DEFINE VERSION SA 0.33

0002: jump Second_Segment
DEFINE MEMORY  45000   ; Equals Mission Builder type global variable range $2 to $10949

:Second_Segment
0002: jump Third_Segment
DEFINE OBJECTS  389
DEFINE OBJECT (no name)                   ; This is an unused object. You can put anything here.
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

:Third_Segment
0002: jump Fourth_Segment
DEFINE MISSIONS  135
DEFINE MISSION 0 AT INITIAL_1 	; originally: Initial 1
DEFINE MISSION 1 AT INITIL2_1 	; originally: Initial 2
DEFINE MISSION 2 AT INTRO_1 	; originally: 
DEFINE MISSION 3 AT M_3_1 	; originally: Video game: They crawled from uranus
DEFINE MISSION 4 AT M_4_1 	; originally: Video game: Duality
DEFINE MISSION 5 AT M_5_1 	; originally: Video game: Go Go Space Monkey
DEFINE MISSION 6 AT M_6_1 	; originally: Video game: Let's get ready to BUMBLE
DEFINE MISSION 7 AT M_7_1 	; originally: Video game: poker
DEFINE MISSION 8 AT POOL2_1 	; originally: Pool
DEFINE MISSION 9 AT LOWR_1 	; originally: Lowrider (bet and dance)
DEFINE MISSION 10 AT M_10_1 	; originally: Beefy Baron
DEFINE MISSION 11 AT INTRO1_1 	; originally: Big Smoke
DEFINE MISSION 12 AT INTRO2_1 	; originally: Ryder
DEFINE MISSION 13 AT SWEET1_1 	; originally: Tagging up Turf
DEFINE MISSION 14 AT SWEET1B_1 	; originally: Cleaning the Hood
DEFINE MISSION 15 AT SWEET3_1 	; originally: Drive-thru
DEFINE MISSION 16 AT SWEET2_1 	; originally: Nines and AK's
DEFINE MISSION 17 AT SWEET4_1 	; originally: Drive-By
DEFINE MISSION 18 AT HOODS5_1 	; originally: Sweet's Girl
DEFINE MISSION 19 AT SWEET6_1 	; originally: Cesar Vialpando
DEFINE MISSION 20 AT SWEET7_1 	; originally: Los Sepulcros
DEFINE MISSION 21 AT CRASH4_1 	; originally: Doberman
DEFINE MISSION 22 AT CRASH1_1 	; originally: Burning Desire
DEFINE MISSION 23 AT DRUGS3_1 	; originally: Gray Imports
DEFINE MISSION 24 AT GUNS1_1 	; originally: Home Invasion
DEFINE MISSION 25 AT RYDER3_1 	; originally: Catalyst
DEFINE MISSION 26 AT RYDER2_1 	; originally: Robbing Uncle Sam
DEFINE MISSION 27 AT TWAR7_1 	; originally: OG Loc
DEFINE MISSION 28 AT SMOKE2_1 	; originally: Running Dog
DEFINE MISSION 29 AT SMOKE3_1 	; originally: Wrong Side of the Tracks
DEFINE MISSION 30 AT DRUGS1_1 	; originally: Just Business
DEFINE MISSION 31 AT MUSIC1_1 	; originally: Life's a Beach
DEFINE MISSION 32 AT MUSIC2_1 	; originally: Madd Dogg's Rhymes
DEFINE MISSION 33 AT MUSIC3_1 	; originally: Management Issues
DEFINE MISSION 34 AT MUSIC5_1 	; originally: House Party
DEFINE MISSION 35 AT M_35_1 	; originally: Race Tournament / 8-track / Dirt Track
DEFINE MISSION 36 AT CESAR1_1 	; originally: High Stakes, Low-rider
DEFINE MISSION 37 AT DRUGS4_1 	; originally: Reuniting the Families
DEFINE MISSION 38 AT LA1FIN2_1 	; originally: The Green Sabre
DEFINE MISSION 39 AT BCRASH1_1 	; originally: Badlands
DEFINE MISSION 40 AT M_40_1 	; originally: Catalina 1
DEFINE MISSION 41 AT CAT1_1 	; originally: Catalina 2
DEFINE MISSION 42 AT M_42_1 	; originally: Catalina 3
DEFINE MISSION 43 AT CAT3_1 	; originally: Catalina 4
DEFINE MISSION 44 AT CAT4_1 	; originally: Catalina 5
DEFINE MISSION 45 AT CATCUT_1 	; originally: King in Exile
DEFINE MISSION 46 AT TRUTH1_1 	; originally: Body Harvest
DEFINE MISSION 47 AT TRUTH2_1 	; originally: Are you going to San Fierro?
DEFINE MISSION 48 AT BCESAR4_1 	; originally: Wu Zi Mu / Farewell, my love...
DEFINE MISSION 49 AT GARAG1_1 	; originally: Wear Flowers in your Hair
DEFINE MISSION 50 AT DECON_1 	; originally: Deconstruction
DEFINE MISSION 51 AT SCRASH3_1 	; originally: 555 WE TIP
DEFINE MISSION 52 AT SCRASH2_1 	; originally: Snail Trail
DEFINE MISSION 53 AT WUZI1_1 	; originally: Mountain Cloud Boys
DEFINE MISSION 54 AT FARLIE4_1 	; originally: Ran Fa Li
DEFINE MISSION 55 AT DRIV6_1 	; originally: Lure
DEFINE MISSION 56 AT WUZI2_1 	; originally: Amphibious Assault
DEFINE MISSION 57 AT WUZI5_1 	; originally: The Da Nang Thang
DEFINE MISSION 58 AT SYN1_1 	; originally: Photo Opportunity
DEFINE MISSION 59 AT SYN2_1 	; originally: Jizzy
DEFINE MISSION 60 AT SYN3_1 	; originally: Outrider
DEFINE MISSION 61 AT SYND4_1 	; originally: Ice Cold Killa
DEFINE MISSION 62 AT SYN6_1 	; originally: Toreno's Last Flight
DEFINE MISSION 63 AT SYN7_1 	; originally: Yay Ka-Boom-Boom
DEFINE MISSION 64 AT SYN5_1 	; originally: Pier 69
DEFINE MISSION 65 AT DRIV2_1 	; originally: T-Bone Mendez
DEFINE MISSION 66 AT DRIV3_1 	; originally: Mike Toreno
DEFINE MISSION 67 AT STEAL1_1 	; originally: Zeroing In
DEFINE MISSION 68 AT STEAL2_1 	; originally: Test Drive
DEFINE MISSION 69 AT STEAL4_1 	; originally: Customs Fast Track
DEFINE MISSION 70 AT STEAL5_1 	; originally: Puncture Wounds
DEFINE MISSION 71 AT DSKOOL_1 	; originally: Back to School
DEFINE MISSION 72 AT M_72_1 	; originally: Air Raid
DEFINE MISSION 73 AT M_73_1 	; originally: Supply Lines...
DEFINE MISSION 74 AT ZERO4_1 	; originally: New Model Army
DEFINE MISSION 75 AT TORENO1_1 	; originally: Monster
DEFINE MISSION 76 AT TORENO2_1 	; originally: Highjack
DEFINE MISSION 77 AT DES3_1 	; originally: Interdiction
DEFINE MISSION 78 AT DESERT4_1 	; originally: Verdant Meadows
DEFINE MISSION 79 AT DESERT6_1 	; originally: N.O.E.
DEFINE MISSION 80 AT DESERT9_1 	; originally: Stowaway
DEFINE MISSION 81 AT MAF4_1 	; originally: Black Project
DEFINE MISSION 82 AT M_82_1 	; originally: Green Goo
DEFINE MISSION 83 AT DESERT5_1 	; originally: Learning to Fly
DEFINE MISSION 84 AT CASINO1_1 	; originally: Fender Ketchup
DEFINE MISSION 85 AT CASINO2_1 	; originally: Explosive Situation
DEFINE MISSION 86 AT CASINO3_1 	; originally: You've had your Chips
DEFINE MISSION 87 AT CASINO7_1 	; originally: Fish in a Barrel
DEFINE MISSION 88 AT CASINO4_1 	; originally: Don Peyote
DEFINE MISSION 89 AT CASINO5_1 	; originally: Intensive Care
DEFINE MISSION 90 AT CASINO6_1 	; originally: The Meat Business
DEFINE MISSION 91 AT CASINO9_1 	; originally: Freefall
DEFINE MISSION 92 AT CASIN10_1 	; originally: Saint Mark's Bistro
DEFINE MISSION 93 AT M_93_1 	; originally: Misappropriation
DEFINE MISSION 94 AT M_94_1 	; originally: High Noon
DEFINE MISSION 95 AT DOC2_1 	; originally: Madd Dogg
DEFINE MISSION 96 AT HEIST1_1 	; originally: Architectural Espionage
DEFINE MISSION 97 AT HEIST3_1 	; originally: Key to her Heart
DEFINE MISSION 98 AT HEIST2_1 	; originally: Dam and Blast
DEFINE MISSION 99 AT HEIST4_1 	; originally: Cop Wheels
DEFINE MISSION 100 AT HEIST5_1 	; originally: Up, Up and Away!
DEFINE MISSION 101 AT HEIST9_1 	; originally: Breaking the Bank at Caligula's
DEFINE MISSION 102 AT MANSIO1_1 	; originally: A Home In The Hills
DEFINE MISSION 103 AT MANSIO2_1 	; originally: Vertical Bird
DEFINE MISSION 104 AT MANSIO3_1 	; originally: Home Coming
DEFINE MISSION 105 AT MANSON5_1 	; originally: Cut Throat Business
DEFINE MISSION 106 AT GROVE1_1 	; originally: Beat Down on B Dup
DEFINE MISSION 107 AT GROVE2_1 	; originally: Grove 4 Life
DEFINE MISSION 108 AT RIOT1_1 	; originally: Riot
DEFINE MISSION 109 AT RIOT2_1 	; originally: Los Desperados
DEFINE MISSION 110 AT M_110_1 	; originally: End Of The Line (1)
DEFINE MISSION 111 AT M_111_1 	; originally: End Of The Line (2)
DEFINE MISSION 112 AT M_112_1 	; originally: End Of The Line (3)
DEFINE MISSION 113 AT SHRANGE_1 	; originally: Shooting range
DEFINE MISSION 114 AT GYMLS_1 	; originally: Los Santon Gym Fight School
DEFINE MISSION 115 AT GYMSF_1 	; originally: San Fierro Gym Fight School
DEFINE MISSION 116 AT GYMLV_1 	; originally: Las Venturas Gym Fight School
DEFINE MISSION 117 AT TRUCK_1 	; originally: Trucking
DEFINE MISSION 118 AT QUARRY_1 	; originally: Quarry
DEFINE MISSION 119 AT BOAT_1 	; originally: Boat School
DEFINE MISSION 120 AT BSKOOL_1 	; originally: Bike School
DEFINE MISSION 121 AT TAXIODD_1 	; originally: 'TAXI DRIVER' sub-mission
DEFINE MISSION 122 AT M_122_1 	; originally: Paramedic sub-mission
DEFINE MISSION 123 AT M_123_1 	; originally: Firefighter sub-mission
DEFINE MISSION 124 AT M_124_1 	; originally: Vigilante sub-mission
DEFINE MISSION 125 AT BURGJB_1 	; originally: Burglary sub-mission
DEFINE MISSION 126 AT FREIGHT_1 	; originally: Freight Train sub-mission
DEFINE MISSION 127 AT PIMP_1 	; originally: Pimping sub-mission
DEFINE MISSION 128 AT BLOOD_1 	; originally: Arena mission: Blood Ring
DEFINE MISSION 129 AT KICKSTA_1 	; originally: Arena mission: Kickstart
DEFINE MISSION 130 AT M_130_1 	; originally: Beat the Cock!
DEFINE MISSION 131 AT BCOUR_1 	; originally: Courier
DEFINE MISSION 132 AT M_132_1 	; originally: The Chiliad Challenge
DEFINE MISSION 133 AT M_133_1 	; originally: NRG-500
DEFINE MISSION 134 AT BUYPRO1_1 	; originally: Buy properties script

:Fourth_Segment
0002: jump Fifth_Segment
DEFINE EXTERNAL_SCRIPTS  79
DEFINE EXTERNAL_SCRIPT_NAME PLAYER_PARACHUTE  ;  0  player using parachute
DEFINE EXTERNAL_SCRIPT_NAME PARACHUTE  ;  1  npc actors with parachutes
DEFINE EXTERNAL_SCRIPT_NAME BCESAR2  ;  2  
DEFINE EXTERNAL_SCRIPT_NAME BCESAR3  ;  3  
DEFINE EXTERNAL_SCRIPT_NAME SLOT_MACHINE  ;  4  
DEFINE EXTERNAL_SCRIPT_NAME ROULETTE  ;  5  
DEFINE EXTERNAL_SCRIPT_NAME OTB_SCRIPT  ;  6  
DEFINE EXTERNAL_SCRIPT_NAME ARCADE  ;  7  
DEFINE EXTERNAL_SCRIPT_NAME VENDING_MACHINE  ;  8  
DEFINE EXTERNAL_SCRIPT_NAME FOOD_VENDOR  ;  9  
DEFINE EXTERNAL_SCRIPT_NAME GATES_SCRIPT  ;  10  
DEFINE EXTERNAL_SCRIPT_NAME GYMBIKE  ;  11  
DEFINE EXTERNAL_SCRIPT_NAME GYMBENCH  ;  12  
DEFINE EXTERNAL_SCRIPT_NAME GYMTREAD  ;  13  
DEFINE EXTERNAL_SCRIPT_NAME GYMDUMB  ;  14  
DEFINE EXTERNAL_SCRIPT_NAME BASKETB  ;  15  
DEFINE EXTERNAL_SCRIPT_NAME VIDPOK  ;  16  
DEFINE EXTERNAL_SCRIPT_NAME BLACKJ  ;  17  
DEFINE EXTERNAL_SCRIPT_NAME WHEELO  ;  18  
DEFINE EXTERNAL_SCRIPT_NAME DEALER  ;  19  
DEFINE EXTERNAL_SCRIPT_NAME HOME_BRAINS  ;  20  
DEFINE EXTERNAL_SCRIPT_NAME POOL_SCRIPT  ;  21  
DEFINE EXTERNAL_SCRIPT_NAME LOWR_CONT  ;  22  
DEFINE EXTERNAL_SCRIPT_NAME BURG_BRAINS  ;  23  
DEFINE EXTERNAL_SCRIPT_NAME GF_MEETING  ;  24  
DEFINE EXTERNAL_SCRIPT_NAME GF_DATE  ;  25  
DEFINE EXTERNAL_SCRIPT_NAME GF_SEX  ;  26  
DEFINE EXTERNAL_SCRIPT_NAME CASINO_AMBIENCE  ;  27  
DEFINE EXTERNAL_SCRIPT_NAME BAR_AMBIENCE  ;  28  
DEFINE EXTERNAL_SCRIPT_NAME FOODBRAINS  ;  29  
DEFINE EXTERNAL_SCRIPT_NAME OTB_AMBIENCE  ;  30  
DEFINE EXTERNAL_SCRIPT_NAME STRIP_AMBIENCE  ;  31  
DEFINE EXTERNAL_SCRIPT_NAME PLANES  ;  32  airport, buy ticket, fly
DEFINE EXTERNAL_SCRIPT_NAME TRAINS  ;  33  
DEFINE EXTERNAL_SCRIPT_NAME ZERO_AMBIENCE  ;  34  
DEFINE EXTERNAL_SCRIPT_NAME DANCE  ;  35  
DEFINE EXTERNAL_SCRIPT_NAME SHOPKEEPER  ;  36  
DEFINE EXTERNAL_SCRIPT_NAME CUSTOMER_PANIC  ;  37  
DEFINE EXTERNAL_SCRIPT_NAME BAR_STAFF  ;  38  
DEFINE EXTERNAL_SCRIPT_NAME BOUNCER  ;  39  
DEFINE EXTERNAL_SCRIPT_NAME OTB_STAFF  ;  40  
DEFINE EXTERNAL_SCRIPT_NAME PCHAIR  ;  41  
DEFINE EXTERNAL_SCRIPT_NAME PCUSTOM  ;  42  
DEFINE EXTERNAL_SCRIPT_NAME OTBWTCH  ;  43  
DEFINE EXTERNAL_SCRIPT_NAME OTBSLP  ;  44  
DEFINE EXTERNAL_SCRIPT_NAME OTBTILL  ;  45  
DEFINE EXTERNAL_SCRIPT_NAME FBOOTHR  ;  46  
DEFINE EXTERNAL_SCRIPT_NAME FBOOTHL  ;  47  
DEFINE EXTERNAL_SCRIPT_NAME BARGUY  ;  48  
DEFINE EXTERNAL_SCRIPT_NAME PEDROUL  ;  49  
DEFINE EXTERNAL_SCRIPT_NAME PEDCARD  ;  50  
DEFINE EXTERNAL_SCRIPT_NAME PEDSLOT  ;  51  
DEFINE EXTERNAL_SCRIPT_NAME DANCER  ;  52  
DEFINE EXTERNAL_SCRIPT_NAME STRIPW  ;  53  
DEFINE EXTERNAL_SCRIPT_NAME STRIPM  ;  54  
DEFINE EXTERNAL_SCRIPT_NAME BROWSE  ;  55  
DEFINE EXTERNAL_SCRIPT_NAME COPSIT  ;  56  
DEFINE EXTERNAL_SCRIPT_NAME COPLOOK  ;  57  
DEFINE EXTERNAL_SCRIPT_NAME TICKET  ;  58  
DEFINE EXTERNAL_SCRIPT_NAME SHOPPER  ;  59  
DEFINE EXTERNAL_SCRIPT_NAME AMMU  ;  60  
DEFINE EXTERNAL_SCRIPT_NAME TATTOO  ;  61  
DEFINE EXTERNAL_SCRIPT_NAME BARBER  ;  62  
DEFINE EXTERNAL_SCRIPT_NAME WARDROBE  ;  63  
DEFINE EXTERNAL_SCRIPT_NAME CLOTHES  ;  64  
DEFINE EXTERNAL_SCRIPT_NAME JUNKFUD  ;  65  
DEFINE EXTERNAL_SCRIPT_NAME CARMOD1  ;  66  
DEFINE EXTERNAL_SCRIPT_NAME CRANE1  ;  67  
DEFINE EXTERNAL_SCRIPT_NAME CRANE2  ;  68  
DEFINE EXTERNAL_SCRIPT_NAME CRANE3  ;  69  
DEFINE EXTERNAL_SCRIPT_NAME CARPARK1  ;  70  
DEFINE EXTERNAL_SCRIPT_NAME IMPOUND  ;  71  
DEFINE EXTERNAL_SCRIPT_NAME VALET  ;  72  
DEFINE EXTERNAL_SCRIPT_NAME PHOTO  ;  73  
DEFINE EXTERNAL_SCRIPT_NAME PRISONR  ;  74  
DEFINE EXTERNAL_SCRIPT_NAME CAMERA  ;  75  
DEFINE EXTERNAL_SCRIPT_NAME DEBT  ;  76  
DEFINE EXTERNAL_SCRIPT_NAME HOTDOG  ;  77  
DEFINE EXTERNAL_SCRIPT_NAME AAA  ;  78  

:Fifth_Segment
0002: jump Sixth_Segment
DEFINE UNKNOWN_FIFTH_SEGMENT
DEFINE UNKNOWN1  0

:Sixth_Segment
0002: jump MAIN_1
DEFINE UNKNOWN_SIXTH_SEGMENT
DEFINE UNKNOWN3  574

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


:MAIN_1
03A4: name_thread 'MAIN'
016A: fade  0 ()  0 ms
042C: set_total_missions_to  147
030D: set_total_mission_points_to  187
0997:  1339 
01F0: set_max_wanted_level_to  6
0111: set_wasted_busted_check_to  0 (disabled)
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 (energy) to  800.0  ; float
062A: change_stat  23 (muscle) to  50.0  ; float
062A: change_stat  21 (fat) to  200.0  ; float
062A: change_stat  160 (driving skill) to  0.0  ; float
0629: change_stat  181 (islands unlocked) to  0  ; integer see statdisp.dat
0629: change_stat  68 () to  0  ; integer see statdisp.dat
0053: $PLAYER_CHAR = create_player  0 at  2488.562 -1666.864  12.8757
0002: jump MAIN_20
0053: $155 = create_player  1 at  2488.562 -1666.864  12.8757

:MAIN_20
06CF:  0 
0746:  1  8  0 
0746:  4  8  7 
0746:  3  8  9 
0746:  3  8  14 
0746:  3  7  0 
0746:  4  7  8 
0746:  3  7  9 
0746:  3  7  14 
0746:  3  9  0 
0746:  3  9  8 
0746:  3  9  7 
0746:  4  9  14 
0746:  3  14  0 
0746:  3  14  8 
0746:  3  14  7 
0746:  4  14  9 
0746:  3  10  11 
0746:  3  10  13 
0746:  3  11  10 
0746:  3  13  10 
0746:  4  13  11 
0746:  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   ; Originally: Initial 1
0001: wait  0 ms
0417: start_mission  1   ; Originally: Initial 2
0004: $121 =  0  ;; integer values
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: $194 =  0  ;; integer values
0004: $195 =  0  ;; integer values
0004: $352 =  0  ;; integer values
0180: set_on_mission_flag_to $ON_MISSION
04AE: unknown $441 radar_icon_or_model  15
04AE: unknown $442 radar_icon_or_model  38
04AE: unknown $443 radar_icon_or_model  34
04AE: unknown $445 radar_icon_or_model  8
04AE: unknown $446 radar_icon_or_model  28
04AE: unknown $444 radar_icon_or_model  16
04AE: unknown $447 radar_icon_or_model  13
04AE: unknown $487 radar_icon_or_model  12
04AE: unknown $488 radar_icon_or_model  40
04AE: unknown $534 radar_icon_or_model  46
04AE: unknown $535 radar_icon_or_model  23
04AE: unknown $537 radar_icon_or_model  43
04AE: unknown $536 radar_icon_or_model  13
04AE: unknown $538 radar_icon_or_model  33
04AE: unknown $539 radar_icon_or_model  47
04AE: unknown $588 radar_icon_or_model  44
04AE: unknown $590 radar_icon_or_model  25
04AE: unknown $594 radar_icon_or_model  52
04AE: unknown $589 radar_icon_or_model  24
04AE: unknown $586 radar_icon_or_model  42
04AE: unknown $587 radar_icon_or_model  5
04AE: unknown $624 radar_icon_or_model  15
04AE: unknown $591 radar_icon_or_model  36
04AE: unknown $625 radar_icon_or_model  38
0002: jump MAIN_154
04CE: $31 = create_icon_marker_without_sphere  18 at  2447.364 -1974.496  12.5469
04CE: $1736 = create_icon_marker_without_sphere  7 at  2070.27 -1791.092  17.1484
04CE: $1737 = create_icon_marker_without_sphere  29 at  2107.624 -1807.516  21.2114
04CE: $1738 = create_icon_marker_without_sphere  45 at  2243.807 -1668.567  20.0313
02A7: $439 = create_icon_marker_and_sphere $441 at $459 $460 $461
02A7: $435 = create_icon_marker_and_sphere $442 at $462 $463 $464
02A7: $436 = create_icon_marker_and_sphere $443 at $465 $466 $467
02A7: $434 = create_icon_marker_and_sphere $445 at $468 $469 $470
02A7: $437 = create_icon_marker_and_sphere $446 at $471 $472 $473
02A7: $438 = create_icon_marker_and_sphere $444 at $477 $478 $479
02A7: $440 = create_icon_marker_and_sphere $447 at $480 $481 $482
02A7: $484 = create_icon_marker_and_sphere $444 at $494 $495 $496
02A7: $483 = create_icon_marker_and_sphere $487 at $506 $512 $518
02A7: $486 = create_icon_marker_and_sphere $488 at $497 $498 $499
02A7: $485 = create_icon_marker_and_sphere $447 at $503 $504 $505
02A7: $532 = create_icon_marker_and_sphere $444 at $547 $548 $549
02A7: $524 = create_icon_marker_and_sphere $534 at $553 $554 $555
02A7: $527 = create_icon_marker_and_sphere $539 at $550 $551 $552
02A7: $525 = create_icon_marker_and_sphere $536 at $556 $557 $558
02A7: $533 = create_icon_marker_and_sphere $537 at $547 $548 $549
02A7: $526 = create_icon_marker_and_sphere $444 at $559 $560 $561
02A7: $528 = create_icon_marker_and_sphere $538 at $577 $578 $579
02A7: $540 = create_icon_marker_and_sphere $538 at $577 $578 $579
02A7: $580 = create_icon_marker_and_sphere $586 at $601 $602 $603
02A7: $581 = create_icon_marker_and_sphere $587 at $604 $605 $606
02A7: $582 = create_icon_marker_and_sphere $588 at $607 $608 $609
02A7: $595 = create_icon_marker_and_sphere $594 at $610 $611 $612
02A7: $584 = create_icon_marker_and_sphere $589 at $616 $617 $618
02A7: $583 = create_icon_marker_and_sphere $444 at $613 $614 $615
02A7: $585 = create_icon_marker_and_sphere $590 at $619 $620 $621
02A7: $622 = create_icon_marker_and_sphere $624 at $633 $634 $635
02A7: $623 = create_icon_marker_and_sphere $624 at $633 $634 $635
02A7: $592 = create_icon_marker_and_sphere $591 at $666 $667 $668
02A7: $596 = create_icon_marker_and_sphere  36 at -2031.2 -118.0  34.3
0570: $630 = create_asset_radar_marker_with_icon  36 at $2367 $2368 $2369
0570: $632 = create_asset_radar_marker_with_icon  36 at $2367 $2368 $2369
02A7: $122 = create_icon_marker_and_sphere $442 at  2228.0 -1722.811  12.5543
0570: $1722 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(5) $SAVEPOINTY(5) $SAVEPOINTZ(5)
0570: $628 = create_asset_radar_marker_with_icon  11 at $2352 $2353 $2354
04CE: $2588 = create_icon_marker_without_sphere  27 at -2728.5  212.2  3.4
04CE: $2589 = create_icon_marker_without_sphere  27 at -2728.5  212.2  3.4
02A7: $66 = create_icon_marker_and_sphere  31 at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z
02A7: $527 = create_icon_marker_and_sphere  31 at $BUY_ASSET_PICKUP_X(1) $BUY_ASSET_PICKUP_Y(1) $BUY_ASSET_PICKUP_Z(1)
02A7: $55 = create_icon_marker_and_sphere  31 at $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2) $BUY_ASSET_PICKUP_Z(2)
04CE: $22 = create_icon_marker_without_sphere  51 at $2373 $2374 $2375
04A6: $710 = create_asset_money_pickup_at  2508.359 -1676.538  12.579 money  10000 $712
0213: $817 = create_pickup #KEYCARD type  3 at  0.0  0.0  0.0
02A7: $1415 = create_icon_marker_and_sphere $594 at  2035.724  2727.96  9.8281
0517: $BUY_ASSET_PICKUP = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z
0517: $BUY_ASSET_PICKUP(1) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(1) $BUY_ASSET_PICKUP_Y(1) $BUY_ASSET_PICKUP_Z(1)
0517: $BUY_ASSET_PICKUP(2) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2) $BUY_ASSET_PICKUP_Z(2)
0107: $2706 = create_object #AD_FLATDOOR at  1833.36 -1995.45  12.5
0107: $2707 = create_object #AD_FLATDOOR at  1819.81 -1994.66  12.5
0107: $2708 = create_object #AD_FLATDOOR at  1827.68 -1980.0  12.5
0107: $2709 = create_object #AD_FLATDOOR at  1851.84 -1990.67  12.5
0107: $2710 = create_object #AD_FLATDOOR at  1867.29 -1984.96  12.5
0107: $2711 = create_object #AD_FLATDOOR at  1866.52 -1998.53  12.5
0107: $2712 = create_object #AD_FLATDOOR at  1899.75 -1984.95  12.5
0107: $2713 = create_object #AD_FLATDOOR at  1914.39 -1992.82  12.5
0107: $2714 = create_object #AD_FLATDOOR at  1899.01 -1998.5  12.5
0107: $2715 = create_object #AD_FLATDOOR at  1900.89 -2020.11  12.5
0107: $2716 = create_object #AD_FLATDOOR at  1914.4 -2020.91  12.5
0107: $2717 = create_object #AD_FLATDOOR at  1906.54 -2035.52  12.5
0662: write_debug_message "AAAAAAAAA" 

:MAIN_154
01E8: create_forbidden_for_cars_cube  2500.0 -1677.0  20.0  2430.0 -1653.0  0.0
0004: $672 =  0  ;; integer values
0004: $674 =  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: $2777 = init_parked_car_generator  432 -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 $2777 cars_to_generate_to  0
014B: $PARKED_HYDRA = init_parked_car_generator  520 -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: $712 =  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  28 priority  100 
0928: init_external_script_with_actor_trigger  19 (DEALER) actor_model  29 priority  100 
0928: init_external_script_with_actor_trigger  19 (DEALER) actor_model  30 priority  100 
0928: init_external_script_with_actor_trigger  19 (DEALER) actor_model  254 priority  100 
0928: init_external_script_with_actor_trigger  77 (HOTDOG) actor_model  168 priority  100 
08E8: assign_external_script_handle 'DEALER' to_actor_model  28 
08E8: assign_external_script_handle 'DEALER' to_actor_model  29 
08E8: assign_external_script_handle 'DEALER' to_actor_model  30 
08E8: assign_external_script_handle 'DEALER' to_actor_model  254 
0776: init_objects_in_object_group "CRACK" 
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #CRACKFACT_SFS  1
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #CF_EXT_DEM_SFS  0
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #LODCRACKFACT_SFS  1
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #LODEXT_DEM_SFS  0
004F: create_thread ODDVEH_1 
004F: create_thread R3_1 
004F: create_thread GYM_1 
004F: create_thread SHOOT_1 
004F: create_thread BLOODR_1 
004F: create_thread HOTR_1 
004F: create_thread KICKS_1 
004F: create_thread PSAVE1_1 
004F: create_thread FLOW_1 
;;004F: create_thread HELP_1 
004F: create_thread COLLS_1 
004F: create_thread CRANES_1 
004F: create_thread BUY_PRO_1 
004F: create_thread VALET_L_1 
004F: create_thread ADPLANE_1 
004F: create_thread TRAINSL_1 
004F: create_thread IMPND_L_1 
004F: create_thread OPENUP_1 
004F: create_thread TRI_1
004F: create_thread SNAKEMOD00  
004F: create_thread SNAKESPAWN00
004F: create_thread SNAKEWS00
004F: create_thread SNAKENOS00
004F: create_thread SNAKECHOP00
004F: create_thread SNAKESABRE00
00D7: create_thread_with_wasted_busted_check LITCAS_42
00D7: create_thread_with_wasted_busted_check PROJECT_237
00D7: create_thread_with_wasted_busted_check BBCHAL_336
00D7: create_thread_with_wasted_busted_check LOWGAME_1139
00D7: create_thread_with_wasted_busted_check CLEANAU_16
00D7: create_thread_with_wasted_busted_check BDISPLY_289
00D7: create_thread_with_wasted_busted_check APCHECK_1
00D7: create_thread_with_wasted_busted_check GFINIT_1
00D7: create_thread_with_wasted_busted_check GFAGNT_1733
00D7: create_thread_with_wasted_busted_check INTMAN_533
00D7: create_thread_with_wasted_busted_check A_TERM_5
00D7: create_thread_with_wasted_busted_check CELLFON_1
016A: fade  0 ()  0 ms
09BA:  0 
0001: wait  0 ms
0001: wait  0 ms
03B7: process_cut_scene_only  0 (true)
0169: set_fade_color  0  0  0
0001: wait  2000 ms
03B7: process_cut_scene_only  1 (false)
01F0: set_max_wanted_level_to  4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MAIN_391
01B6: set_weather  1
087B: set_player $PLAYER_CHAR clothes "VEST" "VEST"  0 
087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS"  2 
087B: set_player $PLAYER_CHAR clothes "SNEAKERBINCBLK" "SNEAKER"  3 
087B: set_player $PLAYER_CHAR clothes "PLAYER_FACE" "HEAD"  1
0004: $2549 =  1  ;; integer values
070D: $PLAYER_CHAR 
0793: (unknown)
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0004: $24 =  0  ;; integer values
0417: start_mission  2   ; Originally: 
0004: $41 =  1  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MAIN_389
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:MAIN_389
01B7: release_weather
0002: jump MAIN_392

:MAIN_391
0004: $EXTERNAL_SCRIPT_STATUS =  0  ;; integer values

:MAIN_392
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MAIN_641
077E: $ACTIVE_INTERIOR = active_interior
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
07D0: $WEEKDAY = weekday
09FB: $154 = unknown_get_display_mode_or_gxt_file_used
0842: $1866 = unknown_player $PLAYER_CHAR data
01BD: $5284 = current_time_in_ms
00D6: if  0
0038:   $672 ==  1  ;; integer values
004D: jump_if_false MAIN_414
0084: $5283 = $5284  ;; integer values and handles
0060: $5283 -= $5285  ;; integer values
00D6: if  0
0028:   $5283 >=  180000  ;; integer values
004D: jump_if_false MAIN_414
0004: $672 =  0  ;; integer values
0004: $674 =  0  ;; integer values
0004: $5283 =  0  ;; integer values
0004: $10045 =  0  ;; integer values

:MAIN_414
00D6: if  24
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_431
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  66 (CARMOD1) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_430
08A9: load_external_script  66 (CARMOD1) 
00D6: if  0
08AB:   external_script  66 (CARMOD1) loaded
004D: jump_if_false MAIN_430
0913: run_external_script  66 (CARMOD1) 

:MAIN_430
0002: jump MAIN_432

:MAIN_431
090F: end_external_script  66 (CARMOD1) 

:MAIN_432
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false MAIN_445
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  0 (PLAYER_PARACHUTE) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_444
08A9: load_external_script  0 (PLAYER_PARACHUTE) 
00D6: if  0
08AB:   external_script  0 (PLAYER_PARACHUTE) loaded
004D: jump_if_false MAIN_444
0913: run_external_script  0 (PLAYER_PARACHUTE) 

:MAIN_444
0002: jump MAIN_446

:MAIN_445
090F: end_external_script  0 (PLAYER_PARACHUTE) 

:MAIN_446
00D6: if  1
0491:   actor $PLAYER_ACTOR has_weapon  43 
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MAIN_460
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  75 (CAMERA) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_459
08A9: load_external_script  75 (CAMERA) 
00D6: if  0
08AB:   external_script  75 (CAMERA) loaded
004D: jump_if_false MAIN_459
0913: run_external_script  75 (CAMERA) 

:MAIN_459
0002: jump MAIN_461

:MAIN_460
090F: end_external_script  75 (CAMERA) 

:MAIN_461
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MAIN_598
00D6: if  0
001A:    10 > $SYNDICATE_MISSIONS_PASSED  ;; integer values
004D: jump_if_false MAIN_538
00D6: if  0
0018:   $CATALINA_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false MAIN_538
00D6: if  0
0018:   $89 >  400  ;; integer values
004D: jump_if_false MAIN_527
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  2 (BCESAR2) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_500
00D6: if  0
0038:   $418 ==  0  ;; integer values
004D: jump_if_false MAIN_500
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  3 (BCESAR3) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_500
07D0: $WEEKDAY = weekday
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0038:   $WEEKDAY ==  4  ;; integer values
0038:   $WEEKDAY ==  7  ;; integer values
004D: jump_if_false MAIN_500
00D6: if  21
0028:   $TIME_HOURS >=  19  ;; integer values
001A:    7 > $TIME_HOURS  ;; integer values
004D: jump_if_false MAIN_500
08A9: load_external_script  3 (BCESAR3) 
00D6: if  0
08AB:   external_script  3 (BCESAR3) loaded
004D: jump_if_false MAIN_500
0913: run_external_script  3 (BCESAR3) 
0004: $418 =  1  ;; integer values

:MAIN_500
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  3 (BCESAR3) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_527
00D6: if  0
0038:   $417 ==  0  ;; integer values
004D: jump_if_false MAIN_527
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  2 (BCESAR2) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_527
07D0: $WEEKDAY = weekday
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0038:   $WEEKDAY ==  2  ;; integer values
0038:   $WEEKDAY ==  6  ;; integer values
004D: jump_if_false MAIN_527
00D6: if  1
0028:   $TIME_HOURS >=  5  ;; integer values
001A:    17 > $TIME_HOURS  ;; integer values
004D: jump_if_false MAIN_527
08A9: load_external_script  2 (BCESAR2) 
00D6: if  0
08AB:   external_script  2 (BCESAR2) loaded
004D: jump_if_false MAIN_527
0913: run_external_script  2 (BCESAR2) 
0004: $417 =  1  ;; integer values

:MAIN_527
07D0: $WEEKDAY = weekday
00D6: if  22
0038:   $WEEKDAY ==  1  ;; integer values
0038:   $WEEKDAY ==  3  ;; integer values
0038:   $WEEKDAY ==  5  ;; integer values
004D: jump_if_false MAIN_537
0004: $417 =  0  ;; integer values
0004: $418 =  0  ;; integer values
0004: $89 =  0  ;; integer values
0002: jump MAIN_538

:MAIN_537
0008: $89 +=  1  ;; integer values

:MAIN_538
00D6: if  1
0038:   $195 ==  1  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MAIN_569
00D6: if  0
0038:   $194 ==  0  ;; integer values
004D: jump_if_false MAIN_562
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  22 (LOWR_CONT) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_561
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MAIN_561
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1812.369 -1929.922 radius  80.0  80.0
004D: jump_if_false MAIN_561
08A9: load_external_script  22 (LOWR_CONT) 
00D6: if  0
08AB:   external_script  22 (LOWR_CONT) loaded
004D: jump_if_false MAIN_561
0913: run_external_script  22 (LOWR_CONT) 
0004: $194 =  1  ;; integer values

:MAIN_561
0002: jump MAIN_569

:MAIN_562
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MAIN_569
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1812.369 -1929.922 radius  500.0  500.0
004D: jump_if_false MAIN_569
0004: $194 =  0  ;; integer values

:MAIN_569
0871: init_jump_table $VIDEO_GAME total_jumps  8  0 MAIN_597 jumps  0 MAIN_571  1 MAIN_574  2 MAIN_577  3 MAIN_580  4 MAIN_583  5 MAIN_586  6 MAIN_589 
0872: jump_table_jumps  7 MAIN_592 -1 MAIN_597 -1 MAIN_597 -1 MAIN_597 -1 MAIN_597 -1 MAIN_597 -1 MAIN_597 -1 MAIN_597 -1 MAIN_597 

:MAIN_571
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  3   ; Originally: Video game: They crawled from uranus
0002: jump MAIN_597

:MAIN_574
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  4   ; Originally: Video game: Duality
0002: jump MAIN_597

:MAIN_577
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  5   ; Originally: Video game: Go Go Space Monkey
0002: jump MAIN_597

:MAIN_580
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  6   ; Originally: Video game: Let's get ready to BUMBLE
0002: jump MAIN_597

:MAIN_583
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  7   ; Originally: Video game: poker
0002: jump MAIN_597

:MAIN_586
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  8   ; Originally: Pool
0002: jump MAIN_597

:MAIN_589
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  9   ; Originally: Lowrider (bet and dance)
0002: jump MAIN_597

:MAIN_592
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'BEEFY'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  10   ; Originally: Beefy Baron
0002: jump MAIN_597

:MAIN_597
0002: jump MAIN_604

:MAIN_598
00D6: if  21
0038:   $417 ==  1  ;; integer values
0038:   $418 ==  1  ;; integer values
004D: jump_if_false MAIN_603
0004: $89 =  0  ;; integer values

:MAIN_603
0004: $VIDEO_GAME = -1  ;; integer values

:MAIN_604
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MAIN_641
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  2037.536  2365.372  2117.176  2483.922
004D: jump_if_false MAIN_620
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  70 (CARPARK1) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MAIN_619
08A9: load_external_script  70 (CARPARK1) 
00D6: if  0
08AB:   external_script  70 (CARPARK1) loaded
004D: jump_if_false MAIN_619
0913: run_external_script  70 (CARPARK1) 

:MAIN_619
0002: jump MAIN_621

:MAIN_620
090F: end_external_script  70 (CARPARK1) 

:MAIN_621
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false MAIN_641
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  658.0068 -1866.313  4.4537 radius  15.0  15.0  15.0
004D: jump_if_false MAIN_637
00D6: if  0
0038:   $157 ==  0  ;; integer values
004D: jump_if_false MAIN_636
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false MAIN_635
0005: $5349 =  0.0  ;; floating-point values

:MAIN_635
0004: $157 =  1  ;; integer values

:MAIN_636
0002: jump MAIN_641

:MAIN_637
00D6: if  0
0038:   $157 ==  1  ;; integer values
004D: jump_if_false MAIN_641
0004: $157 =  0  ;; integer values

:MAIN_641
0002: jump MAIN_392

:INT_1
03A4: name_thread 'INT'

:INT_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $INTRO_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false INT_7
004E: end_thread

:INT_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INT_40
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false INT_40
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $459 $460 $461 radius  1.0  1.0  2.0
004D: jump_if_false INT_27
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false INT_27
00D6: if  0
0038:   $INTRO_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false INT_27
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'INTRO_1'  1000 ms  2
0050: gosub PSAVE1_150
03E6: remove_text_box
0417: start_mission  11   ; Originally: Big Smoke

:INT_27
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $465 $466 $467 radius  1.2  1.2  2.0
004D: jump_if_false INT_40
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false INT_40
00D6: if  0
0038:   $INTRO_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false INT_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'INTRO_2'  1000 ms  2
0050: gosub PSAVE1_177
0417: start_mission  12   ; Originally: Ryder

:INT_40
0002: jump INT_2

:SWEET_1
03A4: name_thread 'SWEET'

:SWEET_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  9  ;; integer values
004D: jump_if_false SWEET_7
004E: end_thread

:SWEET_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SWEET_108
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false SWEET_108
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $462 $463 $464 radius  1.2  1.2  2.0
004D: jump_if_false SWEET_94
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SWEET_94
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false SWEET_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET_1'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  13   ; Originally: Tagging up Turf

:SWEET_26
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false SWEET_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET1B'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  14   ; Originally: Cleaning the Hood

:SWEET_33
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false SWEET_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET_3'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  15   ; Originally: Drive-thru

:SWEET_40
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false SWEET_47
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET_2'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  16   ; Originally: Nines and AK's

:SWEET_47
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false SWEET_54
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET_4'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  17   ; Originally: Drive-By

:SWEET_54
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false SWEET_61
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET_5'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  18   ; Originally: Sweet's Girl

:SWEET_61
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false SWEET_68
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET_6'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  19   ; Originally: Cesar Vialpando

:SWEET_68
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  8  ;; integer values
004D: jump_if_false SWEET_94
0956: $47 = get_respect
00D6: if  0
0018:   $47 >  1  ;; integer values
004D: jump_if_false SWEET_88
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  1
0028:   $TIME_HOURS >=  9  ;; integer values
001A:    17 > $TIME_HOURS  ;; integer values
004D: jump_if_false SWEET_86
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SWEET_7'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  20   ; Originally: Los Sepulcros
0002: jump SWEET_87

:SWEET_86
00BC: text_highpriority 'MTIME3'  1000 ms  1

:SWEET_87
0002: jump SWEET_94

:SWEET_88
00BC: text_highpriority 'MOREREP'  1000 ms  1
00D6: if  0
0038:   $2205 ==  0  ;; integer values
004D: jump_if_false SWEET_94
03E5: text_box 'HELP101'
0004: $2205 =  1  ;; integer values

:SWEET_94
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1365.251 -1280.12  12.5469 radius  1.2  1.2  2.0
004D: jump_if_false SWEET_108
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SWEET_108
00D6: if  1
0038:   $SWEETS_MISSIONS_PASSED ==  7  ;; integer values
0038:   $1346 ==  1  ;; integer values
004D: jump_if_false SWEET_108
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CRASH_2'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  21   ; Originally: Doberman

:SWEET_108
0002: jump SWEET_2

:CRASH_1
03A4: name_thread 'CRASH'

:CRASH_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $CRASH_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false CRASH_7
004E: end_thread

:CRASH_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRASH_33
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CRASH_33
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $477 $478 $479 radius  1.2  1.2  2.0
004D: jump_if_false CRASH_33
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false CRASH_33
00D6: if  0
0038:   $CRASH_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CRASH_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CRASH_1'  1000 ms  2
0050: gosub PSAVE1_202
0417: start_mission  22   ; Originally: Burning Desire

:CRASH_26
00D6: if  0
0038:   $CRASH_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CRASH_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CRASH_3'  1000 ms  2
0050: gosub PSAVE1_202
0417: start_mission  23   ; Originally: Gray Imports

:CRASH_33
0002: jump CRASH_2

:RYDER_1
03A4: name_thread 'RYDER'

:RYDER_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $RYDERS_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false RYDER_7
004E: end_thread

:RYDER_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false RYDER_48
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false RYDER_48
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $465 $466 $467 radius  1.6  1.2  2.0
004D: jump_if_false RYDER_48
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false RYDER_48
00D6: if  0
0038:   $RYDERS_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false RYDER_34
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  1
0028:   $TIME_HOURS >=  12  ;; integer values
001A:    20 > $TIME_HOURS  ;; integer values
004D: jump_if_false RYDER_33
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RYDER_1'  1000 ms  2
0050: gosub PSAVE1_177
0417: start_mission  24   ; Originally: Home Invasion
0002: jump RYDER_34

:RYDER_33
00BC: text_highpriority 'MTIME6'  1000 ms  1

:RYDER_34
00D6: if  0
0038:   $RYDERS_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false RYDER_41
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RYDER_3'  1000 ms  2
0050: gosub PSAVE1_177
0417: start_mission  25   ; Originally: Catalyst

:RYDER_41
00D6: if  0
0038:   $RYDERS_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false RYDER_48
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RYDER_2'  1000 ms  2
0050: gosub PSAVE1_177
0417: start_mission  26   ; Originally: Robbing Uncle Sam

:RYDER_48
0002: jump RYDER_2

:SMOKE_1
03A4: name_thread 'SMOKE'

:SMOKE_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $SMOKES_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false SMOKE_7
004E: end_thread

:SMOKE_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SMOKE_47
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false SMOKE_47
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $468 $469 $470 radius  1.2  1.2  2.0
004D: jump_if_false SMOKE_47
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SMOKE_47
00D6: if  0
0038:   $SMOKES_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false SMOKE_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SMOKE_1'  1000 ms  2
0050: gosub PSAVE1_190
0417: start_mission  27   ; Originally: OG Loc

:SMOKE_26
00D6: if  0
0038:   $SMOKES_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false SMOKE_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SMOKE_2'  1000 ms  2
0050: gosub PSAVE1_190
0417: start_mission  28   ; Originally: Running Dog

:SMOKE_33
00D6: if  0
0038:   $SMOKES_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false SMOKE_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SMOKE_3'  1000 ms  2
0050: gosub PSAVE1_190
0417: start_mission  29   ; Originally: Wrong Side of the Tracks

:SMOKE_40
00D6: if  0
0038:   $SMOKES_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false SMOKE_47
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SMOKE_4'  1000 ms  2
0050: gosub PSAVE1_190
0417: start_mission  30   ; Originally: Just Business

:SMOKE_47
0002: jump SMOKE_2

:STRAP_1
03A4: name_thread 'STRAP'

:STRAP_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false STRAP_7
004E: end_thread

:STRAP_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STRAP_84
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false STRAP_84
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $471 $472 $473 radius  1.2  1.2  2.0
004D: jump_if_false STRAP_63
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false STRAP_63
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false STRAP_34
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  22  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false STRAP_33
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STRAP_1'  1000 ms  2
0050: gosub PSAVE1_215
0417: start_mission  31   ; Originally: Life's a Beach
0002: jump STRAP_34

:STRAP_33
00BC: text_highpriority 'MTIME5'  1000 ms  1

:STRAP_34
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false STRAP_41
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STRAP_2'  1000 ms  2
0050: gosub PSAVE1_215
0417: start_mission  32   ; Originally: Madd Dogg's Rhymes

:STRAP_41
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false STRAP_56
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  12  ;; integer values
001A:    5 > $TIME_HOURS  ;; integer values
004D: jump_if_false STRAP_55
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STRAP_3'  1000 ms  2
0050: gosub PSAVE1_215
0417: start_mission  33   ; Originally: Management Issues
0002: jump STRAP_56

:STRAP_55
00BC: text_highpriority 'MTIME2'  1000 ms  1

:STRAP_56
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false STRAP_63
0004: $ON_MISSION =  1  ;; integer values
0050: gosub PSAVE1_215
00BA: text_styled 'STRAP_4'  1000 ms  2
0417: start_mission  34   ; Originally: House Party

:STRAP_63
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $474 $475 $476 radius  1.2  1.2  2.0
004D: jump_if_false STRAP_84
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false STRAP_84
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false STRAP_84
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false STRAP_83
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STRAP_4'  1000 ms  2
0050: gosub PSAVE1_227
0417: start_mission  34   ; Originally: House Party
0002: jump STRAP_84

:STRAP_83
00BC: text_highpriority 'MTIME1'  1000 ms  1

:STRAP_84
0002: jump STRAP_2

:CESAR_1
03A4: name_thread 'CESAR'

:CESAR_2
0001: wait  0 ms
00D6: if  0
0038:   $CESAR_1_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CESAR_7
004E: end_thread

:CESAR_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CESAR_50
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CESAR_23
00D6: if  0
0038:   $CESAR_1_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CESAR_23
00D6: if  0
0038:   $2336 ==  1  ;; integer values
004D: jump_if_false CESAR_23
04AE: unknown $352 radar_icon_or_model  0
0004: $121 =  0  ;; integer values
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track
0004: $2336 =  2  ;; integer values

:CESAR_23
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CESAR_50
00D6: if  0
0038:   $CESAR_1_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CESAR_50
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $480 $481 $482 radius  4.0  4.0  3.0
004D: jump_if_false CESAR_50
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CESAR_49
03C0: $2197 = actor $PLAYER_ACTOR car
00D6: if  0
096E:   car $2197 lowrider
004D: jump_if_false CESAR_47
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false CESAR_46
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CESAR_1'  1000 ms  2
0050: gosub PSAVE1_239
0417: start_mission  36   ; Originally: High Stakes, Low-rider

:CESAR_46
0002: jump CESAR_48

:CESAR_47
00BC: text_highpriority 'CES_CK1'  1000 ms  1

:CESAR_48
0002: jump CESAR_50

:CESAR_49
00BC: text_highpriority 'CES_CK1'  1000 ms  1

:CESAR_50
0002: jump CESAR_2

:LA1FIN_1
03A4: name_thread 'LA1FIN'

:LA1FIN_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $LS_FINAL_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false LA1FIN_7
004E: end_thread

:LA1FIN_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false LA1FIN_51
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $462 $463 $464 radius  1.0  1.0  2.0
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  9  ;; integer values
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $SMOKES_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $RYDERS_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $CRASH_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $CESAR_1_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false LA1FIN_51
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false LA1FIN_51
00D6: if  0
0038:   $LS_FINAL_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false LA1FIN_44
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'LA1FIN1'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  37   ; Originally: Reuniting the Families

:LA1FIN_44
00D6: if  0
0038:   $LS_FINAL_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false LA1FIN_51
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'LA1FIN2'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  38   ; Originally: The Green Sabre

:LA1FIN_51
0002: jump LA1FIN_2

:BCRASH_1
03A4: name_thread 'BCRASH'

:BCRASH_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $493 ==  1  ;; integer values
004D: jump_if_false BCRASH_7
004E: end_thread

:BCRASH_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCRASH_26
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BCRASH_26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $494 $495 $496 radius  1.2  1.2  2.0
004D: jump_if_false BCRASH_26
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false BCRASH_26
00D6: if  0
0038:   $493 ==  0  ;; integer values
004D: jump_if_false BCRASH_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'BCRASH1'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  39   ; Originally: Badlands

:BCRASH_26
0002: jump BCRASH_2

:BCRASH_27
0004: $718 = -1  ;; integer values
03A4: name_thread 'CAT'

:CAT_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT_82
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CAT_51
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false CAT_50
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT_23
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $511 $517 $523 radius  1.2  1.2  2.0
004D: jump_if_false CAT_22
0004: $ON_MISSION =  1  ;; integer values
0050: gosub CAT_83
0050: gosub CAT_100
0417: start_mission  40   ; Originally: Catalina 1

:CAT_22
0002: jump CAT_33

:CAT_23
00D6: if  0
0038:   $2163 ==  1  ;; integer values
004D: jump_if_false CAT_33
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $506 $512 $518 radius  1.2  1.2  2.0
004D: jump_if_false CAT_33
0004: $ON_MISSION =  1  ;; integer values
0050: gosub CAT_83
0050: gosub CAT_112
0417: start_mission  40   ; Originally: Catalina 1

:CAT_33
0871: init_jump_table $718 total_jumps  4  0 CAT_50 jumps  0 CAT_34  1 CAT_38  2 CAT_42  3 CAT_46 -1 CAT_50 -1 CAT_50 -1 CAT_50 

:CAT_34
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  41   ; Originally: Catalina 2
0002: jump CAT_2
0002: jump CAT_50

:CAT_38
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  42   ; Originally: Catalina 3
0002: jump CAT_2
0002: jump CAT_50

:CAT_42
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  43   ; Originally: Catalina 4
0002: jump CAT_2
0002: jump CAT_50

:CAT_46
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  44   ; Originally: Catalina 5
0002: jump CAT_2
0002: jump CAT_50

:CAT_50
0002: jump CAT_52

:CAT_51
0004: $718 = -1  ;; integer values

:CAT_52
00D6: if  0
0038:   $719 ==  0  ;; integer values
004D: jump_if_false CAT_60
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CAT_60
0164: disable_marker $483
0004: $719 =  1  ;; integer values

:CAT_60
00D6: if  0
0038:   $719 ==  1  ;; integer values
004D: jump_if_false CAT_77
00D6: if  0
0038:   $TRUTH_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CAT_77
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $494 $495 $496 radius  1.2  1.2  2.0
004D: jump_if_false CAT_77
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false CAT_77
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'TRAILER'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  45   ; Originally: King in Exile
0004: $719 =  2  ;; integer values

:CAT_77
00D6: if  0
0018:   $CATALINA_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false CAT_82
0164: disable_marker $483
004E: end_thread

:CAT_82
0002: jump CAT_2

:CAT_83
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT_87
00BA: text_styled 'CATCUT1'  1000 ms  2

:CAT_87
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CAT_91
00BA: text_styled 'CATCUT2'  1000 ms  2

:CAT_91
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false CAT_95
00BA: text_styled 'CATCUT3'  1000 ms  2

:CAT_95
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false CAT_99
00BA: text_styled 'CATCUT4'  1000 ms  2

:CAT_99
0051: return

:CAT_100
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT_111
0004: $ON_MISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  681.8004 -474.1063  15.5363  4  3000 
0050: gosub PSAVE1_133

:CAT_111
0051: return

:CAT_112
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT_123
0004: $ON_MISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  870.1503 -25.3395  62.9589  4  3000 
0050: gosub PSAVE1_133

:CAT_123
0051: return

:TRU_1
03A4: name_thread 'TRU'

:TRU_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $TRUTH_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false TRU_7
004E: end_thread

:TRU_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRU_37
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false TRU_37
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false TRU_37
00D6: if  0
0038:   $TRUTH_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false TRU_26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $500 $501 $502 radius  1.2  1.2  2.0
004D: jump_if_false TRU_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'TRUTH_1'  1000 ms  2
0050: gosub PSAVE1_249
0417: start_mission  46   ; Originally: Body Harvest

:TRU_26
00D6: if  1
0038:   $TRUTH_MISSIONS_PASSED ==  1  ;; integer values
0018:   $CESAR_2_MISSIONS_PASSED >  9  ;; integer values
004D: jump_if_false TRU_37
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $497 $498 $499 radius  1.2  1.2  2.0
004D: jump_if_false TRU_37
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'TRUTH_2'  1000 ms  2
0050: gosub PSAVE1_261
0417: start_mission  47   ; Originally: Are you going to San Fierro?

:TRU_37
0002: jump TRU_2

:BCESAR_1
03A4: name_thread 'BCESAR'

:BCESAR_2
0001: wait  0 ms
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  10  ;; integer values
004D: jump_if_false BCESAR_8
0629: change_stat  322 to  1  ; integer see statdisp.dat
004E: end_thread

:BCESAR_8
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCESAR_125
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BCESAR_125
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false BCESAR_21
00D6: if  0
0038:   $2196 ==  0  ;; integer values
004D: jump_if_false BCESAR_21
0417: start_mission  48   ; Originally: Wu Zi Mu / Farewell, my love...

:BCESAR_21
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false BCESAR_55
00D6: if  0
0038:   $2196 ==  0  ;; integer values
004D: jump_if_false BCESAR_55
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $503 $504 $505 radius  4.0  4.0  4.0
004D: jump_if_false BCESAR_55
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR_54
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false BCESAR_53
0811: $48 = actor $PLAYER_ACTOR car
08EC: $49 = car $48 type
00D6: if  25
04A3:   unknown $49 ==  0
04A3:   unknown $49 ==  1
04A3:   unknown $49 ==  2
04A3:   unknown $49 ==  3
04A3:   unknown $49 ==  4
04A3:   unknown $49 ==  6
004D: jump_if_false BCESAR_52
0004: $CESAR_2_MISSIONS_PASSED =  0  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'BCESAR4'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  48   ; Originally: Wu Zi Mu / Farewell, my love...
0002: jump BCESAR_53

:BCESAR_52
00BC: text_highpriority 'BC4_7'  1000 ms  1

:BCESAR_53
0002: jump BCESAR_55

:BCESAR_54
00BC: text_highpriority 'BC4_2'  1000 ms  1

:BCESAR_55
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false BCESAR_62
0004: $CESAR_2_MISSIONS_PASSED =  4  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0050: gosub LITCAS_34
0417: start_mission  48   ; Originally: Wu Zi Mu / Farewell, my love...

:BCESAR_62
00D6: if  1
0038:   $1847 ==  1  ;; integer values
001A:    4 > $CATALINA_MISSIONS_PASSED  ;; integer values
004D: jump_if_false BCESAR_69
0164: disable_marker $483
02A7: $483 = create_icon_marker_and_sphere $487 at $506 $512 $518
0004: $1847 =  0  ;; integer values

:BCESAR_69
00D6: if  0
0018:   $CATALINA_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false BCESAR_98
00D6: if  0
0038:   $2196 ==  0  ;; integer values
004D: jump_if_false BCESAR_91
00D6: if  22
0038:   $CESAR_2_MISSIONS_PASSED ==  5  ;; integer values
0038:   $CESAR_2_MISSIONS_PASSED ==  6  ;; integer values
0038:   $CESAR_2_MISSIONS_PASSED ==  7  ;; integer values
004D: jump_if_false BCESAR_91
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -513.9356 -188.314  77.4599 radius  1.2  1.2  2.0
004D: jump_if_false BCESAR_91
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false BCESAR_91
0004: $CESAR_2_MISSIONS_PASSED =  5  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'BCES4_2'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  48   ; Originally: Wu Zi Mu / Farewell, my love...

:BCESAR_91
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  8  ;; integer values
004D: jump_if_false BCESAR_98
0004: $CESAR_2_MISSIONS_PASSED =  9  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0050: gosub LITCAS_34
0417: start_mission  48   ; Originally: Wu Zi Mu / Farewell, my love...

:BCESAR_98
00D6: if  1
0038:   $CATALINA_MISSIONS_PASSED ==  4  ;; integer values
0018:   $CESAR_2_MISSIONS_PASSED >  4  ;; integer values
004D: jump_if_false BCESAR_105
0164: disable_marker $485
02A7: $485 = create_icon_marker_and_sphere $447 at -513.9356 -188.314  77.4599
0004: $CATALINA_MISSIONS_PASSED =  5  ;; integer values

:BCESAR_105
00D6: if  0
0038:   $2196 ==  1  ;; integer values
004D: jump_if_false BCESAR_125
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false BCESAR_116
0004: $CESAR_2_MISSIONS_PASSED =  2  ;; integer values
04AE: unknown $352 radar_icon_or_model  7
0004: $121 =  0  ;; integer values
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track
0004: $2196 =  0  ;; integer values

:BCESAR_116
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false BCESAR_125
0004: $CESAR_2_MISSIONS_PASSED =  7  ;; integer values
04AE: unknown $352 radar_icon_or_model  8
0004: $121 =  0  ;; integer values
0629: change_stat  342 to  1  ; integer see statdisp.dat
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track
0004: $2196 =  0  ;; integer values

:BCESAR_125
0002: jump BCESAR_2

:GARAGE_1
03A4: name_thread 'GARAGE'

:GARAGE_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $SF_GARAGE_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false GARAGE_7
004E: end_thread

:GARAGE_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAGE_36
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false GARAGE_36
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $547 $548 $549 radius  1.2  1.2  2.0
004D: jump_if_false GARAGE_36
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false GARAGE_36
00D6: if  0
0038:   $SF_GARAGE_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false GARAGE_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'GAR_1'  1000 ms  2
0050: gosub PSAVE1_273
0417: start_mission  49   ; Originally: Wear Flowers in your Hair

:GARAGE_26
00D6: if  0
0038:   $SCRASH_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false GARAGE_36
00D6: if  0
0038:   $SF_GARAGE_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false GARAGE_36
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'GAR_2'  1000 ms  2
0050: gosub PSAVE1_273
0417: start_mission  50   ; Originally: Deconstruction

:GARAGE_36
0002: jump GARAGE_2

:SCRASH_1
03A4: name_thread 'SCRASH'

:SCRASH_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $SCRASH_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false SCRASH_7
004E: end_thread

:SCRASH_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SCRASH_34
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false SCRASH_34
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $574 $575 $576 radius  1.2  1.2  2.0
004D: jump_if_false SCRASH_34
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SCRASH_34
00D6: if  0
0038:   $SCRASH_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false SCRASH_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SCRA_1'  1000 ms  2
0050: gosub PSAVE1_273
0417: start_mission  51   ; Originally: 555 WE TIP

:SCRASH_26
00D6: if  1
0038:   $SCRASH_MISSIONS_PASSED ==  1  ;; integer values
0038:   $SYNDICATE_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false SCRASH_34
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SCRA_2'  1000 ms  2
0050: gosub PSAVE1_273
0417: start_mission  52   ; Originally: Snail Trail

:SCRASH_34
0002: jump SCRASH_2

:WUZI_1
03A4: name_thread 'WUZI'

:WUZI_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $WUZI_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false WUZI_7
004E: end_thread

:WUZI_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WUZI_72
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false WUZI_72
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $553 $554 $555 radius  1.2  1.2  2.0
004D: jump_if_false WUZI_72
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false WUZI_72
00D6: if  0
0038:   $WUZI_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false WUZI_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'WUZI_1'  1000 ms  2
0050: gosub PSAVE1_297
0417: start_mission  53   ; Originally: Mountain Cloud Boys

:WUZI_26
00D6: if  0
0038:   $WUZI_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false WUZI_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'FAR_4'  1000 ms  2
0050: gosub PSAVE1_297
0417: start_mission  54   ; Originally: Ran Fa Li

:WUZI_33
00D6: if  0
0038:   $WUZI_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false WUZI_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'FAR_5'  1000 ms  2
0050: gosub PSAVE1_297
0417: start_mission  55   ; Originally: Lure

:WUZI_40
00D6: if  0
0038:   $WUZI_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false WUZI_65
0652: $LUNG_CAPASITY = stat  225 (lung capasity)  ; integer
00D6: if  0
0018:   $LUNG_CAPASITY >  50  ;; integer values
004D: jump_if_false WUZI_60
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false WUZI_58
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'WUZI_2'  1000 ms  2
0050: gosub PSAVE1_297
0417: start_mission  56   ; Originally: Amphibious Assault
0002: jump WUZI_59

:WUZI_58
00BC: text_highpriority 'MTIME1'  1000 ms  1

:WUZI_59
0002: jump WUZI_65

:WUZI_60
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'WUZI_2'  1000 ms  2
0050: gosub PSAVE1_297
0417: start_mission  56   ; Originally: Amphibious Assault

:WUZI_65
00D6: if  0
0038:   $WUZI_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false WUZI_72
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'WUZI_4'  1000 ms  2
0050: gosub PSAVE1_297
0417: start_mission  57   ; Originally: The Da Nang Thang

:WUZI_72
0002: jump WUZI_2

:SYND_1
03A4: name_thread 'SYND'

:SYND_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  10  ;; integer values
004D: jump_if_false SYND_7
004E: end_thread

:SYND_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYND_117
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false SYND_117
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $547 $548 $549 radius  1.2  1.2  2.0
004D: jump_if_false SYND_71
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SYND_71
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false SYND_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SYND_1'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  58   ; Originally: Photo Opportunity

:SYND_26
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false SYND_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SYND_2'  1000 ms  2
0050: gosub PSAVE1_273
0417: start_mission  59   ; Originally: Jizzy

:SYND_33
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false SYND_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SYND_3'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  60   ; Originally: Outrider

:SYND_40
00D6: if  1
0038:   $SYNDICATE_MISSIONS_PASSED ==  6  ;; integer values
0038:   $SCRASH_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false SYND_56
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false SYND_55
0004: $ON_MISSION =  1  ;; integer values
00BE: text_clear_all
00BA: text_styled 'SYND_4'  1000 ms  2
0050: gosub PSAVE1_273
0417: start_mission  61   ; Originally: Ice Cold Killa
0002: jump SYND_56

:SYND_55
00BC: text_highpriority 'MTIME1'  1000 ms  1

:SYND_56
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  8  ;; integer values
004D: jump_if_false SYND_63
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SYND_6'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  62   ; Originally: Toreno's Last Flight

:SYND_63
00D6: if  1
0038:   $SYNDICATE_MISSIONS_PASSED ==  9  ;; integer values
0038:   $WUZI_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false SYND_71
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SYND_7'  1000 ms  2
0050: gosub PSAVE1_273
0417: start_mission  63   ; Originally: Yay Ka-Boom-Boom

:SYND_71
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYND_87
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  7  ;; integer values
004D: jump_if_false SYND_87
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1717.05  1280.91  6.23 radius  1.2  1.2  2.5
004D: jump_if_false SYND_87
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SYND_87
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SYND_5'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  64   ; Originally: Pier 69

:SYND_87
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYND_117
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $559 $560 $561 radius  1.2  1.2  2.5
004D: jump_if_false SYND_117
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SYND_117
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false SYND_103
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'SYND_2'  1000 ms  2
0050: gosub PSAVE1_345
0417: start_mission  59   ; Originally: Jizzy

:SYND_103
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false SYND_110
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'FAR_2'  1000 ms  2
0050: gosub PSAVE1_345
0417: start_mission  65   ; Originally: T-Bone Mendez

:SYND_110
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false SYND_117
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'FAR_3'  1000 ms  2
0050: gosub PSAVE1_345
0417: start_mission  66   ; Originally: Mike Toreno

:SYND_117
0002: jump SYND_2

:STEAL_1
03A4: name_thread 'STEAL'

:STEAL_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $STEAL_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false STEAL_7
004E: end_thread

:STEAL_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STEAL_47
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false STEAL_47
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $556 $557 $558 radius  1.2  1.2  2.0
004D: jump_if_false STEAL_47
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false STEAL_47
00D6: if  0
0038:   $STEAL_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false STEAL_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STEAL_1'  1000 ms  2
0050: gosub PSAVE1_285
0417: start_mission  67   ; Originally: Zeroing In

:STEAL_26
00D6: if  0
0038:   $STEAL_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false STEAL_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STEAL_2'  1000 ms  2
0050: gosub PSAVE1_285
0417: start_mission  68   ; Originally: Test Drive

:STEAL_33
00D6: if  0
0038:   $STEAL_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false STEAL_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STEAL_4'  1000 ms  2
0050: gosub PSAVE1_285
0417: start_mission  69   ; Originally: Customs Fast Track

:STEAL_40
00D6: if  0
0038:   $STEAL_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false STEAL_47
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'STEAL_5'  1000 ms  2
0050: gosub PSAVE1_285
0417: start_mission  70   ; Originally: Puncture Wounds

:STEAL_47
0002: jump STEAL_2

:TRACE_1
03A4: name_thread 'TRACE'

:TRACE_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRACE_95
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false TRACE_95
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $577 $578 $579 radius  20.0  20.0  10.0
004D: jump_if_false TRACE_50
077E: $ACTIVE_INTERIOR = active_interior
00D6: if  0
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false TRACE_50
00D6: if  0
0038:   $5187 ==  0  ;; integer values
004D: jump_if_false TRACE_35
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -2031.4 -116.5  1034.1 radius  1.0  1.0  1.5
004D: jump_if_false TRACE_34
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false TRACE_34
00D6: if  0
0018:   $SF_GARAGE_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false TRACE_34
0004: $ON_MISSION =  1  ;; integer values
0169: set_fade_color  0  0  0
00BA: text_styled 'FAR_1'  1000 ms  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
0417: start_mission  71   ; Originally: Back to School

:TRACE_34
0002: jump TRACE_50

:TRACE_35
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $577 $578 $579 radius  1.0  1.0  1.5
004D: jump_if_false TRACE_50
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false TRACE_50
00D6: if  0
0018:   $SF_GARAGE_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false TRACE_50
0004: $ON_MISSION =  1  ;; integer values
0169: set_fade_color  0  0  0
00BA: text_styled 'FAR_1'  1000 ms  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
0417: start_mission  71   ; Originally: Back to School

:TRACE_50
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRACE_95
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false TRACE_95
00D6: if  0
0038:   $1398 ==  1  ;; integer values
004D: jump_if_false TRACE_95
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $562 $566 $570 radius  1.2  1.2  2.0
004D: jump_if_false TRACE_68
0004: $ON_MISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'TRACE_1'  1000 ms  2
0004: $121 =  1  ;; integer values
04AE: unknown $2209 radar_icon_or_model  0
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track

:TRACE_68
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $562(1) $566(1) $570(1) radius  1.2  1.2  2.0
004D: jump_if_false TRACE_77
0004: $ON_MISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'TRACE_1'  1000 ms  2
0004: $121 =  1  ;; integer values
04AE: unknown $2209 radar_icon_or_model  1
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track

:TRACE_77
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $562(2) $566(2) $570(2) radius  1.2  1.2  2.0
004D: jump_if_false TRACE_86
0004: $ON_MISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'TRACE_1'  1000 ms  2
0004: $121 =  1  ;; integer values
04AE: unknown $2209 radar_icon_or_model  2
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track

:TRACE_86
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $562(3) $566(3) $570(3) radius  1.2  1.2  2.0
004D: jump_if_false TRACE_95
0004: $ON_MISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'TRACE_1'  1000 ms  2
0004: $121 =  1  ;; integer values
04AE: unknown $2209 radar_icon_or_model  3
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track

:TRACE_95
0002: jump TRACE_2

:ZERO_1
03A4: name_thread 'ZERO'

:ZERO_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $ZEROS_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false ZERO_7
004E: end_thread

:ZERO_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ZERO_40
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ZERO_40
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $550 $551 $552 radius  1.2  1.2  2.0
004D: jump_if_false ZERO_40
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ZERO_40
00D6: if  0
0038:   $ZEROS_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false ZERO_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'ZERO_1'  1000 ms  2
0050: gosub PSAVE1_413
0417: start_mission  72   ; Originally: Air Raid

:ZERO_26
00D6: if  0
0038:   $ZEROS_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false ZERO_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'ZERO_2'  1000 ms  2
0050: gosub PSAVE1_413
0417: start_mission  73   ; Originally: Supply Lines...

:ZERO_33
00D6: if  0
0038:   $ZEROS_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false ZERO_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'ZERO_4'  1000 ms  2
0050: gosub PSAVE1_413
0417: start_mission  74   ; Originally: New Model Army

:ZERO_40
0002: jump ZERO_2

:DESERT_1
03A4: name_thread 'DESERT'

:DESERT_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  9  ;; integer values
004D: jump_if_false DESERT_7
004E: end_thread

:DESERT_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DESERT_99
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false DESERT_99
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $601 $602 $603 radius  1.2  1.2  2.0
004D: jump_if_false DESERT_53
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false DESERT_53
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false DESERT_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESERT1'  1000 ms  2
0050: gosub PSAVE1_357
0417: start_mission  75   ; Originally: Monster

:DESERT_26
00D6: if  0
0038:   $1400 ==  1  ;; integer values
004D: jump_if_false DESERT_36
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false DESERT_36
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESERT2'  1000 ms  2
0050: gosub PSAVE1_357
0417: start_mission  76   ; Originally: Highjack

:DESERT_36
00D6: if  0
0038:   $1402 ==  1  ;; integer values
004D: jump_if_false DESERT_46
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false DESERT_46
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESERT3'  1000 ms  2
0050: gosub PSAVE1_357
0417: start_mission  77   ; Originally: Interdiction

:DESERT_46
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false DESERT_53
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESERT4'  1000 ms  2
0050: gosub PSAVE1_357
0417: start_mission  78   ; Originally: Verdant Meadows

:DESERT_53
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $604 $605 $606 radius  1.2  1.2  2.0
004D: jump_if_false DESERT_99
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false DESERT_99
00D6: if  0
0038:   $87 ==  1  ;; integer values
004D: jump_if_false DESERT_69
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false DESERT_69
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESERT6'  1000 ms  2
0050: gosub PSAVE1_379
0417: start_mission  79   ; Originally: N.O.E.

:DESERT_69
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false DESERT_76
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESERT9'  1000 ms  2
0050: gosub PSAVE1_379
0417: start_mission  80   ; Originally: Stowaway

:DESERT_76
00D6: if  0
0038:   $TORENO_MISSIONS_PASSED ==  7  ;; integer values
004D: jump_if_false DESERT_91
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false DESERT_90
00BE: text_clear_all
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESERT8'  1000 ms  2
0050: gosub PSAVE1_379
0417: start_mission  81   ; Originally: Black Project
0002: jump DESERT_91

:DESERT_90
00BC: text_highpriority 'MTIME1'  1000 ms  1

:DESERT_91
00D6: if  1
0038:   $TORENO_MISSIONS_PASSED ==  8  ;; integer values
0038:   $1389 ==  1  ;; integer values
004D: jump_if_false DESERT_99
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DESER10'  1000 ms  2
0050: gosub PSAVE1_379
0417: start_mission  82   ; Originally: Green Goo

:DESERT_99
0002: jump DESERT_2

:PSCH_1
03A4: name_thread 'PSCH'

:PSCH_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSCH_34
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false PSCH_34
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $666 $667 $668 radius  1.0  1.0  1.0
004D: jump_if_false PSCH_34
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false PSCH_34
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false PSCH_34
0169: set_fade_color  0  0  0
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $42 ==  0  ;; integer values
004D: jump_if_false PSCH_26
0050: gosub PSAVE1_369
0004: $42 =  1  ;; integer values
0002: jump PSCH_33

:PSCH_26
0169: set_fade_color  0  0  0
00D6: if  0
0038:   $87 ==  0  ;; integer values
004D: jump_if_false PSCH_31
00BA: text_styled 'DESERT5'  1000 ms  2

:PSCH_31
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34

:PSCH_33
0417: start_mission  83   ; Originally: Learning to Fly

:PSCH_34
0002: jump PSCH_2

:CASINO_1
03A4: name_thread 'CASINO'

:CASINO_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $CASINO_MISSIONS_PASSED ==  9  ;; integer values
004D: jump_if_false CASINO_7
004E: end_thread

:CASINO_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASINO_91
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CASINO_91
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false CASINO_91
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $607 $608 $609 radius  1.2  1.2  2.0
004D: jump_if_false CASINO_47
00D6: if  0
0038:   $CASINO_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CASINO_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASINO1'  1000 ms  2
0050: gosub PSAVE1_309
0417: start_mission  84   ; Originally: Fender Ketchup

:CASINO_26
00D6: if  0
0038:   $CASINO_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CASINO_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASEEN2'  1000 ms  2
0050: gosub PSAVE1_309
0417: start_mission  85   ; Originally: Explosive Situation

:CASINO_33
00D6: if  0
0038:   $CASINO_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false CASINO_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASINO3'  1000 ms  2
0050: gosub PSAVE1_309
0417: start_mission  86   ; Originally: You've had your Chips

:CASINO_40
00D6: if  0
0038:   $CASINO_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false CASINO_47
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASINO7'  1000 ms  2
0050: gosub PSAVE1_309
0417: start_mission  87   ; Originally: Fish in a Barrel

:CASINO_47
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2026.603  1007.735  9.8127 radius  1.2  1.2  2.0
004D: jump_if_false CASINO_57
00D6: if  0
0038:   $CASINO_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false CASINO_57
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASINO4'  1000 ms  2
0050: gosub PSAVE1_333
0417: start_mission  88   ; Originally: Don Peyote

:CASINO_57
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $619 $620 $621 radius  1.2  1.2  2.0
004D: jump_if_false CASINO_91
00D6: if  1
0038:   $CASINO_MISSIONS_PASSED ==  4  ;; integer values
0038:   $1380 ==  1  ;; integer values
004D: jump_if_false CASINO_68
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASINO5'  1000 ms  2
0050: gosub PSAVE1_389
0417: start_mission  89   ; Originally: Intensive Care

:CASINO_68
00D6: if  0
0038:   $CASINO_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false CASINO_75
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASINO6'  1000 ms  2
0050: gosub PSAVE1_389
0417: start_mission  90   ; Originally: The Meat Business

:CASINO_75
00D6: if  1
0038:   $CASINO_MISSIONS_PASSED ==  7  ;; integer values
0038:   $1381 ==  1  ;; integer values
004D: jump_if_false CASINO_83
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASINO9'  1000 ms  2
0050: gosub PSAVE1_389
0417: start_mission  91   ; Originally: Freefall

:CASINO_83
00D6: if  1
0038:   $CASINO_MISSIONS_PASSED ==  8  ;; integer values
0038:   $1382 ==  1  ;; integer values
004D: jump_if_false CASINO_91
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'CASIN10'  1000 ms  2
0050: gosub PSAVE1_389
0417: start_mission  92   ; Originally: Saint Mark's Bistro

:CASINO_91
0002: jump CASINO_2

:VCRASH_1
03A4: name_thread 'VCRASH'

:VCRASH_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $598 ==  2  ;; integer values
004D: jump_if_false VCRASH_7
004E: end_thread

:VCRASH_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VCRASH_37
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false VCRASH_37
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false VCRASH_37
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $613 $614 $615 radius  1.2  1.2  2.0
004D: jump_if_false VCRASH_26
00D6: if  0
0038:   $598 ==  0  ;; integer values
004D: jump_if_false VCRASH_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'VCRASH1'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  93   ; Originally: Misappropriation

:VCRASH_26
00D6: if  1
0038:   $598 ==  1  ;; integer values
0038:   $1378 ==  1  ;; integer values
004D: jump_if_false VCRASH_37
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -378.75  2235.85  41.42 radius  1.2  1.2  2.0
004D: jump_if_false VCRASH_37
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'VCRASH2'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  94   ; Originally: High Noon

:VCRASH_37
0002: jump VCRASH_2

:DOC_1
03A4: name_thread 'DOC'

:DOC_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $599 ==  1  ;; integer values
004D: jump_if_false DOC_7
004E: end_thread

:DOC_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOC_26
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false DOC_26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $616 $617 $618 radius  1.2  1.2  2.0
004D: jump_if_false DOC_26
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false DOC_26
00D6: if  0
0038:   $599 ==  0  ;; integer values
004D: jump_if_false DOC_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'DOC_2'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  95   ; Originally: Madd Dogg

:DOC_26
0002: jump DOC_2

:HEIST_1
03A4: name_thread 'HEIST'

:HEIST_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false HEIST_7
004E: end_thread

:HEIST_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false HEIST_75
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false HEIST_75
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $610 $611 $612 radius  1.2  1.2  2.0
004D: jump_if_false HEIST_75
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false HEIST_75
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false HEIST_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'HEIST_1'  1000 ms  2
0050: gosub PSAVE1_321
0417: start_mission  96   ; Originally: Architectural Espionage

:HEIST_26
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false HEIST_33
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'HEIST_3'  1000 ms  2
0050: gosub PSAVE1_321
0417: start_mission  97   ; Originally: Key to her Heart

:HEIST_33
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false HEIST_40
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'HEIST_2'  1000 ms  2
0050: gosub PSAVE1_321
0417: start_mission  98   ; Originally: Dam and Blast

:HEIST_40
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false HEIST_47
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'HEIST_4'  1000 ms  2
0050: gosub PSAVE1_321
0417: start_mission  99   ; Originally: Cop Wheels

:HEIST_47
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false HEIST_62
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false HEIST_61
0004: $ON_MISSION =  1  ;; integer values
00BE: text_clear_all
00BA: text_styled 'HEIST_5'  1000 ms  2
0050: gosub PSAVE1_321
0417: start_mission  100   ; Originally: Up, Up and Away!
0002: jump HEIST_62

:HEIST_61
00BC: text_highpriority 'MTIME1'  1000 ms  1

:HEIST_62
00D6: if  1
0038:   $HEIST_MISSIONS_PASSED ==  5  ;; integer values
0038:   $1384 ==  1  ;; integer values
004D: jump_if_false HEIST_75
00D6: if  0
0038:   $37 ==  1  ;; integer values
004D: jump_if_false HEIST_74
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'HEIST_9'  1000 ms  2
0050: gosub PSAVE1_321
0417: start_mission  101   ; Originally: Breaking the Bank at Caligula's
0002: jump HEIST_75

:HEIST_74
00BC: text_highpriority 'NEEDKEY'  1000 ms  1

:HEIST_75
0002: jump HEIST_2

:MANSION_1
03A4: name_thread 'MANSION'

:MANSION_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $MANSION_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false MANSION_7
004E: end_thread

:MANSION_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MANSION_50
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MANSION_50
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false MANSION_50
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $607 $608 $609 radius  1.2  1.2  2.0
004D: jump_if_false MANSION_26
00D6: if  0
0038:   $MANSION_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false MANSION_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'MAN_1'  1000 ms  2
0050: gosub PSAVE1_309
0417: start_mission  102   ; Originally: A Home In The Hills

:MANSION_26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $633 $634 $635 radius  1.2  1.2  2.0
004D: jump_if_false MANSION_50
00D6: if  0
0038:   $MANSION_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false MANSION_36
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'MAN_2'  1000 ms  2
0050: gosub PSAVE1_401
0417: start_mission  103   ; Originally: Vertical Bird

:MANSION_36
00D6: if  0
0038:   $MANSION_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false MANSION_43
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'MAN_3'  1000 ms  2
0050: gosub PSAVE1_401
0417: start_mission  104   ; Originally: Home Coming

:MANSION_43
00D6: if  0
0038:   $MANSION_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false MANSION_50
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'MAN_5'  1000 ms  2
0050: gosub PSAVE1_401
0417: start_mission  105   ; Originally: Cut Throat Business

:MANSION_50
0002: jump MANSION_2

:GROVE_1
03A4: name_thread 'GROVE'

:GROVE_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $GROVE_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false GROVE_7
004E: end_thread

:GROVE_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GROVE_36
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false GROVE_36
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false GROVE_36
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $459 $460 $461 radius  1.2  1.2  2.0
004D: jump_if_false GROVE_26
00D6: if  0
0038:   $GROVE_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false GROVE_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'GROVE_1'  1000 ms  2
0050: gosub PSAVE1_150
0417: start_mission  106   ; Originally: Beat Down on B Dup

:GROVE_26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $462 $463 $464 radius  1.2  1.2  2.0
004D: jump_if_false GROVE_36
00D6: if  0
0038:   $GROVE_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false GROVE_36
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'GROVE_2'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  107   ; Originally: Grove 4 Life

:GROVE_36
0002: jump GROVE_2

:RIOT_1
03A4: name_thread 'RIOT'

:RIOT_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $RIOT_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false RIOT_7
004E: end_thread

:RIOT_7
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false RIOT_93
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false RIOT_93
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $633 $634 $635 radius  1.2  1.2  2.0
004D: jump_if_false RIOT_26
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false RIOT_26
00D6: if  0
0038:   $RIOT_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false RIOT_26
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RIOT_1'  1000 ms  2
0050: gosub PSAVE1_401
0417: start_mission  108   ; Originally: Riot

:RIOT_26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $462 $463 $464 radius  1.2  1.2  2.0
004D: jump_if_false RIOT_79
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false RIOT_79
00D6: if  0
0038:   $RIOT_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false RIOT_50
0956: $47 = get_respect
00D6: if  0
0018:   $47 >  1  ;; integer values
004D: jump_if_false RIOT_44
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RIOT_2'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  109   ; Originally: Los Desperados
0002: jump RIOT_50

:RIOT_44
00BC: text_highpriority 'MOREREP'  1000 ms  1
00D6: if  0
0038:   $2205 ==  0  ;; integer values
004D: jump_if_false RIOT_50
03E5: text_box 'HELP101'
0004: $2205 =  1  ;; integer values

:RIOT_50
00D6: if  0
0038:   $1355 ==  1  ;; integer values
004D: jump_if_false RIOT_65
00D6: if  0
0038:   $1354 ==  1  ;; integer values
004D: jump_if_false RIOT_64
00D6: if  0
0038:   $RIOT_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false RIOT_63
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RIOT_4'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  110   ; Originally: End Of The Line (1)

:RIOT_63
0002: jump RIOT_65

:RIOT_64
00BC: text_highpriority 'MORTURF'  2000 ms  1

:RIOT_65
00D6: if  0
0038:   $RIOT_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false RIOT_72
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RIOT_4'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  111   ; Originally: End Of The Line (2)

:RIOT_72
00D6: if  0
0038:   $RIOT_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false RIOT_79
0004: $ON_MISSION =  1  ;; integer values
00BA: text_styled 'RIOT_4'  1000 ms  2
0050: gosub PSAVE1_164
0417: start_mission  112   ; Originally: End Of The Line (3)

:RIOT_79
00D6: if  1
0038:   $RIOT_MISSIONS_PASSED ==  3  ;; integer values
0038:   $151 ==  0  ;; integer values
004D: jump_if_false RIOT_86
0004: $151 =  1  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  111   ; Originally: End Of The Line (2)

:RIOT_86
00D6: if  1
0038:   $RIOT_MISSIONS_PASSED ==  4  ;; integer values
0038:   $151 ==  1  ;; integer values
004D: jump_if_false RIOT_93
0004: $151 =  2  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0417: start_mission  112   ; Originally: End Of The Line (3)

:RIOT_93
0002: jump RIOT_2

:SHOOT_1
03A4: name_thread 'SHOOT'

:SHOOT_2
0001: wait  125 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SHOOT_48
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false SHOOT_34
00D6: if  0
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false SHOOT_33
00D6: if  0
0038:   $1863 ==  0  ;; integer values
004D: jump_if_false SHOOT_33
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false SHOOT_33
0004: $1862 =  0  ;; integer values

:SHOOT_19
00D6: if  0
001A:    4 > $1862  ;; integer values
004D: jump_if_false SHOOT_33
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $1849($1862,4f) $1853($1862,4f) $1857($1862,4f) radius  20.0  20.0  10.0
004D: jump_if_false SHOOT_31
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SHOOT_31
0004: $ON_MISSION =  1  ;; integer values
0084: $1864 = $1862  ;; integer values and handles
0417: start_mission  113   ; Originally: Shooting range

:SHOOT_31
0008: $1862 +=  1  ;; integer values
0002: jump SHOOT_19

:SHOOT_33
0002: jump SHOOT_41

:SHOOT_34
00D6: if  0
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false SHOOT_41
00D6: if  0
0038:   $26 ==  0  ;; integer values
004D: jump_if_false SHOOT_41
0004: $26 =  1  ;; integer values

:SHOOT_41
00D6: if  0
0038:   $26 ==  1  ;; integer values
004D: jump_if_false SHOOT_48
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false SHOOT_48
0004: $26 =  0  ;; integer values

:SHOOT_48
0002: jump SHOOT_2

:GYM_1
03A4: name_thread 'GYM'

:GYM_2
0001: wait  70 ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false GYM_47
00D6: if  0
0038:   $1348 ==  1  ;; integer values
004D: jump_if_false GYM_16
00D6: if  0
0038:   $2416 ==  0  ;; integer values
004D: jump_if_false GYM_16
07FB: set_interior 'GYM1' accessible  1 
07FB: set_interior 'GYM2' accessible  1 
07FB: set_interior 'GYM3' accessible  1 
0004: $2416 =  1  ;; integer values

:GYM_16
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GYM_46
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false GYM_46
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  767.1537  4.8323  999.7185 radius  50.0  50.0  10.0
004D: jump_if_false GYM_30
09E8: $720 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $720 ==  5  ;; integer values
004D: jump_if_false GYM_30
0417: start_mission  114   ; Originally: Los Santon Gym Fight School

:GYM_30
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  768.4777 -37.1737  999.6865 radius  50.0  50.0  10.0
004D: jump_if_false GYM_38
09E8: $720 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $720 ==  6  ;; integer values
004D: jump_if_false GYM_38
0417: start_mission  115   ; Originally: San Fierro Gym Fight School

:GYM_38
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  766.5975 -65.293  999.6562 radius  50.0  50.0  10.0
004D: jump_if_false GYM_46
09E8: $720 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $720 ==  7  ;; integer values
004D: jump_if_false GYM_46
0417: start_mission  116   ; Originally: Las Venturas Gym Fight School

:GYM_46
0002: jump GYM_60

:GYM_47
00D6: if  0
0038:   $1348 ==  1  ;; integer values
004D: jump_if_false GYM_60
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false GYM_60
00D6: if  0
0038:   $2416 ==  1  ;; integer values
004D: jump_if_false GYM_60
07FB: set_interior 'GYM1' accessible  0 
07FB: set_interior 'GYM2' accessible  0 
07FB: set_interior 'GYM3' accessible  0 
0004: $2416 =  0  ;; integer values

:GYM_60
0002: jump GYM_2

:TRUCKS_1
03A4: name_thread 'TRUCKS'

:TRUCKS_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false TRUCKS_20
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRUCKS_20
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $2373 $2374 $2375 radius  1.2  1.2  1.5
004D: jump_if_false TRUCKS_20
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false TRUCKS_20
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0A2D:  0 
00BA: text_styled 'TRUCK'  3000 ms  5
0050: gosub LITCAS_34
0417: start_mission  117   ; Originally: Trucking

:TRUCKS_20
0002: jump TRUCKS_2

:QUARRYS_1
03A4: name_thread 'QUARRYS'

:QUARRYS_2
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false QUARRYS_20
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false QUARRYS_20
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $2352 $2353 $2354 radius  1.5  1.8  1.5
004D: jump_if_false QUARRYS_20
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false QUARRYS_20
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0A2D:  0 
00BA: text_styled 'QUARRY'  3000 ms  5
0050: gosub LITCAS_34
0417: start_mission  118   ; Originally: Quarry

:QUARRYS_20
0002: jump QUARRYS_2

:BSCHOO_1
03A4: name_thread 'BSCHOO'

:BSCHOO_2
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BSCHOO_18
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BSCHOO_18
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $2367 $2368 $2369 radius  1.0  1.0  1.5
004D: jump_if_false BSCHOO_18
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false BSCHOO_18
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
0417: start_mission  119   ; Originally: Boat School

:BSCHOO_18
0002: jump BSCHOO_2

:BIKES_1
03A4: name_thread 'BIKES'

:BIKES_2
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BIKES_18
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BIKES_18
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $2370 $2371 $2372 radius  1.0  1.0  1.5
004D: jump_if_false BIKES_18
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false BIKES_18
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
0417: start_mission  120   ; Originally: Bike School

:BIKES_18
0002: jump BIKES_2

:R3_1
03A4: name_thread 'R3'

:R3_2
0001: wait  70 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false R3_659
00D6: if  6
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  416
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  407
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  609
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  537
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  538
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  575
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  420
004D: jump_if_false R3_2B
00D6: if  2
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  438
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false R3_2B
00D6: if  1
00E1:   key_pressed  0  18 ;; submission/look behind
00E1:   key_pressed  0  19 ;; horn/crouch
004D: jump_if_false R3_466
00BA: text_styled 'COP_M'  6000 ms  5
0417: start_mission  124   ; Originally: Vigilante sub-mission

:R3_2B
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false R3_648
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false R3_647
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_20
0002: jump R3_660
0002: jump R3_647

:R3_20
00D6: if  25
0602: $PLAYER_ACTOR 
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  416
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  407
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  609
056C:   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false R3_466
03C0: $63 = actor $PLAYER_ACTOR car
00D6: if  0
82BF:   NOT   car $63 sunk
004D: jump_if_false R3_466
00D6: if  0
0602: $PLAYER_ACTOR 
004D: jump_if_false R3_113
00D6: if  0
8596:   NOT $PLAYER_CHAR
004D: jump_if_false R3_113
00D6: if  0
0038:   $182 ==  0  ;; integer values
004D: jump_if_false R3_113
00D6: if  0
0038:   $181 ==  0  ;; integer values
004D: jump_if_false R3_49
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false R3_49
03E5: text_box 'TTUTOR'
0004: $181 =  1  ;; integer values

:R3_49
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false R3_83
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_82

:R3_55
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_77
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_63
0002: jump R3_2

:R3_63
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
8602:   NOT $PLAYER_ACTOR 
004D: jump_if_false R3_68
0002: jump R3_2

:R3_68
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_72
0002: jump R3_2

:R3_72
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_76
0002: jump R3_2

:R3_76
0002: jump R3_55

:R3_77
00BA: text_styled 'TAXI_M'  6000 ms  5
0001: wait  0 ms
0417: start_mission  121   ; Originally: 'TAXI DRIVER' sub-mission
0004: $182 =  1  ;; integer values
0002: jump R3_2

:R3_82
0002: jump R3_113

:R3_83
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_113

:R3_86
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_108
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_94
0002: jump R3_2

:R3_94
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
8602:   NOT $PLAYER_ACTOR 
004D: jump_if_false R3_99
0002: jump R3_2

:R3_99
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_103
0002: jump R3_2

:R3_103
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_107
0002: jump R3_2

:R3_107
0002: jump R3_86

:R3_108
00BA: text_styled 'TAXI_M'  6000 ms  5
0001: wait  0 ms
0417: start_mission  121   ; Originally: 'TAXI DRIVER' sub-mission
0004: $182 =  1  ;; integer values
0002: jump R3_2

:R3_113
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  416
004D: jump_if_false R3_189
00D6: if  0
0038:   $148 ==  0  ;; integer values
004D: jump_if_false R3_189
00D6: if  0
0038:   $181 ==  0  ;; integer values
004D: jump_if_false R3_127
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false R3_127
03E5: text_box 'ATUTOR'
0004: $181 =  1  ;; integer values

:R3_127
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false R3_160
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_159

:R3_133
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_155
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_141
0002: jump R3_2

:R3_141
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  416
004D: jump_if_false R3_146
0002: jump R3_2

:R3_146
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_150
0002: jump R3_2

:R3_150
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_154
0002: jump R3_2

:R3_154
0002: jump R3_133

:R3_155
00BA: text_styled 'AMBUL_M'  6000 ms  5
0001: wait  0 ms
0417: start_mission  122   ; Originally: Paramedic sub-mission
0002: jump R3_2

:R3_159
0002: jump R3_189

:R3_160
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_189

:R3_163
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_185
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_171
0002: jump R3_2

:R3_171
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  416
004D: jump_if_false R3_176
0002: jump R3_2

:R3_176
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_180
0002: jump R3_2

:R3_180
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_184
0002: jump R3_2

:R3_184
0002: jump R3_163

:R3_185
00BA: text_styled 'AMBUL_M'  6000 ms  5
0001: wait  0 ms
0417: start_mission  122   ; Originally: Paramedic sub-mission
0002: jump R3_2

:R3_189
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  407
004D: jump_if_false R3_265
00D6: if  0
0038:   $149 ==  0  ;; integer values
004D: jump_if_false R3_265
00D6: if  0
0038:   $181 ==  0  ;; integer values
004D: jump_if_false R3_203
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false R3_203
03E5: text_box 'FTUTOR'
0004: $181 =  1  ;; integer values

:R3_203
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false R3_236
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_235

:R3_209
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_231
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_217
0002: jump R3_2

:R3_217
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  407
004D: jump_if_false R3_222
0002: jump R3_2

:R3_222
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_226
0002: jump R3_2

:R3_226
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_230
0002: jump R3_2

:R3_230
0002: jump R3_209

:R3_231
00BA: text_styled 'FIRE_M'  6000 ms  5
0001: wait  0 ms
0417: start_mission  123   ; Originally: Firefighter sub-mission
0002: jump R3_2

:R3_235
0002: jump R3_265

:R3_236
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_265

:R3_239
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_261
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_247
0002: jump R3_2

:R3_247
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  407
004D: jump_if_false R3_252
0002: jump R3_2

:R3_252
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_256
0002: jump R3_2

:R3_256
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_260
0002: jump R3_2

:R3_260
0002: jump R3_239

:R3_261
00BA: text_styled 'FIRE_M'  6000 ms  5
0001: wait  0 ms
0417: start_mission  123   ; Originally: Firefighter sub-mission
0002: jump R3_2

:R3_265
00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false R3_367
00D6: if  0
0038:   $181 ==  0  ;; integer values
004D: jump_if_false R3_277
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false R3_277
03E5: text_box 'CTUTOR'
0004: $181 =  1  ;; integer values

:R3_277
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false R3_324
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_323

:R3_283
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_309
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_291
0002: jump R3_2

:R3_291
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false R3_295
0002: jump R3_2

:R3_295
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false R3_300
0002: jump R3_2

:R3_300
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_304
0002: jump R3_2

:R3_304
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_308
0002: jump R3_2

:R3_308
0002: jump R3_283

:R3_309
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false R3_314
00BA: text_styled 'COP_M3'  6000 ms  5
0002: jump R3_320

:R3_314
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  415
004D: jump_if_false R3_319
00BA: text_styled 'COP_M2'  6000 ms  5
0002: jump R3_320

:R3_319
00BA: text_styled 'COP_M'  6000 ms  5

:R3_320
0001: wait  0 ms
0417: start_mission  124   ; Originally: Vigilante sub-mission
0002: jump R3_2

:R3_323
0002: jump R3_367

:R3_324
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_367

:R3_327
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_353
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_335
0002: jump R3_2

:R3_335
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false R3_339
0002: jump R3_2

:R3_339
00D6: if  1
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false R3_344
0002: jump R3_2

:R3_344
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_348
0002: jump R3_2

:R3_348
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_352
0002: jump R3_2

:R3_352
0002: jump R3_327

:R3_353
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false R3_358
00BA: text_styled 'COP_M3'  6000 ms  5
0002: jump R3_364

:R3_358
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  415
004D: jump_if_false R3_363
00BA: text_styled 'COP_M2'  6000 ms  5
0002: jump R3_364

:R3_363
00BA: text_styled 'COP_M'  6000 ms  5

:R3_364
0001: wait  0 ms
0417: start_mission  124   ; Originally: Vigilante sub-mission
0002: jump R3_2

:R3_367
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  609
004D: jump_if_false R3_466
00D6: if  0
0038:   $165 ==  0  ;; integer values
004D: jump_if_false R3_466
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false R3_386
00D6: if  0
0038:   $181 ==  0  ;; integer values
004D: jump_if_false R3_386
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false R3_386
03E5: text_box 'BTUTOR2'
0004: $181 =  1  ;; integer values

:R3_386
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false R3_428
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_427
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false R3_426

:R3_397
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_419
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_405
0002: jump R3_2

:R3_405
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  609
004D: jump_if_false R3_410
0002: jump R3_2

:R3_410
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_414
0002: jump R3_2

:R3_414
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_418
0002: jump R3_2

:R3_418
0002: jump R3_397

:R3_419
0A2D:  0 
00BA: text_styled 'BURGLAR'  6000 ms  5
0001: wait  0 ms
0417: start_mission  125   ; Originally: Burglary sub-mission
0004: $165 =  1  ;; integer values
0002: jump R3_2
0002: jump R3_427

:R3_426
00BC: text_highpriority 'BURGHEL'  1000 ms  1

:R3_427
0002: jump R3_466

:R3_428
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_466
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false R3_465

:R3_436
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_458
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_444
0002: jump R3_2

:R3_444
00D6: if  21
8256:   NOT   player $PLAYER_CHAR defined
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  609
004D: jump_if_false R3_449
0002: jump R3_2

:R3_449
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_453
0002: jump R3_2

:R3_453
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_457
0002: jump R3_2

:R3_457
0002: jump R3_436

:R3_458
0A2D:  0 
00BA: text_styled 'BURGLAR'  6000 ms  5
0001: wait  0 ms
0417: start_mission  125   ; Originally: Burglary sub-mission
0004: $165 =  1  ;; integer values
0002: jump R3_2
0002: jump R3_466

:R3_465
00BC: text_highpriority 'BURGHEL'  1000 ms  1

:R3_466
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  1  ;; integer values
004D: jump_if_false R3_559
00D6: if  21
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  537
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  538
004D: jump_if_false R3_559
03C0: $63 = actor $PLAYER_ACTOR car
00D6: if  1
82BF:   NOT   car $63 sunk
8981:   NOT   train $63 wrecked
004D: jump_if_false R3_559
00D6: if  0
0038:   $161 ==  0  ;; integer values
004D: jump_if_false R3_559
00D6: if  0
0038:   $181 ==  0  ;; integer values
004D: jump_if_false R3_489
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false R3_489
03E5: text_box 'FTUTORA'
0004: $181 =  1  ;; integer values

:R3_489
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false R3_526
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_525

:R3_495
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_521
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_503
0002: jump R3_2

:R3_503
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false R3_507
0002: jump R3_2

:R3_507
00D6: if  1
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  537
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  538
004D: jump_if_false R3_512
0002: jump R3_2

:R3_512
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_516
0002: jump R3_2

:R3_516
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_520
0002: jump R3_2

:R3_520
0002: jump R3_495

:R3_521
0001: wait  0 ms
0417: start_mission  126   ; Originally: Freight Train sub-mission
0004: $160 =  1  ;; integer values
0002: jump R3_2

:R3_525
0002: jump R3_559

:R3_526
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_559

:R3_529
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_555
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_537
0002: jump R3_2

:R3_537
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false R3_541
0002: jump R3_2

:R3_541
00D6: if  1
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  537
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  538
004D: jump_if_false R3_546
0002: jump R3_2

:R3_546
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_550
0002: jump R3_2

:R3_550
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_554
0002: jump R3_2

:R3_554
0002: jump R3_529

:R3_555
0001: wait  0 ms
0417: start_mission  126   ; Originally: Freight Train sub-mission
0004: $160 =  1  ;; integer values
0002: jump R3_2

:R3_559
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  575
004D: jump_if_false R3_647
03C0: $63 = actor $PLAYER_ACTOR car
00D6: if  0
82BF:   NOT   car $63 sunk
004D: jump_if_false R3_647
00D6: if  0
0038:   $162 ==  0  ;; integer values
004D: jump_if_false R3_647
00D6: if  0
0038:   $181 ==  0  ;; integer values
004D: jump_if_false R3_577
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false R3_577
03E5: text_box 'PTUTORA'
0004: $181 =  1  ;; integer values

:R3_577
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false R3_614
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_613

:R3_583
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false R3_608
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_591
0002: jump R3_2

:R3_591
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false R3_595
0002: jump R3_2

:R3_595
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  575
004D: jump_if_false R3_599
0002: jump R3_2

:R3_599
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_603
0002: jump R3_2

:R3_603
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_607
0002: jump R3_2

:R3_607
0002: jump R3_583

:R3_608
00BA: text_styled 'PIMP'  6000 ms  5
0001: wait  0 ms
0417: start_mission  127   ; Originally: Pimping sub-mission
0004: $159 =  1  ;; integer values
0002: jump R3_2

:R3_613
0002: jump R3_647

:R3_614
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_647

:R3_617
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false R3_642
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false R3_625
0002: jump R3_2

:R3_625
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false R3_629
0002: jump R3_2

:R3_629
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  575
004D: jump_if_false R3_633
0002: jump R3_2

:R3_633
00D6: if  0
09BE: (unknown)
004D: jump_if_false R3_637
0002: jump R3_2

:R3_637
00D6: if  0
08B4: $390  1 
004D: jump_if_false R3_641
0002: jump R3_2

:R3_641
0002: jump R3_617

:R3_642
00BA: text_styled 'PIMP'  6000 ms  5
0001: wait  0 ms
0417: start_mission  127   ; Originally: Pimping sub-mission
0004: $159 =  1  ;; integer values
0002: jump R3_2

:R3_647
0002: jump R3_659

:R3_648
00D6: if  0
0038:   $181 ==  1  ;; integer values
004D: jump_if_false R3_659
03D5: remove_text 'TTUTOR'
03D5: remove_text 'ATUTOR'
03D5: remove_text 'FTUTOR'
03D5: remove_text 'CTUTOR'
03D5: remove_text 'BTUTOR2'
03D5: remove_text 'FTUTORA'
03D5: remove_text 'PTUTORA'
0004: $181 =  0  ;; integer values

:R3_659
0002: jump R3_2

:R3_660
0001: wait  70 ms
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false R3_666
0001: wait  5000 ms
0002: jump R3_2

:R3_666
0002: jump R3_660

:FRTEXT_1
03A4: name_thread 'FRTEXT'
0001: wait  5000 ms
03E6: remove_text_box
03E5: text_box 'FREI_16'
004E: end_thread

:BLOODR_1
03A4: name_thread 'BLOODR'

:BLOODR_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BLOODR_18
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BLOODR_18
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $1745 $1746 $1747 radius  1.4  1.8  1.5
004D: jump_if_false BLOODR_18
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false BLOODR_18
0050: gosub LITCAS_34
00BA: text_styled 'STAD_04'  1000 ms  2
0417: start_mission  128   ; Originally: Arena mission: Blood Ring

:BLOODR_18
0002: jump BLOODR_2

:HOTR_1
03A4: name_thread 'HOTR'

:HOTR_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false HOTR_26
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false HOTR_26
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $1748 $1749 $1750 radius  1.4  1.8  1.5
004D: jump_if_false HOTR_26
0652: $721 = stat  160 (driving skill)  ; integer
00D6: if  0
0018:   $721 >  199  ;; integer values
004D: jump_if_false HOTR_25
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false HOTR_24
00BA: text_styled 'STAD_03'  1000 ms  2
0050: gosub LITCAS_34
04AE: unknown $352 radar_icon_or_model  25
0004: $121 =  0  ;; integer values
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track

:HOTR_24
0002: jump HOTR_26

:HOTR_25
00BC: text_highpriority 'STATCAR'  500 ms  1

:HOTR_26
0002: jump HOTR_2

:KICKS_1
03A4: name_thread 'KICKS'

:KICKS_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false KICKS_36
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKS_36
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $1742 $1743 $1744 radius  1.4  1.8  1.5
004D: jump_if_false KICKS_36
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false KICKS_36
07D0: $WEEKDAY = weekday
00D6: if  22
0038:   $WEEKDAY ==  0  ;; integer values
0038:   $WEEKDAY ==  2  ;; integer values
0038:   $WEEKDAY ==  4  ;; integer values
004D: jump_if_false KICKS_33
0652: $721 = stat  229 (bike skill)  ; integer
00D6: if  0
0018:   $721 >  199  ;; integer values
004D: jump_if_false KICKS_31
00BA: text_styled 'STAD_01'  1000 ms  2
0050: gosub LITCAS_34
04AE: unknown $352 radar_icon_or_model  26
0004: $121 =  0  ;; integer values
0417: start_mission  35   ; Originally: Race Tournament / 8-track / Dirt Track
0002: jump KICKS_32

:KICKS_31
00BC: text_highpriority 'STATBIK'  500 ms  1

:KICKS_32
0002: jump KICKS_36

:KICKS_33
00BA: text_styled 'STAD_02'  1000 ms  2
0050: gosub LITCAS_34
0417: start_mission  129   ; Originally: Arena mission: Kickstart

:KICKS_36
0002: jump KICKS_2

:TRI_1
03A4: name_thread 'TRI'

:TRI_2
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false TRI_77
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRI_77
00D6: if  21
0038:   $WEEKDAY ==  1  ;; integer values
0038:   $WEEKDAY ==  7  ;; integer values
004D: jump_if_false TRI_77
00D6: if  21
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot  181.0 -1878.0  2.0 radius  1.4  1.8  1.5
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot  2135.432 -67.9555  1.8 radius  1.4  1.8  1.5
004D: jump_if_false TRI_65
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  1  ;; integer values
004D: jump_if_false TRI_59
0652: $CYCLING_SKILL = stat  230 (cycling skill)  ; integer
00D6: if  0
0028:   $CYCLING_SKILL >=  500  ;; integer values
004D: jump_if_false TRI_53
0652: $187 = stat  22 (stamina)  ; integer
00D6: if  0
0028:   $187 >=  500  ;; integer values
004D: jump_if_false TRI_47
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false TRI_46
00BA: text_styled 'BOTTY'  1000 ms  2
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRI_45
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  181.0 -1878.0  2.0 radius  20.4  20.8  20.5
004D: jump_if_false TRI_41
0004: $1812 =  1  ;; integer values

:TRI_41
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2135.432 -67.9555  20.8 radius  20.4  20.8  20.5
004D: jump_if_false TRI_45
0004: $1812 =  2  ;; integer values

:TRI_45
0417: start_mission  130   ; Originally: Beat the Cock!

:TRI_46
0002: jump TRI_52

:TRI_47
00D6: if  0
0038:   $723 ==  0  ;; integer values
004D: jump_if_false TRI_52
03E5: text_box 'STASKIL'
0004: $723 =  1  ;; integer values

:TRI_52
0002: jump TRI_58

:TRI_53
00D6: if  0
0038:   $722 ==  0  ;; integer values
004D: jump_if_false TRI_58
03E5: text_box 'MTBSKIL'
0004: $722 =  1  ;; integer values

:TRI_58
0002: jump TRI_64

:TRI_59
00D6: if  0
0038:   $725 ==  0  ;; integer values
004D: jump_if_false TRI_64
03E5: text_box 'NOCOCK'
0004: $725 =  1  ;; integer values

:TRI_64
0002: jump TRI_77

:TRI_65
00D6: if  0
0038:   $722 ==  1  ;; integer values
004D: jump_if_false TRI_69
0004: $722 =  0  ;; integer values

:TRI_69
00D6: if  0
0038:   $723 ==  1  ;; integer values
004D: jump_if_false TRI_73
0004: $723 =  0  ;; integer values

:TRI_73
00D6: if  0
0038:   $725 ==  1  ;; integer values
004D: jump_if_false TRI_77
0004: $725 =  0  ;; integer values

:TRI_77
0002: jump TRI_2

:ODDVEH_1
03A4: name_thread 'ODDVEH'

:ODDVEH_2
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ODDVEH_148
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ODDVEH_148
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ODDVEH_143
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  481
004D: jump_if_false ODDVEH_19
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $2343 $2344 $2345 radius  3.0  3.0  3.0
004D: jump_if_false ODDVEH_19
0004: $189 =  1  ;; integer values

:ODDVEH_19
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  463
004D: jump_if_false ODDVEH_26
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $2346 $2347 $2348 radius  3.0  3.0  3.0
004D: jump_if_false ODDVEH_26
0004: $189 =  1  ;; integer values

:ODDVEH_26
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  462
004D: jump_if_false ODDVEH_33
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $2349 $2350 $2351 radius  3.0  3.0  3.0
004D: jump_if_false ODDVEH_33
0004: $189 =  1  ;; integer values

:ODDVEH_33
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  481
004D: jump_if_false ODDVEH_42
00D6: if  0
0038:   $189 ==  0  ;; integer values
004D: jump_if_false ODDVEH_42
00BA: text_styled 'COUR1'  1000 ms  2
0417: start_mission  131   ; Originally: Courier
0004: $189 =  1  ;; integer values

:ODDVEH_42
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  463
004D: jump_if_false ODDVEH_51
00D6: if  0
0038:   $189 ==  0  ;; integer values
004D: jump_if_false ODDVEH_51
00BA: text_styled 'COUR1'  1000 ms  2
0417: start_mission  131   ; Originally: Courier
0004: $189 =  1  ;; integer values

:ODDVEH_51
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  462
004D: jump_if_false ODDVEH_60
00D6: if  0
0038:   $189 ==  0  ;; integer values
004D: jump_if_false ODDVEH_60
00BA: text_styled 'COUR1'  1000 ms  2
0417: start_mission  131   ; Originally: Courier
0004: $189 =  1  ;; integer values

:ODDVEH_60
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  510
004D: jump_if_false ODDVEH_67
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $2355 $2356 $2357 radius  10.5  10.5  10.5
004D: jump_if_false ODDVEH_67
0004: $175 =  1  ;; integer values

:ODDVEH_67
00D6: if  1
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  510
0038:   $175 ==  0  ;; integer values
004D: jump_if_false ODDVEH_93
00BE: text_clear_all
0652: $CYCLING_SKILL = stat  230 (cycling skill)  ; integer
00D6: if  0
0028:   $CYCLING_SKILL >=  400  ;; integer values
004D: jump_if_false ODDVEH_87
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  1
0028:   $TIME_HOURS >=  7  ;; integer values
001A:    18 > $TIME_HOURS  ;; integer values
004D: jump_if_false ODDVEH_85
00BA: text_styled 'MOUNTN'  1000 ms  2
0417: start_mission  132   ; Originally: The Chiliad Challenge
0004: $175 =  1  ;; integer values
0002: jump ODDVEH_86

:ODDVEH_85
00BC: text_highpriority 'MTIME4'  1000 ms  1

:ODDVEH_86
0002: jump ODDVEH_92

:ODDVEH_87
00D6: if  0
0038:   $1805 ==  0  ;; integer values
004D: jump_if_false ODDVEH_92
03E5: text_box 'MTBSKIL'
0004: $1805 =  1  ;; integer values

:ODDVEH_92
0002: jump ODDVEH_97

:ODDVEH_93
00D6: if  0
0038:   $1805 ==  1  ;; integer values
004D: jump_if_false ODDVEH_97
0004: $1805 =  0  ;; integer values

:ODDVEH_97
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  481
004D: jump_if_false ODDVEH_104
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $2800 $2801 $2802 radius  4.0  4.0  3.0
004D: jump_if_false ODDVEH_104
0004: $152 =  1  ;; integer values

:ODDVEH_104
00D6: if  1
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  481
0038:   $152 ==  0  ;; integer values
004D: jump_if_false ODDVEH_123
0652: $CYCLING_SKILL = stat  230 (cycling skill)  ; integer
00D6: if  0
0028:   $CYCLING_SKILL >=  200  ;; integer values
004D: jump_if_false ODDVEH_117
00BA: text_styled 'BMX'  1000 ms  2
0004: $726 =  0  ;; integer values
0417: start_mission  133   ; Originally: NRG-500
0004: $152 =  1  ;; integer values
0002: jump ODDVEH_122

:ODDVEH_117
00D6: if  0
0038:   $724 ==  0  ;; integer values
004D: jump_if_false ODDVEH_122
03E5: text_box 'MTBSKI2'
0004: $724 =  1  ;; integer values

:ODDVEH_122
0002: jump ODDVEH_127

:ODDVEH_123
00D6: if  0
0038:   $724 ==  1  ;; integer values
004D: jump_if_false ODDVEH_127
0004: $724 =  0  ;; integer values

:ODDVEH_127
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  522
004D: jump_if_false ODDVEH_134
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $2804 $2805 $2806 radius  4.0  4.0  3.0
004D: jump_if_false ODDVEH_134
0004: $153 =  1  ;; integer values

:ODDVEH_134
00D6: if  1
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  522
0038:   $153 ==  0  ;; integer values
004D: jump_if_false ODDVEH_142
00BA: text_styled 'NRG500'  1000 ms  2
0004: $726 =  1  ;; integer values
0417: start_mission  133   ; Originally: NRG-500
0004: $153 =  1  ;; integer values

:ODDVEH_142
0002: jump ODDVEH_148

:ODDVEH_143
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_148
0002: jump ODDVEH_2

:BUY1_1
03A4: name_thread 'BUY1'
0004: $1653 =  50000  ;; integer values
0215: destroy_pickup $BUY_ASSET_PICKUP
0518: $BUY_ASSET_PICKUP = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z price $1653

:BUY1_5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BUY1_19
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BUY1_19
00D6: if  0
0214:   pickup $BUY_ASSET_PICKUP picked_up
004D: jump_if_false BUY1_19
04AE: unknown $1735 radar_icon_or_model  0
097A: $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z  1149 
0417: start_mission  134   ; Originally: Buy properties script
004E: end_thread

:BUY1_19
0002: jump BUY1_5

:BUY2_1
03A4: name_thread 'BUY2'
0004: $1654 =  30000  ;; integer values
0215: destroy_pickup $BUY_ASSET_PICKUP(1)
0518: $BUY_ASSET_PICKUP(1) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(1) $BUY_ASSET_PICKUP_Y(1) $BUY_ASSET_PICKUP_Z(1) price $1654

:BUY2_5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BUY2_19
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BUY2_19
00D6: if  0
0214:   pickup $BUY_ASSET_PICKUP(1) picked_up
004D: jump_if_false BUY2_19
04AE: unknown $1735 radar_icon_or_model  1
097A: $BUY_ASSET_PICKUP_X(1) $BUY_ASSET_PICKUP_Y(1) $BUY_ASSET_PICKUP_Z(1)  1149 
0417: start_mission  134   ; Originally: Buy properties script
004E: end_thread

:BUY2_19
0002: jump BUY2_5

:BUY3_1
03A4: name_thread 'BUY3'
0004: $1655 =  80000  ;; integer values
0215: destroy_pickup $BUY_ASSET_PICKUP(2)
0518: $BUY_ASSET_PICKUP(2) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2) $BUY_ASSET_PICKUP_Z(2) price $1655

:BUY3_5
0001: wait $DEFAULT_WAIT_TIME ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BUY3_19
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BUY3_19
00D6: if  0
0214:   pickup $BUY_ASSET_PICKUP(2) picked_up
004D: jump_if_false BUY3_19
04AE: unknown $1735 radar_icon_or_model  2
097A: $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2) $BUY_ASSET_PICKUP_Z(2)  1149 
0417: start_mission  134   ; Originally: Buy properties script
004E: end_thread

:BUY3_19
0002: jump BUY3_5

:BUY_PRO_1
03A4: name_thread 'BUY_PRO'

:BUY_PRO_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BUY_PRO_19
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BUY_PRO_19
00D6: if  0
0038:   $728($727,32i) ==  0  ;; integer values
004D: jump_if_false BUY_PRO_19
00D6: if  0
0214:   pickup $BUY_ASSET_PICKUP($727,32i) picked_up
004D: jump_if_false BUY_PRO_19
0084: $1735 = $760($727,32i)  ;; integer values and handles
097A: $BUY_ASSET_PICKUP_X($727,32f) $BUY_ASSET_PICKUP_Y($727,32f) $BUY_ASSET_PICKUP_Z($727,32f)  1149 

:Buy_properties_Mission_Starter
0417: start_mission  134   ; Originally: Buy properties script
0004: $728($727,32i) =  1  ;; integer values

:BUY_PRO_19
0008: $727 +=  1  ;; integer values
00D6: if  0
0028:   $727 >=  32  ;; integer values
004D: jump_if_false BUY_PRO_24
0004: $727 =  3  ;; integer values

:BUY_PRO_24
0002: jump BUY_PRO_2

:IMPND_L_1
03A4: name_thread 'IMPND_L'

:IMPND_L_2
0001: wait  100 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPND_L_101
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false IMPND_L_28
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  71 (IMPOUND) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false IMPND_L_28
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1579.425 -1636.463  14.5812 radius  120.0  120.0  80.0
004D: jump_if_false IMPND_L_23
0004: $1865 =  1  ;; integer values

:Impound_Garages_External_Script_Control
08A9: load_external_script  71 (IMPOUND) 
00D6: if  0
08AB:   external_script  71 (IMPOUND) loaded
004D: jump_if_false IMPND_L_22
0913: run_external_script  71 (IMPOUND) 

:IMPND_L_22
0002: jump IMPND_L_28

:IMPND_L_23
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_L_28
090F: end_external_script  71 (IMPOUND) 
0004: $1865 =  0  ;; integer values

:IMPND_L_28
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false IMPND_L_57
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  71 (IMPOUND) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false IMPND_L_57
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1624.771  679.6637  8.569 radius  120.0  120.0  80.0
004D: jump_if_false IMPND_L_48
00D6: if  0
0038:   $1522 ==  0  ;; integer values
004D: jump_if_false IMPND_L_47
0004: $1865 =  2  ;; integer values
08A9: load_external_script  71 (IMPOUND) 
00D6: if  0
08AB:   external_script  71 (IMPOUND) loaded
004D: jump_if_false IMPND_L_47
0913: run_external_script  71 (IMPOUND) 

:IMPND_L_47
0002: jump IMPND_L_57

:IMPND_L_48
00D6: if  0
0038:   $1522 ==  2  ;; integer values
004D: jump_if_false IMPND_L_52
0004: $1522 =  0  ;; integer values

:IMPND_L_52
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_L_57
090F: end_external_script  71 (IMPOUND) 
0004: $1865 =  0  ;; integer values

:IMPND_L_57
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false IMPND_L_79
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  71 (IMPOUND) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false IMPND_L_79
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1624.771  679.6637  8.569 radius  120.0  120.0  80.0
004D: jump_if_false IMPND_L_74
0004: $1865 =  2  ;; integer values
08A9: load_external_script  71 (IMPOUND) 
00D6: if  0
08AB:   external_script  71 (IMPOUND) loaded
004D: jump_if_false IMPND_L_73
0913: run_external_script  71 (IMPOUND) 

:IMPND_L_73
0002: jump IMPND_L_79

:IMPND_L_74
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_L_79
090F: end_external_script  71 (IMPOUND) 
0004: $1865 =  0  ;; integer values

:IMPND_L_79
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false IMPND_L_101
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  71 (IMPOUND) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false IMPND_L_101
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2284.592  2466.838  12.2306 radius  120.0  120.0  80.0
004D: jump_if_false IMPND_L_96
0004: $1865 =  3  ;; integer values
08A9: load_external_script  71 (IMPOUND) 
00D6: if  0
08AB:   external_script  71 (IMPOUND) loaded
004D: jump_if_false IMPND_L_95
0913: run_external_script  71 (IMPOUND) 

:IMPND_L_95
0002: jump IMPND_L_101

:IMPND_L_96
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_L_101
090F: end_external_script  71 (IMPOUND) 
0004: $1865 =  0  ;; integer values

:IMPND_L_101
0002: jump IMPND_L_2

:VALET_L_1
03A4: name_thread 'VALET_L'

:VALET_L_2
0001: wait  0 ms
00D6: if  0
0038:   $1872 ==  1  ;; integer values
004D: jump_if_false VALET_L_31
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false VALET_L_31
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  72 (VALET) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false VALET_L_31
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VALET_L_31
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1893.418  1119.227 -1617.915  828.85
004D: jump_if_false VALET_L_26
0004: $1884 =  2  ;; integer values
08A9: load_external_script  72 (VALET) 
00D6: if  0
08AB:   external_script  72 (VALET) loaded
004D: jump_if_false VALET_L_25
0913: run_external_script  72 (VALET) 

:VALET_L_25
0002: jump VALET_L_31

:VALET_L_26
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_L_31
090F: end_external_script  72 (VALET) 
0004: $1884 =  0  ;; integer values

:VALET_L_31
0002: jump VALET_L_2

:TRAINSL_1
03A4: name_thread 'TRAINSL'

:TRAINSL_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRAINSL_21
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TRAINSL_21
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false TRAINSL_21
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  33 (TRAINS) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false TRAINSL_21
08A9: load_external_script  33 (TRAINS) 
00D6: if  0
08AB:   external_script  33 (TRAINS) loaded
004D: jump_if_false TRAINSL_21
0913: run_external_script  33 (TRAINS) 

:TRAINSL_21
0002: jump TRAINSL_2

:ADPLANE_1
03A4: name_thread 'ADPLANE'

:ADPLANE_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ADPLANE_138
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ADPLANE_138
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false ADPLANE_47
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false ADPLANE_41
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  32 (PLANES) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ADPLANE_40
00D6: if  0
0038:   $792 ==  0  ;; integer values
004D: jump_if_false ADPLANE_24
0A40:  1685.7 -2238.9  14.0  14 $795 
0004: $792 =  1  ;; integer values

:ADPLANE_24
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ADPLANE_40
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1685.7 -2238.9  12.5 radius  1.2  1.2  1.2
004D: jump_if_false ADPLANE_34
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
08A9: load_external_script  32 (PLANES) 
0004: $1802 =  1  ;; integer values

:ADPLANE_34
00D6: if  1
08AB:   external_script  32 (PLANES) loaded
0038:   $1802 ==  1  ;; integer values
004D: jump_if_false ADPLANE_40
0913: run_external_script  32 (PLANES) 
0004: $1802 =  0  ;; integer values

:ADPLANE_40
0002: jump ADPLANE_46

:ADPLANE_41
00D6: if  0
0038:   $792 ==  1  ;; integer values
004D: jump_if_false ADPLANE_46
0A41: $795 
0004: $792 =  0  ;; integer values

:ADPLANE_46
0002: jump ADPLANE_52

:ADPLANE_47
00D6: if  0
0038:   $792 ==  1  ;; integer values
004D: jump_if_false ADPLANE_52
0A41: $795 
0004: $792 =  0  ;; integer values

:ADPLANE_52
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false ADPLANE_90
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false ADPLANE_84
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  32 (PLANES) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ADPLANE_83
00D6: if  0
0038:   $793 ==  0  ;; integer values
004D: jump_if_false ADPLANE_67
0A40: -1421.5 -287.2  14.6  14 $796 
0004: $793 =  1  ;; integer values

:ADPLANE_67
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ADPLANE_83
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1421.5 -287.2  14.6 radius  1.2  1.2  1.2
004D: jump_if_false ADPLANE_77
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
08A9: load_external_script  32 (PLANES) 
0004: $1802 =  1  ;; integer values

:ADPLANE_77
00D6: if  1
08AB:   external_script  32 (PLANES) loaded
0038:   $1802 ==  1  ;; integer values
004D: jump_if_false ADPLANE_83
0913: run_external_script  32 (PLANES) 
0004: $1802 =  0  ;; integer values

:ADPLANE_83
0002: jump ADPLANE_89

:ADPLANE_84
00D6: if  0
0038:   $793 ==  1  ;; integer values
004D: jump_if_false ADPLANE_89
0A41: $796 
0004: $793 =  0  ;; integer values

:ADPLANE_89
0002: jump ADPLANE_95

:ADPLANE_90
00D6: if  0
0038:   $793 ==  1  ;; integer values
004D: jump_if_false ADPLANE_95
0A41: $796 
0004: $793 =  0  ;; integer values

:ADPLANE_95
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false ADPLANE_133
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false ADPLANE_127
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  32 (PLANES) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false ADPLANE_126
00D6: if  0
0038:   $794 ==  0  ;; integer values
004D: jump_if_false ADPLANE_110
0A40:  1663.0  1423.6  11.2  14 $797 
0004: $794 =  1  ;; integer values

:ADPLANE_110
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ADPLANE_126
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1663.0  1423.6  11.2 radius  1.2  1.2  1.2
004D: jump_if_false ADPLANE_120
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
08A9: load_external_script  32 (PLANES) 
0004: $1802 =  1  ;; integer values

:ADPLANE_120
00D6: if  1
08AB:   external_script  32 (PLANES) loaded
0038:   $1802 ==  1  ;; integer values
004D: jump_if_false ADPLANE_126
0913: run_external_script  32 (PLANES) 
0004: $1802 =  0  ;; integer values

:ADPLANE_126
0002: jump ADPLANE_132

:ADPLANE_127
00D6: if  0
0038:   $794 ==  1  ;; integer values
004D: jump_if_false ADPLANE_132
0A41: $797 
0004: $794 =  0  ;; integer values

:ADPLANE_132
0002: jump ADPLANE_138

:ADPLANE_133
00D6: if  0
0038:   $794 ==  1  ;; integer values
004D: jump_if_false ADPLANE_138
0A41: $797 
0004: $794 =  0  ;; integer values

:ADPLANE_138
0002: jump ADPLANE_2

:COLLS_1
03A4: name_thread 'COLLS'

:COLLS_2
0001: wait  3000 ms
058C: $815 = percentage_completed
00D6: if  0
0038:   $1516 ==  0  ;; integer values
004D: jump_if_false COLLS_45
0652: $798 = stat  243 ()  ; integer
00D6: if  0
0038:   $798 ==  50  ;; integer values
004D: jump_if_false COLLS_45
0394: play_music  2
030C: set_mission_points +=  1
0629: change_stat  225 (lung capasity) to  1000  ; integer see statdisp.dat
00D6: if  0
002A:    0 >= $359(4)  ;; integer values
004D: jump_if_false COLLS_18

:Bonuses_Thread
0004: $359(4) =  45  ;; integer values

:COLLS_18
00D6: if  0
002A:    0 >= $359(1)  ;; integer values
004D: jump_if_false COLLS_22
0004: $359(1) =  45  ;; integer values

:COLLS_22
00D6: if  0
002A:    0 >= $359(3)  ;; integer values
004D: jump_if_false COLLS_26
0004: $359(3) =  45  ;; integer values

:COLLS_26
00D6: if  0
002A:    0 >= $359(2)  ;; integer values
004D: jump_if_false COLLS_30
0004: $359(2) =  45  ;; integer values

:COLLS_30
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 =  1  ;; integer values
0004: $354 =  1  ;; integer values
0004: $356 =  1  ;; integer values
0004: $355 =  1  ;; integer values
0004: $357 =  1  ;; integer values
0004: $358 =  1  ;; integer values
03E6: remove_text_box
03E5: text_box 'OYST100'
0004: $1516 =  1  ;; integer values

:COLLS_45
00D6: if  0
0038:   $1517 ==  0  ;; integer values
004D: jump_if_false COLLS_61
0652: $799 = stat  241 ()  ; integer
00D6: if  0
0038:   $799 ==  50  ;; integer values
004D: jump_if_false COLLS_61
0394: play_music  2
030C: set_mission_points +=  1
032B: $811 = create_weapon_pickup  356  15 ammo  60 at  2021.879  1001.467  10.3203
032B: $812 = create_weapon_pickup  353  15 ammo  120 at  2025.286  1001.496  10.3203
032B: $813 = create_weapon_pickup  351  15 ammo  120 at  2021.327  1013.349  10.3203
032B: $814 = create_weapon_pickup  363  15 ammo  20 at  2023.775  1013.527  10.5203
03E6: remove_text_box
03E5: text_box 'LUCK100'
0004: $1517 =  1  ;; integer values

:COLLS_61
00D6: if  0
0038:   $1518 ==  0  ;; integer values
004D: jump_if_false COLLS_77
0652: $800 = stat  231 ()  ; integer
00D6: if  0
0038:   $800 ==  50  ;; integer values
004D: jump_if_false COLLS_77
0394: play_music  2
030C: set_mission_points +=  1
032B: $807 = create_weapon_pickup  358  15 ammo  60 at -2035.773  139.4337  28.3359
032B: $808 = create_weapon_pickup  352  15 ammo  120 at -2038.43  139.6281  28.3359
032B: $809 = create_weapon_pickup  349  15 ammo  120 at -2038.664  137.4694  28.3359
032B: $810 = create_weapon_pickup  342  15 ammo  20 at -2035.474  137.2511  28.3359
03E6: remove_text_box
03E5: text_box 'FOTO100'
0004: $1518 =  1  ;; integer values

:COLLS_77
00D6: if  0
0038:   $1519 ==  0  ;; integer values
004D: jump_if_false COLLS_94
08E1: $801 = tags_sprayed
00D6: if  0
0038:   $801 ==  100  ;; integer values
004D: jump_if_false COLLS_94
0394: play_music  2
030C: set_mission_points +=  1
0237: gang_weapons  1  24  29  4 
032B: $803 = create_weapon_pickup  355  15 ammo  120 at  2499.39 -1707.463  1014.25
032B: $804 = create_weapon_pickup  372  15 ammo  120 at  2499.514 -1709.64  1014.25
032B: $805 = create_weapon_pickup  350  15 ammo  60 at  2493.491 -1708.237  1014.932
032B: $806 = create_weapon_pickup  344  15 ammo  20 at  2493.553 -1706.863  1015.132
03E6: remove_text_box
03E5: text_box 'TAG_100'
0004: $1519 =  1  ;; integer values

:COLLS_94
00D6: if  0
0038:   $802 ==  0  ;; integer values
004D: jump_if_false COLLS_118
00D6: if  0
0030:   $815 >=  100.0  ;; floating-point values
004D: jump_if_false COLLS_118
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COLLS_118
014C: set_parked_car_generator $2777 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 (lung capasity) to  1000  ; integer see statdisp.dat
0629: change_stat  22 (stamina) to  1000  ; integer see statdisp.dat
0629: change_stat  25 () to  1000  ; integer see statdisp.dat
0629: change_stat  80 () to  1000  ; integer see statdisp.dat
0629: change_stat  68 () to  1000  ; integer see statdisp.dat
0629: change_stat  65 () to  1000  ; integer see statdisp.dat
0629: change_stat  66 () to  1000  ; integer see statdisp.dat
0629: change_stat  230 (cycling skill) to  1000  ; integer see statdisp.dat
0001: wait  2000 ms
03E6: remove_text_box
03E5: text_box 'GAME100'
0004: $802 =  1  ;; integer values

:COLLS_118
0002: jump COLLS_2

:TCASH_1
03A4: name_thread 'TCASH'

:TCASH_2
0001: wait  20000 ms
00D6: if  0
0038:   $816 ==  1  ;; integer values
004D: jump_if_false TCASH_9
0215: destroy_pickup $710
0004: $816 =  0  ;; integer values
004E: end_thread

:TCASH_9
08E2: $711 = gang_turf_controlled
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  1  ;; integer values
004D: jump_if_false TCASH_16
0084: $712 = $711  ;; integer values and handles
0010: $712 *=  100  ;; integer values
0002: jump TCASH_18

:TCASH_16
0084: $712 = $711  ;; integer values and handles
0010: $712 *=  50  ;; integer values

:TCASH_18
094A: $710 $712 
0002: jump TCASH_2

:TCASH_20
0652: $1419 = stat  257 (progress with milli)  ; integer
00D6: if  0
0028:   $1419 >=  35  ;; integer values
004D: jump_if_false TCASH_25
0213: $820 = create_pickup  321 type  3 at  345.2063  308.9788  998.6484

:TCASH_25
09B4:  345.5621  306.2212  10.0  16384  0 
0A40:  2037.349  2722.071  12.0281  14 $821 
0A40:  343.9969  305.104  999.6557  14 $822 
03A4: name_thread 'KEYCARD'

:KEYCARD_2
0001: wait  0 ms
077E: $ACTIVE_INTERIOR = active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false KEYCARD_9
0004: $819 =  0  ;; integer values
0002: jump KEYCARD_10

:KEYCARD_9
0004: $819 =  1  ;; integer values

:KEYCARD_10
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KEYCARD_68
00D6: if  0
0038:   $819 ==  0  ;; integer values
004D: jump_if_false KEYCARD_42
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2037.349  2722.071  9.8281 radius  1.2  1.2  2.0
004D: jump_if_false KEYCARD_41
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KEYCARD_34
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_34
0001: wait  1000 ms
016A: fade  1 (back)  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KEYCARD_40
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:KEYCARD_40
0004: $819 =  1  ;; integer values

:KEYCARD_41
0002: jump KEYCARD_67

:KEYCARD_42
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  343.9969  305.104  998.1557 radius  1.2  1.2  2.0
004D: jump_if_false KEYCARD_67
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub LITCAS_34
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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KEYCARD_60
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_60
0001: wait  1000 ms
016A: fade  1 (back)  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KEYCARD_66
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:KEYCARD_66
0004: $819 =  0  ;; integer values

:KEYCARD_67
0002: jump KEYCARD_69

:KEYCARD_68
057E: make_radar_grey  0

:KEYCARD_69
00D6: if  0
0214:   pickup $817 picked_up
004D: jump_if_false KEYCARD_79
00D6: if  0
0038:   $818 ==  0  ;; integer values
004D: jump_if_false KEYCARD_79
00BC: text_highpriority 'GOTKEY'  6000 ms  1
0164: disable_marker $1415
0004: $37 =  1  ;; integer values
0004: $818 =  1  ;; integer values

:KEYCARD_79
077E: $ACTIVE_INTERIOR = active_interior
00D6: if  1
0038:   $818 ==  1  ;; integer values
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false KEYCARD_87
0A41: $821 
0A41: $822 
004E: end_thread

:KEYCARD_87
0002: jump KEYCARD_2

:PSAVE1_1
03A4: name_thread 'PSAVE1'
0004: $885 =  13  ;; integer values

:PSAVE1_3
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_86
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false PSAVE1_76
00D6: if  2
0038:   $2204 ==  0  ;; integer values
88B4:   NOT $390  20 
88B4:   NOT $390  1 
004D: jump_if_false PSAVE1_70
00D6: if  0
0038:   $884 ==  0  ;; integer values
004D: jump_if_false PSAVE1_53
0050: gosub PSAVE1_87
0213: $SAVE_PICKUP = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX $SAVEPOINTY $SAVEPOINTZ
0213: $SAVE_PICKUP(1) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(1) $SAVEPOINTY(1) $SAVEPOINTZ(1)
0213: $SAVE_PICKUP(2) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(2) $SAVEPOINTY(2) $SAVEPOINTZ(2)
0213: $SAVE_PICKUP(3) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(3) $SAVEPOINTY(3) $SAVEPOINTZ(3)
0213: $SAVE_PICKUP(4) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(4) $SAVEPOINTY(4) $SAVEPOINTZ(4)
0213: $SAVE_PICKUP(5) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(5) $SAVEPOINTY(5) $SAVEPOINTZ(5)
0213: $SAVE_PICKUP(6) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(6) $SAVEPOINTY(6) $SAVEPOINTZ(6)
0213: $SAVE_PICKUP(7) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(7) $SAVEPOINTY(7) $SAVEPOINTZ(7)
0213: $SAVE_PICKUP(8) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(8) $SAVEPOINTY(8) $SAVEPOINTZ(8)
0213: $SAVE_PICKUP(9) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(9) $SAVEPOINTY(9) $SAVEPOINTZ(9)
0213: $SAVE_PICKUP(10) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(10) $SAVEPOINTY(10) $SAVEPOINTZ(10)
0213: $SAVE_PICKUP(11) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(11) $SAVEPOINTY(11) $SAVEPOINTZ(11)
0213: $SAVE_PICKUP(12) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(12) $SAVEPOINTY(12) $SAVEPOINTZ(12)
00D6: if  0
0028:   $885 >=  14  ;; integer values
004D: jump_if_false PSAVE1_36
0213: $SAVE_PICKUP(13) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(13) $SAVEPOINTY(13) $SAVEPOINTZ(13)

:PSAVE1_36
00D6: if  0
0028:   $885 >=  15  ;; integer values
004D: jump_if_false PSAVE1_40
0213: $SAVE_PICKUP(14) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(14) $SAVEPOINTY(14) $SAVEPOINTZ(14)

:PSAVE1_40
00D6: if  0
0028:   $885 >=  16  ;; integer values
004D: jump_if_false PSAVE1_44
0213: $SAVE_PICKUP(15) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(15) $SAVEPOINTY(15) $SAVEPOINTZ(15)

:PSAVE1_44
00D6: if  0
0028:   $885 >=  17  ;; integer values
004D: jump_if_false PSAVE1_48
0213: $SAVE_PICKUP(16) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(16) $SAVEPOINTY(16) $SAVEPOINTZ(16)

:PSAVE1_48
00D6: if  0
0028:   $885 >=  18  ;; integer values
004D: jump_if_false PSAVE1_52
0213: $SAVE_PICKUP(17) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(17) $SAVEPOINTY(17) $SAVEPOINTZ(17)

:PSAVE1_52
0004: $884 =  1  ;; integer values

:PSAVE1_53
00D6: if  0
0214:   pickup $SAVE_PICKUP($883,18i) picked_up
004D: jump_if_false PSAVE1_69
0050: gosub PSAVE1_106
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_67
0215: destroy_pickup $SAVE_PICKUP($883,18i)
0213: $SAVE_PICKUP($883,18i) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX($883,18f) $SAVEPOINTY($883,18f) $SAVEPOINTZ($883,18f)
0395: clear_area  1 at $940($883,18f) $958($883,18f) $976($883,18f) range  1.0
00A1: put_actor $PLAYER_ACTOR at $940($883,18f) $958($883,18f) $976($883,18f)
0173: set_actor $PLAYER_ACTOR z_angle_to $994($883,18f)
0001: wait  0 ms
016A: fade  1 (back)  1000 ms

:PSAVE1_67
0050: gosub PSAVE1_121
0004: $884 =  0  ;; integer values

:PSAVE1_69
0002: jump PSAVE1_75

:PSAVE1_70
00D6: if  0
0038:   $884 ==  1  ;; integer values
004D: jump_if_false PSAVE1_75
0050: gosub PSAVE1_87
0004: $884 =  0  ;; integer values

:PSAVE1_75
0002: jump PSAVE1_81

:PSAVE1_76
00D6: if  0
0038:   $884 ==  1  ;; integer values
004D: jump_if_false PSAVE1_81
0050: gosub PSAVE1_87
0004: $884 =  0  ;; integer values

:PSAVE1_81
0008: $883 +=  1  ;; integer values
00D6: if  0
002C:   $883 >= $885  ;; integer values 
004D: jump_if_false PSAVE1_86
0004: $883 =  0  ;; integer values

:PSAVE1_86
0002: jump PSAVE1_3

:PSAVE1_87
0215: destroy_pickup $SAVE_PICKUP
0215: destroy_pickup $SAVE_PICKUP(1)
0215: destroy_pickup $SAVE_PICKUP(2)
0215: destroy_pickup $SAVE_PICKUP(3)
0215: destroy_pickup $SAVE_PICKUP(4)
0215: destroy_pickup $SAVE_PICKUP(5)
0215: destroy_pickup $SAVE_PICKUP(6)
0215: destroy_pickup $SAVE_PICKUP(7)
0215: destroy_pickup $SAVE_PICKUP(8)
0215: destroy_pickup $SAVE_PICKUP(9)
0215: destroy_pickup $SAVE_PICKUP(10)
0215: destroy_pickup $SAVE_PICKUP(11)
0215: destroy_pickup $SAVE_PICKUP(12)
0215: destroy_pickup $SAVE_PICKUP(13)
0215: destroy_pickup $SAVE_PICKUP(14)
0215: destroy_pickup $SAVE_PICKUP(15)
0215: destroy_pickup $SAVE_PICKUP(16)
0215: destroy_pickup $SAVE_PICKUP(17)
0051: return

:PSAVE1_106
0004: $ON_MISSION =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D8: show_save_screen

:PSAVE1_109
00D6: if  0
83D9:   NOT   save_done
004D: jump_if_false PSAVE1_114
0001: wait  0 ms
0002: jump PSAVE1_109

:PSAVE1_114
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_120
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:PSAVE1_120
0051: return

:PSAVE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_126
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:PSAVE1_126
0001: wait  500 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_132
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $ON_MISSION =  0  ;; integer values

:PSAVE1_132
0051: return

:PSAVE1_133
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:PSAVE1_135
00D6: if  0
016B:   fading
004D: jump_if_false PSAVE1_142
0001: wait  0 ms
00BE: text_clear_all
03E6: remove_text_box
0002: jump PSAVE1_135

:PSAVE1_142
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_149
016A: fade  0 ()  0 ms
02EB: restore_camera_with_jumpcut
0687: $PLAYER_ACTOR 
016A: fade  0 ()  0 ms

:PSAVE1_149
0051: return

:PSAVE1_150
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_163
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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 $459 $460 $461 range  2.0
05D3: unknown_action_sequence $PLAYER_ACTOR  2495.365 -1690.766  13.7734  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_163
0051: return

:PSAVE1_164
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_176
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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 $462 $463 $464 range  2.0
05D3: unknown_action_sequence $PLAYER_ACTOR  2521.35 -1678.83  14.32  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_176
0051: return

:PSAVE1_177
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_189
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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 $465 $466 $467 range  2.0
05D3: unknown_action_sequence $PLAYER_ACTOR  2459.44 -1691.58  12.58  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_189
0051: return

:PSAVE1_190
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_201
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  2065.4 -1703.4  13.1  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_201
0051: return

:PSAVE1_202
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_214
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  1038.04 -1339.23  12.55  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_214
0051: return

:PSAVE1_215
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_226
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  793.59 -1625.07  12.38  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_226
0051: return

:PSAVE1_227
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_238
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  2486.94 -1646.76  13.07  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_238
0051: return

:PSAVE1_239
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_248
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_133

:PSAVE1_248
0051: return

:PSAVE1_249
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_260
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -2194.371 -2256.498  29.6841  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_260
0051: return

:PSAVE1_261
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_272
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -932.2975 -1718.891  76.5703  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_272
0051: return

:PSAVE1_273
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_284
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -2034.559  148.8178  27.8359  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_284
0051: return

:PSAVE1_285
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_296
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -2038.51  178.4871  27.8359  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_296
0051: return

:PSAVE1_297
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_308
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -2156.56  645.08  51.35  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_308
0051: return

:PSAVE1_309
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_320
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  1963.4  972.2  993.4  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_320
0051: return

:PSAVE1_321
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_332
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  1963.5  1063.3  993.4  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_332
0051: return

:PSAVE1_333
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_344
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  2020.0  1008.83  9.82  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_344
0051: return

:PSAVE1_345
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_356
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -2624.195  1410.764  6.1015  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_356
0051: return

:PSAVE1_357
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_368
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -684.982  927.3704  12.6293  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_368
0051: return

:PSAVE1_369
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_378
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_133

:PSAVE1_378
0051: return

:PSAVE1_379
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_388
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_133

:PSAVE1_388
0051: return

:PSAVE1_389
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_400
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  2270.6  1637.9  1007.3  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_400
0051: return

:PSAVE1_401
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_412
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR  1258.158 -785.2752  91.0302  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_412
0051: return

:PSAVE1_413
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSAVE1_424
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_action_sequence $PLAYER_ACTOR -2242.812  128.7572  34.3203  4  3000 
0050: gosub PSAVE1_133

:PSAVE1_424
0051: return

:INTROST_1
03A4: name_thread 'INTROST'

:INTROST_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_115
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false INTROST_115
00D6: if  0
0038:   $54 ==  0  ;; integer values
004D: jump_if_false INTROST_52
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_52
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.0
004D: jump_if_false INTROST_52
03CF: load_wav  43205 as  1
03CF: load_wav  43206 as  2

:INTROST_20
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false INTROST_29
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_28
0002: jump INTROST_51

:INTROST_28
0002: jump INTROST_20

:INTROST_29
00BC: text_highpriority 'VO_AF'  4000 ms  1
03D1: play_wav  1

:INTROST_31
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false INTROST_40
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_39
0002: jump INTROST_51

:INTROST_39
0002: jump INTROST_31

:INTROST_40
00BC: text_highpriority 'VO_AG'  4000 ms  1
03D1: play_wav  2

:INTROST_42
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false INTROST_51
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_50
0002: jump INTROST_51

:INTROST_50
0002: jump INTROST_42

:INTROST_51
0004: $54 =  1  ;; integer values

:INTROST_52
00D6: if  0
0038:   $65 ==  0  ;; integer values
004D: jump_if_false INTROST_61
00D6: if  0
0038:   $INTRO_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false INTROST_61
0001: wait  5000 ms
00BC: text_highpriority 'INT_CJ1'  8000 ms  1
0004: $65 =  1  ;; integer values

:INTROST_61
00D6: if  0
0038:   $65 ==  1  ;; integer values
004D: jump_if_false INTROST_89
00D6: if  0
0038:   $INTRO_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false INTROST_89
077E: $ACTIVE_INTERIOR = active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  3  ;; integer values
004D: jump_if_false INTROST_89
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_89
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2496.05 -1698.013  1013.75 radius  10.0  10.0  5.0
004D: jump_if_false INTROST_89
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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'
0001: wait  5000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_89
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0004: $65 =  2  ;; integer values

:INTROST_89
00D6: if  0
0038:   $65 ==  2  ;; integer values
004D: jump_if_false INTROST_115
00D6: if  0
0038:   $INTRO_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false INTROST_115
077E: $ACTIVE_INTERIOR = active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false INTROST_115
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTROST_115
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2495.33 -1689.183  13.2716 radius  20.0  20.0  6.0
004D: jump_if_false INTROST_115
0459: end_thread_named 'INT'
004F: create_thread INT_1 
0164: disable_marker $439
02A7: $439 = create_icon_marker_and_sphere $443 at $465 $466 $467
00BC: text_highpriority 'INT2_1'  8000 ms  1
0001: wait  2000 ms
03E5: text_box 'RYBLIP'
0001: wait  4000 ms
0004: $65 =  3  ;; integer values
004E: end_thread

:INTROST_115
0002: jump INTROST_2

:FLOW_1
03A4: name_thread 'FLOW'

:FLOW_2
0001: wait  1000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false FLOW_150
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false FLOW_150
00D6: if  0
0038:   $51 ==  0  ;; integer values
004D: jump_if_false FLOW_19
00D6: if  0
0038:   $CRASH_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false FLOW_19
0001: wait  5500 ms
03E6: remove_text_box
03E5: text_box 'GF_H000'
0004: $51 =  1  ;; integer values

:FLOW_19
00D6: if  0
0038:   $50 ==  0  ;; integer values
004D: jump_if_false FLOW_32
00D6: if  0
0038:   $SCRASH_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false FLOW_32
0001: wait  6000 ms
03E6: remove_text_box
03E5: text_box 'VAL_HLP'
0001: wait  5000 ms
03E6: remove_text_box
03E5: text_box 'VAL_GOT'
0004: $50 =  1  ;; integer values

:FLOW_32
00D6: if  0
0038:   $62 ==  0  ;; integer values
004D: jump_if_false FLOW_42
00D6: if  0
0038:   $716 ==  1  ;; integer values
004D: jump_if_false FLOW_42
0001: wait  6000 ms
03E6: remove_text_box
03E5: text_box 'TRUCK_H'
0004: $62 =  1  ;; integer values

:FLOW_42
00D6: if  0
0038:   $52 ==  0  ;; integer values
004D: jump_if_false FLOW_52
00D6: if  0
0018:   $STRAP_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false FLOW_52
0001: wait  6000 ms
03E6: remove_text_box
03E5: text_box 'STELF'
0004: $52 =  1  ;; integer values

:FLOW_52
00D6: if  0
0038:   $631 ==  0  ;; integer values
004D: jump_if_false FLOW_62
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false FLOW_62
0001: wait  6000 ms
03E6: remove_text_box
03E5: text_box 'GIMPGOT'
0004: $631 =  1  ;; integer values

:FLOW_62
00D6: if  0
0038:   $106 ==  0  ;; integer values
004D: jump_if_false FLOW_72
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false FLOW_72
0001: wait  6000 ms
03E6: remove_text_box
03E5: text_box 'SECRET'
0004: $106 =  1  ;; integer values

:FLOW_72
00D6: if  0
0038:   $199 ==  0  ;; integer values
004D: jump_if_false FLOW_82
00D6: if  0
0038:   $HEIST_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false FLOW_82
0001: wait  6000 ms
03E6: remove_text_box
03E5: text_box 'CRO_GOT'
0004: $199 =  1  ;; integer values

:FLOW_82
00D6: if  0
0038:   $57 ==  0  ;; integer values
004D: jump_if_false FLOW_107
00D6: if  0
0038:   $SWEETS_MISSIONS_PASSED ==  9  ;; integer values
004D: jump_if_false FLOW_107
00D6: if  0
0038:   $SMOKES_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false FLOW_107
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false FLOW_107
00D6: if  0
0038:   $RYDERS_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false FLOW_107
00D6: if  0
0038:   $CRASH_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false FLOW_107
00D6: if  0
0038:   $CESAR_1_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false FLOW_107
004F: create_thread LA1FIN_1 
0164: disable_marker $435
02A7: $435 = create_icon_marker_and_sphere $442 at $462 $463 $464
0004: $57 =  1  ;; integer values

:FLOW_107
00D6: if  0
0038:   $46 ==  0  ;; integer values
004D: jump_if_false FLOW_117
00D6: if  1
0038:   $SCRASH_MISSIONS_PASSED ==  1  ;; integer values
0038:   $SYNDICATE_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false FLOW_117
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere $444 at $547 $548 $549
0004: $46 =  1  ;; integer values

:FLOW_117
00D6: if  0
0038:   $59 ==  0  ;; integer values
004D: jump_if_false FLOW_127
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false FLOW_127
0164: disable_marker $526
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere $537 at $547 $548 $549
0004: $59 =  1  ;; integer values

:FLOW_127
00D6: if  0
0038:   $44 ==  0  ;; integer values
004D: jump_if_false FLOW_137
00D6: if  1
0038:   $SYNDICATE_MISSIONS_PASSED ==  9  ;; integer values
0038:   $WUZI_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false FLOW_137
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere $537 at $547 $548 $549
0004: $44 =  1  ;; integer values

:FLOW_137
00D6: if  0
0038:   $58 ==  0  ;; integer values
004D: jump_if_false FLOW_150
00D6: if  1
0038:   $GROVE_MISSIONS_PASSED ==  2  ;; integer values
0038:   $MANSION_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false FLOW_150
004F: create_thread RIOT_1 
0164: disable_marker $623
0164: disable_marker $622
02A7: $622 = create_icon_marker_and_sphere $624 at $633 $634 $635
0004: $58 =  1  ;; integer values
004E: end_thread

:FLOW_150
0002: jump FLOW_2

:DOORS_1
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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_22
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1852.0 -1990.7  1849.8 -1989.6
004D: jump_if_false DOORS_22
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_16
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1854.0 -1990.0  12.5

:DOORS_16
016A: fade  1 (back)  500 ms

:DOORS_17
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_22
0001: wait  0 ms
0002: jump DOORS_17

:DOORS_22
034D:   object $2710 at_angle  270.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_41
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1867.3 -1985.2  1868.2 -1982.7
004D: jump_if_false DOORS_41
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_35
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1867.4 -1987.1  12.5

:DOORS_35
016A: fade  1 (back)  500 ms

:DOORS_36
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_41
0001: wait  0 ms
0002: jump DOORS_36

:DOORS_41
034D:   object $2711 at_angle  90.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_60
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1866.5 -1998.3  1865.4 -2000.4
004D: jump_if_false DOORS_60
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_54
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1866.0 -1996.7  12.5

:DOORS_54
016A: fade  1 (back)  500 ms

:DOORS_55
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_60
0001: wait  0 ms
0002: jump DOORS_55

:DOORS_60
034D:   object $2712 at_angle  270.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_79
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1899.6 -1985.2  1900.9 -1982.7
004D: jump_if_false DOORS_79
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_73
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1899.8 -1986.7  12.5

:DOORS_73
016A: fade  1 (back)  500 ms

:DOORS_74
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_79
0001: wait  0 ms
0002: jump DOORS_74

:DOORS_79
034D:   object $2713 at_angle  180.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_98
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1914.1 -1992.7  1916.8 -1994.2
004D: jump_if_false DOORS_98
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_92
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1912.3 -1993.2  12.5

:DOORS_92
016A: fade  1 (back)  500 ms

:DOORS_93
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_98
0001: wait  0 ms
0002: jump DOORS_93

:DOORS_98
034D:   object $2714 at_angle  90.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_117
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1899.0 -1998.1  1897.9 -2000.4
004D: jump_if_false DOORS_117
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_111
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1898.7 -1996.1  12.5

:DOORS_111
016A: fade  1 (back)  500 ms

:DOORS_112
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_117
0001: wait  0 ms
0002: jump DOORS_112

:DOORS_117
034D:   object $2715 at_angle  0.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_136
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1901.0 -2020.1  1899.1 -2019.1
004D: jump_if_false DOORS_136
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_130
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1902.7 -2019.6  12.5

:DOORS_130
016A: fade  1 (back)  500 ms

:DOORS_131
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_136
0001: wait  0 ms
0002: jump DOORS_131

:DOORS_136
034D:   object $2716 at_angle  180.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_155
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1914.1 -2020.8  1916.2 -2021.8
004D: jump_if_false DOORS_155
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_149
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1912.4 -2021.3  12.5

:DOORS_149
016A: fade  1 (back)  500 ms

:DOORS_150
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_155
0001: wait  0 ms
0002: jump DOORS_150

:DOORS_155
034D:   object $2717 at_angle  90.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_174
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1906.5 -2035.3  1905.5 -2037.2
004D: jump_if_false DOORS_174
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_168
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1905.8 -2033.4  12.5

:DOORS_168
016A: fade  1 (back)  500 ms

:DOORS_169
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_174
0001: wait  0 ms
0002: jump DOORS_169

:DOORS_174
034D:   object $2718 at_angle  0.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_193
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1852.0 -2020.1  1850.1 -2019.2
004D: jump_if_false DOORS_193
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_187
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1853.7 -2019.4  12.5

:DOORS_187
016A: fade  1 (back)  500 ms

:DOORS_188
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_193
0001: wait  0 ms
0002: jump DOORS_188

:DOORS_193
034D:   object $2719 at_angle  180.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_212
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1865.0 -2020.7  1867.1 -2021.8
004D: jump_if_false DOORS_212
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_206
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1863.0 -2021.3  12.5

:DOORS_206
016A: fade  1 (back)  500 ms

:DOORS_207
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_212
0001: wait  0 ms
0002: jump DOORS_207

:DOORS_212
034D:   object $2720 at_angle  90.0 then_rotate_by_angle  360.0 flag  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_231
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1857.6 -2035.2  1856.5 -2037.2
004D: jump_if_false DOORS_231
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DOORS_225
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1857.1 -2033.3  12.5

:DOORS_225
016A: fade  1 (back)  500 ms

:DOORS_226
00D6: if  0
016B:   fading
004D: jump_if_false DOORS_231
0001: wait  0 ms
0002: jump DOORS_226

:DOORS_231
004E: end_thread

:BACKON_1
03A4: name_thread 'BACKON'
0001: wait  5000 ms
08F8:  1 
004E: end_thread

:CASHWIN_1
03A4: name_thread 'CASHWIN'
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false CASHWIN_9
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  3000  ;; integer values
0002: jump CASHWIN_11

:CASHWIN_9
008B: @3 = $16  ;; integer values and handles
005A: @3 += @1  ;; integer values 

:CASHWIN_11
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false CASHWIN_16
004E: end_thread

:CASHWIN_16
01BD: $16 = current_time_in_ms
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false CASHWIN_21
004E: end_thread

:CASHWIN_21
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false CASHWIN_33
0050: gosub CASHWIN_54
0340: set_text_draw_color  180  180  180  255
00D6: if  0
0039:   @2 ==  69  ;; integer values
004D: jump_if_false CASHWIN_31
033E: text_draw  320.0  180.333 'BJ_PUSH'
0002: jump CASHWIN_32

:CASHWIN_31
033E: text_draw  320.0  180.333 'NOWIN'

:CASHWIN_32
0002: jump CASHWIN_53

:CASHWIN_33
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false CASHWIN_45
0050: gosub CASHWIN_54
0871: init_jump_table @2 total_jumps  2  1 CASHWIN_42 jumps  45 CASHWIN_38  80 CASHWIN_40 -1 CASHWIN_44 -1 CASHWIN_44 -1 CASHWIN_44 -1 CASHWIN_44 -1 CASHWIN_44 

:CASHWIN_38
045A: text_draw_1number  320.0  155.333 'ALLRACE' @0
0002: jump CASHWIN_44

:CASHWIN_40
045A: text_draw_1number  320.0  155.333 'PL_07' @0
0002: jump CASHWIN_44

:CASHWIN_42
045A: text_draw_1number  320.0  155.333 'WINNER' @0
0002: jump CASHWIN_44

:CASHWIN_44
0002: jump CASHWIN_53

:CASHWIN_45
008A: $3396 = @0  ;; integer values and handles
0010: $3396 *= -1  ;; integer values
0050: gosub CASHWIN_54
0871: init_jump_table @2 total_jumps  1  1 CASHWIN_51 jumps  80 CASHWIN_49 -1 CASHWIN_53 -1 CASHWIN_53 -1 CASHWIN_53 -1 CASHWIN_53 -1 CASHWIN_53 -1 CASHWIN_53 

:CASHWIN_49
045A: text_draw_1number  320.0  155.333 'PL_10' $3396
0002: jump CASHWIN_53

:CASHWIN_51
045A: text_draw_1number  320.0  155.333 'LOSER' $3396
0002: jump CASHWIN_53

:CASHWIN_53
0002: jump CASHWIN_11

:CASHWIN_54
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:  2  0  0  0  255 
0349: text_draw_style =  3  
0904:  6 $3397 $3398 $3399 $3400 
0340: set_text_draw_color $3397 $3398 $3399  255
0051: return

:CRANES_1
03A4: name_thread 'CRANES'
0002: jump CRANES_4
0107: $2727 = create_object #WOODENBOX at  0.0  0.0  0.0

:CRANES_4
0001: wait  100 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANES_71
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2080.441  256.015 radius  10.0  10.0
004D: jump_if_false CRANES_23
0926: @0 = external_script_status  67 (CRANE1) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false CRANES_22
08A9: load_external_script  67 (CRANE1) 
00D6: if  0
08AB:   external_script  67 (CRANE1) loaded
004D: jump_if_false CRANES_21
0913: run_external_script  67 (CRANE1) $2722 
000A: @0 +=  1  ;; integer values

:CRANES_21
0002: jump CRANES_23

:CRANES_22
090F: end_external_script  67 (CRANE1) 

:CRANES_23
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2399.202  1879.139 radius  10.0  10.0
004D: jump_if_false CRANES_38
0926: @0 = external_script_status  67 (CRANE1) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false CRANES_37
08A9: load_external_script  67 (CRANE1) 
00D6: if  0
08AB:   external_script  67 (CRANE1) loaded
004D: jump_if_false CRANES_36
0913: run_external_script  67 (CRANE1) $2743 
000A: @0 +=  1  ;; integer values

:CRANES_36
0002: jump CRANES_38

:CRANES_37
090F: end_external_script  67 (CRANE1) 

:CRANES_38
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANES_56
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius  50.0  50.0 unknown  0
004D: jump_if_false CRANES_56
0926: @0 = external_script_status  68 (CRANE2) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false CRANES_55
08A9: load_external_script  68 (CRANE2) 
00D6: if  0
08AB:   external_script  68 (CRANE2) loaded
004D: jump_if_false CRANES_54
0913: run_external_script  68 (CRANE2) $2727 
000A: @0 +=  1  ;; integer values

:CRANES_54
0002: jump CRANES_56

:CRANES_55
090F: end_external_script  68 (CRANE2) 

:CRANES_56
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  709.45  915.93 radius  10.0  10.0
004D: jump_if_false CRANES_71
0926: @0 = external_script_status  69 (CRANE3) 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false CRANES_70
08A9: load_external_script  69 (CRANE3) 
00D6: if  0
08AB:   external_script  69 (CRANE3) loaded
004D: jump_if_false CRANES_69
0913: run_external_script  69 (CRANE3) $2740 $2741 $2742 
000A: @0 +=  1  ;; integer values

:CRANES_69
0002: jump CRANES_71

:CRANES_70
090F: end_external_script  69 (CRANE3) 

:CRANES_71
0002: jump CRANES_4

:ENTEXT_1
03A4: name_thread 'ENTEXT'
0006: @0 = -1  ;; integer values

:ENTEXT_3
00D6: if  0
87D6:   NOT @0 $1012 
004D: jump_if_false ENTEXT_9
0001: wait  0 ms
077E: @0 = active_interior
0002: jump ENTEXT_3

:ENTEXT_9
07FB: set_interior s$1014 accessible $1013 
004E: end_thread

:ENTEXT_11
0004: $38 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ENTEXT_37
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false ENTEXT_37
00D6: if  0
0038:   $15 ==  0  ;; integer values
004D: jump_if_false ENTEXT_37
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false ENTEXT_37
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false ENTEXT_37
00D6: if  0
88B4:   NOT $390  20 
004D: jump_if_false ENTEXT_37
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ENTEXT_37
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ENTEXT_37
0004: $38 =  1  ;; integer values

:ENTEXT_37
0051: return

:ENTEXT_38
0004: $39 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ENTEXT_79
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ENTEXT_79
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false ENTEXT_79
00D6: if  0
0038:   $15 ==  0  ;; integer values
004D: jump_if_false ENTEXT_79
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false ENTEXT_79
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false ENTEXT_79
00D6: if  0
88B4:   NOT $390  20 
004D: jump_if_false ENTEXT_79
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false ENTEXT_79
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ENTEXT_79
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false ENTEXT_79
00D6: if  0
8A03:   NOT (unknown)
004D: jump_if_false ENTEXT_79
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false ENTEXT_79
01BD: $185 = current_time_in_ms
0084: $186 = $185  ;; integer values and handles
0060: $186 -= $184  ;; integer values
0004: $39 =  1  ;; integer values

:ENTEXT_79
0051: return

:OPENUP_1
03A4: name_thread 'OPENUP'

:OPENUP_2
0001: wait  2000 ms
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  0  ;; integer values
004D: jump_if_false OPENUP_26
00D6: if  0
0038:   $170 ==  0  ;; integer values
004D: jump_if_false OPENUP_26
0050: gosub OPENUP_132
0518: $BUY_ASSET_PICKUP(8) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(8) $BUY_ASSET_PICKUP_Y(8) $BUY_ASSET_PICKUP_Z(8) price $1661
0570: $1629 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(8) $BUY_ASSET_PICKUP_Y(8) $BUY_ASSET_PICKUP_Z(8)
018B: show_on_radar $1629  2
0518: $BUY_ASSET_PICKUP(19) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(19) $BUY_ASSET_PICKUP_Y(19) $BUY_ASSET_PICKUP_Z(19) price $1672
0570: $1640 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(19) $BUY_ASSET_PICKUP_Y(19) $BUY_ASSET_PICKUP_Z(19)
018B: show_on_radar $1640  2
0518: $BUY_ASSET_PICKUP(22) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(22) $BUY_ASSET_PICKUP_Y(22) $BUY_ASSET_PICKUP_Z(22) price $1675
0570: $1643 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(22) $BUY_ASSET_PICKUP_Y(22) $BUY_ASSET_PICKUP_Z(22)
018B: show_on_radar $1643  2
0518: $BUY_ASSET_PICKUP(25) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(25) $BUY_ASSET_PICKUP_Y(25) $BUY_ASSET_PICKUP_Z(25) price $1678
0570: $1646 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(25) $BUY_ASSET_PICKUP_Y(25) $BUY_ASSET_PICKUP_Z(25)
018B: show_on_radar $1646  2
0518: $BUY_ASSET_PICKUP(31) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(31) $BUY_ASSET_PICKUP_Y(31) $BUY_ASSET_PICKUP_Z(31) price $1684
0570: $1652 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(31) $BUY_ASSET_PICKUP_Y(31) $BUY_ASSET_PICKUP_Z(31)
018B: show_on_radar $1652  2
0004: $170 =  1  ;; integer values

:OPENUP_26
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  0  ;; integer values
004D: jump_if_false OPENUP_61
00D6: if  21
0018:   $TRUTH_MISSIONS_PASSED >  1  ;; integer values
0038:   $23 ==  1  ;; integer values
004D: jump_if_false OPENUP_61
00D6: if  0
0038:   $171 ==  0  ;; integer values
004D: jump_if_false OPENUP_61
0050: gosub OPENUP_143
0518: $BUY_ASSET_PICKUP(11) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(11) $BUY_ASSET_PICKUP_Y(11) $BUY_ASSET_PICKUP_Z(11) price $1664
0570: $1632 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(11) $BUY_ASSET_PICKUP_Y(11) $BUY_ASSET_PICKUP_Z(11)
018B: show_on_radar $1632  2
0518: $BUY_ASSET_PICKUP(13) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(13) $BUY_ASSET_PICKUP_Y(13) $BUY_ASSET_PICKUP_Z(13) price $1666
0570: $1634 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(13) $BUY_ASSET_PICKUP_Y(13) $BUY_ASSET_PICKUP_Z(13)
018B: show_on_radar $1634  2
0518: $BUY_ASSET_PICKUP(14) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(14) $BUY_ASSET_PICKUP_Y(14) $BUY_ASSET_PICKUP_Z(14) price $1667
0570: $1635 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(14) $BUY_ASSET_PICKUP_Y(14) $BUY_ASSET_PICKUP_Z(14)
018B: show_on_radar $1635  2
0518: $BUY_ASSET_PICKUP(18) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(18) $BUY_ASSET_PICKUP_Y(18) $BUY_ASSET_PICKUP_Z(18) price $1671
0570: $1639 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(18) $BUY_ASSET_PICKUP_Y(18) $BUY_ASSET_PICKUP_Z(18)
018B: show_on_radar $1639  2
0518: $BUY_ASSET_PICKUP(20) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(20) $BUY_ASSET_PICKUP_Y(20) $BUY_ASSET_PICKUP_Z(20) price $1673
0570: $1641 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(20) $BUY_ASSET_PICKUP_Y(20) $BUY_ASSET_PICKUP_Z(20)
018B: show_on_radar $1641  2
0518: $BUY_ASSET_PICKUP(21) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(21) $BUY_ASSET_PICKUP_Y(21) $BUY_ASSET_PICKUP_Z(21) price $1674
0570: $1642 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(21) $BUY_ASSET_PICKUP_Y(21) $BUY_ASSET_PICKUP_Z(21)
018B: show_on_radar $1642  2
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
07FB: set_interior 'CLOTHGP' accessible  1 
0004: $171 =  1  ;; integer values

:OPENUP_61
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  1  ;; integer values
004D: jump_if_false OPENUP_78
00D6: if  0
0038:   $173 ==  0  ;; integer values
004D: jump_if_false OPENUP_78
0050: gosub OPENUP_156
0518: $BUY_ASSET_PICKUP(5) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(5) $BUY_ASSET_PICKUP_Y(5) $BUY_ASSET_PICKUP_Z(5) price $1658
0570: $1626 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(5) $BUY_ASSET_PICKUP_Y(5) $BUY_ASSET_PICKUP_Z(5)
018B: show_on_radar $1626  2
0518: $BUY_ASSET_PICKUP(23) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(23) $BUY_ASSET_PICKUP_Y(23) $BUY_ASSET_PICKUP_Z(23) price $1676
0570: $1644 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(23) $BUY_ASSET_PICKUP_Y(23) $BUY_ASSET_PICKUP_Z(23)
018B: show_on_radar $1644  2
0518: $BUY_ASSET_PICKUP(24) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(24) $BUY_ASSET_PICKUP_Y(24) $BUY_ASSET_PICKUP_Z(24) price $1677
0570: $1645 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(24) $BUY_ASSET_PICKUP_Y(24) $BUY_ASSET_PICKUP_Z(24)
018B: show_on_radar $1645  2
0004: $173 =  1  ;; integer values

:OPENUP_78
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  1  ;; integer values
004D: jump_if_false OPENUP_121
00D6: if  21
0038:   $1403 ==  1  ;; integer values
0038:   $23 ==  1  ;; integer values
004D: jump_if_false OPENUP_121
00D6: if  0
0038:   $172 ==  0  ;; integer values
004D: jump_if_false OPENUP_121
0050: gosub OPENUP_163
0518: $BUY_ASSET_PICKUP(4) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(4) $BUY_ASSET_PICKUP_Y(4) $BUY_ASSET_PICKUP_Z(4) price $1657
0570: $1625 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(4) $BUY_ASSET_PICKUP_Y(4) $BUY_ASSET_PICKUP_Z(4)
018B: show_on_radar $1625  2
0518: $BUY_ASSET_PICKUP(6) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(6) $BUY_ASSET_PICKUP_Y(6) $BUY_ASSET_PICKUP_Z(6) price $1659
0570: $1627 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(6) $BUY_ASSET_PICKUP_Y(6) $BUY_ASSET_PICKUP_Z(6)
018B: show_on_radar $1627  2
0518: $BUY_ASSET_PICKUP(7) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(7) $BUY_ASSET_PICKUP_Y(7) $BUY_ASSET_PICKUP_Z(7) price $1660
0570: $1628 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(7) $BUY_ASSET_PICKUP_Y(7) $BUY_ASSET_PICKUP_Z(7)
018B: show_on_radar $1628  2
0518: $BUY_ASSET_PICKUP(9) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(9) $BUY_ASSET_PICKUP_Y(9) $BUY_ASSET_PICKUP_Z(9) price $1662
0570: $1630 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(9) $BUY_ASSET_PICKUP_Y(9) $BUY_ASSET_PICKUP_Z(9)
018B: show_on_radar $1630  2
0518: $BUY_ASSET_PICKUP(16) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(16) $BUY_ASSET_PICKUP_Y(16) $BUY_ASSET_PICKUP_Z(16) price $1669
0570: $1637 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(16) $BUY_ASSET_PICKUP_Y(16) $BUY_ASSET_PICKUP_Z(16)
018B: show_on_radar $1637  2
0518: $BUY_ASSET_PICKUP(17) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(17) $BUY_ASSET_PICKUP_Y(17) $BUY_ASSET_PICKUP_Z(17) price $1670
0570: $1638 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(17) $BUY_ASSET_PICKUP_Y(17) $BUY_ASSET_PICKUP_Z(17)
018B: show_on_radar $1638  2
0518: $BUY_ASSET_PICKUP(27) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(27) $BUY_ASSET_PICKUP_Y(27) $BUY_ASSET_PICKUP_Z(27) price $1680
0570: $1648 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(27) $BUY_ASSET_PICKUP_Y(27) $BUY_ASSET_PICKUP_Z(27)
018B: show_on_radar $1648  2
0518: $BUY_ASSET_PICKUP(28) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(28) $BUY_ASSET_PICKUP_Y(28) $BUY_ASSET_PICKUP_Z(28) price $1681
0570: $1649 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(28) $BUY_ASSET_PICKUP_Y(28) $BUY_ASSET_PICKUP_Z(28)
018B: show_on_radar $1649  2
0518: $BUY_ASSET_PICKUP(29) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(29) $BUY_ASSET_PICKUP_Y(29) $BUY_ASSET_PICKUP_Z(29) price $1682
0570: $1650 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(29) $BUY_ASSET_PICKUP_Y(29) $BUY_ASSET_PICKUP_Z(29)
018B: show_on_radar $1650  2
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: $2647 = create_icon_marker_without_sphere  45 at -1692.9  952.8  26.3
07FB: set_interior 'CSDESGN' accessible  1 
0004: $172 =  1  ;; integer values

:OPENUP_121
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  2  ;; integer values
004D: jump_if_false OPENUP_131
00D6: if  0
0038:   $174 ==  0  ;; integer values
004D: jump_if_false OPENUP_131
04CE: $2645 = create_icon_marker_without_sphere  45 at  451.9 -1480.0  30.9
07FB: set_interior 'CSEXL' accessible  1 
004E: end_thread
0004: $174 =  1  ;; integer values

:OPENUP_131
0002: jump OPENUP_2

:OPENUP_132
0164: disable_marker $1629
0164: disable_marker $1640
0164: disable_marker $1643
0164: disable_marker $1646
0164: disable_marker $1652
0215: destroy_pickup $BUY_ASSET_PICKUP(8)
0215: destroy_pickup $BUY_ASSET_PICKUP(19)
0215: destroy_pickup $BUY_ASSET_PICKUP(22)
0215: destroy_pickup $BUY_ASSET_PICKUP(25)
0215: destroy_pickup $BUY_ASSET_PICKUP(31)
0051: return

:OPENUP_143
0164: disable_marker $1632
0164: disable_marker $1634
0164: disable_marker $1635
0164: disable_marker $1639
0164: disable_marker $1641
0164: disable_marker $1642
0215: destroy_pickup $BUY_ASSET_PICKUP(11)
0215: destroy_pickup $BUY_ASSET_PICKUP(13)
0215: destroy_pickup $BUY_ASSET_PICKUP(14)
0215: destroy_pickup $BUY_ASSET_PICKUP(18)
0215: destroy_pickup $BUY_ASSET_PICKUP(20)
0215: destroy_pickup $BUY_ASSET_PICKUP(21)
0051: return

:OPENUP_156
0164: disable_marker $1626
0164: disable_marker $1644
0164: disable_marker $1645
0215: destroy_pickup $BUY_ASSET_PICKUP(5)
0215: destroy_pickup $BUY_ASSET_PICKUP(23)
0215: destroy_pickup $BUY_ASSET_PICKUP(24)
0051: return

:OPENUP_163
0164: disable_marker $1625
0164: disable_marker $1627
0164: disable_marker $1628
0164: disable_marker $1630
0164: disable_marker $1637
0164: disable_marker $1638
0164: disable_marker $1648
0164: disable_marker $1649
0164: disable_marker $1650
0215: destroy_pickup $BUY_ASSET_PICKUP(4)
0215: destroy_pickup $BUY_ASSET_PICKUP(6)
0215: destroy_pickup $BUY_ASSET_PICKUP(7)
0215: destroy_pickup $BUY_ASSET_PICKUP(9)
0215: destroy_pickup $BUY_ASSET_PICKUP(16)
0215: destroy_pickup $BUY_ASSET_PICKUP(17)
0215: destroy_pickup $BUY_ASSET_PICKUP(27)
0215: destroy_pickup $BUY_ASSET_PICKUP(28)
0215: destroy_pickup $BUY_ASSET_PICKUP(29)
0051: return

:LITCAS_1
03A4: name_thread 'LITCAS'

:LITCAS_2
0001: wait  100 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LITCAS_33
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1941.146  997.5668  20.0 radius  100.0  100.0  20.0
004D: jump_if_false LITCAS_33
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LITCAS_15
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:LITCAS_15
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 (back)  500 ms
00BE: text_clear_all
00BC: text_highpriority 'WUZ_HLP'  5000 ms  1
0001: wait  5000 ms
0050: gosub LITCAS_34
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LITCAS_31
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00BE: text_clear_all

:LITCAS_31
016A: fade  1 (back)  500 ms
004E: end_thread

:LITCAS_33
0002: jump LITCAS_2

:LITCAS_34
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:LITCAS_36
00D6: if  0
016B:   fading
004D: jump_if_false LITCAS_41
0001: wait  0 ms
0002: jump LITCAS_36

:LITCAS_41
0051: return

:LITCAS_42
004E: end_thread

:PROJECT_1
03A4: name_thread 'PROJECT'
0006: @10 =  0  ;; integer values
0004: $1929 =  0  ;; integer values
0004: $1930 =  1  ;; integer values
00D6: if  0
0039:   @10 == -1  ;; integer values
004D: jump_if_false PROJECT_10
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_10
0001: wait  0 ms
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false PROJECT_79
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false PROJECT_21
0208: @17 = random_float -.2  .2
005B: @4 += @17  ;; floating-point values 
0208: @17 = random_float -.2  .2
005B: @5 += @17  ;; floating-point values 

:PROJECT_21
000B: @6 +=  .1  ;; floating-point values
00D6: if  0
0025:   @3 > @6  ;; floating-point values  
004D: jump_if_false PROJECT_30
00D6: if  0
0023:    0.0 > @7  ;; floating-point values
004D: jump_if_false PROJECT_29
0007: @7 =  0.0  ;; floating-point values

:PROJECT_29
0002: jump PROJECT_41

:PROJECT_30
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  0
0023:    .5 > @18  ;; floating-point values
004D: jump_if_false PROJECT_41
0087: @17 = @6  ;; floating-point values only
000B: @17 +=  .5  ;; floating-point values
0087: @7 = @17  ;; floating-point values only
0063: @7 -= @3  ;; floating-point values 

:PROJECT_41
0007: @17 =  .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 =  .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  0
03CA:   object @0 exists
004D: jump_if_false PROJECT_78
04D9: object @0 set_scripted_collision_check  1
0382: set_object @0 collision_detection  1
0550: unknown_keep_object @0 in_memory  1

:PROJECT_78
000A: @10 +=  1  ;; integer values

:PROJECT_79
00D6: if  0
0039:   @10 ==  1  ;; integer values
004D: jump_if_false PROJECT_131
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false PROJECT_131
00D6: if  0
84DA:   NOT   has_object @0 collided
004D: jump_if_false PROJECT_121
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  0
0025:   @16 > @14  ;; floating-point values  
004D: jump_if_false PROJECT_118
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: $75 = @17  ;; floating-point values only
005F: $75 += @18  ;; floating-point values 
005F: $75 += @31  ;; floating-point values 
0087: @17 = @14  ;; floating-point values only
0073: @17 /= @16  ;; floating-point values 
0088: $73 = @26  ;; floating-point values only
006D: $73 *= @17  ;; floating-point values
0088: $74 = @27  ;; floating-point values only
006D: $74 *= @17  ;; floating-point values
0087: @20 = @1  ;; floating-point values only
005D: @20 += $73  ;; floating-point values 
0087: @21 = @2  ;; floating-point values only
005D: @21 += $74  ;; floating-point values 
0087: @22 = @3  ;; floating-point values only
005D: @22 += $75  ;; floating-point values 
0815: @0 @20 @21 @22 
0002: jump PROJECT_120

:PROJECT_118
0815: @0 @4 @5 @6 
000A: @10 +=  1  ;; integer values

:PROJECT_120
0002: jump PROJECT_131

:PROJECT_121
0050: gosub PROJECT_216
0550: unknown_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  0
876F:   NOT (unknown)
004D: jump_if_false PROJECT_130
00BC: text_highpriority 'BB_06'  4000 ms  1

:PROJECT_130
0006: @10 =  99  ;; integer values

:PROJECT_131
00D6: if  0
0039:   @10 ==  2  ;; integer values
004D: jump_if_false PROJECT_182
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false PROJECT_157
00D6: if  0
03CA:   object @9 exists
004D: jump_if_false PROJECT_153
0984: @9 @15 
00D6: if  0
0248:   model @15 available
004D: jump_if_false PROJECT_153
0050: gosub PROJECT_216
0550: unknown_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  0
876F:   NOT (unknown)
004D: jump_if_false PROJECT_153
00BC: text_highpriority 'BB_06'  4000 ms  1

:PROJECT_153
097B: @0  1011 
0004: $1929 = -1  ;; integer values
0006: @10 =  99  ;; integer values
0002: jump PROJECT_182

:PROJECT_157
000B: @6 += -.5  ;; floating-point values
00D6: if  0
001A:    6 > $1926  ;; integer values
004D: jump_if_false PROJECT_167
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false PROJECT_165
02FD: text_2numbers_lowpriority 'BB_05' $1926 $1927  5000 ms  1

:PROJECT_165
0004: $1929 =  1  ;; integer values
0002: jump PROJECT_172

:PROJECT_167
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false PROJECT_171
02FD: text_2numbers_lowpriority 'BB_04' $1926 $1927  5000 ms  1

:PROJECT_171
0004: $1929 =  2  ;; integer values

:PROJECT_172
008F: @17 = integer_to_float $1926  
008F: @18 = integer_to_float $1927  
0013: @18 *=  .1  ;; floating-point values 
005B: @17 += @18  ;; floating-point values 
00D6: if  0
8424:   NOT   metric
004D: jump_if_false PROJECT_180
0425: unknown_metric_stuff @17 = @17

:PROJECT_180
0628:  2 @17 
000A: @10 +=  1  ;; integer values

:PROJECT_182
00D6: if  0
0039:   @10 ==  3  ;; integer values
004D: jump_if_false PROJECT_210
01BB: store_object @0 position_to $73 $74 $75
050A: @17 = distance_between $73 $74 $75 and @4 @5 @6 
097B: @0  1012 
00D6: if  0
0023:    .1 > @17  ;; floating-point values
004D: jump_if_false PROJECT_197
0550: unknown_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 -.1
0006: @10 =  99  ;; integer values
0002: jump PROJECT_210

:PROJECT_197
0087: @20 = @4  ;; floating-point values only
0065: @20 -= $73  ;; floating-point values 
0087: @21 = @5  ;; floating-point values only
0065: @21 -= $74  ;; floating-point values 
0087: @22 = @6  ;; floating-point values only
0065: @22 -= $75  ;; floating-point values 
0013: @20 *=  .3  ;; floating-point values 
0013: @21 *=  .3  ;; floating-point values 
0013: @22 *=  .3  ;; floating-point values 
005F: $73 += @20  ;; floating-point values 
005F: $74 += @21  ;; floating-point values 
005F: $75 += @22  ;; floating-point values 
01BC: put_object @0 at $73 $74 $75

:PROJECT_210
00D6: if  0
0039:   @10 ==  99  ;; integer values
004D: jump_if_false PROJECT_215
0004: $1930 =  0  ;; integer values
004E: end_thread

:PROJECT_215
0002: jump PROJECT_10

:PROJECT_216
01BB: store_object @9 position_to $73 $74 $75
0208: @17 = random_float -1.0  1.0
0208: @18 = random_float  .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 -= $73  ;; floating-point values 
0087: @24 = @21  ;; floating-point values only
0065: @24 -= $74  ;; floating-point values 
0087: @25 = @22  ;; floating-point values only
0065: @25 -= $75  ;; floating-point values 
050A: @17 = distance_between $73 $74 $75 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

:PROJECT_237
004E: end_thread

:BBCHAL_1
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  0
0039:   @19 == -1  ;; integer values
004D: jump_if_false BBCHAL_19
0107: @0 = create_object #WOODENBOX at  0.0  0.0  0.0

:BBCHAL_19
0001: wait  0 ms
0871: init_jump_table @19 total_jumps  2  0 BBCHAL_25 jumps  0 BBCHAL_21  1 BBCHAL_23 -1 BBCHAL_25 -1 BBCHAL_25 -1 BBCHAL_25 -1 BBCHAL_25 -1 BBCHAL_25 

:BBCHAL_21
0050: gosub BBCHAL_72
0002: jump BBCHAL_25

:BBCHAL_23
0050: gosub BBCHAL_114
0002: jump BBCHAL_25

:BBCHAL_25
00D6: if  1
0038:   $1928 ==  0  ;; integer values
0038:   $1930 ==  0  ;; integer values
004D: jump_if_false BBCHAL_30
0050: gosub BBCHAL_319

:BBCHAL_30
0050: gosub BBCHAL_49
00D6: if  0
0038:   $8787 ==  0  ;; integer values
004D: jump_if_false BBCHAL_35
0050: gosub BBCHAL_319

:BBCHAL_35
00D6: if  0
0038:   $1016 ==  0  ;; integer values
004D: jump_if_false BBCHAL_44
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false BBCHAL_43
0004: $1016 =  1  ;; integer values
0050: gosub BBCHAL_319

:BBCHAL_43
0002: jump BBCHAL_48

:BBCHAL_44
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false BBCHAL_48
0004: $1016 =  0  ;; integer values

:BBCHAL_48
0002: jump BBCHAL_19

:BBCHAL_49
0871: init_jump_table @21 total_jumps  3  0 BBCHAL_71 jumps  0 BBCHAL_50  1 BBCHAL_57  2 BBCHAL_64 -1 BBCHAL_71 -1 BBCHAL_71 -1 BBCHAL_71 -1 BBCHAL_71 

:BBCHAL_50
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false BBCHAL_56
03E5: text_box 'BB_11'
000A: @21 +=  1  ;; integer values

:BBCHAL_56
0002: jump BBCHAL_71

:BBCHAL_57
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false BBCHAL_63
03E5: text_box 'BB_12'
000A: @21 +=  1  ;; integer values

:BBCHAL_63
0002: jump BBCHAL_71

:BBCHAL_64
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false BBCHAL_70
03E5: text_box 'BB_10'
000A: @21 +=  1  ;; integer values

:BBCHAL_70
0002: jump BBCHAL_71

:BBCHAL_71
0051: return

:BBCHAL_72
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false BBCHAL_78
00BC: text_highpriority 'BB_13'  5000 ms  1
0006: @32 =  0  ;; integer values
000A: @20 +=  1  ;; integer values

:BBCHAL_78
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false BBCHAL_82
000A: @20 +=  1  ;; integer values

:BBCHAL_82
00D6: if  0
0039:   @20 ==  2  ;; integer values
004D: jump_if_false BBCHAL_91
03C3: set_timer_with_text_to $1923 type  1 text 'BB_19'
04F7: status_text $1924  0 line  1 'BB_18'
04F7: status_text $1922  0 line  2 'BB_14'
0050: gosub BBCHAL_301
018A: @1 = create_checkpoint_at @14 @15 @16
000A: @20 +=  1  ;; integer values

:BBCHAL_91
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false BBCHAL_113
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBCHAL_113
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @14 @15 @16 radius  1.5  1.5  2.0
004D: jump_if_false BBCHAL_112
00D6: if  0
0038:   $1930 ==  1  ;; integer values
004D: jump_if_false BBCHAL_110
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false BBCHAL_107
0164: disable_marker @1

:BBCHAL_107
0006: @20 =  1  ;; integer values
000A: @19 +=  1  ;; integer values
0002: jump BBCHAL_111

:BBCHAL_110
0004: $1923 =  60500  ;; integer values

:BBCHAL_111
0002: jump BBCHAL_113

:BBCHAL_112
0004: $1923 =  60500  ;; integer values

:BBCHAL_113
0051: return

:BBCHAL_114
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false BBCHAL_145
00D6: if  0
8038:   NOT   $1929 ==  0  ;; integer values
004D: jump_if_false BBCHAL_145
00D6: if  0
0018:   $1929 >  0  ;; integer values
004D: jump_if_false BBCHAL_134
0058: $1924 += $1929  ;; integer values
005E: $1923 += @25  ;; integer values 
000B: @30 +=  .5  ;; floating-point values
0050: gosub BBCHAL_301
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false BBCHAL_131
0164: disable_marker @1

:BBCHAL_131
018A: @1 = create_checkpoint_at @14 @15 @16
000A: @20 +=  1  ;; integer values
0002: jump BBCHAL_145

:BBCHAL_134
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false BBCHAL_138
0164: disable_marker @1

:BBCHAL_138
018A: @1 = create_checkpoint_at @14 @15 @16
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false BBCHAL_144
00BC: text_highpriority 'BB_20'  5000 ms  1
000A: @27 +=  1  ;; integer values

:BBCHAL_144
000A: @20 +=  1  ;; integer values

:BBCHAL_145
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false BBCHAL_176
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBCHAL_152
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @14 @15 @16 radius  1.5  1.5  2.0

:BBCHAL_152
00D6: if  0
0038:   $1930 ==  1  ;; integer values
004D: jump_if_false BBCHAL_175
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBCHAL_174
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @14 @15 @16 radius  1.5  1.5  2.0
004D: jump_if_false BBCHAL_168
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false BBCHAL_165
0164: disable_marker @1

:BBCHAL_165
0006: @20 =  0  ;; integer values
0004: $1930 =  0  ;; integer values
0002: jump BBCHAL_174

:BBCHAL_168
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false BBCHAL_173
00BC: text_highpriority 'BB_16'  5000 ms  1
000A: @28 +=  1  ;; integer values

:BBCHAL_173
0004: $1930 =  0  ;; integer values

:BBCHAL_174
0002: jump BBCHAL_176

:BBCHAL_175
0006: @28 =  0  ;; integer values

:BBCHAL_176
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false BBCHAL_183
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false BBCHAL_183
0050: gosub BBCHAL_319

:BBCHAL_183
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false BBCHAL_192
00D6: if  0
001C:   $1924 > $1922  ;; integer values
004D: jump_if_false BBCHAL_191
0084: $1922 = $1924  ;; integer values and handles
000A: @26 +=  1  ;; integer values

:BBCHAL_191
0002: jump BBCHAL_196

:BBCHAL_192
00D6: if  0
001C:   $1924 > $1922  ;; integer values
004D: jump_if_false BBCHAL_196
0084: $1922 = $1924  ;; integer values and handles

:BBCHAL_196
00D6: if  0
002A:    0 >= $1923  ;; integer values
004D: jump_if_false BBCHAL_205
00D6: if  0
001B:    3 > @20  ;; integer values
004D: jump_if_false BBCHAL_204
00BC: text_highpriority 'BB_17'  5000 ms  1
0006: @32 =  0  ;; integer values

:BBCHAL_204
0006: @20 =  3  ;; integer values

:BBCHAL_205
0051: return

:BBCHAL_206
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BBCHAL_300
080A: @0  2 @2 @3 @4 
080A: @0  3 @5 @6 @7 
080A: @0  0 $73 $74 $75 
0871: init_jump_table $8791 total_jumps  4  0 BBCHAL_233 jumps  1 BBCHAL_213  2 BBCHAL_218  3 BBCHAL_223  4 BBCHAL_228 -1 BBCHAL_233 -1 BBCHAL_233 -1 BBCHAL_233 

:BBCHAL_213
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_233

:BBCHAL_218
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_233

:BBCHAL_223
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_233

:BBCHAL_228
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_233

:BBCHAL_233
000B: @4 +=  5.0  ;; floating-point values
02CE: @16 = ground_z @2 @3 @4
00D6: if  0
0025:   @5 > @2  ;; floating-point values  
004D: jump_if_false BBCHAL_240
0208: @14 = random_float @2 @5
0002: jump BBCHAL_241

:BBCHAL_240
0208: @14 = random_float @5 @2

:BBCHAL_241
00D6: if  0
0025:   @6 > @3  ;; floating-point values  
004D: jump_if_false BBCHAL_246
0208: @15 = random_float @3 @6
0002: jump BBCHAL_247

:BBCHAL_246
0208: @15 = random_float @3 @6

:BBCHAL_247
0087: @8 = @14  ;; floating-point values only
0065: @8 -= $73  ;; floating-point values 
0087: @9 = @15  ;; floating-point values only
0065: @9 -= $74  ;; floating-point values 
0509: @17 = distance between point $73 $74 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 = $73  ;; floating-point values only
005B: @14 += @8  ;; floating-point values 
0089: @15 = $74  ;; floating-point values only
005B: @15 += @9  ;; floating-point values 
00D6: if  0
0025:   @5 > @2  ;; floating-point values  
004D: jump_if_false BBCHAL_272
00D6: if  0
0025:   @2 > @14  ;; floating-point values  
004D: jump_if_false BBCHAL_267
0087: @14 = @2  ;; floating-point values only

:BBCHAL_267
00D6: if  0
0025:   @14 > @5  ;; floating-point values  
004D: jump_if_false BBCHAL_271
0087: @14 = @5  ;; floating-point values only

:BBCHAL_271
0002: jump BBCHAL_280

:BBCHAL_272
00D6: if  0
0025:   @14 > @2  ;; floating-point values  
004D: jump_if_false BBCHAL_276
0087: @14 = @2  ;; floating-point values only

:BBCHAL_276
00D6: if  0
0025:   @5 > @14  ;; floating-point values  
004D: jump_if_false BBCHAL_280
0087: @14 = @5  ;; floating-point values only

:BBCHAL_280
00D6: if  0
0025:   @6 > @3  ;; floating-point values  
004D: jump_if_false BBCHAL_292
00D6: if  0
0025:   @3 > @15  ;; floating-point values  
004D: jump_if_false BBCHAL_287
0087: @15 = @3  ;; floating-point values only

:BBCHAL_287
00D6: if  0
0025:   @15 > @6  ;; floating-point values  
004D: jump_if_false BBCHAL_291
0087: @15 = @6  ;; floating-point values only

:BBCHAL_291
0002: jump BBCHAL_300

:BBCHAL_292
00D6: if  0
0025:   @15 > @3  ;; floating-point values  
004D: jump_if_false BBCHAL_296
0087: @15 = @3  ;; floating-point values only

:BBCHAL_296
00D6: if  0
0025:   @6 > @15  ;; floating-point values  
004D: jump_if_false BBCHAL_300
0087: @15 = @6  ;; floating-point values only

:BBCHAL_300
0051: return

:BBCHAL_301
0050: gosub BBCHAL_206
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BBCHAL_306
080A: @0  0 $73 $74 $75 

:BBCHAL_306
0509: $68 = distance between point @14 @15 and point $73 $74
008E: @25 = float_to_integer $68  
006A: @25 *= @29  ;; integer values
0093: @17 = integer_to_float @29  
0013: @17 *=  .1  ;; floating-point values 
0092: @22 = float_to_integer @17  
0012: @22 *= -1  ;; integer values 
005A: @29 += @22  ;; integer values 
00D6: if  0
001B:    500 > @29  ;; integer values
004D: jump_if_false BBCHAL_318
0006: @29 =  500  ;; integer values

:BBCHAL_318
0051: return

:BBCHAL_319
00BE: text_clear_all
00D6: if  0
8039:   NOT   @26 ==  0  ;; integer values
004D: jump_if_false BBCHAL_326
01E3: text_1number_styled 'BB_15' $1922  5000 ms  1
0627:  215 $1922 
0394: play_music  1

:BBCHAL_326
00D6: if  0
075C:   marker @1 enabled
004D: jump_if_false BBCHAL_330
0164: disable_marker @1

:BBCHAL_330
0151: remove_status_text $1924
0151: remove_status_text $1922
014F: stop_timer $1923
0004: $1921 =  0  ;; integer values
004E: end_thread
0051: return

:BBCHAL_336
004E: end_thread

:LOWGAME_1
03A4: name_thread 'LOWGAME'
0007: @12 =  .01  ;; floating-point values
0004: $1020 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @16 =  0  ;; integer values
0004: $1018 =  0  ;; integer values
0004: $1019 =  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  0
0039:   @13 == -1  ;; integer values
004D: jump_if_false LOWGAME_23
00A5: @0 = create_car  413 at  0.0  0.0  0.0
00A5: @1 = create_car  413 at  0.0  0.0  0.0
009A: @2 = create_actor  4  7 at  0.0  0.0  0.0
0001: wait  0 ms
0001: wait  0 ms
0001: wait  0 ms

:LOWGAME_23
00D6: if  0
056E: @0 
004D: jump_if_false LOWGAME_31
00D6: if  0
0119:   car @0 wrecked
004D: jump_if_false LOWGAME_30
0002: jump LOWGAME_873

:LOWGAME_30
0002: jump LOWGAME_32

:LOWGAME_31
0002: jump LOWGAME_873

:LOWGAME_32
00D6: if  0
056E: @1 
004D: jump_if_false LOWGAME_40
00D6: if  0
0119:   car @1 wrecked
004D: jump_if_false LOWGAME_39
0002: jump LOWGAME_873

:LOWGAME_39
0002: jump LOWGAME_41

:LOWGAME_40
0002: jump LOWGAME_873

:LOWGAME_41
00D6: if  0
001A:    1 > $1022  ;; integer values
004D: jump_if_false LOWGAME_46
0004: $1022 =  1  ;; integer values
0002: jump LOWGAME_50

:LOWGAME_46
00D6: if  0
0018:   $1022 >  5  ;; integer values
004D: jump_if_false LOWGAME_50
0004: $1022 =  5  ;; integer values

:LOWGAME_50
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false LOWGAME_54
00AA: store_car @0 position_to @3 @4 @5

:LOWGAME_54
00D6: if  0
8119:   NOT   car @1 wrecked
004D: jump_if_false LOWGAME_58
00AA: store_car @1 position_to @6 @7 @8

:LOWGAME_58
0004: $1017 =  1  ;; integer values

:LOWGAME_59
0001: wait  0 ms
00D6: if  0
001B:    5 > @13  ;; integer values
004D: jump_if_false LOWGAME_68
00D6: if  0
856E:   NOT @0 
004D: jump_if_false LOWGAME_68
0004: $1044 =  1  ;; integer values
0006: @13 =  5  ;; integer values

:LOWGAME_68
0871: init_jump_table @13 total_jumps  6  0 LOWGAME_800 jumps  0 LOWGAME_69  1 LOWGAME_142  2 LOWGAME_151  3 LOWGAME_775  4 LOWGAME_777  5 LOWGAME_790 -1 LOWGAME_800 

:LOWGAME_69
01EB: set_car_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_73
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false LOWGAME_78
0001: wait  0 ms
0002: jump LOWGAME_73

:LOWGAME_78
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false LOWGAME_87
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: $73 =  .62  ;; floating-point values
0005: $74 =  .31  ;; floating-point values
0005: $75 = -.167  ;; floating-point values

:LOWGAME_87
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0643: @15  1 
0616: @15 
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false LOWGAME_104
00D6: if  0
0A32: @2 
004D: jump_if_false LOWGAME_104
0618: @2 @15 

:LOWGAME_104
0006: @16 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false LOWGAME_127
00D6: if  22
0137:   car @0 id ==  534
0137:   car @0 id ==  535
0137:   car @0 id ==  576
004D: jump_if_false LOWGAME_115
0006: @16 =  1  ;; integer values
0002: jump LOWGAME_127

:LOWGAME_115
00D6: if  22
0137:   car @0 id ==  536
0137:   car @0 id ==  575
0137:   car @0 id ==  567
004D: jump_if_false LOWGAME_126
096D: @0  7 @17 
00D6: if  0
8039:   NOT   @17 == -1  ;; integer values
004D: jump_if_false LOWGAME_125
0006: @16 =  1  ;; integer values

:LOWGAME_125
0002: jump LOWGAME_127

:LOWGAME_126
0006: @16 =  1  ;; integer values

:LOWGAME_127
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false LOWGAME_134
00D6: if  0
8A32:   NOT @2 
004D: jump_if_false LOWGAME_134
0006: @16 =  1  ;; integer values

:LOWGAME_134
0004: $1027 =  0  ;; integer values
0004: $1028 =  0  ;; integer values
0004: $1029 =  0  ;; integer values
0004: $1018 =  0  ;; integer values
0004: $1030 =  0  ;; integer values
0004: $1019 =  0  ;; integer values
000A: @13 +=  1  ;; integer values
0002: jump LOWGAME_800

:LOWGAME_142
0953: @17 
00D6: if  0
04A4: @17  3 
004D: jump_if_false LOWGAME_150
04F7: status_text $1018  0 line  1 'LOWR1'
04F7: status_text $1019  0 line  2 'LOWR2'
000A: @13 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:LOWGAME_150
0002: jump LOWGAME_800

:LOWGAME_151
0953: @17 
00D6: if  0
0736:  32 
004D: jump_if_false LOWGAME_156
0006: @32 =  90000  ;; integer values

:LOWGAME_156
07B1: -1 @20 @21 @22 
00D6: if  0
8039:   NOT   @21 ==  33  ;; integer values
004D: jump_if_false LOWGAME_772
09EE:  1 
0050: gosub LOWGAME_1091
07B1:  0 @20 @21 @22 
00D6: if  0
803B:   NOT   @22 == @25  ;; integer values 
004D: jump_if_false LOWGAME_252
0006: @28 = -1  ;; integer values
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false LOWGAME_239
00D6: if  1
0019:   @20 > -35  ;; integer values
001B:    35 > @20  ;; integer values
004D: jump_if_false LOWGAME_182
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false LOWGAME_179
0006: @28 =  0  ;; integer values
0002: jump LOWGAME_181

:LOWGAME_179
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_181
0002: jump LOWGAME_223

:LOWGAME_182
00D6: if  1
0019:   @20 > -50  ;; integer values
001B:    50 > @20  ;; integer values
004D: jump_if_false LOWGAME_194
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false LOWGAME_191
0006: @28 =  1  ;; integer values
0002: jump LOWGAME_193

:LOWGAME_191
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_193
0002: jump LOWGAME_223

:LOWGAME_194
00D6: if  1
0019:   @20 > -100  ;; integer values
001B:    100 > @20  ;; integer values
004D: jump_if_false LOWGAME_206
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false LOWGAME_203
0006: @28 =  2  ;; integer values
0002: jump LOWGAME_205

:LOWGAME_203
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_205
0002: jump LOWGAME_223

:LOWGAME_206
00D6: if  21
0019:   @20 > -200  ;; integer values
001B:    200 > @20  ;; integer values
004D: jump_if_false LOWGAME_223
00D6: if  0
003B:   @18 == @21  ;; integer values 
004D: jump_if_false LOWGAME_221
0006: @23 =  1  ;; integer values
00D6: if  0
001B:    0 > @20  ;; integer values
004D: jump_if_false LOWGAME_219
0006: @28 =  3  ;; integer values
0002: jump LOWGAME_220

:LOWGAME_219
0006: @28 =  4  ;; integer values

:LOWGAME_220
0002: jump LOWGAME_223

:LOWGAME_221
0006: @23 =  1  ;; integer values
0006: @28 =  5  ;; integer values

:LOWGAME_223
0004: $1043 =  1  ;; integer values
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false LOWGAME_230
04AE: unknown $1043 radar_icon_or_model  3
000A: @30 +=  1  ;; integer values
0002: jump LOWGAME_238

:LOWGAME_230
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false LOWGAME_236
04AE: unknown $1043 radar_icon_or_model  2
000A: @30 +=  1  ;; integer values
0002: jump LOWGAME_238

:LOWGAME_236
04AE: unknown $1043 radar_icon_or_model  1
000A: @31 +=  1  ;; integer values

:LOWGAME_238
0002: jump LOWGAME_245

:LOWGAME_239
00D6: if  0
001B:   -200 > @20  ;; integer values
004D: jump_if_false LOWGAME_245
0006: @23 =  1  ;; integer values
0006: @28 =  3  ;; integer values
000A: @31 +=  1  ;; integer values

:LOWGAME_245
00D6: if  0
8039:   NOT   @28 == -1  ;; integer values
004D: jump_if_false LOWGAME_252
0050: gosub LOWGAME_976
0050: gosub LOWGAME_1022
0050: gosub LOWGAME_875
0085: @25 = @22  ;; integer values and handles

:LOWGAME_252
00D6: if  0
001A:    0 > $1018  ;; integer values
004D: jump_if_false LOWGAME_256
0004: $1018 =  0  ;; integer values

:LOWGAME_256
00D6: if  0
8119:   NOT   car @0 wrecked
004D: jump_if_false LOWGAME_270
00D6: if  0
81AD:   NOT   car @0  0 ()near_point @3 @4  3.0  3.0
004D: jump_if_false LOWGAME_270
00AA: store_car @0 position_to $73 $74 $75
0087: @9 = @3  ;; floating-point values only
0065: @9 -= $73  ;; floating-point values 
0087: @10 = @4  ;; floating-point values only
0065: @10 -= $74  ;; floating-point values 
006B: @9 *= @12  ;; floating-point values
006B: @10 *= @12  ;; floating-point values
07D5: @0 @9 @10  0.0  0.0  0.0  0.0 

:LOWGAME_270
00D6: if  0
8119:   NOT   car @1 wrecked
004D: jump_if_false LOWGAME_284
00D6: if  0
81AD:   NOT   car @1  0 ()near_point @6 @7  3.0  3.0
004D: jump_if_false LOWGAME_284
00AA: store_car @1 position_to $73 $74 $75
0087: @9 = @6  ;; floating-point values only
0065: @9 -= $73  ;; floating-point values 
0087: @10 = @7  ;; floating-point values only
0065: @10 -= $74  ;; floating-point values 
006B: @9 *= @12  ;; floating-point values
006B: @10 *= @12  ;; floating-point values
07D5: @1 @9 @10  0.0  0.0  0.0  0.0 

:LOWGAME_284
00D6: if  1
001B:    100 > @20  ;; integer values
0019:   @20 > -100  ;; integer values
004D: jump_if_false LOWGAME_350
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false LOWGAME_295
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_295
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false LOWGAME_302
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_302
00D6: if  0
0039:   @21 ==  11  ;; integer values
004D: jump_if_false LOWGAME_309
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_309
00D6: if  0
0039:   @21 ==  12  ;; integer values
004D: jump_if_false LOWGAME_316
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_316
00D6: if  0
0039:   @21 ==  13  ;; integer values
004D: jump_if_false LOWGAME_323
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_323
00D6: if  0
0039:   @21 ==  14  ;; integer values
004D: jump_if_false LOWGAME_330
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_330
00D6: if  0
0039:   @21 ==  15  ;; integer values
004D: jump_if_false LOWGAME_337
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_337
00D6: if  0
0039:   @21 ==  16  ;; integer values
004D: jump_if_false LOWGAME_344
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_344
00D6: if  0
803B:   NOT   @22 == @27  ;; integer values 
004D: jump_if_false LOWGAME_349
0050: gosub LOWGAME_801
0085: @27 = @22  ;; integer values and handles

:LOWGAME_349
0002: jump LOWGAME_354

:LOWGAME_350
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_354
00D6: if  0
8119:   NOT   car @1 wrecked
004D: jump_if_false LOWGAME_361
00D6: if  0
0803: @1 
004D: jump_if_false LOWGAME_361
07F5: @1 $1023 $1024 $1025 $1026 

:LOWGAME_361
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false LOWGAME_766
00D6: if  0
0038:   $1020 == -1  ;; integer values
004D: jump_if_false LOWGAME_371
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false LOWGAME_371
0004: $1020 =  0  ;; integer values

:LOWGAME_371
00D6: if  0
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false LOWGAME_379
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false LOWGAME_379
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values

:LOWGAME_379
00D6: if  0
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false LOWGAME_388
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false LOWGAME_388
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_388
00D6: if  0
0038:   $1020 ==  2  ;; integer values
004D: jump_if_false LOWGAME_402
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false LOWGAME_397
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_397
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false LOWGAME_402
000C: $1020 -=  1  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_402
00D6: if  0
0038:   $1020 ==  3  ;; integer values
004D: jump_if_false LOWGAME_416
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false LOWGAME_411
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_411
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false LOWGAME_416
000C: $1020 -=  1  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_416
00D6: if  0
0038:   $1020 ==  4  ;; integer values
004D: jump_if_false LOWGAME_430
00D6: if  0
0019:   @30 >  5  ;; integer values
004D: jump_if_false LOWGAME_425
0008: $1020 +=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_425
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false LOWGAME_430
000C: $1020 -=  1  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_430
00D6: if  0
0038:   $1020 ==  5  ;; integer values
004D: jump_if_false LOWGAME_439
00D6: if  0
0019:   @31 >  1  ;; integer values
004D: jump_if_false LOWGAME_439
000C: $1020 -=  1  ;; integer values
0006: @30 =  0  ;; integer values
0006: @31 =  0  ;; integer values

:LOWGAME_439
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false LOWGAME_766
00D6: if  0
803A:   NOT   $1021 == $1020  ;; integer values and handles
004D: jump_if_false LOWGAME_570
00D6: if  0
0038:   $1020 == -1  ;; integer values
004D: jump_if_false LOWGAME_455
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  0  0  0  1 -1 
0643: @15  1 
0616: @15 

:LOWGAME_455
00D6: if  1
0038:   $1021 == -1  ;; integer values
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false LOWGAME_468
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_IDLE_TO_L0" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L0_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_468
00D6: if  1
0038:   $1021 ==  0  ;; integer values
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false LOWGAME_481
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L0_TO_L1" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_481
00D6: if  1
0038:   $1021 ==  1  ;; integer values
0038:   $1020 ==  2  ;; integer values
004D: jump_if_false LOWGAME_494
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_TO_L2" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L2_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_494
00D6: if  1
0038:   $1021 ==  2  ;; integer values
0038:   $1020 ==  3  ;; integer values
004D: jump_if_false LOWGAME_507
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L2_TO_L3" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L3_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_507
00D6: if  1
0038:   $1021 ==  3  ;; integer values
0038:   $1020 ==  4  ;; integer values
004D: jump_if_false LOWGAME_520
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L3_TO_L4" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L4_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_520
00D6: if  1
0038:   $1021 ==  4  ;; integer values
0038:   $1020 ==  5  ;; integer values
004D: jump_if_false LOWGAME_533
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L4_TO_L5" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L5_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_533
00D6: if  1
0018:   $1021 >  1  ;; integer values
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false LOWGAME_546
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L345_TO_L1" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_546
00D6: if  1
0038:   $1021 ==  1  ;; integer values
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false LOWGAME_559
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L12_TO_L0" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @15 
0618: @2 @15 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L0_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_559
00D6: if  1
0038:   $1021 ==  0  ;; integer values
0038:   $1020 == -1  ;; integer values
004D: jump_if_false LOWGAME_569
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "LRGIRL_IDLELOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_569
0084: $1021 = $1020  ;; integer values and handles

:LOWGAME_570
00D6: if  1
803B:   NOT   @19 == @18  ;; integer values 
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false LOWGAME_668
0006: @17 =  0  ;; integer values
0007: @26 =  1.0  ;; floating-point values
00D6: if  0
0611: @2 "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false LOWGAME_580
0613: @2 "LRGIRL_IDLE_TO_L0" @26 

:LOWGAME_580
00D6: if  0
0611: @2 "LRGIRL_L12_TO_L0" 
004D: jump_if_false LOWGAME_584
0613: @2 "LRGIRL_L12_TO_L0" @26 

:LOWGAME_584
00D6: if  0
0611: @2 "LRGIRL_L345_TO_L1" 
004D: jump_if_false LOWGAME_588
0613: @2 "LRGIRL_L345_TO_L1" @26 

:LOWGAME_588
00D6: if  0
0611: @2 "LRGIRL_L0_TO_L1" 
004D: jump_if_false LOWGAME_592
0613: @2 "LRGIRL_L0_TO_L1" @26 

:LOWGAME_592
00D6: if  0
0611: @2 "LRGIRL_L1_TO_L2" 
004D: jump_if_false LOWGAME_596
0613: @2 "LRGIRL_L1_TO_L2" @26 

:LOWGAME_596
00D6: if  0
0611: @2 "LRGIRL_L2_TO_L3" 
004D: jump_if_false LOWGAME_600
0613: @2 "LRGIRL_L2_TO_L3" @26 

:LOWGAME_600
00D6: if  0
0611: @2 "LRGIRL_L3_TO_L4" 
004D: jump_if_false LOWGAME_604
0613: @2 "LRGIRL_L3_TO_L4" @26 

:LOWGAME_604
00D6: if  0
0611: @2 "LRGIRL_L4_TO_L5" 
004D: jump_if_false LOWGAME_608
0613: @2 "LRGIRL_L4_TO_L5" @26 

:LOWGAME_608
00D6: if  0
0611: @2 "LRGIRL_BDBNCE" 
004D: jump_if_false LOWGAME_612
0613: @2 "LRGIRL_BDBNCE" @26 

:LOWGAME_612
00D6: if  0
0023:    .9 > @26  ;; floating-point values
004D: jump_if_false LOWGAME_616
0006: @17 =  1  ;; integer values

:LOWGAME_616
00D6: if  0
0039:   @17 ==  0  ;; integer values
004D: jump_if_false LOWGAME_667
00D6: if  0
0038:   $1020 ==  0  ;; integer values
004D: jump_if_false LOWGAME_627
0615: @14 
0812: unknown_action_sequence -1 "LRGIRL_L0_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @14 
0618: @2 @14 
061B: @14 

:LOWGAME_627
00D6: if  0
0038:   $1020 ==  1  ;; integer values
004D: jump_if_false LOWGAME_635
0615: @14 
0812: unknown_action_sequence -1 "LRGIRL_L1_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @14 
0618: @2 @14 
061B: @14 

:LOWGAME_635
00D6: if  0
0038:   $1020 ==  2  ;; integer values
004D: jump_if_false LOWGAME_643
0615: @14 
0812: unknown_action_sequence -1 "LRGIRL_L2_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @14 
0618: @2 @14 
061B: @14 

:LOWGAME_643
00D6: if  0
0038:   $1020 ==  3  ;; integer values
004D: jump_if_false LOWGAME_651
0615: @14 
0812: unknown_action_sequence -1 "LRGIRL_L3_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @14 
0618: @2 @14 
061B: @14 

:LOWGAME_651
00D6: if  0
0038:   $1020 ==  4  ;; integer values
004D: jump_if_false LOWGAME_659
0615: @14 
0812: unknown_action_sequence -1 "LRGIRL_L4_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @14 
0618: @2 @14 
061B: @14 

:LOWGAME_659
00D6: if  0
0038:   $1020 ==  5  ;; integer values
004D: jump_if_false LOWGAME_667
0615: @14 
0812: unknown_action_sequence -1 "LRGIRL_L5_BNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @14 
0618: @2 @14 
061B: @14 

:LOWGAME_667
0085: @19 = @18  ;; integer values and handles

:LOWGAME_668
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false LOWGAME_692
00D6: if  0
0039:   @18 ==  0  ;; integer values
004D: jump_if_false LOWGAME_691
00D6: if  0
0018:   $1020 >  0  ;; integer values
004D: jump_if_false LOWGAME_691
00D6: if  0
8611:   NOT @2 "LRGIRL_BDBNCE" 
004D: jump_if_false LOWGAME_689
0615: @14 
0812: unknown_action_sequence -1 "LRGIRL_BDBNCE" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @14 
0618: @2 @14 
061B: @14 
061B: @15 
0615: @15 
0812: unknown_action_sequence -1 "LRGIRL_L1_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @15 

:LOWGAME_689
0004: $1020 =  1  ;; integer values
0004: $1021 =  1  ;; integer values

:LOWGAME_691
0006: @23 =  0  ;; integer values

:LOWGAME_692
0006: @17 =  0  ;; integer values
0007: @26 =  1.0  ;; floating-point values
00D6: if  0
0611: @2 "LRGIRL_BDBNCE" 
004D: jump_if_false LOWGAME_698
0613: @2 "LRGIRL_BDBNCE" @26 

:LOWGAME_698
00D6: if  0
0611: @2 "LRGIRL_IDLE_TO_L0" 
004D: jump_if_false LOWGAME_702
0613: @2 "LRGIRL_IDLE_TO_L0" @26 

:LOWGAME_702
00D6: if  0
0611: @2 "LRGIRL_L12_TO_L0" 
004D: jump_if_false LOWGAME_706
0613: @2 "LRGIRL_L12_TO_L0" @26 

:LOWGAME_706
00D6: if  0
0611: @2 "LRGIRL_L345_TO_L1" 
004D: jump_if_false LOWGAME_710
0613: @2 "LRGIRL_L345_TO_L1" @26 

:LOWGAME_710
00D6: if  0
0611: @2 "LRGIRL_L0_BNCE" 
004D: jump_if_false LOWGAME_714
0613: @2 "LRGIRL_L0_BNCE" @26 

:LOWGAME_714
00D6: if  0
0611: @2 "LRGIRL_L0_TO_L1" 
004D: jump_if_false LOWGAME_718
0613: @2 "LRGIRL_L0_TO_L1" @26 

:LOWGAME_718
00D6: if  0
0611: @2 "LRGIRL_L1_TO_L2" 
004D: jump_if_false LOWGAME_722
0613: @2 "LRGIRL_L1_TO_L2" @26 

:LOWGAME_722
00D6: if  0
0611: @2 "LRGIRL_L2_TO_L3" 
004D: jump_if_false LOWGAME_726
0613: @2 "LRGIRL_L2_TO_L3" @26 

:LOWGAME_726
00D6: if  0
0611: @2 "LRGIRL_L3_TO_L4" 
004D: jump_if_false LOWGAME_730
0613: @2 "LRGIRL_L3_TO_L4" @26 

:LOWGAME_730
00D6: if  0
0611: @2 "LRGIRL_L4_TO_L5" 
004D: jump_if_false LOWGAME_734
0613: @2 "LRGIRL_L4_TO_L5" @26 

:LOWGAME_734
00D6: if  0
0611: @2 "LRGIRL_L1_BNCE" 
004D: jump_if_false LOWGAME_738
0613: @2 "LRGIRL_L1_BNCE" @26 

:LOWGAME_738
00D6: if  0
0611: @2 "LRGIRL_L2_BNCE" 
004D: jump_if_false LOWGAME_742
0613: @2 "LRGIRL_L2_BNCE" @26 

:LOWGAME_742
00D6: if  0
0611: @2 "LRGIRL_L3_BNCE" 
004D: jump_if_false LOWGAME_746
0613: @2 "LRGIRL_L3_BNCE" @26 

:LOWGAME_746
00D6: if  0
0611: @2 "LRGIRL_L4_BNCE" 
004D: jump_if_false LOWGAME_750
0613: @2 "LRGIRL_L4_BNCE" @26 

:LOWGAME_750
00D6: if  0
0611: @2 "LRGIRL_L5_BNCE" 
004D: jump_if_false LOWGAME_754
0613: @2 "LRGIRL_L5_BNCE" @26 

:LOWGAME_754
00D6: if  0
0023:    .9 > @26  ;; floating-point values
004D: jump_if_false LOWGAME_758
0006: @17 =  1  ;; integer values

:LOWGAME_758
00D6: if  0
0039:   @17 ==  0  ;; integer values
004D: jump_if_false LOWGAME_766
062E: @2  1560 @17 
00D6: if  0
04A4: @17  7 
004D: jump_if_false LOWGAME_766
0618: @2 @15 

:LOWGAME_766
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false LOWGAME_771
0004: $1018 =  0  ;; integer values
000A: @13 +=  1  ;; integer values

:LOWGAME_771
0002: jump LOWGAME_774

:LOWGAME_772
000A: @13 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:LOWGAME_774
0002: jump LOWGAME_800

:LOWGAME_775
000A: @13 +=  1  ;; integer values
0002: jump LOWGAME_800

:LOWGAME_777
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWGAME_781
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:LOWGAME_781
016A: fade  0 ()  500 ms

:LOWGAME_782
00D6: if  0
016B:   fading
004D: jump_if_false LOWGAME_787
0001: wait  0 ms
0002: jump LOWGAME_782

:LOWGAME_787
0004: $1044 =  1  ;; integer values
000A: @13 +=  1  ;; integer values
0002: jump LOWGAME_800

:LOWGAME_790
0953: @17 
00D6: if  0
04A4: @17  3 
004D: jump_if_false LOWGAME_795
0955: (unknown)

:LOWGAME_795
0151: remove_status_text $1018
0151: remove_status_text $1019
04EF: release_animation "LOWRIDER"
0002: jump LOWGAME_873
0002: jump LOWGAME_800

:LOWGAME_800
0002: jump LOWGAME_59

:LOWGAME_801
0209: @17 = random_int  0  10
00D6: if  21
0038:   $1022 ==  0  ;; integer values
0038:   $1022 ==  1  ;; integer values
004D: jump_if_false LOWGAME_817
0871: init_jump_table @17 total_jumps  10  0 LOWGAME_816 jumps  0 LOWGAME_808  1 LOWGAME_808  2 LOWGAME_810  3 LOWGAME_810  4 LOWGAME_810  5 LOWGAME_810  6 LOWGAME_812 
0872: jump_table_jumps  7 LOWGAME_812  8 LOWGAME_812  9 LOWGAME_814 -1 LOWGAME_816 -1 LOWGAME_816 -1 LOWGAME_816 -1 LOWGAME_816 -1 LOWGAME_816 -1 LOWGAME_816 

:LOWGAME_808
0008: $1019 +=  0  ;; integer values
0002: jump LOWGAME_816

:LOWGAME_810
0008: $1019 +=  10  ;; integer values
0002: jump LOWGAME_816

:LOWGAME_812
0008: $1019 +=  20  ;; integer values
0002: jump LOWGAME_816

:LOWGAME_814
0008: $1019 +=  50  ;; integer values
0002: jump LOWGAME_816

:LOWGAME_816
0002: jump LOWGAME_868

:LOWGAME_817
00D6: if  0
0038:   $1022 ==  2  ;; integer values
004D: jump_if_false LOWGAME_831
0871: init_jump_table @17 total_jumps  10  0 LOWGAME_830 jumps  0 LOWGAME_822  1 LOWGAME_824  2 LOWGAME_824  3 LOWGAME_824  4 LOWGAME_824  5 LOWGAME_826  6 LOWGAME_826 
0872: jump_table_jumps  7 LOWGAME_826  8 LOWGAME_828  9 LOWGAME_828 -1 LOWGAME_830 -1 LOWGAME_830 -1 LOWGAME_830 -1 LOWGAME_830 -1 LOWGAME_830 -1 LOWGAME_830 

:LOWGAME_822
0008: $1019 +=  0  ;; integer values
0002: jump LOWGAME_830

:LOWGAME_824
0008: $1019 +=  10  ;; integer values
0002: jump LOWGAME_830

:LOWGAME_826
0008: $1019 +=  20  ;; integer values
0002: jump LOWGAME_830

:LOWGAME_828
0008: $1019 +=  50  ;; integer values
0002: jump LOWGAME_830

:LOWGAME_830
0002: jump LOWGAME_868

:LOWGAME_831
00D6: if  0
0038:   $1022 ==  3  ;; integer values
004D: jump_if_false LOWGAME_845
0871: init_jump_table @17 total_jumps  10  0 LOWGAME_844 jumps  0 LOWGAME_836  1 LOWGAME_838  2 LOWGAME_838  3 LOWGAME_838  4 LOWGAME_840  5 LOWGAME_840  6 LOWGAME_840 
0872: jump_table_jumps  7 LOWGAME_842  8 LOWGAME_842  9 LOWGAME_842 -1 LOWGAME_844 -1 LOWGAME_844 -1 LOWGAME_844 -1 LOWGAME_844 -1 LOWGAME_844 -1 LOWGAME_844 

:LOWGAME_836
0008: $1019 +=  0  ;; integer values
0002: jump LOWGAME_844

:LOWGAME_838
0008: $1019 +=  10  ;; integer values
0002: jump LOWGAME_844

:LOWGAME_840
0008: $1019 +=  20  ;; integer values
0002: jump LOWGAME_844

:LOWGAME_842
0008: $1019 +=  50  ;; integer values
0002: jump LOWGAME_844

:LOWGAME_844
0002: jump LOWGAME_868

:LOWGAME_845
00D6: if  0
0038:   $1022 ==  4  ;; integer values
004D: jump_if_false LOWGAME_857
0871: init_jump_table @17 total_jumps  10  0 LOWGAME_856 jumps  0 LOWGAME_850  1 LOWGAME_850  2 LOWGAME_850  3 LOWGAME_852  4 LOWGAME_852  5 LOWGAME_852  6 LOWGAME_852 
0872: jump_table_jumps  7 LOWGAME_854  8 LOWGAME_854  9 LOWGAME_854 -1 LOWGAME_856 -1 LOWGAME_856 -1 LOWGAME_856 -1 LOWGAME_856 -1 LOWGAME_856 -1 LOWGAME_856 

:LOWGAME_850
0008: $1019 +=  10  ;; integer values
0002: jump LOWGAME_856

:LOWGAME_852
0008: $1019 +=  20  ;; integer values
0002: jump LOWGAME_856

:LOWGAME_854
0008: $1019 +=  50  ;; integer values
0002: jump LOWGAME_856

:LOWGAME_856
0002: jump LOWGAME_868

:LOWGAME_857
00D6: if  0
0038:   $1022 ==  5  ;; integer values
004D: jump_if_false LOWGAME_868
0871: init_jump_table @17 total_jumps  10  0 LOWGAME_868 jumps  0 LOWGAME_862  1 LOWGAME_862  2 LOWGAME_864  3 LOWGAME_864  4 LOWGAME_864  5 LOWGAME_864  6 LOWGAME_866 
0872: jump_table_jumps  7 LOWGAME_866  8 LOWGAME_866  9 LOWGAME_866 -1 LOWGAME_868 -1 LOWGAME_868 -1 LOWGAME_868 -1 LOWGAME_868 -1 LOWGAME_868 -1 LOWGAME_868 

:LOWGAME_862
0008: $1019 +=  10  ;; integer values
0002: jump LOWGAME_868

:LOWGAME_864
0008: $1019 +=  20  ;; integer values
0002: jump LOWGAME_868

:LOWGAME_866
0008: $1019 +=  50  ;; integer values
0002: jump LOWGAME_868

:LOWGAME_868
00D6: if  0
001A:    0 > $1019  ;; integer values
004D: jump_if_false LOWGAME_872
0004: $1019 =  0  ;; integer values

:LOWGAME_872
0051: return

:LOWGAME_873
0004: $1017 =  0  ;; integer values
004E: end_thread

:LOWGAME_875
0871: init_jump_table @28 total_jumps  3  1 LOWGAME_882 jumps  0 LOWGAME_876  1 LOWGAME_878  2 LOWGAME_880 -1 LOWGAME_884 -1 LOWGAME_884 -1 LOWGAME_884 -1 LOWGAME_884 

:LOWGAME_876
015B:  0  200  255 
0002: jump LOWGAME_884

:LOWGAME_878
015B:  0  200  200 
0002: jump LOWGAME_884

:LOWGAME_880
015B:  0  200  110 
0002: jump LOWGAME_884

:LOWGAME_882
015B:  0  200  50 
0002: jump LOWGAME_884

:LOWGAME_884
0871: init_jump_table @29 total_jumps  2  1 LOWGAME_885 jumps  2 LOWGAME_915  3 LOWGAME_945 -1 LOWGAME_975 -1 LOWGAME_975 -1 LOWGAME_975 -1 LOWGAME_975 -1 LOWGAME_975 

:LOWGAME_885
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false LOWGAME_889
00BA: text_styled 'DNC_005'  1000 ms  5

:LOWGAME_889
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false LOWGAME_893
00BA: text_styled 'DNC_006'  1000 ms  5

:LOWGAME_893
00D6: if  0
0039:   @28 ==  2  ;; integer values
004D: jump_if_false LOWGAME_897
00BA: text_styled 'DNC_007'  1000 ms  5

:LOWGAME_897
00D6: if  0
0039:   @28 ==  3  ;; integer values
004D: jump_if_false LOWGAME_901
00BA: text_styled 'DNC_008'  1000 ms  5

:LOWGAME_901
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false LOWGAME_905
00BA: text_styled 'DNC_009'  1000 ms  5

:LOWGAME_905
00D6: if  0
0039:   @28 ==  5  ;; integer values
004D: jump_if_false LOWGAME_909
00BA: text_styled 'DNC_010'  1000 ms  5

:LOWGAME_909
00D6: if  0
0039:   @28 ==  6  ;; integer values
004D: jump_if_false LOWGAME_913
00BA: text_styled 'DNC_011'  1000 ms  5

:LOWGAME_913
0006: @29 =  2  ;; integer values
0002: jump LOWGAME_975

:LOWGAME_915
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false LOWGAME_919
00BA: text_styled 'DNC_012'  1000 ms  5

:LOWGAME_919
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false LOWGAME_923
00BA: text_styled 'DNC_013'  1000 ms  5

:LOWGAME_923
00D6: if  0
0039:   @28 ==  2  ;; integer values
004D: jump_if_false LOWGAME_927
00BA: text_styled 'DNC_014'  1000 ms  5

:LOWGAME_927
00D6: if  0
0039:   @28 ==  3  ;; integer values
004D: jump_if_false LOWGAME_931
00BA: text_styled 'DNC_015'  1000 ms  5

:LOWGAME_931
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false LOWGAME_935
00BA: text_styled 'DNC_016'  1000 ms  5

:LOWGAME_935
00D6: if  0
0039:   @28 ==  5  ;; integer values
004D: jump_if_false LOWGAME_939
00BA: text_styled 'DNC_017'  1000 ms  5

:LOWGAME_939
00D6: if  0
0039:   @28 ==  6  ;; integer values
004D: jump_if_false LOWGAME_943
00BA: text_styled 'DNC_018'  1000 ms  5

:LOWGAME_943
000A: @29 +=  1  ;; integer values
0002: jump LOWGAME_975

:LOWGAME_945
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false LOWGAME_949
00BA: text_styled 'DNC_019'  1000 ms  5

:LOWGAME_949
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false LOWGAME_953
00BA: text_styled 'DNC_020'  1000 ms  5

:LOWGAME_953
00D6: if  0
0039:   @28 ==  2  ;; integer values
004D: jump_if_false LOWGAME_957
00BA: text_styled 'DNC_021'  1000 ms  5

:LOWGAME_957
00D6: if  0
0039:   @28 ==  3  ;; integer values
004D: jump_if_false LOWGAME_961
00BA: text_styled 'DNC_022'  1000 ms  5

:LOWGAME_961
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false LOWGAME_965
00BA: text_styled 'DNC_023'  1000 ms  5

:LOWGAME_965
00D6: if  0
0039:   @28 ==  5  ;; integer values
004D: jump_if_false LOWGAME_969
00BA: text_styled 'DNC_024'  1000 ms  5

:LOWGAME_969
00D6: if  0
0039:   @28 ==  6  ;; integer values
004D: jump_if_false LOWGAME_973
00BA: text_styled 'DNC_025'  1000 ms  5

:LOWGAME_973
000A: @29 +=  1  ;; integer values
0002: jump LOWGAME_975

:LOWGAME_975
0051: return

:LOWGAME_976
008B: @17 = $1028  ;; integer values and handles
005C: @17 += $1029  ;; integer values 
005C: @17 += $1027  ;; integer values 
00D6: if  0
0019:   @17 >  0  ;; integer values
004D: jump_if_false LOWGAME_1021
00D6: if  0
0029:   @17 >=  4  ;; integer values
004D: jump_if_false LOWGAME_1021
00D6: if  0
0038:   $1027 ==  4  ;; integer values
004D: jump_if_false LOWGAME_998
00D6: if  21
0038:   $1030 ==  1  ;; integer values
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false LOWGAME_995
00BA: text_styled 'DNC_002'  50000 ms  7
0004: $1030 =  2  ;; integer values
0002: jump LOWGAME_997

:LOWGAME_995
00BA: text_styled 'DNC_004'  50000 ms  7
0004: $1030 =  1  ;; integer values

:LOWGAME_997
0002: jump LOWGAME_1018

:LOWGAME_998
00D6: if  0
001C:   $1028 > $1029  ;; integer values
004D: jump_if_false LOWGAME_1004
00BA: text_styled 'DNC_004'  50000 ms  7
0004: $1030 =  1  ;; integer values
0002: jump LOWGAME_1018

:LOWGAME_1004
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false LOWGAME_1010
00BA: text_styled 'DNC_004'  50000 ms  7
0004: $1030 =  1  ;; integer values
0002: jump LOWGAME_1018

:LOWGAME_1010
00D6: if  0
0038:   $1030 ==  1  ;; integer values
004D: jump_if_false LOWGAME_1016
00BA: text_styled 'DNC_003'  50000 ms  7
0004: $1030 =  0  ;; integer values
0002: jump LOWGAME_1018

:LOWGAME_1016
00BA: text_styled 'DNC_003'  50000 ms  7
0004: $1030 =  0  ;; integer values

:LOWGAME_1018
0004: $1027 =  0  ;; integer values
0004: $1028 =  0  ;; integer values
0004: $1029 =  0  ;; integer values

:LOWGAME_1021
0051: return

:LOWGAME_1022
0871: init_jump_table @28 total_jumps  7  0 LOWGAME_1086 jumps  0 LOWGAME_1023  1 LOWGAME_1036  2 LOWGAME_1049  3 LOWGAME_1062  4 LOWGAME_1068  5 LOWGAME_1074  6 LOWGAME_1080 

:LOWGAME_1023
00D6: if  0
001A:    999999 > $1018  ;; integer values
004D: jump_if_false LOWGAME_1034
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false LOWGAME_1033
0006: @17 =  50  ;; integer values
0012: @17 *=  10  ;; integer values 
005E: $1018 += @17  ;; integer values 
0002: jump LOWGAME_1034

:LOWGAME_1033
0008: $1018 +=  50  ;; integer values

:LOWGAME_1034
0008: $1027 +=  1  ;; integer values
0002: jump LOWGAME_1086

:LOWGAME_1036
00D6: if  0
001A:    999999 > $1018  ;; integer values
004D: jump_if_false LOWGAME_1047
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false LOWGAME_1046
0006: @17 =  20  ;; integer values
0012: @17 *=  10  ;; integer values 
005E: $1018 += @17  ;; integer values 
0002: jump LOWGAME_1047

:LOWGAME_1046
0008: $1018 +=  20  ;; integer values

:LOWGAME_1047
0008: $1028 +=  1  ;; integer values
0002: jump LOWGAME_1086

:LOWGAME_1049
00D6: if  0
001A:    999999 > $1018  ;; integer values
004D: jump_if_false LOWGAME_1060
00D6: if  0
0038:   $1030 ==  2  ;; integer values
004D: jump_if_false LOWGAME_1059
0006: @17 =  10  ;; integer values
0012: @17 *=  10  ;; integer values 
005E: $1018 += @17  ;; integer values 
0002: jump LOWGAME_1060

:LOWGAME_1059
0008: $1018 +=  10  ;; integer values

:LOWGAME_1060
0008: $1028 +=  1  ;; integer values
0002: jump LOWGAME_1086

:LOWGAME_1062
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false LOWGAME_1066
0008: $1018 +=  0  ;; integer values

:LOWGAME_1066
0008: $1029 +=  1  ;; integer values
0002: jump LOWGAME_1086

:LOWGAME_1068
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false LOWGAME_1072
0008: $1018 +=  0  ;; integer values

:LOWGAME_1072
0008: $1029 +=  1  ;; integer values
0002: jump LOWGAME_1086

:LOWGAME_1074
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false LOWGAME_1078
0008: $1018 +=  0  ;; integer values

:LOWGAME_1078
0008: $1029 +=  1  ;; integer values
0002: jump LOWGAME_1086

:LOWGAME_1080
00D6: if  0
0018:   $1018 >  0  ;; integer values
004D: jump_if_false LOWGAME_1084
0008: $1018 +=  0  ;; integer values

:LOWGAME_1084
0008: $1029 +=  1  ;; integer values
0002: jump LOWGAME_1086

:LOWGAME_1086
00D6: if  0
0018:   $1018 >  999999  ;; integer values
004D: jump_if_false LOWGAME_1090
0004: $1018 =  999999  ;; integer values

:LOWGAME_1090
0051: return

:LOWGAME_1091
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @26 = integer_to_float $19  
0087: @9 = @26  ;; floating-point values only
008F: @26 = integer_to_float $20  
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  0
0021:   @26 >  64.0  ;; floating-point values
004D: jump_if_false LOWGAME_1138
05A4: @9 @10  0.0 -1.0 @26 
00D6: if  0
0023:    15.0 > @26  ;; floating-point values
004D: jump_if_false LOWGAME_1107
0006: @18 =  13  ;; integer values
0002: jump LOWGAME_1138

:LOWGAME_1107
00D6: if  0
0023:    75.0 > @26  ;; floating-point values
004D: jump_if_false LOWGAME_1117
00D6: if  0
0018:   $19 >  0  ;; integer values
004D: jump_if_false LOWGAME_1115
0006: @18 =  11  ;; integer values
0002: jump LOWGAME_1116

:LOWGAME_1115
0006: @18 =  15  ;; integer values

:LOWGAME_1116
0002: jump LOWGAME_1138

:LOWGAME_1117
00D6: if  0
0023:    105.0 > @26  ;; floating-point values
004D: jump_if_false LOWGAME_1127
00D6: if  0
0018:   $19 >  0  ;; integer values
004D: jump_if_false LOWGAME_1125
0006: @18 =  10  ;; integer values
0002: jump LOWGAME_1126

:LOWGAME_1125
0006: @18 =  9  ;; integer values

:LOWGAME_1126
0002: jump LOWGAME_1138

:LOWGAME_1127
00D6: if  0
0023:    165.0 > @26  ;; floating-point values
004D: jump_if_false LOWGAME_1137
00D6: if  0
0018:   $19 >  0  ;; integer values
004D: jump_if_false LOWGAME_1135
0006: @18 =  16  ;; integer values
0002: jump LOWGAME_1136

:LOWGAME_1135
0006: @18 =  12  ;; integer values

:LOWGAME_1136
0002: jump LOWGAME_1138

:LOWGAME_1137
0006: @18 =  14  ;; integer values

:LOWGAME_1138
0051: return

:LOWGAME_1139
004E: end_thread

:AUDIOL_1
03A4: name_thread 'AUDIOL'
0006: @8 =  0  ;; integer values
00D6: if  0
0039:   @8 == -1  ;; integer values
004D: jump_if_false AUDIOL_7
009A: @0 = create_actor  4  7 at  0.0  0.0  0.0

:AUDIOL_7
00D6: if  0
8038:   NOT   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false AUDIOL_25
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false AUDIOL_24
040D: unload_wav @3

:AUDIOL_14
00D6: if  0
8038:   NOT   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false AUDIOL_23
00D6: if  0
0038:   $1035 ==  1  ;; integer values
004D: jump_if_false AUDIOL_21
0002: jump AUDIOL_106

:AUDIOL_21
0001: wait  0 ms
0002: jump AUDIOL_14

:AUDIOL_23
0002: jump AUDIOL_25

:AUDIOL_24
0002: jump AUDIOL_106

:AUDIOL_25
05AA: s@5 = s$ACTOR_SPEECH_GXT_REFERENCE  ;; 8-byte strings
008B: @7 = $ACTOR_SPEECH_WAV_FILE  ;; integer values and handles
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  1  ;; integer values

:AUDIOL_28
00D6: if  0
0038:   $1035 ==  1  ;; integer values
004D: jump_if_false AUDIOL_32
0002: jump AUDIOL_94

:AUDIOL_32
0871: init_jump_table @8 total_jumps  4  0 AUDIOL_92 jumps  0 AUDIOL_33  1 AUDIOL_46  2 AUDIOL_72  3 AUDIOL_90 -1 AUDIOL_92 -1 AUDIOL_92 -1 AUDIOL_92 

:AUDIOL_33
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false AUDIOL_38
040D: unload_wav @3
03CF: load_wav @7 as @3

:AUDIOL_38
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false AUDIOL_43
094E: @0  1 
0A09: @0  1 

:AUDIOL_43
0006: @32 =  0  ;; integer values
000A: @8 +=  1  ;; integer values
0002: jump AUDIOL_92

:AUDIOL_46
00D6: if  0
03D0:   wav @3 loaded
004D: jump_if_false AUDIOL_67
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false AUDIOL_60
00D6: if  0
894D:   NOT @0 
004D: jump_if_false AUDIOL_59
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false AUDIOL_59
0949: link_wav @3 to_actor @0 

:AUDIOL_59
0967: @0  10000 

:AUDIOL_60
03D1: play_wav @3
00D6: if  0
85AE:   NOT   s@5 == 'DUMMY'  ;; 8-byte strings
004D: jump_if_false AUDIOL_65
00BC: text_highpriority s@5  10000 ms  1

:AUDIOL_65
000A: @8 +=  1  ;; integer values
0002: jump AUDIOL_71

:AUDIOL_67
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false AUDIOL_71
000A: @8 +=  1  ;; integer values

:AUDIOL_71
0002: jump AUDIOL_92

:AUDIOL_72
00D6: if  0
03D0:   wav @3 loaded
004D: jump_if_false AUDIOL_88
00D6: if  0
03D2:   wav @3 ended
004D: jump_if_false AUDIOL_80
000A: @8 +=  1  ;; integer values
0002: jump AUDIOL_87

:AUDIOL_80
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false AUDIOL_87
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false AUDIOL_87
000A: @8 +=  1  ;; integer values

:AUDIOL_87
0002: jump AUDIOL_89

:AUDIOL_88
000A: @8 +=  1  ;; integer values

:AUDIOL_89
0002: jump AUDIOL_92

:AUDIOL_90
0002: jump AUDIOL_94
0002: jump AUDIOL_92

:AUDIOL_92
0001: wait  0 ms
0002: jump AUDIOL_28

:AUDIOL_94
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false AUDIOL_100
094F: @0 
0A09: @0  0 
0968: @0 

:AUDIOL_100
040D: unload_wav @3
00D6: if  0
85AE:   NOT   s@5 == 'DUMMY'  ;; 8-byte strings
004D: jump_if_false AUDIOL_105
03D5: remove_text s@5

:AUDIOL_105
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  0  ;; integer values

:AUDIOL_106
004E: end_thread

:CLEANAU_1
03A4: name_thread 'CLEANAU'
0006: @32 =  0  ;; integer values
0004: $1035 =  1  ;; integer values

:CLEANAU_4
00D6: if  0
8038:   NOT   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CLEANAU_13
0001: wait  0 ms
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CLEANAU_12
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  0  ;; integer values

:CLEANAU_12
0002: jump CLEANAU_4

:CLEANAU_13
0459: end_thread_named 'AUDIOL'
0004: $1035 =  0  ;; integer values
004E: end_thread

:CLEANAU_16
004E: end_thread

:BDISPLY_1
03A4: name_thread 'BDISPLY'
00D6: if  0
0038:   $1048 ==  0  ;; integer values
004D: jump_if_false BDISPLY_7
0004: $1048 =  1  ;; integer values
0004: $1044 =  0  ;; integer values

:BDISPLY_7
03F0: text_draw_toggle  1
0390: 'LD_BEAT' 
038F:  1 "DOWN" 
038F:  2 "LEFT" 
038F:  3 "UP" 
038F:  4 "RIGHT" 
038F:  13 "UP" 
038F:  14 "DOWN" 
038F:  10 "RIGHT" 
038F:  9 "LEFT" 
038F:  11 "UPR" 
038F:  16 "DOWNR" 
038F:  12 "DOWNL" 
038F:  15 "UPL" 
038F:  17 "CRING" 
038F:  18 "CHIT" 
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_36
0001: wait  0 ms
00D6: if  0
09FA: (unknown)
004D: jump_if_false BDISPLY_42
0004: $1043 =  0  ;; integer values
0006: @23 =  0  ;; integer values

:BDISPLY_42
0953: @0 
00D6: if  0
04A4: @0  3 
004D: jump_if_false BDISPLY_151
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: $73 = $1038  ;; floating-point values only
005F: $73 += @6  ;; floating-point values 
0086: $74 = $1039  ;; floating-point values only
03E3:  1 
038D:  17 $73 $74 @20 @19  128  128  128  255 
01BD: $1047 = current_time_in_ms
0060: $1047 -= $1046  ;; integer values
0006: @0 =  1  ;; integer values

:BDISPLY_64
00D6: if  0
001B:    11 > @0  ;; integer values
004D: jump_if_false BDISPLY_105
07B1: @0 @8 @10 @12 
00D6: if  0
8039:   NOT   @10 ==  0  ;; integer values
004D: jump_if_false BDISPLY_103
00D6: if  0
001E:   $1036 > @8  ;; integer values
004D: jump_if_false BDISPLY_103
0050: gosub BDISPLY_163
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: $73 = $1038  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0086: $74 = $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  0
001B:    0 > @8  ;; integer values
004D: jump_if_false BDISPLY_95
0007: @5 =  1.0  ;; floating-point values

:BDISPLY_95
0013: @5 *=  255.0  ;; floating-point values 
0092: @4 = float_to_integer @5  
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false BDISPLY_103
0050: gosub BDISPLY_213
03E3:  1 
038D: @18 $73 $74 $1042 $1041  128  128  128 @4 

:BDISPLY_103
000A: @0 +=  1  ;; integer values
0002: jump BDISPLY_64

:BDISPLY_105
00D6: if  0
0038:   $1045 ==  0  ;; integer values
004D: jump_if_false BDISPLY_150
0006: @0 = -1  ;; integer values

:BDISPLY_109
00D6: if  0
0019:   @0 > -11  ;; integer values
004D: jump_if_false BDISPLY_150
07B1: @0 @8 @10 @12 
0012: @8 *= -1  ;; integer values 
00D6: if  0
8039:   NOT   @10 ==  0  ;; integer values
004D: jump_if_false BDISPLY_148
00D6: if  0
001E:   $1037 > @8  ;; integer values
004D: jump_if_false BDISPLY_148
0050: gosub BDISPLY_163
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: $73 = $1038  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0086: $74 = $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  0
001B:    0 > @8  ;; integer values
004D: jump_if_false BDISPLY_140
0007: @5 =  1.0  ;; floating-point values

:BDISPLY_140
0013: @5 *=  255.0  ;; floating-point values 
0092: @4 = float_to_integer @5  
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false BDISPLY_148
0050: gosub BDISPLY_213
03E3:  1 
038D: @18 $73 $74 $1042 $1041  128  128  128 @4 

:BDISPLY_148
000E: @0 -=  1  ;; integer values
0002: jump BDISPLY_109

:BDISPLY_150
0002: jump BDISPLY_152

:BDISPLY_151
0002: jump BDISPLY_158

:BDISPLY_152
00D6: if  0
0038:   $1044 ==  0  ;; integer values
004D: jump_if_false BDISPLY_157
0002: jump BDISPLY_36
0002: jump BDISPLY_158

:BDISPLY_157
0002: jump BDISPLY_158

:BDISPLY_158
0004: $1044 =  0  ;; integer values
0004: $1048 =  0  ;; integer values
03F0: text_draw_toggle  0
0391: (unknown)
004E: end_thread

:BDISPLY_163
0006: @18 =  0  ;; integer values
00D6: if  0
0039:   @10 ==  1  ;; integer values
004D: jump_if_false BDISPLY_168
0006: @18 =  1  ;; integer values

:BDISPLY_168
00D6: if  0
0039:   @10 ==  2  ;; integer values
004D: jump_if_false BDISPLY_172
0006: @18 =  2  ;; integer values

:BDISPLY_172
00D6: if  0
0039:   @10 ==  3  ;; integer values
004D: jump_if_false BDISPLY_176
0006: @18 =  3  ;; integer values

:BDISPLY_176
00D6: if  0
0039:   @10 ==  4  ;; integer values
004D: jump_if_false BDISPLY_180
0006: @18 =  4  ;; integer values

:BDISPLY_180
00D6: if  0
0039:   @10 ==  9  ;; integer values
004D: jump_if_false BDISPLY_184
0006: @18 =  9  ;; integer values

:BDISPLY_184
00D6: if  0
0039:   @10 ==  10  ;; integer values
004D: jump_if_false BDISPLY_188
0006: @18 =  10  ;; integer values

:BDISPLY_188
00D6: if  0
0039:   @10 ==  11  ;; integer values
004D: jump_if_false BDISPLY_192
0006: @18 =  11  ;; integer values

:BDISPLY_192
00D6: if  0
0039:   @10 ==  12  ;; integer values
004D: jump_if_false BDISPLY_196
0006: @18 =  12  ;; integer values

:BDISPLY_196
00D6: if  0
0039:   @10 ==  13  ;; integer values
004D: jump_if_false BDISPLY_200
0006: @18 =  13  ;; integer values

:BDISPLY_200
00D6: if  0
0039:   @10 ==  14  ;; integer values
004D: jump_if_false BDISPLY_204
0006: @18 =  14  ;; integer values

:BDISPLY_204
00D6: if  0
0039:   @10 ==  15  ;; integer values
004D: jump_if_false BDISPLY_208
0006: @18 =  15  ;; integer values

:BDISPLY_208
00D6: if  0
0039:   @10 ==  16  ;; integer values
004D: jump_if_false BDISPLY_212
0006: @18 =  16  ;; integer values

:BDISPLY_212
0051: return

:BDISPLY_213
00D6: if  1
0018:   $1043 >  0  ;; integer values
0039:   @23 ==  0  ;; integer values
004D: jump_if_false BDISPLY_220
07B1:  0 @1 @1 @25 
000A: @25 +=  1  ;; integer values
0006: @23 =  1  ;; integer values

:BDISPLY_220
0085: @13 = @12  ;; integer values and handles
005A: @13 += @0  ;; integer values 
00D6: if  0
001B:    0 > @0  ;; integer values
004D: jump_if_false BDISPLY_227
0012: @8 *= -1  ;; integer values 
000A: @13 +=  1  ;; integer values

:BDISPLY_227
00D6: if  0
003B:   @13 == @25  ;; integer values 
004D: jump_if_false BDISPLY_239
00D6: if  1
002B:    3000 >= @8  ;; integer values 
0019:   @8 > -400  ;; integer values
004D: jump_if_false BDISPLY_236
0050: gosub BDISPLY_241
0002: jump BDISPLY_238

:BDISPLY_236
0006: @23 =  0  ;; integer values
0004: $1043 =  0  ;; integer values

:BDISPLY_238
0002: jump BDISPLY_240

:BDISPLY_239
0004: $1043 =  0  ;; integer values

:BDISPLY_240
0051: return

:BDISPLY_241
0871: init_jump_table @23 total_jumps  3  0 BDISPLY_288 jumps  1 BDISPLY_242  2 BDISPLY_265  3 BDISPLY_275 -1 BDISPLY_288 -1 BDISPLY_288 -1 BDISPLY_288 -1 BDISPLY_288 

:BDISPLY_242
00D6: if  0
0038:   $1043 ==  1  ;; integer values
004D: jump_if_false BDISPLY_248
0006: @26 =  90  ;; integer values
0006: @27 =  100  ;; integer values
0002: jump BDISPLY_259

:BDISPLY_248
00D6: if  0
0038:   $1043 ==  2  ;; integer values
004D: jump_if_false BDISPLY_254
0006: @26 =  190  ;; integer values
0006: @27 =  80  ;; integer values
0002: jump BDISPLY_259

:BDISPLY_254
00D6: if  0
0038:   $1043 ==  3  ;; integer values
004D: jump_if_false BDISPLY_259
0006: @26 =  255  ;; integer values
0006: @27 =  25  ;; integer values

:BDISPLY_259
0085: @24 = @26  ;; integer values and handles
0006: @33 =  0  ;; integer values
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
000A: @23 +=  1  ;; integer values
0002: jump BDISPLY_288

:BDISPLY_265
00D6: if  0
001D:   @27 > @33  ;; integer values  
004D: jump_if_false BDISPLY_271
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
0002: jump BDISPLY_274

:BDISPLY_271
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
000A: @23 +=  1  ;; integer values

:BDISPLY_274
0002: jump BDISPLY_288

:BDISPLY_275
0085: @1 = @26  ;; integer values and handles
0072: @1 /= @17  ;; integer values 
0012: @1 *=  4  ;; integer values 
0062: @24 -= @1  ;; integer values 
00D6: if  0
002B:    0 >= @24  ;; integer values 
004D: jump_if_false BDISPLY_285
0006: @24 =  0  ;; integer values
0006: @23 =  0  ;; integer values
0004: $1043 =  0  ;; integer values

:BDISPLY_285
03E3:  1 
038D:  18 $73 $74 @21 @22  128  128  128 @24 
0002: jump BDISPLY_288

:BDISPLY_288
0051: return

:BDISPLY_289
004E: end_thread

:IMPEXPM_1
03A4: name_thread 'IMPEXPM'
00D6: if  0
8038:   NOT   $1181 ==  99  ;; integer values
004D: jump_if_false IMPEXPM_51
00D6: if  0
0038:   $1181 == -1000  ;; integer values
004D: jump_if_false IMPEXPM_10
029B: @27 = init_object #NF_BLACKBOARD at  0.0  0.0  0.0
09E2: $2830 = parked_car_generator_w_numberplate  587 -1 -1  0 alarm  50 door_lock  0  0  10000 plate "IMPEXP__" at  0.0  0.0  0.0 angle  180.0

:IMPEXPM_10
00D6: if  0
83CA:   NOT   object @27 exists
004D: jump_if_false IMPEXPM_18
029B: @27 = init_object #NF_BLACKBOARD at -1573.881  135.3845  2.535
0177: set_object @27 z_angle_to  180.0
0550: unknown_keep_object @27 in_memory  1
0392: object @27 toggle_in_moving_list  0
01C7: remove_object_from_mission_cleanup_list @27

:IMPEXPM_18
0004: $CARS_TO_EXPORT_LIST_COUNTER =  0  ;; integer values
04AE: unknown $1076 radar_icon_or_model  589
04AE: unknown $1076(1) radar_icon_or_model  404
04AE: unknown $1076(2) radar_icon_or_model  559
04AE: unknown $1076(3) radar_icon_or_model  589
04AE: unknown $1076(4) radar_icon_or_model  404
04AE: unknown $1076(5) radar_icon_or_model  559
0006: @4 =  6  ;; integer values

:IMPEXPM_26
00D6: if  0
001B:    42 > @4  ;; integer values
004D: jump_if_false IMPEXPM_32
0004: $1076(@4,42i) = -1  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_26

:IMPEXPM_32
05A9: s$1167 = 'IE16'  ;; 8-byte strings
05A9: s$1167(1) = 'IE10'  ;; 8-byte strings
05A9: s$1167(2) = 'IE11'  ;; 8-byte strings
05A9: s$1167(3) = 'IE12'  ;; 8-byte strings
05A9: s$1167(4) = 'IE13'  ;; 8-byte strings
05A9: s$1167(5) = 'IE14'  ;; 8-byte strings
05A9: s$1167(6) = 'IE15'  ;; 8-byte strings
0004: $1183 =  0  ;; integer values
0004: $1182 =  0  ;; integer values
0004: $1184 =  0  ;; integer values
0005: $1186 =  .8  ;; floating-point values
0005: $1187 =  1.0  ;; floating-point values
0004: $1189 = -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_1 
0004: $1181 =  99  ;; integer values

:IMPEXPM_51
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_61
00D6: if  1
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1574.881  135.3845 radius  150.0  150.0
0038:   $1909 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_61
0006: @15 =  0  ;; integer values
0002: jump IMPEXPM_63

:IMPEXPM_61
0002: jump IMPEXPM_51
0006: @26 =  0  ;; integer values

:IMPEXPM_63
00D6: if  0
0038:   $1909 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_71
00D6: if  0
0038:   $41 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_71
0004: $41 =  0  ;; integer values
0004: $1146 =  1  ;; integer values

:IMPEXPM_71
0050: gosub IMPEXPM_1296
00D6: if  0
0039:   @16 == -1  ;; integer values
004D: jump_if_false IMPEXPM_85
00A5: @17 = create_car  413 at  0.0  0.0  0.0
00A5: @20 = create_car  413 at  0.0  0.0  0.0
00A5: @22 = create_car  413 at  0.0  0.0  0.0
0107: @27 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $1120 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $1130 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $1140 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: @24 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $2729 = create_object #WOODENBOX at  0.0  0.0  0.0
0107: $1147 = create_object #WOODENBOX at  0.0  0.0  0.0

:IMPEXPM_85
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_1081
0050: gosub IMPEXPM_1175
00D6: if  0
0038:   $1909 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_117
00D6: if  0
03CA:   object $1147 exists
004D: jump_if_false IMPEXPM_99
0108: destroy_object $1147

:IMPEXPM_99
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  0  ;; integer values
004D: jump_if_false IMPEXPM_105
0400: create_coordinate $73 $74 $75 from_object @27 offset  0.0  0.0  0.0
029B: $1147 = init_object #NF_LIST_1 at $73 $74 $75
0177: set_object $1147 z_angle_to  180.0

:IMPEXPM_105
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  1  ;; integer values
004D: jump_if_false IMPEXPM_111
0400: create_coordinate $73 $74 $75 from_object @27 offset  0.0  0.0  0.0
029B: $1147 = init_object #NF_LIST_2 at $73 $74 $75
0177: set_object $1147 z_angle_to  180.0

:IMPEXPM_111
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  2  ;; integer values
004D: jump_if_false IMPEXPM_117
0400: create_coordinate $73 $74 $75 from_object @27 offset  0.0  0.0  0.0
029B: $1147 = init_object #NF_LIST_3 at $73 $74 $75
0177: set_object $1147 z_angle_to  180.0

:IMPEXPM_117
0050: gosub IMPEXPM_1296
00D6: if  0
0038:   $1909 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_162
0006: @4 =  0  ;; integer values

:IMPEXPM_122
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_162
00D6: if  0
03CA:   object $1120(@4,10i) exists
004D: jump_if_false IMPEXPM_129
0108: destroy_object $1120(@4,10i)

:IMPEXPM_129
0004: $1120(@4,10i) = -1  ;; integer values
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1185 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_160
00D6: if  0
0038:   $1060(@4,10i) ==  1  ;; integer values
004D: jump_if_false IMPEXPM_160
00D6: if  0
83CA:   NOT   object $1120(@4,10i) exists
004D: jump_if_false IMPEXPM_160
0400: create_coordinate $73 $74 $75 from_object @27 offset  0.0  0.0  0.0
0093: @12 = integer_to_float @4  
00D6: if  0
0021:   @12 >  4.0  ;; floating-point values
004D: jump_if_false IMPEXPM_146
000B: @12 += -5.0  ;; floating-point values

:IMPEXPM_146
0087: @13 = @12  ;; floating-point values only
0013: @13 *= -.05  ;; floating-point values 
0013: @12 *= -.2355  ;; floating-point values 
005B: @12 += @13  ;; floating-point values 
005F: $75 += @12  ;; floating-point values 
00D6: if  0
001B:    5 > @4  ;; integer values
004D: jump_if_false IMPEXPM_155
0009: $73 +=  1.741  ;; floating-point values

:IMPEXPM_155
0013: @12 *= -.1  ;; floating-point values 
005F: $75 += @12  ;; floating-point values 
029B: $1120(@4,10i) = init_object #WANTED_CROSS_OFF at $73 $74 $75
0550: unknown_keep_object $1120(@4,10i) in_memory  1
0177: set_object $1120(@4,10i) z_angle_to  180.0

:IMPEXPM_160
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_122

:IMPEXPM_162
0001: wait  0 ms
00D6: if  0
0038:   $1909 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_167
0002: jump IMPEXPM_162

:IMPEXPM_167
00D6: if  0
0039:   @26 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_190
00D6: if  0
056E: @22 
004D: jump_if_false IMPEXPM_190
00D6: if  0
8119:   NOT   car @22 wrecked
004D: jump_if_false IMPEXPM_183
0519: unknown_car @22 flag  1
00D6: if  0
82CA:   NOT   car @22 bounding_sphere_visible
004D: jump_if_false IMPEXPM_182
00A6: destroy_car @22
0006: @26 =  0  ;; integer values

:IMPEXPM_182
0002: jump IMPEXPM_185

:IMPEXPM_183
00A6: destroy_car @22
0006: @26 =  0  ;; integer values

:IMPEXPM_185
0798: $2729 @17 @18 @19 
00D6: if  0
003B:   @17 == @22  ;; integer values 
004D: jump_if_false IMPEXPM_190
0799: $2729 

:IMPEXPM_190
00D6: if  1
8038:   NOT   $1182 ==  0  ;; integer values
0019:   @33 >  5000  ;; integer values
004D: jump_if_false IMPEXPM_207
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false IMPEXPM_207
00D6: if  0
0038:   $1182 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_202
03E5: text_box 'IE25'

:IMPEXPM_202
00D6: if  0
0038:   $1182 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_206
03E5: text_box 'IE26'

:IMPEXPM_206
0004: $1182 =  0  ;; integer values

:IMPEXPM_207
00D6: if  0
0038:   $1183 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_222
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_222
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1574.881  135.3845 radius  40.0  40.0
004D: jump_if_false IMPEXPM_222
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false IMPEXPM_222
03E5: text_box 'IE27'
0008: $1183 +=  1  ;; integer values

:IMPEXPM_222
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_870
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1574.881  135.3845 radius  150.0  150.0
004D: jump_if_false IMPEXPM_868
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_540
00D6: if  0
0038:   $1184 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_503
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_339
0050: gosub IMPEXPM_1163
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_244
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1577.942  52.6333  16.3281 radius  4.0  4.0  6.0
004D: jump_if_false IMPEXPM_244

:IMPEXPM_244
073E: -1577.942  52.6333  16.3281  4.0 -1 $48 
00D6: if  0
056E: $48 
004D: jump_if_false IMPEXPM_299
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false IMPEXPM_299
00D6: if  0
01C1:   car $48 stopped
004D: jump_if_false IMPEXPM_299
00D6: if  0
81F3:   NOT   car $48 airborne
004D: jump_if_false IMPEXPM_299
00D6: if  0
803C:   NOT   $48 == @17  ;; integer values 
004D: jump_if_false IMPEXPM_299
0441: @6 = car $48 model
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values

:IMPEXPM_263
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_276
00D6: if  0
003C:   $CAR_MODEL_TO_EXPORT(@4,10i) == @6  ;; integer values 
004D: jump_if_false IMPEXPM_274
00D6: if  0
0038:   $1060(@4,10i) ==  0  ;; integer values
004D: jump_if_false IMPEXPM_274
0006: @5 =  1  ;; integer values
0006: @4 =  10  ;; integer values

:IMPEXPM_274
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_263

:IMPEXPM_276
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_295
008B: @22 = $48  ;; integer values and handles
00D6: if  0
0431:   car $48 car_passenger_seat_free  0
004D: jump_if_false IMPEXPM_287
0376: @18 = create_random_actor -1576.88  55.26  8.57
0430: @18 $48  0 
0337: unknown_actor @18 flag  0
0002: jump IMPEXPM_292

:IMPEXPM_287
0432: @18 = get_actor_handle_from_car $48 passenger  0
009B: destroy_actor_instantly @18
0376: @18 = create_random_actor -1576.88  55.26  8.57
0430: @18 $48  0 
0337: unknown_actor @18 flag  0

:IMPEXPM_292
000A: @16 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump IMPEXPM_299

:IMPEXPM_295
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false IMPEXPM_299
00BB: text_lowpriority 'IE23'  3000 ms  1

:IMPEXPM_299
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_339
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false IMPEXPM_339
00D6: if  0
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_339
03C0: $48 = actor $PLAYER_ACTOR car
0441: @6 = car $48 model
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values

:IMPEXPM_312
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_325
00D6: if  0
003C:   $CAR_MODEL_TO_EXPORT(@4,10i) == @6  ;; integer values 
004D: jump_if_false IMPEXPM_323
00D6: if  0
0038:   $1060(@4,10i) ==  0  ;; integer values
004D: jump_if_false IMPEXPM_323
0006: @5 =  1  ;; integer values
0006: @4 =  10  ;; integer values

:IMPEXPM_323
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_312

:IMPEXPM_325
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_335
008B: @22 = $48  ;; integer values and handles
00D6: if  0
8119:   NOT   car @22 wrecked
004D: jump_if_false IMPEXPM_332

:IMPEXPM_332
000A: @16 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump IMPEXPM_339

:IMPEXPM_335
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false IMPEXPM_339
00BB: text_lowpriority 'IE23'  3000 ms  1

:IMPEXPM_339
00D6: if  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_429
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false IMPEXPM_346
0797: $2729  .7 

:IMPEXPM_346
0004: $1912 =  1  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_351
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:IMPEXPM_351
016A: fade  0 ()  250 ms

:IMPEXPM_352
00D6: if  0
016B:   fading
004D: jump_if_false IMPEXPM_357
0001: wait  0 ms
0002: jump IMPEXPM_352

:IMPEXPM_357
00D6: if  0
056E: @22 
004D: jump_if_false IMPEXPM_372
00D6: if  0
8119:   NOT   car @22 wrecked
004D: jump_if_false IMPEXPM_372
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_367
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75

:IMPEXPM_367
00AB: put_car @22 at -1577.942  52.6333  40.0
0519: unknown_car @22 flag  1
0227: @4 = car @22 health
0091: $1188 = integer_to_float @4  
0015: $1188 /=  1000.0  ;; floating-point values

:IMPEXPM_372
02A3: toggle_widescreen  1 (on)
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  0
8119:   NOT   car @22 wrecked
004D: jump_if_false IMPEXPM_398
0441: @4 = car @22 model
07E4: @4 $73 $74 $75 @7 @8 @9 
0087: @12 = @8  ;; floating-point values only
0065: @12 -= $74  ;; 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: $73 = -1577.942  ;; floating-point values
005F: $73 += @14  ;; floating-point values 
0005: $74 =  52.6333  ;; floating-point values
005F: $74 += @13  ;; floating-point values 
0005: $75 =  16.3281  ;; floating-point values
0519: unknown_car @22 flag  0
00AB: put_car @22 at $73 $74 $75
0175: set_car @22 z_angle_to  315.0

:IMPEXPM_398
016A: fade  1 (back)  250 ms

:IMPEXPM_399
00D6: if  0
016B:   fading
004D: jump_if_false IMPEXPM_404
0001: wait  0 ms
0002: jump IMPEXPM_399

:IMPEXPM_404
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_422
00D6: if  0
8119:   NOT   car @22 wrecked
004D: jump_if_false IMPEXPM_422
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @22
004D: jump_if_false IMPEXPM_421
0006: @31 =  1  ;; integer values
0615: @30 
05CD: unknown_action_sequence -1 @22 
05D3: unknown_action_sequence -1 -1578.164  63.7954  16.3281  4  10000 
0616: @30 
0618: $PLAYER_ACTOR @30 
061B: @30 
0002: jump IMPEXPM_422

:IMPEXPM_421
0006: @31 =  0  ;; integer values

:IMPEXPM_422
00BC: text_highpriority 'IE24'  5000 ms  1
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false IMPEXPM_427
0006: @1 =  1  ;; integer values

:IMPEXPM_427
0006: @32 =  0  ;; integer values
000A: @16 +=  1  ;; integer values

:IMPEXPM_429
00D6: if  0
0039:   @16 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_447
00D6: if  21
0019:   @32 >  5000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false IMPEXPM_440
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_440
000A: @16 +=  1  ;; integer values

:IMPEXPM_440
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_447
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false IMPEXPM_447
0006: @1 =  0  ;; integer values

:IMPEXPM_447
00D6: if  0
0039:   @16 ==  3  ;; integer values
004D: jump_if_false IMPEXPM_503
016A: fade  0 ()  500 ms

:IMPEXPM_451
00D6: if  0
016B:   fading
004D: jump_if_false IMPEXPM_456
0001: wait  0 ms
0002: jump IMPEXPM_451

:IMPEXPM_456
00D6: if  0
8039:   NOT   @31 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_465
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_465
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -1578.164  63.7954  16.3281
0173: set_actor $PLAYER_ACTOR z_angle_to  .8

:IMPEXPM_465
0050: gosub IMPEXPM_1006
00A6: destroy_car @22
00D6: if  0
056D:   unknown_actor @18 dead_but_valid
004D: jump_if_false IMPEXPM_471
009B: destroy_actor_instantly @18

:IMPEXPM_471
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0004: $1912 =  0  ;; integer values
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_479
0004: $1911 =  1  ;; integer values

:IMPEXPM_479
016A: fade  1 (back)  500 ms

:IMPEXPM_480
00D6: if  0
016B:   fading
004D: jump_if_false IMPEXPM_485
0001: wait  0 ms
0002: jump IMPEXPM_480

:IMPEXPM_485
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_489
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:IMPEXPM_489
00D6: if  0
0038:   $1184 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_495
00BA: text_styled 'IE29'  5000 ms  1
097A: -1000.0 -1000.0 -1000.0  1058 
0001: wait  5000 ms

:IMPEXPM_495
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_499
0109: player $PLAYER_CHAR money += @29

:IMPEXPM_499
01E3: text_1number_styled 'IE30' @29  5000 ms  1
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @33 =  0  ;; integer values
0002: jump IMPEXPM_63

:IMPEXPM_503
00D6: if  0
03CA:   object @27 exists
004D: jump_if_false IMPEXPM_540
0400: create_coordinate $73 $74 $75 from_object @27 offset  0.0  1.5  0.0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_540
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  2.0  1.0  2.0
004D: jump_if_false IMPEXPM_534
00D6: if  0
8039:   NOT   @23 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_518
03E5: text_box 'IE18'
0006: @23 =  1  ;; integer values

:IMPEXPM_518
07CC: $PLAYER_CHAR  0 
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_529
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false IMPEXPM_528
0006: @0 =  1  ;; integer values
0006: @15 =  1  ;; integer values
0002: jump IMPEXPM_63

:IMPEXPM_528
0002: jump IMPEXPM_533

:IMPEXPM_529
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false IMPEXPM_533
0006: @0 =  0  ;; integer values

:IMPEXPM_533
0002: jump IMPEXPM_540

:IMPEXPM_534
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_539
03E6: remove_text_box
0006: @23 =  0  ;; integer values

:IMPEXPM_539
07CC: $PLAYER_CHAR  1 

:IMPEXPM_540
00D6: if  0
0039:   @15 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_867

:IMPEXPM_543
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_563
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_550
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:IMPEXPM_550
0512: permanent_text_box 'IE20'
0581: toggle_radar  0 (off)
08D4: 'IE09'  29.0  170.0  180.0  1  1  1  0 $1153 
08DB: $1153  0 'DUMMY' 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
00D6: if  0
0039:   @4 == -69  ;; integer values
004D: jump_if_false IMPEXPM_559
090E: $1153 $1148 
0002: jump IMPEXPM_562

:IMPEXPM_559
07D0: @4 = weekday
000A: @4 += -1  ;; integer values
090E: $1153 @4 

:IMPEXPM_562
000A: @16 +=  1  ;; integer values

:IMPEXPM_563
00D6: if  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_607
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_577
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false IMPEXPM_576
08D7: $1153 $1148 
000A: @16 +=  1  ;; integer values
0006: @1 =  1  ;; integer values
03D5: remove_text 'IE28'

:IMPEXPM_576
0002: jump IMPEXPM_581

:IMPEXPM_577
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false IMPEXPM_581
0006: @1 =  0  ;; integer values

:IMPEXPM_581
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_598
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false IMPEXPM_597
0050: gosub IMPEXPM_942
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_592
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:IMPEXPM_592
0581: toggle_radar  1 (on)
03E6: remove_text_box
0006: @15 =  0  ;; integer values
0006: @16 =  0  ;; integer values
0006: @0 =  1  ;; integer values

:IMPEXPM_597
0002: jump IMPEXPM_602

:IMPEXPM_598
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false IMPEXPM_602
0006: @0 =  0  ;; integer values

:IMPEXPM_602
00D6: if  21
00E1:   key_pressed  0  8
00E1:   key_pressed  0  9
004D: jump_if_false IMPEXPM_607
03D5: remove_text 'IE28'

:IMPEXPM_607
00D6: if  0
0039:   @16 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_667
0084: $1194 = $1148  ;; integer values and handles
0050: gosub IMPEXPM_1175
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values

:IMPEXPM_614
00D6: if  0
001B:    6 > @4  ;; integer values
004D: jump_if_false IMPEXPM_624
00D6: if  0
8038:   NOT   $1070(@4,6i) == -1  ;; integer values
004D: jump_if_false IMPEXPM_622
0006: @5 =  1  ;; integer values
0006: @4 =  6  ;; integer values

:IMPEXPM_622
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_614

:IMPEXPM_624
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_631
00BC: text_highpriority 'IE28'  5000 ms  1
0006: @16 =  1  ;; integer values
0002: jump IMPEXPM_543
0002: jump IMPEXPM_667

:IMPEXPM_631
0512: permanent_text_box 'IE21'
08DA: $1153 
08D4: 'IE09'  29.0  170.0  180.0  2  1  1  0 $1154 
0006: @4 =  0  ;; integer values

:IMPEXPM_635
00D6: if  0
001B:    6 > @4  ;; integer values
004D: jump_if_false IMPEXPM_648
008B: @6 = $1070(@4,6i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @6 == -1  ;; integer values
004D: jump_if_false IMPEXPM_645
0050: gosub IMPEXPM_1324
05A9: $1155(@4,6s) = s$1151  ;; 8-byte strings
0002: jump IMPEXPM_646

:IMPEXPM_645
05A9: $1155(@4,6s) = 'DUMMY'  ;; 8-byte strings

:IMPEXPM_646
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_635

:IMPEXPM_648
008B: @4 = $1148  ;; integer values and handles
08DB: $1154  0 $1167(@4,7s) s$1155 s$1155(1) s$1155(2) s$1155(3) s$1155(4) s$1155(5) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: $1154  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0006: @4 =  0  ;; integer values

:IMPEXPM_652
00D6: if  0
001B:    6 > @4  ;; integer values
004D: jump_if_false IMPEXPM_666
008B: @6 = $1070(@4,6i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @6 == -1  ;; integer values
004D: jump_if_false IMPEXPM_664
09E1: $1070(@4,6i) $1119 
008F: @12 = integer_to_float $1119  
006F: @12 *= $1186  ;; floating-point values
0090: $1119 = float_to_integer @12  
08EE: $1154  1 @4 'DOLLAR' $1119 

:IMPEXPM_664
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_652

:IMPEXPM_666
000A: @16 +=  1  ;; integer values

:IMPEXPM_667
00D6: if  0
0039:   @16 ==  3  ;; integer values
004D: jump_if_false IMPEXPM_700
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_680
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false IMPEXPM_679
08D7: $1154 $1149 
000A: @16 +=  1  ;; integer values
0006: @1 =  1  ;; integer values

:IMPEXPM_679
0002: jump IMPEXPM_684

:IMPEXPM_680
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false IMPEXPM_684
0006: @1 =  0  ;; integer values

:IMPEXPM_684
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_696
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false IMPEXPM_695
0050: gosub IMPEXPM_942
0006: @16 =  0  ;; integer values
0006: @0 =  1  ;; integer values
0006: @4 = -69  ;; integer values
0002: jump IMPEXPM_543

:IMPEXPM_695
0002: jump IMPEXPM_700

:IMPEXPM_696
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false IMPEXPM_700
0006: @0 =  0  ;; integer values

:IMPEXPM_700
00D6: if  0
0039:   @16 ==  4  ;; integer values
004D: jump_if_false IMPEXPM_741
07D0: @4 = weekday
000A: @4 += -1  ;; integer values
00D6: if  0
87D6:   NOT @4 $1148 
004D: jump_if_false IMPEXPM_711
00BC: text_highpriority 'IE19'  5000 ms  1
0050: gosub IMPEXPM_942
0006: @16 =  0  ;; integer values

:IMPEXPM_711
09E1: $1070(@25,6i) $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  0
001E:   $1119 > @4  ;; integer values
004D: jump_if_false IMPEXPM_722
00BC: text_highpriority 'IE07'  5000 ms  1
0050: gosub IMPEXPM_942
0006: @16 =  0  ;; integer values

:IMPEXPM_722
00D6: if  0
8039:   NOT   @16 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_730
00D6: if  0
0038:   $1070($1149,6i) == -1  ;; integer values
004D: jump_if_false IMPEXPM_730
0050: gosub IMPEXPM_942
0006: @16 =  0  ;; integer values

:IMPEXPM_730
00D6: if  0
8039:   NOT   @16 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_741
09E1: $1070(@25,6i) $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_741
00D6: if  0
0039:   @16 ==  5  ;; integer values
004D: jump_if_false IMPEXPM_790
00D6: if  0
8248:   NOT   model $1070($1149,6i) available
004D: jump_if_false IMPEXPM_753
0247: request_model $1070($1149,6i)

:IMPEXPM_748
00D6: if  0
8248:   NOT   model $1070($1149,6i) available
004D: jump_if_false IMPEXPM_753
0001: wait  0 ms
0002: jump IMPEXPM_748

:IMPEXPM_753
03E6: remove_text_box
0050: gosub IMPEXPM_942
0395: clear_area  1 at -1572.168  63.2853  16.3281 range  20.0
0050: gosub IMPEXPM_1414
00A5: $1118 = create_car $1070($1149,6i) at -1572.168  63.2853  16.3281
0878: $1118  0.0 
0175: set_car $1118 z_angle_to  315.0
0249: release_model $1070($1149,6i)
00D6: if  0
04A3:   unknown $1070($1149,6i) ==  589
004D: jump_if_false IMPEXPM_765
0229: set_car $1118 color_to  11  0

:IMPEXPM_765
0441: @4 = car $1118 model
07E4: @4 $73 $74 $75 @7 @8 @9 
0087: @12 = @8  ;; floating-point values only
0065: @12 -= $74  ;; 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: $73 = -1572.168  ;; floating-point values
005F: $73 += @14  ;; floating-point values 
0005: $74 =  63.2853  ;; floating-point values
005F: $74 += @13  ;; floating-point values 
0005: $75 =  16.3281  ;; floating-point values
00AB: put_car $1118 at $73 $74 $75
0175: set_car $1118 z_angle_to  315.0
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
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
0623: add  1 to_stats  214
0006: @32 =  0  ;; integer values
000A: @16 +=  1  ;; integer values

:IMPEXPM_790
00D6: if  0
0039:   @16 ==  6  ;; integer values
004D: jump_if_false IMPEXPM_810
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false IMPEXPM_798
000A: @16 +=  1  ;; integer values
0002: jump IMPEXPM_810

:IMPEXPM_798
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_806
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false IMPEXPM_805
000A: @16 +=  1  ;; integer values

:IMPEXPM_805
0002: jump IMPEXPM_810

:IMPEXPM_806
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false IMPEXPM_810
0006: @1 =  0  ;; integer values

:IMPEXPM_810
00D6: if  0
0039:   @16 ==  7  ;; integer values
004D: jump_if_false IMPEXPM_825
00BE: text_clear_all
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_821
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:IMPEXPM_821
07CC: $PLAYER_CHAR  1 
0581: toggle_radar  1 (on)
03E6: remove_text_box
000A: @16 +=  1  ;; integer values

:IMPEXPM_825
00D6: if  0
0039:   @16 ==  8  ;; integer values
004D: jump_if_false IMPEXPM_867
00D6: if  0
8119:   NOT   car $1118 wrecked
004D: jump_if_false IMPEXPM_840
00D6: if  1
81AF:   NOT   car $1118  0 ()near_point -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_839
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_63

:IMPEXPM_839
0002: jump IMPEXPM_844

:IMPEXPM_840
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_63

:IMPEXPM_844
00D6: if  0
03CA:   object @27 exists
004D: jump_if_false IMPEXPM_867
0400: create_coordinate $73 $74 $75 from_object @27 offset  0.0  1.5  0.0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_867
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  2.0  1.0  2.0
004D: jump_if_false IMPEXPM_867
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_863
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false IMPEXPM_862
0006: @0 =  1  ;; integer values
00BC: text_highpriority 'IE08'  5000 ms  1

:IMPEXPM_862
0002: jump IMPEXPM_867

:IMPEXPM_863
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false IMPEXPM_867
0006: @0 =  0  ;; integer values

:IMPEXPM_867
0002: jump IMPEXPM_869

:IMPEXPM_868
0002: jump IMPEXPM_945

:IMPEXPM_869
0002: jump IMPEXPM_871

:IMPEXPM_870
0002: jump IMPEXPM_945

:IMPEXPM_871
00D6: if  0
0736:  85 
004D: jump_if_false IMPEXPM_887
0006: @4 =  0  ;; integer values

:IMPEXPM_875
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_885
00D6: if  0
0038:   $1060(@4,10i) ==  0  ;; integer values
004D: jump_if_false IMPEXPM_883
008B: @6 = $CAR_MODEL_TO_EXPORT(@4,10i)  ;; integer values and handles
0006: @4 =  10  ;; integer values

:IMPEXPM_883
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_875

:IMPEXPM_885
0050: gosub IMPEXPM_1006
0002: jump IMPEXPM_63

:IMPEXPM_887
00D6: if  0
0736:  84 
004D: jump_if_false IMPEXPM_941
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table1.bin
03A7: write_debug_int $CARS_TO_EXPORT_LIST_COUNTER 
03A9: write_debug_newline
DEFINE TABLE Tables\Table2.bin
03A9: write_debug_newline
0006: @4 =  0  ;; integer values

:IMPEXPM_898
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_912
03A7: write_debug_int $CAR_MODEL_TO_EXPORT(@4,10i) 
DEFINE TABLE Tables\Table3.bin
03A7: write_debug_int $1060(@4,10i) 
DEFINE TABLE Tables\Table4.bin
DEFINE TABLE Tables\Table5.bin
03A7: write_debug_int $1130(@4,10i) 
DEFINE TABLE Tables\Table6.bin
03A7: write_debug_int $1120(@4,10i) 
03A9: write_debug_newline
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_898

:IMPEXPM_912
03A9: write_debug_newline
DEFINE TABLE Tables\Table7.bin
03A9: write_debug_newline
DEFINE TABLE Tables\Table8.bin
03A9: write_debug_newline
0006: @4 =  0  ;; integer values

:IMPEXPM_918
00D6: if  0
001B:    6 > @4  ;; integer values
004D: jump_if_false IMPEXPM_927
03A7: write_debug_int $1070(@4,6i) 
DEFINE TABLE Tables\Table9.bin
03A7: write_debug_int $1140(@4,6i) 
03A9: write_debug_newline
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_918

:IMPEXPM_927
03A9: write_debug_newline
DEFINE TABLE Tables\Table10.bin
03A9: write_debug_newline
0006: @4 =  0  ;; integer values

:IMPEXPM_931
00D6: if  0
001B:    42 > @4  ;; integer values
004D: jump_if_false IMPEXPM_941
DEFINE TABLE Tables\Table11.bin
03A7: write_debug_int @4 
DEFINE TABLE Tables\Table12.bin
03A7: write_debug_int $1076(@4,42i) 
03A9: write_debug_newline
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_931

:IMPEXPM_941
0002: jump IMPEXPM_162

:IMPEXPM_942
08DA: $1153 
08DA: $1154 
0051: return

:IMPEXPM_945
00D6: if  0
056E: @22 
004D: jump_if_false IMPEXPM_956
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false IMPEXPM_956
0798: $2729 @17 @18 @19 
00D6: if  0
803B:   NOT   @17 == @22  ;; integer values 
004D: jump_if_false IMPEXPM_956
01C3: remove_references_to_car @22  ;; Like turning a car into any random car

:IMPEXPM_956
00D6: if  0
056E: $1118 
004D: jump_if_false IMPEXPM_967
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false IMPEXPM_967
0798: $2729 @17 @18 @19 
00D6: if  0
87D6:   NOT @17 $1118 
004D: jump_if_false IMPEXPM_967
01C3: remove_references_to_car $1118  ;; Like turning a car into any random car

:IMPEXPM_967
00D6: if  0
056D:   unknown_actor @18 dead_but_valid
004D: jump_if_false IMPEXPM_971
009B: destroy_actor_instantly @18

:IMPEXPM_971
00D6: if  0
03CA:   object @24 exists
004D: jump_if_false IMPEXPM_975
0108: destroy_object @24

:IMPEXPM_975
0006: @4 =  0  ;; integer values

:IMPEXPM_976
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_985
00D6: if  0
03CA:   object $1120(@4,10i) exists
004D: jump_if_false IMPEXPM_983
0108: destroy_object $1120(@4,10i)

:IMPEXPM_983
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_976

:IMPEXPM_985
00D6: if  0
03CA:   object $1147 exists
004D: jump_if_false IMPEXPM_989
0108: destroy_object $1147

:IMPEXPM_989
00D6: if  0
0038:   $1146 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_993
0004: $41 =  1  ;; integer values

:IMPEXPM_993
0002: jump IMPEXPM_51
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_999
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
07CC: $PLAYER_CHAR  1 

:IMPEXPM_999
02A3: toggle_widescreen  0 (off)
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_1006
0623: add  1 to_stats  213
0006: @4 =  0  ;; integer values

:IMPEXPM_1008
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1035
00D6: if  0
003C:   $CAR_MODEL_TO_EXPORT(@4,10i) == @6  ;; integer values 
004D: jump_if_false IMPEXPM_1033
00D6: if  0
0038:   $1060(@4,10i) ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1033
0004: $1060(@4,10i) =  1  ;; integer values
09E1: @6 @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_1032 jumps  10 IMPEXPM_1025  20 IMPEXPM_1027  30 IMPEXPM_1029 -1 IMPEXPM_1032 -1 IMPEXPM_1032 -1 IMPEXPM_1032 -1 IMPEXPM_1032 

:IMPEXPM_1025
000A: @29 +=  50000  ;; integer values
0002: jump IMPEXPM_1032

:IMPEXPM_1027
000A: @29 +=  100000  ;; integer values
0002: jump IMPEXPM_1032

:IMPEXPM_1029
000A: @29 +=  200000  ;; integer values
0004: $1184 =  1  ;; integer values
0002: jump IMPEXPM_1032

:IMPEXPM_1032
0006: @4 =  10  ;; integer values

:IMPEXPM_1033
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_1008

:IMPEXPM_1035
0050: gosub IMPEXPM_1296
0006: @4 =  0  ;; integer values

:IMPEXPM_1037
00D6: if  0
001B:    42 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1048
00D6: if  0
0038:   $1076(@4,42i) == -1  ;; integer values
004D: jump_if_false IMPEXPM_1046
008A: $1076(@4,42i) = @6  ;; integer values and handles
0085: @5 = @4  ;; integer values and handles
0006: @4 =  42  ;; integer values

:IMPEXPM_1046
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_1037

:IMPEXPM_1048
0004: $1182 =  1  ;; integer values
0871: init_jump_table @5 total_jumps  6  0 IMPEXPM_1080 jumps  10 IMPEXPM_1050  16 IMPEXPM_1054  22 IMPEXPM_1060  28 IMPEXPM_1064  34 IMPEXPM_1070  40 IMPEXPM_1074 -1 IMPEXPM_1080 

:IMPEXPM_1050
000A: @5 +=  1  ;; integer values
04AE: unknown $1076(@5,42i) radar_icon_or_model  444
0008: $1182 +=  1  ;; integer values
0002: jump IMPEXPM_1080

:IMPEXPM_1054
000A: @5 +=  1  ;; integer values
04AE: unknown $1076(@5,42i) radar_icon_or_model  555
030C: set_mission_points +=  1
0394: play_music  2
0008: $1182 +=  1  ;; integer values
0002: jump IMPEXPM_1080

:IMPEXPM_1060
000A: @5 +=  1  ;; integer values
04AE: unknown $1076(@5,42i) radar_icon_or_model  568
0008: $1182 +=  1  ;; integer values
0002: jump IMPEXPM_1080

:IMPEXPM_1064
000A: @5 +=  1  ;; integer values
04AE: unknown $1076(@5,42i) radar_icon_or_model  451
030C: set_mission_points +=  1
0394: play_music  2
0008: $1182 +=  1  ;; integer values
0002: jump IMPEXPM_1080

:IMPEXPM_1070
000A: @5 +=  1  ;; integer values
04AE: unknown $1076(@5,42i) radar_icon_or_model  539
0008: $1182 +=  1  ;; integer values
0002: jump IMPEXPM_1080

:IMPEXPM_1074
000A: @5 +=  1  ;; integer values
04AE: unknown $1076(@5,42i) radar_icon_or_model  541
030C: set_mission_points +=  1
0394: play_music  2
0008: $1182 +=  1  ;; integer values
0002: jump IMPEXPM_1080

:IMPEXPM_1080
0051: return

:IMPEXPM_1081
00D6: if  1
0038:   $ON_MISSION ==  1  ;; integer values
8038:   NOT   $1185 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1096
0004: $CAR_MODEL_TO_EXPORT = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(1) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(2) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(3) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(4) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(5) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(6) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(7) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(8) = -1  ;; integer values
0004: $CAR_MODEL_TO_EXPORT(9) = -1  ;; integer values
0002: jump IMPEXPM_1162

:IMPEXPM_1096
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values

:IMPEXPM_1098
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1107
00D6: if  0
0038:   $1060(@4,10i) ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1105
000A: @5 +=  1  ;; integer values

:IMPEXPM_1105
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_1098

:IMPEXPM_1107
00D6: if  0
0039:   @5 ==  10  ;; integer values
004D: jump_if_false IMPEXPM_1123
00D6: if  0
001A:    2 > $CARS_TO_EXPORT_LIST_COUNTER  ;; integer values
004D: jump_if_false IMPEXPM_1122
0008: $CARS_TO_EXPORT_LIST_COUNTER +=  1  ;; integer values
0006: @4 =  0  ;; integer values

:IMPEXPM_1115
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1121
0004: $1060(@4,10i) =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_1115

:IMPEXPM_1121
0002: jump IMPEXPM_1123

:IMPEXPM_1122
0004: $1184 =  1  ;; integer values

:IMPEXPM_1123
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1136
04AE: unknown $CAR_MODEL_TO_EXPORT radar_icon_or_model  402
04AE: unknown $CAR_MODEL_TO_EXPORT(1) radar_icon_or_model  405
04AE: unknown $CAR_MODEL_TO_EXPORT(2) radar_icon_or_model  411
04AE: unknown $CAR_MODEL_TO_EXPORT(3) radar_icon_or_model  483
04AE: unknown $CAR_MODEL_TO_EXPORT(4) radar_icon_or_model  445
04AE: unknown $CAR_MODEL_TO_EXPORT(5) radar_icon_or_model  470
04AE: unknown $CAR_MODEL_TO_EXPORT(6) radar_icon_or_model  468
04AE: unknown $CAR_MODEL_TO_EXPORT(7) radar_icon_or_model  409
04AE: unknown $CAR_MODEL_TO_EXPORT(8) radar_icon_or_model  533
04AE: unknown $CAR_MODEL_TO_EXPORT(9) radar_icon_or_model  534

:IMPEXPM_1136
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1149
04AE: unknown $CAR_MODEL_TO_EXPORT radar_icon_or_model  415
04AE: unknown $CAR_MODEL_TO_EXPORT(1) radar_icon_or_model  489
04AE: unknown $CAR_MODEL_TO_EXPORT(2) radar_icon_or_model  439
04AE: unknown $CAR_MODEL_TO_EXPORT(3) radar_icon_or_model  514
04AE: unknown $CAR_MODEL_TO_EXPORT(4) radar_icon_or_model  480
04AE: unknown $CAR_MODEL_TO_EXPORT(5) radar_icon_or_model  535
04AE: unknown $CAR_MODEL_TO_EXPORT(6) radar_icon_or_model  496
04AE: unknown $CAR_MODEL_TO_EXPORT(7) radar_icon_or_model  580
04AE: unknown $CAR_MODEL_TO_EXPORT(8) radar_icon_or_model  475
04AE: unknown $CAR_MODEL_TO_EXPORT(9) radar_icon_or_model  521

:IMPEXPM_1149
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  2  ;; integer values
004D: jump_if_false IMPEXPM_1162
04AE: unknown $CAR_MODEL_TO_EXPORT radar_icon_or_model  429
04AE: unknown $CAR_MODEL_TO_EXPORT(1) radar_icon_or_model  506
04AE: unknown $CAR_MODEL_TO_EXPORT(2) radar_icon_or_model  508
04AE: unknown $CAR_MODEL_TO_EXPORT(3) radar_icon_or_model  579
04AE: unknown $CAR_MODEL_TO_EXPORT(4) radar_icon_or_model  424
04AE: unknown $CAR_MODEL_TO_EXPORT(5) radar_icon_or_model  536
04AE: unknown $CAR_MODEL_TO_EXPORT(6) radar_icon_or_model  463
04AE: unknown $CAR_MODEL_TO_EXPORT(7) radar_icon_or_model  500
04AE: unknown $CAR_MODEL_TO_EXPORT(8) radar_icon_or_model  477
04AE: unknown $CAR_MODEL_TO_EXPORT(9) radar_icon_or_model  587

:IMPEXPM_1162
0051: return

:IMPEXPM_1163
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false IMPEXPM_1174
0798: $2729 @17 @18 @19 
00D6: if  0
8039:   NOT   @17 == -1  ;; integer values
004D: jump_if_false IMPEXPM_1174
00D6: if  0
803B:   NOT   @20 == @17  ;; integer values 
004D: jump_if_false IMPEXPM_1174
0085: @20 = @17  ;; integer values and handles

:IMPEXPM_1174
0051: return

:IMPEXPM_1175
0006: @4 =  0  ;; integer values

:IMPEXPM_1176
00D6: if  0
001B:    6 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1182
0004: $1070(@4,6i) = -1  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_1176

:IMPEXPM_1182
0871: init_jump_table $1194 total_jumps  7  0 IMPEXPM_1232 jumps  0 IMPEXPM_1183  1 IMPEXPM_1190  2 IMPEXPM_1197  3 IMPEXPM_1204  4 IMPEXPM_1211  5 IMPEXPM_1218  6 IMPEXPM_1225 

:IMPEXPM_1183
0084: $1070 = $1076  ;; integer values and handles
0084: $1070(1) = $1076(7)  ;; integer values and handles
0084: $1070(2) = $1076(14)  ;; integer values and handles
0084: $1070(3) = $1076(21)  ;; integer values and handles
0084: $1070(4) = $1076(28)  ;; integer values and handles
0084: $1070(5) = $1076(35)  ;; integer values and handles
0002: jump IMPEXPM_1232

:IMPEXPM_1190
0084: $1070 = $1076(1)  ;; integer values and handles
0084: $1070(1) = $1076(8)  ;; integer values and handles
0084: $1070(2) = $1076(15)  ;; integer values and handles
0084: $1070(3) = $1076(22)  ;; integer values and handles
0084: $1070(4) = $1076(29)  ;; integer values and handles
0084: $1070(5) = $1076(36)  ;; integer values and handles
0002: jump IMPEXPM_1232

:IMPEXPM_1197
0084: $1070 = $1076(2)  ;; integer values and handles
0084: $1070(1) = $1076(9)  ;; integer values and handles
0084: $1070(2) = $1076(16)  ;; integer values and handles
0084: $1070(3) = $1076(23)  ;; integer values and handles
0084: $1070(4) = $1076(30)  ;; integer values and handles
0084: $1070(5) = $1076(37)  ;; integer values and handles
0002: jump IMPEXPM_1232

:IMPEXPM_1204
0084: $1070 = $1076(3)  ;; integer values and handles
0084: $1070(1) = $1076(10)  ;; integer values and handles
0084: $1070(2) = $1076(17)  ;; integer values and handles
0084: $1070(3) = $1076(24)  ;; integer values and handles
0084: $1070(4) = $1076(31)  ;; integer values and handles
0084: $1070(5) = $1076(38)  ;; integer values and handles
0002: jump IMPEXPM_1232

:IMPEXPM_1211
0084: $1070 = $1076(4)  ;; integer values and handles
0084: $1070(1) = $1076(11)  ;; integer values and handles
0084: $1070(2) = $1076(18)  ;; integer values and handles
0084: $1070(3) = $1076(25)  ;; integer values and handles
0084: $1070(4) = $1076(32)  ;; integer values and handles
0084: $1070(5) = $1076(39)  ;; integer values and handles
0002: jump IMPEXPM_1232

:IMPEXPM_1218
0084: $1070 = $1076(5)  ;; integer values and handles
0084: $1070(1) = $1076(12)  ;; integer values and handles
0084: $1070(2) = $1076(19)  ;; integer values and handles
0084: $1070(3) = $1076(26)  ;; integer values and handles
0084: $1070(4) = $1076(33)  ;; integer values and handles
0084: $1070(5) = $1076(40)  ;; integer values and handles
0002: jump IMPEXPM_1232

:IMPEXPM_1225
0084: $1070 = $1076(6)  ;; integer values and handles
0084: $1070(1) = $1076(13)  ;; integer values and handles
0084: $1070(2) = $1076(20)  ;; integer values and handles
0084: $1070(3) = $1076(27)  ;; integer values and handles
0084: $1070(4) = $1076(34)  ;; integer values and handles
0084: $1070(5) = $1076(41)  ;; integer values and handles
0002: jump IMPEXPM_1232

:IMPEXPM_1232
0051: return

:IMPEXPM_1233
0006: @4 =  0  ;; integer values

:IMPEXPM_1234
00D6: if  0
001B:    5 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1259
00D6: if  0
0038:   $1189(@4,5i) == -1  ;; integer values
004D: jump_if_false IMPEXPM_1243
0084: $1189(@4,5i) = $1118  ;; integer values and handles
0006: @4 =  10  ;; integer values
0002: jump IMPEXPM_1258

:IMPEXPM_1243
00D6: if  0
056E: $1189(@4,5i) 
004D: jump_if_false IMPEXPM_1255
00D6: if  0
0119:   car $1189(@4,5i) wrecked
004D: jump_if_false IMPEXPM_1253
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_1233
0002: jump IMPEXPM_1254

:IMPEXPM_1253
000A: @4 +=  1  ;; integer values

:IMPEXPM_1254
0002: jump IMPEXPM_1258

:IMPEXPM_1255
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_1233

:IMPEXPM_1258
0002: jump IMPEXPM_1234

:IMPEXPM_1259
00D6: if  0
0039:   @4 ==  5  ;; integer values
004D: jump_if_false IMPEXPM_1265
01C3: remove_references_to_car $1189(4)  ;; Like turning a car into any random car
0004: $1189(4) = -1  ;; integer values
0002: jump IMPEXPM_1233

:IMPEXPM_1265
0051: return
0006: @4 =  0  ;; integer values

:IMPEXPM_1267
00D6: if  0
001B:    5 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1295
00D6: if  0
8038:   NOT   $1189(@4,5i) == -1  ;; integer values
004D: jump_if_false IMPEXPM_1293
00D6: if  0
056E: $1189(@4,5i) 
004D: jump_if_false IMPEXPM_1291
00D6: if  0
8119:   NOT   car $1189(@4,5i) wrecked
004D: jump_if_false IMPEXPM_1288
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPM_1287
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car $1189(@4,5i) radius  500.0  500.0 unknown  0
004D: jump_if_false IMPEXPM_1287
01C3: remove_references_to_car $1189(@4,5i)  ;; Like turning a car into any random car
0004: $1189(@4,5i) = -1  ;; integer values

:IMPEXPM_1287
0002: jump IMPEXPM_1290

:IMPEXPM_1288
01C3: remove_references_to_car $1189(@4,5i)  ;; Like turning a car into any random car
0004: $1189(@4,5i) = -1  ;; integer values

:IMPEXPM_1290
0002: jump IMPEXPM_1293

:IMPEXPM_1291
01C3: remove_references_to_car $1189(@4,5i)  ;; Like turning a car into any random car
0004: $1189(@4,5i) = -1  ;; integer values

:IMPEXPM_1293
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_1267

:IMPEXPM_1295
0051: return

:IMPEXPM_1296
0006: @4 =  0  ;; integer values

:IMPEXPM_1297
00D6: if  0
001B:    10 > @4  ;; integer values
004D: jump_if_false IMPEXPM_1323
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1305
0085: @5 = @4  ;; integer values and handles
000A: @5 +=  0  ;; integer values

:IMPEXPM_1305
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1310
0085: @5 = @4  ;; integer values and handles
000A: @5 +=  10  ;; integer values

:IMPEXPM_1310
00D6: if  0
0038:   $CARS_TO_EXPORT_LIST_COUNTER ==  2  ;; integer values
004D: jump_if_false IMPEXPM_1315
0085: @5 = @4  ;; integer values and handles
000A: @5 +=  20  ;; integer values

:IMPEXPM_1315
00D6: if  0
0038:   $1060(@4,10i) ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1320
014C: set_parked_car_generator $2830(@5,30i) cars_to_generate_to  101
0002: jump IMPEXPM_1321

:IMPEXPM_1320
014C: set_parked_car_generator $2830(@5,30i) cars_to_generate_to  0

:IMPEXPM_1321
000A: @4 +=  1  ;; integer values
0002: jump IMPEXPM_1297

:IMPEXPM_1323
0051: return

:IMPEXPM_1324
0871: init_jump_table @6 total_jumps  42  0 IMPEXPM_1413 jumps  402 IMPEXPM_1333  404 IMPEXPM_1411  405 IMPEXPM_1335  409 IMPEXPM_1347  411 IMPEXPM_1337  415 IMPEXPM_1359  424 IMPEXPM_1393 
0872: jump_table_jumps  429 IMPEXPM_1385  434 IMPEXPM_1403  439 IMPEXPM_1363  444 IMPEXPM_1353  445 IMPEXPM_1341  451 IMPEXPM_1387  463 IMPEXPM_1397  468 IMPEXPM_1345  470 IMPEXPM_1343 
0872: jump_table_jumps  475 IMPEXPM_1375  477 IMPEXPM_1401  480 IMPEXPM_1367  483 IMPEXPM_1339  489 IMPEXPM_1361  496 IMPEXPM_1371  500 IMPEXPM_1399  506 IMPEXPM_1383  508 IMPEXPM_1389 
0872: jump_table_jumps  514 IMPEXPM_1365  521 IMPEXPM_1377  522 IMPEXPM_1355  533 IMPEXPM_1349  534 IMPEXPM_1351  535 IMPEXPM_1369  536 IMPEXPM_1395  539 IMPEXPM_1407  541 IMPEXPM_1409 
0872: jump_table_jumps  555 IMPEXPM_1357  559 IMPEXPM_1331  568 IMPEXPM_1381  573 IMPEXPM_1405  579 IMPEXPM_1391  580 IMPEXPM_1373  587 IMPEXPM_1379  589 IMPEXPM_1329 -1 IMPEXPM_1413 

:IMPEXPM_1329
05A9: s$1151 = 'CLUB'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1331
05A9: s$1151 = 'JESTER'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1333
05A9: s$1151 = 'BUFFALO'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1335
05A9: s$1151 = 'SENTINL'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1337
05A9: s$1151 = 'INFERNU'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1339
05A9: s$1151 = 'CAMPER'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1341
05A9: s$1151 = 'ADMIRAL'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1343
05A9: s$1151 = 'PATRIOT'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1345
05A9: s$1151 = 'SANCHEZ'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1347
05A9: s$1151 = 'STRETCH'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1349
05A9: s$1151 = 'FELTZER'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1351
05A9: s$1151 = 'REMING'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1353
05A9: s$1151 = 'MONSTER'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1355
05A9: s$1151 = 'NRG500'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1357
05A9: s$1151 = 'WINDSOR'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1359
05A9: s$1151 = 'CHEETAH'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1361
05A9: s$1151 = 'RANCHER'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1363
05A9: s$1151 = 'STALION'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1365
05A9: s$1151 = 'PETROL'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1367
05A9: s$1151 = 'COMET'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1369
05A9: s$1151 = 'SLAMVAN'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1371
05A9: s$1151 = 'BLISTAC'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1373
05A9: s$1151 = 'STAFFRD'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1375
05A9: s$1151 = 'SABRE'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1377
05A9: s$1151 = 'FCR900'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1379
05A9: s$1151 = 'EUROS'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1381
05A9: s$1151 = 'BANDITO'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1383
05A9: s$1151 = 'SUPERGT'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1385
05A9: s$1151 = 'BANSHEE'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1387
05A9: s$1151 = 'TURISMO'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1389
05A9: s$1151 = 'JOURNEY'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1391
05A9: s$1151 = 'HUNTLEY'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1393
05A9: s$1151 = 'BFINJC'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1395
05A9: s$1151 = 'BLADE'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1397
05A9: s$1151 = 'FREEWAY'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1399
05A9: s$1151 = 'MESAA'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1401
05A9: s$1151 = 'ZR350'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1403
05A9: s$1151 = 'HOTKNIF'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1405
05A9: s$1151 = 'DUNE'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1407
05A9: s$1151 = 'VORTEX'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1409
05A9: s$1151 = 'BULLET'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1411
05A9: s$1151 = 'PEREN'  ;; 8-byte strings
0002: jump IMPEXPM_1413

:IMPEXPM_1413
0051: return

:IMPEXPM_1414
0871: init_jump_table $1070($1149,6i) total_jumps  19  1 IMPEXPM_1529 jumps  405 IMPEXPM_1439  411 IMPEXPM_1475  415 IMPEXPM_1471  424 IMPEXPM_1501  429 IMPEXPM_1487  470 IMPEXPM_1503  475 IMPEXPM_1469 
0872: jump_table_jumps  480 IMPEXPM_1473  483 IMPEXPM_1453  489 IMPEXPM_1477  496 IMPEXPM_1479  506 IMPEXPM_1421  533 IMPEXPM_1455  536 IMPEXPM_1521  541 IMPEXPM_1523  555 IMPEXPM_1423 
0872: jump_table_jumps  559 IMPEXPM_1429  587 IMPEXPM_1419  589 IMPEXPM_1417 -1 IMPEXPM_1531 -1 IMPEXPM_1531 -1 IMPEXPM_1531 -1 IMPEXPM_1531 -1 IMPEXPM_1531 -1 IMPEXPM_1531 

:IMPEXPM_1417
0674: set_car_model $1070($1149,6i) numberplate "N13_LLF_" 
0002: jump IMPEXPM_1531

:IMPEXPM_1419
0674: set_car_model $1070($1149,6i) numberplate "_DS3MP__" 
0002: jump IMPEXPM_1531

:IMPEXPM_1421
0674: set_car_model $1070($1149,6i) numberplate "_CMACD1_" 
0002: jump IMPEXPM_1531

:IMPEXPM_1423
0209: @4 = random_int  0  3
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1428
0674: set_car_model $1070($1149,6i) numberplate "__C0S___" 

:IMPEXPM_1428
0002: jump IMPEXPM_1531

:IMPEXPM_1429
0209: @4 = random_int  0  3
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1434
0674: set_car_model $1070($1149,6i) numberplate "_X2_GAV_" 

:IMPEXPM_1434
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_1438
0674: set_car_model $1070($1149,6i) numberplate "__G3PO__" 

:IMPEXPM_1438
0002: jump IMPEXPM_1531

:IMPEXPM_1439
0209: @4 = random_int  0  3
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1444
0674: set_car_model $1070($1149,6i) numberplate "D0N_D0N_" 

:IMPEXPM_1444
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1448
0674: set_car_model $1070($1149,6i) numberplate "_D0_NNY_" 

:IMPEXPM_1448
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_1452
0674: set_car_model $1070($1149,6i) numberplate "TH3_D0N_" 

:IMPEXPM_1452
0002: jump IMPEXPM_1531

:IMPEXPM_1453
0674: set_car_model $1070($1149,6i) numberplate "SJM1985" 
0002: jump IMPEXPM_1531

:IMPEXPM_1455
0209: @4 = random_int  0  5
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1460
0674: set_car_model $1070($1149,6i) numberplate "433_ADF_" 

:IMPEXPM_1460
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_1464
0674: set_car_model $1070($1149,6i) numberplate "DR_F_MBE" 

:IMPEXPM_1464
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false IMPEXPM_1468
0674: set_car_model $1070($1149,6i) numberplate "ANN_F3RG" 

:IMPEXPM_1468
0002: jump IMPEXPM_1531

:IMPEXPM_1469
0674: set_car_model $1070($1149,6i) numberplate "__FR4Z__" 
0002: jump IMPEXPM_1531

:IMPEXPM_1471
0674: set_car_model $1070($1149,6i) numberplate "_IMY_AK_" 
0002: jump IMPEXPM_1531

:IMPEXPM_1473
0674: set_car_model $1070($1149,6i) numberplate "_L0LLY__" 
0002: jump IMPEXPM_1531

:IMPEXPM_1475
0674: set_car_model $1070($1149,6i) numberplate "_J_L33S_" 
0002: jump IMPEXPM_1531

:IMPEXPM_1477
0674: set_car_model $1070($1149,6i) numberplate "S4_LIJON" 
0002: jump IMPEXPM_1531

:IMPEXPM_1479
0209: @4 = random_int  0  2
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1485
0674: set_car_model $1070($1149,6i) numberplate "DI5CO5TU" 
0002: jump IMPEXPM_1486

:IMPEXPM_1485
0674: set_car_model $1070($1149,6i) numberplate "SM53_NUV" 

:IMPEXPM_1486
0002: jump IMPEXPM_1531

:IMPEXPM_1487
0209: @4 = random_int  0  3
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1492
0674: set_car_model $1070($1149,6i) numberplate "J3NYTAL5" 

:IMPEXPM_1492
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1496
0674: set_car_model $1070($1149,6i) numberplate "_J3_NCF_" 

:IMPEXPM_1496
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_1500
0674: set_car_model $1070($1149,6i) numberplate "DD0_N4LD" 

:IMPEXPM_1500
0002: jump IMPEXPM_1531

:IMPEXPM_1501
0674: set_car_model $1070($1149,6i) numberplate "LA5H_L3Y" 
0002: jump IMPEXPM_1531

:IMPEXPM_1503
0209: @4 = random_int  0  4
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1508
0674: set_car_model $1070($1149,6i) numberplate "AL3X_RES" 

:IMPEXPM_1508
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false IMPEXPM_1512
0674: set_car_model $1070($1149,6i) numberplate "R_F3RG1E" 

:IMPEXPM_1512
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false IMPEXPM_1516
0674: set_car_model $1070($1149,6i) numberplate "H4_NNAHF" 

:IMPEXPM_1516
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false IMPEXPM_1520
0674: set_car_model $1070($1149,6i) numberplate "CL41_RES" 

:IMPEXPM_1520
0002: jump IMPEXPM_1531

:IMPEXPM_1521
0674: set_car_model $1070($1149,6i) numberplate "R055_MCL" 
0002: jump IMPEXPM_1531

:IMPEXPM_1523
0209: @4 = random_int  0  4
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false IMPEXPM_1528
0674: set_car_model $1070($1149,6i) numberplate "T00_FAST" 

:IMPEXPM_1528
0002: jump IMPEXPM_1531

:IMPEXPM_1529
0050: gosub IMPEXPM_1532
0002: jump IMPEXPM_1531

:IMPEXPM_1531
0051: return

:IMPEXPM_1532
0209: @4 = random_int  0  100
0871: init_jump_table @4 total_jumps  12  0 IMPEXPM_1559 jumps  0 IMPEXPM_1535  1 IMPEXPM_1537  2 IMPEXPM_1539  3 IMPEXPM_1541  4 IMPEXPM_1543  5 IMPEXPM_1545  6 IMPEXPM_1547 
0872: jump_table_jumps  7 IMPEXPM_1549  8 IMPEXPM_1551  9 IMPEXPM_1553  10 IMPEXPM_1555  11 IMPEXPM_1557 -1 IMPEXPM_1559 -1 IMPEXPM_1559 -1 IMPEXPM_1559 -1 IMPEXPM_1559 

:IMPEXPM_1535
0674: set_car_model $1070($1149,6i) numberplate "R4N_G3RS" 
0002: jump IMPEXPM_1559

:IMPEXPM_1537
0674: set_car_model $1070($1149,6i) numberplate "GL4S_G0W" 
0002: jump IMPEXPM_1559

:IMPEXPM_1539
0674: set_car_model $1070($1149,6i) numberplate "_ARRAN__" 
0002: jump IMPEXPM_1559

:IMPEXPM_1541
0674: set_car_model $1070($1149,6i) numberplate "AM0_RUS0" 
0002: jump IMPEXPM_1559

:IMPEXPM_1543
0674: set_car_model $1070($1149,6i) numberplate "_AMAT0__" 
0002: jump IMPEXPM_1559

:IMPEXPM_1545
0674: set_car_model $1070($1149,6i) numberplate "_GA_ZZA_" 
0002: jump IMPEXPM_1559

:IMPEXPM_1547
0674: set_car_model $1070($1149,6i) numberplate "ZID_ANE_" 
0002: jump IMPEXPM_1559

:IMPEXPM_1549
0674: set_car_model $1070($1149,6i) numberplate "MC_C01ST" 
0002: jump IMPEXPM_1559

:IMPEXPM_1551
0674: set_car_model $1070($1149,6i) numberplate "BAW_BAG_" 
0002: jump IMPEXPM_1559

:IMPEXPM_1553
0674: set_car_model $1070($1149,6i) numberplate "BR0_D1E_" 
0002: jump IMPEXPM_1559

:IMPEXPM_1555
0674: set_car_model $1070($1149,6i) numberplate "MR_J0BBY" 
0002: jump IMPEXPM_1559

:IMPEXPM_1557
0674: set_car_model $1070($1149,6i) numberplate "BR0_DICK" 
0002: jump IMPEXPM_1559

:IMPEXPM_1559
0051: return

:IMPEXPC_1
03A4: name_thread 'IMPEXPC'

:IMPEXPC_2
0001: wait  5000 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPEXPC_49
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false IMPEXPC_49
00D6: if  0
0038:   $1909 ==  1  ;; integer values
004D: jump_if_false IMPEXPC_49
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false IMPEXPC_49
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false IMPEXPC_45
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false IMPEXPC_44
03C0: $48 = actor $PLAYER_ACTOR car
0441: @1 = car $48 model
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values

:IMPEXPC_26
00D6: if  0
001B:    10 > @2  ;; integer values
004D: jump_if_false IMPEXPC_39
00D6: if  0
003C:   $CAR_MODEL_TO_EXPORT(@2,10i) == @1  ;; integer values 
004D: jump_if_false IMPEXPC_37
00D6: if  0
0038:   $1060(@2,10i) ==  0  ;; integer values
004D: jump_if_false IMPEXPC_37
0006: @3 =  1  ;; integer values
0006: @2 =  10  ;; integer values

:IMPEXPC_37
000A: @2 +=  1  ;; integer values
0002: jump IMPEXPC_26

:IMPEXPC_39
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false IMPEXPC_44
03E5: text_box 'IE22'
0006: @0 =  1  ;; integer values

:IMPEXPC_44
0002: jump IMPEXPC_49

:IMPEXPC_45
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false IMPEXPC_49
0006: @0 =  0  ;; integer values

:IMPEXPC_49
0002: jump IMPEXPC_2

:APCHECK_1
03A4: name_thread 'APCHECK'
0111: set_wasted_busted_check_to  0 (disabled)
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_28
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APCHECK_69
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1540.66 -435.786  6.039 radius  65.0  65.0  10.0
004D: jump_if_false APCHECK_47
00D6: if  0
0038:   $1800 ==  1  ;; integer values
004D: jump_if_false APCHECK_43
0004: $1203 =  1  ;; integer values
004F: create_thread APGUARD_1 -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_46

:APCHECK_43
004F: create_thread APGUARD_1  1 
004F: create_thread APGATE_1 $1195 -1540.66 -435.786  6.039 
004F: create_thread APGATE_1 $1196 -1550.709 -425.736  6.039 

:APCHECK_46
0002: jump APCHECK_81

:APCHECK_47
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1968.697 -2189.776  13.553 radius  65.0  65.0  10.0
004D: jump_if_false APCHECK_54
004F: create_thread APGUARD_1  2 
004F: create_thread APGATE_1 $1199  1968.697 -2189.776  13.553 
004F: create_thread APGATE_1 $1200  1954.571 -2189.777  13.553 
0002: jump APCHECK_125

:APCHECK_54
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1703.4  1600.518  10.058 radius  65.0  65.0  10.0
004D: jump_if_false APCHECK_61
004F: create_thread APGUARD_1  3 
004F: create_thread APGATE_1 $1201  1703.4  1600.518  10.058 
004F: create_thread APGATE_1 $1202  1707.722  1614.937  10.058 
0002: jump APCHECK_147

:APCHECK_61
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1226.162  65.3807  13.0375 radius  65.0  65.0  10.0
004D: jump_if_false APCHECK_68
004F: create_thread APGUARD_1  4 
004F: create_thread APGATE_1 $1197 -1226.59  50.189  14.134 
004F: create_thread APGATE_1 $1198 -1214.392  72.697  14.134 
0002: jump APCHECK_103

:APCHECK_68
0002: jump APCHECK_80

:APCHECK_69
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_28

:APCHECK_80
0002: jump APCHECK_28

:APCHECK_81
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APCHECK_97
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1540.66 -435.786  6.039 radius  66.0  66.0  10.0
004D: jump_if_false APCHECK_96
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false APCHECK_96
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_28

:APCHECK_96
0002: jump APCHECK_102

:APCHECK_97
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_28

:APCHECK_102
0002: jump APCHECK_81

:APCHECK_103
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APCHECK_119
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1226.162  65.3807  13.0375 radius  66.0  66.0  10.0
004D: jump_if_false APCHECK_118
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false APCHECK_118
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_28

:APCHECK_118
0002: jump APCHECK_124

:APCHECK_119
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_28

:APCHECK_124
0002: jump APCHECK_103

:APCHECK_125
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APCHECK_141
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1968.697 -2189.776  13.553 radius  66.0  66.0  10.0
004D: jump_if_false APCHECK_140
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false APCHECK_140
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_28

:APCHECK_140
0002: jump APCHECK_146

:APCHECK_141
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_28

:APCHECK_146
0002: jump APCHECK_125

:APCHECK_147
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APCHECK_163
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1703.4  1600.518  10.058 radius  66.0  66.0  10.0
004D: jump_if_false APCHECK_162
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false APCHECK_162
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_28

:APCHECK_162
0002: jump APCHECK_168

:APCHECK_163
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_28

:APCHECK_168
0002: jump APCHECK_147
004E: end_thread

:APGUARD_1
03A4: name_thread 'APGUARD'
0006: @3 =  0  ;; integer values

:APGUARD_3
00D6: if  0
8248:   NOT   model  71 available
004D: jump_if_false APGUARD_9
0247: request_model  71
0001: wait  0 ms
0002: jump APGUARD_3

:APGUARD_9
0871: init_jump_table @0 total_jumps  5  0 APGUARD_28 jumps -1 APGUARD_10  1 APGUARD_16  2 APGUARD_19  3 APGUARD_22  4 APGUARD_25 -1 APGUARD_28 -1 APGUARD_28 

:APGUARD_10
009A: @1 = create_actor  4  71 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: @1 
0002: jump APGUARD_28

:APGUARD_16
009A: @1 = create_actor  4  71 at -1544.396 -443.2464  5.045
0173: set_actor @1 z_angle_to  54.6458
0002: jump APGUARD_28

:APGUARD_19
009A: @1 = create_actor  4  71 at  1955.809 -2181.54  12.5865
0173: set_actor @1 z_angle_to  272.1978
0002: jump APGUARD_28

:APGUARD_22
009A: @1 = create_actor  4  71 at  1717.202  1617.376  9.1924
0173: set_actor @1 z_angle_to  186.0379
0002: jump APGUARD_28

:APGUARD_25
009A: @1 = create_actor  4  71 at -1229.438  55.3906  13.2328
0173: set_actor @1 z_angle_to  301.4596
0002: jump APGUARD_28

:APGUARD_28
060B: unknown_actor_use_entity @1  65543 
02A9: set_actor @1 immune_to_nonplayer  1
01C5: remove_actor_from_mission_cleanup_list @1

:APGUARD_31
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APGUARD_56
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false APGUARD_54
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @1 radius  67.0  67.0  10.0 sphere  0
004D: jump_if_false APGUARD_42
0050: gosub APGUARD_98

:APGUARD_42
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false APGUARD_49
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @1 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false APGUARD_49
0050: gosub APGUARD_58

:APGUARD_49
00D6: if  0
051A:   unknown_actor @1 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false APGUARD_53
077A: @1  4  0 

:APGUARD_53
0002: jump APGUARD_55

:APGUARD_54
0050: gosub APGUARD_98

:APGUARD_55
0002: jump APGUARD_57

:APGUARD_56
0050: gosub APGUARD_98

:APGUARD_57
0002: jump APGUARD_31

:APGUARD_58
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @1 radius  5.0  5.0  3.0 sphere  0
004D: jump_if_false APGUARD_97
0652: @2 = stat  223 (pilot skill)  ; integer
00D6: if  1
874F:   NOT @1  36 
04B5: @2  180 
004D: jump_if_false APGUARD_82
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false APGUARD_81
0209: @3 = random_int  1  100
00D6: if  0
0019:   @3 >  50  ;; integer values
004D: jump_if_false APGUARD_76
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN1'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16802
0002: jump APGUARD_78

:APGUARD_76
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_OPEN2'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16803

:APGUARD_78
004F: create_thread AUDIOL_1 @1  1  1  2  0 
0006: @3 =  1  ;; integer values
0051: return

:APGUARD_81
0002: jump APGUARD_97

:APGUARD_82
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false APGUARD_97
0209: @3 = random_int  1  100
00D6: if  0
0019:   @3 >  50  ;; integer values
004D: jump_if_false APGUARD_92
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS1'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16800
0002: jump APGUARD_94

:APGUARD_92
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'G_CLOS2'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16801

:APGUARD_94
004F: create_thread AUDIOL_1 @1  1  1  2  0 
0006: @3 =  1  ;; integer values
0051: return

:APGUARD_97
0051: return

:APGUARD_98
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APGUARD_108
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false APGUARD_107
009B: destroy_actor_instantly @1
0249: release_model  71
004E: end_thread

:APGUARD_107
0002: jump APGUARD_111

:APGUARD_108
009B: destroy_actor_instantly @1
0249: release_model  71
004E: end_thread

:APGUARD_111
0051: return

:APGATE_1
03A4: name_thread 'APGATE'
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
0019:   @4 >  0  ;; integer values
004D: jump_if_false APGATE_9
029B: @0 = init_object #WS_APGATE at  0.0  0.0  0.0

:APGATE_9
0001: wait  0 ms
00D6: if  1
03CA:   object @0 exists
0256:   player $PLAYER_CHAR defined
004D: jump_if_false APGATE_15
0050: gosub APGATE_16

:APGATE_15
0002: jump APGATE_9

:APGATE_16
0871: init_jump_table @5 total_jumps  1  0 APGATE_19 jumps  0 APGATE_17 -1 APGATE_19 -1 APGATE_19 -1 APGATE_19 -1 APGATE_19 -1 APGATE_19 -1 APGATE_19 

:APGATE_17
0050: gosub APGATE_20
0002: jump APGATE_19

:APGATE_19
0051: return

:APGATE_20
0871: init_jump_table @6 total_jumps  4  0 APGATE_105 jumps  0 APGATE_21  1 APGATE_67  2 APGATE_81  3 APGATE_91 -1 APGATE_105 -1 APGATE_105 -1 APGATE_105 

:APGATE_21
0652: @10 = stat  223 (pilot skill)  ; integer
00D6: if  0
04B5: @10  180 
004D: jump_if_false APGATE_35
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  10.0  10.0 unknown  0
004D: jump_if_false APGATE_34
01BB: store_object @0 position_to @11 @14 @17
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false APGATE_33
097B: @0  1100 

:APGATE_33
000A: @6 +=  1  ;; integer values

:APGATE_34
0002: jump APGATE_66

:APGATE_35
00D6: if  0
0018:   $1203 >  0  ;; integer values
004D: jump_if_false APGATE_48
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  10.0  10.0 unknown  0
004D: jump_if_false APGATE_47
01BB: store_object @0 position_to @11 @14 @17
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false APGATE_46
097B: @0  1100 

:APGATE_46
000A: @6 +=  1  ;; integer values

:APGATE_47
0002: jump APGATE_66

:APGATE_48
0400: create_coordinate @11 @14 @17 from_object @0 offset  0.0  5.2  0.0
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @11 @14 @17 radius  4.5  4.5  4.5
004D: jump_if_false APGATE_59
01BB: store_object @0 position_to @11 @14 @17
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false APGATE_57
097B: @0  1100 

:APGATE_57
000A: @6 +=  1  ;; integer values
0002: jump APGATE_66

:APGATE_59
0400: create_coordinate @11 @14 @17 from_object @0 offset  0.0 -3.0  0.0
00D6: if  2
00FE:   actor $PLAYER_ACTOR  0 ()near_point @11 @14 @17 radius  3.0  3.0  3.0
002B:    180 >= @10  ;; integer values 
8A2A:   NOT 'AP_0003' 
004D: jump_if_false APGATE_66
03E5: text_box 'AP_0003'

:APGATE_66
0002: jump APGATE_105

:APGATE_67
0050: gosub APGATE_106
00D6: if  0
034E: unknown_move_object @0 to @1 @2 @3 unknown_angle @13 @16 @19  1
004D: jump_if_false APGATE_80
00D6: if  0
04E6:   unknown_object @0 near_point @1 @2 @3 radius  .1  .1  .1 unknown  0
004D: jump_if_false APGATE_80
01BC: put_object @0 at @1 @2 @3
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false APGATE_79
097B: @0  1101 

:APGATE_79
000A: @6 +=  1  ;; integer values

:APGATE_80
0002: jump APGATE_105

:APGATE_81
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @0 radius  20.0  20.0 unknown  0
004D: jump_if_false APGATE_90
01BB: store_object @0 position_to @12 @15 @18
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false APGATE_89
097B: @0  1100 

:APGATE_89
000A: @6 +=  1  ;; integer values

:APGATE_90
0002: jump APGATE_105

:APGATE_91
0050: gosub APGATE_106
00D6: if  0
034E: unknown_move_object @0 to @11 @14 @17 unknown_angle @13 @16 @19  1
004D: jump_if_false APGATE_104
00D6: if  0
04E6:   unknown_object @0 near_point @11 @14 @17 radius  .1  .1  .1 unknown  0
004D: jump_if_false APGATE_104
01BC: put_object @0 at @11 @14 @17
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false APGATE_103
097B: @0  1101 

:APGATE_103
0006: @6 =  0  ;; integer values

:APGATE_104
0002: jump APGATE_105

:APGATE_105
0051: return

:APGATE_106
0176: @13 = object @0 z_angle
00D6: if  1
0021:   @13 >  70.0  ;; floating-point values
0023:    75.0 > @13  ;; floating-point values
004D: jump_if_false APGATE_115
0007: @13 =  .03  ;; floating-point values
0007: @16 =  .1  ;; floating-point values
0007: @19 =  .1  ;; floating-point values
0002: jump APGATE_118

:APGATE_115
0007: @13 =  .1  ;; floating-point values
0007: @16 =  .1  ;; floating-point values
0007: @19 =  .1  ;; floating-point values

:APGATE_118
0051: return

:GFINIT_1
03A4: name_thread 'GFINIT'
0004: $353 =  30  ;; integer values
0004: $359 =  15  ;; integer values
0004: $365 = -100  ;; integer values
0004: $1204 =  200  ;; integer values
0004: $377 =  0  ;; integer values
08BA: $377  1 
08BA: $377  3 
08BA: $377  11 
08BA: $377  16 
08BA: $377  17 
08BA: $377  20 
08BA: $377  21 
08BA: $377  27 
0004: $371 =  0  ;; integer values
08BA: $371  3 
0004: $383 =  0  ;; integer values
08BA: $383  6 
08BA: $383  8 
08BA: $383  10 
08BA: $383  12 
08BA: $383  14 
0004: $354 =  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: $377(1)  3 
08BA: $377(1)  11 
08BA: $377(1)  12 
08BA: $377(1)  16 
08BA: $377(1)  17 
08BA: $377(1)  20 
08BA: $377(1)  27 
08BA: $377(1)  22 
0004: $372 =  0  ;; integer values
08BA: $372  2 
0004: $383(1) =  0  ;; integer values
08BA: $383(1)  12 
08BA: $383(1)  14 
08BA: $383(1)  16 
08BA: $383(1)  18 
08BA: $383(1)  20 
08BA: $383(1)  22 
0004: $355 =  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: $377(2)  5 
08BA: $377(2)  14 
08BA: $377(2)  13 
08BA: $377(2)  15 
08BA: $377(2)  18 
08BA: $377(2)  28 
0004: $373 =  0  ;; integer values
08BA: $373  3 
0004: $383(2) =  0  ;; integer values
08BA: $383(2)  2 
08BA: $383(2)  4 
08BA: $383(2)  6 
08BA: $383(2)  12 
0004: $356 =  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: $377(3)  2 
08BA: $377(3)  13 
08BA: $377(3)  18 
08BA: $377(3)  20 
0004: $374 =  0  ;; integer values
08BA: $374  2 
0004: $383(3) =  0  ;; integer values
08BA: $383(3)  6 
08BA: $383(3)  8 
08BA: $383(3)  10 
08BA: $383(3)  12 
08BA: $383(3)  14 
0004: $357 =  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: $377(4)  2 
08BA: $377(4)  13 
08BA: $377(4)  20 
08BA: $377(4)  19 
08BA: $377(4)  17 
08BA: $377(4)  24 
0004: $375 =  0  ;; integer values
08BA: $375  1 
0004: $383(4) =  0  ;; integer values
08BA: $383(4)  2 
08BA: $383(4)  4 
08BA: $383(4)  6 
08BA: $383(4)  8 
08BA: $383(4)  10 
08BA: $383(4)  0 
0004: $358 =  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: $377(5)  5 
08BA: $377(5)  3 
08BA: $377(5)  13 
08BA: $377(5)  14 
08BA: $377(5)  15 
08BA: $377(5)  19 
08BA: $377(5)  20 
08BA: $377(5)  27 
08BA: $377(5)  23 
0004: $376 =  0  ;; integer values
08BA: $376  1 
0004: $383(5) =  0  ;; integer values
08BA: $383(5)  22 
08BA: $383(5)  0 
08BA: $383(5)  2 
08BA: $383(5)  4 
08BA: $383(5)  6 
08BA: $383(5)  8 
08BA: $383(5)  10 
029B: $1242 = init_object #GEN_DOOREXT03 at  2401.75 -1714.477  13.125
01C7: remove_object_from_mission_cleanup_list $1242
07F7: $1242  0 
09CA: $1242  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: $1246  0 
09CA: $1246  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: $1243  0 
09CA: $1243  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: $1244  0 
09CA: $1244  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: $1245  0 
09CA: $1245  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: $1247  0 
09CA: $1247  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: $1248  0 
09CA: $1248  1  1  1  1  1 
0004: $1219 =  1  ;; integer values
004F: create_thread GFAGNT_1 
004E: end_thread

:GFAGNT_1
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: $389 = -1  ;; integer values
0006: @8 = -1  ;; integer values
0006: @7 =  1  ;; integer values
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false GFAGNT_25
009A: @2 = create_actor  5  0 at  0.0  0.0  0.0
018A: $398 = create_checkpoint_at  0.0  0.0  0.0
018A: $398(1) = create_checkpoint_at  0.0  0.0  0.0
018A: $398(2) = create_checkpoint_at  0.0  0.0  0.0
018A: $398(3) = create_checkpoint_at  0.0  0.0  0.0
018A: $398(4) = create_checkpoint_at  0.0  0.0  0.0
018A: $398(5) = create_checkpoint_at  0.0  0.0  0.0
014B: $2818 = init_parked_car_generator  0  0  0  0 alarm  0 door_lock  0  0  0 at  0.0  0.0  0.0 angle  0.0
014B: $2824 = init_parked_car_generator  0  0  0  0 alarm  0 door_lock  0  0  0 at  0.0  0.0  0.0 angle  0.0

:GFAGNT_25
0001: wait $1212 ms
00D6: if  2
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor $PLAYER_ACTOR dead
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false GFAGNT_34
08C0: $391  31 
0050: gosub GFAGNT_40
0002: jump GFAGNT_39

:GFAGNT_34
00D6: if  0
88B4:   NOT $391  31 
004D: jump_if_false GFAGNT_39
0050: gosub GFAGNT_1387
08BA: $391  31 

:GFAGNT_39
0002: jump GFAGNT_25

:GFAGNT_40
0871: init_jump_table @0 total_jumps  5  0 GFAGNT_51 jumps  0 GFAGNT_41  1 GFAGNT_43  2 GFAGNT_45  3 GFAGNT_47  4 GFAGNT_49 -1 GFAGNT_51 -1 GFAGNT_51 

:GFAGNT_41
0050: gosub GFAGNT_52
0002: jump GFAGNT_51

:GFAGNT_43
0050: gosub GFAGNT_201
0002: jump GFAGNT_51

:GFAGNT_45
0050: gosub GFAGNT_295
0002: jump GFAGNT_51

:GFAGNT_47
0050: gosub GFAGNT_327
0002: jump GFAGNT_51

:GFAGNT_49
0050: gosub GFAGNT_352
0002: jump GFAGNT_51

:GFAGNT_51
0051: return

:GFAGNT_52
0050: gosub GFAGNT_589
00D6: if  0
08B5: $406 $389 
004D: jump_if_false GFAGNT_135
00D6: if  0
08B4: $391  25 
004D: jump_if_false GFAGNT_61
0006: @3 =  1  ;; integer values
0002: jump GFAGNT_94

:GFAGNT_61
0006: @3 =  0  ;; integer values
0842: @4 = unknown_player $PLAYER_CHAR data
0871: init_jump_table $389 total_jumps  6  0 GFAGNT_94 jumps  0 GFAGNT_64  1 GFAGNT_79  2 GFAGNT_74  3 GFAGNT_69  4 GFAGNT_84  5 GFAGNT_89 -1 GFAGNT_94 

:GFAGNT_64
00D6: if  0
04A4: @4  1 
004D: jump_if_false GFAGNT_68
0006: @3 =  1  ;; integer values

:GFAGNT_68
0002: jump GFAGNT_94

:GFAGNT_69
00D6: if  0
04A4: @4  0 
004D: jump_if_false GFAGNT_73
0006: @3 =  1  ;; integer values

:GFAGNT_73
0002: jump GFAGNT_94

:GFAGNT_74
00D6: if  0
04A4: @4  0 
004D: jump_if_false GFAGNT_78
0006: @3 =  1  ;; integer values

:GFAGNT_78
0002: jump GFAGNT_94

:GFAGNT_79
00D6: if  0
04A4: @4  2 
004D: jump_if_false GFAGNT_83
0006: @3 =  1  ;; integer values

:GFAGNT_83
0002: jump GFAGNT_94

:GFAGNT_84
00D6: if  0
04A4: @4  2 
004D: jump_if_false GFAGNT_88
0006: @3 =  1  ;; integer values

:GFAGNT_88
0002: jump GFAGNT_94

:GFAGNT_89
00D6: if  0
04A4: @4  3 
004D: jump_if_false GFAGNT_93
0006: @3 =  1  ;; integer values

:GFAGNT_93
0002: jump GFAGNT_94

:GFAGNT_94
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false GFAGNT_133
0050: gosub GFAGNT_377
0050: gosub GFAGNT_608
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false GFAGNT_131
0004: $1212 =  250  ;; integer values
00D6: if  0
88B4:   NOT $390  20 
004D: jump_if_false GFAGNT_130
0050: gosub GFAGNT_530
0050: gosub GFAGNT_632
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false GFAGNT_118
0004: $1212 =  0  ;; integer values
0050: gosub GFAGNT_680
08BB: $1210 $389 
0006: @0 =  4  ;; integer values
0006: @1 =  0  ;; integer values
0051: return
0002: jump GFAGNT_130

:GFAGNT_118
08C1: $1210 $389 
0050: gosub GFAGNT_695
0004: $1212 =  250  ;; integer values
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point @10 @11 @12 radius  5.0  5.0  3.0 sphere  0
004D: jump_if_false GFAGNT_130
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false GFAGNT_129
03E5: text_box 'GF_0048'

:GFAGNT_129
0051: return

:GFAGNT_130
0002: jump GFAGNT_132

:GFAGNT_131
0050: gosub GFAGNT_740

:GFAGNT_132
0002: jump GFAGNT_134

:GFAGNT_133
0051: return

:GFAGNT_134
0002: jump GFAGNT_200

:GFAGNT_135
0050: gosub GFAGNT_471
00D6: if  0
88B4:   NOT $390  20 
004D: jump_if_false GFAGNT_200
0050: gosub GFAGNT_617
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false GFAGNT_198
0004: $1212 =  250  ;; integer values
00D6: if  1
0038:   $389 ==  2  ;; integer values
001A:    2 > $LS_FINAL_MISSIONS_PASSED  ;; integer values
004D: jump_if_false GFAGNT_150
090F: end_external_script  24 (GF_MEETING) 
0051: return

:GFAGNT_150
00D6: if  1
8038:   NOT   $359($389,6i) == -100  ;; integer values
8038:   NOT   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_197
00D6: if  0
08B4: $383($389,6i)  31 
004D: jump_if_false GFAGNT_179
07D0: @3 = weekday
000A: @3 +=  22  ;; integer values
00D6: if  0
08B6: $383($389,6i) @3 
004D: jump_if_false GFAGNT_165
0050: gosub GFAGNT_1158
0006: @3 =  1  ;; integer values
0002: jump GFAGNT_178

:GFAGNT_165
000A: @3 +=  1  ;; integer values
00D6: if  0
0019:   @3 >  29  ;; integer values
004D: jump_if_false GFAGNT_170
0006: @3 =  23  ;; integer values

:GFAGNT_170
00D6: if  0
08B6: $383($389,6i) @3 
004D: jump_if_false GFAGNT_176
0006: @3 = -1  ;; integer values
0051: return
0002: jump GFAGNT_178

:GFAGNT_176
0050: gosub GFAGNT_1158
0006: @3 =  1  ;; integer values

:GFAGNT_178
0002: jump GFAGNT_180

:GFAGNT_179
0006: @3 =  1  ;; integer values

:GFAGNT_180
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false GFAGNT_197
0050: gosub GFAGNT_562
0926: @3 = external_script_status  24 (GF_MEETING) 
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false GFAGNT_197
08A9: load_external_script  24 (GF_MEETING) 
00D6: if  0
08AB:   external_script  24 (GF_MEETING) loaded
004D: jump_if_false GFAGNT_197
08BA: $390  20 
0913: run_external_script  24 (GF_MEETING) $389 @10 @11 @12 @13 
0004: $1212 =  0  ;; integer values
0006: @0 =  3  ;; integer values
0006: @1 =  0  ;; integer values

:GFAGNT_197
0002: jump GFAGNT_200

:GFAGNT_198
0004: $1212 =  500  ;; integer values
090F: end_external_script  24 (GF_MEETING) 

:GFAGNT_200
0051: return

:GFAGNT_201
0871: init_jump_table @1 total_jumps  5  0 GFAGNT_294 jumps  0 GFAGNT_202  1 GFAGNT_236  2 GFAGNT_244  3 GFAGNT_268  4 GFAGNT_282 -1 GFAGNT_294 -1 GFAGNT_294 

:GFAGNT_202
00D6: if  0
003A:   $393 == $389  ;; integer values and handles
004D: jump_if_false GFAGNT_207
0050: gosub GFAGNT_862
0004: $392 =  20  ;; integer values

:GFAGNT_207
08C1: $391 $389 
0050: gosub GFAGNT_919
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_215
0632: release_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
0A43: (unknown)

:GFAGNT_215
00D6: if  0
88B4:   NOT $406  31 
004D: jump_if_false GFAGNT_219
0004: $390 =  0  ;; integer values

:GFAGNT_219
0050: gosub GFAGNT_1167
00D6: if  1
0039:   @3 ==  1  ;; integer values
08B4: $377($389,6i)  23 
004D: jump_if_false GFAGNT_226
08BA: $390  14 
0002: jump GFAGNT_233

:GFAGNT_226
00D6: if  0
002A:    30 >= $359($389,6i)  ;; integer values
004D: jump_if_false GFAGNT_231
08BA: $390  11 
0002: jump GFAGNT_233

:GFAGNT_231
0050: gosub GFAGNT_866
08BC: $390 @3 

:GFAGNT_233
08A9: load_external_script  25 (GF_DATE) 
000A: @1 +=  1  ;; integer values
0002: jump GFAGNT_294

:GFAGNT_236
00D6: if  0
08AB:   external_script  25 (GF_DATE) loaded
004D: jump_if_false GFAGNT_243
08BA: $390  1 
08C1: $1210 $389 
0913: run_external_script  25 (GF_DATE) @2 
000A: @1 +=  1  ;; integer values

:GFAGNT_243
0002: jump GFAGNT_294

:GFAGNT_244
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false GFAGNT_262
00D6: if  0
08B4: $390  3 
004D: jump_if_false GFAGNT_258
00D6: if  0
88B4:   NOT $390  5 
004D: jump_if_false GFAGNT_257
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub GFAGNT_1109
08A9: load_external_script  26 (GF_SEX) 
000A: @1 +=  1  ;; integer values

:GFAGNT_257
0002: jump GFAGNT_261

:GFAGNT_258
016A: fade  1 (back)  1000 ms
0006: @0 =  2  ;; integer values
0006: @1 =  0  ;; integer values

:GFAGNT_261
0002: jump GFAGNT_267

:GFAGNT_262
0926: @3 = external_script_status  25 (GF_DATE) 
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false GFAGNT_267
08C0: $390  1 

:GFAGNT_267
0002: jump GFAGNT_294

:GFAGNT_268
00D6: if  0
08AB:   external_script  26 (GF_SEX) loaded
004D: jump_if_false GFAGNT_281
077E: @3 = active_interior
0050: gosub GFAGNT_530
00D6: if  0
08B4: $390  14 
004D: jump_if_false GFAGNT_278
0913: run_external_script  26 (GF_SEX) $389  1 @3 @10 @11 @12 @13 
0002: jump GFAGNT_279

:GFAGNT_278
0913: run_external_script  26 (GF_SEX) $389  0 @3 @10 @11 @12 @13 

:GFAGNT_279
08BA: $390  5 
000A: @1 +=  1  ;; integer values

:GFAGNT_281
0002: jump GFAGNT_294

:GFAGNT_282
00D6: if  0
88B4:   NOT $390  5 
004D: jump_if_false GFAGNT_288
0006: @0 =  2  ;; integer values
0006: @1 =  0  ;; integer values
0002: jump GFAGNT_293

:GFAGNT_288
0926: @3 = external_script_status  26 (GF_SEX) 
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false GFAGNT_293
08C0: $390  5 

:GFAGNT_293
0002: jump GFAGNT_294

:GFAGNT_294
0051: return

:GFAGNT_295
0871: init_jump_table @1 total_jumps  2  0 GFAGNT_326 jumps  0 GFAGNT_296  1 GFAGNT_312 -1 GFAGNT_326 -1 GFAGNT_326 -1 GFAGNT_326 -1 GFAGNT_326 -1 GFAGNT_326 

:GFAGNT_296
08C1: $391 $389 
0050: gosub GFAGNT_1109
00D6: if  0
0038:   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_305
03E6: remove_text_box
03E5: text_box 'GF_0039'
08C1: $406 $389 
0002: jump GFAGNT_310

:GFAGNT_305
0050: gosub GFAGNT_1045
00D6: if  0
0028:   $359($389,6i) >=  50  ;; integer values
004D: jump_if_false GFAGNT_310
0050: gosub GFAGNT_702

:GFAGNT_310
000A: @1 +=  1  ;; integer values
0002: jump GFAGNT_326

:GFAGNT_312
00D6: if  21
0038:   $359($389,6i) == -100  ;; integer values
0038:   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_320
0050: gosub GFAGNT_1177
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values
0002: jump GFAGNT_325

:GFAGNT_320
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @10 @11 @12 radius  10.0  10.0  10.0
004D: jump_if_false GFAGNT_325
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:GFAGNT_325
0002: jump GFAGNT_326

:GFAGNT_326
0051: return

:GFAGNT_327
00D6: if  0
88B4:   NOT $390  20 
004D: jump_if_false GFAGNT_346
0050: gosub GFAGNT_562
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @10 @11 @12 radius  65.0  65.0  5.0
004D: jump_if_false GFAGNT_345
00D6: if  0
08B4: $390  21 
004D: jump_if_false GFAGNT_343
07D0: @7 = weekday
000A: @7 +=  1  ;; integer values
00D6: if  0
0019:   @7 >  7  ;; integer values
004D: jump_if_false GFAGNT_343
0006: @7 =  1  ;; integer values

:GFAGNT_343
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:GFAGNT_345
0002: jump GFAGNT_351

:GFAGNT_346
0926: @3 = external_script_status  24 (GF_MEETING) 
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false GFAGNT_351
08C0: $390  20 

:GFAGNT_351
0051: return

:GFAGNT_352
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @10 @11 @12 radius  75.0  75.0  10.0
004D: jump_if_false GFAGNT_374
0050: gosub GFAGNT_632
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false GFAGNT_371
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point @10 @11 @12 radius  1.5  1.5  1.5 sphere  1
004D: jump_if_false GFAGNT_370
00D6: if  1
88B4:   NOT $391  11 
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false GFAGNT_370
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @0 =  1  ;; integer values
0006: @1 =  0  ;; integer values
0051: return

:GFAGNT_370
0002: jump GFAGNT_373

:GFAGNT_371
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:GFAGNT_373
0002: jump GFAGNT_376

:GFAGNT_374
0006: @0 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:GFAGNT_376
0051: return

:GFAGNT_377
00D6: if  0
875C:   NOT   marker $398($389,6i) enabled
004D: jump_if_false GFAGNT_391
0050: gosub GFAGNT_530
04CE: $398($389,6i) = create_icon_marker_without_sphere  21 at @10 @11 @12
0623: add  1 to_stats  184
0623: add  1 to_stats  186
0652: @3 = stat  65 ()  ; integer
005C: @3 += $1204($389,6i)  ;; integer values 
00D6: if  0
0019:   @3 >  1000  ;; integer values
004D: jump_if_false GFAGNT_390
0006: @3 =  1000  ;; integer values

:GFAGNT_390
0629: change_stat  65 () to @3  ; integer see statdisp.dat

:GFAGNT_391
0871: init_jump_table $389 total_jumps  5  0 GFAGNT_470 jumps  0 GFAGNT_392  1 GFAGNT_402  2 GFAGNT_418  3 GFAGNT_438  4 GFAGNT_454 -1 GFAGNT_470 -1 GFAGNT_470 

:GFAGNT_392
00D6: if  1
0028:   $359($389,6i) >=  100  ;; integer values
0038:   $2562 ==  0  ;; integer values
004D: jump_if_false GFAGNT_401
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GFAGNT_401
03E5: text_box 'GF_H006'
0004: $2562 =  1  ;; integer values

:GFAGNT_401
0002: jump GFAGNT_470

:GFAGNT_402
00D6: if  1
0028:   $359($389,6i) >=  100  ;; integer values
0038:   $2560 ==  0  ;; integer values
004D: jump_if_false GFAGNT_411
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GFAGNT_411
03E5: text_box 'GF_H006'
0004: $2560 =  1  ;; integer values

:GFAGNT_411
00D6: if  0
88B4:   NOT $406  21 
004D: jump_if_false GFAGNT_417
02FA: garage 'MICHDR' change_to_type  5
093A: 'MICHDR'  1 
08BA: $406  21 

:GFAGNT_417
0002: jump GFAGNT_470

:GFAGNT_418
00D6: if  1
0028:   $359($389,6i) >=  100  ;; integer values
0038:   $2559 ==  0  ;; integer values
004D: jump_if_false GFAGNT_427
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GFAGNT_427
03E5: text_box 'GF_H006'
0004: $2559 =  1  ;; integer values

:GFAGNT_427
00D6: if  0
88B4:   NOT $406  22 
004D: jump_if_false GFAGNT_437
0750: $1248  0 
0382: set_object $1248 collision_detection  0
0213: $394 = create_pickup  344 type  15 at -366.2235 -1429.088  25.5
0213: $395 = create_pickup  341 type  15 at -365.7906 -1425.252  25.5
032B: $396 = create_weapon_pickup  346  15 ammo  100 at -365.4774 -1422.401  25.5
032B: $397 = create_weapon_pickup  361  15 ammo  200 at -366.066 -1418.683  25.5
08BA: $406  22 

:GFAGNT_437
0002: jump GFAGNT_470

:GFAGNT_438
00D6: if  1
0028:   $359($389,6i) >=  100  ;; integer values
0038:   $2558 ==  0  ;; integer values
004D: jump_if_false GFAGNT_447
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GFAGNT_447
03E5: text_box 'GF_H006'
0004: $2558 =  1  ;; integer values

:GFAGNT_447
00D6: if  0
88B4:   NOT $406  23 
004D: jump_if_false GFAGNT_453
08E0: -1379.843  2635.74  54.4315  1500.0  170.6194 
08DE:  0 
08BA: $406  23 

:GFAGNT_453
0002: jump GFAGNT_470

:GFAGNT_454
00D6: if  1
0028:   $359($389,6i) >=  100  ;; integer values
0038:   $2561 ==  0  ;; integer values
004D: jump_if_false GFAGNT_463
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GFAGNT_463
03E5: text_box 'GF_H006'
0004: $2561 =  1  ;; integer values

:GFAGNT_463
00D6: if  0
88B4:   NOT $406  24 
004D: jump_if_false GFAGNT_469
08DF: -2570.511  1139.582  54.8547  1500.0  160.0 
08DD:  0 
08BA: $406  24 

:GFAGNT_469
0002: jump GFAGNT_470

:GFAGNT_470
0051: return

:GFAGNT_471
00D6: if  0
0038:   $798 ==  50  ;; integer values
004D: jump_if_false GFAGNT_480
00D6: if  2
001A:    0 > $359($389,6i)  ;; integer values
8038:   NOT   $389 ==  0  ;; integer values
8038:   NOT   $389 ==  5  ;; integer values
004D: jump_if_false GFAGNT_480
0004: $359($389,6i) =  45  ;; integer values

:GFAGNT_480
00D6: if  0
075C:   marker $398($389,6i) enabled
004D: jump_if_false GFAGNT_496
0164: disable_marker $398($389,6i)
0050: gosub GFAGNT_1177
0050: gosub GFAGNT_695
08C1: $1210 $389 
0625:  184  1 
0623: add  1 to_stats  189
0652: @3 = stat  65 ()  ; integer
0064: @3 -= $1204($389,6i)  ;; integer values 
00D6: if  0
001B:    0 > @3  ;; integer values
004D: jump_if_false GFAGNT_495
0006: @3 =  0  ;; integer values

:GFAGNT_495
0629: change_stat  65 () to @3  ; integer see statdisp.dat

:GFAGNT_496
008B: @3 = $389  ;; integer values and handles
000A: @3 +=  20  ;; integer values
00D6: if  0
08B6: $406 @3 
004D: jump_if_false GFAGNT_529
0871: init_jump_table $389 total_jumps  4  0 GFAGNT_529 jumps  1 GFAGNT_502  2 GFAGNT_510  3 GFAGNT_521  4 GFAGNT_525 -1 GFAGNT_529 -1 GFAGNT_529 -1 GFAGNT_529 

:GFAGNT_502
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -1790.7  1209.0  23.0 -1784.0  1221.5  27.5
004D: jump_if_false GFAGNT_509
093A: 'MICHDR'  0 
02FA: garage 'MICHDR' change_to_type  19
0361: close_garage 'MICHDR'
08C0: $406  21 

:GFAGNT_509
0002: jump GFAGNT_529

:GFAGNT_510
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -361.0 -1417.0  23.0 -372.0 -1431.0  30.0
004D: jump_if_false GFAGNT_520
0215: destroy_pickup $394
0215: destroy_pickup $395
0215: destroy_pickup $396
0215: destroy_pickup $397
0750: $1248  1 
0382: set_object $1248 collision_detection  1
08C0: $406  22 

:GFAGNT_520
0002: jump GFAGNT_529

:GFAGNT_521
08E0: -1379.843  2635.74  54.4315  0.0  170.6194 
08DE:  1 
08C0: $406  23 
0002: jump GFAGNT_529

:GFAGNT_525
08DF: @10 @11 @12  0.0 @13 
08DD:  1 
08C0: $406  24 
0002: jump GFAGNT_529

:GFAGNT_529
0051: return

:GFAGNT_530
0871: init_jump_table $389 total_jumps  6  0 GFAGNT_561 jumps  0 GFAGNT_531  1 GFAGNT_536  2 GFAGNT_541  3 GFAGNT_546  4 GFAGNT_551  5 GFAGNT_556 -1 GFAGNT_561 

:GFAGNT_531
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_561

:GFAGNT_536
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_561

:GFAGNT_541
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_561

:GFAGNT_546
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_561

:GFAGNT_551
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_561

:GFAGNT_556
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_561

:GFAGNT_561
0051: return

:GFAGNT_562
0871: init_jump_table $389 total_jumps  4  1 GFAGNT_583 jumps  1 GFAGNT_563  2 GFAGNT_568  3 GFAGNT_573  4 GFAGNT_578 -1 GFAGNT_588 -1 GFAGNT_588 -1 GFAGNT_588 

:GFAGNT_563
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_588

:GFAGNT_568
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_588

:GFAGNT_573
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_588

:GFAGNT_578
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_588

:GFAGNT_583
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_588

:GFAGNT_588
0051: return

:GFAGNT_589
000A: @8 +=  1  ;; integer values
00D6: if  0
0029:   @8 >=  6  ;; integer values
004D: jump_if_false GFAGNT_594
0006: @8 =  0  ;; integer values

:GFAGNT_594
00D6: if  0
08B4: $391  25 
004D: jump_if_false GFAGNT_602
00D6: if  0
07D6: @8 $389 
004D: jump_if_false GFAGNT_601
08C0: $391  25 

:GFAGNT_601
0002: jump GFAGNT_607

:GFAGNT_602
0008: $389 +=  1  ;; integer values
00D6: if  0
0028:   $389 >=  6  ;; integer values
004D: jump_if_false GFAGNT_607
0004: $389 =  0  ;; integer values

:GFAGNT_607
0051: return

:GFAGNT_608
0050: gosub GFAGNT_530
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @10 @11 @12 radius  65.0  65.0  5.0
004D: jump_if_false GFAGNT_615
08BA: $391  25 
0006: @3 =  1  ;; integer values
0051: return

:GFAGNT_615
0006: @3 = -1  ;; integer values
0051: return

:GFAGNT_617
0050: gosub GFAGNT_562
00D6: if  0
8043:   NOT   @10 ==  0.0  ;; floating-point values
004D: jump_if_false GFAGNT_630
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @10 @11 @12 radius  80.0  80.0  10.0
004D: jump_if_false GFAGNT_630
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @10 @11 @12 radius  8.0  8.0  10.0
004D: jump_if_false GFAGNT_630
08BA: $391  25 
0006: @3 =  1  ;; integer values
0051: return

:GFAGNT_630
0006: @3 = -1  ;; integer values
0051: return

:GFAGNT_632
0006: @3 = -1  ;; integer values
00D6: if  1
08B4: $391  11 
003A:   $393 == $389  ;; integer values and handles
004D: jump_if_false GFAGNT_639
0006: @3 =  1  ;; integer values
0051: return

:GFAGNT_639
00D6: if  1
08B4: $391  10 
003A:   $393 == $389  ;; integer values and handles
004D: jump_if_false GFAGNT_645
0006: @3 =  1  ;; integer values
0051: return

:GFAGNT_645
00D6: if  0
08B4: $383($389,6i)  31 
004D: jump_if_false GFAGNT_667
07D0: @3 = weekday
000A: @3 +=  22  ;; integer values
00D6: if  0
08B6: $383($389,6i) @3 
004D: jump_if_false GFAGNT_655
0050: gosub GFAGNT_1158
0002: jump GFAGNT_667

:GFAGNT_655
000A: @3 +=  1  ;; integer values
00D6: if  0
0019:   @3 >  29  ;; integer values
004D: jump_if_false GFAGNT_660
0006: @3 =  23  ;; integer values

:GFAGNT_660
00D6: if  0
08B6: $383($389,6i) @3 
004D: jump_if_false GFAGNT_666
0006: @3 = -1  ;; integer values
0051: return
0002: jump GFAGNT_667

:GFAGNT_666
0050: gosub GFAGNT_1158

:GFAGNT_667
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  0
08B6: $383($389,6i) @4 
004D: jump_if_false GFAGNT_677
0006: @3 = -1  ;; integer values
0051: return
0002: jump GFAGNT_679

:GFAGNT_677
0006: @3 =  1  ;; integer values
0051: return

:GFAGNT_679
0051: return

:GFAGNT_680
00D6: if  0
0028:   $359($389,6i) >=  50  ;; integer values
004D: jump_if_false GFAGNT_689
00D6: if  0
88B4:   NOT $391  26 
004D: jump_if_false GFAGNT_688
014C: set_parked_car_generator $2824($389,6i) cars_to_generate_to  101
08BA: $391  26 

:GFAGNT_688
0002: jump GFAGNT_694

:GFAGNT_689
00D6: if  0
88B4:   NOT $391  26 
004D: jump_if_false GFAGNT_694
014C: set_parked_car_generator $2818($389,6i) cars_to_generate_to  101
08BA: $391  26 

:GFAGNT_694
0051: return

:GFAGNT_695
00D6: if  0
08B4: $391  26 
004D: jump_if_false GFAGNT_701
014C: set_parked_car_generator $2824($389,6i) cars_to_generate_to  0
014C: set_parked_car_generator $2818($389,6i) cars_to_generate_to  0
08C0: $391  26 

:GFAGNT_701
0051: return

:GFAGNT_702
0871: init_jump_table $389 total_jumps  6  0 GFAGNT_739 jumps  0 GFAGNT_703  1 GFAGNT_709  2 GFAGNT_715  3 GFAGNT_721  4 GFAGNT_727  5 GFAGNT_733 -1 GFAGNT_739 

:GFAGNT_703
00D6: if  0
88B4:   NOT $406  25 
004D: jump_if_false GFAGNT_708
03E5: text_box 'GF_H007'
08BA: $406  25 

:GFAGNT_708
0002: jump GFAGNT_739

:GFAGNT_709
00D6: if  0
88B4:   NOT $406  26 
004D: jump_if_false GFAGNT_714
03E5: text_box 'GF_H008'
08BA: $406  26 

:GFAGNT_714
0002: jump GFAGNT_739

:GFAGNT_715
00D6: if  0
88B4:   NOT $406  27 
004D: jump_if_false GFAGNT_720
03E5: text_box 'GF_H009'
08BA: $406  27 

:GFAGNT_720
0002: jump GFAGNT_739

:GFAGNT_721
00D6: if  0
88B4:   NOT $406  28 
004D: jump_if_false GFAGNT_726
03E5: text_box 'GF_H010'
08BA: $406  28 

:GFAGNT_726
0002: jump GFAGNT_739

:GFAGNT_727
00D6: if  0
88B4:   NOT $406  29 
004D: jump_if_false GFAGNT_732
03E5: text_box 'GF_H011'
08BA: $406  29 

:GFAGNT_732
0002: jump GFAGNT_739

:GFAGNT_733
00D6: if  0
88B4:   NOT $406  30 
004D: jump_if_false GFAGNT_738
03E5: text_box 'GF_H012'
08BA: $406  30 

:GFAGNT_738
0002: jump GFAGNT_739

:GFAGNT_739
0051: return

:GFAGNT_740
0871: init_jump_table $392 total_jumps  5  0 GFAGNT_807 jumps  20 GFAGNT_741  21 GFAGNT_745  22 GFAGNT_764  23 GFAGNT_778  24 GFAGNT_786 -1 GFAGNT_807 -1 GFAGNT_807 

:GFAGNT_741
0050: gosub GFAGNT_862
0050: gosub GFAGNT_1094
0050: gosub GFAGNT_808
0002: jump GFAGNT_807

:GFAGNT_745
00C1: @3 = minutes_to_current_time @5 @6
00D6: if  0
002B:    5 >= @3  ;; integer values 
004D: jump_if_false GFAGNT_763
00D6: if  0
88B4:   NOT $391  11 
004D: jump_if_false GFAGNT_763
00D6: if  0
003A:   $393 == $389  ;; integer values and handles
004D: jump_if_false GFAGNT_758
004F: create_thread MOB_GF_1 $389  1 
0004: $392 =  22  ;; integer values
0002: jump GFAGNT_763

:GFAGNT_758
00D6: if  0
88B5:   NOT $406 $393 
004D: jump_if_false GFAGNT_763
0050: gosub GFAGNT_862
0004: $392 =  20  ;; integer values

:GFAGNT_763
0002: jump GFAGNT_807

:GFAGNT_764
00D6: if  0
88B4:   NOT $391  11 
004D: jump_if_false GFAGNT_777
00D6: if  0
08B4: $391  10 
004D: jump_if_false GFAGNT_773
0050: gosub GFAGNT_824
0004: $392 =  23  ;; integer values
0002: jump GFAGNT_777

:GFAGNT_773
000C: $359($393,6i) -=  2  ;; integer values
0050: gosub GFAGNT_1193
0050: gosub GFAGNT_862
0004: $392 =  20  ;; integer values

:GFAGNT_777
0002: jump GFAGNT_807

:GFAGNT_778
00C1: @3 = minutes_to_current_time @5 @6
00D6: if  0
002B:    5 >= @3  ;; integer values 
004D: jump_if_false GFAGNT_785
0084: $389 = $393  ;; integer values and handles
0050: gosub GFAGNT_835
0004: $392 =  20  ;; integer values

:GFAGNT_785
0002: jump GFAGNT_807

:GFAGNT_786
00D6: if  0
88B4:   NOT $391  11 
004D: jump_if_false GFAGNT_806
00D6: if  0
08B4: $391  10 
004D: jump_if_false GFAGNT_800
00D6: if  1
0018:   $393 > -1  ;; integer values
001A:    6 > $393  ;; integer values
004D: jump_if_false GFAGNT_798
0004: $359($393,6i) = -100  ;; integer values
08C1: $406 $393 

:GFAGNT_798
0004: $392 =  20  ;; integer values
0002: jump GFAGNT_806

:GFAGNT_800
00D6: if  1
0018:   $393 > -1  ;; integer values
001A:    6 > $393  ;; integer values
004D: jump_if_false GFAGNT_805
0004: $359($393,6i) = -99  ;; integer values

:GFAGNT_805
0004: $392 =  20  ;; integer values

:GFAGNT_806
0002: jump GFAGNT_807

:GFAGNT_807
0051: return

:GFAGNT_808
0209: @3 = random_int  0  6
00D6: if  0
08B6: $406 @3 
004D: jump_if_false GFAGNT_823
00D6: if  0
0018:   $359(@3,6i) > -15  ;; integer values
004D: jump_if_false GFAGNT_823
00D6: if  1
8038:   NOT   $359(@3,6i) == -100  ;; integer values
8038:   NOT   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_823
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_823
0051: return

:GFAGNT_824
00BF: @5 = current_time_hours, @6 = current_time_minutes
0006: @6 =  31  ;; integer values
000A: @5 +=  5  ;; integer values
00D6: if  0
0019:   @5 >  23  ;; integer values
004D: jump_if_false GFAGNT_834
0085: @3 = @5  ;; integer values and handles
000E: @3 -=  23  ;; integer values
0006: @5 =  0  ;; integer values
005A: @5 += @3  ;; integer values 

:GFAGNT_834
0051: return

:GFAGNT_835
00D6: if  1
0018:   $393 > -1  ;; integer values
001A:    6 > $393  ;; integer values
004D: jump_if_false GFAGNT_861
000C: $359($393,6i) -=  3  ;; integer values
0050: gosub GFAGNT_1193
00D6: if  1
88FE:   NOT (unknown)
0018:   $359($393,6i) > -15  ;; integer values
004D: jump_if_false GFAGNT_861
0871: init_jump_table $393 total_jumps  6  0 GFAGNT_858 jumps  0 GFAGNT_846  1 GFAGNT_848  2 GFAGNT_850  3 GFAGNT_852  4 GFAGNT_854  5 GFAGNT_856 -1 GFAGNT_858 

:GFAGNT_846
03E5: text_box 'GF_APP0'
0002: jump GFAGNT_858

:GFAGNT_848
03E5: text_box 'GF_APP1'
0002: jump GFAGNT_858

:GFAGNT_850
03E5: text_box 'GF_APP2'
0002: jump GFAGNT_858

:GFAGNT_852
03E5: text_box 'GF_APP3'
0002: jump GFAGNT_858

:GFAGNT_854
03E5: text_box 'GF_APP4'
0002: jump GFAGNT_858

:GFAGNT_856
03E5: text_box 'GF_APP5'
0002: jump GFAGNT_858

:GFAGNT_858
08C0: $391  10 
08C1: $391 $393 
0004: $393 = -1  ;; integer values

:GFAGNT_861
0051: return

:GFAGNT_862
0004: $393 = -1  ;; integer values
08C0: $391  10 
08C1: $391 $389 
0051: return

:GFAGNT_866
0209: @3 = random_int  0  45
00D6: if  0
0019:   @3 >  10  ;; integer values
004D: jump_if_false GFAGNT_892
00D6: if  0
0019:   @3 >  20  ;; integer values
004D: jump_if_false GFAGNT_890
00D6: if  0
0019:   @3 >  30  ;; integer values
004D: jump_if_false GFAGNT_888
00D6: if  0
08B4: $377($389,6i)  22 
004D: jump_if_false GFAGNT_881
0006: @3 =  15  ;; integer values
0002: jump GFAGNT_887

:GFAGNT_881
00D6: if  0
0019:   @3 >  35  ;; integer values
004D: jump_if_false GFAGNT_886
0006: @3 =  12  ;; integer values
0002: jump GFAGNT_887

:GFAGNT_886
0006: @3 =  13  ;; integer values

:GFAGNT_887
0002: jump GFAGNT_889

:GFAGNT_888
0006: @3 =  13  ;; integer values

:GFAGNT_889
0002: jump GFAGNT_891

:GFAGNT_890
0006: @3 =  12  ;; integer values

:GFAGNT_891
0002: jump GFAGNT_893

:GFAGNT_892
0006: @3 =  11  ;; integer values

:GFAGNT_893
00D6: if  0
08B4: $390  27 
004D: jump_if_false GFAGNT_898
0006: @3 =  11  ;; integer values
0004: $390 =  0  ;; integer values

:GFAGNT_898
00D6: if  0
08B4: $390  28 
004D: jump_if_false GFAGNT_903
0006: @3 =  12  ;; integer values
0004: $390 =  0  ;; integer values

:GFAGNT_903
00D6: if  0
08B4: $390  29 
004D: jump_if_false GFAGNT_908
0006: @3 =  13  ;; integer values
0004: $390 =  0  ;; integer values

:GFAGNT_908
00D6: if  0
08B4: $390  30 
004D: jump_if_false GFAGNT_913
0006: @3 =  14  ;; integer values
0004: $390 =  0  ;; integer values

:GFAGNT_913
00D6: if  0
08B4: $390  31 
004D: jump_if_false GFAGNT_918
0006: @3 =  15  ;; integer values
0004: $390 =  0  ;; integer values

:GFAGNT_918
0051: return

:GFAGNT_919
0871: init_jump_table $389 total_jumps  6  0 GFAGNT_1044 jumps  0 GFAGNT_920  1 GFAGNT_953  2 GFAGNT_970  3 GFAGNT_989  4 GFAGNT_1008  5 GFAGNT_1027 -1 GFAGNT_1044 

:GFAGNT_920
00D6: if  21
8248:   NOT   model  195 available
8248:   NOT   model  352 available
004D: jump_if_false GFAGNT_928
0247: request_model  352
0247: request_model  195
0001: wait  0 ms
0002: jump GFAGNT_920

:GFAGNT_928
009A: @2 = create_actor  5  195 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: @2  4  7 
077A: @2  4  9 
077A: @2  4  10 
077A: @2  4  11 
077A: @2  4  12 
077A: @2  4  13 
077A: @2  4  14 
0350: unknown_actor @2 not_scared_flag  1
0446: (unknown) @2  0 
0568: @2  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: unknown_action_sequence @2 -1 
0002: jump GFAGNT_1044

:GFAGNT_953
00D6: if  0
8248:   NOT   model  192 available
004D: jump_if_false GFAGNT_959
0247: request_model  192
0001: wait  0 ms
0002: jump GFAGNT_953

:GFAGNT_959
009A: @2 = create_actor  5  192 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: (unknown) @2  0 
0568: @2  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: unknown_action_sequence @2 -1 
0002: jump GFAGNT_1044

:GFAGNT_970
00D6: if  0
8248:   NOT   model  191 available
004D: jump_if_false GFAGNT_976
0247: request_model  191
0001: wait  0 ms
0002: jump GFAGNT_970

:GFAGNT_976
009A: @2 = create_actor  5  191 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: (unknown) @2  0 
0568: @2  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: unknown_action_sequence @2 -1 
0002: jump GFAGNT_1044

:GFAGNT_989
00D6: if  0
8248:   NOT   model  190 available
004D: jump_if_false GFAGNT_995
0247: request_model  190
0001: wait  0 ms
0002: jump GFAGNT_989

:GFAGNT_995
009A: @2 = create_actor  5  190 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: (unknown) @2  0 
0568: @2  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: unknown_action_sequence @2 -1 
0002: jump GFAGNT_1044

:GFAGNT_1008
00D6: if  0
8248:   NOT   model  193 available
004D: jump_if_false GFAGNT_1014
0247: request_model  193
0001: wait  0 ms
0002: jump GFAGNT_1008

:GFAGNT_1014
009A: @2 = create_actor  5  193 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: (unknown) @2  0 
0568: @2  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: unknown_action_sequence @2 -1 
0002: jump GFAGNT_1044

:GFAGNT_1027
00D6: if  0
8248:   NOT   model  194 available
004D: jump_if_false GFAGNT_1033
0247: request_model  194
0001: wait  0 ms
0002: jump GFAGNT_1027

:GFAGNT_1033
009A: @2 = create_actor  5  194 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: (unknown) @2  0 
0568: @2  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: unknown_action_sequence @2 -1 
0002: jump GFAGNT_1044

:GFAGNT_1044
0051: return

:GFAGNT_1045
00D6: if  0
08B4: $390  2 
004D: jump_if_false GFAGNT_1059
00D6: if  1
002A:    0 >= $359($389,6i)  ;; integer values
0018:   $359($389,6i) > -15  ;; integer values
004D: jump_if_false GFAGNT_1055
0004: $359($389,6i) =  0  ;; integer values
0008: $359($389,6i) +=  5  ;; integer values
0002: jump GFAGNT_1056

:GFAGNT_1055
0008: $359($389,6i) +=  5  ;; integer values

:GFAGNT_1056
0050: gosub GFAGNT_1193
0623: add  1 to_stats  188
0002: jump GFAGNT_1072

:GFAGNT_1059
00D6: if  0
08B4: $390  8 
004D: jump_if_false GFAGNT_1069
00D6: if  1
8038:   NOT   $359($389,6i) == -100  ;; integer values
8038:   NOT   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_1068
000C: $359($389,6i) -=  1  ;; integer values
0050: gosub GFAGNT_1193

:GFAGNT_1068
0002: jump GFAGNT_1072

:GFAGNT_1069
000C: $359($389,6i) -=  5  ;; integer values
0050: gosub GFAGNT_1193
0623: add  1 to_stats  185

:GFAGNT_1072
00D6: if  0
08B4: $390  4 
004D: jump_if_false GFAGNT_1079
0008: $359($389,6i) +=  5  ;; integer values
0050: gosub GFAGNT_1193
0623: add  1 to_stats  187
0002: jump GFAGNT_1084

:GFAGNT_1079
00D6: if  0
08B4: $390  3 
004D: jump_if_false GFAGNT_1084
000C: $359($389,6i) -=  5  ;; integer values
0050: gosub GFAGNT_1193

:GFAGNT_1084
00D6: if  1
8038:   NOT   $359($389,6i) == -100  ;; integer values
8038:   NOT   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_1092
00D6: if  0
002A:   -15 >= $359($389,6i)  ;; integer values
004D: jump_if_false GFAGNT_1092
0004: $359($389,6i) = -99  ;; integer values

:GFAGNT_1092
0004: $390 =  0  ;; integer values
0051: return

:GFAGNT_1094
00D6: if  1
8038:   NOT   $359($389,6i) == -100  ;; integer values
8038:   NOT   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_1108
00D6: if  0
8038:   NOT   $359($389,6i) == -99  ;; integer values
004D: jump_if_false GFAGNT_1108
00D6: if  0
002A:   -15 >= $359($389,6i)  ;; integer values
004D: jump_if_false GFAGNT_1108
0004: $392 =  24  ;; integer values
0084: $393 = $389  ;; integer values and handles
004F: create_thread MOB_GF_1 $393  2 
0051: return

:GFAGNT_1108
0051: return

:GFAGNT_1109
0871: init_jump_table $389 total_jumps  6  0 GFAGNT_1127 jumps  0 GFAGNT_1110  1 GFAGNT_1114  2 GFAGNT_1116  3 GFAGNT_1119  4 GFAGNT_1122  5 GFAGNT_1125 -1 GFAGNT_1127 

:GFAGNT_1110
0249: release_model  195
0249: release_model  352
065C: unknown_create_def_entity $1230  ; unknown_destroy
0002: jump GFAGNT_1127

:GFAGNT_1114
0249: release_model  192
0002: jump GFAGNT_1127

:GFAGNT_1116
0249: release_model  191
065C: unknown_create_def_entity $1229  ; unknown_destroy
0002: jump GFAGNT_1127

:GFAGNT_1119
0249: release_model  190
065C: unknown_create_def_entity $1229  ; unknown_destroy
0002: jump GFAGNT_1127

:GFAGNT_1122
0249: release_model  193
065C: unknown_create_def_entity $1229  ; unknown_destroy
0002: jump GFAGNT_1127

:GFAGNT_1125
0249: release_model  194
0002: jump GFAGNT_1127

:GFAGNT_1127
00D6: if  0
08B4: $390  6 
004D: jump_if_false GFAGNT_1132
009B: destroy_actor_instantly @2
0002: jump GFAGNT_1143

:GFAGNT_1132
00D6: if  0
08B4: $390  22 
004D: jump_if_false GFAGNT_1137
009B: destroy_actor_instantly @2
0002: jump GFAGNT_1143

:GFAGNT_1137
00D6: if  0
0038:   $359($389,6i) == -999  ;; integer values
004D: jump_if_false GFAGNT_1142
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
0002: jump GFAGNT_1143

:GFAGNT_1142
034F: destroy_actor_with_fade @2  ;; The actor fades away like a ghost

:GFAGNT_1143
0004: $1231 =  0  ;; integer values
00D6: if  0
08B4: $390  21 
004D: jump_if_false GFAGNT_1157
07D0: @3 = weekday
000A: @3 +=  1  ;; integer values
00D6: if  0
0019:   @3 >  7  ;; integer values
004D: jump_if_false GFAGNT_1153
0006: @3 =  1  ;; integer values

:GFAGNT_1153
0050: gosub GFAGNT_1158
000A: @3 +=  22  ;; integer values
08BC: $383($389,6i) @3 
08BA: $383($389,6i)  31 

:GFAGNT_1157
0051: return

:GFAGNT_1158
08C0: $383($389,6i)  31 
08C0: $383($389,6i)  23 
08C0: $383($389,6i)  24 
08C0: $383($389,6i)  25 
08C0: $383($389,6i)  26 
08C0: $383($389,6i)  27 
08C0: $383($389,6i)  28 
08C0: $383($389,6i)  29 
0051: return

:GFAGNT_1167
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1176
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false GFAGNT_1175
0006: @3 =  1  ;; integer values
0002: jump GFAGNT_1176

:GFAGNT_1175
0006: @3 =  0  ;; integer values

:GFAGNT_1176
0051: return

:GFAGNT_1177
08F8:  0 
0871: init_jump_table $389 total_jumps  6  0 GFAGNT_1191 jumps  0 GFAGNT_1179  1 GFAGNT_1181  2 GFAGNT_1183  3 GFAGNT_1185  4 GFAGNT_1187  5 GFAGNT_1189 -1 GFAGNT_1191 

:GFAGNT_1179
0629: change_stat  252 (progress with denis) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1191

:GFAGNT_1181
0629: change_stat  253 (progress with miche) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1191

:GFAGNT_1183
0629: change_stat  254 (progress with helen) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1191

:GFAGNT_1185
0629: change_stat  255 (progress with barba) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1191

:GFAGNT_1187
0629: change_stat  256 (progress with katie) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1191

:GFAGNT_1189
0629: change_stat  257 (progress with milli) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1191

:GFAGNT_1191
08F8:  1 
0051: return

:GFAGNT_1193
0871: init_jump_table $389 total_jumps  6  0 GFAGNT_1386 jumps  0 GFAGNT_1194  1 GFAGNT_1226  2 GFAGNT_1258  3 GFAGNT_1290  4 GFAGNT_1322  5 GFAGNT_1354 -1 GFAGNT_1386 

:GFAGNT_1194
0652: @9 = stat  252 (progress with denis)  ; integer
00D6: if  0
001E:   $359 > @9  ;; integer values
004D: jump_if_false GFAGNT_1211
00D6: if  0
0018:   $359 >  100  ;; integer values
004D: jump_if_false GFAGNT_1202
0004: $359 =  100  ;; integer values

:GFAGNT_1202
00D6: if  0
001A:    0 > $359  ;; integer values
004D: jump_if_false GFAGNT_1207
0629: change_stat  252 (progress with denis) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1210

:GFAGNT_1207
0064: @9 -= $359  ;; integer values 
0095: make @9 absolute_integer  
0623: add @9 to_stats  252

:GFAGNT_1210
0002: jump GFAGNT_1225

:GFAGNT_1211
00D6: if  0
001F:   @9 > $359  ;; integer values
004D: jump_if_false GFAGNT_1225
00D6: if  0
0018:   $359 >  100  ;; integer values
004D: jump_if_false GFAGNT_1218
0004: $359 =  100  ;; integer values

:GFAGNT_1218
00D6: if  0
001A:    0 > $359  ;; integer values
004D: jump_if_false GFAGNT_1223
0629: change_stat  252 (progress with denis) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1225

:GFAGNT_1223
0064: @9 -= $359  ;; integer values 
0625:  252 @9 

:GFAGNT_1225
0002: jump GFAGNT_1386

:GFAGNT_1226
0652: @9 = stat  253 (progress with miche)  ; integer
00D6: if  0
001E:   $359(1) > @9  ;; integer values
004D: jump_if_false GFAGNT_1243
00D6: if  0
0018:   $359(1) >  100  ;; integer values
004D: jump_if_false GFAGNT_1234
0004: $359(1) =  100  ;; integer values

:GFAGNT_1234
00D6: if  0
001A:    0 > $359(1)  ;; integer values
004D: jump_if_false GFAGNT_1239
0629: change_stat  253 (progress with miche) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1242

:GFAGNT_1239
0064: @9 -= $359(1)  ;; integer values 
0095: make @9 absolute_integer  
0623: add @9 to_stats  253

:GFAGNT_1242
0002: jump GFAGNT_1257

:GFAGNT_1243
00D6: if  0
001F:   @9 > $359(1)  ;; integer values
004D: jump_if_false GFAGNT_1257
00D6: if  0
0018:   $359(1) >  100  ;; integer values
004D: jump_if_false GFAGNT_1250
0004: $359(1) =  100  ;; integer values

:GFAGNT_1250
00D6: if  0
001A:    0 > $359(1)  ;; integer values
004D: jump_if_false GFAGNT_1255
0629: change_stat  253 (progress with miche) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1257

:GFAGNT_1255
0064: @9 -= $359(1)  ;; integer values 
0625:  253 @9 

:GFAGNT_1257
0002: jump GFAGNT_1386

:GFAGNT_1258
0652: @9 = stat  254 (progress with helen)  ; integer
00D6: if  0
001E:   $359(2) > @9  ;; integer values
004D: jump_if_false GFAGNT_1275
00D6: if  0
0018:   $359(2) >  100  ;; integer values
004D: jump_if_false GFAGNT_1266
0004: $359(2) =  100  ;; integer values

:GFAGNT_1266
00D6: if  0
001A:    0 > $359(2)  ;; integer values
004D: jump_if_false GFAGNT_1271
0629: change_stat  254 (progress with helen) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1274

:GFAGNT_1271
0064: @9 -= $359(2)  ;; integer values 
0095: make @9 absolute_integer  
0623: add @9 to_stats  254

:GFAGNT_1274
0002: jump GFAGNT_1289

:GFAGNT_1275
00D6: if  0
001F:   @9 > $359(2)  ;; integer values
004D: jump_if_false GFAGNT_1289
00D6: if  0
0018:   $359(2) >  100  ;; integer values
004D: jump_if_false GFAGNT_1282
0004: $359(2) =  100  ;; integer values

:GFAGNT_1282
00D6: if  0
001A:    0 > $359(2)  ;; integer values
004D: jump_if_false GFAGNT_1287
0629: change_stat  254 (progress with helen) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1289

:GFAGNT_1287
0064: @9 -= $359(2)  ;; integer values 
0625:  254 @9 

:GFAGNT_1289
0002: jump GFAGNT_1386

:GFAGNT_1290
0652: @9 = stat  255 (progress with barba)  ; integer
00D6: if  0
001E:   $359(3) > @9  ;; integer values
004D: jump_if_false GFAGNT_1307
00D6: if  0
0018:   $359(3) >  100  ;; integer values
004D: jump_if_false GFAGNT_1298
0004: $359(3) =  100  ;; integer values

:GFAGNT_1298
00D6: if  0
001A:    0 > $359(3)  ;; integer values
004D: jump_if_false GFAGNT_1303
0629: change_stat  255 (progress with barba) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1306

:GFAGNT_1303
0064: @9 -= $359(3)  ;; integer values 
0095: make @9 absolute_integer  
0623: add @9 to_stats  255

:GFAGNT_1306
0002: jump GFAGNT_1321

:GFAGNT_1307
00D6: if  0
001F:   @9 > $359(3)  ;; integer values
004D: jump_if_false GFAGNT_1321
00D6: if  0
0018:   $359(3) >  100  ;; integer values
004D: jump_if_false GFAGNT_1314
0004: $359(3) =  100  ;; integer values

:GFAGNT_1314
00D6: if  0
001A:    0 > $359(3)  ;; integer values
004D: jump_if_false GFAGNT_1319
0629: change_stat  255 (progress with barba) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1321

:GFAGNT_1319
0064: @9 -= $359(3)  ;; integer values 
0625:  255 @9 

:GFAGNT_1321
0002: jump GFAGNT_1386

:GFAGNT_1322
0652: @9 = stat  256 (progress with katie)  ; integer
00D6: if  0
001E:   $359(4) > @9  ;; integer values
004D: jump_if_false GFAGNT_1339
00D6: if  0
0018:   $359(4) >  100  ;; integer values
004D: jump_if_false GFAGNT_1330
0004: $359(4) =  100  ;; integer values

:GFAGNT_1330
00D6: if  0
001A:    0 > $359(4)  ;; integer values
004D: jump_if_false GFAGNT_1335
0629: change_stat  256 (progress with katie) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1338

:GFAGNT_1335
0064: @9 -= $359(4)  ;; integer values 
0095: make @9 absolute_integer  
0623: add @9 to_stats  256

:GFAGNT_1338
0002: jump GFAGNT_1353

:GFAGNT_1339
00D6: if  0
001F:   @9 > $359(4)  ;; integer values
004D: jump_if_false GFAGNT_1353
00D6: if  0
0018:   $359(4) >  100  ;; integer values
004D: jump_if_false GFAGNT_1346
0004: $359(4) =  100  ;; integer values

:GFAGNT_1346
00D6: if  0
001A:    0 > $359(4)  ;; integer values
004D: jump_if_false GFAGNT_1351
0629: change_stat  256 (progress with katie) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1353

:GFAGNT_1351
0064: @9 -= $359(4)  ;; integer values 
0625:  256 @9 

:GFAGNT_1353
0002: jump GFAGNT_1386

:GFAGNT_1354
0652: @9 = stat  257 (progress with milli)  ; integer
00D6: if  0
001E:   $359(5) > @9  ;; integer values
004D: jump_if_false GFAGNT_1371
00D6: if  0
0018:   $359(5) >  100  ;; integer values
004D: jump_if_false GFAGNT_1362
0004: $359(5) =  100  ;; integer values

:GFAGNT_1362
00D6: if  0
001A:    0 > $359(5)  ;; integer values
004D: jump_if_false GFAGNT_1367
0629: change_stat  257 (progress with milli) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1370

:GFAGNT_1367
0064: @9 -= $359(5)  ;; integer values 
0095: make @9 absolute_integer  
0623: add @9 to_stats  257

:GFAGNT_1370
0002: jump GFAGNT_1385

:GFAGNT_1371
00D6: if  0
001F:   @9 > $359(5)  ;; integer values
004D: jump_if_false GFAGNT_1385
00D6: if  0
0018:   $359(5) >  100  ;; integer values
004D: jump_if_false GFAGNT_1378
0004: $359(5) =  100  ;; integer values

:GFAGNT_1378
00D6: if  0
001A:    0 > $359(5)  ;; integer values
004D: jump_if_false GFAGNT_1383
0629: change_stat  257 (progress with milli) to  0  ; integer see statdisp.dat
0002: jump GFAGNT_1385

:GFAGNT_1383
0064: @9 -= $359(5)  ;; integer values 
0625:  257 @9 

:GFAGNT_1385
0002: jump GFAGNT_1386

:GFAGNT_1386
0051: return

:GFAGNT_1387
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false GFAGNT_1395
00D6: if  0
08B5: $406 $389 
004D: jump_if_false GFAGNT_1395
0050: gosub GFAGNT_1109
0050: gosub GFAGNT_1045

:GFAGNT_1395
0006: @0 =  0  ;; integer values
0006: @4 = -1  ;; integer values
0006: @3 =  0  ;; integer values

:GFAGNT_1398
00D6: if  0
08B6: $391 @3 
004D: jump_if_false GFAGNT_1402
08C2: $391 @3 

:GFAGNT_1402
000A: @3 +=  1  ;; integer values
0029:   @3 >=  6  ;; integer values
004D: jump_if_false GFAGNT_1398
08F8:  1 
0004: $1212 =  500  ;; integer values
0051: return
091A: v$1221 
00D6: if  0
8846:   NOT v$1221 
004D: jump_if_false GFAGNT_1709
06D1: v$1225 = "DOCOOCHIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1419
08BA: $406  0 
091B: (unknown)
0051: return

:GFAGNT_1419
06D1: v$1225 = "DOMICHELLE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1426
08BA: $406  1 
091B: (unknown)
0051: return

:GFAGNT_1426
06D1: v$1225 = "DOKYLIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1433
08BA: $406  2 
091B: (unknown)
0051: return

:GFAGNT_1433
06D1: v$1225 = "DOBARBARA"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1440
08BA: $406  3 
091B: (unknown)
0051: return

:GFAGNT_1440
06D1: v$1225 = "DOSUZIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1447
08BA: $406  4 
091B: (unknown)
0051: return

:GFAGNT_1447
06D1: v$1225 = "DOMILLIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1454
08BA: $406  5 
091B: (unknown)
0051: return

:GFAGNT_1454
06D1: v$1225 = "FASTDATE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1468
08BA: $406  31 
0084: $359 = $353  ;; integer values and handles
0084: $359(1) = $354  ;; integer values and handles
0084: $359(3) = $356  ;; integer values and handles
0084: $359(2) = $355  ;; integer values and handles
0084: $359(4) = $357  ;; integer values and handles
0084: $359(5) = $358  ;; integer values and handles
08BA: $390  26 
091B: (unknown)
0051: return

:GFAGNT_1468
06D1: v$1225 = "GOCOOCHIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1478
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1476
00A1: put_actor $PLAYER_ACTOR at  2405.212 -1720.688  12.6365

:GFAGNT_1476
091B: (unknown)
0051: return

:GFAGNT_1478
06D1: v$1225 = "GOMICHELLE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1488
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1486
00A1: put_actor $PLAYER_ACTOR at -1788.0  1202.0  30.0

:GFAGNT_1486
091B: (unknown)
0051: return

:GFAGNT_1488
06D1: v$1225 = "GOKYLIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1498
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1496
00A1: put_actor $PLAYER_ACTOR at -371.4376 -1440.072  24.7209

:GFAGNT_1496
091B: (unknown)
0051: return

:GFAGNT_1498
06D1: v$1225 = "GOBARBARA"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1508
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1506
00A1: put_actor $PLAYER_ACTOR at -1400.0  2640.0 -100.0

:GFAGNT_1506
091B: (unknown)
0051: return

:GFAGNT_1508
06D1: v$1225 = "GOSUZIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1518
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1516
00A1: put_actor $PLAYER_ACTOR at -2570.511  1139.582  54.8547

:GFAGNT_1516
091B: (unknown)
0051: return

:GFAGNT_1518
06D1: v$1225 = "GOMILLIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1528
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1526
00A1: put_actor $PLAYER_ACTOR at  2028.347  2736.969  10.8603

:GFAGNT_1526
091B: (unknown)
0051: return

:GFAGNT_1528
06D1: v$1225 = "DATEFOOD"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1536
08BA: $406  31 
08BA: $390  27 
091B: (unknown)
0051: return

:GFAGNT_1536
06D1: v$1225 = "DATEDRIVE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1550
08BA: $406  31 
0004: $359 =  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: $390  28 
091B: (unknown)
0051: return

:GFAGNT_1550
06D1: v$1225 = "DATEDANCE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1564
08BA: $406  31 
0004: $359 =  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: $390  29 
091B: (unknown)
0051: return

:GFAGNT_1564
06D1: v$1225 = "DATESPANK"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1572
08BA: $406  31 
08BA: $390  30 
091B: (unknown)
0051: return

:GFAGNT_1572
06D1: v$1225 = "DATESHEDRIVES"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1581
08BA: $406  31 
0004: $359(1) =  50  ;; integer values
08BA: $390  31 
091B: (unknown)
0051: return

:GFAGNT_1581
06D1: v$1225 = "MEETMICHELLE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1592
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1590
00A1: put_actor $PLAYER_ACTOR at -2026.92 -99.9395  34.1641
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:GFAGNT_1590
091B: (unknown)
0051: return

:GFAGNT_1592
06D1: v$1225 = "MEETKYLIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1604
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1602
0004: $LS_FINAL_MISSIONS_PASSED =  2  ;; integer values
00A1: put_actor $PLAYER_ACTOR at  243.9633 -161.2493  .5781
0173: set_actor $PLAYER_ACTOR z_angle_to  291.5735

:GFAGNT_1602
091B: (unknown)
0051: return

:GFAGNT_1604
06D1: v$1225 = "MEETBARBARA"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1615
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1613
00A1: put_actor $PLAYER_ACTOR at -1411.294  2637.609  54.6875
0173: set_actor $PLAYER_ACTOR z_angle_to  348.9253

:GFAGNT_1613
091B: (unknown)
0051: return

:GFAGNT_1615
06D1: v$1225 = "MEETSUZIE"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1626
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1624
00A1: put_actor $PLAYER_ACTOR at -2266.253 -155.7216  34.3125
0173: set_actor $PLAYER_ACTOR z_angle_to  85.0

:GFAGNT_1624
091B: (unknown)
0051: return

:GFAGNT_1626
06D1: v$1225 = "GIMPSUIT"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1637
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFAGNT_1635
087B: set_player $PLAYER_CHAR clothes "GIMPLEG" "GIMPLEG"  17 
070D: $PLAYER_CHAR 

:GFAGNT_1635
091B: (unknown)
0051: return

:GFAGNT_1637
06D1: v$1225 = "TWOTIMING"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1645
08BA: $406  31 
08BA: $390  25 
091B: (unknown)
0051: return

:GFAGNT_1645
06D1: v$1225 = "ELEGANTMAN"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1657
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: (unknown)
0051: return

:GFAGNT_1657
06D1: v$1225 = "SHOWENTRY"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1668
07FB: set_interior 'FDREST1' accessible  1 
07FB: set_interior 'REST2' accessible  1 
07FB: set_interior 'DINER1' accessible  1 
07FB: set_interior 'DINER2' accessible  1 
07FB: set_interior 'TSDINER' accessible  1 
091B: (unknown)
0051: return

:GFAGNT_1668
06D1: v$1225 = "HIDEENTRY"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1678
07FB: set_interior 'FDREST1' accessible  0 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
091B: (unknown)
0051: return

:GFAGNT_1678
06D1: v$1225 = "UNCENSORED"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1685
0004: $1219 =  0  ;; integer values
091B: (unknown)
0051: return

:GFAGNT_1685
06D1: v$1225 = "STATSUP"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1693
0008: $359($389,6i) +=  10  ;; integer values
0050: gosub GFAGNT_1193
091B: (unknown)
0051: return

:GFAGNT_1693
06D1: v$1225 = "STATSDOWN"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1701
000C: $359($389,6i) -=  10  ;; integer values
0050: gosub GFAGNT_1193
091B: (unknown)
0051: return

:GFAGNT_1701
06D1: v$1225 = "DUMPME"  ;; 16-byte strings
00D6: if  0
08F9:   v$1225 == v$1221  ;; 16-byte strings
004D: jump_if_false GFAGNT_1709
0004: $359($389,6i) = -15  ;; integer values
0050: gosub GFAGNT_1193
091B: (unknown)
0051: return

:GFAGNT_1709
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" $389 
0871: init_jump_table @0 total_jumps  5  1 GFAGNT_1729 jumps  0 GFAGNT_1719  1 GFAGNT_1721  2 GFAGNT_1723  3 GFAGNT_1725  4 GFAGNT_1727 -1 GFAGNT_1731 -1 GFAGNT_1731 

:GFAGNT_1719
0662: write_debug_message "STATE0__" 
0002: jump GFAGNT_1731

:GFAGNT_1721
0662: write_debug_message "STATE1__" 
0002: jump GFAGNT_1731

:GFAGNT_1723
0662: write_debug_message "STATE2__" 
0002: jump GFAGNT_1731

:GFAGNT_1725
0662: write_debug_message "STATE3__" 
0002: jump GFAGNT_1731

:GFAGNT_1727
0662: write_debug_message "STATE4__" 
0002: jump GFAGNT_1731

:GFAGNT_1729
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump GFAGNT_1731

:GFAGNT_1731
0662: write_debug_message "I__________________________I" 
0051: return

:GFAGNT_1733
004F: create_thread INTMAN_1 
004E: end_thread

:INTMAN_1
03A4: name_thread 'INTMAN'
0004: $1256 = -1  ;; integer values
00D6: if  0
0038:   $1256 ==  9999  ;; integer values
004D: jump_if_false INTMAN_8
07E5: unknown_copy_entity  65543 $1256 
07E5: unknown_copy_entity  65543 $1257 

:INTMAN_8
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTMAN_12
0050: gosub INTMAN_14

:INTMAN_12
0001: wait  0 ms
0002: jump INTMAN_8

:INTMAN_14
0871: init_jump_table @0 total_jumps  2  0 INTMAN_19 jumps  0 INTMAN_15  1 INTMAN_17 -1 INTMAN_19 -1 INTMAN_19 -1 INTMAN_19 -1 INTMAN_19 -1 INTMAN_19 

:INTMAN_15
0050: gosub INTMAN_20
0002: jump INTMAN_19

:INTMAN_17
0050: gosub INTMAN_454
0002: jump INTMAN_19

:INTMAN_19
0051: return

:INTMAN_20
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  0
8038:   NOT   $1250 ==  0  ;; integer values
004D: jump_if_false INTMAN_453
094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
8846:   NOT v$1252 
004D: jump_if_false INTMAN_453
0084: $1251 = $1250  ;; integer values and handles
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTMAN_33
01C0: $1259 = player $PLAYER_CHAR wanted_level

:INTMAN_33
07B0: s$706 
0004: $1261 =  0  ;; integer values
0004: $1249 =  0  ;; integer values
0006: @2 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false INTMAN_47
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_47
00D6: if  1
08F9:   v$1252 == "CHANGER"  ;; 16-byte strings
0038:   $1250 ==  14  ;; integer values
004D: jump_if_false INTMAN_63
0926: @1 = external_script_status  63 (WARDROBE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_63
08A9: load_external_script  63 (WARDROBE) 
038B: load_requested_models
00D6: if  0
08AB:   external_script  63 (WARDROBE) loaded
004D: jump_if_false INTMAN_63
0913: run_external_script  63 (WARDROBE) 
000A: @0 +=  1  ;; integer values
0051: return

:INTMAN_63
00D6: if  22
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_122
0926: @1 = external_script_status  38 (BAR_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_73
08A9: load_external_script  38 (BAR_STAFF) 

:INTMAN_73
0926: @1 = external_script_status  39 (BOUNCER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_78
08A9: load_external_script  39 (BOUNCER) 

:INTMAN_78
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_83
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:INTMAN_83
0926: @1 = external_script_status  27 (CASINO_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_88
08A9: load_external_script  27 (CASINO_AMBIENCE) 

:INTMAN_88
04ED: load_animation "BAR"
04ED: load_animation "CASINO"
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false INTMAN_97
0247: request_model  124
0247: request_model  126
0247: request_model  125
0247: request_model  214

:INTMAN_97
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false INTMAN_103
0247: request_model  163
0247: request_model  164
0247: request_model  263

:INTMAN_103
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false INTMAN_109
0247: request_model  163
0247: request_model  164
0247: request_model  172

:INTMAN_109
038B: load_requested_models
00D6: if  0
08AB:   external_script  27 (CASINO_AMBIENCE) loaded
004D: jump_if_false INTMAN_114
0913: run_external_script  27 (CASINO_AMBIENCE) 

:INTMAN_114
00D6: if  3
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_122
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_122
00D6: if  22
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_166
0926: @1 = external_script_status  38 (BAR_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_132
08A9: load_external_script  38 (BAR_STAFF) 

:INTMAN_132
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_137
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:INTMAN_137
0926: @1 = external_script_status  28 (BAR_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_142
08A9: load_external_script  28 (BAR_AMBIENCE) 

:INTMAN_142
0926: @1 = external_script_status  35 (DANCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_147
08A9: load_external_script  35 (DANCE) 

:INTMAN_147
04ED: load_animation "BAR"
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false INTMAN_152
04ED: load_animation "DANCING"

:INTMAN_152
0247: request_model  172
038B: load_requested_models
00D6: if  0
08AB:   external_script  28 (BAR_AMBIENCE) loaded
004D: jump_if_false INTMAN_158
0913: run_external_script  28 (BAR_AMBIENCE) 

:INTMAN_158
00D6: if  3
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_166
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_166
00D6: if  0
08F9:   v$1252 == "GENOTB"  ;; 16-byte strings
004D: jump_if_false INTMAN_200
0926: @1 = external_script_status  40 (OTB_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_174
08A9: load_external_script  40 (OTB_STAFF) 

:INTMAN_174
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_179
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:INTMAN_179
0926: @1 = external_script_status  30 (OTB_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_184
08A9: load_external_script  30 (OTB_AMBIENCE) 

:INTMAN_184
04ED: load_animation "OTB"
04ED: load_animation "INT_SHOP"
0247: request_model  11
0247: request_model  172
038B: load_requested_models
00D6: if  0
08AB:   external_script  30 (OTB_AMBIENCE) loaded
004D: jump_if_false INTMAN_193
0913: run_external_script  30 (OTB_AMBIENCE) 

:INTMAN_193
00D6: if  2
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_200
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_200
00D6: if  21
08F9:   v$1252 == "LASTRIP"  ;; 16-byte strings
08F9:   v$1252 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false INTMAN_242
0926: @1 = external_script_status  38 (BAR_STAFF) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_209
08A9: load_external_script  38 (BAR_STAFF) 

:INTMAN_209
0926: @1 = external_script_status  39 (BOUNCER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_214
08A9: load_external_script  39 (BOUNCER) 

:INTMAN_214
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_219
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:INTMAN_219
0926: @1 = external_script_status  31 (STRIP_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_224
08A9: load_external_script  31 (STRIP_AMBIENCE) 

:INTMAN_224
04ED: load_animation "BAR"
04ED: load_animation "STRIP"
0247: request_model  163
0247: request_model  164
0247: request_model  172
038B: load_requested_models
00D6: if  0
08AB:   external_script  31 (STRIP_AMBIENCE) loaded
004D: jump_if_false INTMAN_234
0913: run_external_script  31 (STRIP_AMBIENCE) 

:INTMAN_234
00D6: if  3
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_242
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_242
00D6: if  0
0038:   $9977 ==  0  ;; integer values
004D: jump_if_false INTMAN_267
00D6: if  25
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_267
0926: @1 = external_script_status  64 (CLOTHES) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_258
08A9: load_external_script  64 (CLOTHES) 

:INTMAN_258
04ED: load_animation "INT_SHOP"
038B: load_requested_models
00D6: if  0
08AB:   external_script  64 (CLOTHES) loaded
004D: jump_if_false INTMAN_267
0004: $1258 =  0  ;; integer values
0913: run_external_script  64 (CLOTHES) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_267
00D6: if  22
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_345
0926: @1 = external_script_status  65 (JUNKFUD) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_277
08A9: load_external_script  65 (JUNKFUD) 

:INTMAN_277
0926: @1 = external_script_status  29 (FOODBRAINS) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_282
08A9: load_external_script  29 (FOODBRAINS) 

:INTMAN_282
0926: @1 = external_script_status  36 (SHOPKEEPER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_287
08A9: load_external_script  36 (SHOPKEEPER) 

:INTMAN_287
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_292
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:INTMAN_292
04ED: load_animation "FOOD"
04ED: load_animation "INT_SHOP"
00D6: if  0
08F9:   v$1252 == "FDPIZA"  ;; 16-byte strings
004D: jump_if_false INTMAN_301
0247: request_model  155
0247: request_model #PIZZAHIGH
0247: request_model #CJ_PIZZA_1
0247: request_model #CJ_PIZZA_2

:INTMAN_301
00D6: if  0
08F9:   v$1252 == "FDCHICK"  ;; 16-byte strings
004D: jump_if_false INTMAN_308
0247: request_model  167
0247: request_model #BURGERHIGH
0247: request_model #CJ_BURG_1
0247: request_model #CJ_BURG_2

:INTMAN_308
00D6: if  0
08F9:   v$1252 == "FDBURG"  ;; 16-byte strings
004D: jump_if_false INTMAN_315
0247: request_model  205
0247: request_model #BURGERHIGH
0247: request_model #CJ_BURG_1
0247: request_model #CJ_BURG_2

:INTMAN_315
038B: load_requested_models
00D6: if  0
08AB:   external_script  65 (JUNKFUD) loaded
004D: jump_if_false INTMAN_320
0913: run_external_script  65 (JUNKFUD) 

:INTMAN_320
00D6: if  0
08AB:   external_script  29 (FOODBRAINS) loaded
004D: jump_if_false INTMAN_337
00D6: if  0
08F9:   v$1252 == "FDPIZA"  ;; 16-byte strings
004D: jump_if_false INTMAN_328
0913: run_external_script  29 (FOODBRAINS)  0 
0002: jump INTMAN_337

:INTMAN_328
00D6: if  0
08F9:   v$1252 == "FDCHICK"  ;; 16-byte strings
004D: jump_if_false INTMAN_333
0913: run_external_script  29 (FOODBRAINS)  1 
0002: jump INTMAN_337

:INTMAN_333
00D6: if  0
08F9:   v$1252 == "FDBURG"  ;; 16-byte strings
004D: jump_if_false INTMAN_337
0913: run_external_script  29 (FOODBRAINS)  2 

:INTMAN_337
00D6: if  3
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_345
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_345
00D6: if  22
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_362
0926: @1 = external_script_status  62 (BARBER) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_362
08A9: load_external_script  62 (BARBER) 
038B: load_requested_models
00D6: if  0
08AB:   external_script  62 (BARBER) loaded
004D: jump_if_false INTMAN_362
0913: run_external_script  62 (BARBER) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_362
00D6: if  22
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_379
0926: @1 = external_script_status  61 (TATTOO) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_379
08A9: load_external_script  61 (TATTOO) 
038B: load_requested_models
00D6: if  0
08AB:   external_script  61 (TATTOO) loaded
004D: jump_if_false INTMAN_379
0913: run_external_script  61 (TATTOO) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_379
00D6: if  0
08F9:   v$1252 == "RCPLAY"  ;; 16-byte strings
004D: jump_if_false INTMAN_404
0926: @1 = external_script_status  34 (ZERO_AMBIENCE) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_387
08A9: load_external_script  34 (ZERO_AMBIENCE) 

:INTMAN_387
0926: @1 = external_script_status  37 (CUSTOMER_PANIC) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_392
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:INTMAN_392
0247: request_model  217
038B: load_requested_models
00D6: if  0
08AB:   external_script  34 (ZERO_AMBIENCE) loaded
004D: jump_if_false INTMAN_398
0913: run_external_script  34 (ZERO_AMBIENCE) 

:INTMAN_398
00D6: if  1
08AB:   external_script  34 (ZERO_AMBIENCE) loaded
08AB:   external_script  37 (CUSTOMER_PANIC) loaded
004D: jump_if_false INTMAN_404
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_404
00D6: if  23
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_418
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_418
00D6: if  24
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_437
0926: @1 = external_script_status  60 (AMMU) 
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false INTMAN_437
08A9: load_external_script  60 (AMMU) 
038B: load_requested_models
00D6: if  0
08AB:   external_script  60 (AMMU) loaded
004D: jump_if_false INTMAN_437
0913: run_external_script  60 (AMMU) 
0004: $1261 =  1  ;; integer values
000A: @0 +=  1  ;; integer values

:INTMAN_437
00D6: if  0
0038:   $1261 ==  1  ;; integer values
004D: jump_if_false INTMAN_453
00D6: if  0
89F2:   NOT $1256 
004D: jump_if_false INTMAN_446
07E5: unknown_copy_entity  65543 $1256 
0708: unknown_add_entity_item $1256  27 
0708: unknown_add_entity_item $1256  48 

:INTMAN_446
00D6: if  0
89F2:   NOT $1257 
004D: jump_if_false INTMAN_453
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_453
0051: return

:INTMAN_454
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  0
803A:   NOT   $1250 == $1251  ;; integer values and handles
004D: jump_if_false INTMAN_466
0050: gosub INTMAN_480
0004: $1249 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0004: $1260 =  0  ;; integer values
07B0: s$706 
000E: @0 -=  1  ;; integer values
0051: return
0002: jump INTMAN_479

:INTMAN_466
00D6: if  0
0038:   $1260 ==  1  ;; integer values
004D: jump_if_false INTMAN_473
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false INTMAN_473
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2

:INTMAN_473
00D6: if  1
0038:   $1249 ==  1  ;; integer values
0039:   @2 ==  0  ;; integer values
004D: jump_if_false INTMAN_479
0050: gosub INTMAN_480
0006: @2 =  1  ;; integer values

:INTMAN_479
0051: return

:INTMAN_480
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  124
0249: release_model  126
0249: release_model  125
0249: release_model  214
0249: release_model  263
0249: release_model  163
0249: release_model  164
0249: release_model  172
0249: release_model  11
0249: release_model  155
0249: release_model #PIZZAHIGH
0249: release_model #CJ_PIZZA_1
0249: release_model #CJ_PIZZA_2
0249: release_model  167
0249: release_model #BURGERHIGH
0249: release_model #CJ_BURG_1
0249: release_model #CJ_BURG_2
0249: release_model  205
0249: release_model  217
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

:INTMAN_533
004E: end_thread

:A_CONT_1
03A4: name_thread 'A_CONT'
0004: $1283 =  1  ;; integer values
0004: $1283(1) =  2  ;; integer values
0004: $1285 = -3  ;; integer values
0004: $1285(1) = -3  ;; integer values
0004: $1264 =  0  ;; integer values
0004: $1264(1) =  0  ;; integer values
0004: $1262 =  0  ;; integer values
0004: $1262 =  0  ;; integer values
0004: $1287 =  0  ;; integer values
0004: $1288 =  1  ;; integer values
0084: $1266 = $PLAYER_ACTOR  ;; integer values and handles
0084: $1266(1) = $PLAYER_ACTOR  ;; integer values and handles

:A_CONT_14
0001: wait  0 ms
0006: @0 =  0  ;; integer values
0006: @1 =  1  ;; integer values
00D6: if  21
0028:   $1285 >= -2  ;; integer values
0028:   $1285(1) >= -2  ;; integer values
004D: jump_if_false A_CONT_126

:A_CONT_21
00D6: if  0
001B:    2 > @0  ;; integer values
004D: jump_if_false A_CONT_125
0871: init_jump_table $1285(@0,2i) total_jumps  5  0 A_CONT_122 jumps -2 A_CONT_107 -1 A_CONT_25  0 A_CONT_28  1 A_CONT_72  2 A_CONT_90 -1 A_CONT_122 -1 A_CONT_122 

:A_CONT_25
0004: $1264(@0,2i) =  0  ;; integer values
0004: $1285(@0,2i) = -3  ;; integer values
0002: jump A_CONT_122

:A_CONT_28
00D6: if  0
83D0:   NOT   wav $1283(@0,2i) loaded
004D: jump_if_false A_CONT_32
0002: jump A_CONT_122

:A_CONT_32
00D6: if  0
07D6: @0 $1288 
004D: jump_if_false A_CONT_57
00D6: if  0
001C:   $1264(@0,2i) > $1264(@1,2i)  ;; integer values
004D: jump_if_false A_CONT_55
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  0
8038:   NOT   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false A_CONT_53
00D6: if  0
8118:   NOT   actor $1266($1288,2i) dead
004D: jump_if_false A_CONT_53
0968: $1266($1288,2i) 
00D6: if  0
803A:   NOT   $1266($1288,2i) == $1266($1287,2i)  ;; integer values and handles
004D: jump_if_false A_CONT_53
0A09: $1266($1288,2i)  0 

:A_CONT_53
0004: $1285($1288,2i) = -1  ;; integer values
0002: jump A_CONT_57

:A_CONT_55
0004: $1285(@0,2i) =  1  ;; integer values
0002: jump A_CONT_122

:A_CONT_57
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false A_CONT_68
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false A_CONT_68
0967: $1266(@0,2i)  999999 
00D6: if  0
0038:   $1262(@0,2i) ==  1  ;; integer values
004D: jump_if_false A_CONT_68
0949: link_wav $1283(@0,2i) to_actor $1266(@0,2i) 

:A_CONT_68
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_122

:A_CONT_72
00D6: if  0
003C:   $1287 == @0  ;; integer values 
004D: jump_if_false A_CONT_89
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false A_CONT_86
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false A_CONT_86
0967: $1266(@0,2i)  999999 
00D6: if  0
0038:   $1262(@0,2i) ==  1  ;; integer values
004D: jump_if_false A_CONT_86
0949: link_wav $1283(@0,2i) to_actor $1266(@0,2i) 

:A_CONT_86
03D1: play_wav $1283(@0,2i)
00BC: text_highpriority $1277(@0,2s)  10000 ms  1
0004: $1285(@0,2i) =  2  ;; integer values

:A_CONT_89
0002: jump A_CONT_122

:A_CONT_90
00D6: if  0
03D2:   wav $1283(@0,2i) ended
004D: jump_if_false A_CONT_99
00D6: if  0
003C:   $1287 == @0  ;; integer values 
004D: jump_if_false A_CONT_98
008A: $1288 = @0  ;; integer values and handles
008A: $1287 = @1  ;; integer values and handles

:A_CONT_98
0002: jump A_CONT_107

:A_CONT_99
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false A_CONT_106
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false A_CONT_106
0002: jump A_CONT_122

:A_CONT_106
0002: jump A_CONT_122

:A_CONT_107
040D: unload_wav $1283(@0,2i)
03D5: remove_text $1277(@0,2s)
00D6: if  0
8038:   NOT   $1262(@0,2i) ==  0  ;; integer values
004D: jump_if_false A_CONT_120
00D6: if  0
8118:   NOT   actor $1266(@0,2i) dead
004D: jump_if_false A_CONT_120
0968: $1266(@0,2i) 
00D6: if  0
803A:   NOT   $1266(@0,2i) == $1266(@1,2i)  ;; integer values and handles
004D: jump_if_false A_CONT_120
0A09: $1266(@0,2i)  0 

:A_CONT_120
0004: $1285(@0,2i) = -1  ;; integer values
0002: jump A_CONT_122

:A_CONT_122
000A: @0 +=  1  ;; integer values
000E: @1 -=  1  ;; integer values
0002: jump A_CONT_21

:A_CONT_125
0002: jump A_CONT_128

:A_CONT_126
0004: $1285 = -4  ;; integer values
0004: $1285(1) = -4  ;; integer values

:A_CONT_128
0002: jump A_CONT_14

:A_ALAP_1
03A4: name_thread 'A_ALAP'
00D6: if  0
002F:   @1 >= $1264($1288,2i)  ;; integer values
004D: jump_if_false A_ALAP_35
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  0
8038:   NOT   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false A_ALAP_19
00D6: if  0
8118:   NOT   actor $1266($1288,2i) dead
004D: jump_if_false A_ALAP_19
00D6: if  0
803C:   NOT   $1266($1288,2i) == @2  ;; integer values 
004D: jump_if_false A_ALAP_19
0A09: $1266($1288,2i)  0 

:A_ALAP_19
0004: $1285($1288,2i) =  0  ;; integer values
008A: $1262($1288,2i) = @0  ;; integer values and handles
00D6: if  0
8038:   NOT   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false A_ALAP_33
00D6: if  0
0038:   $1262($1288,2i) ==  0  ;; integer values
004D: jump_if_false A_ALAP_28
009A: @2 = create_actor  4  7 at  0.0  0.0  0.0

:A_ALAP_28
008A: $1266($1288,2i) = @2  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $1266($1288,2i) dead
004D: jump_if_false A_ALAP_33
0A09: $1266($1288,2i)  1 

:A_ALAP_33
008A: $1262($1288,2i) = @0  ;; integer values and handles
008A: $1264($1288,2i) = @1  ;; integer values and handles

:A_ALAP_35
004E: end_thread

:A_TERM_1
03A4: name_thread 'A_TERM'
0459: end_thread_named 'A_CONT'
0459: end_thread_named 'A_ALAP'
004E: end_thread

:A_TERM_5
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'HJ'

:HJ_2
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false HJ_7
0002: jump HJ_2

:HJ_7
00D6: if  0
0445:   improved_handling_cheat_used
004D: jump_if_false HJ_11
0002: jump HJ_2

:HJ_11
00D6: if  0
09AE: $PLAYER_ACTOR 
004D: jump_if_false HJ_15
0002: jump HJ_2

:HJ_15
00D6: if  0
04C8: $PLAYER_ACTOR 
004D: jump_if_false HJ_19
0002: jump HJ_2

:HJ_19
00D6: if  0
04A7: $PLAYER_ACTOR 
004D: jump_if_false HJ_23
0002: jump HJ_2

:HJ_23
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  539
004D: jump_if_false HJ_27
0002: jump HJ_2

:HJ_27
00D6: if  0
89E7:   NOT $PLAYER_CHAR 
004D: jump_if_false HJ_31
0002: jump HJ_2

:HJ_31
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HJ_215
03C0: $1290 = actor $PLAYER_ACTOR car
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337
00D6: if  0
0020:   $1323 >  0.0  ;; floating-point values
004D: jump_if_false HJ_58
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  0
0424:   metric
004D: jump_if_false HJ_55
0302: text_4numbers 'WHEEL01' $1289 $1320 $1321 $1319  3000 ms  1
0002: jump HJ_58

:HJ_55
0425: unknown_metric_stuff $1325 = $1323
008C: $1322 = float_to_integer $1325
02FF: text_3numbers 'WHEEL02' $1289 $1322 $1319 time  3000 ms  1

:HJ_58
00D6: if  0
0020:   $1330 >  0.0  ;; floating-point values
004D: jump_if_false HJ_81
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  0
0424:   metric
004D: jump_if_false HJ_78
0302: text_4numbers 'WHEEL06' $1289 $1327 $1328 $1326  3000 ms  1
0002: jump HJ_81

:HJ_78
0425: unknown_metric_stuff $1332 = $1330
008C: $1329 = float_to_integer $1332
02FF: text_3numbers 'WHEEL07' $1289 $1329 $1326 time  3000 ms  1

:HJ_81
00D6: if  0
0020:   $1337 >  0.0  ;; floating-point values
004D: jump_if_false HJ_102
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  0
0424:   metric
004D: jump_if_false HJ_99
0302: text_4numbers 'WHEEL11' $1289 $1334 $1335 $1333  3000 ms  1
0002: jump HJ_102

:HJ_99
0425: unknown_metric_stuff $1339 = $1337
008C: $1336 = float_to_integer $1339
02FF: text_3numbers 'WHEEL12' $1289 $1336 $1333 time  3000 ms  1

:HJ_102
00D6: if  0
01F3:   car $1290 airborne
004D: jump_if_false HJ_213
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_133
00D6: if  21
01F3:   car $1290 airborne
001A:    10 > $1301  ;; integer values
004D: jump_if_false HJ_212
0008: $1301 +=  1  ;; integer values
00AA: store_car $1290 position_to $1305 $1306 $1307
0086: $1315 = $1314  ;; floating-point values only
00D6: if  0
0038:   $1291 ==  0  ;; integer values
004D: jump_if_false HJ_148
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_148
0001: wait  0 ms
00D6: if  0
0119:   car $1290 wrecked
004D: jump_if_false HJ_153
0002: jump HJ_2

:HJ_153
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false HJ_157
0002: jump HJ_2

:HJ_157
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false HJ_161
0002: jump HJ_2

:HJ_161
00D6: if  1
820D:   NOT   car $1290 flipped
0038:   $1295 ==  0  ;; integer values
004D: jump_if_false HJ_166
0004: $1295 =  1  ;; integer values

:HJ_166
00D6: if  1
020D:   car $1290 flipped
0038:   $1295 ==  1  ;; integer values
004D: jump_if_false HJ_172
0008: $1296 +=  1  ;; integer values
0004: $1295 =  0  ;; integer values

:HJ_172
0174: $1314 = car $1290 z_angle
0086: $1316 = $1314  ;; floating-point values only
0061: $1316 -= $1315  ;; floating-point values
00D6: if  0
0020:   $1316 >  180.0  ;; floating-point values
004D: jump_if_false HJ_182
0086: $1317 = $1316  ;; floating-point values only
0005: $1316 =  360.0  ;; floating-point values
0061: $1316 -= $1317  ;; floating-point values
0002: jump HJ_188

:HJ_182
00D6: if  0
0022:   -180.0 > $1316  ;; floating-point values
004D: jump_if_false HJ_188
0086: $1317 = $1316  ;; floating-point values only
0005: $1316 =  360.0  ;; floating-point values
0059: $1316 += $1317  ;; floating-point values

:HJ_188
00D6: if  0
0022:    0.0 > $1316  ;; floating-point values
004D: jump_if_false HJ_194
0086: $1317 = $1316  ;; floating-point values only
0005: $1316 =  0.0  ;; floating-point values
0061: $1316 -= $1317  ;; floating-point values

:HJ_194
0059: $1318 += $1316  ;; floating-point values
008C: $1300 = float_to_integer $1318
00D6: if  0
0024:   $1307 > $1304  ;; floating-point values only
004D: jump_if_false HJ_200
0086: $1304 = $1307  ;; floating-point values only

:HJ_200
0005: $1307 =  0.0  ;; floating-point values
00D6: if  0
0038:   $1340 ==  0  ;; integer values
004D: jump_if_false HJ_211
00AA: store_car $1290 position_to $1311 $1312 $1341
0509: $1341 = distance between point $1308 $1309 and point $1311 $1312
00D6: if  0
0020:   $1341 >  20.0  ;; floating-point values
004D: jump_if_false HJ_211
09AB: $1290  37 
0004: $1340 =  1  ;; integer values

:HJ_211
0002: jump HJ_133

:HJ_212
0002: jump HJ_214

:HJ_213
0002: jump HJ_2

:HJ_214
0002: jump HJ_216

:HJ_215
0002: jump HJ_2

:HJ_216
00D6: if  0
0038:   $1291 ==  1  ;; integer values
004D: jump_if_false HJ_238
00AA: store_car $1290 position_to $1311 $1312 $1341
0509: $1313 = distance between point $1308 $1309 and point $1311 $1312
0628:  139 $1313 
008C: $1299 = float_to_integer $1313
0061: $1304 -= $1310  ;; floating-point values
0628:  140 $1304 
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:  141 $1296 
0627:  142 $1300 

:HJ_238
00D6: if  0
0020:   $1304 >  4.0  ;; floating-point values
004D: jump_if_false HJ_242
0008: $1294 +=  1  ;; integer values

:HJ_242
00D6: if  0
0018:   $1299 >  40  ;; integer values
004D: jump_if_false HJ_246
0008: $1294 +=  1  ;; integer values

:HJ_246
00D6: if  0
0018:   $1296 >  1  ;; integer values
004D: jump_if_false HJ_250
0008: $1294 +=  1  ;; integer values

:HJ_250
00D6: if  0
0018:   $1300 >  360  ;; integer values
004D: jump_if_false HJ_254
0008: $1294 +=  1  ;; integer values

:HJ_254
00D6: if  0
0018:   $1294 >  0  ;; integer values
004D: jump_if_false HJ_302
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  0
0038:   $1293 ==  1  ;; integer values
004D: jump_if_false HJ_270
0010: $1302 *=  2  ;; integer values

:HJ_270
0068: $1302 *= $1294  ;; integer values
0014: $1302 /=  3  ;; integer values
0014: $1302 /=  5  ;; integer values
0109: player $PLAYER_CHAR money += $1302
00D6: if  0
0038:   $1294 ==  1  ;; integer values
004D: jump_if_false HJ_279
01E4: text_1number_lowpriority 'HJ_IS' $1302  2000 ms  1
0627:  143  1 

:HJ_279
00D6: if  0
0038:   $1294 ==  2  ;; integer values
004D: jump_if_false HJ_284
01E4: text_1number_lowpriority 'HJ_DIS' $1302  2000 ms  1
0627:  143  3 

:HJ_284
00D6: if  0
0038:   $1294 ==  3  ;; integer values
004D: jump_if_false HJ_289
01E4: text_1number_lowpriority 'HJ_TIS' $1302  2000 ms  1
0627:  143  5 

:HJ_289
00D6: if  0
0038:   $1294 ==  4  ;; integer values
004D: jump_if_false HJ_294
01E4: text_1number_lowpriority 'HJ_QIS' $1302  2000 ms  1
0627:  143  7 

:HJ_294
00D6: if  0
0424:   metric
004D: jump_if_false HJ_299
0308: text_6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300  5000 ms  5
0002: jump HJ_302

:HJ_299
042D: $1299 = metric_to_imperial $1299
042D: $1292 = metric_to_imperial $1292
0302: text_4numbers 'HJSTATF' $1299 $1292 $1296 $1300  5000 ms  5

:HJ_302
0002: jump HJ_2
004E: end_thread

:CELLFON_1
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 (disabled)
004E: end_thread

:CELLFON_10
00D6: if  0
001A:    70 > $CELLPHONE_CALL  ;; integer values
004D: jump_if_false CELLFON_1216
0871: init_jump_table $CELLPHONE_CALL total_jumps  67  0 CELLFON_1215 jumps  0 CELLFON_225  1 CELLFON_243  2 CELLFON_249  3 CELLFON_263  4 CELLFON_277  5 CELLFON_299  6 CELLFON_315 
0872: jump_table_jumps  7 CELLFON_331  8 CELLFON_361  9 CELLFON_479  10 CELLFON_395  11 CELLFON_425  12 CELLFON_445  13 CELLFON_465  14 CELLFON_507  15 CELLFON_533 
0872: jump_table_jumps  16 CELLFON_565  17 CELLFON_579  18 CELLFON_21  19 CELLFON_47  20 CELLFON_69  21 CELLFON_97  22 CELLFON_119  23 CELLFON_147  24 CELLFON_163 
0872: jump_table_jumps  25 CELLFON_183  29 CELLFON_1007  30 CELLFON_1023  31 CELLFON_1045  32 CELLFON_1077  33 CELLFON_1101  34 CELLFON_591  35 CELLFON_611  36 CELLFON_635 
0872: jump_table_jumps  37 CELLFON_655  38 CELLFON_665  39 CELLFON_683  40 CELLFON_715  41 CELLFON_743  42 CELLFON_767  43 CELLFON_779  44 CELLFON_785  45 CELLFON_805 
0872: jump_table_jumps  46 CELLFON_831  47 CELLFON_861  48 CELLFON_875  49 CELLFON_889  50 CELLFON_905  51 CELLFON_935  52 CELLFON_963  53 CELLFON_985  54 CELLFON_1119 
0872: jump_table_jumps  55 CELLFON_1125  56 CELLFON_1131  57 CELLFON_1137  58 CELLFON_1143  59 CELLFON_1149  60 CELLFON_1155  61 CELLFON_1161  62 CELLFON_1167  63 CELLFON_1173 
0872: jump_table_jumps  64 CELLFON_1179  65 CELLFON_1185  66 CELLFON_1191  67 CELLFON_1197  68 CELLFON_1203  69 CELLFON_1209 -1 CELLFON_1215 -1 CELLFON_1215 -1 CELLFON_1215 

:CELLFON_21
05A9: s$1445 = 'MSWE14A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE14B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE14C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE14D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE14E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE14F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE14G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSWE14H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSWE14J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSWE14K'  ;; 8-byte strings
05A9: s$1445(10) = 'MSWE14L'  ;; 8-byte strings
05A9: s$1445(11) = 'MSWE14N'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29144
04AE: unknown $1424(1) radar_icon_or_model  29145
04AE: unknown $1424(2) radar_icon_or_model  29146
04AE: unknown $1424(3) radar_icon_or_model  29147
04AE: unknown $1424(4) radar_icon_or_model  29148
04AE: unknown $1424(5) radar_icon_or_model  29149
04AE: unknown $1424(6) radar_icon_or_model  29150
04AE: unknown $1424(7) radar_icon_or_model  29151
04AE: unknown $1424(8) radar_icon_or_model  29152
04AE: unknown $1424(9) radar_icon_or_model  29153
04AE: unknown $1424(10) radar_icon_or_model  29154
04AE: unknown $1424(11) radar_icon_or_model  29155
0004: $1422 =  11  ;; integer values
0002: jump CELLFON_1215

:CELLFON_47
05A9: s$1445 = 'MSWE10A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE10D'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE10C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE10E'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE10F'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE10G'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE10H'  ;; 8-byte strings
05A9: s$1445(7) = 'MSWE10K'  ;; 8-byte strings
05A9: s$1445(8) = 'MSWE10L'  ;; 8-byte strings
05A9: s$1445(9) = 'MSWE10N'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29096
04AE: unknown $1424(1) radar_icon_or_model  29099
04AE: unknown $1424(2) radar_icon_or_model  29098
04AE: unknown $1424(3) radar_icon_or_model  29100
04AE: unknown $1424(4) radar_icon_or_model  29101
04AE: unknown $1424(5) radar_icon_or_model  29102
04AE: unknown $1424(6) radar_icon_or_model  29103
04AE: unknown $1424(7) radar_icon_or_model  29105
04AE: unknown $1424(8) radar_icon_or_model  29106
04AE: unknown $1424(9) radar_icon_or_model  29107
0004: $1422 =  9  ;; integer values
0002: jump CELLFON_1215

:CELLFON_69
05A9: s$1445 = 'MSWE06A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE06B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE06C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE06D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE06E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE06F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE06G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSWE06H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSWE06J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSWE06K'  ;; 8-byte strings
05A9: s$1445(10) = 'MSWE06L'  ;; 8-byte strings
05A9: s$1445(11) = 'MSWE06N'  ;; 8-byte strings
05A9: s$1445(12) = 'MSWE06M'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29052
04AE: unknown $1424(1) radar_icon_or_model  29053
04AE: unknown $1424(2) radar_icon_or_model  29054
04AE: unknown $1424(3) radar_icon_or_model  29055
04AE: unknown $1424(4) radar_icon_or_model  29056
04AE: unknown $1424(5) radar_icon_or_model  29057
04AE: unknown $1424(6) radar_icon_or_model  29058
04AE: unknown $1424(7) radar_icon_or_model  29059
04AE: unknown $1424(8) radar_icon_or_model  29060
04AE: unknown $1424(9) radar_icon_or_model  29061
04AE: unknown $1424(10) radar_icon_or_model  29062
04AE: unknown $1424(11) radar_icon_or_model  29064
04AE: unknown $1424(12) radar_icon_or_model  29063
0004: $1422 =  12  ;; integer values
0002: jump CELLFON_1215

:CELLFON_97
05A9: s$1445 = 'MSWE05A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE05B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE05C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE05D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE05E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE05F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE05G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSWE05H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSWE05J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSWE05K'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29042
04AE: unknown $1424(1) radar_icon_or_model  29043
04AE: unknown $1424(2) radar_icon_or_model  29044
04AE: unknown $1424(3) radar_icon_or_model  29045
04AE: unknown $1424(4) radar_icon_or_model  29046
04AE: unknown $1424(5) radar_icon_or_model  29047
04AE: unknown $1424(6) radar_icon_or_model  29048
04AE: unknown $1424(7) radar_icon_or_model  29049
04AE: unknown $1424(8) radar_icon_or_model  29050
04AE: unknown $1424(9) radar_icon_or_model  29051
0004: $1422 =  9  ;; integer values
0002: jump CELLFON_1215

:CELLFON_119
05A9: s$1445 = 'MSWE08A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE08B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE08C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE08D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE08E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE08F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE08G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSWE08H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSWE08J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSWE08K'  ;; 8-byte strings
05A9: s$1445(10) = 'MSWE08L'  ;; 8-byte strings
05A9: s$1445(11) = 'MSWE08N'  ;; 8-byte strings
05A9: s$1445(12) = 'MSWE08M'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29076
04AE: unknown $1424(1) radar_icon_or_model  29077
04AE: unknown $1424(2) radar_icon_or_model  29078
04AE: unknown $1424(3) radar_icon_or_model  29079
04AE: unknown $1424(4) radar_icon_or_model  29080
04AE: unknown $1424(5) radar_icon_or_model  29081
04AE: unknown $1424(6) radar_icon_or_model  29082
04AE: unknown $1424(7) radar_icon_or_model  29083
04AE: unknown $1424(8) radar_icon_or_model  29084
04AE: unknown $1424(9) radar_icon_or_model  29085
04AE: unknown $1424(10) radar_icon_or_model  29086
04AE: unknown $1424(11) radar_icon_or_model  29088
04AE: unknown $1424(12) radar_icon_or_model  29087
0004: $1422 =  12  ;; integer values
0002: jump CELLFON_1215

:CELLFON_147
05A9: s$1445 = 'MSWE09A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE09B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE09C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE09E'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE09F'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE09G'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE09H'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29089
04AE: unknown $1424(1) radar_icon_or_model  29090
04AE: unknown $1424(2) radar_icon_or_model  29091
04AE: unknown $1424(3) radar_icon_or_model  29092
04AE: unknown $1424(4) radar_icon_or_model  29093
04AE: unknown $1424(5) radar_icon_or_model  29094
04AE: unknown $1424(6) radar_icon_or_model  29095
0004: $1422 =  6  ;; integer values
0002: jump CELLFON_1215

:CELLFON_163
05A9: s$1445 = 'MSWE11A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE11B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE11C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE11D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE11E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE11F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE11G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSWE11H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSWE11J'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29108
04AE: unknown $1424(1) radar_icon_or_model  29109
04AE: unknown $1424(2) radar_icon_or_model  29110
04AE: unknown $1424(3) radar_icon_or_model  29111
04AE: unknown $1424(4) radar_icon_or_model  29112
04AE: unknown $1424(5) radar_icon_or_model  29113
04AE: unknown $1424(6) radar_icon_or_model  29114
04AE: unknown $1424(7) radar_icon_or_model  29115
04AE: unknown $1424(8) radar_icon_or_model  29116
0004: $1422 =  8  ;; integer values
0002: jump CELLFON_1215

:CELLFON_183
05A9: s$1445 = 'MSWE12A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSWE12B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSWE12C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSWE12D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSWE12E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSWE12F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSWE12G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSWE12H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSWE12J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSWE12K'  ;; 8-byte strings
05A9: s$1445(10) = 'MSWE12L'  ;; 8-byte strings
05A9: s$1445(11) = 'MSWE12N'  ;; 8-byte strings
05A9: s$1445(12) = 'MSWE12M'  ;; 8-byte strings
05A9: s$1445(13) = 'MSWE12O'  ;; 8-byte strings
05A9: s$1445(14) = 'MSWE12P'  ;; 8-byte strings
05A9: s$1445(15) = 'MSWE12Q'  ;; 8-byte strings
05A9: s$1445(16) = 'MSWE12R'  ;; 8-byte strings
05A9: s$1445(17) = 'MSWE12S'  ;; 8-byte strings
05A9: s$1445(18) = 'MSWE12T'  ;; 8-byte strings
05A9: s$1445(19) = 'MSWE12U'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29117
04AE: unknown $1424(1) radar_icon_or_model  29118
04AE: unknown $1424(2) radar_icon_or_model  29119
04AE: unknown $1424(3) radar_icon_or_model  29120
04AE: unknown $1424(4) radar_icon_or_model  29121
04AE: unknown $1424(5) radar_icon_or_model  29122
04AE: unknown $1424(6) radar_icon_or_model  29123
04AE: unknown $1424(7) radar_icon_or_model  29124
04AE: unknown $1424(8) radar_icon_or_model  29125
04AE: unknown $1424(9) radar_icon_or_model  29126
04AE: unknown $1424(10) radar_icon_or_model  29127
04AE: unknown $1424(11) radar_icon_or_model  29129
04AE: unknown $1424(12) radar_icon_or_model  29128
04AE: unknown $1424(13) radar_icon_or_model  29130
04AE: unknown $1424(14) radar_icon_or_model  29131
04AE: unknown $1424(15) radar_icon_or_model  29132
04AE: unknown $1424(16) radar_icon_or_model  29133
04AE: unknown $1424(17) radar_icon_or_model  29134
04AE: unknown $1424(18) radar_icon_or_model  29135
04AE: unknown $1424(19) radar_icon_or_model  29136
0004: $1422 =  19  ;; integer values
0002: jump CELLFON_1215

:CELLFON_225
05A9: s$1445 = 'MCAT02A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCAT02B'  ;; 8-byte strings
05A9: s$1445(2) = 'MCAT02C'  ;; 8-byte strings
05A9: s$1445(3) = 'MCAT02D'  ;; 8-byte strings
05A9: s$1445(4) = 'MCAT02E'  ;; 8-byte strings
05A9: s$1445(5) = 'MCAT02F'  ;; 8-byte strings
05A9: s$1445(6) = 'MCAT02G'  ;; 8-byte strings
05A9: s$1445(7) = 'MCAT02H'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25008
04AE: unknown $1424(1) radar_icon_or_model  25009
04AE: unknown $1424(2) radar_icon_or_model  25010
04AE: unknown $1424(3) radar_icon_or_model  25011
04AE: unknown $1424(4) radar_icon_or_model  25012
04AE: unknown $1424(5) radar_icon_or_model  25013
04AE: unknown $1424(6) radar_icon_or_model  25014
04AE: unknown $1424(7) radar_icon_or_model  25015
0004: $1422 =  7  ;; integer values
0002: jump CELLFON_1215

:CELLFON_243
05A9: s$1445 = 'MCAT03A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCAT03B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25016
04AE: unknown $1424(1) radar_icon_or_model  25017
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_249
05A9: s$1445 = 'MCAT04A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCAT04B'  ;; 8-byte strings
05A9: s$1445(2) = 'MCAT04C'  ;; 8-byte strings
05A9: s$1445(3) = 'MCAT04D'  ;; 8-byte strings
05A9: s$1445(4) = 'MCAT04E'  ;; 8-byte strings
05A9: s$1445(5) = 'MCAT04F'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25018
04AE: unknown $1424(1) radar_icon_or_model  25019
04AE: unknown $1424(2) radar_icon_or_model  25020
04AE: unknown $1424(3) radar_icon_or_model  25021
04AE: unknown $1424(4) radar_icon_or_model  25022
04AE: unknown $1424(5) radar_icon_or_model  25023
0004: $1422 =  5  ;; integer values
0002: jump CELLFON_1215

:CELLFON_263
05A9: s$1445 = 'MCAT05B'  ;; 8-byte strings
05A9: s$1445(1) = 'MCAT05C'  ;; 8-byte strings
05A9: s$1445(2) = 'MCAT05D'  ;; 8-byte strings
05A9: s$1445(3) = 'MCAT05E'  ;; 8-byte strings
05A9: s$1445(4) = 'MCAT05F'  ;; 8-byte strings
05A9: s$1445(5) = 'MCAT05G'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25025
04AE: unknown $1424(1) radar_icon_or_model  25026
04AE: unknown $1424(2) radar_icon_or_model  25027
04AE: unknown $1424(3) radar_icon_or_model  25028
04AE: unknown $1424(4) radar_icon_or_model  25029
04AE: unknown $1424(5) radar_icon_or_model  25030
0004: $1422 =  5  ;; integer values
0002: jump CELLFON_1215

:CELLFON_277
05A9: s$1445 = 'MCAT06A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCAT06B'  ;; 8-byte strings
05A9: s$1445(2) = 'MCAT06C'  ;; 8-byte strings
05A9: s$1445(3) = 'MCAT06D'  ;; 8-byte strings
05A9: s$1445(4) = 'MCAT06E'  ;; 8-byte strings
05A9: s$1445(5) = 'MCAT06F'  ;; 8-byte strings
05A9: s$1445(6) = 'MCAT06G'  ;; 8-byte strings
05A9: s$1445(7) = 'MCAT06H'  ;; 8-byte strings
05A9: s$1445(8) = 'MCAT06J'  ;; 8-byte strings
05A9: s$1445(9) = 'MCAT06K'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25031
04AE: unknown $1424(1) radar_icon_or_model  25032
04AE: unknown $1424(2) radar_icon_or_model  25033
04AE: unknown $1424(3) radar_icon_or_model  25034
04AE: unknown $1424(4) radar_icon_or_model  25035
04AE: unknown $1424(5) radar_icon_or_model  25036
04AE: unknown $1424(6) radar_icon_or_model  25037
04AE: unknown $1424(7) radar_icon_or_model  25038
04AE: unknown $1424(8) radar_icon_or_model  25039
04AE: unknown $1424(9) radar_icon_or_model  25040
0004: $1422 =  9  ;; integer values
0002: jump CELLFON_1215

:CELLFON_299
05A9: s$1445 = 'MCAT07A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCAT07B'  ;; 8-byte strings
05A9: s$1445(2) = 'MCAT07C'  ;; 8-byte strings
05A9: s$1445(3) = 'MCAT07D'  ;; 8-byte strings
05A9: s$1445(4) = 'MCAT07E'  ;; 8-byte strings
05A9: s$1445(5) = 'MCAT07F'  ;; 8-byte strings
05A9: s$1445(6) = 'MCAT07G'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25041
04AE: unknown $1424(1) radar_icon_or_model  25042
04AE: unknown $1424(2) radar_icon_or_model  25043
04AE: unknown $1424(3) radar_icon_or_model  25044
04AE: unknown $1424(4) radar_icon_or_model  25045
04AE: unknown $1424(5) radar_icon_or_model  25046
04AE: unknown $1424(6) radar_icon_or_model  25047
0004: $1422 =  6  ;; integer values
0002: jump CELLFON_1215

:CELLFON_315
05A9: s$1445 = 'MLOC03A'  ;; 8-byte strings
05A9: s$1445(1) = 'MLOC03B'  ;; 8-byte strings
05A9: s$1445(2) = 'MLOC03C'  ;; 8-byte strings
05A9: s$1445(3) = 'MLOC03D'  ;; 8-byte strings
05A9: s$1445(4) = 'MLOC03E'  ;; 8-byte strings
05A9: s$1445(5) = 'MLOC03F'  ;; 8-byte strings
05A9: s$1445(6) = 'MLOC03H'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27412
04AE: unknown $1424(1) radar_icon_or_model  27413
04AE: unknown $1424(2) radar_icon_or_model  27414
04AE: unknown $1424(3) radar_icon_or_model  27415
04AE: unknown $1424(4) radar_icon_or_model  27416
04AE: unknown $1424(5) radar_icon_or_model  27417
04AE: unknown $1424(6) radar_icon_or_model  27418
0004: $1422 =  6  ;; integer values
0002: jump CELLFON_1215

:CELLFON_331
05A9: s$1445 = 'MCES01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCES01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MCES01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MCES01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MCES01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MCES01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MCES01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MCES01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MCES01K'  ;; 8-byte strings
05A9: s$1445(9) = 'MCES01L'  ;; 8-byte strings
05A9: s$1445(10) = 'MCES01M'  ;; 8-byte strings
05A9: s$1445(11) = 'MCES01N'  ;; 8-byte strings
05A9: s$1445(12) = 'MCES01O'  ;; 8-byte strings
05A9: s$1445(13) = 'MCES01P'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25200
04AE: unknown $1424(1) radar_icon_or_model  25201
04AE: unknown $1424(2) radar_icon_or_model  25202
04AE: unknown $1424(3) radar_icon_or_model  25203
04AE: unknown $1424(4) radar_icon_or_model  25204
04AE: unknown $1424(5) radar_icon_or_model  25205
04AE: unknown $1424(6) radar_icon_or_model  25206
04AE: unknown $1424(7) radar_icon_or_model  25207
04AE: unknown $1424(8) radar_icon_or_model  25208
04AE: unknown $1424(9) radar_icon_or_model  25209
04AE: unknown $1424(10) radar_icon_or_model  25210
04AE: unknown $1424(11) radar_icon_or_model  25211
04AE: unknown $1424(12) radar_icon_or_model  25212
04AE: unknown $1424(13) radar_icon_or_model  25213
0004: $1422 =  13  ;; integer values
0002: jump CELLFON_1215

:CELLFON_361
05A9: s$1445 = 'MCES04A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCES04B'  ;; 8-byte strings
05A9: s$1445(2) = 'MCES04C'  ;; 8-byte strings
05A9: s$1445(3) = 'MCES04D'  ;; 8-byte strings
05A9: s$1445(4) = 'MCES04E'  ;; 8-byte strings
05A9: s$1445(5) = 'MCES04F'  ;; 8-byte strings
05A9: s$1445(6) = 'MCES04G'  ;; 8-byte strings
05A9: s$1445(7) = 'MCES04H'  ;; 8-byte strings
05A9: s$1445(8) = 'MCES04J'  ;; 8-byte strings
05A9: s$1445(9) = 'MCES04L'  ;; 8-byte strings
05A9: s$1445(10) = 'MCES04M'  ;; 8-byte strings
05A9: s$1445(11) = 'MCES04N'  ;; 8-byte strings
05A9: s$1445(12) = 'MCES04O'  ;; 8-byte strings
05A9: s$1445(13) = 'MCES04P'  ;; 8-byte strings
05A9: s$1445(14) = 'MCES04Q'  ;; 8-byte strings
05A9: s$1445(15) = 'MCES04R'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25240
04AE: unknown $1424(1) radar_icon_or_model  25241
04AE: unknown $1424(2) radar_icon_or_model  25242
04AE: unknown $1424(3) radar_icon_or_model  25243
04AE: unknown $1424(4) radar_icon_or_model  25244
04AE: unknown $1424(5) radar_icon_or_model  25245
04AE: unknown $1424(6) radar_icon_or_model  25246
04AE: unknown $1424(7) radar_icon_or_model  25247
04AE: unknown $1424(8) radar_icon_or_model  25248
04AE: unknown $1424(9) radar_icon_or_model  25249
04AE: unknown $1424(10) radar_icon_or_model  25250
04AE: unknown $1424(11) radar_icon_or_model  25251
04AE: unknown $1424(12) radar_icon_or_model  25252
04AE: unknown $1424(13) radar_icon_or_model  25253
04AE: unknown $1424(14) radar_icon_or_model  25254
04AE: unknown $1424(15) radar_icon_or_model  25255
0004: $1422 =  15  ;; integer values
0002: jump CELLFON_1215

:CELLFON_395
05A9: s$1445 = 'MCES09A'  ;; 8-byte strings
05A9: s$1445(1) = 'MCES09B'  ;; 8-byte strings
05A9: s$1445(2) = 'MCES09C'  ;; 8-byte strings
05A9: s$1445(3) = 'MCES09D'  ;; 8-byte strings
05A9: s$1445(4) = 'MCES09E'  ;; 8-byte strings
05A9: s$1445(5) = 'MCES09F'  ;; 8-byte strings
05A9: s$1445(6) = 'MCES09G'  ;; 8-byte strings
05A9: s$1445(7) = 'MCES09H'  ;; 8-byte strings
05A9: s$1445(8) = 'MCES09K'  ;; 8-byte strings
05A9: s$1445(9) = 'MCES09L'  ;; 8-byte strings
05A9: s$1445(10) = 'MCES09M'  ;; 8-byte strings
05A9: s$1445(11) = 'MCES09N'  ;; 8-byte strings
05A9: s$1445(12) = 'MCES09O'  ;; 8-byte strings
05A9: s$1445(13) = 'MCES09P'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25290
04AE: unknown $1424(1) radar_icon_or_model  25291
04AE: unknown $1424(2) radar_icon_or_model  25292
04AE: unknown $1424(3) radar_icon_or_model  25293
04AE: unknown $1424(4) radar_icon_or_model  25294
04AE: unknown $1424(5) radar_icon_or_model  25295
04AE: unknown $1424(6) radar_icon_or_model  25296
04AE: unknown $1424(7) radar_icon_or_model  25297
04AE: unknown $1424(8) radar_icon_or_model  25298
04AE: unknown $1424(9) radar_icon_or_model  25299
04AE: unknown $1424(10) radar_icon_or_model  25300
04AE: unknown $1424(11) radar_icon_or_model  25301
04AE: unknown $1424(12) radar_icon_or_model  25302
04AE: unknown $1424(13) radar_icon_or_model  25303
0004: $1422 =  13  ;; integer values
0002: jump CELLFON_1215

:CELLFON_425
05A9: s$1445 = 'MKND01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MKND01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MKND01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MKND01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MKND01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MKND01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MKND01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MKND01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MKND01J'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27000
04AE: unknown $1424(1) radar_icon_or_model  27001
04AE: unknown $1424(2) radar_icon_or_model  27002
04AE: unknown $1424(3) radar_icon_or_model  27003
04AE: unknown $1424(4) radar_icon_or_model  27004
04AE: unknown $1424(5) radar_icon_or_model  27005
04AE: unknown $1424(6) radar_icon_or_model  27006
04AE: unknown $1424(7) radar_icon_or_model  27007
04AE: unknown $1424(8) radar_icon_or_model  27008
0004: $1422 =  8  ;; integer values
0002: jump CELLFON_1215

:CELLFON_445
05A9: s$1445 = 'MTEN01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTEN01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTEN01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTEN01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTEN01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTEN01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MTEN01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MTEN01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MTEN01J'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29200
04AE: unknown $1424(1) radar_icon_or_model  29201
04AE: unknown $1424(2) radar_icon_or_model  29202
04AE: unknown $1424(3) radar_icon_or_model  29203
04AE: unknown $1424(4) radar_icon_or_model  29204
04AE: unknown $1424(5) radar_icon_or_model  29205
04AE: unknown $1424(6) radar_icon_or_model  29206
04AE: unknown $1424(7) radar_icon_or_model  29207
04AE: unknown $1424(8) radar_icon_or_model  29208
0004: $1422 =  8  ;; integer values
0002: jump CELLFON_1215

:CELLFON_465
05A9: s$1445 = 'MTEN02A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTEN02B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTEN02C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTEN02D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTEN02E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTEN02F'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29209
04AE: unknown $1424(1) radar_icon_or_model  29210
04AE: unknown $1424(2) radar_icon_or_model  29211
04AE: unknown $1424(3) radar_icon_or_model  29212
04AE: unknown $1424(4) radar_icon_or_model  29213
04AE: unknown $1424(5) radar_icon_or_model  29214
0004: $1422 =  5  ;; integer values
0002: jump CELLFON_1215

:CELLFON_479
05A9: s$1445 = 'MHRZ01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MHRZ01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MHRZ01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MHRZ01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MHRZ01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MHRZ01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MHRZ01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MHRZ01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MHRZ01J'  ;; 8-byte strings
05A9: s$1445(9) = 'MHRZ01K'  ;; 8-byte strings
05A9: s$1445(10) = 'MHRZ01L'  ;; 8-byte strings
05A9: s$1445(11) = 'MHRZ01M'  ;; 8-byte strings
05A9: s$1445(12) = 'MHRZ01N'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26400
04AE: unknown $1424(1) radar_icon_or_model  26401
04AE: unknown $1424(2) radar_icon_or_model  26402
04AE: unknown $1424(3) radar_icon_or_model  26403
04AE: unknown $1424(4) radar_icon_or_model  26404
04AE: unknown $1424(5) radar_icon_or_model  26405
04AE: unknown $1424(6) radar_icon_or_model  26406
04AE: unknown $1424(7) radar_icon_or_model  26407
04AE: unknown $1424(8) radar_icon_or_model  26408
04AE: unknown $1424(9) radar_icon_or_model  26409
04AE: unknown $1424(10) radar_icon_or_model  26410
04AE: unknown $1424(11) radar_icon_or_model  26411
04AE: unknown $1424(12) radar_icon_or_model  26412
0004: $1422 =  12  ;; integer values
0002: jump CELLFON_1215

:CELLFON_507
05A9: s$1445 = 'MSMK01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSMK01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSMK01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSMK01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSMK01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSMK01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSMK01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSMK01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSMK01J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSMK01K'  ;; 8-byte strings
05A9: s$1445(10) = 'MSMK01L'  ;; 8-byte strings
05A9: s$1445(11) = 'MSMK01M'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  28800
04AE: unknown $1424(1) radar_icon_or_model  28801
04AE: unknown $1424(2) radar_icon_or_model  28802
04AE: unknown $1424(3) radar_icon_or_model  28803
04AE: unknown $1424(4) radar_icon_or_model  28804
04AE: unknown $1424(5) radar_icon_or_model  28805
04AE: unknown $1424(6) radar_icon_or_model  28806
04AE: unknown $1424(7) radar_icon_or_model  28807
04AE: unknown $1424(8) radar_icon_or_model  28808
04AE: unknown $1424(9) radar_icon_or_model  28809
04AE: unknown $1424(10) radar_icon_or_model  28810
04AE: unknown $1424(11) radar_icon_or_model  28811
0004: $1422 =  11  ;; integer values
0002: jump CELLFON_1215

:CELLFON_533
05A9: s$1445 = 'MTRU01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTRU01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTRU01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTRU01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTRU01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTRU01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MTRU01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MTRU01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MTRU01J'  ;; 8-byte strings
05A9: s$1445(9) = 'MTRU01K'  ;; 8-byte strings
05A9: s$1445(10) = 'MTRU01L'  ;; 8-byte strings
05A9: s$1445(11) = 'MTRU01M'  ;; 8-byte strings
05A9: s$1445(12) = 'MTRU01N'  ;; 8-byte strings
05A9: s$1445(13) = 'MTRU01O'  ;; 8-byte strings
05A9: s$1445(14) = 'MTRU01P'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29800
04AE: unknown $1424(1) radar_icon_or_model  29801
04AE: unknown $1424(2) radar_icon_or_model  29802
04AE: unknown $1424(3) radar_icon_or_model  29803
04AE: unknown $1424(4) radar_icon_or_model  29804
04AE: unknown $1424(5) radar_icon_or_model  29805
04AE: unknown $1424(6) radar_icon_or_model  29806
04AE: unknown $1424(7) radar_icon_or_model  29807
04AE: unknown $1424(8) radar_icon_or_model  29808
04AE: unknown $1424(9) radar_icon_or_model  29809
04AE: unknown $1424(10) radar_icon_or_model  29810
04AE: unknown $1424(11) radar_icon_or_model  29811
04AE: unknown $1424(12) radar_icon_or_model  29812
04AE: unknown $1424(13) radar_icon_or_model  29813
04AE: unknown $1424(14) radar_icon_or_model  29814
0004: $1422 =  14  ;; integer values
0002: jump CELLFON_1215

:CELLFON_565
05A9: s$1445 = 'MTRU02A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTRU02B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTRU02C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTRU02D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTRU02E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTRU02F'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29815
04AE: unknown $1424(1) radar_icon_or_model  29816
04AE: unknown $1424(2) radar_icon_or_model  29817
04AE: unknown $1424(3) radar_icon_or_model  29818
04AE: unknown $1424(4) radar_icon_or_model  29819
04AE: unknown $1424(5) radar_icon_or_model  29820
0004: $1422 =  5  ;; integer values
0002: jump CELLFON_1215

:CELLFON_579
05A9: s$1445 = 'MTRU03A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTRU03B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTRU03C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTRU03D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTRU03E'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29821
04AE: unknown $1424(1) radar_icon_or_model  29822
04AE: unknown $1424(2) radar_icon_or_model  29823
04AE: unknown $1424(3) radar_icon_or_model  29824
04AE: unknown $1424(4) radar_icon_or_model  29825
0004: $1422 =  4  ;; integer values
0002: jump CELLFON_1215

:CELLFON_591
05A9: s$1445 = 'MWUZ00A'  ;; 8-byte strings
05A9: s$1445(1) = 'MWUZ00B'  ;; 8-byte strings
05A9: s$1445(2) = 'MWUZ00C'  ;; 8-byte strings
05A9: s$1445(3) = 'MWUZ00D'  ;; 8-byte strings
05A9: s$1445(4) = 'MWUZ00E'  ;; 8-byte strings
05A9: s$1445(5) = 'MWUZ00F'  ;; 8-byte strings
05A9: s$1445(6) = 'MWUZ00G'  ;; 8-byte strings
05A9: s$1445(7) = 'MWUZ00H'  ;; 8-byte strings
05A9: s$1445(8) = 'MWUZ00J'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30000
04AE: unknown $1424(1) radar_icon_or_model  30001
04AE: unknown $1424(2) radar_icon_or_model  30002
04AE: unknown $1424(3) radar_icon_or_model  30003
04AE: unknown $1424(4) radar_icon_or_model  30004
04AE: unknown $1424(5) radar_icon_or_model  30005
04AE: unknown $1424(6) radar_icon_or_model  30006
04AE: unknown $1424(7) radar_icon_or_model  30007
04AE: unknown $1424(8) radar_icon_or_model  30008
0004: $1422 =  8  ;; integer values
0002: jump CELLFON_1215

:CELLFON_611
05A9: s$1445 = 'MWUZ03A'  ;; 8-byte strings
05A9: s$1445(1) = 'MWUZ03B'  ;; 8-byte strings
05A9: s$1445(2) = 'MWUZ03C'  ;; 8-byte strings
05A9: s$1445(3) = 'MWUZ03D'  ;; 8-byte strings
05A9: s$1445(4) = 'MWUZ03E'  ;; 8-byte strings
05A9: s$1445(5) = 'MWUZ03F'  ;; 8-byte strings
05A9: s$1445(6) = 'MWUZ03G'  ;; 8-byte strings
05A9: s$1445(7) = 'MWUZ03H'  ;; 8-byte strings
05A9: s$1445(8) = 'MWUZ03J'  ;; 8-byte strings
05A9: s$1445(9) = 'MWUZ03K'  ;; 8-byte strings
05A9: s$1445(10) = 'MWUZ03L'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30029
04AE: unknown $1424(1) radar_icon_or_model  30030
04AE: unknown $1424(2) radar_icon_or_model  30031
04AE: unknown $1424(3) radar_icon_or_model  30032
04AE: unknown $1424(4) radar_icon_or_model  30033
04AE: unknown $1424(5) radar_icon_or_model  30034
04AE: unknown $1424(6) radar_icon_or_model  30035
04AE: unknown $1424(7) radar_icon_or_model  30036
04AE: unknown $1424(8) radar_icon_or_model  30037
04AE: unknown $1424(9) radar_icon_or_model  30038
04AE: unknown $1424(10) radar_icon_or_model  30039
0004: $1422 =  10  ;; integer values
0002: jump CELLFON_1215

:CELLFON_635
05A9: s$1445 = 'MWUZ03B'  ;; 8-byte strings
05A9: s$1445(1) = 'MWUZ05B'  ;; 8-byte strings
05A9: s$1445(2) = 'MWUZ05C'  ;; 8-byte strings
05A9: s$1445(3) = 'MWUZ05D'  ;; 8-byte strings
05A9: s$1445(4) = 'MWUZ05E'  ;; 8-byte strings
05A9: s$1445(5) = 'MWUZ05F'  ;; 8-byte strings
05A9: s$1445(6) = 'MWUZ05G'  ;; 8-byte strings
05A9: s$1445(7) = 'MWUZ05H'  ;; 8-byte strings
05A9: s$1445(8) = 'MWUZ05J'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30030
04AE: unknown $1424(1) radar_icon_or_model  30049
04AE: unknown $1424(2) radar_icon_or_model  30050
04AE: unknown $1424(3) radar_icon_or_model  30051
04AE: unknown $1424(4) radar_icon_or_model  30052
04AE: unknown $1424(5) radar_icon_or_model  30053
04AE: unknown $1424(6) radar_icon_or_model  30054
04AE: unknown $1424(7) radar_icon_or_model  30055
04AE: unknown $1424(8) radar_icon_or_model  30056
0004: $1422 =  8  ;; integer values
0002: jump CELLFON_1215

:CELLFON_655
05A9: s$1445 = 'MWUZ07A'  ;; 8-byte strings
05A9: s$1445(1) = 'MWUZ07B'  ;; 8-byte strings
05A9: s$1445(2) = 'MWUZ07C'  ;; 8-byte strings
05A9: s$1445(3) = 'MWUZ07D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30070
04AE: unknown $1424(1) radar_icon_or_model  30071
04AE: unknown $1424(2) radar_icon_or_model  30072
04AE: unknown $1424(3) radar_icon_or_model  30073
0004: $1422 =  3  ;; integer values
0002: jump CELLFON_1215

:CELLFON_665
05A9: s$1445 = 'MWUZ04A'  ;; 8-byte strings
05A9: s$1445(1) = 'MWUZ04B'  ;; 8-byte strings
05A9: s$1445(2) = 'MWUZ04C'  ;; 8-byte strings
05A9: s$1445(3) = 'MWUZ04D'  ;; 8-byte strings
05A9: s$1445(4) = 'MWUZ04E'  ;; 8-byte strings
05A9: s$1445(5) = 'MWUZ04F'  ;; 8-byte strings
05A9: s$1445(6) = 'MWUZ04G'  ;; 8-byte strings
05A9: s$1445(7) = 'MWUZ04H'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30040
04AE: unknown $1424(1) radar_icon_or_model  30041
04AE: unknown $1424(2) radar_icon_or_model  30042
04AE: unknown $1424(3) radar_icon_or_model  30043
04AE: unknown $1424(4) radar_icon_or_model  30044
04AE: unknown $1424(5) radar_icon_or_model  30045
04AE: unknown $1424(6) radar_icon_or_model  30046
04AE: unknown $1424(7) radar_icon_or_model  30047
0004: $1422 =  7  ;; integer values
0002: jump CELLFON_1215

:CELLFON_683
05A9: s$1445 = 'MWUZ06A'  ;; 8-byte strings
05A9: s$1445(1) = 'MWUZ06B'  ;; 8-byte strings
05A9: s$1445(2) = 'MWUZ06C'  ;; 8-byte strings
05A9: s$1445(3) = 'MWUZ06D'  ;; 8-byte strings
05A9: s$1445(4) = 'MWUZ09E'  ;; 8-byte strings
05A9: s$1445(5) = 'MWUZ09F'  ;; 8-byte strings
05A9: s$1445(6) = 'MWUZ06G'  ;; 8-byte strings
05A9: s$1445(7) = 'MWUZ06H'  ;; 8-byte strings
05A9: s$1445(8) = 'MWUZ06J'  ;; 8-byte strings
05A9: s$1445(9) = 'MWUZ09H'  ;; 8-byte strings
05A9: s$1445(10) = 'MWUZ09J'  ;; 8-byte strings
05A9: s$1445(11) = 'MWUZ06K'  ;; 8-byte strings
05A9: s$1445(12) = 'MWUZ06L'  ;; 8-byte strings
05A9: s$1445(13) = 'MWUZ06M'  ;; 8-byte strings
05A9: s$1445(14) = 'MWUZ06N'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30057
04AE: unknown $1424(1) radar_icon_or_model  30058
04AE: unknown $1424(2) radar_icon_or_model  30059
04AE: unknown $1424(3) radar_icon_or_model  30060
04AE: unknown $1424(4) radar_icon_or_model  30079
04AE: unknown $1424(5) radar_icon_or_model  30080
04AE: unknown $1424(6) radar_icon_or_model  30063
04AE: unknown $1424(7) radar_icon_or_model  30064
04AE: unknown $1424(8) radar_icon_or_model  30065
04AE: unknown $1424(9) radar_icon_or_model  30081
04AE: unknown $1424(10) radar_icon_or_model  30082
04AE: unknown $1424(11) radar_icon_or_model  30066
04AE: unknown $1424(12) radar_icon_or_model  30067
04AE: unknown $1424(13) radar_icon_or_model  30068
04AE: unknown $1424(14) radar_icon_or_model  30069
0004: $1422 =  14  ;; integer values
0002: jump CELLFON_1215

:CELLFON_715
05A9: s$1445 = 'MWUZ06A'  ;; 8-byte strings
05A9: s$1445(1) = 'MWUZ06B'  ;; 8-byte strings
05A9: s$1445(2) = 'MWUZ06C'  ;; 8-byte strings
05A9: s$1445(3) = 'MWUZ06D'  ;; 8-byte strings
05A9: s$1445(4) = 'MWUZ06E'  ;; 8-byte strings
05A9: s$1445(5) = 'MWUZ06F'  ;; 8-byte strings
05A9: s$1445(6) = 'MWUZ06G'  ;; 8-byte strings
05A9: s$1445(7) = 'MWUZ06H'  ;; 8-byte strings
05A9: s$1445(8) = 'MWUZ06J'  ;; 8-byte strings
05A9: s$1445(9) = 'MWUZ06K'  ;; 8-byte strings
05A9: s$1445(10) = 'MWUZ06L'  ;; 8-byte strings
05A9: s$1445(11) = 'MWUZ06M'  ;; 8-byte strings
05A9: s$1445(12) = 'MWUZ06N'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30057
04AE: unknown $1424(1) radar_icon_or_model  30058
04AE: unknown $1424(2) radar_icon_or_model  30059
04AE: unknown $1424(3) radar_icon_or_model  30060
04AE: unknown $1424(4) radar_icon_or_model  30061
04AE: unknown $1424(5) radar_icon_or_model  30062
04AE: unknown $1424(6) radar_icon_or_model  30063
04AE: unknown $1424(7) radar_icon_or_model  30064
04AE: unknown $1424(8) radar_icon_or_model  30065
04AE: unknown $1424(9) radar_icon_or_model  30066
04AE: unknown $1424(10) radar_icon_or_model  30067
04AE: unknown $1424(11) radar_icon_or_model  30068
04AE: unknown $1424(12) radar_icon_or_model  30069
0004: $1422 =  12  ;; integer values
0002: jump CELLFON_1215

:CELLFON_743
05A9: s$1445 = 'MTOR01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTOR01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTOR01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTOR01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTOR01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTOR01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MTOR01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MTOR01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MTOR01J'  ;; 8-byte strings
05A9: s$1445(9) = 'MTOR01K'  ;; 8-byte strings
05A9: s$1445(10) = 'MTOR01L'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29600
04AE: unknown $1424(1) radar_icon_or_model  29601
04AE: unknown $1424(2) radar_icon_or_model  29602
04AE: unknown $1424(3) radar_icon_or_model  29603
04AE: unknown $1424(4) radar_icon_or_model  29604
04AE: unknown $1424(5) radar_icon_or_model  29605
04AE: unknown $1424(6) radar_icon_or_model  29606
04AE: unknown $1424(7) radar_icon_or_model  29607
04AE: unknown $1424(8) radar_icon_or_model  29608
04AE: unknown $1424(9) radar_icon_or_model  29609
04AE: unknown $1424(10) radar_icon_or_model  29610
0004: $1422 =  10  ;; integer values
0002: jump CELLFON_1215

:CELLFON_767
05A9: s$1445 = 'MTOR02A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTOR02B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTOR02C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTOR02D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTOR02E'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29611
04AE: unknown $1424(1) radar_icon_or_model  29612
04AE: unknown $1424(2) radar_icon_or_model  29613
04AE: unknown $1424(3) radar_icon_or_model  29614
04AE: unknown $1424(4) radar_icon_or_model  29615
0004: $1422 =  4  ;; integer values
0002: jump CELLFON_1215

:CELLFON_779
05A9: s$1445 = 'MTOR03A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTOR03B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29616
04AE: unknown $1424(1) radar_icon_or_model  29617
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_785
05A9: s$1445 = 'MTOR05A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTOR05B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTOR05C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTOR05D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTOR05E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTOR05F'  ;; 8-byte strings
05A9: s$1445(6) = 'MTOR05G'  ;; 8-byte strings
05A9: s$1445(7) = 'MTOR05H'  ;; 8-byte strings
05A9: s$1445(8) = 'MTOR05J'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29630
04AE: unknown $1424(1) radar_icon_or_model  29631
04AE: unknown $1424(2) radar_icon_or_model  29632
04AE: unknown $1424(3) radar_icon_or_model  29633
04AE: unknown $1424(4) radar_icon_or_model  29634
04AE: unknown $1424(5) radar_icon_or_model  29635
04AE: unknown $1424(6) radar_icon_or_model  29636
04AE: unknown $1424(7) radar_icon_or_model  29637
04AE: unknown $1424(8) radar_icon_or_model  29638
0004: $1422 =  8  ;; integer values
0002: jump CELLFON_1215

:CELLFON_805
05A9: s$1445 = 'MTOR06A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTOR06B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTOR06C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTOR06D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTOR06E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTOR06F'  ;; 8-byte strings
05A9: s$1445(6) = 'MTOR06G'  ;; 8-byte strings
05A9: s$1445(7) = 'MTOR06H'  ;; 8-byte strings
05A9: s$1445(8) = 'MTOR06J'  ;; 8-byte strings
05A9: s$1445(9) = 'MTOR06K'  ;; 8-byte strings
05A9: s$1445(10) = 'MTOR06L'  ;; 8-byte strings
05A9: s$1445(11) = 'MTOR06M'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29639
04AE: unknown $1424(1) radar_icon_or_model  29640
04AE: unknown $1424(2) radar_icon_or_model  29641
04AE: unknown $1424(3) radar_icon_or_model  29642
04AE: unknown $1424(4) radar_icon_or_model  29643
04AE: unknown $1424(5) radar_icon_or_model  29644
04AE: unknown $1424(6) radar_icon_or_model  29645
04AE: unknown $1424(7) radar_icon_or_model  29646
04AE: unknown $1424(8) radar_icon_or_model  29647
04AE: unknown $1424(9) radar_icon_or_model  29648
04AE: unknown $1424(10) radar_icon_or_model  29649
04AE: unknown $1424(11) radar_icon_or_model  29650
0004: $1422 =  11  ;; integer values
0002: jump CELLFON_1215

:CELLFON_831
05A9: s$1445 = 'MTOR07A'  ;; 8-byte strings
05A9: s$1445(1) = 'MTOR07B'  ;; 8-byte strings
05A9: s$1445(2) = 'MTOR07C'  ;; 8-byte strings
05A9: s$1445(3) = 'MTOR07D'  ;; 8-byte strings
05A9: s$1445(4) = 'MTOR07E'  ;; 8-byte strings
05A9: s$1445(5) = 'MTOR07L'  ;; 8-byte strings
05A9: s$1445(6) = 'MTOR07M'  ;; 8-byte strings
05A9: s$1445(7) = 'MTOR07F'  ;; 8-byte strings
05A9: s$1445(8) = 'MTOR07G'  ;; 8-byte strings
05A9: s$1445(9) = 'MTOR07N'  ;; 8-byte strings
05A9: s$1445(10) = 'MTOR07O'  ;; 8-byte strings
05A9: s$1445(11) = 'MTOR07H'  ;; 8-byte strings
05A9: s$1445(12) = 'MTOR07J'  ;; 8-byte strings
05A9: s$1445(13) = 'MTOR07K'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  29652
04AE: unknown $1424(1) radar_icon_or_model  29653
04AE: unknown $1424(2) radar_icon_or_model  29654
04AE: unknown $1424(3) radar_icon_or_model  29655
04AE: unknown $1424(4) radar_icon_or_model  29656
04AE: unknown $1424(5) radar_icon_or_model  29662
04AE: unknown $1424(6) radar_icon_or_model  29663
04AE: unknown $1424(7) radar_icon_or_model  29657
04AE: unknown $1424(8) radar_icon_or_model  29658
04AE: unknown $1424(9) radar_icon_or_model  29664
04AE: unknown $1424(10) radar_icon_or_model  29665
04AE: unknown $1424(11) radar_icon_or_model  29659
04AE: unknown $1424(12) radar_icon_or_model  29660
04AE: unknown $1424(13) radar_icon_or_model  29661
0004: $1422 =  13  ;; integer values
0002: jump CELLFON_1215

:CELLFON_861
05A9: s$1445 = 'MKP01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MKP01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MKP01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MKP01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MKP01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MKP01F'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27200
04AE: unknown $1424(1) radar_icon_or_model  27201
04AE: unknown $1424(2) radar_icon_or_model  27202
04AE: unknown $1424(3) radar_icon_or_model  27203
04AE: unknown $1424(4) radar_icon_or_model  27204
04AE: unknown $1424(5) radar_icon_or_model  27205
0004: $1422 =  5  ;; integer values
0002: jump CELLFON_1215

:CELLFON_875
05A9: s$1445 = 'MSAL01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MROS01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MROS01D'  ;; 8-byte strings
05A9: s$1445(3) = 'MROS01F'  ;; 8-byte strings
05A9: s$1445(4) = 'MROS01H'  ;; 8-byte strings
05A9: s$1445(5) = 'MROS01L'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  28600
04AE: unknown $1424(1) radar_icon_or_model  28400
04AE: unknown $1424(2) radar_icon_or_model  28401
04AE: unknown $1424(3) radar_icon_or_model  28403
04AE: unknown $1424(4) radar_icon_or_model  28404
04AE: unknown $1424(5) radar_icon_or_model  28405
0004: $1422 =  5  ;; integer values
0002: jump CELLFON_1215

:CELLFON_889
05A9: s$1445 = 'MROS02A'  ;; 8-byte strings
05A9: s$1445(1) = 'MROS02B'  ;; 8-byte strings
05A9: s$1445(2) = 'MROS02C'  ;; 8-byte strings
05A9: s$1445(3) = 'MROS02D'  ;; 8-byte strings
05A9: s$1445(4) = 'MROS02E'  ;; 8-byte strings
05A9: s$1445(5) = 'MROS02F'  ;; 8-byte strings
05A9: s$1445(6) = 'MROS02G'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  28406
04AE: unknown $1424(1) radar_icon_or_model  28407
04AE: unknown $1424(2) radar_icon_or_model  28408
04AE: unknown $1424(3) radar_icon_or_model  28409
04AE: unknown $1424(4) radar_icon_or_model  28410
04AE: unknown $1424(5) radar_icon_or_model  28411
04AE: unknown $1424(6) radar_icon_or_model  28412
0004: $1422 =  6  ;; integer values
0002: jump CELLFON_1215

:CELLFON_905
05A9: s$1445 = 'MROS03A'  ;; 8-byte strings
05A9: s$1445(1) = 'MROS03B'  ;; 8-byte strings
05A9: s$1445(2) = 'MROS03C'  ;; 8-byte strings
05A9: s$1445(3) = 'MROS03D'  ;; 8-byte strings
05A9: s$1445(4) = 'MROS03E'  ;; 8-byte strings
05A9: s$1445(5) = 'MROS03F'  ;; 8-byte strings
05A9: s$1445(6) = 'MROS03G'  ;; 8-byte strings
05A9: s$1445(7) = 'MROS03H'  ;; 8-byte strings
05A9: s$1445(8) = 'MROS03J'  ;; 8-byte strings
05A9: s$1445(9) = 'MROS03K'  ;; 8-byte strings
05A9: s$1445(10) = 'MROS03L'  ;; 8-byte strings
05A9: s$1445(11) = 'MROS03N'  ;; 8-byte strings
05A9: s$1445(12) = 'MROS03O'  ;; 8-byte strings
05A9: s$1445(13) = 'MROS03P'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  28413
04AE: unknown $1424(1) radar_icon_or_model  28414
04AE: unknown $1424(2) radar_icon_or_model  28415
04AE: unknown $1424(3) radar_icon_or_model  28416
04AE: unknown $1424(4) radar_icon_or_model  28417
04AE: unknown $1424(5) radar_icon_or_model  28418
04AE: unknown $1424(6) radar_icon_or_model  28419
04AE: unknown $1424(7) radar_icon_or_model  28420
04AE: unknown $1424(8) radar_icon_or_model  28421
04AE: unknown $1424(9) radar_icon_or_model  28422
04AE: unknown $1424(10) radar_icon_or_model  28423
04AE: unknown $1424(11) radar_icon_or_model  28424
04AE: unknown $1424(12) radar_icon_or_model  28425
04AE: unknown $1424(13) radar_icon_or_model  28426
0004: $1422 =  13  ;; integer values
0002: jump CELLFON_1215

:CELLFON_935
05A9: s$1445 = 'MSAL01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSAL01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSAL01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSAL01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSAL01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSAL01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSAL01G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSAL01H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSAL01J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSAL01K'  ;; 8-byte strings
05A9: s$1445(10) = 'MSAL01M'  ;; 8-byte strings
05A9: s$1445(11) = 'MSAL01N'  ;; 8-byte strings
05A9: s$1445(12) = 'MSAL01O'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  28600
04AE: unknown $1424(1) radar_icon_or_model  28601
04AE: unknown $1424(2) radar_icon_or_model  28602
04AE: unknown $1424(3) radar_icon_or_model  28603
04AE: unknown $1424(4) radar_icon_or_model  28604
04AE: unknown $1424(5) radar_icon_or_model  28605
04AE: unknown $1424(6) radar_icon_or_model  28606
04AE: unknown $1424(7) radar_icon_or_model  28607
04AE: unknown $1424(8) radar_icon_or_model  28608
04AE: unknown $1424(9) radar_icon_or_model  28609
04AE: unknown $1424(10) radar_icon_or_model  28610
04AE: unknown $1424(11) radar_icon_or_model  28611
04AE: unknown $1424(12) radar_icon_or_model  28612
0004: $1422 =  12  ;; integer values
0002: jump CELLFON_1215

:CELLFON_963
05A9: s$1445 = 'MSAL02A'  ;; 8-byte strings
05A9: s$1445(1) = 'MSAL02B'  ;; 8-byte strings
05A9: s$1445(2) = 'MSAL02C'  ;; 8-byte strings
05A9: s$1445(3) = 'MSAL02D'  ;; 8-byte strings
05A9: s$1445(4) = 'MSAL02E'  ;; 8-byte strings
05A9: s$1445(5) = 'MSAL02F'  ;; 8-byte strings
05A9: s$1445(6) = 'MSAL02G'  ;; 8-byte strings
05A9: s$1445(7) = 'MSAL02H'  ;; 8-byte strings
05A9: s$1445(8) = 'MSAL02J'  ;; 8-byte strings
05A9: s$1445(9) = 'MSAL02K'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  28613
04AE: unknown $1424(1) radar_icon_or_model  28614
04AE: unknown $1424(2) radar_icon_or_model  28615
04AE: unknown $1424(3) radar_icon_or_model  28616
04AE: unknown $1424(4) radar_icon_or_model  28617
04AE: unknown $1424(5) radar_icon_or_model  28618
04AE: unknown $1424(6) radar_icon_or_model  28619
04AE: unknown $1424(7) radar_icon_or_model  28620
04AE: unknown $1424(8) radar_icon_or_model  28621
04AE: unknown $1424(9) radar_icon_or_model  28622
0004: $1422 =  9  ;; integer values
0002: jump CELLFON_1215

:CELLFON_985
05A9: s$1445 = 'MMILL2A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL2B'  ;; 8-byte strings
05A9: s$1445(2) = 'MMILL2C'  ;; 8-byte strings
05A9: s$1445(3) = 'MMILL2D'  ;; 8-byte strings
05A9: s$1445(4) = 'MMILL2E'  ;; 8-byte strings
05A9: s$1445(5) = 'MMILL2F'  ;; 8-byte strings
05A9: s$1445(6) = 'MMILL2H'  ;; 8-byte strings
05A9: s$1445(7) = 'MMILL2J'  ;; 8-byte strings
05A9: s$1445(8) = 'MMILL2K'  ;; 8-byte strings
05A9: s$1445(9) = 'MMILL2L'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27811
04AE: unknown $1424(1) radar_icon_or_model  27812
04AE: unknown $1424(2) radar_icon_or_model  27813
04AE: unknown $1424(3) radar_icon_or_model  27814
04AE: unknown $1424(4) radar_icon_or_model  27815
04AE: unknown $1424(5) radar_icon_or_model  27816
04AE: unknown $1424(6) radar_icon_or_model  27818
04AE: unknown $1424(7) radar_icon_or_model  27819
04AE: unknown $1424(8) radar_icon_or_model  27820
04AE: unknown $1424(9) radar_icon_or_model  27821
0004: $1422 =  9  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1007
05A9: s$1445 = 'MZER01A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZER01B'  ;; 8-byte strings
05A9: s$1445(2) = 'MZER01C'  ;; 8-byte strings
05A9: s$1445(3) = 'MZER01D'  ;; 8-byte strings
05A9: s$1445(4) = 'MZER01E'  ;; 8-byte strings
05A9: s$1445(5) = 'MZER01F'  ;; 8-byte strings
05A9: s$1445(6) = 'MZER01G'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30400
04AE: unknown $1424(1) radar_icon_or_model  30401
04AE: unknown $1424(2) radar_icon_or_model  30402
04AE: unknown $1424(3) radar_icon_or_model  30403
04AE: unknown $1424(4) radar_icon_or_model  30404
04AE: unknown $1424(5) radar_icon_or_model  30405
04AE: unknown $1424(6) radar_icon_or_model  30406
0004: $1422 =  6  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1023
05A9: s$1445 = 'MZER02A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZER02B'  ;; 8-byte strings
05A9: s$1445(2) = 'MZER02C'  ;; 8-byte strings
05A9: s$1445(3) = 'MZER02D'  ;; 8-byte strings
05A9: s$1445(4) = 'MZER02E'  ;; 8-byte strings
05A9: s$1445(5) = 'MZER02F'  ;; 8-byte strings
05A9: s$1445(6) = 'MZER02G'  ;; 8-byte strings
05A9: s$1445(7) = 'MZER02H'  ;; 8-byte strings
05A9: s$1445(8) = 'MZER02J'  ;; 8-byte strings
05A9: s$1445(9) = 'MZER02K'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30407
04AE: unknown $1424(1) radar_icon_or_model  30408
04AE: unknown $1424(2) radar_icon_or_model  30409
04AE: unknown $1424(3) radar_icon_or_model  30410
04AE: unknown $1424(4) radar_icon_or_model  30411
04AE: unknown $1424(5) radar_icon_or_model  30412
04AE: unknown $1424(6) radar_icon_or_model  30413
04AE: unknown $1424(7) radar_icon_or_model  30414
04AE: unknown $1424(8) radar_icon_or_model  30415
04AE: unknown $1424(9) radar_icon_or_model  30416
0004: $1422 =  9  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1045
05A9: s$1445 = 'MJET_1A'  ;; 8-byte strings
05A9: s$1445(1) = 'MJET_1B'  ;; 8-byte strings
05A9: s$1445(2) = 'MJET_1C'  ;; 8-byte strings
05A9: s$1445(3) = 'MJET_1D'  ;; 8-byte strings
05A9: s$1445(4) = 'MJET_1E'  ;; 8-byte strings
05A9: s$1445(5) = 'MJET_1F'  ;; 8-byte strings
05A9: s$1445(6) = 'MJET_1G'  ;; 8-byte strings
05A9: s$1445(7) = 'MJET_1H'  ;; 8-byte strings
05A9: s$1445(8) = 'MJET_1J'  ;; 8-byte strings
05A9: s$1445(9) = 'MJET_1K'  ;; 8-byte strings
05A9: s$1445(10) = 'MJET_1L'  ;; 8-byte strings
05A9: s$1445(11) = 'MJET_1M'  ;; 8-byte strings
05A9: s$1445(12) = 'MJET_1N'  ;; 8-byte strings
05A9: s$1445(13) = 'MJET_1O'  ;; 8-byte strings
05A9: s$1445(14) = 'MJET_1P'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26600
04AE: unknown $1424(1) radar_icon_or_model  26601
04AE: unknown $1424(2) radar_icon_or_model  26602
04AE: unknown $1424(3) radar_icon_or_model  26603
04AE: unknown $1424(4) radar_icon_or_model  26604
04AE: unknown $1424(5) radar_icon_or_model  26605
04AE: unknown $1424(6) radar_icon_or_model  26606
04AE: unknown $1424(7) radar_icon_or_model  26607
04AE: unknown $1424(8) radar_icon_or_model  26608
04AE: unknown $1424(9) radar_icon_or_model  26609
04AE: unknown $1424(10) radar_icon_or_model  26610
04AE: unknown $1424(11) radar_icon_or_model  26611
04AE: unknown $1424(12) radar_icon_or_model  26612
04AE: unknown $1424(13) radar_icon_or_model  26613
04AE: unknown $1424(14) radar_icon_or_model  26614
0004: $1422 =  14  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1077
05A9: s$1445 = 'MJET_2A'  ;; 8-byte strings
05A9: s$1445(1) = 'MJET_2B'  ;; 8-byte strings
05A9: s$1445(2) = 'MJET_2C'  ;; 8-byte strings
05A9: s$1445(3) = 'MJET_2D'  ;; 8-byte strings
05A9: s$1445(4) = 'MJET_2E'  ;; 8-byte strings
05A9: s$1445(5) = 'MJET_2F'  ;; 8-byte strings
05A9: s$1445(6) = 'MJET_2G'  ;; 8-byte strings
05A9: s$1445(7) = 'MJET_2H'  ;; 8-byte strings
05A9: s$1445(8) = 'MJET_2J'  ;; 8-byte strings
05A9: s$1445(9) = 'MJET_2K'  ;; 8-byte strings
05A9: s$1445(10) = 'MJET_2L'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26615
04AE: unknown $1424(1) radar_icon_or_model  26616
04AE: unknown $1424(2) radar_icon_or_model  26617
04AE: unknown $1424(3) radar_icon_or_model  26618
04AE: unknown $1424(4) radar_icon_or_model  26619
04AE: unknown $1424(5) radar_icon_or_model  26620
04AE: unknown $1424(6) radar_icon_or_model  26621
04AE: unknown $1424(7) radar_icon_or_model  26622
04AE: unknown $1424(8) radar_icon_or_model  26623
04AE: unknown $1424(9) radar_icon_or_model  26624
04AE: unknown $1424(10) radar_icon_or_model  26625
0004: $1422 =  10  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1101
05A9: s$1445 = 'MJET_3A'  ;; 8-byte strings
05A9: s$1445(1) = 'MJET_3B'  ;; 8-byte strings
05A9: s$1445(2) = 'MJET_3C'  ;; 8-byte strings
05A9: s$1445(3) = 'MJET_3D'  ;; 8-byte strings
05A9: s$1445(4) = 'MJET_3E'  ;; 8-byte strings
05A9: s$1445(5) = 'MJET_3F'  ;; 8-byte strings
05A9: s$1445(6) = 'MJET_3G'  ;; 8-byte strings
05A9: s$1445(7) = 'MJET_3H'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26626
04AE: unknown $1424(1) radar_icon_or_model  26627
04AE: unknown $1424(2) radar_icon_or_model  26628
04AE: unknown $1424(3) radar_icon_or_model  26629
04AE: unknown $1424(4) radar_icon_or_model  26630
04AE: unknown $1424(5) radar_icon_or_model  26631
04AE: unknown $1424(6) radar_icon_or_model  26632
04AE: unknown $1424(7) radar_icon_or_model  26633
0004: $1422 =  7  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1119
05A9: s$1445 = 'SHRK_1A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_1B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34814
04AE: unknown $1424(1) radar_icon_or_model  34815
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1125
05A9: s$1445 = 'SHRK_2A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_2B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34816
04AE: unknown $1424(1) radar_icon_or_model  34817
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1131
05A9: s$1445 = 'SHRK_3A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34818
04AE: unknown $1424(1) radar_icon_or_model  34819
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1137
05A9: s$1445 = 'SHRK_4A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_4B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34820
04AE: unknown $1424(1) radar_icon_or_model  34821
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1143
05A9: s$1445 = 'SHRK_5A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_5B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34822
04AE: unknown $1424(1) radar_icon_or_model  34823
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1149
05A9: s$1445 = 'SHRK_6A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_6B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34824
04AE: unknown $1424(1) radar_icon_or_model  34825
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1155
05A9: s$1445 = 'SHRK_7A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_7B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34826
04AE: unknown $1424(1) radar_icon_or_model  34827
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1161
05A9: s$1445 = 'SHRK_8A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_8B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34828
04AE: unknown $1424(1) radar_icon_or_model  34829
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1167
05A9: s$1445 = 'SHRK_9A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK_9B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34830
04AE: unknown $1424(1) radar_icon_or_model  34831
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1173
05A9: s$1445 = 'SHRK10A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK10B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34800
04AE: unknown $1424(1) radar_icon_or_model  34801
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1179
05A9: s$1445 = 'SHRK11A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK11B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34802
04AE: unknown $1424(1) radar_icon_or_model  34803
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1185
05A9: s$1445 = 'SHRK12A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK12B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34804
04AE: unknown $1424(1) radar_icon_or_model  34805
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1191
05A9: s$1445 = 'SHRK13A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK13B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34806
04AE: unknown $1424(1) radar_icon_or_model  34807
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1197
05A9: s$1445 = 'SHRK14A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK14B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34808
04AE: unknown $1424(1) radar_icon_or_model  34809
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1203
05A9: s$1445 = 'SHRK15A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK15B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34810
04AE: unknown $1424(1) radar_icon_or_model  34811
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1209
05A9: s$1445 = 'SHRK16A'  ;; 8-byte strings
05A9: s$1445(1) = 'SHRK16B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  34812
04AE: unknown $1424(1) radar_icon_or_model  34813
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1215

:CELLFON_1215
0002: jump CELLFON_1655

:CELLFON_1216
0871: init_jump_table $CELLPHONE_CALL total_jumps  54  0 CELLFON_1655 jumps  70 CELLFON_1223  71 CELLFON_1229  72 CELLFON_1235  73 CELLFON_1241  74 CELLFON_1247  75 CELLFON_1253  76 CELLFON_1259 
0872: jump_table_jumps  77 CELLFON_1265  80 CELLFON_1295  81 CELLFON_1301  82 CELLFON_1307  83 CELLFON_1313  84 CELLFON_1319  85 CELLFON_1325  86 CELLFON_1331  87 CELLFON_1337 
0872: jump_table_jumps  90 CELLFON_1363  91 CELLFON_1369  92 CELLFON_1375  93 CELLFON_1381  94 CELLFON_1387  95 CELLFON_1393  96 CELLFON_1399  97 CELLFON_1405  100 CELLFON_1433 
0872: jump_table_jumps  101 CELLFON_1439  102 CELLFON_1445  103 CELLFON_1451  104 CELLFON_1457  105 CELLFON_1463  106 CELLFON_1469  107 CELLFON_1475  110 CELLFON_1517  111 CELLFON_1523 
0872: jump_table_jumps  112 CELLFON_1529  113 CELLFON_1535  114 CELLFON_1541  115 CELLFON_1547  116 CELLFON_1553  117 CELLFON_1559  120 CELLFON_1585  121 CELLFON_1591  122 CELLFON_1597 
0872: jump_table_jumps  123 CELLFON_1603  124 CELLFON_1609  125 CELLFON_1615  126 CELLFON_1621  127 CELLFON_1627  130 CELLFON_1271  131 CELLFON_1343  132 CELLFON_1411  133 CELLFON_1481 
0872: jump_table_jumps  134 CELLFON_1565  135 CELLFON_1633 -1 CELLFON_1655 -1 CELLFON_1655 -1 CELLFON_1655 -1 CELLFON_1655 -1 CELLFON_1655 -1 CELLFON_1655 -1 CELLFON_1655 

:CELLFON_1223
05A9: s$1445 = 'MDEN_2A'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_2D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25411
04AE: unknown $1424(1) radar_icon_or_model  25412
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1229
05A9: s$1445 = 'MDEN_3A'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25413
04AE: unknown $1424(1) radar_icon_or_model  25414
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1235
05A9: s$1445 = 'MDEN_4A'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_4D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25415
04AE: unknown $1424(1) radar_icon_or_model  25416
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1241
05A9: s$1445 = 'MDEN_5A'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_5B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25417
04AE: unknown $1424(1) radar_icon_or_model  25418
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1247
05A9: s$1445 = 'MDEN_6A'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_6D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25419
04AE: unknown $1424(1) radar_icon_or_model  25420
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1253
05A9: s$1445 = 'MDEN_7D'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_4D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25421
04AE: unknown $1424(1) radar_icon_or_model  25416
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1259
05A9: s$1445 = 'MDEN_8D'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_6D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25422
04AE: unknown $1424(1) radar_icon_or_model  25420
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1265
05A9: s$1445 = 'MDEN_9D'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_5B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  25423
04AE: unknown $1424(1) radar_icon_or_model  25418
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1271
05A9: s$1445 = 'MDEN_1A'  ;; 8-byte strings
05A9: s$1445(1) = 'MDEN_1B'  ;; 8-byte strings
05A9: s$1445(2) = 'MDEN_1C'  ;; 8-byte strings
05A9: s$1445(3) = 'MDEN_1D'  ;; 8-byte strings
05A9: s$1445(4) = 'MDEN_1E'  ;; 8-byte strings
05A9: s$1445(5) = 'MDEN_1F'  ;; 8-byte strings
05A9: s$1445(6) = 'MDEN_1G'  ;; 8-byte strings
05A9: s$1445(7) = 'MDEN_1H'  ;; 8-byte strings
05A9: s$1445(8) = 'MDEN_1J'  ;; 8-byte strings
05A9: s$1445(9) = 'MDEN_1K'  ;; 8-byte strings
05A9: s$1445(10) = 'MDEN_1L'  ;; 8-byte strings
04AE: unknown $1424 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_1655

:CELLFON_1295
05A9: s$1445 = 'MMICH2A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH2B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27609
04AE: unknown $1424(1) radar_icon_or_model  27610
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1301
05A9: s$1445 = 'MMICH3A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH3D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27611
04AE: unknown $1424(1) radar_icon_or_model  27612
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1307
05A9: s$1445 = 'MMICH4A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH4B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27613
04AE: unknown $1424(1) radar_icon_or_model  27614
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1313
05A9: s$1445 = 'MMICH5A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH5D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27615
04AE: unknown $1424(1) radar_icon_or_model  27616
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1319
05A9: s$1445 = 'MMICH6A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH6D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27617
04AE: unknown $1424(1) radar_icon_or_model  27618
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1325
05A9: s$1445 = 'MMICH7D'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH3D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27619
04AE: unknown $1424(1) radar_icon_or_model  27612
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1331
05A9: s$1445 = 'MMICH8D'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH5D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27620
04AE: unknown $1424(1) radar_icon_or_model  27616
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1337
05A9: s$1445 = 'MMICH9D'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH4B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27621
04AE: unknown $1424(1) radar_icon_or_model  27614
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1343
05A9: s$1445 = 'MMICH1A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMICH1B'  ;; 8-byte strings
05A9: s$1445(2) = 'MMICH1C'  ;; 8-byte strings
05A9: s$1445(3) = 'MMICH1D'  ;; 8-byte strings
05A9: s$1445(4) = 'MMICH1E'  ;; 8-byte strings
05A9: s$1445(5) = 'MMICH1F'  ;; 8-byte strings
05A9: s$1445(6) = 'MMICH1G'  ;; 8-byte strings
05A9: s$1445(7) = 'MMICH1H'  ;; 8-byte strings
05A9: s$1445(8) = 'MMICH1J'  ;; 8-byte strings
04AE: unknown $1424 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_1655

:CELLFON_1363
05A9: s$1445 = 'MHEL_2A'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_2B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26214
04AE: unknown $1424(1) radar_icon_or_model  26215
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1369
05A9: s$1445 = 'MHEL_3A'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26216
04AE: unknown $1424(1) radar_icon_or_model  26217
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1375
05A9: s$1445 = 'MHEL_4A'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_4B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26218
04AE: unknown $1424(1) radar_icon_or_model  26219
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1381
05A9: s$1445 = 'MHEL_6A'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_6B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26222
04AE: unknown $1424(1) radar_icon_or_model  26223
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1387
05A9: s$1445 = 'MHEL_5A'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_5B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26220
04AE: unknown $1424(1) radar_icon_or_model  26221
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1393
05A9: s$1445 = 'MHELD7D'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_2B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26200
04AE: unknown $1424(1) radar_icon_or_model  26215
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1399
05A9: s$1445 = 'MHELD9D'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_4B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26202
04AE: unknown $1424(1) radar_icon_or_model  26219
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1405
05A9: s$1445 = 'MHELD8D'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  26201
04AE: unknown $1424(1) radar_icon_or_model  26217
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1411
05A9: s$1445 = 'MHEL_1A'  ;; 8-byte strings
05A9: s$1445(1) = 'MHEL_1B'  ;; 8-byte strings
05A9: s$1445(2) = 'MHEL_1C'  ;; 8-byte strings
05A9: s$1445(3) = 'MHEL_1D'  ;; 8-byte strings
05A9: s$1445(4) = 'MHEL_1E'  ;; 8-byte strings
05A9: s$1445(5) = 'MHEL_1F'  ;; 8-byte strings
05A9: s$1445(6) = 'MHEL_1G'  ;; 8-byte strings
05A9: s$1445(7) = 'MHEL_1H'  ;; 8-byte strings
05A9: s$1445(8) = 'MHEL_1J'  ;; 8-byte strings
05A9: s$1445(9) = 'MHEL_1K'  ;; 8-byte strings
04AE: unknown $1424 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_1655

:CELLFON_1433
05A9: s$1445 = 'MBARB2A'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB2D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24817
04AE: unknown $1424(1) radar_icon_or_model  24818
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1439
05A9: s$1445 = 'MBARB3A'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24819
04AE: unknown $1424(1) radar_icon_or_model  24820
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1445
05A9: s$1445 = 'MBARB4A'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB4D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24821
04AE: unknown $1424(1) radar_icon_or_model  24822
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1451
05A9: s$1445 = 'MBARB5A'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB5D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24823
04AE: unknown $1424(1) radar_icon_or_model  24824
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1457
05A9: s$1445 = 'MBARB6A'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB6B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24825
04AE: unknown $1424(1) radar_icon_or_model  24826
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1463
05A9: s$1445 = 'MBARB7D'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB5D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24827
04AE: unknown $1424(1) radar_icon_or_model  24824
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1469
05A9: s$1445 = 'MBARB8D'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24828
04AE: unknown $1424(1) radar_icon_or_model  24820
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1475
05A9: s$1445 = 'MBARB9D'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB6B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  24829
04AE: unknown $1424(1) radar_icon_or_model  24826
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1481
05A9: s$1445 = 'MBARB1A'  ;; 8-byte strings
05A9: s$1445(1) = 'MBARB1B'  ;; 8-byte strings
05A9: s$1445(2) = 'MBARB1C'  ;; 8-byte strings
05A9: s$1445(3) = 'MBARB1D'  ;; 8-byte strings
05A9: s$1445(4) = 'MBARB1E'  ;; 8-byte strings
05A9: s$1445(5) = 'MBARB1F'  ;; 8-byte strings
05A9: s$1445(6) = 'MBARB1G'  ;; 8-byte strings
05A9: s$1445(7) = 'MBARB1H'  ;; 8-byte strings
05A9: s$1445(8) = 'MBARB1J'  ;; 8-byte strings
05A9: s$1445(9) = 'MBARB1K'  ;; 8-byte strings
05A9: s$1445(10) = 'MBARB1L'  ;; 8-byte strings
05A9: s$1445(11) = 'MBARB1M'  ;; 8-byte strings
05A9: s$1445(12) = 'MBARB1N'  ;; 8-byte strings
05A9: s$1445(13) = 'MBARB1O'  ;; 8-byte strings
05A9: s$1445(14) = 'MBARB1P'  ;; 8-byte strings
05A9: s$1445(15) = 'MBARB1Q'  ;; 8-byte strings
05A9: s$1445(16) = 'MBARB1R'  ;; 8-byte strings
04AE: unknown $1424 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_1655

:CELLFON_1517
05A9: s$1445 = 'MZAHN2A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN2D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30209
04AE: unknown $1424(1) radar_icon_or_model  30210
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1523
05A9: s$1445 = 'MZAHN3A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30211
04AE: unknown $1424(1) radar_icon_or_model  30212
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1529
05A9: s$1445 = 'MZAHN4A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN4D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30213
04AE: unknown $1424(1) radar_icon_or_model  30214
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1535
05A9: s$1445 = 'MZAHN5A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN5B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30215
04AE: unknown $1424(1) radar_icon_or_model  30216
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1541
05A9: s$1445 = 'MZAHN6A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN6D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30217
04AE: unknown $1424(1) radar_icon_or_model  30218
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1547
05A9: s$1445 = 'MZAHN7D'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN2D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30219
04AE: unknown $1424(1) radar_icon_or_model  30210
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1553
05A9: s$1445 = 'MZAHN9D'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN4D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30221
04AE: unknown $1424(1) radar_icon_or_model  30214
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1559
05A9: s$1445 = 'MZAHN8D'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  30220
04AE: unknown $1424(1) radar_icon_or_model  30212
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1565
05A9: s$1445 = 'MZAHN1A'  ;; 8-byte strings
05A9: s$1445(1) = 'MZAHN1B'  ;; 8-byte strings
05A9: s$1445(2) = 'MZAHN1C'  ;; 8-byte strings
05A9: s$1445(3) = 'MZAHN1D'  ;; 8-byte strings
05A9: s$1445(4) = 'MZAHN1E'  ;; 8-byte strings
05A9: s$1445(5) = 'MZAHN1F'  ;; 8-byte strings
05A9: s$1445(6) = 'MZAHN1G'  ;; 8-byte strings
05A9: s$1445(7) = 'MZAHN1H'  ;; 8-byte strings
05A9: s$1445(8) = 'MZAHN1J'  ;; 8-byte strings
04AE: unknown $1424 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_1655

:CELLFON_1585
05A9: s$1445 = 'MMILL3A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27822
04AE: unknown $1424(1) radar_icon_or_model  27823
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1591
05A9: s$1445 = 'MMILL4A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL4D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27824
04AE: unknown $1424(1) radar_icon_or_model  27825
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1597
05A9: s$1445 = 'MMILL5A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL5D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27826
04AE: unknown $1424(1) radar_icon_or_model  27827
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1603
05A9: s$1445 = 'MMILL6A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL6B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27828
04AE: unknown $1424(1) radar_icon_or_model  27829
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1609
05A9: s$1445 = 'MMILL7A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL7D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27830
04AE: unknown $1424(1) radar_icon_or_model  27831
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1615
05A9: s$1445 = 'MMILL8D'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL3B'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27832
04AE: unknown $1424(1) radar_icon_or_model  27823
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1621
05A9: s$1445 = 'MMILL9D'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL4D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27833
04AE: unknown $1424(1) radar_icon_or_model  27825
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1627
05A9: s$1445 = 'MMIL10D'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL5D'  ;; 8-byte strings
04AE: unknown $1424 radar_icon_or_model  27800
04AE: unknown $1424(1) radar_icon_or_model  27827
0004: $1422 =  1  ;; integer values
0002: jump CELLFON_1655

:CELLFON_1633
05A9: s$1445 = 'MMILL1A'  ;; 8-byte strings
05A9: s$1445(1) = 'MMILL1B'  ;; 8-byte strings
05A9: s$1445(2) = 'MMILL1C'  ;; 8-byte strings
05A9: s$1445(3) = 'MMILL1D'  ;; 8-byte strings
05A9: s$1445(4) = 'MMILL1E'  ;; 8-byte strings
05A9: s$1445(5) = 'MMILL1F'  ;; 8-byte strings
05A9: s$1445(6) = 'MMILL1G'  ;; 8-byte strings
05A9: s$1445(7) = 'MMILL1H'  ;; 8-byte strings
05A9: s$1445(8) = 'MMILL1J'  ;; 8-byte strings
05A9: s$1445(9) = 'MMILL1K'  ;; 8-byte strings
04AE: unknown $1424 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_1655

:CELLFON_1655
0051: return

:CELLFON_1656
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'MOB_LA1'

:MOB_LA1_2
0001: wait  90 ms
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1413 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_9
01BD: $184 = current_time_in_ms
0004: $1413 =  1  ;; integer values

:MOB_LA1_9
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  0  ;; integer values
004D: jump_if_false MOB_LA1_13
004E: end_thread

:MOB_LA1_13
0050: gosub ENTEXT_38
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_LA1_241
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_240
00D6: if  0
001C:   $186 > $1420  ;; integer values
004D: jump_if_false MOB_LA1_240
00D6: if  0
0018:   $INTRO_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false MOB_LA1_48
00D6: if  0
001A:    2 > $SWEETS_MISSIONS_PASSED  ;; integer values
004D: jump_if_false MOB_LA1_48
00D6: if  0
0038:   $65 ==  3  ;; integer values
004D: jump_if_false MOB_LA1_48
00D6: if  0
0038:   $1347 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_48
0004: $CELLPHONE_CALL =  19  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_42
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA1_42
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_46
0004: $1347 =  1  ;; integer values

:MOB_LA1_46
0050: gosub MOB_GF_478
0002: jump MOB_LA1_2

:MOB_LA1_48
00D6: if  0
0018:   $SWEETS_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false MOB_LA1_67
00D6: if  0
0038:   $1349 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_67
0004: $CELLPHONE_CALL =  9  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_61
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA1_61
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_65
0004: $1349 =  1  ;; integer values

:MOB_LA1_65
0050: gosub MOB_GF_478
0002: jump MOB_LA1_2

:MOB_LA1_67
00D6: if  0
0038:   $STRAP_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false MOB_LA1_91
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  21
0028:   $TIME_HOURS >=  20  ;; integer values
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false MOB_LA1_91
00D6: if  0
0038:   $1342 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_91
0004: $CELLPHONE_CALL =  6  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_85
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA1_85
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_89
0004: $1342 =  1  ;; integer values

:MOB_LA1_89
0050: gosub MOB_GF_478
0002: jump MOB_LA1_2

:MOB_LA1_91
00D6: if  0
0018:   $SWEETS_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false MOB_LA1_170
00D6: if  0
0038:   $1348 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_170
0653: $1485 = stat  21 (fat)  ; float
00D6: if  0
0022:    450.0 > $1485  ;; floating-point values
004D: jump_if_false MOB_LA1_102
0004: $CELLPHONE_CALL =  20  ;; integer values

:MOB_LA1_102
00D6: if  0
0030:   $1485 >=  450.0  ;; floating-point values
004D: jump_if_false MOB_LA1_106
0004: $CELLPHONE_CALL =  21  ;; integer values

:MOB_LA1_106
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_112
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA1_112
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_168
0004: $1348 =  1  ;; integer values
016A: fade  0 ()  500 ms

:MOB_LA1_117
00D6: if  0
016B:   fading
004D: jump_if_false MOB_LA1_122
0001: wait  0 ms
0002: jump MOB_LA1_117

:MOB_LA1_122
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_LA1_128
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00A1: put_actor $PLAYER_ACTOR at  2228.891 -1737.128  12.3906

:MOB_LA1_128
00BE: text_clear_all
03CB: set_camera  2228.517 -1734.274  15.744
0164: disable_marker $122
04CE: $122 = create_icon_marker_without_sphere  54 at  2228.0 -1722.811  12.5543
015F: set_camera_position  2228.094 -1735.179  15.6865  0.0  0.0  0.0
0160: point_camera  2228.517 -1734.274  15.744  2
0001: wait  500 ms
016A: fade  1 (back)  1000 ms
03E5: text_box 'GYMHELP'
0001: wait  5000 ms
03E5: text_box 'DUMBELL'
03E7: flash_hud  8
0001: wait  5000 ms
03E7: flash_hud -1
016A: fade  0 ()  500 ms

:MOB_LA1_143
00D6: if  0
016B:   fading
004D: jump_if_false MOB_LA1_148
0001: wait  0 ms
0002: jump MOB_LA1_143

:MOB_LA1_148
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_LA1_156
000D: $71 -=  .5  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $69 $70 $71
03CB: set_camera $69 $70 $71
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:MOB_LA1_156
07FB: set_interior 'GYM1' accessible  1 
07FB: set_interior 'GYM2' accessible  1 
07FB: set_interior 'GYM3' accessible  1 
0164: disable_marker $122
0570: $122 = create_asset_radar_marker_with_icon  54 at  2228.0 -1722.811  12.5543
018B: show_on_radar $122  2
0570: $2630 = create_asset_radar_marker_with_icon  54 at -2269.4 -155.6  35.3
018B: show_on_radar $2630  2
0570: $2631 = create_asset_radar_marker_with_icon  54 at  1968.6  2292.1  16.4
018B: show_on_radar $2631  2
0001: wait  500 ms
016A: fade  1 (back)  1000 ms

:MOB_LA1_168
0050: gosub MOB_GF_478
0002: jump MOB_LA1_2

:MOB_LA1_170
00D6: if  0
0018:   $STRAP_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_LA1_192
00D6: if  0
0038:   $1343 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_192
0004: $CELLPHONE_CALL =  12  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_183
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA1_183
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_190
0004: $1343 =  1  ;; integer values
004F: create_thread CRASH_1 
0164: disable_marker $438
02A7: $438 = create_icon_marker_and_sphere $444 at $477 $478 $479

:MOB_LA1_190
0050: gosub MOB_GF_478
0002: jump MOB_LA1_2

:MOB_LA1_192
00D6: if  0
0018:   $SWEETS_MISSIONS_PASSED >  6  ;; integer values
004D: jump_if_false MOB_LA1_215
00D6: if  0
0038:   $1344 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_215
0004: $CELLPHONE_CALL =  7  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_205
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA1_205
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_213
0004: $1344 =  1  ;; integer values
004F: create_thread CESAR_1 
0164: disable_marker $440
02A7: $440 = create_icon_marker_and_sphere $447 at $480 $481 $482
018B: show_on_radar $440  2

:MOB_LA1_213
0050: gosub MOB_GF_478
0002: jump MOB_LA1_2

:MOB_LA1_215
00D6: if  0
0018:   $SWEETS_MISSIONS_PASSED >  6  ;; integer values
004D: jump_if_false MOB_LA1_240
00D6: if  0
0018:   $CRASH_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false MOB_LA1_240
00D6: if  0
0038:   $1346 ==  0  ;; integer values
004D: jump_if_false MOB_LA1_240
0004: $CELLPHONE_CALL =  18  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_231
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA1_231
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA1_238
0004: $1346 =  1  ;; integer values
07FB: set_interior 'AMMUN1' accessible  0 
0164: disable_marker $435
02A7: $435 = create_icon_marker_and_sphere $442 at  1365.251 -1280.12  12.5469

:MOB_LA1_238
0050: gosub MOB_GF_478
0002: jump MOB_LA1_2

:MOB_LA1_240
0002: jump MOB_LA1_242

:MOB_LA1_241
0004: $15 =  0  ;; integer values

:MOB_LA1_242
0002: jump MOB_LA1_2

:MOB_LA1_243
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'MOB_CAT'

:MOB_CAT_2
0001: wait  120 ms
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1413 ==  0  ;; integer values
004D: jump_if_false MOB_CAT_9
01BD: $184 = current_time_in_ms
0004: $1413 =  1  ;; integer values

:MOB_CAT_9
00D6: if  0
0038:   $1411 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_13
004E: end_thread

:MOB_CAT_13
0050: gosub ENTEXT_38
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_CAT_168
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_167
00D6: if  0
001C:   $186 > $1420  ;; integer values
004D: jump_if_false MOB_CAT_167
00D6: if  0
0018:   $493 >  0  ;; integer values
004D: jump_if_false MOB_CAT_45
00D6: if  0
0038:   $1356 ==  0  ;; integer values
004D: jump_if_false MOB_CAT_45
0004: $CELLPHONE_CALL =  8  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_36
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_CAT_36
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_43
0004: $1356 =  1  ;; integer values
004F: create_thread BCRASH_27 
0164: disable_marker $483
02A7: $483 = create_icon_marker_and_sphere  37 at $511 $517 $523

:MOB_CAT_43
0050: gosub MOB_GF_478
0002: jump MOB_CAT_2

:MOB_CAT_45
00D6: if  0
0018:   $493 >  0  ;; integer values
004D: jump_if_false MOB_CAT_64
00D6: if  0
0038:   $1359 ==  0  ;; integer values
004D: jump_if_false MOB_CAT_64
0004: $CELLPHONE_CALL =  24  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_58
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_CAT_58
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_62
0004: $1359 =  1  ;; integer values

:MOB_CAT_62
0050: gosub MOB_GF_478
0002: jump MOB_CAT_2

:MOB_CAT_64
00D6: if  1
0038:   $TRUTH_MISSIONS_PASSED ==  0  ;; integer values
0038:   $CATALINA_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false MOB_CAT_87
00D6: if  0
0038:   $1357 ==  0  ;; integer values
004D: jump_if_false MOB_CAT_87
0004: $CELLPHONE_CALL =  15  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_78
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_CAT_78
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_85
0004: $1357 =  1  ;; integer values
004F: create_thread TRU_1 
0164: disable_marker $486
02A7: $486 = create_icon_marker_and_sphere $488 at $500 $501 $502

:MOB_CAT_85
0050: gosub MOB_GF_478
0002: jump MOB_CAT_2

:MOB_CAT_87
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false MOB_CAT_118
00D6: if  0
0038:   $1361 ==  0  ;; integer values
004D: jump_if_false MOB_CAT_118
0004: $CELLPHONE_CALL =  0  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_100
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_CAT_100
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_116
0004: $1361 =  1  ;; integer values
076C: 'ELCO1'  2  40 
076C: 'ELCO2'  2  40 
076C: 'ELCO1'  7  0 
076C: 'ELCO2'  7  0 
076C: 'ELCO1'  1  0 
076C: 'ELCO2'  1  0 
076C: 'LMEX1A'  2  30 
076C: 'LMEX1B'  2  30 
076C: 'LMEX1A'  7  0 
076C: 'LMEX1B'  7  0 
076C: 'LMEX1A'  1  0 
076C: 'LMEX1B'  1  0 

:MOB_CAT_116
0050: gosub MOB_GF_478
0002: jump MOB_CAT_2

:MOB_CAT_118
00D6: if  1
0018:   $CATALINA_MISSIONS_PASSED >  1  ;; integer values
0038:   $CESAR_2_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false MOB_CAT_143
00D6: if  0
0038:   $1362 ==  0  ;; integer values
004D: jump_if_false MOB_CAT_143
0004: $CELLPHONE_CALL =  10  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_132
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_CAT_132
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_141
0004: $1362 =  1  ;; integer values
004F: create_thread BCESAR_1 
0164: disable_marker $485
02A7: $485 = create_icon_marker_and_sphere $447 at $503 $504 $505
018B: show_on_radar $485  2
00BB: text_lowpriority 'BC4_1'  8000 ms  1

:MOB_CAT_141
0050: gosub MOB_GF_478
0002: jump MOB_CAT_2

:MOB_CAT_143
00D6: if  1
0018:   $CATALINA_MISSIONS_PASSED >  3  ;; integer values
0018:   $CESAR_2_MISSIONS_PASSED >  9  ;; integer values
004D: jump_if_false MOB_CAT_167
00D6: if  0
0038:   $1363 ==  0  ;; integer values
004D: jump_if_false MOB_CAT_167
0004: $CELLPHONE_CALL =  16  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_157
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_CAT_157
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_CAT_165
0004: $1363 =  1  ;; integer values
0164: disable_marker $486
02A7: $486 = create_icon_marker_and_sphere $488 at $497 $498 $499
01F0: set_max_wanted_level_to  5
0004: $1411 =  1  ;; integer values

:MOB_CAT_165
0050: gosub MOB_GF_478
0002: jump MOB_CAT_2

:MOB_CAT_167
0002: jump MOB_CAT_169

:MOB_CAT_168
0004: $15 =  0  ;; integer values

:MOB_CAT_169
0002: jump MOB_CAT_2

:MOB_CAT_170
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'MOB_SF'

:MOB_SF_2
0001: wait  150 ms
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1413 ==  0  ;; integer values
004D: jump_if_false MOB_SF_9
01BD: $184 = current_time_in_ms
0004: $1413 =  1  ;; integer values

:MOB_SF_9
00D6: if  0
0038:   $1403 ==  1  ;; integer values
004D: jump_if_false MOB_SF_22
00D6: if  0
0038:   $1399 ==  1  ;; integer values
004D: jump_if_false MOB_SF_22
00D6: if  0
0038:   $1398 ==  1  ;; integer values
004D: jump_if_false MOB_SF_22
00D6: if  0
0038:   $1396 ==  1  ;; integer values
004D: jump_if_false MOB_SF_22
004E: end_thread

:MOB_SF_22
0050: gosub ENTEXT_38
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_SF_287
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false MOB_SF_286
00D6: if  0
001C:   $186 > $1420  ;; integer values
004D: jump_if_false MOB_SF_286
00D6: if  0
0018:   $SYNDICATE_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false MOB_SF_54
00D6: if  0
0038:   $1401 ==  0  ;; integer values
004D: jump_if_false MOB_SF_54
0004: $CELLPHONE_CALL =  34  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_45
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_45
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_52
0004: $1401 =  1  ;; integer values
004F: create_thread WUZI_1 
0164: disable_marker $524
02A7: $524 = create_icon_marker_and_sphere $534 at $553 $554 $555

:MOB_SF_52
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_54
00D6: if  0
0018:   $SF_GARAGE_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false MOB_SF_77
00D6: if  0
0038:   $1395 ==  0  ;; integer values
004D: jump_if_false MOB_SF_77
0004: $CELLPHONE_CALL =  29  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_67
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_67
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_75
0004: $1395 =  1  ;; integer values
004F: create_thread BUY2_1 
0164: disable_marker $527
02A7: $527 = create_icon_marker_and_sphere  47 at $BUY_ASSET_PICKUP_X(1) $BUY_ASSET_PICKUP_Y(1) $BUY_ASSET_PICKUP_Z(1)
018B: show_on_radar $527  2

:MOB_SF_75
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_77
00D6: if  1
0018:   $SF_GARAGE_MISSIONS_PASSED >  0  ;; integer values
0038:   $1620 ==  1  ;; integer values
004D: jump_if_false MOB_SF_100
00D6: if  0
0038:   $1396 ==  0  ;; integer values
004D: jump_if_false MOB_SF_100
0004: $CELLPHONE_CALL =  30  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_91
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_91
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_98
0004: $1396 =  1  ;; integer values
004F: create_thread ZERO_1 
0164: disable_marker $527
02A7: $527 = create_icon_marker_and_sphere $539 at $550 $551 $552

:MOB_SF_98
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_100
00D6: if  0
0018:   $SF_GARAGE_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_SF_130
00D6: if  0
0038:   $1397 ==  0  ;; integer values
004D: jump_if_false MOB_SF_130
0004: $CELLPHONE_CALL =  31  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_113
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_113
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_128
0004: $1397 =  1  ;; integer values
004F: create_thread TRACE_1 
02A7: $596 = create_icon_marker_and_sphere  36 at $577 $578 $579
018B: show_on_radar $596  2
004F: create_thread BSCHOO_1 
0164: disable_marker $630
0570: $630 = create_asset_radar_marker_with_icon  36 at $2367 $2368 $2369
018B: show_on_radar $630  2
004F: create_thread BIKES_1 
0164: disable_marker $632
0570: $632 = create_asset_radar_marker_with_icon  36 at $2370 $2371 $2372
018B: show_on_radar $632  2

:MOB_SF_128
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_130
00D6: if  1
0038:   $86 ==  1  ;; integer values
0018:   $TORENO_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false MOB_SF_158
00D6: if  0
0038:   $1398 ==  0  ;; integer values
004D: jump_if_false MOB_SF_158
0004: $CELLPHONE_CALL =  32  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_144
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_144
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_156
0004: $1398 =  1  ;; integer values
0164: disable_marker $528
0164: disable_marker $529
0164: disable_marker $530
0164: disable_marker $531
0570: $528 = create_asset_radar_marker_with_icon  53 at $562 $566 $570
0570: $529 = create_asset_radar_marker_with_icon  53 at $562(1) $566(1) $570(1)
0570: $530 = create_asset_radar_marker_with_icon  53 at $562(2) $566(2) $570(2)
0570: $531 = create_asset_radar_marker_with_icon  53 at $562(3) $566(3) $570(3)

:MOB_SF_156
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_158
00D6: if  1
0038:   $1404 ==  1  ;; integer values
0038:   $86 ==  1  ;; integer values
004D: jump_if_false MOB_SF_182
00D6: if  0
0038:   $1399 ==  0  ;; integer values
004D: jump_if_false MOB_SF_182
0004: $CELLPHONE_CALL =  33  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_172
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_172
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_180
0004: $1399 =  1  ;; integer values
004F: create_thread BUY1_1 
0164: disable_marker $66
02A7: $66 = create_icon_marker_and_sphere  13 at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z
018B: show_on_radar $66  2

:MOB_SF_180
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_182
00D6: if  0
0038:   $SYNDICATE_MISSIONS_PASSED ==  10  ;; integer values
004D: jump_if_false MOB_SF_210
00D6: if  0
0038:   $1404 ==  0  ;; integer values
004D: jump_if_false MOB_SF_210
0004: $CELLPHONE_CALL =  41  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_195
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_195
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_208
0004: $1404 =  1  ;; integer values
004F: create_thread DESERT_1 
0164: disable_marker $1733
0215: destroy_pickup $SAVE_PICKUP(16)
0213: $SAVE_PICKUP(16) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(16) $SAVEPOINTY(16) $SAVEPOINTZ(16)
0004: $885 =  17  ;; integer values
0570: $1733 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(16) $SAVEPOINTY(16) $SAVEPOINTZ(16)
018B: show_on_radar $1733  2
0164: disable_marker $580
02A7: $580 = create_icon_marker_and_sphere  37 at $601 $602 $603

:MOB_SF_208
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_210
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false MOB_SF_231
00D6: if  0
0038:   $1400 ==  0  ;; integer values
004D: jump_if_false MOB_SF_231
0004: $CELLPHONE_CALL =  42  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_223
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_223
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_229
0004: $1400 =  1  ;; integer values
0164: disable_marker $580
02A7: $580 = create_icon_marker_and_sphere  37 at $601 $602 $603

:MOB_SF_229
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_231
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_SF_252
00D6: if  0
0038:   $1402 ==  0  ;; integer values
004D: jump_if_false MOB_SF_252
0004: $CELLPHONE_CALL =  43  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_244
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_244
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_250
0004: $1402 =  1  ;; integer values
0164: disable_marker $580
02A7: $580 = create_icon_marker_and_sphere $586 at $601 $602 $603

:MOB_SF_250
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_252
00D6: if  0
0018:   $87 >  0  ;; integer values
004D: jump_if_false MOB_SF_286
00D6: if  0
0038:   $1403 ==  0  ;; integer values
004D: jump_if_false MOB_SF_286
0004: $CELLPHONE_CALL =  35  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_265
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_SF_265
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_SF_284
0004: $1403 =  1  ;; integer values
0459: end_thread_named 'MOB_VEG'
004F: create_thread MOB_SF_289 
004F: create_thread CASINO_1 
0215: destroy_pickup $SAVE_PICKUP(17)
0213: $SAVE_PICKUP(17) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(17) $SAVEPOINTY(17) $SAVEPOINTZ(17)
0004: $885 =  18  ;; integer values
0570: $1734 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(17) $SAVEPOINTY(17) $SAVEPOINTZ(17)
018B: show_on_radar $1734  2
0164: disable_marker $582
02A7: $582 = create_icon_marker_and_sphere $588 at $607 $608 $609
08DC: $582  2026.603  1007.735  20.0 
0299: activate_garage 'VECMOD'  
04CE: $2590 = create_icon_marker_without_sphere  27 at  2382.2  1044.0  9.8
0629: change_stat  327 to  1  ; integer see statdisp.dat
004F: create_thread LITCAS_1 

:MOB_SF_284
0050: gosub MOB_GF_478
0002: jump MOB_SF_2

:MOB_SF_286
0002: jump MOB_SF_288

:MOB_SF_287
0004: $15 =  0  ;; integer values

:MOB_SF_288
0002: jump MOB_SF_2

:MOB_SF_289
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'MOB_VEG'

:MOB_VEG_2
0001: wait  180 ms
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1413 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_9
01BD: $184 = current_time_in_ms
0004: $1413 =  1  ;; integer values

:MOB_VEG_9
00D6: if  0
0038:   $1386 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_16
00D6: if  0
0038:   $1382 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_16
004E: end_thread

:MOB_VEG_16
0050: gosub ENTEXT_38
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_VEG_326
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_325
00D6: if  0
001C:   $186 > $1420  ;; integer values
004D: jump_if_false MOB_VEG_325
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  7  ;; integer values
004D: jump_if_false MOB_VEG_47
00D6: if  0
0038:   $1389 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_47
0004: $CELLPHONE_CALL =  17  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_39
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_39
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_45
0004: $1389 =  1  ;; integer values
0164: disable_marker $581
02A7: $581 = create_icon_marker_and_sphere $587 at $604 $605 $606

:MOB_VEG_45
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_47
00D6: if  1
0018:   $598 >  0  ;; integer values
0018:   $CASINO_MISSIONS_PASSED >  7  ;; integer values
004D: jump_if_false MOB_VEG_69
00D6: if  0
0038:   $1378 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_69
0004: $CELLPHONE_CALL =  13  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_61
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_61
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_67
0004: $1378 =  1  ;; integer values
0164: disable_marker $583
02A7: $583 = create_icon_marker_and_sphere $444 at -378.7596  2235.859  41.4288

:MOB_VEG_67
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_69
00D6: if  0
0018:   $CASINO_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false MOB_VEG_91
00D6: if  0
0038:   $1380 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_91
0004: $CELLPHONE_CALL =  47  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_82
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_82
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_89
0004: $1380 =  1  ;; integer values
0164: disable_marker $582
02A7: $582 = create_icon_marker_and_sphere $590 at $619 $620 $621
08DC: $582  2187.286  1678.461  20.0 

:MOB_VEG_89
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_91
00D6: if  0
0018:   $CASINO_MISSIONS_PASSED >  6  ;; integer values
004D: jump_if_false MOB_VEG_113
00D6: if  0
0038:   $1381 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_113
0004: $CELLPHONE_CALL =  48  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_104
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_104
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_111
0004: $1381 =  1  ;; integer values
0164: disable_marker $582
02A7: $582 = create_icon_marker_and_sphere $590 at $619 $620 $621
08DC: $582  2187.286  1678.461  20.0 

:MOB_VEG_111
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_113
00D6: if  0
0018:   $CASINO_MISSIONS_PASSED >  7  ;; integer values
004D: jump_if_false MOB_VEG_144
00D6: if  0
0018:   $598 >  1  ;; integer values
004D: jump_if_false MOB_VEG_144
00D6: if  0
0018:   $599 >  0  ;; integer values
004D: jump_if_false MOB_VEG_144
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  8  ;; integer values
004D: jump_if_false MOB_VEG_144
00D6: if  0
0038:   $1382 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_144
0004: $CELLPHONE_CALL =  49  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_135
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_135
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_142
0004: $1382 =  1  ;; integer values
0164: disable_marker $582
02A7: $582 = create_icon_marker_and_sphere $590 at $619 $620 $621
08DC: $582  2187.286  1678.461  20.0 

:MOB_VEG_142
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_144
00D6: if  0
0018:   $HEIST_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_VEG_176
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false MOB_VEG_176
0652: $1419 = stat  257 (progress with milli)  ; integer
00D6: if  0
0028:   $1419 >=  35  ;; integer values
004D: jump_if_false MOB_VEG_176
00D6: if  0
0038:   $1379 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_176
0004: $CELLPHONE_CALL =  53  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_164
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_164
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_174
0213: $817 = create_pickup #KEYCARD type  3 at  348.7857  306.1048  998.6557
004F: create_thread TCASH_20 
0164: disable_marker $1415
02A7: $1415 = create_icon_marker_and_sphere $594 at  2037.349  2723.971  9.8281
018B: show_on_radar $1415  2
00BC: text_highpriority 'GOODKEY'  6000 ms  1
0004: $1379 =  1  ;; integer values

:MOB_VEG_174
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_176
00D6: if  0
0018:   $HEIST_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_VEG_215
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false MOB_VEG_215
00D6: if  21
0038:   $359(5) == -100  ;; integer values
0038:   $359(5) == -999  ;; integer values
004D: jump_if_false MOB_VEG_215
00D6: if  0
0038:   $1379 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_215
00D6: if  0
0038:   $359(5) == -999  ;; integer values
004D: jump_if_false MOB_VEG_193
0004: $CELLPHONE_CALL =  40  ;; integer values

:MOB_VEG_193
00D6: if  0
0038:   $359(5) == -100  ;; integer values
004D: jump_if_false MOB_VEG_197
0004: $CELLPHONE_CALL =  39  ;; integer values

:MOB_VEG_197
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_203
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_203
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_213
0213: $817 = create_pickup #KEYCARD type  3 at  348.7857  306.1048  998.6557
004F: create_thread TCASH_20 
0164: disable_marker $1415
02A7: $1415 = create_icon_marker_and_sphere $594 at  2037.349  2723.971  9.8281
018B: show_on_radar $1415  2
00BC: text_highpriority 'BADKEY'  6000 ms  1
0004: $1379 =  1  ;; integer values

:MOB_VEG_213
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_215
00D6: if  2
0018:   $HEIST_MISSIONS_PASSED >  4  ;; integer values
0038:   $37 ==  0  ;; integer values
0038:   $1384 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_236
00D6: if  0
0038:   $1383 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_236
0004: $CELLPHONE_CALL =  36  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_230
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_230
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_234
0004: $1383 =  1  ;; integer values

:MOB_VEG_234
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_236
00D6: if  1
0018:   $CASINO_MISSIONS_PASSED >  8  ;; integer values
8038:   NOT   $HEIST_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false MOB_VEG_256
00D6: if  0
0038:   $1385 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_256
0004: $CELLPHONE_CALL =  51  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_250
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_250
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_254
0004: $1385 =  1  ;; integer values

:MOB_VEG_254
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_256
00D6: if  1
0018:   $CASINO_MISSIONS_PASSED >  8  ;; integer values
0038:   $1384 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_283
00D6: if  0
0038:   $1390 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_283
0004: $CELLPHONE_CALL =  38  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_270
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_270
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_281
0004: $1390 =  1  ;; integer values
00D6: if  0
0038:   $37 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_281
0164: disable_marker $595
02A7: $595 = create_icon_marker_and_sphere $594 at $610 $611 $612
08DC: $595  2024.39  1008.62  20.0 
0004: $1384 =  1  ;; integer values

:MOB_VEG_281
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_283
00D6: if  1
0018:   $CASINO_MISSIONS_PASSED >  8  ;; integer values
0038:   $37 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_306
00D6: if  0
0038:   $1384 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_306
0004: $CELLPHONE_CALL =  37  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_297
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_297
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_304
0004: $1384 =  1  ;; integer values
0164: disable_marker $595
02A7: $595 = create_icon_marker_and_sphere $594 at $610 $611 $612
08DC: $595  2024.39  1008.62  20.0 

:MOB_VEG_304
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_306
00D6: if  0
0018:   $HEIST_MISSIONS_PASSED >  5  ;; integer values
004D: jump_if_false MOB_VEG_325
00D6: if  0
0038:   $1386 ==  0  ;; integer values
004D: jump_if_false MOB_VEG_325
0004: $CELLPHONE_CALL =  52  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_319
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_VEG_319
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_VEG_323
0004: $1386 =  1  ;; integer values

:MOB_VEG_323
0050: gosub MOB_GF_478
0002: jump MOB_VEG_2

:MOB_VEG_325
0002: jump MOB_VEG_327

:MOB_VEG_326
0004: $15 =  0  ;; integer values

:MOB_VEG_327
0002: jump MOB_VEG_2

:MOB_VEG_328
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'MOB_LA2'

:MOB_LA2_2
0001: wait  250 ms
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1413 ==  0  ;; integer values
004D: jump_if_false MOB_LA2_9
01BD: $184 = current_time_in_ms
0004: $1413 =  1  ;; integer values

:MOB_LA2_9
00D6: if  0
0038:   $1354 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_13
004E: end_thread

:MOB_LA2_13
0050: gosub ENTEXT_38
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_LA2_116
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_115
00D6: if  0
001C:   $186 > $1420  ;; integer values
004D: jump_if_false MOB_LA2_115
00D6: if  0
0018:   $MANSION_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false MOB_LA2_44
00D6: if  0
0038:   $1352 ==  0  ;; integer values
004D: jump_if_false MOB_LA2_44
0004: $CELLPHONE_CALL =  50  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_36
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA2_36
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_42
0004: $1352 =  1  ;; integer values
0164: disable_marker $622
02A7: $622 = create_icon_marker_and_sphere $624 at $633 $634 $635

:MOB_LA2_42
0050: gosub MOB_GF_478
0002: jump MOB_LA2_2

:MOB_LA2_44
00D6: if  1
0018:   $CASINO_MISSIONS_PASSED >  2  ;; integer values
001A:    2 > $MANSION_MISSIONS_PASSED  ;; integer values
004D: jump_if_false MOB_LA2_64
00D6: if  0
0038:   $1353 ==  0  ;; integer values
004D: jump_if_false MOB_LA2_64
0004: $CELLPHONE_CALL =  25  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_58
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA2_58
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_62
0004: $1353 =  1  ;; integer values

:MOB_LA2_62
0050: gosub MOB_GF_478
0002: jump MOB_LA2_2

:MOB_LA2_64
00D6: if  0
0018:   $RIOT_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_LA2_90
00D6: if  0
0038:   $1355 ==  0  ;; integer values
004D: jump_if_false MOB_LA2_90
0004: $CELLPHONE_CALL =  22  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_77
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA2_77
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_83
0164: disable_marker $435
02A7: $435 = create_icon_marker_and_sphere $442 at $462 $463 $464
0004: $1355 =  1  ;; integer values

:MOB_LA2_83
0050: gosub MOB_GF_478
08E2: $711 = gang_turf_controlled
00D6: if  0
002A:    34 >= $711  ;; integer values
004D: jump_if_false MOB_LA2_89
00BC: text_highpriority 'MORTURF'  12000 ms  1

:MOB_LA2_89
0002: jump MOB_LA2_2

:MOB_LA2_90
00D6: if  0
0018:   $RIOT_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_LA2_115
08E2: $711 = gang_turf_controlled
00D6: if  0
0018:   $711 >  34  ;; integer values
004D: jump_if_false MOB_LA2_115
00D6: if  0
0038:   $1354 ==  0  ;; integer values
004D: jump_if_false MOB_LA2_115
0004: $CELLPHONE_CALL =  23  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_107
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_LA2_107
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_LA2_113
0164: disable_marker $435
02A7: $435 = create_icon_marker_and_sphere $442 at $462 $463 $464
0004: $1354 =  1  ;; integer values

:MOB_LA2_113
0050: gosub MOB_GF_478
0002: jump MOB_LA2_2

:MOB_LA2_115
0002: jump MOB_LA2_117

:MOB_LA2_116
0004: $15 =  0  ;; integer values

:MOB_LA2_117
0002: jump MOB_LA2_2

:MOB_LA2_118
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'MOB_RAN'

:MOB_RAN_2
0001: wait  1000 ms
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1413 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_9
01BD: $184 = current_time_in_ms
0004: $1413 =  1  ;; integer values

:MOB_RAN_9
0050: gosub ENTEXT_38
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_RAN_355
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_354
00D6: if  0
0018:   $186 >  60000  ;; integer values
004D: jump_if_false MOB_RAN_354
00D6: if  1
0038:   $1846 ==  1  ;; integer values
0038:   $CESAR_1_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false MOB_RAN_39
00D6: if  0
0038:   $1371 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_39
0004: $CELLPHONE_CALL =  11  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_33
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_33
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_37
0004: $1371 =  1  ;; integer values

:MOB_RAN_37
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_39
00D6: if  1
0038:   $29 ==  1  ;; integer values
0038:   $SMOKES_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false MOB_RAN_63
0653: $1485 = stat  21 (fat)  ; float
00D6: if  0
0030:   $1485 >=  500.0  ;; floating-point values
004D: jump_if_false MOB_RAN_63
00D6: if  0
0038:   $1372 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_63
0004: $CELLPHONE_CALL =  14  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_57
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_57
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_61
0004: $1372 =  1  ;; integer values

:MOB_RAN_61
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_63
00D6: if  0
0018:   $WUZI_MISSIONS_PASSED >  1  ;; integer values
004D: jump_if_false MOB_RAN_82
00D6: if  0
0038:   $1366 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_82
0004: $CELLPHONE_CALL =  1  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_76
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_76
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_80
0004: $1366 =  1  ;; integer values

:MOB_RAN_80
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_82
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  5  ;; integer values
004D: jump_if_false MOB_RAN_101
00D6: if  0
0038:   $1367 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_101
0004: $CELLPHONE_CALL =  2  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_95
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_95
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_99
0004: $1367 =  1  ;; integer values

:MOB_RAN_99
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_101
00D6: if  0
0018:   $CASINO_MISSIONS_PASSED >  5  ;; integer values
004D: jump_if_false MOB_RAN_120
00D6: if  0
0038:   $1368 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_120
0004: $CELLPHONE_CALL =  3  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_114
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_114
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_118
0004: $1368 =  1  ;; integer values

:MOB_RAN_118
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_120
00D6: if  0
0018:   $MANSION_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false MOB_RAN_139
00D6: if  0
0038:   $1369 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_139
0004: $CELLPHONE_CALL =  4  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_133
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_133
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_137
0004: $1369 =  1  ;; integer values

:MOB_RAN_137
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_139
00D6: if  0
0018:   $RIOT_MISSIONS_PASSED >  4  ;; integer values
004D: jump_if_false MOB_RAN_158
00D6: if  0
0038:   $1370 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_158
0004: $CELLPHONE_CALL =  5  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_152
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_152
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_156
0004: $1370 =  1  ;; integer values

:MOB_RAN_156
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_158
00D6: if  1
0038:   $1954 ==  1  ;; integer values
0038:   $87 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_178
00D6: if  0
0038:   $1373 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_178
0004: $CELLPHONE_CALL =  44  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_172
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_172
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_176
0004: $1373 =  1  ;; integer values

:MOB_RAN_176
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_178
00D6: if  2
0038:   $1954 ==  1  ;; integer values
0038:   $87 ==  0  ;; integer values
0038:   $1373 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_199
00D6: if  0
0038:   $1374 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_199
0004: $CELLPHONE_CALL =  45  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_193
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_193
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_197
0004: $1374 =  1  ;; integer values

:MOB_RAN_197
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_199
00D6: if  2
0038:   $1954 ==  1  ;; integer values
0038:   $87 ==  0  ;; integer values
0038:   $1374 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_220
00D6: if  0
0038:   $1375 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_220
0004: $CELLPHONE_CALL =  46  ;; integer values
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_214
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_214
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_218
0004: $1375 =  1  ;; integer values

:MOB_RAN_218
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_220
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  76 (DEBT) 
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false MOB_RAN_354
00D6: if  0
810A:   NOT   player $PLAYER_CHAR money > -499
004D: jump_if_false MOB_RAN_354
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false MOB_RAN_354
00D6: if  0
0038:   $1376 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_287
00D6: if  0
0038:   $1407 ==  7  ;; integer values
004D: jump_if_false MOB_RAN_238
0004: $CELLPHONE_CALL =  61  ;; integer values
0004: $1407 =  0  ;; integer values

:MOB_RAN_238
00D6: if  0
0038:   $1407 ==  6  ;; integer values
004D: jump_if_false MOB_RAN_243
0004: $CELLPHONE_CALL =  60  ;; integer values
0004: $1407 =  7  ;; integer values

:MOB_RAN_243
00D6: if  0
0038:   $1407 ==  5  ;; integer values
004D: jump_if_false MOB_RAN_248
0004: $CELLPHONE_CALL =  59  ;; integer values
0004: $1407 =  6  ;; integer values

:MOB_RAN_248
00D6: if  0
0038:   $1407 ==  4  ;; integer values
004D: jump_if_false MOB_RAN_253
0004: $CELLPHONE_CALL =  58  ;; integer values
0004: $1407 =  5  ;; integer values

:MOB_RAN_253
00D6: if  0
0038:   $1407 ==  3  ;; integer values
004D: jump_if_false MOB_RAN_258
0004: $CELLPHONE_CALL =  57  ;; integer values
0004: $1407 =  4  ;; integer values

:MOB_RAN_258
00D6: if  0
0038:   $1407 ==  2  ;; integer values
004D: jump_if_false MOB_RAN_263
0004: $CELLPHONE_CALL =  56  ;; integer values
0004: $1407 =  3  ;; integer values

:MOB_RAN_263
00D6: if  0
0038:   $1407 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_268
0004: $CELLPHONE_CALL =  55  ;; integer values
0004: $1407 =  2  ;; integer values

:MOB_RAN_268
00D6: if  0
0038:   $1407 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_273
0004: $CELLPHONE_CALL =  54  ;; integer values
0004: $1407 =  1  ;; integer values

:MOB_RAN_273
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_279
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_279
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_285
0004: $1376 =  1  ;; integer values
0004: $1377 =  0  ;; integer values
0004: $1411 =  1  ;; integer values

:MOB_RAN_285
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_287
00D6: if  0
0038:   $1376 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_346
00D6: if  0
0038:   $1377 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_346
00D6: if  0
0038:   $1408 ==  7  ;; integer values
004D: jump_if_false MOB_RAN_298
0004: $CELLPHONE_CALL =  69  ;; integer values
0004: $1408 =  0  ;; integer values

:MOB_RAN_298
00D6: if  0
0038:   $1408 ==  6  ;; integer values
004D: jump_if_false MOB_RAN_303
0004: $CELLPHONE_CALL =  68  ;; integer values
0004: $1408 =  7  ;; integer values

:MOB_RAN_303
00D6: if  0
0038:   $1408 ==  5  ;; integer values
004D: jump_if_false MOB_RAN_308
0004: $CELLPHONE_CALL =  67  ;; integer values
0004: $1408 =  6  ;; integer values

:MOB_RAN_308
00D6: if  0
0038:   $1408 ==  4  ;; integer values
004D: jump_if_false MOB_RAN_313
0004: $CELLPHONE_CALL =  66  ;; integer values
0004: $1408 =  5  ;; integer values

:MOB_RAN_313
00D6: if  0
0038:   $1408 ==  3  ;; integer values
004D: jump_if_false MOB_RAN_318
0004: $CELLPHONE_CALL =  65  ;; integer values
0004: $1408 =  4  ;; integer values

:MOB_RAN_318
00D6: if  0
0038:   $1408 ==  2  ;; integer values
004D: jump_if_false MOB_RAN_323
0004: $CELLPHONE_CALL =  64  ;; integer values
0004: $1408 =  3  ;; integer values

:MOB_RAN_323
00D6: if  0
0038:   $1408 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_328
0004: $CELLPHONE_CALL =  63  ;; integer values
0004: $1408 =  2  ;; integer values

:MOB_RAN_328
00D6: if  0
0038:   $1408 ==  0  ;; integer values
004D: jump_if_false MOB_RAN_333
0004: $CELLPHONE_CALL =  62  ;; integer values
0004: $1408 =  1  ;; integer values

:MOB_RAN_333
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_339
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_RAN_339
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_344
0004: $1377 =  1  ;; integer values
0004: $1411 =  1  ;; integer values

:MOB_RAN_344
0050: gosub MOB_GF_478
0002: jump MOB_RAN_2

:MOB_RAN_346
00D6: if  0
0038:   $1377 ==  1  ;; integer values
004D: jump_if_false MOB_RAN_354
08A9: load_external_script  76 (DEBT) 
00D6: if  0
08AB:   external_script  76 (DEBT) loaded
004D: jump_if_false MOB_RAN_354
0913: run_external_script  76 (DEBT) 

:MOB_RAN_354
0002: jump MOB_RAN_356

:MOB_RAN_355
0004: $15 =  0  ;; integer values

:MOB_RAN_356
0002: jump MOB_RAN_2

:MOB_GF_1
03A4: name_thread 'MOB_GF'
0111: set_wasted_busted_check_to  0 (disabled)
08BA: $391  11 
08C0: $391  10 
0209: @2 = random_int  0  8

:MOB_GF_6
0001: wait  150 ms
0050: gosub ENTEXT_38
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_169
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false MOB_GF_165
00D6: if  0
001C:   $186 > $1420  ;; integer values
004D: jump_if_false MOB_GF_164
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false MOB_GF_42
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false MOB_GF_30
0004: $CELLPHONE_CALL =  70  ;; integer values
005E: $CELLPHONE_CALL += @2  ;; integer values 
00D6: if  0
0018:   $CELLPHONE_CALL >  77  ;; integer values
004D: jump_if_false MOB_GF_29
0004: $CELLPHONE_CALL =  77  ;; integer values

:MOB_GF_29
0002: jump MOB_GF_31

:MOB_GF_30
0004: $CELLPHONE_CALL =  130  ;; integer values

:MOB_GF_31
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_GF_39
08BA: $391  10 
08BC: $391 @0 
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_GF_39
08C0: $391  11 
0050: gosub MOB_GF_478
004E: end_thread

:MOB_GF_42
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false MOB_GF_66
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false MOB_GF_55
0004: $CELLPHONE_CALL =  80  ;; integer values
005E: $CELLPHONE_CALL += @2  ;; integer values 
00D6: if  0
0018:   $CELLPHONE_CALL >  87  ;; integer values
004D: jump_if_false MOB_GF_54
0004: $CELLPHONE_CALL =  87  ;; integer values

:MOB_GF_54
0002: jump MOB_GF_56

:MOB_GF_55
0004: $CELLPHONE_CALL =  131  ;; integer values

:MOB_GF_56
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_GF_63
08BA: $391  10 
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_GF_63
08C0: $391  11 
0050: gosub MOB_GF_478
004E: end_thread

:MOB_GF_66
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false MOB_GF_90
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false MOB_GF_79
0004: $CELLPHONE_CALL =  90  ;; integer values
005E: $CELLPHONE_CALL += @2  ;; integer values 
00D6: if  0
0018:   $CELLPHONE_CALL >  97  ;; integer values
004D: jump_if_false MOB_GF_78
0004: $CELLPHONE_CALL =  97  ;; integer values

:MOB_GF_78
0002: jump MOB_GF_80

:MOB_GF_79
0004: $CELLPHONE_CALL =  132  ;; integer values

:MOB_GF_80
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_GF_87
08BA: $391  10 
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_GF_87
08C0: $391  11 
0050: gosub MOB_GF_478
004E: end_thread

:MOB_GF_90
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false MOB_GF_115
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false MOB_GF_103
0004: $CELLPHONE_CALL =  100  ;; integer values
005E: $CELLPHONE_CALL += @2  ;; integer values 
00D6: if  0
0018:   $CELLPHONE_CALL >  107  ;; integer values
004D: jump_if_false MOB_GF_102
0004: $CELLPHONE_CALL =  107  ;; integer values

:MOB_GF_102
0002: jump MOB_GF_104

:MOB_GF_103
0004: $CELLPHONE_CALL =  133  ;; integer values

:MOB_GF_104
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_GF_112
08BA: $391  10 
0050: gosub CELLFON_10
0050: gosub MOB_GF_506
08BA: $391  10 

:MOB_GF_112
08C0: $391  11 
0050: gosub MOB_GF_478
004E: end_thread

:MOB_GF_115
00D6: if  0
0039:   @0 ==  4  ;; integer values
004D: jump_if_false MOB_GF_140
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false MOB_GF_128
0004: $CELLPHONE_CALL =  110  ;; integer values
005E: $CELLPHONE_CALL += @2  ;; integer values 
00D6: if  0
0018:   $CELLPHONE_CALL >  117  ;; integer values
004D: jump_if_false MOB_GF_127
0004: $CELLPHONE_CALL =  117  ;; integer values

:MOB_GF_127
0002: jump MOB_GF_129

:MOB_GF_128
0004: $CELLPHONE_CALL =  134  ;; integer values

:MOB_GF_129
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_GF_137
08BA: $391  10 
0050: gosub CELLFON_10
0050: gosub MOB_GF_506
08BA: $391  10 

:MOB_GF_137
08C0: $391  11 
0050: gosub MOB_GF_478
004E: end_thread

:MOB_GF_140
00D6: if  0
0039:   @0 ==  5  ;; integer values
004D: jump_if_false MOB_GF_164
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false MOB_GF_153
0004: $CELLPHONE_CALL =  120  ;; integer values
005E: $CELLPHONE_CALL += @2  ;; integer values 
00D6: if  0
0018:   $CELLPHONE_CALL >  127  ;; integer values
004D: jump_if_false MOB_GF_152
0004: $CELLPHONE_CALL =  127  ;; integer values

:MOB_GF_152
0002: jump MOB_GF_154

:MOB_GF_153
0004: $CELLPHONE_CALL =  135  ;; integer values

:MOB_GF_154
0050: gosub MOB_GF_171
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_GF_161
08BA: $391  10 
0050: gosub CELLFON_10
0050: gosub MOB_GF_506

:MOB_GF_161
08C0: $391  11 
0050: gosub MOB_GF_478
004E: end_thread

:MOB_GF_164
0002: jump MOB_GF_168

:MOB_GF_165
08C0: $391  11 
0050: gosub MOB_GF_478
004E: end_thread

:MOB_GF_168
0002: jump MOB_GF_170

:MOB_GF_169
0004: $15 =  0  ;; integer values

:MOB_GF_170
0002: jump MOB_GF_6

:MOB_GF_171
0004: $1409 =  0  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0004: $15 =  1  ;; integer values
0004: $1423 =  1  ;; integer values
03CF: load_wav  23000 as  3
0004: $1417 =  0  ;; integer values

:MOB_GF_205
00D6: if  1
001A:    7 > $1409  ;; integer values
001A:    2 > $1414  ;; integer values
004D: jump_if_false MOB_GF_265

:MOB_GF_238
0004: $1423 =  3  ;; integer values
0050: gosub MOB_GF_311
0008: $1409 +=  1  ;; integer values
00D6: if  1
0038:   $1414 ==  1  ;; integer values
0018:   $1409 >  0  ;; integer values
004D: jump_if_false MOB_GF_246
0002: jump MOB_GF_267

:MOB_GF_246
0050: gosub MOB_GF_372
00D6: if  1
0038:   $1414 ==  1  ;; integer values
0018:   $1409 >  0  ;; integer values
004D: jump_if_false MOB_GF_252
0002: jump MOB_GF_267

:MOB_GF_252
0004: $1410 =  0  ;; integer values

:MOB_GF_253
00D6: if  0
001A:    40 > $1410  ;; integer values
004D: jump_if_false MOB_GF_264
0001: wait  0 ms
0050: gosub MOB_GF_426
00D6: if  0
0038:   $1414 ==  1  ;; integer values
004D: jump_if_false MOB_GF_262
0002: jump MOB_GF_267

:MOB_GF_262
0008: $1410 +=  1  ;; integer values
0002: jump MOB_GF_253

:MOB_GF_264
0002: jump MOB_GF_205

:MOB_GF_265
01BD: $184 = current_time_in_ms
0051: return

:MOB_GF_267
0004: $1417 =  1  ;; integer values
01BD: $184 = current_time_in_ms

:MOB_GF_269
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false MOB_GF_279
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_278
0004: $1414 =  2  ;; integer values
0051: return

:MOB_GF_278
0002: jump MOB_GF_269

:MOB_GF_279
03E6: remove_text_box
040D: unload_wav  1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_310
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0489: unknown_actor $PLAYER_ACTOR flag  1
0247: request_model  330

:MOB_GF_287
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false MOB_GF_292
0001: wait  0 ms
0002: jump MOB_GF_287

:MOB_GF_292
0050: gosub MOB_GF_426
00D6: if  0
0038:   $1414 ==  2  ;; integer values
004D: jump_if_false MOB_GF_298
0249: release_model  330
0051: return

:MOB_GF_298
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0006: @32 =  0  ;; integer values

:MOB_GF_300
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false MOB_GF_310
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_309
0004: $1414 =  2  ;; integer values
0051: return

:MOB_GF_309
0002: jump MOB_GF_300

:MOB_GF_310
0051: return

:MOB_GF_311
00D6: if  0
83D0:   NOT   wav $1423 loaded
004D: jump_if_false MOB_GF_367
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_321
0004: $1414 =  2  ;; integer values
0051: return
0002: jump MOB_GF_366

:MOB_GF_321
00D6: if  25
04AD: $PLAYER_ACTOR
02E0:   actor $PLAYER_ACTOR aggressive
844B:   NOT   actor $PLAYER_ACTOR has_objective
0038:   $ON_MISSION ==  0  ;; integer values
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
8038:   NOT   $1513 ==  0  ;; integer values
004D: jump_if_false MOB_GF_332
0004: $1414 =  2  ;; integer values
03E6: remove_text_box
0051: return

:MOB_GF_332
00D6: if  22
0A03: (unknown)
0A0C: $PLAYER_CHAR 
09BE: (unknown)
004D: jump_if_false MOB_GF_340
0004: $1414 =  2  ;; integer values
03E6: remove_text_box
0051: return

:MOB_GF_340
00D6: if  1
0038:   $1414 ==  0  ;; integer values
0018:   $1409 >  0  ;; integer values
004D: jump_if_false MOB_GF_353
00D6: if  0
82E0:   NOT   actor $PLAYER_ACTOR aggressive
004D: jump_if_false MOB_GF_353
00D6: if  1
00E1:   key_pressed  0  4
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false MOB_GF_353
0004: $1414 =  1  ;; integer values
0051: return

:MOB_GF_353
00D6: if  0
0038:   $1417 ==  1  ;; integer values
004D: jump_if_false MOB_GF_361
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false MOB_GF_361
0004: $1417 =  2  ;; integer values
0051: return

:MOB_GF_361
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MOB_GF_366
0004: $1414 =  2  ;; integer values
0051: return

:MOB_GF_366
0002: jump MOB_GF_311

:MOB_GF_367
00D6: if  0
84AD:   NOT $PLAYER_ACTOR
004D: jump_if_false MOB_GF_371
03D1: play_wav $1423

:MOB_GF_371
0051: return

:MOB_GF_372
00D6: if  0
83D2:   NOT   wav $1423 ended
004D: jump_if_false MOB_GF_425
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_382
0004: $1414 =  2  ;; integer values
0051: return
0002: jump MOB_GF_424

:MOB_GF_382
00D6: if  25
04AD: $PLAYER_ACTOR
02E0:   actor $PLAYER_ACTOR aggressive
844B:   NOT   actor $PLAYER_ACTOR has_objective
0038:   $ON_MISSION ==  0  ;; integer values
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
8038:   NOT   $1513 ==  0  ;; integer values
004D: jump_if_false MOB_GF_393
0004: $1414 =  2  ;; integer values
03E6: remove_text_box
0051: return

:MOB_GF_393
00D6: if  22
0A03: (unknown)
0A0C: $PLAYER_CHAR 
09BE: (unknown)
004D: jump_if_false MOB_GF_401
0004: $1414 =  2  ;; integer values
03E6: remove_text_box
0051: return

:MOB_GF_401
00D6: if  1
0038:   $1414 ==  0  ;; integer values
0018:   $1409 >  0  ;; integer values
004D: jump_if_false MOB_GF_411
00D6: if  1
00E1:   key_pressed  0  4
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false MOB_GF_411
0004: $1414 =  1  ;; integer values
0051: return

:MOB_GF_411
00D6: if  0
0038:   $1417 ==  1  ;; integer values
004D: jump_if_false MOB_GF_419
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false MOB_GF_419
0004: $1417 =  2  ;; integer values
0051: return

:MOB_GF_419
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MOB_GF_424
0004: $1414 =  2  ;; integer values
0051: return

:MOB_GF_424
0002: jump MOB_GF_372

:MOB_GF_425
0051: return

:MOB_GF_426
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_432
0004: $1414 =  2  ;; integer values
0051: return
0002: jump MOB_GF_477

:MOB_GF_432
00D6: if  25
04AD: $PLAYER_ACTOR
02E0:   actor $PLAYER_ACTOR aggressive
844B:   NOT   actor $PLAYER_ACTOR has_objective
0038:   $ON_MISSION ==  0  ;; integer values
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
8038:   NOT   $1513 ==  0  ;; integer values
004D: jump_if_false MOB_GF_443
0004: $1414 =  2  ;; integer values
03E6: remove_text_box
0051: return

:MOB_GF_443
00D6: if  22
0A03: (unknown)
0A0C: $PLAYER_CHAR 
09BE: (unknown)
004D: jump_if_false MOB_GF_451
0004: $1414 =  2  ;; integer values
03E6: remove_text_box
0051: return

:MOB_GF_451
00D6: if  1
0038:   $1414 ==  0  ;; integer values
0018:   $1409 >  0  ;; integer values
004D: jump_if_false MOB_GF_464
00D6: if  0
82E0:   NOT   actor $PLAYER_ACTOR aggressive
004D: jump_if_false MOB_GF_464
00D6: if  1
00E1:   key_pressed  0  4
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false MOB_GF_464
0004: $1414 =  1  ;; integer values
0051: return

:MOB_GF_464
00D6: if  0
0038:   $1417 ==  1  ;; integer values
004D: jump_if_false MOB_GF_472
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false MOB_GF_472
0004: $1417 =  2  ;; integer values
0051: return

:MOB_GF_472
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MOB_GF_477
0004: $1414 =  2  ;; integer values
0051: return

:MOB_GF_477
0051: return

:MOB_GF_478
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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MOB_GF_491
0729: unknown_action_sequence $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0489: unknown_actor $PLAYER_ACTOR flag  0

:MOB_GF_491
01BD: $184 = current_time_in_ms
0004: $186 =  0  ;; integer values
01BD: $185 = current_time_in_ms
0084: $186 = $185  ;; integer values and handles
0060: $186 -= $184  ;; integer values
00BE: text_clear_all
00D6: if  0
0038:   $1416 ==  0  ;; integer values
004D: jump_if_false MOB_GF_502
03E6: remove_text_box
0002: jump MOB_GF_503

:MOB_GF_502
0004: $1416 =  0  ;; integer values

:MOB_GF_503
0249: release_model  330
0004: $ON_MISSION =  0  ;; integer values
0051: return

:MOB_GF_506
0004: $1421 =  0  ;; integer values

:MOB_GF_507
03CF: load_wav $1424($1421,20i) as  1
0008: $1421 +=  1  ;; integer values
00D6: if  0
002C:   $1422 >= $1421  ;; integer values 
004D: jump_if_false MOB_GF_513
03CF: load_wav $1424($1421,20i) as  2

:MOB_GF_513
000C: $1421 -=  1  ;; integer values
0004: $1423 =  1  ;; integer values
0050: gosub MOB_GF_311
00BC: text_highpriority $1445($1421,20s)  10000 ms  1
0050: gosub MOB_GF_372
00D6: if  0
0038:   $1417 ==  2  ;; integer values
004D: jump_if_false MOB_GF_522
0051: return

:MOB_GF_522
0008: $1421 +=  1  ;; integer values
00D6: if  0
002C:   $1422 >= $1421  ;; integer values 
004D: jump_if_false MOB_GF_531
0004: $1423 =  2  ;; integer values
0050: gosub MOB_GF_311
00BC: text_highpriority $1445($1421,20s)  10000 ms  1
0050: gosub MOB_GF_372
0002: jump MOB_GF_532

:MOB_GF_531
000C: $1421 -=  1  ;; integer values

:MOB_GF_532
00D6: if  0
0038:   $1417 ==  2  ;; integer values
004D: jump_if_false MOB_GF_536
0051: return

:MOB_GF_536
0008: $1421 +=  1  ;; integer values
00D6: if  0
0038:   $1418 ==  0  ;; integer values
004D: jump_if_false MOB_GF_542
03E5: text_box 'CELSKIP'
0004: $1418 =  1  ;; integer values

:MOB_GF_542
00D6: if  0
002C:   $1422 >= $1421  ;; integer values 
004D: jump_if_false MOB_GF_546
0002: jump MOB_GF_507

:MOB_GF_546
00BE: text_clear_all
0051: return

:SNAKEMOD00
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SNAKEMOD00
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer  1
0223: set_actor $PLAYER_ACTOR health_to  1000
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
035F: set_actor $PLAYER_ACTOR armour_to  250
0330: set_player $PLAYER_CHAR infinite_run_to  1 (true)
055D: make_player $PLAYER_CHAR fireproof  1
0629: change_stat  225 (lung capasity) to  1000  ; integer see statdisp.dat
0629: change_stat  22 (stamina) to  1000  ; integer see statdisp.dat
0629: change_stat  230 (cycling skill) to  1000  ; integer see statdisp.dat
0629: change_stat  229 (bike skill) to  1000  ; integer see statdisp.dat
0629: change_stat  223 (flying skill) to  1000  ; integer see statdisp.dat
062A: change_stat  23 (muscle) to  1000.0  ; float
062A: change_stat  21 (fat) to  0.0  ; float
062A: change_stat  160 (driving skill) to  1000.0  ; float
062A: change_stat  69 (Weap skill: pistol) to  1000.0  ; float
062A: change_stat  70 to  1000.0  ; float
062A: change_stat  71 to  1000.0  ; float
062A: change_stat  72 to  1000.0  ; float
062A: change_stat  73 to  1000.0  ; float
062A: change_stat  74 to  1000.0  ; float
062A: change_stat  75 to  1000.0  ; float
062A: change_stat  76 to  1000.0  ; float
062A: change_stat  77 to  1000.0  ; float
062A: change_stat  78 to  1000.0  ; float
062A: change_stat  79 to  1000.0  ; float
0572: set_taxi_boost_jump  1
0A1F:  24 1000.0 ;; health
0629: change_stat  80 () to  2000  ; integer see statdisp.dat
062A: change_stat  165 (energy) to  1000.0  ; float
0653: @0 = stat  64  ; float
0653: @1 = stat  65  ; float
0653: @2 = stat  66  ; float
0653: @3 = stat  68  ; float
00D6: if  23
0023:    900.0 > @0  ;; floating-point values
0023:    900.0 > @1  ;; floating-point values
0023:    900.0 > @2  ;; floating-point values
0023:    900.0 > @3  ;; floating-point values
004D: jump_if_false SNAKEMOD00B
062A: change_stat  64 to  32000.0  ;; respect
062A: change_stat  65 to  32000.0  ;; respect
062A: change_stat  66 to  32000.0  ;; respect
062A: change_stat  68 to  32000.0  ;; respect

:SNAKEMOD00B
0653: @0 = stat  81  ;; gambling
0652: @1 = stat  252 (denis)  ; integer
0652: @2 = stat  253 (miche)  ; integer
0652: @3 = stat  254 (helen)  ; integer
0652: @4 = stat  255 (barba)  ; integer
0652: @5 = stat  256 (katie)  ; integer
0652: @6 = stat  257 (milli)  ; integer
00D6: if  26
0023:    900.0 > @0  ;; floating-point values
001B:    99 > @1  ;; integer values
001B:    99 > @2  ;; integer values
001B:    99 > @3  ;; integer values
001B:    99 > @4  ;; integer values
001B:    99 > @5  ;; integer values
001B:    99 > @6  ;; integer values
004D: jump_if_false SNAKEMOD00C
062A: change_stat  81 (gambling) to  1000.0  ; float
0629: change_stat  252 (progress with denis) to 100  ; integer see statdisp.dat
0629: change_stat  253 (progress with miche) to 100  ; integer see statdisp.dat
0629: change_stat  254 (progress with helen) to 100  ; integer see statdisp.dat
0629: change_stat  255 (progress with barba) to 100  ; integer see statdisp.dat
0629: change_stat  256 (progress with katie) to 100  ; integer see statdisp.dat
0629: change_stat  257 (progress with milli) to 100  ; integer see statdisp.dat

:SNAKEMOD00C
0470: @1 = actor $PLAYER_ACTOR armed_weapon unknown
041A: @2 = actor $PLAYER_ACTOR weapon  @1 ammo
017B: set_actor $PLAYER_ACTOR weapon  @1 ammo_to  32000
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false SNAKEMOD01
0114: set_actor $PLAYER_ACTOR car_weapon  @1 ammo_to  32000

:SNAKEMOD01
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKEMOD02
03C0: @0 = actor $PLAYER_ACTOR car
02AC: set_car @0 immunities  1  1  1  1  1
0224: set_car @0 health_to  32000
053F: set_car @0 tires_vulnerable  0
02AA: set_car @0 immune_to_nonplayer  1
020A: set_car @0 door_status_to  2
00D6: if  5
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 430
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 452
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 453
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 446
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 454
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 472
004D: jump_if_false SNAKEMOD01B
00D6: if  4
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 493
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 473
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 484
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 595
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 460
004D: jump_if_false SNAKEMOD01B
01EC: make_car @0 very_heavy  1

:SNAKEMOD01B
00D6: if  21
00E1:   key_pressed  0  6 ;; handbrake
8449:   NOT   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false SNAKEMOD01C
020A: set_car @0 door_status_to  1

:SNAKEMOD01C
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false SNAKEMOD02
0484: @0 = player $PLAYER_CHAR rc_car
02AC: set_car @0 immunities  1  1  1  1  1
02AA: set_car @0 immune_to_nonplayer  1

:SNAKEMOD02
;;coords
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKEMOD02B
03C0: @0 = actor $PLAYER_ACTOR car
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
00D6: if  6
00E1:   key_pressed  0  4 ;; weapon 2
00E1:   key_pressed  0  18 ;; horn
80E1:   NOT   key_pressed  0  6 ;; handbrake
80E1:   NOT   key_pressed  0  5 ;; look left
80E1:   NOT   key_pressed  0  7 ;; look right
80E1:   NOT   key_pressed  0  16 ;; gas
80E1:   NOT   key_pressed  0  17 ;; shoot
004D: jump_if_false SNAKEMOD02E
0002: jump SNAKEMOD02C

:SNAKEMOD02B
00A0:  store_actor $PLAYER_ACTOR position_to @1 @2 @3
0172:  @4 = actor $PLAYER_ACTOR z_angle
00D6: if  2
00E1:   key_pressed  0  4 ;; action
00E1:   key_pressed  0  18 ;; crouch
80E1:   NOT   key_pressed  0  6 ;; aim
004D: jump_if_false SNAKEMOD02E

:SNAKEMOD02C
0001: wait  70 ms
00D6: if  0
0038:   $SNAKECOORD ==  0 ;; integer values
004D: jump_if_false SNAKEMOD02D
0004: $SNAKECOORD =  1;; integer values
0002: jump SNAKEMOD02E

:SNAKEMOD02D
0004: $SNAKECOORD =  0;; integer values

:SNAKEMOD02E
00D6: if  0
0038:   $SNAKECOORD ==  1 ;; integer values
004D: jump_if_false SNAKEMOD03
0013:  @1 *=  10.0
0013:  @2 *=  10.0
0013:  @3 *=  10.0
0013:  @4 *=  10.0
0092: @1 = float_to_integer @1  
0092: @2 = float_to_integer @2  
0092: @3 = float_to_integer @3  
0092: @4 = float_to_integer @4  
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  text_draw_1number  25.0 430.0 "NUMBER" @1
045A:  text_draw_1number  125.0 430.0 "NUMBER" @2
045A:  text_draw_1number  225.0 430.0 "NUMBER" @3
045A:  text_draw_1number  325.0 430.0 "NUMBER" @4

:SNAKEMOD03
00D6: if  3
80DF:   NOT   actor $PLAYER_ACTOR driving
8449:   NOT   actor $PLAYER_ACTOR in_a_car
00E1:   key_pressed  0  19 ;; look behind
00E1:   key_pressed  0  4 ;; action
004D: jump_if_false SNAKEMOD04
0629: change_stat  243 (oysters) to 50  ; integer see statdisp.dat
0629: change_stat  231 (photos) to 50  ; integer see statdisp.dat
0629: change_stat  241 (horseshoes) to 50  ; integer see statdisp.dat

:SNAKEMOD04
;;stat scroller
00D6: if  0
00E1:   key_pressed  0  19 ;; look behind
004D: jump_if_false SNAKEMOD05
0652: @1 = stat  $SMSTAT  ;; integer
0653: @2 = stat  $SMSTAT  ;; float
0092: @2 = float_to_integer @2  
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  25.0 25.0 "NUMBER" $SMSTAT
045A:  25.0 33.0 "NUMBER" @1
045A:  25.0 41.0 "NUMBER" @2
00D6: if  0
00E1:   key_pressed  0  5 ;; look left
004D: jump_if_false SNAKEMOD04B
000C: $SMSTAT -=  1;; integer values
0001: wait  50 ms

:SNAKEMOD04B
00D6: if  0
00E1:   key_pressed  0  7 ;; look right
004D: jump_if_false SNAKEMOD05
0008: $SMSTAT +=  1 ;; integer values
0001: wait  50 ms
  
:SNAKEMOD05
0002: jump SNAKEMOD00

:SNAKESPAWN00
0001: wait  0 ms
00D6: if  1
8241:   NOT   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false SNAKESPAWN00
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKESPAWN01
00D6: if  1
00E1:   key_pressed  0  14 ;; jump
00E1:   key_pressed  0  9 ;; group back
004D: jump_if_false SNAKESPAWN03
0002: jump SNAKESPAWN01D

:SNAKESPAWN01
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKESPAWN02
03C0: @0 = actor $PLAYER_ACTOR car
0441: $SNAKE_CSID = car @0 model
00D6: if  1
00E1:   key_pressed  0  14 ;; brake/reverse
00E1:   key_pressed  0  16 ;; gas
004D: jump_if_false SNAKESPAWN02
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  25.0 25.0 "NUMBER" $SNAKE_CSID
00D6: if  0
00E1:   key_pressed  0  7 ;; next weapon
004D: jump_if_false SNAKESPAWN01B
0008: $SNAKE_CSID +=  1  ;; integer values
00D6: if  0
0018:   $SNAKE_CSID >  611  ;; integer values
004D: jump_if_false SNAKESPAWN01B
0004: $SNAKE_CSID =  400  ;; integer values

:SNAKESPAWN01B
00D6: if  0
00E1:   key_pressed  0  5 ;; previous weapon
004D: jump_if_false SNAKESPAWN01C
000C: $SNAKE_CSID -=  1  ;; integer values
00D6: if  0
001A:    400 > $SNAKE_CSID  ;; integer values
004D: jump_if_false SNAKESPAWN01C
0004: $SNAKE_CSID =  611  ;; integer values

:SNAKESPAWN01C
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type $SNAKE_CSID
004D: jump_if_false SNAKESPAWN00
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKESPAWN01D
03C0: @0 = actor $PLAYER_ACTOR car
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @3
0002: jump SNAKESPAWN01E

:SNAKESPAWN01D
00A0: store_actor $PLAYER_ACTOR position_to @1 @2 @3
0172: @4 = actor $PLAYER_ACTOR z_angle

:SNAKESPAWN01E
00D6: if  21
0018:   $SNAKE_CSID >  611  ;; integer values
001A:    400 > $SNAKE_CSID  ;; integer values
004D: jump_if_false SNAKESPAWN01F
0004: $SNAKE_CSID =  400  ;; integer values

:SNAKESPAWN01F
0247: request_model  $SNAKE_CSID
038B: load_requested_models
00D6: if  0
0248:   model  $SNAKE_CSID available
004D: jump_if_false SNAKESPAWN00
00A6: destroy_car $SNAKECAR
00A5: $SNAKECAR = create_car  $SNAKE_CSID at @1 @2 @3
0175: set_car $SNAKECAR z_angle_to @4
036A: put_actor $PLAYER_ACTOR in_car $SNAKECAR
0249: release_model  $SNAKE_CSID
0001: wait  100 ms

:SNAKESPAWN02
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKESPAWN03
00D6: if  2
00E1:   key_pressed  0  4 ;; weapon2
00E1:   key_pressed  0  6 ;; handbrake
00E1:   key_pressed  0  5 ;; look left
004D: jump_if_false SNAKESPAWN02B
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID1 = car @0 model
0002: jump SNAKESPAWN00

:SNAKESPAWN02B
00D6: if  2
00E1:   key_pressed  0  4 ;; weapon2
00E1:   key_pressed  0  6 ;; handbrake
00E1:   key_pressed  0  7 ;; look right
004D: jump_if_false SNAKESPAWN02C
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID2 = car @0 model
0002: jump SNAKESPAWN00

:SNAKESPAWN02C
00D6: if  2
00E1:   key_pressed  0  4 ;; weapon2
00E1:   key_pressed  0  6 ;; handbrake
00E1:   key_pressed  0  9 ;; prev radio station
004D: jump_if_false SNAKESPAWN02D
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID3 = car @0 model
0002: jump SNAKESPAWN00

:SNAKESPAWN02D
00D6: if  2
00E1:   key_pressed  0  4 ;; weapon2
00E1:   key_pressed  0  6 ;; handbrake
00E1:   key_pressed  0  8 ;; next radio station
004D: jump_if_false SNAKESPAWN00
03C0: @0 = actor $PLAYER_ACTOR car
0441: $QSPAWNID4 = car @0 model
0002: jump SNAKESPAWN00

:SNAKESPAWN03
00D6: if  1
8449:   NOT   actor $PLAYER_ACTOR in_a_car
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKESPAWN00
00D6: if  2
00E1:   key_pressed  0  4 ;; action
00E1:   key_pressed  0  5 ;; prev weapon
80E1:   NOT   key_pressed  0  6 ;; aim
004D: jump_if_false SNAKESPAWN03B
0084: $SNAKE_CSID = $QSPAWNID1  ;; integer values and handles
0002: jump SNAKESPAWN01D

:SNAKESPAWN03B
00D6: if  2
00E1:   key_pressed  0  4 ;; action
00E1:   key_pressed  0  7 ;; next weapon
80E1:   NOT   key_pressed  0  6 ;; aim
004D: jump_if_false SNAKESPAWN03C
0084: $SNAKE_CSID = $QSPAWNID2  ;; integer values and handles
0002: jump SNAKESPAWN01D

:SNAKESPAWN03C
00D6: if  1
00E1:   key_pressed  0  4 ;; action
00E1:   key_pressed  0  8 ;; group forward
004D: jump_if_false SNAKESPAWN03D
0084: $SNAKE_CSID = $QSPAWNID3  ;; integer values and handles
0002: jump SNAKESPAWN01D

:SNAKESPAWN03D
00D6: if  1
00E1:   key_pressed  0  4 ;; action
00E1:   key_pressed  0  9 ;; group back
004D: jump_if_false SNAKESPAWN00
0084: $SNAKE_CSID = $QSPAWNID4  ;; integer values and handles
0002: jump SNAKESPAWN01D

:SNAKEWS00
0001: wait  100 ms
00D6: if  4
80DF:   NOT   actor $PLAYER_ACTOR driving
00E1:   key_pressed  0  6 ;; aim button
00E1:   key_pressed  0  14 ;; jump weapon
80E1:   NOT   key_pressed  0  17 ;; fire
80E1:   NOT   key_pressed  0  4 ;; action
004D: jump_if_false SNAKEWS00

:SNAKEWS01
00D6: if  0
00E1:   key_pressed  0  5 ;; prev weapon
004D: jump_if_false SNAKEWS02
000C: $SWSID -=  1;; integer values

:SNAKEWS02
00D6: if  0
00E1:   key_pressed  0  7 ;; next weapon
004D: jump_if_false SNAKEWS02B
0008: $SWSID +=  1  ;; integer values

:SNAKEWS02B
00D6: if  25
0038:   $SWSID ==  329  ;; integer values
0038:   $SWSID ==  332  ;; integer values
0038:   $SWSID ==  340  ;; integer values
0038:   $SWSID ==  345  ;; integer values
0038:   $SWSID ==  354  ;; integer values
0038:   $SWSID ==  364  ;; integer values
004D: jump_if_false SNAKEWS03
00D6: if  0
00E1:   key_pressed  0  5 ;; prev weapon
004D: jump_if_false SNAKEWS02C
000C: $SWSID -=  1;; integer values
0002: jump SNAKEWS03

:SNAKEWS02C
0008: $SWSID +=  1  ;; integer values

:SNAKEWS03
00D6: if  0
001A:    321 > $SWSID  ;; integer values
004D: jump_if_false SNAKEWS03B
0004: $SWSID =  373  ;; integer values
0002: jump SNAKEWS10

:SNAKEWS03B
00D6: if  0
0018:   $SWSID >  373  ;; integer values
004D: jump_if_false SNAKEWS03C
0004: $SWSID =  321  ;; integer values
0002: jump SNAKEWS10

:SNAKEWS03C
00D6: if  2
0018:   $SWSID >  341  ;; integer values
8038:   NOT    $SWSID ==  371  ;; integer values
8038:   NOT    $SWSID ==  373  ;; integer values
004D: jump_if_false SNAKEWS10
0002: jump SNAKEWS11

:SNAKEWS10
0215: destroy_pickup $SWPICK1
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  2.0  0.0
0213: $SWPICK1 = create_pickup  $SWSID type  15 at  @1  @2  @3
0002: jump SNAKEWS00

:SNAKEWS11
0215: destroy_pickup $SWPICK1
04C4: create_coordinate @1 @2 @3 from_actor $PLAYER_ACTOR offset  0.0  2.0  0.0
032B: $SWPICK1 = create_weapon_pickup  $SWSID  15 ammo  20000 at @1  @2  @3
0002: jump SNAKEWS00

:SNAKENOS00
0001: wait  0 ms
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false SNAKENOS00B
0484: @0 = player $PLAYER_CHAR rc_car
0002: jump SNAKENOS00C

:SNAKENOS00B
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKENOS40
03C0: @0 = actor $PLAYER_ACTOR car

:SNAKENOS00C
00D6: if  1
01F4:   car @0 flipped
01C1:   car @0 stopped
004D: jump_if_false SNAKENOS01
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
00AB: put_car @0 at @1 @2 @3
0175: set_car @0 z_angle_to @4

:SNAKENOS01
;;air brakes + left/right rotate
00D6: if  1
00E1:   key_pressed  0  6 ;; handbrake
00E1:   key_pressed  0  14 ;; brake/reverse
004D: jump_if_false SNAKENOS02
00D6: if  22
01F4:   car @0 flipped
01F3:   car @0 airborne
00E1:   key_pressed  0  17 ;; fire
004D: jump_if_false SNAKENOS01B
04BA: set_car @0 speed_instantly 0

:SNAKENOS01B
00D6: if  2
00E1:   key_pressed  0  5 ;; look left
004D: jump_if_false SNAKENOS01C
0174: @4 = car @0 z_angle
000B: @4 +=  5.0  ;; floating-point values
0175: set_car @0 z_angle_to  @4

:SNAKENOS01C
00D6: if  2
00E1:   key_pressed  0  7 ;; look right
004D: jump_if_false SNAKENOS02
0174: @4 = car @0 z_angle
000F: @4 -=  5.0  ;; floating-point values
0175: set_car @0 z_angle_to  @4

:SNAKENOS02
;;choppers
0441: @6 = car @0 model
00D6: if  6
8039:   NOT   @6 ==  417 ;; leviathan
8039:   NOT   @6 ==  425 ;; hunter
8039:   NOT   @6 ==  447 ;; seaspar
8039:   NOT   @6 ==  465 ;; rcraider
8039:   NOT   @6 ==  469 ;; sparrow
8039:   NOT   @6 ==  487 ;; maverick
8039:   NOT   @6 ==  488 ;; vcnmav
004D: jump_if_false SNAKENOS02B
00D6: if  3
8039:   NOT   @6 ==  497 ;; polmav
8039:   NOT   @6 ==  501 ;; rcgoblin
8039:   NOT   @6 ==  548 ;; cargobob
8039:   NOT   @6 ==  563 ;; raindanc
004D: jump_if_false SNAKENOS02B
;;planes
00D6: if  6
8039:   NOT   @6 ==  460 ;; skimmer
8039:   NOT   @6 ==  476 ;; rustler
8039:   NOT   @6 ==  511 ;; beagle
8039:   NOT   @6 ==  512 ;; cropdust
8039:   NOT   @6 ==  513 ;; stunt
8039:   NOT   @6 ==  519 ;; shamal
8039:   NOT   @6 ==  520 ;; hydra
004D: jump_if_false SNAKENOS02C
00D6: if  4
8039:   NOT   @6 ==  553 ;; nevada
8039:   NOT   @6 ==  577 ;; at400
8039:   NOT   @6 ==  592 ;; adrom
8039:   NOT   @6 ==  593 ;; dodo
8039:   NOT   @6 ==  464 ;; rcbaron
004D: jump_if_false SNAKENOS02C
;;bikes
00D6: if  2
8039:   NOT   @6 ==  509 ;; bike
8039:   NOT   @6 ==  510 ;; mtbike
8039:   NOT   @6 ==  481 ;; bmx
004D: jump_if_false SNAKENOS02D
;;motorbikes
00D6: if  5
8039:   NOT   @6 ==  461 ;; pcj600
8039:   NOT   @6 ==  462 ;; faggio
8039:   NOT   @6 ==  463 ;; freeway
8039:   NOT   @6 ==  448 ;; pizzaboy
8039:   NOT   @6 ==  468 ;; sanchez
8039:   NOT   @6 ==  471 ;; quad
004D: jump_if_false SNAKENOS02E
00D6: if  4
8039:   NOT   @6 ==  521 ;; fcr900
8039:   NOT   @6 ==  522 ;; nrg500
8039:   NOT   @6 ==  523 ;; copbike
8039:   NOT   @6 ==  581 ;; bf400
8039:   NOT   @6 ==  586 ;; wayfarer
004D: jump_if_false SNAKENOS02E
;;boats
00D6: if  5
8039:   NOT   @6 ==  539 ;; vortex
8039:   NOT   @6 ==  430 ;; predator
8039:   NOT   @6 ==  446 ;; sqalo
8039:   NOT   @6 ==  452 ;; speeder
8039:   NOT   @6 ==  453 ;; reefer
8039:   NOT   @6 ==  454 ;; tropic
004D: jump_if_false SNAKENOS02F
00D6: if  3
8039:   NOT   @6 ==  472 ;; coastg
8039:   NOT   @6 ==  473 ;; dinghy
8039:   NOT   @6 ==  484 ;; marquis
8039:   NOT   @6 ==  493 ;; jetmax
004D: jump_if_false SNAKENOS02F
;;trains
00D6: if  5
8039:   NOT   @6 ==  449 ;; tram
8039:   NOT   @6 ==  537 ;; freight
8039:   NOT   @6 ==  538 ;; streak
8039:   NOT   @6 ==  569 ;; freiflat
8039:   NOT   @6 ==  570 ;; streakc
8039:   NOT   @6 ==  590 ;; freibox
004D: jump_if_false SNAKENOS02G
0004: $SNVTYPE =  0  ;; cars
0002: jump SNAKENOS03

:SNAKENOS02B
0004: $SNVTYPE =  1  ;; choppers
0002: jump SNAKENOS03

:SNAKENOS02C
0004: $SNVTYPE =  2  ;; planes
0002: jump SNAKENOS03

:SNAKENOS02D
0004: $SNVTYPE =  3  ;; bikes
0002: jump SNAKENOS03

:SNAKENOS02E
0004: $SNVTYPE =  4  ;; motorbikes
0002: jump SNAKENOS03

:SNAKENOS02F
0004: $SNVTYPE =  5  ;; boats
0002: jump SNAKENOS03

:SNAKENOS02G
0004: $SNVTYPE =  6  ;; trains
0002: jump SNAKENOS03

:SNAKENOS03
;;remote mode
00D6: if  2
00E1:   key_pressed  0  11 ;; skip trip
00E1:   key_pressed  0  13 ;; camera
8241:   NOT    player $PLAYER_CHAR in_remote_mode
004D: jump_if_false SNAKENOS03B
00D6: if  2
8038:   NOT    $SNVTYPE ==  3 ;; bikes
8038:   NOT    $SNVTYPE ==  4 ;; motorbikes
8038:   NOT    $SNVTYPE ==  6 ;; trains
004D: jump_if_false SNAKENOS04
00D6: if  21
8038:   NOT    $SNVTYPE ==  5 ;; boats
00DD:   actor $PLAYER_ACTOR driving_vehicle_type 539 ;; vortex
004D: jump_if_false SNAKENOS04
03C0: @0 = actor $PLAYER_ACTOR car
0407: create_coordinate @7 @8 @9 from_car @0 offset 0.0  -2.0  0.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @7 @8  @9
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0715: put_player $PLAYER_CHAR in_RC_mode_in_car @0  ; on foot version
04D6: enable_rc_car_detonation  0  ; or opcode 048Ah
048A: enable_rc_car_detonation  0  ; or opcode 04D6h
0004: $SNAKERC =  1  ;; integer values
0002: jump SNAKENOS04

:SNAKENOS03B
00D6: if  1
0241:   player $PLAYER_CHAR in_remote_mode
0038:   $SNAKERC ==  1 ;; integer values
004D: jump_if_false SNAKENOS04
0484: @0 = player $PLAYER_CHAR rc_car
00AA: store_car @0 position_to @1 @2 @3
00D6: if  0
00E1:   key_pressed  0  10 ;; no
004D: jump_if_false SNAKENOS03C
020B: explode_car @0
020C: create_explosion_with_radius  10 at @1 @2 @3

:SNAKENOS03C
00D6: if  21
00E1:   key_pressed  0  15 ;; exit
0119:   car @0 wrecked
004D: jump_if_false SNAKENOS04
0004: $SNAKERC =  0  ;; integer values
04DB: exit_rc_mode  ; on foot version
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0001: wait  50 ms

:SNAKENOS03D
00D6: if  0
00E1:   key_pressed  0  18 ;; horn
004D: jump_if_false SNAKENOS04
00A1: put_actor $PLAYER_ACTOR at  @1 @2 @3

:SNAKENOS04
;;raise vehicle
00D6: if  2
00E1:   key_pressed  0  6 ;; handbrake
00E1:   key_pressed  0  4 ;; weapon 2
00E1:   key_pressed  0  17 ;; fire
004D: jump_if_false SNAKENOS05
00AA: store_car @0 position_to @1 @2 @3
00D6: if  0
01F3:   car @0 airborne
004D: jump_if_false SNAKENOS04B
000B: @3 +=  .5  ;; floating-point values
00AB: put_car @0 at @1  @2  @3
0002: jump SNAKENOS05

:SNAKENOS04B
000B: @3 +=  4.0  ;; floating-point values
00AB: put_car @0 at @1  @2  @3

:SNAKENOS05         
;;sunk car fix - sort of
00D6: if  1
02BF:   car @0 sunk
8241:   NOT   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false SNAKENOS06
00D6: if  2
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 447 ;; seaspar
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 460 ;; skimmer
8038:   NOT    $SNVTYPE ==  5 ;; integer values
004D: jump_if_false SNAKENOS06
0247: request_model  539
038B: load_requested_models
00D6: if  0
0248:   model  539 available
004D: jump_if_false SNAKENOS06
00AA: store_car @0 position_to @1 @2 @3
0174: @4 = car @0 z_angle
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  @1 @2  @3
01C3: remove_references_to_car @0  ;; Like turning a car into any random car
00A5: @0 = create_car  539 at @1 @2 @3
0175: set_car @0 z_angle_to @4
036A: put_actor $PLAYER_ACTOR in_car @0
0249: release_model  539

:SNAKENOS06
00D6: if  21
001A:    3 > $SNVTYPE ;; integer values
00DD:   actor $PLAYER_ACTOR driving_vehicle_type 539 ;; vortex
004D: jump_if_false SNAKENOS07
00D6: if  4
00E1:   key_pressed  0  5 ;; look left
00E1:   key_pressed  0  7 ;; look right
00E1:   key_pressed  0  4 ;; weapon2
80E1:   NOT   key_pressed  0  6 ;; handbrake
80E1:   NOT   key_pressed  0  18 ;; horn
004D: jump_if_false SNAKENOS06B
06E9: request_car_component  1008
038B: load_requested_models
00D6: if  0
06EA:   car_component_available 1008 
004D: jump_if_false SNAKENOS08
06E7: $SNAKENITRO = add_car_component 1008 to_car @0 
06EB: release_car_component 1008

:SNAKENOS06B
00D6: if  4
00E1:   key_pressed  0  5 ;; look left
00E1:   key_pressed  0  7 ;; look right
00E1:   key_pressed  0  8 ;; next radio
80E1:   NOT   key_pressed  0  6 ;; handbrake
80E1:   NOT   key_pressed  0  18 ;; horn
004D: jump_if_false SNAKENOS06C
06E9: request_car_component  1010
038B: load_requested_models
00D6: if  0
06EA:   car_component_available 1010 
004D: jump_if_false SNAKENOS08
06E7: $SNAKENITRO = add_car_component 1010 to_car @0 
06EB: release_car_component 1010

:SNAKENOS06C
00D6: if  4
00E1:   key_pressed  0  5 ;; look left
00E1:   key_pressed  0  7 ;; look right
00E1:   key_pressed  0  9 ;; prev radio
80E1:   NOT   key_pressed  0  6 ;; handbrake
80E1:   NOT   key_pressed  0  18 ;; horn
004D: jump_if_false SNAKENOS07
06E9: request_car_component  1009
038B: load_requested_models
00D6: if  0
06EA:   car_component_available 1009 
004D: jump_if_false SNAKENOS08
06E7: $SNAKENITRO = add_car_component 1009 to_car @0 
06EB: release_car_component 1009

:SNAKENOS07
00D6: if  2
0038:   $SNVTYPE ==  1 ;; integer values
8039:   NOT   @6 ==  465 ;; rcraider
8039:   NOT   @6 ==  501 ;; rcgoblin
004D: jump_if_false SNAKENOS08
0788: enable_heli @0 magnet  1 
        
:SNAKENOS08
;;set NOS type
0871: init_jump_table $SNVTYPE total_jumps  7  0 SNAKENOS08B  0 SNAKENOS08B jumps  1 SNAKENOS08C  2 SNAKENOS08D  3 SNAKENOS08E  4 SNAKENOS08F  5 SNAKENOS08G  6 SNAKENOS08H 

:SNAKENOS08B
0089: @1 = $SWNOS1  ;; floating-point values only
0002: jump SNAKENOS09

:SNAKENOS08C
0089: @1 = $SWNOS2  ;; floating-point values only
0002: jump SNAKENOS09

:SNAKENOS08D
0089: @1 = $SWNOS3  ;; floating-point values only
0002: jump SNAKENOS09

:SNAKENOS08E
0089: @1 = $SWNOS4  ;; floating-point values only
0002: jump SNAKENOS09

:SNAKENOS08F
0089: @1 = $SWNOS5  ;; floating-point values only
0002: jump SNAKENOS09

:SNAKENOS08G
0089: @1 = $SWNOS6  ;; floating-point values only
0002: jump SNAKENOS09

:SNAKENOS08H
0089: @1 = $SWNOS7  ;; floating-point values only

:SNAKENOS09
;;NOS check
00D6: if  21
0021:   @1 >  3.0  ;; floating-point values
0023:   1.0 > @1  ;; floating-point values
004D: jump_if_false SNAKENOS09B
0007: @1 =  1.22  ;; floating-point values
0002: jump SNAKENOS09D

:SNAKENOS09B
00D6: if  0
00E1:   key_pressed  0  18 ;; horn
004D: jump_if_false SNAKENOS10
0087: @2 = @1  ;; floating-point values only
000F: @2 -=  1.0  ;; floating-point values
0013: @2 *=  100.0  ;; floating-point values 
0092: @2 = float_to_integer @2  
03F0:  1
0341:  1
03E4:  0
0348:  0
045A:  25.0 25.0 "NUMBER" @2
00D6: if  0
00E1:   key_pressed  0  5 ;; look left
004D: jump_if_false SNAKENOS09C
000F: @1 -=  .01  ;; floating-point values
00D6: if  0
0023:   1.0 > @1  ;; floating-point values
004D: jump_if_false SNAKENOS09D
0007: @1 =  2.99  ;; floating-point values
0002: jump SNAKENOS09D

:SNAKENOS09C
00D6: if  0
00E1:   key_pressed  0  7 ;; look right
004D: jump_if_false SNAKENOS10
000B: @1 +=  .01  ;; floating-point values
00D6: if  0
0021:   @1 >  3.0  ;; floating-point values
004D: jump_if_false SNAKENOS09D
0007: @1 =  1.0  ;; floating-point values

:SNAKENOS09D
0871: init_jump_table $SNVTYPE total_jumps  7  0 SNAKENOS09E  0 SNAKENOS09E jumps  1 SNAKENOS09F  2 SNAKENOS09G  3 SNAKENOS09H  4 SNAKENOS09I  5 SNAKENOS09J  6 SNAKENOS09K

:SNAKENOS09E
0088: $SWNOS1 = @1  ;; floating-point values only
0002: jump SNAKENOS10

:SNAKENOS09F
0088: $SWNOS2 = @1  ;; floating-point values only
0002: jump SNAKENOS10

:SNAKENOS09G
0088: $SWNOS3 = @1  ;; floating-point values only
0002: jump SNAKENOS10

:SNAKENOS09H
0088: $SWNOS4 = @1  ;; floating-point values only
0002: jump SNAKENOS10

:SNAKENOS09I
0088: $SWNOS5 = @1  ;; floating-point values only
0002: jump SNAKENOS10

:SNAKENOS09J
0088: $SWNOS6 = @1  ;; floating-point values only
0002: jump SNAKENOS10

:SNAKENOS09K
0088: $SWNOS7 = @1  ;; floating-point values only

:SNAKENOS10
00D6: if  1
8038:   NOT    $SNVTYPE ==  3 ;; bikes
8038:   NOT    $SNVTYPE ==  6 ;; trains
004D: jump_if_false SNAKENOS40
02E3: @4 = car @0 speed        
;;chopper/plane NOS
00D6: if  21
0038:   $SNVTYPE ==  1 ;; choppers
0038:   $SNVTYPE ==  2 ;; planes
004D: jump_if_false SNAKENOS11
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type 520 ;; hydra
004D: jump_if_false SNAKENOS11
00D6: if  1
00E1:   key_pressed  0  16 ;; gas
00E1:   key_pressed  0  6 ;; handbrake
004D: jump_if_false SNAKENOS10B
0002: jump SNAKENOS20

:SNAKENOS10B
;;chopper/plane reverse
00D6: if 1 
00E1:   key_pressed  0  14 ;; brake/reverse
00E1:   key_pressed  0  17 ;; fire
004D: jump_if_false SNAKENOS40
0002: jump SNAKENOS20B

:SNAKENOS11
0002: jump SNAKENOS16

:SNAKENOS16
;;car/motorbike/boat NOS
00D6: if  1
00E1:   key_pressed  0  16 ;; gas
00E1:   key_pressed  0  17 ;; fire
004D: jump_if_false SNAKENOS16B
0002: jump SNAKENOS20

:SNAKENOS16B
;;car/motorbike/boat reverse
00D6: if  2
00E1:   key_pressed  0  14 ;; brake/reverse
00E1:   key_pressed  0  17 ;; fire
80E1:   NOT   key_pressed  0  6 ;; handbrake
004D: jump_if_false SNAKENOS40
0002: jump SNAKENOS20B

:SNAKENOS20
00D6: if  0
0023:   30.0 > @4  ;; floating-point values
004D: jump_if_false SNAKENOS20C
0007: @4 =  40.0  ;; floating-point values
0002: jump SNAKENOS20C

:SNAKENOS20B
00D6: if  0
0021:   @4 >  -30.0  ;; floating-point values
004D: jump_if_false SNAKENOS20C
0007: @4 =  -25.0  ;; floating-point values

:SNAKENOS20C
006B: @4 *= @1  ;; floating-point values
04BA: set_car @0 speed_instantly @4

:SNAKENOS40
0002: jump SNAKENOS00

:SNAKECHOP00
0001: wait  0 ms
00D6: if  2
0038:   $STEAL_MISSIONS_PASSED ==  4  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SNAKECHOP00

:SNAKECHOP01
00D6: if  1
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car -2033.175  178.6755  27.8516 radius  4.0  4.0  4.0 sphere  1  
83B0:   NOT   garage 'HBGDSFS' door_open
004D: jump_if_false SNAKECHOP00
0360: open_garage 'HBGDSFS'
0811: @0 = actor $PLAYER_ACTOR car
00AB: put_car @0 at -2033.175 178.6755 30.0
0175: set_car @0 z_angle_to  90.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
015F: set_camera_position  -2037.175 188.6755  33.8516  0.0  0.0  0.0
0158: camera_on_vehicle @0  15  2
0001: wait  2000 ms
0615: @114 
05B9: unknown_action_sequence -1  1000 
05D1: unknown_action_sequence -1 @0 -2044.0  178.6755  27.8359  7.0  0  0  3 
0633: unknown_action_sequence -1 
0616: @114 
0618: $PLAYER_ACTOR @114 
061B: @114 
062E: $PLAYER_ACTOR  1560 @105 
0001: wait  3500 ms
0361: close_garage 'HBGDSFS'
0001: wait  2000 ms
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
03E6: remove_text_box
016A: fade  1 (back)  1000 ms
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  -2033.175 178.6755 27.8516
0441: @1 = car @0 model
00A6: destroy_car @0
01C3: remove_references_to_car @0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
09E1: @1 @2
0016: @2 /=  4  ;; integer values 
0109: player $PLAYER_CHAR money += @2
01E3: text_1number_styled 'IE30' @2  5000 ms  1
0002: jump SNAKECHOP00

:SNAKESABRE00
0001: wait  0 ms
00D6: if  2
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.0
0038:   $RIOT_MISSIONS_PASSED ==  4  ;; integer values
0038:   $SGSON ==  0 ;; choppers
004D: jump_if_false SNAKESABRE01
0247: request_model  475
06E9: request_car_component  1008
06E9: request_car_component  1081
038B: load_requested_models
00D6: if  2
0248:   model  475 available
06EA:   car_component_available 1008 
06EA:   car_component_available 1081 
004D: jump_if_false SNAKESABRE00
0395: clear_area  1 at 2490.2  -1684.0  10.0 range  4.0
00A5: $GREENSABRE = create_car  475 at  2488.4  -1682.8  10.0
0175: set_car $GREENSABRE z_angle_to  91.9
0229: set_car $GREENSABRE color_to  127  0
06E7: $SGSPART1 = add_car_component 1008 to_car $GREENSABRE 
06E7: $SGSPART2 = add_car_component 1081 to_car $GREENSABRE 
0249: release_model  475
06EB: release_car_component 1008
06EB: release_car_component 1081
01C3: remove_references_to_car $GREENSABRE  ;; Like turning a car into any random car
0004: $SGSON =  1  ;; integers
0002: jump SNAKESABRE00

:SNAKESABRE01

00D6: if  1
80FE:   NOT    actor $PLAYER_ACTOR  0 ()near_point  2471.7 -1668.0  12.3 radius  90.0  40.0  4.0
0038:   $SGSON ==  1 ;; choppers
004D: jump_if_false SNAKESABRE00
0004: $SGSON =  0  ;; integers
0002: jump SNAKESABRE00
 
;-------------Mission 0---------------
; Originally: Initial 1


:INITIAL_1
03A4: name_thread 'INITIAL'
06C8:  0 
0004: $1515 =  0  ;; integer values
0004: $1499 =  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: $29 =  0  ;; integer values
0004: $CESAR_2_MISSIONS_PASSED =  0  ;; integer values
0004: $42 =  0  ;; integer values
0004: $1516 =  0  ;; integer values
0004: $1517 =  0  ;; integer values
0004: $1518 =  0  ;; integer values
0004: $1519 =  0  ;; integer values
0004: $24 =  0  ;; integer values
0004: $84 =  0  ;; integer values
0004: $54 =  0  ;; integer values
0004: $82 =  0  ;; integer values
0004: $85 =  0  ;; integer values
0004: $83 =  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  ;; 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  ;; 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: $BUY_ASSET_PICKUP_X = -1969.27  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y =  282.47  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z =  34.6  ;; floating-point values
0005: $BUY_ASSET_PICKUP_X(1) = -2243.62  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(1) =  133.2  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(1) =  34.8  ;; floating-point values
0005: $BUY_ASSET_PICKUP_X(2) =  426.4972  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(2) =  2530.689  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(2) =  16.1  ;; floating-point values
0517: $BUY_ASSET_PICKUP = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z
0570: $66 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X $BUY_ASSET_PICKUP_Y $BUY_ASSET_PICKUP_Z
018B: show_on_radar $66  2
0517: $BUY_ASSET_PICKUP(1) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(1) $BUY_ASSET_PICKUP_Y(1) $BUY_ASSET_PICKUP_Z(1)
0570: $527 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(1) $BUY_ASSET_PICKUP_Y(1) $BUY_ASSET_PICKUP_Z(1)
018B: show_on_radar $527  2
0517: $BUY_ASSET_PICKUP(2) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2) $BUY_ASSET_PICKUP_Z(2)
0570: $55 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2) $BUY_ASSET_PICKUP_Z(2)
018B: show_on_radar $55  2
09B4: $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2)  10.0  16384  0 
0005: $BUY_ASSET_PICKUP_X(3) =  316.0696  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(3) = -1772.569  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(3) =  4.1893  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(3) $BUY_ASSET_PICKUP_Y(3)  10.0  16384  0 
0004: $1656 =  30000  ;; integer values
0518: $BUY_ASSET_PICKUP(3) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(3) $BUY_ASSET_PICKUP_Y(3) $BUY_ASSET_PICKUP_Z(3) price $1656
0570: $1624 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(3) $BUY_ASSET_PICKUP_Y(3) $BUY_ASSET_PICKUP_Z(3)
018B: show_on_radar $1624  2
02B9: deactivate_garage 'BEACSV'  
0005: $BUY_ASSET_PICKUP_X(4) =  2441.002  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(4) =  695.1089  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(4) =  10.6646  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(4) $BUY_ASSET_PICKUP_Y(4)  10.0  16384  0 
0004: $1657 =  20000  ;; integer values
0517: $BUY_ASSET_PICKUP(4) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(4) $BUY_ASSET_PICKUP_Y(4) $BUY_ASSET_PICKUP_Z(4)
0570: $1625 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(4) $BUY_ASSET_PICKUP_Y(4) $BUY_ASSET_PICKUP_Z(4)
018B: show_on_radar $1625  2
02B9: deactivate_garage 'VESVGRG'  
0005: $BUY_ASSET_PICKUP_X(5) = -366.1849  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(5) =  1166.03  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(5) =  19.2422  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(5) $BUY_ASSET_PICKUP_Y(5)  10.0  16384  0 
0004: $1658 =  30000  ;; integer values
0517: $BUY_ASSET_PICKUP(5) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(5) $BUY_ASSET_PICKUP_Y(5) $BUY_ASSET_PICKUP_Z(5)
0570: $1626 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(5) $BUY_ASSET_PICKUP_Y(5) $BUY_ASSET_PICKUP_Z(5)
018B: show_on_radar $1626  2
02B9: deactivate_garage 'CN2GAR1'  
0005: $BUY_ASSET_PICKUP_X(6) =  1283.844  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(6) =  2528.703  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(6) =  10.3203  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(6) $BUY_ASSET_PICKUP_Y(6)  10.0  16384  0 
0004: $1659 =  50000  ;; integer values
0517: $BUY_ASSET_PICKUP(6) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(6) $BUY_ASSET_PICKUP_Y(6) $BUY_ASSET_PICKUP_Z(6)
0570: $1627 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(6) $BUY_ASSET_PICKUP_Y(6) $BUY_ASSET_PICKUP_Z(6)
018B: show_on_radar $1627  2
02B9: deactivate_garage 'BLOB69'  
0005: $BUY_ASSET_PICKUP_X(7) =  922.3647  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(7) =  2011.898  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(7) =  10.766  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(7) $BUY_ASSET_PICKUP_Y(7)  10.0  16384  0 
0004: $1660 =  30000  ;; integer values
0517: $BUY_ASSET_PICKUP(7) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(7) $BUY_ASSET_PICKUP_Y(7) $BUY_ASSET_PICKUP_Z(7)
0570: $1628 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(7) $BUY_ASSET_PICKUP_Y(7) $BUY_ASSET_PICKUP_Z(7)
018B: show_on_radar $1628  2
02B9: deactivate_garage 'BLOB7'  
0005: $BUY_ASSET_PICKUP_X(8) =  2236.928  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(8) =  162.8057  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(8) =  26.8462  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(8) $BUY_ASSET_PICKUP_Y(8)  10.0  16384  0 
0004: $1661 =  35000  ;; integer values
0517: $BUY_ASSET_PICKUP(8) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(8) $BUY_ASSET_PICKUP_Y(8) $BUY_ASSET_PICKUP_Z(8)
0570: $1629 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(8) $BUY_ASSET_PICKUP_Y(8) $BUY_ASSET_PICKUP_Z(8)
018B: show_on_radar $1629  2
02B9: deactivate_garage 'BURBDOO'  
0005: $BUY_ASSET_PICKUP_X(9) =  1402.317  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(9) =  1901.978  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(9) =  10.8449  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(9) $BUY_ASSET_PICKUP_Y(9)  10.0  16384  0 
0004: $1662 =  30000  ;; integer values
0517: $BUY_ASSET_PICKUP(9) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(9) $BUY_ASSET_PICKUP_Y(9) $BUY_ASSET_PICKUP_Z(9)
0570: $1630 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(9) $BUY_ASSET_PICKUP_Y(9) $BUY_ASSET_PICKUP_Z(9)
018B: show_on_radar $1630  2
02B9: deactivate_garage 'BLOB6'  
0005: $BUY_ASSET_PICKUP_X(10) =  1687.98  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(10) = -2100.643  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(10) =  13.3343  ;; floating-point values
0004: $1663 =  10000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(10) $BUY_ASSET_PICKUP_Y(10)  10.0  16384  0 
0518: $BUY_ASSET_PICKUP(10) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(10) $BUY_ASSET_PICKUP_Y(10) $BUY_ASSET_PICKUP_Z(10) price $1663
0570: $1631 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(10) $BUY_ASSET_PICKUP_Y(10) $BUY_ASSET_PICKUP_Z(10)
018B: show_on_radar $1631  2
02B9: deactivate_garage 'CARLAS1'  
0005: $BUY_ASSET_PICKUP_X(11) = -2106.639  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(11) =  900.5537  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(11) =  76.2032  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(11) $BUY_ASSET_PICKUP_Y(11)  10.0  16384  0 
0004: $1664 =  100000  ;; integer values
0517: $BUY_ASSET_PICKUP(11) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(11) $BUY_ASSET_PICKUP_Y(11) $BUY_ASSET_PICKUP_Z(11)
0570: $1632 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(11) $BUY_ASSET_PICKUP_Y(11) $BUY_ASSET_PICKUP_Z(11)
018B: show_on_radar $1632  2
02B9: deactivate_garage 'CESAFE1'  
0005: $BUY_ASSET_PICKUP_X(12) =  1331.186  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(12) = -630.4962  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(12) =  108.6349  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(12) $BUY_ASSET_PICKUP_Y(12)  10.0  16384  0 
0004: $1665 =  120000  ;; integer values
0518: $BUY_ASSET_PICKUP(12) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(12) $BUY_ASSET_PICKUP_Y(12) $BUY_ASSET_PICKUP_Z(12) price $1665
0570: $1633 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(12) $BUY_ASSET_PICKUP_Y(12) $BUY_ASSET_PICKUP_Z(12)
018B: show_on_radar $1633  2
02B9: deactivate_garage 'SAV1SFE'  
0005: $BUY_ASSET_PICKUP_X(13) = -2695.745  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(13) =  818.4718  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(13) =  49.4844  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(13) $BUY_ASSET_PICKUP_Y(13)  10.0  16384  0 
0004: $1666 =  20000  ;; integer values
0517: $BUY_ASSET_PICKUP(13) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(13) $BUY_ASSET_PICKUP_Y(13) $BUY_ASSET_PICKUP_Z(13)
0570: $1634 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(13) $BUY_ASSET_PICKUP_Y(13) $BUY_ASSET_PICKUP_Z(13)
018B: show_on_radar $1634  2
02B9: deactivate_garage 'SAV1SFW'  
0005: $BUY_ASSET_PICKUP_X(14) = -2456.926  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(14) = -131.3292  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(14) =  25.5376  ;; floating-point values
09B4: $BUY_ASSET_PICKUP_X(14) $BUY_ASSET_PICKUP_Y(14)  10.0  16384  0 
0004: $1667 =  40000  ;; integer values
0517: $BUY_ASSET_PICKUP(14) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(14) $BUY_ASSET_PICKUP_Y(14) $BUY_ASSET_PICKUP_Z(14)
0570: $1635 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(14) $BUY_ASSET_PICKUP_Y(14) $BUY_ASSET_PICKUP_Z(14)
018B: show_on_radar $1635  2
02B9: deactivate_garage 'SVGSFS1'  
0005: $BUY_ASSET_PICKUP_X(15) =  892.6662  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(15) = -1639.714  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(15) =  14.4567  ;; floating-point values
0004: $1668 =  10000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(15) $BUY_ASSET_PICKUP_Y(15)  10.0  16384  0 
0518: $BUY_ASSET_PICKUP(15) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(15) $BUY_ASSET_PICKUP_Y(15) $BUY_ASSET_PICKUP_Z(15) price $1668
0570: $1636 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(15) $BUY_ASSET_PICKUP_Y(15) $BUY_ASSET_PICKUP_Z(15)
018B: show_on_radar $1636  2
0005: $BUY_ASSET_PICKUP_X(16) =  1969.932  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(16) =  1623.243  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(16) =  12.3619  ;; floating-point values
0004: $1669 =  6000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(16) $BUY_ASSET_PICKUP_Y(16)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(16) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(16) $BUY_ASSET_PICKUP_Y(16) $BUY_ASSET_PICKUP_Z(16)
0570: $1637 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(16) $BUY_ASSET_PICKUP_Y(16) $BUY_ASSET_PICKUP_Z(16)
018B: show_on_radar $1637  2
0005: $BUY_ASSET_PICKUP_X(17) =  2234.909  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(17) =  1285.698  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(17) =  10.3203  ;; floating-point values
0004: $1670 =  6000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(17) $BUY_ASSET_PICKUP_Y(17)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(17) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(17) $BUY_ASSET_PICKUP_Y(17) $BUY_ASSET_PICKUP_Z(17)
0570: $1638 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(17) $BUY_ASSET_PICKUP_Y(17) $BUY_ASSET_PICKUP_Z(17)
018B: show_on_radar $1638  2
0005: $BUY_ASSET_PICKUP_X(18) = -2213.864  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(18) =  723.5587  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(18) =  48.914  ;; floating-point values
0004: $1671 =  20000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(18) $BUY_ASSET_PICKUP_Y(18)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(18) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(18) $BUY_ASSET_PICKUP_Y(18) $BUY_ASSET_PICKUP_Z(18)
0570: $1639 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(18) $BUY_ASSET_PICKUP_Y(18) $BUY_ASSET_PICKUP_Z(18)
018B: show_on_radar $1639  2
0005: $BUY_ASSET_PICKUP_X(19) = -1439.014  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(19) = -1540.59  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(19) =  101.2579  ;; floating-point values
0004: $1672 =  100000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(19) $BUY_ASSET_PICKUP_Y(19)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(19) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(19) $BUY_ASSET_PICKUP_Y(19) $BUY_ASSET_PICKUP_Z(19)
0570: $1640 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(19) $BUY_ASSET_PICKUP_Y(19) $BUY_ASSET_PICKUP_Z(19)
018B: show_on_radar $1640  2
0005: $BUY_ASSET_PICKUP_X(20) = -2027.83  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(20) = -44.0454  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(20) =  38.7692  ;; floating-point values
0004: $1673 =  20000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(20) $BUY_ASSET_PICKUP_Y(20)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(20) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(20) $BUY_ASSET_PICKUP_Y(20) $BUY_ASSET_PICKUP_Z(20)
0570: $1641 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(20) $BUY_ASSET_PICKUP_Y(20) $BUY_ASSET_PICKUP_Z(20)
018B: show_on_radar $1641  2
0005: $BUY_ASSET_PICKUP_X(21) = -2419.677  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(21) =  334.1621  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(21) =  34.6796  ;; floating-point values
0004: $1674 =  50000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(21) $BUY_ASSET_PICKUP_Y(21)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(21) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(21) $BUY_ASSET_PICKUP_Y(21) $BUY_ASSET_PICKUP_Z(21)
0570: $1642 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(21) $BUY_ASSET_PICKUP_Y(21) $BUY_ASSET_PICKUP_Z(21)
018B: show_on_radar $1642  2
0005: $BUY_ASSET_PICKUP_X(22) = -2079.097  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(22) = -2309.899  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(22) =  30.1172  ;; floating-point values
0004: $1675 =  20000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(22) $BUY_ASSET_PICKUP_Y(22)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(22) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(22) $BUY_ASSET_PICKUP_Y(22) $BUY_ASSET_PICKUP_Z(22)
0570: $1643 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(22) $BUY_ASSET_PICKUP_Y(22) $BUY_ASSET_PICKUP_Z(22)
018B: show_on_radar $1643  2
0005: $BUY_ASSET_PICKUP_X(23) = -1534.17  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(23) =  2650.3  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(23) =  55.3437  ;; floating-point values
0004: $1676 =  20000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(23) $BUY_ASSET_PICKUP_Y(23)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(23) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(23) $BUY_ASSET_PICKUP_Y(23) $BUY_ASSET_PICKUP_Z(23)
0570: $1644 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(23) $BUY_ASSET_PICKUP_Y(23) $BUY_ASSET_PICKUP_Z(23)
018B: show_on_radar $1644  2
0005: $BUY_ASSET_PICKUP_X(24) = -1045.775  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(24) =  1552.976  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(24) =  32.798  ;; floating-point values
0004: $1677 =  20000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(24) $BUY_ASSET_PICKUP_Y(24)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(24) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(24) $BUY_ASSET_PICKUP_Y(24) $BUY_ASSET_PICKUP_Z(24)
0570: $1645 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(24) $BUY_ASSET_PICKUP_Y(24) $BUY_ASSET_PICKUP_Z(24)
018B: show_on_radar $1645  2
0005: $BUY_ASSET_PICKUP_X(25) =  793.5623  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(25) = -514.4116  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(25) =  16.3973  ;; floating-point values
0004: $1678 =  40000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(25) $BUY_ASSET_PICKUP_Y(25)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(25) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(25) $BUY_ASSET_PICKUP_Y(25) $BUY_ASSET_PICKUP_Z(25)
0570: $1646 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(25) $BUY_ASSET_PICKUP_Y(25) $BUY_ASSET_PICKUP_Z(25)
018B: show_on_radar $1646  2
02B9: deactivate_garage 'BURBDO2'  
0005: $BUY_ASSET_PICKUP_X(26) =  2103.346  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(26) = -1288.339  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(26) =  23.8168  ;; floating-point values
0004: $1679 =  10000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(26) $BUY_ASSET_PICKUP_Y(26)  10.0  16384  0 
0518: $BUY_ASSET_PICKUP(26) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(26) $BUY_ASSET_PICKUP_Y(26) $BUY_ASSET_PICKUP_Z(26) price $1679
0570: $1647 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(26) $BUY_ASSET_PICKUP_Y(26) $BUY_ASSET_PICKUP_Z(26)
018B: show_on_radar $1647  2
0005: $BUY_ASSET_PICKUP_X(27) =  2370.477  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(27) =  2165.474  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(27) =  10.3269  ;; floating-point values
0004: $1680 =  6000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(27) $BUY_ASSET_PICKUP_Y(27)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(27) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(27) $BUY_ASSET_PICKUP_Y(27) $BUY_ASSET_PICKUP_Z(27)
0570: $1648 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(27) $BUY_ASSET_PICKUP_Y(27) $BUY_ASSET_PICKUP_Z(27)
018B: show_on_radar $1648  2
0005: $BUY_ASSET_PICKUP_X(28) =  2220.626  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(28) =  1837.348  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(28) =  10.3203  ;; floating-point values
0004: $1681 =  6000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(28) $BUY_ASSET_PICKUP_Y(28)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(28) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(28) $BUY_ASSET_PICKUP_Y(28) $BUY_ASSET_PICKUP_Z(28)
0570: $1649 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(28) $BUY_ASSET_PICKUP_Y(28) $BUY_ASSET_PICKUP_Z(28)
018B: show_on_radar $1649  2
0005: $BUY_ASSET_PICKUP_X(29) =  2819.125  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(29) =  2149.372  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(29) =  10.3203  ;; floating-point values
0004: $1682 =  10000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(29) $BUY_ASSET_PICKUP_Y(29)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(29) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(29) $BUY_ASSET_PICKUP_Y(29) $BUY_ASSET_PICKUP_Z(29)
0570: $1650 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(29) $BUY_ASSET_PICKUP_Y(29) $BUY_ASSET_PICKUP_Z(29)
018B: show_on_radar $1650  2
0005: $BUY_ASSET_PICKUP_X(30) =  2483.024  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(30) = -2001.074  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(30) =  13.054  ;; floating-point values
0004: $1683 =  10000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(30) $BUY_ASSET_PICKUP_Y(30)  10.0  16384  0 
0518: $BUY_ASSET_PICKUP(30) = create_available_asset_pickup 'PROP_3' at $BUY_ASSET_PICKUP_X(30) $BUY_ASSET_PICKUP_Y(30) $BUY_ASSET_PICKUP_Z(30) price $1683
0570: $1651 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(30) $BUY_ASSET_PICKUP_Y(30) $BUY_ASSET_PICKUP_Z(30)
018B: show_on_radar $1651  2
0005: $BUY_ASSET_PICKUP_X(31) =  206.8  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Y(31) = -112.1  ;; floating-point values
0005: $BUY_ASSET_PICKUP_Z(31) =  4.3965  ;; floating-point values
0004: $1684 =  10000  ;; integer values
09B4: $BUY_ASSET_PICKUP_X(31) $BUY_ASSET_PICKUP_Y(31)  10.0  16384  0 
0517: $BUY_ASSET_PICKUP(31) = create_unavailable_asset_pickup 'PROP_4' at $BUY_ASSET_PICKUP_X(31) $BUY_ASSET_PICKUP_Y(31) $BUY_ASSET_PICKUP_Z(31)
0570: $1652 = create_asset_radar_marker_with_icon  32 at $BUY_ASSET_PICKUP_X(31) $BUY_ASSET_PICKUP_Y(31) $BUY_ASSET_PICKUP_Z(31)
018B: show_on_radar $1652  2
0005: $SAVEPOINTX =  2495.53  ;; floating-point values
0005: $SAVEPOINTY = -1711.88  ;; floating-point values
0005: $SAVEPOINTZ =  1014.24  ;; floating-point values
0005: $940 =  2495.9  ;; floating-point values
0005: $958 = -1707.45  ;; floating-point values
0005: $976 =  1013.26  ;; floating-point values
0005: $994 =  0.0  ;; floating-point values
0004: $847 =  0  ;; integer values
0005: $SAVEPOINTX(1) =  1263.05  ;; floating-point values
0005: $SAVEPOINTY(1) = -773.67  ;; floating-point values
0005: $SAVEPOINTZ(1) =  1091.39  ;; floating-point values
0005: $940(1) =  1263.76  ;; floating-point values
0005: $958(1) = -776.59  ;; floating-point values
0005: $976(1) =  1090.89  ;; floating-point values
0005: $994(1) =  183.23  ;; floating-point values
0004: $848 =  0  ;; integer values
0005: $SAVEPOINTX(2) =  416.9548  ;; floating-point values
0005: $SAVEPOINTY(2) =  2538.813  ;; floating-point values
0005: $SAVEPOINTZ(2) =  9.5077  ;; floating-point values
0005: $940(2) =  418.0759  ;; floating-point values
0005: $958(2) =  2536.771  ;; floating-point values
0005: $976(2) =  9.0077  ;; floating-point values
0005: $994(2) =  269.2893  ;; floating-point values
0004: $849 =  0  ;; integer values
0005: $SAVEPOINTX(3) =  2367.192  ;; floating-point values
0005: $SAVEPOINTY(3) = -1121.518  ;; floating-point values
0005: $SAVEPOINTZ(3) =  1050.382  ;; floating-point values
0005: $940(3) =  2367.072  ;; floating-point values
0005: $958(3) = -1123.715  ;; floating-point values
0005: $976(3) =  1049.875  ;; floating-point values
0005: $994(3) =  183.259  ;; floating-point values
0004: $850 =  0  ;; integer values
0005: $SAVEPOINTX(4) =  2320.103  ;; floating-point values
0005: $SAVEPOINTY(4) = -1009.116  ;; floating-point values
0005: $SAVEPOINTZ(4) =  1049.718  ;; floating-point values
0005: $940(4) =  2320.103  ;; floating-point values
0005: $958(4) = -1013.375  ;; floating-point values
0005: $976(4) =  1049.211  ;; floating-point values
0005: $994(4) =  181.7957  ;; floating-point values
0004: $851 =  0  ;; integer values
0005: $SAVEPOINTX(5) =  2342.873  ;; floating-point values
0005: $SAVEPOINTY(5) = -1063.939  ;; floating-point values
0005: $SAVEPOINTZ(5) =  1048.523  ;; floating-point values
0005: $940(5) =  2339.254  ;; floating-point values
0005: $958(5) = -1063.86  ;; floating-point values
0005: $976(5) =  1048.023  ;; floating-point values
0005: $994(5) =  90.7733  ;; floating-point values
0004: $852 =  0  ;; integer values
0005: $SAVEPOINTX(6) =  2186.014  ;; floating-point values
0005: $SAVEPOINTY(6) = -1203.834  ;; floating-point values
0005: $SAVEPOINTZ(6) =  1048.523  ;; floating-point values
0005: $940(6) =  2189.818  ;; floating-point values
0005: $958(6) = -1203.83  ;; floating-point values
0005: $976(6) =  1048.031  ;; floating-point values
0005: $994(6) =  268.6874  ;; floating-point values
0004: $853 =  0  ;; integer values
0005: $SAVEPOINTX(7) =  2313.369  ;; floating-point values
0005: $SAVEPOINTY(7) = -1208.744  ;; floating-point values
0005: $SAVEPOINTZ(7) =  1048.523  ;; floating-point values
0005: $940(7) =  2310.853  ;; floating-point values
0005: $958(7) = -1210.975  ;; floating-point values
0005: $976(7) =  1048.023  ;; floating-point values
0005: $994(7) =  130.1776  ;; floating-point values
0004: $854 =  0  ;; integer values
0005: $SAVEPOINTX(8) =  2249.397  ;; floating-point values
0005: $SAVEPOINTY(8) = -1209.449  ;; floating-point values
0005: $SAVEPOINTZ(8) =  1048.523  ;; floating-point values
0005: $940(8) =  2252.7  ;; floating-point values
0005: $958(8) = -1209.388  ;; floating-point values
0005: $976(8) =  1048.023  ;; floating-point values
0005: $994(8) =  270.3929  ;; floating-point values
0004: $855 =  0  ;; integer values
0005: $SAVEPOINTX(9) =  2244.533  ;; floating-point values
0005: $SAVEPOINTY(9) = -1077.663  ;; floating-point values
0005: $SAVEPOINTZ(9) =  1048.523  ;; floating-point values
0005: $940(9) =  2241.069  ;; floating-point values
0005: $958(9) = -1077.736  ;; floating-point values
0005: $976(9) =  1048.031  ;; floating-point values
0005: $994(9) =  88.0268  ;; floating-point values
0004: $856 =  0  ;; integer values
0005: $SAVEPOINTX(10) =  2205.382  ;; floating-point values
0005: $SAVEPOINTY(10) = -1074.59  ;; floating-point values
0005: $SAVEPOINTZ(10) =  1049.976  ;; floating-point values
0005: $940(10) =  2207.852  ;; floating-point values
0005: $958(10) = -1075.324  ;; floating-point values
0005: $976(10) =  1049.476  ;; floating-point values
0005: $994(10) =  261.7253  ;; floating-point values
0004: $857 =  0  ;; integer values
0005: $SAVEPOINTX(11) =  2233.024  ;; floating-point values
0005: $SAVEPOINTY(11) = -1105.717  ;; floating-point values
0005: $SAVEPOINTZ(11) =  1050.39  ;; floating-point values
0005: $940(11) =  2233.231  ;; floating-point values
0005: $958(11) = -1107.852  ;; floating-point values
0005: $976(11) =  1049.89  ;; floating-point values
0005: $994(11) =  182.2496  ;; floating-point values
0004: $858 =  0  ;; integer values
0005: $SAVEPOINTX(12) =  2278.139  ;; floating-point values
0005: $SAVEPOINTY(12) = -1139.583  ;; floating-point values
0005: $SAVEPOINTZ(12) =  1050.398  ;; floating-point values
0005: $940(12) =  2281.524  ;; floating-point values
0005: $958(12) = -1139.37  ;; floating-point values
0005: $976(12) =  1049.898  ;; floating-point values
0005: $994(12) =  273.5033  ;; floating-point values
0004: $859 =  0  ;; integer values
0005: $SAVEPOINTX(13) = -2037.89  ;; floating-point values
0005: $SAVEPOINTY(13) = -2526.96  ;; floating-point values
0005: $SAVEPOINTZ(13) =  30.13  ;; floating-point values
0005: $940(13) = -2039.78  ;; floating-point values
0005: $958(13) = -2529.1  ;; floating-point values
0005: $976(13) =  29.63  ;; floating-point values
0005: $994(13) =  21.23  ;; floating-point values
0004: $860 =  0  ;; integer values
0005: $SAVEPOINTX(14) =  877.81  ;; floating-point values
0005: $SAVEPOINTY(14) = -26.91  ;; floating-point values
0005: $SAVEPOINTZ(14) =  62.69  ;; floating-point values
0005: $940(14) =  877.04  ;; floating-point values
0005: $958(14) = -30.16  ;; floating-point values
0005: $976(14) =  62.19  ;; floating-point values
0005: $994(14) =  66.85  ;; floating-point values
0004: $861 =  0  ;; integer values
0005: $SAVEPOINTX(15) = -2026.481  ;; floating-point values
0005: $SAVEPOINTY(15) =  156.8028  ;; floating-point values
0005: $SAVEPOINTZ(15) =  28.5391  ;; floating-point values
0005: $940(15) = -2021.036  ;; floating-point values
0005: $958(15) =  156.0674  ;; floating-point values
0005: $976(15) =  27.6521  ;; floating-point values
0005: $994(15) =  272.5815  ;; floating-point values
0004: $862 =  0  ;; integer values
0005: $SAVEPOINTX(16) = -693.3776  ;; floating-point values
0005: $SAVEPOINTY(16) =  957.824  ;; floating-point values
0005: $SAVEPOINTZ(16) =  11.7829  ;; floating-point values
0005: $940(16) = -700.3663  ;; floating-point values
0005: $958(16) =  966.0852  ;; floating-point values
0005: $976(16) =  11.3575  ;; floating-point values
0005: $994(16) =  90.0  ;; floating-point values
0004: $863 =  0  ;; integer values
0005: $SAVEPOINTX(17) =  2024.564  ;; floating-point values
0005: $SAVEPOINTY(17) =  996.4728  ;; floating-point values
0005: $SAVEPOINTZ(17) =  10.3203  ;; floating-point values
0005: $940(17) =  2027.043  ;; floating-point values
0005: $958(17) =  996.0585  ;; floating-point values
0005: $976(17) =  9.9203  ;; floating-point values
0005: $994(17) =  275.516  ;; floating-point values
0004: $864 =  0  ;; integer values
0213: $SAVE_PICKUP = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX $SAVEPOINTY $SAVEPOINTZ
0213: $SAVE_PICKUP(1) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(1) $SAVEPOINTY(1) $SAVEPOINTZ(1)
0213: $SAVE_PICKUP(2) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(2) $SAVEPOINTY(2) $SAVEPOINTZ(2)
0213: $SAVE_PICKUP(3) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(3) $SAVEPOINTY(3) $SAVEPOINTZ(3)
0213: $SAVE_PICKUP(4) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(4) $SAVEPOINTY(4) $SAVEPOINTZ(4)
0213: $SAVE_PICKUP(5) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(5) $SAVEPOINTY(5) $SAVEPOINTZ(5)
0213: $SAVE_PICKUP(6) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(6) $SAVEPOINTY(6) $SAVEPOINTZ(6)
0213: $SAVE_PICKUP(7) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(7) $SAVEPOINTY(7) $SAVEPOINTZ(7)
0213: $SAVE_PICKUP(8) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(8) $SAVEPOINTY(8) $SAVEPOINTZ(8)
0213: $SAVE_PICKUP(9) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(9) $SAVEPOINTY(9) $SAVEPOINTZ(9)
0213: $SAVE_PICKUP(10) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(10) $SAVEPOINTY(10) $SAVEPOINTZ(10)
0213: $SAVE_PICKUP(11) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(11) $SAVEPOINTY(11) $SAVEPOINTZ(11)
0213: $SAVE_PICKUP(12) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(12) $SAVEPOINTY(12) $SAVEPOINTZ(12)
0004: $883 =  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  0
001A:    6 > $1786  ;; integer values
004D: jump_if_false INITIAL_552
0004: $1764($1786,6i) =  0  ;; integer values
0004: $1770($1786,6i) =  0  ;; integer values
0004: $1776($1786,6i) =  0  ;; integer values

:INITIAL_552
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: $1806 =  0  ;; integer values
0004: $1805 =  0  ;; integer values
0004: $1801 =  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 =  292.33  ;; floating-point values
0005: $1853 = -35.39  ;; floating-point values
0005: $1857 =  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: $1910 =  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 =  .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: $87 =  0  ;; integer values
0004: $86 =  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: $1941 =  0  ;; integer values
0004: $1942 =  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: $1959 =  0  ;; integer values
0004: $1960 =  0  ;; integer values
0004: $1961 =  0  ;; integer values
014B: $1956 = init_parked_car_generator  476 -1 -1  1 alarm  0 door_lock  0  0  10000 at  325.12  2537.1  17.52 angle  180.0
014B: $1957 = init_parked_car_generator  513 -1 -1  1 alarm  0 door_lock  0  0  10000 at  348.0  2537.1  17.42 angle  180.0
014B: $1958 = init_parked_car_generator  425 -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 $1956 cars_to_generate_to  0
014C: set_parked_car_generator $1957 cars_to_generate_to  0
014C: set_parked_car_generator $1958 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: $1969 =  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: $1985 =  0  ;; integer values
0004: $1986 =  0  ;; integer values
0004: $1987 =  0  ;; integer values
014B: $1988 = init_parked_car_generator  484 -1 -1  1 alarm  0 door_lock  0  0  10000 at -2227.104  2445.776  0.0 angle  229.3771
014B: $1989 = init_parked_car_generator  446 -1 -1  1 alarm  0 door_lock  0  0  10000 at -2223.872  2409.866  0.0 angle  49.0555
014B: $1990 = init_parked_car_generator  493 -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 $1988 cars_to_generate_to  0
014C: set_parked_car_generator $1989 cars_to_generate_to  0
014C: set_parked_car_generator $1990 cars_to_generate_to  0
0004: $1991 =  0  ;; integer values
0004: $1992 =  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: $2189 =  0  ;; integer values
0004: $2190 =  0  ;; integer values
0004: $2191 =  0  ;; integer values
014B: $2192 = init_parked_car_generator  463 -1 -1  1 alarm  0 door_lock  0  0  10000 at  1174.76  1364.832  10.1203 angle  280.0355
014B: $2193 = init_parked_car_generator  521 -1 -1  1 alarm  0 door_lock  0  0  10000 at  1174.999  1366.478  10.1203 angle  282.2258
014B: $2194 = init_parked_car_generator  522 -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 $2192 cars_to_generate_to  0
014C: set_parked_car_generator $2193 cars_to_generate_to  0
014C: set_parked_car_generator $2194 cars_to_generate_to  0
0004: $2195 =  0  ;; integer values
0004: $840 =  0  ;; integer values
0004: $2196 =  0  ;; integer values
0004: $2205 =  0  ;; integer values
0004: $2198 =  0  ;; integer values
0004: $2199 =  0  ;; integer values
0004: $2200 =  0  ;; integer values
0004: $2201 =  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: $562 =  1766.134  ;; floating-point values
0005: $566 = -1704.228  ;; floating-point values
0005: $570 =  12.4731  ;; floating-point values
0005: $562(1) = -1922.922  ;; floating-point values
0005: $566(1) =  282.7151  ;; floating-point values
0005: $570(1) =  40.0391  ;; floating-point values
0005: $562(2) =  1636.916  ;; floating-point values
0005: $566(2) =  912.9478  ;; floating-point values
0005: $570(2) =  9.689  ;; floating-point values
0005: $562(3) =  1701.69  ;; floating-point values
0005: $566(3) =  1649.193  ;; floating-point values
0005: $570(3) =  9.6296  ;; floating-point values
0004: $2209 =  0  ;; integer values
0004: $2210 =  999999999  ;; integer values
0004: $2210(1) =  999999999  ;; integer values
0004: $2210(2) =  999999999  ;; integer values
0004: $2210(3) =  999999999  ;; integer values
0004: $2210(4) =  999999999  ;; integer values
0004: $2210(5) =  999999999  ;; integer values
0004: $2210(6) =  999999999  ;; integer values
0004: $2210(7) =  999999999  ;; integer values
0004: $2210(8) =  999999999  ;; integer values
0004: $2210(9) =  999999999  ;; integer values
0004: $2210(10) =  999999999  ;; integer values
0004: $2210(11) =  999999999  ;; integer values
0004: $2210(12) =  999999999  ;; integer values
0004: $2210(13) =  999999999  ;; integer values
0004: $2210(14) =  999999999  ;; integer values
0004: $2210(15) =  999999999  ;; integer values
0004: $2210(16) =  999999999  ;; integer values
0004: $2210(17) =  999999999  ;; integer values
0004: $2210(18) =  999999999  ;; integer values
0004: $2210(19) =  999999999  ;; integer values
0004: $2210(20) =  999999999  ;; integer values
0004: $2210(21) =  999999999  ;; integer values
0004: $2210(22) =  999999999  ;; integer values
0004: $2210(23) =  999999999  ;; integer values
0004: $2210(24) =  999999999  ;; integer values
0004: $2210(25) =  999999999  ;; integer values
0004: $2210(26) =  999999999  ;; integer values
0004: $2210(27) =  999999999  ;; integer values
0004: $2210(28) =  999999999  ;; integer values
0004: $2210(29) =  999999999  ;; integer values
0004: $2240 =  999999999  ;; integer values
0004: $2240(1) =  999999999  ;; integer values
0004: $2240(2) =  999999999  ;; integer values
0004: $2240(3) =  999999999  ;; integer values
0004: $2240(4) =  999999999  ;; integer values
0004: $2240(5) =  999999999  ;; integer values
0004: $2240(6) =  999999999  ;; integer values
0004: $2240(7) =  999999999  ;; integer values
0004: $2240(8) =  999999999  ;; integer values
0004: $2240(9) =  999999999  ;; integer values
0004: $2240(10) =  999999999  ;; integer values
0004: $2240(11) =  999999999  ;; integer values
0004: $2240(12) =  999999999  ;; integer values
0004: $2240(13) =  999999999  ;; integer values
0004: $2240(14) =  999999999  ;; integer values
0004: $2240(15) =  999999999  ;; integer values
0004: $2240(16) =  999999999  ;; integer values
0004: $2240(17) =  999999999  ;; integer values
0004: $2240(18) =  999999999  ;; integer values
0004: $2240(19) =  999999999  ;; integer values
0004: $2240(20) =  999999999  ;; integer values
0004: $2240(21) =  999999999  ;; integer values
0004: $2240(22) =  999999999  ;; integer values
0004: $2240(23) =  999999999  ;; integer values
0004: $2240(24) =  999999999  ;; integer values
0004: $2240(25) =  999999999  ;; integer values
0004: $2240(26) =  999999999  ;; integer values
0004: $2240(27) =  999999999  ;; integer values
0004: $2240(28) =  999999999  ;; integer values
0004: $2240(29) =  999999999  ;; integer values
0004: $2270 =  999999999  ;; integer values
0004: $2270(1) =  999999999  ;; integer values
0004: $2270(2) =  999999999  ;; integer values
0004: $2270(3) =  999999999  ;; integer values
0004: $2270(4) =  999999999  ;; integer values
0004: $2270(5) =  999999999  ;; integer values
0004: $2270(6) =  999999999  ;; integer values
0004: $2270(7) =  999999999  ;; integer values
0004: $2270(8) =  999999999  ;; integer values
0004: $2270(9) =  999999999  ;; integer values
0004: $2270(10) =  999999999  ;; integer values
0004: $2270(11) =  999999999  ;; integer values
0004: $2270(12) =  999999999  ;; integer values
0004: $2270(13) =  999999999  ;; integer values
0004: $2270(14) =  999999999  ;; integer values
0004: $2270(15) =  999999999  ;; integer values
0004: $2270(16) =  999999999  ;; integer values
0004: $2270(17) =  999999999  ;; integer values
0004: $2270(18) =  999999999  ;; integer values
0004: $2270(19) =  999999999  ;; integer values
0004: $2270(20) =  999999999  ;; integer values
0004: $2270(21) =  999999999  ;; integer values
0004: $2270(22) =  999999999  ;; integer values
0004: $2270(23) =  999999999  ;; integer values
0004: $2270(24) =  999999999  ;; integer values
0004: $2270(25) =  999999999  ;; integer values
0004: $2270(26) =  999999999  ;; integer values
0004: $2270(27) =  999999999  ;; integer values
0004: $2270(28) =  999999999  ;; integer values
0004: $2270(29) =  999999999  ;; integer values
0004: $2300 =  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: $506 =  868.3358  ;; floating-point values
0005: $512 = -29.5529  ;; floating-point values
0005: $518 =  62.3276  ;; floating-point values
0005: $507 =  257.5389  ;; floating-point values
0005: $513 = -77.23  ;; floating-point values
0005: $519 =  1.3678  ;; floating-point values
0005: $508 =  2297.78  ;; floating-point values
0005: $514 = -16.83  ;; floating-point values
0005: $520 =  26.29  ;; floating-point values
0005: $509 =  652.17  ;; floating-point values
0005: $515 = -559.75  ;; floating-point values
0005: $521 =  15.15  ;; floating-point values
0005: $510 =  1294.09  ;; floating-point values
0005: $516 =  267.78  ;; floating-point values
0005: $522 =  18.54  ;; floating-point values
0005: $511 =  681.595  ;; floating-point values
0005: $517 = -478.7909  ;; floating-point values
0005: $523 =  15.3281  ;; floating-point values
0004: $2333 =  0  ;; integer values
0004: $2334 =  0  ;; integer values
0004: $CATALINA_MISSIONS_PASSED =  0  ;; integer values
0004: $714 =  0  ;; integer values
0004: $715 =  0  ;; integer values
0004: $716 =  0  ;; integer values
0004: $717 =  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  417 -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: $459 =  2495.214  ;; floating-point values
0005: $460 = -1687.03  ;; floating-point values
0005: $461 =  12.5144  ;; floating-point values
0005: $462 =  2515.07  ;; floating-point values
0005: $463 = -1673.98  ;; floating-point values
0005: $464 =  12.71  ;; floating-point values
0005: $465 =  2459.55  ;; floating-point values
0005: $466 = -1687.75  ;; floating-point values
0005: $467 =  12.56  ;; floating-point values
0005: $468 =  2070.87  ;; floating-point values
0005: $469 = -1703.01  ;; floating-point values
0005: $470 =  12.55  ;; floating-point values
0005: $471 =  790.54  ;; floating-point values
0005: $472 = -1627.91  ;; floating-point values
0005: $473 =  12.39  ;; floating-point values
0005: $474 =  2486.61  ;; floating-point values
0005: $475 = -1649.42  ;; floating-point values
0005: $476 =  12.48  ;; floating-point values
0005: $480 =  1801.08  ;; floating-point values
0005: $481 = -2117.92  ;; floating-point values
0005: $482 =  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: $497 = -922.5121  ;; floating-point values
0005: $498 = -1719.395  ;; floating-point values
0005: $499 =  76.5703  ;; floating-point values
0005: $500 = -2198.87  ;; floating-point values
0005: $501 = -2261.202  ;; floating-point values
0005: $502 =  29.6419  ;; floating-point values
0005: $503 =  1552.78  ;; floating-point values
0005: $504 =  39.3031  ;; floating-point values
0005: $505 =  23.1445  ;; floating-point values
0005: $553 = -2154.208  ;; floating-point values
0005: $554 =  645.3251  ;; floating-point values
0005: $555 =  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: $556 = -2031.261  ;; floating-point values
0005: $557 =  179.2488  ;; floating-point values
0005: $558 =  27.8359  ;; floating-point values
0005: $550 = -2245.663  ;; floating-point values
0005: $551 =  128.8889  ;; floating-point values
0005: $552 =  34.3203  ;; floating-point values
0005: $574 = -2030.402  ;; floating-point values
0005: $575 =  148.8279  ;; floating-point values
0005: $576 =  27.8359  ;; floating-point values
0005: $547 = -2030.402  ;; floating-point values
0005: $548 =  148.8279  ;; floating-point values
0005: $549 =  27.8359  ;; floating-point values
0005: $577 = -2026.81  ;; floating-point values
0005: $578 = -114.9093  ;; floating-point values
0005: $579 =  1034.179  ;; floating-point values
0005: $601 = -685.2156  ;; floating-point values
0005: $602 =  923.2191  ;; floating-point values
0005: $603 =  11.1531  ;; floating-point values
0005: $604 =  327.448  ;; floating-point values
0005: $605 =  2530.095  ;; floating-point values
0005: $606 =  15.8066  ;; floating-point values
0005: $607 =  1962.432  ;; floating-point values
0005: $608 =  974.675  ;; floating-point values
0005: $609 =  993.4688  ;; floating-point values
0005: $610 =  1962.398  ;; floating-point values
0005: $611 =  1060.962  ;; floating-point values
0005: $612 =  993.4688  ;; floating-point values
0005: $619 =  2270.634  ;; floating-point values
0005: $620 =  1635.599  ;; floating-point values
0005: $621 =  1007.367  ;; floating-point values
0005: $613 =  1598.557  ;; floating-point values
0005: $614 =  2667.83  ;; floating-point values
0005: $615 =  9.8203  ;; floating-point values
0005: $616 =  2090.0  ;; floating-point values
0005: $617 =  1451.0  ;; floating-point values
0005: $618 =  9.8  ;; floating-point values
0005: $633 =  1253.788  ;; floating-point values
0005: $634 = -785.2594  ;; floating-point values
0005: $635 =  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: $422 =  1498.7  ;; floating-point values
0005: $423 = -1631.9  ;; floating-point values
0005: $424 =  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 =  .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: $884 =  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  1939.136 -1968.052  17.6649  2.5  2.728  3.17  1989.958 -1971.951  28.7249  11.134  5.398  7.23  1960.545 -1963.571  25.3229  500 
0814: define_unique_jump  2209.275 -1843.686  19.0964  2.5  4.28  3.83  2215.124 -1889.359  17.7864  15.36  7.01  11.05  2203.34 -1861.524  21.8367  500 
0814: define_unique_jump  1177.215 -1696.761  21.368  2.22  2.5  5.1  1177.972 -1626.719  32.8079  18.2  7.23  12.36  1182.92 -1659.431  29.1115  500 
0814: define_unique_jump  2278.29 -1357.857  31.3255  2.5  2.5  3.96  2275.299 -1310.756  30.9555  10.69  2.5  9.36  2271.681 -1331.282  32.6621  500 
0814: define_unique_jump  2335.351 -2163.947  18.5147  3.52  2.5  3.44  2344.419 -2178.703  24.2546  15.64  3.05  11.96  2336.89 -2190.321  22.4292  500 
0814: define_unique_jump  2825.933 -1582.66  18.126  2.5  4.22  4.92  2787.504 -1569.318  27.776  2.704  19.16  14.15  2805.121 -1579.892  20.7985  500 
0814: define_unique_jump  2460.176 -2567.911  18.8162  2.5  2.5  3.65  2464.206 -2597.455  25.8862  8.89  .82  6.26  2454.878 -2593.787  23.9707  500 
0814: define_unique_jump  1832.453 -2386.805  17.9247  2.5  2.5  3.01  1833.612 -2372.384  17.9247  6.57  .5  6.65  1840.288 -2367.095  19.4731  500 
0814: define_unique_jump  1839.745 -2514.476  16.1769  2.5  2.34  2.77  1921.679 -2517.896  20.6069  2.512  6.42  8.6999  1879.752 -2529.894  22.7841  500 
0814: define_unique_jump  2634.397 -2107.984  17.0887  4.172  2.5  5.06  2595.646 -2109.055  25.7387  9.592  4.178  6.1  2608.7 -2117.174  21.6272  500 
0814: define_unique_jump  2352.3 -1259.068  28.9962  2.5  2.5  2.76  2298.204 -1257.677  28.7062  2.62  20.04  9.96  2312.838 -1265.614  37.7793  500 
0814: define_unique_jump  1013.163 -1270.362  24.4456  2.0  2.0  4.05  1045.359 -1273.475  32.9636  2.0  14.304  13.14  1037.356 -1264.502  25.3721  500 
0814: define_unique_jump -973.357 -223.2307  53.3717  5.35  29.1299  15.98 -1116.028 -211.0103  30.6016  49.9398  32.2599  27.0399 -1038.667 -187.1254  54.0  500 
0814: define_unique_jump -2637.069  780.3949  50.0166  6.76  2.52  9.29 -2639.577  733.2753  44.1565  9.91  2.52  9.29 -2633.359  757.9172  52.0809  500 
0814: define_unique_jump -2520.199  1169.203  59.5525  6.54  3.09  5.97 -2520.199  1202.12  53.4025  33.5399  6.21  17.66 -2513.778  1193.925  57.4115  500 
0814: define_unique_jump -1794.982  1211.612  35.6794  3.02  2.58  4.75 -1795.802  1258.197  32.5394  19.51  5.13  19.69 -1797.49  1238.395  37.9679  500 
0814: define_unique_jump -2659.551  1533.67  53.2004  2.5  2.62  4.73 -2659.551  1551.645  45.5003  7.26  11.79  18.54 -2658.426  1531.631  60.6476  500 
0814: define_unique_jump -1690.662  1110.392  57.2776  2.3  2.98  5.08 -1662.512  1110.392  57.2776  2.3  18.12  12.26 -1649.676  1114.14  50.8559  500 
0814: define_unique_jump -2145.461 -112.0259  44.3452  7.24  3.3  5.49 -2146.82 -89.4659  54.3752  4.36  3.3  14.28 -2141.051 -89.1471  45.6462  500 
0814: define_unique_jump -267.7739  2662.036  68.7405  3.53  4.02  6.0 -237.1135  2661.936  79.7505  7.28  12.06  8.14 -253.199  2654.016  72.7989  500 
0814: define_unique_jump -249.6904  2590.805  66.1194  3.68  2.96  3.96 -249.6904  2575.325  66.1194  12.66  5.21  9.68 -256.2141  2555.206  64.5246  500 
0814: define_unique_jump -871.5031  2308.79  164.5739  3.39  2.87  4.86 -981.079  2300.913  111.7538  18.77  40.02  69.5898 -905.3314  2315.064  163.7206  500 
0814: define_unique_jump  2073.713  2366.653  50.8534  5.54  3.45  2.18  2050.73  2313.709  31.8133  29.69  11.19  26.09  2077.486  2318.872  26.9287  500 
0814: define_unique_jump  2170.946  2402.609  62.2905  2.78  3.59  3.62  2183.67  2402.609  62.2905  4.92  9.2  9.8  2232.11  2387.587  50.9115  500 
0814: define_unique_jump  2418.056  1353.234  12.3641  2.2  5.014  3.98  2481.923  1346.354  25.664  5.01  19.984  11.63  2462.313  1362.702  19.7672  500 
0814: define_unique_jump  2407.308  1364.378  14.5734  5.16  2.72  6.0  2399.12  1386.524  25.4934  18.57  4.61  11.62  2412.772  1392.431  22.3043  500 
0814: define_unique_jump  2784.763  2208.72  15.1934  3.05  1.76  4.33  2738.984  2208.72  21.8434  3.24  24.23  16.15  2758.656  2201.665  18.3639  500 
0814: define_unique_jump  1482.383  2037.004  17.0576  2.09  2.69  5.58  1482.875  2077.978  23.8776  3.284  4.09  7.07  1489.124  2065.024  20.6514  500 
0814: define_unique_jump  1976.397  2593.686  17.2126  3.67  2.0  5.44  2041.191  2593.686  30.4425  5.05  32.8  20.5  2007.676  2596.314  28.1338  500 
0814: define_unique_jump  1636.264  2399.712  15.8903  2.5  2.5  5.08  1636.264  2449.071  15.8903  21.33  2.0  13.95  1642.17  2440.29  18.5118  500 
0814: define_unique_jump  2119.23  2385.213  33.7094  2.1  3.36  2.6  2151.891  2385.601  30.8958  3.51  13.42  9.04  2128.102  2392.048  32.2357  500 
0814: define_unique_jump -2082.529 -2498.932  33.9682  2.34  2.4  3.55 -2110.031 -2479.709  40.8882  4.42  4.08  5.94 -2101.418 -2496.468  37.1704  500 
0814: define_unique_jump  2112.408  97.9  39.993  5.64  10.28  8.05  2152.117  91.33  39.993  14.95  26.95  16.22  2149.933  76.6566  44.9509  500 
0814: define_unique_jump -2100.413 -1743.595  199.7312  2.94  4.27  4.96 -2082.491 -1718.923  199.7312  10.8  9.39  17.62 -2096.167 -1714.572  201.0246  500 
0814: define_unique_jump -2287.671 -2800.778  22.0541  5.81  13.66  5.57 -2255.133 -2800.778  22.0541  12.56  28.68  14.69 -2253.319 -2814.645  22.8247  500 
0814: define_unique_jump  110.8902  2428.049  23.7936  3.58  3.15  4.2  132.64  2445.781  32.7336  4.38  16.62  15.35  119.7758  2449.64  27.7167  500 
0814: define_unique_jump -894.4963  2693.199  44.7303  3.58  2.63  2.44 -941.4026  2662.939  55.7302  29.14  16.02  19.74 -931.5991  2647.995  51.4501  500 
0814: define_unique_jump  89.9936 -243.2046  7.5581  3.96  4.46  4.48  101.5435 -255.4345  7.5581  7.39  11.31  14.99  87.0604 -266.0403  9.8153  500 
0814: define_unique_jump  160.7991 -160.2479  6.1453  2.12  1.452  2.23  171.8147 -162.405  12.321  2.0  7.2  7.18  183.2545 -151.314  13.5961  500 
0814: define_unique_jump -72.3  17.7  8.4132  2.81  2.4  4.48 -65.1154  35.7188  16.6432  7.71  2.0  7.27 -70.4781  55.8289  15.0868  500 
0814: define_unique_jump -39.7989  53.3007  6.9223  3.15  2.76  2.35 -36.4289  76.6106  6.9223  12.51  4.48  9.67 -42.5507  77.3671  7.8899  500 
0814: define_unique_jump  638.7504 -520.0714  18.8519  2.0  2.15  2.34  639.8602 -545.0903  22.7619  10.97  3.01  8.26  629.1661 -542.9603  24.9594  500 
0814: define_unique_jump  1749.723  779.6028  13.4757  1.68  2.616  2.164  1749.723  825.0914  14.2657  10.718  2.616  5.824  1744.046  799.4149  12.6554  500 
0814: define_unique_jump  110.2446 -257.9929  6.2739  3.36  3.32  2.93  92.4846 -245.6928  11.0439  8.43  6.92  3.99  92.9552 -254.6195  10.1539  500 
0814: define_unique_jump  2125.642  95.2542  37.3959  3.83  4.09  2.57  2098.51  99.5841  35.8559  3.83  8.46  5.72  2116.393  88.0306  40.2113  500 
0814: define_unique_jump -344.6466 -9.8812  44.9609  14.26  3.45  3.8 -336.1166  28.7688  37.7609  16.09  4.55  6.29 -358.2565  15.6353  41.7241  500 
0814: define_unique_jump -2589.18  1164.37  59.8256  2.84  2.77  2.23 -2567.125  1231.183  47.0362  18.9  9.04  6.05 -2576.06  1209.225  53.549  500 
0814: define_unique_jump -2292.044  1097.71  84.7347  2.082  2.074  2.02 -2350.591  1101.928  64.1846  4.522  14.204  9.03 -2323.731  1106.665  77.177  500 
0814: define_unique_jump -2408.285  723.2977  38.6835  2.62  2.5  1.69 -2408.285  723.2977  38.6835  22.41  2.58  4.06 -2407.981  716.5809  38.4334  500 
0814: define_unique_jump -2116.356  925.6832  87.819  2.68  1.99  2.48 -2069.565  925.433  76.689  2.68  15.26  14.46 -2085.629  935.5674  85.4677  500 
0814: define_unique_jump -1903.192  223.3468  37.7965  1.75  1.84  1.7 -1874.382  223.3467  42.4064  1.75  8.13  4.67 -1897.039  219.1329  39.911  500 
0814: define_unique_jump -1687.323 -162.201  17.8603  2.68  3.19  2.2 -1722.537 -126.391  14.9903  9.09  7.13  13.07 -1716.878 -142.6182  14.6114  500 
0814: define_unique_jump -1729.924 -364.5276  18.2246  2.268  2.51  2.148 -1777.487 -364.2776  17.9446  2.268  15.33  7.068 -1745.84 -355.4089  14.2197  500 
0814: define_unique_jump -1972.099 -543.0899  38.9862  1.96  2.01  1.77 -1912.318 -543.0899  45.3462  7.58  14.78  8.69 -1942.915 -539.1157  40.2453  500 
0814: define_unique_jump  2770.214 -1177.477  70.7527  2.344  1.99  2.172  2814.468 -1182.996  55.7938  5.94  17.38  31.52  2766.031 -1184.692  74.9193  500 
0814: define_unique_jump  2248.838 -2463.258  15.1049  5.18  2.26  2.59  2247.468 -2432.427  21.8068  12.44  2.26  9.32  2240.757 -2446.201  16.8109  500 
0814: define_unique_jump  2248.832 -2627.623  15.1806  4.862  2.144  2.556  2248.832 -2655.498  21.2585  8.68  2.144  8.498  2237.695 -2650.768  16.3791  500 
0814: define_unique_jump  2326.122 -1508.751  27.0066  2.242  1.728  2.08  2286.813 -1508.732  30.3748  3.86  9.38  8.99  2299.404 -1514.596  29.8683  500 
0814: define_unique_jump  1623.574 -1110.956  61.8178  1.656  2.014  1.836  1623.574 -1079.265  61.8178  17.246  2.014  22.1459  1615.633 -1093.8  64.8724  500 
0814: define_unique_jump  1679.646 -962.2209  65.6737  1.694  2.49  1.94  1679.646 -988.7401  65.6737  13.124  2.49  16.74  1683.881 -977.1464  65.7485  500 
0814: define_unique_jump  1667.167 -992.8579  32.7591  6.32  3.768  2.48  1675.805 -1008.297  32.7591  18.7479  2.438  9.79  1689.156 -1013.63  35.6715  500 
0814: define_unique_jump  347.0 -1662.299  35.8218  3.12  2.65  2.61  351.6596 -1700.264  35.8218  19.91  4.13  29.76  337.9746 -1676.993  36.7335  500 
0814: define_unique_jump  743.1525 -1132.819  25.7991  1.834  3.606  2.35  710.0014 -1132.988  25.7991  1.834  11.096  10.0  717.1129 -1136.549  25.5161  500 
0814: define_unique_jump  1395.562 -1460.566  12.3906  1.672  1.97  1.75  1402.96 -1447.466  17.7266  10.062  1.97  5.15  1395.023 -1450.836  17.1621  500 
0814: define_unique_jump  1586.489  312.8876  23.9965  2.15  6.38  1.99  1540.208  325.3573  28.9665  2.15  32.8899  11.37  1562.912  331.3251  23.6496  500 
0814: define_unique_jump  2058.1 -2677.517  15.4946  3.1  2.48  2.6  2009.261 -2677.517  20.8946  1.93  16.5499  11.26  2036.566 -2685.28  13.2053  500 
0814: define_unique_jump  586.0102 -1773.769  15.2312  2.0  2.27  1.78  627.7189 -1781.119  22.6912  2.0  7.06  9.94  598.5319 -1778.481  17.0529  500 
0814: define_unique_jump  2172.078  2430.507  61.747  2.12  3.3  2.35  2191.592  2436.304  53.057  2.5  12.57  25.22  2227.234  2436.885  37.788  500 
0814: define_unique_jump  2176.132  2268.196  13.4683  2.286  1.934  1.938  2137.272  2268.246  16.7183  2.286  10.554  6.458  2148.601  2264.892  13.6634  500 
0814: define_unique_jump -2213.773 -311.0786  38.5339  1.15  3.04  2.59 -2213.773 -327.8282  44.6738  10.374  3.04  5.93 -2215.977 -325.7729  42.5119  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: $2660  0 
0550: unknown_keep_object $2660 in_memory  1
029B: $2661 = init_object #CR_DOOR_01 at  2316.233  .712  25.742
0177: set_object $2661 z_angle_to  270.0
0550: unknown_keep_object $2661 in_memory  1
07F7: $2661  0 
029B: $2662 = init_object #CR_DOOR_03 at  2304.257 -17.744  25.742
0550: unknown_keep_object $2662 in_memory  1
07F7: $2662  0 
029B: $2663 = init_object #CR_DOOR_03 at  2304.257 -14.583  25.742
0550: unknown_keep_object $2663 in_memory  1
0177: set_object $2663 z_angle_to  180.0
07F7: $2663  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: $2665  0 
09CA: $2665  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: $2666  0 
01C7: remove_object_from_mission_cleanup_list $2666
029B: $2667 = init_object #A51_BLASTDOORR at  215.941  1874.571  13.903
0177: set_object $2667 z_angle_to  0.0
029B: $2668 = init_object #A51_BLASTDOORL at  211.842  1874.571  13.903
0177: set_object $2668 z_angle_to  0.0
01C7: remove_object_from_mission_cleanup_list $2667
01C7: remove_object_from_mission_cleanup_list $2668
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 = -2108.0  ;; floating-point values
0005: $2683 =  155.0  ;; floating-point values
0005: $2689 =  34.0488  ;; floating-point values
0005: $2695 =  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_1375
00D6: if  0
001A:    6 > $2701  ;; integer values
004D: jump_if_false INITIAL_1384
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_1375

:INITIAL_1384
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: $2721  0 
0550: unknown_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 $73 $74 $75
0176: $72 = object $2722 z_angle
029B: $2725 = init_object #LODCRANE_M_04 at $73 $74 $75
0177: set_object $2725 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2725
01BB: store_object $2723 position_to $73 $74 $75
0176: $72 = object $2723 z_angle
029B: $2726 = init_object #LODCRANE_M_01 at $73 $74 $75
0177: set_object $2726 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2726
0827: $2722 $2725 
0827: $2723 $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 $73 $74 $75 from_object $2727 offset  0.0  0.0  0.0
029B: $2728 = init_object #MAGNOCRANE_02 at $73 $74 $75
01C7: remove_object_from_mission_cleanup_list $2728
0177: set_object $2728 z_angle_to  140.0
0400: create_coordinate $73 $74 $75 from_object $2728 offset  0.0 -2.185  8.51
0176: $72 = object $2728 z_angle
029B: $2729 = init_object #MAGNOCRANE_03 at $73 $74 $75
0453: object $2729 set_rotation  15.0  0.0 $72
01C7: remove_object_from_mission_cleanup_list $2729
01BB: store_object $2727 position_to $73 $74 $75
0176: $72 = object $2727 z_angle
029B: $2730 = init_object #LODNOCRANE_01 at $73 $74 $75
0177: set_object $2730 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2730
01BB: store_object $2728 position_to $73 $74 $75
0176: $72 = object $2728 z_angle
029B: $2731 = init_object #LODNOCRANE_02 at $73 $74 $75
0177: set_object $2731 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2731
01BB: store_object $2729 position_to $73 $74 $75
0176: $72 = object $2729 z_angle
029B: $2732 = init_object #LODNOCRANE_03 at $73 $74 $75
0177: set_object $2732 z_angle_to $72
0453: object $2732 set_rotation  15.0  0.0 $72
01C7: remove_object_from_mission_cleanup_list $2732
0827: $2727 $2730 
0827: $2728 $2731 
0827: $2729 $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 $73 $74 $75 from_object $2740 offset  0.0  0.0  4.0689
0176: $72 = object $2740 z_angle
029B: $2741 = init_object #QUARRY_CRANE at $73 $74 $75
0177: set_object $2741 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2741
0400: create_coordinate $73 $74 $75 from_object $2741 offset  0.0  0.0  1.0206
0176: $72 = object $2741 z_angle
029B: $2742 = init_object #QUARRY_CRANEARM at $73 $74 $75
0177: set_object $2742 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2742
0005: $2739 =  45.0  ;; floating-point values
0453: object $2742 set_rotation  0.0 $2739 $72
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 $73 $74 $75 from_object $2743 offset  0.0  0.0  32.521
0176: $72 = object $2743 z_angle
029B: $2744 = init_object #TWRCRANE_M_01 at $73 $74 $75
0177: set_object $2744 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2744
0400: create_coordinate $73 $74 $75 from_object $2744 offset  0.0  20.0  3.789
0176: $72 = object $2744 z_angle
029B: $2745 = init_object #TWRCRANE_M_02 at $73 $74 $75
0177: set_object $2745 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2745
01BB: store_object $2743 position_to $73 $74 $75
0176: $72 = object $2743 z_angle
029B: $2746 = init_object #LODCRANE_M_04 at $73 $74 $75
0177: set_object $2746 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2746
01BB: store_object $2744 position_to $73 $74 $75
0176: $72 = object $2744 z_angle
029B: $2747 = init_object #LODCRANE_M_01 at $73 $74 $75
0177: set_object $2747 z_angle_to $72
01C7: remove_object_from_mission_cleanup_list $2747
0827: $2743 $2746 
0827: $2744 $2747 
0005: $2755 =  0.0  ;; floating-point values
0005: $2756 =  0.0  ;; floating-point values
0005: $2757 =  0.0  ;; floating-point values
0004: $2754 =  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  556 -1 -1  1 alarm  0 door_lock  0  0  10000 at  2692.028 -1674.024  9.4656 angle  178.8279
0A17: $2786  1 
014C: set_parked_car_generator $2786 cars_to_generate_to  0
014B: $2787 = init_parked_car_generator  494 -1 -1  1 alarm  0 door_lock  0  0  10000 at  2676.695 -1673.756  9.4038 angle  178.8279
0A17: $2787  1 
014C: set_parked_car_generator $2787 cars_to_generate_to  0
014B: $2788 = init_parked_car_generator  424 -1 -1  1 alarm  0 door_lock  0  0  10000 at  1104.932  1614.808  12.5546 angle  85.6435
0A17: $2788  1 
014C: set_parked_car_generator $2788 cars_to_generate_to  0
014B: $2783 = init_parked_car_generator  468 -1 -1  0 alarm  0 door_lock  0  0  10000 at -1460.87 -1566.737  101.0579 angle  2.0
0A17: $2783  1 
014C: set_parked_car_generator $2783 cars_to_generate_to  101
014B: $2784 = init_parked_car_generator  478 -1 -1  0 alarm  0 door_lock  0  0  10000 at -1446.239 -1494.731  101.0514 angle  6.0
0A17: $2784  1 
014C: set_parked_car_generator $2784 cars_to_generate_to  101
014B: $2785 = init_parked_car_generator  531 -1 -1  0 alarm  0 door_lock  0  0  10000 at -1439.643 -1576.823  101.0578 angle  264.1183
0A17: $2785  1 
014C: set_parked_car_generator $2785 cars_to_generate_to  101
09E2: $2764 = parked_car_generator_w_numberplate  600  84  84  0 alarm  0 door_lock  0  0  10000 plate "_SHERM__" at $142 $143 $144 angle $145
0A17: $2764  1 
014C: set_parked_car_generator $2764 cars_to_generate_to  101
09E2: $2765 = parked_car_generator_w_numberplate  492  59  34  0 alarm  0 door_lock  0  0  10000 plate "GROVE4L_" at $138 $139 $140 angle $141
0A17: $2765  1 
014C: set_parked_car_generator $2765 cars_to_generate_to  101
014B: $2767 = init_parked_car_generator  481 -1 -1  0 alarm  0 door_lock  0  0  10000 at  2412.52 -1326.49  23.74 angle  177.92
0A17: $2767  1 
014C: set_parked_car_generator $2767 cars_to_generate_to  101
014B: $2766 = init_parked_car_generator  542 -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  481 -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  567 -1 -1  1 alarm  0 door_lock  0  0  10000 at  2685.981 -2016.21  12.5501 angle  .337
014C: set_parked_car_generator $2789 cars_to_generate_to  0
014B: $2782 = init_parked_car_generator  536 -1 -1  0 alarm  0 door_lock  0  0  10000 at  1772.096 -2125.103  13.0469 angle  .3441
014C: set_parked_car_generator $2782 cars_to_generate_to  101
014B: $2781 = init_parked_car_generator  468 -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  558 -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  562 -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  560 -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  567 -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  561 -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: $2790  1 
0A17: $2791  1 
0A17: $2792  1 
0A17: $2793  1 
0A17: $2794  1 
0004: $2795 =  0  ;; integer values
0004: $2796 =  0  ;; integer values
0004: $2797 =  999999999  ;; integer values
0004: $2797(1) =  999999999  ;; integer values
0005: $2800 =  1946.09  ;; floating-point values
0005: $2801 = -1380.72  ;; floating-point values
0005: $2802 =  18.0  ;; floating-point values
014B: $2799 = init_parked_car_generator  481 -1 -1  1 alarm  0 door_lock  0  0  10000 at $2800 $2801 $2802 angle  88.1761
014C: set_parked_car_generator $2799 cars_to_generate_to  101
0005: $2804 = -1696.531  ;; floating-point values
0005: $2805 =  77.7192  ;; floating-point values
0005: $2806 =  3.5547  ;; floating-point values
014B: $2803 = init_parked_car_generator  522 -1 -1  1 alarm  0 door_lock  0  0  10000 at $2804 $2805 $2806 angle  312.9365
014C: set_parked_car_generator $2803 cars_to_generate_to  101
014B: $2807 = init_parked_car_generator  544 -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  407 -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  407 -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  407 -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  416 -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  416 -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  416 -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  416 -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  416 -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  416 -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: $PARKED_GIRLFRIEND_CAR = init_parked_car_generator  402 -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 $PARKED_GIRLFRIEND_CAR cars_to_generate_to  101
014B: $2769 = init_parked_car_generator  510 -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  406 -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  486 -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  468 -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  468 -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  575  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  543  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: $PARKED_RHINO = init_parked_car_generator  481 -1 -1  1 alarm  0 door_lock  0  0  10000 at $2343 $2344 $2345 angle  53.1
014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to  101
014B: $2778 = init_parked_car_generator  463 -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  462 -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  492 -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  492 -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  481 -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  609 -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  609 -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  609 -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: $2818 = init_parked_car_generator  545  83  1  1 alarm  0 door_lock  100  0  10000 at  2408.156 -1719.463  13.6665 angle  .5881
014B: $2818(1) = init_parked_car_generator  557 -1 -1  1 alarm  0 door_lock  100  0  10000 at -1778.178  1207.074  25.1194 angle  91.9357
014B: $2818(3) = init_parked_car_generator  599 -1 -1  1 alarm  0 door_lock  100  0  10000 at -1399.717  2628.59  55.7823 angle  271.7941
014B: $2818(2) = init_parked_car_generator  568 -1 -1  1 alarm  0 door_lock  100  0  10000 at -379.5 -1443.115  25.7266 angle  88.9244
014B: $2818(4) = init_parked_car_generator  442  1  1  1 alarm  0 door_lock  100  0  10000 at -2572.04  1148.564  55.7333 angle  337.8434
014B: $2818(5) = init_parked_car_generator  589  126  1  1 alarm  0 door_lock  100  0  10000 at  2028.446  2731.102  10.53 angle  268.994
09E2: $2824 = parked_car_generator_w_numberplate  545  83  1  1 alarm  0 door_lock  0  0  10000 plate "HOMEGIRL" at  2408.156 -1719.463  13.6665 angle  .5881
09E2: $2824(1) = parked_car_generator_w_numberplate  557 -1 -1  1 alarm  0 door_lock  0  0  10000 plate "__NOS___" at -1778.178  1207.074  25.1194 angle  91.9357
09E2: $2824(3) = parked_car_generator_w_numberplate  599 -1 -1  1 alarm  0 door_lock  0  0  10000 plate "_CUFFS__" at -1399.717  2628.59  55.7823 angle  271.7941
09E2: $2824(2) = parked_car_generator_w_numberplate  568 -1 -1  1 alarm  0 door_lock  0  0  10000 plate "FULLAUTO" at -379.5 -1443.115  25.7266 angle  88.9244
09E2: $2824(4) = parked_car_generator_w_numberplate  442  1  1  1 alarm  0 door_lock  0  0  10000 plate "_TRAUMA_" at -2572.04  1148.564  55.7333 angle  337.8434
09E2: $2824(5) = parked_car_generator_w_numberplate  589  126  1  1 alarm  0 door_lock  0  0  10000 plate "_SPANK__" at  2028.446  2731.102  10.53 angle  268.994
0A17: $2824  1 
0A17: $2824(1)  1 
0A17: $2824(3)  1 
0A17: $2824(2)  1 
0A17: $2824(4)  1 
0A17: $2824(5)  1 
014C: set_parked_car_generator $2818 cars_to_generate_to  0
014C: set_parked_car_generator $2818(1) cars_to_generate_to  0
014C: set_parked_car_generator $2818(3) cars_to_generate_to  0
014C: set_parked_car_generator $2818(2) cars_to_generate_to  0
014C: set_parked_car_generator $2818(4) cars_to_generate_to  0
014C: set_parked_car_generator $2818(5) cars_to_generate_to  0
014C: set_parked_car_generator $2824 cars_to_generate_to  0
014C: set_parked_car_generator $2824(1) cars_to_generate_to  0
014C: set_parked_car_generator $2824(3) cars_to_generate_to  0
014C: set_parked_car_generator $2824(2) cars_to_generate_to  0
014C: set_parked_car_generator $2824(4) cars_to_generate_to  0
014C: set_parked_car_generator $2824(5) cars_to_generate_to  0
014B: $2830 = init_parked_car_generator  402 -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  405 -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  411 -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  483 -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  445 -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  470 -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  468 -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  409 -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  533 -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  534 -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  415 -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  489 -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  439 -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  514 -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  480 -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  535 -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  496 -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  580 -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  475 -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  521 -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  429 -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  506 -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  508 -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  579 -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  424 -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  536 -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  463 -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  500 -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  477 -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  587 -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 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  532 -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  532 -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  532 -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  531 -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  531 -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  531 -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  532 -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  532 -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  531 -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  532 -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  532 -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  532 -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  531 -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 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
07FB: set_interior 'TSDINER' accessible  0 
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  2  2680.6 -1665.8  2702.2 -1647.8  2724.7 -1610.1  2727.2 -1656.9  2724.0 -1610.0  2727.0 -1656.0
04F8: unknown_path  4  2878.4 -1972.5  2869.7 -1954.9  2890.0 -1912.0  2877.0 -1962.0  2893.0 -2007.0  2881.0 -1970.0
04F8: unknown_path  6  2807.0 -1152.0  2822.0 -1135.0  2872.0 -1105.0  2874.0 -1133.0  2866.0 -1111.0  2864.0 -1138.0
04F8: unknown_path  2  2261.0 -1263.0  2249.0 -1258.0  2173.0 -1232.0  2170.0 -1257.0  2184.0 -1258.0  2202.0 -1260.0
04F8: unknown_path  2  2157.0 -1500.0  2173.0 -1495.0  2131.0 -1461.0  2131.0 -1495.0  2130.0 -1460.0  2131.0 -1494.0
04F8: unknown_path  5  2295.0 -1772.0  2302.0 -1761.0  2263.0 -1780.0  2263.0 -1809.0  2327.0 -1821.0  2303.0 -1817.0
04F8: unknown_path  2  1518.0 -1700.0  1538.0 -1683.0  1564.0 -1730.0  1527.0 -1730.0  1565.0 -1731.0  1527.1 -1732.0
04F8: unknown_path  3  2531.0 -1861.0  2547.0 -1839.0  2581.0 -1911.0  2578.0 -1865.0  2560.0 -1896.0  2561.0 -1848.0
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
04F8: unknown_path  2  2677.0 -1095.0  2697.0 -1060.0  2645.0 -1106.0  2646.0 -1077.0  2646.0 -1107.0  2647.0 -1078.0
04F8: unknown_path  2  1947.0 -1055.0  1955.0 -1038.0  1989.0 -1025.0  1978.0 -1057.0  1990.0 -1026.0  1979.0 -1058.0
04F8: unknown_path  2  1858.0 -1123.0  1876.0 -1113.0  1895.0 -1133.0  1865.0 -1133.0  1896.0 -1134.0  1866.0 -1134.0
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
04F8: unknown_path  2  1028.0 -1690.0  1048.0 -1657.0  1079.0 -1710.0  1037.0 -1709.0  1079.0 -1710.0  1037.0 -1709.0
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
04F8: unknown_path  2  511.0 -1777.0  478.0 -1762.0  455.0 -1737.0  458.0 -1769.0  455.0 -1737.0  458.0 -1769.0
04F8: unknown_path  5  381.0 -1806.0  398.0 -1790.0  385.0 -1825.0  383.0 -1806.0  364.0 -1831.0  377.0 -1810.0
04F8: unknown_path  7  361.0 -1689.0  379.0 -1667.0  401.0 -1650.0  372.0 -1646.0  334.0 -1646.0  365.0 -1649.0
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
04F8: unknown_path  3  2177.0  2302.0  2185.0  2325.0  2198.0  2286.0  2161.0  2288.0  2198.0  2286.0  2161.0  2288.0
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
04F8: unknown_path  3  2379.0  2404.0  2395.0  2423.0  2342.0  2436.0  2353.0  2415.0  2342.0  2436.0  2353.0  2415.0
04F8: unknown_path  3  2218.0  2422.0  2239.0  2438.0  2257.0  2455.0  2227.0  2452.0  2257.0  2455.0  2227.0  2452.0
04F8: unknown_path  2  2337.0  2504.0  2354.0  2522.0  2370.0  2482.0  2370.0  2513.0  2370.0  2482.0  2370.0  2513.0
04F8: unknown_path  2  2490.0  2403.0  2511.0  2423.0  2524.0  2438.0  2525.0  2411.0  2524.0  2438.0  2525.0  2411.0
04F8: unknown_path  2  2518.0  2255.0  2537.0  2274.0  2555.0  2236.0  2528.0  2237.0  2555.0  2236.0  2528.0  2237.0
04F8: unknown_path  7  2518.0  2189.0  2539.0  2210.0  2558.0  2235.0  2518.0  2236.0  2498.0  2231.0  2537.0  2231.0
04F8: unknown_path  7  2544.0  2222.0  2566.0  2243.0  2524.0  2265.0  2525.0  2234.0  2530.0  2271.0  2531.0  2226.0
04F8: unknown_path  7  2363.0  2224.0  2395.0  2248.0  2352.0  2205.0  2353.0  2236.0  2346.0  2197.0  2344.0  2231.0
04F8: unknown_path  2  2333.0  2173.0  2369.0  2190.0  2313.0  2138.0  2349.0  2140.0  2313.0  2138.0  2349.0  2140.0
04F8: unknown_path  2  2380.0  2124.0  2404.0  2163.0  2346.0  2178.0  2350.0  2149.0  2346.0  2178.0  2350.0  2149.0
04F8: unknown_path  6  2484.0  2124.0  2513.0  2163.0  2525.0  2179.0  2525.0  2151.0  2530.0  2184.0  2530.0  2136.0
04F8: unknown_path  6  2713.0  2104.0  2737.0  2122.0  2793.0  2086.0  2796.0  2110.0  2796.0  2079.0  2801.0  2110.0
04F8: unknown_path  6  2838.0  2127.0  2857.0  2159.0  2824.0  2111.0  2846.0  2111.0  2803.0  2111.0  2845.0  2112.0
04F8: unknown_path  7  2789.0  1945.0  2803.0  1985.0  2745.0  1956.0  2779.0  1956.0  2739.0  1952.0  2786.0  1951.0
04F8: unknown_path  2  2640.0  1944.0  2660.0  1965.0  2605.0  1982.0  2605.0  1953.0  2605.0  1982.0  2605.0  1953.0
04F8: unknown_path  2  2498.0  1921.0  2517.0  1938.0  2537.0  1955.0  2507.0  1956.0  2537.0  1955.0  2507.0  1956.0
04F8: unknown_path  4  2408.0  2021.0  2429.0  2042.0  2398.0  2045.0  2412.0  2044.0  2398.0  2045.0  2412.0  2044.0
04F8: unknown_path  4  2188.0  1826.0  2205.0  1851.0  2234.0  1867.0  2212.0  1851.0  2234.0  1867.0  2212.0  1851.0
04F8: unknown_path  3  2067.0  1863.0  2082.0  1894.0  2083.0  1843.0  2095.0  1865.0  2083.0  1843.0  2095.0  1865.0
04F8: unknown_path  5  2033.0  1894.0  2048.0  1936.0  2060.0  1951.0  2041.0  1943.0  2069.0  1865.0  2063.0  1878.0
04F8: unknown_path  7  2069.0  1785.0  2139.0  1806.0  2147.0  1776.0  2095.0  1776.0  1975.0  1711.0  2060.0  1710.0
04F8: unknown_path  5  2094.0  1649.0  2165.0  1737.0  2177.0  1666.0  2129.0  1655.0  2151.0  1723.0  2134.0  1717.0
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
04F8: unknown_path  2  1931.0  1444.0  1964.0  1466.0  1989.0  1415.0  1991.0  1454.0  1989.0  1415.0  1991.0  1454.0
04F8: unknown_path  2  1935.0  1299.0  1958.0  1322.0  1974.0  1276.0  1949.0  1277.0  1974.0  1276.0  1949.0  1277.0
04F8: unknown_path  2  1756.0  1264.0  1786.0  1282.0  1730.0  1302.0  1722.0  1273.0  1730.0  1302.0  1722.0  1273.0
04F8: unknown_path  5  1723.0  1182.0  1736.0  1205.0  1714.0  1234.0  1714.0  1217.0  1703.0  1229.0  1709.0  1219.0
04F8: unknown_path  3  1583.0  1124.0  1606.0  1142.0  1570.0  1098.0  1569.0  1138.0  1570.0  1098.0  1569.0  1138.0
04F8: unknown_path  3  1716.0  1585.0  1744.0  1605.0  1726.0  1663.0  1745.0  1637.0  1726.0  1663.0  1745.0  1637.0
04F8: unknown_path  2 -2349.0  2381.0 -2327.0  2377.0 -2349.0  2402.0 -2328.0  2388.0 -2349.0  2402.0 -2328.0  2388.0
04F8: unknown_path  2 -2475.0  2299.0 -2456.0  2315.0 -2435.0  2337.0 -2466.0  2334.0 -2435.0  2337.0 -2466.0  2334.0
04F8: unknown_path  7 -1591.0  656.0 -1574.0  667.0 -1561.0  690.0 -1562.0  663.0 -1557.0  692.0 -1556.0  665.0
04F8: unknown_path  2 -1752.0  1317.0 -1726.0  1323.0 -1749.0  1269.0 -1714.0  1299.0 -1749.0  1269.0 -1714.0  1299.0
04F8: unknown_path  2 -1715.0  1309.0 -1711.0  1343.0 -1710.0  1377.0 -1736.0  1350.0 -1710.0  1377.0 -1736.0  1350.0
04F8: unknown_path  5 -1673.0  1386.0 -1637.0  1391.0 -1624.0  1380.0 -1626.0  1393.0 -1662.0  1430.0 -1642.0  1427.0
04F8: unknown_path  2 -2002.0  1273.0 -1967.0  1299.0 -1943.0  1258.0 -1944.0  1293.0 -1943.0  1258.0 -1944.0  1293.0
04F8: unknown_path  1 -1946.0  1233.0 -1939.0  1245.0 -1943.0  1195.0 -1943.0  1221.0 -2021.0  1227.0 -1983.0  1227.0
04F8: unknown_path  4 -1917.0  1253.0 -1904.0  1259.0 -1900.0  1242.0 -1900.0  1256.0 -1900.0  1242.0 -1900.0  1256.0
04F8: unknown_path  3 -2041.0  1223.0 -2022.0  1232.0 -2010.0  1208.0 -2010.0  1228.0 -2010.0  1208.0 -2010.0  1228.0
04F8: unknown_path  6 -1862.0  1166.0 -1836.0  1191.0 -1789.0  1147.0 -1790.0  1187.0 -1794.0  1148.0 -1794.0  1186.0
04F8: unknown_path  2 -1728.0  1134.0 -1702.0  1154.0 -1747.0  1182.0 -1710.0  1184.0 -1747.0  1182.0 -1710.0  1184.0
04F8: unknown_path  2 -1685.0  1173.0 -1663.0  1201.0 -1708.0  1151.0 -1712.0  1186.0 -1708.0  1151.0 -1712.0  1186.0
04F8: unknown_path  6 -1678.0  1174.0 -1647.0  1206.0 -1644.0  1222.0 -1618.0  1192.0 -1606.0  1151.0 -1618.0  1192.0
04F8: unknown_path  3 -1760.0  1083.0 -1736.0  1115.0 -1718.0  1068.0 -1718.0  1105.0 -1718.0  1068.0 -1718.0  1105.0
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
04F8: unknown_path  6 -1684.0  903.0 -1658.0  944.0 -1711.0  833.0 -1710.0  912.0 -1718.0  975.0 -1719.0  926.0
04F8: unknown_path  6 -1806.0  954.0 -1782.0  981.0 -1753.0  935.0 -1795.0  934.0 -1842.0  916.0 -1793.0  916.0
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
04F8: unknown_path  2 -1871.0  827.0 -1843.0  864.0 -1902.0  885.0 -1903.0  837.0 -1902.0  885.0 -1903.0  837.0
04F8: unknown_path  3 -1912.0  954.0 -1880.0  977.0 -1936.0  934.0 -1896.0  935.0 -1936.0  934.0 -1896.0  935.0
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
04F8: unknown_path  3 -1983.0  906.0 -1954.0  943.0 -1998.0  883.0 -1999.0  924.0 -1998.0  883.0 -1999.0  924.0
04F8: unknown_path  5 -2044.0  901.0 -2030.0  907.0 -2045.0  922.0 -2049.0  907.0 -2058.0  935.0 -2050.0  912.0
04F8: unknown_path  5 -2113.0  952.0 -2098.0  961.0 -2078.0  953.0 -2094.0  954.0 -2086.0  931.0 -2097.0  948.0
04F8: unknown_path  8 -2034.0  957.0 -2019.0  951.0 -2010.0  981.0 -2010.0  952.0 -1965.0  933.0 -2000.0  935.0
04F8: unknown_path  2 -2018.0  1017.0 -1992.0  1038.0 -1959.0  1053.0 -2002.0  1052.0 -1959.0  1053.0 -2002.0  1052.0
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: 'MARKST'  14 
0767: 'UNITY'  5 
0767: 'LAIR1'  16 
0767: 'LAIR2A'  16 
0767: 'LAIR2B'  16 
0767: 'LBAG1'  19 
0767: 'LBAG2'  19 
0767: 'LBAG3'  19 
0767: 'BLUF1A'  10 
0767: 'BLUF2'  10 
0767: 'SUN1'  2 
0767: 'SUN1'  2 
0767: 'SUN3A'  2 
0767: 'SUN3B'  2 
0767: 'SUN3C'  2 
0767: 'SUN4'  2 
076C: 'SUN1'  1  30 
076C: 'SUN1'  1  30 
076C: 'SUN3A'  1  30 
076C: 'SUN3B'  1  30 
076C: 'SUN3C'  1  30 
076C: 'SUN4'  1  30 
0767: 'COM1A'  9 
0767: 'COM1B'  9 
0767: 'COM2'  9 
0767: 'COM3'  9 
0767: 'COM4'  9 
0767: 'PER1'  9 
0767: 'CHC1A'  6 
0767: 'CHC1B'  6 
0767: 'CHC2A'  6 
0767: 'CHC2B'  6 
0767: 'CHC3'  7 
0767: 'CHC4A'  7 
0767: 'CHC4B'  7 
0874: 'CHC1A'  9 
0874: 'CHC1B'  9 
0874: 'CHC2A'  9 
0874: 'CHC2B'  9 
0874: 'CHC3'  9 
0874: 'CHC4A'  9 
0874: 'CHC4B'  9 
076C: 'CHC1A'  2  40 
076C: 'CHC1B'  2  40 
076C: 'CHC2A'  2  40 
076C: 'CHC2B'  2  40 
076C: 'CHC3'  2  40 
076C: 'CHC4A'  2  40 
076C: 'CHC4B'  2  40 
076A: 'CHC1A'  4 
076A: 'CHC1B'  4 
076A: 'CHC2A'  4 
076A: 'CHC2B'  4 
076A: 'CHC3'  4 
076A: 'CHC4A'  4 
076A: 'CHC4B'  4 
0767: 'CONF1A'  0 
0767: 'CONF1B'  0 
0767: 'THALL1'  0 
0767: 'LDOC1A'  11 
0767: 'LDOC1B'  11 
0767: 'LDOC2'  11 
0767: 'LDOC3A'  11 
0767: 'LDOC3B'  11 
0767: 'LDOC3C'  11 
0767: 'LDOC4'  11 
0767: 'LDT1A'  0 
0767: 'LDT1B'  0 
0767: 'LDT1C'  0 
0767: 'LDT3'  0 
0767: 'LDT4'  5 
0767: 'LDT5'  0 
0767: 'LDT6'  0 
0767: 'LDT7'  5 
0767: 'EBE1'  5 
0767: 'EBE2A'  5 
0767: 'EBE2B'  5 
0767: 'EBE3C'  8 
076C: 'EBE1'  2  30 
076C: 'EBE2A'  2  30 
076C: 'EBE2B'  2  30 
076C: 'EBE3C'  2  30 
076A: 'EBE1'  2 
076A: 'EBE2A'  2 
076A: 'EBE2B'  2 
076A: 'EBE3C'  2 
0767: 'ELCO1'  6 
0767: 'ELCO2'  7 
0874: 'ELCO1'  9 
0874: 'ELCO2'  9 
076C: 'ELCO1'  7  40 
076C: 'ELCO2'  7  40 
0767: 'GAN1'  7 
0767: 'GAN2'  7 
0874: 'GAN1'  1 
0874: 'GAN2'  1 
076C: 'GAN1'  1  25 
076C: 'GAN2'  1  25 
09B7: 'GAN1'  1 
0767: 'GLN1'  7 
0767: 'GLN2A'  7 
076C: 'GLN1'  0  40 
076C: 'GLN2A'  0  40 
076A: 'GLN1'  6 
076A: 'GLN2A'  2 
0767: 'LIND1A'  7 
0767: 'LIND1B'  11 
0767: 'LIND2A'  11 
0767: 'LIND2B'  11 
0767: 'LIND3'  11 
076C: 'LIND1A'  0  20 
076C: 'LIND1B'  0  20 
076C: 'LIND2A'  0  20 
076C: 'LIND2B'  0  20 
076C: 'LIND3'  0  20 
0767: 'IWD1'  7 
0767: 'IWD2'  7 
0767: 'IWD3A'  7 
0767: 'IWD3B'  7 
0767: 'IWD4'  7 
0767: 'IWD5'  7 
0874: 'IWD1'  1 
0874: 'IWD2'  1 
0874: 'IWD3A'  1 
0874: 'IWD3B'  1 
0874: 'IWD4'  1 
0874: 'IWD5'  1 
076C: 'IWD1'  0  20 
076C: 'IWD2'  0  20 
076C: 'IWD3A'  0  20 
076C: 'IWD3B'  0  20 
076C: 'IWD4'  0  10 
076C: 'IWD5'  0  20 
076A: 'IWD1'  2 
076A: 'IWD2'  2 
076A: 'IWD3A'  2 
076A: 'IWD3B'  2 
076A: 'IWD4'  2 
076A: 'IWD5'  2 
0767: 'JEF1A'  5 
0767: 'JEF1B'  5 
0767: 'JEF2'  5 
0767: 'JEF3A'  5 
0767: 'JEF3B'  5 
0767: 'JEF3C'  5 
076C: 'JEF1A'  0  40 
076C: 'JEF1B'  0  40 
076C: 'JEF2'  0  40 
076C: 'JEF3B'  0  40 
076C: 'JEF3C'  0  40 
076A: 'JEF1A'  6 
076A: 'JEF1B'  6 
076A: 'JEF2'  6 
076A: 'JEF3B'  6 
076A: 'JEF3C'  6 
0767: 'LFL1A'  7 
0767: 'LFL1B'  7 
0874: 'LFL1A'  9 
0874: 'LFL1B'  9 
076C: 'LFL1A'  2  40 
076C: 'LFL1B'  2  40 
076A: 'LFL1A'  4 
076A: 'LFL1B'  4 
0767: 'LMEX1A'  5 
0767: 'LMEX1B'  5 
076C: 'LMEX1A'  7  30 
076C: 'LMEX1B'  7  30 
0767: 'ELS1A'  7 
0767: 'ELS1B'  7 
0767: 'ELS2'  7 
0767: 'ELS3A'  7 
0767: 'ELS3B'  7 
0767: 'ELS4'  7 
0874: 'ELS1A'  10 
0874: 'ELS1B'  10 
0874: 'ELS2'  10 
0874: 'ELS3A'  10 
0874: 'ELS3B'  10 
0874: 'ELS4'  10 
076C: 'ELS1A'  0  30 
076C: 'ELS1B'  0  30 
076C: 'ELS2'  0  30 
076C: 'ELS3A'  0  30 
076C: 'ELS3B'  0  30 
076C: 'ELS4'  0  30 
076A: 'ELS1A'  2 
076A: 'ELS1B'  2 
076A: 'ELS2'  2 
076A: 'ELS3A'  2 
076A: 'ELS3B'  2 
076A: 'ELS4'  2 
0767: 'MAR1'  4 
0767: 'MAR2'  5 
0767: 'MAR3'  5 
0767: 'MKT1'  14 
0767: 'MKT2'  14 
0767: 'MKT3'  14 
0767: 'MKT4'  14 
0767: 'MUL1A'  15 
0767: 'MUL1B'  15 
0767: 'MUL1C'  15 
0767: 'MUL2A'  10 
0767: 'MUL2B'  10 
0767: 'MUL3'  10 
0767: 'MUL4'  15 
0767: 'MUL5A'  15 
0767: 'MUL5B'  15 
0767: 'MUL5C'  15 
0767: 'MUL6'  15 
0767: 'MUL7A'  15 
0767: 'MUL7B'  15 
0767: 'PLS'  8 
076C: 'PLS'  1  10 
0767: 'RIH1A'  15 
0767: 'RIH1B'  15 
0767: 'RIH2'  15 
0767: 'RIH3A'  15 
0767: 'RIH3B'  15 
0767: 'RIH4'  4 
0767: 'RIH5A'  4 
0767: 'RIH6B'  4 
0767: 'RIH5A'  4 
0767: 'RIH6B'  4 
0767: 'ROD1A'  14 
0767: 'ROD1B'  14 
0767: 'ROD1C'  14 
0767: 'ROD2A'  14 
0767: 'ROD2B'  14 
0767: 'ROD3A'  14 
0767: 'ROD3B'  14 
0767: 'ROD4A'  14 
0767: 'ROD4B'  14 
0767: 'ROD4C'  14 
0767: 'ROD5A'  4 
0767: 'ROD5B'  4 
0767: 'SMB1'  8 
0767: 'SMB2'  8 
076C: 'SMB1'  1  10 
076C: 'SMB2'  1  10 
0767: 'VIN2'  2 
0767: 'VIN3'  2 
0767: 'VIN1A'  2 
0767: 'VIN1B'  2 
076C: 'VIN2'  1  10 
0767: 'VERO1'  5 
0767: 'VERO2'  9 
0767: 'VERO3'  9 
0767: 'VERO4A'  8 
0767: 'VERO4B'  8 
076C: 'VERO1'  0  10 
076C: 'VERO2'  0  10 
076C: 'VERO3'  0  10 
076C: 'VERO4A'  0  10 
076C: 'VERO4B'  0  10 
076A: 'VERO1'  2 
076A: 'VERO2'  2 
076A: 'VERO3'  2 
076A: 'VERO4A'  2 
076A: 'VERO4B'  2 
0767: 'CRANB'  5 
0767: 'CALT'  5 
076C: 'CALT'  6  10 
0767: 'SUNMA'  4 
0767: 'SUNNN'  5 
0767: 'BATTP'  2 
076C: 'BATTP'  3  25 
0767: 'ESPN1'  9 
0767: 'ESPN2'  9 
0767: 'ESPN3'  9 
076C: 'ESPN1'  4  10 
076C: 'ESPN2'  4  10 
076C: 'ESPN3'  4  10 
0767: 'BAYV'  5 
0767: 'PARA'  4 
0767: 'JUNIHO'  5 
0767: 'JUNIHI'  5 
0767: 'CIVI'  5 
0767: 'CHINA'  9 
0874: 'CHINA'  6 
076C: 'CHINA'  6  40 
0767: 'SFDWT1'  0 
0767: 'SFDWT2'  0 
0767: 'SFDWT3'  0 
0767: 'SFDWT4'  9 
0767: 'SFDWT5'  9 
0767: 'SFDWT6'  9 
0767: 'FINA'  0 
0767: 'CITYS'  0 
0767: 'WESTP1'  4 
0767: 'WESTP2'  4 
0767: 'WESTP3'  4 
0767: 'THEA1'  2 
0767: 'THEA2'  2 
0767: 'THEA3'  2 
076C: 'THEA1'  6  10 
076C: 'THEA3'  3  10 
0767: 'GARC'  7 
076C: 'GARC'  3  40 
0767: 'HASH'  6 
0767: 'OCEAF1'  8 
0767: 'OCEAF2'  5 
0767: 'OCEAF3'  8 
0767: 'DOH1'  5 
0767: 'DOH2'  5 
076C: 'DOH2'  3  10 
0767: 'CUNTC1'  4 
0767: 'CUNTC2'  4 
0767: 'CUNTC3'  4 
0767: 'SFGLF1'  17 
0767: 'SFGLF2'  17 
0767: 'SFGLF3'  17 
0767: 'SFGLF4'  17 
0767: 'HILLP'  10 
0767: 'SILLY1'  0 
0767: 'SILLY2'  0 
0767: 'SILLY3'  0 
0767: 'SILLY4'  0 
0767: 'SFAIR1'  16 
0767: 'SFAIR2'  16 
0767: 'SFAIR3'  16 
0767: 'SFAIR4'  16 
0767: 'SFAIR5'  16 
0767: 'SFBAG1'  19 
0767: 'SFBAG2'  19 
0767: 'SFBAG3'  19 
0767: 'EASB1'  11 
0767: 'EASB2'  11 
076C: 'EASB1'  4  40 
076C: 'EASB2'  4  40 
0767: 'ESPE1'  9 
0767: 'ESPE2'  9 
0767: 'ESPE3'  9 
076C: 'EASB1'  4  10 
076C: 'EASB2'  4  10 
0767: 'LINDEN'  5 
0767: 'YELLOW'  4 
0767: 'BFC1'  5 
0767: 'BFC2'  5 
0767: 'RIE'  0 
0767: 'LDM'  6 
0767: 'RSW1'  6 
0767: 'RSW2'  6 
0767: 'RSE'  6 
0767: 'LDS'  11 
0767: 'SRY'  5 
0767: 'JTS1'  5 
0767: 'JTS2'  5 
0767: 'LVA1'  11 
0767: 'LVA2'  18 
0767: 'LVA3'  11 
0767: 'LVA4'  11 
0767: 'VAIR1'  16 
0767: 'VAIR2'  16 
0767: 'VAIR3'  16 
0767: 'LVBAG'  19 
0767: 'GGC1'  10 
0767: 'GGC2'  2 
0767: 'BFLD1'  10 
0767: 'BFLD2'  2 
0767: 'WWE'  5 
0767: 'WWE1'  5 
0767: 'PINT'  5 
0767: 'YBELL2'  4 
0767: 'YBELL1'  17 
0767: 'JTW1'  5 
0767: 'JTW2'  5 
0767: 'JTN1'  5 
0767: 'JTN2'  5 
0767: 'JTN3'  5 
0767: 'JTN4'  5 
0767: 'JTN5'  5 
0767: 'JTN6'  5 
0767: 'JTN7'  5 
0767: 'JTN8'  5 
0767: 'JTE1'  5 
0767: 'JTE2'  5 
0767: 'JTE3'  5 
0767: 'JTE4'  5 
0767: 'HGP'  4 
0767: 'SPIN'  11 
0767: 'BINT1'  5 
0767: 'BINT2'  5 
0767: 'BINT3'  5 
0767: 'BINT4'  5 
0767: 'PRP1'  4 
0767: 'PRP2'  4 
0767: 'PRP3'  4 
0767: 'PRP4'  4 
0767: 'REDE1'  0 
0767: 'REDE2'  0 
0767: 'REDE3'  2 
0767: 'REDW1'  5 
0767: 'REDW2'  5 
0767: 'REDW3'  11 
0767: 'REDW4'  5 
0767: 'ROCE1'  0 
0767: 'ROCE2'  0 
0767: 'OVS'  12 
0767: 'CREE'  9 
0767: 'STRIP1'  12 
0767: 'STRIP2'  12 
0767: 'STRIP3'  12 
0767: 'STRIP4'  12 
0767: 'PILL1'  9 
0767: 'PILL2'  9 
0767: 'RING'  12 
0767: 'ISLE'  12 
0767: 'STAR1'  12 
0767: 'STAR2'  12 
0767: 'ROY'  12 
0767: 'CAM'  12 
0767: 'LOT'  12 
0767: 'PIRA'  12 
0767: 'VISA1'  12 
0767: 'VISA2'  12 
0767: 'CALI1'  12 
0767: 'CALI2'  12 
0767: 'DRAG'  12 
0767: 'PINK'  12 
0767: 'HIGH'  12 
0767: 'CONST1'  18 
0767: 'ANGPI'  3 
0767: 'SHACA'  3 
0767: 'BACKO'  3 
0767: 'BEACO'  3 
0767: 'FARM'  3 
0767: 'PALO'  3 
0767: 'MONT'  3 
0767: 'MONT1'  3 
0767: 'MTCHI1'  3 
0767: 'MTCHI2'  3 
0767: 'MTCHI3'  3 
0767: 'MTCHI4'  3 
0767: 'HBARNS'  3 
0767: 'DILLI'  3 
0767: 'TOPFA'  3 
0767: 'BLUEB'  3 
0767: 'BLUEB1'  3 
0767: 'PANOP'  3 
0767: 'BLUAC'  3 
0767: 'CREEK'  3 
0767: 'CREEK1'  3 
0767: 'MAKO'  3 
0767: 'TOPFA'  3 
0767: 'FERN'  3 
0767: 'NROCK'  3 
0767: 'HANKY'  3 
0767: 'LEAFY'  3 
0767: 'RED'  3 
0767: 'FLINTC'  3 
0767: 'WHET'  3 
0767: 'BIGE'  1 
0767: 'ELQUE'  1 
0767: 'BARRA'  1 
0767: 'CARSO'  1 
0767: 'PAYAS'  1 
0767: 'PROBE'  1 
0767: 'ELCA'  1 
0767: 'FLINTR'  1 
0767: 'ARCO'  1 
0767: 'VALLE'  1 
0767: 'FLINTI'  1 
0767: 'MONINT'  1 
0767: 'ROBINT'  1 
0767: 'TOM'  1 
0767: 'ALDEA'  1 
0767: 'BRUJA'  1 
0767: 'ROBAD'  1 
0767: 'BONE'  1 
0767: 'HAUL'  18 
0767: 'QUARY'  18 
0767: 'OCTAN'  18 
0767: 'PALMS'  18 
0767: 'EBAY'  18 
0767: 'EBAY2'  18 
0767: 'DAM'  18 
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  344  15 ammo  10 at  2832.0  2405.0  18.0
032B: $3033 = create_weapon_pickup  365  15 ammo  500 at  2819.0  1663.0  11.0
032B: $3034 = create_weapon_pickup  343  15 ammo  10 at  2725.0  2727.0  11.0
032B: $3035 = create_weapon_pickup  361  15 ammo  2000 at  2649.0  2733.0  11.0
032B: $3036 = create_weapon_pickup  366  15 ammo  3000 at  2148.0  2721.0  11.0
032B: $3037 = create_weapon_pickup  349  15 ammo  30 at  1345.0  2367.0  11.0
032B: $3038 = create_weapon_pickup  355  15 ammo  60 at  1625.0  1944.0  11.0
032B: $3039 = create_weapon_pickup  350  15 ammo  25 at  1569.0  2150.0  11.0
032B: $3040 = create_weapon_pickup  359  15 ammo  10 at  2072.0  2370.0  61.0
032B: $3041 = create_weapon_pickup  358  15 ammo  20 at  2225.0  2530.0  17.0
032B: $3042 = create_weapon_pickup  358  15 ammo  20 at  2337.0  1806.0  72.0
032B: $3043 = create_weapon_pickup  356  15 ammo  70 at  2575.0  1562.0  16.0
032B: $3044 = create_weapon_pickup  353  15 ammo  70 at  2243.0  1132.0  11.0
032B: $3045 = create_weapon_pickup  362  15 ammo  200 at  2676.0  836.0  22.0
032B: $3046 = create_weapon_pickup  372  15 ammo  50 at  1761.0  591.0  10.0
032B: $3047 = create_weapon_pickup  342  15 ammo  20 at  2809.0  864.0  21.0
032B: $3048 = create_weapon_pickup  355  15 ammo  60 at  1923.0  1011.0  22.0
032B: $3049 = create_weapon_pickup  351  15 ammo  50 at  1407.0  1098.0  11.0
032B: $3050 = create_weapon_pickup  343  15 ammo  10 at  1319.0  1636.0  10.6
032B: $3051 = create_weapon_pickup  352  15 ammo  60 at  1446.35  1900.03  11.0
032B: $3052 = create_weapon_pickup  347  15 ammo  30 at  1098.0  1681.0  7.0
032B: $3053 = create_weapon_pickup  350  15 ammo  25 at  924.0  2138.0  11.0
032B: $3054 = create_weapon_pickup  360  15 ammo  10 at  1155.0  2341.0  17.0
032B: $3055 = create_weapon_pickup  359  15 ammo  10 at  1646.0  1349.0  11.0
032B: $3056 = create_weapon_pickup  344  15 ammo  10 at  1781.0  2072.0  11.0
032B: $3057 = create_weapon_pickup  344  15 ammo  10 at  2478.0  1182.0  22.0
0213: $3058 = create_pickup  338 type  15 at  2854.0  944.0  11.0
0213: $3059 = create_pickup  334 type  15 at  2241.0  2425.0  11.0
0213: $3060 = create_pickup  333 type  15 at  1418.0  2774.0  15.0
0213: $3061 = create_pickup  337 type  15 at  1393.0  2174.0  10.0
0213: $3062 = create_pickup  341 type  15 at  1061.0  2074.0  11.0
0213: $3063 = create_pickup  371 type  15 at  2057.0  2434.0  166.0
0213: $3064 = create_pickup  339 type  15 at  2000.0  1526.0  15.0
0213: $3065 = create_pickup  337 type  15 at  1997.0  1658.0  12.0
032B: $3066 = create_weapon_pickup  365  15 ammo  500 at  2510.0 -1723.0  19.0
032B: $3067 = create_weapon_pickup  346  15 ammo  35 at  2538.0 -1630.0  14.0
032B: $3068 = create_weapon_pickup  352  15 ammo  60 at  2551.33 -1740.0  6.49
032B: $3069 = create_weapon_pickup  350  15 ammo  25 at  2428.0 -1214.0  36.0
032B: $3070 = create_weapon_pickup  348  15 ammo  30 at  2766.0 -2182.0  11.0
032B: $3071 = create_weapon_pickup  342  15 ammo  20 at  2142.0 -1804.0  16.0
032B: $3072 = create_weapon_pickup  353  15 ammo  70 at  1764.0 -1930.0  14.0
032B: $3073 = create_weapon_pickup  347  15 ammo  30 at  1214.0 -1816.0  17.0
032B: $3074 = create_weapon_pickup  359  15 ammo  10 at  1740.0 -1231.0  92.0
032B: $3075 = create_weapon_pickup  353  15 ammo  70 at  2266.0 -1028.0  59.0
032B: $3076 = create_weapon_pickup  365  15 ammo  500 at  2463.0 -1061.0  60.0
032B: $3077 = create_weapon_pickup  358  15 ammo  20 at  2047.0 -1406.0  68.0
032B: $3078 = create_weapon_pickup  343  15 ammo  10 at  2213.0 -2283.0  15.0
032B: $3079 = create_weapon_pickup  343  15 ammo  10 at  1463.0 -1013.0  27.0
032B: $3080 = create_weapon_pickup  355  15 ammo  60 at  1308.97 -874.4  40.0
032B: $3081 = create_weapon_pickup  357  15 ammo  30 at  1102.0 -661.0  114.0
032B: $3082 = create_weapon_pickup  372  15 ammo  50 at  899.8012 -792.078  102.0
032B: $3083 = create_weapon_pickup  346  15 ammo  35 at  338.0 -1875.0  4.0
032B: $3084 = create_weapon_pickup  342  15 ammo  20 at  397.0 -1924.0  8.0
032B: $3085 = create_weapon_pickup  344  15 ammo  10 at  886.0 -966.0  37.0
032B: $3086 = create_weapon_pickup  372  15 ammo  50 at  1408.0 -2380.0  14.0
032B: $3087 = create_weapon_pickup  356  15 ammo  70 at  1379.0 -2547.0  14.0
032B: $3100 = create_weapon_pickup  344  15 ammo  10 at  2426.0 -1416.0  24.0
0213: $3088 = create_pickup  334 type  15 at  259.0  80.0  1004.0
0213: $3089 = create_pickup  321 type  15 at  261.0  71.0  1003.0
0213: $3090 = create_pickup  333 type  15 at  1457.0 -792.0  90.0
0213: $3091 = create_pickup  341 type  15 at  2371.0 -2543.0  3.0
0213: $3092 = create_pickup  335 type  15 at  1124.0 -1335.0  13.0
032B: $3093 = create_weapon_pickup  344  15 ammo  10 at  2197.0 -2475.0  14.0
0213: $3094 = create_pickup  371 type  15 at  1528.222 -1357.985  330.0371
0213: $3095 = create_pickup  339 type  15 at  1862.0 -1862.0  14.0
0213: $3096 = create_pickup  331 type  15 at  1339.0 -1765.0  14.0
0213: $3097 = create_pickup  341 type  15 at  2192.243 -1988.751  13.4185
0213: $3098 = create_pickup  337 type  15 at  2459.0 -1708.0  13.6
032B: $3099 = create_weapon_pickup  342  15 ammo  20 at  2441.0 -1013.0  54.0
032B: $3101 = create_weapon_pickup  353  15 ammo  70 at -2678.0 -128.0  4.0
032B: $3102 = create_weapon_pickup  348  15 ammo  30 at -2212.0  109.0  35.0
032B: $3103 = create_weapon_pickup  356  15 ammo  70 at -2903.0  784.0  35.0
032B: $3104 = create_weapon_pickup  372  15 ammo  50 at -2665.0  1452.0  7.0
032B: $3105 = create_weapon_pickup  363  15 ammo  15 at -2754.0 -400.0  7.0
032B: $3106 = create_weapon_pickup  346  15 ammo  35 at -2206.0 -23.0  35.0
032B: $3107 = create_weapon_pickup  349  15 ammo  30 at -1841.106 -74.2171  14.7606
032B: $3108 = create_weapon_pickup  361  15 ammo  2000 at -1579.0  29.45  17.0
032B: $3109 = create_weapon_pickup  357  15 ammo  30 at -2094.0 -488.0  36.0
032B: $3110 = create_weapon_pickup  355  15 ammo  60 at -1968.0 -923.0  32.0
032B: $3111 = create_weapon_pickup  367  15 ammo  50 at -1945.0 -1088.0  31.0
032B: $3112 = create_weapon_pickup  366  15 ammo  3000 at -1700.0  415.0  7.0
032B: $3113 = create_weapon_pickup  343  15 ammo  10 at -1386.0  509.0  4.0
032B: $3114 = create_weapon_pickup  352  15 ammo  60 at -1679.0  1410.0  7.0
032B: $3115 = create_weapon_pickup  361  15 ammo  2000 at -2132.52  189.2507  35.5379
032B: $3116 = create_weapon_pickup  360  15 ammo  10 at -1126.69 -150.82  14.61
032B: $3117 = create_weapon_pickup  362  15 ammo  200 at -1496.0  591.0  42.0
032B: $3118 = create_weapon_pickup  363  15 ammo  15 at -2542.262  922.2401  67.1221
032B: $3119 = create_weapon_pickup  372  15 ammo  50 at -2092.0  1121.0  54.0
032B: $3120 = create_weapon_pickup  358  15 ammo  20 at -1629.0  1167.0  24.0
0213: $3121 = create_pickup  341 type  15 at -2083.0  298.0  42.0
0213: $3122 = create_pickup  336 type  15 at -2306.0  93.0  35.0
0213: $3123 = create_pickup  337 type  15 at -2796.416  123.686  6.844
0213: $3124 = create_pickup  338 type  15 at -2135.0  197.0  35.0
0213: $3125 = create_pickup  339 type  15 at -2208.0  696.0  50.0
0213: $3126 = create_pickup  331 type  15 at -2206.0  961.0  80.0
0213: $3127 = create_pickup  334 type  15 at -2222.0 -302.0  43.0
0213: $3128 = create_pickup  335 type  15 at -1871.0  351.0  26.0
0213: $3129 = create_pickup  333 type  15 at -2715.0 -314.0  7.0
0213: $3130 = create_pickup  341 type  15 at -2359.0 -82.0  35.0
032B: $3131 = create_weapon_pickup  348  15 ammo  30 at -1870.0 -1625.0  22.0
032B: $3132 = create_weapon_pickup  366  15 ammo  3000 at -1627.0 -2692.0  49.0
032B: $3133 = create_weapon_pickup  352  15 ammo  60 at -2038.0 -2562.0  31.0
032B: $3134 = create_weapon_pickup  357  15 ammo  30 at -1035.0 -2258.0  70.0
032B: $3135 = create_weapon_pickup  350  15 ammo  25 at  2366.0  23.0  28.0
032B: $3136 = create_weapon_pickup  344  15 ammo  10 at  2255.0 -74.0  32.0
032B: $3137 = create_weapon_pickup  353  15 ammo  70 at  1296.0  392.0  20.0
032B: $3138 = create_weapon_pickup  372  15 ammo  50 at  262.0  38.0  2.0
032B: $3139 = create_weapon_pickup  355  15 ammo  60 at -121.0 -232.0  1.0
0213: $3140 = create_pickup  337 type  15 at -532.0 -106.0  63.0
032B: $3141 = create_weapon_pickup  356  15 ammo  70 at  113.0  1811.0  18.0
032B: $3142 = create_weapon_pickup  348  15 ammo  30 at  36.0  1372.0  9.0
032B: $3143 = create_weapon_pickup  349  15 ammo  30 at  24.0  969.0  20.0
032B: $3144 = create_weapon_pickup  344  15 ammo  10 at -170.0  1025.0  20.0
032B: $3145 = create_weapon_pickup  346  15 ammo  35 at -639.0  1181.0  13.0
032B: $3146 = create_weapon_pickup  355  15 ammo  60 at -585.0  2714.0  72.0
032B: $3147 = create_weapon_pickup  366  15 ammo  3000 at -742.0  2752.0  47.0
032B: $3148 = create_weapon_pickup  349  15 ammo  30 at -932.02  2649.92  42.0
032B: $3149 = create_weapon_pickup  360  15 ammo  10 at -1317.0  2509.0  87.0
032B: $3150 = create_weapon_pickup  353  15 ammo  70 at -1474.0  2577.0  56.0
032B: $3151 = create_weapon_pickup  348  15 ammo  30 at -2352.0  2456.0  6.0
032B: $3152 = create_weapon_pickup  342  15 ammo  20 at -2520.0  2293.0  5.0
032B: $3153 = create_weapon_pickup  361  15 ammo  2000 at -1358.0 -2115.0  30.0
032B: $3154 = create_weapon_pickup  352  15 ammo  60 at  119.0  2409.0  17.0
0213: $3155 = create_pickup  337 type  15 at -1809.0 -1662.0  24.0
0213: $3156 = create_pickup  371 type  15 at -2350.0 -1586.0  485.0
0213: $3157 = create_pickup  333 type  15 at -2227.0 -2401.0  31.4
0213: $3158 = create_pickup  337 type  15 at  2240.0 -83.0  27.0
0213: $3159 = create_pickup  338 type  15 at  294.0 -188.0  2.0
0213: $3160 = create_pickup  341 type  15 at -761.0 -126.0  66.0
0213: $3161 = create_pickup  339 type  15 at -1568.0  2718.0  56.0
0213: $3162 = create_pickup  322 type  15 at -2401.0  2360.0  5.0
0213: $3163 = create_pickup  371 type  15 at -2679.0  1933.0  217.0
0213: $3164 = create_pickup  337 type  15 at  637.0  832.0 -43.0
0213: $3165 = create_pickup  341 type  15 at  680.0  826.0 -39.0
0213: $3166 = create_pickup  341 type  15 at  752.0  260.0  27.0
0213: $3167 = create_pickup  331 type  15 at -246.0  2725.0  63.0
0213: $3168 = create_pickup  335 type  15 at -23.0  2322.0  24.0
032B: $3169 = create_weapon_pickup  363  15 ammo  15 at  1284.894  278.5705  19.5547
032B: $3171 = create_weapon_pickup  355  15 ammo  60 at  2129.4 -2280.71  14.42
0213: $3172 = create_pickup  371 type  15 at -1542.857  698.4825  139.2658
032B: $3173 = create_weapon_pickup  353  15 ammo  130 at  2198.11 -1170.22  33.5
0213: $3174 = create_pickup  371 type  15 at -225.6758  1394.256  172.0143
0213: $3175 = create_pickup  371 type  15 at -773.0379  2423.499  157.0856
032B: $3176 = create_weapon_pickup  358  15 ammo  20 at  935.744 -926.0453  57.7642
0213: $3177 = create_pickup  337 type  15 at  842.9783 -17.3791  64.2
032B: $3178 = create_weapon_pickup  346  15 ammo  35 at  255.0493  84.0615  1002.453
032B: $3179 = create_weapon_pickup  349  15 ammo  30 at  217.8  76.4  1005.046
0213: $3180 = create_pickup  334 type  15 at  223.8347  120.4458  1010.212
032B: $3181 = create_weapon_pickup  346  15 ammo  35 at  263.2531  109.7859  1004.624
032B: $3182 = create_weapon_pickup  349  15 ammo  30 at  228.3176  114.433  999.0215
0213: $3183 = create_pickup  334 type  15 at  247.4536  192.3085  1008.172
032B: $3184 = create_weapon_pickup  346  15 ammo  35 at  242.613  196.3202  1008.172
032B: $3185 = create_weapon_pickup  349  15 ammo  30 at  240.7765  196.1124  1008.172
0213: $3186 = create_pickup  334 type  15 at  188.9769  158.218  1003.031
0213: $3187 = create_pickup  371 type  15 at -1753.418  885.3446  295.5166
032B: $3188 = create_weapon_pickup  367  15 ammo  50 at -2539.918 -598.6152  132.764
032B: $3189 = create_weapon_pickup  367  15 ammo  50 at -2329.984 -165.3635  35.2389
032B: $3190 = create_weapon_pickup  367  15 ammo  50 at -2721.241 -318.8085  7.5246
032B: $3191 = create_weapon_pickup  367  15 ammo  50 at -2677.102  234.9912  4.1048
032B: $3192 = create_weapon_pickup  367  15 ammo  50 at -2706.692  375.8728  5.0525
032B: $3193 = create_weapon_pickup  367  15 ammo  50 at -2550.106  657.286  14.7319
032B: $3194 = create_weapon_pickup  367  15 ammo  50 at -2791.248  771.5468  51.0904
032B: $3195 = create_weapon_pickup  367  15 ammo  50 at -1770.815  903.2556  25.3894
032B: $3196 = create_weapon_pickup  367  15 ammo  50 at -1713.006  1368.239  7.2664
032B: $3197 = create_weapon_pickup  367  15 ammo  50 at -1851.316  1302.291  60.7553
032B: $3198 = create_weapon_pickup  367  15 ammo  50 at -1635.026  604.4713  40.6377
032B: $3199 = create_weapon_pickup  367  15 ammo  50 at -1976.483  670.5043  46.6039
032B: $3200 = create_weapon_pickup  367  15 ammo  50 at -2038.408  1111.406  53.7928
032B: $3201 = create_weapon_pickup  367  15 ammo  50 at -2048.803  899.5274  53.8866
032B: $3202 = create_weapon_pickup  367  15 ammo  50 at -2292.47  722.5441  49.4265
032B: $3203 = create_weapon_pickup  367  15 ammo  50 at -1977.916  113.8457  27.1096
032B: $3204 = create_weapon_pickup  367  15 ammo  50 at -1528.144  160.0232  3.5142
032B: $3205 = create_weapon_pickup  367  15 ammo  50 at -1771.261 -597.5884  16.6287
032B: $2512 = create_weapon_pickup  367  15 ammo  50 at  2495.807 -1700.637  1017.837
0213: $3206 = create_pickup  326 type  15 at -2677.726 -192.3469  6.8518
0213: $3207 = create_pickup  341 type  15 at -2752.243 -272.2891  6.5956
0213: $3208 = create_pickup  326 type  15 at -2617.473 -97.0801  4.003
0213: $3209 = create_pickup  326 type  15 at -2777.192 -25.2984  6.8721
0213: $3210 = create_pickup  326 type  15 at -2774.113  87.8845  6.7987
0213: $3211 = create_pickup  326 type  15 at -2770.624  389.0772  4.2818
0213: $3212 = create_pickup  339 type  15 at -2535.631  51.7034  8.6512
0213: $3213 = create_pickup  326 type  15 at -2530.958 -34.1009  25.2855
0213: $3214 = create_pickup  326 type  15 at -1691.648  946.7679  24.8084
0213: $3215 = create_pickup  326 type  15 at -2664.518  636.5673  14.2474
032B: $3216 = create_weapon_pickup  361  15 ammo  2000 at -601.4012 -1068.6  23.6667
0213: $3217 = create_pickup  326 type  15 at -377.2184 -1048.053  58.9125
0213: $3218 = create_pickup  326 type  15 at -45.5928 -1148.528  1.3953
0213: $3219 = create_pickup  331 type  15 at  2428.499 -1679.27  13.1633
032B: $3220 = create_weapon_pickup  342  15 ammo  20 at  2820.013 -1426.519  23.805
032B: $3221 = create_weapon_pickup  352  15 ammo  60 at  2790.343 -1427.489  39.6258
032B: $3222 = create_weapon_pickup  372  15 ammo  50 at  2574.065 -1134.201  64.6535
032B: $3223 = create_weapon_pickup  346  15 ammo  35 at  2423.892 -1117.452  41.2464
0213: $3224 = create_pickup  326 type  15 at  1296.155 -1081.892  26.1502
0213: $3225 = create_pickup  326 type  15 at  1390.611 -800.4332  81.7795
0213: $3226 = create_pickup  336 type  15 at  1308.466  2111.288  10.7221
0213: $3227 = create_pickup  326 type  15 at  2183.116  2396.827  10.7722
0213: $3228 = create_pickup  336 type  15 at  1081.133  1603.697  5.6
0213: $3229 = create_pickup  335 type  15 at  777.8668  1948.123  5.3634
032B: $3231 = create_weapon_pickup  350  15 ammo  25 at  1706.352  1242.019  34.2952
032B: $3232 = create_weapon_pickup  362  15 ammo  200 at  2492.051  2398.377  4.5293
032B: $3233 = create_weapon_pickup  359  15 ammo  10 at  2055.355  2435.356  40.3684
0213: $3234 = create_pickup  337 type  15 at  1888.27  2877.262  10.1621
0213: $3235 = create_pickup  326 type  15 at  1420.945  2519.882  10.6199
0213: $3236 = create_pickup  326 type  15 at  1372.996  2605.758  10.8776
032B: $3237 = create_weapon_pickup  353  15 ammo  70 at  2293.686  1982.286  31.4335
0213: $3238 = create_pickup  339 type  15 at  2631.263  1722.395  11.0312
0213: $3239 = create_pickup  326 type  15 at  2490.496  1522.47  10.576
0213: $3240 = create_pickup  326 type  15 at  455.4583 -1485.896  30.9717
032B: $3241 = create_weapon_pickup  362  15 ammo  200 at  244.98  1859.185  14.08
032B: $3244 = create_weapon_pickup  372  15 ammo  50 at  2529.724 -1678.563  19.4225
032B: $3245 = create_weapon_pickup  350  15 ammo  15 at  2254.378 -2261.689  14.3751
032B: $3246 = create_weapon_pickup  358  15 ammo  20 at  2015.744  1004.045  39.1
0213: $3247 = create_pickup  339 type  15 at  2002.263  981.3947  10.5
0213: $3257 = create_pickup  325 type  15 at  1928.68 -1774.21  13.54
0213: $3258 = create_pickup  325 type  15 at  1875.91 -1917.18  15.03
0213: $3259 = create_pickup  325 type  15 at  2019.6 -1214.15  21.47
0213: $3260 = create_pickup  325 type  15 at  2209.77 -1001.69  63.71
0213: $3261 = create_pickup  325 type  15 at  1000.34 -1858.58  12.3
0213: $3263 = create_pickup  325 type  15 at  911.11 -1120.31  24.03
0213: $3264 = create_pickup  325 type  15 at  929.0 -750.0  105.82
0213: $3265 = create_pickup  325 type  15 at  1129.09 -2052.82  69.0
0213: $3266 = create_pickup  325 type  15 at -92.74 -1425.46  12.75
0213: $3267 = create_pickup  325 type  15 at -77.65 -1167.18  2.16
0213: $3268 = create_pickup  325 type  15 at  34.0 -2649.0  40.73
0213: $3269 = create_pickup  325 type  15 at -739.0 -1262.0  68.12
0213: $3270 = create_pickup  325 type  15 at -2177.0 -2423.0  30.63
0213: $3271 = create_pickup  325 type  15 at -615.0 -861.0  105.72
0213: $3272 = create_pickup  325 type  15 at -2051.0  948.0  55.4
0213: $3273 = create_pickup  325 type  15 at -2658.0 -187.0  4.18
0213: $3274 = create_pickup  325 type  15 at -2649.0  734.97  27.96
0213: $3275 = create_pickup  325 type  15 at -1791.0  481.0  25.68
0213: $3276 = create_pickup  325 type  15 at -2797.0  1182.0  20.28
0213: $3277 = create_pickup  325 type  15 at -2589.623 -16.165  3.9662
0213: $3278 = create_pickup  325 type  15 at -2865.0  690.0  23.43
0213: $3279 = create_pickup  325 type  15 at -2339.0 -453.0  80.24
0213: $3280 = create_pickup  325 type  15 at -1955.0 -748.0  36.22
0213: $3281 = create_pickup  325 type  15 at -2420.03  987.59  45.3
0213: $3282 = create_pickup  325 type  15 at -326.56  2215.37  43.57
0213: $3283 = create_pickup  325 type  15 at -1319.0  2705.0  50.27
0213: $3284 = create_pickup  325 type  15 at -2474.94  2443.52  16.03
0213: $3285 = create_pickup  325 type  15 at -1670.64  2590.49  81.37
0213: $3286 = create_pickup  325 type  15 at -892.98  1971.66  60.61
0213: $3287 = create_pickup  325 type  15 at  1576.86  2837.14  10.83
0213: $3288 = create_pickup  325 type  15 at  1492.72  2773.76  10.81
0213: $3289 = create_pickup  325 type  15 at  2642.03  1125.74  11.03
0213: $3290 = create_pickup  325 type  15 at  2025.24  661.6  10.93
0213: $3291 = create_pickup  325 type  15 at  2181.82  1484.97  11.36
0213: $3292 = create_pickup  325 type  15 at  2197.02  2476.33  11.0
0213: $3293 = create_pickup  325 type  15 at  2212.0  2526.0  10.81
0213: $3294 = create_pickup  325 type  15 at  2715.79  1109.47  6.7
0213: $3295 = create_pickup  325 type  15 at  2489.25  918.28  11.02
0213: $3296 = create_pickup  325 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  .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_1
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 = $3412  ;; integer values and handles
0084: $3414 = $3409  ;; integer values and handles
0084: $3415 = $3411  ;; integer values and handles
0084: $3416 = $3410  ;; integer values and handles
0084: $3417 = $3407  ;; integer values and handles
0084: $3418 = $3408  ;; integer values and handles
0084: $3419 = $3407  ;; integer values and handles
0084: $3420 = $3408  ;; integer values and handles
0084: $3421 = $3410  ;; integer values and handles
0084: $3422 = $3409  ;; integer values and handles
0084: $3423 = $3410  ;; integer values and handles
0084: $3424 = $3411  ;; integer values and handles
0084: $3425 = $3407  ;; integer values and handles
0084: $3426 = $3408  ;; integer values and handles
0084: $3427 = $3409  ;; integer values and handles
0084: $3428 = $3408  ;; integer values and handles
0084: $3429 = $3410  ;; integer values and handles
0084: $3430 = $3407  ;; integer values and handles
0084: $3431 = $3409  ;; integer values and handles
0084: $3432 = $3410  ;; integer values and handles
0084: $3433 = $3407  ;; integer values and handles
0084: $3434 = $3408  ;; integer values and handles
0084: $3435 = $3412  ;; integer values and handles
0084: $3436 = $3410  ;; integer values and handles
0084: $3437 = $3408  ;; integer values and handles
0084: $3438 = $3407  ;; integer values and handles
0084: $3439 = $3410  ;; integer values and handles
0084: $3440 = $3411  ;; integer values and handles
0084: $3441 = $3408  ;; integer values and handles
0084: $3442 = $3409  ;; integer values and handles
0084: $3443 = $3407  ;; integer values and handles
0084: $3444 = $3411  ;; integer values and handles
0084: $3445 = $3407  ;; integer values and handles
0084: $3446 = $3409  ;; integer values and handles
0084: $3447 = $3410  ;; integer values and handles
0084: $3448 = $3408  ;; integer values and handles
0084: $3449 = $3408  ;; integer values and handles
0084: $3450 = $3407  ;; integer values and handles
0084: $3451 = $3409  ;; integer values and handles
0084: $3452 = $3410  ;; integer values and handles
0084: $3453 = $3408  ;; integer values and handles
0084: $3454 = $3410  ;; integer values and handles
0084: $3455 = $3409  ;; integer values and handles
0084: $3456 = $3408  ;; integer values and handles
0084: $3457 = $3407  ;; integer values and handles
0084: $3458 = $3411  ;; integer values and handles
0084: $3459 = $3412  ;; integer values and handles
0084: $3460 = $3407  ;; integer values and handles
0084: $3461 = $3410  ;; integer values and handles
0084: $3462 = $3409  ;; integer values and handles
0084: $3463 = $3408  ;; integer values and handles
0084: $3464 = $3411  ;; integer values and handles
0084: $3465 = $3410  ;; integer values and handles
0084: $3466 = $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 =  .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 =  .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 = -.316  ;; floating-point values
0005: $3491 =  .497  ;; floating-point values
0005: $3492 =  .408  ;; floating-point values
0005: $3493 = -1.342  ;; floating-point values
0086: $73 = $3490  ;; floating-point values only
0061: $73 -= $3492  ;; floating-point values
0086: $74 = $3491  ;; floating-point values only
0061: $74 -= $3493  ;; floating-point values
0086: $3494 = $73  ;; floating-point values only
0015: $3494 /=  6.0  ;; floating-point values
0086: $3495 = $74  ;; 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 = -.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 = -2.0  ;; floating-point values
0005: $3658 =  2.0  ;; floating-point values
0005: $3508 =  0.0  ;; floating-point values
0005: $3659 =  0.0  ;; floating-point values
0005: $3509 = -2.0  ;; floating-point values
0005: $3660 =  0.0  ;; floating-point values
0005: $3510 = -4.0  ;; floating-point values
0005: $3661 =  0.0  ;; floating-point values
0005: $3511 =  0.0  ;; floating-point values
0005: $3662 = -2.0  ;; floating-point values
0005: $3512 = -2.0  ;; floating-point values
0005: $3663 = -2.0  ;; floating-point values
0005: $3513 = -4.0  ;; floating-point values
0005: $3664 = -2.0  ;; floating-point values
0005: $3514 =  0.0  ;; floating-point values
0005: $3665 = -4.0  ;; floating-point values
0005: $3515 = -2.0  ;; floating-point values
0005: $3666 = -4.0  ;; floating-point values
0005: $3516 = -4.0  ;; floating-point values
0005: $3667 = -4.0  ;; floating-point values
0005: $3517 =  0.0  ;; floating-point values
0005: $3668 = -6.0  ;; floating-point values
0005: $3518 = -2.0  ;; floating-point values
0005: $3669 = -6.0  ;; floating-point values
0005: $3519 = -4.0  ;; floating-point values
0005: $3670 = -6.0  ;; floating-point values
0005: $3520 =  0.0  ;; floating-point values
0005: $3671 = -8.0  ;; floating-point values
0005: $3521 = -2.0  ;; floating-point values
0005: $3672 = -8.0  ;; floating-point values
0005: $3522 = -4.0  ;; floating-point values
0005: $3673 = -8.0  ;; floating-point values
0005: $3523 =  0.0  ;; floating-point values
0005: $3674 = -10.0  ;; floating-point values
0005: $3524 = -2.0  ;; floating-point values
0005: $3675 = -10.0  ;; floating-point values
0005: $3525 = -4.0  ;; floating-point values
0005: $3676 = -10.0  ;; floating-point values
0005: $3526 =  0.0  ;; floating-point values
0005: $3677 = -12.0  ;; floating-point values
0005: $3527 = -2.0  ;; floating-point values
0005: $3678 = -12.0  ;; floating-point values
0005: $3528 = -4.0  ;; floating-point values
0005: $3679 = -12.0  ;; floating-point values
0005: $3529 =  0.0  ;; floating-point values
0005: $3680 = -14.0  ;; floating-point values
0005: $3530 = -2.0  ;; floating-point values
0005: $3681 = -14.0  ;; floating-point values
0005: $3531 = -4.0  ;; floating-point values
0005: $3682 = -14.0  ;; floating-point values
0005: $3532 =  0.0  ;; floating-point values
0005: $3683 = -16.0  ;; floating-point values
0005: $3533 = -2.0  ;; floating-point values
0005: $3684 = -16.0  ;; floating-point values
0005: $3534 = -4.0  ;; floating-point values
0005: $3685 = -16.0  ;; floating-point values
0005: $3535 =  0.0  ;; floating-point values
0005: $3686 = -18.0  ;; floating-point values
0005: $3536 = -2.0  ;; floating-point values
0005: $3687 = -18.0  ;; floating-point values
0005: $3537 = -4.0  ;; floating-point values
0005: $3688 = -18.0  ;; floating-point values
0005: $3538 =  0.0  ;; floating-point values
0005: $3689 = -20.0  ;; floating-point values
0005: $3539 = -2.0  ;; floating-point values
0005: $3690 = -20.0  ;; floating-point values
0005: $3540 = -4.0  ;; floating-point values
0005: $3691 = -20.0  ;; floating-point values
0005: $3541 =  0.0  ;; floating-point values
0005: $3692 = -22.0  ;; floating-point values
0005: $3542 = -2.0  ;; floating-point values
0005: $3693 = -22.0  ;; floating-point values
0005: $3543 = -4.0  ;; floating-point values
0005: $3694 = -22.0  ;; floating-point values
0005: $3544 = -1.0  ;; floating-point values
0005: $3695 =  0.0  ;; floating-point values
0005: $3545 = -3.0  ;; floating-point values
0005: $3696 =  0.0  ;; floating-point values
0005: $3546 = -1.0  ;; floating-point values
0005: $3697 = -2.0  ;; floating-point values
0005: $3547 = -3.0  ;; floating-point values
0005: $3698 = -2.0  ;; floating-point values
0005: $3548 = -1.0  ;; floating-point values
0005: $3699 = -4.0  ;; floating-point values
0005: $3549 = -3.0  ;; floating-point values
0005: $3700 = -4.0  ;; floating-point values
0005: $3550 = -1.0  ;; floating-point values
0005: $3701 = -6.0  ;; floating-point values
0005: $3551 = -3.0  ;; floating-point values
0005: $3702 = -6.0  ;; floating-point values
0005: $3552 = -1.0  ;; floating-point values
0005: $3703 = -8.0  ;; floating-point values
0005: $3553 = -3.0  ;; floating-point values
0005: $3704 = -8.0  ;; floating-point values
0005: $3554 = -1.0  ;; floating-point values
0005: $3705 = -10.0  ;; floating-point values
0005: $3555 = -3.0  ;; floating-point values
0005: $3706 = -10.0  ;; floating-point values
0005: $3556 = -1.0  ;; floating-point values
0005: $3707 = -12.0  ;; floating-point values
0005: $3557 = -3.0  ;; floating-point values
0005: $3708 = -12.0  ;; floating-point values
0005: $3558 = -1.0  ;; floating-point values
0005: $3709 = -14.0  ;; floating-point values
0005: $3559 = -3.0  ;; floating-point values
0005: $3710 = -14.0  ;; floating-point values
0005: $3560 = -1.0  ;; floating-point values
0005: $3711 = -16.0  ;; floating-point values
0005: $3561 = -3.0  ;; floating-point values
0005: $3712 = -16.0  ;; floating-point values
0005: $3562 = -1.0  ;; floating-point values
0005: $3713 = -18.0  ;; floating-point values
0005: $3563 = -3.0  ;; floating-point values
0005: $3714 = -18.0  ;; floating-point values
0005: $3564 = -1.0  ;; floating-point values
0005: $3715 = -20.0  ;; floating-point values
0005: $3565 = -3.0  ;; floating-point values
0005: $3716 = -20.0  ;; floating-point values
0005: $3566 = -1.0  ;; floating-point values
0005: $3717 = -22.0  ;; floating-point values
0005: $3567 = -3.0  ;; floating-point values
0005: $3718 = -22.0  ;; floating-point values
0005: $3568 =  0.0  ;; floating-point values
0005: $3719 = -1.0  ;; floating-point values
0005: $3569 = -2.0  ;; floating-point values
0005: $3720 = -1.0  ;; floating-point values
0005: $3570 = -4.0  ;; floating-point values
0005: $3721 = -1.0  ;; floating-point values
0005: $3571 =  0.0  ;; floating-point values
0005: $3722 = -3.0  ;; floating-point values
0005: $3572 = -2.0  ;; floating-point values
0005: $3723 = -3.0  ;; floating-point values
0005: $3573 = -4.0  ;; floating-point values
0005: $3724 = -3.0  ;; floating-point values
0005: $3574 =  0.0  ;; floating-point values
0005: $3725 = -5.0  ;; floating-point values
0005: $3575 = -2.0  ;; floating-point values
0005: $3726 = -5.0  ;; floating-point values
0005: $3576 = -4.0  ;; floating-point values
0005: $3727 = -5.0  ;; floating-point values
0005: $3577 =  0.0  ;; floating-point values
0005: $3728 = -7.0  ;; floating-point values
0005: $3578 = -2.0  ;; floating-point values
0005: $3729 = -7.0  ;; floating-point values
0005: $3579 = -4.0  ;; floating-point values
0005: $3730 = -7.0  ;; floating-point values
0005: $3580 =  0.0  ;; floating-point values
0005: $3731 = -9.0  ;; floating-point values
0005: $3581 = -2.0  ;; floating-point values
0005: $3732 = -9.0  ;; floating-point values
0005: $3582 = -4.0  ;; floating-point values
0005: $3733 = -9.0  ;; floating-point values
0005: $3583 =  0.0  ;; floating-point values
0005: $3734 = -11.0  ;; floating-point values
0005: $3584 = -2.0  ;; floating-point values
0005: $3735 = -11.0  ;; floating-point values
0005: $3585 = -4.0  ;; floating-point values
0005: $3736 = -11.0  ;; floating-point values
0005: $3586 =  0.0  ;; floating-point values
0005: $3737 = -13.0  ;; floating-point values
0005: $3587 = -2.0  ;; floating-point values
0005: $3738 = -13.0  ;; floating-point values
0005: $3588 = -4.0  ;; floating-point values
0005: $3739 = -13.0  ;; floating-point values
0005: $3589 =  0.0  ;; floating-point values
0005: $3740 = -15.0  ;; floating-point values
0005: $3590 = -2.0  ;; floating-point values
0005: $3741 = -15.0  ;; floating-point values
0005: $3591 = -4.0  ;; floating-point values
0005: $3742 = -15.0  ;; floating-point values
0005: $3592 =  0.0  ;; floating-point values
0005: $3743 = -17.0  ;; floating-point values
0005: $3593 = -2.0  ;; floating-point values
0005: $3744 = -17.0  ;; floating-point values
0005: $3594 = -4.0  ;; floating-point values
0005: $3745 = -17.0  ;; floating-point values
0005: $3595 =  0.0  ;; floating-point values
0005: $3746 = -19.0  ;; floating-point values
0005: $3596 = -2.0  ;; floating-point values
0005: $3747 = -19.0  ;; floating-point values
0005: $3597 = -4.0  ;; floating-point values
0005: $3748 = -19.0  ;; floating-point values
0005: $3598 =  0.0  ;; floating-point values
0005: $3749 = -21.0  ;; floating-point values
0005: $3599 = -2.0  ;; floating-point values
0005: $3750 = -21.0  ;; floating-point values
0005: $3600 = -4.0  ;; floating-point values
0005: $3751 = -21.0  ;; floating-point values
0005: $3601 = -5.0  ;; floating-point values
0005: $3752 =  0.0  ;; floating-point values
0005: $3602 = -5.0  ;; floating-point values
0005: $3753 = -2.0  ;; floating-point values
0005: $3603 = -5.0  ;; floating-point values
0005: $3754 = -4.0  ;; floating-point values
0005: $3604 = -5.0  ;; floating-point values
0005: $3755 = -6.0  ;; floating-point values
0005: $3605 = -5.0  ;; floating-point values
0005: $3756 = -8.0  ;; floating-point values
0005: $3606 = -5.0  ;; floating-point values
0005: $3757 = -10.0  ;; floating-point values
0005: $3607 = -5.0  ;; floating-point values
0005: $3758 = -12.0  ;; floating-point values
0005: $3608 = -5.0  ;; floating-point values
0005: $3759 = -14.0  ;; floating-point values
0005: $3609 = -5.0  ;; floating-point values
0005: $3760 = -16.0  ;; floating-point values
0005: $3610 = -5.0  ;; floating-point values
0005: $3761 = -18.0  ;; floating-point values
0005: $3611 = -5.0  ;; floating-point values
0005: $3762 = -20.0  ;; floating-point values
0005: $3612 = -5.0  ;; floating-point values
0005: $3763 = -22.0  ;; floating-point values
0005: $3613 = -1.0  ;; floating-point values
0005: $3764 = -1.0  ;; floating-point values
0005: $3614 = -3.0  ;; floating-point values
0005: $3765 = -1.0  ;; floating-point values
0005: $3615 = -1.0  ;; floating-point values
0005: $3766 = -3.0  ;; floating-point values
0005: $3616 = -3.0  ;; floating-point values
0005: $3767 = -3.0  ;; floating-point values
0005: $3617 = -1.0  ;; floating-point values
0005: $3768 = -5.0  ;; floating-point values
0005: $3618 = -3.0  ;; floating-point values
0005: $3769 = -5.0  ;; floating-point values
0005: $3619 = -1.0  ;; floating-point values
0005: $3770 = -7.0  ;; floating-point values
0005: $3620 = -3.0  ;; floating-point values
0005: $3771 = -7.0  ;; floating-point values
0005: $3621 = -1.0  ;; floating-point values
0005: $3772 = -9.0  ;; floating-point values
0005: $3622 = -3.0  ;; floating-point values
0005: $3773 = -9.0  ;; floating-point values
0005: $3623 = -1.0  ;; floating-point values
0005: $3774 = -11.0  ;; floating-point values
0005: $3624 = -3.0  ;; floating-point values
0005: $3775 = -11.0  ;; floating-point values
0005: $3625 = -1.0  ;; floating-point values
0005: $3776 = -13.0  ;; floating-point values
0005: $3626 = -3.0  ;; floating-point values
0005: $3777 = -13.0  ;; floating-point values
0005: $3627 = -1.0  ;; floating-point values
0005: $3778 = -15.0  ;; floating-point values
0005: $3628 = -3.0  ;; floating-point values
0005: $3779 = -15.0  ;; floating-point values
0005: $3629 = -1.0  ;; floating-point values
0005: $3780 = -17.0  ;; floating-point values
0005: $3630 = -3.0  ;; floating-point values
0005: $3781 = -17.0  ;; floating-point values
0005: $3631 = -1.0  ;; floating-point values
0005: $3782 = -19.0  ;; floating-point values
0005: $3632 = -3.0  ;; floating-point values
0005: $3783 = -19.0  ;; floating-point values
0005: $3633 = -1.0  ;; floating-point values
0005: $3784 = -21.0  ;; floating-point values
0005: $3634 = -3.0  ;; floating-point values
0005: $3785 = -21.0  ;; floating-point values
0005: $3635 =  0.0  ;; floating-point values
0005: $3786 = -24.0  ;; floating-point values
0005: $3636 = -2.0  ;; floating-point values
0005: $3787 = -24.0  ;; floating-point values
0005: $3637 = -4.0  ;; floating-point values
0005: $3788 = -24.0  ;; floating-point values
0005: $3638 =  2.0  ;; floating-point values
0005: $3789 = -3.0  ;; floating-point values
0005: $3639 =  2.0  ;; floating-point values
0005: $3790 = -11.0  ;; floating-point values
0005: $3640 =  2.0  ;; floating-point values
0005: $3791 = -19.0  ;; floating-point values
0005: $3641 =  4.0  ;; floating-point values
0005: $3792 = -1.0  ;; floating-point values
0005: $3642 =  4.0  ;; floating-point values
0005: $3793 = -21.0  ;; floating-point values
0005: $3643 =  4.0  ;; floating-point values
0005: $3794 = -5.0  ;; floating-point values
0005: $3644 =  4.0  ;; floating-point values
0005: $3795 = -17.0  ;; floating-point values
0005: $3645 =  4.0  ;; floating-point values
0005: $3796 = -9.0  ;; floating-point values
0005: $3646 =  4.0  ;; floating-point values
0005: $3797 = -13.0  ;; floating-point values
0005: $3647 = -5.0  ;; floating-point values
0005: $3798 = -1.0  ;; floating-point values
0005: $3648 = -5.0  ;; floating-point values
0005: $3799 = -3.0  ;; floating-point values
0005: $3649 = -5.0  ;; floating-point values
0005: $3800 = -5.0  ;; floating-point values
0005: $3650 = -5.0  ;; floating-point values
0005: $3801 = -7.0  ;; floating-point values
0005: $3651 = -5.0  ;; floating-point values
0005: $3802 = -9.0  ;; floating-point values
0005: $3652 = -5.0  ;; floating-point values
0005: $3803 = -11.0  ;; floating-point values
0005: $3653 = -5.0  ;; floating-point values
0005: $3804 = -13.0  ;; floating-point values
0005: $3654 = -5.0  ;; floating-point values
0005: $3805 = -15.0  ;; floating-point values
0005: $3655 = -5.0  ;; floating-point values
0005: $3806 = -17.0  ;; floating-point values
0005: $3656 = -5.0  ;; floating-point values
0005: $3807 = -19.0  ;; floating-point values
0005: $3657 = -5.0  ;; floating-point values
0005: $3808 = -21.0  ;; floating-point values
0005: $3809 =  345.3592  ;; floating-point values
0005: $3810 =  55.3183  ;; floating-point values
04AE: unknown $3811 radar_icon_or_model  5408
04AE: unknown $3812 radar_icon_or_model  5409
04AE: unknown $3813 radar_icon_or_model  5410
04AE: unknown $3814 radar_icon_or_model  5405
04AE: unknown $3815 radar_icon_or_model  5406
04AE: unknown $3816 radar_icon_or_model  5407
04AE: unknown $3817 radar_icon_or_model  5451
04AE: unknown $3818 radar_icon_or_model  5452
04AE: unknown $3820 radar_icon_or_model  5448
04AE: unknown $3821 radar_icon_or_model  5449
04AE: unknown $3822 radar_icon_or_model  5450
04AE: unknown $3823 radar_icon_or_model  5462
04AE: unknown $3824 radar_icon_or_model  5463
04AE: unknown $3825 radar_icon_or_model  5464
04AE: unknown $3826 radar_icon_or_model  5453
04AE: unknown $3827 radar_icon_or_model  5454
04AE: unknown $3828 radar_icon_or_model  5400
04AE: unknown $3829 radar_icon_or_model  5401
04AE: unknown $3830 radar_icon_or_model  5438
04AE: unknown $3831 radar_icon_or_model  5439
04AE: unknown $3832 radar_icon_or_model  5440
04AE: unknown $3833 radar_icon_or_model  5441
04AE: unknown $3834 radar_icon_or_model  5442
04AE: unknown $3835 radar_icon_or_model  5443
04AE: unknown $3836 radar_icon_or_model  5444
04AE: unknown $3837 radar_icon_or_model  5445
04AE: unknown $3838 radar_icon_or_model  5446
04AE: unknown $3839 radar_icon_or_model  5447
04AE: unknown $3840 radar_icon_or_model  5411
04AE: unknown $3841 radar_icon_or_model  5412
04AE: unknown $3842 radar_icon_or_model  5413
04AE: unknown $3843 radar_icon_or_model  5414
04AE: unknown $3844 radar_icon_or_model  5415
04AE: unknown $3845 radar_icon_or_model  5416
04AE: unknown $3846 radar_icon_or_model  5417
04AE: unknown $3847 radar_icon_or_model  5418
04AE: unknown $3848 radar_icon_or_model  5419
04AE: unknown $3849 radar_icon_or_model  5420
04AE: unknown $3850 radar_icon_or_model  5421
04AE: unknown $3851 radar_icon_or_model  5422
04AE: unknown $3852 radar_icon_or_model  5423
04AE: unknown $3853 radar_icon_or_model  5424
04AE: unknown $3854 radar_icon_or_model  5425
04AE: unknown $3855 radar_icon_or_model  5426
04AE: unknown $3856 radar_icon_or_model  5427
04AE: unknown $3857 radar_icon_or_model  5428
04AE: unknown $3858 radar_icon_or_model  5429
04AE: unknown $3859 radar_icon_or_model  5430
04AE: unknown $3860 radar_icon_or_model  5431
04AE: unknown $3861 radar_icon_or_model  5432
04AE: unknown $3862 radar_icon_or_model  5433
04AE: unknown $3863 radar_icon_or_model  5434
04AE: unknown $3864 radar_icon_or_model  5435
04AE: unknown $3865 radar_icon_or_model  5436
04AE: unknown $3866 radar_icon_or_model  5437
04AE: unknown $3867 radar_icon_or_model  5402
04AE: unknown $3868 radar_icon_or_model  5403
04AE: unknown $3869 radar_icon_or_model  5404
04AE: unknown $3870 radar_icon_or_model  43608
04AE: unknown $3871 radar_icon_or_model  43609
04AE: unknown $3872 radar_icon_or_model  43610
04AE: unknown $3873 radar_icon_or_model  43605
04AE: unknown $3874 radar_icon_or_model  43606
04AE: unknown $3875 radar_icon_or_model  43607
04AE: unknown $3876 radar_icon_or_model  43651
04AE: unknown $3877 radar_icon_or_model  43652
04AE: unknown $3879 radar_icon_or_model  43648
04AE: unknown $3880 radar_icon_or_model  43649
04AE: unknown $3881 radar_icon_or_model  43650
04AE: unknown $3882 radar_icon_or_model  43662
04AE: unknown $3883 radar_icon_or_model  43663
04AE: unknown $3884 radar_icon_or_model  43664
04AE: unknown $3885 radar_icon_or_model  43653
04AE: unknown $3886 radar_icon_or_model  43654
04AE: unknown $3887 radar_icon_or_model  43600
04AE: unknown $3888 radar_icon_or_model  43601
04AE: unknown $3889 radar_icon_or_model  43638
04AE: unknown $3890 radar_icon_or_model  43639
04AE: unknown $3891 radar_icon_or_model  43640
04AE: unknown $3892 radar_icon_or_model  43641
04AE: unknown $3893 radar_icon_or_model  43642
04AE: unknown $3894 radar_icon_or_model  43643
04AE: unknown $3895 radar_icon_or_model  43644
04AE: unknown $3896 radar_icon_or_model  43645
04AE: unknown $3897 radar_icon_or_model  43646
04AE: unknown $3898 radar_icon_or_model  43647
04AE: unknown $3899 radar_icon_or_model  43611
04AE: unknown $3900 radar_icon_or_model  43612
04AE: unknown $3901 radar_icon_or_model  43613
04AE: unknown $3902 radar_icon_or_model  43614
04AE: unknown $3903 radar_icon_or_model  43615
04AE: unknown $3904 radar_icon_or_model  43616
04AE: unknown $3905 radar_icon_or_model  43617
04AE: unknown $3906 radar_icon_or_model  43618
04AE: unknown $3907 radar_icon_or_model  43619
04AE: unknown $3908 radar_icon_or_model  43620
04AE: unknown $3909 radar_icon_or_model  43621
04AE: unknown $3910 radar_icon_or_model  43622
04AE: unknown $3911 radar_icon_or_model  43623
04AE: unknown $3912 radar_icon_or_model  43624
04AE: unknown $3913 radar_icon_or_model  43625
04AE: unknown $3914 radar_icon_or_model  43626
04AE: unknown $3915 radar_icon_or_model  43627
04AE: unknown $3916 radar_icon_or_model  43628
04AE: unknown $3917 radar_icon_or_model  43629
04AE: unknown $3918 radar_icon_or_model  43630
04AE: unknown $3919 radar_icon_or_model  43631
04AE: unknown $3920 radar_icon_or_model  43632
04AE: unknown $3921 radar_icon_or_model  43633
04AE: unknown $3922 radar_icon_or_model  43634
04AE: unknown $3923 radar_icon_or_model  43635
04AE: unknown $3924 radar_icon_or_model  43636
04AE: unknown $3925 radar_icon_or_model  43637
04AE: unknown $3926 radar_icon_or_model  43602
04AE: unknown $3927 radar_icon_or_model  43603
04AE: unknown $3928 radar_icon_or_model  43604
0005: $3929 = -2307.723  ;; floating-point values
0005: $4014 = -2235.966  ;; floating-point values
0005: $4099 =  23.0204  ;; floating-point values
0005: $3930 = -2276.635  ;; floating-point values
0005: $4015 = -2220.047  ;; floating-point values
0005: $4100 =  28.716  ;; floating-point values
0005: $3931 = -2199.391  ;; floating-point values
0005: $4016 = -2283.952  ;; floating-point values
0005: $4101 =  30.1494  ;; floating-point values
0005: $3932 = -2105.436  ;; floating-point values
0005: $4017 = -2354.441  ;; floating-point values
0005: $4102 =  30.1419  ;; floating-point values
0005: $3933 = -2142.24  ;; floating-point values
0005: $4018 = -2410.32  ;; floating-point values
0005: $4103 =  30.497  ;; floating-point values
0005: $3934 = -2026.404  ;; floating-point values
0005: $4019 = -2507.761  ;; floating-point values
0005: $4104 =  32.0519  ;; floating-point values
0005: $3935 = -1938.526  ;; floating-point values
0005: $4020 = -2456.146  ;; floating-point values
0005: $4105 =  30.3298  ;; floating-point values
0005: $3936 = -1900.394  ;; floating-point values
0005: $4021 = -2424.618  ;; floating-point values
0005: $4106 =  31.9732  ;; floating-point values
0005: $3937 = -1862.806  ;; floating-point values
0005: $4022 = -2381.538  ;; floating-point values
0005: $4107 =  31.2712  ;; floating-point values
0005: $3938 = -1800.629  ;; floating-point values
0005: $4023 = -2319.639  ;; floating-point values
0005: $4108 =  40.2496  ;; floating-point values
0005: $3939 = -1707.158  ;; floating-point values
0005: $4024 = -2302.579  ;; floating-point values
0005: $4109 =  44.1806  ;; floating-point values
0005: $3940 = -1662.639  ;; floating-point values
0005: $4025 = -2186.958  ;; floating-point values
0005: $4110 =  33.5305  ;; floating-point values
0005: $3941 = -1688.256  ;; floating-point values
0005: $4026 = -2115.59  ;; floating-point values
0005: $4111 =  37.4741  ;; floating-point values
0005: $3942 = -1778.958  ;; floating-point values
0005: $4027 = -2090.098  ;; floating-point values
0005: $4112 =  49.6459  ;; floating-point values
0005: $3943 = -1868.425  ;; floating-point values
0005: $4028 = -2088.36  ;; floating-point values
0005: $4113 =  58.5847  ;; floating-point values
0005: $3944 = -1959.41  ;; floating-point values
0005: $4029 = -2047.85  ;; floating-point values
0005: $4114 =  71.8449  ;; floating-point values
0005: $3945 = -1947.789  ;; floating-point values
0005: $4030 = -1948.487  ;; floating-point values
0005: $4115 =  77.4592  ;; floating-point values
0005: $3946 = -1852.11  ;; floating-point values
0005: $4031 = -1920.47  ;; floating-point values
0005: $4116 =  87.5994  ;; floating-point values
0005: $3947 = -1754.616  ;; floating-point values
0005: $4032 = -1898.502  ;; floating-point values
0005: $4117 =  96.5566  ;; floating-point values
0005: $3948 = -1654.121  ;; floating-point values
0005: $4033 = -1900.045  ;; floating-point values
0005: $4118 =  90.8553  ;; floating-point values
0005: $3949 = -1554.651  ;; floating-point values
0005: $4034 = -1901.959  ;; floating-point values
0005: $4119 =  81.5693  ;; floating-point values
0005: $3950 = -1512.378  ;; floating-point values
0005: $4035 = -1807.028  ;; floating-point values
0005: $4120 =  57.9597  ;; floating-point values
0005: $3951 = -1433.233  ;; floating-point values
0005: $4036 = -1860.032  ;; floating-point values
0005: $4121 =  37.3383  ;; floating-point values
0005: $3952 = -1425.812  ;; floating-point values
0005: $4037 = -1962.023  ;; floating-point values
0005: $4122 =  15.8029  ;; floating-point values
0005: $3953 = -1298.451  ;; floating-point values
0005: $4038 = -2114.384  ;; floating-point values
0005: $4123 =  24.1506  ;; floating-point values
0005: $3954 = -1269.661  ;; floating-point values
0005: $4039 = -2251.145  ;; floating-point values
0005: $4124 =  21.2137  ;; floating-point values
0005: $3955 = -1260.525  ;; floating-point values
0005: $4040 = -2283.122  ;; floating-point values
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0005: $4041 = -2307.536  ;; floating-point values
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0005: $4044 = -2355.995  ;; floating-point values
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0005: $4045 = -2377.18  ;; floating-point values
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0005: $4046 = -2371.508  ;; floating-point values
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0005: $4489 =  30.8563  ;; floating-point values
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0005: $4829 =  2187.451  ;; floating-point values
0005: $4946 = -1638.533  ;; floating-point values
0005: $5063 =  15.0393  ;; floating-point values
0005: $4830 =  2090.335  ;; floating-point values
0005: $4947 = -1611.906  ;; floating-point values
0005: $5064 =  13.1306  ;; floating-point values
0005: $4831 =  1990.331  ;; floating-point values
0005: $4948 = -1612.021  ;; floating-point values
0005: $5065 =  13.1388  ;; floating-point values
0005: $4832 =  1888.96  ;; floating-point values
0005: $4949 = -1614.385  ;; floating-point values
0005: $5066 =  13.1433  ;; floating-point values
0005: $4833 =  1787.243  ;; floating-point values
0005: $4950 = -1607.768  ;; floating-point values
0005: $5067 =  13.1244  ;; floating-point values
0005: $4834 =  1687.135  ;; floating-point values
0005: $4951 = -1592.272  ;; floating-point values
0005: $5068 =  13.1375  ;; floating-point values
0005: $4835 =  1586.952  ;; floating-point values
0005: $4952 = -1591.001  ;; floating-point values
0005: $5069 =  13.1297  ;; floating-point values
0005: $4836 =  1486.726  ;; floating-point values
0005: $4953 = -1590.779  ;; floating-point values
0005: $5070 =  13.152  ;; floating-point values
0005: $4837 =  1386.181  ;; floating-point values
0005: $4954 = -1585.607  ;; floating-point values
0005: $5071 =  13.1003  ;; floating-point values
0005: $4838 =  1286.662  ;; floating-point values
0005: $4955 = -1572.978  ;; floating-point values
0005: $5072 =  13.1664  ;; floating-point values
0005: $4839 =  1186.398  ;; floating-point values
0005: $4956 = -1571.876  ;; floating-point values
0005: $5073 =  13.1464  ;; floating-point values
0005: $4840 =  1085.49  ;; floating-point values
0005: $4957 = -1570.857  ;; floating-point values
0005: $5074 =  13.1351  ;; floating-point values
0005: $4841 =  985.0605  ;; floating-point values
0005: $4958 = -1571.431  ;; floating-point values
0005: $5075 =  13.141  ;; floating-point values
0005: $4842 =  884.2  ;; floating-point values
0005: $4959 = -1577.364  ;; floating-point values
0005: $5076 =  13.13  ;; floating-point values
0005: $4843 =  815.0362  ;; floating-point values
0005: $4960 = -1650.267  ;; floating-point values
0005: $5077 =  13.1344  ;; floating-point values
0005: $4844 =  810.6691  ;; floating-point values
0005: $4961 = -1750.188  ;; floating-point values
0005: $5078 =  13.1276  ;; floating-point values
0005: $4845 =  710.2051  ;; floating-point values
0005: $4962 = -1749.904  ;; floating-point values
0005: $5079 =  14.0481  ;; floating-point values
0005: $4846 =  612.0961  ;; floating-point values
0005: $4963 = -1727.222  ;; floating-point values
0005: $5080 =  13.6595  ;; floating-point values
0005: $4847 =  512.0588  ;; floating-point values
0005: $4964 = -1711.106  ;; floating-point values
0005: $5081 =  11.9235  ;; floating-point values
0005: $4848 =  411.9842  ;; floating-point values
0005: $4965 = -1701.354  ;; floating-point values
0005: $5082 =  8.9795  ;; floating-point values
0005: $4849 =  310.8292  ;; floating-point values
0005: $4966 = -1701.127  ;; floating-point values
0005: $5083 =  6.3614  ;; floating-point values
0005: $4850 =  210.8359  ;; floating-point values
0005: $4967 = -1692.62  ;; floating-point values
0005: $5084 =  7.4032  ;; floating-point values
0005: $4851 =  162.6634  ;; floating-point values
0005: $4968 = -1604.718  ;; floating-point values
0005: $5085 =  15.512  ;; floating-point values
0005: $4852 =  96.6228  ;; floating-point values
0005: $4969 = -1530.289  ;; floating-point values
0005: $5086 =  5.2206  ;; floating-point values
0005: $4853 = -4.3045  ;; floating-point values
0005: $4970 = -1520.765  ;; floating-point values
0005: $5087 =  1.3181  ;; floating-point values
0005: $4854 = -100.2442  ;; floating-point values
0005: $4971 = -1492.018  ;; floating-point values
0005: $5088 =  2.444  ;; floating-point values
0005: $4855 = -150.6629  ;; floating-point values
0005: $4972 = -1404.912  ;; floating-point values
0005: $5089 =  2.4387  ;; floating-point values
0005: $4856 = -125.7253  ;; floating-point values
0005: $4973 = -1307.639  ;; floating-point values
0005: $5090 =  2.6123  ;; floating-point values
0005: $4857 = -85.3976  ;; floating-point values
0005: $4974 = -1398.901  ;; floating-point values
0005: $5091 =  11.9881  ;; floating-point values
0005: $4858 = -156.1722  ;; floating-point values
0005: $4975 = -1470.046  ;; floating-point values
0005: $5092 =  12.557  ;; floating-point values
0005: $4859 = -224.7423  ;; floating-point values
0005: $4976 = -1543.44  ;; floating-point values
0005: $5093 =  15.2432  ;; floating-point values
0005: $4860 = -278.3897  ;; floating-point values
0005: $4977 = -1627.836  ;; floating-point values
0005: $5094 =  15.4404  ;; floating-point values
0005: $4861 = -309.6147  ;; floating-point values
0005: $4978 = -1722.891  ;; floating-point values
0005: $5095 =  14.4331  ;; floating-point values
0005: $4862 = -347.4445  ;; floating-point values
0005: $4979 = -1815.805  ;; floating-point values
0005: $5096 =  20.3824  ;; floating-point values
0005: $4863 = -375.8723  ;; floating-point values
0005: $4980 = -1911.975  ;; floating-point values
0005: $5097 =  27.4563  ;; floating-point values
0005: $4864 = -367.3835  ;; floating-point values
0005: $4981 = -2012.258  ;; floating-point values
0005: $5098 =  27.9796  ;; floating-point values
0005: $4865 = -352.257  ;; floating-point values
0005: $4982 = -2111.555  ;; floating-point values
0005: $5099 =  28.1054  ;; floating-point values
0005: $4866 = -325.2379  ;; floating-point values
0005: $4983 = -2208.254  ;; floating-point values
0005: $5100 =  28.2795  ;; floating-point values
0005: $4867 = -411.8825  ;; floating-point values
0005: $4984 = -2256.126  ;; floating-point values
0005: $5101 =  43.9768  ;; floating-point values
0005: $4868 = -507.0649  ;; floating-point values
0005: $4985 = -2286.252  ;; floating-point values
0005: $5102 =  32.8761  ;; floating-point values
0005: $4869 = -579.3828  ;; floating-point values
0005: $4986 = -2355.297  ;; floating-point values
0005: $5103 =  26.9589  ;; floating-point values
0005: $4870 = -678.7022  ;; floating-point values
0005: $4987 = -2358.307  ;; floating-point values
0005: $5104 =  38.2611  ;; floating-point values
0005: $4871 = -752.1234  ;; floating-point values
0005: $4988 = -2421.517  ;; floating-point values
0005: $5105 =  63.3924  ;; floating-point values
0005: $4872 = -819.2419  ;; floating-point values
0005: $4989 = -2493.365  ;; floating-point values
0005: $5106 =  82.6824  ;; floating-point values
0005: $4873 = -890.7695  ;; floating-point values
0005: $4990 = -2563.279  ;; floating-point values
0005: $5107 =  90.2311  ;; floating-point values
0005: $4874 = -981.5709  ;; floating-point values
0005: $4991 = -2605.962  ;; floating-point values
0005: $5108 =  86.4663  ;; floating-point values
0005: $4875 = -1080.225  ;; floating-point values
0005: $4992 = -2592.214  ;; floating-point values
0005: $5109 =  76.2713  ;; floating-point values
0005: $4876 = -1161.929  ;; floating-point values
0005: $4993 = -2534.01  ;; floating-point values
0005: $5110 =  67.2918  ;; floating-point values
0005: $4877 = -1179.818  ;; floating-point values
0005: $4994 = -2436.012  ;; floating-point values
0005: $5111 =  53.4017  ;; floating-point values
0005: $4878 = -1164.983  ;; floating-point values
0005: $4995 = -2337.243  ;; floating-point values
0005: $5112 =  41.315  ;; floating-point values
0005: $4879 = -1134.131  ;; floating-point values
0005: $4996 = -2242.25  ;; floating-point values
0005: $5113 =  33.4991  ;; floating-point values
0005: $4880 = -1097.972  ;; floating-point values
0005: $4997 = -2148.736  ;; floating-point values
0005: $5114 =  35.7186  ;; floating-point values
0005: $4881 = -1047.998  ;; floating-point values
0005: $4998 = -2064.018  ;; floating-point values
0005: $5115 =  54.2015  ;; floating-point values
0005: $4882 = -998.8296  ;; floating-point values
0005: $4999 = -1979.083  ;; floating-point values
0005: $5116 =  73.7414  ;; floating-point values
0005: $4883 = -1062.2  ;; floating-point values
0005: $5000 = -1901.606  ;; floating-point values
0005: $5117 =  76.9899  ;; floating-point values
0005: $4884 = -1161.378  ;; floating-point values
0005: $5001 = -1886.014  ;; floating-point values
0005: $5118 =  77.91  ;; floating-point values
0005: $4885 = -1206.338  ;; floating-point values
0005: $5002 = -1800.164  ;; floating-point values
0005: $5119 =  51.1433  ;; floating-point values
0005: $4886 = -1271.566  ;; floating-point values
0005: $5003 = -1723.902  ;; floating-point values
0005: $5120 =  45.7799  ;; floating-point values
0005: $4887 = -1353.911  ;; floating-point values
0005: $5004 = -1666.739  ;; floating-point values
0005: $5121 =  45.1373  ;; floating-point values
0005: $4888 = -1446.169  ;; floating-point values
0005: $5005 = -1627.665  ;; floating-point values
0005: $5122 =  44.393  ;; floating-point values
0005: $4889 = -1543.799  ;; floating-point values
0005: $5006 = -1605.511  ;; floating-point values
0005: $5123 =  37.4879  ;; floating-point values
0005: $4890 = -1583.018  ;; floating-point values
0005: $5007 = -1513.157  ;; floating-point values
0005: $5124 =  37.4862  ;; floating-point values
0005: $4891 = -1681.619  ;; floating-point values
0005: $5008 = -1493.674  ;; floating-point values
0005: $5125 =  34.781  ;; floating-point values
0005: $4892 = -1771.401  ;; floating-point values
0005: $5009 = -1448.094  ;; floating-point values
0005: $5126 =  34.5515  ;; floating-point values
0005: $4893 = -1859.213  ;; floating-point values
0005: $5010 = -1399.628  ;; floating-point values
0005: $5127 =  38.1758  ;; floating-point values
0005: $4894 = -1944.476  ;; floating-point values
0005: $5011 = -1347.211  ;; floating-point values
0005: $5128 =  40.559  ;; floating-point values
0005: $4895 = -2006.201  ;; floating-point values
0005: $5012 = -1268.181  ;; floating-point values
0005: $5129 =  36.2375  ;; floating-point values
0005: $4896 = -2057.926  ;; floating-point values
0005: $5013 = -1182.227  ;; floating-point values
0005: $5130 =  31.9717  ;; floating-point values
0005: $4897 = -2105.244  ;; floating-point values
0005: $5014 = -1093.758  ;; floating-point values
0005: $5131 =  29.8948  ;; floating-point values
0005: $4898 = -2169.432  ;; floating-point values
0005: $5015 = -1016.588  ;; floating-point values
0005: $5132 =  33.6278  ;; floating-point values
0005: $4899 = -2214.329  ;; floating-point values
0005: $5016 = -927.0612  ;; floating-point values
0005: $5133 =  42.1936  ;; floating-point values
0005: $4900 = -2196.712  ;; floating-point values
0005: $5017 = -829.6929  ;; floating-point values
0005: $5134 =  58.5525  ;; floating-point values
0005: $4901 = -2261.177  ;; floating-point values
0005: $5018 = -755.0598  ;; floating-point values
0005: $5135 =  75.9781  ;; floating-point values
0005: $4902 = -2341.961  ;; floating-point values
0005: $5019 = -707.3872  ;; floating-point values
0005: $5136 =  110.6889  ;; floating-point values
0005: $4903 = -2400.182  ;; floating-point values
0005: $5020 = -628.3421  ;; floating-point values
0005: $5137 =  131.575  ;; floating-point values
0005: $4904 = -2453.648  ;; floating-point values
0005: $5021 = -544.386  ;; floating-point values
0005: $5138 =  121.1835  ;; floating-point values
0005: $4905 = -2526.894  ;; floating-point values
0005: $5022 = -485.9847  ;; floating-point values
0005: $5139 =  85.0712  ;; floating-point values
0005: $4906 = -2446.844  ;; floating-point values
0005: $5023 = -425.2606  ;; floating-point values
0005: $5140 =  84.4373  ;; floating-point values
0005: $4907 = -2354.251  ;; floating-point values
0005: $5024 = -463.4032  ;; floating-point values
0005: $5141 =  79.948  ;; floating-point values
0005: $4908 = -2389.566  ;; floating-point values
0005: $5025 = -369.9571  ;; floating-point values
0005: $5142 =  75.0462  ;; floating-point values
0005: $4909 = -2489.354  ;; floating-point values
0005: $5026 = -363.9357  ;; floating-point values
0005: $5143 =  63.4133  ;; floating-point values
0005: $4910 = -2588.571  ;; floating-point values
0005: $5027 = -366.5697  ;; floating-point values
0005: $5144 =  46.1223  ;; floating-point values
0005: $4911 = -2672.897  ;; floating-point values
0005: $5028 = -418.9947  ;; floating-point values
0005: $5145 =  31.9261  ;; floating-point values
0005: $4912 = -2681.235  ;; floating-point values
0005: $5029 = -517.9654  ;; floating-point values
0005: $5146 =  17.1435  ;; floating-point values
0005: $4913 = -2777.102  ;; floating-point values
0005: $5030 = -490.7432  ;; floating-point values
0005: $5147 =  6.9382  ;; floating-point values
0005: $4914 = -2818.191  ;; floating-point values
0005: $5031 = -399.3717  ;; floating-point values
0005: $5148 =  6.8041  ;; floating-point values
0005: $4915 = -2811.526  ;; floating-point values
0005: $5032 = -299.0307  ;; floating-point values
0005: $5149 =  6.8035  ;; floating-point values
0005: $4916 = -2805.668  ;; floating-point values
0005: $5033 = -198.8723  ;; floating-point values
0005: $5150 =  6.7879  ;; floating-point values
0005: $4917 = -2808.854  ;; floating-point values
0005: $5034 = -97.9767  ;; floating-point values
0005: $5151 =  6.7909  ;; floating-point values
0005: $4918 = -2809.092  ;; floating-point values
0005: $5035 =  2.2906  ;; floating-point values
0005: $5152 =  6.8002  ;; floating-point values
0005: $4919 = -2804.685  ;; floating-point values
0005: $5036 =  102.3091  ;; floating-point values
0005: $5153 =  6.8277  ;; floating-point values
0005: $4920 = -2806.474  ;; floating-point values
0005: $5037 =  202.4786  ;; floating-point values
0005: $5154 =  6.807  ;; floating-point values
0005: $4921 = -2807.934  ;; floating-point values
0005: $5038 =  302.7264  ;; floating-point values
0005: $5155 =  6.3467  ;; floating-point values
0005: $4922 = -2849.526  ;; floating-point values
0005: $5039 =  394.1544  ;; floating-point values
0005: $5156 =  4.1824  ;; floating-point values
0005: $4923 = -2843.374  ;; floating-point values
0005: $5040 =  494.5805  ;; floating-point values
0005: $5157 =  4.1463  ;; floating-point values
0005: $4924 = -2825.592  ;; floating-point values
0005: $5041 =  593.7442  ;; floating-point values
0005: $5158 =  5.2247  ;; floating-point values
0005: $4925 = -2830.803  ;; floating-point values
0005: $5042 =  692.401  ;; floating-point values
0005: $5159 =  22.7063  ;; floating-point values
0005: $4926 = -2856.006  ;; floating-point values
0005: $5043 =  788.662  ;; floating-point values
0005: $5160 =  35.799  ;; floating-point values
0005: $4927 = -2817.792  ;; floating-point values
0005: $5044 =  880.8148  ;; floating-point values
0005: $5161 =  43.7304  ;; floating-point values
0005: $4928 = -2840.386  ;; floating-point values
0005: $5045 =  978.9179  ;; floating-point values
0005: $5162 =  43.2024  ;; floating-point values
0005: $4929 = -2876.457  ;; floating-point values
0005: $5046 =  1071.905  ;; floating-point values
0005: $5163 =  30.8111  ;; floating-point values
0005: $4930 = -2875.885  ;; floating-point values
0005: $5047 =  1169.952  ;; floating-point values
0005: $5164 =  11.0039  ;; floating-point values
0005: $4931 = -2826.602  ;; floating-point values
0005: $5048 =  1257.501  ;; floating-point values
0005: $5165 =  5.3188  ;; floating-point values
0005: $4932 = -2728.815  ;; floating-point values
0005: $5049 =  1280.354  ;; floating-point values
0005: $5166 =  6.828  ;; floating-point values
0005: $4933 = -2629.314  ;; floating-point values
0005: $5050 =  1297.977  ;; floating-point values
0005: $5167 =  6.7957  ;; floating-point values
0005: $4934 = -2548.262  ;; floating-point values
0005: $5051 =  1358.467  ;; floating-point values
0005: $5168 =  7.3351  ;; floating-point values
0005: $4935 = -2448.621  ;; floating-point values
0005: $5052 =  1370.268  ;; floating-point values
0005: $5169 =  6.7969  ;; floating-point values
0005: $4936 = -2347.698  ;; floating-point values
0005: $5053 =  1366.408  ;; floating-point values
0005: $5170 =  6.9813  ;; floating-point values
0005: $4937 = -2253.195  ;; floating-point values
0005: $5054 =  1333.593  ;; floating-point values
0005: $5171 =  6.801  ;; floating-point values
0005: $4938 = -2152.642  ;; floating-point values
0005: $5055 =  1334.962  ;; floating-point values
0005: $5172 =  6.8483  ;; floating-point values
0005: $4939 = -2055.384  ;; floating-point values
0005: $5056 =  1309.631  ;; floating-point values
0005: $5173 =  6.9547  ;; floating-point values
0005: $4940 = -1957.98  ;; floating-point values
0005: $5057 =  1286.638  ;; floating-point values
0005: $5174 =  6.9474  ;; floating-point values
0005: $4941 = -1868.502  ;; floating-point values
0005: $5058 =  1332.573  ;; floating-point values
0005: $5175 =  6.9476  ;; floating-point values
0005: $4942 = -1837.603  ;; floating-point values
0005: $5059 =  1425.719  ;; floating-point values
0005: $5176 =  6.9399  ;; floating-point values
0107: $5177 = create_object #A51_VENTCOVERB at  245.968  1862.843  19.49
0453: object $5177 set_rotation  0.0  0.0 -140.998
01C7: remove_object_from_mission_cleanup_list $5177
014B: $5178 = init_parked_car_generator  506  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  541  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  434  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  429  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  541  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  504 -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 = init_parked_car_generator  487 -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  469 -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  487 -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  487 -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  563 -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  447 -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  548 -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  487 -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  520 -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  520 -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  460 -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  563 -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  497 -1 -1  0 alarm  0 door_lock  0  0  10000 at  1561.864 -1701.953  27.948 angle  .0015
014B: $5189(13) = init_parked_car_generator  460 -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  593 -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  593 -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  553 -1 -1  0 alarm  0 door_lock  0  0  10000 at -1180.864 -351.9529  13.948 angle  .0015
014B: $5189(17) = init_parked_car_generator  519 -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  519 -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  553 -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  519 -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  487 -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  417 -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  563 -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  476 -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  425 -1 -1  0 alarm  0 door_lock  0  0  10000 at -1608.724  286.14  6.22 angle  55.0015
014B: $5189(26) = init_parked_car_generator  577 -1 -1  0 alarm  0 door_lock  0  0  10000 at  1586.941  1190.642  10.863 angle  180.0
014B: $5189(27) = init_parked_car_generator  511 -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  432 -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  432 -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  520 -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  520 -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 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(26) cars_to_generate_to  101
014C: set_parked_car_generator $5189(27) cars_to_generate_to  0
014B: $5217 = init_parked_car_generator  593 -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  593 -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  553 -1 -1  0 alarm  0 door_lock  100  0  10000 at -1180.864 -351.9529  13.948 angle  .0015
014B: $5217(3) = init_parked_car_generator  519 -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  519 -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  553 -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  519 -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  487 -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  417 -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  563 -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  476 -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  511 -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 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  457 -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  457 -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  457 -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  457 -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  508 -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  508 -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  508 -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  508 -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  355  15 ammo  60 at  825.921 -1165.813  17.8936
032B: $5238 = create_weapon_pickup  350  15 ammo  40 at  832.603 -1273.861  14.4833
0213: $5239 = create_pickup  334 type  15 at  911.6486 -1235.39  17.6802
0213: $5240 = create_pickup  358 type  15 at  733.4333 -1356.47  23.5229
014B: $5244 = init_parked_car_generator  468 -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  510 -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  508 -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  483 -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  571 -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  571 -1 -1  0 alarm  0 door_lock  0  0  10000 at -2693.386 -139.4564  3.93359 angle  90.0856
014B: $5250 = init_parked_car_generator  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  571 -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  539 -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  539 -1 -1  0 alarm  0 door_lock  0  0  10000 at  714.3436 -1488.273  .9343 angle  270.0
014B: $5265 = init_parked_car_generator  539 -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  539 -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  539 -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  539 -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  469 -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  461 -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  573 -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  412 -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 -1 -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 -1 -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 -1 -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  515 -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  578 -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  530 -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: $5284 =  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: $5290  0 
09CA: $5290  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: $5291  0 
09CA: $5291  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: $5292  0 
09CA: $5292  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_1
03A4: name_thread 'INTRO'
0050: gosub INTRO_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false INTRO_7
0050: gosub INTRO_1026

:INTRO_7
0050: gosub INTRO_1027
004E: end_thread

:INTRO_9
0004: $ON_MISSION =  1  ;; integer values
09BA:  0 
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false INTRO_17
009A: @149 = create_actor  4  7 at  0.0  0.0  0.0
00A5: @148 = create_car  596 at  0.0  0.0  0.0
0662: write_debug_message "AA" 

:INTRO_17
004F: create_thread A_CONT_1 
054C: use_GXT_table 'INTRO1'
03F0: text_draw_toggle  1
0001: wait  0 ms
03E0:  0 
0349: text_draw_style =  1  
0006: @179 =  0  ;; integer values
0006: @178 =  0  ;; integer values
05AA: s@182 = 'LOAD_01'  ;; 8-byte strings

:INTRO_26
00D6: if  0
001B:    200 > @179  ;; integer values
004D: jump_if_false INTRO_32
0001: wait  0 ms
0050: gosub INTRO_1066
0002: jump INTRO_26

:INTRO_32
0006: @178 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:INTRO_34
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false INTRO_40
0001: wait  0 ms
0050: gosub INTRO_1066
0002: jump INTRO_34

:INTRO_40
04BB: select_interior  14  ;; select render area
02E4: load_cutscene_data 'PROLOG1'

:INTRO_42
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false INTRO_48
0001: wait  0 ms
0050: gosub INTRO_1066
0002: jump INTRO_42

:INTRO_48
0006: @178 =  1  ;; integer values

:INTRO_49
00D6: if  0
0019:   @179 >  0  ;; integer values
004D: jump_if_false INTRO_55
0001: wait  0 ms
0050: gosub INTRO_1066
0002: jump INTRO_49

:INTRO_55
0006: @178 =  0  ;; integer values
0006: @181 =  1  ;; integer values
05AA: s@182 = 'LOAD_02'  ;; 8-byte strings
0006: @180 =  0  ;; integer values
02E7: start_cutscene
016A: fade  0 ()  0 ms

:INTRO_61
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_66
0001: wait  0 ms
0002: jump INTRO_61

:INTRO_66
016A: fade  1 (back)  1000 ms
0006: @32 =  0  ;; integer values

:INTRO_68
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false INTRO_100
0001: wait  0 ms
00D6: if  0
0019:   @32 >  6800  ;; integer values
004D: jump_if_false INTRO_99
0871: init_jump_table @180 total_jumps  3  0 INTRO_99 jumps  0 INTRO_76  1 INTRO_84  2 INTRO_92 -1 INTRO_99 -1 INTRO_99 -1 INTRO_99 -1 INTRO_99 

:INTRO_76
00D6: if  0
001B:    200 > @179  ;; integer values
004D: jump_if_false INTRO_82
0050: gosub INTRO_1066
0002: jump INTRO_99
0002: jump INTRO_84

:INTRO_82
0006: @178 =  2  ;; integer values
000A: @180 +=  1  ;; integer values

:INTRO_84
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false INTRO_90
0050: gosub INTRO_1066
0002: jump INTRO_99
0002: jump INTRO_92

:INTRO_90
0006: @178 =  1  ;; integer values
000A: @180 +=  1  ;; integer values

:INTRO_92
00D6: if  0
0019:   @179 >  0  ;; integer values
004D: jump_if_false INTRO_98
0050: gosub INTRO_1066
0002: jump INTRO_99
0002: jump INTRO_99

:INTRO_98
000A: @180 +=  1  ;; integer values

:INTRO_99
0002: jump INTRO_68

:INTRO_100
016A: fade  0 ()  0 ms

:INTRO_101
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_106
0001: wait  0 ms
0002: jump INTRO_101

:INTRO_106
02EA: end_cutscene
00D6: if  0
056A: (unknown)
004D: jump_if_false INTRO_113
04BB: select_interior  0  ;; select render area
0004: $5353 =  1  ;; integer values
0002: jump INTRO_730

:INTRO_113
00C0: set_current_time  6  30
01B6: set_weather  14
04BB: select_interior  0  ;; select render area
02E4: load_cutscene_data 'PROLOG3'

:INTRO_117
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false INTRO_122
0001: wait  0 ms
0002: jump INTRO_117

:INTRO_122
0247: request_model #GWFORUM1_LAE

:INTRO_123
00D6: if  0
8248:   NOT   model #GWFORUM1_LAE available
004D: jump_if_false INTRO_128
0001: wait  0 ms
0002: jump INTRO_123

:INTRO_128
0A0B:  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 (back)  1000 ms

:INTRO_132
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false INTRO_138
0001: wait  0 ms
00C0: set_current_time  6  30
0002: jump INTRO_132

:INTRO_138
016A: fade  0 ()  0 ms

:INTRO_139
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_144
0001: wait  0 ms
0002: jump INTRO_139

:INTRO_144
02EA: end_cutscene
0249: release_model #GWFORUM1_LAE
00D6: if  0
056A: (unknown)
004D: jump_if_false INTRO_151
0004: $5353 =  1  ;; integer values
0002: jump INTRO_730

:INTRO_151
0247: request_model  596
0247: request_model  537
0247: request_model  569
0247: request_model  481
0247: request_model #GANGSHOPS4_LAE2
0247: request_model #CE_HILLSEAST06
0247: request_model #CUNTEGROUND23
0247: request_model #HILLSEAST05_LAE
023C: load_special_actor  1 'TENPEN'
023C: load_special_actor  2 'PULASKI'
023C: load_special_actor  3 'HERN'
07C0:  706 
07C0:  707 

:INTRO_164
00D6: if  25
8248:   NOT   model  596 available
8248:   NOT   model  537 available
8248:   NOT   model  569 available
8248:   NOT   model  481 available
87C1:   NOT  706 
87C1:   NOT  707 
004D: jump_if_false INTRO_174
0001: wait  0 ms
0002: jump INTRO_164

:INTRO_174
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false INTRO_181
0001: wait  0 ms
0002: jump INTRO_174

:INTRO_181
00D6: if  23
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_189
0001: wait  0 ms
0002: jump INTRO_181

:INTRO_189
04E4: unknown_refresh_game_renderer_at  2431.609 -1254.061
03CB: set_camera  2358.656 -1246.348  28.7884
0952:  10 
0006: @38 =  0  ;; integer values

:INTRO_193
00D6: if  0
8039:   NOT   @38 ==  2  ;; integer values
004D: jump_if_false INTRO_199
0001: wait  0 ms
0953: @38 
0002: jump INTRO_193

:INTRO_199
00D6: if  0
09C8: (unknown)
004D: jump_if_false INTRO_285
0006: @93 =  0  ;; integer values
05AA: s@95 = 'PRO@24'  ;; 8-byte strings
0006: @43 =  3050  ;; integer values
0006: @68 =  0  ;; integer values
05AA: s@97 = 'PRO@25'  ;; 8-byte strings
0006: @44 =  2530  ;; integer values
0006: @69 =  3150  ;; integer values
05AA: s@99 = 'PRO@26'  ;; 8-byte strings
0006: @45 =  1600  ;; integer values
0006: @70 =  6000  ;; integer values
05AA: s@101 = 'PRO@49'  ;; 8-byte strings
0006: @46 =  1530  ;; integer values
0006: @71 =  9190  ;; integer values
05AA: s@103 = 'PRO@27'  ;; 8-byte strings
0006: @47 =  5510  ;; integer values
0006: @72 =  10810  ;; integer values
05AA: s@105 = 'PRO@28'  ;; 8-byte strings
0006: @48 =  2560  ;; integer values
0006: @73 =  16600  ;; integer values
05AA: s@107 = 'PRO@29'  ;; 8-byte strings
0006: @49 =  1350  ;; integer values
0006: @74 =  21000  ;; integer values
05AA: s@109 = 'PRO@30'  ;; 8-byte strings
0006: @50 =  3760  ;; integer values
0006: @75 =  23500  ;; integer values
05AA: s@111 = 'PRO@30B'  ;; 8-byte strings
0006: @51 =  2450  ;; integer values
0085: @76 = @75  ;; integer values and handles
005A: @76 += @50  ;; integer values 
05AA: s@113 = 'PRO@31'  ;; 8-byte strings
0006: @52 =  3620  ;; integer values
0006: @77 =  30700  ;; integer values
05AA: s@115 = 'PRO@33'  ;; 8-byte strings
0006: @53 =  1440  ;; integer values
0006: @78 =  35000  ;; integer values
05AA: s@117 = 'PRO@32'  ;; 8-byte strings
0006: @54 =  1739  ;; integer values
0006: @79 =  36750  ;; integer values
05AA: s@119 = 'PRO@34'  ;; 8-byte strings
0006: @55 =  2450  ;; integer values
0085: @80 = @79  ;; integer values and handles
005A: @80 += @54  ;; integer values 
05AA: s@121 = 'PRO@35'  ;; 8-byte strings
0006: @56 =  971  ;; integer values
0085: @81 = @80  ;; integer values and handles
005A: @81 += @55  ;; integer values 
05AA: s@123 = 'PRO@36'  ;; 8-byte strings
0006: @57 =  1320  ;; integer values
0085: @82 = @81  ;; integer values and handles
005A: @82 += @56  ;; integer values 
05AA: s@125 = 'PRO@37'  ;; 8-byte strings
0006: @58 =  1342  ;; integer values
0085: @83 = @82  ;; integer values and handles
005A: @83 += @57  ;; integer values 
05AA: s@127 = 'PRO@38'  ;; 8-byte strings
0006: @59 =  1747  ;; integer values
0085: @84 = @83  ;; integer values and handles
005A: @84 += @58  ;; integer values 
05AA: s@129 = 'PRO@40'  ;; 8-byte strings
0006: @60 =  2355  ;; integer values
0006: @85 =  46700  ;; integer values
05AA: s@131 = 'PRO@41'  ;; 8-byte strings
0006: @61 =  4400  ;; integer values
0006: @86 =  49500  ;; integer values
05AA: s@133 = 'PRO@43'  ;; 8-byte strings
0006: @62 =  3111  ;; integer values
0006: @87 =  55900  ;; integer values
05AA: s@135 = 'PRO@44'  ;; 8-byte strings
0006: @63 =  3400  ;; integer values
0006: @88 =  59500  ;; integer values
05AA: s@137 = 'PRO@45'  ;; 8-byte strings
0006: @64 =  1180  ;; integer values
0085: @89 = @88  ;; integer values and handles
005A: @89 += @63  ;; integer values 
05AA: s@139 = 'PRO@47'  ;; 8-byte strings
0006: @65 =  1700  ;; integer values
0085: @90 = @89  ;; integer values and handles
005A: @90 += @64  ;; integer values 
05AA: s@141 = '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_286

:INTRO_285
0006: @93 =  25  ;; integer values

:INTRO_286
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  1.0
06D7:  0 
0006: @37 =  0  ;; integer values
00A5: @35 = create_car  596 at  2431.609 -1254.061  22.8303
0175: set_car @35 z_angle_to  89.5453
067F: @35  2 
0430: $PLAYER_ACTOR @35  2 
0129: @41 = create_actor  23  291 in_car @35 driverseat
01C8: @40 = create_actor  23  290 in_car @35 passenger_seat  0
01C8: @42 = create_actor  23  292 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_306
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false INTRO_311
0001: wait  0 ms
0002: jump INTRO_306

:INTRO_311
016A: fade  1 (back)  500 ms
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false INTRO_321
00D6: if  0
860E:   NOT @35 
004D: jump_if_false INTRO_321
05EB: @35  706 
0954: (unknown)

:INTRO_321
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTRO_325
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:INTRO_325
06D8: @36 = create_train_at  2285.152 -1257.5  23.0 track  13 unknown  1 
06DC: set_train @36 acc  0.0 
06DD: set_train @36 speed  0.0 
0005: $73 =  2373.105  ;; floating-point values
0005: $74 = -1281.969  ;; floating-point values
0005: $75 =  22.833  ;; floating-point values
0005: $72 =  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_650
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0004: $5353 =  2  ;; integer values

:INTRO_339
0001: wait  0 ms
00C0: set_current_time  6  30
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false INTRO_649
0871: init_jump_table @37 total_jumps  6  0 INTRO_412 jumps  0 INTRO_345  1 INTRO_351  2 INTRO_361  3 INTRO_367  4 INTRO_379  5 INTRO_386 -1 INTRO_412 

:INTRO_345
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_349
0002: jump INTRO_412

:INTRO_349
0707: unknown_bunnyjump INTRO_392 
000A: @37 +=  1  ;; integer values

:INTRO_351
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false INTRO_355
0002: jump INTRO_412

:INTRO_355
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false INTRO_360
06DC: set_train @36 acc  9.0 
06DD: set_train @36 speed  9.0 

:INTRO_360
000A: @37 +=  1  ;; integer values

:INTRO_361
00D6: if  0
060E: @35 
004D: jump_if_false INTRO_365
0002: jump INTRO_412

:INTRO_365
0006: @32 =  0  ;; integer values
000A: @37 +=  1  ;; integer values

:INTRO_367
00D6: if  0
001B:    13000 > @32  ;; integer values
004D: jump_if_false INTRO_371
0002: jump INTRO_412

:INTRO_371
0006: @32 =  0  ;; integer values
05EB: @35  707 
099A: @35  0 
0395: clear_area  1 at  2246.508 -1263.087  22.9531 range  500.0
00A5: $60 = create_car  481 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_379
00D6: if  0
001B:    26800 > @32  ;; integer values
004D: jump_if_false INTRO_383
0002: jump INTRO_412

:INTRO_383
0622: AS_unknown_remove_actor $PLAYER_ACTOR from_car @35 
000A: @37 +=  1  ;; integer values
0002: jump INTRO_412

:INTRO_386
00D6: if  0
060E: @35 
004D: jump_if_false INTRO_390
0002: jump INTRO_412

:INTRO_390
05D3: unknown_action_sequence $PLAYER_ACTOR  2239.33 -1261.94  22.9375  4 -2 
0004: $5353 =  0  ;; integer values

:INTRO_392
0701: (unknown)
00D6: if  0
0038:   $5353 ==  2  ;; integer values
004D: jump_if_false INTRO_397
0002: jump INTRO_730

:INTRO_397
0955: (unknown)
06D9: (unknown)
06D7:  1 
0249: release_model  596
0249: release_model  537
0249: release_model  569
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_661

:INTRO_412
0871: init_jump_table @39 total_jumps  16  0 INTRO_564 jumps  0 INTRO_414  1 INTRO_424  2 INTRO_434  3 INTRO_444  4 INTRO_456  5 INTRO_464  6 INTRO_474 
0872: jump_table_jumps  7 INTRO_482  8 INTRO_492  9 INTRO_500  10 INTRO_510  11 INTRO_520  12 INTRO_528  13 INTRO_538  14 INTRO_546  15 INTRO_554 

:INTRO_414
00D6: if  0
001B:    1500 > @33  ;; integer values
004D: jump_if_false INTRO_418
0002: jump INTRO_564

:INTRO_418
0925: (unknown)
092F:  1 
0930:  1 
0936:  2358.656 -1246.348  28.7884  2358.656 -1246.348  28.7884  7000  1 
0920:  2359.521 -1246.843  28.7047  2359.276 -1247.128  28.7047  7000  1 
000A: @39 +=  1  ;; integer values

:INTRO_424
00D6: if  0
001B:    5500 > @33  ;; integer values
004D: jump_if_false INTRO_428
0002: jump INTRO_564

:INTRO_428
0925: (unknown)
092F:  1 
0930:  1 
0936:  2362.03 -1288.5  23.8624  2362.03 -1288.5  23.8624  5500  1 
0920:  2362.592 -1287.676  23.9326  2362.047 -1289.497  23.932  5500  1 
000A: @39 +=  1  ;; integer values

:INTRO_434
00D6: if  0
001B:    9500 > @33  ;; integer values
004D: jump_if_false INTRO_438
0002: jump INTRO_564

:INTRO_438
0925: (unknown)
092F:  1 
0930:  1 
0936:  2377.163 -1308.247  23.6193  2380.673 -1390.424  24.0771  6800  0 
0920:  2376.469 -1307.534  23.7249  2379.811 -1389.922  24.1388  6800  0 
000A: @39 +=  1  ;; integer values

:INTRO_444
00D6: if  0
001B:    16200 > @33  ;; integer values
004D: jump_if_false INTRO_448
0002: jump INTRO_564

:INTRO_448
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_456
00D6: if  0
001B:    20500 > @33  ;; integer values
004D: jump_if_false INTRO_460
0002: jump INTRO_564

:INTRO_460
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_464
00D6: if  0
001B:    32300 > @33  ;; integer values
004D: jump_if_false INTRO_468
0002: jump INTRO_564

:INTRO_468
0925: (unknown)
092F:  1 
0930:  1 
0936:  2305.536 -1384.754  23.2002  2303.521 -1384.387  23.0641  5700  0 
0920:  2304.708 -1384.193  23.1803  2302.728 -1383.861  23.3722  5700  0 
000A: @39 +=  1  ;; integer values

:INTRO_474
00D6: if  0
001B:    37589 > @33  ;; integer values
004D: jump_if_false INTRO_478
0002: jump INTRO_564

:INTRO_478
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_482
00D6: if  0
001B:    38500 > @33  ;; integer values
004D: jump_if_false INTRO_486
0002: jump INTRO_564

:INTRO_486
0925: (unknown)
092F:  1 
0930:  1 
0936:  2265.254 -1388.59  23.4001  2246.91 -1388.59  23.4001  7500  1 
0920:  2266.164 -1388.202  23.4001  2245.935 -1388.424  23.4001  7500  1 
000A: @39 +=  1  ;; integer values

:INTRO_492
00D6: if  0
001B:    46000 > @33  ;; integer values
004D: jump_if_false INTRO_496
0002: jump INTRO_564

:INTRO_496
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_500
00D6: if  0
001B:    48000 > @33  ;; integer values
004D: jump_if_false INTRO_504
0002: jump INTRO_564

:INTRO_504
0925: (unknown)
092F:  1 
0930:  1 
0936:  2163.084 -1387.757  23.8438  2163.084 -1387.757  23.8438  5000  1 
0920:  2163.946 -1387.268  23.9785  2163.423 -1386.826  23.9785  5000  1 
000A: @39 +=  1  ;; integer values

:INTRO_510
00D6: if  0
001B:    53000 > @33  ;; integer values
004D: jump_if_false INTRO_514
0002: jump INTRO_564

:INTRO_514
0925: (unknown)
092F:  1 
0930:  1 
0936:  2156.551 -1292.082  39.2814  2156.974 -1288.564  36.9331  4000  1 
0920:  2157.025 -1292.67  38.6264  2157.626 -1289.084  36.382  4000  1 
000A: @39 +=  1  ;; integer values

:INTRO_520
00D6: if  0
001B:    57000 > @33  ;; integer values
004D: jump_if_false INTRO_524
0002: jump INTRO_564

:INTRO_524
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_528
00D6: if  0
001B:    59200 > @33  ;; integer values
004D: jump_if_false INTRO_532
0002: jump INTRO_564

:INTRO_532
0925: (unknown)
092F:  1 
0930:  1 
0936:  2176.373 -1252.758  23.4951  2176.373 -1252.758  23.4951  2500  1 
0920:  2176.118 -1253.725  23.5115  2177.079 -1253.466  23.5115  2500  1 
000A: @39 +=  1  ;; integer values

:INTRO_538
00D6: if  0
001B:    61400 > @33  ;; integer values
004D: jump_if_false INTRO_542
0002: jump INTRO_564

:INTRO_542
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_546
00D6: if  0
001B:    63000 > @33  ;; integer values
004D: jump_if_false INTRO_550
0002: jump INTRO_564

:INTRO_550
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_554
00D6: if  0
001B:    64000 > @33  ;; integer values
004D: jump_if_false INTRO_558
0002: jump INTRO_564

:INTRO_558
0925: (unknown)
092F:  1 
0930:  1 
0936:  2210.418 -1263.121  23.1607  2217.615 -1262.761  24.45  6500  1 
0920:  2211.399 -1262.981  23.2985  2218.606 -1262.886  24.4112  6500  1 
000A: @39 +=  1  ;; integer values

:INTRO_564
00D6: if  0
001B:    24 > @93  ;; integer values
004D: jump_if_false INTRO_583
0871: init_jump_table @94 total_jumps  2  0 INTRO_583 jumps  0 INTRO_574  1 INTRO_568 -1 INTRO_583 -1 INTRO_583 -1 INTRO_583 -1 INTRO_583 -1 INTRO_583 

:INTRO_568
00D6: if  0
001D:   @146 > @33  ;; integer values  
004D: jump_if_false INTRO_572
0002: jump INTRO_583

:INTRO_572
00BE: text_clear_all
000E: @94 -=  1  ;; integer values

:INTRO_574
00D6: if  0
001D:   @68(@93,25i) > @33  ;; integer values  
004D: jump_if_false INTRO_578
0002: jump INTRO_583

:INTRO_578
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_583
0871: init_jump_table @147 total_jumps  5  0 INTRO_649 jumps  0 INTRO_584  1 INTRO_597  2 INTRO_610  3 INTRO_623  4 INTRO_636 -1 INTRO_649 -1 INTRO_649 

:INTRO_584
00D6: if  0
001B:    8500 > @33  ;; integer values
004D: jump_if_false INTRO_588
0002: jump INTRO_649

:INTRO_588
0005: $73 =  2345.452  ;; floating-point values
0005: $74 = -1303.926  ;; floating-point values
0005: $75 =  22.9955  ;; floating-point values
0005: $72 =  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_650
000A: @147 +=  1  ;; integer values

:INTRO_597
00D6: if  0
001B:    15000 > @33  ;; integer values
004D: jump_if_false INTRO_601
0002: jump INTRO_649

:INTRO_601
0005: $73 =  2346.383  ;; floating-point values
0005: $74 = -1420.555  ;; floating-point values
0005: $75 =  22.8281  ;; floating-point values
0005: $72 =  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_650
000A: @147 +=  1  ;; integer values

:INTRO_610
00D6: if  0
001B:    40000 > @33  ;; integer values
004D: jump_if_false INTRO_614
0002: jump INTRO_649

:INTRO_614
0005: $73 =  2215.088  ;; floating-point values
0005: $74 = -1417.086  ;; floating-point values
0005: $75 =  22.8281  ;; floating-point values
0005: $72 =  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_650
000A: @147 +=  1  ;; integer values

:INTRO_623
00D6: if  0
001B:    48000 > @33  ;; integer values
004D: jump_if_false INTRO_627
0002: jump INTRO_649

:INTRO_627
0005: $73 =  2165.042  ;; floating-point values
0005: $74 = -1353.055  ;; floating-point values
0005: $75 =  22.8281  ;; floating-point values
0005: $72 =  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_650
000A: @147 +=  1  ;; integer values

:INTRO_636
00D6: if  0
001B:    52000 > @33  ;; integer values
004D: jump_if_false INTRO_640
0002: jump INTRO_649

:INTRO_640
0005: $73 =  2201.352  ;; floating-point values
0005: $74 = -1298.164  ;; floating-point values
0005: $75 =  22.8303  ;; floating-point values
0005: $72 =  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_650
000A: @147 +=  1  ;; integer values

:INTRO_649
0002: jump INTRO_339

:INTRO_650
09B2:  1 @150 @151 
00D6: if  0
8039:   NOT   @150 == -1  ;; integer values
004D: jump_if_false INTRO_660
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 $73 $74 $75
0175: set_car @148 z_angle_to $72
0560: @148 @149
05D1: unknown_action_sequence @149 @148 @152 @153 @154  15.0  0  0  0 

:INTRO_660
0051: return

:INTRO_661
0006: @155 =  0  ;; integer values
0006: @156 =  0  ;; integer values
05AA: s@164 = 'VO_AA'  ;; 8-byte strings
04AF: @157 = unknown_wav_reference  43200 
05AA: s@166 = 'VO_AB'  ;; 8-byte strings
04AF: @158 = unknown_wav_reference  43201 
05AA: s@168 = 'VO_AC'  ;; 8-byte strings
04AF: @159 = unknown_wav_reference  43202 
05AA: s@170 = 'VO_AD'  ;; 8-byte strings
04AF: @160 = unknown_wav_reference  43203 
05AA: s@172 = 'VO_AE'  ;; 8-byte strings
04AF: @161 = unknown_wav_reference  43204 
05AA: s@174 = 'VO_AF'  ;; 8-byte strings
04AF: @162 = unknown_wav_reference  43205 
05AA: s@176 = 'VO_AG'  ;; 8-byte strings
04AF: @163 = unknown_wav_reference  43206 
02EB: restore_camera_with_jumpcut
0925: (unknown)
0925: (unknown)
092F:  1 
0930:  1 
0936:  2217.615 -1262.761  24.45  2238.641 -1261.329  24.6289  13500  0 
0920:  2218.606 -1262.886  24.4112  2239.602 -1261.589  24.54  13500  0 
099C:  1  20000.0  3.0 
0006: @39 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0707: unknown_bunnyjump INTRO_720 

:INTRO_688
0001: wait  0 ms
0871: init_jump_table @155 total_jumps  2  0 INTRO_706 jumps  0 INTRO_690  1 INTRO_701 -1 INTRO_706 -1 INTRO_706 -1 INTRO_706 -1 INTRO_706 -1 INTRO_706 

:INTRO_690
00D6: if  0
001B:    5 > @156  ;; integer values
004D: jump_if_false INTRO_699
008A: $1276 = @157(@156,7i)  ;; integer values and handles
05A9: s$1281 = @164(@156,7s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 
000A: @156 +=  1  ;; integer values
000A: @155 +=  1  ;; integer values
0002: jump INTRO_701

:INTRO_699
0006: @155 = -1  ;; integer values
0002: jump INTRO_706

:INTRO_701
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false INTRO_706
000E: @155 -=  1  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:INTRO_706
0871: init_jump_table @39 total_jumps  2  0 INTRO_729 jumps  0 INTRO_707  1 INTRO_716 -1 INTRO_729 -1 INTRO_729 -1 INTRO_729 -1 INTRO_729 -1 INTRO_729 

:INTRO_707
00D6: if  0
0019:   @32 >  13500  ;; integer values
004D: jump_if_false INTRO_715
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:  1  2500.0  3.0 
000A: @39 +=  1  ;; integer values

:INTRO_715
0002: jump INTRO_729

:INTRO_716
00D6: if  0
0019:   @32 >  16000  ;; integer values
004D: jump_if_false INTRO_729
0004: $5353 =  0  ;; integer values

:INTRO_720
0701: (unknown)
00D6: if  0
0038:   $5353 ==  0  ;; integer values
004D: jump_if_false INTRO_728
0925: (unknown)
015A: restore_camera
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:INTRO_728
0002: jump INTRO_730

:INTRO_729
0002: jump INTRO_688

:INTRO_730
0871: init_jump_table $5353 total_jumps  4  0 INTRO_809 jumps  0 INTRO_731  1 INTRO_735  2 INTRO_735  3 INTRO_735 -1 INTRO_809 -1 INTRO_809 -1 INTRO_809 

:INTRO_731
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0002: jump INTRO_809

:INTRO_735
016A: fade  0 ()  0 ms

:INTRO_736
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_741
0001: wait  0 ms
0002: jump INTRO_736

:INTRO_741
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00C0: set_current_time  6  30
01B6: set_weather  14
0792: $PLAYER_ACTOR 
0A0B:  2239.367 -1261.939  22.9375  272.5814 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO_753
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2239.367 -1261.939  22.9375
0002: jump INTRO_754

:INTRO_753
00A1: put_actor $PLAYER_ACTOR at  2239.367 -1261.939  22.9375

:INTRO_754
0173: set_actor $PLAYER_ACTOR z_angle_to  272.5814
00D6: if  0
0038:   $5353 ==  2  ;; integer values
004D: jump_if_false INTRO_776
0955: (unknown)
06D9: (unknown)
06D7:  1 
0249: release_model  596
0249: release_model  537
0249: release_model  569
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: $PLAYER_ACTOR 

:INTRO_776
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false INTRO_789
0247: request_model  481

:INTRO_780
00D6: if  0
8248:   NOT   model  481 available
004D: jump_if_false INTRO_785
0001: wait  0 ms
0002: jump INTRO_780

:INTRO_785
0395: clear_area  1 at  2246.508 -1263.087  22.9531 range  500.0
00A5: $60 = create_car  481 at  2246.508 -1263.087  22.9531
0175: set_car $60 z_angle_to  285.0
0006: @145 =  1  ;; integer values

:INTRO_789
02EB: restore_camera_with_jumpcut
0925: (unknown)
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
0006: @32 =  0  ;; integer values

:INTRO_794
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false INTRO_799
0001: wait  0 ms
0002: jump INTRO_794

:INTRO_799
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
016A: fade  1 (back)  1500 ms

:INTRO_803
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_808
0001: wait  0 ms
0002: jump INTRO_803

:INTRO_808
0002: jump INTRO_809

:INTRO_809
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_814
0001: wait  0 ms
0002: jump INTRO_809

:INTRO_814
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
004F: create_thread A_TERM_1 
09BA:  1 
091E:  2380.682 -1274.528  22.0  2375.945 -1239.356  26.0 
091E:  2358.383 -1372.666  22.0  2382.969 -1379.457  25.0 
091E:  2151.602 -1380.375  22.0  2184.704 -1374.71  26.0 
091E:  2180.731 -1286.328  22.0  2153.527 -1315.797  26.0 
01B7: release_weather
03F0: text_draw_toggle  0
0629: change_stat  181 (islands unlocked) to  0  ; integer see statdisp.dat
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
041D: set_camera_near_clip  .1 
04BB: select_interior  0  ;; select render area
076C: 'GAN1'  1  10 
076C: 'GAN2'  1  10 
0776: init_objects_in_object_group "BARRIERS1" 
0776: init_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  .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
02A8: $439 = create_marker $441 at $459 $460 $461
07FB: set_interior 'CARLS' accessible  0 
07FB: set_interior 'AMMUN1' accessible  0 
07FB: set_interior 'AMMUN2' accessible  0 
07FB: set_interior 'AMMUN3' accessible  0 
07FB: set_interior 'AMMUN4' accessible  0 
07FB: set_interior 'AMMUN5' accessible  0 
07FB: set_interior 'BARBERS' accessible  0 
07FB: set_interior 'BARBER2' accessible  0 
07FB: set_interior 'BARBER3' accessible  0 
07FB: set_interior 'FDPIZA' accessible  0 
07FB: set_interior 'FDCHICK' accessible  0 
07FB: set_interior 'FDBURG' accessible  0 
07FB: set_interior 'TATTOO' accessible  0 
07FB: set_interior 'CSCHP' accessible  0 
07FB: set_interior 'CSSPRT' accessible  0 
07FB: set_interior 'LACS1' accessible  0 
07FB: set_interior 'CLOTHGP' accessible  0 
07FB: set_interior 'CSDESGN' accessible  0 
07FB: set_interior 'CSEXL' accessible  0 
07FB: set_interior 'GYM1' accessible  0 
07FB: set_interior 'GYM2' accessible  0 
07FB: set_interior 'GYM3' accessible  0 
07FB: set_interior 'PDOMES' accessible  0 
07FB: set_interior 'PDOMES2' accessible  0 
07FB: set_interior 'MADDOGS' accessible  0 
07FB: set_interior 'MDDOGS' accessible  0 
07FB: set_interior 'GANG' accessible  0 
07FB: set_interior 'RCPLAY' accessible  0 
07FB: set_interior 'PAPER' accessible  0 
07FB: set_interior 'ABATOIR' accessible  0 
07FB: set_interior 'LACRAK' accessible  0 
02B9: deactivate_garage 'BODLAWN'  
02B9: deactivate_garage 'MODLAST'  
02B9: deactivate_garage 'MDSSFSE'  
02B9: deactivate_garage 'MDS1SFS'  
02B9: deactivate_garage 'VECMOD'  
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 (false)
048F: $PLAYER_ACTOR
0004: $INTRO_MISSIONS_PASSED =  0  ;; integer values
0004: $SWEETS_MISSIONS_PASSED =  0  ;; integer values
0004: $CRASH_MISSIONS_PASSED =  0  ;; integer values
0004: $SMOKES_MISSIONS_PASSED =  0  ;; integer values
0004: $STRAP_MISSIONS_PASSED =  0  ;; integer values
0004: $RYDERS_MISSIONS_PASSED =  0  ;; integer values
0004: $CESAR_1_MISSIONS_PASSED =  0  ;; integer values
0004: $LS_FINAL_MISSIONS_PASSED =  0  ;; integer values
0004: $83 =  0  ;; integer values
0004: $82 =  0  ;; integer values
0004: $120 =  0  ;; integer values
0004: $85 =  0  ;; integer values
0004: $84 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:INTRO_924
00D6: if  0
8019:   NOT   @32 >  1000  ;; integer values
004D: jump_if_false INTRO_944
0001: wait  0 ms
0050: gosub INTRO_1049
00D6: if  0
8119:   NOT   car $60 wrecked
004D: jump_if_false INTRO_936
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2246.508 -1263.087  22.9531 radius  30.0  30.0  3.0
004D: jump_if_false INTRO_936
0002: jump INTRO_1025

:INTRO_936
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO_943
03D5: remove_text 'INTRO2E'
03D5: remove_text 'HELP21'
03D5: remove_text 'HELP26'
0002: jump INTRO_1025

:INTRO_943
0002: jump INTRO_924

:INTRO_944
016A: fade  1 (back)  1500 ms

:INTRO_945
00D6: if  0
016B:   fading
004D: jump_if_false INTRO_967
0001: wait  0 ms
00BE: text_clear_all
03E6: remove_text_box
0050: gosub INTRO_1049
00D6: if  0
8119:   NOT   car $60 wrecked
004D: jump_if_false INTRO_959
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2246.508 -1263.087  22.9531 radius  30.0  30.0  3.0
004D: jump_if_false INTRO_959
0002: jump INTRO_1025

:INTRO_959
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO_966
03D5: remove_text 'INTRO2E'
03D5: remove_text 'HELP21'
03D5: remove_text 'HELP26'
0002: jump INTRO_1025

:INTRO_966
0002: jump INTRO_945

:INTRO_967
03E5: text_box 'HELPMO'
00D6: if  0
8119:   NOT   car $60 wrecked
004D: jump_if_false INTRO_974
0186: $61 = create_marker_above_car $60
07E0: $61  1 
018B: show_on_radar $61  1

:INTRO_974
0006: @32 =  0  ;; integer values

:INTRO_975
00D6: if  0
8019:   NOT   @32 >  5000  ;; integer values
004D: jump_if_false INTRO_996
0001: wait  0 ms
0050: gosub INTRO_1049
00D6: if  0
8119:   NOT   car $60 wrecked
004D: jump_if_false INTRO_987
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2246.508 -1263.087  22.9531 radius  30.0  30.0  3.0
004D: jump_if_false INTRO_987
0002: jump INTRO_1025

:INTRO_987
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO_995
0164: disable_marker $61
03D5: remove_text 'INTRO2E'
03D5: remove_text 'HELP21'
03D5: remove_text 'HELP26'
0002: jump INTRO_1025

:INTRO_995
0002: jump INTRO_975

:INTRO_996
00BC: text_highpriority 'INTROB'  4000 ms  1
0006: @32 =  0  ;; integer values

:INTRO_998
00D6: if  0
8019:   NOT   @32 >  5000  ;; integer values
004D: jump_if_false INTRO_1004
0001: wait  0 ms
0050: gosub INTRO_1049
0002: jump INTRO_998

:INTRO_1004
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $60
004D: jump_if_false INTRO_1025
0001: wait  0 ms
0050: gosub INTRO_1049
00D6: if  0
8119:   NOT   car $60 wrecked
004D: jump_if_false INTRO_1016
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2246.508 -1263.087  22.9531 radius  30.0  30.0  3.0
004D: jump_if_false INTRO_1016
0002: jump INTRO_1025

:INTRO_1016
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO_1024
0164: disable_marker $61
03D5: remove_text 'INTRO2E'
03D5: remove_text 'HELP21'
03D5: remove_text 'HELP26'
0002: jump INTRO_1025

:INTRO_1024
0002: jump INTRO_1004

:INTRO_1025
0051: return

:INTRO_1026
0051: return

:INTRO_1027
004F: create_thread A_TERM_1 
0249: release_model  596
0249: release_model  537
0249: release_model  569
004F: create_thread INT_1 
004F: create_thread CELLFON_1656 
0459: end_thread_named 'MOB_RAN'
004F: create_thread MOB_LA2_118 
0459: end_thread_named 'INTROST'
004F: create_thread INTROST_1 
0164: disable_marker $439
02A7: $439 = create_icon_marker_and_sphere $441 at $459 $460 $461
0249: release_model  481
00D6: if  0
8119:   NOT   car $60 wrecked
004D: jump_if_false INTRO_1045
01C3: remove_references_to_car $60  ;; Like turning a car into any random car
0164: disable_marker $61

:INTRO_1045
0004: $ON_MISSION =  0  ;; integer values
0004: $24 =  1  ;; integer values
00D8: mission_cleanup
0051: return

:INTRO_1049
00D6: if  0
8119:   NOT   car $60 wrecked
004D: jump_if_false INTRO_1065
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false INTRO_1065
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2246.508 -1263.087  22.9531 radius  2.0  2.0  2.0
004D: jump_if_false INTRO_1065
00D6: if  0
0038:   $13 ==  2  ;; integer values
004D: jump_if_false INTRO_1063
03E5: text_box 'HELP26'
0002: jump INTRO_1064

:INTRO_1063
03E5: text_box 'HELP21'

:INTRO_1064
0006: @34 =  1  ;; integer values

:INTRO_1065
0051: return

:INTRO_1066
0871: init_jump_table @178 total_jumps  3  0 INTRO_1100 jumps  0 INTRO_1067  1 INTRO_1068  2 INTRO_1072 -1 INTRO_1100 -1 INTRO_1100 -1 INTRO_1100 -1 INTRO_1100 

:INTRO_1067
000A: @179 +=  10  ;; integer values

:INTRO_1068
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false INTRO_1072
000E: @179 -=  10  ;; integer values

:INTRO_1072
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false INTRO_1094
033F: set_text_draw_letter_width_height  .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:  0  0  0  0  255 
033E: text_draw  320.0  180.0 'LOAD_01'
033F: set_text_draw_letter_width_height  .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:  0  0  0  0  255 
033E: text_draw  320.0  200.0 'LOAD_03'
033F: set_text_draw_letter_width_height  .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:  0  0  0  0  255 
033E: text_draw  320.0  220.0 'LOAD_04'
0002: jump INTRO_1100

:INTRO_1094
033F: set_text_draw_letter_width_height  .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:  1  0  0  0 @179 
033E: text_draw  320.0  200.0 s@182

:INTRO_1100
0051: return

;-------------Mission 3---------------
; Originally: Video game: They crawled from uranus


:M_3_1
0050: gosub M_3_4
0050: gosub NONE_1308
004E: end_thread

:M_3_4
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread 'NONE'
0001: wait  0 ms
054C: use_GXT_table 'DUAL'
09F5:  1 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
03F0: text_draw_toggle  1
0391: (unknown)
0390: 'LD_NONE' 
038F:  1 "SHIP" 
038F:  2 "TVCORN" 
038F:  3 "SHOOT" 
038F:  4 "LIGHT" 
038F:  5 "EXPLM01" 
038F:  6 "EXPLM02" 
038F:  7 "EXPLM03" 
038F:  8 "EXPLM04" 
038F:  9 "EXPLM05" 
038F:  10 "EXPLM06" 
038F:  11 "EXPLM07" 
038F:  12 "EXPLM08" 
038F:  13 "EXPLM09" 
038F:  14 "EXPLM10" 
038F:  15 "EXPLM11" 
038F:  16 "EXPLM12" 
038F:  17 "FORCE" 
038F:  18 "WARP" 
038F:  19 "THRUST" 
038F:  20 "SHPNORM" 
038F:  21 "SHPWARP" 
038F:  22 "SHIP2" 
038F:  23 "SHIP3" 
038F:  24 "TITLE" 
03CF: load_wav  1829 as  4

:NONE_35
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false NONE_40
0001: wait  0 ms
0002: jump NONE_35

:NONE_40
097A:  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: s@140 = 'DUAL_0'  ;; 8-byte strings
05AA: s@142 = 'DUAL_1'  ;; 8-byte strings
05AA: s@144 = 'DUAL_2'  ;; 8-byte strings
05AA: s@146 = 'DUAL_3'  ;; 8-byte strings
05AA: s@148 = 'DUAL_4'  ;; 8-byte strings
05AA: s@150 = 'DUAL_5'  ;; 8-byte strings
05AA: s@152 = 'DUAL_6'  ;; 8-byte strings
05AA: s@154 = 'DUAL_7'  ;; 8-byte strings
05AA: s@156 = 'DUAL_8'  ;; 8-byte strings
05AA: s@158 = 'DUAL_9'  ;; 8-byte strings
05AA: s@160 = 'DUAL_AA'  ;; 8-byte strings
05AA: s@162 = 'DUAL_B'  ;; 8-byte strings
05AA: s@164 = 'DUAL_C'  ;; 8-byte strings
05AA: s@166 = 'DUAL_D'  ;; 8-byte strings
05AA: s@168 = 'DUAL_E'  ;; 8-byte strings
05AA: s@170 = 'DUAL_F'  ;; 8-byte strings
05AA: s@172 = 'DUAL_G'  ;; 8-byte strings
05AA: s@174 = 'DUAL_H'  ;; 8-byte strings
05AA: s@176 = 'DUAL_I'  ;; 8-byte strings
05AA: s@178 = 'DUAL_J'  ;; 8-byte strings
05AA: s@180 = 'DUAL_K'  ;; 8-byte strings
05AA: s@182 = 'DUAL_L'  ;; 8-byte strings
05AA: s@184 = 'DUAL_M'  ;; 8-byte strings
05AA: s@186 = 'DUAL_N'  ;; 8-byte strings
05AA: s@188 = 'DUAL_O'  ;; 8-byte strings
05AA: s@190 = 'DUAL_P'  ;; 8-byte strings
05AA: s@192 = 'DUAL_Q'  ;; 8-byte strings
05AA: s@194 = 'DUAL_R'  ;; 8-byte strings
05AA: s@196 = 'DUAL_S'  ;; 8-byte strings
05AA: s@198 = 'DUAL_T'  ;; 8-byte strings
05AA: s@200 = 'DUAL_U'  ;; 8-byte strings
05AA: s@202 = 'DUAL_V'  ;; 8-byte strings
05AA: s@204 = 'DUAL_W'  ;; 8-byte strings
05AA: s@206 = 'DUAL_X'  ;; 8-byte strings
05AA: s@208 = 'DUAL_Y'  ;; 8-byte strings
05AA: s@210 = 'DUAL_Z'  ;; 8-byte strings
05AA: s@212 = 'DUAL_FS'  ;; 8-byte strings
00D6: if  0
0038:   $5354 ==  0  ;; integer values
004D: jump_if_false NONE_228
0004: $5355 =  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 = s@160  ;; 8-byte strings
05A9: s$5385 = s@166  ;; 8-byte strings
05A9: s$5405 = s@210  ;; 8-byte strings
05A9: s$5365(1) = s@164  ;; 8-byte strings
05A9: s$5385(1) = s@160  ;; 8-byte strings
05A9: s$5405(1) = s@186  ;; 8-byte strings
05A9: s$5365(2) = s@176  ;; 8-byte strings
05A9: s$5385(2) = s@184  ;; 8-byte strings
05A9: s$5405(2) = s@208  ;; 8-byte strings
05A9: s$5365(3) = s@204  ;; 8-byte strings
05A9: s$5385(3) = s@176  ;; 8-byte strings
05A9: s$5405(3) = s@182  ;; 8-byte strings
05A9: s$5365(4) = s@166  ;; 8-byte strings
05A9: s$5385(4) = s@162  ;; 8-byte strings
05A9: s$5405(4) = s@190  ;; 8-byte strings
05A9: s$5365(5) = s@166  ;; 8-byte strings
05A9: s$5385(5) = s@160  ;; 8-byte strings
05A9: s$5405(5) = s@202  ;; 8-byte strings
05A9: s$5365(6) = s@166  ;; 8-byte strings
05A9: s$5385(6) = s@188  ;; 8-byte strings
05A9: s$5405(6) = s@166  ;; 8-byte strings
05A9: s$5365(7) = s@186  ;; 8-byte strings
05A9: s$5385(7) = s@170  ;; 8-byte strings
05A9: s$5405(7) = s@212  ;; 8-byte strings
05A9: s$5365(8) = s@180  ;; 8-byte strings
05A9: s$5385(8) = s@184  ;; 8-byte strings
05A9: s$5405(8) = s@162  ;; 8-byte strings
05A9: s$5365(9) = s@196  ;; 8-byte strings
05A9: s$5385(9) = s@178  ;; 8-byte strings
05A9: s$5405(9) = s@182  ;; 8-byte strings
0004: $5354 =  1  ;; integer values

:NONE_228
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 (back)  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
0006: @225 =  0  ;; integer values
0006: @226 = -1  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_244
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_244
0007: @350 =  8.0  ;; floating-point values

:NONE_250
0001: wait  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
01BD: $16 = current_time_in_ms
0006: @392 =  0  ;; integer values
0494: get_joystick_data  0 @422 @423 @424 @424
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @423  ;; integer values
004D: jump_if_false NONE_275
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false NONE_273
00D6: if  0
0039:   @225 ==  2  ;; integer values
004D: jump_if_false NONE_268
0006: @225 =  1  ;; integer values
097A:  0.0  0.0  0.0  1179 
0002: jump NONE_273

:NONE_268
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false NONE_273
0006: @225 =  0  ;; integer values
097A:  0.0  0.0  0.0  1179 

:NONE_273
0006: @221 =  1  ;; integer values
0002: jump NONE_297

:NONE_275
00D6: if  21
00E1:   key_pressed  0  9
0019:   @423 >  100  ;; integer values
004D: jump_if_false NONE_295
00D6: if  0
0039:   @222 ==  0  ;; integer values
004D: jump_if_false NONE_293
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false NONE_288
0006: @225 =  1  ;; integer values
097A:  0.0  0.0  0.0  1179 
0002: jump NONE_293

:NONE_288
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false NONE_293
0006: @225 =  2  ;; integer values
097A:  0.0  0.0  0.0  1179 

:NONE_293
0006: @222 =  1  ;; integer values
0002: jump NONE_296

:NONE_295
0006: @222 =  0  ;; integer values

:NONE_296
0006: @221 =  0  ;; integer values

:NONE_297
0050: gosub NONE_1297
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false NONE_303
0340: set_text_draw_color  255  0  0  255
0002: jump NONE_304

:NONE_303
0340: set_text_draw_color  255  255  255  255

:NONE_304
033F: set_text_draw_letter_width_height  1.0  3.0
033E: text_draw  320.0  250.0 'SPAC_04'
0050: gosub NONE_1297
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false NONE_312
0340: set_text_draw_color  255  0  0  255
0002: jump NONE_313

:NONE_312
0340: set_text_draw_color  255  255  255  255

:NONE_313
033F: set_text_draw_letter_width_height  1.0  3.0
033E: text_draw  320.0  300.0 'SPAC_06'
0050: gosub NONE_1297
00D6: if  0
0039:   @225 ==  2  ;; integer values
004D: jump_if_false NONE_321
0340: set_text_draw_color  255  0  0  255
0002: jump NONE_322

:NONE_321
0340: set_text_draw_color  255  255  255  255

:NONE_322
033F: set_text_draw_letter_width_height  1.0  3.0
033E: text_draw  320.0  350.0 'SPAC_05'
0006: @227 =  0  ;; integer values

:NONE_325
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: $73 = sinus @230(@227,60f) ;; cosine swapped with sinus
02F6: $74 = cosine @230(@227,60f)  ;; sinus swapped with cosine
006D: $73 *= @290(@227,60f)  ;; floating-point values
006D: $74 *= @290(@227,60f)  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
038E: $73 $74  1.0  1.0  255  255  255  255 
00D6: if  23
0020:   $73 >  640.0  ;; floating-point values
0022:    0.0 > $73  ;; floating-point values
0022:    0.0 > $74  ;; floating-point values
0020:   $74 >  448.0  ;; floating-point values
004D: jump_if_false NONE_343
0007: @290(@227,60f) =  10.0  ;; floating-point values
0208: @230(@227,60f) = random_float  0.0  360.0

:NONE_343
000A: @227 +=  1  ;; integer values
0029:   @227 >=  60  ;; integer values
004D: jump_if_false NONE_325
038D:  24  320.0  140.0  256.0  128.0  220  220  220  255 
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  2  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  2  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false NONE_377
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false NONE_376
000A: @223 +=  1  ;; integer values
097A:  0.0  0.0  0.0  1180 
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false NONE_363
0002: jump NONE_379

:NONE_363
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false NONE_367
0002: jump NONE_1069

:NONE_367
00D6: if  0
0039:   @225 ==  2  ;; integer values
004D: jump_if_false NONE_376
0391: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  0 ()  0 ms
0001: wait  0 ms
016A: fade  1 (back)  500 ms
0051: return

:NONE_376
0002: jump NONE_378

:NONE_377
0006: @223 =  0  ;; integer values

:NONE_378
0002: jump NONE_250

:NONE_379
0007: @351 =  90.0  ;; floating-point values
0006: @227 =  0  ;; integer values

:NONE_381
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_381
0006: @392 =  0  ;; integer values
0006: @393 =  0  ;; integer values
0006: @394 =  0  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_392
0006: @395(@227,8i) =  0  ;; integer values
000A: @227 +=  1  ;; integer values
0029:   @227 >=  8  ;; integer values
004D: jump_if_false NONE_392
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_416
0001: wait  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
01BD: $16 = current_time_in_ms
0006: @227 =  0  ;; integer values

:NONE_420
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: $73 = sinus @230(@227,60f) ;; cosine swapped with sinus
02F6: $74 = cosine @230(@227,60f)  ;; sinus swapped with cosine
006D: $73 *= @290(@227,60f)  ;; floating-point values
006D: $74 *= @290(@227,60f)  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
038E: $73 $74  1.0  1.0  255  255  255  255 
00D6: if  23
0020:   $73 >  640.0  ;; floating-point values
0022:    0.0 > $73  ;; floating-point values
0022:    0.0 > $74  ;; floating-point values
0020:   $74 >  448.0  ;; floating-point values
004D: jump_if_false NONE_438
0007: @290(@227,60f) =  10.0  ;; floating-point values
0208: @230(@227,60f) = random_float  0.0  360.0

:NONE_438
000A: @227 +=  1  ;; integer values
0029:   @227 >=  60  ;; integer values
004D: jump_if_false NONE_420
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false NONE_567
00D6: if  0
001B:    2 > @418  ;; integer values
004D: jump_if_false NONE_466
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false NONE_453
0079: @351 += unknown_inaccurate_float_timer -1.325  ;; floating-point 
0656: @351 @351 
0002: jump NONE_466

:NONE_453
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false NONE_459
0079: @351 += unknown_inaccurate_float_timer  1.325  ;; floating-point 
0656: @351 @351 
0002: jump NONE_466

:NONE_459
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: @351 @351 

:NONE_466
02F7: $73 = sinus @351 ;; cosine swapped with sinus
02F6: $74 = cosine @351  ;; sinus swapped with cosine
0089: @426 = $74  ;; floating-point values only
0013: @426 *=  22.0  ;; floating-point values 
00D6: if  0
0023:    0.0 > @426  ;; floating-point values
004D: jump_if_false NONE_474
0013: @426 *= -1.0  ;; floating-point values 

:NONE_474
000B: @426 +=  26.0  ;; floating-point values
0089: @427 = $73  ;; floating-point values only
0013: @427 *=  22.0  ;; floating-point values 
00D6: if  0
0023:    0.0 > @427  ;; floating-point values
004D: jump_if_false NONE_481
0013: @427 *= -1.0  ;; floating-point values 

:NONE_481
000B: @427 +=  26.0  ;; floating-point values
00D6: if  0
0039:   @418 ==  2  ;; integer values
004D: jump_if_false NONE_492
007F: @421 -= unknown_inaccurate_float_timer  1.0  ;; floating-point 
0007: @350 =  16.0  ;; floating-point values
00D6: if  0
0023:    20.0 > @421  ;; floating-point values
004D: jump_if_false NONE_491
0006: @418 =  3  ;; integer values

:NONE_491
0002: jump NONE_506

:NONE_492
00D6: if  0
0039:   @418 ==  3  ;; integer values
004D: jump_if_false NONE_504
0079: @421 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0021:   @421 >  190.0  ;; floating-point values
004D: jump_if_false NONE_503
0007: @421 =  190.0  ;; floating-point values
0006: @416 =  0  ;; integer values
000A: @419 +=  1  ;; integer values
0006: @418 =  0  ;; integer values

:NONE_503
0002: jump NONE_506

:NONE_504
0007: @350 =  8.0  ;; floating-point values
0007: @421 =  190.0  ;; floating-point values

:NONE_506
006D: $73 *= @421  ;; floating-point values
006D: $74 *= @421  ;; floating-point values
0089: @428 = $73  ;; floating-point values only
000B: @428 +=  320.0  ;; floating-point values
0089: @429 = $74  ;; floating-point values only
000B: @429 +=  224.0  ;; floating-point values
00D6: if  0
001F:   @403 > $16  ;; integer values
004D: jump_if_false NONE_527
005A: @404 += @405  ;; integer values 
00D6: if  0
0019:   @404 >  255  ;; integer values
004D: jump_if_false NONE_521
0006: @404 =  255  ;; integer values
0006: @405 = -50  ;; integer values

:NONE_521
00D6: if  0
001B:    0 > @404  ;; integer values
004D: jump_if_false NONE_526
0006: @404 =  0  ;; integer values
0006: @405 =  50  ;; integer values

:NONE_526
0002: jump NONE_528

:NONE_527
0006: @404 =  255  ;; integer values

:NONE_528
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: $72 = @351  ;; floating-point values only
0009: $72 +=  90.0  ;; floating-point values
00D6: if  0
001B:    2 > @418  ;; integer values
004D: jump_if_false NONE_539
074B:  20 @428 @429 @430 @431 $72  220  220  220 @404 
0002: jump NONE_540

:NONE_539
074B:  21 @428 @429 @430 @431 $72  220  220  220 @404 

:NONE_540
00D6: if  0
001B:    2 > @418  ;; integer values
004D: jump_if_false NONE_566
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false NONE_565
00D6: if  0
0039:   @224 ==  0  ;; integer values
004D: jump_if_false NONE_564
0006: @227 =  0  ;; integer values

:NONE_550
00D6: if  0
0039:   @352(@227,10i) ==  0  ;; integer values
004D: jump_if_false NONE_559
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) = $72  ;; floating-point values only
0006: @227 =  9  ;; integer values

:NONE_559
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false NONE_550
097A:  0.0  0.0  0.0  1170 
0006: @224 =  1  ;; integer values

:NONE_564
0002: jump NONE_566

:NONE_565
0006: @224 =  0  ;; integer values

:NONE_566
0002: jump NONE_639

:NONE_567
00D6: if  0
0039:   @394 ==  1  ;; integer values
004D: jump_if_false NONE_579
0006: @227 =  0  ;; integer values

:NONE_571
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_571
097A:  0.0  0.0  0.0  1172 
000A: @394 +=  1  ;; integer values

:NONE_579
00D6: if  0
0039:   @394 ==  2  ;; integer values
004D: jump_if_false NONE_629
0006: @227 =  0  ;; integer values

:NONE_583
00D6: if  0
0019:   @395(@227,8i) >  0  ;; integer values
004D: jump_if_false NONE_599
00D6: if  0
0039:   @395(@227,8i) ==  1  ;; integer values
004D: jump_if_false NONE_590
0006: @395(@227,8i) =  5  ;; integer values

:NONE_590
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  0
0019:   @395(@227,8i) >  16  ;; integer values
004D: jump_if_false NONE_598
0006: @395(@227,8i) =  0  ;; integer values
0002: jump NONE_599

:NONE_598
038D: @395(@227,8i) @472(@227,8f) @480(@227,8f)  32.0  32.0  220  220  220  255 

:NONE_599
000A: @227 +=  1  ;; integer values
0029:   @227 >=  8  ;; integer values
004D: jump_if_false NONE_583
0006: @424 =  0  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_604
005A: @424 += @395(@227,8i)  ;; integer values 
000A: @227 +=  1  ;; integer values
0029:   @227 >=  8  ;; integer values
004D: jump_if_false NONE_604
00D6: if  0
0039:   @424 ==  0  ;; integer values
004D: jump_if_false NONE_629
0007: @351 =  90.0  ;; floating-point values
008B: @403 = $16  ;; 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  0
0019:   @412 >  0  ;; integer values
004D: jump_if_false NONE_625
0006: @394 =  0  ;; integer values
0006: @407 =  100  ;; integer values
0002: jump NONE_629

:NONE_625
008B: @488 = $16  ;; integer values and handles
000A: @488 +=  3000  ;; integer values
0006: @394 =  3  ;; integer values
097A:  0.0  0.0  0.0  1178 

:NONE_629
00D6: if  0
0039:   @394 ==  3  ;; integer values
004D: jump_if_false NONE_639
00D6: if  0
001F:   @488 > $16  ;; integer values
004D: jump_if_false NONE_638
0050: gosub NONE_1297
033E: text_draw  320.0  100.0 'SPAC_01'
0002: jump NONE_639

:NONE_638
0006: @406 =  1  ;; integer values

:NONE_639
0006: @227 =  0  ;; integer values

:NONE_640
00D6: if  0
0039:   @352(@227,10i) ==  1  ;; integer values
004D: jump_if_false NONE_659
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: $73 = sinus @432(@227,10f) ;; cosine swapped with sinus
02F6: $74 = cosine @432(@227,10f)  ;; sinus swapped with cosine
006D: $73 *= @442(@227,10f)  ;; floating-point values
006D: $74 *= @442(@227,10f)  ;; floating-point values
0089: @489(@227,10f) = $73  ;; floating-point values only
000B: @489(@227,10f) +=  320.0  ;; floating-point values
0089: @499(@227,10f) = $74  ;; floating-point values only
000B: @499(@227,10f) +=  224.0  ;; floating-point values
074B:  3 @489(@227,10f) @499(@227,10f)  8.0  8.0 @462(@227,10f)  52  183  195  255 
00D6: if  0
0023:    10.0 > @442(@227,10f)  ;; floating-point values
004D: jump_if_false NONE_659
0006: @352(@227,10i) =  0  ;; integer values

:NONE_659
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false NONE_640
00D6: if  0
0039:   @418 ==  0  ;; integer values
004D: jump_if_false NONE_675
00D6: if  0
001E:   $16 > @509  ;; integer values
004D: jump_if_false NONE_674
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 = $16  ;; integer values and handles
000A: @509 +=  8000  ;; integer values

:NONE_674
0002: jump NONE_677

:NONE_675
008B: @509 = $16  ;; integer values and handles
000A: @509 +=  1000  ;; integer values

:NONE_677
00D6: if  0
0019:   @512 >  0  ;; integer values
004D: jump_if_false NONE_704
00D6: if  0
001E:   $16 > @393  ;; integer values
004D: jump_if_false NONE_704
0006: @227 =  0  ;; integer values

:NONE_684
00D6: if  0
0039:   @372(@227,10i) ==  0  ;; integer values
004D: jump_if_false NONE_701
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) = $16  ;; 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 = $16  ;; integer values and handles
000A: @393 +=  200  ;; integer values
000E: @512 -=  1  ;; integer values
0006: @227 =  9  ;; integer values

:NONE_701
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false NONE_684

:NONE_704
0006: @420 =  0  ;; integer values
0006: @227 =  0  ;; integer values

:NONE_706
00D6: if  0
0039:   @372(@227,10i) ==  1  ;; integer values
004D: jump_if_false NONE_853
00D6: if  0
001B:    10 > @553(@227,10i)  ;; integer values
004D: jump_if_false NONE_738
00D6: if  0
001E:   $16 > @563(@227,10i)  ;; integer values
004D: jump_if_false NONE_738
0085: @424 = @553(@227,10i)  ;; integer values and handles
00D6: if  0
0039:   @511 ==  0  ;; integer values
004D: jump_if_false NONE_723
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) = $16  ;; integer values and handles
005A: @563(@227,10i) += @54(@424,10i)  ;; integer values 

:NONE_723
00D6: if  0
0039:   @511 ==  1  ;; integer values
004D: jump_if_false NONE_730
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) = $16  ;; integer values and handles
005A: @563(@227,10i) += @84(@424,10i)  ;; integer values 

:NONE_730
00D6: if  0
0039:   @511 ==  2  ;; integer values
004D: jump_if_false NONE_737
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) = $16  ;; integer values and handles
005A: @563(@227,10i) += @114(@424,10i)  ;; integer values 

:NONE_737
000A: @553(@227,10i) +=  1  ;; integer values

:NONE_738
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: @513(@227,10f) @513(@227,10f) 
02F7: $73 = sinus @513(@227,10f) ;; cosine swapped with sinus
02F6: $74 = cosine @513(@227,10f)  ;; sinus swapped with cosine
006D: $73 *= @543(@227,10f)  ;; floating-point values
006D: $74 *= @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) = $73  ;; floating-point values only
000B: @573(@227,10f) +=  320.0  ;; floating-point values
0089: @583(@227,10f) = $74  ;; 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: $73 = @573(@227,10f)  ;; floating-point values only
0067: $73 -= @593(@227,10f)  ;; floating-point values
0088: $74 = @583(@227,10f)  ;; floating-point values only
0067: $74 -= @603(@227,10f)  ;; floating-point values
0604: $73 $74 $72 
00D6: if  0
0039:   @511 ==  0  ;; integer values
004D: jump_if_false NONE_768
074B:  1 @573(@227,10f) @583(@227,10f) @613 @613 $72  220  220  220  255 
0002: jump NONE_774

:NONE_768
00D6: if  0
0039:   @511 ==  1  ;; integer values
004D: jump_if_false NONE_773
074B:  22 @573(@227,10f) @583(@227,10f) @613 @613 $72  220  220  220  255 
0002: jump NONE_774

:NONE_773
074B:  23 @573(@227,10f) @583(@227,10f) @613 @613 $72  220  220  220  255 

:NONE_774
0088: $73 = @351  ;; floating-point values only
0009: $73 +=  10.0  ;; floating-point values
0088: $74 = @351  ;; floating-point values only
000D: $74 -=  10.0  ;; floating-point values
00D6: if  1
0026:   $73 > @513(@227,10f)  ;; floating-point values 
0027:   @513(@227,10f) > $74  ;; floating-point values only
004D: jump_if_false NONE_805
0006: @424 =  18  ;; integer values
0062: @424 -= @419  ;; integer values 
00D6: if  0
001B:    4 > @424  ;; integer values
004D: jump_if_false NONE_788
0006: @424 =  4  ;; integer values

:NONE_788
0209: @424 = random_int  0 @424
00D6: if  0
0039:   @424 ==  0  ;; integer values
004D: jump_if_false NONE_805
0006: @228 =  0  ;; integer values

:NONE_793
00D6: if  0
0039:   @382(@228,10i) ==  0  ;; integer values
004D: jump_if_false NONE_802
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:  0.0  0.0  0.0  1171 
0006: @228 =  9  ;; integer values

:NONE_802
000A: @228 +=  1  ;; integer values
0029:   @228 >=  10  ;; integer values
004D: jump_if_false NONE_793

:NONE_805
00D6: if  21
0021:   @543(@227,10f) >  320.0  ;; floating-point values
0023:    10.0 > @543(@227,10f)  ;; floating-point values
004D: jump_if_false NONE_810
0006: @372(@227,10i) =  0  ;; integer values

:NONE_810
0006: @228 =  0  ;; integer values

:NONE_811
00D6: if  0
0039:   @352(@228,10i) ==  1  ;; integer values
004D: jump_if_false NONE_850
00D6: if  0
05A5: @489(@228,10f) @499(@228,10f)  12.0  12.0 @573(@227,10f) @583(@227,10f) @613 @613 
004D: jump_if_false NONE_850
0006: @372(@227,10i) =  0  ;; integer values
0006: @352(@228,10i) =  0  ;; integer values
000A: @413 +=  1  ;; integer values
00D6: if  0
0039:   @413 ==  10  ;; integer values
004D: jump_if_false NONE_834
0087: @644 = @573(@227,10f)  ;; floating-point values only
0087: @645 = @583(@227,10f)  ;; floating-point values only
008B: @415 = $16  ;; 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_837

:NONE_834
0006: @424 =  10  ;; integer values
006A: @424 *= @419  ;; integer values
005A: @392 += @424  ;; integer values 

:NONE_837
0006: @229 =  0  ;; integer values

:NONE_838
00D6: if  0
0039:   @362(@229,10i) ==  0  ;; integer values
004D: jump_if_false NONE_846
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:  0.0  0.0  0.0  1172 
0006: @229 =  9  ;; integer values

:NONE_846
000A: @229 +=  1  ;; integer values
0029:   @229 >=  10  ;; integer values
004D: jump_if_false NONE_838
0006: @228 =  9  ;; integer values

:NONE_850
000A: @228 +=  1  ;; integer values
0029:   @228 >=  10  ;; integer values
004D: jump_if_false NONE_811

:NONE_853
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false NONE_706
00D6: if  0
0039:   @418 ==  1  ;; integer values
004D: jump_if_false NONE_864
00D6: if  0
0039:   @420 ==  0  ;; integer values
004D: jump_if_false NONE_864
097A:  0.0  0.0  0.0  1176 
0006: @418 =  2  ;; integer values

:NONE_864
0006: @227 =  0  ;; integer values

:NONE_865
00D6: if  0
0039:   @382(@227,10i) ==  1  ;; integer values
004D: jump_if_false NONE_907
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: $73 = sinus @614(@227,10f) ;; cosine swapped with sinus
02F6: $74 = cosine @614(@227,10f)  ;; sinus swapped with cosine
006D: $73 *= @624(@227,10f)  ;; floating-point values
006D: $74 *= @624(@227,10f)  ;; floating-point values
0089: @668(@227,10f) = $73  ;; floating-point values only
000B: @668(@227,10f) +=  320.0  ;; floating-point values
0089: @678(@227,10f) = $74  ;; floating-point values only
000B: @678(@227,10f) +=  224.0  ;; floating-point values
038D:  4 @668(@227,10f) @678(@227,10f)  8.0  8.0  244  0  0  255 
00D6: if  0
85A5:   NOT @668(@227,10f) @678(@227,10f)  8.0  8.0  320.0  224.0  640.0  448.0 
004D: jump_if_false NONE_884
0006: @382(@227,10i) =  0  ;; integer values

:NONE_884
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false NONE_907
00D6: if  0
05A5: @668(@227,10f) @678(@227,10f)  8.0  8.0 @428 @429 @426 @427 
004D: jump_if_false NONE_907
00D6: if  0
001E:   $16 > @403  ;; integer values
004D: jump_if_false NONE_894
000E: @407 -=  20  ;; integer values

:NONE_894
0006: @382(@227,10i) =  0  ;; integer values
0006: @229 =  0  ;; integer values

:NONE_896
00D6: if  0
0039:   @362(@229,10i) ==  0  ;; integer values
004D: jump_if_false NONE_904
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:  0.0  0.0  0.0  1172 
0006: @229 =  9  ;; integer values

:NONE_904
000A: @229 +=  1  ;; integer values
0029:   @229 >=  10  ;; integer values
004D: jump_if_false NONE_896

:NONE_907
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false NONE_865
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false NONE_937
00D6: if  0
0019:   @409 >  0  ;; integer values
004D: jump_if_false NONE_937
00D6: if  0
0019:   @409 >  1  ;; integer values
004D: jump_if_false NONE_921
0006: @411 =  100  ;; integer values
000E: @409 -=  1  ;; integer values

:NONE_921
005A: @410 += @411  ;; integer values 
00D6: if  0
0019:   @410 >  255  ;; integer values
004D: jump_if_false NONE_927
0006: @410 =  255  ;; integer values
0006: @411 = -20  ;; integer values

:NONE_927
00D6: if  0
001B:    0 > @410  ;; integer values
004D: jump_if_false NONE_933
0006: @410 =  0  ;; integer values
0006: @411 =  100  ;; integer values
0006: @409 =  0  ;; integer values

:NONE_933
0088: $72 = @351  ;; floating-point values only
0009: $72 +=  90.0  ;; floating-point values
097A:  0.0  0.0  0.0  1177 
074B:  17 @428 @429  64.0  32.0 $72  220  220  220 @410 

:NONE_937
0006: @227 =  0  ;; integer values

:NONE_938
00D6: if  0
0019:   @362(@227,10i) >  0  ;; integer values
004D: jump_if_false NONE_952
00D6: if  0
0039:   @362(@227,10i) ==  1  ;; integer values
004D: jump_if_false NONE_945
0006: @362(@227,10i) =  5  ;; integer values

:NONE_945
000A: @362(@227,10i) +=  1  ;; integer values
00D6: if  0
0019:   @362(@227,10i) >  16  ;; integer values
004D: jump_if_false NONE_951
0006: @362(@227,10i) =  0  ;; integer values
0002: jump NONE_952

:NONE_951
038D: @362(@227,10i) @648(@227,10f) @658(@227,10f)  32.0  32.0  220  220  220  255 

:NONE_952
000A: @227 +=  1  ;; integer values
0029:   @227 >=  10  ;; integer values
004D: jump_if_false NONE_938
00D6: if  0
0039:   @417 ==  1  ;; integer values
004D: jump_if_false NONE_994
0079: @647 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
0656: @646 @646 
02F7: $73 = sinus @646 ;; cosine swapped with sinus
02F6: $74 = cosine @646  ;; sinus swapped with cosine
006D: $73 *= @647  ;; floating-point values
006D: $74 *= @647  ;; floating-point values
0089: @688 = $73  ;; floating-point values only
000B: @688 +=  320.0  ;; floating-point values
0089: @689 = $74  ;; floating-point values only
000B: @689 +=  224.0  ;; floating-point values
038D:  18 @688 @689  16.0  16.0  255  255  255  255 
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false NONE_990
00D6: if  0
05A5: @688 @689  16.0  16.0 @428 @429 @426 @427 
004D: jump_if_false NONE_990
000A: @416 +=  1  ;; integer values
00D6: if  0
0039:   @416 ==  1  ;; integer values
004D: jump_if_false NONE_980
097A:  0.0  0.0  0.0  1173 

:NONE_980
00D6: if  0
0039:   @416 ==  2  ;; integer values
004D: jump_if_false NONE_984
097A:  0.0  0.0  0.0  1174 

:NONE_984
00D6: if  0
0039:   @416 ==  3  ;; integer values
004D: jump_if_false NONE_989
097A:  0.0  0.0  0.0  1175 
0006: @418 =  1  ;; integer values

:NONE_989
0006: @417 =  0  ;; integer values

:NONE_990
00D6: if  0
85A5:   NOT @688 @689  16.0  16.0  320.0  224.0  640.0  448.0 
004D: jump_if_false NONE_994
0006: @417 =  0  ;; integer values

:NONE_994
00D6: if  21
001B:    0 > @407  ;; integer values
0039:   @407 ==  0  ;; integer values
004D: jump_if_false NONE_1003
0006: @407 =  0  ;; integer values
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false NONE_1003
0006: @394 =  1  ;; integer values

:NONE_1003
00D6: if  0
001D:   @408 > @407  ;; integer values  
004D: jump_if_false NONE_1008
0085: @408 = @407  ;; integer values and handles
000A: @409 +=  1  ;; integer values

:NONE_1008
0050: gosub NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  95.0  45.0 'NONE_01'
0050: gosub NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  95.0  70.0 'NUMBER' @392
0050: gosub NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  550.0  45.0 'NONE_02'
038D:  20  527.2529  84.2723  48.0  24.0  220  220  220  255 
0050: gosub NONE_1297
0342: set_text_draw_centered  0
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  554.7283  70.0 'NONE_03' @412
0050: gosub NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  550.0  350.0 'NONE_04'
0050: gosub NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  550.0  375.0 'NONE_05' @407
0050: gosub NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
033E: text_draw  95.0  350.0 'NONE_07'
0050: gosub NONE_1297
033F: set_text_draw_letter_width_height  .6  2.6
045A: text_draw_1number  95.0  375.0 'NUMBER' @419
00D6: if  0
001F:   @415 > $16  ;; integer values
004D: jump_if_false NONE_1041
0050: gosub NONE_1297
0340: set_text_draw_color  0  180  180  255
033F: set_text_draw_letter_width_height  .5  1.5
045A: text_draw_1number @644 @645 'NUMBER' @414

:NONE_1041
00D6: if  0
0039:   @394 ==  0  ;; integer values
004D: jump_if_false NONE_1049
00D6: if  0
0019:   @418 >  0  ;; integer values
004D: jump_if_false NONE_1049
0050: gosub NONE_1297
033E: text_draw  320.0  100.0 'NONE_06'

:NONE_1049
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  2  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  2  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false NONE_1057
0006: @406 =  1  ;; integer values

:NONE_1057
00D6: if  0
0039:   @406 ==  1  ;; integer values
004D: jump_if_false NONE_1068
00D6: if  0
001F:   @392 > $5355(9)  ;; integer values
004D: jump_if_false NONE_1067
0006: @690 =  10  ;; integer values
0006: @691 =  0  ;; integer values
0002: jump NONE_1069
0002: jump NONE_1068

:NONE_1067
0002: jump NONE_250

:NONE_1068
0002: jump NONE_416

:NONE_1069
0001: wait  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 
01BD: $16 = current_time_in_ms
0006: @227 =  9  ;; integer values

:NONE_1073
00D6: if  0
0019:   @227 > -1  ;; integer values
004D: jump_if_false NONE_1101
00D6: if  0
001F:   @392 > $5355(@227,10i)  ;; integer values
004D: jump_if_false NONE_1098
00D6: if  0
8039:   NOT   @227 ==  9  ;; integer values
004D: jump_if_false NONE_1088
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_1088
008A: $5355(@227,10i) = @392  ;; integer values and handles
05A9: $5365(@227,10s) = s@212  ;; 8-byte strings
05A9: $5385(@227,10s) = s@212  ;; 8-byte strings
05A9: $5405(@227,10s) = s@212  ;; 8-byte strings
0085: @226 = @227  ;; integer values and handles
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false NONE_1097
0006: @392 =  0  ;; integer values

:NONE_1097
0002: jump NONE_1099

:NONE_1098
0006: @392 =  0  ;; integer values

:NONE_1099
000E: @227 -=  1  ;; integer values
0002: jump NONE_1073

:NONE_1101
00D6: if  0
0019:   @226 > -1  ;; integer values
004D: jump_if_false NONE_1170
00D6: if  0
0039:   @691 ==  0  ;; integer values
004D: jump_if_false NONE_1110
05A9: $5365(@226,10s) = @140(@690,37s)  ;; 8-byte strings
05A9: $5385(@226,10s) = s@212  ;; 8-byte strings
05A9: $5405(@226,10s) = s@212  ;; 8-byte strings

:NONE_1110
00D6: if  0
0039:   @691 ==  1  ;; integer values
004D: jump_if_false NONE_1115
05A9: $5385(@226,10s) = @140(@690,37s)  ;; 8-byte strings
05A9: $5405(@226,10s) = s@212  ;; 8-byte strings

:NONE_1115
00D6: if  0
0039:   @691 ==  2  ;; integer values
004D: jump_if_false NONE_1119
05A9: $5405(@226,10s) = @140(@690,37s)  ;; 8-byte strings

:NONE_1119
0494: get_joystick_data  0 @422 @423 @424 @424
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @423  ;; integer values
004D: jump_if_false NONE_1136
00D6: if  0
001E:   $16 > @221  ;; integer values
004D: jump_if_false NONE_1135
00D6: if  0
001B:    36 > @690  ;; integer values
004D: jump_if_false NONE_1132
000A: @690 +=  1  ;; integer values
0002: jump NONE_1133

:NONE_1132
0006: @690 =  0  ;; integer values

:NONE_1133
008B: @221 = $16  ;; integer values and handles
000A: @221 +=  250  ;; integer values

:NONE_1135
0002: jump NONE_1138

:NONE_1136
008B: @221 = $16  ;; integer values and handles
000E: @221 -=  250  ;; integer values

:NONE_1138
00D6: if  21
00E1:   key_pressed  0  9
0019:   @423 >  100  ;; integer values
004D: jump_if_false NONE_1154
00D6: if  0
001E:   $16 > @222  ;; integer values
004D: jump_if_false NONE_1153
00D6: if  0
0019:   @690 >  0  ;; integer values
004D: jump_if_false NONE_1150
000E: @690 -=  1  ;; integer values
0002: jump NONE_1151

:NONE_1150
0006: @690 =  36  ;; integer values

:NONE_1151
008B: @222 = $16  ;; integer values and handles
000A: @222 +=  250  ;; integer values

:NONE_1153
0002: jump NONE_1156

:NONE_1154
008B: @222 = $16  ;; integer values and handles
000E: @222 -=  250  ;; integer values

:NONE_1156
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false NONE_1169
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false NONE_1168
000A: @691 +=  1  ;; integer values
000A: @223 +=  1  ;; integer values
00D6: if  0
0039:   @691 ==  3  ;; integer values
004D: jump_if_false NONE_1168
0006: @226 = -1  ;; integer values

:NONE_1168
0002: jump NONE_1170

:NONE_1169
0006: @223 =  0  ;; integer values

:NONE_1170
0006: @227 =  0  ;; integer values

:NONE_1171
000B: @290(@227,60f) +=  8.0  ;; floating-point values
02F7: $73 = sinus @230(@227,60f) ;; cosine swapped with sinus
02F6: $74 = cosine @230(@227,60f)  ;; sinus swapped with cosine
006D: $73 *= @290(@227,60f)  ;; floating-point values
006D: $74 *= @290(@227,60f)  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
038E: $73 $74  1.0  1.0  255  255  255  255 
00D6: if  23
0020:   $73 >  640.0  ;; floating-point values
0022:    0.0 > $73  ;; floating-point values
0022:    0.0 > $74  ;; floating-point values
0020:   $74 >  448.0  ;; floating-point values
004D: jump_if_false NONE_1187
0007: @290(@227,60f) =  10.0  ;; floating-point values
0208: @230(@227,60f) = random_float  0.0  360.0

:NONE_1187
000A: @227 +=  1  ;; integer values
0029:   @227 >=  60  ;; integer values
004D: jump_if_false NONE_1171
0050: gosub NONE_1297
0349: text_draw_style =  1  
033E: text_draw @214 @215 'SPAC_06'
0087: @692 = @216  ;; floating-point values only
0087: @693 = @217  ;; floating-point values only
0006: @227 =  0  ;; integer values

:NONE_1196
00D6: if  0
001B:    10 > @227  ;; integer values
004D: jump_if_false NONE_1273
0087: @692 = @216  ;; floating-point values only
0050: gosub NONE_1297
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false NONE_1208
0340: set_text_draw_color  0  155  0  255

:NONE_1208
00D6: if  21
05AD:   $5365(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5365(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false NONE_1213
000B: @692 +=  8.0  ;; floating-point values

:NONE_1213
033E: text_draw @692 @693 $5365(@227,10s)
00D6: if  21
05AD:   $5365(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5365(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false NONE_1219
000F: @692 -=  8.0  ;; floating-point values

:NONE_1219
005B: @692 += @218  ;; floating-point values 
0050: gosub NONE_1297
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false NONE_1228
0340: set_text_draw_color  0  155  0  255

:NONE_1228
00D6: if  21
05AD:   $5385(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5385(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false NONE_1233
000B: @692 +=  8.0  ;; floating-point values

:NONE_1233
033E: text_draw @692 @693 $5385(@227,10s)
00D6: if  21
05AD:   $5385(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5385(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false NONE_1239
000F: @692 -=  8.0  ;; floating-point values

:NONE_1239
005B: @692 += @218  ;; floating-point values 
0050: gosub NONE_1297
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false NONE_1248
0340: set_text_draw_color  0  155  0  255

:NONE_1248
00D6: if  21
05AD:   $5405(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5405(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false NONE_1253
000B: @692 +=  8.0  ;; floating-point values

:NONE_1253
033E: text_draw @692 @693 $5405(@227,10s)
00D6: if  21
05AD:   $5405(@227,10s) == s@142  ;; 8-byte strings
05AD:   $5405(@227,10s) == s@176  ;; 8-byte strings
004D: jump_if_false NONE_1259
000F: @692 -=  8.0  ;; floating-point values

:NONE_1259
0087: @692 = @216  ;; floating-point values only
005B: @692 += @219  ;; floating-point values 
0050: gosub NONE_1297
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0349: text_draw_style =  1  
00D6: if  0
003B:   @226 == @227  ;; integer values 
004D: jump_if_false NONE_1269
0340: set_text_draw_color  0  155  0  255

:NONE_1269
045A: text_draw_1number @692 @693 'NUMBER' $5355(@227,10i)
005B: @693 += @220  ;; floating-point values 
000A: @227 +=  1  ;; integer values
0002: jump NONE_1196

:NONE_1273
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  2  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  2  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0039:   @226 == -1  ;; integer values
004D: jump_if_false NONE_1296
00D6: if  22
00E1:   key_pressed  0  15
00E1:   key_pressed  0  14
00E1:   key_pressed  0  17
004D: jump_if_false NONE_1286
0002: jump NONE_250

:NONE_1286
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false NONE_1295
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false NONE_1294
000A: @223 +=  1  ;; integer values
0002: jump NONE_250

:NONE_1294
0002: jump NONE_1296

:NONE_1295
0006: @223 =  0  ;; integer values

:NONE_1296
0002: jump NONE_1069

:NONE_1297
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:  0  0  0  0  180 
0349: text_draw_style =  2  
0051: return

:NONE_1308
097A:  0.0  0.0  0.0  1182 
03D5: remove_text 'BUSY'
09F5:  0 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 4---------------
; Originally: Video game: Duality


:M_4_1
0050: gosub M_4_4
0050: gosub DUAL_1706
004E: end_thread

:M_4_4
0004: $ON_MISSION =  1  ;; integer values
03A4: name_thread 'DUAL'
0001: wait  0 ms
054C: use_GXT_table 'DUAL'
03F0: text_draw_toggle  1
0391: (unknown)
0390: 'LD_SPAC' 
09F5:  1 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
038F:  1 "BACKGND" 
038F:  2 "LAYER" 
038F:  3 "TVCORN" 
038F:  4 "ROCKSHP" 
038F:  5 "THRUSTG" 
038F:  7 "DARK" 
038F:  8 "LIGHT" 
038F:  9 "EX1" 
038F:  10 "EX2" 
038F:  11 "EX3" 
038F:  12 "EX4" 
038F:  13 "WHITE" 
038F:  14 "SHOOT" 
038F:  15 "HEALTH" 
038F:  16 "POWER" 
038F:  17 "DUALITY" 
038F:  18 "BLACK" 
03CF: load_wav  1807 as  4

:DUAL_28
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false DUAL_33
0001: wait  0 ms
0002: jump DUAL_28

:DUAL_33
097A:  0.0  0.0  0.0  1068 
0209: @51 = random_int  0  3
0871: init_jump_table @51 total_jumps  3  0 DUAL_147 jumps  0 DUAL_36  1 DUAL_73  2 DUAL_110 -1 DUAL_147 -1 DUAL_147 -1 DUAL_147 -1 DUAL_147 

:DUAL_36
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 =  .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_147

:DUAL_73
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 =  .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_147

:DUAL_110
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 =  .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_147

:DUAL_147
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 =  .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: s@106 = 'DUAL_0'  ;; 8-byte strings
05AA: s@108 = 'DUAL_1'  ;; 8-byte strings
05AA: s@110 = 'DUAL_2'  ;; 8-byte strings
05AA: s@112 = 'DUAL_3'  ;; 8-byte strings
05AA: s@114 = 'DUAL_4'  ;; 8-byte strings
05AA: s@116 = 'DUAL_5'  ;; 8-byte strings
05AA: s@118 = 'DUAL_6'  ;; 8-byte strings
05AA: s@120 = 'DUAL_7'  ;; 8-byte strings
05AA: s@122 = 'DUAL_8'  ;; 8-byte strings
05AA: s@124 = 'DUAL_9'  ;; 8-byte strings
05AA: s@126 = 'DUAL_AA'  ;; 8-byte strings
05AA: s@128 = 'DUAL_B'  ;; 8-byte strings
05AA: s@130 = 'DUAL_C'  ;; 8-byte strings
05AA: s@132 = 'DUAL_D'  ;; 8-byte strings
05AA: s@134 = 'DUAL_E'  ;; 8-byte strings
05AA: s@136 = 'DUAL_F'  ;; 8-byte strings
05AA: s@138 = 'DUAL_G'  ;; 8-byte strings
05AA: s@140 = 'DUAL_H'  ;; 8-byte strings
05AA: s@142 = 'DUAL_I'  ;; 8-byte strings
05AA: s@144 = 'DUAL_J'  ;; 8-byte strings
05AA: s@146 = 'DUAL_K'  ;; 8-byte strings
05AA: s@148 = 'DUAL_L'  ;; 8-byte strings
05AA: s@150 = 'DUAL_M'  ;; 8-byte strings
05AA: s@152 = 'DUAL_N'  ;; 8-byte strings
05AA: s@154 = 'DUAL_O'  ;; 8-byte strings
05AA: s@156 = 'DUAL_P'  ;; 8-byte strings
05AA: s@158 = 'DUAL_Q'  ;; 8-byte strings
05AA: s@160 = 'DUAL_R'  ;; 8-byte strings
05AA: s@162 = 'DUAL_S'  ;; 8-byte strings
05AA: s@164 = 'DUAL_T'  ;; 8-byte strings
05AA: s@166 = 'DUAL_U'  ;; 8-byte strings
05AA: s@168 = 'DUAL_V'  ;; 8-byte strings
05AA: s@170 = 'DUAL_W'  ;; 8-byte strings
05AA: s@172 = 'DUAL_X'  ;; 8-byte strings
05AA: s@174 = 'DUAL_Y'  ;; 8-byte strings
05AA: s@176 = 'DUAL_Z'  ;; 8-byte strings
05AA: s@178 = 'DUAL_FS'  ;; 8-byte strings
00D6: if  0
0038:   $5425 ==  0  ;; integer values
004D: jump_if_false DUAL_282
0004: $5426 = -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 =  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 = s@132  ;; 8-byte strings
05A9: s$5466 = s@144  ;; 8-byte strings
05A9: s$5486 = s@178  ;; 8-byte strings
05A9: s$5446(1) = s@146  ;; 8-byte strings
05A9: s$5466(1) = s@160  ;; 8-byte strings
05A9: s$5486(1) = s@174  ;; 8-byte strings
05A9: s$5446(2) = s@162  ;; 8-byte strings
05A9: s$5466(2) = s@142  ;; 8-byte strings
05A9: s$5486(2) = s@162  ;; 8-byte strings
05A9: s$5446(3) = s@170  ;; 8-byte strings
05A9: s$5466(3) = s@132  ;; 8-byte strings
05A9: s$5486(3) = s@174  ;; 8-byte strings
05A9: s$5446(4) = s@132  ;; 8-byte strings
05A9: s$5466(4) = s@126  ;; 8-byte strings
05A9: s$5486(4) = s@152  ;; 8-byte strings
05A9: s$5446(5) = s@148  ;; 8-byte strings
05A9: s$5466(5) = s@160  ;; 8-byte strings
05A9: s$5486(5) = s@138  ;; 8-byte strings
05A9: s$5446(6) = s@152  ;; 8-byte strings
05A9: s$5466(6) = s@154  ;; 8-byte strings
05A9: s$5486(6) = s@152  ;; 8-byte strings
05A9: s$5446(7) = s@138  ;; 8-byte strings
05A9: s$5466(7) = s@126  ;; 8-byte strings
05A9: s$5486(7) = s@176  ;; 8-byte strings
05A9: s$5446(8) = s@108  ;; 8-byte strings
05A9: s$5466(8) = s@106  ;; 8-byte strings
05A9: s$5486(8) = s@108  ;; 8-byte strings
05A9: s$5446(9) = s@144  ;; 8-byte strings
05A9: s$5466(9) = s@166  ;; 8-byte strings
05A9: s$5486(9) = s@132  ;; 8-byte strings
05A9: s$5506 = s@126  ;; 8-byte strings
05A9: s$5526 = s@132  ;; 8-byte strings
05A9: s$5546 = s@176  ;; 8-byte strings
05A9: s$5506(1) = s@130  ;; 8-byte strings
05A9: s$5526(1) = s@126  ;; 8-byte strings
05A9: s$5546(1) = s@152  ;; 8-byte strings
05A9: s$5506(2) = s@142  ;; 8-byte strings
05A9: s$5526(2) = s@150  ;; 8-byte strings
05A9: s$5546(2) = s@174  ;; 8-byte strings
05A9: s$5506(3) = s@170  ;; 8-byte strings
05A9: s$5526(3) = s@142  ;; 8-byte strings
05A9: s$5546(3) = s@148  ;; 8-byte strings
05A9: s$5506(4) = s@132  ;; 8-byte strings
05A9: s$5526(4) = s@128  ;; 8-byte strings
05A9: s$5546(4) = s@156  ;; 8-byte strings
05A9: s$5506(5) = s@132  ;; 8-byte strings
05A9: s$5526(5) = s@126  ;; 8-byte strings
05A9: s$5546(5) = s@168  ;; 8-byte strings
05A9: s$5506(6) = s@132  ;; 8-byte strings
05A9: s$5526(6) = s@154  ;; 8-byte strings
05A9: s$5546(6) = s@132  ;; 8-byte strings
05A9: s$5506(7) = s@152  ;; 8-byte strings
05A9: s$5526(7) = s@136  ;; 8-byte strings
05A9: s$5546(7) = s@178  ;; 8-byte strings
05A9: s$5506(8) = s@146  ;; 8-byte strings
05A9: s$5526(8) = s@150  ;; 8-byte strings
05A9: s$5546(8) = s@128  ;; 8-byte strings
05A9: s$5506(9) = s@162  ;; 8-byte strings
05A9: s$5526(9) = s@144  ;; 8-byte strings
05A9: s$5546(9) = s@148  ;; 8-byte strings
0004: $5425 =  1  ;; integer values

:DUAL_282
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_291
0001: wait  0 ms
016A: fade  1 (back)  0 ms
01BD: $16 = current_time_in_ms
0006: @300 =  0  ;; integer values
0494: get_joystick_data  0 @311 @312 @39 @39
00D6: if  21
00E1:   key_pressed  0  11
0019:   @311 >  100  ;; integer values
004D: jump_if_false DUAL_316
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false DUAL_314
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DUAL_309
0006: @100 =  1  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump DUAL_314

:DUAL_309
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false DUAL_314
0006: @100 =  3  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_314
0006: @103 =  1  ;; integer values
0002: jump DUAL_380

:DUAL_316
00D6: if  21
00E1:   key_pressed  0  10
001B:   -100 > @311  ;; integer values
004D: jump_if_false DUAL_336
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false DUAL_334
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DUAL_329
0006: @100 =  0  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump DUAL_334

:DUAL_329
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false DUAL_334
0006: @100 =  2  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_334
0006: @102 =  1  ;; integer values
0002: jump DUAL_379

:DUAL_336
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @312  ;; integer values
004D: jump_if_false DUAL_356
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false DUAL_354
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false DUAL_349
0006: @100 =  0  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump DUAL_354

:DUAL_349
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false DUAL_354
0006: @100 =  1  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_354
0006: @104 =  1  ;; integer values
0002: jump DUAL_378

:DUAL_356
00D6: if  21
00E1:   key_pressed  0  9
0019:   @312 >  100  ;; integer values
004D: jump_if_false DUAL_376
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false DUAL_374
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DUAL_369
0006: @100 =  2  ;; integer values
097A:  0.0  0.0  0.0  1046 
0002: jump DUAL_374

:DUAL_369
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DUAL_374
0006: @100 =  3  ;; integer values
097A:  0.0  0.0  0.0  1046 

:DUAL_374
0006: @105 =  1  ;; integer values
0002: jump DUAL_377

:DUAL_376
0006: @105 =  0  ;; integer values

:DUAL_377
0006: @104 =  0  ;; integer values

:DUAL_378
0006: @102 =  0  ;; integer values

:DUAL_379
0006: @103 =  0  ;; integer values

:DUAL_380
038D:  18 @52 @64 @76 @88  255  255  255  255 
038D:  13 @53 @65 @77 @89  255  255  255  255 
038D:  17 @54 @66  256.0  128.0  255  255  255  255 
038D:  7 @55 @67  32.0  32.0  150  150  150  255 
038D:  8 @56 @68  32.0  32.0  255  255  255  255 
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false DUAL_394
033F: set_text_draw_letter_width_height @82 @94
0002: jump DUAL_395

:DUAL_394
033F: set_text_draw_letter_width_height @81 @93

:DUAL_395
033E: text_draw @57 @69 'SPAC_04'
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0340: set_text_draw_color  0  0  0  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false DUAL_405
033F: set_text_draw_letter_width_height @82 @94
0002: jump DUAL_406

:DUAL_405
033F: set_text_draw_letter_width_height @81 @93

:DUAL_406
033E: text_draw @58 @69 'SPAC_05'
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false DUAL_416
033F: set_text_draw_letter_width_height @82 @94
0002: jump DUAL_417

:DUAL_416
033F: set_text_draw_letter_width_height @81 @93

:DUAL_417
033E: text_draw @57 @71 'SPAC_06'
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0340: set_text_draw_color  0  0  0  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false DUAL_427
033F: set_text_draw_letter_width_height @82 @94
0002: jump DUAL_428

:DUAL_427
033F: set_text_draw_letter_width_height @81 @93

:DUAL_428
033E: text_draw @58 @71 'SPAC_06'
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DUAL_433
038D:  8 @60 @72  16.0  16.0  255  255  255  255 

:DUAL_433
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DUAL_437
038D:  7 @61 @72  16.0  16.0  255  255  255  255 

:DUAL_437
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false DUAL_441
038D:  8 @60 @73  16.0  16.0  255  255  255  255 

:DUAL_441
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false DUAL_445
038D:  7 @61 @73  16.0  16.0  255  255  255  255 

:DUAL_445
038D:  3  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  3  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  3  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  3  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DUAL_493
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false DUAL_492
000A: @101 +=  1  ;; integer values
097A:  0.0  0.0  0.0  1045 
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DUAL_461
0002: jump DUAL_502

:DUAL_461
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DUAL_470
0391: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  0 ()  0 ms
0001: wait  0 ms
016A: fade  1 (back)  500 ms
0051: return

:DUAL_470
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false DUAL_481
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_1254

:DUAL_481
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false DUAL_492
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_1254

:DUAL_492
0002: jump DUAL_494

:DUAL_493
0006: @101 =  0  ;; integer values

:DUAL_494
0937: @62 @74 @86 @98 'DUMMY'  0 
0050: gosub DUAL_1695
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'
0002: jump DUAL_291

:DUAL_502
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 =  .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 = -2E+11.0  ;; floating-point values
0007: @218 = -300.0  ;; floating-point values
0007: @228 = -300.0  ;; floating-point values
0007: @238 = -2E+11.0  ;; floating-point values
0007: @219 = -300.0  ;; floating-point values
0007: @229 =  300.0  ;; floating-point values
0007: @239 = -2E+11.0  ;; floating-point values
0007: @220 =  300.0  ;; floating-point values
0007: @230 = -300.0  ;; floating-point values
0007: @240 = -2E+11.0  ;; floating-point values
0007: @221 =  .1  ;; floating-point values
0007: @231 =  300.0  ;; floating-point values
0007: @241 = -2E+11.0  ;; floating-point values
0007: @222 =  .1  ;; floating-point values
0007: @232 = -300.0  ;; floating-point values
0007: @242 =  2E+11.0  ;; floating-point values
0007: @223 =  300.0  ;; floating-point values
0007: @233 =  .1  ;; floating-point values
0007: @243 =  2E+11.0  ;; floating-point values
0007: @224 = -300.0  ;; floating-point values
0007: @234 =  .1  ;; floating-point values
0007: @244 =  2E+11.0  ;; floating-point values
0007: @225 =  .1  ;; floating-point values
0007: @235 =  500.0  ;; floating-point values
0007: @245 =  2E+11.0  ;; floating-point values
0007: @226 =  .1  ;; floating-point values
0007: @236 = -500.0  ;; floating-point values
0007: @246 =  2E+11.0  ;; floating-point values
0006: @247 =  10  ;; integer values
0007: @248 =  32.0  ;; floating-point values
0007: @249 =  6.67259  ;; floating-point values
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0013: @249 *=  .1  ;; floating-point values 
0006: @40 =  0  ;; integer values

:DUAL_566
00D6: if  0
001B:    20 > @40  ;; integer values
004D: jump_if_false DUAL_573
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_566

:DUAL_573
0006: @40 =  0  ;; integer values

:DUAL_574
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_580
0006: @290(@40,10i) =  0  ;; integer values
000A: @40 +=  1  ;; integer values
0002: jump DUAL_574

:DUAL_580
0006: @300 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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: $16 = current_time_in_ms
008B: @305 = $16  ;; integer values and handles
000A: @305 +=  4000  ;; integer values
008B: @306 = $16  ;; integer values and handles
0006: @307 =  0  ;; integer values

:DUAL_591
008B: @308 = $16  ;; integer values and handles
0001: wait  0 ms
01BD: $16 = current_time_in_ms
008B: @309 = $16  ;; 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  .06  ;; floating-point 
00D6: if  0
0021:   @301 >  100.0  ;; floating-point values
004D: jump_if_false DUAL_606
0007: @301 =  100.0  ;; floating-point values

:DUAL_606
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DUAL_615
00D6: if  0
0039:   @307 ==  1  ;; integer values
004D: jump_if_false DUAL_614
0006: @307 =  0  ;; integer values
0006: @304 =  1  ;; integer values

:DUAL_614
0002: jump DUAL_616

:DUAL_615
0006: @307 =  1  ;; integer values

:DUAL_616
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false DUAL_621
0079: @203 += unknown_inaccurate_float_timer  5.0  ;; floating-point 
0002: jump DUAL_631

:DUAL_621
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false DUAL_626
0079: @203 += unknown_inaccurate_float_timer -5.0  ;; floating-point 
0002: jump DUAL_631

:DUAL_626
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: @203 @203 

:DUAL_631
0006: @40 =  0  ;; integer values

:DUAL_632
00D6: if  0
001D:   @247 > @40  ;; integer values  
004D: jump_if_false DUAL_782
0509: $68 = distance between point @199 @200 and point @217(@40,10f) @227(@40,10f)
0006: @313 =  0  ;; integer values
00D6: if  0
0020:   $68 >  700.0  ;; floating-point values
004D: jump_if_false DUAL_641
0006: @313 =  1  ;; integer values

:DUAL_641
00D6: if  0
0022:    100.0 > $68  ;; floating-point values
004D: jump_if_false DUAL_678
00D6: if  0
05A5: @199 @200  32.0  32.0 @217(@40,10f) @227(@40,10f)  32.0  32.0 
004D: jump_if_false DUAL_678
00D6: if  0
0021:   @237(@40,10f) >  0.0  ;; floating-point values
004D: jump_if_false DUAL_672
097A:  0.0  0.0  0.0  1050 
007F: @302 -= unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0023:    0.0 > @302  ;; floating-point values
004D: jump_if_false DUAL_671
0007: @302 =  0.0  ;; floating-point values
0006: @41 =  0  ;; integer values

:DUAL_657
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false DUAL_669
00D6: if  0
0039:   @290(@41,10i) ==  0  ;; integer values
004D: jump_if_false DUAL_667
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_667
000A: @41 +=  1  ;; integer values
0002: jump DUAL_657

:DUAL_669
008B: @306 = $16  ;; integer values and handles
000A: @306 +=  3000  ;; integer values

:DUAL_671
0002: jump DUAL_678

:DUAL_672
097A:  0.0  0.0  0.0  1051 
0079: @302 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0021:   @302 >  100.0  ;; floating-point values
004D: jump_if_false DUAL_678
0007: @302 =  100.0  ;; floating-point values

:DUAL_678
0006: @41 =  0  ;; integer values

:DUAL_679
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false DUAL_701
00D6: if  0
001F:   @314(@41,10i) > $16  ;; integer values
004D: jump_if_false DUAL_699
00D6: if  0
05A5: @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_699
0006: @313 =  2  ;; integer values
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false DUAL_698
00D6: if  0
0021:   @237(@40,10f) >  0.0  ;; floating-point values
004D: jump_if_false DUAL_697
000A: @300 +=  10  ;; integer values
0002: jump DUAL_698

:DUAL_697
000E: @300 -=  10  ;; integer values

:DUAL_698
0006: @41 =  9  ;; integer values

:DUAL_699
000A: @41 +=  1  ;; integer values
0002: jump DUAL_679

:DUAL_701
00D6: if  0
0019:   @313 >  0  ;; integer values
004D: jump_if_false DUAL_745
00D6: if  0
0039:   @313 ==  2  ;; integer values
004D: jump_if_false DUAL_720
0006: @41 =  0  ;; integer values

:DUAL_708
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false DUAL_720
00D6: if  0
0039:   @290(@41,10i) ==  0  ;; integer values
004D: jump_if_false DUAL_718
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_718
000A: @41 +=  1  ;; integer values
0002: jump DUAL_708

:DUAL_720
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DUAL_732
0208: $73 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DUAL_730
0011: $73 *= -1.0  ;; floating-point values

:DUAL_730
0208: $74 = random_float -700.0  700.0
0002: jump DUAL_739

:DUAL_732
0208: $73 = random_float -700.0  700.0
0208: $74 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DUAL_739
0011: $74 *= -1.0  ;; floating-point values

:DUAL_739
0087: @217(@40,10f) = @199  ;; floating-point values only
005D: @217(@40,10f) += $73  ;; floating-point values 
0087: @227(@40,10f) = @200  ;; floating-point values only
005D: @227(@40,10f) += $74  ;; floating-point values 
0509: $68 = distance between point @199 @200 and point @217(@40,10f) @227(@40,10f)
0002: jump DUAL_780

:DUAL_745
0087: @50 = @237(@40,10f)  ;; floating-point values only
006B: @50 *= @204  ;; floating-point values
006B: @50 *= @249  ;; floating-point values
0086: $75 = $68  ;; floating-point values only
0069: $75 *= $68  ;; floating-point values
0077: @50 /= $75  ;; 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 /= $68  ;; floating-point values
0077: @345 /= $68  ;; 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  0
0021:   @43 >  50000.0  ;; floating-point values
004D: jump_if_false DUAL_766
0007: @43 =  50000.0  ;; floating-point values

:DUAL_766
00D6: if  0
0023:   -50000.0 > @43  ;; floating-point values
004D: jump_if_false DUAL_770
0007: @43 = -50000.0  ;; floating-point values

:DUAL_770
00D6: if  0
0021:   @44 >  50000.0  ;; floating-point values
004D: jump_if_false DUAL_774
0007: @44 =  50000.0  ;; floating-point values

:DUAL_774
00D6: if  0
0023:   -50000.0 > @44  ;; floating-point values
004D: jump_if_false DUAL_778
0007: @44 = -50000.0  ;; floating-point values

:DUAL_778
005B: @201 += @43  ;; floating-point values 
005B: @202 += @44  ;; floating-point values 

:DUAL_780
000A: @40 +=  1  ;; integer values
0002: jump DUAL_632

:DUAL_782
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false DUAL_876
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DUAL_806
00D6: if  21
0021:   @301 >  .2  ;; floating-point values
0043:   @301 ==  .2  ;; floating-point values
004D: jump_if_false DUAL_805
02F6: $73 = cosine @203  ;; sinus swapped with cosine
02F7: $74 = sinus @203 ;; cosine swapped with sinus
0011: $73 *= -20000.0  ;; floating-point values
0011: $74 *=  20000.0  ;; floating-point values
005D: @201 += $73  ;; floating-point values 
005D: @202 += $74  ;; floating-point values 
000A: @207 +=  50  ;; integer values
00D6: if  0
0019:   @207 >  200  ;; integer values
004D: jump_if_false DUAL_803
0006: @207 =  200  ;; integer values

:DUAL_803
097A:  0.0  0.0  0.0  1042 
007F: @301 -= unknown_inaccurate_float_timer  .2  ;; floating-point 

:DUAL_805
0002: jump DUAL_811

:DUAL_806
000E: @207 -=  20  ;; integer values
00D6: if  0
001B:    0 > @207  ;; integer values
004D: jump_if_false DUAL_811
0006: @207 =  0  ;; integer values

:DUAL_811
00D6: if  21
0021:   @301 >  .1  ;; floating-point values
0043:   @301 ==  .1  ;; floating-point values
004D: jump_if_false DUAL_828
00D6: if  0
00E1:   key_pressed  0  6
004D: jump_if_false DUAL_828
0087: @50 = @203  ;; floating-point values only
000B: @50 +=  90.0  ;; floating-point values
0656: @50 @50 
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = sinus @50 ;; cosine swapped with sinus
0011: $73 *= -6000.0  ;; floating-point values
0011: $74 *=  6000.0  ;; floating-point values
005D: @201 += $73  ;; floating-point values 
005D: @202 += $74  ;; floating-point values 
007F: @301 -= unknown_inaccurate_float_timer  .1  ;; floating-point 

:DUAL_828
00D6: if  21
0021:   @301 >  .1  ;; floating-point values
0043:   @301 ==  .1  ;; floating-point values
004D: jump_if_false DUAL_845
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false DUAL_845
0087: @50 = @203  ;; floating-point values only
000F: @50 -=  90.0  ;; floating-point values
0656: @50 @50 
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = sinus @50 ;; cosine swapped with sinus
0011: $73 *= -6000.0  ;; floating-point values
0011: $74 *=  6000.0  ;; floating-point values
005D: @201 += $73  ;; floating-point values 
005D: @202 += $74  ;; floating-point values 
007F: @301 -= unknown_inaccurate_float_timer  .1  ;; floating-point 

:DUAL_845
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  21
0021:   @301 >  1.0  ;; floating-point values
0043:   @301 ==  1.0  ;; floating-point values
004D: jump_if_false DUAL_876
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false DUAL_876
00D6: if  0
001E:   $16 > @348  ;; integer values
004D: jump_if_false DUAL_876
0050: gosub DUAL_1671
097A:  0.0  0.0  0.0  1041 
008B: @348 = $16  ;; integer values and handles
000A: @348 +=  250  ;; integer values
007F: @301 -= unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0019:   @300 >  0  ;; integer values
004D: jump_if_false DUAL_876
000E: @300 -=  1  ;; integer values

:DUAL_876
0087: @205 = @199  ;; floating-point values only
0087: @206 = @200  ;; floating-point values only
00D6: if  0
0020:   $5566 >  300.0  ;; floating-point values
004D: jump_if_false DUAL_882
0005: $5566 =  300.0  ;; floating-point values

:DUAL_882
00D6: if  0
0022:   -300.0 > $5566  ;; floating-point values
004D: jump_if_false DUAL_886
0005: $5566 = -300.0  ;; floating-point values

:DUAL_886
00D6: if  0
0020:   $5567 >  300.0  ;; floating-point values
004D: jump_if_false DUAL_890
0005: $5567 =  300.0  ;; floating-point values

:DUAL_890
00D6: if  0
0022:   -300.0 > $5567  ;; floating-point values
004D: jump_if_false DUAL_894
0005: $5567 = -300.0  ;; floating-point values

:DUAL_894
0088: $73 = @310  ;; floating-point values only
0069: $73 *= $5566  ;; floating-point values
0088: $74 = @310  ;; floating-point values only
0069: $74 *= $5567  ;; floating-point values
005D: @199 += $73  ;; floating-point values 
005D: @200 += $74  ;; floating-point values 
0006: @40 =  0  ;; integer values

:DUAL_901
00D6: if  0
001B:    3 > @40  ;; integer values
004D: jump_if_false DUAL_1000
0088: $73 = @205  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @206  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0011: $73 *=  .6  ;; floating-point values
0011: $74 *=  .6  ;; floating-point values
0093: @50 = integer_to_float @40  
000B: @50 +=  1.0  ;; floating-point values
0013: @50 *=  .3  ;; floating-point values 
006D: $73 *= @50  ;; floating-point values
006D: $74 *= @50  ;; floating-point values
0007: @303 =  512.0  ;; floating-point values
006B: @303 *= @50  ;; floating-point values
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false DUAL_925
0015: $73 /=  2.0  ;; floating-point values
0015: $74 /=  2.0  ;; floating-point values
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 
0002: jump DUAL_927

:DUAL_925
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 

:DUAL_927
0087: @50 = @303  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
00D6: if  0
0025:   @189(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false DUAL_933
0063: @189(@40,4f) -= @303  ;; floating-point values 

:DUAL_933
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @189(@40,4f)  ;; floating-point values  
004D: jump_if_false DUAL_939
005B: @189(@40,4f) += @303  ;; floating-point values 

:DUAL_939
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @193(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false DUAL_945
0063: @193(@40,4f) -= @303  ;; floating-point values 

:DUAL_945
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @193(@40,4f)  ;; floating-point values  
004D: jump_if_false DUAL_951
005B: @193(@40,4f) += @303  ;; floating-point values 

:DUAL_951
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  0
0021:   @349 >  0.0  ;; floating-point values
004D: jump_if_false DUAL_962
000A: @350 +=  1  ;; integer values

:DUAL_962
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  0
0021:   @351 >  0.0  ;; floating-point values
004D: jump_if_false DUAL_973
000A: @352 +=  1  ;; integer values

:DUAL_973
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_978
00D6: if  0
001D:   @352 > @354  ;; integer values  
004D: jump_if_false DUAL_998
0006: @353 =  0  ;; integer values

:DUAL_982
00D6: if  0
001D:   @350 > @353  ;; integer values  
004D: jump_if_false DUAL_994
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false DUAL_990
038D:  1 @197 @198 @303 @303  150  150  150  255 
0002: jump DUAL_991

:DUAL_990
038D:  2 @197 @198 @303 @303  150  150  150  255 

:DUAL_991
005B: @197 += @303  ;; floating-point values 
000A: @353 +=  1  ;; integer values
0002: jump DUAL_982

:DUAL_994
0087: @197 = @189(@40,4f)  ;; floating-point values only
005B: @198 += @303  ;; floating-point values 
000A: @354 +=  1  ;; integer values
0002: jump DUAL_978

:DUAL_998
000A: @40 +=  1  ;; integer values
0002: jump DUAL_901

:DUAL_1000
0006: @40 =  0  ;; integer values

:DUAL_1001
00D6: if  0
001D:   @247 > @40  ;; integer values  
004D: jump_if_false DUAL_1018
0088: $73 = @217(@40,10f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @227(@40,10f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
0021:   @237(@40,10f) >  0.0  ;; floating-point values
004D: jump_if_false DUAL_1015
038D:  7 $73 $74  32.0  32.0  150  150  150  255 
0002: jump DUAL_1016

:DUAL_1015
038D:  8 $73 $74  32.0  32.0  255  255  255  255 

:DUAL_1016
000A: @40 +=  1  ;; integer values
0002: jump DUAL_1001

:DUAL_1018
0006: @40 =  0  ;; integer values

:DUAL_1019
00D6: if  0
001B:    20 > @40  ;; integer values
004D: jump_if_false DUAL_1085
0509: $68 = distance between point @199 @200 and point @250(@40,20f) @270(@40,20f)
00D6: if  21
0020:   $68 >  600.0  ;; floating-point values
05A5: @199 @200  32.0  32.0 @250(@40,20f) @270(@40,20f)  18.0  18.0 
004D: jump_if_false DUAL_1071
00D6: if  0
05A5: @199 @200  32.0  32.0 @250(@40,20f) @270(@40,20f)  18.0  18.0 
004D: jump_if_false DUAL_1046
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false DUAL_1046
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1039
097A:  0.0  0.0  0.0  1048 
000A: @300 +=  5  ;; integer values
0002: jump DUAL_1041

:DUAL_1039
097A:  0.0  0.0  0.0  1049 
000E: @300 -=  5  ;; integer values

:DUAL_1041
000B: @301 +=  25.0  ;; floating-point values
00D6: if  0
0021:   @301 >  100.0  ;; floating-point values
004D: jump_if_false DUAL_1046
0007: @301 =  100.0  ;; floating-point values

:DUAL_1046
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DUAL_1059
0208: $73 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DUAL_1056
0011: $73 *= -1.0  ;; floating-point values

:DUAL_1056
0208: $74 = random_float -700.0  700.0
0209: @39 = random_int  0  2
0002: jump DUAL_1067

:DUAL_1059
0208: $73 = random_float -700.0  700.0
0209: @39 = random_int  0  2
0208: $74 = random_float  340.0  700.0
0209: @39 = random_int  0  2
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DUAL_1067
0011: $74 *= -1.0  ;; floating-point values

:DUAL_1067
0087: @250(@40,20f) = @199  ;; floating-point values only
005D: @250(@40,20f) += $73  ;; floating-point values 
0087: @270(@40,20f) = @200  ;; floating-point values only
005D: @270(@40,20f) += $74  ;; floating-point values 

:DUAL_1071
0088: $73 = @250(@40,20f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @270(@40,20f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1082
038D:  8 $73 $74  16.0  16.0  255  255  255  255 
0002: jump DUAL_1083

:DUAL_1082
038D:  7 $73 $74  16.0  16.0  150  150  150  255 

:DUAL_1083
000A: @40 +=  1  ;; integer values
0002: jump DUAL_1019

:DUAL_1085
0006: @40 =  0  ;; integer values

:DUAL_1086
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1116
00D6: if  0
0019:   @290(@40,10i) >  0  ;; integer values
004D: jump_if_false DUAL_1114
0088: $73 = @324(@40,10f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @334(@40,10f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
0039:   @290(@40,10i) ==  1  ;; integer values
004D: jump_if_false DUAL_1105
008B: @355(@40,10i) = $16  ;; integer values and handles
000A: @355(@40,10i) +=  500  ;; integer values
0006: @290(@40,10i) =  9  ;; integer values
097A:  0.0  0.0  0.0  1043 

:DUAL_1105
008B: @355(@40,10i) = $16  ;; integer values and handles
000A: @355(@40,10i) +=  500  ;; integer values
000A: @290(@40,10i) +=  1  ;; integer values
00D6: if  0
0019:   @290(@40,10i) >  12  ;; integer values
004D: jump_if_false DUAL_1113
0006: @290(@40,10i) =  0  ;; integer values
0002: jump DUAL_1114

:DUAL_1113
038D: @290(@40,10i) $73 $74  32.0  32.0  150  150  150  255 

:DUAL_1114
000A: @40 +=  1  ;; integer values
0002: jump DUAL_1086

:DUAL_1116
0006: @40 =  0  ;; integer values

:DUAL_1117
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1139
00D6: if  0
001F:   @314(@40,10i) > $16  ;; integer values
004D: jump_if_false DUAL_1137
0088: $73 = @310  ;; floating-point values only
006D: $73 *= @459(@40,10f)  ;; floating-point values
0088: $74 = @310  ;; floating-point values only
006D: $74 *= @469(@40,10f)  ;; floating-point values
005D: @439(@40,10f) += $73  ;; floating-point values 
005D: @449(@40,10f) += $74  ;; floating-point values 
0088: $73 = @439(@40,10f)  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @449(@40,10f)  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
0088: $72 = @203  ;; floating-point values only
038D:  14 $73 $74  8.0  8.0  150  150  150  255 

:DUAL_1137
000A: @40 +=  1  ;; integer values
0002: jump DUAL_1117

:DUAL_1139
00D6: if  0
001E:   $16 > @306  ;; integer values
004D: jump_if_false DUAL_1173
074B:  4  320.0  224.0 @248 @248 @203  150  150  150  255 
0087: @50 = @302  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
0005: $74 =  400.0  ;; floating-point values
0067: $74 -= @50  ;; floating-point values
038D:  13  50.0  350.0  14.0  104.0  0  0  0  255 
038D:  15  50.0 $74  10.0 @302  200  200  200  255 
0087: @50 = @301  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
0005: $74 =  400.0  ;; floating-point values
0067: $74 -= @50  ;; floating-point values
038D:  13  70.0  350.0  14.0  104.0  0  0  0  255 
038D:  16  70.0 $74  10.0 @301  200  200  200  255 
0087: @50 = @203  ;; floating-point values only
000B: @50 +=  180.0  ;; floating-point values
00D6: if  0
0021:   @50 >  360.0  ;; floating-point values
004D: jump_if_false DUAL_1161
000F: @50 -=  360.0  ;; floating-point values

:DUAL_1161
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = sinus @50 ;; cosine swapped with sinus
0011: $73 *= -1.0  ;; floating-point values
0011: $73 *=  24.0  ;; floating-point values
0011: $74 *=  24.0  ;; floating-point values
0009: $73 +=  320.0  ;; floating-point values
0009: $74 +=  224.0  ;; floating-point values
00D6: if  0
0019:   @207 >  0  ;; integer values
004D: jump_if_false DUAL_1172
074B:  5 $73 $74  16.0  16.0 @203 @207 @207 @207  255 

:DUAL_1172
0002: jump DUAL_1195

:DUAL_1173
0006: @41 =  0  ;; integer values

:DUAL_1174
00D6: if  0
001B:    10 > @41  ;; integer values
004D: jump_if_false DUAL_1186
00D6: if  0
0039:   @290(@41,10i) ==  0  ;; integer values
004D: jump_if_false DUAL_1184
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_1184
000A: @41 +=  1  ;; integer values
0002: jump DUAL_1174

:DUAL_1186
0050: gosub DUAL_1695
097A:  0.0  0.0  0.0  1047 
033E: text_draw  320.0  100.0 'SPAC_01'
008B: @39 = $16  ;; integer values and handles
000A: @39 +=  1000  ;; integer values
00D6: if  0
001D:   @39 > @306  ;; integer values  
004D: jump_if_false DUAL_1195
0006: @304 =  1  ;; integer values

:DUAL_1195
0050: gosub DUAL_1695
00D6: if  0
0019:   @300 > -1  ;; integer values
004D: jump_if_false DUAL_1201
045A: text_draw_1number  320.0  50.0 'SPAC_02' @300
0002: jump DUAL_1206

:DUAL_1201
0085: @39 = @300  ;; integer values and handles
0012: @39 *= -1  ;; integer values 
0340: set_text_draw_color  0  0  0  255
081C:  1  150  150  150  255 
045A: text_draw_1number  320.0  50.0 'SPAC_02' @39

:DUAL_1206
038D:  3  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  3  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  3  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  3  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
001F:   @305 > $16  ;; integer values
004D: jump_if_false DUAL_1233
0050: gosub DUAL_1695
00D6: if  21
04A3:   unknown $154 ==  2
04A3:   unknown $154 ==  1
004D: jump_if_false DUAL_1221
0937: @62 @74  175.1144  94.8235 'DUMMY'  0 
0343: set_text_linewidth  175.1144
0002: jump DUAL_1223

:DUAL_1221
0937: @62 @74  160.1144  94.8235 'DUMMY'  0 
0343: set_text_linewidth  160.1144

:DUAL_1223
0342: set_text_draw_centered  0
0349: text_draw_style =  1  
00D6: if  21
04A3:   unknown $154 ==  2
04A3:   unknown $154 ==  1
004D: jump_if_false DUAL_1231
033F: set_text_draw_letter_width_height  .4  1.8889
0002: jump DUAL_1232

:DUAL_1231
033F: set_text_draw_letter_width_height  .5014  1.8889

:DUAL_1232
033E: text_draw @63 @75 'SPAC_11'

:DUAL_1233
00D6: if  0
0039:   @304 ==  1  ;; integer values
004D: jump_if_false DUAL_1253
00D6: if  0
001F:   @300 > $5436(9)  ;; integer values
004D: jump_if_false DUAL_1244
0006: @365 =  10  ;; integer values
0006: @366 =  0  ;; integer values
0006: @181 =  1  ;; integer values
0002: jump DUAL_1254
0002: jump DUAL_1253

:DUAL_1244
00D6: if  0
001E:   $5426(9) > @300  ;; integer values
004D: jump_if_false DUAL_1252
0006: @365 =  10  ;; integer values
0006: @366 =  0  ;; integer values
0006: @181 =  0  ;; integer values
0002: jump DUAL_1254
0002: jump DUAL_1253

:DUAL_1252
0002: jump DUAL_291

:DUAL_1253
0002: jump DUAL_591

:DUAL_1254
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1289
0006: @40 =  9  ;; integer values

:DUAL_1260
00D6: if  0
0019:   @40 > -1  ;; integer values
004D: jump_if_false DUAL_1288
00D6: if  0
001E:   $5426(@40,10i) > @300  ;; integer values
004D: jump_if_false DUAL_1285
00D6: if  0
8039:   NOT   @40 ==  9  ;; integer values
004D: jump_if_false DUAL_1275
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_1275
008A: $5426(@40,10i) = @300  ;; integer values and handles
05A9: $5446(@40,10s) = s@178  ;; 8-byte strings
05A9: $5466(@40,10s) = s@178  ;; 8-byte strings
05A9: $5486(@40,10s) = s@178  ;; 8-byte strings
0085: @180 = @40  ;; integer values and handles
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false DUAL_1284
0006: @300 =  0  ;; integer values

:DUAL_1284
0002: jump DUAL_1286

:DUAL_1285
0006: @300 =  0  ;; integer values

:DUAL_1286
000E: @40 -=  1  ;; integer values
0002: jump DUAL_1260

:DUAL_1288
0002: jump DUAL_1318

:DUAL_1289
0006: @40 =  9  ;; integer values

:DUAL_1290
00D6: if  0
0019:   @40 > -1  ;; integer values
004D: jump_if_false DUAL_1318
00D6: if  0
001F:   @300 > $5436(@40,10i)  ;; integer values
004D: jump_if_false DUAL_1315
00D6: if  0
8039:   NOT   @40 ==  9  ;; integer values
004D: jump_if_false DUAL_1305
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_1305
008A: $5436(@40,10i) = @300  ;; integer values and handles
05A9: $5506(@40,10s) = s@178  ;; 8-byte strings
05A9: $5526(@40,10s) = s@178  ;; 8-byte strings
05A9: $5546(@40,10s) = s@178  ;; 8-byte strings
0085: @180 = @40  ;; integer values and handles
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false DUAL_1314
0006: @300 =  0  ;; integer values

:DUAL_1314
0002: jump DUAL_1316

:DUAL_1315
0006: @300 =  0  ;; integer values

:DUAL_1316
000E: @40 -=  1  ;; integer values
0002: jump DUAL_1290

:DUAL_1318
00D6: if  0
0019:   @180 > -1  ;; integer values
004D: jump_if_false DUAL_1406
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1340
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false DUAL_1330
05A9: $5446(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5466(@180,10s) = s@178  ;; 8-byte strings
05A9: $5486(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1330
00D6: if  0
0039:   @366 ==  1  ;; integer values
004D: jump_if_false DUAL_1335
05A9: $5466(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5486(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1335
00D6: if  0
0039:   @366 ==  2  ;; integer values
004D: jump_if_false DUAL_1339
05A9: $5486(@180,10s) = @106(@365,37s)  ;; 8-byte strings

:DUAL_1339
0002: jump DUAL_1355

:DUAL_1340
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false DUAL_1346
05A9: $5506(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5526(@180,10s) = s@178  ;; 8-byte strings
05A9: $5546(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1346
00D6: if  0
0039:   @366 ==  1  ;; integer values
004D: jump_if_false DUAL_1351
05A9: $5526(@180,10s) = @106(@365,37s)  ;; 8-byte strings
05A9: $5546(@180,10s) = s@178  ;; 8-byte strings

:DUAL_1351
00D6: if  0
0039:   @366 ==  2  ;; integer values
004D: jump_if_false DUAL_1355
05A9: $5546(@180,10s) = @106(@365,37s)  ;; 8-byte strings

:DUAL_1355
0494: get_joystick_data  0 @311 @312 @39 @39
00D6: if  21
00E1:   key_pressed  0  8
001B:   -100 > @312  ;; integer values
004D: jump_if_false DUAL_1372
00D6: if  0
001E:   $16 > @104  ;; integer values
004D: jump_if_false DUAL_1371
00D6: if  0
001B:    36 > @365  ;; integer values
004D: jump_if_false DUAL_1368
000A: @365 +=  1  ;; integer values
0002: jump DUAL_1369

:DUAL_1368
0006: @365 =  0  ;; integer values

:DUAL_1369
008B: @104 = $16  ;; integer values and handles
000A: @104 +=  250  ;; integer values

:DUAL_1371
0002: jump DUAL_1374

:DUAL_1372
008B: @104 = $16  ;; integer values and handles
000E: @104 -=  250  ;; integer values

:DUAL_1374
00D6: if  21
00E1:   key_pressed  0  9
0019:   @312 >  100  ;; integer values
004D: jump_if_false DUAL_1390
00D6: if  0
001E:   $16 > @105  ;; integer values
004D: jump_if_false DUAL_1389
00D6: if  0
0019:   @365 >  0  ;; integer values
004D: jump_if_false DUAL_1386
000E: @365 -=  1  ;; integer values
0002: jump DUAL_1387

:DUAL_1386
0006: @365 =  36  ;; integer values

:DUAL_1387
008B: @105 = $16  ;; integer values and handles
000A: @105 +=  250  ;; integer values

:DUAL_1389
0002: jump DUAL_1392

:DUAL_1390
008B: @105 = $16  ;; integer values and handles
000E: @105 -=  250  ;; integer values

:DUAL_1392
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DUAL_1405
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false DUAL_1404
000A: @366 +=  1  ;; integer values
000A: @101 +=  1  ;; integer values
00D6: if  0
0039:   @366 ==  3  ;; integer values
004D: jump_if_false DUAL_1404
0006: @180 = -1  ;; integer values

:DUAL_1404
0002: jump DUAL_1406

:DUAL_1405
0006: @101 =  0  ;; integer values

:DUAL_1406
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1421
0006: @40 =  0  ;; integer values

:DUAL_1410
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1420
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_1410

:DUAL_1420
0002: jump DUAL_1431

:DUAL_1421
0006: @40 =  0  ;; integer values

:DUAL_1422
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1431
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_1422

:DUAL_1431
0006: @40 =  0  ;; integer values

:DUAL_1432
00D6: if  0
001B:    3 > @40  ;; integer values
004D: jump_if_false DUAL_1531
0088: $73 = @205  ;; floating-point values only
0067: $73 -= @199  ;; floating-point values
0088: $74 = @206  ;; floating-point values only
0067: $74 -= @200  ;; floating-point values
0011: $73 *=  .6  ;; floating-point values
0011: $74 *=  .6  ;; floating-point values
0093: @50 = integer_to_float @40  
000B: @50 +=  1.0  ;; floating-point values
0013: @50 *=  .3  ;; floating-point values 
006D: $73 *= @50  ;; floating-point values
006D: $74 *= @50  ;; floating-point values
0007: @303 =  512.0  ;; floating-point values
006B: @303 *= @50  ;; floating-point values
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false DUAL_1456
0015: $73 /=  2.0  ;; floating-point values
0015: $74 /=  2.0  ;; floating-point values
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 
0002: jump DUAL_1458

:DUAL_1456
005D: @189(@40,4f) += $73  ;; floating-point values 
005D: @193(@40,4f) += $74  ;; floating-point values 

:DUAL_1458
0087: @50 = @303  ;; floating-point values only
0017: @50 /=  2.0  ;; floating-point values 
00D6: if  0
0025:   @189(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false DUAL_1464
0063: @189(@40,4f) -= @303  ;; floating-point values 

:DUAL_1464
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @189(@40,4f)  ;; floating-point values  
004D: jump_if_false DUAL_1470
005B: @189(@40,4f) += @303  ;; floating-point values 

:DUAL_1470
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @193(@40,4f) > @50  ;; floating-point values  
004D: jump_if_false DUAL_1476
0063: @193(@40,4f) -= @303  ;; floating-point values 

:DUAL_1476
0087: @50 = @303  ;; floating-point values only
0013: @50 *= -1.0  ;; floating-point values 
00D6: if  0
0025:   @50 > @193(@40,4f)  ;; floating-point values  
004D: jump_if_false DUAL_1482
005B: @193(@40,4f) += @303  ;; floating-point values 

:DUAL_1482
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  0
0021:   @349 >  0.0  ;; floating-point values
004D: jump_if_false DUAL_1493
000A: @350 +=  1  ;; integer values

:DUAL_1493
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  0
0021:   @351 >  0.0  ;; floating-point values
004D: jump_if_false DUAL_1504
000A: @352 +=  1  ;; integer values

:DUAL_1504
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_1509
00D6: if  0
001D:   @352 > @354  ;; integer values  
004D: jump_if_false DUAL_1529
0006: @353 =  0  ;; integer values

:DUAL_1513
00D6: if  0
001D:   @350 > @353  ;; integer values  
004D: jump_if_false DUAL_1525
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false DUAL_1521
038D:  1 @197 @198 @303 @303  150  150  150  255 
0002: jump DUAL_1522

:DUAL_1521
038D:  2 @197 @198 @303 @303  150  150  150  255 

:DUAL_1522
005B: @197 += @303  ;; floating-point values 
000A: @353 +=  1  ;; integer values
0002: jump DUAL_1513

:DUAL_1525
0087: @197 = @189(@40,4f)  ;; floating-point values only
005B: @198 += @303  ;; floating-point values 
000A: @354 +=  1  ;; integer values
0002: jump DUAL_1509

:DUAL_1529
000A: @40 +=  1  ;; integer values
0002: jump DUAL_1432

:DUAL_1531
0050: gosub DUAL_1695
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1537
0340: set_text_draw_color  0  0  0  255
081C:  1  150  150  150  255 

:DUAL_1537
0349: text_draw_style =  1  
033E: text_draw @182 @183 'SPAC_06'
0087: @437 = @184  ;; floating-point values only
0087: @438 = @185  ;; floating-point values only
0006: @40 =  0  ;; integer values

:DUAL_1542
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1639
0087: @437 = @184  ;; floating-point values only
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1555
0340: set_text_draw_color  0  0  0  255
081C:  1  150  150  150  255 

:DUAL_1555
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false DUAL_1559
0340: set_text_draw_color  0  155  0  255

:DUAL_1559
00D6: if  21
05AE:   @377(@40,10s) == s@108  ;; 8-byte strings
05AE:   @377(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false DUAL_1564
000B: @437 +=  8.0  ;; floating-point values

:DUAL_1564
033E: text_draw @437 @438 @377(@40,10s)
00D6: if  21
05AE:   @377(@40,10s) == s@108  ;; 8-byte strings
05AE:   @377(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false DUAL_1570
000F: @437 -=  8.0  ;; floating-point values

:DUAL_1570
005B: @437 += @186  ;; floating-point values 
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1580
0340: set_text_draw_color  0  0  0  255
081C:  1  150  150  150  255 

:DUAL_1580
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false DUAL_1584
0340: set_text_draw_color  0  155  0  255

:DUAL_1584
00D6: if  21
05AE:   @397(@40,10s) == s@108  ;; 8-byte strings
05AE:   @397(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false DUAL_1589
000B: @437 +=  8.0  ;; floating-point values

:DUAL_1589
033E: text_draw @437 @438 @397(@40,10s)
00D6: if  21
05AE:   @397(@40,10s) == s@108  ;; 8-byte strings
05AE:   @397(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false DUAL_1595
000F: @437 -=  8.0  ;; floating-point values

:DUAL_1595
005B: @437 += @186  ;; floating-point values 
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1605
0340: set_text_draw_color  0  0  0  255
081C:  1  150  150  150  255 

:DUAL_1605
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false DUAL_1609
0340: set_text_draw_color  0  155  0  255

:DUAL_1609
00D6: if  21
05AE:   @417(@40,10s) == s@108  ;; 8-byte strings
05AE:   @417(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false DUAL_1614
000B: @437 +=  8.0  ;; floating-point values

:DUAL_1614
033E: text_draw @437 @438 @417(@40,10s)
00D6: if  21
05AE:   @417(@40,10s) == s@108  ;; 8-byte strings
05AE:   @417(@40,10s) == s@142  ;; 8-byte strings
004D: jump_if_false DUAL_1620
000F: @437 -=  8.0  ;; floating-point values

:DUAL_1620
0087: @437 = @184  ;; floating-point values only
005B: @437 += @187  ;; floating-point values 
0050: gosub DUAL_1695
0342: set_text_draw_centered  0
03E4: set_text_draw_align_right  1
0349: text_draw_style =  1  
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DUAL_1631
0340: set_text_draw_color  0  0  0  255
081C:  1  150  150  150  255 

:DUAL_1631
00D6: if  0
003B:   @180 == @40  ;; integer values 
004D: jump_if_false DUAL_1635
0340: set_text_draw_color  0  155  0  255

:DUAL_1635
045A: text_draw_1number @437 @438 'NUMBER' @367(@40,10i)
005B: @438 += @188  ;; floating-point values 
000A: @40 +=  1  ;; integer values
0002: jump DUAL_1542

:DUAL_1639
038D:  3  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  3  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  3  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  3  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0039:   @180 == -1  ;; integer values
004D: jump_if_false DUAL_1663
00D6: if  22
00E1:   key_pressed  0  15
00E1:   key_pressed  0  17
00E1:   key_pressed  0  14
004D: jump_if_false DUAL_1652
0002: jump DUAL_291

:DUAL_1652
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DUAL_1661
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false DUAL_1660
000A: @101 +=  1  ;; integer values
0002: jump DUAL_291

:DUAL_1660
0002: jump DUAL_1662

:DUAL_1661
0006: @101 =  0  ;; integer values

:DUAL_1662
0002: jump DUAL_1670

:DUAL_1663
0937: @62 @74 @86 @98 'DUMMY'  0 
0050: gosub DUAL_1695
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'

:DUAL_1670
0002: jump DUAL_1254

:DUAL_1671
0006: @40 =  0  ;; integer values

:DUAL_1672
00D6: if  0
001B:    10 > @40  ;; integer values
004D: jump_if_false DUAL_1694
00D6: if  0
001E:   $16 > @314(@40,10i)  ;; integer values
004D: jump_if_false DUAL_1692
0087: @50 = @203  ;; floating-point values only
02F6: $73 = cosine @50  ;; sinus swapped with cosine
02F7: $74 = 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: $73 *= -300.0  ;; floating-point values
0011: $74 *=  300.0  ;; floating-point values
0089: @459(@40,10f) = $73  ;; floating-point values only
005D: @459(@40,10f) += $5566  ;; floating-point values 
0089: @469(@40,10f) = $74  ;; floating-point values only
005D: @469(@40,10f) += $5567  ;; floating-point values 
008B: @314(@40,10i) = $16  ;; integer values and handles
000A: @314(@40,10i) +=  1600  ;; integer values
0051: return

:DUAL_1692
000A: @40 +=  1  ;; integer values
0002: jump DUAL_1672

:DUAL_1694
0051: return

:DUAL_1695
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:  0  0  0  0  180 
0349: text_draw_style =  2  
0051: return

:DUAL_1706
097A:  0.0  0.0  0.0  1069 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DUAL_1716
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $431 $432 $433 radius  2.0  2.0  2.0
004D: jump_if_false DUAL_1716
0086: $74 = $432  ;; floating-point values only
0009: $74 +=  2.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $431 $74 $433

:DUAL_1716
09F5:  0 
0004: $ON_MISSION =  0  ;; integer values
03D5: remove_text 'BUSY'
00D8: mission_cleanup
0051: return

;-------------Mission 5---------------
; Originally: Video game: Go Go Space Monkey


:M_5_1
0050: gosub M_5_14
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_5_6
0050: gosub SHTR_732

:M_5_6
016A: fade  1 (back)  500 ms

:M_5_7
00D6: if  0
016B:   fading
004D: jump_if_false M_5_12
0001: wait  0 ms
0002: jump M_5_7

:M_5_12
0050: gosub SHTR_735
004E: end_thread

:M_5_14
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $2202 ==  0  ;; integer values
004D: jump_if_false SHTR_1
0317: increment_mission_attempts

:SHTR_1
03A4: name_thread 'SHTR'
0001: wait  0 ms
09F5:  1 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
043C: unknown_set_game_sounds  0
054C: use_GXT_table 'SHTR'
03CF: load_wav  1806 as  4

:SHTR_9
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false SHTR_14
0001: wait  0 ms
0002: jump SHTR_9

:SHTR_14
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  25.0
03F0: text_draw_toggle  1
0390: 'LD_SHTR' 
038F:  1 "SPLSH" 
038F:  2 "BSTARS" 
038F:  3 "FSTAR" 
038F:  4 "HI_A" 
038F:  5 "HI_B" 
038F:  6 "HI_C" 
038F:  7 "UN_A" 
038F:  8 "UN_B" 
038F:  9 "UN_C" 
038F:  10 "SHIP" 
038F:  11 "FIRE" 
038F:  12 "UFO" 
038F:  13 "KAMI" 
038F:  14 "NMEF" 
038F:  15 "EX1" 
038F:  16 "EX2" 
038F:  17 "EX3" 
038F:  18 "EX4" 
038F:  19 "CBARL" 
038F:  20 "CBARM" 
038F:  21 "CBARR" 
038F:  22 "HBARL" 
038F:  23 "HBARM" 
038F:  24 "HBARR" 
038F:  25 "TVCORN" 
038F:  26 "TVL" 
038F:  27 "TVR" 
038F:  28 "PA" 
038F:  29 "PM2" 
038F:  30 "PM3" 
038F:  31 "PS1" 
038F:  32 "PS2" 
038F:  33 "PS3" 

:SHTR_53
0050: gosub SHTR_1931
0050: gosub SHTR_1767
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
038D:  25  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  25  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  25  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  25  160.0  336.0  320.0 -224.0  150  150  150  255 
0006: @33 =  0  ;; integer values

:SHTR_62
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_760
0005: $5590 =  1.0  ;; floating-point values
0050: gosub SHTR_777
0086: $5592 = $5588  ;; floating-point values only
016A: fade  1 (back)  0 ms
0494: get_joystick_data  0 $5569 $5570 $5571 $5572

:SHTR_72
00D6: if  0
0038:   $5652 ==  1  ;; integer values
004D: jump_if_false SHTR_81
00D6: if  2
80E1:   NOT   key_pressed  0  8
80E1:   NOT   key_pressed  0  9
0038:   $5570 ==  0  ;; integer values
004D: jump_if_false SHTR_81
0004: $5652 =  0  ;; integer values

:SHTR_81
00D6: if  0
0038:   $5648 ==  1  ;; integer values
004D: jump_if_false SHTR_96
038D:  1  320.0  164.0  386.0  192.0  150  150  150  255 
038D:  4  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  8  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  9  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SHTR_96
097A: -1000.0 -1000.0 -1000.0  1065 
097A: -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_96
00D6: if  0
0038:   $5648 ==  2  ;; integer values
004D: jump_if_false SHTR_110
038D:  1  320.0  164.0  386.0  192.0  150  150  150  255 
038D:  7  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  5  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  9  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SHTR_110
097A: -1000.0 -1000.0 -1000.0  1065 
01BD: $5992 = current_time_in_ms
0004: $6156 =  4  ;; integer values
0004: $5648 =  4  ;; integer values

:SHTR_110
00D6: if  0
0038:   $5648 ==  3  ;; integer values
004D: jump_if_false SHTR_123
038D:  1  320.0  164.0  386.0  192.0  150  150  150  255 
038D:  7  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  8  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  6  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SHTR_123
097A: -1000.0 -1000.0 -1000.0  1066 
016A: fade  0 ()  0 ms
0002: jump M_5_6

:SHTR_123
00D6: if  0
0038:   $5652 ==  0  ;; integer values
004D: jump_if_false SHTR_183
00D6: if  0
0038:   $5648 ==  1  ;; integer values
004D: jump_if_false SHTR_145
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $5570  ;; integer values
004D: jump_if_false SHTR_137
0004: $5648 =  3  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump SHTR_72

:SHTR_137
00D6: if  21
00E1:   key_pressed  0  9
0018:   $5570 >  64  ;; integer values
004D: jump_if_false SHTR_145
0004: $5648 =  2  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump SHTR_72

:SHTR_145
00D6: if  0
0038:   $5648 ==  2  ;; integer values
004D: jump_if_false SHTR_164
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $5570  ;; integer values
004D: jump_if_false SHTR_156
0004: $5648 =  1  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump SHTR_72

:SHTR_156
00D6: if  21
00E1:   key_pressed  0  9
0018:   $5570 >  64  ;; integer values
004D: jump_if_false SHTR_164
0004: $5648 =  3  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump SHTR_72

:SHTR_164
00D6: if  0
0038:   $5648 ==  3  ;; integer values
004D: jump_if_false SHTR_183
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $5570  ;; integer values
004D: jump_if_false SHTR_175
0004: $5648 =  2  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump SHTR_72

:SHTR_175
00D6: if  21
00E1:   key_pressed  0  9
0018:   $5570 >  64  ;; integer values
004D: jump_if_false SHTR_183
0004: $5648 =  1  ;; integer values
0004: $5652 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1064 
0002: jump SHTR_72

:SHTR_183
00D6: if  0
0038:   $5648 ==  0  ;; integer values
004D: jump_if_false SHTR_642
0494: get_joystick_data  0 $5569 $5570 $5571 $5572
00D6: if  0
0038:   $5580 ==  0  ;; integer values
004D: jump_if_false SHTR_200
01BD: $5594 = current_time_in_ms
00D6: if  0
0018:   $5649 >  0  ;; integer values
004D: jump_if_false SHTR_200
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_200
00D6: if  0
0038:   $5580 ==  1  ;; integer values
004D: jump_if_false SHTR_204
038D:  10 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_204
00D6: if  21
0038:   $5580 ==  1  ;; integer values
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false SHTR_216
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_216
00D6: if  21
0038:   $5580 ==  1  ;; integer values
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false SHTR_236
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false SHTR_224
007E: $5576 -= unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_224
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false SHTR_228
0078: $5576 += unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_228
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false SHTR_232
007E: $5575 -= unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_232
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false SHTR_236
0078: $5575 += unknown_inaccurate_float_timer  6.0  ;; floating-point values

:SHTR_236
00D6: if  0
0022:    80.0 > $5575  ;; floating-point values
004D: jump_if_false SHTR_240
0005: $5575 =  80.0  ;; floating-point values

:SHTR_240
00D6: if  0
0020:   $5575 >  560.0  ;; floating-point values
004D: jump_if_false SHTR_244
0005: $5575 =  560.0  ;; floating-point values

:SHTR_244
00D6: if  0
0022:    80.0 > $5576  ;; floating-point values
004D: jump_if_false SHTR_248
0005: $5576 =  80.0  ;; floating-point values

:SHTR_248
00D6: if  0
0020:   $5576 >  368.0  ;; floating-point values
004D: jump_if_false SHTR_252
0005: $5576 =  368.0  ;; floating-point values

:SHTR_252
00D6: if  0
0038:   $5579 ==  1  ;; integer values
004D: jump_if_false SHTR_274
01BD: $5583 = current_time_in_ms
0084: $5584 = $5583  ;; integer values and handles
0060: $5584 -= $5582  ;; integer values
00D6: if  0
0038:   $5957 ==  0  ;; integer values
004D: jump_if_false SHTR_269
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false SHTR_268
00D6: if  0
001C:   $5584 > $5956  ;; integer values
004D: jump_if_false SHTR_268
0004: $5579 =  0  ;; integer values

:SHTR_268
0002: jump SHTR_274

:SHTR_269
00D6: if  21
80E1:   NOT   key_pressed  0  16
001C:   $5584 > $5956  ;; integer values
004D: jump_if_false SHTR_274
0004: $5579 =  0  ;; integer values

:SHTR_274
00D6: if  0
001A:    7 > $5581  ;; integer values
004D: jump_if_false SHTR_278
0004: $5581 =  7  ;; integer values

:SHTR_278
000C: $5581 -=  7  ;; integer values
00D6: if  21
0038:   $5580 ==  1  ;; integer values
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false SHTR_337
00D6: if  0
001A:    1000 > $5581  ;; integer values
004D: jump_if_false SHTR_337
00D6: if  0
0038:   $5579 ==  0  ;; integer values
004D: jump_if_false SHTR_337
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SHTR_337
097A: -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  0
0038:   $5659($5658,16i) ==  0  ;; integer values
004D: jump_if_false SHTR_307
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_307
00D6: if  21
0038:   $5958 ==  1  ;; integer values
0038:   $5958 ==  2  ;; integer values
004D: jump_if_false SHTR_319
00D6: if  0
0038:   $5725($5658,16i) ==  0  ;; integer values
004D: jump_if_false SHTR_319
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_319
00D6: if  0
0038:   $5958 ==  2  ;; integer values
004D: jump_if_false SHTR_330
00D6: if  0
0038:   $5789($5658,16i) ==  0  ;; integer values
004D: jump_if_false SHTR_330
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_330
01BD: $5582 = current_time_in_ms
0008: $5658 +=  1  ;; integer values
0004: $5579 =  1  ;; integer values
00D6: if  0
0038:   $5658 ==  16  ;; integer values
004D: jump_if_false SHTR_337
0004: $5658 =  0  ;; integer values

:SHTR_337
0050: gosub SHTR_991
0050: gosub SHTR_1082
00D6: if  0
0038:   $5951 ==  0  ;; integer values
004D: jump_if_false SHTR_439
038D: $5952 $5954 $5955  32.0  32.0  150  150  150  255 
00D6: if  0
0038:   $5953 ==  0  ;; integer values
004D: jump_if_false SHTR_354
00D6: if  1
0022:    368.0 > $5955  ;; floating-point values
0020:   $5954 >  80.0  ;; floating-point values
004D: jump_if_false SHTR_353
0009: $5954 += -1.0  ;; floating-point values
0009: $5955 +=  1.0  ;; floating-point values
0002: jump SHTR_354

:SHTR_353
0209: $5953 = random_int  0  4

:SHTR_354
00D6: if  0
0038:   $5953 ==  1  ;; integer values
004D: jump_if_false SHTR_365
00D6: if  1
0020:   $5954 >  80.0  ;; floating-point values
0020:   $5955 >  80.0  ;; floating-point values
004D: jump_if_false SHTR_364
0009: $5954 += -1.0  ;; floating-point values
0009: $5955 += -1.0  ;; floating-point values
0002: jump SHTR_365

:SHTR_364
0209: $5953 = random_int  0  4

:SHTR_365
00D6: if  0
0038:   $5953 ==  2  ;; integer values
004D: jump_if_false SHTR_376
00D6: if  1
0020:   $5955 >  80.0  ;; floating-point values
0022:    560.0 > $5954  ;; floating-point values
004D: jump_if_false SHTR_375
0009: $5954 +=  1.0  ;; floating-point values
0009: $5955 += -1.0  ;; floating-point values
0002: jump SHTR_376

:SHTR_375
0209: $5953 = random_int  0  4

:SHTR_376
00D6: if  0
0038:   $5953 ==  3  ;; integer values
004D: jump_if_false SHTR_387
00D6: if  1
0022:    560.0 > $5954  ;; floating-point values
0022:    368.0 > $5955  ;; floating-point values
004D: jump_if_false SHTR_386
0009: $5954 +=  1.0  ;; floating-point values
0009: $5955 +=  1.0  ;; floating-point values
0002: jump SHTR_387

:SHTR_386
0209: $5953 = random_int  0  4

:SHTR_387
00D6: if  0
05A5: $5575 $5576  32.0  32.0 $5954 $5955  32.0  32.0 
004D: jump_if_false SHTR_439
00D6: if  0
0022:    6.5 > $5654  ;; floating-point values
004D: jump_if_false SHTR_395
0009: $5653 +=  .5  ;; floating-point values
0009: $5654 +=  .5  ;; floating-point values

:SHTR_395
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values
0004: $5953 =  0  ;; integer values
00D6: if  0
0038:   $5952 ==  28  ;; integer values
004D: jump_if_false SHTR_404
0004: $5957 =  1  ;; integer values
0004: $5951 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_404
00D6: if  0
0038:   $5952 ==  33  ;; integer values
004D: jump_if_false SHTR_411
0004: $5956 =  50  ;; integer values
0004: $5952 =  28  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_411
00D6: if  0
0038:   $5952 ==  30  ;; integer values
004D: jump_if_false SHTR_418
0004: $5958 =  2  ;; integer values
0004: $5952 =  33  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_418
00D6: if  0
0038:   $5952 ==  32  ;; integer values
004D: jump_if_false SHTR_425
0004: $5956 =  100  ;; integer values
0004: $5952 =  30  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_425
00D6: if  0
0038:   $5952 ==  29  ;; integer values
004D: jump_if_false SHTR_432
0004: $5958 =  1  ;; integer values
0004: $5952 =  32  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_432
00D6: if  0
0038:   $5952 ==  31  ;; integer values
004D: jump_if_false SHTR_439
0004: $5956 =  150  ;; integer values
0004: $5952 =  29  ;; integer values
0004: $5951 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_439
00D6: if  0
0038:   $5655 ==  0  ;; integer values
004D: jump_if_false SHTR_456
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false SHTR_456
00D6: if  0
0038:   $5860 ==  0  ;; integer values
004D: jump_if_false SHTR_456
0004: $5859 =  0  ;; integer values
00D6: if  0
0022:    60.0 > $5949  ;; floating-point values
004D: jump_if_false SHTR_453
0009: $5949 +=  5.0  ;; floating-point values

:SHTR_453
0050: gosub SHTR_845
0006: @33 =  0  ;; integer values
0008: $5655 +=  1  ;; integer values

:SHTR_456
00D6: if  1
0018:   $5655 >  0  ;; integer values
001A:    8 > $5655  ;; integer values
004D: jump_if_false SHTR_462
0084: $5859 = $5655  ;; integer values and handles
0050: gosub SHTR_794

:SHTR_462
00D6: if  0
0038:   $5655 ==  8  ;; integer values
004D: jump_if_false SHTR_480
00D6: if  3
0038:   $5860 ==  0  ;; integer values
0038:   $5860(1) ==  0  ;; integer values
0038:   $5860(2) ==  0  ;; integer values
0038:   $5860(3) ==  0  ;; integer values
004D: jump_if_false SHTR_480
00D6: if  3
0038:   $5860(4) ==  0  ;; integer values
0038:   $5860(5) ==  0  ;; integer values
0038:   $5860(6) ==  0  ;; integer values
0038:   $5860(7) ==  0  ;; integer values
004D: jump_if_false SHTR_480
0004: $5950 =  0  ;; integer values
0004: $5876 =  0  ;; integer values
0004: $5655 =  0  ;; integer values

:SHTR_480
0050: gosub SHTR_942
0050: gosub SHTR_806
0050: gosub SHTR_1030
00D6: if  0
0038:   $5580 ==  2  ;; integer values
004D: jump_if_false SHTR_565
00D6: if  0
0038:   $5960 ==  2  ;; integer values
004D: jump_if_false SHTR_528
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  1
0028:   $5596 >=  0  ;; integer values
001A:    100 > $5596  ;; integer values
004D: jump_if_false SHTR_497
038D:  15 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_497
00D6: if  1
0028:   $5596 >=  100  ;; integer values
001A:    200 > $5596  ;; integer values
004D: jump_if_false SHTR_502
038D:  16 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_502
00D6: if  1
0028:   $5596 >=  200  ;; integer values
001A:    300 > $5596  ;; integer values
004D: jump_if_false SHTR_507
038D:  17 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_507
00D6: if  1
0028:   $5596 >=  300  ;; integer values
001A:    400 > $5596  ;; integer values
004D: jump_if_false SHTR_512
038D:  18 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_512
00D6: if  0
0018:   $5596 >  499  ;; integer values
004D: jump_if_false SHTR_527
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_527
0002: jump SHTR_565

:SHTR_528
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  1
0028:   $5596 >=  0  ;; integer values
001A:    100 > $5596  ;; integer values
004D: jump_if_false SHTR_536
038D:  15 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_536
00D6: if  1
0028:   $5596 >=  100  ;; integer values
001A:    200 > $5596  ;; integer values
004D: jump_if_false SHTR_541
038D:  16 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_541
00D6: if  1
0028:   $5596 >=  200  ;; integer values
001A:    300 > $5596  ;; integer values
004D: jump_if_false SHTR_546
038D:  17 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_546
00D6: if  1
0028:   $5596 >=  300  ;; integer values
001A:    400 > $5596  ;; integer values
004D: jump_if_false SHTR_551
038D:  18 $5575 $5576  32.0  32.0  150  150  150  255 

:SHTR_551
00D6: if  0
0018:   $5596 >  499  ;; integer values
004D: jump_if_false SHTR_565
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_565
00D6: if  0
0038:   $5580 ==  3  ;; integer values
004D: jump_if_false SHTR_625
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  1
0028:   $5596 >=  0  ;; integer values
001A:    100 > $5596  ;; integer values
004D: jump_if_false SHTR_576
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_576
00D6: if  1
0028:   $5596 >=  200  ;; integer values
001A:    300 > $5596  ;; integer values
004D: jump_if_false SHTR_581
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_581
00D6: if  1
0028:   $5596 >=  400  ;; integer values
001A:    500 > $5596  ;; integer values
004D: jump_if_false SHTR_586
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_586
00D6: if  1
0028:   $5596 >=  600  ;; integer values
001A:    700 > $5596  ;; integer values
004D: jump_if_false SHTR_591
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_591
00D6: if  1
0028:   $5596 >=  800  ;; integer values
001A:    900 > $5596  ;; integer values
004D: jump_if_false SHTR_596
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_596
00D6: if  1
0028:   $5596 >=  1000  ;; integer values
001A:    1100 > $5596  ;; integer values
004D: jump_if_false SHTR_601
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_601
00D6: if  1
0028:   $5596 >=  1200  ;; integer values
001A:    1300 > $5596  ;; integer values
004D: jump_if_false SHTR_606
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_606
00D6: if  1
0028:   $5596 >=  1400  ;; integer values
001A:    1500 > $5596  ;; integer values
004D: jump_if_false SHTR_611
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_611
00D6: if  1
0028:   $5596 >=  1600  ;; integer values
001A:    1700 > $5596  ;; integer values
004D: jump_if_false SHTR_616
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_616
00D6: if  1
0028:   $5596 >=  1800  ;; integer values
001A:    1900 > $5596  ;; integer values
004D: jump_if_false SHTR_621
038D:  10 $5575 $5576  32.0  32.0  150  150  150  150 

:SHTR_621
00D6: if  0
0028:   $5596 >=  2000  ;; integer values
004D: jump_if_false SHTR_625
0004: $5580 =  1  ;; integer values

:SHTR_625
00D6: if  0
001C:   $5650 > $5651  ;; integer values
004D: jump_if_false SHTR_630
0084: $5651 = $5650  ;; integer values and handles
0004: $5568 =  1  ;; integer values

:SHTR_630
0050: gosub SHTR_755
033F: set_text_draw_letter_width_height  .6  1.2
03E4: set_text_draw_align_right  1
045A: text_draw_1number  560.0  48.0 'SHTR_2B' $5649
0050: gosub SHTR_755
0342: set_text_draw_centered  0
0341: unknown_text_stuff  1
033F: set_text_draw_letter_width_height  .6  1.2
045A: text_draw_1number  80.0  48.0 'SHTR_2D' $5650
0050: gosub SHTR_755
033F: set_text_draw_letter_width_height  .6  1.2
045A: text_draw_1number  320.0  48.0 'SHTR_2C' $5651

:SHTR_642
00D6: if  0
0038:   $5648 ==  0  ;; integer values
004D: jump_if_false SHTR_655
00D6: if  0
0038:   $5580 ==  0  ;; integer values
004D: jump_if_false SHTR_655
00D6: if  0
0038:   $5649 ==  0  ;; integer values
004D: jump_if_false SHTR_655
0004: $5648 =  4  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1063 
097A: -1000.0 -1000.0 -1000.0  1067 
0004: $6156 =  0  ;; integer values

:SHTR_655
00D6: if  0
0038:   $5648 ==  4  ;; integer values
004D: jump_if_false SHTR_697
00D6: if  0
0038:   $6156 ==  0  ;; integer values
004D: jump_if_false SHTR_666
0050: gosub SHTR_755
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'SHTR_3B'
01BD: $5594 = current_time_in_ms
0004: $6156 =  1  ;; integer values

:SHTR_666
00D6: if  0
0038:   $6156 ==  1  ;; integer values
004D: jump_if_false SHTR_679
0050: gosub SHTR_755
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'SHTR_3B'
01BD: $5595 = current_time_in_ms
0084: $5596 = $5595  ;; integer values and handles
0060: $5596 -= $5594  ;; integer values
00D6: if  0
0018:   $5596 >  5000  ;; integer values
004D: jump_if_false SHTR_679
0004: $6156 =  2  ;; integer values

:SHTR_679
00D6: if  0
0038:   $6156 ==  2  ;; integer values
004D: jump_if_false SHTR_688
00D6: if  0
001C:   $2062(9) > $5650  ;; integer values
004D: jump_if_false SHTR_687
0004: $6156 =  4  ;; integer values
0002: jump SHTR_688

:SHTR_687
0050: gosub SHTR_1180

:SHTR_688
00D6: if  0
0038:   $6156 ==  3  ;; integer values
004D: jump_if_false SHTR_693
0050: gosub SHTR_1219
0050: gosub SHTR_1361

:SHTR_693
00D6: if  0
0038:   $6156 ==  4  ;; integer values
004D: jump_if_false SHTR_697
0050: gosub SHTR_1361

:SHTR_697
00D6: if  0
0038:   $5648 ==  4  ;; integer values
004D: jump_if_false SHTR_706
00D6: if  1
00E1:   key_pressed  0  15
8038:   NOT   $6156 ==  1  ;; integer values
004D: jump_if_false SHTR_706
097A: -1000.0 -1000.0 -1000.0  1066 
0002: jump SHTR_53

:SHTR_706
038D:  25  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  25  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  25  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  25  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0038:   $5648 ==  0  ;; integer values
004D: jump_if_false SHTR_713

:SHTR_713
00D6: if  0
0038:   $5648 ==  4  ;; integer values
004D: jump_if_false SHTR_731
00D6: if  0
0038:   $6156 ==  4  ;; integer values
004D: jump_if_false SHTR_731
01BD: $5991 = current_time_in_ms
0084: $5990 = $5991  ;; integer values and handles
0060: $5990 -= $5992  ;; integer values
00D6: if  0
001A:    10000 > $5990  ;; integer values
004D: jump_if_false SHTR_731
0937:  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  .5  1.8
033E: text_draw  40.0  20.0 'SH_BCK'

:SHTR_731
0002: jump SHTR_62

:SHTR_732
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return
0051: return

:SHTR_735
03D5: remove_text 'BUSY'
0391: (unknown)
040D: unload_wav  4
09F5:  0 
043C: unknown_set_game_sounds  1
097A: -1000.0 -1000.0 -1000.0  1063 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SHTR_752
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $422 $423 $424 radius  2.0  2.0  2.0
004D: jump_if_false SHTR_750
0086: $74 = $423  ;; floating-point values only
0009: $74 +=  2.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $422 $74 $424

:SHTR_750
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SHTR_752
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:SHTR_755
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_760
0086: $5587 = $5588  ;; floating-point values only
000D: $5587 -=  256.0  ;; floating-point values
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  256.0  ;; floating-point values
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  512.0  ;; floating-point values
038D: $5593 $5587  336.0  256.0  256.0  150  150  150  255 
0080: $5588 -= unknown_inaccurate_float_timer $5589  ;; floating-point 
00D6: if  0
0022:    0.0 > $5588  ;; floating-point values
004D: jump_if_false SHTR_776
0009: $5588 +=  256.0  ;; floating-point values

:SHTR_776
0051: return

:SHTR_777
0086: $5587 = $5588  ;; floating-point values only
000D: $5587 -=  256.0  ;; floating-point values
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  256.0  ;; floating-point values
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0086: $5587 = $5588  ;; floating-point values only
0009: $5587 +=  512.0  ;; floating-point values
038D: $5593 $5587  112.0  256.0  256.0  150  150  150  255 
0080: $5588 -= unknown_inaccurate_float_timer $5590  ;; floating-point 
00D6: if  0
0022:    0.0 > $5588  ;; floating-point values
004D: jump_if_false SHTR_793
0009: $5588 +=  256.0  ;; floating-point values

:SHTR_793
0051: return

:SHTR_794
00D6: if  0
001F:   @33 > $5656  ;; integer values
004D: jump_if_false SHTR_805
00D6: if  0
0038:   $5860($5859,16i) ==  0  ;; integer values
004D: jump_if_false SHTR_805
0086: $5877($5859,16f) = $5909  ;; floating-point values only
0086: $5925($5859,16f) = $5925  ;; floating-point values only
0004: $5860($5859,16i) =  1  ;; integer values
0006: @33 =  0  ;; integer values
0008: $5655 +=  1  ;; integer values

:SHTR_805
0051: return

:SHTR_806
0004: $5859 =  0  ;; integer values

:SHTR_807
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false SHTR_844
00D6: if  0
0038:   $5860($5859,16i) ==  2  ;; integer values
004D: jump_if_false SHTR_842
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  1
0028:   $5629($5859,16i) >=  0  ;; integer values
001A:    100 > $5629($5859,16i)  ;; integer values
004D: jump_if_false SHTR_821
038D:  15 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_821
00D6: if  1
0028:   $5629($5859,16i) >=  100  ;; integer values
001A:    200 > $5629($5859,16i)  ;; integer values
004D: jump_if_false SHTR_826
038D:  16 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_826
00D6: if  1
0028:   $5629($5859,16i) >=  200  ;; integer values
001A:    300 > $5629($5859,16i)  ;; integer values
004D: jump_if_false SHTR_831
038D:  17 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_831
00D6: if  1
0028:   $5629($5859,16i) >=  300  ;; integer values
001A:    400 > $5629($5859,16i)  ;; integer values
004D: jump_if_false SHTR_836
038D:  18 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  255 

:SHTR_836
00D6: if  0
0018:   $5629($5859,16i) >  499  ;; integer values
004D: jump_if_false SHTR_842
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_842
0008: $5859 +=  1  ;; integer values
0002: jump SHTR_807

:SHTR_844
0051: return

:SHTR_845
00D6: if  0
0038:   $5860 ==  0  ;; integer values
004D: jump_if_false SHTR_941
00D6: if  0
0038:   $5876 ==  0  ;; integer values
004D: jump_if_false SHTR_941
0208: $5909 = random_float  640.0  720.0
0086: $5877 = $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  0
0022:    80.0 > $5947  ;; floating-point values
004D: jump_if_false SHTR_861
0059: $5946 += $5949  ;; floating-point values

:SHTR_861
0086: $5948 = $5946  ;; floating-point values only
0059: $5948 += $5949  ;; floating-point values
00D6: if  0
0022:    80.0 > $5948  ;; floating-point values
004D: jump_if_false SHTR_867
0061: $5946 -= $5949  ;; floating-point values

:SHTR_867
0208: $5925 = random_float $5653 $5654
00D6: if  1
0030:   $5925 >=  1.0  ;; floating-point values
0022:    1.5 > $5925  ;; floating-point values
004D: jump_if_false SHTR_873
0004: $5656 =  500  ;; integer values

:SHTR_873
00D6: if  1
0030:   $5925 >=  1.5  ;; floating-point values
0022:    2.0 > $5925  ;; floating-point values
004D: jump_if_false SHTR_878
0004: $5656 =  475  ;; integer values

:SHTR_878
00D6: if  1
0030:   $5925 >=  2.0  ;; floating-point values
0022:    2.5 > $5925  ;; floating-point values
004D: jump_if_false SHTR_883
0004: $5656 =  450  ;; integer values

:SHTR_883
00D6: if  1
0030:   $5925 >=  2.5  ;; floating-point values
0022:    3.0 > $5925  ;; floating-point values
004D: jump_if_false SHTR_888
0004: $5656 =  425  ;; integer values

:SHTR_888
00D6: if  1
0030:   $5925 >=  3.0  ;; floating-point values
0022:    3.5 > $5925  ;; floating-point values
004D: jump_if_false SHTR_893
0004: $5656 =  400  ;; integer values

:SHTR_893
00D6: if  1
0030:   $5925 >=  3.5  ;; floating-point values
0022:    4.0 > $5925  ;; floating-point values
004D: jump_if_false SHTR_898
0004: $5656 =  375  ;; integer values

:SHTR_898
00D6: if  1
0030:   $5925 >=  4.0  ;; floating-point values
0022:    4.5 > $5925  ;; floating-point values
004D: jump_if_false SHTR_903
0004: $5656 =  350  ;; integer values

:SHTR_903
00D6: if  1
0030:   $5925 >=  4.5  ;; floating-point values
0022:    5.0 > $5925  ;; floating-point values
004D: jump_if_false SHTR_908
0004: $5656 =  325  ;; integer values

:SHTR_908
00D6: if  1
0030:   $5925 >=  5.0  ;; floating-point values
0022:    5.5 > $5925  ;; floating-point values
004D: jump_if_false SHTR_913
0004: $5656 =  300  ;; integer values

:SHTR_913
00D6: if  1
0030:   $5925 >=  5.5  ;; floating-point values
0022:    6.0 > $5925  ;; floating-point values
004D: jump_if_false SHTR_918
0004: $5656 =  275  ;; integer values

:SHTR_918
00D6: if  1
0030:   $5925 >=  6.0  ;; floating-point values
0022:    6.5 > $5925  ;; floating-point values
004D: jump_if_false SHTR_923
0004: $5656 =  250  ;; integer values

:SHTR_923
00D6: if  1
0030:   $5925 >=  6.5  ;; floating-point values
0022:    7.0 > $5925  ;; floating-point values
004D: jump_if_false SHTR_928
0004: $5656 =  225  ;; integer values

:SHTR_928
00D6: if  1
0030:   $5925 >=  7.0  ;; floating-point values
0022:    7.5 > $5925  ;; floating-point values
004D: jump_if_false SHTR_933
0004: $5656 =  200  ;; integer values

:SHTR_933
00D6: if  1
0030:   $5925 >=  7.5  ;; floating-point values
0032:    8.0 >= $5925  ;; floating-point values
004D: jump_if_false SHTR_938
0004: $5656 =  175  ;; integer values

:SHTR_938
0209: $5959 = random_int  100  1500
0004: $5860 =  1  ;; integer values
0004: $5876 =  1  ;; integer values

:SHTR_941
0051: return

:SHTR_942
0004: $5859 =  0  ;; integer values

:SHTR_943
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false SHTR_990
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false SHTR_988
038D:  12 $5877($5859,16f) $5893($5859,16f)  32.0  32.0  150  150  150  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  0
0022:    0.0 > $5877($5859,16f)  ;; floating-point values
004D: jump_if_false SHTR_988
0005: $5877($5859,16f) =  0.0  ;; floating-point values
0005: $5893($5859,16f) =  0.0  ;; floating-point values
00D6: if  0
0018:   $5650 >  24  ;; integer values
004D: jump_if_false SHTR_987
00D6: if  0
003A:   $5650 == $5651  ;; integer values and handles
004D: jump_if_false SHTR_986
00D6: if  4
001C:   $5650 > $2062  ;; 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_986
00D6: if  4
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_986
000C: $5651 -=  25  ;; integer values

:SHTR_986
000C: $5650 -=  25  ;; integer values

:SHTR_987
0004: $5860($5859,16i) =  0  ;; integer values

:SHTR_988
0008: $5859 +=  1  ;; integer values
0002: jump SHTR_943

:SHTR_990
0051: return

:SHTR_991
0004: $5657 =  1  ;; integer values

:SHTR_992
00D6: if  0
001A:    16 > $5657  ;; integer values
004D: jump_if_false SHTR_1029
00D6: if  0
0038:   $5659($5657,16i) ==  1  ;; integer values
004D: jump_if_false SHTR_1005
038D:  11 $5675($5657,16f) $5691($5657,16f) $5853 $5853  150  150  150  255 
007A: $5675($5657,16f) += unknown_inaccurate_float_timer $5591  ;; floating-point 
00D6: if  0
0020:   $5675($5657,16f) >  639.0  ;; floating-point values
004D: jump_if_false SHTR_1005
0005: $5691($5657,16f) =  0.0  ;; floating-point values
0004: $5659($5657,16i) =  0  ;; integer values

:SHTR_1005
00D6: if  0
0038:   $5725($5657,16i) ==  1  ;; integer values
004D: jump_if_false SHTR_1016
038D:  11 $5741($5657,16f) $5757($5657,16f) $5853 $5853  150  150  150  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  0
0020:   $5741($5657,16f) >  639.0  ;; floating-point values
004D: jump_if_false SHTR_1016
0005: $5757($5657,16f) =  0.0  ;; floating-point values
0004: $5725($5657,16i) =  0  ;; integer values

:SHTR_1016
00D6: if  0
0038:   $5789($5657,16i) ==  1  ;; integer values
004D: jump_if_false SHTR_1027
038D:  11 $5805($5657,16f) $5821($5657,16f) $5853 $5853  150  150  150  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  0
0020:   $5805($5657,16f) >  639.0  ;; floating-point values
004D: jump_if_false SHTR_1027
0005: $5821($5657,16f) =  0.0  ;; floating-point values
0004: $5789($5657,16i) =  0  ;; integer values

:SHTR_1027
0008: $5657 +=  1  ;; integer values
0002: jump SHTR_992

:SHTR_1029
0051: return

:SHTR_1030
0004: $5859 =  0  ;; integer values

:SHTR_1031
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false SHTR_1081
00D6: if  0
0020:   $5877($5859,16f) >  320.0  ;; floating-point values
004D: jump_if_false SHTR_1053
00D6: if  0
0038:   $5989 ==  0  ;; integer values
004D: jump_if_false SHTR_1053
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false SHTR_1053
00D6: if  0
0038:   $5981($5859,8i) ==  0  ;; integer values
004D: jump_if_false SHTR_1053
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: -1000.0 -1000.0 -1000.0  1060 

:SHTR_1053
00D6: if  0
0038:   $5989 ==  1  ;; integer values
004D: jump_if_false SHTR_1079
00D6: if  0
0038:   $5981($5859,8i) ==  1  ;; integer values
004D: jump_if_false SHTR_1079
00D6: if  0
0038:   $5580 ==  1  ;; integer values
004D: jump_if_false SHTR_1070
00D6: if  0
05A5: $5575 $5576  32.0  32.0 $5965($5859,8f) $5973($5859,8f)  8.0  8.0 
004D: jump_if_false SHTR_1070
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_1070
038D:  14 $5965($5859,8f) $5973($5859,8f) $5853 $5853  150  150  150  255 
0080: $5965($5859,8f) -= unknown_inaccurate_float_timer $5964  ;; floating-point 
00D6: if  0
0022:    0.0 > $5965($5859,8f)  ;; floating-point values
004D: jump_if_false SHTR_1079
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_1079
0008: $5859 +=  1  ;; integer values
0002: jump SHTR_1031

:SHTR_1081
0051: return

:SHTR_1082
0004: $5859 =  0  ;; integer values

:SHTR_1083
00D6: if  0
001A:    8 > $5859  ;; integer values
004D: jump_if_false SHTR_1179
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false SHTR_1164
0004: $5657 =  1  ;; integer values

:SHTR_1090
00D6: if  0
001A:    16 > $5657  ;; integer values
004D: jump_if_false SHTR_1164
00D6: if  0
05A5: $5675($5657,16f) $5691($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false SHTR_1116
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: -1000.0 -1000.0 -1000.0  1061 
0008: $5950 +=  1  ;; integer values
00D6: if  0
0038:   $5951 ==  1  ;; integer values
004D: jump_if_false SHTR_1116
00D6: if  0
0038:   $5950 ==  8  ;; integer values
004D: jump_if_false SHTR_1114
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_1116

:SHTR_1114
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values

:SHTR_1116
00D6: if  0
05A5: $5741($5657,16f) $5757($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false SHTR_1139
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: -1000.0 -1000.0 -1000.0  1061 
0008: $5950 +=  1  ;; integer values
00D6: if  0
0038:   $5951 ==  1  ;; integer values
004D: jump_if_false SHTR_1139
00D6: if  0
0038:   $5950 ==  8  ;; integer values
004D: jump_if_false SHTR_1137
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_1139

:SHTR_1137
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values

:SHTR_1139
00D6: if  0
05A5: $5805($5657,16f) $5821($5657,16f) $5723 $5724 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false SHTR_1162
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: -1000.0 -1000.0 -1000.0  1061 
0008: $5950 +=  1  ;; integer values
00D6: if  0
0038:   $5951 ==  1  ;; integer values
004D: jump_if_false SHTR_1162
00D6: if  0
0038:   $5950 ==  8  ;; integer values
004D: jump_if_false SHTR_1160
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_1162

:SHTR_1160
0005: $5954 =  0.0  ;; floating-point values
0005: $5955 =  0.0  ;; floating-point values

:SHTR_1162
0008: $5657 +=  1  ;; integer values
0002: jump SHTR_1090

:SHTR_1164
00D6: if  0
0038:   $5860($5859,16i) ==  1  ;; integer values
004D: jump_if_false SHTR_1177
00D6: if  0
0038:   $5580 ==  1  ;; integer values
004D: jump_if_false SHTR_1177
00D6: if  0
05A5: $5575 $5576  32.0  32.0 $5877($5859,16f) $5893($5859,16f) $5585 $5586 
004D: jump_if_false SHTR_1177
0004: $5860($5859,16i) =  2  ;; integer values
01BD: $5597($5859,16i) = current_time_in_ms
097A: -1000.0 -1000.0 -1000.0  1061 
0004: $5580 =  0  ;; integer values

:SHTR_1177
0008: $5859 +=  1  ;; integer values
0002: jump SHTR_1083

:SHTR_1179
0051: return

:SHTR_1180
0004: $6151 =  9  ;; integer values
0004: $6152 =  0  ;; integer values
0004: $6153 =  1  ;; integer values

:SHTR_1183
00D6: if  1
0028:   $6151 >=  0  ;; integer values
0038:   $6153 ==  1  ;; integer values
004D: jump_if_false SHTR_1197
00D6: if  0
001C:   $5650 > $2062($6151,10i)  ;; integer values
004D: jump_if_false SHTR_1195
000C: $6151 -=  1  ;; integer values
0004: $6152 =  1  ;; integer values
0004: $6156 =  3  ;; integer values
0004: $6069 =  1  ;; integer values
0002: jump SHTR_1196

:SHTR_1195
0004: $6153 =  0  ;; integer values

:SHTR_1196
0002: jump SHTR_1183

:SHTR_1197
00D6: if  0
0038:   $6152 ==  1  ;; integer values
004D: jump_if_false SHTR_1218
0008: $6151 +=  1  ;; integer values
0004: $6154 =  9  ;; integer values
0004: $6155 =  8  ;; integer values

:SHTR_1203
00D6: if  0
002C:   $6155 >= $6151  ;; integer values 
004D: jump_if_false SHTR_1214
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_1203

:SHTR_1214
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_1218
0051: return

:SHTR_1219
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  4
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_1232
00D6: if  1
0038:   $18 ==  0  ;; integer values
0038:   $17 ==  0  ;; integer values
004D: jump_if_false SHTR_1232
0004: $6068 =  0  ;; integer values

:SHTR_1232
00D6: if  0
0038:   $6158 ==  0  ;; integer values
004D: jump_if_false SHTR_1276
05A9: $2002($6151,10s) = $5993($6067,37s)  ;; 8-byte strings
05A9: $2022($6151,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6151,10s) = s$5993(10)  ;; 8-byte strings
00D6: if  0
0038:   $6068 ==  0  ;; integer values
004D: jump_if_false SHTR_1276
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false SHTR_1255
00D6: if  0
001A:    36 > $6067  ;; integer values
004D: jump_if_false SHTR_1252
0008: $6067 +=  1  ;; integer values
0002: jump SHTR_1253

:SHTR_1252
0004: $6067 =  0  ;; integer values

:SHTR_1253
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1255
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false SHTR_1269
00D6: if  0
0018:   $6067 >  0  ;; integer values
004D: jump_if_false SHTR_1266
000C: $6067 -=  1  ;; integer values
0002: jump SHTR_1267

:SHTR_1266
0004: $6067 =  36  ;; integer values

:SHTR_1267
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1269
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SHTR_1276
0004: $6067 =  10  ;; integer values
0004: $6158 =  1  ;; integer values
0004: $6068 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_1276
00D6: if  0
0038:   $6158 ==  1  ;; integer values
004D: jump_if_false SHTR_1318
05A9: $2022($6151,10s) = $5993($6067,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6068 ==  0  ;; integer values
004D: jump_if_false SHTR_1318
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false SHTR_1297
00D6: if  0
001A:    36 > $6067  ;; integer values
004D: jump_if_false SHTR_1294
0008: $6067 +=  1  ;; integer values
0002: jump SHTR_1295

:SHTR_1294
0004: $6067 =  0  ;; integer values

:SHTR_1295
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1297
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false SHTR_1311
00D6: if  0
0018:   $6067 >  0  ;; integer values
004D: jump_if_false SHTR_1308
000C: $6067 -=  1  ;; integer values
0002: jump SHTR_1309

:SHTR_1308
0004: $6067 =  36  ;; integer values

:SHTR_1309
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1311
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SHTR_1318
0004: $6067 =  10  ;; integer values
0004: $6158 =  2  ;; integer values
0004: $6068 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_1318
00D6: if  0
0038:   $6158 ==  2  ;; integer values
004D: jump_if_false SHTR_1360
05A9: $2042($6151,10s) = $5993($6067,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6068 ==  0  ;; integer values
004D: jump_if_false SHTR_1360
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false SHTR_1339
00D6: if  0
001A:    36 > $6067  ;; integer values
004D: jump_if_false SHTR_1336
0008: $6067 +=  1  ;; integer values
0002: jump SHTR_1337

:SHTR_1336
0004: $6067 =  0  ;; integer values

:SHTR_1337
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1339
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false SHTR_1353
00D6: if  0
0018:   $6067 >  0  ;; integer values
004D: jump_if_false SHTR_1350
000C: $6067 -=  1  ;; integer values
0002: jump SHTR_1351

:SHTR_1350
0004: $6067 =  36  ;; integer values

:SHTR_1351
097A: -1000.0 -1000.0 -1000.0  1064 
0004: $6068 =  1  ;; integer values

:SHTR_1353
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SHTR_1360
0004: $6158 =  3  ;; integer values
0004: $6068 =  1  ;; integer values
0004: $6156 =  4  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1065 

:SHTR_1360
0051: return

:SHTR_1361
0004: $6070 =  0  ;; integer values

:SHTR_1362
00D6: if  0
001A:    10 > $6070  ;; integer values
004D: jump_if_false SHTR_1376
0050: gosub SHTR_755
033E: text_draw $6071($6070,10f) $6111($6070,10f) $2002($6070,10s)
0050: gosub SHTR_755
033E: text_draw $6081($6070,10f) $6121($6070,10f) $2022($6070,10s)
0050: gosub SHTR_755
033E: text_draw $6091($6070,10f) $6131($6070,10f) $2042($6070,10s)
0050: gosub SHTR_755
03E4: set_text_draw_align_right  1
045A: text_draw_1number $6101($6070,10f) $6141($6070,10f) 'SHTR_LV' $2062($6070,10i)
0008: $6070 +=  1  ;; integer values
0002: jump SHTR_1362

:SHTR_1376
0050: gosub SHTR_755
033E: text_draw  320.0  64.0 'SHTR_2F'
00D6: if  1
0038:   $5649 ==  0  ;; integer values
0038:   $6069 ==  1  ;; integer values
004D: jump_if_false SHTR_1416
00D6: if  0
0038:   $6158 ==  0  ;; integer values
004D: jump_if_false SHTR_1389
0050: gosub SHTR_755
0340: set_text_draw_color  0  255  0  255
033E: text_draw $6071($6151,10f) $6111($6151,10f) $2002($6151,10s)
0002: jump SHTR_1392

:SHTR_1389
0050: gosub SHTR_755
0340: set_text_draw_color  255  0  0  255
033E: text_draw $6071($6151,10f) $6111($6151,10f) $2002($6151,10s)

:SHTR_1392
00D6: if  0
0038:   $6158 ==  1  ;; integer values
004D: jump_if_false SHTR_1399
0050: gosub SHTR_755
0340: set_text_draw_color  0  255  0  255
033E: text_draw $6081($6151,10f) $6121($6151,10f) $2022($6151,10s)
0002: jump SHTR_1402

:SHTR_1399
0050: gosub SHTR_755
0340: set_text_draw_color  255  0  0  255
033E: text_draw $6081($6151,10f) $6121($6151,10f) $2022($6151,10s)

:SHTR_1402
00D6: if  0
0038:   $6158 ==  2  ;; integer values
004D: jump_if_false SHTR_1409
0050: gosub SHTR_755
0340: set_text_draw_color  0  255  0  255
033E: text_draw $6091($6151,10f) $6131($6151,10f) $2042($6151,10s)
0002: jump SHTR_1412

:SHTR_1409
0050: gosub SHTR_755
0340: set_text_draw_color  255  0  0  255
033E: text_draw $6091($6151,10f) $6131($6151,10f) $2042($6151,10s)

:SHTR_1412
0050: gosub SHTR_755
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)

:SHTR_1416
0051: return

:SHTR_1417
0209: $6161 = random_int  1  30
00D6: if  0
0038:   $6161 ==  1  ;; integer values
004D: jump_if_false SHTR_1430
00D6: if  0
0038:   $6163 ==  0  ;; integer values
004D: jump_if_false SHTR_1429
05A9: $2002($6160,10s) = s$5993(23)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(15)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(36)  ;; 8-byte strings
0004: $6163 =  1  ;; integer values
0002: jump SHTR_1430

:SHTR_1429
0002: jump SHTR_1417

:SHTR_1430
00D6: if  0
0038:   $6161 ==  2  ;; integer values
004D: jump_if_false SHTR_1442
00D6: if  0
0038:   $6164 ==  0  ;; integer values
004D: jump_if_false SHTR_1441
05A9: $2002($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(34)  ;; 8-byte strings
0004: $6164 =  1  ;; integer values
0002: jump SHTR_1442

:SHTR_1441
0002: jump SHTR_1417

:SHTR_1442
00D6: if  0
0038:   $6161 ==  3  ;; integer values
004D: jump_if_false SHTR_1454
00D6: if  0
0038:   $6165 ==  0  ;; integer values
004D: jump_if_false SHTR_1453
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(21)  ;; 8-byte strings
0004: $6165 =  1  ;; integer values
0002: jump SHTR_1454

:SHTR_1453
0002: jump SHTR_1417

:SHTR_1454
00D6: if  0
0038:   $6161 ==  4  ;; integer values
004D: jump_if_false SHTR_1466
00D6: if  0
0038:   $6166 ==  0  ;; integer values
004D: jump_if_false SHTR_1465
05A9: $2002($6160,10s) = s$5993(12)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(27)  ;; 8-byte strings
0004: $6166 =  1  ;; integer values
0002: jump SHTR_1466

:SHTR_1465
0002: jump SHTR_1417

:SHTR_1466
00D6: if  0
0038:   $6161 ==  5  ;; integer values
004D: jump_if_false SHTR_1478
00D6: if  0
0038:   $6167 ==  0  ;; integer values
004D: jump_if_false SHTR_1477
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(11)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(25)  ;; 8-byte strings
0004: $6167 =  1  ;; integer values
0002: jump SHTR_1478

:SHTR_1477
0002: jump SHTR_1417

:SHTR_1478
00D6: if  0
0038:   $6161 ==  6  ;; integer values
004D: jump_if_false SHTR_1490
00D6: if  0
0038:   $6168 ==  0  ;; integer values
004D: jump_if_false SHTR_1489
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(31)  ;; 8-byte strings
0004: $6168 =  1  ;; integer values
0002: jump SHTR_1490

:SHTR_1489
0002: jump SHTR_1417

:SHTR_1490
00D6: if  0
0038:   $6161 ==  7  ;; integer values
004D: jump_if_false SHTR_1502
00D6: if  0
0038:   $6169 ==  0  ;; integer values
004D: jump_if_false SHTR_1501
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(24)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(13)  ;; 8-byte strings
0004: $6169 =  1  ;; integer values
0002: jump SHTR_1502

:SHTR_1501
0002: jump SHTR_1417

:SHTR_1502
00D6: if  0
0038:   $6161 ==  8  ;; integer values
004D: jump_if_false SHTR_1514
00D6: if  0
0038:   $6170 ==  0  ;; integer values
004D: jump_if_false SHTR_1513
05A9: $2002($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(19)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(21)  ;; 8-byte strings
0004: $6170 =  1  ;; integer values
0002: jump SHTR_1514

:SHTR_1513
0002: jump SHTR_1417

:SHTR_1514
00D6: if  0
0038:   $6161 ==  9  ;; integer values
004D: jump_if_false SHTR_1526
00D6: if  0
0038:   $6171 ==  0  ;; integer values
004D: jump_if_false SHTR_1525
05A9: $2002($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(29)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(14)  ;; 8-byte strings
0004: $6171 =  1  ;; integer values
0002: jump SHTR_1526

:SHTR_1525
0002: jump SHTR_1417

:SHTR_1526
00D6: if  0
0038:   $6161 ==  10  ;; integer values
004D: jump_if_false SHTR_1538
00D6: if  0
0038:   $6172 ==  0  ;; integer values
004D: jump_if_false SHTR_1537
05A9: $2002($6160,10s) = s$5993(19)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(30)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(13)  ;; 8-byte strings
0004: $6172 =  1  ;; integer values
0002: jump SHTR_1538

:SHTR_1537
0002: jump SHTR_1417

:SHTR_1538
00D6: if  0
0038:   $6161 ==  11  ;; integer values
004D: jump_if_false SHTR_1550
00D6: if  0
0038:   $6173 ==  0  ;; integer values
004D: jump_if_false SHTR_1549
05A9: $2002($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(11)  ;; 8-byte strings
0004: $6173 =  1  ;; integer values
0002: jump SHTR_1550

:SHTR_1549
0002: jump SHTR_1417

:SHTR_1550
00D6: if  0
0038:   $6161 ==  12  ;; integer values
004D: jump_if_false SHTR_1562
00D6: if  0
0038:   $6174 ==  0  ;; integer values
004D: jump_if_false SHTR_1561
05A9: $2002($6160,10s) = s$5993(16)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6174 =  1  ;; integer values
0002: jump SHTR_1562

:SHTR_1561
0002: jump SHTR_1417

:SHTR_1562
00D6: if  0
0038:   $6161 ==  13  ;; integer values
004D: jump_if_false SHTR_1574
00D6: if  0
0038:   $6175 ==  0  ;; integer values
004D: jump_if_false SHTR_1573
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(28)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6175 =  1  ;; integer values
0002: jump SHTR_1574

:SHTR_1573
0002: jump SHTR_1417

:SHTR_1574
00D6: if  0
0038:   $6161 ==  14  ;; integer values
004D: jump_if_false SHTR_1586
00D6: if  0
0038:   $6176 ==  0  ;; integer values
004D: jump_if_false SHTR_1585
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(34)  ;; 8-byte strings
0004: $6176 =  1  ;; integer values
0002: jump SHTR_1586

:SHTR_1585
0002: jump SHTR_1417

:SHTR_1586
00D6: if  0
0038:   $6161 ==  15  ;; integer values
004D: jump_if_false SHTR_1598
00D6: if  0
0038:   $6177 ==  0  ;; integer values
004D: jump_if_false SHTR_1597
05A9: $2002($6160,10s) = s$5993(16)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(35)  ;; 8-byte strings
0004: $6177 =  1  ;; integer values
0002: jump SHTR_1598

:SHTR_1597
0002: jump SHTR_1417

:SHTR_1598
00D6: if  0
0038:   $6161 ==  16  ;; integer values
004D: jump_if_false SHTR_1610
00D6: if  0
0038:   $6178 ==  0  ;; integer values
004D: jump_if_false SHTR_1609
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(35)  ;; 8-byte strings
0004: $6178 =  1  ;; integer values
0002: jump SHTR_1610

:SHTR_1609
0002: jump SHTR_1417

:SHTR_1610
00D6: if  0
0038:   $6161 ==  17  ;; integer values
004D: jump_if_false SHTR_1622
00D6: if  0
0038:   $6179 ==  0  ;; integer values
004D: jump_if_false SHTR_1621
05A9: $2002($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(23)  ;; 8-byte strings
0004: $6179 =  1  ;; integer values
0002: jump SHTR_1622

:SHTR_1621
0002: jump SHTR_1417

:SHTR_1622
00D6: if  0
0038:   $6161 ==  18  ;; integer values
004D: jump_if_false SHTR_1634
00D6: if  0
0038:   $6180 ==  0  ;; integer values
004D: jump_if_false SHTR_1633
05A9: $2002($6160,10s) = s$5993(11)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(14)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(10)  ;; 8-byte strings
0004: $6180 =  1  ;; integer values
0002: jump SHTR_1634

:SHTR_1633
0002: jump SHTR_1417

:SHTR_1634
00D6: if  0
0038:   $6161 ==  19  ;; integer values
004D: jump_if_false SHTR_1646
00D6: if  0
0038:   $6181 ==  0  ;; integer values
004D: jump_if_false SHTR_1645
05A9: $2002($6160,10s) = s$5993(11)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(33)  ;; 8-byte strings
0004: $6181 =  1  ;; integer values
0002: jump SHTR_1646

:SHTR_1645
0002: jump SHTR_1417

:SHTR_1646
00D6: if  0
0038:   $6161 ==  20  ;; integer values
004D: jump_if_false SHTR_1658
00D6: if  0
0038:   $6182 ==  0  ;; integer values
004D: jump_if_false SHTR_1657
05A9: $2002($6160,10s) = s$5993(21)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(24)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(30)  ;; 8-byte strings
0004: $6182 =  1  ;; integer values
0002: jump SHTR_1658

:SHTR_1657
0002: jump SHTR_1417

:SHTR_1658
00D6: if  0
0038:   $6161 ==  21  ;; integer values
004D: jump_if_false SHTR_1670
00D6: if  0
0038:   $6183 ==  0  ;; integer values
004D: jump_if_false SHTR_1669
05A9: $2002($6160,10s) = s$5993(19)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(23)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(24)  ;; 8-byte strings
0004: $6183 =  1  ;; integer values
0002: jump SHTR_1670

:SHTR_1669
0002: jump SHTR_1417

:SHTR_1670
00D6: if  0
0038:   $6161 ==  22  ;; integer values
004D: jump_if_false SHTR_1682
00D6: if  0
0038:   $6184 ==  0  ;; integer values
004D: jump_if_false SHTR_1681
05A9: $2002($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(34)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(29)  ;; 8-byte strings
0004: $6184 =  1  ;; integer values
0002: jump SHTR_1682

:SHTR_1681
0002: jump SHTR_1417

:SHTR_1682
00D6: if  0
0038:   $6161 ==  23  ;; integer values
004D: jump_if_false SHTR_1694
00D6: if  0
0038:   $6185 ==  0  ;; integer values
004D: jump_if_false SHTR_1693
05A9: $2002($6160,10s) = s$5993(13)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(14)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(15)  ;; 8-byte strings
0004: $6185 =  1  ;; integer values
0002: jump SHTR_1694

:SHTR_1693
0002: jump SHTR_1417

:SHTR_1694
00D6: if  0
0038:   $6161 ==  24  ;; integer values
004D: jump_if_false SHTR_1706
00D6: if  0
0038:   $6186 ==  0  ;; integer values
004D: jump_if_false SHTR_1705
05A9: $2002($6160,10s) = s$5993(20)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(17)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(35)  ;; 8-byte strings
0004: $6186 =  1  ;; integer values
0002: jump SHTR_1706

:SHTR_1705
0002: jump SHTR_1417

:SHTR_1706
00D6: if  0
0038:   $6161 ==  25  ;; integer values
004D: jump_if_false SHTR_1718
00D6: if  0
0038:   $6187 ==  0  ;; integer values
004D: jump_if_false SHTR_1717
05A9: $2002($6160,10s) = s$5993(22)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(14)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(24)  ;; 8-byte strings
0004: $6187 =  1  ;; integer values
0002: jump SHTR_1718

:SHTR_1717
0002: jump SHTR_1417

:SHTR_1718
00D6: if  0
0038:   $6161 ==  26  ;; integer values
004D: jump_if_false SHTR_1730
00D6: if  0
0038:   $6188 ==  0  ;; integer values
004D: jump_if_false SHTR_1729
05A9: $2002($6160,10s) = s$5993(16)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(15)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6188 =  1  ;; integer values
0002: jump SHTR_1730

:SHTR_1729
0002: jump SHTR_1417

:SHTR_1730
00D6: if  0
0038:   $6161 ==  27  ;; integer values
004D: jump_if_false SHTR_1742
00D6: if  0
0038:   $6189 ==  0  ;; integer values
004D: jump_if_false SHTR_1741
05A9: $2002($6160,10s) = s$5993(32)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(27)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(22)  ;; 8-byte strings
0004: $6189 =  1  ;; integer values
0002: jump SHTR_1742

:SHTR_1741
0002: jump SHTR_1417

:SHTR_1742
00D6: if  0
0038:   $6161 ==  28  ;; integer values
004D: jump_if_false SHTR_1754
00D6: if  0
0038:   $6190 ==  0  ;; integer values
004D: jump_if_false SHTR_1753
05A9: $2002($6160,10s) = s$5993(10)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(36)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(32)  ;; 8-byte strings
0004: $6190 =  1  ;; integer values
0002: jump SHTR_1754

:SHTR_1753
0002: jump SHTR_1417

:SHTR_1754
00D6: if  0
0038:   $6161 ==  29  ;; integer values
004D: jump_if_false SHTR_1766
00D6: if  0
0038:   $6191 ==  0  ;; integer values
004D: jump_if_false SHTR_1765
05A9: $2002($6160,10s) = s$5993(27)  ;; 8-byte strings
05A9: $2022($6160,10s) = s$5993(18)  ;; 8-byte strings
05A9: $2042($6160,10s) = s$5993(12)  ;; 8-byte strings
0004: $6191 =  1  ;; integer values
0002: jump SHTR_1766

:SHTR_1765
0002: jump SHTR_1417

:SHTR_1766
0051: return

:SHTR_1767
05A9: s$5993 = 'SHTR_0'  ;; 8-byte strings
05A9: s$5993(1) = 'SHTR_1'  ;; 8-byte strings
05A9: s$5993(2) = 'SHTR_2'  ;; 8-byte strings
05A9: s$5993(3) = 'SHTR_3'  ;; 8-byte strings
05A9: s$5993(4) = 'SHTR_4'  ;; 8-byte strings
05A9: s$5993(5) = 'SHTR_5'  ;; 8-byte strings
05A9: s$5993(6) = 'SHTR_6'  ;; 8-byte strings
05A9: s$5993(7) = 'SHTR_7'  ;; 8-byte strings
05A9: s$5993(8) = 'SHTR_8'  ;; 8-byte strings
05A9: s$5993(9) = 'SHTR_9'  ;; 8-byte strings
05A9: s$5993(10) = 'SHTR_A'  ;; 8-byte strings
05A9: s$5993(11) = 'SHTR_B'  ;; 8-byte strings
05A9: s$5993(12) = 'SHTR_C'  ;; 8-byte strings
05A9: s$5993(13) = 'SHTR_D'  ;; 8-byte strings
05A9: s$5993(14) = 'SHTR_E'  ;; 8-byte strings
05A9: s$5993(15) = 'SHTR_F'  ;; 8-byte strings
05A9: s$5993(16) = 'SHTR_G'  ;; 8-byte strings
05A9: s$5993(17) = 'SHTR_H'  ;; 8-byte strings
05A9: s$5993(18) = 'SHTR_I'  ;; 8-byte strings
05A9: s$5993(19) = 'SHTR_J'  ;; 8-byte strings
05A9: s$5993(20) = 'SHTR_K'  ;; 8-byte strings
05A9: s$5993(21) = 'SHTR_L'  ;; 8-byte strings
05A9: s$5993(22) = 'SHTR_M'  ;; 8-byte strings
05A9: s$5993(23) = 'SHTR_N'  ;; 8-byte strings
05A9: s$5993(24) = 'SHTR_O'  ;; 8-byte strings
05A9: s$5993(25) = 'SHTR_P'  ;; 8-byte strings
05A9: s$5993(26) = 'SHTR_Q'  ;; 8-byte strings
05A9: s$5993(27) = 'SHTR_R'  ;; 8-byte strings
05A9: s$5993(28) = 'SHTR_S'  ;; 8-byte strings
05A9: s$5993(29) = 'SHTR_T'  ;; 8-byte strings
05A9: s$5993(30) = 'SHTR_U'  ;; 8-byte strings
05A9: s$5993(31) = 'SHTR_V'  ;; 8-byte strings
05A9: s$5993(32) = 'SHTR_W'  ;; 8-byte strings
05A9: s$5993(33) = 'SHTR_X'  ;; 8-byte strings
05A9: s$5993(34) = 'SHTR_Y'  ;; 8-byte strings
05A9: s$5993(35) = 'SHTR_Z'  ;; 8-byte strings
05A9: s$5993(36) = '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 =  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: $6071(1) =  176.0  ;; floating-point values
0005: $6111(1) =  128.0  ;; floating-point values
0005: $6081(1) =  224.0  ;; floating-point values
0005: $6121(1) =  128.0  ;; floating-point values
0005: $6091(1) =  272.0  ;; floating-point values
0005: $6131(1) =  128.0  ;; floating-point values
0005: $6101(1) =  464.0  ;; floating-point values
0005: $6141(1) =  128.0  ;; floating-point values
0005: $6071(2) =  176.0  ;; floating-point values
0005: $6111(2) =  160.0  ;; floating-point values
0005: $6081(2) =  224.0  ;; floating-point values
0005: $6121(2) =  160.0  ;; floating-point values
0005: $6091(2) =  272.0  ;; floating-point values
0005: $6131(2) =  160.0  ;; floating-point values
0005: $6101(2) =  464.0  ;; floating-point values
0005: $6141(2) =  160.0  ;; floating-point values
0005: $6071(3) =  176.0  ;; floating-point values
0005: $6111(3) =  192.0  ;; floating-point values
0005: $6081(3) =  224.0  ;; floating-point values
0005: $6121(3) =  192.0  ;; floating-point values
0005: $6091(3) =  272.0  ;; floating-point values
0005: $6131(3) =  192.0  ;; floating-point values
0005: $6101(3) =  464.0  ;; floating-point values
0005: $6141(3) =  192.0  ;; floating-point values
0005: $6071(4) =  176.0  ;; floating-point values
0005: $6111(4) =  224.0  ;; floating-point values
0005: $6081(4) =  224.0  ;; floating-point values
0005: $6121(4) =  224.0  ;; floating-point values
0005: $6091(4) =  272.0  ;; floating-point values
0005: $6131(4) =  224.0  ;; floating-point values
0005: $6101(4) =  464.0  ;; floating-point values
0005: $6141(4) =  224.0  ;; floating-point values
0005: $6071(5) =  176.0  ;; floating-point values
0005: $6111(5) =  256.0  ;; floating-point values
0005: $6081(5) =  224.0  ;; floating-point values
0005: $6121(5) =  256.0  ;; floating-point values
0005: $6091(5) =  272.0  ;; floating-point values
0005: $6131(5) =  256.0  ;; floating-point values
0005: $6101(5) =  464.0  ;; floating-point values
0005: $6141(5) =  256.0  ;; floating-point values
0005: $6071(6) =  176.0  ;; floating-point values
0005: $6111(6) =  288.0  ;; floating-point values
0005: $6081(6) =  224.0  ;; floating-point values
0005: $6121(6) =  288.0  ;; floating-point values
0005: $6091(6) =  272.0  ;; floating-point values
0005: $6131(6) =  288.0  ;; floating-point values
0005: $6101(6) =  464.0  ;; floating-point values
0005: $6141(6) =  288.0  ;; floating-point values
0005: $6071(7) =  176.0  ;; floating-point values
0005: $6111(7) =  320.0  ;; floating-point values
0005: $6081(7) =  224.0  ;; floating-point values
0005: $6121(7) =  320.0  ;; floating-point values
0005: $6091(7) =  272.0  ;; floating-point values
0005: $6131(7) =  320.0  ;; floating-point values
0005: $6101(7) =  464.0  ;; floating-point values
0005: $6141(7) =  320.0  ;; floating-point values
0005: $6071(8) =  176.0  ;; floating-point values
0005: $6111(8) =  352.0  ;; floating-point values
0005: $6081(8) =  224.0  ;; floating-point values
0005: $6121(8) =  352.0  ;; floating-point values
0005: $6091(8) =  272.0  ;; floating-point values
0005: $6131(8) =  352.0  ;; floating-point values
0005: $6101(8) =  464.0  ;; floating-point values
0005: $6141(8) =  352.0  ;; floating-point values
0005: $6071(9) =  176.0  ;; floating-point values
0005: $6111(9) =  384.0  ;; floating-point values
0005: $6081(9) =  224.0  ;; floating-point values
0005: $6121(9) =  384.0  ;; floating-point values
0005: $6091(9) =  272.0  ;; floating-point values
0005: $6131(9) =  384.0  ;; floating-point values
0005: $6101(9) =  464.0  ;; floating-point values
0005: $6141(9) =  384.0  ;; floating-point values
00D6: if  0
0038:   $6159 ==  0  ;; integer values
004D: jump_if_false SHTR_1929
05A9: s$2002 = s$5993(12)  ;; 8-byte strings
05A9: s$2022 = s$5993(36)  ;; 8-byte strings
05A9: s$2042 = s$5993(36)  ;; 8-byte strings
0004: $2072 =  10  ;; integer values
0004: $2062 =  1000  ;; integer values
0004: $6160 =  1  ;; integer values
0050: gosub SHTR_1417
0004: $2072(1) =  9  ;; integer values
0004: $2062(1) =  900  ;; integer values
0004: $6160 =  2  ;; integer values
0050: gosub SHTR_1417
0004: $2072(2) =  8  ;; integer values
0004: $2062(2) =  800  ;; integer values
0004: $6160 =  3  ;; integer values
0050: gosub SHTR_1417
0004: $2072(3) =  7  ;; integer values
0004: $2062(3) =  700  ;; integer values
0004: $6160 =  4  ;; integer values
0050: gosub SHTR_1417
0004: $2072(4) =  6  ;; integer values
0004: $2062(4) =  600  ;; integer values
0004: $6160 =  5  ;; integer values
0050: gosub SHTR_1417
0004: $2072(5) =  5  ;; integer values
0004: $2062(5) =  500  ;; integer values
0004: $6160 =  6  ;; integer values
0050: gosub SHTR_1417
0004: $2072(6) =  4  ;; integer values
0004: $2062(6) =  400  ;; integer values
0004: $6160 =  7  ;; integer values
0050: gosub SHTR_1417
0004: $2072(7) =  3  ;; integer values
0004: $2062(7) =  300  ;; integer values
0004: $6160 =  8  ;; integer values
0050: gosub SHTR_1417
0004: $2072(8) =  2  ;; integer values
0004: $2062(8) =  200  ;; integer values
0004: $6160 =  9  ;; integer values
0050: gosub SHTR_1417
0004: $2072(9) =  1  ;; integer values
0004: $2062(9) =  100  ;; integer values
0004: $6159 =  1  ;; integer values

:SHTR_1929
0084: $5651 = $2062  ;; integer values and handles
0051: return

:SHTR_1931
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 =  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: $5860(1) =  0  ;; integer values
0004: $5860(2) =  0  ;; integer values
0004: $5860(3) =  0  ;; integer values
0004: $5860(4) =  0  ;; integer values
0004: $5860(5) =  0  ;; integer values
0004: $5860(6) =  0  ;; integer values
0004: $5860(7) =  0  ;; integer values
0004: $5981 =  0  ;; integer values
0004: $5981(1) =  0  ;; integer values
0004: $5981(2) =  0  ;; integer values
0004: $5981(3) =  0  ;; integer values
0004: $5981(4) =  0  ;; integer values
0004: $5981(5) =  0  ;; integer values
0004: $5981(6) =  0  ;; integer values
0004: $5981(7) =  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


:M_6_1
0050: gosub M_6_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_6_6
0050: gosub GRAV_644

:M_6_6
0050: gosub GRAV_647
004E: end_thread

:M_6_8
0004: $ON_MISSION =  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_5
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false GRAV_10
0001: wait  0 ms
0002: jump GRAV_5

:GRAV_10
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  0 at $73 $74 $75 range  50.0
09F5:  1 
03F0: text_draw_toggle  1
0342: set_text_draw_centered  1
033F: set_text_draw_letter_width_height  3.0  3.0
0390: 'LD_GRAV' 
038F:  1 "SKY" 
038F:  2 "BEEA" 
038F:  3 "FLWRA" 
038F:  4 "GHOST" 
038F:  5 "LEAF" 
038F:  6 "FLWR" 
038F:  7 "TVCORN" 
038F:  8 "TVL" 
038F:  9 "TVR" 
038F:  10 "THORN" 
038F:  11 "BEE2" 
038F:  12 "BEE1" 
038F:  13 "HIVE" 
038F:  14 "TIMER" 
038F:  15 "BUMBLE" 
038F:  16 "PLAYW" 
038F:  17 "PLAYY" 
038F:  18 "HISCOREW" 
038F:  19 "HISCOREY" 
038F:  20 "EXITW" 
038F:  21 "EXITY" 
05A9: s$6236 = 'GRAV_0'  ;; 8-byte strings
05A9: s$6236(1) = 'GRAV_1'  ;; 8-byte strings
05A9: s$6236(2) = 'GRAV_2'  ;; 8-byte strings
05A9: s$6236(3) = 'GRAV_3'  ;; 8-byte strings
05A9: s$6236(4) = 'GRAV_4'  ;; 8-byte strings
05A9: s$6236(5) = 'GRAV_5'  ;; 8-byte strings
05A9: s$6236(6) = 'GRAV_6'  ;; 8-byte strings
05A9: s$6236(7) = 'GRAV_7'  ;; 8-byte strings
05A9: s$6236(8) = 'GRAV_8'  ;; 8-byte strings
05A9: s$6236(9) = 'GRAV_9'  ;; 8-byte strings
05A9: s$6236(10) = 'GRAV_A'  ;; 8-byte strings
05A9: s$6236(11) = 'GRAV_B'  ;; 8-byte strings
05A9: s$6236(12) = 'GRAV_C'  ;; 8-byte strings
05A9: s$6236(13) = 'GRAV_D'  ;; 8-byte strings
05A9: s$6236(14) = 'GRAV_E'  ;; 8-byte strings
05A9: s$6236(15) = 'GRAV_F'  ;; 8-byte strings
05A9: s$6236(16) = 'GRAV_G'  ;; 8-byte strings
05A9: s$6236(17) = 'GRAV_H'  ;; 8-byte strings
05A9: s$6236(18) = 'GRAV_I'  ;; 8-byte strings
05A9: s$6236(19) = 'GRAV_J'  ;; 8-byte strings
05A9: s$6236(20) = 'GRAV_K'  ;; 8-byte strings
05A9: s$6236(21) = 'GRAV_L'  ;; 8-byte strings
05A9: s$6236(22) = 'GRAV_M'  ;; 8-byte strings
05A9: s$6236(23) = 'GRAV_N'  ;; 8-byte strings
05A9: s$6236(24) = 'GRAV_O'  ;; 8-byte strings
05A9: s$6236(25) = 'GRAV_P'  ;; 8-byte strings
05A9: s$6236(26) = 'GRAV_Q'  ;; 8-byte strings
05A9: s$6236(27) = 'GRAV_R'  ;; 8-byte strings
05A9: s$6236(28) = 'GRAV_S'  ;; 8-byte strings
05A9: s$6236(29) = 'GRAV_T'  ;; 8-byte strings
05A9: s$6236(30) = 'GRAV_U'  ;; 8-byte strings
05A9: s$6236(31) = 'GRAV_V'  ;; 8-byte strings
05A9: s$6236(32) = 'GRAV_W'  ;; 8-byte strings
05A9: s$6236(33) = 'GRAV_X'  ;; 8-byte strings
05A9: s$6236(34) = 'GRAV_Y'  ;; 8-byte strings
05A9: s$6236(35) = 'GRAV_Z'  ;; 8-byte strings
05A9: s$6236(36) = '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: $6318(1) =  176.0  ;; floating-point values
0005: $6358(1) =  128.0  ;; floating-point values
0005: $6328(1) =  224.0  ;; floating-point values
0005: $6368(1) =  128.0  ;; floating-point values
0005: $6338(1) =  272.0  ;; floating-point values
0005: $6378(1) =  128.0  ;; floating-point values
0005: $6348(1) =  464.0  ;; floating-point values
0005: $6388(1) =  128.0  ;; floating-point values
0005: $6318(2) =  176.0  ;; floating-point values
0005: $6358(2) =  160.0  ;; floating-point values
0005: $6328(2) =  224.0  ;; floating-point values
0005: $6368(2) =  160.0  ;; floating-point values
0005: $6338(2) =  272.0  ;; floating-point values
0005: $6378(2) =  160.0  ;; floating-point values
0005: $6348(2) =  464.0  ;; floating-point values
0005: $6388(2) =  160.0  ;; floating-point values
0005: $6318(3) =  176.0  ;; floating-point values
0005: $6358(3) =  192.0  ;; floating-point values
0005: $6328(3) =  224.0  ;; floating-point values
0005: $6368(3) =  192.0  ;; floating-point values
0005: $6338(3) =  272.0  ;; floating-point values
0005: $6378(3) =  192.0  ;; floating-point values
0005: $6348(3) =  464.0  ;; floating-point values
0005: $6388(3) =  192.0  ;; floating-point values
0005: $6318(4) =  176.0  ;; floating-point values
0005: $6358(4) =  224.0  ;; floating-point values
0005: $6328(4) =  224.0  ;; floating-point values
0005: $6368(4) =  224.0  ;; floating-point values
0005: $6338(4) =  272.0  ;; floating-point values
0005: $6378(4) =  224.0  ;; floating-point values
0005: $6348(4) =  464.0  ;; floating-point values
0005: $6388(4) =  224.0  ;; floating-point values
0005: $6318(5) =  176.0  ;; floating-point values
0005: $6358(5) =  256.0  ;; floating-point values
0005: $6328(5) =  224.0  ;; floating-point values
0005: $6368(5) =  256.0  ;; floating-point values
0005: $6338(5) =  272.0  ;; floating-point values
0005: $6378(5) =  256.0  ;; floating-point values
0005: $6348(5) =  464.0  ;; floating-point values
0005: $6388(5) =  256.0  ;; floating-point values
0005: $6318(6) =  176.0  ;; floating-point values
0005: $6358(6) =  288.0  ;; floating-point values
0005: $6328(6) =  224.0  ;; floating-point values
0005: $6368(6) =  288.0  ;; floating-point values
0005: $6338(6) =  272.0  ;; floating-point values
0005: $6378(6) =  288.0  ;; floating-point values
0005: $6348(6) =  464.0  ;; floating-point values
0005: $6388(6) =  288.0  ;; floating-point values
0005: $6318(7) =  176.0  ;; floating-point values
0005: $6358(7) =  320.0  ;; floating-point values
0005: $6328(7) =  224.0  ;; floating-point values
0005: $6368(7) =  320.0  ;; floating-point values
0005: $6338(7) =  272.0  ;; floating-point values
0005: $6378(7) =  320.0  ;; floating-point values
0005: $6348(7) =  464.0  ;; floating-point values
0005: $6388(7) =  320.0  ;; floating-point values
0005: $6318(8) =  176.0  ;; floating-point values
0005: $6358(8) =  352.0  ;; floating-point values
0005: $6328(8) =  224.0  ;; floating-point values
0005: $6368(8) =  352.0  ;; floating-point values
0005: $6338(8) =  272.0  ;; floating-point values
0005: $6378(8) =  352.0  ;; floating-point values
0005: $6348(8) =  464.0  ;; floating-point values
0005: $6388(8) =  352.0  ;; floating-point values
0005: $6318(9) =  176.0  ;; floating-point values
0005: $6358(9) =  384.0  ;; floating-point values
0005: $6328(9) =  224.0  ;; floating-point values
0005: $6368(9) =  384.0  ;; floating-point values
0005: $6338(9) =  272.0  ;; floating-point values
0005: $6378(9) =  384.0  ;; floating-point values
0005: $6348(9) =  464.0  ;; floating-point values
0005: $6388(9) =  384.0  ;; floating-point values
00D6: if  0
0038:   $6405 ==  0  ;; integer values
004D: jump_if_false GRAV_202
05A9: s$2082 = s$6236(12)  ;; 8-byte strings
05A9: s$2102 = s$6236(36)  ;; 8-byte strings
05A9: s$2122 = s$6236(36)  ;; 8-byte strings
0004: $2152 =  10  ;; integer values
0004: $2142 =  1000  ;; integer values
0004: $6406 =  1  ;; integer values
0050: gosub GRAV_1363
0004: $2152(1) =  9  ;; integer values
0004: $2142(1) =  900  ;; integer values
0004: $6406 =  2  ;; integer values
0050: gosub GRAV_1363
0004: $2152(2) =  8  ;; integer values
0004: $2142(2) =  800  ;; integer values
0004: $6406 =  3  ;; integer values
0050: gosub GRAV_1363
0004: $2152(3) =  7  ;; integer values
0004: $2142(3) =  700  ;; integer values
0004: $6406 =  4  ;; integer values
0050: gosub GRAV_1363
0004: $2152(4) =  6  ;; integer values
0004: $2142(4) =  600  ;; integer values
0004: $6406 =  5  ;; integer values
0050: gosub GRAV_1363
0004: $2152(5) =  5  ;; integer values
0004: $2142(5) =  500  ;; integer values
0004: $6406 =  6  ;; integer values
0050: gosub GRAV_1363
0004: $2152(6) =  4  ;; integer values
0004: $2142(6) =  400  ;; integer values
0004: $6406 =  7  ;; integer values
0050: gosub GRAV_1363
0004: $2152(7) =  3  ;; integer values
0004: $2142(7) =  300  ;; integer values
0004: $6406 =  8  ;; integer values
0050: gosub GRAV_1363
0004: $2152(8) =  2  ;; integer values
0004: $2142(8) =  200  ;; integer values
0004: $6406 =  9  ;; integer values
0050: gosub GRAV_1363
0004: $2152(9) =  1  ;; integer values
0004: $2142(9) =  100  ;; integer values
0004: $6405 =  1  ;; integer values

:GRAV_202
008B: @57 = $2142  ;; integer values and handles

:GRAV_203
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_220
0001: wait  0 ms
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
016A: fade  1 (back)  0 ms
0494: get_joystick_data  0 @34 @35 @36 @37

:GRAV_229
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false GRAV_238
00D6: if  2
80E1:   NOT   key_pressed  0  8
80E1:   NOT   key_pressed  0  9
0039:   @35 ==  0  ;; integer values
004D: jump_if_false GRAV_238
0006: @58 =  0  ;; integer values

:GRAV_238
00D6: if  0
0038:   $6208 ==  1  ;; integer values
004D: jump_if_false GRAV_253
038D:  15  320.0  196.0  256.0  128.0  150  150  150  255 
038D:  17  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  18  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  20  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GRAV_253
097A: -1000.0 -1000.0 -1000.0  1074 
097A: -1000.0 -1000.0 -1000.0  1076 
01BD: $6235 = current_time_in_ms
0004: $6208 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:GRAV_253
00D6: if  0
0038:   $6208 ==  2  ;; integer values
004D: jump_if_false GRAV_267
038D:  15  320.0  196.0  256.0  128.0  150  150  150  255 
038D:  16  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  19  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  20  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GRAV_267
097A: -1000.0 -1000.0 -1000.0  1074 
01BD: $6235 = current_time_in_ms
0004: $6403 =  4  ;; integer values
0004: $6208 =  4  ;; integer values

:GRAV_267
00D6: if  0
0038:   $6208 ==  3  ;; integer values
004D: jump_if_false GRAV_280
038D:  15  320.0  196.0  256.0  128.0  150  150  150  255 
038D:  16  320.0  312.0  64.0  32.0  150  150  150  255 
038D:  18  320.0  344.0  128.0  32.0  150  150  150  255 
038D:  21  320.0  376.0  64.0  32.0  150  150  150  255 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GRAV_280
097A: -1000.0 -1000.0 -1000.0  1075 
016A: fade  0 ()  0 ms
0002: jump GRAV_647

:GRAV_280
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false GRAV_340
00D6: if  0
0038:   $6208 ==  1  ;; integer values
004D: jump_if_false GRAV_302
00D6: if  21
00E1:   key_pressed  0  8
001B:   -64 > @35  ;; integer values
004D: jump_if_false GRAV_294
0004: $6208 =  3  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump GRAV_229

:GRAV_294
00D6: if  21
00E1:   key_pressed  0  9
0019:   @35 >  64  ;; integer values
004D: jump_if_false GRAV_302
0004: $6208 =  2  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump GRAV_229

:GRAV_302
00D6: if  0
0038:   $6208 ==  2  ;; integer values
004D: jump_if_false GRAV_321
00D6: if  21
00E1:   key_pressed  0  8
001B:   -64 > @35  ;; integer values
004D: jump_if_false GRAV_313
0004: $6208 =  1  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump GRAV_229

:GRAV_313
00D6: if  21
00E1:   key_pressed  0  9
0019:   @35 >  64  ;; integer values
004D: jump_if_false GRAV_321
0004: $6208 =  3  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump GRAV_229

:GRAV_321
00D6: if  0
0038:   $6208 ==  3  ;; integer values
004D: jump_if_false GRAV_340
00D6: if  21
00E1:   key_pressed  0  8
001B:   -64 > @35  ;; integer values
004D: jump_if_false GRAV_332
0004: $6208 =  2  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump GRAV_229

:GRAV_332
00D6: if  21
00E1:   key_pressed  0  9
0019:   @35 >  64  ;; integer values
004D: jump_if_false GRAV_340
0004: $6208 =  1  ;; integer values
0006: @58 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1073 
0002: jump GRAV_229

:GRAV_340
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false GRAV_513
00D6: if  0
0735:  49 
004D: jump_if_false GRAV_347
000A: @51 +=  1  ;; integer values

:GRAV_347
0494: get_joystick_data  0 @34 @35 @36 @37
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false GRAV_442
00D6: if  0
0038:   $6217 ==  12  ;; integer values
004D: jump_if_false GRAV_360
00D6: if  0
0019:   @33 >  10  ;; integer values
004D: jump_if_false GRAV_359
0004: $6217 =  11  ;; integer values
0006: @33 =  0  ;; integer values

:GRAV_359
0002: jump GRAV_365

:GRAV_360
00D6: if  0
0019:   @33 >  10  ;; integer values
004D: jump_if_false GRAV_365
0004: $6217 =  12  ;; integer values
0006: @33 =  0  ;; integer values

:GRAV_365
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false GRAV_380
00D6: if  1
80E1:   NOT   key_pressed  0  10
80E1:   NOT   key_pressed  0  11
004D: jump_if_false GRAV_380
00D6: if  0
0021:   @43 >  180.0  ;; floating-point values
004D: jump_if_false GRAV_376
0063: @43 -= @44  ;; floating-point values 

:GRAV_376
00D6: if  0
0023:    180.0 > @43  ;; floating-point values
004D: jump_if_false GRAV_380
005B: @43 += @44  ;; floating-point values 

:GRAV_380
00D6: if  1
0019:   @34 >  0  ;; integer values
001B:    64 > @34  ;; integer values
004D: jump_if_false GRAV_388
00D6: if  0
0023:    195.0 > @43  ;; floating-point values
004D: jump_if_false GRAV_388
005B: @43 += @44  ;; floating-point values 

:GRAV_388
00D6: if  1
001B:    0 > @34  ;; integer values
0019:   @34 > -64  ;; integer values
004D: jump_if_false GRAV_396
00D6: if  0
0021:   @43 >  165.0  ;; floating-point values
004D: jump_if_false GRAV_396
0063: @43 -= @44  ;; floating-point values 

:GRAV_396
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GRAV_407
00D6: if  0
0023:    210.0 > @43  ;; floating-point values
004D: jump_if_false GRAV_407
000B: @43 +=  4.0  ;; floating-point values
00D6: if  0
0023:    180.0 > @43  ;; floating-point values
004D: jump_if_false GRAV_407
000B: @43 +=  4.0  ;; floating-point values

:GRAV_407
00D6: if  1
0019:   @34 >  63  ;; integer values
001B:    130 > @34  ;; integer values
004D: jump_if_false GRAV_419
00D6: if  0
0023:    210.0 > @43  ;; floating-point values
004D: jump_if_false GRAV_419
000B: @43 +=  4.0  ;; floating-point values
00D6: if  0
0023:    180.0 > @43  ;; floating-point values
004D: jump_if_false GRAV_419
000B: @43 +=  4.0  ;; floating-point values

:GRAV_419
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false GRAV_430
00D6: if  0
0021:   @43 >  150.0  ;; floating-point values
004D: jump_if_false GRAV_430
000F: @43 -=  4.0  ;; floating-point values
00D6: if  0
0021:   @43 >  180.0  ;; floating-point values
004D: jump_if_false GRAV_430
000F: @43 -=  4.0  ;; floating-point values

:GRAV_430
00D6: if  1
001B:   -63 > @34  ;; integer values
0019:   @34 > -130  ;; integer values
004D: jump_if_false GRAV_442
00D6: if  0
0021:   @43 >  150.0  ;; floating-point values
004D: jump_if_false GRAV_442
000F: @43 -=  4.0  ;; floating-point values
00D6: if  0
0021:   @43 >  180.0  ;; floating-point values
004D: jump_if_false GRAV_442
000F: @43 -=  4.0  ;; floating-point values

:GRAV_442
00D6: if  0
0038:   $6210 ==  1  ;; integer values
004D: jump_if_false GRAV_470
0005: $6202 =  300.0  ;; floating-point values
0005: $6203 =  4096.0  ;; floating-point values
0050: gosub GRAV_866
0050: gosub GRAV_673
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 (back)  0 ms

:GRAV_454
00D6: if  0
016B:   fading
004D: jump_if_false GRAV_469
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump GRAV_454

:GRAV_469
01BD: $6231 = current_time_in_ms

:GRAV_470
00D6: if  0
0038:   $6210 ==  0  ;; integer values
004D: jump_if_false GRAV_480
0050: gosub GRAV_1119
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false GRAV_479
0050: gosub GRAV_754
0050: gosub GRAV_992

:GRAV_479
0050: gosub GRAV_1049

:GRAV_480
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GRAV_490
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false GRAV_490
0006: @32 =  0  ;; integer values
000E: @51 -=  1  ;; integer values
0006: @47 =  2  ;; integer values
0050: gosub GRAV_710

:GRAV_490
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false GRAV_500
00D6: if  0
05A5: $6202 $6203  4.0  4.0 $6206 $6207  4.0  4.0 
004D: jump_if_false GRAV_500
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_500
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false GRAV_513
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GRAV_513
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false GRAV_513
0004: $6208 =  4  ;; integer values
0004: $6403 =  0  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1077 
097A: -1000.0 -1000.0 -1000.0  1078 

:GRAV_513
00D6: if  0
0038:   $6208 ==  4  ;; integer values
004D: jump_if_false GRAV_522
00D6: if  1
00E1:   key_pressed  0  15
8038:   NOT   $6403 ==  1  ;; integer values
004D: jump_if_false GRAV_522
097A: -1000.0 -1000.0 -1000.0  1077 
0002: jump GRAV_203

:GRAV_522
00D6: if  0
0038:   $6208 ==  4  ;; integer values
004D: jump_if_false GRAV_565
00D6: if  0
0038:   $6403 ==  0  ;; integer values
004D: jump_if_false GRAV_533
0050: gosub GRAV_668
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'GR_A_5'
01BD: $6316 = current_time_in_ms
0004: $6403 =  1  ;; integer values

:GRAV_533
00D6: if  0
0038:   $6403 ==  1  ;; integer values
004D: jump_if_false GRAV_547
0050: gosub GRAV_668
033F: set_text_draw_letter_width_height  2.0  4.0
033E: text_draw  320.0  196.0 'GR_A_5'
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  0
0018:   $6314 >  5000  ;; integer values
004D: jump_if_false GRAV_547
0004: $6403 =  2  ;; integer values

:GRAV_547
00D6: if  0
0038:   $6403 ==  2  ;; integer values
004D: jump_if_false GRAV_556
00D6: if  0
001E:   $2142(9) > @54  ;; integer values
004D: jump_if_false GRAV_555
0004: $6403 =  4  ;; integer values
0002: jump GRAV_556

:GRAV_555
0050: gosub GRAV_1135

:GRAV_556
00D6: if  0
0038:   $6403 ==  3  ;; integer values
004D: jump_if_false GRAV_561
0050: gosub GRAV_1174
0050: gosub GRAV_1307

:GRAV_561
00D6: if  0
0038:   $6403 ==  4  ;; integer values
004D: jump_if_false GRAV_565
0050: gosub GRAV_1307

:GRAV_565
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false GRAV_618
0050: gosub GRAV_668
045A: text_draw_1number  560.0  390.0 'VP15' @51
074B:  2  560.0  390.0  44.0  44.0  180.0  150  150  150  150 
074B:  12  560.0  390.0  36.0  36.0  180.0  150  150  150  150 
0050: gosub GRAV_668
045A: text_draw_1number  90.0  390.0 'VP15' $6216
074B:  3  90.0  390.0  40.0  40.0  180.0  150  150  150  150 
074B:  6  90.0  390.0  32.0  32.0  180.0  150  150  150  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_668
00D6: if  0
0018:   $6228 >  9  ;; integer values
004D: jump_if_false GRAV_589
045B: text_draw_2numbers  320.0  390.0 'TIME' $TIME_MINS $6228
0002: jump GRAV_590

:GRAV_589
045B: text_draw_2numbers  320.0  390.0 'TIME_0' $TIME_MINS $6228

:GRAV_590
074B:  14  320.0  390.0  40.0  40.0  180.0  150  150  150  150 
0050: gosub GRAV_668
045A: text_draw_1number  320.0  70.0 'VP15' @54
074B:  13  320.0  70.0  40.0  40.0  180.0  150  150  150  150 
01BD: $6229 = current_time_in_ms
0084: $6230 = $6229  ;; integer values and handles
0060: $6230 -= $6231  ;; integer values
00D6: if  0
001C:   $6232 > $6230  ;; integer values
004D: jump_if_false GRAV_603
0084: $6226 = $6232  ;; integer values and handles
0060: $6226 -= $6230  ;; integer values
0002: jump GRAV_618

:GRAV_603
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false GRAV_618
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false GRAV_613
000E: @51 -=  1  ;; integer values
0004: $6210 =  1  ;; integer values
01BD: $6231 = current_time_in_ms
0002: jump GRAV_618

:GRAV_613
0006: @47 =  0  ;; integer values
0004: $6208 =  4  ;; integer values
0004: $6403 =  0  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1077 
097A: -1000.0 -1000.0 -1000.0  1078 

:GRAV_618
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
00D6: if  0
0038:   $6208 ==  0  ;; integer values
004D: jump_if_false GRAV_625

:GRAV_625
00D6: if  0
0038:   $6208 ==  4  ;; integer values
004D: jump_if_false GRAV_643
00D6: if  0
0038:   $6403 ==  4  ;; integer values
004D: jump_if_false GRAV_643
01BD: $6233 = current_time_in_ms
0084: $6234 = $6233  ;; integer values and handles
0060: $6234 -= $6235  ;; integer values
00D6: if  0
001A:    10000 > $6234  ;; integer values
004D: jump_if_false GRAV_643
0937:  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  .5  1.8
033E: text_draw  40.0  20.0 'GR_BCK'

:GRAV_643
0002: jump GRAV_220

:GRAV_644
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return
0051: return

:GRAV_647
040D: unload_wav  4
03D5: remove_text 'BUSY'
09F5:  0 
0151: remove_status_text $6226
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GRAV_663
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $425 $426 $427 radius  2.0  2.0  2.0
004D: jump_if_false GRAV_660
0086: $74 = $426  ;; floating-point values only
0009: $74 +=  2.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $425 $74 $427

:GRAV_660
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1500 ms

:GRAV_663
043C: unknown_set_game_sounds  1
0391: (unknown)
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GRAV_668
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_673
0007: @674 =  99999.9  ;; floating-point values
0006: @678 =  0  ;; integer values

:GRAV_675
00D6: if  2
001B:    51 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
8023:   NOT    .1 > @471(@678,101f)  ;; floating-point values
004D: jump_if_false GRAV_709
0086: $6441 = $6203  ;; floating-point values only
00D6: if  0
0020:   $6441 >  3000.0  ;; floating-point values
004D: jump_if_false GRAV_695
00D6: if  0
0022:    4100.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_695
0509: @673 = distance between point $6202 $6203 and point @471(@678,101f) @572(@678,101f)
00D6: if  0
0025:   @674 > @673  ;; floating-point values  
004D: jump_if_false GRAV_695
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_695
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
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump GRAV_675

:GRAV_709
0051: return

:GRAV_710
0007: @674 =  99999.9  ;; floating-point values
0007: @673 =  0.0  ;; floating-point values
0006: @678 =  0  ;; integer values

:GRAV_713
00D6: if  2
001B:    51 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
8023:   NOT    .1 > @471(@678,101f)  ;; floating-point values
004D: jump_if_false GRAV_734
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -200.0  ;; floating-point values
0022:    600.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_732
0509: @673 = distance between point $6202 $6203 and point @471(@678,101f) @572(@678,101f)
00D6: if  0
0025:   @674 > @673  ;; floating-point values  
004D: jump_if_false GRAV_732
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_732
000A: @678 +=  1  ;; integer values
0002: jump GRAV_713

:GRAV_734
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_754
0006: @678 =  0  ;; integer values

:GRAV_755
00D6: if  1
001B:    51 > @678  ;; integer values
8043:   NOT   @269(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false GRAV_796
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_794
00D6: if  0
05A5: $6202 $6203  32.0  44.0 @269(@678,101f) @370(@678,101f)  32.0  32.0 
004D: jump_if_false GRAV_794
0007: @269(@678,101f) =  999.0  ;; floating-point values
00D6: if  0
8038:   NOT   $6216 ==  1  ;; integer values
004D: jump_if_false GRAV_777
000A: @54 +=  10  ;; integer values
0008: $6211 +=  1  ;; integer values
000C: $6216 -=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1071 
0002: jump GRAV_792

:GRAV_777
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  0
0019:   @55 >  665  ;; integer values
004D: jump_if_false GRAV_790
097A: -1000.0 -1000.0 -1000.0  1074 
000A: @51 +=  1  ;; integer values

:GRAV_790
0004: $6210 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:GRAV_792
0007: @269(@678,101f) = -999.0  ;; floating-point values
0051: return

:GRAV_794
000A: @678 +=  1  ;; integer values
0002: jump GRAV_755

:GRAV_796
0006: @678 =  0  ;; integer values

:GRAV_797
00D6: if  1
001B:    51 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false GRAV_845
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_843
00D6: if  0
05A5: $6202 $6203  32.0  44.0 @471(@678,101f) @572(@678,101f)  96.0  32.0 
004D: jump_if_false GRAV_842
0086: $6441 = $6203  ;; floating-point values only
0009: $6441 +=  12.0  ;; floating-point values
00D6: if  0
0027:   @572(@678,101f) > $6441  ;; floating-point values only
004D: jump_if_false GRAV_837
00D6: if  0
0038:   $6209 ==  0  ;; integer values
004D: jump_if_false GRAV_836
00D6: if  21
80E1:   NOT   key_pressed  0  16
0022:    0.0 > $6205  ;; floating-point values
004D: jump_if_false GRAV_836
0088: $6440 = @471(@678,101f)  ;; floating-point values only
000D: $6440 -=  52.0  ;; floating-point values
00D6: if  0
8024:   NOT   $6440 > $6202  ;; floating-point values only
004D: jump_if_false GRAV_836
0088: $6440 = @471(@678,101f)  ;; floating-point values only
0009: $6440 +=  52.0  ;; floating-point values
00D6: if  0
8024:   NOT   $6202 > $6440  ;; floating-point values only
004D: jump_if_false GRAV_836
0011: $6205 *= -.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_836
0002: jump GRAV_841

:GRAV_837
0011: $6204 *= -.5  ;; floating-point values
0011: $6205 *= -.5  ;; floating-point values
0009: $6203 +=  4.0  ;; floating-point values
097A: -1000.0 -1000.0 -1000.0  1072 

:GRAV_841
0002: jump GRAV_843

:GRAV_842
0004: $6209 =  0  ;; integer values

:GRAV_843
000A: @678 +=  1  ;; integer values
0002: jump GRAV_797

:GRAV_845
0006: @678 =  0  ;; integer values

:GRAV_846
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @67(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false GRAV_865
0088: $6441 = @168(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_863
00D6: if  0
05A5: $6202 $6203  32.0  44.0 @67(@678,101f) @168(@678,101f)  128.0  40.0 
004D: jump_if_false GRAV_863
097A: -1000.0 -1000.0 -1000.0  1070 
0006: @60 =  0  ;; integer values
0006: @47 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:GRAV_863
000A: @678 +=  1  ;; integer values
0002: jump GRAV_846

:GRAV_865
0051: return

:GRAV_866
016A: fade  0 ()  0 ms

:GRAV_867
00D6: if  0
016B:   fading
004D: jump_if_false GRAV_882
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump GRAV_867

:GRAV_882
0006: @678 =  0  ;; integer values
0084: $6214 = $6213  ;; integer values and handles
0008: $6214 +=  1  ;; integer values
0010: $6214 *=  10  ;; integer values
00D6: if  0
0018:   $6214 >  50  ;; integer values
004D: jump_if_false GRAV_890
0004: $6214 =  50  ;; integer values

:GRAV_890
00D6: if  0
001E:   $6214 > @678  ;; integer values
004D: jump_if_false GRAV_914
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
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump GRAV_890

:GRAV_914
0007: @67(@678,101f) =  999.0  ;; floating-point values
0007: @168(@678,101f) =  999.0  ;; floating-point values
0006: @678 =  0  ;; integer values

:GRAV_917
00D6: if  0
001E:   $6214 > @678  ;; integer values
004D: jump_if_false GRAV_946
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
038D:  7  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  7  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  7  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  7  160.0  336.0  320.0 -224.0  150  150  150  255 
0001: wait  0 ms
0002: jump GRAV_917

:GRAV_946
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_992
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false GRAV_1048
00D6: if  0
0022:    50.0 > $6202  ;; floating-point values
004D: jump_if_false GRAV_999
0005: $6202 =  50.0  ;; floating-point values

:GRAV_999
00D6: if  0
0020:   $6202 >  590.0  ;; floating-point values
004D: jump_if_false GRAV_1003
0005: $6202 =  590.0  ;; floating-point values

:GRAV_1003
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GRAV_1015
00D6: if  0
0038:   $6209 ==  1  ;; integer values
004D: jump_if_false GRAV_1011
0004: $6209 =  0  ;; integer values
0078: $6205 += unknown_inaccurate_float_timer  1.0  ;; floating-point values

:GRAV_1011
00D6: if  0
0022:    20.0 > $6205  ;; floating-point values
004D: jump_if_false GRAV_1015
0078: $6205 += unknown_inaccurate_float_timer  .1  ;; floating-point values

:GRAV_1015
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false GRAV_1025
00D6: if  0
0038:   $6209 ==  0  ;; integer values
004D: jump_if_false GRAV_1025
00D6: if  0
0020:   $6205 >  0.0  ;; floating-point values
004D: jump_if_false GRAV_1025
007E: $6205 -= unknown_inaccurate_float_timer  .05  ;; floating-point values

:GRAV_1025
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  0
00E1:   key_pressed  0  10
004D: jump_if_false GRAV_1032
0006: @34 = -127  ;; integer values

:GRAV_1032
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GRAV_1036
0006: @34 =  127  ;; integer values

:GRAV_1036
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  0
0038:   $6209 ==  0  ;; integer values
004D: jump_if_false GRAV_1047
00D6: if  0
0020:   $6205 > -20.0  ;; floating-point values
004D: jump_if_false GRAV_1047
007E: $6205 -= unknown_inaccurate_float_timer  .05  ;; floating-point values

:GRAV_1047
0080: $6203 -= unknown_inaccurate_float_timer $6205  ;; floating-point 

:GRAV_1048
0051: return

:GRAV_1049
038D:  1  128.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  128.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  384.0  384.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  128.0  256.0  256.0  150  150  150  255 
038D:  1  640.0  384.0  256.0  256.0  150  150  150  255 
0006: @678 =  0  ;; integer values

:GRAV_1056
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @67(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false GRAV_1069
0088: $6441 = @168(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_1067
038D:  10 @67(@678,101f) $6441  128.0  64.0  150  150  150  255 

:GRAV_1067
000A: @678 +=  1  ;; integer values
0002: jump GRAV_1056

:GRAV_1069
0006: @678 =  0  ;; integer values

:GRAV_1070
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @269(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false GRAV_1083
0088: $6441 = @370(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_1081
038D:  6 @269(@678,101f) $6441  32.0  32.0  150  150  150  255 

:GRAV_1081
000A: @678 +=  1  ;; integer values
0002: jump GRAV_1070

:GRAV_1083
0006: @678 =  0  ;; integer values

:GRAV_1084
00D6: if  1
001B:    100 > @678  ;; integer values
8043:   NOT   @471(@678,101f) ==  999.0  ;; floating-point values
004D: jump_if_false GRAV_1097
0088: $6441 = @572(@678,101f)  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  1
0020:   $6441 > -64.0  ;; floating-point values
0022:    480.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_1095
038D:  5 @471(@678,101f) $6441  128.0  32.0  150  150  150  255 

:GRAV_1095
000A: @678 +=  1  ;; integer values
0002: jump GRAV_1084

:GRAV_1097
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  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false GRAV_1112
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false GRAV_1109
074B:  12 $6440 $6441  48.0  48.0 @43  150  150  150  255 
0002: jump GRAV_1111

:GRAV_1109
074B: $6217 $6440 $6441  48.0  48.0 @43  150  150  150  255 
097A: -1000.0 -1000.0 -1000.0  1167 

:GRAV_1111
0002: jump GRAV_1118

:GRAV_1112
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false GRAV_1118
074B:  4 $6440 $6441  48.0  48.0  180.0  150  150  150  255 
007A: $6202 += unknown_inaccurate_float_timer $6204  ;; floating-point 
007A: $6203 += unknown_inaccurate_float_timer $6205  ;; floating-point 

:GRAV_1118
0051: return

:GRAV_1119
0086: $6441 = $6203  ;; floating-point values only
0061: $6441 -= $6439  ;; floating-point values
00D6: if  0
0022:    200.0 > $6441  ;; floating-point values
004D: jump_if_false GRAV_1127
0005: $6442 =  200.0  ;; floating-point values
0061: $6442 -= $6441  ;; floating-point values
0061: $6439 -= $6442  ;; floating-point values

:GRAV_1127
00D6: if  0
0020:   $6441 >  300.0  ;; floating-point values
004D: jump_if_false GRAV_1133
0086: $6442 = $6441  ;; floating-point values only
000D: $6442 -=  300.0  ;; floating-point values
0059: $6439 += $6442  ;; floating-point values

:GRAV_1133
0051: return
0051: return

:GRAV_1135
0004: $6398 =  9  ;; integer values
0004: $6399 =  0  ;; integer values
0004: $6400 =  1  ;; integer values

:GRAV_1138
00D6: if  1
0028:   $6398 >=  0  ;; integer values
0038:   $6400 ==  1  ;; integer values
004D: jump_if_false GRAV_1152
00D6: if  0
001F:   @54 > $2142($6398,10i)  ;; integer values
004D: jump_if_false GRAV_1150
000C: $6398 -=  1  ;; integer values
0004: $6399 =  1  ;; integer values
0004: $6403 =  3  ;; integer values
0004: $6313 =  1  ;; integer values
0002: jump GRAV_1151

:GRAV_1150
0004: $6400 =  0  ;; integer values

:GRAV_1151
0002: jump GRAV_1138

:GRAV_1152
00D6: if  0
0038:   $6399 ==  1  ;; integer values
004D: jump_if_false GRAV_1173
0008: $6398 +=  1  ;; integer values
0004: $6401 =  9  ;; integer values
0004: $6402 =  8  ;; integer values

:GRAV_1158
00D6: if  0
002C:   $6402 >= $6398  ;; integer values 
004D: jump_if_false GRAV_1169
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_1158

:GRAV_1169
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_1173
0051: return

:GRAV_1174
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  4
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_1187
00D6: if  1
0038:   $18 ==  0  ;; integer values
0038:   $17 ==  0  ;; integer values
004D: jump_if_false GRAV_1187
0004: $6311 =  0  ;; integer values

:GRAV_1187
00D6: if  0
0038:   $6404 ==  0  ;; integer values
004D: jump_if_false GRAV_1228
05A9: $2082($6398,10s) = $6236($6310,37s)  ;; 8-byte strings
05A9: $2102($6398,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6398,10s) = s$6236(10)  ;; 8-byte strings
00D6: if  0
0038:   $6311 ==  0  ;; integer values
004D: jump_if_false GRAV_1228
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false GRAV_1209
00D6: if  0
001A:    36 > $6310  ;; integer values
004D: jump_if_false GRAV_1207
0008: $6310 +=  1  ;; integer values
0002: jump GRAV_1208

:GRAV_1207
0004: $6310 =  0  ;; integer values

:GRAV_1208
0004: $6311 =  1  ;; integer values

:GRAV_1209
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false GRAV_1222
00D6: if  0
0018:   $6310 >  0  ;; integer values
004D: jump_if_false GRAV_1220
000C: $6310 -=  1  ;; integer values
0002: jump GRAV_1221

:GRAV_1220
0004: $6310 =  36  ;; integer values

:GRAV_1221
0004: $6311 =  1  ;; integer values

:GRAV_1222
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GRAV_1228
0004: $6310 =  10  ;; integer values
0004: $6404 =  1  ;; integer values
0004: $6311 =  1  ;; integer values

:GRAV_1228
00D6: if  0
0038:   $6404 ==  1  ;; integer values
004D: jump_if_false GRAV_1267
05A9: $2102($6398,10s) = $6236($6310,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6311 ==  0  ;; integer values
004D: jump_if_false GRAV_1267
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false GRAV_1248
00D6: if  0
001A:    36 > $6310  ;; integer values
004D: jump_if_false GRAV_1246
0008: $6310 +=  1  ;; integer values
0002: jump GRAV_1247

:GRAV_1246
0004: $6310 =  0  ;; integer values

:GRAV_1247
0004: $6311 =  1  ;; integer values

:GRAV_1248
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false GRAV_1261
00D6: if  0
0018:   $6310 >  0  ;; integer values
004D: jump_if_false GRAV_1259
000C: $6310 -=  1  ;; integer values
0002: jump GRAV_1260

:GRAV_1259
0004: $6310 =  36  ;; integer values

:GRAV_1260
0004: $6311 =  1  ;; integer values

:GRAV_1261
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GRAV_1267
0004: $6310 =  10  ;; integer values
0004: $6404 =  2  ;; integer values
0004: $6311 =  1  ;; integer values

:GRAV_1267
00D6: if  0
0038:   $6404 ==  2  ;; integer values
004D: jump_if_false GRAV_1306
05A9: $2122($6398,10s) = $6236($6310,37s)  ;; 8-byte strings
00D6: if  0
0038:   $6311 ==  0  ;; integer values
004D: jump_if_false GRAV_1306
00D6: if  23
00E1:   key_pressed  0  8
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
004D: jump_if_false GRAV_1287
00D6: if  0
001A:    36 > $6310  ;; integer values
004D: jump_if_false GRAV_1285
0008: $6310 +=  1  ;; integer values
0002: jump GRAV_1286

:GRAV_1285
0004: $6310 =  0  ;; integer values

:GRAV_1286
0004: $6311 =  1  ;; integer values

:GRAV_1287
00D6: if  23
00E1:   key_pressed  0  9
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
0018:   $18 >  100  ;; integer values
004D: jump_if_false GRAV_1300
00D6: if  0
0018:   $6310 >  0  ;; integer values
004D: jump_if_false GRAV_1298
000C: $6310 -=  1  ;; integer values
0002: jump GRAV_1299

:GRAV_1298
0004: $6310 =  36  ;; integer values

:GRAV_1299
0004: $6311 =  1  ;; integer values

:GRAV_1300
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GRAV_1306
0004: $6404 =  3  ;; integer values
0004: $6311 =  1  ;; integer values
0004: $6403 =  4  ;; integer values

:GRAV_1306
0051: return

:GRAV_1307
0004: $6317 =  0  ;; integer values

:GRAV_1308
00D6: if  0
001A:    10 > $6317  ;; integer values
004D: jump_if_false GRAV_1322
0050: gosub GRAV_668
033E: text_draw $6318($6317,10f) $6358($6317,10f) $2082($6317,10s)
0050: gosub GRAV_668
033E: text_draw $6328($6317,10f) $6368($6317,10f) $2102($6317,10s)
0050: gosub GRAV_668
033E: text_draw $6338($6317,10f) $6378($6317,10f) $2122($6317,10s)
0050: gosub GRAV_668
03E4: set_text_draw_align_right  1
045A: text_draw_1number $6348($6317,10f) $6388($6317,10f) 'GRAV_LV' $2142($6317,10i)
0008: $6317 +=  1  ;; integer values
0002: jump GRAV_1308

:GRAV_1322
0050: gosub GRAV_668
033E: text_draw  320.0  64.0 'GRAV_2F'
00D6: if  1
0039:   @51 ==  0  ;; integer values
0038:   $6313 ==  1  ;; integer values
004D: jump_if_false GRAV_1362
00D6: if  0
0038:   $6404 ==  0  ;; integer values
004D: jump_if_false GRAV_1335
0050: gosub GRAV_668
0340: set_text_draw_color  255  64  0  255
033E: text_draw $6318($6398,10f) $6358($6398,10f) $2082($6398,10s)
0002: jump GRAV_1338

:GRAV_1335
0050: gosub GRAV_668
0340: set_text_draw_color  255  128  0  255
033E: text_draw $6318($6398,10f) $6358($6398,10f) $2082($6398,10s)

:GRAV_1338
00D6: if  0
0038:   $6404 ==  1  ;; integer values
004D: jump_if_false GRAV_1345
0050: gosub GRAV_668
0340: set_text_draw_color  255  64  0  255
033E: text_draw $6328($6398,10f) $6368($6398,10f) $2102($6398,10s)
0002: jump GRAV_1348

:GRAV_1345
0050: gosub GRAV_668
0340: set_text_draw_color  255  128  0  255
033E: text_draw $6328($6398,10f) $6368($6398,10f) $2102($6398,10s)

:GRAV_1348
00D6: if  0
0038:   $6404 ==  2  ;; integer values
004D: jump_if_false GRAV_1355
0050: gosub GRAV_668
0340: set_text_draw_color  255  64  0  255
033E: text_draw $6338($6398,10f) $6378($6398,10f) $2122($6398,10s)
0002: jump GRAV_1358

:GRAV_1355
0050: gosub GRAV_668
0340: set_text_draw_color  255  128  0  255
033E: text_draw $6338($6398,10f) $6378($6398,10f) $2122($6398,10s)

:GRAV_1358
0050: gosub GRAV_668
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)

:GRAV_1362
0051: return

:GRAV_1363
0209: $6407 = random_int  1  30
00D6: if  0
0038:   $6407 ==  1  ;; integer values
004D: jump_if_false GRAV_1376
00D6: if  0
0038:   $6409 ==  0  ;; integer values
004D: jump_if_false GRAV_1375
05A9: $2082($6406,10s) = s$6236(23)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(15)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(36)  ;; 8-byte strings
0004: $6409 =  1  ;; integer values
0002: jump GRAV_1376

:GRAV_1375
0002: jump GRAV_1363

:GRAV_1376
00D6: if  0
0038:   $6407 ==  2  ;; integer values
004D: jump_if_false GRAV_1388
00D6: if  0
0038:   $6410 ==  0  ;; integer values
004D: jump_if_false GRAV_1387
05A9: $2082($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(34)  ;; 8-byte strings
0004: $6410 =  1  ;; integer values
0002: jump GRAV_1388

:GRAV_1387
0002: jump GRAV_1363

:GRAV_1388
00D6: if  0
0038:   $6407 ==  3  ;; integer values
004D: jump_if_false GRAV_1400
00D6: if  0
0038:   $6411 ==  0  ;; integer values
004D: jump_if_false GRAV_1399
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(21)  ;; 8-byte strings
0004: $6411 =  1  ;; integer values
0002: jump GRAV_1400

:GRAV_1399
0002: jump GRAV_1363

:GRAV_1400
00D6: if  0
0038:   $6407 ==  4  ;; integer values
004D: jump_if_false GRAV_1412
00D6: if  0
0038:   $6412 ==  0  ;; integer values
004D: jump_if_false GRAV_1411
05A9: $2082($6406,10s) = s$6236(12)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(27)  ;; 8-byte strings
0004: $6412 =  1  ;; integer values
0002: jump GRAV_1412

:GRAV_1411
0002: jump GRAV_1363

:GRAV_1412
00D6: if  0
0038:   $6407 ==  5  ;; integer values
004D: jump_if_false GRAV_1424
00D6: if  0
0038:   $6413 ==  0  ;; integer values
004D: jump_if_false GRAV_1423
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(11)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(25)  ;; 8-byte strings
0004: $6413 =  1  ;; integer values
0002: jump GRAV_1424

:GRAV_1423
0002: jump GRAV_1363

:GRAV_1424
00D6: if  0
0038:   $6407 ==  6  ;; integer values
004D: jump_if_false GRAV_1436
00D6: if  0
0038:   $6414 ==  0  ;; integer values
004D: jump_if_false GRAV_1435
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(31)  ;; 8-byte strings
0004: $6414 =  1  ;; integer values
0002: jump GRAV_1436

:GRAV_1435
0002: jump GRAV_1363

:GRAV_1436
00D6: if  0
0038:   $6407 ==  7  ;; integer values
004D: jump_if_false GRAV_1448
00D6: if  0
0038:   $6415 ==  0  ;; integer values
004D: jump_if_false GRAV_1447
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(24)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(13)  ;; 8-byte strings
0004: $6415 =  1  ;; integer values
0002: jump GRAV_1448

:GRAV_1447
0002: jump GRAV_1363

:GRAV_1448
00D6: if  0
0038:   $6407 ==  8  ;; integer values
004D: jump_if_false GRAV_1460
00D6: if  0
0038:   $6416 ==  0  ;; integer values
004D: jump_if_false GRAV_1459
05A9: $2082($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(19)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(21)  ;; 8-byte strings
0004: $6416 =  1  ;; integer values
0002: jump GRAV_1460

:GRAV_1459
0002: jump GRAV_1363

:GRAV_1460
00D6: if  0
0038:   $6407 ==  9  ;; integer values
004D: jump_if_false GRAV_1472
00D6: if  0
0038:   $6417 ==  0  ;; integer values
004D: jump_if_false GRAV_1471
05A9: $2082($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(29)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(14)  ;; 8-byte strings
0004: $6417 =  1  ;; integer values
0002: jump GRAV_1472

:GRAV_1471
0002: jump GRAV_1363

:GRAV_1472
00D6: if  0
0038:   $6407 ==  10  ;; integer values
004D: jump_if_false GRAV_1484
00D6: if  0
0038:   $6418 ==  0  ;; integer values
004D: jump_if_false GRAV_1483
05A9: $2082($6406,10s) = s$6236(19)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(30)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(13)  ;; 8-byte strings
0004: $6418 =  1  ;; integer values
0002: jump GRAV_1484

:GRAV_1483
0002: jump GRAV_1363

:GRAV_1484
00D6: if  0
0038:   $6407 ==  11  ;; integer values
004D: jump_if_false GRAV_1496
00D6: if  0
0038:   $6419 ==  0  ;; integer values
004D: jump_if_false GRAV_1495
05A9: $2082($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(11)  ;; 8-byte strings
0004: $6419 =  1  ;; integer values
0002: jump GRAV_1496

:GRAV_1495
0002: jump GRAV_1363

:GRAV_1496
00D6: if  0
0038:   $6407 ==  12  ;; integer values
004D: jump_if_false GRAV_1508
00D6: if  0
0038:   $6420 ==  0  ;; integer values
004D: jump_if_false GRAV_1507
05A9: $2082($6406,10s) = s$6236(16)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6420 =  1  ;; integer values
0002: jump GRAV_1508

:GRAV_1507
0002: jump GRAV_1363

:GRAV_1508
00D6: if  0
0038:   $6407 ==  13  ;; integer values
004D: jump_if_false GRAV_1520
00D6: if  0
0038:   $6421 ==  0  ;; integer values
004D: jump_if_false GRAV_1519
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(28)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6421 =  1  ;; integer values
0002: jump GRAV_1520

:GRAV_1519
0002: jump GRAV_1363

:GRAV_1520
00D6: if  0
0038:   $6407 ==  14  ;; integer values
004D: jump_if_false GRAV_1532
00D6: if  0
0038:   $6422 ==  0  ;; integer values
004D: jump_if_false GRAV_1531
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(34)  ;; 8-byte strings
0004: $6422 =  1  ;; integer values
0002: jump GRAV_1532

:GRAV_1531
0002: jump GRAV_1363

:GRAV_1532
00D6: if  0
0038:   $6407 ==  15  ;; integer values
004D: jump_if_false GRAV_1544
00D6: if  0
0038:   $6423 ==  0  ;; integer values
004D: jump_if_false GRAV_1543
05A9: $2082($6406,10s) = s$6236(16)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(35)  ;; 8-byte strings
0004: $6423 =  1  ;; integer values
0002: jump GRAV_1544

:GRAV_1543
0002: jump GRAV_1363

:GRAV_1544
00D6: if  0
0038:   $6407 ==  16  ;; integer values
004D: jump_if_false GRAV_1556
00D6: if  0
0038:   $6424 ==  0  ;; integer values
004D: jump_if_false GRAV_1555
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(35)  ;; 8-byte strings
0004: $6424 =  1  ;; integer values
0002: jump GRAV_1556

:GRAV_1555
0002: jump GRAV_1363

:GRAV_1556
00D6: if  0
0038:   $6407 ==  17  ;; integer values
004D: jump_if_false GRAV_1568
00D6: if  0
0038:   $6425 ==  0  ;; integer values
004D: jump_if_false GRAV_1567
05A9: $2082($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(23)  ;; 8-byte strings
0004: $6425 =  1  ;; integer values
0002: jump GRAV_1568

:GRAV_1567
0002: jump GRAV_1363

:GRAV_1568
00D6: if  0
0038:   $6407 ==  18  ;; integer values
004D: jump_if_false GRAV_1580
00D6: if  0
0038:   $6426 ==  0  ;; integer values
004D: jump_if_false GRAV_1579
05A9: $2082($6406,10s) = s$6236(11)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(14)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(10)  ;; 8-byte strings
0004: $6426 =  1  ;; integer values
0002: jump GRAV_1580

:GRAV_1579
0002: jump GRAV_1363

:GRAV_1580
00D6: if  0
0038:   $6407 ==  19  ;; integer values
004D: jump_if_false GRAV_1592
00D6: if  0
0038:   $6427 ==  0  ;; integer values
004D: jump_if_false GRAV_1591
05A9: $2082($6406,10s) = s$6236(11)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(33)  ;; 8-byte strings
0004: $6427 =  1  ;; integer values
0002: jump GRAV_1592

:GRAV_1591
0002: jump GRAV_1363

:GRAV_1592
00D6: if  0
0038:   $6407 ==  20  ;; integer values
004D: jump_if_false GRAV_1604
00D6: if  0
0038:   $6428 ==  0  ;; integer values
004D: jump_if_false GRAV_1603
05A9: $2082($6406,10s) = s$6236(21)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(24)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(30)  ;; 8-byte strings
0004: $6428 =  1  ;; integer values
0002: jump GRAV_1604

:GRAV_1603
0002: jump GRAV_1363

:GRAV_1604
00D6: if  0
0038:   $6407 ==  21  ;; integer values
004D: jump_if_false GRAV_1616
00D6: if  0
0038:   $6429 ==  0  ;; integer values
004D: jump_if_false GRAV_1615
05A9: $2082($6406,10s) = s$6236(19)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(23)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(24)  ;; 8-byte strings
0004: $6429 =  1  ;; integer values
0002: jump GRAV_1616

:GRAV_1615
0002: jump GRAV_1363

:GRAV_1616
00D6: if  0
0038:   $6407 ==  22  ;; integer values
004D: jump_if_false GRAV_1628
00D6: if  0
0038:   $6430 ==  0  ;; integer values
004D: jump_if_false GRAV_1627
05A9: $2082($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(34)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(29)  ;; 8-byte strings
0004: $6430 =  1  ;; integer values
0002: jump GRAV_1628

:GRAV_1627
0002: jump GRAV_1363

:GRAV_1628
00D6: if  0
0038:   $6407 ==  23  ;; integer values
004D: jump_if_false GRAV_1640
00D6: if  0
0038:   $6431 ==  0  ;; integer values
004D: jump_if_false GRAV_1639
05A9: $2082($6406,10s) = s$6236(13)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(14)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(15)  ;; 8-byte strings
0004: $6431 =  1  ;; integer values
0002: jump GRAV_1640

:GRAV_1639
0002: jump GRAV_1363

:GRAV_1640
00D6: if  0
0038:   $6407 ==  24  ;; integer values
004D: jump_if_false GRAV_1652
00D6: if  0
0038:   $6432 ==  0  ;; integer values
004D: jump_if_false GRAV_1651
05A9: $2082($6406,10s) = s$6236(20)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(17)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(35)  ;; 8-byte strings
0004: $6432 =  1  ;; integer values
0002: jump GRAV_1652

:GRAV_1651
0002: jump GRAV_1363

:GRAV_1652
00D6: if  0
0038:   $6407 ==  25  ;; integer values
004D: jump_if_false GRAV_1664
00D6: if  0
0038:   $6433 ==  0  ;; integer values
004D: jump_if_false GRAV_1663
05A9: $2082($6406,10s) = s$6236(22)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(14)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(24)  ;; 8-byte strings
0004: $6433 =  1  ;; integer values
0002: jump GRAV_1664

:GRAV_1663
0002: jump GRAV_1363

:GRAV_1664
00D6: if  0
0038:   $6407 ==  26  ;; integer values
004D: jump_if_false GRAV_1676
00D6: if  0
0038:   $6434 ==  0  ;; integer values
004D: jump_if_false GRAV_1675
05A9: $2082($6406,10s) = s$6236(16)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(15)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6434 =  1  ;; integer values
0002: jump GRAV_1676

:GRAV_1675
0002: jump GRAV_1363

:GRAV_1676
00D6: if  0
0038:   $6407 ==  27  ;; integer values
004D: jump_if_false GRAV_1688
00D6: if  0
0038:   $6435 ==  0  ;; integer values
004D: jump_if_false GRAV_1687
05A9: $2082($6406,10s) = s$6236(32)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(27)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(22)  ;; 8-byte strings
0004: $6435 =  1  ;; integer values
0002: jump GRAV_1688

:GRAV_1687
0002: jump GRAV_1363

:GRAV_1688
00D6: if  0
0038:   $6407 ==  28  ;; integer values
004D: jump_if_false GRAV_1700
00D6: if  0
0038:   $6436 ==  0  ;; integer values
004D: jump_if_false GRAV_1699
05A9: $2082($6406,10s) = s$6236(10)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(36)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(32)  ;; 8-byte strings
0004: $6436 =  1  ;; integer values
0002: jump GRAV_1700

:GRAV_1699
0002: jump GRAV_1363

:GRAV_1700
00D6: if  0
0038:   $6407 ==  29  ;; integer values
004D: jump_if_false GRAV_1712
00D6: if  0
0038:   $6437 ==  0  ;; integer values
004D: jump_if_false GRAV_1711
05A9: $2082($6406,10s) = s$6236(27)  ;; 8-byte strings
05A9: $2102($6406,10s) = s$6236(18)  ;; 8-byte strings
05A9: $2122($6406,10s) = s$6236(12)  ;; 8-byte strings
0004: $6437 =  1  ;; integer values
0002: jump GRAV_1712

:GRAV_1711
0002: jump GRAV_1363

:GRAV_1712
0051: return

;-------------Mission 7---------------
; Originally: Video game: poker


:M_7_1
0050: gosub M_7_4
0050: gosub OTB_1388
004E: end_thread

:M_7_4
0004: $ON_MISSION =  1  ;; integer values
03A4: name_thread 'OTB'
0001: wait  0 ms
054C: use_GXT_table 'OTB'
03F0: text_draw_toggle  1
0390: 'LD_OTB2' 
03CF: load_wav  1821 as  4
038F:  1 "BUTNA" 
038F:  2 "BUTNB" 
038F:  3 "BUTNC" 
038F:  4 "RIC1" 
038F:  5 "RIC2" 
038F:  6 "RIC3" 
038F:  7 "RIC4" 
038F:  8 "RIC5" 
038F:  9 "BACKBET" 
038F:  10 "BUTNAO" 
038F:  11 "BUTNBO" 
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: s@97 = 'HORS__1'  ;; 8-byte strings
05AA: s@99 = 'HORS__2'  ;; 8-byte strings
05AA: s@101 = 'HORS__3'  ;; 8-byte strings
05AA: s@103 = 'HORS__4'  ;; 8-byte strings
05AA: s@105 = 'HORS__5'  ;; 8-byte strings
05AA: s@107 = 'HORS__6'  ;; 8-byte strings
05AA: s@109 = 'HORS__7'  ;; 8-byte strings
05AA: s@111 = 'HORS__8'  ;; 8-byte strings
05AA: s@113 = 'HORS__9'  ;; 8-byte strings
05AA: s@115 = 'HORS_10'  ;; 8-byte strings
05AA: s@117 = 'HORS_11'  ;; 8-byte strings
05AA: s@119 = 'HORS_12'  ;; 8-byte strings
05AA: s@121 = 'HORS_13'  ;; 8-byte strings
05AA: s@123 = 'HORS_14'  ;; 8-byte strings
05AA: s@125 = 'HORS_15'  ;; 8-byte strings
05AA: s@127 = 'HORS_16'  ;; 8-byte strings
05AA: s@129 = 'HORS_17'  ;; 8-byte strings
05AA: s@131 = 'HORS_18'  ;; 8-byte strings
05AA: s@133 = 'HORS_19'  ;; 8-byte strings
05AA: s@135 = 'HORS_20'  ;; 8-byte strings
05AA: s@137 = 'HORS_21'  ;; 8-byte strings
05AA: s@139 = 'HORS_22'  ;; 8-byte strings
05AA: s@141 = 'HORS_23'  ;; 8-byte strings
05AA: s@143 = 'HORS_24'  ;; 8-byte strings
05AA: s@145 = 'HORS_25'  ;; 8-byte strings
05AA: s@147 = 'HORS_26'  ;; 8-byte strings
05AA: s@149 = 'HORS_27'  ;; 8-byte strings
05AA: s@151 = 'HORS_28'  ;; 8-byte strings
05AA: s@153 = 'HORS_29'  ;; 8-byte strings
05AA: s@155 = 'HORS_30'  ;; 8-byte strings
05AA: s@157 = 'HORS_31'  ;; 8-byte strings
05AA: s@159 = 'HORS_32'  ;; 8-byte strings
05AA: s@161 = 'HORS_33'  ;; 8-byte strings
05AA: s@163 = 'HORS_34'  ;; 8-byte strings
05AA: s@165 = 'HORS_35'  ;; 8-byte strings
05AA: s@167 = 'HORS_36'  ;; 8-byte strings
05AA: s@169 = 'HORS_37'  ;; 8-byte strings
05AA: s@171 = 'HORS_38'  ;; 8-byte strings
05AA: s@173 = 'HORS_39'  ;; 8-byte strings
05AA: s@175 = 'HORS_40'  ;; 8-byte strings
05AA: s@177 = 'HORS_41'  ;; 8-byte strings
05AA: s@179 = 'HORS_42'  ;; 8-byte strings
05AA: s@181 = 'HORS_43'  ;; 8-byte strings
05AA: s@183 = 'HORS_44'  ;; 8-byte strings
05AA: s@185 = 'HORS_45'  ;; 8-byte strings
05AA: s@187 = 'HORS_46'  ;; 8-byte strings
05AA: s@189 = 'HORS_47'  ;; 8-byte strings
05AA: s@191 = 'HORS_48'  ;; 8-byte strings
05AA: s@193 = 'HORS_49'  ;; 8-byte strings
05AA: s@195 = 'HORS_50'  ;; 8-byte strings
05AA: s@197 = 'HORS_51'  ;; 8-byte strings
05AA: s@199 = 'HORS_52'  ;; 8-byte strings
05AA: s@201 = 'HORS_53'  ;; 8-byte strings
05AA: s@203 = 'HORS_54'  ;; 8-byte strings
05AA: s@205 = 'HORS_55'  ;; 8-byte strings
05AA: s@207 = 'HORS_56'  ;; 8-byte strings
05AA: s@209 = 'HORS_57'  ;; 8-byte strings
05AA: s@211 = 'HORS_58'  ;; 8-byte strings
05AA: s@213 = 'HORS_59'  ;; 8-byte strings
05AA: s@215 = 'HORS_60'  ;; 8-byte strings
05AA: s@217 = 'HORS_61'  ;; 8-byte strings
05AA: s@219 = 'HORS_62'  ;; 8-byte strings
05AA: s@221 = 'HORS_63'  ;; 8-byte strings
05AA: s@223 = 'HORS_64'  ;; 8-byte strings
05AA: s@225 = 'HORS_65'  ;; 8-byte strings
05AA: s@227 = 'HORS_66'  ;; 8-byte strings
05AA: s@229 = 'HORS_67'  ;; 8-byte strings
05AA: s@231 = 'HORS_68'  ;; 8-byte strings
05AA: s@233 = 'HORS_69'  ;; 8-byte strings
05AA: s@235 = 'HORS_70'  ;; 8-byte strings
05AA: s@237 = 'HORS_71'  ;; 8-byte strings
05AA: s@239 = 'HORS_72'  ;; 8-byte strings
05AA: s@241 = 'HORS_73'  ;; 8-byte strings
05AA: s@243 = 'HORS_74'  ;; 8-byte strings
05AA: s@245 = 'HORS_75'  ;; 8-byte strings
05AA: s@247 = 'HORS_76'  ;; 8-byte strings
05AA: s@249 = 'HORS_77'  ;; 8-byte strings
05AA: s@251 = 'HORS_78'  ;; 8-byte strings
05AA: s@253 = 'HORS_79'  ;; 8-byte strings
05AA: s@255 = 'HORS_80'  ;; 8-byte strings
05AA: s@257 = 'HORS_81'  ;; 8-byte strings
05AA: s@259 = 'HORS_82'  ;; 8-byte strings
05AA: s@261 = 'HORS_83'  ;; 8-byte strings
05AA: s@263 = 'HORS_84'  ;; 8-byte strings
05AA: s@265 = 'HORS_85'  ;; 8-byte strings
05AA: s@267 = 'HORS_86'  ;; 8-byte strings
05AA: s@269 = 'HORS_87'  ;; 8-byte strings
05AA: s@271 = 'HORS_88'  ;; 8-byte strings
05AA: s@273 = 'HORS_89'  ;; 8-byte strings
05AA: s@275 = 'HORS_90'  ;; 8-byte strings
05AA: s@277 = 'HORS_91'  ;; 8-byte strings
05AA: s@279 = 'HORS_92'  ;; 8-byte strings
05AA: s@281 = 'HORS_93'  ;; 8-byte strings
05AA: s@283 = 'HORS_94'  ;; 8-byte strings
05AA: s@285 = 'HORS_95'  ;; 8-byte strings
05AA: s@287 = 'HORS_96'  ;; 8-byte strings
05AA: s@289 = 'HORS_97'  ;; 8-byte strings
05AA: s@291 = 'HORS_98'  ;; 8-byte strings
05AA: s@293 = 'HORS_99'  ;; 8-byte strings
05AA: s@295 = 'HORS100'  ;; 8-byte strings
05AA: s@297 = 'HORS101'  ;; 8-byte strings
05AA: s@299 = 'HORS102'  ;; 8-byte strings
05AA: s@301 = 'HORS103'  ;; 8-byte strings
05AA: s@303 = 'HORS104'  ;; 8-byte strings
05AA: s@305 = 'HORS105'  ;; 8-byte strings
05AA: s@307 = 'HORS106'  ;; 8-byte strings
05AA: s@309 = 'HORS107'  ;; 8-byte strings
05AA: s@311 = 'HORS108'  ;; 8-byte strings
05AA: s@313 = 'HORS109'  ;; 8-byte strings
05AA: s@315 = 'HORS110'  ;; 8-byte strings
05AA: s@317 = 'HORS111'  ;; 8-byte strings
05AA: s@319 = 'HORS112'  ;; 8-byte strings
05AA: s@321 = 'HORS113'  ;; 8-byte strings
05AA: s@323 = 'HORS114'  ;; 8-byte strings
05AA: s@325 = 'HORS115'  ;; 8-byte strings
05AA: s@327 = 'HORS116'  ;; 8-byte strings
05AA: s@329 = 'HORS117'  ;; 8-byte strings
05AA: s@331 = 'HORS118'  ;; 8-byte strings
05AA: s@333 = 'HORS119'  ;; 8-byte strings
05AA: s@335 = 'HORS120'  ;; 8-byte strings
05AA: s@337 = 'HORS121'  ;; 8-byte strings
05AA: s@339 = 'HORS122'  ;; 8-byte strings
05AA: s@341 = 'HORS123'  ;; 8-byte strings
05AA: s@343 = 'HORS124'  ;; 8-byte strings
05AA: s@345 = 'HORS125'  ;; 8-byte strings
05AA: s@347 = 'HORS126'  ;; 8-byte strings
05AA: s@349 = 'HORS127'  ;; 8-byte strings
05AA: s@351 = 'HORS128'  ;; 8-byte strings
05AA: s@353 = 'HORS129'  ;; 8-byte strings
05AA: s@355 = 'HORS130'  ;; 8-byte strings
05AA: s@357 = 'HORS131'  ;; 8-byte strings
05AA: s@359 = 'HORS132'  ;; 8-byte strings
05AA: s@361 = 'HORS133'  ;; 8-byte strings
05AA: s@363 = 'HORS134'  ;; 8-byte strings
05AA: s@365 = 'HORS135'  ;; 8-byte strings
05AA: s@367 = 'HORS136'  ;; 8-byte strings
05AA: s@369 = 'HORS137'  ;; 8-byte strings
05AA: s@371 = 'HORS138'  ;; 8-byte strings
05AA: s@373 = 'HORS139'  ;; 8-byte strings
05AA: s@375 = 'HORS140'  ;; 8-byte strings
05AA: s@377 = 'HORS141'  ;; 8-byte strings
05AA: s@379 = 'HORS142'  ;; 8-byte strings
05AA: s@381 = 'HORS143'  ;; 8-byte strings
05AA: s@383 = 'HORS144'  ;; 8-byte strings
05AA: s@385 = 'HORS145'  ;; 8-byte strings
05AA: s@387 = 'HORS146'  ;; 8-byte strings
05AA: s@389 = 'HORS147'  ;; 8-byte strings
05AA: s@391 = 'HORS148'  ;; 8-byte strings
05AA: s@393 = 'HORS149'  ;; 8-byte strings
05AA: s@395 = 'HORS150'  ;; 8-byte strings
05AA: s@397 = 'HORS151'  ;; 8-byte strings
05AA: s@399 = 'HORS152'  ;; 8-byte strings
05AA: s@401 = 'HORS153'  ;; 8-byte strings
05AA: s@403 = 'HORS154'  ;; 8-byte strings
05AA: s@405 = 'HORS155'  ;; 8-byte strings
05AA: s@407 = 'HORS156'  ;; 8-byte strings
05AA: s@409 = 'HORS157'  ;; 8-byte strings
05AA: s@411 = 'HORS158'  ;; 8-byte strings
05AA: s@413 = 'HORS159'  ;; 8-byte strings
05AA: s@415 = 'HORS160'  ;; 8-byte strings
05AA: s@417 = 'HORS161'  ;; 8-byte strings
05AA: s@419 = 'HORS162'  ;; 8-byte strings
05AA: s@421 = 'HORS163'  ;; 8-byte strings
05AA: s@423 = 'HORS164'  ;; 8-byte strings
05AA: s@425 = 'HORS165'  ;; 8-byte strings
05AA: s@427 = 'HORS166'  ;; 8-byte strings
05AA: s@429 = '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_262
00D6: if  21
003B:   @431 == @432  ;; integer values 
0039:   @432 == -1  ;; integer values
004D: jump_if_false OTB_268
0209: @432 = random_int  0  167
0002: jump OTB_262

:OTB_268
00D6: if  22
003B:   @431 == @433  ;; integer values 
003B:   @432 == @433  ;; integer values 
0039:   @433 == -1  ;; integer values
004D: jump_if_false OTB_275
0209: @433 = random_int  0  167
0002: jump OTB_268

:OTB_275
00D6: if  23
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_283
0209: @434 = random_int  0  167
0002: jump OTB_275

:OTB_283
00D6: if  24
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_292
0209: @435 = random_int  0  167
0002: jump OTB_283

:OTB_292
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_298
00D6: if  0
001B:    5 > @436  ;; integer values
004D: jump_if_false OTB_313
0006: @437 =  0  ;; integer values

:OTB_302
00D6: if  0
001B:    5 > @437  ;; integer values
004D: jump_if_false OTB_311
00D6: if  0
001D:   @431(@437,5i) > @431(@436,5i)  ;; integer values  
004D: jump_if_false OTB_309
000A: @438(@436,5i) +=  1  ;; integer values

:OTB_309
000A: @437 +=  1  ;; integer values
0002: jump OTB_302

:OTB_311
000A: @436 +=  1  ;; integer values
0002: jump OTB_298

:OTB_313
0006: @436 =  0  ;; integer values

:OTB_314
00D6: if  0
001B:    5 > @436  ;; integer values
004D: jump_if_false OTB_339
00D6: if  0
0039:   @438(@436,5i) ==  1  ;; integer values
004D: jump_if_false OTB_321
0085: @443 = @431(@436,5i)  ;; integer values and handles

:OTB_321
00D6: if  0
0039:   @438(@436,5i) ==  2  ;; integer values
004D: jump_if_false OTB_325
0085: @444 = @431(@436,5i)  ;; integer values and handles

:OTB_325
00D6: if  0
0039:   @438(@436,5i) ==  3  ;; integer values
004D: jump_if_false OTB_329
0085: @445 = @431(@436,5i)  ;; integer values and handles

:OTB_329
00D6: if  0
0039:   @438(@436,5i) ==  4  ;; integer values
004D: jump_if_false OTB_333
0085: @446 = @431(@436,5i)  ;; integer values and handles

:OTB_333
00D6: if  0
0039:   @438(@436,5i) ==  5  ;; integer values
004D: jump_if_false OTB_337
0085: @447 = @431(@436,5i)  ;; integer values and handles

:OTB_337
000A: @436 +=  1  ;; integer values
0002: jump OTB_314

:OTB_339
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_345
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false OTB_350
0001: wait  0 ms
0002: jump OTB_345

:OTB_350
016A: fade  1 (back)  0 ms
038E:  320.0  224.0  640.0  448.0  0  0  0  255 

:OTB_352
0001: wait  0 ms
01BD: $16 = current_time_in_ms
038D:  9  320.0  224.0  640.0  448.0  150  150  150  255 
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .759  2.8293
0342: set_text_draw_centered  1
033E: text_draw  204.407  39.1245 'HRACE01'
0007: @454 =  60.1776  ;; floating-point values
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .527  2.0
09FD: 'XSELECT' @455 
033E: text_draw @454  395.7635 'XSELECT'
0093: @467 = integer_to_float @455  
005B: @454 += @467  ;; floating-point values 
000B: @454 +=  8.0  ;; floating-point values
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .527  2.0
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false OTB_375
09FD: 'TRIEXIT' @455 
033E: text_draw @454  395.7635 'TRIEXIT'
0002: jump OTB_377

:OTB_375
09FD: 'TRIBACK' @455 
033E: text_draw @454  395.7635 'TRIBACK'

:OTB_377
0093: @467 = integer_to_float @455  
005B: @454 += @467  ;; floating-point values 
000B: @454 +=  8.0  ;; floating-point values
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .527  2.0
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false OTB_387
033E: text_draw @454  395.7635 'DPADNUD'
0002: jump OTB_388

:OTB_387
033E: text_draw @454  395.7635 'DPADNAV'

:OTB_388
010B: @96 = player $PLAYER_CHAR money
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .4753  2.2289
0342: set_text_draw_centered  1
045A: text_draw_1number  508.6669  18.0933 'YOURCSH' @96
0494: get_joystick_data  0 @456 @457 @458 @459
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false OTB_516
00D6: if  21
001B:   -100 > @457  ;; integer values
00E1:   key_pressed  0  8
004D: jump_if_false OTB_426
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false OTB_425
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false OTB_409
0006: @66 =  0  ;; integer values
0006: @65 =  1  ;; integer values

:OTB_409
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false OTB_414
0006: @67 =  0  ;; integer values
0006: @66 =  1  ;; integer values

:OTB_414
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false OTB_419
0006: @68 =  0  ;; integer values
0006: @67 =  1  ;; integer values

:OTB_419
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false OTB_424
0006: @69 =  0  ;; integer values
0006: @68 =  1  ;; integer values

:OTB_424
0006: @70 =  1  ;; integer values

:OTB_425
0002: jump OTB_427

:OTB_426
0006: @70 =  0  ;; integer values

:OTB_427
00D6: if  21
0019:   @457 >  100  ;; integer values
00E1:   key_pressed  0  9
004D: jump_if_false OTB_456
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false OTB_455
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false OTB_439
0006: @68 =  0  ;; integer values
0006: @69 =  1  ;; integer values

:OTB_439
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false OTB_444
0006: @67 =  0  ;; integer values
0006: @68 =  1  ;; integer values

:OTB_444
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false OTB_449
0006: @66 =  0  ;; integer values
0006: @67 =  1  ;; integer values

:OTB_449
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false OTB_454
0006: @65 =  0  ;; integer values
0006: @66 =  1  ;; integer values

:OTB_454
0006: @71 =  1  ;; integer values

:OTB_455
0002: jump OTB_457

:OTB_456
0006: @71 =  0  ;; integer values

:OTB_457
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false OTB_503
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false OTB_502
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false OTB_470
0006: @66 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @68 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_470
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false OTB_477
0006: @65 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @68 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_477
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false OTB_484
0006: @65 =  2  ;; integer values
0006: @66 =  2  ;; integer values
0006: @68 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_484
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false OTB_491
0006: @65 =  2  ;; integer values
0006: @66 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @69 =  2  ;; integer values

:OTB_491
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false OTB_498
0006: @65 =  2  ;; integer values
0006: @66 =  2  ;; integer values
0006: @67 =  2  ;; integer values
0006: @68 =  2  ;; integer values

:OTB_498
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_502
0002: jump OTB_504

:OTB_503
0006: @74 =  0  ;; integer values

:OTB_504
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false OTB_515
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false OTB_514
0006: @75 =  1  ;; integer values
016A: fade  0 ()  0 ms
0001: wait  0 ms
0051: return

:OTB_514
0002: jump OTB_516

:OTB_515
0006: @75 =  0  ;; integer values

:OTB_516
0006: @460 =  0  ;; integer values

:OTB_517
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_564
00D6: if  0
0039:   @65(@460,5i) ==  0  ;; integer values
004D: jump_if_false OTB_524
038D:  1 @35 @36(@460,5f)  330.0  64.0  150  150  150  255 

:OTB_524
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_528
038D:  10 @35 @36(@460,5f)  330.0  64.0  150  150  150  255 

:OTB_528
00D6: if  0
0039:   @65(@460,5i) ==  2  ;; integer values
004D: jump_if_false OTB_532
038D:  1 @35 @36(@460,5f)  330.0  64.0  50  50  50  255 

:OTB_532
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: @461 @41 @42  64.0  64.0  150  150  150  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_1414
033F: set_text_draw_letter_width_height  .63  3.0
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_550
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_550
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_1414
033F: set_text_draw_letter_width_height  .7  3.0
03E4: set_text_draw_align_right  1
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_561
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_561
045A: text_draw_1number @43 @44 'ODDS' @448(@460,5i)
000A: @460 +=  1  ;; integer values
0002: jump OTB_517

:OTB_564
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false OTB_732
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false OTB_623
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false OTB_622
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false OTB_580
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_580
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false OTB_587
0006: @65 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_587
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false OTB_594
0006: @65 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_594
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false OTB_601
0006: @65 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @69 =  0  ;; integer values

:OTB_601
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false OTB_608
0006: @65 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0006: @67 =  0  ;; integer values
0006: @68 =  0  ;; integer values

:OTB_608
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:  0.0  0.0  0.0  1121 

:OTB_622
0002: jump OTB_624

:OTB_623
0006: @75 =  0  ;; integer values

:OTB_624
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false OTB_674
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false OTB_673
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false OTB_634
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71

:OTB_634
00D6: if  1
0019:   @86 >  0  ;; integer values
0019:   @87 >  0  ;; integer values
004D: jump_if_false OTB_640
097A:  0.0  0.0  0.0  1123 
0006: @453 =  1  ;; integer values

:OTB_640
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false OTB_647
0006: @78 =  2  ;; integer values
0109: player $PLAYER_CHAR money += @87
0085: @87 = @88  ;; integer values and handles
097A:  0.0  0.0  0.0  1120 

:OTB_647
0006: @460 =  1  ;; integer values

:OTB_648
00D6: if  0
001B:    8 > @460  ;; integer values
004D: jump_if_false OTB_672
00D6: if  0
0039:   @78(@460,8i) ==  1  ;; integer values
004D: jump_if_false OTB_670
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  1
010A:   player $PLAYER_CHAR money > @461
001B:    9999999 > @466  ;; integer values
004D: jump_if_false OTB_669
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:  0.0  0.0  0.0  1121 
0002: jump OTB_670

:OTB_669
097A:  0.0  0.0  0.0  1158 

:OTB_670
000A: @460 +=  1  ;; integer values
0002: jump OTB_648

:OTB_672
0006: @74 =  1  ;; integer values

:OTB_673
0002: jump OTB_732

:OTB_674
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false OTB_688
0006: @460 =  0  ;; integer values

:OTB_678
00D6: if  0
001B:    8 > @460  ;; integer values
004D: jump_if_false OTB_687
00D6: if  0
0039:   @78(@460,8i) ==  2  ;; integer values
004D: jump_if_false OTB_685
0006: @78(@460,8i) =  1  ;; integer values

:OTB_685
000A: @460 +=  1  ;; integer values
0002: jump OTB_678

:OTB_687
0006: @74 =  0  ;; integer values

:OTB_688
00D6: if  21
001B:   -100 > @456  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false OTB_698
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false OTB_697
0006: @72 =  1  ;; integer values
0050: gosub OTB_1424

:OTB_697
0002: jump OTB_699

:OTB_698
0006: @72 =  0  ;; integer values

:OTB_699
00D6: if  21
0019:   @456 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false OTB_709
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false OTB_708
0006: @73 =  1  ;; integer values
0050: gosub OTB_1449

:OTB_708
0002: jump OTB_710

:OTB_709
0006: @73 =  0  ;; integer values

:OTB_710
00D6: if  21
001B:   -100 > @457  ;; integer values
00E1:   key_pressed  0  8
004D: jump_if_false OTB_720
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false OTB_719
0006: @70 =  1  ;; integer values
0050: gosub OTB_1474

:OTB_719
0002: jump OTB_721

:OTB_720
0006: @70 =  0  ;; integer values

:OTB_721
00D6: if  21
0019:   @457 >  100  ;; integer values
00E1:   key_pressed  0  9
004D: jump_if_false OTB_731
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false OTB_730
0006: @71 =  1  ;; integer values
0050: gosub OTB_1521

:OTB_730
0002: jump OTB_732

:OTB_731
0006: @71 =  0  ;; integer values

:OTB_732
0006: @460 =  0  ;; integer values

:OTB_733
00D6: if  0
001B:    8 > @460  ;; integer values
004D: jump_if_false OTB_761
00D6: if  0
0039:   @78(@460,8i) ==  0  ;; integer values
004D: jump_if_false OTB_740
038D:  2 @47(@460,8f) @55(@460,8f)  90.0  64.0  150  150  150  255 

:OTB_740
00D6: if  0
0039:   @78(@460,8i) ==  1  ;; integer values
004D: jump_if_false OTB_744
038D:  11 @47(@460,8f) @55(@460,8f)  90.0  64.0  150  150  150  255 

:OTB_744
00D6: if  0
0039:   @78(@460,8i) ==  2  ;; integer values
004D: jump_if_false OTB_748
038D:  3 @47(@460,8f) @55(@460,8f)  90.0  64.0  150  150  150  255 

:OTB_748
0050: gosub OTB_1414
0342: set_text_draw_centered  1
033F: set_text_draw_letter_width_height  .58  2.4957
0087: @467 = @55(@460,8f)  ;; floating-point values only
000F: @467 -=  28.3404  ;; floating-point values
00D6: if  0
0019:   @78(@460,8i) >  0  ;; integer values
004D: jump_if_false OTB_758
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_758
045A: text_draw_1number @47(@460,8f) @467 'DOLLAR' @88(@460,8i)
000A: @460 +=  1  ;; integer values
0002: jump OTB_733

:OTB_761
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false OTB_771
00D6: if  0
0019:   @87 >  0  ;; integer values
004D: jump_if_false OTB_769
038D:  1  510.0702  373.3544  176.8987  50.8555  150  150  150  255 
0002: jump OTB_770

:OTB_769
038D:  1  510.0702  373.3544  176.8987  50.8555  50  50  50  255 

:OTB_770
0002: jump OTB_772

:OTB_771
038D:  10  510.0702  373.3544  176.8987  50.8555  150  150  150  255 

:OTB_772
0050: gosub OTB_1414
00D6: if  21
04A3:   unknown $154 ==  2
04A3:   unknown $154 ==  3
004D: jump_if_false OTB_779
033F: set_text_draw_letter_width_height  .5  2.996
0002: jump OTB_780

:OTB_779
033F: set_text_draw_letter_width_height  .609  2.996

:OTB_780
0342: set_text_draw_centered  1
00D6: if  0
0019:   @86 >  0  ;; integer values
004D: jump_if_false OTB_786
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_786
033E: text_draw  509.6968  351.0 'PLACBET'
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .8  3.3297
0342: set_text_draw_centered  1
045A: text_draw_1number  509.2133  84.9941 'DOLLAR' @87
00D6: if  0
0039:   @453 ==  1  ;; integer values
004D: jump_if_false OTB_795
0002: jump OTB_796

:OTB_795
0002: jump OTB_352

:OTB_796
0391: (unknown)
0390: 'LD_OTB' 
038F:  1 "BCKGRND" 
038F:  2 "BUSHES" 
038F:  3 "BRIDE1" 
038F:  4 "BRIDE2" 
038F:  5 "BRIDE3" 
038F:  6 "BRIDE4" 
038F:  7 "BRIDE5" 
038F:  8 "BRIDE6" 
038F:  9 "BRIDE7" 
038F:  10 "BRIDE8" 
038F:  11 "TREES" 
038F:  12 "FEN" 
038F:  13 "POLE2" 
038F:  14 "RRIDE1" 
038F:  15 "RRIDE2" 
038F:  16 "RRIDE3" 
038F:  17 "RRIDE4" 
038F:  18 "RRIDE5" 
038F:  19 "RRIDE6" 
038F:  20 "RRIDE7" 
038F:  21 "RRIDE8" 
038F:  22 "YRIDE1" 
038F:  23 "YRIDE2" 
038F:  24 "YRIDE3" 
038F:  25 "YRIDE4" 
038F:  26 "YRIDE5" 
038F:  27 "YRIDE6" 
038F:  28 "YRIDE7" 
038F:  29 "YRIDE8" 
038F:  30 "PRIDE1" 
038F:  31 "PRIDE2" 
038F:  32 "PRIDE3" 
038F:  33 "PRIDE4" 
038F:  34 "PRIDE5" 
038F:  35 "PRIDE6" 
038F:  36 "PRIDE7" 
038F:  37 "PRIDE8" 
038F:  38 "GRIDE1" 
038F:  39 "GRIDE2" 
038F:  40 "GRIDE3" 
038F:  41 "GRIDE4" 
038F:  42 "GRIDE5" 
038F:  43 "GRIDE6" 
038F:  44 "GRIDE7" 
038F:  45 "GRIDE8" 
038F:  46 "TVCORN" 
038F:  47 "TVL" 
038F:  48 "TVR" 
038F:  49 "BLUE" 
038F:  50 "HRS1" 
038F:  51 "HRS2" 
038F:  52 "HRS3" 
038F:  53 "HRS4" 
038F:  54 "HRS5" 
038F:  55 "HRS6" 
038F:  56 "HRS7" 
038F:  57 "HRS8" 
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: $16 = current_time_in_ms
008B: @531 = $16  ;; 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:  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:  320.0  224.0  640.0  448.0  0  0  0  255 

:OTB_1005
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false OTB_1057
0006: @460 =  0  ;; integer values

:OTB_1011
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_1057
00D6: if  0
001E:   $16 > @468(@460,5i)  ;; integer values
004D: jump_if_false OTB_1022
0208: @509(@460,5f) = random_float -.8  1.0
0209: @585 = random_int  1500  2500
008B: @468(@460,5i) = $16  ;; integer values and handles
005A: @468(@460,5i) += @585  ;; integer values 
0006: @473(@460,5i) =  1  ;; integer values

:OTB_1022
00D6: if  0
0039:   @473(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1043
00D6: if  0
0025:   @514(@460,5f) > @509(@460,5f)  ;; floating-point values  
004D: jump_if_false OTB_1034
007F: @514(@460,5f) -= unknown_inaccurate_float_timer  .01  ;; floating-point 
00D6: if  0
0025:   @509(@460,5f) > @514(@460,5f)  ;; floating-point values  
004D: jump_if_false OTB_1034
0087: @514(@460,5f) = @509(@460,5f)  ;; floating-point values only
000A: @473(@460,5i) +=  1  ;; integer values

:OTB_1034
00D6: if  0
0025:   @509(@460,5f) > @514(@460,5f)  ;; floating-point values  
004D: jump_if_false OTB_1043
0079: @514(@460,5f) += unknown_inaccurate_float_timer  .01  ;; floating-point 
00D6: if  0
0025:   @514(@460,5f) > @509(@460,5f)  ;; floating-point values  
004D: jump_if_false OTB_1043
0087: @514(@460,5f) = @509(@460,5f)  ;; floating-point values only
000A: @473(@460,5i) +=  1  ;; integer values

:OTB_1043
00D6: if  0
0019:   @473(@460,5i) >  0  ;; integer values
004D: jump_if_false OTB_1047
007B: @489(@460,5f) += unknown_inaccurate_float_timer @514(@460,5f)  ;; floating-point 

:OTB_1047
00D6: if  0
0023:    80.0 > @489(@460,5f)  ;; floating-point values
004D: jump_if_false OTB_1051
0007: @489(@460,5f) =  80.0  ;; floating-point values

:OTB_1051
00D6: if  0
0021:   @489(@460,5f) >  520.0  ;; floating-point values
004D: jump_if_false OTB_1055
0007: @489(@460,5f) =  520.0  ;; floating-point values

:OTB_1055
000A: @460 +=  1  ;; integer values
0002: jump OTB_1011

:OTB_1057
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_1393
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_1393
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_1393
0087: @553 = @549  ;; floating-point values only
00D6: if  0
001E:   $16 > @531  ;; integer values
004D: jump_if_false OTB_1134
00D6: if  0
0021:   @532 > -200.0  ;; floating-point values
004D: jump_if_false OTB_1091
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false OTB_1088
007F: @532 -= unknown_inaccurate_float_timer  6.0  ;; floating-point 

:OTB_1088
038D:  13 @532  224.0  256.0  256.0  150  150  150  255 
0087: @533 = @532  ;; floating-point values only
000B: @533 +=  124.0  ;; floating-point values

:OTB_1091
0006: @460 =  0  ;; integer values

:OTB_1092
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_1134
00D6: if  0
0039:   @534(@460,5i) ==  0  ;; integer values
004D: jump_if_false OTB_1132
00D6: if  0
0025:   @489(@460,5f) > @533  ;; floating-point values  
004D: jump_if_false OTB_1132
00D6: if  0
0039:   @544 ==  0  ;; integer values
004D: jump_if_false OTB_1107
0006: @534(@460,5i) =  1  ;; integer values
000A: @544 +=  1  ;; integer values
0002: jump OTB_1132

:OTB_1107
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false OTB_1113
0006: @534(@460,5i) =  2  ;; integer values
000A: @545 +=  1  ;; integer values
0002: jump OTB_1132

:OTB_1113
00D6: if  0
0039:   @546 ==  0  ;; integer values
004D: jump_if_false OTB_1119
0006: @534(@460,5i) =  3  ;; integer values
000A: @546 +=  1  ;; integer values
0002: jump OTB_1132

:OTB_1119
00D6: if  0
0039:   @547 ==  0  ;; integer values
004D: jump_if_false OTB_1125
0006: @534(@460,5i) =  4  ;; integer values
000A: @547 +=  1  ;; integer values
0002: jump OTB_1132

:OTB_1125
00D6: if  0
0039:   @548 ==  0  ;; integer values
004D: jump_if_false OTB_1132
0006: @534(@460,5i) =  5  ;; integer values
097A:  0.0  0.0  0.0  1143 
000A: @556 +=  1  ;; integer values
000A: @548 +=  1  ;; integer values

:OTB_1132
000A: @460 +=  1  ;; integer values
0002: jump OTB_1092

:OTB_1134
0006: @460 =  0  ;; integer values

:OTB_1135
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_1163
0006: @524 =  50  ;; integer values
005A: @524 += @519(@460,5i)  ;; integer values 
038D: @524 @489(@460,5f) @494(@460,5f) @478(@460,5f) @478(@460,5f)  150  150  150  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: @524 @499(@460,5f) @504(@460,5f) @484(@460,5f) @467  150  150  150  255 
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false OTB_1161
00D6: if  0
001E:   $16 > @580(@460,5i)  ;; integer values
004D: jump_if_false OTB_1161
000A: @519(@460,5i) +=  1  ;; integer values
00D6: if  0
0019:   @519(@460,5i) >  7  ;; integer values
004D: jump_if_false OTB_1159
0006: @519(@460,5i) =  0  ;; integer values

:OTB_1159
008B: @580(@460,5i) = $16  ;; integer values and handles
000A: @580(@460,5i) +=  67  ;; integer values

:OTB_1161
000A: @460 +=  1  ;; integer values
0002: jump OTB_1135

:OTB_1163
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_1393
0087: @555 = @549  ;; floating-point values only
038D:  46  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  46  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  46  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  46  160.0  336.0  320.0 -224.0  150  150  150  255 
038D:  47  160.0  0.0  320.0  224.0  150  150  150  255 
038D:  47  160.0  448.0  320.0  224.0  150  150  150  255 
038D:  48  480.0  0.0  320.0  224.0  150  150  150  255 
038D:  48  480.0  448.0  320.0  224.0  150  150  150  255 
00D6: if  24
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_1191
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: @561 @562  355.0807  119.5942  47  62  90  200 
0002: jump OTB_1232

:OTB_1191
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:  49 @561 @562  280.2137  22.6679  150  150  150  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_1414
0341: unknown_text_stuff  0
03E4: set_text_draw_align_right  1
033E: text_draw @559 @560 'YOURHSE'
0087: @559 = @557  ;; floating-point values only
000F: @559 -=  142.4242  ;; floating-point values
000B: @560 +=  12.7439  ;; floating-point values
038E: @559 @560  12.0  12.0  0  0  0  255 
0006: @460 =  0  ;; integer values

:OTB_1209
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_1218
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1216
038E: @559 @560  10.0  10.0 @564(@460,5i) @569(@460,5i) @574(@460,5i)  255 

:OTB_1216
000A: @460 +=  1  ;; integer values
0002: jump OTB_1209

:OTB_1218
000B: @559 +=  10.8216  ;; floating-point values
000F: @560 -=  12.7439  ;; floating-point values
0050: gosub OTB_1414
0006: @460 =  0  ;; integer values

:OTB_1222
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_1232
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1230
0085: @461 = @443(@460,5i)  ;; integer values and handles
033E: text_draw @559 @560 @97(@461,167s)

:OTB_1230
000A: @460 +=  1  ;; integer values
0002: jump OTB_1222

:OTB_1232
0087: @586 = @557  ;; floating-point values only
000B: @586 += -23.3585  ;; floating-point values
0006: @460 =  0  ;; integer values

:OTB_1235
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_1311
00D6: if  0
0019:   @534(@460,5i) >  0  ;; integer values
004D: jump_if_false OTB_1309
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: @559 @560  12.0  12.0  0  0  0  255 
038E: @559 @560  10.0  10.0 @564(@460,5i) @569(@460,5i) @574(@460,5i)  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_1414
00D6: if  0
0039:   @534(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1260
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_1260
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  .54  2.4961
033E: text_draw @559 @539(@460,5f) @97(@461,167s)
00D6: if  0
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1277
0087: @559 = @586  ;; floating-point values only
000F: @559 -=  64.0  ;; floating-point values
0050: gosub OTB_1414
0341: unknown_text_stuff  0
03E4: set_text_draw_align_right  1
033F: set_text_draw_letter_width_height  .54  2.4961
033E: text_draw @559 @539(@460,5f) 'YOURHSE'

:OTB_1277
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_1414
03E4: set_text_draw_align_right  1
00D6: if  0
0039:   @534(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1288
0904:  0 @462 @463 @464 @465 
0340: set_text_draw_color @462 @463 @464 @465

:OTB_1288
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  .54  2.4961
00D6: if  0
0039:   @534(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1297
033E: text_draw @559 @539(@460,5f) 'FIRST'

:OTB_1297
00D6: if  0
0039:   @534(@460,5i) ==  2  ;; integer values
004D: jump_if_false OTB_1301
033E: text_draw @559 @539(@460,5f) 'SECOND'

:OTB_1301
00D6: if  0
0039:   @534(@460,5i) ==  3  ;; integer values
004D: jump_if_false OTB_1305
033E: text_draw @559 @539(@460,5f) 'THIRD'

:OTB_1305
00D6: if  0
0019:   @534(@460,5i) >  3  ;; integer values
004D: jump_if_false OTB_1309
045A: text_draw_1number @559 @539(@460,5f) 'NTH' @534(@460,5i)

:OTB_1309
000A: @460 +=  1  ;; integer values
0002: jump OTB_1235

:OTB_1311
00D6: if  4
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_1387
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:  49 @561 @562  155.396  52.7081  150  150  150  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_1414
033F: set_text_draw_letter_width_height  .5  2.4961
045A: text_draw_1number @559 @560 'YOURSTK' @87
0006: @460 =  0  ;; integer values

:OTB_1331
00D6: if  0
001B:    5 > @460  ;; integer values
004D: jump_if_false OTB_1342
00D6: if  1
0039:   @534(@460,5i) ==  1  ;; integer values
0039:   @65(@460,5i) ==  1  ;; integer values
004D: jump_if_false OTB_1340
0085: @563 = @87  ;; integer values and handles
006A: @563 *= @448(@460,5i)  ;; integer values

:OTB_1340
000A: @460 +=  1  ;; integer values
0002: jump OTB_1331

:OTB_1342
000B: @560 +=  25.0  ;; floating-point values
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .5  2.4961
045A: text_draw_1number @559 @560 'YOUWIN' @563
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:  49 @561 @562  239.5561  12.6761  150  150  150  255 
0050: gosub OTB_1414
033F: set_text_draw_letter_width_height  .5496  2.1344
0342: set_text_draw_centered  1
033E: text_draw  330.2087  403.5891 'XTOCONT'
00D6: if  0
0039:   @579 ==  0  ;; integer values
004D: jump_if_false OTB_1365
00D6: if  0
0019:   @563 >  0  ;; integer values
004D: jump_if_false OTB_1363
097A:  0.0  0.0  0.0  1124 
0002: jump OTB_1364

:OTB_1363
097A:  0.0  0.0  0.0  1122 

:OTB_1364
0006: @579 =  1  ;; integer values

:OTB_1365
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false OTB_1386
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false OTB_1385
0006: @74 =  1  ;; integer values
0623: add @87 to_stats  35
00D6: if  0
0019:   @563 >  0  ;; integer values
004D: jump_if_false OTB_1381
0627:  38 @563 
0623: add @563 to_stats  37
005A: @563 += @87  ;; integer values 
0109: player $PLAYER_CHAR money += @563
0002: jump OTB_1382

:OTB_1381
0627:  39 @87 

:OTB_1382
016A: fade  0 ()  0 ms
0001: wait  0 ms
0051: return

:OTB_1385
0002: jump OTB_1387

:OTB_1386
0006: @74 =  0  ;; integer values

:OTB_1387
0002: jump OTB_1005

:OTB_1388
0391: (unknown)
016A: fade  1 (back)  500 ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:OTB_1393
000B: @588 +=  224.0  ;; floating-point values
0087: @550 = @549  ;; floating-point values only
000F: @550 -=  256.0  ;; floating-point values
038D: @525 @550 @588  256.0 @587  150  150  150  255 
0087: @550 = @549  ;; floating-point values only
038D: @525 @550 @588  256.0 @587  150  150  150  255 
0087: @550 = @549  ;; floating-point values only
000B: @550 +=  256.0  ;; floating-point values
038D: @525 @550 @588  256.0 @587  150  150  150  255 
0087: @550 = @549  ;; floating-point values only
000B: @550 +=  512.0  ;; floating-point values
038D: @525 @550 @588  256.0 @587  150  150  150  255 
00D6: if  0
0039:   @556 ==  0  ;; integer values
004D: jump_if_false OTB_1409
0081: @549 -= unknown_inaccurate_float_timer @551  ;; floating-point 

:OTB_1409
00D6: if  0
0023:    0.0 > @549  ;; floating-point values
004D: jump_if_false OTB_1413
000B: @549 +=  256.0  ;; floating-point values

:OTB_1413
0051: return

:OTB_1414
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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:  2  0  0  0  180 
0051: return

:OTB_1424
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false OTB_1430
0006: @79 =  0  ;; integer values
0006: @78 =  1  ;; integer values
0051: return

:OTB_1430
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false OTB_1436
0006: @81 =  0  ;; integer values
0006: @80 =  1  ;; integer values
0051: return

:OTB_1436
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false OTB_1442
0006: @83 =  0  ;; integer values
0006: @82 =  1  ;; integer values
0051: return

:OTB_1442
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false OTB_1448
0006: @85 =  0  ;; integer values
0006: @84 =  1  ;; integer values
0051: return

:OTB_1448
0051: return

:OTB_1449
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false OTB_1455
0006: @78 =  0  ;; integer values
0006: @79 =  1  ;; integer values
0051: return

:OTB_1455
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false OTB_1461
0006: @80 =  0  ;; integer values
0006: @81 =  1  ;; integer values
0051: return

:OTB_1461
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false OTB_1467
0006: @82 =  0  ;; integer values
0006: @83 =  1  ;; integer values
0051: return

:OTB_1467
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false OTB_1473
0006: @84 =  0  ;; integer values
0006: @85 =  1  ;; integer values
0051: return

:OTB_1473
0051: return

:OTB_1474
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false OTB_1480
0006: @80 =  0  ;; integer values
0006: @78 =  1  ;; integer values
0051: return

:OTB_1480
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false OTB_1486
0006: @81 =  0  ;; integer values
0006: @79 =  1  ;; integer values
0051: return

:OTB_1486
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false OTB_1492
0006: @82 =  0  ;; integer values
0006: @80 =  1  ;; integer values
0051: return

:OTB_1492
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false OTB_1498
0006: @83 =  0  ;; integer values
0006: @81 =  1  ;; integer values
0051: return

:OTB_1498
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false OTB_1504
0006: @84 =  0  ;; integer values
0006: @82 =  1  ;; integer values
0051: return

:OTB_1504
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false OTB_1510
0006: @85 =  0  ;; integer values
0006: @83 =  1  ;; integer values
0051: return

:OTB_1510
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false OTB_1515
0006: @86 =  0  ;; integer values
0006: @84 =  1  ;; integer values

:OTB_1515
00D6: if  0
0039:   @86 ==  2  ;; integer values
004D: jump_if_false OTB_1520
0006: @86 =  0  ;; integer values
0006: @85 =  1  ;; integer values

:OTB_1520
0051: return

:OTB_1521
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false OTB_1527
0006: @78 =  0  ;; integer values
0006: @80 =  1  ;; integer values
0051: return

:OTB_1527
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false OTB_1533
0006: @79 =  0  ;; integer values
0006: @81 =  1  ;; integer values
0051: return

:OTB_1533
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false OTB_1539
0006: @80 =  0  ;; integer values
0006: @82 =  1  ;; integer values
0051: return

:OTB_1539
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false OTB_1545
0006: @81 =  0  ;; integer values
0006: @83 =  1  ;; integer values
0051: return

:OTB_1545
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false OTB_1551
0006: @82 =  0  ;; integer values
0006: @84 =  1  ;; integer values
0051: return

:OTB_1551
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false OTB_1557
0006: @83 =  0  ;; integer values
0006: @85 =  1  ;; integer values
0051: return

:OTB_1557
00D6: if  0
0019:   @87 >  0  ;; integer values
004D: jump_if_false OTB_1572
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false OTB_1566
0006: @84 =  0  ;; integer values
0006: @86 =  1  ;; integer values
0051: return

:OTB_1566
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false OTB_1572
0006: @85 =  0  ;; integer values
0006: @86 =  2  ;; integer values
0051: return

:OTB_1572
0051: return

;-------------Mission 8---------------
; Originally: Pool


:POOL2_1
03A4: name_thread 'POOL2'
0050: gosub POOL2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false POOL2_7
0050: gosub POOL2_6240

:POOL2_7
0050: gosub POOL2_6246
004E: end_thread

:POOL2_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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 = -.957  ;; floating-point values
0007: @210 = -.49  ;; floating-point values
0007: @209 =  .957  ;; floating-point values
0007: @211 =  .49  ;; floating-point values
0007: @203 =  .05  ;; floating-point values
0007: @204 =  2.0  ;; floating-point values
0006: @127 =  1  ;; integer values

:POOL2_24
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_213

:POOL2_33
0871: init_jump_table @34 total_jumps  13  0 POOL2_61 jumps  0 POOL2_35  1 POOL2_37  2 POOL2_39  3 POOL2_41  4 POOL2_43  5 POOL2_45  6 POOL2_47 
0872: jump_table_jumps  7 POOL2_49  8 POOL2_51  9 POOL2_53  10 POOL2_55  11 POOL2_57  12 POOL2_59 -1 POOL2_61 -1 POOL2_61 -1 POOL2_61 

:POOL2_35
0050: gosub POOL2_85
0002: jump POOL2_61

:POOL2_37
0050: gosub POOL2_437
0002: jump POOL2_61

:POOL2_39
0050: gosub POOL2_848
0002: jump POOL2_61

:POOL2_41
0050: gosub POOL2_925
0002: jump POOL2_61

:POOL2_43
0050: gosub POOL2_1030
0002: jump POOL2_61

:POOL2_45
0050: gosub POOL2_1229
0002: jump POOL2_61

:POOL2_47
0050: gosub POOL2_1612
0002: jump POOL2_61

:POOL2_49
0050: gosub POOL2_1613
0002: jump POOL2_61

:POOL2_51
0050: gosub POOL2_2223
0002: jump POOL2_61

:POOL2_53
0050: gosub POOL2_2285
0002: jump POOL2_61

:POOL2_55
0050: gosub POOL2_2509
0002: jump POOL2_61

:POOL2_57
0050: gosub POOL2_2808
0002: jump POOL2_61

:POOL2_59
0050: gosub POOL2_2934
0002: jump POOL2_61

:POOL2_61
00D6: if  0
803B:   NOT   @179 == @34  ;; integer values 
004D: jump_if_false POOL2_66
0085: @179 = @34  ;; integer values and handles
0002: jump POOL2_33

:POOL2_66
0050: gosub POOL2_2952
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_84
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false POOL2_81
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false POOL2_78
0002: jump POOL2_24
0002: jump POOL2_80

:POOL2_78
0050: gosub POOL2_6242
0051: return

:POOL2_80
0002: jump POOL2_83

:POOL2_81
0050: gosub POOL2_6240
0051: return

:POOL2_83
0002: jump POOL2_85

:POOL2_84
0051: return

:POOL2_85
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false POOL2_100
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  7 at  0.0  0.0  0.0
009A: $9458 = create_actor  4  7 at  0.0  0.0  0.0
0107: @168 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: @358 = create_actor  4  7 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  7 at  0.0  0.0  0.0
009A: @214 = create_actor  4  7 at  0.0  0.0  0.0

:POOL2_100
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_125
00D6: if  0
03CA:   object $9457 exists
004D: jump_if_false POOL2_125
008B: @163 = $9457  ;; integer values and handles
008B: @164 = $9458  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_116
02A9: set_actor @164 immune_to_nonplayer  1
02AB: set_actor @164 immunities  1  1  1  1  1
0619: @164  0 
060A: unknown_create_entity  0 @207 
060B: unknown_actor_use_entity @164 @207 

:POOL2_116
01BB: store_object @163 position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  100.0
03DE: set_pedestrians_density_multiplier_to  0.0
041D: set_camera_near_clip  .01 
08F5: (unknown)
0006: @129 =  0  ;; integer values
0006: @108 =  0  ;; integer values
0050: gosub POOL2_5967
000A: @35 +=  1  ;; integer values

:POOL2_125
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_150
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false POOL2_150
01BB: store_object @163 position_to @102 @103 @104
0176: @105 = object @163 z_angle
000B: @104 += -.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_138
00D6: if  22
84EE:   NOT   animation "POOL" loaded
8248:   NOT   model #K_POOLQ available
83D0:   NOT   wav  4 loaded
004D: jump_if_false POOL2_145
0001: wait  0 ms
0002: jump POOL2_138

:POOL2_145
0390: 'LD_POOL' 
038F:  1 "BALL" 
038F:  2 "NIB" 
0006: @125 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_150
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false POOL2_155
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_155
0051: return
0052: @98 @100 $75 @99 @100 $75 
0052: @98 @100 $75 @98 @101 $75 
0052: @99 @101 $75 @99 @100 $75 
0052: @99 @101 $75 @98 @101 $75 
00D6: if  0
0736:  129 
004D: jump_if_false POOL2_164
000B: @208 += -.0001  ;; floating-point values

:POOL2_164
00D6: if  0
0736:  128 
004D: jump_if_false POOL2_168
000B: @208 +=  .0001  ;; floating-point values

:POOL2_168
00D6: if  0
0736:  131 
004D: jump_if_false POOL2_172
000B: @210 += -.0001  ;; floating-point values

:POOL2_172
00D6: if  0
0736:  130 
004D: jump_if_false POOL2_176
000B: @210 +=  .0001  ;; floating-point values

:POOL2_176
00D6: if  0
0736:  141 
004D: jump_if_false POOL2_180
000B: @209 += -.0001  ;; floating-point values

:POOL2_180
00D6: if  0
0736:  143 
004D: jump_if_false POOL2_184
000B: @209 +=  .0001  ;; floating-point values

:POOL2_184
00D6: if  0
0736:  139 
004D: jump_if_false POOL2_188
000B: @211 += -.0001  ;; floating-point values

:POOL2_188
00D6: if  0
0736:  145 
004D: jump_if_false POOL2_192
000B: @211 +=  .0001  ;; floating-point values

:POOL2_192
00D6: if  0
0736:  137 
004D: jump_if_false POOL2_207
03A9: write_debug_newline
DEFINE TABLE Tables\Table13.bin
03A8: write_debug_float @208 
03A9: write_debug_newline
DEFINE TABLE Tables\Table14.bin
03A8: write_debug_float @210 
03A9: write_debug_newline
DEFINE TABLE Tables\Table15.bin
03A8: write_debug_float @209 
03A9: write_debug_newline
DEFINE TABLE Tables\Table16.bin
03A8: write_debug_float @211 

:POOL2_207
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false POOL2_212
0400: create_coordinate @98 @100 $75 from_object @163 offset @208 @210  .7
0400: create_coordinate @99 @101 $75 from_object @163 offset @209 @211  .7

:POOL2_212
0051: return

:POOL2_213
00D6: if  0
0736:  32 
004D: jump_if_false POOL2_222
000A: @212 +=  1  ;; integer values
00D6: if  0
0019:   @212 >  11  ;; integer values
004D: jump_if_false POOL2_221
0006: @212 =  0  ;; integer values

:POOL2_221
086A: (unknown)

:POOL2_222
00D6: if  0
0039:   @212 ==  1  ;; integer values
004D: jump_if_false POOL2_241
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" 
065D: $6444 "M_GOALS" 
065D: $6445 "FLAG3" 
065D: $6446 "QUIT" 
065D: $6447 "PL_CIRCLE_PRESSED" 
065D: $6448 "OUTPUT_TEXT" 
065D: $6449 "PLAYER1_COLOUR" 
065D: $6450 "PLAYER2_COLOUR" 

:POOL2_241
00D6: if  0
0039:   @212 ==  2  ;; integer values
004D: jump_if_false POOL2_260
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]" 
065D: $6444 "BALL_POTTED[1]" 
065D: $6445 "BALL_POTTED[2]" 
065D: $6446 "BALL_POTTED[3]" 
065D: $6447 "BALL_POTTED[4]" 
065D: $6448 "BALL_POTTED[5]" 
065D: $6449 "BALL_POTTED[6]" 
065D: $6450 "BALL_POTTED[7]" 

:POOL2_260
00D6: if  0
0039:   @212 ==  3  ;; integer values
004D: jump_if_false POOL2_279
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]" 
065D: $6444 "BALL_POTTED[9]" 
065D: $6445 "BALL_POTTED[10]" 
065D: $6446 "BALL_POTTED[11]" 
065D: $6447 "BALL_POTTED[12]" 
065D: $6448 "BALL_POTTED[13]" 
065D: $6449 "BALL_POTTED[14]" 
065D: $6450 "BALL_POTTED[15]" 

:POOL2_279
00D6: if  0
0039:   @212 ==  4  ;; integer values
004D: jump_if_false POOL2_298
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" 
065D: $6444 "PLAYER2_IS_HUMAN" 
065D: $6445 "TURN_PLAYER" 
065D: $6446 "CURRENT_CHAR_IS_HUMAN" 
065D: $6447 "TURN_COLOUR" 
065D: $6448 "TURN_IS_SCRATCH" 
065D: $6449 "THIS_CHAR_GOT_TASK" 
065D: $6450 "SHOT_PLAYED" 

:POOL2_298
00D6: if  0
0039:   @212 ==  5  ;; integer values
004D: jump_if_false POOL2_315
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" 
065D: $6445 "NO_OF_BALLS_POTTED_THIS_TURN" 
065D: $6446 "SPOTS_POTTED" 
065D: $6447 "STRIPES_POTTED" 
065D: $6448 "FOUL_TYPE" 
065D: $6449 "FIRST_MOVING_BALL" 
065D: $6450 "CAMERA_MODE" 

:POOL2_315
00D6: if  0
0039:   @212 ==  6  ;; integer values
004D: jump_if_false POOL2_334
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]" 
065D: $6444 "BALLS_POTTED_THIS_TURN[1]" 
065D: $6445 "BALLS_POTTED_THIS_TURN[2]" 
065D: $6446 "BALLS_POTTED_THIS_TURN[3]" 
065D: $6447 "BALLS_POTTED_THIS_TURN[4]" 
065D: $6448 "BALLS_POTTED_THIS_TURN[5]" 
065D: $6449 "BALLS_POTTED_THIS_TURN[6]" 
065D: $6450 "BALLS_POTTED_THIS_TURN[7]" 

:POOL2_334
00D6: if  0
0039:   @212 ==  7  ;; integer values
004D: jump_if_false POOL2_353
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]" 
065D: $6444 "BALLS_POTTED_THIS_TURN[9]" 
065D: $6445 "BALLS_POTTED_THIS_TURN[10]" 
065D: $6446 "BALLS_POTTED_THIS_TURN[11]" 
065D: $6447 "BALLS_POTTED_THIS_TURN[12]" 
065D: $6448 "BALLS_POTTED_THIS_TURN[13]" 
065D: $6449 "BALLS_POTTED_THIS_TURN[14]" 
065D: $6450 "BALLS_POTTED_THIS_TURN[15]" 

:POOL2_353
00D6: if  0
0039:   @212 ==  8  ;; integer values
004D: jump_if_false POOL2_372
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]" 
065D: $6444 "BALL_IS_STATIONARY[1]" 
065D: $6445 "BALL_IS_STATIONARY[2]" 
065D: $6446 "BALL_IS_STATIONARY[3]" 
065D: $6447 "BALL_IS_STATIONARY[4]" 
065D: $6448 "BALL_IS_STATIONARY[5]" 
065D: $6449 "BALL_IS_STATIONARY[6]" 
065D: $6450 "BALL_IS_STATIONARY[7]" 

:POOL2_372
00D6: if  0
0039:   @212 ==  9  ;; integer values
004D: jump_if_false POOL2_391
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]" 
065D: $6444 "BALL_IS_STATIONARY[9]" 
065D: $6445 "BALL_IS_STATIONARY[10]" 
065D: $6446 "BALL_IS_STATIONARY[11]" 
065D: $6447 "BALL_IS_STATIONARY[12]" 
065D: $6448 "BALL_IS_STATIONARY[13]" 
065D: $6449 "BALL_IS_STATIONARY[14]" 
065D: $6450 "BALL_IS_STATIONARY[15]" 

:POOL2_391
00D6: if  0
0039:   @212 ==  10  ;; integer values
004D: jump_if_false POOL2_410
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: $6451 "CUE_BALL_SPEED" 
065E: $6452 "CUE_BALL_ROT_X" 
065E: $6453 "CUE_BALL_ROT_Y" 
065E: $6454 "CUE_BALL_ROT_Z" 
065E: $6455 "POOL_TABLE_MIN_X" 
065E: $6456 "POOL_TABLE_MAX_X" 
065E: $6457 "POOL_TABLE_MIN_Y" 
065E: $6458 "POOL_TABLE_MAX_Y" 

:POOL2_410
00D6: if  0
0039:   @212 ==  11  ;; integer values
004D: jump_if_false POOL2_425
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" 
065D: $6444 "TIMERB" 
065E: $6453 "BALL_TURN_MASS" 
065E: $6454 "POOL_STOP_VELOCITY" 
065E: $6455 "POOL_STOP_ROTATION_VELOCITY" 
065D: $6448 "BALL_STRIKES_CUSHION" 

:POOL2_425
00D6: if  0
0736:  65 
004D: jump_if_false POOL2_436
00D6: if  0
0039:   @219 ==  1  ;; integer values
004D: jump_if_false POOL2_434
0006: @219 =  0  ;; integer values
0662: write_debug_message "CHEAT_PLAYER1_NOT_HUMAN" 
0002: jump POOL2_436

:POOL2_434
0006: @219 =  1  ;; integer values
0662: write_debug_message "CHEAT_PLAYER1_HUMAN" 

:POOL2_436
0051: return

:POOL2_437
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false POOL2_441
0107: @107 = create_object #K_POOLQ at  0.0  0.0  0.0

:POOL2_441
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_598
0826:  1 
0581: toggle_radar  0 (off)
010B: $9190 = player $PLAYER_CHAR money
00D6: if  0
001C:   $9460 > $9190  ;; integer values
004D: jump_if_false POOL2_455
0006: @108 =  1  ;; integer values
00BE: text_clear_all
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump POOL2_590

:POOL2_455
0395: clear_area  1 at @102 @103 @104 range  15.0
01BC: put_object @163 at @102 @103 @104
0400: create_coordinate @98 @100 $75 from_object @163 offset -.9098 -.4589  .7
0400: create_coordinate @99 @101 $75 from_object @163 offset  .9242  .4809  .7
00D6: if  0
0025:   @98 > @99  ;; floating-point values  
004D: jump_if_false POOL2_465
0088: $73 = @98  ;; floating-point values only
0087: @98 = @99  ;; floating-point values only
0089: @99 = $73  ;; floating-point values only

:POOL2_465
00D6: if  0
0025:   @100 > @101  ;; floating-point values  
004D: jump_if_false POOL2_471
0088: $74 = @100  ;; floating-point values only
0087: @100 = @101  ;; floating-point values only
0089: @101 = $74  ;; floating-point values only

:POOL2_471
0830: @98 @100 $75 @99 @101 $75 
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  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false POOL2_486
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_493

:POOL2_486
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_493
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 =  .037  ;; floating-point values
0087: @53 = @52  ;; floating-point values only
0013: @53 *=  2.0  ;; floating-point values 
0006: @39 =  0  ;; integer values

:POOL2_505
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_514
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_512
0108: destroy_object @82(@39,16i)

:POOL2_512
000A: @39 +=  1  ;; integer values
0002: jump POOL2_505

:POOL2_514
0400: create_coordinate $73 $74 $75 from_object @163 offset -.2734375 -.0546875  .9296875
029B: @82 = init_object #K_POOLBALLCUE at $73 $74 $75
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0177: set_object @82 z_angle_to $72
0400: create_coordinate @558 @559 @560 from_object @163 offset  .3408 -.0284  .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_5231
0581: toggle_radar  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
0400: create_coordinate $73 $74 $75 from_object @163 offset -.5261 -1.9684  1.637
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @163 offset -.0746 -1.0853  1.5092
0160: point_camera $73 $74 $75  2
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_569
0792: @164 
070B: @164  0 
00D6: if  0
03CA:   object $9459 exists
004D: jump_if_false POOL2_554
0108: destroy_object $9459

:POOL2_554
0400: create_coordinate $73 $74 $75 from_object @163 offset  .0219 -1.1236  .0363
00A1: put_actor @164 at $73 $74 $75
0087: @42 = @105  ;; floating-point values only
000B: @42 +=  130.0  ;; floating-point values
0173: set_actor @164 z_angle_to @42
0615: @47 
0400: create_coordinate $73 $74 $75 from_object @163 offset -.5261 -1.9684  1.637
06A9: unknown_action_sequence -1 $73 $74 $75  999999 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_566
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  1000.0  1  0  0  1 -1 

:POOL2_566
0616: @47 
0618: @164 @47 
061B: @47 

:POOL2_569
00D6: if  0
83CA:   NOT   object @107 exists
004D: jump_if_false POOL2_574
0107: @107 = create_object #K_POOLQ at  0.0  0.0  0.0
0382: set_object @107 collision_detection  0

:POOL2_574
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL2_586
0792: $PLAYER_ACTOR 
0400: create_coordinate $73 $74 $75 from_object @163 offset -1.9295 -2.2083  .0363
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0089: @221 = $73  ;; floating-point values only
0089: @222 = $74  ;; floating-point values only
0089: @223 = $75  ;; 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_586
0085: @358 = @164  ;; integer values and handles
0085: @359 = @107  ;; integer values and handles
0050: gosub POOL2_3519
0A3F:  0 

:POOL2_590
004F: create_thread CLEANAU_1 
016A: fade  1 (back)  1000 ms

:POOL2_592
00D6: if  0
016B:   fading
004D: jump_if_false POOL2_597
0001: wait  0 ms
0002: jump POOL2_592

:POOL2_597
000A: @35 +=  1  ;; integer values

:POOL2_598
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_635
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_632
00D6: if  0
02F2: unknown_actor @164 flag  66
004D: jump_if_false POOL2_620
0209: @39 = random_int  0  3
0871: init_jump_table @39 total_jumps  3  0 POOL2_618 jumps  0 POOL2_609  1 POOL2_612  2 POOL2_615 -1 POOL2_618 -1 POOL2_618 -1 POOL2_618 -1 POOL2_618 

:POOL2_609
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B1'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31600
0002: jump POOL2_618

:POOL2_612
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B2'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31601
0002: jump POOL2_618

:POOL2_615
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B3'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31602
0002: jump POOL2_618

:POOL2_618
004F: create_thread AUDIOL_1 @164  0  1  1  0 
0002: jump POOL2_632

:POOL2_620
0209: @39 = random_int  0  3
0871: init_jump_table @39 total_jumps  3  0 POOL2_631 jumps  0 POOL2_622  1 POOL2_625  2 POOL2_628 -1 POOL2_631 -1 POOL2_631 -1 POOL2_631 -1 POOL2_631 

:POOL2_622
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B4'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31603
0002: jump POOL2_631

:POOL2_625
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B5'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31604
0002: jump POOL2_631

:POOL2_628
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'POOL_B6'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  31605
0002: jump POOL2_631

:POOL2_631
004F: create_thread AUDIOL_1 @164  0  1  1  0 

:POOL2_632
03F0: text_draw_toggle  1
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_635
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false POOL2_660
00D6: if  21
876F:   NOT (unknown)
00E1:   key_pressed  0  16
004D: jump_if_false POOL2_660
00BE: text_clear_all
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL2_647
010B: @159 = player $PLAYER_CHAR money

:POOL2_647
0989:  200 
0512: permanent_text_box 'PL_H1'
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 (off)
004F: create_thread CLEANAU_1 
000A: @35 +=  1  ;; integer values

:POOL2_660
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false POOL2_836
0050: gosub POOL2_5653
010B: $9190 = player $PLAYER_CHAR money
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false POOL2_729
00D6: if  1
8039:   NOT   @126 ==  1  ;; integer values
8039:   NOT   @126 == -1  ;; integer values
004D: jump_if_false POOL2_721
00D6: if  0
0029:   @155 >=  10000  ;; integer values
004D: jump_if_false POOL2_677
0006: @160 =  1000  ;; integer values
0002: jump POOL2_693

:POOL2_677
00D6: if  0
0029:   @155 >=  1000  ;; integer values
004D: jump_if_false POOL2_682
0006: @160 =  100  ;; integer values
0002: jump POOL2_693

:POOL2_682
00D6: if  0
0029:   @155 >=  100  ;; integer values
004D: jump_if_false POOL2_687
0006: @160 =  10  ;; integer values
0002: jump POOL2_693

:POOL2_687
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false POOL2_692
0006: @160 =  2  ;; integer values
0002: jump POOL2_693

:POOL2_692
0006: @160 =  1  ;; integer values

:POOL2_693
00D6: if  0
001F:   @160 > $9190  ;; integer values
004D: jump_if_false POOL2_697
008B: @160 = $9190  ;; integer values and handles

:POOL2_697
0085: @39 = @155  ;; integer values and handles
005A: @39 += @160  ;; integer values 
00D6: if  0
001F:   @39 > $9461  ;; integer values
004D: jump_if_false POOL2_704
008B: @160 = $9461  ;; integer values and handles
0062: @160 -= @155  ;; integer values 

:POOL2_704
00D6: if  0
001B:    0 > @160  ;; integer values
004D: jump_if_false POOL2_708
0012: @160 *= -1  ;; integer values 

:POOL2_708
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  0
0019:   @126 >  1  ;; integer values
004D: jump_if_false POOL2_719
0006: @126 =  2  ;; integer values
0002: jump POOL2_720

:POOL2_719
0006: @32 =  0  ;; integer values

:POOL2_720
0002: jump POOL2_728

:POOL2_721
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false POOL2_728
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false POOL2_728
0006: @126 =  2  ;; integer values

:POOL2_728
0002: jump POOL2_785

:POOL2_729
00D6: if  0
8039:   NOT   @126 ==  0  ;; integer values
004D: jump_if_false POOL2_733
0006: @126 =  0  ;; integer values

:POOL2_733
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false POOL2_781
00D6: if  0
8039:   NOT   @128 ==  1  ;; integer values
004D: jump_if_false POOL2_776
00D6: if  0
0019:   @155 >  10000  ;; integer values
004D: jump_if_false POOL2_744
0006: @160 = -1000  ;; integer values
0002: jump POOL2_755

:POOL2_744
00D6: if  0
0019:   @155 >  1000  ;; integer values
004D: jump_if_false POOL2_749
0006: @160 = -100  ;; integer values
0002: jump POOL2_755

:POOL2_749
00D6: if  0
0019:   @155 >  100  ;; integer values
004D: jump_if_false POOL2_754
0006: @160 = -10  ;; integer values
0002: jump POOL2_755

:POOL2_754
0006: @160 = -1  ;; integer values

:POOL2_755
0085: @39 = @155  ;; integer values and handles
005A: @39 += @160  ;; integer values 
00D6: if  0
001E:   $9460 > @39  ;; integer values
004D: jump_if_false POOL2_763
0085: @160 = @155  ;; integer values and handles
0064: @160 -= $9460  ;; integer values 
0012: @160 *= -1  ;; integer values 

:POOL2_763
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  0
0019:   @128 >  1  ;; integer values
004D: jump_if_false POOL2_774
0006: @128 =  2  ;; integer values
0002: jump POOL2_775

:POOL2_774
0006: @32 =  0  ;; integer values

:POOL2_775
0002: jump POOL2_780

:POOL2_776
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false POOL2_780
0006: @128 =  2  ;; integer values

:POOL2_780
0002: jump POOL2_785

:POOL2_781
00D6: if  0
8039:   NOT   @128 ==  0  ;; integer values
004D: jump_if_false POOL2_785
0006: @128 =  0  ;; integer values

:POOL2_785
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false POOL2_796
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_792
03FE: set_actor @164 money @162

:POOL2_792
0006: @161 =  0  ;; integer values
0006: @178 =  0  ;; integer values
0006: @35 =  99  ;; integer values
0002: jump POOL2_806

:POOL2_796
00D6: if  0
00E1:   key_pressed  1  12
004D: jump_if_false POOL2_806
09D8:  1 
0A3F:  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_806
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false POOL2_832
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false POOL2_831
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_820
000B: @223 +=  1.1  ;; floating-point values
0792: @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_820
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_828
000B: @227 +=  1.1  ;; floating-point values
0792: @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_828
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_831
0002: jump POOL2_836

:POOL2_832
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false POOL2_836
0006: @127 =  0  ;; integer values

:POOL2_836
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_847
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_843
0647: unknown_action_sequence @164 

:POOL2_843
0826:  0 
03E6: remove_text_box
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:POOL2_847
0051: return

:POOL2_848
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false POOL2_857
009A: @213 = create_actor  4  7 at  0.0  0.0  0.0
009A: @214 = create_actor  4  7 at  0.0  0.0  0.0
009A: @215 = create_actor  4  7 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_857
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_924
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false POOL2_868
0006: @217 = -1  ;; integer values
0006: @218 = -1  ;; integer values
0006: @219 =  1  ;; integer values
0006: @220 =  0  ;; integer values
0002: jump POOL2_872

:POOL2_868
0006: @217 = -1  ;; integer values
0006: @218 = -1  ;; integer values
0006: @219 =  1  ;; integer values
0006: @220 =  1  ;; integer values

:POOL2_872
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  0
83CA:   NOT   object @106 exists
004D: jump_if_false POOL2_884
0107: @106 = create_object #K_POOLQ at  0.0  0.0  0.0
0382: set_object @106 collision_detection  0

:POOL2_884
00D6: if  0
83CA:   NOT   object @107 exists
004D: jump_if_false POOL2_889
0107: @107 = create_object #K_POOLQ at  0.0  0.0  0.0
0382: set_object @107 collision_detection  0

:POOL2_889
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_895
00A1: put_actor @213 at @221 @222 @223
0173: set_actor @213 z_angle_to @224
06AB: @213  1 

:POOL2_895
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_901
00A1: put_actor @214 at @225 @226 @227
0173: set_actor @214 z_angle_to @228
06AB: @214  1 

:POOL2_901
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  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false POOL2_918
0007: @242 =  10.0  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values
0002: jump POOL2_921

:POOL2_918
0007: @242 =  22.5  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values

:POOL2_921
0006: @184 =  1  ;; integer values
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:POOL2_924
0051: return

:POOL2_925
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false POOL2_987
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_963
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_938
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_938
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_945
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_945
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_963
070B: @215  0 
04C4: create_coordinate $73 $74 $75 from_actor @215 offset  1.0  3.0  1.0
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0159: camera_on_ped @215  15  2
0615: @47 
0812: unknown_action_sequence -1 "POOL_CHALKCUE" "POOL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  4.0  1  0  0  0 -1 
0616: @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_960
0618: @215 @47 

:POOL2_960
061B: @47 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_963
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_975
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_975
062E: @215  1560 @39 
00D6: if  21
04A4: @39  7 
0019:   @32 >  3000  ;; integer values
004D: jump_if_false POOL2_975
0006: @35 =  99  ;; integer values

:POOL2_975
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false POOL2_986
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false POOL2_986
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_986
0006: @126 =  1  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_986
0002: jump POOL2_991

:POOL2_987
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_991
0006: @35 =  99  ;; integer values

:POOL2_991
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_999
040D: unload_wav  4
03E6: remove_text_box
0006: @32 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_999
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false POOL2_1024
00D6: if  1
0039:   @127 ==  0  ;; integer values
0019:   @183 >  1000  ;; integer values
004D: jump_if_false POOL2_1023
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_1013
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_1013
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_1020
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_1020
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_1023
0002: jump POOL2_1029

:POOL2_1024
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false POOL2_1028
0006: @127 =  0  ;; integer values

:POOL2_1028
0006: @183 =  0  ;; integer values

:POOL2_1029
0051: return

:POOL2_1030
00D6: if  1
8039:   NOT   @232 ==  0  ;; integer values
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_1035
0050: gosub POOL2_6063

:POOL2_1035
00D6: if  0
8039:   NOT   @232 ==  0  ;; integer values
004D: jump_if_false POOL2_1073
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false POOL2_1055
00D6: if  0
83CA:   NOT   object @82 exists
004D: jump_if_false POOL2_1054
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  .9296875
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
029B: @82 = init_object #K_POOLBALLCUE at $73 $74 $75
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0177: set_object @82 z_angle_to $72

:POOL2_1054
0006: @66 =  0  ;; integer values

:POOL2_1055
00D6: if  0
00E1:   key_pressed @180  14
004D: jump_if_false POOL2_1069
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false POOL2_1068
00D6: if  0
0039:   @198 ==  2  ;; integer values
004D: jump_if_false POOL2_1066
0006: @198 =  0  ;; integer values
0002: jump POOL2_1067

:POOL2_1066
0006: @205 =  3001  ;; integer values

:POOL2_1067
0006: @128 =  1  ;; integer values

:POOL2_1068
0002: jump POOL2_1073

:POOL2_1069
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false POOL2_1073
0006: @128 =  0  ;; integer values

:POOL2_1073
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false POOL2_1098
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_1098
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_1091
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @32 =  0  ;; integer values
0006: @35 =  99  ;; integer values
0002: jump POOL2_1222
0002: jump POOL2_1098

:POOL2_1091
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @35 =  99  ;; integer values
0002: jump POOL2_1222

:POOL2_1098
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false POOL2_1187
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_1138
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_1126
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0006: @198 =  0  ;; integer values
0006: @205 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0 -.001  2.5
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  .001  0.0
0160: point_camera $73 $74 $75  2
0002: jump POOL2_1138

:POOL2_1126
0400: create_coordinate $73 $74 $75 from_object @163 offset -.35  0.0  0.0
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
01BC: put_object @82 at $73 $74 @560
0177: set_object @82 z_angle_to $72
0006: @35 =  99  ;; integer values
0002: jump POOL2_1222

:POOL2_1138
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_1187
01BB: store_object @82 position_to $73 $74 $75
0006: @39 =  0  ;; integer values
00D6: if  21
00E1:   key_pressed @180  0
00E1:   key_pressed @180  1
004D: jump_if_false POOL2_1148
0006: @39 =  1  ;; integer values

:POOL2_1148
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false POOL2_1173
0494: get_joystick_data @180 $17 $18 $19 $20
008F: @235 = integer_to_float $17  
008F: @234 = integer_to_float $18  
0017: @235 /=  128.0  ;; floating-point values 
0017: @234 /= -128.0  ;; floating-point values 
0013: @235 *=  .01  ;; floating-point values 
0013: @234 *=  .01  ;; floating-point values 
0050: gosub POOL2_5640
006D: $6466 *= @234  ;; floating-point values
006D: $6468 *= @234  ;; floating-point values
0059: $73 += $6466  ;; floating-point values
0059: $74 += $6468  ;; floating-point values
006D: $6467 *= @235  ;; floating-point values
006D: $6469 *= @235  ;; floating-point values
0059: $73 += $6467  ;; floating-point values
0059: $74 += $6469  ;; floating-point values
0089: @627 = $73  ;; floating-point values only
0089: @628 = $74  ;; floating-point values only
0050: gosub POOL2_5591
0088: $73 = @627  ;; floating-point values only
0088: $74 = @628  ;; floating-point values only
01BC: put_object @82 at $73 $74 @560

:POOL2_1173
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false POOL2_1183
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false POOL2_1182
0006: @35 =  99  ;; integer values
0006: @126 =  1  ;; integer values
0002: jump POOL2_1222

:POOL2_1182
0002: jump POOL2_1187

:POOL2_1183
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false POOL2_1187
0006: @126 =  0  ;; integer values

:POOL2_1187
00D6: if  0
0039:   @232 ==  0  ;; integer values
004D: jump_if_false POOL2_1192
0006: @35 =  99  ;; integer values
0002: jump POOL2_1222

:POOL2_1192
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false POOL2_1217
00D6: if  1
0039:   @127 ==  0  ;; integer values
0019:   @183 >  1000  ;; integer values
004D: jump_if_false POOL2_1216
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_1206
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_1206
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_1213
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_1213
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_1216
0002: jump POOL2_1222

:POOL2_1217
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false POOL2_1221
0006: @127 =  0  ;; integer values

:POOL2_1221
0006: @183 =  0  ;; integer values

:POOL2_1222
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_1228
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
03E6: remove_text_box

:POOL2_1228
0051: return

:POOL2_1229
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_1560
0050: gosub POOL2_5874
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false POOL2_1237
0107: @238 = create_object #WOODENBOX at  0.0  0.0  0.0

:POOL2_1237
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_1383
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_1247
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_1247
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_1254
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_1254
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1261
00A0: store_actor @215 position_to $73 $74 $75
0009: $75 += -10.0  ;; floating-point values
00A1: put_actor @215 at $73 $74 $75
04D7: lock_actor @215 in_current_position  1

:POOL2_1261
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0 -.001  2.5
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  .001  0.0
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_1268
0176: $72 = object @82 z_angle
0453: object @82 set_rotation  0.0  0.0 $72

:POOL2_1268
00D6: if  0
83CA:   NOT   object @238 exists
004D: jump_if_false POOL2_1277
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  0.0 -10.0
029B: @238 = init_object #K_POOLQ2 at $73 $74 $75
0392: object @238 toggle_in_moving_list  0
0382: set_object @238 collision_detection  0
0418: (unknown) @238  1 
0002: jump POOL2_1280

:POOL2_1277
0392: object @238 toggle_in_moving_list  0
0382: set_object @238 collision_detection  0
0418: (unknown) @238  1 

:POOL2_1280
0006: @205 =  0  ;; integer values
0006: @198 =  0  ;; integer values
00D6: if  0
0039:   @245 ==  0  ;; integer values
004D: jump_if_false POOL2_1377
0006: @239 = -1  ;; integer values
0007: @42 =  99999.9  ;; floating-point values
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_1358
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_1311
0006: @39 =  1  ;; integer values

:POOL2_1295
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_1310
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_1308
01BB: store_object @82(@39,16i) position_to @165 @166 @167
0509: @43 = distance between point $73 $74 and point @165 @166
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false POOL2_1308
0085: @239 = @39  ;; integer values and handles
0087: @42 = @43  ;; floating-point values only

:POOL2_1308
000A: @39 +=  1  ;; integer values
0002: jump POOL2_1295

:POOL2_1310
0002: jump POOL2_1358

:POOL2_1311
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false POOL2_1331
0006: @39 =  1  ;; integer values

:POOL2_1315
00D6: if  0
001B:    8 > @39  ;; integer values
004D: jump_if_false POOL2_1330
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_1328
01BB: store_object @82(@39,16i) position_to @165 @166 @167
0509: @43 = distance between point $73 $74 and point @165 @166
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false POOL2_1328
0085: @239 = @39  ;; integer values and handles
0087: @42 = @43  ;; floating-point values only

:POOL2_1328
000A: @39 +=  1  ;; integer values
0002: jump POOL2_1315

:POOL2_1330
0002: jump POOL2_1358

:POOL2_1331
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false POOL2_1351
0006: @39 =  9  ;; integer values

:POOL2_1335
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_1350
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_1348
01BB: store_object @82(@39,16i) position_to @165 @166 @167
0509: @43 = distance between point $73 $74 and point @165 @166
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false POOL2_1348
0085: @239 = @39  ;; integer values and handles
0087: @42 = @43  ;; floating-point values only

:POOL2_1348
000A: @39 +=  1  ;; integer values
0002: jump POOL2_1335

:POOL2_1350
0002: jump POOL2_1358

:POOL2_1351
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false POOL2_1358
00D6: if  0
03CA:   object @90 exists
004D: jump_if_false POOL2_1358
0006: @239 =  8  ;; integer values

:POOL2_1358
00D6: if  1
8039:   NOT   @239 == -1  ;; integer values
001B:    16 > @239  ;; integer values
004D: jump_if_false POOL2_1376
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_1376
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
03CA:   object @82(@239,16i) exists
004D: jump_if_false POOL2_1370
01BB: store_object @82(@239,16i) position_to @165 @166 @167

:POOL2_1370
0087: @169 = @165  ;; floating-point values only
0065: @169 -= $73  ;; floating-point values 
0087: @170 = @166  ;; floating-point values only
0065: @170 -= $74  ;; floating-point values 
0604: @169 @170 @42 
0177: set_object @82 z_angle_to @42

:POOL2_1376
0002: jump POOL2_1378

:POOL2_1377
0006: @245 =  0  ;; integer values

:POOL2_1378
0006: @240 =  0  ;; integer values
0050: gosub POOL2_3243
0007: @199 =  0.0  ;; floating-point values
0007: @200 =  0.0  ;; floating-point values
000A: @35 +=  1  ;; integer values

:POOL2_1383
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_1416
00D6: if  0
00E1:   key_pressed @180  13
004D: jump_if_false POOL2_1412
00D6: if  0
0039:   @237 ==  0  ;; integer values
004D: jump_if_false POOL2_1401
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false POOL2_1398
0006: @236 =  1  ;; integer values
0006: @237 =  1  ;; integer values
0002: jump POOL2_1400

:POOL2_1398
0006: @236 =  0  ;; integer values
0006: @237 =  1  ;; integer values

:POOL2_1400
0006: @205 =  0  ;; integer values

:POOL2_1401
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false POOL2_1408
0007: @242 =  10.0  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values
0002: jump POOL2_1411

:POOL2_1408
0007: @242 =  22.5  ;; floating-point values
0007: @243 =  .02  ;; floating-point values
0007: @244 =  0.0  ;; floating-point values

:POOL2_1411
0002: jump POOL2_1416

:POOL2_1412
00D6: if  0
0039:   @237 ==  1  ;; integer values
004D: jump_if_false POOL2_1416
0006: @237 =  0  ;; integer values

:POOL2_1416
0A4A: @201 @202 
00D6: if  22
00E1:   key_pressed @180  0
0021:   @201 >  .01  ;; floating-point values
0023:   -.01 > @201  ;; floating-point values
004D: jump_if_false POOL2_1432
0176: $72 = object @82 z_angle
0494: get_joystick_data @180 $17 $18 $19 $20
008F: @42 = integer_to_float $17  
0017: @42 /=  128.0  ;; floating-point values 
0013: @42 *=  1.0  ;; floating-point values 
005F: $72 += @42  ;; floating-point values 
0013: @201 *= -.4  ;; floating-point values 
005F: $72 += @201  ;; floating-point values 
0453: object @82 set_rotation  0.0  0.0  0.0
0177: set_object @82 z_angle_to $72

:POOL2_1432
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false POOL2_1439
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0 -.001  2.5
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @163 offset  0.0  .001  0.0
0160: point_camera $73 $74 $75  2

:POOL2_1439
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false POOL2_1446
0400: create_coordinate $73 $74 $75 from_object @82 offset  0.0 -.5  .3
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @82 offset  0.0  .5  0.0
0160: point_camera $73 $74 $75  2

:POOL2_1446
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false POOL2_1467
00D6: if  0
00E1:   key_pressed @180  14
004D: jump_if_false POOL2_1463
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false POOL2_1462
00D6: if  0
0039:   @198 ==  2  ;; integer values
004D: jump_if_false POOL2_1460
0006: @198 =  0  ;; integer values
0002: jump POOL2_1461

:POOL2_1460
0006: @205 =  3001  ;; integer values

:POOL2_1461
0006: @128 =  1  ;; integer values

:POOL2_1462
0002: jump POOL2_1467

:POOL2_1463
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false POOL2_1467
0006: @128 =  0  ;; integer values

:POOL2_1467
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false POOL2_1480
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false POOL2_1475
0400: create_coordinate @165 @166 @167 from_object @82 offset @244 -.05 @243
0002: jump POOL2_1476

:POOL2_1475
0400: create_coordinate @165 @166 @167 from_object @82 offset @244 -.05 @243

:POOL2_1476
0176: $72 = object @82 z_angle
0009: $72 +=  180.0  ;; floating-point values
01BC: put_object @238 at @165 @166 @167
0453: object @238 set_rotation @242  0.0 $72

:POOL2_1480
00D6: if  0
80E1:   NOT   key_pressed @180  0
004D: jump_if_false POOL2_1486
0006: @240 =  0  ;; integer values
0050: gosub POOL2_3243
0002: jump POOL2_1501

:POOL2_1486
00D6: if  0
8039:   NOT   @240 ==  0  ;; integer values
004D: jump_if_false POOL2_1499
0006: @39 =  0  ;; integer values

:POOL2_1490
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false POOL2_1499
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false POOL2_1497
0108: destroy_object @347(@39,10i)

:POOL2_1497
000A: @39 +=  1  ;; integer values
0002: jump POOL2_1490

:POOL2_1499
0006: @240 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:POOL2_1501
00D6: if  0
0736:  131 
004D: jump_if_false POOL2_1505
000B: @242 +=  .5  ;; floating-point values

:POOL2_1505
00D6: if  0
0736:  130 
004D: jump_if_false POOL2_1509
000B: @242 += -.5  ;; floating-point values

:POOL2_1509
00D6: if  0
0736:  87 
004D: jump_if_false POOL2_1513
000B: @243 +=  .001  ;; floating-point values

:POOL2_1513
00D6: if  0
0736:  83 
004D: jump_if_false POOL2_1517
000B: @243 += -.001  ;; floating-point values

:POOL2_1517
00D6: if  0
0736:  128 
004D: jump_if_false POOL2_1521
000B: @244 +=  .0001  ;; floating-point values

:POOL2_1521
00D6: if  0
0736:  129 
004D: jump_if_false POOL2_1525
000B: @244 += -.0001  ;; floating-point values

:POOL2_1525
00D6: if  0
0736:  137 
004D: jump_if_false POOL2_1537
03A9: write_debug_newline
DEFINE TABLE Tables\Table17.bin
03A8: write_debug_float @242 
03A9: write_debug_newline
DEFINE TABLE Tables\Table18.bin
03A8: write_debug_float @243 
03A9: write_debug_newline
DEFINE TABLE Tables\Table19.bin
03A8: write_debug_float @244 

:POOL2_1537
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false POOL2_1550
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false POOL2_1549
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false POOL2_1547
0108: destroy_object @238

:POOL2_1547
0006: @35 =  99  ;; integer values
0006: @126 =  1  ;; integer values

:POOL2_1549
0002: jump POOL2_1554

:POOL2_1550
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false POOL2_1554
0006: @126 =  0  ;; integer values

:POOL2_1554
00D6: if  0
0735:  72 
004D: jump_if_false POOL2_1559
0050: gosub POOL2_3740
0177: set_object @82 z_angle_to @363

:POOL2_1559
0002: jump POOL2_1563

:POOL2_1560
0050: gosub POOL2_3740
0177: set_object @82 z_angle_to @363
0006: @35 =  99  ;; integer values

:POOL2_1563
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false POOL2_1588
00D6: if  1
0039:   @127 ==  0  ;; integer values
0019:   @183 >  1000  ;; integer values
004D: jump_if_false POOL2_1587
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_1577
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_1577
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_1584
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_1584
03E6: remove_text_box
0006: @108 =  1  ;; integer values
0006: @127 =  1  ;; integer values

:POOL2_1587
0002: jump POOL2_1593

:POOL2_1588
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false POOL2_1592
0006: @127 =  0  ;; integer values

:POOL2_1592
0006: @183 =  0  ;; integer values

:POOL2_1593
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_1611
0006: @39 =  0  ;; integer values

:POOL2_1597
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false POOL2_1606
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false POOL2_1604
0108: destroy_object @347(@39,10i)

:POOL2_1604
000A: @39 +=  1  ;; integer values
0002: jump POOL2_1597

:POOL2_1606
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_1611
0051: return

:POOL2_1612
0051: return

:POOL2_1613
0050: gosub POOL2_5874
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_1722
00D6: if  0
00E1:   key_pressed @180  15
004D: jump_if_false POOL2_1628
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false POOL2_1627
0006: @34 =  5  ;; integer values
0006: @35 =  0  ;; integer values
0006: @127 =  1  ;; integer values
0006: @245 =  1  ;; integer values

:POOL2_1627
0002: jump POOL2_1721

:POOL2_1628
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false POOL2_1632
0006: @127 =  0  ;; integer values

:POOL2_1632
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_1637
0050: gosub POOL2_2004
000A: @35 +=  1  ;; integer values

:POOL2_1637
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false POOL2_1641
0050: gosub POOL2_5526

:POOL2_1641
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false POOL2_1680
0050: gosub POOL2_1790
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false POOL2_1679
00D6: if  0
0A4B:  
004D: jump_if_false POOL2_1663
00D6: if  0
00E1:   key_pressed @180  3
004D: jump_if_false POOL2_1661
0494: get_joystick_data @180 $17 $18 $19 $20
008F: @42 = integer_to_float $20  
0017: @42 /=  128.0  ;; floating-point values 
0013: @42 *= -.2  ;; floating-point values 
0007: @246 =  .2  ;; floating-point values
005B: @246 += @42  ;; floating-point values 
0002: jump POOL2_1662

:POOL2_1661
0007: @246 =  .2  ;; floating-point values

:POOL2_1662
0002: jump POOL2_1678

:POOL2_1663
0A4A: @201 @202 
005B: @200 += @202  ;; floating-point values 
00D6: if  0
0021:   @200 >  128.0  ;; floating-point values
004D: jump_if_false POOL2_1669
0007: @200 =  128.0  ;; floating-point values

:POOL2_1669
00D6: if  0
0023:   -128.0 > @200  ;; floating-point values
004D: jump_if_false POOL2_1673
0007: @200 = -128.0  ;; floating-point values

:POOL2_1673
0087: @42 = @200  ;; floating-point values only
0017: @42 /=  128.0  ;; floating-point values 
0013: @42 *= -.2  ;; floating-point values 
0007: @246 =  .2  ;; floating-point values
005B: @246 += @42  ;; floating-point values 

:POOL2_1678
0002: jump POOL2_1680

:POOL2_1679
0007: @246 =  0.0  ;; floating-point values

:POOL2_1680
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false POOL2_1689
00D6: if  0
0021:   @246 >  .25  ;; floating-point values
004D: jump_if_false POOL2_1688
0050: gosub POOL2_2103
0002: jump POOL2_1689

:POOL2_1688
0050: gosub POOL2_1983

:POOL2_1689
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_1697
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1697
0050: gosub POOL2_2026
000A: @35 +=  1  ;; integer values

:POOL2_1697
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false POOL2_1701
0050: gosub POOL2_1823

:POOL2_1701
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false POOL2_1714
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1714
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: @215  1 
0006: @32 =  0  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_1714
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_1721
03E6: remove_text_box
0006: @32 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_1721
0002: jump POOL2_1789

:POOL2_1722
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_1727
0050: gosub POOL2_2004
000A: @35 +=  1  ;; integer values

:POOL2_1727
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false POOL2_1748
0050: gosub POOL2_1790
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false POOL2_1746
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false POOL2_1739
0007: @246 =  .2  ;; floating-point values
0002: jump POOL2_1745

:POOL2_1739
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false POOL2_1744
0007: @246 =  0.0  ;; floating-point values
0002: jump POOL2_1745

:POOL2_1744
0007: @246 =  1.0  ;; floating-point values

:POOL2_1745
0002: jump POOL2_1748

:POOL2_1746
0006: @32 =  0  ;; integer values
0007: @246 =  0.0  ;; floating-point values

:POOL2_1748
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false POOL2_1757
00D6: if  0
0021:   @246 >  .25  ;; floating-point values
004D: jump_if_false POOL2_1756
0050: gosub POOL2_2103
0002: jump POOL2_1757

:POOL2_1756
0050: gosub POOL2_1983

:POOL2_1757
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_1765
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1765
0050: gosub POOL2_2026
000A: @35 +=  1  ;; integer values

:POOL2_1765
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false POOL2_1769
0050: gosub POOL2_1823

:POOL2_1769
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false POOL2_1782
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1782
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: @215  1 
0006: @32 =  0  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_1782
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_1789
03E6: remove_text_box
0006: @32 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_1789
0051: return

:POOL2_1790
0006: @252 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1822
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false POOL2_1801
00D6: if  0
0611: @215 "POOL_SHORT_SHOT" 
004D: jump_if_false POOL2_1801
0006: @252 =  1  ;; integer values

:POOL2_1801
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false POOL2_1808
00D6: if  0
0611: @215 "POOL_MED_SHOT" 
004D: jump_if_false POOL2_1808
0006: @252 =  1  ;; integer values

:POOL2_1808
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false POOL2_1815
00D6: if  0
0611: @215 "POOL_LONG_SHOT" 
004D: jump_if_false POOL2_1815
0006: @252 =  1  ;; integer values

:POOL2_1815
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false POOL2_1822
00D6: if  0
0611: @215 "POOL_XLONG_SHOT" 
004D: jump_if_false POOL2_1822
0006: @252 =  1  ;; integer values

:POOL2_1822
0051: return

:POOL2_1823
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1878
00D6: if  0
0039:   @251 ==  0  ;; integer values
004D: jump_if_false POOL2_1878
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false POOL2_1841
0615: @47 
0812: unknown_action_sequence -1 "POOL_SHORT_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_SHORT_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_1840
0618: @215 @47 

:POOL2_1840
061B: @47 

:POOL2_1841
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false POOL2_1853
0615: @47 
0812: unknown_action_sequence -1 "POOL_MED_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_MED_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_1852
0618: @215 @47 

:POOL2_1852
061B: @47 

:POOL2_1853
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false POOL2_1865
0615: @47 
0812: unknown_action_sequence -1 "POOL_LONG_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_LONG_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_1864
0618: @215 @47 

:POOL2_1864
061B: @47 

:POOL2_1865
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false POOL2_1877
0615: @47 
0812: unknown_action_sequence -1 "POOL_XLONG_START" "POOL"  8.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "POOL_XLONG_SHOT" "POOL"  4.0  0  0  0  0 -1 
0616: @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_1876
0618: @215 @47 

:POOL2_1876
061B: @47 

:POOL2_1877
000A: @251 +=  1  ;; integer values

:POOL2_1878
00D6: if  0
0039:   @251 ==  1  ;; integer values
004D: jump_if_false POOL2_1929
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false POOL2_1927
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1926
062E: @215  1560 @39 
00D6: if  0
84A4:   NOT @39  7 
004D: jump_if_false POOL2_1924
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false POOL2_1899
00D6: if  0
0611: @215 "POOL_SHORT_SHOT" 
004D: jump_if_false POOL2_1899
0614: @215 "POOL_SHORT_SHOT" @247 
0393: @215 "POOL_SHORT_SHOT" @248 

:POOL2_1899
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false POOL2_1907
00D6: if  0
0611: @215 "POOL_MED_SHOT" 
004D: jump_if_false POOL2_1907
0614: @215 "POOL_MED_SHOT" @247 
0393: @215 "POOL_MED_SHOT" @248 

:POOL2_1907
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false POOL2_1915
00D6: if  0
0611: @215 "POOL_LONG_SHOT" 
004D: jump_if_false POOL2_1915
0614: @215 "POOL_LONG_SHOT" @247 
0393: @215 "POOL_LONG_SHOT" @248 

:POOL2_1915
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false POOL2_1923
00D6: if  0
0611: @215 "POOL_XLONG_SHOT" 
004D: jump_if_false POOL2_1923
0614: @215 "POOL_XLONG_SHOT" @247 
0393: @215 "POOL_XLONG_SHOT" @248 

:POOL2_1923
0002: jump POOL2_1926

:POOL2_1924
0006: @32 =  0  ;; integer values
000A: @251 +=  1  ;; integer values

:POOL2_1926
0002: jump POOL2_1929

:POOL2_1927
0006: @32 =  0  ;; integer values
000A: @251 +=  1  ;; integer values

:POOL2_1929
00D6: if  0
0039:   @251 ==  2  ;; integer values
004D: jump_if_false POOL2_1971
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1971
062E: @215  1560 @39 
00D6: if  1
84A4:   NOT @39  7 
001B:    5000 > @32  ;; integer values
004D: jump_if_false POOL2_1970
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  0
0023:    .8 > @248  ;; floating-point values
004D: jump_if_false POOL2_1948
000B: @248 +=  .01  ;; floating-point values

:POOL2_1948
00D6: if  1
0023:    1.2 > @248  ;; floating-point values
0021:   @248 >  .8  ;; floating-point values
004D: jump_if_false POOL2_1953
0007: @248 =  1.0  ;; floating-point values

:POOL2_1953
00D6: if  0
0611: @215 "POOL_SHORT_SHOT" 
004D: jump_if_false POOL2_1957
0393: @215 "POOL_SHORT_SHOT" @248 

:POOL2_1957
00D6: if  0
0611: @215 "POOL_MED_SHOT" 
004D: jump_if_false POOL2_1961
0393: @215 "POOL_MED_SHOT" @248 

:POOL2_1961
00D6: if  0
0611: @215 "POOL_LONG_SHOT" 
004D: jump_if_false POOL2_1965
0393: @215 "POOL_LONG_SHOT" @248 

:POOL2_1965
00D6: if  0
0611: @215 "POOL_XLONG_SHOT" 
004D: jump_if_false POOL2_1969
0393: @215 "POOL_XLONG_SHOT" @248 

:POOL2_1969
0002: jump POOL2_1971

:POOL2_1970
000A: @251 +=  1  ;; integer values

:POOL2_1971
00D6: if  0
0039:   @251 ==  3  ;; integer values
004D: jump_if_false POOL2_1982
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_1981
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_1981
0812: unknown_action_sequence @215 "POOL_IDLE_STANCE" "POOL"  4.0  1  0  0  0 -1 

:POOL2_1981
000A: @35 +=  1  ;; integer values

:POOL2_1982
0051: return

:POOL2_1983
0087: @42 = @246  ;; floating-point values only
0063: @42 -= @247  ;; floating-point values 
00D6: if  21
0031:   @42 >=  .05  ;; floating-point values 
0033:   -.05 >= @42  ;; floating-point values 
004D: jump_if_false POOL2_2002
0017: @42 /=  3.0  ;; floating-point values 
00D6: if  1
0023:    .01 > @42  ;; floating-point values
0021:   @42 > -.01  ;; floating-point values
004D: jump_if_false POOL2_2000
00D6: if  0
0021:   @42 >  0.0  ;; floating-point values
004D: jump_if_false POOL2_1999
0007: @42 =  .01  ;; floating-point values
0002: jump POOL2_2000

:POOL2_1999
0007: @42 = -.01  ;; floating-point values

:POOL2_2000
005B: @247 += @42  ;; floating-point values 
0002: jump POOL2_2003

:POOL2_2002
0087: @247 = @246  ;; floating-point values only

:POOL2_2003
0051: return

:POOL2_2004
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  0
8039:   NOT   @230 ==  0  ;; integer values
004D: jump_if_false POOL2_2024
0512: permanent_text_box 'PL_H4'

:POOL2_2024
0050: gosub POOL2_5298
0051: return

:POOL2_2026
0619: @215  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  0
003B:   @213 == @215  ;; integer values 
004D: jump_if_false POOL2_2053
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_2052
04C4: create_coordinate $73 $74 $75 from_actor @213 offset  0.0 -1.5  0.0
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_2052
00A1: put_actor @214 at @225 @226 @227
00D6: if  0
00EC:   actor @214  0 ()near_point $73 $74 radius  2.0  2.0
004D: jump_if_false POOL2_2048
04C4: create_coordinate $73 $74 $75 from_actor @214 offset -2.0  0.0 -1.0
00A1: put_actor @214 at $73 $74 $75

:POOL2_2048
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_2052
0655: unknown_action_sequence @214 @82  10000 

:POOL2_2052
0002: jump POOL2_2070

:POOL2_2053
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_2070
04C4: create_coordinate $73 $74 $75 from_actor @214 offset  0.0 -1.5  0.0
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_2070
00A1: put_actor @213 at @221 @222 @223
00D6: if  0
00EC:   actor @213  0 ()near_point $73 $74 radius  2.0  2.0
004D: jump_if_false POOL2_2070
04C4: create_coordinate $73 $74 $75 from_actor @213 offset -2.0  0.0 -1.0
00A1: put_actor @213 at $73 $74 $75
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_2070
0655: unknown_action_sequence @213 @82  10000 

:POOL2_2070
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false POOL2_2077
04C4: create_coordinate $73 $74 $75 from_actor @215 offset  .1532 -.9733  1.1819
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
04C4: create_coordinate $73 $74 $75 from_actor @215 offset -.0267 -.3468  .4236
0160: point_camera $73 $74 $75  2

:POOL2_2077
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false POOL2_2083
0005: $73 =  .4  ;; floating-point values
0005: $74 = -1.0  ;; floating-point values
0005: $75 =  1.0  ;; floating-point values

:POOL2_2083
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false POOL2_2089
0005: $73 =  .3  ;; floating-point values
0005: $74 = -.5  ;; floating-point values
0005: $75 =  1.0  ;; floating-point values

:POOL2_2089
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false POOL2_2095
0005: $73 =  .3  ;; floating-point values
0005: $74 = -.5  ;; floating-point values
0005: $75 =  1.0  ;; floating-point values

:POOL2_2095
00D6: if  0
8039:   NOT   @600 ==  1  ;; integer values
004D: jump_if_false POOL2_2102
04C4: create_coordinate $73 $74 $75 from_actor @215 offset $73 $74 $75
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @82 offset  0.0  .3  0.0
0160: point_camera $73 $74 $75  2

:POOL2_2102
0051: return

:POOL2_2103
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_2116
0087: @249 = @246  ;; floating-point values only
0063: @249 -= @247  ;; floating-point values 
0017: @249 /=  .1  ;; floating-point values 
0087: @248 = @249  ;; floating-point values only
0013: @248 *=  2.0  ;; floating-point values 
00D6: if  0
0023:    .6 > @248  ;; floating-point values
004D: jump_if_false POOL2_2115
0007: @248 =  .6  ;; floating-point values

:POOL2_2115
0002: jump POOL2_2123

:POOL2_2116
0087: @248 = @364  ;; floating-point values only
0013: @248 *=  2.0  ;; floating-point values 
00D6: if  0
0023:    .6 > @248  ;; floating-point values
004D: jump_if_false POOL2_2122
0007: @248 =  .6  ;; floating-point values

:POOL2_2122
0087: @249 = @364  ;; floating-point values only

:POOL2_2123
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_2221
0176: $72 = object @82 z_angle
02F6: @42 = cosine $72  ;; sinus swapped with cosine
0087: @169 = @42  ;; floating-point values only
0013: @169 *= -1.0  ;; floating-point values 
02F7: @42 = sinus $72 ;; cosine swapped with sinus
0087: @170 = @42  ;; floating-point values only
0007: @171 =  0.0  ;; floating-point values
01BB: store_object @82 position_to $73 $74 $75
0089: @165 = $73  ;; floating-point values only
005B: @165 += @169  ;; floating-point values 
0089: @166 = $74  ;; floating-point values only
005B: @166 += @170  ;; floating-point values 
0509: @42 = distance between point $73 $74 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: unknown_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_2152
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_2158
0006: @109(@39,16i) =  0  ;; integer values
000A: @39 +=  1  ;; integer values
0002: jump POOL2_2152

:POOL2_2158
097B: @82  1014 
0007: @253 =  0.0  ;; floating-point values
0007: @254 =  0.0  ;; floating-point values
0088: $73 = @622  ;; floating-point values only
0067: $73 -= @618  ;; floating-point values
0088: $74 = @623  ;; floating-point values only
0067: $74 -= @619  ;; floating-point values
0075: $73 /= @620  ;; floating-point values 
0075: $74 /= @621  ;; floating-point values 
00D6: if  0
0039:   @230 ==  0  ;; integer values
004D: jump_if_false POOL2_2172
0208: $73 = random_float -.2  .2
0208: $74 = random_float -.2  .2

:POOL2_2172
00D6: if  24
0020:   $73 >  .2  ;; floating-point values
0022:   -.2 > $73  ;; floating-point values
0020:   $74 >  .2  ;; floating-point values
0022:   -.2 > $74  ;; floating-point values
0039:   @230 ==  0  ;; integer values
004D: jump_if_false POOL2_2192
006D: $73 *= @249  ;; floating-point values
006D: $74 *= @249  ;; floating-point values
0089: @253 = $73  ;; floating-point values only
0013: @253 *=  .5  ;; floating-point values 
0089: @254 = $74  ;; floating-point values only
0013: @254 *= -.5  ;; floating-point values 
0011: $73 *=  10.0  ;; floating-point values
0011: $74 *=  10.0  ;; floating-point values
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_2191
05A2: @82 $74  0.0 $73 

:POOL2_2191
0002: jump POOL2_2194

:POOL2_2192
0007: @253 =  0.0  ;; floating-point values
0007: @254 =  0.0  ;; floating-point values

:POOL2_2194
0007: @622 =  559.0  ;; floating-point values
0007: @623 =  381.0  ;; floating-point values
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_2205
03A9: write_debug_newline
DEFINE TABLE Tables\Table20.bin
03A8: write_debug_float @249 
03A8: write_debug_float $73 
03A8: write_debug_float $74 
03A8: write_debug_float $75 

:POOL2_2205
0382: set_object @82 collision_detection  1
0392: object @82 toggle_in_moving_list  1
00D6: if  0
8118:   NOT   actor @213 dead
004D: jump_if_false POOL2_2214
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_2214
0655: unknown_action_sequence @213 @82  10000 

:POOL2_2214
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false POOL2_2221
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_2221
0655: unknown_action_sequence @214 @82  10000 

:POOL2_2221
0006: @250 =  1  ;; integer values
0051: return

:POOL2_2223
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_2252
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_2252
01BB: store_object @163 position_to $73 $74 $75
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @584  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @588  ;; floating-point values 
005F: $73 += @169  ;; floating-point values 
005F: $74 += @170  ;; floating-point values 
0009: $75 +=  2.5  ;; floating-point values
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
01BB: store_object @163 position_to $73 $74 $75
0009: $75 +=  .5  ;; floating-point values
0160: point_camera $73 $74 $75  2
0006: @32 =  0  ;; integer values
04C4: create_coordinate @165 @166 @167 from_actor @215 offset  0.0 -.2  0.0
02CE: @167 = ground_z @165 @166 @167
0172: $72 = actor @215 z_angle
00A1: put_actor @215 at @610 @611 @612
0173: set_actor @215 z_angle_to $72
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_2251
0812: unknown_action_sequence @215 "POOL_IDLE_STANCE" "POOL"  1000.0  1  1  1  0 -1 

:POOL2_2251
000A: @35 +=  1  ;; integer values

:POOL2_2252
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_2271
0006: @39 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:POOL2_2257
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_2266
00D6: if  0
0039:   @109(@39,16i) ==  1  ;; integer values
004D: jump_if_false POOL2_2264
000A: @40 +=  1  ;; integer values

:POOL2_2264
000A: @39 +=  1  ;; integer values
0002: jump POOL2_2257

:POOL2_2266
00D6: if  0
0039:   @40 ==  16  ;; integer values
004D: jump_if_false POOL2_2271
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:POOL2_2271
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false POOL2_2278
00D6: if  0
0019:   @32 >  700  ;; integer values
004D: jump_if_false POOL2_2278
0006: @35 =  99  ;; integer values

:POOL2_2278
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_2284
03E6: remove_text_box
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_2284
0051: return

:POOL2_2285
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_2290
0006: @274 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_2290
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_2298
00D6: if  0
0039:   @278 == -1  ;; integer values
004D: jump_if_false POOL2_2297
0006: @274 =  1  ;; integer values

:POOL2_2297
000A: @35 +=  1  ;; integer values

:POOL2_2298
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false POOL2_2336
00D6: if  0
8039:   NOT   @278 == -1  ;; integer values
004D: jump_if_false POOL2_2335
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_2312
00D6: if  0
0039:   @278 ==  8  ;; integer values
004D: jump_if_false POOL2_2311
0006: @274 =  2  ;; integer values

:POOL2_2311
0002: jump POOL2_2335

:POOL2_2312
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false POOL2_2320
00D6: if  0
0029:   @278 >=  8  ;; integer values
004D: jump_if_false POOL2_2319
0006: @274 =  2  ;; integer values

:POOL2_2319
0002: jump POOL2_2335

:POOL2_2320
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false POOL2_2328
00D6: if  0
002B:    8 >= @278  ;; integer values 
004D: jump_if_false POOL2_2327
0006: @274 =  2  ;; integer values

:POOL2_2327
0002: jump POOL2_2335

:POOL2_2328
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false POOL2_2335
00D6: if  0
8039:   NOT   @278 ==  8  ;; integer values
004D: jump_if_false POOL2_2335
0006: @274 =  2  ;; integer values

:POOL2_2335
000A: @35 +=  1  ;; integer values

:POOL2_2336
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false POOL2_2344
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false POOL2_2343
0006: @274 =  3  ;; integer values

:POOL2_2343
000A: @35 +=  1  ;; integer values

:POOL2_2344
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false POOL2_2440
00D6: if  0
0039:   @271 ==  1  ;; integer values
004D: jump_if_false POOL2_2388
00D6: if  0
8039:   NOT   @274 ==  3  ;; integer values
004D: jump_if_false POOL2_2387
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_2363
00D6: if  0
8039:   NOT   @263 ==  1  ;; integer values
004D: jump_if_false POOL2_2362
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false POOL2_2362

:POOL2_2362
0002: jump POOL2_2387

:POOL2_2363
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false POOL2_2371
00D6: if  0
0019:   @273 >  0  ;; integer values
004D: jump_if_false POOL2_2370
0006: @274 =  4  ;; integer values

:POOL2_2370
0002: jump POOL2_2387

:POOL2_2371
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false POOL2_2379
00D6: if  0
0019:   @272 >  0  ;; integer values
004D: jump_if_false POOL2_2378
0006: @274 =  4  ;; integer values

:POOL2_2378
0002: jump POOL2_2387

:POOL2_2379
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false POOL2_2387
00D6: if  21
0019:   @272 >  0  ;; integer values
0019:   @273 >  0  ;; integer values
004D: jump_if_false POOL2_2387
0006: @274 =  4  ;; integer values

:POOL2_2387
0002: jump POOL2_2439

:POOL2_2388
00D6: if  0
0019:   @271 >  1  ;; integer values
004D: jump_if_false POOL2_2439
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_2415
00D6: if  1
0019:   @272 >  0  ;; integer values
0039:   @273 ==  0  ;; integer values
004D: jump_if_false POOL2_2404
00D6: if  0
8039:   NOT   @263 ==  1  ;; integer values
004D: jump_if_false POOL2_2404
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false POOL2_2404

:POOL2_2404
00D6: if  1
0039:   @272 ==  0  ;; integer values
0019:   @273 >  0  ;; integer values
004D: jump_if_false POOL2_2414
00D6: if  0
8039:   NOT   @263 ==  1  ;; integer values
004D: jump_if_false POOL2_2414
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false POOL2_2414

:POOL2_2414
0002: jump POOL2_2439

:POOL2_2415
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false POOL2_2423
00D6: if  0
0019:   @273 >  0  ;; integer values
004D: jump_if_false POOL2_2422
0006: @274 =  4  ;; integer values

:POOL2_2422
0002: jump POOL2_2439

:POOL2_2423
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false POOL2_2431
00D6: if  0
0019:   @272 >  0  ;; integer values
004D: jump_if_false POOL2_2430
0006: @274 =  4  ;; integer values

:POOL2_2430
0002: jump POOL2_2439

:POOL2_2431
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false POOL2_2439
00D6: if  21
0019:   @273 >  0  ;; integer values
0019:   @272 >  0  ;; integer values
004D: jump_if_false POOL2_2439
0006: @274 =  4  ;; integer values

:POOL2_2439
000A: @35 +=  1  ;; integer values

:POOL2_2440
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false POOL2_2459
00D6: if  0
8039:   NOT   @231 ==  2  ;; integer values
004D: jump_if_false POOL2_2451
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false POOL2_2450
0006: @274 =  5  ;; integer values

:POOL2_2450
0002: jump POOL2_2458

:POOL2_2451
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false POOL2_2458
00D6: if  0
8039:   NOT   @274 ==  0  ;; integer values
004D: jump_if_false POOL2_2458
0006: @274 =  5  ;; integer values

:POOL2_2458
000A: @35 +=  1  ;; integer values

:POOL2_2459
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false POOL2_2473
00D6: if  0
0039:   @274 ==  0  ;; integer values
004D: jump_if_false POOL2_2472
00D6: if  0
0039:   @271 ==  0  ;; integer values
004D: jump_if_false POOL2_2472
00D6: if  0
0039:   @277 ==  0  ;; integer values
004D: jump_if_false POOL2_2472
0006: @274 =  6  ;; integer values

:POOL2_2472
0006: @35 =  99  ;; integer values

:POOL2_2473
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_2508
00D6: if  3
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_2505
00D6: if  0
001D:   @272 > @273  ;; integer values  
004D: jump_if_false POOL2_2494
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2491
0006: @217 =  0  ;; integer values
0006: @218 =  1  ;; integer values
0002: jump POOL2_2493

:POOL2_2491
0006: @217 =  1  ;; integer values
0006: @218 =  0  ;; integer values

:POOL2_2493
0002: jump POOL2_2505

:POOL2_2494
00D6: if  0
001D:   @273 > @272  ;; integer values  
004D: jump_if_false POOL2_2505
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2503
0006: @217 =  1  ;; integer values
0006: @218 =  0  ;; integer values
0002: jump POOL2_2505

:POOL2_2503
0006: @217 =  0  ;; integer values
0006: @218 =  1  ;; integer values

:POOL2_2505
03E6: remove_text_box
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:POOL2_2508
0051: return

:POOL2_2509
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_2765
0006: @32 =  0  ;; integer values
00D6: if  4
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_2532
00D6: if  1
0039:   @72 ==  1  ;; integer values
0039:   @73 ==  1  ;; integer values
004D: jump_if_false POOL2_2532
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false POOL2_2528
0006: @217 =  2  ;; integer values

:POOL2_2528
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false POOL2_2532
0006: @218 =  2  ;; integer values

:POOL2_2532
00D6: if  4
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_2551
00D6: if  1
0039:   @80 ==  1  ;; integer values
0039:   @81 ==  1  ;; integer values
004D: jump_if_false POOL2_2551
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false POOL2_2547
0006: @217 =  2  ;; integer values

:POOL2_2547
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false POOL2_2551
0006: @218 =  2  ;; integer values

:POOL2_2551
0871: init_jump_table @274 total_jumps  7  0 POOL2_2749 jumps  0 POOL2_2552  1 POOL2_2600  2 POOL2_2628  3 POOL2_2656  4 POOL2_2684  5 POOL2_2712  6 POOL2_2721 

:POOL2_2552
00D6: if  0
0019:   @271 >  0  ;; integer values
004D: jump_if_false POOL2_2572
00D6: if  0
8039:   NOT   @74 ==  1  ;; integer values
004D: jump_if_false POOL2_2568
0006: @232 =  0  ;; integer values
0006: @233 =  1  ;; integer values
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2565
0085: @231 = @217  ;; integer values and handles
0002: jump POOL2_2566

:POOL2_2565
0085: @231 = @218  ;; integer values and handles

:POOL2_2566
0006: @35 =  99  ;; integer values
0002: jump POOL2_2571

:POOL2_2568
0006: @276 =  1  ;; integer values
0006: @275 =  1  ;; integer values
0006: @35 =  99  ;; integer values

:POOL2_2571
0002: jump POOL2_2599

:POOL2_2572
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2590
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  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false POOL2_2587
04AF: @180 = unknown_wav_reference  1 
0002: jump POOL2_2588

:POOL2_2587
04AF: @180 = unknown_wav_reference  0 

:POOL2_2588
0006: @35 =  99  ;; integer values
0002: jump POOL2_2599

:POOL2_2590
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_2599
0002: jump POOL2_2749

:POOL2_2600
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2618
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  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false POOL2_2615
04AF: @180 = unknown_wav_reference  1 
0002: jump POOL2_2616

:POOL2_2615
04AF: @180 = unknown_wav_reference  0 

:POOL2_2616
0006: @35 =  99  ;; integer values
0002: jump POOL2_2627

:POOL2_2618
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_2627
0002: jump POOL2_2749

:POOL2_2628
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2646
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  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false POOL2_2643
04AF: @180 = unknown_wav_reference  1 
0002: jump POOL2_2644

:POOL2_2643
04AF: @180 = unknown_wav_reference  0 

:POOL2_2644
0006: @35 =  99  ;; integer values
0002: jump POOL2_2655

:POOL2_2646
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_2655
0002: jump POOL2_2749

:POOL2_2656
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2674
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  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false POOL2_2671
04AF: @180 = unknown_wav_reference  1 
0002: jump POOL2_2672

:POOL2_2671
04AF: @180 = unknown_wav_reference  0 

:POOL2_2672
0006: @35 =  99  ;; integer values
0002: jump POOL2_2683

:POOL2_2674
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_2683
0002: jump POOL2_2749

:POOL2_2684
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2702
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  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false POOL2_2699
04AF: @180 = unknown_wav_reference  1 
0002: jump POOL2_2700

:POOL2_2699
04AF: @180 = unknown_wav_reference  0 

:POOL2_2700
0006: @35 =  99  ;; integer values
0002: jump POOL2_2711

:POOL2_2702
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_2711
0002: jump POOL2_2749

:POOL2_2712
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false POOL2_2717
0006: @275 =  0  ;; integer values
0002: jump POOL2_2718

:POOL2_2717
0006: @275 =  1  ;; integer values

:POOL2_2718
0006: @276 =  1  ;; integer values
0006: @35 =  99  ;; integer values
0002: jump POOL2_2749

:POOL2_2721
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2739
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  0
0039:   @220 ==  1  ;; integer values
004D: jump_if_false POOL2_2736
04AF: @180 = unknown_wav_reference  1 
0002: jump POOL2_2737

:POOL2_2736
04AF: @180 = unknown_wav_reference  0 

:POOL2_2737
0006: @35 =  99  ;; integer values
0002: jump POOL2_2748

:POOL2_2739
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_2748
0002: jump POOL2_2749

:POOL2_2749
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false POOL2_2757
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_2756
0512: permanent_text_box 'PL_H5'

:POOL2_2756
0002: jump POOL2_2763

:POOL2_2757
00D6: if  0
04A4: @180  0 
004D: jump_if_false POOL2_2762
0512: permanent_text_box 'PL_H8'
0002: jump POOL2_2763

:POOL2_2762
0512: permanent_text_box 'PL_H9'

:POOL2_2763
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:POOL2_2765
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_2782
0050: gosub POOL2_5676
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false POOL2_2777
00D6: if  0
00E1:   key_pressed @180  16
004D: jump_if_false POOL2_2776
000A: @35 +=  1  ;; integer values

:POOL2_2776
0002: jump POOL2_2782

:POOL2_2777
00D6: if  21
0019:   @33 >  2000  ;; integer values
00E1:   key_pressed @180  16
004D: jump_if_false POOL2_2782
000A: @35 +=  1  ;; integer values

:POOL2_2782
00D6: if  0
0039:   @35 ==  100  ;; integer values
004D: jump_if_false POOL2_2807
03E6: remove_text_box
0006: @39 =  0  ;; integer values
0006: @271 =  0  ;; integer values

:POOL2_2788
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_2794
0006: @255(@39,16i) =  0  ;; integer values
000A: @39 +=  1  ;; integer values
0002: jump POOL2_2788

:POOL2_2794
0006: @272 =  0  ;; integer values
0006: @273 =  0  ;; integer values
00D6: if  0
0039:   @276 ==  1  ;; integer values
004D: jump_if_false POOL2_2803
0006: @184 =  1  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0002: jump POOL2_2806

:POOL2_2803
0006: @184 =  0  ;; integer values
0006: @34 =  3  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_2806
0001: wait  0 ms

:POOL2_2807
0051: return

:POOL2_2808
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false POOL2_2864
00D6: if  0
0039:   @275 ==  0  ;; integer values
004D: jump_if_false POOL2_2823
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2820
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles
0002: jump POOL2_2822

:POOL2_2820
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles

:POOL2_2822
0002: jump POOL2_2831

:POOL2_2823
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false POOL2_2829
0085: @215 = @213  ;; integer values and handles
0085: @216 = @106  ;; integer values and handles
0002: jump POOL2_2831

:POOL2_2829
0085: @215 = @214  ;; integer values and handles
0085: @216 = @107  ;; integer values and handles

:POOL2_2831
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_2864
04C4: create_coordinate $73 $74 $75 from_actor @215 offset  1.0  2.0  0.0
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0159: camera_on_ped @215  15  2
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false POOL2_2856
00D6: if  0
003B:   @215 == @213  ;; integer values 
004D: jump_if_false POOL2_2852
0085: @39 = @162  ;; integer values and handles
0012: @39 *=  2  ;; integer values 
0109: player $PLAYER_CHAR money += @39
004F: create_thread CASHWIN_1 @39  5000  80 
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_2851
03FE: set_actor @164 money  0

:POOL2_2851
0002: jump POOL2_2855

:POOL2_2852
0085: @39 = @162  ;; integer values and handles
0012: @39 *= -1  ;; integer values 
004F: create_thread CASHWIN_1 @39  5000  80 

:POOL2_2855
0002: jump POOL2_2862

:POOL2_2856
00D6: if  0
003B:   @215 == @213  ;; integer values 
004D: jump_if_false POOL2_2861
00BA: text_styled 'PL_08'  5000 ms  1
0002: jump POOL2_2862

:POOL2_2861
00BA: text_styled 'PL_09'  5000 ms  1

:POOL2_2862
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:POOL2_2864
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false POOL2_2871
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false POOL2_2871
000A: @35 +=  1  ;; integer values

:POOL2_2871
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false POOL2_2915
016A: fade  0 ()  500 ms

:POOL2_2875
00D6: if  0
016B:   fading
004D: jump_if_false POOL2_2880
0001: wait  0 ms
0002: jump POOL2_2875

:POOL2_2880
0006: @39 =  0  ;; integer values

:POOL2_2881
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_2890
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_2888
0108: destroy_object @82(@39,16i)

:POOL2_2888
000A: @39 +=  1  ;; integer values
0002: jump POOL2_2881

:POOL2_2890
0400: create_coordinate $73 $74 $75 from_object @163 offset -.2734375 -.0546875  .9296875
029B: @82 = init_object #K_POOLBALLCUE at $73 $74 $75
0176: $72 = object @163 z_angle
0009: $72 +=  270.0  ;; floating-point values
0177: set_object @82 z_angle_to $72
0400: create_coordinate @558 @559 @560 from_object @163 offset  .3408 -.0284  .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_5231
0006: @35 =  99  ;; integer values

:POOL2_2915
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false POOL2_2921
03E6: remove_text_box
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:POOL2_2921
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:  2  0  0  0  255 
0349: text_draw_style =  3  
0904:  6 $3397 $3398 $3399 $3400 
0340: set_text_draw_color $3397 $3398 $3399  255
0051: return

:POOL2_2934
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_2940
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_2947
0006: @255(@39,16i) =  0  ;; integer values
0006: @66(@39,16i) =  0  ;; integer values
000A: @39 +=  1  ;; integer values
0002: jump POOL2_2940

:POOL2_2947
0006: @232 =  0  ;; integer values
0006: @276 =  0  ;; integer values
0006: @34 =  1  ;; integer values
0006: @35 =  0  ;; integer values
0051: return

:POOL2_2952
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false POOL2_2957
01BB: store_object @163 position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  10.0

:POOL2_2957
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_2962
05A8: @82 @48 
05A6: @82 @49 @50 @51 

:POOL2_2962
00D6: if  0
0019:   @206 >  2000  ;; integer values
004D: jump_if_false POOL2_3019
0088: $73 = @204  ;; floating-point values only
0011: $73 *= -1.0  ;; floating-point values
0006: @39 =  0  ;; integer values

:POOL2_2968
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_3019
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_3016
05A8: @82(@39,16i) @42 
00D6: if  0
0025:   @203 > @42  ;; floating-point values  
004D: jump_if_false POOL2_3014
00D6: if  0
0023:    .005 > @42  ;; floating-point values
004D: jump_if_false POOL2_3007
05A6: @82(@39,16i) @42 @43 @44 
0006: @40 =  0  ;; integer values
00D6: if  21
0025:   @42 > @204  ;; floating-point values  
0026:   $73 > @42  ;; floating-point values 
004D: jump_if_false POOL2_2988
0006: @40 =  1  ;; integer values

:POOL2_2988
00D6: if  21
0025:   @43 > @204  ;; floating-point values  
0026:   $73 > @43  ;; floating-point values 
004D: jump_if_false POOL2_2993
0006: @40 =  1  ;; integer values

:POOL2_2993
00D6: if  21
0025:   @44 > @204  ;; floating-point values  
0026:   $73 > @44  ;; floating-point values 
004D: jump_if_false POOL2_2998
0006: @40 =  1  ;; integer values

:POOL2_2998
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false POOL2_3005
0381: throw_object @82(@39,16i) distance  0.0  0.0  0.0
05A2: @82(@39,16i)  0.0  0.0  0.0 
0006: @109(@39,16i) =  1  ;; integer values
0002: jump POOL2_3006

:POOL2_3005
0006: @109(@39,16i) =  0  ;; integer values

:POOL2_3006
0002: jump POOL2_3013

:POOL2_3007
059F: @82(@39,16i) $73 $74 $75 
0011: $73 *=  .9  ;; floating-point values
0011: $74 *=  .9  ;; floating-point values
0011: $75 *=  .9  ;; floating-point values
0381: throw_object @82(@39,16i) distance $73 $74 $75
0006: @109(@39,16i) =  0  ;; integer values

:POOL2_3013
0002: jump POOL2_3015

:POOL2_3014
0006: @109(@39,16i) =  0  ;; integer values

:POOL2_3015
0002: jump POOL2_3017

:POOL2_3016
0006: @109(@39,16i) =  1  ;; integer values

:POOL2_3017
000A: @39 +=  1  ;; integer values
0002: jump POOL2_2968

:POOL2_3019
00D6: if  0
8039:   NOT   @108 ==  1  ;; integer values
004D: jump_if_false POOL2_3028
0085: @358 = @213  ;; integer values and handles
0085: @359 = @106  ;; integer values and handles
0050: gosub POOL2_3519
0085: @358 = @214  ;; integer values and handles
0085: @359 = @107  ;; integer values and handles
0050: gosub POOL2_3519

:POOL2_3028
0013: @253 *=  .98  ;; floating-point values 
0013: @254 *=  .98  ;; floating-point values 
0006: @39 =  0  ;; integer values

:POOL2_3031
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_3067
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_3065
01BB: store_object @82(@39,16i) position_to $73 $74 $75
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  0
0027:   @42 > $75  ;; floating-point values only
004D: jump_if_false POOL2_3065
00D6: if  0
0039:   @66(@39,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_3065
097A: $73 $74 $75  1017 
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_3053
0108: destroy_object @82(@39,16i)

:POOL2_3053
0006: @66(@39,16i) =  1  ;; integer values
0006: @255(@39,16i) =  1  ;; integer values
000A: @271 +=  1  ;; integer values
00D6: if  1
0019:   @39 >  0  ;; integer values
001B:    8 > @39  ;; integer values
004D: jump_if_false POOL2_3061
000A: @272 +=  1  ;; integer values

:POOL2_3061
00D6: if  0
0019:   @39 >  8  ;; integer values
004D: jump_if_false POOL2_3065
000A: @273 +=  1  ;; integer values

:POOL2_3065
000A: @39 +=  1  ;; integer values
0002: jump POOL2_3031

:POOL2_3067
0006: @39 =  0  ;; integer values

:POOL2_3068
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_3124
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_3122
00D6: if  0
08FF: @82(@39,16i)  54 
004D: jump_if_false POOL2_3082
000A: @277 +=  1  ;; integer values
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false POOL2_3082
0006: @279 =  1  ;; integer values

:POOL2_3082
00D6: if  0
0039:   @278 == -1  ;; integer values
004D: jump_if_false POOL2_3099
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false POOL2_3099
00D6: if  0
08FF: @82(@39,16i)  53 
004D: jump_if_false POOL2_3099
0085: @278 = @39  ;; integer values and handles
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false POOL2_3099
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_3099
05A7: @82 @253 @254  0.0 

:POOL2_3099
00D6: if  0
08FF: @82(@39,16i)  50 
004D: jump_if_false POOL2_3121
000A: @277 +=  1  ;; integer values
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false POOL2_3107
0006: @279 =  1  ;; integer values

:POOL2_3107
00D6: if  0
0039:   @278 == -1  ;; integer values
004D: jump_if_false POOL2_3121
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false POOL2_3121
0085: @278 = @39  ;; integer values and handles
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false POOL2_3121
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_3121
05A7: @82 @253 @254  0.0 

:POOL2_3121
0900: @82(@39,16i) 

:POOL2_3122
000A: @39 +=  1  ;; integer values
0002: jump POOL2_3068

:POOL2_3124
00D6: if  0
0736:  68 
004D: jump_if_false POOL2_3135
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3133
0006: @129 =  0  ;; integer values
0662: write_debug_message "OUTPUT_TEXT_OFF" 
0002: jump POOL2_3135

:POOL2_3133
0006: @129 =  1  ;; integer values
0662: write_debug_message "OUTPUT_TEXT_ON" 

:POOL2_3135
00D6: if  0
83CA:   NOT   object @163 exists
004D: jump_if_false POOL2_3139
0006: @34 =  99  ;; integer values

:POOL2_3139
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_3143
0226: $6459 = actor @164 health

:POOL2_3143
00D6: if  0
0118:   actor @164 dead
004D: jump_if_false POOL2_3147
0006: @34 =  99  ;; integer values

:POOL2_3147
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false POOL2_3220
0826:  1 
00D6: if  0
0019:   @161 >  0  ;; integer values
004D: jump_if_false POOL2_3155
0109: player $PLAYER_CHAR money += @161

:POOL2_3155
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false POOL2_3165
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: @164  1 
02AB: set_actor @164 immunities  0  0  0  0  0
06AB: @164  1 

:POOL2_3165
03DE: set_pedestrians_density_multiplier_to  1.0
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
0006: @39 =  0  ;; integer values

:POOL2_3169
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_3175
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_3169

:POOL2_3175
02EB: restore_camera_with_jumpcut
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false POOL2_3180
0108: destroy_object @238

:POOL2_3180
000B: @104 +=  .1  ;; floating-point values
01BC: put_object @163 at @102 @103 @104
0400: create_coordinate @98 @100 $75 from_object @163 offset -.96 -.49  .7
0400: create_coordinate @99 @101 $75 from_object @163 offset  .96  .49  .7
00D6: if  0
0025:   @98 > @99  ;; floating-point values  
004D: jump_if_false POOL2_3190
0088: $73 = @98  ;; floating-point values only
0087: @98 = @99  ;; floating-point values only
0089: @99 = $73  ;; floating-point values only

:POOL2_3190
00D6: if  0
0025:   @100 > @101  ;; floating-point values  
004D: jump_if_false POOL2_3196
0088: $74 = @100  ;; floating-point values only
0087: @100 = @101  ;; floating-point values only
0089: @101 = $74  ;; floating-point values only

:POOL2_3196
0830: @98 @100 $75 @99 @101 $75 
0006: @39 =  0  ;; integer values

:POOL2_3198
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_3209
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_3207
01BB: store_object @82(@39,16i) position_to $73 $74 $75
0009: $75 +=  .1  ;; floating-point values
01BC: put_object @82(@39,16i) at $73 $74 $75

:POOL2_3207
000A: @39 +=  1  ;; integer values
0002: jump POOL2_3198

:POOL2_3209
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL2_3216
0792: $PLAYER_ACTOR 
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:POOL2_3216
0108: destroy_object @106
0108: destroy_object @107
0249: release_model #K_POOLQ
04EF: release_animation "POOL"

:POOL2_3220
00D6: if  1
0039:   @34 ==  99  ;; integer values
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_3228
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
0006: @34 =  0  ;; integer values
0001: wait  500 ms

:POOL2_3228
00D6: if  0
0736:  73 
004D: jump_if_false POOL2_3242
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_3242
0550: unknown_keep_object @82 in_memory  0
0382: set_object @82 collision_detection  0
0392: object @82 toggle_in_moving_list  0
0208: $73 = random_float -5.0  5.0
0208: $74 = random_float -5.0  5.0
0381: throw_object @82 distance $73 $74  0.0
0382: set_object @82 collision_detection  1
0392: object @82 toggle_in_moving_list  1

:POOL2_3242
0051: return

:POOL2_3243
0006: @281 =  0  ;; integer values
0007: @280 =  1.7  ;; floating-point values
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_3273
01BB: store_object @82 position_to $73 $74 $75
0087: @42 = @98  ;; floating-point values only
000B: @42 +=  .02  ;; floating-point values
00D6: if  0
0027:   @42 > $73  ;; floating-point values only
004D: jump_if_false POOL2_3255
0006: @281 =  99  ;; integer values

:POOL2_3255
0087: @42 = @99  ;; floating-point values only
000F: @42 -=  .02  ;; floating-point values
00D6: if  0
0026:   $73 > @42  ;; floating-point values 
004D: jump_if_false POOL2_3261
0006: @281 =  99  ;; integer values

:POOL2_3261
0087: @42 = @100  ;; floating-point values only
000B: @42 +=  .02  ;; floating-point values
00D6: if  0
0027:   @42 > $74  ;; floating-point values only
004D: jump_if_false POOL2_3267
0006: @281 =  99  ;; integer values

:POOL2_3267
0087: @42 = @101  ;; floating-point values only
000F: @42 -=  .02  ;; floating-point values
00D6: if  0
0026:   $74 > @42  ;; floating-point values 
004D: jump_if_false POOL2_3273
0006: @281 =  99  ;; integer values

:POOL2_3273
00D6: if  0
8039:   NOT   @281 ==  99  ;; integer values
004D: jump_if_false POOL2_3518
00D6: if  0
8039:   NOT   @240 ==  0  ;; integer values
004D: jump_if_false POOL2_3280
0006: @281 =  2  ;; integer values

:POOL2_3280
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false POOL2_3349
00D6: if  0
03CA:   object @82 exists
004D: jump_if_false POOL2_3349
0006: @39 =  0  ;; integer values

:POOL2_3287
00D6: if  0
001B:    3 > @39  ;; integer values
004D: jump_if_false POOL2_3300
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_3287

:POOL2_3300
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: $72 = object @82 z_angle
0453: object @82 set_rotation  0.0  0.0 $72
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
0027:   @98 > $73  ;; floating-point values only
004D: jump_if_false POOL2_3312
0088: $73 = @98  ;; floating-point values only
0009: $73 +=  .01  ;; floating-point values

:POOL2_3312
00D6: if  0
0026:   $73 > @99  ;; floating-point values 
004D: jump_if_false POOL2_3317
0088: $73 = @99  ;; floating-point values only
000D: $73 -=  .01  ;; floating-point values

:POOL2_3317
00D6: if  0
0027:   @100 > $74  ;; floating-point values only
004D: jump_if_false POOL2_3322
0088: $74 = @100  ;; floating-point values only
0009: $74 +=  .01  ;; floating-point values

:POOL2_3322
00D6: if  0
0026:   $74 > @101  ;; floating-point values 
004D: jump_if_false POOL2_3327
0088: $74 = @101  ;; floating-point values only
000D: $74 -=  .01  ;; floating-point values

:POOL2_3327
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 -= $73  ;; floating-point values 
0087: @283 = @166  ;; floating-point values only
0065: @283 -= $74  ;; floating-point values 
0509: @42 = distance between point $73 $74 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 = $73  ;; floating-point values only
0089: @488 = $74  ;; floating-point values only
0089: @304 = $73  ;; floating-point values only
0089: @307 = $74  ;; floating-point values only
0089: @483 = $73  ;; floating-point values only
005B: @483 += @282  ;; floating-point values 
0089: @484 = $74  ;; 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_3349
00D6: if  0
0039:   @281 ==  1  ;; integer values
004D: jump_if_false POOL2_3402
0006: @241 =  0  ;; integer values

:POOL2_3353
00D6: if  1
0021:   @301 >  0.0  ;; floating-point values
001B:    3 > @284  ;; integer values
004D: jump_if_false POOL2_3400
0050: gosub POOL2_4994
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  0
001B:    3 > @39  ;; integer values
004D: jump_if_false POOL2_3367
0087: @304(@39,3f) = @505  ;; floating-point values only
0087: @307(@39,3f) = @506  ;; floating-point values only

:POOL2_3367
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  0
0039:   @485 ==  0  ;; integer values
004D: jump_if_false POOL2_3398
00D6: if  0
8039:   NOT   @504 == -1  ;; integer values
004D: jump_if_false POOL2_3377
0013: @301 *=  .5  ;; floating-point values 
0002: jump POOL2_3378

:POOL2_3377
0013: @301 *=  .75  ;; floating-point values 

:POOL2_3378
00D6: if  0
0039:   @328 ==  0  ;; integer values
004D: jump_if_false POOL2_3388
00D6: if  0
8039:   NOT   @504 == -1  ;; integer values
004D: jump_if_false POOL2_3388
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_3388
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_3399

:POOL2_3398
0006: @284 =  3  ;; integer values

:POOL2_3399
0002: jump POOL2_3353

:POOL2_3400
000A: @240 +=  1  ;; integer values
000A: @281 +=  1  ;; integer values

:POOL2_3402
00D6: if  0
0039:   @281 ==  2  ;; integer values
004D: jump_if_false POOL2_3513
0006: @39 =  0  ;; integer values

:POOL2_3406
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false POOL2_3418
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false POOL2_3413
0108: destroy_object @347(@39,10i)

:POOL2_3413
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: @347(@39,10i)  .3 
000A: @39 +=  1  ;; integer values
0002: jump POOL2_3406

:POOL2_3418
0006: @357 =  0  ;; integer values
0007: @343 =  .005  ;; floating-point values
007B: @342 += unknown_inaccurate_float_timer @343  ;; floating-point 
00D6: if  0
0025:   @342 > @300  ;; floating-point values  
004D: jump_if_false POOL2_3425
0063: @342 -= @300  ;; floating-point values 

:POOL2_3425
0007: @346 =  0.0  ;; floating-point values
0006: @39 =  0  ;; integer values

:POOL2_3427
00D6: if  0
001B:    3 > @39  ;; integer values
004D: jump_if_false POOL2_3512
00D6: if  3
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_3510
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  0
03CA:   object @82 exists
004D: jump_if_false POOL2_3477
01BB: store_object @82 position_to $73 $74 $75
00D6: if  0
0027:   @98 > $73  ;; floating-point values only
004D: jump_if_false POOL2_3462
0088: $73 = @98  ;; floating-point values only
0009: $73 +=  .01  ;; floating-point values

:POOL2_3462
00D6: if  0
0026:   $73 > @99  ;; floating-point values 
004D: jump_if_false POOL2_3467
0088: $73 = @99  ;; floating-point values only
000D: $73 -=  .01  ;; floating-point values

:POOL2_3467
00D6: if  0
0027:   @100 > $74  ;; floating-point values only
004D: jump_if_false POOL2_3472
0088: $74 = @100  ;; floating-point values only
0009: $74 +=  .01  ;; floating-point values

:POOL2_3472
00D6: if  0
0026:   $74 > @101  ;; floating-point values 
004D: jump_if_false POOL2_3477
0088: $74 = @101  ;; floating-point values only
000D: $74 -=  .01  ;; floating-point values

:POOL2_3477
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_3484
00D6: if  1
001D:   @40 > @357  ;; integer values  
001B:    10 > @357  ;; integer values
004D: jump_if_false POOL2_3510
0088: $73 = @196  ;; floating-point values only
005F: $73 += @169  ;; floating-point values 
0088: $74 = @197  ;; floating-point values only
005F: $74 += @170  ;; floating-point values 
0089: @196 = $73  ;; floating-point values only
0089: @197 = $74  ;; floating-point values only
00D6: if  0
03CA:   object @347(@357,10i) exists
004D: jump_if_false POOL2_3508
00D6: if  23
0026:   $73 > @99  ;; floating-point values 
0027:   @98 > $73  ;; floating-point values only
0026:   $74 > @101  ;; floating-point values 
0027:   @100 > $74  ;; floating-point values only
004D: jump_if_false POOL2_3506
0750: @347(@357,10i)  0 
01BC: put_object @347(@357,10i) at $73 $74 $75
0002: jump POOL2_3508

:POOL2_3506
0750: @347(@357,10i)  1 
01BC: put_object @347(@357,10i) at $73 $74 $75

:POOL2_3508
000A: @357 +=  1  ;; integer values
0002: jump POOL2_3484

:POOL2_3510
000A: @39 +=  1  ;; integer values
0002: jump POOL2_3427

:POOL2_3512
000A: @281 +=  1  ;; integer values

:POOL2_3513
00D6: if  0
0039:   @281 ==  3  ;; integer values
004D: jump_if_false POOL2_3517
0006: @281 =  99  ;; integer values

:POOL2_3517
0002: jump POOL2_3273

:POOL2_3518
0051: return

:POOL2_3519
00D6: if  0
8118:   NOT   actor @358 dead
004D: jump_if_false POOL2_3739
00D6: if  0
07D6: @358 $PLAYER_ACTOR 
004D: jump_if_false POOL2_3527
0006: @360 =  0  ;; integer values
0002: jump POOL2_3528

:POOL2_3527
0006: @360 =  1  ;; integer values

:POOL2_3528
00D6: if  0
0611: @358 "POOL_XLONG_SHOT" 
004D: jump_if_false POOL2_3545
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3535
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3535
0613: @358 "POOL_XLONG_SHOT" @42 
00D6: if  0
0837: @359 "POOL_XLONG_SHOT_O" 
004D: jump_if_false POOL2_3541
083A: @359 "POOL_XLONG_SHOT_O" @42 
0002: jump POOL2_3545

:POOL2_3541
00D6: if  0
075A: @359 "POOL_XLONG_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3545
0836: @359 "POOL_XLONG_SHOT_O"  0.0 

:POOL2_3545
00D6: if  1
0611: @358 "POOL_XLONG_START" 
8611:   NOT @358 "POOL_XLONG_SHOT" 
004D: jump_if_false POOL2_3563
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3553
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3553
0613: @358 "POOL_XLONG_START" @42 
00D6: if  0
0837: @359 "POOL_XLONG_START_O" 
004D: jump_if_false POOL2_3559
083A: @359 "POOL_XLONG_START_O" @42 
0002: jump POOL2_3563

:POOL2_3559
00D6: if  0
075A: @359 "POOL_XLONG_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3563
0836: @359 "POOL_XLONG_START_O"  0.0 

:POOL2_3563
00D6: if  0
0611: @358 "POOL_LONG_SHOT" 
004D: jump_if_false POOL2_3580
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3570
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3570
0613: @358 "POOL_LONG_SHOT" @42 
00D6: if  0
0837: @359 "POOL_LONG_SHOT_O" 
004D: jump_if_false POOL2_3576
083A: @359 "POOL_LONG_SHOT_O" @42 
0002: jump POOL2_3580

:POOL2_3576
00D6: if  0
075A: @359 "POOL_LONG_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3580
0836: @359 "POOL_LONG_SHOT_O"  0.0 

:POOL2_3580
00D6: if  1
0611: @358 "POOL_LONG_START" 
8611:   NOT @358 "POOL_LONG_SHOT" 
004D: jump_if_false POOL2_3598
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3588
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3588
0613: @358 "POOL_LONG_START" @42 
00D6: if  0
0837: @359 "POOL_LONG_START_O" 
004D: jump_if_false POOL2_3594
083A: @359 "POOL_LONG_START_O" @42 
0002: jump POOL2_3598

:POOL2_3594
00D6: if  0
075A: @359 "POOL_LONG_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3598
0836: @359 "POOL_LONG_START_O"  0.0 

:POOL2_3598
00D6: if  0
0611: @358 "POOL_MED_SHOT" 
004D: jump_if_false POOL2_3615
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3605
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3605
0613: @358 "POOL_MED_SHOT" @42 
00D6: if  0
0837: @359 "POOL_MED_SHOT_O" 
004D: jump_if_false POOL2_3611
083A: @359 "POOL_MED_SHOT_O" @42 
0002: jump POOL2_3615

:POOL2_3611
00D6: if  0
075A: @359 "POOL_MED_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3615
0836: @359 "POOL_MED_SHOT_O"  0.0 

:POOL2_3615
00D6: if  1
0611: @358 "POOL_MED_START" 
8611:   NOT @358 "POOL_MED_SHOT" 
004D: jump_if_false POOL2_3633
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3623
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3623
0613: @358 "POOL_MED_START" @42 
00D6: if  0
0837: @359 "POOL_MED_START_O" 
004D: jump_if_false POOL2_3629
083A: @359 "POOL_MED_START_O" @42 
0002: jump POOL2_3633

:POOL2_3629
00D6: if  0
075A: @359 "POOL_MED_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3633
0836: @359 "POOL_MED_START_O"  0.0 

:POOL2_3633
00D6: if  0
0611: @358 "POOL_SHORT_SHOT" 
004D: jump_if_false POOL2_3650
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3640
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3640
0613: @358 "POOL_SHORT_SHOT" @42 
00D6: if  0
0837: @359 "POOL_SHORT_SHOT_O" 
004D: jump_if_false POOL2_3646
083A: @359 "POOL_SHORT_SHOT_O" @42 
0002: jump POOL2_3650

:POOL2_3646
00D6: if  0
075A: @359 "POOL_SHORT_SHOT_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3650
0836: @359 "POOL_SHORT_SHOT_O"  0.0 

:POOL2_3650
00D6: if  1
0611: @358 "POOL_SHORT_START" 
8611:   NOT @358 "POOL_SHORT_SHOT" 
004D: jump_if_false POOL2_3668
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3658
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3658
0613: @358 "POOL_SHORT_START" @42 
00D6: if  0
0837: @359 "POOL_SHORT_START_O" 
004D: jump_if_false POOL2_3664
083A: @359 "POOL_SHORT_START_O" @42 
0002: jump POOL2_3668

:POOL2_3664
00D6: if  0
075A: @359 "POOL_SHORT_START_O" "POOL"  10000.0  0  1 
004D: jump_if_false POOL2_3668
0836: @359 "POOL_SHORT_START_O"  0.0 

:POOL2_3668
00D6: if  0
0611: @358 "POOL_CHALKCUE" 
004D: jump_if_false POOL2_3686
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3675
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3675
0613: @358 "POOL_CHALKCUE" @42 
00D6: if  0
0021:   @42 >  .28  ;; floating-point values
004D: jump_if_false POOL2_3685
00D6: if  0
8039:   NOT   @361(@360,2i) ==  1  ;; integer values
004D: jump_if_false POOL2_3685
01BB: store_object @359 position_to $73 $74 $75
097A: $73 $74 $75  1018 
0006: @361(@360,2i) =  1  ;; integer values

:POOL2_3685
0002: jump POOL2_3690

:POOL2_3686
00D6: if  0
8039:   NOT   @361(@360,2i) ==  0  ;; integer values
004D: jump_if_false POOL2_3690
0006: @361(@360,2i) =  0  ;; integer values

:POOL2_3690
00D6: if  0
0611: @358 "POOL_IDLE_STANCE" 
004D: jump_if_false POOL2_3697
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3697
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3697
00D6: if  0
0611: @358 "POOL_WALK" 
004D: jump_if_false POOL2_3704
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3704
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3704
00D6: if  0
0611: @358 "POOL_WALK_START" 
004D: jump_if_false POOL2_3711
00D6: if  0
8737:   NOT @358 @359 
004D: jump_if_false POOL2_3711
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL2_3711
0006: @39 =  0  ;; integer values
00D6: if  1
0611: @358 "IDLE_STANCE" 
803B:   NOT   @215 == @358  ;; integer values 
004D: jump_if_false POOL2_3717
0006: @39 =  1  ;; integer values

:POOL2_3717
00D6: if  1
0611: @358 "IDLE_STANCE" 
0039:   @35 ==  6  ;; integer values
004D: jump_if_false POOL2_3722
0006: @39 =  1  ;; integer values

:POOL2_3722
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false POOL2_3739
062E: @358  1560 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false POOL2_3739
070B: @358  0 
070A: unknown_action_sequence @358 @359  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 
0615: @47 
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  4.0  1  1  1  0 -1 
0616: @47 
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false POOL2_3738
0618: @358 @47 

:POOL2_3738
061B: @47 

:POOL2_3739
0051: return

:POOL2_3740
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_3747
00D6: if  0
001B:    6 > @366  ;; integer values
004D: jump_if_false POOL2_3767
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_3747

:POOL2_3767
0006: @366 =  1  ;; integer values

:POOL2_3768
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false POOL2_4134
0001: wait  0 ms
0006: @381 =  0  ;; integer values
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false POOL2_4006
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_4004
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false POOL2_3784
0006: @368 =  0  ;; integer values
0002: jump POOL2_3790

:POOL2_3784
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false POOL2_3789
0006: @368 =  2  ;; integer values
0002: jump POOL2_3790

:POOL2_3789
0006: @368 =  1  ;; integer values

:POOL2_3790
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_4002
00D6: if  1
0039:   @231 == -1  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false POOL2_3800
0006: @381 =  1  ;; integer values
0002: jump POOL2_4001

:POOL2_3800
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3807
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table21.bin
03A7: write_debug_int @366 

:POOL2_3807
0006: @367 =  0  ;; integer values

:POOL2_3808
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4001
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3817
03A9: write_debug_newline
DEFINE TABLE Tables\Table22.bin
03A7: write_debug_int @367 

:POOL2_3817
0085: @516 = @82(@366,16i)  ;; integer values and handles
0085: @517 = @367  ;; integer values and handles
0050: gosub POOL2_5062
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3826
03A9: write_debug_newline
DEFINE TABLE Tables\Table23.bin
03A8: write_debug_float @519 

:POOL2_3826
00D6: if  0
0039:   @518 ==  1  ;; integer values
004D: jump_if_false POOL2_3967
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_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false POOL2_3839
0007: @473 =  1.0  ;; floating-point values
0002: jump POOL2_3845

:POOL2_3839
00D6: if  0
003B:   @486 == @368  ;; integer values 
004D: jump_if_false POOL2_3844
0007: @473 =  .2  ;; floating-point values
0002: jump POOL2_3845

:POOL2_3844
0007: @473 =  .1  ;; floating-point values

:POOL2_3845
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3851
03A9: write_debug_newline
DEFINE TABLE Tables\Table24.bin
03A8: write_debug_float @473 

:POOL2_3851
01BB: store_object @82(@366,16i) position_to $73 $74 $75
0509: @42 = distance between point $73 $74 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  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3862
03A9: write_debug_newline
DEFINE TABLE Tables\Table25.bin
03A8: write_debug_float @475 

:POOL2_3862
0007: @476 =  90.0  ;; floating-point values
0063: @476 -= @519  ;; floating-point values 
0017: @476 /=  90.0  ;; floating-point values 
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3871
03A9: write_debug_newline
DEFINE TABLE Tables\Table26.bin
03A8: write_debug_float @476 

:POOL2_3871
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_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false POOL2_3881
0007: @474 =  1.0  ;; floating-point values
0002: jump POOL2_3897

:POOL2_3881
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3886
03A9: write_debug_newline
DEFINE TABLE Tables\Table27.bin

:POOL2_3886
00D6: if  0
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_3891
0007: @474 =  .05  ;; floating-point values
0002: jump POOL2_3897

:POOL2_3891
00D6: if  0
003B:   @486 == @231  ;; integer values 
004D: jump_if_false POOL2_3896
0007: @474 =  .05  ;; floating-point values
0002: jump POOL2_3897

:POOL2_3896
0007: @474 = -1000.0  ;; floating-point values

:POOL2_3897
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3903
03A9: write_debug_newline
DEFINE TABLE Tables\Table28.bin
03A8: write_debug_float @474 

:POOL2_3903
01BB: store_object @82 position_to $73 $74 $75
0509: @42 = distance between point $73 $74 and point @526 @527
00D6: if  0
0023:    .3 > @42  ;; floating-point values
004D: jump_if_false POOL2_3912
0007: @43 =  .3  ;; floating-point values
0063: @43 -= @42  ;; floating-point values 
0007: @42 =  .3  ;; floating-point values
005B: @42 += @43  ;; floating-point values 

:POOL2_3912
000B: @42 += -.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  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_3923
03A9: write_debug_newline
DEFINE TABLE Tables\Table29.bin
03A8: write_debug_float @472 

:POOL2_3923
0013: @473 *=  1.0  ;; floating-point values 
0013: @474 *=  1.0  ;; floating-point values 
0013: @472 *=  .3  ;; floating-point values 
0013: @475 *=  .4  ;; floating-point values 
0013: @476 *=  .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_3966 jumps  1 POOL2_3936  2 POOL2_3938  3 POOL2_3940  4 POOL2_3942  5 POOL2_3944  6 POOL2_3946  7 POOL2_3948 
0872: jump_table_jumps  8 POOL2_3950  9 POOL2_3952  10 POOL2_3954  11 POOL2_3956  12 POOL2_3958  13 POOL2_3960  14 POOL2_3962  15 POOL2_3964 -1 POOL2_3966 

:POOL2_3936
0087: @382(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3938
0087: @388(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3940
0087: @394(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3942
0087: @400(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3944
0087: @406(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3946
0087: @412(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3948
0087: @418(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3950
0087: @424(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3952
0087: @430(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3954
0087: @436(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3956
0087: @442(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3958
0087: @448(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3960
0087: @454(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3962
0087: @460(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3964
0087: @466(@367,6f) = @477  ;; floating-point values only
0002: jump POOL2_3966

:POOL2_3966
0002: jump POOL2_3999

:POOL2_3967
0871: init_jump_table @366 total_jumps  15  0 POOL2_3999 jumps  1 POOL2_3969  2 POOL2_3971  3 POOL2_3973  4 POOL2_3975  5 POOL2_3977  6 POOL2_3979  7 POOL2_3981 
0872: jump_table_jumps  8 POOL2_3983  9 POOL2_3985  10 POOL2_3987  11 POOL2_3989  12 POOL2_3991  13 POOL2_3993  14 POOL2_3995  15 POOL2_3997 -1 POOL2_3999 

:POOL2_3969
0007: @382(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3971
0007: @388(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3973
0007: @394(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3975
0007: @400(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3977
0007: @406(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3979
0007: @412(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3981
0007: @418(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3983
0007: @424(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3985
0007: @430(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3987
0007: @436(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3989
0007: @442(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3991
0007: @448(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3993
0007: @454(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3995
0007: @460(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3997
0007: @466(@367,6f) = -1.0  ;; floating-point values
0002: jump POOL2_3999

:POOL2_3999
000A: @367 +=  1  ;; integer values
0002: jump POOL2_3808

:POOL2_4001
0002: jump POOL2_4003

:POOL2_4002
0006: @381 =  1  ;; integer values

:POOL2_4003
0002: jump POOL2_4005

:POOL2_4004
0006: @381 =  1  ;; integer values

:POOL2_4005
0002: jump POOL2_4007

:POOL2_4006
0006: @381 =  1  ;; integer values

:POOL2_4007
00D6: if  0
0039:   @381 ==  1  ;; integer values
004D: jump_if_false POOL2_4132
0871: init_jump_table @366 total_jumps  15  0 POOL2_4132 jumps  1 POOL2_4012  2 POOL2_4020  3 POOL2_4028  4 POOL2_4036  5 POOL2_4044  6 POOL2_4052  7 POOL2_4060 
0872: jump_table_jumps  8 POOL2_4068  9 POOL2_4076  10 POOL2_4084  11 POOL2_4092  12 POOL2_4100  13 POOL2_4108  14 POOL2_4116  15 POOL2_4124 -1 POOL2_4132 

:POOL2_4012
0006: @367 =  0  ;; integer values

:POOL2_4013
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4019
0007: @382(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4013

:POOL2_4019
0002: jump POOL2_4132

:POOL2_4020
0006: @367 =  0  ;; integer values

:POOL2_4021
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4027
0007: @388(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4021

:POOL2_4027
0002: jump POOL2_4132

:POOL2_4028
0006: @367 =  0  ;; integer values

:POOL2_4029
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4035
0007: @394(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4029

:POOL2_4035
0002: jump POOL2_4132

:POOL2_4036
0006: @367 =  0  ;; integer values

:POOL2_4037
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4043
0007: @400(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4037

:POOL2_4043
0002: jump POOL2_4132

:POOL2_4044
0006: @367 =  0  ;; integer values

:POOL2_4045
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4051
0007: @406(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4045

:POOL2_4051
0002: jump POOL2_4132

:POOL2_4052
0006: @367 =  0  ;; integer values

:POOL2_4053
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4059
0007: @412(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4053

:POOL2_4059
0002: jump POOL2_4132

:POOL2_4060
0006: @367 =  0  ;; integer values

:POOL2_4061
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4067
0007: @418(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4061

:POOL2_4067
0002: jump POOL2_4132

:POOL2_4068
0006: @367 =  0  ;; integer values

:POOL2_4069
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4075
0007: @424(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4069

:POOL2_4075
0002: jump POOL2_4132

:POOL2_4076
0006: @367 =  0  ;; integer values

:POOL2_4077
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4083
0007: @430(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4077

:POOL2_4083
0002: jump POOL2_4132

:POOL2_4084
0006: @367 =  0  ;; integer values

:POOL2_4085
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4091
0007: @436(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4085

:POOL2_4091
0002: jump POOL2_4132

:POOL2_4092
0006: @367 =  0  ;; integer values

:POOL2_4093
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4099
0007: @442(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4093

:POOL2_4099
0002: jump POOL2_4132

:POOL2_4100
0006: @367 =  0  ;; integer values

:POOL2_4101
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4107
0007: @448(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4101

:POOL2_4107
0002: jump POOL2_4132

:POOL2_4108
0006: @367 =  0  ;; integer values

:POOL2_4109
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4115
0007: @454(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4109

:POOL2_4115
0002: jump POOL2_4132

:POOL2_4116
0006: @367 =  0  ;; integer values

:POOL2_4117
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4123
0007: @460(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4117

:POOL2_4123
0002: jump POOL2_4132

:POOL2_4124
0006: @367 =  0  ;; integer values

:POOL2_4125
00D6: if  0
001B:    6 > @367  ;; integer values
004D: jump_if_false POOL2_4131
0007: @466(@367,6f) = -1.0  ;; floating-point values
000A: @367 +=  1  ;; integer values
0002: jump POOL2_4125

:POOL2_4131
0002: jump POOL2_4132

:POOL2_4132
000A: @366 +=  1  ;; integer values
0002: jump POOL2_3768

:POOL2_4134
0007: @478 = -9999.9  ;; floating-point values
0006: @479 = -1  ;; integer values
0006: @480 = -1  ;; integer values
0006: @366 =  0  ;; integer values
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4143
03A9: write_debug_newline
DEFINE TABLE Tables\Table30.bin

:POOL2_4143
00D6: if  0
001B:    6 > @366  ;; integer values
004D: jump_if_false POOL2_4335
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4155
03A9: write_debug_newline
DEFINE TABLE Tables\Table31.bin
03A7: write_debug_int @366 
03A9: write_debug_newline
DEFINE TABLE Tables\Table32.bin
03A8: write_debug_float @382(@366,6f) 

:POOL2_4155
00D6: if  0
0025:   @382(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4161
0087: @478 = @382(@366,6f)  ;; floating-point values only
0006: @479 =  1  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4161
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4167
03A9: write_debug_newline
DEFINE TABLE Tables\Table33.bin
03A8: write_debug_float @388(@366,6f) 

:POOL2_4167
00D6: if  0
0025:   @388(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4173
0087: @478 = @388(@366,6f)  ;; floating-point values only
0006: @479 =  2  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4173
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4179
03A9: write_debug_newline
DEFINE TABLE Tables\Table34.bin
03A8: write_debug_float @394(@366,6f) 

:POOL2_4179
00D6: if  0
0025:   @394(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4185
0087: @478 = @394(@366,6f)  ;; floating-point values only
0006: @479 =  3  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4185
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4191
03A9: write_debug_newline
DEFINE TABLE Tables\Table35.bin
03A8: write_debug_float @400(@366,6f) 

:POOL2_4191
00D6: if  0
0025:   @400(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4197
0087: @478 = @400(@366,6f)  ;; floating-point values only
0006: @479 =  4  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4197
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4203
03A9: write_debug_newline
DEFINE TABLE Tables\Table36.bin
03A8: write_debug_float @406(@366,6f) 

:POOL2_4203
00D6: if  0
0025:   @406(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4209
0087: @478 = @406(@366,6f)  ;; floating-point values only
0006: @479 =  5  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4209
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4215
03A9: write_debug_newline
DEFINE TABLE Tables\Table37.bin
03A8: write_debug_float @412(@366,6f) 

:POOL2_4215
00D6: if  0
0025:   @412(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4221
0087: @478 = @412(@366,6f)  ;; floating-point values only
0006: @479 =  6  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4221
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4227
03A9: write_debug_newline
DEFINE TABLE Tables\Table38.bin
03A8: write_debug_float @418(@366,6f) 

:POOL2_4227
00D6: if  0
0025:   @418(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4233
0087: @478 = @418(@366,6f)  ;; floating-point values only
0006: @479 =  7  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4233
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4239
03A9: write_debug_newline
DEFINE TABLE Tables\Table39.bin
03A8: write_debug_float @424(@366,6f) 

:POOL2_4239
00D6: if  0
0025:   @424(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4245
0087: @478 = @424(@366,6f)  ;; floating-point values only
0006: @479 =  8  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4245
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4251
03A9: write_debug_newline
DEFINE TABLE Tables\Table40.bin
03A8: write_debug_float @430(@366,6f) 

:POOL2_4251
00D6: if  0
0025:   @430(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4257
0087: @478 = @430(@366,6f)  ;; floating-point values only
0006: @479 =  9  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4257
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4263
03A9: write_debug_newline
DEFINE TABLE Tables\Table41.bin
03A8: write_debug_float @436(@366,6f) 

:POOL2_4263
00D6: if  0
0025:   @436(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4269
0087: @478 = @436(@366,6f)  ;; floating-point values only
0006: @479 =  10  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4269
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4275
03A9: write_debug_newline
DEFINE TABLE Tables\Table42.bin
03A8: write_debug_float @442(@366,6f) 

:POOL2_4275
00D6: if  0
0025:   @442(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4281
0087: @478 = @442(@366,6f)  ;; floating-point values only
0006: @479 =  11  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4281
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4287
03A9: write_debug_newline
DEFINE TABLE Tables\Table43.bin
03A8: write_debug_float @448(@366,6f) 

:POOL2_4287
00D6: if  0
0025:   @448(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4293
0087: @478 = @448(@366,6f)  ;; floating-point values only
0006: @479 =  12  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4293
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4299
03A9: write_debug_newline
DEFINE TABLE Tables\Table44.bin
03A8: write_debug_float @454(@366,6f) 

:POOL2_4299
00D6: if  0
0025:   @454(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4305
0087: @478 = @454(@366,6f)  ;; floating-point values only
0006: @479 =  13  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4305
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4311
03A9: write_debug_newline
DEFINE TABLE Tables\Table45.bin
03A8: write_debug_float @460(@366,6f) 

:POOL2_4311
00D6: if  0
0025:   @460(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4317
0087: @478 = @460(@366,6f)  ;; floating-point values only
0006: @479 =  14  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4317
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4323
03A9: write_debug_newline
DEFINE TABLE Tables\Table46.bin
03A8: write_debug_float @466(@366,6f) 

:POOL2_4323
00D6: if  0
0025:   @466(@366,6f) > @478  ;; floating-point values  
004D: jump_if_false POOL2_4329
0087: @478 = @466(@366,6f)  ;; floating-point values only
0006: @479 =  15  ;; integer values
0085: @480 = @366  ;; integer values and handles

:POOL2_4329
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4333
03A9: write_debug_newline

:POOL2_4333
000A: @366 +=  1  ;; integer values
0002: jump POOL2_4143

:POOL2_4335
00D6: if  0
0021:   @478 >  0.0  ;; floating-point values
004D: jump_if_false POOL2_4378
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: $73 = @372  ;; floating-point values only
0067: $73 -= @369  ;; floating-point values
0088: $74 = @373  ;; floating-point values only
0067: $74 -= @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: $73 $74 @169 @170 @365 
0087: @42 = @365  ;; floating-point values only
0017: @42 /=  90.0  ;; floating-point values 
0013: @42 *=  .25  ;; floating-point values 
006D: $73 *= @42  ;; floating-point values
006D: $74 *= @42  ;; floating-point values
005D: @369 += $73  ;; floating-point values 
005D: @370 += $74  ;; 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_4826

:POOL2_4378
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4383
03A9: write_debug_newline
DEFINE TABLE Tables\Table47.bin

:POOL2_4383
0006: @366 =  1  ;; integer values

:POOL2_4384
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false POOL2_4463
0001: wait  0 ms
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false POOL2_4461
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_4461
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false POOL2_4399
0006: @368 =  3  ;; integer values
0002: jump POOL2_4410

:POOL2_4399
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false POOL2_4404
0006: @368 =  0  ;; integer values
0002: jump POOL2_4410

:POOL2_4404
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false POOL2_4409
0006: @368 =  2  ;; integer values
0002: jump POOL2_4410

:POOL2_4409
0006: @368 =  1  ;; integer values

:POOL2_4410
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_4461
00D6: if  1
0039:   @231 ==  0  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false POOL2_4419
0002: jump POOL2_4461

:POOL2_4419
0085: @528 = @82  ;; integer values and handles
0085: @529 = @82(@366,16i)  ;; integer values and handles
0050: gosub POOL2_5099
00D6: if  0
8039:   NOT   @530 ==  0  ;; integer values
004D: jump_if_false POOL2_4461
00D6: if  0
0039:   @530 ==  1  ;; integer values
004D: jump_if_false POOL2_4431
0087: @369 = @539  ;; floating-point values only
0087: @370 = @540  ;; floating-point values only
0002: jump POOL2_4455

:POOL2_4431
00D6: if  0
0039:   @530 ==  2  ;; integer values
004D: jump_if_false POOL2_4437
0087: @369 = @541  ;; floating-point values only
0087: @370 = @542  ;; floating-point values only
0002: jump POOL2_4455

:POOL2_4437
0088: $73 = @541  ;; floating-point values only
0067: $73 -= @539  ;; floating-point values
0088: $74 = @542  ;; floating-point values only
0067: $74 -= @540  ;; floating-point values
0509: @42 = distance between point @539 @540 and point @541 @542
0075: $73 /= @42  ;; floating-point values 
0075: $74 /= @42  ;; floating-point values 
0087: @42 = @52  ;; floating-point values only
0013: @42 *=  2.0  ;; floating-point values 
0013: @42 *=  .8  ;; floating-point values 
0013: @42 *=  2.0  ;; floating-point values 
0208: @43 = random_float  0.0 @42
006D: $73 *= @43  ;; floating-point values
006D: $74 *= @43  ;; floating-point values
0087: @369 = @539  ;; floating-point values only
005D: @369 += $73  ;; floating-point values 
0087: @370 = @540  ;; floating-point values only
005D: @370 += $74  ;; floating-point values 

:POOL2_4455
01BB: store_object @82 position_to $73 $74 $75
0509: @42 = distance between point $73 $74 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_4461
000A: @366 +=  1  ;; integer values
0002: jump POOL2_4384

:POOL2_4463
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4646
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4472
03A9: write_debug_newline
DEFINE TABLE Tables\Table48.bin

:POOL2_4472
0006: @366 =  1  ;; integer values

:POOL2_4473
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false POOL2_4646
0001: wait  0 ms
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false POOL2_4644
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_4644
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false POOL2_4488
0006: @368 =  3  ;; integer values
0002: jump POOL2_4499

:POOL2_4488
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false POOL2_4493
0006: @368 =  0  ;; integer values
0002: jump POOL2_4499

:POOL2_4493
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false POOL2_4498
0006: @368 =  2  ;; integer values
0002: jump POOL2_4499

:POOL2_4498
0006: @368 =  1  ;; integer values

:POOL2_4499
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_4644
00D6: if  1
0039:   @231 == -1  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false POOL2_4508
0002: jump POOL2_4644

:POOL2_4508
01BB: store_object @82 position_to @372 @373 @374
01BB: store_object @82(@366,16i) position_to @375 @376 @377
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4515
03A9: write_debug_newline
DEFINE TABLE Tables\Table49.bin

:POOL2_4515
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_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4542
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_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false POOL2_4542
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_4542
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4575
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4551
03A9: write_debug_newline
DEFINE TABLE Tables\Table50.bin

:POOL2_4551
0087: @379 = @101  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4575
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_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false POOL2_4575
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_4575
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4611
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4584
03A9: write_debug_newline
DEFINE TABLE Tables\Table51.bin

:POOL2_4584
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_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4611
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_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false POOL2_4611
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_4611
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4644
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4620
03A9: write_debug_newline
DEFINE TABLE Tables\Table52.bin

:POOL2_4620
0087: @378 = @99  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4644
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_5197
00D6: if  0
0039:   @553 ==  1  ;; integer values
004D: jump_if_false POOL2_4644
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_4644
000A: @366 +=  1  ;; integer values
0002: jump POOL2_4473

:POOL2_4646
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4813
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4655
03A9: write_debug_newline
DEFINE TABLE Tables\Table53.bin

:POOL2_4655
0006: @366 =  1  ;; integer values

:POOL2_4656
00D6: if  0
001B:    16 > @366  ;; integer values
004D: jump_if_false POOL2_4813
0001: wait  0 ms
00D6: if  0
03CA:   object @82(@366,16i) exists
004D: jump_if_false POOL2_4811
00D6: if  0
0039:   @66(@366,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_4811
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false POOL2_4671
0006: @368 =  3  ;; integer values
0002: jump POOL2_4682

:POOL2_4671
00D6: if  0
001B:    8 > @366  ;; integer values
004D: jump_if_false POOL2_4676
0006: @368 =  0  ;; integer values
0002: jump POOL2_4682

:POOL2_4676
00D6: if  0
0039:   @366 ==  8  ;; integer values
004D: jump_if_false POOL2_4681
0006: @368 =  2  ;; integer values
0002: jump POOL2_4682

:POOL2_4681
0006: @368 =  1  ;; integer values

:POOL2_4682
00D6: if  21
003B:   @368 == @231  ;; integer values 
0039:   @231 == -1  ;; integer values
004D: jump_if_false POOL2_4811
00D6: if  1
0039:   @231 == -1  ;; integer values
0039:   @368 ==  2  ;; integer values
004D: jump_if_false POOL2_4691
0002: jump POOL2_4811

:POOL2_4691
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_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4721
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false POOL2_4721
0087: @369 = @378  ;; floating-point values only
0208: @42 = random_float -.05  .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_4721
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4750
0087: @379 = @101  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4750
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false POOL2_4750
0087: @369 = @378  ;; floating-point values only
0208: @42 = random_float -.05  .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_4750
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4782
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_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4782
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false POOL2_4782
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0208: @42 = random_float -.05  .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_4782
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4811
0087: @378 = @99  ;; floating-point values only
0087: @543 = @378  ;; floating-point values only
0087: @544 = @379  ;; floating-point values only
0050: gosub POOL2_5179
00D6: if  0
0039:   @545 ==  0  ;; integer values
004D: jump_if_false POOL2_4811
0085: @554 = @82  ;; integer values and handles
0087: @555 = @378  ;; floating-point values only
0087: @556 = @379  ;; floating-point values only
0050: gosub POOL2_5220
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false POOL2_4811
0087: @369 = @378  ;; floating-point values only
0087: @370 = @379  ;; floating-point values only
0208: @42 = random_float -.05  .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_4811
000A: @366 +=  1  ;; integer values
0002: jump POOL2_4656

:POOL2_4813
00D6: if  1
0043:   @369 ==  99999.9  ;; floating-point values
0043:   @370 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4826
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4822
03A9: write_debug_newline
DEFINE TABLE Tables\Table54.bin

:POOL2_4822
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_4826
00D6: if  1
0043:   @363 ==  99999.9  ;; floating-point values
0043:   @364 ==  99999.9  ;; floating-point values
004D: jump_if_false POOL2_4845
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: @375 @376 @363 
0087: @364 = @371  ;; floating-point values only
0013: @364 *=  1.0  ;; floating-point values 
00D6: if  0
0023:    90.0 > @365  ;; floating-point values
004D: jump_if_false POOL2_4845
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_4845
00D6: if  0
0023:    .7 > @364  ;; floating-point values
004D: jump_if_false POOL2_4849
0007: @364 =  .7  ;; floating-point values

:POOL2_4849
00D6: if  0
0021:   @364 >  4.0  ;; floating-point values
004D: jump_if_false POOL2_4853
0007: @364 =  4.0  ;; floating-point values

:POOL2_4853
0051: return

:POOL2_4854
0002: jump POOL2_4857
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_4857
0006: @485 =  1  ;; integer values
0006: @504 = -1  ;; integer values
00D6: if  0
03CA:   object @481 exists
004D: jump_if_false POOL2_4868
01BB: store_object @481 position_to @487 @488 $75
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_4868
0001: wait  0 ms
00D6: if  22
0039:   @231 == -1  ;; integer values
0039:   @231 ==  2  ;; integer values
0039:   @231 ==  1  ;; integer values
004D: jump_if_false POOL2_4882
0006: @501 =  1  ;; integer values

:POOL2_4875
00D6: if  0
001B:    16 > @501  ;; integer values
004D: jump_if_false POOL2_4881
0050: gosub POOL2_4897
000A: @501 +=  1  ;; integer values
0002: jump POOL2_4875

:POOL2_4881
0002: jump POOL2_4895

:POOL2_4882
0006: @503 =  1  ;; integer values

:POOL2_4883
00D6: if  0
001B:    16 > @503  ;; integer values
004D: jump_if_false POOL2_4895
0085: @501 = @503  ;; integer values and handles
000A: @501 +=  7  ;; integer values
00D6: if  0
0019:   @501 >  15  ;; integer values
004D: jump_if_false POOL2_4892
000A: @501 += -15  ;; integer values

:POOL2_4892
0050: gosub POOL2_4897
000A: @503 +=  1  ;; integer values
0002: jump POOL2_4883

:POOL2_4895
0006: @482 =  0  ;; integer values
0051: return

:POOL2_4897
00D6: if  0
03CA:   object @82(@501,16i) exists
004D: jump_if_false POOL2_4993
00D6: if  0
0039:   @66(@501,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_4993
00D6: if  0
803B:   NOT   @82(@501,16i) == @481  ;; integer values 
004D: jump_if_false POOL2_4993
0006: @502 =  0  ;; integer values
00D6: if  0
03CA:   object @482 exists
004D: jump_if_false POOL2_4914
00D6: if  0
003B:   @82(@501,16i) == @482  ;; integer values 
004D: jump_if_false POOL2_4914
0006: @502 =  1  ;; integer values

:POOL2_4914
00D6: if  0
0039:   @502 ==  0  ;; integer values
004D: jump_if_false POOL2_4993
01BB: store_object @82(@501,16i) position_to @489 @490 $75
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: @491 @492 @493 @494 @42 
0509: @499 = distance between point @489 @490 and point @483 @484
00D6: if  0
0025:   @53 > @499  ;; floating-point values  
004D: jump_if_false POOL2_4955
00D6: if  0
0039:   @501 ==  0  ;; integer values
004D: jump_if_false POOL2_4933
0006: @486 =  3  ;; integer values
0002: jump POOL2_4944

:POOL2_4933
00D6: if  0
001B:    8 > @501  ;; integer values
004D: jump_if_false POOL2_4938
0006: @486 =  0  ;; integer values
0002: jump POOL2_4944

:POOL2_4938
00D6: if  0
0039:   @501 ==  8  ;; integer values
004D: jump_if_false POOL2_4943
0006: @486 =  2  ;; integer values
0002: jump POOL2_4944

:POOL2_4943
0006: @486 =  1  ;; integer values

:POOL2_4944
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4950
03A9: write_debug_newline
DEFINE TABLE Tables\Table55.bin
03A7: write_debug_int @501 

:POOL2_4950
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_4993

:POOL2_4955
00D6: if  0
0033:    90.0 >= @42  ;; floating-point values 
004D: jump_if_false POOL2_4993
00D6: if  0
0025:   @497 > @498  ;; floating-point values  
004D: jump_if_false POOL2_4993
02F6: @500 = cosine @42  ;; sinus swapped with cosine
0087: @42 = @500  ;; floating-point values only
006B: @42 *= @498  ;; floating-point values
00D6: if  0
0025:   @53 > @42  ;; floating-point values  
004D: jump_if_false POOL2_4993
00D6: if  0
0039:   @501 ==  0  ;; integer values
004D: jump_if_false POOL2_4972
0006: @486 =  3  ;; integer values
0002: jump POOL2_4983

:POOL2_4972
00D6: if  0
001B:    8 > @501  ;; integer values
004D: jump_if_false POOL2_4977
0006: @486 =  0  ;; integer values
0002: jump POOL2_4983

:POOL2_4977
00D6: if  0
0039:   @501 ==  8  ;; integer values
004D: jump_if_false POOL2_4982
0006: @486 =  2  ;; integer values
0002: jump POOL2_4983

:POOL2_4982
0006: @486 =  1  ;; integer values

:POOL2_4983
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false POOL2_4989
03A9: write_debug_newline
DEFINE TABLE Tables\Table56.bin
03A7: write_debug_int @501 

:POOL2_4989
0085: @504 = @501  ;; integer values and handles
0006: @485 =  0  ;; integer values
0006: @501 =  16  ;; integer values
0006: @503 =  16  ;; integer values

:POOL2_4993
0051: return

:POOL2_4994
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  23
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_5058
0007: @505 = -99999.9  ;; floating-point values
0007: @506 = -99999.9  ;; floating-point values
0006: @39 =  0  ;; integer values
00D6: if  1
05B0: @487 @488 @483 @484 @98 @100 @98 @101 @505 @506 
8039:   NOT   @515 ==  1  ;; integer values
004D: jump_if_false POOL2_5015
0006: @39 =  1  ;; integer values
0002: jump POOL2_5032

:POOL2_5015
00D6: if  1
05B0: @487 @488 @483 @484 @99 @100 @99 @101 @505 @506 
8039:   NOT   @515 ==  2  ;; integer values
004D: jump_if_false POOL2_5021
0006: @39 =  2  ;; integer values
0002: jump POOL2_5032

:POOL2_5021
00D6: if  1
05B0: @487 @488 @483 @484 @98 @100 @99 @100 @505 @506 
8039:   NOT   @515 ==  3  ;; integer values
004D: jump_if_false POOL2_5027
0006: @39 =  3  ;; integer values
0002: jump POOL2_5032

:POOL2_5027
00D6: if  1
05B0: @487 @488 @483 @484 @98 @101 @99 @101 @505 @506 
8039:   NOT   @515 ==  4  ;; integer values
004D: jump_if_false POOL2_5032
0006: @39 =  4  ;; integer values

:POOL2_5032
0509: @42 = distance between point @483 @484 and point @487 @488
00D6: if  0
0021:   @42 >  0.0  ;; floating-point values
004D: jump_if_false POOL2_5038
0073: @491 /= @42  ;; floating-point values 
0073: @492 /= @42  ;; floating-point values 

:POOL2_5038
00D6: if  21
0039:   @39 ==  1  ;; integer values
0039:   @39 ==  2  ;; integer values
004D: jump_if_false POOL2_5045
0087: @507 = @491  ;; floating-point values only
0013: @507 *= -1.0  ;; floating-point values 
0087: @508 = @492  ;; floating-point values only

:POOL2_5045
00D6: if  21
0039:   @39 ==  3  ;; integer values
0039:   @39 ==  4  ;; integer values
004D: jump_if_false POOL2_5052
0087: @507 = @491  ;; floating-point values only
0087: @508 = @492  ;; floating-point values only
0013: @508 *= -1.0  ;; floating-point values 

:POOL2_5052
00D6: if  0
8039:   NOT   @39 ==  0  ;; integer values
004D: jump_if_false POOL2_5056
0085: @515 = @39  ;; integer values and handles

:POOL2_5056
0006: @485 =  0  ;; integer values
0002: jump POOL2_5061

:POOL2_5058
0087: @505 = @483  ;; floating-point values only
0087: @506 = @484  ;; floating-point values only
0006: @485 =  1  ;; integer values

:POOL2_5061
0051: return

:POOL2_5062
00D6: if  0
03CA:   object @516 exists
004D: jump_if_false POOL2_5070
01BB: store_object @516 position_to @526 @527 $75
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_5070
0509: @42 = distance between point $73 $74 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  0
03CA:   object @82 exists
004D: jump_if_false POOL2_5091
01BB: store_object @82 position_to $73 $74 $75
0087: @524 = @526  ;; floating-point values only
0065: @524 -= $73  ;; floating-point values 
0087: @525 = @527  ;; floating-point values only
0065: @525 -= $74  ;; floating-point values 

:POOL2_5091
05A4: @520 @521 @524 @525 @519 
00D6: if  0
0023:    90.0 > @519  ;; floating-point values
004D: jump_if_false POOL2_5097
0006: @518 =  1  ;; integer values
0002: jump POOL2_5098

:POOL2_5097
0006: @518 =  0  ;; integer values

:POOL2_5098
0051: return

:POOL2_5099
0006: @530 =  0  ;; integer values
0006: @531 =  0  ;; integer values
0006: @532 =  0  ;; integer values
00D6: if  1
03CA:   object @528 exists
03CA:   object @529 exists
004D: jump_if_false POOL2_5178
01BB: store_object @528 position_to $73 $74 $75
01BB: store_object @529 position_to @537 @538 $75
0087: @533 = @537  ;; floating-point values only
0065: @533 -= $73  ;; floating-point values 
0087: @534 = @538  ;; floating-point values only
0065: @534 -= $74  ;; floating-point values 
0509: @42 = distance between point $73 $74 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 *=  .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_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false POOL2_5138
0006: @531 =  1  ;; integer values

:POOL2_5138
0087: @42 = @52  ;; floating-point values only
0013: @42 *=  2.0  ;; floating-point values 
0013: @42 *= -.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_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false POOL2_5158
0006: @532 =  1  ;; integer values

:POOL2_5158
00D6: if  1
0039:   @531 ==  0  ;; integer values
0039:   @532 ==  0  ;; integer values
004D: jump_if_false POOL2_5163
0006: @530 =  0  ;; integer values

:POOL2_5163
00D6: if  1
0039:   @531 ==  1  ;; integer values
0039:   @532 ==  0  ;; integer values
004D: jump_if_false POOL2_5168
0006: @530 =  1  ;; integer values

:POOL2_5168
00D6: if  1
0039:   @531 ==  0  ;; integer values
0039:   @532 ==  1  ;; integer values
004D: jump_if_false POOL2_5173
0006: @530 =  2  ;; integer values

:POOL2_5173
00D6: if  1
0039:   @531 ==  1  ;; integer values
0039:   @532 ==  1  ;; integer values
004D: jump_if_false POOL2_5178
0006: @530 =  3  ;; integer values

:POOL2_5178
0051: return

:POOL2_5179
0006: @545 =  0  ;; integer values
0007: @547 =  2.5  ;; floating-point values
006B: @547 *= @52  ;; floating-point values
0006: @548 =  0  ;; integer values

:POOL2_5183
00D6: if  0
001B:    6 > @548  ;; integer values
004D: jump_if_false POOL2_5196
0509: @546 = distance between point @543 @544 and point @54(@548,6f) @60(@548,6f)
00D6: if  0
0025:   @547 > @546  ;; floating-point values  
004D: jump_if_false POOL2_5194
03A9: write_debug_newline
DEFINE TABLE Tables\Table57.bin
0006: @545 =  1  ;; integer values
0006: @548 =  6  ;; integer values

:POOL2_5194
000A: @548 +=  1  ;; integer values
0002: jump POOL2_5183

:POOL2_5196
0051: return

:POOL2_5197
0006: @553 =  0  ;; integer values
03A9: write_debug_newline
DEFINE TABLE Tables\Table58.bin
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_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false POOL2_5219
DEFINE TABLE Tables\Table59.bin
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_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false POOL2_5219
DEFINE TABLE Tables\Table60.bin
0006: @553 =  1  ;; integer values

:POOL2_5219
0051: return

:POOL2_5220
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_4854
00D6: if  0
0039:   @485 ==  1  ;; integer values
004D: jump_if_false POOL2_5230
0006: @557 =  1  ;; integer values

:POOL2_5230
0051: return

:POOL2_5231
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_5247
00D6: if  0
001B:    15 > @567  ;; integer values
004D: jump_if_false POOL2_5253
0550: unknown_keep_object @82(@567,16i) in_memory  0
000A: @567 +=  1  ;; integer values
0002: jump POOL2_5247

:POOL2_5253
01BC: put_object @83 at @558 @559 @560
0177: set_object @83 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @83 offset @562 @564  0.0
01BC: put_object @91 at $73 $74 $75
0177: set_object @91 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @91 offset @565  0.0  0.0
01BC: put_object @85 at $73 $74 $75
0177: set_object @85 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @91 offset @562 @564  0.0
01BC: put_object @89 at $73 $74 $75
0177: set_object @89 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @89 offset @565  0.0  0.0
01BC: put_object @90 at $73 $74 $75
0177: set_object @90 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @90 offset @565  0.0  0.0
01BC: put_object @92 at $73 $74 $75
0177: set_object @92 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @89 offset @562 @564  0.0
01BC: put_object @93 at $73 $74 $75
0177: set_object @93 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @93 offset @565  0.0  0.0
01BC: put_object @84 at $73 $74 $75
0177: set_object @84 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @84 offset @565  0.0  0.0
01BC: put_object @97 at $73 $74 $75
0177: set_object @97 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @97 offset @565  0.0  0.0
01BC: put_object @87 at $73 $74 $75
0177: set_object @87 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @93 offset @562 @564  0.0
01BC: put_object @88 at $73 $74 $75
0177: set_object @88 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @88 offset @565  0.0  0.0
01BC: put_object @94 at $73 $74 $75
0177: set_object @94 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @94 offset @565  0.0  0.0
01BC: put_object @95 at $73 $74 $75
0177: set_object @95 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @95 offset @565  0.0  0.0
01BC: put_object @86 at $73 $74 $75
0177: set_object @86 z_angle_to @561
0400: create_coordinate $73 $74 $75 from_object @86 offset @565  0.0  0.0
01BC: put_object @96 at $73 $74 $75
0177: set_object @96 z_angle_to @561
0051: return

:POOL2_5298
0007: @602 = -.96  ;; floating-point values
0007: @603 =  .49  ;; floating-point values
0007: @604 =  .97  ;; floating-point values
0007: @605 =  .49  ;; floating-point values
0007: @606 =  .97  ;; floating-point values
0007: @607 = -.49  ;; floating-point values
0007: @608 = -.96  ;; floating-point values
0007: @609 = -.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: $75 = 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  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false POOL2_5321
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; 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_5321
0400: create_coordinate @577 @578 @579 from_object @163 offset @606 @607  0.0
00D6: if  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false POOL2_5332
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; 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_5332
0400: create_coordinate @580 @581 @582 from_object @163 offset @608 @609  0.0
00D6: if  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false POOL2_5343
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; 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_5343
0400: create_coordinate @577 @578 @579 from_object @163 offset @602 @603  0.0
00D6: if  0
05B0: @571 @572 @574 @575 @577 @578 @580 @581 $73 $74 
004D: jump_if_false POOL2_5354
0089: @585 = $73  ;; floating-point values only
0089: @589 = $74  ;; floating-point values only
0089: @593 = $75  ;; 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_5354
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: @614 @615 @616 @617 @613 
00D6: if  0
0021:   @613 >  90.0  ;; floating-point values
004D: jump_if_false POOL2_5364
000B: @613 += -180.0  ;; floating-point values
0013: @613 *= -1.0  ;; floating-point values 

:POOL2_5364
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: @169 @170 @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: $73 = @169  ;; floating-point values only
0011: $73 *=  3.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  3.0  ;; floating-point values
0087: @583 = @585  ;; floating-point values only
0065: @583 -= $73  ;; floating-point values 
0087: @587 = @589  ;; floating-point values only
0065: @587 -= $74  ;; floating-point values 
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.0  ;; floating-point values
0087: @610 = @585  ;; floating-point values only
0065: @610 -= $73  ;; floating-point values 
0087: @611 = @589  ;; floating-point values only
0065: @611 -= $74  ;; floating-point values 
0087: @612 = @593  ;; floating-point values only
00D6: if  0
0023:    .25 > @599  ;; floating-point values
004D: jump_if_false POOL2_5402
0006: @600 =  1  ;; integer values
0002: jump POOL2_5413

:POOL2_5402
00D6: if  0
0023:    .65 > @599  ;; floating-point values
004D: jump_if_false POOL2_5407
0006: @600 =  2  ;; integer values
0002: jump POOL2_5413

:POOL2_5407
00D6: if  0
0023:    1.1 > @599  ;; floating-point values
004D: jump_if_false POOL2_5412
0006: @600 =  3  ;; integer values
0002: jump POOL2_5413

:POOL2_5412
0006: @600 =  4  ;; integer values

:POOL2_5413
00D6: if  0
0021:   @613 >  70.0  ;; floating-point values
004D: jump_if_false POOL2_5421
000A: @600 +=  1  ;; integer values
00D6: if  0
0019:   @600 >  4  ;; integer values
004D: jump_if_false POOL2_5421
0006: @600 =  4  ;; integer values

:POOL2_5421
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false POOL2_5432
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  .615  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  .615  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5432
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false POOL2_5443
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.0  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5443
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false POOL2_5454
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.6  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.6  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5454
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false POOL2_5465
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  2.1  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  2.1  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5465
0509: $68 = distance between point @574 @575 and point @584 @588
0087: @42 = @599  ;; floating-point values only
000B: @42 +=  .3  ;; floating-point values
00D6: if  0
0027:   @42 > $68  ;; floating-point values only
004D: jump_if_false POOL2_5481
0087: @42 = @599  ;; floating-point values only
000B: @42 +=  .3  ;; floating-point values
0088: $73 = @169  ;; floating-point values only
006D: $73 *= @42  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
006D: $74 *= @42  ;; floating-point values
0087: @584 = @574  ;; floating-point values only
0065: @584 -= $73  ;; floating-point values 
0087: @588 = @575  ;; floating-point values only
0065: @588 -= $74  ;; floating-point values 

:POOL2_5481
00D6: if  0
0039:   @600 ==  1  ;; integer values
004D: jump_if_false POOL2_5492
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  .655  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  .655  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5492
00D6: if  0
0039:   @600 ==  2  ;; integer values
004D: jump_if_false POOL2_5503
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.0  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.0  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5503
00D6: if  0
0039:   @600 ==  3  ;; integer values
004D: jump_if_false POOL2_5514
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  1.6  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  1.6  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5514
00D6: if  0
0039:   @600 ==  4  ;; integer values
004D: jump_if_false POOL2_5525
0088: $73 = @169  ;; floating-point values only
0011: $73 *=  2.1  ;; floating-point values
0088: $74 = @170  ;; floating-point values only
0011: $74 *=  2.1  ;; floating-point values
0087: @586 = @574  ;; floating-point values only
0065: @586 -= $73  ;; floating-point values 
0087: @590 = @575  ;; floating-point values only
0065: @590 -= $74  ;; floating-point values 

:POOL2_5525
0051: return

:POOL2_5526
038D:  1 @618 @619 @620 @621  128  128  128  255 
038D:  2 @622 @623 @624 @625  128  128  128  255 
00D6: if  21
00E1:   key_pressed @180  1
00E1:   key_pressed @180  0
004D: jump_if_false POOL2_5590
0494: get_joystick_data @180 $17 $18 $19 $20
008D: $73 = integer_to_float $17
008D: $74 = integer_to_float $18
0015: $73 /=  128.0  ;; floating-point values
0015: $74 /=  128.0  ;; floating-point values
0011: $73 *=  5.0  ;; floating-point values
0011: $74 *=  5.0  ;; floating-point values
0087: @42 = @622  ;; floating-point values only
005D: @42 += $73  ;; 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  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false POOL2_5554
0087: @43 = @618  ;; floating-point values only
0063: @43 -= @44  ;; floating-point values 
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false POOL2_5554
0088: $73 = @42  ;; floating-point values only

:POOL2_5554
0087: @42 = @623  ;; floating-point values only
005D: @42 += $74  ;; 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  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false POOL2_5569
0087: @43 = @619  ;; floating-point values only
0063: @43 -= @44  ;; floating-point values 
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false POOL2_5569
0088: $74 = @42  ;; floating-point values only

:POOL2_5569
0509: @42 = distance between point $73 $74 and point @618 @619
0087: @43 = @620  ;; floating-point values only
0017: @43 /=  3.2  ;; floating-point values 
00D6: if  0
0025:   @42 > @43  ;; floating-point values  
004D: jump_if_false POOL2_5588
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @618  ;; floating-point values 
0089: @170 = $74  ;; 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_5590

:POOL2_5588
0089: @622 = $73  ;; floating-point values only
0089: @623 = $74  ;; floating-point values only

:POOL2_5590
0051: return

:POOL2_5591
0087: @631 = @52  ;; floating-point values only
0013: @631 *=  2.0  ;; floating-point values 
0006: @629 =  1  ;; integer values

:POOL2_5594
00D6: if  0
001B:    16 > @629  ;; integer values
004D: jump_if_false POOL2_5619
00D6: if  0
03CA:   object @82(@629,16i) exists
004D: jump_if_false POOL2_5617
01BB: store_object @82(@629,16i) position_to $73 $74 $75
0509: @630 = distance between point $73 $74 and point @627 @628
00D6: if  0
0025:   @631 > @630  ;; floating-point values  
004D: jump_if_false POOL2_5617
0087: @632 = @627  ;; floating-point values only
0065: @632 -= $73  ;; floating-point values 
0087: @633 = @628  ;; floating-point values only
0065: @633 -= $74  ;; 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 = $73  ;; floating-point values only
005B: @627 += @632  ;; floating-point values 
0089: @628 = $74  ;; floating-point values only
005B: @628 += @633  ;; floating-point values 

:POOL2_5617
000A: @629 +=  1  ;; integer values
0002: jump POOL2_5594

:POOL2_5619
0087: @630 = @98  ;; floating-point values only
00D6: if  0
0025:   @630 > @627  ;; floating-point values  
004D: jump_if_false POOL2_5624
0087: @627 = @630  ;; floating-point values only

:POOL2_5624
0087: @630 = @99  ;; floating-point values only
00D6: if  0
0025:   @627 > @630  ;; floating-point values  
004D: jump_if_false POOL2_5629
0087: @627 = @630  ;; floating-point values only

:POOL2_5629
0087: @630 = @100  ;; floating-point values only
00D6: if  0
0025:   @630 > @628  ;; floating-point values  
004D: jump_if_false POOL2_5634
0087: @628 = @630  ;; floating-point values only

:POOL2_5634
0087: @630 = @101  ;; floating-point values only
00D6: if  0
0025:   @628 > @630  ;; floating-point values  
004D: jump_if_false POOL2_5639
0087: @628 = @630  ;; floating-point values only

:POOL2_5639
0051: return

:POOL2_5640
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_5653
0937:  29.0  220.0 @641 @647 'BJ_TITL'  2 
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
0343: set_text_linewidth  640.0
033E: text_draw  36.0  240.0 'BJ_01'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  260.0 'DOLLAR' @155
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
0343: set_text_linewidth  640.0
033E: text_draw  36.0  290.0 'BJ_02'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  310.0 'DOLLAR' $9460
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
0343: set_text_linewidth  640.0
033E: text_draw  36.0  340.0 'BJ_03'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  360.0 'DOLLAR' $9461
0051: return

:POOL2_5676
00D6: if  1
0039:   @274 ==  0  ;; integer values
0039:   @271 ==  0  ;; integer values
004D: jump_if_false POOL2_5683
0006: @635 =  1  ;; integer values
0050: gosub POOL2_5874
0002: jump POOL2_5817

:POOL2_5683
0937:  29.0  220.0 @637 @643 'SCORE'  2 
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'PL_01'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false POOL2_5693
033E: text_draw  36.0  260.0 'PL_12'

:POOL2_5693
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false POOL2_5697
033E: text_draw  36.0  260.0 'PL_13'

:POOL2_5697
00D6: if  0
0039:   @217 == -1  ;; integer values
004D: jump_if_false POOL2_5701
033E: text_draw  36.0  260.0 'PL_15'

:POOL2_5701
00D6: if  0
0039:   @217 ==  2  ;; integer values
004D: jump_if_false POOL2_5705
033E: text_draw  36.0  260.0 'PL_14'

:POOL2_5705
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false POOL2_5712
033E: text_draw  36.0  290.0 'PL_02'
0002: jump POOL2_5713

:POOL2_5712
033E: text_draw  36.0  290.0 'PL_03'

:POOL2_5713
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false POOL2_5719
033E: text_draw  36.0  310.0 'PL_12'

:POOL2_5719
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false POOL2_5723
033E: text_draw  36.0  310.0 'PL_13'

:POOL2_5723
00D6: if  0
0039:   @218 == -1  ;; integer values
004D: jump_if_false POOL2_5727
033E: text_draw  36.0  310.0 'PL_15'

:POOL2_5727
00D6: if  0
0039:   @218 ==  2  ;; integer values
004D: jump_if_false POOL2_5731
033E: text_draw  36.0  310.0 'PL_14'

:POOL2_5731
00D6: if  0
0019:   @274 >  0  ;; integer values
004D: jump_if_false POOL2_5754
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_04'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
0871: init_jump_table @274 total_jumps  7  0 POOL2_5753 jumps  0 POOL2_5740  1 POOL2_5741  2 POOL2_5743  3 POOL2_5745  4 POOL2_5747  5 POOL2_5749  6 POOL2_5751 

:POOL2_5740
0002: jump POOL2_5753

:POOL2_5741
033E: text_draw  36.0  360.0 'FOUL1'
0002: jump POOL2_5753

:POOL2_5743
033E: text_draw  36.0  360.0 'FOUL2'
0002: jump POOL2_5753

:POOL2_5745
033E: text_draw  36.0  360.0 'FOUL3'
0002: jump POOL2_5753

:POOL2_5747
033E: text_draw  36.0  360.0 'FOUL4'
0002: jump POOL2_5753

:POOL2_5749
033E: text_draw  36.0  360.0 'FOUL5'
0002: jump POOL2_5753

:POOL2_5751
033E: text_draw  36.0  360.0 'FOUL6'
0002: jump POOL2_5753

:POOL2_5753
0002: jump POOL2_5817

:POOL2_5754
00D6: if  0
0019:   @271 >  0  ;; integer values
004D: jump_if_false POOL2_5817
00D6: if  0
0039:   @271 ==  1  ;; integer values
004D: jump_if_false POOL2_5777
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_05'
0006: @39 =  1  ;; integer values

:POOL2_5764
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_5776
00D6: if  0
8039:   NOT   @255(@39,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_5774
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
045A: text_draw_1number  36.0  360.0 'NUM' @39
0006: @39 =  16  ;; integer values

:POOL2_5774
000A: @39 +=  1  ;; integer values
0002: jump POOL2_5764

:POOL2_5776
0002: jump POOL2_5817

:POOL2_5777
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_06'
0006: @39 =  1  ;; integer values
0085: @40 = @271  ;; integer values and handles
0007: @42 =  36.0  ;; floating-point values

:POOL2_5783
00D6: if  0
0019:   @40 >  0  ;; integer values
004D: jump_if_false POOL2_5817

:POOL2_5786
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_5816
00D6: if  0
8039:   NOT   @255(@39,16i) ==  0  ;; integer values
004D: jump_if_false POOL2_5810
00D6: if  0
0019:   @40 >  1  ;; integer values
004D: jump_if_false POOL2_5804
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
0A08: 'COMMA' @39 @41 
0093: @43 = integer_to_float @41  
045A: text_draw_1number @42  360.0 'COMMA' @39
005B: @42 += @43  ;; floating-point values 
000A: @39 +=  1  ;; integer values
000E: @40 -=  1  ;; integer values
0002: jump POOL2_5809

:POOL2_5804
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
045A: text_draw_1number @42  360.0 'NUM' @39
0006: @40 = -1  ;; integer values
0006: @39 =  16  ;; integer values

:POOL2_5809
0002: jump POOL2_5811

:POOL2_5810
000A: @39 +=  1  ;; integer values

:POOL2_5811
00D6: if  0
0029:   @39 >=  16  ;; integer values
004D: jump_if_false POOL2_5815
0006: @40 = -1  ;; integer values

:POOL2_5815
0002: jump POOL2_5786

:POOL2_5816
0002: jump POOL2_5783

:POOL2_5817
0051: return
00D6: if  21
0736:  131 
0736:  87 
004D: jump_if_false POOL2_5823
000B: @621 +=  1.0  ;; floating-point values

:POOL2_5823
00D6: if  21
0736:  130 
0736:  90 
004D: jump_if_false POOL2_5828
000B: @621 += -1.0  ;; floating-point values

:POOL2_5828
00D6: if  21
0736:  128 
0736:  68 
004D: jump_if_false POOL2_5833
000B: @620 +=  1.0  ;; floating-point values

:POOL2_5833
00D6: if  21
0736:  129 
0736:  65 
004D: jump_if_false POOL2_5838
000B: @620 += -1.0  ;; floating-point values

:POOL2_5838
00D6: if  21
0736:  145 
0736:  87 
004D: jump_if_false POOL2_5843
000B: @624 +=  1.0  ;; floating-point values

:POOL2_5843
00D6: if  21
0736:  139 
0736:  90 
004D: jump_if_false POOL2_5848
000B: @624 += -1.0  ;; floating-point values

:POOL2_5848
00D6: if  21
0736:  143 
0736:  68 
004D: jump_if_false POOL2_5853
000B: @625 +=  1.0  ;; floating-point values

:POOL2_5853
00D6: if  21
0736:  141 
0736:  65 
004D: jump_if_false POOL2_5858
000B: @625 += -1.0  ;; floating-point values

:POOL2_5858
00D6: if  0
0736:  137 
004D: jump_if_false POOL2_5873
03A9: write_debug_newline
DEFINE TABLE Tables\Table61.bin
03A8: write_debug_float @621 
03A9: write_debug_newline
DEFINE TABLE Tables\Table62.bin
03A8: write_debug_float @620 
03A9: write_debug_newline
DEFINE TABLE Tables\Table63.bin
03A8: write_debug_float @624 
03A9: write_debug_newline
DEFINE TABLE Tables\Table64.bin
03A8: write_debug_float @625 

:POOL2_5873
0051: return

:POOL2_5874
00D6: if  0
0039:   @635 ==  0  ;; integer values
004D: jump_if_false POOL2_5913
0006: @39 =  0  ;; integer values
00D6: if  0
001B:    3000 > @205  ;; integer values
004D: jump_if_false POOL2_5882
0006: @39 =  1  ;; integer values

:POOL2_5882
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false POOL2_5891
0006: @205 =  0  ;; integer values
0006: @39 =  1  ;; integer values
00D6: if  0
0019:   @198 >  1  ;; integer values
004D: jump_if_false POOL2_5891
0006: @198 =  0  ;; integer values

:POOL2_5891
00D6: if  0
0039:   @198 ==  0  ;; integer values
004D: jump_if_false POOL2_5898
03E6: remove_text_box
0512: permanent_text_box 'PL_H3'
0006: @205 =  0  ;; integer values
000A: @198 +=  1  ;; integer values

:POOL2_5898
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false POOL2_5911
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false POOL2_5910
00D6: if  0
0019:   @205 >  3000  ;; integer values
004D: jump_if_false POOL2_5910
03E6: remove_text_box
0512: permanent_text_box 'PL_H7'
000A: @198 +=  1  ;; integer values

:POOL2_5910
0002: jump POOL2_5912

:POOL2_5911
0006: @39 =  1  ;; integer values

:POOL2_5912
0002: jump POOL2_5915

:POOL2_5913
0006: @39 =  1  ;; integer values
0006: @635 =  0  ;; integer values

:POOL2_5915
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false POOL2_5966
0937:  29.0  270.0 @638 @644 'SCORE'  2 
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  290.0 'PL_01'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false POOL2_5928
033E: text_draw  36.0  310.0 'PL_12'

:POOL2_5928
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false POOL2_5932
033E: text_draw  36.0  310.0 'PL_13'

:POOL2_5932
00D6: if  0
0039:   @217 == -1  ;; integer values
004D: jump_if_false POOL2_5936
033E: text_draw  36.0  310.0 'PL_15'

:POOL2_5936
00D6: if  0
0039:   @217 ==  2  ;; integer values
004D: jump_if_false POOL2_5940
033E: text_draw  36.0  310.0 'PL_14'

:POOL2_5940
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false POOL2_5947
033E: text_draw  36.0  340.0 'PL_02'
0002: jump POOL2_5948

:POOL2_5947
033E: text_draw  36.0  340.0 'PL_03'

:POOL2_5948
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false POOL2_5954
033E: text_draw  36.0  360.0 'PL_12'

:POOL2_5954
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false POOL2_5958
033E: text_draw  36.0  360.0 'PL_13'

:POOL2_5958
00D6: if  0
0039:   @218 == -1  ;; integer values
004D: jump_if_false POOL2_5962
033E: text_draw  36.0  360.0 'PL_15'

:POOL2_5962
00D6: if  0
0039:   @218 ==  2  ;; integer values
004D: jump_if_false POOL2_5966
033E: text_draw  36.0  360.0 'PL_14'

:POOL2_5966
0051: return

:POOL2_5967
0007: @636 =  .4753  ;; floating-point values
0007: @642 =  2.3176  ;; floating-point values
0871: init_jump_table $154 total_jumps  4  1 POOL2_5982 jumps  1 POOL2_5970  2 POOL2_5976  3 POOL2_5979  4 POOL2_5973 -1 POOL2_5985 -1 POOL2_5985 -1 POOL2_5985 

:POOL2_5970
0007: @637 =  210.6556  ;; floating-point values
0007: @643 =  426.4957  ;; floating-point values
0002: jump POOL2_5985

:POOL2_5973
0007: @637 =  175.0805  ;; floating-point values
0007: @643 =  426.4957  ;; floating-point values
0002: jump POOL2_5985

:POOL2_5976
0007: @637 =  190.782  ;; floating-point values
0007: @643 =  409.0  ;; floating-point values
0002: jump POOL2_5985

:POOL2_5979
0007: @637 =  214.9799  ;; floating-point values
0007: @643 =  409.0  ;; floating-point values
0002: jump POOL2_5985

:POOL2_5982
0007: @637 =  174.4835  ;; floating-point values
0007: @643 =  409.0  ;; floating-point values
0002: jump POOL2_5985

:POOL2_5985
0871: init_jump_table $154 total_jumps  3  1 POOL2_5995 jumps  2 POOL2_5989  3 POOL2_5992  4 POOL2_5986 -1 POOL2_5998 -1 POOL2_5998 -1 POOL2_5998 -1 POOL2_5998 

:POOL2_5986
0007: @638 =  179.098  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump POOL2_5998

:POOL2_5989
0007: @638 =  166.0992  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump POOL2_5998

:POOL2_5992
0007: @638 =  205.4915  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump POOL2_5998

:POOL2_5995
0007: @638 =  157.0  ;; floating-point values
0007: @644 =  396.8582  ;; floating-point values
0002: jump POOL2_5998

:POOL2_5998
0871: init_jump_table $154 total_jumps  1  1 POOL2_6002 jumps  3 POOL2_5999 -1 POOL2_6005 -1 POOL2_6005 -1 POOL2_6005 -1 POOL2_6005 -1 POOL2_6005 -1 POOL2_6005 

:POOL2_5999
0087: @639 = @638  ;; floating-point values only
0007: @645 =  394.4953  ;; floating-point values
0002: jump POOL2_6005

:POOL2_6002
0007: @639 =  168.1938  ;; floating-point values
0007: @645 =  394.4953  ;; floating-point values
0002: jump POOL2_6005

:POOL2_6005
0007: @640 =  .4914  ;; floating-point values
0007: @646 =  2.3977  ;; floating-point values
0871: init_jump_table $154 total_jumps  1  1 POOL2_6011 jumps  3 POOL2_6008 -1 POOL2_6014 -1 POOL2_6014 -1 POOL2_6014 -1 POOL2_6014 -1 POOL2_6014 -1 POOL2_6014 

:POOL2_6008
0007: @641 =  178.0981  ;; floating-point values
0007: @647 =  409.0  ;; floating-point values
0002: jump POOL2_6014

:POOL2_6011
0007: @641 =  157.0  ;; floating-point values
0007: @647 =  409.0  ;; floating-point values
0002: jump POOL2_6014

:POOL2_6014
0051: return
00D6: if  0
0736:  67 
004D: jump_if_false POOL2_6024
000A: @648 +=  1  ;; integer values
00D6: if  0
0019:   @648 >  5  ;; integer values
004D: jump_if_false POOL2_6023
0006: @648 =  0  ;; integer values

:POOL2_6023
0663: write_debug_intvar "SCREEN_EDIT" @648 

:POOL2_6024
00D6: if  0
0736:  131 
004D: jump_if_false POOL2_6028
000B: @642(@648,6f) += -.1  ;; floating-point values

:POOL2_6028
00D6: if  0
0736:  130 
004D: jump_if_false POOL2_6032
000B: @642(@648,6f) +=  .1  ;; floating-point values

:POOL2_6032
00D6: if  0
0736:  128 
004D: jump_if_false POOL2_6036
000B: @636(@648,6f) +=  .1  ;; floating-point values

:POOL2_6036
00D6: if  0
0736:  129 
004D: jump_if_false POOL2_6040
000B: @636(@648,6f) += -.1  ;; floating-point values

:POOL2_6040
00D6: if  0
0736:  137 
004D: jump_if_false POOL2_6062
03A9: write_debug_newline
DEFINE TABLE Tables\Table65.bin
03A9: write_debug_newline
0006: @39 =  0  ;; integer values

:POOL2_6047
00D6: if  0
001B:    6 > @39  ;; integer values
004D: jump_if_false POOL2_6062
DEFINE TABLE Tables\Table66.bin
03A7: write_debug_int @39 
DEFINE TABLE Tables\Table67.bin
03A8: write_debug_float @636(@39,6f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table68.bin
03A7: write_debug_int @39 
DEFINE TABLE Tables\Table69.bin
03A8: write_debug_float @642(@39,6f) 
03A9: write_debug_newline
000A: @39 +=  1  ;; integer values
0002: jump POOL2_6047

:POOL2_6062
0051: return

:POOL2_6063
0006: @39 =  0  ;; integer values
00D6: if  0
001B:    3000 > @205  ;; integer values
004D: jump_if_false POOL2_6068
0006: @39 =  1  ;; integer values

:POOL2_6068
00D6: if  0
0039:   @198 ==  0  ;; integer values
004D: jump_if_false POOL2_6075
03E6: remove_text_box
0512: permanent_text_box 'PL_H6'
0006: @205 =  0  ;; integer values
000A: @198 +=  1  ;; integer values

:POOL2_6075
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false POOL2_6087
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false POOL2_6087
00D6: if  0
0019:   @205 >  3000  ;; integer values
004D: jump_if_false POOL2_6087
03E6: remove_text_box
0512: permanent_text_box 'PL_H7'
000A: @198 +=  1  ;; integer values

:POOL2_6087
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false POOL2_6144
0937:  29.0  220.0 @639 @645 'SCORE'  2 
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'PL_01'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @217 ==  0  ;; integer values
004D: jump_if_false POOL2_6100
033E: text_draw  36.0  260.0 'PL_12'

:POOL2_6100
00D6: if  0
0039:   @217 ==  1  ;; integer values
004D: jump_if_false POOL2_6104
033E: text_draw  36.0  260.0 'PL_13'

:POOL2_6104
00D6: if  0
0039:   @217 == -1  ;; integer values
004D: jump_if_false POOL2_6108
033E: text_draw  36.0  260.0 'PL_15'

:POOL2_6108
00D6: if  0
0039:   @217 ==  2  ;; integer values
004D: jump_if_false POOL2_6112
033E: text_draw  36.0  260.0 'PL_14'

:POOL2_6112
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false POOL2_6119
033E: text_draw  36.0  290.0 'PL_02'
0002: jump POOL2_6120

:POOL2_6119
033E: text_draw  36.0  290.0 'PL_03'

:POOL2_6120
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false POOL2_6126
033E: text_draw  36.0  310.0 'PL_12'

:POOL2_6126
00D6: if  0
0039:   @218 ==  1  ;; integer values
004D: jump_if_false POOL2_6130
033E: text_draw  36.0  310.0 'PL_13'

:POOL2_6130
00D6: if  0
0039:   @218 == -1  ;; integer values
004D: jump_if_false POOL2_6134
033E: text_draw  36.0  310.0 'PL_15'

:POOL2_6134
00D6: if  0
0039:   @218 ==  2  ;; integer values
004D: jump_if_false POOL2_6138
033E: text_draw  36.0  310.0 'PL_14'

:POOL2_6138
0050: gosub POOL2_6187
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'PL_16'
0050: gosub POOL2_6187
033F: set_text_draw_letter_width_height @636 @642
033E: text_draw  36.0  360.0 'PL_17'

:POOL2_6144
0051: return
033F: set_text_draw_letter_width_height  .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  .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  .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  .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  .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  .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  .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_6187
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  0
0736:  130 
004D: jump_if_false POOL2_6212
000B: @650 += -.0001  ;; floating-point values
0006: @39 =  0  ;; integer values

:POOL2_6203
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_6212
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_6210
0908: @82(@39,16i) @650 

:POOL2_6210
000A: @39 +=  1  ;; integer values
0002: jump POOL2_6203

:POOL2_6212
00D6: if  0
0736:  137 
004D: jump_if_false POOL2_6224

:POOL2_6215
00D6: if  0
001B:    16 > @39  ;; integer values
004D: jump_if_false POOL2_6224
00D6: if  0
03CA:   object @82(@39,16i) exists
004D: jump_if_false POOL2_6222
0908: @82(@39,16i) @650 

:POOL2_6222
000A: @39 +=  1  ;; integer values
0002: jump POOL2_6215

:POOL2_6224
00D6: if  0
0736:  145 
004D: jump_if_false POOL2_6227

:POOL2_6227
00D6: if  0
0736:  139 
004D: jump_if_false POOL2_6231
000B: @203 += -.001  ;; floating-point values

:POOL2_6231
00D6: if  0
0736:  143 
004D: jump_if_false POOL2_6235
000B: @204 +=  .001  ;; floating-point values

:POOL2_6235
00D6: if  0
0736:  141 
004D: jump_if_false POOL2_6239
000B: @204 += -.001  ;; floating-point values

:POOL2_6239
0051: return

:POOL2_6240
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:POOL2_6242
01E3: text_1number_styled 'M_PASS'  10000  5000 ms  1
0109: player $PLAYER_CHAR money +=  10000
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:POOL2_6246
08F6: (unknown)
09D8:  0 
0A3F:  0 
0004: $1904 =  0  ;; integer values
040D: unload_wav  4
0006: @39 =  0  ;; integer values

:POOL2_6252
00D6: if  0
001B:    10 > @39  ;; integer values
004D: jump_if_false POOL2_6261
00D6: if  0
03CA:   object @347(@39,10i) exists
004D: jump_if_false POOL2_6259
0108: destroy_object @347(@39,10i)

:POOL2_6259
000A: @39 +=  1  ;; integer values
0002: jump POOL2_6252

:POOL2_6261
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false POOL2_6269
0647: unknown_action_sequence $9458 
00A0: store_actor $9458 position_to $73 $74 $75
02CE: $75 = ground_z $73 $74 $75
0089: @223 = $75  ;; floating-point values only
0089: @227 = $75  ;; floating-point values only

:POOL2_6269
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false POOL2_6274
00A0: store_actor $9458 position_to $73 $74 $75
00A1: put_actor $9458 at $73 $74 @227

:POOL2_6274
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL2_6289
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at @221 @222 @223
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false POOL2_6283
00A0: store_actor $9458 position_to @165 @166 @167

:POOL2_6283
0087: @169 = @165  ;; floating-point values only
0065: @169 -= $73  ;; floating-point values 
0087: @170 = @166  ;; floating-point values only
0065: @170 -= $74  ;; floating-point values 
0604: @169 @170 $72 
0173: set_actor $PLAYER_ACTOR z_angle_to $72

:POOL2_6289
0247: request_model  338

:POOL2_6290
00D6: if  0
8248:   NOT   model  338 available
004D: jump_if_false POOL2_6295
0001: wait  0 ms
0002: jump POOL2_6290

:POOL2_6295
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL2_6301
06AB: $PLAYER_ACTOR  0 
070B: $PLAYER_ACTOR  0 
01B2: give_actor $PLAYER_ACTOR weapon  7 ammo  9999  ;; Load the weapon model before using this

:POOL2_6301
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false POOL2_6305
0108: destroy_object @106

:POOL2_6305
00D6: if  0
03CA:   object @107 exists
004D: jump_if_false POOL2_6309
0108: destroy_object @107

:POOL2_6309
00D6: if  0
03CA:   object @238 exists
004D: jump_if_false POOL2_6313
0108: destroy_object @238

:POOL2_6313
00D6: if  0
03CA:   object $9459 exists
004D: jump_if_false POOL2_6317
0108: destroy_object $9459

:POOL2_6317
0249: release_model  338
0249: release_model #K_POOLQ
04EF: release_animation "POOL"
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL2_6325
0792: $PLAYER_ACTOR 
0619: $PLAYER_ACTOR  1 

:POOL2_6325
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
00BE: text_clear_all
03E6: remove_text_box
0004: $ON_MISSION =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL2_6345
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0615: @47 
05BA: unknown_action_sequence -1  1 
05B9: unknown_action_sequence -1  1 
0616: @47 
0618: $PLAYER_ACTOR @47 
061B: @47 

:POOL2_6345
00D8: mission_cleanup
0051: return
0454: $73 $74 $75 
00D6: if  0
03CA:   object @163 exists
004D: jump_if_false POOL2_6353
01BB: store_object @163 position_to @165 @166 @167
0176: $72 = object @163 z_angle

:POOL2_6353
0011: $72 *= -1.0  ;; floating-point values
02F7: @42 = sinus $72 ;; cosine swapped with sinus
02F6: @43 = cosine $72  ;; sinus swapped with cosine
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; 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
DEFINE TABLE Tables\Table70.bin
03A8: write_debug_float @172 
03A8: write_debug_float @173 
03A8: write_debug_float @171 
0463: $73 $74 $75 
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; 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
DEFINE TABLE Tables\Table71.bin
03A8: write_debug_float @172 
03A8: write_debug_float @173 
03A8: write_debug_float @171 
0051: return
0454: $73 $74 $75 
00D6: if  0
056D:   unknown_actor @215 dead_but_valid
004D: jump_if_false POOL2_6409
00D6: if  0
8118:   NOT   actor @215 dead
004D: jump_if_false POOL2_6409
00A0: store_actor @215 position_to @165 @166 @167
0172: $72 = actor @215 z_angle

:POOL2_6409
0011: $72 *= -1.0  ;; floating-point values
02F7: @42 = sinus $72 ;; cosine swapped with sinus
02F6: @43 = cosine $72  ;; sinus swapped with cosine
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; 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
DEFINE TABLE Tables\Table72.bin
03A8: write_debug_float @172 
03A8: write_debug_float @173 
03A8: write_debug_float @171 
0463: $73 $74 $75 
0089: @169 = $73  ;; floating-point values only
0063: @169 -= @165  ;; floating-point values 
0089: @170 = $74  ;; floating-point values only
0063: @170 -= @166  ;; floating-point values 
0089: @171 = $75  ;; 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
DEFINE TABLE Tables\Table73.bin
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_1
03A4: name_thread 'LOWR'
0050: gosub LOWR_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false LOWR_7
0050: gosub LOWR_3024

:LOWR_7
0050: gosub LOWR_3026
004E: end_thread

:LOWR_9
0004: $ON_MISSION =  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_23
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false LOWR_28
0006: @36 =  1  ;; integer values

:LOWR_28
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  22  ;; integer values
004D: jump_if_false LOWR_33
0006: @39 =  0  ;; integer values

:LOWR_33
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  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false LOWR_49
005E: $6471 += @42  ;; integer values 

:LOWR_49
0871: init_jump_table @34 total_jumps  7  0 LOWR_62 jumps  0 LOWR_50  1 LOWR_52  2 LOWR_53  3 LOWR_54  4 LOWR_56  5 LOWR_58  6 LOWR_60 

:LOWR_50
0050: gosub LOWR_89
0002: jump LOWR_62

:LOWR_52
0002: jump LOWR_62

:LOWR_53
0002: jump LOWR_62

:LOWR_54
0050: gosub LOWR_127
0002: jump LOWR_62

:LOWR_56
0050: gosub LOWR_1001
0002: jump LOWR_62

:LOWR_58
0050: gosub LOWR_1428
0002: jump LOWR_62

:LOWR_60
0050: gosub LOWR_1958
0002: jump LOWR_62

:LOWR_62
0050: gosub LOWR_2200
00D6: if  0
0736:  80 
004D: jump_if_false LOWR_67
0050: gosub LOWR_2954

:LOWR_67
00D6: if  0
0736:  79 
004D: jump_if_false LOWR_71
0050: gosub LOWR_2968

:LOWR_71
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false LOWR_88
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false LOWR_85
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false LOWR_82
0002: jump LOWR_23
0002: jump LOWR_84

:LOWR_82
0050: gosub LOWR_3025
0051: return

:LOWR_84
0002: jump LOWR_87

:LOWR_85
0050: gosub LOWR_3024
0051: return

:LOWR_87
0002: jump LOWR_89

:LOWR_88
0051: return

:LOWR_89
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false LOWR_97
00A5: @69 = create_car  413 at  0.0  0.0  0.0
009A: @77 = create_actor  4  7 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  7 at  0.0  0.0  0.0

:LOWR_97
0006: @271 =  50  ;; integer values
0006: @272 =  1000  ;; integer values
0006: @104 =  0  ;; integer values
0006: @43 =  0  ;; integer values

:LOWR_101
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_107
0006: @105(@43,22i) =  0  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump LOWR_101

:LOWR_107
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 =  .01  ;; floating-point values
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false LOWR_122

:LOWR_122
054C: use_GXT_table 'LOWR'
0732:  567 
0050: gosub LOWR_3015
0006: @34 =  3  ;; integer values
0051: return

:LOWR_127
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false LOWR_261
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  114
0247: request_model  115
0247: request_model  116
0247: request_model  63
0247: request_model  41
0247: request_model  567
0247: request_model  534
04ED: load_animation "LOWRIDER"
038B: load_requested_models

:LOWR_234
00D6: if  24
8248:   NOT   model  114 available
8248:   NOT   model  115 available
8248:   NOT   model  116 available
8248:   NOT   model  63 available
8248:   NOT   model  41 available
004D: jump_if_false LOWR_243
0001: wait  0 ms
0002: jump LOWR_234

:LOWR_243
00D6: if  21
8248:   NOT   model  567 available
8248:   NOT   model  534 available
004D: jump_if_false LOWR_249
0001: wait  0 ms
0002: jump LOWR_243

:LOWR_249
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false LOWR_254
0001: wait  0 ms
0002: jump LOWR_249

:LOWR_254
00D6: if  0
875C:   NOT   marker @102 enabled
004D: jump_if_false LOWR_258
018A: @102 = create_checkpoint_at  1793.068 -1904.254  12.3989

:LOWR_258
0917: 'LOWRIDE'  1 
0004: $6471 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:LOWR_261
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false LOWR_996
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false LOWR_398
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1792.924 -1918.987 radius  150.0  150.0
004D: jump_if_false LOWR_397
00A5: @69 = create_car  534 at  0.0  0.0  0.0
00A5: @70 = create_car  567 at  0.0  0.0  0.0
00A5: @71 = create_car  567 at  0.0  0.0  0.0
00A5: @72 = create_car  567 at  0.0  0.0  0.0
00A5: @73 = create_car  534 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  534 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: @69  1 
07FF: @73  1 
07FF: @72  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_294
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_302
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_294

:LOWR_302
0001: wait  0 ms
009A: @77 = create_actor  24  114 at  0.0  0.0  0.0
009A: @79 = create_actor  24  115 at  0.0  0.0  0.0
009A: @80 = create_actor  24  116 at  0.0  0.0  0.0
009A: @82 = create_actor  24  114 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @83 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @88 = create_actor  24  115 at  0.0  0.0  0.0
009A: @89 = create_actor  24  116 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @78 = create_actor  24  41 at  0.0  0.0  0.0
009A: @81 = create_actor  24  63 at  0.0  0.0  0.0
009A: @84 = create_actor  24  41 at  0.0  0.0  0.0
009A: @87 = create_actor  24  63 at  0.0  0.0  0.0
009A: @90 = create_actor  24  114 at  0.0  0.0  0.0
009A: @91 = create_actor  24  115 at  0.0  0.0  0.0
009A: @92 = create_actor  24  41 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @93 = create_actor  24  114 at  0.0  0.0  0.0
009A: @94 = create_actor  24  115 at  0.0  0.0  0.0
009A: @95 = create_actor  24  116 at  0.0  0.0  0.0
009A: @96 = create_actor  24  115 at  0.0  0.0  0.0
009A: @97 = create_actor  24  116 at  0.0  0.0  0.0
009A: @98 = create_actor  24  63 at  0.0  0.0  0.0
0006: @43 =  0  ;; integer values

:LOWR_329
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false LOWR_342
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false LOWR_340
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_340
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_340
000A: @43 +=  1  ;; integer values
0002: jump LOWR_329

:LOWR_342
0001: wait  0 ms
0006: @43 =  0  ;; integer values

:LOWR_344
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_353
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_351
060B: unknown_actor_use_entity @77(@43,22i) @67 

:LOWR_351
000A: @43 +=  4  ;; integer values
0002: jump LOWR_344

:LOWR_353
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false LOWR_360
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false LOWR_360
036A: put_actor @93 in_car @70

:LOWR_360
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false LOWR_367
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false LOWR_367
036A: put_actor @94 in_car @71

:LOWR_367
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false LOWR_374
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false LOWR_374
036A: put_actor @95 in_car @73

:LOWR_374
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false LOWR_381
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false LOWR_381
036A: put_actor @96 in_car @69

:LOWR_381
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false LOWR_388
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false LOWR_388
036A: put_actor @97 in_car @72

:LOWR_388
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false LOWR_395
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false LOWR_395
0430: @98 @71  0 

:LOWR_395
0006: @128 =  1  ;; integer values
0004: $1906 =  1  ;; integer values

:LOWR_397
0002: jump LOWR_416

:LOWR_398
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1792.924 -1918.987 radius  150.0  150.0
004D: jump_if_false LOWR_416
0006: @43 =  0  ;; integer values

:LOWR_402
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_408
00A6: destroy_car @69(@43,7i)
000A: @43 +=  1  ;; integer values
0002: jump LOWR_402

:LOWR_408
0006: @43 =  0  ;; integer values

:LOWR_409
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_415
009B: destroy_actor_instantly @77(@43,22i)
000A: @43 +=  1  ;; integer values
0002: jump LOWR_409

:LOWR_415
0006: @128 =  0  ;; integer values

:LOWR_416
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false LOWR_943
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false LOWR_901
0871: init_jump_table @39 total_jumps  21  0 LOWR_818 jumps  0 LOWR_425  1 LOWR_459  2 LOWR_493  3 LOWR_511  4 LOWR_529  5 LOWR_542  6 LOWR_560 
0872: jump_table_jumps  7 LOWR_578  8 LOWR_591  9 LOWR_604  10 LOWR_638  11 LOWR_653  12 LOWR_666  13 LOWR_679  14 LOWR_702  15 LOWR_722 
0872: jump_table_jumps  16 LOWR_741  17 LOWR_754  18 LOWR_767  19 LOWR_794  20 LOWR_817 -1 LOWR_818 -1 LOWR_818 -1 LOWR_818 -1 LOWR_818 

:LOWR_425
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false LOWR_458
062E: @77  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_448
0615: @49 
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false LOWR_443
00D6: if  0
01AF:   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false LOWR_441
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0002: jump LOWR_442

:LOWR_441
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_442
0002: jump LOWR_444

:LOWR_443
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_444
0616: @49 
0618: @77 @49 
061B: @49 
0002: jump LOWR_458

:LOWR_448
00D6: if  0
0611: @77 "M_SMKLEAN_LOOP" 
004D: jump_if_false LOWR_458
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false LOWR_458
00D6: if  0
81AF:   NOT   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false LOWR_458
0687: @77 

:LOWR_458
0002: jump LOWR_818

:LOWR_459
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false LOWR_492
062E: @78  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_482
0615: @49 
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false LOWR_477
00D6: if  0
01AF:   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false LOWR_475
0605: unknown_action_sequence -1 "F_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0002: jump LOWR_476

:LOWR_475
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_476
0002: jump LOWR_478

:LOWR_477
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_478
0616: @49 
0618: @78 @49 
061B: @49 
0002: jump LOWR_492

:LOWR_482
00D6: if  0
0611: @78 "F_SMKLEAN_LOOP" 
004D: jump_if_false LOWR_492
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false LOWR_492
00D6: if  0
81AF:   NOT   car @74  0 ()near_point @143 @150 @157 radius  .2  .2  1.0
004D: jump_if_false LOWR_492
0687: @78 

:LOWR_492
0002: jump LOWR_818

:LOWR_493
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false LOWR_510
062E: @79  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_510
0615: @49 
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false LOWR_506
0677: unknown_action_sequence -1 @80  1  1 
0002: jump LOWR_507

:LOWR_506
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_507
0616: @49 
0618: @79 @49 
061B: @49 

:LOWR_510
0002: jump LOWR_818

:LOWR_511
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false LOWR_528
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_528
0615: @49 
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false LOWR_524
0677: unknown_action_sequence -1 @79  0  1 
0002: jump LOWR_525

:LOWR_524
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_525
0616: @49 
0618: @80 @49 
061B: @49 

:LOWR_528
0002: jump LOWR_818

:LOWR_529
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false LOWR_541
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_541
0615: @49 
0605: unknown_action_sequence -1 "CAR_HOOKERTALK" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @81 @49 
061B: @49 

:LOWR_541
0002: jump LOWR_818

:LOWR_542
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false LOWR_559
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_559
0615: @49 
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false LOWR_555
0677: unknown_action_sequence -1 @83  0  1 
0002: jump LOWR_556

:LOWR_555
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_556
0616: @49 
0618: @82 @49 
061B: @49 

:LOWR_559
0002: jump LOWR_818

:LOWR_560
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false LOWR_577
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_577
0615: @49 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false LOWR_573
0677: unknown_action_sequence -1 @82  1  1 
0002: jump LOWR_574

:LOWR_573
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_574
0616: @49 
0618: @83 @49 
061B: @49 

:LOWR_577
0002: jump LOWR_818

:LOWR_578
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false LOWR_590
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_590
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @84 @49 
061B: @49 

:LOWR_590
0002: jump LOWR_818

:LOWR_591
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false LOWR_603
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_603
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @85 @49 
061B: @49 

:LOWR_603
0002: jump LOWR_818

:LOWR_604
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false LOWR_637
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_627
0615: @49 
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false LOWR_622
00D6: if  0
01AF:   car @75  0 ()near_point @144 @151 @158 radius  .2  .2  1.0
004D: jump_if_false LOWR_620
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0002: jump LOWR_621

:LOWR_620
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_621
0002: jump LOWR_623

:LOWR_622
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:LOWR_623
0616: @49 
0618: @86 @49 
061B: @49 
0002: jump LOWR_637

:LOWR_627
00D6: if  0
0611: @86 "M_SMKLEAN_LOOP" 
004D: jump_if_false LOWR_637
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false LOWR_637
00D6: if  0
81AF:   NOT   car @75  0 ()near_point @144 @151 @158 radius  .2  .2  1.0
004D: jump_if_false LOWR_637
0687: @86 

:LOWR_637
0002: jump LOWR_818

:LOWR_638
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false LOWR_652
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_652
0615: @49 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "FUCKU" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "WOMAN_IDLESTANCE" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @87 @49 
061B: @49 

:LOWR_652
0002: jump LOWR_818

:LOWR_653
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false LOWR_665
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_665
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @88 @49 
061B: @49 

:LOWR_665
0002: jump LOWR_818

:LOWR_666
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false LOWR_678
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_678
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  1  1  0 -1 
0616: @49 
0618: @89 @49 
061B: @49 

:LOWR_678
0002: jump LOWR_818

:LOWR_679
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false LOWR_701
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_701
0615: @49 
05D3: unknown_action_sequence -1  1786.718 -1915.878  12.3942  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1796.178 -1919.465  12.3928  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1786.718 -1915.878  12.3942  4  60000 
05D3: unknown_action_sequence -1 @179 @201 @223  4  60000 
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false LOWR_697
0639: unknown_action_sequence -1 @86 

:LOWR_697
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0616: @49 
0618: @90 @49 
061B: @49 

:LOWR_701
0002: jump LOWR_818

:LOWR_702
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false LOWR_721
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_721
0615: @49 
05D3: unknown_action_sequence -1  1800.367 -1917.394  12.3938  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1789.057 -1917.901  12.3936  4  60000 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  0  1  1  0 -1 
05D3: unknown_action_sequence -1  1788.526 -1907.294  12.3955  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1796.478 -1908.174  12.3983  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @91 @49 
061B: @49 

:LOWR_721
0002: jump LOWR_818

:LOWR_722
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false LOWR_740
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_740
0615: @49 
05D3: unknown_action_sequence -1  1787.672 -1908.567  12.3949  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1786.719 -1917.107  12.3942  4  60000 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1787.672 -1908.567  12.3949  4  60000 
05D3: unknown_action_sequence -1 @181 @203 @225  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @92 @49 
061B: @49 

:LOWR_740
0002: jump LOWR_818

:LOWR_741
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false LOWR_753
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_753
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @93 @49 
061B: @49 

:LOWR_753
0002: jump LOWR_818

:LOWR_754
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false LOWR_766
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_766
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @94 @49 
061B: @49 

:LOWR_766
0002: jump LOWR_818

:LOWR_767
0006: @43 =  0  ;; integer values

:LOWR_768
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_793
00D6: if  0
056E: @69(@43,7i) 
004D: jump_if_false LOWR_791
00D6: if  0
8119:   NOT   car @69(@43,7i) wrecked
004D: jump_if_false LOWR_788
00D6: if  0
051C: @69(@43,7i) $PLAYER_ACTOR 
004D: jump_if_false LOWR_787
0227: @44 = car @69(@43,7i) health
00D6: if  0
001B:    950 > @44  ;; integer values
004D: jump_if_false LOWR_787
00BC: text_highpriority 'LOW_32'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  7  ;; integer values

:LOWR_787
0002: jump LOWR_791

:LOWR_788
00BC: text_highpriority 'LOW_32'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  7  ;; integer values

:LOWR_791
000A: @43 +=  1  ;; integer values
0002: jump LOWR_768

:LOWR_793
0002: jump LOWR_818

:LOWR_794
0006: @43 =  0  ;; integer values

:LOWR_795
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_816
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false LOWR_814
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_811
00D6: if  0
051A:   unknown_actor @77(@43,22i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false LOWR_810
00BC: text_highpriority 'LOW_04'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  22  ;; integer values

:LOWR_810
0002: jump LOWR_814

:LOWR_811
00BC: text_highpriority 'LOW_04'  5000 ms  1
0006: @127 =  1  ;; integer values
0006: @43 =  22  ;; integer values

:LOWR_814
000A: @43 +=  1  ;; integer values
0002: jump LOWR_795

:LOWR_816
0002: jump LOWR_818

:LOWR_817
0002: jump LOWR_818

:LOWR_818
00D6: if  0
001B:    300 > @133  ;; integer values
004D: jump_if_false LOWR_826
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_835

:LOWR_826
00D6: if  0
0019:   @133 >  500  ;; integer values
004D: jump_if_false LOWR_831
0006: @133 =  0  ;; integer values
0002: jump LOWR_835

:LOWR_831
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_835
00D6: if  0
0019:   @134 >  2000  ;; integer values
004D: jump_if_false LOWR_845
0209: @283 = random_int  0  16
0050: gosub LOWR_2247
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_845
00D6: if  0
0019:   @135 >  300  ;; integer values
004D: jump_if_false LOWR_855
0209: @283 = random_int  0  16
0050: gosub LOWR_2247
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_855
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false LOWR_870
00D6: if  0
0803: @69 
004D: jump_if_false LOWR_870
07F5: @69 @257 @263 @254 @260 
00AA: store_car @69 position_to $73 $74 $75
0087: @50 = @138  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @145  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @69 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_870
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false LOWR_885
00D6: if  0
0803: @72 
004D: jump_if_false LOWR_885
07F5: @72 @258 @264 @255 @261 
00AA: store_car @72 position_to $73 $74 $75
0087: @50 = @141  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @148  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @72 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_885
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false LOWR_900
00D6: if  0
0803: @73 
004D: jump_if_false LOWR_900
07F5: @73 @259 @265 @256 @262 
00AA: store_car @73 position_to $73 $74 $75
0087: @50 = @142  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @149  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @73 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_900
0002: jump LOWR_943

:LOWR_901
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false LOWR_943
0006: @43 =  0  ;; integer values

:LOWR_905
00D6: if  0
001B:    12 > @43  ;; integer values
004D: jump_if_false LOWR_914
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_912
0792: @77(@43,22i) 

:LOWR_912
000A: @43 +=  1  ;; integer values
0002: jump LOWR_905

:LOWR_914
00D6: if  0
8039:   NOT   @37 ==  1  ;; integer values
004D: jump_if_false LOWR_927
0006: @43 =  0  ;; integer values

:LOWR_918
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_927
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_925
077A: @77(@43,22i)  4  0 

:LOWR_925
000A: @43 +=  1  ;; integer values
0002: jump LOWR_918

:LOWR_927
0006: @43 =  0  ;; integer values

:LOWR_928
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_934
01C2: remove_references_to_actor @77(@43,22i)  ;; Like turning an actor into a random pedestrian
000A: @43 +=  1  ;; integer values
0002: jump LOWR_928

:LOWR_934
0006: @43 =  0  ;; integer values

:LOWR_935
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_941
01C3: remove_references_to_car @69(@43,7i)  ;; Like turning a car into any random car
000A: @43 +=  1  ;; integer values
0002: jump LOWR_935

:LOWR_941
0006: @37 =  1  ;; integer values
000A: @127 +=  1  ;; integer values

:LOWR_943
00D6: if  0
0018:   $6471 >  120000  ;; integer values
004D: jump_if_false LOWR_949
00BC: text_highpriority 'LOW_35'  5000 ms  1
0006: @37 =  1  ;; integer values
0002: jump LOWR_996

:LOWR_949
00D6: if  0
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_992
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
096E:   car $48 lowrider
004D: jump_if_false LOWR_986
00D6: if  0
0803: $48 
004D: jump_if_false LOWR_980
010B: @43 = player $PLAYER_CHAR money
00D6: if  0
002D:   @43 >= @271  ;; integer values 
004D: jump_if_false LOWR_974
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 
0006: @35 =  99  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D9: @68 = actor $PLAYER_ACTOR car
016A: fade  0 ()  500 ms

:LOWR_968
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_973
0001: wait  0 ms
0002: jump LOWR_968

:LOWR_973
0002: jump LOWR_979

:LOWR_974
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false LOWR_979
01E5: text_1number_highpriority 'LOW_38' @271  5000 ms  1
000A: @62 +=  1  ;; integer values

:LOWR_979
0002: jump LOWR_985

:LOWR_980
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false LOWR_985
00BC: text_highpriority 'LOW_36'  5000 ms  1
000A: @62 +=  1  ;; integer values

:LOWR_985
0002: jump LOWR_991

:LOWR_986
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false LOWR_991
00BC: text_highpriority 'LOW_36'  5000 ms  1
000A: @62 +=  1  ;; integer values

:LOWR_991
0002: jump LOWR_996

:LOWR_992
00D6: if  0
8039:   NOT   @62 ==  0  ;; integer values
004D: jump_if_false LOWR_996
0006: @62 =  0  ;; integer values

:LOWR_996
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false LOWR_1000
0050: gosub LOWR_3015

:LOWR_1000
0051: return

:LOWR_1001
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false LOWR_1073
016A: fade  0 ()  500 ms

:LOWR_1005
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_1010
0001: wait  0 ms
0002: jump LOWR_1005

:LOWR_1010
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1014
09FE: @68 

:LOWR_1014
01EB: set_car_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  0
075C:   marker @102 enabled
004D: jump_if_false LOWR_1021
0164: disable_marker @102

:LOWR_1021
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1026
00AB: put_car @68 at  1793.068 -1904.254  12.3989
0175: set_car @68 z_angle_to  171.6728

:LOWR_1026
0006: @43 =  0  ;; integer values

:LOWR_1027
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false LOWR_1036
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_1034
0792: @77(@43,22i) 

:LOWR_1034
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1027

:LOWR_1036
0006: @43 =  0  ;; integer values

:LOWR_1037
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_1046
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_1044
060B: unknown_actor_use_entity @77(@43,22i) @66 

:LOWR_1044
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1037

:LOWR_1046
0006: @43 =  0  ;; integer values

:LOWR_1047
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false LOWR_1057
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_1055
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_1055
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1047

:LOWR_1057
0006: @43 =  0  ;; integer values

:LOWR_1058
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_1068
00D6: if  0
8119:   NOT   car @69(@43,7i) wrecked
004D: jump_if_false LOWR_1066
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_1066
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1058

:LOWR_1068
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_1073
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false LOWR_1077
000A: @35 +=  1  ;; integer values

:LOWR_1077
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false LOWR_1095
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false LOWR_1095
0792: @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 (back)  500 ms

:LOWR_1089
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_1094
0001: wait  0 ms
0002: jump LOWR_1089

:LOWR_1094
000A: @35 +=  1  ;; integer values

:LOWR_1095
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false LOWR_1125
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false LOWR_1125
0615: @49 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "LOWRIDER"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKE" "LOWRIDER"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKF" "LOWRIDER"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKG" "LOWRIDER"  4.0  0  0  0  0 -1 
0616: @49 
0618: @95 @49 
061B: @49 
0209: @43 = random_int  0  3
0871: init_jump_table @43 total_jumps  3  0 LOWR_1123 jumps  0 LOWR_1111  1 LOWR_1115  2 LOWR_1119 -1 LOWR_1123 -1 LOWR_1123 -1 LOWR_1123 -1 LOWR_1123 

:LOWR_1111
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22808
004F: create_thread AUDIOL_1 @95  0  1  1  0 
0002: jump LOWR_1123

:LOWR_1115
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22809
004F: create_thread AUDIOL_1 @95  0  1  1  0 
0002: jump LOWR_1123

:LOWR_1119
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22810
004F: create_thread AUDIOL_1 @95  0  1  1  0 
0002: jump LOWR_1123

:LOWR_1123
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:LOWR_1125
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false LOWR_1145
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false LOWR_1145
00D6: if  21
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false LOWR_1145
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
000A: @35 +=  1  ;; integer values
0006: @131 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false LOWR_1145
0687: @95 

:LOWR_1145
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false LOWR_1160
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
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'
03F0: text_draw_toggle  1
0001: wait  1 ms
000A: @35 +=  1  ;; integer values

:LOWR_1160
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false LOWR_1392
00D6: if  1
09FA: (unknown)
0A0F: (unknown)
004D: jump_if_false LOWR_1169
03E6: remove_text_box
0512: permanent_text_box 'LOW_37'

:LOWR_1169
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false LOWR_1233
00D6: if  1
8039:   NOT   @274 ==  1  ;; integer values
8039:   NOT   @274 == -1  ;; integer values
004D: jump_if_false LOWR_1225
00D6: if  0
0029:   @273 >=  10000  ;; integer values
004D: jump_if_false LOWR_1181
0006: @270 =  1000  ;; integer values
0002: jump LOWR_1197

:LOWR_1181
00D6: if  0
0029:   @273 >=  1000  ;; integer values
004D: jump_if_false LOWR_1186
0006: @270 =  100  ;; integer values
0002: jump LOWR_1197

:LOWR_1186
00D6: if  0
0029:   @273 >=  100  ;; integer values
004D: jump_if_false LOWR_1191
0006: @270 =  10  ;; integer values
0002: jump LOWR_1197

:LOWR_1191
00D6: if  0
0039:   @273 ==  0  ;; integer values
004D: jump_if_false LOWR_1196
0006: @270 =  2  ;; integer values
0002: jump LOWR_1197

:LOWR_1196
0006: @270 =  1  ;; integer values

:LOWR_1197
010B: @43 = player $PLAYER_CHAR money
00D6: if  0
001D:   @270 > @43  ;; integer values  
004D: jump_if_false LOWR_1202
0085: @270 = @43  ;; integer values and handles

:LOWR_1202
0085: @43 = @273  ;; integer values and handles
005A: @43 += @270  ;; integer values 
00D6: if  0
001D:   @43 > @272  ;; integer values  
004D: jump_if_false LOWR_1209
0085: @270 = @272  ;; integer values and handles
0062: @270 -= @273  ;; integer values 

:LOWR_1209
00D6: if  0
001B:    0 > @270  ;; integer values
004D: jump_if_false LOWR_1213
0012: @270 *= -1  ;; integer values 

:LOWR_1213
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  0
0019:   @274 >  1  ;; integer values
004D: jump_if_false LOWR_1223
0006: @274 =  2  ;; integer values
0002: jump LOWR_1224

:LOWR_1223
0006: @32 =  0  ;; integer values

:LOWR_1224
0002: jump LOWR_1232

:LOWR_1225
00D6: if  0
0039:   @274 ==  1  ;; integer values
004D: jump_if_false LOWR_1232
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false LOWR_1232
0006: @274 =  2  ;; integer values

:LOWR_1232
0002: jump LOWR_1292

:LOWR_1233
00D6: if  0
8039:   NOT   @274 ==  0  ;; integer values
004D: jump_if_false LOWR_1237
0006: @274 =  0  ;; integer values

:LOWR_1237
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false LOWR_1288
00D6: if  0
8039:   NOT   @276 ==  1  ;; integer values
004D: jump_if_false LOWR_1283
00D6: if  0
0019:   @273 >  10000  ;; integer values
004D: jump_if_false LOWR_1248
0006: @270 = -1000  ;; integer values
0002: jump LOWR_1259

:LOWR_1248
00D6: if  0
0019:   @273 >  1000  ;; integer values
004D: jump_if_false LOWR_1253
0006: @270 = -100  ;; integer values
0002: jump LOWR_1259

:LOWR_1253
00D6: if  0
0019:   @273 >  100  ;; integer values
004D: jump_if_false LOWR_1258
0006: @270 = -10  ;; integer values
0002: jump LOWR_1259

:LOWR_1258
0006: @270 = -1  ;; integer values

:LOWR_1259
0085: @43 = @273  ;; integer values and handles
005A: @273 += @270  ;; integer values 
00D6: if  0
001D:   @271 > @273  ;; integer values  
004D: jump_if_false LOWR_1267
0006: @273 =  0  ;; integer values
0085: @270 = @43  ;; integer values and handles
0012: @270 *= -1  ;; integer values 

:LOWR_1267
00D6: if  0
001D:   @271 > @273  ;; integer values  
004D: jump_if_false LOWR_1272
0085: @273 = @271  ;; integer values and handles
0002: jump LOWR_1275

:LOWR_1272
0012: @270 *= -1  ;; integer values 
0062: @275 -= @270  ;; integer values 
0109: player $PLAYER_CHAR money += @270

:LOWR_1275
000A: @276 +=  1  ;; integer values
00D6: if  0
0019:   @276 >  1  ;; integer values
004D: jump_if_false LOWR_1281
0006: @276 =  2  ;; integer values
0002: jump LOWR_1282

:LOWR_1281
0006: @32 =  0  ;; integer values

:LOWR_1282
0002: jump LOWR_1287

:LOWR_1283
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false LOWR_1287
0006: @276 =  2  ;; integer values

:LOWR_1287
0002: jump LOWR_1292

:LOWR_1288
00D6: if  0
8039:   NOT   @276 ==  0  ;; integer values
004D: jump_if_false LOWR_1292
0006: @276 =  0  ;; integer values

:LOWR_1292
0050: gosub LOWR_2982
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false LOWR_1304
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false LOWR_1303
0093: @46 = integer_to_float @273  
0013: @46 *=  .1  ;; floating-point values 
03E6: remove_text_box
000A: @35 +=  1  ;; integer values

:LOWR_1303
0002: jump LOWR_1308

:LOWR_1304
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false LOWR_1308
0006: @131 =  0  ;; integer values

:LOWR_1308
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false LOWR_1392
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
056E: @70 
004D: jump_if_false LOWR_1319
00A6: destroy_car @70

:LOWR_1319
00D6: if  0
056E: @73 
004D: jump_if_false LOWR_1323
00A6: destroy_car @73

:LOWR_1323
00D6: if  0
056E: @71 
004D: jump_if_false LOWR_1327
00A6: destroy_car @71

:LOWR_1327
00D6: if  0
056E: @74 
004D: jump_if_false LOWR_1331
00A6: destroy_car @74

:LOWR_1331
00D6: if  0
056E: @72 
004D: jump_if_false LOWR_1335
00A6: destroy_car @72

:LOWR_1335
00D6: if  0
056D:   unknown_actor @78 dead_but_valid
004D: jump_if_false LOWR_1339
009B: destroy_actor_instantly @78

:LOWR_1339
00D6: if  0
056D:   unknown_actor @80 dead_but_valid
004D: jump_if_false LOWR_1343
009B: destroy_actor_instantly @80

:LOWR_1343
00D6: if  0
056D:   unknown_actor @93 dead_but_valid
004D: jump_if_false LOWR_1347
009B: destroy_actor_instantly @93

:LOWR_1347
00D6: if  0
056D:   unknown_actor @83 dead_but_valid
004D: jump_if_false LOWR_1351
009B: destroy_actor_instantly @83

:LOWR_1351
00D6: if  0
056D:   unknown_actor @84 dead_but_valid
004D: jump_if_false LOWR_1355
009B: destroy_actor_instantly @84

:LOWR_1355
00D6: if  0
056D:   unknown_actor @86 dead_but_valid
004D: jump_if_false LOWR_1359
009B: destroy_actor_instantly @86

:LOWR_1359
00D6: if  0
056D:   unknown_actor @87 dead_but_valid
004D: jump_if_false LOWR_1363
009B: destroy_actor_instantly @87

:LOWR_1363
00D6: if  0
056D:   unknown_actor @89 dead_but_valid
004D: jump_if_false LOWR_1367
009B: destroy_actor_instantly @89

:LOWR_1367
00D6: if  0
056D:   unknown_actor @97 dead_but_valid
004D: jump_if_false LOWR_1371
009B: destroy_actor_instantly @97

:LOWR_1371
00D6: if  0
056D:   unknown_actor @90 dead_but_valid
004D: jump_if_false LOWR_1375
009B: destroy_actor_instantly @90

:LOWR_1375
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false LOWR_1385
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1385
00D6: if  0
00DB:   actor @99 in_car @68
004D: jump_if_false LOWR_1385
05CD: unknown_action_sequence @99 @68 

:LOWR_1385
016A: fade  1 (back)  500 ms

:LOWR_1386
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_1391
0001: wait  0 ms
0002: jump LOWR_1386

:LOWR_1391
0006: @37 =  1  ;; integer values

:LOWR_1392
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false LOWR_1397
03F0: text_draw_toggle  0
000A: @35 +=  1  ;; integer values

:LOWR_1397
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false LOWR_1401
000A: @35 +=  1  ;; integer values

:LOWR_1401
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false LOWR_1405
000A: @35 +=  1  ;; integer values

:LOWR_1405
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false LOWR_1419
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false LOWR_1419
00BE: text_clear_all
016A: fade  0 ()  500 ms

:LOWR_1413
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_1418
0001: wait  0 ms
0002: jump LOWR_1413

:LOWR_1418
0006: @35 =  99  ;; integer values

:LOWR_1419
00D6: if  0
8039:   NOT   @37 ==  1  ;; integer values
004D: jump_if_false LOWR_1423
0050: gosub LOWR_2360

:LOWR_1423
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false LOWR_1427
0050: gosub LOWR_3015

:LOWR_1427
0051: return

:LOWR_1428
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false LOWR_1438
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_1438
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false LOWR_1716
0247: request_model  114
0247: request_model  115
0247: request_model  116
0247: request_model  63
0247: request_model  41
0247: request_model  567
0247: request_model  534
04ED: load_animation "LOWRIDER"
038B: load_requested_models

:LOWR_1450
00D6: if  0
8248:   NOT   model  114 available
004D: jump_if_false LOWR_1455
0001: wait  0 ms
0002: jump LOWR_1450

:LOWR_1455
00D6: if  0
8248:   NOT   model  115 available
004D: jump_if_false LOWR_1460
0001: wait  0 ms
0002: jump LOWR_1455

:LOWR_1460
00D6: if  0
8248:   NOT   model  116 available
004D: jump_if_false LOWR_1465
0001: wait  0 ms
0002: jump LOWR_1460

:LOWR_1465
00D6: if  0
8248:   NOT   model  63 available
004D: jump_if_false LOWR_1470
0001: wait  0 ms
0002: jump LOWR_1465

:LOWR_1470
00D6: if  0
8248:   NOT   model  41 available
004D: jump_if_false LOWR_1475
0001: wait  0 ms
0002: jump LOWR_1470

:LOWR_1475
00D6: if  21
8248:   NOT   model  567 available
8248:   NOT   model  534 available
004D: jump_if_false LOWR_1481
0001: wait  0 ms
0002: jump LOWR_1475

:LOWR_1481
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false LOWR_1486
0001: wait  0 ms
0002: jump LOWR_1481

:LOWR_1486
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 =  .01  ;; floating-point values
0006: @43 =  0  ;; integer values

:LOWR_1602
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_1611
00D6: if  0
056E: @69(@43,7i) 
004D: jump_if_false LOWR_1609
00A6: destroy_car @69(@43,7i)

:LOWR_1609
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1602

:LOWR_1611
0006: @43 =  0  ;; integer values

:LOWR_1612
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_1621
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false LOWR_1619
009B: destroy_actor_instantly @77(@43,22i)

:LOWR_1619
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1612

:LOWR_1621
00D6: if  0
856E:   NOT @68 
004D: jump_if_false LOWR_1628
00A5: @68 = create_car  567 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231
09FE: @68 
0002: jump LOWR_1633

:LOWR_1628
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1633
00AB: put_car @68 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231

:LOWR_1633
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1639
036A: put_actor $PLAYER_ACTOR in_car @68
0605: unknown_action_sequence $PLAYER_ACTOR "SIT_RELAXED" "LOWRIDER"  4.0  1  0  0  1 -1 

:LOWR_1639
00A5: @69 = create_car  534 at  0.0  0.0  0.0
00A5: @70 = create_car  567 at  0.0  0.0  0.0
00A5: @71 = create_car  567 at  0.0  0.0  0.0
00A5: @72 = create_car  567 at  0.0  0.0  0.0
00A5: @73 = create_car  534 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  534 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_1654
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_1663
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: unknown_car @69(@43,7i) flag  1
020A: set_car @69(@43,7i) door_status_to  3
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1654

:LOWR_1663
0519: unknown_car @73 flag  0
03A2: (unknown) @73  3 
07FF: @73  1 
02AA: set_car @73 immune_to_nonplayer  1
02AC: set_car @73 immunities  1  1  1  1  1
009A: @77 = create_actor  24  114 at  0.0  0.0  0.0
009A: @78 = create_actor  24  115 at  0.0  0.0  0.0
009A: @79 = create_actor  24  116 at  0.0  0.0  0.0
009A: @80 = create_actor  24  114 at  0.0  0.0  0.0
009A: @81 = create_actor  24  115 at  0.0  0.0  0.0
009A: @82 = create_actor  24  116 at  0.0  0.0  0.0
009A: @83 = create_actor  24  114 at  0.0  0.0  0.0
009A: @84 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @87 = create_actor  24  115 at  0.0  0.0  0.0
009A: @88 = create_actor  24  116 at  0.0  0.0  0.0
009A: @89 = create_actor  24  114 at  0.0  0.0  0.0
009A: @90 = create_actor  24  115 at  0.0  0.0  0.0
009A: @91 = create_actor  24  63 at  0.0  0.0  0.0
009A: @92 = create_actor  24  41 at  0.0  0.0  0.0
009A: @93 = create_actor  24  63 at  0.0  0.0  0.0
009A: @94 = create_actor  24  41 at  0.0  0.0  0.0
009A: @95 = create_actor  24  63 at  0.0  0.0  0.0
009A: @96 = create_actor  24  63 at  0.0  0.0  0.0
009A: @97 = create_actor  24  41 at  0.0  0.0  0.0
0129: @98 = create_actor  24  116 in_car @73 driverseat
0006: @43 =  0  ;; integer values

:LOWR_1691
00D6: if  0
001B:    21 > @43  ;; integer values
004D: jump_if_false LOWR_1698
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_1691

:LOWR_1698
009A: @99 = create_actor  24  63 at  1788.273 -1903.364  12.4345
0173: set_actor @99 z_angle_to  232.5412
00D6: if  0
0038:   $6472 ==  0  ;; integer values
004D: jump_if_false LOWR_1706
0952:  13 
0008: $6472 +=  1  ;; integer values
0002: jump LOWR_1708

:LOWR_1706
0952:  0 
0004: $6472 =  0  ;; integer values

:LOWR_1708
0006: @43 =  0  ;; integer values

:LOWR_1709
00D6: if  0
84A4:   NOT @43  2 
004D: jump_if_false LOWR_1715
0001: wait  0 ms
0953: @43 
0002: jump LOWR_1709

:LOWR_1715
000A: @35 +=  1  ;; integer values

:LOWR_1716
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false LOWR_1736
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false LOWR_1736
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false LOWR_1731
00D6: if  0
8431:   NOT   car $48 car_passenger_seat_free  0
004D: jump_if_false LOWR_1731
0432: @277 = get_actor_handle_from_car $48 passenger  0
009B: destroy_actor_instantly @277

:LOWR_1731
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false LOWR_1736
0430: @99 $48  0 
000A: @35 +=  1  ;; integer values

:LOWR_1736
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false LOWR_1807
02A3: toggle_widescreen  0 (off)
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 (off)
0826:  0 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1750
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_1750
0007: @266 =  .62  ;; floating-point values
0007: @267 =  .31  ;; floating-point values
0007: @268 = -.167  ;; floating-point values
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1764
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false LOWR_1764
00D6: if  0
0137:   car @68 id ==  567
004D: jump_if_false LOWR_1764
0792: @99 
0464: put_actor @99 into_turret_on_car @68 at_car_offset @266 @267 @268 unknown  0 angle  0.0 with_weapon  0

:LOWR_1764
0615: @49 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @49 
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false LOWR_1775
00D6: if  0
0A32: @99 
004D: jump_if_false LOWR_1775
0618: @99 @49 

:LOWR_1775
061B: @49 
0006: @32 =  0  ;; integer values
0004: $1020 = -1  ;; integer values
0004: $1021 = -1  ;; integer values
00D6: if  0
001A:    1 > $1022  ;; integer values
004D: jump_if_false LOWR_1783
0004: $1022 =  1  ;; integer values

:LOWR_1783
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  0
0018:   $1022 >  5  ;; integer values
004D: jump_if_false LOWR_1793
0004: $1022 =  5  ;; integer values

:LOWR_1793
00D6: if  0
001A:    1 > $1022  ;; integer values
004D: jump_if_false LOWR_1797
0004: $1022 =  1  ;; integer values

:LOWR_1797
0001: wait  500 ms
016A: fade  1 (back)  500 ms

:LOWR_1799
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_1804
0001: wait  0 ms
0002: jump LOWR_1799

:LOWR_1804
00BE: text_clear_all
0954: (unknown)
000A: @35 +=  1  ;; integer values

:LOWR_1807
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false LOWR_1823
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
004F: create_thread BDISPLY_1 
004F: create_thread LOWGAME_1 @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'
0006: @65 =  0  ;; integer values
0006: @63 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:LOWR_1823
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false LOWR_1830
00D6: if  0
0038:   $1017 ==  1  ;; integer values
004D: jump_if_false LOWR_1830
000A: @35 +=  1  ;; integer values

:LOWR_1830
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false LOWR_1941
00D6: if  0
0038:   $1017 ==  1  ;; integer values
004D: jump_if_false LOWR_1940
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false LOWR_1880
00D6: if  21
0019:   @136 >  5000  ;; integer values
00E1:   key_pressed  0  13
004D: jump_if_false LOWR_1879
000A: @130 +=  1  ;; integer values
00D6: if  0
0029:   @130 >=  5  ;; integer values
004D: jump_if_false LOWR_1848
0006: @130 =  0  ;; integer values

:LOWR_1848
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1852
00AA: store_car @68 position_to $73 $74 $75

:LOWR_1852
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false LOWR_1857
015F: set_camera_position  1803.978 -1909.369  15.0671  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1857
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false LOWR_1862
015F: set_camera_position  1795.369 -1900.999  14.1795  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1862
00D6: if  0
0039:   @130 ==  2  ;; integer values
004D: jump_if_false LOWR_1867
015F: set_camera_position  1788.793 -1902.99  13.7203  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1867
00D6: if  0
0039:   @130 ==  3  ;; integer values
004D: jump_if_false LOWR_1872
015F: set_camera_position  1789.376 -1912.195  14.0671  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1872
00D6: if  0
0039:   @130 ==  4  ;; integer values
004D: jump_if_false LOWR_1877
015F: set_camera_position  1796.409 -1912.231  13.8316  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:LOWR_1877
000A: @132 +=  1  ;; integer values
0006: @136 =  0  ;; integer values

:LOWR_1879
0002: jump LOWR_1884

:LOWR_1880
00D6: if  0
80E1:   NOT   key_pressed  0  13
004D: jump_if_false LOWR_1884
0006: @132 =  0  ;; integer values

:LOWR_1884
00D6: if  0
0736:  67 
004D: jump_if_false LOWR_1939
068D: $73 $74 $75 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_1893
00AA: store_car @68 position_to @56 @57 @58
0174: $72 = car @68 z_angle

:LOWR_1893
0011: $72 *= -1.0  ;; floating-point values
02F7: @46 = sinus $72 ;; cosine swapped with sinus
02F6: @47 = cosine $72  ;; sinus swapped with cosine
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; 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
DEFINE TABLE Tables\Table74.bin
03A8: write_debug_float @53 
03A8: write_debug_float @54 
03A8: write_debug_float @52 
068E: $73 $74 $75 
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; 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
DEFINE TABLE Tables\Table75.bin
03A8: write_debug_float @53 
03A8: write_debug_float @54 
03A8: write_debug_float @52 

:LOWR_1939
0002: jump LOWR_1941

:LOWR_1940
000A: @35 +=  1  ;; integer values

:LOWR_1941
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false LOWR_1952
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:LOWR_1946
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_1951
0001: wait  0 ms
0002: jump LOWR_1946

:LOWR_1951
0006: @35 =  99  ;; integer values

:LOWR_1952
0050: gosub LOWR_2677
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false LOWR_1957
0050: gosub LOWR_3015

:LOWR_1957
0051: return

:LOWR_1958
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false LOWR_1966
0955: (unknown)
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:LOWR_1966
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false LOWR_2087
0006: @43 =  0  ;; integer values

:LOWR_1970
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_1979
00D6: if  0
056E: @69(@43,7i) 
004D: jump_if_false LOWR_1977
00A6: destroy_car @69(@43,7i)

:LOWR_1977
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1970

:LOWR_1979
0006: @43 =  0  ;; integer values

:LOWR_1980
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_1989
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false LOWR_1987
009B: destroy_actor_instantly @77(@43,22i)

:LOWR_1987
000A: @43 +=  1  ;; integer values
0002: jump LOWR_1980

:LOWR_1989
00D6: if  0
056D:   unknown_actor @99 dead_but_valid
004D: jump_if_false LOWR_1993
009B: destroy_actor_instantly @99

:LOWR_1993
00D6: if  0
856E:   NOT @68 
004D: jump_if_false LOWR_1999
00A5: @68 = create_car  567 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231
0002: jump LOWR_2004

:LOWR_1999
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_2004
00AB: put_car @68 at  1793.496 -1907.423  12.3992
0175: set_car @68 z_angle_to  181.5231

:LOWR_2004
00A5: @69 = create_car  534 at  0.0  0.0  0.0
00A5: @70 = create_car  567 at  0.0  0.0  0.0
00A5: @71 = create_car  567 at  0.0  0.0  0.0
00A5: @72 = create_car  567 at  0.0  0.0  0.0
00A5: @73 = create_car  534 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  534 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_2019
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_2028
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: unknown_car @69(@43,7i) flag  1
020A: set_car @69(@43,7i) door_status_to  3
000A: @43 +=  1  ;; integer values
0002: jump LOWR_2019

:LOWR_2028
0519: unknown_car @73 flag  0
03A2: (unknown) @73  3 
07FF: @73  1 
02AA: set_car @73 immune_to_nonplayer  1
02AC: set_car @73 immunities  1  1  1  1  1
009A: @77 = create_actor  24  114 at  0.0  0.0  0.0
009A: @78 = create_actor  24  115 at  0.0  0.0  0.0
009A: @79 = create_actor  24  116 at  0.0  0.0  0.0
009A: @80 = create_actor  24  114 at  0.0  0.0  0.0
009A: @81 = create_actor  24  115 at  0.0  0.0  0.0
009A: @82 = create_actor  24  116 at  0.0  0.0  0.0
009A: @83 = create_actor  24  114 at  0.0  0.0  0.0
009A: @84 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @87 = create_actor  24  115 at  0.0  0.0  0.0
009A: @88 = create_actor  24  116 at  0.0  0.0  0.0
009A: @89 = create_actor  24  114 at  0.0  0.0  0.0
009A: @90 = create_actor  24  115 at  0.0  0.0  0.0
009A: @91 = create_actor  24  63 at  0.0  0.0  0.0
009A: @92 = create_actor  24  41 at  0.0  0.0  0.0
009A: @93 = create_actor  24  63 at  0.0  0.0  0.0
009A: @94 = create_actor  24  41 at  0.0  0.0  0.0
009A: @95 = create_actor  24  63 at  0.0  0.0  0.0
009A: @96 = create_actor  24  63 at  0.0  0.0  0.0
009A: @97 = create_actor  24  41 at  0.0  0.0  0.0
0129: @98 = create_actor  24  116 in_car @73 driverseat
0006: @43 =  0  ;; integer values

:LOWR_2056
00D6: if  0
001B:    21 > @43  ;; integer values
004D: jump_if_false LOWR_2063
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_2056

:LOWR_2063
009A: @99 = create_actor  24  63 at  1788.273 -1903.364  12.4345
0173: set_actor @99 z_angle_to  232.5412
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_2078
09FE: @68 
00D6: if  0
8431:   NOT   car @68 car_passenger_seat_free  0
004D: jump_if_false LOWR_2074
0432: @277 = get_actor_handle_from_car @68 passenger  0
009B: destroy_actor_instantly @277

:LOWR_2074
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false LOWR_2078
0430: @99 @68  0 

:LOWR_2078
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_2084
036A: put_actor $PLAYER_ACTOR in_car @68
0605: unknown_action_sequence $PLAYER_ACTOR "SIT_RELAXED" "LOWRIDER"  4.0  1  0  0  1 -1 

:LOWR_2084
0A0B:  1793.0 -1908.0  14.0  180.0 
038B: load_requested_models
0006: @35 =  99  ;; integer values

:LOWR_2087
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false LOWR_2198
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0A0B:  1793.0 -1908.0  14.0  180.0 
038B: load_requested_models
0001: wait  500 ms
00D6: if  0
056E: @70 
004D: jump_if_false LOWR_2101
00A6: destroy_car @70

:LOWR_2101
00D6: if  0
056E: @73 
004D: jump_if_false LOWR_2105
00A6: destroy_car @73

:LOWR_2105
00D6: if  0
056E: @71 
004D: jump_if_false LOWR_2109
00A6: destroy_car @71

:LOWR_2109
00D6: if  0
056E: @74 
004D: jump_if_false LOWR_2113
00A6: destroy_car @74

:LOWR_2113
00D6: if  0
056E: @72 
004D: jump_if_false LOWR_2117
00A6: destroy_car @72

:LOWR_2117
00D6: if  0
056D:   unknown_actor @78 dead_but_valid
004D: jump_if_false LOWR_2121
009B: destroy_actor_instantly @78

:LOWR_2121
00D6: if  0
056D:   unknown_actor @80 dead_but_valid
004D: jump_if_false LOWR_2125
009B: destroy_actor_instantly @80

:LOWR_2125
00D6: if  0
056D:   unknown_actor @93 dead_but_valid
004D: jump_if_false LOWR_2129
009B: destroy_actor_instantly @93

:LOWR_2129
00D6: if  0
056D:   unknown_actor @83 dead_but_valid
004D: jump_if_false LOWR_2133
009B: destroy_actor_instantly @83

:LOWR_2133
00D6: if  0
056D:   unknown_actor @84 dead_but_valid
004D: jump_if_false LOWR_2137
009B: destroy_actor_instantly @84

:LOWR_2137
00D6: if  0
056D:   unknown_actor @86 dead_but_valid
004D: jump_if_false LOWR_2141
009B: destroy_actor_instantly @86

:LOWR_2141
00D6: if  0
056D:   unknown_actor @87 dead_but_valid
004D: jump_if_false LOWR_2145
009B: destroy_actor_instantly @87

:LOWR_2145
00D6: if  0
056D:   unknown_actor @89 dead_but_valid
004D: jump_if_false LOWR_2149
009B: destroy_actor_instantly @89

:LOWR_2149
00D6: if  0
056D:   unknown_actor @97 dead_but_valid
004D: jump_if_false LOWR_2153
009B: destroy_actor_instantly @97

:LOWR_2153
00D6: if  0
056D:   unknown_actor @90 dead_but_valid
004D: jump_if_false LOWR_2157
009B: destroy_actor_instantly @90

:LOWR_2157
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false LOWR_2165
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false LOWR_2165
0792: @81 
036A: put_actor @81 in_car @69

:LOWR_2165
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false LOWR_2173
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false LOWR_2173
0792: @88 
036A: put_actor @88 in_car @75

:LOWR_2173
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false LOWR_2180
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_2180
05CD: unknown_action_sequence @99 @68 

:LOWR_2180
016A: fade  1 (back)  500 ms

:LOWR_2181
00D6: if  0
016B:   fading
004D: jump_if_false LOWR_2186
0001: wait  0 ms
0002: jump LOWR_2181

:LOWR_2186
00D6: if  0
001C:   $1018 > $1019  ;; integer values
004D: jump_if_false LOWR_2194
0012: @273 *=  2  ;; integer values 
01E3: text_1number_styled 'WINNER' @273  5000 ms  1
0109: player $PLAYER_CHAR money += @273
0006: @36 =  1  ;; integer values
0002: jump LOWR_2196

:LOWR_2194
00BC: text_highpriority 'LOW_33'  5000 ms  1
0006: @37 =  1  ;; integer values

:LOWR_2196
0001: wait  0 ms
0050: gosub LOWR_3015

:LOWR_2198
0050: gosub LOWR_2677
0051: return

:LOWR_2200
00D6: if  0
0736:  52 
004D: jump_if_false LOWR_2204
000B: @269 +=  .01  ;; floating-point values

:LOWR_2204
00D6: if  0
0736:  53 
004D: jump_if_false LOWR_2208
000B: @269 += -.01  ;; floating-point values

:LOWR_2208
00D6: if  0
056E: @68 
004D: jump_if_false LOWR_2216
00D6: if  0
0119:   car @68 wrecked
004D: jump_if_false LOWR_2216
00BC: text_highpriority 'LOW_34'  5000 ms  1
0006: @37 =  1  ;; integer values

:LOWR_2216
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWR_2238
00D6: if  0
0019:   @34 >  2  ;; integer values
004D: jump_if_false LOWR_2238
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false LOWR_2232
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1793.068 -1904.254 radius  125.0  125.0
004D: jump_if_false LOWR_2231
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @278 =  1  ;; integer values

:LOWR_2231
0002: jump LOWR_2238

:LOWR_2232
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1793.068 -1904.254 radius  150.0  150.0
004D: jump_if_false LOWR_2238
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @278 =  0  ;; integer values

:LOWR_2238
0051: return
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_2246
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false LOWR_2246
0464: put_actor @99 into_turret_on_car @68 at_car_offset @266 @267 @268 unknown  0 angle  0.0 with_weapon  0

:LOWR_2246
0051: return

:LOWR_2247
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false LOWR_2254
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_2254
00D6: if  0
0039:   @283 ==  1  ;; integer values
004D: jump_if_false LOWR_2261
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_2261
00D6: if  0
0039:   @283 ==  2  ;; integer values
004D: jump_if_false LOWR_2268
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_2268
00D6: if  0
0039:   @283 ==  3  ;; integer values
004D: jump_if_false LOWR_2275
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_2275
00D6: if  0
0039:   @283 ==  4  ;; integer values
004D: jump_if_false LOWR_2282
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_2282
00D6: if  0
0039:   @283 ==  5  ;; integer values
004D: jump_if_false LOWR_2289
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_2289
00D6: if  0
0039:   @283 ==  6  ;; integer values
004D: jump_if_false LOWR_2296
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_2296
00D6: if  0
0039:   @283 ==  7  ;; integer values
004D: jump_if_false LOWR_2303
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_2303
00D6: if  0
0039:   @283 ==  8  ;; integer values
004D: jump_if_false LOWR_2310
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_2310
00D6: if  0
0039:   @283 ==  9  ;; integer values
004D: jump_if_false LOWR_2317
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_2317
00D6: if  0
0039:   @283 ==  10  ;; integer values
004D: jump_if_false LOWR_2324
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_2324
00D6: if  0
0039:   @283 ==  11  ;; integer values
004D: jump_if_false LOWR_2331
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_2331
00D6: if  0
0039:   @283 ==  12  ;; integer values
004D: jump_if_false LOWR_2338
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_2338
00D6: if  0
0039:   @283 ==  13  ;; integer values
004D: jump_if_false LOWR_2345
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_2345
00D6: if  0
0039:   @283 ==  14  ;; integer values
004D: jump_if_false LOWR_2352
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_2352
00D6: if  0
0039:   @283 ==  15  ;; integer values
004D: jump_if_false LOWR_2359
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_2359
0051: return

:LOWR_2360
00D6: if  0
001B:    300 > @133  ;; integer values
004D: jump_if_false LOWR_2368
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_2377

:LOWR_2368
00D6: if  0
0019:   @133 >  500  ;; integer values
004D: jump_if_false LOWR_2373
0006: @133 =  0  ;; integer values
0002: jump LOWR_2377

:LOWR_2373
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_2377
00D6: if  0
0019:   @134 >  2000  ;; integer values
004D: jump_if_false LOWR_2387
0209: @283 = random_int  0  16
0050: gosub LOWR_2247
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_2387
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false LOWR_2402
00D6: if  0
0803: @69 
004D: jump_if_false LOWR_2402
07F5: @69 @257 @263 @254 @260 
00AA: store_car @69 position_to $73 $74 $75
0087: @50 = @138  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @145  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @69 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_2402
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false LOWR_2417
00D6: if  0
0803: @72 
004D: jump_if_false LOWR_2417
07F5: @72 @258 @264 @255 @261 
00AA: store_car @72 position_to $73 $74 $75
0087: @50 = @141  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @148  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @269  ;; floating-point values
006B: @51 *= @269  ;; floating-point values
07D5: @72 @50 @51  0.0  0.0  0.0  0.0 

:LOWR_2417
0871: init_jump_table @39 total_jumps  18  0 LOWR_2676 jumps  0 LOWR_2420  1 LOWR_2433  2 LOWR_2446  3 LOWR_2464  4 LOWR_2482  5 LOWR_2495  6 LOWR_2513 
0872: jump_table_jumps  7 LOWR_2531  8 LOWR_2544  9 LOWR_2557  10 LOWR_2570  11 LOWR_2585  12 LOWR_2598  13 LOWR_2611  14 LOWR_2624  15 LOWR_2637 
0872: jump_table_jumps  16 LOWR_2650  17 LOWR_2663 -1 LOWR_2676 -1 LOWR_2676 -1 LOWR_2676 -1 LOWR_2676 -1 LOWR_2676 -1 LOWR_2676 -1 LOWR_2676 

:LOWR_2420
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false LOWR_2432
062E: @77  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2432
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @77 @49 
061B: @49 

:LOWR_2432
0002: jump LOWR_2676

:LOWR_2433
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false LOWR_2445
062E: @78  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2445
0615: @49 
0605: unknown_action_sequence -1 "F_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @78 @49 
061B: @49 

:LOWR_2445
0002: jump LOWR_2676

:LOWR_2446
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false LOWR_2463
062E: @79  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2463
0615: @49 
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false LOWR_2459
0677: unknown_action_sequence -1 @80  1  1 
0002: jump LOWR_2460

:LOWR_2459
05B9: unknown_action_sequence -1  1000 

:LOWR_2460
0616: @49 
0618: @79 @49 
061B: @49 

:LOWR_2463
0002: jump LOWR_2676

:LOWR_2464
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false LOWR_2481
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2481
0615: @49 
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false LOWR_2477
0677: unknown_action_sequence -1 @79  0  1 
0002: jump LOWR_2478

:LOWR_2477
05B9: unknown_action_sequence -1  1000 

:LOWR_2478
0616: @49 
0618: @80 @49 
061B: @49 

:LOWR_2481
0002: jump LOWR_2676

:LOWR_2482
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false LOWR_2494
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2494
0615: @49 
0605: unknown_action_sequence -1 "CAR_HOOKERTALK" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @81 @49 
061B: @49 

:LOWR_2494
0002: jump LOWR_2676

:LOWR_2495
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false LOWR_2512
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2512
0615: @49 
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false LOWR_2508
0677: unknown_action_sequence -1 @83  0  1 
0002: jump LOWR_2509

:LOWR_2508
05B9: unknown_action_sequence -1  1000 

:LOWR_2509
0616: @49 
0618: @82 @49 
061B: @49 

:LOWR_2512
0002: jump LOWR_2676

:LOWR_2513
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false LOWR_2530
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2530
0615: @49 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false LOWR_2526
0677: unknown_action_sequence -1 @82  1  1 
0002: jump LOWR_2527

:LOWR_2526
05B9: unknown_action_sequence -1  1000 

:LOWR_2527
0616: @49 
0618: @83 @49 
061B: @49 

:LOWR_2530
0002: jump LOWR_2676

:LOWR_2531
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false LOWR_2543
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2543
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @84 @49 
061B: @49 

:LOWR_2543
0002: jump LOWR_2676

:LOWR_2544
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false LOWR_2556
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2556
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @85 @49 
061B: @49 

:LOWR_2556
0002: jump LOWR_2676

:LOWR_2557
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false LOWR_2569
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2569
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @86 @49 
061B: @49 

:LOWR_2569
0002: jump LOWR_2676

:LOWR_2570
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false LOWR_2584
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2584
0615: @49 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "FUCKU" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "WOMAN_IDLESTANCE" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @87 @49 
061B: @49 

:LOWR_2584
0002: jump LOWR_2676

:LOWR_2585
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false LOWR_2597
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2597
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @88 @49 
061B: @49 

:LOWR_2597
0002: jump LOWR_2676

:LOWR_2598
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false LOWR_2610
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2610
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  1  1  0 -1 
0616: @49 
0618: @89 @49 
061B: @49 

:LOWR_2610
0002: jump LOWR_2676

:LOWR_2611
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false LOWR_2623
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2623
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @90 @49 
061B: @49 

:LOWR_2623
0002: jump LOWR_2676

:LOWR_2624
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false LOWR_2636
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2636
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @91 @49 
061B: @49 

:LOWR_2636
0002: jump LOWR_2676

:LOWR_2637
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false LOWR_2649
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2649
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @92 @49 
061B: @49 

:LOWR_2649
0002: jump LOWR_2676

:LOWR_2650
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false LOWR_2662
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2662
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @93 @49 
061B: @49 

:LOWR_2662
0002: jump LOWR_2676

:LOWR_2663
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false LOWR_2675
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2675
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @94 @49 
061B: @49 

:LOWR_2675
0002: jump LOWR_2676

:LOWR_2676
0051: return

:LOWR_2677
0871: init_jump_table @39 total_jumps  21  0 LOWR_2953 jumps  0 LOWR_2680  1 LOWR_2693  2 LOWR_2706  3 LOWR_2719  4 LOWR_2732  5 LOWR_2745  6 LOWR_2758 
0872: jump_table_jumps  7 LOWR_2771  8 LOWR_2784  9 LOWR_2797  10 LOWR_2810  11 LOWR_2823  12 LOWR_2836  13 LOWR_2849  14 LOWR_2862  15 LOWR_2875 
0872: jump_table_jumps  16 LOWR_2888  17 LOWR_2901  18 LOWR_2914  19 LOWR_2927  20 LOWR_2940 -1 LOWR_2953 -1 LOWR_2953 -1 LOWR_2953 -1 LOWR_2953 

:LOWR_2680
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false LOWR_2692
062E: @77  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2692
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @77 @49 
061B: @49 

:LOWR_2692
0002: jump LOWR_2953

:LOWR_2693
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false LOWR_2705
062E: @78  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2705
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @78 @49 
061B: @49 

:LOWR_2705
0002: jump LOWR_2953

:LOWR_2706
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false LOWR_2718
062E: @79  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2718
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @79 @49 
061B: @49 

:LOWR_2718
0002: jump LOWR_2953

:LOWR_2719
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false LOWR_2731
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2731
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @80 @49 
061B: @49 

:LOWR_2731
0002: jump LOWR_2953

:LOWR_2732
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false LOWR_2744
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2744
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @81 @49 
061B: @49 

:LOWR_2744
0002: jump LOWR_2953

:LOWR_2745
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false LOWR_2757
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2757
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @82 @49 
061B: @49 

:LOWR_2757
0002: jump LOWR_2953

:LOWR_2758
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false LOWR_2770
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2770
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @83 @49 
061B: @49 

:LOWR_2770
0002: jump LOWR_2953

:LOWR_2771
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false LOWR_2783
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2783
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @84 @49 
061B: @49 

:LOWR_2783
0002: jump LOWR_2953

:LOWR_2784
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false LOWR_2796
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2796
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @85 @49 
061B: @49 

:LOWR_2796
0002: jump LOWR_2953

:LOWR_2797
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false LOWR_2809
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2809
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @86 @49 
061B: @49 

:LOWR_2809
0002: jump LOWR_2953

:LOWR_2810
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false LOWR_2822
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2822
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @87 @49 
061B: @49 

:LOWR_2822
0002: jump LOWR_2953

:LOWR_2823
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false LOWR_2835
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2835
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @88 @49 
061B: @49 

:LOWR_2835
0002: jump LOWR_2953

:LOWR_2836
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false LOWR_2848
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2848
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @89 @49 
061B: @49 

:LOWR_2848
0002: jump LOWR_2953

:LOWR_2849
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false LOWR_2861
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2861
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @90 @49 
061B: @49 

:LOWR_2861
0002: jump LOWR_2953

:LOWR_2862
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false LOWR_2874
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2874
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @91 @49 
061B: @49 

:LOWR_2874
0002: jump LOWR_2953

:LOWR_2875
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false LOWR_2887
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2887
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @92 @49 
061B: @49 

:LOWR_2887
0002: jump LOWR_2953

:LOWR_2888
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false LOWR_2900
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2900
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @93 @49 
061B: @49 

:LOWR_2900
0002: jump LOWR_2953

:LOWR_2901
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false LOWR_2913
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2913
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @94 @49 
061B: @49 

:LOWR_2913
0002: jump LOWR_2953

:LOWR_2914
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false LOWR_2926
062E: @95  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2926
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @95 @49 
061B: @49 

:LOWR_2926
0002: jump LOWR_2953

:LOWR_2927
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false LOWR_2939
062E: @96  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2939
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @96 @49 
061B: @49 

:LOWR_2939
0002: jump LOWR_2953

:LOWR_2940
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false LOWR_2952
062E: @97  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false LOWR_2952
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @97 @49 
061B: @49 

:LOWR_2952
0002: jump LOWR_2953

:LOWR_2953
0051: return

:LOWR_2954
0006: @43 =  0  ;; integer values

:LOWR_2955
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_2967
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false LOWR_2965
009B: destroy_actor_instantly @77(@43,22i)
0663: write_debug_intvar "PED_DELETED" @43 
0006: @43 =  22  ;; integer values
0002: jump LOWR_2966

:LOWR_2965
000A: @43 +=  1  ;; integer values

:LOWR_2966
0002: jump LOWR_2955

:LOWR_2967
0051: return

:LOWR_2968
0006: @43 =  0  ;; integer values

:LOWR_2969
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_2981
00D6: if  0
056E: @69(@43,7i) 
004D: jump_if_false LOWR_2979
00A6: destroy_car @69(@43,7i)
0663: write_debug_intvar "CAR_DELETED" @43 
0006: @43 =  7  ;; integer values
0002: jump LOWR_2980

:LOWR_2979
000A: @43 +=  1  ;; integer values

:LOWR_2980
0002: jump LOWR_2969

:LOWR_2981
0051: return

:LOWR_2982
0871: init_jump_table $154 total_jumps  1  1 LOWR_2985 jumps  3 LOWR_2983 -1 LOWR_2987 -1 LOWR_2987 -1 LOWR_2987 -1 LOWR_2987 -1 LOWR_2987 -1 LOWR_2987 

:LOWR_2983
0937:  29.0  220.0  173.0  409.0 'BJ_TITL'  2 
0002: jump LOWR_2987

:LOWR_2985
0937:  29.0  220.0  157.0  409.0 'BJ_TITL'  2 
0002: jump LOWR_2987

:LOWR_2987
0050: gosub LOWR_3006
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'WOF_04'
0050: gosub LOWR_3006
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  260.0 'DOLLAR' @273
0050: gosub LOWR_3006
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  290.0 'BJ_02'
0050: gosub LOWR_3006
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  310.0 'DOLLAR' @271
0050: gosub LOWR_3006
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'BJ_03'
0050: gosub LOWR_3006
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  360.0 'DOLLAR' @272
0051: return

:LOWR_3006
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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_3015
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_3024
0051: return

:LOWR_3025
0051: return

:LOWR_3026
0917: 'LOWRIDE'  0 
00D6: if  0
056E: @68 
004D: jump_if_false LOWR_3046
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false LOWR_3046
03A2: (unknown) @68  4 
0519: unknown_car @68 flag  0
02AC: set_car @68 immunities  0  0  0  0  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWR_3040
0221: set_player $PLAYER_CHAR trapped_in_car  0

:LOWR_3040
020A: set_car @68 door_status_to  1
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @68
004D: jump_if_false LOWR_3046
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @68

:LOWR_3046
0006: @43 =  0  ;; integer values

:LOWR_3047
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false LOWR_3070
00D6: if  0
056E: @69(@43,7i) 
004D: jump_if_false LOWR_3068
00D6: if  0
8119:   NOT   car @69(@43,7i) wrecked
004D: jump_if_false LOWR_3067
00D6: if  22
0039:   @43 ==  0  ;; integer values
0039:   @43 ==  3  ;; integer values
0039:   @43 ==  4  ;; integer values
004D: jump_if_false LOWR_3065
00D6: if  0
0803: @69(@43,7i) 
004D: jump_if_false LOWR_3065
07F5: @69(@43,7i)  0.0  0.0  0.0  0.0 

:LOWR_3065
03A2: (unknown) @69(@43,7i)  2 
07FF: @69(@43,7i)  0 

:LOWR_3067
01C3: remove_references_to_car @69(@43,7i)  ;; Like turning a car into any random car

:LOWR_3068
000A: @43 +=  1  ;; integer values
0002: jump LOWR_3047

:LOWR_3070
0006: @43 =  0  ;; integer values

:LOWR_3071
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false LOWR_3083
00D6: if  0
056D:   unknown_actor @77(@43,22i) dead_but_valid
004D: jump_if_false LOWR_3081
00D6: if  0
8118:   NOT   actor @77(@43,22i) dead
004D: jump_if_false LOWR_3080

:LOWR_3080
01C2: remove_references_to_actor @77(@43,22i)  ;; Like turning an actor into a random pedestrian

:LOWR_3081
000A: @43 +=  1  ;; integer values
0002: jump LOWR_3071

:LOWR_3083
00D6: if  0
056D:   unknown_actor @99 dead_but_valid
004D: jump_if_false LOWR_3087
01C2: remove_references_to_actor @99  ;; Like turning an actor into a random pedestrian

:LOWR_3087
0249: release_model  50
0249: release_model  567
0249: release_model  114
0249: release_model  115
0249: release_model  116
0249: release_model  63
0249: release_model  41
0249: release_model  567
0249: release_model  534
0249: release_model  567
04EF: release_animation "LOWRIDER"
0164: disable_marker @102
0581: toggle_radar  1 (on)
0953: @43 
00D6: if  0
84A4:   NOT @43  0 
004D: jump_if_false LOWR_3105
0955: (unknown)

:LOWR_3105
0733:  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_car_density_to  1.0
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 10---------------
; Originally: Beefy Baron


:M_10_1
0050: gosub M_10_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_10_6
0050: gosub ZERO5_232

:M_10_6
0050: gosub ZERO5_247
004E: end_thread

:M_10_8
0006: @66 =  0  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0A0E:  1 
0317: increment_mission_attempts
03A4: name_thread 'ZERO5'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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: $6474 =  0  ;; integer values
0004: $6473 =  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: $PLAYER_CHAR 
0006: @32 =  0  ;; integer values
0006: @69 =  0  ;; integer values
0247: request_model  464
0247: request_model  459

:ZERO5_29
00D6: if  21
8248:   NOT   model  464 available
8248:   NOT   model  459 available
004D: jump_if_false ZERO5_35
0001: wait  0 ms
0002: jump ZERO5_29

:ZERO5_35
09B9:  0 
054C: use_GXT_table 'ZERO2'
08E7:  1 

:ZERO5_38
0001: wait  0 ms
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false ZERO5_43
0050: gosub ZERO5_52

:ZERO5_43
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false ZERO5_47
0002: jump ZERO5_225

:ZERO5_47
00D6: if  0
0039:   @53 ==  1  ;; integer values
004D: jump_if_false ZERO5_51
0002: jump ZERO5_232

:ZERO5_51
0002: jump ZERO5_38

:ZERO5_52
0006: @33 =  0  ;; integer values
0395: clear_area  1 at @44 @45 @46 range  1000.0
00A5: @35 = create_car  459 at -2250.9  124.6  28.48
0587: @35  0
0657: @35  4 
0657: @35  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 (true)
0169: set_fade_color  0  0  0
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO5_69
00AB: put_car @35 at -2233.9  122.6  746.48
0175: set_car @35 z_angle_to  90.0
0519: unknown_car @35 flag  1

:ZERO5_69
0001: wait  1000 ms
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO5_74
0508: @35

:ZERO5_74
04BB: select_interior  0  ;; select render area
08AD: $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  464
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 (off)
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO5_92
0158: camera_on_vehicle @34  18  2
0519: unknown_car @34 flag  0
0001: wait  0 ms
032A: unknown  1

:ZERO5_92
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:ZERO5_94
00D6: if  0
016B:   fading
004D: jump_if_false ZERO5_99
0001: wait  0 ms
0002: jump ZERO5_94

:ZERO5_99
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03C3: set_timer_with_text_to $6473 type  1 text 'ZER2_5'
03C4: set_status_text_to $6474  0 (number) 'ZER2_43'
00BC: text_highpriority 'ZER2_45'  5000 ms  1
09BF:  459 

:ZERO5_104
00D6: if  0
8039:   NOT   @57 ==  1  ;; integer values
004D: jump_if_false ZERO5_224
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false ZERO5_118
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_118
00D6: if  0
002A:    0 >= $6473  ;; integer values
004D: jump_if_false ZERO5_148
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO5_126
0918: @34  0 
01EC: make_car @34 very_heavy  1

:ZERO5_126
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' $6474  5000 ms  1
0394: play_music  1
0001: wait  2000 ms
08AD: $PLAYER_ACTOR -2241.854  128.3346  1.5 
03CB: set_camera -2241.854  128.3346  1034.641
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO5_144
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146  135.956  1034.641
0002: jump ZERO5_145

:ZERO5_144
00A1: put_actor $PLAYER_ACTOR at -2220.146  135.956  1034.641

:ZERO5_145
0173: set_actor $PLAYER_ACTOR z_angle_to  183.6951
04BB: select_interior  6  ;; select render area
0051: return

:ZERO5_148
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO5_206
00D6: if  0
0241:   player $PLAYER_CHAR in_remote_mode
004D: jump_if_false ZERO5_205
01BD: @70 = current_time_in_ms
00D6: if  0
81AF:   NOT   car @34  0 ()near_point @72 @73 @74 radius  1.5  1.5  1.5
004D: jump_if_false ZERO5_162
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_162
00D6: if  0
01AF:   car @34  0 ()near_point @72 @73 @74 radius  1.5  1.5  1.5
004D: jump_if_false ZERO5_199
00D6: if  0
001D:   @70 > @71  ;; integer values  
004D: jump_if_false ZERO5_199
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false ZERO5_173
03E5: text_box 'ZER2_4'
0006: @64 =  1  ;; integer values

:ZERO5_173
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false ZERO5_199
0006: @53 =  1  ;; integer values
0006: @48 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'ZER2_8'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
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
0001: wait  2000 ms
08AD: $PLAYER_ACTOR -2241.854  128.3346  1.5 
03CB: set_camera -2241.854  128.3346  1034.641
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO5_195
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146  135.956  1034.641
0002: jump ZERO5_196

:ZERO5_195
00A1: put_actor $PLAYER_ACTOR at -2220.146  135.956  1034.641

:ZERO5_196
0173: set_actor $PLAYER_ACTOR z_angle_to  183.6951
04BB: select_interior  6  ;; select render area
0051: return

:ZERO5_199
00AA: store_car @34 position_to @37 @38 @39
073E: @37 @38 @39  30.0  459 @36 
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false ZERO5_205
00AD: set_car @36 max_speed_to  10.0

:ZERO5_205
0002: jump ZERO5_222

:ZERO5_206
0006: @53 =  1  ;; integer values
0006: @48 =  0  ;; integer values
00BC: text_highpriority 'ZER2_8'  5000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  2000 ms
08AD: $PLAYER_ACTOR -2241.854  128.3346  1.5 
03CB: set_camera -2241.854  128.3346  1034.641
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO5_218
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2220.146  135.956  1034.641
0002: jump ZERO5_219

:ZERO5_218
00A1: put_actor $PLAYER_ACTOR at -2220.146  135.956  1034.641

:ZERO5_219
0173: set_actor $PLAYER_ACTOR z_angle_to  183.6951
04BB: select_interior  6  ;; select render area
0051: return

:ZERO5_222
0298: $PLAYER_CHAR  459 $6474 
0002: jump ZERO5_104

:ZERO5_224
0051: return

:ZERO5_225
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO5_231
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:ZERO5_231
0051: return

:ZERO5_232
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO5_236
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:ZERO5_236
00BA: text_styled 'M_FAIL'  5000 ms  1

:ZERO5_237
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false ZERO5_246
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO5_245
04BA: set_car @34 speed_instantly  0.0

:ZERO5_245
0002: jump ZERO5_237

:ZERO5_246
0051: return

:ZERO5_247
0925: (unknown)
0004: $ON_MISSION =  0  ;; integer values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
01C3: remove_references_to_car @35  ;; Like turning a car into any random car
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ZERO5_259
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO5_259
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_259
01B7: release_weather
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08E7:  0 
04DB: exit_rc_mode  ; on foot version
0249: release_model  459
0249: release_model  464
014F: stop_timer $6473
0151: remove_status_text $6474
01BD: $184 = current_time_in_ms
09B9:  1 
00D8: mission_cleanup
0051: return

;-------------Mission 11---------------
; Originally: Big Smoke


:INTRO1_1
03A4: name_thread 'INTRO1'
0050: gosub INTRO1_89
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false INTRO1_7
0050: gosub INTRO1_2228

:INTRO1_7
0050: gosub INTRO1_2244
004E: end_thread

:INTRO1_9
0871: init_jump_table @46 total_jumps  7  0 INTRO1_88 jumps  0 INTRO1_10  1 INTRO1_20  2 INTRO1_30  3 INTRO1_54  4 INTRO1_60  5 INTRO1_74  6 INTRO1_82 

:INTRO1_10
05A9: s$6475 = 'INT1_AB'  ;; 8-byte strings
05A9: s$6475(1) = 'INT1_AC'  ;; 8-byte strings
05A9: s$6475(2) = 'INT1_AR'  ;; 8-byte strings
05A9: s$6475(3) = 'INT1_AA'  ;; 8-byte strings
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_88

:INTRO1_20
05A9: s$6475 = 'INT1_AI'  ;; 8-byte strings
05A9: s$6475(1) = 'INT1_AJ'  ;; 8-byte strings
05A9: s$6475(2) = 'INT1_AK'  ;; 8-byte strings
05A9: s$6475(3) = 'INT1_AQ'  ;; 8-byte strings
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_88

:INTRO1_30
05A9: s$6475 = 'INT1_GN'  ;; 8-byte strings
05A9: s$6475(1) = 'INT1_GA'  ;; 8-byte strings
05A9: s$6475(2) = 'INT1_GB'  ;; 8-byte strings
05A9: s$6475(3) = 'INT1_GC'  ;; 8-byte strings
05A9: s$6475(4) = 'INT1_GD'  ;; 8-byte strings
05A9: s$6475(5) = 'INT1_GE'  ;; 8-byte strings
05A9: s$6475(6) = 'INT1_GH'  ;; 8-byte strings
05A9: s$6475(7) = 'INT1_GI'  ;; 8-byte strings
05A9: s$6475(8) = 'INT1_GJ'  ;; 8-byte strings
05A9: s$6475(9) = 'INT1_GL'  ;; 8-byte strings
05A9: s$6475(10) = 'INT1_GM'  ;; 8-byte strings
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_88

:INTRO1_54
05A9: s$6475 = 'INT1_CA'  ;; 8-byte strings
05A9: s$6475(1) = 'INT1_EI'  ;; 8-byte strings
04AF: @93 = unknown_wav_reference  20028 
04AF: @94 = unknown_wav_reference  20048 
0006: @63 =  1  ;; integer values
0002: jump INTRO1_88

:INTRO1_60
05A9: s$6475 = 'INT1_BA'  ;; 8-byte strings
05A9: s$6475(1) = 'INT1_BC'  ;; 8-byte strings
05A9: s$6475(2) = 'INT1_BB'  ;; 8-byte strings
05A9: s$6475(3) = 'INT1_BD'  ;; 8-byte strings
05A9: s$6475(4) = 'INT1_AM'  ;; 8-byte strings
05A9: s$6475(5) = 'INT1_AN'  ;; 8-byte strings
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_88

:INTRO1_74
05A9: s$6475 = 'INT1_BF'  ;; 8-byte strings
05A9: s$6475(1) = 'INT1_BG'  ;; 8-byte strings
05A9: s$6475(2) = 'INT1_BH'  ;; 8-byte strings
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_88

:INTRO1_82
05A9: s$6475 = 'INT1_BI'  ;; 8-byte strings
05A9: s$6475(1) = 'INT1_BK'  ;; 8-byte strings
04AF: @93 = unknown_wav_reference  20025 
04AF: @94 = unknown_wav_reference  20027 
0006: @63 =  1  ;; integer values
0002: jump INTRO1_88

:INTRO1_88
0051: return

:INTRO1_89
0004: $ON_MISSION =  1  ;; integer values
008B: @65 = $130  ;; integer values and handles
008B: @66 = $132  ;; integer values and handles
008B: @67 = $131  ;; 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: $21 =  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: $PLAYER_ACTOR 
04BB: select_interior  3  ;; select render area
02E4: load_cutscene_data 'INTRO1A'

:INTRO1_128
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false INTRO1_133
0001: wait  0 ms
0002: jump INTRO1_128

:INTRO1_133
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:INTRO1_135
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false INTRO1_140
0001: wait  0 ms
0002: jump INTRO1_135

:INTRO1_140
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:INTRO1_142
00D6: if  0
016B:   fading
004D: jump_if_false INTRO1_147
0001: wait  0 ms
0002: jump INTRO1_142

:INTRO1_147
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  .2
09D2:  0 
023C: load_special_actor  10 'SMOKE'
0247: request_model  404
038B: load_requested_models

:INTRO1_155
00D6: if  21
8248:   NOT   model  404 available
823D:   NOT   special_actor  10 loaded
004D: jump_if_false INTRO1_161
0001: wait  0 ms
0002: jump INTRO1_155

:INTRO1_161
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0687: $PLAYER_ACTOR 
0792: $PLAYER_ACTOR 
009A: $130 = create_actor  24  299 at  2498.91 -1680.5  12.37
0245: set_actor $130 walk_style_to "FATMAN"
0173: set_actor $130 z_angle_to  90.0
00A5: @41 = create_car  404 at  2494.91 -1682.17  12.32
0249: release_model  404
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: unknown_action_sequence $PLAYER_ACTOR  1 
0173: set_actor $PLAYER_ACTOR z_angle_to  32.0
0792: $PLAYER_ACTOR 
07A1:  4 
05CA: unknown_action_sequence $130 @41  10000  0 
07A1:  4 
05CB: unknown_action_sequence $PLAYER_ACTOR @41  10000 
0395: clear_area  1 at  2494.91 -1682.17  12.32 range  50.0
0A0B:  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_9
016A: fade  1 (back)  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: unknown_bunnyjump INTRO1_235 

:INTRO1_193
00D6: if  0
8039:   NOT   @86 ==  2  ;; integer values
004D: jump_if_false INTRO1_199
0001: wait  0 ms
0050: gosub INTRO1_2560
0002: jump INTRO1_193

:INTRO1_199
0925: (unknown)
092F:  1 
0930:  1 
0936:  2498.947 -1690.0  14.4011  2501.236 -1678.23  17.5252  9000  1 
0920:  2498.404 -1689.177  14.2309  2500.238 -1678.188  17.4907  9000  1 
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false INTRO1_225
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false INTRO1_225

:INTRO1_210
00D6: if  21
80DB:   NOT   actor $PLAYER_ACTOR in_car @41
80DB:   NOT   actor $130 in_car @41
004D: jump_if_false INTRO1_225
0001: wait  0 ms
00D6: if  0
0119:   car @41 wrecked
004D: jump_if_false INTRO1_219
0002: jump INTRO1_2228

:INTRO1_219
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false INTRO1_223
0002: jump INTRO1_2228

:INTRO1_223
0050: gosub INTRO1_2560
0002: jump INTRO1_210

:INTRO1_225
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false INTRO1_229
05D1: unknown_action_sequence $PLAYER_ACTOR @41  2414.68 -1656.38  12.38  10.0  0  404  2 

:INTRO1_229
00D6: if  0
8039:   NOT   @86 ==  4  ;; integer values
004D: jump_if_false INTRO1_235
0001: wait  0 ms
0050: gosub INTRO1_2560
0002: jump INTRO1_229

:INTRO1_235
0701: (unknown)
00BE: text_clear_all
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
00BA: text_styled 'FUNERAL'  1000 ms  2

:INTRO1_240
00D6: if  0
016B:   fading
004D: jump_if_false INTRO1_245
0001: wait  0 ms
0002: jump INTRO1_240

:INTRO1_245
0925: (unknown)
009B: destroy_actor_instantly $130
0296: unload_special_actor  10
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false INTRO1_261
0792: $PLAYER_ACTOR 
00AB: put_car @41 at  956.6 -1099.47  22.73
0175: set_car @41 z_angle_to  0.0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_259
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  910.78 -1075.26  23.29
0002: jump INTRO1_260

:INTRO1_259
00A1: put_actor $PLAYER_ACTOR at  910.78 -1075.26  23.29

:INTRO1_260
0173: set_actor $PLAYER_ACTOR z_angle_to  265.0

:INTRO1_261
03EF: player $PLAYER_CHAR make_safe
0A0B:  910.78 -1075.26  23.29  265.0 
02E4: load_cutscene_data 'INTRO1B'

:INTRO1_264
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false INTRO1_269
0001: wait  0 ms
0002: jump INTRO1_264

:INTRO1_269
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:INTRO1_271
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false INTRO1_276
0001: wait  0 ms
0002: jump INTRO1_271

:INTRO1_276
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:INTRO1_278
00D6: if  0
016B:   fading
004D: jump_if_false INTRO1_283
0001: wait  0 ms
0002: jump INTRO1_278

:INTRO1_283
02EA: end_cutscene
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  .2
023C: load_special_actor  1 'SWEET'
023C: load_special_actor  3 'RYDER2'
023C: load_special_actor  10 'SMOKE'
0247: request_model  404
0247: request_model  481
0247: request_model  352
0247: request_model  412
0247: request_model  102
0247: request_model  346
07C0:  201 
038B: load_requested_models

:INTRO1_297
00D6: if  25
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  3 loaded
823D:   NOT   special_actor  10 loaded
8248:   NOT   model  404 available
8248:   NOT   model  481 available
8248:   NOT   model  412 available
004D: jump_if_false INTRO1_307
0001: wait  0 ms
0002: jump INTRO1_297

:INTRO1_307
00D6: if  23
8248:   NOT   model  352 available
8248:   NOT   model  102 available
8248:   NOT   model  346 available
87C1:   NOT  201 
004D: jump_if_false INTRO1_315
0001: wait  0 ms
0002: jump INTRO1_307

:INTRO1_315
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
041D: set_camera_near_clip  .2 
01EB: set_car_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:  943.71 -1103.5  22.85  90.0 
00A5: @51 = create_car  412 at  1038.5 -954.9  41.5
0732:  412 
0229: set_car @51 color_to  22  22
0587: @51  0
0129: @50 = create_actor  25  102 in_car @51 driverseat
01C8: @52 = create_actor  25  102 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: @50  30 
07DD: @52  30 
077A: @50  4  0 
077A: @52  4  0 
0249: release_model  102
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  352
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  481 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  481 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  481 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  481 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  481
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false INTRO1_371
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_371
0792: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_377
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  940.0 -1103.5  22.85
0002: jump INTRO1_378

:INTRO1_377
00A1: put_actor $PLAYER_ACTOR at  940.0 -1103.5  22.85

:INTRO1_378
0173: set_actor $PLAYER_ACTOR z_angle_to  272.5
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
06AB: $PLAYER_ACTOR  1 
05D3: unknown_action_sequence $PLAYER_ACTOR  954.0 -1103.5  22.85  4  20000 
009A: @65 = create_actor  24  299 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: @65  1
0446: (unknown) @65  0 
039E: (unknown) @65  1 
0526: unknown_actor @65  1
05D3: unknown_action_sequence @65  954.0 -1104.41  22.85  4  20000 
060B: unknown_actor_use_entity @65 @110 
08C6: @65  1 
009A: @66 = create_actor  24  292 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: @66  1
0446: (unknown) @66  0 
039E: (unknown) @66  1 
0526: unknown_actor @66  1
05D3: unknown_action_sequence @66  954.0 -1105.79  22.85  4  25000 
060B: unknown_actor_use_entity @66 @110 
08C6: @66  1 
009A: @67 = create_actor  24  290 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: @67  1
0446: (unknown) @67  0 
039E: (unknown) @67  1 
0526: unknown_actor @67  1
05D3: unknown_action_sequence @67  954.0 -1102.0  22.85  4  20000 
060B: unknown_actor_use_entity @67 @110 
08C6: @67  1 
0187: @39 = create_marker_above_actor @67
07E0: @39  1 
0164: disable_marker @39
0006: @33 =  0  ;; integer values

:INTRO1_419
00D6: if  0
001B:    900 > @33  ;; integer values
004D: jump_if_false INTRO1_424
0001: wait  0 ms
0002: jump INTRO1_419

:INTRO1_424
0A0B:  940.0 -1103.5  22.85  272.5 
016A: fade  1 (back)  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_9
0006: @91 =  0  ;; integer values
0707: unknown_bunnyjump INTRO1_670 
0006: @33 =  0  ;; integer values

:INTRO1_437
00D6: if  0
001B:    3300 > @33  ;; integer values
004D: jump_if_false INTRO1_442
0001: wait  0 ms
0002: jump INTRO1_437

:INTRO1_442
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_452
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_452
00D6: if  0
07C1:  201 
004D: jump_if_false INTRO1_452
05EB: @51  201 

:INTRO1_452
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false INTRO1_469
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_462
00D6: if  0
00DF:   actor @52 driving
004D: jump_if_false INTRO1_462
0713: unknown_action_sequence @52 -1 -1  952.92 -1102.99  22.85  100.0  4  1  90 

:INTRO1_462
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_469
00D6: if  0
00DF:   actor @50 driving
004D: jump_if_false INTRO1_469
0713: unknown_action_sequence @50 -1 @41  0.0  0.0  0.0  100.0  0  0  90 

:INTRO1_469
0006: @33 =  0  ;; integer values

:INTRO1_470
00D6: if  0
001B:    1500 > @33  ;; integer values
004D: jump_if_false INTRO1_475
0001: wait  0 ms
0002: jump INTRO1_470

:INTRO1_475
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_479
00D6: if  0
001B:    2500 > @33  ;; integer values
004D: jump_if_false INTRO1_484
0001: wait  0 ms
0002: jump INTRO1_479

:INTRO1_484
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_492
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_492
0647: unknown_action_sequence @66 
05C0: unknown_action_sequence @66 @51  4000 

:INTRO1_492
0006: @33 =  0  ;; integer values

:INTRO1_493
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false INTRO1_498
0001: wait  0 ms
0002: jump INTRO1_493

:INTRO1_498
00D6: if  0
8039:   NOT   @86 ==  1  ;; integer values
004D: jump_if_false INTRO1_565
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_533
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_533
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_528
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_528
0006: @33 =  0  ;; integer values
05C0: unknown_action_sequence $PLAYER_ACTOR @51  4000 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_522
0647: unknown_action_sequence @65 
05C0: unknown_action_sequence @65 @51  4000 

:INTRO1_522
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_527
0647: unknown_action_sequence @67 
05C0: unknown_action_sequence @67 @51  4000 

:INTRO1_527
0006: @109 =  1  ;; integer values

:INTRO1_528
0925: (unknown)
092F:  1 
0930:  1 
0936:  951.3326 -1099.652  25.3079  951.3326 -1099.652  25.3079  7500  1 
0920:  951.9009 -1100.452  25.1184  951.9258 -1098.847  25.3253  7500  1 

:INTRO1_533
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false INTRO1_564
00D6: if  0
0039:   @109 ==  1  ;; integer values
004D: jump_if_false INTRO1_564
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_563
0673: unknown_action_sequence @66  1.0 -3.0  1000 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_554
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  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_554
04EB: unknown_action_sequence @65  1 
05E2: unknown_action_sequence @65 @50 

:INTRO1_554
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_562
01B2: give_actor @67 weapon  22 ammo  50  ;; Load the weapon model before using this
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_562
0634: unknown_action_sequence @67 @50  4  2000  100 

:INTRO1_562
0673: unknown_action_sequence $PLAYER_ACTOR -1.5 -1.0  1000 

:INTRO1_563
0006: @109 =  2  ;; integer values

:INTRO1_564
0002: jump INTRO1_498

:INTRO1_565
0006: @33 =  0  ;; integer values

:INTRO1_566
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false INTRO1_571
0001: wait  0 ms
0002: jump INTRO1_566

:INTRO1_571
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false INTRO1_575
070C: @41 

:INTRO1_575
0006: @33 =  0  ;; integer values
0006: @109 =  0  ;; integer values

:INTRO1_577
00D6: if  0
8039:   NOT   @86 ==  2  ;; integer values
004D: jump_if_false INTRO1_587
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0019:   @33 >  1600  ;; integer values
004D: jump_if_false INTRO1_586
0002: jump INTRO1_587

:INTRO1_586
0002: jump INTRO1_577

:INTRO1_587
0395: clear_area  1 at  956.09 -1105.68  22.75 range  50.0
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_593
0687: @52 
0605: unknown_action_sequence @52 "CAR_SIT" "PED"  4.0  0  0  0  0 -1 

:INTRO1_593
0792: $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: unknown_action_sequence $PLAYER_ACTOR  1 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_610
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_610
0350: unknown_actor @65 not_scared_flag  0
05BA: unknown_action_sequence @65  1 
0647: unknown_action_sequence @65 
04EB: unknown_action_sequence @65  0 
00A1: put_actor @65 at  957.0725 -1106.504  22.7146
0173: set_actor @65 z_angle_to  251.1192
05CB: unknown_action_sequence @65 @76 -1 

:INTRO1_610
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_620
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_620
0350: unknown_actor @66 not_scared_flag  0
05BA: unknown_action_sequence @66  1 
0647: unknown_action_sequence @66 
05CB: unknown_action_sequence @66 @77 -1 

:INTRO1_620
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_631
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_631
0350: unknown_actor @67 not_scared_flag  0
05BA: unknown_action_sequence @67  1 
0647: unknown_action_sequence @67 
00A1: put_actor @67 at  957.12 -1104.4  22.7146
05CB: unknown_action_sequence @67 @78 -1 

:INTRO1_631
0006: @33 =  0  ;; integer values

:INTRO1_632
00D6: if  0
001B:    100 > @33  ;; integer values
004D: jump_if_false INTRO1_637
0001: wait  0 ms
0002: jump INTRO1_632

:INTRO1_637
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_642
00D6: if  0
8039:   NOT   @86 ==  3  ;; integer values
004D: jump_if_false INTRO1_657
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_656
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_656
0792: $PLAYER_ACTOR 
05D3: unknown_action_sequence $PLAYER_ACTOR  971.181 -1108.193  22.8672  6  10000 
0006: @109 =  1  ;; integer values

:INTRO1_656
0002: jump INTRO1_642

:INTRO1_657
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false INTRO1_662
0001: wait  0 ms
0002: jump INTRO1_657

:INTRO1_662
03D1: play_wav  2
00BC: text_highpriority 'INT1_AP'  10000 ms  1

:INTRO1_664
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false INTRO1_669
0001: wait  0 ms
0002: jump INTRO1_664

:INTRO1_669
0006: @91 =  1  ;; integer values

:INTRO1_670
0701: (unknown)
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false INTRO1_714
00BE: text_clear_all
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:INTRO1_677
00D6: if  0
016B:   fading
004D: jump_if_false INTRO1_682
0001: wait  0 ms
0002: jump INTRO1_677

:INTRO1_682
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_692
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_692
00A1: put_actor @65 at  969.2067 -1110.3  22.8672
0173: set_actor @65 z_angle_to  273.1099
04EB: unknown_action_sequence @65  0 

:INTRO1_692
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_700
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_700
00A1: put_actor @66 at  969.1187 -1116.56  22.8552
0173: set_actor @66 z_angle_to  298.5085

:INTRO1_700
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_709
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_709
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_709
0925: (unknown)
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false INTRO1_714
070C: @41 

:INTRO1_714
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_722
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_722
04EB: unknown_action_sequence @65  0 
05CB: unknown_action_sequence @65 @76 -1 

:INTRO1_722
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_729
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_729
05CB: unknown_action_sequence @66 @77 -1 

:INTRO1_729
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_737
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_737
0647: unknown_action_sequence @67 
05CB: unknown_action_sequence @67 @78 -1 

:INTRO1_737
01C3: remove_references_to_car @41  ;; Like turning a car into any random car
0249: release_model  404
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_743
0555: remove_weapon  22 from_actor @65 

:INTRO1_743
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_747
0555: remove_weapon  22 from_actor @67 

:INTRO1_747
0249: release_model  346
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_753
05EC: @51 
0002: jump INTRO1_754

:INTRO1_753
05EC: @51 

:INTRO1_754
0873:  201 
0006: @33 =  0  ;; integer values

:INTRO1_756
00D6: if  0
001B:    100 > @33  ;; integer values
004D: jump_if_false INTRO1_761
0001: wait  0 ms
0002: jump INTRO1_756

:INTRO1_761
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0647: unknown_action_sequence $PLAYER_ACTOR 
06AB: $PLAYER_ACTOR  0 
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_772
0186: @43 = create_marker_above_car @37
07E0: @43  1 

:INTRO1_772
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_779
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: @51  1

:INTRO1_779
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false INTRO1_800
0169: set_fade_color  0  0  0
0792: $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 (frozen)

:INTRO1_788
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false INTRO1_793
0001: wait  0 ms
0002: jump INTRO1_788

:INTRO1_793
016A: fade  1 (back)  500 ms

:INTRO1_794
00D6: if  0
016B:   fading
004D: jump_if_false INTRO1_799
0001: wait  0 ms
0002: jump INTRO1_794

:INTRO1_799
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:INTRO1_800
0615: @82 
05D1: unknown_action_sequence -1 -1  962.5424 -1128.6  22.6656  8.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1036.602 -1148.942  22.6562  16.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1325.583 -1150.183  22.6484  23.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1644.773 -1051.334  22.8984  23.0  0  481  2 
0616: @82 
0615: @72 
05D1: unknown_action_sequence -1 -1  1780.85 -1111.48  23.08  21.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1786.54 -1191.3  22.95  20.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1798.67 -1270.41  12.47  19.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1891.0 -1347.78  12.54  21.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1959.12 -1450.1  12.45  21.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1987.61 -1516.69  2.39  21.0  0  481  2 
05D1: unknown_action_sequence -1 -1  2493.82 -1669.91  12.8  25.0  0  481  2 
0616: @72 
0615: @111 
05D1: unknown_action_sequence -1 -1  1780.85 -1111.48  23.08  20.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1784.54 -1191.3  22.95  19.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1798.67 -1270.41  12.47  19.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1891.0 -1347.78  12.54  20.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1959.12 -1450.1  12.45  20.0  0  481  2 
05D1: unknown_action_sequence -1 -1  1987.61 -1516.69  2.39  20.0  0  481  2 
05D1: unknown_action_sequence -1 -1  2493.82 -1669.91  12.8  24.0  0  481  2 
0616: @111 
00D6: if  0
0119:   car @37 wrecked
004D: jump_if_false INTRO1_829
00BC: text_highpriority 'INT2_F4'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_829
0006: @75 =  0  ;; integer values
0006: @86 =  3  ;; integer values

:INTRO1_831
00D6: if  0
8039:   NOT   @86 ==  4  ;; integer values
004D: jump_if_false INTRO1_843
0001: wait  0 ms
0050: gosub INTRO1_2560
0050: gosub INTRO1_2292
0050: gosub INTRO1_2522
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false INTRO1_842
0002: jump INTRO1_2228

:INTRO1_842
0002: jump INTRO1_831

:INTRO1_843
00BC: text_highpriority 'INTRO2E'  10000 ms  1
04ED: load_animation "MISC"
0004: $127 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false INTRO1_852
00BC: text_highpriority 'INT2_F2'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_852
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_9

:INTRO1_859
00D6: if  21
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1644.773 -1051.334  22.8984 radius  10.0  12.0  20.0
80FE:   NOT   actor @67  0 ()near_point  1644.773 -1051.334  22.8984 radius  10.0  12.0  20.0
004D: jump_if_false INTRO1_1101
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false INTRO1_869
00A1: put_actor $PLAYER_ACTOR at  2473.692 -1684.215  12.4625
0002: jump INTRO1_2230

:INTRO1_869
0050: gosub INTRO1_2292
0050: gosub INTRO1_2522
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_878
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_878
03D5: remove_text 'INTRO2E'

:INTRO1_878
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false INTRO1_882
0002: jump INTRO1_2228

:INTRO1_882
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false INTRO1_891
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false INTRO1_891
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0006: @92 =  1  ;; integer values

:INTRO1_891
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false INTRO1_947
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_946
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  949.4 -1102.1  23.2 radius  50.0  60.0  25.0
004D: jump_if_false INTRO1_946
00AB: put_car @51 at  1079.15 -1084.73  25.43
0175: set_car @51 z_angle_to  175.95
0574: @51  0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_930
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_914
00D6: if  0
00DF:   actor @52 driving
004D: jump_if_false INTRO1_914
0687: @52 
0713: unknown_action_sequence @52 $PLAYER_ACTOR -1  0.0  0.0  0.0  5000.0  4  1  40 

:INTRO1_914
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_929
00D9: @69 = actor $PLAYER_ACTOR car
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_929
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_929
0687: @50 
00D6: if  0
00DF:   actor @50 driving
004D: jump_if_false INTRO1_929
06E1: unknown_action_sequence @50 @51 @69  29  30.0  2 

:INTRO1_929
0002: jump INTRO1_945

:INTRO1_930
04C4: create_coordinate @122 @123 @124 from_actor $PLAYER_ACTOR offset  0.0 -4.0  0.0
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_945
062E: @50  1489 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_945
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_945
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_945
05D1: unknown_action_sequence @50 @51 @122 @123 @124  30.0  0  0  2 

:INTRO1_945
0006: @68 =  1  ;; integer values

:INTRO1_946
0002: jump INTRO1_1050

:INTRO1_947
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1040
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1030
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1019
00A0: store_actor $PLAYER_ACTOR position_to @125 @126 @127
00D6: if  1
81AD:   NOT   car @51  0 ()near_point @125 @126  50.0  50.0
82CA:   NOT   car @51 bounding_sphere_visible
004D: jump_if_false INTRO1_968
0687: @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_1018

:INTRO1_968
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_995
062E: @50  1761 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_983
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_983
00D9: @69 = actor $PLAYER_ACTOR car
00D6: if  0
00DF:   actor @50 driving
004D: jump_if_false INTRO1_983
06E1: unknown_action_sequence @50 @51 @69  29  30.0  2 

:INTRO1_983
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_994
00D6: if  0
00DF:   actor @52 driving
004D: jump_if_false INTRO1_994
062E: @52  1811 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_994
0713: unknown_action_sequence @52 $PLAYER_ACTOR -1  0.0  0.0  0.0  5000.0  4  1  40 

:INTRO1_994
0002: jump INTRO1_1018

:INTRO1_995
04C4: create_coordinate @122 @123 @124 from_actor $PLAYER_ACTOR offset  0.0 -4.0  0.0
062E: @50  1489 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_1007
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1007
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1007
05D1: unknown_action_sequence @50 @51 @122 @123 @124  30.0  0  0  2 

:INTRO1_1007
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1018
00D6: if  0
00DF:   actor @52 driving
004D: jump_if_false INTRO1_1018
062E: @52  1811 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_1018
0713: unknown_action_sequence @52 $PLAYER_ACTOR -1  0.0  0.0  0.0  5000.0  4  1  40 

:INTRO1_1018
0002: jump INTRO1_1029

:INTRO1_1019
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false INTRO1_1029
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1029
0687: @50 
0633: unknown_action_sequence @50 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 
0006: @114 =  1  ;; integer values

:INTRO1_1029
0002: jump INTRO1_1040

:INTRO1_1030
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false INTRO1_1040
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1040
0687: @52 
0633: unknown_action_sequence @52 
05E2: unknown_action_sequence @52 $PLAYER_ACTOR 
0006: @114 =  1  ;; integer values

:INTRO1_1040
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1050
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1050
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @67 radius  20.0  20.0  10.0 sphere  0
004D: jump_if_false INTRO1_1050
0050: gosub INTRO1_2560

:INTRO1_1050
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  481
004D: jump_if_false INTRO1_1085
00D6: if  0
0038:   $21 ==  0  ;; integer values
004D: jump_if_false INTRO1_1060
03E5: text_box 'INTRO2C'
0006: @32 =  0  ;; integer values
0004: $21 =  1  ;; integer values
0002: jump INTRO1_1085

:INTRO1_1060
00D6: if  0
0038:   $21 ==  1  ;; integer values
004D: jump_if_false INTRO1_1069
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false INTRO1_1069
03E5: text_box 'INTRO2D'
0006: @32 =  0  ;; integer values
0004: $21 =  2  ;; integer values

:INTRO1_1069
00D6: if  0
0038:   $21 ==  2  ;; integer values
004D: jump_if_false INTRO1_1077
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false INTRO1_1077
03E5: text_box 'HELP3B'
0004: $21 =  3  ;; integer values

:INTRO1_1077
00D6: if  0
0038:   $21 ==  3  ;; integer values
004D: jump_if_false INTRO1_1085
00D6: if  0
0019:   @32 >  28000  ;; integer values
004D: jump_if_false INTRO1_1085
03E5: text_box 'HELP3B2'
0004: $21 =  4  ;; integer values

:INTRO1_1085
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false INTRO1_1090
00BC: text_highpriority 'INT2_F1'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_1090
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false INTRO1_1095
00BC: text_highpriority 'INT2_F3'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_1095
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false INTRO1_1100
00BC: text_highpriority 'INT2_F2'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_1100
0002: jump INTRO1_859

:INTRO1_1101
0006: @113 =  0  ;; integer values
016A: fade  0 ()  500 ms

:INTRO1_1103
00D6: if  0
016B:   fading
004D: jump_if_false INTRO1_1108
0001: wait  0 ms
0002: jump INTRO1_1103

:INTRO1_1108
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 (frozen)
0A0B:  1637.642 -1063.702  22.8984  152.0807 
040D: unload_wav  1
040D: unload_wav  2

:INTRO1_1114
00D6: if  0
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false INTRO1_1121
0001: wait  0 ms
04ED: load_animation "MISC"
016A: fade  0 ()  0 ms
0002: jump INTRO1_1114

:INTRO1_1121
0006: @107 =  2  ;; integer values
00D6: if  0
0119:   car @51 wrecked
004D: jump_if_false INTRO1_1128
0006: @113 =  1  ;; integer values
0006: @107 =  3  ;; integer values
0002: jump INTRO1_1135

:INTRO1_1128
00D6: if  22
02BF:   car @51 sunk
0118:   actor @50 dead
0118:   actor @52 dead
004D: jump_if_false INTRO1_1135
0006: @113 =  1  ;; integer values
0006: @107 =  3  ;; integer values

:INTRO1_1135
022B: create_forbidden_for_peds_cube  1782.802 -1203.497  0.0  1788.272 -1236.15  20.0
041D: set_camera_near_clip  .2 
0006: @86 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @109 =  0  ;; integer values
0006: @46 =  3  ;; integer values
0050: gosub INTRO1_9
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_1182
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1182
0575: @67  0 
0574: @78  0
00D6: if  0
80DB:   NOT   actor @67 in_car @78
004D: jump_if_false INTRO1_1154
036A: put_actor @67 in_car @78

:INTRO1_1154
0395: clear_area  1 at  1644.47 -1072.658  22.9062 range  4.0
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1179
00AB: put_car @78 at  1644.47 -1072.658  22.9062
0175: set_car @78 z_angle_to  170.0
05D1: unknown_action_sequence @67 @78  1540.298 -1159.188  22.9062  20.0  0  481  2 
04BA: set_car @78 speed_instantly  10.0
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1178
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  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1173
0687: @52 

:INTRO1_1173
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1178
0687: @50 
06E1: unknown_action_sequence @50 @51 @78  29  40.0  2 

:INTRO1_1178
0002: jump INTRO1_1181

:INTRO1_1179
00AB: put_car @78 at  1638.166 -1056.298  22.9062
0175: set_car @78 z_angle_to  272.6299

:INTRO1_1181
0164: disable_marker @39

:INTRO1_1182
0395: clear_area  1 at  1638.712 -1050.319  22.8984 range  4.0
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1198
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_1198
0575: @65  0 
0574: @76  0
00D6: if  0
80DB:   NOT   actor @65 in_car @76
004D: jump_if_false INTRO1_1195
036A: put_actor @65 in_car @76

:INTRO1_1195
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_1198
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_1213
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_1213
0575: @66  0 
0574: @77  0
00D6: if  0
80DB:   NOT   actor @66 in_car @77
004D: jump_if_false INTRO1_1210
036A: put_actor @66 in_car @77

:INTRO1_1210
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_1213
02A3: toggle_widescreen  1 (on)
0001: wait  100 ms
00D6: if  21
00DF:   actor $PLAYER_ACTOR driving
047A: $PLAYER_ACTOR
004D: jump_if_false INTRO1_1223
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_1225

:INTRO1_1223
00A1: put_actor $PLAYER_ACTOR at  1638.712 -1050.319  22.8984
0173: set_actor $PLAYER_ACTOR z_angle_to  252.8

:INTRO1_1225
0395: clear_area  1 at  1636.084 -1093.459  23.7139 range  100.0
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false INTRO1_1230
0002: jump INTRO1_1254

:INTRO1_1230
0925: (unknown)
092F:  1 
0930:  1 
0936:  1647.208 -1085.232  24.1633  1647.969 -1098.429  24.1724  4100  1 
0920:  1646.354 -1084.712  24.164  1647.522 -1099.323  24.1731  4100  1 
016A: fade  1 (back)  500 ms
0006: @32 =  0  ;; integer values

:INTRO1_1237
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false INTRO1_1242
0001: wait  0 ms
0002: jump INTRO1_1237

:INTRO1_1242
00D6: if  0
8039:   NOT   @86 ==  1  ;; integer values
004D: jump_if_false INTRO1_1248
0001: wait  0 ms
0050: gosub INTRO1_2560
0002: jump INTRO1_1242

:INTRO1_1248
0006: @32 =  0  ;; integer values

:INTRO1_1249
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false INTRO1_1254
0001: wait  0 ms
0002: jump INTRO1_1249

:INTRO1_1254
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false INTRO1_1259
0006: @86 =  1  ;; integer values
016A: fade  1 (back)  500 ms

:INTRO1_1259
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_1262
00D6: if  0
8039:   NOT   @86 ==  2  ;; integer values
004D: jump_if_false INTRO1_1280
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_1279
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_1279
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_1278
0605: unknown_action_sequence @66 "BMX_COMEON" "MISC"  4.0  0  0  0  0 -1 
062E: @66  1541 @53 

:INTRO1_1278
0006: @109 =  1  ;; integer values

:INTRO1_1279
0002: jump INTRO1_1262

:INTRO1_1280
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_1292
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_1291
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1291
0187: @40 = create_marker_above_actor @66
07E0: @40  1 

:INTRO1_1291
0618: @66 @72 

:INTRO1_1292
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1300
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_1300
0618: @65 @111 
061B: @111 

:INTRO1_1300
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1350
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1324
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_1324
0792: @67 
00AB: put_car @78 at  1540.298 -1159.188 -50.3438
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1324
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_1324
00D6: if  0
80DF:   NOT   actor @67 driving
004D: jump_if_false INTRO1_1322
036A: put_actor @67 in_car @78

:INTRO1_1322
0575: @67  1 
0574: @78  1

:INTRO1_1324
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1349
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1349
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1349
0792: @50 
0792: @52 
00AB: put_car @51 at  1540.298 -1171.188 -50.3438
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1349
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1349
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1349
0575: @50  1 
0575: @52  1 
0574: @51  1

:INTRO1_1349
0002: jump INTRO1_1357

:INTRO1_1350
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1357
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_1357
0618: @67 @72 

:INTRO1_1357
061B: @72 
0001: wait  1000 ms
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0006: @74 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_1373
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1372
00BC: text_highpriority 'INTRO2K'  1000 ms  1
0002: jump INTRO1_1373

:INTRO1_1372
00BC: text_highpriority 'INTRO2E'  10000 ms  1

:INTRO1_1373
0006: @92 =  2  ;; integer values
00D6: if  0
0119:   car @37 wrecked
004D: jump_if_false INTRO1_1379
00BC: text_highpriority 'INT2_F4'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_1379
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false INTRO1_1383
0002: jump INTRO1_2228

:INTRO1_1383
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_1392
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1391
0004: $127 =  1  ;; integer values
0002: jump INTRO1_1392

:INTRO1_1391
0004: $127 =  0  ;; integer values

:INTRO1_1392
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_9
0006: @32 =  0  ;; integer values
0006: @112 =  0  ;; integer values

:INTRO1_1402
00D6: if  21
80FE:   NOT   actor $PLAYER_ACTOR  1 (in-sphere)near_point  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_1672
0001: wait  0 ms
0050: gosub INTRO1_2292
0050: gosub INTRO1_2522
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false INTRO1_1413
0002: jump INTRO1_2228

:INTRO1_1413
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false INTRO1_1593
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false INTRO1_1485
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1981.292 -1510.219  2.3844 radius  40.0  40.0  15.0
004D: jump_if_false INTRO1_1484
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1484
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1484
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1449
0575: @50  0 
0575: @52  0 
0574: @51  0
00AB: put_car @51 at  1809.0 -1519.0  7.0
0175: set_car @51 z_angle_to  270.0
00D6: if  0
80DF:   NOT   actor @50 driving
004D: jump_if_false INTRO1_1440
036A: put_actor @50 in_car @51

:INTRO1_1440
00D6: if  0
80DF:   NOT   actor @52 driving
004D: jump_if_false INTRO1_1444
0430: @52 @51  0 

:INTRO1_1444
0687: @52 
00D6: if  0
00DF:   actor @52 driving
004D: jump_if_false INTRO1_1449
0713: unknown_action_sequence @52 $PLAYER_ACTOR -1  0.0  0.0  0.0  5000.0  4  1  40 

:INTRO1_1449
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_1465
00D9: @69 = actor $PLAYER_ACTOR car
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1464
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1464
0687: @50 
00D6: if  0
00DF:   actor @50 driving
004D: jump_if_false INTRO1_1464
06E1: unknown_action_sequence @50 @51 @69  29  30.0  2 

:INTRO1_1464
0002: jump INTRO1_1483

:INTRO1_1465
04C4: create_coordinate @122 @123 @124 from_actor $PLAYER_ACTOR offset  0.0 -4.0  0.0
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1483
062E: @50  1489 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_1483
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1483
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1483
00D6: if  0
00DF:   actor @50 driving
004D: jump_if_false INTRO1_1483
05D1: unknown_action_sequence @50 @51 @122 @123 @124  30.0  0  0  2 

:INTRO1_1483
0006: @68 =  1  ;; integer values

:INTRO1_1484
0002: jump INTRO1_1581

:INTRO1_1485
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1581
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1571
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1560
00A0: store_actor $PLAYER_ACTOR position_to @125 @126 @127
00D6: if  1
81AD:   NOT   car @51  0 ()near_point @125 @126  50.0  50.0
82CA:   NOT   car @51 bounding_sphere_visible
004D: jump_if_false INTRO1_1506
0687: @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_1559

:INTRO1_1506
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_1533
062E: @50  1761 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_1521
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_1521
00D9: @69 = actor $PLAYER_ACTOR car
00D6: if  0
00DF:   actor @50 driving
004D: jump_if_false INTRO1_1521
06E1: unknown_action_sequence @50 @51 @69  29  30.0  2 

:INTRO1_1521
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1532
00D6: if  0
00DF:   actor @52 driving
004D: jump_if_false INTRO1_1532
062E: @52  1811 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_1532
0713: unknown_action_sequence @52 $PLAYER_ACTOR -1  0.0  0.0  0.0  5000.0  4  1  40 

:INTRO1_1532
0002: jump INTRO1_1559

:INTRO1_1533
04C4: create_coordinate @122 @123 @124 from_actor $PLAYER_ACTOR offset  0.0 -4.0  0.0
062E: @50  1489 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_1548
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1548
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1548
00D6: if  0
00DF:   actor @50 driving
004D: jump_if_false INTRO1_1548
05D1: unknown_action_sequence @50 @51 @122 @123 @124  30.0  0  0  2 

:INTRO1_1548
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1559
00D6: if  0
00DF:   actor @52 driving
004D: jump_if_false INTRO1_1559
062E: @52  1811 @53 
00D6: if  0
04A4: @53  7 
004D: jump_if_false INTRO1_1559
0713: unknown_action_sequence @52 $PLAYER_ACTOR -1  0.0  0.0  0.0  5000.0  4  1  40 

:INTRO1_1559
0002: jump INTRO1_1570

:INTRO1_1560
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false INTRO1_1570
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1570
0687: @50 
0633: unknown_action_sequence @50 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 
0006: @114 =  1  ;; integer values

:INTRO1_1570
0002: jump INTRO1_1581

:INTRO1_1571
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false INTRO1_1581
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false INTRO1_1581
0687: @52 
0633: unknown_action_sequence @52 
05E2: unknown_action_sequence @52 $PLAYER_ACTOR 
0006: @114 =  1  ;; integer values

:INTRO1_1581
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false INTRO1_1593
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_1593
00D6: if  0
00FE:   actor @50  0 ()near_point  2341.85 -1658.92  12.39 radius  30.0  30.0  30.0
004D: jump_if_false INTRO1_1593
0687: @50 
05D2: unknown_action_sequence @50 @51  20.0  2 
0006: @57 =  1  ;; integer values

:INTRO1_1593
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false INTRO1_1618
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false INTRO1_1613
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_1613
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_1613
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1613
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @66 radius  20.0  20.0  10.0 sphere  0
004D: jump_if_false INTRO1_1613
0050: gosub INTRO1_2560
0006: @115 =  1  ;; integer values

:INTRO1_1613
00D6: if  0
0019:   @86 >  1  ;; integer values
004D: jump_if_false INTRO1_1617
0006: @112 =  1  ;; integer values

:INTRO1_1617
0002: jump INTRO1_1653

:INTRO1_1618
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false INTRO1_1629
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_9
0006: @32 =  0  ;; integer values
0006: @112 =  2  ;; integer values

:INTRO1_1629
00D6: if  0
0039:   @112 ==  2  ;; integer values
004D: jump_if_false INTRO1_1653
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false INTRO1_1649
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1649
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_1649
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1649
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @65 radius  20.0  20.0  10.0 sphere  0
004D: jump_if_false INTRO1_1649
0050: gosub INTRO1_2560
0006: @108 =  1  ;; integer values

:INTRO1_1649
00D6: if  0
0019:   @86 >  2  ;; integer values
004D: jump_if_false INTRO1_1653
0006: @112 =  3  ;; integer values

:INTRO1_1653
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false INTRO1_1658
00BC: text_highpriority 'INT2_F1'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_1658
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false INTRO1_1663
00BC: text_highpriority 'INT2_F3'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_1663
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false INTRO1_1671
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false INTRO1_1671
00BC: text_highpriority 'INT2_F2'  10000 ms  1
0002: jump INTRO1_2228

:INTRO1_1671
0002: jump INTRO1_1402

:INTRO1_1672
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @113 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_1681
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1681
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_CELEBRATE" "MISC"  4.0  0  0  0  0 -1 

:INTRO1_1681
0001: wait  1000 ms
016A: fade  0 ()  1500 ms

:INTRO1_1683
00D6: if  0
016B:   fading
004D: jump_if_false INTRO1_1688
0001: wait  0 ms
0002: jump INTRO1_1683

:INTRO1_1688
040D: unload_wav  1
040D: unload_wav  2
0110: clear_player $PLAYER_CHAR wanted_level
07C0:  205 
07C0:  206 
04ED: load_animation "MISC"
04ED: load_animation "GANGS"
038B: load_requested_models

:INTRO1_1696
00D6: if  23
87C1:   NOT  205 
87C1:   NOT  206 
84EE:   NOT   animation "MISC" loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false INTRO1_1704
0001: wait  0 ms
0002: jump INTRO1_1696

:INTRO1_1704
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .2 
0006: @86 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @109 =  0  ;; integer values
0006: @46 =  2  ;; integer values
0050: gosub INTRO1_9
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_1732
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_1730
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO1_1725
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: $PLAYER_ACTOR  1 
0006: @113 =  1  ;; integer values
0002: jump INTRO1_1729

:INTRO1_1725
00A1: put_actor $PLAYER_ACTOR at  2487.309 -1668.372  12.3438
0173: set_actor $PLAYER_ACTOR z_angle_to  80.0
06AB: $PLAYER_ACTOR  1 
0006: @113 =  1  ;; integer values

:INTRO1_1729
0002: jump INTRO1_1732

:INTRO1_1730
00AB: put_car @37 at  2487.309 -1668.372  12.3438
0175: set_car @37 z_angle_to  80.0

:INTRO1_1732
0395: clear_area  1 at  2487.309 -1668.372  12.3438 range  50.0
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1748
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_1748
0792: @65 
0575: @65  0 
0574: @76  0
00D6: if  0
80DF:   NOT   actor @65 driving
004D: jump_if_false INTRO1_1746
036A: put_actor @65 in_car @76

:INTRO1_1746
00AB: put_car @76 at  2487.172 -1666.301  12.3438
0175: set_car @76 z_angle_to  124.2698

:INTRO1_1748
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_1761
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_1761
0792: @66 
0575: @66  0 
0574: @77  0
00D6: if  0
80DF:   NOT   actor @66 driving
004D: jump_if_false INTRO1_1761
036A: put_actor @66 in_car @77

:INTRO1_1761
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1775
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_1775
0792: @67 
0575: @67  0 
0574: @78  0
00D6: if  0
80DF:   NOT   actor @67 driving
004D: jump_if_false INTRO1_1774
036A: put_actor @67 in_car @78

:INTRO1_1774
00AB: put_car @78 at  2371.5 -1654.894  12.3826

:INTRO1_1775
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 (back)  1000 ms
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_1793
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_1793
05EB: @77  206 
06FD: @77  1.0 

:INTRO1_1793
0006: @109 =  0  ;; integer values

:INTRO1_1794
00D6: if  0
8039:   NOT   @86 ==  1  ;; integer values
004D: jump_if_false INTRO1_1831
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_1830
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_1830
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_1829
0647: unknown_action_sequence @66 
05BF: unknown_action_sequence @66 $PLAYER_ACTOR  30000 
0967: @66  20000 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @66  30000 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1817
0605: unknown_action_sequence @65 "BMX_IDLELOOP_02" "MISC"  4.0  1  0  0  0 -1 

:INTRO1_1817
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1821
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_IDLELOOP_01" "MISC"  4.0  1  0  0  0 -1 

:INTRO1_1821
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1829
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_1829
05EB: @78  205 
06FD: @78  .8 

:INTRO1_1829
0006: @109 =  1  ;; integer values

:INTRO1_1830
0002: jump INTRO1_1794

:INTRO1_1831
0006: @33 =  0  ;; integer values

:INTRO1_1832
00D6: if  0
001B:    200 > @33  ;; integer values
004D: jump_if_false INTRO1_1837
0001: wait  0 ms
0002: jump INTRO1_1832

:INTRO1_1837
0707: unknown_bunnyjump INTRO1_2178 
0006: @109 =  0  ;; integer values

:INTRO1_1839
00D6: if  0
8039:   NOT   @86 ==  2  ;; integer values
004D: jump_if_false INTRO1_1869
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_1868
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_1868
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1867
0647: unknown_action_sequence @67 
05BF: unknown_action_sequence @67 $PLAYER_ACTOR  30000 
0967: @67  20000 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @67  30000 
0605: unknown_action_sequence @67 "BMX_IDLELOOP_01" "MISC"  4.0  1  0  0  0 -1 
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1863
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_IDLELOOP_01" "MISC"  4.0  1  0  0  0 -1 

:INTRO1_1863
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1867
0605: unknown_action_sequence @65 "BMX_IDLELOOP_02" "MISC"  4.0  1  0  0  0 -1 

:INTRO1_1867
0006: @109 =  1  ;; integer values

:INTRO1_1868
0002: jump INTRO1_1839

:INTRO1_1869
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1873
0968: @67 

:INTRO1_1873
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_1876
00D6: if  0
8039:   NOT   @86 ==  3  ;; integer values
004D: jump_if_false INTRO1_1906
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_1905
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_1905
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1904
0647: unknown_action_sequence @65 
05BF: unknown_action_sequence @65 $PLAYER_ACTOR  15000 
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1897
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @67  30000 

:INTRO1_1897
0967: $PLAYER_ACTOR  20000 
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1903
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_TALKRIGHT_LOOP" "MISC"  4.0  1  0  0  0 -1 
0002: jump INTRO1_1904

:INTRO1_1903
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"  4.0  1  0  0  0 -1 

:INTRO1_1904
0006: @109 =  1  ;; integer values

:INTRO1_1905
0002: jump INTRO1_1876

:INTRO1_1906
0968: $PLAYER_ACTOR 
0006: @109 =  0  ;; integer values

:INTRO1_1908
00D6: if  0
8039:   NOT   @86 ==  4  ;; integer values
004D: jump_if_false INTRO1_1922
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_1921
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_1921
0006: @109 =  1  ;; integer values
0967: $PLAYER_ACTOR  20000 

:INTRO1_1921
0002: jump INTRO1_1908

:INTRO1_1922
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: $PLAYER_ACTOR 
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1929
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_IDLELOOP_01" "MISC"  4.0  1  0  0  0 -1 

:INTRO1_1929
0968: $PLAYER_ACTOR 
0006: @109 =  0  ;; integer values

:INTRO1_1931
00D6: if  0
8039:   NOT   @86 ==  5  ;; integer values
004D: jump_if_false INTRO1_1953
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_1952
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_1952
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1951
0967: @67  20000 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_1951
0647: unknown_action_sequence @65 
05BF: unknown_action_sequence @65 @67  15000 

:INTRO1_1951
0006: @109 =  1  ;; integer values

:INTRO1_1952
0002: jump INTRO1_1931

:INTRO1_1953
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_1957
0968: @67 

:INTRO1_1957
0006: @109 =  0  ;; integer values

:INTRO1_1958
00D6: if  0
8039:   NOT   @86 ==  6  ;; integer values
004D: jump_if_false INTRO1_1978
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_1977
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_1977
0006: @109 =  1  ;; integer values
0967: $PLAYER_ACTOR  20000 
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1976
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_TALKRIGHT_LOOP" "MISC"  4.0  1  0  0  0 -1 
0002: jump INTRO1_1977

:INTRO1_1976
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0  6000 

:INTRO1_1977
0002: jump INTRO1_1958

:INTRO1_1978
0968: $PLAYER_ACTOR 
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_1984
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_IDLELOOP_01" "MISC"  4.0  1  0  0  0 -1 
0002: jump INTRO1_1985

:INTRO1_1984
0687: $PLAYER_ACTOR 

:INTRO1_1985
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_1988
00D6: if  0
8039:   NOT   @86 ==  7  ;; integer values
004D: jump_if_false INTRO1_2010
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_2009
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_2009
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2008
0967: @67  20000 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2008
0647: unknown_action_sequence @65 
05BF: unknown_action_sequence @65 @67  15000 

:INTRO1_2008
0006: @109 =  1  ;; integer values

:INTRO1_2009
0002: jump INTRO1_1988

:INTRO1_2010
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2014
0968: @67 

:INTRO1_2014
0006: @109 =  0  ;; integer values

:INTRO1_2015
00D6: if  0
8039:   NOT   @86 ==  8  ;; integer values
004D: jump_if_false INTRO1_2037
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_2036
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_2036
0006: @109 =  1  ;; integer values
0687: $PLAYER_ACTOR 
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  20000 
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_2035
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_TALKRIGHT_LOOP" "MISC"  4.0  1  0  0  0 -1 
0002: jump INTRO1_2036

:INTRO1_2035
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0  6000 

:INTRO1_2036
0002: jump INTRO1_2015

:INTRO1_2037
0968: $PLAYER_ACTOR 
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false INTRO1_2043
0605: unknown_action_sequence $PLAYER_ACTOR "BMX_IDLELOOP_01" "MISC"  4.0  1  0  0  0 -1 
0002: jump INTRO1_2044

:INTRO1_2043
0687: $PLAYER_ACTOR 

:INTRO1_2044
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_2047
00D6: if  0
8039:   NOT   @86 ==  9  ;; integer values
004D: jump_if_false INTRO1_2069
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_2068
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_2068
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2067
0647: unknown_action_sequence @65 
05BF: unknown_action_sequence @65 $PLAYER_ACTOR  15000 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @65  15000 
0967: @65  20000 
0605: unknown_action_sequence @65 "BMX_TALKLEFT_LOOP" "MISC"  4.0  1  0  0  0 -1 

:INTRO1_2067
0006: @109 =  1  ;; integer values

:INTRO1_2068
0002: jump INTRO1_2047

:INTRO1_2069
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2073
0605: unknown_action_sequence @65 "BMX_IDLELOOP_02" "MISC"  4.0  1  0  0  0 -1 

:INTRO1_2073
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2077
0968: @65 

:INTRO1_2077
0006: @33 =  0  ;; integer values

:INTRO1_2078
00D6: if  0
001B:    1500 > @33  ;; integer values
004D: jump_if_false INTRO1_2083
0001: wait  0 ms
0002: jump INTRO1_2078

:INTRO1_2083
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  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_2089
0175: set_car @76 z_angle_to  0.0

:INTRO1_2089
0006: @109 =  0  ;; integer values

:INTRO1_2090
00D6: if  0
8039:   NOT   @86 ==  10  ;; integer values
004D: jump_if_false INTRO1_2111
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_2110
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_2110
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2109
0647: unknown_action_sequence @66 
05BF: unknown_action_sequence @66 $PLAYER_ACTOR  15000 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @66  15000 
0967: @66  20000 

:INTRO1_2109
0006: @109 =  1  ;; integer values

:INTRO1_2110
0002: jump INTRO1_2090

:INTRO1_2111
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2115
0968: @66 

:INTRO1_2115
0006: @33 =  0  ;; integer values
0006: @109 =  0  ;; integer values

:INTRO1_2117
00D6: if  0
8039:   NOT   @86 ==  11  ;; integer values
004D: jump_if_false INTRO1_2157
0001: wait  0 ms
0050: gosub INTRO1_2560
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false INTRO1_2137
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_2137
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2137
0647: unknown_action_sequence @66 
05BF: unknown_action_sequence @66 $PLAYER_ACTOR  12500 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @66  12500 
0967: @66  20000 
0006: @109 =  1  ;; integer values

:INTRO1_2137
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false INTRO1_2156
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2148
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_2148
0687: @65 
05D1: unknown_action_sequence @65 @76  2501.244 -1657.769  12.3949  4.0  1  481  2 

:INTRO1_2148
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2156
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_2156
0687: @67 
05D1: unknown_action_sequence @67 @78  2497.169 -1680.446  12.3614  6.0  1  481  2 

:INTRO1_2156
0002: jump INTRO1_2117

:INTRO1_2157
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2161
0968: @66 

:INTRO1_2161
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2172
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_2172
00D6: if  0
00DF:   actor @66 driving
004D: jump_if_false INTRO1_2172
0647: unknown_action_sequence @66 
05D1: unknown_action_sequence @66 @77  2466.27 -1690.28  12.51  2.0  1  481  2 

:INTRO1_2172
0006: @33 =  0  ;; integer values

:INTRO1_2173
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false INTRO1_2178
0001: wait  0 ms
0002: jump INTRO1_2173

:INTRO1_2178
0701: (unknown)
0925: (unknown)
040D: unload_wav  1
040D: unload_wav  2
06AB: $PLAYER_ACTOR  0 
07FB: set_interior 'CARLS' accessible  1 
0707: unknown_bunnyjump INTRO1_2220 
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'
0006: @33 =  0  ;; integer values

:INTRO1_2196
00D6: if  0
001B:    6000 > @33  ;; integer values
004D: jump_if_false INTRO1_2201
0001: wait  0 ms
0002: jump INTRO1_2196

:INTRO1_2201
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'
0006: @33 =  0  ;; integer values

:INTRO1_2205
00D6: if  0
001B:    6000 > @33  ;; integer values
004D: jump_if_false INTRO1_2210
0001: wait  0 ms
0002: jump INTRO1_2205

:INTRO1_2210
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'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @33 =  0  ;; integer values

:INTRO1_2215
00D6: if  0
001B:    6000 > @33  ;; integer values
004D: jump_if_false INTRO1_2220
0001: wait  0 ms
0002: jump INTRO1_2215

:INTRO1_2220
0701: (unknown)
0687: $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to  82.97
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0002: jump INTRO1_2230

:INTRO1_2228
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:INTRO1_2230
0008: $INTRO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'INTRO_1'
01E3: text_1number_styled 'M_PASSR'  3  5000 ms  1
0998: add_respect  3 
0459: end_thread_named 'INT'
0164: disable_marker $1717
0570: $1717 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX $SAVEPOINTY $SAVEPOINTZ
018B: show_on_radar $1717  2
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
030C: set_mission_points +=  1
0164: disable_marker $439
07FB: set_interior 'CARLS' accessible  1 
0051: return

:INTRO1_2244
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
0249: release_model  404
0249: release_model  481
0249: release_model  102
0249: release_model  352
0249: release_model  412
0733:  412 
0249: release_model  346
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:  201 
0873:  205 
0873:  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  0
8119:   NOT   car @51 wrecked
004D: jump_if_false INTRO1_2274
05EC: @51 
0002: jump INTRO1_2275

:INTRO1_2274
05EC: @51 

:INTRO1_2275
09D2:  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_car_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_2292
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false INTRO1_2443
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false INTRO1_2428
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false INTRO1_2333
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2333
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @67 radius  60.0  60.0  20.0 sphere  0
004D: jump_if_false INTRO1_2314
00BC: text_highpriority 'INTRO2G'  6000 ms  1
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false INTRO1_2312
0006: @115 =  0  ;; integer values

:INTRO1_2312
0004: $127 =  0  ;; integer values
0002: jump INTRO1_2333

:INTRO1_2314
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false INTRO1_2331
00D6: if  0
0039:   @46 ==  4  ;; integer values
004D: jump_if_false INTRO1_2331
00D6: if  0
0019:   @86 >  5  ;; integer values
004D: jump_if_false INTRO1_2331
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2331
00D6: if  0
00F2:   actor @67 near_actor $PLAYER_ACTOR radius  20.0  20.0  0
004D: jump_if_false INTRO1_2331
0006: @115 =  1  ;; integer values
0050: gosub INTRO1_2598

:INTRO1_2331
03D5: remove_text 'INTRO2G'
0004: $127 =  1  ;; integer values

:INTRO1_2333
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2391
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2365
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @66 radius  60.0  60.0  20.0 sphere  0
004D: jump_if_false INTRO1_2349
00BC: text_highpriority 'INTRO2J'  6000 ms  1
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false INTRO1_2347
0006: @115 =  0  ;; integer values

:INTRO1_2347
0004: $127 =  0  ;; integer values
0002: jump INTRO1_2365

:INTRO1_2349
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false INTRO1_2363
00D6: if  0
0019:   @86 >  1  ;; integer values
004D: jump_if_false INTRO1_2363
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2363
00D6: if  0
00F2:   actor @66 near_actor $PLAYER_ACTOR radius  20.0  20.0  0
004D: jump_if_false INTRO1_2363
0006: @115 =  1  ;; integer values
0050: gosub INTRO1_2598

:INTRO1_2363
03D5: remove_text 'INTRO2J'
0004: $127 =  1  ;; integer values

:INTRO1_2365
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2391
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @65 radius  60.0  60.0  20.0 sphere  0
004D: jump_if_false INTRO1_2376
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false INTRO1_2375
0006: @108 =  0  ;; integer values

:INTRO1_2375
0002: jump INTRO1_2391

:INTRO1_2376
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false INTRO1_2390
00D6: if  0
0019:   @86 >  2  ;; integer values
004D: jump_if_false INTRO1_2390
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2390
00D6: if  0
00F2:   actor @65 near_actor $PLAYER_ACTOR radius  20.0  20.0  0
004D: jump_if_false INTRO1_2390
0006: @108 =  1  ;; integer values
0050: gosub INTRO1_2700

:INTRO1_2390
03D5: remove_text 'INTRO2J'

:INTRO1_2391
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false INTRO1_2427
0164: disable_marker @43
0004: $127 =  1  ;; integer values
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false INTRO1_2408
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2405
0164: disable_marker @39
0187: @39 = create_marker_above_actor @67
07E0: @39  1 

:INTRO1_2405
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0006: @92 =  1  ;; integer values

:INTRO1_2408
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false INTRO1_2417
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2417
0164: disable_marker @39
0187: @39 = create_marker_above_actor @67
07E0: @39  1 

:INTRO1_2417
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2426
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2426
0164: disable_marker @40
0187: @40 = create_marker_above_actor @66
07E0: @40  1 

:INTRO1_2426
0006: @54 =  1  ;; integer values

:INTRO1_2427
0002: jump INTRO1_2442

:INTRO1_2428
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false INTRO1_2442
0164: disable_marker @43
0164: disable_marker @40
0164: disable_marker @39
0186: @43 = create_marker_above_car @37
07E0: @43  1 
00D6: if  0
8039:   NOT   @92 ==  0  ;; integer values
004D: jump_if_false INTRO1_2440
00BC: text_highpriority 'INTRO2E'  10000 ms  1

:INTRO1_2440
0004: $127 =  0  ;; integer values
0006: @54 =  0  ;; integer values

:INTRO1_2442
0002: jump INTRO1_2445

:INTRO1_2443
00BC: text_highpriority 'INT2_F4'  10000 ms  1
0006: @45 =  1  ;; integer values

:INTRO1_2445
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false INTRO1_2451
00BC: text_highpriority 'INT2_F1'  10000 ms  1
0006: @45 =  1  ;; integer values
0002: jump INTRO1_2467

:INTRO1_2451
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false INTRO1_2467
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false INTRO1_2467
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false INTRO1_2467
00D6: if  0
00DB:   actor @65 in_car @76
004D: jump_if_false INTRO1_2467
0687: @65 
0618: @65 @82 
04E0: car @76 abandon_path_radius  10
0006: @83 =  1  ;; integer values

:INTRO1_2467
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false INTRO1_2473
00BC: text_highpriority 'INT2_F3'  10000 ms  1
0006: @45 =  1  ;; integer values
0002: jump INTRO1_2489

:INTRO1_2473
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false INTRO1_2489
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2489
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false INTRO1_2489
00D6: if  0
00DB:   actor @66 in_car @77
004D: jump_if_false INTRO1_2489
0687: @66 
0618: @66 @82 
04E0: car @77 abandon_path_radius  10
0006: @85 =  1  ;; integer values

:INTRO1_2489
00D6: if  0
8039:   NOT   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2514
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false INTRO1_2498
00BC: text_highpriority 'INT2_F2'  10000 ms  1
0006: @45 =  1  ;; integer values
0002: jump INTRO1_2514

:INTRO1_2498
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false INTRO1_2514
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2514
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false INTRO1_2514
00D6: if  0
00DB:   actor @67 in_car @78
004D: jump_if_false INTRO1_2514
0687: @67 
0618: @67 @82 
04E0: car @78 abandon_path_radius  10
0006: @84 =  1  ;; integer values

:INTRO1_2514
00D6: if  2
0039:   @83 ==  1  ;; integer values
0039:   @84 ==  1  ;; integer values
0039:   @85 ==  1  ;; integer values
004D: jump_if_false INTRO1_2521
061B: @82 
0006: @83 =  2  ;; integer values

:INTRO1_2521
0051: return

:INTRO1_2522
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false INTRO1_2559
00D6: if  0
8118:   NOT   actor @65(@48,3i) dead
004D: jump_if_false INTRO1_2553
00D6: if  0
8119:   NOT   car @76(@48,3i) wrecked
004D: jump_if_false INTRO1_2551
00D6: if  0
00DB:   actor @65(@48,3i) in_car @76(@48,3i)
004D: jump_if_false INTRO1_2550
00D6: if  0
00F2:   actor @65(@48,3i) near_actor $PLAYER_ACTOR radius  130.0  130.0  0
004D: jump_if_false INTRO1_2544
00D6: if  0
0039:   @58(@48,3i) ==  0  ;; integer values
004D: jump_if_false INTRO1_2543
0575: @65(@48,3i)  0 
0574: @76(@48,3i)  0
0006: @58(@48,3i) =  1  ;; integer values

:INTRO1_2543
0002: jump INTRO1_2550

:INTRO1_2544
00D6: if  0
0039:   @58(@48,3i) ==  1  ;; integer values
004D: jump_if_false INTRO1_2550
0575: @65(@48,3i)  1 
0574: @76(@48,3i)  1
0006: @58(@48,3i) =  0  ;; integer values

:INTRO1_2550
0002: jump INTRO1_2553

:INTRO1_2551
0687: @65(@48,3i) 
0603: unknown_action_sequence @65(@48,3i)  2493.82 -1669.91  12.8  7 -1 

:INTRO1_2553
000A: @48 +=  1  ;; integer values
00D6: if  0
002D:   @48 >= @107  ;; integer values 
004D: jump_if_false INTRO1_2558
0006: @48 =  0  ;; integer values

:INTRO1_2558
0006: @33 =  0  ;; integer values

:INTRO1_2559
0051: return

:INTRO1_2560
00D6: if  21
0039:   @75 ==  0  ;; integer values
0039:   @75 ==  1  ;; integer values
004D: jump_if_false INTRO1_2571
00D6: if  0
002D:   @63 >= @86  ;; integer values 
004D: jump_if_false INTRO1_2571
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false INTRO1_2571
0050: gosub INTRO1_2583

:INTRO1_2571
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false INTRO1_2582
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false INTRO1_2582
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_2582
0051: return

:INTRO1_2583
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false INTRO1_2588
03CF: load_wav @93(@86,14i) as  1
0006: @75 =  1  ;; integer values

:INTRO1_2588
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false INTRO1_2597
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false INTRO1_2597
00BC: text_highpriority $6475(@86,14s)  4000 ms  1
03D1: play_wav  1
0006: @75 =  2  ;; integer values

:INTRO1_2597
0051: return

:INTRO1_2598
040D: unload_wav  2
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false INTRO1_2621
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false INTRO1_2621
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO1_2609
03CF: load_wav  20040 as  2

:INTRO1_2609
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false INTRO1_2613
03CF: load_wav  20041 as  2

:INTRO1_2613
00D6: if  0
0039:   @64 ==  2  ;; integer values
004D: jump_if_false INTRO1_2617
03CF: load_wav  20042 as  2

:INTRO1_2617
00D6: if  0
0039:   @64 ==  3  ;; integer values
004D: jump_if_false INTRO1_2621
03CF: load_wav  20032 as  2

:INTRO1_2621
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2643
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false INTRO1_2643
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO1_2631
03CF: load_wav  20047 as  2

:INTRO1_2631
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false INTRO1_2635
03CF: load_wav  20046 as  2

:INTRO1_2635
00D6: if  0
0039:   @64 ==  2  ;; integer values
004D: jump_if_false INTRO1_2639
03CF: load_wav  20048 as  2

:INTRO1_2639
00D6: if  0
0039:   @64 ==  3  ;; integer values
004D: jump_if_false INTRO1_2643
03CF: load_wav  20056 as  2

:INTRO1_2643
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1
0050: gosub INTRO1_2758
03D1: play_wav  2
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false INTRO1_2670
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false INTRO1_2670
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO1_2658
00BC: text_highpriority 'INT1_EA'  3000 ms  1

:INTRO1_2658
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false INTRO1_2662
00BC: text_highpriority 'INT1_EB'  3000 ms  1

:INTRO1_2662
00D6: if  0
0039:   @64 ==  2  ;; integer values
004D: jump_if_false INTRO1_2666
00BC: text_highpriority 'INT1_EC'  3000 ms  1

:INTRO1_2666
00D6: if  0
0039:   @64 ==  3  ;; integer values
004D: jump_if_false INTRO1_2670
00BC: text_highpriority 'INT1_BD'  3000 ms  1

:INTRO1_2670
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2692
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false INTRO1_2692
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO1_2680
00BC: text_highpriority 'INT1_EH'  3000 ms  1

:INTRO1_2680
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false INTRO1_2684
00BC: text_highpriority 'INT1_EG'  3000 ms  1

:INTRO1_2684
00D6: if  0
0039:   @64 ==  2  ;; integer values
004D: jump_if_false INTRO1_2688
00BC: text_highpriority 'INT1_EI'  3000 ms  1

:INTRO1_2688
00D6: if  0
0039:   @64 ==  3  ;; integer values
004D: jump_if_false INTRO1_2692
00BC: text_highpriority 'INT1_FG'  3000 ms  1

:INTRO1_2692
0050: gosub INTRO1_2810
000A: @64 +=  1  ;; integer values
00D6: if  0
0019:   @64 >  3  ;; integer values
004D: jump_if_false INTRO1_2698
0006: @64 =  0  ;; integer values

:INTRO1_2698
0006: @32 =  0  ;; integer values
0051: return

:INTRO1_2700
040D: unload_wav  2
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2723
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false INTRO1_2723
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false INTRO1_2711
03CF: load_wav  20049 as  2

:INTRO1_2711
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false INTRO1_2715
03CF: load_wav  20043 as  2

:INTRO1_2715
00D6: if  0
0039:   @87 ==  2  ;; integer values
004D: jump_if_false INTRO1_2719
03CF: load_wav  20044 as  2

:INTRO1_2719
00D6: if  0
0039:   @87 ==  3  ;; integer values
004D: jump_if_false INTRO1_2723
03CF: load_wav  20045 as  2

:INTRO1_2723
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1
0050: gosub INTRO1_2758
03D1: play_wav  2
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2750
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false INTRO1_2750
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false INTRO1_2738
00BC: text_highpriority 'INT1_EJ'  3000 ms  1

:INTRO1_2738
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false INTRO1_2742
00BC: text_highpriority 'INT1_ED'  3000 ms  1

:INTRO1_2742
00D6: if  0
0039:   @87 ==  2  ;; integer values
004D: jump_if_false INTRO1_2746
00BC: text_highpriority 'INT1_EE'  3000 ms  1

:INTRO1_2746
00D6: if  0
0039:   @87 ==  3  ;; integer values
004D: jump_if_false INTRO1_2750
00BC: text_highpriority 'INT1_EF'  3000 ms  1

:INTRO1_2750
0050: gosub INTRO1_2810
000A: @87 +=  1  ;; integer values
00D6: if  0
0019:   @87 >  3  ;; integer values
004D: jump_if_false INTRO1_2756
0006: @87 =  0  ;; integer values

:INTRO1_2756
0006: @32 =  0  ;; integer values
0051: return

:INTRO1_2758
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false INTRO1_2809
0001: wait  0 ms
00D6: if  0
0119:   car @37 wrecked
004D: jump_if_false INTRO1_2765

:INTRO1_2765
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false INTRO1_2771
00BC: text_highpriority 'INT2_F1'  10000 ms  1
0006: @45 =  1  ;; integer values
0051: return

:INTRO1_2771
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false INTRO1_2777
00BC: text_highpriority 'INT2_F3'  10000 ms  1
0006: @45 =  1  ;; integer values
0051: return

:INTRO1_2777
00D6: if  0
8039:   NOT   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2786
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false INTRO1_2786
00BC: text_highpriority 'INT2_F2'  10000 ms  1
0006: @45 =  1  ;; integer values
0051: return

:INTRO1_2786
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false INTRO1_2797
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2797
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1644.773 -1051.334  22.8984 radius  10.0  12.0  20.0
00FE:   actor @67  0 ()near_point  1644.773 -1051.334  22.8984 radius  10.0  12.0  20.0
004D: jump_if_false INTRO1_2797
0051: return

:INTRO1_2797
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2808
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2808
00D6: if  1
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  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_2808
0051: return

:INTRO1_2808
0002: jump INTRO1_2758

:INTRO1_2809
0051: return

:INTRO1_2810
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false INTRO1_2861
0001: wait  0 ms
00D6: if  0
0119:   car @37 wrecked
004D: jump_if_false INTRO1_2817

:INTRO1_2817
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false INTRO1_2823
00BC: text_highpriority 'INT2_F1'  10000 ms  1
0006: @45 =  1  ;; integer values
0051: return

:INTRO1_2823
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false INTRO1_2829
00BC: text_highpriority 'INT2_F3'  10000 ms  1
0006: @45 =  1  ;; integer values
0051: return

:INTRO1_2829
00D6: if  0
8039:   NOT   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2838
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false INTRO1_2838
00BC: text_highpriority 'INT2_F2'  10000 ms  1
0006: @45 =  1  ;; integer values
0051: return

:INTRO1_2838
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false INTRO1_2849
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false INTRO1_2849
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1644.773 -1051.334  22.8984 radius  10.0  12.0  20.0
00FE:   actor @67  0 ()near_point  1644.773 -1051.334  22.8984 radius  10.0  12.0  20.0
004D: jump_if_false INTRO1_2849
0051: return

:INTRO1_2849
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false INTRO1_2860
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false INTRO1_2860
00D6: if  1
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  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_2860
0051: return

:INTRO1_2860
0002: jump INTRO1_2810

:INTRO1_2861
0051: return

;-------------Mission 12---------------
; Originally: Ryder


:INTRO2_1
03A4: name_thread 'INTRO2'
0050: gosub INTRO2_87
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false INTRO2_7
0050: gosub INTRO2_1701

:INTRO2_7
0050: gosub INTRO2_1771
004E: end_thread

:INTRO2_9
0871: init_jump_table @40 total_jumps  5  0 INTRO2_86 jumps  0 INTRO2_10  1 INTRO2_46  2 INTRO2_56  3 INTRO2_72  4 INTRO2_80 -1 INTRO2_86 -1 INTRO2_86 

:INTRO2_10
05A9: s$6503 = 'INT2_CA'  ;; 8-byte strings
05A9: s$6503(1) = 'INT2_CB'  ;; 8-byte strings
05A9: s$6503(2) = 'INT2_CC'  ;; 8-byte strings
05A9: s$6503(3) = 'INT2_CD'  ;; 8-byte strings
05A9: s$6503(4) = 'INT2_CE'  ;; 8-byte strings
05A9: s$6503(5) = 'INT2_CF'  ;; 8-byte strings
05A9: s$6503(6) = 'INT2_CG'  ;; 8-byte strings
05A9: s$6503(7) = 'INT2_BA'  ;; 8-byte strings
05A9: s$6503(8) = 'INT2_BB'  ;; 8-byte strings
05A9: s$6503(9) = 'INT2_BC'  ;; 8-byte strings
05A9: s$6503(10) = 'INT2_BD'  ;; 8-byte strings
05A9: s$6503(11) = 'INT2_BE'  ;; 8-byte strings
05A9: s$6503(12) = 'INT2_BF'  ;; 8-byte strings
05A9: s$6503(13) = 'INT2_BG'  ;; 8-byte strings
05A9: s$6503(14) = 'INT2_BH'  ;; 8-byte strings
05A9: s$6503(15) = 'INT2_BJ'  ;; 8-byte strings
05A9: s$6503(16) = 'INT2_BK'  ;; 8-byte strings
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_86

:INTRO2_46
05A9: s$6503 = 'INT2_FA'  ;; 8-byte strings
05A9: s$6503(1) = 'INT2_FB'  ;; 8-byte strings
05A9: s$6503(2) = 'INT2_FC'  ;; 8-byte strings
05A9: s$6503(3) = 'INT2_FD'  ;; 8-byte strings
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_86

:INTRO2_56
05A9: s$6503 = 'INT2_GA'  ;; 8-byte strings
05A9: s$6503(1) = 'INT2_GB'  ;; 8-byte strings
05A9: s$6503(2) = 'INT2_GC'  ;; 8-byte strings
05A9: s$6503(3) = 'INT2_GD'  ;; 8-byte strings
05A9: s$6503(4) = 'INT2_GE'  ;; 8-byte strings
05A9: s$6503(5) = 'INT2_GF'  ;; 8-byte strings
05A9: s$6503(6) = 'INT2_HB'  ;; 8-byte strings
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_86

:INTRO2_72
05A9: s$6503 = 'INT2_NB'  ;; 8-byte strings
05A9: s$6503(1) = 'INT2_NC'  ;; 8-byte strings
05A9: s$6503(2) = 'INT2_ND'  ;; 8-byte strings
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_86

:INTRO2_80
05A9: s$6503 = 'INT2_JA'  ;; 8-byte strings
05A9: s$6503(1) = 'INT2_JB'  ;; 8-byte strings
04AF: @70 = unknown_wav_reference  20236 
04AF: @71 = unknown_wav_reference  20237 
0006: @50 =  1  ;; integer values
0002: jump INTRO2_86

:INTRO2_86
0051: return

:INTRO2_87
0317: increment_mission_attempts
0004: $ON_MISSION =  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 =  .05  ;; floating-point values
0007: @91 =  .12  ;; floating-point values
0007: @92 =  0.0  ;; floating-point values
076C: 'IWD1'  0  5 
076C: 'IWD2'  0  5 
076C: 'IWD3A'  0  5 
076C: 'IWD3B'  0  5 
076C: 'IWD4'  0  5 
076C: 'IWD5'  0  5 
0001: wait  0 ms
054C: use_GXT_table 'INTRO2'
0002: jump INTRO2_120
009A: $10032 = create_actor  24 $2415 at $10057 $10058 $10059

:INTRO2_120
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'INTRO2A'

:INTRO2_122
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false INTRO2_127
0001: wait  0 ms
0002: jump INTRO2_122

:INTRO2_127
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:INTRO2_129
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false INTRO2_134
0001: wait  0 ms
0002: jump INTRO2_129

:INTRO2_134
016A: fade  0 ()  0 ms

:INTRO2_135
00D6: if  0
016B:   fading
004D: jump_if_false INTRO2_140
0001: wait  0 ms
0002: jump INTRO2_135

:INTRO2_140
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
04BB: select_interior  0  ;; select render area
0164: disable_marker $449
023C: load_special_actor  1 'RYDER2'
0247: request_model  600
0247: request_model #CIGAR
0247: request_model #CIGAR_GLOW
038B: load_requested_models

:INTRO2_149
00D6: if  23
8248:   NOT   model  600 available
8248:   NOT   model #CIGAR available
8248:   NOT   model #CIGAR_GLOW available
823D:   NOT   special_actor  1 loaded
004D: jump_if_false INTRO2_157
0001: wait  0 ms
0002: jump INTRO2_149

:INTRO2_157
07FB: set_interior 'BARBERS' accessible  0 
07FB: set_interior 'BARBER2' accessible  0 
07FB: set_interior 'BARBER3' accessible  0 
07FB: set_interior 'FDPIZA' accessible  0 
07FB: set_interior 'FDCHICK' accessible  0 
07FB: set_interior 'FDBURG' accessible  0 
0687: $PLAYER_ACTOR 
0792: $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  600 numberplate "_SHERM__" 
00A5: $137 = create_car  600 at $142 $143 $144
053F: set_car $137 tires_vulnerable  0
0229: set_car $137 color_to  84  84
0175: set_car $137 z_angle_to  0.0
0852: $137  0 
041E: set_radio_station  5 
009A: $132 = create_actor  24  290 at  2475.29 -1687.85  12.51
060A: unknown_create_entity  0 @67 
060B: unknown_actor_use_entity $132 @67 
0245: set_actor $132 walk_style_to "GANG1"
0173: set_actor $PLAYER_ACTOR z_angle_to  176.0
0568: $132  1
0223: set_actor $132 health_to  500
08AF: $132  500 
0446: (unknown) $132  0 
07A1:  4 
05CA: unknown_action_sequence $132 $137  20000  0 
039E: (unknown) $132  1 
0526: unknown_actor $132  1
09F6: $132  0 
0186: @37 = create_marker_above_car $137
07E0: @37  1 
018A: @34 = create_checkpoint_at  2074.4 -1800.8  12.5
0164: disable_marker @34
03CF: load_wav  20200 as  1
0792: $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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  1000 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_207
0002: jump INTRO2_1701

:INTRO2_207
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_211
0002: jump INTRO2_1701

:INTRO2_211
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false INTRO2_226
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_220
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_220
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_225
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_225
0002: jump INTRO2_211

:INTRO2_226
03D1: play_wav  1
00BC: text_highpriority 'INT2_AA'  10000 ms  1

:INTRO2_228
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false INTRO2_243
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_237
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_237
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_242
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_242
0002: jump INTRO2_228

:INTRO2_243
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_9
03D5: remove_text 'INT2_1'
00BC: text_highpriority 'INT2_6'  6000 ms  1
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_256
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_256
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_261
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_261
0004: $169 =  1  ;; integer values

:INTRO2_262
00D6: if  23
81AF:   NOT   car $137 $127 near_point  2077.84 -1792.59  12.38 radius  4.0  4.0  4.0
8448:   NOT   actor $PLAYER_ACTOR in_car $137
80DB:   NOT   actor $132 in_car $137
89D0:   NOT $137 
004D: jump_if_false INTRO2_343
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false INTRO2_273
0002: jump INTRO2_1704

:INTRO2_273
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false INTRO2_281
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2077.84 -1792.59  12.38 radius  15.0  15.0  4.0
004D: jump_if_false INTRO2_281
03E5: text_box 'HELP44B'
0006: @48 =  1  ;; integer values

:INTRO2_281
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_286
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_286
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_292
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701
0002: jump INTRO2_319

:INTRO2_292
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $137
004D: jump_if_false INTRO2_306
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false INTRO2_305
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
0006: @33 =  0  ;; integer values
0006: @38 =  1  ;; integer values

:INTRO2_305
0002: jump INTRO2_319

:INTRO2_306
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false INTRO2_319
0164: disable_marker @34
0164: disable_marker @37
0186: @37 = create_marker_above_car $137
07E0: @37  1 
0004: $127 =  0  ;; integer values
0050: gosub INTRO2_1812
00BC: text_highpriority 'INT2_6'  6000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0006: @38 =  0  ;; integer values

:INTRO2_319
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_332
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_332
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $137
004D: jump_if_false INTRO2_332
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false INTRO2_332
0050: gosub INTRO2_1943

:INTRO2_332
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_337
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_337
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_342
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_342
0002: jump INTRO2_262

:INTRO2_343
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
07FB: set_interior 'BARBERS' accessible  1 
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_350
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false INTRO2_365
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_364
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_364
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $137
004D: jump_if_false INTRO2_364
0050: gosub INTRO2_1943

:INTRO2_364
0002: jump INTRO2_350

:INTRO2_365
0707: unknown_bunnyjump INTRO2_386 
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'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @33 =  0  ;; integer values

:INTRO2_371
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false INTRO2_386
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_385
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_385
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $137
004D: jump_if_false INTRO2_385
0050: gosub INTRO2_1943

:INTRO2_385
0002: jump INTRO2_371

:INTRO2_386
0701: (unknown)
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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: @34  2073.042 -1794.563  20.0 
0004: $676 =  0  ;; integer values

:INTRO2_395
00D6: if  21
0038:   $676 ==  0  ;; integer values
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2072.11 -1793.8  12.56 radius  10.0  10.0  3.0
004D: jump_if_false INTRO2_457
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_405
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_405
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_410
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_410
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false INTRO2_425
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_425
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_425
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $137
004D: jump_if_false INTRO2_424
0050: gosub INTRO2_1943
0002: jump INTRO2_425

:INTRO2_424
0006: @57 =  1  ;; integer values

:INTRO2_425
077E: @58 = active_interior
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false INTRO2_440
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false INTRO2_439
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  411.68 -21.77  1000.79 radius  10.0  10.0  3.0
004D: jump_if_false INTRO2_439
00BE: text_clear_all
00BC: text_highpriority 'INT2_9'  5000 ms  1
04ED: load_animation "SHOP"
0006: @59 =  1  ;; integer values

:INTRO2_439
0002: jump INTRO2_448

:INTRO2_440
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false INTRO2_448
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2072.11 -1793.8  12.56 radius  10.0  10.0  3.0
004D: jump_if_false INTRO2_448
00BC: text_highpriority 'INT2_8'  10000 ms  1
0006: @59 =  0  ;; integer values

:INTRO2_448
00D6: if  0
0038:   $676 ==  0  ;; integer values
004D: jump_if_false INTRO2_456
00D6: if  0
0038:   $2749 ==  1  ;; integer values
004D: jump_if_false INTRO2_456
00BC: text_highpriority 'INT2_14'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_456
0002: jump INTRO2_395

:INTRO2_457
016A: fade  0 ()  0 ms
00BE: text_clear_all
0164: disable_marker @34
07FB: set_interior 'FDPIZA' accessible  1 
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0395: clear_area  1 at  2072.04 -1800.92  12.55 range  200.0
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
041D: set_camera_near_clip  .2 
05BA: unknown_action_sequence $PLAYER_ACTOR  10 

:INTRO2_468
00D6: if  0
84EE:   NOT   animation "SHOP" loaded
004D: jump_if_false INTRO2_474
0001: wait  0 ms
016A: fade  0 ()  0 ms
0002: jump INTRO2_468

:INTRO2_474
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_522
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_519

:INTRO2_480
00D6: if  0
04F1:   unknown_car_check $137
004D: jump_if_false INTRO2_491
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_489
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_489
016A: fade  0 ()  0 ms
0002: jump INTRO2_480

:INTRO2_491
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_508
00A1: put_actor $PLAYER_ACTOR at  2072.55 -1794.67  12.56
0173: set_actor $PLAYER_ACTOR z_angle_to  240.55
0792: $132 
00D6: if  0
00DF:   actor $132 driving
004D: jump_if_false INTRO2_502
0362: remove_actor $132 from_car_and_place_at  2076.492 -1796.413  12.5545
0002: jump INTRO2_503

:INTRO2_502
00A1: put_actor $132 at  2076.492 -1796.413  12.5545

:INTRO2_503
0173: set_actor $132 z_angle_to  80.0
0223: set_actor $132 health_to  500
0107: @46 = create_object #CIGAR at  2440.58 -1979.89  14.2
070A: unknown_action_sequence $132 @46  .04  .1 -.02  5  16 "NULL" "NULL" -1 
0605: unknown_action_sequence $132 "SMOKE_RYD" "SHOP"  4.0  1  0  0  0 -1 

:INTRO2_508
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_514
0395: clear_area  1 at  2078.09 -1796.21  12.3828 range  100.0
00AB: put_car $137 at  2078.09 -1796.21  12.3828
0175: set_car $137 z_angle_to  176.9536

:INTRO2_514
068A: $137  2 
068A: $137  3 
0508: $137
020A: set_car $137 door_status_to  3
0002: jump INTRO2_521

:INTRO2_519
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_521
0002: jump INTRO2_524

:INTRO2_522
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_524
0006: @32 =  0  ;; integer values

:INTRO2_525
00D6: if  0
8019:   NOT   @32 >  400  ;; integer values
004D: jump_if_false INTRO2_531
0001: wait  0 ms
016A: fade  0 ()  0 ms
0002: jump INTRO2_525

:INTRO2_531
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_540
0615: @45 
05D3: unknown_action_sequence -1  2075.53 -1796.32  12.55  4  10000 
0647: unknown_action_sequence -1 
05BF: unknown_action_sequence -1 $132  4500 
0616: @45 

:INTRO2_540
0618: $PLAYER_ACTOR @45 
061B: @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 (back)  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_9
0006: @32 =  0  ;; integer values

:INTRO2_553
00D6: if  0
8019:   NOT   @32 >  1700  ;; integer values
004D: jump_if_false INTRO2_559
0001: wait  0 ms
0050: gosub INTRO2_1905
0002: jump INTRO2_553

:INTRO2_559
00D6: if  0
0038:   $1514 ==  1  ;; integer values
004D: jump_if_false INTRO2_563
0707: unknown_bunnyjump INTRO2_827 

:INTRO2_563
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_568
0647: unknown_action_sequence $132 
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  2000 

:INTRO2_568
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_573
0669: "EXHALE" $132 @90 @91 @92  1 @55 
0883: @55 $132  5 

:INTRO2_573
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_577
0968: $132 

:INTRO2_577
00D6: if  25
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_663
03CF: load_wav  20218 as  1
03CF: load_wav  20219 as  2
0006: @64 =  0  ;; integer values

:INTRO2_588
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false INTRO2_600
0001: wait  0 ms
0050: gosub INTRO2_1905
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_599
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_599

:INTRO2_599
0002: jump INTRO2_588

:INTRO2_600
03D1: play_wav  1
00BC: text_highpriority 'INT2_DA'  10000 ms  1
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_606
0967: $132  2000 

:INTRO2_606
0006: @64 =  0  ;; integer values

:INTRO2_607
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false INTRO2_619
0001: wait  0 ms
0050: gosub INTRO2_1905
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_618
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_618

:INTRO2_618
0002: jump INTRO2_607

:INTRO2_619
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_623
0968: $132 

:INTRO2_623
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_627
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false INTRO2_639
0001: wait  0 ms
0050: gosub INTRO2_1905
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_638
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_638

:INTRO2_638
0002: jump INTRO2_627

:INTRO2_639
03D1: play_wav  2
00BC: text_highpriority 'INT2_DB'  10000 ms  1
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_645
0967: $132  2000 

:INTRO2_645
0006: @64 =  0  ;; integer values

:INTRO2_646
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false INTRO2_658
0001: wait  0 ms
0050: gosub INTRO2_1905
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_657
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_657

:INTRO2_657
0002: jump INTRO2_646

:INTRO2_658
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_662
0968: $132 

:INTRO2_662
0002: jump INTRO2_704

:INTRO2_663
03CF: load_wav  20221 as  1
03CF: load_wav  65535 as  2
0006: @64 =  0  ;; integer values

:INTRO2_666
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false INTRO2_678
0001: wait  0 ms
0050: gosub INTRO2_1905
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_677
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_677

:INTRO2_677
0002: jump INTRO2_666

:INTRO2_678
03D1: play_wav  1
00BC: text_highpriority 'INT2_EA'  10000 ms  1
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_684
0967: $132  2000 

:INTRO2_684
0006: @64 =  0  ;; integer values

:INTRO2_685
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false INTRO2_697
0001: wait  0 ms
0050: gosub INTRO2_1905
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_696
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_696

:INTRO2_696
0002: jump INTRO2_685

:INTRO2_697
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_701
0968: $132 

:INTRO2_701
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_704
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_708
0968: $132 

:INTRO2_708
0006: @32 =  0  ;; integer values

:INTRO2_709
00D6: if  0
8019:   NOT   @32 >  1000  ;; integer values
004D: jump_if_false INTRO2_715
0001: wait  0 ms
0050: gosub INTRO2_1905
0002: jump INTRO2_709

:INTRO2_715
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_719
0968: $132 

:INTRO2_719
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_724
0647: unknown_action_sequence $132 
06A9: unknown_action_sequence $132  2102.0 -1806.0  14.0  3000 

:INTRO2_724
0006: @64 =  0  ;; integer values

:INTRO2_725
00D6: if  0
8039:   NOT   @49 ==  1  ;; integer values
004D: jump_if_false INTRO2_739
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_737
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_737
0006: @64 =  1  ;; integer values

:INTRO2_737
0050: gosub INTRO2_1905
0002: jump INTRO2_725

:INTRO2_739
0647: unknown_action_sequence $PLAYER_ACTOR 
06A9: unknown_action_sequence $PLAYER_ACTOR  2102.0 -1806.0  14.0  3000 
0925: (unknown)
092F:  1 
0930:  1 
0936:  2074.23 -1795.03  14.4282  2074.983 -1798.671  14.4451  12000  1 
0920:  2077.167 -1795.729  14.1884  2075.973 -1798.734  14.5649  12000  1 
0006: @64 =  0  ;; integer values

:INTRO2_747
00D6: if  0
8039:   NOT   @49 ==  2  ;; integer values
004D: jump_if_false INTRO2_764
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_762
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_762
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_761

:INTRO2_761
0006: @64 =  1  ;; integer values

:INTRO2_762
0050: gosub INTRO2_1905
0002: jump INTRO2_747

:INTRO2_764
0006: @33 =  0  ;; integer values
0006: @64 =  0  ;; integer values

:INTRO2_766
00D6: if  0
8039:   NOT   @49 ==  3  ;; integer values
004D: jump_if_false INTRO2_783
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_781
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_781
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_780

:INTRO2_780
0006: @64 =  1  ;; integer values

:INTRO2_781
0050: gosub INTRO2_1905
0002: jump INTRO2_766

:INTRO2_783
0006: @64 =  0  ;; integer values

:INTRO2_784
00D6: if  0
8039:   NOT   @49 ==  4  ;; integer values
004D: jump_if_false INTRO2_801
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_799
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_799
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_798

:INTRO2_798
0006: @64 =  1  ;; integer values

:INTRO2_799
0050: gosub INTRO2_1905
0002: jump INTRO2_784

:INTRO2_801
00D6: if  0
8019:   NOT   @33 >  18000  ;; integer values
004D: jump_if_false INTRO2_824
0001: wait  0 ms
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false INTRO2_814
00D6: if  0
0019:   @33 >  7500  ;; integer values
004D: jump_if_false INTRO2_814
03E5: text_box 'FUDHLP1'
03E7: flash_hud  4
0006: @44 =  1  ;; integer values

:INTRO2_814
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false INTRO2_823
00D6: if  0
0019:   @33 >  13500  ;; integer values
004D: jump_if_false INTRO2_823
03E5: text_box 'FUDHLP2'
03E7: flash_hud -1
0006: @44 =  2  ;; integer values

:INTRO2_823
0002: jump INTRO2_801

:INTRO2_824
00D6: if  0
0038:   $1514 ==  1  ;; integer values
004D: jump_if_false INTRO2_830

:INTRO2_827
0701: (unknown)
040D: unload_wav  1
040D: unload_wav  2

:INTRO2_830
03E6: remove_text_box
0925: (unknown)
00BC: text_highpriority 'HOOD2_B'  10000 ms  1
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_841
0852: $137  1 

:INTRO2_841
0164: disable_marker @34
018A: @34 = create_checkpoint_at  372.9 -118.8  1000.57
08DC: @34  2103.376 -1806.311  20.0 
0006: @59 =  0  ;; integer values
0004: $88 =  1  ;; integer values
01EB: set_car_density_to  .5
03DE: set_pedestrians_density_multiplier_to  .5
0006: @33 =  0  ;; integer values
0004: $127 =  1  ;; integer values

:INTRO2_850
00D6: if  21
8102:   NOT   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  3.0 sphere  0
8038:   NOT   $88 ==  3  ;; integer values
004D: jump_if_false INTRO2_948
0001: wait  0 ms
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false INTRO2_863
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false INTRO2_863
03E5: text_box 'FUDHLP3'
0006: @87 =  1  ;; integer values

:INTRO2_863
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_868
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_868
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_873
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_873
0050: gosub INTRO2_1905
00D6: if  0
8038:   NOT   $88 ==  3  ;; integer values
004D: jump_if_false INTRO2_898
00D6: if  0
0038:   $10033 ==  1  ;; integer values
004D: jump_if_false INTRO2_898
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false INTRO2_886
00BC: text_highpriority 'INT2_10'  10000 ms  1
0002: jump INTRO2_1701
0002: jump INTRO2_898

:INTRO2_886
00D6: if  0
8184:   NOT   actor $10032 health >=  99
004D: jump_if_false INTRO2_898
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false INTRO2_898
01B2: give_actor $10032 weapon  25 ammo  30  ;; Load the weapon model before using this
01B9: set_actor $10032 armed_weapon_to  25
077A: $10032  4  0 
0001: wait  1000 ms
00BC: text_highpriority 'INT2_14'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_898
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_913
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_913
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false INTRO2_913
00D6: if  21
81AF:   NOT   car $137  0 ()near_point  2078.09 -1796.2  12.38 radius  .2  .2  2.0
8184:   NOT   actor $132 health >=  499
004D: jump_if_false INTRO2_913
05CA: unknown_action_sequence $132 $137  20000  0 
0006: @68 =  1  ;; integer values

:INTRO2_913
077E: @58 = active_interior
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false INTRO2_937
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false INTRO2_928
04ED: load_animation "GANGS"
04ED: load_animation "FOOD"
0247: request_model  346
0247: request_model  349
023C: load_special_actor  2 'RYDER3'
0247: request_model  155
0006: @32 =  0  ;; integer values
0006: @59 =  1  ;; integer values

:INTRO2_928
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false INTRO2_936
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  372.05 -130.63  1000.49 radius  20.0  20.0  3.0
004D: jump_if_false INTRO2_936
00BC: text_highpriority 'INT2_13'  5000 ms  1
0006: @59 =  2  ;; integer values

:INTRO2_936
0002: jump INTRO2_942

:INTRO2_937
00D6: if  0
0039:   @59 ==  2  ;; integer values
004D: jump_if_false INTRO2_942
00BE: text_clear_all
0006: @59 =  1  ;; integer values

:INTRO2_942
00D6: if  0
0038:   $2748 ==  1  ;; integer values
004D: jump_if_false INTRO2_947
00BC: text_highpriority 'INT2_14'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_947
0002: jump INTRO2_850

:INTRO2_948
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BE: text_clear_all
041D: set_camera_near_clip  .1 
064E: @55 
0249: release_model #CIGAR
0249: release_model #CIGAR_GLOW
03CF: load_wav  1828 as  4

:INTRO2_956
00D6: if  25
84EE:   NOT   animation "FOOD" loaded
84EE:   NOT   animation "GANGS" loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model  155 available
8248:   NOT   model  346 available
8248:   NOT   model  349 available
004D: jump_if_false INTRO2_981
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_970
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_970
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_975
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_975
00D6: if  0
0038:   $2748 ==  1  ;; integer values
004D: jump_if_false INTRO2_980
00BC: text_highpriority 'INT2_14'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_980
0002: jump INTRO2_956

:INTRO2_981
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_992
070B: $132  1 
0792: $132 
05BA: unknown_action_sequence $132  100 
00A1: put_actor $132 at  375.7327 -125.2345  1000.53
0173: set_actor $132 z_angle_to  201.2298
0223: set_actor $132 health_to  500
08AF: $132  500 
0605: unknown_action_sequence $132 "ROB_SHIFTY" "SHOP"  4.0  0  0  0  0 -1 

:INTRO2_992
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  155 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: unknown_action_sequence @35 $PLAYER_ACTOR  4700 
0639: unknown_action_sequence @35 $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  372.9 -118.8  1000.57
0639: unknown_action_sequence $PLAYER_ACTOR @35 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0615: @51 
05D3: unknown_action_sequence -1  375.2 -119.8  1000.5  4  7000 
0605: unknown_action_sequence -1 "ROB_STICKUP_IN" "SHOP"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "ROB_LOOP_THREAT" "SHOP"  4.0  1  0  0  0 -1 
0616: @51 
0006: @49 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @40 =  2  ;; integer values
0050: gosub INTRO2_9
0001: wait  200 ms
00D6: if  0
0038:   $28 ==  0  ;; integer values
004D: jump_if_false INTRO2_1020
0605: unknown_action_sequence $PLAYER_ACTOR "EAT_PIZZA" "FOOD"  4.0  0  0  0  0 -1 
0002: jump INTRO2_1030

:INTRO2_1020
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0089: @90 = $69  ;; floating-point values only
000B: @90 +=  .355  ;; floating-point values
0089: @91 = $70  ;; floating-point values only
000F: @91 -=  .116  ;; floating-point values
0089: @92 = $71  ;; floating-point values only
000F: @92 -=  .048  ;; floating-point values
064B: "PUKE" @90 @91 @92  1 @62 
0812: unknown_action_sequence $PLAYER_ACTOR "EAT_VOMIT_P" "FOOD"  4.0  0  0  0  0 -1 
0947: $PLAYER_ACTOR  353 $2563 

:INTRO2_1030
016A: fade  1 (back)  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:  1 
0930:  1 
0936:  377.0709 -121.8843  1000.714  377.3563 -119.1986  1002.57  7000  1 
0920:  376.4134 -122.6288  1000.598  376.423 -119.1806  1002.211  7000  1 
009B: destroy_actor_instantly $132
0296: unload_special_actor  1
009A: $132 = create_actor  24  291 at  376.3327 -125.2345  1000.53
0245: set_actor $132 walk_style_to "GANG1"
0568: $132  1
0223: set_actor $132 health_to  500
08AF: $132  500 
0446: (unknown) $132  0 
039E: (unknown) $132  1 
0526: unknown_actor $132  1
060B: unknown_actor_use_entity $132 @67 
09F6: $132  0 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1062
01B2: give_actor $132 weapon  22 ammo  30  ;; Load the weapon model before using this
01B9: set_actor $132 armed_weapon_to  22
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1062
0618: $132 @51 
061B: @51 

:INTRO2_1062
0006: @41 =  0  ;; integer values
0707: unknown_bunnyjump INTRO2_1339 
0006: @32 =  0  ;; integer values
0006: @63 =  0  ;; integer values

:INTRO2_1066
00D6: if  0
80FE:   NOT   actor $132  0 ()near_point  375.2 -119.8  1000.5 radius  .4  .6  2.0
004D: jump_if_false INTRO2_1120
0001: wait  0 ms
00D6: if  0
0611: $PLAYER_ACTOR "EAT_VOMIT_P" 
004D: jump_if_false INTRO2_1093
0613: $PLAYER_ACTOR "EAT_VOMIT_P" @93 
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false INTRO2_1085
00D6: if  0
0031:   @93 >=  .463  ;; floating-point values 
004D: jump_if_false INTRO2_1085
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false INTRO2_1084
09F1: $PLAYER_ACTOR  1169 

:INTRO2_1084
0006: @63 =  1  ;; integer values

:INTRO2_1085
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false INTRO2_1093
00D6: if  0
0031:   @93 >=  .52  ;; floating-point values 
004D: jump_if_false INTRO2_1093
064C: @62 
0006: @63 =  2  ;; integer values

:INTRO2_1093
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_1098
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1098
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_1103
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1103
00D6: if  0
0038:   $2748 ==  1  ;; integer values
004D: jump_if_false INTRO2_1108
00BC: text_highpriority 'INT2_14'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1108
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false INTRO2_1119
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false INTRO2_1119
00D6: if  0
0038:   $28 ==  0  ;; integer values
004D: jump_if_false INTRO2_1118
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  0  0  0  0  3000 

:INTRO2_1118
0006: @69 =  1  ;; integer values

:INTRO2_1119
0002: jump INTRO2_1066

:INTRO2_1120
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1134
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1134
0687: @35 
0647: unknown_action_sequence @35 
05BF: unknown_action_sequence @35 $132  12500 
05BA: unknown_action_sequence $PLAYER_ACTOR  100 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  10000 
0173: set_actor @35 z_angle_to  200.0
0605: unknown_action_sequence @35 "SHP_ROB_HANDSUP" "SHOP"  4.0  1  0  0  0 -1 

:INTRO2_1134
0004: $677 =  1  ;; integer values
0006: @64 =  0  ;; integer values

:INTRO2_1136
00D6: if  0
8039:   NOT   @49 ==  1  ;; integer values
004D: jump_if_false INTRO2_1154
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1153
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1153
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1152
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  6000 

:INTRO2_1152
0006: @64 =  1  ;; integer values

:INTRO2_1153
0002: jump INTRO2_1136

:INTRO2_1154
0006: @64 =  0  ;; integer values

:INTRO2_1155
00D6: if  0
8039:   NOT   @49 ==  2  ;; integer values
004D: jump_if_false INTRO2_1177
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1176
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1176
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1170
0605: unknown_action_sequence $132 "ROB_LOOP" "SHOP"  4.0  1  0  0  0 -1 

:INTRO2_1170
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1175
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @35  6000 

:INTRO2_1175
0006: @64 =  1  ;; integer values

:INTRO2_1176
0002: jump INTRO2_1155

:INTRO2_1177
0006: @64 =  0  ;; integer values

:INTRO2_1178
00D6: if  0
8039:   NOT   @49 ==  3  ;; integer values
004D: jump_if_false INTRO2_1203
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1202
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1202
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1193
0605: unknown_action_sequence $132 "ROB_LOOP_THREAT" "SHOP"  4.0  1  0  0  0 -1 

:INTRO2_1193
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1198
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  6000 

:INTRO2_1198
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_1202
0002: jump INTRO2_1178

:INTRO2_1203
0006: @64 =  0  ;; integer values

:INTRO2_1204
00D6: if  0
8039:   NOT   @49 ==  4  ;; integer values
004D: jump_if_false INTRO2_1226
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1225
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1225
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1220
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR @35  6000 

:INTRO2_1220
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1224
0605: unknown_action_sequence $132 "ROB_LOOP" "SHOP"  4.0  1  0  0  0 -1 

:INTRO2_1224
0006: @64 =  1  ;; integer values

:INTRO2_1225
0002: jump INTRO2_1204

:INTRO2_1226
0615: @42 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "ROB_2IDLE" "SHOP"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 
0616: @42 
0006: @64 =  0  ;; integer values

:INTRO2_1232
00D6: if  0
8039:   NOT   @49 ==  5  ;; integer values
004D: jump_if_false INTRO2_1258
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1257
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1257
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1256
0687: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  10000 
0687: $132 
0647: unknown_action_sequence $132 
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  10000 
0639: unknown_action_sequence $PLAYER_ACTOR $132 
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKA" "GANGS"  4.0  0  0  0  0 -1 

:INTRO2_1256
0006: @64 =  1  ;; integer values

:INTRO2_1257
0002: jump INTRO2_1232

:INTRO2_1258
0006: @64 =  0  ;; integer values

:INTRO2_1259
00D6: if  0
8039:   NOT   @49 ==  6  ;; integer values
004D: jump_if_false INTRO2_1279
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1278
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1278
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1277
0618: $132 @42 
061B: @42 

:INTRO2_1277
0006: @64 =  1  ;; integer values

:INTRO2_1278
0002: jump INTRO2_1259

:INTRO2_1279
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1283
0687: $132 

:INTRO2_1283
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1288
0173: set_actor @35 z_angle_to  180.0
0605: unknown_action_sequence @35 "SHP_GUN_GRAB" "SHOP"  4.0  0  0  0  1 -1 

:INTRO2_1288
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1294
01B2: give_actor @35 weapon  25 ammo  30000  ;; Load the weapon model before using this
01B9: set_actor @35 armed_weapon_to  25

:INTRO2_1294
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  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1302
0668: unknown_action_sequence @35  374.2905 -125.681  1001.308  2000 

:INTRO2_1302
0006: @64 =  0  ;; integer values

:INTRO2_1303
00D6: if  0
8039:   NOT   @49 ==  7  ;; integer values
004D: jump_if_false INTRO2_1338
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1337
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1337
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1325
05D8: AS_assign_scmpath to_actor $132 flags  6  0 

:INTRO2_1325
00D6: if  1
8118:   NOT   actor $132 dead
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1332
0647: unknown_action_sequence $132 
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence @35 

:INTRO2_1332
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1336
0668: unknown_action_sequence @35  374.2905 -125.681  1001.308  1500 

:INTRO2_1336
0006: @64 =  1  ;; integer values

:INTRO2_1337
0002: jump INTRO2_1303

:INTRO2_1338
0006: @41 =  1  ;; integer values

:INTRO2_1339
0701: (unknown)
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false INTRO2_1351
016A: fade  0 ()  0 ms
00BE: text_clear_all

:INTRO2_1345
00D6: if  0
016B:   fading
004D: jump_if_false INTRO2_1350
0001: wait  0 ms
0002: jump INTRO2_1345

:INTRO2_1350
0002: jump INTRO2_1358

:INTRO2_1351
016A: fade  0 ()  500 ms
00BE: text_clear_all

:INTRO2_1353
00D6: if  0
016B:   fading
004D: jump_if_false INTRO2_1358
0001: wait  0 ms
0002: jump INTRO2_1353

:INTRO2_1358
0925: (unknown)
0395: clear_area  1 at  372.9 -118.8  1000.57 range  100.0
04BB: select_interior  0  ;; select render area
05BA: unknown_action_sequence $PLAYER_ACTOR  0 
00A1: put_actor $PLAYER_ACTOR at  2102.21 -1806.65  12.4
0173: set_actor $PLAYER_ACTOR z_angle_to  75.0
039E: (unknown) $PLAYER_ACTOR  1 
0860: link_actor $PLAYER_ACTOR to_interior  0 
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1386
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_1386
0647: unknown_action_sequence $132 
0647: unknown_action_sequence $PLAYER_ACTOR 
0395: clear_area  1 at  2077.57 -1796.41  12.38 range  100.0
00AB: put_car $137 at  2077.57 -1796.41  12.0
0175: set_car $137 z_angle_to  180.0
0224: set_car $137 health_to  1000
0395: clear_area  1 at  2098.61 -1801.62  12.39 range  100.0
00A1: put_actor $132 at  2092.61 -1801.62  12.39
0173: set_actor $132 z_angle_to  72.0
0860: link_actor $132 to_interior  0 
020A: set_car $137 door_status_to  1
07A1:  6 
05CA: unknown_action_sequence $132 $137  40000  0 

:INTRO2_1386
01B7: release_weather
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_1404
0002: jump INTRO2_1701
0002: jump INTRO2_1408

:INTRO2_1404
0223: set_actor $132 health_to  500
08AF: $132  500 
0187: @47 = create_marker_above_actor $132
0164: disable_marker @47

:INTRO2_1408
0164: disable_marker @34
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_1416
0164: disable_marker @37
0186: @37 = create_marker_above_car $137
07E0: @37  1 
0002: jump INTRO2_1417

:INTRO2_1416
0002: jump INTRO2_1701

:INTRO2_1417
07FB: set_interior 'FDPIZA' accessible  0 
0004: $127 =  1  ;; integer values
0006: @60 =  0  ;; integer values
0615: @54 
05D3: unknown_action_sequence -1  2102.77 -1806.35  12.55  6  4000 
0668: unknown_action_sequence -1  2092.67 -1803.64  15.56  1000 
0616: @54 
040D: unload_wav  1
040D: unload_wav  2
03CF: load_wav  20232 as  1

:INTRO2_1427
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false INTRO2_1432
0001: wait  0 ms
0002: jump INTRO2_1427

:INTRO2_1432
0A0B:  2102.21 -1806.65  12.4  75.0 
016A: fade  1 (back)  500 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_1439
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1439
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_1444
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1444
0006: @49 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @40 =  4  ;; integer values
0050: gosub INTRO2_9
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_1452
00D6: if  23
81AF:   NOT   car $137 $127 near_point  2473.88 -1692.81  12.52 radius  4.0  4.0  4.0
80DB:   NOT   actor $132 in_car $137
8448:   NOT   actor $PLAYER_ACTOR in_car $137
89D0:   NOT $137 
004D: jump_if_false INTRO2_1597
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_1464
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1464
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_1469
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1469
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2104.62 -1806.54  12.55 radius  7.0  6.0  3.0
004D: jump_if_false INTRO2_1510
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false INTRO2_1496
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1495
0687: @35 
0792: @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  .1 
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false INTRO2_1491
03D1: play_wav  1
00BC: text_highpriority 'INT2_HA'  2000 ms  1

:INTRO2_1491
0618: @35 @54 
061B: @54 
0006: @32 =  0  ;; integer values
0006: @66 =  1  ;; integer values

:INTRO2_1495
0002: jump INTRO2_1510

:INTRO2_1496
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false INTRO2_1510
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false INTRO2_1510
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1510
00D6: if  0
00FF:   actor @35  0 ()near_point_on_foot  2102.77 -1806.35  12.55 radius  1.0  1.0  3.0
004D: jump_if_false INTRO2_1510
077A: @35  4  0 
0006: @66 =  2  ;; integer values

:INTRO2_1510
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1528
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_1528
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $137
004D: jump_if_false INTRO2_1528
00D6: if  0
0448:   actor $132 in_car $137
004D: jump_if_false INTRO2_1528
0050: gosub INTRO2_1943
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false INTRO2_1528
0006: @33 =  0  ;; integer values
0006: @88 =  1  ;; integer values

:INTRO2_1528
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1586
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_1584
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $137
004D: jump_if_false INTRO2_1570
00D6: if  0
0448:   actor $132 in_car $137
004D: jump_if_false INTRO2_1557
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false INTRO2_1556
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  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false INTRO2_1556
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false INTRO2_1556
00BC: text_highpriority 'INT2_O'  10000 ms  1
0006: @38 =  1  ;; integer values

:INTRO2_1556
0002: jump INTRO2_1569

:INTRO2_1557
0164: disable_marker @37
0164: disable_marker @34
0164: disable_marker @47
0187: @47 = create_marker_above_actor $132
07E0: @47  1 
00BC: text_highpriority 'INT2_5'  1000 ms  1
062E: $132  1482 @65 
00D6: if  0
04A4: @65  7 
004D: jump_if_false INTRO2_1568
05CA: unknown_action_sequence $132 $137  20000  0 

:INTRO2_1568
0004: $127 =  0  ;; integer values

:INTRO2_1569
0002: jump INTRO2_1583

:INTRO2_1570
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false INTRO2_1583
0164: disable_marker @34
0164: disable_marker @37
0186: @37 = create_marker_above_car $137
07E0: @37  1 
0004: $127 =  0  ;; integer values
0050: gosub INTRO2_1812
00BC: text_highpriority 'INT2_6'  10000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0006: @38 =  0  ;; integer values

:INTRO2_1583
0002: jump INTRO2_1586

:INTRO2_1584
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1586
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_1591
00BC: text_highpriority 'INT2_12'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1591
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_1596
00BC: text_highpriority 'INT2_11'  10000 ms  1
0002: jump INTRO2_1701

:INTRO2_1596
0002: jump INTRO2_1452

:INTRO2_1597
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @49 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @40 =  3  ;; integer values
0050: gosub INTRO2_9
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1615
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_1615
05CD: unknown_action_sequence $132 $137 
0001: wait  700 ms
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_1615
05CD: unknown_action_sequence $PLAYER_ACTOR $137 

:INTRO2_1615
016A: fade  0 ()  1600 ms

:INTRO2_1616
00D6: if  0
016B:   fading
004D: jump_if_false INTRO2_1621
0001: wait  0 ms
0002: jump INTRO2_1616

:INTRO2_1621
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  1500 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1632
00D6: if  0
00DF:   actor $132 driving
004D: jump_if_false INTRO2_1631
0362: remove_actor $132 from_car_and_place_at  2467.345 -1688.22  12.5156
0002: jump INTRO2_1632

:INTRO2_1631
00A1: put_actor $132 at  2467.345 -1688.22  12.5156

:INTRO2_1632
0173: set_actor $132 z_angle_to  284.0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false INTRO2_1638
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2468.359 -1687.39  12.518
0002: jump INTRO2_1639

:INTRO2_1638
00A1: put_actor $PLAYER_ACTOR at  2468.359 -1687.39  12.5189

:INTRO2_1639
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_1643
00D6: if  0
8039:   NOT   @49 ==  1  ;; integer values
004D: jump_if_false INTRO2_1656
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1655
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1655
0006: @64 =  1  ;; integer values

:INTRO2_1655
0002: jump INTRO2_1643

:INTRO2_1656
0006: @64 =  0  ;; integer values

:INTRO2_1657
00D6: if  0
8039:   NOT   @49 ==  2  ;; integer values
004D: jump_if_false INTRO2_1670
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1669
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1669
0006: @64 =  1  ;; integer values

:INTRO2_1669
0002: jump INTRO2_1657

:INTRO2_1670
0006: @64 =  0  ;; integer values

:INTRO2_1671
00D6: if  0
8039:   NOT   @49 ==  3  ;; integer values
004D: jump_if_false INTRO2_1688
0001: wait  0 ms
0050: gosub INTRO2_1943
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false INTRO2_1687
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1687
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1686
05D3: unknown_action_sequence $132  2459.79 -1688.18  12.56  4  3000 

:INTRO2_1686
0006: @64 =  1  ;; integer values

:INTRO2_1687
0002: jump INTRO2_1671

:INTRO2_1688
05D3: unknown_action_sequence $PLAYER_ACTOR  2471.58 -1685.73  12.51  4  3000 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1693
0968: $132 

:INTRO2_1693
0001: wait  1000 ms
0687: $PLAYER_ACTOR 
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly $132
0002: jump INTRO2_1704

:INTRO2_1701
00BA: text_styled 'M_FAIL'  5000 ms  1
0004: $1514 =  1  ;; integer values
0051: return

:INTRO2_1704
0318: set_latest_mission_passed 'INTRO_2'
01E3: text_1number_styled 'M_PASSR'  3  5000 ms  1
0998: add_respect  3 
014C: set_parked_car_generator $2764 cars_to_generate_to  101
0008: $INTRO_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $439
004F: create_thread SWEET_1 
0164: disable_marker $435
02A7: $435 = create_icon_marker_and_sphere $442 at $462 $463 $464
0110: clear_player $PLAYER_CHAR wanted_level
07FB: set_interior 'BARBERS' accessible  1 
07FB: set_interior 'BARBER2' accessible  1 
07FB: set_interior 'BARBER3' accessible  1 
07FB: set_interior 'FDPIZA' accessible  1 
07FB: set_interior 'FDCHICK' accessible  1 
07FB: set_interior 'FDBURG' accessible  1 
07FB: set_interior 'TATTOO' accessible  1 
0164: disable_marker $1736
04CE: $1736 = create_icon_marker_without_sphere  7 at  2070.27 -1791.092  17.1484
0164: disable_marker $1737
04CE: $1737 = create_icon_marker_without_sphere  29 at  2107.624 -1807.516  21.2114
0394: play_music  1
00D6: if  0
0038:   $2655 ==  0  ;; integer values
004D: jump_if_false INTRO2_1769
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
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
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: $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: $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: $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_1769
030C: set_mission_points +=  1
0051: return

:INTRO2_1771
0004: $ON_MISSION =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false INTRO2_1777
039E: (unknown) $PLAYER_ACTOR  0 
0647: unknown_action_sequence $PLAYER_ACTOR 

:INTRO2_1777
00D6: if  0
8119:   NOT   car $137 wrecked
004D: jump_if_false INTRO2_1781
053F: set_car $137 tires_vulnerable  1

:INTRO2_1781
0249: release_model  155
0249: release_model  600
0249: release_model  346
0249: release_model  349
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: $184 = current_time_in_ms
0164: disable_marker @47
0164: disable_marker @34
0164: disable_marker @37
034F: destroy_actor_with_fade $132  ;; 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_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
076C: 'IWD1'  0  20 
076C: 'IWD2'  0  20 
076C: 'IWD3A'  0  20 
076C: 'IWD3B'  0  20 
076C: 'IWD4'  0  20 
076C: 'IWD5'  0  20 
0004: $169 =  0  ;; integer values
00D8: mission_cleanup
0051: return

:INTRO2_1812
040D: unload_wav  2
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false INTRO2_1817
03CF: load_wav  34200 as  2

:INTRO2_1817
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false INTRO2_1821
03CF: load_wav  34201 as  2

:INTRO2_1821
00D6: if  0
0039:   @89 ==  2  ;; integer values
004D: jump_if_false INTRO2_1825
03CF: load_wav  34202 as  2

:INTRO2_1825
00D6: if  0
0039:   @89 ==  3  ;; integer values
004D: jump_if_false INTRO2_1829
03CF: load_wav  34203 as  2

:INTRO2_1829
00D6: if  0
0039:   @89 ==  4  ;; integer values
004D: jump_if_false INTRO2_1833
03CF: load_wav  34204 as  2

:INTRO2_1833
00D6: if  0
0039:   @89 ==  5  ;; integer values
004D: jump_if_false INTRO2_1837
03CF: load_wav  34205 as  2

:INTRO2_1837
00D6: if  0
0039:   @89 ==  6  ;; integer values
004D: jump_if_false INTRO2_1841
03CF: load_wav  34206 as  2

:INTRO2_1841
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:INTRO2_1844
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false INTRO2_1857
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_1852
0051: return

:INTRO2_1852
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_1856
0051: return

:INTRO2_1856
0002: jump INTRO2_1844

:INTRO2_1857
03D1: play_wav  2
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false INTRO2_1862
00BC: text_highpriority 'RYDX_AA'  3000 ms  1

:INTRO2_1862
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false INTRO2_1866
00BC: text_highpriority 'RYDX_AB'  3000 ms  1

:INTRO2_1866
00D6: if  0
0039:   @89 ==  2  ;; integer values
004D: jump_if_false INTRO2_1870
00BC: text_highpriority 'RYDX_AC'  3000 ms  1

:INTRO2_1870
00D6: if  0
0039:   @89 ==  3  ;; integer values
004D: jump_if_false INTRO2_1874
00BC: text_highpriority 'RYDX_AD'  3000 ms  1

:INTRO2_1874
00D6: if  0
0039:   @89 ==  4  ;; integer values
004D: jump_if_false INTRO2_1878
00BC: text_highpriority 'RYDX_AE'  3000 ms  1

:INTRO2_1878
00D6: if  0
0039:   @89 ==  5  ;; integer values
004D: jump_if_false INTRO2_1882
00BC: text_highpriority 'RYDX_AF'  3000 ms  1

:INTRO2_1882
00D6: if  0
0039:   @89 ==  6  ;; integer values
004D: jump_if_false INTRO2_1886
00BC: text_highpriority 'RYDX_AG'  3000 ms  1

:INTRO2_1886
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false INTRO2_1899
0001: wait  0 ms
00D6: if  0
0119:   car $137 wrecked
004D: jump_if_false INTRO2_1894
0051: return

:INTRO2_1894
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false INTRO2_1898
0051: return

:INTRO2_1898
0002: jump INTRO2_1886

:INTRO2_1899
000A: @89 +=  1  ;; integer values
00D6: if  0
0019:   @89 >  6  ;; integer values
004D: jump_if_false INTRO2_1904
0006: @89 =  0  ;; integer values

:INTRO2_1904
0051: return

:INTRO2_1905
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_1942
00D6: if  0
0611: $132 "SMOKE_RYD" 
004D: jump_if_false INTRO2_1941
0613: $132 "SMOKE_RYD" @93 
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false INTRO2_1921
00D6: if  0
0031:   @93 >=  .785  ;; floating-point values 
004D: jump_if_false INTRO2_1921
0107: @39 = create_object #CIGAR_GLOW at  2440.58 -1979.89  14.2
069A: @39 @46  0.0  0.0  0.0  0.0  0.0  0.0 
0006: @63 =  1  ;; integer values

:INTRO2_1921
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false INTRO2_1931
00D6: if  1
0031:   @93 >=  .15  ;; floating-point values 
0023:    .335 > @93  ;; floating-point values
004D: jump_if_false INTRO2_1931
064C: @55 
0108: destroy_object @39
0006: @63 =  2  ;; integer values

:INTRO2_1931
00D6: if  0
0039:   @63 ==  2  ;; integer values
004D: jump_if_false INTRO2_1940
00D6: if  21
0031:   @93 >=  .335  ;; floating-point values 
0023:    .15 > @93  ;; floating-point values
004D: jump_if_false INTRO2_1940
064E: @55 
0006: @63 =  0  ;; integer values

:INTRO2_1940
0002: jump INTRO2_1942

:INTRO2_1941
064E: @55 

:INTRO2_1942
0051: return

:INTRO2_1943
00D6: if  21
0039:   @56 ==  0  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false INTRO2_1954
00D6: if  0
002D:   @50 >= @49  ;; integer values 
004D: jump_if_false INTRO2_1954
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false INTRO2_1954
0050: gosub INTRO2_1967

:INTRO2_1954
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false INTRO2_1966
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false INTRO2_1966
0050: gosub INTRO2_2016
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_1966
0051: return

:INTRO2_1967
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false INTRO2_1972
03CF: load_wav @70(@49,17i) as  1
0006: @56 =  1  ;; integer values

:INTRO2_1972
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false INTRO2_1982
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false INTRO2_1982
00BC: text_highpriority $6503(@49,17s)  4000 ms  1
03D1: play_wav  1
0050: gosub INTRO2_1983
0006: @56 =  2  ;; integer values

:INTRO2_1982
0051: return

:INTRO2_1983
00D6: if  21
04A4: @70(@49,17i)  20227 
04A4: @70(@49,17i)  20229 
004D: jump_if_false INTRO2_1993
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_1993
0A09: @35  1 
0967: @35  3000 
0051: return

:INTRO2_1993
00D6: if  24
04A4: @70(@49,17i)  20211 
04A4: @70(@49,17i)  20215 
04A4: @70(@49,17i)  20202 
04A4: @70(@49,17i)  20204 
04A4: @70(@49,17i)  20206 
004D: jump_if_false INTRO2_2003
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0051: return

:INTRO2_2003
00D6: if  21
04A4: @70(@49,17i)  20209 
04A4: @70(@49,17i)  20230 
004D: jump_if_false INTRO2_2010
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0002: jump INTRO2_2015

:INTRO2_2010
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_2015
0A09: $132  1 
0967: $132  3000 

:INTRO2_2015
0051: return

:INTRO2_2016
00D6: if  21
04A4: @70(@49,17i)  20227 
04A4: @70(@49,17i)  20229 
004D: jump_if_false INTRO2_2026
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false INTRO2_2026
0A09: @35  0 
0968: @35 
0051: return

:INTRO2_2026
00D6: if  24
04A4: @70(@49,17i)  20211 
04A4: @70(@49,17i)  20215 
04A4: @70(@49,17i)  20202 
04A4: @70(@49,17i)  20204 
04A4: @70(@49,17i)  20206 
004D: jump_if_false INTRO2_2036
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0051: return

:INTRO2_2036
00D6: if  21
04A4: @70(@49,17i)  20209 
04A4: @70(@49,17i)  20230 
004D: jump_if_false INTRO2_2043
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0002: jump INTRO2_2048

:INTRO2_2043
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false INTRO2_2048
0A09: $132  0 
0968: $132 

:INTRO2_2048
0051: return

;-------------Mission 13---------------
; Originally: Tagging up Turf


:SWEET1_1
03A4: name_thread 'SWEET1'
0050: gosub SWEET1_42
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SWEET1_7
0050: gosub SWEET1_1835

:SWEET1_7
0050: gosub SWEET1_1864
004E: end_thread
0687: $PLAYER_ACTOR 

:SWEET1_10
0871: init_jump_table $6548 total_jumps  2  0 SWEET1_39 jumps  0 SWEET1_11  1 SWEET1_23 -1 SWEET1_39 -1 SWEET1_39 -1 SWEET1_39 -1 SWEET1_39 -1 SWEET1_39 

:SWEET1_11
05A9: s$6551 = 'SWE1_AA'  ;; 8-byte strings
05A9: s$6551(1) = 'SWE1_AB'  ;; 8-byte strings
05A9: s$6551(2) = 'SWE1_AC'  ;; 8-byte strings
05A9: s$6551(3) = 'SWE1_AD'  ;; 8-byte strings
05A9: s$6551(4) = 'SWE1_AE'  ;; 8-byte strings
04AE: unknown $6538 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_39

:SWEET1_23
05A9: s$6551 = 'SWE1_BN'  ;; 8-byte strings
05A9: s$6551(1) = 'SWE1_BO'  ;; 8-byte strings
05A9: s$6551(2) = 'SWE1_BP'  ;; 8-byte strings
05A9: s$6551(3) = 'SWE1_BQ'  ;; 8-byte strings
05A9: s$6551(4) = 'SWE1_BX'  ;; 8-byte strings
05A9: s$6551(5) = 'SWE1_BT'  ;; 8-byte strings
05A9: s$6551(6) = 'SWE1_BU'  ;; 8-byte strings
04AE: unknown $6538 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_39

:SWEET1_39
0051: return
0002: jump SWEET1_42
032B: $6537 = create_weapon_pickup  365  15 ammo  1000 at  2493.52 -1700.83  14.27

:SWEET1_42
0317: increment_mission_attempts
0004: $ON_MISSION =  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_48
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET1_53
0001: wait  0 ms
0002: jump SWEET1_48

:SWEET1_53
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET1_55
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET1_60
0001: wait  0 ms
0002: jump SWEET1_55

:SWEET1_60
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:SWEET1_62
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1_67
0001: wait  0 ms
0002: jump SWEET1_62

:SWEET1_67
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: 'IWD1'  0  10 
076C: 'IWD2'  0  10 
076C: 'IWD3A'  0  10 
076C: 'IWD3B'  0  10 
076C: 'IWD4'  0  10 
076C: 'IWD5'  0  10 
076C: 'ELS1A'  0  10 
076C: 'ELS1B'  0  10 
076C: 'ELS2'  0  10 
076C: 'ELS3A'  0  10 
076C: 'ELS3B'  0  10 
076C: 'ELS4'  0  10 
023C: load_special_actor  1 'SWEET'
023C: load_special_actor  10 'SMOKE'
0247: request_model  365
0247: request_model  492
0247: request_model  102
0247: request_model  103
038B: load_requested_models

:SWEET1_126
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  10 loaded
004D: jump_if_false SWEET1_132
0001: wait  0 ms
0002: jump SWEET1_126

:SWEET1_132
00D6: if  23
8248:   NOT   model  365 available
8248:   NOT   model  492 available
8248:   NOT   model  102 available
8248:   NOT   model  103 available
004D: jump_if_false SWEET1_140
0001: wait  0 ms
0002: jump SWEET1_132

:SWEET1_140
0004: $6547 =  0  ;; integer values
0004: $6546 =  0  ;; integer values
0004: $6549 =  0  ;; integer values
0004: $6548 =  0  ;; integer values
0050: gosub SWEET1_10
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: $131 = create_actor  24  290 at  2518.07 -1668.82  12.85
0245: set_actor $131 walk_style_to "GANG2"
0173: set_actor $131 z_angle_to  103.76
060A: unknown_create_entity  0 @72 
060B: unknown_actor_use_entity $131 @72 
0568: $131  1
01B2: give_actor $131 weapon  41 ammo  30000  ;; Load the weapon model before using this
01B9: set_actor $131 armed_weapon_to  41
0446: (unknown) $131  0 
0223: set_actor $131 health_to  500
08AF: $131  500 
039E: (unknown) $131  1 
0526: unknown_actor $131  1
09F6: $131  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  492 numberplate "GROVE4L_" 
00A5: $136 = create_car  492 at  2508.16 -1666.47  13.0
053F: set_car $136 tires_vulnerable  0
0229: set_car $136 color_to  59  34
0175: set_car $136 z_angle_to  16.0
0186: @56 = create_marker_above_car $136
07E0: @56  1 
041E: set_radio_station  3 
009A: $130 = create_actor  24  299 at  2520.1 -1669.58  13.1
0245: set_actor $130 walk_style_to "FATMAN"
0173: set_actor $130 z_angle_to  173.99
05D3: unknown_action_sequence $130  2518.509 -1676.124  13.3855  4  10000 
0703: @88 @89 @90 @91  0 
0703: @92 @93 @94 @95  0 
0703: @84 @85 @86 @87  0 
0703: @96 @97 @98 @99  0 
0702: @88 @89 @90 @91 $27 
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0395: clear_area  1 at  2518.07 -1668.82  12.85 range  40.0
041D: set_camera_near_clip  .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: unknown_action_sequence $131  2513.812 -1669.527  12.5348  4  10000 
05D3: unknown_action_sequence $PLAYER_ACTOR  2512.64 -1671.07  12.5  4  10000 
016A: fade  1 (back)  500 ms

:SWEET1_192
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1_197
0001: wait  0 ms
0002: jump SWEET1_192

:SWEET1_197
0006: @36 =  0  ;; integer values
0707: unknown_bunnyjump SWEET1_312 

:SWEET1_199
00D6: if  0
8038:   NOT   $6547 ==  1  ;; integer values
004D: jump_if_false SWEET1_219
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_218
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_218
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_217
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence $131 
05BF: unknown_action_sequence $PLAYER_ACTOR $131  8000 
05BF: unknown_action_sequence $131 $PLAYER_ACTOR  8000 

:SWEET1_217
0004: $6549 =  1  ;; integer values

:SWEET1_218
0002: jump SWEET1_199

:SWEET1_219
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_223
0639: unknown_action_sequence $PLAYER_ACTOR $131 

:SWEET1_223
0395: clear_area  1 at  2512.26 -1667.83  12.56 range  30.0
0925: (unknown)
092F:  1 
0930:  1 
0936:  2523.417 -1664.991  15.1254  2522.961 -1667.46  15.2254  13000  1 
0920:  2513.694 -1670.609  13.8556  2514.297 -1669.342  13.9372  13000  1 

:SWEET1_229
00D6: if  0
8038:   NOT   $6547 ==  2  ;; integer values
004D: jump_if_false SWEET1_245
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_244
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_244
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_243

:SWEET1_243
0004: $6549 =  1  ;; integer values

:SWEET1_244
0002: jump SWEET1_229

:SWEET1_245
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_248

:SWEET1_248
00D6: if  0
8038:   NOT   $6547 ==  3  ;; integer values
004D: jump_if_false SWEET1_265
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_264
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_264
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_263
0605: unknown_action_sequence $131 "IDLE_CHAT" "PED"  4.0  1  0  0  0  6000 

:SWEET1_263
0004: $6549 =  1  ;; integer values

:SWEET1_264
0002: jump SWEET1_248

:SWEET1_265
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_268

:SWEET1_268
00D6: if  0
8038:   NOT   $6547 ==  4  ;; integer values
004D: jump_if_false SWEET1_284
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_283
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_283
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_282

:SWEET1_282
0004: $6549 =  1  ;; integer values

:SWEET1_283
0002: jump SWEET1_268

:SWEET1_284
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_287

:SWEET1_287
00D6: if  0
8038:   NOT   $6547 ==  5  ;; integer values
004D: jump_if_false SWEET1_310
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_309
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_309
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_308
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_308
07A1:  4 
05D3: unknown_action_sequence $PLAYER_ACTOR  2510.27 -1669.803  12.4092  4  10000 
07A1:  4 
05CA: unknown_action_sequence $131 $136  20000  0 

:SWEET1_308
0004: $6549 =  1  ;; integer values

:SWEET1_309
0002: jump SWEET1_287

:SWEET1_310
0001: wait  1000 ms
0006: @36 =  1  ;; integer values

:SWEET1_312
0701: (unknown)
040D: unload_wav  1
040D: unload_wav  2
009B: destroy_actor_instantly $130
0296: unload_special_actor  10
018A: @62 = create_checkpoint_at  2089.01 -1649.08  12.8
0164: disable_marker @62
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SWEET1_338
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_338
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_338
0395: clear_area  1 at  2510.05 -1666.61  12.57 range  1.0
00A1: put_actor $131 at  2510.05 -1666.61  12.57
0173: set_actor $131 z_angle_to  53.89
0647: unknown_action_sequence $131 
0792: $131 
07A1:  4 
05CA: unknown_action_sequence $131 $136  20000  0 

:SWEET1_338
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_344
0395: clear_area  1 at  2510.05 -1666.61  12.57 range  1.0
00A1: put_actor $131 at  2510.05 -1666.61  12.57
0173: set_actor $131 z_angle_to  53.89

:SWEET1_344
0687: $PLAYER_ACTOR 
0925: (unknown)
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'SWE1_A'  7000 ms  1
0006: @45 =  0  ;; integer values
0004: $127 =  0  ;; integer values
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_358
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_358
00D6: if  22
81AF:   NOT   car $136 $127 near_point  2089.01 -1649.08  12.54 radius  4.0  4.0  4.0
8448:   NOT   actor $PLAYER_ACTOR in_car $136
89D0:   NOT $136 
004D: jump_if_false SWEET1_424
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SWEET1_368
0002: jump SWEET1_1845

:SWEET1_368
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_373
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_373
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_378
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_378
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_384
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835
0002: jump SWEET1_408

:SWEET1_384
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET1_397
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SWEET1_396
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
0004: $127 =  1  ;; integer values
0006: @34 =  1  ;; integer values

:SWEET1_396
0002: jump SWEET1_408

:SWEET1_397
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SWEET1_408
0164: disable_marker @56
0164: disable_marker @62
0186: @56 = create_marker_above_car $136
07E0: @56  1 
0050: gosub SWEET1_1904
00BC: text_highpriority 'SWE1_S'  5000 ms  1
0004: $127 =  0  ;; integer values
0006: @34 =  0  ;; integer values

:SWEET1_408
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_413
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_413
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_418
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_418
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_423
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_423
0002: jump SWEET1_358

:SWEET1_424
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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:  2100.84 -1648.71  12.42 @78 @79 @80 
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_437
0615: @66 
05CD: unknown_action_sequence -1 $136 
05D3: unknown_action_sequence -1  2100.48 -1649.14  12.47  4  20000 
0668: unknown_action_sequence -1 @78 @79 @80  15000 
0616: @66 

:SWEET1_437
0703: @88 @89 @90 @91  0 
0703: @96 @97 @98 @99  0 
0702: @88 @89 @90 @91 $27 
02E2: set_actor $131 weapon_accuracy_to  90
07DD: $131  100 
0006: @69 =  0  ;; integer values
02A3: toggle_widescreen  1 (on)
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_451
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_451
05CD: unknown_action_sequence $131 $136 

:SWEET1_451
0001: wait  600 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_456
05CD: unknown_action_sequence $PLAYER_ACTOR $136 

:SWEET1_456
0001: wait  500 ms
016A: fade  0 ()  1000 ms

:SWEET1_458
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1_463
0001: wait  0 ms
0002: jump SWEET1_458

:SWEET1_463
00D6: if  0
84EE:   NOT   animation "GRAFFITI" loaded
004D: jump_if_false SWEET1_468
0001: wait  0 ms
0002: jump SWEET1_463

:SWEET1_468
03CF: load_wav  37444 as  1
03CF: load_wav  37416 as  2
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1_475
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2094.7 -1652.05  12.65
0002: jump SWEET1_476

:SWEET1_475
00A1: put_actor $PLAYER_ACTOR at  2094.7 -1652.05  12.65

:SWEET1_476
0173: set_actor $PLAYER_ACTOR z_angle_to  302.0
0687: $PLAYER_ACTOR 
05D3: unknown_action_sequence $PLAYER_ACTOR  2099.12 -1651.26  12.63  4  20000 
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_492
00D6: if  0
00DF:   actor $131 driving
004D: jump_if_false SWEET1_487
0362: remove_actor $131 from_car_and_place_at  2095.8 -1649.86  12.7
0002: jump SWEET1_488

:SWEET1_487
00A1: put_actor $131 at  2095.8 -1649.86  12.7

:SWEET1_488
0173: set_actor $131 z_angle_to  277.0
0687: $131 
0618: $131 @66 
061B: @66 

:SWEET1_492
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 (back)  500 ms
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_502
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $131  4500 

:SWEET1_502
0006: @36 =  0  ;; integer values
0707: unknown_bunnyjump SWEET1_709 
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_507
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET1_522
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_516
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_516
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_521
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_521
0002: jump SWEET1_507

:SWEET1_522
03D1: play_wav  2
00BC: text_highpriority 'SWE1_AR'  10000 ms  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_528
0967: $131  3000 

:SWEET1_528
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET1_543
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_537
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_537
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_542
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_542
0002: jump SWEET1_528

:SWEET1_543
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_548
0968: $131 

:SWEET1_548
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_552
0646: $131 @64 

:SWEET1_552
00D6: if  0
8039:   NOT   @64 ==  2  ;; integer values
004D: jump_if_false SWEET1_573
0001: wait  0 ms
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_561
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_561
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_566
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_566
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_571
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_571
0646: $131 @64 
0002: jump SWEET1_552

:SWEET1_573
0925: (unknown)
092F:  1 
0930:  1 
0936:  2097.269 -1648.215  14.4973  2098.319 -1650.517  14.3662  10000  1 
0920:  2101.626 -1649.577  13.7631  2101.89 -1647.925  13.7316  10000  1 
0512: permanent_text_box 'SWE1_D'
0006: @58 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET1_581
00D6: if  0
8038:   NOT   $27 ==  100  ;; integer values
004D: jump_if_false SWEET1_613
0001: wait  0 ms
0702: @96 @97 @98 @99 $27 
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_591
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_591
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_596
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_596
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_601
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_601
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false SWEET1_612
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET1_611
03E5: text_box 'SWE1_F'
0006: @32 =  0  ;; integer values
0006: @58 =  2  ;; integer values
0002: jump SWEET1_612

:SWEET1_611
0512: permanent_text_box 'SWE1_D'

:SWEET1_612
0002: jump SWEET1_581

:SWEET1_613
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_620
0173: set_actor $131 z_angle_to  280.0
0605: unknown_action_sequence $131 "GRAFFITI_CHKOUT" "GRAFFITI"  4.0  0  0  0  0 -1 
062E: $131  1541 @77 

:SWEET1_620
00D6: if  0
84A4:   NOT @77  7 
004D: jump_if_false SWEET1_652
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_629
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_629
062E: $131  1541 @77 
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_635
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_635
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_640
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_640
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false SWEET1_651
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET1_650
03E5: text_box 'SWE1_F'
0006: @32 =  0  ;; integer values
0006: @58 =  2  ;; integer values
0002: jump SWEET1_651

:SWEET1_650
0512: permanent_text_box 'SWE1_D'

:SWEET1_651
0002: jump SWEET1_620

:SWEET1_652
0925: (unknown)
03E6: remove_text_box
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_658
05D3: unknown_action_sequence $131  2099.1 -1650.02  12.57  4  20000 

:SWEET1_658
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_665
0647: unknown_action_sequence $131 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $131  4500 
05BF: unknown_action_sequence $131 $PLAYER_ACTOR  4500 

:SWEET1_665
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET1_680
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_674
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_674
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_679
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_679
0002: jump SWEET1_665

:SWEET1_680
03D1: play_wav  1
00BC: text_highpriority 'SWE1_CA'  10000 ms  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_686
0967: $131  3000 

:SWEET1_686
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET1_701
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_695
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_695
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_700
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_700
0002: jump SWEET1_686

:SWEET1_701
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_705
0968: $131 

:SWEET1_705
00BE: text_clear_all
05D3: unknown_action_sequence $PLAYER_ACTOR  2097.56 -1651.36  12.71  4  20000 
0001: wait  500 ms
0006: @36 =  1  ;; integer values

:SWEET1_709
0701: (unknown)
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
03CF: load_wav  37445 as  2
0925: (unknown)
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SWEET1_743
016A: fade  0 ()  500 ms

:SWEET1_719
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1_724
0001: wait  0 ms
0002: jump SWEET1_719

:SWEET1_724
0703: @96 @97 @98 @99  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  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_733
0792: $131 
00A1: put_actor $131 at  2099.1 -1650.02  12.57
0173: set_actor $131 z_angle_to  99.0

:SWEET1_733
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  700 ms

:SWEET1_738
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1_743
0001: wait  0 ms
0002: jump SWEET1_738

:SWEET1_743
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_750
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_750
05CA: unknown_action_sequence $131 $136  15000  0 

:SWEET1_750
0164: disable_marker @56
0164: disable_marker @62
0647: unknown_action_sequence $PLAYER_ACTOR 
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_767
020A: set_car $136 door_status_to  3

:SWEET1_767
0006: @69 =  1  ;; integer values
0702: @88 @89 @90 @91 $27 
0703: @88 @89 @90 @91  0 
0006: @65 =  0  ;; integer values

:SWEET1_771
00D6: if  0
8038:   NOT   $27 ==  100  ;; integer values
004D: jump_if_false SWEET1_842
0001: wait  0 ms
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false SWEET1_785
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false SWEET1_784
03D1: play_wav  2
00BC: text_highpriority 'SWE1_CB'  2500 ms  1
0006: @65 =  1  ;; integer values

:SWEET1_784
0002: jump SWEET1_793

:SWEET1_785
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false SWEET1_793
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false SWEET1_793
00BC: text_highpriority 'SWE1_X'  6000 ms  1
0006: @65 =  2  ;; integer values

:SWEET1_793
0702: @88 @89 @90 @91 $27 
0702:  2068.876 -1654.589  2063.544 -1650.013 @59 
0702:  2044.836 -1633.986  2047.145 -1638.956 @60 
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_801
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_801
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_806
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_806
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_811
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_811
00D6: if  21
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2043.68 -1635.73 radius  4.0  4.0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2067.99 -1652.61 radius  4.0  4.0
004D: jump_if_false SWEET1_833
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false SWEET1_824
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SWEET1_824
03E5: text_box 'SWE1_D'
0006: @32 =  0  ;; integer values
0006: @58 =  1  ;; integer values

:SWEET1_824
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false SWEET1_833
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET1_833
03E5: text_box 'SWE1_F'
0006: @32 =  0  ;; integer values
0006: @58 =  2  ;; integer values

:SWEET1_833
00D6: if  0
0039:   @59 ==  100  ;; integer values
004D: jump_if_false SWEET1_837
0164: disable_marker @42

:SWEET1_837
00D6: if  0
0039:   @60 ==  100  ;; integer values
004D: jump_if_false SWEET1_841
0164: disable_marker @43

:SWEET1_841
0002: jump SWEET1_771

:SWEET1_842
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_850
0164: disable_marker @42
0164: disable_marker @43
0186: @56 = create_marker_above_car $136
07E0: @56  1 
020A: set_car $136 door_status_to  1

:SWEET1_850
00BC: text_highpriority 'SWE1_S'  6000 ms  1
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_856
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_856
03CF: load_wav  37417 as  1

:SWEET1_857
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET1_882
0001: wait  0 ms
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_866
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_866
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_871
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_871
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_876
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_876
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_881
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_881
0002: jump SWEET1_857

:SWEET1_882
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_888
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET1_908
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_897
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_897
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_902
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_902
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_907
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_907
0002: jump SWEET1_888

:SWEET1_908
03D1: play_wav  1
00BC: text_highpriority 'SWE1_AS'  3000 ms  1

:SWEET1_910
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET1_930
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_919
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_919
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_924
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_924
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_929
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_929
0002: jump SWEET1_910

:SWEET1_930
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_935
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_935
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_940
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_940
0006: @32 =  0  ;; integer values

:SWEET1_941
00D6: if  22
81AF:   NOT   car $136 $127 near_point  2338.74 -1500.31  22.83 radius  4.0  4.0  4.0
8448:   NOT   actor $PLAYER_ACTOR in_car $136
89D0:   NOT $136 
004D: jump_if_false SWEET1_1021
0001: wait  0 ms
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false SWEET1_955
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SWEET1_955
03E5: text_box 'SWE1_Z1'
0006: @39 =  1  ;; integer values

:SWEET1_955
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_960
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_960
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_965
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_965
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_971
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835
0002: jump SWEET1_997

:SWEET1_971
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET1_984
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SWEET1_983
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
0006: @34 =  1  ;; integer values
0004: $127 =  1  ;; integer values

:SWEET1_983
0002: jump SWEET1_997

:SWEET1_984
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SWEET1_997
0164: disable_marker @56
0164: disable_marker @41
0186: @56 = create_marker_above_car $136
07E0: @56  1 
0050: gosub SWEET1_1904
00BC: text_highpriority 'SWE1_S'  6000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0004: $127 =  0  ;; integer values
0006: @34 =  0  ;; integer values

:SWEET1_997
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false SWEET1_1005
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET1_1005
00BC: text_highpriority 'HOOD3_B'  5000 ms  1
0006: @58 =  1  ;; integer values

:SWEET1_1005
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1010
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1010
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_1015
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1015
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1020
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1020
0002: jump SWEET1_941

:SWEET1_1021
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 (on)
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 (frozen)
0001: wait  100 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1040
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET1_1040
05CD: unknown_action_sequence $PLAYER_ACTOR $136 

:SWEET1_1040
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET1_1055
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1049
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1049
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1054
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1054
0002: jump SWEET1_1040

:SWEET1_1055
03D1: play_wav  1
00BC: text_highpriority 'SWE1_AV'  10000 ms  1

:SWEET1_1057
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET1_1072
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1066
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1066
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1071
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1071
0002: jump SWEET1_1057

:SWEET1_1072
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET1_1083
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1082
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1082

:SWEET1_1082
0002: jump SWEET1_1072

:SWEET1_1083
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1091
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1091
020A: set_car $136 door_status_to  3
05D2: unknown_action_sequence $131 $136  20.0  2 

:SWEET1_1091
0006: @58 =  0  ;; integer values
0006: @39 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0703: @92 @93 @94 @95  0 
0702: @92 @93 @94 @95 $27 
0001: wait  1000 ms
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut

:SWEET1_1101
00D6: if  0
8038:   NOT   $27 ==  100  ;; integer values
004D: jump_if_false SWEET1_1285
0001: wait  0 ms
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false SWEET1_1115
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false SWEET1_1115
00BC: text_highpriority 'SWE1_M'  6000 ms  1
03CF: load_wav  37423 as  1
03CF: load_wav  37427 as  2
0006: @58 =  1  ;; integer values

:SWEET1_1115
0702: @92 @93 @94 @95 $27 
0702:  2396.21 -1469.8  2387.95 -1463.55 @59 
0702:  2353.22 -1506.54  2354.88 -1511.58 @60 
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false SWEET1_1140
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2395.61 -1470.52 radius  50.0  50.0
004D: jump_if_false SWEET1_1139
009A: @54 = create_actor  24  102 at  2400.45 -1470.39  22.97
0173: set_actor @54 z_angle_to  82.4
009A: @55 = create_actor  24  103 at  2396.48 -1469.9  22.99
0173: set_actor @55 z_angle_to  262.64
0677: unknown_action_sequence @55 @54  0  1 
0677: unknown_action_sequence @54 @55  1  1 
0615: @47 
06A8: unknown_action_sequence -1 $PLAYER_ACTOR -1  .5  90.0 
0643: @47  1 
0616: @47 
0615: @37 
06A8: unknown_action_sequence -1 $PLAYER_ACTOR -1  .5  270.0 
0643: @37  1 
0616: @37 
0006: @61 =  1  ;; integer values

:SWEET1_1139
0002: jump SWEET1_1236

:SWEET1_1140
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false SWEET1_1165
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2395.61 -1470.52 radius  20.0  17.0
004D: jump_if_false SWEET1_1165
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1_1164
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false SWEET1_1164
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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'
0001: wait  500 ms
0707: unknown_bunnyjump SWEET1_1160 
0001: wait  6500 ms

:SWEET1_1160
0701: (unknown)
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut

:SWEET1_1164
0006: @46 =  1  ;; integer values

:SWEET1_1165
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false SWEET1_1200
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false SWEET1_1176
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET1_1176
03E5: text_box 'SWE1_I'
0006: @39 =  1  ;; integer values

:SWEET1_1176
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2395.61 -1470.52 radius  5.0  5.0
004D: jump_if_false SWEET1_1200
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1_1186
0A09: @54  1 
05BA: unknown_action_sequence @54  0 
0618: @54 @47 
061B: @47 

:SWEET1_1186
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false SWEET1_1199
0A09: @55  1 
05BA: unknown_action_sequence @55  0 
0618: @55 @37 
061B: @37 
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SWEET1_1198
03D1: play_wav  1
00BC: text_highpriority 'SWE1_BA'  2000 ms  1

:SWEET1_1198
0006: @32 =  0  ;; integer values

:SWEET1_1199
0006: @46 =  2  ;; integer values

:SWEET1_1200
00D6: if  0
0039:   @46 ==  2  ;; integer values
004D: jump_if_false SWEET1_1221
00D6: if  21
0039:   @59 ==  100  ;; integer values
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET1_1221
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1_1211
05E2: unknown_action_sequence @54 $PLAYER_ACTOR 

:SWEET1_1211
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false SWEET1_1220
05E2: unknown_action_sequence @55 $PLAYER_ACTOR 
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false SWEET1_1220
03D1: play_wav  2
00BC: text_highpriority 'SWE1_BE'  2000 ms  1

:SWEET1_1220
0006: @46 =  3  ;; integer values

:SWEET1_1221
00D6: if  0
0039:   @46 ==  3  ;; integer values
004D: jump_if_false SWEET1_1236
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false SWEET1_1236
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1_1231
0A09: @54  0 

:SWEET1_1231
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false SWEET1_1235
0A09: @55  0 

:SWEET1_1235
0006: @46 =  4  ;; integer values

:SWEET1_1236
00D6: if  0
0039:   @59 ==  100  ;; integer values
004D: jump_if_false SWEET1_1240
0164: disable_marker @43

:SWEET1_1240
00D6: if  0
0039:   @60 ==  100  ;; integer values
004D: jump_if_false SWEET1_1244
0164: disable_marker @44

:SWEET1_1244
00D6: if  1
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2353.3 -1508.18 radius  3.0  3.0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET1_1251
03E5: text_box 'SWE1_G'
0006: @32 =  0  ;; integer values
0006: @35 =  1  ;; integer values

:SWEET1_1251
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1256
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1256
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1261
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1261
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_1266
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1266
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET1_1284
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1284
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1284
00D6: if  1
8205:   NOT   actor $PLAYER_ACTOR near_car $136 radius  30.0  30.0  10.0 unknown  0
82CA:   NOT   car $136 bounding_sphere_visible
004D: jump_if_false SWEET1_1284
0687: $131 
00AB: put_car $136 at  2487.172 -1666.301 -100.3438
0574: $136  1
0575: $131  1 
0006: @38 =  1  ;; integer values

:SWEET1_1284
0002: jump SWEET1_1101

:SWEET1_1285
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
0703: @84 @85 @86 @87  0 
0702: @84 @85 @86 @87 $27 
07C0:  207 

:SWEET1_1293
00D6: if  0
8038:   NOT   $27 ==  100  ;; integer values
004D: jump_if_false SWEET1_1384
0001: wait  0 ms
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false SWEET1_1305
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false SWEET1_1305
00BC: text_highpriority 'SWE1_M'  6000 ms  1
0006: @58 =  1  ;; integer values

:SWEET1_1305
0702: @84 @85 @86 @87 $27 
00D6: if  0
0038:   $27 ==  100  ;; integer values
004D: jump_if_false SWEET1_1310
0164: disable_marker @42

:SWEET1_1310
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false SWEET1_1322
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot  2374.0 -1534.1  23.0 radius  1.4  1.4  2.0
004D: jump_if_false SWEET1_1322
03E5: text_box 'JUMPH1'
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_1322
00D6: if  1
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2352.3 -1552.1 radius  3.0  3.0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false SWEET1_1328
03E5: text_box 'JUMPH1'
0006: @49 =  1  ;; integer values

:SWEET1_1328
00D6: if  1
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2420.7 -1572.1 radius  3.0  3.0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false SWEET1_1334
03E5: text_box 'JUMPH1'
0006: @49 =  1  ;; integer values

:SWEET1_1334
00D6: if  1
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2373.5 -1547.2 radius  3.0  3.0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false SWEET1_1340
03E5: text_box 'RADAR5'
0006: @50 =  1  ;; integer values

:SWEET1_1340
00D6: if  1
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2378.755 -1555.89 radius  3.0  3.0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false SWEET1_1350
03E5: text_box 'JUMPH2'
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_1350
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_1355
00BC: text_highpriority 'SWE1SPF'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1355
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1360
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1360
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1365
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1365
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET1_1383
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1383
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1383
00D6: if  21
8205:   NOT   actor $PLAYER_ACTOR near_car $136 radius  100.0  100.0  10.0 unknown  0
82CA:   NOT   car $136 bounding_sphere_visible
004D: jump_if_false SWEET1_1383
0687: $131 
00AB: put_car $136 at  2487.172 -1666.301 -100.3438
0574: $136  1
0575: $131  1 
0006: @38 =  1  ;; integer values

:SWEET1_1383
0002: jump SWEET1_1293

:SWEET1_1384
0164: disable_marker @42
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1410
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1410
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false SWEET1_1396
0574: $136  0
0575: $131  0 

:SWEET1_1396
00AB: put_car $136 at  2337.86 -1467.21  22.82
0175: set_car $136 z_angle_to  180.0
0001: wait  100 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1410
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1410
0792: $131 
072A: $131 $136 
054A: unknown_actor $131 flag  0
0164: disable_marker @41
020A: set_car $136 door_status_to  1

:SWEET1_1410
00D6: if  0
87C1:   NOT  207 
004D: jump_if_false SWEET1_1426
0001: wait  0 ms
07C0:  207 
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1420
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1420
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1425
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1425
0002: jump SWEET1_1410

:SWEET1_1426
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1445
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1445
00D6: if  0
07C1:  207 
004D: jump_if_false SWEET1_1445
0792: $131 
0001: wait  0 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1444
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1444
072A: $131 $136 

:SWEET1_1444
05EB: $136  207 

:SWEET1_1445
0001: wait  2000 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1452
0164: disable_marker @56
0186: @56 = create_marker_above_car $136
07E0: @56  1 

:SWEET1_1452
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
0395: clear_area  1 at  2378.322 -1526.153  23.869 range  50.0
016A: fade  0 ()  300 ms

:SWEET1_1456
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1_1461
0001: wait  0 ms
0002: jump SWEET1_1456

:SWEET1_1461
0A0B:  2385.444 -1529.335  24.0351  82.7482 
02A3: toggle_widescreen  1 (on)
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 (back)  300 ms
0006: @32 =  0  ;; integer values
03CF: load_wav  37430 as  1

:SWEET1_1468
00D6: if  0
8019:   NOT   @32 >  3500  ;; integer values
004D: jump_if_false SWEET1_1483
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1477
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1477
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1482
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1482
0002: jump SWEET1_1468

:SWEET1_1483
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  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1489
09F7: $136  1147 

:SWEET1_1489
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET1_1504
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1498
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1498
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1503
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1503
0002: jump SWEET1_1489

:SWEET1_1504
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1508
09F7: $136  1147 

:SWEET1_1508
03D1: play_wav  1
00BC: text_highpriority 'SWE1_BH'  10000 ms  1

:SWEET1_1510
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET1_1525
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1519
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1519
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1524
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1524
0002: jump SWEET1_1510

:SWEET1_1525
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1533
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1533
0792: $131 
0430: $131 $136  0 

:SWEET1_1533
0925: (unknown)
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1_1539
0687: @54 
05DE: unknown_action_sequence @54 

:SWEET1_1539
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false SWEET1_1544
0687: @55 
05DE: unknown_action_sequence @55 

:SWEET1_1544
0004: $127 =  0  ;; integer values
0006: @34 =  0  ;; integer values
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'SWE1_S'  6000 ms  1
0164: disable_marker @56
0164: disable_marker @41
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1557
0186: @56 = create_marker_above_car $136
07E0: @56  1 

:SWEET1_1557
03CF: load_wav  38607 as  1

:SWEET1_1558
00D6: if  22
81AF:   NOT   car $136 $127 near_point  2504.735 -1672.45  12.3848 radius  4.0  4.0  4.0
8448:   NOT   actor $PLAYER_ACTOR in_car $136
89D0:   NOT $136 
004D: jump_if_false SWEET1_1625
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1569
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1569
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1575
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835
0002: jump SWEET1_1614

:SWEET1_1575
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET1_1601
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false SWEET1_1588
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SWEET1_1588
03D1: play_wav  1
00BC: text_highpriority 'SWEX_AH'  3000 ms  1
0006: @32 =  0  ;; integer values
0006: @40 =  1  ;; integer values

:SWEET1_1588
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SWEET1_1600
0164: disable_marker @41
0164: disable_marker @56
018A: @41 = create_checkpoint_at  2504.735 -1672.45  12.3848
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET1_1599
00BC: text_highpriority 'SWE1_B'  6000 ms  1
0006: @34 =  1  ;; integer values

:SWEET1_1599
0004: $127 =  1  ;; integer values

:SWEET1_1600
0002: jump SWEET1_1614

:SWEET1_1601
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SWEET1_1614
0164: disable_marker @56
0164: disable_marker @41
0186: @56 = create_marker_above_car $136
07E0: @56  1 
0050: gosub SWEET1_1904
00BC: text_highpriority 'SWE1_S'  6000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0004: $127 =  0  ;; integer values
0006: @34 =  0  ;; integer values

:SWEET1_1614
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1619
00BC: text_highpriority 'SWE1_P'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1619
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1624
00BC: text_highpriority 'SWE1_Q'  10000 ms  1
0002: jump SWEET1_1835

:SWEET1_1624
0002: jump SWEET1_1558

:SWEET1_1625
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:SWEET1_1628
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1_1633
0001: wait  0 ms
0002: jump SWEET1_1628

:SWEET1_1633
04ED: load_animation "GANGS"

:SWEET1_1634
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SWEET1_1639
0001: wait  0 ms
0002: jump SWEET1_1634

:SWEET1_1639
041D: set_camera_near_clip  .2 
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1644
06AB: $131  1 

:SWEET1_1644
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
06AB: $PLAYER_ACTOR  1 
0555: remove_weapon  41 from_actor $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1652
0968: $131 
0968: $PLAYER_ACTOR 

:SWEET1_1652
0004: $6547 =  0  ;; integer values
0004: $6546 =  0  ;; integer values
0004: $6549 =  0  ;; integer values
0004: $6548 =  1  ;; integer values
0050: gosub SWEET1_10
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:  1 
0930:  1 
0936:  2510.153 -1673.551  14.2267  2509.997 -1671.866  13.9831  18000  1 
0920:  2510.967 -1672.995  14.0633  2510.885 -1672.317  13.896  18000  1 
01C3: remove_references_to_car $136  ;; Like turning a car into any random car
0395: clear_area  1 at  2511.352 -1672.14  12.4588 range  1.0
0792: $PLAYER_ACTOR 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1_1672
00A1: put_actor $PLAYER_ACTOR at  2511.352 -1672.14  12.4588
0002: jump SWEET1_1673

:SWEET1_1672
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2511.352 -1672.14  12.4588

:SWEET1_1673
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1686
0792: $131 
00D6: if  0
80DF:   NOT   actor $131 driving
004D: jump_if_false SWEET1_1684
00A1: put_actor $131 at  2511.352 -1673.14  12.4588
0002: jump SWEET1_1685

:SWEET1_1684
0362: remove_actor $131 from_car_and_place_at  2511.352 -1673.14  12.4588

:SWEET1_1685
0173: set_actor $131 z_angle_to  0.0

:SWEET1_1686
016A: fade  1 (back)  1000 ms
0001: wait  700 ms
0007: @100 =  0.0  ;; floating-point values
0004: $6549 =  0  ;; integer values

:SWEET1_1690
00D6: if  0
8038:   NOT   $6547 ==  1  ;; integer values
004D: jump_if_false SWEET1_1708
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_1707
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_1707
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1706
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $131  20000 

:SWEET1_1706
0004: $6549 =  1  ;; integer values

:SWEET1_1707
0002: jump SWEET1_1690

:SWEET1_1708
0004: $6549 =  0  ;; integer values

:SWEET1_1709
00D6: if  0
8038:   NOT   $6547 ==  2  ;; integer values
004D: jump_if_false SWEET1_1725
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_1724
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_1724
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1723

:SWEET1_1723
0004: $6549 =  1  ;; integer values

:SWEET1_1724
0002: jump SWEET1_1709

:SWEET1_1725
0004: $6549 =  0  ;; integer values

:SWEET1_1726
00D6: if  0
8038:   NOT   $6547 ==  3  ;; integer values
004D: jump_if_false SWEET1_1742
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_1741
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_1741
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1740

:SWEET1_1740
0004: $6549 =  1  ;; integer values

:SWEET1_1741
0002: jump SWEET1_1726

:SWEET1_1742
0004: $6549 =  0  ;; integer values

:SWEET1_1743
00D6: if  0
8038:   NOT   $6547 ==  4  ;; integer values
004D: jump_if_false SWEET1_1760
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_1759
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_1759
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1758
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0  6000 

:SWEET1_1758
0004: $6549 =  1  ;; integer values

:SWEET1_1759
0002: jump SWEET1_1743

:SWEET1_1760
0004: $6549 =  0  ;; integer values

:SWEET1_1761
00D6: if  0
8038:   NOT   $6547 ==  5  ;; integer values
004D: jump_if_false SWEET1_1777
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_1776
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_1776
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1775

:SWEET1_1775
0004: $6549 =  1  ;; integer values

:SWEET1_1776
0002: jump SWEET1_1761

:SWEET1_1777
0004: $6549 =  0  ;; integer values

:SWEET1_1778
00D6: if  0
8038:   NOT   $6547 ==  6  ;; integer values
004D: jump_if_false SWEET1_1799
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_1798
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_1798
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1797
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1797
0605: unknown_action_sequence $131 "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence $PLAYER_ACTOR "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 

:SWEET1_1797
0004: $6549 =  1  ;; integer values

:SWEET1_1798
0002: jump SWEET1_1778

:SWEET1_1799
062E: $PLAYER_ACTOR  1541 @77 

:SWEET1_1800
00D6: if  0
84A4:   NOT @77  7 
004D: jump_if_false SWEET1_1806
0001: wait  0 ms
062E: $PLAYER_ACTOR  1541 @77 
0002: jump SWEET1_1800

:SWEET1_1806
0004: $6549 =  0  ;; integer values

:SWEET1_1807
00D6: if  0
8038:   NOT   $6547 ==  7  ;; integer values
004D: jump_if_false SWEET1_1826
0001: wait  0 ms
0050: gosub SWEET1_1981
00D6: if  0
0038:   $6549 ==  0  ;; integer values
004D: jump_if_false SWEET1_1825
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_1825
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_1824
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $131  2000 
05D3: unknown_action_sequence $131  2517.397 -1677.352  13.2548  4  20000 

:SWEET1_1824
0004: $6549 =  1  ;; integer values

:SWEET1_1825
0002: jump SWEET1_1807

:SWEET1_1826
0001: wait  1500 ms
0647: unknown_action_sequence $PLAYER_ACTOR 
06AB: $PLAYER_ACTOR  0 
0925: (unknown)
009B: destroy_actor_instantly $131
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0002: jump SWEET1_1845

:SWEET1_1835
00BA: text_styled 'M_FAIL'  5000 ms  1
0703: @88 @89 @90 @91  0 
0703: @92 @93 @94 @95  0 
0703: @84 @85 @86 @87  0 
0703: @96 @97 @98 @99  0 
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_1844
0555: remove_weapon  41 from_actor $PLAYER_ACTOR 

:SWEET1_1844
0051: return

:SWEET1_1845
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_1852
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_1853

:SWEET1_1852
01B2: give_actor $PLAYER_ACTOR weapon  41 ammo  1000  ;; Load the weapon model before using this

:SWEET1_1853
0004: $1903 =  1  ;; integer values
0215: destroy_pickup $6537
032B: $6537 = create_weapon_pickup  365  15 ammo  1000 at  2492.505 -1700.824  1017.8
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'SWEET_1'
01E3: text_1number_styled 'M_PASSS'  200  5000 ms  1
0998: add_respect  3 
0109: player $PLAYER_CHAR money +=  200
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:SWEET1_1864
0249: release_model  365
0249: release_model  492
0249: release_model  102
0249: release_model  103
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 $131  ;; Like turning an actor into a random pedestrian
01BD: $184 = 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 $131  ;; The actor fades away like a ghost
0873:  207 
0296: unload_special_actor  1
0296: unload_special_actor  10
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET1_1889
053F: set_car $136 tires_vulnerable  1

:SWEET1_1889
076C: 'IWD1'  0  30 
076C: 'IWD2'  0  30 
076C: 'IWD3A'  0  30 
076C: 'IWD3B'  0  30 
076C: 'IWD4'  0  30 
076C: 'IWD5'  0  30 
076C: 'ELS1A'  0  30 
076C: 'ELS1B'  0  30 
076C: 'ELS2'  0  30 
076C: 'ELS3A'  0  30 
076C: 'ELS3B'  0  30 
076C: 'ELS4'  0  30 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:SWEET1_1904
040D: unload_wav  2
00D6: if  0
0038:   $6550 ==  0  ;; integer values
004D: jump_if_false SWEET1_1909
03CF: load_wav  37434 as  2

:SWEET1_1909
00D6: if  0
0038:   $6550 ==  1  ;; integer values
004D: jump_if_false SWEET1_1913
03CF: load_wav  38644 as  2

:SWEET1_1913
00D6: if  0
0038:   $6550 ==  2  ;; integer values
004D: jump_if_false SWEET1_1917
03CF: load_wav  38641 as  2

:SWEET1_1917
00D6: if  0
0038:   $6550 ==  3  ;; integer values
004D: jump_if_false SWEET1_1921
03CF: load_wav  37429 as  2

:SWEET1_1921
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:SWEET1_1924
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET1_1941
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1932
0051: return

:SWEET1_1932
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_1936
0051: return

:SWEET1_1936
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1940
0051: return

:SWEET1_1940
0002: jump SWEET1_1924

:SWEET1_1941
03D1: play_wav  2
00D6: if  0
0038:   $6550 ==  0  ;; integer values
004D: jump_if_false SWEET1_1946
00BC: text_highpriority 'SWE1_BM'  3000 ms  1

:SWEET1_1946
00D6: if  0
0038:   $6550 ==  1  ;; integer values
004D: jump_if_false SWEET1_1950
00BC: text_highpriority 'SWEX_BS'  3000 ms  1

:SWEET1_1950
00D6: if  0
0038:   $6550 ==  2  ;; integer values
004D: jump_if_false SWEET1_1954
00BC: text_highpriority 'SWEX_BP'  3000 ms  1

:SWEET1_1954
00D6: if  0
0038:   $6550 ==  3  ;; integer values
004D: jump_if_false SWEET1_1958
00BC: text_highpriority 'SWE1_BG'  3000 ms  1

:SWEET1_1958
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET1_1975
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET1_1966
0051: return

:SWEET1_1966
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  41 
004D: jump_if_false SWEET1_1970
0051: return

:SWEET1_1970
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET1_1974
0051: return

:SWEET1_1974
0002: jump SWEET1_1958

:SWEET1_1975
0008: $6550 +=  1  ;; integer values
00D6: if  0
0018:   $6550 >  3  ;; integer values
004D: jump_if_false SWEET1_1980
0004: $6550 =  0  ;; integer values

:SWEET1_1980
0051: return

:SWEET1_1981
00D6: if  21
0038:   $6546 ==  0  ;; integer values
0038:   $6546 ==  1  ;; integer values
004D: jump_if_false SWEET1_1992
00D6: if  0
002F:   @48 >= $6547  ;; integer values
004D: jump_if_false SWEET1_1992
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false SWEET1_1992
0050: gosub SWEET1_2005

:SWEET1_1992
00D6: if  0
0038:   $6546 ==  2  ;; integer values
004D: jump_if_false SWEET1_2004
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SWEET1_2004
0050: gosub SWEET1_2037
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_2004
0051: return

:SWEET1_2005
00D6: if  0
0038:   $6546 ==  0  ;; integer values
004D: jump_if_false SWEET1_2010
03CF: load_wav $6538($6547,8i) as  1
0004: $6546 =  1  ;; integer values

:SWEET1_2010
00D6: if  0
0038:   $6546 ==  1  ;; integer values
004D: jump_if_false SWEET1_2020
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SWEET1_2020
00BC: text_highpriority $6551($6547,8s)  4000 ms  1
03D1: play_wav  1
0050: gosub SWEET1_2021
0004: $6546 =  2  ;; integer values

:SWEET1_2020
0051: return

:SWEET1_2021
00D6: if  24
04A3:   unknown $6538($6547,8i) ==  37401
04A3:   unknown $6538($6547,8i) ==  37404
04A3:   unknown $6538($6547,8i) ==  37436
04A3:   unknown $6538($6547,8i) ==  37438
04A3:   unknown $6538($6547,8i) ==  37443
004D: jump_if_false SWEET1_2031
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  2000 
0002: jump SWEET1_2036

:SWEET1_2031
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_2036
0A09: $131  1 
0967: $131  2000 

:SWEET1_2036
0051: return

:SWEET1_2037
00D6: if  24
04A3:   unknown $6538($6547,8i) ==  37401
04A3:   unknown $6538($6547,8i) ==  37404
04A3:   unknown $6538($6547,8i) ==  37436
04A3:   unknown $6538($6547,8i) ==  37438
04A3:   unknown $6538($6547,8i) ==  37443
004D: jump_if_false SWEET1_2047
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0002: jump SWEET1_2052

:SWEET1_2047
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET1_2052
0A09: $131  0 
0968: $131 

:SWEET1_2052
0051: return

;-------------Mission 14---------------
; Originally: Cleaning the Hood


:SWEET1B_1
03A4: name_thread 'SWEET1B'
0050: gosub SWEET1B_94
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SWEET1B_7
0050: gosub SWEET1B_1850

:SWEET1B_7
0050: gosub SWEET1B_1913
004E: end_thread

:SWEET1B_9
0871: init_jump_table @87 total_jumps  8  0 SWEET1B_93 jumps  0 SWEET1B_11  1 SWEET1B_29  2 SWEET1B_45  3 SWEET1B_51  4 SWEET1B_65  5 SWEET1B_71  6 SWEET1B_77 
0872: jump_table_jumps  7 SWEET1B_83 -1 SWEET1B_93 -1 SWEET1B_93 -1 SWEET1B_93 -1 SWEET1B_93 -1 SWEET1B_93 -1 SWEET1B_93 -1 SWEET1B_93 -1 SWEET1B_93 

:SWEET1B_11
05A9: s$6567 = 'SWE1_ZF'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_YA'  ;; 8-byte strings
05A9: s$6567(2) = 'SWE1_YB'  ;; 8-byte strings
05A9: s$6567(3) = 'SWE1_YC'  ;; 8-byte strings
05A9: s$6567(4) = 'SWE1_YD'  ;; 8-byte strings
05A9: s$6567(5) = 'SWE1_YE'  ;; 8-byte strings
05A9: s$6567(6) = 'SWE1_YF'  ;; 8-byte strings
05A9: s$6567(7) = 'SWE1_YG'  ;; 8-byte strings
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_93

:SWEET1B_29
05A9: s$6567 = 'SWE1_YM'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_YN'  ;; 8-byte strings
05A9: s$6567(2) = 'SWE1_YO'  ;; 8-byte strings
05A9: s$6567(3) = 'SWE1_YP'  ;; 8-byte strings
05A9: s$6567(4) = 'SWE1_YQ'  ;; 8-byte strings
05A9: s$6567(5) = 'SWE1_YR'  ;; 8-byte strings
05A9: s$6567(6) = 'SWE1_YS'  ;; 8-byte strings
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_93

:SWEET1B_45
05A9: s$6567 = 'SWE1_YX'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_YY'  ;; 8-byte strings
04AF: @93 = unknown_wav_reference  37487 
04AF: @94 = unknown_wav_reference  37488 
0006: @91 =  1  ;; integer values
0002: jump SWEET1B_93

:SWEET1B_51
05A9: s$6567 = 'SWE1_TA'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_TB'  ;; 8-byte strings
05A9: s$6567(2) = 'SWE1_TC'  ;; 8-byte strings
05A9: s$6567(3) = 'SWE1_TD'  ;; 8-byte strings
05A9: s$6567(4) = 'SWE1_TE'  ;; 8-byte strings
05A9: s$6567(5) = 'SWE1_TF'  ;; 8-byte strings
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_93

:SWEET1B_65
05A9: s$6567 = 'SWE1_SA'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_SB'  ;; 8-byte strings
04AF: @93 = unknown_wav_reference  37446 
04AF: @94 = unknown_wav_reference  37447 
0006: @91 =  1  ;; integer values
0002: jump SWEET1B_93

:SWEET1B_71
05A9: s$6567 = 'SWE1_YT'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_YU'  ;; 8-byte strings
04AF: @93 = unknown_wav_reference  37483 
04AF: @94 = unknown_wav_reference  37484 
0006: @91 =  1  ;; integer values
0002: jump SWEET1B_93

:SWEET1B_77
05A9: s$6567 = 'SWE1_YV'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_YW'  ;; 8-byte strings
04AF: @93 = unknown_wav_reference  37485 
04AF: @94 = unknown_wav_reference  37486 
0006: @91 =  1  ;; integer values
0002: jump SWEET1B_93

:SWEET1B_83
05A9: s$6567 = 'SWE1_UA'  ;; 8-byte strings
05A9: s$6567(1) = 'SWE1_UB'  ;; 8-byte strings
05A9: s$6567(2) = 'SWE1_UC'  ;; 8-byte strings
05A9: s$6567(3) = 'SWE1_UD'  ;; 8-byte strings
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_93

:SWEET1B_93
0051: return

:SWEET1B_94
0317: increment_mission_attempts
0006: @55 =  0  ;; integer values
0006: @47 =  0  ;; integer values
0004: $ON_MISSION =  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_124
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET1B_129
0001: wait  0 ms
0002: jump SWEET1B_124

:SWEET1B_129
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET1B_131
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET1B_136
0001: wait  0 ms
0002: jump SWEET1B_131

:SWEET1B_136
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:SWEET1B_138
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1B_143
0001: wait  0 ms
0002: jump SWEET1B_138

:SWEET1B_143
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0247: request_model  336
0247: request_model  492
023C: load_special_actor  1 'RYDER2'
060A: unknown_create_entity  0 @75 
038B: load_requested_models

:SWEET1B_150
00D6: if  22
8248:   NOT   model  336 available
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  492 available
004D: jump_if_false SWEET1B_157
0001: wait  0 ms
0002: jump SWEET1B_150

:SWEET1B_157
09D2:  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: $132 = create_actor  24  290 at  2516.392 -1676.517  13.0041
0173: set_actor $132 z_angle_to  45.7
0746:  0  24  0 
0746:  0  0  24 
01B2: give_actor $132 weapon  5 ammo  3000  ;; Load the weapon model before using this
01B9: set_actor $132 armed_weapon_to  5
060B: unknown_actor_use_entity $132 @75 
02A9: set_actor $132 immune_to_nonplayer  1
0245: set_actor $132 walk_style_to "GANG1"
08AF: $132  500 
0223: set_actor $132 health_to  500
0568: $132  1
0446: (unknown) $132  1 
0187: @39 = create_marker_above_actor $132
07E0: @39  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 $132 in_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
07CB: $132  0 
0A20: $PLAYER_CHAR  1 
0864:  2165.72 -1673.14  10.0  1 
0864:  319.56  1117.64  10.0  1 
09DD:  1 
09B5: $132  0 
00BC: text_highpriority 'SW1B_A'  10000 ms  1
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  492 numberplate "GROVE4L_" 
00A5: $136 = create_car  492 at  2508.16 -1666.47  12.3983
0229: set_car $136 color_to  59  34
0175: set_car $136 z_angle_to  16.0
041E: set_radio_station  5 
0249: release_model  492
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1200 ms
018A: @38 = create_checkpoint_at  2301.07 -1754.4  12.54
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0004: $127 =  1  ;; integer values
0006: @32 =  0  ;; integer values
07FB: set_interior 'LACRAK' accessible  0 
0006: @58 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0006: @92 =  0  ;; integer values
0006: @87 =  0  ;; integer values
0050: gosub SWEET1B_9
0395: clear_area  1 at  2301.07 -1754.4  12.54 range  20.0

:SWEET1B_213
00D6: if  21
80FE:   NOT   actor $PLAYER_ACTOR $127 near_point  2301.07 -1754.4  12.54 radius  4.0  4.0  4.0
8104:   NOT   actor $132 near_actor $PLAYER_ACTOR radius  30.0  30.0  8.0 sphere  0
004D: jump_if_false SWEET1B_264
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_223
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_223
00D6: if  0
0735:  83 
004D: jump_if_false SWEET1B_227
0002: jump SWEET1B_1903

:SWEET1B_227
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SWEET1B_249
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_249
00D6: if  0
0104:   actor $132 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false SWEET1B_249
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $132 has_objective
004D: jump_if_false SWEET1B_241
0050: gosub SWEET1B_2042

:SWEET1B_241
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_249
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $132 driving
004D: jump_if_false SWEET1B_249
0050: gosub SWEET1B_2042

:SWEET1B_249
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false SWEET1B_257
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET1B_257
03E5: text_box 'CALLRYD'
0006: @104 =  1  ;; integer values

:SWEET1B_257
0050: gosub SWEET1B_1951
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_263
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_263
0002: jump SWEET1B_213

:SWEET1B_264
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_278
00D6: if  0
00DF:   actor $132 driving
004D: jump_if_false SWEET1B_277
0633: unknown_action_sequence $132 
0002: jump SWEET1B_278

:SWEET1B_277
05D3: unknown_action_sequence $132  2298.57 -1775.44  12.56  4  2500 

:SWEET1B_278
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_284
0001: wait  800 ms
0633: unknown_action_sequence $PLAYER_ACTOR 
0002: jump SWEET1B_285

:SWEET1B_284
05D3: unknown_action_sequence $PLAYER_ACTOR  2298.57 -1775.44  12.56  4  2500 

:SWEET1B_285
01C3: remove_references_to_car $136  ;; Like turning a car into any random car
016A: fade  0 ()  1700 ms

:SWEET1B_287
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1B_292
0001: wait  0 ms
0002: jump SWEET1B_287

:SWEET1B_292
04BB: select_interior  3  ;; select render area
03EF: player $PLAYER_CHAR make_safe
02E4: load_cutscene_data 'SWEET1C'

:SWEET1B_295
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET1B_300
0001: wait  0 ms
0002: jump SWEET1B_295

:SWEET1B_300
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET1B_302
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET1B_307
0001: wait  0 ms
0002: jump SWEET1B_302

:SWEET1B_307
02EA: end_cutscene
016A: fade  0 ()  0 ms

:SWEET1B_309
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1B_314
0001: wait  0 ms
0002: jump SWEET1B_309

:SWEET1B_314
04BB: select_interior  0  ;; select render area
0247: request_model  28
0247: request_model  107
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_323
00D6: if  23
8248:   NOT   model  28 available
8248:   NOT   model  107 available
84EE:   NOT   animation "DEALER" loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SWEET1B_331
0001: wait  0 ms
0002: jump SWEET1B_323

:SWEET1B_331
0164: disable_marker @38
009A: @48 = create_actor  25  107 at  2283.656 -1645.599  14.1598
060B: unknown_actor_use_entity @48 @75 
009A: @35 = create_actor  25  28 at  2284.946 -1645.396  14.1413
08AF: @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: @35  75 
0A09: @35  1 
0639: unknown_action_sequence @35 @48 
0639: unknown_action_sequence @48 @35 
0575: @35  1 
0575: @48  1 
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_357
00A1: put_actor $132 at  2298.15 -1762.67  12.56
0173: set_actor $132 z_angle_to  355.37

:SWEET1B_357
03CB: set_camera  2300.13 -1763.18  12.63
0615: @85 
05D3: unknown_action_sequence -1  2281.116 -1647.527  14.2174  6  10000 
05D3: unknown_action_sequence -1  2281.133 -1650.709  14.1714  6  10000 
05D3: unknown_action_sequence -1  2238.091 -1661.728  14.469  6  10000 
05DE: unknown_action_sequence -1 
0616: @85 
0615: @42 
0605: unknown_action_sequence -1 "DEALER_IDLE" "DEALER"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "DEALER_DEAL" "GANGS"  4.0  0  0  0  0 -1 
0643: @42  1 
0616: @42 
0615: @40 
05BF: unknown_action_sequence -1 @35  3000 
05C9: unknown_action_sequence -1  2000 
0605: unknown_action_sequence -1 "SHOP_PAY" "DEALER"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "DRUGS_BUY" "GANGS"  4.0  0  0  0  0 -1 
0643: @40  1 
0616: @40 
0006: @102 =  1  ;; integer values
016A: fade  1 (back)  1000 ms

:SWEET1B_378
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET1B_388
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_387
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_387
0002: jump SWEET1B_378

:SWEET1B_388
03D1: play_wav  1
00BC: text_highpriority 'SWE1_YH'  3000 ms  1

:SWEET1B_390
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET1B_400
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_399
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_399
0002: jump SWEET1B_390

:SWEET1B_400
00BC: text_highpriority 'SW1B_B'  10000 ms  1

:SWEET1B_401
00D6: if  21
8118:   NOT   actor @35 dead
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2284.946 -1645.396  14.1413 radius  50.0  50.0  8.0
004D: jump_if_false SWEET1B_625
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_411
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_411
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false SWEET1B_419
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET1B_419
03E5: text_box 'CALLRYD'
0006: @104 =  1  ;; integer values

:SWEET1B_419
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false SWEET1B_442
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2284.946 -1645.396  14.1413 radius  50.0  50.0  8.0
004D: jump_if_false SWEET1B_441
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SWEET1B_429
0575: @48  0 

:SWEET1B_429
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_440
0575: @35  0 
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SWEET1B_440
0618: @35 @42 
061B: @42 
0618: @48 @40 
061B: @40 

:SWEET1B_440
0006: @52 =  1  ;; integer values

:SWEET1B_441
0002: jump SWEET1B_475

:SWEET1B_442
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_475
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false SWEET1B_475
00D6: if  0
0104:   actor @35 near_actor $PLAYER_ACTOR radius  6.0  6.0  8.0 sphere  0
004D: jump_if_false SWEET1B_475
0687: @35 
05BF: unknown_action_sequence @35 $PLAYER_ACTOR  3000 
0639: unknown_action_sequence @35 $PLAYER_ACTOR 
060B: unknown_actor_use_entity @35 @34 
0605: unknown_action_sequence @35 "DEALER_IDLE" "DEALER"  4.0  1  0  0  0 -1 
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false SWEET1B_468
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SWEET1B_468
0575: @48  0 
0792: @48 
0618: @48 @85 
061B: @85 
060B: unknown_actor_use_entity @48 @75 
0006: @51 =  1  ;; integer values

:SWEET1B_468
0006: @58 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0006: @92 =  0  ;; integer values
0006: @87 =  4  ;; integer values
0050: gosub SWEET1B_9
0006: @32 =  0  ;; integer values
0006: @52 =  2  ;; integer values

:SWEET1B_475
00D6: if  0
0039:   @52 ==  2  ;; integer values
004D: jump_if_false SWEET1B_500
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false SWEET1B_489
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET1B_489
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_489
03E5: text_box 'MEL_HLP'
0006: @105 =  1  ;; integer values

:SWEET1B_489
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false SWEET1B_500
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false SWEET1B_500
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_500
03E5: text_box 'MELHLP2'
0006: @105 =  2  ;; integer values

:SWEET1B_500
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false SWEET1B_539
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false SWEET1B_516
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SWEET1B_515
0575: @48  0 
0792: @48 
0618: @48 @85 
061B: @85 
060B: unknown_actor_use_entity @48 @75 
0006: @51 =  1  ;; integer values

:SWEET1B_515
0002: jump SWEET1B_539

:SWEET1B_516
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SWEET1B_534
00D6: if  21
8184:   NOT   actor @35 health >=  119
8184:   NOT   actor @48 health >=  99
004D: jump_if_false SWEET1B_533
0575: @48  0 
0792: @48 
0618: @48 @85 
061B: @85 
060B: unknown_actor_use_entity @48 @75 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_532
0605: unknown_action_sequence @35 "DEALER_IDLE" "DEALER"  4.0  1  0  0  0 -1 

:SWEET1B_532
0006: @51 =  1  ;; integer values

:SWEET1B_533
0002: jump SWEET1B_539

:SWEET1B_534
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_539
0605: unknown_action_sequence @35 "XPRESSSCRATCH" "PED"  4.0  0  0  0  0 -1 
0006: @51 =  1  ;; integer values

:SWEET1B_539
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false SWEET1B_565
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_562
00D6: if  0
0184:   actor @35 health >=  119
004D: jump_if_false SWEET1B_553
00D6: if  0
0104:   actor @35 near_actor $PLAYER_ACTOR radius  6.0  6.0  8.0 sphere  0
004D: jump_if_false SWEET1B_552
0050: gosub SWEET1B_2042

:SWEET1B_552
0002: jump SWEET1B_561

:SWEET1B_553
01B2: give_actor @35 weapon  5 ammo  3000  ;; Load the weapon model before using this
087E: @35  0 
0A09: @35  0 
040D: unload_wav  1
00BE: text_clear_all
0687: @35 
05E2: unknown_action_sequence @35 $PLAYER_ACTOR 
0006: @90 =  1  ;; integer values

:SWEET1B_561
0002: jump SWEET1B_565

:SWEET1B_562
040D: unload_wav  1
040D: unload_wav  2
0006: @90 =  1  ;; integer values

:SWEET1B_565
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false SWEET1B_618
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2284.946 -1645.396  14.1413 radius  20.0  15.0  5.0
004D: jump_if_false SWEET1B_618
03CF: load_wav  37474 as  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  1000 ms
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_607
00D6: if  0
0104:   actor $132 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false SWEET1B_606

:SWEET1B_583
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET1B_593
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_592
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_592
0002: jump SWEET1B_583

:SWEET1B_593
03D1: play_wav  1
00BC: text_highpriority 'SWE1_YK'  5000 ms  1

:SWEET1B_595
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET1B_605
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_604
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_604
0002: jump SWEET1B_595

:SWEET1B_605
0002: jump SWEET1B_607

:SWEET1B_606
0001: wait  2000 ms

:SWEET1B_607
0001: wait  1000 ms
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_612
0633: unknown_action_sequence $PLAYER_ACTOR 

:SWEET1B_612
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0006: @66 =  1  ;; integer values

:SWEET1B_618
0050: gosub SWEET1B_1951
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_624
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_624
0002: jump SWEET1B_401

:SWEET1B_625
0249: release_model  107
0006: @32 =  0  ;; integer values
0164: disable_marker @44

:SWEET1B_628
00D6: if  21
8019:   NOT   @32 >  2000  ;; integer values
8039:   NOT   @78 ==  0  ;; integer values
004D: jump_if_false SWEET1B_639
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_638
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_638
0002: jump SWEET1B_628

:SWEET1B_639
016A: fade  0 ()  500 ms

:SWEET1B_640
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1B_645
0001: wait  0 ms
0002: jump SWEET1B_640

:SWEET1B_645
04BB: select_interior  0  ;; select render area
009B: destroy_actor_instantly @48
0249: release_model  28
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 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_662
0860: link_actor $132 to_interior  0 
06AB: $132  1 
06C9: $132 
0792: $132 
0647: unknown_action_sequence $132 

:SWEET1B_662
0792: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0860: link_actor $PLAYER_ACTOR to_interior  0 
06AB: $PLAYER_ACTOR  1 
0001: wait  1000 ms
0395: clear_area  1 at  2285.17 -1644.74  14.08 range  5.0
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_673
00A1: put_actor $PLAYER_ACTOR at  2284.462 -1645.925  14.1362
0002: jump SWEET1B_674

:SWEET1B_673
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2284.462 -1645.925  14.1362

:SWEET1B_674
0173: set_actor $PLAYER_ACTOR z_angle_to  333.0
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_685
00D6: if  0
80DF:   NOT   actor $132 driving
004D: jump_if_false SWEET1B_683
00A1: put_actor $132 at  2283.27 -1645.8  14.15
0002: jump SWEET1B_684

:SWEET1B_683
0362: remove_actor $132 from_car_and_place_at  2283.27 -1645.8  14.15

:SWEET1B_684
0173: set_actor $132 z_angle_to  310.0

:SWEET1B_685
0006: @108 =  0  ;; integer values
00D6: if  0
056D:   unknown_actor @35 dead_but_valid
004D: jump_if_false SWEET1B_693
00D6: if  0
09A8: @35 
004D: jump_if_false SWEET1B_693
0006: @108 =  1  ;; integer values

:SWEET1B_693
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  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false SWEET1B_699
052C: set_player $PLAYER_CHAR drunk_visuals  100

:SWEET1B_699
0006: @58 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0006: @92 =  0  ;; integer values
0006: @87 =  1  ;; integer values
0050: gosub SWEET1B_9
0001: wait  200 ms
0647: unknown_action_sequence $PLAYER_ACTOR 
06A9: unknown_action_sequence $PLAYER_ACTOR  2285.1 -1644.7  14.0  21000 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_712
0647: unknown_action_sequence $132 
06A9: unknown_action_sequence $132  2285.1 -1644.7  14.0  21000 

:SWEET1B_712
009B: destroy_actor_instantly @35
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_726
00D6: if  0
80FF:   NOT   actor $132  0 ()near_point_on_foot  2283.27 -1645.8  14.15 radius  .5  .5  2.0
004D: jump_if_false SWEET1B_726
00D6: if  0
80DF:   NOT   actor $132 driving
004D: jump_if_false SWEET1B_724
00A1: put_actor $132 at  2283.27 -1645.8  14.15
0002: jump SWEET1B_725

:SWEET1B_724
0362: remove_actor $132 from_car_and_place_at  2283.27 -1645.8  14.15

:SWEET1B_725
0173: set_actor $132 z_angle_to  310.0

:SWEET1B_726
0001: wait  200 ms
016A: fade  1 (back)  500 ms
0001: wait  700 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_742
00D6: if  0
80FF:   NOT   actor $132  0 ()near_point_on_foot  2283.27 -1645.8  14.15 radius  .5  .5  2.0
004D: jump_if_false SWEET1B_742
00D6: if  0
80DF:   NOT   actor $132 driving
004D: jump_if_false SWEET1B_740
00A1: put_actor $132 at  2283.27 -1645.8  14.15
0002: jump SWEET1B_741

:SWEET1B_740
0362: remove_actor $132 from_car_and_place_at  2283.27 -1645.8  14.15

:SWEET1B_741
0173: set_actor $132 z_angle_to  310.0

:SWEET1B_742
00BE: text_clear_all
03E6: remove_text_box
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false SWEET1B_747

:SWEET1B_747
0707: unknown_bunnyjump SWEET1B_881 
0006: @92 =  0  ;; integer values

:SWEET1B_749
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false SWEET1B_766
0001: wait  0 ms
0050: gosub SWEET1B_2042
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SWEET1B_765
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false SWEET1B_765
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_765
0605: unknown_action_sequence $132 "IDLE_CHAT" "PED"  4.0  0  0  0  0  6000 
0006: @92 =  1  ;; integer values

:SWEET1B_765
0002: jump SWEET1B_749

:SWEET1B_766
0006: @92 =  0  ;; integer values

:SWEET1B_767
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false SWEET1B_773
0001: wait  0 ms
0050: gosub SWEET1B_2042
0002: jump SWEET1B_767

:SWEET1B_773
0006: @92 =  0  ;; integer values

:SWEET1B_774
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false SWEET1B_792
0001: wait  0 ms
0050: gosub SWEET1B_2042
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SWEET1B_791
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false SWEET1B_791
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_791
0647: unknown_action_sequence $132 
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  9000 
0006: @92 =  1  ;; integer values

:SWEET1B_791
0002: jump SWEET1B_774

:SWEET1B_792
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false SWEET1B_795

:SWEET1B_795
0006: @92 =  0  ;; integer values

:SWEET1B_796
00D6: if  0
0039:   @58 ==  3  ;; integer values
004D: jump_if_false SWEET1B_802
0001: wait  0 ms
0050: gosub SWEET1B_2042
0002: jump SWEET1B_796

:SWEET1B_802
0006: @92 =  0  ;; integer values

:SWEET1B_803
00D6: if  0
0039:   @58 ==  4  ;; integer values
004D: jump_if_false SWEET1B_821
0001: wait  0 ms
0050: gosub SWEET1B_2042
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SWEET1B_820
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false SWEET1B_820
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_820
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  5000 
0006: @92 =  1  ;; integer values

:SWEET1B_820
0002: jump SWEET1B_803

:SWEET1B_821
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_826
0647: unknown_action_sequence $132 
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  5000 

:SWEET1B_826
0006: @92 =  0  ;; integer values

:SWEET1B_827
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false SWEET1B_844
0001: wait  0 ms
0050: gosub SWEET1B_2042
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SWEET1B_843
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false SWEET1B_843
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_843
0605: unknown_action_sequence $132 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 
0006: @92 =  1  ;; integer values

:SWEET1B_843
0002: jump SWEET1B_827

:SWEET1B_844
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_848
0605: unknown_action_sequence $132 "IDLE_STANCE" "PED"  4.0  0  0  0  0 -1 

:SWEET1B_848
0647: unknown_action_sequence $PLAYER_ACTOR 
06A9: unknown_action_sequence $PLAYER_ACTOR  2285.1 -1644.7  14.0  20000 
0006: @92 =  0  ;; integer values

:SWEET1B_851
00D6: if  0
0039:   @58 ==  6  ;; integer values
004D: jump_if_false SWEET1B_869
0001: wait  0 ms
0050: gosub SWEET1B_2042
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SWEET1B_868
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false SWEET1B_868
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_868
0647: unknown_action_sequence $132 
06A9: unknown_action_sequence $132  2285.1 -1644.7  14.0  20000 
0006: @92 =  1  ;; integer values

:SWEET1B_868
0002: jump SWEET1B_851

:SWEET1B_869
0687: $PLAYER_ACTOR 
0605: unknown_action_sequence $PLAYER_ACTOR "FIGHTA_G" "PED"  4.0  0  0  0  0 -1 

:SWEET1B_871
00D6: if  0
0023:    .351 > @110  ;; floating-point values
004D: jump_if_false SWEET1B_880
0001: wait  0 ms
00D6: if  0
0611: $PLAYER_ACTOR "FIGHTA_G" 
004D: jump_if_false SWEET1B_879
0613: $PLAYER_ACTOR "FIGHTA_G" @110 

:SWEET1B_879
0002: jump SWEET1B_871

:SWEET1B_880
097A:  2285.177 -1644.748  14.0885  1136 

:SWEET1B_881
0701: (unknown)
0687: $PLAYER_ACTOR 
00BE: text_clear_all
043C: unknown_set_game_sounds  0
016A: fade  0 ()  0 ms
06AB: $PLAYER_ACTOR  0 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_891
06AB: $132  0 

:SWEET1B_891
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_896
0647: unknown_action_sequence $132 

:SWEET1B_896
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_910
06C9: $132 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $132 in_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
07CB: $132  0 
0006: @47 =  1  ;; integer values

:SWEET1B_910
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0213: @79 = create_pickup  336 type  3 at  2285.743 -1647.309  14.0782
043C: unknown_set_game_sounds  1
016A: fade  1 (back)  1000 ms
00BE: text_clear_all
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  5 
004D: jump_if_false SWEET1B_956
03CF: load_wav  37491 as  2
0001: wait  500 ms

:SWEET1B_928
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET1B_944
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_937
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_937
0050: gosub SWEET1B_1951
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_943
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_943
0002: jump SWEET1B_928

:SWEET1B_944
03D1: play_wav  2
00BC: text_highpriority 'SWE1_ZC'  3000 ms  1

:SWEET1B_946
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET1B_956
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_955
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_955
0002: jump SWEET1B_946

:SWEET1B_956
0006: @58 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0006: @92 =  0  ;; integer values
0006: @87 =  5  ;; integer values
0050: gosub SWEET1B_9
0006: @33 =  0  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_968
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_968
00BC: text_highpriority 'SW1B_1'  10000 ms  1
0395: clear_area  1 at  2171.781 -1676.78  14.0859 range  8.0

:SWEET1B_970
00D6: if  21
80FE:   NOT   actor $PLAYER_ACTOR $127 near_point  2171.781 -1676.78  14.0859 radius  3.5  3.5  4.0
8104:   NOT   actor $132 near_actor $PLAYER_ACTOR radius  30.0  30.0  8.0 sphere  0
004D: jump_if_false SWEET1B_1028
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_980
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_980
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false SWEET1B_999
00D6: if  0
0104:   actor $132 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false SWEET1B_999
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $132 has_objective
004D: jump_if_false SWEET1B_991
0050: gosub SWEET1B_2042

:SWEET1B_991
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_999
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $132 driving
004D: jump_if_false SWEET1B_999
0050: gosub SWEET1B_2042

:SWEET1B_999
0050: gosub SWEET1B_1951
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1011
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET1B_1011
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_1011
03E5: text_box 'MEL_HLP'
0006: @105 =  1  ;; integer values

:SWEET1B_1011
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1022
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false SWEET1B_1022
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_1022
03E5: text_box 'MELHLP2'
0006: @105 =  2  ;; integer values

:SWEET1B_1022
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1027
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1027
0002: jump SWEET1B_970

:SWEET1B_1028
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_9
02A3: toggle_widescreen  1 (on)
07FB: set_interior 'LACRAK' accessible  1 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_1041
00D6: if  0
8039:   NOT   @58 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1047
0001: wait  0 ms
0050: gosub SWEET1B_2042
0002: jump SWEET1B_1041

:SWEET1B_1047
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0007: @110 =  0.0  ;; floating-point values
0006: @33 =  0  ;; integer values
0006: @106 =  0  ;; integer values

:SWEET1B_1057
00D6: if  0
8039:   NOT   @43 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1614
0001: wait  0 ms
077E: @78 = active_interior
00D6: if  0
0735:  83 
004D: jump_if_false SWEET1B_1066
0002: jump SWEET1B_1903

:SWEET1B_1066
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1071
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1071
0050: gosub SWEET1B_2042
00D6: if  0
0039:   @78 ==  5  ;; integer values
004D: jump_if_false SWEET1B_1522
084D:  0 
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  319.15  1120.89  1082.87 radius  20.0  20.0  10.0
004D: jump_if_false SWEET1B_1522
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1458
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  102
0247: request_model  64
0247: request_model  63
0247: request_model  28
0247: request_model #CIGAR
04ED: load_animation "CRACK"
04ED: load_animation "BLOWJOBZ"
04ED: load_animation "BASEBALL"
038B: load_requested_models

:SWEET1B_1096
00D6: if  22
84EE:   NOT   animation "CRACK" loaded
84EE:   NOT   animation "BLOWJOBZ" loaded
84EE:   NOT   animation "BASEBALL" loaded
004D: jump_if_false SWEET1B_1104
0001: wait  0 ms
016A: fade  0 ()  0 ms
0002: jump SWEET1B_1096

:SWEET1B_1104
00D6: if  24
8248:   NOT   model  102 available
8248:   NOT   model  63 available
8248:   NOT   model  64 available
8248:   NOT   model #CIGAR available
8248:   NOT   model  28 available
004D: jump_if_false SWEET1B_1114
0001: wait  0 ms
016A: fade  0 ()  0 ms
0002: jump SWEET1B_1104

:SWEET1B_1114
0615: @68 
05D3: unknown_action_sequence -1  315.81  1122.3  1082.8  6  10000 
0605: unknown_action_sequence -1 "BBALBAT_IDLE_01" "CRACK"  4.0  1  0  0  0 -1 
0616: @68 
07FB: set_interior 'LACRAK' accessible  0 
009A: @61 = create_actor  5  64 at  309.77  1123.5  1082.87
0860: link_actor @61 to_interior  5 
0173: set_actor @61 z_angle_to  107.12
0812: unknown_action_sequence @61 "CRCKIDLE4" "CRACK"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @61 @75 
009A: @36 = create_actor  25  64 at  317.5892  1124.777  1082.867
0860: link_actor @36 to_interior  5 
0173: set_actor @36 z_angle_to  180.0
0812: unknown_action_sequence @36 "CRCKIDLE2" "CRACK"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @36 @75 
009A: @54 = create_actor  25  102 at  325.0  1119.975  1082.875
0860: link_actor @54 to_interior  5 
0173: set_actor @54 z_angle_to  90.0
0812: unknown_action_sequence @54 "CRCKIDLE1" "CRACK"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @54 @75 
0107: @80 = create_object #CIGAR at  2440.58 -1979.89  1082.2
070A: unknown_action_sequence @54 @80  0.0  0.0  0.0  6  16 "NULL" "NULL" -1 
009A: @49 = create_actor  25  102 at  320.1898  1123.292  1082.875
0860: link_actor @49 to_interior  5 
0173: set_actor @49 z_angle_to  177.9659
0812: unknown_action_sequence @49 "CRCKIDLE3" "CRACK"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @49 @75 
0107: @81 = create_object #CIGAR at  2440.58 -1979.89  1082.2
070A: unknown_action_sequence @49 @81  0.0  0.0  0.0  6  16 "NULL" "NULL" -1 
009A: @62 = create_actor  25  102 at  333.63  1124.51  1082.88
08AF: @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: @62  3  0 
0107: @82 = create_object #CIGAR at  2440.58 -1979.89  1082.2
070A: unknown_action_sequence @62 @82  0.0  0.0  0.0  5  16 "NULL" "NULL" -1 
0187: @88 = create_marker_above_actor @62
08DC: @88  2167.835 -1672.923  2.0 
009A: @64 = create_actor  25  102 at  325.0  1129.213  1082.883
0860: link_actor @64 to_interior  5 
0173: set_actor @64 z_angle_to  90.0
0605: unknown_action_sequence @64 "BJ_COUCH_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @64 @34 
077A: @64  3  0 
0187: @89 = create_marker_above_actor @64
08DC: @89  2167.835 -1672.923  2.0 
009A: @65 = create_actor  5  63 at  324.0  1129.2  1082.883
0860: link_actor @65 to_interior  5 
0173: set_actor @65 z_angle_to  270.0
0605: unknown_action_sequence @65 "BJ_COUCH_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @65 @75 
077A: @65  3  0 
009A: @59 = create_actor  25  102 at  333.4072  1124.462  1082.89
0860: link_actor @59 to_interior  5 
0173: set_actor @59 z_angle_to  83.6676
0812: unknown_action_sequence @59 "CRCKIDLE3" "CRACK"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @59 @75 
0107: @81 = create_object #CIGAR at  2440.58 -1979.89  1082.2
070A: unknown_action_sequence @59 @81  0.0  0.0  0.0  6  16 "NULL" "NULL" -1 
009A: @37 = create_actor  25  28 at  306.03  1121.86  1082.87
0860: link_actor @37 to_interior  5 
07DD: @37  80 
08AF: @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: @37  3  0 
0187: @45 = create_marker_above_actor @37
08DC: @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_1189
00D6: if  0
8019:   NOT   @32 >  1000  ;; integer values
004D: jump_if_false SWEET1B_1195
0001: wait  0 ms
016A: fade  0 ()  0 ms
0002: jump SWEET1B_1189

:SWEET1B_1195
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1206
06C9: $132 
0792: $132 
0647: unknown_action_sequence $132 
00A1: put_actor $132 at  320.12  1118.2  1082.89
0173: set_actor $132 z_angle_to  7.0
08AD: $132  2169.72 -1673.14  20.0 
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  6000 

:SWEET1B_1206
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 (back)  1000 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1214
05D3: unknown_action_sequence $132  320.0  1122.3  1082.8  4  6000 

:SWEET1B_1214
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET1B_1225
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1224
00BC: text_highpriority 'SW1B_G'  10000 ms  1
07FB: set_interior 'LACRAK' accessible  1 
0002: jump SWEET1B_1850

:SWEET1B_1224
0002: jump SWEET1B_1214

:SWEET1B_1225
03D1: play_wav  1
00BC: text_highpriority 'SWE1_YX'  10000 ms  1

:SWEET1B_1227
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET1B_1238
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1237
07FB: set_interior 'LACRAK' accessible  1 
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1237
0002: jump SWEET1B_1227

:SWEET1B_1238
03CF: load_wav  4000 as  1
0006: @69 =  0  ;; integer values
0707: unknown_bunnyjump SWEET1B_1378 

:SWEET1B_1241
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET1B_1252
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1251
07FB: set_interior 'LACRAK' accessible  1 
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1251
0002: jump SWEET1B_1241

:SWEET1B_1252
03D1: play_wav  2
00BC: text_highpriority 'SWE1_YY'  10000 ms  1

:SWEET1B_1254
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET1B_1265
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1264
07FB: set_interior 'LACRAK' accessible  1 
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1264
0002: jump SWEET1B_1254

:SWEET1B_1265
03CF: load_wav  4001 as  2
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1280

:SWEET1B_1269
00D6: if  0
80FE:   NOT   actor $132  0 ()near_point  320.0  1122.3  1082.8 radius  .9  .9  2.0
004D: jump_if_false SWEET1B_1280
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1279
07FB: set_interior 'LACRAK' accessible  1 
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1279
0002: jump SWEET1B_1269

:SWEET1B_1280
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1300
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SWEET1B_1300
0605: unknown_action_sequence $132 "BAT_4" "BASEBALL"  4.0  0  0  0  0 -1 
0006: @32 =  0  ;; integer values

:SWEET1B_1288
00D6: if  0
8019:   NOT   @32 >  400  ;; integer values
004D: jump_if_false SWEET1B_1293
0001: wait  0 ms
0002: jump SWEET1B_1288

:SWEET1B_1293
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SWEET1B_1299
097A:  320.1898  1123.292  1082.875  1135 
0829: unknown_action_sequence @49 "CRCKDETH3" "CRACK"  4.0  0 
070B: @49  0 

:SWEET1B_1299
0006: @92 =  1  ;; integer values

:SWEET1B_1300
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false SWEET1B_1311
05D3: unknown_action_sequence @64  323.8  1124.35  1082.89  4  10000 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false SWEET1B_1311
0687: @65 
00A1: put_actor @65 at  325.3923  1131.888  1082.883
0173: set_actor @65 z_angle_to  246.147
0605: unknown_action_sequence @65 "COWER" "PED"  4.0  1  0  0  0 -1 

:SWEET1B_1311
0006: @32 =  0  ;; integer values

:SWEET1B_1312
00D6: if  0
8019:   NOT   @32 >  700  ;; integer values
004D: jump_if_false SWEET1B_1323
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1322
07FB: set_interior 'LACRAK' accessible  1 
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1322
0002: jump SWEET1B_1312

:SWEET1B_1323
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SWEET1B_1330
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: @37 @68 

:SWEET1B_1330
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_1334
00D6: if  0
8019:   NOT   @32 >  2500  ;; integer values
004D: jump_if_false SWEET1B_1345
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1344
07FB: set_interior 'LACRAK' accessible  1 
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1344
0002: jump SWEET1B_1334

:SWEET1B_1345
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false SWEET1B_1351
00A1: put_actor @62 at  329.29  1122.13  1082.88
0173: set_actor @62 z_angle_to  90.0
05D3: unknown_action_sequence @62  325.25  1122.5  1082.88  6  10000 

:SWEET1B_1351
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_1353
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET1B_1364
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1363
00BC: text_highpriority 'SW1B_G'  10000 ms  1
07FB: set_interior 'LACRAK' accessible  1 
0002: jump SWEET1B_1850

:SWEET1B_1363
0002: jump SWEET1B_1353

:SWEET1B_1364
03D1: play_wav  2
00BC: text_highpriority 'BALLA_2'  10000 ms  1

:SWEET1B_1366
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET1B_1377
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1376
07FB: set_interior 'LACRAK' accessible  1 
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1376
0002: jump SWEET1B_1366

:SWEET1B_1377
0006: @69 =  1  ;; integer values

:SWEET1B_1378
0701: (unknown)
03CF: load_wav  34223 as  2
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1427
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:SWEET1B_1385
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1B_1390
0001: wait  0 ms
0002: jump SWEET1B_1385

:SWEET1B_1390
040D: unload_wav  1
040D: unload_wav  2
03CF: load_wav  4000 as  1
03CF: load_wav  34223 as  2
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SWEET1B_1401
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: @37 @68 

:SWEET1B_1401
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false SWEET1B_1414
00A1: put_actor @64 at  323.5565  1124.362  1082.883
0173: set_actor @64 z_angle_to  132.073
05D3: unknown_action_sequence @64  323.8  1124.35  1082.89  4  10000 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false SWEET1B_1414
0687: @65 
00A1: put_actor @65 at  325.3923  1131.888  1082.883
0173: set_actor @65 z_angle_to  246.147
0605: unknown_action_sequence @65 "COWER" "PED"  4.0  1  0  0  0 -1 

:SWEET1B_1414
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false SWEET1B_1420
00A1: put_actor @62 at  326.96  1122.52  1082.89
0173: set_actor @62 z_angle_to  90.0
05D3: unknown_action_sequence @62  325.25  1122.5  1082.88  4  10000 

:SWEET1B_1420
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SWEET1B_1424
0829: unknown_action_sequence @49 "CRCKDETH3" "CRACK"  4.0  0 

:SWEET1B_1424
0001: wait  1000 ms
0647: unknown_action_sequence $PLAYER_ACTOR 
016A: fade  1 (back)  500 ms

:SWEET1B_1427
061B: @68 
04EF: release_animation "BLOWJOBZ"
04EF: release_animation "BASEBALL"
04EF: release_animation "DEALER"
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false SWEET1B_1439
05E2: unknown_action_sequence @64 $PLAYER_ACTOR 

:SWEET1B_1439
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false SWEET1B_1450
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1450
05E2: unknown_action_sequence $132 @62 
05E2: unknown_action_sequence @62 $132 
0746:  0  24  0 
0746:  0  0  24 
070B: @62  1 

:SWEET1B_1450
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SWEET1B_1455
03D1: play_wav  1
00BC: text_highpriority 'BALLA_1'  2000 ms  1

:SWEET1B_1455
0006: @32 =  0  ;; integer values
0006: @63 =  1  ;; integer values
0002: jump SWEET1B_1522

:SWEET1B_1458
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET1B_1470
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1470
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false SWEET1B_1470
03D1: play_wav  2
00BC: text_highpriority 'RYDX_BC'  2000 ms  1
0006: @103 =  1  ;; integer values

:SWEET1B_1470
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SWEET1B_1478
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1478
00BC: text_highpriority 'SW1B_B'  6000 ms  1
0006: @103 =  2  ;; integer values

:SWEET1B_1478
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SWEET1B_1506
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_1506
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1495
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET1B_1495
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_1495
03E5: text_box 'MEL_HLP'
0006: @105 =  1  ;; integer values

:SWEET1B_1495
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1506
00D6: if  0
0019:   @32 >  9000  ;; integer values
004D: jump_if_false SWEET1B_1506
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_1506
03E5: text_box 'MELHLP2'
0006: @105 =  2  ;; integer values

:SWEET1B_1506
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1522
00D6: if  21
0118:   actor @62 dead
0118:   actor @37 dead
004D: jump_if_false SWEET1B_1522
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1522
06C9: $132 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $132 in_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
07CB: $132  0 
0006: @63 =  2  ;; integer values

:SWEET1B_1522
00D6: if  0
0019:   @63 >  0  ;; integer values
004D: jump_if_false SWEET1B_1556
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false SWEET1B_1529
0164: disable_marker @45

:SWEET1B_1529
00D6: if  0
0118:   actor @62 dead
004D: jump_if_false SWEET1B_1533
0164: disable_marker @88

:SWEET1B_1533
00D6: if  0
0118:   actor @64 dead
004D: jump_if_false SWEET1B_1537
0164: disable_marker @89

:SWEET1B_1537
00D6: if  2
0118:   actor @64 dead
0118:   actor @62 dead
0118:   actor @37 dead
004D: jump_if_false SWEET1B_1543
0006: @43 =  1  ;; integer values

:SWEET1B_1543
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1556
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SWEET1B_1556
00D6: if  22
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_1556
05E2: unknown_action_sequence @37 $PLAYER_ACTOR 
0006: @60 =  1  ;; integer values

:SWEET1B_1556
00D6: if  0
0039:   @78 ==  5  ;; integer values
004D: jump_if_false SWEET1B_1607
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SWEET1B_1571
00D6: if  0
8184:   NOT   actor @36 health >=  80
004D: jump_if_false SWEET1B_1571
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1571
0829: unknown_action_sequence @36 "CRCKDETH2" "CRACK"  4.0  0 
070B: @36  1 
0006: @71 =  1  ;; integer values

:SWEET1B_1571
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1B_1583
00D6: if  0
8184:   NOT   actor @54 health >=  80
004D: jump_if_false SWEET1B_1583
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1583
0829: unknown_action_sequence @54 "CRCKDETH1" "CRACK"  4.0  0 
070B: @54  1 
0006: @72 =  1  ;; integer values

:SWEET1B_1583
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false SWEET1B_1595
00D6: if  0
8184:   NOT   actor @61 health >=  80
004D: jump_if_false SWEET1B_1595
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1595
0829: unknown_action_sequence @61 "CRCKDETH4" "CRACK"  4.0  0 
070B: @61  1 
0006: @74 =  1  ;; integer values

:SWEET1B_1595
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false SWEET1B_1607
00D6: if  0
8184:   NOT   actor @59 health >=  80
004D: jump_if_false SWEET1B_1607
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1607
0829: unknown_action_sequence @59 "CRCKDETH3" "CRACK"  4.0  0 
070B: @59  1 
0006: @70 =  1  ;; integer values

:SWEET1B_1607
0050: gosub SWEET1B_1951
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1613
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1613
0002: jump SWEET1B_1057

:SWEET1B_1614
0001: wait  2000 ms
07FB: set_interior 'LACRAK' accessible  1 
0864:  2165.72 -1673.14  10.0  1 
0864:  319.56  1117.64  10.0  1 
0249: release_model  28
0249: release_model  102
0249: release_model  64
0249: release_model  63
0249: release_model #CIGAR
084D:  1 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1635
0792: $132 
06C9: $132 
0647: unknown_action_sequence $132 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $132 in_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
07CB: $132  0 
0006: @47 =  1  ;; integer values

:SWEET1B_1635
00BC: text_highpriority 'SW1B_F'  10000 ms  1
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1644

:SWEET1B_1644
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_9

:SWEET1B_1650
00D6: if  21
80FE:   NOT   actor $PLAYER_ACTOR $127 near_point  2513.3 -1671.9  12.52 radius  4.0  4.0  4.0
80FE:   NOT   actor $132  0 ()near_point  2513.3 -1671.9  12.52 radius  4.0  4.0  4.0
004D: jump_if_false SWEET1B_1778
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1660
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1660
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1664
0050: gosub SWEET1B_1951

:SWEET1B_1664
077E: @78 = active_interior
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1721
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1692
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2167.6 -1672.592  14.081 radius  10.0  10.0  4.0
004D: jump_if_false SWEET1B_1692
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1691
00D6: if  0
8104:   NOT   actor $132 near_actor $PLAYER_ACTOR radius  30.0  30.0  8.0 sphere  0
004D: jump_if_false SWEET1B_1691
0395: clear_area  1 at  2164.961 -1673.758  14.0803 range  1.0
00A1: put_actor $132 at  2164.961 -1673.758  14.0803
0173: set_actor $132 z_angle_to  280.1246
0860: link_actor $132 to_interior  0 
0792: $132 
06C9: $132 
0647: unknown_action_sequence $132 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $132 in_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
07CB: $132  0 

:SWEET1B_1691
0006: @107 =  1  ;; integer values

:SWEET1B_1692
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1721
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1721
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1721
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1721
00D6: if  0
0104:   actor $132 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false SWEET1B_1721
07FB: set_interior 'LACRAK' accessible  0 
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $132 has_objective
004D: jump_if_false SWEET1B_1713
0050: gosub SWEET1B_2042

:SWEET1B_1713
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1721
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $132 driving
004D: jump_if_false SWEET1B_1721
0050: gosub SWEET1B_2042

:SWEET1B_1721
00D6: if  0
0039:   @78 ==  5  ;; integer values
004D: jump_if_false SWEET1B_1772
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SWEET1B_1736
00D6: if  0
8184:   NOT   actor @36 health >=  80
004D: jump_if_false SWEET1B_1736
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1736
0829: unknown_action_sequence @36 "CRCKDETH2" "CRACK"  4.0  0 
070B: @36  1 
0006: @71 =  1  ;; integer values

:SWEET1B_1736
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1B_1748
00D6: if  0
8184:   NOT   actor @54 health >=  80
004D: jump_if_false SWEET1B_1748
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1748
0829: unknown_action_sequence @54 "CRCKDETH1" "CRACK"  4.0  0 
070B: @54  1 
0006: @72 =  1  ;; integer values

:SWEET1B_1748
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false SWEET1B_1760
00D6: if  0
8184:   NOT   actor @61 health >=  80
004D: jump_if_false SWEET1B_1760
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1760
0829: unknown_action_sequence @61 "CRCKDETH4" "CRACK"  4.0  0 
070B: @61  1 
0006: @74 =  1  ;; integer values

:SWEET1B_1760
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false SWEET1B_1772
00D6: if  0
8184:   NOT   actor @59 health >=  80
004D: jump_if_false SWEET1B_1772
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1772
0829: unknown_action_sequence @59 "CRCKDETH3" "CRACK"  4.0  0 
070B: @59  1 
0006: @70 =  1  ;; integer values

:SWEET1B_1772
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_1777
00BC: text_highpriority 'SW1B_G'  10000 ms  1
0002: jump SWEET1B_1850

:SWEET1B_1777
0002: jump SWEET1B_1650

:SWEET1B_1778
0006: @58 =  0  ;; integer values
0006: @101 =  0  ;; integer values
0006: @92 =  0  ;; integer values
0006: @87 =  7  ;; integer values
0050: gosub SWEET1B_9
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .2 
0001: wait  500 ms
016A: fade  0 ()  1000 ms

:SWEET1B_1788
00D6: if  0
016B:   fading
004D: jump_if_false SWEET1B_1793
0001: wait  0 ms
0002: jump SWEET1B_1788

:SWEET1B_1793
04ED: load_animation "GANGS"

:SWEET1B_1794
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SWEET1B_1799
0001: wait  0 ms
0002: jump SWEET1B_1794

:SWEET1B_1799
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  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET1B_1806
00A1: put_actor $PLAYER_ACTOR at  2517.524 -1678.497  13.3912
0002: jump SWEET1B_1807

:SWEET1B_1806
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2517.524 -1678.497  13.3912

:SWEET1B_1807
0173: set_actor $PLAYER_ACTOR z_angle_to  328.5351
06AB: $PLAYER_ACTOR  1 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1826
0792: $132 
06C9: $132 
0647: unknown_action_sequence $132 
0687: $132 
06AB: $132  1 
00D6: if  0
80DF:   NOT   actor $132 driving
004D: jump_if_false SWEET1B_1822
00A1: put_actor $132 at  2518.314 -1676.907  13.3726
0002: jump SWEET1B_1823

:SWEET1B_1822
0362: remove_actor $132 from_car_and_place_at  2518.314 -1676.907  13.3726

:SWEET1B_1823
0639: unknown_action_sequence $132 $PLAYER_ACTOR 
0639: unknown_action_sequence $PLAYER_ACTOR $132 
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:SWEET1B_1826
0001: wait  500 ms
016A: fade  1 (back)  1000 ms

:SWEET1B_1828
00D6: if  0
8039:   NOT   @58 ==  3  ;; integer values
004D: jump_if_false SWEET1B_1834
0001: wait  0 ms
0050: gosub SWEET1B_2042
0002: jump SWEET1B_1828

:SWEET1B_1834
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1838
05D3: unknown_action_sequence $132  2522.997 -1679.196  14.497  4  4000 

:SWEET1B_1838
00D6: if  0
8039:   NOT   @58 ==  4  ;; integer values
004D: jump_if_false SWEET1B_1844
0001: wait  0 ms
0050: gosub SWEET1B_2042
0002: jump SWEET1B_1838

:SWEET1B_1844
0001: wait  1000 ms
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
009B: destroy_actor_instantly $132
0002: jump SWEET1B_1903

:SWEET1B_1850
077E: @78 = active_interior
00D6: if  0
0039:   @78 ==  5  ;; integer values
004D: jump_if_false SWEET1B_1855
07FB: set_interior 'LACRAK' accessible  1 

:SWEET1B_1855
00BA: text_styled 'M_FAIL'  5000 ms  1
077E: @78 = active_interior
00D6: if  0
0039:   @78 ==  5  ;; integer values
004D: jump_if_false SWEET1B_1902
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false SWEET1B_1902
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SWEET1B_1872
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1872
0829: unknown_action_sequence @36 "CRCKDETH2" "CRACK"  4.0  0 
070B: @36  1 
0006: @71 =  1  ;; integer values

:SWEET1B_1872
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET1B_1881
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1881
0829: unknown_action_sequence @54 "CRCKDETH1" "CRACK"  4.0  0 
070B: @54  1 
0006: @72 =  1  ;; integer values

:SWEET1B_1881
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false SWEET1B_1890
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1890
0829: unknown_action_sequence @61 "CRCKDETH4" "CRACK"  4.0  0 
070B: @61  1 
0006: @74 =  1  ;; integer values

:SWEET1B_1890
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false SWEET1B_1902
00D6: if  0
8184:   NOT   actor @59 health >=  80
004D: jump_if_false SWEET1B_1902
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1902
0829: unknown_action_sequence @59 "CRCKDETH3" "CRACK"  4.0  0 
070B: @59  1 
0006: @70 =  1  ;; integer values

:SWEET1B_1902
0051: return

:SWEET1B_1903
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SWEET1B'
01E3: text_1number_styled 'M_PASSR'  3  5000 ms  1
0998: add_respect  3 
076C: 'GAN1'  1  40 
076C: 'GAN2'  1  40 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
030C: set_mission_points +=  1
0051: return

:SWEET1B_1913
0004: $1012 =  0  ;; integer values
0004: $1013 =  0  ;; integer values
05A9: s$1014 = 'LACRAK'  ;; 8-byte strings
004F: create_thread ENTEXT_1 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SWEET1B_1921
052C: set_player $PLAYER_CHAR drunk_visuals  0

:SWEET1B_1921
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = 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  28
0249: release_model  102
0249: release_model  336
0249: release_model  107
0249: release_model  64
0249: release_model  63
0249: release_model #CIGAR
0249: release_model  492
0864:  2165.72 -1673.14  10.0  0 
0864:  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 $132  ;; The actor fades away like a ghost
0296: unload_special_actor  1
09D2:  1 
00D8: mission_cleanup
0051: return

:SWEET1B_1951
077E: @78 = active_interior
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SWEET1B_2041
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_2041
00D6: if  0
8104:   NOT   actor $132 near_actor $PLAYER_ACTOR radius  30.0  30.0  8.0 sphere  0
004D: jump_if_false SWEET1B_1981
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1980
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET1B_1968
07FB: set_interior 'LACRAK' accessible  0 

:SWEET1B_1968
0164: disable_marker @45
0164: disable_marker @44
0164: disable_marker @39
0164: disable_marker @38
0187: @39 = create_marker_above_actor $132
07E0: @39  1 
06C9: $132 
0687: $132 
0050: gosub SWEET1B_2154
00BC: text_highpriority 'SW1B_H'  6000 ms  1
0004: $127 =  0  ;; integer values
0006: @47 =  1  ;; integer values

:SWEET1B_1980
0002: jump SWEET1B_2041

:SWEET1B_1981
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_2041
00D6: if  0
0104:   actor $132 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false SWEET1B_2041
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false SWEET1B_2041
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_1999
0164: disable_marker @39
06C9: $132 
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0631: put_actor $132 in_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
07CB: $132  0 

:SWEET1B_1999
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false SWEET1B_2005
0164: disable_marker @38
018A: @38 = create_checkpoint_at  2301.07 -1754.4  12.54
00BC: text_highpriority 'SW1B_A'  7000 ms  1

:SWEET1B_2005
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false SWEET1B_2014
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_2013
0164: disable_marker @44
0187: @44 = create_marker_above_actor @35

:SWEET1B_2013
00BC: text_highpriority 'SW1B_B'  7000 ms  1

:SWEET1B_2014
00D6: if  0
0039:   @102 ==  2  ;; integer values
004D: jump_if_false SWEET1B_2023
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SWEET1B_2022
0164: disable_marker @38
018A: @38 = create_checkpoint_at  2171.781 -1676.78  14.0859

:SWEET1B_2022
00BC: text_highpriority 'SW1B_1'  7000 ms  1

:SWEET1B_2023
00D6: if  0
0039:   @102 ==  3  ;; integer values
004D: jump_if_false SWEET1B_2033
07FB: set_interior 'LACRAK' accessible  1 
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SWEET1B_2032
0164: disable_marker @38
018A: @38 = create_checkpoint_at  2169.72 -1673.14  13.01

:SWEET1B_2032
00BC: text_highpriority 'SW1B_1'  7000 ms  1

:SWEET1B_2033
00D6: if  0
0039:   @102 ==  4  ;; integer values
004D: jump_if_false SWEET1B_2039
0164: disable_marker @38
018A: @38 = create_checkpoint_at  2513.33 -1672.12  12.52
00BC: text_highpriority 'SW1B_F'  7000 ms  1

:SWEET1B_2039
0004: $127 =  1  ;; integer values
0006: @47 =  0  ;; integer values

:SWEET1B_2041
0051: return

:SWEET1B_2042
00D6: if  21
0039:   @101 ==  0  ;; integer values
0039:   @101 ==  1  ;; integer values
004D: jump_if_false SWEET1B_2053
00D6: if  0
002D:   @91 >= @58  ;; integer values 
004D: jump_if_false SWEET1B_2053
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false SWEET1B_2053
0050: gosub SWEET1B_2066

:SWEET1B_2053
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false SWEET1B_2065
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SWEET1B_2065
0050: gosub SWEET1B_2118
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_2065
0051: return

:SWEET1B_2066
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false SWEET1B_2071
03CF: load_wav @93(@58,8i) as  1
0006: @101 =  1  ;; integer values

:SWEET1B_2071
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false SWEET1B_2081
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SWEET1B_2081
00BC: text_highpriority $6567(@58,8s)  4000 ms  1
03D1: play_wav  1
0050: gosub SWEET1B_2082
0006: @101 =  2  ;; integer values

:SWEET1B_2081
0051: return

:SWEET1B_2082
00D6: if  21
04A4: @93(@58,8i)  37446 
04A4: @93(@58,8i)  37447 
004D: jump_if_false SWEET1B_2092
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_2092
0A09: @35  1 
0967: @35  3000 
0051: return

:SWEET1B_2092
00D6: if  24
04A4: @93(@58,8i)  37465 
04A4: @93(@58,8i)  37467 
04A4: @93(@58,8i)  37470 
04A4: @93(@58,8i)  37480 
04A4: @93(@58,8i)  37482 
004D: jump_if_false SWEET1B_2102
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0051: return

:SWEET1B_2102
00D6: if  24
04A4: @93(@58,8i)  37448 
04A4: @93(@58,8i)  37451 
04A4: @93(@58,8i)  37483 
04A4: @93(@58,8i)  37486 
04A4: @93(@58,8i)  37456 
004D: jump_if_false SWEET1B_2112
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0002: jump SWEET1B_2117

:SWEET1B_2112
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_2117
0A09: $132  1 
0967: $132  3000 

:SWEET1B_2117
0051: return

:SWEET1B_2118
00D6: if  21
04A4: @93(@58,8i)  37446 
04A4: @93(@58,8i)  37447 
004D: jump_if_false SWEET1B_2128
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SWEET1B_2128
0A09: @35  0 
0968: @35 
0051: return

:SWEET1B_2128
00D6: if  24
04A4: @93(@58,8i)  37465 
04A4: @93(@58,8i)  37467 
04A4: @93(@58,8i)  37470 
04A4: @93(@58,8i)  37480 
04A4: @93(@58,8i)  37482 
004D: jump_if_false SWEET1B_2138
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0051: return

:SWEET1B_2138
00D6: if  24
04A4: @93(@58,8i)  37448 
04A4: @93(@58,8i)  37451 
04A4: @93(@58,8i)  37483 
04A4: @93(@58,8i)  37486 
04A4: @93(@58,8i)  37456 
004D: jump_if_false SWEET1B_2148
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0002: jump SWEET1B_2153

:SWEET1B_2148
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET1B_2153
0A09: $132  0 
0968: $132 

:SWEET1B_2153
0051: return

:SWEET1B_2154
040D: unload_wav  2
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false SWEET1B_2159
03CF: load_wav  34211 as  2

:SWEET1B_2159
00D6: if  0
0039:   @109 ==  1  ;; integer values
004D: jump_if_false SWEET1B_2163
03CF: load_wav  34212 as  2

:SWEET1B_2163
00D6: if  0
0039:   @109 ==  2  ;; integer values
004D: jump_if_false SWEET1B_2167
03CF: load_wav  34213 as  2

:SWEET1B_2167
00D6: if  0
0039:   @109 ==  3  ;; integer values
004D: jump_if_false SWEET1B_2171
03CF: load_wav  34214 as  2

:SWEET1B_2171
00D6: if  0
0039:   @109 ==  4  ;; integer values
004D: jump_if_false SWEET1B_2175
03CF: load_wav  34215 as  2

:SWEET1B_2175
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:SWEET1B_2178
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET1B_2187
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_2186
0051: return

:SWEET1B_2186
0002: jump SWEET1B_2178

:SWEET1B_2187
03D1: play_wav  2
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false SWEET1B_2192
00BC: text_highpriority 'RYDX_AL'  3000 ms  1

:SWEET1B_2192
00D6: if  0
0039:   @109 ==  1  ;; integer values
004D: jump_if_false SWEET1B_2196
00BC: text_highpriority 'RYDX_AM'  3000 ms  1

:SWEET1B_2196
00D6: if  0
0039:   @109 ==  2  ;; integer values
004D: jump_if_false SWEET1B_2200
00BC: text_highpriority 'RYDX_AN'  3000 ms  1

:SWEET1B_2200
00D6: if  0
0039:   @109 ==  3  ;; integer values
004D: jump_if_false SWEET1B_2204
00BC: text_highpriority 'RYDX_AO'  3000 ms  1

:SWEET1B_2204
00D6: if  0
0039:   @109 ==  4  ;; integer values
004D: jump_if_false SWEET1B_2208
00BC: text_highpriority 'RYDX_AP'  3000 ms  1

:SWEET1B_2208
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET1B_2217
0001: wait  0 ms
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_2216
0051: return

:SWEET1B_2216
0002: jump SWEET1B_2208

:SWEET1B_2217
000A: @109 +=  1  ;; integer values
00D6: if  0
0019:   @109 >  4  ;; integer values
004D: jump_if_false SWEET1B_2222
0006: @109 =  0  ;; integer values

:SWEET1B_2222
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET1B_2225

:SWEET1B_2225
0051: return

;-------------Mission 15---------------
; Originally: Drive-thru


:SWEET3_1
03A4: name_thread 'SWEET3'
0050: gosub SWEET3_156
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SWEET3_7
0050: gosub SWEET3_1628

:SWEET3_7
0050: gosub SWEET3_1640
004E: end_thread

:SWEET3_9
0871: init_jump_table @79 total_jumps  8  0 SWEET3_155 jumps  1 SWEET3_11  2 SWEET3_37  3 SWEET3_63  4 SWEET3_83  5 SWEET3_101  6 SWEET3_121  7 SWEET3_133 
0872: jump_table_jumps  8 SWEET3_143 -1 SWEET3_155 -1 SWEET3_155 -1 SWEET3_155 -1 SWEET3_155 -1 SWEET3_155 -1 SWEET3_155 -1 SWEET3_155 -1 SWEET3_155 

:SWEET3_11
05A9: s$6583 = 'SWE2_BA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_BB'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_BC'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_BD'  ;; 8-byte strings
05A9: s$6583(4) = 'SWE2_BE'  ;; 8-byte strings
05A9: s$6583(5) = 'SWE2_BF'  ;; 8-byte strings
05A9: s$6583(6) = 'SWE2_BG'  ;; 8-byte strings
05A9: s$6583(7) = 'SWE2_BH'  ;; 8-byte strings
05A9: s$6583(8) = 'SWE2_BJ'  ;; 8-byte strings
05A9: s$6583(9) = 'SWE2_BK'  ;; 8-byte strings
05A9: s$6583(10) = 'SWE2_BL'  ;; 8-byte strings
05A9: s$6583(11) = 'SWE2_BM'  ;; 8-byte strings
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_155

:SWEET3_37
05A9: s$6583 = 'SWE2_CA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_CC'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_GA'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_GB'  ;; 8-byte strings
05A9: s$6583(4) = 'SWE2_GC'  ;; 8-byte strings
05A9: s$6583(5) = 'SWE2_GD'  ;; 8-byte strings
05A9: s$6583(6) = 'SWE2_GE'  ;; 8-byte strings
05A9: s$6583(7) = 'SWE2_HA'  ;; 8-byte strings
05A9: s$6583(8) = 'SWE2_HB'  ;; 8-byte strings
05A9: s$6583(9) = 'SWE2_HC'  ;; 8-byte strings
05A9: s$6583(10) = 'SWE2_HD'  ;; 8-byte strings
05A9: s$6583(11) = 'SWE2_HE'  ;; 8-byte strings
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_155

:SWEET3_63
05A9: s$6583 = 'SWE2_MA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_MB'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_MC'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_MD'  ;; 8-byte strings
05A9: s$6583(4) = 'SWE2_ME'  ;; 8-byte strings
05A9: s$6583(5) = 'SWE2_MF'  ;; 8-byte strings
05A9: s$6583(6) = 'SWE2_MG'  ;; 8-byte strings
05A9: s$6583(7) = 'SWE2_MH'  ;; 8-byte strings
05A9: s$6583(8) = 'SWE2_MJ'  ;; 8-byte strings
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_155

:SWEET3_83
05A9: s$6583 = 'SWE2_NA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_NB'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_NC'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_ND'  ;; 8-byte strings
05A9: s$6583(4) = 'SWE2_NE'  ;; 8-byte strings
05A9: s$6583(5) = 'SWE2_NF'  ;; 8-byte strings
05A9: s$6583(6) = 'SWE2_NG'  ;; 8-byte strings
05A9: s$6583(7) = 'SWE2_NH'  ;; 8-byte strings
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_155

:SWEET3_101
05A9: s$6583 = 'SWE2_OA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_OB'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_OC'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_OD'  ;; 8-byte strings
05A9: s$6583(4) = 'SWE2_OE'  ;; 8-byte strings
05A9: s$6583(5) = 'SWE2_OF'  ;; 8-byte strings
05A9: s$6583(6) = 'SWE2_OG'  ;; 8-byte strings
05A9: s$6583(7) = 'SWE2_OH'  ;; 8-byte strings
05A9: s$6583(8) = 'SWE2_OJ'  ;; 8-byte strings
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_155

:SWEET3_121
05A9: s$6583 = 'SWE2_PA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_PB'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_PC'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_PD'  ;; 8-byte strings
05A9: s$6583(4) = 'SWE2_PE'  ;; 8-byte strings
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_155

:SWEET3_133
05A9: s$6583 = 'SWE2_DA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_DB'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_DC'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_DD'  ;; 8-byte strings
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_155

:SWEET3_143
05A9: s$6583 = 'SWE2_EA'  ;; 8-byte strings
05A9: s$6583(1) = 'SWE2_EB'  ;; 8-byte strings
05A9: s$6583(2) = 'SWE2_EC'  ;; 8-byte strings
05A9: s$6583(3) = 'SWE2_ED'  ;; 8-byte strings
05A9: s$6583(4) = 'SWE2_EE'  ;; 8-byte strings
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_155

:SWEET3_155
0051: return

:SWEET3_156
0317: increment_mission_attempts
0004: $ON_MISSION =  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  492

:SWEET3_182
00D6: if  0
8248:   NOT   model  492 available
004D: jump_if_false SWEET3_187
0001: wait  0 ms
0002: jump SWEET3_182

:SWEET3_187
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  492 numberplate "GROVE4L_" 
00A5: $136 = create_car  492 at  2508.7 -1671.7  12.3
02AC: set_car $136 immunities  0  1  0  0  0
0229: set_car $136 color_to  59  34
0175: set_car $136 z_angle_to  166.9
053F: set_car $136 tires_vulnerable  0
0249: release_model  492
02E4: load_cutscene_data 'SWEET2A'

:SWEET3_198
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET3_203
0001: wait  0 ms
0002: jump SWEET3_198

:SWEET3_203
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET3_205
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET3_210
0001: wait  0 ms
0002: jump SWEET3_205

:SWEET3_210
016A: fade  0 ()  0 ms

:SWEET3_211
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_216
0001: wait  0 ms
0002: jump SWEET3_211

:SWEET3_216
02EA: end_cutscene
023C: load_special_actor  1 'SMOKE'
023C: load_special_actor  2 'SWEET'
023C: load_special_actor  3 'RYDER2'
0247: request_model  372
0247: request_model #CIGAR
038B: load_requested_models

:SWEET3_223
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model  372 available
004D: jump_if_false SWEET3_231
0001: wait  0 ms
0002: jump SWEET3_223

:SWEET3_231
00D6: if  0
8248:   NOT   model #CIGAR available
004D: jump_if_false SWEET3_236
0001: wait  0 ms
0002: jump SWEET3_231

:SWEET3_236
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_283
009A: $130 = create_actor  24  290 at  2511.514 -1671.464  12.4607
0245: set_actor $130 walk_style_to "FATMAN"
0173: set_actor $130 z_angle_to  84.5
07A1:  4 
05CA: unknown_action_sequence $130 $136  10000  1 
01B2: give_actor $130 weapon  32 ammo  99999  ;; Load the weapon model before using this
0568: $130  1
0446: (unknown) $130  0 
0223: set_actor $130 health_to  500
039E: (unknown) $130  1 
0526: unknown_actor $130  1
060A: unknown_create_entity  0 @93 
060B: unknown_actor_use_entity $130 @93 
09F6: $130  0 
009A: $131 = create_actor  24  291 at  2507.886 -1667.8  12.3881
0245: set_actor $131 walk_style_to "GANG2"
0173: set_actor $131 z_angle_to  167.8
07A1:  4 
05CA: unknown_action_sequence $131 $136  10000  2 
01B2: give_actor $131 weapon  32 ammo  99999  ;; Load the weapon model before using this
0568: $131  1
0446: (unknown) $131  0 
0223: set_actor $131 health_to  500
039E: (unknown) $131  1 
0526: unknown_actor $131  1
060A: unknown_create_entity  0 @94 
060B: unknown_actor_use_entity $131 @94 
09F6: $131  0 
009A: $132 = create_actor  24  292 at  2506.348 -1673.591  12.3784
0245: set_actor $132 walk_style_to "GANG1"
0173: set_actor $132 z_angle_to  346.0
07A1:  4 
05CA: unknown_action_sequence $132 $136  10000  0 
01B2: give_actor $132 weapon  32 ammo  99999  ;; Load the weapon model before using this
0568: $132  1
0446: (unknown) $132  0 
0223: set_actor $132 health_to  500
039E: (unknown) $132  1 
0526: unknown_actor $132  1
060A: unknown_create_entity  0 @95 
060B: unknown_actor_use_entity $132 @95 
09F6: $132  0 
0746:  0  8  24 
0746:  0  24  8 

:SWEET3_283
041E: set_radio_station  3 
0186: @39 = create_marker_above_car $136
07E0: @39  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:  2516.54 -1671.2  12.87  81.2 
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  1000 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_300
0002: jump SWEET3_1628

:SWEET3_300
0006: @33 =  0  ;; integer values
03CF: load_wav  37600 as  1

:SWEET3_302
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET3_312
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_311
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_311
0002: jump SWEET3_302

:SWEET3_312
03D1: play_wav  1
00BC: text_highpriority 'SWE2_AA'  10000 ms  1

:SWEET3_314
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET3_324
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_323
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_323
0002: jump SWEET3_314

:SWEET3_324
0006: @86 =  0  ;; integer values
0006: @85 =  0  ;; integer values
0006: @87 =  0  ;; integer values
0006: @79 =  1  ;; integer values
0050: gosub SWEET3_9
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_334
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_334
00BC: text_highpriority 'TWAR2_A'  6000 ms  1
0006: @33 =  0  ;; integer values
0004: $127 =  0  ;; integer values
0006: @59 =  0  ;; integer values

:SWEET3_338
00D6: if  22
81AF:   NOT   car $136 $127 near_point  2404.1 -1891.5  12.3 radius  4.0  4.0  4.0
8448:   NOT   actor $PLAYER_ACTOR in_car $136
89D0:   NOT $136 
004D: jump_if_false SWEET3_497
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SWEET3_348
0002: jump SWEET3_1630

:SWEET3_348
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_354
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628
0002: jump SWEET3_476

:SWEET3_354
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_476
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_395
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_383
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false SWEET3_372
0164: disable_marker @39
018A: @39 = create_checkpoint_at  2404.1 -1891.5  12.3
00BC: text_highpriority 'TWAR2_C'  6000 ms  1
0004: $127 =  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @59 =  1  ;; integer values

:SWEET3_372
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET3_381
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false SWEET3_380
0050: gosub SWEET3_1674
0006: @43 =  1  ;; integer values

:SWEET3_380
0002: jump SWEET3_382

:SWEET3_381
0050: gosub SWEET3_1674

:SWEET3_382
0002: jump SWEET3_395

:SWEET3_383
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false SWEET3_395
0164: disable_marker @39
0186: @39 = create_marker_above_car $136
07E0: @39  1 
0050: gosub SWEET3_1975
00BC: text_highpriority 'TW2_X'  3000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0004: $127 =  0  ;; integer values
0006: @59 =  0  ;; integer values

:SWEET3_395
00D6: if  0
8185:   NOT   car $136 health >=  250
004D: jump_if_false SWEET3_476
03CF: load_wav  37647 as  2

:SWEET3_399
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET3_424
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_408
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_408
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_413
00BC: text_highpriority 'SWE3_F'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_413
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_418
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_418
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_423
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_423
0002: jump SWEET3_399

:SWEET3_424
040D: unload_wav  1
03D1: play_wav  2
00BC: text_highpriority 'SWE2_KC'  2000 ms  1
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_449
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_449
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_438
0622: AS_unknown_remove_actor $130 from_car $136 
05DD: unknown_action_sequence $130 $PLAYER_ACTOR  100.0  10000 

:SWEET3_438
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_443
0622: AS_unknown_remove_actor $132 from_car $136 
05DD: unknown_action_sequence $132 $PLAYER_ACTOR  100.0  10000 

:SWEET3_443
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_448
0622: AS_unknown_remove_actor $131 from_car $136 
05DD: unknown_action_sequence $131 $PLAYER_ACTOR  100.0  10000 

:SWEET3_448
0006: @56 =  1  ;; integer values

:SWEET3_449
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET3_474
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_458
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_458
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_463
00BC: text_highpriority 'SWE3_F'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_463
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_468
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_468
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_473
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_473
0002: jump SWEET3_449

:SWEET3_474
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_476
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_481
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_481
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_486
00BC: text_highpriority 'SWE3_F'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_486
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_491
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_491
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_496
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_496
0002: jump SWEET3_338

:SWEET3_497
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_503
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_508
0001: wait  0 ms
0002: jump SWEET3_503

:SWEET3_508
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET3_513
00A1: put_actor $PLAYER_ACTOR at  2364.193 -1914.077  12.4235
0002: jump SWEET3_514

:SWEET3_513
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2364.193 -1914.077  12.4235

:SWEET3_514
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $131
009B: destroy_actor_instantly $132
00A6: destroy_car $136
0249: release_model  107
0249: release_model  103
0249: release_model  492
0249: release_model  372
0249: release_model  412
0249: release_model #CIGAR
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
0A0B:  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 (disabled)
02E4: load_cutscene_data 'SWEET2B'

:SWEET3_532
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET3_537
0001: wait  0 ms
0002: jump SWEET3_532

:SWEET3_537
0395: clear_area  1 at  2404.1 -1891.5  12.3 range  120.0
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET3_540
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET3_545
0001: wait  0 ms
0002: jump SWEET3_540

:SWEET3_545
016A: fade  0 ()  0 ms

:SWEET3_546
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_551
0001: wait  0 ms
0002: jump SWEET3_546

:SWEET3_551
02EA: end_cutscene
0247: request_model  412
0247: request_model  107
0247: request_model  106
0247: request_model  103
0247: request_model  492
023C: load_special_actor  1 'SMOKE'
023C: load_special_actor  2 'SWEET'
023C: load_special_actor  3 'RYDER2'
0247: request_model  372
038B: load_requested_models

:SWEET3_562
00D6: if  23
8248:   NOT   model  412 available
8248:   NOT   model  107 available
8248:   NOT   model  103 available
8248:   NOT   model  492 available
004D: jump_if_false SWEET3_570
0001: wait  0 ms
0002: jump SWEET3_562

:SWEET3_570
00D6: if  23
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
8248:   NOT   model  372 available
004D: jump_if_false SWEET3_578
0001: wait  0 ms
0002: jump SWEET3_570

:SWEET3_578
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0164: disable_marker @39
0615: @65 
05D1: unknown_action_sequence -1 -1  2410.739 -1960.027  12.3906  13.0  0  412  2 
05D1: unknown_action_sequence -1 -1  2326.903 -1969.676  12.3738  15.0  0  412  2 
05D1: unknown_action_sequence -1 -1  2235.262 -1891.301  12.3828  18.0  0  412  2 
05D1: unknown_action_sequence -1 -1  2094.307 -1891.856  12.3738  18.0  0  412  2 
05D1: unknown_action_sequence -1 -1  2105.82 -1754.177  12.3984  20.0  0  412  2 
05D1: unknown_action_sequence -1 -1  2321.914 -1736.094  12.3828  20.0  0  412  2 
05D1: unknown_action_sequence -1 -1  2498.32 -1658.28  12.36  20.0  0  412  2 
05D1: unknown_action_sequence -1 -1  2502.89 -1674.71  12.37  15.0  0  412  2 
0616: @65 
0674: set_car_model  492 numberplate "GROVE4L_" 
00A5: $136 = create_car  492 at  2396.36 -1917.96  12.38
02AC: set_car $136 immunities  0  1  0  0  0
0229: set_car $136 color_to  59  34
053F: set_car $136 tires_vulnerable  0
0249: release_model  492
01C8: $130 = create_actor  24  290 in_car $136 passenger_seat  2
0245: set_actor $130 walk_style_to "FATMAN"
0173: set_actor $130 z_angle_to  84.5
07A1:  4 
05CA: unknown_action_sequence $130 $136  10000  1 
01B2: give_actor $130 weapon  32 ammo  99999  ;; Load the weapon model before using this
0568: $130  1
0446: (unknown) $130  0 
0223: set_actor $130 health_to  500
039E: (unknown) $130  1 
0526: unknown_actor $130  1
060B: unknown_actor_use_entity $130 @93 
09F6: $130  0 
01C8: $131 = create_actor  24  291 in_car $136 passenger_seat  1
0245: set_actor $131 walk_style_to "GANG2"
0173: set_actor $131 z_angle_to  167.8
07A1:  4 
05CA: unknown_action_sequence $131 $136  10000  2 
01B2: give_actor $131 weapon  32 ammo  99999  ;; Load the weapon model before using this
0568: $131  1
0446: (unknown) $131  0 
0223: set_actor $131 health_to  500
039E: (unknown) $131  1 
0526: unknown_actor $131  1
060B: unknown_actor_use_entity $131 @94 
09F6: $131  0 
01C8: $132 = create_actor  24  292 in_car $136 passenger_seat  0
0245: set_actor $132 walk_style_to "GANG1"
0173: set_actor $132 z_angle_to  346.0
07A1:  4 
05CA: unknown_action_sequence $132 $136  10000  0 
01B2: give_actor $132 weapon  32 ammo  99999  ;; Load the weapon model before using this
0568: $132  1
0446: (unknown) $132  0 
0223: set_actor $132 health_to  500
039E: (unknown) $132  1 
0526: unknown_actor $132  1
060B: unknown_actor_use_entity $132 @95 
09F6: $132  0 
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_646
0395: clear_area  1 at  2396.36 -1917.96  12.38 range  10.0
00AB: put_car $136 at  2396.36 -1917.96  12.38
0175: set_car $136 z_angle_to  267.3
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_646
036A: put_actor $PLAYER_ACTOR in_car $136

:SWEET3_646
0395: clear_area  1 at  2411.31 -1928.837  12.3906 range  10.0
00A5: @40 = create_car  412 at  2411.31 -1928.837  12.3906
0229: set_car @40 color_to  22  22
053F: set_car @40 tires_vulnerable  0
0587: @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  103 in_car @40 driverseat
0446: (unknown) @89  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: @89 @65 
061B: @65 
01C8: @90 = create_actor  25  103 in_car @40 passenger_seat  0
0446: (unknown) @90  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: unknown_action_sequence @90 -1 $136  0.0  0.0  0.0  5000.0  8  1  60 
009A: @53 = create_actor  24  106 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: @53  1
009A: @54 = create_actor  24  107 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: @54  1
0677: unknown_action_sequence @53 @54  1  1 
0677: unknown_action_sequence @54 @53  0  1 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_694
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_694
0224: set_car $136 health_to  3100
00D6: if  0
00DB:   actor $132 in_car $136
004D: jump_if_false SWEET3_694
01B9: set_actor $132 armed_weapon_to  32
0713: unknown_action_sequence $132 -1 @40  0.0  0.0  0.0  5000.0  8  1  45 

:SWEET3_694
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_704
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_704
00D6: if  0
00DB:   actor $131 in_car $136
004D: jump_if_false SWEET3_704
0713: unknown_action_sequence $131 -1 @40  0.0  0.0  0.0  5000.0  8  0  45 

:SWEET3_704
0249: release_model  412
0249: release_model  107
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:  0  8  24 
0746:  0  24  8 
0746:  4  25  0 
0A0B:  2396.36 -1917.96  12.38  267.3 
016A: fade  1 (back)  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_9
0006: @43 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
09D2:  0 
0006: @36 =  0  ;; integer values
0006: @37 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0002: jump SWEET3_732
0187: @81 = create_marker_above_actor @89
0187: @82 = create_marker_above_actor @90

:SWEET3_732
00D6: if  21
8118:   NOT   actor @89 dead
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_1136
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SWEET3_879
077E: @80 = active_interior
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false SWEET3_879
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false SWEET3_879
00D6: if  2
01AF:   car @40  0 ()near_point  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_879
016A: fade  0 ()  500 ms

:SWEET3_753
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_758
0001: wait  0 ms
0002: jump SWEET3_753

:SWEET3_758
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
077E: @80 = active_interior
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET3_767
00D9: @62 = actor $PLAYER_ACTOR car
0519: unknown_car @62 flag  1
0002: jump SWEET3_768

:SWEET3_767
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:SWEET3_768
04BB: select_interior  0  ;; select render area
04E4: unknown_refresh_game_renderer_at  2497.299 -1679.542
0A0B:  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  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET3_781
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SWEET3_781
05D1: unknown_action_sequence @89 @40  2386.24 -1658.95  12.38  1.0  2  412  3 

:SWEET3_781
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_785
0687: @90 

:SWEET3_785
016A: fade  1 (back)  500 ms
0006: @32 =  0  ;; integer values

:SWEET3_787
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false SWEET3_792
0001: wait  0 ms
0002: jump SWEET3_787

:SWEET3_792
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SWEET3_809
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET3_808
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_808
00D6: if  0
00DB:   actor @90 in_car @40
004D: jump_if_false SWEET3_808
0687: @90 
02E2: set_actor @90 weapon_accuracy_to  50
07DD: @90  90 
0713: unknown_action_sequence @90 -1 -1  2507.65 -1681.24  12.8469  5000.0  8  1  100 

:SWEET3_808
0002: jump SWEET3_810

:SWEET3_809
0002: jump SWEET3_1136

:SWEET3_810
0006: @32 =  0  ;; integer values

:SWEET3_811
00D6: if  21
8118:   NOT   actor @54 dead
8118:   NOT   actor @53 dead
004D: jump_if_false SWEET3_831
0001: wait  0 ms
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false SWEET3_823
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false SWEET3_823
05BE: unknown_action_sequence @54 

:SWEET3_823
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET3_830
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false SWEET3_830
05BE: unknown_action_sequence @53 

:SWEET3_830
0002: jump SWEET3_811

:SWEET3_831
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET3_838
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SWEET3_838
05D1: unknown_action_sequence @89 @40  2386.24 -1658.95  12.38  30.0  2  412  3 

:SWEET3_838
0006: @32 =  0  ;; integer values

:SWEET3_839
00D6: if  0
8019:   NOT   @32 >  3000  ;; integer values
004D: jump_if_false SWEET3_844
0001: wait  0 ms
0002: jump SWEET3_839

:SWEET3_844
016A: fade  0 ()  500 ms

:SWEET3_845
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_850
0001: wait  0 ms
0002: jump SWEET3_845

:SWEET3_850
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET3_854
0792: @89 

:SWEET3_854
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_858
0792: @90 

:SWEET3_858
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET3_877
00D6: if  0
8119:   NOT   car @62 wrecked
004D: jump_if_false SWEET3_876
0519: unknown_car @62 flag  0

:SWEET3_876
0002: jump SWEET3_878

:SWEET3_877
04D7: lock_actor $PLAYER_ACTOR in_current_position  0

:SWEET3_878
016A: fade  1 (back)  500 ms

:SWEET3_879
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false SWEET3_890
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET3_889
0164: disable_marker @52
0050: gosub SWEET3_2084
00BC: text_highpriority 'K_BALLA'  6000 ms  1
0006: @44 =  1  ;; integer values

:SWEET3_889
0002: jump SWEET3_904

:SWEET3_890
00D6: if  0
8185:   NOT   car @40 health >=  250
004D: jump_if_false SWEET3_904
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET3_904
0164: disable_marker @52
0050: gosub SWEET3_2084
00D6: if  21
8118:   NOT   actor @89 dead
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_903
00BC: text_highpriority 'K_BALLA'  6000 ms  1

:SWEET3_903
0006: @44 =  1  ;; integer values

:SWEET3_904
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false SWEET3_939
00D6: if  0
0118:   actor @89 dead
004D: jump_if_false SWEET3_923
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_917
0164: disable_marker @81
0187: @81 = create_marker_above_actor @90
05E2: unknown_action_sequence @90 $PLAYER_ACTOR 
0006: @64 =  1  ;; integer values

:SWEET3_917
0050: gosub SWEET3_2084
00D6: if  21
8118:   NOT   actor @89 dead
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_923
00BC: text_highpriority 'K_BALLA'  6000 ms  1

:SWEET3_923
00D6: if  0
0118:   actor @90 dead
004D: jump_if_false SWEET3_939
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET3_933
0164: disable_marker @82
0187: @82 = create_marker_above_actor @89
05E2: unknown_action_sequence @89 $PLAYER_ACTOR 
0006: @64 =  1  ;; integer values

:SWEET3_933
0050: gosub SWEET3_2084
00D6: if  21
8118:   NOT   actor @89 dead
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_939
00BC: text_highpriority 'K_BALLA'  6000 ms  1

:SWEET3_939
00D6: if  0
0118:   actor @89 dead
004D: jump_if_false SWEET3_943
0164: disable_marker @81

:SWEET3_943
00D6: if  0
0118:   actor @90 dead
004D: jump_if_false SWEET3_947
0164: disable_marker @82

:SWEET3_947
00D6: if  21
0118:   actor @53 dead
0118:   actor @54 dead
004D: jump_if_false SWEET3_953
00BC: text_highpriority 'TW2_Y'  6000 ms  1
0002: jump SWEET3_1628

:SWEET3_953
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_959
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628
0002: jump SWEET3_1112

:SWEET3_959
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1112
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_1051
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1039
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false SWEET3_979
0164: disable_marker @39
0164: disable_marker @52
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SWEET3_977
0186: @52 = create_marker_above_car @40

:SWEET3_977
00BC: text_highpriority 'SWE3_B'  3000 ms  1
0006: @59 =  1  ;; integer values

:SWEET3_979
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SWEET3_986
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false SWEET3_986
0050: gosub SWEET3_1674

:SWEET3_986
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false SWEET3_994
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false SWEET3_994
03E5: text_box 'SWE3_H'
0006: @100 =  1  ;; integer values

:SWEET3_994
0227: @34 = car $136 health
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false SWEET3_1013
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SWEET3_1013
00D6: if  0
0019:   @86 >  11  ;; integer values
004D: jump_if_false SWEET3_1013
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_9
0006: @36 =  1  ;; integer values

:SWEET3_1013
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false SWEET3_1031
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SWEET3_1031
00D6: if  0
0019:   @86 >  3  ;; integer values
004D: jump_if_false SWEET3_1031
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_9
0006: @36 =  1  ;; integer values

:SWEET3_1031
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false SWEET3_1038
00D6: if  0
8185:   NOT   car $136 health >= @35
004D: jump_if_false SWEET3_1038
0006: @36 =  0  ;; integer values

:SWEET3_1038
0002: jump SWEET3_1051

:SWEET3_1039
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false SWEET3_1051
0164: disable_marker @39
0164: disable_marker @52
0186: @39 = create_marker_above_car $136
07E0: @39  1 
0050: gosub SWEET3_1975
00BC: text_highpriority 'TW2_X'  3000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0006: @59 =  0  ;; integer values

:SWEET3_1051
00D6: if  0
8185:   NOT   car $136 health >=  250
004D: jump_if_false SWEET3_1112
03CF: load_wav  37645 as  2

:SWEET3_1055
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET3_1060
0001: wait  0 ms
0002: jump SWEET3_1055

:SWEET3_1060
040D: unload_wav  1
03D1: play_wav  2
00BC: text_highpriority 'SWE2_KA'  2000 ms  1
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_1085
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1085
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_1074
0622: AS_unknown_remove_actor $130 from_car $136 
05DD: unknown_action_sequence $130 $PLAYER_ACTOR  100.0  10000 

:SWEET3_1074
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1079
0622: AS_unknown_remove_actor $132 from_car $136 
05DD: unknown_action_sequence $132 $PLAYER_ACTOR  100.0  10000 

:SWEET3_1079
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1084
0622: AS_unknown_remove_actor $131 from_car $136 
05DD: unknown_action_sequence $131 $PLAYER_ACTOR  100.0  10000 

:SWEET3_1084
0006: @56 =  1  ;; integer values

:SWEET3_1085
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET3_1110
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_1094
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1094
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_1099
00BC: text_highpriority 'SWE3_F'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1099
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1104
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1104
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1109
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1109
0002: jump SWEET3_1085

:SWEET3_1110
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1112
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_1117
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1117
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_1122
00BC: text_highpriority 'SWE3_F'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1122
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1127
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1127
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1132
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1132
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false SWEET3_1135

:SWEET3_1135
0002: jump SWEET3_732

:SWEET3_1136
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1140
0687: $131 

:SWEET3_1140
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1144
0687: $132 

:SWEET3_1144
0164: disable_marker @81
0164: disable_marker @82
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1157
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1156
0004: $127 =  1  ;; integer values
0164: disable_marker @52
018A: @52 = create_checkpoint_at  2513.33 -1672.12  12.52
0002: jump SWEET3_1157

:SWEET3_1156
0004: $127 =  0  ;; integer values

:SWEET3_1157
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_1162
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1162
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_9
0006: @32 =  0  ;; integer values
0006: @43 =  0  ;; integer values
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1180
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1179
00BC: text_highpriority 'TW2_W'  6000 ms  1
0002: jump SWEET3_1180

:SWEET3_1179
00BC: text_highpriority 'TW2_X'  6000 ms  1

:SWEET3_1180
00D6: if  22
81AF:   NOT   car $136 $127 near_point  2513.3 -1671.9  12.52 radius  4.0  4.0  4.0
8448:   NOT   actor $PLAYER_ACTOR in_car $136
89D0:   NOT $136 
004D: jump_if_false SWEET3_1320
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1192
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628
0002: jump SWEET3_1299

:SWEET3_1192
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1299
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_1238
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1225
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false SWEET3_1211
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
0004: $127 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @59 =  1  ;; integer values

:SWEET3_1211
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET3_1223
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SWEET3_1222
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1222
0050: gosub SWEET3_1674
0006: @43 =  1  ;; integer values

:SWEET3_1222
0002: jump SWEET3_1224

:SWEET3_1223
0050: gosub SWEET3_1674

:SWEET3_1224
0002: jump SWEET3_1238

:SWEET3_1225
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false SWEET3_1238
0164: disable_marker @52
0164: disable_marker @39
0186: @39 = create_marker_above_car $136
07E0: @39  1 
0050: gosub SWEET3_1975
00BC: text_highpriority 'TW2_X'  6000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0004: $127 =  0  ;; integer values
0006: @59 =  0  ;; integer values

:SWEET3_1238
00D6: if  0
8185:   NOT   car $136 health >=  250
004D: jump_if_false SWEET3_1299
03CF: load_wav  37646 as  2

:SWEET3_1242
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET3_1247
0001: wait  0 ms
0002: jump SWEET3_1242

:SWEET3_1247
040D: unload_wav  1
03D1: play_wav  2
00BC: text_highpriority 'SWE2_KB'  2000 ms  1
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_1272
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1272
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_1261
0622: AS_unknown_remove_actor $130 from_car $136 
05DD: unknown_action_sequence $130 $PLAYER_ACTOR  100.0  10000 

:SWEET3_1261
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1266
0622: AS_unknown_remove_actor $132 from_car $136 
05DD: unknown_action_sequence $132 $PLAYER_ACTOR  100.0  10000 

:SWEET3_1266
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1271
0622: AS_unknown_remove_actor $131 from_car $136 
05DD: unknown_action_sequence $131 $PLAYER_ACTOR  100.0  10000 

:SWEET3_1271
0006: @56 =  1  ;; integer values

:SWEET3_1272
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET3_1297
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_1281
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1281
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_1286
00BC: text_highpriority 'SWE3_F'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1286
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1291
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1291
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1296
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1296
0002: jump SWEET3_1272

:SWEET3_1297
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1299
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_1304
00BC: text_highpriority 'SWE3_E'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1304
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_1309
00BC: text_highpriority 'SWE3_F'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1309
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1314
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1314
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1319
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1319
0002: jump SWEET3_1180

:SWEET3_1320
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_9
0006: @43 =  0  ;; integer values

:SWEET3_1332
00D6: if  0
8039:   NOT   @86 ==  1  ;; integer values
004D: jump_if_false SWEET3_1338
0001: wait  0 ms
0050: gosub SWEET3_1674
0002: jump SWEET3_1332

:SWEET3_1338
0006: @38 =  0  ;; integer values
0707: unknown_bunnyjump SWEET3_1381 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1345
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  15000 

:SWEET3_1345
00D6: if  0
8039:   NOT   @86 ==  3  ;; integer values
004D: jump_if_false SWEET3_1351
0001: wait  0 ms
0050: gosub SWEET3_1674
0002: jump SWEET3_1345

:SWEET3_1351
0925: (unknown)
092F:  1 
0930:  1 
0936:  2522.371 -1679.26  15.9361  2516.479 -1680.764  17.4286  17000  1 
0920:  2521.535 -1678.784  15.6635  2516.381 -1679.917  16.9049  17000  1 

:SWEET3_1356
00D6: if  0
8039:   NOT   @86 ==  8  ;; integer values
004D: jump_if_false SWEET3_1362
0001: wait  0 ms
0050: gosub SWEET3_1674
0002: jump SWEET3_1356

:SWEET3_1362
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1370
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1370
05CD: unknown_action_sequence $131 $136 
05D3: unknown_action_sequence $131  2519.388 -1678.689  13.707  4  5000 

:SWEET3_1370
0001: wait  500 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1379
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1379
05CD: unknown_action_sequence $132 $136 
05D3: unknown_action_sequence $132  2519.388 -1678.689  13.707  4  5000 

:SWEET3_1379
0001: wait  6000 ms
0006: @38 =  1  ;; integer values

:SWEET3_1381
0701: (unknown)
0647: unknown_action_sequence $PLAYER_ACTOR 
00BE: text_clear_all
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET3_1394
016A: fade  0 ()  500 ms

:SWEET3_1388
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_1393
0001: wait  0 ms
0002: jump SWEET3_1388

:SWEET3_1393
0001: wait  500 ms

:SWEET3_1394
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0925: (unknown)
009B: destroy_actor_instantly $132
009B: destroy_actor_instantly $131
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET3_1411
016A: fade  1 (back)  500 ms

:SWEET3_1406
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_1411
0001: wait  0 ms
0002: jump SWEET3_1406

:SWEET3_1411
0006: @86 =  0  ;; integer values
0006: @85 =  0  ;; integer values
0006: @87 =  0  ;; integer values
0006: @79 =  5  ;; integer values
0050: gosub SWEET3_9
0006: @43 =  0  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1423
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1423
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1434
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1433
0004: $127 =  1  ;; integer values
0164: disable_marker @52
018A: @52 = create_checkpoint_at  2066.465 -1695.444  12.5547
0002: jump SWEET3_1434

:SWEET3_1433
0004: $127 =  0  ;; integer values

:SWEET3_1434
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1443
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1442
00BC: text_highpriority 'TW2_Z'  6000 ms  1
0002: jump SWEET3_1443

:SWEET3_1442
00BC: text_highpriority 'TW2_X'  6000 ms  1

:SWEET3_1443
00D6: if  22
81AF:   NOT   car $136 $127 near_point  2066.465 -1695.444  12.5547 radius  4.0  3.5  4.0
8448:   NOT   actor $PLAYER_ACTOR in_car $136
89D0:   NOT $136 
004D: jump_if_false SWEET3_1553
0001: wait  0 ms
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1455
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628
0002: jump SWEET3_1542

:SWEET3_1455
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1542
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_1501
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1488
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false SWEET3_1474
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
0004: $127 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @59 =  1  ;; integer values

:SWEET3_1474
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET3_1486
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SWEET3_1485
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false SWEET3_1485
0050: gosub SWEET3_1674
0006: @43 =  1  ;; integer values

:SWEET3_1485
0002: jump SWEET3_1487

:SWEET3_1486
0050: gosub SWEET3_1674

:SWEET3_1487
0002: jump SWEET3_1501

:SWEET3_1488
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false SWEET3_1501
0164: disable_marker @52
0164: disable_marker @39
0186: @39 = create_marker_above_car $136
07E0: @39  1 
0050: gosub SWEET3_1898
00BC: text_highpriority 'TW2_X'  6000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0004: $127 =  0  ;; integer values
0006: @59 =  0  ;; integer values

:SWEET3_1501
00D6: if  0
8185:   NOT   car $136 health >=  250
004D: jump_if_false SWEET3_1542
03CF: load_wav  37646 as  2

:SWEET3_1505
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET3_1510
0001: wait  0 ms
0002: jump SWEET3_1505

:SWEET3_1510
040D: unload_wav  1
03D1: play_wav  2
00BC: text_highpriority 'SWE2_KB'  2000 ms  1
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SWEET3_1525
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1525
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_1524
0622: AS_unknown_remove_actor $130 from_car $136 
05DD: unknown_action_sequence $130 $PLAYER_ACTOR  100.0  10000 

:SWEET3_1524
0006: @56 =  1  ;; integer values

:SWEET3_1525
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET3_1540
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1534
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1534
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1539
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1539
0002: jump SWEET3_1525

:SWEET3_1540
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1542
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1547
00BC: text_highpriority 'SWE3_G'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1547
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1552
00BC: text_highpriority 'SWE3_D'  2000 ms  1
0002: jump SWEET3_1628

:SWEET3_1552
0002: jump SWEET3_1443

:SWEET3_1553
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_9
0006: @43 =  0  ;; integer values
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0925: (unknown)
092F:  1 
0930:  1 
0936:  2079.109 -1703.561  17.6928  2067.162 -1703.315  13.4746  17000  1 
0920:  2078.251 -1703.206  17.3208  2067.105 -1702.33  13.6396  17000  1 
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_1574
0647: unknown_action_sequence $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $130  15000 

:SWEET3_1574
0006: @38 =  0  ;; integer values
0707: unknown_bunnyjump SWEET3_1598 

:SWEET3_1576
00D6: if  0
8039:   NOT   @86 ==  1  ;; integer values
004D: jump_if_false SWEET3_1582
0001: wait  0 ms
0050: gosub SWEET3_1674
0002: jump SWEET3_1576

:SWEET3_1582
00D6: if  0
8039:   NOT   @86 ==  5  ;; integer values
004D: jump_if_false SWEET3_1588
0001: wait  0 ms
0050: gosub SWEET3_1674
0002: jump SWEET3_1582

:SWEET3_1588
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1596
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_1596
05CD: unknown_action_sequence $130 $136 
05D3: unknown_action_sequence $130  2058.404 -1697.166  12.5547  4  8000 

:SWEET3_1596
0001: wait  5000 ms
0006: @38 =  1  ;; integer values

:SWEET3_1598
0701: (unknown)
0647: unknown_action_sequence $PLAYER_ACTOR 
00BE: text_clear_all
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET3_1611
016A: fade  0 ()  500 ms

:SWEET3_1605
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_1610
0001: wait  0 ms
0002: jump SWEET3_1605

:SWEET3_1610
0001: wait  500 ms

:SWEET3_1611
040D: unload_wav  1
040D: unload_wav  2
0925: (unknown)
009B: destroy_actor_instantly $130
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET3_1627
016A: fade  1 (back)  500 ms

:SWEET3_1622
00D6: if  0
016B:   fading
004D: jump_if_false SWEET3_1627
0001: wait  0 ms
0002: jump SWEET3_1622

:SWEET3_1627
0002: jump SWEET3_1630

:SWEET3_1628
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SWEET3_1630
0318: set_latest_mission_passed 'SWEET_3'
01E3: text_1number_styled 'M_PASSS'  200  5000 ms  1
0998: add_respect  5 
0109: player $PLAYER_CHAR money +=  200
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0629: change_stat  302 to  1  ; integer see statdisp.dat
030C: set_mission_points +=  1
0051: return

:SWEET3_1640
034F: destroy_actor_with_fade $130  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $132  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $131  ;; The actor fades away like a ghost
0164: disable_marker @39
0164: disable_marker @52
0164: disable_marker @81
0164: disable_marker @82
09D2:  1 
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_1652
053F: set_car $136 tires_vulnerable  1

:SWEET3_1652
0249: release_model  107
0249: release_model  106
0249: release_model  103
0249: release_model  492
0249: release_model  372
0249: release_model  412
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_car_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: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:SWEET3_1674
00D6: if  21
0039:   @85 ==  0  ;; integer values
0039:   @85 ==  1  ;; integer values
004D: jump_if_false SWEET3_1685
00D6: if  0
002D:   @58 >= @86  ;; integer values 
004D: jump_if_false SWEET3_1685
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false SWEET3_1685
0050: gosub SWEET3_1698

:SWEET3_1685
00D6: if  0
0039:   @85 ==  2  ;; integer values
004D: jump_if_false SWEET3_1697
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SWEET3_1697
0050: gosub SWEET3_1806
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_1697
0051: return

:SWEET3_1698
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false SWEET3_1703
03CF: load_wav @66(@86,13i) as  1
0006: @85 =  1  ;; integer values

:SWEET3_1703
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false SWEET3_1713
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SWEET3_1713
00BC: text_highpriority $6583(@86,13s)  4000 ms  1
03D1: play_wav  1
0050: gosub SWEET3_1714
0006: @85 =  2  ;; integer values

:SWEET3_1713
0051: return

:SWEET3_1714
00D6: if  25
04A4: @66(@86,13i)  37601 
04A4: @66(@86,13i)  37611 
04A4: @66(@86,13i)  37632 
04A4: @66(@86,13i)  37654 
04A4: @66(@86,13i)  37667 
04A4: @66(@86,13i)  37668 
004D: jump_if_false SWEET3_1725
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0051: return

:SWEET3_1725
00D6: if  23
04A4: @66(@86,13i)  37671 
04A4: @66(@86,13i)  37673 
04A4: @66(@86,13i)  37676 
04A4: @66(@86,13i)  37678 
004D: jump_if_false SWEET3_1734
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0051: return

:SWEET3_1734
00D6: if  25
04A4: @66(@86,13i)  37612 
04A4: @66(@86,13i)  37613 
04A4: @66(@86,13i)  37615 
04A4: @66(@86,13i)  37637 
04A4: @66(@86,13i)  37638 
04A4: @66(@86,13i)  37658 
004D: jump_if_false SWEET3_1748
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1748
0A09: $131  1 
0967: $131  3000 
0051: return

:SWEET3_1748
00D6: if  24
04A4: @66(@86,13i)  37664 
04A4: @66(@86,13i)  37652 
04A4: @66(@86,13i)  37653 
04A4: @66(@86,13i)  37623 
04A4: @66(@86,13i)  37624 
004D: jump_if_false SWEET3_1761
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1761
0A09: $131  1 
0967: $131  3000 
0051: return

:SWEET3_1761
00D6: if  25
04A4: @66(@86,13i)  37651 
04A4: @66(@86,13i)  37656 
04A4: @66(@86,13i)  37657 
04A4: @66(@86,13i)  37661 
04A4: @66(@86,13i)  37662 
04A4: @66(@86,13i)  37622 
004D: jump_if_false SWEET3_1775
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1775
0A09: $132  1 
0967: $132  3000 
0051: return

:SWEET3_1775
00D6: if  22
04A4: @66(@86,13i)  37617 
04A4: @66(@86,13i)  37619 
04A4: @66(@86,13i)  37620 
004D: jump_if_false SWEET3_1786
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1786
0A09: $132  1 
0967: $132  3000 
0051: return

:SWEET3_1786
00D6: if  25
04A4: @66(@86,13i)  37602 
04A4: @66(@86,13i)  37606 
04A4: @66(@86,13i)  37607 
04A4: @66(@86,13i)  37610 
04A4: @66(@86,13i)  37630 
04A4: @66(@86,13i)  37635 
004D: jump_if_false SWEET3_1800
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1799
0A09: $132  1 
0967: $132  3000 

:SWEET3_1799
0002: jump SWEET3_1805

:SWEET3_1800
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_1805
0A09: $130  1 
0967: $130  3000 

:SWEET3_1805
0051: return

:SWEET3_1806
00D6: if  25
04A4: @66(@86,13i)  37601 
04A4: @66(@86,13i)  37611 
04A4: @66(@86,13i)  37632 
04A4: @66(@86,13i)  37654 
04A4: @66(@86,13i)  37667 
04A4: @66(@86,13i)  37668 
004D: jump_if_false SWEET3_1817
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0051: return

:SWEET3_1817
00D6: if  23
04A4: @66(@86,13i)  37671 
04A4: @66(@86,13i)  37673 
04A4: @66(@86,13i)  37676 
04A4: @66(@86,13i)  37678 
004D: jump_if_false SWEET3_1826
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0051: return

:SWEET3_1826
00D6: if  25
04A4: @66(@86,13i)  37612 
04A4: @66(@86,13i)  37613 
04A4: @66(@86,13i)  37615 
04A4: @66(@86,13i)  37637 
04A4: @66(@86,13i)  37638 
04A4: @66(@86,13i)  37658 
004D: jump_if_false SWEET3_1840
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1840
0A09: $131  0 
0968: $131 
0051: return

:SWEET3_1840
00D6: if  24
04A4: @66(@86,13i)  37664 
04A4: @66(@86,13i)  37652 
04A4: @66(@86,13i)  37653 
04A4: @66(@86,13i)  37623 
04A4: @66(@86,13i)  37624 
004D: jump_if_false SWEET3_1853
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_1853
0A09: $131  0 
0968: $131 
0051: return

:SWEET3_1853
00D6: if  25
04A4: @66(@86,13i)  37651 
04A4: @66(@86,13i)  37656 
04A4: @66(@86,13i)  37657 
04A4: @66(@86,13i)  37661 
04A4: @66(@86,13i)  37662 
04A4: @66(@86,13i)  37622 
004D: jump_if_false SWEET3_1867
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1867
0A09: $132  0 
0968: $132 
0051: return

:SWEET3_1867
00D6: if  22
04A4: @66(@86,13i)  37617 
04A4: @66(@86,13i)  37619 
04A4: @66(@86,13i)  37620 
004D: jump_if_false SWEET3_1878
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1878
0A09: $132  0 
0968: $132 
0051: return

:SWEET3_1878
00D6: if  25
04A4: @66(@86,13i)  37602 
04A4: @66(@86,13i)  37606 
04A4: @66(@86,13i)  37607 
04A4: @66(@86,13i)  37610 
04A4: @66(@86,13i)  37630 
04A4: @66(@86,13i)  37635 
004D: jump_if_false SWEET3_1892
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_1891
0A09: $132  0 
0968: $132 

:SWEET3_1891
0002: jump SWEET3_1897

:SWEET3_1892
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET3_1897
0A09: $130  0 
0968: $130 

:SWEET3_1897
0051: return

:SWEET3_1898
040D: unload_wav  2
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false SWEET3_1903
03CF: load_wav  35800 as  2

:SWEET3_1903
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false SWEET3_1907
03CF: load_wav  35801 as  2

:SWEET3_1907
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false SWEET3_1911
03CF: load_wav  35802 as  2

:SWEET3_1911
00D6: if  0
0039:   @51 ==  3  ;; integer values
004D: jump_if_false SWEET3_1915
03CF: load_wav  35803 as  2

:SWEET3_1915
00D6: if  0
0039:   @51 ==  4  ;; integer values
004D: jump_if_false SWEET3_1919
03CF: load_wav  35804 as  2

:SWEET3_1919
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:SWEET3_1922
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET3_1935
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1930
0051: return

:SWEET3_1930
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1934
0051: return

:SWEET3_1934
0002: jump SWEET3_1922

:SWEET3_1935
03D1: play_wav  2
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false SWEET3_1940
00BC: text_highpriority 'SMOX_AA'  3000 ms  1

:SWEET3_1940
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false SWEET3_1944
00BC: text_highpriority 'SMOX_AB'  3000 ms  1

:SWEET3_1944
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false SWEET3_1948
00BC: text_highpriority 'SMOX_AC'  3000 ms  1

:SWEET3_1948
00D6: if  0
0039:   @51 ==  3  ;; integer values
004D: jump_if_false SWEET3_1952
00BC: text_highpriority 'SMOX_AD'  3000 ms  1

:SWEET3_1952
00D6: if  0
0039:   @51 ==  4  ;; integer values
004D: jump_if_false SWEET3_1956
00BC: text_highpriority 'SMOX_AE'  3000 ms  1

:SWEET3_1956
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET3_1969
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_1964
0051: return

:SWEET3_1964
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_1968
0051: return

:SWEET3_1968
0002: jump SWEET3_1956

:SWEET3_1969
000A: @51 +=  1  ;; integer values
00D6: if  0
0019:   @51 >  4  ;; integer values
004D: jump_if_false SWEET3_1974
0006: @51 =  0  ;; integer values

:SWEET3_1974
0051: return

:SWEET3_1975
040D: unload_wav  2
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false SWEET3_1980
03CF: load_wav  34205 as  2

:SWEET3_1980
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false SWEET3_1984
03CF: load_wav  37434 as  2

:SWEET3_1984
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false SWEET3_1988
03CF: load_wav  38641 as  2

:SWEET3_1988
00D6: if  0
0039:   @51 ==  3  ;; integer values
004D: jump_if_false SWEET3_1992
03CF: load_wav  34202 as  2

:SWEET3_1992
00D6: if  0
0039:   @51 ==  4  ;; integer values
004D: jump_if_false SWEET3_1996
03CF: load_wav  38644 as  2

:SWEET3_1996
00D6: if  0
0039:   @51 ==  5  ;; integer values
004D: jump_if_false SWEET3_2000
03CF: load_wav  34203 as  2

:SWEET3_2000
00D6: if  0
0039:   @51 ==  6  ;; integer values
004D: jump_if_false SWEET3_2004
03CF: load_wav  37429 as  2

:SWEET3_2004
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:SWEET3_2007
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET3_2028
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_2015
0051: return

:SWEET3_2015
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_2019
0051: return

:SWEET3_2019
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_2023
0051: return

:SWEET3_2023
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_2027
0051: return

:SWEET3_2027
0002: jump SWEET3_2007

:SWEET3_2028
03D1: play_wav  2
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false SWEET3_2033
00BC: text_highpriority 'RYDX_AF'  3000 ms  1

:SWEET3_2033
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false SWEET3_2037
00BC: text_highpriority 'SWE1_BM'  3000 ms  1

:SWEET3_2037
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false SWEET3_2041
00BC: text_highpriority 'SWEX_BP'  3000 ms  1

:SWEET3_2041
00D6: if  0
0039:   @51 ==  3  ;; integer values
004D: jump_if_false SWEET3_2045
00BC: text_highpriority 'RYDX_AC'  3000 ms  1

:SWEET3_2045
00D6: if  0
0039:   @51 ==  4  ;; integer values
004D: jump_if_false SWEET3_2049
00BC: text_highpriority 'SWEX_BS'  3000 ms  1

:SWEET3_2049
00D6: if  0
0039:   @51 ==  5  ;; integer values
004D: jump_if_false SWEET3_2053
00BC: text_highpriority 'RYDX_AD'  3000 ms  1

:SWEET3_2053
00D6: if  0
0039:   @51 ==  6  ;; integer values
004D: jump_if_false SWEET3_2057
00BC: text_highpriority 'SWE1_BG'  3000 ms  1

:SWEET3_2057
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET3_2078
0001: wait  0 ms
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET3_2065
0051: return

:SWEET3_2065
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SWEET3_2069
0051: return

:SWEET3_2069
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET3_2073
0051: return

:SWEET3_2073
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false SWEET3_2077
0051: return

:SWEET3_2077
0002: jump SWEET3_2057

:SWEET3_2078
000A: @51 +=  1  ;; integer values
00D6: if  0
0019:   @51 >  6  ;; integer values
004D: jump_if_false SWEET3_2083
0006: @51 =  0  ;; integer values

:SWEET3_2083
0051: return

:SWEET3_2084
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET3_2101
0164: disable_marker @81
0187: @81 = create_marker_above_actor @89
05E2: unknown_action_sequence @89 $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SWEET3_2101
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_2101
00D6: if  0
00DB:   actor $132 in_car $136
004D: jump_if_false SWEET3_2101
0687: $132 
0713: unknown_action_sequence $132 @89 -1  0.0  0.0  0.0  5000.0  8  1  70 

:SWEET3_2101
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET3_2118
0164: disable_marker @82
0187: @82 = create_marker_above_actor @90
05E2: unknown_action_sequence @90 $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET3_2118
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false SWEET3_2118
00D6: if  0
00DB:   actor $131 in_car $136
004D: jump_if_false SWEET3_2118
0687: $131 
0713: unknown_action_sequence $131 @90 -1  0.0  0.0  0.0  5000.0  8  0  70 

:SWEET3_2118
0051: return

;-------------Mission 16---------------
; Originally: Nines and AK's


:SWEET2_1
03A4: name_thread 'SWEET2'
0050: gosub SWEET2_99
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SWEET2_7
0050: gosub SWEET2_2509

:SWEET2_7
0050: gosub SWEET2_2551
004E: end_thread

:SWEET2_9
0871: init_jump_table @39 total_jumps  4  0 SWEET2_98 jumps  0 SWEET2_10  1 SWEET2_30  2 SWEET2_60  3 SWEET2_76 -1 SWEET2_98 -1 SWEET2_98 -1 SWEET2_98 

:SWEET2_10
05A9: s$6609 = 'SWE3_AA'  ;; 8-byte strings
05A9: s$6609(1) = 'SWE3_AB'  ;; 8-byte strings
05A9: s$6609(2) = 'SWE3_AC'  ;; 8-byte strings
05A9: s$6609(3) = 'SWE3_AD'  ;; 8-byte strings
05A9: s$6609(4) = 'SWE3_AE'  ;; 8-byte strings
05A9: s$6609(5) = 'SWE3_AF'  ;; 8-byte strings
05A9: s$6609(6) = 'SWE3_AH'  ;; 8-byte strings
05A9: s$6609(7) = 'SWE3_AJ'  ;; 8-byte strings
05A9: s$6609(8) = 'SWE3_AK'  ;; 8-byte strings
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_98

:SWEET2_30
05A9: s$6609 = 'SWE3_GA'  ;; 8-byte strings
05A9: s$6609(1) = 'SWE3_GB'  ;; 8-byte strings
05A9: s$6609(2) = 'SWE3_GC'  ;; 8-byte strings
05A9: s$6609(3) = 'SWE3_GD'  ;; 8-byte strings
05A9: s$6609(4) = 'SWE3_GE'  ;; 8-byte strings
05A9: s$6609(5) = 'SWE3_GF'  ;; 8-byte strings
05A9: s$6609(6) = 'SWE3_GG'  ;; 8-byte strings
05A9: s$6609(7) = 'SWE3_GH'  ;; 8-byte strings
05A9: s$6609(8) = 'SWE3_GJ'  ;; 8-byte strings
05A9: s$6609(9) = 'SWE3_GK'  ;; 8-byte strings
05A9: s$6609(10) = 'SWE3_GL'  ;; 8-byte strings
05A9: s$6609(11) = 'SWE3_GM'  ;; 8-byte strings
05A9: s$6609(12) = 'SWE3_GN'  ;; 8-byte strings
05A9: s$6609(13) = 'SWE3_GO'  ;; 8-byte strings
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_98

:SWEET2_60
05A9: s$6609 = 'SWE3_HA'  ;; 8-byte strings
05A9: s$6609(1) = 'SWE3_HB'  ;; 8-byte strings
05A9: s$6609(2) = 'SWE3_HC'  ;; 8-byte strings
05A9: s$6609(3) = 'SWE3_HD'  ;; 8-byte strings
05A9: s$6609(4) = 'SWE3_HE'  ;; 8-byte strings
05A9: s$6609(5) = 'SWE3_HF'  ;; 8-byte strings
05A9: s$6609(6) = 'SWE3_HG'  ;; 8-byte strings
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_98

:SWEET2_76
05A9: s$6609 = 'MSWE07A'  ;; 8-byte strings
05A9: s$6609(1) = 'MSWE07B'  ;; 8-byte strings
05A9: s$6609(2) = 'MSWE07C'  ;; 8-byte strings
05A9: s$6609(3) = 'MSWE07D'  ;; 8-byte strings
05A9: s$6609(4) = 'MSWE07E'  ;; 8-byte strings
05A9: s$6609(5) = 'MSWE07F'  ;; 8-byte strings
05A9: s$6609(6) = 'MSWE07G'  ;; 8-byte strings
05A9: s$6609(7) = 'MSWE07H'  ;; 8-byte strings
05A9: s$6609(8) = 'MSWE07J'  ;; 8-byte strings
05A9: s$6609(9) = 'MSWE07K'  ;; 8-byte strings
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_98

:SWEET2_98
0051: return

:SWEET2_99
0317: increment_mission_attempts
0004: $ON_MISSION =  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_130
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET2_135
0001: wait  0 ms
0002: jump SWEET2_130

:SWEET2_135
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET2_137
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET2_142
0001: wait  0 ms
0002: jump SWEET2_137

:SWEET2_142
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:SWEET2_144
00D6: if  0
016B:   fading
004D: jump_if_false SWEET2_149
0001: wait  0 ms
0002: jump SWEET2_144

:SWEET2_149
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
01B5: force_weather  1
023C: load_special_actor  10 'SMOKE'
0247: request_model  466
038B: load_requested_models

:SWEET2_155
00D6: if  21
823D:   NOT   special_actor  10 loaded
8248:   NOT   model  466 available
004D: jump_if_false SWEET2_161
0001: wait  0 ms
0002: jump SWEET2_155

:SWEET2_161
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  466 numberplate "_A2TMFK_" 
00A5: $135 = create_car  466 at  2506.23 -1675.75  12.37
0229: set_car $135 color_to  98  14
0175: set_car $135 z_angle_to  148.0
041E: set_radio_station  3 
0746:  0  8  24 
0746:  0  24  8 
009A: $130 = create_actor  24  299 at  2505.869 -1672.723  12.3778
0173: set_actor $130 z_angle_to  160.0
0223: set_actor $130 health_to  500
0568: $130  1
0446: (unknown) $130  0 
081A: $130  1 
02E2: set_actor $130 weapon_accuracy_to  100
07DD: $130  30 
02A9: set_actor $130 immune_to_nonplayer  1
09F6: $130  0 
060B: unknown_actor_use_entity $130 @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 (back)  1000 ms
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'SWE2_A'  10000 ms  1
07A1:  4 
05CA: unknown_action_sequence $130 $135  5000  0 
039E: (unknown) $130  1 
0526: unknown_actor $130  1
0186: @44 = create_marker_above_car $135
07E0: @44  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_9
0006: @33 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:SWEET2_207
00D6: if  22
81AF:   NOT   car $135 $127 near_point  2453.07 -2003.96  12.56 radius  4.0  4.0  4.0
8448:   NOT   actor $130 in_car $135
89D0:   NOT $135 
004D: jump_if_false SWEET2_269
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SWEET2_217
0002: jump SWEET2_2519

:SWEET2_217
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_256
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_253
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $135
004D: jump_if_false SWEET2_239
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false SWEET2_234
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_234
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false SWEET2_238
0050: gosub SWEET2_2598

:SWEET2_238
0002: jump SWEET2_252

:SWEET2_239
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false SWEET2_252
0164: disable_marker @35
0164: disable_marker @44
0186: @44 = create_marker_above_car $135
07E0: @44  1 
0050: gosub SWEET2_2638
00BC: text_highpriority 'SWE2_L'  6000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0004: $127 =  0  ;; integer values
0006: @45 =  0  ;; integer values

:SWEET2_252
0002: jump SWEET2_255

:SWEET2_253
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_255
0002: jump SWEET2_258

:SWEET2_256
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_258
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_263
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_263
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_268
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_268
0002: jump SWEET2_207

:SWEET2_269
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_294
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_294
0615: @37 
05CD: unknown_action_sequence -1 $135 
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: @37 
0618: $130 @37 
061B: @37 
0001: wait  800 ms
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_294
05CD: unknown_action_sequence $PLAYER_ACTOR $135 
05D3: unknown_action_sequence $PLAYER_ACTOR  2453.29 -1983.71  12.54  4  5000 

:SWEET2_294
0001: wait  2000 ms
0050: gosub SWEET2_2799
016A: fade  0 ()  1000 ms

:SWEET2_297
00D6: if  0
016B:   fading
004D: jump_if_false SWEET2_302
0001: wait  0 ms
0002: jump SWEET2_297

:SWEET2_302
08F4:  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_306
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET2_311
0001: wait  0 ms
0002: jump SWEET2_306

:SWEET2_311
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET2_313
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET2_318
0001: wait  0 ms
0002: jump SWEET2_313

:SWEET2_318
016A: fade  0 ()  0 ms

:SWEET2_319
00D6: if  0
016B:   fading
004D: jump_if_false SWEET2_324
0001: wait  0 ms
0002: jump SWEET2_319

:SWEET2_324
02EA: end_cutscene
023C: load_special_actor  1 'EMMET'
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  346
0247: request_model  549
038B: load_requested_models

:SWEET2_334
00D6: if  25
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  346 available
84EE:   NOT   animation "COLT45" loaded
004D: jump_if_false SWEET2_344
0001: wait  0 ms
0002: jump SWEET2_334

:SWEET2_344
00D6: if  21
8248:   NOT   model  549 available
84EE:   NOT   animation "FAT" loaded
004D: jump_if_false SWEET2_350
0001: wait  0 ms
0002: jump SWEET2_344

:SWEET2_350
0395: clear_area  1 at  2446.49 -1966.47  12.54 range  4.0
0674: set_car_model  549 numberplate "_FELTCH_" 
00A5: @83 = create_car  549 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  290 at  2451.834 -1976.811  12.5469
0173: set_actor @63 z_angle_to  75.6292
0223: set_actor @63 health_to  600
0568: @63  1
0446: (unknown) @63  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  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_370
01B2: give_actor $130 weapon  22 ammo  10000  ;; Load the weapon model before using this
01B9: set_actor $130 armed_weapon_to  22

:SWEET2_370
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .2 
03CF: load_wav  37811 as  1
016A: fade  1 (back)  1000 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_382
0792: $130 
00A1: put_actor $130 at  2450.465 -1980.577  12.5469
0173: set_actor $130 z_angle_to  79.2792

:SWEET2_382
0107: $1754 = create_object #DYN_WINE_BIG at @89 @94 @99
0177: set_object $1754 z_angle_to  90.0
035D: toggle_object $1754 targetable  1 
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_390
00AB: put_car $135 at  2452.646 -2003.876  12.554
0175: set_car $135 z_angle_to  100.2244

:SWEET2_390
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  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_397
00A1: put_actor $PLAYER_ACTOR at  2453.82 -1978.777  12.5469
0002: jump SWEET2_398

:SWEET2_397
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2453.82 -1978.777  12.5469

:SWEET2_398
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: @54 
0668: unknown_action_sequence -1 @89 @94 @99  1300 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "BBALBAT_IDLE_02" "CRACK"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0616: @54 

:SWEET2_413
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_423
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_422
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_422
0002: jump SWEET2_413

:SWEET2_423
03D1: play_wav  1
00BC: text_highpriority 'SWE3_BC'  10000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_430
0A09: $130  1 
0967: $130  3000 

:SWEET2_430
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_440
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_439
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_439
0002: jump SWEET2_430

:SWEET2_440
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_447
00BE: text_clear_all
0968: $130 
0618: $130 @54 
061B: @54 

:SWEET2_447
0006: @84 =  0  ;; integer values

:SWEET2_448
00D6: if  0
8039:   NOT   @36 ==  1  ;; integer values
004D: jump_if_false SWEET2_558
0001: wait  0 ms
00D6: if  0
03CA:   object $1754 exists
004D: jump_if_false SWEET2_467
00D6: if  0
0458: $PLAYER_CHAR $1754 
004D: jump_if_false SWEET2_460
0050: gosub SWEET2_2581
0002: jump SWEET2_461

:SWEET2_460
0050: gosub SWEET2_2589

:SWEET2_461
00D6: if  0
0366:   object $1754 blown_up
004D: jump_if_false SWEET2_467
035D: toggle_object $1754 targetable  0 
0108: destroy_object $1754
000A: @36 +=  1  ;; integer values

:SWEET2_467
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2448.96 -1973.544  13.3074 radius  13.0  13.0  10.0
004D: jump_if_false SWEET2_483
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET2_482
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
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_481
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  10  

:SWEET2_481
0006: @38 =  1  ;; integer values

:SWEET2_482
0002: jump SWEET2_504

:SWEET2_483
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false SWEET2_493
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_493
048F: $130
01B2: give_actor $130 weapon  22 ammo  10000  ;; Load the weapon model before using this
01B9: set_actor $130 armed_weapon_to  22
0006: @84 =  1  ;; integer values

:SWEET2_493
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false SWEET2_504
0164: disable_marker @35
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_501
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  30000  

:SWEET2_501
0512: permanent_text_box 'HOOD2A'
00BC: text_highpriority 'SWE2_G'  10000 ms  1
0006: @38 =  0  ;; integer values

:SWEET2_504
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false SWEET2_542
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_542
062E: $130  1541 @55 
0646: $130 @64 
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false SWEET2_542
041D: set_camera_near_clip  .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  0
03CA:   object $1754 exists
004D: jump_if_false SWEET2_523
0723: $1754  1 

:SWEET2_523
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  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_531
00A1: put_actor @63 at  2451.834 -1976.811  12.5469
0173: set_actor @63 z_angle_to  75.6292

:SWEET2_531
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
0006: @36 =  0  ;; integer values
0108: destroy_object $1754
0107: $1754 = create_object #DYN_WINE_BIG at  2440.58 -1979.89  14.2
0177: set_object $1754 z_angle_to  90.0
035D: toggle_object $1754 targetable  1 
0512: permanent_text_box 'HOOD2A'
0006: @62 =  1  ;; integer values

:SWEET2_542
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_547
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_547
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_552
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_552
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_557
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_557
0002: jump SWEET2_448

:SWEET2_558
03CF: load_wav  37831 as  1

:SWEET2_559
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_574
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_568
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_568
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_573
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_573
0002: jump SWEET2_559

:SWEET2_574
03D1: play_wav  1
00BC: text_highpriority 'SWE3_DC'  10000 ms  1
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_582
0A09: @63  1 
0967: @63  3000 
0605: unknown_action_sequence @63 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  1 -1 

:SWEET2_582
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_597
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_591
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_591
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_596
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_596
0002: jump SWEET2_582

:SWEET2_597
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_603
0687: @63 
00BE: text_clear_all
0968: @63 

:SWEET2_603
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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 (on)
041D: set_camera_near_clip  .2 
03E6: remove_text_box
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_617
00AB: put_car $135 at  2452.646 -2003.876  12.554
0175: set_car $135 z_angle_to  100.2244

:SWEET2_617
0107: $1754 = create_object #DYN_WINE_BIG at @89 @94 @99
0177: set_object $1754 z_angle_to  90.0
035D: toggle_object $1754 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  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_631
00A1: put_actor $PLAYER_ACTOR at  2453.82 -1978.777  12.5469
0002: jump SWEET2_632

:SWEET2_631
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2453.82 -1978.777  12.5469

:SWEET2_632
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:  1 
0930:  1 
0936:  2451.388 -1981.104  14.5206  2451.738 -1980.585  14.5765  8000  1 
0920:  2450.426 -1980.924  14.3127  2450.858 -1980.187  14.318  8000  1 
0173: set_actor $PLAYER_ACTOR z_angle_to  65.0
0006: @38 =  0  ;; integer values
0006: @62 =  0  ;; integer values
0615: @60 
0605: unknown_action_sequence -1 "BBALBAT_IDLE_02" "CRACK"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0643: @60  1 
0616: @60 
0615: @54 
0605: unknown_action_sequence -1 "COLT45_FIRE" "COLT45"  4.0  0  0  0  1  2000 
0668: unknown_action_sequence -1 @89 @94 @99  1300 
0668: unknown_action_sequence -1 @90 @95 @100  1300 
0668: unknown_action_sequence -1 @91 @96 @101  1300 
0618: -1 @60 
0616: @54 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_665
0618: $130 @54 
061B: @54 

:SWEET2_665
0006: @84 =  0  ;; integer values

:SWEET2_666
00D6: if  0
8039:   NOT   @36 ==  3  ;; integer values
004D: jump_if_false SWEET2_847
0001: wait  0 ms
00D6: if  0
03CA:   object $1754(@42,10i) exists
004D: jump_if_false SWEET2_685
00D6: if  0
0458: $PLAYER_CHAR $1754(@42,10i) 
004D: jump_if_false SWEET2_678
0050: gosub SWEET2_2581
0002: jump SWEET2_679

:SWEET2_678
0050: gosub SWEET2_2589

:SWEET2_679
00D6: if  0
0366:   object $1754(@42,10i) blown_up
004D: jump_if_false SWEET2_685
035D: toggle_object $1754(@42,10i) targetable  0 
0108: destroy_object $1754(@42,10i)
000A: @36 +=  1  ;; integer values

:SWEET2_685
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2448.96 -1973.544  13.3074 radius  13.0  13.0  10.0
004D: jump_if_false SWEET2_701
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET2_700
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
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_699
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  10  

:SWEET2_699
0006: @38 =  1  ;; integer values

:SWEET2_700
0002: jump SWEET2_722

:SWEET2_701
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false SWEET2_711
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_711
048F: $130
01B2: give_actor $130 weapon  22 ammo  10000  ;; Load the weapon model before using this
01B9: set_actor $130 armed_weapon_to  22
0006: @84 =  1  ;; integer values

:SWEET2_711
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false SWEET2_722
0164: disable_marker @35
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_719
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  30000  

:SWEET2_719
0512: permanent_text_box 'HOOD2B'
00BC: text_highpriority 'SWE2_H'  10000 ms  1
0006: @38 =  0  ;; integer values

:SWEET2_722
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false SWEET2_826
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_826
062E: $130  1541 @55 
0646: $130 @64 
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false SWEET2_738
0001: wait  700 ms
00D6: if  0
03CA:   object $1754 exists
004D: jump_if_false SWEET2_738
0723: $1754  1 

:SWEET2_738
00D6: if  0
0039:   @64 ==  2  ;; integer values
004D: jump_if_false SWEET2_746
0001: wait  500 ms
00D6: if  0
03CA:   object $1754(1) exists
004D: jump_if_false SWEET2_746
0723: $1754(1)  1 

:SWEET2_746
00D6: if  0
0039:   @64 ==  3  ;; integer values
004D: jump_if_false SWEET2_826

:SWEET2_749
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET2_759
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_758
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_758
0002: jump SWEET2_749

:SWEET2_759
03D1: play_wav  2
00BC: text_highpriority 'SWE3_BA'  10000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_766
0A09: $130  1 
0967: $130  3000 

:SWEET2_766
0001: wait  500 ms
00D6: if  0
03CA:   object $1754(2) exists
004D: jump_if_false SWEET2_771
0723: $1754(2)  1 

:SWEET2_771
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET2_781
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_780
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_780
0002: jump SWEET2_771

:SWEET2_781
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_786
00BE: text_clear_all
0968: $130 

:SWEET2_786
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  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_794
00A1: put_actor @63 at  2451.834 -1976.811  12.5469
0173: set_actor @63 z_angle_to  75.6292

:SWEET2_794
0925: (unknown)
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
0512: permanent_text_box 'HOOD2B'
0006: @36 =  0  ;; integer values
00D6: if  0
03CA:   object $1754 exists
004D: jump_if_false SWEET2_805
035D: toggle_object $1754 targetable  0 

:SWEET2_805
0108: destroy_object $1754
0107: $1754 = create_object #DYN_WINE_BIG at @89 @94 @99
0177: set_object $1754 z_angle_to  90.0
035D: toggle_object $1754 targetable  1 
00D6: if  0
03CA:   object $1754(1) exists
004D: jump_if_false SWEET2_813
035D: toggle_object $1754(1) targetable  0 

:SWEET2_813
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  0
03CA:   object $1754(2) exists
004D: jump_if_false SWEET2_821
035D: toggle_object $1754(2) targetable  0 

:SWEET2_821
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_826
000A: @42 +=  1  ;; integer values
00D6: if  0
0029:   @42 >=  3  ;; integer values
004D: jump_if_false SWEET2_831
0006: @42 =  0  ;; integer values

:SWEET2_831
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_836
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_836
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_841
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_841
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_846
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_846
0002: jump SWEET2_666

:SWEET2_847
03CF: load_wav  37829 as  1

:SWEET2_848
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_863
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_857
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_857
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_862
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_862
0002: jump SWEET2_848

:SWEET2_863
03D1: play_wav  1
00BC: text_highpriority 'SWE3_DA'  10000 ms  1
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_871
0A09: @63  1 
0967: @63  3000 
0605: unknown_action_sequence @63 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  1 -1 

:SWEET2_871
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_886
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_880
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_880
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_885
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_885
0002: jump SWEET2_871

:SWEET2_886
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_892
0687: @63 
00BE: text_clear_all
0968: @63 

:SWEET2_892
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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 (on)
041D: set_camera_near_clip  .2 
03E6: remove_text_box
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_907
00AB: put_car $135 at  2452.646 -2003.876  12.554
0175: set_car $135 z_angle_to  100.2244

:SWEET2_907
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 = create_object #DYN_WINE_BIG at @89 @94 @99
0177: set_object $1754 z_angle_to  90.0
035D: toggle_object $1754 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  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_944
00A1: put_actor $PLAYER_ACTOR at  2453.82 -1978.777  12.5469
0002: jump SWEET2_945

:SWEET2_944
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2453.82 -1978.777  12.5469

:SWEET2_945
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: @60 
0615: @59 
05BA: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "BBALBAT_IDLE_02" "CRACK"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  0 -1 
0643: @59  1 
0616: @59 
0615: @60 
05D4: unknown_action_sequence -1 unknown_angle  77.0 
0605: unknown_action_sequence -1 "IDLE_TIRED" "FAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "IDLE_TIRED" "FAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "IDLE_TIRED" "FAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "IDLE_TIRED" "FAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "IDLE_TIRED" "FAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "IDLE_TIRED" "FAT"  4.0  0  0  0  0 -1 
0618: -1 @59 
0616: @60 
0615: @58 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  2450.48 -1981.65  12.55  4  4000 
0618: -1 @60 
0616: @58 
0615: @54 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  4.0  0  1  1  0 -1 
0668: unknown_action_sequence -1 @89 @94 @99  1400 
0668: unknown_action_sequence -1 @90 @95 @100  1400 
0668: unknown_action_sequence -1 @91 @96 @101  1400 
0668: unknown_action_sequence -1 @92 @97 @102  1400 
0668: unknown_action_sequence -1 @93 @98 @103  1400 
0618: -1 @58 
0616: @54 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_992
0618: $130 @54 
061B: @54 

:SWEET2_992
0006: @40 =  0  ;; integer values
0006: @84 =  0  ;; integer values

:SWEET2_994
00D6: if  0
8039:   NOT   @36 ==  5  ;; integer values
004D: jump_if_false SWEET2_1407
0001: wait  0 ms
00D6: if  0
03CA:   object $1754(@42,10i) exists
004D: jump_if_false SWEET2_1013
00D6: if  0
0458: $PLAYER_CHAR $1754(@42,10i) 
004D: jump_if_false SWEET2_1006
0050: gosub SWEET2_2581
0002: jump SWEET2_1007

:SWEET2_1006
0050: gosub SWEET2_2589

:SWEET2_1007
00D6: if  0
0366:   object $1754(@42,10i) blown_up
004D: jump_if_false SWEET2_1013
035D: toggle_object $1754(@42,10i) targetable  0 
0108: destroy_object $1754(@42,10i)
000A: @36 +=  1  ;; integer values

:SWEET2_1013
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2448.96 -1973.544  13.3074 radius  13.0  13.0  10.0
004D: jump_if_false SWEET2_1029
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET2_1028
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
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_1027
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  10  

:SWEET2_1027
0006: @38 =  1  ;; integer values

:SWEET2_1028
0002: jump SWEET2_1047

:SWEET2_1029
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false SWEET2_1039
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1039
048F: $130
01B2: give_actor $130 weapon  22 ammo  10000  ;; Load the weapon model before using this
01B9: set_actor $130 armed_weapon_to  22
0006: @84 =  1  ;; integer values

:SWEET2_1039
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false SWEET2_1047
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'
00BC: text_highpriority 'SWE2_I'  10000 ms  1
0006: @38 =  0  ;; integer values

:SWEET2_1047
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false SWEET2_1386
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1386
062E: $130  1541 @55 
0646: $130 @64 
00D6: if  0
0039:   @64 ==  2  ;; integer values
004D: jump_if_false SWEET2_1102
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  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false SWEET2_1102

:SWEET2_1063
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_1073
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1072
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1072
0002: jump SWEET2_1063

:SWEET2_1073
03D1: play_wav  1
00BC: text_highpriority 'SWE3_BD'  10000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1080
0A09: $130  1 
0967: $130  3000 

:SWEET2_1080
0001: wait  500 ms
00D6: if  0
03CA:   object $1754 exists
004D: jump_if_false SWEET2_1085
0723: $1754  1 

:SWEET2_1085
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_1095
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1094
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1094
0002: jump SWEET2_1085

:SWEET2_1095
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1100
00BE: text_clear_all
0968: $130 

:SWEET2_1100
03CF: load_wav  37814 as  1
0006: @40 =  1  ;; integer values

:SWEET2_1102
00D6: if  0
0039:   @64 ==  3  ;; integer values
004D: jump_if_false SWEET2_1149
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  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false SWEET2_1149

:SWEET2_1110
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET2_1120
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1119
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1119
0002: jump SWEET2_1110

:SWEET2_1120
03D1: play_wav  2
00BC: text_highpriority 'SWE3_BE'  10000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1127
0A09: $130  1 
0967: $130  3000 

:SWEET2_1127
0001: wait  500 ms
00D6: if  0
03CA:   object $1754(1) exists
004D: jump_if_false SWEET2_1132
0723: $1754(1)  1 

:SWEET2_1132
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET2_1142
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1141
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1141
0002: jump SWEET2_1132

:SWEET2_1142
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1147
0A09: $130  1 
0967: $130  3000 

:SWEET2_1147
03CF: load_wav  37815 as  2
0006: @40 =  2  ;; integer values

:SWEET2_1149
00D6: if  0
0039:   @64 ==  4  ;; integer values
004D: jump_if_false SWEET2_1206
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  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false SWEET2_1164
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1164
048F: $130
01B2: give_actor $130 weapon  22 ammo  10000  ;; Load the weapon model before using this
01B9: set_actor $130 armed_weapon_to  22
0006: @84 =  2  ;; integer values

:SWEET2_1164
00D6: if  0
0039:   @40 ==  2  ;; integer values
004D: jump_if_false SWEET2_1206

:SWEET2_1167
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_1177
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1176
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1176
0002: jump SWEET2_1167

:SWEET2_1177
03D1: play_wav  1
00BC: text_highpriority 'SWE3_BF'  10000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1184
0A09: $130  1 
0967: $130  3000 

:SWEET2_1184
0001: wait  500 ms
00D6: if  0
03CA:   object $1754(2) exists
004D: jump_if_false SWEET2_1189
0723: $1754(2)  1 

:SWEET2_1189
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_1199
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1198
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1198
0002: jump SWEET2_1189

:SWEET2_1199
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1204
00BE: text_clear_all
0968: $130 

:SWEET2_1204
03CF: load_wav  37810 as  1
0006: @40 =  3  ;; integer values

:SWEET2_1206
00D6: if  0
0039:   @64 ==  5  ;; integer values
004D: jump_if_false SWEET2_1253
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  0
0039:   @40 ==  3  ;; integer values
004D: jump_if_false SWEET2_1253

:SWEET2_1214
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET2_1224
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1223
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1223
0002: jump SWEET2_1214

:SWEET2_1224
03D1: play_wav  2
00BC: text_highpriority 'SWE3_BG'  10000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1231
0A09: $130  1 
0967: $130  3000 

:SWEET2_1231
0001: wait  500 ms
00D6: if  0
03CA:   object $1754(3) exists
004D: jump_if_false SWEET2_1236
0723: $1754(3)  1 

:SWEET2_1236
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET2_1246
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1245
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1245
0002: jump SWEET2_1236

:SWEET2_1246
03CF: load_wav  37873 as  2
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1252
00BE: text_clear_all
0968: $130 

:SWEET2_1252
0006: @40 =  4  ;; integer values

:SWEET2_1253
00D6: if  0
0039:   @64 ==  6  ;; integer values
004D: jump_if_false SWEET2_1386
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  0
0039:   @84 ==  2  ;; integer values
004D: jump_if_false SWEET2_1268
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1268
048F: $130
01B2: give_actor $130 weapon  22 ammo  10000  ;; Load the weapon model before using this
01B9: set_actor $130 armed_weapon_to  22
0006: @84 =  3  ;; integer values

:SWEET2_1268
00D6: if  0
0039:   @40 ==  4  ;; integer values
004D: jump_if_false SWEET2_1309

:SWEET2_1271
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_1281
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1280
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1280
0002: jump SWEET2_1271

:SWEET2_1281
03D1: play_wav  1
00BC: text_highpriority 'SWE3_BB'  10000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1288
0A09: $130  1 
0967: $130  3000 

:SWEET2_1288
0001: wait  500 ms
00D6: if  0
03CA:   object $1754(4) exists
004D: jump_if_false SWEET2_1293
0723: $1754(4)  1 

:SWEET2_1293
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_1303
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1302
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1302
0002: jump SWEET2_1293

:SWEET2_1303
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1308
00BE: text_clear_all
0968: $130 

:SWEET2_1308
0006: @40 =  5  ;; integer values

:SWEET2_1309
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET2_1319
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1318
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1318
0002: jump SWEET2_1309

:SWEET2_1319
03D1: play_wav  2
00BC: text_highpriority 'SWE3_ZZ'  10000 ms  1

:SWEET2_1321
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET2_1331
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1330
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1330
0002: jump SWEET2_1321

:SWEET2_1331
00BC: text_highpriority 'SWE2_I'  10000 ms  1
00A1: put_actor $PLAYER_ACTOR at  2450.74 -1978.375  12.5469
0173: set_actor $PLAYER_ACTOR z_angle_to  89.5159
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1339
00A1: put_actor @63 at  2451.834 -1976.811  12.5469
0173: set_actor @63 z_angle_to  75.6292

:SWEET2_1339
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
0512: permanent_text_box 'HOOD2F'
0006: @36 =  0  ;; integer values
00D6: if  0
03CA:   object $1754 exists
004D: jump_if_false SWEET2_1349
035D: toggle_object $1754 targetable  0 

:SWEET2_1349
0108: destroy_object $1754
0107: $1754 = create_object #DYN_WINE_BIG at @89 @94 @99
0177: set_object $1754 z_angle_to  90.0
035D: toggle_object $1754 targetable  1 
00D6: if  0
03CA:   object $1754(1) exists
004D: jump_if_false SWEET2_1357
035D: toggle_object $1754(1) targetable  0 

:SWEET2_1357
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  0
03CA:   object $1754(2) exists
004D: jump_if_false SWEET2_1365
035D: toggle_object $1754(2) targetable  0 

:SWEET2_1365
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  0
03CA:   object $1754(3) exists
004D: jump_if_false SWEET2_1373
035D: toggle_object $1754(3) targetable  0 

:SWEET2_1373
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  0
03CA:   object $1754(4) exists
004D: jump_if_false SWEET2_1381
035D: toggle_object $1754(4) targetable  0 

:SWEET2_1381
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_1386
000A: @42 +=  1  ;; integer values
00D6: if  0
0029:   @42 >=  5  ;; integer values
004D: jump_if_false SWEET2_1391
0006: @42 =  0  ;; integer values

:SWEET2_1391
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1396
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1396
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1401
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1401
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1406
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1406
0002: jump SWEET2_994

:SWEET2_1407
03CF: load_wav  37835 as  1

:SWEET2_1408
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_1423
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1417
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1417
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1422
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1422
0002: jump SWEET2_1408

:SWEET2_1423
03D1: play_wav  1
00BC: text_highpriority 'SWE3_DG'  10000 ms  1
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1431
0A09: @63  1 
0967: @63  3000 
0605: unknown_action_sequence @63 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  1 -1 

:SWEET2_1431
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_1446
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1440
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1440
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1445
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1445
0002: jump SWEET2_1431

:SWEET2_1446
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1452
0687: @63 
00BE: text_clear_all
0968: @63 

:SWEET2_1452
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  1000 ms
0006: @36 =  0  ;; integer values
0001: wait  1000 ms
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .2 
03E6: remove_text_box
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false SWEET2_1467
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_1467
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1472
00A1: put_actor @63 at  2452.69 -1980.218  12.5469
0173: set_actor @63 z_angle_to  44.7926

:SWEET2_1472
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_1477
00AB: put_car $135 at  2452.646 -2003.876  12.554
0175: set_car $135 z_angle_to  100.2244

:SWEET2_1477
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_1482
00A1: put_actor $PLAYER_ACTOR at  2446.11 -1974.53  12.54
0002: jump SWEET2_1483

:SWEET2_1482
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2446.11 -1974.53  12.54

:SWEET2_1483
0173: set_actor $PLAYER_ACTOR z_angle_to  349.81
00BC: text_highpriority 'SWE2_F'  10000 ms  1
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false SWEET2_1492
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_1492
0512: permanent_text_box 'HOOD2C'
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @38 =  0  ;; integer values
0006: @62 =  0  ;; integer values

:SWEET2_1499
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false SWEET2_1567
0001: wait  0 ms
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2451.95 -1978.93  12.55 radius  13.0  13.0  10.0
004D: jump_if_false SWEET2_1519
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET2_1518
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
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_1517
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  10  

:SWEET2_1517
0006: @38 =  1  ;; integer values

:SWEET2_1518
0002: jump SWEET2_1530

:SWEET2_1519
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false SWEET2_1530
0164: disable_marker @35
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_1527
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  30000  

:SWEET2_1527
0512: permanent_text_box 'HOOD2C'
00BC: text_highpriority 'SWE2_F'  10000 ms  1
0006: @38 =  0  ;; integer values

:SWEET2_1530
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false SWEET2_1551
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1551
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1545
02AB: set_actor @63 immunities  0  0  1  0  0
0223: set_actor @63 health_to  600

:SWEET2_1545
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false SWEET2_1549
02AC: set_car @83 immunities  0  0  0  0  0

:SWEET2_1549
02AB: set_actor $PLAYER_ACTOR immunities  0  0  1  0  0
0006: @62 =  1  ;; integer values

:SWEET2_1551
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1556
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1556
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1561
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1561
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1566
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1566
0002: jump SWEET2_1499

:SWEET2_1567
03E6: remove_text_box
0110: clear_player $PLAYER_CHAR wanted_level
0249: release_model  549
0001: wait  2000 ms
0110: clear_player $PLAYER_CHAR wanted_level
016A: fade  0 ()  500 ms

:SWEET2_1573
00D6: if  0
016B:   fading
004D: jump_if_false SWEET2_1578
0001: wait  0 ms
0002: jump SWEET2_1573

:SWEET2_1578
0A0B:  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 (frozen)
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .2 
04ED: load_animation "GANGS"

:SWEET2_1585
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SWEET2_1590
0001: wait  0 ms
0002: jump SWEET2_1585

:SWEET2_1590
0006: @80 =  0  ;; integer values
0006: @81 =  0  ;; integer values
0006: @82 =  0  ;; integer values
0006: @39 =  1  ;; integer values
0050: gosub SWEET2_9
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_1600
00A1: put_actor $PLAYER_ACTOR at  2450.567 -1975.641  12.5469
0002: jump SWEET2_1601

:SWEET2_1600
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2450.567 -1975.641  12.5469

:SWEET2_1601
0173: set_actor $PLAYER_ACTOR z_angle_to  288.25
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1617
00A1: put_actor $130 at  2452.741 -1976.45  12.5469
0173: set_actor $130 z_angle_to  345.3302
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1617
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: unknown_action_sequence $130 $PLAYER_ACTOR 
0639: unknown_action_sequence @63 $PLAYER_ACTOR 
0647: unknown_action_sequence @63 
05BF: unknown_action_sequence @63 $PLAYER_ACTOR  30000 

:SWEET2_1617
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_1622
00AB: put_car $135 at  2452.646 -2003.876  12.554
0175: set_car $135 z_angle_to  100.2244

:SWEET2_1622
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 (back)  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_1629
00D6: if  0
8039:   NOT   @80 ==  1  ;; integer values
004D: jump_if_false SWEET2_1661
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1645
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1645
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1645
0605: unknown_action_sequence $130 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  1 -1 
0006: @82 =  1  ;; integer values

:SWEET2_1645
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1650
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1650
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1655
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1655
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1660
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1660
0002: jump SWEET2_1629

:SWEET2_1661
0006: @88 =  0  ;; integer values
01EB: set_car_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: unknown_bunnyjump SWEET2_2091 
0006: @82 =  0  ;; integer values

:SWEET2_1667
00D6: if  0
8039:   NOT   @80 ==  2  ;; integer values
004D: jump_if_false SWEET2_1698
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1682
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1682
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1682
0006: @82 =  1  ;; integer values

:SWEET2_1682
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1687
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1687
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1692
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1692
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1697
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1697
0002: jump SWEET2_1667

:SWEET2_1698
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1702
0968: $130 

:SWEET2_1702
0006: @82 =  0  ;; integer values

:SWEET2_1703
00D6: if  0
8039:   NOT   @80 ==  3  ;; integer values
004D: jump_if_false SWEET2_1734
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1718
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1718
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1718
0006: @82 =  1  ;; integer values

:SWEET2_1718
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1723
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1723
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1728
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1728
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1733
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1733
0002: jump SWEET2_1703

:SWEET2_1734
0006: @82 =  0  ;; integer values

:SWEET2_1735
00D6: if  0
8039:   NOT   @80 ==  4  ;; integer values
004D: jump_if_false SWEET2_1766
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1750
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1750
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1750
0006: @82 =  1  ;; integer values

:SWEET2_1750
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1755
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1755
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1760
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1760
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1765
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1765
0002: jump SWEET2_1735

:SWEET2_1766
0006: @82 =  0  ;; integer values

:SWEET2_1767
00D6: if  0
8039:   NOT   @80 ==  5  ;; integer values
004D: jump_if_false SWEET2_1798
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1782
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1782
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1782
0006: @82 =  1  ;; integer values

:SWEET2_1782
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1787
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1787
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1792
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1792
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1797
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1797
0002: jump SWEET2_1767

:SWEET2_1798
05D3: unknown_action_sequence $PLAYER_ACTOR  2452.642 -1998.219  12.554  4  20000 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1803
05D3: unknown_action_sequence $130  2454.951 -1998.658  12.554  4  20000 

:SWEET2_1803
0006: @82 =  0  ;; integer values

:SWEET2_1804
00D6: if  0
8039:   NOT   @80 ==  6  ;; integer values
004D: jump_if_false SWEET2_1835
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1819
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1819
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_1819
0006: @82 =  1  ;; integer values

:SWEET2_1819
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1824
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1824
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1829
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1829
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1834
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1834
0002: jump SWEET2_1804

:SWEET2_1835
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1840
05D3: unknown_action_sequence @63  2453.32 -1987.714  12.5469  4  20000 
0245: set_actor @63 walk_style_to "GANG1"

:SWEET2_1840
00A1: put_actor $PLAYER_ACTOR at  2452.079 -1978.844  12.5469
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
0687: $PLAYER_ACTOR 
05D3: unknown_action_sequence $PLAYER_ACTOR  2452.642 -1998.219  12.554  4  20000 
0006: @82 =  0  ;; integer values

:SWEET2_1845
00D6: if  0
8039:   NOT   @80 ==  7  ;; integer values
004D: jump_if_false SWEET2_1876
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1860
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1860
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1860
0006: @82 =  1  ;; integer values

:SWEET2_1860
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1865
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1865
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1870
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1870
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1875
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1875
0002: jump SWEET2_1845

:SWEET2_1876
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_1879
00D6: if  0
8039:   NOT   @80 ==  8  ;; integer values
004D: jump_if_false SWEET2_1910
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1894
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1894
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1894
0006: @82 =  1  ;; integer values

:SWEET2_1894
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1899
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1899
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1904
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1904
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1909
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1909
0002: jump SWEET2_1879

:SWEET2_1910
0006: @82 =  0  ;; integer values

:SWEET2_1911
00D6: if  0
8039:   NOT   @80 ==  9  ;; integer values
004D: jump_if_false SWEET2_1942
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1926
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1926
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1926
0006: @82 =  1  ;; integer values

:SWEET2_1926
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1931
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1931
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1936
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1936
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1941
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1941
0002: jump SWEET2_1911

:SWEET2_1942
0006: @82 =  0  ;; integer values

:SWEET2_1943
00D6: if  0
8039:   NOT   @80 ==  10  ;; integer values
004D: jump_if_false SWEET2_1975
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SWEET2_1959
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_1959
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_1959
0605: unknown_action_sequence @63 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  1 -1 
0006: @82 =  1  ;; integer values

:SWEET2_1959
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1964
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1964
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1969
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1969
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1974
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1974
0002: jump SWEET2_1943

:SWEET2_1975
00D6: if  0
8039:   NOT   @80 ==  11  ;; integer values
004D: jump_if_false SWEET2_1996
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_1985
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1985
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_1990
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1990
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_1995
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_1995
0002: jump SWEET2_1975

:SWEET2_1996
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_2000
0687: @63 

:SWEET2_2000
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  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_2013
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2013
07A1:  4 
05CA: unknown_action_sequence $130 $135  50000  0 
07A1:  4 
05CB: unknown_action_sequence $PLAYER_ACTOR $135  50000 

:SWEET2_2013
00D6: if  0
8039:   NOT   @80 ==  12  ;; integer values
004D: jump_if_false SWEET2_2034
0001: wait  0 ms
0050: gosub SWEET2_2598
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false SWEET2_2023
00BC: text_highpriority 'SWE2_K'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2023
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2028
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2028
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_2033
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2033
0002: jump SWEET2_2013

:SWEET2_2034
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2056
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_2056

:SWEET2_2040
00D6: if  21
8448:   NOT   actor $PLAYER_ACTOR in_car $135
8448:   NOT   actor $130 in_car $135
004D: jump_if_false SWEET2_2056
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2050
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2050
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_2055
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2055
0002: jump SWEET2_2040

:SWEET2_2056
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_2058
00D6: if  0
8039:   NOT   @80 ==  13  ;; integer values
004D: jump_if_false SWEET2_2074
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2067
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2067
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_2072
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2072
0050: gosub SWEET2_2598
0002: jump SWEET2_2058

:SWEET2_2074
00D6: if  0
8039:   NOT   @80 ==  14  ;; integer values
004D: jump_if_false SWEET2_2090
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2083
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2083
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_2088
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2088
0050: gosub SWEET2_2598
0002: jump SWEET2_2074

:SWEET2_2090
0006: @88 =  1  ;; integer values

:SWEET2_2091
0701: (unknown)
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SWEET2_2125
00BE: text_clear_all
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:SWEET2_2100
00D6: if  0
016B:   fading
004D: jump_if_false SWEET2_2105
0001: wait  0 ms
0002: jump SWEET2_2100

:SWEET2_2105
040D: unload_wav  1
040D: unload_wav  2
040D: unload_wav  3
0925: (unknown)
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_2123
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2123
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_2119
036A: put_actor $PLAYER_ACTOR in_car $135

:SWEET2_2119
00D6: if  0
80DF:   NOT   actor $130 driving
004D: jump_if_false SWEET2_2123
0430: $130 $135  0 

:SWEET2_2123
0001: wait  100 ms
016A: fade  1 (back)  500 ms

:SWEET2_2125
009B: destroy_actor_instantly @63
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08F4:  99 
000A: @41 +=  60  ;; integer values
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_2136
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to @41  

:SWEET2_2136
00BC: text_highpriority 'SWE2_D'  10000 ms  1
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_2144
0164: disable_marker @35
0164: disable_marker @44
0186: @44 = create_marker_above_car $135
07E0: @44  1 

:SWEET2_2144
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2150
0187: @46 = create_marker_above_actor $130
07E0: @46  1 
0164: disable_marker @46

:SWEET2_2150
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_9
0050: gosub SWEET2_2817
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  346
0249: release_model #DYN_WINE_BIG
0249: release_model  549
0296: unload_special_actor  1

:SWEET2_2176
00D6: if  22
81AF:   NOT   car $135 $127 near_point  2066.465 -1695.444  12.5547 radius  4.0  4.0  4.0
8448:   NOT   actor $130 in_car $135
89D0:   NOT $135 
004D: jump_if_false SWEET2_2278
0001: wait  0 ms
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_2213
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET2_2194
00D6: if  0
0039:   @53 ==  1  ;; integer values
004D: jump_if_false SWEET2_2194
03E5: text_box 'HELP53'
0006: @32 =  0  ;; integer values
0006: @53 =  2  ;; integer values

:SWEET2_2194
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET2_2203
00D6: if  0
0039:   @53 ==  2  ;; integer values
004D: jump_if_false SWEET2_2203
03E5: text_box 'HOOD2D'
0006: @32 =  0  ;; integer values
0006: @53 =  3  ;; integer values

:SWEET2_2203
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET2_2212
00D6: if  0
0039:   @53 ==  3  ;; integer values
004D: jump_if_false SWEET2_2212
03E5: text_box 'HOOD2E'
0006: @32 =  0  ;; integer values
0006: @53 =  4  ;; integer values

:SWEET2_2212
0002: jump SWEET2_2224

:SWEET2_2213
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET2_2224
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false SWEET2_2224
03E5: text_box 'EMMET_G'
0164: disable_marker $31
04CE: $31 = create_icon_marker_without_sphere  18 at  2447.364 -1974.496  12.5469
0006: @32 =  0  ;; integer values
0006: @53 =  1  ;; integer values

:SWEET2_2224
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2265
00D6: if  0
8119:   NOT   car $135 wrecked
004D: jump_if_false SWEET2_2262
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $135
004D: jump_if_false SWEET2_2248
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false SWEET2_2242
0164: disable_marker @44
0164: disable_marker @35
00BC: text_highpriority 'SWE2_D'  6000 ms  1
018A: @35 = create_checkpoint_at  2066.465 -1695.444  12.5547
0004: $127 =  1  ;; integer values
0006: @45 =  1  ;; integer values

:SWEET2_2242
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false SWEET2_2247
0050: gosub SWEET2_2598
0006: @56 =  1  ;; integer values

:SWEET2_2247
0002: jump SWEET2_2261

:SWEET2_2248
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false SWEET2_2261
0164: disable_marker @35
0164: disable_marker @44
0186: @44 = create_marker_above_car $135
07E0: @44  1 
0050: gosub SWEET2_2638
00BC: text_highpriority 'SWE2_L'  6000 ms  1
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0004: $127 =  0  ;; integer values
0006: @45 =  0  ;; integer values

:SWEET2_2261
0002: jump SWEET2_2264

:SWEET2_2262
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2264
0002: jump SWEET2_2267

:SWEET2_2265
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2267
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_2272
00BC: text_highpriority 'SWE2_C'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2272
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2277
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2277
0002: jump SWEET2_2176

:SWEET2_2278
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .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  330
0001: wait  1000 ms
016A: fade  0 ()  1000 ms

:SWEET2_2286
00D6: if  0
016B:   fading
004D: jump_if_false SWEET2_2291
0001: wait  0 ms
0002: jump SWEET2_2286

:SWEET2_2291
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false SWEET2_2296
0001: wait  0 ms
0002: jump SWEET2_2291

:SWEET2_2296
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2309
00D6: if  0
80DF:   NOT   actor $130 driving
004D: jump_if_false SWEET2_2304
00A1: put_actor $130 at  2071.169 -1703.06  12.5538
0002: jump SWEET2_2305

:SWEET2_2304
0362: remove_actor $130 from_car_and_place_at  2071.169 -1703.06  12.5538

:SWEET2_2305
0173: set_actor $130 z_angle_to  162.3527
0687: $130 
0647: unknown_action_sequence $130 
05BF: unknown_action_sequence $130 $PLAYER_ACTOR  4000 

:SWEET2_2309
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET2_2314
00A1: put_actor $PLAYER_ACTOR at  2071.554 -1704.375  12.5538
0002: jump SWEET2_2315

:SWEET2_2314
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2071.554 -1704.375  12.5538

:SWEET2_2315
0173: set_actor $PLAYER_ACTOR z_angle_to  12.5041
0687: $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 (back)  1000 ms
03CF: load_wav  37871 as  1
03CF: load_wav  37872 as  2
03CF: load_wav  23000 as  3

:SWEET2_2324
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SWEET2_2334
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2333
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2333
0002: jump SWEET2_2324

:SWEET2_2334
03D1: play_wav  1
00BC: text_highpriority 'SWE3_JA'  10000 ms  1
0050: gosub SWEET2_2715

:SWEET2_2337
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SWEET2_2347
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2346
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2346
0002: jump SWEET2_2337

:SWEET2_2347
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2351
0647: unknown_action_sequence $130 

:SWEET2_2351
0050: gosub SWEET2_2757

:SWEET2_2352
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET2_2362
0001: wait  0 ms
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2361
00BC: text_highpriority 'SWE2_B'  10000 ms  1
0002: jump SWEET2_2509

:SWEET2_2361
0002: jump SWEET2_2352

:SWEET2_2362
03D1: play_wav  2
00BC: text_highpriority 'SWE3_JB'  10000 ms  1
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2370
05D3: unknown_action_sequence $130  2065.1 -1703.4  13.15  4  4000 

:SWEET2_2370
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2375
05D3: unknown_action_sequence $PLAYER_ACTOR  2073.287 -1702.104  12.5469  4  4000 

:SWEET2_2375
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
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 $130

:SWEET2_2382
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false SWEET2_2387
0001: wait  0 ms
0002: jump SWEET2_2382

:SWEET2_2387
03D1: play_wav  3
0006: @32 =  0  ;; integer values

:SWEET2_2389
00D6: if  0
83D2:   NOT   wav  3 ended
004D: jump_if_false SWEET2_2398
0001: wait  0 ms
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false SWEET2_2397
0002: jump SWEET2_2398

:SWEET2_2397
0002: jump SWEET2_2389

:SWEET2_2398
0006: @80 =  0  ;; integer values
0006: @81 =  0  ;; integer values
0006: @82 =  0  ;; integer values
0006: @39 =  3  ;; integer values
0050: gosub SWEET2_9
0687: $PLAYER_ACTOR 
0729: unknown_action_sequence $PLAYER_ACTOR  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  346
0249: release_model  466
0249: release_model #DYN_WINE_BIG
0249: release_model  549
0296: unload_special_actor  10
0296: unload_special_actor  1

:SWEET2_2417
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2246.972 -1660.779  14.2856 radius  3.5  4.0  4.0
004D: jump_if_false SWEET2_2451
0001: wait  0 ms
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false SWEET2_2438
0050: gosub SWEET2_2598
00D6: if  0
0019:   @80 >  0  ;; integer values
004D: jump_if_false SWEET2_2438
00D6: if  21
0039:   @80 ==  10  ;; integer values
00E1:   key_pressed  0  15
004D: jump_if_false SWEET2_2438
040D: unload_wav  1
00BE: text_clear_all
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0249: release_model  330
00BC: text_highpriority 'COLORS'  6000 ms  1
0006: @85 =  1  ;; integer values

:SWEET2_2438
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false SWEET2_2450
00D6: if  0
0019:   @80 >  0  ;; integer values
004D: jump_if_false SWEET2_2450
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0164: disable_marker @35
018A: @35 = create_checkpoint_at  2246.972 -1660.779  14.2856
0006: @65 =  1  ;; integer values

:SWEET2_2450
0002: jump SWEET2_2417

:SWEET2_2451
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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
07FB: set_interior 'CSCHP' accessible  1 
07FB: set_interior 'CSSPRT' accessible  1 
07FB: set_interior 'LACS1' accessible  1 
0001: wait  2500 ms
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @87 =  0  ;; integer values

:SWEET2_2464
00D6: if  0
8039:   NOT   @87 ==  2  ;; integer values
004D: jump_if_false SWEET2_2505
0001: wait  0 ms
077E: @86 = active_interior
00D6: if  0
0039:   @86 ==  15  ;; integer values
004D: jump_if_false SWEET2_2492
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false SWEET2_2492
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  208.0279 -107.9499  1004.133 radius  10.0  10.0  5.0
004D: jump_if_false SWEET2_2492
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00BE: text_clear_all
0001: wait  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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
0001: wait  4000 ms
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03E5: text_box 'HELWARD'
0006: @87 =  1  ;; integer values

:SWEET2_2492
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false SWEET2_2504
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false SWEET2_2504
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2244.48 -1664.06  14.469 radius  10.0  10.0  5.0
004D: jump_if_false SWEET2_2504
0164: disable_marker @35
0001: wait  2000 ms
0006: @87 =  2  ;; integer values

:SWEET2_2504
0002: jump SWEET2_2464

:SWEET2_2505
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump SWEET2_2519

:SWEET2_2509
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false SWEET2_2514
017B: set_actor $PLAYER_ACTOR weapon  22 ammo_to  5  

:SWEET2_2514
0164: disable_marker $31
07FB: set_interior 'CSCHP' accessible  0 
07FB: set_interior 'CSSPRT' accessible  0 
07FB: set_interior 'LACS1' accessible  0 
0051: return

:SWEET2_2519
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SWEET_2'
01E3: text_1number_styled 'M_PASSR'  4  5000 ms  1
0998: add_respect  4 
004F: create_thread SMOKE_1 
0164: disable_marker $434
02A7: $434 = create_icon_marker_and_sphere $445 at $468 $469 $470
0164: disable_marker $1738
04CE: $1738 = create_icon_marker_without_sphere  45 at  2243.807 -1668.567  20.0313
0164: disable_marker $31
04CE: $31 = create_icon_marker_without_sphere  18 at  2447.364 -1974.496  12.5469
032B: $32 = create_weapon_pickup  346  15 ammo  16 at  2447.773 -1975.663  13.0
00D6: if  0
0038:   $2656 ==  0  ;; integer values
004D: jump_if_false SWEET2_2547
07FB: set_interior 'CSCHP' accessible  1 
07FB: set_interior 'CSSPRT' accessible  1 
07FB: set_interior 'LACS1' accessible  1 
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: $2646 = create_icon_marker_without_sphere  45 at -2371.1  910.2  47.2
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: $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: $2648 = create_icon_marker_without_sphere  45 at -2489.0 -26.9  32.6
0004: $2656 =  1  ;; integer values

:SWEET2_2547
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
0051: return

:SWEET2_2551
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
034F: destroy_actor_with_fade $130  ;; 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  346
0249: release_model  466
0249: release_model #DYN_WINE_BIG
0249: release_model  330
0249: release_model  549
0050: gosub SWEET2_2817
0296: unload_special_actor  10
0296: unload_special_actor  1
0164: disable_marker @35
0164: disable_marker @44
08F4:  99 
01B7: release_weather
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false SWEET2_2576
02AC: set_car @83 immunities  0  0  0  0  0

:SWEET2_2576
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
03E6: remove_text_box
00D8: mission_cleanup
0051: return

:SWEET2_2581
00D6: if  0
03CA:   object $1754(@42,10i) exists
004D: jump_if_false SWEET2_2588
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2588
0655: unknown_action_sequence $130 $1754(@42,10i)  5000 

:SWEET2_2588
0051: return

:SWEET2_2589
00D6: if  0
03CA:   object $1754(@42,10i) exists
004D: jump_if_false SWEET2_2596
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2596
0647: unknown_action_sequence $130 

:SWEET2_2596
0051: return
0051: return

:SWEET2_2598
00D6: if  21
0039:   @81 ==  0  ;; integer values
0039:   @81 ==  1  ;; integer values
004D: jump_if_false SWEET2_2609
00D6: if  0
002D:   @48 >= @80  ;; integer values 
004D: jump_if_false SWEET2_2609
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false SWEET2_2609
0050: gosub SWEET2_2622

:SWEET2_2609
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SWEET2_2621
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SWEET2_2621
0050: gosub SWEET2_2757
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_2621
0051: return

:SWEET2_2622
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false SWEET2_2627
03CF: load_wav @66(@80,14i) as  1
0006: @81 =  1  ;; integer values

:SWEET2_2627
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false SWEET2_2637
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SWEET2_2637
00BC: text_highpriority $6609(@80,14s)  4000 ms  1
03D1: play_wav  1
0050: gosub SWEET2_2715
0006: @81 =  2  ;; integer values

:SWEET2_2637
0051: return

:SWEET2_2638
040D: unload_wav  2
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false SWEET2_2643
03CF: load_wav  35800 as  2

:SWEET2_2643
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false SWEET2_2647
03CF: load_wav  35801 as  2

:SWEET2_2647
00D6: if  0
0039:   @57 ==  2  ;; integer values
004D: jump_if_false SWEET2_2651
03CF: load_wav  35802 as  2

:SWEET2_2651
00D6: if  0
0039:   @57 ==  3  ;; integer values
004D: jump_if_false SWEET2_2655
03CF: load_wav  35803 as  2

:SWEET2_2655
00D6: if  0
0039:   @57 ==  4  ;; integer values
004D: jump_if_false SWEET2_2659
03CF: load_wav  35804 as  2

:SWEET2_2659
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:SWEET2_2662
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SWEET2_2675
0001: wait  0 ms
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_2670
0051: return

:SWEET2_2670
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2674
0051: return

:SWEET2_2674
0002: jump SWEET2_2662

:SWEET2_2675
03D1: play_wav  2
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false SWEET2_2680
00BC: text_highpriority 'SMOX_AA'  3000 ms  1

:SWEET2_2680
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false SWEET2_2684
00BC: text_highpriority 'SMOX_AB'  3000 ms  1

:SWEET2_2684
00D6: if  0
0039:   @57 ==  2  ;; integer values
004D: jump_if_false SWEET2_2688
00BC: text_highpriority 'SMOX_AC'  3000 ms  1

:SWEET2_2688
00D6: if  0
0039:   @57 ==  3  ;; integer values
004D: jump_if_false SWEET2_2692
00BC: text_highpriority 'SMOX_AD'  3000 ms  1

:SWEET2_2692
00D6: if  0
0039:   @57 ==  4  ;; integer values
004D: jump_if_false SWEET2_2696
00BC: text_highpriority 'SMOX_AE'  3000 ms  1

:SWEET2_2696
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SWEET2_2709
0001: wait  0 ms
00D6: if  0
0119:   car $135 wrecked
004D: jump_if_false SWEET2_2704
0051: return

:SWEET2_2704
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SWEET2_2708
0051: return

:SWEET2_2708
0002: jump SWEET2_2696

:SWEET2_2709
000A: @57 +=  1  ;; integer values
00D6: if  0
0019:   @57 >  4  ;; integer values
004D: jump_if_false SWEET2_2714
0006: @57 =  0  ;; integer values

:SWEET2_2714
0051: return

:SWEET2_2715
00D6: if  25
04A4: @66(@80,14i)  37800 
04A4: @66(@80,14i)  37805 
04A4: @66(@80,14i)  37808 
04A4: @66(@80,14i)  37862 
04A4: @66(@80,14i)  37864 
04A4: @66(@80,14i)  37866 
004D: jump_if_false SWEET2_2726
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0051: return

:SWEET2_2726
00D6: if  25
04A4: @66(@80,14i)  37869 
04A4: @66(@80,14i)  29066 
04A4: @66(@80,14i)  29068 
04A4: @66(@80,14i)  29070 
04A4: @66(@80,14i)  29074 
04A4: @66(@80,14i)  37872 
004D: jump_if_false SWEET2_2737
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  3000 
0051: return

:SWEET2_2737
00D6: if  25
04A4: @66(@80,14i)  37852 
04A4: @66(@80,14i)  37856 
04A4: @66(@80,14i)  37857 
04A4: @66(@80,14i)  37858 
04A4: @66(@80,14i)  37859 
04A4: @66(@80,14i)  37860 
004D: jump_if_false SWEET2_2751
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_2750
0A09: @63  1 
0967: @63  3000 

:SWEET2_2750
0002: jump SWEET2_2756

:SWEET2_2751
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2756
0A09: $130  1 
0967: $130  3000 

:SWEET2_2756
0051: return

:SWEET2_2757
00D6: if  25
04A4: @66(@80,14i)  37800 
04A4: @66(@80,14i)  37805 
04A4: @66(@80,14i)  37808 
04A4: @66(@80,14i)  37862 
04A4: @66(@80,14i)  37864 
04A4: @66(@80,14i)  37866 
004D: jump_if_false SWEET2_2768
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0051: return

:SWEET2_2768
00D6: if  25
04A4: @66(@80,14i)  37869 
04A4: @66(@80,14i)  29066 
04A4: @66(@80,14i)  29068 
04A4: @66(@80,14i)  29070 
04A4: @66(@80,14i)  29074 
04A4: @66(@80,14i)  37872 
004D: jump_if_false SWEET2_2779
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0051: return

:SWEET2_2779
00D6: if  25
04A4: @66(@80,14i)  37852 
04A4: @66(@80,14i)  37856 
04A4: @66(@80,14i)  37857 
04A4: @66(@80,14i)  37858 
04A4: @66(@80,14i)  37859 
04A4: @66(@80,14i)  37860 
004D: jump_if_false SWEET2_2793
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false SWEET2_2792
0A09: @63  0 
0968: @63 

:SWEET2_2792
0002: jump SWEET2_2798

:SWEET2_2793
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SWEET2_2798
0A09: $130  0 
0968: $130 

:SWEET2_2798
0051: return

:SWEET2_2799
076C: 'ELS1A'  0  0 
076C: 'ELS1B'  0  0 
076C: 'ELS2'  0  0 
076C: 'ELS3A'  0  0 
076C: 'ELS3B'  0  0 
076C: 'ELS4'  0  0 
076C: 'LIND1A'  0  0 
076C: 'LIND1B'  0  0 
076C: 'LIND2A'  0  0 
076C: 'LIND2B'  0  0 
076C: 'LIND3'  0  0 
076C: 'IWD1'  0  0 
076C: 'IWD2'  0  0 
076C: 'IWD3A'  0  0 
076C: 'IWD3B'  0  0 
076C: 'IWD4'  0  0 
076C: 'IWD5'  0  0 
0051: return

:SWEET2_2817
076C: 'ELS1A'  0  30 
076C: 'ELS1B'  0  30 
076C: 'ELS2'  0  30 
076C: 'ELS3A'  0  30 
076C: 'ELS3B'  0  30 
076C: 'ELS4'  0  30 
076C: 'LIND1A'  0  20 
076C: 'LIND1B'  0  20 
076C: 'LIND2A'  0  20 
076C: 'LIND2B'  0  20 
076C: 'LIND3'  0  20 
076C: 'IWD1'  0  30 
076C: 'IWD2'  0  30 
076C: 'IWD3A'  0  30 
076C: 'IWD3B'  0  30 
076C: 'IWD4'  0  30 
076C: 'IWD5'  0  30 
0051: return

;-------------Mission 17---------------
; Originally: Drive-By


:SWEET4_1
03A4: name_thread 'SWEET4'
0050: gosub SWEET4_529
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SWEET4_7
0050: gosub SWEET4_3247

:SWEET4_7
0050: gosub SWEET4_3262
004E: end_thread

:SWEET4_9
0247: request_model  492
0247: request_model  372
0247: request_model  346
023C: load_special_actor  10 'SMOKE'
023C: load_special_actor  2 'RYDER2'
023C: load_special_actor  3 'SWEET'
038B: load_requested_models

:SWEET4_16
00D6: if  25
8248:   NOT   model  492 available
8248:   NOT   model  372 available
8248:   NOT   model  346 available
823D:   NOT   special_actor  10 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false SWEET4_26
0001: wait  0 ms
0002: jump SWEET4_16

:SWEET4_26
0051: return

:SWEET4_27
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  299 at @397 @398 @399
09F6: @394  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_41
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  291 at @404 @405 @406
09F6: @401  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_57
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  292 at @411 @412 @413
09F6: @408  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_71
0247: request_model  102
0247: request_model  103
0247: request_model  346
0247: request_model  412
0247: request_model  365
038B: load_requested_models

:SWEET4_77
00D6: if  24
8248:   NOT   model  102 available
8248:   NOT   model  103 available
8248:   NOT   model  346 available
8248:   NOT   model  412 available
8248:   NOT   model  365 available
004D: jump_if_false SWEET4_86
0001: wait  0 ms
0002: jump SWEET4_77

:SWEET4_86
04ED: load_animation "GANGS"
04ED: load_animation "GHANDS"
04ED: load_animation "GHETTO_DB"

:SWEET4_89
00D6: if  22
84EE:   NOT   animation "GANGS" loaded
84EE:   NOT   animation "GHANDS" loaded
84EE:   NOT   animation "GHETTO_DB" loaded
004D: jump_if_false SWEET4_96
0001: wait  0 ms
0002: jump SWEET4_89

:SWEET4_96
0006: @42 =  1  ;; integer values
0051: return
018A: $6658 = create_checkpoint_at  2075.55 -1831.09  12.21
009A: @195 = create_actor  7  102 at @465 @483 @501
009A: @326 = create_actor  7  102 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_104
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  .5
00A5: @523 = create_car  412 at @527 @531 @535
0129: @415 = create_actor  7  102 in_car @523 driverseat
0175: set_car @523 z_angle_to @539
0732:  412 
0657: @523  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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_124
0187: @433 = create_marker_above_actor @415

:SWEET4_124
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  .5
009A: @416 = create_actor  7  103 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_137
0187: @434 = create_marker_above_actor @416

:SWEET4_137
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  .5
009A: @417 = create_actor  7  102 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_150
0187: @435 = create_marker_above_actor @417

:SWEET4_150
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  .5
009A: @418 = create_actor  7  102 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_163
0187: @436 = create_marker_above_actor @418

:SWEET4_163
0051: return

:SWEET4_164
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  .5
00A5: @524 = create_car  412 at @528 @532 @536
0129: @419 = create_actor  7  102 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_183
0187: @437 = create_marker_above_actor @419

:SWEET4_183
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  .5
009A: @420 = create_actor  7  103 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_196
0187: @438 = create_marker_above_actor @420

:SWEET4_196
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  .5
009A: @421 = create_actor  7  102 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_209
0187: @439 = create_marker_above_actor @421

:SWEET4_209
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  .5
009A: @422 = create_actor  7  103 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_222
0187: @440 = create_marker_above_actor @422

:SWEET4_222
0051: return

:SWEET4_223
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  .5
009A: @423 = create_actor  7  102 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_236
0187: @441 = create_marker_above_actor @423

:SWEET4_236
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  .5
009A: @424 = create_actor  7  102 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_249
0187: @442 = create_marker_above_actor @424

:SWEET4_249
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  .5
009A: @425 = create_actor  7  103 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_262
0187: @443 = create_marker_above_actor @425

:SWEET4_262
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  .5
009A: @426 = create_actor  7  103 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_275
0187: @444 = create_marker_above_actor @426

:SWEET4_275
0051: return

:SWEET4_276
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  .5
009A: @427 = create_actor  7  102 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_289
0187: @445 = create_marker_above_actor @427

:SWEET4_289
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  .5
009A: @428 = create_actor  7  103 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_302
0187: @446 = create_marker_above_actor @428

:SWEET4_302
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  .5
009A: @429 = create_actor  7  102 at @465 @483 @501
01B2: give_actor @429 weapon  41 ammo $6639  ;; Load the weapon model before using this
0638: unknown_action_sequence @429  1 
0173: set_actor @429 z_angle_to @519
02E2: set_actor @429 weapon_accuracy_to $6638
00D6: if  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_316
0187: @447 = create_marker_above_actor @429

:SWEET4_316
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  .5
009A: @430 = create_actor  7  103 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  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_329
0187: @448 = create_marker_above_actor @430

:SWEET4_329
0051: return

:SWEET4_330
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_347
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  492 numberplate "GROVE4L_" 
0395: clear_area  1 at @545 @546 @547 range  6.0
00A5: @543 = create_car  492 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: @544  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_363
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_370
00D6: if  0
82CA:   NOT   car @543 bounding_sphere_visible
004D: jump_if_false SWEET4_370
00A6: destroy_car @543

:SWEET4_370
0249: release_model  492
0051: return

:SWEET4_372
0051: return

:SWEET4_373
0051: return

:SWEET4_374
00D6: if  3
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_385
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_385
0051: return

:SWEET4_386
00D6: if  3
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_397
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_397
0051: return

:SWEET4_398
00D6: if  1
8119:   NOT   car @523 wrecked
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_407
0615: @98 
05CD: unknown_action_sequence -1 @523 
0638: unknown_action_sequence -1  1 
0672: unknown_action_sequence -1 @543 
0616: @98 

:SWEET4_407
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_416
0615: @99 
0637: unknown_action_sequence -1  2075.15 -1363.85  23.85  6  .5  5.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
0672: unknown_action_sequence -1 @543 
0616: @99 

:SWEET4_416
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_424
0615: @100 
0673: unknown_action_sequence -1  1.0  1.0  500 
0638: unknown_action_sequence -1  1 
0672: unknown_action_sequence -1 @543 
0616: @100 

:SWEET4_424
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_431
0615: @118 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKG" "GANGS"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0  0 
0616: @118 

:SWEET4_431
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_438
0615: @101 
0638: unknown_action_sequence -1  1 
0672: unknown_action_sequence -1 @543 
0616: @101 

:SWEET4_438
0051: return

:SWEET4_439
00D6: if  1
8119:   NOT   car @524 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_448
0615: @102 
05CD: unknown_action_sequence -1 @524 
0637: unknown_action_sequence -1 @545 @546 @547  4  1.0  5.0 $PLAYER_ACTOR 
0672: unknown_action_sequence -1 @543 
0616: @102 

:SWEET4_448
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_455
0615: @103 
06E3: unknown_action_sequence -1  1 
0672: unknown_action_sequence -1 @543 
0616: @103 

:SWEET4_455
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_462
0615: @104 
0637: unknown_action_sequence -1  2080.66 -1292.61  24.02  6  .5  5.0 $PLAYER_ACTOR 
0672: unknown_action_sequence -1 @543 
0616: @104 

:SWEET4_462
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_469
0615: @105 
0637: unknown_action_sequence -1  2132.0 -1307.0  24.0  6  1.0  5.0 $PLAYER_ACTOR 
0672: unknown_action_sequence -1 @543 
0616: @105 

:SWEET4_469
0051: return

:SWEET4_470
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_478
0615: @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: unknown_action_sequence -1 @543 
0616: @106 

:SWEET4_478
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_484
0615: @107 
0672: unknown_action_sequence -1 @543 
0616: @107 

:SWEET4_484
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_492
0615: @108 
0638: unknown_action_sequence -1  1 
0672: unknown_action_sequence -1 @543 
0616: @108 

:SWEET4_492
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_500
0615: @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: unknown_action_sequence -1 @543 
0616: @109 

:SWEET4_500
0051: return

:SWEET4_501
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_508
0615: @110 
0637: unknown_action_sequence -1 @545 @546 @547  4  1.0  5.0 $PLAYER_ACTOR 
0672: unknown_action_sequence -1 @543 
0616: @110 

:SWEET4_508
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_515
0615: @111 
0672: unknown_action_sequence -1 @543 
0616: @111 

:SWEET4_515
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_522
0615: @112 
0668: unknown_action_sequence -1  1984.21 -1239.04  20.5  6000 
05DB: unknown_action_sequence -1 $PLAYER_ACTOR  50.0 -1 
0616: @112 

:SWEET4_522
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_528
0615: @113 
0672: unknown_action_sequence -1 @543 
0616: @113 

:SWEET4_528
0051: return

:SWEET4_529
0317: increment_mission_attempts
0004: $ON_MISSION =  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: s@204 = 'SWE4_AA'  ;; 8-byte strings
05AA: s@206 = 'SWE4_AB'  ;; 8-byte strings
05AA: s@208 = 'SWE4_AC'  ;; 8-byte strings
05AA: s@210 = 'SWE4_AD'  ;; 8-byte strings
05AA: s@212 = 'SWE4_AE'  ;; 8-byte strings
05AA: s@214 = 'SWE4_AF'  ;; 8-byte strings
05AA: s@216 = 'SWE4_AG'  ;; 8-byte strings
05AA: s@218 = 'SWE4_AH'  ;; 8-byte strings
05AA: s@220 = 'SWE4_AI'  ;; 8-byte strings
05AA: s@222 = 'SWE4_AJ'  ;; 8-byte strings
05AA: s@224 = 'SWE4_AK'  ;; 8-byte strings
05AA: s@226 = 'SWE4_BA'  ;; 8-byte strings
05AA: s@228 = 'SWE4_BB'  ;; 8-byte strings
05AA: s@230 = 'SWE4_BC'  ;; 8-byte strings
05AA: s@232 = 'SWE4_BD'  ;; 8-byte strings
05AA: s@234 = 'SWE4_BE'  ;; 8-byte strings
05AA: s@236 = 'SWE4_CA'  ;; 8-byte strings
05AA: s@238 = 'SWE4_CB'  ;; 8-byte strings
05AA: s@240 = 'SWE4_CC'  ;; 8-byte strings
05AA: s@242 = 'SWE4_DA'  ;; 8-byte strings
05AA: s@244 = 'SWE4_DB'  ;; 8-byte strings
05AA: s@246 = 'SWE4_DC'  ;; 8-byte strings
05AA: s@248 = 'SWE4_DD'  ;; 8-byte strings
05AA: s@250 = 'SWE4_DE'  ;; 8-byte strings
05AA: s@252 = 'SWE4_DF'  ;; 8-byte strings
05AA: s@254 = 'SWE4_EA'  ;; 8-byte strings
05AA: s@256 = 'SWE4_EB'  ;; 8-byte strings
05AA: s@258 = 'SWE4_EC'  ;; 8-byte strings
05AA: s@260 = 'SWE4_FA'  ;; 8-byte strings
05AA: s@262 = 'SWE4_FB'  ;; 8-byte strings
05AA: s@264 = 'SWE4_FC'  ;; 8-byte strings
05AA: s@266 = 'SWE4_FD'  ;; 8-byte strings
05AA: s@268 = 'SWE4_GA'  ;; 8-byte strings
05AA: s@270 = 'SWE4_GB'  ;; 8-byte strings
05AA: s@272 = 'SWE4_HA'  ;; 8-byte strings
05AA: s@274 = 'SWE4_HB'  ;; 8-byte strings
05AA: s@276 = 'SWE4_KA'  ;; 8-byte strings
05AA: s@278 = 'SWE4_KB'  ;; 8-byte strings
05AA: s@280 = 'SWE4_KC'  ;; 8-byte strings
05AA: s@282 = 'SWE4_KD'  ;; 8-byte strings
05AA: s@284 = 'SWE4_KF'  ;; 8-byte strings
05AA: s@286 = 'SWE4_KG'  ;; 8-byte strings
05AA: s@288 = 'SWE4_KH'  ;; 8-byte strings
05AA: s@290 = 'SWE4_KE'  ;; 8-byte strings
05AA: s@292 = 'SWE4_KI'  ;; 8-byte strings
05AA: s@294 = 'SWE4_LA'  ;; 8-byte strings
05AA: s@296 = 'SWE4_LB'  ;; 8-byte strings
05AA: s@298 = 'SWE4_LC'  ;; 8-byte strings
05AA: s@300 = 'SWE4_MA'  ;; 8-byte strings
05AA: s@302 = 'SWE4_MB'  ;; 8-byte strings
05AA: s@304 = 'SWE4_MC'  ;; 8-byte strings
05AA: s@306 = 'SWE4_MD'  ;; 8-byte strings
05AA: s@308 = 'SWE4_NA'  ;; 8-byte strings
05AA: s@310 = 'SWE4_NB'  ;; 8-byte strings
05AA: s@312 = 'SWE4_NC'  ;; 8-byte strings
05AA: s@314 = 'SWE4_OA'  ;; 8-byte strings
05AA: s@316 = 'SWE4_OB'  ;; 8-byte strings
05AA: s@318 = 'SWE4_OC'  ;; 8-byte strings
05AA: s@320 = 'SWE4_PA'  ;; 8-byte strings
05AA: s@322 = 'SWE4_PB'  ;; 8-byte strings
05AA: s@324 = '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'
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_781
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_786
0001: wait  0 ms
0002: jump SWEET4_781

:SWEET4_786
02E4: load_cutscene_data 'SWEET4A'
016A: fade  0 ()  0 ms

:SWEET4_788
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET4_793
0001: wait  0 ms
0002: jump SWEET4_788

:SWEET4_793
016A: fade  0 ()  0 ms
02E7: start_cutscene
016A: fade  0 ()  0 ms
016A: fade  1 (back)  1000 ms

:SWEET4_797
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET4_802
0001: wait  0 ms
0002: jump SWEET4_797

:SWEET4_802
016A: fade  0 ()  0 ms

:SWEET4_803
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_808
0001: wait  0 ms
0002: jump SWEET4_803

:SWEET4_808
02EA: end_cutscene
043C: unknown_set_game_sounds  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
041E: set_radio_station  7 
08EA:  0 
0050: gosub SWEET4_9
0050: gosub SWEET4_27
0050: gosub SWEET4_41
0050: gosub SWEET4_57
0050: gosub SWEET4_347
00D6: if  3
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_845
07A1:  4 
0615: @97 
05BA: unknown_action_sequence -1  1000 
05CA: unknown_action_sequence -1 @543 -1  0 
0616: @97 
0618: @394 @97 
07A1:  4 
05CA: unknown_action_sequence @401 @543 -1  1 
07A1:  4 
05CA: unknown_action_sequence @408 @543 -1  2 
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: (unknown) $PLAYER_ACTOR  1 
039E: (unknown) @394  1 
039E: (unknown) @401  1 
039E: (unknown) @408  1 
01BD: $6669 = current_time_in_ms
0004: $6672 = -1  ;; integer values

:SWEET4_845
050F: @53 
01F0: set_max_wanted_level_to  0
099E:  0 
072C:  0 
0373: set_camera_directly_behind_player
03C7: unknown_maby_cops_density  .7
07B4: $PLAYER_CHAR  0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_857
00A1: put_actor $PLAYER_ACTOR at  2516.92 -1679.45  13.42
0173: set_actor $PLAYER_ACTOR z_angle_to  27.25

:SWEET4_857
0050: gosub SWEET4_71
00BC: text_highpriority 'SWE4_00'  5000 ms  1
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 (back)  500 ms

:SWEET4_864
0001: wait  0 ms
00D6: if  0
8039:   NOT   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_940
00D6: if  0
0039:   @390 ==  0  ;; integer values
004D: jump_if_false SWEET4_876
00D6: if  0
03D0:   wav @392 loaded
004D: jump_if_false SWEET4_875
040D: unload_wav @392

:SWEET4_875
0006: @390 =  1  ;; integer values

:SWEET4_876
00D6: if  0
0039:   @390 ==  1  ;; integer values
004D: jump_if_false SWEET4_882
03CF: load_wav @327(@389,62i) as @391
0050: gosub SWEET4_3348
0006: @390 =  2  ;; integer values

:SWEET4_882
00D6: if  0
0039:   @390 ==  2  ;; integer values
004D: jump_if_false SWEET4_899
00D6: if  0
03D0:   wav @391 loaded
004D: jump_if_false SWEET4_899
00D6: if  0
8039:   NOT   @326 ==  0  ;; integer values
004D: jump_if_false SWEET4_896
00D6: if  0
8118:   NOT   actor @326 dead
004D: jump_if_false SWEET4_896
0967: @326  10000 
0A09: @326  1 

:SWEET4_896
03D1: play_wav @391
00BC: text_highpriority @202(@389,62s)  10000 ms  1
0006: @390 =  3  ;; integer values

:SWEET4_899
00D6: if  0
0039:   @390 ==  3  ;; integer values
004D: jump_if_false SWEET4_940
00D6: if  0
03D2:   wav @391 ended
004D: jump_if_false SWEET4_931
03D5: remove_text @202(@389,62s)
00D6: if  0
8039:   NOT   @326 ==  0  ;; integer values
004D: jump_if_false SWEET4_914
00D6: if  0
8118:   NOT   actor @326 dead
004D: jump_if_false SWEET4_914
0968: @326 
0A09: @326  0 

:SWEET4_914
00D6: if  0
0039:   @391 ==  1  ;; integer values
004D: jump_if_false SWEET4_920
0006: @391 =  2  ;; integer values
0006: @392 =  1  ;; integer values
0002: jump SWEET4_922

:SWEET4_920
0006: @391 =  1  ;; integer values
0006: @392 =  2  ;; integer values

:SWEET4_922
0006: @389 =  0  ;; integer values
0006: @390 =  0  ;; integer values
00D6: if  0
0038:   $6672 ==  2  ;; integer values
004D: jump_if_false SWEET4_929
0004: $6672 =  6  ;; integer values
0002: jump SWEET4_930

:SWEET4_929
0008: $6672 +=  1  ;; integer values

:SWEET4_930
0002: jump SWEET4_940

:SWEET4_931
00D6: if  0
83D0:   NOT   wav @392 loaded
004D: jump_if_false SWEET4_940
00D6: if  0
001B:    60 > @389  ;; integer values
004D: jump_if_false SWEET4_940
0085: @393 = @389  ;; integer values and handles
000A: @393 +=  1  ;; integer values
03CF: load_wav @327(@393,62i) as @392

:SWEET4_940
00D6: if  0
0735:  83 
004D: jump_if_false SWEET4_944
0002: jump SWEET4_3249

:SWEET4_944
00D6: if  21
001A:    8 > $6637  ;; integer values
0038:   $6637 ==  666  ;; integer values
004D: jump_if_false SWEET4_955
00D6: if  22
0118:   actor @394 dead
0118:   actor @401 dead
0118:   actor @408 dead
004D: jump_if_false SWEET4_955
00BC: text_highpriority 'SWE4_04'  5000 ms  1
0002: jump SWEET4_3247

:SWEET4_955
00D6: if  0
0119:   car @543 wrecked
004D: jump_if_false SWEET4_960
00BC: text_highpriority 'SWE4_04'  5000 ms  1
0002: jump SWEET4_3247

:SWEET4_960
00D6: if  0
0038:   $6637 ==  0  ;; integer values
004D: jump_if_false SWEET4_1101
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1101
00D6: if  3
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_1101
00D6: if  3
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_987
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_987
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @543
004D: jump_if_false SWEET4_1101
00D6: if  0
0039:   @396 ==  0  ;; integer values
004D: jump_if_false SWEET4_1000
00D6: if  0
80DB:   NOT   actor @394 in_car @543
004D: jump_if_false SWEET4_1000
0164: disable_marker @544
0187: @395 = create_marker_above_actor @394
07E0: @395  1 
0006: @396 =  1  ;; integer values

:SWEET4_1000
00D6: if  0
0039:   @396 ==  1  ;; integer values
004D: jump_if_false SWEET4_1014
00D6: if  0
80DB:   NOT   actor @394 in_car @543
004D: jump_if_false SWEET4_1014
00D6: if  0
8203:   NOT   actor @394 near_car_on_foot @543 radius  8.0  8.0 unknown  0
004D: jump_if_false SWEET4_1011
00BC: text_highpriority 'SWE4_09'  100 ms  1
0002: jump SWEET4_1014

:SWEET4_1011
05CA: unknown_action_sequence @394 @543 -1  0 
01BD: @61 = current_time_in_ms
0006: @396 =  2  ;; integer values

:SWEET4_1014
00D6: if  0
0039:   @396 ==  2  ;; integer values
004D: jump_if_false SWEET4_1027
01BD: @67 = current_time_in_ms
0085: @73 = @67  ;; integer values and handles
0062: @73 -= @61  ;; integer values 
00D6: if  0
0019:   @73 >  1000  ;; integer values
004D: jump_if_false SWEET4_1027
00D6: if  0
0019:   @73 >  3000  ;; integer values
004D: jump_if_false SWEET4_1027
0006: @396 =  1  ;; integer values

:SWEET4_1027
00D6: if  0
0039:   @403 ==  0  ;; integer values
004D: jump_if_false SWEET4_1037
00D6: if  0
80DB:   NOT   actor @401 in_car @543
004D: jump_if_false SWEET4_1037
0164: disable_marker @544
0187: @402 = create_marker_above_actor @401
07E0: @402  1 
0006: @403 =  1  ;; integer values

:SWEET4_1037
00D6: if  0
0039:   @403 ==  1  ;; integer values
004D: jump_if_false SWEET4_1051
00D6: if  0
80DB:   NOT   actor @401 in_car @543
004D: jump_if_false SWEET4_1051
00D6: if  0
8203:   NOT   actor @401 near_car_on_foot @543 radius  8.0  8.0 unknown  0
004D: jump_if_false SWEET4_1048
00BC: text_highpriority 'SWE4_10'  100 ms  1
0002: jump SWEET4_1051

:SWEET4_1048
05CA: unknown_action_sequence @401 @543 -1  1 
01BD: @61 = current_time_in_ms
0006: @403 =  2  ;; integer values

:SWEET4_1051
00D6: if  0
0039:   @403 ==  2  ;; integer values
004D: jump_if_false SWEET4_1064
01BD: @67 = current_time_in_ms
0085: @73 = @67  ;; integer values and handles
0062: @73 -= @61  ;; integer values 
00D6: if  0
0019:   @73 >  1000  ;; integer values
004D: jump_if_false SWEET4_1064
00D6: if  0
0019:   @73 >  3000  ;; integer values
004D: jump_if_false SWEET4_1064
0006: @403 =  1  ;; integer values

:SWEET4_1064
00D6: if  0
0039:   @410 ==  0  ;; integer values
004D: jump_if_false SWEET4_1074
00D6: if  0
80DB:   NOT   actor @408 in_car @543
004D: jump_if_false SWEET4_1074
0164: disable_marker @544
0187: @409 = create_marker_above_actor @408
07E0: @409  1 
0006: @410 =  1  ;; integer values

:SWEET4_1074
00D6: if  0
0039:   @410 ==  1  ;; integer values
004D: jump_if_false SWEET4_1088
00D6: if  0
80DB:   NOT   actor @408 in_car @543
004D: jump_if_false SWEET4_1088
00D6: if  0
8203:   NOT   actor @408 near_car_on_foot @543 radius  8.0  8.0 unknown  0
004D: jump_if_false SWEET4_1085
00BC: text_highpriority 'SWE4_11'  100 ms  1
0002: jump SWEET4_1088

:SWEET4_1085
05CA: unknown_action_sequence @408 @543 -1  2 
01BD: @61 = current_time_in_ms
0006: @410 =  2  ;; integer values

:SWEET4_1088
00D6: if  0
0039:   @410 ==  2  ;; integer values
004D: jump_if_false SWEET4_1101
01BD: @67 = current_time_in_ms
0085: @73 = @67  ;; integer values and handles
0062: @73 -= @61  ;; integer values 
00D6: if  0
0019:   @73 >  1000  ;; integer values
004D: jump_if_false SWEET4_1101
00D6: if  0
0019:   @73 >  3000  ;; integer values
004D: jump_if_false SWEET4_1101
0006: @410 =  1  ;; integer values

:SWEET4_1101
00D6: if  3
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_1218
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1218
00D6: if  3
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_1218
00D6: if  0
0038:   $6637 ==  1  ;; integer values
004D: jump_if_false SWEET4_1120
0004: $6637 =  2  ;; integer values

:SWEET4_1120
00D6: if  0
0038:   $6637 ==  2  ;; integer values
004D: jump_if_false SWEET4_1128
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_1128
00D6: if  0
0038:   $6637 ==  3  ;; integer values
004D: jump_if_false SWEET4_1153
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET4_1142
01BD: @67 = current_time_in_ms
0085: @73 = @67  ;; integer values and handles
0062: @73 -= @61  ;; integer values 
00D6: if  0
0019:   @73 >  6000  ;; integer values
004D: jump_if_false SWEET4_1142
01BD: @61 = current_time_in_ms
0006: @43 =  1  ;; integer values

:SWEET4_1142
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false SWEET4_1153
01BD: @67 = current_time_in_ms
0085: @73 = @67  ;; integer values and handles
0062: @73 -= @61  ;; integer values 
00D6: if  0
0019:   @73 >  5000  ;; integer values
004D: jump_if_false SWEET4_1153
01BD: @61 = current_time_in_ms
0006: @43 =  2  ;; integer values

:SWEET4_1153
00D6: if  0
0038:   $6637 ==  3  ;; integer values
004D: jump_if_false SWEET4_1218
00D6: if  1
0038:   $6666 ==  0  ;; integer values
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SWEET4_1218
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1218
00D6: if  0
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_1170
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false SWEET4_1170
03DE: set_pedestrians_density_multiplier_to  0.0

:SWEET4_1170
00D6: if  0
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_1218
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @543
004D: jump_if_false SWEET4_1218
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0004: $6672 =  9  ;; integer values
0164: disable_marker @57
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  0 ()  300 ms
01BD: $6669 = current_time_in_ms
0605: unknown_action_sequence $PLAYER_ACTOR "GDB_CAR_PLY" "GHETTO_DB"  4.0  0  0  0  0  0 
01B9: set_actor @394 armed_weapon_to  32
0605: unknown_action_sequence @394 "GDB_CAR_SMO" "GHETTO_DB"  4.0  0  0  0  0  0 
01B9: set_actor @408 armed_weapon_to  32
0605: unknown_action_sequence @408 "GDB_CAR_SWE" "GHETTO_DB"  4.0  0  0  0  0  0 
01B9: set_actor @401 armed_weapon_to  32
0605: unknown_action_sequence @401 "GDB_CAR_RYD" "GHETTO_DB"  4.0  0  0  0  0  0 
0852: @543  0 
0107: @198 = create_object #KB_BEER at  2440.58 -1979.89  14.2
0050: gosub SWEET4_104
0050: gosub SWEET4_372
0050: gosub SWEET4_398
00D6: if  0
8118:   NOT   actor @418 dead
004D: jump_if_false SWEET4_1200
06AB: @418  1 
070A: unknown_action_sequence @418 @198  .1  .1  0.0  6  16 "NULL" "NULL" -1 

:SWEET4_1200
0247: request_model #LAEROAD30

:SWEET4_1201
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_1206
0001: wait  0 ms
0002: jump SWEET4_1201

:SWEET4_1206
00D6: if  0
8248:   NOT   model #LAEROAD30 available
004D: jump_if_false SWEET4_1211
0001: wait  0 ms
0002: jump SWEET4_1206

:SWEET4_1211
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1215
0697: @543  4  1 

:SWEET4_1215
0004: $6637 =  4  ;; integer values
0006: @34 =  1  ;; integer values
0004: $6665 =  1  ;; integer values

:SWEET4_1218
00D6: if  1
0038:   $6637 ==  4  ;; integer values
0038:   $6660 ==  0  ;; integer values
004D: jump_if_false SWEET4_1233
00D6: if  1
8118:   NOT   actor @401 dead
8118:   NOT   actor @394 dead
004D: jump_if_false SWEET4_1233
00D6: if  1
8119:   NOT   car @543 wrecked
8118:   NOT   actor @408 dead
004D: jump_if_false SWEET4_1233
01BD: @59 = current_time_in_ms
01BD: $6669 = current_time_in_ms
0004: $6660 =  1  ;; integer values

:SWEET4_1233
00D6: if  0
0038:   $6637 ==  4  ;; integer values
004D: jump_if_false SWEET4_1406
00D6: if  0
0018:   $6660 >  0  ;; integer values
004D: jump_if_false SWEET4_1252
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  2000  ;; integer values
004D: jump_if_false SWEET4_1252
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SWEET4_1252
00BE: text_clear_all
0004: $6672 =  14  ;; integer values
0006: @50 =  1  ;; integer values
0004: $6660 =  4  ;; integer values

:SWEET4_1252
00D6: if  0
0038:   $6660 ==  1  ;; integer values
004D: jump_if_false SWEET4_1282
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  300  ;; integer values
004D: jump_if_false SWEET4_1282
00D6: if  0
0038:   $6665 ==  1  ;; integer values
004D: jump_if_false SWEET4_1282
00D6: if  0
8118:   NOT   actor @401 dead
004D: jump_if_false SWEET4_1282
041D: set_camera_near_clip  .1 
0407: create_coordinate @120 @130 @140 from_car @543 offset -.337  1.566  .657
0407: create_coordinate @122 @132 @142 from_car @543 offset  .038 -1.033  .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 (back)  300 ms

:SWEET4_1275
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_1280
0001: wait  0 ms
0002: jump SWEET4_1275

:SWEET4_1280
0004: $6672 =  9  ;; integer values
0004: $6660 =  2  ;; integer values

:SWEET4_1282
00D6: if  0
0038:   $6660 ==  2  ;; integer values
004D: jump_if_false SWEET4_1302
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  10700  ;; integer values
004D: jump_if_false SWEET4_1302
00D6: if  0
0038:   $6665 ==  1  ;; integer values
004D: jump_if_false SWEET4_1302
0169: set_fade_color  0  0  0
016A: fade  0 ()  300 ms

:SWEET4_1296
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_1301
0001: wait  0 ms
0002: jump SWEET4_1296

:SWEET4_1301
0004: $6660 =  31  ;; integer values

:SWEET4_1302
00D6: if  0
0038:   $6660 ==  31  ;; integer values
004D: jump_if_false SWEET4_1322
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  11000  ;; integer values
004D: jump_if_false SWEET4_1322
041D: set_camera_near_clip  .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 (back)  300 ms

:SWEET4_1316
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_1321
0001: wait  0 ms
0002: jump SWEET4_1316

:SWEET4_1321
0004: $6660 =  3  ;; integer values

:SWEET4_1322
00D6: if  0
0038:   $6660 ==  3  ;; integer values
004D: jump_if_false SWEET4_1351
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  13000  ;; integer values
004D: jump_if_false SWEET4_1351
00D6: if  0
0038:   $6665 ==  1  ;; integer values
004D: jump_if_false SWEET4_1351
00D6: if  0
8119:   NOT   car @523 wrecked
004D: jump_if_false SWEET4_1351
0925: (unknown)
092F:  1 
0930:  1 
0936:  2098.139 -1385.882  30.5735  2075.787 -1369.657  23.6289  3500  1 
0920:  2098.952 -1385.364  30.3086  2076.316 -1368.814  23.7227  3500  1 
00D6: if  0
8118:   NOT   actor @417 dead
004D: jump_if_false SWEET4_1346
0605: unknown_action_sequence @417 "GSIGN1" "GHANDS"  4.0  0  0  0  0  0 

:SWEET4_1346
00D6: if  0
8118:   NOT   actor @416 dead
004D: jump_if_false SWEET4_1350
0618: @416 @118 

:SWEET4_1350
0004: $6660 =  4  ;; integer values

:SWEET4_1351
00D6: if  0
0038:   $6660 ==  4  ;; integer values
004D: jump_if_false SWEET4_1364
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  21
0019:   @71 >  20000  ;; integer values
0039:   @50 ==  1  ;; integer values
004D: jump_if_false SWEET4_1364
0169: set_fade_color  0  0  0
016A: fade  0 ()  300 ms
0004: $6660 =  6  ;; integer values

:SWEET4_1364
00D6: if  0
0038:   $6660 ==  6  ;; integer values
004D: jump_if_false SWEET4_1406
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  21
0019:   @71 >  21000  ;; integer values
0039:   @50 ==  1  ;; integer values
004D: jump_if_false SWEET4_1406
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  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'
0698: @543  4 
0395: clear_area  1 at @54 @55 @56 range  4.0
0852: @543  1 
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1403
0227: $6674 = car @543 health
00D6: if  0
0018:   $6674 >  250  ;; integer values
004D: jump_if_false SWEET4_1401
000C: $6674 -=  250  ;; integer values

:SWEET4_1401
0084: $6673 = $6674  ;; integer values and handles
0014: $6673 /=  10  ;; integer values

:SWEET4_1403
0004: $6659 =  1  ;; integer values
0006: @50 =  0  ;; integer values
0004: $6637 =  5  ;; integer values

:SWEET4_1406
00D6: if  1
0038:   $6637 ==  5  ;; integer values
0028:   $6660 >=  6  ;; integer values
004D: jump_if_false SWEET4_1593
01BD: @70 = current_time_in_ms
0085: @76 = @70  ;; integer values and handles
0062: @76 -= @64  ;; integer values 
00D6: if  0
0019:   @76 >  5000  ;; integer values
004D: jump_if_false SWEET4_1424
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false SWEET4_1424
0151: remove_status_text $6673
03C4: set_status_text_to $6673  1 (bar) 'SWE4_08'
03E5: text_box 'SWE4_15'
01BD: @62 = current_time_in_ms
0006: @84 =  1  ;; integer values

:SWEET4_1424
00D6: if  1
0038:   $6661 ==  0  ;; integer values
0038:   $6665 ==  1  ;; integer values
004D: jump_if_false SWEET4_1456
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1456
00D6: if  1
8118:   NOT   actor @415 dead
8118:   NOT   actor @394 dead
004D: jump_if_false SWEET4_1456
00D6: if  21
01AF:   car @543  0 ()near_point @451 @469 @487 radius @85 @85 @85
02E0:   actor @394 aggressive
004D: jump_if_false SWEET4_1456
00D6: if  3
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_1456
0108: destroy_object @198
01B9: set_actor @418 armed_weapon_to  22
0618: @415 @98 
061B: @98 
0618: @416 @99 
061B: @99 
0618: @417 @100 
061B: @100 
0618: @418 @101 
061B: @101 
0004: $6661 =  1  ;; integer values

:SWEET4_1456
00D6: if  1
0038:   $6662 ==  0  ;; integer values
0038:   $6666 ==  1  ;; integer values
004D: jump_if_false SWEET4_1486
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1486
00D6: if  1
8118:   NOT   actor @419 dead
8118:   NOT   actor @394 dead
004D: jump_if_false SWEET4_1486
00D6: if  21
01AF:   car @543  0 ()near_point @455 @473 @491 radius @85 @85 @85
02E0:   actor @394 aggressive
004D: jump_if_false SWEET4_1486
00D6: if  3
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_1486
0618: @419 @102 
061B: @102 
0618: @420 @103 
061B: @103 
0618: @421 @104 
061B: @104 
0618: @422 @105 
061B: @105 
0004: $6662 =  1  ;; integer values

:SWEET4_1486
00D6: if  1
0038:   $6663 ==  0  ;; integer values
0038:   $6667 ==  1  ;; integer values
004D: jump_if_false SWEET4_1515
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1515
00D6: if  1
8118:   NOT   actor @423 dead
8118:   NOT   actor @394 dead
004D: jump_if_false SWEET4_1515
00D6: if  21
01AF:   car @543  0 ()near_point @459 @477 @495 radius @85 @85 @85
02E0:   actor @394 aggressive
004D: jump_if_false SWEET4_1515
00D6: if  2
8118:   NOT   actor @424 dead
8118:   NOT   actor @425 dead
8118:   NOT   actor @426 dead
004D: jump_if_false SWEET4_1515
0618: @423 @106 
061B: @106 
0618: @424 @107 
061B: @107 
0618: @425 @108 
061B: @108 
0618: @426 @109 
061B: @109 
0004: $6663 =  1  ;; integer values

:SWEET4_1515
00D6: if  1
0038:   $6664 ==  0  ;; integer values
0038:   $6668 ==  1  ;; integer values
004D: jump_if_false SWEET4_1544
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1544
00D6: if  1
8118:   NOT   actor @427 dead
8118:   NOT   actor @394 dead
004D: jump_if_false SWEET4_1544
00D6: if  21
01AF:   car @543  0 ()near_point @463 @481 @499 radius @85 @85 @85
02E0:   actor @394 aggressive
004D: jump_if_false SWEET4_1544
00D6: if  2
8118:   NOT   actor @428 dead
8118:   NOT   actor @429 dead
8118:   NOT   actor @430 dead
004D: jump_if_false SWEET4_1544
0618: @427 @110 
061B: @110 
0618: @428 @111 
061B: @111 
0618: @429 @112 
061B: @112 
0618: @430 @113 
061B: @113 
0004: $6664 =  1  ;; integer values

:SWEET4_1544
00D6: if  2
0038:   $6666 ==  0  ;; integer values
0039:   @34 ==  2  ;; integer values
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_1563
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1563
00D6: if  0
80C2:   NOT   sphere_onscreen @455 @473 @491  4.0
004D: jump_if_false SWEET4_1563
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @455 @473 @491 radius @85 @85 @85
004D: jump_if_false SWEET4_1563
0050: gosub SWEET4_164
0050: gosub SWEET4_373
0050: gosub SWEET4_439
0249: release_model  412
0004: $6666 =  1  ;; integer values

:SWEET4_1563
00D6: if  2
0038:   $6667 ==  0  ;; integer values
0039:   @34 ==  3  ;; integer values
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_1578
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1578
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @459 @477 @495 radius @85 @85 @85
004D: jump_if_false SWEET4_1578
0050: gosub SWEET4_223
0050: gosub SWEET4_374
0050: gosub SWEET4_470
0004: $6667 =  1  ;; integer values

:SWEET4_1578
00D6: if  2
0038:   $6668 ==  0  ;; integer values
0039:   @34 ==  4  ;; integer values
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_1593
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1593
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @463 @481 @499 radius @85 @85 @85
004D: jump_if_false SWEET4_1593
0050: gosub SWEET4_276
0050: gosub SWEET4_386
0050: gosub SWEET4_501
0004: $6668 =  1  ;; integer values

:SWEET4_1593
00D6: if  0
0018:   $6637 >  4  ;; integer values
004D: jump_if_false SWEET4_1906
00D6: if  3
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_1637
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_1637
00D6: if  3
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_1637
00D6: if  0
8495:   NOT   unknown_car_check @543
004D: jump_if_false SWEET4_1632
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false SWEET4_1620
0151: remove_status_text $6673
03C4: set_status_text_to $6673  1 (bar) 'SWE4_08'
0006: @48 =  0  ;; integer values

:SWEET4_1620
0227: $6674 = car @543 health
000C: $6674 -=  250  ;; integer values
0084: $6673 = $6674  ;; integer values and handles
0014: $6673 /=  12  ;; integer values
00D6: if  0
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_1631
00D6: if  0
0038:   $6674 ==  750  ;; integer values
004D: jump_if_false SWEET4_1631
0224: set_car @543 health_to  1450

:SWEET4_1631
0002: jump SWEET4_1637

:SWEET4_1632
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false SWEET4_1637
0151: remove_status_text $6673
0006: @48 =  1  ;; integer values

:SWEET4_1637
01BD: @68 = current_time_in_ms
0085: @74 = @68  ;; integer values and handles
0062: @74 -= @62  ;; integer values 
00D6: if  21
0019:   @74 >  2000  ;; integer values
0118:   actor @195 dead
004D: jump_if_false SWEET4_1653
04AF: @41 = unknown_wav_reference  8 
0085: @194 = @408  ;; integer values and handles
0050: gosub SWEET4_3315
04AF: @41 = unknown_wav_reference  8 
0085: @194 = @401  ;; integer values and handles
0050: gosub SWEET4_3315
04AF: @41 = unknown_wav_reference  8 
0085: @194 = @394  ;; integer values and handles
0050: gosub SWEET4_3315

:SWEET4_1653
00D6: if  0
0038:   $6665 ==  1  ;; integer values
004D: jump_if_false SWEET4_1718
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SWEET4_1718
00D6: if  0
0038:   $6640 ==  0  ;; integer values
004D: jump_if_false SWEET4_1669
00D6: if  0
0118:   actor @415 dead
004D: jump_if_false SWEET4_1669
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_1669
00D6: if  0
0038:   $6641 ==  0  ;; integer values
004D: jump_if_false SWEET4_1679
00D6: if  0
0118:   actor @416 dead
004D: jump_if_false SWEET4_1679
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_1679
00D6: if  0
0038:   $6642 ==  0  ;; integer values
004D: jump_if_false SWEET4_1689
00D6: if  0
0118:   actor @417 dead
004D: jump_if_false SWEET4_1689
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_1689
00D6: if  0
0038:   $6643 ==  0  ;; integer values
004D: jump_if_false SWEET4_1699
00D6: if  0
0118:   actor @418 dead
004D: jump_if_false SWEET4_1699
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_1699
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET4_1718
00D6: if  3
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_1718
00D6: if  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_1716
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_1716
0006: @389 =  46  ;; integer values

:SWEET4_1716
0006: @34 =  2  ;; integer values
0006: @35 =  1  ;; integer values

:SWEET4_1718
00D6: if  0
0038:   $6666 ==  1  ;; integer values
004D: jump_if_false SWEET4_1783
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false SWEET4_1783
00D6: if  0
0038:   $6644 ==  0  ;; integer values
004D: jump_if_false SWEET4_1734
00D6: if  0
0118:   actor @419 dead
004D: jump_if_false SWEET4_1734
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_1734
00D6: if  0
0038:   $6645 ==  0  ;; integer values
004D: jump_if_false SWEET4_1744
00D6: if  0
0118:   actor @420 dead
004D: jump_if_false SWEET4_1744
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_1744
00D6: if  0
0038:   $6646 ==  0  ;; integer values
004D: jump_if_false SWEET4_1754
00D6: if  0
0118:   actor @421 dead
004D: jump_if_false SWEET4_1754
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_1754
00D6: if  0
0038:   $6647 ==  0  ;; integer values
004D: jump_if_false SWEET4_1764
00D6: if  0
0118:   actor @422 dead
004D: jump_if_false SWEET4_1764
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_1764
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SWEET4_1783
00D6: if  3
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_1783
00D6: if  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_1781
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_1781
0006: @389 =  47  ;; integer values

:SWEET4_1781
0006: @34 =  3  ;; integer values
0006: @36 =  1  ;; integer values

:SWEET4_1783
00D6: if  0
0038:   $6667 ==  1  ;; integer values
004D: jump_if_false SWEET4_1848
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false SWEET4_1848
00D6: if  0
0038:   $6648 ==  0  ;; integer values
004D: jump_if_false SWEET4_1799
00D6: if  0
0118:   actor @423 dead
004D: jump_if_false SWEET4_1799
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_1799
00D6: if  0
0038:   $6649 ==  0  ;; integer values
004D: jump_if_false SWEET4_1809
00D6: if  0
0118:   actor @424 dead
004D: jump_if_false SWEET4_1809
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_1809
00D6: if  0
0038:   $6650 ==  0  ;; integer values
004D: jump_if_false SWEET4_1819
00D6: if  0
0118:   actor @425 dead
004D: jump_if_false SWEET4_1819
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_1819
00D6: if  0
0038:   $6651 ==  0  ;; integer values
004D: jump_if_false SWEET4_1829
00D6: if  0
0118:   actor @426 dead
004D: jump_if_false SWEET4_1829
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_1829
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false SWEET4_1848
00D6: if  3
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_1848
00D6: if  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_1846
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_1846
0006: @389 =  48  ;; integer values

:SWEET4_1846
0006: @34 =  4  ;; integer values
0006: @37 =  1  ;; integer values

:SWEET4_1848
00D6: if  0
0038:   $6668 ==  1  ;; integer values
004D: jump_if_false SWEET4_1906
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false SWEET4_1906
00D6: if  0
0038:   $6652 ==  0  ;; integer values
004D: jump_if_false SWEET4_1864
00D6: if  0
0118:   actor @427 dead
004D: jump_if_false SWEET4_1864
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_1864
00D6: if  0
0038:   $6653 ==  0  ;; integer values
004D: jump_if_false SWEET4_1874
00D6: if  0
0118:   actor @428 dead
004D: jump_if_false SWEET4_1874
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_1874
00D6: if  0
0038:   $6654 ==  0  ;; integer values
004D: jump_if_false SWEET4_1884
00D6: if  0
0118:   actor @429 dead
004D: jump_if_false SWEET4_1884
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_1884
00D6: if  0
0038:   $6655 ==  0  ;; integer values
004D: jump_if_false SWEET4_1894
00D6: if  0
0118:   actor @430 dead
004D: jump_if_false SWEET4_1894
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_1894
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET4_1906
00D6: if  3
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_1906
01BD: $6669 = current_time_in_ms
0006: @34 =  1  ;; integer values
0006: @38 =  0  ;; integer values

:SWEET4_1906
00D6: if  0
0038:   $6637 ==  5  ;; integer values
004D: jump_if_false SWEET4_2200
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_2145
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false SWEET4_1987
00D6: if  1
01C1:   car @543 stopped
00DB:   actor $PLAYER_ACTOR in_car @543
004D: jump_if_false SWEET4_1987
01BD: @59 = current_time_in_ms
0209: @44 = random_int  0  5
0004: $6638 =  50  ;; integer values
00D6: if  0
8118:   NOT   actor @415 dead
004D: jump_if_false SWEET4_1926
02E2: set_actor @415 weapon_accuracy_to $6638

:SWEET4_1926
00D6: if  0
8118:   NOT   actor @416 dead
004D: jump_if_false SWEET4_1930
02E2: set_actor @416 weapon_accuracy_to $6638

:SWEET4_1930
00D6: if  0
8118:   NOT   actor @417 dead
004D: jump_if_false SWEET4_1934
02E2: set_actor @417 weapon_accuracy_to $6638

:SWEET4_1934
00D6: if  0
8118:   NOT   actor @418 dead
004D: jump_if_false SWEET4_1938
02E2: set_actor @418 weapon_accuracy_to $6638

:SWEET4_1938
00D6: if  0
8118:   NOT   actor @419 dead
004D: jump_if_false SWEET4_1942
02E2: set_actor @419 weapon_accuracy_to $6638

:SWEET4_1942
00D6: if  0
8118:   NOT   actor @420 dead
004D: jump_if_false SWEET4_1946
02E2: set_actor @420 weapon_accuracy_to $6638

:SWEET4_1946
00D6: if  0
8118:   NOT   actor @421 dead
004D: jump_if_false SWEET4_1950
02E2: set_actor @421 weapon_accuracy_to $6638

:SWEET4_1950
00D6: if  0
8118:   NOT   actor @422 dead
004D: jump_if_false SWEET4_1954
02E2: set_actor @422 weapon_accuracy_to $6638

:SWEET4_1954
00D6: if  0
8118:   NOT   actor @423 dead
004D: jump_if_false SWEET4_1958
02E2: set_actor @423 weapon_accuracy_to $6638

:SWEET4_1958
00D6: if  0
8118:   NOT   actor @424 dead
004D: jump_if_false SWEET4_1962
02E2: set_actor @424 weapon_accuracy_to $6638

:SWEET4_1962
00D6: if  0
8118:   NOT   actor @425 dead
004D: jump_if_false SWEET4_1966
02E2: set_actor @425 weapon_accuracy_to $6638

:SWEET4_1966
00D6: if  0
8118:   NOT   actor @426 dead
004D: jump_if_false SWEET4_1970
02E2: set_actor @426 weapon_accuracy_to $6638

:SWEET4_1970
00D6: if  0
8118:   NOT   actor @427 dead
004D: jump_if_false SWEET4_1974
02E2: set_actor @427 weapon_accuracy_to $6638

:SWEET4_1974
00D6: if  0
8118:   NOT   actor @428 dead
004D: jump_if_false SWEET4_1978
02E2: set_actor @428 weapon_accuracy_to $6638

:SWEET4_1978
00D6: if  0
8118:   NOT   actor @429 dead
004D: jump_if_false SWEET4_1982
02E2: set_actor @429 weapon_accuracy_to $6638

:SWEET4_1982
00D6: if  0
8118:   NOT   actor @430 dead
004D: jump_if_false SWEET4_1986
02E2: set_actor @430 weapon_accuracy_to $6638

:SWEET4_1986
0006: @45 =  1  ;; integer values

:SWEET4_1987
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false SWEET4_2067
01BD: @69 = current_time_in_ms
0085: @75 = @69  ;; integer values and handles
0062: @75 -= @63  ;; integer values 
00D6: if  0
0019:   @75 >  3000  ;; integer values
004D: jump_if_false SWEET4_2067
00D6: if  0
01C1:   car @543 stopped
004D: jump_if_false SWEET4_2066
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  250  ;; integer values
004D: jump_if_false SWEET4_2065
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET4_2015
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2015
0006: @389 =  20  ;; integer values
01BD: @59 = current_time_in_ms
0006: @45 =  2  ;; integer values

:SWEET4_2015
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false SWEET4_2025
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2025
0006: @389 =  21  ;; integer values
01BD: @59 = current_time_in_ms
0006: @45 =  2  ;; integer values

:SWEET4_2025
00D6: if  0
0039:   @44 ==  2  ;; integer values
004D: jump_if_false SWEET4_2035
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2035
0006: @389 =  22  ;; integer values
01BD: @59 = current_time_in_ms
0006: @45 =  2  ;; integer values

:SWEET4_2035
00D6: if  0
0039:   @44 ==  3  ;; integer values
004D: jump_if_false SWEET4_2045
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2045
0006: @389 =  23  ;; integer values
01BD: @59 = current_time_in_ms
0006: @45 =  2  ;; integer values

:SWEET4_2045
00D6: if  0
0039:   @44 ==  4  ;; integer values
004D: jump_if_false SWEET4_2055
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2055
0006: @389 =  24  ;; integer values
01BD: @59 = current_time_in_ms
0006: @45 =  2  ;; integer values

:SWEET4_2055
00D6: if  0
0039:   @44 ==  5  ;; integer values
004D: jump_if_false SWEET4_2065
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2065
0006: @389 =  25  ;; integer values
01BD: @59 = current_time_in_ms
0006: @45 =  2  ;; integer values

:SWEET4_2065
0002: jump SWEET4_2067

:SWEET4_2066
0006: @45 =  2  ;; integer values

:SWEET4_2067
00D6: if  0
0039:   @45 ==  2  ;; integer values
004D: jump_if_false SWEET4_2145
00D6: if  0
81C1:   NOT   car @543 stopped
004D: jump_if_false SWEET4_2145
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  3100  ;; integer values
004D: jump_if_false SWEET4_2080
0006: @45 =  0  ;; integer values

:SWEET4_2080
0004: $6638 =  30  ;; integer values
00D6: if  0
8118:   NOT   actor @415 dead
004D: jump_if_false SWEET4_2085
02E2: set_actor @415 weapon_accuracy_to $6638

:SWEET4_2085
00D6: if  0
8118:   NOT   actor @416 dead
004D: jump_if_false SWEET4_2089
02E2: set_actor @416 weapon_accuracy_to $6638

:SWEET4_2089
00D6: if  0
8118:   NOT   actor @417 dead
004D: jump_if_false SWEET4_2093
02E2: set_actor @417 weapon_accuracy_to $6638

:SWEET4_2093
00D6: if  0
8118:   NOT   actor @418 dead
004D: jump_if_false SWEET4_2097
02E2: set_actor @418 weapon_accuracy_to $6638

:SWEET4_2097
00D6: if  0
8118:   NOT   actor @419 dead
004D: jump_if_false SWEET4_2101
02E2: set_actor @419 weapon_accuracy_to $6638

:SWEET4_2101
00D6: if  0
8118:   NOT   actor @420 dead
004D: jump_if_false SWEET4_2105
02E2: set_actor @420 weapon_accuracy_to $6638

:SWEET4_2105
00D6: if  0
8118:   NOT   actor @421 dead
004D: jump_if_false SWEET4_2109
02E2: set_actor @421 weapon_accuracy_to $6638

:SWEET4_2109
00D6: if  0
8118:   NOT   actor @422 dead
004D: jump_if_false SWEET4_2113
02E2: set_actor @422 weapon_accuracy_to $6638

:SWEET4_2113
00D6: if  0
8118:   NOT   actor @423 dead
004D: jump_if_false SWEET4_2117
02E2: set_actor @423 weapon_accuracy_to $6638

:SWEET4_2117
00D6: if  0
8118:   NOT   actor @424 dead
004D: jump_if_false SWEET4_2121
02E2: set_actor @424 weapon_accuracy_to $6638

:SWEET4_2121
00D6: if  0
8118:   NOT   actor @425 dead
004D: jump_if_false SWEET4_2125
02E2: set_actor @425 weapon_accuracy_to $6638

:SWEET4_2125
00D6: if  0
8118:   NOT   actor @426 dead
004D: jump_if_false SWEET4_2129
02E2: set_actor @426 weapon_accuracy_to $6638

:SWEET4_2129
00D6: if  0
8118:   NOT   actor @427 dead
004D: jump_if_false SWEET4_2133
02E2: set_actor @427 weapon_accuracy_to $6638

:SWEET4_2133
00D6: if  0
8118:   NOT   actor @428 dead
004D: jump_if_false SWEET4_2137
02E2: set_actor @428 weapon_accuracy_to $6638

:SWEET4_2137
00D6: if  0
8118:   NOT   actor @429 dead
004D: jump_if_false SWEET4_2141
02E2: set_actor @429 weapon_accuracy_to $6638

:SWEET4_2141
00D6: if  0
8118:   NOT   actor @430 dead
004D: jump_if_false SWEET4_2145
02E2: set_actor @430 weapon_accuracy_to $6638

:SWEET4_2145
00D6: if  0
0039:   @77 ==  16  ;; integer values
004D: jump_if_false SWEET4_2155
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2155
0006: @389 =  33  ;; integer values
01BD: @82 = current_time_in_ms
0006: @77 =  17  ;; integer values

:SWEET4_2155
00D6: if  0
0039:   @77 ==  17  ;; integer values
004D: jump_if_false SWEET4_2200
01BD: @81 = current_time_in_ms
0085: @80 = @81  ;; integer values and handles
0062: @80 -= @82  ;; integer values 
00D6: if  0
0019:   @80 >  3000  ;; integer values
004D: jump_if_false SWEET4_2200
0335: set_free_paynspray_to  1 (true)
00BE: text_clear_all
01F0: set_max_wanted_level_to @53
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false SWEET4_2172
099E:  1 
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2

:SWEET4_2172
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  .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_maby_cops_density  1.0
0006: @83 =  0  ;; integer values

:SWEET4_2200
00D6: if  1
0038:   $6637 ==  6  ;; integer values
0038:   $6672 ==  18  ;; integer values
004D: jump_if_false SWEET4_2407
01BD: @81 = current_time_in_ms
0085: @80 = @81  ;; integer values and handles
0062: @80 -= @82  ;; integer values 
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false SWEET4_2216
00D6: if  0
0019:   @80 >  500  ;; integer values
004D: jump_if_false SWEET4_2216
03E5: text_box 'SWE4_07'
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2216
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false SWEET4_2225
00D6: if  0
0019:   @80 >  1000  ;; integer values
004D: jump_if_false SWEET4_2225
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2225
00D6: if  0
0039:   @83 ==  2  ;; integer values
004D: jump_if_false SWEET4_2233
00D6: if  0
0019:   @80 >  1500  ;; integer values
004D: jump_if_false SWEET4_2233
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2233
00D6: if  0
0039:   @83 ==  3  ;; integer values
004D: jump_if_false SWEET4_2242
00D6: if  0
0019:   @80 >  2000  ;; integer values
004D: jump_if_false SWEET4_2242
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2242
00D6: if  0
0039:   @83 ==  4  ;; integer values
004D: jump_if_false SWEET4_2250
00D6: if  0
0019:   @80 >  2500  ;; integer values
004D: jump_if_false SWEET4_2250
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2250
00D6: if  0
0039:   @83 ==  5  ;; integer values
004D: jump_if_false SWEET4_2259
00D6: if  0
0019:   @80 >  3000  ;; integer values
004D: jump_if_false SWEET4_2259
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2259
00D6: if  0
0039:   @83 ==  6  ;; integer values
004D: jump_if_false SWEET4_2267
00D6: if  0
0019:   @80 >  3500  ;; integer values
004D: jump_if_false SWEET4_2267
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2267
00D6: if  0
0039:   @83 ==  7  ;; integer values
004D: jump_if_false SWEET4_2276
00D6: if  0
0019:   @80 >  4000  ;; integer values
004D: jump_if_false SWEET4_2276
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2276
00D6: if  0
0039:   @83 ==  8  ;; integer values
004D: jump_if_false SWEET4_2284
00D6: if  0
0019:   @80 >  4500  ;; integer values
004D: jump_if_false SWEET4_2284
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2284
00D6: if  0
0039:   @83 ==  9  ;; integer values
004D: jump_if_false SWEET4_2293
00D6: if  0
0019:   @80 >  5000  ;; integer values
004D: jump_if_false SWEET4_2293
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2293
00D6: if  0
0039:   @83 ==  10  ;; integer values
004D: jump_if_false SWEET4_2301
00D6: if  0
0019:   @80 >  5500  ;; integer values
004D: jump_if_false SWEET4_2301
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2301
00D6: if  0
0039:   @83 ==  11  ;; integer values
004D: jump_if_false SWEET4_2310
00D6: if  0
0019:   @80 >  6000  ;; integer values
004D: jump_if_false SWEET4_2310
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2310
00D6: if  0
0039:   @83 ==  12  ;; integer values
004D: jump_if_false SWEET4_2318
00D6: if  0
0019:   @80 >  6500  ;; integer values
004D: jump_if_false SWEET4_2318
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2318
00D6: if  0
0039:   @83 ==  13  ;; integer values
004D: jump_if_false SWEET4_2327
00D6: if  0
0019:   @80 >  7000  ;; integer values
004D: jump_if_false SWEET4_2327
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2327
00D6: if  0
0039:   @83 ==  14  ;; integer values
004D: jump_if_false SWEET4_2335
00D6: if  0
0019:   @80 >  7500  ;; integer values
004D: jump_if_false SWEET4_2335
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2335
00D6: if  0
0039:   @83 ==  15  ;; integer values
004D: jump_if_false SWEET4_2344
00D6: if  0
0019:   @80 >  8000  ;; integer values
004D: jump_if_false SWEET4_2344
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2344
00D6: if  0
0039:   @83 ==  16  ;; integer values
004D: jump_if_false SWEET4_2352
00D6: if  0
0019:   @80 >  8500  ;; integer values
004D: jump_if_false SWEET4_2352
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2352
00D6: if  0
0039:   @83 ==  17  ;; integer values
004D: jump_if_false SWEET4_2361
00D6: if  0
0019:   @80 >  9000  ;; integer values
004D: jump_if_false SWEET4_2361
0164: disable_marker $449
02A8: $449 = create_marker  63 at  2067.4 -1831.2  13.5
000A: @83 +=  1  ;; integer values

:SWEET4_2361
00D6: if  0
0039:   @83 ==  18  ;; integer values
004D: jump_if_false SWEET4_2369
00D6: if  0
0019:   @80 >  9500  ;; integer values
004D: jump_if_false SWEET4_2369
0164: disable_marker $449
000A: @83 +=  1  ;; integer values

:SWEET4_2369
00D6: if  0
0039:   @83 ==  19  ;; integer values
004D: jump_if_false SWEET4_2380
00D6: if  0
0019:   @80 >  10000  ;; integer values
004D: jump_if_false SWEET4_2380
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_2380
00D6: if  0
0038:   $6660 ==  0  ;; integer values
004D: jump_if_false SWEET4_2393
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET4_2393
00D6: if  0
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_2393
00BE: text_clear_all
03E5: text_box 'SWE4_06'
0164: disable_marker $6658
0004: $6660 =  1  ;; integer values

:SWEET4_2393
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false SWEET4_2407
00D6: if  21
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_2406
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_2407

:SWEET4_2406
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2

:SWEET4_2407
00D6: if  0
0038:   $6637 ==  7  ;; integer values
004D: jump_if_false SWEET4_2478
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  5000  ;; integer values
004D: jump_if_false SWEET4_2427
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false SWEET4_2427
0335: set_free_paynspray_to  0 (false)
03E5: text_box 'WANT_L'
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_2427
00D6: if  0
0039:   @43 ==  3  ;; integer values
004D: jump_if_false SWEET4_2444
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  5000  ;; integer values
004D: jump_if_false SWEET4_2444
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false SWEET4_2443
0004: $6672 =  18  ;; integer values
01BD: $6669 = current_time_in_ms
00BC: text_highpriority 'SWE4_14'  8000 ms  1
0006: @49 =  1  ;; integer values

:SWEET4_2443
0006: @43 =  4  ;; integer values

:SWEET4_2444
00D6: if  0
0039:   @43 ==  4  ;; integer values
004D: jump_if_false SWEET4_2478
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_2478
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @543
004D: jump_if_false SWEET4_2478
00D6: if  0
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_2478
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @543
004D: jump_if_false SWEET4_2478
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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 (on)
016A: fade  0 ()  300 ms
01BD: @59 = current_time_in_ms
01BD: $6669 = current_time_in_ms
0605: unknown_action_sequence $PLAYER_ACTOR "GDB_CAR2_PLY" "GHETTO_DB"  4.0  0  0  0  1  0 
01B9: set_actor @394 armed_weapon_to  32
0605: unknown_action_sequence @394 "GDB_CAR2_SMO" "GHETTO_DB"  4.0  0  0  0  0  0 
01B9: set_actor @408 armed_weapon_to  32
0605: unknown_action_sequence @408 "GDB_CAR2_SWE" "GHETTO_DB"  4.0  0  0  0  0  0 
06AB: $PLAYER_ACTOR  1 
0852: @543  0 
0004: $6660 =  0  ;; integer values
0004: $6637 =  8  ;; integer values

:SWEET4_2478
00D6: if  0
0038:   $6637 ==  8  ;; integer values
004D: jump_if_false SWEET4_2660
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_2660
00D6: if  0
0038:   $6660 ==  0  ;; integer values
004D: jump_if_false SWEET4_2536
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false SWEET4_2519
00D6: if  0
0039:   @390 ==  0  ;; integer values
004D: jump_if_false SWEET4_2519
00D6: if  0
01C1:   car @543 stopped
004D: jump_if_false SWEET4_2519
00D6: if  0
8118:   NOT   actor @401 dead
004D: jump_if_false SWEET4_2506
0697: @543  4  1 
0169: set_fade_color  0  0  0
0615: @117 
05CD: unknown_action_sequence -1 @543 
05D3: unknown_action_sequence -1  2513.79 -1663.09  14.56  4 -2 
0616: @117 
0618: @401 @117 

:SWEET4_2506
0407: create_coordinate @120 @130 @140 from_car @543 offset -.4  1.566  .657
0407: create_coordinate @122 @132 @142 from_car @543 offset  .038 -1.033  .088
015F: set_camera_position @120 @130 @140  0.0  0.0  0.0
0160: point_camera @122 @132 @142  2
016A: fade  1 (back)  300 ms

:SWEET4_2511
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_2516
0001: wait  0 ms
0002: jump SWEET4_2511

:SWEET4_2516
0006: @389 =  42  ;; integer values
01BD: @59 = current_time_in_ms
0006: @52 =  1  ;; integer values

:SWEET4_2519
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false SWEET4_2536
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  1000  ;; integer values
004D: jump_if_false SWEET4_2536
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2536
0006: @389 =  43  ;; integer values
01BD: @59 = current_time_in_ms
0006: @52 =  2  ;; integer values
0004: $6660 =  3  ;; integer values

:SWEET4_2536
00D6: if  0
0038:   $6660 ==  3  ;; integer values
004D: jump_if_false SWEET4_2589
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  1000  ;; integer values
004D: jump_if_false SWEET4_2556
034F: destroy_actor_with_fade @401  ;; The actor fades away like a ghost
00D6: if  0
0039:   @52 ==  2  ;; integer values
004D: jump_if_false SWEET4_2556
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2556
0006: @389 =  44  ;; integer values
01BD: @59 = current_time_in_ms
0006: @52 =  3  ;; integer values

:SWEET4_2556
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0039:   @52 ==  3  ;; integer values
004D: jump_if_false SWEET4_2572
00D6: if  0
0019:   @71 >  1000  ;; integer values
004D: jump_if_false SWEET4_2572
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2572
0006: @389 =  45  ;; integer values
01BD: @59 = current_time_in_ms
0006: @52 =  4  ;; integer values

:SWEET4_2572
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
8118:   NOT   actor @408 dead
004D: jump_if_false SWEET4_2589
00D6: if  0
0019:   @71 >  1000  ;; integer values
004D: jump_if_false SWEET4_2589
062E: @408  1541 @410 
00D6: if  21
04A4: @410  7 
0039:   @52 ==  4  ;; integer values
004D: jump_if_false SWEET4_2589
0618: @408 @117 
01BD: @59 = current_time_in_ms
0004: $6660 =  4  ;; integer values

:SWEET4_2589
00D6: if  0
0038:   $6660 ==  4  ;; integer values
004D: jump_if_false SWEET4_2607
00D6: if  0
8118:   NOT   actor @394 dead
004D: jump_if_false SWEET4_2607
062E: @394  1541 @396 
00D6: if  21
04A4: @396  7 
0039:   @390 ==  0  ;; integer values
004D: jump_if_false SWEET4_2607
0618: @394 @117 
0001: wait  100 ms
0618: $PLAYER_ACTOR @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_2607
00D6: if  0
0038:   $6660 ==  5  ;; integer values
004D: jump_if_false SWEET4_2634
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  1000  ;; integer values
004D: jump_if_false SWEET4_2634

:SWEET4_2616
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_2621
0001: wait  0 ms
0002: jump SWEET4_2616

:SWEET4_2621
0605: unknown_action_sequence $PLAYER_ACTOR "GDB_CAR2_PLY" "GHETTO_DB"  4.0  0  0  0  0  1 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET4_2627
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2511.0 -1671.0  12.5
0002: jump SWEET4_2628

:SWEET4_2627
00A1: put_actor $PLAYER_ACTOR at  2511.0 -1671.0  12.5

:SWEET4_2628
0605: unknown_action_sequence $PLAYER_ACTOR "GDB_CAR2_PLY" "GHETTO_DB"  4.0  0  0  0  0  1 
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_2634
00D6: if  0
0038:   $6660 ==  7  ;; integer values
004D: jump_if_false SWEET4_2660
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  100  ;; integer values
004D: jump_if_false SWEET4_2660
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_2660
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  2000 ms

:SWEET4_2653
00D6: if  0
016B:   fading
004D: jump_if_false SWEET4_2658
0001: wait  0 ms
0002: jump SWEET4_2653

:SWEET4_2658
0002: jump SWEET4_3249
0004: $6660 =  8  ;; integer values

:SWEET4_2660
00D6: if  1
0018:   $6637 >  2  ;; integer values
001A:    8 > $6637  ;; integer values
004D: jump_if_false SWEET4_2988
00D6: if  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_2783
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_2783
00D6: if  1
80DB:   NOT   actor $PLAYER_ACTOR in_car @543
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false SWEET4_2783
0508: @543
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false SWEET4_2684
0615: @96 
0676: unknown_action_sequence -1 @543 
05D2: unknown_action_sequence -1 @543  50.0  2 
0616: @96 
0006: @51 =  1  ;; integer values

:SWEET4_2684
0006: @46 =  0  ;; integer values
0006: @79 =  15000  ;; integer values
0186: @544 = create_marker_above_car @543
07E0: @544  1 
00D6: if  0
0038:   $6637 ==  3  ;; integer values
004D: jump_if_false SWEET4_2692
0164: disable_marker @57

:SWEET4_2692
00D6: if  0
0038:   $6637 ==  5  ;; integer values
004D: jump_if_false SWEET4_2772
0151: remove_status_text $6673
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SWEET4_2715
00D6: if  0
0038:   $6640 ==  0  ;; integer values
004D: jump_if_false SWEET4_2703
0164: disable_marker @433

:SWEET4_2703
00D6: if  0
0038:   $6641 ==  0  ;; integer values
004D: jump_if_false SWEET4_2707
0164: disable_marker @434

:SWEET4_2707
00D6: if  0
0038:   $6642 ==  0  ;; integer values
004D: jump_if_false SWEET4_2711
0164: disable_marker @435

:SWEET4_2711
00D6: if  0
0038:   $6643 ==  0  ;; integer values
004D: jump_if_false SWEET4_2715
0164: disable_marker @436

:SWEET4_2715
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false SWEET4_2734
00D6: if  0
0038:   $6644 ==  0  ;; integer values
004D: jump_if_false SWEET4_2722
0164: disable_marker @437

:SWEET4_2722
00D6: if  0
0038:   $6645 ==  0  ;; integer values
004D: jump_if_false SWEET4_2726
0164: disable_marker @438

:SWEET4_2726
00D6: if  0
0038:   $6646 ==  0  ;; integer values
004D: jump_if_false SWEET4_2730
0164: disable_marker @439

:SWEET4_2730
00D6: if  0
0038:   $6647 ==  0  ;; integer values
004D: jump_if_false SWEET4_2734
0164: disable_marker @440

:SWEET4_2734
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false SWEET4_2753
00D6: if  0
0038:   $6648 ==  0  ;; integer values
004D: jump_if_false SWEET4_2741
0164: disable_marker @441

:SWEET4_2741
00D6: if  0
0038:   $6649 ==  0  ;; integer values
004D: jump_if_false SWEET4_2745
0164: disable_marker @442

:SWEET4_2745
00D6: if  0
0038:   $6650 ==  0  ;; integer values
004D: jump_if_false SWEET4_2749
0164: disable_marker @443

:SWEET4_2749
00D6: if  0
0038:   $6651 ==  0  ;; integer values
004D: jump_if_false SWEET4_2753
0164: disable_marker @444

:SWEET4_2753
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false SWEET4_2772
00D6: if  0
0038:   $6652 ==  0  ;; integer values
004D: jump_if_false SWEET4_2760
0164: disable_marker @445

:SWEET4_2760
00D6: if  0
0038:   $6653 ==  0  ;; integer values
004D: jump_if_false SWEET4_2764
0164: disable_marker @446

:SWEET4_2764
00D6: if  0
0038:   $6654 ==  0  ;; integer values
004D: jump_if_false SWEET4_2768
0164: disable_marker @447

:SWEET4_2768
00D6: if  0
0038:   $6655 ==  0  ;; integer values
004D: jump_if_false SWEET4_2772
0164: disable_marker @448

:SWEET4_2772
00D6: if  0
0038:   $6637 ==  6  ;; integer values
004D: jump_if_false SWEET4_2776
0164: disable_marker $6658

:SWEET4_2776
00D6: if  0
0038:   $6637 ==  7  ;; integer values
004D: jump_if_false SWEET4_2780
0164: disable_marker @58

:SWEET4_2780
020A: set_car @543 door_status_to  1
01BD: @61 = current_time_in_ms
0004: $6659 =  1  ;; integer values

:SWEET4_2783
00D6: if  0
0038:   $6659 ==  1  ;; integer values
004D: jump_if_false SWEET4_2988
00D6: if  0
0029:   @78 >=  0  ;; integer values
004D: jump_if_false SWEET4_2838
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  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false SWEET4_2802
01BD: @59 = current_time_in_ms
0209: @44 = random_int  0  2
0006: @46 =  1  ;; integer values

:SWEET4_2802
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false SWEET4_2838
01BD: @65 = current_time_in_ms
0085: @71 = @65  ;; integer values and handles
0062: @71 -= @59  ;; integer values 
00D6: if  0
0019:   @71 >  200  ;; integer values
004D: jump_if_false SWEET4_2838
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET4_2820
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2820
0006: @389 =  26  ;; integer values
0006: @44 =  5  ;; integer values

:SWEET4_2820
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false SWEET4_2829
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2829
0006: @389 =  27  ;; integer values
0006: @44 =  5  ;; integer values

:SWEET4_2829
00D6: if  0
0039:   @44 ==  2  ;; integer values
004D: jump_if_false SWEET4_2838
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2838
0006: @389 =  28  ;; integer values
0006: @44 =  5  ;; integer values

:SWEET4_2838
00D6: if  1
001B:    100 > @79  ;; integer values
0019:   @79 >  0  ;; integer values
004D: jump_if_false SWEET4_2846
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @543 radius  15.0  15.0  15.0 unknown  0
004D: jump_if_false SWEET4_2846
020A: set_car @543 door_status_to  2

:SWEET4_2846
00D6: if  0
001B:    0 > @78  ;; integer values
004D: jump_if_false SWEET4_2850
0006: @78 =  0  ;; integer values

:SWEET4_2850
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SWEET4_2870
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @543 radius  15.0  15.0  15.0 unknown  0
004D: jump_if_false SWEET4_2870
00D6: if  0
8118:   NOT   actor @394 dead
004D: jump_if_false SWEET4_2870
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_2870
020A: set_car @543 door_status_to  2
0618: @394 @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_2870
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_2988
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @543
004D: jump_if_false SWEET4_2988
0006: @46 =  0  ;; integer values
0164: disable_marker @544
00D6: if  0
0038:   $6637 ==  3  ;; integer values
004D: jump_if_false SWEET4_2883
018A: @57 = create_checkpoint_at @54 @55 @56

:SWEET4_2883
00D6: if  0
0038:   $6637 ==  5  ;; integer values
004D: jump_if_false SWEET4_2971
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false SWEET4_2891
0151: remove_status_text $6673
03C4: set_status_text_to $6673  1 (bar) 'SWE4_08'

:SWEET4_2891
00D6: if  0
8118:   NOT   actor @415 dead
004D: jump_if_false SWEET4_2896
0164: disable_marker @433
0187: @433 = create_marker_above_actor @415

:SWEET4_2896
00D6: if  0
8118:   NOT   actor @416 dead
004D: jump_if_false SWEET4_2901
0164: disable_marker @434
0187: @434 = create_marker_above_actor @416

:SWEET4_2901
00D6: if  0
8118:   NOT   actor @417 dead
004D: jump_if_false SWEET4_2906
0164: disable_marker @435
0187: @435 = create_marker_above_actor @417

:SWEET4_2906
00D6: if  0
8118:   NOT   actor @418 dead
004D: jump_if_false SWEET4_2911
0164: disable_marker @436
0187: @436 = create_marker_above_actor @418

:SWEET4_2911
00D6: if  0
8118:   NOT   actor @419 dead
004D: jump_if_false SWEET4_2916
0164: disable_marker @437
0187: @437 = create_marker_above_actor @419

:SWEET4_2916
00D6: if  0
8118:   NOT   actor @420 dead
004D: jump_if_false SWEET4_2921
0164: disable_marker @438
0187: @438 = create_marker_above_actor @420

:SWEET4_2921
00D6: if  0
8118:   NOT   actor @421 dead
004D: jump_if_false SWEET4_2926
0164: disable_marker @439
0187: @439 = create_marker_above_actor @421

:SWEET4_2926
00D6: if  0
8118:   NOT   actor @422 dead
004D: jump_if_false SWEET4_2931
0164: disable_marker @440
0187: @440 = create_marker_above_actor @422

:SWEET4_2931
00D6: if  0
8118:   NOT   actor @423 dead
004D: jump_if_false SWEET4_2936
0164: disable_marker @441
0187: @441 = create_marker_above_actor @423

:SWEET4_2936
00D6: if  0
8118:   NOT   actor @424 dead
004D: jump_if_false SWEET4_2941
0164: disable_marker @442
0187: @442 = create_marker_above_actor @424

:SWEET4_2941
00D6: if  0
8118:   NOT   actor @425 dead
004D: jump_if_false SWEET4_2946
0164: disable_marker @443
0187: @443 = create_marker_above_actor @425

:SWEET4_2946
00D6: if  0
8118:   NOT   actor @426 dead
004D: jump_if_false SWEET4_2951
0164: disable_marker @444
0187: @444 = create_marker_above_actor @426

:SWEET4_2951
00D6: if  0
8118:   NOT   actor @427 dead
004D: jump_if_false SWEET4_2956
0164: disable_marker @445
0187: @445 = create_marker_above_actor @427

:SWEET4_2956
00D6: if  0
8118:   NOT   actor @428 dead
004D: jump_if_false SWEET4_2961
0164: disable_marker @446
0187: @446 = create_marker_above_actor @428

:SWEET4_2961
00D6: if  0
8118:   NOT   actor @429 dead
004D: jump_if_false SWEET4_2966
0164: disable_marker @447
0187: @447 = create_marker_above_actor @429

:SWEET4_2966
00D6: if  0
8118:   NOT   actor @430 dead
004D: jump_if_false SWEET4_2971
0164: disable_marker @448
0187: @448 = create_marker_above_actor @430

:SWEET4_2971
00D6: if  0
0038:   $6637 ==  6  ;; integer values
004D: jump_if_false SWEET4_2979
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_2979
00D6: if  0
0038:   $6637 ==  7  ;; integer values
004D: jump_if_false SWEET4_2984
0164: disable_marker @58
018A: @58 = create_checkpoint_at @89 @90 @91

:SWEET4_2984
00BE: text_clear_all
0006: @78 =  1  ;; integer values
01BD: $6669 = current_time_in_ms
0004: $6659 =  0  ;; integer values

:SWEET4_2988
00D6: if  0
0038:   $6637 ==  666  ;; integer values
004D: jump_if_false SWEET4_3008
01BD: @67 = current_time_in_ms
0085: @73 = @67  ;; integer values and handles
0062: @73 -= @61  ;; integer values 
00D6: if  0
0019:   @73 >  1000  ;; integer values
004D: jump_if_false SWEET4_3008
00D6: if  1
8118:   NOT   actor @394 dead
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_3008
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3008
05D2: unknown_action_sequence @394 @543  50.0  2 
0006: @389 =  32  ;; integer values
0004: $6637 =  667  ;; integer values

:SWEET4_3008
00D6: if  0
0038:   $6637 ==  667  ;; integer values
004D: jump_if_false SWEET4_3020
00D6: if  0
8119:   NOT   car @543 wrecked
004D: jump_if_false SWEET4_3020
00D6: if  21
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_3020
00BC: text_highpriority 'SWE4_05'  5000 ms  1
0002: jump SWEET4_3247

:SWEET4_3020
00D6: if  0
0038:   $6659 ==  0  ;; integer values
004D: jump_if_false SWEET4_3246
00D6: if  0
0038:   $6637 ==  3  ;; integer values
004D: jump_if_false SWEET4_3089
00D6: if  0
0038:   $6672 == -1  ;; integer values
004D: jump_if_false SWEET4_3042
00D6: if  0
0039:   @390 ==  0  ;; integer values
004D: jump_if_false SWEET4_3033
00BB: text_lowpriority 'SWE4_01'  100 ms  1

:SWEET4_3033
01BD: $6670 = current_time_in_ms
0084: $6671 = $6670  ;; integer values and handles
0060: $6671 -= $6669  ;; integer values
00D6: if  0
0018:   $6671 >  3000  ;; integer values
004D: jump_if_false SWEET4_3042
00BE: text_clear_all
0008: $6672 +=  1  ;; integer values
01BD: $6669 = current_time_in_ms

:SWEET4_3042
00D6: if  0
0038:   $6672 ==  0  ;; integer values
004D: jump_if_false SWEET4_3050
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3050
0006: @389 =  1  ;; integer values

:SWEET4_3050
00D6: if  0
0038:   $6672 ==  1  ;; integer values
004D: jump_if_false SWEET4_3058
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3058
0006: @389 =  2  ;; integer values

:SWEET4_3058
00D6: if  0
0038:   $6672 ==  2  ;; integer values
004D: jump_if_false SWEET4_3066
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3066
0006: @389 =  5  ;; integer values

:SWEET4_3066
00D6: if  0
0038:   $6672 ==  6  ;; integer values
004D: jump_if_false SWEET4_3074
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3074
0006: @389 =  9  ;; integer values

:SWEET4_3074
00D6: if  0
0038:   $6672 ==  7  ;; integer values
004D: jump_if_false SWEET4_3082
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3082
0006: @389 =  10  ;; integer values

:SWEET4_3082
00D6: if  0
0038:   $6672 ==  8  ;; integer values
004D: jump_if_false SWEET4_3089
00D6: if  0
0039:   @390 ==  0  ;; integer values
004D: jump_if_false SWEET4_3089
0006: @389 =  11  ;; integer values

:SWEET4_3089
00D6: if  0
0038:   $6637 ==  4  ;; integer values
004D: jump_if_false SWEET4_3140
00D6: if  0
0038:   $6672 ==  9  ;; integer values
004D: jump_if_false SWEET4_3100
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3100
0006: @389 =  12  ;; integer values

:SWEET4_3100
00D6: if  0
0038:   $6672 ==  10  ;; integer values
004D: jump_if_false SWEET4_3108
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3108
0006: @389 =  13  ;; integer values

:SWEET4_3108
00D6: if  0
0038:   $6672 ==  11  ;; integer values
004D: jump_if_false SWEET4_3116
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3116
0006: @389 =  14  ;; integer values

:SWEET4_3116
00D6: if  0
0038:   $6672 ==  12  ;; integer values
004D: jump_if_false SWEET4_3124
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3124
0006: @389 =  15  ;; integer values

:SWEET4_3124
00D6: if  0
0038:   $6672 ==  13  ;; integer values
004D: jump_if_false SWEET4_3140
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3140
0006: @389 =  16  ;; integer values
00D6: if  0
8118:   NOT   actor @417 dead
004D: jump_if_false SWEET4_3136
0605: unknown_action_sequence @417 "GSIGN3" "GHANDS"  4.0  0  0  0  0  0 

:SWEET4_3136
00D6: if  0
8118:   NOT   actor @418 dead
004D: jump_if_false SWEET4_3140
0605: unknown_action_sequence @418 "DRNKBR_PRTL" "GANGS"  4.0  0  0  0  0  0 

:SWEET4_3140
00D6: if  0
0038:   $6637 ==  6  ;; integer values
004D: jump_if_false SWEET4_3196
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false SWEET4_3174
00D6: if  0
0038:   $6672 ==  14  ;; integer values
004D: jump_if_false SWEET4_3158
00BB: text_lowpriority 'SWE4_12'  100 ms  1
01BD: $6670 = current_time_in_ms
0084: $6671 = $6670  ;; integer values and handles
0060: $6671 -= $6669  ;; integer values
00D6: if  0
0018:   $6671 >  4000  ;; integer values
004D: jump_if_false SWEET4_3158
0008: $6672 +=  1  ;; integer values
01BD: $6669 = current_time_in_ms

:SWEET4_3158
00D6: if  0
0038:   $6672 ==  15  ;; integer values
004D: jump_if_false SWEET4_3173
00BB: text_lowpriority 'SWE4_03'  100 ms  1
01BD: $6670 = current_time_in_ms
0084: $6671 = $6670  ;; integer values and handles
0060: $6671 -= $6669  ;; integer values
00D6: if  0
0018:   $6671 >  4000  ;; integer values
004D: jump_if_false SWEET4_3173
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_3173
0002: jump SWEET4_3196

:SWEET4_3174
00D6: if  0
0038:   $6672 ==  14  ;; integer values
004D: jump_if_false SWEET4_3182
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3182
0006: @389 =  55  ;; integer values

:SWEET4_3182
00D6: if  0
0038:   $6672 ==  15  ;; integer values
004D: jump_if_false SWEET4_3190
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3190
0006: @389 =  56  ;; integer values

:SWEET4_3190
00D6: if  0
0038:   $6672 ==  16  ;; integer values
004D: jump_if_false SWEET4_3196
00BB: text_lowpriority 'SWE4_03'  4000 ms  1
0008: $6672 +=  1  ;; integer values
01BD: $6669 = current_time_in_ms

:SWEET4_3196
00D6: if  1
0038:   $6637 ==  7  ;; integer values
0039:   @43 ==  4  ;; integer values
004D: jump_if_false SWEET4_3246
01BD: $6670 = current_time_in_ms
0084: $6671 = $6670  ;; integer values and handles
0060: $6671 -= $6669  ;; integer values
00D6: if  0
0018:   $6671 >  6000  ;; integer values
004D: jump_if_false SWEET4_3214
00D6: if  0
0038:   $6672 ==  18  ;; integer values
004D: jump_if_false SWEET4_3214
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3214
0006: @389 =  37  ;; integer values

:SWEET4_3214
00D6: if  0
0038:   $6672 ==  19  ;; integer values
004D: jump_if_false SWEET4_3222
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3222
0006: @389 =  38  ;; integer values

:SWEET4_3222
00D6: if  0
0038:   $6672 ==  20  ;; integer values
004D: jump_if_false SWEET4_3230
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3230
0006: @389 =  39  ;; integer values

:SWEET4_3230
00D6: if  0
0038:   $6672 ==  21  ;; integer values
004D: jump_if_false SWEET4_3238
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3238
0006: @389 =  40  ;; integer values

:SWEET4_3238
00D6: if  0
0038:   $6672 ==  22  ;; integer values
004D: jump_if_false SWEET4_3246
00D6: if  1
0039:   @390 ==  0  ;; integer values
0039:   @389 ==  0  ;; integer values
004D: jump_if_false SWEET4_3246
0006: @389 =  41  ;; integer values

:SWEET4_3246
0002: jump SWEET4_864

:SWEET4_3247
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SWEET4_3249
0746:  4  7  0 
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SWEET_4'
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
0394: play_music  1
004F: create_thread RYDER_1 
0164: disable_marker $436
02A7: $436 = create_icon_marker_and_sphere $443 at $465 $466 $467
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:SWEET4_3262
0050: gosub SWEET4_363
0050: gosub SWEET4_330
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  102
0249: release_model  103
0249: release_model  372
0249: release_model  346
0249: release_model  412
0249: release_model  365
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 (false)
03C7: unknown_maby_cops_density  1.0
01F0: set_max_wanted_level_to @53
099E:  1 
072C:  1 
014C: set_parked_car_generator $2765 cars_to_generate_to  101
0733:  412 
04EF: release_animation "GHETTO_DB"
0151: remove_status_text $6673
043C: unknown_set_game_sounds  1
08EA:  1 
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:SWEET4_3315
00D6: if  0
8118:   NOT   actor @194 dead
004D: jump_if_false SWEET4_3319
00A0: store_actor @194 position_to @86 @87 @88

:SWEET4_3319
0006: @195 = -1  ;; integer values
0007: @199 =  99999.9  ;; floating-point values
0006: @39 =  0  ;; integer values

:SWEET4_3322
00D6: if  0
001B:    18 > @39  ;; integer values
004D: jump_if_false SWEET4_3337
00D6: if  0
8118:   NOT   actor @415(@39,18i) dead
004D: jump_if_false SWEET4_3335
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  0
0025:   @199 > @200  ;; floating-point values  
004D: jump_if_false SWEET4_3335
0087: @199 = @200  ;; floating-point values only
0085: @195 = @415(@39,18i)  ;; integer values and handles

:SWEET4_3335
000A: @39 +=  1  ;; integer values
0002: jump SWEET4_3322

:SWEET4_3337
00D6: if  0
0029:   @195 >=  0  ;; integer values
004D: jump_if_false SWEET4_3346
00D6: if  1
8118:   NOT   actor @195 dead
8118:   NOT   actor @194 dead
004D: jump_if_false SWEET4_3346
0713: unknown_action_sequence @194 @195 -1  0.0  0.0  0.0  40.0 @41 @40  99 
01B9: set_actor @194 armed_weapon_to  32

:SWEET4_3346
01BD: @62 = current_time_in_ms
0051: return

:SWEET4_3348
00D6: if  1
8019:   NOT   @389 >  11  ;; integer values
801B:   NOT    17 > @389  ;; integer values
004D: jump_if_false SWEET4_3353
0006: @326 =  0  ;; integer values

:SWEET4_3353
00D6: if  1
8019:   NOT   @389 >  41  ;; integer values
801B:   NOT    46 > @389  ;; integer values
004D: jump_if_false SWEET4_3358
0006: @326 =  0  ;; integer values

:SWEET4_3358
00D6: if  24
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_3366
0085: @326 = @408  ;; integer values and handles

:SWEET4_3366
00D6: if  21
0039:   @389 ==  13  ;; integer values
0039:   @389 ==  44  ;; integer values
004D: jump_if_false SWEET4_3371
008B: @326 = $PLAYER_ACTOR  ;; integer values and handles

:SWEET4_3371
00D6: if  0
0039:   @389 ==  15  ;; integer values
004D: jump_if_false SWEET4_3375
0085: @326 = @401  ;; integer values and handles

:SWEET4_3375
00D6: if  0
0039:   @389 ==  45  ;; integer values
004D: jump_if_false SWEET4_3379
0085: @326 = @394  ;; integer values and handles

:SWEET4_3379
0051: return

;-------------Mission 18---------------
; Originally: Sweet's Girl


:HOODS5_1
03A4: name_thread 'HOODS5'
0050: gosub HOODS5_23
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false HOODS5_7
0050: gosub HOODS5_1888

:HOODS5_7
0050: gosub HOODS5_1898
004E: end_thread
00D6: if  0
0039:   @127 ==  99  ;; integer values
004D: jump_if_false HOODS5_23
032B: @50 = create_weapon_pickup  346  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  290 at  2752.341 -1948.867  16.3125
009A: @43 = create_actor  8  290 at  2752.341 -1948.867  16.3125
009A: @37 = create_actor  8  290 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_23
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
0A20: $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: $PLAYER_ACTOR  4  24 

:HOODS5_34
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false HOODS5_39
0002: jump HOODS5_1890

:HOODS5_39
00D6: if  0
0735:  68 
004D: jump_if_false HOODS5_53
00A1: put_actor $PLAYER_ACTOR at  2769.492 -1967.329  12.3834
0006: @36 =  0  ;; integer values

:HOODS5_44
00D6: if  0
001B:    6 > @36  ;; integer values
004D: jump_if_false HOODS5_53
00D6: if  0
8118:   NOT   actor @37(@36,6i) dead
004D: jump_if_false HOODS5_51
05BE: unknown_action_sequence @37(@36,6i) 

:HOODS5_51
000A: @36 +=  1  ;; integer values
0002: jump HOODS5_44

:HOODS5_53
00D6: if  0
0735:  70 
004D: jump_if_false HOODS5_57
0006: @127 =  7  ;; integer values

:HOODS5_57
0871: init_jump_table @127 total_jumps  9  0 HOODS5_78 jumps  0 HOODS5_59  1 HOODS5_62  2 HOODS5_64  3 HOODS5_66  4 HOODS5_68  5 HOODS5_70  6 HOODS5_72 
0872: jump_table_jumps  7 HOODS5_74  8 HOODS5_76 -1 HOODS5_78 -1 HOODS5_78 -1 HOODS5_78 -1 HOODS5_78 -1 HOODS5_78 -1 HOODS5_78 -1 HOODS5_78 

:HOODS5_59
0050: gosub HOODS5_107
0006: @127 =  1  ;; integer values
0002: jump HOODS5_78

:HOODS5_62
0050: gosub HOODS5_169
0002: jump HOODS5_78

:HOODS5_64
0050: gosub HOODS5_439
0002: jump HOODS5_78

:HOODS5_66
0050: gosub HOODS5_566
0002: jump HOODS5_78

:HOODS5_68
0050: gosub HOODS5_630
0002: jump HOODS5_78

:HOODS5_70
0050: gosub HOODS5_674
0002: jump HOODS5_78

:HOODS5_72
0050: gosub HOODS5_963
0002: jump HOODS5_78

:HOODS5_74
0050: gosub HOODS5_1204
0002: jump HOODS5_78

:HOODS5_76
0002: jump HOODS5_1890
0002: jump HOODS5_78

:HOODS5_78
0050: gosub HOODS5_87
0050: gosub HOODS5_101
0050: gosub HOODS5_1638
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false HOODS5_85
0002: jump HOODS5_1888

:HOODS5_85
0002: jump HOODS5_34
0051: return

:HOODS5_87
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false HOODS5_100
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false HOODS5_95
0006: @126 =  1  ;; integer values
00BB: text_lowpriority 'SW5_L'  4000 ms  1

:HOODS5_95
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false HOODS5_100
0006: @126 =  1  ;; integer values
00BB: text_lowpriority 'SW5_M'  4000 ms  1

:HOODS5_100
0051: return

:HOODS5_101
00D6: if  0
0214:   pickup $32 picked_up
004D: jump_if_false HOODS5_106
0164: disable_marker @49
0164: disable_marker @167

:HOODS5_106
0051: return

:HOODS5_107
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  330
0247: request_model  12
0247: request_model  372
0247: request_model  405
0247: request_model  346
0247: request_model  492
0247: request_model  105
0247: request_model  106
023C: load_special_actor  1 'SWEET'
038B: load_requested_models

:HOODS5_119
00D6: if  24
8248:   NOT   model  330 available
8248:   NOT   model  12 available
8248:   NOT   model  372 available
8248:   NOT   model  346 available
8248:   NOT   model  405 available
004D: jump_if_false HOODS5_128
0001: wait  0 ms
0002: jump HOODS5_119

:HOODS5_128
00D6: if  23
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  105 available
8248:   NOT   model  106 available
8248:   NOT   model  492 available
004D: jump_if_false HOODS5_136
0001: wait  0 ms
0002: jump HOODS5_128

:HOODS5_136
04ED: load_animation "SWEET"
04ED: load_animation "GANGS"

:HOODS5_138
00D6: if  21
84EE:   NOT   animation "SWEET" loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false HOODS5_144
0001: wait  0 ms
0002: jump HOODS5_138

:HOODS5_144
07C0:  153 
07C0:  154 

:HOODS5_146
00D6: if  21
87C1:   NOT  153 
87C1:   NOT  154 
004D: jump_if_false HOODS5_152
0001: wait  0 ms
0002: jump HOODS5_146

:HOODS5_152
060A: unknown_create_entity  0 @99 
060A: unknown_create_entity  2 @100 
060A: unknown_create_entity  2 @47 
0746:  4  26  24 
0746:  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_169
00D6: if  0
0019:   @148 >  1  ;; integer values
004D: jump_if_false HOODS5_182
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false HOODS5_182
00D6: if  0
08D0: (unknown)
004D: jump_if_false HOODS5_182
0006: @148 =  7  ;; integer values
0006: @147 =  1  ;; integer values
0006: @355 =  5  ;; integer values
0006: @35 =  0  ;; integer values

:HOODS5_182
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false HOODS5_231
054C: use_GXT_table 'SWEET5'
01EB: set_car_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_190
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false HOODS5_195
0001: wait  0 ms
0002: jump HOODS5_190

:HOODS5_195
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:HOODS5_197
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false HOODS5_202
0001: wait  0 ms
0002: jump HOODS5_197

:HOODS5_202
016A: fade  0 ()  0 ms

:HOODS5_203
00D6: if  0
016B:   fading
004D: jump_if_false HOODS5_208
0001: wait  0 ms
0002: jump HOODS5_203

:HOODS5_208
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
018A: @48 = create_checkpoint_at  2775.793 -1942.909  15.6576
08FB: @48  2 
02A8: @49 = create_marker  18 at  2444.895 -1981.524  13.933
0215: destroy_pickup $32
032B: $32 = create_weapon_pickup  346  15 ammo  16 at  2447.773 -1975.663  13.0
03DC: @167 = create_marker_above_pickup $32
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: $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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
016A: fade  1 (back)  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_231
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false HOODS5_242
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_242
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2200  ;; integer values
0006: @355 =  3  ;; integer values
0006: @148 =  20  ;; integer values

:HOODS5_242
00D6: if  0
0039:   @148 ==  20  ;; integer values
004D: jump_if_false HOODS5_263
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_263
00D6: if  0
0039:   @352 ==  0  ;; integer values
004D: jump_if_false HOODS5_263
009A: @75 = create_actor  26  290 at  2752.341 -1948.867  16.3125
00A5: @105 = create_car  492 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  12 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_263
00D6: if  0
0039:   @148 ==  2  ;; integer values
004D: jump_if_false HOODS5_308
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_308
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_278
0615: @68 
04EB: unknown_action_sequence -1  1 
0729: unknown_action_sequence -1  1 
0616: @68 
0618: @75 @68 
061B: @68 

:HOODS5_278
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_287
0615: @68 
05B9: unknown_action_sequence -1  500 
0605: unknown_action_sequence -1 "DUCK_COWER" "PED"  8.0  0  0  0  0  16000 
0616: @68 
0618: @43 @68 
061B: @68 

:HOODS5_287
009A: @37 = create_actor  25  106 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: unknown_action_sequence @37  1 
0615: @68 
05B9: unknown_action_sequence -1  2500 
05D3: unknown_action_sequence -1  2751.791 -1964.08  16.3125  4 -2 
05B9: unknown_action_sequence -1  3500 
05D3: unknown_action_sequence -1  2751.791 -1954.08  16.3125  4 -2 
0616: @68 
0618: @37 @68 
061B: @68 
009A: @38 = create_actor  25  105 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: unknown_action_sequence @38  1 
0668: unknown_action_sequence @38  2753.15 -1949.642  16.5866 -2 
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2000  ;; integer values
0006: @148 =  3  ;; integer values

:HOODS5_308
00D6: if  0
0039:   @148 ==  3  ;; integer values
004D: jump_if_false HOODS5_322
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_322
00D6: if  0
0039:   @352 ==  3  ;; integer values
004D: jump_if_false HOODS5_322
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_322
00D6: if  0
0039:   @148 ==  4  ;; integer values
004D: jump_if_false HOODS5_331
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_331
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  4000  ;; integer values
0006: @148 =  5  ;; integer values

:HOODS5_331
00D6: if  0
0039:   @148 ==  5  ;; integer values
004D: jump_if_false HOODS5_346
00D6: if  0
0039:   @352 ==  7  ;; integer values
004D: jump_if_false HOODS5_346
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  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_343
02E2: set_actor @75 weapon_accuracy_to  100

:HOODS5_343
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  4500  ;; integer values
0006: @148 =  21  ;; integer values

:HOODS5_346
00D6: if  0
0039:   @148 ==  21  ;; integer values
004D: jump_if_false HOODS5_356
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_356
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0006: @148 =  6  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  1000  ;; integer values

:HOODS5_356
00D6: if  0
0039:   @148 ==  6  ;; integer values
004D: jump_if_false HOODS5_384
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_384
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  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_381
0792: @75 
04EB: unknown_action_sequence @75  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: @68 
0605: unknown_action_sequence -1 "CROUCH_ROLL_L" "PED"  8.0  0  1  1  0 -1 
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HOODS5_378
074D: unknown_action_sequence -1 @37 -2 

:HOODS5_378
0616: @68 
0618: @75 @68 
061B: @68 

:HOODS5_381
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2500  ;; integer values
0006: @148 =  7  ;; integer values

:HOODS5_384
00D6: if  0
0039:   @148 ==  7  ;; integer values
004D: jump_if_false HOODS5_394
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_394
00BE: text_clear_all
0006: @166 =  1  ;; integer values
016A: fade  0 ()  1000 ms
0006: @148 =  8  ;; integer values

:HOODS5_394
00D6: if  0
0039:   @148 ==  8  ;; integer values
004D: jump_if_false HOODS5_413
00D6: if  0
816B:   NOT   fading
004D: jump_if_false HOODS5_413
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 (bar) 'SW5_A3'
0209: @170 = random_int  2500  6000
005A: @170 += @32  ;; integer values 

:HOODS5_413
00D6: if  0
0039:   @148 ==  9  ;; integer values
004D: jump_if_false HOODS5_438
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_438
016A: fade  1 (back)  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_car_density_to  1.0
062E: $PLAYER_ACTOR  1833 @34 
00BB: text_lowpriority 'SW5_A2'  6000 ms  1
00BB: text_lowpriority 'SW5_17'  6000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
06AB: $PLAYER_ACTOR  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03C7: unknown_maby_cops_density  .2
0006: @147 =  1  ;; integer values
0006: @127 =  2  ;; integer values

:HOODS5_438
0051: return

:HOODS5_439
00D6: if  0
001D:   @32 > @170  ;; integer values  
004D: jump_if_false HOODS5_452
0209: @170 = random_int  2500  6000
005A: @170 += @32  ;; integer values 
0209: @171 = random_int  2  4
0066: $6681 -= @171  ;; integer values 
00D6: if  0
002A:    0 >= $6681  ;; integer values
004D: jump_if_false HOODS5_452
0004: $6681 =  0  ;; integer values
00BB: text_lowpriority 'SW5_L'  4000 ms  1
0006: @125 =  1  ;; integer values

:HOODS5_452
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false HOODS5_523
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2775.793 -1942.909  15.6576 radius  100.0  100.0  50.0
004D: jump_if_false HOODS5_523
08EA:  0 
0006: @97 =  1  ;; integer values
00BB: text_lowpriority 'SW5_J'  4000 ms  1
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  492 at  2766.923 -1974.348  12.3783
0175: set_car @172 z_angle_to  4.0
0006: @36 =  0  ;; integer values

:HOODS5_488
00D6: if  0
001B:    5 > @36  ;; integer values
004D: jump_if_false HOODS5_505
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  21
0039:   @36 ==  0  ;; integer values
0039:   @36 ==  3  ;; integer values
004D: jump_if_false HOODS5_499
01B2: give_actor @37(@36,6i) weapon  32 ammo  99999  ;; Load the weapon model before using this
0002: jump HOODS5_500

:HOODS5_499
01B2: give_actor @37(@36,6i) weapon  22 ammo  99999  ;; Load the weapon model before using this

:HOODS5_500
04EB: unknown_action_sequence @37(@36,6i)  1 
0668: unknown_action_sequence @37(@36,6i)  2750.957 -1968.016  17.9291 -2 
0816: @37(@36,6i)  1 
000A: @36 +=  1  ;; integer values
0002: jump HOODS5_488

:HOODS5_505
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: @37  1 
0770: @38  1 
0770: @39  1 
0770: @40  1 
0770: @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_523
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false HOODS5_565
0050: gosub HOODS5_1476
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false HOODS5_538
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2782.693 -1921.125  11.7984  2746.098 -1993.905  16.9599
004D: jump_if_false HOODS5_538
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_538
0006: @146 =  1  ;; integer values
03E5: text_box 'SW5_19'

:HOODS5_538
0006: @36 =  0  ;; integer values
0006: @57 =  0  ;; integer values

:HOODS5_540
00D6: if  0
001B:    5 > @36  ;; integer values
004D: jump_if_false HOODS5_553
00D6: if  0
0118:   actor @37(@36,6i) dead
004D: jump_if_false HOODS5_549
0164: disable_marker @51(@36,6i)
000A: @57 +=  1  ;; integer values
0002: jump HOODS5_551

:HOODS5_549
02E2: set_actor @37(@36,6i) weapon_accuracy_to @173
07DD: @37(@36,6i) @173 

:HOODS5_551
000A: @36 +=  1  ;; integer values
0002: jump HOODS5_540

:HOODS5_553
0085: @173 = @57  ;; integer values and handles
0012: @173 *=  6  ;; integer values 
000A: @173 +=  60  ;; integer values
00D6: if  0
0039:   @57 ==  5  ;; integer values
004D: jump_if_false HOODS5_565
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:  0 

:HOODS5_565
0051: return

:HOODS5_566
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false HOODS5_572
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  1500  ;; integer values
0006: @148 =  1  ;; integer values

:HOODS5_572
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false HOODS5_583
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_583
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_583
00D6: if  0
0039:   @148 ==  2  ;; integer values
004D: jump_if_false HOODS5_593
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_593
0006: @352 =  29  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2500  ;; integer values
0006: @148 =  3  ;; integer values

:HOODS5_593
00D6: if  0
0039:   @148 ==  3  ;; integer values
004D: jump_if_false HOODS5_608
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_608
00D6: if  1
8818:   NOT $PLAYER_ACTOR 
89DE:   NOT $PLAYER_ACTOR 
004D: jump_if_false HOODS5_608
0006: @174 =  1  ;; integer values
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2500  ;; integer values
0006: @148 =  4  ;; integer values

:HOODS5_608
00D6: if  0
0039:   @148 ==  4  ;; integer values
004D: jump_if_false HOODS5_617
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_617
0006: @148 =  5  ;; integer values
0006: @352 =  8  ;; integer values
0006: @354 =  2  ;; integer values

:HOODS5_617
00D6: if  0
0039:   @148 ==  5  ;; integer values
004D: jump_if_false HOODS5_629
00D6: if  0
0039:   @352 ==  0  ;; integer values
004D: jump_if_false HOODS5_629
0729: unknown_action_sequence $PLAYER_ACTOR  0 
018A: @48 = create_checkpoint_at  2764.272 -1979.494  12.5394
091D:  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752 
091E:  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752 
00BB: text_lowpriority 'SW5_14'  5000 ms  1
0006: @127 =  4  ;; integer values

:HOODS5_629
0051: return

:HOODS5_630
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2764.272 -1979.494  12.5394 radius  4.0  4.0  4.0
004D: jump_if_false HOODS5_673
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_673
00D9: @59 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false HOODS5_673
01EA: @60 = car @59 max_passengers
00D6: if  0
001B:    2 > @60  ;; integer values
004D: jump_if_false HOODS5_650
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false HOODS5_649
00BC: text_highpriority 'SW5_G'  5000 ms  1
0006: @61 =  1  ;; integer values

:HOODS5_649
0002: jump HOODS5_673

:HOODS5_650
08EC: @104 = car @59 type
0441: @102 = car @59 model
00D6: if  25
04A4: @104  0 
04A4: @104  1 
04A4: @104  2 
04A4: @104  3 
04A4: @102  596 
04A4: @102  420 
004D: jump_if_false HOODS5_672
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06C7: unknown_action_sequence $PLAYER_ACTOR @59  6  2000000 
016A: fade  0 ()  800 ms

:HOODS5_663
00D6: if  0
016B:   fading
004D: jump_if_false HOODS5_668
0001: wait  0 ms
0002: jump HOODS5_663

:HOODS5_668
0006: @127 =  5  ;; integer values
0006: @148 =  0  ;; integer values
0164: disable_marker @48
0002: jump HOODS5_673

:HOODS5_672
00BC: text_highpriority 'SW5_16'  1000 ms  1

:HOODS5_673
0051: return

:HOODS5_674
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false HOODS5_682
0006: @130 =  1  ;; integer values
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HOODS5_682
0006: @131 =  1  ;; integer values

:HOODS5_682
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HOODS5_701
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false HOODS5_700
00D6: if  1
8118:   NOT   actor @75 dead
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_700
00D6: if  1
8039:   NOT   @148 ==  0  ;; integer values
8039:   NOT   @148 ==  5  ;; integer values
004D: jump_if_false HOODS5_700
0006: @148 =  4  ;; integer values
0006: @35 =  0  ;; integer values
0006: @131 =  1  ;; integer values
0006: @355 =  5  ;; integer values

:HOODS5_700
0002: jump HOODS5_705

:HOODS5_701
00D6: if  0
0039:   @131 ==  1  ;; integer values
004D: jump_if_false HOODS5_705
0006: @131 =  0  ;; integer values

:HOODS5_705
00D6: if  0
0039:   @148 ==  5  ;; integer values
004D: jump_if_false HOODS5_715
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_715
016A: fade  1 (back)  800 ms
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  3000  ;; integer values
0006: @148 =  1  ;; integer values

:HOODS5_715
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false HOODS5_783
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 (on)
06AB: $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  290 at  2752.341 -1948.867  16.3125
009A: @43 = create_actor  26  12 at  2751.282 -1948.867  16.3125
0085: @399 = @75  ;; integer values and handles
0085: @400 = @43  ;; integer values and handles
0446: (unknown) @75  0 
0446: (unknown) @43  0 
02A9: set_actor @75 immune_to_nonplayer  0
02A9: set_actor @43 immune_to_nonplayer  0
00A5: @62 = create_car  405 at  2766.665 -1901.943  10.005
00A5: @63 = create_car  405 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: @62  1 
073B: @63  1 
05EB: @62  153 
05EB: @63  154 
0129: @65 = create_actor  24  105 in_car @63 driverseat
0129: @64 = create_actor  24  105 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: @62  0.0 
06FD: @63  0.0 
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false HOODS5_765
00AB: put_car @59 at  2763.96 -1978.898  12.5394
0175: set_car @59 z_angle_to  0.0
00D6: if  0
8431:   NOT   car @59 car_passenger_seat_free  0
004D: jump_if_false HOODS5_760
0432: @175 = get_actor_handle_from_car @59 passenger  0
009B: destroy_actor_instantly @175

:HOODS5_760
00D6: if  0
8431:   NOT   car @59 car_passenger_seat_free  1
004D: jump_if_false HOODS5_765
0432: @175 = get_actor_handle_from_car @59 passenger  1
009B: destroy_actor_instantly @175

:HOODS5_765
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: @68 
05B9: unknown_action_sequence -1  1000 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @68 
0618: @75 @68 
061B: @68 
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  500  ;; integer values
0006: @148 =  5  ;; integer values

:HOODS5_783
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false HOODS5_814
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_814
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  0
8119:   NOT   car @59 wrecked
004D: jump_if_false HOODS5_806
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_800
00A1: put_actor @43 at  2760.358 -1979.501  12.5394
0173: set_actor @43 z_angle_to  330.0
05CA: unknown_action_sequence @43 @59  5000  1 

:HOODS5_800
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_806
00A1: put_actor @75 at  2767.224 -1981.524  12.381
0173: set_actor @75 z_angle_to  0.0
05CA: unknown_action_sequence @75 @59  5000  0 

:HOODS5_806
00D6: if  0
8119:   NOT   car @63 wrecked
004D: jump_if_false HOODS5_811
06FD: @63  1.0 
0006: @66 =  1  ;; integer values

:HOODS5_811
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  500  ;; integer values
0006: @148 =  2  ;; integer values

:HOODS5_814
00D6: if  0
0039:   @148 ==  2  ;; integer values
004D: jump_if_false HOODS5_828
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_828
00D6: if  0
8119:   NOT   car @62 wrecked
004D: jump_if_false HOODS5_825
06FD: @62  1.0 
0006: @66 =  1  ;; integer values

:HOODS5_825
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2000  ;; integer values
0006: @148 =  3  ;; integer values

:HOODS5_828
00D6: if  0
0039:   @148 ==  3  ;; integer values
004D: jump_if_false HOODS5_838
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_838
0006: @352 =  12  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2000  ;; integer values
0006: @148 =  4  ;; integer values

:HOODS5_838
00D6: if  0
0039:   @148 ==  4  ;; integer values
004D: jump_if_false HOODS5_962
00D6: if  0
0039:   @176 ==  0  ;; integer values
004D: jump_if_false HOODS5_855
00D6: if  0
8119:   NOT   car @62 wrecked
004D: jump_if_false HOODS5_855
00D6: if  0
860E:   NOT @62 
004D: jump_if_false HOODS5_855
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: @62  .1 
0006: @176 =  1  ;; integer values

:HOODS5_855
00D6: if  0
0039:   @177 ==  0  ;; integer values
004D: jump_if_false HOODS5_869
00D6: if  0
8119:   NOT   car @63 wrecked
004D: jump_if_false HOODS5_869
00D6: if  0
860E:   NOT @63 
004D: jump_if_false HOODS5_869
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: @63  .1 
0006: @177 =  1  ;; integer values

:HOODS5_869
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_962
00D6: if  0
0039:   @352 ==  0  ;; integer values
004D: jump_if_false HOODS5_962
0006: @66 =  1  ;; integer values
091D:  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752 
091E:  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_883
0811: @59 = actor $PLAYER_ACTOR car
088B: @59  5.0 

:HOODS5_883
00D6: if  0
0039:   @131 ==  1  ;; integer values
004D: jump_if_false HOODS5_900
00D6: if  0
8119:   NOT   car @62 wrecked
004D: jump_if_false HOODS5_893
00D6: if  0
060E: @62 
004D: jump_if_false HOODS5_893
06C5: @62 

:HOODS5_893
00D6: if  0
8119:   NOT   car @63 wrecked
004D: jump_if_false HOODS5_900
00D6: if  0
060E: @63 
004D: jump_if_false HOODS5_900
06C5: @63 

:HOODS5_900
00D6: if  1
8119:   NOT   car @62 wrecked
8119:   NOT   car @63 wrecked
004D: jump_if_false HOODS5_912
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: @62  .1 
088B: @63  .1 

:HOODS5_912
018A: @73 = create_checkpoint_at  2509.062 -1672.527  12.386
07E0: @73  1 
00D6: if  2
8118:   NOT   actor @75 dead
8119:   NOT   car @59 wrecked
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_934
0631: put_actor @75 in_group $PLAYER_GROUP 
0631: put_actor @43 in_group $PLAYER_GROUP 
07CB: @75  0 
07CB: @43  0 
01B2: give_actor @75 weapon  22 ammo  9999  ;; Load the weapon model before using this
00D6: if  0
80DB:   NOT   actor @75 in_car @59
004D: jump_if_false HOODS5_929
0792: @75 
0430: @75 @59  0 

:HOODS5_929
00D6: if  0
80DB:   NOT   actor @43 in_car @59
004D: jump_if_false HOODS5_934
0792: @43 
0430: @43 @59  1 

:HOODS5_934
00D6: if  1
8119:   NOT   car @63 wrecked
8118:   NOT   actor @65 dead
004D: jump_if_false HOODS5_944
0615: @68 
06C7: unknown_action_sequence -1 @63  1  1500 
06C7: unknown_action_sequence -1 @63  14  1000 
0616: @68 
0618: @65 @68 
061B: @68 

:HOODS5_944
00D6: if  1
8119:   NOT   car @62 wrecked
8118:   NOT   actor @64 dead
004D: jump_if_false HOODS5_949
06C7: unknown_action_sequence @64 @62  1  1500 

:HOODS5_949
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
06AB: $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
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_962
0051: return

:HOODS5_963
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false HOODS5_984
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_984
0811: @149 = actor $PLAYER_ACTOR car
0227: @150 = car @149 health
00D6: if  0
001B:    900 > @150  ;; integer values
004D: jump_if_false HOODS5_984
00D6: if  0
0039:   @352 ==  0  ;; integer values
004D: jump_if_false HOODS5_984
00D6: if  0
001D:   @32 > @153  ;; integer values  
004D: jump_if_false HOODS5_984
0006: @352 =  13  ;; integer values
0006: @152 =  1  ;; integer values
0085: @153 = @32  ;; integer values and handles
000A: @153 +=  6000  ;; integer values

:HOODS5_984
00D6: if  0
001D:   @32 > @153  ;; integer values  
004D: jump_if_false HOODS5_1057
00D6: if  1
8119:   NOT   car @62 wrecked
8119:   NOT   car @63 wrecked
004D: jump_if_false HOODS5_1037
00D6: if  21
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_1016
0209: @151 = random_int  0  5
0006: @165 =  0  ;; integer values

:HOODS5_997
00D6: if  0
0039:   @154(@151,7i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1011
000A: @151 +=  1  ;; integer values
000A: @165 +=  1  ;; integer values
00D6: if  0
0019:   @151 >  4  ;; integer values
004D: jump_if_false HOODS5_1006
0006: @151 =  0  ;; integer values

:HOODS5_1006
00D6: if  0
0019:   @165 >  4  ;; integer values
004D: jump_if_false HOODS5_1010
0002: jump HOODS5_1013

:HOODS5_1010
0002: jump HOODS5_997

:HOODS5_1011
0085: @352 = @154(@151,7i)  ;; integer values and handles
0006: @154(@151,7i) =  0  ;; integer values

:HOODS5_1013
0085: @153 = @32  ;; integer values and handles
000A: @153 +=  7500  ;; integer values
0002: jump HOODS5_1036

:HOODS5_1016
0209: @151 = random_int  0  1
0006: @165 =  0  ;; integer values

:HOODS5_1018
00D6: if  0
0039:   @161(@151,3i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1032
000A: @151 +=  1  ;; integer values
000A: @165 +=  1  ;; integer values
00D6: if  0
0019:   @151 >  1  ;; integer values
004D: jump_if_false HOODS5_1027
0006: @151 =  0  ;; integer values

:HOODS5_1027
00D6: if  0
0019:   @165 >  2  ;; integer values
004D: jump_if_false HOODS5_1031
0002: jump HOODS5_1055

:HOODS5_1031
0002: jump HOODS5_1018

:HOODS5_1032
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_1036
0002: jump HOODS5_1057

:HOODS5_1037
0209: @151 = random_int  0  2
0006: @165 =  0  ;; integer values

:HOODS5_1039
00D6: if  0
0039:   @161(@151,3i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1053
000A: @151 +=  1  ;; integer values
000A: @165 +=  1  ;; integer values
00D6: if  0
0019:   @151 >  1  ;; integer values
004D: jump_if_false HOODS5_1048
0006: @151 =  0  ;; integer values

:HOODS5_1048
00D6: if  0
0019:   @165 >  2  ;; integer values
004D: jump_if_false HOODS5_1052
0002: jump HOODS5_1055

:HOODS5_1052
0002: jump HOODS5_1039

:HOODS5_1053
0085: @352 = @161(@151,3i)  ;; integer values and handles
0006: @161(@151,3i) =  0  ;; integer values

:HOODS5_1055
0085: @153 = @32  ;; integer values and handles
000A: @153 +=  7500  ;; integer values

:HOODS5_1057
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1086
00D6: if  0
86EE:   NOT   actor @75 in_group $PLAYER_GROUP 
004D: jump_if_false HOODS5_1086
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false HOODS5_1074
0006: @69 =  1  ;; integer values
00BB: text_lowpriority 'SW5_T'  4000 ms  1
00D6: if  0
875C:   NOT   marker @71 enabled
004D: jump_if_false HOODS5_1073
0187: @71 = create_marker_above_actor @75
07E0: @71  1 

:HOODS5_1073
0164: disable_marker @73

:HOODS5_1074
00D6: if  1
00F2:   actor $PLAYER_ACTOR near_actor @75 radius  6.0  6.0  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false HOODS5_1086
0006: @69 =  0  ;; integer values
0631: put_actor @75 in_group $PLAYER_GROUP 
07CB: @75  0 
0164: disable_marker @71
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false HOODS5_1086
018A: @73 = create_checkpoint_at  2509.062 -1672.527  12.386

:HOODS5_1086
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1116
00D6: if  0
86EE:   NOT   actor @43 in_group $PLAYER_GROUP 
004D: jump_if_false HOODS5_1116
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false HOODS5_1103
0006: @70 =  1  ;; integer values
00BB: text_lowpriority 'SW5_U'  4000 ms  1
00D6: if  0
875C:   NOT   marker @72 enabled
004D: jump_if_false HOODS5_1102
0187: @72 = create_marker_above_actor @43
07E0: @72  1 

:HOODS5_1102
0164: disable_marker @73

:HOODS5_1103
00D6: if  1
00F2:   actor $PLAYER_ACTOR near_actor @43 radius  6.0  6.0  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false HOODS5_1116
0006: @70 =  0  ;; integer values
0631: put_actor @43 in_group $PLAYER_GROUP 
07CB: @43  0 
0164: disable_marker @72
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false HOODS5_1116
018A: @73 = create_checkpoint_at  2509.062 -1672.527  12.386
07E0: @73  1 

:HOODS5_1116
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false HOODS5_1131
00D6: if  1
8119:   NOT   car @63 wrecked
8118:   NOT   actor @65 dead
004D: jump_if_false HOODS5_1131
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @65 radius  50.0  50.0  20.0 sphere  0
004D: jump_if_false HOODS5_1131
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_1131
00D6: if  1
0039:   @66 ==  2  ;; integer values
0039:   @103 ==  0  ;; integer values
004D: jump_if_false HOODS5_1159
00D6: if  0
001D:   @32 > @67  ;; integer values  
004D: jump_if_false HOODS5_1159
04D3: unknown_race_stuff $69 $70 $71  2 @88 @89 @90
00D6: if  0
80C2:   NOT   sphere_onscreen @85 @86 @87  8.0
004D: jump_if_false HOODS5_1159
00D6: if  0
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_1159
00D6: if  1
8119:   NOT   car @63 wrecked
8118:   NOT   actor @65 dead
004D: jump_if_false HOODS5_1159
00D6: if  0
81F4:   NOT   car @63 flipped
004D: jump_if_false HOODS5_1159
00D6: if  0
00DB:   actor @65 in_car @63
004D: jump_if_false HOODS5_1159
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_1159
00D6: if  1
8118:   NOT   actor @75 dead
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1203
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false HOODS5_1184
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2509.062 -1672.527  12.386 radius  63.0  63.0  60.0
004D: jump_if_false HOODS5_1184
0006: @103 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @62 wrecked
004D: jump_if_false HOODS5_1177
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_1177
00D6: if  0
8119:   NOT   car @63 wrecked
004D: jump_if_false HOODS5_1184
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_1184
00D6: if  1
0039:   @70 ==  0  ;; integer values
0039:   @69 ==  0  ;; integer values
004D: jump_if_false HOODS5_1203
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2509.062 -1672.527  12.386 radius  4.0  4.0  4.0
004D: jump_if_false HOODS5_1203
00D6: if  1
00FE:   actor @75  0 ()near_point  2509.062 -1672.527  12.386 radius  8.0  8.0  4.0
00FE:   actor @43  0 ()near_point  2509.062 -1672.527  12.386 radius  8.0  8.0  4.0
004D: jump_if_false HOODS5_1203
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_1201
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:HOODS5_1201
0006: @127 =  7  ;; integer values
0006: @148 =  0  ;; integer values

:HOODS5_1203
0051: return

:HOODS5_1204
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false HOODS5_1211
0006: @125 =  0  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  600  ;; integer values
0006: @148 =  12  ;; integer values

:HOODS5_1211
00D6: if  0
0039:   @148 ==  12  ;; integer values
004D: jump_if_false HOODS5_1289
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1289
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_1222
0811: @59 = actor $PLAYER_ACTOR car
0441: @129 = car @59 model

:HOODS5_1222
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1226
02AB: set_actor @75 immunities  1  1  1  1  1

:HOODS5_1226
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1230
02AB: set_actor @43 immunities  1  1  1  1  1

:HOODS5_1230
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8119:   NOT   car @62 wrecked
004D: jump_if_false HOODS5_1243
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @62
004D: jump_if_false HOODS5_1243
00A6: destroy_car @62

:HOODS5_1243
00D6: if  0
8119:   NOT   car @63 wrecked
004D: jump_if_false HOODS5_1250
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @63
004D: jump_if_false HOODS5_1250
00A6: destroy_car @63

:HOODS5_1250
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_1259
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false HOODS5_1259
0633: unknown_action_sequence $PLAYER_ACTOR 
00AB: put_car @59 at  2507.709 -1672.192  13.458
0175: set_car @59 z_angle_to  340.0

:HOODS5_1259
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  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1271
0811: $48 = actor @43 car
00D6: if  0
0038:   $48 == -1  ;; integer values
004D: jump_if_false HOODS5_1271
00A1: put_actor @43 at  2509.821 -1675.815  12.5469
0173: set_actor @43 z_angle_to  337.0
05D3: unknown_action_sequence @43  2512.229 -1672.784  12.4531  4 -2 

:HOODS5_1271
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1281
0811: $48 = actor @75 car
00D6: if  0
0038:   $48 == -1  ;; integer values
004D: jump_if_false HOODS5_1281
00A1: put_actor @75 at  2508.821 -1675.815  12.5469
0173: set_actor @75 z_angle_to  337.0
05D3: unknown_action_sequence @75  2511.229 -1672.784  12.4531  4 -2 

:HOODS5_1281
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_1288
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  300  ;; integer values
0006: @148 =  10  ;; integer values
0002: jump HOODS5_1289

:HOODS5_1288
0006: @148 =  2  ;; integer values

:HOODS5_1289
00D6: if  0
0039:   @148 ==  10  ;; integer values
004D: jump_if_false HOODS5_1306
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1306
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1306
0811: $48 = actor @43 car
00D6: if  0
8038:   NOT   $48 == -1  ;; integer values
004D: jump_if_false HOODS5_1303
0633: unknown_action_sequence @43 

:HOODS5_1303
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  400  ;; integer values
0006: @148 =  11  ;; integer values

:HOODS5_1306
00D6: if  0
0039:   @148 ==  11  ;; integer values
004D: jump_if_false HOODS5_1323
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1323
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1323
0811: $48 = actor @75 car
00D6: if  0
8038:   NOT   $48 == -1  ;; integer values
004D: jump_if_false HOODS5_1320
0633: unknown_action_sequence @75 

:HOODS5_1320
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2000  ;; integer values
0006: @148 =  1  ;; integer values

:HOODS5_1323
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false HOODS5_1330
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1330
0006: @148 =  2  ;; integer values

:HOODS5_1330
00D6: if  0
0039:   @148 ==  2  ;; integer values
004D: jump_if_false HOODS5_1376
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false HOODS5_1337
0338: @59  0 

:HOODS5_1337
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: $PLAYER_ACTOR  2509.892 -1672.469  13.5032 
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
00D6: if  1
8118:   NOT   actor @75 dead
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1359
009B: destroy_actor_instantly @75
009A: @75 = create_actor  4  290 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: @75 
06C9: @43 
0792: @75 
0792: @43 
0972: @75  2510.792 -1672.469  13.5032 
0972: @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: unknown_action_sequence @75 "SWEET_ASS_SLAP" "SWEET"  4.0  0  0  0  0 -2 
0812: unknown_action_sequence @43 "HO_ASS_SLAPPED" "SWEET"  4.0  0  0  0  0 -2 

:HOODS5_1359
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_1376
00D6: if  0
0039:   @148 ==  3  ;; integer values
004D: jump_if_false HOODS5_1389
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1389
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1386
0812: unknown_action_sequence @75 "PRTIAL_GNGTLKA" "GANGS"  4.0  0  0  0  0 -2 

:HOODS5_1386
0006: @148 =  4  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  300  ;; integer values

:HOODS5_1389
00D6: if  0
0039:   @148 ==  4  ;; integer values
004D: jump_if_false HOODS5_1402
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1402
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1399
05F5: unknown_action_sequence @43  2516.686 -1675.86  13.1227  4  5500 

:HOODS5_1399
0006: @148 =  5  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  2000  ;; integer values

:HOODS5_1402
00D6: if  0
0039:   @148 ==  5  ;; integer values
004D: jump_if_false HOODS5_1416
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1416
0605: unknown_action_sequence $PLAYER_ACTOR "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -2 
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1413
0812: unknown_action_sequence @75 "HNDSHKFA" "GANGS"  4.0  0  0  0  0  3400 

:HOODS5_1413
0006: @148 =  7  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  4000  ;; integer values

:HOODS5_1416
00D6: if  0
0039:   @148 ==  7  ;; integer values
004D: jump_if_false HOODS5_1434
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1434
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1431
0812: unknown_action_sequence @75 "SWEET_HNDSHLDR_01" "SWEET"  4.0  0  0  0  0 -2 
0812: unknown_action_sequence $PLAYER_ACTOR "PLYR_HNDSHLDR_01" "SWEET"  4.0  0  0  0  0 -2 
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1431
009B: destroy_actor_instantly @43

:HOODS5_1431
0006: @148 =  8  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  3500  ;; integer values

:HOODS5_1434
00D6: if  0
0039:   @148 ==  8  ;; integer values
004D: jump_if_false HOODS5_1448
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1448
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1445
04D7: lock_actor @75 in_current_position  0
05F5: unknown_action_sequence @75  2516.686 -1675.86  13.1227  4  5500 

:HOODS5_1445
0006: @148 =  9  ;; integer values
0085: @35 = @32  ;; integer values and handles
000A: @35 +=  1500  ;; integer values

:HOODS5_1448
00D6: if  0
0039:   @148 ==  9  ;; integer values
004D: jump_if_false HOODS5_1475
00D6: if  0
001D:   @32 > @35  ;; integer values  
004D: jump_if_false HOODS5_1475
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1458
009B: destroy_actor_instantly @75

:HOODS5_1458
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1462
009B: destroy_actor_instantly @43

:HOODS5_1462
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false HOODS5_1466
0338: @59  1 

:HOODS5_1466
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0
02A3: toggle_widescreen  0 (off)
06AB: $PLAYER_ACTOR  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08F6: (unknown)
0006: @127 =  8  ;; integer values

:HOODS5_1475
0051: return

:HOODS5_1476
00D6: if  0
001D:   @32 > @179  ;; integer values  
004D: jump_if_false HOODS5_1637
0085: @179 = @32  ;; integer values and handles
000A: @179 +=  50  ;; integer values
000A: @180 +=  1  ;; integer values
00D6: if  0
0039:   @180 ==  5  ;; integer values
004D: jump_if_false HOODS5_1486
0006: @180 =  0  ;; integer values

:HOODS5_1486
00D6: if  0
8118:   NOT   actor @37(@180,6i) dead
004D: jump_if_false HOODS5_1621
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false HOODS5_1496
00D6: if  0
051A:   unknown_actor @37(@180,6i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HOODS5_1496
0006: @96 =  1  ;; integer values

:HOODS5_1496
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  0
803B:   NOT   @193 == @180  ;; integer values 
004D: jump_if_false HOODS5_1510
00D6: if  0
0025:   @198 > @200  ;; floating-point values  
004D: jump_if_false HOODS5_1509
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_1509
0002: jump HOODS5_1511

:HOODS5_1510
0087: @198 = @200  ;; floating-point values only

:HOODS5_1511
00D6: if  0
803B:   NOT   @194 == @180  ;; integer values 
004D: jump_if_false HOODS5_1523
00D6: if  0
803B:   NOT   @193 == @180  ;; integer values 
004D: jump_if_false HOODS5_1522
00D6: if  0
0025:   @199 > @200  ;; floating-point values  
004D: jump_if_false HOODS5_1522
0085: @194 = @180  ;; integer values and handles
0087: @199 = @200  ;; floating-point values only

:HOODS5_1522
0002: jump HOODS5_1524

:HOODS5_1523
0087: @199 = @200  ;; floating-point values only

:HOODS5_1524
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HOODS5_1559
0811: @59 = actor $PLAYER_ACTOR car
02E3: @188 = car @59 speed
00D6: if  0
0021:   @188 >  5.0  ;; floating-point values
004D: jump_if_false HOODS5_1559
0208: @197 = random_float -.2  .2
0087: @196 = @188  ;; floating-point values only
0013: @196 *=  1.6  ;; floating-point values 
005B: @196 += @197  ;; floating-point values 
00D6: if  0
0025:   @196 > @200  ;; floating-point values  
004D: jump_if_false HOODS5_1559
0087: @196 = @87  ;; floating-point values only
0063: @196 -= @84  ;; floating-point values 
0097: make @196 absolute_float  
00D6: if  0
0023:    1.0 > @196  ;; floating-point values
004D: jump_if_false HOODS5_1559
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: @195 @196 @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  0
0023:    5.0 > @195  ;; floating-point values
004D: jump_if_false HOODS5_1559
0006: @96 =  1  ;; integer values
0006: @181(@180,6i) =  4  ;; integer values

:HOODS5_1559
00D6: if  0
0039:   @181(@180,6i) ==  4  ;; integer values
004D: jump_if_false HOODS5_1568
062E: @37(@180,6i)  1651 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HOODS5_1568
0673: unknown_action_sequence @37(@180,6i)  1.0  0.0  500 
0006: @181(@180,6i) =  5  ;; integer values

:HOODS5_1568
00D6: if  0
0039:   @181(@180,6i) ==  5  ;; integer values
004D: jump_if_false HOODS5_1576
062E: @37(@180,6i)  1651 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HOODS5_1576
0006: @181(@180,6i) =  0  ;; integer values

:HOODS5_1576
00D6: if  0
0039:   @181(@180,6i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1587
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false HOODS5_1587
00D6: if  21
003B:   @180 == @193  ;; integer values 
003B:   @180 == @194  ;; integer values 
004D: jump_if_false HOODS5_1587
0006: @181(@180,6i) =  1  ;; integer values

:HOODS5_1587
00D6: if  0
0039:   @181(@180,6i) ==  1  ;; integer values
004D: jump_if_false HOODS5_1620
062E: @37(@180,6i)  1869 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HOODS5_1605
062E: @37(@180,6i)  1506 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HOODS5_1605
0209: @187 = random_int  0  2
00D6: if  0
0039:   @187 ==  0  ;; integer values
004D: jump_if_false HOODS5_1604
074D: unknown_action_sequence @37(@180,6i) $PLAYER_ACTOR -2 
0002: jump HOODS5_1605

:HOODS5_1604
05E2: unknown_action_sequence @37(@180,6i) $PLAYER_ACTOR 

:HOODS5_1605
00D6: if  1
803B:   NOT   @180 == @193  ;; integer values 
803B:   NOT   @180 == @194  ;; integer values 
004D: jump_if_false HOODS5_1620
062E: @37(@180,6i)  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HOODS5_1620
0615: @68 
05F5: unknown_action_sequence -1 @106(@180,6f) @112(@180,6f) @118(@180,6f)  6  6000 
0668: unknown_action_sequence -1  2750.957 -1968.016  17.9291 -2 
0616: @68 
0618: @37(@180,6i) @68 
061B: @68 
0006: @181(@180,6i) =  0  ;; integer values

:HOODS5_1620
0002: jump HOODS5_1637

:HOODS5_1621
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false HOODS5_1625
0006: @96 =  1  ;; integer values

:HOODS5_1625
00D6: if  0
003B:   @180 == @193  ;; integer values 
004D: jump_if_false HOODS5_1632
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_1632
00D6: if  0
003B:   @180 == @194  ;; integer values 
004D: jump_if_false HOODS5_1637
0006: @194 =  0  ;; integer values
0007: @199 =  99999.0  ;; floating-point values

:HOODS5_1637
0051: return

:HOODS5_1638
00D6: if  0
8039:   NOT   @203 ==  0  ;; integer values
004D: jump_if_false HOODS5_1666
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false HOODS5_1649
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_1649
00D6: if  0
0039:   @204 ==  1  ;; integer values
004D: jump_if_false HOODS5_1666
00D6: if  0
001D:   @32 > @408  ;; integer values  
004D: jump_if_false HOODS5_1666
0085: @352 = @217(@206,10i)  ;; integer values and handles
000A: @206 +=  1  ;; integer values
000E: @227 -=  1  ;; integer values
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false HOODS5_1664
0006: @203 =  0  ;; integer values
0006: @204 =  0  ;; integer values
0002: jump HOODS5_1666

:HOODS5_1664
0085: @408 = @205  ;; integer values and handles
005A: @408 += @207(@206,10i)  ;; integer values 

:HOODS5_1666
0871: init_jump_table @355 total_jumps  6  0 HOODS5_1887 jumps  0 HOODS5_1667  1 HOODS5_1759  2 HOODS5_1836  3 HOODS5_1849  4 HOODS5_1859  5 HOODS5_1874 -1 HOODS5_1887 

:HOODS5_1667
05AA: s@230 = 'MSWE13A'  ;; 8-byte strings
04AF: @309 = unknown_wav_reference  29137 
05AA: s@232 = 'MSWE13B'  ;; 8-byte strings
04AF: @310 = unknown_wav_reference  29138 
05AA: s@234 = 'MSWE13C'  ;; 8-byte strings
04AF: @311 = unknown_wav_reference  29139 
05AA: s@236 = 'MSWE13D'  ;; 8-byte strings
04AF: @312 = unknown_wav_reference  29140 
05AA: s@238 = 'MSWE13E'  ;; 8-byte strings
04AF: @313 = unknown_wav_reference  29141 
05AA: s@240 = 'MSWE13F'  ;; 8-byte strings
04AF: @314 = unknown_wav_reference  29142 
05AA: s@242 = 'MSWE13G'  ;; 8-byte strings
04AF: @315 = unknown_wav_reference  29143 
05AA: s@244 = 'SWE5_FA'  ;; 8-byte strings
04AF: @316 = unknown_wav_reference  38226 
05AA: s@246 = 'SWE5_FB'  ;; 8-byte strings
04AF: @317 = unknown_wav_reference  38227 
05AA: s@248 = 'SWE5_GH'  ;; 8-byte strings
04AF: @318 = unknown_wav_reference  38235 
05AA: s@250 = 'SWE5_CA'  ;; 8-byte strings
04AF: @319 = unknown_wav_reference  38216 
05AA: s@252 = 'SWE5_CC'  ;; 8-byte strings
04AF: @320 = unknown_wav_reference  38218 
05AA: s@254 = 'SWE5_GA'  ;; 8-byte strings
04AF: @321 = unknown_wav_reference  38228 
05AA: s@256 = 'SWE5_GC'  ;; 8-byte strings
04AF: @322 = unknown_wav_reference  38230 
05AA: s@258 = 'SWE5_GD'  ;; 8-byte strings
04AF: @323 = unknown_wav_reference  38231 
05AA: s@260 = 'SWE5_GE'  ;; 8-byte strings
04AF: @324 = unknown_wav_reference  38232 
05AA: s@262 = 'SWE5_GF'  ;; 8-byte strings
04AF: @325 = unknown_wav_reference  38233 
05AA: s@264 = 'SWE5_GG'  ;; 8-byte strings
04AF: @326 = unknown_wav_reference  38234 
05AA: s@266 = 'SWE5_GJ'  ;; 8-byte strings
04AF: @327 = unknown_wav_reference  38236 
05AA: s@268 = 'SWE5_GK'  ;; 8-byte strings
04AF: @328 = unknown_wav_reference  38237 
05AA: s@270 = 'SWE5_GB'  ;; 8-byte strings
04AF: @329 = unknown_wav_reference  38229 
05AA: s@272 = 'SWE5_GL'  ;; 8-byte strings
04AF: @330 = unknown_wav_reference  38238 
05AA: s@274 = 'SWE5_EA'  ;; 8-byte strings
04AF: @331 = unknown_wav_reference  38221 
05AA: s@276 = 'SWE5_EB'  ;; 8-byte strings
04AF: @332 = unknown_wav_reference  38222 
05AA: s@278 = 'SWE5_EC'  ;; 8-byte strings
04AF: @333 = unknown_wav_reference  38223 
05AA: s@280 = 'SWE5_ED'  ;; 8-byte strings
04AF: @334 = unknown_wav_reference  38224 
05AA: s@282 = 'SWE5_EE'  ;; 8-byte strings
04AF: @335 = unknown_wav_reference  38225 
05AA: s@286 = '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_1887

:HOODS5_1759
00D6: if  0
8039:   NOT   @352 ==  0  ;; integer values
004D: jump_if_false HOODS5_1835
00D6: if  0
001D:   @32 > @356  ;; integer values  
004D: jump_if_false HOODS5_1835
00D6: if  1
03D2:   wav  1 ended
03D2:   wav  2 ended
004D: jump_if_false HOODS5_1835
00D6: if  0
003B:   @349 == @352  ;; integer values 
004D: jump_if_false HOODS5_1774
0006: @351 =  1  ;; integer values
0002: jump HOODS5_1783

:HOODS5_1774
00D6: if  0
003B:   @350 == @352  ;; integer values 
004D: jump_if_false HOODS5_1779
0006: @351 =  2  ;; integer values
0002: jump HOODS5_1783

:HOODS5_1779
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_1783
00D6: if  0
03D0:   wav @351 loaded
004D: jump_if_false HOODS5_1834
00D6: if  0
8039:   NOT   @357(@352,40i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1802
0085: @405 = @357(@352,40i)  ;; integer values and handles
0085: @406 = @397(@405,7i)  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @406 dead
004D: jump_if_false HOODS5_1802
0949: link_wav @351 to_actor @406 
00D6: if  0
894D:   NOT @406 
004D: jump_if_false HOODS5_1801
0006: @404 =  1  ;; integer values
0967: @406  15000 
0002: jump HOODS5_1802

:HOODS5_1801
094E: @406  0 

:HOODS5_1802
00D6: if  0
0039:   @357(@352,40i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1806
0006: @404 =  1  ;; integer values

:HOODS5_1806
00D6: if  0
0039:   @404 ==  1  ;; integer values
004D: jump_if_false HOODS5_1833
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  0
8039:   NOT   @308(@352,40i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1833
00D6: if  0
0039:   @351 ==  1  ;; integer values
004D: jump_if_false HOODS5_1828
00D6: if  0
803B:   NOT   @350 == @352  ;; integer values 
004D: jump_if_false HOODS5_1827
03CF: load_wav @308(@352,40i) as  2
0085: @350 = @352  ;; integer values and handles

:HOODS5_1827
0002: jump HOODS5_1833

:HOODS5_1828
00D6: if  0
803B:   NOT   @349 == @352  ;; integer values 
004D: jump_if_false HOODS5_1833
03CF: load_wav @308(@352,40i) as  1
0085: @349 = @352  ;; integer values and handles

:HOODS5_1833
0002: jump HOODS5_1835

:HOODS5_1834
03CF: load_wav @308(@352,40i) as @351

:HOODS5_1835
0002: jump HOODS5_1887

:HOODS5_1836
00D6: if  0
03D2:   wav @351 ended
004D: jump_if_false HOODS5_1841
000A: @355 +=  1  ;; integer values
0002: jump HOODS5_1848

:HOODS5_1841
00D6: if  0
056D:   unknown_actor @406 dead_but_valid
004D: jump_if_false HOODS5_1848
00D6: if  0
0118:   actor @406 dead
004D: jump_if_false HOODS5_1848
000A: @355 +=  1  ;; integer values

:HOODS5_1848
0002: jump HOODS5_1887

:HOODS5_1849
040D: unload_wav @351
0006: @348(@351,3i) =  0  ;; integer values
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @406 dead
004D: jump_if_false HOODS5_1857
0968: @406 
094F: @406 

:HOODS5_1857
000A: @355 +=  1  ;; integer values
0002: jump HOODS5_1887

:HOODS5_1859
000A: @352 +=  1  ;; integer values
00D6: if  0
8039:   NOT   @308(@352,40i) ==  0  ;; integer values
004D: jump_if_false HOODS5_1865
03CF: load_wav @308(@352,40i) as @351
0085: @348(@351,3i) = @352  ;; integer values and handles

:HOODS5_1865
000E: @354 -=  1  ;; integer values
00D6: if  0
8019:   NOT   @354 >  0  ;; integer values
004D: jump_if_false HOODS5_1871
0006: @352 =  0  ;; integer values
0002: jump HOODS5_1872

:HOODS5_1871
0085: @352 = @353  ;; integer values and handles

:HOODS5_1872
0006: @355 =  1  ;; integer values
0002: jump HOODS5_1887

:HOODS5_1874
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  0
8118:   NOT   actor @406 dead
004D: jump_if_false HOODS5_1886
094F: @406 

:HOODS5_1886
0002: jump HOODS5_1887

:HOODS5_1887
0051: return

:HOODS5_1888
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:HOODS5_1890
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SWEET_5'
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
0998: add_respect  7 
0051: return

:HOODS5_1898
0004: $ON_MISSION =  0  ;; integer values
014C: set_parked_car_generator $2765 cars_to_generate_to  101
08F4:  99 
00D6: if  0
056D:   unknown_actor @75 dead_but_valid
004D: jump_if_false HOODS5_1911
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HOODS5_1911
02AB: set_actor @75 immunities  0  0  0  0  0
02A9: set_actor @75 immune_to_nonplayer  0
0568: @75  0
01C2: remove_references_to_actor @75  ;; Like turning an actor into a random pedestrian

:HOODS5_1911
00D6: if  0
056D:   unknown_actor @43 dead_but_valid
004D: jump_if_false HOODS5_1921
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HOODS5_1921
02AB: set_actor @43 immunities  0  0  0  0  0
02A9: set_actor @43 immune_to_nonplayer  0
0568: @43  0
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian

:HOODS5_1921
0006: @36 =  0  ;; integer values

:HOODS5_1922
00D6: if  0
001B:    5 > @36  ;; integer values
004D: jump_if_false HOODS5_1928
01C2: remove_references_to_actor @37(@36,6i)  ;; Like turning an actor into a random pedestrian
000A: @36 +=  1  ;; integer values
0002: jump HOODS5_1922

:HOODS5_1928
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HOODS5_1932
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:HOODS5_1932
04EF: release_animation "SWEET"
04EF: release_animation "GANGS"
0249: release_model  330
0249: release_model  12
0249: release_model  372
0249: release_model  405
0249: release_model  346
0249: release_model  492
0249: release_model  105
0249: release_model  106
0296: unload_special_actor  1
0873:  153 
0873:  154 
091D:  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752 
091E:  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752 
091D:  2463.375 -1702.694  17.9193  2508.735 -1644.574  10.5835 
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false HOODS5_1952
01C3: remove_references_to_car @105  ;; Like turning a car into any random car

:HOODS5_1952
0151: remove_status_text $6681
077B: $PLAYER_ACTOR  4  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_maby_cops_density  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
06D0:  1 
065C: unknown_create_def_entity @47  ; unknown_destroy
065C: unknown_create_def_entity @99  ; unknown_destroy
08EA:  1 
0A20: $PLAYER_CHAR  0 
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 19---------------
; Originally: Cesar Vialpando


:SWEET6_1
03A4: name_thread 'SWEET6'
0050: gosub SWEET6_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SWEET6_7
0050: gosub SWEET6_4152

:SWEET6_7
0050: gosub SWEET6_4178
004E: end_thread

:SWEET6_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_24
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false SWEET6_29
0006: @36 =  1  ;; integer values

:SWEET6_29
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  22  ;; integer values
004D: jump_if_false SWEET6_34
0006: @39 =  0  ;; integer values

:SWEET6_34
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_80
0871: init_jump_table @34 total_jumps  7  0 SWEET6_61 jumps  0 SWEET6_47  1 SWEET6_49  2 SWEET6_51  3 SWEET6_53  4 SWEET6_55  5 SWEET6_57  6 SWEET6_59 

:SWEET6_47
0050: gosub SWEET6_178
0002: jump SWEET6_61

:SWEET6_49
0050: gosub SWEET6_214
0002: jump SWEET6_61

:SWEET6_51
0050: gosub SWEET6_268
0002: jump SWEET6_61

:SWEET6_53
0050: gosub SWEET6_973
0002: jump SWEET6_61

:SWEET6_55
0050: gosub SWEET6_1965
0002: jump SWEET6_61

:SWEET6_57
0050: gosub SWEET6_2343
0002: jump SWEET6_61

:SWEET6_59
0050: gosub SWEET6_2887
0002: jump SWEET6_61

:SWEET6_61
0050: gosub SWEET6_3338

:SWEET6_62
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SWEET6_79
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false SWEET6_76
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SWEET6_73
0002: jump SWEET6_24
0002: jump SWEET6_75

:SWEET6_73
0050: gosub SWEET6_4158
0051: return

:SWEET6_75
0002: jump SWEET6_78

:SWEET6_76
0050: gosub SWEET6_4152
0051: return

:SWEET6_78
0002: jump SWEET6_80

:SWEET6_79
0051: return

:SWEET6_80
00D6: if  0
0736:  88 
004D: jump_if_false SWEET6_91
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false SWEET6_89
0006: @68 =  1  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump SWEET6_91

:SWEET6_89
0006: @68 =  0  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:SWEET6_91
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false SWEET6_177
00D6: if  0
0736:  32 
004D: jump_if_false SWEET6_103
000A: @69 +=  1  ;; integer values
00D6: if  0
0019:   @69 >  3  ;; integer values
004D: jump_if_false SWEET6_102
0006: @69 =  0  ;; integer values

:SWEET6_102
086A: (unknown)

:SWEET6_103
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false SWEET6_122
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" 
065D: $6683 "M_GOALS" 
065D: $6684 "DIALOGUE_FLAG" 
065D: $6685 "DIALOGUE_TIMER" 
065D: $6686 "HELP_FLAG" 
065D: $6687 "HELP_TIMER" 
065D: $6688 "TIMERA" 
065D: $6689 "TIMERB" 

:SWEET6_122
00D6: if  0
0039:   @69 ==  2  ;; integer values
004D: jump_if_false SWEET6_131
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" 
065D: $6683 "SW6_MISSION_ATTEMPTS" 
065D: $6689 "PLAYER_HAS_ATTACKED_MEET" 

:SWEET6_131
00D6: if  0
0039:   @69 ==  3  ;; integer values
004D: jump_if_false SWEET6_138
008A: $6682 = @131  ;; integer values and handles
008A: $6683 = @276  ;; integer values and handles
065D: $6682 "MEETING_IS_LOADED" 
065D: $6683 "CURRENT_WAGER" 

:SWEET6_138
00D6: if  0
0736:  98 
004D: jump_if_false SWEET6_142
0006: @38 =  1  ;; integer values

:SWEET6_142
00D6: if  0
0736:  80 
004D: jump_if_false SWEET6_153
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false SWEET6_151
0006: @70 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump SWEET6_153

:SWEET6_151
0006: @70 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:SWEET6_153
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false SWEET6_157
0002: jump SWEET6_62

:SWEET6_157
00D6: if  0
0736:  136 
004D: jump_if_false SWEET6_161
000A: @35 +=  1  ;; integer values

:SWEET6_161
00D6: if  0
0736:  135 
004D: jump_if_false SWEET6_165
000E: @35 -=  1  ;; integer values

:SWEET6_165
00D6: if  0
0736:  134 
004D: jump_if_false SWEET6_169
000A: @34 +=  1  ;; integer values

:SWEET6_169
00D6: if  0
0736:  133 
004D: jump_if_false SWEET6_173
000E: @34 -=  1  ;; integer values

:SWEET6_173
00D6: if  0
0736:  146 
004D: jump_if_false SWEET6_177
0006: @35 =  99  ;; integer values

:SWEET6_177
0051: return

:SWEET6_178
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false SWEET6_187
00A5: @72 = create_car  413 at  0.0  0.0  0.0
009A: @80 = create_actor  4  7 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: $414 = create_checkpoint_at  0.0  0.0  0.0
018A: $408 = create_checkpoint_at  0.0  0.0  0.0

:SWEET6_187
0006: @107 =  0  ;; integer values
0006: @43 =  0  ;; integer values

:SWEET6_189
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_195
0006: @108(@43,22i) =  0  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_189

:SWEET6_195
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 =  .01  ;; floating-point values
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false SWEET6_205
018A: $6690 = create_checkpoint_at  0.0  0.0  0.0

:SWEET6_205
054C: use_GXT_table 'SWEET6'
0732:  567 
0006: @274 =  50  ;; integer values
0006: @275 =  1000  ;; integer values
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
0050: gosub SWEET6_4143
0051: return

:SWEET6_214
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET6_240
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'SWEET6A'

:SWEET6_219
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET6_224
0001: wait  0 ms
0002: jump SWEET6_219

:SWEET6_224
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET6_226
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET6_231
0001: wait  0 ms
0002: jump SWEET6_226

:SWEET6_231
02EA: end_cutscene
016A: fade  0 ()  0 ms

:SWEET6_233
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_238
0001: wait  0 ms
0002: jump SWEET6_233

:SWEET6_238
04BB: select_interior  0  ;; select render area
000A: @35 +=  1  ;; integer values

:SWEET6_240
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SWEET6_259
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0395: clear_area  1 at  2519.575 -1677.88  13.7661 range  1000.0
016A: fade  1 (back)  500 ms

:SWEET6_251
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_256
0001: wait  0 ms
0002: jump SWEET6_251

:SWEET6_256
00BB: text_lowpriority 'S6_01'  10000 ms  1
018A: @105 = create_checkpoint_at  2653.016 -2009.172  12.5547
000A: @35 +=  1  ;; integer values

:SWEET6_259
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SWEET6_263
0006: @35 =  99  ;; integer values

:SWEET6_263
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SWEET6_267
0050: gosub SWEET6_4143

:SWEET6_267
0051: return

:SWEET6_268
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET6_307
0006: @43 =  0  ;; integer values
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2653.016 -2009.172  12.5547 radius  4.0  4.0  4.0
004D: jump_if_false SWEET6_300
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET6_284
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
09D0: $48 
004D: jump_if_false SWEET6_284
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @43 =  1  ;; integer values

:SWEET6_284
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false SWEET6_292
00D6: if  0
02A0:   actor $PLAYER_ACTOR stopped  
004D: jump_if_false SWEET6_292
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @43 =  1  ;; integer values

:SWEET6_292
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false SWEET6_300
00D6: if  0
075C:   marker @105 enabled
004D: jump_if_false SWEET6_299
0164: disable_marker @105

:SWEET6_299
000A: @35 +=  1  ;; integer values

:SWEET6_300
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false SWEET6_307
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false SWEET6_307
00A1: put_actor $PLAYER_ACTOR at $1751 $1752 $1753

:SWEET6_307
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SWEET6_320
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET6_319
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
01C1:   car $48 stopped
004D: jump_if_false SWEET6_318
000A: @35 +=  1  ;; integer values

:SWEET6_318
0002: jump SWEET6_320

:SWEET6_319
000A: @35 +=  1  ;; integer values

:SWEET6_320
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SWEET6_387
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:SWEET6_325
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_330
0001: wait  0 ms
0002: jump SWEET6_325

:SWEET6_330
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 (on)
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: $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: $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_car_density_to  0.0
0004: $56 =  1  ;; integer values
0247: request_model  50
0247: request_model  567
038B: load_requested_models

:SWEET6_349
00D6: if  21
8248:   NOT   model  50 available
8248:   NOT   model  567 available
004D: jump_if_false SWEET6_355
0001: wait  0 ms
0002: jump SWEET6_349

:SWEET6_355
04ED: load_animation "CAR"
04ED: load_animation "GANGS"

:SWEET6_357
00D6: if  21
84EE:   NOT   animation "CAR" loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SWEET6_363
0001: wait  0 ms
0002: jump SWEET6_357

:SWEET6_363
07C0:  552 

:SWEET6_364
00D6: if  0
87C1:   NOT  552 
004D: jump_if_false SWEET6_369
0001: wait  0 ms
0002: jump SWEET6_364

:SWEET6_369
00A5: @71 = create_car  567 at  2644.252 -2028.246  12.5547
0175: set_car @71 z_angle_to  358.8272
07FF: @71  1 
04E0: car @71 abandon_path_radius  40
00AE: unknown_set_car @71 to_ignore_traffic_lights  3
0129: @79 = create_actor  4  50 in_car @71 driverseat
060B: unknown_actor_use_entity @79 @66 
05BF: unknown_action_sequence $PLAYER_ACTOR @79  99999 
016A: fade  1 (back)  500 ms

:SWEET6_378
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_383
0001: wait  0 ms
0002: jump SWEET6_378

:SWEET6_383
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
000A: @35 +=  1  ;; integer values

:SWEET6_387
00D6: if  1
0019:   @35 >  2  ;; integer values
001B:    17 > @35  ;; integer values
004D: jump_if_false SWEET6_395
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SWEET6_395
0006: @35 =  17  ;; integer values

:SWEET6_395
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SWEET6_410
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_410
0519: unknown_car @71 flag  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_410
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SWEET6_464
00D6: if  0
001B:    15000 > @32  ;; integer values
004D: jump_if_false SWEET6_458
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_457
00D6: if  0
01B0:   car @71 stopped  0 ()near_point  2644.462 -2017.282  12.5547 radius  4.0  4.0  4.0
004D: jump_if_false SWEET6_428
00D6: if  0
0803: @71 
004D: jump_if_false SWEET6_426
07F5: @71  0.0  0.0  0.0  0.0 

:SWEET6_426
000A: @35 +=  1  ;; integer values
0002: jump SWEET6_457

:SWEET6_428
00D6: if  0
001B:    2 > @43  ;; integer values
004D: jump_if_false SWEET6_453
00D6: if  1
001B:    1800 > @33  ;; integer values
0019:   @33 >  1500  ;; integer values
004D: jump_if_false SWEET6_440
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_453

:SWEET6_440
00D6: if  0
0019:   @33 >  1800  ;; integer values
004D: jump_if_false SWEET6_453
00D6: if  0
001B:    2500 > @33  ;; integer values
004D: jump_if_false SWEET6_451
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_453

:SWEET6_451
0006: @33 =  1300  ;; integer values
000A: @43 +=  1  ;; integer values

:SWEET6_453
00D6: if  0
0803: @71 
004D: jump_if_false SWEET6_457
07F5: @71 $1023 $1024 $1025 $1026 

:SWEET6_457
0002: jump SWEET6_464

:SWEET6_458
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_464
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_464
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SWEET6_483
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_483
0615: @49 
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_475
05CD: unknown_action_sequence -1 @71 

:SWEET6_475
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR -2 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @79 @49 
061B: @49 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_483
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SWEET6_499
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_499
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_499
00D6: if  0
80DB:   NOT   actor @79 in_car @71
004D: jump_if_false SWEET6_499
00D6: if  0
044B:   actor @79 has_objective
004D: jump_if_false SWEET6_499
000A: @35 +=  1  ;; integer values

:SWEET6_499
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SWEET6_539
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  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_512
00A1: put_actor @79 at  2641.862 -2018.108  12.2327
0173: set_actor @79 z_angle_to  353.04
05BF: unknown_action_sequence @79 $PLAYER_ACTOR -2 

:SWEET6_512
0792: $PLAYER_ACTOR 
0615: @49 
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_521
05BF: unknown_action_sequence -1 @79  99999 
05D3: unknown_action_sequence -1  2642.391 -2016.581  12.5947  4  5000 
0639: unknown_action_sequence -1 @79 
0002: jump SWEET6_522

:SWEET6_521
05B9: unknown_action_sequence -1  1000 

:SWEET6_522
0616: @49 
0618: $PLAYER_ACTOR @49 
061B: @49 
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_536
0792: @79 
0615: @49 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR -2 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @79 @49 
061B: @49 

:SWEET6_536
0006: @62 =  0  ;; integer values
0006: @32 =  500  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_539
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SWEET6_583
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_553
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00A0: store_actor @79 position_to @56 @57 @58
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0604: @50 @51 $72 
0173: set_actor @79 z_angle_to $72

:SWEET6_553
00D6: if  1
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  500  ;; integer values
004D: jump_if_false SWEET6_583
0871: init_jump_table @62 total_jumps  4  0 SWEET6_583 jumps  0 SWEET6_558  1 SWEET6_565  2 SWEET6_572  3 SWEET6_577 -1 SWEET6_583 -1 SWEET6_583 -1 SWEET6_583 

:SWEET6_558
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22833
004F: create_thread AUDIOL_1 @79  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  22834 as  2
000A: @62 +=  1  ;; integer values
0002: jump SWEET6_583

:SWEET6_565
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22834
004F: create_thread AUDIOL_1 @79  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  22835 as  1
000A: @62 +=  1  ;; integer values
0002: jump SWEET6_583

:SWEET6_572
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22835
004F: create_thread AUDIOL_1 @79  0  1  1  1 
000A: @62 +=  1  ;; integer values
0002: jump SWEET6_583

:SWEET6_577
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_581
0687: @79 

:SWEET6_581
000A: @35 +=  1  ;; integer values
0002: jump SWEET6_583

:SWEET6_583
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SWEET6_603
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_603
041E: set_radio_station  0 
0647: unknown_action_sequence $PLAYER_ACTOR 
0615: @49 
05CB: unknown_action_sequence -1 @71  10000 
0605: unknown_action_sequence -1 "SIT_RELAXED" "CAR"  4.0  0  0  0  1 -1 
0616: @49 
0618: $PLAYER_ACTOR @49 
061B: @49 
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_602
05BF: unknown_action_sequence @79 $PLAYER_ACTOR -2 

:SWEET6_602
000A: @35 +=  1  ;; integer values

:SWEET6_603
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false SWEET6_618
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_618
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @71
844B:   NOT   actor $PLAYER_ACTOR has_objective
004D: jump_if_false SWEET6_618
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_617
04D7: lock_actor @79 in_current_position  1

:SWEET6_617
000A: @35 +=  1  ;; integer values

:SWEET6_618
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false SWEET6_646
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_646
0615: @49 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR -2 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKG" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @79 @49 
061B: @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  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_646
03A2: (unknown) @71  3 

:SWEET6_646
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false SWEET6_724
00D6: if  1
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  500  ;; integer values
004D: jump_if_false SWEET6_686
0871: init_jump_table @62 total_jumps  5  0 SWEET6_686 jumps  0 SWEET6_654  1 SWEET6_661  2 SWEET6_668  3 SWEET6_675  4 SWEET6_680 -1 SWEET6_686 -1 SWEET6_686 

:SWEET6_654
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22836
004F: create_thread AUDIOL_1 @79  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  22837 as  1
000A: @62 +=  1  ;; integer values
0002: jump SWEET6_686

:SWEET6_661
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22837
004F: create_thread AUDIOL_1 @79  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  22838 as  2
000A: @62 +=  1  ;; integer values
0002: jump SWEET6_686

:SWEET6_668
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22838
004F: create_thread AUDIOL_1 @79  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  22839 as  1
000A: @62 +=  1  ;; integer values
0002: jump SWEET6_686

:SWEET6_675
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_KG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22839
004F: create_thread AUDIOL_1 @79  0  1  1  1 
000A: @62 +=  1  ;; integer values
0002: jump SWEET6_686

:SWEET6_680
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_684
0687: @79 

:SWEET6_684
000A: @35 +=  1  ;; integer values
0002: jump SWEET6_686

:SWEET6_686
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_724
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false SWEET6_715
00D6: if  1
001B:    1800 > @33  ;; integer values
0019:   @33 >  1500  ;; integer values
004D: jump_if_false SWEET6_701
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_714

:SWEET6_701
00D6: if  0
0019:   @33 >  1800  ;; integer values
004D: jump_if_false SWEET6_714
00D6: if  0
001B:    2500 > @33  ;; integer values
004D: jump_if_false SWEET6_712
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_714

:SWEET6_712
0006: @33 =  1300  ;; integer values
000A: @43 +=  1  ;; integer values

:SWEET6_714
0002: jump SWEET6_720

:SWEET6_715
00D6: if  0
0039:   @43 ==  4  ;; integer values
004D: jump_if_false SWEET6_720
0605: unknown_action_sequence $PLAYER_ACTOR "TAP_HAND" "CAR"  4.0  1  0  0  0 -1 
000A: @43 +=  1  ;; integer values

:SWEET6_720
00D6: if  0
0803: @71 
004D: jump_if_false SWEET6_724
07F5: @71 $1023 $1024 $1025 $1026 

:SWEET6_724
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SWEET6_731
00D6: if  0
0611: $PLAYER_ACTOR "TAP_HAND" 
004D: jump_if_false SWEET6_731
0393: $PLAYER_ACTOR "TAP_HAND"  .5 

:SWEET6_731
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false SWEET6_755
00D6: if  0
0038:   $1920 ==  0  ;; integer values
004D: jump_if_false SWEET6_754
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SWEET6_743
0687: @79 
04D7: lock_actor @79 in_current_position  0
05D3: unknown_action_sequence @79  2641.231 -2020.621  12.7578  4  5000 

:SWEET6_743
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_750
00D6: if  0
0803: @71 
004D: jump_if_false SWEET6_750
07F5: @71  0.0  0.0  0.0  0.0 

:SWEET6_750
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump SWEET6_755

:SWEET6_754
0006: @35 =  17  ;; integer values

:SWEET6_755
00D6: if  0
0039:   @35 ==  14  ;; integer values
004D: jump_if_false SWEET6_772
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SWEET6_772
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  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_772
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @71
05EB: @71  552 
05ED: @71 
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET6_772
00D6: if  0
0039:   @35 ==  15  ;; integer values
004D: jump_if_false SWEET6_787
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SWEET6_787
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_787
00D6: if  0
060E: @71 
004D: jump_if_false SWEET6_787
05EE: @71 
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET6_787
00D6: if  0
0039:   @35 ==  16  ;; integer values
004D: jump_if_false SWEET6_798
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_798
00D6: if  21
82CA:   NOT   car @71 bounding_sphere_visible
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET6_798
000A: @35 +=  1  ;; integer values

:SWEET6_798
00D6: if  0
0039:   @35 ==  17  ;; integer values
004D: jump_if_false SWEET6_844
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
02EB: restore_camera_with_jumpcut
06AB: $PLAYER_ACTOR  0 
0004: $56 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_831
00D6: if  0
060E: @71 
004D: jump_if_false SWEET6_814
05EC: @71 

:SWEET6_814
0519: unknown_car @71 flag  0
00D6: if  0
056D:   unknown_actor @79 dead_but_valid
004D: jump_if_false SWEET6_819
009B: destroy_actor_instantly @79

:SWEET6_819
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @71
00D6: if  0
060E: @71 
004D: jump_if_false SWEET6_825
05EC: @71 

:SWEET6_825
0174: $72 = 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 (unfrozen)
03C8: rotate_player-180-degrees
02EB: restore_camera_with_jumpcut

:SWEET6_831
009B: destroy_actor_instantly @79
0249: release_model  50
04EF: release_animation "CAR"
04EF: release_animation "GANGS"
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
8038:   NOT   $1920 ==  0  ;; integer values
004D: jump_if_false SWEET6_843
0006: @35 =  99  ;; integer values
0002: jump SWEET6_844

:SWEET6_843
000A: @35 +=  1  ;; integer values

:SWEET6_844
00D6: if  0
0039:   @35 ==  18  ;; integer values
004D: jump_if_false SWEET6_852
0164: disable_marker @105
018A: @105 = create_checkpoint_at  2645.112 -2045.745  12.607
0299: activate_garage 'MODLAST'  
00BC: text_highpriority 'S6_38'  7000 ms  1
000A: @35 +=  1  ;; integer values

:SWEET6_852
00D6: if  0
0039:   @35 ==  19  ;; integer values
004D: jump_if_false SWEET6_889
00D6: if  0
8038:   NOT   $10082 ==  0  ;; integer values
004D: jump_if_false SWEET6_862
00BE: text_clear_all
0164: disable_marker @105
000A: @35 +=  1  ;; integer values
0002: jump SWEET6_889

:SWEET6_862
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_889
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_879
00D6: if  0
075C:   marker @105 enabled
004D: jump_if_false SWEET6_872
0164: disable_marker @105

:SWEET6_872
00D6: if  0
875C:   NOT   marker @106 enabled
004D: jump_if_false SWEET6_878
0186: @106 = create_marker_above_car @71
07E0: @106  1 
00BC: text_highpriority 'S6_23'  5000 ms  1

:SWEET6_878
0002: jump SWEET6_889

:SWEET6_879
00D6: if  0
075C:   marker @106 enabled
004D: jump_if_false SWEET6_884
0164: disable_marker @106
03D5: remove_text 'S6_23'

:SWEET6_884
00D6: if  0
875C:   NOT   marker @105 enabled
004D: jump_if_false SWEET6_889
018A: @105 = create_checkpoint_at  2645.112 -2045.745  12.607
00BC: text_highpriority 'S6_38'  7000 ms  1

:SWEET6_889
00D6: if  0
0039:   @35 ==  20  ;; integer values
004D: jump_if_false SWEET6_915
00D6: if  1
0038:   $10082 ==  3  ;; integer values
0038:   $10083 ==  3  ;; integer values
004D: jump_if_false SWEET6_904
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_903
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_903
0175: set_car @71 z_angle_to  0.0

:SWEET6_903
0006: @35 =  99  ;; integer values

:SWEET6_904
00D6: if  0
0038:   $10082 ==  0  ;; integer values
004D: jump_if_false SWEET6_915
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_914
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_914
0175: set_car @71 z_angle_to  0.0

:SWEET6_914
0006: @35 =  99  ;; integer values

:SWEET6_915
00D6: if  0
0019:   @35 >  12  ;; integer values
004D: jump_if_false SWEET6_953
0006: @43 =  0  ;; integer values
00D6: if  1
0038:   $10082 ==  3  ;; integer values
0038:   $10083 ==  3  ;; integer values
004D: jump_if_false SWEET6_924
0006: @43 =  1  ;; integer values

:SWEET6_924
00D6: if  0
0038:   $10082 ==  0  ;; integer values
004D: jump_if_false SWEET6_928
0006: @43 =  1  ;; integer values

:SWEET6_928
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false SWEET6_953
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET6_953
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_947
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_946
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0803: $48 
004D: jump_if_false SWEET6_946
01C3: remove_references_to_car @71  ;; Like turning a car into any random car
00D9: @71 = actor $PLAYER_ACTOR car

:SWEET6_946
0002: jump SWEET6_953

:SWEET6_947
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0803: $48 
004D: jump_if_false SWEET6_953
01C3: remove_references_to_car @71  ;; Like turning a car into any random car
00D9: @71 = actor $PLAYER_ACTOR car

:SWEET6_953
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SWEET6_972
08F6: (unknown)
0008: $1920 +=  1  ;; integer values
0299: activate_garage 'MODLAST'  
00BE: text_clear_all
00D6: if  0
056D:   unknown_actor @79 dead_but_valid
004D: jump_if_false SWEET6_964
009B: destroy_actor_instantly @79

:SWEET6_964
0004: $56 =  1  ;; integer values
0249: release_model  50
04EF: release_animation "CAR"
04EF: release_animation "GANGS"
0873:  552 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0050: gosub SWEET6_4143

:SWEET6_972
0051: return

:SWEET6_973
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET6_1113
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_984
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_984
00BC: text_highpriority 'S6_03'  7000 ms  1
0002: jump SWEET6_984

:SWEET6_984
00D6: if  0
875C:   NOT   marker @105 enabled
004D: jump_if_false SWEET6_988
018A: @105 = create_checkpoint_at  1793.068 -1904.254  12.3989

:SWEET6_988
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  114
0247: request_model  115
0247: request_model  116
0247: request_model  63
0247: request_model  41
0247: request_model  567
0247: request_model  534
04ED: load_animation "LOWRIDER"
038B: load_requested_models

:SWEET6_1091
00D6: if  24
8248:   NOT   model  114 available
8248:   NOT   model  115 available
8248:   NOT   model  116 available
8248:   NOT   model  63 available
8248:   NOT   model  41 available
004D: jump_if_false SWEET6_1100
0001: wait  0 ms
0002: jump SWEET6_1091

:SWEET6_1100
00D6: if  21
8248:   NOT   model  567 available
8248:   NOT   model  534 available
004D: jump_if_false SWEET6_1106
0001: wait  0 ms
0002: jump SWEET6_1100

:SWEET6_1106
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false SWEET6_1111
0001: wait  0 ms
0002: jump SWEET6_1106

:SWEET6_1111
0917: 'LOWRIDE'  1 
000A: @35 +=  1  ;; integer values

:SWEET6_1113
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SWEET6_1907
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false SWEET6_1127
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false SWEET6_1127
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1127
00AB: put_car @71 at  1800.978 -1895.775  12.4046
0175: set_car @71 z_angle_to  136.3521

:SWEET6_1127
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1153
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_1144
00D6: if  0
075C:   marker @105 enabled
004D: jump_if_false SWEET6_1137
0164: disable_marker @105

:SWEET6_1137
00D6: if  0
875C:   NOT   marker @106 enabled
004D: jump_if_false SWEET6_1143
00BC: text_highpriority 'S6_35'  5000 ms  1
0186: @106 = create_marker_above_car @71
07E0: @106  1 

:SWEET6_1143
0002: jump SWEET6_1153

:SWEET6_1144
00D6: if  0
875C:   NOT   marker @105 enabled
004D: jump_if_false SWEET6_1149
00BC: text_highpriority 'S6_03'  7000 ms  1
018A: @105 = create_checkpoint_at  1793.068 -1904.254  12.3989

:SWEET6_1149
00D6: if  0
075C:   marker @106 enabled
004D: jump_if_false SWEET6_1153
0164: disable_marker @106

:SWEET6_1153
0006: @43 =  0  ;; integer values
00D6: if  1
0038:   $10082 ==  3  ;; integer values
0038:   $10083 ==  3  ;; integer values
004D: jump_if_false SWEET6_1159
0006: @43 =  1  ;; integer values

:SWEET6_1159
00D6: if  0
0038:   $10082 ==  0  ;; integer values
004D: jump_if_false SWEET6_1163
0006: @43 =  1  ;; integer values

:SWEET6_1163
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false SWEET6_1188
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET6_1188
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1182
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_1181
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0803: $48 
004D: jump_if_false SWEET6_1181
01C3: remove_references_to_car @71  ;; Like turning a car into any random car
00D9: @71 = actor $PLAYER_ACTOR car

:SWEET6_1181
0002: jump SWEET6_1188

:SWEET6_1182
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0803: $48 
004D: jump_if_false SWEET6_1188
01C3: remove_references_to_car @71  ;; Like turning a car into any random car
00D9: @71 = actor $PLAYER_ACTOR car

:SWEET6_1188
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false SWEET6_1332
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1792.924 -1918.987 radius  150.0  150.0
004D: jump_if_false SWEET6_1331
00A5: @72 = create_car  534 at  0.0  0.0  0.0
00A5: @73 = create_car  567 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  567 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: @72  1 
07FF: @75  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  534 at  0.0  0.0  0.0
00A5: @77 = create_car  567 at  0.0  0.0  0.0
00A5: @78 = create_car  534 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: @76  1 
02AA: set_car @76 immune_to_nonplayer  1
0001: wait  0 ms
0006: @43 =  0  ;; integer values

:SWEET6_1220
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_1231
00D6: if  0
8119:   NOT   car @72(@43,7i) wrecked
004D: jump_if_false SWEET6_1229
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_1229
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1220

:SWEET6_1231
0001: wait  0 ms
009A: @80 = create_actor  24  114 at  0.0  0.0  0.0
009A: @82 = create_actor  24  115 at  0.0  0.0  0.0
009A: @83 = create_actor  24  116 at  0.0  0.0  0.0
009A: @85 = create_actor  24  114 at  0.0  0.0  0.0
009A: @86 = create_actor  24  115 at  0.0  0.0  0.0
009A: @88 = create_actor  24  116 at  0.0  0.0  0.0
009A: @89 = create_actor  24  114 at  0.0  0.0  0.0
009A: @91 = create_actor  24  115 at  0.0  0.0  0.0
009A: @92 = create_actor  24  116 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @81 = create_actor  24  41 at  0.0  0.0  0.0
009A: @84 = create_actor  24  63 at  0.0  0.0  0.0
009A: @87 = create_actor  24  41 at  0.0  0.0  0.0
009A: @90 = create_actor  24  63 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @93 = create_actor  24  114 at  0.0  0.0  0.0
009A: @94 = create_actor  24  115 at  0.0  0.0  0.0
009A: @95 = create_actor  24  41 at  0.0  0.0  0.0
0001: wait  0 ms
009A: @96 = create_actor  24  114 at  0.0  0.0  0.0
009A: @97 = create_actor  24  115 at  0.0  0.0  0.0
009A: @98 = create_actor  24  116 at  0.0  0.0  0.0
009A: @99 = create_actor  24  115 at  0.0  0.0  0.0
009A: @100 = create_actor  24  116 at  0.0  0.0  0.0
009A: @101 = create_actor  24  63 at  0.0  0.0  0.0
0001: wait  0 ms
0006: @43 =  0  ;; integer values

:SWEET6_1259
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false SWEET6_1272
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_1270
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_1270
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_1270
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1259

:SWEET6_1272
0006: @43 =  0  ;; integer values

:SWEET6_1273
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_1285
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_1283
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_1283
060B: unknown_actor_use_entity @80(@43,22i) @67 

:SWEET6_1283
000A: @43 +=  4  ;; integer values
0002: jump SWEET6_1273

:SWEET6_1285
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET6_1292
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false SWEET6_1292
036A: put_actor @96 in_car @73

:SWEET6_1292
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET6_1299
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false SWEET6_1299
036A: put_actor @97 in_car @74

:SWEET6_1299
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_1306
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET6_1306
036A: put_actor @98 in_car @76

:SWEET6_1306
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false SWEET6_1313
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false SWEET6_1313
036A: put_actor @99 in_car @72

:SWEET6_1313
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SWEET6_1320
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false SWEET6_1320
036A: put_actor @100 in_car @75

:SWEET6_1320
00D6: if  0
056D:   unknown_actor @101 dead_but_valid
004D: jump_if_false SWEET6_1330
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET6_1330
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false SWEET6_1330
0430: @101 @74  0 

:SWEET6_1330
0006: @131 =  1  ;; integer values

:SWEET6_1331
0002: jump SWEET6_1350

:SWEET6_1332
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1792.924 -1918.987 radius  150.0  150.0
004D: jump_if_false SWEET6_1350
0006: @43 =  0  ;; integer values

:SWEET6_1336
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_1342
00A6: destroy_car @72(@43,7i)
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1336

:SWEET6_1342
0006: @43 =  0  ;; integer values

:SWEET6_1343
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_1349
009B: destroy_actor_instantly @80(@43,22i)
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1343

:SWEET6_1349
0006: @131 =  0  ;; integer values

:SWEET6_1350
00D6: if  0
0039:   @131 ==  1  ;; integer values
004D: jump_if_false SWEET6_1873
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false SWEET6_1834
00D6: if  0
001B:    300 > @136  ;; integer values
004D: jump_if_false SWEET6_1364
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_1373

:SWEET6_1364
00D6: if  0
0019:   @136 >  500  ;; integer values
004D: jump_if_false SWEET6_1369
0006: @136 =  0  ;; integer values
0002: jump SWEET6_1373

:SWEET6_1369
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_1373
00D6: if  0
0019:   @137 >  2000  ;; integer values
004D: jump_if_false SWEET6_1383
0209: @296 = random_int  0  16
0050: gosub SWEET6_3385
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_1383
00D6: if  0
0019:   @138 >  300  ;; integer values
004D: jump_if_false SWEET6_1393
0209: @296 = random_int  0  16
0050: gosub SWEET6_3385
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_1393
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false SWEET6_1408
00D6: if  0
0803: @72 
004D: jump_if_false SWEET6_1408
07F5: @72 @260 @266 @257 @263 
00AA: store_car @72 position_to $73 $74 $75
0087: @50 = @141  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @148  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @272  ;; floating-point values
006B: @51 *= @272  ;; floating-point values
07D5: @72 @50 @51  0.0  0.0  0.0  0.0 

:SWEET6_1408
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false SWEET6_1423
00D6: if  0
0803: @75 
004D: jump_if_false SWEET6_1423
07F5: @75 @261 @267 @258 @264 
00AA: store_car @75 position_to $73 $74 $75
0087: @50 = @144  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @151  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @272  ;; floating-point values
006B: @51 *= @272  ;; floating-point values
07D5: @75 @50 @51  0.0  0.0  0.0  0.0 

:SWEET6_1423
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET6_1438
00D6: if  0
0803: @76 
004D: jump_if_false SWEET6_1438
07F5: @76 @262 @268 @259 @265 
00AA: store_car @76 position_to $73 $74 $75
0087: @50 = @145  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @152  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @272  ;; floating-point values
006B: @51 *= @272  ;; floating-point values
07D5: @76 @50 @51  0.0  0.0  0.0  0.0 

:SWEET6_1438
0871: init_jump_table @39 total_jumps  20  0 SWEET6_1833 jumps  0 SWEET6_1441  1 SWEET6_1475  2 SWEET6_1509  3 SWEET6_1527  4 SWEET6_1545  5 SWEET6_1558  6 SWEET6_1576 
0872: jump_table_jumps  7 SWEET6_1594  8 SWEET6_1607  9 SWEET6_1620  10 SWEET6_1654  11 SWEET6_1669  12 SWEET6_1682  13 SWEET6_1695  14 SWEET6_1718  15 SWEET6_1738 
0872: jump_table_jumps  16 SWEET6_1757  17 SWEET6_1770  18 SWEET6_1783  19 SWEET6_1810 -1 SWEET6_1833 -1 SWEET6_1833 -1 SWEET6_1833 -1 SWEET6_1833 -1 SWEET6_1833 

:SWEET6_1441
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false SWEET6_1474
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1464
0615: @49 
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET6_1459
00D6: if  0
01AF:   car @77  0 ()near_point @146 @153 @160 radius  .2  .2  1.0
004D: jump_if_false SWEET6_1457
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0002: jump SWEET6_1458

:SWEET6_1457
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1458
0002: jump SWEET6_1460

:SWEET6_1459
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1460
0616: @49 
0618: @80 @49 
061B: @49 
0002: jump SWEET6_1474

:SWEET6_1464
00D6: if  0
0611: @80 "M_SMKLEAN_LOOP" 
004D: jump_if_false SWEET6_1474
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET6_1474
00D6: if  0
81AF:   NOT   car @77  0 ()near_point @146 @153 @160 radius  .2  .2  1.0
004D: jump_if_false SWEET6_1474
0687: @80 

:SWEET6_1474
0002: jump SWEET6_1833

:SWEET6_1475
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET6_1508
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1498
0615: @49 
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET6_1493
00D6: if  0
01AF:   car @77  0 ()near_point @146 @153 @160 radius  .2  .2  1.0
004D: jump_if_false SWEET6_1491
0605: unknown_action_sequence -1 "F_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0002: jump SWEET6_1492

:SWEET6_1491
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1492
0002: jump SWEET6_1494

:SWEET6_1493
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1494
0616: @49 
0618: @81 @49 
061B: @49 
0002: jump SWEET6_1508

:SWEET6_1498
00D6: if  0
0611: @81 "F_SMKLEAN_LOOP" 
004D: jump_if_false SWEET6_1508
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET6_1508
00D6: if  0
81AF:   NOT   car @77  0 ()near_point @146 @153 @160 radius  .2  .2  1.0
004D: jump_if_false SWEET6_1508
0687: @81 

:SWEET6_1508
0002: jump SWEET6_1833

:SWEET6_1509
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET6_1526
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1526
0615: @49 
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false SWEET6_1522
0677: unknown_action_sequence -1 @83  1  1 
0002: jump SWEET6_1523

:SWEET6_1522
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1523
0616: @49 
0618: @82 @49 
061B: @49 

:SWEET6_1526
0002: jump SWEET6_1833

:SWEET6_1527
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false SWEET6_1544
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1544
0615: @49 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET6_1540
0677: unknown_action_sequence -1 @82  0  1 
0002: jump SWEET6_1541

:SWEET6_1540
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1541
0616: @49 
0618: @83 @49 
061B: @49 

:SWEET6_1544
0002: jump SWEET6_1833

:SWEET6_1545
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false SWEET6_1557
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1557
0615: @49 
0605: unknown_action_sequence -1 "CAR_HOOKERTALK" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @84 @49 
061B: @49 

:SWEET6_1557
0002: jump SWEET6_1833

:SWEET6_1558
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false SWEET6_1575
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1575
0615: @49 
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false SWEET6_1571
0677: unknown_action_sequence -1 @86  0  1 
0002: jump SWEET6_1572

:SWEET6_1571
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1572
0616: @49 
0618: @85 @49 
061B: @49 

:SWEET6_1575
0002: jump SWEET6_1833

:SWEET6_1576
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false SWEET6_1593
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1593
0615: @49 
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false SWEET6_1589
0677: unknown_action_sequence -1 @85  1  1 
0002: jump SWEET6_1590

:SWEET6_1589
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1590
0616: @49 
0618: @86 @49 
061B: @49 

:SWEET6_1593
0002: jump SWEET6_1833

:SWEET6_1594
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SWEET6_1606
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1606
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @87 @49 
061B: @49 

:SWEET6_1606
0002: jump SWEET6_1833

:SWEET6_1607
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false SWEET6_1619
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1619
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @88 @49 
061B: @49 

:SWEET6_1619
0002: jump SWEET6_1833

:SWEET6_1620
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET6_1653
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1643
0615: @49 
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET6_1638
00D6: if  0
01AF:   car @78  0 ()near_point @147 @154 @161 radius  .2  .2  1.0
004D: jump_if_false SWEET6_1636
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0002: jump SWEET6_1637

:SWEET6_1636
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1637
0002: jump SWEET6_1639

:SWEET6_1638
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 

:SWEET6_1639
0616: @49 
0618: @89 @49 
061B: @49 
0002: jump SWEET6_1653

:SWEET6_1643
00D6: if  0
0611: @89 "M_SMKLEAN_LOOP" 
004D: jump_if_false SWEET6_1653
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET6_1653
00D6: if  0
81AF:   NOT   car @78  0 ()near_point @147 @154 @161 radius  .2  .2  1.0
004D: jump_if_false SWEET6_1653
0687: @89 

:SWEET6_1653
0002: jump SWEET6_1833

:SWEET6_1654
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET6_1668
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1668
0615: @49 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "FUCKU" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "WOMAN_IDLESTANCE" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @90 @49 
061B: @49 

:SWEET6_1668
0002: jump SWEET6_1833

:SWEET6_1669
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false SWEET6_1681
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1681
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @91 @49 
061B: @49 

:SWEET6_1681
0002: jump SWEET6_1833

:SWEET6_1682
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false SWEET6_1694
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1694
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  1  1  0 -1 
0616: @49 
0618: @92 @49 
061B: @49 

:SWEET6_1694
0002: jump SWEET6_1833

:SWEET6_1695
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false SWEET6_1717
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1717
0615: @49 
05D3: unknown_action_sequence -1  1786.718 -1915.878  12.3942  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1796.178 -1919.465  12.3928  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1786.718 -1915.878  12.3942  4  60000 
05D3: unknown_action_sequence -1 @182 @204 @226  4  60000 
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET6_1713
0639: unknown_action_sequence -1 @89 

:SWEET6_1713
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
0616: @49 
0618: @93 @49 
061B: @49 

:SWEET6_1717
0002: jump SWEET6_1833

:SWEET6_1718
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false SWEET6_1737
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1737
0615: @49 
05D3: unknown_action_sequence -1  1800.367 -1917.394  12.3938  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1789.057 -1917.901  12.3936  4  60000 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  0  1  1  0 -1 
05D3: unknown_action_sequence -1  1788.526 -1907.294  12.3955  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1796.478 -1908.174  12.3983  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @94 @49 
061B: @49 

:SWEET6_1737
0002: jump SWEET6_1833

:SWEET6_1738
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false SWEET6_1756
062E: @95  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1756
0615: @49 
05D3: unknown_action_sequence -1  1787.672 -1908.567  12.3949  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1786.719 -1917.107  12.3942  4  60000 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  1787.672 -1908.567  12.3949  4  60000 
05D3: unknown_action_sequence -1 @184 @206 @228  4  60000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @95 @49 
061B: @49 

:SWEET6_1756
0002: jump SWEET6_1833

:SWEET6_1757
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET6_1769
062E: @96  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1769
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @96 @49 
061B: @49 

:SWEET6_1769
0002: jump SWEET6_1833

:SWEET6_1770
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET6_1782
062E: @97  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_1782
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @97 @49 
061B: @49 

:SWEET6_1782
0002: jump SWEET6_1833

:SWEET6_1783
0006: @43 =  0  ;; integer values

:SWEET6_1784
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_1809
00D6: if  0
056E: @72(@43,7i) 
004D: jump_if_false SWEET6_1807
00D6: if  0
8119:   NOT   car @72(@43,7i) wrecked
004D: jump_if_false SWEET6_1804
00D6: if  0
051C: @72(@43,7i) $PLAYER_ACTOR 
004D: jump_if_false SWEET6_1803
0227: @44 = car @72(@43,7i) health
00D6: if  0
001B:    950 > @44  ;; integer values
004D: jump_if_false SWEET6_1803
00BC: text_highpriority 'S6_32'  5000 ms  1
0006: @130 =  1  ;; integer values
0006: @43 =  7  ;; integer values

:SWEET6_1803
0002: jump SWEET6_1807

:SWEET6_1804
00BC: text_highpriority 'S6_32'  5000 ms  1
0006: @130 =  1  ;; integer values
0006: @43 =  7  ;; integer values

:SWEET6_1807
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1784

:SWEET6_1809
0002: jump SWEET6_1833

:SWEET6_1810
0006: @43 =  0  ;; integer values

:SWEET6_1811
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_1832
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_1830
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_1827
00D6: if  0
051A:   unknown_actor @80(@43,22i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET6_1826
00BC: text_highpriority 'S6_04'  5000 ms  1
0006: @130 =  1  ;; integer values
0006: @43 =  22  ;; integer values

:SWEET6_1826
0002: jump SWEET6_1830

:SWEET6_1827
00BC: text_highpriority 'S6_04'  5000 ms  1
0006: @130 =  1  ;; integer values
0006: @43 =  22  ;; integer values

:SWEET6_1830
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1811

:SWEET6_1832
0002: jump SWEET6_1833

:SWEET6_1833
0002: jump SWEET6_1873

:SWEET6_1834
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false SWEET6_1873
0006: @43 =  0  ;; integer values

:SWEET6_1838
00D6: if  0
001B:    12 > @43  ;; integer values
004D: jump_if_false SWEET6_1847
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_1845
0792: @80(@43,22i) 

:SWEET6_1845
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1838

:SWEET6_1847
0006: @43 =  0  ;; integer values

:SWEET6_1848
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_1857
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_1855
077A: @80(@43,22i)  4  0 

:SWEET6_1855
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1848

:SWEET6_1857
0006: @43 =  0  ;; integer values

:SWEET6_1858
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_1864
01C2: remove_references_to_actor @80(@43,22i)  ;; Like turning an actor into a random pedestrian
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1858

:SWEET6_1864
0006: @43 =  0  ;; integer values

:SWEET6_1865
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_1871
01C3: remove_references_to_car @72(@43,7i)  ;; Like turning a car into any random car
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1865

:SWEET6_1871
0006: @37 =  1  ;; integer values
000A: @130 +=  1  ;; integer values

:SWEET6_1873
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1907
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_1907
00D6: if  0
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_1906
00D6: if  0
09D0: @71 
004D: jump_if_false SWEET6_1905
010B: @43 = player $PLAYER_CHAR money
00D6: if  0
002D:   @43 >= @274  ;; integer values 
004D: jump_if_false SWEET6_1893
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
0006: @35 =  99  ;; integer values
0002: jump SWEET6_1905

:SWEET6_1893
00D6: if  1
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
876F:   NOT (unknown)
004D: jump_if_false SWEET6_1905
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false SWEET6_1905
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_AK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22806
004F: create_thread AUDIOL_1 -1  0  0  1  0 
000A: @280 +=  1  ;; integer values
03E5: text_box 'S6_40'

:SWEET6_1905
0002: jump SWEET6_1907

:SWEET6_1906
0006: @280 =  0  ;; integer values

:SWEET6_1907
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false SWEET6_1922
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2644.069 -2029.135 radius  20.0  20.0
004D: jump_if_false SWEET6_1921
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false SWEET6_1921
03E5: text_box 'S6_22'
0164: disable_marker $414
04CE: $414 = create_icon_marker_without_sphere  27 at  2644.252 -2028.246  12.5547
000A: @281 +=  1  ;; integer values

:SWEET6_1921
0002: jump SWEET6_1953

:SWEET6_1922
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false SWEET6_1938
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1937
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_1937
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false SWEET6_1937
03E5: text_box 'S6_36'
000A: @282 +=  1  ;; integer values

:SWEET6_1937
0002: jump SWEET6_1953

:SWEET6_1938
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false SWEET6_1953
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1953
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_1953
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false SWEET6_1953
03E5: text_box 'S6_41'
000A: @282 +=  1  ;; integer values

:SWEET6_1953
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SWEET6_1964
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SWEET6_1964
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
01C1:   car $48 stopped
004D: jump_if_false SWEET6_1964
0050: gosub SWEET6_4143

:SWEET6_1964
0051: return

:SWEET6_1965
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET6_2043
016A: fade  0 ()  500 ms

:SWEET6_1969
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_1974
0001: wait  0 ms
0002: jump SWEET6_1969

:SWEET6_1974
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1978
09FE: @71 

:SWEET6_1978
01EB: set_car_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  0
075C:   marker @105 enabled
004D: jump_if_false SWEET6_1985
0164: disable_marker @105

:SWEET6_1985
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_1990
00AB: put_car @71 at  1793.068 -1904.254  12.3989
0175: set_car @71 z_angle_to  171.6728

:SWEET6_1990
0006: @43 =  0  ;; integer values

:SWEET6_1991
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false SWEET6_2000
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_1998
0792: @80(@43,22i) 

:SWEET6_1998
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_1991

:SWEET6_2000
0006: @43 =  0  ;; integer values

:SWEET6_2001
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_2010
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_2008
060B: unknown_actor_use_entity @80(@43,22i) @66 

:SWEET6_2008
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2001

:SWEET6_2010
0006: @43 =  0  ;; integer values

:SWEET6_2011
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false SWEET6_2021
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_2019
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_2019
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2011

:SWEET6_2021
0006: @43 =  0  ;; integer values

:SWEET6_2022
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_2032
00D6: if  0
8119:   NOT   car @72(@43,7i) wrecked
004D: jump_if_false SWEET6_2030
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_2030
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2022

:SWEET6_2032
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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 (back)  500 ms

:SWEET6_2037
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_2042
0001: wait  0 ms
0002: jump SWEET6_2037

:SWEET6_2042
000A: @35 +=  1  ;; integer values

:SWEET6_2043
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SWEET6_2060
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_2058
0615: @49 
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET6_2054
05CD: unknown_action_sequence -1 @76 

:SWEET6_2054
05D3: unknown_action_sequence -1  1792.631 -1909.274  12.4371  4  10000 
0616: @49 
0618: @98 @49 
061B: @49 

:SWEET6_2058
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_2060
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SWEET6_2076
00D6: if  21
0019:   @32 >  5000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false SWEET6_2076
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_2076
0792: @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_2076
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SWEET6_2114
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_2114
0615: @49 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "LOWRIDER"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKE" "LOWRIDER"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKF" "LOWRIDER"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKG" "LOWRIDER"  4.0  0  0  0  0 -1 
0616: @49 
0618: @98 @49 
061B: @49 
0209: @43 = random_int  0  3
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET6_2097
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22808
004F: create_thread AUDIOL_1 @98  0  1  1  0 

:SWEET6_2097
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false SWEET6_2103
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22809
004F: create_thread AUDIOL_1 @98  0  1  1  0 

:SWEET6_2103
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false SWEET6_2109
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22810
004F: create_thread AUDIOL_1 @98  0  1  1  0 

:SWEET6_2109
0001: wait  1000 ms
03F0: text_draw_toggle  1
0001: wait  1 ms
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_2114
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SWEET6_2131
00D6: if  21
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false SWEET6_2131
000A: @35 +=  1  ;; integer values
0006: @134 =  1  ;; integer values
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_2131
0687: @98 

:SWEET6_2131
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SWEET6_2143
02A3: toggle_widescreen  0 (off)
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'
000A: @35 +=  1  ;; integer values

:SWEET6_2143
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SWEET6_2291
00D6: if  1
09FA: (unknown)
0A0F: (unknown)
004D: jump_if_false SWEET6_2152
03E6: remove_text_box
0512: permanent_text_box 'S6_37'

:SWEET6_2152
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false SWEET6_2216
00D6: if  1
8039:   NOT   @277 ==  1  ;; integer values
8039:   NOT   @277 == -1  ;; integer values
004D: jump_if_false SWEET6_2208
00D6: if  0
0029:   @276 >=  10000  ;; integer values
004D: jump_if_false SWEET6_2164
0006: @273 =  1000  ;; integer values
0002: jump SWEET6_2180

:SWEET6_2164
00D6: if  0
0029:   @276 >=  1000  ;; integer values
004D: jump_if_false SWEET6_2169
0006: @273 =  100  ;; integer values
0002: jump SWEET6_2180

:SWEET6_2169
00D6: if  0
0029:   @276 >=  100  ;; integer values
004D: jump_if_false SWEET6_2174
0006: @273 =  10  ;; integer values
0002: jump SWEET6_2180

:SWEET6_2174
00D6: if  0
0039:   @276 ==  0  ;; integer values
004D: jump_if_false SWEET6_2179
0006: @273 =  2  ;; integer values
0002: jump SWEET6_2180

:SWEET6_2179
0006: @273 =  1  ;; integer values

:SWEET6_2180
010B: @43 = player $PLAYER_CHAR money
00D6: if  0
001D:   @273 > @43  ;; integer values  
004D: jump_if_false SWEET6_2185
0085: @273 = @43  ;; integer values and handles

:SWEET6_2185
0085: @43 = @276  ;; integer values and handles
005A: @43 += @273  ;; integer values 
00D6: if  0
001D:   @43 > @275  ;; integer values  
004D: jump_if_false SWEET6_2192
0085: @273 = @275  ;; integer values and handles
0062: @273 -= @276  ;; integer values 

:SWEET6_2192
00D6: if  0
001B:    0 > @273  ;; integer values
004D: jump_if_false SWEET6_2196
0012: @273 *= -1  ;; integer values 

:SWEET6_2196
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  0
0019:   @277 >  1  ;; integer values
004D: jump_if_false SWEET6_2206
0006: @277 =  2  ;; integer values
0002: jump SWEET6_2207

:SWEET6_2206
0006: @32 =  0  ;; integer values

:SWEET6_2207
0002: jump SWEET6_2215

:SWEET6_2208
00D6: if  0
0039:   @277 ==  1  ;; integer values
004D: jump_if_false SWEET6_2215
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SWEET6_2215
0006: @277 =  2  ;; integer values

:SWEET6_2215
0002: jump SWEET6_2275

:SWEET6_2216
00D6: if  0
8039:   NOT   @277 ==  0  ;; integer values
004D: jump_if_false SWEET6_2220
0006: @277 =  0  ;; integer values

:SWEET6_2220
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false SWEET6_2271
00D6: if  0
8039:   NOT   @279 ==  1  ;; integer values
004D: jump_if_false SWEET6_2266
00D6: if  0
0019:   @276 >  10000  ;; integer values
004D: jump_if_false SWEET6_2231
0006: @273 = -1000  ;; integer values
0002: jump SWEET6_2242

:SWEET6_2231
00D6: if  0
0019:   @276 >  1000  ;; integer values
004D: jump_if_false SWEET6_2236
0006: @273 = -100  ;; integer values
0002: jump SWEET6_2242

:SWEET6_2236
00D6: if  0
0019:   @276 >  100  ;; integer values
004D: jump_if_false SWEET6_2241
0006: @273 = -10  ;; integer values
0002: jump SWEET6_2242

:SWEET6_2241
0006: @273 = -1  ;; integer values

:SWEET6_2242
0085: @43 = @276  ;; integer values and handles
005A: @276 += @273  ;; integer values 
00D6: if  0
001D:   @274 > @276  ;; integer values  
004D: jump_if_false SWEET6_2250
0006: @276 =  0  ;; integer values
0085: @273 = @43  ;; integer values and handles
0012: @273 *= -1  ;; integer values 

:SWEET6_2250
00D6: if  0
001D:   @274 > @276  ;; integer values  
004D: jump_if_false SWEET6_2255
0085: @276 = @274  ;; integer values and handles
0002: jump SWEET6_2258

:SWEET6_2255
0012: @273 *= -1  ;; integer values 
0062: @278 -= @273  ;; integer values 
0109: player $PLAYER_CHAR money += @273

:SWEET6_2258
000A: @279 +=  1  ;; integer values
00D6: if  0
0019:   @279 >  1  ;; integer values
004D: jump_if_false SWEET6_2264
0006: @279 =  2  ;; integer values
0002: jump SWEET6_2265

:SWEET6_2264
0006: @32 =  0  ;; integer values

:SWEET6_2265
0002: jump SWEET6_2270

:SWEET6_2266
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SWEET6_2270
0006: @279 =  2  ;; integer values

:SWEET6_2270
0002: jump SWEET6_2275

:SWEET6_2271
00D6: if  0
8039:   NOT   @279 ==  0  ;; integer values
004D: jump_if_false SWEET6_2275
0006: @279 =  0  ;; integer values

:SWEET6_2275
0050: gosub SWEET6_4110
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false SWEET6_2287
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SWEET6_2286
0093: @46 = integer_to_float @276  
0013: @46 *=  .1  ;; floating-point values 
03E6: remove_text_box
000A: @35 +=  1  ;; integer values

:SWEET6_2286
0002: jump SWEET6_2291

:SWEET6_2287
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false SWEET6_2291
0006: @134 =  0  ;; integer values

:SWEET6_2291
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SWEET6_2297
03F0: text_draw_toggle  0
02A3: toggle_widescreen  1 (on)
000A: @35 +=  1  ;; integer values

:SWEET6_2297
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SWEET6_2305
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_2305
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_2305
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SWEET6_2323
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_2323
07A1:  4 
0615: @49 
05D3: unknown_action_sequence -1  1791.433 -1911.414  12.4371  4  10000 
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET6_2318
05CB: unknown_action_sequence -1 @76  5000 

:SWEET6_2318
0616: @49 
0618: @98 @49 
061B: @49 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_2323
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false SWEET6_2337
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET6_2337
00BE: text_clear_all
016A: fade  0 ()  500 ms

:SWEET6_2331
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_2336
0001: wait  0 ms
0002: jump SWEET6_2331

:SWEET6_2336
0006: @35 =  99  ;; integer values

:SWEET6_2337
0050: gosub SWEET6_3498
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SWEET6_2342
0050: gosub SWEET6_4143

:SWEET6_2342
0051: return

:SWEET6_2343
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET6_2353
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_2353
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SWEET6_2613
0247: request_model  114
0247: request_model  115
0247: request_model  116
0247: request_model  63
0247: request_model  41
0247: request_model  567
0247: request_model  534
04ED: load_animation "LOWRIDER"
038B: load_requested_models

:SWEET6_2365
00D6: if  24
8248:   NOT   model  114 available
8248:   NOT   model  115 available
8248:   NOT   model  116 available
8248:   NOT   model  63 available
8248:   NOT   model  41 available
004D: jump_if_false SWEET6_2374
0001: wait  0 ms
0002: jump SWEET6_2365

:SWEET6_2374
00D6: if  21
8248:   NOT   model  567 available
8248:   NOT   model  534 available
004D: jump_if_false SWEET6_2380
0001: wait  0 ms
0002: jump SWEET6_2374

:SWEET6_2380
00D6: if  0
84EE:   NOT   animation "LOWRIDER" loaded
004D: jump_if_false SWEET6_2385
0001: wait  0 ms
0002: jump SWEET6_2380

:SWEET6_2385
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 =  .01  ;; floating-point values
0006: @43 =  0  ;; integer values

:SWEET6_2499
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_2508
00D6: if  0
056E: @72(@43,7i) 
004D: jump_if_false SWEET6_2506
00A6: destroy_car @72(@43,7i)

:SWEET6_2506
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2499

:SWEET6_2508
0006: @43 =  0  ;; integer values

:SWEET6_2509
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_2518
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_2516
009B: destroy_actor_instantly @80(@43,22i)

:SWEET6_2516
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2509

:SWEET6_2518
00D6: if  0
856E:   NOT @71 
004D: jump_if_false SWEET6_2524
00A5: @71 = create_car  567 at  1793.496 -1907.423  12.3992
0175: set_car @71 z_angle_to  181.5231
0002: jump SWEET6_2529

:SWEET6_2524
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2529
00AB: put_car @71 at  1793.496 -1907.423  12.3992
0175: set_car @71 z_angle_to  181.5231

:SWEET6_2529
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2535
036A: put_actor $PLAYER_ACTOR in_car @71
0605: unknown_action_sequence $PLAYER_ACTOR "SIT_RELAXED" "LOWRIDER"  4.0  1  0  0  1 -1 

:SWEET6_2535
00A5: @72 = create_car  534 at  0.0  0.0  0.0
00A5: @73 = create_car  567 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  567 at  0.0  0.0  0.0
00A5: @76 = create_car  534 at  0.0  0.0  0.0
00A5: @77 = create_car  567 at  0.0  0.0  0.0
00A5: @78 = create_car  534 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_2550
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_2559
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: unknown_car @72(@43,7i) flag  1
020A: set_car @72(@43,7i) door_status_to  3
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2550

:SWEET6_2559
0519: unknown_car @76 flag  0
03A2: (unknown) @76  3 
07FF: @76  1 
02AA: set_car @76 immune_to_nonplayer  1
02AC: set_car @76 immunities  1  1  1  1  1
009A: @80 = create_actor  24  114 at  0.0  0.0  0.0
009A: @81 = create_actor  24  115 at  0.0  0.0  0.0
009A: @82 = create_actor  24  116 at  0.0  0.0  0.0
009A: @83 = create_actor  24  114 at  0.0  0.0  0.0
009A: @84 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @87 = create_actor  24  115 at  0.0  0.0  0.0
009A: @88 = create_actor  24  116 at  0.0  0.0  0.0
009A: @89 = create_actor  24  114 at  0.0  0.0  0.0
009A: @90 = create_actor  24  115 at  0.0  0.0  0.0
009A: @91 = create_actor  24  116 at  0.0  0.0  0.0
009A: @92 = create_actor  24  114 at  0.0  0.0  0.0
009A: @93 = create_actor  24  115 at  0.0  0.0  0.0
009A: @94 = create_actor  24  63 at  0.0  0.0  0.0
009A: @95 = create_actor  24  41 at  0.0  0.0  0.0
009A: @96 = create_actor  24  63 at  0.0  0.0  0.0
009A: @97 = create_actor  24  41 at  0.0  0.0  0.0
009A: @98 = create_actor  24  63 at  0.0  0.0  0.0
009A: @99 = create_actor  24  63 at  0.0  0.0  0.0
009A: @100 = create_actor  24  41 at  0.0  0.0  0.0
0129: @101 = create_actor  24  116 in_car @76 driverseat
0006: @43 =  0  ;; integer values

:SWEET6_2587
00D6: if  0
001B:    21 > @43  ;; integer values
004D: jump_if_false SWEET6_2594
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_2587

:SWEET6_2594
009A: @102 = create_actor  24  63 at  1788.273 -1903.364  12.4345
0173: set_actor @102 z_angle_to  232.5412
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2604
00D6: if  0
8431:   NOT   car @71 car_passenger_seat_free  0
004D: jump_if_false SWEET6_2604
0432: @283 = get_actor_handle_from_car @71 passenger  0
009B: destroy_actor_instantly @283

:SWEET6_2604
0952:  0 
0006: @43 =  0  ;; integer values

:SWEET6_2606
00D6: if  0
84A4:   NOT @43  2 
004D: jump_if_false SWEET6_2612
0001: wait  0 ms
0953: @43 
0002: jump SWEET6_2606

:SWEET6_2612
000A: @35 +=  1  ;; integer values

:SWEET6_2613
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SWEET6_2637
016A: fade  1 (back)  500 ms

:SWEET6_2617
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_2622
0001: wait  0 ms
0002: jump SWEET6_2617

:SWEET6_2622
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SWEET6_2635
07A1:  4 
0615: @49 
05D3: unknown_action_sequence -1  1791.178 -1905.84  12.3975  4  10000 
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2632
05CA: unknown_action_sequence -1 @71  5000  0 

:SWEET6_2632
0616: @49 
0618: @102 @49 
061B: @49 

:SWEET6_2635
00BE: text_clear_all
000A: @35 +=  1  ;; integer values

:SWEET6_2637
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SWEET6_2657
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false SWEET6_2655
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SWEET6_2654
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2654
00D6: if  0
00DB:   actor @102 in_car @71
004D: jump_if_false SWEET6_2654
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET6_2654
0002: jump SWEET6_2657

:SWEET6_2655
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET6_2657
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SWEET6_2735
016A: fade  0 ()  500 ms

:SWEET6_2661
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_2666
0001: wait  0 ms
0002: jump SWEET6_2661

:SWEET6_2666
0826:  0 
02A3: toggle_widescreen  0 (off)
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 (off)
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2677
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_2677
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SWEET6_2688
0792: @102 
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2688
00D6: if  0
0431:   car @71 car_passenger_seat_free  0
004D: jump_if_false SWEET6_2688
0430: @102 @71  0 

:SWEET6_2688
0007: @269 =  .62  ;; floating-point values
0007: @270 =  .31  ;; floating-point values
0007: @271 = -.167  ;; floating-point values
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2702
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SWEET6_2702
00D6: if  0
0137:   car @71 id ==  567
004D: jump_if_false SWEET6_2702
0792: @102 
0464: put_actor @102 into_turret_on_car @71 at_car_offset @269 @270 @271 unknown  0 angle  0.0 with_weapon  0

:SWEET6_2702
0615: @49 
0812: unknown_action_sequence -1 "LRGIRL_HAIR" "LOWRIDER"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "LRGIRL_HURRY" "LOWRIDER"  4.0  0  0  0  1 -1 
0616: @49 
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SWEET6_2713
00D6: if  0
0A32: @102 
004D: jump_if_false SWEET6_2713
0618: @102 @49 

:SWEET6_2713
061B: @49 
0006: @32 =  0  ;; integer values
00BE: text_clear_all
0004: $1020 = -1  ;; integer values
0004: $1021 = -1  ;; integer values
00D6: if  0
0038:   $1920 ==  0  ;; integer values
004D: jump_if_false SWEET6_2723
0004: $1022 =  2  ;; integer values
0002: jump SWEET6_2727

:SWEET6_2723
00D6: if  0
001A:    1 > $1022  ;; integer values
004D: jump_if_false SWEET6_2727
0004: $1022 =  1  ;; integer values

:SWEET6_2727
016A: fade  1 (back)  500 ms

:SWEET6_2728
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_2733
0001: wait  0 ms
0002: jump SWEET6_2728

:SWEET6_2733
0954: (unknown)
000A: @35 +=  1  ;; integer values

:SWEET6_2735
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SWEET6_2751
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
004F: create_thread BDISPLY_1 
004F: create_thread LOWGAME_1 @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'
0006: @65 =  0  ;; integer values
0006: @63 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_2751
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SWEET6_2758
00D6: if  0
0038:   $1017 ==  1  ;; integer values
004D: jump_if_false SWEET6_2758
000A: @35 +=  1  ;; integer values

:SWEET6_2758
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SWEET6_2869
00D6: if  0
0038:   $1017 ==  1  ;; integer values
004D: jump_if_false SWEET6_2868
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false SWEET6_2808
00D6: if  21
0019:   @139 >  5000  ;; integer values
00E1:   key_pressed  0  13
004D: jump_if_false SWEET6_2807
000A: @133 +=  1  ;; integer values
00D6: if  0
0029:   @133 >=  5  ;; integer values
004D: jump_if_false SWEET6_2776
0006: @133 =  0  ;; integer values

:SWEET6_2776
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2780
00AA: store_car @71 position_to $73 $74 $75

:SWEET6_2780
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false SWEET6_2785
015F: set_camera_position  1803.978 -1909.369  15.0671  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:SWEET6_2785
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false SWEET6_2790
015F: set_camera_position  1795.369 -1900.999  14.1795  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:SWEET6_2790
00D6: if  0
0039:   @133 ==  2  ;; integer values
004D: jump_if_false SWEET6_2795
015F: set_camera_position  1788.793 -1902.99  13.7203  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:SWEET6_2795
00D6: if  0
0039:   @133 ==  3  ;; integer values
004D: jump_if_false SWEET6_2800
015F: set_camera_position  1789.376 -1912.195  14.0671  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:SWEET6_2800
00D6: if  0
0039:   @133 ==  4  ;; integer values
004D: jump_if_false SWEET6_2805
015F: set_camera_position  1796.409 -1912.231  13.8316  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2

:SWEET6_2805
000A: @135 +=  1  ;; integer values
0006: @139 =  0  ;; integer values

:SWEET6_2807
0002: jump SWEET6_2812

:SWEET6_2808
00D6: if  0
80E1:   NOT   key_pressed  0  13
004D: jump_if_false SWEET6_2812
0006: @135 =  0  ;; integer values

:SWEET6_2812
00D6: if  0
0736:  67 
004D: jump_if_false SWEET6_2867
068D: $73 $74 $75 
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2821
00AA: store_car @71 position_to @56 @57 @58
0174: $72 = car @71 z_angle

:SWEET6_2821
0011: $72 *= -1.0  ;; floating-point values
02F7: @46 = sinus $72 ;; cosine swapped with sinus
02F6: @47 = cosine $72  ;; sinus swapped with cosine
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; 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
DEFINE TABLE Tables\Table76.bin
03A8: write_debug_float @53 
03A8: write_debug_float @54 
03A8: write_debug_float @52 
068E: $73 $74 $75 
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; 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
DEFINE TABLE Tables\Table77.bin
03A8: write_debug_float @53 
03A8: write_debug_float @54 
03A8: write_debug_float @52 

:SWEET6_2867
0002: jump SWEET6_2869

:SWEET6_2868
000A: @35 +=  1  ;; integer values

:SWEET6_2869
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SWEET6_2881
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0004: $1044 =  1  ;; integer values
016A: fade  0 ()  500 ms

:SWEET6_2875
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_2880
0001: wait  0 ms
0002: jump SWEET6_2875

:SWEET6_2880
0006: @35 =  99  ;; integer values

:SWEET6_2881
0050: gosub SWEET6_3815
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SWEET6_2886
0050: gosub SWEET6_4143

:SWEET6_2886
0051: return

:SWEET6_2887
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SWEET6_2902
0955: (unknown)
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2901
09FE: @71 

:SWEET6_2901
000A: @35 +=  1  ;; integer values

:SWEET6_2902
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SWEET6_3027
0006: @43 =  0  ;; integer values

:SWEET6_2906
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_2915
00D6: if  0
056E: @72(@43,7i) 
004D: jump_if_false SWEET6_2913
00A6: destroy_car @72(@43,7i)

:SWEET6_2913
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2906

:SWEET6_2915
0006: @43 =  0  ;; integer values

:SWEET6_2916
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_2925
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_2923
009B: destroy_actor_instantly @80(@43,22i)

:SWEET6_2923
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2916

:SWEET6_2925
00D6: if  0
056D:   unknown_actor @102 dead_but_valid
004D: jump_if_false SWEET6_2929
009B: destroy_actor_instantly @102

:SWEET6_2929
00D6: if  0
856E:   NOT @71 
004D: jump_if_false SWEET6_2935
00A5: @71 = create_car  567 at  1793.496 -1907.423  12.3992
0175: set_car @71 z_angle_to  181.5231
0002: jump SWEET6_2940

:SWEET6_2935
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_2940
00AB: put_car @71 at  1793.496 -1907.423  12.3992
0175: set_car @71 z_angle_to  181.5231

:SWEET6_2940
00A5: @72 = create_car  534 at  0.0  0.0  0.0
00A5: @73 = create_car  567 at  0.0  0.0  0.0
00A5: @74 = create_car  567 at  0.0  0.0  0.0
00A5: @75 = create_car  567 at  0.0  0.0  0.0
00A5: @76 = create_car  534 at  0.0  0.0  0.0
00A5: @77 = create_car  567 at  0.0  0.0  0.0
00A5: @78 = create_car  534 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_2955
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_2964
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: unknown_car @72(@43,7i) flag  1
020A: set_car @72(@43,7i) door_status_to  3
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_2955

:SWEET6_2964
0519: unknown_car @76 flag  0
03A2: (unknown) @76  3 
07FF: @76  1 
02AA: set_car @76 immune_to_nonplayer  1
02AC: set_car @76 immunities  1  1  1  1  1
009A: @80 = create_actor  24  114 at  0.0  0.0  0.0
009A: @81 = create_actor  24  115 at  0.0  0.0  0.0
009A: @82 = create_actor  24  116 at  0.0  0.0  0.0
009A: @83 = create_actor  24  114 at  0.0  0.0  0.0
009A: @84 = create_actor  24  115 at  0.0  0.0  0.0
009A: @85 = create_actor  24  116 at  0.0  0.0  0.0
009A: @86 = create_actor  24  114 at  0.0  0.0  0.0
009A: @87 = create_actor  24  115 at  0.0  0.0  0.0
009A: @88 = create_actor  24  116 at  0.0  0.0  0.0
009A: @89 = create_actor  24  114 at  0.0  0.0  0.0
009A: @90 = create_actor  24  115 at  0.0  0.0  0.0
009A: @91 = create_actor  24  116 at  0.0  0.0  0.0
009A: @92 = create_actor  24  114 at  0.0  0.0  0.0
009A: @93 = create_actor  24  115 at  0.0  0.0  0.0
009A: @94 = create_actor  24  63 at  0.0  0.0  0.0
009A: @95 = create_actor  24  41 at  0.0  0.0  0.0
009A: @96 = create_actor  24  63 at  0.0  0.0  0.0
009A: @97 = create_actor  24  41 at  0.0  0.0  0.0
009A: @98 = create_actor  24  63 at  0.0  0.0  0.0
009A: @99 = create_actor  24  63 at  0.0  0.0  0.0
009A: @100 = create_actor  24  41 at  0.0  0.0  0.0
0129: @101 = create_actor  24  116 in_car @76 driverseat
0006: @43 =  0  ;; integer values

:SWEET6_2992
00D6: if  0
001B:    21 > @43  ;; integer values
004D: jump_if_false SWEET6_2999
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_2992

:SWEET6_2999
009A: @102 = create_actor  24  63 at  1788.273 -1903.364  12.4345
0173: set_actor @102 z_angle_to  232.5412
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_3013
01E9: @43 = car @71 num_passengers
00D6: if  0
0019:   @43 >  0  ;; integer values
004D: jump_if_false SWEET6_3009
0002: jump SWEET6_3013

:SWEET6_3009
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SWEET6_3013
0430: @102 @71  0 

:SWEET6_3013
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_3019
036A: put_actor $PLAYER_ACTOR in_car @71
0605: unknown_action_sequence $PLAYER_ACTOR "SIT_RELAXED" "LOWRIDER"  4.0  1  0  0  1 -1 

:SWEET6_3019
03CB: set_camera  1791.574 -1911.437  12.4378
016A: fade  1 (back)  1000 ms

:SWEET6_3021
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_3026
0001: wait  0 ms
0002: jump SWEET6_3021

:SWEET6_3026
000A: @35 +=  1  ;; integer values

:SWEET6_3027
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SWEET6_3044
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET6_3044
0615: @49 
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET6_3038
05CD: unknown_action_sequence -1 @76 

:SWEET6_3038
05D3: unknown_action_sequence -1  1791.574 -1911.437  12.4378  4  10000 
0616: @49 
0618: @101 @49 
061B: @49 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_3044
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SWEET6_3066
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET6_3066
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  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET6_3064
0792: @101 
00A1: put_actor @101 at  1795.968 -1909.333  12.4389
0173: set_actor @101 z_angle_to  20.3199
0615: @49 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  99999 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @101 @49 
061B: @49 

:SWEET6_3064
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_3066
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SWEET6_3103
00D6: if  0
001C:   $1018 > $1019  ;; integer values
004D: jump_if_false SWEET6_3086
0209: @43 = random_int  0  2
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET6_3080
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22811
004F: create_thread AUDIOL_1 @101  0  1  1  0 
0002: jump SWEET6_3083

:SWEET6_3080
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_CB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22812
004F: create_thread AUDIOL_1 @101  0  1  1  0 

:SWEET6_3083
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump SWEET6_3102

:SWEET6_3086
000C: $1022 -=  1  ;; integer values
0209: @43 = random_int  0  2
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false SWEET6_3095
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22813
004F: create_thread AUDIOL_1 @101  0  1  1  0 
0002: jump SWEET6_3098

:SWEET6_3095
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'LOWR_DB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  22814
004F: create_thread AUDIOL_1 @101  0  1  1  0 

:SWEET6_3098
0006: @32 =  0  ;; integer values
000A: @35 +=  2  ;; integer values
0012: @276 *= -1  ;; integer values 
0006: @32 =  0  ;; integer values

:SWEET6_3102
0001: wait  1000 ms

:SWEET6_3103
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SWEET6_3126
00D6: if  21
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET6_3126
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET6_3126
0687: @101 
0647: unknown_action_sequence @101 
0615: @49 
05D3: unknown_action_sequence -1  1794.299 -1917.246  12.4339  4  10000 
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET6_3121
05CB: unknown_action_sequence -1 @76  10000 

:SWEET6_3121
0616: @49 
0618: @101 @49 
061B: @49 
0006: @32 =  0  ;; integer values
000A: @35 +=  2  ;; integer values

:SWEET6_3126
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SWEET6_3150
00D6: if  21
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET6_3150
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET6_3150
0687: @101 
0647: unknown_action_sequence @101 
07A1:  4 
0615: @49 
05D3: unknown_action_sequence -1  1794.299 -1917.246  12.4339  4  10000 
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET6_3145
05CB: unknown_action_sequence -1 @76  10000 

:SWEET6_3145
0616: @49 
0618: @101 @49 
061B: @49 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_3150
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SWEET6_3169
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET6_3169
00D6: if  0
001C:   $1018 > $1019  ;; integer values
004D: jump_if_false SWEET6_3162
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump SWEET6_3169

:SWEET6_3162
016A: fade  0 ()  500 ms

:SWEET6_3163
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_3168
0001: wait  0 ms
0002: jump SWEET6_3163

:SWEET6_3168
0006: @35 =  99  ;; integer values

:SWEET6_3169
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SWEET6_3174
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SWEET6_3174
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SWEET6_3247
016A: fade  0 ()  500 ms

:SWEET6_3178
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_3183
0001: wait  0 ms
0002: jump SWEET6_3178

:SWEET6_3183
0006: @43 =  0  ;; integer values

:SWEET6_3184
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_3193
00D6: if  0
056E: @72(@43,7i) 
004D: jump_if_false SWEET6_3191
00A6: destroy_car @72(@43,7i)

:SWEET6_3191
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_3184

:SWEET6_3193
0006: @43 =  0  ;; integer values

:SWEET6_3194
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_3203
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_3201
009B: destroy_actor_instantly @80(@43,22i)

:SWEET6_3201
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_3194

:SWEET6_3203
00D6: if  0
056D:   unknown_actor @102 dead_but_valid
004D: jump_if_false SWEET6_3207
009B: destroy_actor_instantly @102

:SWEET6_3207
0249: release_model  50
0249: release_model  567
0249: release_model  114
0249: release_model  115
0249: release_model  116
0249: release_model  63
0249: release_model  41
0249: release_model  567
0249: release_model  534
04EF: release_animation "LOWRIDER"
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_3225
09FE: @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: unknown_car @71 flag  1

:SWEET6_3225
0001: wait  500 ms
02E4: load_cutscene_data 'SWEET6B'

:SWEET6_3227
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET6_3232
0001: wait  0 ms
0002: jump SWEET6_3227

:SWEET6_3232
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET6_3234
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET6_3239
0001: wait  0 ms
0002: jump SWEET6_3234

:SWEET6_3239
02EA: end_cutscene
016A: fade  0 ()  0 ms

:SWEET6_3241
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_3246
0001: wait  0 ms
0002: jump SWEET6_3241

:SWEET6_3246
0006: @35 =  99  ;; integer values

:SWEET6_3247
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SWEET6_3336
0006: @43 =  0  ;; integer values

:SWEET6_3251
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_3260
00D6: if  0
056E: @72(@43,7i) 
004D: jump_if_false SWEET6_3258
00A6: destroy_car @72(@43,7i)

:SWEET6_3258
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_3251

:SWEET6_3260
0006: @43 =  0  ;; integer values

:SWEET6_3261
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_3270
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_3268
009B: destroy_actor_instantly @80(@43,22i)

:SWEET6_3268
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_3261

:SWEET6_3270
00D6: if  0
056D:   unknown_actor @102 dead_but_valid
004D: jump_if_false SWEET6_3274
009B: destroy_actor_instantly @102

:SWEET6_3274
0247: request_model  534
0247: request_model  567
0247: request_model  114
0247: request_model  115
0247: request_model  116

:SWEET6_3279
00D6: if  24
8248:   NOT   model  534 available
8248:   NOT   model  567 available
8248:   NOT   model  114 available
8248:   NOT   model  115 available
8248:   NOT   model  116 available
004D: jump_if_false SWEET6_3288
0001: wait  0 ms
0002: jump SWEET6_3279

:SWEET6_3288
00A5: @284 = create_car  534 at  1787.266 -1925.162  12.39
0175: set_car @284 z_angle_to  24.6517
00A5: @285 = create_car  567 at  1799.919 -1926.14  12.3895
0175: set_car @285 z_angle_to  341.4824
0129: @286 = create_actor  4  114 in_car @284 driverseat
0129: @287 = create_actor  4  114 in_car @285 driverseat
009A: @288 = create_actor  4  114 at  1796.7 -1915.742  12.3946
0173: set_actor @288 z_angle_to  80.7
009A: @289 = create_actor  4  115 at  1791.622 -1919.621  12.3927
0173: set_actor @289 z_angle_to  10.9
009A: @290 = create_actor  4  116 at  1786.067 -1911.462  12.3937
0173: set_actor @290 z_angle_to  120.0
0249: release_model  534
0249: release_model  567
0249: release_model  114
0249: release_model  115
0249: release_model  116
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_3320
0519: unknown_car @71 flag  1

:SWEET6_3320
03CB: set_camera  1793.989 -1908.417  12.3995
016A: fade  1 (back)  1500 ms

:SWEET6_3322
00D6: if  0
016B:   fading
004D: jump_if_false SWEET6_3327
0001: wait  0 ms
0002: jump SWEET6_3322

:SWEET6_3327
00D6: if  0
001C:   $1018 > $1019  ;; integer values
004D: jump_if_false SWEET6_3332
0006: @36 =  1  ;; integer values
0002: jump SWEET6_3334

:SWEET6_3332
00BC: text_highpriority 'S6_33'  5000 ms  1
0006: @37 =  1  ;; integer values

:SWEET6_3334
0001: wait  0 ms
0050: gosub SWEET6_4143

:SWEET6_3336
0050: gosub SWEET6_3815
0051: return

:SWEET6_3338
00D6: if  0
0736:  52 
004D: jump_if_false SWEET6_3342
000B: @272 +=  .01  ;; floating-point values

:SWEET6_3342
00D6: if  0
0736:  53 
004D: jump_if_false SWEET6_3346
000B: @272 += -.01  ;; floating-point values

:SWEET6_3346
00D6: if  0
056E: @71 
004D: jump_if_false SWEET6_3354
00D6: if  0
0119:   car @71 wrecked
004D: jump_if_false SWEET6_3354
00BC: text_highpriority 'S6_34'  5000 ms  1
0006: @37 =  1  ;; integer values

:SWEET6_3354
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SWEET6_3376
00D6: if  0
0019:   @34 >  2  ;; integer values
004D: jump_if_false SWEET6_3376
00D6: if  0
0039:   @291 ==  0  ;; integer values
004D: jump_if_false SWEET6_3370
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1793.068 -1904.254 radius  125.0  125.0
004D: jump_if_false SWEET6_3369
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @291 =  1  ;; integer values

:SWEET6_3369
0002: jump SWEET6_3376

:SWEET6_3370
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1793.068 -1904.254 radius  150.0  150.0
004D: jump_if_false SWEET6_3376
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @291 =  0  ;; integer values

:SWEET6_3376
0051: return
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_3384
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SWEET6_3384
0464: put_actor @102 into_turret_on_car @71 at_car_offset @269 @270 @271 unknown  0 angle  0.0 with_weapon  0

:SWEET6_3384
0051: return

:SWEET6_3385
00D6: if  0
0039:   @296 ==  0  ;; integer values
004D: jump_if_false SWEET6_3392
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_3392
00D6: if  0
0039:   @296 ==  1  ;; integer values
004D: jump_if_false SWEET6_3399
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_3399
00D6: if  0
0039:   @296 ==  2  ;; integer values
004D: jump_if_false SWEET6_3406
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_3406
00D6: if  0
0039:   @296 ==  3  ;; integer values
004D: jump_if_false SWEET6_3413
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_3413
00D6: if  0
0039:   @296 ==  4  ;; integer values
004D: jump_if_false SWEET6_3420
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_3420
00D6: if  0
0039:   @296 ==  5  ;; integer values
004D: jump_if_false SWEET6_3427
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_3427
00D6: if  0
0039:   @296 ==  6  ;; integer values
004D: jump_if_false SWEET6_3434
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_3434
00D6: if  0
0039:   @296 ==  7  ;; integer values
004D: jump_if_false SWEET6_3441
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_3441
00D6: if  0
0039:   @296 ==  8  ;; integer values
004D: jump_if_false SWEET6_3448
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_3448
00D6: if  0
0039:   @296 ==  9  ;; integer values
004D: jump_if_false SWEET6_3455
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_3455
00D6: if  0
0039:   @296 ==  10  ;; integer values
004D: jump_if_false SWEET6_3462
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_3462
00D6: if  0
0039:   @296 ==  11  ;; integer values
004D: jump_if_false SWEET6_3469
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_3469
00D6: if  0
0039:   @296 ==  12  ;; integer values
004D: jump_if_false SWEET6_3476
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_3476
00D6: if  0
0039:   @296 ==  13  ;; integer values
004D: jump_if_false SWEET6_3483
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_3483
00D6: if  0
0039:   @296 ==  14  ;; integer values
004D: jump_if_false SWEET6_3490
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_3490
00D6: if  0
0039:   @296 ==  15  ;; integer values
004D: jump_if_false SWEET6_3497
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_3497
0051: return

:SWEET6_3498
00D6: if  0
001B:    300 > @136  ;; integer values
004D: jump_if_false SWEET6_3506
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_3515

:SWEET6_3506
00D6: if  0
0019:   @136 >  500  ;; integer values
004D: jump_if_false SWEET6_3511
0006: @136 =  0  ;; integer values
0002: jump SWEET6_3515

:SWEET6_3511
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_3515
00D6: if  0
0019:   @137 >  2000  ;; integer values
004D: jump_if_false SWEET6_3525
0209: @296 = random_int  0  16
0050: gosub SWEET6_3385
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_3525
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false SWEET6_3540
00D6: if  0
0803: @72 
004D: jump_if_false SWEET6_3540
07F5: @72 @260 @266 @257 @263 
00AA: store_car @72 position_to $73 $74 $75
0087: @50 = @141  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @148  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @272  ;; floating-point values
006B: @51 *= @272  ;; floating-point values
07D5: @72 @50 @51  0.0  0.0  0.0  0.0 

:SWEET6_3540
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false SWEET6_3555
00D6: if  0
0803: @75 
004D: jump_if_false SWEET6_3555
07F5: @75 @261 @267 @258 @264 
00AA: store_car @75 position_to $73 $74 $75
0087: @50 = @144  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @151  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
006B: @50 *= @272  ;; floating-point values
006B: @51 *= @272  ;; floating-point values
07D5: @75 @50 @51  0.0  0.0  0.0  0.0 

:SWEET6_3555
0871: init_jump_table @39 total_jumps  18  0 SWEET6_3814 jumps  0 SWEET6_3558  1 SWEET6_3571  2 SWEET6_3584  3 SWEET6_3602  4 SWEET6_3620  5 SWEET6_3633  6 SWEET6_3651 
0872: jump_table_jumps  7 SWEET6_3669  8 SWEET6_3682  9 SWEET6_3695  10 SWEET6_3708  11 SWEET6_3723  12 SWEET6_3736  13 SWEET6_3749  14 SWEET6_3762  15 SWEET6_3775 
0872: jump_table_jumps  16 SWEET6_3788  17 SWEET6_3801 -1 SWEET6_3814 -1 SWEET6_3814 -1 SWEET6_3814 -1 SWEET6_3814 -1 SWEET6_3814 -1 SWEET6_3814 -1 SWEET6_3814 

:SWEET6_3558
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false SWEET6_3570
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3570
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @80 @49 
061B: @49 

:SWEET6_3570
0002: jump SWEET6_3814

:SWEET6_3571
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET6_3583
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3583
0615: @49 
0605: unknown_action_sequence -1 "F_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @81 @49 
061B: @49 

:SWEET6_3583
0002: jump SWEET6_3814

:SWEET6_3584
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET6_3601
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3601
0615: @49 
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false SWEET6_3597
0677: unknown_action_sequence -1 @83  1  1 
0002: jump SWEET6_3598

:SWEET6_3597
05B9: unknown_action_sequence -1  1000 

:SWEET6_3598
0616: @49 
0618: @82 @49 
061B: @49 

:SWEET6_3601
0002: jump SWEET6_3814

:SWEET6_3602
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false SWEET6_3619
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3619
0615: @49 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET6_3615
0677: unknown_action_sequence -1 @82  0  1 
0002: jump SWEET6_3616

:SWEET6_3615
05B9: unknown_action_sequence -1  1000 

:SWEET6_3616
0616: @49 
0618: @83 @49 
061B: @49 

:SWEET6_3619
0002: jump SWEET6_3814

:SWEET6_3620
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false SWEET6_3632
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3632
0615: @49 
0605: unknown_action_sequence -1 "CAR_HOOKERTALK" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @84 @49 
061B: @49 

:SWEET6_3632
0002: jump SWEET6_3814

:SWEET6_3633
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false SWEET6_3650
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3650
0615: @49 
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false SWEET6_3646
0677: unknown_action_sequence -1 @86  0  1 
0002: jump SWEET6_3647

:SWEET6_3646
05B9: unknown_action_sequence -1  1000 

:SWEET6_3647
0616: @49 
0618: @85 @49 
061B: @49 

:SWEET6_3650
0002: jump SWEET6_3814

:SWEET6_3651
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false SWEET6_3668
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3668
0615: @49 
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false SWEET6_3664
0677: unknown_action_sequence -1 @85  1  1 
0002: jump SWEET6_3665

:SWEET6_3664
05B9: unknown_action_sequence -1  1000 

:SWEET6_3665
0616: @49 
0618: @86 @49 
061B: @49 

:SWEET6_3668
0002: jump SWEET6_3814

:SWEET6_3669
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SWEET6_3681
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3681
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @87 @49 
061B: @49 

:SWEET6_3681
0002: jump SWEET6_3814

:SWEET6_3682
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false SWEET6_3694
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3694
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @88 @49 
061B: @49 

:SWEET6_3694
0002: jump SWEET6_3814

:SWEET6_3695
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET6_3707
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3707
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @89 @49 
061B: @49 

:SWEET6_3707
0002: jump SWEET6_3814

:SWEET6_3708
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET6_3722
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3722
0615: @49 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "FUCKU" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "WOMAN_IDLESTANCE" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: @90 @49 
061B: @49 

:SWEET6_3722
0002: jump SWEET6_3814

:SWEET6_3723
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false SWEET6_3735
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3735
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @91 @49 
061B: @49 

:SWEET6_3735
0002: jump SWEET6_3814

:SWEET6_3736
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false SWEET6_3748
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3748
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  1  1  0 -1 
0616: @49 
0618: @92 @49 
061B: @49 

:SWEET6_3748
0002: jump SWEET6_3814

:SWEET6_3749
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false SWEET6_3761
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3761
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @93 @49 
061B: @49 

:SWEET6_3761
0002: jump SWEET6_3814

:SWEET6_3762
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false SWEET6_3774
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3774
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @94 @49 
061B: @49 

:SWEET6_3774
0002: jump SWEET6_3814

:SWEET6_3775
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false SWEET6_3787
062E: @95  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3787
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @95 @49 
061B: @49 

:SWEET6_3787
0002: jump SWEET6_3814

:SWEET6_3788
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET6_3800
062E: @96  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3800
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @96 @49 
061B: @49 

:SWEET6_3800
0002: jump SWEET6_3814

:SWEET6_3801
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET6_3813
062E: @97  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3813
0615: @49 
0605: unknown_action_sequence -1 "TAP_HAND" "PED"  4.0  1  0  0  0 -1 
0616: @49 
0618: @97 @49 
061B: @49 

:SWEET6_3813
0002: jump SWEET6_3814

:SWEET6_3814
0051: return

:SWEET6_3815
0871: init_jump_table @39 total_jumps  21  0 SWEET6_4091 jumps  0 SWEET6_3818  1 SWEET6_3831  2 SWEET6_3844  3 SWEET6_3857  4 SWEET6_3870  5 SWEET6_3883  6 SWEET6_3896 
0872: jump_table_jumps  7 SWEET6_3909  8 SWEET6_3922  9 SWEET6_3935  10 SWEET6_3948  11 SWEET6_3961  12 SWEET6_3974  13 SWEET6_3987  14 SWEET6_4000  15 SWEET6_4013 
0872: jump_table_jumps  16 SWEET6_4026  17 SWEET6_4039  18 SWEET6_4052  19 SWEET6_4065  20 SWEET6_4078 -1 SWEET6_4091 -1 SWEET6_4091 -1 SWEET6_4091 -1 SWEET6_4091 

:SWEET6_3818
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false SWEET6_3830
062E: @80  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3830
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @80 @49 
061B: @49 

:SWEET6_3830
0002: jump SWEET6_4091

:SWEET6_3831
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET6_3843
062E: @81  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3843
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @81 @49 
061B: @49 

:SWEET6_3843
0002: jump SWEET6_4091

:SWEET6_3844
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET6_3856
062E: @82  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3856
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @82 @49 
061B: @49 

:SWEET6_3856
0002: jump SWEET6_4091

:SWEET6_3857
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false SWEET6_3869
062E: @83  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3869
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @83 @49 
061B: @49 

:SWEET6_3869
0002: jump SWEET6_4091

:SWEET6_3870
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false SWEET6_3882
062E: @84  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3882
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @84 @49 
061B: @49 

:SWEET6_3882
0002: jump SWEET6_4091

:SWEET6_3883
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false SWEET6_3895
062E: @85  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3895
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @85 @49 
061B: @49 

:SWEET6_3895
0002: jump SWEET6_4091

:SWEET6_3896
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false SWEET6_3908
062E: @86  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3908
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @86 @49 
061B: @49 

:SWEET6_3908
0002: jump SWEET6_4091

:SWEET6_3909
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SWEET6_3921
062E: @87  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3921
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @87 @49 
061B: @49 

:SWEET6_3921
0002: jump SWEET6_4091

:SWEET6_3922
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false SWEET6_3934
062E: @88  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3934
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @88 @49 
061B: @49 

:SWEET6_3934
0002: jump SWEET6_4091

:SWEET6_3935
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false SWEET6_3947
062E: @89  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3947
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @89 @49 
061B: @49 

:SWEET6_3947
0002: jump SWEET6_4091

:SWEET6_3948
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false SWEET6_3960
062E: @90  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3960
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @90 @49 
061B: @49 

:SWEET6_3960
0002: jump SWEET6_4091

:SWEET6_3961
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false SWEET6_3973
062E: @91  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3973
0615: @49 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @91 @49 
061B: @49 

:SWEET6_3973
0002: jump SWEET6_4091

:SWEET6_3974
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false SWEET6_3986
062E: @92  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3986
0615: @49 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @92 @49 
061B: @49 

:SWEET6_3986
0002: jump SWEET6_4091

:SWEET6_3987
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false SWEET6_3999
062E: @93  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_3999
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @93 @49 
061B: @49 

:SWEET6_3999
0002: jump SWEET6_4091

:SWEET6_4000
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false SWEET6_4012
062E: @94  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_4012
0615: @49 
0605: unknown_action_sequence -1 "RAP_B_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @94 @49 
061B: @49 

:SWEET6_4012
0002: jump SWEET6_4091

:SWEET6_4013
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false SWEET6_4025
062E: @95  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_4025
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @95 @49 
061B: @49 

:SWEET6_4025
0002: jump SWEET6_4091

:SWEET6_4026
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET6_4038
062E: @96  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_4038
0615: @49 
0605: unknown_action_sequence -1 "RAP_C_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @96 @49 
061B: @49 

:SWEET6_4038
0002: jump SWEET6_4091

:SWEET6_4039
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET6_4051
062E: @97  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_4051
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @97 @49 
061B: @49 

:SWEET6_4051
0002: jump SWEET6_4091

:SWEET6_4052
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET6_4064
062E: @98  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_4064
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @98 @49 
061B: @49 

:SWEET6_4064
0002: jump SWEET6_4091

:SWEET6_4065
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false SWEET6_4077
062E: @99  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_4077
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @99 @49 
061B: @49 

:SWEET6_4077
0002: jump SWEET6_4091

:SWEET6_4078
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SWEET6_4090
062E: @100  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false SWEET6_4090
0615: @49 
0605: unknown_action_sequence -1 "RAP_A_LOOP" "LOWRIDER"  4.0  1  0  0  0 -1 
0616: @49 
0618: @100 @49 
061B: @49 

:SWEET6_4090
0002: jump SWEET6_4091

:SWEET6_4091
0051: return
033F: set_text_draw_letter_width_height  .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  .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  .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_4110
0871: init_jump_table $154 total_jumps  1  1 SWEET6_4113 jumps  3 SWEET6_4111 -1 SWEET6_4115 -1 SWEET6_4115 -1 SWEET6_4115 -1 SWEET6_4115 -1 SWEET6_4115 -1 SWEET6_4115 

:SWEET6_4111
0937:  29.0  220.0  173.0  409.0 'BJ_TITL'  2 
0002: jump SWEET6_4115

:SWEET6_4113
0937:  29.0  220.0  157.0  409.0 'BJ_TITL'  2 
0002: jump SWEET6_4115

:SWEET6_4115
0050: gosub SWEET6_4134
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'WOF_04'
0050: gosub SWEET6_4134
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  260.0 'DOLLAR' @276
0050: gosub SWEET6_4134
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  290.0 'BJ_02'
0050: gosub SWEET6_4134
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  310.0 'DOLLAR' @274
0050: gosub SWEET6_4134
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'BJ_03'
0050: gosub SWEET6_4134
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  360.0 'DOLLAR' @275
0051: return

:SWEET6_4134
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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_4143
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_4152
0164: disable_marker $414
0004: $56 =  1  ;; integer values
00BA: text_styled 'M_FAIL'  5000 ms  1
02B9: deactivate_garage 'MODLAST'  
02B9: deactivate_garage 'BODLAWN'  
0051: return

:SWEET6_4158
0164: disable_marker $414
04CE: $414 = create_icon_marker_without_sphere  27 at  2644.252 -2028.246  12.5547
0164: disable_marker $408
04CE: $408 = create_icon_marker_without_sphere  27 at  1043.4 -1025.3  34.4
0164: disable_marker $435
0299: activate_garage 'MODLAST'  
0299: activate_garage 'BODLAWN'  
0012: @276 *=  2  ;; integer values 
01E3: text_1number_styled 'M_PASS' @276  5000 ms  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: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0004: $195 =  1  ;; integer values
0004: $56 =  0  ;; integer values
0318: set_latest_mission_passed 'SWEET_6'
014C: set_parked_car_generator $2789 cars_to_generate_to  101
0051: return

:SWEET6_4178
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
0917: 'LOWRIDE'  0 
00D6: if  0
056E: @71 
004D: jump_if_false SWEET6_4201
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false SWEET6_4201
03A2: (unknown) @71  4 
0519: unknown_car @71 flag  0
02AC: set_car @71 immunities  0  0  0  0  0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SWEET6_4195
0221: set_player $PLAYER_CHAR trapped_in_car  0

:SWEET6_4195
020A: set_car @71 door_status_to  1
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @71
004D: jump_if_false SWEET6_4201
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @71

:SWEET6_4201
0006: @43 =  0  ;; integer values

:SWEET6_4202
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false SWEET6_4225
00D6: if  0
056E: @72(@43,7i) 
004D: jump_if_false SWEET6_4223
00D6: if  0
8119:   NOT   car @72(@43,7i) wrecked
004D: jump_if_false SWEET6_4222
00D6: if  22
0039:   @43 ==  0  ;; integer values
0039:   @43 ==  3  ;; integer values
0039:   @43 ==  4  ;; integer values
004D: jump_if_false SWEET6_4220
00D6: if  0
0803: @72(@43,7i) 
004D: jump_if_false SWEET6_4220
07F5: @72(@43,7i)  0.0  0.0  0.0  0.0 

:SWEET6_4220
03A2: (unknown) @72(@43,7i)  2 
07FF: @72(@43,7i)  0 

:SWEET6_4222
01C3: remove_references_to_car @72(@43,7i)  ;; Like turning a car into any random car

:SWEET6_4223
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_4202

:SWEET6_4225
0006: @43 =  0  ;; integer values

:SWEET6_4226
00D6: if  0
001B:    22 > @43  ;; integer values
004D: jump_if_false SWEET6_4238
00D6: if  0
056D:   unknown_actor @80(@43,22i) dead_but_valid
004D: jump_if_false SWEET6_4236
00D6: if  0
8118:   NOT   actor @80(@43,22i) dead
004D: jump_if_false SWEET6_4235

:SWEET6_4235
01C2: remove_references_to_actor @80(@43,22i)  ;; Like turning an actor into a random pedestrian

:SWEET6_4236
000A: @43 +=  1  ;; integer values
0002: jump SWEET6_4226

:SWEET6_4238
00D6: if  0
056D:   unknown_actor @79 dead_but_valid
004D: jump_if_false SWEET6_4242
01C2: remove_references_to_actor @79  ;; Like turning an actor into a random pedestrian

:SWEET6_4242
00D6: if  0
056D:   unknown_actor @102 dead_but_valid
004D: jump_if_false SWEET6_4246
01C2: remove_references_to_actor @102  ;; Like turning an actor into a random pedestrian

:SWEET6_4246
0249: release_model  50
0249: release_model  567
0249: release_model  114
0249: release_model  115
0249: release_model  116
0249: release_model  63
0249: release_model  41
0249: release_model  567
0249: release_model  534
04EF: release_animation "CAR"
04EF: release_animation "GANGS"
04EF: release_animation "LOWRIDER"
0164: disable_marker @105
0164: disable_marker @106
0151: remove_status_text $1018
0151: remove_status_text $1019
0581: toggle_radar  1 (on)
0953: @43 
00D6: if  0
84A4:   NOT @43  0 
004D: jump_if_false SWEET6_4268
0955: (unknown)

:SWEET6_4268
0733:  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_car_density_to  1.0
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 20---------------
; Originally: Los Sepulcros


:SWEET7_1
03A4: name_thread 'SWEET7'
0050: gosub SWEET7_10
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SWEET7_7
0050: gosub SWEET7_4204

:SWEET7_7
0050: gosub SWEET7_4218
004E: end_thread
0006: @546 =  0  ;; integer values

:SWEET7_10
0317: increment_mission_attempts
054C: use_GXT_table 'SWEET7'
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms
01B6: set_weather  1

:SWEET7_18
00D6: if  0
016B:   fading
004D: jump_if_false SWEET7_23
0001: wait  0 ms
0002: jump SWEET7_18

:SWEET7_23
02E4: load_cutscene_data 'SWEET7A'

:SWEET7_24
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SWEET7_29
0001: wait  0 ms
0002: jump SWEET7_24

:SWEET7_29
0395: clear_area  1 at  2508.975 -1671.537  12.3853 range  500.0
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SWEET7_32
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SWEET7_37
0001: wait  0 ms
0002: jump SWEET7_32

:SWEET7_37
016A: fade  0 ()  0 ms

:SWEET7_38
00D6: if  0
016B:   fading
004D: jump_if_false SWEET7_43
0001: wait  0 ms
0002: jump SWEET7_38

:SWEET7_43
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: load_special_actor  1 'SWEET'
0247: request_model  492
0247: request_model  68
0247: request_model  12
0247: request_model  445
0247: request_model  543
0247: request_model  352
0247: request_model  346
0247: request_model  349
0247: request_model  104
0247: request_model  103
0247: request_model  102
0247: request_model  107
0247: request_model  106
0247: request_model  105
04ED: load_animation "GRAVEYARD"
04ED: load_animation "SMOKING"
038B: load_requested_models

:SWEET7_66
00D6: if  24
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  68 available
8248:   NOT   model  12 available
8248:   NOT   model  445 available
8248:   NOT   model  543 available
004D: jump_if_false SWEET7_75
0001: wait  0 ms
0002: jump SWEET7_66

:SWEET7_75
00D6: if  23
8248:   NOT   model  346 available
8248:   NOT   model  492 available
8248:   NOT   model  352 available
8248:   NOT   model  349 available
004D: jump_if_false SWEET7_83
0001: wait  0 ms
0002: jump SWEET7_75

:SWEET7_83
00D6: if  22
8248:   NOT   model  104 available
8248:   NOT   model  103 available
8248:   NOT   model  102 available
004D: jump_if_false SWEET7_90
0001: wait  0 ms
0002: jump SWEET7_83

:SWEET7_90
00D6: if  24
8248:   NOT   model  107 available
8248:   NOT   model  106 available
8248:   NOT   model  105 available
84EE:   NOT   animation "GRAVEYARD" loaded
84EE:   NOT   animation "SMOKING" loaded
004D: jump_if_false SWEET7_99
0001: wait  0 ms
0002: jump SWEET7_90

:SWEET7_99
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: 'GAN1'  1 @35 
076D: 'GAN2'  1 @36 
076C: 'GAN1'  1  0 
076C: 'GAN2'  1  0 
0006: @53 =  0  ;; integer values
050F: @287 
0395: clear_area  1 at  954.4976 -1103.594  22.8015 range  10.0
0674: set_car_model  492 numberplate "GROVE4L_" 
0395: clear_area  1 at  2508.084 -1671.19  12.3794 range  500.0
00A5: @78 = create_car  492 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: @78  3 
00A5: @79 = create_car  445 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  102 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  103 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  103 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  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_234
01B2: give_actor @105 weapon  22 ammo  2000  ;; Load the weapon model before using this
0605: unknown_action_sequence @105 "MRNM_LOOP" "GRAVEYARD"  4.0  1  0  0  0 -1 

:SWEET7_234
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_238
01B2: give_actor @107 weapon  22 ammo  2000  ;; Load the weapon model before using this

:SWEET7_238
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_243
01B2: give_actor @109 weapon  22 ammo  2000  ;; Load the weapon model before using this
0605: unknown_action_sequence @109 "MRNM_LOOP" "GRAVEYARD"  10.0  1  0  0  0 -1 

:SWEET7_243
029B: @134 = init_object #CASKET_LAW at  885.6575 -1077.412  23.3188
009A: @96 = create_actor  4  68 at  886.6391 -1079.178  23.3136
0605: unknown_action_sequence @96 "PRST_LOOPA" "GRAVEYARD"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @96 @93 
0173: set_actor @96 z_angle_to  24.0
0249: release_model  68
009A: @97 = create_actor  5  12 at  884.9761 -1079.983  23.3133
0605: unknown_action_sequence @97 "MRNF_LOOP" "GRAVEYARD"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @97 @93 
0173: set_actor @97 z_angle_to  4.0
0249: release_model  12
0395: clear_area  1 at  2297.971 -1628.015  13.7028 range  20.0
009A: @263 = create_actor  8  105 at  2509.418 -1663.134  12.5872
0173: set_actor @263 z_angle_to  214.5012
060B: unknown_actor_use_entity @263 @93 
0446: (unknown) @263  0 
039E: (unknown) @263  1 
0526: unknown_actor @263  1
09F6: @263  0 
0605: unknown_action_sequence @263 "M_SMKLEAN_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
009A: @264 = create_actor  8  106 at  2504.471 -1675.764  12.3709
0173: set_actor @264 z_angle_to  277.5012
060B: unknown_actor_use_entity @264 @93 
0446: (unknown) @264  0 
039E: (unknown) @264  1 
0526: unknown_actor @264  1
09F6: @264  0 
0605: unknown_action_sequence @264 "M_SMKSTND_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
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  0
0019:   @301 >  1  ;; integer values
004D: jump_if_false SWEET7_297
0006: @55 =  3  ;; integer values
009A: $131 = create_actor  25  290 at  2509.59 -1672.237  12.3934
0173: set_actor $131 z_angle_to  239.0
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_286
020A: set_car @78 door_status_to  3
0519: unknown_car @78 flag  1

:SWEET7_286
01B2: give_actor $131 weapon  28 ammo  99999  ;; Load the weapon model before using this
0568: $131  1
0446: (unknown) $131  0 
0223: set_actor $131 health_to  1000
08AF: $131  1000 
039E: (unknown) $131  1 
0526: unknown_actor $131  1
09F6: $131  0 
041E: set_radio_station  7 
0006: @32 =  0  ;; integer values
0002: jump SWEET7_334

:SWEET7_297
009A: $131 = create_actor  25  290 at  2511.343 -1674.936  12.5473
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_303
020A: set_car @78 door_status_to  3
0519: unknown_car @78 flag  1

:SWEET7_303
08AF: $131  1000 
039E: (unknown) $131  1 
01B2: give_actor $131 weapon  28 ammo  99999  ;; Load the weapon model before using this
0568: $131  1
0446: (unknown) $131  0 
0223: set_actor $131 health_to  1000
08AF: $131  1000 
039E: (unknown) $131  1 
0526: unknown_actor $131  1
09F6: $131  0 
009A: @289 = create_actor  7  102 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  103 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: unknown_action_sequence @289 @290  1  1 
0677: unknown_action_sequence @290 @289  0  1 
009A: @291 = create_actor  7  104 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: unknown_action_sequence @291 "MRNM_LOOP" "GRAVEYARD"  10.0  1  0  0  0 -1 
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_334
0639: unknown_action_sequence $PLAYER_ACTOR $131 
0006: @32 =  0  ;; integer values

:SWEET7_336
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false SWEET7_341
0001: wait  0 ms
0002: jump SWEET7_336

:SWEET7_341
0249: release_model  543
02A3: toggle_widescreen  0 (off)
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 (back)  1000 ms
07AF: @260 = player $PLAYER_CHAR group
0746:  0  8  0 
07B4: $PLAYER_CHAR  0 
0940: @260  1 
00D6: if  0
0039:   @274 ==  13  ;; integer values
004D: jump_if_false SWEET7_358
0187: @40 = create_marker_above_actor $PLAYER_ACTOR
00A5: @78 = create_car  492 at  2508.975 -1671.537  12.3853
0186: @43 = create_marker_above_car @78
009A: @98 = create_actor  24  102 at  885.1994 -1075.546  23.3273

:SWEET7_358
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: s@312 = 'SWE7_AA'  ;; 8-byte strings
05AA: s@314 = 'SWE7_AB'  ;; 8-byte strings
05AA: s@316 = 'SWE7_AC'  ;; 8-byte strings
05AA: s@318 = 'SWE7_AD'  ;; 8-byte strings
05AA: s@320 = 'SWE7_AE'  ;; 8-byte strings
05AA: s@322 = 'SWE7_AF'  ;; 8-byte strings
05AA: s@324 = 'SWE7_AG'  ;; 8-byte strings
05AA: s@326 = 'SWE7_AH'  ;; 8-byte strings
05AA: s@328 = 'SWE7_BA'  ;; 8-byte strings
05AA: s@330 = 'SWE7_BB'  ;; 8-byte strings
05AA: s@332 = 'SWE7_BC'  ;; 8-byte strings
05AA: s@334 = 'SWE7_BD'  ;; 8-byte strings
05AA: s@336 = 'SWE7_BE'  ;; 8-byte strings
05AA: s@338 = 'SWE7_CA'  ;; 8-byte strings
05AA: s@340 = 'SWE7_CB'  ;; 8-byte strings
05AA: s@342 = 'SWE7_CC'  ;; 8-byte strings
05AA: s@344 = 'SWE7_DA'  ;; 8-byte strings
05AA: s@346 = 'SWE7_DB'  ;; 8-byte strings
05AA: s@348 = 'SWE7_DC'  ;; 8-byte strings
05AA: s@350 = 'SWE7_DD'  ;; 8-byte strings
05AA: s@352 = 'SWE7_DE'  ;; 8-byte strings
05AA: s@354 = 'SWE7_EA'  ;; 8-byte strings
05AA: s@356 = 'SWE7_EB'  ;; 8-byte strings
05AA: s@358 = 'SWE7_EC'  ;; 8-byte strings
05AA: s@360 = 'SWE7_ED'  ;; 8-byte strings
05AA: s@362 = 'SWE7_EE'  ;; 8-byte strings
05AA: s@364 = 'SWE7_EF'  ;; 8-byte strings
05AA: s@366 = 'SWE7_EG'  ;; 8-byte strings
05AA: s@368 = 'SWE7_EH'  ;; 8-byte strings
05AA: s@370 = 'SWE7_EJ'  ;; 8-byte strings
05AA: s@372 = 'SWE7_EK'  ;; 8-byte strings
05AA: s@374 = 'SWE7_FA'  ;; 8-byte strings
05AA: s@376 = 'SWE7_FB'  ;; 8-byte strings
05AA: s@378 = 'SWE7_GA'  ;; 8-byte strings
05AA: s@380 = 'SWE7_GB'  ;; 8-byte strings
05AA: s@382 = 'SWE7_GC'  ;; 8-byte strings
05AA: s@384 = 'SWE7_HA'  ;; 8-byte strings
05AA: s@386 = 'SWE7_HB'  ;; 8-byte strings
05AA: s@388 = 'SWE7_HC'  ;; 8-byte strings
05AA: s@390 = 'SWE7_JA'  ;; 8-byte strings
05AA: s@392 = 'SWE7_JB'  ;; 8-byte strings
05AA: s@394 = 'SWE7_JC'  ;; 8-byte strings
05AA: s@396 = 'SWE7_KA'  ;; 8-byte strings
05AA: s@398 = 'SWE7_KB'  ;; 8-byte strings
05AA: s@400 = 'SWE7_KC'  ;; 8-byte strings
05AA: s@402 = 'SWE7_LA'  ;; 8-byte strings
05AA: s@404 = 'SWE7_LB'  ;; 8-byte strings
05AA: s@406 = 'SWE7_LC'  ;; 8-byte strings
05AA: s@408 = 'SWE7_MA'  ;; 8-byte strings
05AA: s@410 = 'SWE7_MB'  ;; 8-byte strings
05AA: s@412 = 'SWE7_MC'  ;; 8-byte strings
05AA: s@414 = 'SWE7_MD'  ;; 8-byte strings
05AA: s@416 = 'SWE7_NA'  ;; 8-byte strings
05AA: s@418 = 'SWE7_NB'  ;; 8-byte strings
05AA: s@420 = 'SWE7_OA'  ;; 8-byte strings
05AA: s@422 = 'SWE7_OB'  ;; 8-byte strings
05AA: s@424 = 'SWE7_PA'  ;; 8-byte strings
05AA: s@426 = 'SWE7_PB'  ;; 8-byte strings
05AA: s@428 = 'SWE7_PC'  ;; 8-byte strings
05AA: s@430 = 'SWE7_PD'  ;; 8-byte strings
05AA: s@432 = 'SWE7_QA'  ;; 8-byte strings
05AA: s@434 = 'SWE7_QB'  ;; 8-byte strings
05AA: s@436 = 'SWE7_QC'  ;; 8-byte strings
05AA: s@438 = 'SWE7_RA'  ;; 8-byte strings
05AA: s@440 = 'SWE7_RB'  ;; 8-byte strings
05AA: s@442 = 'SWE7_RC'  ;; 8-byte strings
05AA: s@444 = 'SWE7_SA'  ;; 8-byte strings
05AA: s@446 = 'SWE7_SB'  ;; 8-byte strings
05AA: s@448 = 'SWE7_SC'  ;; 8-byte strings
05AA: s@450 = 'SWE7_TA'  ;; 8-byte strings
05AA: s@452 = 'SWE7_TB'  ;; 8-byte strings
05AA: s@454 = '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_509
0001: wait  0 ms
00D6: if  0
0039:   @304 ==  0  ;; integer values
004D: jump_if_false SWEET7_515
03CF: load_wav  22600 as  3
0006: @304 =  1  ;; integer values

:SWEET7_515
00D6: if  0
0039:   @304 ==  1  ;; integer values
004D: jump_if_false SWEET7_522
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false SWEET7_522
0006: @304 =  2  ;; integer values

:SWEET7_522
00D6: if  0
0039:   @304 ==  2  ;; integer values
004D: jump_if_false SWEET7_534
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET7_534
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @97 radius  200.0  200.0  0
004D: jump_if_false SWEET7_534
03D7: set_wav  3 location  884.9761 -1079.983  23.3133
03D1: play_wav  3
0006: @304 =  3  ;; integer values

:SWEET7_534
00D6: if  0
8039:   NOT   @534 ==  0  ;; integer values
004D: jump_if_false SWEET7_588
00D6: if  0
0039:   @536 ==  0  ;; integer values
004D: jump_if_false SWEET7_546
00D6: if  0
03D0:   wav @533 loaded
004D: jump_if_false SWEET7_544
040D: unload_wav @533

:SWEET7_544
0006: @536 =  1  ;; integer values
0006: @537 =  1  ;; integer values

:SWEET7_546
00D6: if  0
0039:   @536 ==  1  ;; integer values
004D: jump_if_false SWEET7_551
03CF: load_wav @458(@534,74i) as @532
0006: @536 =  2  ;; integer values

:SWEET7_551
00D6: if  0
0039:   @536 ==  2  ;; integer values
004D: jump_if_false SWEET7_560
00D6: if  0
03D0:   wav @532 loaded
004D: jump_if_false SWEET7_560
03D1: play_wav @532
00BC: text_highpriority @310(@534,74s)  10000 ms  1
0006: @536 =  3  ;; integer values

:SWEET7_560
00D6: if  0
0039:   @536 ==  3  ;; integer values
004D: jump_if_false SWEET7_588
00D6: if  0
03D2:   wav @532 ended
004D: jump_if_false SWEET7_579
03D5: remove_text @310(@534,74s)
00D6: if  0
0039:   @532 ==  1  ;; integer values
004D: jump_if_false SWEET7_573
0006: @532 =  2  ;; integer values
0006: @533 =  1  ;; integer values
0002: jump SWEET7_575

:SWEET7_573
0006: @532 =  1  ;; integer values
0006: @533 =  2  ;; integer values

:SWEET7_575
0006: @534 =  0  ;; integer values
0006: @536 =  0  ;; integer values
0006: @537 =  0  ;; integer values
0002: jump SWEET7_588

:SWEET7_579
00D6: if  0
83D0:   NOT   wav @533 loaded
004D: jump_if_false SWEET7_588
00D6: if  0
001B:    72 > @534  ;; integer values
004D: jump_if_false SWEET7_588
0085: @535 = @534  ;; integer values and handles
000A: @535 +=  1  ;; integer values
03CF: load_wav @458(@535,74i) as @533

:SWEET7_588
00D6: if  0
0735:  83 
004D: jump_if_false SWEET7_592
0002: jump SWEET7_4206

:SWEET7_592
00D6: if  0
0735:  87 
004D: jump_if_false SWEET7_599
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_599
00AB: put_car @78 at  794.203 -1059.185  23.6844

:SWEET7_599
07F6: get_group_info @260 @262 @261 
00D6: if  0
001B:    1 > @53  ;; integer values
004D: jump_if_false SWEET7_620
00D6: if  0
001A:    1 > $6693  ;; integer values
004D: jump_if_false SWEET7_611
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_611
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_620
00D6: if  0
0495:   unknown_car_check @78
004D: jump_if_false SWEET7_620
00BE: text_clear_all
00BC: text_highpriority 'TWAR664'  6000 ms  1
0002: jump SWEET7_4204

:SWEET7_620
0652: @281 = stat  68 ()  ; integer
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false SWEET7_821
00D6: if  0
001B:    0 > @282  ;; integer values
004D: jump_if_false SWEET7_659
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_659
0871: init_jump_table @282 total_jumps  9  0 SWEET7_659 jumps -10 SWEET7_632 -9 SWEET7_635 -8 SWEET7_638 -7 SWEET7_641 -6 SWEET7_644 -5 SWEET7_647 -4 SWEET7_650 
0872: jump_table_jumps -3 SWEET7_653 -2 SWEET7_656 -1 SWEET7_659 -1 SWEET7_659 -1 SWEET7_659 -1 SWEET7_659 -1 SWEET7_659 -1 SWEET7_659 -1 SWEET7_659 

:SWEET7_632
0006: @534 =  1  ;; integer values
0006: @282 = -9  ;; integer values
0002: jump SWEET7_659

:SWEET7_635
0006: @534 =  2  ;; integer values
0006: @282 = -8  ;; integer values
0002: jump SWEET7_659

:SWEET7_638
0006: @534 =  3  ;; integer values
0006: @282 = -7  ;; integer values
0002: jump SWEET7_659

:SWEET7_641
0006: @534 =  4  ;; integer values
0006: @282 = -6  ;; integer values
0002: jump SWEET7_659

:SWEET7_644
0006: @534 =  5  ;; integer values
0006: @282 = -5  ;; integer values
0002: jump SWEET7_659

:SWEET7_647
0006: @534 =  6  ;; integer values
0006: @282 = -4  ;; integer values
0002: jump SWEET7_659

:SWEET7_650
0006: @534 =  7  ;; integer values
0006: @282 = -3  ;; integer values
0002: jump SWEET7_659

:SWEET7_653
0006: @534 =  8  ;; integer values
0006: @282 = -2  ;; integer values
0002: jump SWEET7_659

:SWEET7_656
0006: @534 =  0  ;; integer values
0006: @282 =  0  ;; integer values
0002: jump SWEET7_659

:SWEET7_659
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_678
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false SWEET7_669
00BE: text_clear_all
00BC: text_highpriority 'TWAR612'  6000 ms  1
0006: @282 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:SWEET7_669
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false SWEET7_678
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false SWEET7_678
00BE: text_clear_all
03E5: text_box 'HELP101'
0006: @282 =  2  ;; integer values

:SWEET7_678
00D6: if  0
0039:   @284 ==  0  ;; integer values
004D: jump_if_false SWEET7_693
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET7_693
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_693
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_693
0687: $131 
0639: unknown_action_sequence $131 $PLAYER_ACTOR 
0006: @32 =  0  ;; integer values

:SWEET7_693
00D6: if  0
056D:   unknown_actor $131 dead_but_valid
004D: jump_if_false SWEET7_702
00D6: if  0
051A:   unknown_actor $131 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_702
00BE: text_clear_all
00BC: text_highpriority 'TWAR618'  6000 ms  1
0002: jump SWEET7_4204

:SWEET7_702
00D6: if  0
0039:   @295 ==  0  ;; integer values
004D: jump_if_false SWEET7_712
00D6: if  0
056D:   unknown_actor @289 dead_but_valid
004D: jump_if_false SWEET7_712
00D6: if  0
051A:   unknown_actor @289 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_712
0006: @295 =  1  ;; integer values

:SWEET7_712
00D6: if  0
0039:   @295 ==  0  ;; integer values
004D: jump_if_false SWEET7_722
00D6: if  0
056D:   unknown_actor @290 dead_but_valid
004D: jump_if_false SWEET7_722
00D6: if  0
051A:   unknown_actor @290 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_722
0006: @295 =  1  ;; integer values

:SWEET7_722
00D6: if  0
0039:   @295 ==  0  ;; integer values
004D: jump_if_false SWEET7_732
00D6: if  0
056D:   unknown_actor @291 dead_but_valid
004D: jump_if_false SWEET7_732
00D6: if  0
051A:   unknown_actor @291 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_732
0006: @295 =  1  ;; integer values

:SWEET7_732
00D6: if  0
0039:   @295 ==  1  ;; integer values
004D: jump_if_false SWEET7_751
00D6: if  0
8118:   NOT   actor @289 dead
004D: jump_if_false SWEET7_740
0687: @289 
05E2: unknown_action_sequence @289 $PLAYER_ACTOR 

:SWEET7_740
00D6: if  0
8118:   NOT   actor @290 dead
004D: jump_if_false SWEET7_745
0687: @290 
05E2: unknown_action_sequence @290 $PLAYER_ACTOR 

:SWEET7_745
00D6: if  0
8118:   NOT   actor @291 dead
004D: jump_if_false SWEET7_750
0687: @291 
05E2: unknown_action_sequence @291 $PLAYER_ACTOR 

:SWEET7_750
0006: @295 =  2  ;; integer values

:SWEET7_751
00D6: if  0
0039:   @296 ==  0  ;; integer values
004D: jump_if_false SWEET7_761
00D6: if  0
0118:   actor @289 dead
004D: jump_if_false SWEET7_761
0623: add  35 to_stats  68
0164: disable_marker @292
0652: @281 = stat  68 ()  ; integer
0006: @296 =  1  ;; integer values

:SWEET7_761
00D6: if  0
0039:   @297 ==  0  ;; integer values
004D: jump_if_false SWEET7_771
00D6: if  0
0118:   actor @290 dead
004D: jump_if_false SWEET7_771
0623: add  35 to_stats  68
0164: disable_marker @293
0652: @281 = stat  68 ()  ; integer
0006: @297 =  1  ;; integer values

:SWEET7_771
00D6: if  0
0039:   @298 ==  0  ;; integer values
004D: jump_if_false SWEET7_781
00D6: if  0
0118:   actor @291 dead
004D: jump_if_false SWEET7_781
0623: add  35 to_stats  68
0164: disable_marker @294
0652: @281 = stat  68 ()  ; integer
0006: @298 =  1  ;; integer values

:SWEET7_781
00D6: if  0
0118:   actor @289 dead
004D: jump_if_false SWEET7_795
00D6: if  0
0118:   actor @290 dead
004D: jump_if_false SWEET7_795
00D6: if  0
0118:   actor @291 dead
004D: jump_if_false SWEET7_795
0652: @281 = stat  68 ()  ; integer
00D6: if  0
001B:    100 > @281  ;; integer values
004D: jump_if_false SWEET7_795
0629: change_stat  68 () to  200  ; integer see statdisp.dat

:SWEET7_795
0956: @301 = get_respect
00D6: if  0
0019:   @301 >  1  ;; integer values
004D: jump_if_false SWEET7_821
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
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_821
020A: set_car @78 door_status_to  3
0006: @55 =  1  ;; integer values
0006: @284 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_821
0687: $131 
05CA: unknown_action_sequence $131 @78  20000  0 
0186: @41 = create_marker_above_car @78
041E: set_radio_station  7 
07E0: @41  1 

:SWEET7_821
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false SWEET7_856
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false SWEET7_840
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_840
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_840
00D6: if  0
0448:   actor $131 in_car @78
004D: jump_if_false SWEET7_840
0519: unknown_car @78 flag  0
020A: set_car @78 door_status_to  1
0657: @78  2 
0006: @284 =  2  ;; integer values

:SWEET7_840
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_856
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_856
0164: disable_marker @41
0652: @281 = stat  68 ()  ; integer
018A: @267 = create_checkpoint_at  2460.499 -1656.57  12.3125
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_853
0A09: $131  1 

:SWEET7_853
0006: @55 =  2  ;; integer values
0006: @44 =  0  ;; integer values
0006: @539 =  1  ;; integer values

:SWEET7_856
00D6: if  0
0039:   @55 ==  2  ;; integer values
004D: jump_if_false SWEET7_1007
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_1007
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_892
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_892
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_892
0871: init_jump_table @539 total_jumps  5  0 SWEET7_892 jumps  1 SWEET7_872  2 SWEET7_875  3 SWEET7_878  4 SWEET7_881  5 SWEET7_884 -1 SWEET7_892 -1 SWEET7_892 

:SWEET7_872
0006: @534 =  10  ;; integer values
0006: @539 =  2  ;; integer values
0002: jump SWEET7_892

:SWEET7_875
0006: @534 =  11  ;; integer values
0006: @539 =  3  ;; integer values
0002: jump SWEET7_892

:SWEET7_878
0006: @534 =  12  ;; integer values
0006: @539 =  4  ;; integer values
0002: jump SWEET7_892

:SWEET7_881
0006: @534 =  13  ;; integer values
0006: @539 =  5  ;; integer values
0002: jump SWEET7_892

:SWEET7_884
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR650'  6000 ms  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_890
0A09: $131  0 

:SWEET7_890
0006: @539 =  0  ;; integer values
0002: jump SWEET7_892

:SWEET7_892
00D6: if  0
0019:   @541 >  0  ;; integer values
004D: jump_if_false SWEET7_917
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_917
0871: init_jump_table @541 total_jumps  2  0 SWEET7_917 jumps  1 SWEET7_899  2 SWEET7_909 -1 SWEET7_917 -1 SWEET7_917 -1 SWEET7_917 -1 SWEET7_917 -1 SWEET7_917 

:SWEET7_899
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_903
0006: @534 =  24  ;; integer values

:SWEET7_903
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_907
0006: @534 =  26  ;; integer values

:SWEET7_907
0006: @541 =  2  ;; integer values
0002: jump SWEET7_917

:SWEET7_909
0006: @534 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_914
0A09: $131  0 

:SWEET7_914
00BC: text_highpriority 'TWAR645'  6000 ms  1
0006: @541 =  0  ;; integer values
0002: jump SWEET7_917

:SWEET7_917
00D6: if  0
0019:   @542 >  0  ;; integer values
004D: jump_if_false SWEET7_934
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_934
0871: init_jump_table @542 total_jumps  2  0 SWEET7_934 jumps  1 SWEET7_924  2 SWEET7_930 -1 SWEET7_934 -1 SWEET7_934 -1 SWEET7_934 -1 SWEET7_934 -1 SWEET7_934 

:SWEET7_924
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_928
0006: @534 =  25  ;; integer values

:SWEET7_928
0006: @542 =  2  ;; integer values
0002: jump SWEET7_934

:SWEET7_930
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR650'  6000 ms  1
0006: @542 =  0  ;; integer values
0002: jump SWEET7_934

:SWEET7_934
0652: @281 = stat  68 ()  ; integer
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET7_950
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_950
0186: @41 = create_marker_above_car @78
041E: set_radio_station  7 
07E0: @41  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_950
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false SWEET7_963
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_963
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_963
077E: @34 = active_interior
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SWEET7_971
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false SWEET7_971
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SWEET7_971
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_1007
00D6: if  0
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_1007
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
01C1:   car @78 stopped
004D: jump_if_false SWEET7_1007
0519: unknown_car @78 flag  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 (unfrozen)
0746:  0  8  0 
07B4: $PLAYER_CHAR  1 
0164: disable_marker @267
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1007
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1007
0187: @265 = create_marker_above_actor @263
07E0: @265  1 
0006: @268 =  1  ;; integer values
0187: @266 = create_marker_above_actor @264
07E0: @266  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_1007
00D6: if  0
0039:   @55 ==  3  ;; integer values
004D: jump_if_false SWEET7_1035
0519: unknown_car @78 flag  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 (unfrozen)
0746:  0  8  0 
07B4: $PLAYER_CHAR  1 
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1035
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1035
0187: @265 = create_marker_above_actor @263
07E0: @265  1 
0006: @268 =  1  ;; integer values
0187: @266 = create_marker_above_actor @264
07E0: @266  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_1035
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false SWEET7_1044
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false SWEET7_1044
03D5: remove_text 'TWAR652'
03E5: text_box 'TWAR660'
0006: @285 =  2  ;; integer values

:SWEET7_1044
00D6: if  0
0039:   @270 ==  1  ;; integer values
004D: jump_if_false SWEET7_1159
00D6: if  0
0039:   @268 ==  1  ;; integer values
004D: jump_if_false SWEET7_1058
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1058
00D6: if  0
06EE:   actor @263 in_group @260 
004D: jump_if_false SWEET7_1058
0164: disable_marker @265
0006: @268 =  0  ;; integer values

:SWEET7_1058
00D6: if  0
0039:   @269 ==  1  ;; integer values
004D: jump_if_false SWEET7_1069
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1069
00D6: if  0
06EE:   actor @264 in_group @260 
004D: jump_if_false SWEET7_1069
0164: disable_marker @266
0006: @269 =  0  ;; integer values

:SWEET7_1069
00D6: if  0
0039:   @268 ==  0  ;; integer values
004D: jump_if_false SWEET7_1083
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1083
00D6: if  0
86EE:   NOT   actor @263 in_group @260 
004D: jump_if_false SWEET7_1083
0164: disable_marker @41
0006: @55 =  4  ;; integer values
0187: @265 = create_marker_above_actor @263
07E0: @265  1 
0006: @268 =  1  ;; integer values

:SWEET7_1083
00D6: if  0
0039:   @269 ==  0  ;; integer values
004D: jump_if_false SWEET7_1097
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1097
00D6: if  0
86EE:   NOT   actor @264 in_group @260 
004D: jump_if_false SWEET7_1097
0164: disable_marker @41
0006: @55 =  4  ;; integer values
0187: @266 = create_marker_above_actor @264
07E0: @266  1 
0006: @269 =  1  ;; integer values

:SWEET7_1097
07F6: get_group_info @260 @262 @261 
00D6: if  0
0019:   @261 >  1  ;; integer values
004D: jump_if_false SWEET7_1150
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1115
00D6: if  0
86EE:   NOT   actor @263 in_group @260 
004D: jump_if_false SWEET7_1115
03E6: remove_text_box
0512: permanent_text_box 'TWAR662'
00D6: if  0
001B:    11 > @543  ;; integer values
004D: jump_if_false SWEET7_1115
00BE: text_clear_all
0209: @540 = random_int  0  2
0006: @543 =  11  ;; integer values

:SWEET7_1115
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1129
00D6: if  0
86EE:   NOT   actor @264 in_group @260 
004D: jump_if_false SWEET7_1129
03E6: remove_text_box
0512: permanent_text_box 'TWAR662'
00D6: if  0
001B:    11 > @543  ;; integer values
004D: jump_if_false SWEET7_1129
00BE: text_clear_all
0209: @540 = random_int  0  2
0006: @543 =  11  ;; integer values

:SWEET7_1129
00D6: if  0
0019:   @543 >  10  ;; integer values
004D: jump_if_false SWEET7_1150
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1150
0871: init_jump_table @543 total_jumps  2  0 SWEET7_1150 jumps  11 SWEET7_1136  12 SWEET7_1146 -1 SWEET7_1150 -1 SWEET7_1150 -1 SWEET7_1150 -1 SWEET7_1150 -1 SWEET7_1150 

:SWEET7_1136
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_1140
0006: @534 =  20  ;; integer values

:SWEET7_1140
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_1144
0006: @534 =  21  ;; integer values

:SWEET7_1144
0006: @543 =  12  ;; integer values
0002: jump SWEET7_1150

:SWEET7_1146
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR659'  6000 ms  1
0006: @543 =  999  ;; integer values
0002: jump SWEET7_1150

:SWEET7_1150
00D6: if  0
001B:    2 > @261  ;; integer values
004D: jump_if_false SWEET7_1159
00D6: if  0
0039:   @285 ==  2  ;; integer values
004D: jump_if_false SWEET7_1159
03E6: remove_text_box
0512: permanent_text_box 'TWAR660'
0006: @543 =  0  ;; integer values

:SWEET7_1159
00D6: if  0
0039:   @55 ==  4  ;; integer values
004D: jump_if_false SWEET7_1242
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_1211
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1211
0871: init_jump_table @539 total_jumps  2  0 SWEET7_1211 jumps  1 SWEET7_1169  2 SWEET7_1198 -1 SWEET7_1211 -1 SWEET7_1211 -1 SWEET7_1211 -1 SWEET7_1211 -1 SWEET7_1211 

:SWEET7_1169
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_1178
0006: @534 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1178
0687: $131 
0605: unknown_action_sequence $131 "ENDCHAT_01" "PED"  4.0  1  0  0  0 -1 

:SWEET7_1178
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_1187
0006: @534 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1187
0687: $131 
0605: unknown_action_sequence $131 "ENDCHAT_01" "PED"  4.0  1  0  0  0 -1 

:SWEET7_1187
00D6: if  0
0039:   @540 ==  2  ;; integer values
004D: jump_if_false SWEET7_1196
0006: @534 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1196
0687: $131 
0605: unknown_action_sequence $131 "ENDCHAT_01" "PED"  4.0  1  0  0  0 -1 

:SWEET7_1196
0006: @539 =  2  ;; integer values
0002: jump SWEET7_1211

:SWEET7_1198
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR652'  6000 ms  1
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_1209
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1209
0687: $131 
05CA: unknown_action_sequence $131 @78  20000  0 
041E: set_radio_station  7 

:SWEET7_1209
0006: @539 =  0  ;; integer values
0002: jump SWEET7_1211

:SWEET7_1211
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1242
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1242
00D6: if  0
06EE:   actor @263 in_group @260 
004D: jump_if_false SWEET7_1242
00D6: if  0
06EE:   actor @264 in_group @260 
004D: jump_if_false SWEET7_1242
03E6: remove_text_box
00BE: text_clear_all
00BC: text_highpriority 'TWAR654'  5500 ms  1
0006: @286 =  1  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_1241
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1241
00D6: if  0
0448:   actor $131 in_car @78
004D: jump_if_false SWEET7_1241
020A: set_car @78 door_status_to  1
0186: @41 = create_marker_above_car @78
07E0: @41  1 
041E: set_radio_station  7 

:SWEET7_1241
0006: @55 =  10  ;; integer values

:SWEET7_1242
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false SWEET7_1249
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false SWEET7_1249
0006: @286 =  2  ;; integer values

:SWEET7_1249
00D6: if  0
0039:   @55 ==  10  ;; integer values
004D: jump_if_false SWEET7_1290
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_1290
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1290
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1290
00D6: if  0
0448:   actor @263 in_car @78
004D: jump_if_false SWEET7_1290
00D6: if  0
0448:   actor @264 in_car @78
004D: jump_if_false SWEET7_1290
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_1290
0519: unknown_car @78 flag  0
03E6: remove_text_box
00BE: text_clear_all
0373: set_camera_directly_behind_player
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false SWEET7_1282
03C3: set_timer_with_text_to $6693 type  1 text 'TWAR620'
076C: 'GAN1'  1 @35 
076C: 'GAN2'  1 @36 
04EF: release_animation "SMOKING"
0006: @302 =  1  ;; integer values

:SWEET7_1282
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_1290
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false SWEET7_1301
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SWEET7_1301
00D6: if  0
001B:    10 > @53  ;; integer values
004D: jump_if_false SWEET7_1301
0006: @53 =  10  ;; integer values
0006: @37 =  0  ;; integer values

:SWEET7_1301
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false SWEET7_1308
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SWEET7_1308
0006: @133 =  15  ;; integer values

:SWEET7_1308
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false SWEET7_1314
00BE: text_clear_all
00BC: text_highpriority 'TWAR638'  10000 ms  1
0002: jump SWEET7_4204

:SWEET7_1314
00D6: if  0
0119:   car @79 wrecked
004D: jump_if_false SWEET7_1326
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1326
00D6: if  0
80DF:   NOT   actor $131 driving
004D: jump_if_false SWEET7_1326
00BE: text_clear_all
00BC: text_highpriority 'TWAR648'  6000 ms  1
0002: jump SWEET7_4204

:SWEET7_1326
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false SWEET7_1574
00D6: if  0
0039:   @55 ==  20  ;; integer values
004D: jump_if_false SWEET7_1574
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_1574
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_1366
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false SWEET7_1346
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false SWEET7_1346
03E5: text_box 'TWAR656'
0006: @278 =  1  ;; integer values

:SWEET7_1346
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_1366
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1366
0871: init_jump_table @539 total_jumps  4  0 SWEET7_1366 jumps  1 SWEET7_1353  2 SWEET7_1356  3 SWEET7_1359  4 SWEET7_1362 -1 SWEET7_1366 -1 SWEET7_1366 -1 SWEET7_1366 

:SWEET7_1353
0006: @534 =  23  ;; integer values
0006: @539 =  2  ;; integer values
0002: jump SWEET7_1366

:SWEET7_1356
0006: @534 =  35  ;; integer values
0006: @539 =  3  ;; integer values
0002: jump SWEET7_1366

:SWEET7_1359
0006: @534 =  36  ;; integer values
0006: @539 =  4  ;; integer values
0002: jump SWEET7_1366

:SWEET7_1362
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR631'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_1366

:SWEET7_1366
00D6: if  0
0019:   @541 >  0  ;; integer values
004D: jump_if_false SWEET7_1387
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1387
0871: init_jump_table @541 total_jumps  2  0 SWEET7_1387 jumps  1 SWEET7_1373  2 SWEET7_1383 -1 SWEET7_1387 -1 SWEET7_1387 -1 SWEET7_1387 -1 SWEET7_1387 -1 SWEET7_1387 

:SWEET7_1373
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_1377
0006: @534 =  24  ;; integer values

:SWEET7_1377
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_1381
0006: @534 =  26  ;; integer values

:SWEET7_1381
0006: @541 =  2  ;; integer values
0002: jump SWEET7_1387

:SWEET7_1383
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR632'  6000 ms  1
0006: @541 =  0  ;; integer values
0002: jump SWEET7_1387

:SWEET7_1387
00D6: if  0
0019:   @542 >  0  ;; integer values
004D: jump_if_false SWEET7_1404
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1404
0871: init_jump_table @542 total_jumps  2  0 SWEET7_1404 jumps  1 SWEET7_1394  2 SWEET7_1400 -1 SWEET7_1404 -1 SWEET7_1404 -1 SWEET7_1404 -1 SWEET7_1404 -1 SWEET7_1404 

:SWEET7_1394
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_1398
0006: @534 =  25  ;; integer values

:SWEET7_1398
0006: @542 =  2  ;; integer values
0002: jump SWEET7_1404

:SWEET7_1400
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR631'  6000 ms  1
0006: @542 =  0  ;; integer values
0002: jump SWEET7_1404

:SWEET7_1404
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET7_1419
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_1419
0186: @41 = create_marker_above_car @78
041E: set_radio_station  7 
07E0: @41  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_1419
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false SWEET7_1444
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1444
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1444
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_1444
00D6: if  0
0448:   actor @263 in_car @78
004D: jump_if_false SWEET7_1444
00D6: if  0
0448:   actor @264 in_car @78
004D: jump_if_false SWEET7_1444
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_1444
077E: @34 = active_interior
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SWEET7_1452
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false SWEET7_1452
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SWEET7_1452
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET7_1574
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SWEET7_1574
00D6: if  0
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_1574
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
01C1:   car @78 stopped
004D: jump_if_false SWEET7_1574
0164: disable_marker @42
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
014F: stop_timer $6693
016A: fade  0 ()  500 ms

:SWEET7_1469
00D6: if  0
016B:   fading
004D: jump_if_false SWEET7_1474
0001: wait  0 ms
0002: jump SWEET7_1469

:SWEET7_1474
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  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_1482
0519: unknown_car @78 flag  1

:SWEET7_1482
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  1000 ms

:SWEET7_1485
00D6: if  0
016B:   fading
004D: jump_if_false SWEET7_1490
0001: wait  0 ms
0002: jump SWEET7_1485

:SWEET7_1490
014F: stop_timer $6693
016A: fade  1 (back)  1000 ms

:SWEET7_1492
00D6: if  0
016B:   fading
004D: jump_if_false SWEET7_1497
0001: wait  0 ms
0002: jump SWEET7_1492

:SWEET7_1497
0006: @270 =  0  ;; integer values
0006: @53 =  1  ;; integer values
0006: @133 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1505
0006: @534 =  29  ;; integer values

:SWEET7_1505
00D6: if  0
0039:   @53 == -999  ;; integer values
004D: jump_if_false SWEET7_1522
009A: @81 = create_actor  25  106 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: @81  500 
0568: @81  1
01B2: give_actor @81 weapon  28 ammo  99999  ;; Load the weapon model before using this
009A: @82 = create_actor  25  106 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: @82  500 
0568: @82  1
01B2: give_actor @82 weapon  28 ammo  99999  ;; Load the weapon model before using this

:SWEET7_1522
0249: release_model  106
0249: release_model  107
0249: release_model  105
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1540
060B: unknown_actor_use_entity $131 @93 
0687: $131 
0187: @39 = create_marker_above_actor $131
07E0: @39  1 
0615: @83 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  804.576 -1075.794  23.3946  4  10000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @83 
0618: $131 @83 
061B: @83 
0006: @32 =  0  ;; integer values

:SWEET7_1540
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false SWEET7_1545
0001: wait  0 ms
0002: jump SWEET7_1540

:SWEET7_1545
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1557
060B: unknown_actor_use_entity @263 @93 
06C9: @263 
0687: @263 
0615: @272 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  804.8553 -1074.422  23.4385  4  10000 
0616: @272 
0618: @263 @272 
061B: @272 

:SWEET7_1557
00D6: if  0
001B:    1750 > @32  ;; integer values
004D: jump_if_false SWEET7_1562
0001: wait  0 ms
0002: jump SWEET7_1557

:SWEET7_1562
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1574
060B: unknown_actor_use_entity @264 @93 
06C9: @264 
0687: @264 
0615: @273 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  805.1254 -1072.344  23.5187  6  10000 
0616: @273 
0618: @264 @273 
061B: @273 

:SWEET7_1574
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false SWEET7_1582
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SWEET7_1582
0006: @133 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET7_1582
00D6: if  0
0039:   @133 ==  4  ;; integer values
004D: jump_if_false SWEET7_1628
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SWEET7_1593
00D6: if  0
0039:   @303 ==  0  ;; integer values
004D: jump_if_false SWEET7_1593
0006: @38 =  1  ;; integer values
0006: @303 =  1  ;; integer values

:SWEET7_1593
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SWEET7_1628
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  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1603

:SWEET7_1603
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SWEET7_1614
0687: $PLAYER_ACTOR 
0615: @549 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  803.7976 -1075.882  23.3933  6  10000 
05D4: unknown_action_sequence -1 unknown_angle  272.0 
0616: @549 
0618: $PLAYER_ACTOR @549 
061B: @549 

:SWEET7_1614
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1628
0687: @264 
00A1: put_actor @264 at  805.1254 -1072.344  23.5187
0173: set_actor @264 z_angle_to  230.0
0615: @273 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  820.4114 -1076.603  23.0623  6  10000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @273 
0618: @264 @273 
061B: @273 

:SWEET7_1628
00D6: if  0
0039:   @133 ==  5  ;; integer values
004D: jump_if_false SWEET7_1648
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false SWEET7_1648
0395: clear_area  1 at  804.576 -1075.794  23.3946 range  5.0
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1646
0687: $131 
00A1: put_actor $131 at  804.576 -1075.794  23.3946
0173: set_actor $131 z_angle_to  271.0
0615: @83 
078F: unknown_action_sequence -1  1 
0616: @83 
0618: $131 @83 
061B: @83 

:SWEET7_1646
0006: @32 =  0  ;; integer values
0006: @133 =  6  ;; integer values

:SWEET7_1648
00D6: if  0
0039:   @133 ==  6  ;; integer values
004D: jump_if_false SWEET7_1669
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SWEET7_1669
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1667
0687: @263 
00A1: put_actor @263 at  804.8553 -1074.422  23.4385
0173: set_actor @263 z_angle_to  262.0
0615: @272 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  818.4114 -1076.603  23.0623  6  10000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @272 
0618: @263 @272 
061B: @272 

:SWEET7_1667
0006: @133 =  10  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET7_1669
00D6: if  0
0039:   @133 ==  10  ;; integer values
004D: jump_if_false SWEET7_1686
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET7_1686
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1680
0687: $131 
05D3: unknown_action_sequence $131  818.4114 -1076.603  23.0623  6  10000 

:SWEET7_1680
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1684
0006: @534 =  31  ;; integer values

:SWEET7_1684
0006: @133 =  13  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET7_1686
00D6: if  0
0039:   @133 ==  13  ;; integer values
004D: jump_if_false SWEET7_1696
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1696
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET7_1696
0006: @133 =  15  ;; integer values

:SWEET7_1696
00D6: if  0
0039:   @133 ==  15  ;; integer values
004D: jump_if_false SWEET7_1728
0006: @38 =  0  ;; integer values
0687: $PLAYER_ACTOR 
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @133 =  20  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'TWAR635'  6000 ms  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1716
0792: $131 
00A1: put_actor $131 at  818.4114 -1076.603  23.0623
0173: set_actor $131 z_angle_to  279.0
0639: unknown_action_sequence $131 $PLAYER_ACTOR 

:SWEET7_1716
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_1722
0792: @263 
00A1: put_actor @263 at  816.0391 -1072.607  23.71
0173: set_actor @263 z_angle_to  248.0

:SWEET7_1722
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_1728
0792: @264 
00A1: put_actor @264 at  815.9681 -1073.723  23.5666
0173: set_actor @264 z_angle_to  253.0

:SWEET7_1728
00D6: if  0
0039:   @53 ==  1  ;; integer values
004D: jump_if_false SWEET7_1762
00D6: if  0
0039:   @55 ==  20  ;; integer values
004D: jump_if_false SWEET7_1762
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_1762
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false SWEET7_1754
00D6: if  0
00FE:   actor $131  0 ()near_point  818.4114 -1076.603  23.0623 radius  4.0  4.0  4.0
004D: jump_if_false SWEET7_1754
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  2.0  2.0  0
004D: jump_if_false SWEET7_1754
0687: $131 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_1750

:SWEET7_1750
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_1753

:SWEET7_1753
0006: @68 =  1  ;; integer values

:SWEET7_1754
00D6: if  0
00FE:   actor $131  0 ()near_point  818.4114 -1076.603  23.0623 radius  2.0  2.0  2.0
004D: jump_if_false SWEET7_1762
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  2.0  2.0  0
004D: jump_if_false SWEET7_1762
0006: @53 =  4  ;; integer values
0164: disable_marker @39

:SWEET7_1762
00D6: if  0
001B:    1 > @53  ;; integer values
004D: jump_if_false SWEET7_1771
00D6: if  0
0119:   car @78 wrecked
004D: jump_if_false SWEET7_1771
00BE: text_clear_all
00BC: text_highpriority 'TWAR633'  8000 ms  1
0002: jump SWEET7_4204

:SWEET7_1771
00D6: if  0
001B:    5 > @53  ;; integer values
004D: jump_if_false SWEET7_1969
00D6: if  0
056D:   unknown_actor @263 dead_but_valid
004D: jump_if_false SWEET7_1784
00D6: if  0
0118:   actor @263 dead
004D: jump_if_false SWEET7_1784
00BE: text_clear_all
0209: @540 = random_int  0  3
0006: @539 =  21  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_1784
00D6: if  0
056D:   unknown_actor @264 dead_but_valid
004D: jump_if_false SWEET7_1794
00D6: if  0
0118:   actor @264 dead
004D: jump_if_false SWEET7_1794
00BE: text_clear_all
0209: @540 = random_int  0  3
0006: @539 =  21  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_1794
00D6: if  0
056D:   unknown_actor @105 dead_but_valid
004D: jump_if_false SWEET7_1829
00D6: if  0
051A:   unknown_actor @105 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_1829
0006: @69 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_1806
0687: @105 
05E2: unknown_action_sequence @105 $PLAYER_ACTOR 

:SWEET7_1806
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_1811
0687: @107 
05E2: unknown_action_sequence @107 $PLAYER_ACTOR 

:SWEET7_1811
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_1816
0687: @109 
05E2: unknown_action_sequence @109 $PLAYER_ACTOR 

:SWEET7_1816
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET7_1821
0687: @97 
05DD: unknown_action_sequence @97 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1821
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET7_1826
0687: @96 
05DD: unknown_action_sequence @96 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1826
0209: @540 = random_int  0  3
0006: @539 =  41  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_1829
00D6: if  0
056D:   unknown_actor @107 dead_but_valid
004D: jump_if_false SWEET7_1864
00D6: if  0
051A:   unknown_actor @107 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_1864
0006: @69 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_1841
0687: @107 
05E2: unknown_action_sequence @107 $PLAYER_ACTOR 

:SWEET7_1841
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_1846
0687: @105 
05E2: unknown_action_sequence @105 $PLAYER_ACTOR 

:SWEET7_1846
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_1851
0687: @109 
05E2: unknown_action_sequence @109 $PLAYER_ACTOR 

:SWEET7_1851
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET7_1856
0687: @97 
05DD: unknown_action_sequence @97 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1856
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET7_1861
0687: @96 
05DD: unknown_action_sequence @96 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1861
0209: @540 = random_int  0  3
0006: @539 =  41  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_1864
00D6: if  0
056D:   unknown_actor @109 dead_but_valid
004D: jump_if_false SWEET7_1899
00D6: if  0
051A:   unknown_actor @109 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_1899
0006: @69 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_1876
0687: @109 
05E2: unknown_action_sequence @109 $PLAYER_ACTOR 

:SWEET7_1876
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_1881
0687: @105 
05E2: unknown_action_sequence @105 $PLAYER_ACTOR 

:SWEET7_1881
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_1886
0687: @107 
05E2: unknown_action_sequence @107 $PLAYER_ACTOR 

:SWEET7_1886
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET7_1891
0687: @97 
05DD: unknown_action_sequence @97 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1891
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET7_1896
0687: @96 
05DD: unknown_action_sequence @96 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1896
0209: @540 = random_int  0  3
0006: @539 =  41  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_1899
00D6: if  0
056D:   unknown_actor @96 dead_but_valid
004D: jump_if_false SWEET7_1934
00D6: if  0
051A:   unknown_actor @96 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_1934
0006: @69 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_1911
0687: @105 
05E2: unknown_action_sequence @105 $PLAYER_ACTOR 

:SWEET7_1911
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_1916
0687: @107 
05E2: unknown_action_sequence @107 $PLAYER_ACTOR 

:SWEET7_1916
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_1921
0687: @109 
05E2: unknown_action_sequence @109 $PLAYER_ACTOR 

:SWEET7_1921
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET7_1926
0687: @97 
05DD: unknown_action_sequence @97 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1926
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET7_1931
0687: @96 
05DD: unknown_action_sequence @96 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1931
0209: @540 = random_int  0  3
0006: @539 =  41  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_1934
00D6: if  0
056D:   unknown_actor @97 dead_but_valid
004D: jump_if_false SWEET7_1969
00D6: if  0
051A:   unknown_actor @97 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_1969
0006: @69 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_1946
0687: @105 
05E2: unknown_action_sequence @105 $PLAYER_ACTOR 

:SWEET7_1946
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_1951
0687: @107 
05E2: unknown_action_sequence @107 $PLAYER_ACTOR 

:SWEET7_1951
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_1956
0687: @109 
05E2: unknown_action_sequence @109 $PLAYER_ACTOR 

:SWEET7_1956
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET7_1961
0687: @97 
05DD: unknown_action_sequence @97 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1961
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET7_1966
0687: @96 
05DD: unknown_action_sequence @96 $PLAYER_ACTOR  100.0 -1 

:SWEET7_1966
0209: @540 = random_int  0  3
0006: @539 =  41  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_1969
00D6: if  0
0039:   @53 ==  999  ;; integer values
004D: jump_if_false SWEET7_2078
00D6: if  1
0019:   @539 >  20  ;; integer values
001B:    30 > @539  ;; integer values
004D: jump_if_false SWEET7_1999
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_1999
0871: init_jump_table @539 total_jumps  2  0 SWEET7_1999 jumps  21 SWEET7_1980  22 SWEET7_1994 -1 SWEET7_1999 -1 SWEET7_1999 -1 SWEET7_1999 -1 SWEET7_1999 -1 SWEET7_1999 

:SWEET7_1980
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_1984
0006: @534 =  17  ;; integer values

:SWEET7_1984
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_1988
0006: @534 =  18  ;; integer values

:SWEET7_1988
00D6: if  0
0039:   @540 ==  2  ;; integer values
004D: jump_if_false SWEET7_1992
0006: @534 =  19  ;; integer values

:SWEET7_1992
0006: @539 =  22  ;; integer values
0002: jump SWEET7_1999

:SWEET7_1994
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR658'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_4204
0002: jump SWEET7_1999

:SWEET7_1999
00D6: if  1
0019:   @539 >  30  ;; integer values
001B:    40 > @539  ;; integer values
004D: jump_if_false SWEET7_2022
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2022
0871: init_jump_table @539 total_jumps  2  0 SWEET7_2022 jumps  31 SWEET7_2007  32 SWEET7_2017 -1 SWEET7_2022 -1 SWEET7_2022 -1 SWEET7_2022 -1 SWEET7_2022 -1 SWEET7_2022 

:SWEET7_2007
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_2011
0006: @534 =  27  ;; integer values

:SWEET7_2011
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_2015
0006: @534 =  28  ;; integer values

:SWEET7_2015
0006: @539 =  32  ;; integer values
0002: jump SWEET7_2022

:SWEET7_2017
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR619'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_4204
0002: jump SWEET7_2022

:SWEET7_2022
00D6: if  1
0019:   @539 >  40  ;; integer values
001B:    50 > @539  ;; integer values
004D: jump_if_false SWEET7_2049
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2049
0871: init_jump_table @539 total_jumps  2  0 SWEET7_2049 jumps  41 SWEET7_2030  42 SWEET7_2044 -1 SWEET7_2049 -1 SWEET7_2049 -1 SWEET7_2049 -1 SWEET7_2049 -1 SWEET7_2049 

:SWEET7_2030
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_2034
0006: @534 =  37  ;; integer values

:SWEET7_2034
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_2038
0006: @534 =  38  ;; integer values

:SWEET7_2038
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_2042
0006: @534 =  39  ;; integer values

:SWEET7_2042
0006: @539 =  42  ;; integer values
0002: jump SWEET7_2049

:SWEET7_2044
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR625'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_4204
0002: jump SWEET7_2049

:SWEET7_2049
00D6: if  1
0019:   @539 >  60  ;; integer values
001B:    70 > @539  ;; integer values
004D: jump_if_false SWEET7_2078
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2078
0871: init_jump_table @539 total_jumps  2  0 SWEET7_2078 jumps  61 SWEET7_2057  62 SWEET7_2071 -1 SWEET7_2078 -1 SWEET7_2078 -1 SWEET7_2078 -1 SWEET7_2078 -1 SWEET7_2078 

:SWEET7_2057
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_2061
0006: @534 =  61  ;; integer values

:SWEET7_2061
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_2065
0006: @534 =  62  ;; integer values

:SWEET7_2065
00D6: if  0
0039:   @540 ==  2  ;; integer values
004D: jump_if_false SWEET7_2069
0006: @534 =  63  ;; integer values

:SWEET7_2069
0006: @539 =  62  ;; integer values
0002: jump SWEET7_2078

:SWEET7_2071
0006: @534 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'TWAR627'  8000 ms  1
009B: destroy_actor_instantly @98
0006: @539 =  0  ;; integer values
0002: jump SWEET7_4204
0002: jump SWEET7_2078

:SWEET7_2078
00D6: if  0
0039:   @53 ==  4  ;; integer values
004D: jump_if_false SWEET7_2133
0006: @53 =  5  ;; integer values
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_2089
0508: @78
0519: unknown_car @78 flag  0
020A: set_car @78 door_status_to  3
01C3: remove_references_to_car @78  ;; Like turning a car into any random car

:SWEET7_2089
0395: clear_area  1 at  894.0744 -1073.497  23.3203 range  125.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A5: @76 = create_car  445 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  445
01C8: @98 = create_actor  24  104 in_car @76 passenger_seat  0
0129: @101 = create_actor  24  103 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: @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: (unknown) @98  0 
054A: unknown_actor @98 flag  0
0856: @98  0 
009A: @111 = create_actor  24  103 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  103 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: @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  103 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: @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_2133
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET7_2207
00D6: if  1
0019:   @53 >  4  ;; integer values
001B:    999 > @53  ;; integer values
004D: jump_if_false SWEET7_2207
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_2146
0226: $6692 = actor @98 health
0084: $6691 = $6692  ;; integer values and handles
0014: $6691 /=  3  ;; integer values

:SWEET7_2146
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SWEET7_2198
00D6: if  0
0118:   actor @98 dead
004D: jump_if_false SWEET7_2198
0164: disable_marker @40
0006: @53 =  1352  ;; integer values
0050: gosub SWEET7_4013
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  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_2176
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2176
020A: set_car @79 door_status_to  1
020A: set_car @79 door_status_to  3
0687: $131 
0615: @87 
05D3: unknown_action_sequence -1  930.8062 -1114.459  23.094  6  10000 
05CA: unknown_action_sequence -1 @79  30000 -1 
0616: @87 
0618: $131 @87 
061B: @87 

:SWEET7_2176
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2187
0687: @81 
0615: @300 
05D3: unknown_action_sequence -1  945.3914 -1100.376  23.2999  6 -1 
0667: unknown_action_sequence -1  969.3931 -1098.341  22.877  120000 
0638: unknown_action_sequence -1  1 
0616: @300 
0618: @81 @300 
061B: @300 

:SWEET7_2187
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2198
0687: @82 
0615: @299 
05D3: unknown_action_sequence -1  944.9411 -1106.773  23.2539  6 -1 
0667: unknown_action_sequence -1  970.9636 -1107.962  22.8672  120000 
0638: unknown_action_sequence -1  1 
0616: @299 
0618: @82 @299 
061B: @299 

:SWEET7_2198
00D6: if  0
0019:   @132 >  0  ;; integer values
004D: jump_if_false SWEET7_2207
00D6: if  0
0118:   actor @98 dead
004D: jump_if_false SWEET7_2207
0164: disable_marker @40
0006: @53 =  1352  ;; integer values
0006: @71 =  4  ;; integer values

:SWEET7_2207
00D6: if  0
0039:   @71 ==  4  ;; integer values
004D: jump_if_false SWEET7_2232
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_2232
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2232
00D6: if  0
0448:   actor $131 in_car @79
004D: jump_if_false SWEET7_2232
020A: set_car @79 door_status_to  1
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_2232
0006: @276 =  1  ;; integer values
0687: $131 
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 (false)
0373: set_camera_directly_behind_player
0006: @71 =  8  ;; integer values
0006: @44 =  0  ;; integer values
0006: @539 =  1  ;; integer values

:SWEET7_2232
00D6: if  0
0039:   @71 ==  8  ;; integer values
004D: jump_if_false SWEET7_2331
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SWEET7_2252
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_2252
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2252
0871: init_jump_table @539 total_jumps  2  0 SWEET7_2252 jumps  1 SWEET7_2245  2 SWEET7_2248 -1 SWEET7_2252 -1 SWEET7_2252 -1 SWEET7_2252 -1 SWEET7_2252 -1 SWEET7_2252 

:SWEET7_2245
0006: @534 =  69  ;; integer values
0006: @539 =  2  ;; integer values
0002: jump SWEET7_2252

:SWEET7_2248
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR646'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_2252

:SWEET7_2252
00D6: if  0
0019:   @132 >  0  ;; integer values
004D: jump_if_false SWEET7_2276
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_2276
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2276
0871: init_jump_table @539 total_jumps  4  0 SWEET7_2276 jumps  1 SWEET7_2262  2 SWEET7_2265  3 SWEET7_2268  4 SWEET7_2271 -1 SWEET7_2276 -1 SWEET7_2276 -1 SWEET7_2276 

:SWEET7_2262
0006: @534 =  64  ;; integer values
0006: @539 =  2  ;; integer values
0002: jump SWEET7_2276

:SWEET7_2265
0006: @534 =  65  ;; integer values
0006: @539 =  3  ;; integer values
0002: jump SWEET7_2276

:SWEET7_2268
0006: @534 =  66  ;; integer values
0006: @539 =  4  ;; integer values
0002: jump SWEET7_2276

:SWEET7_2271
0006: @534 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'TWAR646'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_2276

:SWEET7_2276
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_2331
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET7_2292
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_2292
0006: @539 =  0  ;; integer values
0186: @43 = create_marker_above_car @79
07E0: @43  1 
0164: disable_marker @271
00BE: text_clear_all
00BC: text_highpriority 'TWAR645'  6000 ms  1
0006: @44 =  1  ;; integer values

:SWEET7_2292
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false SWEET7_2304
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_2304
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 (false)
00BE: text_clear_all
00BC: text_highpriority 'TWAR647'  8000 ms  1
0006: @44 =  0  ;; integer values

:SWEET7_2304
077E: @34 = active_interior
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SWEET7_2312
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false SWEET7_2312
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SWEET7_2312
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2331
00D6: if  0
0448:   actor $131 in_car @79
004D: jump_if_false SWEET7_2331
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_2331
00D6: if  0
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_2331
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
01C1:   car @79 stopped
004D: jump_if_false SWEET7_2331
0164: disable_marker @271
00BE: text_clear_all
0006: @71 =  74  ;; integer values

:SWEET7_2331
00D6: if  0
0039:   @71 ==  74  ;; integer values
004D: jump_if_false SWEET7_2354
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0395: clear_area  1 at  2501.634 -1674.131  12.3689 range  5.0
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2350
0615: @85 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2516.634 -1673.847  13.9671  4  20000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @85 
0618: $131 @85 
061B: @85 

:SWEET7_2350
0006: @33 =  0  ;; integer values
0006: @539 =  1  ;; integer values
0006: @71 =  77  ;; integer values
0006: @288 =  1  ;; integer values

:SWEET7_2354
00D6: if  0
0039:   @288 ==  1  ;; integer values
004D: jump_if_false SWEET7_2379
0006: @71 =  77  ;; integer values
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_2379
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2379
0871: init_jump_table @539 total_jumps  4  0 SWEET7_2379 jumps  1 SWEET7_2365  2 SWEET7_2368  3 SWEET7_2371  4 SWEET7_2374 -1 SWEET7_2379 -1 SWEET7_2379 -1 SWEET7_2379 

:SWEET7_2365
0006: @534 =  70  ;; integer values
0006: @539 =  2  ;; integer values
0002: jump SWEET7_2379

:SWEET7_2368
0006: @534 =  71  ;; integer values
0006: @539 =  3  ;; integer values
0002: jump SWEET7_2379

:SWEET7_2371
0006: @534 =  72  ;; integer values
0006: @539 =  4  ;; integer values
0002: jump SWEET7_2379

:SWEET7_2374
0006: @534 =  0  ;; integer values
0006: @71 =  80  ;; integer values
0006: @288 =  2  ;; integer values
0006: @539 =  0  ;; integer values
0002: jump SWEET7_2379

:SWEET7_2379
00D6: if  0
0039:   @288 ==  2  ;; integer values
004D: jump_if_false SWEET7_2390
0373: set_camera_directly_behind_player
009B: destroy_actor_instantly $131
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0002: jump SWEET7_4206

:SWEET7_2390
00D6: if  0
0039:   @53 ==  5  ;; integer values
004D: jump_if_false SWEET7_2431
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  0 ms
016A: fade  0 ()  1500 ms

:SWEET7_2396
00D6: if  0
016B:   fading
004D: jump_if_false SWEET7_2401
0001: wait  0 ms
0002: jump SWEET7_2396

:SWEET7_2401
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2406
0446: (unknown) @81  0 

:SWEET7_2406
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2410
0446: (unknown) @82  0 

:SWEET7_2410
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2414
0687: $131 

:SWEET7_2414
02A3: toggle_widescreen  1 (on)
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 (back)  1000 ms

:SWEET7_2422
00D6: if  0
016B:   fading
004D: jump_if_false SWEET7_2427
0001: wait  0 ms
0002: jump SWEET7_2422

:SWEET7_2427
0006: @53 =  6  ;; integer values
0006: @539 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:SWEET7_2431
00D6: if  0
0039:   @53 ==  6  ;; integer values
004D: jump_if_false SWEET7_2528
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_2461
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2461
0871: init_jump_table @539 total_jumps  4  0 SWEET7_2461 jumps  1 SWEET7_2441  2 SWEET7_2443  3 SWEET7_2453  4 SWEET7_2456 -1 SWEET7_2461 -1 SWEET7_2461 -1 SWEET7_2461 

:SWEET7_2441
0006: @539 =  2  ;; integer values
0002: jump SWEET7_2461

:SWEET7_2443
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2451
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_2451
0687: $131 
0639: unknown_action_sequence $131 @98 

:SWEET7_2451
0006: @539 =  3  ;; integer values
0002: jump SWEET7_2461

:SWEET7_2453
0006: @534 =  34  ;; integer values
0006: @539 =  4  ;; integer values
0002: jump SWEET7_2461

:SWEET7_2456
0006: @534 =  0  ;; integer values
03E5: text_box 'TWAR661'
0006: @546 =  1  ;; integer values
0006: @539 =  0  ;; integer values
0002: jump SWEET7_2461

:SWEET7_2461
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false SWEET7_2471
00D6: if  0
0039:   @546 ==  1  ;; integer values
004D: jump_if_false SWEET7_2471
03E6: remove_text_box
03E5: text_box 'TWAR662'
0006: @546 =  2  ;; integer values
0006: @33 =  0  ;; integer values

:SWEET7_2471
00D6: if  0
0039:   @546 ==  2  ;; integer values
004D: jump_if_false SWEET7_2528
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false SWEET7_2528
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  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false SWEET7_2496
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET7_2496
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2496
05D1: unknown_action_sequence @101 @76  875.3232 -1073.502  23.3364  10.0  2  0  2 
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2495
0006: @534 =  40  ;; integer values

:SWEET7_2495
0006: @75 =  1  ;; integer values

:SWEET7_2496
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET7_2528
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2528
00D6: if  0
01AF:   car @76  0 ()near_point  875.3232 -1071.941  23.3364 radius  3.0  3.0  3.0
004D: jump_if_false SWEET7_2528
00D6: if  0
01C1:   car @76 stopped
004D: jump_if_false SWEET7_2528
0006: @53 =  7  ;; integer values
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2513
0006: @545 =  0  ;; integer values

:SWEET7_2513
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  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_2527
0615: @99 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  869.1639 -1071.619  25.2208  4  10000 
05D3: unknown_action_sequence -1  892.7105 -1077.929  23.2684  4  10000 
0616: @99 
0618: @98 @99 
061B: @99 

:SWEET7_2527
0006: @32 =  0  ;; integer values

:SWEET7_2528
00D6: if  0
0039:   @53 ==  7  ;; integer values
004D: jump_if_false SWEET7_2547
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SWEET7_2547
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2544
0615: @102 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  873.9978 -1077.988  23.3203  4  10000 
05D3: unknown_action_sequence -1  833.1347 -1095.187  22.8281  4  10000 
0616: @102 
0618: @101 @102 
061B: @102 

:SWEET7_2544
00BE: text_clear_all
0006: @53 =  8  ;; integer values
0006: @539 =  1  ;; integer values

:SWEET7_2547
00D6: if  0
0039:   @53 ==  8  ;; integer values
004D: jump_if_false SWEET7_2570
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_2566
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2566
0871: init_jump_table @539 total_jumps  3  0 SWEET7_2566 jumps  1 SWEET7_2557  2 SWEET7_2560  3 SWEET7_2563 -1 SWEET7_2566 -1 SWEET7_2566 -1 SWEET7_2566 -1 SWEET7_2566 

:SWEET7_2557
0006: @534 =  41  ;; integer values
0006: @539 =  2  ;; integer values
0002: jump SWEET7_2566

:SWEET7_2560
0006: @534 =  42  ;; integer values
0006: @539 =  3  ;; integer values
0002: jump SWEET7_2566

:SWEET7_2563
0006: @534 =  0  ;; integer values
0006: @539 =  0  ;; integer values
0002: jump SWEET7_2566

:SWEET7_2566
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false SWEET7_2570
0006: @53 =  10  ;; integer values

:SWEET7_2570
00D6: if  0
0039:   @53 ==  10  ;; integer values
004D: jump_if_false SWEET7_2656
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  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_2582
00A1: put_actor @263 at  820.5947 -1074.517  23.1755
0173: set_actor @263 z_angle_to  176.0

:SWEET7_2582
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_2587
00A1: put_actor @264 at  818.3846 -1079.001  22.929
0173: set_actor @264 z_angle_to  291.0

:SWEET7_2587
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_2600
0792: @98 
00D6: if  0
80DF:   NOT   actor @98 driving
004D: jump_if_false SWEET7_2595
00A1: put_actor @98 at  890.4531 -1063.368  23.7342

:SWEET7_2595
00D6: if  0
00DF:   actor @98 driving
004D: jump_if_false SWEET7_2599
0362: remove_actor @98 from_car_and_place_at  890.4531 -1063.368  23.7342

:SWEET7_2599
05D4: unknown_action_sequence @98 unknown_angle  84.0 

:SWEET7_2600
0173: set_actor $PLAYER_ACTOR z_angle_to  255.0
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
04EF: release_animation "SMOKING"
04EF: release_animation "GRAVEYARD"
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2614
0792: @101 
00A1: put_actor @101 at  844.5107 -1101.66  22.8516
05D4: unknown_action_sequence @101 unknown_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_2614
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SWEET7_2621
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_2621
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0940: @260  1 
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_2631
00D6: if  0
86EE:   NOT   actor @263 in_group @260 
004D: jump_if_false SWEET7_2631
0631: put_actor @263 in_group @260 
087F: @263  1 

:SWEET7_2631
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_2639
00D6: if  0
86EE:   NOT   actor @264 in_group @260 
004D: jump_if_false SWEET7_2639
0631: put_actor @264 in_group @260 
087F: @264  1 

:SWEET7_2639
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2644
060B: unknown_actor_use_entity @101 @93 
0687: @101 

:SWEET7_2644
0638: unknown_action_sequence @101  1 
0006: @53 =  15  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_2651
0187: @40 = create_marker_above_actor @98
0165: set_marker @40 color_to  0

:SWEET7_2651
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SWEET7_2655
00A6: destroy_car @78

:SWEET7_2655
03E6: remove_text_box

:SWEET7_2656
00D6: if  0
0039:   @53 ==  15  ;; integer values
004D: jump_if_false SWEET7_2727
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2711
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2674
0615: @84 
05D3: unknown_action_sequence -1  832.3179 -1081.627  22.9332  6  10000 
0637: unknown_action_sequence -1  833.9351 -1101.966  22.8281  6  100.0  1.0 @101 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @101 
0616: @84 
0618: $131 @84 
061B: @84 

:SWEET7_2674
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2686
0687: @81 
0615: @88 
05D3: unknown_action_sequence -1  828.6603 -1080.408  23.03  7  10000 
0637: unknown_action_sequence -1  832.5559 -1104.067  22.8281  7  100.0  1.0 @101 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @101 
0616: @88 
0618: @81 @88 
061B: @88 

:SWEET7_2686
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2698
0687: @82 
0615: @90 
05D3: unknown_action_sequence -1  832.2366 -1077.225  23.1896  7  10000 
0637: unknown_action_sequence -1  835.7187 -1097.325  22.8784  7  100.0  1.0 @101 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @101 
0616: @90 
0618: @82 @90 
061B: @90 

:SWEET7_2698
0050: gosub SWEET7_3911
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2711
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2711
0615: @104 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $131 
0616: @104 
0618: @101 @104 
061B: @104 

:SWEET7_2711
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false SWEET7_2722
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SWEET7_2718
009B: destroy_actor_instantly @97

:SWEET7_2718
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false SWEET7_2722
009B: destroy_actor_instantly @96

:SWEET7_2722
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_2727
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false SWEET7_2806
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_2755
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_2755
0871: init_jump_table @539 total_jumps  2  0 SWEET7_2755 jumps  1 SWEET7_2737  2 SWEET7_2751 -1 SWEET7_2755 -1 SWEET7_2755 -1 SWEET7_2755 -1 SWEET7_2755 -1 SWEET7_2755 

:SWEET7_2737
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_2741
0006: @534 =  43  ;; integer values

:SWEET7_2741
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_2745
0006: @534 =  44  ;; integer values

:SWEET7_2745
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_2749
0006: @534 =  45  ;; integer values

:SWEET7_2749
0006: @539 =  2  ;; integer values
0002: jump SWEET7_2755

:SWEET7_2751
00BC: text_highpriority 'TWAR636'  8000 ms  1
0006: @534 =  0  ;; integer values
0006: @539 =  0  ;; integer values
0002: jump SWEET7_2755

:SWEET7_2755
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false SWEET7_2769
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false SWEET7_2769
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2769
0687: @101 
0605: unknown_action_sequence @101 "KO_SHOT_FACE" "PED"  8.0  0  0  0  1 -1 
0223: set_actor @101 health_to  0
0006: @70 =  1  ;; integer values
00BE: text_clear_all

:SWEET7_2769
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false SWEET7_2806
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SWEET7_2777
0687: @101 
05BE: unknown_action_sequence @101 

:SWEET7_2777
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET7_2788
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2788
0687: $131 
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 $131 flags  6  0 

:SWEET7_2788
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2796
0687: @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_2796
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2804
0687: @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_2804
0006: @61 =  2  ;; integer values
00BE: text_clear_all

:SWEET7_2806
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET7_2821
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false SWEET7_2821
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2821
00D6: if  0
00FE:   actor $131  0 ()near_point  872.7859 -1100.792  22.8437 radius  3.0  3.0  3.0
004D: jump_if_false SWEET7_2821
0687: $131 
05D3: unknown_action_sequence $131  875.9534 -1079.515  23.3203  6  10000 
0006: @65 =  2  ;; integer values

:SWEET7_2821
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false SWEET7_2833
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2833
00D6: if  0
00FE:   actor @81  0 ()near_point  882.445 -1102.041  22.8281 radius  5.0  5.0  3.0
004D: jump_if_false SWEET7_2833
0687: @81 
05D3: unknown_action_sequence @81  881.3811 -1088.896  23.1974  6  10000 
0006: @66 =  2  ;; integer values

:SWEET7_2833
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false SWEET7_2845
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2845
00D6: if  0
00FE:   actor @82  0 ()near_point  888.5107 -1099.935  21.8918 radius  5.0  5.0  3.0
004D: jump_if_false SWEET7_2845
0687: @82 
05D3: unknown_action_sequence @82  893.6727 -1077.295  23.2759  7  10000 
0006: @67 =  2  ;; integer values

:SWEET7_2845
00D6: if  0
0019:   @61 >  0  ;; integer values
004D: jump_if_false SWEET7_2911
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET7_2871
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false SWEET7_2871
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2871
00D6: if  0
00FE:   actor $131  0 ()near_point  875.9534 -1079.515  23.3203 radius  2.0  2.0  3.0
004D: jump_if_false SWEET7_2871
0687: $131 
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_2870
0615: @86 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 @105 
0616: @86 
0618: $131 @86 
061B: @86 

:SWEET7_2870
0006: @64 =  1  ;; integer values

:SWEET7_2871
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false SWEET7_2891
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2891
00D6: if  0
00FE:   actor @81  0 ()near_point  881.3811 -1088.896  23.1974 radius  5.0  5.0  3.0
004D: jump_if_false SWEET7_2891
0687: @81 
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_2890
0615: @89 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 @107 
0616: @89 
0618: @81 @89 
061B: @89 

:SWEET7_2890
0006: @62 =  1  ;; integer values

:SWEET7_2891
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false SWEET7_2911
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2911
00D6: if  0
00FE:   actor @82  0 ()near_point  893.6727 -1077.295  23.2759 radius  5.0  5.0  3.0
004D: jump_if_false SWEET7_2911
0687: @82 
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_2910
0615: @91 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 @109 
0616: @91 
0618: @82 @91 
061B: @91 

:SWEET7_2910
0006: @63 =  1  ;; integer values

:SWEET7_2911
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false SWEET7_2926
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false SWEET7_2926
00D6: if  0
8118:   NOT   actor @111 dead
004D: jump_if_false SWEET7_2925
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2925
0687: @81 
05E2: unknown_action_sequence @81 @111 

:SWEET7_2925
0006: @62 =  2  ;; integer values

:SWEET7_2926
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false SWEET7_2941
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false SWEET7_2940
00D6: if  0
8118:   NOT   actor @112 dead
004D: jump_if_false SWEET7_2940
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2940
0687: @82 
05E2: unknown_action_sequence @82 @112 

:SWEET7_2940
0006: @63 =  2  ;; integer values

:SWEET7_2941
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET7_2962
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SWEET7_2962
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false SWEET7_2962
00D6: if  0
0118:   actor @105 dead
004D: jump_if_false SWEET7_2962
00D6: if  0
8118:   NOT   actor @113 dead
004D: jump_if_false SWEET7_2961
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_2961
0687: $131 
05E2: unknown_action_sequence $131 @113 

:SWEET7_2961
0006: @64 =  2  ;; integer values

:SWEET7_2962
00D6: if  0
0039:   @62 ==  2  ;; integer values
004D: jump_if_false SWEET7_2977
00D6: if  0
0118:   actor @111 dead
004D: jump_if_false SWEET7_2977
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false SWEET7_2977
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_2976
0687: @81 
05E2: unknown_action_sequence @81 @98 

:SWEET7_2976
0006: @62 =  3  ;; integer values

:SWEET7_2977
00D6: if  0
0039:   @63 ==  2  ;; integer values
004D: jump_if_false SWEET7_2992
00D6: if  0
0118:   actor @112 dead
004D: jump_if_false SWEET7_2992
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false SWEET7_2992
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_2991
0687: @82 
05E2: unknown_action_sequence @82 @98 

:SWEET7_2991
0006: @63 =  3  ;; integer values

:SWEET7_2992
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false SWEET7_3013
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SWEET7_3013
00D6: if  0
0039:   @64 ==  2  ;; integer values
004D: jump_if_false SWEET7_3013
00D6: if  0
0118:   actor @113 dead
004D: jump_if_false SWEET7_3013
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_3013
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3012
0687: $131 
05E2: unknown_action_sequence $131 @98 

:SWEET7_3012
0006: @64 =  3  ;; integer values

:SWEET7_3013
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false SWEET7_3034
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3034
00D6: if  0
00FE:   actor @98  0 ()near_point @140(@139,10f) @150(@139,10f) @160(@139,10f) radius  5.0  5.0  5.0
004D: jump_if_false SWEET7_3026
0856: @98  1 
0687: @98 
0634: unknown_action_sequence @98 $PLAYER_ACTOR  4  3000  50 
0006: @59 =  2  ;; integer values

:SWEET7_3026
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false SWEET7_3034
00D6: if  0
00FE:   actor @98  0 ()near_point @140(@139,10f) @150(@139,10f) @160(@139,10f) radius  20.0  20.0  5.0
004D: jump_if_false SWEET7_3034
0050: gosub SWEET7_3878
0006: @60 =  2  ;; integer values

:SWEET7_3034
00D6: if  0
0039:   @59 ==  3  ;; integer values
004D: jump_if_false SWEET7_3059
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3059
00D6: if  0
00FE:   actor @98  0 ()near_point @140(@139,10f) @150(@139,10f) @160(@139,10f) radius  5.0  5.0  5.0
004D: jump_if_false SWEET7_3051
0687: @98 
0634: unknown_action_sequence @98 $PLAYER_ACTOR  4  3000  50 
00D6: if  0
8118:   NOT   actor @112 dead
004D: jump_if_false SWEET7_3050
0687: @112 
0634: unknown_action_sequence @112 $PLAYER_ACTOR  4  3000  50 

:SWEET7_3050
0006: @59 =  4  ;; integer values

:SWEET7_3051
00D6: if  0
0039:   @60 ==  2  ;; integer values
004D: jump_if_false SWEET7_3059
00D6: if  0
00FE:   actor @98  0 ()near_point @140(@139,10f) @150(@139,10f) @160(@139,10f) radius  20.0  20.0  5.0
004D: jump_if_false SWEET7_3059
0050: gosub SWEET7_3878
0006: @60 =  3  ;; integer values

:SWEET7_3059
00D6: if  0
0039:   @59 ==  5  ;; integer values
004D: jump_if_false SWEET7_3071
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3071
00D6: if  0
00FE:   actor @98  0 ()near_point @140(@139,10f) @150(@139,10f) @160(@139,10f) radius  5.0  5.0  5.0
004D: jump_if_false SWEET7_3071
0687: @98 
0634: unknown_action_sequence @98 $PLAYER_ACTOR  4  3000  50 
0006: @59 =  6  ;; integer values

:SWEET7_3071
00D6: if  0
0039:   @59 ==  7  ;; integer values
004D: jump_if_false SWEET7_3084
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3084
00D6: if  0
00FE:   actor @98  0 ()near_point @140(@139,10f) @150(@139,10f) @160(@139,10f) radius  5.0  5.0  5.0
004D: jump_if_false SWEET7_3084
0687: @98 
0638: unknown_action_sequence @98  0 
05E2: unknown_action_sequence @98 $PLAYER_ACTOR 
0006: @59 =  8  ;; integer values

:SWEET7_3084
00D6: if  0
0039:   @53 ==  20  ;; integer values
004D: jump_if_false SWEET7_3163
00D6: if  0
8039:   NOT   @53 ==  25  ;; integer values
004D: jump_if_false SWEET7_3102
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3102
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @98 radius  20.0  20.0  0
004D: jump_if_false SWEET7_3102
0006: @53 =  25  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  1  ;; integer values
0006: @60 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SWEET7_3102
00D6: if  0
8039:   NOT   @53 ==  25  ;; integer values
004D: jump_if_false SWEET7_3116
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3116
00D6: if  0
051A:   unknown_actor @98 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_3116
0006: @53 =  25  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  1  ;; integer values
0006: @60 =  1  ;; integer values

:SWEET7_3116
00D6: if  0
8039:   NOT   @53 ==  25  ;; integer values
004D: jump_if_false SWEET7_3128
00D6: if  0
0118:   actor @105 dead
004D: jump_if_false SWEET7_3128
0006: @56 =  1  ;; integer values
0006: @53 =  25  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  1  ;; integer values
0006: @60 =  1  ;; integer values

:SWEET7_3128
00D6: if  0
8039:   NOT   @53 ==  25  ;; integer values
004D: jump_if_false SWEET7_3140
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false SWEET7_3140
0006: @57 =  1  ;; integer values
0006: @53 =  25  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  1  ;; integer values
0006: @60 =  1  ;; integer values

:SWEET7_3140
00D6: if  0
8039:   NOT   @53 ==  25  ;; integer values
004D: jump_if_false SWEET7_3152
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false SWEET7_3152
0006: @58 =  1  ;; integer values
0006: @53 =  25  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  1  ;; integer values
0006: @60 =  1  ;; integer values

:SWEET7_3152
00D6: if  0
8039:   NOT   @53 ==  25  ;; integer values
004D: jump_if_false SWEET7_3163
00D6: if  0
0118:   actor @111 dead
004D: jump_if_false SWEET7_3163
0006: @53 =  25  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  1  ;; integer values
0006: @60 =  1  ;; integer values

:SWEET7_3163
00D6: if  0
0039:   @53 ==  25  ;; integer values
004D: jump_if_false SWEET7_3197
00D6: if  0
0039:   @59 ==  2  ;; integer values
004D: jump_if_false SWEET7_3197
00D6: if  0
8039:   NOT   @53 ==  30  ;; integer values
004D: jump_if_false SWEET7_3183
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3183
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @98 radius  20.0  20.0  0
004D: jump_if_false SWEET7_3183
0006: @53 =  30  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  3  ;; integer values
0006: @60 =  2  ;; integer values

:SWEET7_3183
00D6: if  0
8039:   NOT   @53 ==  30  ;; integer values
004D: jump_if_false SWEET7_3197
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3197
00D6: if  0
051A:   unknown_actor @98 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_3197
0006: @53 =  30  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  3  ;; integer values
0006: @60 =  2  ;; integer values

:SWEET7_3197
00D6: if  0
0039:   @53 ==  30  ;; integer values
004D: jump_if_false SWEET7_3229
00D6: if  0
0039:   @59 ==  4  ;; integer values
004D: jump_if_false SWEET7_3229
00D6: if  0
8039:   NOT   @53 ==  35  ;; integer values
004D: jump_if_false SWEET7_3216
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3216
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @98 radius  20.0  20.0  0
004D: jump_if_false SWEET7_3216
0006: @53 =  35  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  5  ;; integer values

:SWEET7_3216
00D6: if  0
8039:   NOT   @53 ==  35  ;; integer values
004D: jump_if_false SWEET7_3229
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3229
00D6: if  0
051A:   unknown_actor @98 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_3229
0006: @53 =  35  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  5  ;; integer values

:SWEET7_3229
00D6: if  0
0039:   @53 ==  35  ;; integer values
004D: jump_if_false SWEET7_3263
00D6: if  0
0039:   @59 ==  6  ;; integer values
004D: jump_if_false SWEET7_3263
00D6: if  0
8039:   NOT   @53 ==  40  ;; integer values
004D: jump_if_false SWEET7_3249
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3249
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @98 radius  10.0  10.0  0
004D: jump_if_false SWEET7_3249
0006: @53 =  40  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  7  ;; integer values
0006: @53 =  50  ;; integer values

:SWEET7_3249
00D6: if  0
8039:   NOT   @53 ==  40  ;; integer values
004D: jump_if_false SWEET7_3263
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3263
00D6: if  0
051A:   unknown_actor @98 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SWEET7_3263
0006: @53 =  40  ;; integer values
000A: @139 +=  1  ;; integer values
0050: gosub SWEET7_3868
0006: @59 =  7  ;; integer values
0006: @53 =  50  ;; integer values

:SWEET7_3263
00D6: if  0
0039:   @53 ==  50  ;; integer values
004D: jump_if_false SWEET7_3293
00A5: @77 = create_car  492 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  103 in_car @77 driverseat
0446: (unknown) @122  0 
060B: unknown_actor_use_entity @122 @93 
01C8: @117 = create_actor  24  103 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: @117  15 
01C8: @119 = create_actor  24  102 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: @119  15 
0249: release_model  492
0249: release_model  102
0249: release_model  103
020A: set_car @77 door_status_to  3
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3293
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3293
05D1: unknown_action_sequence @122 @77  955.9623 -1100.14  22.7516  10.0  2  0  2 
0006: @53 =  55  ;; integer values

:SWEET7_3293
00D6: if  0
0039:   @277 ==  0  ;; integer values
004D: jump_if_false SWEET7_3309
00D6: if  1
0019:   @53 >  50  ;; integer values
001B:    999 > @53  ;; integer values
004D: jump_if_false SWEET7_3309
00D6: if  0
0118:   actor @122 dead
004D: jump_if_false SWEET7_3309
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3308
0687: @98 
05E2: unknown_action_sequence @98 $PLAYER_ACTOR 

:SWEET7_3308
0006: @277 =  1  ;; integer values

:SWEET7_3309
00D6: if  0
0039:   @53 ==  55  ;; integer values
004D: jump_if_false SWEET7_3332
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3332
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3332
00D6: if  0
01AF:   car @77  0 ()near_point  955.9623 -1100.14  22.7516 radius  3.0  3.0  3.0
004D: jump_if_false SWEET7_3332
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3332
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3332
05D1: unknown_action_sequence @122 @77  929.9791 -1103.645  22.8506  10.0  2  0  3 
0006: @53 =  60  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3332

:SWEET7_3332
00D6: if  0
0039:   @53 ==  60  ;; integer values
004D: jump_if_false SWEET7_3382
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3382
00D6: if  0
01AF:   car @77  0 ()near_point  929.9791 -1103.645  22.8506 radius  5.0  5.0  3.0
004D: jump_if_false SWEET7_3382
00D6: if  0
01C1:   car @77 stopped
004D: jump_if_false SWEET7_3382
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3358
0687: @98 
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3358
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3358
0006: @539 =  1  ;; integer values
0209: @540 = random_int  0  3
05CA: unknown_action_sequence @98 @77 -2  0 
0006: @53 =  65  ;; integer values

:SWEET7_3358
00D6: if  0
8118:   NOT   actor @117 dead
004D: jump_if_false SWEET7_3370
0687: @117 
0615: @118 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  916.3773 -1107.937  23.1694  6  10000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @118 
0618: @117 @118 
061B: @118 
0006: @53 =  65  ;; integer values

:SWEET7_3370
00D6: if  0
8118:   NOT   actor @119 dead
004D: jump_if_false SWEET7_3382
0687: @119 
0615: @120 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  918.4471 -1094.806  23.4897  6  10000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @120 
0618: @119 @120 
061B: @120 
0006: @53 =  65  ;; integer values

:SWEET7_3382
00D6: if  0
0039:   @53 ==  65  ;; integer values
004D: jump_if_false SWEET7_3468
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_3410
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_3410
0871: init_jump_table @539 total_jumps  2  0 SWEET7_3410 jumps  1 SWEET7_3392  2 SWEET7_3406 -1 SWEET7_3410 -1 SWEET7_3410 -1 SWEET7_3410 -1 SWEET7_3410 -1 SWEET7_3410 

:SWEET7_3392
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_3396
0006: @534 =  46  ;; integer values

:SWEET7_3396
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_3400
0006: @534 =  47  ;; integer values

:SWEET7_3400
00D6: if  0
0039:   @540 ==  2  ;; integer values
004D: jump_if_false SWEET7_3404
0006: @534 =  48  ;; integer values

:SWEET7_3404
0006: @539 =  2  ;; integer values
0002: jump SWEET7_3410

:SWEET7_3406
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR626'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_3410

:SWEET7_3410
00D6: if  0
0118:   actor @98 dead
004D: jump_if_false SWEET7_3427
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3427
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3427
0687: @122 
0615: @103 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @103 
0618: @122 @103 
061B: @103 
0006: @53 =  90  ;; integer values

:SWEET7_3427
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3468
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3468
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3468
00D6: if  0
0448:   actor @98 in_car @77
004D: jump_if_false SWEET7_3468
0164: disable_marker @40
0477: set_car @77 animation  3  6000 ms
020A: set_car @77 door_status_to  3
039E: (unknown) @98  1 
039E: (unknown) @98  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  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_3455
020A: set_car @79 door_status_to  1
020A: set_car @79 door_status_to  3

:SWEET7_3455
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_3468
0187: @39 = create_marker_above_actor $131
07E0: @39  1 
0687: $131 
0615: @121 
05D3: unknown_action_sequence -1  930.8062 -1114.459  23.094  6  10000 
05CA: unknown_action_sequence -1 @79  30000 -1 
0616: @121 
0618: $131 @121 
061B: @121 
0006: @132 =  1  ;; integer values

:SWEET7_3468
00D6: if  0
0039:   @53 ==  70  ;; integer values
004D: jump_if_false SWEET7_3512
00D6: if  0
0019:   @539 >  10  ;; integer values
004D: jump_if_false SWEET7_3500
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_3500
0871: init_jump_table @539 total_jumps  2  0 SWEET7_3500 jumps  11 SWEET7_3478  12 SWEET7_3496 -1 SWEET7_3500 -1 SWEET7_3500 -1 SWEET7_3500 -1 SWEET7_3500 -1 SWEET7_3500 

:SWEET7_3478
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_3482
0006: @534 =  49  ;; integer values

:SWEET7_3482
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_3486
0006: @534 =  50  ;; integer values

:SWEET7_3486
00D6: if  0
0039:   @540 ==  2  ;; integer values
004D: jump_if_false SWEET7_3490
0006: @534 =  51  ;; integer values

:SWEET7_3490
00D6: if  0
0039:   @540 ==  3  ;; integer values
004D: jump_if_false SWEET7_3494
0006: @534 =  52  ;; integer values

:SWEET7_3494
0006: @539 =  12  ;; integer values
0002: jump SWEET7_3500

:SWEET7_3496
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR629'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_3500

:SWEET7_3500
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SWEET7_3512
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3512
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3512
05D1: unknown_action_sequence @122 @77  1952.432 -1136.238  24.621  20.0  0  0  2 
00BE: text_clear_all
0006: @53 =  75  ;; integer values

:SWEET7_3512
00D6: if  0
0039:   @53 ==  75  ;; integer values
004D: jump_if_false SWEET7_3584
00D6: if  0
0019:   @539 >  10  ;; integer values
004D: jump_if_false SWEET7_3545
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_3545
0871: init_jump_table @539 total_jumps  2  0 SWEET7_3545 jumps  11 SWEET7_3522  12 SWEET7_3540 -1 SWEET7_3545 -1 SWEET7_3545 -1 SWEET7_3545 -1 SWEET7_3545 -1 SWEET7_3545 

:SWEET7_3522
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_3526
0006: @534 =  49  ;; integer values

:SWEET7_3526
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_3530
0006: @534 =  50  ;; integer values

:SWEET7_3530
00D6: if  0
0039:   @540 ==  2  ;; integer values
004D: jump_if_false SWEET7_3534
0006: @534 =  51  ;; integer values

:SWEET7_3534
00D6: if  0
0039:   @540 ==  3  ;; integer values
004D: jump_if_false SWEET7_3538
0006: @534 =  52  ;; integer values

:SWEET7_3538
0006: @539 =  12  ;; integer values
0002: jump SWEET7_3545

:SWEET7_3540
0006: @534 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'TWAR629'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_3545

:SWEET7_3545
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3584
00D6: if  0
00FE:   actor @98  0 ()near_point  1952.432 -1136.238  24.621 radius  5.0  5.0  5.0
004D: jump_if_false SWEET7_3560
0006: @53 =  80  ;; integer values
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3560
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3560
0687: @122 
05D2: unknown_action_sequence @122 @77  30.0  2 

:SWEET7_3560
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3584
00D6: if  0
80DB:   NOT   actor @98 in_car @77
004D: jump_if_false SWEET7_3572
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false SWEET7_3572
0687: @98 
05E2: unknown_action_sequence @98 $PLAYER_ACTOR 
0006: @73 =  1  ;; integer values

:SWEET7_3572
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3584
00D6: if  0
80DB:   NOT   actor @122 in_car @77
004D: jump_if_false SWEET7_3584
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false SWEET7_3584
0687: @122 
05E2: unknown_action_sequence @122 $PLAYER_ACTOR 
0006: @74 =  1  ;; integer values

:SWEET7_3584
00D6: if  0
0039:   @53 ==  80  ;; integer values
004D: jump_if_false SWEET7_3626
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3626
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3626
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @98 radius  50.0  50.0  50.0 sphere  0
004D: jump_if_false SWEET7_3602
00D6: if  0
82CA:   NOT   car @77 bounding_sphere_visible
004D: jump_if_false SWEET7_3602
0209: @540 = random_int  0  3
0006: @539 =  61  ;; integer values
0006: @53 =  999  ;; integer values

:SWEET7_3602
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_3614
00D6: if  0
80DB:   NOT   actor @98 in_car @77
004D: jump_if_false SWEET7_3614
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false SWEET7_3614
0687: @98 
05E2: unknown_action_sequence @98 $PLAYER_ACTOR 
0006: @73 =  1  ;; integer values

:SWEET7_3614
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_3626
00D6: if  0
80DB:   NOT   actor @122 in_car @77
004D: jump_if_false SWEET7_3626
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false SWEET7_3626
0687: @122 
05E2: unknown_action_sequence @122 $PLAYER_ACTOR 
0006: @74 =  1  ;; integer values

:SWEET7_3626
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false SWEET7_3666
0050: gosub SWEET7_4089
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_3647
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_3647
0871: init_jump_table @539 total_jumps  3  0 SWEET7_3647 jumps  1 SWEET7_3637  2 SWEET7_3640  3 SWEET7_3643 -1 SWEET7_3647 -1 SWEET7_3647 -1 SWEET7_3647 -1 SWEET7_3647 

:SWEET7_3637
0006: @534 =  67  ;; integer values
0006: @539 =  2  ;; integer values
0002: jump SWEET7_3647

:SWEET7_3640
0006: @534 =  68  ;; integer values
0006: @539 =  3  ;; integer values
0002: jump SWEET7_3647

:SWEET7_3643
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR628'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_3647

:SWEET7_3647
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false SWEET7_3666
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_3666
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_3666
0186: @43 = create_marker_above_car @79
07E0: @43  1 
00BE: text_clear_all
00BC: text_highpriority 'TWAR644'  6000 ms  1
00D6: if  0
0448:   actor $131 in_car @79
004D: jump_if_false SWEET7_3664
020A: set_car @79 door_status_to  1

:SWEET7_3664
02AC: set_car @79 immunities  0  0  0  0  0
0006: @71 =  4  ;; integer values

:SWEET7_3666
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false SWEET7_3684
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_3684
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_3684
00D6: if  0
0448:   actor $131 in_car @79
004D: jump_if_false SWEET7_3684
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_3684
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false SWEET7_3730
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_3709
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_3709
0871: init_jump_table @539 total_jumps  2  0 SWEET7_3709 jumps  1 SWEET7_3694  2 SWEET7_3704 -1 SWEET7_3709 -1 SWEET7_3709 -1 SWEET7_3709 -1 SWEET7_3709 -1 SWEET7_3709 

:SWEET7_3694
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_3698
0006: @534 =  53  ;; integer values

:SWEET7_3698
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_3702
0006: @534 =  54  ;; integer values

:SWEET7_3702
0006: @539 =  2  ;; integer values
0002: jump SWEET7_3709

:SWEET7_3704
0006: @534 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'TWAR640'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_3709

:SWEET7_3709
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_3730
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_3730
02AC: set_car @79 immunities  0  0  0  0  0
020A: set_car @79 door_status_to  1
0164: disable_marker @39
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3726
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_3726
0006: @276 =  1  ;; integer values
0006: @132 =  3  ;; integer values
0006: @275 =  1  ;; integer values
0006: @544 =  1  ;; integer values

:SWEET7_3730
00D6: if  0
0039:   @132 ==  3  ;; integer values
004D: jump_if_false SWEET7_3788
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3788
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_3788
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_3763
00D6: if  0
0019:   @539 >  0  ;; integer values
004D: jump_if_false SWEET7_3763
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_3763
0871: init_jump_table @539 total_jumps  2  0 SWEET7_3763 jumps  1 SWEET7_3749  2 SWEET7_3759 -1 SWEET7_3763 -1 SWEET7_3763 -1 SWEET7_3763 -1 SWEET7_3763 -1 SWEET7_3763 

:SWEET7_3749
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_3753
0006: @534 =  55  ;; integer values

:SWEET7_3753
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_3757
0006: @534 =  56  ;; integer values

:SWEET7_3757
0006: @539 =  2  ;; integer values
0002: jump SWEET7_3763

:SWEET7_3759
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR641'  6000 ms  1
0006: @539 =  0  ;; integer values
0002: jump SWEET7_3763

:SWEET7_3763
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false SWEET7_3775
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_3775
0186: @43 = create_marker_above_car @79
07E0: @43  1 
0164: disable_marker @40
00BE: text_clear_all
00BC: text_highpriority 'TWAR643'  6000 ms  1
0006: @44 =  1  ;; integer values

:SWEET7_3775
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false SWEET7_3788
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @79
004D: jump_if_false SWEET7_3788
0164: disable_marker @43
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3787
0187: @40 = create_marker_above_actor @98
00BC: text_highpriority 'TWAR641'  6000 ms  1

:SWEET7_3787
0006: @44 =  0  ;; integer values

:SWEET7_3788
00D6: if  0
0039:   @275 ==  1  ;; integer values
004D: jump_if_false SWEET7_3805
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_3805
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3805
00D6: if  0
00F2:   actor $131 near_actor @98 radius  30.0  30.0  0
004D: jump_if_false SWEET7_3805
0687: $131 
0713: unknown_action_sequence $131 @98 -1  0.0  0.0  0.0  50.0  8  0  90 
0006: @275 =  2  ;; integer values
0006: @544 =  1  ;; integer values
0209: @540 = random_int  0  4

:SWEET7_3805
00D6: if  0
0039:   @275 ==  2  ;; integer values
004D: jump_if_false SWEET7_3848
00D6: if  0
0019:   @544 >  0  ;; integer values
004D: jump_if_false SWEET7_3837
00D6: if  0
0039:   @537 ==  0  ;; integer values
004D: jump_if_false SWEET7_3837
0871: init_jump_table @544 total_jumps  2  0 SWEET7_3837 jumps  1 SWEET7_3815  2 SWEET7_3833 -1 SWEET7_3837 -1 SWEET7_3837 -1 SWEET7_3837 -1 SWEET7_3837 -1 SWEET7_3837 

:SWEET7_3815
00D6: if  0
0039:   @540 ==  0  ;; integer values
004D: jump_if_false SWEET7_3819
0006: @534 =  57  ;; integer values

:SWEET7_3819
00D6: if  0
0039:   @540 ==  1  ;; integer values
004D: jump_if_false SWEET7_3823
0006: @534 =  58  ;; integer values

:SWEET7_3823
00D6: if  0
0039:   @540 ==  2  ;; integer values
004D: jump_if_false SWEET7_3827
0006: @534 =  59  ;; integer values

:SWEET7_3827
00D6: if  0
0039:   @540 ==  3  ;; integer values
004D: jump_if_false SWEET7_3831
0006: @534 =  60  ;; integer values

:SWEET7_3831
0006: @544 =  2  ;; integer values
0002: jump SWEET7_3837

:SWEET7_3833
0006: @534 =  0  ;; integer values
00BC: text_highpriority 'TWAR649'  6000 ms  1
0006: @544 =  0  ;; integer values
0002: jump SWEET7_3837

:SWEET7_3837
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false SWEET7_3848
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3848
00D6: if  0
80F2:   NOT   actor $131 near_actor @98 radius  40.0  40.0  0
004D: jump_if_false SWEET7_3848
0687: $131 
0006: @275 =  1  ;; integer values

:SWEET7_3848
00D6: if  0
0039:   @276 ==  1  ;; integer values
004D: jump_if_false SWEET7_3856
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  875.3232 -1071.941  23.3364 radius  400.0  400.0  100.0
004D: jump_if_false SWEET7_3856
0050: gosub SWEET7_4162
0006: @276 =  2  ;; integer values

:SWEET7_3856
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false SWEET7_3867
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false SWEET7_3867
03E6: remove_text_box
03E5: text_box 'TWAR801'
0006: @279 =  2  ;; integer values
0006: @280 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:SWEET7_3867
0002: jump SWEET7_509

:SWEET7_3868
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3877
0615: @100 
0688: unknown_action_sequence -1  0  0  0 
05D3: unknown_action_sequence -1 @140(@139,10f) @150(@139,10f) @160(@139,10f)  7 -2 
0616: @100 
0618: @98 @100 
061B: @100 

:SWEET7_3877
0051: return

:SWEET7_3878
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_3888
0615: @106 
0637: unknown_action_sequence -1 @170(@139,10f) @180(@139,10f) @190(@139,10f)  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @106 
0618: @105 @106 
061B: @106 

:SWEET7_3888
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_3899
0615: @108 
0637: unknown_action_sequence -1 @200(@139,10f) @210(@139,10f) @220(@139,10f)  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  5000  70 
0616: @108 
0618: @107 @108 
061B: @108 

:SWEET7_3899
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_3910
0648: @109  150.0 
0615: @110 
0637: unknown_action_sequence -1 @230(@139,10f) @240(@139,10f) @250(@139,10f)  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @110 
0618: @109 @110 
061B: @110 

:SWEET7_3910
0051: return

:SWEET7_3911
0006: @53 =  20  ;; integer values
0006: @54 =  1  ;; integer values
0006: @279 =  1  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_3919
01B2: give_actor @105 weapon  22 ammo  2000  ;; Load the weapon model before using this

:SWEET7_3919
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_3923
01B2: give_actor @107 weapon  22 ammo  2000  ;; Load the weapon model before using this

:SWEET7_3923
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_3927
01B2: give_actor @109 weapon  22 ammo  2000  ;; Load the weapon model before using this

:SWEET7_3927
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3931
01B2: give_actor @98 weapon  22 ammo  2000  ;; Load the weapon model before using this

:SWEET7_3931
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_3948
0615: @100 
00D6: if  0
0039:   @139 ==  3  ;; integer values
004D: jump_if_false SWEET7_3939
05D3: unknown_action_sequence -1  889.4055 -1057.06  24.0241  7 -2 

:SWEET7_3939
00D6: if  0
001B:    3 > @139  ;; integer values
004D: jump_if_false SWEET7_3943
05D3: unknown_action_sequence -1  889.4055 -1057.06  24.0241  7 -2 

:SWEET7_3943
0638: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @100 
0618: @98 @100 
061B: @100 

:SWEET7_3948
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_3959
0648: @105  150.0 
0615: @106 
0637: unknown_action_sequence -1  884.8275 -1057.997  24.8115  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @106 
0618: @105 @106 
061B: @106 

:SWEET7_3959
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_3971
0648: @107  150.0 
0615: @108 
0637: unknown_action_sequence -1  880.5971 -1057.468  25.9345  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  5000  70 
0616: @108 
0618: @107 @108 
061B: @108 

:SWEET7_3971
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_3982
0648: @109  150.0 
0615: @110 
0637: unknown_action_sequence -1  881.8948 -1061.774  24.2952  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @110 
0618: @109 @110 
061B: @110 

:SWEET7_3982
00D6: if  0
8118:   NOT   actor @111 dead
004D: jump_if_false SWEET7_3992
0648: @111  150.0 
0615: @114 
0638: unknown_action_sequence -1  0 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  5000  70 
0616: @114 
0618: @111 @114 
061B: @114 

:SWEET7_3992
00D6: if  0
8118:   NOT   actor @112 dead
004D: jump_if_false SWEET7_4002
0648: @112  150.0 
0615: @115 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @115 
0618: @112 @115 
061B: @115 

:SWEET7_4002
00D6: if  0
8118:   NOT   actor @113 dead
004D: jump_if_false SWEET7_4012
0648: @113  150.0 
0615: @116 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @116 
0618: @113 @116 
061B: @116 

:SWEET7_4012
0051: return

:SWEET7_4013
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false SWEET7_4020
0187: @45 = create_marker_above_actor @105
0168: show_on_radar @45  2
000A: @123 +=  1  ;; integer values
0006: @124 =  1  ;; integer values

:SWEET7_4020
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false SWEET7_4027
0187: @46 = create_marker_above_actor @107
0168: show_on_radar @46  2
000A: @123 +=  1  ;; integer values
0006: @125 =  1  ;; integer values

:SWEET7_4027
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false SWEET7_4034
0187: @47 = create_marker_above_actor @109
0168: show_on_radar @47  2
000A: @123 +=  1  ;; integer values
0006: @126 =  1  ;; integer values

:SWEET7_4034
00D6: if  0
8118:   NOT   actor @111 dead
004D: jump_if_false SWEET7_4041
0187: @48 = create_marker_above_actor @111
0168: show_on_radar @48  2
000A: @123 +=  1  ;; integer values
0006: @127 =  1  ;; integer values

:SWEET7_4041
00D6: if  0
8118:   NOT   actor @112 dead
004D: jump_if_false SWEET7_4048
0187: @49 = create_marker_above_actor @112
0168: show_on_radar @49  2
000A: @123 +=  1  ;; integer values
0006: @128 =  1  ;; integer values

:SWEET7_4048
00D6: if  0
8118:   NOT   actor @113 dead
004D: jump_if_false SWEET7_4055
0187: @50 = create_marker_above_actor @113
0168: show_on_radar @50  2
000A: @123 +=  1  ;; integer values
0006: @129 =  1  ;; integer values

:SWEET7_4055
00D6: if  0
8118:   NOT   actor @117 dead
004D: jump_if_false SWEET7_4069
0687: @117 
0615: @118 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @118 
0618: @117 @118 
061B: @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_4069
00D6: if  0
8118:   NOT   actor @119 dead
004D: jump_if_false SWEET7_4083
0687: @119 
0615: @120 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @120 
0618: @119 @120 
061B: @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_4083
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SWEET7_4088
0687: @122 
05DD: unknown_action_sequence @122 $PLAYER_ACTOR  100.0 -1 

:SWEET7_4088
0051: return

:SWEET7_4089
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false SWEET7_4098
00D6: if  0
0118:   actor @105 dead
004D: jump_if_false SWEET7_4098
0164: disable_marker @45
000E: @123 -=  1  ;; integer values
0006: @124 =  2  ;; integer values

:SWEET7_4098
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false SWEET7_4107
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false SWEET7_4107
0164: disable_marker @46
000E: @123 -=  1  ;; integer values
0006: @125 =  2  ;; integer values

:SWEET7_4107
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false SWEET7_4116
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false SWEET7_4116
0164: disable_marker @47
000E: @123 -=  1  ;; integer values
0006: @126 =  2  ;; integer values

:SWEET7_4116
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false SWEET7_4125
00D6: if  0
0118:   actor @111 dead
004D: jump_if_false SWEET7_4125
0164: disable_marker @48
000E: @123 -=  1  ;; integer values
0006: @127 =  2  ;; integer values

:SWEET7_4125
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false SWEET7_4134
00D6: if  0
0118:   actor @112 dead
004D: jump_if_false SWEET7_4134
000E: @123 -=  1  ;; integer values
0164: disable_marker @49
0006: @128 =  2  ;; integer values

:SWEET7_4134
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false SWEET7_4143
00D6: if  0
0118:   actor @113 dead
004D: jump_if_false SWEET7_4143
0164: disable_marker @50
000E: @123 -=  1  ;; integer values
0006: @129 =  2  ;; integer values

:SWEET7_4143
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false SWEET7_4152
00D6: if  0
0118:   actor @117 dead
004D: jump_if_false SWEET7_4152
0164: disable_marker @51
000E: @123 -=  1  ;; integer values
0006: @130 =  2  ;; integer values

:SWEET7_4152
00D6: if  0
0039:   @131 ==  1  ;; integer values
004D: jump_if_false SWEET7_4161
00D6: if  0
0118:   actor @119 dead
004D: jump_if_false SWEET7_4161
0164: disable_marker @52
000E: @123 -=  1  ;; integer values
0006: @131 =  2  ;; integer values

:SWEET7_4161
0051: return

:SWEET7_4162
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false SWEET7_4179
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_4172
00D6: if  0
8448:   NOT   actor @263 in_car @79
004D: jump_if_false SWEET7_4172
01C2: remove_references_to_actor @263  ;; Like turning an actor into a random pedestrian

:SWEET7_4172
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_4179
00D6: if  0
8448:   NOT   actor @264 in_car @79
004D: jump_if_false SWEET7_4179
01C2: remove_references_to_actor @264  ;; Like turning an actor into a random pedestrian

:SWEET7_4179
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SWEET7_4189
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SWEET7_4189
00D6: if  0
8448:   NOT   actor @98 in_car @77
004D: jump_if_false SWEET7_4189
01C3: remove_references_to_car @77  ;; Like turning a car into any random car

:SWEET7_4189
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_4204
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SWEET7_4206
0652: @281 = stat  68 ()  ; integer
0652: @281 = stat  68 ()  ; integer
0318: set_latest_mission_passed 'SWEET_7'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  10  5000 ms  1
0998: add_respect  10 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $435
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0051: return

:SWEET7_4218
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
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: 'GAN1'  1 @35 
076C: 'GAN2'  1 @36 
040D: unload_wav  3
03E6: remove_text_box
01BD: $184 = current_time_in_ms
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0110: clear_player $PLAYER_CHAR wanted_level
034F: destroy_actor_with_fade $131  ;; The actor fades away like a ghost
01B7: release_weather
0296: unload_special_actor  1
00D6: if  0
8118:   NOT   actor @263 dead
004D: jump_if_false SWEET7_4237
0446: (unknown) @263  1 
0223: set_actor @263 health_to  100
01C2: remove_references_to_actor @263  ;; Like turning an actor into a random pedestrian

:SWEET7_4237
00D6: if  0
8118:   NOT   actor @264 dead
004D: jump_if_false SWEET7_4243
0446: (unknown) @264  1 
0223: set_actor @264 health_to  100
01C2: remove_references_to_actor @264  ;; Like turning an actor into a random pedestrian

:SWEET7_4243
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  492
0249: release_model  352
0249: release_model  346
0249: release_model  349
0249: release_model  445
0249: release_model  543
0249: release_model  107
0249: release_model  106
0249: release_model  105
0249: release_model  68
0249: release_model  102
0249: release_model  103
0249: release_model  104
0249: release_model  12
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: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 21---------------
; Originally: Doberman


:CRASH4_1
03A4: name_thread 'CRASH4'
0050: gosub CRASH4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CRASH4_7
0050: gosub CRASH4_771

:CRASH4_7
0050: gosub CRASH4_816
004E: end_thread

:CRASH4_9
0004: $ON_MISSION =  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:  1 
0001: wait  1000 ms
054C: use_GXT_table 'CRASH2'
076C: 'GLN1'  0  40 
076C: 'GLN1'  1  0 
076D: 'GLN1'  2 @71 
076D: 'GLN1'  7 @72 
076C: 'GLN1'  2  0 
076C: 'GLN1'  7  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
060A: unknown_create_entity  2 @43 
0247: request_model  102
0247: request_model  103
0247: request_model  372
04ED: load_animation "GANGS"
04ED: load_animation "SMOKING"
0247: request_model #CIGAR
0247: request_model  106
0247: request_model  107
038B: load_requested_models

:CRASH4_61
00D6: if  23
8248:   NOT   model  103 available
8248:   NOT   model  372 available
8248:   NOT   model  102 available
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false CRASH4_69
0001: wait  0 ms
0002: jump CRASH4_61

:CRASH4_69
00D6: if  23
84EE:   NOT   animation "SMOKING" loaded
8248:   NOT   model #CIGAR available
8248:   NOT   model  106 available
8248:   NOT   model  107 available
004D: jump_if_false CRASH4_77
0001: wait  0 ms
0002: jump CRASH4_69

:CRASH4_77
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0395: clear_area  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 (back)  1500 ms

:CRASH4_94
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_99
0001: wait  0 ms
0002: jump CRASH4_94

:CRASH4_99
00BC: text_highpriority 'AMUHLP'  10000 ms  1
0707: unknown_bunnyjump CRASH4_107 
0006: @32 =  0  ;; integer values

:CRASH4_102
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false CRASH4_107
0001: wait  0 ms
0002: jump CRASH4_102

:CRASH4_107
0701: (unknown)
03D5: remove_text 'AMUHLP'
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH4_111
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_116
0001: wait  0 ms
0002: jump CRASH4_111

:CRASH4_116
0247: request_model #LAEJEFFERSALPHA
0247: request_model #LAELODPARK02
0247: request_model #LAEMACPARK02

:CRASH4_119
00D6: if  22
8248:   NOT   model #LAEJEFFERSALPHA available
8248:   NOT   model #LAELODPARK02 available
8248:   NOT   model #LAEMACPARK02 available
004D: jump_if_false CRASH4_126
0001: wait  0 ms
0002: jump CRASH4_119

:CRASH4_126
038B: load_requested_models
02A3: toggle_widescreen  1 (on)
00D6: if  0
0038:   $2413 ==  1  ;; integer values
004D: jump_if_false CRASH4_132
0707: unknown_bunnyjump CRASH4_243 

:CRASH4_132
00A1: put_actor $PLAYER_ACTOR at  1859.931 -1137.139  22.946
0A0B:  1859.931 -1137.139  22.946  89.9 
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false CRASH4_153
0395: clear_area  1 at  1924.632 -1126.623  24.135 range  30.0
009A: @53 = create_actor  24  103 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: unknown_action_sequence @53 @60  .04  .1 -.02  5  16 "NULL" "NULL" -1 
0812: unknown_action_sequence @53 "M_SMKLEAN_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
009A: @54 = create_actor  24  102 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: unknown_action_sequence @54 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
009A: @55 = create_actor  24  103 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: unknown_action_sequence @55 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @62 =  1  ;; integer values

:CRASH4_153
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 (back)  2000 ms

:CRASH4_158
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_163
0001: wait  0 ms
0002: jump CRASH4_158

:CRASH4_163
00BC: text_highpriority 'CM2_10'  20000 ms  1
0006: @32 =  0  ;; integer values

:CRASH4_165
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CRASH4_170
0001: wait  0 ms
0002: jump CRASH4_165

:CRASH4_170
03D5: remove_text 'CM2_10'
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
0006: @32 =  0  ;; integer values

:CRASH4_175
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CRASH4_197
0001: wait  0 ms
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CRASH4_196
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false CRASH4_196
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false CRASH4_196
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false CRASH4_196
0812: unknown_action_sequence @54 "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0007: @56 =  0.0  ;; floating-point values
0812: unknown_action_sequence @55 "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0007: @57 =  0.0  ;; floating-point values
0006: @49 =  1  ;; integer values

:CRASH4_196
0002: jump CRASH4_175

:CRASH4_197
03D5: remove_text 'CM2_11'
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH4_200
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_205
0001: wait  0 ms
0002: jump CRASH4_200

:CRASH4_205
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:  1363.689 -1280.441  12.5469  90.0 
04EF: release_animation "GANGS"
04EF: release_animation "SMOKING"
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false CRASH4_223
009B: destroy_actor_instantly @53
009B: destroy_actor_instantly @54
009B: destroy_actor_instantly @55
0108: destroy_object @60

:CRASH4_223
0249: release_model #CIGAR
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
03DE: set_pedestrians_density_multiplier_to  1.0
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1500 ms

:CRASH4_231
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_236
0001: wait  0 ms
0002: jump CRASH4_231

:CRASH4_236
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
0038:   $2413 ==  1  ;; integer values
004D: jump_if_false CRASH4_288
0006: @44 =  1  ;; integer values

:CRASH4_243
0701: (unknown)
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false CRASH4_288
00BE: text_clear_all
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH4_250
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_255
0001: wait  0 ms
0002: jump CRASH4_250

:CRASH4_255
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:  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  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false CRASH4_273
009B: destroy_actor_instantly @53
009B: destroy_actor_instantly @54
009B: destroy_actor_instantly @55
0108: destroy_object @60

:CRASH4_273
0249: release_model #CIGAR
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1500 ms

:CRASH4_280
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_285
0001: wait  0 ms
0002: jump CRASH4_280

:CRASH4_285
0373: set_camera_directly_behind_player
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)

:CRASH4_288
0004: $2413 =  1  ;; integer values
02A8: @52 = create_marker  6 at  1362.895 -1281.008  12.586
07FB: set_interior 'AMMUN1' accessible  1 
076C: 'GLN1'  0  40 
076C: 'GLN1'  1  0 
0983:  1 
08AC:  1 
08B3: 'GLN1' 
03C7: unknown_maby_cops_density  .5
08A3:  1 
0879:  1 
0004: $2577 =  1  ;; integer values
00BC: text_highpriority 'CM2_3'  8000 ms  1
02A8: @45 = create_marker  62 at  1932.351 -1189.647  19.063

:CRASH4_302
00D6: if  0
8583:   NOT   unknown_player $PLAYER_CHAR unknown_zone_check 'GLN1'
004D: jump_if_false CRASH4_335
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false CRASH4_310
0002: jump CRASH4_784

:CRASH4_310
00D6: if  0
0039:   @67 ==  0  ;; integer values
004D: jump_if_false CRASH4_322
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2444.895 -1981.524  13.933 radius  880.0  880.0  100.0
004D: jump_if_false CRASH4_322
00D6: if  0
0844: s$706 
004D: jump_if_false CRASH4_322
03E5: text_box 'CM2_18'
0006: @33 =  0  ;; integer values
0006: @67 =  1  ;; integer values

:CRASH4_322
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false CRASH4_333
00D6: if  0
0844: s$706 
004D: jump_if_false CRASH4_333
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false CRASH4_333
03E5: text_box 'CM2_19'
0006: @67 =  2  ;; integer values

:CRASH4_333
076D: 'GLN1'  0 @47 
0002: jump CRASH4_302

:CRASH4_335
0164: disable_marker @52
00BC: text_highpriority 'CM2_5'  8000 ms  1
0006: @32 =  0  ;; integer values

:CRASH4_338
00D6: if  0
887A:   NOT (unknown)
004D: jump_if_false CRASH4_374
0001: wait  0 ms
00D6: if  0
8583:   NOT   unknown_player $PLAYER_CHAR unknown_zone_check 'GLN1'
004D: jump_if_false CRASH4_351
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CRASH4_350
00BC: text_highpriority 'CM2_6'  8000 ms  1
0006: @46 =  1  ;; integer values

:CRASH4_350
0002: jump CRASH4_357

:CRASH4_351
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false CRASH4_357
03D5: remove_text 'CM2_6'
00BC: text_highpriority 'CM2_5'  8000 ms  1
0006: @46 =  0  ;; integer values

:CRASH4_357
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false CRASH4_365
00D6: if  0
0029:   @32 >=  60000  ;; integer values
004D: jump_if_false CRASH4_365
00BC: text_highpriority 'CM2_5'  8000 ms  1
0006: @73 =  1  ;; integer values

:CRASH4_365
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false CRASH4_373
00D6: if  0
0029:   @32 >=  70000  ;; integer values
004D: jump_if_false CRASH4_373
0006: @32 =  0  ;; integer values
0006: @73 =  0  ;; integer values

:CRASH4_373
0002: jump CRASH4_338

:CRASH4_374
03D5: remove_text 'CM2_5'
0006: @32 =  0  ;; integer values

:CRASH4_376
00D6: if  0
8039:   NOT   @47 ==  0  ;; integer values
004D: jump_if_false CRASH4_423
0001: wait  0 ms
076D: 'GLN1'  0 @47 
076D: 'GLN1'  1 @74 
00D6: if  0
8583:   NOT   unknown_player $PLAYER_CHAR unknown_zone_check 'GLN1'
004D: jump_if_false CRASH4_404
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CRASH4_390
00BC: text_highpriority 'CM2_6'  8000 ms  1
0006: @46 =  1  ;; integer values

:CRASH4_390
00D6: if  0
887A:   NOT (unknown)
004D: jump_if_false CRASH4_402
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CRASH4_401
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false CRASH4_401
00BC: text_highpriority 'CM2_17'  8000 ms  1
0006: @66 =  1  ;; integer values

:CRASH4_401
0002: jump CRASH4_403

:CRASH4_402
0006: @66 =  0  ;; integer values

:CRASH4_403
0002: jump CRASH4_422

:CRASH4_404
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false CRASH4_409
03D5: remove_text 'CM2_6'
0006: @46 =  0  ;; integer values

:CRASH4_409
00D6: if  0
887A:   NOT (unknown)
004D: jump_if_false CRASH4_421
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CRASH4_420
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false CRASH4_420
00BC: text_highpriority 'CM2_16'  8000 ms  1
0006: @65 =  1  ;; integer values

:CRASH4_420
0002: jump CRASH4_422

:CRASH4_421
0006: @65 =  0  ;; integer values

:CRASH4_422
0002: jump CRASH4_376

:CRASH4_423
0164: disable_marker @45
03D5: remove_text 'CM2_16'
03D5: remove_text 'CM2_17'
03D5: remove_text 'CM2_6'
03D5: remove_text 'CM2_5'
076C: 'GLN1'  0  0 
08A3:  0 
0001: wait  5000 ms
0983:  0 
0050: gosub ENTEXT_11

:CRASH4_433
00D6: if  0
8038:   NOT   $38 ==  1  ;; integer values
004D: jump_if_false CRASH4_439
0001: wait  0 ms
0050: gosub ENTEXT_11
0002: jump CRASH4_433

:CRASH4_439
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH4_445
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_450
0001: wait  0 ms
0002: jump CRASH4_445

:CRASH4_450
03DE: set_pedestrians_density_multiplier_to  0.0
08F5: (unknown)
02A3: toggle_widescreen  1 (on)
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH4_461
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_471

:CRASH4_461
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_464
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH4_469
0001: wait  0 ms
0002: jump CRASH4_464

:CRASH4_469
0173: set_actor $PLAYER_ACTOR z_angle_to  284.0
03CB: set_camera  1859.931 -1137.139  22.946

:CRASH4_471
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  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false CRASH4_485
009A: @53 = create_actor  24  106 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: unknown_action_sequence @53 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
009A: @54 = create_actor  24  107 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: unknown_action_sequence @54 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @63 =  1  ;; integer values

:CRASH4_485
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:CRASH4_487
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_492
0001: wait  0 ms
0002: jump CRASH4_487

:CRASH4_492
00D6: if  0
0038:   $2414 ==  1  ;; integer values
004D: jump_if_false CRASH4_496
0707: unknown_bunnyjump CRASH4_559 

:CRASH4_496
00BC: text_highpriority 'CM2_12'  20000 ms  1
0006: @32 =  0  ;; integer values

:CRASH4_498
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CRASH4_503
0001: wait  0 ms
0002: jump CRASH4_498

:CRASH4_503
03D5: remove_text 'CM2_12'
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
0006: @32 =  0  ;; integer values

:CRASH4_508
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CRASH4_513
0001: wait  0 ms
0002: jump CRASH4_508

:CRASH4_513
03D5: remove_text 'CM2_13'
00BC: text_highpriority 'CM2_14'  20000 ms  1
0006: @32 =  0  ;; integer values

:CRASH4_516
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CRASH4_521
0001: wait  0 ms
0002: jump CRASH4_516

:CRASH4_521
03D5: remove_text 'CM2_14'
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
0006: @32 =  0  ;; integer values

:CRASH4_526
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CRASH4_531
0001: wait  0 ms
0002: jump CRASH4_526

:CRASH4_531
03D5: remove_text 'CM2_15'
00BC: text_highpriority 'CM2_20'  20000 ms  1
0006: @32 =  0  ;; integer values

:CRASH4_534
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CRASH4_539
0001: wait  0 ms
0002: jump CRASH4_534

:CRASH4_539
03D5: remove_text 'CM2_20'
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH4_542
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_547
0001: wait  0 ms
0002: jump CRASH4_542

:CRASH4_547
00BE: text_clear_all
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false CRASH4_553
009B: destroy_actor_instantly @53
009B: destroy_actor_instantly @54

:CRASH4_553
03DE: set_pedestrians_density_multiplier_to  1.0
00D6: if  0
0038:   $2414 ==  1  ;; integer values
004D: jump_if_false CRASH4_577
0006: @61 =  1  ;; integer values
0004: $2414 =  1  ;; integer values

:CRASH4_559
0701: (unknown)
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false CRASH4_577
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH4_565
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_570
0001: wait  0 ms
0002: jump CRASH4_565

:CRASH4_570
00BE: text_clear_all
03DE: set_pedestrians_density_multiplier_to  1.0
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false CRASH4_577
009B: destroy_actor_instantly @53
009B: destroy_actor_instantly @54

:CRASH4_577
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  0
0038:   $1794 ==  0  ;; integer values
004D: jump_if_false CRASH4_585
03CF: load_wav  10830 as  1
0002: jump CRASH4_594

:CRASH4_585
00D6: if  0
0038:   $1794 ==  1  ;; integer values
004D: jump_if_false CRASH4_590
03CF: load_wav  10831 as  1
0002: jump CRASH4_594

:CRASH4_590
00D6: if  0
0038:   $1794 ==  2  ;; integer values
004D: jump_if_false CRASH4_594
03CF: load_wav  10832 as  1

:CRASH4_594
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CRASH4_599
0001: wait  0 ms
0002: jump CRASH4_594

:CRASH4_599
0395: clear_area  0 at  1922.439 -1118.043  25.125 range  10.0
009A: @34 = create_actor  25  103 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 (back)  1000 ms
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false CRASH4_612
05D3: unknown_action_sequence @34  1922.328 -1127.938  24.078  6 -1 
0002: jump CRASH4_613

:CRASH4_612
0006: @38 =  1  ;; integer values

:CRASH4_613
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_618
0001: wait  0 ms
0002: jump CRASH4_613

:CRASH4_618
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false CRASH4_643
0A09: @34  1 
00D6: if  0
0038:   $1794 ==  0  ;; integer values
004D: jump_if_false CRASH4_629
00BC: text_highpriority 'CRA2_ZA'  10000 ms  1
03D1: play_wav  1
0967: @34  999999 
0002: jump CRASH4_642

:CRASH4_629
00D6: if  0
0038:   $1794 ==  1  ;; integer values
004D: jump_if_false CRASH4_636
00BC: text_highpriority 'CRA2_ZB'  10000 ms  1
03D1: play_wav  1
0967: @34  999999 
0002: jump CRASH4_642

:CRASH4_636
00D6: if  0
0038:   $1794 ==  2  ;; integer values
004D: jump_if_false CRASH4_642
00BC: text_highpriority 'CRA2_ZC'  10000 ms  1
03D1: play_wav  1
0967: @34  999999 

:CRASH4_642
0002: jump CRASH4_647

:CRASH4_643
03D5: remove_text 'CRA2_ZA'
03D5: remove_text 'CRA2_ZB'
03D5: remove_text 'CRA2_ZC'
0006: @38 =  1  ;; integer values

:CRASH4_647
0707: unknown_bunnyjump CRASH4_706 
0006: @32 =  0  ;; integer values

:CRASH4_649
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CRASH4_675
0001: wait  0 ms
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CRASH4_674
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false CRASH4_668
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CRASH4_663
040D: unload_wav  1

:CRASH4_663
03D5: remove_text 'CRA2_ZA'
03D5: remove_text 'CRA2_ZB'
03D5: remove_text 'CRA2_ZC'
0006: @38 =  1  ;; integer values
0002: jump CRASH4_674

:CRASH4_668
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false CRASH4_674
03D5: remove_text 'CRA2_ZA'
03D5: remove_text 'CRA2_ZB'
03D5: remove_text 'CRA2_ZC'

:CRASH4_674
0002: jump CRASH4_649

:CRASH4_675
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false CRASH4_681
03D5: remove_text 'CRA2_ZA'
03D5: remove_text 'CRA2_ZB'
03D5: remove_text 'CRA2_ZC'

:CRASH4_681
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false CRASH4_687
0968: @34 
0A09: @34  0 
0002: jump CRASH4_688

:CRASH4_687
0006: @38 =  1  ;; integer values

:CRASH4_688
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false CRASH4_703
060B: unknown_actor_use_entity @34 @43 
0187: @35 = create_marker_above_actor @34
05E2: unknown_action_sequence @34 $PLAYER_ACTOR 
02AB: set_actor @34 immunities  0  0  0  0  0
0002: jump CRASH4_705

:CRASH4_703
0164: disable_marker @35
0006: @38 =  1  ;; integer values

:CRASH4_705
0006: @64 =  1  ;; integer values

:CRASH4_706
0701: (unknown)
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false CRASH4_750
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH4_712
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_717
0001: wait  0 ms
0002: jump CRASH4_712

:CRASH4_717
08F6: (unknown)
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false CRASH4_727
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: @34 
0A09: @34  0 
0002: jump CRASH4_728

:CRASH4_727
0006: @38 =  1  ;; integer values

:CRASH4_728
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:CRASH4_733
00D6: if  0
016B:   fading
004D: jump_if_false CRASH4_738
0001: wait  0 ms
0002: jump CRASH4_733

:CRASH4_738
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false CRASH4_748
0187: @35 = create_marker_above_actor @34
05E2: unknown_action_sequence @34 $PLAYER_ACTOR 
02AB: set_actor @34 immunities  0  0  0  0  0
0002: jump CRASH4_750

:CRASH4_748
0164: disable_marker @35
0006: @38 =  1  ;; integer values

:CRASH4_750
0008: $1794 +=  1  ;; integer values
00D6: if  0
0018:   $1794 >  2  ;; integer values
004D: jump_if_false CRASH4_755
0004: $1794 =  0  ;; integer values

:CRASH4_755
00BC: text_highpriority 'CM2_8'  8000 ms  1

:CRASH4_756
00D6: if  0
8039:   NOT   @38 ==  1  ;; integer values
004D: jump_if_false CRASH4_770
0001: wait  0 ms
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CRASH4_769
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false CRASH4_769
03D5: remove_text 'CM2_7'
0164: disable_marker @35
0006: @38 =  1  ;; integer values

:CRASH4_769
0002: jump CRASH4_756

:CRASH4_770
0002: jump CRASH4_784

:CRASH4_771
076C: 'GLN1'  0  40 
076C: 'GLN1'  1  0 
076C: 'GLN1'  2 @71 
076C: 'GLN1'  7 @72 
07FB: set_interior 'AMMUN1' accessible  0 
07FB: set_interior 'AMMUN2' accessible  0 
07FB: set_interior 'AMMUN3' accessible  0 
07FB: set_interior 'AMMUN4' accessible  0 
07FB: set_interior 'AMMUN5' accessible  0 
00BA: text_styled 'M_FAIL'  5000 ms  1
0879:  0 
0004: $2577 =  0  ;; integer values
0051: return

:CRASH4_784
0008: $SWEETS_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CRASH_2'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  40  5000 ms  1
0998: add_respect  40 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $435
02A7: $435 = create_icon_marker_and_sphere $442 at $462 $463 $464
04A6: $710 = create_asset_money_pickup_at  2502.1 -1686.38  13.0 money  10000 $712
004F: create_thread TCASH_1 
07FB: set_interior 'AMMUN1' accessible  1 
07FB: set_interior 'AMMUN2' accessible  1 
07FB: set_interior 'AMMUN3' accessible  1 
07FB: set_interior 'AMMUN4' accessible  1 
07FB: set_interior 'AMMUN5' accessible  1 
00D6: if  0
0038:   $67 ==  0  ;; integer values
004D: jump_if_false CRASH4_815
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
0004: $67 =  1  ;; integer values

:CRASH4_815
0051: return

:CRASH4_816
0249: release_model #LAEJEFFERSALPHA
0249: release_model #LAELODPARK02
0249: release_model #LAEMACPARK02
03DE: set_pedestrians_density_multiplier_to  1.0
0983:  0 
0004: $ON_MISSION =  0  ;; integer values
0004: $2576 =  0  ;; integer values
0164: disable_marker @45
0164: disable_marker @35
0164: disable_marker @52
08A3:  0 
01BD: $184 = current_time_in_ms
0249: release_model  102
0249: release_model  103
0249: release_model  372
0249: release_model  106
0249: release_model  107
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_1
03A4: name_thread 'CRASH1'
0050: gosub CRASH1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CRASH1_7
0050: gosub CRASH1_4694

:CRASH1_7
0050: gosub CRASH1_4710
004E: end_thread

:CRASH1_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_33
0006: @57(@213,3i) =  0  ;; integer values
000A: @213 +=  1  ;; integer values
0029:   @213 >=  3  ;; integer values
004D: jump_if_false CRASH1_33
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  0
0039:   @34 == -99  ;; integer values
004D: jump_if_false CRASH1_114
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: @98 = create_car  412 at  0.0  0.0  0.0
00A5: @99 = create_car  412 at  0.0  0.0  0.0
00A5: @100 = create_car  596 at  0.0  0.0  0.0
0006: @213 =  0  ;; integer values

:CRASH1_73
009A: @87(@213,5i) = create_actor  14  110 at  0.0  0.0  0.0
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_73
0006: @213 =  0  ;; integer values

:CRASH1_78
009A: @92(@213,2i) = create_actor  14  110 at  0.0  0.0  0.0
000A: @213 +=  1  ;; integer values
0029:   @213 >=  2  ;; integer values
004D: jump_if_false CRASH1_78
009A: @94 = create_actor  14  109 at  0.0  0.0  0.0
009A: @95 = create_actor  5  195 at  0.0  0.0  0.0
009A: @96 = create_actor  14  109 at  0.0  0.0  0.0
009A: @97 = create_actor  14  109 at  0.0  0.0  0.0
0006: @213 =  0  ;; integer values

:CRASH1_87
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_87
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_101
02CF: create_fire_at  0.0  0.0  0.0  0  1 @142(@213,21i) 
000A: @213 +=  1  ;; integer values
0029:   @213 >=  21  ;; integer values
004D: jump_if_false CRASH1_101
0006: @213 =  0  ;; integer values

:CRASH1_106
02CF: create_fire_at  0.0  0.0  0.0  0  1 @163(@213,4i) 
000A: @213 +=  1  ;; integer values
0029:   @213 >=  4  ;; integer values
004D: jump_if_false CRASH1_106
032B: @135 = create_weapon_pickup  366  3 ammo  0 at  0.0  0.0  0.0
032B: @132 = create_weapon_pickup  344  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_114
054C: use_GXT_table 'CRASH1'
0050: gosub CRASH1_4424
060A: unknown_create_entity  0 @180 
060A: unknown_create_entity  2 @181 
0050: gosub CRASH1_4461

:CRASH1_119
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false CRASH1_125
0006: @36 =  1  ;; integer values
0002: jump CRASH1_186

:CRASH1_125
0050: gosub CRASH1_4140
0050: gosub CRASH1_4192
00D6: if  21
0039:   @38 ==  1  ;; integer values
0039:   @39 ==  1  ;; integer values
004D: jump_if_false CRASH1_132
0002: jump CRASH1_186

:CRASH1_132
0050: gosub CRASH1_4328
0050: gosub CRASH1_4334
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false CRASH1_139
0006: @37 =  1  ;; integer values
0002: jump CRASH1_186

:CRASH1_139
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false CRASH1_143
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:CRASH1_143
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false CRASH1_147
0050: gosub CRASH1_213

:CRASH1_147
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false CRASH1_151
0050: gosub CRASH1_280

:CRASH1_151
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false CRASH1_155
0050: gosub CRASH1_446

:CRASH1_155
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false CRASH1_159
0050: gosub CRASH1_783

:CRASH1_159
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false CRASH1_163
0050: gosub CRASH1_1112

:CRASH1_163
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false CRASH1_167
0050: gosub CRASH1_1373

:CRASH1_167
00D6: if  0
0039:   @34 ==  7  ;; integer values
004D: jump_if_false CRASH1_171
0050: gosub CRASH1_1734

:CRASH1_171
00D6: if  0
0039:   @34 ==  8  ;; integer values
004D: jump_if_false CRASH1_175
0006: @36 =  1  ;; integer values

:CRASH1_175
00D6: if  0
0039:   @34 ==  50  ;; integer values
004D: jump_if_false CRASH1_179
0050: gosub CRASH1_2041

:CRASH1_179
00D6: if  0
0039:   @34 ==  51  ;; integer values
004D: jump_if_false CRASH1_183
0006: @38 =  1  ;; integer values

:CRASH1_183
0050: gosub CRASH1_4340
0050: gosub CRASH1_4349
0050: gosub CRASH1_3696

:CRASH1_186
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CRASH1_211
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false CRASH1_200
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CRASH1_197
0002: jump CRASH1_119
0002: jump CRASH1_199

:CRASH1_197
0050: gosub CRASH1_4702
0051: return

:CRASH1_199
0002: jump CRASH1_210

:CRASH1_200
0050: gosub CRASH1_4694
00D6: if  21
0039:   @314 ==  1  ;; integer values
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2350.405 -1181.907  26.8553  2353.484 -1170.524  30.0687
004D: jump_if_false CRASH1_209
0006: @34 =  50  ;; integer values
0006: @35 =  0  ;; integer values
0006: @37 =  0  ;; integer values
0002: jump CRASH1_119

:CRASH1_209
0051: return

:CRASH1_210
0002: jump CRASH1_212

:CRASH1_211
0051: return

:CRASH1_212
0051: return

:CRASH1_213
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_221
00BC: text_highpriority 'CRA1_00'  15000 ms  1
0050: gosub CRASH1_2170
0006: @349 =  0  ;; integer values
0006: @204 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_221
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_232
00D6: if  0
0214:   pickup @132 picked_up
004D: jump_if_false CRASH1_232
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_232
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_236
000A: @35 +=  1  ;; integer values

:CRASH1_236
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_242
00BC: text_highpriority 'CRA1_01'  5000 ms  1
018A: @122 = create_checkpoint_at  2351.904 -1170.826  28.5
000A: @35 +=  1  ;; integer values

:CRASH1_242
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CRASH1_253
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2350.168 -1164.938 radius  300.0  300.0
004D: jump_if_false CRASH1_253
0050: gosub CRASH1_4549
0050: gosub CRASH1_4559
0050: gosub CRASH1_4617
0050: gosub CRASH1_4661
000A: @35 +=  1  ;; integer values

:CRASH1_253
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CRASH1_264
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  38.1099  31.5599  8.75
004D: jump_if_false CRASH1_264
0164: disable_marker @122
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @348 =  1  ;; integer values
0006: @35 =  99  ;; integer values

:CRASH1_264
00D6: if  0
0039:   @349 ==  0  ;; integer values
004D: jump_if_false CRASH1_275
00D6: if  0
8039:   NOT   @204 ==  0  ;; integer values
004D: jump_if_false CRASH1_275
00D6: if  0
001D:   @45 > @204  ;; integer values  
004D: jump_if_false CRASH1_275
03E5: text_box 'MOLOTOV'
0006: @349 =  1  ;; integer values

:CRASH1_275
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_279
0050: gosub CRASH1_4419

:CRASH1_279
0051: return

:CRASH1_280
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_300
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_2395
0050: gosub CRASH1_2446
06D0:  0 
03C7: unknown_maby_cops_density  .3
0828:  1 
000A: @35 +=  1  ;; integer values

:CRASH1_300
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_307
00BC: text_highpriority 'CRA1_02'  6000 ms  1
0085: @204 = @45  ;; integer values and handles
000A: @204 +=  7000  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_307
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_321
0006: @213 =  0  ;; integer values

:CRASH1_311
0085: @217 = @213  ;; integer values and handles
0050: gosub CRASH1_2522
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_311
00D6: if  0
001D:   @45 > @204  ;; integer values  
004D: jump_if_false CRASH1_321
03E5: text_box 'WINDOWS'
000A: @35 +=  1  ;; integer values

:CRASH1_321
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_335
0006: @213 =  0  ;; integer values

:CRASH1_325
0085: @217 = @213  ;; integer values and handles
0050: gosub CRASH1_2522
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_325
00D6: if  0
0039:   @209 ==  5  ;; integer values
004D: jump_if_false CRASH1_335
00BC: text_highpriority 'CRA1_04'  3000 ms  1
0006: @35 =  99  ;; integer values

:CRASH1_335
0006: @213 =  0  ;; integer values

:CRASH1_336
0085: @216 = @213  ;; integer values and handles
0050: gosub CRASH1_2177
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_336
00D6: if  0
0039:   @313 ==  1  ;; integer values
004D: jump_if_false CRASH1_346
0050: gosub CRASH1_2594
0002: jump CRASH1_347

:CRASH1_346
0050: gosub CRASH1_2553

:CRASH1_347
0050: gosub CRASH1_2615
00D6: if  0
8039:   NOT   @205 ==  0  ;; integer values
004D: jump_if_false CRASH1_395
00D6: if  0
001D:   @45 > @205  ;; integer values  
004D: jump_if_false CRASH1_395
0006: @205 =  0  ;; integer values
0006: @214 =  0  ;; integer values
0006: @213 =  0  ;; integer values

:CRASH1_357
00D6: if  0
0039:   @302(@213,5i) ==  1  ;; integer values
004D: jump_if_false CRASH1_361
000A: @214 +=  1  ;; integer values

:CRASH1_361
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_357
000A: @209 +=  1  ;; integer values
00D6: if  0
803B:   NOT   @214 == @209  ;; integer values 
004D: jump_if_false CRASH1_375
00D6: if  0
001D:   @209 > @214  ;; integer values  
004D: jump_if_false CRASH1_373
0085: @209 = @214  ;; integer values and handles
0002: jump CRASH1_375

:CRASH1_373
0085: @205 = @45  ;; integer values and handles
000A: @205 +=  500  ;; integer values

:CRASH1_375
00D6: if  0
001B:    5 > @209  ;; integer values
004D: jump_if_false CRASH1_379
0050: gosub CRASH1_2540

:CRASH1_379
0006: @351 =  0  ;; integer values
0006: @213 =  0  ;; integer values

:CRASH1_381
00D6: if  0
0039:   @351 ==  0  ;; integer values
004D: jump_if_false CRASH1_392
00D6: if  1
0039:   @302(@213,5i) ==  1  ;; integer values
0039:   @307(@213,5i) ==  0  ;; integer values
004D: jump_if_false CRASH1_392
0085: @191 = @213  ;; integer values and handles
0050: gosub CRASH1_2847
0006: @307(@213,5i) =  1  ;; integer values
0006: @351 =  1  ;; integer values

:CRASH1_392
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_381

:CRASH1_395
00D6: if  0
0039:   @297 ==  0  ;; integer values
004D: jump_if_false CRASH1_425
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  0
0039:   @332 ==  0  ;; integer values
004D: jump_if_false CRASH1_417
00D6: if  0
02EE:   projectile_in_cube @289 @291 @293 @290 @292 @294  
004D: jump_if_false CRASH1_417
0006: @332 =  1  ;; integer values

:CRASH1_417
00D6: if  0
0039:   @333 ==  0  ;; integer values
004D: jump_if_false CRASH1_425
0786: @289 @291 @293 @290 @292 @294 @214 
00D6: if  0
0019:   @214 >  0  ;; integer values
004D: jump_if_false CRASH1_425
0006: @333 =  1  ;; integer values

:CRASH1_425
00D6: if  0
0039:   @348 ==  1  ;; integer values
004D: jump_if_false CRASH1_435
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  48.1099  41.5599  18.75
004D: jump_if_false CRASH1_434
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @348 =  0  ;; integer values

:CRASH1_434
0002: jump CRASH1_441

:CRASH1_435
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  38.1099  31.5599  8.75
004D: jump_if_false CRASH1_441
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @348 =  1  ;; integer values

:CRASH1_441
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_445
0050: gosub CRASH1_4419

:CRASH1_445
0051: return

:CRASH1_446
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_468
0006: @191 =  5  ;; integer values
0050: gosub CRASH1_2847
0006: @192 =  0  ;; integer values
0050: gosub CRASH1_2972
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_maby_cops_density  0.0
0110: clear_player $PLAYER_CHAR wanted_level
03CF: load_wav  6603 as  3
000A: @35 +=  1  ;; integer values

:CRASH1_468
00D6: if  0
0039:   @359 ==  1  ;; integer values
004D: jump_if_false CRASH1_476
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false CRASH1_476
0006: @37 =  1  ;; integer values
0051: return

:CRASH1_476
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_492
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_492
016A: fade  0 ()  400 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  2500  ;; integer values
0050: gosub CRASH1_3087
0050: gosub CRASH1_3097
0006: @341 =  0  ;; integer values
0006: @50 =  1  ;; integer values
0050: gosub CRASH1_3803
000A: @35 +=  1  ;; integer values

:CRASH1_492
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_507
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_500
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_507

:CRASH1_500
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_507
0050: gosub CRASH1_2837
0006: @329 =  1  ;; integer values
0006: @352 =  1  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_507
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_521
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_515
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_521

:CRASH1_515
00D6: if  1
001D:   @45 > @200  ;; integer values  
03D0:   wav  3 loaded
004D: jump_if_false CRASH1_521
0050: gosub CRASH1_3117
000A: @35 +=  1  ;; integer values

:CRASH1_521
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CRASH1_543
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_529
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_543

:CRASH1_529
00D6: if  1
0118:   actor @94 dead
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_535
0050: gosub CRASH1_3147
000A: @35 +=  1  ;; integer values

:CRASH1_535
0085: @219 = @200  ;; integer values and handles
000A: @219 +=  8000  ;; integer values
00D6: if  1
8118:   NOT   actor @94 dead
001D:   @45 > @219  ;; integer values  
004D: jump_if_false CRASH1_543
0050: gosub CRASH1_3147
000A: @35 +=  1  ;; integer values

:CRASH1_543
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CRASH1_570
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_551
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_570

:CRASH1_551
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_570
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false CRASH1_561
00D6: if  0
8366:   NOT   object @106 blown_up
004D: jump_if_false CRASH1_561
0723: @106  1 

:CRASH1_561
0006: @197 =  4  ;; integer values
0050: gosub CRASH1_3025
0006: @335 =  1  ;; integer values
0006: @56 =  0  ;; integer values
0050: gosub CRASH1_3828
00BC: text_highpriority 'CRA1_05'  4600 ms  1
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  4300  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_570
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false CRASH1_587
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_578
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_587

:CRASH1_578
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_587
016A: fade  0 ()  300 ms
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  1000  ;; integer values
0050: gosub CRASH1_2386
0050: gosub CRASH1_2828
000A: @35 +=  1  ;; integer values

:CRASH1_587
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CRASH1_609
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_595
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_609

:CRASH1_595
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_609
0050: gosub CRASH1_3152
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_2972
016A: fade  1 (back)  200 ms
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  200  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_609
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false CRASH1_628
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_617
0006: @35 =  50  ;; integer values
0002: jump CRASH1_628

:CRASH1_617
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_628
0006: @329 =  0  ;; integer values
0006: @352 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0050: gosub CRASH1_3273
0085: @206 = @45  ;; integer values and handles
000A: @206 +=  9000  ;; integer values
00BB: text_lowpriority 'CRA1_06'  4000 ms  1
000A: @35 +=  1  ;; integer values

:CRASH1_628
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false CRASH1_663
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false CRASH1_656
0164: disable_marker @122
0006: @341 =  0  ;; integer values
0006: @206 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false CRASH1_646
08AD: @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: @131  1 

:CRASH1_646
02D1: unknown_remove_fire @138
0006: @192 =  4  ;; integer values
0050: gosub CRASH1_2972
0006: @197 =  6  ;; integer values
0050: gosub CRASH1_3025
0050: gosub CRASH1_3065
0050: gosub CRASH1_3071
0050: gosub CRASH1_4667
0006: @35 =  99  ;; integer values
0002: jump CRASH1_663

:CRASH1_656
0006: @213 =  0  ;; integer values

:CRASH1_657
0085: @216 = @213  ;; integer values and handles
0050: gosub CRASH1_2177
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_657
0050: gosub CRASH1_2615

:CRASH1_663
00D6: if  2
0039:   @352 ==  1  ;; integer values
08D0: (unknown)
0039:   @354 ==  0  ;; integer values
004D: jump_if_false CRASH1_669
0006: @354 =  1  ;; integer values

:CRASH1_669
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false CRASH1_677
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_677
00D6: if  0
0039:   @35 ==  51  ;; integer values
004D: jump_if_false CRASH1_688
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_688
0050: gosub CRASH1_2119
016A: fade  1 (back)  1500 ms
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_688
00D6: if  0
0039:   @35 ==  52  ;; integer values
004D: jump_if_false CRASH1_704
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_704
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 (unfrozen)
0050: gosub CRASH1_3273
0085: @206 = @45  ;; integer values and handles
000A: @206 +=  9000  ;; integer values
00BB: text_lowpriority 'CRA1_06'  4000 ms  1
0006: @35 =  9  ;; integer values

:CRASH1_704
0050: gosub CRASH1_3163
00D6: if  0
0039:   @353 ==  0  ;; integer values
004D: jump_if_false CRASH1_714
0006: @213 =  0  ;; integer values

:CRASH1_709
0085: @216 = @213  ;; integer values and handles
0050: gosub CRASH1_2177
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_709

:CRASH1_714
00D6: if  0
0039:   @353 ==  0  ;; integer values
004D: jump_if_false CRASH1_718
0050: gosub CRASH1_2615

:CRASH1_718
00D6: if  0
0039:   @337 ==  1  ;; integer values
004D: jump_if_false CRASH1_722
0050: gosub CRASH1_3281

:CRASH1_722
00D6: if  0
0019:   @206 >  0  ;; integer values
004D: jump_if_false CRASH1_730
00D6: if  0
001D:   @45 > @206  ;; integer values  
004D: jump_if_false CRASH1_730
0006: @206 =  0  ;; integer values
0006: @341 =  1  ;; integer values

:CRASH1_730
00D6: if  0
0039:   @347 ==  1  ;; integer values
004D: jump_if_false CRASH1_735
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_735
00D6: if  1
88B7:   NOT @54  3 
0039:   @341 ==  1  ;; integer values
004D: jump_if_false CRASH1_762
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2340.262 -1170.538  24.9859  2351.095 -1164.287  28.2183
004D: jump_if_false CRASH1_762
00D6: if  21
0039:   @49 ==  2  ;; integer values
0039:   @49 ==  1  ;; integer values
004D: jump_if_false CRASH1_751
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false CRASH1_750
0051: return

:CRASH1_750
0050: gosub CRASH1_3834

:CRASH1_751
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CRASH1_757
0006: @50 =  3  ;; integer values
0050: gosub CRASH1_3803
0051: return

:CRASH1_757
00D6: if  1
0039:   @49 ==  3  ;; integer values
8039:   NOT   @48 ==  2  ;; integer values
004D: jump_if_false CRASH1_762
0050: gosub CRASH1_3828

:CRASH1_762
00D6: if  0
0039:   @348 ==  1  ;; integer values
004D: jump_if_false CRASH1_772
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  48.1099  41.5599  18.75
004D: jump_if_false CRASH1_771
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @348 =  0  ;; integer values

:CRASH1_771
0002: jump CRASH1_778

:CRASH1_772
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  38.1099  31.5599  8.75
004D: jump_if_false CRASH1_778
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @348 =  1  ;; integer values

:CRASH1_778
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_782
0050: gosub CRASH1_4419

:CRASH1_782
0051: return

:CRASH1_783
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_798
0050: gosub CRASH1_3324
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_798
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false CRASH1_803
0006: @37 =  1  ;; integer values
0051: return

:CRASH1_803
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_807
000A: @35 +=  1  ;; integer values

:CRASH1_807
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_851
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 -=  .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  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube @289 @291 @293 @290 @292 @294
004D: jump_if_false CRASH1_851
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  0
8214:   NOT   pickup @135 picked_up
004D: jump_if_false CRASH1_850
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 (frozen)
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_3834
0006: @50 =  5  ;; integer values
0050: gosub CRASH1_3803
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_851

:CRASH1_850
0006: @35 =  10  ;; integer values

:CRASH1_851
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_874
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_859
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_874

:CRASH1_859
00D6: if  0
8039:   NOT   @49 ==  5  ;; integer values
004D: jump_if_false CRASH1_864
0006: @50 =  5  ;; integer values
0050: gosub CRASH1_3803

:CRASH1_864
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_874
03DC: @122 = create_marker_above_pickup @135
08DC: @122  2352.114 -1170.61  3.0 
0050: gosub CRASH1_3358
016A: fade  1 (back)  500 ms
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  550  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_874
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CRASH1_893
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_882
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_893

:CRASH1_882
00D6: if  0
8039:   NOT   @49 ==  5  ;; integer values
004D: jump_if_false CRASH1_887
0006: @50 =  5  ;; integer values
0050: gosub CRASH1_3803

:CRASH1_887
00D6: if  1
001D:   @45 > @200  ;; integer values  
0039:   @49 ==  5  ;; integer values
004D: jump_if_false CRASH1_893
0050: gosub CRASH1_3828
000A: @35 +=  1  ;; integer values

:CRASH1_893
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CRASH1_905
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_901
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_905

:CRASH1_901
00D6: if  0
08B7: @54  5 
004D: jump_if_false CRASH1_905
000A: @35 +=  1  ;; integer values

:CRASH1_905
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false CRASH1_920
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_913
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_920

:CRASH1_913
00D6: if  0
8039:   NOT   @49 ==  6  ;; integer values
004D: jump_if_false CRASH1_919
0006: @50 =  6  ;; integer values
0050: gosub CRASH1_3803
0002: jump CRASH1_920

:CRASH1_919
000A: @35 +=  1  ;; integer values

:CRASH1_920
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CRASH1_932
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_928
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_932

:CRASH1_928
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_3828
000A: @35 +=  1  ;; integer values

:CRASH1_932
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false CRASH1_951
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_940
0006: @35 =  50  ;; integer values
0002: jump CRASH1_951

:CRASH1_940
00D6: if  0
08B7: @54  6 
004D: jump_if_false CRASH1_951
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
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_951
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false CRASH1_961
0006: @50 =  7  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  7  ;; integer values
004D: jump_if_false CRASH1_961
0050: gosub CRASH1_3828
000A: @35 +=  1  ;; integer values

:CRASH1_961
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false CRASH1_977
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  42 
004D: jump_if_false CRASH1_977
0164: disable_marker @122
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false CRASH1_973
0187: @131 = create_marker_above_actor @95
07E0: @131  1 

:CRASH1_973
0050: gosub CRASH1_3834
0006: @50 =  8  ;; integer values
0050: gosub CRASH1_3803
000A: @35 +=  1  ;; integer values

:CRASH1_977
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false CRASH1_1013
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 -=  .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  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube @289 @291 @293 @290 @292 @294
004D: jump_if_false CRASH1_1013
00D6: if  0
8039:   NOT   @49 ==  8  ;; integer values
004D: jump_if_false CRASH1_1000
0006: @50 =  8  ;; integer values
0050: gosub CRASH1_3803

:CRASH1_1000
00D6: if  0
0039:   @49 ==  8  ;; integer values
004D: jump_if_false CRASH1_1013
0050: gosub CRASH1_3828
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_1013
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false CRASH1_1029
00D6: if  0
0019:   @200 >  0  ;; integer values
004D: jump_if_false CRASH1_1024
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1024
0006: @200 =  0  ;; integer values
03E5: text_box 'CRA1_35'

:CRASH1_1024
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @95 radius  6.0  6.0  1.0 sphere  0
004D: jump_if_false CRASH1_1029
0223: set_actor @95 health_to  100
0006: @35 =  99  ;; integer values

:CRASH1_1029
00D6: if  2
0039:   @352 ==  1  ;; integer values
08D0: (unknown)
0039:   @354 ==  0  ;; integer values
004D: jump_if_false CRASH1_1035
0006: @354 =  1  ;; integer values

:CRASH1_1035
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false CRASH1_1049
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
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_1049
0050: gosub CRASH1_3163
0050: gosub CRASH1_3281
00D6: if  1
0039:   @314 ==  0  ;; integer values
0039:   @315 ==  1  ;; integer values
004D: jump_if_false CRASH1_1057
0006: @338 =  1  ;; integer values
0006: @315 =  0  ;; integer values

:CRASH1_1057
00D6: if  0
0039:   @338 ==  1  ;; integer values
004D: jump_if_false CRASH1_1065
00D6: if  0
016B:   fading
004D: jump_if_false CRASH1_1065
0006: @338 =  0  ;; integer values
0006: @339 =  1  ;; integer values

:CRASH1_1065
00D6: if  0
0039:   @339 ==  1  ;; integer values
004D: jump_if_false CRASH1_1073
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CRASH1_1073
0006: @339 =  0  ;; integer values
00BC: text_highpriority 'CRA1_10'  5000 ms  1

:CRASH1_1073
0395: clear_area  0 at @255 @256 @257 range  3.0
00D6: if  0
0039:   @327 ==  0  ;; integer values
004D: jump_if_false CRASH1_1083
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  42 
004D: jump_if_false CRASH1_1083
0006: @327 =  1  ;; integer values
00BC: text_highpriority 'CRA1_09'  4000 ms  1
03E5: text_box 'FIRE_EX'

:CRASH1_1083
00D6: if  0
0039:   @347 ==  1  ;; integer values
004D: jump_if_false CRASH1_1088
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_1088
00D6: if  0
0039:   @314 ==  0  ;; integer values
004D: jump_if_false CRASH1_1107
00D6: if  0
0039:   @348 ==  1  ;; integer values
004D: jump_if_false CRASH1_1101
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  48.1099  41.5599  18.75
004D: jump_if_false CRASH1_1100
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @348 =  0  ;; integer values

:CRASH1_1100
0002: jump CRASH1_1107

:CRASH1_1101
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  38.1099  31.5599  8.75
004D: jump_if_false CRASH1_1107
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @348 =  1  ;; integer values

:CRASH1_1107
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_1111
0050: gosub CRASH1_4419

:CRASH1_1111
0051: return

:CRASH1_1112
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_1161
0006: @346 =  1  ;; integer values
00D6: if  0
02D0:   fire @163 extinguished
004D: jump_if_false CRASH1_1120
0006: @346 =  0  ;; integer values

:CRASH1_1120
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub CRASH1_3369
0249: release_model  109
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false CRASH1_1127
08A6: @98  0  0.0 

:CRASH1_1127
0006: @322 =  0  ;; integer values
0006: @196 =  0  ;; integer values
0006: @192 =  3  ;; integer values
0050: gosub CRASH1_2972
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: @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: unknown_action_sequence @95  2345.627 -1175.844  1030.969  6 -2 
0639: unknown_action_sequence $PLAYER_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  0
0039:   @346 ==  1  ;; integer values
004D: jump_if_false CRASH1_1154
0006: @192 =  4  ;; integer values
0050: gosub CRASH1_2972

:CRASH1_1154
0006: @191 =  1  ;; integer values
0050: gosub CRASH1_2914
02A3: toggle_widescreen  1 (on)
0006: @352 =  1  ;; integer values
0006: @353 =  0  ;; integer values
0006: @354 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1161
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_1178
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1169
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1178

:CRASH1_1169
0006: @50 =  9  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  9  ;; integer values
004D: jump_if_false CRASH1_1178
0050: gosub CRASH1_3828
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1178
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_1196
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1186
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1196

:CRASH1_1186
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1196
062E: @95  1491 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_1196
0639: unknown_action_sequence $PLAYER_ACTOR @95 
0639: unknown_action_sequence @95 $PLAYER_ACTOR 
000A: @35 +=  1  ;; integer values

:CRASH1_1196
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_1213
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1204
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1213

:CRASH1_1204
00D6: if  1
08B7: @54  9 
03D0:   wav  3 loaded
004D: jump_if_false CRASH1_1213
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_1213
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CRASH1_1229
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1221
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1229

:CRASH1_1221
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1229
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_3803
000A: @35 +=  1  ;; integer values

:CRASH1_1229
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CRASH1_1250
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1237
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1250

:CRASH1_1237
00D6: if  0
8039:   NOT   @49 ==  10  ;; integer values
004D: jump_if_false CRASH1_1242
0006: @50 =  10  ;; integer values
0050: gosub CRASH1_3803

:CRASH1_1242
0003: shake_camera  40
00D6: if  1
0039:   @193 ==  5  ;; integer values
03D2:   wav  3 ended
004D: jump_if_false CRASH1_1250
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1250
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false CRASH1_1273
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1258
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1273

:CRASH1_1258
00D6: if  0
8039:   NOT   @49 ==  10  ;; integer values
004D: jump_if_false CRASH1_1263
0006: @50 =  10  ;; integer values
0050: gosub CRASH1_3803

:CRASH1_1263
00D6: if  1
001D:   @45 > @200  ;; integer values  
0039:   @49 ==  10  ;; integer values
004D: jump_if_false CRASH1_1273
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_3828
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  3000  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1273
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CRASH1_1289
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1281
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1289

:CRASH1_1281
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1289
00D6: if  0
0039:   @346 ==  0  ;; integer values
004D: jump_if_false CRASH1_1288
05D3: unknown_action_sequence $PLAYER_ACTOR  2344.738 -1180.853  1030.976  4 -2 

:CRASH1_1288
000A: @35 +=  1  ;; integer values

:CRASH1_1289
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false CRASH1_1306
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1297
0006: @35 =  50  ;; integer values
0002: jump CRASH1_1306

:CRASH1_1297
00D6: if  0
08B7: @54  10 
004D: jump_if_false CRASH1_1306
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006: @352 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1306
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false CRASH1_1310
0006: @35 =  99  ;; integer values

:CRASH1_1310
00D6: if  2
0039:   @352 ==  1  ;; integer values
08D0: (unknown)
0039:   @354 ==  0  ;; integer values
004D: jump_if_false CRASH1_1316
0006: @354 =  1  ;; integer values

:CRASH1_1316
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false CRASH1_1324
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_1324
00D6: if  0
0039:   @35 ==  51  ;; integer values
004D: jump_if_false CRASH1_1357
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1357
00D6: if  0
88B7:   NOT @54  9 
004D: jump_if_false CRASH1_1335
0050: gosub CRASH1_3834
08BD: @54  10 

:CRASH1_1335
00D6: if  0
88B7:   NOT @54  10 
004D: jump_if_false CRASH1_1339
0050: gosub CRASH1_3834

:CRASH1_1339
00D6: if  0
001B:    5 > @193  ;; integer values
004D: jump_if_false CRASH1_1349
00D6: if  0
0837: @119 "BD_FIRE1" 
004D: jump_if_false CRASH1_1348
083A: @119 "BD_FIRE1"  1.0 
0006: @193 =  3  ;; integer values
0002: jump CRASH1_1349

:CRASH1_1348
0006: @193 =  4  ;; integer values

:CRASH1_1349
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  1500 ms
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1357
00D6: if  0
0039:   @35 ==  52  ;; integer values
004D: jump_if_false CRASH1_1367
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1367
0006: @353 =  0  ;; integer values
0006: @354 =  0  ;; integer values
0006: @352 =  0  ;; integer values
0006: @35 =  9  ;; integer values

:CRASH1_1367
0050: gosub CRASH1_3602
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_1372
0050: gosub CRASH1_4419

:CRASH1_1372
0051: return

:CRASH1_1373
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false CRASH1_1378
0006: @37 =  1  ;; integer values
0051: return

:CRASH1_1378
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_1386
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_1386
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_1390
000A: @35 +=  1  ;; integer values

:CRASH1_1390
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_1394
000A: @35 +=  1  ;; integer values

:CRASH1_1394
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_1402
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_1402
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CRASH1_1421
00D6: if  0
8039:   NOT   @207 ==  0  ;; integer values
004D: jump_if_false CRASH1_1413
00D6: if  0
001D:   @45 > @207  ;; integer values  
004D: jump_if_false CRASH1_1413
03CF: load_wav  6600 as  3
0006: @207 =  0  ;; integer values

:CRASH1_1413
00D6: if  1
001D:   @45 > @200  ;; integer values  
03D0:   wav  3 loaded
004D: jump_if_false CRASH1_1421
03D1: play_wav  3
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  2000  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1421
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CRASH1_1434
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1433
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_1434

:CRASH1_1433
0003: shake_camera  80

:CRASH1_1434
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false CRASH1_1453
00D6: if  0
8039:   NOT   @207 ==  0  ;; integer values
004D: jump_if_false CRASH1_1445
00D6: if  0
001D:   @45 > @207  ;; integer values  
004D: jump_if_false CRASH1_1445
03CF: load_wav  6601 as  3
0006: @207 =  0  ;; integer values

:CRASH1_1445
00D6: if  1
001D:   @45 > @200  ;; integer values  
03D0:   wav  3 loaded
004D: jump_if_false CRASH1_1453
03D1: play_wav  3
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1453
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CRASH1_1462
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1461
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1462

:CRASH1_1461
0003: shake_camera  40

:CRASH1_1462
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false CRASH1_1480
00D6: if  0
0039:   @322 ==  1  ;; integer values
004D: jump_if_false CRASH1_1480
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: @95  2352.114 -1170.61  8.0 
0860: link_actor @95 to_interior  0 
0792: @95 
07FB: set_interior 'GANG' accessible  0 
0164: disable_marker @122
0050: gosub CRASH1_3834
0006: @50 =  12  ;; integer values
0050: gosub CRASH1_3803
000A: @35 +=  1  ;; integer values

:CRASH1_1480
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false CRASH1_1509
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position  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: @220 
05D3: unknown_action_sequence -1  2351.97 -1169.26  27.013  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
0616: @220 
0618: $PLAYER_ACTOR @220 
061B: @220 
0615: @220 
05D3: unknown_action_sequence -1  2351.97 -1170.26  27.013  6 -2 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
0616: @220 
0618: @95 @220 
061B: @220 
0247: request_model  407
0247: request_model  277
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_1509
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false CRASH1_1537
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1517
0006: @35 =  50  ;; integer values
0002: jump CRASH1_1537

:CRASH1_1517
00D6: if  0
8039:   NOT   @49 ==  12  ;; integer values
004D: jump_if_false CRASH1_1522
0006: @50 =  12  ;; integer values
0050: gosub CRASH1_3803

:CRASH1_1522
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1537
00D6: if  0
0039:   @49 ==  12  ;; integer values
004D: jump_if_false CRASH1_1537
062E: @95 -1 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_1537
062E: $PLAYER_ACTOR -1 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_1537
000A: @35 +=  1  ;; integer values

:CRASH1_1537
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false CRASH1_1551
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1545
0006: @35 =  50  ;; integer values
0002: jump CRASH1_1551

:CRASH1_1545
0804: unknown_action_sequence @95  2351.97 -1170.26  27.013  0.0  .2 "GRLFRD_KISS_03" "BD_FIRE"  4.0  0  0  0  0 -1 
0804: unknown_action_sequence $PLAYER_ACTOR  2351.97 -1169.26  27.013  180.0  .2 "PLAYA_KISS_03" "BD_FIRE"  4.0  0  0  0  0 -1 
0050: gosub CRASH1_3828
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  1000  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_1551
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false CRASH1_1579
00D6: if  0
0039:   @354 ==  1  ;; integer values
004D: jump_if_false CRASH1_1559
0006: @35 =  50  ;; integer values
0002: jump CRASH1_1579

:CRASH1_1559
00D6: if  2
8611:   NOT @95 "GRLFRD_KISS_03" 
8611:   NOT $PLAYER_ACTOR "PLAYA_KISS_03" 
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_1579
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
09DD:  1 
0631: put_actor @95 in_group $PLAYER_GROUP 
087F: @95  1 
07CB: @95  0 
0850: @95 $PLAYER_ACTOR 
0A20: $PLAYER_CHAR  1 
0006: @331 =  0  ;; integer values
0006: @352 =  0  ;; integer values
0986: (unknown)
000A: @35 +=  1  ;; integer values

:CRASH1_1579
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false CRASH1_1587
00D6: if  1
0248:   model  407 available
0248:   model  277 available
004D: jump_if_false CRASH1_1587
0006: @35 =  99  ;; integer values

:CRASH1_1587
00D6: if  2
0039:   @352 ==  1  ;; integer values
08D0: (unknown)
0039:   @354 ==  0  ;; integer values
004D: jump_if_false CRASH1_1593
0006: @354 =  1  ;; integer values

:CRASH1_1593
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false CRASH1_1616
00D6: if  0
0611: @95 "GRLFRD_KISS_03" 
004D: jump_if_false CRASH1_1600
0614: @95 "GRLFRD_KISS_03"  1.0 

:CRASH1_1600
00D6: if  0
0611: $PLAYER_ACTOR "PLAYA_KISS_03" 
004D: jump_if_false CRASH1_1604
0614: $PLAYER_ACTOR "PLAYA_KISS_03"  1.0 

:CRASH1_1604
00D6: if  0
88B7:   NOT @54  12 
004D: jump_if_false CRASH1_1608
0050: gosub CRASH1_3834

:CRASH1_1608
0792: @95 
0792: $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_1616
00D6: if  0
0039:   @331 ==  0  ;; integer values
004D: jump_if_false CRASH1_1620
0050: gosub CRASH1_3380

:CRASH1_1620
0050: gosub CRASH1_3602
0050: gosub CRASH1_3641
0050: gosub CRASH1_3656
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  1
00A4:   actor $PLAYER_ACTOR  0 ()in_cube @289 @291 @293 @290 @292 @294
0039:   @324 ==  1  ;; integer values
004D: jump_if_false CRASH1_1646
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: @122  2352.114 -1170.61  3.0 
0006: @324 =  0  ;; integer values

:CRASH1_1646
0395: clear_area  0 at @255 @256 @257 range  3.0
00D6: if  1
0039:   @314 ==  0  ;; integer values
0039:   @315 ==  1  ;; integer values
004D: jump_if_false CRASH1_1658
0006: @315 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06C9: @95 
05BA: unknown_action_sequence @95 -2 
04D7: lock_actor @95 in_current_position  1
0006: @323 =  1  ;; integer values
0006: @336 =  0  ;; integer values

:CRASH1_1658
00D6: if  1
0039:   @314 ==  0  ;; integer values
0039:   @323 ==  1  ;; integer values
004D: jump_if_false CRASH1_1679
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2351.575 -1166.19  26.4524 radius  4.0  4.0  4.0
004D: jump_if_false CRASH1_1679
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CRASH1_1679
00D6: if  21
00A4:   actor @95  0 ()in_cube  2340.097 -1188.51  1025.577  2352.977 -1179.882  1028.184
00A4:   actor @95  0 ()in_cube  2344.22 -1179.892  1025.577  2349.831 -1171.664  1028.184
004D: jump_if_false CRASH1_1676
0006: @322 =  1  ;; integer values
0006: @323 =  0  ;; integer values
04D7: lock_actor @95 in_current_position  0
0002: jump CRASH1_1679

:CRASH1_1676
00BC: text_highpriority 'CRA1_10'  8000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @336 =  1  ;; integer values

:CRASH1_1679
00D6: if  1
0039:   @314 ==  1  ;; integer values
0039:   @336 ==  1  ;; integer values
004D: jump_if_false CRASH1_1691
0006: @336 =  0  ;; integer values
04D7: lock_actor @95 in_current_position  0
09DD:  1 
0631: put_actor @95 in_group $PLAYER_GROUP 
087F: @95  1 
07CB: @95  0 
0A20: $PLAYER_CHAR  1 
0006: @190 =  2  ;; integer values

:CRASH1_1691
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  42 
004D: jump_if_false CRASH1_1699
041A: @214 = actor $PLAYER_ACTOR weapon  42 ammo
00D6: if  0
001B:    500 > @214  ;; integer values
004D: jump_if_false CRASH1_1699
017B: set_actor $PLAYER_ACTOR weapon  42 ammo_to  30000  

:CRASH1_1699
00D6: if  0
0039:   @342 ==  1  ;; integer values
004D: jump_if_false CRASH1_1710
08C3: @54  11 
0006: @50 =  11  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  11  ;; integer values
004D: jump_if_false CRASH1_1710
0050: gosub CRASH1_3828
0006: @342 =  0  ;; integer values

:CRASH1_1710
00D6: if  0
0039:   @314 ==  0  ;; integer values
004D: jump_if_false CRASH1_1729
00D6: if  0
0039:   @348 ==  1  ;; integer values
004D: jump_if_false CRASH1_1723
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  48.1099  41.5599  18.75
004D: jump_if_false CRASH1_1722
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @348 =  0  ;; integer values

:CRASH1_1722
0002: jump CRASH1_1729

:CRASH1_1723
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2337.666 -1180.994  31.7513 radius  38.1099  31.5599  8.75
004D: jump_if_false CRASH1_1729
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @348 =  1  ;; integer values

:CRASH1_1729
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_1733
0050: gosub CRASH1_4419

:CRASH1_1733
0051: return

:CRASH1_1734
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_1753
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0050: gosub CRASH1_3671
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_3803
0A09: $PLAYER_ACTOR  1 
0A09: @95  1 
000A: @35 +=  1  ;; integer values

:CRASH1_1753
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false CRASH1_1761
00D6: if  0
0039:   @326 ==  0  ;; integer values
004D: jump_if_false CRASH1_1761
0006: @37 =  1  ;; integer values
0051: return

:CRASH1_1761
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_1774
00D6: if  0
8039:   NOT   @49 ==  13  ;; integer values
004D: jump_if_false CRASH1_1769
0006: @50 =  13  ;; integer values
0050: gosub CRASH1_3803

:CRASH1_1769
00D6: if  0
0039:   @49 ==  13  ;; integer values
004D: jump_if_false CRASH1_1774
0050: gosub CRASH1_3828
000A: @35 +=  1  ;; integer values

:CRASH1_1774
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_1811
0006: @351 =  0  ;; integer values
00D6: if  0
00FE:   actor @95  1 (in-sphere)near_point @258 @259 @260 radius  3.0  3.0  3.0
004D: jump_if_false CRASH1_1791
0006: @351 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
00DF:   actor @95 driving
004D: jump_if_false CRASH1_1791
03C0: $48 = actor @95 car
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $48
004D: jump_if_false CRASH1_1791
0006: @351 =  0  ;; integer values

:CRASH1_1791
00D6: if  0
0039:   @351 ==  1  ;; integer values
004D: jump_if_false CRASH1_1811
06C9: @95 
0164: disable_marker @122
0164: disable_marker @131
0006: @326 =  1  ;; integer values
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
0395: clear_area  1 at  2401.52 -1722.074  12.6072 range  8.0
00D6: if  0
00DF:   actor @95 driving
004D: jump_if_false CRASH1_1808
03C0: $48 = actor @95 car
00AA: store_car $48 position_to @282 @283 @284
0395: clear_area  1 at @282 @283 @284 range  5.0

:CRASH1_1808
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_1811
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_1825
0006: @50 =  16  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  16  ;; integer values
004D: jump_if_false CRASH1_1825
0050: gosub CRASH1_3828
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH1_1824
0639: unknown_action_sequence $PLAYER_ACTOR @95 

:CRASH1_1824
000A: @35 +=  1  ;; integer values

:CRASH1_1825
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CRASH1_1832
00D6: if  0
08B7: @54  16 
004D: jump_if_false CRASH1_1832
000A: @35 +=  1  ;; integer values

:CRASH1_1832
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CRASH1_1842
0006: @50 =  17  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  17  ;; integer values
004D: jump_if_false CRASH1_1842
0050: gosub CRASH1_3828
000A: @35 +=  1  ;; integer values

:CRASH1_1842
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false CRASH1_1852
00D6: if  0
00DF:   actor @95 driving
004D: jump_if_false CRASH1_1851
0633: unknown_action_sequence @95 
000A: @35 +=  1  ;; integer values
0002: jump CRASH1_1852

:CRASH1_1851
0006: @35 =  8  ;; integer values

:CRASH1_1852
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CRASH1_1860
062E: @95  1587 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_1860
000A: @35 +=  1  ;; integer values

:CRASH1_1860
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false CRASH1_1869
05D3: unknown_action_sequence @95  2402.052 -1719.716  12.6181  6 -2 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH1_1868
0639: unknown_action_sequence $PLAYER_ACTOR @95 

:CRASH1_1868
000A: @35 +=  1  ;; integer values

:CRASH1_1869
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false CRASH1_1893
062E: @95  1491 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_1893
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: @282 @283 @285 
0804: unknown_action_sequence @95  2402.052 -1719.716  12.6181 @285  .2 "BD_GF_WAVE" "BD_FIRE"  4.0  0  0  0  0 -1 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH1_1892
0639: unknown_action_sequence $PLAYER_ACTOR @95 

:CRASH1_1892
000A: @35 +=  1  ;; integer values

:CRASH1_1893
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false CRASH1_1903
0006: @50 =  18  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  18  ;; integer values
004D: jump_if_false CRASH1_1903
0050: gosub CRASH1_3828
000A: @35 +=  1  ;; integer values

:CRASH1_1903
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false CRASH1_1915
00D6: if  0
0611: @95 "BD_GF_WAVE" 
004D: jump_if_false CRASH1_1915
0613: @95 "BD_GF_WAVE" @295 
00D6: if  0
0043:   @295 ==  1.0  ;; floating-point values
004D: jump_if_false CRASH1_1915
05D3: unknown_action_sequence @95  2401.857 -1717.01  12.6334  6 -2 
000A: @35 +=  1  ;; integer values

:CRASH1_1915
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false CRASH1_1928
062E: @95  1491 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_1928
009B: destroy_actor_instantly @95
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0A09: $PLAYER_ACTOR  0 
000A: @35 +=  1  ;; integer values

:CRASH1_1928
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false CRASH1_1935
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0006: @35 =  99  ;; integer values

:CRASH1_1935
00D6: if  0
0039:   @326 ==  0  ;; integer values
004D: jump_if_false CRASH1_1952
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH1_1947
00D6: if  0
0039:   @325 ==  0  ;; integer values
004D: jump_if_false CRASH1_1946
0006: @325 =  1  ;; integer values
0792: @95 

:CRASH1_1946
0002: jump CRASH1_1952

:CRASH1_1947
00D6: if  0
0039:   @325 ==  1  ;; integer values
004D: jump_if_false CRASH1_1952
0006: @325 =  0  ;; integer values
0850: @95 $PLAYER_ACTOR 

:CRASH1_1952
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false CRASH1_1994
09E8: @214 = actor $PLAYER_ACTOR active_interior
09E8: @215 = actor @95 active_interior
00D6: if  0
003B:   @214 == @215  ;; integer values 
004D: jump_if_false CRASH1_1994
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  0
0039:   @336 ==  1  ;; integer values
004D: jump_if_false CRASH1_1983
00D6: if  0
0023:    20.0 > @296  ;; floating-point values
004D: jump_if_false CRASH1_1982
0006: @336 =  0  ;; integer values
0687: @95 
09DD:  1 
0631: put_actor @95 in_group $PLAYER_GROUP 
087F: @95  1 
07CB: @95  0 
0A20: $PLAYER_CHAR  1 
00D6: if  0
0039:   @325 ==  0  ;; integer values
004D: jump_if_false CRASH1_1980
0850: @95 $PLAYER_ACTOR 

:CRASH1_1980
018A: @122 = create_checkpoint_at @258 @259 @260
0164: disable_marker @131

:CRASH1_1982
0002: jump CRASH1_1994

:CRASH1_1983
00D6: if  0
0021:   @296 >  50.0  ;; floating-point values
004D: jump_if_false CRASH1_1994
0006: @336 =  1  ;; integer values
00BC: text_highpriority 'CRA1_12'  7000 ms  1
06C9: @95 
0792: @95 
05BA: unknown_action_sequence @95 -2 
0164: disable_marker @122
0187: @131 = create_marker_above_actor @95
07E0: @131  1 

:CRASH1_1994
00D6: if  1
8118:   NOT   actor @95 dead
0039:   @326 ==  0  ;; integer values
004D: jump_if_false CRASH1_2017
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor @95 driving
004D: jump_if_false CRASH1_2017
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  1
00DB:   actor @95 in_car $48
81C1:   NOT   car $48 stopped
004D: jump_if_false CRASH1_2017
00D6: if  1
88B7:   NOT @54  14 
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CRASH1_2017
0006: @50 =  14  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  14  ;; integer values
004D: jump_if_false CRASH1_2017
0050: gosub CRASH1_3828

:CRASH1_2017
00D6: if  1
8118:   NOT   actor @95 dead
0039:   @326 ==  0  ;; integer values
004D: jump_if_false CRASH1_2036
00D6: if  1
88B7:   NOT @54  15 
8039:   NOT   @49 ==  15  ;; integer values
004D: jump_if_false CRASH1_2036
00D6: if  0
00FE:   actor @95  0 ()near_point @258 @259 @260 radius  30.0  30.0  20.0
004D: jump_if_false CRASH1_2036
0050: gosub CRASH1_3834
0006: @50 =  15  ;; integer values
0050: gosub CRASH1_3803
00D6: if  0
0039:   @49 ==  15  ;; integer values
004D: jump_if_false CRASH1_2035
0050: gosub CRASH1_3828

:CRASH1_2035
0395: clear_area  1 at  2401.52 -1722.074  12.6072 range  8.0

:CRASH1_2036
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_2040
0050: gosub CRASH1_4419

:CRASH1_2040
0051: return

:CRASH1_2041
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CRASH1_2049
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  1000  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_2049
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CRASH1_2060
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_2060
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_2060
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_2087
00D6: if  1
816B:   NOT   fading
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_2087
00D6: if  0
0039:   @314 ==  0  ;; integer values
004D: jump_if_false CRASH1_2076
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH1_2076
03C0: $48 = actor $PLAYER_ACTOR car
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2351.733 -1179.042  26.9753
00A6: destroy_car $48

:CRASH1_2076
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_2087
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CRASH1_2098
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_2098
016A: fade  1 (back)  500 ms
05D3: unknown_action_sequence $PLAYER_ACTOR  2351.928 -1166.08  26.4593  6 -2 
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:CRASH1_2098
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CRASH1_2112
00D6: if  0
001D:   @45 > @200  ;; integer values  
004D: jump_if_false CRASH1_2112
062E: $PLAYER_ACTOR  1491 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2112
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_2112
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CRASH1_2118
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0050: gosub CRASH1_4419

:CRASH1_2118
0051: return

:CRASH1_2119
00D6: if  0
0039:   @334 ==  0  ;; integer values
004D: jump_if_false CRASH1_2129
09CA: @114  0  0  0  0  0 
07F7: @114  1 
0392: object @114 toggle_in_moving_list  1
0723: @114  1 
0006: @197 =  0  ;; integer values
0050: gosub CRASH1_3025
0002: jump CRASH1_2131

:CRASH1_2129
0006: @192 =  2  ;; integer values
0050: gosub CRASH1_2972

:CRASH1_2131
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false CRASH1_2139
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: @94 
05BE: unknown_action_sequence @94 

:CRASH1_2139
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false CRASH1_2143
0108: destroy_object @106

:CRASH1_2143
00D6: if  0
0039:   @335 ==  0  ;; integer values
004D: jump_if_false CRASH1_2148
0006: @197 =  4  ;; integer values
0050: gosub CRASH1_3025

:CRASH1_2148
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_3152
0006: @216 =  0  ;; integer values

:CRASH1_2155
00D6: if  0
8118:   NOT   actor @87(@216,5i) dead
004D: jump_if_false CRASH1_2162
00D6: if  0
0039:   @182(@216,5i) ==  6  ;; integer values
004D: jump_if_false CRASH1_2162
0050: gosub CRASH1_2386

:CRASH1_2162
000A: @216 +=  1  ;; integer values
0029:   @216 >=  5  ;; integer values
004D: jump_if_false CRASH1_2155
00D6: if  0
0039:   @187 ==  5  ;; integer values
004D: jump_if_false CRASH1_2169
0050: gosub CRASH1_2828

:CRASH1_2169
0051: return

:CRASH1_2170
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  344  3 ammo  20 at @282 @283 @284
03DC: @128 = create_marker_above_pickup @132
0051: return

:CRASH1_2177
00D6: if  0
0118:   actor @87(@216,5i) dead
004D: jump_if_false CRASH1_2182
0006: @299 =  1  ;; integer values
0051: return

:CRASH1_2182
0871: init_jump_table @182(@216,5i) total_jumps  8  0 CRASH1_2200 jumps -1 CRASH1_2184  0 CRASH1_2187  1 CRASH1_2189  2 CRASH1_2191  3 CRASH1_2193  4 CRASH1_2194  5 CRASH1_2196 
0872: jump_table_jumps  6 CRASH1_2198 -1 CRASH1_2200 -1 CRASH1_2200 -1 CRASH1_2200 -1 CRASH1_2200 -1 CRASH1_2200 -1 CRASH1_2200 -1 CRASH1_2200 -1 CRASH1_2200 

:CRASH1_2184
0050: gosub CRASH1_2201
0006: @182(@216,5i) =  0  ;; integer values
0002: jump CRASH1_2200

:CRASH1_2187
0050: gosub CRASH1_2208
0002: jump CRASH1_2200

:CRASH1_2189
0050: gosub CRASH1_2274
0002: jump CRASH1_2200

:CRASH1_2191
0050: gosub CRASH1_2329
0002: jump CRASH1_2200

:CRASH1_2193
0002: jump CRASH1_2200

:CRASH1_2194
0050: gosub CRASH1_2286
0002: jump CRASH1_2200

:CRASH1_2196
0050: gosub CRASH1_2346
0002: jump CRASH1_2200

:CRASH1_2198
0050: gosub CRASH1_2352
0002: jump CRASH1_2200

:CRASH1_2200
0051: return

:CRASH1_2201
0871: init_jump_table @216 total_jumps  2  1 CRASH1_2206 jumps  0 CRASH1_2202  1 CRASH1_2204 -1 CRASH1_2207 -1 CRASH1_2207 -1 CRASH1_2207 -1 CRASH1_2207 -1 CRASH1_2207 

:CRASH1_2202
0812: unknown_action_sequence @87(@216,5i) "WASH_UP" "BD_FIRE"  1.0  1  0  0  0 -1 
0002: jump CRASH1_2207

:CRASH1_2204
0605: unknown_action_sequence @87(@216,5i) "PHONE_TALK" "PED"  1.0  1  0  0  0 -1 
0002: jump CRASH1_2207

:CRASH1_2206
0605: unknown_action_sequence @87(@216,5i) "M_SMKLEAN_LOOP" "BD_FIRE"  1.0  1  0  0  0 -1 

:CRASH1_2207
0051: return

:CRASH1_2208
00D6: if  0
0039:   @301 ==  1  ;; integer values
004D: jump_if_false CRASH1_2213
0050: gosub CRASH1_2281
0051: return

:CRASH1_2213
00D6: if  1
0039:   @332 ==  1  ;; integer values
0039:   @333 ==  1  ;; integer values
004D: jump_if_false CRASH1_2219
0050: gosub CRASH1_2281
0051: return

:CRASH1_2219
00D6: if  0
0039:   @298 ==  1  ;; integer values
004D: jump_if_false CRASH1_2224
0050: gosub CRASH1_2309
0051: return

:CRASH1_2224
00D6: if  0
0039:   @299 ==  1  ;; integer values
004D: jump_if_false CRASH1_2229
0050: gosub CRASH1_2281
0051: return

:CRASH1_2229
00D6: if  0
051A:   unknown_actor @87(@216,5i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false CRASH1_2235
0050: gosub CRASH1_2281
0006: @299 =  1  ;; integer values
0051: return

:CRASH1_2235
00D6: if  0
0039:   @297 ==  1  ;; integer values
004D: jump_if_false CRASH1_2239
0051: return

:CRASH1_2239
0871: init_jump_table @216 total_jumps  5  0 CRASH1_2265 jumps  0 CRASH1_2240  1 CRASH1_2245  2 CRASH1_2250  3 CRASH1_2255  4 CRASH1_2260 -1 CRASH1_2265 -1 CRASH1_2265 

:CRASH1_2240
00D6: if  0
00F2:   actor @87(@216,5i) near_actor $PLAYER_ACTOR radius  3.0  3.0  0
004D: jump_if_false CRASH1_2244
0050: gosub CRASH1_2266

:CRASH1_2244
0002: jump CRASH1_2265

:CRASH1_2245
00D6: if  0
00F2:   actor @87(@216,5i) near_actor $PLAYER_ACTOR radius  3.0  3.0  0
004D: jump_if_false CRASH1_2249
0050: gosub CRASH1_2266

:CRASH1_2249
0002: jump CRASH1_2265

:CRASH1_2250
00D6: if  0
00F2:   actor @87(@216,5i) near_actor $PLAYER_ACTOR radius  3.0  3.0  0
004D: jump_if_false CRASH1_2254
0050: gosub CRASH1_2266

:CRASH1_2254
0002: jump CRASH1_2265

:CRASH1_2255
00D6: if  0
00F2:   actor @87(@216,5i) near_actor $PLAYER_ACTOR radius  3.0  3.0  0
004D: jump_if_false CRASH1_2259
0050: gosub CRASH1_2266

:CRASH1_2259
0002: jump CRASH1_2265

:CRASH1_2260
00D6: if  0
00F2:   actor @87(@216,5i) near_actor $PLAYER_ACTOR radius  3.0  3.0  0
004D: jump_if_false CRASH1_2264
0050: gosub CRASH1_2266

:CRASH1_2264
0002: jump CRASH1_2265

:CRASH1_2265
0051: return

:CRASH1_2266
0947: @87(@216,5i)  2 @221 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH1_2271
05D9: unknown_action_sequence @87(@216,5i) $PLAYER_ACTOR  5000  3.0 

:CRASH1_2271
0006: @182(@216,5i) =  1  ;; integer values
0006: @297 =  1  ;; integer values
0051: return

:CRASH1_2274
062E: @87(@216,5i)  1497 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2280
0006: @298 =  1  ;; integer values
0050: gosub CRASH1_2281

:CRASH1_2280
0051: return

:CRASH1_2281
0792: @87(@216,5i) 
060B: unknown_actor_use_entity @87(@216,5i) @181 
05E2: unknown_action_sequence @87(@216,5i) $PLAYER_ACTOR 
0006: @182(@216,5i) =  4  ;; integer values
0051: return

:CRASH1_2286
00D6: if  0
0039:   @329 ==  1  ;; integer values
004D: jump_if_false CRASH1_2291
0006: @182(@216,5i) =  5  ;; integer values
0051: return

:CRASH1_2291
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  0
0021:   @295 >  38.0  ;; floating-point values
004D: jump_if_false CRASH1_2303
0050: gosub CRASH1_2309
0051: return

:CRASH1_2303
062E: @87(@216,5i)  1506 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2308
0050: gosub CRASH1_2281

:CRASH1_2308
0051: return

:CRASH1_2309
00D6: if  0
0039:   @329 ==  1  ;; integer values
004D: jump_if_false CRASH1_2314
0006: @182(@216,5i) =  5  ;; integer values
0051: return

:CRASH1_2314
0792: @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: @282 @283 @285 
05D4: unknown_action_sequence @87(@216,5i) unknown_angle @285 
0006: @182(@216,5i) =  2  ;; integer values
0051: return

:CRASH1_2329
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  0
0023:    35.0 > @295  ;; floating-point values
004D: jump_if_false CRASH1_2341
0050: gosub CRASH1_2281
0051: return

:CRASH1_2341
00D6: if  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false CRASH1_2345
0050: gosub CRASH1_2309

:CRASH1_2345
0051: return

:CRASH1_2346
0050: gosub CRASH1_2367
0792: @87(@216,5i) 
060B: unknown_actor_use_entity @87(@216,5i) @180 
05BA: unknown_action_sequence @87(@216,5i) -2 
0006: @182(@216,5i) =  6  ;; integer values
0051: return

:CRASH1_2352
00D6: if  0
0039:   @329 ==  1  ;; integer values
004D: jump_if_false CRASH1_2362
062E: @87(@216,5i)  1466 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2361
0792: @87(@216,5i) 
05BA: unknown_action_sequence @87(@216,5i) -2 

:CRASH1_2361
0051: return

:CRASH1_2362
0792: @87(@216,5i) 
060B: unknown_actor_use_entity @87(@216,5i) @181 
05E2: unknown_action_sequence @87(@216,5i) $PLAYER_ACTOR 
0006: @182(@216,5i) =  4  ;; integer values
0051: return

:CRASH1_2367
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_2383 jumps  0 CRASH1_2369  1 CRASH1_2371  2 CRASH1_2373  3 CRASH1_2375  4 CRASH1_2377  5 CRASH1_2379  6 CRASH1_2381 

:CRASH1_2369
00A1: put_actor @87(@216,5i) at  2319.314 -1202.897  26.9609
0002: jump CRASH1_2384

:CRASH1_2371
00A1: put_actor @87(@216,5i) at  2315.977 -1204.658  26.9609
0002: jump CRASH1_2384

:CRASH1_2373
00A1: put_actor @87(@216,5i) at  2318.991 -1207.222  26.9615
0002: jump CRASH1_2384

:CRASH1_2375
00A1: put_actor @87(@216,5i) at  2315.745 -1210.296  26.9609
0002: jump CRASH1_2384

:CRASH1_2377
00A1: put_actor @87(@216,5i) at  2318.09 -1212.916  26.9609
0002: jump CRASH1_2384

:CRASH1_2379
00A1: put_actor @87(@216,5i) at  2314.109 -1215.641  26.9609
0002: jump CRASH1_2384

:CRASH1_2381
00A1: put_actor @87(@216,5i) at  2316.042 -1219.501  26.9609
0002: jump CRASH1_2384

:CRASH1_2383
0051: return

:CRASH1_2384
000A: @210 +=  1  ;; integer values
0051: return

:CRASH1_2386
0006: @213 =  0  ;; integer values

:CRASH1_2387
00D6: if  0
8118:   NOT   actor @87(@213,5i) dead
004D: jump_if_false CRASH1_2391
00A1: put_actor @87(@213,5i) at @261(@213,5f) @266(@213,5f) @271(@213,5f)

:CRASH1_2391
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_2387
0051: return

:CRASH1_2395
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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  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: @109(@214,5i)  1 
0051: return

:CRASH1_2446
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) -=  .8  ;; floating-point values
0007: @237(@214,5f) = -1188.8  ;; floating-point values
000B: @237(@214,5f) +=  .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) -=  .8  ;; floating-point values
0007: @237(@214,5f) = -1188.8  ;; floating-point values
000B: @237(@214,5f) +=  .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) -=  .8  ;; floating-point values
0007: @237(@214,5f) = -1188.8  ;; floating-point values
000B: @237(@214,5f) +=  .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) -=  .8  ;; floating-point values
0007: @237(@214,5f) = -1171.0  ;; floating-point values
000B: @237(@214,5f) +=  .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) -=  .8  ;; floating-point values
0007: @237(@214,5f) = -1171.0  ;; floating-point values
000B: @237(@214,5f) +=  .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_2522
00D6: if  0
0039:   @302(@217,5i) ==  1  ;; integer values
004D: jump_if_false CRASH1_2526
0051: return

:CRASH1_2526
00D6: if  0
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_2539
00D6: if  0
8366:   NOT   object @101(@217,8i) blown_up
004D: jump_if_false CRASH1_2533
0723: @101(@217,8i)  1 

:CRASH1_2533
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_2539
0051: return

:CRASH1_2540
0209: @214 = random_int  0  5
0871: init_jump_table @214 total_jumps  5  0 CRASH1_2552 jumps  0 CRASH1_2542  1 CRASH1_2544  2 CRASH1_2546  3 CRASH1_2548  4 CRASH1_2550 -1 CRASH1_2552 -1 CRASH1_2552 

:CRASH1_2542
00BC: text_highpriority 'CRA1_30'  4000 ms  1
0002: jump CRASH1_2552

:CRASH1_2544
00BC: text_highpriority 'CRA1_31'  4000 ms  1
0002: jump CRASH1_2552

:CRASH1_2546
00BC: text_highpriority 'CRA1_32'  4000 ms  1
0002: jump CRASH1_2552

:CRASH1_2548
00BC: text_highpriority 'CRA1_33'  4000 ms  1
0002: jump CRASH1_2552

:CRASH1_2550
00BC: text_highpriority 'CRA1_34'  4000 ms  1
0002: jump CRASH1_2552

:CRASH1_2552
0051: return

:CRASH1_2553
041A: @218 = actor $PLAYER_ACTOR weapon  18 ammo
00D6: if  1
0039:   @218 ==  0  ;; integer values
001B:    5 > @209  ;; integer values
004D: jump_if_false CRASH1_2593
00D6: if  0
0039:   @345 ==  0  ;; integer values
004D: jump_if_false CRASH1_2565
0085: @208 = @45  ;; integer values and handles
000A: @208 +=  3000  ;; integer values
0006: @345 =  1  ;; integer values
0051: return

:CRASH1_2565
00D6: if  0
801D:   NOT   @45 > @208  ;; integer values  
004D: jump_if_false CRASH1_2569
0051: return

:CRASH1_2569
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  344  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  344  3 ammo  20 at @282 @283 @284
03DC: @129(@214,2i) = create_marker_above_pickup @133(@214,2i)
0006: @213 =  0  ;; integer values

:CRASH1_2584
00D6: if  0
0039:   @302(@213,5i) ==  0  ;; integer values
004D: jump_if_false CRASH1_2588
0164: disable_marker @123(@213,5i)

:CRASH1_2588
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_2584
00BC: text_highpriority 'CRA1_03'  5000 ms  1
0006: @313 =  1  ;; integer values

:CRASH1_2593
0051: return

:CRASH1_2594
00D6: if  21
0214:   pickup @133 picked_up
0214:   pickup @134 picked_up
004D: jump_if_false CRASH1_2614
0006: @213 =  0  ;; integer values

:CRASH1_2599
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_2599
0006: @213 =  0  ;; integer values

:CRASH1_2605
00D6: if  0
0039:   @302(@213,5i) ==  0  ;; integer values
004D: jump_if_false CRASH1_2610
0188: @123(@213,5i) = create_marker_above_object @109(@213,5i)
0165: set_marker @123(@213,5i) color_to  0

:CRASH1_2610
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_2605
0006: @313 =  0  ;; integer values

:CRASH1_2614
0051: return

:CRASH1_2615
0871: init_jump_table @187 total_jumps  7  0 CRASH1_2630 jumps -1 CRASH1_2616  0 CRASH1_2618  1 CRASH1_2620  2 CRASH1_2622  3 CRASH1_2624  4 CRASH1_2626  5 CRASH1_2628 

:CRASH1_2616
0050: gosub CRASH1_2631
0002: jump CRASH1_2630

:CRASH1_2618
0050: gosub CRASH1_2659
0002: jump CRASH1_2630

:CRASH1_2620
0050: gosub CRASH1_2672
0002: jump CRASH1_2630

:CRASH1_2622
0050: gosub CRASH1_2683
0002: jump CRASH1_2630

:CRASH1_2624
0050: gosub CRASH1_2699
0002: jump CRASH1_2630

:CRASH1_2626
0050: gosub CRASH1_2719
0002: jump CRASH1_2630

:CRASH1_2628
0050: gosub CRASH1_2762
0002: jump CRASH1_2630

:CRASH1_2630
0051: return

:CRASH1_2631
00D6: if  0
8039:   NOT   @209 ==  2  ;; integer values
004D: jump_if_false CRASH1_2635
0051: return

:CRASH1_2635
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  412 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  109 in_car @99 driverseat
01B2: give_actor @92(@214,2i) weapon  22 ammo  999  ;; Load the weapon model before using this
0770: @92(@214,2i)  1 
000A: @214 +=  1  ;; integer values
01C8: @92(@214,2i) = create_actor  14  108 in_car @99 passenger_seat  0
01B2: give_actor @92(@214,2i) weapon  22 ammo  999  ;; Load the weapon model before using this
0770: @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_2659
00D6: if  0
0119:   car @99 wrecked
004D: jump_if_false CRASH1_2664
0006: @187 =  2  ;; integer values
0051: return

:CRASH1_2664
00D6: if  0
01AD:   car @99  0 ()near_point @252 @253  6.0  6.0
004D: jump_if_false CRASH1_2671
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_2671
0051: return

:CRASH1_2672
00D6: if  0
0119:   car @99 wrecked
004D: jump_if_false CRASH1_2677
0006: @187 =  2  ;; integer values
0051: return

:CRASH1_2677
00D6: if  0
001D:   @45 > @199  ;; integer values  
004D: jump_if_false CRASH1_2682
0477: set_car @99 animation  4  5000 ms
0006: @187 =  2  ;; integer values

:CRASH1_2682
0051: return

:CRASH1_2683
00D6: if  21
0119:   car @99 wrecked
01C1:   car @99 stopped
004D: jump_if_false CRASH1_2698
0006: @216 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2692
05CD: unknown_action_sequence @92(@216,2i) @99 

:CRASH1_2692
000A: @216 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2697
05CD: unknown_action_sequence @92(@216,2i) @99 

:CRASH1_2697
0006: @187 =  3  ;; integer values

:CRASH1_2698
0051: return

:CRASH1_2699
0006: @216 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2708
062E: @92(@216,2i)  1485 @40 
00D6: if  0
84A4:   NOT @40  7 
004D: jump_if_false CRASH1_2708
0051: return

:CRASH1_2708
000A: @216 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2717
062E: @92(@216,2i)  1485 @40 
00D6: if  0
84A4:   NOT @40  7 
004D: jump_if_false CRASH1_2717
0051: return

:CRASH1_2717
0006: @187 =  4  ;; integer values
0051: return

:CRASH1_2719
00D6: if  0
0039:   @329 ==  1  ;; integer values
004D: jump_if_false CRASH1_2739
0006: @216 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2729
0792: @92(@216,2i) 
060B: unknown_actor_use_entity @92(@216,2i) @180 
05BA: unknown_action_sequence @92(@216,2i) -2 

:CRASH1_2729
000A: @216 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2736
0792: @92(@216,2i) 
060B: unknown_actor_use_entity @92(@216,2i) @180 
05BA: unknown_action_sequence @92(@216,2i) -2 

:CRASH1_2736
0050: gosub CRASH1_2802
0006: @187 =  5  ;; integer values
0051: return

:CRASH1_2739
0006: @216 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2750
062E: @92(@216,2i)  1506 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2750
0792: @92(@216,2i) 
060B: unknown_actor_use_entity @92(@216,2i) @181 
05E2: unknown_action_sequence @92(@216,2i) $PLAYER_ACTOR 

:CRASH1_2750
000A: @216 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2761
062E: @92(@216,2i)  1506 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2761
0792: @92(@216,2i) 
060B: unknown_actor_use_entity @92(@216,2i) @181 
05E2: unknown_action_sequence @92(@216,2i) $PLAYER_ACTOR 

:CRASH1_2761
0051: return

:CRASH1_2762
00D6: if  0
0039:   @329 ==  1  ;; integer values
004D: jump_if_false CRASH1_2786
0006: @216 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2775
062E: @92(@216,2i)  1466 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2775
0792: @92(@216,2i) 
05BA: unknown_action_sequence @92(@216,2i) -2 

:CRASH1_2775
000A: @216 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2785
062E: @92(@216,2i)  1466 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_2785
0792: @92(@216,2i) 
05BA: unknown_action_sequence @92(@216,2i) -2 

:CRASH1_2785
0051: return

:CRASH1_2786
0006: @216 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2793
0792: @92(@216,2i) 
060B: unknown_actor_use_entity @92(@216,2i) @181 
05E2: unknown_action_sequence @92(@216,2i) $PLAYER_ACTOR 

:CRASH1_2793
000A: @216 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @92(@216,2i) dead
004D: jump_if_false CRASH1_2800
0792: @92(@216,2i) 
060B: unknown_actor_use_entity @92(@216,2i) @181 
05E2: unknown_action_sequence @92(@216,2i) $PLAYER_ACTOR 

:CRASH1_2800
0006: @187 =  4  ;; integer values
0051: return

:CRASH1_2802
0006: @213 =  0  ;; integer values

:CRASH1_2803
00D6: if  0
8118:   NOT   actor @92(@213,2i) dead
004D: jump_if_false CRASH1_2824
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_2822 jumps  0 CRASH1_2808  1 CRASH1_2810  2 CRASH1_2812  3 CRASH1_2814  4 CRASH1_2816  5 CRASH1_2818  6 CRASH1_2820 

:CRASH1_2808
00A1: put_actor @92(@213,2i) at  2319.314 -1202.897  26.9609
0002: jump CRASH1_2823

:CRASH1_2810
00A1: put_actor @92(@213,2i) at  2315.977 -1204.658  26.9609
0002: jump CRASH1_2823

:CRASH1_2812
00A1: put_actor @92(@213,2i) at  2318.991 -1207.222  26.9615
0002: jump CRASH1_2823

:CRASH1_2814
00A1: put_actor @92(@213,2i) at  2315.745 -1210.296  26.9609
0002: jump CRASH1_2823

:CRASH1_2816
00A1: put_actor @92(@213,2i) at  2318.09 -1212.916  26.9609
0002: jump CRASH1_2823

:CRASH1_2818
00A1: put_actor @92(@213,2i) at  2314.109 -1215.641  26.9609
0002: jump CRASH1_2823

:CRASH1_2820
00A1: put_actor @92(@213,2i) at  2316.042 -1219.501  26.9609
0002: jump CRASH1_2823

:CRASH1_2822
0051: return

:CRASH1_2823
000A: @210 +=  1  ;; integer values

:CRASH1_2824
000A: @213 +=  1  ;; integer values
0029:   @213 >=  2  ;; integer values
004D: jump_if_false CRASH1_2803
0051: return

:CRASH1_2828
0006: @213 =  0  ;; integer values

:CRASH1_2829
00D6: if  0
8118:   NOT   actor @92(@213,2i) dead
004D: jump_if_false CRASH1_2833
00A1: put_actor @92(@213,2i) at @276(@213,2f) @278(@213,2f) @280(@213,2f)

:CRASH1_2833
000A: @213 +=  1  ;; integer values
0029:   @213 >=  2  ;; integer values
004D: jump_if_false CRASH1_2829
0051: return

:CRASH1_2837
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position  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 (back)  1000 ms
0085: @200 = @45  ;; integer values and handles
000A: @200 +=  1500  ;; integer values
0051: return

:CRASH1_2847
00D6: if  0
0039:   @191 ==  5  ;; integer values
004D: jump_if_false CRASH1_2851
031A: remove_all_fires

:CRASH1_2851
00D6: if  21
0039:   @191 ==  5  ;; integer values
0039:   @191 ==  3  ;; integer values
004D: jump_if_false CRASH1_2863
0209: @214 = random_int  2  4
02CF: create_fire_at  2346.355 -1172.734  27.2957  1 @214 @142 
0209: @214 = random_int  1  4
02CF: create_fire_at  2345.484 -1171.842  27.2957  0 @214 @143 
0209: @214 = random_int  2  4
02CF: create_fire_at  2348.171 -1173.493  27.2957  0 @214 @144 
0209: @214 = random_int  2  4
02CF: create_fire_at  2348.387 -1172.34  27.2957  1 @214 @145 

:CRASH1_2863
00D6: if  21
0039:   @191 ==  5  ;; integer values
0039:   @191 ==  0  ;; integer values
004D: jump_if_false CRASH1_2875
0209: @214 = random_int  1  4
02CF: create_fire_at  2347.983 -1187.069  27.2891  0 @214 @146 
0209: @214 = random_int  1  4
02CF: create_fire_at  2347.792 -1186.253  27.2891  1 @214 @147 
0209: @214 = random_int  2  4
02CF: create_fire_at  2346.15 -1186.639  27.2891  0 @214 @148 
0209: @214 = random_int  1  4
02CF: create_fire_at  2345.988 -1188.301  27.2891  1 @214 @149 

:CRASH1_2875
00D6: if  21
0039:   @191 ==  5  ;; integer values
0039:   @191 ==  1  ;; integer values
004D: jump_if_false CRASH1_2887
0209: @214 = random_int  1  4
02CF: create_fire_at  2334.972 -1187.806  27.082  1 @214 @150 
0209: @214 = random_int  1  4
02CF: create_fire_at  2334.182 -1188.269  27.008  0 @214 @151 
0209: @214 = random_int  2  4
02CF: create_fire_at  2335.786 -1188.25  27.7429  1 @214 @152 
0209: @214 = random_int  1  4
02CF: create_fire_at  2335.467 -1187.143  27.5372  0 @214 @153 

:CRASH1_2887
00D6: if  21
0039:   @191 ==  5  ;; integer values
0039:   @191 ==  2  ;; integer values
004D: jump_if_false CRASH1_2901
0209: @214 = random_int  2  4
02CF: create_fire_at  2323.431 -1185.613  27.2891  1 @214 @154 
0209: @214 = random_int  1  4
02CF: create_fire_at  2324.549 -1186.614  27.2891  0 @214 @155 
0209: @214 = random_int  1  4
02CF: create_fire_at  2325.371 -1184.383  27.2891  1 @214 @156 
0209: @214 = random_int  2  4
02CF: create_fire_at  2324.762 -1187.462  27.2891  0 @214 @157 
0209: @214 = random_int  1  3
02CF: create_fire_at  2324.716 -1188.478  30.58  1 @214 @158 

:CRASH1_2901
00D6: if  21
0039:   @191 ==  5  ;; integer values
0039:   @191 ==  4  ;; integer values
004D: jump_if_false CRASH1_2913
0209: @214 = random_int  2  4
02CF: create_fire_at  2322.239 -1172.971  27.1409  0 @214 @159 
0209: @214 = random_int  1  4
02CF: create_fire_at  2322.22 -1174.752  27.2031  0 @214 @160 
0209: @214 = random_int  1  4
02CF: create_fire_at  2323.696 -1174.429  27.2131  1 @214 @161 
0209: @214 = random_int  2  4
02CF: create_fire_at  2325.159 -1172.793  27.1539  1 @214 @162 

:CRASH1_2913
0051: return

:CRASH1_2914
00D6: if  0
0039:   @191 ==  0  ;; integer values
004D: jump_if_false CRASH1_2918
031A: remove_all_fires

:CRASH1_2918
00D6: if  0
0039:   @191 ==  1  ;; integer values
004D: jump_if_false CRASH1_2926
0006: @213 =  0  ;; integer values

:CRASH1_2922
02D1: unknown_remove_fire @142(@213,21i)
000A: @213 +=  1  ;; integer values
0029:   @213 >=  8  ;; integer values
004D: jump_if_false CRASH1_2922

:CRASH1_2926
0209: @214 = random_int  1  3
02CF: create_fire_at  2345.646 -1178.38  1027.153  1 @214 @142 
0209: @214 = random_int  1  3
02CF: create_fire_at  2344.558 -1178.334  1027.125  0 @214 @143 
0209: @214 = random_int  1  4
02CF: create_fire_at  2345.027 -1177.208  1027.165  0 @214 @144 
0209: @214 = random_int  1  3
02CF: create_fire_at  2347.865 -1173.929  1027.224  1 @214 @145 
0209: @214 = random_int  1  3
02CF: create_fire_at  2349.136 -1187.914  1027.259  0 @214 @146 
0209: @214 = random_int  1  4
02CF: create_fire_at  2348.798 -1186.306  1027.281  1 @214 @147 
0209: @214 = random_int  1  3
02CF: create_fire_at  2347.625 -1187.324  1027.268  0 @214 @148 
0209: @214 = random_int  1  4
02CF: create_fire_at  2347.587 -1184.596  1027.134  1 @214 @149 
00D6: if  0
0039:   @191 ==  0  ;; integer values
004D: jump_if_false CRASH1_2971
0209: @214 = random_int  1  3
02CF: create_fire_at  2334.972 -1187.806  1027.182  1 @214 @150 
0209: @214 = random_int  1  3
02CF: create_fire_at  2334.182 -1188.269  1027.108  0 @214 @151 
0209: @214 = random_int  1  3
02CF: create_fire_at  2335.786 -1188.25  1027.743  1 @214 @152 
0209: @214 = random_int  1  4
02CF: create_fire_at  2335.467 -1187.143  1027.537  0 @214 @153 
0209: @214 = random_int  1  3
02CF: create_fire_at  2321.82 -1179.514  1027.767  1 @214 @154 
0209: @214 = random_int  1  3
02CF: create_fire_at  2321.454 -1181.044  1027.224  0 @214 @155 
0209: @214 = random_int  1  4
02CF: create_fire_at  2322.788 -1181.093  1027.172  1 @214 @156 
0209: @214 = random_int  1  3
02CF: create_fire_at  2321.852 -1183.062  1027.112  0 @214 @157 
0209: @214 = random_int  1  4
02CF: create_fire_at  2322.611 -1184.014  1027.133  0 @214 @158 
0209: @214 = random_int  1  3
02CF: create_fire_at  2322.239 -1172.971  1027.141  0 @214 @159 
0209: @214 = random_int  1  3
02CF: create_fire_at  2322.22 -1174.752  1027.203  0 @214 @160 
0209: @214 = random_int  1  4
02CF: create_fire_at  2323.696 -1174.429  1027.213  1 @214 @161 
0209: @214 = random_int  1  3
02CF: create_fire_at  2325.159 -1172.793  1027.154  1 @214 @162 

:CRASH1_2971
0051: return

:CRASH1_2972
0871: init_jump_table @192 total_jumps  7  0 CRASH1_3024 jumps  0 CRASH1_2973  1 CRASH1_2975  2 CRASH1_2977  3 CRASH1_2979  4 CRASH1_2983  5 CRASH1_2986  6 CRASH1_2999 

:CRASH1_2973
02CF: create_fire_at  2345.464 -1174.033  31.1  0  3 @163 
0002: jump CRASH1_3024

:CRASH1_2975
02CF: create_fire_at  2352.1 -1171.25  26.97  0  2 @164 
0002: jump CRASH1_3024

:CRASH1_2977
02D1: unknown_remove_fire @164
0002: jump CRASH1_3024

:CRASH1_2979
02CF: create_fire_at  2340.364 -1184.928  1031.1  0  3 @164 
02CF: create_fire_at  2332.483 -1180.889  1031.1  0  3 @165 
02CF: create_fire_at  2326.081 -1178.825  1027.2  0  3 @166 
0002: jump CRASH1_3024

:CRASH1_2983
02D1: unknown_remove_fire @163
02CF: create_fire_at  2344.884 -1178.697  1031.1  0  3 @163 
0002: jump CRASH1_3024

:CRASH1_2986
0006: @213 =  0  ;; integer values

:CRASH1_2987
0006: @318(@213,4i) =  1  ;; integer values
00D6: if  0
0973: @163(@213,4i) 
004D: jump_if_false CRASH1_2995
00D6: if  0
02D0:   fire @163(@213,4i) extinguished
004D: jump_if_false CRASH1_2995
0006: @318(@213,4i) =  0  ;; integer values

:CRASH1_2995
000A: @213 +=  1  ;; integer values
0029:   @213 >=  4  ;; integer values
004D: jump_if_false CRASH1_2987
0002: jump CRASH1_3024

:CRASH1_2999
0006: @214 =  3  ;; integer values
00D6: if  0
0039:   @318 ==  0  ;; integer values
004D: jump_if_false CRASH1_3004
0006: @214 =  1  ;; integer values

:CRASH1_3004
02CF: create_fire_at  2344.884 -1178.697  1031.1  0 @214 @163 
0006: @214 =  3  ;; integer values
00D6: if  0
0039:   @319 ==  0  ;; integer values
004D: jump_if_false CRASH1_3010
0006: @214 =  1  ;; integer values

:CRASH1_3010
02CF: create_fire_at  2340.364 -1184.928  1031.1  0 @214 @164 
0006: @214 =  3  ;; integer values
00D6: if  0
0039:   @320 ==  0  ;; integer values
004D: jump_if_false CRASH1_3016
0006: @214 =  1  ;; integer values

:CRASH1_3016
02CF: create_fire_at  2332.483 -1180.889  1031.1  0 @214 @165 
0006: @214 =  3  ;; integer values
00D6: if  0
0039:   @321 ==  0  ;; integer values
004D: jump_if_false CRASH1_3022
0006: @214 =  1  ;; integer values

:CRASH1_3022
02CF: create_fire_at  2326.081 -1178.825  1027.2  0 @214 @166 
0002: jump CRASH1_3024

:CRASH1_3024
0051: return

:CRASH1_3025
0871: init_jump_table @197 total_jumps  7  0 CRASH1_3064 jumps  0 CRASH1_3026  1 CRASH1_3031  2 CRASH1_3034  3 CRASH1_3049  4 CRASH1_3055  5 CRASH1_3058  6 CRASH1_3060 

:CRASH1_3026
064B: "TEARGASAD"  2351.718 -1170.982  26.7609  1 @177 
064C: @177 
064B: "TEARGAS"  2351.813 -1181.29  1029.783  1 @179 
064C: @179 
0002: jump CRASH1_3064

:CRASH1_3031
0650: @177 
0650: @179 
0002: jump CRASH1_3064

:CRASH1_3034
0669: "TEARGAS" $PLAYER_ACTOR  0.0  0.0  2.0  1 @168 
0669: "TEARGAS" $PLAYER_ACTOR  0.0  2.0  1.8  1 @169 
0669: "TEARGAS" $PLAYER_ACTOR  0.0 -2.0  2.0  1 @170 
0669: "TEARGAS" $PLAYER_ACTOR  1.0  5.0  1.5  1 @171 
0669: "TEARGAS" $PLAYER_ACTOR -1.0  8.0  1.8  1 @172 
0669: "TEARGAS" $PLAYER_ACTOR  2.0  0.0  1.5  1 @173 
0669: "TEARGAS" $PLAYER_ACTOR -2.0  0.0  1.5  1 @174 
0669: "TEARGAS" $PLAYER_ACTOR -2.0  2.0  1.5  1 @175 
0669: "TEARGAS" $PLAYER_ACTOR  2.0  2.0  1.5  1 @176 
0006: @213 =  0  ;; integer values

:CRASH1_3044
064C: @168(@213,9i) 
000A: @213 +=  1  ;; integer values
0029:   @213 >=  9  ;; integer values
004D: jump_if_false CRASH1_3044
0002: jump CRASH1_3064

:CRASH1_3049
0006: @213 =  0  ;; integer values

:CRASH1_3050
0650: @168(@213,9i) 
000A: @213 +=  1  ;; integer values
0029:   @213 >=  9  ;; integer values
004D: jump_if_false CRASH1_3050
0002: jump CRASH1_3064

:CRASH1_3055
064B: "TEARGASAD"  2345.007 -1171.812  33.996  1 @178 
064C: @178 
0002: jump CRASH1_3064

:CRASH1_3058
0650: @178 
0002: jump CRASH1_3064

:CRASH1_3060
0650: @177 
064B: "TEARGASAD"  2351.718 -1175.129  26.7609  1 @177 
064C: @177 
0002: jump CRASH1_3064

:CRASH1_3064
0051: return

:CRASH1_3065
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  366  3 ammo  30000 at @255 @256 @257
0006: @317 =  1  ;; integer values
0051: return

:CRASH1_3071
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_3077
0566: object @115(@213,4i) set_interior  5
000A: @213 +=  1  ;; integer values
0029:   @213 >=  4  ;; integer values
004D: jump_if_false CRASH1_3077
0006: @213 =  0  ;; integer values

:CRASH1_3082
07F7: @115(@213,4i)  0 
000A: @213 +=  1  ;; integer values
0029:   @213 >=  4  ;; integer values
004D: jump_if_false CRASH1_3082
0051: return

:CRASH1_3087
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  110 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_3097
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  195 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: @95  1
02AB: set_actor @95 immunities  0  1  1  0  0
077A: @95  0  0 
04D7: lock_actor @95 in_current_position  1
0812: unknown_action_sequence @95 "BD_PANIC_LOOP" "BD_FIRE"  4.0  1  0  0  0 -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: @95  0 
0006: @359 =  1  ;; integer values
0051: return

:CRASH1_3117
09CA: @114  0  0  0  0  0 
07F7: @114  1 
0392: object @114 toggle_in_moving_list  1
0381: throw_object @114 distance  0.0  15.0  0.0
0723: @114  1 
064B: "EXPLOSION_DOOR"  2351.918 -1171.014  28.1817  1 @167 
064F: @167 
03D1: play_wav  3
0006: @197 =  0  ;; integer values
0050: gosub CRASH1_3025
0006: @192 =  1  ;; integer values
0050: gosub CRASH1_2972
0006: @334 =  1  ;; integer values
00D6: if  0
0118:   actor @94 dead
004D: jump_if_false CRASH1_3134
0051: return

:CRASH1_3134
0615: @220 
05D3: unknown_action_sequence -1  2352.181 -1164.893  26.4392  6 -2 
05BE: unknown_action_sequence -1 
0616: @220 
0618: @94 @220 
061B: @220 
02AB: set_actor @94 immunities  0  1  0  0  0
02D1: unknown_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_3147
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_3152
07FB: set_interior 'GANG' accessible  1 
00A0: store_actor $PLAYER_ACTOR position_to @282 @283 @284
03CB: set_camera @282 @283 @284
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
04BB: select_interior  0  ;; select render area
0051: return

:CRASH1_3163
00D6: if  21
0118:   actor @95 dead
0039:   @211 ==  99  ;; integer values
004D: jump_if_false CRASH1_3168
0051: return

:CRASH1_3168
00D6: if  0
001D:   @201 > @45  ;; integer values  
004D: jump_if_false CRASH1_3172
0051: return

:CRASH1_3172
00D6: if  0
0039:   @211 ==  0  ;; integer values
004D: jump_if_false CRASH1_3183
00D6: if  0
0039:   @350 ==  1  ;; integer values
004D: jump_if_false CRASH1_3181
0085: @201 = @45  ;; integer values and handles
000A: @201 +=  120000  ;; integer values
0002: jump CRASH1_3182

:CRASH1_3181
0209: @211 = random_int  1  5

:CRASH1_3182
0002: jump CRASH1_3213

:CRASH1_3183
0007: @295 =  1.0  ;; floating-point values
0871: init_jump_table @211 total_jumps  4  0 CRASH1_3205 jumps  1 CRASH1_3185  2 CRASH1_3190  3 CRASH1_3195  4 CRASH1_3200 -1 CRASH1_3205 -1 CRASH1_3205 -1 CRASH1_3205 

:CRASH1_3185
00D6: if  0
0611: @95 "BD_PANIC_01" 
004D: jump_if_false CRASH1_3189
0613: @95 "BD_PANIC_01" @295 

:CRASH1_3189
0002: jump CRASH1_3205

:CRASH1_3190
00D6: if  0
0611: @95 "BD_PANIC_02" 
004D: jump_if_false CRASH1_3194
0613: @95 "BD_PANIC_02" @295 

:CRASH1_3194
0002: jump CRASH1_3205

:CRASH1_3195
00D6: if  0
0611: @95 "BD_PANIC_03" 
004D: jump_if_false CRASH1_3199
0613: @95 "BD_PANIC_03" @295 

:CRASH1_3199
0002: jump CRASH1_3205

:CRASH1_3200
00D6: if  0
0611: @95 "BD_PANIC_04" 
004D: jump_if_false CRASH1_3204
0613: @95 "BD_PANIC_04" @295 

:CRASH1_3204
0002: jump CRASH1_3205

:CRASH1_3205
00D6: if  0
8043:   NOT   @295 ==  1.0  ;; floating-point values
004D: jump_if_false CRASH1_3209
0051: return

:CRASH1_3209
0006: @211 =  0  ;; integer values
0209: @214 = random_int  500  2000
0085: @201 = @45  ;; integer values and handles
005A: @201 += @214  ;; integer values 

:CRASH1_3213
0871: init_jump_table @211 total_jumps  5  0 CRASH1_3227 jumps  0 CRASH1_3214  1 CRASH1_3219  2 CRASH1_3221  3 CRASH1_3223  4 CRASH1_3225 -1 CRASH1_3227 -1 CRASH1_3227 

:CRASH1_3214
00D6: if  0
8611:   NOT @95 "BD_PANIC_LOOP" 
004D: jump_if_false CRASH1_3218
0812: unknown_action_sequence @95 "BD_PANIC_LOOP" "BD_FIRE"  4.0  1  0  0  0 -1 

:CRASH1_3218
0002: jump CRASH1_3227

:CRASH1_3219
0812: unknown_action_sequence @95 "BD_PANIC_01" "BD_FIRE"  1.0  0  0  0  0 -1 
0002: jump CRASH1_3227

:CRASH1_3221
0812: unknown_action_sequence @95 "BD_PANIC_02" "BD_FIRE"  1.0  0  0  0  0 -1 
0002: jump CRASH1_3227

:CRASH1_3223
0812: unknown_action_sequence @95 "BD_PANIC_03" "BD_FIRE"  1.0  0  0  0  0 -1 
0002: jump CRASH1_3227

:CRASH1_3225
0812: unknown_action_sequence @95 "BD_PANIC_04" "BD_FIRE"  1.0  0  0  0  0 -1 
0002: jump CRASH1_3227

:CRASH1_3227
00D6: if  0
0039:   @341 ==  0  ;; integer values
004D: jump_if_false CRASH1_3231
0051: return

:CRASH1_3231
00D6: if  2
8039:   NOT   @49 ==  1  ;; integer values
8039:   NOT   @49 ==  2  ;; integer values
8039:   NOT   @49 ==  0  ;; integer values
004D: jump_if_false CRASH1_3237
0051: return

:CRASH1_3237
00D6: if  0
0039:   @211 ==  0  ;; integer values
004D: jump_if_false CRASH1_3259
00D6: if  21
08B7: @54  1 
08B7: @54  2 
004D: jump_if_false CRASH1_3246
08C3: @54  1 
08C3: @54  2 

:CRASH1_3246
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CRASH1_3258
0209: @214 = random_int  0  3
0871: init_jump_table @214 total_jumps  2  1 CRASH1_3257 jumps  0 CRASH1_3251  1 CRASH1_3254 -1 CRASH1_3258 -1 CRASH1_3258 -1 CRASH1_3258 -1 CRASH1_3258 -1 CRASH1_3258 

:CRASH1_3251
0006: @50 =  1  ;; integer values
0050: gosub CRASH1_3803
0002: jump CRASH1_3258

:CRASH1_3254
0006: @50 =  2  ;; integer values
0050: gosub CRASH1_3803
0002: jump CRASH1_3258

:CRASH1_3257
0051: return

:CRASH1_3258
0051: return

:CRASH1_3259
00D6: if  1
0029:   @211 >=  1  ;; integer values
002B:    4 >= @211  ;; integer values 
004D: jump_if_false CRASH1_3272
00D6: if  1
0039:   @48 ==  1  ;; integer values
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2327.242 -1175.052  24.6005  2361.952 -1149.091  28.2697
004D: jump_if_false CRASH1_3272
00D6: if  0
0039:   @49 ==  2  ;; integer values
004D: jump_if_false CRASH1_3271
0006: @56 =  0  ;; integer values

:CRASH1_3271
0050: gosub CRASH1_3828

:CRASH1_3272
0051: return

:CRASH1_3273
00BC: text_highpriority 'CRA1_07'  5000 ms  1
0004: $6694 =  100  ;; integer values
0085: @202 = @45  ;; integer values and handles
000A: @202 +=  3000  ;; integer values
03C4: set_status_text_to $6694  1 (bar) 'CRA1_70'
0006: @337 =  1  ;; integer values
0223: set_actor @95 health_to  100
0051: return

:CRASH1_3281
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false CRASH1_3285
0051: return

:CRASH1_3285
0226: @214 = actor @95 health
00D6: if  0
001D:   @45 > @202  ;; integer values  
004D: jump_if_false CRASH1_3301
000E: @214 -=  1  ;; integer values
00A0: store_actor @95 position_to @282 @283 @284
06C3: @282 @283 @284  1.2 @215 
00D6: if  1
0019:   @215 >  0  ;; integer values
0039:   @314 ==  1  ;; integer values
004D: jump_if_false CRASH1_3299
0085: @202 = @45  ;; integer values and handles
000A: @202 +=  100  ;; integer values
0002: jump CRASH1_3301

:CRASH1_3299
0085: @202 = @45  ;; integer values and handles
000A: @202 +=  3000  ;; integer values

:CRASH1_3301
00D6: if  0
001B:    0 > @214  ;; integer values
004D: jump_if_false CRASH1_3305
0006: @214 =  0  ;; integer values

:CRASH1_3305
00D6: if  0
0039:   @214 ==  0  ;; integer values
004D: jump_if_false CRASH1_3321
0792: @95 
02D1: unknown_remove_fire @139
0326: @139 = create_actor @95 fire
0223: set_actor @95 health_to  20
05BE: unknown_action_sequence @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
0006: @340 =  1  ;; integer values
0007: @285 =  180.0  ;; floating-point values
0173: set_actor @95 z_angle_to @285
0002: jump CRASH1_3322

:CRASH1_3321
0223: set_actor @95 health_to @214

:CRASH1_3322
008A: $6694 = @214  ;; integer values and handles
0051: return

:CRASH1_3324
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  110 at @282 @283 @284
08AD: @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: @96  100 
077A: @96  4  0 
02E2: set_actor @96 weapon_accuracy_to  5
0326: @140 = create_actor @96 fire
0762: @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  108 at @282 @283 @284
08AD: @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: @97  100 
077A: @97  4  0 
02E2: set_actor @97 weapon_accuracy_to  5
0326: @141 = create_actor @97 fire
0762: @97 
0006: @189 =  0  ;; integer values
0006: @360 =  1  ;; integer values
0051: return

:CRASH1_3358
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
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_2972
0006: @191 =  1  ;; integer values
0050: gosub CRASH1_2914
0051: return

:CRASH1_3369
0006: @213 =  0  ;; integer values

:CRASH1_3370
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_3370
0006: @213 =  0  ;; integer values

:CRASH1_3375
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_3375
0051: return

:CRASH1_3380
0871: init_jump_table @190 total_jumps  5  0 CRASH1_3449 jumps -1 CRASH1_3381  0 CRASH1_3389  1 CRASH1_3409  2 CRASH1_3422  3 CRASH1_3426 -1 CRASH1_3449 -1 CRASH1_3449 

:CRASH1_3381
09DD:  1 
0631: put_actor @95 in_group $PLAYER_GROUP 
087F: @95  1 
07CB: @95  0 
0850: @95 $PLAYER_ACTOR 
0A20: $PLAYER_CHAR  1 
0006: @190 =  0  ;; integer values
0002: jump CRASH1_3449

:CRASH1_3389
0006: @328 =  0  ;; integer values
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false CRASH1_3408
0050: gosub CRASH1_3450
00D6: if  0
0039:   @328 ==  1  ;; integer values
004D: jump_if_false CRASH1_3402
0006: @342 =  1  ;; integer values
0792: @95 
05BA: unknown_action_sequence @95 -2 
0006: @190 =  1  ;; integer values
0002: jump CRASH1_3408

:CRASH1_3402
062E: @95  2128 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false CRASH1_3408
0792: @95 
0850: @95 $PLAYER_ACTOR 

:CRASH1_3408
0002: jump CRASH1_3449

:CRASH1_3409
0006: @328 =  0  ;; integer values
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false CRASH1_3421
0050: gosub CRASH1_3450
00D6: if  0
0039:   @328 ==  0  ;; integer values
004D: jump_if_false CRASH1_3421
0792: @95 
0850: @95 $PLAYER_ACTOR 
0006: @342 =  0  ;; integer values
0006: @190 =  0  ;; integer values

:CRASH1_3421
0002: jump CRASH1_3449

:CRASH1_3422
0792: @95 
05BA: unknown_action_sequence @95 -2 
0006: @190 =  3  ;; integer values
0002: jump CRASH1_3449

:CRASH1_3426
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @95 radius  6.0  6.0  1.0 sphere  0
004D: jump_if_false CRASH1_3448
0006: @328 =  0  ;; integer values
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false CRASH1_3448
0050: gosub CRASH1_3450
00D6: if  0
0039:   @328 ==  0  ;; integer values
004D: jump_if_false CRASH1_3440
0850: @95 $PLAYER_ACTOR 
0006: @190 =  0  ;; integer values
0002: jump CRASH1_3448

:CRASH1_3440
0615: @220 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BA: unknown_action_sequence -1 -2 
0616: @220 
0618: @95 @220 
061B: @220 
0006: @342 =  1  ;; integer values
0006: @190 =  1  ;; integer values

:CRASH1_3448
0002: jump CRASH1_3449

:CRASH1_3449
0051: return

:CRASH1_3450
0871: init_jump_table @196 total_jumps  5  0 CRASH1_3601 jumps  0 CRASH1_3451  1 CRASH1_3478  2 CRASH1_3505  3 CRASH1_3532  4 CRASH1_3559 -1 CRASH1_3601 -1 CRASH1_3601 

:CRASH1_3451
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 -=  .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  0
00A4:   actor @95  0 ()in_cube @289 @291 @293 @290 @292 @294
004D: jump_if_false CRASH1_3477
00D6: if  0
0973: @163 
004D: jump_if_false CRASH1_3476
00D6: if  0
02D0:   fire @163 extinguished
004D: jump_if_false CRASH1_3474
000A: @196 +=  1  ;; integer values
0002: jump CRASH1_3475

:CRASH1_3474
0006: @328 =  1  ;; integer values

:CRASH1_3475
0002: jump CRASH1_3477

:CRASH1_3476
000A: @196 +=  1  ;; integer values

:CRASH1_3477
0002: jump CRASH1_3601

:CRASH1_3478
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 -=  .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  0
00A4:   actor @95  0 ()in_cube @289 @291 @293 @290 @292 @294
004D: jump_if_false CRASH1_3504
00D6: if  0
0973: @164 
004D: jump_if_false CRASH1_3503
00D6: if  0
02D0:   fire @164 extinguished
004D: jump_if_false CRASH1_3501
000A: @196 +=  1  ;; integer values
0002: jump CRASH1_3502

:CRASH1_3501
0006: @328 =  1  ;; integer values

:CRASH1_3502
0002: jump CRASH1_3504

:CRASH1_3503
000A: @196 +=  1  ;; integer values

:CRASH1_3504
0002: jump CRASH1_3601

:CRASH1_3505
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 -=  .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  0
00A4:   actor @95  0 ()in_cube @289 @291 @293 @290 @292 @294
004D: jump_if_false CRASH1_3531
00D6: if  0
0973: @165 
004D: jump_if_false CRASH1_3530
00D6: if  0
02D0:   fire @165 extinguished
004D: jump_if_false CRASH1_3528
000A: @196 +=  1  ;; integer values
0002: jump CRASH1_3529

:CRASH1_3528
0006: @328 =  1  ;; integer values

:CRASH1_3529
0002: jump CRASH1_3531

:CRASH1_3530
000A: @196 +=  1  ;; integer values

:CRASH1_3531
0002: jump CRASH1_3601

:CRASH1_3532
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 -=  .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  0
00A4:   actor @95  0 ()in_cube @289 @291 @293 @290 @292 @294
004D: jump_if_false CRASH1_3558
00D6: if  0
0973: @166 
004D: jump_if_false CRASH1_3557
00D6: if  0
02D0:   fire @166 extinguished
004D: jump_if_false CRASH1_3555
000A: @196 +=  1  ;; integer values
0002: jump CRASH1_3556

:CRASH1_3555
0006: @328 =  1  ;; integer values

:CRASH1_3556
0002: jump CRASH1_3558

:CRASH1_3557
000A: @196 +=  1  ;; integer values

:CRASH1_3558
0002: jump CRASH1_3601

:CRASH1_3559
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 -=  .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  0
00A4:   actor @95  0 ()in_cube @289 @291 @293 @290 @292 @294
004D: jump_if_false CRASH1_3600
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_3578
00D6: if  0
0973: @142(@213,21i) 
004D: jump_if_false CRASH1_3591
00D6: if  0
82D0:   NOT   fire @142(@213,21i) extinguished
004D: jump_if_false CRASH1_3591
06F5: @142(@213,21i) @290 @292 @294 
050A: @295 = distance_between @289 @291 @293 and @290 @292 @294 
00D6: if  0
0033:    3.0 >= @295  ;; floating-point values 
004D: jump_if_false CRASH1_3591
0006: @328 =  1  ;; integer values
0051: return

:CRASH1_3591
000A: @213 +=  1  ;; integer values
0029:   @213 >=  21  ;; integer values
004D: jump_if_false CRASH1_3578
06C3: @289 @291 @293  3.0 @214 
00D6: if  0
8039:   NOT   @214 ==  0  ;; integer values
004D: jump_if_false CRASH1_3599
0006: @328 =  1  ;; integer values

:CRASH1_3599
000A: @196 +=  1  ;; integer values

:CRASH1_3600
0002: jump CRASH1_3601

:CRASH1_3601
0051: return

:CRASH1_3602
0006: @214 =  0  ;; integer values
0871: init_jump_table @193(@214,3i) total_jumps  6  0 CRASH1_3640 jumps  0 CRASH1_3604  1 CRASH1_3605  2 CRASH1_3615  3 CRASH1_3625  4 CRASH1_3631  5 CRASH1_3639 -1 CRASH1_3640 

:CRASH1_3604
0002: jump CRASH1_3640

:CRASH1_3605
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_3640

:CRASH1_3615
00D6: if  0
03CA:   object @119(@214,3i) exists
004D: jump_if_false CRASH1_3624
00D6: if  0
075A: @119(@214,3i) "BD_FIRE1" "BD_FIRE"  1000.0  0  1 
004D: jump_if_false CRASH1_3623
0006: @193(@214,3i) =  3  ;; integer values
0002: jump CRASH1_3624

:CRASH1_3623
0006: @193(@214,3i) =  4  ;; integer values

:CRASH1_3624
0002: jump CRASH1_3640

:CRASH1_3625
0839: @119(@214,3i) "BD_FIRE1" @295 
00D6: if  0
0043:   @295 ==  1.0  ;; floating-point values
004D: jump_if_false CRASH1_3630
0006: @193(@214,3i) =  4  ;; integer values

:CRASH1_3630
0002: jump CRASH1_3640

:CRASH1_3631
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_3640

:CRASH1_3639
0002: jump CRASH1_3640

:CRASH1_3640
0051: return

:CRASH1_3641
0006: @214 =  1  ;; integer values
0871: init_jump_table @193(@214,3i) total_jumps  5  0 CRASH1_3655 jumps  0 CRASH1_3643  1 CRASH1_3644  2 CRASH1_3645  3 CRASH1_3646  4 CRASH1_3654 -1 CRASH1_3655 -1 CRASH1_3655 

:CRASH1_3643
0002: jump CRASH1_3655

:CRASH1_3644
0002: jump CRASH1_3655

:CRASH1_3645
0002: jump CRASH1_3655

:CRASH1_3646
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_3655

:CRASH1_3654
0002: jump CRASH1_3655

:CRASH1_3655
0051: return

:CRASH1_3656
0006: @214 =  2  ;; integer values
0871: init_jump_table @193(@214,3i) total_jumps  5  0 CRASH1_3670 jumps  0 CRASH1_3658  1 CRASH1_3659  2 CRASH1_3660  3 CRASH1_3661  4 CRASH1_3669 -1 CRASH1_3670 -1 CRASH1_3670 

:CRASH1_3658
0002: jump CRASH1_3670

:CRASH1_3659
0002: jump CRASH1_3670

:CRASH1_3660
0002: jump CRASH1_3670

:CRASH1_3661
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_3670

:CRASH1_3669
0002: jump CRASH1_3670

:CRASH1_3670
0051: return

:CRASH1_3671
085A:  407  2340.637 -1152.722  25.9686 
0051: return

:CRASH1_3673
0006: @213 =  0  ;; integer values

:CRASH1_3674
00D6: if  0
0039:   @343(@213,2i) ==  0  ;; integer values
004D: jump_if_false CRASH1_3679
0085: @212 = @213  ;; integer values and handles
0050: gosub CRASH1_3683

:CRASH1_3679
000A: @213 +=  1  ;; integer values
0029:   @213 >=  2  ;; integer values
004D: jump_if_false CRASH1_3674
0051: return

:CRASH1_3683
00D6: if  0
0039:   @343(@212,2i) ==  1  ;; integer values
004D: jump_if_false CRASH1_3687
0051: return

:CRASH1_3687
0871: init_jump_table @212 total_jumps  2  1 CRASH1_3694 jumps  0 CRASH1_3688  1 CRASH1_3691 -1 CRASH1_3695 -1 CRASH1_3695 -1 CRASH1_3695 -1 CRASH1_3695 -1 CRASH1_3695 

:CRASH1_3688
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_3695

:CRASH1_3691
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_3695

:CRASH1_3694
0663: write_debug_intvar "ILLEGAL_CASH_PICKUP_ID" @212 

:CRASH1_3695
0051: return

:CRASH1_3696
0871: init_jump_table @48 total_jumps  5  1 CRASH1_3700 jumps  0 CRASH1_3697  1 CRASH1_3697  2 CRASH1_3698  3 CRASH1_3697  4 CRASH1_3697 -1 CRASH1_3702 -1 CRASH1_3702 

:CRASH1_3697
0002: jump CRASH1_3702

:CRASH1_3698
0050: gosub CRASH1_3724
0002: jump CRASH1_3702

:CRASH1_3700
0662: write_debug_message "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return

:CRASH1_3702
0051: return

:CRASH1_3703
00D6: if  0
003B:   @53 == @52  ;; integer values 
004D: jump_if_false CRASH1_3707
0051: return

:CRASH1_3707
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  0
003B:   @53 == @52  ;; integer values 
004D: jump_if_false CRASH1_3715
0051: return

:CRASH1_3715
000A: @214 +=  1  ;; integer values
00D6: if  0
0019:   @214 >  2  ;; integer values
004D: jump_if_false CRASH1_3720
0051: return

:CRASH1_3720
0006: @57(@214,3i) =  1  ;; integer values
03CF: load_wav @60(@53,9i) as @214
000A: @53 +=  1  ;; integer values
0051: return

:CRASH1_3724
0050: gosub CRASH1_3882
00D6: if  0
0039:   @48 ==  3  ;; integer values
004D: jump_if_false CRASH1_3730
0050: gosub CRASH1_3756
0051: return

:CRASH1_3730
0871: init_jump_table @57(@47,3i) total_jumps  4  1 CRASH1_3753 jumps  0 CRASH1_3731  1 CRASH1_3733  2 CRASH1_3739  3 CRASH1_3747 -1 CRASH1_3755 -1 CRASH1_3755 -1 CRASH1_3755 

:CRASH1_3731
0051: return
0002: jump CRASH1_3755

:CRASH1_3733
00D6: if  0
83D0:   NOT   wav @47 loaded
004D: jump_if_false CRASH1_3737
0051: return

:CRASH1_3737
0006: @57(@47,3i) =  2  ;; integer values
0002: jump CRASH1_3755

:CRASH1_3739
03D1: play_wav @47
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false CRASH1_3744
00BC: text_highpriority @69(@51,9s)  10000 ms  1

:CRASH1_3744
0006: @57(@47,3i) =  3  ;; integer values
0051: return
0002: jump CRASH1_3755

:CRASH1_3747
00D6: if  0
83D2:   NOT   wav @47 ended
004D: jump_if_false CRASH1_3751
0051: return

:CRASH1_3751
0050: gosub CRASH1_3765
0002: jump CRASH1_3755

:CRASH1_3753
0662: write_debug_message "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return

:CRASH1_3755
0051: return

:CRASH1_3756
0006: @214 =  1  ;; integer values

:CRASH1_3757
00D6: if  0
002B:    2 >= @214  ;; integer values 
004D: jump_if_false CRASH1_3763
040D: unload_wav @214
000A: @214 +=  1  ;; integer values
0002: jump CRASH1_3757

:CRASH1_3763
0050: gosub CRASH1_3784
0051: return

:CRASH1_3765
0006: @57(@47,3i) =  0  ;; integer values
000A: @51 +=  1  ;; integer values
00D6: if  0
003B:   @51 == @52  ;; integer values 
004D: jump_if_false CRASH1_3772
0050: gosub CRASH1_3784
0051: return

:CRASH1_3772
00D6: if  0
001D:   @52 > @53  ;; integer values  
004D: jump_if_false CRASH1_3778
0006: @57(@47,3i) =  1  ;; integer values
03CF: load_wav @60(@53,9i) as @47
000A: @53 +=  1  ;; integer values

:CRASH1_3778
000A: @47 +=  1  ;; integer values
00D6: if  0
0019:   @47 >  2  ;; integer values
004D: jump_if_false CRASH1_3783
0006: @47 =  1  ;; integer values

:CRASH1_3783
0051: return

:CRASH1_3784
08BF: @54 @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_3793
00D6: if  0
001B:    2 > @214  ;; integer values
004D: jump_if_false CRASH1_3799
0006: @57(@214,3i) =  0  ;; integer values
000A: @214 +=  1  ;; integer values
0002: jump CRASH1_3793

:CRASH1_3799
03EB: clear_small_messages_only
0085: @55 = @45  ;; integer values and handles
000A: @55 +=  120  ;; integer values
0051: return

:CRASH1_3803
00D6: if  0
8039:   NOT   @48 ==  0  ;; integer values
004D: jump_if_false CRASH1_3807
0050: gosub CRASH1_3834

:CRASH1_3807
00D6: if  0
001D:   @55 > @45  ;; integer values  
004D: jump_if_false CRASH1_3811
0051: return

:CRASH1_3811
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_3820
00D6: if  0
001B:    2 > @214  ;; integer values
004D: jump_if_false CRASH1_3826
0006: @57(@214,3i) =  0  ;; integer values
000A: @214 +=  1  ;; integer values
0002: jump CRASH1_3820

:CRASH1_3826
0050: gosub CRASH1_3840
0051: return

:CRASH1_3828
00D6: if  0
8039:   NOT   @48 ==  1  ;; integer values
004D: jump_if_false CRASH1_3832
0051: return

:CRASH1_3832
0006: @48 =  2  ;; integer values
0051: return

:CRASH1_3834
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false CRASH1_3838
0051: return

:CRASH1_3838
0050: gosub CRASH1_3756
0051: return

:CRASH1_3840
0871: init_jump_table @49 total_jumps  17  1 CRASH1_3877 jumps  1 CRASH1_3843  2 CRASH1_3845  3 CRASH1_3847  5 CRASH1_3849  6 CRASH1_3851  7 CRASH1_3853  8 CRASH1_3855 
0872: jump_table_jumps  9 CRASH1_3857  10 CRASH1_3859  11 CRASH1_3861  12 CRASH1_3863  13 CRASH1_3865  14 CRASH1_3867  15 CRASH1_3869  16 CRASH1_3871  17 CRASH1_3873 
0872: jump_table_jumps  18 CRASH1_3875 -1 CRASH1_3879 -1 CRASH1_3879 -1 CRASH1_3879 -1 CRASH1_3879 -1 CRASH1_3879 -1 CRASH1_3879 -1 CRASH1_3879 -1 CRASH1_3879 

:CRASH1_3843
0050: gosub CRASH1_3911
0002: jump CRASH1_3879

:CRASH1_3845
0050: gosub CRASH1_3943
0002: jump CRASH1_3879

:CRASH1_3847
0050: gosub CRASH1_3962
0002: jump CRASH1_3879

:CRASH1_3849
0050: gosub CRASH1_3972
0002: jump CRASH1_3879

:CRASH1_3851
0050: gosub CRASH1_3985
0002: jump CRASH1_3879

:CRASH1_3853
0050: gosub CRASH1_3989
0002: jump CRASH1_3879

:CRASH1_3855
0050: gosub CRASH1_3993
0002: jump CRASH1_3879

:CRASH1_3857
0050: gosub CRASH1_4006
0002: jump CRASH1_3879

:CRASH1_3859
0050: gosub CRASH1_4010
0002: jump CRASH1_3879

:CRASH1_3861
0050: gosub CRASH1_4023
0002: jump CRASH1_3879

:CRASH1_3863
0050: gosub CRASH1_4061
0002: jump CRASH1_3879

:CRASH1_3865
0050: gosub CRASH1_4065
0002: jump CRASH1_3879

:CRASH1_3867
0050: gosub CRASH1_4081
0002: jump CRASH1_3879

:CRASH1_3869
0050: gosub CRASH1_4115
0002: jump CRASH1_3879

:CRASH1_3871
0050: gosub CRASH1_4119
0002: jump CRASH1_3879

:CRASH1_3873
0050: gosub CRASH1_4132
0002: jump CRASH1_3879

:CRASH1_3875
0050: gosub CRASH1_4136
0002: jump CRASH1_3879

:CRASH1_3877
0662: write_debug_message "UNKNOWN_CONVERSATION" 
0051: return

:CRASH1_3879
0050: gosub CRASH1_3703
0006: @48 =  1  ;; integer values
0051: return

:CRASH1_3882
0871: init_jump_table @49 total_jumps  15  0 CRASH1_3890 jumps  3 CRASH1_3884  5 CRASH1_3884  6 CRASH1_3884  7 CRASH1_3884  8 CRASH1_3884  9 CRASH1_3884  10 CRASH1_3884 
0872: jump_table_jumps  11 CRASH1_3884  12 CRASH1_3884  13 CRASH1_3884  14 CRASH1_3884  15 CRASH1_3884  16 CRASH1_3884  17 CRASH1_3884  18 CRASH1_3884 -1 CRASH1_3890 

:CRASH1_3884
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false CRASH1_3889
0006: @48 =  3  ;; integer values
0051: return

:CRASH1_3889
0002: jump CRASH1_3890

:CRASH1_3890
0871: init_jump_table @49 total_jumps  16  0 CRASH1_3898 jumps  1 CRASH1_3892  2 CRASH1_3892  5 CRASH1_3892  6 CRASH1_3892  7 CRASH1_3892  8 CRASH1_3892  9 CRASH1_3892 
0872: jump_table_jumps  10 CRASH1_3892  11 CRASH1_3892  12 CRASH1_3892  13 CRASH1_3892  14 CRASH1_3892  15 CRASH1_3892  16 CRASH1_3892  17 CRASH1_3892  18 CRASH1_3892 

:CRASH1_3892
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false CRASH1_3897
0006: @48 =  3  ;; integer values
0051: return

:CRASH1_3897
0002: jump CRASH1_3898

:CRASH1_3898
0871: init_jump_table @49 total_jumps  1  0 CRASH1_3910 jumps  14 CRASH1_3899 -1 CRASH1_3910 -1 CRASH1_3910 -1 CRASH1_3910 -1 CRASH1_3910 -1 CRASH1_3910 -1 CRASH1_3910 

:CRASH1_3899
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CRASH1_3904
0006: @48 =  3  ;; integer values
0051: return

:CRASH1_3904
00D6: if  0
80DF:   NOT   actor @95 driving
004D: jump_if_false CRASH1_3909
0006: @48 =  3  ;; integer values
0051: return

:CRASH1_3909
0002: jump CRASH1_3910

:CRASH1_3910
0051: return

:CRASH1_3911
0209: @214 = random_int  0  9
0871: init_jump_table @214 total_jumps  9  0 CRASH1_3941 jumps  0 CRASH1_3914  1 CRASH1_3917  2 CRASH1_3920  3 CRASH1_3923  4 CRASH1_3926  5 CRASH1_3929  6 CRASH1_3932 
0872: jump_table_jumps  7 CRASH1_3935  8 CRASH1_3938 -1 CRASH1_3941 -1 CRASH1_3941 -1 CRASH1_3941 -1 CRASH1_3941 -1 CRASH1_3941 -1 CRASH1_3941 -1 CRASH1_3941 

:CRASH1_3914
04AF: @60 = unknown_wav_reference  10600 
05AA: s@69 = 'CRA1_AA'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3917
04AF: @60 = unknown_wav_reference  10601 
05AA: s@69 = 'CRA1_AB'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3920
04AF: @60 = unknown_wav_reference  10602 
05AA: s@69 = 'CRA1_AC'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3923
04AF: @60 = unknown_wav_reference  10603 
05AA: s@69 = 'CRA1_AD'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3926
04AF: @60 = unknown_wav_reference  10604 
05AA: s@69 = 'CRA1_AE'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3929
04AF: @60 = unknown_wav_reference  10605 
05AA: s@69 = 'CRA1_AF'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3932
04AF: @60 = unknown_wav_reference  10606 
05AA: s@69 = 'CRA1_AG'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3935
04AF: @60 = unknown_wav_reference  10607 
05AA: s@69 = 'CRA1_AH'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3938
04AF: @60 = unknown_wav_reference  10609 
05AA: s@69 = 'CRA1_AJ'  ;; 8-byte strings
0002: jump CRASH1_3941

:CRASH1_3941
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_3943
0209: @214 = random_int  0  5
0871: init_jump_table @214 total_jumps  5  0 CRASH1_3960 jumps  0 CRASH1_3945  1 CRASH1_3948  2 CRASH1_3951  3 CRASH1_3954  4 CRASH1_3957 -1 CRASH1_3960 -1 CRASH1_3960 

:CRASH1_3945
04AF: @60 = unknown_wav_reference  10610 
05AA: s@69 = 'CRA1_BA'  ;; 8-byte strings
0002: jump CRASH1_3960

:CRASH1_3948
04AF: @60 = unknown_wav_reference  10611 
05AA: s@69 = 'CRA1_BB'  ;; 8-byte strings
0002: jump CRASH1_3960

:CRASH1_3951
04AF: @60 = unknown_wav_reference  10612 
05AA: s@69 = 'CRA1_BC'  ;; 8-byte strings
0002: jump CRASH1_3960

:CRASH1_3954
04AF: @60 = unknown_wav_reference  10613 
05AA: s@69 = 'CRA1_BD'  ;; 8-byte strings
0002: jump CRASH1_3960

:CRASH1_3957
04AF: @60 = unknown_wav_reference  10614 
05AA: s@69 = 'CRA1_BE'  ;; 8-byte strings
0002: jump CRASH1_3960

:CRASH1_3960
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_3962
0209: @214 = random_int  0  2
0871: init_jump_table @214 total_jumps  2  0 CRASH1_3970 jumps  0 CRASH1_3964  1 CRASH1_3967 -1 CRASH1_3970 -1 CRASH1_3970 -1 CRASH1_3970 -1 CRASH1_3970 -1 CRASH1_3970 

:CRASH1_3964
04AF: @60 = unknown_wav_reference  10620 
05AA: s@69 = 'CRA1_CA'  ;; 8-byte strings
0002: jump CRASH1_3970

:CRASH1_3967
04AF: @60 = unknown_wav_reference  10621 
05AA: s@69 = 'CRA1_CB'  ;; 8-byte strings
0002: jump CRASH1_3970

:CRASH1_3970
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_3972
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  0
0019:   @214 >  9  ;; integer values
004D: jump_if_false CRASH1_3983
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_3983
0085: @52 = @214  ;; integer values and handles
0051: return

:CRASH1_3985
04AF: @60 = unknown_wav_reference  10628 
05AA: s@69 = 'CRA1_EC'  ;; 8-byte strings
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_3989
04AF: @60 = unknown_wav_reference  10629 
05AA: s@69 = 'CRA1_ED'  ;; 8-byte strings
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_3993
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  0
0019:   @214 >  9  ;; integer values
004D: jump_if_false CRASH1_4004
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_4004
0085: @52 = @214  ;; integer values and handles
0051: return

:CRASH1_4006
04AF: @60 = unknown_wav_reference  10632 
05AA: s@69 = 'CRA1_GA'  ;; 8-byte strings
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_4010
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  0
0019:   @214 >  9  ;; integer values
004D: jump_if_false CRASH1_4021
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_4021
0085: @52 = @214  ;; integer values and handles
0051: return

:CRASH1_4023
0209: @214 = random_int  0  11
0871: init_jump_table @214 total_jumps  11  0 CRASH1_4059 jumps  0 CRASH1_4026  1 CRASH1_4029  2 CRASH1_4032  3 CRASH1_4035  4 CRASH1_4038  5 CRASH1_4041  6 CRASH1_4044 
0872: jump_table_jumps  7 CRASH1_4047  8 CRASH1_4050  9 CRASH1_4053  10 CRASH1_4056 -1 CRASH1_4059 -1 CRASH1_4059 -1 CRASH1_4059 -1 CRASH1_4059 -1 CRASH1_4059 

:CRASH1_4026
04AF: @60 = unknown_wav_reference  10635 
05AA: s@69 = 'CRA1_HA'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4029
04AF: @60 = unknown_wav_reference  10636 
05AA: s@69 = 'CRA1_HB'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4032
04AF: @60 = unknown_wav_reference  10637 
05AA: s@69 = 'CRA1_HC'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4035
04AF: @60 = unknown_wav_reference  10638 
05AA: s@69 = 'CRA1_HD'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4038
04AF: @60 = unknown_wav_reference  10639 
05AA: s@69 = 'CRA1_HE'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4041
04AF: @60 = unknown_wav_reference  10640 
05AA: s@69 = 'CRA1_HF'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4044
04AF: @60 = unknown_wav_reference  10641 
05AA: s@69 = 'CRA1_HG'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4047
04AF: @60 = unknown_wav_reference  10642 
05AA: s@69 = 'CRA1_HH'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4050
04AF: @60 = unknown_wav_reference  10643 
05AA: s@69 = 'CRA1_HJ'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4053
04AF: @60 = unknown_wav_reference  10644 
05AA: s@69 = 'CRA1_HK'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4056
04AF: @60 = unknown_wav_reference  10645 
05AA: s@69 = 'CRA1_HL'  ;; 8-byte strings
0002: jump CRASH1_4059

:CRASH1_4059
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_4061
04AF: @60 = unknown_wav_reference  10646 
05AA: s@69 = 'CRA1_JA'  ;; 8-byte strings
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_4065
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  0
0019:   @214 >  9  ;; integer values
004D: jump_if_false CRASH1_4079
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_4079
0085: @52 = @214  ;; integer values and handles
0051: return

:CRASH1_4081
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  0
0019:   @214 >  9  ;; integer values
004D: jump_if_false CRASH1_4113
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_4113
0085: @52 = @214  ;; integer values and handles
0051: return

:CRASH1_4115
04AF: @60 = unknown_wav_reference  10659 
05AA: s@69 = 'CRA1_LA'  ;; 8-byte strings
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_4119
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  0
0019:   @214 >  9  ;; integer values
004D: jump_if_false CRASH1_4130
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:CRASH1_4130
0085: @52 = @214  ;; integer values and handles
0051: return

:CRASH1_4132
04AF: @60 = unknown_wav_reference  10662 
05AA: s@69 = 'CRA1_MC'  ;; 8-byte strings
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_4136
04AF: @60 = unknown_wav_reference  10663 
05AA: s@69 = 'CRA1_MD'  ;; 8-byte strings
0006: @52 =  1  ;; integer values
0051: return

:CRASH1_4140
00D6: if  0
0736:  32 
004D: jump_if_false CRASH1_4149
000A: @46 +=  1  ;; integer values
00D6: if  0
0019:   @46 >  2  ;; integer values
004D: jump_if_false CRASH1_4148
0006: @46 =  0  ;; integer values

:CRASH1_4148
086A: (unknown)

:CRASH1_4149
0226: @214 = actor $PLAYER_ACTOR health
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false CRASH1_4154
0226: @215 = actor @95 health

:CRASH1_4154
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false CRASH1_4173
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" 
065D: $6702 "IGNORE" 
065D: $6695 "M_STAGE" 
065D: $6696 "M_GOALS" 
065D: $6697 "M_MISSION_TIMER" 
065D: $6698 "PLAYER_HEALTH" 
065D: $6699 "COOCHIE_HEALTH" 
065D: $6700 "AICOOCHIE" 

:CRASH1_4173
00D6: if  0
0039:   @46 ==  2  ;; integer values
004D: jump_if_false CRASH1_4176

:CRASH1_4176
00D6: if  0
0736:  98 
004D: jump_if_false CRASH1_4180
0006: @38 =  1  ;; integer values

:CRASH1_4180
00D6: if  0
0736:  80 
004D: jump_if_false CRASH1_4191
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false CRASH1_4189
0006: @39 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump CRASH1_4191

:CRASH1_4189
0006: @39 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:CRASH1_4191
0051: return

:CRASH1_4192
00D6: if  0
8736:   NOT  74 
004D: jump_if_false CRASH1_4196
0051: return

:CRASH1_4196
00D6: if  1
0039:   @34 ==  1  ;; integer values
001B:    3 > @35  ;; integer values
004D: jump_if_false CRASH1_4213
0395: clear_area  0 at  2311.234 -1150.613  25.8027 range  .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  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  18 
004D: jump_if_false CRASH1_4212
0215: destroy_pickup @132
01B2: give_actor $PLAYER_ACTOR weapon  18 ammo  20  ;; Load the weapon model before using this

:CRASH1_4212
0006: @35 =  3  ;; integer values

:CRASH1_4213
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false CRASH1_4271
0006: @213 =  0  ;; integer values

:CRASH1_4217
00D6: if  0
0039:   @302(@213,5i) ==  0  ;; integer values
004D: jump_if_false CRASH1_4228
00D6: if  0
8366:   NOT   object @101(@213,8i) blown_up
004D: jump_if_false CRASH1_4224
0723: @101(@213,8i)  1 

:CRASH1_4224
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_4228
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_4217
0006: @209 =  5  ;; integer values
00D6: if  0
0039:   @313 ==  1  ;; integer values
004D: jump_if_false CRASH1_4241
0006: @213 =  0  ;; integer values

:CRASH1_4236
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_4236

:CRASH1_4241
00D6: if  0
0039:   @312 ==  1  ;; integer values
004D: jump_if_false CRASH1_4246
0215: destroy_pickup @132
0164: disable_marker @128

:CRASH1_4246
00D6: if  0
0039:   @355 ==  1  ;; integer values
004D: jump_if_false CRASH1_4258
0006: @213 =  0  ;; integer values

:CRASH1_4250
00D6: if  0
8118:   NOT   actor @87(@213,5i) dead
004D: jump_if_false CRASH1_4255
0792: @87(@213,5i) 
05BE: unknown_action_sequence @87(@213,5i) 

:CRASH1_4255
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_4250

:CRASH1_4258
00D6: if  0
0039:   @357 ==  1  ;; integer values
004D: jump_if_false CRASH1_4270
0006: @213 =  0  ;; integer values

:CRASH1_4262
00D6: if  0
8118:   NOT   actor @92(@213,2i) dead
004D: jump_if_false CRASH1_4267
0792: @92(@213,2i) 
05BE: unknown_action_sequence @92(@213,2i) 

:CRASH1_4267
000A: @213 +=  1  ;; integer values
0029:   @213 >=  5  ;; integer values
004D: jump_if_false CRASH1_4262

:CRASH1_4270
0050: gosub CRASH1_4419

:CRASH1_4271
00D6: if  1
0039:   @34 ==  4  ;; integer values
001B:    10 > @35  ;; integer values
004D: jump_if_false CRASH1_4294
0006: @327 =  1  ;; integer values
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  42 
004D: jump_if_false CRASH1_4281
01B2: give_actor $PLAYER_ACTOR weapon  42 ammo  30000  ;; Load the weapon model before using this
0164: disable_marker @122

:CRASH1_4281
0395: clear_area  0 at  2336.51 -1181.342  1030.969 range  .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  0
8039:   NOT   @49 ==  0  ;; integer values
004D: jump_if_false CRASH1_4291
0050: gosub CRASH1_3834

:CRASH1_4291
0006: @50 =  8  ;; integer values
0050: gosub CRASH1_3803
0006: @35 =  11  ;; integer values

:CRASH1_4294
00D6: if  1
0039:   @34 ==  6  ;; integer values
001B:    8 > @35  ;; integer values
004D: jump_if_false CRASH1_4310
0164: disable_marker @122
0395: clear_area  0 at  2350.36 -1180.56  1026.976 range  .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  0
8118:   NOT   actor @95 dead
004D: jump_if_false CRASH1_4309
0395: clear_area  0 at  2349.07 -1181.505  1026.983 range  .5
0173: set_actor @95 z_angle_to  266.6129
00A1: put_actor @95 at  2349.07 -1181.505  1026.983

:CRASH1_4309
0006: @35 =  8  ;; integer values

:CRASH1_4310
00D6: if  1
0039:   @34 ==  7  ;; integer values
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CRASH1_4327
0395: clear_area  0 at  2423.539 -1721.212  12.9061 range  .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  0
8118:   NOT   actor @95 dead
004D: jump_if_false CRASH1_4327
00D6: if  0
80DF:   NOT   actor @95 driving
004D: jump_if_false CRASH1_4327
0395: clear_area  0 at  2419.168 -1718.17  12.7866 range  .5
0173: set_actor @95 z_angle_to  75.9556
00A1: put_actor @95 at  2419.168 -1718.17  12.7866

:CRASH1_4327
0051: return

:CRASH1_4328
000A: @41 +=  1  ;; integer values
00D6: if  0
0019:   @41 >  9  ;; integer values
004D: jump_if_false CRASH1_4333
0006: @41 =  0  ;; integer values

:CRASH1_4333
0051: return

:CRASH1_4334
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_4340
01BD: @219 = current_time_in_ms
0006: @300 =  0  ;; integer values
00D6: if  0
001D:   @219 > @198  ;; integer values  
004D: jump_if_false CRASH1_4348
0006: @300 =  1  ;; integer values
0085: @198 = @219  ;; integer values and handles
000A: @198 +=  3000  ;; integer values

:CRASH1_4348
0051: return

:CRASH1_4349
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false CRASH1_4371
077E: @214 = active_interior
00D6: if  0
8039:   NOT   @214 ==  5  ;; integer values
004D: jump_if_false CRASH1_4370
0006: @314 =  0  ;; integer values
0006: @316 =  1  ;; integer values
06AF: $PLAYER_CHAR  0 
0006: @197 =  3  ;; integer values
0050: gosub CRASH1_3025
08FD:  0 
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false CRASH1_4367
0006: @192 =  5  ;; integer values
0050: gosub CRASH1_2972

:CRASH1_4367
0006: @191 =  5  ;; integer values
0050: gosub CRASH1_2847
075B:  0 

:CRASH1_4370
0051: return

:CRASH1_4371
00D6: if  0
0039:   @314 ==  0  ;; integer values
004D: jump_if_false CRASH1_4418
09E8: @214 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @316 ==  1  ;; integer values
004D: jump_if_false CRASH1_4384
00D6: if  0
0039:   @214 ==  5  ;; integer values
004D: jump_if_false CRASH1_4383
0051: return
0002: jump CRASH1_4384

:CRASH1_4383
0006: @316 =  0  ;; integer values

:CRASH1_4384
00D6: if  0
0039:   @214 ==  5  ;; integer values
004D: jump_if_false CRASH1_4418
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
08F9:   v$5311 == "GANG"  ;; 16-byte strings
004D: jump_if_false CRASH1_4418
0006: @314 =  1  ;; integer values
0006: @315 =  1  ;; integer values
0006: @323 =  0  ;; integer values
0006: @203 =  0  ;; integer values
06AF: $PLAYER_CHAR  1 
0006: @197 =  2  ;; integer values
0050: gosub CRASH1_3025
08FD:  1 
093E: $PLAYER_ACTOR  .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_2914
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false CRASH1_4408
0006: @192 =  4  ;; integer values
0050: gosub CRASH1_2972

:CRASH1_4408
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false CRASH1_4413
0006: @192 =  6  ;; integer values
0050: gosub CRASH1_2972

:CRASH1_4413
0050: gosub CRASH1_3673
075B:  50 
09A6:  1 
03D5: remove_text 'CRA1_06'
03D5: remove_text 'CRA1_10'

:CRASH1_4418
0051: return

:CRASH1_4419
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:CRASH1_4424
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CRASH1_4426
00D6: if  0
016B:   fading
004D: jump_if_false CRASH1_4431
0001: wait  0 ms
0002: jump CRASH1_4426

:CRASH1_4431
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_4435
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CRASH1_4440
0001: wait  0 ms
0002: jump CRASH1_4435

:CRASH1_4440
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:CRASH1_4443
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CRASH1_4448
0001: wait  0 ms
0002: jump CRASH1_4443

:CRASH1_4448
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:CRASH1_4450
00D6: if  0
016B:   fading
004D: jump_if_false CRASH1_4455
0001: wait  0 ms
0002: jump CRASH1_4450

:CRASH1_4455
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0051: return

:CRASH1_4461
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false CRASH1_4466
0001: wait  0 ms
0002: jump CRASH1_4461

:CRASH1_4466
0050: gosub CRASH1_4486
0050: gosub CRASH1_4542
0395: clear_area  0 at  1038.17 -1335.221  12.5493 range  .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  596 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 
0108: destroy_object $2665
0632: release_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
0004: $2332 =  1  ;; integer values
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
0050: gosub CRASH1_4419
0051: return

:CRASH1_4486
0247: request_model  412
0247: request_model  596
0247: request_model  108
0247: request_model  109
0247: request_model  110
0247: request_model  195
0247: request_model  346
0247: request_model  344
0247: request_model  366
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_4504
00D6: if  21
8248:   NOT   model  412 available
8248:   NOT   model  596 available
004D: jump_if_false CRASH1_4510
0001: wait  0 ms
0002: jump CRASH1_4504

:CRASH1_4510
00D6: if  23
8248:   NOT   model  108 available
8248:   NOT   model  109 available
8248:   NOT   model  110 available
8248:   NOT   model  195 available
004D: jump_if_false CRASH1_4518
0001: wait  0 ms
0002: jump CRASH1_4510

:CRASH1_4518
00D6: if  22
8248:   NOT   model  346 available
8248:   NOT   model  344 available
8248:   NOT   model  366 available
004D: jump_if_false CRASH1_4525
0001: wait  0 ms
0002: jump CRASH1_4518

:CRASH1_4525
00D6: if  23
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_4533
0001: wait  0 ms
0002: jump CRASH1_4525

:CRASH1_4533
00D6: if  23
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_4541
0001: wait  0 ms
0002: jump CRASH1_4533

:CRASH1_4541
0051: return

:CRASH1_4542
04ED: load_animation "BD_FIRE"

:CRASH1_4543
00D6: if  0
84EE:   NOT   animation "BD_FIRE" loaded
004D: jump_if_false CRASH1_4548
0001: wait  0 ms
0002: jump CRASH1_4543

:CRASH1_4548
0051: return

:CRASH1_4549
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  412 at @282 @283 @284
0175: set_car @98 z_angle_to @285
0657: @98  0 
0006: @356 =  1  ;; integer values
0051: return

:CRASH1_4559
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  110 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: @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  109 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: @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  108 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: @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  109 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: @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  108 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: @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_4617
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_4661
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: @114  0 
09CA: @114  1  1  1  1  1 
0051: return

:CRASH1_4667
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_4688
0566: object @119(@213,3i) set_interior  5
000A: @213 +=  1  ;; integer values
0029:   @213 >=  3  ;; integer values
004D: jump_if_false CRASH1_4688
0006: @361 =  1  ;; integer values
0051: return

:CRASH1_4694
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  2
0039:   @340 ==  0  ;; integer values
0039:   @359 ==  1  ;; integer values
0118:   actor @95 dead
004D: jump_if_false CRASH1_4701
00BC: text_highpriority 'CRA1_51'  5000 ms  1

:CRASH1_4701
0051: return

:CRASH1_4702
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'CRASH_1'
030C: set_mission_points +=  1
0008: $CRASH_MISSIONS_PASSED +=  1  ;; integer values
08BA: $406  0 
0051: return

:CRASH1_4710
00D6: if  0
0039:   @355 ==  1  ;; integer values
004D: jump_if_false CRASH1_4719
0006: @213 =  0  ;; integer values

:CRASH1_4714
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_4714
0006: @355 =  0  ;; integer values

:CRASH1_4719
00D6: if  0
0039:   @356 ==  1  ;; integer values
004D: jump_if_false CRASH1_4724
01C3: remove_references_to_car @98  ;; Like turning a car into any random car
0006: @356 =  0  ;; integer values

:CRASH1_4724
00D6: if  0
0039:   @313 ==  1  ;; integer values
004D: jump_if_false CRASH1_4734
0006: @213 =  0  ;; integer values

:CRASH1_4728
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_4728
0006: @313 =  0  ;; integer values

:CRASH1_4734
0006: @213 =  0  ;; integer values

:CRASH1_4735
0215: destroy_pickup @136(@213,2i)
000A: @213 +=  1  ;; integer values
0029:   @213 >=  2  ;; integer values
004D: jump_if_false CRASH1_4735
00D6: if  0
0039:   @357 ==  1  ;; integer values
004D: jump_if_false CRASH1_4749
01C3: remove_references_to_car @99  ;; Like turning a car into any random car
0006: @213 =  0  ;; integer values

:CRASH1_4744
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_4744
0006: @357 =  0  ;; integer values

:CRASH1_4749
00D6: if  0
0039:   @358 ==  1  ;; integer values
004D: jump_if_false CRASH1_4755
01C2: remove_references_to_actor @94  ;; Like turning an actor into a random pedestrian
02D1: unknown_remove_fire @138
0006: @358 =  0  ;; integer values

:CRASH1_4755
00D6: if  0
0039:   @359 ==  1  ;; integer values
004D: jump_if_false CRASH1_4763
01C2: remove_references_to_actor @95  ;; Like turning an actor into a random pedestrian
0164: disable_marker @131
0151: remove_status_text $6694
02D1: unknown_remove_fire @139
0006: @359 =  1  ;; integer values

:CRASH1_4763
00D6: if  0
0039:   @360 ==  1  ;; integer values
004D: jump_if_false CRASH1_4769
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_4769
00D6: if  0
0039:   @317 ==  1  ;; integer values
004D: jump_if_false CRASH1_4774
0215: destroy_pickup @135
0006: @317 =  0  ;; integer values

:CRASH1_4774
0164: disable_marker @122
0164: disable_marker @128
04EF: release_animation "BD_FIRE"
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRASH1_4786
0555: remove_weapon  18 from_actor $PLAYER_ACTOR 
0555: remove_weapon  42 from_actor $PLAYER_ACTOR 
093E: $PLAYER_ACTOR  1.0 
06AF: $PLAYER_CHAR  0 
0A20: $PLAYER_CHAR  0 
0A09: $PLAYER_ACTOR  0 

:CRASH1_4786
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false CRASH1_4791
0006: @197 =  3  ;; integer values
0050: gosub CRASH1_3025

:CRASH1_4791
0006: @197 =  1  ;; integer values
0050: gosub CRASH1_3025
0006: @197 =  5  ;; integer values
0050: gosub CRASH1_3025
0249: release_model  412
0249: release_model  596
0249: release_model  407
0249: release_model  108
0249: release_model  109
0249: release_model  110
0249: release_model  195
0249: release_model  277
0249: release_model  346
0249: release_model  344
0249: release_model  366
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:  0 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
075B:  0 
06AF: $PLAYER_CHAR  0 
06D0:  1 
07FB: set_interior 'GANG' accessible  0 
07B4: $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: $2665  0 
09CA: $2665  1  1  1  1  1 
01C7: remove_object_from_mission_cleanup_list $2665
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 23---------------
; Originally: Gray Imports


:DRUGS3_1
03A4: name_thread 'DRUGS3'
0050: gosub DRUGS3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DRUGS3_7
0050: gosub DRUGS3_2387

:DRUGS3_7
0050: gosub DRUGS3_2397
004E: end_thread

:DRUGS3_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'CRASH3'
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0395: clear_area  0 at  1036.86 -1336.49  20.0 range  20.0
02E4: load_cutscene_data 'CRASH3A'

:DRUGS3_16
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DRUGS3_21
0001: wait  0 ms
0002: jump DRUGS3_16

:DRUGS3_21
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DRUGS3_23
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DRUGS3_28
0001: wait  0 ms
0002: jump DRUGS3_23

:DRUGS3_28
016A: fade  0 ()  0 ms

:DRUGS3_29
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS3_34
0001: wait  0 ms
0002: jump DRUGS3_29

:DRUGS3_34
02EA: end_cutscene
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0247: request_model  530
0247: request_model  414
0247: request_model  353
0247: request_model #SEC_KEYPAD
0247: request_model #KMB_RAMP
0247: request_model  429
0247: request_model  461
07C0:  342 
038B: load_requested_models

:DRUGS3_47
00D6: if  22
8248:   NOT   model  530 available
8248:   NOT   model  414 available
87C1:   NOT  342 
004D: jump_if_false DRUGS3_54
0001: wait  0 ms
0002: jump DRUGS3_47

:DRUGS3_54
00D6: if  24
8248:   NOT   model #SEC_KEYPAD available
8248:   NOT   model  353 available
8248:   NOT   model #KMB_RAMP available
8248:   NOT   model  429 available
8248:   NOT   model  461 available
004D: jump_if_false DRUGS3_63
0001: wait  0 ms
0002: jump DRUGS3_54

:DRUGS3_63
03C7: unknown_maby_cops_density  .1
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_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:  1038.0 -1340.99  13.94  1.0 
016A: fade  1 (back)  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  0
0018:   $6703 >  0  ;; integer values
004D: jump_if_false DRUGS3_126
0950:  2263.378 -2226.33  12.4  47.416 

:DRUGS3_126
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DRUGS3_131
0002: jump DRUGS3_2389

:DRUGS3_131
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false DRUGS3_137
018A: @137 = create_checkpoint_at  2247.639 -2202.144  12.59
00BC: text_highpriority 'CSH3_1'  7000 ms  1
0006: @141 =  1  ;; integer values

:DRUGS3_137
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false DRUGS3_352
00D6: if  0
00EC:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2247.639 -2202.144 radius  3.0  3.0
004D: jump_if_false DRUGS3_352
00D6: if  0
0038:   $6703 ==  0  ;; integer values
004D: jump_if_false DRUGS3_147
0004: $6703 =  1  ;; integer values

:DRUGS3_147
0951: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06D0:  0 
016A: fade  0 ()  500 ms

:DRUGS3_151
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS3_156
0001: wait  0 ms
0002: jump DRUGS3_151

:DRUGS3_156
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false DRUGS3_164
03C0: $48 = actor $PLAYER_ACTOR car
02AC: set_car $48 immunities  0  1  1  0  0
0175: set_car $48 z_angle_to  128.0
0224: set_car $48 health_to  2000
0002: jump DRUGS3_165

:DRUGS3_164
0173: set_actor $PLAYER_ACTOR z_angle_to  128.0

:DRUGS3_165
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  50
0247: request_model  346
0247: request_model #BARREL4
07C0:  310 
07C0:  328 
07C0:  329 
07C0:  309 
07C0:  347 
038B: load_requested_models

:DRUGS3_178
00D6: if  22
8248:   NOT   model  50 available
8248:   NOT   model  346 available
8248:   NOT   model #BARREL4 available
004D: jump_if_false DRUGS3_185
0001: wait  0 ms
0002: jump DRUGS3_178

:DRUGS3_185
00D6: if  23
87C1:   NOT  310 
87C1:   NOT  328 
87C1:   NOT  329 
87C1:   NOT  309 
004D: jump_if_false DRUGS3_193
0001: wait  0 ms
0002: jump DRUGS3_185

:DRUGS3_193
00D6: if  23
87C1:   NOT  347 
8248:   NOT   model #IMCMPTRKDRL_LAS available
8248:   NOT   model #IMCMPTRKDRR_LAS available
8248:   NOT   model #IMCOMPMOVEDR1_LAS available
004D: jump_if_false DRUGS3_201
0001: wait  0 ms
0002: jump DRUGS3_193

:DRUGS3_201
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: unknown_keep_object @51 in_memory  1
0177: set_object @51 z_angle_to  35.23
071F: @51  10 
0875: @51  1 
0107: @73 = create_object #BARREL4 at  2187.538 -2255.581  12.51
0875: @73  1 
00A5: @58 = create_car  414 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  414 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  530 at  2174.87 -2289.22  12.06
0175: set_car @60 z_angle_to  321.59
0129: @62 = create_actor  24  50 in_car @60 driverseat
04E0: car @60 abandon_path_radius  150
060B: unknown_actor_use_entity @62 @52 
00A5: @61 = create_car  530 at  2193.25 -2256.4  12.25
0175: set_car @61 z_angle_to  266.92
0129: @63 = create_actor  24  50 in_car @61 driverseat
04E0: car @61 abandon_path_radius  150
060B: unknown_actor_use_entity @63 @52 
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_275
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_275
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_275
0107: @71 = create_object #BARREL4 at  2179.18 -2270.92 -14.0
0875: @71  1 
0107: @72 = create_object #BARREL4 at  2179.18 -2270.92 -10.0
0875: @72  1 
0681: attach_object @71 to_car @60 offset  .5  .3  .3   0.0  0.0  0.0 
0681: attach_object @72 to_car @60 offset -.5  .3  .3   0.0  0.0  0.0 
05D1: unknown_action_sequence @62 @60  2179.49 -2280.46  14.03  5.0  0  0  3 

:DRUGS3_275
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRUGS3_291
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_291
00D6: if  0
00DB:   actor @63 in_car @61
004D: jump_if_false DRUGS3_291
0107: @69 = create_object #BARREL4 at  2179.18 -2270.92 -14.0
0875: @69  1 
0107: @70 = create_object #BARREL4 at  2179.18 -2270.92 -10.0
0875: @70  1 
0681: attach_object @69 to_car @61 offset  .5  .3  .3   0.0  0.0  0.0 
0681: attach_object @70 to_car @61 offset -.5  .3  .3   0.0  0.0  0.0 
05D1: unknown_action_sequence @63 @61  2209.1 -2253.64  12.25  6.0  0  0  3 

:DRUGS3_291
00A5: @54 = create_car  429 at  2207.7 -2246.157  12.597
0129: @83 = create_actor  24  50 in_car @54 driverseat
060B: unknown_actor_use_entity @83 @52 
00A5: @55 = create_car  461 at  2212.9 -2241.6  12.59
0129: @84 = create_actor  24  50 in_car @55 driverseat
060B: unknown_actor_use_entity @84 @52 
00A5: @56 = create_car  429 at  2218.87 -2234.29  12.6
0129: @85 = create_actor  24  50 in_car @56 driverseat
060B: unknown_actor_use_entity @85 @52 
00A5: @57 = create_car  461 at  2224.3 -2228.19  12.597
0129: @86 = create_actor  24  50 in_car @57 driverseat
060B: unknown_actor_use_entity @86 @52 
009A: @64 = create_actor  24  50 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  50 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  50 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  50 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  50 at  2200.2 -2256.49  12.597
0173: set_actor @68 z_angle_to  168.1
0677: unknown_action_sequence @67 @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: unknown_action_sequence @68 @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 (on)
016A: fade  1 (back)  500 ms
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_351
00D6: if  0
8119:   NOT   car @55 wrecked
004D: jump_if_false DRUGS3_351
00D6: if  0
8119:   NOT   car @56 wrecked
004D: jump_if_false DRUGS3_351
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false DRUGS3_351
05EB: @55  310 
05EB: @56  328 
05EB: @57  329 
05EB: @54  309 
00BC: text_highpriority 'CSH3_2'  5000 ms  1

:DRUGS3_351
0006: @141 =  2  ;; integer values

:DRUGS3_352
00D6: if  0
0039:   @141 ==  2  ;; integer values
004D: jump_if_false DRUGS3_368
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_367
00D6: if  0
060E: @54 
004D: jump_if_false DRUGS3_367
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_367
05ED: @54 
0006: @32 =  0  ;; integer values
0006: @141 =  3  ;; integer values

:DRUGS3_367
0707: unknown_bunnyjump DRUGS3_547 

:DRUGS3_368
00D6: if  0
0039:   @141 ==  3  ;; integer values
004D: jump_if_false DRUGS3_389
00D6: if  0
0019:   @32 >  5499  ;; integer values
004D: jump_if_false DRUGS3_389
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  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS3_380
0605: unknown_action_sequence @66 "HANDSUP" "PED"  4.0  0  0  0  0 -1 

:DRUGS3_380
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_389
00D6: if  0
060E: @54 
004D: jump_if_false DRUGS3_389
05EE: @54 
0006: @32 =  0  ;; integer values
0006: @141 =  4  ;; integer values

:DRUGS3_389
00D6: if  0
0039:   @141 ==  4  ;; integer values
004D: jump_if_false DRUGS3_403
00D6: if  0
0019:   @32 >  1799  ;; integer values
004D: jump_if_false DRUGS3_403
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  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS3_401
0605: unknown_action_sequence @66 "ROADCROSS" "PED"  4.0  0  0  0  0 -1 

:DRUGS3_401
0006: @32 =  0  ;; integer values
0006: @141 =  5  ;; integer values

:DRUGS3_403
00D6: if  0
0039:   @141 ==  5  ;; integer values
004D: jump_if_false DRUGS3_428
00D6: if  0
0019:   @32 >  3150  ;; integer values
004D: jump_if_false DRUGS3_428
00BC: text_highpriority 'CSH3_3'  7000 ms  2
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  0
8118:   NOT   actor @68 dead
004D: jump_if_false DRUGS3_416
0605: unknown_action_sequence @68 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 

:DRUGS3_416
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_426
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_426
00D6: if  0
8448:   NOT   actor @62 in_car @60
004D: jump_if_false DRUGS3_426
05D1: unknown_action_sequence @62 @60  2187.88 -2265.11  12.6  6.0  0  0  3 

:DRUGS3_426
0006: @32 =  0  ;; integer values
0006: @141 =  6  ;; integer values

:DRUGS3_428
00D6: if  0
0019:   @32 >  2999  ;; integer values
004D: jump_if_false DRUGS3_544
00D6: if  0
0039:   @141 ==  6  ;; integer values
004D: jump_if_false DRUGS3_544
009A: @87 = create_actor  24  50 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: @75 
05D3: unknown_action_sequence -1  2175.29 -2259.22  14.8  6 -1 
0605: unknown_action_sequence -1 "ATM" "PED"  4.0  0  0  0  0 -1 
0616: @75 
0618: @87 @75 
061B: @75 
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false DRUGS3_449
0605: unknown_action_sequence @64 "ROADCROSS" "PED"  4.0  0  0  0  0 -1 

:DRUGS3_449
00D6: if  0
8039:   NOT   @142 ==  6  ;; integer values
004D: jump_if_false DRUGS3_543
0001: wait  0 ms
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false DRUGS3_464
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_464
00D6: if  0
00F0:   actor @87 stopped  0 ()near_point_on_foot  2175.29 -2259.22 radius  3.0  3.0
004D: jump_if_false DRUGS3_464
0006: @33 =  0  ;; integer values
0006: @142 =  1  ;; integer values

:DRUGS3_464
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false DRUGS3_481
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_481
00D6: if  0
00F0:   actor @87 stopped  0 ()near_point_on_foot  2175.29 -2259.22 radius  3.0  3.0
004D: jump_if_false DRUGS3_481
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DRUGS3_481
05D4: unknown_action_sequence @87 unknown_angle  308.1 
097B: @50  1035 
0006: @33 =  0  ;; integer values
0006: @159 =  1  ;; integer values
0006: @142 =  2  ;; integer values

:DRUGS3_481
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false DRUGS3_494
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_494
062E: @87  1492 @77 
00D6: if  21
04A4: @77  7 
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DRUGS3_494
05D3: unknown_action_sequence @87  2179.523 -2256.364  14.81  6  5000 
0006: @159 =  2  ;; integer values

:DRUGS3_494
00D6: if  0
0039:   @142 ==  2  ;; integer values
004D: jump_if_false DRUGS3_508
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_508
00D6: if  0
03CA:   object @50 exists
004D: jump_if_false DRUGS3_508
00D6: if  0
034E: unknown_move_object @50 to  2178.073 -2254.384  19.7 unknown_angle  0.0  0.0  .15  0
004D: jump_if_false DRUGS3_508
097B: @50  1036 
0006: @142 =  3  ;; integer values

:DRUGS3_508
00D6: if  0
0039:   @142 ==  3  ;; integer values
004D: jump_if_false DRUGS3_519
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_519
00D6: if  0
00ED:   actor @87  0 ()near_point_on_foot  2179.522 -2256.364 radius  1.0  1.0
004D: jump_if_false DRUGS3_519
05D3: unknown_action_sequence @87  2173.5 -2250.35  14.81  6  5000 
0006: @142 =  4  ;; integer values

:DRUGS3_519
00D6: if  0
0039:   @142 ==  4  ;; integer values
004D: jump_if_false DRUGS3_531
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_531
00D6: if  0
00ED:   actor @87  0 ()near_point_on_foot  2174.31 -2251.09 radius  1.0  1.0
004D: jump_if_false DRUGS3_531
05D3: unknown_action_sequence @87  2168.66 -2254.904  14.59  6  5000 
097B: @50  1035 
0006: @142 =  5  ;; integer values

:DRUGS3_531
00D6: if  0
0039:   @142 ==  5  ;; integer values
004D: jump_if_false DRUGS3_542
00D6: if  0
03CA:   object @50 exists
004D: jump_if_false DRUGS3_542
00D6: if  0
034E: unknown_move_object @50 to  2178.073 -2254.384  15.9 unknown_angle  0.0  0.0  .15  0
004D: jump_if_false DRUGS3_542
097B: @50  1036 
0006: @142 =  6  ;; integer values

:DRUGS3_542
0002: jump DRUGS3_449

:DRUGS3_543
0006: @141 =  7  ;; integer values

:DRUGS3_544
00D6: if  0
0039:   @141 ==  7  ;; integer values
004D: jump_if_false DRUGS3_672

:DRUGS3_547
0701: (unknown)
016A: fade  0 ()  500 ms

:DRUGS3_549
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS3_554
0001: wait  0 ms
0002: jump DRUGS3_549

:DRUGS3_554
097B: @50  1036 
0006: @159 =  0  ;; integer values
05EC: @54 
05EC: @55 
05EC: @56 
05EC: @57 
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  530 at  2176.89 -2291.75  12.25
0175: set_car @60 z_angle_to  321.59
0129: @62 = create_actor  24  50 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  530 at  2210.81 -2253.72  12.598
0175: set_car @61 z_angle_to  71.09
0129: @63 = create_actor  24  50 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: @69  1 
0875: @70  1 
0681: attach_object @69 to_car @61 offset  .5  .3  .3   0.0  0.0  0.0 
0681: attach_object @70 to_car @61 offset -.5  .3  .3   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  102
0247: request_model #IMY_BBOX
04ED: load_animation "SWAT"
04ED: load_animation "DODGE"
07C0:  347 
023C: load_special_actor  1 'ANDRE'
038B: load_requested_models

:DRUGS3_647
00D6: if  23
8248:   NOT   model  102 available
84EE:   NOT   animation "SWAT" loaded
8248:   NOT   model #IMY_BBOX available
87C1:   NOT  347 
004D: jump_if_false DRUGS3_655
0001: wait  0 ms
0002: jump DRUGS3_647

:DRUGS3_655
00D6: if  21
84EE:   NOT   animation "DODGE" loaded
823D:   NOT   special_actor  1 loaded
004D: jump_if_false DRUGS3_661
0001: wait  0 ms
0002: jump DRUGS3_655

:DRUGS3_661
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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 (back)  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_672
00D6: if  0
0039:   @141 ==  8  ;; integer values
004D: jump_if_false DRUGS3_1189
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false DRUGS3_689
00D6: if  0
03CA:   object @51 exists
004D: jump_if_false DRUGS3_689
00D6: if  0
8366:   NOT   object @51 blown_up
004D: jump_if_false DRUGS3_689
00D6: if  0
0474: $PLAYER_ACTOR @51  15.0  15.0  4.0  0 
004D: jump_if_false DRUGS3_689
03E5: text_box 'CSH3_7'
0006: @149 =  1  ;; integer values

:DRUGS3_689
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false DRUGS3_703
00D6: if  0
03CA:   object @51 exists
004D: jump_if_false DRUGS3_703
00D6: if  0
8366:   NOT   object @51 blown_up
004D: jump_if_false DRUGS3_703
00D6: if  0
0474: $PLAYER_ACTOR @51  5.0  5.0  4.0  0 
004D: jump_if_false DRUGS3_703
03E5: text_box 'CSH3_7'
0006: @149 =  2  ;; integer values

:DRUGS3_703
00D6: if  0
0039:   @149 ==  2  ;; integer values
004D: jump_if_false DRUGS3_716
00D6: if  0
03CA:   object @51 exists
004D: jump_if_false DRUGS3_716
00D6: if  0
8366:   NOT   object @51 blown_up
004D: jump_if_false DRUGS3_716
00D6: if  0
8474:   NOT $PLAYER_ACTOR @51  5.0  5.0  4.0  0 
004D: jump_if_false DRUGS3_716
0006: @149 =  1  ;; integer values

:DRUGS3_716
00D6: if  0
03CA:   object @51 exists
004D: jump_if_false DRUGS3_724
00D6: if  0
0366:   object @51 blown_up
004D: jump_if_false DRUGS3_724
00BE: text_clear_all
0006: @141 =  9  ;; integer values

:DRUGS3_724
00D6: if  0
0039:   @147 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1053
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false DRUGS3_738
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false DRUGS3_738
00D6: if  0
05F6: $PLAYER_ACTOR  2198.686 -2180.832  2116.212 -2263.317  82.0  0 
004D: jump_if_false DRUGS3_738
0006: @144 =  1  ;; integer values
0006: @145 =  1  ;; integer values

:DRUGS3_738
00D6: if  0
05F6: $PLAYER_ACTOR  2172.36 -2207.176  2116.212 -2263.317  82.0  0 
004D: jump_if_false DRUGS3_745
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRUGS3_745
0006: @147 =  1  ;; integer values

:DRUGS3_745
00D6: if  0
05F6: $PLAYER_ACTOR  2198.686 -2180.832  2116.212 -2263.317  82.0  0 
004D: jump_if_false DRUGS3_756
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false DRUGS3_752
0006: @147 =  1  ;; integer values

:DRUGS3_752
00D6: if  0
068C: $PLAYER_CHAR 
004D: jump_if_false DRUGS3_756
0006: @147 =  1  ;; integer values

:DRUGS3_756
00D6: if  0
056D:   unknown_actor @62 dead_but_valid
004D: jump_if_false DRUGS3_763
00D6: if  0
051A:   unknown_actor @62 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_763
0006: @147 =  1  ;; integer values

:DRUGS3_763
00D6: if  0
056D:   unknown_actor @63 dead_but_valid
004D: jump_if_false DRUGS3_770
00D6: if  0
051A:   unknown_actor @62 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_770
0006: @147 =  1  ;; integer values

:DRUGS3_770
00D6: if  0
056D:   unknown_actor @64 dead_but_valid
004D: jump_if_false DRUGS3_777
00D6: if  0
051A:   unknown_actor @64 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_777
0006: @147 =  1  ;; integer values

:DRUGS3_777
00D6: if  0
056D:   unknown_actor @65 dead_but_valid
004D: jump_if_false DRUGS3_784
00D6: if  0
051A:   unknown_actor @65 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_784
0006: @147 =  1  ;; integer values

:DRUGS3_784
00D6: if  0
056D:   unknown_actor @66 dead_but_valid
004D: jump_if_false DRUGS3_791
00D6: if  0
051A:   unknown_actor @66 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_791
0006: @147 =  1  ;; integer values

:DRUGS3_791
00D6: if  0
056D:   unknown_actor @67 dead_but_valid
004D: jump_if_false DRUGS3_798
00D6: if  0
051A:   unknown_actor @67 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_798
0006: @147 =  1  ;; integer values

:DRUGS3_798
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false DRUGS3_805
00D6: if  0
051A:   unknown_actor @68 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_805
0006: @147 =  1  ;; integer values

:DRUGS3_805
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false DRUGS3_818
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS3_818
00D6: if  0
05F6: $PLAYER_ACTOR  2198.686 -2180.832  2116.212 -2263.317  82.0  0 
004D: jump_if_false DRUGS3_818
06A8: unknown_action_sequence @66 $PLAYER_ACTOR -1  1.5  0.0 
03CF: load_wav  11008 as  1
03CF: load_wav  11010 as  2
0006: @145 =  2  ;; integer values

:DRUGS3_818
00D6: if  0
0039:   @145 ==  2  ;; integer values
004D: jump_if_false DRUGS3_830
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS3_830
00D6: if  0
00F2:   actor @66 near_actor $PLAYER_ACTOR radius  5.0  5.0  0
004D: jump_if_false DRUGS3_830
0949: link_wav  1 to_actor @66 
0949: link_wav  2 to_actor @66 
0006: @145 =  3  ;; integer values

:DRUGS3_830
00D6: if  0
0039:   @145 ==  3  ;; integer values
004D: jump_if_false DRUGS3_842
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS3_842
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS3_842
03D1: play_wav  1
00BC: text_highpriority 'CRA3_EA'  3000 ms  1
0006: @145 =  4  ;; integer values

:DRUGS3_842
00D6: if  0
0039:   @145 ==  4  ;; integer values
004D: jump_if_false DRUGS3_859
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS3_859
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS3_859
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS3_859
00BE: text_clear_all
040D: unload_wav  1
03D1: play_wav  2
00BC: text_highpriority 'CRA3_EC'  3000 ms  1
0006: @145 =  5  ;; integer values

:DRUGS3_859
00D6: if  0
0039:   @145 ==  5  ;; integer values
004D: jump_if_false DRUGS3_868
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS3_868
00BE: text_clear_all
0006: @147 =  1  ;; integer values
0006: @145 =  6  ;; integer values

:DRUGS3_868
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false DRUGS3_885
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRUGS3_885
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_885
00D6: if  0
00DB:   actor @63 in_car @61
004D: jump_if_false DRUGS3_885
00D6: if  0
02CA:   car @61 bounding_sphere_visible
004D: jump_if_false DRUGS3_885
05D1: unknown_action_sequence @63 @61  2195.84 -2251.522  12.598  5.0  0  0  3 
0006: @144 =  2  ;; integer values

:DRUGS3_885
00D6: if  0
0039:   @144 ==  2  ;; integer values
004D: jump_if_false DRUGS3_909
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_909
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRUGS3_909
00D6: if  0
00DB:   actor @63 in_car @61
004D: jump_if_false DRUGS3_909
00D6: if  0
01AE: @61  2195.84 -2251.522  3.0  3.0  0 
004D: jump_if_false DRUGS3_909
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_909
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false DRUGS3_908
05BF: unknown_action_sequence @63 @65  30000 
05D3: unknown_action_sequence @65  2197.896 -2249.251  12.59  4 -1 

:DRUGS3_908
0006: @144 =  3  ;; integer values

:DRUGS3_909
00D6: if  0
0039:   @144 ==  3  ;; integer values
004D: jump_if_false DRUGS3_927
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_927
00D6: if  0
0449:   actor @63 in_a_car
004D: jump_if_false DRUGS3_927
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false DRUGS3_927
00D6: if  0
00F0:   actor @65 stopped  0 ()near_point_on_foot  2197.896 -2249.251 radius  3.0  3.0
004D: jump_if_false DRUGS3_927
0639: unknown_action_sequence @65 @63 
05BF: unknown_action_sequence @63 @65  60000 
0006: @144 =  4  ;; integer values

:DRUGS3_927
00D6: if  0
0039:   @144 ==  4  ;; integer values
004D: jump_if_false DRUGS3_944
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_944
00D6: if  0
0449:   actor @63 in_a_car
004D: jump_if_false DRUGS3_944
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false DRUGS3_944
00D6: if  0
00F0:   actor @65 stopped  0 ()near_point_on_foot  2197.896 -2249.251 radius  3.0  3.0
004D: jump_if_false DRUGS3_944
0605: unknown_action_sequence @65 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @144 =  5  ;; integer values

:DRUGS3_944
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false DRUGS3_957
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_957
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_957
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_957
0006: @143 =  1  ;; integer values

:DRUGS3_957
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false DRUGS3_981
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_981
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_981
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_981
00D6: if  0
07C1:  347 
004D: jump_if_false DRUGS3_981
085E: @60  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 offset  .5  .3  .3   0.0  0.0  0.0 
0681: attach_object @72 to_car @60 offset -.5  .3  .3   0.0  0.0  0.0 
0875: @71  1 
0875: @72  1 
0006: @146 =  1  ;; integer values
0006: @143 =  2  ;; integer values

:DRUGS3_981
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false DRUGS3_998
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_998
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_998
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_998
00D6: if  0
860E:   NOT @60 
004D: jump_if_false DRUGS3_998
0006: @32 =  0  ;; integer values
0006: @143 =  3  ;; integer values

:DRUGS3_998
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false DRUGS3_1014
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_1014
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_1014
00D6: if  0
00DB:   actor @62 in_car @60
004D: jump_if_false DRUGS3_1014
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false DRUGS3_1014
0006: @143 =  0  ;; integer values

:DRUGS3_1014
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1032
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_1032
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_1032
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_1032
00D6: if  0
01AD:   car @60  0 ()near_point  2179.18 -2270.92  2.0  2.0
004D: jump_if_false DRUGS3_1032
0108: destroy_object @71
0108: destroy_object @72
0006: @146 =  0  ;; integer values

:DRUGS3_1032
00D6: if  0
001B:    4 > @143  ;; integer values
004D: jump_if_false DRUGS3_1053
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_1051
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_1048
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_1045
0002: jump DRUGS3_1047

:DRUGS3_1045
05EC: @60 
0006: @143 =  4  ;; integer values

:DRUGS3_1047
0002: jump DRUGS3_1050

:DRUGS3_1048
05EC: @60 
0006: @143 =  4  ;; integer values

:DRUGS3_1050
0002: jump DRUGS3_1053

:DRUGS3_1051
05EC: @60 
0006: @143 =  4  ;; integer values

:DRUGS3_1053
00D6: if  0
0039:   @147 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1119
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false DRUGS3_1064
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_2334

:DRUGS3_1064
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false DRUGS3_1072
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_2317

:DRUGS3_1072
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false DRUGS3_1080
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_2334

:DRUGS3_1080
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS3_1084
05E2: unknown_action_sequence @66 $PLAYER_ACTOR 

:DRUGS3_1084
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false DRUGS3_1089
0085: @112 = @64  ;; integer values and handles
0050: gosub DRUGS3_2341

:DRUGS3_1089
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_1104
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_1104
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_1104
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_1104
05EC: @60 
06E1: unknown_action_sequence @62 @60 -1  2  6.0  3 
0006: @185 =  1  ;; integer values

:DRUGS3_1104
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRUGS3_1118
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_1118
00D6: if  0
0448:   actor @63 in_car @61
004D: jump_if_false DRUGS3_1118
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRUGS3_1118
06E1: unknown_action_sequence @63 @61 -1  2  5.0  3 
0006: @186 =  1  ;; integer values

:DRUGS3_1118
0006: @147 =  2  ;; integer values

:DRUGS3_1119
00D6: if  0
0039:   @185 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1136
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_1136
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_1136
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_1136
00D6: if  0
0A1B: @62 $PLAYER_ACTOR 
004D: jump_if_false DRUGS3_1136
06C7: unknown_action_sequence @62 @60  3  2000 
0006: @185 =  2  ;; integer values

:DRUGS3_1136
00D6: if  0
0039:   @185 ==  2  ;; integer values
004D: jump_if_false DRUGS3_1154
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_1154
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false DRUGS3_1154
00D6: if  0
0448:   actor @62 in_car @60
004D: jump_if_false DRUGS3_1154
062E: @62  1735 @132 
00D6: if  0
04A4: @132  7 
004D: jump_if_false DRUGS3_1154
06E1: unknown_action_sequence @62 @60 -1  2  6.0  3 
0006: @185 =  1  ;; integer values

:DRUGS3_1154
00D6: if  0
0039:   @186 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1171
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRUGS3_1171
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_1171
00D6: if  0
0448:   actor @63 in_car @61
004D: jump_if_false DRUGS3_1171
00D6: if  0
0A1B: @63 $PLAYER_ACTOR 
004D: jump_if_false DRUGS3_1171
06C7: unknown_action_sequence @63 @61  3  2000 
0006: @186 =  2  ;; integer values

:DRUGS3_1171
00D6: if  0
0039:   @186 ==  2  ;; integer values
004D: jump_if_false DRUGS3_1189
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRUGS3_1189
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS3_1189
00D6: if  0
0448:   actor @63 in_car @61
004D: jump_if_false DRUGS3_1189
062E: @63  1735 @132 
00D6: if  0
04A4: @132  7 
004D: jump_if_false DRUGS3_1189
06E1: unknown_action_sequence @63 @61 -1  2  6.0  3 
0006: @186 =  1  ;; integer values

:DRUGS3_1189
00D6: if  0
0039:   @141 ==  9  ;; integer values
004D: jump_if_false DRUGS3_1277
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1277
00BC: text_highpriority 'CSH3_13'  5000 ms  1
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:  0 
009A: @101 = create_actor  23  290 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: @101  1000 
03FE: set_actor @101 money  3000
0446: (unknown) @101  0 
0946: @101  1 
0187: @138 = create_marker_above_actor @101
009A: @109 = create_actor  24  102 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: @109  2 
02E2: set_actor @109 weapon_accuracy_to  20
0223: set_actor @109 health_to  50
009A: @110 = create_actor  24  102 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: @110  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  50 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  50 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: @84  30 
0223: set_actor @84 health_to  20
009A: @85 = create_actor  24  50 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: @85  0 
02E2: set_actor @85 weapon_accuracy_to  20
009A: @87 = create_actor  24  50 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  50 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  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1263
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DRUGS3_1263
05E2: unknown_action_sequence @83 $PLAYER_ACTOR 
0006: @155 =  1  ;; integer values

:DRUGS3_1263
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1271
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false DRUGS3_1271
05E2: unknown_action_sequence @85 $PLAYER_ACTOR 
0006: @157 =  1  ;; integer values

:DRUGS3_1271
00D6: if  0
03CA:   object @50 exists
004D: jump_if_false DRUGS3_1275
097B: @50  1035 

:DRUGS3_1275
0006: @150 =  1  ;; integer values
0006: @141 =  10  ;; integer values

:DRUGS3_1277
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1288
00D6: if  0
03CA:   object @50 exists
004D: jump_if_false DRUGS3_1288
00D6: if  0
034E: unknown_move_object @50 to  2178.073 -2254.384  19.7 unknown_angle  0.0  0.0  .1  0
004D: jump_if_false DRUGS3_1288
097B: @50  1036 
0006: @150 =  2  ;; integer values

:DRUGS3_1288
00D6: if  0
0039:   @141 ==  10  ;; integer values
004D: jump_if_false DRUGS3_1316
00D6: if  0
05F6: $PLAYER_ACTOR  2167.955 -2253.054  2175.023 -2245.327 -11.5  0 
004D: jump_if_false DRUGS3_1295
0006: @141 =  11  ;; integer values

:DRUGS3_1295
00D6: if  0
056D:   unknown_actor @83 dead_but_valid
004D: jump_if_false DRUGS3_1302
00D6: if  0
051A:   unknown_actor @83 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_1302
0006: @141 =  11  ;; integer values

:DRUGS3_1302
00D6: if  0
056D:   unknown_actor @84 dead_but_valid
004D: jump_if_false DRUGS3_1309
00D6: if  0
051A:   unknown_actor @84 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_1309
0006: @141 =  11  ;; integer values

:DRUGS3_1309
00D6: if  0
056D:   unknown_actor @85 dead_but_valid
004D: jump_if_false DRUGS3_1316
00D6: if  0
051A:   unknown_actor @85 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_1316
0006: @141 =  11  ;; integer values

:DRUGS3_1316
00D6: if  0
0039:   @141 ==  11  ;; integer values
004D: jump_if_false DRUGS3_2276
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1337
00D6: if  0
0019:   @32 >  0  ;; integer values
004D: jump_if_false DRUGS3_1337
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false DRUGS3_1337
00D6: if  0
0118:   actor @85 dead
004D: jump_if_false DRUGS3_1337
00D6: if  0
0118:   actor @87 dead
004D: jump_if_false DRUGS3_1337
03E5: text_box 'CSH3_10'
0006: @32 =  0  ;; integer values
0006: @178 =  1  ;; integer values

:DRUGS3_1337
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1346
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false DRUGS3_1346
03E5: text_box 'CSH3_11'
0006: @32 =  0  ;; integer values
0006: @178 =  2  ;; integer values

:DRUGS3_1346
00D6: if  0
0039:   @178 ==  2  ;; integer values
004D: jump_if_false DRUGS3_1355
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false DRUGS3_1355
03E5: text_box 'CSH3_12'
0006: @32 =  0  ;; integer values
0006: @178 =  3  ;; integer values

:DRUGS3_1355
00D6: if  0
0039:   @178 ==  3  ;; integer values
004D: jump_if_false DRUGS3_1364
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false DRUGS3_1364
03E5: text_box 'CSH3_52'
0006: @32 =  0  ;; integer values
0006: @178 =  4  ;; integer values

:DRUGS3_1364
00D6: if  0
0039:   @178 ==  4  ;; integer values
004D: jump_if_false DRUGS3_1372
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false DRUGS3_1372
03E5: text_box 'CSH3_51'
0006: @178 =  5  ;; integer values

:DRUGS3_1372
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1421
00D6: if  0
0039:   @156 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1384
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false DRUGS3_1384
0085: @112 = @84  ;; integer values and handles
0050: gosub DRUGS3_2341
0006: @156 =  1  ;; integer values

:DRUGS3_1384
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1393
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_1393
0085: @112 = @87  ;; integer values and handles
0050: gosub DRUGS3_2374
0006: @159 =  1  ;; integer values

:DRUGS3_1393
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1408
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DRUGS3_1406
00D6: if  21
051A:   unknown_actor @87 hit_by_actor $PLAYER_ACTOR
00F2:   actor @87 near_actor $PLAYER_ACTOR radius  3.0  3.0  0
004D: jump_if_false DRUGS3_1405
05E2: unknown_action_sequence @87 $PLAYER_ACTOR 
0006: @159 =  2  ;; integer values

:DRUGS3_1405
0002: jump DRUGS3_1408

:DRUGS3_1406
01C2: remove_references_to_actor @87  ;; Like turning an actor into a random pedestrian
0006: @159 =  2  ;; integer values

:DRUGS3_1408
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1421
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false DRUGS3_1421
00D6: if  21
05F6: $PLAYER_ACTOR  2161.927 -2243.252  2168.71 -2237.79  10.0  0 
051A:   unknown_actor @88 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS3_1421
0085: @112 = @88  ;; integer values and handles
0050: gosub DRUGS3_2365
0006: @160 =  1  ;; integer values

:DRUGS3_1421
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1472
00D6: if  0
05F6: $PLAYER_ACTOR  2160.659 -2244.409  2168.71 -2237.79  12.0  0 
004D: jump_if_false DRUGS3_1472
0249: release_model  414
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  50 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  50 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: @69  1 
0875: @70  1 
0875: @71  1 
0875: @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: @102  1000 
0875: @102  1 
0006: @152 =  1  ;; integer values

:DRUGS3_1472
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1511
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1484
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false DRUGS3_1484
0085: @112 = @89  ;; integer values and handles
0050: gosub DRUGS3_2374
0006: @161 =  1  ;; integer values

:DRUGS3_1484
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1499
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false DRUGS3_1497
00D6: if  21
051A:   unknown_actor @89 hit_by_actor $PLAYER_ACTOR
00F2:   actor @89 near_actor $PLAYER_ACTOR radius  3.0  3.0  0
004D: jump_if_false DRUGS3_1496
05E2: unknown_action_sequence @89 $PLAYER_ACTOR 
0006: @161 =  2  ;; integer values

:DRUGS3_1496
0002: jump DRUGS3_1499

:DRUGS3_1497
01C2: remove_references_to_actor @89  ;; Like turning an actor into a random pedestrian
0006: @161 =  2  ;; integer values

:DRUGS3_1499
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1511
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false DRUGS3_1511
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_2356
0006: @162 =  1  ;; integer values

:DRUGS3_1511
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1570
00D6: if  0
05F6: $PLAYER_ACTOR  2157.47 -2246.72  2152.737 -2251.857 -10.0  0 
004D: jump_if_false DRUGS3_1570
009A: @92 = create_actor  24  50 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: @92  20 
009A: @93 = create_actor  24  50 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: @93  0 
07DD: @93  20 
009A: @94 = create_actor  24  50 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  50 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  50 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  50 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: @97  20 
009A: @98 = create_actor  24  50 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: @98  20 
009A: @99 = create_actor  24  102 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: @99  20 
009A: @100 = create_actor  24  102 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: @100  20 
0006: @153 =  1  ;; integer values

:DRUGS3_1570
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1591
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1582
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false DRUGS3_1582
0085: @112 = @92  ;; integer values and handles
0050: gosub DRUGS3_2341
0006: @164 =  1  ;; integer values

:DRUGS3_1582
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1591
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false DRUGS3_1591
0085: @112 = @93  ;; integer values and handles
0050: gosub DRUGS3_2341
0006: @165 =  1  ;; integer values

:DRUGS3_1591
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1693
00D6: if  0
05F6: $PLAYER_ACTOR  2160.728 -2254.586  2152.4 -2263.3  10.0  0 
004D: jump_if_false DRUGS3_1693
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1613
00D6: if  0
03CA:   object @102 exists
004D: jump_if_false DRUGS3_1603

:DRUGS3_1603
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false DRUGS3_1613
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: @94  0 
0050: gosub DRUGS3_2317
0006: @166 =  1  ;; integer values

:DRUGS3_1613
00D6: if  0
0039:   @167 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1629
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DRUGS3_1629
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: unknown_action_sequence @95  1 
0050: gosub DRUGS3_2325
0006: @167 =  1  ;; integer values

:DRUGS3_1629
00D6: if  0
0039:   @168 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1642
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false DRUGS3_1642
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: unknown_action_sequence @96  1 
0050: gosub DRUGS3_2317
0006: @168 =  1  ;; integer values

:DRUGS3_1642
00D6: if  0
0039:   @171 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1658
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false DRUGS3_1658
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: @99  0 
0050: gosub DRUGS3_2325
0006: @171 =  1  ;; integer values

:DRUGS3_1658
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1674
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false DRUGS3_1674
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: @100  0 
0050: gosub DRUGS3_2325
0006: @172 =  1  ;; integer values

:DRUGS3_1674
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1683
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false DRUGS3_1683
0085: @112 = @97  ;; integer values and handles
0050: gosub DRUGS3_2341
0006: @169 =  1  ;; integer values

:DRUGS3_1683
00D6: if  0
0039:   @170 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1692
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false DRUGS3_1692
0085: @112 = @98  ;; integer values and handles
0050: gosub DRUGS3_2341
0006: @170 =  1  ;; integer values

:DRUGS3_1692
0006: @154 =  1  ;; integer values

:DRUGS3_1693
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1713
00D6: if  0
05FC: $PLAYER_ACTOR  2136.48 -2266.78  28.0  2145.55 -2275.04  18.0 -20.0  0 
004D: jump_if_false DRUGS3_1713
0249: release_model #IMCMPTRKDRL_LAS
0249: release_model #IMCMPTRKDRR_LAS
0249: release_model #IMCOMPMOVEDR1_LAS
00BC: text_highpriority 'CSH3_53'  7000 ms  1
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false DRUGS3_1708
0085: @112 = @109  ;; integer values and handles
0050: gosub DRUGS3_2341

:DRUGS3_1708
00D6: if  0
8118:   NOT   actor @110 dead
004D: jump_if_false DRUGS3_1712
05E2: unknown_action_sequence @110 $PLAYER_ACTOR 

:DRUGS3_1712
0006: @173 =  1  ;; integer values

:DRUGS3_1713
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1720
00D6: if  0
0118:   actor @101 dead
004D: jump_if_false DRUGS3_1720
0006: @179 =  2  ;; integer values

:DRUGS3_1720
00D6: if  0
0039:   @179 ==  2  ;; integer values
004D: jump_if_false DRUGS3_1724
0002: jump DRUGS3_2389

:DRUGS3_1724
00D6: if  0
0118:   actor @101 dead
004D: jump_if_false DRUGS3_1731
00D6: if  0
075C:   marker @138 enabled
004D: jump_if_false DRUGS3_1731
0164: disable_marker @138

:DRUGS3_1731
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false DRUGS3_1749
00D6: if  0
03CA:   object @102 exists
004D: jump_if_false DRUGS3_1749
071E: @102 @103 
00D6: if  0
001B:    1000 > @103  ;; integer values
004D: jump_if_false DRUGS3_1749
09CA: @102  1  1  1  1  1 
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false DRUGS3_1747
0173: set_actor @98 z_angle_to  200.025
0812: unknown_action_sequence @98 "CRUSH_JUMP" "DODGE"  1000.0  0  1  1  1 -1 

:DRUGS3_1747
0006: @33 =  0  ;; integer values
0006: @174 =  1  ;; integer values

:DRUGS3_1749
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1769
00D6: if  0
0019:   @33 >  1500  ;; integer values
004D: jump_if_false DRUGS3_1769
00D6: if  0
03CA:   object @102 exists
004D: jump_if_false DRUGS3_1769
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  0
8118:   NOT   actor @97 dead
004D: jump_if_false DRUGS3_1767
0619: @97  0 
0812: unknown_action_sequence @97 "CRUSHED" "DODGE"  1000.0  0  1  1  1 -1 

:DRUGS3_1767
0006: @33 =  0  ;; integer values
0006: @174 =  2  ;; integer values

:DRUGS3_1769
00D6: if  0
0039:   @174 ==  2  ;; integer values
004D: jump_if_false DRUGS3_1785
00D6: if  0
0019:   @33 >  600  ;; integer values
004D: jump_if_false DRUGS3_1785
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false DRUGS3_1780
0568: @97  1
034F: destroy_actor_with_fade @97  ;; The actor fades away like a ghost

:DRUGS3_1780
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false DRUGS3_1784
0568: @98  1

:DRUGS3_1784
0006: @174 =  3  ;; integer values

:DRUGS3_1785
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1793
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false DRUGS3_1793
01C2: remove_references_to_actor @83  ;; Like turning an actor into a random pedestrian
0006: @155 =  2  ;; integer values

:DRUGS3_1793
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1801
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false DRUGS3_1801
01C2: remove_references_to_actor @84  ;; Like turning an actor into a random pedestrian
0006: @156 =  2  ;; integer values

:DRUGS3_1801
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1809
00D6: if  0
0118:   actor @85 dead
004D: jump_if_false DRUGS3_1809
01C2: remove_references_to_actor @85  ;; Like turning an actor into a random pedestrian
0006: @157 =  2  ;; integer values

:DRUGS3_1809
00D6: if  0
0019:   @159 >  0  ;; integer values
004D: jump_if_false DRUGS3_1820
00D6: if  0
001B:    3 > @159  ;; integer values
004D: jump_if_false DRUGS3_1820
00D6: if  0
0118:   actor @87 dead
004D: jump_if_false DRUGS3_1820
01C2: remove_references_to_actor @87  ;; Like turning an actor into a random pedestrian
0006: @159 =  2  ;; integer values

:DRUGS3_1820
00D6: if  0
0039:   @160 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1828
00D6: if  0
0118:   actor @88 dead
004D: jump_if_false DRUGS3_1828
01C2: remove_references_to_actor @88  ;; Like turning an actor into a random pedestrian
0006: @160 =  2  ;; integer values

:DRUGS3_1828
00D6: if  0
0019:   @161 >  0  ;; integer values
004D: jump_if_false DRUGS3_1839
00D6: if  0
001B:    3 > @161  ;; integer values
004D: jump_if_false DRUGS3_1839
00D6: if  0
0118:   actor @89 dead
004D: jump_if_false DRUGS3_1839
01C2: remove_references_to_actor @89  ;; Like turning an actor into a random pedestrian
0006: @161 =  3  ;; integer values

:DRUGS3_1839
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1847
00D6: if  0
0118:   actor @90 dead
004D: jump_if_false DRUGS3_1847
01C2: remove_references_to_actor @90  ;; Like turning an actor into a random pedestrian
0006: @162 =  2  ;; integer values

:DRUGS3_1847
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1855
00D6: if  0
0118:   actor @92 dead
004D: jump_if_false DRUGS3_1855
01C2: remove_references_to_actor @92  ;; Like turning an actor into a random pedestrian
0006: @164 =  2  ;; integer values

:DRUGS3_1855
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1863
00D6: if  0
0118:   actor @93 dead
004D: jump_if_false DRUGS3_1863
01C2: remove_references_to_actor @93  ;; Like turning an actor into a random pedestrian
0006: @165 =  2  ;; integer values

:DRUGS3_1863
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1871
00D6: if  0
0118:   actor @94 dead
004D: jump_if_false DRUGS3_1871
01C2: remove_references_to_actor @94  ;; Like turning an actor into a random pedestrian
0006: @166 =  2  ;; integer values

:DRUGS3_1871
00D6: if  0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1879
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false DRUGS3_1879
01C2: remove_references_to_actor @95  ;; Like turning an actor into a random pedestrian
0006: @167 =  2  ;; integer values

:DRUGS3_1879
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1887
00D6: if  0
0118:   actor @96 dead
004D: jump_if_false DRUGS3_1887
01C2: remove_references_to_actor @96  ;; Like turning an actor into a random pedestrian
0006: @168 =  2  ;; integer values

:DRUGS3_1887
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1895
00D6: if  0
0118:   actor @99 dead
004D: jump_if_false DRUGS3_1895
01C2: remove_references_to_actor @99  ;; Like turning an actor into a random pedestrian
0006: @171 =  2  ;; integer values

:DRUGS3_1895
00D6: if  0
0039:   @172 ==  1  ;; integer values
004D: jump_if_false DRUGS3_1903
00D6: if  0
0118:   actor @100 dead
004D: jump_if_false DRUGS3_1903
01C2: remove_references_to_actor @100  ;; Like turning an actor into a random pedestrian
0006: @172 =  2  ;; integer values

:DRUGS3_1903
00D6: if  0
0039:   @173 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2007
00D6: if  0
05FC: $PLAYER_ACTOR  2125.14 -2270.97  27.0  2121.09 -2275.33  19.0  14.0  0 
004D: jump_if_false DRUGS3_2007
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  102
0107: @74 = create_object #BARREL4 at  2170.366 -2337.439  12.54
0875: @74  1 
00A5: @60 = create_car  530 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  429 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  461 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  353  3 ammo  250 at  2175.614 -2282.959  13.54
009A: @83 = create_actor  24  50 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_2341
009A: @84 = create_actor  24  50 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_2349
009A: @85 = create_actor  24  50 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: @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_2349
009A: @86 = create_actor  24  50 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: @86  0 
02E2: set_actor @86 weapon_accuracy_to  30
0085: @112 = @86  ;; integer values and handles
0050: gosub DRUGS3_2341
009A: @88 = create_actor  24  50 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: unknown_action_sequence @88 $PLAYER_ACTOR 
0223: set_actor @88 health_to  50
0085: @112 = @88  ;; integer values and handles
0050: gosub DRUGS3_2349
009A: @89 = create_actor  24  50 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_2349
009A: @90 = create_actor  24  50 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_2349
00D6: if  0
03CA:   object @111 exists
004D: jump_if_false DRUGS3_2001
0177: set_object @111 z_angle_to  90.0
0002: jump DRUGS3_2002

:DRUGS3_2001
0108: destroy_object @111

:DRUGS3_2002
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false DRUGS3_2006
0605: unknown_action_sequence @101 "IDLE_CHAT" "PED"  4.0  0  0  0  0  2000 

:DRUGS3_2006
0006: @173 =  2  ;; integer values

:DRUGS3_2007
00D6: if  0
0039:   @173 ==  2  ;; integer values
004D: jump_if_false DRUGS3_2032
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false DRUGS3_2032
00D6: if  22
0019:   @32 >  750  ;; integer values
051A:   unknown_actor @101 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @101
004D: jump_if_false DRUGS3_2032
009A: @87 = create_actor  24  50 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: unknown_action_sequence @87 $PLAYER_ACTOR 
0085: @112 = @87  ;; integer values and handles
0050: gosub DRUGS3_2349
0615: @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: @113 
0618: @101 @113 
061B: @113 
0006: @173 =  3  ;; integer values

:DRUGS3_2032
00D6: if  0
0039:   @173 ==  3  ;; integer values
004D: jump_if_false DRUGS3_2043
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false DRUGS3_2043
00D6: if  0
00EC:   actor @101  0 ()near_point  2185.5 -2274.8 radius  10.0  10.0
004D: jump_if_false DRUGS3_2043
01C2: remove_references_to_actor @86  ;; Like turning an actor into a random pedestrian
0006: @173 =  4  ;; integer values

:DRUGS3_2043
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false DRUGS3_2242
00D6: if  0
0039:   @173 ==  4  ;; integer values
004D: jump_if_false DRUGS3_2150
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @101 radius  200.0  200.0  0
004D: jump_if_false DRUGS3_2057
00D6: if  0
82CB:   NOT   actor @101 bounding_sphere_visible
004D: jump_if_false DRUGS3_2057
00BC: text_highpriority 'CSH3_55'  5000 ms  1
0002: jump DRUGS3_2387

:DRUGS3_2057
00D6: if  0
001B:    2 > @182  ;; integer values
004D: jump_if_false DRUGS3_2150
00D6: if  0
0039:   @182 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2072
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2072
0811: $48 = actor $PLAYER_ACTOR car
00D6: if  0
003C:   $48 == @54  ;; integer values 
004D: jump_if_false DRUGS3_2072
0050: gosub DRUGS3_2308
0006: @182 =  2  ;; integer values

:DRUGS3_2072
00D6: if  0
0039:   @182 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2102
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2100
00D6: if  0
01AD:   car @54  0 ()near_point  2190.07 -2269.8  6.0  6.0
004D: jump_if_false DRUGS3_2097
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @54
004D: jump_if_false DRUGS3_2094
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2091
0687: @101 
05CB: unknown_action_sequence @101 @54 -2 
0006: @182 =  1  ;; integer values
0002: jump DRUGS3_2093

:DRUGS3_2091
0050: gosub DRUGS3_2308
0006: @182 =  2  ;; integer values

:DRUGS3_2093
0002: jump DRUGS3_2096

:DRUGS3_2094
0050: gosub DRUGS3_2308
0006: @182 =  2  ;; integer values

:DRUGS3_2096
0002: jump DRUGS3_2099

:DRUGS3_2097
0050: gosub DRUGS3_2308
0006: @182 =  2  ;; integer values

:DRUGS3_2099
0002: jump DRUGS3_2102

:DRUGS3_2100
0050: gosub DRUGS3_2308
0006: @182 =  2  ;; integer values

:DRUGS3_2102
00D6: if  0
0039:   @182 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2129
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2127
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2126
00D6: if  0
00DB:   actor @101 in_car @54
004D: jump_if_false DRUGS3_2126
00D6: if  0
00F2:   actor @101 near_actor $PLAYER_ACTOR radius  60.0  60.0  0
004D: jump_if_false DRUGS3_2126
00BC: text_highpriority 'CSH3_54'  5000 ms  1
0223: set_actor @101 health_to  100
0446: (unknown) @101  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_2126
0002: jump DRUGS3_2129

:DRUGS3_2127
0050: gosub DRUGS3_2308
0006: @182 =  2  ;; integer values

:DRUGS3_2129
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2148
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2140
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @54
004D: jump_if_false DRUGS3_2140
0050: gosub DRUGS3_2308
0006: @184 =  1  ;; integer values

:DRUGS3_2140
00D6: if  0
0039:   @184 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2147
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @54
004D: jump_if_false DRUGS3_2147
0006: @184 =  0  ;; integer values

:DRUGS3_2147
0002: jump DRUGS3_2150

:DRUGS3_2148
0050: gosub DRUGS3_2308
0006: @182 =  2  ;; integer values

:DRUGS3_2150
00D6: if  0
0039:   @183 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2165
00D6: if  0
8449:   NOT   actor @101 in_a_car
004D: jump_if_false DRUGS3_2165
05DD: unknown_action_sequence @101 $PLAYER_ACTOR  300.0  500000 
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2164
00D6: if  0
060E: @54 
004D: jump_if_false DRUGS3_2164
05EC: @54 

:DRUGS3_2164
0006: @183 =  2  ;; integer values

:DRUGS3_2165
00D6: if  0
0039:   @182 ==  2  ;; integer values
004D: jump_if_false DRUGS3_2192
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2192
00D6: if  0
0448:   actor @101 in_car @54
004D: jump_if_false DRUGS3_2192
00D6: if  0
01AD:   car @54  0 ()near_point  2246.61 -2204.78  10.0  10.0
004D: jump_if_false DRUGS3_2192
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: @54  342 
06FD: @54  .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_2192
00D6: if  0
0039:   @182 ==  3  ;; integer values
004D: jump_if_false DRUGS3_2223
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2223
00D6: if  0
0448:   actor @101 in_car @54
004D: jump_if_false DRUGS3_2223
00D6: if  0
0039:   @187 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2212
00D6: if  0
060E: @54 
004D: jump_if_false DRUGS3_2212
00D6: if  0
80F2:   NOT   actor @101 near_actor $PLAYER_ACTOR radius  40.0  40.0  0
004D: jump_if_false DRUGS3_2212
06FD: @54  .4 
0006: @187 =  2  ;; integer values

:DRUGS3_2212
00D6: if  0
0039:   @187 ==  2  ;; integer values
004D: jump_if_false DRUGS3_2223
00D6: if  0
060E: @54 
004D: jump_if_false DRUGS3_2223
00D6: if  0
00F2:   actor @101 near_actor $PLAYER_ACTOR radius  40.0  40.0  0
004D: jump_if_false DRUGS3_2223
06FD: @54  .85 
0006: @187 =  1  ;; integer values

:DRUGS3_2223
00D6: if  0
0039:   @182 ==  3  ;; integer values
004D: jump_if_false DRUGS3_2242
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false DRUGS3_2242
00D6: if  0
0448:   actor @101 in_car @54
004D: jump_if_false DRUGS3_2242
00D6: if  0
01AD:   car @54  0 ()near_point  1440.92 -1594.59  20.0  20.0
004D: jump_if_false DRUGS3_2242
00D6: if  0
060E: @54 
004D: jump_if_false DRUGS3_2240
05EC: @54 
00A9: set_car @54 to_normal_driver

:DRUGS3_2240
05D2: unknown_action_sequence @101 @54  25.0  2 
0006: @182 =  4  ;; integer values

:DRUGS3_2242
00D6: if  0
0019:   @173 >  1  ;; integer values
004D: jump_if_false DRUGS3_2276
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false DRUGS3_2276
0050: gosub DRUGS3_2284
00D6: if  0
0039:   @180 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2258
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2258
04AF: @80 = unknown_wav_reference  11004 
05AA: s@81 = 'CRA3_DB'  ;; 8-byte strings
0050: gosub DRUGS3_2277

:DRUGS3_2258
00D6: if  0
0039:   @180 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2267
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2267
04AF: @80 = unknown_wav_reference  11005 
05AA: s@81 = 'CRA3_DC'  ;; 8-byte strings
0050: gosub DRUGS3_2277

:DRUGS3_2267
00D6: if  0
0039:   @180 ==  2  ;; integer values
004D: jump_if_false DRUGS3_2276
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2276
04AF: @80 = unknown_wav_reference  11006 
05AA: s@81 = 'CRA3_DD'  ;; 8-byte strings
0050: gosub DRUGS3_2277

:DRUGS3_2276
0002: jump DRUGS3_126

:DRUGS3_2277
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DRUGS3_2283
03CF: load_wav @80 as  1
05AA: s@78 = s@81  ;; 8-byte strings
0006: @181 =  1  ;; integer values

:DRUGS3_2283
0051: return

:DRUGS3_2284
00D6: if  0
0039:   @181 ==  1  ;; integer values
004D: jump_if_false DRUGS3_2297
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS3_2297
00BC: text_highpriority s@78  4000 ms  1
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false DRUGS3_2295
0949: link_wav  1 to_actor @101 

:DRUGS3_2295
03D1: play_wav  1
0006: @181 =  2  ;; integer values

:DRUGS3_2297
00D6: if  0
0039:   @181 ==  2  ;; integer values
004D: jump_if_false DRUGS3_2307
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS3_2307
000A: @180 +=  1  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
0006: @181 =  0  ;; integer values

:DRUGS3_2307
0051: return

:DRUGS3_2308
0223: set_actor @101 health_to  100
08AF: @101  100 
0615: @114 
05F5: unknown_action_sequence -1  2191.422 -2183.429  13.55  6 -2 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  300.0  500000 
0616: @114 
0618: @101 @114 
061B: @114 
0051: return

:DRUGS3_2317
0615: @124 
05D3: unknown_action_sequence -1 @116 @117 @118  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @124 
0618: @112 @124 
061B: @124 
0051: return

:DRUGS3_2325
0615: @125 
05D3: unknown_action_sequence -1 @116 @117 @118  6 -1 
05D3: unknown_action_sequence -1 @119 @120 @121  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @125 
0618: @112 @125 
061B: @125 
0051: return

:DRUGS3_2334
0615: @123 
05D3: unknown_action_sequence -1 @116 @117 @118  6 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @123 
0618: @112 @123 
061B: @123 
0051: return

:DRUGS3_2341
0615: @122 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @122 
0618: @112 @122 
061B: @122 
0051: return

:DRUGS3_2349
0615: @129 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @129 
0618: @112 @129 
061B: @129 
0051: return

:DRUGS3_2356
0615: @128 
0637: unknown_action_sequence -1 @116 @117 @118  6  .5  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @128 
0618: @112 @128 
061B: @128 
0051: return

:DRUGS3_2365
0615: @127 
0605: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @127 
0618: @112 @127 
061B: @127 
0051: return

:DRUGS3_2374
0615: @126 
0605: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  1500 
0638: unknown_action_sequence -1  0 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @126  1 
0616: @126 
0618: @112 @126 
061B: @126 
0051: return

:DRUGS3_2387
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DRUGS3_2389
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'CRASH_3'
0008: $CRASH_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $438
0051: return

:DRUGS3_2397
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false DRUGS3_2401
02AC: set_car $48 immunities  0  0  0  0  0

:DRUGS3_2401
00D6: if  0
03CA:   object @50 exists
004D: jump_if_false DRUGS3_2405
0108: destroy_object @50

:DRUGS3_2405
00D6: if  0
03CA:   object @34 exists
004D: jump_if_false DRUGS3_2409
0108: destroy_object @35

:DRUGS3_2409
00D6: if  0
03CA:   object @36 exists
004D: jump_if_false DRUGS3_2413
0108: destroy_object @37

:DRUGS3_2413
00D6: if  0
03CA:   object @38 exists
004D: jump_if_false DRUGS3_2417
0108: destroy_object @39

:DRUGS3_2417
00D6: if  0
03CA:   object @40 exists
004D: jump_if_false DRUGS3_2421
0108: destroy_object @41

:DRUGS3_2421
00D6: if  0
03CA:   object @50 exists
004D: jump_if_false DRUGS3_2425
0108: destroy_object @50

:DRUGS3_2425
00D6: if  0
03CA:   object @51 exists
004D: jump_if_false DRUGS3_2429
0108: destroy_object @51

:DRUGS3_2429
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_maby_cops_density  1.0
0249: release_model  50
0249: release_model  346
0249: release_model #BARREL4
0249: release_model  530
0249: release_model  414
0249: release_model  353
0249: release_model #SEC_KEYPAD
0249: release_model #KMB_RAMP
0249: release_model  429
0249: release_model  461
0249: release_model #IMCMPTRKDRL_LAS
0249: release_model #IMCMPTRKDRR_LAS
0249: release_model #IMCOMPMOVEDR1_LAS
0249: release_model  102
0249: release_model #IMY_BBOX
0249: release_model  461
0296: unload_special_actor  1
00D6: if  0
8119:   NOT   car @55 wrecked
004D: jump_if_false DRUGS3_2480
053F: set_car @55 tires_vulnerable  1

:DRUGS3_2480
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRUGS3_2484
053F: set_car @60 tires_vulnerable  1

:DRUGS3_2484
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false DRUGS3_2488
02AC: set_car $48 immunities  0  0  1  0  0

:DRUGS3_2488
01BD: $184 = current_time_in_ms
06D0:  1 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 24---------------
; Originally: Home Invasion


:GUNS1_1
03A4: name_thread 'GUNS1'
0050: gosub GUNS1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false GUNS1_7
0050: gosub GUNS1_5471

:GUNS1_7
0050: gosub GUNS1_5484
004E: end_thread

:GUNS1_9
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:GUNS1_14
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_19
0001: wait  0 ms
0002: jump GUNS1_14

:GUNS1_19
01B5: force_weather  1
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_25
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:GUNS1_25
054C: use_GXT_table 'RYDER1'
02E4: load_cutscene_data 'RYDER1A'

:GUNS1_27
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false GUNS1_32
0001: wait  0 ms
0002: jump GUNS1_27

:GUNS1_32
0395: clear_area  1 at  2464.0 -1714.0  14.0 range  100.0
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:GUNS1_35
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false GUNS1_40
0001: wait  0 ms
0002: jump GUNS1_35

:GUNS1_40
016A: fade  0 ()  0 ms

:GUNS1_41
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_46
0001: wait  0 ms
0002: jump GUNS1_41

:GUNS1_46
01B7: release_weather
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  0
0039:   @52 ==  999999  ;; integer values
004D: jump_if_false GUNS1_143
018A: @108 = create_checkpoint_at  0.0  0.0  0.0

:GUNS1_143
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
05A9: s$6706(2) = 'RYD1_AB'  ;; 8-byte strings
05A9: s$6706(3) = 'RYD1_AC'  ;; 8-byte strings
05A9: s$6706(4) = 'RYD1_AD'  ;; 8-byte strings
05A9: s$6706(5) = 'RYD1_AE'  ;; 8-byte strings
05A9: s$6706(6) = 'RYD1_AF'  ;; 8-byte strings
05A9: s$6706(7) = 'RYD1_AG'  ;; 8-byte strings
05A9: s$6706(8) = 'RYD1_AH'  ;; 8-byte strings
05A9: s$6706(9) = 'RYD1_AJ'  ;; 8-byte strings
05A9: s$6706(10) = 'RYD1_BA'  ;; 8-byte strings
05A9: s$6706(11) = 'RYD1_BB'  ;; 8-byte strings
05A9: s$6706(12) = 'RYD1_BC'  ;; 8-byte strings
05A9: s$6706(13) = 'RYD1_BD'  ;; 8-byte strings
05A9: s$6706(14) = 'RYD1_BE'  ;; 8-byte strings
05A9: s$6706(15) = 'RYD1_BF'  ;; 8-byte strings
05A9: s$6706(16) = 'RYD1_CA'  ;; 8-byte strings
05A9: s$6706(17) = 'RYD1_CB'  ;; 8-byte strings
05A9: s$6706(18) = 'RYD1_CC'  ;; 8-byte strings
05A9: s$6706(19) = 'RYD1_CD'  ;; 8-byte strings
05A9: s$6706(20) = 'RYD1_CE'  ;; 8-byte strings
05A9: s$6706(21) = 'RYD1_CF'  ;; 8-byte strings
05A9: s$6706(22) = 'RYD1_ZA'  ;; 8-byte strings
05A9: s$6706(23) = 'RYD1_ZB'  ;; 8-byte strings
05A9: s$6706(24) = 'RYD1_ZC'  ;; 8-byte strings
05A9: s$6706(25) = 'RYD1_ZD'  ;; 8-byte strings
05A9: s$6706(26) = 'RYD1_ZE'  ;; 8-byte strings
05A9: s$6706(27) = 'RYD1_ZF'  ;; 8-byte strings
05A9: s$6706(28) = 'RYD1_ZG'  ;; 8-byte strings
05A9: s$6706(29) = 'RYD1_ZH'  ;; 8-byte strings
05A9: s$6706(30) = 'RYD1_ZJ'  ;; 8-byte strings
05A9: s$6706(31) = 'RYD1_ZK'  ;; 8-byte strings
05A9: s$6706(32) = 'RYD1_ZL'  ;; 8-byte strings
05A9: s$6706(33) = 'RYD1_ZM'  ;; 8-byte strings
05A9: s$6706(34) = 'RYD1_ZN'  ;; 8-byte strings
05A9: s$6706(35) = 'RYD1_DA'  ;; 8-byte strings
05A9: s$6706(36) = 'RYD1_DB'  ;; 8-byte strings
05A9: s$6706(37) = 'RYD1_DC'  ;; 8-byte strings
05A9: s$6706(38) = 'RYD1_DD'  ;; 8-byte strings
05A9: s$6706(39) = 'RYD1_DE'  ;; 8-byte strings
05A9: s$6706(40) = 'RYD1_DF'  ;; 8-byte strings
05A9: s$6706(41) = 'RYD1_DG'  ;; 8-byte strings
05A9: s$6706(42) = 'RYD1_DH'  ;; 8-byte strings
05A9: s$6706(43) = 'RYD1_DJ'  ;; 8-byte strings
05A9: s$6706(44) = 'RYD1_DK'  ;; 8-byte strings
05A9: s$6706(45) = 'RYD1_DL'  ;; 8-byte strings
05A9: s$6706(46) = 'RYD1_EA'  ;; 8-byte strings
05A9: s$6706(47) = 'RYD1_EB'  ;; 8-byte strings
05A9: s$6706(48) = 'RYD1_EC'  ;; 8-byte strings
05A9: s$6706(49) = 'RYD1_ED'  ;; 8-byte strings
05A9: s$6706(50) = 'RYD1_FA'  ;; 8-byte strings
05A9: s$6706(51) = 'RYD1_FB'  ;; 8-byte strings
05A9: s$6706(52) = 'RYD1_FC'  ;; 8-byte strings
05A9: s$6706(53) = 'RYD1_GA'  ;; 8-byte strings
05A9: s$6706(54) = 'RYD1_GB'  ;; 8-byte strings
05A9: s$6706(55) = 'RYD1_GC'  ;; 8-byte strings
05A9: s$6706(56) = 'RYD1_GD'  ;; 8-byte strings
05A9: s$6706(57) = 'RYD1_GE'  ;; 8-byte strings
05A9: s$6706(58) = 'RYD1_GF'  ;; 8-byte strings
05A9: s$6706(59) = 'RYD1_GG'  ;; 8-byte strings
05A9: s$6706(60) = 'RYD1_GH'  ;; 8-byte strings
05A9: s$6706(61) = 'RYD1_GJ'  ;; 8-byte strings
05A9: s$6706(62) = 'RYD1_GK'  ;; 8-byte strings
05A9: s$6706(63) = 'RYD1_GL'  ;; 8-byte strings
05A9: s$6706(64) = 'RYD1_HA'  ;; 8-byte strings
05A9: s$6706(65) = 'RYD1_HB'  ;; 8-byte strings
05A9: s$6706(66) = 'RYD1_JA'  ;; 8-byte strings
05A9: s$6706(67) = 'RYD1_JB'  ;; 8-byte strings
05A9: s$6706(68) = 'RYD1_KA'  ;; 8-byte strings
05A9: s$6706(69) = 'RYD1_KB'  ;; 8-byte strings
05A9: s$6706(70) = 'RYD1_KC'  ;; 8-byte strings
05A9: s$6706(71) = 'RYD1_KD'  ;; 8-byte strings
05A9: s$6706(72) = 'RYD1_KE'  ;; 8-byte strings
05A9: s$6706(73) = 'RYD1_KF'  ;; 8-byte strings
05A9: s$6706(74) = 'RYD1_KG'  ;; 8-byte strings
05A9: s$6706(75) = 'RYD1_KH'  ;; 8-byte strings
05A9: s$6706(76) = 'RYDX_AC'  ;; 8-byte strings
05A9: s$6706(77) = 'RYD1_LA'  ;; 8-byte strings
05A9: s$6706(78) = 'RYD1_LB'  ;; 8-byte strings
05A9: s$6706(79) = 'RYD1_LC'  ;; 8-byte strings
05A9: s$6706(80) = 'RYDX_BG'  ;; 8-byte strings
05A9: s$6706(81) = 'RYDX_BI'  ;; 8-byte strings
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  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false GUNS1_567
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 
0247: request_model  609
04ED: load_animation "CAR_CHAT"
023C: load_special_actor  1 'RYDER2'

:GUNS1_341
00D6: if  22
8248:   NOT   model  609 available
823D:   NOT   special_actor  1 loaded
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false GUNS1_348
0001: wait  0 ms
0002: jump GUNS1_341

:GUNS1_348
0395: clear_area  1 at  2470.656 -1689.649  12.5198 range  100.0
0674: set_car_model  609 numberplate "__SWAG__" 
00A5: @102 = create_car  609 at  2476.682 -1679.566  12.3451
0175: set_car @102 z_angle_to  48.737
009A: @98 = create_actor  23  290 at  2475.168 -1686.482  12.5007
039E: (unknown) @98  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: @98  1
0223: set_actor @98 health_to  200
0446: (unknown) @98  0 
0175: set_car @102 z_angle_to  30.0
00D6: if  0
0039:   @77 ==  999  ;; integer values
004D: jump_if_false GUNS1_371
0186: @104 = create_marker_above_car @102
07E0: @104  1 

:GUNS1_371
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: @129 
05D3: unknown_action_sequence -1  2473.527 -1680.036  12.3551  4  6000 
07A1:  4 
05CB: unknown_action_sequence -1 @102  5000 
0616: @129 
0618: $PLAYER_ACTOR @129 
061B: @129 
0173: set_actor @98 z_angle_to  349.379
0615: @129 
05D3: unknown_action_sequence -1  2480.925 -1682.348  12.3381  6  6000 
05D3: unknown_action_sequence -1  2478.305 -1677.06  12.3478  6  6000 
05CA: unknown_action_sequence -1 @102  3000  0 
0616: @129 
0618: @98 @129 
061B: @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 (on)
0395: clear_area  1 at  2470.656 -1689.649  12.5198 range  100.0
00C0: set_current_time  22  0
016A: fade  1 (back)  1000 ms

:GUNS1_401
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_406
0001: wait  0 ms
0002: jump GUNS1_401

:GUNS1_406
0707: unknown_bunnyjump GUNS1_490 
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_414
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_490
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_469
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_428
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_427
040D: unload_wav @256

:GUNS1_427
0006: @257 =  1  ;; integer values

:GUNS1_428
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_433
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_433
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_442
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_442
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_442
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_469
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_460
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_455
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_457

:GUNS1_455
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_457
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_469

:GUNS1_460
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_469
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_469
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_469
00D6: if  0
0019:   @32 >  15000  ;; integer values
004D: jump_if_false GUNS1_473
0006: @52 =  1  ;; integer values

:GUNS1_473
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_487
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_485
00D6: if  1
0448:   actor @98 in_car @102
0448:   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_484
0006: @52 =  1  ;; integer values

:GUNS1_484
0002: jump GUNS1_486

:GUNS1_485
0006: @52 =  1  ;; integer values

:GUNS1_486
0002: jump GUNS1_488

:GUNS1_487
0006: @52 =  1  ;; integer values

:GUNS1_488
0001: wait  0 ms
0002: jump GUNS1_414

:GUNS1_490
0701: (unknown)
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false GUNS1_545
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
040D: unload_wav @255
040D: unload_wav @256
00BE: text_clear_all
0396:  0 (clear) 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_513
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_518
0001: wait  0 ms
0002: jump GUNS1_513

:GUNS1_518
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_532
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_532
00D6: if  0
80DB:   NOT   actor @98 in_car @102
004D: jump_if_false GUNS1_528
0430: @98 @102  0 

:GUNS1_528
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_532
036A: put_actor $PLAYER_ACTOR in_car @102

:GUNS1_532
07B4: $PLAYER_CHAR  0 
08F4:  0 
09DD:  1 
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_545
00D6: if  0
86EE:   NOT   actor @98 in_group $PLAYER_GROUP 
004D: jump_if_false GUNS1_545
08F4:  1 
0631: put_actor @98 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  0 
07CB: @98  0 

:GUNS1_545
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
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 (false)
0793: (unknown)
0006: @88 =  1  ;; integer values
087B: set_player $PLAYER_CHAR clothes "BALACLAVA" "BALACLAVA"  17 
070D: $PLAYER_CHAR 
03D6: remove_big_text 'BOXBURG'
00BB: text_lowpriority 'GUNS130'  5000 ms  1
016A: fade  1 (back)  1000 ms

:GUNS1_558
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_563
0001: wait  0 ms
0002: jump GUNS1_558

:GUNS1_563
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $2880 ==  1  ;; integer values
004D: jump_if_false GUNS1_567

:GUNS1_567
0001: wait  0 ms
00D6: if  0
0735:  32 
004D: jump_if_false GUNS1_573
0002: jump GUNS1_5473
009A: @99 = create_actor  24  62 at  2817.269 -1169.875  28.272

:GUNS1_573
00D6: if  0
0735:  49 
004D: jump_if_false GUNS1_577
00A1: put_actor $PLAYER_ACTOR at  2834.0 -1182.0  25.0

:GUNS1_577
00D6: if  0
0735:  50 
004D: jump_if_false GUNS1_581
00A1: put_actor $PLAYER_ACTOR at  2492.0 -1666.0  12.0

:GUNS1_581
00D6: if  0
0735:  52 
004D: jump_if_false GUNS1_585
0006: @35 =  4  ;; integer values

:GUNS1_585
00D6: if  0
0735:  51 
004D: jump_if_false GUNS1_589
0006: @51 =  8  ;; integer values

:GUNS1_589
00D6: if  0
0735:  99 
004D: jump_if_false GUNS1_593
0004: $6704 =  6000000  ;; integer values

:GUNS1_593
00D6: if  0
0735:  48 
004D: jump_if_false GUNS1_597
0004: $6704 =  5000  ;; integer values

:GUNS1_597
00D6: if  0
0735:  83 
004D: jump_if_false GUNS1_601
0002: jump GUNS1_5473

:GUNS1_601
00D6: if  0
0039:   @53 ==  1  ;; integer values
004D: jump_if_false GUNS1_661
00D6: if  0
0118:   actor @98 dead
004D: jump_if_false GUNS1_627
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_625
016A: fade  0 ()  1000 ms

:GUNS1_612
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_617
0001: wait  0 ms
0002: jump GUNS1_612

:GUNS1_617
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_620
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_625
0001: wait  0 ms
0002: jump GUNS1_620

:GUNS1_625
00BB: text_lowpriority 'GUNS125'  5000 ms  1
0002: jump GUNS1_5471

:GUNS1_627
00D6: if  0
0119:   car @102 wrecked
004D: jump_if_false GUNS1_649
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_647
016A: fade  0 ()  1000 ms

:GUNS1_634
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_639
0001: wait  0 ms
0002: jump GUNS1_634

:GUNS1_639
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_642
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_647
0001: wait  0 ms
0002: jump GUNS1_642

:GUNS1_647
00BB: text_lowpriority 'GUNS122'  5000 ms  1
0002: jump GUNS1_5471

:GUNS1_649
077E: @37 = active_interior
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GUNS1_661
00D6: if  0
001B:    8 > @51  ;; integer values
004D: jump_if_false GUNS1_661
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_661
00BB: text_lowpriority 'RYD1_37'  5000 ms  1
0002: jump GUNS1_5471

:GUNS1_661
00D6: if  1
0039:   @51 ==  1  ;; integer values
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_675
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_675
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
0006: @56 =  1  ;; integer values
0006: @51 =  2  ;; integer values

:GUNS1_675
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false GUNS1_1073
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_837
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_771
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false GUNS1_718
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false GUNS1_696
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false GUNS1_696
0164: disable_marker @108
0006: @57 =  0  ;; integer values

:GUNS1_696
0164: disable_marker @105
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false GUNS1_702
0164: disable_marker @108
0006: @57 =  0  ;; integer values

:GUNS1_702
0006: @56 =  0  ;; integer values
00D6: if  0
076F: (unknown)
004D: jump_if_false GUNS1_707
0006: @44 =  1  ;; integer values

:GUNS1_707
00BE: text_clear_all
00BB: text_lowpriority 'GUNS128'  5000 ms  1
0006: @254 =  76  ;; integer values
0006: @257 =  0  ;; integer values
040D: unload_wav @255
040D: unload_wav @256
0A31: $PLAYER_CHAR  1 
0186: @104 = create_marker_above_car @102
07E0: @104  1 
0006: @55 =  1  ;; integer values
0002: jump GUNS1_770

:GUNS1_718
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_770
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_729
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_728
040D: unload_wav @256

:GUNS1_728
0006: @257 =  1  ;; integer values

:GUNS1_729
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_734
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_734
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_744
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_744
0949: link_wav @255 to_actor @98 
03D1: play_wav @255
000A: @43 +=  1  ;; integer values
0006: @257 =  3  ;; integer values

:GUNS1_744
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_770
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_761
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_756
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_758

:GUNS1_756
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_758
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_770

:GUNS1_761
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_770
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_770
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_770
0002: jump GUNS1_791

:GUNS1_771
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false GUNS1_785
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GUNS1_784
0A31: $PLAYER_CHAR  0 
0164: disable_marker @104
0006: @55 =  0  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'GUNS130'  5000 ms  1
018A: @105 = create_checkpoint_at  2819.9 -1181.7  25.15
0006: @56 =  1  ;; integer values

:GUNS1_784
0002: jump GUNS1_791

:GUNS1_785
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false GUNS1_791
0A31: $PLAYER_CHAR  0 
0164: disable_marker @104
0006: @55 =  0  ;; integer values

:GUNS1_791
00D6: if  0
00DB:   actor @98 in_car @102
004D: jump_if_false GUNS1_806
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false GUNS1_805
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false GUNS1_802
0164: disable_marker @108
0006: @57 =  0  ;; integer values

:GUNS1_802
0006: @59 =  1  ;; integer values
0006: @58 =  0  ;; integer values
0006: @59 =  1  ;; integer values

:GUNS1_805
0002: jump GUNS1_837

:GUNS1_806
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false GUNS1_810
0006: @59 =  0  ;; integer values

:GUNS1_810
00D6: if  1
0039:   @57 ==  0  ;; integer values
0039:   @55 ==  0  ;; integer values
004D: jump_if_false GUNS1_825
0164: disable_marker @105
0006: @56 =  0  ;; integer values
0187: @108 = create_marker_above_actor @98
07E0: @108  1 
00D6: if  0
076F: (unknown)
004D: jump_if_false GUNS1_822
0006: @44 =  1  ;; integer values

:GUNS1_822
00BE: text_clear_all
00BB: text_lowpriority 'GUNS143'  5000 ms  1
0006: @57 =  1  ;; integer values

:GUNS1_825
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false GUNS1_831
05CA: unknown_action_sequence @98 @102 -2  0 
0006: @58 =  1  ;; integer values
0002: jump GUNS1_837

:GUNS1_831
062E: @98  1482 @38 
00D6: if  1
84A4:   NOT @38  0 
84A4:   NOT @38  1 
004D: jump_if_false GUNS1_837
0006: @58 =  0  ;; integer values

:GUNS1_837
00D6: if  1
0039:   @59 ==  1  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GUNS1_1056
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false GUNS1_854
00D6: if  0
001B:    8 > @43  ;; integer values
004D: jump_if_false GUNS1_854
00BB: text_lowpriority 'GUNS135'  4000 ms  1
000E: @43 -=  1  ;; integer values
00D6: if  0
001B:    0 > @43  ;; integer values
004D: jump_if_false GUNS1_853
0006: @43 =  0  ;; integer values

:GUNS1_853
0006: @44 =  0  ;; integer values

:GUNS1_854
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false GUNS1_1056
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_1056
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_913
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_871
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_870
040D: unload_wav @256

:GUNS1_870
0006: @257 =  1  ;; integer values

:GUNS1_871
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_876
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_876
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_886
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_886
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
000A: @43 +=  1  ;; integer values
0006: @257 =  3  ;; integer values

:GUNS1_886
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_913
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_904
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_899
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_901

:GUNS1_899
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_901
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_913

:GUNS1_904
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_913
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_913
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_913
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_1056
0871: init_jump_table @259 total_jumps  8  1 GUNS1_1038 jumps  0 GUNS1_918  1 GUNS1_931  2 GUNS1_944  3 GUNS1_961  4 GUNS1_978  5 GUNS1_991  6 GUNS1_1008 
0872: jump_table_jumps  7 GUNS1_1021 -1 GUNS1_1056 -1 GUNS1_1056 -1 GUNS1_1056 -1 GUNS1_1056 -1 GUNS1_1056 -1 GUNS1_1056 -1 GUNS1_1056 -1 GUNS1_1056 

:GUNS1_918
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_930
0006: @254 =  2  ;; integer values
0006: @259 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_929
0967: @98  5000 
0A09: @98  1 
0A09: $PLAYER_ACTOR  1 

:GUNS1_929
01BD: @262 = current_time_in_ms

:GUNS1_930
0002: jump GUNS1_1056

:GUNS1_931
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_943
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_943
0006: @254 =  3  ;; integer values
0006: @259 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_943
0002: jump GUNS1_1056

:GUNS1_944
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_960
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_960
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_957
0967: @98  4000 

:GUNS1_957
0006: @254 =  4  ;; integer values
0006: @259 =  3  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_960
0002: jump GUNS1_1056

:GUNS1_961
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_977
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_977
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_974
0967: @98  4000 

:GUNS1_974
0006: @254 =  5  ;; integer values
0006: @259 =  4  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_977
0002: jump GUNS1_1056

:GUNS1_978
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_990
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_990
0006: @254 =  6  ;; integer values
0006: @259 =  5  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_990
0002: jump GUNS1_1056

:GUNS1_991
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1007
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1007
0006: @254 =  7  ;; integer values
0006: @259 =  6  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1006
0967: @98  3000 

:GUNS1_1006
01BD: @262 = current_time_in_ms

:GUNS1_1007
0002: jump GUNS1_1056

:GUNS1_1008
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1020
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1020
0006: @254 =  8  ;; integer values
0006: @259 =  7  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_1020
0002: jump GUNS1_1056

:GUNS1_1021
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1037
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1037
0006: @254 =  9  ;; integer values
0006: @259 =  8  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1036
0967: @98  3000 

:GUNS1_1036
01BD: @262 = current_time_in_ms

:GUNS1_1037
0002: jump GUNS1_1056

:GUNS1_1038
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1055
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1055
0006: @258 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1054
0A09: @98  0 
0A09: $PLAYER_ACTOR  0 
0968: @98 

:GUNS1_1054
00BB: text_lowpriority 'GUNS130'  5000 ms  1

:GUNS1_1055
0002: jump GUNS1_1056

:GUNS1_1056
00D6: if  1
0039:   @59 ==  1  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GUNS1_1073
00D6: if  0
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_1073
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  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 (true)
00BE: text_clear_all
0395: clear_area  1 at  2819.9 -1181.7  25.15 range  30.0
0006: @51 =  3  ;; integer values

:GUNS1_1073
00D6: if  1
001B:    4 > @51  ;; integer values
0039:   @80 ==  1  ;; integer values
004D: jump_if_false GUNS1_1101
00D6: if  0
0038:   $6704 ==  0  ;; integer values
004D: jump_if_false GUNS1_1101
00BE: text_clear_all
0687: $PLAYER_ACTOR 
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_1099
016A: fade  0 ()  1000 ms

:GUNS1_1086
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_1091
0001: wait  0 ms
0002: jump GUNS1_1086

:GUNS1_1091
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_1094
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_1099
0001: wait  0 ms
0002: jump GUNS1_1094

:GUNS1_1099
00BB: text_lowpriority 'RYD1_35'  5000 ms  1
0002: jump GUNS1_5471

:GUNS1_1101
00D6: if  0
0039:   @51 ==  3  ;; integer values
004D: jump_if_false GUNS1_1463
00D6: if  0
0038:   $2880 ==  0  ;; integer values
004D: jump_if_false GUNS1_1108
0004: $2880 =  1  ;; integer values

:GUNS1_1108
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0396:  1 (set) useless_flag
0707: unknown_bunnyjump GUNS1_1389 
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_1125
0001: wait  0 ms
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_1389
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_1181
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1140
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_1139
040D: unload_wav @256

:GUNS1_1139
0006: @257 =  1  ;; integer values

:GUNS1_1140
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_1145
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_1145
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_1154
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_1154
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_1154
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_1181
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_1172
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_1167
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_1169

:GUNS1_1167
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_1169
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_1181

:GUNS1_1172
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_1181
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_1181
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_1181
0871: init_jump_table @259 total_jumps  7  1 GUNS1_1377 jumps  0 GUNS1_1182  1 GUNS1_1199  2 GUNS1_1223  3 GUNS1_1243  4 GUNS1_1302  5 GUNS1_1331  6 GUNS1_1355 

:GUNS1_1182
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1198
0006: @254 =  10  ;; integer values
0006: @259 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1197
0967: @98  4000 
0615: @125 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2809.281 -1181.609  24.6181  4 -1 
0616: @125 
0618: @98 @125 
061B: @125 

:GUNS1_1197
01BD: @262 = current_time_in_ms

:GUNS1_1198
0002: jump GUNS1_1388

:GUNS1_1199
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1222
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1222
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1213
0968: @98 
0967: $PLAYER_ACTOR  5000 

:GUNS1_1213
0615: @124 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2808.119 -1182.255  24.6181  4 -1 
0616: @124 
0618: $PLAYER_ACTOR @124 
061B: @124 
0006: @254 =  11  ;; integer values
0006: @259 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_1222
0002: jump GUNS1_1388

:GUNS1_1223
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1242
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1242
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1237
0968: $PLAYER_ACTOR 
0967: @98  4000 

:GUNS1_1237
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_1242
0002: jump GUNS1_1388

:GUNS1_1243
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1301
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1301

:GUNS1_1252
00D6: if  21
84EE:   NOT   animation "ON_LOOKERS" loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false GUNS1_1258
0001: wait  0 ms
0002: jump GUNS1_1252

:GUNS1_1258
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false GUNS1_1283
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1283
00D6: if  1
80DB:   NOT   actor $PLAYER_ACTOR in_car @102
80DB:   NOT   actor @98 in_car @102
004D: jump_if_false GUNS1_1283
0792: $PLAYER_ACTOR 
0792: @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: @102
020A: set_car @102 door_status_to  2
068A: @102  2 
068A: @102  3 
0519: unknown_car @102 flag  1
0006: @73 =  1  ;; integer values

:GUNS1_1283
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1294
0615: @126 
0605: unknown_action_sequence -1 "SHOUT_IN" "ON_LOOKERS"  1000.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1000.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_OUT" "ON_LOOKERS"  1000.0  0  0  0  0 -1 
0616: @126 
0618: @98 @126 
061B: @126 
0639: unknown_action_sequence $PLAYER_ACTOR @98 

:GUNS1_1294
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1298
0967: @98  4000 

:GUNS1_1298
0006: @254 =  13  ;; integer values
0006: @259 =  4  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_1301
0002: jump GUNS1_1388

:GUNS1_1302
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1330
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1330
04ED: load_animation "GANGS"

:GUNS1_1312
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false GUNS1_1317
0001: wait  0 ms
0002: jump GUNS1_1312

:GUNS1_1317
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1322
0968: @98 
0967: $PLAYER_ACTOR  3000 

:GUNS1_1322
0006: @254 =  14  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1328
05BF: unknown_action_sequence $PLAYER_ACTOR @98  5000 
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  0 -1 

:GUNS1_1328
0006: @259 =  5  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_1330
0002: jump GUNS1_1388

:GUNS1_1331
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1354
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1354
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1345
0968: $PLAYER_ACTOR 
0967: @98  4000 

:GUNS1_1345
0006: @254 =  15  ;; integer values
0687: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1352
05BF: unknown_action_sequence @98 $PLAYER_ACTOR  3000 
0605: unknown_action_sequence @98 "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  0 -1 

:GUNS1_1352
0006: @259 =  6  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_1354
0002: jump GUNS1_1388

:GUNS1_1355
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1376
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1376
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1368
0967: @98  4000 

:GUNS1_1368
0006: @254 =  16  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1374
0647: unknown_action_sequence @98 
05C2: unknown_action_sequence @98 

:GUNS1_1374
0006: @259 =  7  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_1376
0002: jump GUNS1_1388

:GUNS1_1377
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_1387
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1387
0006: @258 =  1  ;; integer values

:GUNS1_1387
0002: jump GUNS1_1388

:GUNS1_1388
0002: jump GUNS1_1125

:GUNS1_1389
0701: (unknown)
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1395
0968: @98 
0968: $PLAYER_ACTOR 

:GUNS1_1395
040D: unload_wav @255
040D: unload_wav @256
0396:  0 (clear) useless_flag
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false GUNS1_1427
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1427
0792: $PLAYER_ACTOR 
0792: @98 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false GUNS1_1412
00A1: put_actor $PLAYER_ACTOR at  2808.119 -1182.255  24.3693
0002: jump GUNS1_1413

:GUNS1_1412
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2808.119 -1182.255  24.3693

:GUNS1_1413
0173: set_actor $PLAYER_ACTOR z_angle_to  10.3905
00D6: if  0
80DF:   NOT   actor @98 driving
004D: jump_if_false GUNS1_1419
0972: @98  2809.281 -1181.609  24.6181 
0002: jump GUNS1_1420

:GUNS1_1419
0362: remove_actor @98 from_car_and_place_at  2809.281 -1181.609  24.6181

:GUNS1_1420
0173: set_actor @98 z_angle_to  30.6396
0508: @102
020A: set_car @102 door_status_to  2
068A: @102  2 
068A: @102  3 
0519: unknown_car @102 flag  1
0006: @73 =  1  ;; integer values

:GUNS1_1427
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1432
0792: @98 
0647: unknown_action_sequence @98 

:GUNS1_1432
0792: $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 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
018A: @109 = create_checkpoint_at  2808.0 -1177.0  26.0
00BB: text_lowpriority 'RYD1_39'  5000 ms  1
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1462
00D6: if  0
06EE:   actor @98 in_group $PLAYER_GROUP 
004D: jump_if_false GUNS1_1449
06C9: @98 

:GUNS1_1449
0615: @128 
05D3: unknown_action_sequence -1  2829.412 -1187.152  23.8422  4 -2 
06A9: unknown_action_sequence -1  2833.251 -1197.908  23.3976  2500 
06A9: unknown_action_sequence -1  2831.166 -1169.792  23.9627  2500 
05BA: unknown_action_sequence -1  5000 
05D3: unknown_action_sequence -1  2811.438 -1185.982  24.2707  4 -2 
06A9: unknown_action_sequence -1  2808.122 -1190.884  24.3397  2500 
06A9: unknown_action_sequence -1  2808.43 -1177.408  24.3621  2500 
05BA: unknown_action_sequence -1  5000 
0643: @128  1 
0616: @128 
0618: @98 @128 
061B: @128 

:GUNS1_1462
0006: @51 =  4  ;; integer values

:GUNS1_1463
00D6: if  0
0039:   @51 ==  4  ;; integer values
004D: jump_if_false GUNS1_1579
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2808.0 -1170.0  1026.0 radius  10.0  10.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2807.96 -1176.236  24.3824 radius  1.2  1.2  3.0
004D: jump_if_false GUNS1_1579
00BE: text_clear_all
0164: disable_marker @109
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:GUNS1_1474
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_1479
0001: wait  0 ms
0002: jump GUNS1_1474

:GUNS1_1479
00BE: text_clear_all
03E6: remove_text_box
0581: toggle_radar  0 (off)
0826:  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:  90 
02A3: toggle_widescreen  1 (on)
0792: $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: $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  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1505
0687: @98 

:GUNS1_1505
0247: request_model #DB_AMMO

:GUNS1_1506
00D6: if  0
8248:   NOT   model #DB_AMMO available
004D: jump_if_false GUNS1_1511
0001: wait  0 ms
0002: jump GUNS1_1506

:GUNS1_1511
0006: @34 =  0  ;; integer values

:GUNS1_1512
00D6: if  0
001B:    7 > @34  ;; integer values
004D: jump_if_false GUNS1_1530
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  0
0021:   @165 >  700.0  ;; floating-point values
004D: jump_if_false GUNS1_1522
08DC: @110(@34,7i)  2807.844 -1176.985  10.0 

:GUNS1_1522
0006: @81(@34,7i) =  1  ;; integer values
0566: object @117(@34,7i) set_interior  8
08E9: @117(@34,7i)  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_1512

:GUNS1_1530
04ED: load_animation "INT_HOUSE"
04ED: load_animation "GANGS"

:GUNS1_1532
00D6: if  21
84EE:   NOT   animation "INT_HOUSE" loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false GUNS1_1538
0001: wait  0 ms
0002: jump GUNS1_1532

:GUNS1_1538
0247: request_model  62
0247: request_model  349

:GUNS1_1540
00D6: if  21
8248:   NOT   model  62 available
8248:   NOT   model  349 available
004D: jump_if_false GUNS1_1546
0001: wait  0 ms
0002: jump GUNS1_1540

:GUNS1_1546
009A: @99 = create_actor  24  62 at  2816.857 -1169.075  1028.172
0860: link_actor @99 to_interior  8 
0446: (unknown) @99  1 
0985:  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: unknown_action_sequence @99 "BED_LOOP_R" "INT_HOUSE"  4.0  1  0  0  0 -1 
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  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false GUNS1_1565
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0395: clear_area  1 at  2819.9 -1181.7  1025.15 range  50.0
0006: @95 =  1  ;; integer values

:GUNS1_1565
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 (back)  500 ms

:GUNS1_1572
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_1577
0001: wait  0 ms
0002: jump GUNS1_1572

:GUNS1_1577
0826:  1 
0006: @51 =  5  ;; integer values

:GUNS1_1579
00D6: if  0
001B:    7 > @51  ;; integer values
004D: jump_if_false GUNS1_1610
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false GUNS1_1609
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  0
0018:   $TIME_HOURS >  21  ;; integer values
004D: jump_if_false GUNS1_1597
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_1597
00D6: if  0
001A:    5 > $TIME_HOURS  ;; integer values
004D: jump_if_false GUNS1_1607
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_1607
03C3: set_timer_with_text_to $6704 type  1 text 'RYD1_41'
0006: @80 =  1  ;; integer values

:GUNS1_1609
0002: jump GUNS1_1615

:GUNS1_1610
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false GUNS1_1615
014F: stop_timer $6704
0006: @80 =  0  ;; integer values

:GUNS1_1615
00D6: if  0
0039:   @51 ==  5  ;; integer values
004D: jump_if_false GUNS1_1837
0395: clear_area  1 at  2819.9 -1181.7  1025.15 range  50.0
0396:  1 (set) useless_flag
0707: unknown_bunnyjump GUNS1_1767 
03E6: remove_text_box
0512: permanent_text_box 'RYD1_92'

:GUNS1_1623
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_1628
0001: wait  0 ms
0002: jump GUNS1_1623

:GUNS1_1628
0006: @32 =  0  ;; integer values
0006: @52 =  0  ;; integer values

:GUNS1_1630
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_1640
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_1638
0006: @52 =  1  ;; integer values

:GUNS1_1638
0001: wait  0 ms
0002: jump GUNS1_1630

:GUNS1_1640
03E6: remove_text_box
0512: permanent_text_box 'RYD1_93'

:GUNS1_1642
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_1647
0001: wait  0 ms
0002: jump GUNS1_1642

:GUNS1_1647
0006: @32 =  0  ;; integer values
0006: @52 =  0  ;; integer values

:GUNS1_1649
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_1659
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_1657
0006: @52 =  1  ;; integer values

:GUNS1_1657
0001: wait  0 ms
0002: jump GUNS1_1649

:GUNS1_1659
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'

:GUNS1_1663
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_1668
0001: wait  0 ms
0002: jump GUNS1_1663

:GUNS1_1668
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_1673
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_1715
00D6: if  0
8039:   NOT   @277 ==  0  ;; integer values
004D: jump_if_false GUNS1_1708
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false GUNS1_1687
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_1686
040D: unload_wav  3

:GUNS1_1686
0006: @278 =  1  ;; integer values

:GUNS1_1687
00D6: if  0
0039:   @278 ==  1  ;; integer values
004D: jump_if_false GUNS1_1692
03CF: load_wav @273(@277,4i) as  3
0006: @278 =  2  ;; integer values

:GUNS1_1692
00D6: if  0
0039:   @278 ==  2  ;; integer values
004D: jump_if_false GUNS1_1700
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_1700
03D1: play_wav  3
0006: @278 =  3  ;; integer values

:GUNS1_1700
00D6: if  0
0039:   @278 ==  3  ;; integer values
004D: jump_if_false GUNS1_1708
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false GUNS1_1708
0006: @277 =  0  ;; integer values
0006: @278 =  0  ;; integer values

:GUNS1_1708
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_1713
0006: @52 =  1  ;; integer values

:GUNS1_1713
0001: wait  0 ms
0002: jump GUNS1_1673

:GUNS1_1715
0512: permanent_text_box 'RYD1_95'

:GUNS1_1716
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_1721
0001: wait  0 ms
0002: jump GUNS1_1716

:GUNS1_1721
0006: @32 =  0  ;; integer values
0006: @52 =  0  ;; integer values
0006: @277 =  3  ;; integer values
0006: @278 =  0  ;; integer values

:GUNS1_1725
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_1767
00D6: if  0
8039:   NOT   @277 ==  0  ;; integer values
004D: jump_if_false GUNS1_1760
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false GUNS1_1739
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_1738
040D: unload_wav  3

:GUNS1_1738
0006: @278 =  1  ;; integer values

:GUNS1_1739
00D6: if  0
0039:   @278 ==  1  ;; integer values
004D: jump_if_false GUNS1_1744
03CF: load_wav @273(@277,4i) as  3
0006: @278 =  2  ;; integer values

:GUNS1_1744
00D6: if  0
0039:   @278 ==  2  ;; integer values
004D: jump_if_false GUNS1_1752
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_1752
03D1: play_wav  3
0006: @278 =  3  ;; integer values

:GUNS1_1752
00D6: if  0
0039:   @278 ==  3  ;; integer values
004D: jump_if_false GUNS1_1760
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false GUNS1_1760
0006: @277 =  0  ;; integer values
0006: @278 =  0  ;; integer values

:GUNS1_1760
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_1765
0006: @52 =  1  ;; integer values

:GUNS1_1765
0001: wait  0 ms
0002: jump GUNS1_1725

:GUNS1_1767
0701: (unknown)
040D: unload_wav  3
0396:  0 (clear) useless_flag
03E6: remove_text_box
00BE: text_clear_all
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_1806
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: @102  4 
0657: @102  5 
0687: @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  0
0023:    180.0 > @153  ;; floating-point values
004D: jump_if_false GUNS1_1789
000B: @153 +=  360.0  ;; floating-point values

:GUNS1_1789
0792: @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: @128 
05D3: unknown_action_sequence -1  2829.412 -1187.152  23.8422  4 -2 
06A9: unknown_action_sequence -1  2833.251 -1197.908  23.3976  2500 
06A9: unknown_action_sequence -1  2831.166 -1169.792  23.9627  2500 
05BA: unknown_action_sequence -1  5000 
05D3: unknown_action_sequence -1  2811.438 -1185.982  24.2707  4 -2 
06A9: unknown_action_sequence -1  2808.122 -1190.884  24.3397  2500 
06A9: unknown_action_sequence -1  2808.43 -1177.408  24.3621  2500 
05BA: unknown_action_sequence -1  5000 
0643: @128  1 
0616: @128 
0618: @98 @128 
061B: @128 

:GUNS1_1806
0792: $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 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false GUNS1_1823
0007: @167 =  0.0  ;; floating-point values
0004: $6705 =  0  ;; integer values
0004: $6705 =  0  ;; integer values
03C4: set_status_text_to $6705  1 (bar) 'GUNS1_5'
0581: toggle_radar  0 (off)
0006: @94 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:GUNS1_1823
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_1837
00D6: if  1
0039:   @96 ==  0  ;; integer values
001B:    7 > @51  ;; integer values
004D: jump_if_false GUNS1_2093
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false GUNS1_1854
00D6: if  0
0039:   @51 ==  6  ;; integer values
004D: jump_if_false GUNS1_1854
00D6: if  0
0019:   @33 >  2500  ;; integer values
004D: jump_if_false GUNS1_1854
00BE: text_clear_all
00BB: text_lowpriority 'RYD1_40'  5000 ms  1
01E4: text_1number_lowpriority 'RYD1_97'  3  5000 ms  1
0006: @91 =  1  ;; integer values

:GUNS1_1854
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false GUNS1_2093
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false GUNS1_2093
077E: @37 = active_interior
00D6: if  0
0039:   @37 ==  8  ;; integer values
004D: jump_if_false GUNS1_1880
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2807.62 -1171.9  1024.578 radius  50.0  50.0  50.0
004D: jump_if_false GUNS1_1879
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false GUNS1_1879
0004: $6705 =  0  ;; integer values
0007: @167 =  0.0  ;; floating-point values
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false GUNS1_1879
03C4: set_status_text_to $6705  1 (bar) 'GUNS1_5'
059C: $6705  0 
0581: toggle_radar  0 (off)
0006: @94 =  1  ;; integer values

:GUNS1_1879
0002: jump GUNS1_2093

:GUNS1_1880
00D6: if  0
0038:   $6704 ==  0  ;; integer values
004D: jump_if_false GUNS1_2093
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_1897
0687: @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: @99  4  0 
0615: @127 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @127 
0618: @99 @127 
061B: @127 

:GUNS1_1897
0006: @49 =  0  ;; integer values

:GUNS1_1898
00D6: if  0
001B:    7 > @49  ;; integer values
004D: jump_if_false GUNS1_1912
00D6: if  0
03CA:   object @117(@49,7i) exists
004D: jump_if_false GUNS1_1905
08E9: @117(@49,7i)  0 

:GUNS1_1905
00D6: if  0
0039:   @81(@49,7i) ==  1  ;; integer values
004D: jump_if_false GUNS1_1910
0164: disable_marker @110(@49,7i)
0006: @81(@49,7i) =  0  ;; integer values

:GUNS1_1910
000A: @49 +=  1  ;; integer values
0002: jump GUNS1_1898

:GUNS1_1912
014F: stop_timer $6704
0151: remove_status_text $6705
0581: toggle_radar  1 (on)
00D6: if  0
0019:   @35 >  3  ;; integer values
004D: jump_if_false GUNS1_1921
014F: stop_timer $6704
0006: @51 =  7  ;; integer values
0002: jump GUNS1_2092

:GUNS1_1921
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false GUNS1_2069
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_2069
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03E6: remove_text_box
00BE: text_clear_all
020A: set_car @102 door_status_to  1
0519: unknown_car @102 flag  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: @127 
00D6: if  0
0019:   @51 >  5  ;; integer values
004D: jump_if_false GUNS1_1946
05D3: unknown_action_sequence -1  2812.091 -1186.198  24.2658  6  10000 

:GUNS1_1946
05CB: unknown_action_sequence -1 @102  20000 
07E7: AS_assign_scmpath_to_actor -1 in_car @102 speed  25.0 flags  1  0  1 
0616: @127 
0618: @98 @127 
061B: @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_1959
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_2069
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_2014
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_1973
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_1972
040D: unload_wav @256

:GUNS1_1972
0006: @257 =  1  ;; integer values

:GUNS1_1973
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_1978
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_1978
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_1987
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_1987
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_1987
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_2014
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_2005
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_2000
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_2002

:GUNS1_2000
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_2002
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_2014

:GUNS1_2005
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_2014
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_2014
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_2014
0871: init_jump_table @259 total_jumps  2  1 GUNS1_2044 jumps  0 GUNS1_2015  1 GUNS1_2026 -1 GUNS1_2055 -1 GUNS1_2055 -1 GUNS1_2055 -1 GUNS1_2055 -1 GUNS1_2055 

:GUNS1_2015
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2025
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_2022
0967: @98  5000 

:GUNS1_2022
0006: @254 =  81  ;; integer values
0006: @259 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_2025
0002: jump GUNS1_2055

:GUNS1_2026
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_2043
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2043
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_2039
0968: @98 

:GUNS1_2039
0967: $PLAYER_ACTOR  5000 
0006: @254 =  77  ;; integer values
0006: @259 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_2043
0002: jump GUNS1_2055

:GUNS1_2044
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_2054
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2054
0968: $PLAYER_ACTOR 

:GUNS1_2054
0002: jump GUNS1_2055

:GUNS1_2055
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_2060
062E: @98  1560 @38 
0002: jump GUNS1_2061

:GUNS1_2060
0006: @52 =  1  ;; integer values

:GUNS1_2061
00D6: if  21
0019:   @32 >  15000  ;; integer values
04A4: @38  7 
004D: jump_if_false GUNS1_2067
0968: $PLAYER_ACTOR 
0006: @52 =  1  ;; integer values

:GUNS1_2067
0001: wait  0 ms
0002: jump GUNS1_1959

:GUNS1_2069
00BE: text_clear_all
0687: $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut
010D: set_player $PLAYER_CHAR wanted_level_to  2
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_2090
016A: fade  0 ()  1000 ms

:GUNS1_2077
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_2082
0001: wait  0 ms
0002: jump GUNS1_2077

:GUNS1_2082
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_2085
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_2090
0001: wait  0 ms
0002: jump GUNS1_2085

:GUNS1_2090
00BB: text_lowpriority 'RYD1_96'  5000 ms  1
0002: jump GUNS1_5471

:GUNS1_2092
0006: @94 =  0  ;; integer values

:GUNS1_2093
00D6: if  0
001B:    7 > @51  ;; integer values
004D: jump_if_false GUNS1_2113
00A0: store_actor $PLAYER_ACTOR position_to @160 @161 @162
00D6: if  0
0021:   @162 >  900.0  ;; floating-point values
004D: jump_if_false GUNS1_2109
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false GUNS1_2108
077E: @37 = active_interior
00D6: if  0
0039:   @37 ==  8  ;; integer values
004D: jump_if_false GUNS1_2108
0006: @92 =  1  ;; integer values

:GUNS1_2108
0002: jump GUNS1_2113

:GUNS1_2109
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false GUNS1_2113
0006: @92 =  0  ;; integer values

:GUNS1_2113
00D6: if  0
0019:   @51 >  2  ;; integer values
004D: jump_if_false GUNS1_3125
00D6: if  0
001B:    7 > @51  ;; integer values
004D: jump_if_false GUNS1_3125
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false GUNS1_3125
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false GUNS1_3125
077E: @37 = active_interior
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GUNS1_2165
00D6: if  0
0039:   @95 ==  1  ;; integer values
004D: jump_if_false GUNS1_2152
040D: unload_wav  3
0006: @277 =  3  ;; integer values
0006: @278 =  0  ;; integer values
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false GUNS1_2144
00D6: if  0
03CA:   object @117(@36,7i) exists
004D: jump_if_false GUNS1_2144
0566: object @117(@36,7i) set_interior  0

:GUNS1_2144
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false GUNS1_2150
0151: remove_status_text $6705
0581: toggle_radar  1 (on)
0006: @94 =  0  ;; integer values

:GUNS1_2150
0006: @95 =  0  ;; integer values
075B:  0 

:GUNS1_2152
00D6: if  0
0018:   $6705 >  11  ;; integer values
004D: jump_if_false GUNS1_2163
000C: $6705 -=  10  ;; integer values
00D6: if  0
0021:   @167 >  11.0  ;; floating-point values
004D: jump_if_false GUNS1_2161
000F: @167 -=  10.0  ;; floating-point values
0002: jump GUNS1_2162

:GUNS1_2161
0007: @167 =  0.0  ;; floating-point values

:GUNS1_2162
0002: jump GUNS1_2165

:GUNS1_2163
0007: @167 =  0.0  ;; floating-point values
0004: $6705 =  0  ;; integer values

:GUNS1_2165
00D6: if  0
0039:   @37 ==  8  ;; integer values
004D: jump_if_false GUNS1_2274
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2809.0 -1169.0  1026.0 radius  30.0  30.0  30.0
004D: jump_if_false GUNS1_2274
00D6: if  0
8039:   NOT   @277 ==  0  ;; integer values
004D: jump_if_false GUNS1_2209
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false GUNS1_2182
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_2181
040D: unload_wav  3

:GUNS1_2181
0006: @278 =  1  ;; integer values

:GUNS1_2182
00D6: if  0
0039:   @278 ==  1  ;; integer values
004D: jump_if_false GUNS1_2187
03CF: load_wav @273(@277,4i) as  3
0006: @278 =  2  ;; integer values

:GUNS1_2187
00D6: if  0
0039:   @278 ==  2  ;; integer values
004D: jump_if_false GUNS1_2199
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_2199
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2198
0949: link_wav  3 to_actor @99 
03D1: play_wav  3

:GUNS1_2198
0006: @278 =  3  ;; integer values

:GUNS1_2199
00D6: if  0
0039:   @278 ==  3  ;; integer values
004D: jump_if_false GUNS1_2208
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false GUNS1_2208
0006: @277 =  0  ;; integer values
0006: @278 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:GUNS1_2208
0002: jump GUNS1_2213

:GUNS1_2209
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false GUNS1_2213
0006: @277 =  3  ;; integer values

:GUNS1_2213
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2229
00A0: store_actor $PLAYER_ACTOR position_to @160 @161 @162
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false GUNS1_2223
0855: -1 @160 @161 @162 @166 
0013: @166 *=  1.6  ;; floating-point values 
0002: jump GUNS1_2229

:GUNS1_2223
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false GUNS1_2227
0006: @79 =  1  ;; integer values

:GUNS1_2227
0004: $6705 =  0  ;; integer values
0007: @167 =  0.0  ;; floating-point values

:GUNS1_2229
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false GUNS1_2244
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0395: clear_area  1 at  2819.9 -1181.7  1025.15 range  50.0
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false GUNS1_2242
00D6: if  0
03CA:   object @117(@36,7i) exists
004D: jump_if_false GUNS1_2242
0566: object @117(@36,7i) set_interior  8

:GUNS1_2242
075B:  90 
0006: @95 =  1  ;; integer values

:GUNS1_2244
00D6: if  0
0021:   @166 >  20.0  ;; floating-point values
004D: jump_if_false GUNS1_2249
000F: @166 -=  20.0  ;; floating-point values
005B: @167 += @166  ;; floating-point values 

:GUNS1_2249
0013: @167 *=  .99  ;; floating-point values 
0090: $6705 = float_to_integer @167  
00D6: if  0
0028:   $6705 >=  100  ;; integer values
004D: jump_if_false GUNS1_2261
0004: $6705 =  100  ;; integer values
00D6: if  0
0039:   @171 ==  0  ;; integer values
004D: jump_if_false GUNS1_2260
01BD: @169 = current_time_in_ms
0006: @171 =  1  ;; integer values

:GUNS1_2260
0002: jump GUNS1_2265

:GUNS1_2261
00D6: if  0
001A:    0 > $6705  ;; integer values
004D: jump_if_false GUNS1_2265
0004: $6705 =  0  ;; integer values

:GUNS1_2265
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2274
00D6: if  21
051A:   unknown_actor @99 hit_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_2274
0006: @171 =  2  ;; integer values
0004: $6705 =  100  ;; integer values

:GUNS1_2274
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false GUNS1_2402
01BD: @168 = current_time_in_ms
0085: @170 = @168  ;; integer values and handles
0062: @170 -= @169  ;; integer values 
00D6: if  0
0019:   @170 >  1500  ;; integer values
004D: jump_if_false GUNS1_2402
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false GUNS1_2401
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 (frozen)
02A3: toggle_widescreen  1 (on)
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_2304
0001: wait  0 ms
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_2391
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_2360
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2319
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_2318
040D: unload_wav @256

:GUNS1_2318
0006: @257 =  1  ;; integer values

:GUNS1_2319
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_2324
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_2324
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_2333
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_2333
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_2333
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_2360
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_2351
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_2346
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_2348

:GUNS1_2346
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_2348
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_2360

:GUNS1_2351
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_2360
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_2360
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_2360
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_2390
0871: init_jump_table @259 total_jumps  1  1 GUNS1_2375 jumps  0 GUNS1_2364 -1 GUNS1_2390 -1 GUNS1_2390 -1 GUNS1_2390 -1 GUNS1_2390 -1 GUNS1_2390 -1 GUNS1_2390 

:GUNS1_2364
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2374
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2371
0967: @99  5000 

:GUNS1_2371
0006: @254 =  36  ;; integer values
0006: @259 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_2374
0002: jump GUNS1_2390

:GUNS1_2375
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_2389
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2385
0968: @99 

:GUNS1_2385
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2389
0006: @258 =  1  ;; integer values

:GUNS1_2389
0002: jump GUNS1_2390

:GUNS1_2390
0002: jump GUNS1_2304

:GUNS1_2391
00BB: text_lowpriority 'GUNS134'  3000 ms  1
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
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_2402

:GUNS1_2401
0006: @171 =  2  ;; integer values

:GUNS1_2402
00D6: if  21
0039:   @171 ==  2  ;; integer values
0038:   $6704 ==  0  ;; integer values
004D: jump_if_false GUNS1_3070
040D: unload_wav  3
0006: @278 =  0  ;; integer values
0006: @277 =  0  ;; integer values
0006: @49 =  0  ;; integer values

:GUNS1_2410
00D6: if  0
001B:    7 > @49  ;; integer values
004D: jump_if_false GUNS1_2424
00D6: if  0
03CA:   object @117(@49,7i) exists
004D: jump_if_false GUNS1_2417
08E9: @117(@49,7i)  0 

:GUNS1_2417
00D6: if  0
0039:   @81(@49,7i) ==  1  ;; integer values
004D: jump_if_false GUNS1_2422
0164: disable_marker @110(@49,7i)
0006: @81(@49,7i) =  0  ;; integer values

:GUNS1_2422
000A: @49 +=  1  ;; integer values
0002: jump GUNS1_2410

:GUNS1_2424
00D6: if  0
0039:   @37 ==  8  ;; integer values
004D: jump_if_false GUNS1_2873
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2872
0226: @49 = actor @99 health
00D6: if  0
001B:    20 > @49  ;; integer values
004D: jump_if_false GUNS1_2435
0223: set_actor @99 health_to  20

:GUNS1_2435
040D: unload_wav  3
0792: @99 
0575: @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  0
0104:   actor $PLAYER_ACTOR near_actor @99 radius  1.0  1.0  2.0 sphere  0
004D: jump_if_false GUNS1_2445
00A1: put_actor $PLAYER_ACTOR at  2817.229 -1166.11  1028.172
0173: set_actor $PLAYER_ACTOR z_angle_to  94.7698

:GUNS1_2445
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: @127 
05C8: unknown_action_sequence -1 
05C2: unknown_action_sequence -1 
0616: @127 
0618: @99 @127 
061B: @127 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0687: $PLAYER_ACTOR 
02A3: toggle_widescreen  1 (on)
00BE: text_clear_all
03E6: remove_text_box
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
00D6: if  0
001B:    4 > @35  ;; integer values
004D: jump_if_false GUNS1_2466
00A1: put_actor $PLAYER_ACTOR at  2807.525 -1167.076  1024.578
0173: set_actor $PLAYER_ACTOR z_angle_to  169.2411

:GUNS1_2466
01B9: set_actor @99 armed_weapon_to  25
0707: unknown_bunnyjump GUNS1_2592 
00BE: text_clear_all
00D6: if  0
0018:   $6704 >  0  ;; integer values
004D: jump_if_false GUNS1_2480
040D: unload_wav  3
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2479
0968: @99 
0967: @99  4000 
0006: @254 =  39  ;; integer values

:GUNS1_2479
0002: jump GUNS1_2483

:GUNS1_2480
00BB: text_lowpriority 'RYD1_36'  4000 ms  1
0006: @278 =  0  ;; integer values
0006: @277 =  1  ;; integer values

:GUNS1_2483
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_2493
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_2592
00D6: if  0
8039:   NOT   @277 ==  0  ;; integer values
004D: jump_if_false GUNS1_2530
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false GUNS1_2507
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_2506
040D: unload_wav  3

:GUNS1_2506
0006: @278 =  1  ;; integer values

:GUNS1_2507
00D6: if  0
0039:   @278 ==  1  ;; integer values
004D: jump_if_false GUNS1_2512
03CF: load_wav @273(@277,4i) as  3
0006: @278 =  2  ;; integer values

:GUNS1_2512
00D6: if  0
0039:   @278 ==  2  ;; integer values
004D: jump_if_false GUNS1_2520
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false GUNS1_2520
03D1: play_wav  3
0006: @278 =  3  ;; integer values

:GUNS1_2520
00D6: if  0
0039:   @278 ==  3  ;; integer values
004D: jump_if_false GUNS1_2530
00D6: if  21
03D2:   wav  3 ended
0019:   @32 >  3000  ;; integer values
004D: jump_if_false GUNS1_2530
040D: unload_wav  3
0006: @277 =  0  ;; integer values
0006: @278 =  0  ;; integer values

:GUNS1_2530
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_2576
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2541
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_2540
040D: unload_wav @256

:GUNS1_2540
0006: @257 =  1  ;; integer values

:GUNS1_2541
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_2546
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_2546
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_2555
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_2555
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_2555
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_2576
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_2576
03D5: remove_text $6706(@254,82s)
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2566
0968: @99 

:GUNS1_2566
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_2572
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_2574

:GUNS1_2572
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_2574
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values

:GUNS1_2576
00D6: if  0
0118:   actor @99 dead
004D: jump_if_false GUNS1_2581
0006: @52 =  1  ;; integer values
0002: jump GUNS1_2586

:GUNS1_2581
062E: @99  1560 @38 
00D6: if  0
04A4: @38  7 
004D: jump_if_false GUNS1_2586
0006: @52 =  1  ;; integer values

:GUNS1_2586
00D6: if  0
0019:   @32 >  15000  ;; integer values
004D: jump_if_false GUNS1_2590
0006: @52 =  1  ;; integer values

:GUNS1_2590
0001: wait  0 ms
0002: jump GUNS1_2493

:GUNS1_2592
0701: (unknown)
040D: unload_wav  1
040D: unload_wav  2
040D: unload_wav  3
00BE: text_clear_all
06AB: $PLAYER_ACTOR  0 
04EF: release_animation "GANGS"
0006: @60 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2626
0968: @99 
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  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_2616
0615: @127 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  5000 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR -1  5.0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @127 
0618: @99 @127 
061B: @127 
0002: jump GUNS1_2626

:GUNS1_2616
00A1: put_actor @99 at  2804.325 -1162.254  1028.18
0173: set_actor @99 z_angle_to  180.0
0615: @127 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  10000 
0637: unknown_action_sequence -1  2803.977 -1168.157  1025.375  6  .5  0.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1  2806.996 -1169.809  1024.612  6  .5  0.0 $PLAYER_ACTOR 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @127 
0618: @99 @127 
061B: @127 

:GUNS1_2626
0687: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_2633
0687: @98 
0647: unknown_action_sequence @98 

:GUNS1_2633
0395: clear_area  1 at  2806.996 -1169.209  1024.612 range  50.0
00D6: if  1
8118:   NOT   actor @98 dead
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_2649
0687: @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  0
0023:    180.0 > @153  ;; floating-point values
004D: jump_if_false GUNS1_2646
000B: @153 +=  360.0  ;; floating-point values

:GUNS1_2646
0792: @98 
00A1: put_actor @98 at  2811.122 -1186.549  24.2718
0173: set_actor @98 z_angle_to  17.5866

:GUNS1_2649
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2656
060B: unknown_actor_use_entity @99 @39 
065C: unknown_create_def_entity @40  ; unknown_destroy
077A: @99  4  0 
0746:  4  24  0 

:GUNS1_2656
04EF: release_animation "INT_HOUSE"
00D6: if  0
0019:   @35 >  3  ;; integer values
004D: jump_if_false GUNS1_2675
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_2668
0615: @127 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @127 
0618: @99 @127 
061B: @127 

:GUNS1_2668
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
00BB: text_lowpriority 'RYD1_44'  4000 ms  1
0006: @43 =  0  ;; integer values
0002: jump GUNS1_2872

:GUNS1_2675
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_2685
0001: wait  0 ms
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_2746
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_2732
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2700
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_2699
040D: unload_wav @256

:GUNS1_2699
0006: @257 =  1  ;; integer values

:GUNS1_2700
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_2705
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_2705
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_2714
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_2714
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_2714
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_2732
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_2732
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_2727
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_2729

:GUNS1_2727
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_2729
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0006: @258 =  1  ;; integer values

:GUNS1_2732
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2745
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_2745
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: unknown_action_sequence $PLAYER_ACTOR  2807.626 -1178.272  1024.578  6  6000 
061B: @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_2745
0002: jump GUNS1_2685

:GUNS1_2746
0006: @52 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:GUNS1_2748
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_2760
062E: $PLAYER_ACTOR  1491 @38 
00D6: if  22
0019:   @32 >  10000  ;; integer values
04A4: @38  7 
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2807.626 -1174.272  1024.578 radius  1.3  1.3  3.0
004D: jump_if_false GUNS1_2758
0006: @52 =  1  ;; integer values

:GUNS1_2758
0001: wait  0 ms
0002: jump GUNS1_2748

:GUNS1_2760
016A: fade  0 ()  1500 ms

:GUNS1_2761
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_2766
0001: wait  0 ms
0002: jump GUNS1_2761

:GUNS1_2766
0687: $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: $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  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_2779
00A6: destroy_car @102

:GUNS1_2779
01C3: remove_references_to_car @102  ;; Like turning a car into any random car
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_2784
009B: destroy_actor_instantly @98

:GUNS1_2784
01C2: remove_references_to_actor @98  ;; Like turning an actor into a random pedestrian
0615: @127 
05D3: unknown_action_sequence -1  2814.974 -1181.695  24.2639  6  10000 
05C8: unknown_action_sequence -1 
0616: @127 
0618: $PLAYER_ACTOR @127 
061B: @127 
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_2796
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:GUNS1_2796
016A: fade  1 (back)  1000 ms

:GUNS1_2797
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_2802
0001: wait  0 ms
0002: jump GUNS1_2797

:GUNS1_2802
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_2809
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_2872
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_2864
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2823
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_2822
040D: unload_wav @256

:GUNS1_2822
0006: @257 =  1  ;; integer values

:GUNS1_2823
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_2828
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_2828
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_2837
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_2837
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_2837
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_2864
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_2855
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_2850
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_2852

:GUNS1_2850
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_2852
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_2864

:GUNS1_2855
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_2864
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_2864
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_2864
062E: $PLAYER_ACTOR  1560 @38 
00D6: if  21
0019:   @32 >  10000  ;; integer values
04A4: @38  7 
004D: jump_if_false GUNS1_2870
0006: @52 =  1  ;; integer values

:GUNS1_2870
0001: wait  0 ms
0002: jump GUNS1_2809

:GUNS1_2872
0002: jump GUNS1_3032

:GUNS1_2873
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_3032
0687: @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: @99  4  0 
0615: @127 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @127 
0618: @99 @127 
061B: @127 
00D6: if  0
8019:   NOT   @35 >  3  ;; integer values
004D: jump_if_false GUNS1_3032
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3032
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00BE: text_clear_all
03E6: remove_text_box
020A: set_car @102 door_status_to  1
0519: unknown_car @102 flag  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: @127 
00D6: if  0
0019:   @51 >  5  ;; integer values
004D: jump_if_false GUNS1_2910
05D3: unknown_action_sequence -1  2816.727 -1185.688  24.2433  6  10000 

:GUNS1_2910
05CB: unknown_action_sequence -1 @102  20000 
07E7: AS_assign_scmpath_to_actor -1 in_car @102 speed  25.0 flags  1  0  1 
0616: @127 
0618: @98 @127 
061B: @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_2923
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_3032
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_2978
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2937
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_2936
040D: unload_wav @256

:GUNS1_2936
0006: @257 =  1  ;; integer values

:GUNS1_2937
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_2942
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_2942
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_2951
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_2951
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_2951
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_2978
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_2969
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_2964
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_2966

:GUNS1_2964
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_2966
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_2978

:GUNS1_2969
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_2978
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_2978
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_2978
0871: init_jump_table @259 total_jumps  2  1 GUNS1_3008 jumps  0 GUNS1_2979  1 GUNS1_2990 -1 GUNS1_3019 -1 GUNS1_3019 -1 GUNS1_3019 -1 GUNS1_3019 -1 GUNS1_3019 

:GUNS1_2979
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_2989
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_2986
0967: @98  5000 

:GUNS1_2986
0006: @254 =  80  ;; integer values
0006: @259 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_2989
0002: jump GUNS1_3019

:GUNS1_2990
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_3007
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3007
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3003
0968: @98 

:GUNS1_3003
0967: $PLAYER_ACTOR  5000 
0006: @254 =  77  ;; integer values
0006: @259 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_3007
0002: jump GUNS1_3019

:GUNS1_3008
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_3018
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3018
0968: $PLAYER_ACTOR 

:GUNS1_3018
0002: jump GUNS1_3019

:GUNS1_3019
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3024
062E: @98  1560 @38 
0002: jump GUNS1_3025

:GUNS1_3024
0006: @52 =  1  ;; integer values

:GUNS1_3025
00D6: if  21
0019:   @32 >  15000  ;; integer values
04A4: @38  7 
004D: jump_if_false GUNS1_3030
0006: @52 =  1  ;; integer values

:GUNS1_3030
0001: wait  0 ms
0002: jump GUNS1_2923

:GUNS1_3032
014F: stop_timer $6704
0151: remove_status_text $6705
0581: toggle_radar  1 (on)
0006: @94 =  0  ;; integer values
0006: @96 =  1  ;; integer values
00D6: if  0
0019:   @35 >  3  ;; integer values
004D: jump_if_false GUNS1_3044
014F: stop_timer $6704
0006: @96 =  1  ;; integer values
0006: @51 =  7  ;; integer values
0002: jump GUNS1_3069

:GUNS1_3044
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0687: $PLAYER_ACTOR 
010D: set_player $PLAYER_CHAR wanted_level_to  2
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_3067
016A: fade  0 ()  1000 ms

:GUNS1_3054
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3059
0001: wait  0 ms
0002: jump GUNS1_3054

:GUNS1_3059
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_3062
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3067
0001: wait  0 ms
0002: jump GUNS1_3062

:GUNS1_3067
00BB: text_lowpriority 'RYD1_96'  5000 ms  1
0002: jump GUNS1_5471

:GUNS1_3069
0002: jump GUNS1_3125

:GUNS1_3070
0085: @45 = @46  ;; integer values and handles
0064: @45 -= $6705  ;; integer values 
008B: @46 = $6705  ;; integer values and handles
00D6: if  1
0018:   $6705 >  30  ;; integer values
001A:    60 > $6705  ;; integer values
004D: jump_if_false GUNS1_3098
00D6: if  0
001B:    0 > @45  ;; integer values
004D: jump_if_false GUNS1_3089
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false GUNS1_3088
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_3088
00BB: text_lowpriority 'GUNS134'  4000 ms  1
0006: @44 =  1  ;; integer values

:GUNS1_3088
0002: jump GUNS1_3098

:GUNS1_3089
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false GUNS1_3098
00D6: if  1
876F:   NOT (unknown)
8039:   NOT   @44 ==  2  ;; integer values
004D: jump_if_false GUNS1_3098
00BB: text_lowpriority 'GUNS134'  3000 ms  1
0006: @44 =  2  ;; integer values

:GUNS1_3098
00D6: if  0
0018:   $6705 >  59  ;; integer values
004D: jump_if_false GUNS1_3122
00D6: if  0
001B:    0 > @45  ;; integer values
004D: jump_if_false GUNS1_3114
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false GUNS1_3113
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_3113
00BE: text_clear_all
00BB: text_lowpriority 'GUNS1_7'  4000 ms  1
0006: @44 =  3  ;; integer values

:GUNS1_3113
0002: jump GUNS1_3122

:GUNS1_3114
00D6: if  0
0039:   @44 ==  2  ;; integer values
004D: jump_if_false GUNS1_3122
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_3122
00BB: text_lowpriority 'GUNS1_7'  4000 ms  1
0006: @44 =  3  ;; integer values

:GUNS1_3122
00D6: if  0
001A:    51 > $6705  ;; integer values
004D: jump_if_false GUNS1_3125

:GUNS1_3125
00D6: if  0
0039:   @51 ==  6  ;; integer values
004D: jump_if_false GUNS1_3416
0006: @49 =  0  ;; integer values

:GUNS1_3129
00D6: if  0
001B:    7 > @49  ;; integer values
004D: jump_if_false GUNS1_3156
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false GUNS1_3149
00D6: if  0
03CA:   object @117(@49,7i) exists
004D: jump_if_false GUNS1_3148
00D6: if  0
0039:   @81(@49,7i) ==  0  ;; integer values
004D: jump_if_false GUNS1_3148
0188: @110(@49,7i) = create_marker_above_object @117(@49,7i)
01BB: store_object @117(@49,7i) position_to @163 @164 @165
00D6: if  0
0021:   @165 >  700.0  ;; floating-point values
004D: jump_if_false GUNS1_3147
08DC: @110(@49,7i)  2807.844 -1176.985  10.0 

:GUNS1_3147
0006: @81(@49,7i) =  1  ;; integer values

:GUNS1_3148
0002: jump GUNS1_3154

:GUNS1_3149
00D6: if  0
0039:   @81(@49,7i) ==  1  ;; integer values
004D: jump_if_false GUNS1_3154
0164: disable_marker @110(@49,7i)
0006: @81(@49,7i) =  0  ;; integer values

:GUNS1_3154
000A: @49 +=  1  ;; integer values
0002: jump GUNS1_3129

:GUNS1_3156
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_3211
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3167
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_3166
040D: unload_wav @256

:GUNS1_3166
0006: @257 =  1  ;; integer values

:GUNS1_3167
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_3172
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_3172
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_3181
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_3181
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_3181
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_3211
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_3211
03D5: remove_text $6706(@254,82s)
00D6: if  0
0019:   @47 >  0  ;; integer values
004D: jump_if_false GUNS1_3197
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false GUNS1_3196
00BC: text_highpriority 'GUNS147'  5000 ms  1
0002: jump GUNS1_3197

:GUNS1_3196
00BC: text_highpriority 'RYD1_2'  5000 ms  1

:GUNS1_3197
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_3203
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_3205

:GUNS1_3203
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_3205
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3211
0968: @98 

:GUNS1_3211
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false GUNS1_3405
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3404
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_3404
0519: unknown_car @102 flag  0
0508: @102
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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 (on)
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  62
0249: release_model #DB_AMMO
0249: release_model  349
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  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3272
0615: @128 
05D3: unknown_action_sequence -1  2812.091 -1186.198  24.2658  6  10000 
07A1:  4 
05CA: unknown_action_sequence -1 @102  4000  0 
0616: @128 
0618: @98 @128 
061B: @128 

:GUNS1_3272
07FB: set_interior 'BURHOUS' accessible  0 
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_3279
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_3367
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_3334
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3293
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_3292
040D: unload_wav @256

:GUNS1_3292
0006: @257 =  1  ;; integer values

:GUNS1_3293
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_3298
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_3298
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_3307
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_3307
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_3307
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_3334
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_3325
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_3320
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_3322

:GUNS1_3320
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_3322
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_3334

:GUNS1_3325
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_3334
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_3334
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_3334
00D6: if  1
8118:   NOT   actor @98 dead
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3343
00D6: if  0
0448:   actor @98 in_car @102
004D: jump_if_false GUNS1_3342
0006: @52 =  1  ;; integer values

:GUNS1_3342
0002: jump GUNS1_3361

:GUNS1_3343
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_3360
016A: fade  0 ()  1000 ms

:GUNS1_3347
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3352
0001: wait  0 ms
0002: jump GUNS1_3347

:GUNS1_3352
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_3355
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3360
0001: wait  0 ms
0002: jump GUNS1_3355

:GUNS1_3360
0002: jump GUNS1_5471

:GUNS1_3361
00D6: if  0
0019:   @33 >  15000  ;; integer values
004D: jump_if_false GUNS1_3365
0006: @52 =  1  ;; integer values

:GUNS1_3365
0001: wait  0 ms
0002: jump GUNS1_3279

:GUNS1_3367
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3377
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3377
00D6: if  0
80DB:   NOT   actor @98 in_car @102
004D: jump_if_false GUNS1_3377
0430: @98 @102  0 

:GUNS1_3377
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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 (false)
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
00BE: text_clear_all
00BB: text_lowpriority 'GUNS124'  10000 ms  1
018A: @107 = create_checkpoint_at  2742.0 -2008.0  13.0
0006: @68 =  1  ;; integer values

:GUNS1_3404
0002: jump GUNS1_3416

:GUNS1_3405
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false GUNS1_3416
00D6: if  0
0019:   @35 >  3  ;; integer values
004D: jump_if_false GUNS1_3416
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3416
020A: set_car @102 door_status_to  1
0006: @97 =  1  ;; integer values

:GUNS1_3416
00D6: if  1
0039:   @51 ==  6  ;; integer values
0039:   @60 ==  0  ;; integer values
004D: jump_if_false GUNS1_3526
0006: @76 =  0  ;; integer values
0006: @34 =  0  ;; integer values
00D6: if  0
001D:   @48 > @47  ;; integer values  
004D: jump_if_false GUNS1_3446
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_3443
016A: fade  0 ()  1000 ms

:GUNS1_3430
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3435
0001: wait  0 ms
0002: jump GUNS1_3430

:GUNS1_3435
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_3438
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3443
0001: wait  0 ms
0002: jump GUNS1_3438

:GUNS1_3443
00BB: text_lowpriority 'RYD1_32'  5000 ms  1
0002: jump GUNS1_5471
0002: jump GUNS1_3450

:GUNS1_3446
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GUNS1_3450
0006: @51 =  7  ;; integer values

:GUNS1_3450
00D6: if  0
001B:    7 > @34  ;; integer values
004D: jump_if_false GUNS1_3521
00D6: if  0
0039:   @61(@34,7i) ==  0  ;; integer values
004D: jump_if_false GUNS1_3474
00D6: if  0
03CA:   object @117(@34,7i) exists
004D: jump_if_false GUNS1_3471
00D6: if  0
04E7:   object @117(@34,7i) in_water
004D: jump_if_false GUNS1_3470
01C4: remove_references_to_object @117(@34,7i)  ;; This object will now disappear when the player looks away
00D6: if  0
0039:   @81(@34,7i) ==  1  ;; integer values
004D: jump_if_false GUNS1_3468
0164: disable_marker @110(@34,7i)
0006: @81(@34,7i) =  0  ;; integer values

:GUNS1_3468
0006: @61(@34,7i) =  1  ;; integer values
000E: @47 -=  1  ;; integer values

:GUNS1_3470
0002: jump GUNS1_3474

:GUNS1_3471
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_3474
00D6: if  1
0039:   @61(@34,7i) ==  0  ;; integer values
0039:   @60 ==  0  ;; integer values
004D: jump_if_false GUNS1_3519
00D6: if  0
0475: $PLAYER_ACTOR @117(@34,7i)  1.5  1.5  1.5  0 
004D: jump_if_false GUNS1_3519
0006: @76 =  1  ;; integer values
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false GUNS1_3491
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false GUNS1_3490
0512: permanent_text_box 'GUNS118'
0006: @90 =  1  ;; integer values

:GUNS1_3490
0006: @75 =  1  ;; integer values

:GUNS1_3491
00D6: if  0
03CA:   object @117(@34,7i) exists
004D: jump_if_false GUNS1_3519
00D6: if  0
0737: $PLAYER_ACTOR @117(@34,7i) 
004D: jump_if_false GUNS1_3519
03E6: remove_text_box
0006: @75 =  0  ;; integer values
0085: @36 = @34  ;; integer values and handles
00D6: if  1
8118:   NOT   actor @98 dead
0039:   @55 ==  0  ;; integer values
004D: jump_if_false GUNS1_3517
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3517
0006: @56 =  0  ;; integer values
0186: @104 = create_marker_above_car @102
07E0: @104  1 
00BE: text_clear_all
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false GUNS1_3516
00BB: text_lowpriority 'GUNS146'  10000 ms  1
0006: @89 =  1  ;; integer values

:GUNS1_3516
0006: @55 =  1  ;; integer values

:GUNS1_3517
0006: @61(@34,7i) =  1  ;; integer values
0006: @60 =  1  ;; integer values

:GUNS1_3519
000A: @34 +=  1  ;; integer values
0002: jump GUNS1_3450

:GUNS1_3521
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false GUNS1_3526
03E6: remove_text_box
0006: @75 =  0  ;; integer values

:GUNS1_3526
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false GUNS1_3552
00D6: if  0
03CA:   object @117(@36,7i) exists
004D: jump_if_false GUNS1_3552
00D6: if  0
0737: $PLAYER_ACTOR @117(@36,7i) 
004D: jump_if_false GUNS1_3536
0002: jump GUNS1_3552

:GUNS1_3536
0006: @61(@36,7i) =  0  ;; integer values
0006: @60 =  0  ;; integer values
0164: disable_marker @104
0006: @55 =  0  ;; integer values
00D6: if  1
0039:   @56 ==  0  ;; integer values
8039:   NOT   @35 ==  5  ;; integer values
004D: jump_if_false GUNS1_3552
00BE: text_clear_all
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false GUNS1_3550
00BB: text_lowpriority 'RYD1_40'  5000 ms  1
0002: jump GUNS1_3551

:GUNS1_3550
00BB: text_lowpriority 'RYD1_2'  5000 ms  1

:GUNS1_3551
0006: @56 =  1  ;; integer values

:GUNS1_3552
00D6: if  1
0039:   @60 ==  1  ;; integer values
0039:   @51 ==  6  ;; integer values
004D: jump_if_false GUNS1_3748
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3748
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @154 @155  24.0 radius  1.5  1.5  2.0
004D: jump_if_false GUNS1_3746
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false GUNS1_3574
0615: @128 
05D3: unknown_action_sequence -1  2811.438 -1185.982  24.2707  4  10000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @128 
0618: @98 @128 
061B: @128 
0512: permanent_text_box 'RYD1_30'
0006: @75 =  1  ;; integer values

:GUNS1_3574
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GUNS1_3745
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  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GUNS1_3598
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3596
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3595
0967: @98  4000 

:GUNS1_3595
0006: @254 =  33  ;; integer values

:GUNS1_3596
0006: @51 =  7  ;; integer values
0002: jump GUNS1_3676

:GUNS1_3598
0871: init_jump_table @35 total_jumps  7  1 GUNS1_3667 jumps  2 GUNS1_3599  3 GUNS1_3608  4 GUNS1_3617  5 GUNS1_3631  6 GUNS1_3640  7 GUNS1_3649  8 GUNS1_3658 

:GUNS1_3599
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3607
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3606
0967: @98  4000 

:GUNS1_3606
0006: @254 =  22  ;; integer values

:GUNS1_3607
0002: jump GUNS1_3676

:GUNS1_3608
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3616
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3615
0967: @98  4000 

:GUNS1_3615
0006: @254 =  23  ;; integer values

:GUNS1_3616
0002: jump GUNS1_3676

:GUNS1_3617
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3630
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3624
0967: @98  4000 

:GUNS1_3624
0006: @97 =  1  ;; integer values
0006: @254 =  31  ;; integer values
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3630
020A: set_car @102 door_status_to  1

:GUNS1_3630
0002: jump GUNS1_3676

:GUNS1_3631
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3639
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3638
0967: @98  4000 

:GUNS1_3638
0006: @254 =  25  ;; integer values

:GUNS1_3639
0002: jump GUNS1_3676

:GUNS1_3640
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3648
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3647
0967: @98  4000 

:GUNS1_3647
0006: @254 =  27  ;; integer values

:GUNS1_3648
0002: jump GUNS1_3676

:GUNS1_3649
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3657
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3656
0967: @98  4000 

:GUNS1_3656
0006: @254 =  24  ;; integer values

:GUNS1_3657
0002: jump GUNS1_3676

:GUNS1_3658
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3666
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3665
0967: @98  4000 

:GUNS1_3665
0006: @254 =  32  ;; integer values

:GUNS1_3666
0002: jump GUNS1_3676

:GUNS1_3667
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3675
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_3674
0967: @98  4000 

:GUNS1_3674
0006: @254 =  26  ;; integer values

:GUNS1_3675
0002: jump GUNS1_3676

:GUNS1_3676
0687: @98 
05C2: unknown_action_sequence @98 
0615: @128 
05D3: unknown_action_sequence -1  2829.412 -1187.152  23.8422  4 -2 
06A9: unknown_action_sequence -1  2833.251 -1197.908  23.3976  2500 
06A9: unknown_action_sequence -1  2831.166 -1169.792  23.9627  2500 
05BA: unknown_action_sequence -1  5000 
05D3: unknown_action_sequence -1  2811.438 -1185.982  24.2707  4 -2 
06A9: unknown_action_sequence -1  2808.122 -1190.884  24.3397  2500 
06A9: unknown_action_sequence -1  2808.43 -1177.408  24.3621  2500 
05BA: unknown_action_sequence -1  5000 
0643: @128  1 
0616: @128 
0618: @98 @128 
061B: @128 
0006: @60 =  0  ;; integer values
00D6: if  0
8039:   NOT   @97 ==  1  ;; integer values
004D: jump_if_false GUNS1_3697
0164: disable_marker @104
0006: @55 =  0  ;; integer values

:GUNS1_3697
00D6: if  1
0019:   @35 >  1  ;; integer values
0039:   @72 ==  0  ;; integer values
004D: jump_if_false GUNS1_3721
0006: @52 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  0
03CA:   object @117(@36,7i) exists
004D: jump_if_false GUNS1_3721

:GUNS1_3706
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_3717
00D6: if  22
8737:   NOT $PLAYER_ACTOR @117(@36,7i) 
0118:   actor $PLAYER_ACTOR dead
0019:   @33 >  5000  ;; integer values
004D: jump_if_false GUNS1_3715
0006: @52 =  1  ;; integer values

:GUNS1_3715
0001: wait  0 ms
0002: jump GUNS1_3706

:GUNS1_3717
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: -1000.0 -1000.0 -1000.0  1058 
0006: @72 =  1  ;; integer values

:GUNS1_3721
00D6: if  1
0039:   @56 ==  0  ;; integer values
0019:   @47 >  0  ;; integer values
004D: jump_if_false GUNS1_3745
0006: @49 =  0  ;; integer values

:GUNS1_3726
00D6: if  0
001B:    7 > @49  ;; integer values
004D: jump_if_false GUNS1_3744
00D6: if  0
03CA:   object @117(@49,7i) exists
004D: jump_if_false GUNS1_3742
00D6: if  0
0039:   @81(@49,7i) ==  0  ;; integer values
004D: jump_if_false GUNS1_3742
0188: @110(@49,7i) = create_marker_above_object @117(@49,7i)
01BB: store_object @117(@49,7i) position_to @163 @164 @165
00D6: if  0
0021:   @165 >  700.0  ;; floating-point values
004D: jump_if_false GUNS1_3741
08DC: @110(@49,7i)  2807.844 -1176.985  10.0 

:GUNS1_3741
0006: @81(@49,7i) =  1  ;; integer values

:GUNS1_3742
000A: @49 +=  1  ;; integer values
0002: jump GUNS1_3726

:GUNS1_3744
0006: @56 =  1  ;; integer values

:GUNS1_3745
0002: jump GUNS1_3748

:GUNS1_3746
03E6: remove_text_box
0006: @75 =  0  ;; integer values

:GUNS1_3748
00D6: if  0
0039:   @51 ==  7  ;; integer values
004D: jump_if_false GUNS1_4314
077E: @37 = active_interior
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GUNS1_4219
0006: @44 =  0  ;; integer values
0006: @43 =  0  ;; integer values
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BE: text_clear_all
016A: fade  0 ()  1000 ms

:GUNS1_3762
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3767
0001: wait  0 ms
0002: jump GUNS1_3762

:GUNS1_3767
02EB: restore_camera_with_jumpcut
075B:  0 
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
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  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false GUNS1_3781
0151: remove_status_text $6705
0581: toggle_radar  1 (on)
0006: @94 =  0  ;; integer values

:GUNS1_3781
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  62
0249: release_model #DB_AMMO
0249: release_model  349
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  1
8118:   NOT   actor @98 dead
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3826
0687: @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  0
0023:    180.0 > @153  ;; floating-point values
004D: jump_if_false GUNS1_3815
000B: @153 +=  360.0  ;; floating-point values

:GUNS1_3815
0792: @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: unknown_car @102 flag  0

:GUNS1_3826
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false GUNS1_4095
0247: request_model  346
0247: request_model  280
0247: request_model  596

:GUNS1_3832
00D6: if  22
8248:   NOT   model  280 available
8248:   NOT   model  596 available
8248:   NOT   model  346 available
004D: jump_if_false GUNS1_3839
0001: wait  0 ms
0002: jump GUNS1_3832

:GUNS1_3839
0674: set_car_model  596 numberplate "TH3_P1G5" 
00A5: @103 = create_car  596 at  2841.16 -1237.64  21.56
0397: car @103 siren =  1 (on)  
0175: set_car @103 z_angle_to  10.0
0129: @100 = create_actor  6  280 in_car @103 driverseat
01B2: give_actor @100 weapon  22 ammo  3000  ;; Load the weapon model before using this
01C8: @101 = create_actor  6  280 in_car @103 passenger_seat  0
01B2: give_actor @101 weapon  22 ammo  3000  ;; Load the weapon model before using this
00D6: if  2
8119:   NOT   car @102 wrecked
8119:   NOT   car @103 wrecked
8118:   NOT   actor @100 dead
004D: jump_if_false GUNS1_3865
0615: @130 
05D1: unknown_action_sequence -1 @103  2833.26 -1186.69  23.8  30.0  0  0  2 
05CD: unknown_action_sequence -1 @103 
0635: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0668: unknown_action_sequence -1 @154 @155 @156  10000 
0616: @130 
0618: @100 @130 
061B: @130 
0615: @131 
05CD: unknown_action_sequence -1 @103 
0635: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0668: unknown_action_sequence -1 @157 @158 @159  10000 
0616: @131 

:GUNS1_3865
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_3869
0508: @102

:GUNS1_3869
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 (back)  1000 ms

:GUNS1_3874
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_3879
0001: wait  0 ms
0002: jump GUNS1_3874

:GUNS1_3879
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_3891
0001: wait  0 ms
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_4077
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_3947
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3906
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_3905
040D: unload_wav @256

:GUNS1_3905
0006: @257 =  1  ;; integer values

:GUNS1_3906
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_3911
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_3911
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_3920
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_3920
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_3920
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_3947
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_3938
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_3933
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_3935

:GUNS1_3933
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_3935
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_3947

:GUNS1_3938
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_3947
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_3947
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_3947
0871: init_jump_table @259 total_jumps  4  1 GUNS1_4042 jumps  0 GUNS1_3948  1 GUNS1_3957  2 GUNS1_3970  3 GUNS1_4029 -1 GUNS1_4076 -1 GUNS1_4076 -1 GUNS1_4076 

:GUNS1_3948
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3956
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_3956
0002: jump GUNS1_4076

:GUNS1_3957
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_3969
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_3969
0006: @254 =  44  ;; integer values
0006: @259 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_3969
0002: jump GUNS1_4076

:GUNS1_3970
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4028
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false GUNS1_4028
062E: @100  1560 @38 
00D6: if  0
04A4: @38  1 
004D: jump_if_false GUNS1_4028
0646: @100 @38 
00D6: if  21
0039:   @38 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false GUNS1_4028
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GUNS1_4028
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false GUNS1_4028
00D6: if  0
8119:   NOT   car @103 wrecked
004D: jump_if_false GUNS1_4028
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4028
0006: @254 =  45  ;; integer values
0006: @259 =  3  ;; integer values
01BD: @262 = current_time_in_ms
0618: @101 @131 
061B: @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  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4027
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4027
0615: @129 
05D3: unknown_action_sequence -1  2814.042 -1181.376  24.2701  6  6000 
07A1:  6 
05CB: unknown_action_sequence -1 @102  5000 
0616: @129 
0618: $PLAYER_ACTOR @129 
061B: @129 
0615: @128 
05D3: unknown_action_sequence -1  2812.091 -1186.198  24.2658  6  6000 
07A1:  6 
05CA: unknown_action_sequence -1 @102  3000  0 
0616: @128 
0618: @98 @128 
061B: @128 

:GUNS1_4027
0006: @70 =  1  ;; integer values

:GUNS1_4028
0002: jump GUNS1_4076

:GUNS1_4029
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4041
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4041
0006: @254 =  46  ;; integer values
0006: @259 =  4  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4041
0002: jump GUNS1_4076

:GUNS1_4042
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4075
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4075
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4060
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_4060
0687: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @102

:GUNS1_4060
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4074
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4074
00D6: if  0
80DB:   NOT   actor @98 in_car @102
004D: jump_if_false GUNS1_4070
0430: @98 @102  0 

:GUNS1_4070
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_4074
036A: put_actor $PLAYER_ACTOR in_car @102

:GUNS1_4074
0006: @258 =  1  ;; integer values

:GUNS1_4075
0002: jump GUNS1_4076

:GUNS1_4076
0002: jump GUNS1_3891

:GUNS1_4077
0006: @264 =  0  ;; integer values
00BB: text_lowpriority 'GUNS123'  10000 ms  1
02A8: @106 = create_marker  63 at  2067.4 -1831.2  13.5
0006: @71 =  1  ;; integer values
0006: @69 =  1  ;; integer values
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false GUNS1_4086
010D: set_player $PLAYER_CHAR wanted_level_to  2

:GUNS1_4086
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false GUNS1_4090
05E2: unknown_action_sequence @100 $PLAYER_ACTOR 

:GUNS1_4090
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false GUNS1_4094
05E2: unknown_action_sequence @101 $PLAYER_ACTOR 

:GUNS1_4094
0002: jump GUNS1_4173

:GUNS1_4095
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4099
0508: @102

:GUNS1_4099
0784: $PLAYER_CHAR  0  0  17 
070D: $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 (back)  1000 ms
04E4: unknown_refresh_game_renderer_at  2814.042 -1181.376
03CB: set_camera  2814.042 -1181.376  24.2701

:GUNS1_4106
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_4111
0001: wait  0 ms
0002: jump GUNS1_4106

:GUNS1_4111
00D6: if  1
8119:   NOT   car @102 wrecked
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4129
0615: @129 
05D3: unknown_action_sequence -1  2814.042 -1181.376  24.2701  4  6000 
07A1:  4 
05CB: unknown_action_sequence -1 @102  6000 
0616: @129 
0618: $PLAYER_ACTOR @129 
061B: @129 
0615: @128 
05D3: unknown_action_sequence -1  2812.091 -1186.198  24.2658  4  6000 
07A1:  4 
05CA: unknown_action_sequence -1 @102  4000  0 
0616: @128 
0618: @98 @128 
061B: @128 

:GUNS1_4129
0006: @264 =  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @52 =  0  ;; integer values

:GUNS1_4132
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_4169
00D6: if  1
8118:   NOT   actor @98 dead
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4145
00D6: if  1
0448:   actor @98 in_car @102
0448:   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_4144
0006: @52 =  1  ;; integer values

:GUNS1_4144
0002: jump GUNS1_4163

:GUNS1_4145
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false GUNS1_4162
016A: fade  0 ()  1000 ms

:GUNS1_4149
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_4154
0001: wait  0 ms
0002: jump GUNS1_4149

:GUNS1_4154
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:GUNS1_4157
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_4162
0001: wait  0 ms
0002: jump GUNS1_4157

:GUNS1_4162
0002: jump GUNS1_5471

:GUNS1_4163
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false GUNS1_4167
0006: @52 =  1  ;; integer values

:GUNS1_4167
0001: wait  0 ms
0002: jump GUNS1_4132

:GUNS1_4169
00BE: text_clear_all
00BB: text_lowpriority 'GUNS124'  10000 ms  1
018A: @107 = create_checkpoint_at  2742.0 -2008.0  13.0
0006: @68 =  1  ;; integer values

:GUNS1_4173
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4187
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4187
00D6: if  0
80DB:   NOT   actor @98 in_car @102
004D: jump_if_false GUNS1_4183
0430: @98 @102  0 

:GUNS1_4183
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_4187
036A: put_actor $PLAYER_ACTOR in_car @102

:GUNS1_4187
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4200
00D6: if  0
86EE:   NOT   actor @98 in_group $PLAYER_GROUP 
004D: jump_if_false GUNS1_4200
09DD:  1 
0631: put_actor @98 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  0 
07CB: @98  0 

:GUNS1_4200
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_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_4314

:GUNS1_4219
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_4261
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4230
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_4229
040D: unload_wav @256

:GUNS1_4229
0006: @257 =  1  ;; integer values

:GUNS1_4230
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_4235
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_4235
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_4244
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_4244
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_4244
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_4261
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_4261
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_4257
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_4259

:GUNS1_4257
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_4259
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values

:GUNS1_4261
00D6: if  1
8118:   NOT   actor @98 dead
001B:    3 > @43  ;; integer values
004D: jump_if_false GUNS1_4302
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_4301
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false GUNS1_4278
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4277
0967: $PLAYER_ACTOR  3000 
0006: @254 =  38  ;; integer values
0006: @43 =  1  ;; integer values

:GUNS1_4277
0002: jump GUNS1_4301

:GUNS1_4278
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false GUNS1_4292
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4291
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_4289
0967: @99  4000 
0968: $PLAYER_ACTOR 

:GUNS1_4289
0006: @254 =  36  ;; integer values
0006: @43 =  2  ;; integer values

:GUNS1_4291
0002: jump GUNS1_4301

:GUNS1_4292
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4301
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4299
0967: @98  4000 

:GUNS1_4299
0006: @254 =  37  ;; integer values
0006: @43 =  3  ;; integer values

:GUNS1_4301
0002: jump GUNS1_4304

:GUNS1_4302
00BE: text_clear_all
00BB: text_lowpriority 'RYD1_44'  4000 ms  1

:GUNS1_4304
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false GUNS1_4314
0164: disable_marker @104
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4314
0186: @104 = create_marker_above_car @102
07E0: @104  1 
0006: @55 =  1  ;; integer values

:GUNS1_4314
00D6: if  0
0039:   @51 ==  8  ;; integer values
004D: jump_if_false GUNS1_5469
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_4362
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4328
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_4327
040D: unload_wav @256

:GUNS1_4327
0006: @257 =  1  ;; integer values

:GUNS1_4328
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_4333
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_4333
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_4345
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_4345
03D1: play_wav @255
00D6: if  0
8039:   NOT   @254 ==  76  ;; integer values
004D: jump_if_false GUNS1_4344
00BC: text_highpriority $6706(@254,82s)  10000 ms  1

:GUNS1_4344
0006: @257 =  3  ;; integer values

:GUNS1_4345
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_4362
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_4362
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_4358
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_4360

:GUNS1_4358
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_4360
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values

:GUNS1_4362
00D6: if  0
0039:   @264 ==  0  ;; integer values
004D: jump_if_false GUNS1_4439
00D6: if  0
0039:   @266 ==  0  ;; integer values
004D: jump_if_false GUNS1_4438
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_4438
0871: init_jump_table @265 total_jumps  4  1 GUNS1_4422 jumps  0 GUNS1_4372  1 GUNS1_4383  2 GUNS1_4396  3 GUNS1_4409 -1 GUNS1_4438 -1 GUNS1_4438 -1 GUNS1_4438 

:GUNS1_4372
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4382
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4380
0A09: @98  1 
0A09: $PLAYER_ACTOR  1 

:GUNS1_4380
0006: @265 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4382
0002: jump GUNS1_4438

:GUNS1_4383
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4395
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4395
0006: @254 =  47  ;; integer values
0006: @265 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4395
0002: jump GUNS1_4438

:GUNS1_4396
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4408
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4408
0006: @254 =  48  ;; integer values
0006: @265 =  3  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4408
0002: jump GUNS1_4438

:GUNS1_4409
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4421
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4421
0006: @254 =  49  ;; integer values
0006: @265 =  4  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4421
0002: jump GUNS1_4438

:GUNS1_4422
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4437
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4437
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4436
0A09: @98  0 
0A09: $PLAYER_ACTOR  0 

:GUNS1_4436
0006: @266 =  1  ;; integer values

:GUNS1_4437
0002: jump GUNS1_4438

:GUNS1_4438
0002: jump GUNS1_4723

:GUNS1_4439
00D6: if  0
0039:   @264 ==  1  ;; integer values
004D: jump_if_false GUNS1_4505
00D6: if  0
0039:   @268 ==  0  ;; integer values
004D: jump_if_false GUNS1_4504
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_4504
0871: init_jump_table @267 total_jumps  3  1 GUNS1_4487 jumps  0 GUNS1_4449  1 GUNS1_4461  2 GUNS1_4474 -1 GUNS1_4504 -1 GUNS1_4504 -1 GUNS1_4504 -1 GUNS1_4504 

:GUNS1_4449
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4460
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4457
0A09: @98  1 
0A09: $PLAYER_ACTOR  1 

:GUNS1_4457
0006: @254 =  50  ;; integer values
0006: @267 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4460
0002: jump GUNS1_4504

:GUNS1_4461
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4473
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4473
0006: @254 =  51  ;; integer values
0006: @267 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4473
0002: jump GUNS1_4504

:GUNS1_4474
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4486
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4486
0006: @254 =  52  ;; integer values
0006: @267 =  3  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4486
0002: jump GUNS1_4504

:GUNS1_4487
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4503
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4503
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4501
0A09: @98  0 
0A09: $PLAYER_ACTOR  0 

:GUNS1_4501
0006: @268 =  1  ;; integer values
0006: @264 =  3  ;; integer values

:GUNS1_4503
0002: jump GUNS1_4504

:GUNS1_4504
0002: jump GUNS1_4723

:GUNS1_4505
00D6: if  0
0039:   @264 ==  2  ;; integer values
004D: jump_if_false GUNS1_4554
00D6: if  0
0039:   @272 ==  0  ;; integer values
004D: jump_if_false GUNS1_4553
0871: init_jump_table @271 total_jumps  2  1 GUNS1_4537 jumps  0 GUNS1_4512  1 GUNS1_4524 -1 GUNS1_4553 -1 GUNS1_4553 -1 GUNS1_4553 -1 GUNS1_4553 -1 GUNS1_4553 

:GUNS1_4512
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4523
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4520
0A09: @98  1 
0A09: $PLAYER_ACTOR  1 

:GUNS1_4520
0006: @254 =  64  ;; integer values
0006: @271 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4523
0002: jump GUNS1_4553

:GUNS1_4524
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4536
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4536
0006: @254 =  65  ;; integer values
0006: @271 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4536
0002: jump GUNS1_4553

:GUNS1_4537
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4552
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4552
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4551
0A09: @98  0 
0A09: $PLAYER_ACTOR  0 

:GUNS1_4551
0006: @272 =  1  ;; integer values

:GUNS1_4552
0002: jump GUNS1_4553

:GUNS1_4553
0002: jump GUNS1_4723

:GUNS1_4554
00D6: if  0
0039:   @264 ==  3  ;; integer values
004D: jump_if_false GUNS1_4723
00D6: if  0
0039:   @270 ==  0  ;; integer values
004D: jump_if_false GUNS1_4723
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GUNS1_4723
0871: init_jump_table @269 total_jumps  11  1 GUNS1_4707 jumps  0 GUNS1_4565  1 GUNS1_4577  2 GUNS1_4590  3 GUNS1_4603  4 GUNS1_4616  5 GUNS1_4629  6 GUNS1_4642 
0872: jump_table_jumps  7 GUNS1_4655  8 GUNS1_4668  9 GUNS1_4681  10 GUNS1_4694 -1 GUNS1_4723 -1 GUNS1_4723 -1 GUNS1_4723 -1 GUNS1_4723 -1 GUNS1_4723 

:GUNS1_4565
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4576
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4573
0A09: @98  1 
0A09: $PLAYER_ACTOR  1 

:GUNS1_4573
0006: @254 =  53  ;; integer values
0006: @269 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4576
0002: jump GUNS1_4723

:GUNS1_4577
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4589
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4589
0006: @254 =  54  ;; integer values
0006: @269 =  2  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4589
0002: jump GUNS1_4723

:GUNS1_4590
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4602
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4602
0006: @254 =  55  ;; integer values
0006: @269 =  3  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4602
0002: jump GUNS1_4723

:GUNS1_4603
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4615
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4615
0006: @254 =  56  ;; integer values
0006: @269 =  4  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4615
0002: jump GUNS1_4723

:GUNS1_4616
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4628
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4628
0006: @254 =  57  ;; integer values
0006: @269 =  5  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4628
0002: jump GUNS1_4723

:GUNS1_4629
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4641
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4641
0006: @254 =  58  ;; integer values
0006: @269 =  6  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4641
0002: jump GUNS1_4723

:GUNS1_4642
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4654
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4654
0006: @254 =  59  ;; integer values
0006: @269 =  7  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4654
0002: jump GUNS1_4723

:GUNS1_4655
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4667
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4667
0006: @254 =  60  ;; integer values
0006: @269 =  8  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4667
0002: jump GUNS1_4723

:GUNS1_4668
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4680
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4680
0006: @254 =  61  ;; integer values
0006: @269 =  9  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4680
0002: jump GUNS1_4723

:GUNS1_4681
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4693
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4693
0006: @254 =  62  ;; integer values
0006: @269 =  10  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4693
0002: jump GUNS1_4723

:GUNS1_4694
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4706
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4706
0006: @254 =  63  ;; integer values
0006: @269 =  11  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_4706
0002: jump GUNS1_4723

:GUNS1_4707
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_4722
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4722
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4721
0A09: @98  0 
0A09: $PLAYER_ACTOR  0 

:GUNS1_4721
0006: @270 =  1  ;; integer values

:GUNS1_4722
0002: jump GUNS1_4723

:GUNS1_4723
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4823
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4823
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @102
004D: jump_if_false GUNS1_4767
0006: @54 =  0  ;; integer values
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false GUNS1_4766
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false GUNS1_4741
0164: disable_marker @107
0006: @68 =  0  ;; integer values

:GUNS1_4741
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false GUNS1_4746
0164: disable_marker @106
0006: @69 =  0  ;; integer values

:GUNS1_4746
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false GUNS1_4751
0164: disable_marker @108
0006: @57 =  0  ;; integer values

:GUNS1_4751
00D6: if  0
076F: (unknown)
004D: jump_if_false GUNS1_4755
0006: @44 =  1  ;; integer values

:GUNS1_4755
00BE: text_clear_all
00BB: text_lowpriority 'GUNS128'  2000 ms  1
0A31: $PLAYER_CHAR  1 
0186: @104 = create_marker_above_car @102
07E0: @104  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_4766
0002: jump GUNS1_4823

:GUNS1_4767
0006: @54 =  1  ;; integer values
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false GUNS1_4776
0A31: $PLAYER_CHAR  0 
0164: disable_marker @104
0006: @264 =  3  ;; integer values
0006: @55 =  0  ;; integer values
0002: jump GUNS1_4823

:GUNS1_4776
00D6: if  0
80DB:   NOT   actor @98 in_car @102
004D: jump_if_false GUNS1_4816
0006: @59 =  0  ;; integer values
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false GUNS1_4803
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false GUNS1_4788
0164: disable_marker @107
0006: @68 =  0  ;; integer values

:GUNS1_4788
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false GUNS1_4793
0164: disable_marker @106
0006: @69 =  0  ;; integer values

:GUNS1_4793
00D6: if  0
076F: (unknown)
004D: jump_if_false GUNS1_4797
0006: @44 =  1  ;; integer values

:GUNS1_4797
00BE: text_clear_all
00BB: text_lowpriority 'GUNS143'  2000 ms  1
0187: @108 = create_marker_above_actor @98
07E0: @108  1 
0006: @264 =  99  ;; integer values
0006: @57 =  1  ;; integer values

:GUNS1_4803
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false GUNS1_4809
05CA: unknown_action_sequence @98 @102 -2  0 
0006: @58 =  1  ;; integer values
0002: jump GUNS1_4815

:GUNS1_4809
062E: @98  1482 @38 
00D6: if  1
84A4:   NOT @38  0 
84A4:   NOT @38  1 
004D: jump_if_false GUNS1_4815
0006: @58 =  0  ;; integer values

:GUNS1_4815
0002: jump GUNS1_4823

:GUNS1_4816
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false GUNS1_4822
0164: disable_marker @108
0006: @57 =  0  ;; integer values
0006: @264 =  3  ;; integer values

:GUNS1_4822
0006: @59 =  1  ;; integer values

:GUNS1_4823
00D6: if  1
0039:   @59 ==  1  ;; integer values
0039:   @54 ==  1  ;; integer values
004D: jump_if_false GUNS1_5469
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false GUNS1_5359
00D6: if  0
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_5354
00BE: text_clear_all
00BB: text_lowpriority 'RYD1_34'  3000 ms  1
00D6: if  0
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_5348
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BE: text_clear_all
016A: fade  0 ()  1500 ms

:GUNS1_4841
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_4846
0001: wait  0 ms
0002: jump GUNS1_4841

:GUNS1_4846
0395: clear_area  1 at  2741.241 -2011.274  13.5869 range  10.0
02A3: toggle_widescreen  1 (on)
0164: disable_marker @107
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4857
00D6: if  0
06EE:   actor @98 in_group $PLAYER_GROUP 
004D: jump_if_false GUNS1_4857
06C9: @98 

:GUNS1_4857
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  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false GUNS1_4866
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
0006: @88 =  0  ;; integer values

:GUNS1_4866
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GUNS1_4871
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2741.0 -2007.14  13.0
0002: jump GUNS1_4872

:GUNS1_4871
00A1: put_actor $PLAYER_ACTOR at  2741.0 -2008.14  13.0

:GUNS1_4872
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4881
00D6: if  0
00DF:   actor @98 driving
004D: jump_if_false GUNS1_4880
0362: remove_actor @98 from_car_and_place_at  2740.0 -2008.14  13.0
0002: jump GUNS1_4881

:GUNS1_4880
00A1: put_actor @98 at  2740.0 -2007.14  13.0

:GUNS1_4881
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_4886
00A6: destroy_car @102
01C3: remove_references_to_car @102  ;; Like turning a car into any random car

:GUNS1_4886
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_4897
0001: wait  0 ms
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_5059
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_4953
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4912
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_4911
040D: unload_wav @256

:GUNS1_4911
0006: @257 =  1  ;; integer values

:GUNS1_4912
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_4917
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_4917
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_4926
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_4926
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_4926
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_4953
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_4944
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_4939
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_4941

:GUNS1_4939
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_4941
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_4953

:GUNS1_4944
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_4953
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_4953
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_4953
0871: init_jump_table @259 total_jumps  3  1 GUNS1_5042 jumps  0 GUNS1_4954  1 GUNS1_4990  2 GUNS1_5010 -1 GUNS1_5058 -1 GUNS1_5058 -1 GUNS1_5058 -1 GUNS1_5058 

:GUNS1_4954
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_4989
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4962
0967: @98  4000 
0A09: @98  1 

:GUNS1_4962
0006: @254 =  66  ;; integer values
0006: @259 =  1  ;; integer values
01BD: @262 = current_time_in_ms
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_4983
0615: @129 
05D3: unknown_action_sequence -1  2741.0 -2005.0  14.14  4  6000 
05D3: unknown_action_sequence -1  2741.0 -2001.0  14.14  4  6000 
0639: unknown_action_sequence -1 @98 
0616: @129 
0618: $PLAYER_ACTOR @129 
061B: @129 
0615: @129 
05D3: unknown_action_sequence -1  2740.0 -2005.0  14.14  4  6000 
05D3: unknown_action_sequence -1  2740.0 -2001.0  14.14  4  6000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0616: @129 
0618: @98 @129 
061B: @129 

:GUNS1_4983
016A: fade  1 (back)  1500 ms

:GUNS1_4984
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_4989
0001: wait  0 ms
0002: jump GUNS1_4984

:GUNS1_4989
0002: jump GUNS1_5058

:GUNS1_4990
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_5009
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_5009
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5004
0967: $PLAYER_ACTOR  4000 
0968: @98 

:GUNS1_5004
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_5009
0002: jump GUNS1_5058

:GUNS1_5010
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_5041
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_5041
062E: $PLAYER_ACTOR  1560 @38 
00D6: if  21
04A4: @38  7 
0019:   @32 >  8000  ;; integer values
004D: jump_if_false GUNS1_5041
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5027

:GUNS1_5027
0361: close_garage 'BURG_LK'

:GUNS1_5028
00D6: if  0
83B1:   NOT   garage 'BURG_LK' door_closed
004D: jump_if_false GUNS1_5033
0001: wait  0 ms
0002: jump GUNS1_5028

:GUNS1_5033
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5038
0967: @98  5000 
0968: $PLAYER_ACTOR 

:GUNS1_5038
0006: @254 =  68  ;; integer values
0006: @259 =  3  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_5041
0002: jump GUNS1_5058

:GUNS1_5042
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_5057
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_5057
0687: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5056
0687: @98 

:GUNS1_5056
0006: @258 =  1  ;; integer values

:GUNS1_5057
0002: jump GUNS1_5058

:GUNS1_5058
0002: jump GUNS1_4897

:GUNS1_5059
016A: fade  0 ()  1000 ms

:GUNS1_5060
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_5065
0001: wait  0 ms
0002: jump GUNS1_5060

:GUNS1_5065
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 (back)  1000 ms

:GUNS1_5071
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_5076
0001: wait  0 ms
0002: jump GUNS1_5071

:GUNS1_5076
03E6: remove_text_box
0512: permanent_text_box 'RYD1_88'

:GUNS1_5078
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_5083
0001: wait  0 ms
0002: jump GUNS1_5078

:GUNS1_5083
0006: @32 =  0  ;; integer values
0006: @52 =  0  ;; integer values

:GUNS1_5085
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_5095
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_5093
0006: @52 =  1  ;; integer values

:GUNS1_5093
0001: wait  0 ms
0002: jump GUNS1_5085

:GUNS1_5095
03E6: remove_text_box
0512: permanent_text_box 'RYD1_90'

:GUNS1_5097
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_5102
0001: wait  0 ms
0002: jump GUNS1_5097

:GUNS1_5102
0006: @32 =  0  ;; integer values
0006: @52 =  0  ;; integer values

:GUNS1_5104
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_5114
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_5112
0006: @52 =  1  ;; integer values

:GUNS1_5112
0001: wait  0 ms
0002: jump GUNS1_5104

:GUNS1_5114
03E6: remove_text_box
016A: fade  0 ()  1000 ms

:GUNS1_5116
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_5121
0001: wait  0 ms
0002: jump GUNS1_5116

:GUNS1_5121
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  609 at  2251.028 -1788.661  12.9625
0175: set_car @102 z_angle_to  358.9591
016A: fade  1 (back)  1000 ms

:GUNS1_5131
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_5136
0001: wait  0 ms
0002: jump GUNS1_5131

:GUNS1_5136
0512: permanent_text_box 'RYD1_89'

:GUNS1_5137
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_5142
0001: wait  0 ms
0002: jump GUNS1_5137

:GUNS1_5142
0006: @32 =  0  ;; integer values
0006: @52 =  0  ;; integer values

:GUNS1_5144
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_5154
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_5152
0006: @52 =  1  ;; integer values

:GUNS1_5152
0001: wait  0 ms
0002: jump GUNS1_5144

:GUNS1_5154
03E6: remove_text_box
0512: permanent_text_box 'RYD1_91'

:GUNS1_5156
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false GUNS1_5161
0001: wait  0 ms
0002: jump GUNS1_5156

:GUNS1_5161
0006: @32 =  0  ;; integer values
0006: @52 =  0  ;; integer values

:GUNS1_5163
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_5173
00D6: if  21
0019:   @32 >  4000  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_5171
0006: @52 =  1  ;; integer values

:GUNS1_5171
0001: wait  0 ms
0002: jump GUNS1_5163

:GUNS1_5173
03E6: remove_text_box
016A: fade  0 ()  1000 ms

:GUNS1_5175
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_5180
0001: wait  0 ms
0002: jump GUNS1_5175

:GUNS1_5180
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_5185
00A6: destroy_car @102
01C3: remove_references_to_car @102  ;; Like turning a car into any random car

:GUNS1_5185
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 (on)
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  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5199
00A1: put_actor @98 at  2740.0 -2001.0  12.5547
0173: set_actor @98 z_angle_to  230.0
0639: unknown_action_sequence $PLAYER_ACTOR @98 
0639: unknown_action_sequence @98 $PLAYER_ACTOR 

:GUNS1_5199
016A: fade  1 (back)  1000 ms

:GUNS1_5200
00D6: if  0
016B:   fading
004D: jump_if_false GUNS1_5205
0001: wait  0 ms
0002: jump GUNS1_5200

:GUNS1_5205
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_5215
0001: wait  0 ms
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false GUNS1_5330
00D6: if  0
8039:   NOT   @254 ==  0  ;; integer values
004D: jump_if_false GUNS1_5271
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_5230
00D6: if  0
03D0:   wav @256 loaded
004D: jump_if_false GUNS1_5229
040D: unload_wav @256

:GUNS1_5229
0006: @257 =  1  ;; integer values

:GUNS1_5230
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false GUNS1_5235
03CF: load_wav @172(@254,82i) as @255
0006: @257 =  2  ;; integer values

:GUNS1_5235
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false GUNS1_5244
00D6: if  0
03D0:   wav @255 loaded
004D: jump_if_false GUNS1_5244
03D1: play_wav @255
00BC: text_highpriority $6706(@254,82s)  10000 ms  1
0006: @257 =  3  ;; integer values

:GUNS1_5244
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false GUNS1_5271
00D6: if  0
03D2:   wav @255 ended
004D: jump_if_false GUNS1_5262
03D5: remove_text $6706(@254,82s)
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false GUNS1_5257
0006: @255 =  2  ;; integer values
0006: @256 =  1  ;; integer values
0002: jump GUNS1_5259

:GUNS1_5257
0006: @255 =  1  ;; integer values
0006: @256 =  2  ;; integer values

:GUNS1_5259
0006: @254 =  0  ;; integer values
0006: @257 =  0  ;; integer values
0002: jump GUNS1_5271

:GUNS1_5262
00D6: if  0
83D0:   NOT   wav @256 loaded
004D: jump_if_false GUNS1_5271
00D6: if  0
001B:    76 > @254  ;; integer values
004D: jump_if_false GUNS1_5271
0085: @263 = @254  ;; integer values and handles
000A: @263 +=  1  ;; integer values
03CF: load_wav @172(@263,82i) as @256

:GUNS1_5271
0871: init_jump_table @259 total_jumps  2  1 GUNS1_5313 jumps  0 GUNS1_5272  1 GUNS1_5285 -1 GUNS1_5329 -1 GUNS1_5329 -1 GUNS1_5329 -1 GUNS1_5329 -1 GUNS1_5329 

:GUNS1_5272
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_5284
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5280
0967: $PLAYER_ACTOR  5000 
0968: @98 

:GUNS1_5280
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0006: @254 =  74  ;; integer values
0006: @259 =  1  ;; integer values
01BD: @262 = current_time_in_ms

:GUNS1_5284
0002: jump GUNS1_5329

:GUNS1_5285
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_5312
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_5312
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5300
0967: @98  5000 
0968: $PLAYER_ACTOR 
0687: $PLAYER_ACTOR 

:GUNS1_5300
0006: @254 =  75  ;; integer values
0006: @259 =  2  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5311
0615: @129 
05D3: unknown_action_sequence -1  2761.0 -2002.0  14.0  4  10000 
0616: @129 
0618: @98 @129 
061B: @129 

:GUNS1_5311
01BD: @262 = current_time_in_ms

:GUNS1_5312
0002: jump GUNS1_5329

:GUNS1_5313
01BD: @261 = current_time_in_ms
0085: @260 = @261  ;; integer values and handles
0062: @260 -= @262  ;; integer values 
00D6: if  0
0019:   @260 >  1000  ;; integer values
004D: jump_if_false GUNS1_5328
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false GUNS1_5328
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false GUNS1_5327
0968: @98 
0968: $PLAYER_ACTOR 

:GUNS1_5327
0006: @258 =  1  ;; integer values

:GUNS1_5328
0002: jump GUNS1_5329

:GUNS1_5329
0002: jump GUNS1_5215

:GUNS1_5330
0006: @52 =  0  ;; integer values

:GUNS1_5331
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false GUNS1_5342
062E: $PLAYER_ACTOR  1560 @38 
00D6: if  21
04A4: @38  7 
0019:   @32 >  6000  ;; integer values
004D: jump_if_false GUNS1_5340
0006: @52 =  1  ;; integer values

:GUNS1_5340
0001: wait  0 ms
0002: jump GUNS1_5331

:GUNS1_5342
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0A09: $PLAYER_ACTOR  0 
0002: jump GUNS1_5473
0002: jump GUNS1_5353

:GUNS1_5348
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2741.0 -2010.0  13.5 radius  4.0  4.0  5.0
00D6: if  0
83B0:   NOT   garage 'BURG_LK' door_open
004D: jump_if_false GUNS1_5353
0360: open_garage 'BURG_LK'

:GUNS1_5353
0002: jump GUNS1_5359

:GUNS1_5354
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2742.0 -2000.0  13.0 radius  4.0  4.0  5.0
00D6: if  0
83B1:   NOT   garage 'BURG_LK' door_closed
004D: jump_if_false GUNS1_5359
0361: close_garage 'BURG_LK'

:GUNS1_5359
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false GUNS1_5416
0006: @268 =  0  ;; integer values
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false GUNS1_5396
00D6: if  0
00EE:   actor $PLAYER_ACTOR  0 ()near_point_in_car  2067.4 -1831.2 radius  15.0  15.0
004D: jump_if_false GUNS1_5383
00D6: if  1
0039:   @71 ==  1  ;; integer values
0039:   @74 ==  0  ;; integer values
004D: jump_if_false GUNS1_5382
00D6: if  2
8118:   NOT   actor @100 dead
8119:   NOT   car @103 wrecked
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_5380
0397: car @103 siren =  0 (off)  
06E1: unknown_action_sequence @100 @103 @102  10  20.0  0 

:GUNS1_5380
0006: @74 =  1  ;; integer values
0006: @71 =  0  ;; integer values

:GUNS1_5382
0002: jump GUNS1_5396

:GUNS1_5383
00D6: if  1
0039:   @74 ==  1  ;; integer values
0039:   @71 ==  0  ;; integer values
004D: jump_if_false GUNS1_5396
00D6: if  2
8118:   NOT   actor @100 dead
8119:   NOT   car @103 wrecked
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_5394
0397: car @103 siren =  1 (on)  
06E1: unknown_action_sequence @100 @103 @102  3  33.0  3 

:GUNS1_5394
0006: @74 =  0  ;; integer values
0006: @71 =  1  ;; integer values

:GUNS1_5396
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false GUNS1_5415
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false GUNS1_5406
0164: disable_marker @107
00BE: text_clear_all
0006: @264 =  2  ;; integer values
0006: @68 =  0  ;; integer values

:GUNS1_5406
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
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false GUNS1_5415
0006: @264 =  2  ;; integer values
0006: @78 =  0  ;; integer values

:GUNS1_5415
0002: jump GUNS1_5469

:GUNS1_5416
0006: @272 =  0  ;; integer values
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false GUNS1_5430
00D6: if  0
001B:    11 > @43  ;; integer values
004D: jump_if_false GUNS1_5430
00BB: text_lowpriority 'GUNS135'  4000 ms  1
000E: @43 -=  1  ;; integer values
00D6: if  0
001B:    0 > @43  ;; integer values
004D: jump_if_false GUNS1_5429
0006: @43 =  0  ;; integer values

:GUNS1_5429
0006: @44 =  0  ;; integer values

:GUNS1_5430
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false GUNS1_5457
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false GUNS1_5438
0164: disable_marker @106
0006: @69 =  0  ;; integer values

:GUNS1_5438
00BE: text_clear_all
00D6: if  0
00EE:   actor $PLAYER_ACTOR  0 ()near_point_in_car  2067.4 -1831.2 radius  15.0  15.0
004D: jump_if_false GUNS1_5445
0001: wait  3000 ms
00BB: text_lowpriority 'GUNS124'  5000 ms  1
0002: jump GUNS1_5446

:GUNS1_5445
00BB: text_lowpriority 'GUNS124'  5000 ms  1

:GUNS1_5446
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false GUNS1_5454
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false GUNS1_5453
0006: @264 =  1  ;; integer values

:GUNS1_5453
0002: jump GUNS1_5455

:GUNS1_5454
0006: @264 =  3  ;; integer values

:GUNS1_5455
018A: @107 = create_checkpoint_at  2742.0 -2008.0  13.0
0006: @68 =  1  ;; integer values

:GUNS1_5457
00D6: if  1
0039:   @71 ==  1  ;; integer values
0039:   @74 ==  0  ;; integer values
004D: jump_if_false GUNS1_5469
00D6: if  2
8118:   NOT   actor @100 dead
8119:   NOT   car @103 wrecked
8119:   NOT   car @102 wrecked
004D: jump_if_false GUNS1_5469
0397: car @103 siren =  0 (off)  
06E1: unknown_action_sequence @100 @103 @102  1  20.0  2 
0006: @71 =  0  ;; integer values

:GUNS1_5469
0002: jump GUNS1_567
0051: return

:GUNS1_5471
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:GUNS1_5473
0085: @50 = @35  ;; integer values and handles
0012: @50 *=  50  ;; integer values 
01E3: text_1number_styled 'M_PASSR'  3  5000 ms  1
0998: add_respect  3 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'RYDER_1'
0008: $RYDERS_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:GUNS1_5484
0004: $ON_MISSION =  0  ;; integer values
0004: $2332 =  0  ;; integer values
01BD: $184 = current_time_in_ms
014C: set_parked_car_generator $2775 cars_to_generate_to  101
075B:  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GUNS1_5493
0A09: $PLAYER_ACTOR  0 

:GUNS1_5493
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
07FB: set_interior 'BURHOUS' accessible  1 
06AB: $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 (on)
0826:  1 
014F: stop_timer $6704
0249: release_model  609
0249: release_model  346
0249: release_model  349
0249: release_model  62
0249: release_model  280
0249: release_model  596
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  0
8118:   NOT   actor @99 dead
004D: jump_if_false GUNS1_5544
060B: unknown_actor_use_entity @99 @41 
077A: @99  4  0 

:GUNS1_5544
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:  2775.0 -1196.4  20.0  2840.0 -1141.0  35.0 
00D8: mission_cleanup
0051: return

;-------------Mission 25---------------
; Originally: Catalyst


:RYDER3_1
03A4: name_thread 'RYDER3'
0050: gosub RYDER3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false RYDER3_7
0050: gosub RYDER3_2117

:RYDER3_7
0050: gosub RYDER3_2144
004E: end_thread

:RYDER3_9
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
09DD:  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_car_density_to  .5
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:RYDER3_22
00D6: if  0
016B:   fading
004D: jump_if_false RYDER3_27
0001: wait  0 ms
0002: jump RYDER3_22

:RYDER3_27
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'RYDER3A'

:RYDER3_29
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false RYDER3_34
0001: wait  0 ms
0002: jump RYDER3_29

:RYDER3_34
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:RYDER3_37
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false RYDER3_42
0001: wait  0 ms
0002: jump RYDER3_37

:RYDER3_42
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:RYDER3_44
00D6: if  0
016B:   fading
004D: jump_if_false RYDER3_49
0001: wait  0 ms
0002: jump RYDER3_44

:RYDER3_49
02EA: end_cutscene
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
04BB: select_interior  0  ;; select render area
014C: set_parked_car_generator $2764 cars_to_generate_to  0
0247: request_model  600
0247: request_model  352
0247: request_model  346
0247: request_model #CR_GUNCRATE
0247: request_model #CR_AMMOBOX
0247: request_model  105
04ED: load_animation "BOX"
04ED: load_animation "RYDER"
04ED: load_animation "SWAT"
0247: request_model  108
0247: request_model  109
0247: request_model  110
0247: request_model  537
0247: request_model  569
0247: request_model  492
0247: request_model  105
0247: request_model  106
023C: load_special_actor  1 'RYDER2'
038B: load_requested_models

:RYDER3_73
00D6: if  24
8248:   NOT   model  600 available
8248:   NOT   model  352 available
8248:   NOT   model  346 available
8248:   NOT   model #CR_GUNCRATE available
8248:   NOT   model #CR_AMMOBOX available
004D: jump_if_false RYDER3_82
0001: wait  0 ms
0002: jump RYDER3_73

:RYDER3_82
00D6: if  23
8248:   NOT   model  105 available
823D:   NOT   special_actor  1 loaded
84EE:   NOT   animation "BOX" loaded
84EE:   NOT   animation "RYDER" loaded
004D: jump_if_false RYDER3_90
0001: wait  0 ms
0002: jump RYDER3_82

:RYDER3_90
00D6: if  24
8248:   NOT   model  108 available
8248:   NOT   model  109 available
8248:   NOT   model  110 available
8248:   NOT   model  537 available
8248:   NOT   model  569 available
004D: jump_if_false RYDER3_99
0001: wait  0 ms
0002: jump RYDER3_90

:RYDER3_99
00D6: if  23
8248:   NOT   model  492 available
8248:   NOT   model  105 available
8248:   NOT   model  106 available
84EE:   NOT   animation "SWAT" loaded
004D: jump_if_false RYDER3_107
0001: wait  0 ms
0002: jump RYDER3_99

:RYDER3_107
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_228
0050: gosub RYDER3_2247
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0615: @51 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0638: unknown_action_sequence -1  0 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @51  1 
0616: @51 
0615: @52 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0638: unknown_action_sequence -1  0 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @52  1 
0616: @52 
0615: @76 
0605: unknown_action_sequence -1 "COWER" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  2000 
0616: @76 
0615: @75 
0605: unknown_action_sequence -1 "RYD_BECKON_01" "RYDER"  1.0  0  0  0  0 -1 
05B9: unknown_action_sequence -1  20000 
0643: @75  1 
0616: @75 
0615: @40 
0638: unknown_action_sequence -1  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: unknown_action_sequence -1 unknown_angle  253.83 
0638: unknown_action_sequence -1  1 
0616: @40 
0615: @66 
0603: unknown_action_sequence -1  2289.092 -1117.049  25.9062  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @66 
0615: @67 
0603: unknown_action_sequence -1  2285.11 -1117.117  25.9062  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @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  .5
03CB: set_camera  2472.783 -1685.696  12.5153
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_168
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_168
0506: vehicle_model  600 set_next_variation  4  4
0674: set_car_model  600 numberplate "_SHERM__" 
00A5: @108 = create_car  600 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: @99  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: $132 = create_actor  24  290 in_car @108 passenger_seat  0
09F6: $132  0 
0296: unload_special_actor  1
0173: set_actor $132 z_angle_to  121.9883
0638: unknown_action_sequence $132  1 
0223: set_actor $132 health_to  800
08AF: $132  800 
0446: (unknown) $132  0 
0568: $132  1
01B2: give_actor $132 weapon  28 ammo  9999  ;; Load the weapon model before using this
039E: (unknown) $132  1 
0245: set_actor $132 walk_style_to "GANG1"
077A: $132  1  0 
060B: unknown_actor_use_entity $132 @72 
0746:  1  24  24 
0746:  1  24  0 
0746:  1  25  25 
0006: @109 =  0  ;; integer values

:RYDER3_199
00D6: if  0
001B:    10 > @109  ;; integer values
004D: jump_if_false RYDER3_205
0006: @110(@109,10i) = -1  ;; integer values
000A: @109 +=  1  ;; integer values
0002: jump RYDER3_199

:RYDER3_205
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  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false RYDER3_215
029B: @110(@109,10i) = init_object #GUNBOX at $73 $74 $75

:RYDER3_215
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:  0 
08EA:  0 
0006: @125 =  0  ;; integer values
0006: @126 =  0  ;; integer values
0006: @127 = -151  ;; integer values
0006: @32 =  0  ;; integer values
03C7: unknown_maby_cops_density  0.0

:RYDER3_228
029B: @128 = init_object #TMP_BIN at  2295.391 -1129.812  26.4
0177: set_object @128 z_angle_to  187.2863
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_234
05CB: unknown_action_sequence $PLAYER_ACTOR @108  5000 

:RYDER3_234
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_2270
00BC: text_highpriority 'RYD3_Z'  6000 ms  1
0006: @33 =  0  ;; integer values

:RYDER3_239
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false RYDER3_247
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false RYDER3_246

:RYDER3_246
0002: jump RYDER3_239

:RYDER3_247
0050: gosub RYDER3_2254

:RYDER3_248
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2116
0001: wait  0 ms
0050: gosub RYDER3_2277
0050: gosub RYDER3_2400
00D6: if  0
0736:  83 
004D: jump_if_false RYDER3_258
0002: jump RYDER3_2128

:RYDER3_258
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2290.65 -1148.723  25.7508 radius  275.0  275.0  200.0
004D: jump_if_false RYDER3_263
01EB: set_car_density_to  0.0
0002: jump RYDER3_267

:RYDER3_263
00D6: if  0
001B:    10 > @89  ;; integer values
004D: jump_if_false RYDER3_267
01EB: set_car_density_to  1.0

:RYDER3_267
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false RYDER3_341
00D6: if  1
0248:   model  537 available
0248:   model  569 available
004D: jump_if_false RYDER3_341
06D8: @129 = create_train_at  2278.177 -1144.882  27.5107 track  10 unknown  1 
020A: set_car @129 door_status_to  2
06DC: set_train @129 acc  0.0 
06DD: set_train @129 speed  0.0 
0519: unknown_car @129 flag  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 offset  0.0  0.0  0.0   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 offset  .5 -5.5 -.8   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 offset  .5  6.0 -.8   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 offset -.5  8.0 -.8   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:  4  24  25 
0746:  4  25  0 
0746:  4  25  24 
009A: @142 = create_actor  4  106 at  2291.969 -1131.63  25.7468
0173: set_actor @142 z_angle_to  188.6236
0812: unknown_action_sequence @142 "KO_SHOT_FRONT" "PED"  2.0  0  0  0  1 -1 
0619: @142  0 
0568: @142  1
060B: unknown_actor_use_entity @142 @105 
009A: @143 = create_actor  4  108 at  2290.66 -1146.023  25.7507
0173: set_actor @143 z_angle_to  180.7254
0812: unknown_action_sequence @143 "KO_SHOT_FRONT" "PED"  2.0  0  0  0  1 -1 
0619: @143  0 
0568: @143  1
060B: unknown_actor_use_entity @143 @105 
009A: @130 = create_actor  25  108 at  2295.683 -1128.682  25.8647
0173: set_actor @130 z_angle_to  175.3117
0638: unknown_action_sequence @130  1 
0770: @130  1 
009A: @131 = create_actor  25  109 at  2289.14 -1131.133  25.7539
0173: set_actor @131 z_angle_to  190.007
0638: unknown_action_sequence @131  1 
0770: @131  1 
009A: @132 = create_actor  25  109 at  2293.741 -1130.342  25.8004
0173: set_actor @132 z_angle_to  178.0093
04EB: unknown_action_sequence @132  1 
0638: unknown_action_sequence @132  1 
0770: @132  1 
009A: @133 = create_actor  25  110 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: unknown_action_sequence @133  1 
0770: @133  1 
009A: @144 = create_actor  24  105 at  2296.282 -1158.184  25.6529
0173: set_actor @144 z_angle_to  9.002
04EB: unknown_action_sequence @144  1 
0638: unknown_action_sequence @144  1 
009A: @145 = create_actor  24  106 at  2287.524 -1150.041  25.7574
0173: set_actor @145 z_angle_to  347.622
0638: unknown_action_sequence @145  1 
04EB: unknown_action_sequence @145  1 
009A: @146 = create_actor  24  105 at  2301.257 -1157.372  25.597
0173: set_actor @146 z_angle_to  9.002
0638: unknown_action_sequence @146  1 

:RYDER3_341
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_358
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @108
0039:   @89 ==  0  ;; integer values
004D: jump_if_false RYDER3_358
0006: @33 =  0  ;; integer values
041E: set_radio_station  5 
06D7:  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: @34  0 
0006: @101 =  1  ;; integer values

:RYDER3_358
00D6: if  21
0039:   @89 ==  1  ;; integer values
0039:   @89 ==  2  ;; integer values
004D: jump_if_false RYDER3_412
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_412
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @108
004D: jump_if_false RYDER3_377
00D6: if  0
8039:   NOT   @101 ==  1  ;; integer values
004D: jump_if_false RYDER3_376
018B: show_on_radar @99  0
018B: show_on_radar @34  3
00BC: text_highpriority 'RYD3_Z'  6000 ms  1
0006: @101 =  1  ;; integer values

:RYDER3_376
0002: jump RYDER3_412

:RYDER3_377
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false RYDER3_405
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_384
0A09: $132  0 

:RYDER3_384
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_388
0A09: $PLAYER_ACTOR  0 

:RYDER3_388
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_404 jumps  0 RYDER3_392  1 RYDER3_396  2 RYDER3_400 -1 RYDER3_404 -1 RYDER3_404 -1 RYDER3_404 -1 RYDER3_404 

:RYDER3_392
05AA: s@106 = 'RYD3_NA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34062 
0050: gosub RYDER3_2396
0002: jump RYDER3_404

:RYDER3_396
05AA: s@106 = 'RYD3_NB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34063 
0050: gosub RYDER3_2396
0002: jump RYDER3_404

:RYDER3_400
05AA: s@106 = 'RYD3_NC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34064 
0050: gosub RYDER3_2396
0002: jump RYDER3_404

:RYDER3_404
0006: @101 =  2  ;; integer values

:RYDER3_405
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @101 ==  2  ;; integer values
004D: jump_if_false RYDER3_411
00BC: text_highpriority 'RYD3_Q'  4000 ms  1
0006: @101 =  0  ;; integer values

:RYDER3_411
0006: @87 =  1  ;; integer values

:RYDER3_412
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false RYDER3_574
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false RYDER3_514
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  0  ;; integer values
004D: jump_if_false RYDER3_434
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_426
0A09: $132  1 

:RYDER3_426
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_430
0A09: $PLAYER_ACTOR  1 

:RYDER3_430
05AA: s@106 = 'RYD3_AD'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34003 
0050: gosub RYDER3_2396
0006: @85 =  1  ;; integer values

:RYDER3_434
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  1  ;; integer values
004D: jump_if_false RYDER3_442
05AA: s@106 = 'RYD3_AE'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34004 
0050: gosub RYDER3_2396
0006: @85 =  2  ;; integer values

:RYDER3_442
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  2  ;; integer values
004D: jump_if_false RYDER3_450
05AA: s@106 = 'RYD3_BA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34005 
0050: gosub RYDER3_2396
0006: @85 =  3  ;; integer values

:RYDER3_450
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  3  ;; integer values
004D: jump_if_false RYDER3_458
05AA: s@106 = 'RYD3_BB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34006 
0050: gosub RYDER3_2396
0006: @85 =  4  ;; integer values

:RYDER3_458
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  4  ;; integer values
004D: jump_if_false RYDER3_466
05AA: s@106 = 'RYD3_BC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34007 
0050: gosub RYDER3_2396
0006: @85 =  5  ;; integer values

:RYDER3_466
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  5  ;; integer values
004D: jump_if_false RYDER3_474
05AA: s@106 = 'RYD3_BD'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34008 
0050: gosub RYDER3_2396
0006: @85 =  6  ;; integer values

:RYDER3_474
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  6  ;; integer values
004D: jump_if_false RYDER3_482
05AA: s@106 = 'RYD3_BE'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34009 
0050: gosub RYDER3_2396
0006: @85 =  7  ;; integer values

:RYDER3_482
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  7  ;; integer values
004D: jump_if_false RYDER3_490
05AA: s@106 = 'RYD3_BG'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34011 
0050: gosub RYDER3_2396
0006: @85 =  8  ;; integer values

:RYDER3_490
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  8  ;; integer values
004D: jump_if_false RYDER3_498
05AA: s@106 = 'RYD3_BH'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34012 
0050: gosub RYDER3_2396
0006: @85 =  9  ;; integer values

:RYDER3_498
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  9  ;; integer values
004D: jump_if_false RYDER3_514
05AA: s@106 = 'RYD3_BJ'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34013 
0050: gosub RYDER3_2396
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_509
0489: unknown_actor $132 flag  0

:RYDER3_509
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_513
0489: unknown_actor $PLAYER_ACTOR flag  0

:RYDER3_513
0006: @85 =  10  ;; integer values

:RYDER3_514
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2290.65 -1148.723  25.7508 radius  200.0  200.0  200.0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false RYDER3_568
0006: @36 =  0  ;; integer values

:RYDER3_519
00D6: if  0
8118:   NOT   actor @130(@36,6i) dead
004D: jump_if_false RYDER3_536
0638: unknown_action_sequence @130(@36,6i)  1 
0187: @136(@36,6i) = create_marker_above_actor @130(@36,6i)
00D6: if  21
0039:   @36 ==  3  ;; integer values
0039:   @36 ==  0  ;; integer values
004D: jump_if_false RYDER3_531
081A: @130(@36,6i)  2 
01B2: give_actor @130(@36,6i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump RYDER3_533

:RYDER3_531
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_533
07DD: @130(@36,6i)  50 
02E2: set_actor @130(@36,6i) weapon_accuracy_to  50
060B: unknown_actor_use_entity @130(@36,6i) @72 

:RYDER3_536
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false RYDER3_519
0006: @36 =  0  ;; integer values

:RYDER3_540
00D6: if  0
8118:   NOT   actor @144(@36,4i) dead
004D: jump_if_false RYDER3_564
0568: @144(@36,4i)  1
0638: unknown_action_sequence @144(@36,4i)  1 
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false RYDER3_551
0223: set_actor @144(@36,4i) health_to  200
08AF: @144(@36,4i)  200 
0002: jump RYDER3_553

:RYDER3_551
0223: set_actor @144(@36,4i) health_to  50
08AF: @144(@36,4i)  50 

:RYDER3_553
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false RYDER3_559
081A: @144(@36,4i)  2 
01B2: give_actor @144(@36,4i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump RYDER3_561

:RYDER3_559
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_561
07DD: @144(@36,4i)  70 
02E2: set_actor @144(@36,4i) weapon_accuracy_to  70
060B: unknown_actor_use_entity @144(@36,4i) @72 

:RYDER3_564
000A: @36 +=  1  ;; integer values
0029:   @36 >=  3  ;; integer values
004D: jump_if_false RYDER3_540
0006: @102 =  2  ;; integer values

:RYDER3_568
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2290.65 -1148.723  25.7508 radius  100.0  100.0  200.0
004D: jump_if_false RYDER3_574
000A: @89 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @85 =  0  ;; integer values

:RYDER3_574
00D6: if  0
0039:   @89 ==  2  ;; integer values
004D: jump_if_false RYDER3_789
0006: @36 =  0  ;; integer values

:RYDER3_578
00D6: if  1
0118:   actor @130(@36,6i) dead
8039:   NOT   @130(@36,6i) ==  0  ;; integer values
004D: jump_if_false RYDER3_588
00D6: if  0
075C:   marker @136(@36,6i) enabled
004D: jump_if_false RYDER3_588
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_588
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false RYDER3_578
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_600
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @108
004D: jump_if_false RYDER3_599
0002: jump RYDER3_600

:RYDER3_599
0006: @88 =  1  ;; integer values

:RYDER3_600
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2290.65 -1148.723  25.7508 radius  100.0  100.0  100.0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false RYDER3_690
00D6: if  0
8118:   NOT   actor @145 dead
004D: jump_if_false RYDER3_632
0615: @149 
0638: unknown_action_sequence -1  0 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  2291.724 -1138.648  25.6745  6 -2 
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @130 dead
004D: jump_if_false RYDER3_616
05E2: unknown_action_sequence -1 @130 

:RYDER3_616
00D6: if  0
8118:   NOT   actor @131 dead
004D: jump_if_false RYDER3_620
05E2: unknown_action_sequence -1 @131 

:RYDER3_620
00D6: if  0
8118:   NOT   actor @132 dead
004D: jump_if_false RYDER3_624
05E2: unknown_action_sequence -1 @132 

:RYDER3_624
00D6: if  0
8118:   NOT   actor @133 dead
004D: jump_if_false RYDER3_628
05E2: unknown_action_sequence -1 @133 

:RYDER3_628
0616: @149 
0792: @145 
0618: @145 @149 
061B: @149 

:RYDER3_632
00D6: if  0
8118:   NOT   actor @144 dead
004D: jump_if_false RYDER3_660
0615: @149 
0638: unknown_action_sequence -1  0 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  2297.533 -1137.578  25.8778  6 -2 
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @130 dead
004D: jump_if_false RYDER3_644
05E2: unknown_action_sequence -1 @130 

:RYDER3_644
00D6: if  0
8118:   NOT   actor @131 dead
004D: jump_if_false RYDER3_648
05E2: unknown_action_sequence -1 @131 

:RYDER3_648
00D6: if  0
8118:   NOT   actor @132 dead
004D: jump_if_false RYDER3_652
05E2: unknown_action_sequence -1 @132 

:RYDER3_652
00D6: if  0
8118:   NOT   actor @133 dead
004D: jump_if_false RYDER3_656
05E2: unknown_action_sequence -1 @133 

:RYDER3_656
0616: @149 
0792: @144 
0618: @144 @149 
061B: @149 

:RYDER3_660
00D6: if  0
8118:   NOT   actor @146 dead
004D: jump_if_false RYDER3_688
0615: @149 
0638: unknown_action_sequence -1  0 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  2290.118 -1141.78  25.7024  6 -2 
05D6: clear_scmpath
00D6: if  0
8118:   NOT   actor @130 dead
004D: jump_if_false RYDER3_672
05E2: unknown_action_sequence -1 @130 

:RYDER3_672
00D6: if  0
8118:   NOT   actor @131 dead
004D: jump_if_false RYDER3_676
05E2: unknown_action_sequence -1 @131 

:RYDER3_676
00D6: if  0
8118:   NOT   actor @132 dead
004D: jump_if_false RYDER3_680
05E2: unknown_action_sequence -1 @132 

:RYDER3_680
00D6: if  0
8118:   NOT   actor @133 dead
004D: jump_if_false RYDER3_684
05E2: unknown_action_sequence -1 @133 

:RYDER3_684
0616: @149 
0792: @146 
0618: @146 @149 
061B: @149 

:RYDER3_688
0006: @86 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:RYDER3_690
00D6: if  1
0039:   @88 ==  0  ;; integer values
0039:   @86 ==  1  ;; integer values
004D: jump_if_false RYDER3_710
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  0  ;; integer values
004D: jump_if_false RYDER3_702
05AA: s@106 = 'RYD3_CA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34014 
0050: gosub RYDER3_2396
0006: @85 =  1  ;; integer values

:RYDER3_702
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  1  ;; integer values
004D: jump_if_false RYDER3_710
05AA: s@106 = 'RYD3_CB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34015 
0050: gosub RYDER3_2396
0006: @85 =  2  ;; integer values

:RYDER3_710
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_733
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @108
004D: jump_if_false RYDER3_726
00BC: text_highpriority 'RYD3_Q'  5000 ms  1
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false RYDER3_725
0164: disable_marker @34
0186: @34 = create_marker_above_car @108
07E0: @34  1 
0006: @39 =  1  ;; integer values

:RYDER3_725
0002: jump RYDER3_733

:RYDER3_726
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false RYDER3_733
0164: disable_marker @34
018A: @34 = create_checkpoint_at  2278.177 -1144.882  27.5107
08FB: @34  0 
0006: @39 =  0  ;; integer values

:RYDER3_733
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_789
00D6: if  0
01B0:   car @108 stopped  0 ()near_point  2289.591 -1135.625  25.6863 radius  40.0  40.0  40.0
004D: jump_if_false RYDER3_789
0164: disable_marker @34
00D6: if  0
075C:   marker @99 enabled
004D: jump_if_false RYDER3_745
018B: show_on_radar @99  0

:RYDER3_745
00D6: if  23
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_754
05AA: s@106 = 'RYD3_CC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34016 
0050: gosub RYDER3_2396

:RYDER3_754
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_788
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_788
00D6: if  0
00DB:   actor $132 in_car @108
004D: jump_if_false RYDER3_788
0615: @148 
05CD: unknown_action_sequence -1 @108 
04EB: unknown_action_sequence -1  1 
0603: unknown_action_sequence -1  2295.104 -1148.028  25.7612  6 -1 
0688: unknown_action_sequence -1  1  1  1 
00D6: if  0
8118:   NOT   actor @130 dead
004D: jump_if_false RYDER3_773
05E2: unknown_action_sequence -1 @130 

:RYDER3_773
00D6: if  0
8118:   NOT   actor @131 dead
004D: jump_if_false RYDER3_777
05E2: unknown_action_sequence -1 @131 

:RYDER3_777
00D6: if  0
8118:   NOT   actor @132 dead
004D: jump_if_false RYDER3_781
05E2: unknown_action_sequence -1 @132 

:RYDER3_781
00D6: if  0
8118:   NOT   actor @133 dead
004D: jump_if_false RYDER3_785
05E2: unknown_action_sequence -1 @133 

:RYDER3_785
0616: @148 
0687: $132 
0618: $132 @148 

:RYDER3_788
000A: @89 +=  1  ;; integer values

:RYDER3_789
00D6: if  1
0039:   @89 ==  3  ;; integer values
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RYDER3_805
00D6: if  0
8118:   NOT   actor @131 dead
004D: jump_if_false RYDER3_797
0638: unknown_action_sequence @131  0 

:RYDER3_797
00D6: if  23
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_804
00BC: text_highpriority 'RYD3_M'  5000 ms  1

:RYDER3_804
000A: @89 +=  1  ;; integer values

:RYDER3_805
00D6: if  0
0039:   @89 ==  4  ;; integer values
004D: jump_if_false RYDER3_842
0006: @36 =  0  ;; integer values

:RYDER3_809
00D6: if  1
0118:   actor @130(@36,6i) dead
8039:   NOT   @130(@36,6i) ==  0  ;; integer values
004D: jump_if_false RYDER3_819
00D6: if  0
075C:   marker @136(@36,6i) enabled
004D: jump_if_false RYDER3_819
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_819
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false RYDER3_809
00D6: if  3
0118:   actor @130 dead
0118:   actor @131 dead
0118:   actor @132 dead
0118:   actor @133 dead
004D: jump_if_false RYDER3_833
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false RYDER3_833
0006: @32 =  0  ;; integer values
0006: @84 =  1  ;; integer values

:RYDER3_833
00D6: if  1
0039:   @84 ==  1  ;; integer values
0019:   @32 >  2000  ;; integer values
004D: jump_if_false RYDER3_842
000A: @89 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_842
0618: $132 @40 

:RYDER3_842
00D6: if  0
0039:   @89 ==  5  ;; integer values
004D: jump_if_false RYDER3_847
0006: @32 =  0  ;; integer values
000A: @89 +=  1  ;; integer values

:RYDER3_847
00D6: if  0
0039:   @89 ==  6  ;; integer values
004D: jump_if_false RYDER3_976
0050: gosub RYDER3_2263
0247: request_model  492
0247: request_model  352
0247: request_model  102
0247: request_model  104
0247: request_model  346

:RYDER3_856
00D6: if  24
8248:   NOT   model  492 available
8248:   NOT   model  352 available
8248:   NOT   model  102 available
8248:   NOT   model  104 available
8248:   NOT   model  346 available
004D: jump_if_false RYDER3_865
0001: wait  0 ms
0002: jump RYDER3_856

:RYDER3_865
00A5: @150 = create_car  492 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  102 in_car @150 driverseat
0173: set_actor @151 z_angle_to  227.7265
01C8: @152 = create_actor  25  104 in_car @150 passenger_seat  0
0173: set_actor @152 z_angle_to  301.1901
01C8: @153 = create_actor  25  102 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  104 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_881
0187: @155(@36,4i) = create_marker_above_actor @151(@36,4i)
00D6: if  0
0039:   @36 ==  3  ;; integer values
004D: jump_if_false RYDER3_888
081A: @151(@36,4i)  2 
01B2: give_actor @151(@36,4i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump RYDER3_890

:RYDER3_888
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_890
0223: set_actor @151(@36,4i) health_to  200
08AF: @151(@36,4i)  200 
07DD: @151(@36,4i)  40 
02E2: set_actor @151(@36,4i) weapon_accuracy_to  40
060B: unknown_actor_use_entity @151(@36,4i) @72 
0770: @151(@36,4i)  1 
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false RYDER3_881
0050: gosub RYDER3_2247
0A0B:  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  0
8119:   NOT   car @150 wrecked
004D: jump_if_false RYDER3_906
0158: camera_on_vehicle @150  15  2

:RYDER3_906
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_913
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false RYDER3_913
06BA: unknown_action_sequence $PLAYER_ACTOR  2313.414 -1150.093  25.7997 

:RYDER3_913
0006: @36 =  0  ;; integer values

:RYDER3_914
00D6: if  0
8118:   NOT   actor @144(@36,4i) dead
004D: jump_if_false RYDER3_922
00D6: if  0
80DF:   NOT   actor @144(@36,4i) driving
004D: jump_if_false RYDER3_922
06BA: unknown_action_sequence @144(@36,4i)  2313.414 -1150.093  25.7997 
0638: unknown_action_sequence @144(@36,4i)  1 

:RYDER3_922
000A: @36 +=  1  ;; integer values
0029:   @36 >=  3  ;; integer values
004D: jump_if_false RYDER3_914
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_955
0615: @159 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  2295.693 -1142.469  25.8392  6 -2 
06BA: unknown_action_sequence -1  2313.414 -1150.093  25.7997 
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false RYDER3_936
05E2: unknown_action_sequence -1 @151 

:RYDER3_936
00D6: if  0
8118:   NOT   actor @152 dead
004D: jump_if_false RYDER3_940
05E2: unknown_action_sequence -1 @152 

:RYDER3_940
00D6: if  0
8118:   NOT   actor @153 dead
004D: jump_if_false RYDER3_944
05E2: unknown_action_sequence -1 @153 

:RYDER3_944
00D6: if  0
8118:   NOT   actor @154 dead
004D: jump_if_false RYDER3_948
05E2: unknown_action_sequence -1 @154 

:RYDER3_948
0616: @159 
00D6: if  0
80DF:   NOT   actor $132 driving
004D: jump_if_false RYDER3_954
0792: $132 
0618: $132 @159 

:RYDER3_954
061B: @159 

:RYDER3_955
0050: gosub RYDER3_2270
00BC: text_highpriority 'RYD3_2'  3000 ms  1
0001: wait  1000 ms
0006: @33 =  0  ;; integer values

:RYDER3_959
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false RYDER3_968
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false RYDER3_967
0002: jump RYDER3_968

:RYDER3_967
0002: jump RYDER3_959

:RYDER3_968
0050: gosub RYDER3_2254
00BC: text_highpriority 'RYD3_DA'  3000 ms  1
05AA: s@106 = 'RYD3_DA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34018 
0050: gosub RYDER3_2396
0006: @85 =  0  ;; integer values
0006: @33 =  0  ;; integer values
000A: @89 +=  1  ;; integer values

:RYDER3_976
00D6: if  0
0039:   @89 ==  7  ;; integer values
004D: jump_if_false RYDER3_987
00D6: if  0
8119:   NOT   car @150 wrecked
004D: jump_if_false RYDER3_987
00D6: if  0
01AE: @150  2304.182 -1142.619  15.0  15.0  0 
004D: jump_if_false RYDER3_987
068B: @150 
000A: @89 +=  1  ;; integer values

:RYDER3_987
00D6: if  0
0039:   @89 ==  8  ;; integer values
004D: jump_if_false RYDER3_1070
0006: @36 =  0  ;; integer values

:RYDER3_991
00D6: if  1
0118:   actor @151(@36,4i) dead
8039:   NOT   @151(@36,4i) ==  0  ;; integer values
004D: jump_if_false RYDER3_1001
00D6: if  0
075C:   marker @155(@36,4i) enabled
004D: jump_if_false RYDER3_1001
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_1001
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false RYDER3_991
00D6: if  1
0019:   @33 >  3000  ;; integer values
0039:   @85 ==  0  ;; integer values
004D: jump_if_false RYDER3_1028
05AA: s@106 = 'RYD3_DB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34019 
0050: gosub RYDER3_2396
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false RYDER3_1015
0603: unknown_action_sequence @151  2299.284 -1133.929  27.3281  6 -1 

:RYDER3_1015
00D6: if  0
8118:   NOT   actor @152 dead
004D: jump_if_false RYDER3_1019
0603: unknown_action_sequence @152  2291.226 -1140.169  25.6912  6 -1 

:RYDER3_1019
00D6: if  0
8118:   NOT   actor @153 dead
004D: jump_if_false RYDER3_1023
0603: unknown_action_sequence @153  2298.09 -1144.036  25.919  6 -1 

:RYDER3_1023
00D6: if  0
8118:   NOT   actor @154 dead
004D: jump_if_false RYDER3_1027
0603: unknown_action_sequence @154  2291.842 -1129.22  25.7756  6 -1 

:RYDER3_1027
0006: @85 =  1  ;; integer values

:RYDER3_1028
00D6: if  1
0039:   @95 ==  2  ;; integer values
0039:   @85 ==  1  ;; integer values
004D: jump_if_false RYDER3_1036
05AA: s@106 = 'RYD3_DC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34020 
0050: gosub RYDER3_2396
0006: @85 =  2  ;; integer values

:RYDER3_1036
00D6: if  3
0118:   actor @151 dead
0118:   actor @152 dead
0118:   actor @153 dead
0118:   actor @154 dead
004D: jump_if_false RYDER3_1070
000A: @89 +=  1  ;; integer values
018A: @68 = create_checkpoint_at  2287.147 -1121.702  25.8903
08FB: @68  0 
05AA: s@106 = 'RYD3_EA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34021 
0050: gosub RYDER3_2396
0006: @85 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1069
0615: @161 
05D4: unknown_action_sequence -1 unknown_angle  77.6187 
0605: unknown_action_sequence -1 "IDLE_ARMED" "PED"  1.0  0  0  0  0 -1 
05B9: unknown_action_sequence -1  2000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "RYD_BECKON_01" "RYDER"  1.0  0  0  0  0 -1 
0643: @161  1 
0616: @161 
0615: @160 
05D3: unknown_action_sequence -1  2294.854 -1143.85  25.814  6 -2 
05D3: unknown_action_sequence -1  2290.716 -1122.997  25.8774  6 -2 
0618: -1 @161 
0616: @160 
0792: $132 
0618: $132 @160 
061B: @161 
061B: @160 

:RYDER3_1069
0006: @33 =  0  ;; integer values

:RYDER3_1070
00D6: if  0
0039:   @89 ==  9  ;; integer values
004D: jump_if_false RYDER3_1258
00D6: if  1
0019:   @33 >  4000  ;; integer values
0039:   @85 ==  0  ;; integer values
004D: jump_if_false RYDER3_1079
00BC: text_highpriority 'RYD3_1'  4000 ms  1
0006: @85 =  1  ;; integer values

:RYDER3_1079
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot  2287.147 -1121.702  25.8903 radius  1.2  1.2  3.0
004D: jump_if_false RYDER3_1258
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1086
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:RYDER3_1086
00D6: if  0
075C:   marker @68 enabled
004D: jump_if_false RYDER3_1090
0164: disable_marker @68

:RYDER3_1090
0050: gosub RYDER3_2247
009B: destroy_actor_instantly @133
0960: $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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1103
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_1103
0001: wait  1000 ms
0050: gosub RYDER3_2263
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1116
0792: $PLAYER_ACTOR 
00D6: if  0
8449:   NOT   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false RYDER3_1114
00A1: put_actor $PLAYER_ACTOR at  2284.766 -1121.5  27.386
0002: jump RYDER3_1115

:RYDER3_1114
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2284.766 -1121.5  27.386

:RYDER3_1115
0173: set_actor $PLAYER_ACTOR z_angle_to  220.0

:RYDER3_1116
07C0:  486 
07C0:  490 

:RYDER3_1118
00D6: if  21
87C1:   NOT  486 
87C1:   NOT  490 
004D: jump_if_false RYDER3_1124
0001: wait  0 ms
0002: jump RYDER3_1118

:RYDER3_1124
0395: clear_area  1 at  2284.732 -1121.916  27.0 range  50.0
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1144
009A: @162 = create_actor  24  105 at  2294.554 -1156.382  25.6646
0173: set_actor @162 z_angle_to  9.002
00D6: if  0
8118:   NOT   actor @162 dead
004D: jump_if_false RYDER3_1137
00D6: if  0
80DB:   NOT   actor @162 in_car @108
004D: jump_if_false RYDER3_1137
036A: put_actor @162 in_car @108

:RYDER3_1137
00D6: if  0
0118:   actor @162 dead
004D: jump_if_false RYDER3_1143
0129: @162 = create_actor  24  105 in_car @108 driverseat
0568: @162  1
01B2: give_actor @162 weapon  28 ammo  9999  ;; Load the weapon model before using this

:RYDER3_1143
0508: @108

:RYDER3_1144
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor @162 dead
004D: jump_if_false RYDER3_1152
0186: @70 = create_marker_above_car @108
07E0: @70  1 
0224: set_car @108 health_to  5000
0223: set_actor @162 health_to  500

:RYDER3_1152
009B: destroy_actor_instantly $132
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1157
00AA: store_car @108 position_to $73 $74 $75

:RYDER3_1157
009A: $132 = create_actor  24  290 at $73 $74 $75
0223: set_actor $132 health_to  500
077C: $132  4 
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1164
0464: put_actor $132 into_turret_on_car @108 at_car_offset  0.0 -.85  .65 unknown  1 angle  360.0 with_weapon  28

:RYDER3_1164
02AB: set_actor $132 immunities  1  1  0  1  1
0688: unknown_action_sequence $132  0  0  0 
00D6: if  0
8118:   NOT   actor @162 dead
004D: jump_if_false RYDER3_1171
0688: unknown_action_sequence @162  0  0  0 
060B: unknown_actor_use_entity @162 @105 

:RYDER3_1171
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1176
05EB: @108  486 
05ED: @108 

:RYDER3_1176
0001: wait  800 ms
00D6: if  0
8119:   NOT   car @129 wrecked
004D: jump_if_false RYDER3_1182
0519: unknown_car @129 flag  0
05EB: @129  490 

:RYDER3_1182
0108: destroy_object @61
0108: destroy_object @62
0108: destroy_object @63
0108: destroy_object @64
0006: @36 =  0  ;; integer values

:RYDER3_1187
009B: destroy_actor_instantly @144(@36,4i)
000A: @36 +=  1  ;; integer values
0029:   @36 >=  3  ;; integer values
004D: jump_if_false RYDER3_1187
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0A0B:  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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1202
0792: $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_1202
0001: wait  200 ms
00D6: if  1
8119:   NOT   car @108 wrecked
060E: @108 
004D: jump_if_false RYDER3_1208
05EE: @108 

:RYDER3_1208
0050: gosub RYDER3_2270
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
040D: unload_wav  1
03CF: load_wav  34022 as  1

:RYDER3_1213
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_1218
0001: wait  0 ms
0002: jump RYDER3_1213

:RYDER3_1218
03D1: play_wav  1
00BC: text_highpriority 'RYD3_FA'  2000 ms  1
0001: wait  2000 ms
040D: unload_wav  1
03CF: load_wav  34023 as  1

:RYDER3_1223
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_1228
0001: wait  0 ms
0002: jump RYDER3_1223

:RYDER3_1228
03D1: play_wav  1
00BC: text_highpriority 'RYD3_FB'  4000 ms  1
0001: wait  4000 ms
00D6: if  0
8119:   NOT   car @129 wrecked
004D: jump_if_false RYDER3_1239
0858: $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  .9 unknown  0 angle  360.0 with_weapon  0
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0619: $PLAYER_ACTOR  0 

:RYDER3_1239
0050: gosub RYDER3_2254
01EB: set_car_density_to  0.0
09A3:  1 
05AA: s@106 = 'RYD3_GA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34024 
0050: gosub RYDER3_2396
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'
0004: $6874 =  0  ;; integer values
0006: @122 =  0  ;; integer values
04F7: status_text $6874  1 line  1 'RYD3_E'
04F7: status_text $6872  0 line  2 'RYD3_F'
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1257
0687: $132 

:RYDER3_1257
000A: @89 +=  1  ;; integer values

:RYDER3_1258
00D6: if  0
0039:   @89 ==  10  ;; integer values
004D: jump_if_false RYDER3_1587
00D6: if  1
0019:   @33 >  5000  ;; integer values
0039:   @85 ==  0  ;; integer values
004D: jump_if_false RYDER3_1267
0512: permanent_text_box 'RYD3_D'
0006: @85 =  1  ;; integer values

:RYDER3_1267
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false RYDER3_1283
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1282
0687: $132 
0209: $6870 = random_int  0  3
0871: init_jump_table $6870 total_jumps  3  0 RYDER3_1282 jumps  0 RYDER3_1276  1 RYDER3_1278  2 RYDER3_1280 -1 RYDER3_1282 -1 RYDER3_1282 -1 RYDER3_1282 -1 RYDER3_1282 

:RYDER3_1276
0605: unknown_action_sequence $132 "RYD_BECKON_01" "RYDER"  1.0  0  0  0  0 -1 
0002: jump RYDER3_1282

:RYDER3_1278
0605: unknown_action_sequence $132 "RYD_BECKON_02" "RYDER"  1.0  0  0  0  0 -1 
0002: jump RYDER3_1282

:RYDER3_1280
0605: unknown_action_sequence $132 "RYD_BECKON_03" "RYDER"  1.0  0  0  0  0 -1 
0002: jump RYDER3_1282

:RYDER3_1282
0006: @32 =  0  ;; integer values

:RYDER3_1283
00D6: if  0
8119:   NOT   car @163 wrecked
004D: jump_if_false RYDER3_1576
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1295
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00A0: store_actor $132 position_to @44 @45 @46
0067: $73 -= @44  ;; floating-point values
0067: $74 -= @45  ;; floating-point values
0604: $73 $74 $72 
0173: set_actor $132 z_angle_to $72

:RYDER3_1295
00D6: if  0
8038:   NOT   $6871 ==  10  ;; integer values
004D: jump_if_false RYDER3_1354
00D6: if  21
00E1:   key_pressed  0  17
00E1:   key_pressed  0  4
004D: jump_if_false RYDER3_1314
005E: $6874 += @124  ;; integer values 
00D6: if  0
0018:   $6874 >  100  ;; integer values
004D: jump_if_false RYDER3_1307
0004: $6874 =  100  ;; integer values

:RYDER3_1307
00D6: if  0
001A:    0 > $6874  ;; integer values
004D: jump_if_false RYDER3_1312
0004: $6874 =  0  ;; integer values
0006: @124 =  50  ;; integer values

:RYDER3_1312
000A: @164 +=  1  ;; integer values
0002: jump RYDER3_1354

:RYDER3_1314
00D6: if  0
0019:   @164 >  0  ;; integer values
004D: jump_if_false RYDER3_1354
00D6: if  0
0018:   $6874 >  20  ;; integer values
004D: jump_if_false RYDER3_1352
008F: @165 = integer_to_float $6874  
0017: @165 /=  2.0  ;; floating-point values 
068D: $73 $74 $75 
068E: @44 @45 @46 
00D6: if  0
03CA:   object @110(@109,10i) exists
004D: jump_if_false RYDER3_1328
0108: destroy_object @110(@109,10i)

:RYDER3_1328
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 -= $73  ;; floating-point values 
0065: @45 -= $74  ;; floating-point values 
0065: @46 -= $75  ;; 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: @163 $73 $74 $75 
0089: @47 = $73  ;; floating-point values only
005B: @47 += @44  ;; floating-point values 
0089: @48 = $74  ;; floating-point values only
005B: @48 += @45  ;; floating-point values 
0089: @49 = $75  ;; 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  0
0039:   @109 ==  10  ;; integer values
004D: jump_if_false RYDER3_1352
0006: @109 =  0  ;; integer values

:RYDER3_1352
0006: @164 =  0  ;; integer values
0004: $6874 =  0  ;; integer values

:RYDER3_1354
0006: @176 =  0  ;; integer values

:RYDER3_1355
00D6: if  0
001B:    10 > @176  ;; integer values
004D: jump_if_false RYDER3_1576
00D6: if  1
03CA:   object @110(@176,10i) exists
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1574
04C4: create_coordinate $73 $74 $75 from_actor $132 offset  0.0  1.0  .5
00D6: if  0
04E6:   unknown_object @110(@176,10i) near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false RYDER3_1460
00D6: if  2
0039:   @122 ==  0  ;; integer values
8118:   NOT   actor $132 dead
8038:   NOT   $6871 ==  10  ;; integer values
004D: jump_if_false RYDER3_1459
0382: set_object @110(@176,10i) collision_detection  0
070A: unknown_action_sequence $132 @110(@176,10i)  0.0  .3  0.0  6  16 "CATCH_BOX" "BOX"  0 
0006: @32 =  0  ;; integer values
0209: $6870 = random_int  0  2
0871: init_jump_table $6871 total_jumps  6  0 RYDER3_1435 jumps  1 RYDER3_1376  3 RYDER3_1387  5 RYDER3_1398  7 RYDER3_1409  8 RYDER3_1420  9 RYDER3_1431 -1 RYDER3_1435 

:RYDER3_1376
00D6: if  0
0038:   $6870 ==  0  ;; integer values
004D: jump_if_false RYDER3_1383
05AA: s@106 = 'RYD3_HA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34027 
0050: gosub RYDER3_2396
0002: jump RYDER3_1386

:RYDER3_1383
05AA: s@106 = 'RYD3_HB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34028 
0050: gosub RYDER3_2396

:RYDER3_1386
0002: jump RYDER3_1435

:RYDER3_1387
00D6: if  0
0038:   $6870 ==  0  ;; integer values
004D: jump_if_false RYDER3_1394
05AA: s@106 = 'RYD3_HC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34029 
0050: gosub RYDER3_2396
0002: jump RYDER3_1397

:RYDER3_1394
05AA: s@106 = 'RYD3_HD'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34030 
0050: gosub RYDER3_2396

:RYDER3_1397
0002: jump RYDER3_1435

:RYDER3_1398
00D6: if  0
0038:   $6870 ==  0  ;; integer values
004D: jump_if_false RYDER3_1405
05AA: s@106 = 'RYD3_HE'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34031 
0050: gosub RYDER3_2396
0002: jump RYDER3_1408

:RYDER3_1405
05AA: s@106 = 'RYD3_HF'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34032 
0050: gosub RYDER3_2396

:RYDER3_1408
0002: jump RYDER3_1435

:RYDER3_1409
00D6: if  0
0038:   $6870 ==  0  ;; integer values
004D: jump_if_false RYDER3_1416
05AA: s@106 = 'RYD3_HG'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34033 
0050: gosub RYDER3_2396
0002: jump RYDER3_1419

:RYDER3_1416
05AA: s@106 = 'RYD3_HH'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34034 
0050: gosub RYDER3_2396

:RYDER3_1419
0002: jump RYDER3_1435

:RYDER3_1420
00D6: if  0
0038:   $6870 ==  0  ;; integer values
004D: jump_if_false RYDER3_1427
05AA: s@106 = 'RYD3_HJ'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34035 
0050: gosub RYDER3_2396
0002: jump RYDER3_1430

:RYDER3_1427
05AA: s@106 = 'RYD3_HK'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34036 
0050: gosub RYDER3_2396

:RYDER3_1430
0002: jump RYDER3_1435

:RYDER3_1431
05AA: s@106 = 'RYD3_HM'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34038 
0050: gosub RYDER3_2396
0002: jump RYDER3_1435

:RYDER3_1435
0085: @123 = @176  ;; integer values and handles
0008: $6871 +=  1  ;; integer values
00D6: if  0
0018:   $6872 >  0  ;; integer values
004D: jump_if_false RYDER3_1441
000C: $6872 -=  1  ;; integer values

:RYDER3_1441
00D6: if  0
0038:   $6871 ==  5  ;; integer values
004D: jump_if_false RYDER3_1453
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1448
0223: set_actor $132 health_to  5000

:RYDER3_1448
00D6: if  0
8118:   NOT   actor @162 dead
004D: jump_if_false RYDER3_1452
0223: set_actor @162 health_to  5000

:RYDER3_1452
0006: @127 = -135  ;; integer values

:RYDER3_1453
00D6: if  0
0038:   $6871 ==  10  ;; integer values
004D: jump_if_false RYDER3_1458
09A3:  0 
01EB: set_car_density_to  1.0

:RYDER3_1458
000A: @122 +=  1  ;; integer values

:RYDER3_1459
0002: jump RYDER3_1520

:RYDER3_1460
00D6: if  1
0039:   @166(@176,10i) == -135  ;; integer values
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1520
00D6: if  0
031D:   actor $132 hit_by_weapon  51
004D: jump_if_false RYDER3_1494
0209: $6870 = random_int  0  6
0871: init_jump_table $6870 total_jumps  6  0 RYDER3_1493 jumps  0 RYDER3_1469  1 RYDER3_1473  2 RYDER3_1477  3 RYDER3_1481  4 RYDER3_1485  5 RYDER3_1489 -1 RYDER3_1493 

:RYDER3_1469
05AA: s@106 = 'RYD3_JA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34040 
0050: gosub RYDER3_2396
0002: jump RYDER3_1493

:RYDER3_1473
05AA: s@106 = 'RYD3_JB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34041 
0050: gosub RYDER3_2396
0002: jump RYDER3_1493

:RYDER3_1477
05AA: s@106 = 'RYD3_JC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34042 
0050: gosub RYDER3_2396
0002: jump RYDER3_1493

:RYDER3_1481
05AA: s@106 = 'RYD3_JD'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34043 
0050: gosub RYDER3_2396
0002: jump RYDER3_1493

:RYDER3_1485
05AA: s@106 = 'RYD3_JE'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34044 
0050: gosub RYDER3_2396
0002: jump RYDER3_1493

:RYDER3_1489
05AA: s@106 = 'RYD3_JF'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34045 
0050: gosub RYDER3_2396
0002: jump RYDER3_1493

:RYDER3_1493
0467: unknown_actor $132

:RYDER3_1494
00D6: if  0
04DA:   has_object @110(@176,10i) collided
004D: jump_if_false RYDER3_1519
000A: @126 +=  1  ;; integer values
00D6: if  0
0019:   @126 >  4  ;; integer values
004D: jump_if_false RYDER3_1518
00D6: if  1
8118:   NOT   actor $132 dead
8118:   NOT   actor @162 dead
004D: jump_if_false RYDER3_1518
00D6: if  0
8179:   NOT   actor $132 picked_up_object @110(@176,10i)  
004D: jump_if_false RYDER3_1518
00D6: if  0
8179:   NOT   actor @162 picked_up_object @110(@176,10i)  
004D: jump_if_false RYDER3_1518
01BB: store_object @110(@176,10i) position_to $73 $74 $75
0723: @110(@176,10i)  1 
097B: @110(@176,10i)  1159 
064B: "EXPLOSION_SMALL" $73 $74 $75  1 @100 
064F: @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_1518
0002: jump RYDER3_1520

:RYDER3_1519
0006: @126 =  0  ;; integer values

:RYDER3_1520
00D6: if  0
03CA:   object @110(@176,10i) exists
004D: jump_if_false RYDER3_1528
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @110(@176,10i) radius  100.0  100.0 unknown  0
004D: jump_if_false RYDER3_1528
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_1528
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false RYDER3_1574
00D6: if  1
8118:   NOT   actor $132 dead
8118:   NOT   actor @162 dead
004D: jump_if_false RYDER3_1536
062E: $132  1802 $416 

:RYDER3_1536
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false RYDER3_1574
00D6: if  0
0019:   @123 > -1  ;; integer values
004D: jump_if_false RYDER3_1573
0871: init_jump_table @82 total_jumps  5  0 RYDER3_1560 jumps  0 RYDER3_1543  2 RYDER3_1547  4 RYDER3_1551  6 RYDER3_1554  8 RYDER3_1557 -1 RYDER3_1560 -1 RYDER3_1560 

:RYDER3_1543
0107: @79 = create_object #CR_GUNCRATE at  2278.177 -1144.882  27.5107
0681: attach_object @79 to_car @108 offset  .4 -2.1 -.1   0.0  0.0  15.0 
0382: set_object @79 collision_detection  0
0002: jump RYDER3_1560

:RYDER3_1547
0107: @77 = create_object #CR_GUNCRATE at  2278.177 -1144.882  27.5107
0681: attach_object @77 to_car @108 offset -.5 -2.1 -.1   0.0  0.0  30.0 
0382: set_object @77 collision_detection  0
0002: jump RYDER3_1560

:RYDER3_1551
0107: @78 = create_object #CR_GUNCRATE at  2278.177 -1144.882  27.5107
0681: attach_object @78 to_car @108 offset  .4 -2.1  .3   0.0  30.0  0.0 
0002: jump RYDER3_1560

:RYDER3_1554
0107: @80 = create_object #CR_AMMOBOX at  2278.177 -1144.882  27.5107
0681: attach_object @80 to_car @108 offset -.6 -2.1  .3   0.0  0.0  15.0 
0002: jump RYDER3_1560

:RYDER3_1557
0107: @81 = create_object #CR_AMMOBOX at  2278.177 -1144.882  27.5107
0681: attach_object @81 to_car @108 offset -.1 -2.1  .3   0.0  0.0  15.0 
0002: jump RYDER3_1560

:RYDER3_1560
000A: @82 +=  1  ;; integer values
00D6: if  0
0029:   @82 >=  10  ;; integer values
004D: jump_if_false RYDER3_1569
0151: remove_status_text $6872
0151: remove_status_text $6874
014F: stop_timer $6873
000A: @89 +=  1  ;; integer values
0002: jump RYDER3_1573

:RYDER3_1569
00D6: if  0
03CA:   object @110(@123,10i) exists
004D: jump_if_false RYDER3_1573
0108: destroy_object @110(@123,10i)

:RYDER3_1573
0006: @122 =  0  ;; integer values

:RYDER3_1574
000A: @176 +=  1  ;; integer values
0002: jump RYDER3_1355

:RYDER3_1576
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1587
00D6: if  0
001A:    10 > $6873  ;; integer values
004D: jump_if_false RYDER3_1587
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_1587
00D6: if  1
0039:   @89 ==  11  ;; integer values
0039:   @95 ==  2  ;; integer values
004D: jump_if_false RYDER3_1688
0050: gosub RYDER3_2263
01EB: set_car_density_to  1.0
03E6: remove_text_box
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1598
05EC: @108 

:RYDER3_1598
00D6: if  0
8119:   NOT   car @163 wrecked
004D: jump_if_false RYDER3_1614
00AA: store_car @163 position_to $73 $74 $75
02CE: @177 = ground_z $73 $74 $75
0407: create_coordinate $73 $74 $75 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 -.5
0407: create_coordinate @179 @180 @181 from_car @163 offset  0.0 -50.0  0.0
0174: $72 = car @163 z_angle
0174: @178 = car @163 z_angle
000D: $72 -=  50.0  ;; floating-point values
00D6: if  0
8119:   NOT   car @129 wrecked
004D: jump_if_false RYDER3_1614
05EC: @129 

:RYDER3_1614
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1621
0619: $PLAYER_ACTOR  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_1621
06D9: (unknown)
0108: destroy_object @74
0108: destroy_object @91
0108: destroy_object @92
0108: destroy_object @93
0960: $PLAYER_CHAR  1 
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1637
0519: unknown_car @108 flag  0
00AB: put_car @108 at $73 $74 @177
0175: set_car @108 z_angle_to $72
00A1: put_actor $PLAYER_ACTOR at @44 @45 @177
03A2: (unknown) @108  0 
020A: set_car @108 door_status_to  1

:RYDER3_1637
0050: gosub RYDER3_2247
015F: set_camera_position @47 @48 @49  0.0  0.0  0.0
0A0B: @47 @48 @49 @178 
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1650
0158: camera_on_vehicle @108  15  2
009B: destroy_actor_instantly @162
01C8: @162 = create_actor  24  105 in_car @108 passenger_seat  0
0223: set_actor @162 health_to  800
08AF: @162  800 
0446: (unknown) @162  0 
0568: @162  1

:RYDER3_1650
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1655
0465: remove_actor $132 from_turret_mode
0464: put_actor $132 into_turret_on_car @108 at_car_offset  0.0 -1.3  .8 unknown  2 angle  15.0 with_weapon  28

:RYDER3_1655
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1660
05CB: unknown_action_sequence $PLAYER_ACTOR @108  4000 

:RYDER3_1660
0050: gosub RYDER3_2270
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false RYDER3_1674
040D: unload_wav  1
03CF: load_wav  34046 as  1

:RYDER3_1666
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_1671
0001: wait  0 ms
0002: jump RYDER3_1666

:RYDER3_1671
03D1: play_wav  1
00BC: text_highpriority 'RYD3_JG'  2000 ms  1
0002: jump RYDER3_1683

:RYDER3_1674
040D: unload_wav  1
03CF: load_wav  34039 as  1

:RYDER3_1676
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_1681
0001: wait  0 ms
0002: jump RYDER3_1676

:RYDER3_1681
03D1: play_wav  1
00BC: text_highpriority 'RYD3_HN'  2000 ms  1

:RYDER3_1683
0001: wait  4000 ms
0050: gosub RYDER3_2254
09A3:  0 
0006: @32 =  0  ;; integer values
0006: @89 =  35  ;; integer values

:RYDER3_1688
00D6: if  0
0039:   @89 ==  12  ;; integer values
004D: jump_if_false RYDER3_1698
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false RYDER3_1697
0006: @89 =  35  ;; integer values
0006: @69 =  1  ;; integer values
0002: jump RYDER3_1698

:RYDER3_1697
0006: @89 =  35  ;; integer values

:RYDER3_1698
00D6: if  0
0039:   @89 ==  35  ;; integer values
004D: jump_if_false RYDER3_1761
00D6: if  0
075C:   marker @70 enabled
004D: jump_if_false RYDER3_1705
0164: disable_marker @70

:RYDER3_1705
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false RYDER3_1739
0050: gosub RYDER3_2263
00D6: if  0
8119:   NOT   car @129 wrecked
004D: jump_if_false RYDER3_1713
00A6: destroy_car @129

:RYDER3_1713
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1717
009B: destroy_actor_instantly $132

:RYDER3_1717
00D6: if  0
8118:   NOT   actor @162 dead
004D: jump_if_false RYDER3_1721
009B: destroy_actor_instantly @162

:RYDER3_1721
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1729
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @108
004D: jump_if_false RYDER3_1729
036A: put_actor $PLAYER_ACTOR in_car @108

:RYDER3_1729
0006: @176 =  0  ;; integer values

:RYDER3_1730
00D6: if  0
001B:    10 > @176  ;; integer values
004D: jump_if_false RYDER3_1736
0108: destroy_object @110(@176,10i)
000A: @176 +=  1  ;; integer values
0002: jump RYDER3_1730

:RYDER3_1736
0050: gosub RYDER3_2270
00BC: text_highpriority 'RYD3_T'  4000 ms  1
0002: jump RYDER3_2117

:RYDER3_1739
00D6: if  1
8118:   NOT   actor $132 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1747
077A: $132  4  6 
0638: unknown_action_sequence $132  1 
0688: unknown_action_sequence $132  1  1  1 
060B: unknown_actor_use_entity $132 @72 

:RYDER3_1747
05AA: s@106 = 'RYD3_KA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34047 
0050: gosub RYDER3_2396
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: @34  0 
03C7: unknown_maby_cops_density  1.0
010D: set_player $PLAYER_CHAR wanted_level_to  3
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
000A: @89 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER3_1761
00D6: if  1
0039:   @89 ==  36  ;; integer values
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RYDER3_1772
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1769
04EB: unknown_action_sequence $132  1 

:RYDER3_1769
00BC: text_highpriority 'RYD3_13'  7000 ms  1
000A: @89 +=  1  ;; integer values
0006: @39 =  0  ;; integer values

:RYDER3_1772
00D6: if  0
0039:   @89 ==  37  ;; integer values
004D: jump_if_false RYDER3_2105
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1811
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @108
004D: jump_if_false RYDER3_1790
00BC: text_highpriority 'RYD3_Q'  5000 ms  1
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false RYDER3_1789
0164: disable_marker @34
0186: @34 = create_marker_above_car @108
07E0: @34  1 
0006: @39 =  1  ;; integer values

:RYDER3_1789
0002: jump RYDER3_1802

:RYDER3_1790
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false RYDER3_1802
0164: disable_marker @34
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false RYDER3_1799
018A: @34 = create_checkpoint_at  2446.887 -1661.962  12.3047
0002: jump RYDER3_1800

:RYDER3_1799
018A: @34 = create_checkpoint_at  2067.463 -1831.67  12.5527

:RYDER3_1800
08FB: @34  0 
0006: @39 =  0  ;; integer values

:RYDER3_1802
00D6: if  1
01F4:   car @108 flipped
0039:   @97 ==  0  ;; integer values
004D: jump_if_false RYDER3_1811
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1810
05BE: unknown_action_sequence $132 

:RYDER3_1810
0006: @97 =  1  ;; integer values

:RYDER3_1811
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1855
00D6: if  2
02E0:   actor $132 aggressive
0019:   @33 >  10000  ;; integer values
876F:   NOT (unknown)
004D: jump_if_false RYDER3_1855
0006: @33 =  0  ;; integer values
0209: $6870 = random_int  0  8
0871: init_jump_table $6870 total_jumps  8  0 RYDER3_1855 jumps  0 RYDER3_1823  1 RYDER3_1827  2 RYDER3_1831  3 RYDER3_1835  4 RYDER3_1839  5 RYDER3_1843  6 RYDER3_1847 
0872: jump_table_jumps  7 RYDER3_1851 -1 RYDER3_1855 -1 RYDER3_1855 -1 RYDER3_1855 -1 RYDER3_1855 -1 RYDER3_1855 -1 RYDER3_1855 -1 RYDER3_1855 -1 RYDER3_1855 

:RYDER3_1823
05AA: s@106 = 'RYD3_LA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34049 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1827
05AA: s@106 = 'RYD3_LB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34050 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1831
05AA: s@106 = 'RYD3_LC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34051 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1835
05AA: s@106 = 'RYD3_LD'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34052 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1839
05AA: s@106 = 'RYD3_LE'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34053 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1843
05AA: s@106 = 'RYD3_LF'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34054 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1847
05AA: s@106 = 'RYD3_LG'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34055 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1851
05AA: s@106 = 'RYD3_LH'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34056 
0050: gosub RYDER3_2396
0002: jump RYDER3_1855

:RYDER3_1855
00D6: if  2
8119:   NOT   car @108 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
0039:   @39 ==  0  ;; integer values
004D: jump_if_false RYDER3_2105
00D6: if  1
8118:   NOT   actor $132 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_1905
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false RYDER3_1888
00D6: if  1
0039:   @103 ==  0  ;; integer values
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1887
0792: $132 
077C: $132  4 
060B: unknown_actor_use_entity $132 @105 
0638: unknown_action_sequence $132  1 
0688: unknown_action_sequence $132  0  0  0 
04EB: unknown_action_sequence $132  1 
00D6: if  0
075C:   marker @34 enabled
004D: jump_if_false RYDER3_1881
0164: disable_marker @34

:RYDER3_1881
05AA: s@106 = 'RYD3_KB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  34048 
0050: gosub RYDER3_2396
0006: @32 =  0  ;; integer values
018A: @34 = create_checkpoint_at  2451.38 -1661.609  12.3047
0006: @103 =  1  ;; integer values

:RYDER3_1887
0002: jump RYDER3_1905

:RYDER3_1888
00D6: if  1
0039:   @103 ==  1  ;; integer values
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1905
00D6: if  0
075C:   marker @34 enabled
004D: jump_if_false RYDER3_1896
0164: disable_marker @34

:RYDER3_1896
0792: $132 
077A: $132  4  6 
0638: unknown_action_sequence $132  1 
0688: unknown_action_sequence $132  1  1  1 
060B: unknown_actor_use_entity $132 @72 
04EB: unknown_action_sequence $132  1 
00BC: text_highpriority 'RYD3_I'  7000 ms  1
018A: @34 = create_checkpoint_at  2067.463 -1831.67  12.5527
0006: @103 =  0  ;; integer values

:RYDER3_1905
00D6: if  2
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
0019:   @32 >  4000  ;; integer values
0039:   @104 ==  0  ;; integer values
004D: jump_if_false RYDER3_1912
00BC: text_highpriority 'RYD3101'  7000 ms  1
0006: @104 =  1  ;; integer values

:RYDER3_1912
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false RYDER3_2105
00D6: if  1
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  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_2105
0110: clear_player $PLAYER_CHAR wanted_level
0395: clear_area  1 at  2483.618 -1666.092  12.3594 range  50.0
0050: gosub RYDER3_2263
00D6: if  1
8118:   NOT   actor $132 dead
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1928
0465: remove_actor $132 from_turret_mode
0464: put_actor $132 into_turret_on_car @108 at_car_offset  0.0 -1.3  .8 unknown  0 angle  15.0 with_weapon  28

:RYDER3_1928
0164: disable_marker @34
07C0:  104 
04ED: load_animation "GANGS"

:RYDER3_1931
00D6: if  21
87C1:   NOT  104 
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false RYDER3_1937
0001: wait  0 ms
0002: jump RYDER3_1931

:RYDER3_1937
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_1947
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @108
004D: jump_if_false RYDER3_1945
0430: $PLAYER_ACTOR @108  0 

:RYDER3_1945
05EB: @108  104 
0706: @108  1.0 

:RYDER3_1947
0050: gosub RYDER3_2247
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_1955
0688: unknown_action_sequence $132  0  0  0 

:RYDER3_1955
0050: gosub RYDER3_2270
040D: unload_wav  1
03CF: load_wav  34057 as  1

:RYDER3_1958
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_1963
0001: wait  0 ms
0002: jump RYDER3_1958

:RYDER3_1963
03D1: play_wav  1
00BC: text_highpriority 'RYD3_MA'  8000 ms  1
0006: @33 =  0  ;; integer values

:RYDER3_1966
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false RYDER3_1971
0001: wait  0 ms
0002: jump RYDER3_1966

:RYDER3_1971
00BE: text_clear_all
040D: unload_wav  1
03CF: load_wav  34058 as  1

:RYDER3_1974
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_1979
0001: wait  0 ms
0002: jump RYDER3_1974

:RYDER3_1979
03D1: play_wav  1
00BC: text_highpriority 'RYD3_MB'  8000 ms  1
0006: @33 =  0  ;; integer values

:RYDER3_1982
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false RYDER3_1987
0001: wait  0 ms
0002: jump RYDER3_1982

:RYDER3_1987
00BE: text_clear_all
040D: unload_wav  1
03CF: load_wav  34059 as  1

:RYDER3_1990
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_1995
0001: wait  0 ms
0002: jump RYDER3_1990

:RYDER3_1995
03D1: play_wav  1
00BC: text_highpriority 'RYD3_MC'  8000 ms  1
0006: @33 =  0  ;; integer values

:RYDER3_1998
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false RYDER3_2003
0001: wait  0 ms
0002: jump RYDER3_1998

:RYDER3_2003
00BE: text_clear_all
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_2009
015F: set_camera_position  2472.576 -1675.462  14.0837  0.0  0.0  0.0
0158: camera_on_vehicle @108  15  2

:RYDER3_2009
0001: wait  5000 ms
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false RYDER3_2105
00D6: if  1
8119:   NOT   car @108 wrecked
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_2023
0687: $132 
04EB: unknown_action_sequence $132  0 
05EC: @108 
0407: create_coordinate $73 $74 $75 from_car @108 offset  0.0  10.0  0.0
05D3: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  4 -2 
05D3: unknown_action_sequence $132 $73 $74 $75  4 -2 

:RYDER3_2023
040D: unload_wav  1
03CF: load_wav  34060 as  1

:RYDER3_2025
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_2030
0001: wait  0 ms
0002: jump RYDER3_2025

:RYDER3_2030
03D1: play_wav  1
00BC: text_highpriority 'RYD3_MD'  8000 ms  1
0006: @33 =  0  ;; integer values

:RYDER3_2033
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false RYDER3_2038
0001: wait  0 ms
0002: jump RYDER3_2033

:RYDER3_2038
00BE: text_clear_all
0001: wait  1500 ms
00D6: if  0
04EE:   animation "GANGS" loaded
004D: jump_if_false RYDER3_2102
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2055
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false RYDER3_2051
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2471.343 -1684.306  12.5159
0002: jump RYDER3_2052

:RYDER3_2051
00A1: put_actor $PLAYER_ACTOR at  2471.343 -1684.306  12.5159

:RYDER3_2052
0792: $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to  238.6571
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  0.0  1.0 -1.0

:RYDER3_2055
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_2081
00D6: if  0
00DF:   actor $132 driving
004D: jump_if_false RYDER3_2064
0465: remove_actor $132 from_turret_mode
0362: remove_actor $132 from_car_and_place_at $73 $74 $75
0002: jump RYDER3_2065

:RYDER3_2064
00A1: put_actor $132 at $73 $74 $75

:RYDER3_2065
0007: @50 =  238.6571  ;; floating-point values
000F: @50 -=  180.0  ;; floating-point values
0792: $132 
0173: set_actor $132 z_angle_to @50
0615: @35 
0804: unknown_action_sequence -1  2471.343 -1684.306  12.5159  238.6571  .4 "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 
05BF: unknown_action_sequence -1 $132  3000 
0616: @35 
0618: $PLAYER_ACTOR @35 
061B: @35 
0615: @35 
0804: unknown_action_sequence -1 $73 $74 $75 @50  .4 "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  2465.728 -1687.025  12.5184  4 -2 
0616: @35 
0618: $132 @35 
061B: @35 

:RYDER3_2081
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_2085
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false RYDER3_2090
0001: wait  0 ms
0002: jump RYDER3_2085

:RYDER3_2090
03D1: play_wav  1
00BC: text_highpriority 'RYD3_ME'  8000 ms  1
0006: @33 =  0  ;; integer values

:RYDER3_2093
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false RYDER3_2098
0001: wait  0 ms
0002: jump RYDER3_2093

:RYDER3_2098
00BE: text_clear_all
0001: wait  1000 ms
0050: gosub RYDER3_2263
0002: jump RYDER3_2103

:RYDER3_2102
04ED: load_animation "GANGS"

:RYDER3_2103
009B: destroy_actor_instantly $132
0002: jump RYDER3_2128

:RYDER3_2105
00D6: if  0
0119:   car @108 wrecked
004D: jump_if_false RYDER3_2110
00BC: text_highpriority 'RYD3_14'  5000 ms  1
0002: jump RYDER3_2117

:RYDER3_2110
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false RYDER3_2115
00BC: text_highpriority 'RYD3_B'  5000 ms  1
0002: jump RYDER3_2117

:RYDER3_2115
0002: jump RYDER3_248

:RYDER3_2116
0002: jump RYDER3_2117

:RYDER3_2117
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2121
0A09: $PLAYER_ACTOR  0 

:RYDER3_2121
03C7: unknown_maby_cops_density  1.0
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2126
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0

:RYDER3_2126
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:RYDER3_2128
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2132
0A09: $PLAYER_ACTOR  0 

:RYDER3_2132
0050: gosub RYDER3_2254
03C7: unknown_maby_cops_density  1.0
0373: set_camera_directly_behind_player
0050: gosub RYDER3_2270
01E3: text_1number_styled 'M_PASSR'  7  5000 ms  1
0998: add_respect  7 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0008: $RYDERS_MISSIONS_PASSED +=  1  ;; integer values
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'RYDER_3'
0051: return

:RYDER3_2144
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2148
0A09: $PLAYER_ACTOR  0 

:RYDER3_2148
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_2152
034F: destroy_actor_with_fade $132  ;; The actor fades away like a ghost

:RYDER3_2152
09A3:  0 
03C7: unknown_maby_cops_density  1.0
0960: $PLAYER_CHAR  1 
0873:  490 
0873:  486 
0873:  104 
00D6: if  0
8118:   NOT   actor @142 dead
004D: jump_if_false RYDER3_2162
009B: destroy_actor_instantly @142

:RYDER3_2162
00D6: if  0
8118:   NOT   actor @143 dead
004D: jump_if_false RYDER3_2166
009B: destroy_actor_instantly @143

:RYDER3_2166
0006: @36 =  0  ;; integer values

:RYDER3_2167
00D6: if  0
075C:   marker @155(@36,4i) enabled
004D: jump_if_false RYDER3_2171
0164: disable_marker @155(@36,4i)

:RYDER3_2171
00D6: if  0
075C:   marker @136(@36,6i) enabled
004D: jump_if_false RYDER3_2175
0164: disable_marker @136(@36,6i)

:RYDER3_2175
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false RYDER3_2167
00D6: if  0
075C:   marker @70 enabled
004D: jump_if_false RYDER3_2182
0164: disable_marker @70

:RYDER3_2182
00D6: if  0
075C:   marker @34 enabled
004D: jump_if_false RYDER3_2186
0164: disable_marker @34

:RYDER3_2186
00D6: if  0
075C:   marker @68 enabled
004D: jump_if_false RYDER3_2190
0164: disable_marker @68

:RYDER3_2190
00D6: if  0
075C:   marker @99 enabled
004D: jump_if_false RYDER3_2194
0164: disable_marker @99

:RYDER3_2194
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:  1 
0151: remove_status_text $6872
0151: remove_status_text $6874
014F: stop_timer $6873
0465: remove_actor $PLAYER_ACTOR from_turret_mode
06D7:  1 
0249: release_model  600
0249: release_model  352
0249: release_model  346
0249: release_model #CR_GUNCRATE
0249: release_model #CR_AMMOBOX
0249: release_model  105
0249: release_model  106
0249: release_model  108
0249: release_model  109
0249: release_model  110
0249: release_model  537
0249: release_model  569
0249: release_model  492
0249: release_model  102
0249: release_model  104
0249: release_model  352
0249: release_model  468
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_car_density_to  1.0
0296: unload_special_actor  1
091D:  2284.0 -1151.0  10.0  2288.0 -1147.0  30.0 
091D:  2287.321 -1132.571  10.0  2360.839 -1177.134  40.0 
091D:  2311.676 -1375.397  10.0  2292.365 -1303.102  40.0 
091D:  2268.695 -1138.541  10.0  2282.362 -1159.604  40.0 
091D:  2307.537 -1162.624  10.0  2266.351 -1136.99  40.0 
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
0110: clear_player $PLAYER_CHAR wanted_level
03C7: unknown_maby_cops_density  1.0
00D8: mission_cleanup
0051: return

:RYDER3_2247
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
00BE: text_clear_all
03E6: remove_text_box
0051: return

:RYDER3_2254
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03E6: remove_text_box
00BE: text_clear_all
0051: return

:RYDER3_2263
016A: fade  0 ()  500 ms

:RYDER3_2264
00D6: if  0
016B:   fading
004D: jump_if_false RYDER3_2269
0001: wait  0 ms
0002: jump RYDER3_2264

:RYDER3_2269
0051: return

:RYDER3_2270
016A: fade  1 (back)  500 ms

:RYDER3_2271
00D6: if  0
016B:   fading
004D: jump_if_false RYDER3_2276
0001: wait  0 ms
0002: jump RYDER3_2271

:RYDER3_2276
0051: return

:RYDER3_2277
00D6: if  0
0736:  65 
004D: jump_if_false RYDER3_2294
0247: request_model  600

:RYDER3_2281
00D6: if  0
8248:   NOT   model  600 available
004D: jump_if_false RYDER3_2286
0001: wait  0 ms
0002: jump RYDER3_2281

:RYDER3_2286
00A5: @182 = create_car  600 at  2298.39 -1149.012  25.7656
0175: set_car @182 z_angle_to  45.766
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2292
036A: put_actor $PLAYER_ACTOR in_car @182

:RYDER3_2292
0249: release_model  600
0006: @89 =  50  ;; integer values

:RYDER3_2294
00D6: if  0
0736:  66 
004D: jump_if_false RYDER3_2310
07C0:  486 
07C0:  490 

:RYDER3_2299
00D6: if  21
87C1:   NOT  486 
87C1:   NOT  490 
004D: jump_if_false RYDER3_2305
0001: wait  0 ms
0002: jump RYDER3_2299

:RYDER3_2305
00D6: if  0
8119:   NOT   car @129 wrecked
004D: jump_if_false RYDER3_2310
0519: unknown_car @129 flag  0
05EB: @129  490 

:RYDER3_2310
00D6: if  0
0736:  68 
004D: jump_if_false RYDER3_2336
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0247: request_model  537
0247: request_model  569
0247: request_model  492
07C0:  106 

:RYDER3_2319
00D6: if  0
87C1:   NOT  106 
004D: jump_if_false RYDER3_2324
0001: wait  0 ms
0002: jump RYDER3_2319

:RYDER3_2324
00D6: if  22
8248:   NOT   model  537 available
8248:   NOT   model  569 available
8248:   NOT   model  492 available
004D: jump_if_false RYDER3_2331
0001: wait  0 ms
0002: jump RYDER3_2324

:RYDER3_2331
06D8: @183 = create_train_at  2278.177 -1144.882  27.5107 track  10 unknown  1 
0249: release_model  537
0249: release_model  569
06DC: set_train @183 acc  0.0 
06DD: set_train @183 speed  0.0 

:RYDER3_2336
00D6: if  0
0736:  70 
004D: jump_if_false RYDER3_2343
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER3_2343
0605: unknown_action_sequence $132 "RYD_BECKON_01" "RYDER"  1.0  0  0  0  0 -1 

:RYDER3_2343
00D6: if  0
0736:  75 
004D: jump_if_false RYDER3_2347
0004: $6871 =  9  ;; integer values

:RYDER3_2347
00D6: if  0
0736:  72 
004D: jump_if_false RYDER3_2364
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RYDER3_2364
04ED: load_animation "CARRY"

:RYDER3_2354
00D6: if  0
84EE:   NOT   animation "CARRY" loaded
004D: jump_if_false RYDER3_2359
0001: wait  0 ms
0002: jump RYDER3_2354

:RYDER3_2359
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
029B: @110 = init_object @127 at $73 $74 $75
0382: set_object @110 collision_detection  0
070A: unknown_action_sequence $PLAYER_ACTOR @110  0.0  .3  0.0  6  16 "CATCH_BOX" "BOX"  0 
04EF: release_animation "CARRY"

:RYDER3_2364
00D6: if  0
0736:  80 
004D: jump_if_false RYDER3_2377
07C0:  486 

:RYDER3_2368
00D6: if  0
87C1:   NOT  486 
004D: jump_if_false RYDER3_2373
0001: wait  0 ms
0002: jump RYDER3_2368

:RYDER3_2373
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_2377
05EB: @108  486 

:RYDER3_2377
00D6: if  0
0736:  73 
004D: jump_if_false RYDER3_2395
00D6: if  0
8119:   NOT   car @108 wrecked
004D: jump_if_false RYDER3_2395
0107: @79 = create_object #CR_GUNCRATE at  2278.177 -1144.882  27.5107
0681: attach_object @79 to_car @108 offset  .4 -2.1 -.1   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 offset -.5 -2.1 -.1   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 offset  .4 -2.1  .3   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 offset -.6 -2.1  .3   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 offset -.1 -2.1  .3   0.0  0.0  15.0 

:RYDER3_2395
0051: return

:RYDER3_2396
040D: unload_wav  1
03CF: load_wav @96 as  1
0006: @95 =  0  ;; integer values
0051: return

:RYDER3_2400
00D6: if  1
03D0:   wav  1 loaded
0039:   @95 ==  0  ;; integer values
004D: jump_if_false RYDER3_2407
03D1: play_wav  1
00BC: text_highpriority s@106  10000 ms  1
0006: @95 =  1  ;; integer values

:RYDER3_2407
00D6: if  1
03D2:   wav  1 ended
0039:   @95 ==  1  ;; integer values
004D: jump_if_false RYDER3_2414
040D: unload_wav  1
03D5: remove_text s@106
0006: @95 =  2  ;; integer values

:RYDER3_2414
0051: return

;-------------Mission 26---------------
; Originally: Robbing Uncle Sam


:RYDER2_1
03A4: name_thread 'RYDER2'
0050: gosub RYDER2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false RYDER2_7
0050: gosub RYDER2_4860

:RYDER2_7
0050: gosub RYDER2_4877
004E: end_thread

:RYDER2_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_17
0001: wait  0 ms
000A: @38 +=  1  ;; integer values
00D6: if  0
0019:   @38 >  9  ;; integer values
004D: jump_if_false RYDER2_23
0006: @38 =  0  ;; integer values

:RYDER2_23
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_31
00D6: if  0
001B:    9 > @42  ;; integer values
004D: jump_if_false RYDER2_37
005A: @181(@42,9i) += @41  ;; integer values 
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_31

:RYDER2_37
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  0
0736:  83 
004D: jump_if_false RYDER2_48
0006: @36 =  1  ;; integer values

:RYDER2_48
0050: gosub RYDER2_101

:RYDER2_49
0871: init_jump_table @34 total_jumps  8  0 RYDER2_67 jumps  0 RYDER2_51  1 RYDER2_53  2 RYDER2_55  3 RYDER2_57  4 RYDER2_59  5 RYDER2_61  6 RYDER2_63 
0872: jump_table_jumps  7 RYDER2_65 -1 RYDER2_67 -1 RYDER2_67 -1 RYDER2_67 -1 RYDER2_67 -1 RYDER2_67 -1 RYDER2_67 -1 RYDER2_67 -1 RYDER2_67 

:RYDER2_51
0050: gosub RYDER2_161
0002: jump RYDER2_67

:RYDER2_53
0050: gosub RYDER2_371
0002: jump RYDER2_67

:RYDER2_55
0050: gosub RYDER2_770
0002: jump RYDER2_67

:RYDER2_57
0050: gosub RYDER2_1298
0002: jump RYDER2_67

:RYDER2_59
0050: gosub RYDER2_1448
0002: jump RYDER2_67

:RYDER2_61
0050: gosub RYDER2_1626
0002: jump RYDER2_67

:RYDER2_63
0050: gosub RYDER2_2129
0002: jump RYDER2_67

:RYDER2_65
0050: gosub RYDER2_3525
0002: jump RYDER2_67

:RYDER2_67
0050: gosub RYDER2_3750
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false RYDER2_73
0006: @203 =  0  ;; integer values
0002: jump RYDER2_49

:RYDER2_73
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false RYDER2_84
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false RYDER2_81
0002: jump RYDER2_17
0002: jump RYDER2_83

:RYDER2_81
0050: gosub RYDER2_4862
0051: return

:RYDER2_83
0002: jump RYDER2_86

:RYDER2_84
0050: gosub RYDER2_4860
0051: return

:RYDER2_86
0002: jump RYDER2_101
009A: $132 = create_actor  4  7 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  413 at  0.0  0.0  0.0
00A5: @97 = create_car  413 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  7 at  0.0  0.0  0.0

:RYDER2_101
00D6: if  0
0736:  88 
004D: jump_if_false RYDER2_116
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false RYDER2_114
0006: @58 =  1  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_ON" 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_113
02A9: set_actor $132 immune_to_nonplayer  1

:RYDER2_113
0002: jump RYDER2_116

:RYDER2_114
0006: @58 =  0  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:RYDER2_116
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false RYDER2_160
00D6: if  0
0736:  32 
004D: jump_if_false RYDER2_128
000A: @59 +=  1  ;; integer values
00D6: if  0
0019:   @59 >  2  ;; integer values
004D: jump_if_false RYDER2_127
0006: @59 =  0  ;; integer values

:RYDER2_127
086A: (unknown)

:RYDER2_128
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false RYDER2_147
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 = $ACTOR_SPEECH_AUDIO_PLAYING  ;; integer values and handles
065D: $6875 "M_STAGE" 
065D: $6876 "M_GOALS" 
065D: $6877 "RYDER_STAGE" 
065D: $6878 "WAREHOUSE_OPENED" 
065E: $6887 "GATE2_TARGET_Z" 
065D: $6880 "DIALOGUE_FLAG" 
065D: $6881 "DIALOGUE_FLAG2" 
065D: $6882 "AUDIO_LINE_IS_ACTIVE" 

:RYDER2_147
00D6: if  0
0039:   @59 ==  2  ;; integer values
004D: jump_if_false RYDER2_160
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" 
065D: $6876 "LOADED_BOXES" 
065D: $6877 "SPAWN_THIS_MANY_GUARDS" 
065D: $6878 "TIMERA" 
065D: $6879 "SPAWN_TIMER" 

:RYDER2_160
0051: return

:RYDER2_161
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_342
0004: $132 =  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_192
00D6: if  0
001B:    9 > @42  ;; integer values
004D: jump_if_false RYDER2_198
0006: @172(@42,9i) =  0  ;; integer values
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_192

:RYDER2_198
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_342
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_347
054C: use_GXT_table 'RYDER2'
000A: @35 +=  1  ;; integer values

:RYDER2_347
004F: create_thread CLEANAU_1 
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_355
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false RYDER2_360
0001: wait  0 ms
0002: jump RYDER2_355

:RYDER2_360
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RYDER2_365
03C7: unknown_maby_cops_density  .2
0006: @35 =  99  ;; integer values

:RYDER2_365
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_370
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:RYDER2_370
0051: return

:RYDER2_371
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_397
0395: clear_area  1 at  2463.475 -1713.428  12.5025 range  20.0
02E4: load_cutscene_data 'RYDER2A'

:RYDER2_376
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false RYDER2_381
0001: wait  0 ms
0002: jump RYDER2_376

:RYDER2_381
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:RYDER2_383
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false RYDER2_388
0001: wait  0 ms
0002: jump RYDER2_383

:RYDER2_388
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:RYDER2_390
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_395
0001: wait  0 ms
0002: jump RYDER2_390

:RYDER2_395
02EA: end_cutscene
000A: @35 +=  1  ;; integer values

:RYDER2_397
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_486
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  414
023C: load_special_actor  1 'RYDER2'
0247: request_model  346

:RYDER2_405
00D6: if  22
8248:   NOT   model  414 available
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  346 available
004D: jump_if_false RYDER2_412
0001: wait  0 ms
0002: jump RYDER2_405

:RYDER2_412
0A20: $PLAYER_CHAR  1 
0506: vehicle_model  414 set_next_variation -1 -1
00A5: @95 = create_car  414 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: @119  1 
053F: set_car @95 tires_vulnerable  0
0957: @95  0 
0732:  414 
01C8: $132 = create_actor  25  290 in_car @95 passenger_seat  0
09F6: $132  0 
01B2: give_actor $132 weapon  22 ammo  99999  ;; Load the weapon model before using this
02E2: set_actor $132 weapon_accuracy_to  70
08AF: $132  500 
0223: set_actor $132 health_to  5000
0688: unknown_action_sequence $132  0  0  0 
0568: $132  1
0446: (unknown) $132  0 
0245: set_actor $132 walk_style_to "GANG1"
060B: unknown_actor_use_entity $132 @235 
0708: unknown_add_entity_item @235  79 
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  999999 
00BC: text_highpriority 'RY2_03'  7000 ms  1
0006: @49 =  0  ;; integer values
039E: (unknown) $132  1 
0245: set_actor $132 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 (back)  0 ms

:RYDER2_444
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_449
0001: wait  0 ms
0002: jump RYDER2_444

:RYDER2_449
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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_466
00D6: if  0
001B:    6 > @42  ;; integer values
004D: jump_if_false RYDER2_472
0550: unknown_keep_object @87(@42,6i) in_memory  1
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_466

:RYDER2_472
0107: @60 = create_object #SEC_KEYPAD at  2720.475 -2411.856  13.8768
0177: set_object @60 z_angle_to  90.0
071F: @60  10 
0550: unknown_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: @61  10 
0550: unknown_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_486
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RYDER2_509
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_509
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_509
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_509
0164: disable_marker @120
018A: @120 = create_checkpoint_at  2699.293 -2395.013  12.6172
00BC: text_highpriority 'RY2_02'  7000 ms  1
0006: @54 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0006: @49 =  0  ;; integer values
0006: @50 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_509
0647: unknown_action_sequence $132 

:RYDER2_509
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false RYDER2_695
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false RYDER2_519
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false RYDER2_519
00A1: put_actor $PLAYER_ACTOR at  2699.293 -2395.013  12.6172

:RYDER2_519
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_539
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false RYDER2_539
00D6: if  0
01AF:   car @95  1 (in-sphere)near_point  2699.293 -2395.013  12.6172 radius  4.0  4.0  4.0
004D: jump_if_false RYDER2_539
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_539
00D6: if  0
09D0: @95 
004D: jump_if_false RYDER2_539
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @120
0006: @35 =  99  ;; integer values

:RYDER2_539
00D6: if  0
0019:   @54 >  7500  ;; integer values
004D: jump_if_false RYDER2_695
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_695
00D6: if  0
00DF:   actor $132 driving
004D: jump_if_false RYDER2_695
00D9: $48 = actor $132 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false RYDER2_695
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $48
004D: jump_if_false RYDER2_695
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false RYDER2_695
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_695
0871: init_jump_table @50 total_jumps  10  0 RYDER2_695 jumps  0 RYDER2_563  1 RYDER2_571  2 RYDER2_585  3 RYDER2_599  4 RYDER2_613  5 RYDER2_627  6 RYDER2_641 
0872: jump_table_jumps  7 RYDER2_655  8 RYDER2_669  9 RYDER2_683 -1 RYDER2_695 -1 RYDER2_695 -1 RYDER2_695 -1 RYDER2_695 -1 RYDER2_695 -1 RYDER2_695 

:RYDER2_563
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_AA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33800
004F: create_thread AUDIOL_1 $132  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_695

:RYDER2_571
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33805
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_578
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  1 
0002: jump RYDER2_580

:RYDER2_578
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_580
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  2
03CF: load_wav  33806 as  2
0002: jump RYDER2_695

:RYDER2_585
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33806
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_592
004F: create_thread AUDIOL_1 $132  0  0  2  1 
0002: jump RYDER2_594

:RYDER2_592
004F: create_thread AUDIOL_1 $132  0  0  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_594
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  1
03CF: load_wav  33807 as  1
0002: jump RYDER2_695

:RYDER2_599
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33807
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_606
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  1 
0002: jump RYDER2_608

:RYDER2_606
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_608
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  2
03CF: load_wav  33808 as  2
0002: jump RYDER2_695

:RYDER2_613
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33808
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_620
004F: create_thread AUDIOL_1 $132  0  0  2  1 
0002: jump RYDER2_622

:RYDER2_620
004F: create_thread AUDIOL_1 $132  0  0  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_622
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  1
03CF: load_wav  33809 as  1
0002: jump RYDER2_695

:RYDER2_627
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33809
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_634
004F: create_thread AUDIOL_1 $132  0  0  1  1 
0002: jump RYDER2_636

:RYDER2_634
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_636
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  2
03CF: load_wav  33810 as  2
0002: jump RYDER2_695

:RYDER2_641
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33810
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_648
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  2  1 
0002: jump RYDER2_650

:RYDER2_648
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_650
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  1
03CF: load_wav  33811 as  1
0002: jump RYDER2_695

:RYDER2_655
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33811
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_662
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  1 
0002: jump RYDER2_664

:RYDER2_662
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_664
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  2
03CF: load_wav  33812 as  2
0002: jump RYDER2_695

:RYDER2_669
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33812
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_676
004F: create_thread AUDIOL_1 $132  0  0  2  1 
0002: jump RYDER2_678

:RYDER2_676
004F: create_thread AUDIOL_1 $132  0  0  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_678
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
040D: unload_wav  1
03CF: load_wav  33813 as  1
0002: jump RYDER2_695

:RYDER2_683
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_CJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33813
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_690
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  1 
0002: jump RYDER2_692

:RYDER2_690
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_692
000A: @50 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump RYDER2_695

:RYDER2_695
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_700
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:RYDER2_700
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_769
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_756
00D6: if  0
875C:   NOT   marker @119 enabled
004D: jump_if_false RYDER2_718
0164: disable_marker @119
0186: @119 = create_marker_above_car @95
07E0: @119  1 
0164: disable_marker @120
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_717
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  999999 

:RYDER2_717
0006: @32 =  20001  ;; integer values

:RYDER2_718
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_755
00D6: if  0
0019:   @32 >  60000  ;; integer values
004D: jump_if_false RYDER2_727
00BC: text_highpriority 'RY2_03'  7000 ms  1
0006: @49 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_727
00D6: if  0
0019:   @35 >  2  ;; integer values
004D: jump_if_false RYDER2_755
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false RYDER2_755
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_755
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_755
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $132 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false RYDER2_755
0209: @42 = random_int  0  3
0871: init_jump_table @42 total_jumps  3  0 RYDER2_753 jumps  0 RYDER2_744  1 RYDER2_747  2 RYDER2_750 -1 RYDER2_753 -1 RYDER2_753 -1 RYDER2_753 -1 RYDER2_753 

:RYDER2_744
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33802
0002: jump RYDER2_753

:RYDER2_747
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33803
0002: jump RYDER2_753

:RYDER2_750
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33804
0002: jump RYDER2_753

:RYDER2_753
004F: create_thread AUDIOL_1 $132  0  1  1  0 
000A: @49 +=  1  ;; integer values

:RYDER2_755
0002: jump RYDER2_769

:RYDER2_756
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false RYDER2_769
0164: disable_marker @119
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false RYDER2_769
0164: disable_marker @120
018A: @120 = create_checkpoint_at  2699.293 -2395.013  12.6172
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_769
0647: unknown_action_sequence $132 

:RYDER2_769
0051: return

:RYDER2_770
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_777
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @49 = -1  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_777
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_787
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_787
00D6: if  0
01C1:   car @95 stopped
004D: jump_if_false RYDER2_787
000A: @35 +=  1  ;; integer values

:RYDER2_787
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RYDER2_947
016A: fade  0 ()  500 ms

:RYDER2_791
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_796
0001: wait  0 ms
0002: jump RYDER2_791

:RYDER2_796
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_801
00AB: put_car @95 at  2699.623 -2394.787  12.6172
0175: set_car @95 z_angle_to  267.9095

:RYDER2_801
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 (on)
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  287
0247: request_model  346
0247: request_model  530
038B: load_requested_models

:RYDER2_811
00D6: if  23
8248:   NOT   model #CJ_CARDBRD_PICKUP available
8248:   NOT   model  287 available
8248:   NOT   model  346 available
8248:   NOT   model  530 available
004D: jump_if_false RYDER2_819
0001: wait  0 ms
0002: jump RYDER2_811

:RYDER2_819
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  .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_854
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_868
0001: wait  0 ms
00D6: if  0
03CA:   object @62(@42,25i) exists
004D: jump_if_false RYDER2_866
0392: object @62(@42,25i) toggle_in_moving_list  1
0209: @43 = random_int  1  8
0906: @62(@42,25i)  1000.0 
0908: @62(@42,25i)  1000.0 
0085: @147(@42,25i) = @43  ;; integer values and handles

:RYDER2_866
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_854

:RYDER2_868
009A: @102 = create_actor  24  287 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  287 at  2721.944 -2411.565  12.6198
0173: set_actor @103 z_angle_to  0.0
009A: @104 = create_actor  24  287 at  2789.524 -2416.372  12.6333
0173: set_actor @104 z_angle_to  202.4407
009A: @105 = create_actor  24  287 at  2790.231 -2418.837  12.6331
0173: set_actor @105 z_angle_to  23.3411
009A: @106 = create_actor  24  287 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_881
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_903
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: @102(@42,9i)  100.0 
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RYDER2_895
0630: put_actor @102 in_group @239 as_leader 
0002: jump RYDER2_900

:RYDER2_895
00D6: if  1
8039:   NOT   @42 ==  2  ;; integer values
8039:   NOT   @42 ==  3  ;; integer values
004D: jump_if_false RYDER2_900
0631: put_actor @102(@42,9i) in_group @239 

:RYDER2_900
087F: @102(@42,9i)  1 
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_881

:RYDER2_903
00D6: if  0
8118:   NOT   actor @104 dead
004D: jump_if_false RYDER2_907
060B: unknown_actor_use_entity @104 @237 

:RYDER2_907
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false RYDER2_911
060B: unknown_actor_use_entity @105 @237 

:RYDER2_911
00A5: @99 = create_car  530 at  2791.426 -2418.577  12.66
0175: set_car @99 z_angle_to  90.0
0249: release_model  530
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  287 in_car @99 driverseat
0247: request_model  500

:RYDER2_921
00D6: if  0
8248:   NOT   model  500 available
004D: jump_if_false RYDER2_926
0001: wait  0 ms
0002: jump RYDER2_921

:RYDER2_926
00A5: @98 = create_car  500 at  2688.963 -2407.676  12.4609
0175: set_car @98 z_angle_to  270.0
0129: @111 = create_actor  24  287 in_car @98 driverseat
02C2: car @98 drive_to_point  2712.854 -2407.825  12.4684
0249: release_model  500
0229: set_car @98 color_to  37  37
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false RYDER2_939
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_939
016A: fade  1 (back)  500 ms

:RYDER2_940
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_945
0001: wait  0 ms
0002: jump RYDER2_940

:RYDER2_945
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_947
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false RYDER2_977
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_977
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false RYDER2_977
00D6: if  0
01AF:   car @98  0 ()near_point  2712.854 -2407.825  12.4684 radius  15.0  15.0  15.0
004D: jump_if_false RYDER2_977
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  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_966
02C2: car @99 drive_to_point  2768.74 -2413.788  12.6172
04E0: car @99 abandon_path_radius  200

:RYDER2_966
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_974
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false RYDER2_974
05C0: unknown_action_sequence $132 @98  5000 
05C0: unknown_action_sequence $PLAYER_ACTOR @98  6000 

:RYDER2_974
0006: @32 =  0  ;; integer values
000A: @49 +=  1  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_977
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false RYDER2_992
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false RYDER2_992
00D6: if  0
01B0:   car @98 stopped  0 ()near_point  2712.854 -2407.825  12.4684 radius  4.0  4.0  4.0
004D: jump_if_false RYDER2_992
000A: @35 +=  1  ;; integer values
00D6: if  0
03CA:   object @240 exists
004D: jump_if_false RYDER2_991
097B: @240  1126 

:RYDER2_991
0006: @32 =  0  ;; integer values

:RYDER2_992
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false RYDER2_1003
00D6: if  0
03CA:   object @240 exists
004D: jump_if_false RYDER2_1003
00D6: if  0
034E: unknown_move_object @240 to @248 @249 @250 unknown_angle  0.0  .2  0.0  0
004D: jump_if_false RYDER2_1003
000A: @35 +=  1  ;; integer values
097B: @240  1127 

:RYDER2_1003
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false RYDER2_1022
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false RYDER2_1022
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  0
8118:   NOT   actor @102 dead
004D: jump_if_false RYDER2_1016
0173: set_actor @102 z_angle_to  275.0

:RYDER2_1016
00D6: if  0
8118:   NOT   actor @103 dead
004D: jump_if_false RYDER2_1020
05C0: unknown_action_sequence @103 @98  999999 

:RYDER2_1020
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_1022
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false RYDER2_1033
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false RYDER2_1033
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_1033
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false RYDER2_1063
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1055
00D6: if  0
01B0:   car @99 stopped  0 ()near_point  2768.74 -2413.788  12.6172 radius  4.0  4.0  4.0
004D: jump_if_false RYDER2_1055
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false RYDER2_1055
0615: @48 
06BA: unknown_action_sequence -1  2774.267 -2423.22  14.3429 
0605: unknown_action_sequence -1 "ATM" "PED"  4.0  0  0  0  0  1000 
05D3: unknown_action_sequence -1  2773.722 -2423.388  12.6311  4  5000 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0616: @48 
0618: @102 @48 
061B: @48 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_1055
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false RYDER2_1063
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1063
00AB: put_car @99 at  2768.74 -2413.788  12.6172
0175: set_car @99 z_angle_to  225.6142

:RYDER2_1063
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false RYDER2_1099
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false RYDER2_1099
00D6: if  0
0611: @102 "ATM" 
004D: jump_if_false RYDER2_1088
00D6: if  0
0039:   @201 ==  0  ;; integer values
004D: jump_if_false RYDER2_1077
0006: @33 =  0  ;; integer values
000A: @201 +=  1  ;; integer values

:RYDER2_1077
00D6: if  0
0039:   @201 ==  1  ;; integer values
004D: jump_if_false RYDER2_1088
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false RYDER2_1088
00D6: if  0
03CA:   object @61 exists
004D: jump_if_false RYDER2_1088
097B: @61  1028 
000A: @201 +=  1  ;; integer values

:RYDER2_1088
062E: @102  1560 @42 
00D6: if  21
04A4: @42  7 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RYDER2_1099
0006: @32 =  0  ;; integer values
00D6: if  0
03CA:   object @241 exists
004D: jump_if_false RYDER2_1098
097B: @241  1035 

:RYDER2_1098
000A: @35 +=  1  ;; integer values

:RYDER2_1099
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false RYDER2_1115
00D6: if  0
03CA:   object @241 exists
004D: jump_if_false RYDER2_1115
00D6: if  0
034E: unknown_move_object @241 to @251 @252 @253 unknown_angle  0.0  0.0  .1  0
004D: jump_if_false RYDER2_1115
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1115
00A7: car @99 drive_to  2785.354 -2416.744  12.6187
0006: @32 =  0  ;; integer values
097B: @241  1036 
000A: @35 +=  1  ;; integer values

:RYDER2_1115
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false RYDER2_1126
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RYDER2_1126
00D6: if  0
03CA:   object @241 exists
004D: jump_if_false RYDER2_1125
097B: @241  1035 

:RYDER2_1125
000A: @35 +=  1  ;; integer values

:RYDER2_1126
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false RYDER2_1137
00D6: if  0
03CA:   object @241 exists
004D: jump_if_false RYDER2_1137
00D6: if  0
034E: unknown_move_object @241 to @245 @246 @247 unknown_angle  0.0  0.0  .2  0
004D: jump_if_false RYDER2_1137
097B: @241  1036 
000A: @35 +=  1  ;; integer values

:RYDER2_1137
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false RYDER2_1145
00D6: if  1
0019:   @32 >  2000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1145
0006: @35 =  99  ;; integer values

:RYDER2_1145
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false RYDER2_1205
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1205
0871: init_jump_table @49 total_jumps  8  0 RYDER2_1205 jumps  0 RYDER2_1153  1 RYDER2_1161  2 RYDER2_1164  3 RYDER2_1172  4 RYDER2_1180  5 RYDER2_1188  6 RYDER2_1196 
0872: jump_table_jumps  7 RYDER2_1199 -1 RYDER2_1205 -1 RYDER2_1205 -1 RYDER2_1205 -1 RYDER2_1205 -1 RYDER2_1205 -1 RYDER2_1205 -1 RYDER2_1205 -1 RYDER2_1205 

:RYDER2_1153
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33814
004F: create_thread AUDIOL_1 $132  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_1205

:RYDER2_1161
000A: @49 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump RYDER2_1205

:RYDER2_1164
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33815
004F: create_thread AUDIOL_1 $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_1205

:RYDER2_1172
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33816
004F: create_thread AUDIOL_1 $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_1205

:RYDER2_1180
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33817
004F: create_thread AUDIOL_1 $132  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_1205

:RYDER2_1188
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33818
004F: create_thread AUDIOL_1 $132  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_1205

:RYDER2_1196
000A: @49 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump RYDER2_1205

:RYDER2_1199
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_DF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33819
004F: create_thread AUDIOL_1 $132  0  1  2  1 
000A: @49 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump RYDER2_1205

:RYDER2_1205
00D6: if  0
0019:   @35 >  2  ;; integer values
004D: jump_if_false RYDER2_1212
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false RYDER2_1212
0006: @35 =  99  ;; integer values

:RYDER2_1212
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_1297
016A: fade  0 ()  250 ms

:RYDER2_1216
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_1221
0001: wait  0 ms
0002: jump RYDER2_1216

:RYDER2_1221
00D6: if  0
03CA:   object @240 exists
004D: jump_if_false RYDER2_1225
097B: @240  1127 

:RYDER2_1225
00D6: if  0
03CA:   object @241 exists
004D: jump_if_false RYDER2_1229
097B: @241  1036 

:RYDER2_1229
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1243
0792: $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  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1243
0792: $132 
036A: put_actor $132 in_car @95

:RYDER2_1243
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1248
00AB: put_car @99 at  2791.426 -2418.31  13.66
0175: set_car @99 z_angle_to  270.0

:RYDER2_1248
00D6: if  0
8118:   NOT   actor @112 dead
004D: jump_if_false RYDER2_1252
009B: destroy_actor_instantly @112

:RYDER2_1252
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false RYDER2_1257
00AB: put_car @98 at  2748.055 -2394.427  12.6419
0175: set_car @98 z_angle_to  174.3167

:RYDER2_1257
00D6: if  0
8118:   NOT   actor @111 dead
004D: jump_if_false RYDER2_1261
009B: destroy_actor_instantly @111

:RYDER2_1261
01BC: put_object @240 at @242 @243 @244
01BC: put_object @241 at @245 @246 @247
0006: @42 =  0  ;; integer values

:RYDER2_1264
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_1276
00D6: if  0
03CA:   object @62(@42,25i) exists
004D: jump_if_false RYDER2_1274
0550: unknown_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_1274
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_1264

:RYDER2_1276
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1280
0689: @95  1  0 

:RYDER2_1280
00D6: if  0
8118:   NOT   actor @103 dead
004D: jump_if_false RYDER2_1284
0647: unknown_action_sequence @103 

:RYDER2_1284
06D0:  0 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  250 ms

:RYDER2_1289
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_1294
0001: wait  0 ms
0002: jump RYDER2_1289

:RYDER2_1294
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:RYDER2_1297
0051: return

:RYDER2_1298
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_1329
00D6: if  0
03CA:   object @60 exists
004D: jump_if_false RYDER2_1307
0382: set_object @60 collision_detection  1
035D: toggle_object @60 targetable  0 
0550: unknown_keep_object @60 in_memory  1

:RYDER2_1307
00D6: if  0
03CA:   object @61 exists
004D: jump_if_false RYDER2_1313
0382: set_object @61 collision_detection  1
035D: toggle_object @61 targetable  0 
0550: unknown_keep_object @61 in_memory  1

:RYDER2_1313
00BB: text_lowpriority 'RY2_59'  7000 ms  1
0164: disable_marker @122
018A: @122 = create_checkpoint_at  2722.075 -2411.271  12.6198
0165: set_marker @122 color_to  0
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1322
0519: unknown_car @95 flag  1
020A: set_car @95 door_status_to  3

:RYDER2_1322
0006: @191 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1327
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  99999 

:RYDER2_1327
0006: @142 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_1329
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_1407
00D6: if  0
0039:   @133 ==  2  ;; integer values
004D: jump_if_false RYDER2_1359
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1358
0164: disable_marker @122
07C0:  523 

:RYDER2_1340
00D6: if  0
87C1:   NOT  523 
004D: jump_if_false RYDER2_1345
0001: wait  0 ms
0002: jump RYDER2_1340

:RYDER2_1345
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1349
05EB: @95  523 

:RYDER2_1349
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1353
0647: unknown_action_sequence $132 

:RYDER2_1353
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33823
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0001: wait  100 ms
0006: @35 =  99  ;; integer values

:RYDER2_1358
0002: jump RYDER2_1407

:RYDER2_1359
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1391
00D6: if  0
0206:   actor $PLAYER_ACTOR near_car_on_foot @95 radius  5.0  5.0  3.0 unknown  0  
004D: jump_if_false RYDER2_1391
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false RYDER2_1391
00D6: if  0
0039:   @190 ==  0  ;; integer values
004D: jump_if_false RYDER2_1380
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1378
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33820
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @142 =  0  ;; integer values

:RYDER2_1378
000A: @190 +=  1  ;; integer values
0002: jump RYDER2_1391

:RYDER2_1380
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false RYDER2_1391
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1390
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_EB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33821
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @142 =  0  ;; integer values

:RYDER2_1390
0006: @190 =  0  ;; integer values

:RYDER2_1391
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1407
00D6: if  0
0104:   actor $132 near_actor $PLAYER_ACTOR radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false RYDER2_1407
00D6: if  0
0019:   @142 >  40000  ;; integer values
004D: jump_if_false RYDER2_1407
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1407
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_FA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33822
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @142 =  0  ;; integer values

:RYDER2_1407
00D6: if  0
8039:   NOT   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_1440
00D6: if  0
0039:   @38 ==  9  ;; integer values
004D: jump_if_false RYDER2_1440
00D6: if  1
8039:   NOT   @132 ==  0  ;; integer values
0039:   @133 ==  0  ;; integer values
004D: jump_if_false RYDER2_1427
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2785.89 -2417.98  14.36 radius  20.0  20.0  5.0
004D: jump_if_false RYDER2_1426
00D6: if  0
0019:   @51 >  30000  ;; integer values
004D: jump_if_false RYDER2_1426
0006: @336 =  3  ;; integer values
0050: gosub RYDER2_4705
0006: @51 =  0  ;; integer values

:RYDER2_1426
0002: jump RYDER2_1440

:RYDER2_1427
00D6: if  1
0039:   @133 ==  0  ;; integer values
0039:   @132 ==  0  ;; integer values
004D: jump_if_false RYDER2_1440
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2785.89 -2417.98  14.36 radius  20.0  20.0  5.0
004D: jump_if_false RYDER2_1440
00D6: if  0
0019:   @51 >  30000  ;; integer values
004D: jump_if_false RYDER2_1440
0006: @336 =  3  ;; integer values
0050: gosub RYDER2_4705
0006: @51 =  0  ;; integer values

:RYDER2_1440
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_1447
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @191 =  0  ;; integer values
0006: @336 =  0  ;; integer values

:RYDER2_1447
0051: return

:RYDER2_1448
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_1469
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_1469
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1469
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false RYDER2_1468
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
0006: @54 =  0  ;; integer values
0006: @49 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump RYDER2_1469

:RYDER2_1468
000A: @35 +=  1  ;; integer values

:RYDER2_1469
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_1483
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1483
00D6: if  0
860E:   NOT @95 
004D: jump_if_false RYDER2_1483
0519: unknown_car @95 flag  1
0006: @49 =  0  ;; integer values
0006: @54 =  20000  ;; integer values
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_1483
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RYDER2_1538
00D6: if  0
8039:   NOT   @132 ==  0  ;; integer values
004D: jump_if_false RYDER2_1507
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1506
0164: disable_marker @123
07C0:  524 

:RYDER2_1494
00D6: if  0
87C1:   NOT  524 
004D: jump_if_false RYDER2_1499
0001: wait  0 ms
0002: jump RYDER2_1494

:RYDER2_1499
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1503
05EB: @95  524 

:RYDER2_1503
0006: @32 =  0  ;; integer values
0006: @49 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_1506
0002: jump RYDER2_1538

:RYDER2_1507
00D6: if  0
0019:   @54 >  20000  ;; integer values
004D: jump_if_false RYDER2_1538
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1538
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $132 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false RYDER2_1538
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1538
0871: init_jump_table @49 total_jumps  3  0 RYDER2_1538 jumps  0 RYDER2_1520  1 RYDER2_1526  2 RYDER2_1532 -1 RYDER2_1538 -1 RYDER2_1538 -1 RYDER2_1538 -1 RYDER2_1538 

:RYDER2_1520
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_GB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33824
004F: create_thread AUDIOL_1 $132  0  1  1  0 
000A: @49 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_1538

:RYDER2_1526
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33833
004F: create_thread AUDIOL_1 $132  0  1  1  0 
000A: @49 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_1538

:RYDER2_1532
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33837
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  0  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_1538

:RYDER2_1538
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false RYDER2_1558
0006: @49 =  0  ;; integer values
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1558
0209: @42 = random_int  0  2
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RYDER2_1554
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33825
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
000A: @35 +=  1  ;; integer values
0002: jump RYDER2_1558

:RYDER2_1554
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_HB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33826
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
000A: @35 +=  1  ;; integer values

:RYDER2_1558
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false RYDER2_1573
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1573
00D6: if  0
860E:   NOT @95 
004D: jump_if_false RYDER2_1569
0006: @35 =  99  ;; integer values
0002: jump RYDER2_1573

:RYDER2_1569
00D6: if  0
0019:   @32 >  10600  ;; integer values
004D: jump_if_false RYDER2_1573
05EC: @95 

:RYDER2_1573
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_1583
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1581
0519: unknown_car @95 flag  1
09B0: @95  0 

:RYDER2_1581
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:RYDER2_1583
00D6: if  0
0039:   @191 ==  0  ;; integer values
004D: jump_if_false RYDER2_1603
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1603
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1603
00D6: if  0
80DB:   NOT   actor $132 in_car @95
004D: jump_if_false RYDER2_1603
00D6: if  0
060E: @95 
004D: jump_if_false RYDER2_1600
05ED: @95 
0519: unknown_car @95 flag  1

:RYDER2_1600
05CB: unknown_action_sequence $132 @95  10000 
0006: @32 =  0  ;; integer values
000A: @191 +=  1  ;; integer values

:RYDER2_1603
00D6: if  0
0039:   @191 ==  1  ;; integer values
004D: jump_if_false RYDER2_1625
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1621
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1621
00D6: if  0
00DB:   actor $132 in_car @95
004D: jump_if_false RYDER2_1621
00D6: if  0
060E: @95 
004D: jump_if_false RYDER2_1620
05EE: @95 
0519: unknown_car @95 flag  0

:RYDER2_1620
0006: @191 =  0  ;; integer values

:RYDER2_1621
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false RYDER2_1625
0006: @191 =  0  ;; integer values

:RYDER2_1625
0051: return

:RYDER2_1626
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false RYDER2_1633
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false RYDER2_1633
0085: @127 = @200  ;; integer values and handles

:RYDER2_1633
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_1686
04ED: load_animation "RYDER"

:RYDER2_1637
00D6: if  0
84EE:   NOT   animation "RYDER" loaded
004D: jump_if_false RYDER2_1642
0001: wait  0 ms
0002: jump RYDER2_1637

:RYDER2_1642
0006: @266 =  0  ;; integer values
008A: $6892 = @200  ;; integer values and handles
04F7: status_text $6892  0 line  2 'RY2_21'
04F7: status_text $6891  1 line  1 'RY2_19'
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1658
00D6: if  0
0137:   car @95 id ==  414
004D: jump_if_false RYDER2_1654
0407: create_coordinate @260 @261 @262 from_car @95 offset  0.0 -5.5  .6
0407: create_coordinate @263 @264 @265 from_car @95 offset  3.0  5.5  .6

:RYDER2_1654
01EC: make_car @95 very_heavy  1
03AB: (unknown) @95  1 
0224: set_car @95 health_to  2500
020A: set_car @95 door_status_to  3

:RYDER2_1658
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1669
0708: unknown_add_entity_item @235  12 
077A: $132  0  0 
077A: $132  4  24 
0688: unknown_action_sequence $132  1  1  1 
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false RYDER2_1669
0164: disable_marker @119

:RYDER2_1669
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1679
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_1679
00BB: text_lowpriority 'RY2_55'  5000 ms  1
0164: disable_marker @119
0186: @119 = create_marker_above_car @99
07E0: @119  1 

:RYDER2_1679
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_1686
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false RYDER2_1700
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1700
00D6: if  0
044B:   actor $132 has_objective
004D: jump_if_false RYDER2_1700
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1700
0519: unknown_car @95 flag  1
0006: @267 =  1  ;; integer values

:RYDER2_1700
00D6: if  0
0039:   @266 ==  0  ;; integer values
004D: jump_if_false RYDER2_1714
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1713
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33831
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @266 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_1713
0002: jump RYDER2_1724

:RYDER2_1714
00D6: if  0
0039:   @266 ==  1  ;; integer values
004D: jump_if_false RYDER2_1724
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false RYDER2_1724
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1724
0006: @266 =  2  ;; integer values

:RYDER2_1724
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_1751
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_1751
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1751
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @99
0039:   @266 ==  2  ;; integer values
004D: jump_if_false RYDER2_1746
00D6: if  0
001B:    1 > @268  ;; integer values
004D: jump_if_false RYDER2_1742
0006: @268 =  1  ;; integer values

:RYDER2_1742
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0001: wait  0 ms
0002: jump RYDER2_1751

:RYDER2_1746
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_1751
03D5: remove_text 'RY2_55'
0006: @268 =  1  ;; integer values

:RYDER2_1751
00D6: if  1
0019:   @268 >  0  ;; integer values
001B:    5 > @268  ;; integer values
004D: jump_if_false RYDER2_1775
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1775
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_1774
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_1773
0871: init_jump_table @268 total_jumps  3  0 RYDER2_1772 jumps  1 RYDER2_1766  2 RYDER2_1768  3 RYDER2_1770 -1 RYDER2_1772 -1 RYDER2_1772 -1 RYDER2_1772 -1 RYDER2_1772 

:RYDER2_1766
03E5: text_box 'RY2_69'
0002: jump RYDER2_1772

:RYDER2_1768
03E5: text_box 'RY2_68'
0002: jump RYDER2_1772

:RYDER2_1770
03E5: text_box 'RY2_71'
0002: jump RYDER2_1772

:RYDER2_1772
000A: @268 +=  1  ;; integer values

:RYDER2_1773
0002: jump RYDER2_1775

:RYDER2_1774
03E6: remove_text_box

:RYDER2_1775
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RYDER2_1779
000A: @35 +=  3  ;; integer values

:RYDER2_1779
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false RYDER2_1802
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false RYDER2_1802
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1802
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false RYDER2_1802
0871: init_jump_table @49 total_jumps  2  0 RYDER2_1802 jumps  0 RYDER2_1793  1 RYDER2_1799 -1 RYDER2_1802 -1 RYDER2_1802 -1 RYDER2_1802 -1 RYDER2_1802 -1 RYDER2_1802 

:RYDER2_1793
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_KA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33830
004F: create_thread AUDIOL_1 $132  0  1  1  0 
000A: @49 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_1802

:RYDER2_1799
0006: @49 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump RYDER2_1802

:RYDER2_1802
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false RYDER2_1816
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false RYDER2_1816
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_1816
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_1816
00D6: if  1
0019:   @35 >  5  ;; integer values
0019:   @51 >  30000  ;; integer values
004D: jump_if_false RYDER2_1822
0006: @336 =  1  ;; integer values
0006: @51 =  0  ;; integer values

:RYDER2_1822
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false RYDER2_1863
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_1863
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false RYDER2_1863
0006: @192 =  1  ;; integer values
00D6: if  0
0019:   @142 >  30000  ;; integer values
004D: jump_if_false RYDER2_1863
0871: init_jump_table @143 total_jumps  5  0 RYDER2_1857 jumps  0 RYDER2_1837  1 RYDER2_1841  2 RYDER2_1845  3 RYDER2_1849  4 RYDER2_1853 -1 RYDER2_1857 -1 RYDER2_1857 

:RYDER2_1837
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33833
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_1857

:RYDER2_1841
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33834
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_1857

:RYDER2_1845
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33835
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_1857

:RYDER2_1849
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33836
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_1857

:RYDER2_1853
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33837
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_1857

:RYDER2_1857
000A: @143 +=  1  ;; integer values
00D6: if  0
0019:   @143 >  4  ;; integer values
004D: jump_if_false RYDER2_1862
0006: @143 =  0  ;; integer values

:RYDER2_1862
0006: @142 =  0  ;; integer values

:RYDER2_1863
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false RYDER2_1875
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1874
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_1874
03D5: remove_text 'RY2_55'
0164: disable_marker @119

:RYDER2_1874
0002: jump RYDER2_1902

:RYDER2_1875
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1902
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_1890
0164: disable_marker @119
0186: @119 = create_marker_above_car @99
07E0: @119  1 
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false RYDER2_1888
0164: disable_marker @120

:RYDER2_1888
00BB: text_lowpriority 'RY2_55'  5000 ms  1
0002: jump RYDER2_1902

:RYDER2_1890
00D6: if  0
0029:   @35 >=  1  ;; integer values
004D: jump_if_false RYDER2_1902
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false RYDER2_1902
0164: disable_marker @120
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1902
0186: @120 = create_marker_above_car @95
07E0: @120  1 

:RYDER2_1902
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2016
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false RYDER2_1928
062E: $132  1560 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_1928

:RYDER2_1912
00D6: if  0
84EE:   NOT   animation "COLT45" loaded
004D: jump_if_false RYDER2_1918
04ED: load_animation "COLT45"
0001: wait  0 ms
0002: jump RYDER2_1912

:RYDER2_1918
0615: @48 
05D3: unknown_action_sequence -1 @263 @264 @265  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0638: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "ROADCROSS" "PED"  4.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "ROADCROSS" "PED"  4.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "COLT45_RELOAD" "COLT45"  4.0  0  1  1  0 -1 
0616: @48 
0618: $132 @48 
061B: @48 

:RYDER2_1928
0006: @42 =  0  ;; integer values

:RYDER2_1929
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_1966
00D6: if  0
03CA:   object @62(@42,25i) exists
004D: jump_if_false RYDER2_1964
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_1964
0407: create_coordinate $73 $74 $75 from_car @95 offset  0.0 -2.61  1.04
00D6: if  0
04E6:   unknown_object @62(@42,25i) near_point $73 $74 $75 radius  .71  1.0  1.12 unknown  0
004D: jump_if_false RYDER2_1964
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1964
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_1964
00D6: if  0
844B:   NOT   actor $PLAYER_ACTOR has_objective
004D: jump_if_false RYDER2_1964
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_1964
00D6: if  0
0039:   @270 ==  0  ;; integer values
004D: jump_if_false RYDER2_1958
0006: @270 =  1  ;; integer values

:RYDER2_1958
00D6: if  0
0019:   @56 >  500  ;; integer values
004D: jump_if_false RYDER2_1964
0085: @272 = @42  ;; integer values and handles
000A: @271 +=  1  ;; integer values
0006: @56 =  0  ;; integer values

:RYDER2_1964
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_1929

:RYDER2_1966
00D6: if  0
0039:   @270 ==  0  ;; integer values
004D: jump_if_false RYDER2_1970
0006: @56 =  0  ;; integer values

:RYDER2_1970
00D6: if  0
8039:   NOT   @271 ==  0  ;; integer values
004D: jump_if_false RYDER2_2016
0871: init_jump_table @271 total_jumps  4  0 RYDER2_2016 jumps  1 RYDER2_1974  2 RYDER2_1988  3 RYDER2_1994  4 RYDER2_2007 -1 RYDER2_2016 -1 RYDER2_2016 -1 RYDER2_2016 

:RYDER2_1974
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_1979
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @99

:RYDER2_1979
02A3: toggle_widescreen  1 (on)
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_2016

:RYDER2_1988
00D6: if  0
0019:   @56 >  1000  ;; integer values
004D: jump_if_false RYDER2_1993
0006: @56 =  0  ;; integer values
000A: @271 +=  1  ;; integer values

:RYDER2_1993
0002: jump RYDER2_2016

:RYDER2_1994
00D6: if  0
0019:   @56 >  1000  ;; integer values
004D: jump_if_false RYDER2_1999
000A: @271 +=  1  ;; integer values
0002: jump RYDER2_2006

:RYDER2_1999
00D6: if  0
001B:    500 > @56  ;; integer values
004D: jump_if_false RYDER2_2006
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_2006
04BA: set_car @99 speed_instantly -5.0

:RYDER2_2006
0002: jump RYDER2_2016

:RYDER2_2007
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @270 =  0  ;; integer values
0006: @271 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @269 =  1  ;; integer values
0002: jump RYDER2_2016

:RYDER2_2016
00D6: if  0
0039:   @38 ==  7  ;; integer values
004D: jump_if_false RYDER2_2050
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2050
00D6: if  1
031D:   actor $132 hit_by_weapon  22
0019:   @57 >  40000  ;; integer values
004D: jump_if_false RYDER2_2050
000A: @273 +=  1  ;; integer values
00D6: if  0
0019:   @273 >  4  ;; integer values
004D: jump_if_false RYDER2_2031
0006: @273 =  1  ;; integer values

:RYDER2_2031
0871: init_jump_table @273 total_jumps  4  0 RYDER2_2048 jumps  1 RYDER2_2032  2 RYDER2_2036  3 RYDER2_2040  4 RYDER2_2044 -1 RYDER2_2048 -1 RYDER2_2048 -1 RYDER2_2048 

:RYDER2_2032
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33842
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2048

:RYDER2_2036
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33844
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2048

:RYDER2_2040
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_MD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33845
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2048

:RYDER2_2044
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ME'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33846
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2048

:RYDER2_2048
0467: unknown_actor $132
0006: @57 =  0  ;; integer values

:RYDER2_2050
00D6: if  1
002D:   @127 >= @200  ;; integer values 
0039:   @271 ==  0  ;; integer values
004D: jump_if_false RYDER2_2069
0151: remove_status_text $6892
00D6: if  0
8039:   NOT   @328 == -1  ;; integer values
004D: jump_if_false RYDER2_2068
00D6: if  0
03CA:   object @62(@328,25i) exists
004D: jump_if_false RYDER2_2068
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2068
00D6: if  0
0737: $132 @62(@328,25i) 
004D: jump_if_false RYDER2_2068
070B: $132  1 

:RYDER2_2068
0006: @35 =  99  ;; integer values

:RYDER2_2069
00D6: if  2
0019:   @55 >  30000  ;; integer values
8039:   NOT   @35 ==  99  ;; integer values
001B:    1 > @202  ;; integer values
004D: jump_if_false RYDER2_2119
00D6: if  2
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_2119
00D6: if  0
0039:   @38 ==  5  ;; integer values
004D: jump_if_false RYDER2_2119
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2775.781 -2406.82  10.638  2801.433 -2429.618  15.3143
004D: jump_if_false RYDER2_2119
0006: @42 =  0  ;; integer values
0006: @43 =  0  ;; integer values

:RYDER2_2087
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_2103
00D6: if  0
03CA:   object @62(@42,25i) exists
004D: jump_if_false RYDER2_2101
00D6: if  0
8366:   NOT   object @62(@42,25i) blown_up
004D: jump_if_false RYDER2_2101
00D6: if  0
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_2101
000A: @43 +=  1  ;; integer values
0006: @42 =  25  ;; integer values

:RYDER2_2101
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_2087

:RYDER2_2103
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false RYDER2_2119
0209: @42 = random_int  0  2
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RYDER2_2114
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33840
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2117

:RYDER2_2114
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33841
004F: create_thread AUDIOL_1 $132  0  1  1  0 

:RYDER2_2117
0006: @55 =  0  ;; integer values
000A: @202 +=  1  ;; integer values

:RYDER2_2119
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_2125
0006: @203 =  1  ;; integer values
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:RYDER2_2125
0050: gosub RYDER2_4705
0085: @306 = @127  ;; integer values and handles
0050: gosub RYDER2_4371
0051: return

:RYDER2_2129
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_2153
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_2137
00D6: if  0
001B:    10 > @42  ;; integer values
004D: jump_if_false RYDER2_2143
0006: @282(@42,10i) =  0  ;; integer values
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_2137

:RYDER2_2143
0006: @292 =  0  ;; integer values
0006: @293 =  0  ;; integer values
0006: @304 =  4  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2150
060B: unknown_actor_use_entity $132 @237 

:RYDER2_2150
0006: @49 =  0  ;; integer values
0006: @292 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_2153
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_2180
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 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2172
02AB: set_actor $132 immunities  1  1  1  1  1
0792: $132 
00A1: put_actor $132 at @296 @297 @298
0173: set_actor $132 z_angle_to  270.0
05D3: unknown_action_sequence $132  2771.352 -2418.072  12.644  6  5000 

:RYDER2_2172
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_2178
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33851
004F: create_thread AUDIOL_1 $132  0  1  1  0 

:RYDER2_2178
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_2180
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RYDER2_2189
00D6: if  1
0019:   @32 >  2500  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_2189
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_2189
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false RYDER2_2225
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2218
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2218
0792: $132 
0464: put_actor $132 into_turret_on_car @95 at_car_offset  0.0 -3.0  .9 unknown  2 angle  180.0 with_weapon  0
0151: remove_status_text $6891
08AF: $132  350 
0223: set_actor $132 health_to  350
0107: @94 = create_object #NF_PED_COLL at  0.0  0.0  0.0
0681: attach_object @94 to_car @95 offset -.5 -2.0  0.0   0.0  0.0  0.0 
02AB: set_actor $132 immunities  1  1  1  1  1
08D2: @94  .5 
09CA: @94  0  1  1  1  0 
0006: @299 =  1000  ;; integer values
0006: @292 =  1  ;; integer values
0006: @293 =  1  ;; integer values
0615: @48 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0812: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  1  2000 
0812: unknown_action_sequence -1 "VAN_STAND" "RYDER"  4.0  0  0  0  1 -1 
0616: @48 
0618: $132 @48 
061B: @48 

:RYDER2_2218
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
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33849
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_2225
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false RYDER2_2254
00D6: if  1
0019:   @32 >  2500  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_2254
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'RY2_67'  5000 ms  1
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2248
0164: disable_marker @119
0164: disable_marker @119
0186: @119 = create_marker_above_car @95
07E0: @119  1 
02AC: set_car @95 immunities  0  0  1  0  0
0519: unknown_car @95 flag  0
09B0: @95  1 
020A: set_car @95 door_status_to  1

:RYDER2_2248
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2252
02AB: set_actor $132 immunities  0  0  0  0  0

:RYDER2_2252
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_2254
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false RYDER2_2300
0006: @43 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2294
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_2267
0006: @43 =  1  ;; integer values
09AD:  3 
0002: jump RYDER2_2294

:RYDER2_2267
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_2294
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2294
00D6: if  21
0019:   @32 >  30000  ;; integer values
0039:   @43 ==  1  ;; integer values
004D: jump_if_false RYDER2_2294
0209: @42 = random_int  0  3
0871: init_jump_table @42 total_jumps  3  0 RYDER2_2292 jumps  0 RYDER2_2280  1 RYDER2_2284  2 RYDER2_2288 -1 RYDER2_2292 -1 RYDER2_2292 -1 RYDER2_2292 -1 RYDER2_2292 

:RYDER2_2280
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33848
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2292

:RYDER2_2284
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33850
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2292

:RYDER2_2288
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33851
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_2292

:RYDER2_2292
0006: @49 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_2294
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false RYDER2_2300
0006: @32 =  0  ;; integer values
0006: @54 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_2300
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false RYDER2_2412
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_2412
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2412
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_2380
0519: unknown_car @95 flag  0
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false RYDER2_2319
0164: disable_marker @119

:RYDER2_2319
0164: disable_marker @120
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false RYDER2_2325
018A: @120 = create_checkpoint_at  2454.626 -1972.534  12.5617
00BC: text_highpriority 'RY2_66'  6000 ms  1

:RYDER2_2325
0006: @32 =  0  ;; integer values
0247: request_model  470
0247: request_model  287

:RYDER2_2328
00D6: if  21
8248:   NOT   model  470 available
8248:   NOT   model  287 available
004D: jump_if_false RYDER2_2334
0001: wait  0 ms
0002: jump RYDER2_2328

:RYDER2_2334
00A5: @96 = create_car  470 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  470 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  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_2359
0129: @113 = create_actor  24  287 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  287 in_car @96 passenger_seat  0
077A: @117  4  0 
060B: unknown_actor_use_entity @117 @237 
01B2: give_actor @117 weapon  22 ammo  999999  ;; Load the weapon model before using this

:RYDER2_2359
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_2374
0129: @114 = create_actor  24  287 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  287 in_car @97 passenger_seat  0
077A: @118  4  0 
060B: unknown_actor_use_entity @118 @237 
01B2: give_actor @118 weapon  22 ammo  999999  ;; Load the weapon model before using this

:RYDER2_2374
0249: release_model  470
0249: release_model  287
0006: @54 =  0  ;; integer values
0006: @49 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump RYDER2_2412

:RYDER2_2380
00D6: if  0
0019:   @54 >  20000  ;; integer values
004D: jump_if_false RYDER2_2412
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_2412
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2412
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $132 radius  5.0  5.0  3.0 sphere  0
004D: jump_if_false RYDER2_2412
0209: @42 = random_int  0  4
0871: init_jump_table @42 total_jumps  4  0 RYDER2_2411 jumps  0 RYDER2_2395  1 RYDER2_2399  2 RYDER2_2403  3 RYDER2_2407 -1 RYDER2_2411 -1 RYDER2_2411 -1 RYDER2_2411 

:RYDER2_2395
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33848
004F: create_thread AUDIOL_1 $132  1  0  1  0 
0002: jump RYDER2_2411

:RYDER2_2399
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33849
004F: create_thread AUDIOL_1 $132  1  0  1  0 
0002: jump RYDER2_2411

:RYDER2_2403
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_NC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33850
004F: create_thread AUDIOL_1 $132  1  0  1  0 
0002: jump RYDER2_2411

:RYDER2_2407
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_ND'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33851
004F: create_thread AUDIOL_1 $132  1  0  1  0 
0002: jump RYDER2_2411

:RYDER2_2411
0006: @54 =  0  ;; integer values

:RYDER2_2412
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false RYDER2_2423
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  0
03CA:   object @258 exists
004D: jump_if_false RYDER2_2421
097B: @258  1035 

:RYDER2_2421
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_2423
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false RYDER2_2438
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false RYDER2_2438
00D6: if  1
034E: unknown_move_object @258 to @248 @249 @250 unknown_angle  0.0  0.0  .2  0
034E: unknown_move_object @259 to @251 @252 @253 unknown_angle  0.0  0.0  .15  0
004D: jump_if_false RYDER2_2438
00D6: if  0
03CA:   object @258 exists
004D: jump_if_false RYDER2_2437
097B: @258  1036 

:RYDER2_2437
000A: @35 +=  1  ;; integer values

:RYDER2_2438
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false RYDER2_2484
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_2445
04BA: set_car @96 speed_instantly  20.0

:RYDER2_2445
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_2449
04BA: set_car @97 speed_instantly  20.0

:RYDER2_2449
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  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_2464
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2464
00D6: if  0
8118:   NOT   actor @113 dead
004D: jump_if_false RYDER2_2464
06E1: unknown_action_sequence @113 @96 @95  2  50.0  2 

:RYDER2_2464
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_2474
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2474
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false RYDER2_2474
06E1: unknown_action_sequence @114 @97 @95  4  50.0  2 

:RYDER2_2474
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_2482
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_2482
072F: @96  1.0  2000  1  1  1 -1 
072F: @97  1.0  2000  1  1  1 -1 

:RYDER2_2482
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:RYDER2_2484
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false RYDER2_2504
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_2504
0209: @42 = random_int  0  2
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RYDER2_2499
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33852
004F: create_thread AUDIOL_1 $132  0  1  2  0 
0002: jump RYDER2_2502

:RYDER2_2499
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_OB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33853
004F: create_thread AUDIOL_1 $132  0  1  2  0 

:RYDER2_2502
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:RYDER2_2504
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false RYDER2_2579
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false RYDER2_2579
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2579
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_2579
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_2579
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false RYDER2_2579
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_2579
0871: init_jump_table @50 total_jumps  8  0 RYDER2_2578 jumps  0 RYDER2_2528  1 RYDER2_2535  2 RYDER2_2542  3 RYDER2_2549  4 RYDER2_2556  5 RYDER2_2564  6 RYDER2_2571 
0872: jump_table_jumps  7 RYDER2_2576 -1 RYDER2_2578 -1 RYDER2_2578 -1 RYDER2_2578 -1 RYDER2_2578 -1 RYDER2_2578 -1 RYDER2_2578 -1 RYDER2_2578 -1 RYDER2_2578 

:RYDER2_2528
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33854
004F: create_thread AUDIOL_1 $132  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  33855 as  2
000A: @50 +=  1  ;; integer values
0002: jump RYDER2_2578

:RYDER2_2535
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33855
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  33856 as  1
000A: @50 +=  1  ;; integer values
0002: jump RYDER2_2578

:RYDER2_2542
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33856
004F: create_thread AUDIOL_1 $132  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  33857 as  2
000A: @50 +=  1  ;; integer values
0002: jump RYDER2_2578

:RYDER2_2549
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33857
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  33858 as  1
000A: @50 +=  1  ;; integer values
0002: jump RYDER2_2578

:RYDER2_2556
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33858
004F: create_thread AUDIOL_1 $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_2578

:RYDER2_2564
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33859
004F: create_thread AUDIOL_1 $132  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  33860 as  1
000A: @50 +=  1  ;; integer values
0002: jump RYDER2_2578

:RYDER2_2571
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_PG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33860
004F: create_thread AUDIOL_1 $132  0  1  1  1 
000A: @50 +=  1  ;; integer values
0002: jump RYDER2_2578

:RYDER2_2576
000A: @35 +=  1  ;; integer values
0002: jump RYDER2_2578

:RYDER2_2578
0006: @54 =  0  ;; integer values

:RYDER2_2579
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false RYDER2_2583
000A: @35 +=  1  ;; integer values

:RYDER2_2583
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false RYDER2_2594
03E5: text_box 'RY2_72'
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_2594
00D6: if  0
0039:   @35 ==  14  ;; integer values
004D: jump_if_false RYDER2_2837
00D6: if  0
0039:   @193 ==  0  ;; integer values
004D: jump_if_false RYDER2_2608
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false RYDER2_2608
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2608
053F: set_car @95 tires_vulnerable  1
0006: @193 =  1  ;; integer values

:RYDER2_2608
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2623
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_2623
00D6: if  0
01AF:   car @95  1 (in-sphere)near_point  2454.626 -1972.534  12.5617 radius  4.0  4.0  4.0
004D: jump_if_false RYDER2_2623
00D6: if  0
09D0: @95 
004D: jump_if_false RYDER2_2623
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @120
0006: @35 =  99  ;; integer values

:RYDER2_2623
00D6: if  0
0735:  137 
004D: jump_if_false RYDER2_2630
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2630
00AB: put_car @95 at  2454.626 -1972.534  12.5617

:RYDER2_2630
00D6: if  0
0039:   @195 ==  0  ;; integer values
004D: jump_if_false RYDER2_2656
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2656
00D6: if  0
01AD:   car @95  0 ()near_point  2454.626 -1972.534  40.0  40.0
004D: jump_if_false RYDER2_2656
00D6: if  0
056E: @96 
004D: jump_if_false RYDER2_2643
01C3: remove_references_to_car @96  ;; Like turning a car into any random car

:RYDER2_2643
00D6: if  0
056D:   unknown_actor @113 dead_but_valid
004D: jump_if_false RYDER2_2647
01C2: remove_references_to_actor @113  ;; Like turning an actor into a random pedestrian

:RYDER2_2647
00D6: if  0
056E: @97 
004D: jump_if_false RYDER2_2651
01C3: remove_references_to_car @97  ;; Like turning a car into any random car

:RYDER2_2651
00D6: if  0
056D:   unknown_actor @114 dead_but_valid
004D: jump_if_false RYDER2_2655
01C2: remove_references_to_actor @114  ;; Like turning an actor into a random pedestrian

:RYDER2_2655
000A: @195 +=  1  ;; integer values

:RYDER2_2656
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_2811
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false RYDER2_2811
00D6: if  0
8039:   NOT   @194 ==  99  ;; integer values
004D: jump_if_false RYDER2_2811
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false RYDER2_2811
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_2811
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2811
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $132 radius  15.0  15.0  5.0 sphere  0
004D: jump_if_false RYDER2_2811
0871: init_jump_table @194 total_jumps  10  0 RYDER2_2811 jumps  0 RYDER2_2680  1 RYDER2_2688  2 RYDER2_2702  3 RYDER2_2716  4 RYDER2_2730  5 RYDER2_2744  6 RYDER2_2758 
0872: jump_table_jumps  7 RYDER2_2772  8 RYDER2_2786  9 RYDER2_2800 -1 RYDER2_2811 -1 RYDER2_2811 -1 RYDER2_2811 -1 RYDER2_2811 -1 RYDER2_2811 -1 RYDER2_2811 

:RYDER2_2680
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33866
004F: create_thread AUDIOL_1 $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_2811

:RYDER2_2688
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33867
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2695
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
0002: jump RYDER2_2697

:RYDER2_2695
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_2697
040D: unload_wav  1
03CF: load_wav  33868 as  1
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2702
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33868
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2709
004F: create_thread AUDIOL_1 $132  0  1  1  1 
0002: jump RYDER2_2711

:RYDER2_2709
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_2711
040D: unload_wav  2
03CF: load_wav  33869 as  2
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2716
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33869
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2723
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
0002: jump RYDER2_2725

:RYDER2_2723
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_2725
040D: unload_wav  1
03CF: load_wav  33870 as  1
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2730
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33870
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2737
004F: create_thread AUDIOL_1 $132  0  1  1  1 
0002: jump RYDER2_2739

:RYDER2_2737
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_2739
040D: unload_wav  2
03CF: load_wav  33871 as  2
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2744
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33871
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2751
004F: create_thread AUDIOL_1 $132  0  1  2  1 
0002: jump RYDER2_2753

:RYDER2_2751
004F: create_thread AUDIOL_1 $132  0  1  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_2753
040D: unload_wav  1
03CF: load_wav  33872 as  1
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2758
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33872
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2765
004F: create_thread AUDIOL_1 $132  0  1  1  1 
0002: jump RYDER2_2767

:RYDER2_2765
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_2767
040D: unload_wav  2
03CF: load_wav  33873 as  2
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2772
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33873
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2779
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
0002: jump RYDER2_2781

:RYDER2_2779
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_2781
040D: unload_wav  1
03CF: load_wav  33874 as  1
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2786
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33874
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2793
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
0002: jump RYDER2_2795

:RYDER2_2793
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
0006: @49 =  0  ;; integer values

:RYDER2_2795
040D: unload_wav  2
03CF: load_wav  33875 as  2
000A: @194 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2800
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_SK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33875
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false RYDER2_2807
004F: create_thread AUDIOL_1 $132  0  1  2  1 
0002: jump RYDER2_2809

:RYDER2_2807
004F: create_thread AUDIOL_1 $132  0  1  2  0 
0006: @49 =  0  ;; integer values

:RYDER2_2809
0006: @194 =  99  ;; integer values
0002: jump RYDER2_2811

:RYDER2_2811
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_2837
00D6: if  1
8019:   NOT   @194 >  0  ;; integer values
802B:   NOT    99 >= @194  ;; integer values 
004D: jump_if_false RYDER2_2837
00D6: if  0
0039:   @304 ==  0  ;; integer values
004D: jump_if_false RYDER2_2837
0006: @293 =  1  ;; integer values
0209: @42 = random_int  0  2
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RYDER2_2832
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33864
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  1  ;; integer values
0002: jump RYDER2_2836

:RYDER2_2832
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_RB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33865
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  1  ;; integer values

:RYDER2_2836
000E: @304 -=  1  ;; integer values

:RYDER2_2837
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false RYDER2_2848
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2848
00D6: if  0
01C1:   car @95 stopped
004D: jump_if_false RYDER2_2848
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:RYDER2_2848
0050: gosub RYDER2_4371
00D6: if  0
03CA:   object @94 exists
004D: jump_if_false RYDER2_2883
071E: @94 @42 
00D6: if  0
001D:   @299 > @42  ;; integer values  
004D: jump_if_false RYDER2_2881
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2881
0226: @42 = actor $132 health
000A: @42 += -17  ;; integer values
00D6: if  0
001B:    1 > @42  ;; integer values
004D: jump_if_false RYDER2_2865
0006: @42 =  1  ;; integer values

:RYDER2_2865
0223: set_actor $132 health_to @42
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false RYDER2_2870
05BE: unknown_action_sequence $132 

:RYDER2_2870
04C4: create_coordinate $73 $74 $75 from_actor $132 offset  .5  .2  .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  0
056D:   unknown_actor $132 dead_but_valid
004D: jump_if_false RYDER2_2881
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2881
09B8: $73 $74 $75 @207 @208 @209  20 $132 

:RYDER2_2881
0900: @94 
071E: @94 @299 

:RYDER2_2883
00D6: if  0
0039:   @292 ==  1  ;; integer values
004D: jump_if_false RYDER2_3137
00D6: if  0
0039:   @293 ==  0  ;; integer values
004D: jump_if_false RYDER2_2909
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2909
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false RYDER2_2905
00D6: if  0
00E1:   key_pressed  0  18
004D: jump_if_false RYDER2_2904
0006: @280 =  1  ;; integer values
00D6: if  21
0039:   @279 ==  0  ;; integer values
0039:   @279 ==  3  ;; integer values
004D: jump_if_false RYDER2_2904
000A: @279 +=  1  ;; integer values

:RYDER2_2904
0002: jump RYDER2_2909

:RYDER2_2905
00D6: if  0
80E1:   NOT   key_pressed  0  18
004D: jump_if_false RYDER2_2909
0006: @280 =  0  ;; integer values

:RYDER2_2909
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2919
0174: $72 = car @95 z_angle
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_2918
0009: $72 +=  180.0  ;; floating-point values
0173: set_actor $132 z_angle_to $72

:RYDER2_2918
06BE: @95 @274 

:RYDER2_2919
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_2923
0174: @275 = car @95 z_angle

:RYDER2_2923
0087: @277 = @275  ;; floating-point values only
0063: @277 -= @276  ;; floating-point values 
00D6: if  0
0023:   -180.0 > @277  ;; floating-point values
004D: jump_if_false RYDER2_2929
000B: @277 +=  360.0  ;; floating-point values

:RYDER2_2929
00D6: if  0
0021:   @277 >  180.0  ;; floating-point values
004D: jump_if_false RYDER2_2933
000B: @277 += -360.0  ;; floating-point values

:RYDER2_2933
0087: @276 = @275  ;; floating-point values only
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3137
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false RYDER2_3000
00D6: if  0
0023:   -60.0 > @274  ;; floating-point values
004D: jump_if_false RYDER2_2949
00D6: if  0
8039:   NOT   @278 ==  1  ;; integer values
004D: jump_if_false RYDER2_2948
0812: unknown_action_sequence $132 "VAN_FALL_L" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  1  ;; integer values

:RYDER2_2948
0002: jump RYDER2_2999

:RYDER2_2949
00D6: if  0
0021:   @274 >  60.0  ;; floating-point values
004D: jump_if_false RYDER2_2958
00D6: if  0
8039:   NOT   @278 ==  2  ;; integer values
004D: jump_if_false RYDER2_2957
0812: unknown_action_sequence $132 "VAN_FALL_R" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  2  ;; integer values

:RYDER2_2957
0002: jump RYDER2_2999

:RYDER2_2958
00D6: if  0
0023:   -5.0 > @274  ;; floating-point values
004D: jump_if_false RYDER2_2967
00D6: if  0
8039:   NOT   @278 ==  3  ;; integer values
004D: jump_if_false RYDER2_2966
0812: unknown_action_sequence $132 "VAN_LEAN_L" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  3  ;; integer values

:RYDER2_2966
0002: jump RYDER2_2999

:RYDER2_2967
00D6: if  0
0021:   @274 >  5.0  ;; floating-point values
004D: jump_if_false RYDER2_2976
00D6: if  0
8039:   NOT   @278 ==  4  ;; integer values
004D: jump_if_false RYDER2_2975
0812: unknown_action_sequence $132 "VAN_LEAN_R" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  4  ;; integer values

:RYDER2_2975
0002: jump RYDER2_2999

:RYDER2_2976
00D6: if  0
0023:   -2.0 > @277  ;; floating-point values
004D: jump_if_false RYDER2_2985
00D6: if  0
8039:   NOT   @278 ==  4  ;; integer values
004D: jump_if_false RYDER2_2984
0812: unknown_action_sequence $132 "VAN_LEAN_R" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  4  ;; integer values

:RYDER2_2984
0002: jump RYDER2_2999

:RYDER2_2985
00D6: if  0
0021:   @277 >  2.0  ;; floating-point values
004D: jump_if_false RYDER2_2994
00D6: if  0
8039:   NOT   @278 ==  3  ;; integer values
004D: jump_if_false RYDER2_2993
0812: unknown_action_sequence $132 "VAN_LEAN_L" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  3  ;; integer values

:RYDER2_2993
0002: jump RYDER2_2999

:RYDER2_2994
00D6: if  0
8039:   NOT   @278 ==  0  ;; integer values
004D: jump_if_false RYDER2_2999
0812: unknown_action_sequence $132 "VAN_STAND" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  0  ;; integer values

:RYDER2_2999
0002: jump RYDER2_3137

:RYDER2_3000
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false RYDER2_3020
00D6: if  0
8039:   NOT   @278 ==  5  ;; integer values
004D: jump_if_false RYDER2_3009
0812: unknown_action_sequence $132 "VAN_PICKUP_S" "RYDER"  1000.0  0  0  0  0 -1 
0006: @278 =  5  ;; integer values
0002: jump RYDER2_3020

:RYDER2_3009
062E: $132  2066 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3020
00A0: store_actor $132 position_to $73 $74 $75
0107: @281 = create_object #CM_BOX at $73 $74 $75
070A: unknown_action_sequence $132 @281 -.096  .246  .142  6  16 "NULL" "NULL"  1 
0382: set_object @281 collision_detection  0
000E: @306 -=  1  ;; integer values
000E: @304 -=  1  ;; integer values
000A: @279 +=  1  ;; integer values

:RYDER2_3020
00D6: if  0
0039:   @279 ==  2  ;; integer values
004D: jump_if_false RYDER2_3034
00D6: if  0
8039:   NOT   @278 ==  6  ;; integer values
004D: jump_if_false RYDER2_3029
0812: unknown_action_sequence $132 "VAN_PICKUP_E" "RYDER"  1000.0  0  0  0  0 -1 
0006: @278 =  6  ;; integer values
0002: jump RYDER2_3034

:RYDER2_3029
062E: $132  2066 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3034
000A: @279 +=  1  ;; integer values

:RYDER2_3034
00D6: if  0
0039:   @279 ==  3  ;; integer values
004D: jump_if_false RYDER2_3100
00D6: if  0
0023:   -60.0 > @274  ;; floating-point values
004D: jump_if_false RYDER2_3048
00D6: if  0
8039:   NOT   @278 ==  1  ;; integer values
004D: jump_if_false RYDER2_3047
0050: gosub RYDER2_4683
0812: unknown_action_sequence $132 "VAN_FALL_L" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  1  ;; integer values
0006: @279 =  0  ;; integer values

:RYDER2_3047
0002: jump RYDER2_3100

:RYDER2_3048
00D6: if  0
0021:   @274 >  60.0  ;; floating-point values
004D: jump_if_false RYDER2_3059
00D6: if  0
8039:   NOT   @278 ==  2  ;; integer values
004D: jump_if_false RYDER2_3058
0050: gosub RYDER2_4683
0812: unknown_action_sequence $132 "VAN_FALL_R" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  2  ;; integer values
0006: @279 =  0  ;; integer values

:RYDER2_3058
0002: jump RYDER2_3100

:RYDER2_3059
00D6: if  0
0023:   -5.0 > @274  ;; floating-point values
004D: jump_if_false RYDER2_3068
00D6: if  0
8039:   NOT   @278 ==  7  ;; integer values
004D: jump_if_false RYDER2_3067
0812: unknown_action_sequence $132 "VAN_CRATE_R" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  7  ;; integer values

:RYDER2_3067
0002: jump RYDER2_3100

:RYDER2_3068
00D6: if  0
0021:   @274 >  5.0  ;; floating-point values
004D: jump_if_false RYDER2_3077
00D6: if  0
8039:   NOT   @278 ==  8  ;; integer values
004D: jump_if_false RYDER2_3076
0812: unknown_action_sequence $132 "VAN_CRATE_L" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  8  ;; integer values

:RYDER2_3076
0002: jump RYDER2_3100

:RYDER2_3077
00D6: if  0
0023:   -2.0 > @277  ;; floating-point values
004D: jump_if_false RYDER2_3086
00D6: if  0
8039:   NOT   @278 ==  7  ;; integer values
004D: jump_if_false RYDER2_3085
0812: unknown_action_sequence $132 "VAN_CRATE_R" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  7  ;; integer values

:RYDER2_3085
0002: jump RYDER2_3100

:RYDER2_3086
00D6: if  0
0021:   @277 >  2.0  ;; floating-point values
004D: jump_if_false RYDER2_3095
00D6: if  0
8039:   NOT   @278 ==  8  ;; integer values
004D: jump_if_false RYDER2_3094
0812: unknown_action_sequence $132 "VAN_CRATE_L" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  8  ;; integer values

:RYDER2_3094
0002: jump RYDER2_3100

:RYDER2_3095
00D6: if  0
8039:   NOT   @278 ==  9  ;; integer values
004D: jump_if_false RYDER2_3100
0812: unknown_action_sequence $132 "VAN_STAND_CRATE" "RYDER"  4.0  0  0  0  1 -1 
0006: @278 =  9  ;; integer values

:RYDER2_3100
00D6: if  0
0039:   @279 ==  4  ;; integer values
004D: jump_if_false RYDER2_3118
00D6: if  0
8039:   NOT   @278 ==  10  ;; integer values
004D: jump_if_false RYDER2_3109
0812: unknown_action_sequence $132 "VAN_THROW" "RYDER"  1000.0  0  0  0  0 -1 
0006: @278 =  10  ;; integer values
0002: jump RYDER2_3118

:RYDER2_3109
00D6: if  0
0611: $132 "VAN_THROW" 
004D: jump_if_false RYDER2_3118
0613: $132 "VAN_THROW" @45 
00D6: if  0
0021:   @45 >  .292  ;; floating-point values
004D: jump_if_false RYDER2_3118
0050: gosub RYDER2_4683
000A: @279 +=  1  ;; integer values

:RYDER2_3118
00D6: if  0
0039:   @279 ==  5  ;; integer values
004D: jump_if_false RYDER2_3137
062E: $132  2066 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3137
00D6: if  0
8039:   NOT   @278 ==  0  ;; integer values
004D: jump_if_false RYDER2_3130
0812: unknown_action_sequence $132 "VAN_STAND" "RYDER"  1000.0  0  0  0  1 -1 
0006: @278 =  0  ;; integer values

:RYDER2_3130
00D6: if  0
0019:   @304 >  0  ;; integer values
004D: jump_if_false RYDER2_3135
0006: @279 =  1  ;; integer values
0002: jump RYDER2_3137

:RYDER2_3135
0006: @279 =  0  ;; integer values
0006: @293 =  1  ;; integer values

:RYDER2_3137
00D6: if  0
8039:   NOT   @292 ==  0  ;; integer values
004D: jump_if_false RYDER2_3150
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3150
0226: @42 = actor $132 health
00D6: if  0
001B:    100 > @42  ;; integer values
004D: jump_if_false RYDER2_3150
0465: remove_actor $132 from_turret_mode
05BE: unknown_action_sequence $132 
0006: @292 =  0  ;; integer values

:RYDER2_3150
0006: @42 =  0  ;; integer values

:RYDER2_3151
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_3196
00D6: if  0
03CA:   object @282(@42,10i) exists
004D: jump_if_false RYDER2_3194
00D6: if  0
03CA:   object @282(@42,10i) exists
004D: jump_if_false RYDER2_3169
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_3169
00D6: if  0
0897: @96 @282(@42,10i) 
004D: jump_if_false RYDER2_3169
01BB: store_object @282(@42,10i) position_to $73 $74 $75
0108: destroy_object @282(@42,10i)
020C: create_explosion_with_radius  11 at $73 $74 $75

:RYDER2_3169
00D6: if  0
03CA:   object @282(@42,10i) exists
004D: jump_if_false RYDER2_3181
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_3181
00D6: if  0
0897: @97 @282(@42,10i) 
004D: jump_if_false RYDER2_3181
01BB: store_object @282(@42,10i) position_to $73 $74 $75
0108: destroy_object @282(@42,10i)
020C: create_explosion_with_radius  11 at $73 $74 $75

:RYDER2_3181
00D6: if  0
03CA:   object @282(@42,10i) exists
004D: jump_if_false RYDER2_3194
071E: @282(@42,10i) @43 
00D6: if  0
001B:    950 > @43  ;; integer values
004D: jump_if_false RYDER2_3194
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3194
01BB: store_object @282(@42,10i) position_to $73 $74 $75
0108: destroy_object @282(@42,10i)
020C: create_explosion_with_radius  0 at $73 $74 $75

:RYDER2_3194
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_3151

:RYDER2_3196
00D6: if  0
0019:   @35 >  4  ;; integer values
004D: jump_if_false RYDER2_3223
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3223
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_3214
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false RYDER2_3209
0164: disable_marker @119

:RYDER2_3209
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false RYDER2_3213
018A: @120 = create_checkpoint_at  2454.626 -1972.534  12.5617

:RYDER2_3213
0002: jump RYDER2_3223

:RYDER2_3214
00D6: if  0
875C:   NOT   marker @119 enabled
004D: jump_if_false RYDER2_3219
0186: @119 = create_marker_above_car @95
07E0: @119  1 

:RYDER2_3219
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false RYDER2_3223
0164: disable_marker @120

:RYDER2_3223
00D6: if  0
0029:   @35 >=  13  ;; integer values
004D: jump_if_false RYDER2_3270
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3270
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_3270
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_3270
00D6: if  1
8019:   NOT   @194 >  0  ;; integer values
802B:   NOT    99 >= @194  ;; integer values 
004D: jump_if_false RYDER2_3270
00D6: if  0
0019:   @54 >  15000  ;; integer values
004D: jump_if_false RYDER2_3270
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_3270
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3270
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $132 radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false RYDER2_3270
0209: @42 = random_int  0  3
0871: init_jump_table @42 total_jumps  3  0 RYDER2_3269 jumps  0 RYDER2_3254  1 RYDER2_3259  2 RYDER2_3264 -1 RYDER2_3269 -1 RYDER2_3269 -1 RYDER2_3269 -1 RYDER2_3269 

:RYDER2_3254
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33861
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  1  ;; integer values
0002: jump RYDER2_3269

:RYDER2_3259
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33862
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  1  ;; integer values
0002: jump RYDER2_3269

:RYDER2_3264
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_QC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33863
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0006: @49 =  1  ;; integer values
0002: jump RYDER2_3269

:RYDER2_3269
0006: @54 =  0  ;; integer values

:RYDER2_3270
00D6: if  0
0039:   @38 ==  4  ;; integer values
004D: jump_if_false RYDER2_3341
00D6: if  0
056E: @96 
004D: jump_if_false RYDER2_3341
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_3341
00D6: if  0
8118:   NOT   actor @113 dead
004D: jump_if_false RYDER2_3290
00D6: if  0
80DB:   NOT   actor @113 in_car @96
004D: jump_if_false RYDER2_3290
062E: @113  1506 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3290
05E2: unknown_action_sequence @113 $PLAYER_ACTOR 

:RYDER2_3290
00D6: if  0
8118:   NOT   actor @117 dead
004D: jump_if_false RYDER2_3341
00D6: if  0
00DB:   actor @117 in_car @96
004D: jump_if_false RYDER2_3336
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3335
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_3318
02E3: @45 = car @95 speed
00D6: if  0
0023:    5.0 > @45  ;; floating-point values
004D: jump_if_false RYDER2_3317
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3317
00D6: if  0
0104:   actor @117 near_actor $132 radius  40.0  40.0  20.0 sphere  0
004D: jump_if_false RYDER2_3317
062E: @117  1811 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3317
0713: unknown_action_sequence @117 -1 @95  0.0  0.0  0.0  100.0  8  1  40 

:RYDER2_3317
0002: jump RYDER2_3335

:RYDER2_3318
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @96
004D: jump_if_false RYDER2_3330
00D6: if  0
0104:   actor @117 near_actor $PLAYER_ACTOR radius  40.0  40.0  20.0 sphere  0
004D: jump_if_false RYDER2_3329
062E: @117  1811 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3329
0713: unknown_action_sequence @117 $PLAYER_ACTOR -1  0.0  0.0  0.0  100.0  8  1  40 

:RYDER2_3329
0002: jump RYDER2_3335

:RYDER2_3330
062E: @117  1506 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3335
05E2: unknown_action_sequence @117 $PLAYER_ACTOR 

:RYDER2_3335
0002: jump RYDER2_3341

:RYDER2_3336
062E: @117  1506 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3341
05E2: unknown_action_sequence @117 $PLAYER_ACTOR 

:RYDER2_3341
00D6: if  0
0039:   @38 ==  8  ;; integer values
004D: jump_if_false RYDER2_3412
00D6: if  0
056E: @97 
004D: jump_if_false RYDER2_3412
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_3412
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false RYDER2_3361
00D6: if  0
80DB:   NOT   actor @114 in_car @97
004D: jump_if_false RYDER2_3361
062E: @114  1506 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3361
05E2: unknown_action_sequence @114 $PLAYER_ACTOR 

:RYDER2_3361
00D6: if  0
8118:   NOT   actor @118 dead
004D: jump_if_false RYDER2_3412
00D6: if  0
00DB:   actor @118 in_car @97
004D: jump_if_false RYDER2_3407
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3406
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @95
004D: jump_if_false RYDER2_3389
02E3: @45 = car @95 speed
00D6: if  0
0023:    5.0 > @45  ;; floating-point values
004D: jump_if_false RYDER2_3388
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3388
00D6: if  0
0104:   actor @118 near_actor $132 radius  40.0  40.0  20.0 sphere  0
004D: jump_if_false RYDER2_3388
062E: @118  1811 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3388
0713: unknown_action_sequence @118 -1 @95  0.0  0.0  0.0  100.0  8  1  60 

:RYDER2_3388
0002: jump RYDER2_3406

:RYDER2_3389
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @97
004D: jump_if_false RYDER2_3401
00D6: if  0
0104:   actor @118 near_actor $PLAYER_ACTOR radius  40.0  40.0  20.0 sphere  0
004D: jump_if_false RYDER2_3400
062E: @118  1811 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3400
0713: unknown_action_sequence @118 $PLAYER_ACTOR -1  0.0  0.0  0.0  100.0  8  1  60 

:RYDER2_3400
0002: jump RYDER2_3406

:RYDER2_3401
062E: @118  1506 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3406
05E2: unknown_action_sequence @118 $PLAYER_ACTOR 

:RYDER2_3406
0002: jump RYDER2_3412

:RYDER2_3407
062E: @118  1506 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false RYDER2_3412
05E2: unknown_action_sequence @118 $PLAYER_ACTOR 

:RYDER2_3412
00D6: if  1
0039:   @38 ==  0  ;; integer values
0019:   @35 >  10  ;; integer values
004D: jump_if_false RYDER2_3468
00D6: if  0
056E: @96 
004D: jump_if_false RYDER2_3468
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_3468
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3468
0407: create_coordinate $73 $74 $75 from_car @95 offset  0.0 -20.0  0.0
00D6: if  0
81AD:   NOT   car @96  0 ()near_point $73 $74  40.0  40.0
004D: jump_if_false RYDER2_3468
00D6: if  0
82CA:   NOT   car @96 bounding_sphere_visible
004D: jump_if_false RYDER2_3468
0006: @42 =  1  ;; integer values
0006: @43 =  0  ;; integer values

:RYDER2_3434
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false RYDER2_3456
04D3: unknown_race_stuff $73 $74 $75 @42 @207 @208 @209
00D6: if  1
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_3450
0509: @45 = distance between point $73 $74 and point @207 @208
00D6: if  0
0021:   @45 >  30.0  ;; floating-point values
004D: jump_if_false RYDER2_3448
0006: @43 = -1  ;; integer values
0002: jump RYDER2_3449

:RYDER2_3448
0006: @43 =  1  ;; integer values

:RYDER2_3449
0002: jump RYDER2_3455

:RYDER2_3450
000A: @42 +=  1  ;; integer values
00D6: if  0
0019:   @42 >  10  ;; integer values
004D: jump_if_false RYDER2_3455
0006: @43 = -1  ;; integer values

:RYDER2_3455
0002: jump RYDER2_3434

:RYDER2_3456
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false RYDER2_3468
00AA: store_car @95 position_to $73 $74 $75
0089: @294 = $73  ;; floating-point values only
0063: @294 -= @207  ;; floating-point values 
0089: @295 = $74  ;; floating-point values only
0063: @295 -= @208  ;; floating-point values 
0604: @294 @295 $72 
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 $72

:RYDER2_3468
00D6: if  1
0039:   @38 ==  1  ;; integer values
0019:   @35 >  10  ;; integer values
004D: jump_if_false RYDER2_3524
00D6: if  0
056E: @97 
004D: jump_if_false RYDER2_3524
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_3524
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3524
0407: create_coordinate $73 $74 $75 from_car @95 offset  0.0 -20.0  0.0
00D6: if  0
81AD:   NOT   car @97  0 ()near_point $73 $74  40.0  40.0
004D: jump_if_false RYDER2_3524
00D6: if  0
82CA:   NOT   car @97 bounding_sphere_visible
004D: jump_if_false RYDER2_3524
0006: @42 =  1  ;; integer values
0006: @43 =  0  ;; integer values

:RYDER2_3490
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false RYDER2_3512
04D3: unknown_race_stuff $73 $74 $75 @42 @207 @208 @209
00D6: if  1
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_3506
0509: @45 = distance between point $73 $74 and point @207 @208
00D6: if  0
0021:   @45 >  30.0  ;; floating-point values
004D: jump_if_false RYDER2_3504
0006: @43 = -1  ;; integer values
0002: jump RYDER2_3505

:RYDER2_3504
0006: @43 =  1  ;; integer values

:RYDER2_3505
0002: jump RYDER2_3511

:RYDER2_3506
000A: @42 +=  1  ;; integer values
00D6: if  0
0019:   @42 >  10  ;; integer values
004D: jump_if_false RYDER2_3511
0006: @43 = -1  ;; integer values

:RYDER2_3511
0002: jump RYDER2_3490

:RYDER2_3512
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false RYDER2_3524
00AA: store_car @95 position_to $73 $74 $75
0089: @294 = $73  ;; floating-point values only
0063: @294 -= @207  ;; floating-point values 
0089: @295 = $74  ;; floating-point values only
0063: @295 -= @208  ;; floating-point values 
0604: @294 @295 $72 
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 $72

:RYDER2_3524
0051: return

:RYDER2_3525
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RYDER2_3620
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:RYDER2_3530
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_3535
0001: wait  0 ms
0002: jump RYDER2_3530

:RYDER2_3535
0247: request_model  105
0247: request_model  106

:RYDER2_3537
00D6: if  21
8248:   NOT   model  105 available
8248:   NOT   model  106 available
004D: jump_if_false RYDER2_3543
0001: wait  0 ms
0002: jump RYDER2_3537

:RYDER2_3543
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_3548
00AB: put_car @95 at  2455.708 -1972.858  12.5469
0175: set_car @95 z_angle_to  343.4514

:RYDER2_3548
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .1 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3554
0687: $132 

:RYDER2_3554
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  0
8118:   NOT   actor @113 dead
004D: jump_if_false RYDER2_3561
009B: destroy_actor_instantly @113

:RYDER2_3561
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false RYDER2_3565
009B: destroy_actor_instantly @114

:RYDER2_3565
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false RYDER2_3569
00A6: destroy_car @96

:RYDER2_3569
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false RYDER2_3573
00A6: destroy_car @97

:RYDER2_3573
009A: @115 = create_actor  4  105 at  2448.476 -1980.751  12.5947
009A: @116 = create_actor  4  106 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  105
0249: release_model  106
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3599
0465: remove_actor $132 from_turret_mode
0792: $132 
00D6: if  0
03CA:   object @281 exists
004D: jump_if_false RYDER2_3590
0108: destroy_object @281

:RYDER2_3590
00A1: put_actor $132 at  2453.002 -1976.576  12.5469
0173: set_actor $132 z_angle_to  5.1526
0245: set_actor $132 walk_style_to "GANG1"
0615: @48 
05D3: unknown_action_sequence -1  2452.702 -1972.939  12.5469  4  10000 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  3000 
0616: @48 
0618: $132 @48 
061B: @48 

:RYDER2_3599
0792: $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  0
8118:   NOT   actor @115 dead
004D: jump_if_false RYDER2_3606
05BF: unknown_action_sequence $PLAYER_ACTOR @115  4000 

:RYDER2_3606
040D: unload_wav  1
040D: unload_wav  2
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  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 (back)  500 ms

:RYDER2_3614
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_3619
0001: wait  0 ms
0002: jump RYDER2_3614

:RYDER2_3619
000A: @35 +=  1  ;; integer values

:RYDER2_3620
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false RYDER2_3692
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_3692
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false RYDER2_3692
0871: init_jump_table @49 total_jumps  4  0 RYDER2_3692 jumps  0 RYDER2_3630  1 RYDER2_3646  2 RYDER2_3654  3 RYDER2_3671 -1 RYDER2_3692 -1 RYDER2_3692 -1 RYDER2_3692 

:RYDER2_3630
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33876
004F: create_thread AUDIOL_1 $132  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  0
8118:   NOT   actor @115 dead
004D: jump_if_false RYDER2_3641
05D3: unknown_action_sequence @115  2451.915 -1977.506  12.5947  4  10000 

:RYDER2_3641
00D6: if  0
8118:   NOT   actor @116 dead
004D: jump_if_false RYDER2_3645
05D3: unknown_action_sequence @116  2450.546 -1976.361  12.5947  4  10000 

:RYDER2_3645
0002: jump RYDER2_3692

:RYDER2_3646
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_TB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33877
004F: create_thread AUDIOL_1 $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_3692

:RYDER2_3654
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
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33878
004F: create_thread AUDIOL_1 $132  0  1  1  1 
000A: @49 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3670
0615: @48 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  1  1  0  2000 
05D3: unknown_action_sequence -1  2452.239 -1980.224  12.5469  4  10000 
0616: @48 
0618: $132 @48 
061B: @48 

:RYDER2_3670
0002: jump RYDER2_3692

:RYDER2_3671
00D6: if  0
8118:   NOT   actor @115 dead
004D: jump_if_false RYDER2_3680
0615: @48 
05B9: unknown_action_sequence -1  2000 
05D3: unknown_action_sequence -1  2452.951 -1982.92  12.5469  4  10000 
0616: @48 
0618: @115 @48 
061B: @48 

:RYDER2_3680
00D6: if  0
8118:   NOT   actor @116 dead
004D: jump_if_false RYDER2_3689
0615: @48 
05B9: unknown_action_sequence -1  1500 
05D3: unknown_action_sequence -1  2452.006 -1983.186  12.5469  4  10000 
0616: @48 
0618: @116 @48 
061B: @48 

:RYDER2_3689
000A: @49 +=  1  ;; integer values
0006: @54 =  0  ;; integer values
0002: jump RYDER2_3692

:RYDER2_3692
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RYDER2_3710
00D6: if  2
0019:   @49 >  3  ;; integer values
0019:   @54 >  5000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_3706
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false RYDER2_3705
000A: @35 +=  1  ;; integer values

:RYDER2_3705
0002: jump RYDER2_3710

:RYDER2_3706
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false RYDER2_3710
000A: @35 +=  1  ;; integer values

:RYDER2_3710
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RYDER2_3749
016A: fade  0 ()  1000 ms

:RYDER2_3714
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_3719
0001: wait  0 ms
0002: jump RYDER2_3714

:RYDER2_3719
009B: destroy_actor_instantly @115
009B: destroy_actor_instantly @116
009B: destroy_actor_instantly $132
0006: @42 =  0  ;; integer values

:RYDER2_3723
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_3732
00D6: if  0
03CA:   object @308(@42,5i) exists
004D: jump_if_false RYDER2_3730
0108: destroy_object @308(@42,5i)

:RYDER2_3730
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_3723

:RYDER2_3732
00D6: if  0
03CA:   object @313 exists
004D: jump_if_false RYDER2_3736
0108: destroy_object @313

:RYDER2_3736
040D: unload_wav  1
040D: unload_wav  2
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  1000 ms

:RYDER2_3742
00D6: if  0
016B:   fading
004D: jump_if_false RYDER2_3747
0001: wait  0 ms
0002: jump RYDER2_3742

:RYDER2_3747
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @36 =  1  ;; integer values

:RYDER2_3749
0051: return

:RYDER2_3750
00D6: if  0
056D:   unknown_actor $132 dead_but_valid
004D: jump_if_false RYDER2_3758
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false RYDER2_3758
0006: @37 =  1  ;; integer values
00BC: text_highpriority 'RY2_22'  5000 ms  1

:RYDER2_3758
00D6: if  0
056E: @95 
004D: jump_if_false RYDER2_3773
00D6: if  0
0119:   car @95 wrecked
004D: jump_if_false RYDER2_3773
00D6: if  0
0039:   @292 ==  1  ;; integer values
004D: jump_if_false RYDER2_3771
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3771
05BE: unknown_action_sequence $132 

:RYDER2_3771
0006: @37 =  1  ;; integer values
00BC: text_highpriority 'RY2_25'  5000 ms  1

:RYDER2_3773
00D6: if  0
001B:    6 > @34  ;; integer values
004D: jump_if_false RYDER2_3790
00D6: if  0
056E: @99 
004D: jump_if_false RYDER2_3790
00D6: if  0
0119:   car @99 wrecked
004D: jump_if_false RYDER2_3785
0006: @37 =  1  ;; integer values
00BC: text_highpriority 'RY2_40'  5000 ms  1
0002: jump RYDER2_3790

:RYDER2_3785
00D6: if  0
02BF:   car @99 sunk
004D: jump_if_false RYDER2_3790
0006: @37 =  1  ;; integer values
00BC: text_highpriority 'RY2_40'  5000 ms  1

:RYDER2_3790
00D6: if  1
0019:   @34 >  2  ;; integer values
001B:    6 > @34  ;; integer values
004D: jump_if_false RYDER2_3833
00D6: if  0
0039:   @38 ==  6  ;; integer values
004D: jump_if_false RYDER2_3833
0006: @42 =  0  ;; integer values
0006: @43 =  0  ;; integer values

:RYDER2_3799
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_3816
00D6: if  0
03CA:   object @62(@42,25i) exists
004D: jump_if_false RYDER2_3814
00D6: if  0
84E7:   NOT   object @62(@42,25i) in_water
004D: jump_if_false RYDER2_3814
01BB: store_object @62(@42,25i) position_to $73 $74 $75
00D6: if  0
0020:   $75 >  0.0  ;; floating-point values
004D: jump_if_false RYDER2_3813
000A: @43 +=  1  ;; integer values

:RYDER2_3813
0002: jump RYDER2_3814

:RYDER2_3814
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_3799

:RYDER2_3816
00D6: if  0
001E:   $6892 > @43  ;; integer values
004D: jump_if_false RYDER2_3833
0209: @42 = random_int  0  2
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RYDER2_3827
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33838
004F: create_thread AUDIOL_1 $132  0  1  1  0 
0002: jump RYDER2_3830

:RYDER2_3827
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33837
004F: create_thread AUDIOL_1 $132  0  1  1  0 

:RYDER2_3830
0001: wait  4000 ms
00BC: text_highpriority 'RY2_58'  5000 ms  1
0006: @37 =  1  ;; integer values

:RYDER2_3833
00D6: if  0
0029:   @34 >=  3  ;; integer values
004D: jump_if_false RYDER2_3905
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false RYDER2_3853
00D6: if  0
03CA:   object @60 exists
004D: jump_if_false RYDER2_3852
00D6: if  0
0366:   object @60 blown_up
004D: jump_if_false RYDER2_3852
000A: @133 +=  1  ;; integer values
00BE: text_clear_all
097B: @60  1107 
00D6: if  0
03CA:   object @240 exists
004D: jump_if_false RYDER2_3852
097B: @240  1126 

:RYDER2_3852
0002: jump RYDER2_3864

:RYDER2_3853
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false RYDER2_3864
00D6: if  0
03CA:   object @240 exists
004D: jump_if_false RYDER2_3864
00D6: if  0
034E: unknown_move_object @240 to @248 @249 @250 unknown_angle  0.0  .2  0.0  0
004D: jump_if_false RYDER2_3864
097B: @240  1127 
000A: @133 +=  1  ;; integer values

:RYDER2_3864
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false RYDER2_3889
00D6: if  0
03CA:   object @61 exists
004D: jump_if_false RYDER2_3888
00D6: if  0
0366:   object @61 blown_up
004D: jump_if_false RYDER2_3888
00D6: if  0
03CA:   object @87 exists
004D: jump_if_false RYDER2_3877
0108: destroy_object @87

:RYDER2_3877
00D6: if  0
03CA:   object @88 exists
004D: jump_if_false RYDER2_3881
0108: destroy_object @88

:RYDER2_3881
097B: @61  1107 
00D6: if  0
03CA:   object @241 exists
004D: jump_if_false RYDER2_3886
097B: @241  1035 

:RYDER2_3886
00BE: text_clear_all
000A: @132 +=  1  ;; integer values

:RYDER2_3888
0002: jump RYDER2_3905

:RYDER2_3889
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false RYDER2_3905
00D6: if  0
03CA:   object @241 exists
004D: jump_if_false RYDER2_3905
00D6: if  0
034E: unknown_move_object @241 to @251 @252 @253 unknown_angle  .1  .1  .1  0
004D: jump_if_false RYDER2_3905
097B: @241  1036 
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false RYDER2_3903
0164: disable_marker @120

:RYDER2_3903
000A: @132 +=  1  ;; integer values
0006: @144 =  30000  ;; integer values

:RYDER2_3905
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false RYDER2_3917
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  2721.0 -2329.852  2810.548 -2565.934
004D: jump_if_false RYDER2_3916
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false RYDER2_3915
0006: @126 =  1  ;; integer values

:RYDER2_3915
0002: jump RYDER2_3917

:RYDER2_3916
0006: @126 =  0  ;; integer values

:RYDER2_3917
008A: $6892 = @200  ;; integer values and handles
0066: $6892 -= @127  ;; integer values 
00D6: if  0
001A:    0 > $6892  ;; integer values
004D: jump_if_false RYDER2_3923
0004: $6892 =  0  ;; integer values

:RYDER2_3923
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false RYDER2_3936
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false RYDER2_3936
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3936
077A: $132  4  24 
0688: unknown_action_sequence $132  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_3936
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_3948
0226: $6891 = actor $132 health
008F: @45 = integer_to_float $6891  
0017: @45 /=  500.0  ;; floating-point values 
0013: @45 *=  100.0  ;; floating-point values 
00D6: if  0
0021:   @45 >  100.0  ;; floating-point values
004D: jump_if_false RYDER2_3947
0007: @45 =  100.0  ;; floating-point values

:RYDER2_3947
0090: $6891 = float_to_integer @45  

:RYDER2_3948
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false RYDER2_4047
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false RYDER2_4046
0006: @42 =  0  ;; integer values

:RYDER2_3955
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_3968
00D6: if  0
8118:   NOT   actor @102(@42,9i) dead
004D: jump_if_false RYDER2_3966
00D6: if  21
051A:   unknown_actor @102(@42,9i) hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @102(@42,9i)
004D: jump_if_false RYDER2_3966
0006: @124 =  1  ;; integer values

:RYDER2_3966
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_3955

:RYDER2_3968
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false RYDER2_4036
0006: @42 =  0  ;; integer values

:RYDER2_3972
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_4036
00D6: if  0
8118:   NOT   actor @102(@42,9i) dead
004D: jump_if_false RYDER2_4034
00D6: if  0
0039:   @172(@42,9i) ==  0  ;; integer values
004D: jump_if_false RYDER2_4006
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false RYDER2_4006
00D6: if  0
0364: @102(@42,9i) $PLAYER_ACTOR 
004D: jump_if_false RYDER2_3998
0635: unknown_action_sequence @102(@42,9i) $PLAYER_ACTOR  10000 
00D6: if  0
0039:   @300 ==  0  ;; integer values
004D: jump_if_false RYDER2_3995
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33883
004F: create_thread AUDIOL_1 @102(@42,9i)  0  1  1  0 
000A: @300 +=  1  ;; integer values

:RYDER2_3995
0006: @181(@42,9i) =  0  ;; integer values
000A: @172(@42,9i) +=  1  ;; integer values
0002: jump RYDER2_4006

:RYDER2_3998
00D6: if  0
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_4006
062E: @102(@42,9i)  1593 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false RYDER2_4006
0639: unknown_action_sequence @102(@42,9i) $PLAYER_ACTOR 

:RYDER2_4006
00D6: if  0
0039:   @172(@42,9i) ==  1  ;; integer values
004D: jump_if_false RYDER2_4034
00D6: if  0
0019:   @181(@42,9i) >  8000  ;; integer values
004D: jump_if_false RYDER2_4029
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false RYDER2_4028
0209: @43 = random_int  0  2
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RYDER2_4023
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33884
004F: create_thread AUDIOL_1 @102(@42,9i)  0  1  1  0 
0002: jump RYDER2_4026

:RYDER2_4023
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_VG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33889
004F: create_thread AUDIOL_1 @102(@42,9i)  0  1  1  0 

:RYDER2_4026
0006: @124 =  1  ;; integer values
0006: @42 =  5  ;; integer values

:RYDER2_4028
0002: jump RYDER2_4034

:RYDER2_4029
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false RYDER2_4034
0006: @172(@42,9i) =  0  ;; integer values
0006: @300 =  0  ;; integer values

:RYDER2_4034
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_3972

:RYDER2_4036
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false RYDER2_4046
0006: @42 =  0  ;; integer values

:RYDER2_4040
00D6: if  0
001B:    9 > @42  ;; integer values
004D: jump_if_false RYDER2_4046
0006: @172(@42,9i) =  0  ;; integer values
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4040

:RYDER2_4046
0002: jump RYDER2_4153

:RYDER2_4047
00D6: if  0
001B:    9 > @38  ;; integer values
004D: jump_if_false RYDER2_4153
00D6: if  0
8118:   NOT   actor @102(@38,9i) dead
004D: jump_if_false RYDER2_4153
0871: init_jump_table @38 total_jumps  4  1 RYDER2_4143 jumps  1 RYDER2_4054  2 RYDER2_4065  3 RYDER2_4094  4 RYDER2_4122 -1 RYDER2_4153 -1 RYDER2_4153 -1 RYDER2_4153 

:RYDER2_4054
00D6: if  0
0039:   @172(@38,9i) ==  0  ;; integer values
004D: jump_if_false RYDER2_4064
0615: @48 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @48 
0618: @102(@38,9i) @48 
061B: @48 
000A: @172(@38,9i) +=  1  ;; integer values

:RYDER2_4064
0002: jump RYDER2_4153

:RYDER2_4065
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false RYDER2_4093
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false RYDER2_4085
077A: @104  4  0 
077A: @104  4  25 
0688: unknown_action_sequence @104  0  0  0 
0615: @48 
05D3: unknown_action_sequence -1  2785.752 -2413.019  12.6316  6 -2 
07BC: unknown_action_sequence -1 @236 
0688: unknown_action_sequence -1  1  1  0 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
085B: unknown_action_sequence -1  1 
0616: @48 
0618: @104 @48 
061B: @48 
000A: @174 +=  1  ;; integer values

:RYDER2_4085
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false RYDER2_4093
00D6: if  0
0104:   actor @104 near_actor $PLAYER_ACTOR radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false RYDER2_4093
05E2: unknown_action_sequence @104 $PLAYER_ACTOR 
000A: @174 +=  1  ;; integer values

:RYDER2_4093
0002: jump RYDER2_4153

:RYDER2_4094
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false RYDER2_4121
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false RYDER2_4113
077A: @105  4  0 
077A: @105  4  25 
0688: unknown_action_sequence @105  0  0  0 
0615: @48 
05D3: unknown_action_sequence -1  2786.663 -2422.235  12.634  6 -2 
07BC: unknown_action_sequence -1 @236 
0688: unknown_action_sequence -1  1  1  0 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
085B: unknown_action_sequence -1  1 
0616: @48 
0618: @105 @48 
061B: @48 

:RYDER2_4113
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false RYDER2_4121
00D6: if  0
0104:   actor @105 near_actor $PLAYER_ACTOR radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false RYDER2_4121
05E2: unknown_action_sequence @105 $PLAYER_ACTOR 
000A: @175 +=  1  ;; integer values

:RYDER2_4121
0002: jump RYDER2_4153

:RYDER2_4122
00D6: if  0
0039:   @176 ==  0  ;; integer values
004D: jump_if_false RYDER2_4134
0615: @48 
05D3: unknown_action_sequence -1  2764.928 -2402.124  12.625  6 -2 
0638: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  1  3000  90 
0638: unknown_action_sequence -1  1 
0616: @48 
0618: @106 @48 
061B: @48 
000A: @176 +=  1  ;; integer values

:RYDER2_4134
00D6: if  0
0039:   @176 ==  1  ;; integer values
004D: jump_if_false RYDER2_4142
00D6: if  0
0104:   actor @106 near_actor $PLAYER_ACTOR radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false RYDER2_4142
05E2: unknown_action_sequence @106 $PLAYER_ACTOR 
000A: @176 +=  1  ;; integer values

:RYDER2_4142
0002: jump RYDER2_4153

:RYDER2_4143
00D6: if  0
0039:   @172(@38,9i) ==  0  ;; integer values
004D: jump_if_false RYDER2_4152
0615: @48 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @48 
0618: @102(@38,9i) @48 
061B: @48 
000A: @172(@38,9i) +=  1  ;; integer values

:RYDER2_4152
0002: jump RYDER2_4153

:RYDER2_4153
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false RYDER2_4208
0006: @42 =  0  ;; integer values

:RYDER2_4157
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_4208
00D6: if  0
03CA:   object @62(@42,25i) exists
004D: jump_if_false RYDER2_4206
00D6: if  0
0366:   object @62(@42,25i) blown_up
004D: jump_if_false RYDER2_4206
01BB: store_object @62(@42,25i) position_to $73 $74 $75
00D6: if  0
0685: @62(@42,25i) 
004D: jump_if_false RYDER2_4171
0002: jump RYDER2_4204

:RYDER2_4171
00D6: if  0
0039:   @147(@42,25i) ==  1  ;; integer values
004D: jump_if_false RYDER2_4176
032B: @210(@42,25i) = create_weapon_pickup  346  3 ammo  30 at $73 $74 $75
0002: jump RYDER2_4204

:RYDER2_4176
00D6: if  0
0039:   @147(@42,25i) ==  2  ;; integer values
004D: jump_if_false RYDER2_4181
0213: @210(@42,25i) = create_pickup #BODYARMOUR type  3 at $73 $74 $75
0002: jump RYDER2_4204

:RYDER2_4181
00D6: if  0
0039:   @147(@42,25i) ==  3  ;; integer values
004D: jump_if_false RYDER2_4186
032B: @210(@42,25i) = create_weapon_pickup  342  3 ammo  6 at $73 $74 $75
0002: jump RYDER2_4204

:RYDER2_4186
00D6: if  0
0039:   @147(@42,25i) ==  4  ;; integer values
004D: jump_if_false RYDER2_4191
0213: @210(@42,25i) = create_pickup #HEALTH type  3 at $73 $74 $75
0002: jump RYDER2_4204

:RYDER2_4191
00D6: if  0
0039:   @147(@42,25i) ==  5  ;; integer values
004D: jump_if_false RYDER2_4195
0002: jump RYDER2_4204

:RYDER2_4195
00D6: if  0
0039:   @147(@42,25i) ==  6  ;; integer values
004D: jump_if_false RYDER2_4200
032B: @210(@42,25i) = create_weapon_pickup  352  3 ammo  30 at $73 $74 $75
0002: jump RYDER2_4204

:RYDER2_4200
00D6: if  0
0039:   @147(@42,25i) ==  7  ;; integer values
004D: jump_if_false RYDER2_4204
032B: @210(@42,25i) = create_weapon_pickup  349  3 ammo  30 at $73 $74 $75

:RYDER2_4204
000A: @145 +=  1  ;; integer values
0108: destroy_object @62(@42,25i)

:RYDER2_4206
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4157

:RYDER2_4208
00D6: if  0
0039:   @197 ==  1  ;; integer values
004D: jump_if_false RYDER2_4272
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false RYDER2_4246
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_4245
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_4245
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4245
00D6: if  0
860E:   NOT @95 
004D: jump_if_false RYDER2_4245
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_4245
00D6: if  0
80DB:   NOT   actor $132 in_car @95
004D: jump_if_false RYDER2_4245
00D6: if  0
01C1:   car @95 stopped
004D: jump_if_false RYDER2_4245
0006: @196 =  1  ;; integer values
0519: unknown_car @95 flag  1
099A: @95  0 
00D6: if  0
83CA:   NOT   object @93 exists
004D: jump_if_false RYDER2_4245
00AA: store_car @95 position_to $73 $74 $75
0174: $72 = car @95 z_angle
029B: @93 = init_object #FAKE_MULE_COL at $73 $74 $75
0177: set_object @93 z_angle_to $72

:RYDER2_4245
0002: jump RYDER2_4272

:RYDER2_4246
00D6: if  0
0039:   @271 ==  0  ;; integer values
004D: jump_if_false RYDER2_4272
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false RYDER2_4257
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @99
004D: jump_if_false RYDER2_4256
0006: @196 =  0  ;; integer values

:RYDER2_4256
0002: jump RYDER2_4258

:RYDER2_4257
0006: @196 =  0  ;; integer values

:RYDER2_4258
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false RYDER2_4272
00D6: if  0
03CA:   object @93 exists
004D: jump_if_false RYDER2_4267
01BB: store_object @93 position_to $73 $74 $75
0176: $72 = object @93 z_angle
0108: destroy_object @93

:RYDER2_4267
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4272
099A: @95  1 
0519: unknown_car @95 flag  0

:RYDER2_4272
00D6: if  1
0039:   @38 ==  3  ;; integer values
0029:   @34 >=  3  ;; integer values
004D: jump_if_false RYDER2_4319
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_4319
00D6: if  0
03CA:   object @60 exists
004D: jump_if_false RYDER2_4300
00D6: if  0
8366:   NOT   object @60 blown_up
004D: jump_if_false RYDER2_4300
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2722.114 -2412.055  12.6198 radius  2.0  2.0  2.0
004D: jump_if_false RYDER2_4296
00D6: if  0
0039:   @301 ==  0  ;; integer values
004D: jump_if_false RYDER2_4295
00BC: text_highpriority 'RY2_61'  5000 ms  1
000A: @301 +=  1  ;; integer values

:RYDER2_4295
0002: jump RYDER2_4300

:RYDER2_4296
00D6: if  0
8039:   NOT   @301 ==  0  ;; integer values
004D: jump_if_false RYDER2_4300
0006: @301 =  0  ;; integer values

:RYDER2_4300
00D6: if  0
03CA:   object @61 exists
004D: jump_if_false RYDER2_4319
00D6: if  0
8366:   NOT   object @61 blown_up
004D: jump_if_false RYDER2_4319
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2773.101 -2423.418  12.6269 radius  2.0  2.0  2.0
004D: jump_if_false RYDER2_4315
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false RYDER2_4314
00BC: text_highpriority 'RY2_62'  5000 ms  1
000A: @302 +=  1  ;; integer values

:RYDER2_4314
0002: jump RYDER2_4319

:RYDER2_4315
00D6: if  0
8039:   NOT   @302 ==  0  ;; integer values
004D: jump_if_false RYDER2_4319
0006: @302 =  0  ;; integer values

:RYDER2_4319
00D6: if  0
0039:   @38 ==  4  ;; integer values
004D: jump_if_false RYDER2_4358
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_4358
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4358
00D6: if  0
060E: @95 
004D: jump_if_false RYDER2_4358
0407: create_coordinate $73 $74 $75 from_car @95 offset  0.0  10.0  0.0
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 $75 radius  4.0  4.0  4.0
004D: jump_if_false RYDER2_4354
00D6: if  0
0039:   @303 ==  0  ;; integer values
004D: jump_if_false RYDER2_4353
0209: @42 = random_int  0  3
0871: init_jump_table @42 total_jumps  3  0 RYDER2_4352 jumps  0 RYDER2_4340  1 RYDER2_4344  2 RYDER2_4348 -1 RYDER2_4352 -1 RYDER2_4352 -1 RYDER2_4352 -1 RYDER2_4352 

:RYDER2_4340
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33827
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_4352

:RYDER2_4344
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33828
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_4352

:RYDER2_4348
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_JC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33829
004F: create_thread AUDIOL_1 $132  0  0  1  0 
0002: jump RYDER2_4352

:RYDER2_4352
000A: @303 +=  1  ;; integer values

:RYDER2_4353
0002: jump RYDER2_4358

:RYDER2_4354
00D6: if  0
8039:   NOT   @303 ==  0  ;; integer values
004D: jump_if_false RYDER2_4358
0006: @303 =  0  ;; integer values

:RYDER2_4358
00D6: if  0
0039:   @145 ==  3  ;; integer values
004D: jump_if_false RYDER2_4370
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false RYDER2_4370
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'RYD2_LG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  33839
004F: create_thread AUDIOL_1 $132  0  1  1  0 
000A: @145 +=  1  ;; integer values

:RYDER2_4370
0051: return

:RYDER2_4371
00D6: if  0
0039:   @306 ==  6  ;; integer values
004D: jump_if_false RYDER2_4376
0006: @307 =  1  ;; integer values
0006: @306 =  5  ;; integer values

:RYDER2_4376
00D6: if  0
0039:   @307 ==  1  ;; integer values
004D: jump_if_false RYDER2_4389
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4388
00D6: if  0
83CA:   NOT   object @313 exists
004D: jump_if_false RYDER2_4388
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 offset  .6223 -2.3101  .2002   0.0  0.0  317.0214 

:RYDER2_4388
0002: jump RYDER2_4393

:RYDER2_4389
00D6: if  0
03CA:   object @313 exists
004D: jump_if_false RYDER2_4393
0108: destroy_object @313

:RYDER2_4393
0871: init_jump_table @306 total_jumps  6  0 RYDER2_4585 jumps  0 RYDER2_4394  1 RYDER2_4405  2 RYDER2_4425  3 RYDER2_4454  4 RYDER2_4492  5 RYDER2_4539 -1 RYDER2_4585 

:RYDER2_4394
0006: @314 =  0  ;; integer values

:RYDER2_4395
00D6: if  0
001B:    5 > @314  ;; integer values
004D: jump_if_false RYDER2_4404
00D6: if  0
03CA:   object @308(@314,5i) exists
004D: jump_if_false RYDER2_4402
0108: destroy_object @308(@314,5i)

:RYDER2_4402
000A: @314 +=  1  ;; integer values
0002: jump RYDER2_4395

:RYDER2_4404
0002: jump RYDER2_4585

:RYDER2_4405
00D6: if  0
83CA:   NOT   object @308 exists
004D: jump_if_false RYDER2_4414
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4414
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 offset -.4928 -.1684  .3614   0.0  0.0  0.0 

:RYDER2_4414
0006: @314 =  1  ;; integer values

:RYDER2_4415
00D6: if  0
001B:    5 > @314  ;; integer values
004D: jump_if_false RYDER2_4424
00D6: if  0
03CA:   object @308(@314,5i) exists
004D: jump_if_false RYDER2_4422
0108: destroy_object @308(@314,5i)

:RYDER2_4422
000A: @314 +=  1  ;; integer values
0002: jump RYDER2_4415

:RYDER2_4424
0002: jump RYDER2_4585

:RYDER2_4425
00D6: if  0
83CA:   NOT   object @309 exists
004D: jump_if_false RYDER2_4434
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4434
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 offset  .4835 -.2148  .3614   0.0  0.0  0.0 

:RYDER2_4434
00D6: if  0
83CA:   NOT   object @308 exists
004D: jump_if_false RYDER2_4443
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4443
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 offset -.4928 -.1684  .3614   0.0  0.0  0.0 

:RYDER2_4443
0006: @314 =  2  ;; integer values

:RYDER2_4444
00D6: if  0
001B:    5 > @314  ;; integer values
004D: jump_if_false RYDER2_4453
00D6: if  0
03CA:   object @308(@314,5i) exists
004D: jump_if_false RYDER2_4451
0108: destroy_object @308(@314,5i)

:RYDER2_4451
000A: @314 +=  1  ;; integer values
0002: jump RYDER2_4444

:RYDER2_4453
0002: jump RYDER2_4585

:RYDER2_4454
00D6: if  0
83CA:   NOT   object @310 exists
004D: jump_if_false RYDER2_4463
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4463
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 offset -.2585 -.3195  1.1567   0.0  0.0  23.47 

:RYDER2_4463
00D6: if  0
83CA:   NOT   object @309 exists
004D: jump_if_false RYDER2_4472
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4472
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 offset  .4835 -.2148  .3614   0.0  0.0  0.0 

:RYDER2_4472
00D6: if  0
83CA:   NOT   object @308 exists
004D: jump_if_false RYDER2_4481
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4481
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 offset -.4928 -.1684  .3614   0.0  0.0  0.0 

:RYDER2_4481
0006: @314 =  3  ;; integer values

:RYDER2_4482
00D6: if  0
001B:    5 > @314  ;; integer values
004D: jump_if_false RYDER2_4491
00D6: if  0
03CA:   object @308(@314,5i) exists
004D: jump_if_false RYDER2_4489
0108: destroy_object @308(@314,5i)

:RYDER2_4489
000A: @314 +=  1  ;; integer values
0002: jump RYDER2_4482

:RYDER2_4491
0002: jump RYDER2_4585

:RYDER2_4492
00D6: if  0
83CA:   NOT   object @311 exists
004D: jump_if_false RYDER2_4501
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4501
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 offset -.4009 -1.7762  .2292   0.0  0.0  342.0102 

:RYDER2_4501
00D6: if  0
83CA:   NOT   object @310 exists
004D: jump_if_false RYDER2_4510
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4510
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 offset -.2585 -.3195  1.1567   0.0  0.0  23.47 

:RYDER2_4510
00D6: if  0
83CA:   NOT   object @309 exists
004D: jump_if_false RYDER2_4519
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4519
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 offset  .4835 -.2148  .3614   0.0  0.0  0.0 

:RYDER2_4519
00D6: if  0
83CA:   NOT   object @308 exists
004D: jump_if_false RYDER2_4528
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4528
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 offset -.4928 -.1684  .3614   0.0  0.0  0.0 

:RYDER2_4528
0006: @314 =  4  ;; integer values

:RYDER2_4529
00D6: if  0
001B:    5 > @314  ;; integer values
004D: jump_if_false RYDER2_4538
00D6: if  0
03CA:   object @308(@314,5i) exists
004D: jump_if_false RYDER2_4536
0108: destroy_object @308(@314,5i)

:RYDER2_4536
000A: @314 +=  1  ;; integer values
0002: jump RYDER2_4529

:RYDER2_4538
0002: jump RYDER2_4585

:RYDER2_4539
00D6: if  0
83CA:   NOT   object @312 exists
004D: jump_if_false RYDER2_4548
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4548
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 offset -.4374 -1.7451  .9021   0.0  0.0  210.1588 

:RYDER2_4548
00D6: if  0
83CA:   NOT   object @311 exists
004D: jump_if_false RYDER2_4557
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4557
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 offset -.4009 -1.7762  .2292   0.0  0.0  342.0102 

:RYDER2_4557
00D6: if  0
83CA:   NOT   object @310 exists
004D: jump_if_false RYDER2_4566
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4566
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 offset -.2585 -.3195  1.1567   0.0  0.0  23.47 

:RYDER2_4566
00D6: if  0
83CA:   NOT   object @309 exists
004D: jump_if_false RYDER2_4575
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4575
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 offset  .4835 -.2148  .3614   0.0  0.0  0.0 

:RYDER2_4575
00D6: if  0
83CA:   NOT   object @308 exists
004D: jump_if_false RYDER2_4584
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4584
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 offset -.4928 -.1684  .3614   0.0  0.0  0.0 

:RYDER2_4584
0002: jump RYDER2_4585

:RYDER2_4585
0051: return

:RYDER2_4586
0006: @316 = -1  ;; integer values
0006: @315 =  0  ;; integer values

:RYDER2_4588
00D6: if  0
001B:    10 > @315  ;; integer values
004D: jump_if_false RYDER2_4598
00D6: if  0
83CA:   NOT   object @282(@315,10i) exists
004D: jump_if_false RYDER2_4596
0085: @316 = @315  ;; integer values and handles
0006: @315 =  10  ;; integer values

:RYDER2_4596
000A: @315 +=  1  ;; integer values
0002: jump RYDER2_4588

:RYDER2_4598
00D6: if  0
8039:   NOT   @316 == -1  ;; integer values
004D: jump_if_false RYDER2_4605
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_4605
0051: return

:RYDER2_4606
00D6: if  0
0039:   @318 == -999  ;; integer values
004D: jump_if_false RYDER2_4610
009A: @317 = create_actor  24  7 at  0.0  0.0  0.0

:RYDER2_4610
00D6: if  0
8118:   NOT   actor @317 dead
004D: jump_if_false RYDER2_4637
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: @317  4  0 
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false RYDER2_4622
077A: @317  4  25 

:RYDER2_4622
0688: unknown_action_sequence @317  1  1  1 
060F: @317  100.0 
00D6: if  0
87FD:   NOT   group @239 alive
004D: jump_if_false RYDER2_4629
0632: release_group @239 
062F: @239 = create_group_type  2

:RYDER2_4629
07F6: get_group_info @239 @318 @319 
00D6: if  0
0039:   @318 ==  0  ;; integer values
004D: jump_if_false RYDER2_4635
0630: put_actor @317 in_group @239 as_leader 
0002: jump RYDER2_4636

:RYDER2_4635
0631: put_actor @317 in_group @239 

:RYDER2_4636
087F: @317  1 

:RYDER2_4637
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_4644
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_4678
00D6: if  0
03CA:   object @62(@42,25i) exists
004D: jump_if_false RYDER2_4676
00D6: if  0
8737:   NOT $PLAYER_ACTOR @62(@42,25i) 
004D: jump_if_false RYDER2_4676
00D6: if  0
8685:   NOT @62(@42,25i) 
004D: jump_if_false RYDER2_4676
00D6: if  0
8366:   NOT   object @62(@42,25i) blown_up
004D: jump_if_false RYDER2_4676
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_4663
00A0: store_actor $132 position_to $73 $74 $75

:RYDER2_4663
01BB: store_object @62(@42,25i) position_to @325 @326 @327
0509: @45 = distance between point @325 @326 and point $73 $74
00D6: if  0
0023:    6.0 > @45  ;; floating-point values
004D: jump_if_false RYDER2_4676
00D6: if  0
0025:   @320 > @45  ;; floating-point values  
004D: jump_if_false RYDER2_4676
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_4676
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4644

:RYDER2_4678
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_4683
01BB: store_object @281 position_to @329 @330 @331
07C3: @281 @332 @333 @334 @335 
070B: $132  1 
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4691
02F8: unknown_car @95 unknown_cosine @294
02F9: unknown_car @95 unknown_sinus @295

:RYDER2_4691
0013: @294 *= -10.0  ;; floating-point values 
0013: @295 *= -10.0  ;; floating-point values 
01BC: put_object @281 at @329 @330 @331
07C4: @281 @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  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4702
050E: @281 @95

:RYDER2_4702
0050: gosub RYDER2_4586
0006: @281 =  0  ;; integer values
0051: return

:RYDER2_4705
00D6: if  0
0019:   @336 >  0  ;; integer values
004D: jump_if_false RYDER2_4793
0871: init_jump_table @339 total_jumps  4  0 RYDER2_4792 jumps  0 RYDER2_4709  1 RYDER2_4716  2 RYDER2_4741  3 RYDER2_4774 -1 RYDER2_4792 -1 RYDER2_4792 -1 RYDER2_4792 

:RYDER2_4709
00D6: if  0
8248:   NOT   model  287 available
004D: jump_if_false RYDER2_4714
0247: request_model  287
0002: jump RYDER2_4715

:RYDER2_4714
000A: @339 +=  1  ;; integer values

:RYDER2_4715
0002: jump RYDER2_4792

:RYDER2_4716
0006: @345 = -1  ;; integer values
0006: @346 =  0  ;; integer values

:RYDER2_4718
00D6: if  0
001B:    5 > @346  ;; integer values
004D: jump_if_false RYDER2_4736
00D6: if  0
056D:   unknown_actor @340(@346,5i) dead_but_valid
004D: jump_if_false RYDER2_4732
00D6: if  0
0118:   actor @340(@346,5i) dead
004D: jump_if_false RYDER2_4731
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_4731
0002: jump RYDER2_4734

:RYDER2_4732
0085: @345 = @346  ;; integer values and handles
0006: @346 =  5  ;; integer values

:RYDER2_4734
000A: @346 +=  1  ;; integer values
0002: jump RYDER2_4718

:RYDER2_4736
00D6: if  0
8039:   NOT   @345 == -1  ;; integer values
004D: jump_if_false RYDER2_4740
000A: @339 +=  1  ;; integer values

:RYDER2_4740
0002: jump RYDER2_4792

:RYDER2_4741
00D6: if  23
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_4749
000A: @338 +=  1  ;; integer values
0002: jump RYDER2_4741

:RYDER2_4749
00D6: if  0
0019:   @338 >  9  ;; integer values
004D: jump_if_false RYDER2_4753
0006: @338 =  0  ;; integer values

:RYDER2_4753
00D6: if  0
803B:   NOT   @338 == @337  ;; integer values 
004D: jump_if_false RYDER2_4768
00D6: if  0
80C2:   NOT   sphere_onscreen @347(@338,10f) @357(@338,10f) @367(@338,10f)  2.0
004D: jump_if_false RYDER2_4766
00D6: if  0
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_4764
000A: @339 +=  1  ;; integer values
0002: jump RYDER2_4765

:RYDER2_4764
000A: @338 +=  1  ;; integer values

:RYDER2_4765
0002: jump RYDER2_4767

:RYDER2_4766
000A: @338 +=  1  ;; integer values

:RYDER2_4767
0002: jump RYDER2_4769

:RYDER2_4768
000A: @338 +=  1  ;; integer values

:RYDER2_4769
00D6: if  0
0019:   @338 >  9  ;; integer values
004D: jump_if_false RYDER2_4773
0006: @338 =  0  ;; integer values

:RYDER2_4773
0002: jump RYDER2_4792

:RYDER2_4774
009A: @340(@345,5i) = create_actor  24  287 at @347(@338,10f) @357(@338,10f) @367(@338,10f)
0085: @317 = @340(@345,5i)  ;; integer values and handles
0050: gosub RYDER2_4606
0615: @48 
0688: unknown_action_sequence -1  1  1  1 
05D3: unknown_action_sequence -1 @387(@338,10f) @397(@338,10f) @407(@338,10f)  6 -2 
05D3: unknown_action_sequence -1 @417(@338,10f) @427(@338,10f) @437(@338,10f)  6 -2 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_4785
05D9: unknown_action_sequence -1 $132  20000  25.0 

:RYDER2_4785
0616: @48 
0618: @340(@345,5i) @48 
061B: @48 
0085: @337 = @338  ;; integer values and handles
000A: @336 += -1  ;; integer values
0006: @339 =  0  ;; integer values
0002: jump RYDER2_4792

:RYDER2_4792
0002: jump RYDER2_4794

:RYDER2_4793
0006: @339 =  0  ;; integer values

:RYDER2_4794
0051: return
00D6: if  0
0736:  66 
004D: jump_if_false RYDER2_4804
000A: @477 +=  1  ;; integer values
00D6: if  0
0019:   @477 >  24  ;; integer values
004D: jump_if_false RYDER2_4803
0006: @477 =  0  ;; integer values

:RYDER2_4803
0663: write_debug_intvar "ADJUST_BOX_NUMBER" @477 

:RYDER2_4804
00D6: if  0
03CA:   object @62(@477,25i) exists
004D: jump_if_false RYDER2_4812
01BB: store_object @62(@477,25i) position_to $73 $74 $75
0176: $72 = object @62(@477,25i) z_angle
0009: $75 +=  1.0  ;; floating-point values
024F: create_corona  .2  2  0 with_color  255  0  0 at_point $73 $74 $75
0009: $75 += -1.0  ;; floating-point values

:RYDER2_4812
00D6: if  0
0736:  131 
004D: jump_if_false RYDER2_4816
0009: $74 +=  .1  ;; floating-point values

:RYDER2_4816
00D6: if  0
0736:  130 
004D: jump_if_false RYDER2_4820
0009: $74 += -.1  ;; floating-point values

:RYDER2_4820
00D6: if  0
0736:  128 
004D: jump_if_false RYDER2_4824
0009: $73 +=  .1  ;; floating-point values

:RYDER2_4824
00D6: if  0
0736:  129 
004D: jump_if_false RYDER2_4828
0009: $73 += -.1  ;; floating-point values

:RYDER2_4828
00D6: if  0
0736:  145 
004D: jump_if_false RYDER2_4832
0009: $75 +=  .01  ;; floating-point values

:RYDER2_4832
00D6: if  0
0736:  139 
004D: jump_if_false RYDER2_4836
0009: $75 += -.01  ;; floating-point values

:RYDER2_4836
00D6: if  0
0736:  141 
004D: jump_if_false RYDER2_4840
0009: $72 +=  1.0  ;; floating-point values

:RYDER2_4840
00D6: if  0
0736:  143 
004D: jump_if_false RYDER2_4844
0009: $72 += -1.0  ;; floating-point values

:RYDER2_4844
00D6: if  0
03CA:   object @62(@477,25i) exists
004D: jump_if_false RYDER2_4849
01BC: put_object @62(@477,25i) at $73 $74 $75
0177: set_object @62(@477,25i) z_angle_to $72

:RYDER2_4849
00D6: if  0
0736:  137 
004D: jump_if_false RYDER2_4859
03A9: write_debug_newline
DEFINE TABLE Tables\Table78.bin
03A7: write_debug_int @477 
03A8: write_debug_float $73 
03A8: write_debug_float $74 
03A8: write_debug_float $75 
03A8: write_debug_float $72 

:RYDER2_4859
0051: return

:RYDER2_4860
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:RYDER2_4862
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'RYDER_2'
01E3: text_1number_styled 'M_PASSR'  10  5000 ms  1
0998: add_respect  5 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
00D6: if  0
0038:   $1519 ==  0  ;; integer values
004D: jump_if_false RYDER2_4873
0237: gang_weapons  1  22  32  0 

:RYDER2_4873
0164: disable_marker $436
0629: change_stat  310 to  1  ; integer see statdisp.dat
0008: $RYDERS_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:RYDER2_4877
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false RYDER2_4881
0A20: $PLAYER_CHAR  0 

:RYDER2_4881
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4886
0519: unknown_car @95 flag  0
09B0: @95  1 

:RYDER2_4886
09AD:  2 
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false RYDER2_4891
01C3: remove_references_to_car @98  ;; Like turning a car into any random car

:RYDER2_4891
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false RYDER2_4920
0006: @42 =  0  ;; integer values

:RYDER2_4895
00D6: if  0
001B:    9 > @42  ;; integer values
004D: jump_if_false RYDER2_4907
00D6: if  0
056D:   unknown_actor @102(@42,9i) dead_but_valid
004D: jump_if_false RYDER2_4905
00D6: if  0
8118:   NOT   actor @102(@42,9i) dead
004D: jump_if_false RYDER2_4905
05E2: unknown_action_sequence @102(@42,9i) $PLAYER_ACTOR 

:RYDER2_4905
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4895

:RYDER2_4907
0006: @42 =  0  ;; integer values

:RYDER2_4908
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_4920
00D6: if  0
056D:   unknown_actor @340(@42,5i) dead_but_valid
004D: jump_if_false RYDER2_4918
00D6: if  0
8118:   NOT   actor @340(@42,5i) dead
004D: jump_if_false RYDER2_4918
05E2: unknown_action_sequence @340(@42,5i) $PLAYER_ACTOR 

:RYDER2_4918
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4908

:RYDER2_4920
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false RYDER2_4924
034F: destroy_actor_with_fade $132  ;; The actor fades away like a ghost

:RYDER2_4924
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_4930
00D6: if  0
001B:    25 > @42  ;; integer values
004D: jump_if_false RYDER2_4941
01C4: remove_references_to_object @62(@42,25i)  ;; This object will now disappear when the player looks away
00D6: if  0
8039:   NOT   @210(@42,25i) ==  0  ;; integer values
004D: jump_if_false RYDER2_4939
0215: destroy_pickup @210(@42,25i)
0006: @210(@42,25i) =  0  ;; integer values

:RYDER2_4939
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4930

:RYDER2_4941
0006: @42 =  0  ;; integer values

:RYDER2_4942
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_4947
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4942

:RYDER2_4947
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_4953
00D6: if  0
001B:    5 > @42  ;; integer values
004D: jump_if_false RYDER2_4962
00D6: if  0
03CA:   object @308(@42,5i) exists
004D: jump_if_false RYDER2_4960
0108: destroy_object @308(@42,5i)

:RYDER2_4960
000A: @42 +=  1  ;; integer values
0002: jump RYDER2_4953

:RYDER2_4962
00D6: if  0
03CA:   object @313 exists
004D: jump_if_false RYDER2_4966
0108: destroy_object @313

:RYDER2_4966
00D6: if  0
03CA:   object @93 exists
004D: jump_if_false RYDER2_4970
0108: destroy_object @93

:RYDER2_4970
00D6: if  0
056E: @95 
004D: jump_if_false RYDER2_4978
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false RYDER2_4978
0519: unknown_car @95 flag  0
099A: @95  1 

:RYDER2_4978
06D0:  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:  414 
0151: remove_status_text $6892
0151: remove_status_text $6891
0249: release_model  287
0249: release_model  414
0249: release_model  470
0249: release_model  500
0249: release_model  346
0249: release_model #CJ_CARDBRD_PICKUP
0249: release_model  105
0249: release_model  106
04EF: release_animation "RYDER"
04EF: release_animation "COLT45"
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
01BD: $184 = current_time_in_ms
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
040D: unload_wav  3
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 27---------------
; Originally: OG Loc


:TWAR7_1
03A4: name_thread 'TWAR7'
0050: gosub TWAR7_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false TWAR7_7
0050: gosub TWAR7_2753

:TWAR7_7
0050: gosub TWAR7_2767
004E: end_thread

:TWAR7_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'SMOKE1'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false TWAR7_17
009A: $134 = create_actor  25  292 at  1543.2 -1687.0  12.5
018A: @66 = create_checkpoint_at  2454.4 -1284.5  22.7

:TWAR7_17
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_63
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false TWAR7_68
0001: wait  0 ms
0002: jump TWAR7_63

:TWAR7_68
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:TWAR7_70
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false TWAR7_75
0001: wait  0 ms
0002: jump TWAR7_70

:TWAR7_75
016A: fade  0 ()  0 ms

:TWAR7_76
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_81
0001: wait  0 ms
0002: jump TWAR7_76

:TWAR7_81
02EA: end_cutscene
0108: destroy_object @65
08F6: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
0001: wait  0 ms
0247: request_model  466
023C: load_special_actor  1 'SMOKE'
023C: load_special_actor  2 'SWEET'
038B: load_requested_models
0632: release_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
0A20: $PLAYER_CHAR  1 
02A3: toggle_widescreen  1 (on)
06AB: $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  466 numberplate "_A2TMFK_" 
00A5: @37 = create_car  466 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: unknown_car @37 flag  0
041E: set_radio_station  3 
0395: clear_area  1 at  2077.0 -1691.1  12.5 range  1.0
009A: $130 = create_actor  25  290 at  2077.0 -1691.1  12.5
09F6: $130  0 
0173: set_actor $130 z_angle_to  255.7
0568: $130  1
039E: (unknown) $130  1 
0245: set_actor $130 walk_style_to "FATMAN"
07A1:  4 
05CA: unknown_action_sequence $130 @37 -2  0 
060B: unknown_actor_use_entity $130 @149 
0395: clear_area  1 at  2075.3 -1693.4  12.5 range  1.0
009A: $131 = create_actor  25  291 at  2075.3 -1693.4  12.5
09F6: $131  0 
0568: $131  1
039E: (unknown) $131  1 
0245: set_actor $131 walk_style_to "GANG2"
07A1:  4 
05CA: unknown_action_sequence $131 @37 -2  2 
060B: unknown_actor_use_entity $131 @149 
0792: $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:  4 
05CB: unknown_action_sequence $PLAYER_ACTOR @37 -2 
06D7:  0 
06DB: (unknown)
09D2:  0 
07FB: set_interior 'LAHS1A' accessible  0 
016A: fade  1 (back)  500 ms
0006: @69 =  1  ;; integer values
0707: unknown_bunnyjump TWAR7_212 

:TWAR7_148
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false TWAR7_153
0002: jump TWAR7_2755

:TWAR7_153
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_158
0002: jump TWAR7_2753

:TWAR7_158
00D6: if  21
0039:   @67 ==  0  ;; integer values
0039:   @67 ==  1  ;; integer values
004D: jump_if_false TWAR7_199
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false TWAR7_199
00D6: if  0
0A36: (unknown)
004D: jump_if_false TWAR7_199
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0A09: $PLAYER_ACTOR  0 
0A09: $131  0 
0A09: $130  0 
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @83 =  0  ;; integer values
00D6: if  0
0118:   actor $134 dead
004D: jump_if_false TWAR7_191
04ED: load_animation "CAR_CHAT"
023C: load_special_actor  3 'OGLOC'
038B: load_requested_models
009A: $134 = create_actor  25  292 at  1543.2 -1687.0  12.5
09F6: $134  0 
0173: set_actor $134 z_angle_to  97.2
0568: $134  1
039E: (unknown) $134  1 
0446: (unknown) $134  0 
02A9: set_actor $134 immune_to_nonplayer  1
0430: $134 @37 -1 
060F: $134  80.0 

:TWAR7_191
0164: disable_marker @66
018A: @66 = create_checkpoint_at  2454.4 -1284.5  22.7
00BC: text_highpriority 'SMK1_10'  7000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1000 ms
0006: @85 =  2  ;; integer values
0006: @68 =  2  ;; integer values
0006: @67 =  1  ;; integer values

:TWAR7_199
00D6: if  0
0039:   @67 ==  0  ;; integer values
004D: jump_if_false TWAR7_283
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_283
00D6: if  0
00DB:   actor $130 in_car @37
004D: jump_if_false TWAR7_283
00D6: if  0
00DB:   actor $131 in_car @37
004D: jump_if_false TWAR7_283
0006: @69 =  0  ;; integer values

:TWAR7_212
0701: (unknown)
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_218
0002: jump TWAR7_2753

:TWAR7_218
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false TWAR7_238
016A: fade  0 ()  500 ms

:TWAR7_222
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_227
0001: wait  0 ms
0002: jump TWAR7_222

:TWAR7_227
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_232
0002: jump TWAR7_2753

:TWAR7_232
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @37
0792: $130 
0430: $130 @37  0 
0792: $131 
0430: $131 @37  2 

:TWAR7_238
00D6: if  0
0038:   $2704 ==  1  ;; integer values
004D: jump_if_false TWAR7_248
09E0:  1526.9 -1654.5  12.1  180.0 @37 
00D6: if  0
0038:   $2705 ==  0  ;; integer values
004D: jump_if_false TWAR7_247
03E5: text_box 'SKIP_1'
0004: $2705 =  1  ;; integer values

:TWAR7_247
00BC: text_highpriority 'SMK1_02'  7000 ms  1

:TWAR7_248
00D6: if  0
0038:   $2704 ==  2  ;; integer values
004D: jump_if_false TWAR7_258
0A35:  2453.8 -1305.0  22.5  0.0 @37 
00D6: if  0
0038:   $2705 ==  0  ;; integer values
004D: jump_if_false TWAR7_257
03E5: text_box 'SKIP_1'
0004: $2705 =  1  ;; integer values

:TWAR7_257
0006: @81 =  1  ;; integer values

:TWAR7_258
018A: @66 = create_checkpoint_at  1532.8 -1672.9  12.4
06AB: $PLAYER_ACTOR  0 
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false TWAR7_279
016A: fade  1 (back)  500 ms

:TWAR7_269
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_274
0001: wait  0 ms
0002: jump TWAR7_269

:TWAR7_274
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_279
0002: jump TWAR7_2753

:TWAR7_279
0006: @33 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @71 =  1  ;; integer values
0006: @67 =  1  ;; integer values

:TWAR7_283
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false TWAR7_527
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_337
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_305
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_305
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false TWAR7_305
0A09: $PLAYER_ACTOR  1 
0A09: $130  1 
0A09: $131  1 
0006: @83 =  1  ;; integer values
0006: @84 =  0  ;; integer values
0050: gosub TWAR7_3619
0006: @85 =  1  ;; integer values

:TWAR7_305
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false TWAR7_315
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_315
0A09: $PLAYER_ACTOR  0 
0A09: $130  0 
0A09: $131  0 
0006: @85 =  2  ;; integer values

:TWAR7_315
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TWAR7_322
00D6: if  0
0735:  81 
004D: jump_if_false TWAR7_322
00A1: put_actor $PLAYER_ACTOR at  1531.4 -1693.7  12.4

:TWAR7_322
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_337
00D6: if  0
00DB:   actor $130 in_car @37
004D: jump_if_false TWAR7_337
00D6: if  0
00DB:   actor $131 in_car @37
004D: jump_if_false TWAR7_337
00D6: if  0
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_337
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @68 =  1  ;; integer values

:TWAR7_337
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_461
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0A09: $PLAYER_ACTOR  0 
0A09: $130  0 
0A09: $131  0 
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @83 =  0  ;; integer values
00D6: if  0
0038:   $2704 ==  0  ;; integer values
004D: jump_if_false TWAR7_352
0004: $2704 =  1  ;; integer values

:TWAR7_352
0951: (unknown)
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms

:TWAR7_355
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_360
0001: wait  0 ms
0002: jump TWAR7_355

:TWAR7_360
03EF: player $PLAYER_CHAR make_safe
03AF: set_streaming  0 (disabled)
0395: clear_area  1 at  1532.8 -1672.9  12.4 range  300.0
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  1496.5 -1672.6  13.2
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $131
00A6: destroy_car @37
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model  466
0390: 'LD_BUM' 
038F:  1 "BUM2" 
038F:  2 "BLKDOT" 
038B: load_requested_models
03F0: text_draw_toggle  1
02E4: load_cutscene_data 'SMOKE1B'

:TWAR7_379
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false TWAR7_384
0001: wait  0 ms
0002: jump TWAR7_379

:TWAR7_384
02E7: start_cutscene
016A: fade  1 (back)  1000 ms
0006: @32 =  0  ;; integer values

:TWAR7_387
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false TWAR7_392
0001: wait  0 ms
0002: jump TWAR7_387

:TWAR7_392
02EA: end_cutscene
016A: fade  0 ()  0 ms

:TWAR7_394
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_399
0001: wait  0 ms
0002: jump TWAR7_394

:TWAR7_399
03F0: text_draw_toggle  0
0391: (unknown)
0247: request_model  466
04ED: load_animation "CAR_CHAT"
023C: load_special_actor  1 'SMOKE'
023C: load_special_actor  2 'SWEET'
023C: load_special_actor  3 'OGLOC'
038B: load_requested_models
0674: set_car_model  466 numberplate "_A2TMFK_" 
00A5: @37 = create_car  466 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: unknown_car @37 flag  0
036A: put_actor $PLAYER_ACTOR in_car @37
041E: set_radio_station  3 
009A: $130 = create_actor  25  290 at  2072.3 -1697.2  12.5
09F6: $130  0 
0173: set_actor $130 z_angle_to  255.7
0568: $130  1
039E: (unknown) $130  1 
0245: set_actor $130 walk_style_to "FATMAN"
05CA: unknown_action_sequence $130 @37 -2  0 
060B: unknown_actor_use_entity $130 @149 
0430: $130 @37 -1 
009A: $131 = create_actor  25  291 at  2072.3 -1696.2  12.5
09F6: $131  0 
0568: $131  1
039E: (unknown) $131  1 
0245: set_actor $131 walk_style_to "GANG2"
05CA: unknown_action_sequence $131 @37 -2  2 
060B: unknown_actor_use_entity $131 @149 
0430: $131 @37 -1 
009A: $134 = create_actor  25  292 at  1543.2 -1687.0  12.5
09F6: $134  0 
0173: set_actor $134 z_angle_to  97.2
0568: $134  1
039E: (unknown) $134  1 
0446: (unknown) $134  0 
02A9: set_actor $134 immune_to_nonplayer  1
0430: $134 @37 -1 
060F: $134  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 $134 @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 (unfrozen)
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_456
0002: jump TWAR7_2753

:TWAR7_456
016A: fade  1 (back)  1000 ms
00BC: text_highpriority 'SMK1_10'  7000 ms  1
0006: @33 =  0  ;; integer values
0006: @85 =  0  ;; integer values
0006: @68 =  2  ;; integer values

:TWAR7_461
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_527
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_481
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_481
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false TWAR7_481
0A09: $PLAYER_ACTOR  1 
0A09: $130  1 
0A09: $131  1 
0A09: $134  1 
0006: @83 =  2  ;; integer values
0006: @84 =  0  ;; integer values
0050: gosub TWAR7_3619
0006: @85 =  1  ;; integer values

:TWAR7_481
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false TWAR7_492
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_492
0A09: $PLAYER_ACTOR  0 
0A09: $130  0 
0A09: $131  0 
0A09: $134  0 
0006: @85 =  2  ;; integer values

:TWAR7_492
00D6: if  0
00DF:   actor $134 driving
004D: jump_if_false TWAR7_508
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TWAR7_508
00D6: if  0
00DF:   actor $130 driving
004D: jump_if_false TWAR7_508
00D6: if  0
00DF:   actor $131 driving
004D: jump_if_false TWAR7_508
00D6: if  0
0735:  81 
004D: jump_if_false TWAR7_508
00A1: put_actor $PLAYER_ACTOR at  2454.7 -1294.5  22.7

:TWAR7_508
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_527
00D6: if  0
00DB:   actor $130 in_car @37
004D: jump_if_false TWAR7_527
00D6: if  0
00DB:   actor $131 in_car @37
004D: jump_if_false TWAR7_527
00D6: if  0
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_527
00D6: if  0
0038:   $2704 ==  1  ;; integer values
004D: jump_if_false TWAR7_524
0004: $2704 =  2  ;; integer values

:TWAR7_524
0006: @85 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @67 =  2  ;; integer values

:TWAR7_527
00D6: if  0
0039:   @67 ==  2  ;; integer values
004D: jump_if_false TWAR7_707
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_560
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 (frozen)
02A3: toggle_widescreen  1 (on)
09F5:  1 
08F5: (unknown)
06AB: $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: $PLAYER_ACTOR  0 
0A09: $130  0 
0A09: $131  0 
0A09: $134  0 
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @83 =  0  ;; integer values
0006: @69 =  1  ;; integer values
0707: unknown_bunnyjump TWAR7_625 
0605: unknown_action_sequence $134 "CAR_SC1_BR" "CAR_CHAT"  6.0  0  0  0  0 -1 
0006: @83 =  3  ;; integer values
0006: @84 =  0  ;; integer values
0050: gosub TWAR7_3619
0006: @32 =  0  ;; integer values
0006: @68 =  1  ;; integer values

:TWAR7_560
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_569
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false TWAR7_569
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FL" "CAR_CHAT"  6.0  0  0  0  1 -1 
0605: unknown_action_sequence $131 "CAR_SC1_BL" "CAR_CHAT"  6.0  0  0  0  0 -1 
0006: @68 =  2  ;; integer values

:TWAR7_569
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_577
00D6: if  0
0039:   @84 ==  4  ;; integer values
004D: jump_if_false TWAR7_577
0605: unknown_action_sequence $130 "CAR_SC1_FR" "CAR_CHAT"  6.0  0  0  0  0 -1 
0006: @68 =  3  ;; integer values

:TWAR7_577
00D6: if  0
0039:   @68 ==  3  ;; integer values
004D: jump_if_false TWAR7_600
03A1: unknown_clear_point  2468.8 -1278.2  29.1 radius  1.2
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_600
00D6: if  0
01C1:   car @37 stopped
004D: jump_if_false TWAR7_600
0615: @145 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2457.4 -1286.1  23.0  6  60000 
0616: @145 
0618: $PLAYER_ACTOR @145 
061B: @145 
0615: @145 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2458.4 -1287.8  23.0  6  60000 
0616: @145 
0618: $134 @145 
061B: @145 
0006: @68 =  4  ;; integer values

:TWAR7_600
00D6: if  0
0039:   @68 ==  4  ;; integer values
004D: jump_if_false TWAR7_617
03A1: unknown_clear_point  2468.8 -1278.2  29.1 radius  1.2
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TWAR7_617
00D6: if  0
00DF:   actor $130 driving
004D: jump_if_false TWAR7_612
0362: remove_actor $130 from_car_and_place_at  2472.8 -1277.9  28.9

:TWAR7_612
036A: put_actor $130 in_car @37
020A: set_car @37 door_status_to  2
05D2: unknown_action_sequence $130 @37  15.0  2 
0006: @32 =  0  ;; integer values
0006: @68 =  5  ;; integer values

:TWAR7_617
00D6: if  0
0039:   @68 ==  5  ;; integer values
004D: jump_if_false TWAR7_707
03A1: unknown_clear_point  2468.8 -1278.2  29.1 radius  1.2
00D6: if  0
0019:   @32 >  0  ;; integer values
004D: jump_if_false TWAR7_707
0006: @69 =  0  ;; integer values

:TWAR7_625
0701: (unknown)
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_631
0002: jump TWAR7_2753

:TWAR7_631
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false TWAR7_669
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @83 =  0  ;; integer values
016A: fade  0 ()  500 ms

:TWAR7_639
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_646
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_639

:TWAR7_646
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_651
0002: jump TWAR7_2753

:TWAR7_651
0395: clear_area  1 at  2457.4 -1286.1  23.0 range  1.0
0792: $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: $134 
00A1: put_actor $134 at  2458.4 -1287.8  23.0
0173: set_actor $134 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  0
00DF:   actor $130 driving
004D: jump_if_false TWAR7_666
0362: remove_actor $130 from_car_and_place_at  2472.8 -1277.9  28.9

:TWAR7_666
036A: put_actor $130 in_car @37
020A: set_car @37 door_status_to  2
05D2: unknown_action_sequence $130 @37  15.0  2 

:TWAR7_669
0615: @145 
05D3: unknown_action_sequence -1  2463.5 -1286.9  25.2  6 -2 
05D3: unknown_action_sequence -1  2463.9 -1278.4  29.0  6 -2 
05D3: unknown_action_sequence -1  2467.8 -1277.1  28.9  6 -2 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @145 
0618: $134 @145 
061B: @145 
04EF: release_animation "CAR_CHAT"
0164: disable_marker @66
018A: @66 = create_checkpoint_at  2468.8 -1278.4  28.9
07E0: @66  0 
06AB: $PLAYER_ACTOR  0 
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
09F5:  0 
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
00BC: text_highpriority 'SMK1_03'  7000 ms  1
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false TWAR7_705
016A: fade  1 (back)  500 ms

:TWAR7_693
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_700
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_693

:TWAR7_700
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_705
0002: jump TWAR7_2753

:TWAR7_705
0006: @68 =  0  ;; integer values
0006: @67 =  3  ;; integer values

:TWAR7_707
00D6: if  0
0039:   @67 ==  3  ;; integer values
004D: jump_if_false TWAR7_1110
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_717
00D6: if  0
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_717
0006: @68 =  1  ;; integer values

:TWAR7_717
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_827
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_726
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_731
0001: wait  0 ms
0002: jump TWAR7_726

:TWAR7_731
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_736
0002: jump TWAR7_2753

:TWAR7_736
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
09F5:  1 
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
0247: request_model  461
0247: request_model  372
0247: request_model  109
0247: request_model  352
04ED: load_animation "CRIB"
04ED: load_animation "MISC"
04ED: load_animation "GANGS"
04ED: load_animation "RAPPING"
0390: 'LD_BUM' 
038F:  1 "BUM1" 
038F:  2 "BLKDOT" 
038B: load_requested_models
03F0: text_draw_toggle  1
03CF: load_wav  1817 as  3

:TWAR7_755
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false TWAR7_760
0001: wait  0 ms
0002: jump TWAR7_755

:TWAR7_760
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_765
0002: jump TWAR7_2753

:TWAR7_765
038B: load_requested_models
0395: clear_area  1 at  2471.0 -1285.1  28.3 range  30.0
00A5: @36 = create_car  461 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  461 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: @35  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  109 at  2483.9 -1280.2  29.4
0A09: @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: (unknown) @34  0 
02A9: set_actor @34 immune_to_nonplayer  1
08C6: @34  1 
0350: unknown_actor @34 not_scared_flag  1
02AB: set_actor @34 immunities  1  1  0  1  1
07DD: @34  20 
060B: unknown_actor_use_entity @34 @149 
0615: @147 
0713: unknown_action_sequence -1 @34 -1  0.0  0.0  0.0  300.0  8  0  100 
0616: @147 
087D: assign_sequence $PLAYER_GROUP to_group @147 
0792: $PLAYER_ACTOR 
0792: $134 
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 $134 at  2467.4 -1275.8  28.8
0173: set_actor $134 z_angle_to  282.8
0615: @145 
05D3: unknown_action_sequence -1  2469.2 -1278.7  29.3  4  60000 
05D4: unknown_action_sequence -1 unknown_angle  262.0 
0605: unknown_action_sequence -1 "CRIB_USE_SWITCH" "CRIB"  4.0  0  0  0  0  800 
05BF: unknown_action_sequence -1 $134  7000 
0616: @145 
0618: $PLAYER_ACTOR @145 
061B: @145 
0006: @69 =  1  ;; integer values
0707: unknown_bunnyjump TWAR7_990 
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 (back)  500 ms

:TWAR7_816
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_821
0001: wait  0 ms
0002: jump TWAR7_816

:TWAR7_821
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_826
0002: jump TWAR7_2753

:TWAR7_826
0006: @68 =  2  ;; integer values

:TWAR7_827
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_839
00D6: if  0
0611: $PLAYER_ACTOR "CRIB_USE_SWITCH" 
004D: jump_if_false TWAR7_839
0613: $PLAYER_ACTOR "CRIB_USE_SWITCH" @82 
00D6: if  0
0021:   @82 >  .65  ;; floating-point values
004D: jump_if_false TWAR7_839
097A:  2469.2 -1278.7  29.3  1102 
0006: @68 =  3  ;; integer values

:TWAR7_839
00D6: if  0
0039:   @68 ==  3  ;; integer values
004D: jump_if_false TWAR7_859
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TWAR7_859
0615: @145 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKE" "GANGS"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1  2467.8 -1274.4  28.8  4 -2 
05D3: unknown_action_sequence -1  2468.6 -1273.3  28.8  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  278.7 
0616: @145 
0618: $134 @145 
061B: @145 
0006: @83 =  4  ;; integer values
0006: @84 =  0  ;; integer values
0006: @130 =  5  ;; integer values
0050: gosub TWAR7_3619
0006: @68 =  4  ;; integer values

:TWAR7_859
00D6: if  0
0039:   @68 ==  4  ;; integer values
004D: jump_if_false TWAR7_872
00D6: if  0
0019:   @84 >  2  ;; integer values
004D: jump_if_false TWAR7_872
0615: @145 
0639: unknown_action_sequence -1 $134 
0605: unknown_action_sequence -1 "PLYR_SHKHEAD" "MISC"  4.0  0  0  0  0 -1 
0616: @145 
0618: $PLAYER_ACTOR @145 
061B: @145 
0006: @68 =  5  ;; integer values

:TWAR7_872
00D6: if  0
0039:   @68 ==  5  ;; integer values
004D: jump_if_false TWAR7_895
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_895
0615: @145 
0605: unknown_action_sequence -1 "BNG_WNDW" "MISC"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @145 
0618: $134 @145 
061B: @145 
0615: @145 
0605: unknown_action_sequence -1 "LAUGH_01" "RAPPING"  4.0  0  0  0  0 -1 
0616: @145 
0618: $PLAYER_ACTOR @145 
061B: @145 
0006: @83 =  4  ;; integer values
0006: @84 =  5  ;; integer values
0006: @130 =  9  ;; integer values
0050: gosub TWAR7_3619
0006: @32 =  0  ;; integer values
0006: @68 =  6  ;; integer values

:TWAR7_895
00D6: if  0
0039:   @68 ==  6  ;; integer values
004D: jump_if_false TWAR7_907
00D6: if  0
0611: $134 "BNG_WNDW" 
004D: jump_if_false TWAR7_907
0613: $134 "BNG_WNDW" @82 
00D6: if  0
0021:   @82 >  .4  ;; floating-point values
004D: jump_if_false TWAR7_907
097A:  2468.6 -1273.3  28.8  1103 
0006: @68 =  7  ;; integer values

:TWAR7_907
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1110
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_1110
00D6: if  0
0039:   @68 ==  7  ;; integer values
004D: jump_if_false TWAR7_931
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_931
0615: @145 
05CB: unknown_action_sequence -1 @35 -1 
0616: @145 
0618: @34 @145 
061B: @145 
0006: @83 =  4  ;; integer values
0006: @84 =  9  ;; integer values
0006: @130 =  10  ;; integer values
0050: gosub TWAR7_3619
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_931
00D6: if  0
0039:   @68 ==  8  ;; integer values
004D: jump_if_false TWAR7_940
00D6: if  0
00DB:   actor @34 in_car @35
004D: jump_if_false TWAR7_940
05EB: @35  30 
0006: @32 =  0  ;; integer values
0006: @68 =  9  ;; integer values

:TWAR7_940
00D6: if  0
0039:   @68 ==  9  ;; integer values
004D: jump_if_false TWAR7_973
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false TWAR7_973
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TWAR7_973
0395: clear_area  1 at  2468.4 -1282.4  28.8 range  1.0
00A1: put_actor $134 at  2468.4 -1282.4  28.8
0173: set_actor $134 z_angle_to  171.7
07A1:  6 
0615: @145 
05CA: unknown_action_sequence -1 @36 -2 -1 
0616: @145 
0618: $134 @145 
061B: @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:  6 
0615: @145 
05CB: unknown_action_sequence -1 @36 -2 
0616: @145 
0618: $PLAYER_ACTOR @145 
061B: @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_3619
0006: @68 =  10  ;; integer values

:TWAR7_973
00D6: if  0
0039:   @68 ==  10  ;; integer values
004D: jump_if_false TWAR7_1110
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_1110
00D6: if  0
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_1110
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TWAR7_1110
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @36
00DB:   actor $134 in_car @36
004D: jump_if_false TWAR7_1110
0006: @69 =  0  ;; integer values

:TWAR7_990
0701: (unknown)
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_996
0002: jump TWAR7_2753

:TWAR7_996
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false TWAR7_1039
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_1005
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_1010
0001: wait  0 ms
0002: jump TWAR7_1005

:TWAR7_1010
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_1015
0002: jump TWAR7_2753

:TWAR7_1015
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1026
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_1026
0687: @34 
00D6: if  0
80DB:   NOT   actor @34 in_car @35
004D: jump_if_false TWAR7_1026
036A: put_actor @34 in_car @35

:TWAR7_1026
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TWAR7_1039
0792: $PLAYER_ACTOR 
0792: $134 
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TWAR7_1035
036A: put_actor $PLAYER_ACTOR in_car @36

:TWAR7_1035
00D6: if  0
80DB:   NOT   actor $134 in_car @36
004D: jump_if_false TWAR7_1039
072B: $134 @36 -1 

:TWAR7_1039
0563: set_player $PLAYER_CHAR driveby_ammo_to  78
01B2: give_actor $134 weapon  32 ammo  30000  ;; Load the weapon model before using this
01B9: set_actor $134 armed_weapon_to  32
09DD:  1 
0631: put_actor $134 in_group $PLAYER_GROUP 
0006: @72 =  1  ;; integer values
0006: @71 =  1  ;; integer values
077A: $134  4  24 
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1059
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_1059
00D6: if  0
060E: @35 
004D: jump_if_false TWAR7_1057
05EC: @35 

:TWAR7_1057
00AB: put_car @35 at  2521.2 -1359.0  27.3
0175: set_car @35 z_angle_to  295.2

:TWAR7_1059
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
0164: disable_marker @66
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1073
0187: @66 = create_marker_above_actor @34
07E0: @66  0 

:TWAR7_1073
06AB: $PLAYER_ACTOR  0 
09F5:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false TWAR7_1093
016A: fade  1 (back)  500 ms

:TWAR7_1083
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_1088
0001: wait  0 ms
0002: jump TWAR7_1083

:TWAR7_1088
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_1093
0002: jump TWAR7_2753

:TWAR7_1093
03F0: text_draw_toggle  0
0391: (unknown)
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $131
00A6: destroy_car @37
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model  466
040D: unload_wav  3
00D6: if  21
0119:   car @35 wrecked
0119:   car @36 wrecked
004D: jump_if_false TWAR7_1107
0002: jump TWAR7_2753

:TWAR7_1107
0006: @85 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @67 =  4  ;; integer values

:TWAR7_1110
00D6: if  0
0019:   @67 >  3  ;; integer values
004D: jump_if_false TWAR7_2157
00D6: if  0
001B:    15 > @67  ;; integer values
004D: jump_if_false TWAR7_2157
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_2138
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_2118
00D6: if  0
0039:   @67 ==  4  ;; integer values
004D: jump_if_false TWAR7_1206
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1143
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_1143
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1143
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1142
0006: @83 =  6  ;; integer values
0006: @84 =  0  ;; integer values
0006: @130 =  1  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1142
0006: @85 =  1  ;; integer values

:TWAR7_1143
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1155
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: unknown_action_sequence @40 
0376: @41 = create_random_actor  2578.8 -1348.3  35.5
0173: set_actor @41 z_angle_to  260.0
0605: unknown_action_sequence @41 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0006: @73 =  1  ;; integer values

:TWAR7_1155
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1163
00D6: if  0
01AD:   car @35  0 ()near_point  2582.6 -1351.8  5.0  5.0
004D: jump_if_false TWAR7_1163
01E7: remove_forbidden_for_cars_cube  2563.7 -1435.0  10.0  2580.3 -1266.4  100.6
0006: @73 =  2  ;; integer values

:TWAR7_1163
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false TWAR7_1171
00D6: if  0
01AD:   car @35  0 ()near_point  2653.0 -1329.8  5.0  5.0
004D: jump_if_false TWAR7_1171
01E7: remove_forbidden_for_cars_cube  2635.0 -1434.4  10.0  2652.0 -1263.6  100.0
0006: @73 =  3  ;; integer values

:TWAR7_1171
00D6: if  0
0039:   @73 ==  3  ;; integer values
004D: jump_if_false TWAR7_1179
00D6: if  0
01AD:   car @35  0 ()near_point  2748.3 -1320.3  5.0  5.0
004D: jump_if_false TWAR7_1179
01E7: remove_forbidden_for_cars_cube  2714.9 -1501.6  10.0  2746.1 -1266.4  100.0
0006: @73 =  4  ;; integer values

:TWAR7_1179
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1190
00D6: if  22
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
004D: jump_if_false TWAR7_1190
05EB: @35  31 
0873:  30 
0006: @68 =  1  ;; integer values

:TWAR7_1190
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1204
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1204
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_1204
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1206
00D6: if  0
0039:   @67 ==  5  ;; integer values
004D: jump_if_false TWAR7_1295
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1228
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1224
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1223
0006: @83 =  6  ;; integer values
0006: @84 =  1  ;; integer values
0006: @130 =  2  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1223
0006: @85 =  1  ;; integer values

:TWAR7_1224
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1228
0006: @85 =  1  ;; integer values

:TWAR7_1228
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1237
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_1237
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1246
00D6: if  0
01AD:   car @35  0 ()near_point  2712.7 -1265.7  5.0  5.0
004D: jump_if_false TWAR7_1246
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_1246
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false TWAR7_1256
00D6: if  0
01AD:   car @35  0 ()near_point  2630.5 -1248.3  5.0  5.0
004D: jump_if_false TWAR7_1256
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_1256
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1275
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1275
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1269
02AB: set_actor @34 immunities  0  0  0  0  0

:TWAR7_1269
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_1273
02AC: set_car @35 immunities  0  0  0  0  0

:TWAR7_1273
05EB: @35  32 
0006: @68 =  1  ;; integer values

:TWAR7_1275
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1293
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1293
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_1293
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1295
00D6: if  0
0039:   @67 ==  6  ;; integer values
004D: jump_if_false TWAR7_1388
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1319
00D6: if  22
0364: $134 @34 
0364: @34 $134 
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  35.0  35.0  0
004D: jump_if_false TWAR7_1315
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1314
0006: @83 =  6  ;; integer values
0006: @84 =  2  ;; integer values
0006: @130 =  3  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1314
0006: @85 =  1  ;; integer values

:TWAR7_1315
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1319
0006: @85 =  1  ;; integer values

:TWAR7_1319
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1328
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_1328
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1336
00D6: if  0
01AD:   car @35  0 ()near_point  2563.2 -1191.8  5.0  5.0
004D: jump_if_false TWAR7_1336
01E7: remove_forbidden_for_cars_cube  2563.7 -1248.6  10.0  2578.9 -1192.2  100.6
0006: @73 =  2  ;; integer values

:TWAR7_1336
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false TWAR7_1344
00D6: if  0
01AD:   car @35  0 ()near_point  2442.4 -1191.4  5.0  5.0
004D: jump_if_false TWAR7_1344
01E7: remove_forbidden_for_cars_cube  2443.7 -1249.2  10.0  2459.1 -1191.9  100.0
0006: @73 =  3  ;; integer values

:TWAR7_1344
00D6: if  0
0039:   @73 ==  3  ;; integer values
004D: jump_if_false TWAR7_1352
00D6: if  0
01AD:   car @35  0 ()near_point  2360.1 -1164.8  5.0  5.0
004D: jump_if_false TWAR7_1352
01E7: remove_forbidden_for_cars_cube  2363.5 -1253.4  10.0  2378.7 -1145.5  100.0
0006: @73 =  4  ;; integer values

:TWAR7_1352
00D6: if  0
0039:   @73 ==  4  ;; integer values
004D: jump_if_false TWAR7_1360
00D6: if  0
01AD:   car @35  0 ()near_point  2315.0 -1145.9  5.0  5.0
004D: jump_if_false TWAR7_1360
01E7: remove_forbidden_for_cars_cube  2311.2 -1144.7  10.0  2379.1 -1162.1  100.0
0006: @73 =  5  ;; integer values

:TWAR7_1360
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1371
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1371
05EB: @35  33 
0006: @68 =  1  ;; integer values

:TWAR7_1371
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1386
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1386
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_1386
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1388
00D6: if  0
0039:   @67 ==  7  ;; integer values
004D: jump_if_false TWAR7_1449
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1411
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1407
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1406
0006: @83 =  6  ;; integer values
0006: @84 =  3  ;; integer values
0006: @130 =  4  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1406
0006: @85 =  1  ;; integer values

:TWAR7_1407
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1411
0006: @85 =  1  ;; integer values

:TWAR7_1411
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1416
01E8: create_forbidden_for_cars_cube  1930.6 -1031.9  10.0  1574.4 -879.9  100.0
0006: @73 =  1  ;; integer values

:TWAR7_1416
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1424
00D6: if  0
01AD:   car @35  0 ()near_point  2149.8 -996.1  5.0  5.0
004D: jump_if_false TWAR7_1424
01E7: remove_forbidden_for_cars_cube  2239.9 -1130.0  10.0  2017.6 -928.3  100.0
0006: @73 =  2  ;; integer values

:TWAR7_1424
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1435
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1435
05EB: @35  34 
0006: @68 =  1  ;; integer values

:TWAR7_1435
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1447
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1447
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_1447
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1449
00D6: if  0
0039:   @67 ==  8  ;; integer values
004D: jump_if_false TWAR7_1625
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1471
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1467
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1466
0006: @83 =  6  ;; integer values
0006: @84 =  4  ;; integer values
0006: @130 =  5  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1466
0006: @85 =  1  ;; integer values

:TWAR7_1467
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1471
0006: @85 =  1  ;; integer values

:TWAR7_1471
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1476
01E8: create_forbidden_for_cars_cube  1879.6 -1024.3  10.0  1600.0 -1521.7  100.0
0006: @73 =  1  ;; integer values

:TWAR7_1476
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1484
00D6: if  0
01AD:   car @35  0 ()near_point  1819.4 -1034.0  5.0  5.0
004D: jump_if_false TWAR7_1484
01E7: remove_forbidden_for_cars_cube  1930.6 -1031.9  10.0  1574.4 -879.9  100.0
0006: @73 =  2  ;; integer values

:TWAR7_1484
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false TWAR7_1492
00D6: if  0
01AD:   car @35  0 ()near_point  1755.3 -1489.1  5.0  5.0
004D: jump_if_false TWAR7_1492
01E7: remove_forbidden_for_cars_cube  1879.6 -1024.3  10.0  1552.0 -1521.7  100.0
0006: @73 =  3  ;; integer values

:TWAR7_1492
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1595
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1595
04AF: @78 = unknown_wav_reference  410 
0050: gosub TWAR7_3103
00A5: @42 = create_car  410 at  1688.5 -1111.7  58.5
0560: @42 @52
0587: @42  1
0175: set_car @42 z_angle_to  322.3
05EB: @42  50 
04AF: @78 = unknown_wav_reference  410 
0050: gosub TWAR7_3103
00A5: @43 = create_car  410 at  1679.7 -1131.6  59.7
0560: @43 @53
0587: @43  1
0175: set_car @43 z_angle_to  321.2
05EB: @43  51 
00A5: @44 = create_car  461 at  1644.8 -1177.5  54.3
0560: @44 @54
0587: @44  1
0175: set_car @44 z_angle_to  320.8
05EB: @44  52 
04AF: @78 = unknown_wav_reference  410 
0050: gosub TWAR7_3103
00A5: @45 = create_car  410 at  1637.0 -1203.8  51.5
0560: @45 @55
0587: @45  1
0175: set_car @45 z_angle_to  350.3
05EB: @45  53 
09B2:  1 @74 @75 
00D6: if  0
0029:   @74 >=  0  ;; integer values
004D: jump_if_false TWAR7_1538
0085: @78 = @74  ;; integer values and handles
0050: gosub TWAR7_3103
00A5: @46 = create_car @74 at  1618.2 -1306.4  35.6
0175: set_car @46 z_angle_to  343.7
0587: @46  1
0560: @46 @56
05EB: @46  54 

:TWAR7_1538
09B2:  1 @74 @75 
00D6: if  0
0029:   @74 >=  0  ;; integer values
004D: jump_if_false TWAR7_1549
0085: @78 = @74  ;; integer values and handles
0050: gosub TWAR7_3103
00A5: @47 = create_car @74 at  1621.8 -1317.9  33.0
0175: set_car @47 z_angle_to  348.7
0587: @47  1
0560: @47 @57
05EB: @47  55 

:TWAR7_1549
09B2:  1 @74 @75 
00D6: if  0
0029:   @74 >=  0  ;; integer values
004D: jump_if_false TWAR7_1560
0085: @78 = @74  ;; integer values and handles
0050: gosub TWAR7_3103
00A5: @48 = create_car @74 at  1615.6 -1327.7  31.5
0175: set_car @48 z_angle_to  352.1
0587: @48  1
0560: @48 @58
05EB: @48  56 

:TWAR7_1560
09B2:  1 @74 @75 
00D6: if  0
0029:   @74 >=  0  ;; integer values
004D: jump_if_false TWAR7_1571
0085: @78 = @74  ;; integer values and handles
0050: gosub TWAR7_3103
00A5: @49 = create_car @74 at  1612.3 -1394.0  27.6
0175: set_car @49 z_angle_to  353.6
0587: @49  1
0560: @49 @59
05EB: @49  57 

:TWAR7_1571
09B2:  1 @74 @75 
00D6: if  0
0029:   @74 >=  0  ;; integer values
004D: jump_if_false TWAR7_1582
0085: @78 = @74  ;; integer values and handles
0050: gosub TWAR7_3103
00A5: @50 = create_car @74 at  1612.3 -1462.2  27.1
0175: set_car @50 z_angle_to  357.2
0587: @50  1
0560: @50 @60
05EB: @50  58 

:TWAR7_1582
09B2:  1 @74 @75 
00D6: if  0
0029:   @74 >=  0  ;; integer values
004D: jump_if_false TWAR7_1593
0085: @78 = @74  ;; integer values and handles
0050: gosub TWAR7_3103
00A5: @51 = create_car @74 at  1663.4 -1457.0  24.3
0175: set_car @51 z_angle_to  51.9
0587: @51  1
0560: @51 @61
05EB: @51  60 

:TWAR7_1593
05EB: @35  35 
0006: @68 =  1  ;; integer values

:TWAR7_1595
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1610
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1602
0006: @68 =  2  ;; integer values

:TWAR7_1602
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false TWAR7_1610
00D6: if  0
01AD:   car @51  0 ()near_point  1601.4 -1389.5  5.0  5.0
004D: jump_if_false TWAR7_1610
05EC: @51 
0006: @68 =  2  ;; integer values

:TWAR7_1610
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_1623
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1623
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_1623
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1625
00D6: if  0
0039:   @67 ==  9  ;; integer values
004D: jump_if_false TWAR7_1710
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1648
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1644
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1643
0006: @83 =  6  ;; integer values
0006: @84 =  5  ;; integer values
0006: @130 =  6  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1643
0006: @85 =  1  ;; integer values

:TWAR7_1644
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1648
0006: @85 =  1  ;; integer values

:TWAR7_1648
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1653
01E8: create_forbidden_for_cars_cube  1725.8 -1433.3  10.0  1838.0 -1459.4  100.0
0006: @73 =  1  ;; integer values

:TWAR7_1653
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1661
00D6: if  0
01AD:   car @35  0 ()near_point  1781.3 -1437.9  5.0  5.0
004D: jump_if_false TWAR7_1661
01E7: remove_forbidden_for_cars_cube  1725.8 -1433.3  10.0  1838.0 -1459.4  100.0
0006: @73 =  2  ;; integer values

:TWAR7_1661
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1696
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1696
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: @35  36 
0006: @68 =  1  ;; integer values

:TWAR7_1696
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1708
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1708
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_1708
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1710
00D6: if  0
0039:   @67 ==  10  ;; integer values
004D: jump_if_false TWAR7_1784
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1733
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1729
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1728
0006: @83 =  6  ;; integer values
0006: @84 =  6  ;; integer values
0006: @130 =  7  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1728
0006: @85 =  1  ;; integer values

:TWAR7_1729
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1733
0006: @85 =  1  ;; integer values

:TWAR7_1733
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1740
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_1740
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1748
00D6: if  0
01AD:   car @35  0 ()near_point  1855.7 -1379.0  5.0  5.0
004D: jump_if_false TWAR7_1748
01E7: remove_forbidden_for_cars_cube  1838.4 -1453.6  10.0  1853.7 -1303.4  100.0
0006: @73 =  2  ;; integer values

:TWAR7_1748
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false TWAR7_1756
00D6: if  0
01AD:   car @35  0 ()near_point  1971.5 -1474.6  5.0  5.0
004D: jump_if_false TWAR7_1756
01E7: remove_forbidden_for_cars_cube  1979.3 -1468.7  10.0  1853.5 -1452.5  100.0
0006: @73 =  3  ;; integer values

:TWAR7_1756
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1767
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1767
05EB: @35  37 
0006: @68 =  1  ;; integer values

:TWAR7_1767
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1782
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1782
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_1782
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1784
00D6: if  0
0039:   @67 ==  11  ;; integer values
004D: jump_if_false TWAR7_1847
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1807
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1803
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1802
0006: @83 =  6  ;; integer values
0006: @84 =  7  ;; integer values
0006: @130 =  8  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1802
0006: @85 =  1  ;; integer values

:TWAR7_1803
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1807
0006: @85 =  1  ;; integer values

:TWAR7_1807
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1812
01E8: create_forbidden_for_cars_cube  2350.1 -1516.0  10.0  2423.9 -1532.5  100.0
0006: @73 =  1  ;; integer values

:TWAR7_1812
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1821
00D6: if  0
01AD:   car @35  0 ()near_point  2394.8 -1508.7  5.0  5.0
004D: jump_if_false TWAR7_1821
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_1821
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1832
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1832
05EB: @35  38 
0006: @68 =  1  ;; integer values

:TWAR7_1832
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1845
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1845
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_1845
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1847
00D6: if  0
0039:   @67 ==  12  ;; integer values
004D: jump_if_false TWAR7_1908
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1870
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1866
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1865
0006: @83 =  6  ;; integer values
0006: @84 =  8  ;; integer values
0006: @130 =  9  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1865
0006: @85 =  1  ;; integer values

:TWAR7_1866
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1870
0006: @85 =  1  ;; integer values

:TWAR7_1870
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1875
01E8: create_forbidden_for_cars_cube  2379.8 -1373.3  10.0  2423.7 -1452.6  100.0
0006: @73 =  1  ;; integer values

:TWAR7_1875
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1883
00D6: if  0
01AD:   car @35  0 ()near_point  2398.6 -1432.4  5.0  5.0
004D: jump_if_false TWAR7_1883
01E7: remove_forbidden_for_cars_cube  2379.8 -1373.3  10.0  2423.7 -1452.6  100.0
0006: @73 =  2  ;; integer values

:TWAR7_1883
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_1894
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_1894
05EB: @35  39 
0006: @68 =  1  ;; integer values

:TWAR7_1894
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1906
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_1906
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_1906
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966

:TWAR7_1908
00D6: if  0
0039:   @67 ==  13  ;; integer values
004D: jump_if_false TWAR7_2054
0050: gosub TWAR7_3003
0050: gosub TWAR7_2966
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_1933
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_1929
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_1928
0006: @83 =  6  ;; integer values
0006: @84 =  9  ;; integer values
0006: @130 =  10  ;; integer values
0050: gosub TWAR7_3619

:TWAR7_1928
0006: @85 =  1  ;; integer values

:TWAR7_1929
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_1933
0006: @85 =  1  ;; integer values

:TWAR7_1933
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TWAR7_1941
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_1941
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TWAR7_1949
00D6: if  0
01AD:   car @35  0 ()near_point  2362.8 -1259.3  5.0  5.0
004D: jump_if_false TWAR7_1949
01E7: remove_forbidden_for_cars_cube  2363.5 -1291.7  10.0  2379.5 -1181.2  100.0
0006: @73 =  2  ;; integer values

:TWAR7_1949
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false TWAR7_1957
00D6: if  0
01AD:   car @35  0 ()near_point  2294.5 -1263.5  5.0  5.0
004D: jump_if_false TWAR7_1957
01E7: remove_forbidden_for_cars_cube  2295.9 -1291.5  10.0  2311.5 -1162.3  100.0
0006: @73 =  3  ;; integer values

:TWAR7_1957
00D6: if  0
0039:   @73 ==  3  ;; integer values
004D: jump_if_false TWAR7_1965
00D6: if  0
01AD:   car @35  0 ()near_point  2284.2 -1393.8  5.0  5.0
004D: jump_if_false TWAR7_1965
01E7: remove_forbidden_for_cars_cube  2333.9 -1392.1  10.0  2220.2 -1377.1  100.0
0006: @73 =  4  ;; integer values

:TWAR7_1965
00D6: if  0
0039:   @73 ==  4  ;; integer values
004D: jump_if_false TWAR7_1973
00D6: if  0
01AD:   car @35  0 ()near_point  2293.8 -1491.7  5.0  5.0
004D: jump_if_false TWAR7_1973
01E7: remove_forbidden_for_cars_cube  2334.6 -1493.6  10.0  2219.8 -1475.2  100.0
0006: @73 =  5  ;; integer values

:TWAR7_1973
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_2008
00D6: if  23
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
0019:   @32 >  4000  ;; integer values
004D: jump_if_false TWAR7_2008
00D6: if  0
0248:   model  110 available
004D: jump_if_false TWAR7_1990
009A: @62 = create_actor  25  110 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: @62  1 
060B: unknown_actor_use_entity @62 @149 

:TWAR7_1990
00D6: if  0
0248:   model  110 available
004D: jump_if_false TWAR7_1998
009A: @63 = create_actor  25  110 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: @63  1 
060B: unknown_actor_use_entity @63 @149 

:TWAR7_1998
00D6: if  0
0248:   model  110 available
004D: jump_if_false TWAR7_2006
009A: @64 = create_actor  25  110 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: @64  1 
060B: unknown_actor_use_entity @64 @149 

:TWAR7_2006
05EB: @35  40 
0006: @68 =  1  ;; integer values

:TWAR7_2008
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_2030
00D6: if  0
860E:   NOT @35 
004D: jump_if_false TWAR7_2030
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: @145 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2300.3 -1502.8  24.3  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  205.1 
0616: @145 
0618: @34 @145 
061B: @145 
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_2029
07EE: @35  0 

:TWAR7_2029
0006: @68 =  2  ;; integer values

:TWAR7_2030
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_2054
00D6: if  22
00F2:   actor $PLAYER_ACTOR near_actor @34 radius  30.0  30.0  0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
004D: jump_if_false TWAR7_2054
00D6: if  0
06EE:   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_2042
06C9: $134 

:TWAR7_2042
09F4: $134  1 
0648: $134  50.0 
0615: @145 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 @34 
0616: @145 
0618: $134 @145 
061B: @145 
0006: @85 =  0  ;; integer values
0006: @73 =  0  ;; integer values
0006: @68 =  0  ;; integer values
0006: @67 =  14  ;; integer values

:TWAR7_2054
00D6: if  0
0039:   @67 ==  14  ;; integer values
004D: jump_if_false TWAR7_2117
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_2069
00D6: if  21
0364: $134 @34 
0364: @34 $134 
004D: jump_if_false TWAR7_2069
0006: @83 =  7  ;; integer values
0006: @84 =  0  ;; integer values
0050: gosub TWAR7_3619
0006: @33 =  0  ;; integer values
0006: @85 =  1  ;; integer values

:TWAR7_2069
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false TWAR7_2079
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_2079
0006: @83 =  17  ;; integer values
0006: @84 =  0  ;; integer values
0050: gosub TWAR7_3619
0006: @85 =  2  ;; integer values

:TWAR7_2079
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_2117
0164: disable_marker @66
0187: @66 = create_marker_above_actor @34
02A9: set_actor @34 immune_to_nonplayer  0
0615: @145 
0633: unknown_action_sequence -1 
0639: unknown_action_sequence -1 $134 
05E2: unknown_action_sequence -1 $134 
0616: @145 
0618: @34 @145 
061B: @145 
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false TWAR7_2100
062E: @62  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TWAR7_2100
05E2: unknown_action_sequence @62 $PLAYER_ACTOR 

:TWAR7_2100
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false TWAR7_2108
062E: @63  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TWAR7_2108
05E2: unknown_action_sequence @63 $PLAYER_ACTOR 

:TWAR7_2108
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false TWAR7_2116
062E: @64  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TWAR7_2116
05E2: unknown_action_sequence @64 $PLAYER_ACTOR 

:TWAR7_2116
0006: @68 =  1  ;; integer values

:TWAR7_2117
0002: jump TWAR7_2137

:TWAR7_2118
0164: disable_marker @66
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false TWAR7_2123
05DB: unknown_action_sequence @62 $PLAYER_ACTOR  20.0 -2 

:TWAR7_2123
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false TWAR7_2127
05DB: unknown_action_sequence @63 $PLAYER_ACTOR  20.0 -2 

:TWAR7_2127
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false TWAR7_2131
05DB: unknown_action_sequence @64 $PLAYER_ACTOR  20.0 -2 

:TWAR7_2131
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_2137
0002: jump TWAR7_2157

:TWAR7_2138
0164: disable_marker @66
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false TWAR7_2143
05DB: unknown_action_sequence @62 $PLAYER_ACTOR  20.0 -2 

:TWAR7_2143
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false TWAR7_2147
05DB: unknown_action_sequence @63 $PLAYER_ACTOR  20.0 -2 

:TWAR7_2147
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false TWAR7_2151
05DB: unknown_action_sequence @64 $PLAYER_ACTOR  20.0 -2 

:TWAR7_2151
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_2157
00D6: if  0
0039:   @67 ==  15  ;; integer values
004D: jump_if_false TWAR7_2405
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_2267
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false TWAR7_2267
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false TWAR7_2267
00BE: text_clear_all
016A: fade  0 ()  500 ms

:TWAR7_2172
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2177
0001: wait  0 ms
0002: jump TWAR7_2172

:TWAR7_2177
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_2182
0002: jump TWAR7_2753

:TWAR7_2182
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:  2563.7 -1435.0  10.0  2580.3 -1266.4  100.6 
091D:  2635.0 -1434.4  10.0  2652.0 -1263.6  100.0 
091D:  2714.9 -1501.6  10.0  2746.1 -1266.4  100.0 
091D:  2713.9 -1499.3  10.0  2746.6 -1266.3  100.0 
091D:  2714.6 -1249.9  10.0  2744.7 -1332.9  100.0 
091D:  2634.6 -1396.6  10.0  2651.0 -1264.2  100.0 
091D:  2635.1 -1248.0  10.0  2651.0 -1055.3  100.0 
091D:  2651.5 -1263.8  10.0  2579.5 -1248.7  100.0 
091D:  2563.7 -1248.6  10.0  2578.9 -1192.2  100.6 
091D:  2443.7 -1249.2  10.0  2459.1 -1191.9  100.0 
091D:  2363.5 -1253.4  10.0  2378.7 -1145.5  100.0 
091D:  2311.2 -1144.7  10.0  2379.1 -1162.1  100.0 
091D:  2239.9 -1130.0  10.0  2017.6 -928.3  100.0 
091D:  1930.6 -1031.9  10.0  1574.4 -879.9  100.0 
091D:  1879.6 -1024.3  10.0  1552.0 -1521.7  100.0 
091D:  1725.8 -1433.3  10.0  1838.0 -1459.4  100.0 
091D:  1838.4 -1453.6  10.0  1853.7 -1303.4  100.0 
091D:  1979.3 -1468.7  10.0  1853.5 -1452.5  100.0 
091D:  2334.0 -1556.1  10.0  2350.5 -1489.7  100.0 
091D:  2350.1 -1516.0  10.0  2423.9 -1532.5  100.0 
091D:  2379.8 -1373.3  10.0  2423.7 -1452.6  100.0 
091D:  2363.5 -1291.7  10.0  2379.5 -1181.2  100.0 
091D:  2295.9 -1291.5  10.0  2311.5 -1162.3  100.0 
091D:  2333.9 -1392.1  10.0  2220.2 -1377.1  100.0 
091D:  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  109
0249: release_model  110
0249: release_model  461
04ED: load_animation "MISC"
038B: load_requested_models
04E4: unknown_refresh_game_renderer_at  2293.4 -1490.2
0A0B:  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 (frozen)
02A3: toggle_widescreen  1 (on)
09F5:  1 
08F5: (unknown)
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_2232
07EE: @35  0 

:TWAR7_2232
0792: $PLAYER_ACTOR 
00A0: store_actor $PLAYER_ACTOR position_to @141 @142 @143
0172: @144 = actor $PLAYER_ACTOR z_angle
06C9: $134 
0792: $134 
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: unknown_action_sequence $PLAYER_ACTOR  2295.6 -1490.5  21.3  4 -1 
0470: @76 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0792: $134 
0395: clear_area  1 at  2295.3 -1491.3  22.3 range  1.0
00A1: put_actor $134 at  2295.3 -1491.3  22.3
0173: set_actor $134 z_angle_to  268.4
0667: unknown_action_sequence $134  2299.3 -1490.6  22.8  10000 
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_3619
0006: @68 =  1  ;; integer values
016A: fade  1 (back)  1500 ms

:TWAR7_2255
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2260
0001: wait  0 ms
0002: jump TWAR7_2255

:TWAR7_2260
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_2265
0002: jump TWAR7_2753

:TWAR7_2265
0006: @69 =  1  ;; integer values
0707: unknown_bunnyjump TWAR7_2334 

:TWAR7_2267
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_2282
062E: $PLAYER_ACTOR  1491 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TWAR7_2282
0639: unknown_action_sequence $134 $PLAYER_ACTOR 
0615: @145 
0639: unknown_action_sequence -1 $134 
0605: unknown_action_sequence -1 "IDLE_CHAT_02" "MISC"  4.0  1  0  0  0 -1 
0616: @145 
0618: $PLAYER_ACTOR @145 
061B: @145 
0006: @68 =  2  ;; integer values

:TWAR7_2282
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_2291
00D6: if  0
0019:   @84 >  2  ;; integer values
004D: jump_if_false TWAR7_2291
0687: $PLAYER_ACTOR 
0605: unknown_action_sequence $134 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @68 =  3  ;; integer values

:TWAR7_2291
00D6: if  0
0039:   @68 ==  3  ;; integer values
004D: jump_if_false TWAR7_2300
00D6: if  0
0019:   @84 >  3  ;; integer values
004D: jump_if_false TWAR7_2300
0687: $134 
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @68 =  4  ;; integer values

:TWAR7_2300
00D6: if  0
0039:   @68 ==  4  ;; integer values
004D: jump_if_false TWAR7_2309
00D6: if  0
0019:   @84 >  4  ;; integer values
004D: jump_if_false TWAR7_2309
0687: $PLAYER_ACTOR 
0605: unknown_action_sequence $134 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @68 =  5  ;; integer values

:TWAR7_2309
00D6: if  0
0039:   @68 ==  5  ;; integer values
004D: jump_if_false TWAR7_2318
00D6: if  0
0019:   @84 >  5  ;; integer values
004D: jump_if_false TWAR7_2318
0687: $134 
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @68 =  6  ;; integer values

:TWAR7_2318
00D6: if  0
0039:   @68 ==  6  ;; integer values
004D: jump_if_false TWAR7_2327
00D6: if  0
0019:   @84 >  6  ;; integer values
004D: jump_if_false TWAR7_2327
0687: $PLAYER_ACTOR 
0605: unknown_action_sequence $134 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @68 =  7  ;; integer values

:TWAR7_2327
00D6: if  0
0039:   @68 ==  7  ;; integer values
004D: jump_if_false TWAR7_2405
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_2405
0006: @69 =  0  ;; integer values

:TWAR7_2334
0701: (unknown)
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_2340
0002: jump TWAR7_2753

:TWAR7_2340
0687: $134 
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false TWAR7_2348
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @83 =  0  ;; integer values

:TWAR7_2348
016A: fade  0 ()  500 ms

:TWAR7_2349
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2354
0001: wait  0 ms
0002: jump TWAR7_2349

:TWAR7_2354
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_2359
0002: jump TWAR7_2753

:TWAR7_2359
0792: $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: $134 
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 $134 at @137 @138 @143
09DD:  1 
0631: put_actor $134 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: @66  1 
02A3: toggle_widescreen  0 (off)
09F5:  0 
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1500 ms

:TWAR7_2391
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2396
0001: wait  0 ms
0002: jump TWAR7_2391

:TWAR7_2396
0050: gosub TWAR7_2828
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_2401
0002: jump TWAR7_2753

:TWAR7_2401
0006: @68 =  0  ;; integer values
0006: @85 =  0  ;; integer values
0006: @67 =  16  ;; integer values
0006: @33 =  0  ;; integer values

:TWAR7_2405
00D6: if  0
0039:   @67 ==  16  ;; integer values
004D: jump_if_false TWAR7_2442
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_2418
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TWAR7_2418
0006: @83 =  9  ;; integer values
0006: @84 =  0  ;; integer values
0050: gosub TWAR7_3619
0006: @85 =  1  ;; integer values

:TWAR7_2418
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_2426
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false TWAR7_2426
00BC: text_highpriority 'SMK1_13'  8500 ms  1
0006: @85 =  2  ;; integer values

:TWAR7_2426
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_2441
00D6: if  0
06EE:   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_2441
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  783.2 -1630.3  12.2 radius  4.0  4.0  4.0
004D: jump_if_false TWAR7_2441
00D6: if  0
00FE:   actor $134  0 ()near_point  783.2 -1630.3  12.2 radius  4.0  4.0  4.0
004D: jump_if_false TWAR7_2441
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @68 =  0  ;; integer values
0006: @67 =  17  ;; integer values

:TWAR7_2441
0050: gosub TWAR7_2966

:TWAR7_2442
00D6: if  0
0039:   @67 ==  17  ;; integer values
004D: jump_if_false TWAR7_2505
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_2478
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 (frozen)
02A3: toggle_widescreen  1 (on)
09F5:  1 
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
06C9: $134 
0615: @145 
05B9: unknown_action_sequence -1  1500 
0633: unknown_action_sequence -1 
0639: unknown_action_sequence -1 $134 
0616: @145 
0618: $PLAYER_ACTOR @145 
061B: @145 
0615: @145 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  792.1 -1626.0  12.4  4 -2 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @145 
0618: $134 @145 
061B: @145 
0006: @83 =  10  ;; integer values
0006: @84 =  0  ;; integer values
0050: gosub TWAR7_3619
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_2478
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_2505
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TWAR7_2505
016A: fade  0 ()  500 ms

:TWAR7_2485
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2490
0001: wait  0 ms
0002: jump TWAR7_2485

:TWAR7_2490
009B: destroy_actor_instantly $134
0164: disable_marker @66
09F5:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  500 ms

:TWAR7_2499
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2504
0001: wait  0 ms
0002: jump TWAR7_2499

:TWAR7_2504
0002: jump TWAR7_2755

:TWAR7_2505
00D6: if  0
0019:   @67 >  3  ;; integer values
004D: jump_if_false TWAR7_2519
00D6: if  0
001B:    14 > @67  ;; integer values
004D: jump_if_false TWAR7_2519
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_2519
062E: @34  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TWAR7_2519
0713: unknown_action_sequence @34 $PLAYER_ACTOR -1  0.0  0.0  0.0  300.0  8  0  100 

:TWAR7_2519
00D6: if  0
0019:   @67 >  3  ;; integer values
004D: jump_if_false TWAR7_2536
00D6: if  0
001B:    15 > @67  ;; integer values
004D: jump_if_false TWAR7_2536
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_2536
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @34 radius  250.0  250.0  0
004D: jump_if_false TWAR7_2536
00D6: if  0
82CB:   NOT   actor @34 bounding_sphere_visible
004D: jump_if_false TWAR7_2536
0006: @68 =  0  ;; integer values
0006: @67 =  20  ;; integer values

:TWAR7_2536
00D6: if  0
0039:   @67 ==  20  ;; integer values
004D: jump_if_false TWAR7_2620
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_2584
00D6: if  0
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_2572
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TWAR7_2572
00D6: if  0
00DB:   actor $134 in_car @36
004D: jump_if_false TWAR7_2572
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
00BC: text_highpriority 'SMK1_12'  4000 ms  1
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TWAR7_2563
0221: set_player $PLAYER_CHAR trapped_in_car  1

:TWAR7_2563
06C9: $134 
0615: @145 
0633: unknown_action_sequence -1 
05DE: unknown_action_sequence -1 
0616: @145 
0618: $134 @145 
061B: @145 
0006: @32 =  0  ;; integer values
0006: @68 =  1  ;; integer values

:TWAR7_2572
00D6: if  0
0119:   car @36 wrecked
004D: jump_if_false TWAR7_2576
0006: @68 =  2  ;; integer values

:TWAR7_2576
00D6: if  0
0118:   actor $134 dead
004D: jump_if_false TWAR7_2580
0006: @68 =  2  ;; integer values

:TWAR7_2580
00D6: if  0
80DB:   NOT   actor $134 in_car @36
004D: jump_if_false TWAR7_2584
0006: @68 =  2  ;; integer values

:TWAR7_2584
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_2614
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false TWAR7_2614
016A: fade  0 ()  500 ms

:TWAR7_2591
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2596
0001: wait  0 ms
0002: jump TWAR7_2591

:TWAR7_2596
009B: destroy_actor_instantly $134
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TWAR7_2601
0221: set_player $PLAYER_CHAR trapped_in_car  0

:TWAR7_2601
0164: disable_marker @66
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  500 ms

:TWAR7_2608
00D6: if  0
016B:   fading
004D: jump_if_false TWAR7_2613
0001: wait  0 ms
0002: jump TWAR7_2608

:TWAR7_2613
0006: @68 =  2  ;; integer values

:TWAR7_2614
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_2620
00BE: text_clear_all
00BC: text_highpriority 'SMK1_12'  4000 ms  1
0002: jump TWAR7_2753

:TWAR7_2620
00D6: if  0
0039:   @67 ==  3  ;; integer values
004D: jump_if_false TWAR7_2631
00D6: if  0
87C1:   NOT  30 
004D: jump_if_false TWAR7_2627
07C0:  30 

:TWAR7_2627
00D6: if  0
87C1:   NOT  31 
004D: jump_if_false TWAR7_2631
07C0:  31 

:TWAR7_2631
00D6: if  0
0039:   @67 ==  4  ;; integer values
004D: jump_if_false TWAR7_2638
00D6: if  0
87C1:   NOT  32 
004D: jump_if_false TWAR7_2638
07C0:  32 

:TWAR7_2638
00D6: if  0
0039:   @67 ==  5  ;; integer values
004D: jump_if_false TWAR7_2645
00D6: if  0
87C1:   NOT  33 
004D: jump_if_false TWAR7_2645
07C0:  33 

:TWAR7_2645
00D6: if  0
0039:   @67 ==  6  ;; integer values
004D: jump_if_false TWAR7_2652
00D6: if  0
87C1:   NOT  34 
004D: jump_if_false TWAR7_2652
07C0:  34 

:TWAR7_2652
00D6: if  0
0039:   @67 ==  7  ;; integer values
004D: jump_if_false TWAR7_2700
00D6: if  0
87C1:   NOT  35 
004D: jump_if_false TWAR7_2659
07C0:  35 

:TWAR7_2659
00D6: if  0
87C1:   NOT  50 
004D: jump_if_false TWAR7_2663
07C0:  50 

:TWAR7_2663
00D6: if  0
87C1:   NOT  51 
004D: jump_if_false TWAR7_2667
07C0:  51 

:TWAR7_2667
00D6: if  0
87C1:   NOT  52 
004D: jump_if_false TWAR7_2671
07C0:  52 

:TWAR7_2671
00D6: if  0
87C1:   NOT  53 
004D: jump_if_false TWAR7_2675
07C0:  53 

:TWAR7_2675
00D6: if  0
87C1:   NOT  54 
004D: jump_if_false TWAR7_2679
07C0:  54 

:TWAR7_2679
00D6: if  0
87C1:   NOT  55 
004D: jump_if_false TWAR7_2683
07C0:  55 

:TWAR7_2683
00D6: if  0
87C1:   NOT  56 
004D: jump_if_false TWAR7_2687
07C0:  56 

:TWAR7_2687
00D6: if  0
87C1:   NOT  57 
004D: jump_if_false TWAR7_2691
07C0:  57 

:TWAR7_2691
00D6: if  0
87C1:   NOT  58 
004D: jump_if_false TWAR7_2695
07C0:  58 

:TWAR7_2695
00D6: if  0
87C1:   NOT  35 
004D: jump_if_false TWAR7_2699
07C0:  60 

:TWAR7_2699
0247: request_model  410

:TWAR7_2700
00D6: if  0
0039:   @67 ==  8  ;; integer values
004D: jump_if_false TWAR7_2707
00D6: if  0
87C1:   NOT  36 
004D: jump_if_false TWAR7_2707
07C0:  36 

:TWAR7_2707
00D6: if  0
0039:   @67 ==  9  ;; integer values
004D: jump_if_false TWAR7_2715
0249: release_model  410
00D6: if  0
87C1:   NOT  37 
004D: jump_if_false TWAR7_2715
07C0:  37 

:TWAR7_2715
00D6: if  0
0039:   @67 ==  10  ;; integer values
004D: jump_if_false TWAR7_2722
00D6: if  0
87C1:   NOT  38 
004D: jump_if_false TWAR7_2722
07C0:  38 

:TWAR7_2722
00D6: if  0
0039:   @67 ==  11  ;; integer values
004D: jump_if_false TWAR7_2729
00D6: if  0
87C1:   NOT  39 
004D: jump_if_false TWAR7_2729
07C0:  39 

:TWAR7_2729
00D6: if  0
0039:   @67 ==  12  ;; integer values
004D: jump_if_false TWAR7_2737
00D6: if  0
87C1:   NOT  40 
004D: jump_if_false TWAR7_2736
07C0:  40 

:TWAR7_2736
0247: request_model  110

:TWAR7_2737
00D6: if  0
0019:   @67 >  0  ;; integer values
004D: jump_if_false TWAR7_2744
00D6: if  0
001B:    3 > @67  ;; integer values
004D: jump_if_false TWAR7_2744
0050: gosub TWAR7_2893

:TWAR7_2744
00D6: if  0
0019:   @67 >  3  ;; integer values
004D: jump_if_false TWAR7_2751
00D6: if  0
001B:    14 > @67  ;; integer values
004D: jump_if_false TWAR7_2751
0050: gosub TWAR7_2922

:TWAR7_2751
0050: gosub TWAR7_3253
0002: jump TWAR7_148

:TWAR7_2753
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:TWAR7_2755
00BE: text_clear_all
01E3: text_1number_styled 'M_PASSR'  5  5000 ms  1
0998: add_respect  5 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'SMOKE_1'
030C: set_mission_points +=  1
0008: $SMOKES_MISSIONS_PASSED +=  1  ;; integer values
004F: create_thread STRAP_1 
0164: disable_marker $437
02A7: $437 = create_icon_marker_and_sphere $446 at $471 $472 $473
0051: return

:TWAR7_2767
00D6: if  0
0844: s$706 
004D: jump_if_false TWAR7_2771
02EB: restore_camera_with_jumpcut

:TWAR7_2771
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TWAR7_2775
0A09: $PLAYER_ACTOR  0 

:TWAR7_2775
09F5:  0 
0164: disable_marker @66
040D: unload_wav  3
0249: release_model  410
0249: release_model  461
0249: release_model  372
0249: release_model  109
0249: release_model  110
0249: release_model  466
0249: release_model  352
04EF: release_animation "CAR_CHAT"
04EF: release_animation "CRIB"
04EF: release_animation "MISC"
04EF: release_animation "RAPPING"
091D:  2563.7 -1435.0  10.0  2580.3 -1266.4  100.6 
091D:  2635.0 -1434.4  10.0  2652.0 -1263.6  100.0 
091D:  2714.9 -1501.6  10.0  2746.1 -1266.4  100.0 
091D:  2713.9 -1499.3  10.0  2746.6 -1266.3  100.0 
091D:  2714.6 -1249.9  10.0  2744.7 -1332.9  100.0 
091D:  2634.6 -1396.6  10.0  2651.0 -1264.2  100.0 
091D:  2635.1 -1248.0  10.0  2651.0 -1055.3  100.0 
091D:  2651.5 -1263.8  10.0  2579.5 -1248.7  100.0 
091D:  2563.7 -1248.6  10.0  2578.9 -1192.2  100.6 
091D:  2443.7 -1249.2  10.0  2459.1 -1191.9  100.0 
091D:  2363.5 -1253.4  10.0  2378.7 -1145.5  100.0 
091D:  2311.2 -1144.7  10.0  2379.1 -1162.1  100.0 
091D:  2239.9 -1130.0  10.0  2017.6 -928.3  100.0 
091D:  1930.6 -1031.9  10.0  1574.4 -879.9  100.0 
091D:  1879.6 -1024.3  10.0  1552.0 -1521.7  100.0 
091D:  1725.8 -1433.3  10.0  1838.0 -1459.4  100.0 
091D:  1838.4 -1453.6  10.0  1853.7 -1303.4  100.0 
091D:  1979.3 -1468.7  10.0  1853.5 -1452.5  100.0 
091D:  2334.0 -1556.1  10.0  2350.5 -1489.7  100.0 
091D:  2350.1 -1516.0  10.0  2423.9 -1532.5  100.0 
091D:  2379.8 -1373.3  10.0  2423.7 -1452.6  100.0 
091D:  2363.5 -1291.7  10.0  2379.5 -1181.2  100.0 
091D:  2295.9 -1291.5  10.0  2311.5 -1162.3  100.0 
091D:  2333.9 -1392.1  10.0  2220.2 -1377.1  100.0 
091D:  2334.6 -1493.6  10.0  2219.8 -1475.2  100.0 
07FB: set_interior 'LAHS1A' accessible  1 
06D7:  1 
034F: destroy_actor_with_fade $130  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $131  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $134  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
09D2:  1 
061B: @147 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:TWAR7_2828
00D6: if  0
001B:    4 > @67  ;; integer values
004D: jump_if_false TWAR7_2849
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false TWAR7_2837
00BE: text_clear_all
00BC: text_highpriority 'SMK1_06'  7000 ms  1
0006: @70 =  1  ;; integer values

:TWAR7_2837
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false TWAR7_2843
00BE: text_clear_all
00BC: text_highpriority 'SMK1_07'  7000 ms  1
0006: @70 =  1  ;; integer values

:TWAR7_2843
00D6: if  0
0119:   car @37 wrecked
004D: jump_if_false TWAR7_2849
00BE: text_clear_all
00BC: text_highpriority 'SMK1_08'  7000 ms  1
0006: @70 =  1  ;; integer values

:TWAR7_2849
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false TWAR7_2859
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_2859
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false TWAR7_2859
0006: @70 =  0  ;; integer values

:TWAR7_2859
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false TWAR7_2871
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_2871
00D6: if  0
0118:   actor $134 dead
004D: jump_if_false TWAR7_2871
00BE: text_clear_all
00BC: text_highpriority 'SMK1_05'  7000 ms  1
0006: @70 =  1  ;; integer values

:TWAR7_2871
00D6: if  0
0019:   @67 >  1  ;; integer values
004D: jump_if_false TWAR7_2880
00D6: if  0
0118:   actor $134 dead
004D: jump_if_false TWAR7_2880
00BE: text_clear_all
00BC: text_highpriority 'SMK1_05'  7000 ms  1
0006: @70 =  1  ;; integer values

:TWAR7_2880
00D6: if  0
0019:   @67 >  3  ;; integer values
004D: jump_if_false TWAR7_2892
00D6: if  0
001B:    15 > @67  ;; integer values
004D: jump_if_false TWAR7_2892
00D6: if  0
0119:   car @36 wrecked
004D: jump_if_false TWAR7_2892
00BE: text_clear_all
00BC: text_highpriority 'SMK1_14'  7000 ms  1
0006: @70 =  1  ;; integer values

:TWAR7_2892
0051: return

:TWAR7_2893
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false TWAR7_2911
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_2911
03D5: remove_text 'SMK1_01'
0164: disable_marker @66
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false TWAR7_2910
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_2909
018A: @66 = create_checkpoint_at  1532.8 -1672.9  12.4
0002: jump TWAR7_2910

:TWAR7_2909
018A: @66 = create_checkpoint_at  2454.4 -1284.5  22.7

:TWAR7_2910
0006: @71 =  1  ;; integer values

:TWAR7_2911
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false TWAR7_2921
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_2921
0164: disable_marker @66
0186: @66 = create_marker_above_car @37
07E0: @66  1 
0006: @71 =  0  ;; integer values

:TWAR7_2921
0051: return

:TWAR7_2922
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false TWAR7_2965
00D6: if  0
0019:   @67 >  3  ;; integer values
004D: jump_if_false TWAR7_2965
00D6: if  0
001B:    14 > @67  ;; integer values
004D: jump_if_false TWAR7_2965
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false TWAR7_2948
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TWAR7_2948
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TWAR7_2948
03D5: remove_text @86(@84,13s)
03D5: remove_text 'SMK1_11'
03D5: remove_text 'SMK1_04'
00BC: text_highpriority 'SMK1_04'  7000 ms  1
0164: disable_marker @66
0187: @66 = create_marker_above_actor @34
07E0: @66  0 
0006: @71 =  1  ;; integer values

:TWAR7_2948
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false TWAR7_2965
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TWAR7_2965
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TWAR7_2965
03D5: remove_text @86(@84,13s)
03D5: remove_text 'SMK1_11'
03D5: remove_text 'SMK1_04'
00BC: text_highpriority 'SMK1_11'  7000 ms  1
0164: disable_marker @66
0186: @66 = create_marker_above_car @36
07E0: @66  1 
0006: @71 =  0  ;; integer values

:TWAR7_2965
0051: return

:TWAR7_2966
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false TWAR7_2976
00D6: if  0
86EE:   NOT   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_2976
0164: disable_marker @66
0187: @66 = create_marker_above_actor $134
07E0: @66  1 
0006: @72 =  0  ;; integer values

:TWAR7_2976
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false TWAR7_3002
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $134 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false TWAR7_3002
00D6: if  0
86EE:   NOT   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_2987
09DD:  1 
0631: put_actor $134 in_group $PLAYER_GROUP 

:TWAR7_2987
00D6: if  0
001B:    16 > @67  ;; integer values
004D: jump_if_false TWAR7_2999
0164: disable_marker @66
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TWAR7_2996
0187: @66 = create_marker_above_actor @34
0002: jump TWAR7_2998

:TWAR7_2996
0186: @66 = create_marker_above_car @36
07E0: @66  1 

:TWAR7_2998
0002: jump TWAR7_3001

:TWAR7_2999
0164: disable_marker @66
018A: @66 = create_checkpoint_at  783.2 -1630.3  12.2

:TWAR7_3001
0006: @72 =  1  ;; integer values

:TWAR7_3002
0051: return

:TWAR7_3003
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_3095
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_3094
00D6: if  0
00DB:   actor @34 in_car @35
004D: jump_if_false TWAR7_3087
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false TWAR7_3021
00D6: if  21
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
051C: @35 $PLAYER_ACTOR 
004D: jump_if_false TWAR7_3021
0224: set_car @35 health_to  350
0006: @80 =  1  ;; integer values

:TWAR7_3021
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  0
0023:    21.0 > @137  ;; floating-point values
004D: jump_if_false TWAR7_3032
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_3037

:TWAR7_3032
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_3037
0087: @140 = @137  ;; floating-point values only
00D6: if  0
0021:   @140 >  2.0  ;; floating-point values
004D: jump_if_false TWAR7_3042
0007: @140 =  2.0  ;; floating-point values

:TWAR7_3042
00D6: if  0
0023:    .5 > @140  ;; floating-point values
004D: jump_if_false TWAR7_3046
0007: @140 =  .5  ;; floating-point values

:TWAR7_3046
00D6: if  0
060E: @35 
004D: jump_if_false TWAR7_3050
06FD: @35 @140 

:TWAR7_3050
00D6: if  0
0039:   @67 ==  8  ;; integer values
004D: jump_if_false TWAR7_3082
00D6: if  0
001B:    10 > @79  ;; integer values
004D: jump_if_false TWAR7_3081
00D6: if  0
8119:   NOT   car @42(@79,10i) wrecked
004D: jump_if_false TWAR7_3079
00D6: if  0
8118:   NOT   actor @52(@79,10i) dead
004D: jump_if_false TWAR7_3075
00D6: if  0
00DB:   actor @52(@79,10i) in_car @42(@79,10i)
004D: jump_if_false TWAR7_3070
00D6: if  0
060E: @42(@79,10i) 
004D: jump_if_false TWAR7_3069
06FD: @42(@79,10i) @140 

:TWAR7_3069
0002: jump TWAR7_3074

:TWAR7_3070
00D6: if  0
060E: @42(@79,10i) 
004D: jump_if_false TWAR7_3074
05EC: @42(@79,10i) 

:TWAR7_3074
0002: jump TWAR7_3079

:TWAR7_3075
00D6: if  0
060E: @42(@79,10i) 
004D: jump_if_false TWAR7_3079
05EC: @42(@79,10i) 

:TWAR7_3079
000A: @79 +=  1  ;; integer values
0002: jump TWAR7_3082

:TWAR7_3081
0006: @79 =  0  ;; integer values

:TWAR7_3082
00D6: if  0
80DB:   NOT   actor @34 in_car @35
004D: jump_if_false TWAR7_3086
036A: put_actor @34 in_car @35

:TWAR7_3086
0002: jump TWAR7_3094

:TWAR7_3087
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_3094
00D6: if  0
060E: @35 
004D: jump_if_false TWAR7_3094
05EC: @35 

:TWAR7_3094
0002: jump TWAR7_3102

:TWAR7_3095
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TWAR7_3102
00D6: if  0
060E: @35 
004D: jump_if_false TWAR7_3102
05EC: @35 

:TWAR7_3102
0051: return

:TWAR7_3103
0209: @77 = random_int  1  37
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false TWAR7_3108
0674: set_car_model @78 numberplate "GOT_M00_" 

:TWAR7_3108
00D6: if  0
0039:   @77 ==  2  ;; integer values
004D: jump_if_false TWAR7_3112
0674: set_car_model @78 numberplate "M00TV_4U" 

:TWAR7_3112
00D6: if  0
0039:   @77 ==  3  ;; integer values
004D: jump_if_false TWAR7_3116
0674: set_car_model @78 numberplate "MATHEW_2" 

:TWAR7_3116
00D6: if  0
0039:   @77 ==  4  ;; integer values
004D: jump_if_false TWAR7_3120
0674: set_car_model @78 numberplate "D4_DEW0R" 

:TWAR7_3120
00D6: if  0
0039:   @77 ==  5  ;; integer values
004D: jump_if_false TWAR7_3124
0674: set_car_model @78 numberplate "D0DE_777" 

:TWAR7_3124
00D6: if  0
0039:   @77 ==  6  ;; integer values
004D: jump_if_false TWAR7_3128
0674: set_car_model @78 numberplate "DAM0_666" 

:TWAR7_3128
00D6: if  0
0039:   @77 ==  7  ;; integer values
004D: jump_if_false TWAR7_3132
0674: set_car_model @78 numberplate "C0NEY_88" 

:TWAR7_3132
00D6: if  0
0039:   @77 ==  8  ;; integer values
004D: jump_if_false TWAR7_3136
0674: set_car_model @78 numberplate "PRE4CHER" 

:TWAR7_3136
00D6: if  0
0039:   @77 ==  9  ;; integer values
004D: jump_if_false TWAR7_3140
0674: set_car_model @78 numberplate "DBP_4NDY" 

:TWAR7_3140
00D6: if  0
0039:   @77 ==  10  ;; integer values
004D: jump_if_false TWAR7_3144
0674: set_car_model @78 numberplate "EV1L_SLY" 

:TWAR7_3144
00D6: if  0
0039:   @77 ==  11  ;; integer values
004D: jump_if_false TWAR7_3148
0674: set_car_model @78 numberplate "N1_R4V3N" 

:TWAR7_3148
00D6: if  0
0039:   @77 ==  12  ;; integer values
004D: jump_if_false TWAR7_3152
0674: set_car_model @78 numberplate "D1VX_Z00" 

:TWAR7_3152
00D6: if  0
0039:   @77 ==  13  ;; integer values
004D: jump_if_false TWAR7_3156
0674: set_car_model @78 numberplate "MR_B3NN" 

:TWAR7_3156
00D6: if  0
0039:   @77 ==  14  ;; integer values
004D: jump_if_false TWAR7_3160
0674: set_car_model @78 numberplate "R3D_R4SP" 

:TWAR7_3160
00D6: if  0
0039:   @77 ==  15  ;; integer values
004D: jump_if_false TWAR7_3164
0674: set_car_model @78 numberplate "LA_B0MBA" 

:TWAR7_3164
00D6: if  0
0039:   @77 ==  16  ;; integer values
004D: jump_if_false TWAR7_3168
0674: set_car_model @78 numberplate "L3337_0G" 

:TWAR7_3168
00D6: if  0
0039:   @77 ==  17  ;; integer values
004D: jump_if_false TWAR7_3172
0674: set_car_model @78 numberplate "BUDD4H_X" 

:TWAR7_3172
00D6: if  0
0039:   @77 ==  18  ;; integer values
004D: jump_if_false TWAR7_3176
0674: set_car_model @78 numberplate "T3H_BUCK" 

:TWAR7_3176
00D6: if  0
0039:   @77 ==  19  ;; integer values
004D: jump_if_false TWAR7_3180
0674: set_car_model @78 numberplate "CHUNKY_1" 

:TWAR7_3180
00D6: if  0
0039:   @77 ==  20  ;; integer values
004D: jump_if_false TWAR7_3184
0674: set_car_model @78 numberplate "EV1L_BNZ" 

:TWAR7_3184
00D6: if  0
0039:   @77 ==  21  ;; integer values
004D: jump_if_false TWAR7_3188
0674: set_car_model @78 numberplate "S4ND_M4N" 

:TWAR7_3188
00D6: if  0
0039:   @77 ==  22  ;; integer values
004D: jump_if_false TWAR7_3192
0674: set_car_model @78 numberplate "RKK_DBP1" 

:TWAR7_3192
00D6: if  0
0039:   @77 ==  23  ;; integer values
004D: jump_if_false TWAR7_3196
0674: set_car_model @78 numberplate "RE1_K0KU" 

:TWAR7_3196
00D6: if  0
0039:   @77 ==  24  ;; integer values
004D: jump_if_false TWAR7_3200
0674: set_car_model @78 numberplate "S3XY_JUD" 

:TWAR7_3200
00D6: if  0
0039:   @77 ==  25  ;; integer values
004D: jump_if_false TWAR7_3204
0674: set_car_model @78 numberplate "SUNRA_93" 

:TWAR7_3204
00D6: if  0
0039:   @77 ==  26  ;; integer values
004D: jump_if_false TWAR7_3208
0674: set_car_model @78 numberplate "UG_FUX69" 

:TWAR7_3208
00D6: if  0
0039:   @77 ==  27  ;; integer values
004D: jump_if_false TWAR7_3212
0674: set_car_model @78 numberplate "LI0N_CUM" 

:TWAR7_3212
00D6: if  0
0039:   @77 ==  28  ;; integer values
004D: jump_if_false TWAR7_3216
0674: set_car_model @78 numberplate "RKK_PWND" 

:TWAR7_3216
00D6: if  0
0039:   @77 ==  29  ;; integer values
004D: jump_if_false TWAR7_3220
0674: set_car_model @78 numberplate "HAZE_B0B" 

:TWAR7_3220
00D6: if  0
0039:   @77 ==  30  ;; integer values
004D: jump_if_false TWAR7_3224
0674: set_car_model @78 numberplate "T3H_FLUF" 

:TWAR7_3224
00D6: if  0
0039:   @77 ==  31  ;; integer values
004D: jump_if_false TWAR7_3228
0674: set_car_model @78 numberplate "BM_4NDY_" 

:TWAR7_3228
00D6: if  0
0039:   @77 ==  32  ;; integer values
004D: jump_if_false TWAR7_3232
0674: set_car_model @78 numberplate "BM_D34N_" 

:TWAR7_3232
00D6: if  0
0039:   @77 ==  33  ;; integer values
004D: jump_if_false TWAR7_3236
0674: set_car_model @78 numberplate "BM_L4C3Y" 

:TWAR7_3236
00D6: if  0
0039:   @77 ==  34  ;; integer values
004D: jump_if_false TWAR7_3240
0674: set_car_model @78 numberplate "BM_D3V__" 

:TWAR7_3240
00D6: if  0
0039:   @77 ==  35  ;; integer values
004D: jump_if_false TWAR7_3244
0674: set_car_model @78 numberplate "NU_SK00L" 

:TWAR7_3244
00D6: if  0
0039:   @77 ==  36  ;; integer values
004D: jump_if_false TWAR7_3248
0674: set_car_model @78 numberplate "G4L_AVET" 

:TWAR7_3248
00D6: if  0
0039:   @77 ==  37  ;; integer values
004D: jump_if_false TWAR7_3252
0674: set_car_model @78 numberplate "M0J0_J0J" 

:TWAR7_3252
0051: return

:TWAR7_3253
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false TWAR7_3412
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_3300
00D6: if  21
0039:   @83 ==  1  ;; integer values
0039:   @83 ==  2  ;; integer values
004D: jump_if_false TWAR7_3300
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3299
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_3282
00D6: if  21
8118:   NOT   actor $130 dead
8118:   NOT   actor $131 dead
004D: jump_if_false TWAR7_3277
0050: gosub TWAR7_3881
0002: jump TWAR7_3282

:TWAR7_3277
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_3282
00D6: if  21
0039:   @68 ==  1  ;; integer values
0039:   @68 ==  2  ;; integer values
004D: jump_if_false TWAR7_3298
00D6: if  22
8118:   NOT   actor $130 dead
8118:   NOT   actor $131 dead
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_3293
0050: gosub TWAR7_3881
0002: jump TWAR7_3298

:TWAR7_3293
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_3298
0002: jump TWAR7_3300

:TWAR7_3299
0006: @83 =  0  ;; integer values

:TWAR7_3300
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_3321
00D6: if  0
001B:    11 > @83  ;; integer values
004D: jump_if_false TWAR7_3321
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3310
000A: @84 +=  1  ;; integer values

:TWAR7_3310
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_3619

:TWAR7_3321
00D6: if  0
0039:   @83 ==  11  ;; integer values
004D: jump_if_false TWAR7_3373
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_3364
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3362
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_3346
00D6: if  21
8118:   NOT   actor $130 dead
8118:   NOT   actor $131 dead
004D: jump_if_false TWAR7_3341
0050: gosub TWAR7_3881
0002: jump TWAR7_3346

:TWAR7_3341
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_3346
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false TWAR7_3361
00D6: if  22
8118:   NOT   actor $130 dead
8118:   NOT   actor $131 dead
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_3356
0050: gosub TWAR7_3881
0002: jump TWAR7_3361

:TWAR7_3356
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_3361
0002: jump TWAR7_3364

:TWAR7_3362
00BC: text_highpriority 'SMK1_01'  11000 ms  1
0006: @83 =  12  ;; integer values

:TWAR7_3364
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_3373
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_3373
00D6: if  0
0039:   @83 ==  12  ;; integer values
004D: jump_if_false TWAR7_3382
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_3382
0006: @83 =  13  ;; integer values
0006: @84 =  0  ;; integer values
00BE: text_clear_all

:TWAR7_3382
00D6: if  0
0039:   @83 ==  13  ;; integer values
004D: jump_if_false TWAR7_3412
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_3401
0006: @33 =  0  ;; integer values
0085: @83 = @132  ;; integer values and handles
0085: @84 = @131  ;; integer values and handles
0050: gosub TWAR7_3619
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false TWAR7_3401
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false TWAR7_3400
00BC: text_highpriority 'SMK1_02'  7000 ms  1
0002: jump TWAR7_3401

:TWAR7_3400
00BC: text_highpriority 'SMK1_10'  7000 ms  1

:TWAR7_3401
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false TWAR7_3412
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_3619

:TWAR7_3412
00D6: if  24
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_3427
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3426
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
0050: gosub TWAR7_3881
0002: jump TWAR7_3427

:TWAR7_3426
0006: @83 =  0  ;; integer values

:TWAR7_3427
00D6: if  0
0019:   @67 >  3  ;; integer values
004D: jump_if_false TWAR7_3576
00D6: if  21
001B:    14 > @67  ;; integer values
0039:   @67 ==  16  ;; integer values
004D: jump_if_false TWAR7_3576
00D6: if  0
06EE:   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_3489
00D6: if  0
0104:   actor $134 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false TWAR7_3488
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $134 has_objective
004D: jump_if_false TWAR7_3464
00D6: if  0
0039:   @83 ==  9  ;; integer values
004D: jump_if_false TWAR7_3464
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3463
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
00D6: if  0
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_3457
0050: gosub TWAR7_3881
0002: jump TWAR7_3462

:TWAR7_3457
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_3462
0002: jump TWAR7_3464

:TWAR7_3463
0006: @83 =  0  ;; integer values

:TWAR7_3464
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $134 driving
004D: jump_if_false TWAR7_3488
00D6: if  0
0039:   @83 ==  9  ;; integer values
004D: jump_if_false TWAR7_3488
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3487
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
00D6: if  0
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_3481
0050: gosub TWAR7_3881
0002: jump TWAR7_3486

:TWAR7_3481
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_3486
0002: jump TWAR7_3488

:TWAR7_3487
0006: @83 =  0  ;; integer values

:TWAR7_3488
0002: jump TWAR7_3507

:TWAR7_3489
00D6: if  0
001B:    14 > @83  ;; integer values
004D: jump_if_false TWAR7_3507
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3496
000A: @84 +=  1  ;; integer values

:TWAR7_3496
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_3619

:TWAR7_3507
00D6: if  0
0039:   @83 ==  14  ;; integer values
004D: jump_if_false TWAR7_3534
00D6: if  0
86EE:   NOT   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_3532
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3529
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
00D6: if  0
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_3523
0050: gosub TWAR7_3881
0002: jump TWAR7_3528

:TWAR7_3523
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_3528
0002: jump TWAR7_3531

:TWAR7_3529
00BC: text_highpriority 'SMK1_09'  7000 ms  1
0006: @83 =  15  ;; integer values

:TWAR7_3531
0002: jump TWAR7_3534

:TWAR7_3532
00BC: text_highpriority 'SMK1_09'  7000 ms  1
0006: @83 =  15  ;; integer values

:TWAR7_3534
00D6: if  0
0039:   @83 ==  15  ;; integer values
004D: jump_if_false TWAR7_3543
00D6: if  0
06EE:   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_3543
0006: @83 =  16  ;; integer values
0006: @84 =  0  ;; integer values
00BE: text_clear_all

:TWAR7_3543
00D6: if  0
0039:   @83 ==  16  ;; integer values
004D: jump_if_false TWAR7_3576
00D6: if  0
06EE:   actor $134 in_group $PLAYER_GROUP 
004D: jump_if_false TWAR7_3568
0006: @33 =  0  ;; integer values
0085: @83 = @132  ;; integer values and handles
0085: @84 = @131  ;; integer values and handles
0050: gosub TWAR7_3619
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false TWAR7_3567
00D6: if  0
001B:    14 > @67  ;; integer values
004D: jump_if_false TWAR7_3566
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TWAR7_3564
00BC: text_highpriority 'SMK1_04'  7000 ms  1
0002: jump TWAR7_3565

:TWAR7_3564
00BC: text_highpriority 'SMK1_11'  7000 ms  1

:TWAR7_3565
0002: jump TWAR7_3567

:TWAR7_3566
00BC: text_highpriority 'SMK1_13'  8500 ms  1

:TWAR7_3567
0002: jump TWAR7_3576

:TWAR7_3568
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_3619

:TWAR7_3576
00D6: if  21
0039:   @83 ==  6  ;; integer values
0039:   @83 ==  7  ;; integer values
004D: jump_if_false TWAR7_3597
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3596
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false TWAR7_3590
0050: gosub TWAR7_3881
0002: jump TWAR7_3595

:TWAR7_3590
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_3595
0002: jump TWAR7_3597

:TWAR7_3596
0006: @83 =  0  ;; integer values

:TWAR7_3597
00D6: if  0
0039:   @83 ==  17  ;; integer values
004D: jump_if_false TWAR7_3618
00D6: if  0
001D:   @125 > @84  ;; integer values  
004D: jump_if_false TWAR7_3617
0050: gosub TWAR7_3840
0050: gosub TWAR7_3856
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor $134 dead
004D: jump_if_false TWAR7_3611
0050: gosub TWAR7_3881
0002: jump TWAR7_3616

:TWAR7_3611
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_3616
0002: jump TWAR7_3618

:TWAR7_3617
0006: @83 =  0  ;; integer values

:TWAR7_3618
0051: return

:TWAR7_3619
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false TWAR7_3639
05AA: s@86 = 'SMO1_AA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_AC'  ;; 8-byte strings
05AA: s@90 = 'SMO1_AD'  ;; 8-byte strings
05AA: s@92 = 'SMO1_AE'  ;; 8-byte strings
05AA: s@94 = 'SMO1_AF'  ;; 8-byte strings
05AA: s@96 = 'SMO1_AG'  ;; 8-byte strings
05AA: s@98 = 'SMO1_AH'  ;; 8-byte strings
05AA: s@100 = '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_3639
00D6: if  0
0039:   @83 ==  2  ;; integer values
004D: jump_if_false TWAR7_3657
05AA: s@86 = 'SMO1_BA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_BB'  ;; 8-byte strings
05AA: s@90 = 'SMO1_BC'  ;; 8-byte strings
05AA: s@92 = 'SMO1_BD'  ;; 8-byte strings
05AA: s@94 = 'SMO1_BE'  ;; 8-byte strings
05AA: s@96 = 'SMO1_BF'  ;; 8-byte strings
05AA: s@98 = '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_3657
00D6: if  0
0039:   @83 ==  3  ;; integer values
004D: jump_if_false TWAR7_3675
05AA: s@86 = 'SMO1_CA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_CB'  ;; 8-byte strings
05AA: s@90 = 'SMO1_CC'  ;; 8-byte strings
05AA: s@92 = 'SMO1_CD'  ;; 8-byte strings
05AA: s@94 = 'SMO1_CE'  ;; 8-byte strings
05AA: s@96 = 'SMO1_CF'  ;; 8-byte strings
05AA: s@98 = '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_3675
00D6: if  0
0039:   @83 ==  4  ;; integer values
004D: jump_if_false TWAR7_3699
05AA: s@86 = 'SMO1_CH'  ;; 8-byte strings
05AA: s@88 = 'SMO1_DB'  ;; 8-byte strings
05AA: s@90 = 'SMO1_CJ'  ;; 8-byte strings
05AA: s@92 = 'SMO1_CK'  ;; 8-byte strings
05AA: s@94 = 'SMO1_CL'  ;; 8-byte strings
05AA: s@96 = 'SMO1_CM'  ;; 8-byte strings
05AA: s@98 = 'SMO1_CN'  ;; 8-byte strings
05AA: s@100 = 'SMO1_CO'  ;; 8-byte strings
05AA: s@102 = 'SMO1_CP'  ;; 8-byte strings
05AA: s@104 = '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_3699
00D6: if  0
0039:   @83 ==  5  ;; integer values
004D: jump_if_false TWAR7_3707
05AA: s@86 = 'SMO1_EA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_EB'  ;; 8-byte strings
04AF: @112 = unknown_wav_reference  35033 
04AF: @113 = unknown_wav_reference  35034 
0006: @125 =  2  ;; integer values

:TWAR7_3707
00D6: if  0
0039:   @83 ==  6  ;; integer values
004D: jump_if_false TWAR7_3731
05AA: s@86 = 'SMO1_FA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_FB'  ;; 8-byte strings
05AA: s@90 = 'SMO1_FC'  ;; 8-byte strings
05AA: s@92 = 'SMO1_FD'  ;; 8-byte strings
05AA: s@94 = 'SMO1_FE'  ;; 8-byte strings
05AA: s@96 = 'SMO1_FF'  ;; 8-byte strings
05AA: s@98 = 'SMO1_FG'  ;; 8-byte strings
05AA: s@100 = 'SMO1_FH'  ;; 8-byte strings
05AA: s@102 = 'SMO1_FJ'  ;; 8-byte strings
05AA: s@104 = '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_3731
00D6: if  0
0039:   @83 ==  7  ;; integer values
004D: jump_if_false TWAR7_3739
05AA: s@86 = 'SMO1_GA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_GB'  ;; 8-byte strings
04AF: @112 = unknown_wav_reference  35047 
04AF: @113 = unknown_wav_reference  35048 
0006: @125 =  2  ;; integer values

:TWAR7_3739
00D6: if  0
0039:   @83 ==  8  ;; integer values
004D: jump_if_false TWAR7_3759
05AA: s@86 = 'SMO1_HA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_HB'  ;; 8-byte strings
05AA: s@90 = 'SMO1_HC'  ;; 8-byte strings
05AA: s@92 = 'SMO1_HD'  ;; 8-byte strings
05AA: s@94 = 'SMO1_HE'  ;; 8-byte strings
05AA: s@96 = 'SMO1_HF'  ;; 8-byte strings
05AA: s@98 = 'SMO1_HG'  ;; 8-byte strings
05AA: s@100 = '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_3759
00D6: if  0
0039:   @83 ==  9  ;; integer values
004D: jump_if_false TWAR7_3783
05AA: s@86 = 'SMO1_JA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_JB'  ;; 8-byte strings
05AA: s@90 = 'SMO1_JC'  ;; 8-byte strings
05AA: s@92 = 'SMO1_JD'  ;; 8-byte strings
05AA: s@94 = 'SMO1_JG'  ;; 8-byte strings
05AA: s@96 = 'SMO1_JM'  ;; 8-byte strings
05AA: s@98 = 'SMO1_JH'  ;; 8-byte strings
05AA: s@100 = 'SMO1_JJ'  ;; 8-byte strings
05AA: s@102 = 'SMO1_JK'  ;; 8-byte strings
05AA: s@104 = '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_3783
00D6: if  0
0039:   @83 ==  10  ;; integer values
004D: jump_if_false TWAR7_3797
05AA: s@86 = 'SMO1_KA'  ;; 8-byte strings
05AA: s@88 = 'SMO1_KB'  ;; 8-byte strings
05AA: s@90 = 'SMO1_KC'  ;; 8-byte strings
05AA: s@92 = 'SMO1_KD'  ;; 8-byte strings
05AA: s@94 = '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_3797
00D6: if  0
0039:   @83 ==  11  ;; integer values
004D: jump_if_false TWAR7_3813
05AA: s@86 = 'SMOX_AA'  ;; 8-byte strings
05AA: s@88 = 'SMOX_AB'  ;; 8-byte strings
05AA: s@90 = 'SMOX_AC'  ;; 8-byte strings
05AA: s@92 = 'SMOX_AD'  ;; 8-byte strings
05AA: s@94 = 'SMOX_AE'  ;; 8-byte strings
05AA: s@96 = '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_3813
00D6: if  0
0039:   @83 ==  14  ;; integer values
004D: jump_if_false TWAR7_3823
05AA: s@86 = 'LOCX_AA'  ;; 8-byte strings
05AA: s@88 = 'LOCX_AB'  ;; 8-byte strings
05AA: s@90 = '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_3823
00D6: if  0
0039:   @83 ==  17  ;; integer values
004D: jump_if_false TWAR7_3835
05AA: s@86 = 'SMO1_GC'  ;; 8-byte strings
05AA: s@88 = 'SMO1_GD'  ;; 8-byte strings
05AA: s@90 = 'SMO1_GE'  ;; 8-byte strings
05AA: s@92 = '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_3835
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_3840
00D6: if  0
001D:   @125 > @128  ;; integer values  
004D: jump_if_false TWAR7_3855
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false TWAR7_3849
03CF: load_wav @112(@128,13i) as  1
000A: @128 +=  1  ;; integer values
0006: @126 =  1  ;; integer values

:TWAR7_3849
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false TWAR7_3855
03CF: load_wav @112(@128,13i) as  2
000A: @128 +=  1  ;; integer values
0006: @127 =  1  ;; integer values

:TWAR7_3855
0051: return

:TWAR7_3856
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false TWAR7_3868
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false TWAR7_3868
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TWAR7_3868
03D1: play_wav  1
00BC: text_highpriority @86(@84,13s)  4500 ms  1
0006: @126 =  2  ;; integer values

:TWAR7_3868
00D6: if  0
0039:   @129 ==  2  ;; integer values
004D: jump_if_false TWAR7_3880
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false TWAR7_3880
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false TWAR7_3880
03D1: play_wav  2
00BC: text_highpriority @86(@84,13s)  4500 ms  1
0006: @127 =  2  ;; integer values

:TWAR7_3880
0051: return

:TWAR7_3881
00D6: if  0
0039:   @126 ==  2  ;; integer values
004D: jump_if_false TWAR7_3891
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TWAR7_3891
03D5: remove_text @86(@84,13s)
000A: @84 +=  1  ;; integer values
0006: @129 =  2  ;; integer values
0006: @126 =  0  ;; integer values

:TWAR7_3891
00D6: if  0
0039:   @127 ==  2  ;; integer values
004D: jump_if_false TWAR7_3901
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false TWAR7_3901
03D5: remove_text @86(@84,13s)
000A: @84 +=  1  ;; integer values
0006: @129 =  1  ;; integer values
0006: @127 =  0  ;; integer values

:TWAR7_3901
0051: return

;-------------Mission 28---------------
; Originally: Running Dog


:SMOKE2_1
03A4: name_thread 'SMOKE2'
0050: gosub SMOKE2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SMOKE2_7
0050: gosub SMOKE2_1329

:SMOKE2_7
0050: gosub SMOKE2_1340
004E: end_thread

:SMOKE2_9
0317: increment_mission_attempts
054C: use_GXT_table 'SMOKE2'
0004: $ON_MISSION =  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_116
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_121
0001: wait  0 ms
0002: jump SMOKE2_116

:SMOKE2_121
0395: clear_area  0 at  2069.9 -1702.73  12.59 range  100.0
0247: request_model #LAE_SMOKECUTSCENE

:SMOKE2_123
00D6: if  0
8248:   NOT   model #LAE_SMOKECUTSCENE available
004D: jump_if_false SMOKE2_128
0001: wait  0 ms
0002: jump SMOKE2_123

:SMOKE2_128
029B: @187 = init_object #LAE_SMOKECUTSCENE at  2055.0 -1695.0  15.0
02E4: load_cutscene_data 'SMOKE2A'

:SMOKE2_130
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SMOKE2_135
0001: wait  0 ms
0002: jump SMOKE2_130

:SMOKE2_135
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SMOKE2_137
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SMOKE2_142
0001: wait  0 ms
0002: jump SMOKE2_137

:SMOKE2_142
016A: fade  0 ()  0 ms

:SMOKE2_143
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_148
0001: wait  0 ms
0002: jump SMOKE2_143

:SMOKE2_148
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0249: release_model #LAE_SMOKECUTSCENE
0108: destroy_object @187
023C: load_special_actor  1 'SMOKE'
0247: request_model  466
0247: request_model  346
038B: load_requested_models

:SMOKE2_156
00D6: if  22
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  466 available
8248:   NOT   model  346 available
004D: jump_if_false SMOKE2_163
0001: wait  0 ms
0002: jump SMOKE2_156

:SMOKE2_163
0050: gosub SMOKE2_640
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 (back)  1500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @182 ==  1  ;; integer values
004D: jump_if_false SMOKE2_189
00A5: @34 = create_car  466 at  0.0  0.0 -100.0
0186: @183 = create_marker_above_car @34
009A: @35 = create_actor  24  290 at  0.0  0.0 -100.0
009A: @41 = create_actor  25  108 at  0.0  0.0 -100.0
00A5: @42 = create_car  405 at  0.0  0.0 -100.0
0129: @43 = create_actor  25  109 in_car @42 driverseat
009A: @44 = create_actor  25  109 at  0.0  0.0 -100.0
009A: @45 = create_actor  25  110 at  0.0  0.0 -100.0

:SMOKE2_189
022B: create_forbidden_for_peds_cube  2458.5 -1410.63  24.06  2504.27 -1395.83  28.55
0615: @115 
05D3: unknown_action_sequence -1 @47 @69 @91  6 -1 
05D3: unknown_action_sequence -1 @48 @70 @92  6 -1 
05D3: unknown_action_sequence -1 @49 @71 @93  6 -1 
05D3: unknown_action_sequence -1 @50 @72 @94  6 -1 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 @51 @73 @95  6 -1 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 @52 @74 @96  6 -1 
0616: @115 
0615: @116 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 @53 @75 @97  6 -1 
05D3: unknown_action_sequence -1 @54 @76 @98  6 -1 
05D3: unknown_action_sequence -1 @55 @77 @99  7 -1 
05D3: unknown_action_sequence -1  2254.09 -1283.83  25.18  6 -1 
05D3: unknown_action_sequence -1 @56 @78 @100  6 -1 
05D3: unknown_action_sequence -1 @57 @79 @101  6 -1 
078F: unknown_action_sequence -1  1 
0616: @116 
0615: @117 
05D3: unknown_action_sequence -1 @58 @80 @102  6 -1 
05D3: unknown_action_sequence -1 @59 @81 @103  6 -1 
05D3: unknown_action_sequence -1 @60 @82 @104  6 -1 
05D3: unknown_action_sequence -1 @61 @83 @105  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 @62 @84 @106  6 -1 
078F: unknown_action_sequence -1  1 
0616: @117 
0615: @118 
05D3: unknown_action_sequence -1 @63 @85 @107  6 -1 
05D3: unknown_action_sequence -1 @64 @86 @108  6 -1 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 @65 @87 @109  6 -1 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 @66 @88 @110  6 -1 
05D3: unknown_action_sequence -1 @67 @89 @111  6 -1 
05D3: unknown_action_sequence -1 @68 @90 @112  6 -1 
0616: @118 
0615: @114 
0618: -1 @115 
0618: -1 @116 
0618: -1 @117 
0618: -1 @118 
0616: @114 
00BC: text_highpriority 'SMK2_1'  10000 ms  0

:SMOKE2_237
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SMOKE2_242
0002: jump SMOKE2_1332

:SMOKE2_242
00D6: if  2
8039:   NOT   @162 ==  1  ;; integer values
8118:   NOT   actor @35 dead
8119:   NOT   car @34 wrecked
004D: jump_if_false SMOKE2_258
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false SMOKE2_258
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
032B: @40 = create_weapon_pickup  346  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_258
00D6: if  3
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_357
00D6: if  0
8039:   NOT   @167 ==  1  ;; integer values
004D: jump_if_false SMOKE2_272
00D6: if  0
0214:   pickup @40 picked_up
004D: jump_if_false SMOKE2_272
0164: disable_marker @186
0006: @167 =  1  ;; integer values

:SMOKE2_272
00D6: if  1
0039:   @163 ==  1  ;; integer values
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false SMOKE2_299
0164: disable_marker @184
0186: @183 = create_marker_above_car @34
07E0: @183  1 
0050: gosub SMOKE2_1259
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false SMOKE2_286
040D: unload_wav  2
00BC: text_highpriority 'SMK2_7'  4000 ms  0
0002: jump SMOKE2_1329

:SMOKE2_286
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false SMOKE2_291
00BC: text_highpriority 'SMK2_12'  5000 ms  0
0002: jump SMOKE2_1329

:SMOKE2_291
00D6: if  21
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2444.895 -1981.524 radius  20.0  20.0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false SMOKE2_297
00BC: text_highpriority 'SMK2_3'  5000 ms  0
0002: jump SMOKE2_298

:SMOKE2_297
00BC: text_highpriority 'SMK2_16'  5000 ms  0

:SMOKE2_298
0006: @163 =  0  ;; integer values

:SMOKE2_299
00D6: if  1
0039:   @163 ==  0  ;; integer values
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false SMOKE2_310
0164: disable_marker @183
018A: @184 = create_checkpoint_at $6893 $6894 $6895
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false SMOKE2_309
00BC: text_highpriority 'SMK2_15'  5000 ms  0

:SMOKE2_309
0006: @163 =  1  ;; integer values

:SMOKE2_310
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false SMOKE2_338
00D6: if  1
8039:   NOT   @164 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SMOKE2_324
0006: @161 =  2  ;; integer values
0050: gosub SMOKE2_1157
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_323
0A09: @35  1 

:SMOKE2_323
0006: @164 =  1  ;; integer values

:SMOKE2_324
00D6: if  1
0039:   @164 ==  1  ;; integer values
8039:   NOT   @165 ==  1  ;; integer values
004D: jump_if_false SMOKE2_338
00D6: if  0
001D:   @159 > @158  ;; integer values  
004D: jump_if_false SMOKE2_333
0050: gosub SMOKE2_1221
0002: jump SMOKE2_338

:SMOKE2_333
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_337
0A09: @35  0 

:SMOKE2_337
0006: @165 =  1  ;; integer values

:SMOKE2_338
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false SMOKE2_357
00D6: if  0
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_357
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @166 =  1  ;; integer values
0164: disable_marker @184
0164: disable_marker @186
091D:  2488.0 -1431.93  25.41  2528.0 -1391.93  29.41 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_353
0A09: @35  0 

:SMOKE2_353
0050: gosub SMOKE2_663
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
0006: @32 =  0  ;; integer values

:SMOKE2_357
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false SMOKE2_598
00D6: if  1
8039:   NOT   @168 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SMOKE2_367
0512: permanent_text_box 'SMK2_H1'
0006: @168 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SMOKE2_367
00D6: if  2
0039:   @168 ==  1  ;; integer values
8039:   NOT   @169 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SMOKE2_375
0512: permanent_text_box 'SMK2_H2'
0006: @169 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SMOKE2_375
00D6: if  2
0039:   @169 ==  1  ;; integer values
8039:   NOT   @170 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SMOKE2_383
0512: permanent_text_box 'SPRSTAM'
0006: @170 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SMOKE2_383
00D6: if  2
0039:   @170 ==  1  ;; integer values
8039:   NOT   @171 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SMOKE2_390
03E6: remove_text_box
0006: @171 =  1  ;; integer values

:SMOKE2_390
00D6: if  0
8039:   NOT   @173 ==  1  ;; integer values
004D: jump_if_false SMOKE2_428
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_407
00D6: if  1
00F2:   actor $PLAYER_ACTOR near_actor @35 radius  5.0  5.0  0
8039:   NOT   @172 ==  1  ;; integer values
004D: jump_if_false SMOKE2_407
0006: @161 =  1  ;; integer values
0050: gosub SMOKE2_1157
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_406
0A09: @35  1 

:SMOKE2_406
0006: @172 =  1  ;; integer values

:SMOKE2_407
00D6: if  1
0039:   @172 ==  1  ;; integer values
0039:   @161 ==  1  ;; integer values
004D: jump_if_false SMOKE2_428
00D6: if  0
001D:   @159 > @158  ;; integer values  
004D: jump_if_false SMOKE2_423
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_419
0050: gosub SMOKE2_1221
0002: jump SMOKE2_422

:SMOKE2_419
040D: unload_wav  1
00BE: text_clear_all
0006: @173 =  1  ;; integer values

:SMOKE2_422
0002: jump SMOKE2_428

:SMOKE2_423
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_427
0A09: @35  0 

:SMOKE2_427
0006: @173 =  1  ;; integer values

:SMOKE2_428
00D6: if  0
8039:   NOT   @174 ==  1  ;; integer values
004D: jump_if_false SMOKE2_445
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2354.11 -1355.54 radius  15.0  15.0
004D: jump_if_false SMOKE2_445
0006: @113 =  0  ;; integer values

:SMOKE2_435
00D6: if  0
001B:    2 > @113  ;; integer values
004D: jump_if_false SMOKE2_444
00D6: if  0
8118:   NOT   actor @44(@113,2i) dead
004D: jump_if_false SMOKE2_442
0816: @44(@113,2i)  0 

:SMOKE2_442
000A: @113 +=  1  ;; integer values
0002: jump SMOKE2_435

:SMOKE2_444
0006: @174 =  1  ;; integer values

:SMOKE2_445
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_481
00D6: if  0
8039:   NOT   @175 ==  1  ;; integer values
004D: jump_if_false SMOKE2_461
062E: @41  1952 @122 
00D6: if  0
04A4: @122  1 
004D: jump_if_false SMOKE2_461
07A4: @41 @119 @120 
00D6: if  1
0039:   @119 ==  1  ;; integer values
0039:   @120 ==  4  ;; integer values
004D: jump_if_false SMOKE2_461
0006: @175 =  1  ;; integer values

:SMOKE2_461
00D6: if  0
8039:   NOT   @175 ==  1  ;; integer values
004D: jump_if_false SMOKE2_473
00D6: if  0
0611: @41 "RUN_GANG1" 
004D: jump_if_false SMOKE2_468
0393: @41 "RUN_GANG1"  1.5 

:SMOKE2_468
00D6: if  0
0611: @41 "SPRINT_CIVI" 
004D: jump_if_false SMOKE2_472
0393: @41 "SPRINT_CIVI"  1.5 

:SMOKE2_472
0002: jump SMOKE2_481

:SMOKE2_473
00D6: if  0
0611: @41 "RUN_GANG1" 
004D: jump_if_false SMOKE2_477
0393: @41 "RUN_GANG1"  1.2 

:SMOKE2_477
00D6: if  0
0611: @41 "SPRINT_CIVI" 
004D: jump_if_false SMOKE2_481
0393: @41 "SPRINT_CIVI"  1.2 

:SMOKE2_481
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_597
00D6: if  0
8039:   NOT   @176 ==  1  ;; integer values
004D: jump_if_false SMOKE2_503
0085: @113 = @46  ;; integer values and handles
000E: @113 -=  1  ;; integer values
062E: @41  1952 @122 
00D6: if  1
04A4: @122  7 
00FE:   actor @41  0 ()near_point @47(@113,22f) @69(@113,22f) @91(@113,22f) radius  10.0  10.0  10.0
004D: jump_if_false SMOKE2_503
0006: @176 =  1  ;; integer values
00D6: if  1
8119:   NOT   car @42 wrecked
8118:   NOT   actor @43 dead
004D: jump_if_false SMOKE2_503
00D6: if  0
8495:   NOT   unknown_car_check @42
004D: jump_if_false SMOKE2_503
05CA: unknown_action_sequence @41 @42 -2  0 

:SMOKE2_503
00D6: if  0
8039:   NOT   @180 ==  1  ;; integer values
004D: jump_if_false SMOKE2_515
00D6: if  1
8118:   NOT   actor @43 dead
8119:   NOT   car @42 wrecked
004D: jump_if_false SMOKE2_515
00D6: if  0
0495:   unknown_car_check @42
004D: jump_if_false SMOKE2_515
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 
0006: @180 =  1  ;; integer values

:SMOKE2_515
00D6: if  1
0039:   @176 ==  1  ;; integer values
8039:   NOT   @177 ==  1  ;; integer values
004D: jump_if_false SMOKE2_596
00D6: if  0
8039:   NOT   @178 ==  1  ;; integer values
004D: jump_if_false SMOKE2_556
00D6: if  1
8119:   NOT   car @42 wrecked
8118:   NOT   actor @43 dead
004D: jump_if_false SMOKE2_541
00D6: if  0
00DB:   actor @41 in_car @42
004D: jump_if_false SMOKE2_541
0006: @178 =  1  ;; integer values
05D2: unknown_action_sequence @43 @42  30.0  2 
01B2: give_actor @41 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @41 $PLAYER_ACTOR -1  0.0  0.0  0.0  1000.0  8  0  60 
091D:  2164.51 -1287.88  20.0  2170.88 -1267.88  30.0 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SMOKE2_539
00BC: text_highpriority 'SMK2_9'  10000 ms  0
0002: jump SMOKE2_540

:SMOKE2_539
00BC: text_highpriority 'SMK2_8'  10000 ms  0

:SMOKE2_540
0006: @32 =  0  ;; integer values

:SMOKE2_541
00D6: if  0
8039:   NOT   @178 ==  1  ;; integer values
004D: jump_if_false SMOKE2_556
00D6: if  21
0119:   car @42 wrecked
0118:   actor @43 dead
004D: jump_if_false SMOKE2_551
05DD: unknown_action_sequence @41 $PLAYER_ACTOR  1000.0  9999999 
0006: @177 =  1  ;; integer values
0002: jump SMOKE2_556

:SMOKE2_551
00D6: if  0
0495:   unknown_car_check @42
004D: jump_if_false SMOKE2_556
05DD: unknown_action_sequence @41 $PLAYER_ACTOR  1000.0  9999999 
0006: @177 =  1  ;; integer values

:SMOKE2_556
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false SMOKE2_596
00D6: if  0
8039:   NOT   @177 ==  1  ;; integer values
004D: jump_if_false SMOKE2_578
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false SMOKE2_578
046C: @125 = car @42 driver
00D6: if  21
0495:   unknown_car_check @42
0039:   @125 == -1  ;; integer values
004D: jump_if_false SMOKE2_578
05DD: unknown_action_sequence @41 $PLAYER_ACTOR  1000.0  9999999 
00D6: if  1
8118:   NOT   actor @43 dead
8039:   NOT   @180 ==  1  ;; integer values
004D: jump_if_false SMOKE2_577
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 
0006: @180 =  1  ;; integer values

:SMOKE2_577
0006: @177 =  1  ;; integer values

:SMOKE2_578
00D6: if  0
8039:   NOT   @177 ==  1  ;; integer values
004D: jump_if_false SMOKE2_596
00D6: if  1
8039:   NOT   @179 ==  1  ;; integer values
0019:   @32 >  180000  ;; integer values
004D: jump_if_false SMOKE2_596
00D6: if  1
8119:   NOT   car @42 wrecked
8118:   NOT   actor @43 dead
004D: jump_if_false SMOKE2_596
00D6: if  1
00DB:   actor @43 in_car @42
00DB:   actor @41 in_car @42
004D: jump_if_false SMOKE2_596
05D1: unknown_action_sequence @43 @42 @126 @127 @128  30.0  0  0  2 
0006: @179 =  1  ;; integer values
00BC: text_highpriority 'SMK2_10'  7000 ms  0

:SMOKE2_596
0002: jump SMOKE2_598

:SMOKE2_597
0002: jump SMOKE2_1332

:SMOKE2_598
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false SMOKE2_603
00BC: text_highpriority 'SMK2_7'  4000 ms  0
0002: jump SMOKE2_1329

:SMOKE2_603
00D6: if  1
8039:   NOT   @166 ==  1  ;; integer values
0119:   car @34 wrecked
004D: jump_if_false SMOKE2_609
00BC: text_highpriority 'SMK2_12'  5000 ms  0
0002: jump SMOKE2_1329

:SMOKE2_609
00D6: if  1
0039:   @176 ==  1  ;; integer values
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_618
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @41 radius  300.0  300.0  0
004D: jump_if_false SMOKE2_618
00BC: text_highpriority 'SMK2_11'  4000 ms  0
0002: jump SMOKE2_1329

:SMOKE2_618
00D6: if  4
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_639
00D6: if  2
00DB:   actor @41 in_car @42
00DB:   actor @43 in_car @42
01AF:   car @42  0 ()near_point @126 @127 @128 radius  6.0  6.0  4.0
004D: jump_if_false SMOKE2_639
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false SMOKE2_636
0050: gosub SMOKE2_986
0002: jump SMOKE2_637

:SMOKE2_636
034F: destroy_actor_with_fade @41  ;; The actor fades away like a ghost

:SMOKE2_637
00BC: text_highpriority 'SMK2_11'  4000 ms  0
0002: jump SMOKE2_1329

:SMOKE2_639
0002: jump SMOKE2_237

:SMOKE2_640
0674: set_car_model  466 numberplate "_A2TMFK_" 
00A5: @34 = create_car  466 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: @183  1 
01C8: @35 = create_actor  24  290 in_car @34 passenger_seat  0
0223: set_actor @35 health_to  500
08AF: @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: @35  1
0446: (unknown) @35  0 
0245: set_actor @35 walk_style_to "FATMAN"
039E: (unknown) @35  1 
0526: unknown_actor @35  1
09F6: @35  0 
07E5: unknown_copy_entity -1 @124 
0708: unknown_add_entity_item @124  79 
060B: unknown_actor_use_entity @35 @124 
077C: @35  3 
077C: @35  4 
0051: return

:SMOKE2_663
016A: fade  0 ()  1000 ms

:SMOKE2_664
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_669
0001: wait  0 ms
0002: jump SMOKE2_664

:SMOKE2_669
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_car_density_to  0.0
09B2:  1 @192 @193 
00D6: if  0
8039:   NOT   @192 == -1  ;; integer values
004D: jump_if_false SMOKE2_686
00A5: @188 = create_car @192 at  2448.31 -1392.34  23.68
0560: @188 @190
0175: set_car @188 z_angle_to  180.0
00A5: @189 = create_car @192 at  2453.7 -1408.14  23.68
0560: @189 @191
0175: set_car @189 z_angle_to  0.0

:SMOKE2_686
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false SMOKE2_700
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false SMOKE2_693
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2473.6 -1420.86  27.88

:SMOKE2_693
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_700
00D6: if  0
00DB:   actor @35 in_car @34
004D: jump_if_false SMOKE2_700
0362: remove_actor @35 from_car_and_place_at  2470.6 -1420.86  27.88

:SMOKE2_700
00A6: destroy_car @34
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03EF: player $PLAYER_CHAR make_safe
02E4: load_cutscene_data 'SMOKE2B'

:SMOKE2_704
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SMOKE2_709
0001: wait  0 ms
0002: jump SMOKE2_704

:SMOKE2_709
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SMOKE2_711
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SMOKE2_716
0001: wait  0 ms
0002: jump SMOKE2_711

:SMOKE2_716
016A: fade  0 ()  0 ms

:SMOKE2_717
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_722
0001: wait  0 ms
0002: jump SMOKE2_717

:SMOKE2_722
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01EB: set_car_density_to  1.0
0247: request_model  108
0247: request_model  109
0247: request_model  110
0247: request_model  405
0247: request_model  352
038B: load_requested_models

:SMOKE2_732
00D6: if  24
8248:   NOT   model  108 available
8248:   NOT   model  109 available
8248:   NOT   model  110 available
8248:   NOT   model  405 available
8248:   NOT   model  352 available
004D: jump_if_false SMOKE2_741
0001: wait  0 ms
0002: jump SMOKE2_732

:SMOKE2_741
05AA: s@130 = 'SMO2B11'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35200 
0209: $6896 = random_int  0  3
00D6: if  0
0038:   $6896 ==  0  ;; integer values
004D: jump_if_false SMOKE2_749
05AA: s@132 = 'SMO2_CA'  ;; 8-byte strings
04AF: @149 = unknown_wav_reference  35214 

:SMOKE2_749
00D6: if  0
0038:   $6896 ==  1  ;; integer values
004D: jump_if_false SMOKE2_754
05AA: s@132 = 'SMO2_CB'  ;; 8-byte strings
04AF: @149 = unknown_wav_reference  35215 

:SMOKE2_754
00D6: if  0
0038:   $6896 ==  2  ;; integer values
004D: jump_if_false SMOKE2_759
05AA: s@132 = 'SMO2_CC'  ;; 8-byte strings
04AF: @149 = unknown_wav_reference  35216 

:SMOKE2_759
03CF: load_wav @148 as  1
03CF: load_wav @149 as  2

:SMOKE2_761
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false SMOKE2_767
0001: wait  0 ms
0002: jump SMOKE2_761

:SMOKE2_767
03CB: set_camera  2471.99 -1402.32  27.82
009A: @41 = create_actor  25  108 at  2471.99 -1402.32  27.82
0173: set_actor @41 z_angle_to  90.0
0223: set_actor @41 health_to  200
08AF: @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: @41  3 
077C: @41  4 
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_783
0618: @41 @114 

:SMOKE2_783
00A1: put_actor $PLAYER_ACTOR at  2473.99 -1402.32  27.82
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_790
00A1: put_actor @35 at  2474.99 -1402.32  27.82
0173: set_actor @35 z_angle_to  90.0

:SMOKE2_790
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 (back)  1000 ms

:SMOKE2_793
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_798
0001: wait  0 ms
0002: jump SMOKE2_793

:SMOKE2_798
0006: @181 =  1  ;; integer values
0707: unknown_bunnyjump SMOKE2_897 
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  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_814
0615: @121 
05D3: unknown_action_sequence -1 @47 @69 @91  6 -1 
0605: unknown_action_sequence -1 "IDLE_TIRED" "PED"  4.0  1  0  0  0 -1 
0616: @121 
0618: @35 @121 
061B: @121 

:SMOKE2_814
03D1: play_wav  1
00BC: text_highpriority s@130  10000 ms  1
0001: wait  4000 ms
040D: unload_wav  1
00BE: text_clear_all
00D6: if  0
8039:   NOT   @192 == -1  ;; integer values
004D: jump_if_false SMOKE2_827
00D6: if  1
8118:   NOT   actor @190 dead
8119:   NOT   car @188 wrecked
004D: jump_if_false SMOKE2_827
05D1: unknown_action_sequence @190 @188  2448.31 -1429.92  23.68  10.0  0  0  3 

:SMOKE2_827
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  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_850
062E: @35  1560 @122 
00D6: if  0
04A4: @122  1 
004D: jump_if_false SMOKE2_850
0646: @35 @119 

:SMOKE2_837
00D6: if  0
002B:    0 >= @119  ;; integer values 
004D: jump_if_false SMOKE2_850
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_849
062E: @35  1560 @122 
00D6: if  0
04A4: @122  1 
004D: jump_if_false SMOKE2_849
0646: @35 @119 

:SMOKE2_849
0002: jump SMOKE2_837

:SMOKE2_850
03D1: play_wav  2
00BC: text_highpriority s@132  10000 ms  1

:SMOKE2_852
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SMOKE2_857
0001: wait  0 ms
0002: jump SMOKE2_852

:SMOKE2_857
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  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_867
00A1: put_actor @41 at @49 @71  23.74
0173: set_actor @41 z_angle_to  45.0
07A0: @41 @114  0  3 

:SMOKE2_867
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  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_892
062E: @41  1952 @122 
00D6: if  0
04A4: @122  1 
004D: jump_if_false SMOKE2_892
07A4: @41 @119 @120 

:SMOKE2_878
00D6: if  1
0039:   @119 ==  0  ;; integer values
002B:    3 >= @120  ;; integer values 
004D: jump_if_false SMOKE2_892
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_891
062E: @41  1952 @122 
00D6: if  0
04A4: @122  1 
004D: jump_if_false SMOKE2_891
07A4: @41 @119 @120 

:SMOKE2_891
0002: jump SMOKE2_878

:SMOKE2_892
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_897
0701: (unknown)
00D6: if  0
0039:   @181 ==  1  ;; integer values
004D: jump_if_false SMOKE2_921
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE2_912
00D6: if  0
00DF:   actor @35 driving
004D: jump_if_false SMOKE2_909
0362: remove_actor @35 from_car_and_place_at @47 @69  23.06
0002: jump SMOKE2_910

:SMOKE2_909
00A1: put_actor @35 at @47 @69  23.06

:SMOKE2_910
0173: set_actor @35 z_angle_to  90.0
0605: unknown_action_sequence @35 "IDLE_TIRED" "PED"  4.0  1  0  0  0 -1 

:SMOKE2_912
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_918
00A1: put_actor @41 at  2390.73 -1355.69  23.74
0173: set_actor @41 z_angle_to  81.47
07A0: @41 @114  0  7 

:SMOKE2_918
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all

:SMOKE2_921
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_936
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_936
0395: clear_area  0 at  2170.68 -1282.01  23.7 range  100.0
00A5: @42 = create_car  405 at  2170.68 -1282.01  23.7
0129: @43 = create_actor  25  109 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  109 at  2353.86 -1356.92  23.41
009A: @45 = create_actor  25  110 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_951
00D6: if  0
001B:    2 > @113  ;; integer values
004D: jump_if_false SMOKE2_963
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: @44(@113,2i)  3 
077C: @44(@113,2i)  4 
0816: @44(@113,2i)  1 
05E2: unknown_action_sequence @44(@113,2i) $PLAYER_ACTOR 
000A: @113 +=  1  ;; integer values
0002: jump SMOKE2_951

:SMOKE2_963
0249: release_model  110
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SMOKE2_969
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at @48 @70  23.05
0002: jump SMOKE2_970

:SMOKE2_969
00A1: put_actor $PLAYER_ACTOR at @48 @70  23.05

:SMOKE2_970
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0
091D:  2441.38 -1405.59  15.0  2460.42 -1368.34  40.0 
091E:  2441.38 -1405.59  15.0  2460.42 -1368.34  40.0 
00D6: if  0
8039:   NOT   @192 == -1  ;; integer values
004D: jump_if_false SMOKE2_980
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_980
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0687: $PLAYER_ACTOR 
0051: return

:SMOKE2_986
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_991
02AB: set_actor @41 immunities  1  1  1  1  1

:SMOKE2_991
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false SMOKE2_995
02AB: set_actor @43 immunities  1  1  1  1  1

:SMOKE2_995
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false SMOKE2_999
02AC: set_car @42 immunities  1  1  1  1  1

:SMOKE2_999
016A: fade  0 ()  1000 ms

:SMOKE2_1000
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_1005
0001: wait  0 ms
0002: jump SMOKE2_1000

:SMOKE2_1005
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: @195 @196  0 @200 
02CE: @199 = ground_z @195 @196 @197
00D6: if  0
0025:   @200 > @199  ;; floating-point values  
004D: jump_if_false SMOKE2_1016
0087: @199 = @200  ;; floating-point values only

:SMOKE2_1016
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SMOKE2_1027
00D9: @194 = actor $PLAYER_ACTOR car
0175: set_car @194 z_angle_to  242.86

:SMOKE2_1027
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false SMOKE2_1050
00AB: put_car @42 at @126 @127 -100.0
0175: set_car @42 z_angle_to  50.74
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_1041
0792: @41 
00D6: if  0
00DF:   actor @41 driving
004D: jump_if_false SMOKE2_1040
0362: remove_actor @41 from_car_and_place_at  2115.98 -1059.43  24.75

:SMOKE2_1040
0430: @41 @42  0 

:SMOKE2_1041
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false SMOKE2_1050
0792: @43 
00D6: if  0
00DF:   actor @43 driving
004D: jump_if_false SMOKE2_1049
0362: remove_actor @43 from_car_and_place_at  2117.04 -1061.53  24.53

:SMOKE2_1049
036A: put_actor @43 in_car @42

:SMOKE2_1050
0001: wait  1000 ms
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_1069
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: @201 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @201 
0618: @41 @201 
061B: @201 

:SMOKE2_1069
016A: fade  1 (back)  500 ms

:SMOKE2_1070
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_1082
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_1081
00D6: if  0
0611: @41 "RUN_GANG1" 
004D: jump_if_false SMOKE2_1081
0393: @41 "RUN_GANG1"  1.0 

:SMOKE2_1081
0002: jump SMOKE2_1070

:SMOKE2_1082
0006: @202 =  0  ;; integer values
0006: @203 =  0  ;; integer values
0006: @181 =  1  ;; integer values
0707: unknown_bunnyjump SMOKE2_1115 

:SMOKE2_1086
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1114
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_1113
00D6: if  0
0611: @41 "RUN_GANG1" 
004D: jump_if_false SMOKE2_1097
0393: @41 "RUN_GANG1"  1.0 

:SMOKE2_1097
00D6: if  0
8039:   NOT   @202 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1106
00D6: if  0
00FF:   actor @41  0 ()near_point_on_foot  2143.63 -1066.27  34.06 radius  4.0  4.0  4.0
004D: jump_if_false SMOKE2_1106
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_1106
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1113
00D6: if  0
00FF:   actor @41  0 ()near_point_on_foot  2157.15 -1072.39  39.48 radius  6.0  6.0  4.0
004D: jump_if_false SMOKE2_1113
0006: @203 =  1  ;; integer values

:SMOKE2_1113
0002: jump SMOKE2_1086

:SMOKE2_1114
0006: @181 =  0  ;; integer values

:SMOKE2_1115
0701: (unknown)
016A: fade  0 ()  1000 ms

:SMOKE2_1117
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_1129
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SMOKE2_1128
00D6: if  0
0611: @41 "RUN_GANG1" 
004D: jump_if_false SMOKE2_1128
0393: @41 "RUN_GANG1"  1.0 

:SMOKE2_1128
0002: jump SMOKE2_1117

:SMOKE2_1129
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SMOKE2_1138
00D9: @194 = actor $PLAYER_ACTOR car
0175: set_car @194 z_angle_to @198
0002: jump SMOKE2_1139

:SMOKE2_1138
0173: set_actor $PLAYER_ACTOR z_angle_to @198

:SMOKE2_1139
009B: destroy_actor_instantly @41
009B: destroy_actor_instantly @43
00A6: destroy_car @42
091D:  2108.5 -1080.59  4.73  2128.5 -1060.59  44.73 
091E:  2108.5 -1080.59  4.73  2128.5 -1060.59  44.73 
091D:  2082.91 -1107.01  4.53  2102.91 -1087.01  44.53 
091E:  2082.91 -1107.01  4.53  2102.91 -1087.01  44.53 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1000 ms

:SMOKE2_1151
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE2_1156
0001: wait  0 ms
0002: jump SMOKE2_1151

:SMOKE2_1156
0051: return

:SMOKE2_1157
0871: init_jump_table @161 total_jumps  3  1 SMOKE2_1214 jumps  0 SMOKE2_1158  1 SMOKE2_1176  2 SMOKE2_1194 -1 SMOKE2_1215 -1 SMOKE2_1215 -1 SMOKE2_1215 -1 SMOKE2_1215 

:SMOKE2_1158
0209: $6896 = random_int  0  3
00D6: if  0
0038:   $6896 ==  0  ;; integer values
004D: jump_if_false SMOKE2_1164
05AA: s@130 = 'SMO2_CA'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35214 

:SMOKE2_1164
00D6: if  0
0038:   $6896 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1169
05AA: s@130 = 'SMO2_CB'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35215 

:SMOKE2_1169
00D6: if  0
0038:   $6896 ==  2  ;; integer values
004D: jump_if_false SMOKE2_1174
05AA: s@130 = 'SMO2_CC'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35216 

:SMOKE2_1174
0006: @159 =  1  ;; integer values
0002: jump SMOKE2_1215

:SMOKE2_1176
0209: $6896 = random_int  0  3
00D6: if  0
0038:   $6896 ==  0  ;; integer values
004D: jump_if_false SMOKE2_1182
05AA: s@130 = 'SMO2_DA'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35217 

:SMOKE2_1182
00D6: if  0
0038:   $6896 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1187
05AA: s@130 = 'SMO2_DB'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35218 

:SMOKE2_1187
00D6: if  0
0038:   $6896 ==  2  ;; integer values
004D: jump_if_false SMOKE2_1192
05AA: s@130 = 'SMO2_DC'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35219 

:SMOKE2_1192
0006: @159 =  1  ;; integer values
0002: jump SMOKE2_1215

:SMOKE2_1194
05AA: s@130 = 'SMO2_BA'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  35203 
05AA: s@132 = 'SMO2_BB'  ;; 8-byte strings
04AF: @149 = unknown_wav_reference  35204 
05AA: s@134 = 'SMO2_BC'  ;; 8-byte strings
04AF: @150 = unknown_wav_reference  35205 
05AA: s@136 = 'SMO2_BD'  ;; 8-byte strings
04AF: @151 = unknown_wav_reference  35206 
05AA: s@138 = 'SMO2_BE'  ;; 8-byte strings
04AF: @152 = unknown_wav_reference  35207 
05AA: s@140 = 'SMO2_BF'  ;; 8-byte strings
04AF: @153 = unknown_wav_reference  35208 
05AA: s@142 = 'SMO2_BG'  ;; 8-byte strings
04AF: @154 = unknown_wav_reference  35209 
05AA: s@144 = 'SMO2_BH'  ;; 8-byte strings
04AF: @155 = unknown_wav_reference  35210 
05AA: s@146 = 'SMO2_BJ'  ;; 8-byte strings
04AF: @156 = unknown_wav_reference  35211 
0006: @159 =  9  ;; integer values
0002: jump SMOKE2_1215

:SMOKE2_1214
0002: jump SMOKE2_1215

:SMOKE2_1215
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_1221
00D6: if  21
0039:   @157 ==  0  ;; integer values
0039:   @157 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1232
00D6: if  0
001D:   @159 > @158  ;; integer values  
004D: jump_if_false SMOKE2_1232
00D6: if  0
0019:   @33 >  200  ;; integer values
004D: jump_if_false SMOKE2_1232
0050: gosub SMOKE2_1244

:SMOKE2_1232
00D6: if  0
0039:   @157 ==  2  ;; integer values
004D: jump_if_false SMOKE2_1243
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE2_1243
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_1243
0051: return

:SMOKE2_1244
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false SMOKE2_1249
03CF: load_wav @148(@158,9i) as  1
0006: @157 =  1  ;; integer values

:SMOKE2_1249
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1258
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SMOKE2_1258
00BC: text_highpriority @130(@158,9s)  10000 ms  1
03D1: play_wav  1
0006: @157 =  2  ;; integer values

:SMOKE2_1258
0051: return

:SMOKE2_1259
040D: unload_wav  2
0871: init_jump_table @129 total_jumps  5  1 SMOKE2_1271 jumps  0 SMOKE2_1261  1 SMOKE2_1263  2 SMOKE2_1265  3 SMOKE2_1267  4 SMOKE2_1269 -1 SMOKE2_1272 -1 SMOKE2_1272 

:SMOKE2_1261
03CF: load_wav  35800 as  2
0002: jump SMOKE2_1272

:SMOKE2_1263
03CF: load_wav  35801 as  2
0002: jump SMOKE2_1272

:SMOKE2_1265
03CF: load_wav  35802 as  2
0002: jump SMOKE2_1272

:SMOKE2_1267
03CF: load_wav  35803 as  2
0002: jump SMOKE2_1272

:SMOKE2_1269
03CF: load_wav  35804 as  2
0002: jump SMOKE2_1272

:SMOKE2_1271
0002: jump SMOKE2_1272

:SMOKE2_1272
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:SMOKE2_1274
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SMOKE2_1292
0001: wait  0 ms
00D6: if  21
0118:   actor @35 dead
0119:   car @34 wrecked
004D: jump_if_false SMOKE2_1283
0051: return

:SMOKE2_1283
00D6: if  0
8039:   NOT   @167 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1291
00D6: if  0
0214:   pickup @40 picked_up
004D: jump_if_false SMOKE2_1291
0164: disable_marker @186
0006: @167 =  1  ;; integer values

:SMOKE2_1291
0002: jump SMOKE2_1274

:SMOKE2_1292
03D1: play_wav  2
0871: init_jump_table @129 total_jumps  5  1 SMOKE2_1304 jumps  0 SMOKE2_1294  1 SMOKE2_1296  2 SMOKE2_1298  3 SMOKE2_1300  4 SMOKE2_1302 -1 SMOKE2_1305 -1 SMOKE2_1305 

:SMOKE2_1294
00BC: text_highpriority 'SMOX_AA'  3000 ms  1
0002: jump SMOKE2_1305

:SMOKE2_1296
00BC: text_highpriority 'SMOX_AB'  3000 ms  1
0002: jump SMOKE2_1305

:SMOKE2_1298
00BC: text_highpriority 'SMOX_AC'  3000 ms  1
0002: jump SMOKE2_1305

:SMOKE2_1300
00BC: text_highpriority 'SMOX_AD'  3000 ms  1
0002: jump SMOKE2_1305

:SMOKE2_1302
00BC: text_highpriority 'SMOX_AE'  3000 ms  1
0002: jump SMOKE2_1305

:SMOKE2_1304
0002: jump SMOKE2_1305

:SMOKE2_1305
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SMOKE2_1323
0001: wait  0 ms
00D6: if  21
0118:   actor @35 dead
0119:   car @34 wrecked
004D: jump_if_false SMOKE2_1314
0051: return

:SMOKE2_1314
00D6: if  0
8039:   NOT   @167 ==  1  ;; integer values
004D: jump_if_false SMOKE2_1322
00D6: if  0
0214:   pickup @40 picked_up
004D: jump_if_false SMOKE2_1322
0164: disable_marker @186
0006: @167 =  1  ;; integer values

:SMOKE2_1322
0002: jump SMOKE2_1305

:SMOKE2_1323
000A: @129 +=  1  ;; integer values
00D6: if  0
0019:   @129 >  4  ;; integer values
004D: jump_if_false SMOKE2_1328
0006: @129 =  0  ;; integer values

:SMOKE2_1328
0051: return

:SMOKE2_1329
00BA: text_styled 'M_FAIL'  5000 ms  1
0004: $29 =  1  ;; integer values
0051: return

:SMOKE2_1332
0008: $SMOKES_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SMOKE_2'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  3  5000 ms  1
0998: add_respect  3 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:SMOKE2_1340
0249: release_model  108
0249: release_model  109
0249: release_model  110
0249: release_model  466
0249: release_model  405
0249: release_model  346
0249: release_model  352
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: @114 
061B: @115 
061B: @116 
061B: @117 
061B: @118 
061B: @121 
061B: @201 
03E6: remove_text_box
065C: unknown_create_def_entity @123  ; unknown_destroy
065C: unknown_create_def_entity @124  ; unknown_destroy
091E:  2458.5 -1410.63  24.06  2504.27 -1395.83  28.55 
091D:  2488.0 -1431.93  25.41  2528.0 -1391.93  29.41 
091D:  2252.89 -1286.37  22.25  2258.89 -1280.37  28.25 
091D:  2164.51 -1287.88  20.0  2170.88 -1267.88  30.0 
091D:  2108.5 -1080.59  4.73  2128.5 -1060.59  44.73 
091E:  2108.5 -1080.59  4.73  2128.5 -1060.59  44.73 
091D:  2082.91 -1107.01  4.53  2102.91 -1087.01  44.53 
091E:  2082.91 -1107.01  4.53  2102.91 -1087.01  44.53 
091D:  2441.38 -1405.59  15.0  2460.42 -1368.34  40.0 
091E:  2441.38 -1405.59  15.0  2460.42 -1368.34  40.0 
01EB: set_car_density_to  1.0
05D6: clear_scmpath
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 29---------------
; Originally: Wrong Side of the Tracks


:SMOKE3_1
03A4: name_thread 'SMOKE3'
0050: gosub SMOKE3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SMOKE3_7
0050: gosub SMOKE3_2533

:SMOKE3_7
0050: gosub SMOKE3_2543
004E: end_thread

:SMOKE3_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_17
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_22
0001: wait  0 ms
0002: jump SMOKE3_17

:SMOKE3_22
0247: request_model #LAE_SMOKECUTSCENE

:SMOKE3_23
00D6: if  0
8248:   NOT   model #LAE_SMOKECUTSCENE available
004D: jump_if_false SMOKE3_28
0001: wait  0 ms
0002: jump SMOKE3_23

:SMOKE3_28
029B: @131 = init_object #LAE_SMOKECUTSCENE at  2055.0 -1695.0  15.0
02E4: load_cutscene_data 'SMOKE3A'

:SMOKE3_30
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SMOKE3_35
0001: wait  0 ms
0002: jump SMOKE3_30

:SMOKE3_35
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SMOKE3_37
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SMOKE3_42
0001: wait  0 ms
0002: jump SMOKE3_37

:SMOKE3_42
016A: fade  0 ()  0 ms

:SMOKE3_43
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_48
0001: wait  0 ms
0002: jump SMOKE3_43

:SMOKE3_48
02EA: end_cutscene
01B7: release_weather
0249: release_model #LAE_SMOKECUTSCENE
0108: destroy_object @131
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1500 ms
016A: fade  0 ()  1000 ms

:SMOKE3_57
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_62
0001: wait  0 ms
0002: jump SMOKE3_57

:SMOKE3_62
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0247: request_model  538
0247: request_model  570
0247: request_model #IMMMCRAN
0247: request_model  466
0247: request_model  372
040D: unload_wav  1
03CF: load_wav  35400 as  1
040D: unload_wav  2
03CF: load_wav  35803 as  2
023C: load_special_actor  1 'SMOKE'
038B: load_requested_models

:SMOKE3_75
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false SMOKE3_81
0001: wait  0 ms
0002: jump SMOKE3_75

:SMOKE3_81
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false SMOKE3_86
0001: wait  0 ms
0002: jump SMOKE3_81

:SMOKE3_86
00D6: if  24
8248:   NOT   model  538 available
8248:   NOT   model  570 available
8248:   NOT   model #IMMMCRAN available
8248:   NOT   model  372 available
8248:   NOT   model  466 available
004D: jump_if_false SMOKE3_95
0001: wait  0 ms
0002: jump SMOKE3_86

:SMOKE3_95
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:  4  24  0 
0395: clear_area  0 at  1682.618 -1957.88  150.0 range  150.0
06D7:  0 
06DB: (unknown)
06D8: @40 = create_train_at  1725.55 -1953.278  12.5 track  11 unknown  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  466 numberplate "_A2TMFK_" 
00A5: @78 = create_car  466 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: $130 = create_actor  23  290 in_car @78 passenger_seat  0
09F6: $130  0 
0223: set_actor $130 health_to  500
02A9: set_actor $130 immune_to_nonplayer  1
0446: (unknown) $130  0 
0568: $130  1
060B: unknown_actor_use_entity $130 @74 
039E: (unknown) $130  1 
0526: unknown_actor $130  1
0828:  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: $PLAYER_CHAR  0 
08F4:  0 
0A45:  .3 
016A: fade  1 (back)  500 ms
0A09: $130  1 
0A09: $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  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false SMOKE3_186
018A: @118 = create_checkpoint_at  1783.211 -1933.133  12.597
0006: @103 =  1  ;; integer values
0006: @80 =  1  ;; integer values

:SMOKE3_186
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SMOKE3_191
0002: jump SMOKE3_2535

:SMOKE3_191
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false SMOKE3_241
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_241
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_241
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SMOKE3_241
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false SMOKE3_209
03D1: play_wav  1
00BC: text_highpriority 'SMO3_AA'  5000 ms  1
0006: @103 =  2  ;; integer values

:SMOKE3_209
00D6: if  0
0039:   @103 ==  2  ;; integer values
004D: jump_if_false SMOKE3_219
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_219
00BE: text_clear_all
040D: unload_wav  1
03CF: load_wav  35401 as  1
0006: @103 =  3  ;; integer values

:SMOKE3_219
00D6: if  0
0039:   @103 ==  3  ;; integer values
004D: jump_if_false SMOKE3_231
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SMOKE3_231
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SMOKE3_231
03D1: play_wav  1
00BC: text_highpriority 'SMO3_AB'  5000 ms  1
0006: @103 =  4  ;; integer values

:SMOKE3_231
00D6: if  0
0039:   @103 ==  4  ;; integer values
004D: jump_if_false SMOKE3_241
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_241
00BE: text_clear_all
040D: unload_wav  1
00BC: text_highpriority 'SMK3_1'  5000 ms  1
0006: @103 =  5  ;; integer values

:SMOKE3_241
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false SMOKE3_283
00D6: if  21
0039:   @80 ==  1  ;; integer values
0039:   @80 ==  10  ;; integer values
004D: jump_if_false SMOKE3_283
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SMOKE3_266
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_266
00D6: if  0
8448:   NOT   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SMOKE3_266
0186: @123 = create_marker_above_car @78
07E0: @123  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
0006: @80 =  10  ;; integer values
0006: @92 =  1  ;; integer values

:SMOKE3_266
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false SMOKE3_283
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_283
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SMOKE3_283
0164: disable_marker @123
018A: @118 = create_checkpoint_at  1783.211 -1933.133  12.597
00D6: if  0
0039:   @103 ==  5  ;; integer values
004D: jump_if_false SMOKE3_281
00BC: text_highpriority 'SMK3_1'  12000 ms  1

:SMOKE3_281
0006: @80 =  1  ;; integer values
0006: @92 =  0  ;; integer values

:SMOKE3_283
00D6: if  21
0039:   @80 ==  1  ;; integer values
0039:   @80 ==  10  ;; integer values
004D: jump_if_false SMOKE3_292
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SMOKE3_292
00BC: text_highpriority 'SMK3_21'  5000 ms  1
0002: jump SMOKE3_2533

:SMOKE3_292
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1235
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1235
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_393
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false SMOKE3_393
00D6: if  0
0448:   actor $130 in_car @78
004D: jump_if_false SMOKE3_393
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false SMOKE3_393
00D6: if  0
01AD:   car @78  1 (in-sphere)near_point  1783.211 -1933.133  4.2  4.2
004D: jump_if_false SMOKE3_393
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:SMOKE3_316
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_321
0001: wait  0 ms
0002: jump SMOKE3_316

:SMOKE3_321
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_326
00AB: put_car @78 at  1783.418 -1933.055  12.3862
0175: set_car @78 z_angle_to  178.4615

:SMOKE3_326
0247: request_model  108
0247: request_model  109
0247: request_model  110
0247: request_model  353
0247: request_model  468
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: load_special_actor  1 'SMOKE'
04ED: load_animation "GANGS"
04ED: load_animation "TRAIN"
038B: load_requested_models

:SMOKE3_342
00D6: if  21
84EE:   NOT   animation "GANGS" loaded
84EE:   NOT   animation "TRAIN" loaded
004D: jump_if_false SMOKE3_348
0001: wait  0 ms
0002: jump SMOKE3_342

:SMOKE3_348
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false SMOKE3_354
0001: wait  0 ms
0002: jump SMOKE3_348

:SMOKE3_354
00D6: if  24
8248:   NOT   model  108 available
8248:   NOT   model  109 available
8248:   NOT   model  110 available
8248:   NOT   model  468 available
8248:   NOT   model  353 available
004D: jump_if_false SMOKE3_363
0001: wait  0 ms
0002: jump SMOKE3_354

:SMOKE3_363
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_car_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  108 at  1682.546 -1959.222  20.99
0173: set_actor @34 z_angle_to  0.0
0648: @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  110 at  1682.546 -1958.222  20.99
0173: set_actor @35 z_angle_to  180.0
0648: @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  109 at  1681.038 -1958.03  20.99
0173: set_actor @36 z_angle_to  182.467
0648: @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  110 at  1681.129 -1959.63  20.99
0173: set_actor @37 z_angle_to  6.22
0648: @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_393
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false SMOKE3_416
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SMOKE3_416
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_416
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_416
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:  1735.16 -1945.29  14.44  88.46 
016A: fade  1 (back)  750 ms
03D1: play_wav  1
0967: $PLAYER_ACTOR  10000 
00BC: text_highpriority 'SMO3_BA'  5000 ms  1
0006: @32 =  0  ;; integer values
0006: @81 =  2  ;; integer values

:SMOKE3_416
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false SMOKE3_452
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SMOKE3_452
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_452
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_452
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_452
00BE: text_clear_all
040D: unload_wav  1
0968: $PLAYER_ACTOR 
03CF: load_wav  35414 as  1
03D1: play_wav  2
0967: $130  10000 
00BC: text_highpriority 'SMO3_BB'  5000 ms  1
0006: @101 =  0  ;; integer values
0707: unknown_bunnyjump SMOKE3_1007 
05CD: unknown_action_sequence $130 @78 
0001: wait  100 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_446
05BF: unknown_action_sequence $130 $PLAYER_ACTOR  3500 

:SMOKE3_446
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_450
05CD: unknown_action_sequence $PLAYER_ACTOR @78 

:SMOKE3_450
0006: @32 =  0  ;; integer values
0006: @81 =  3  ;; integer values

:SMOKE3_452
00D6: if  0
0039:   @81 ==  3  ;; integer values
004D: jump_if_false SMOKE3_483
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SMOKE3_483
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_483
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_483
00D6: if  0
80DF:   NOT   actor $130 driving
004D: jump_if_false SMOKE3_483
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SMOKE3_483
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: unknown_action_sequence $130  1775.3 -1939.23  12.9  4 -1 
0615: @64 
05BF: unknown_action_sequence -1 $130  10000 
05D3: unknown_action_sequence -1  1776.63 -1940.18  13.66  4 -1 
0616: @64 
0618: $PLAYER_ACTOR @64 
061B: @64 
0006: @32 =  0  ;; integer values
0006: @81 =  4  ;; integer values

:SMOKE3_483
00D6: if  0
0039:   @81 ==  4  ;; integer values
004D: jump_if_false SMOKE3_534
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SMOKE3_534
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_534
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_534
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_534
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_534
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_534
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_534
00D6: if  0
8449:   NOT   actor $130 in_a_car
004D: jump_if_false SMOKE3_534
00D6: if  0
8449:   NOT   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false SMOKE3_534
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false SMOKE3_534
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SMOKE3_534
03D1: play_wav  1
0967: $PLAYER_ACTOR  10000 
00BC: text_highpriority 'SMO3_BC'  5000 ms  1
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 $130 at  1737.2 -1944.2  12.6
0173: set_actor $130 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: unknown_action_sequence $130  1718.04 -1944.2  13.6  4 -1 
05D3: unknown_action_sequence $PLAYER_ACTOR  1718.04 -1945.7  13.6  4 -1 
040D: unload_wav  2
03CF: load_wav  35415 as  2
0006: @32 =  0  ;; integer values
0006: @81 =  5  ;; integer values

:SMOKE3_534
00D6: if  0
0039:   @81 ==  5  ;; integer values
004D: jump_if_false SMOKE3_548
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_548
00BE: text_clear_all
040D: unload_wav  1
0968: $PLAYER_ACTOR 
03CF: load_wav  35416 as  1
03D1: play_wav  2
0967: $PLAYER_ACTOR  10000 
00BC: text_highpriority 'SMO3_BD'  5000 ms  1
0006: @81 =  6  ;; integer values

:SMOKE3_548
00D6: if  0
0039:   @81 ==  6  ;; integer values
004D: jump_if_false SMOKE3_566
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false SMOKE3_566
00BE: text_clear_all
040D: unload_wav  2
0968: $PLAYER_ACTOR 
03CF: load_wav  35417 as  2
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_564
03D1: play_wav  1
0967: $130  3000 
00BC: text_highpriority 'SMO3_BE'  5000 ms  1

:SMOKE3_564
0006: @32 =  0  ;; integer values
0006: @81 =  7  ;; integer values

:SMOKE3_566
00D6: if  0
0039:   @81 ==  7  ;; integer values
004D: jump_if_false SMOKE3_609
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_609
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_609
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_609
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_609
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_609
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false SMOKE3_609
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_609
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: unknown_action_sequence @35 "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence @34 "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence @37 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0605: unknown_action_sequence @36 "PRTIAL_GNGTLKG" "GANGS"  4.0  1  0  0  0 -1 
0792: $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: $130 
00A1: put_actor $130 at  1723.93 -1944.52  12.5
0173: set_actor $130 z_angle_to  93.27
03D1: play_wav  2
0967: $PLAYER_ACTOR  10000 
00BC: text_highpriority 'SMO3_BF'  5000 ms  1
040D: unload_wav  1
03CF: load_wav  35418 as  1
0006: @32 =  0  ;; integer values
0006: @81 =  8  ;; integer values

:SMOKE3_609
00D6: if  0
0039:   @81 ==  8  ;; integer values
004D: jump_if_false SMOKE3_644
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_644
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_644
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_644
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_644
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_644
062E: @34  1541 @38 
00D6: if  21
04A4: @38  7 
0019:   @32 >  1750  ;; integer values
004D: jump_if_false SMOKE3_644
05BF: unknown_action_sequence @34 $130  10000 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_637
05BF: unknown_action_sequence @35 $PLAYER_ACTOR  10000 

:SMOKE3_637
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_641
05BF: unknown_action_sequence @36 $PLAYER_ACTOR  10000 

:SMOKE3_641
0792: $PLAYER_ACTOR 
0006: @32 =  0  ;; integer values
0006: @81 =  9  ;; integer values

:SMOKE3_644
00D6: if  0
0039:   @81 ==  9  ;; integer values
004D: jump_if_false SMOKE3_682
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_682
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_682
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_682
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_682
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_682
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false SMOKE3_682
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SMOKE3_682
00D6: if  0
0019:   @32 >  0  ;; integer values
004D: jump_if_false SMOKE3_682
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: unknown_action_sequence $PLAYER_ACTOR $130  10000 
03D1: play_wav  1
0967: $130  3000 
00BC: text_highpriority 'SMO3_BG'  5000 ms  1
0605: unknown_action_sequence $130 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  0 -1 
0006: @33 =  0  ;; integer values
0006: @81 =  10  ;; integer values

:SMOKE3_682
00D6: if  0
0039:   @81 ==  10  ;; integer values
004D: jump_if_false SMOKE3_753
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_753
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_753
00BE: text_clear_all
00A5: @54 = create_car  468 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  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_704
0224: set_car @78 health_to  10000
053F: set_car @78 tires_vulnerable  0

:SMOKE3_704
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_711
0792: @34 
00A1: put_actor @34 at  1682.254 -1953.64  20.985
0173: set_actor @34 z_angle_to  266.36
05D3: unknown_action_sequence @34  1799.49 -1953.73  12.23  6  50000 

:SMOKE3_711
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_718
0792: @35 
00A1: put_actor @35 at  1679.256 -1953.635  20.985
0173: set_actor @35 z_angle_to  266.36
05D3: unknown_action_sequence @35  1799.49 -1953.73  12.23  6  50000 

:SMOKE3_718
0001: wait  250 ms
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_726
0792: @36 
00A1: put_actor @36 at  1676.74 -1953.59  20.985
0173: set_actor @36 z_angle_to  266.36
05D3: unknown_action_sequence @36  1799.49 -1953.73  12.23  6  50000 

:SMOKE3_726
0001: wait  250 ms
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_734
0792: @37 
00A1: put_actor @37 at  1675.3 -1953.67  20.985
0173: set_actor @37 z_angle_to  266.389
05D3: unknown_action_sequence @37  1799.49 -1953.73  12.23  6  50000 

:SMOKE3_734
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SMOKE3_739
06DD: set_train @40 speed  15.0 
0006: @86 =  1  ;; integer values

:SMOKE3_739
0925: (unknown)
092F:  1 
0930:  1 
0936:  1703.548 -1951.496  16.9714  1750.548 -1951.496  16.9714  10000  1 
0920:  1702.549 -1951.514  16.9159  1702.549 -1951.514  16.9159  10000  1 
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_752
0792: $PLAYER_ACTOR 
0792: $130 
00A1: put_actor $PLAYER_ACTOR at  1715.0 -1946.79  12.6
00A1: put_actor $130 at  1712.36 -1944.47  12.6

:SMOKE3_752
0006: @81 =  11  ;; integer values

:SMOKE3_753
00D6: if  0
0019:   @81 >  10  ;; integer values
004D: jump_if_false SMOKE3_860
00D6: if  0
001B:    14 > @81  ;; integer values
004D: jump_if_false SMOKE3_860
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_860
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_860
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_860
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_860
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_860
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false SMOKE3_860
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false SMOKE3_860
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  0
8019:   NOT   @81 >  11  ;; integer values
004D: jump_if_false SMOKE3_787
00A0: store_actor @35 position_to $69 $70 $71
0160: point_camera $69 $70  18.0  2

:SMOKE3_787
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false SMOKE3_797
00D6: if  0
00FE:   actor @34  0 ()near_point @49 @50 @51 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_797
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  0  0  0 -1 
0085: @61 = @34  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @82 =  1  ;; integer values

:SMOKE3_797
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false SMOKE3_806
00D6: if  0
00FE:   actor @34  0 ()near_point @46 @47 @48 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_806
0085: @61 = @34  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @82 =  2  ;; integer values

:SMOKE3_806
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false SMOKE3_815
00D6: if  0
00FE:   actor @35  0 ()near_point @49 @50 @51 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_815
0085: @61 = @35  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @83 =  1  ;; integer values

:SMOKE3_815
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false SMOKE3_824
00D6: if  0
00FE:   actor @35  0 ()near_point @46 @47 @48 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_824
0085: @61 = @35  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @83 =  2  ;; integer values

:SMOKE3_824
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false SMOKE3_833
00D6: if  0
00FE:   actor @36  0 ()near_point @49 @50 @51 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_833
0085: @61 = @36  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @84 =  1  ;; integer values

:SMOKE3_833
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false SMOKE3_842
00D6: if  0
00FE:   actor @36  0 ()near_point @46 @47 @48 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_842
0085: @61 = @36  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @84 =  2  ;; integer values

:SMOKE3_842
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false SMOKE3_851
00D6: if  0
00FE:   actor @37  0 ()near_point @49 @50 @51 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_851
0085: @61 = @37  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @85 =  1  ;; integer values

:SMOKE3_851
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false SMOKE3_860
00D6: if  0
00FE:   actor @37  0 ()near_point @46 @47 @48 radius  2.0  2.0  2.0
004D: jump_if_false SMOKE3_860
0085: @61 = @37  ;; integer values and handles
0050: gosub SMOKE3_2509
0006: @85 =  2  ;; integer values

:SMOKE3_860
00D6: if  0
0039:   @81 ==  11  ;; integer values
004D: jump_if_false SMOKE3_874
00D6: if  0
0019:   @33 >  4200  ;; integer values
004D: jump_if_false SMOKE3_874
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_874
05D3: unknown_action_sequence $130  1765.99 -1944.25  13.75  6  100000 
05D3: unknown_action_sequence $PLAYER_ACTOR  1771.1 -1946.12  13.75  6  100000 
03D1: play_wav  2
00BC: text_highpriority 'SMO3_BH'  5000 ms  1
0006: @81 =  12  ;; integer values

:SMOKE3_874
00D6: if  0
0039:   @81 ==  12  ;; integer values
004D: jump_if_false SMOKE3_883
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false SMOKE3_883
040D: unload_wav  2
00BE: text_clear_all
0006: @81 =  13  ;; integer values

:SMOKE3_883
00D6: if  0
0039:   @81 ==  13  ;; integer values
004D: jump_if_false SMOKE3_896
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false SMOKE3_896
016A: fade  0 ()  500 ms

:SMOKE3_890
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_895
0001: wait  0 ms
0002: jump SMOKE3_890

:SMOKE3_895
0006: @81 =  14  ;; integer values

:SMOKE3_896
00D6: if  0
0039:   @81 ==  14  ;; integer values
004D: jump_if_false SMOKE3_1000
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SMOKE3_1000
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1000
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  108 at  1682.618 -1957.88  20.9453
0085: @61 = @34  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @34  0 
009A: @35 = create_actor  24  110 at  1682.99 -1947.17  20.03
0085: @61 = @35  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @35  0 
009A: @36 = create_actor  24  110 at  1681.618 -1957.88  20.9453
0085: @61 = @36  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @36  0 
009A: @37 = create_actor  27  110 at  1682.5 -1945.17  20.033
0085: @61 = @37  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @37  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 unknown  0 angle  360.0 with_weapon  29
0464: put_actor @35 into_turret_on_car @40 at_car_offset  0.0  2.0  3.0 unknown  0 angle  360.0 with_weapon  29
0464: put_actor @36 into_turret_on_car @40 at_car_offset  0.0 -3.0  3.0 unknown  0 angle  360.0 with_weapon  29
0464: put_actor @37 into_turret_on_car @40 at_car_offset  0.0 -6.1  3.0 unknown  0 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: @34  20 
07DD: @35  20 
07DD: @36  30 
07DD: @37  20 
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false SMOKE3_955
08AF: @34  500 
08AF: @35  500 
08AF: @36  500 
0223: set_actor @34 health_to  500
0223: set_actor @35 health_to  500
0223: set_actor @36 health_to  500

:SMOKE3_955
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false SMOKE3_964
08AF: @34  480 
08AF: @35  500 
08AF: @36  450 
0223: set_actor @34 health_to  480
0223: set_actor @35 health_to  500
0223: set_actor @36 health_to  450

:SMOKE3_964
00D6: if  0
0039:   @98 ==  2  ;; integer values
004D: jump_if_false SMOKE3_973
08AF: @34  450 
08AF: @35  450 
08AF: @36  450 
0223: set_actor @34 health_to  450
0223: set_actor @35 health_to  450
0223: set_actor @36 health_to  450

:SMOKE3_973
00D6: if  0
0039:   @98 ==  3  ;; integer values
004D: jump_if_false SMOKE3_982
08AF: @34  350 
08AF: @35  350 
08AF: @36  350 
0223: set_actor @34 health_to  350
0223: set_actor @35 health_to  350
0223: set_actor @36 health_to  350

:SMOKE3_982
00D6: if  0
0019:   @98 >  3  ;; integer values
004D: jump_if_false SMOKE3_991
08AF: @34  300 
08AF: @35  300 
08AF: @36  300 
0223: set_actor @34 health_to  300
0223: set_actor @35 health_to  300
0223: set_actor @36 health_to  300

:SMOKE3_991
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: $PLAYER_ACTOR 
0792: $130 
0006: @32 =  0  ;; integer values
0006: @81 =  15  ;; integer values

:SMOKE3_1000
00D6: if  0
0039:   @81 ==  15  ;; integer values
004D: jump_if_false SMOKE3_1235
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1235
0006: @101 =  1  ;; integer values

:SMOKE3_1007
0701: (unknown)
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1165
016A: fade  0 ()  0 ms

:SMOKE3_1012
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_1017
0001: wait  0 ms
0002: jump SMOKE3_1012

:SMOKE3_1017
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 track  11 unknown  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  108 at  1682.618 -1957.88  20.9453
0085: @61 = @34  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @34  0 
009A: @35 = create_actor  24  110 at  1682.99 -1947.17  20.03
0085: @61 = @35  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @35  0 
009A: @36 = create_actor  24  110 at  1681.618 -1957.88  20.9453
0085: @61 = @36  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @36  0 
009A: @37 = create_actor  27  110 at  1682.5 -1945.17  20.033
0085: @61 = @37  ;; integer values and handles
0050: gosub SMOKE3_2516
0446: (unknown) @37  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 unknown  0 angle  360.0 with_weapon  29
0464: put_actor @35 into_turret_on_car @40 at_car_offset  0.0  2.0  3.0 unknown  0 angle  360.0 with_weapon  29
0464: put_actor @36 into_turret_on_car @40 at_car_offset  0.0 -3.0  3.0 unknown  0 angle  360.0 with_weapon  29
0464: put_actor @37 into_turret_on_car @40 at_car_offset  0.0 -6.1  3.0 unknown  0 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: @34  20 
07DD: @35  20 
07DD: @36  30 
07DD: @37  20 
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1088
08AF: @34  500 
08AF: @35  500 
08AF: @36  500 
0223: set_actor @34 health_to  500
0223: set_actor @35 health_to  500
0223: set_actor @36 health_to  500

:SMOKE3_1088
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1097
08AF: @34  480 
08AF: @35  500 
08AF: @36  450 
0223: set_actor @34 health_to  480
0223: set_actor @35 health_to  500
0223: set_actor @36 health_to  450

:SMOKE3_1097
00D6: if  0
0039:   @98 ==  2  ;; integer values
004D: jump_if_false SMOKE3_1106
08AF: @34  450 
08AF: @35  450 
08AF: @36  450 
0223: set_actor @34 health_to  450
0223: set_actor @35 health_to  450
0223: set_actor @36 health_to  450

:SMOKE3_1106
00D6: if  0
0039:   @98 ==  3  ;; integer values
004D: jump_if_false SMOKE3_1115
08AF: @34  300 
08AF: @35  350 
08AF: @36  350 
0223: set_actor @34 health_to  300
0223: set_actor @35 health_to  350
0223: set_actor @36 health_to  350

:SMOKE3_1115
00D6: if  0
0019:   @98 >  3  ;; integer values
004D: jump_if_false SMOKE3_1124
08AF: @34  300 
08AF: @35  300 
08AF: @36  300 
0223: set_actor @34 health_to  300
0223: set_actor @35 health_to  300
0223: set_actor @36 health_to  300

:SMOKE3_1124
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  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1137
00A5: @54 = create_car  468 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_1137
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_1142
0224: set_car @78 health_to  10000
053F: set_car @78 tires_vulnerable  0

:SMOKE3_1142
02AB: set_actor @37 immunities  1  1  1  1  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1154
00D6: if  0
00DF:   actor $130 driving
004D: jump_if_false SMOKE3_1152
0362: remove_actor $130 from_car_and_place_at  1772.918 -1941.495  12.567
0173: set_actor $130 z_angle_to  269.216
0002: jump SMOKE3_1154

:SMOKE3_1152
00A1: put_actor $130 at  1772.918 -1941.495  12.567
0173: set_actor $130 z_angle_to  269.216

:SMOKE3_1154
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SMOKE3_1160
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_1162

:SMOKE3_1160
00A1: put_actor $PLAYER_ACTOR at  1774.065 -1943.003  12.558
0173: set_actor $PLAYER_ACTOR z_angle_to  263.195

:SMOKE3_1162
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)

:SMOKE3_1165
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1201
07B4: $PLAYER_CHAR  0 
08F4:  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  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1177
00A1: put_actor $130 at  1772.918 -1941.495  12.567
0173: set_actor $130 z_angle_to  269.216

:SMOKE3_1177
0792: $PLAYER_ACTOR 
0792: $130 
0925: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
09DD:  1 
0631: put_actor $130 in_group $PLAYER_GROUP 
06F0: $PLAYER_GROUP  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: $130  4  24 
060B: unknown_actor_use_entity $130 @74 
0688: unknown_action_sequence $130  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: $PLAYER_CHAR  1 
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01EB: set_car_density_to  .5
03DE: set_pedestrians_density_multiplier_to  .5

:SMOKE3_1201
00BE: text_clear_all
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false SMOKE3_1207
0186: @125 = create_marker_above_car @54
07E0: @125  1 

:SMOKE3_1207
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_1213
02E2: set_actor @37 weapon_accuracy_to  20
0085: @61 = @37  ;; integer values and handles
0050: gosub SMOKE3_2523

:SMOKE3_1213
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
04EF: release_animation "GANGS"
0249: release_model  109
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 (back)  1000 ms
01C3: remove_references_to_car @78  ;; Like turning a car into any random car
09EF:  468  1.0  1.0  .12 
0249: release_model #TRNTRK8_LAS
0006: @81 =  14  ;; integer values

:SMOKE3_1235
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1249
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1249
00D6: if  0
0449:   actor $130 in_a_car
004D: jump_if_false SMOKE3_1249
0164: disable_marker @125
01B2: give_actor $130 weapon  32 ammo  99999  ;; Load the weapon model before using this
01B9: set_actor $130 armed_weapon_to  32
02E2: set_actor $130 weapon_accuracy_to  70
0006: @102 =  2  ;; integer values

:SMOKE3_1249
00D6: if  0
0039:   @81 ==  14  ;; integer values
004D: jump_if_false SMOKE3_1261
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1261
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false SMOKE3_1261
0164: disable_marker @125
09AD:  3 
0006: @112 =  1  ;; integer values

:SMOKE3_1261
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2096
00D6: if  0
001B:    2 > @93  ;; integer values
004D: jump_if_false SMOKE3_1290
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1280
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2272.57 -1494.89 radius  40.0  40.0
004D: jump_if_false SMOKE3_1280
00A5: @56 = create_car  466 at  2295.777 -1481.268  22.91
0129: @60 = create_actor  4  108 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_1280
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1290
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2280.45 -1480.961 radius  50.0  50.0
004D: jump_if_false SMOKE3_1290
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  466
0006: @93 =  2  ;; integer values

:SMOKE3_1290
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SMOKE3_1696
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1312
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @40 radius  50.0  50.0 unknown  0
004D: jump_if_false SMOKE3_1312
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1303
06DD: set_train @40 speed  15.0 

:SMOKE3_1303
00D6: if  0
0019:   @97 >  1  ;; integer values
004D: jump_if_false SMOKE3_1307
06DD: set_train @40 speed  18.0 

:SMOKE3_1307
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1311
06DD: set_train @40 speed  10.0 

:SMOKE3_1311
0006: @96 =  2  ;; integer values

:SMOKE3_1312
00D6: if  0
0039:   @96 ==  2  ;; integer values
004D: jump_if_false SMOKE3_1324
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @40 radius  45.0  45.0 unknown  0
004D: jump_if_false SMOKE3_1324
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1322
0006: @97 =  1  ;; integer values

:SMOKE3_1322
06DD: set_train @40 speed  28.0 
0006: @96 =  1  ;; integer values

:SMOKE3_1324
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1337
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @40 radius  20.0  20.0 unknown  0
004D: jump_if_false SMOKE3_1337
00D6: if  0
0019:   @97 >  1  ;; integer values
004D: jump_if_false SMOKE3_1335
06DD: set_train @40 speed  32.5 
0002: jump SMOKE3_1336

:SMOKE3_1335
06DD: set_train @40 speed  30.0 

:SMOKE3_1336
0006: @96 =  3  ;; integer values

:SMOKE3_1337
00D6: if  0
0039:   @96 ==  3  ;; integer values
004D: jump_if_false SMOKE3_1344
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @40 radius  20.0  20.0 unknown  0
004D: jump_if_false SMOKE3_1344
0006: @96 =  2  ;; integer values

:SMOKE3_1344
00D6: if  0
001B:    15 > @91  ;; integer values
004D: jump_if_false SMOKE3_1430
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1365
00D6: if  0
01AD:   car @40  0 ()near_point  2282.12 -1439.76  20.0  20.0
004D: jump_if_false SMOKE3_1365
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2289.69 -1034.14 radius  20.0  20.0
004D: jump_if_false SMOKE3_1364
06D8: @41 = create_train_at  2289.69 -1034.14  26.29 track  11 unknown  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_1365

:SMOKE3_1364
0006: @91 =  15  ;; integer values

:SMOKE3_1365
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1376
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false SMOKE3_1376
00D6: if  0
01AD:   car @41  0 ()near_point  2288.31 -1408.91  20.0  20.0
004D: jump_if_false SMOKE3_1376
06DD: set_train @41 speed  0.0 
0006: @91 =  2  ;; integer values

:SMOKE3_1376
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false SMOKE3_1390
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false SMOKE3_1390
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @41 radius  40.0  40.0 unknown  0
004D: jump_if_false SMOKE3_1390
00D6: if  0
82CA:   NOT   car @41 bounding_sphere_visible
004D: jump_if_false SMOKE3_1390
07BD: destroy_train @41 
0006: @91 =  3  ;; integer values

:SMOKE3_1390
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false SMOKE3_1405
00D6: if  0
01AD:   car @40  0 ()near_point  2176.87 -689.51  20.0  20.0
004D: jump_if_false SMOKE3_1405
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2283.36 -336.9 radius  30.0  30.0
004D: jump_if_false SMOKE3_1404
06D8: @41 = create_train_at  2283.36 -336.9  37.27 track  11 unknown  1 
06DC: set_train @41 acc  30.0 
06DD: set_train @41 speed  15.0 
0006: @91 =  4  ;; integer values
0002: jump SMOKE3_1405

:SMOKE3_1404
0006: @91 =  15  ;; integer values

:SMOKE3_1405
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false SMOKE3_1416
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false SMOKE3_1416
00D6: if  0
01AD:   car @41  0 ()near_point  2052.08 -583.31  20.0  20.0
004D: jump_if_false SMOKE3_1416
06DD: set_train @41 speed  0.0 
0006: @91 =  5  ;; integer values

:SMOKE3_1416
00D6: if  0
0039:   @91 ==  5  ;; integer values
004D: jump_if_false SMOKE3_1430
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false SMOKE3_1430
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @41 radius  40.0  40.0 unknown  0
004D: jump_if_false SMOKE3_1430
00D6: if  0
82CA:   NOT   car @41 bounding_sphere_visible
004D: jump_if_false SMOKE3_1430
07BD: destroy_train @41 
0006: @91 =  6  ;; integer values

:SMOKE3_1430
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1458
00D6: if  0
01AD:   car @40  0 ()near_point  2198.0 -1913.0  12.0  12.0
004D: jump_if_false SMOKE3_1458
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_1440
05C5: unknown_action_sequence @34 -1 

:SMOKE3_1440
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1444
05C5: unknown_action_sequence @35 -1 

:SMOKE3_1444
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_1448
05C5: unknown_action_sequence @36 -1 

:SMOKE3_1448
00A5: @57 = create_car  466 at  2200.07 -1731.94  12.28
0175: set_car @57 z_angle_to  277.116
009A: @58 = create_actor  26  7 at  2201.55 -1728.59  12.43
0173: set_actor @58 z_angle_to  285.1
009A: @59 = create_actor  26  7 at  2202.93 -1728.36  12.43
0173: set_actor @59 z_angle_to  393.56
0605: unknown_action_sequence @58 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0605: unknown_action_sequence @59 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @97 =  1  ;; integer values
0006: @104 =  1  ;; integer values

:SMOKE3_1458
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1480
00D6: if  0
81AD:   NOT   car @40  0 ()near_point  2198.0 -1913.0  12.0  12.0
004D: jump_if_false SMOKE3_1480
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_1469
0085: @61 = @34  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1469
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1474
0085: @61 = @35  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1474
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_1479
0085: @61 = @36  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1479
0006: @104 =  2  ;; integer values

:SMOKE3_1480
00D6: if  0
0039:   @104 ==  2  ;; integer values
004D: jump_if_false SMOKE3_1499
00D6: if  0
01AD:   car @40  0 ()near_point  2285.58 -1353.75  20.0  20.0
004D: jump_if_false SMOKE3_1499
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_1490
05C5: unknown_action_sequence @34 -1 

:SMOKE3_1490
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1494
05C5: unknown_action_sequence @35 -1 

:SMOKE3_1494
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_1498
05C5: unknown_action_sequence @36 -1 

:SMOKE3_1498
0006: @104 =  3  ;; integer values

:SMOKE3_1499
00D6: if  0
0039:   @104 ==  3  ;; integer values
004D: jump_if_false SMOKE3_1531
00D6: if  0
81AD:   NOT   car @40  0 ()near_point  2285.58 -1353.75  20.0  20.0
004D: jump_if_false SMOKE3_1531
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_1510
0085: @61 = @34  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1510
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1515
0085: @61 = @35  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1515
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_1520
0085: @61 = @36  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1520
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_1524
05BE: unknown_action_sequence @37 

:SMOKE3_1524
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_1531
00D6: if  0
0039:   @104 ==  4  ;; integer values
004D: jump_if_false SMOKE3_1546
00D6: if  0
01AD:   car @40  0 ()near_point  2121.0 -361.0  18.0  18.0
004D: jump_if_false SMOKE3_1546
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_1541
05C5: unknown_action_sequence @34 -1 

:SMOKE3_1541
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_1545
05C5: unknown_action_sequence @36 -1 

:SMOKE3_1545
0006: @104 =  5  ;; integer values

:SMOKE3_1546
00D6: if  0
0039:   @104 ==  5  ;; integer values
004D: jump_if_false SMOKE3_1563
00D6: if  0
81AD:   NOT   car @40  0 ()near_point  2121.0 -361.0  18.0  18.0
004D: jump_if_false SMOKE3_1563
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_1557
0085: @61 = @34  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1557
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_1562
0085: @61 = @36  ;; integer values and handles
0050: gosub SMOKE3_2516

:SMOKE3_1562
0006: @104 =  6  ;; integer values

:SMOKE3_1563
00D6: if  0
0039:   @104 ==  6  ;; integer values
004D: jump_if_false SMOKE3_1571
00D6: if  0
81AD:   NOT   car @40  0 ()near_point  2121.0 -361.0  18.0  18.0
004D: jump_if_false SMOKE3_1571
0006: @97 =  3  ;; integer values
0006: @104 =  7  ;; integer values

:SMOKE3_1571
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1582
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1582
00D6: if  0
01AD:   car @40  0 ()near_point  2285.53 -1120.59  20.0  20.0
004D: jump_if_false SMOKE3_1582
060B: unknown_actor_use_entity @35 @76 
0006: @105 =  2  ;; integer values

:SMOKE3_1582
00D6: if  0
0039:   @105 ==  2  ;; integer values
004D: jump_if_false SMOKE3_1594
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1594
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @40 radius  30.0  30.0 unknown  0
004D: jump_if_false SMOKE3_1594
0812: unknown_action_sequence @35 "TRAN_STMB" "TRAIN"  4.0  0  0  0  1 -1 
02AB: set_actor @35 immunities  1  1  1  1  1
0006: @105 =  3  ;; integer values

:SMOKE3_1594
00D6: if  0
0039:   @105 ==  3  ;; integer values
004D: jump_if_false SMOKE3_1610
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1610
00D6: if  0
0611: @35 "TRAN_STMB" 
004D: jump_if_false SMOKE3_1610
0613: @35 "TRAN_STMB" @39 
00D6: if  0
0043:   @39 ==  1.0  ;; floating-point values
004D: jump_if_false SMOKE3_1610
0812: unknown_action_sequence @35 "TRAN_HNG" "TRAIN"  4.0  1  0  0  0 -1 
0006: @32 =  0  ;; integer values
0006: @105 =  4  ;; integer values

:SMOKE3_1610
00D6: if  0
0039:   @105 ==  4  ;; integer values
004D: jump_if_false SMOKE3_1621
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SMOKE3_1621
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1621
0812: unknown_action_sequence @35 "TRAN_GTUP" "TRAIN"  4.0  0  0  0  0 -1 
0006: @105 =  5  ;; integer values

:SMOKE3_1621
00D6: if  0
0039:   @105 ==  5  ;; integer values
004D: jump_if_false SMOKE3_1640
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1640
00D6: if  0
0611: @35 "TRAN_GTUP" 
004D: jump_if_false SMOKE3_1640
0613: @35 "TRAN_GTUP" @39 
00D6: if  0
0043:   @39 ==  1.0  ;; floating-point values
004D: jump_if_false SMOKE3_1640
060B: unknown_actor_use_entity @35 @75 
0085: @61 = @35  ;; integer values and handles
0050: gosub SMOKE3_2516
04EF: release_animation "TRAIN"
02AB: set_actor @35 immunities  0  0  0  0  0
0006: @105 =  6  ;; integer values

:SMOKE3_1640
00D6: if  0
0019:   @105 >  0  ;; integer values
004D: jump_if_false SMOKE3_1651
00D6: if  0
001B:    6 > @105  ;; integer values
004D: jump_if_false SMOKE3_1651
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_1651
0174: @45 = car @40 z_angle
0173: set_actor @35 z_angle_to @45

:SMOKE3_1651
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1677
00D6: if  0
03CA:   object @52 exists
004D: jump_if_false SMOKE3_1673
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_1672
00D6: if  0
00EC:   actor @37  0 ()near_point  2197.53 -1913.39 radius  3.0  3.0
004D: jump_if_false SMOKE3_1672
0688: unknown_action_sequence @37  0  0  0 
0465: remove_actor @37 from_turret_mode
0619: @37  0 
04F4: align_actor @37 with_scripted_file_path_object @52 offset  2.85 -.7  5.9  0  360.0  0
0173: set_actor @37 z_angle_to  0.0
0812: unknown_action_sequence @37 "TRAN_OUCH" "TRAIN"  4.0  0  0  0  1 -1 
0006: @90 =  1  ;; integer values
0006: @106 =  1  ;; integer values
0164: disable_marker @122

:SMOKE3_1672
0002: jump SMOKE3_1677

:SMOKE3_1673
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_1677
02AB: set_actor @37 immunities  0  0  0  0  0

:SMOKE3_1677
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1696
00D6: if  0
03CA:   object @52 exists
004D: jump_if_false SMOKE3_1688
0176: @45 = object @52 z_angle
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_1688
0173: set_actor @37 z_angle_to @45

:SMOKE3_1688
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_1696
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @37 radius  50.0  50.0  0
004D: jump_if_false SMOKE3_1696
034F: destroy_actor_with_fade @37  ;; The actor fades away like a ghost
0006: @106 =  2  ;; integer values

:SMOKE3_1696
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1708
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false SMOKE3_1708
0006: @87 =  1  ;; integer values
000A: @116 +=  1  ;; integer values
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false SMOKE3_1708
0164: disable_marker @119

:SMOKE3_1708
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1720
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false SMOKE3_1720
0006: @88 =  1  ;; integer values
000A: @116 +=  1  ;; integer values
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false SMOKE3_1720
0164: disable_marker @120

:SMOKE3_1720
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1732
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false SMOKE3_1732
0006: @89 =  1  ;; integer values
000A: @116 +=  1  ;; integer values
00D6: if  0
075C:   marker @121 enabled
004D: jump_if_false SMOKE3_1732
0164: disable_marker @121

:SMOKE3_1732
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1744
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false SMOKE3_1744
0006: @90 =  1  ;; integer values
000A: @116 +=  1  ;; integer values
00D6: if  0
075C:   marker @122 enabled
004D: jump_if_false SMOKE3_1744
0164: disable_marker @122

:SMOKE3_1744
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1755
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false SMOKE3_1755
00D6: if  0
051D:   cars @57 and @40 collided
004D: jump_if_false SMOKE3_1755
020B: explode_car @57
0006: @108 =  1  ;; integer values

:SMOKE3_1755
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1760
01C3: remove_references_to_car @57  ;; Like turning a car into any random car
0006: @108 =  2  ;; integer values

:SMOKE3_1760
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1812
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1812
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1812
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SMOKE3_1812
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1787
00D6: if  0
06EE:   actor $130 in_group $PLAYER_GROUP 
004D: jump_if_false SMOKE3_1785
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_1787

:SMOKE3_1785
0006: @115 =  2  ;; integer values
00BC: text_highpriority 'SMK3_18'  5000 ms  1

:SMOKE3_1787
0A45: -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  108
0249: release_model  109
0249: release_model  110
0249: release_model  353
0249: release_model  538
0249: release_model  570
07BE: release_train @40 
01EB: set_car_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_1812
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SMOKE3_1817
00BC: text_highpriority 'SMK3_21'  5000 ms  1
0002: jump SMOKE3_2533

:SMOKE3_1817
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false SMOKE3_1914
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1826
0005: $73 =  320.0  ;; floating-point values
0005: $74 =  320.0  ;; floating-point values
0002: jump SMOKE3_1828

:SMOKE3_1826
0005: $73 =  200.0  ;; floating-point values
0005: $74 =  200.0  ;; floating-point values

:SMOKE3_1828
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SMOKE3_1914
00D6: if  0
82CA:   NOT   car @40 bounding_sphere_visible
004D: jump_if_false SMOKE3_1914
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @40 radius $73 $74 unknown  0
004D: jump_if_false SMOKE3_1914
00D6: if  23
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_1914
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
077E: @79 = active_interior
00D6: if  0
8039:   NOT   @79 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1868
016A: fade  0 ()  250 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1854
02AB: set_actor $130 immunities  1  1  1  1  1

:SMOKE3_1854
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_1859
0001: wait  0 ms
0002: jump SMOKE3_1854

:SMOKE3_1859
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1868
04BB: select_interior  0  ;; select render area
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
00A0: store_actor $130 position_to $73 $74 $75
02AB: set_actor $130 immunities  1  1  1  1  1
03CB: set_camera $73 $74 $75
016A: fade  1 (back)  250 ms

:SMOKE3_1868
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1878
0006: @109 =  1  ;; integer values
0944: $130 
05DE: unknown_action_sequence $130 
00A0: store_actor $130 position_to $73 $74 $75
0395: clear_area  0 at $73 $74  100.0 range  100.0
040D: unload_wav  1
040D: unload_wav  2

:SMOKE3_1878
03CF: load_wav  35451 as  2

:SMOKE3_1879
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SMOKE3_1884
0001: wait  0 ms
0002: jump SMOKE3_1879

:SMOKE3_1884
00BC: text_highpriority 'SMO3_MC'  4000 ms  1
03D1: play_wav  2

:SMOKE3_1886
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SMOKE3_1891
0001: wait  0 ms
0002: jump SMOKE3_1886

:SMOKE3_1891
00BE: text_clear_all
040D: unload_wav  2
00D6: if  0
8039:   NOT   @79 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1907
016A: fade  0 ()  500 ms

:SMOKE3_1897
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_1902
0001: wait  0 ms
0002: jump SMOKE3_1897

:SMOKE3_1902
04BB: select_interior @79  ;; select render area
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
03CB: set_camera $73 $74 $75
016A: fade  1 (back)  250 ms

:SMOKE3_1907
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
009B: destroy_actor_instantly $130
00BC: text_highpriority 'SMK3_13'  5000 ms  1
0002: jump SMOKE3_2533

:SMOKE3_1914
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false SMOKE3_1974
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SMOKE3_1974
00D6: if  0
01AD:   car @40  0 ()near_point  2790.52  223.63  15.0  15.0
004D: jump_if_false SMOKE3_1974
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false SMOKE3_1937
03C0: $48 = actor $PLAYER_ACTOR car
00AB: put_car $48 at  2814.828  154.135  17.2
0175: set_car $48 z_angle_to  9.0
00AD: set_car $48 max_speed_to  0.0
0002: jump SMOKE3_1939

:SMOKE3_1937
00A1: put_actor $PLAYER_ACTOR at  2814.828  154.135  17.2
0173: set_actor $PLAYER_ACTOR z_angle_to  9.0

:SMOKE3_1939
0001: wait  3000 ms
02EB: restore_camera_with_jumpcut
0001: wait  0 ms
0006: @109 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_1949
0944: $130 
05DE: unknown_action_sequence $130 
00A0: store_actor $130 position_to $73 $74 $75

:SMOKE3_1949
0395: clear_area  0 at $73 $74  100.0 range  100.0
040D: unload_wav  1
040D: unload_wav  2
03CF: load_wav  35451 as  2

:SMOKE3_1953
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SMOKE3_1958
0001: wait  0 ms
0002: jump SMOKE3_1953

:SMOKE3_1958
00BC: text_highpriority 'SMO3_MC'  4000 ms  1
03D1: play_wav  2

:SMOKE3_1960
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SMOKE3_1965
0001: wait  0 ms
0002: jump SMOKE3_1960

:SMOKE3_1965
00BE: text_clear_all
040D: unload_wav  2
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
009B: destroy_actor_instantly $130
00BC: text_highpriority 'SMK3_20'  10000 ms  1
0002: jump SMOKE3_2533

:SMOKE3_1974
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2096
00D6: if  0
06EE:   actor $130 in_group $PLAYER_GROUP 
004D: jump_if_false SMOKE3_2096
00D6: if  0
0449:   actor $130 in_a_car
004D: jump_if_false SMOKE3_2096
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false SMOKE3_2096
0050: gosub SMOKE3_2484
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1997
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_1997
04AF: @128 = unknown_wav_reference  35420 
05AA: s@129 = 'SMO3_CA'  ;; 8-byte strings
0050: gosub SMOKE3_2477
0006: @33 =  0  ;; integer values

:SMOKE3_1997
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2010
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2010
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false SMOKE3_2010
04AF: @128 = unknown_wav_reference  35429 
05AA: s@129 = 'SMO3_EB'  ;; 8-byte strings
0050: gosub SMOKE3_2477
0006: @33 =  0  ;; integer values

:SMOKE3_2010
00D6: if  0
0039:   @110 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2026
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2026
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SMOKE3_2026
00D6: if  0
0202:   actor $130 near_car @40 radius  50.0  50.0 unknown  0
004D: jump_if_false SMOKE3_2026
04AF: @128 = unknown_wav_reference  35428 
05AA: s@129 = 'SMO3_EA'  ;; 8-byte strings
0006: @117 =  1  ;; integer values
0050: gosub SMOKE3_2477

:SMOKE3_2026
00D6: if  0
0039:   @110 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2041
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2041
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false SMOKE3_2041
00D6: if  0
0202:   actor $130 near_car @41 radius  165.0  165.0 unknown  0
004D: jump_if_false SMOKE3_2041
04AF: @128 = unknown_wav_reference  35431 
05AA: s@129 = 'SMO3_FA'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2041
00D6: if  0
0039:   @110 ==  4  ;; integer values
004D: jump_if_false SMOKE3_2053
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2053
00D6: if  0
00EC:   actor $130  0 ()near_point  2180.22 -689.43 radius  60.0  60.0
004D: jump_if_false SMOKE3_2053
04AF: @128 = unknown_wav_reference  35437 
05AA: s@129 = 'SMO3_HA'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2053
00D6: if  0
0039:   @110 ==  5  ;; integer values
004D: jump_if_false SMOKE3_2069
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2069
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false SMOKE3_2069
00D6: if  0
0202:   actor $130 near_car @41 radius  100.0  100.0 unknown  0
004D: jump_if_false SMOKE3_2069
04AF: @128 = unknown_wav_reference  35433 
05AA: s@129 = 'SMO3_FC'  ;; 8-byte strings
0050: gosub SMOKE3_2477
0006: @33 =  0  ;; integer values

:SMOKE3_2069
00D6: if  0
0039:   @110 ==  6  ;; integer values
004D: jump_if_false SMOKE3_2096
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2096
00D6: if  0
0019:   @33 >  11000  ;; integer values
004D: jump_if_false SMOKE3_2096
04AF: @128 = unknown_wav_reference  35430 
05AA: s@129 = 'SMO3_EC'  ;; 8-byte strings
00D6: if  0
03CA:   object @53 exists
004D: jump_if_false SMOKE3_2087
00D6: if  0
82CC:   NOT   unknown_object @53 bounding_sphere_visible
004D: jump_if_false SMOKE3_2087
0108: destroy_object @53

:SMOKE3_2087
0249: release_model #IMY_TRACK_BARRIER
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2095
00D6: if  0
001B:    3 > @116  ;; integer values
004D: jump_if_false SMOKE3_2095
02E2: set_actor $130 weapon_accuracy_to  85

:SMOKE3_2095
0050: gosub SMOKE3_2477

:SMOKE3_2096
00D6: if  0
0039:   @80 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2300
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2300
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2110
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_2110
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2119
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SMOKE3_2119
00BC: text_highpriority 'SMO3_PC'  4000 ms  1
03D1: play_wav  1
0006: @113 =  2  ;; integer values

:SMOKE3_2119
00D6: if  0
0039:   @113 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2129
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_2129
00BE: text_clear_all
040D: unload_wav  1
0006: @113 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:SMOKE3_2129
00D6: if  0
0039:   @113 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2138
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false SMOKE3_2138
00BC: text_highpriority 'SMK3_22'  6000 ms  1
0006: @33 =  0  ;; integer values
0006: @113 =  4  ;; integer values

:SMOKE3_2138
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2230
00D6: if  0
0039:   @113 ==  4  ;; integer values
004D: jump_if_false SMOKE3_2230
00D6: if  0
06EE:   actor $130 in_group $PLAYER_GROUP 
004D: jump_if_false SMOKE3_2230
00D6: if  0
0449:   actor $130 in_a_car
004D: jump_if_false SMOKE3_2230
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false SMOKE3_2230
0050: gosub SMOKE3_2484
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2167
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2167
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false SMOKE3_2167
04AF: @128 = unknown_wav_reference  35477 
05AA: s@129 = 'SMO3_RA'  ;; 8-byte strings
0050: gosub SMOKE3_2477
0006: @33 =  0  ;; integer values

:SMOKE3_2167
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2176
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2176
04AF: @128 = unknown_wav_reference  35478 
05AA: s@129 = 'SMO3_RB'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2176
00D6: if  0
0039:   @110 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2185
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2185
04AF: @128 = unknown_wav_reference  35479 
05AA: s@129 = 'SMO3_RC'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2185
00D6: if  0
0039:   @110 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2194
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2194
04AF: @128 = unknown_wav_reference  35480 
05AA: s@129 = 'SMO3_RD'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2194
00D6: if  0
0039:   @110 ==  4  ;; integer values
004D: jump_if_false SMOKE3_2203
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2203
04AF: @128 = unknown_wav_reference  35481 
05AA: s@129 = 'SMO3_RE'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2203
00D6: if  0
0039:   @110 ==  5  ;; integer values
004D: jump_if_false SMOKE3_2212
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2212
04AF: @128 = unknown_wav_reference  35482 
05AA: s@129 = 'SMO3_RF'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2212
00D6: if  0
0039:   @110 ==  6  ;; integer values
004D: jump_if_false SMOKE3_2221
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2221
04AF: @128 = unknown_wav_reference  35483 
05AA: s@129 = 'SMO3_RG'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2221
00D6: if  0
0039:   @110 ==  7  ;; integer values
004D: jump_if_false SMOKE3_2230
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2230
04AF: @128 = unknown_wav_reference  35484 
05AA: s@129 = 'SMO3_RH'  ;; 8-byte strings
0050: gosub SMOKE3_2477

:SMOKE3_2230
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2295
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2295
00D6: if  0
00EC:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2061.68 -1694.71 radius  4.0  4.0
004D: jump_if_false SMOKE3_2295
00D6: if  0
00EC:   actor $130  0 ()near_point  2061.68 -1694.71 radius  4.0  4.0
004D: jump_if_false SMOKE3_2295
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms
02A3: toggle_widescreen  1 (on)
0006: @113 =  5  ;; integer values
040D: unload_wav  1
040D: unload_wav  2

:SMOKE3_2248
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_2253
0001: wait  0 ms
0002: jump SMOKE3_2248

:SMOKE3_2253
0792: $PLAYER_ACTOR 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2261
06C9: $130 
0792: $130 
01B9: set_actor $130 armed_weapon_to  0

:SMOKE3_2261
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SMOKE3_2267
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_2269

:SMOKE3_2267
00A1: put_actor $PLAYER_ACTOR at  2060.325 -1694.805  12.5547
0173: set_actor $PLAYER_ACTOR z_angle_to  91.3046

:SMOKE3_2269
00D6: if  0
00DF:   actor $130 driving
004D: jump_if_false SMOKE3_2275
0362: remove_actor $130 from_car_and_place_at  2057.75 -1694.79  12.554
0173: set_actor $130 z_angle_to  273.188
0002: jump SMOKE3_2277

:SMOKE3_2275
00A1: put_actor $130 at  2057.75 -1694.79  12.554
0173: set_actor $130 z_angle_to  273.188

:SMOKE3_2277
0395: clear_area  1 at  2057.75 -1694.79  100.0 range  100.0
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false SMOKE3_2283
00AB: put_car @54 at  2060.3 -1697.975  9.0
0175: set_car @54 z_angle_to  88.04

:SMOKE3_2283
04ED: load_animation "GANGS"
03CF: load_wav  35485 as  1
03CF: load_wav  35486 as  2
038B: load_requested_models

:SMOKE3_2287
00D6: if  22
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SMOKE3_2294
0001: wait  0 ms
0002: jump SMOKE3_2287

:SMOKE3_2294
0006: @80 =  4  ;; integer values

:SMOKE3_2295
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false SMOKE3_2300
00BC: text_highpriority 'SMK3_21'  5000 ms  1
0002: jump SMOKE3_2533

:SMOKE3_2300
00D6: if  0
0039:   @80 ==  4  ;; integer values
004D: jump_if_false SMOKE3_2390
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 (back)  500 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2313
0605: unknown_action_sequence $130 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  0 -1 
03D1: play_wav  1
0967: $130  10000 
00BC: text_highpriority 'SMO3_SA'  4000 ms  1

:SMOKE3_2313
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SMOKE3_2318
0001: wait  0 ms
0002: jump SMOKE3_2313

:SMOKE3_2318
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
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2327
0605: unknown_action_sequence $130 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 

:SMOKE3_2327
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SMOKE3_2332
0001: wait  0 ms
0002: jump SMOKE3_2327

:SMOKE3_2332
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2337
0687: $130 
0968: $130 

:SMOKE3_2337
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_2342
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SMOKE3_2347
0001: wait  0 ms
0002: jump SMOKE3_2342

:SMOKE3_2347
03D1: play_wav  1
00BC: text_highpriority 'SMO3_SC'  5000 ms  1
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 

:SMOKE3_2350
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SMOKE3_2355
0001: wait  0 ms
0002: jump SMOKE3_2350

:SMOKE3_2355
00BE: text_clear_all

:SMOKE3_2356
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SMOKE3_2361
0001: wait  0 ms
0002: jump SMOKE3_2356

:SMOKE3_2361
03D1: play_wav  2
00BC: text_highpriority 'SMO3_SD'  5000 ms  1

:SMOKE3_2363
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SMOKE3_2368
0001: wait  0 ms
0002: jump SMOKE3_2363

:SMOKE3_2368
016A: fade  0 ()  1500 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2374
05D3: unknown_action_sequence $130  2058.027 -1697.166  13.55  4 -1 
05D3: unknown_action_sequence $PLAYER_ACTOR  2072.723 -1694.359  13.55  4 -1 

:SMOKE3_2374
00D6: if  0
016B:   fading
004D: jump_if_false SMOKE3_2379
0001: wait  0 ms
0002: jump SMOKE3_2374

:SMOKE3_2379
009B: destroy_actor_instantly $130
0792: $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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  500 ms
00BE: text_clear_all
0002: jump SMOKE3_2535

:SMOKE3_2390
00D6: if  21
0039:   @80 ==  2  ;; integer values
0039:   @80 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2476
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2476
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2419
00D6: if  0
86EE:   NOT   actor $130 in_group $PLAYER_GROUP 
004D: jump_if_false SMOKE3_2419
00BC: text_highpriority 'SMK3_18'  5000 ms  1
0187: @118 = create_marker_above_actor $130
07E0: @118  1 
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2413
0164: disable_marker @119
0164: disable_marker @120
0164: disable_marker @121
0164: disable_marker @122

:SMOKE3_2413
00D6: if  0
0039:   @80 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2418
0164: disable_marker @124
0006: @107 =  0  ;; integer values

:SMOKE3_2418
0006: @95 =  1  ;; integer values

:SMOKE3_2419
00D6: if  0
0039:   @95 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2476
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $130 radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false SMOKE3_2476
00D6: if  0
02CB:   actor $130 bounding_sphere_visible
004D: jump_if_false SMOKE3_2476
00D6: if  0
86EE:   NOT   actor $130 in_group $PLAYER_GROUP 
004D: jump_if_false SMOKE3_2433
0631: put_actor $130 in_group $PLAYER_GROUP 
06F0: $PLAYER_GROUP  30.0 

:SMOKE3_2433
0164: disable_marker @118
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2454
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false SMOKE3_2441
0187: @119 = create_marker_above_actor @34

:SMOKE3_2441
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SMOKE3_2445
0187: @120 = create_marker_above_actor @35

:SMOKE3_2445
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SMOKE3_2449
0187: @121 = create_marker_above_actor @36

:SMOKE3_2449
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SMOKE3_2453
0187: @122 = create_marker_above_actor @37

:SMOKE3_2453
00BC: text_highpriority 'SMK3_3'  5000 ms  1

:SMOKE3_2454
00D6: if  0
0039:   @80 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2463
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2463
00BC: text_highpriority 'SMK3_22'  5000 ms  1
018A: @124 = create_checkpoint_at  2061.68 -1694.71  12.554
0006: @107 =  1  ;; integer values

:SMOKE3_2463
00D6: if  0
0039:   @115 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2475
00D6: if  0
0039:   @80 ==  3  ;; integer values
004D: jump_if_false SMOKE3_2475
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_2475
0006: @95 =  0  ;; integer values

:SMOKE3_2476
0002: jump SMOKE3_186

:SMOKE3_2477
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false SMOKE3_2483
03CF: load_wav @128 as  1
05AA: s@126 = s@129  ;; 8-byte strings
0006: @111 =  1  ;; integer values

:SMOKE3_2483
0051: return

:SMOKE3_2484
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2493
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SMOKE3_2493
00BC: text_highpriority s@126  4000 ms  1
03D1: play_wav  1
0006: @111 =  2  ;; integer values

:SMOKE3_2493
00D6: if  0
0039:   @111 ==  2  ;; integer values
004D: jump_if_false SMOKE3_2508
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SMOKE3_2508
000A: @110 +=  1  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false SMOKE3_2507
00BC: text_highpriority 'SMK3_25'  6000 ms  1
0006: @117 =  2  ;; integer values

:SMOKE3_2507
0006: @111 =  0  ;; integer values

:SMOKE3_2508
0051: return

:SMOKE3_2509
0615: @62 
05BC: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  1799.49 -1953.73  12.23  6  50000 
0616: @62 
0618: @61 @62 
061B: @62 
0051: return

:SMOKE3_2516
0615: @63 
0638: unknown_action_sequence -1  1 
0688: unknown_action_sequence -1  1  0  0 
0616: @63 
0618: @61 @63 
061B: @63 
0051: return

:SMOKE3_2523
0615: @65 
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false SMOKE3_2529
05E2: unknown_action_sequence -1 $130 

:SMOKE3_2529
0616: @65 
0618: @61 @65 
061B: @65 
0051: return

:SMOKE3_2533
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SMOKE3_2535
0008: $SMOKES_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SMOKE_3'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  5  5000 ms  1
0394: play_music  1
0998: add_respect  5 
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:SMOKE3_2543
0004: $ON_MISSION =  0  ;; integer values
02EB: restore_camera_with_jumpcut
09AD:  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: -1.0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SMOKE3_2555
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)

:SMOKE3_2555
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false SMOKE3_2559
053F: set_car @54 tires_vulnerable  1

:SMOKE3_2559
06DA: (unknown)
06D7:  1 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_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 $130  ;; 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  108
0249: release_model  109
0249: release_model  110
0249: release_model  353
0249: release_model  346
0249: release_model  468
0249: release_model  538
0249: release_model  570
0249: release_model #IMMMCRAN
0249: release_model  419
0249: release_model  466
0249: release_model  372
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  0
8119:   NOT   car @40 wrecked
004D: jump_if_false SMOKE3_2606
09CF: set_train @40 flag  1 

:SMOKE3_2606
09F0: (unknown)
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false SMOKE3_2614
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: $PLAYER_ACTOR  0 

:SMOKE3_2614
01B7: release_weather
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false SMOKE3_2620
0224: set_car @78 health_to  1000
053F: set_car @78 tires_vulnerable  1

:SMOKE3_2620
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: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 30---------------
; Originally: Just Business


:DRUGS1_1
03A4: name_thread 'DRUGS1'
0050: gosub DRUGS1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DRUGS1_7
0050: gosub DRUGS1_6736

:DRUGS1_7
0050: gosub DRUGS1_6747
004E: end_thread

:DRUGS1_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_16
00D6: if  0
8248:   NOT   model #LAE_SMOKECUTSCENE available
004D: jump_if_false DRUGS1_21
0001: wait  0 ms
0002: jump DRUGS1_16

:DRUGS1_21
029B: @290 = init_object #LAE_SMOKECUTSCENE at  2055.0 -1695.0  15.0
02E4: load_cutscene_data 'SMOKE4A'

:DRUGS1_23
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DRUGS1_28
0001: wait  0 ms
0002: jump DRUGS1_23

:DRUGS1_28
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DRUGS1_30
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DRUGS1_35
0001: wait  0 ms
0002: jump DRUGS1_30

:DRUGS1_35
016A: fade  0 ()  0 ms

:DRUGS1_36
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS1_41
0001: wait  0 ms
0002: jump DRUGS1_36

:DRUGS1_41
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  466
0247: request_model  91
0247: request_model  93
0247: request_model  111
0247: request_model  112
023C: load_special_actor  1 'SMOKE'
03CF: load_wav  35802 as  2
038B: load_requested_models

:DRUGS1_54
00D6: if  24
8248:   NOT   model  466 available
8248:   NOT   model  111 available
8248:   NOT   model  111 available
8248:   NOT   model  91 available
8248:   NOT   model  93 available
004D: jump_if_false DRUGS1_63
0001: wait  0 ms
0002: jump DRUGS1_54

:DRUGS1_63
00D6: if  21
823D:   NOT   special_actor  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS1_69
0001: wait  0 ms
0002: jump DRUGS1_63

:DRUGS1_69
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  466 numberplate "_A2TMFK_" 
00A5: @34 = create_car  466 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: $130 = create_actor  23  290 in_car @34 passenger_seat  0
09F6: $130  0 
09B5: $130  0 
0223: set_actor $130 health_to  500
0446: (unknown) $130  0 
0568: $130  1
060B: unknown_actor_use_entity $130 @35 
039E: (unknown) $130  1 
0526: unknown_actor $130  1
0828:  1 
036A: put_actor $PLAYER_ACTOR in_car @34
03C7: unknown_maby_cops_density  0.0
06D0:  0 
016A: fade  1 (back)  1500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0489: unknown_actor $PLAYER_ACTOR flag  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
0006: @33 =  0  ;; integer values
07B4: $PLAYER_CHAR  0 
08F4:  0 
0A09: $130  1 
0A09: $PLAYER_ACTOR  1 

:DRUGS1_191
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DRUGS1_196
0002: jump DRUGS1_6738

:DRUGS1_196
00D6: if  0
8019:   NOT   @280 >  7  ;; integer values
004D: jump_if_false DRUGS1_204
00D6: if  0
0118:   actor $130 dead
004D: jump_if_false DRUGS1_204
00BC: text_highpriority 'DGS1_60'  7000 ms  1
0002: jump DRUGS1_6736

:DRUGS1_204
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1163
00D6: if  0
0039:   @90 ==  11  ;; integer values
004D: jump_if_false DRUGS1_222
00D6: if  0
001A:    6 > $6898  ;; integer values
004D: jump_if_false DRUGS1_222
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  1744.2 -1686.68  1698.34 -1616.4
004D: jump_if_false DRUGS1_222
00D6: if  0
82CB:   NOT   actor $130 bounding_sphere_visible
004D: jump_if_false DRUGS1_222
0321: kill_actor $130
00BC: text_highpriority 'DGS1_3'  7000 ms  1
0002: jump DRUGS1_6736

:DRUGS1_222
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false DRUGS1_240
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_240
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRUGS1_240
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRUGS1_240
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRUGS1_240
018A: @88 = create_checkpoint_at  1722.568 -1597.92  12.405
00BC: text_highpriority 'DGS1_1'  10000 ms  1
0006: @90 =  1  ;; integer values

:DRUGS1_240
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false DRUGS1_284
00D6: if  21
0039:   @90 ==  1  ;; integer values
0039:   @90 ==  100  ;; integer values
004D: jump_if_false DRUGS1_284
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false DRUGS1_265
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRUGS1_265
00D6: if  0
8448:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRUGS1_265
0186: @87 = create_marker_above_car @34
07E0: @87  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
0006: @91 =  1  ;; integer values

:DRUGS1_265
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false DRUGS1_284
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRUGS1_284
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRUGS1_284
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  0
0019:   @282 >  12  ;; integer values
004D: jump_if_false DRUGS1_282
00BC: text_highpriority 'DGS1_1'  5000 ms  1

:DRUGS1_282
0006: @90 =  1  ;; integer values
0006: @91 =  0  ;; integer values

:DRUGS1_284
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false DRUGS1_417
0050: gosub DRUGS1_6678
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false DRUGS1_300
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_300
00D6: if  0
0019:   @33 >  6500  ;; integer values
004D: jump_if_false DRUGS1_300
04AF: @239 = unknown_wav_reference  35600 
05AA: s@240 = 'SMO4_AA'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_300
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false DRUGS1_309
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_309
04AF: @239 = unknown_wav_reference  35601 
05AA: s@240 = 'SMO4_AB'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_309
00D6: if  0
0039:   @282 ==  2  ;; integer values
004D: jump_if_false DRUGS1_318
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_318
04AF: @239 = unknown_wav_reference  35602 
05AA: s@240 = 'SMO4_AC'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_318
00D6: if  0
0039:   @282 ==  3  ;; integer values
004D: jump_if_false DRUGS1_327
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_327
04AF: @239 = unknown_wav_reference  35603 
05AA: s@240 = 'SMO4_AD'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_327
00D6: if  0
0039:   @282 ==  4  ;; integer values
004D: jump_if_false DRUGS1_336
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_336
04AF: @239 = unknown_wav_reference  35604 
05AA: s@240 = 'SMO4_AE'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_336
00D6: if  0
0039:   @282 ==  5  ;; integer values
004D: jump_if_false DRUGS1_345
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_345
04AF: @239 = unknown_wav_reference  35605 
05AA: s@240 = 'SMO4_AF'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_345
00D6: if  0
0039:   @282 ==  6  ;; integer values
004D: jump_if_false DRUGS1_354
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_354
04AF: @239 = unknown_wav_reference  35606 
05AA: s@240 = 'SMO4_AG'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_354
00D6: if  0
0039:   @282 ==  7  ;; integer values
004D: jump_if_false DRUGS1_363
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_363
04AF: @239 = unknown_wav_reference  35607 
05AA: s@240 = 'SMO4_AH'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_363
00D6: if  0
0039:   @282 ==  7  ;; integer values
004D: jump_if_false DRUGS1_372
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_372
04AF: @239 = unknown_wav_reference  35608 
05AA: s@240 = 'SMO4_AJ'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_372
00D6: if  0
0039:   @282 ==  8  ;; integer values
004D: jump_if_false DRUGS1_381
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_381
04AF: @239 = unknown_wav_reference  35609 
05AA: s@240 = 'SMO4_AK'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_381
00D6: if  0
0039:   @282 ==  9  ;; integer values
004D: jump_if_false DRUGS1_390
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_390
04AF: @239 = unknown_wav_reference  35610 
05AA: s@240 = 'SMO4_AL'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_390
00D6: if  0
0039:   @282 ==  10  ;; integer values
004D: jump_if_false DRUGS1_399
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_399
04AF: @239 = unknown_wav_reference  35611 
05AA: s@240 = 'SMO4_AM'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_399
00D6: if  0
0039:   @282 ==  11  ;; integer values
004D: jump_if_false DRUGS1_408
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_408
04AF: @239 = unknown_wav_reference  35612 
05AA: s@240 = 'SMO4_AN'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_408
00D6: if  0
0039:   @282 ==  12  ;; integer values
004D: jump_if_false DRUGS1_417
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_417
04AF: @239 = unknown_wav_reference  35613 
05AA: s@240 = 'SMO4_AO'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_417
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false DRUGS1_643
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRUGS1_643
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_643
00D6: if  0
0448:   actor $130 in_car @34
004D: jump_if_false DRUGS1_643
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRUGS1_643
00D6: if  0
01AF:   car @34  1 (in-sphere)near_point  1722.568 -1597.92  12.45 radius  4.0  4.0  5.0
004D: jump_if_false DRUGS1_643
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08E7:  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_car_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: unknown_action_sequence $130 
0633: unknown_action_sequence $PLAYER_ACTOR 
016A: fade  0 ()  2000 ms

:DRUGS1_448
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS1_453
0001: wait  0 ms
0002: jump DRUGS1_448

:DRUGS1_453
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0247: request_model  352
0247: request_model  346
0247: request_model  353
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_463
00D6: if  24
8248:   NOT   model  346 available
8248:   NOT   model  353 available
84EE:   NOT   animation "JST_BUISNESS" loaded
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS1_472
0001: wait  0 ms
0002: jump DRUGS1_463

:DRUGS1_472
00D6: if  0
8248:   NOT   model  353 available
004D: jump_if_false DRUGS1_477
0001: wait  0 ms
0002: jump DRUGS1_472

:DRUGS1_477
009A: @37 = create_actor  24  93 at  1718.282 -1633.178  19.2035
0489: unknown_actor @37 flag  1
0173: set_actor @37 z_angle_to  59.5412
0812: unknown_action_sequence @37 "SEAT_IDLE" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @37 @35 
0489: unknown_actor @37 flag  1
009A: @38 = create_actor  24  93 at  1717.72 -1633.952  19.2029
0173: set_actor @38 z_angle_to  313.3566
0489: unknown_actor @38 flag  1
0812: unknown_action_sequence @38 "SEAT_IDLE" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @38 @35 
0489: unknown_actor @38 flag  1
009A: @39 = create_actor  24  93 at  1712.811 -1629.454  19.201
0173: set_actor @39 z_angle_to  48.5227
0489: unknown_actor @39 flag  1
0812: unknown_action_sequence @39 "SEAT_IDLE" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @39 @35 
0489: unknown_actor @39 flag  1
009A: @40 = create_actor  24  93 at  1712.146 -1630.165  19.2003
0173: set_actor @40 z_angle_to  322.1413
0489: unknown_actor @40 flag  1
0812: unknown_action_sequence @40 "SEAT_IDLE" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @40 @35 
0489: unknown_actor @40 flag  1
009A: @41 = create_actor  24  93 at  1732.528 -1627.45  19.2044
0173: set_actor @41 z_angle_to  275.6598
0489: unknown_actor @41 flag  1
0812: unknown_action_sequence @41 "SEAT_IDLE" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @41 @35 
0489: unknown_actor @41 flag  1
009A: @42 = create_actor  24  111 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: @42  1 
009A: @43 = create_actor  24  112 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: @43  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: @43  1 
07DD: @43  50 
009A: @44 = create_actor  24  112 at  1722.311 -1658.636  19.108
0173: set_actor @44 z_angle_to  352.526
060B: unknown_actor_use_entity @44 @36 
081A: @44  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: @44  1 
009A: @45 = create_actor  24  111 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: @45  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: @45  1 
08AF: @45  150 
0223: set_actor @45 health_to  150
07DD: @45  50 
009A: @46 = create_actor  24  111 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: @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: @46  1 
009A: @47 = create_actor  24  111 at  1718.711 -1655.182  19.108
0173: set_actor @47 z_angle_to  327.782
060B: unknown_actor_use_entity @47 @35 
081A: @47  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: @47  1 
009A: @48 = create_actor  24  112 at  1701.8 -1650.28  19.26
0173: set_actor @48 z_angle_to  265.623
060B: unknown_actor_use_entity @48 @35 
081A: @48  2 
01B2: give_actor @48 weapon  22 ammo  9999  ;; Load the weapon model before using this
08AF: @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: @48  1 
07DD: @48  50 
009A: @51 = create_actor  24  112 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: @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: @51  1 
009A: @52 = create_actor  24  112 at  1701.897 -1668.039  19.23
0173: set_actor @52 z_angle_to  276.178
060B: unknown_actor_use_entity @52 @35 
081A: @52  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: @52  1 
08AF: @52  150 
0223: set_actor @52 health_to  150
009A: @53 = create_actor  24  111 at  1725.037 -1672.69  22.735
0173: set_actor @53 z_angle_to  127.283
060B: unknown_actor_use_entity @53 @35 
081A: @53  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: @53  1 
07DD: @53  50 
009A: @54 = create_actor  24  111 at  1733.358 -1664.599  22.747
0173: set_actor @54 z_angle_to  141.981
060B: unknown_actor_use_entity @54 @35 
081A: @54  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: @54  1 
08AF: @54  150 
0223: set_actor @54 health_to  150
0A0B:  1726.993 -1628.007  20.2  8.98 
0A0B:  1726.993 -1628.007  20.2  169.7 
0006: @90 =  2  ;; integer values

:DRUGS1_643
00D6: if  0
0039:   @90 ==  2  ;; integer values
004D: jump_if_false DRUGS1_671
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_671
00D6: if  0
80DF:   NOT   actor $130 driving
004D: jump_if_false DRUGS1_671
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DRUGS1_671
0792: $PLAYER_ACTOR 
0792: $130 
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 $130 at  1726.815 -1633.001  19.18
0173: set_actor $130 z_angle_to  180.0
009A: @63 = create_actor  24  91 at  1727.757 -1632.918  19.18
0173: set_actor @63 z_angle_to  270.0
060B: unknown_actor_use_entity @63 @35 
0489: unknown_actor @63 flag  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_671
00D6: if  0
0039:   @90 ==  8  ;; integer values
004D: jump_if_false DRUGS1_863
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false DRUGS1_683
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DRUGS1_683
00BE: text_clear_all
016A: fade  1 (back)  500 ms
0006: @99 =  2  ;; integer values

:DRUGS1_683
00D6: if  0
0039:   @99 ==  2  ;; integer values
004D: jump_if_false DRUGS1_703
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_703
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS1_703
0619: @63  0 
0619: $130  0 
0619: $PLAYER_ACTOR  0 
0812: unknown_action_sequence $PLAYER_ACTOR "PLAYER_01" "JST_BUISNESS"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence $130 "SMOKE_01" "JST_BUISNESS"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence @63 "GIRL_01" "JST_BUISNESS"  1000.0  0  0  0  1 -1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0006: @33 =  0  ;; integer values
0006: @93 =  0  ;; integer values
0707: unknown_bunnyjump DRUGS1_876 
0006: @99 =  3  ;; integer values

:DRUGS1_703
00D6: if  0
0039:   @99 ==  3  ;; integer values
004D: jump_if_false DRUGS1_718
00D6: if  0
0019:   @33 >  2066  ;; integer values
004D: jump_if_false DRUGS1_718
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  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_716
0967: $130  10000 

:DRUGS1_716
00BC: text_highpriority 'SMO4_BA'  5000 ms  1
0006: @99 =  4  ;; integer values

:DRUGS1_718
00D6: if  0
0039:   @99 ==  4  ;; integer values
004D: jump_if_false DRUGS1_740
00D6: if  0
0019:   @33 >  4999  ;; integer values
004D: jump_if_false DRUGS1_740
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_740
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  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_735
0968: $130 

:DRUGS1_735
00BC: text_highpriority 'SMO4_BB'  5000 ms  1
0967: $PLAYER_ACTOR  10000 
040D: unload_wav  1
03CF: load_wav  35616 as  1
0006: @99 =  5  ;; integer values

:DRUGS1_740
00D6: if  0
0039:   @99 ==  5  ;; integer values
004D: jump_if_false DRUGS1_759
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_759
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_759
0968: $PLAYER_ACTOR 
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_755
0967: $130  10000 

:DRUGS1_755
00BC: text_highpriority 'SMO4_BC'  5000 ms  1
040D: unload_wav  2
03CF: load_wav  35617 as  2
0006: @99 =  6  ;; integer values

:DRUGS1_759
00D6: if  0
0039:   @99 ==  6  ;; integer values
004D: jump_if_false DRUGS1_772
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_772
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS1_772
03D1: play_wav  2
00BC: text_highpriority 'SMO4_BD'  5000 ms  1
03CF: load_wav  35618 as  1
0006: @99 =  7  ;; integer values

:DRUGS1_772
00D6: if  0
0039:   @99 ==  7  ;; integer values
004D: jump_if_false DRUGS1_803
00D6: if  0
0019:   @33 >  9999  ;; integer values
004D: jump_if_false DRUGS1_803
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false DRUGS1_803
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_803
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_803
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_791
0968: $130 

:DRUGS1_791
0792: @63 
00A1: put_actor @63 at  1732.785 -1633.043  19.2
0173: set_actor @63 z_angle_to  0.0
0812: unknown_action_sequence @63 "GIRL_02" "JST_BUISNESS"  1000.0  0  0  0  1 -1 
03D1: play_wav  1
00BC: text_highpriority 'SMO4_BE'  3000 ms  1
041D: set_camera_near_clip  .09 
0967: $PLAYER_ACTOR  2000 
040D: unload_wav  2
03CF: load_wav  35619 as  2
0006: @129 =  1  ;; integer values
0006: @99 =  8  ;; integer values

:DRUGS1_803
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false DRUGS1_811
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_811
0968: $PLAYER_ACTOR 
0006: @129 =  2  ;; integer values

:DRUGS1_811
00D6: if  0
0039:   @99 ==  8  ;; integer values
004D: jump_if_false DRUGS1_831
00D6: if  0
0019:   @33 >  18500  ;; integer values
004D: jump_if_false DRUGS1_831
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS1_831
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_831
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  .1 
03D1: play_wav  2
00BC: text_highpriority 'SMO4_BF'  3000 ms  1
040D: unload_wav  1
03CF: load_wav  35620 as  1
0006: @99 =  9  ;; integer values

:DRUGS1_831
00D6: if  0
0039:   @99 ==  9  ;; integer values
004D: jump_if_false DRUGS1_844
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_844
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_844
0968: $PLAYER_ACTOR 
03D1: play_wav  1
00BC: text_highpriority 'SMO4_BG'  5000 ms  1
0006: @99 =  10  ;; integer values

:DRUGS1_844
00D6: if  0
0039:   @99 ==  10  ;; integer values
004D: jump_if_false DRUGS1_863
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_863
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_863
00D6: if  0
0611: $PLAYER_ACTOR "PLAYER_01" 
004D: jump_if_false DRUGS1_863
0613: $PLAYER_ACTOR "PLAYER_01" @62 
00D6: if  0
0043:   @62 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS1_863
0006: @90 =  10  ;; integer values
0006: @99 =  11  ;; integer values

:DRUGS1_863
00D6: if  0
0039:   @90 ==  10  ;; integer values
004D: jump_if_false DRUGS1_1163
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRUGS1_1163
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1163
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @93 =  1  ;; integer values

:DRUGS1_876
0701: (unknown)
016A: fade  0 ()  1000 ms

:DRUGS1_878
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS1_883
0001: wait  0 ms
0002: jump DRUGS1_878

:DRUGS1_883
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  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1045
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  91
0249: release_model  93
00A6: destroy_car @34
0249: release_model  466
009A: @42 = create_actor  24  111 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: @42  1 
009A: @43 = create_actor  24  112 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: @43  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: @43  50 
0961: @43  1 
009A: @44 = create_actor  24  112 at  1722.311 -1658.636  19.108
0173: set_actor @44 z_angle_to  352.526
060B: unknown_actor_use_entity @44 @36 
081A: @44  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: @44  1 
009A: @45 = create_actor  24  111 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: @45  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: @45  1 
08AF: @45  150 
0223: set_actor @45 health_to  150
07DD: @45  50 
009A: @46 = create_actor  24  111 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: @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: @46  1 
009A: @47 = create_actor  24  111 at  1718.711 -1655.182  19.108
0173: set_actor @47 z_angle_to  327.782
060B: unknown_actor_use_entity @47 @35 
081A: @47  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: @47  1 
009A: @48 = create_actor  24  112 at  1701.8 -1650.28  19.26
0173: set_actor @48 z_angle_to  265.623
060B: unknown_actor_use_entity @48 @35 
081A: @48  2 
01B2: give_actor @48 weapon  22 ammo  9999  ;; Load the weapon model before using this
08AF: @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: @48  1 
07DD: @48  60 
009A: @51 = create_actor  24  112 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: @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: @51  1 
009A: @52 = create_actor  24  112 at  1701.897 -1668.039  19.23
0173: set_actor @52 z_angle_to  276.178
060B: unknown_actor_use_entity @52 @35 
081A: @52  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: @52  1 
08AF: @52  150 
0223: set_actor @52 health_to  150
009A: @53 = create_actor  24  111 at  1725.037 -1672.69  22.735
0173: set_actor @53 z_angle_to  127.283
060B: unknown_actor_use_entity @53 @35 
081A: @53  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: @53  1 
07DD: @53  50 
009A: @54 = create_actor  24  111 at  1733.358 -1664.599  22.747
0173: set_actor @54 z_angle_to  141.981
060B: unknown_actor_use_entity @54 @35 
081A: @54  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: @54  1 
08AF: @54  150 
0223: set_actor @54 health_to  150

:DRUGS1_1045
00D6: if  0
0038:   $6898 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1077
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1077
0792: $130 
0619: $130  1 
0619: $PLAYER_ACTOR  1 
0968: $130 
0968: $PLAYER_ACTOR 
00A1: put_actor $130 at  1727.884 -1641.127  19.2323
0173: set_actor $130 z_angle_to  182.5173
08AD: $130  1727.009 -1635.826  1.0 
0187: @89 = create_marker_above_actor $130
02E2: set_actor $130 weapon_accuracy_to  100
0860: link_actor $130 to_interior  18 
07E0: @89  1 
08AD: $PLAYER_ACTOR  1727.009 -1635.826  1.0 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
03CB: set_camera  1727.884 -1641.127  19.2323
01B2: give_actor $130 weapon  28 ammo  99999  ;; Load the weapon model before using this
08AF: $130  500 
0223: set_actor $130 health_to  500
0226: $6897 = actor $130 health
07DD: $130  55 
0014: $6897 /=  5  ;; integer values
03C4: set_status_text_to $6897  1 (bar) 'DGS1_58'
04EB: unknown_action_sequence $130  1 
0004: $6898 =  1  ;; integer values

:DRUGS1_1077
040D: unload_wav  1
03CF: load_wav  35624 as  1
02A3: toggle_widescreen  1 (on)
0792: $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  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1087
02AB: set_actor $130 immunities  1  1  1  1  1

:DRUGS1_1087
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRUGS1_1092
0001: wait  0 ms
0002: jump DRUGS1_1087

:DRUGS1_1092
016A: fade  1 (back)  250 ms
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_1098
03D1: play_wav  1
00BC: text_highpriority 'SMO4_BL'  2500 ms  1

:DRUGS1_1098
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_1107
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1107
0085: @79 = @42  ;; integer values and handles
008B: @80 = $130  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_1107
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_1116
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1116
0085: @79 = @44  ;; integer values and handles
008B: @80 = $130  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_1116
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: unknown_action_sequence $PLAYER_ACTOR  1 
05D3: unknown_action_sequence $PLAYER_ACTOR  1724.626 -1640.693  20.2245  4 -1 
0006: @32 =  0  ;; integer values

:DRUGS1_1121
00D6: if  21
80EF:   NOT   actor $PLAYER_ACTOR stopped  0 ()near_point  1724.626 -1640.693 radius  1.5  1.5  
8019:   NOT   @32 >  1500  ;; integer values
004D: jump_if_false DRUGS1_1127
0001: wait  0 ms
0002: jump DRUGS1_1121

:DRUGS1_1127
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_1131
00BE: text_clear_all

:DRUGS1_1131
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: $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
02A3: toggle_widescreen  0 (off)
0619: $PLAYER_ACTOR  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  93
0249: release_model  91
009B: destroy_actor_instantly @63
00A6: destroy_car @34
0249: release_model  466
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
04EB: unknown_action_sequence $PLAYER_ACTOR  1 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1155
02AB: set_actor $130 immunities  0  0  0  0  0

:DRUGS1_1155
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_1163
00D6: if  0
0039:   @90 ==  11  ;; integer values
004D: jump_if_false DRUGS1_2089
00D6: if  0
0039:   @128 ==  2  ;; integer values
004D: jump_if_false DRUGS1_2089
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1174
0226: $6897 = actor $130 health
0014: $6897 /=  5  ;; integer values

:DRUGS1_1174
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1780
00D6: if  0
0038:   $6898 ==  1  ;; integer values
004D: jump_if_false DRUGS1_1247
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_1186
0085: @79 = @43  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_1186
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_1192
0085: @79 = @45  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_1192
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS1_1201
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1201
0085: @79 = @46  ;; integer values and handles
008B: @80 = $130  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_1201
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_1207
0085: @79 = @47  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_1207
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_1213
0085: @79 = @51  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_1213
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS1_1225
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 =  22.84935  ;; 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_6706

:DRUGS1_1225
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1245
0006: @122 =  1  ;; integer values
0615: @69 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_1236
05E2: unknown_action_sequence -1 @42 

:DRUGS1_1236
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_1240
05E2: unknown_action_sequence -1 @43 

:DRUGS1_1240
0638: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  1727.717 -1658.271  20.277  6 -1 
0616: @69 
0618: $130 @69 
061B: @69 

:DRUGS1_1245
0006: @32 =  0  ;; integer values
0004: $6898 =  2  ;; integer values

:DRUGS1_1247
00D6: if  0
0038:   $6898 ==  2  ;; integer values
004D: jump_if_false DRUGS1_1279
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1279
062E: $130  1560 @77 
00D6: if  0
04A4: @77  7 
004D: jump_if_false DRUGS1_1279
02E2: set_actor $130 weapon_accuracy_to  50
0615: @70 
0006: @122 =  2  ;; integer values
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_1265
05E2: unknown_action_sequence -1 @44 

:DRUGS1_1265
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS1_1269
05E2: unknown_action_sequence -1 @52 

:DRUGS1_1269
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS1_1273
05E2: unknown_action_sequence -1 @53 

:DRUGS1_1273
0638: unknown_action_sequence -1  0 
05F5: unknown_action_sequence -1  1719.854 -1666.667  20.271  6 -1 
0616: @70 
0618: $130 @70 
061B: @70 
0004: $6898 =  3  ;; integer values

:DRUGS1_1279
00D6: if  0
0038:   $6898 ==  3  ;; integer values
004D: jump_if_false DRUGS1_1310
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1310
062E: $130  1560 @77 
00D6: if  0
04A4: @77  7 
004D: jump_if_false DRUGS1_1310
0006: @122 =  3  ;; integer values
0615: @71 
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS1_1296
05E2: unknown_action_sequence -1 @46 

:DRUGS1_1296
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_1300
05E2: unknown_action_sequence -1 @47 

:DRUGS1_1300
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS1_1304
05E2: unknown_action_sequence -1 @48 

:DRUGS1_1304
0638: unknown_action_sequence -1  0 
05F5: unknown_action_sequence -1  1713.96 -1668.24  19.27  6 -1 
0616: @71 
0618: $130 @71 
061B: @71 
0004: $6898 =  4  ;; integer values

:DRUGS1_1310
00D6: if  0
0038:   $6898 ==  4  ;; integer values
004D: jump_if_false DRUGS1_1340
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1340
062E: $130  1560 @77 
00D6: if  0
04A4: @77  7 
004D: jump_if_false DRUGS1_1340
0006: @122 =  4  ;; integer values
0615: @72 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_1328
05E2: unknown_action_sequence -1 @45 

:DRUGS1_1328
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_1332
05E2: unknown_action_sequence -1 @51 

:DRUGS1_1332
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRUGS1_1336
05E2: unknown_action_sequence -1 @54 

:DRUGS1_1336
0616: @72 
0618: $130 @72 
061B: @72 
0004: $6898 =  5  ;; integer values

:DRUGS1_1340
00D6: if  0
0038:   $6898 ==  5  ;; integer values
004D: jump_if_false DRUGS1_1359
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1359
062E: $130  1560 @77 
00D6: if  0
04A4: @77  7 
004D: jump_if_false DRUGS1_1359
0006: @122 =  5  ;; integer values
0615: @73 
0638: unknown_action_sequence -1  0 
05F5: unknown_action_sequence -1  1704.45 -1667.71  19.68  6 -1 
0638: unknown_action_sequence -1  1 
0616: @73 
0618: $130 @73 
061B: @73 
0004: $6898 =  6  ;; integer values

:DRUGS1_1359
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1371
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_1371
00D6: if  0
051A:   unknown_actor @44 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS1_1371
0638: unknown_action_sequence @44  0 
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 
0006: @94 =  1  ;; integer values

:DRUGS1_1371
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1380
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1727.0 -1637.0  20.0 radius  3.0  3.0  5.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1700.19 -1667.58  20.0 radius  6.5  6.5  5.0
004D: jump_if_false DRUGS1_1380
034F: destroy_actor_with_fade @41  ;; The actor fades away like a ghost
0006: @95 =  1  ;; integer values

:DRUGS1_1380
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1414
00D6: if  0
056D:   unknown_actor @48 dead_but_valid
004D: jump_if_false DRUGS1_1414
00D6: if  22
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1707.16 -1643.73  17.0  1735.9 -1653.46  22.0
051A:   unknown_actor @48 hit_by_actor $PLAYER_ACTOR
0118:   actor @44 dead
004D: jump_if_false DRUGS1_1414
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS1_1401
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_6714

:DRUGS1_1401
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS1_1413
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_6706

:DRUGS1_1413
0006: @96 =  1  ;; integer values

:DRUGS1_1414
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1438
00D6: if  0
056D:   unknown_actor @54 dead_but_valid
004D: jump_if_false DRUGS1_1438
00D6: if  22
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1738.42 -1651.07  17.0  1698.7 -1659.61  22.0
051A:   unknown_actor @54 hit_by_actor $PLAYER_ACTOR
0118:   actor @45 dead
004D: jump_if_false DRUGS1_1438
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRUGS1_1437
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_6706

:DRUGS1_1437
0006: @98 =  1  ;; integer values

:DRUGS1_1438
00D6: if  0
001A:    7 > $6898  ;; integer values
004D: jump_if_false DRUGS1_1551
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1451
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false DRUGS1_1451
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_1451
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1461
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false DRUGS1_1461
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_1461
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1471
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false DRUGS1_1471
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_1471
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1481
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false DRUGS1_1481
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_1481
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1491
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false DRUGS1_1491
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_1491
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1501
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false DRUGS1_1501
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_1501
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1511
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false DRUGS1_1511
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_1511
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1521
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false DRUGS1_1521
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_1521
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1531
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false DRUGS1_1531
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_1531
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1541
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false DRUGS1_1541
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_1541
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1551
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false DRUGS1_1551
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_1551
00D6: if  0
0039:   @90 ==  11  ;; integer values
004D: jump_if_false DRUGS1_1640
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1640
0050: gosub DRUGS1_6678
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1567
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1567
04AF: @239 = unknown_wav_reference  35627 
05AA: s@240 = 'SMO4_BO'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1567
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false DRUGS1_1576
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1576
04AF: @239 = unknown_wav_reference  35654 
05AA: s@240 = 'SMO4_EK'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1576
00D6: if  0
0039:   @282 ==  2  ;; integer values
004D: jump_if_false DRUGS1_1585
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1585
04AF: @239 = unknown_wav_reference  35637 
05AA: s@240 = 'SMO4_DA'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1585
00D6: if  0
0039:   @282 ==  3  ;; integer values
004D: jump_if_false DRUGS1_1594
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1594
04AF: @239 = unknown_wav_reference  35626 
05AA: s@240 = 'SMO4_BN'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1594
00D6: if  0
0039:   @282 ==  4  ;; integer values
004D: jump_if_false DRUGS1_1603
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1603
04AF: @239 = unknown_wav_reference  35628 
05AA: s@240 = 'SMO4_BP'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1603
00D6: if  0
0039:   @282 ==  5  ;; integer values
004D: jump_if_false DRUGS1_1612
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1612
04AF: @239 = unknown_wav_reference  35651 
05AA: s@240 = 'SMO4_EG'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1612
00D6: if  0
0039:   @282 ==  6  ;; integer values
004D: jump_if_false DRUGS1_1621
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1621
04AF: @239 = unknown_wav_reference  35653 
05AA: s@240 = 'SMO4_EJ'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1621
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1631
00D6: if  21
0038:   $6898 ==  6  ;; integer values
0039:   @124 ==  11  ;; integer values
004D: jump_if_false DRUGS1_1631
0006: @283 =  0  ;; integer values
0006: @282 =  12  ;; integer values
0006: @127 =  1  ;; integer values

:DRUGS1_1631
00D6: if  0
0039:   @282 ==  12  ;; integer values
004D: jump_if_false DRUGS1_1640
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1640
04AF: @239 = unknown_wav_reference  35644 
05AA: s@240 = 'SMO4_DJ'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1640
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false DRUGS1_1646
03E5: text_box 'DGS1_63'
0006: @33 =  0  ;; integer values
0006: @125 =  2  ;; integer values

:DRUGS1_1646
00D6: if  0
0039:   @125 ==  2  ;; integer values
004D: jump_if_false DRUGS1_1655
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false DRUGS1_1655
03E5: text_box 'DGS1_2'
0006: @33 =  0  ;; integer values
0006: @125 =  3  ;; integer values

:DRUGS1_1655
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1780
00D6: if  0
00FF:   actor $130  0 ()near_point_on_foot  1704.45 -1667.71  19.68 radius  6.0  6.0  4.0
004D: jump_if_false DRUGS1_1780
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1700.49 -1667.87  19.46 radius  8.5  8.5  4.0
004D: jump_if_false DRUGS1_1780
00D6: if  21
0038:   $6898 ==  6  ;; integer values
0039:   @124 ==  11  ;; integer values
004D: jump_if_false DRUGS1_1780
02AB: set_actor $130 immunities  1  1  1  1  1
016A: fade  0 ()  500 ms

:DRUGS1_1670
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS1_1675
0001: wait  0 ms
0002: jump DRUGS1_1670

:DRUGS1_1675
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1688
04BB: select_interior  0  ;; select render area
0860: link_actor $130 to_interior  0 
0792: $130 
0860: link_actor $PLAYER_ACTOR to_interior  0 
00A1: put_actor $130 at  1696.229 -1669.133  19.23
0173: set_actor $130 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_1688
009A: @49 = create_actor  24  112 at  1682.685 -1671.516  19.24
0173: set_actor @49 z_angle_to  289.407
060B: unknown_actor_use_entity @49 @35 
081A: @49  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: @49  1 
009A: @55 = create_actor  24  111 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: @55  0 
0187: @215 = create_marker_above_actor @55
018B: show_on_radar @215  2
0168: show_on_radar @215  2
0961: @55  1 
009A: @56 = create_actor  24  111 at  1645.896 -1667.693  20.472
0173: set_actor @56 z_angle_to  270.18
060B: unknown_actor_use_entity @56 @35 
081A: @56  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: @56  1 
009A: @57 = create_actor  24  111 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: @57  1 
009A: @58 = create_actor  24  111 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: @58  125 
0223: set_actor @58 health_to  125
0856: @58  0 
0187: @218 = create_marker_above_actor @58
018B: show_on_radar @218  2
0168: show_on_radar @218  2
0961: @58  1 
009A: @59 = create_actor  24  111 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: @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: @59  1 
009A: @50 = create_actor  24  111 at  1698.51 -1678.459  19.233
0173: set_actor @50 z_angle_to  99.699
060B: unknown_actor_use_entity @50 @35 
081A: @50  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: @50  1 
04EB: unknown_action_sequence $PLAYER_ACTOR  1 
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1772
02AB: set_actor $130 immunities  0  0  0  0  0

:DRUGS1_1772
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  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_1780
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false DRUGS1_2089
00D6: if  0
0038:   $6898 ==  6  ;; integer values
004D: jump_if_false DRUGS1_1810
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1810
02E2: set_actor $130 weapon_accuracy_to  80
0615: @74 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  1690.24 -1669.363  21.46  6 -1 
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_1798
05E2: unknown_action_sequence -1 @49 

:DRUGS1_1798
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false DRUGS1_1802
05E2: unknown_action_sequence -1 @55 

:DRUGS1_1802
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_1806
05E2: unknown_action_sequence -1 @56 

:DRUGS1_1806
0616: @74 
0618: $130 @74 
061B: @74 
0004: $6898 =  7  ;; integer values

:DRUGS1_1810
00D6: if  0
0038:   $6898 ==  7  ;; integer values
004D: jump_if_false DRUGS1_1840
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1840
062E: $130  1560 @77 
00D6: if  0
04A4: @77  7 
004D: jump_if_false DRUGS1_1840
02E2: set_actor $130 weapon_accuracy_to  60
0615: @75 
05F5: unknown_action_sequence -1  1669.82 -1671.917  21.43  6 -1 
0638: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false DRUGS1_1828
05E2: unknown_action_sequence -1 @58 

:DRUGS1_1828
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_1832
05E2: unknown_action_sequence -1 @56 

:DRUGS1_1832
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false DRUGS1_1836
05E2: unknown_action_sequence -1 @59 

:DRUGS1_1836
0616: @75 
0618: $130 @75 
061B: @75 
0004: $6898 =  8  ;; integer values

:DRUGS1_1840
00D6: if  0
0038:   $6898 ==  8  ;; integer values
004D: jump_if_false DRUGS1_1864
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1864
062E: $130  1560 @77 
00D6: if  0
04A4: @77  7 
004D: jump_if_false DRUGS1_1864
0615: @76 
04EB: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_1856
05E2: unknown_action_sequence -1 @50 

:DRUGS1_1856
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_1860
05E2: unknown_action_sequence -1 @57 

:DRUGS1_1860
0616: @76 
0618: $130 @76 
061B: @76 
0004: $6898 =  9  ;; integer values

:DRUGS1_1864
00D6: if  0
0038:   $6898 ==  9  ;; integer values
004D: jump_if_false DRUGS1_1878
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1878
062E: $130  1560 @77 
00D6: if  21
04A4: @77  7 
0039:   @124 ==  7  ;; integer values
004D: jump_if_false DRUGS1_1878
0006: @33 =  0  ;; integer values
0006: @284 =  1  ;; integer values
0006: @90 =  12  ;; integer values

:DRUGS1_1878
00D6: if  0
0039:   @124 ==  7  ;; integer values
004D: jump_if_false DRUGS1_1884
0006: @33 =  0  ;; integer values
0006: @284 =  1  ;; integer values
0006: @90 =  12  ;; integer values

:DRUGS1_1884
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1930
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1930
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_1899
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1899
0085: @79 = @49  ;; integer values and handles
008B: @80 = $130  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_1899
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false DRUGS1_1905
0085: @79 = @55  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_1905
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_1914
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1914
0085: @79 = @57  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_1914
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false DRUGS1_1920
0085: @79 = @58  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_1920
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false DRUGS1_1929
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1929
0085: @79 = @59  ;; integer values and handles
008B: @80 = $130  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_1929
0006: @100 =  1  ;; integer values

:DRUGS1_1930
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1955
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_1955
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_1945
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_6698

:DRUGS1_1945
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_1954
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_6698

:DRUGS1_1954
0006: @101 =  1  ;; integer values

:DRUGS1_1955
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1964
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1964
04AF: @239 = unknown_wav_reference  35646 
05AA: s@240 = 'SMO4_EB'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1964
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false DRUGS1_1973
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1973
04AF: @239 = unknown_wav_reference  35625 
05AA: s@240 = 'SMO4_BM'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1973
00D6: if  0
0039:   @282 ==  2  ;; integer values
004D: jump_if_false DRUGS1_1982
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1982
04AF: @239 = unknown_wav_reference  35642 
05AA: s@240 = 'SMO4_DG'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1982
00D6: if  0
0039:   @282 ==  3  ;; integer values
004D: jump_if_false DRUGS1_1991
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_1991
04AF: @239 = unknown_wav_reference  35620 
05AA: s@240 = 'SMO4_BG'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_1991
00D6: if  0
0039:   @282 ==  4  ;; integer values
004D: jump_if_false DRUGS1_2000
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2000
04AF: @239 = unknown_wav_reference  35648 
05AA: s@240 = 'SMO4_ED'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_2000
00D6: if  0
0039:   @282 ==  5  ;; integer values
004D: jump_if_false DRUGS1_2009
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2009
04AF: @239 = unknown_wav_reference  35650 
05AA: s@240 = 'SMO4_EF'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_2009
00D6: if  0
0039:   @282 ==  6  ;; integer values
004D: jump_if_false DRUGS1_2018
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2018
04AF: @239 = unknown_wav_reference  35652 
05AA: s@240 = 'SMO4_EH'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_2018
0050: gosub DRUGS1_6678
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2029
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false DRUGS1_2029
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_2029
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2039
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false DRUGS1_2039
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_2039
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2049
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false DRUGS1_2049
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_2049
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2059
00D6: if  0
0118:   actor @57 dead
004D: jump_if_false DRUGS1_2059
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_2059
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2069
00D6: if  0
0118:   actor @58 dead
004D: jump_if_false DRUGS1_2069
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_2069
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2079
00D6: if  0
0118:   actor @59 dead
004D: jump_if_false DRUGS1_2079
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_2079
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2089
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false DRUGS1_2089
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_2089
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false DRUGS1_2096
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false DRUGS1_2096
0006: @284 =  2  ;; integer values

:DRUGS1_2096
00D6: if  0
0039:   @284 ==  2  ;; integer values
004D: jump_if_false DRUGS1_2263
00D6: if  0
0039:   @90 ==  12  ;; integer values
004D: jump_if_false DRUGS1_2157
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2157
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
07CC: $PLAYER_CHAR  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: $130 
0792: $PLAYER_ACTOR 
00A1: put_actor $130 at  1668.756 -1689.291  20.869
0173: set_actor $130 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  353
0249: release_model  346
0249: release_model  112
040D: unload_wav  2
03CF: load_wav  35658 as  2
07C0:  250 
07C0:  251 
07C0:  252 
0247: request_model  581
0001: wait  100 ms
038B: load_requested_models

:DRUGS1_2131
00D6: if  23
87C1:   NOT  250 
87C1:   NOT  251 
87C1:   NOT  252 
8248:   NOT   model  581 available
004D: jump_if_false DRUGS1_2139
0001: wait  0 ms
0002: jump DRUGS1_2131

:DRUGS1_2139
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS1_2144
0001: wait  0 ms
0002: jump DRUGS1_2139

:DRUGS1_2144
009B: destroy_actor_instantly @63
0395: clear_area  0 at  1668.67 -1694.68  19.97 range  200.0
0674: set_car_model  581 numberplate "_IMY_AK" 
00A5: @161 = create_car  581 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_2157
00D6: if  0
0039:   @90 ==  13  ;; integer values
004D: jump_if_false DRUGS1_2170
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2170
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2170
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_2170
00D6: if  0
0039:   @90 ==  14  ;; integer values
004D: jump_if_false DRUGS1_2189
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2189
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2189
00D6: if  0
0019:   @32 >  900  ;; integer values
004D: jump_if_false DRUGS1_2189
05CB: unknown_action_sequence $130 @161  5000 
05CA: unknown_action_sequence $PLAYER_ACTOR @161  5000  0 
040D: unload_wav  1
03D1: play_wav  2
00BC: text_highpriority 'SMO4_EO'  5000 ms  1
0006: @127 =  2  ;; integer values
0006: @90 =  15  ;; integer values

:DRUGS1_2189
00D6: if  0
0039:   @90 ==  15  ;; integer values
004D: jump_if_false DRUGS1_2212
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2212
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2212
00D6: if  0
0448:   actor $130 in_car @161
004D: jump_if_false DRUGS1_2212
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: $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: unknown_action_sequence $PLAYER_ACTOR @161  5000  0 
05BF: unknown_action_sequence $130 $PLAYER_ACTOR  2000 
08C6: $PLAYER_ACTOR  1 
08C6: $130  1 
0006: @90 =  16  ;; integer values

:DRUGS1_2212
00D6: if  0
0039:   @90 ==  16  ;; integer values
004D: jump_if_false DRUGS1_2229
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2229
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2229
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @161
004D: jump_if_false DRUGS1_2229
041E: set_radio_station  6 
0647: unknown_action_sequence $130 
05EB: @161  250 
0006: @32 =  0  ;; integer values
0006: @90 =  17  ;; integer values

:DRUGS1_2229
00D6: if  0
0039:   @90 ==  17  ;; integer values
004D: jump_if_false DRUGS1_2255
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2255
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2255
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @161
004D: jump_if_false DRUGS1_2255
00D6: if  0
0019:   @32 >  1600  ;; integer values
004D: jump_if_false DRUGS1_2255
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: @161 
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2252
05EB: @161  251 

:DRUGS1_2252
0006: @32 =  0  ;; integer values
0006: @284 =  3  ;; integer values
0006: @90 =  18  ;; integer values

:DRUGS1_2255
00D6: if  0
0039:   @127 ==  2  ;; integer values
004D: jump_if_false DRUGS1_2263
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_2263
03D5: remove_text 'SMO4_EO'
0006: @127 =  3  ;; integer values

:DRUGS1_2263
00D6: if  23
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_2293
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2293
00D6: if  0
8019:   NOT   @280 >  3  ;; integer values
004D: jump_if_false DRUGS1_2293
0227: $6899 = car @161 health
000C: $6899 -=  1000  ;; integer values
00D6: if  0
002A:    0 >= $6899  ;; integer values
004D: jump_if_false DRUGS1_2292
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  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2288
02AB: set_actor $130 immunities  0  0  0  0  0
05BE: unknown_action_sequence $130 

:DRUGS1_2288
020B: explode_car @161
00BC: text_highpriority 'DGS1_60'  7000 ms  1
0002: jump DRUGS1_6736
0002: jump DRUGS1_2293

:DRUGS1_2292
0014: $6899 /=  10  ;; integer values

:DRUGS1_2293
00D6: if  0
0039:   @243 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3057
00D6: if  0
0039:   @90 ==  18  ;; integer values
004D: jump_if_false DRUGS1_2446
00D6: if  0
0019:   @32 >  700  ;; integer values
004D: jump_if_false DRUGS1_2446
0005: $75 =  19.7991  ;; floating-point values
07C0:  253 
07C0:  254 
07C0:  255 
07C0:  256 
07C0:  257 
0247: request_model  560
0247: request_model #KMB_SKIP
0247: request_model  516
0247: request_model  437
0247: request_model  443
040D: unload_wav  1
03CF: load_wav  35663 as  1
038B: load_requested_models

:DRUGS1_2316
00D6: if  24
87C1:   NOT  253 
87C1:   NOT  254 
87C1:   NOT  255 
87C1:   NOT  256 
87C1:   NOT  257 
004D: jump_if_false DRUGS1_2325
0001: wait  0 ms
0002: jump DRUGS1_2316

:DRUGS1_2325
00D6: if  25
8248:   NOT   model  560 available
8248:   NOT   model #KMB_SKIP available
8248:   NOT   model  516 available
8248:   NOT   model  437 available
8248:   NOT   model  443 available
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRUGS1_2335
0001: wait  0 ms
0002: jump DRUGS1_2325

:DRUGS1_2335
0107: @162 = create_object #KMB_SKIP at  1563.603 -1437.107  12.347
0177: set_object @162 z_angle_to  90.4568
0550: unknown_keep_object @162 in_memory  1
00A5: @163 = create_car  437 at  1552.209 -1437.3  12.3828
0175: set_car @163 z_angle_to  90.2081
0519: unknown_car @163 flag  1
00A5: @164 = create_car  437 at  1539.759 -1437.34  12.3906
0175: set_car @164 z_angle_to  90.2081
0519: unknown_car @164 flag  1
00A5: @165 = create_car  516 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  7 in_car @165 driverseat
060B: unknown_actor_use_entity @177 @35 
00A5: @166 = create_car  516 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  7 in_car @166 driverseat
060B: unknown_actor_use_entity @178 @35 
00A5: @167 = create_car  516 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  7 in_car @167 driverseat
060B: unknown_actor_use_entity @179 @35 
00A5: @168 = create_car  516 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  7 in_car @168 driverseat
060B: unknown_actor_use_entity @180 @35 
00A5: @169 = create_car  516 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  7 in_car @169 driverseat
060B: unknown_actor_use_entity @181 @35 
00A5: @170 = create_car  516 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  7 in_car @170 driverseat
060B: unknown_actor_use_entity @182 @35 
00A5: @171 = create_car  516 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  7 in_car @171 driverseat
060B: unknown_actor_use_entity @183 @35 
00A5: @188 = create_car  443 at  1590.891 -1590.689  13.09
09C4: @188  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  111 in_car @188 driverseat
060B: unknown_actor_use_entity @42 @35 
054A: unknown_actor @42 flag  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_2395
00D6: if  0
0020:   $75 >  13.8442  ;; floating-point values
004D: jump_if_false DRUGS1_2445
0001: wait  0 ms
007E: $75 -= unknown_inaccurate_float_timer  .02  ;; floating-point values
015F: set_camera_position  1623.331 -1705.448 $75  0.0  0.0  0.0
0160: point_camera  1624.331 -1705.475 $75  2
00D6: if  0
0039:   @271 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2444
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DRUGS1_2444
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2444
00D6: if  0
860E:   NOT @161 
004D: jump_if_false DRUGS1_2444
00A5: @189 = create_car  581 at  1665.25 -1716.98  12.75
09C4: @189  0 
0175: set_car @189 z_angle_to  84.0
0224: set_car @189 health_to  800
0129: @43 = create_actor  24  111 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  111 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  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2438
05EB: @161  252 
06FD: @161  .9 

:DRUGS1_2438
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_2443
05EB: @189  256 
06FD: @189  .9 

:DRUGS1_2443
0006: @271 =  1  ;; integer values

:DRUGS1_2444
0002: jump DRUGS1_2395

:DRUGS1_2445
0006: @90 =  19  ;; integer values

:DRUGS1_2446
00D6: if  0
0039:   @90 ==  19  ;; integer values
004D: jump_if_false DRUGS1_2490
00D6: if  0
0019:   @32 >  8500  ;; integer values
004D: jump_if_false DRUGS1_2490
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_2490
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_2490
01B2: give_actor $PLAYER_ACTOR weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 
0858: $PLAYER_CHAR  95.5  200.0 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03C4: set_status_text_to $6899  1 (bar) 'DGS1_59'
000A: @288 +=  1  ;; integer values
00D6: if  0
0019:   @288 >  1  ;; integer values
004D: jump_if_false DRUGS1_2472
0006: @289 =  30  ;; integer values
0002: jump DRUGS1_2473

:DRUGS1_2472
0006: @289 =  92  ;; integer values

:DRUGS1_2473
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_2478
01B2: give_actor @43 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @43 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_2478
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_2482
0713: unknown_action_sequence @44 -1 @161  0.0  0.0  0.0  150.0  8  1  100 

:DRUGS1_2482
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
02AB: set_actor $130 immunities  1  1  1  1  1
03E5: text_box 'DGS1_64'
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_2490
00D6: if  0
0039:   @122 ==  200  ;; integer values
004D: jump_if_false DRUGS1_2497
00D6: if  0
08FE: (unknown)
004D: jump_if_false DRUGS1_2497
0006: @122 =  201  ;; integer values

:DRUGS1_2497
00D6: if  0
0039:   @122 ==  201  ;; integer values
004D: jump_if_false DRUGS1_2505
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false DRUGS1_2505
03E5: text_box 'DGS1_65'
0006: @122 =  202  ;; integer values

:DRUGS1_2505
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_3057
00D6: if  0
0039:   @242 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2540
00D6: if  0
01AD:   car @161  0 ()near_point  1620.59 -1612.14  7.0  7.0
004D: jump_if_false DRUGS1_2540
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_2521
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_2521
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_2528
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_2528
00D6: if  0
8119:   NOT   car @171 wrecked
004D: jump_if_false DRUGS1_2534
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_2534
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_2539
05EB: @188  255 
06FD: @188  .9 

:DRUGS1_2539
0006: @242 =  1  ;; integer values

:DRUGS1_2540
00D6: if  0
0039:   @242 ==  1  ;; integer values
004D: jump_if_false DRUGS1_2574
00D6: if  0
01AD:   car @161  0 ()near_point  1654.1 -1589.48  10.0  10.0
004D: jump_if_false DRUGS1_2574
00D6: if  0
8119:   NOT   car @167 wrecked
004D: jump_if_false DRUGS1_2552
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_2552
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false DRUGS1_2559
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_2559
00D6: if  0
8119:   NOT   car @169 wrecked
004D: jump_if_false DRUGS1_2566
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_2566
00D6: if  0
8119:   NOT   car @170 wrecked
004D: jump_if_false DRUGS1_2573
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_2573
0006: @242 =  2  ;; integer values

:DRUGS1_2574
00D6: if  0
0039:   @242 ==  2  ;; integer values
004D: jump_if_false DRUGS1_2611
00D6: if  0
01AD:   car @161  0 ()near_point  1657.56 -1537.29  10.0  10.0
004D: jump_if_false DRUGS1_2611
00A5: @194 = create_car  581 at  1702.127 -1496.87  12.95
09C4: @194  0 
0175: set_car @194 z_angle_to  26.5
0224: set_car @194 health_to  800
0129: @49 = create_actor  24  111 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  111 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  516 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  7 in_car @172 driverseat
060B: unknown_actor_use_entity @184 @35 
00A5: @173 = create_car  516 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  7 in_car @173 driverseat
060B: unknown_actor_use_entity @185 @35 
0006: @242 =  3  ;; integer values

:DRUGS1_2611
00D6: if  0
0039:   @242 ==  3  ;; integer values
004D: jump_if_false DRUGS1_2650
00D6: if  0
01AD:   car @161  0 ()near_point  1657.94 -1468.93  15.0  15.0
004D: jump_if_false DRUGS1_2650
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_2621
05EB: @194  257 

:DRUGS1_2621
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_2629
00D6: if  0
001B:    3 > @288  ;; integer values
004D: jump_if_false DRUGS1_2629
01B2: give_actor @49 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @49 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_2629
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_2633
0713: unknown_action_sequence @50 -1 @161  0.0  0.0  0.0  150.0  8  1  100 

:DRUGS1_2633
00A6: destroy_car @165
00A6: destroy_car @166
00A6: destroy_car @171
00D6: if  0
8119:   NOT   car @172 wrecked
004D: jump_if_false DRUGS1_2642
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_2642
00D6: if  0
8119:   NOT   car @173 wrecked
004D: jump_if_false DRUGS1_2649
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_2649
0006: @242 =  4  ;; integer values

:DRUGS1_2650
00D6: if  0
0039:   @242 ==  4  ;; integer values
004D: jump_if_false DRUGS1_2657
00D6: if  0
01AD:   car @161  0 ()near_point  1631.77 -1441.31  12.0  12.0
004D: jump_if_false DRUGS1_2657
0006: @242 =  5  ;; integer values

:DRUGS1_2657
00D6: if  0
0039:   @242 ==  5  ;; integer values
004D: jump_if_false DRUGS1_2672
00D6: if  0
01AD:   car @161  0 ()near_point  1545.68 -1437.35  10.0  10.0
004D: jump_if_false DRUGS1_2672
00A5: @175 = create_car  516 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  7 in_car @175 driverseat
060B: unknown_actor_use_entity @181 @35 
0006: @242 =  6  ;; integer values

:DRUGS1_2672
00D6: if  0
0039:   @242 ==  6  ;; integer values
004D: jump_if_false DRUGS1_2754
00D6: if  0
01AD:   car @161  0 ()near_point  1508.7 -1440.86  10.0  10.0
004D: jump_if_false DRUGS1_2754
00A6: destroy_car @172
00A6: destroy_car @167
00A6: destroy_car @168
00A5: @176 = create_car  437 at  1457.689 -1371.728  13.235
0175: set_car @176 z_angle_to  177.712
05EB: @176  253 
06FD: @176  .9 
00A5: @190 = create_car  560 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  111 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: unknown_action_sequence @52 -1 @161  0.0  0.0  0.0  150.0  8  1  70 
0186: @230 = create_marker_above_car @190
018B: show_on_radar @230  2
0168: show_on_radar @230  2
00A5: @191 = create_car  560 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  560 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  560 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: @193  2 
0657: @193  3 
009A: @53 = create_actor  24  111 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_6729
0187: @235 = create_marker_above_actor @53
018B: show_on_radar @235  2
0168: show_on_radar @235  2
009A: @61 = create_actor  24  111 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_6729
0187: @236 = create_marker_above_actor @61
018B: show_on_radar @236  2
0168: show_on_radar @236  2
009A: @54 = create_actor  24  111 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_6721
0187: @226 = create_marker_above_actor @54
018B: show_on_radar @226  2
0168: show_on_radar @226  2
009A: @55 = create_actor  24  111 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_6721
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_2754
00D6: if  0
0039:   @242 ==  7  ;; integer values
004D: jump_if_false DRUGS1_2807
00D6: if  0
860E:   NOT @161 
004D: jump_if_false DRUGS1_2807
00D6: if  0
01AD:   car @161  0 ()near_point  1395.844 -1408.105  5.0  5.0
004D: jump_if_false DRUGS1_2807
0519: unknown_car @161 flag  1
0164: disable_marker @209
05EC: @189 
0164: disable_marker @214
05EC: @194 
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  437
0249: release_model #KMB_SKIP
0249: release_model  516
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_2807
00D6: if  0
0019:   @242 >  7  ;; integer values
004D: jump_if_false DRUGS1_2819
00D6: if  0
0039:   @244 ==  0  ;; integer values
004D: jump_if_false DRUGS1_2819
00D6: if  0
80C2:   NOT   sphere_onscreen  1400.41 -1447.12  12.3  10.0
004D: jump_if_false DRUGS1_2819
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_2819
00D6: if  0
0039:   @242 ==  8  ;; integer values
004D: jump_if_false DRUGS1_2834
07C0:  258 
07C0:  259 
07C0:  260 
07C0:  261 
07C0:  262 
07C0:  263 
07C0:  264 
07C0:  265 
07C0:  266 
07C0:  267 
07C0:  268 
0006: @242 =  9  ;; integer values

:DRUGS1_2834
00D6: if  0
0039:   @242 ==  9  ;; integer values
004D: jump_if_false DRUGS1_2875
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  258 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  259 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  260 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  261 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  262 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  263 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  264 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  265 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  266 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  267 
004D: jump_if_false DRUGS1_2875
00D6: if  0
07C1:  268 
004D: jump_if_false DRUGS1_2875
0006: @243 =  1  ;; integer values
0006: @242 =  10  ;; integer values

:DRUGS1_2875
00D6: if  0
0039:   @275 ==  1  ;; integer values
004D: jump_if_false DRUGS1_2883
00D6: if  0
0119:   car @188 wrecked
004D: jump_if_false DRUGS1_2883
05EC: @188 
0006: @275 =  2  ;; integer values

:DRUGS1_2883
00D6: if  0
0039:   @247 ==  1  ;; integer values
004D: jump_if_false DRUGS1_2913
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_2913
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_2893
0002: jump DRUGS1_2913

:DRUGS1_2893
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_2909
00D6: if  0
00DB:   actor @44 in_car @189
004D: jump_if_false DRUGS1_2908
046C: @205 = car @189 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_2908
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @44 from_car_and_place_at $69 $70 -10.0
036A: put_actor @44 in_car @189
0713: unknown_action_sequence @44 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @247 =  2  ;; integer values

:DRUGS1_2908
0002: jump DRUGS1_2913

:DRUGS1_2909
04BA: set_car @189 speed_instantly  18.0
05EC: @189 
07DB: @189  3.5  7.3999  8.1003 
0006: @247 =  2  ;; integer values

:DRUGS1_2913
00D6: if  0
0039:   @247 ==  2  ;; integer values
004D: jump_if_false DRUGS1_2926
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false DRUGS1_2926
05EC: @189 
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_2925
04BA: set_car @189 speed_instantly  18.0
07DB: @189  3.5  7.3999  8.1003 

:DRUGS1_2925
0006: @247 =  3  ;; integer values

:DRUGS1_2926
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false DRUGS1_2942
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false DRUGS1_2942
00D6: if  21
0118:   actor @44 dead
0119:   car @189 wrecked
004D: jump_if_false DRUGS1_2942
05EC: @189 
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_2942
00D6: if  0
0039:   @248 ==  1  ;; integer values
004D: jump_if_false DRUGS1_2972
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_2972
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_2952
0002: jump DRUGS1_2972

:DRUGS1_2952
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_2968
00D6: if  0
00DB:   actor @50 in_car @194
004D: jump_if_false DRUGS1_2967
046C: @205 = car @194 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_2967
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @50 from_car_and_place_at $69 $70 -10.0
036A: put_actor @50 in_car @194
0713: unknown_action_sequence @50 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @248 =  2  ;; integer values

:DRUGS1_2967
0002: jump DRUGS1_2972

:DRUGS1_2968
04BA: set_car @194 speed_instantly  15.0
05EC: @194 
07DB: @194  3.5  7.3999  8.1003 
0006: @248 =  2  ;; integer values

:DRUGS1_2972
00D6: if  0
0039:   @248 ==  2  ;; integer values
004D: jump_if_false DRUGS1_2985
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false DRUGS1_2985
05EC: @194 
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_2984
04BA: set_car @194 speed_instantly  15.0
07DB: @194  3.5  7.3999  8.1003 

:DRUGS1_2984
0006: @248 =  3  ;; integer values

:DRUGS1_2985
00D6: if  0
0039:   @261 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3001
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false DRUGS1_3001
00D6: if  21
0118:   actor @50 dead
0119:   car @194 wrecked
004D: jump_if_false DRUGS1_3001
05EC: @194 
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_3001
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false DRUGS1_3008
00D6: if  0
075C:   marker @226 enabled
004D: jump_if_false DRUGS1_3008
0164: disable_marker @226

:DRUGS1_3008
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false DRUGS1_3015
00D6: if  0
075C:   marker @227 enabled
004D: jump_if_false DRUGS1_3015
0164: disable_marker @227

:DRUGS1_3015
00D6: if  0
0119:   car @190 wrecked
004D: jump_if_false DRUGS1_3022
00D6: if  0
075C:   marker @230 enabled
004D: jump_if_false DRUGS1_3022
0164: disable_marker @230

:DRUGS1_3022
00D6: if  0
0119:   car @192 wrecked
004D: jump_if_false DRUGS1_3029
00D6: if  0
075C:   marker @228 enabled
004D: jump_if_false DRUGS1_3029
0164: disable_marker @228

:DRUGS1_3029
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3043
00D6: if  0
8119:   NOT   car @169 wrecked
004D: jump_if_false DRUGS1_3043
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_3043
00D6: if  0
051D:   cars @169 and @188 collided
004D: jump_if_false DRUGS1_3043
020B: explode_car @169
0006: @286 =  1  ;; integer values

:DRUGS1_3043
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3057
00D6: if  0
8119:   NOT   car @170 wrecked
004D: jump_if_false DRUGS1_3057
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_3057
00D6: if  0
051D:   cars @170 and @188 collided
004D: jump_if_false DRUGS1_3057
020B: explode_car @170
0006: @287 =  1  ;; integer values

:DRUGS1_3057
00D6: if  21
0039:   @90 ==  20  ;; integer values
0039:   @243 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3329
00D6: if  0
001B:    3 > @245  ;; integer values
004D: jump_if_false DRUGS1_3329
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3073
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3073
04AF: @239 = unknown_wav_reference  35664 
05AA: s@240 = 'SMO4_FB'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3073
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3082
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3082
04AF: @239 = unknown_wav_reference  35662 
05AA: s@240 = 'SMO4_ES'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3082
00D6: if  0
0039:   @285 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3089
00D6: if  0
01AD:   car @161  0 ()near_point  1659.49 -1580.97  50.0  50.0
004D: jump_if_false DRUGS1_3089
0006: @285 =  1  ;; integer values

:DRUGS1_3089
00D6: if  0
0039:   @282 ==  2  ;; integer values
004D: jump_if_false DRUGS1_3101
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3101
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3101
04AF: @239 = unknown_wav_reference  35666 
05AA: s@240 = 'SMO4_FD'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3101
00D6: if  0
0039:   @282 ==  3  ;; integer values
004D: jump_if_false DRUGS1_3110
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3110
04AF: @239 = unknown_wav_reference  35667 
05AA: s@240 = 'SMO4_FE'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3110
00D6: if  0
0039:   @282 ==  4  ;; integer values
004D: jump_if_false DRUGS1_3119
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3119
04AF: @239 = unknown_wav_reference  35668 
05AA: s@240 = 'SMO4_FF'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3119
00D6: if  0
0039:   @282 ==  5  ;; integer values
004D: jump_if_false DRUGS1_3128
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3128
04AF: @239 = unknown_wav_reference  35669 
05AA: s@240 = 'SMO4_FG'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3128
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3135
00D6: if  0
01AD:   car @161  0 ()near_point  1638.05 -1440.64  60.0  60.0
004D: jump_if_false DRUGS1_3135
0006: @285 =  2  ;; integer values

:DRUGS1_3135
00D6: if  0
0039:   @282 ==  6  ;; integer values
004D: jump_if_false DRUGS1_3147
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3147
00D6: if  0
0039:   @285 ==  2  ;; integer values
004D: jump_if_false DRUGS1_3147
04AF: @239 = unknown_wav_reference  35665 
05AA: s@240 = 'SMO4_FC'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3147
00D6: if  0
0039:   @285 ==  2  ;; integer values
004D: jump_if_false DRUGS1_3154
00D6: if  0
01AD:   car @161  0 ()near_point  1579.33 -1438.05  55.0  55.0
004D: jump_if_false DRUGS1_3154
0006: @285 =  3  ;; integer values

:DRUGS1_3154
00D6: if  0
0039:   @282 ==  7  ;; integer values
004D: jump_if_false DRUGS1_3166
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3166
00D6: if  0
0039:   @285 ==  3  ;; integer values
004D: jump_if_false DRUGS1_3166
04AF: @239 = unknown_wav_reference  35671 
05AA: s@240 = 'SMO4_FJ'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3166
00D6: if  0
0039:   @282 ==  8  ;; integer values
004D: jump_if_false DRUGS1_3175
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3175
04AF: @239 = unknown_wav_reference  35672 
05AA: s@240 = 'SMO4_FK'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3175
00D6: if  0
0039:   @285 ==  3  ;; integer values
004D: jump_if_false DRUGS1_3188
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_3186
00D6: if  0
01AD:   car @161  0 ()near_point  1432.61 -1438.66  12.0  12.0
004D: jump_if_false DRUGS1_3185
0006: @285 =  4  ;; integer values

:DRUGS1_3185
0002: jump DRUGS1_3188

:DRUGS1_3186
0006: @285 =  4  ;; integer values
0006: @282 =  12  ;; integer values

:DRUGS1_3188
00D6: if  0
0039:   @282 ==  9  ;; integer values
004D: jump_if_false DRUGS1_3200
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3200
00D6: if  0
0039:   @285 ==  4  ;; integer values
004D: jump_if_false DRUGS1_3200
04AF: @239 = unknown_wav_reference  35673 
05AA: s@240 = 'SMO4_FL'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3200
00D6: if  0
0039:   @282 ==  10  ;; integer values
004D: jump_if_false DRUGS1_3209
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3209
04AF: @239 = unknown_wav_reference  35674 
05AA: s@240 = 'SMO4_FM'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3209
00D6: if  0
0039:   @285 ==  4  ;; integer values
004D: jump_if_false DRUGS1_3216
00D6: if  0
01AD:   car @161  0 ()near_point  1406.73 -1393.15  10.0  10.0
004D: jump_if_false DRUGS1_3216
0006: @285 =  5  ;; integer values

:DRUGS1_3216
00D6: if  0
0039:   @282 ==  11  ;; integer values
004D: jump_if_false DRUGS1_3228
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3228
00D6: if  0
0039:   @285 ==  5  ;; integer values
004D: jump_if_false DRUGS1_3228
04AF: @239 = unknown_wav_reference  35675 
05AA: s@240 = 'SMO4_GA'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3228
00D6: if  0
0039:   @282 ==  12  ;; integer values
004D: jump_if_false DRUGS1_3237
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3237
04AF: @239 = unknown_wav_reference  35676 
05AA: s@240 = 'SMO4_GB'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3237
00D6: if  0
0039:   @282 ==  13  ;; integer values
004D: jump_if_false DRUGS1_3246
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3246
04AF: @239 = unknown_wav_reference  35677 
05AA: s@240 = 'SMO4_GD'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3246
00D6: if  0
0039:   @282 ==  14  ;; integer values
004D: jump_if_false DRUGS1_3255
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3255
04AF: @239 = unknown_wav_reference  35678 
05AA: s@240 = 'SMO4_GE'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3255
00D6: if  0
0039:   @282 ==  15  ;; integer values
004D: jump_if_false DRUGS1_3264
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3264
04AF: @239 = unknown_wav_reference  35679 
05AA: s@240 = 'SMO4_GF'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3264
00D6: if  0
0039:   @282 ==  16  ;; integer values
004D: jump_if_false DRUGS1_3273
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3273
04AF: @239 = unknown_wav_reference  35680 
05AA: s@240 = 'SMO4_GG'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3273
00D6: if  0
0039:   @282 ==  17  ;; integer values
004D: jump_if_false DRUGS1_3282
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3282
04AF: @239 = unknown_wav_reference  35681 
05AA: s@240 = 'SMO4_GH'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3282
00D6: if  0
0039:   @282 ==  18  ;; integer values
004D: jump_if_false DRUGS1_3291
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3291
04AF: @239 = unknown_wav_reference  35682 
05AA: s@240 = 'SMO4_GJ'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3291
00D6: if  0
0039:   @282 ==  19  ;; integer values
004D: jump_if_false DRUGS1_3300
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3300
04AF: @239 = unknown_wav_reference  35661 
05AA: s@240 = 'SMO4_ER'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3300
00D6: if  0
0039:   @285 ==  5  ;; integer values
004D: jump_if_false DRUGS1_3307
00D6: if  0
01AD:   car @161  0 ()near_point  1362.39 -1590.12  15.0  15.0
004D: jump_if_false DRUGS1_3307
0006: @285 =  6  ;; integer values

:DRUGS1_3307
00D6: if  0
0039:   @282 ==  20  ;; integer values
004D: jump_if_false DRUGS1_3319
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3319
00D6: if  0
0039:   @285 ==  6  ;; integer values
004D: jump_if_false DRUGS1_3319
04AF: @239 = unknown_wav_reference  35683 
05AA: s@240 = 'SMO4_GK'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3319
00D6: if  0
0039:   @282 ==  21  ;; integer values
004D: jump_if_false DRUGS1_3328
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3328
04AF: @239 = unknown_wav_reference  35655 
05AA: s@240 = 'SMO4_EL'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_3328
0050: gosub DRUGS1_6678

:DRUGS1_3329
00D6: if  0
0039:   @243 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4190
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_4190
00D6: if  0
0039:   @245 ==  0  ;; integer values
004D: jump_if_false DRUGS1_3477
00A5: @189 = create_car  581 at  1446.923 -1429.569  12.1
09C4: @189  0 
0175: set_car @189 z_angle_to  174.719
0129: @42 = create_actor  24  111 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  111 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  581 at  1377.421 -1571.321  12.1
09C4: @194  0 
0175: set_car @194 z_angle_to  166.577
0129: @44 = create_actor  24  111 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  111 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  581 at  1361.086 -1665.478  12.62
09C4: @195  0 
0175: set_car @195 z_angle_to  187.657
0129: @46 = create_actor  24  111 in_car @195 driverseat
060B: unknown_actor_use_entity @46 @35 
0223: set_actor @46 health_to  50
01C8: @47 = create_actor  24  111 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  581 at  1365.219 -1420.908  12.104
09C4: @196  0 
0175: set_car @196 z_angle_to  353.946
0129: @56 = create_actor  24  111 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  111 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  560 at  1374.372 -1665.108  12.91
09C4: @165  0 
0175: set_car @165 z_angle_to  176.22
0129: @48 = create_actor  24  111 in_car @165 driverseat
060B: unknown_actor_use_entity @48 @35 
01C8: @49 = create_actor  24  111 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  560 at  1373.704 -1633.619  12.935
09C4: @166  0 
0175: set_car @166 z_angle_to  176.22
0129: @50 = create_actor  24  111 in_car @166 driverseat
060B: unknown_actor_use_entity @50 @35 
01C8: @51 = create_actor  24  111 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  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_3438
0519: unknown_car @161 flag  0
05EB: @161  258 

:DRUGS1_3438
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_3457
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_3457
05EB: @189  259 
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_3453
00D6: if  0
001B:    2 > @288  ;; integer values
004D: jump_if_false DRUGS1_3453
01B2: give_actor @42 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @42 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_3453
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_3457
0713: unknown_action_sequence @43 -1 @161  0.0  0.0  0.0  150.0  8  1  100 

:DRUGS1_3457
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_3476
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_3464
05EB: @196  264 

:DRUGS1_3464
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_3472
00D6: if  0
001B:    3 > @288  ;; integer values
004D: jump_if_false DRUGS1_3472
01B2: give_actor @56 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @56 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_3472
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_3476
0713: unknown_action_sequence @57 -1 @161  0.0  0.0  0.0  150.0  8  1  90 

:DRUGS1_3476
0006: @245 =  1  ;; integer values

:DRUGS1_3477
00D6: if  0
0039:   @245 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3517
00D6: if  0
01AD:   car @161  0 ()near_point  1374.62 -1549.64  10.0  10.0
004D: jump_if_false DRUGS1_3517
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_3499
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_3495
05EB: @194  260 
00D6: if  0
001B:    2 > @288  ;; integer values
004D: jump_if_false DRUGS1_3495
01B2: give_actor @44 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @44 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_3495
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_3499
0713: unknown_action_sequence @45 -1 @161  0.0  0.0  0.0  150.0  8  1  100 

:DRUGS1_3499
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_3517
00D6: if  0
0039:   @245 ==  2  ;; integer values
004D: jump_if_false DRUGS1_3557
00D6: if  0
01AD:   car @161  0 ()near_point  1361.086 -1665.478  10.0  10.0
004D: jump_if_false DRUGS1_3557
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_3530
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS1_3530
05EB: @195  261 

:DRUGS1_3530
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_3534
0713: unknown_action_sequence @47 -1 @161  0.0  0.0  0.0  150.0  8  1  100 

:DRUGS1_3534
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_3541
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS1_3541
05EB: @165  262 

:DRUGS1_3541
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_3545
0713: unknown_action_sequence @49 -1 @161  0.0  0.0  0.0  150.0  8  1  10 

:DRUGS1_3545
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_3552
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_3552
05EB: @166  263 

:DRUGS1_3552
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_3556
0713: unknown_action_sequence @51 -1 @161  0.0  0.0  0.0  150.0  8  1  10 

:DRUGS1_3556
0006: @245 =  3  ;; integer values

:DRUGS1_3557
00D6: if  0
0039:   @245 ==  3  ;; integer values
004D: jump_if_false DRUGS1_3659
00D6: if  0
01AD:   car @161  1 (in-sphere)near_point  1530.0 -1742.0  10.0  10.0
004D: jump_if_false DRUGS1_3659
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_3569
02AC: set_car @161 immunities  1  1  1  1  1

:DRUGS1_3569
0005: $688 =  .2  ;; floating-point values
0007: @204 =  0.0  ;; floating-point values
0679: @161  0.0 -2.0 $688  0.0  0.0 @204  0.0  2 
0792: $PLAYER_ACTOR 
0430: $PLAYER_ACTOR @161  0 
05EC: @189 
00A6: destroy_car @189
0164: disable_marker @214
009B: destroy_actor_instantly @42
009B: destroy_actor_instantly @43
05EC: @194 
00A6: destroy_car @194
0164: disable_marker @215
009B: destroy_actor_instantly @44
009B: destroy_actor_instantly @45
05EC: @195 
00A6: destroy_car @195
0164: disable_marker @216
009B: destroy_actor_instantly @46
009B: destroy_actor_instantly @47
05EC: @196 
00A6: destroy_car @196
0164: disable_marker @217
009B: destroy_actor_instantly @56
009B: destroy_actor_instantly @57
05EC: @165 
00A6: destroy_car @165
0164: disable_marker @210
009B: destroy_actor_instantly @48
009B: destroy_actor_instantly @49
05EC: @166 
00A6: destroy_car @166
0164: disable_marker @211
009B: destroy_actor_instantly @50
009B: destroy_actor_instantly @51
00A5: @189 = create_car  581 at  1505.103 -1733.09  3.05
09C4: @189  0 
0175: set_car @189 z_angle_to  258.539
0129: @42 = create_actor  24  111 in_car @189 driverseat
060B: unknown_actor_use_entity @42 @35 
0223: set_actor @42 health_to  10
01C8: @43 = create_actor  24  111 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  581 at  1487.213 -1734.792  3.25
09C4: @194  0 
0175: set_car @194 z_angle_to  250.829
0129: @44 = create_actor  24  111 in_car @194 driverseat
060B: unknown_actor_use_entity @44 @35 
0223: set_actor @44 health_to  10
01C8: @45 = create_actor  24  111 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  560 at  1496.864 -1731.303  6.3
09C4: @165  0 
0175: set_car @165 z_angle_to  255.305
0129: @48 = create_actor  24  111 in_car @165 driverseat
060B: unknown_actor_use_entity @48 @35 
01C8: @49 = create_actor  24  111 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  443 at  1550.873 -1737.122  14.1055
09C4: @188  0 
0175: set_car @188 z_angle_to  245.14
0129: @197 = create_actor  24  111 in_car @188 driverseat
054A: unknown_actor @197 flag  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  111 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  560 at  1550.873 -1737.122 -14.1055
09C4: @208  0 
0175: set_car @208 z_angle_to  256.415
02AC: set_car @208 immunities  1  1  1  1  1
0683: @208 @188  0.0 -4.6  .65  15.0  0.0  0.0 
0006: @269 =  0  ;; integer values
00A5: @207 = create_car  560 at  1550.873 -1737.122  14.1055
09C4: @207  0 
0175: set_car @207 z_angle_to  256.415
02AC: set_car @207 immunities  1  1  1  1  1
0683: @207 @188  0.0  1.15  2.4  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_3659
00D6: if  0
0039:   @246 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3682
00D6: if  0
01AD:   car @161  1 (in-sphere)near_point  1550.52 -1749.19  10.0  10.0
004D: jump_if_false DRUGS1_3682
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_3669
05EB: @188  265 

:DRUGS1_3669
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_3673
05EB: @189  266 

:DRUGS1_3673
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_3677
05EB: @165  267 

:DRUGS1_3677
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_3681
05EB: @194  268 

:DRUGS1_3681
0006: @246 =  2  ;; integer values

:DRUGS1_3682
00D6: if  0
0039:   @245 ==  4  ;; integer values
004D: jump_if_false DRUGS1_3696
00D6: if  0
0019:   @32 >  250  ;; integer values
004D: jump_if_false DRUGS1_3696
00D6: if  0
0022:    .8 > $688  ;; floating-point values
004D: jump_if_false DRUGS1_3695
0078: $688 += unknown_inaccurate_float_timer  .008  ;; floating-point values
0079: @204 += unknown_inaccurate_float_timer  .008  ;; floating-point 
0679: @161  0.0 -2.0 $688  0.0  0.0 @204  0.0  2 
0002: jump DRUGS1_3696

:DRUGS1_3695
0006: @245 =  5  ;; integer values

:DRUGS1_3696
00D6: if  0
0039:   @245 ==  5  ;; integer values
004D: jump_if_false DRUGS1_3709
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false DRUGS1_3709
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  .9
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @276 =  1  ;; integer values
0006: @245 =  6  ;; integer values

:DRUGS1_3709
00D6: if  0
0039:   @245 ==  6  ;; integer values
004D: jump_if_false DRUGS1_3717
00D6: if  0
0019:   @32 >  800  ;; integer values
004D: jump_if_false DRUGS1_3717
0005: $75 =  .3  ;; floating-point values
0006: @245 =  7  ;; integer values

:DRUGS1_3717
00D6: if  0
0039:   @245 ==  7  ;; integer values
004D: jump_if_false DRUGS1_3732
00D6: if  0
0022:    .6 > $75  ;; floating-point values
004D: jump_if_false DRUGS1_3726
0009: $75 +=  .001  ;; floating-point values
015D: set_gamespeed $75
0002: jump DRUGS1_3732

:DRUGS1_3726
00D6: if  21
0019:   @32 >  2500  ;; integer values
0020:   $75 >  .6  ;; floating-point values
004D: jump_if_false DRUGS1_3732
0006: @245 =  7  ;; integer values
015D: set_gamespeed  .5

:DRUGS1_3732
00D6: if  0
0039:   @245 ==  7  ;; integer values
004D: jump_if_false DRUGS1_3742
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRUGS1_3742
0160: point_camera  1605.782 -1765.834  3.5404  1
0005: $75 =  .5  ;; floating-point values
0006: @32 =  0  ;; integer values
0006: @245 =  8  ;; integer values

:DRUGS1_3742
00D6: if  0
0039:   @245 ==  8  ;; integer values
004D: jump_if_false DRUGS1_3758
00D6: if  0
0022:    1.0 > $75  ;; floating-point values
004D: jump_if_false DRUGS1_3751
0009: $75 +=  .01  ;; floating-point values
015D: set_gamespeed $75
0002: jump DRUGS1_3758

:DRUGS1_3751
00D6: if  21
0019:   @32 >  1000  ;; integer values
0020:   $75 >  .9  ;; floating-point values
004D: jump_if_false DRUGS1_3758
0006: @245 =  9  ;; integer values
0006: @32 =  0  ;; integer values
015D: set_gamespeed  1.0

:DRUGS1_3758
00D6: if  0
0039:   @245 ==  9  ;; integer values
004D: jump_if_false DRUGS1_3766
00D6: if  0
0019:   @32 >  2800  ;; integer values
004D: jump_if_false DRUGS1_3766
0006: @243 =  2  ;; integer values
0006: @245 =  10  ;; integer values

:DRUGS1_3766
00D6: if  0
0039:   @276 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3775
00D6: if  0
0019:   @33 >  1242  ;; integer values
004D: jump_if_false DRUGS1_3775
08EB:  1580.85 -1752.32  12.91  0.0  0.0  1.0  60 
08EB:  1580.75 -1749.51  12.92  0.0  0.0  1.0  100 
0006: @276 =  2  ;; integer values

:DRUGS1_3775
00D6: if  0
0039:   @276 ==  2  ;; integer values
004D: jump_if_false DRUGS1_3784
00D6: if  0
0019:   @33 >  1400  ;; integer values
004D: jump_if_false DRUGS1_3784
08EB:  1580.74 -1752.68  12.87  0.0  0.0  1.0  100 
08EB:  1580.85 -1749.75  12.91  0.0  0.0  1.0  60 
0006: @276 =  3  ;; integer values

:DRUGS1_3784
00D6: if  0
0039:   @276 ==  3  ;; integer values
004D: jump_if_false DRUGS1_3793
00D6: if  0
0019:   @33 >  1500  ;; integer values
004D: jump_if_false DRUGS1_3793
08EB:  1580.85 -1752.32  12.91  0.0  0.0  1.0  100 
08EB:  1580.85 -1752.32  12.91  0.0  0.0  1.0  80 
0006: @276 =  4  ;; integer values

:DRUGS1_3793
00D6: if  0
0039:   @276 ==  4  ;; integer values
004D: jump_if_false DRUGS1_3802
00D6: if  0
0019:   @33 >  1600  ;; integer values
004D: jump_if_false DRUGS1_3802
08EB:  1580.85 -1752.32  12.91  0.0  0.0  1.0  100 
08EB:  1580.75 -1749.51  12.92  0.0  0.0  1.0  60 
0006: @276 =  5  ;; integer values

:DRUGS1_3802
00D6: if  0
0039:   @276 ==  5  ;; integer values
004D: jump_if_false DRUGS1_3811
00D6: if  0
0019:   @33 >  1700  ;; integer values
004D: jump_if_false DRUGS1_3811
08EB:  1580.74 -1752.68  12.87  0.0  0.0  1.0  80 
08EB:  1580.85 -1749.75  12.91  0.0  0.0  1.0  100 
0006: @276 =  6  ;; integer values

:DRUGS1_3811
00D6: if  0
0039:   @276 ==  6  ;; integer values
004D: jump_if_false DRUGS1_3820
00D6: if  0
0019:   @33 >  1800  ;; integer values
004D: jump_if_false DRUGS1_3820
08EB:  1580.85 -1752.32  12.91  0.0  0.0  1.0  60 
08EB:  1580.85 -1752.32  12.91  0.0  0.0  1.0  80 
0006: @276 =  7  ;; integer values

:DRUGS1_3820
00D6: if  0
0039:   @276 ==  7  ;; integer values
004D: jump_if_false DRUGS1_3828
00D6: if  0
0019:   @33 >  2404  ;; integer values
004D: jump_if_false DRUGS1_3828
08EB:  1599.28 -1757.56  3.11  0.0  0.0  1.0  60 
0006: @276 =  8  ;; integer values

:DRUGS1_3828
00D6: if  0
0039:   @276 ==  8  ;; integer values
004D: jump_if_false DRUGS1_3837
00D6: if  0
0019:   @33 >  3418  ;; integer values
004D: jump_if_false DRUGS1_3837
08EB:  1599.76  1757.96  3.14  0.0  0.0  1.0  100 
08EB:  1601.69 -1758.73  3.18  0.0  0.0  1.0  60 
0006: @276 =  9  ;; integer values

:DRUGS1_3837
00D6: if  0
0039:   @276 ==  9  ;; integer values
004D: jump_if_false DRUGS1_3845
00D6: if  0
0019:   @33 >  3598  ;; integer values
004D: jump_if_false DRUGS1_3845
08EB:  1605.46 -1763.14  3.18  0.0  0.0  1.0  100 
0006: @276 =  10  ;; integer values

:DRUGS1_3845
00D6: if  0
0039:   @276 ==  10  ;; integer values
004D: jump_if_false DRUGS1_3853
00D6: if  0
0019:   @33 >  3600  ;; integer values
004D: jump_if_false DRUGS1_3853
08EB:  1605.46 -1763.14  3.18  0.0  0.0  1.0  80 
0006: @276 =  11  ;; integer values

:DRUGS1_3853
00D6: if  0
001B:    4 > @245  ;; integer values
004D: jump_if_false DRUGS1_4190
00D6: if  0
0039:   @247 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3886
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_3886
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_3866
0002: jump DRUGS1_3886

:DRUGS1_3866
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_3882
00D6: if  0
00DB:   actor @43 in_car @189
004D: jump_if_false DRUGS1_3881
046C: @205 = car @189 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_3881
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @43 from_car_and_place_at $69 $70 -10.0
036A: put_actor @43 in_car @189
0713: unknown_action_sequence @43 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @247 =  2  ;; integer values

:DRUGS1_3881
0002: jump DRUGS1_3886

:DRUGS1_3882
04BA: set_car @189 speed_instantly  18.0
05EC: @189 
07DB: @189  1.5  3.3999  4.1003 
0006: @247 =  2  ;; integer values

:DRUGS1_3886
00D6: if  0
0039:   @247 ==  2  ;; integer values
004D: jump_if_false DRUGS1_3899
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false DRUGS1_3899
05EC: @189 
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_3898
04BA: set_car @189 speed_instantly  18.0
07DB: @189  1.5  3.3999  4.1003 

:DRUGS1_3898
0006: @247 =  3  ;; integer values

:DRUGS1_3899
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3915
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false DRUGS1_3915
00D6: if  21
0118:   actor @43 dead
0119:   car @189 wrecked
004D: jump_if_false DRUGS1_3915
05EC: @189 
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_3915
00D6: if  0
0039:   @248 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3945
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_3945
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_3925
0002: jump DRUGS1_3945

:DRUGS1_3925
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_3941
00D6: if  0
00DB:   actor @45 in_car @194
004D: jump_if_false DRUGS1_3940
046C: @205 = car @194 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_3940
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @45 from_car_and_place_at $69 $70 -10.0
036A: put_actor @45 in_car @194
0713: unknown_action_sequence @45 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @248 =  2  ;; integer values

:DRUGS1_3940
0002: jump DRUGS1_3945

:DRUGS1_3941
04BA: set_car @194 speed_instantly  15.0
05EC: @194 
07DB: @194  5.5  3.3999  5.1003 
0006: @248 =  2  ;; integer values

:DRUGS1_3945
00D6: if  0
0039:   @248 ==  2  ;; integer values
004D: jump_if_false DRUGS1_3958
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false DRUGS1_3958
05EC: @194 
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_3957
04BA: set_car @194 speed_instantly  15.0
07DB: @194  5.5  3.3999  5.1003 

:DRUGS1_3957
0006: @248 =  3  ;; integer values

:DRUGS1_3958
00D6: if  0
0039:   @261 ==  1  ;; integer values
004D: jump_if_false DRUGS1_3974
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false DRUGS1_3974
00D6: if  21
0118:   actor @45 dead
0119:   car @194 wrecked
004D: jump_if_false DRUGS1_3974
05EC: @194 
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_3974
00D6: if  0
0039:   @249 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4004
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_4004
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS1_3984
0002: jump DRUGS1_4004

:DRUGS1_3984
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_4000
00D6: if  0
00DB:   actor @47 in_car @195
004D: jump_if_false DRUGS1_3999
046C: @205 = car @195 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_3999
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @47 from_car_and_place_at $69 $70 -10.0
036A: put_actor @47 in_car @195
0713: unknown_action_sequence @47 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 
0006: @249 =  2  ;; integer values

:DRUGS1_3999
0002: jump DRUGS1_4004

:DRUGS1_4000
04BA: set_car @195 speed_instantly  15.0
05EC: @195 
07DB: @195  1.5  4.3999  5.1003 
0006: @249 =  2  ;; integer values

:DRUGS1_4004
00D6: if  0
0039:   @249 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4017
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false DRUGS1_4017
05EC: @195 
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_4016
04BA: set_car @195 speed_instantly  15.0
07DB: @195  1.5  4.3999  5.1003 

:DRUGS1_4016
0006: @249 =  3  ;; integer values

:DRUGS1_4017
00D6: if  0
0039:   @262 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4033
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false DRUGS1_4033
00D6: if  21
0118:   actor @47 dead
0119:   car @195 wrecked
004D: jump_if_false DRUGS1_4033
05EC: @195 
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_4033
00D6: if  0
0039:   @250 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4063
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_4063
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_4043
0002: jump DRUGS1_4063

:DRUGS1_4043
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_4059
00D6: if  0
00DB:   actor @57 in_car @196
004D: jump_if_false DRUGS1_4058
046C: @205 = car @196 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4058
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @57 from_car_and_place_at $69 $70 -10.0
036A: put_actor @57 in_car @196
0713: unknown_action_sequence @57 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 
0006: @250 =  2  ;; integer values

:DRUGS1_4058
0002: jump DRUGS1_4063

:DRUGS1_4059
04BA: set_car @196 speed_instantly  15.0
05EC: @196 
07DB: @196  2.5  3.3999  3.1003 
0006: @250 =  2  ;; integer values

:DRUGS1_4063
00D6: if  0
0039:   @250 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4076
00D6: if  0
0118:   actor @57 dead
004D: jump_if_false DRUGS1_4076
05EC: @196 
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_4075
04BA: set_car @196 speed_instantly  15.0
07DB: @196  2.5  3.3999  3.1003 

:DRUGS1_4075
0006: @250 =  3  ;; integer values

:DRUGS1_4076
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4092
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false DRUGS1_4092
00D6: if  21
0118:   actor @57 dead
0119:   car @196 wrecked
004D: jump_if_false DRUGS1_4092
05EC: @196 
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_4092
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4117
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_4117
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS1_4102
0002: jump DRUGS1_4117

:DRUGS1_4102
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_4115
00D6: if  0
00DB:   actor @49 in_car @165
004D: jump_if_false DRUGS1_4114
046C: @205 = car @165 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4114
0676: unknown_action_sequence @49 @165 
0006: @265 =  2  ;; integer values

:DRUGS1_4114
0002: jump DRUGS1_4117

:DRUGS1_4115
05EC: @165 
0006: @265 =  2  ;; integer values

:DRUGS1_4117
00D6: if  0
0039:   @265 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4125
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false DRUGS1_4125
05EC: @165 
0006: @265 =  3  ;; integer values

:DRUGS1_4125
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4141
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false DRUGS1_4141
00D6: if  21
0118:   actor @49 dead
0119:   car @165 wrecked
004D: jump_if_false DRUGS1_4141
05EC: @165 
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_4141
00D6: if  0
0039:   @266 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4166
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_4166
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_4151
0002: jump DRUGS1_4166

:DRUGS1_4151
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_4164
00D6: if  0
00DB:   actor @51 in_car @166
004D: jump_if_false DRUGS1_4163
046C: @205 = car @166 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4163
0676: unknown_action_sequence @51 @166 
0006: @266 =  2  ;; integer values

:DRUGS1_4163
0002: jump DRUGS1_4166

:DRUGS1_4164
05EC: @166 
0006: @266 =  2  ;; integer values

:DRUGS1_4166
00D6: if  0
0039:   @266 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4174
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false DRUGS1_4174
05EC: @166 
0006: @266 =  3  ;; integer values

:DRUGS1_4174
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4190
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false DRUGS1_4190
00D6: if  21
0118:   actor @51 dead
0119:   car @166 wrecked
004D: jump_if_false DRUGS1_4190
05EC: @166 
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_4190
00D6: if  0
0039:   @243 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5480
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_5480
00D6: if  0
0039:   @272 ==  0  ;; integer values
004D: jump_if_false DRUGS1_4427
016A: fade  0 ()  0 ms
05EC: @189 
00A6: destroy_car @189
009B: destroy_actor_instantly @42
009B: destroy_actor_instantly @43
05EC: @194 
00A6: destroy_car @194
009B: destroy_actor_instantly @44
009B: destroy_actor_instantly @45
05EC: @165 
00A6: destroy_car @165
009B: destroy_actor_instantly @48
009B: destroy_actor_instantly @49
00A6: destroy_car @208
00A6: destroy_car @207
05EC: @188 
00A6: destroy_car @188
009B: destroy_actor_instantly @197
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_4221
05EC: @161 

:DRUGS1_4221
07C0:  269 
07C0:  270 
07C0:  271 
07C0:  272 
07C0:  273 
07C0:  274 
07C0:  275 
07C0:  276 
07C0:  277 
07C0:  278 
07C0:  279 
07C0:  280 
07C0:  281 
038B: load_requested_models

:DRUGS1_4235
00D6: if  24
87C1:   NOT  273 
87C1:   NOT  274 
87C1:   NOT  275 
87C1:   NOT  276 
87C1:   NOT  277 
004D: jump_if_false DRUGS1_4244
0001: wait  0 ms
0002: jump DRUGS1_4235

:DRUGS1_4244
00D6: if  23
87C1:   NOT  278 
87C1:   NOT  279 
87C1:   NOT  280 
87C1:   NOT  281 
004D: jump_if_false DRUGS1_4252
0001: wait  0 ms
0002: jump DRUGS1_4244

:DRUGS1_4252
00D6: if  23
87C1:   NOT  269 
87C1:   NOT  270 
87C1:   NOT  271 
87C1:   NOT  272 
004D: jump_if_false DRUGS1_4260
0001: wait  0 ms
0002: jump DRUGS1_4252

:DRUGS1_4260
00A5: @188 = create_car  443 at  1601.914 -1755.917  4.6
09C4: @188  0 
0175: set_car @188 z_angle_to  256.415
0129: @197 = create_actor  24  111 in_car @188 driverseat
054A: unknown_actor @197 flag  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  560 at  1550.873 -1737.122 -14.1055
09C4: @208  0 
0175: set_car @208 z_angle_to  256.415
02AC: set_car @208 immunities  1  1  1  1  1
0683: @208 @188  0.0 -4.6  .65  15.0  0.0  0.0 
0006: @273 =  1  ;; integer values
00A5: @207 = create_car  560 at  1550.873 -1737.122  14.1055
09C4: @207  0 
0175: set_car @207 z_angle_to  256.415
02AC: set_car @207 immunities  1  1  1  1  1
0683: @207 @188  0.0  1.15  2.4  15.0  0.0  0.0 
0006: @274 =  1  ;; integer values
00A5: @189 = create_car  581 at  1505.103 -1733.09  3.05
09C4: @189  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  111 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  111 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  581 at  1487.213 -1734.792  3.25
09C4: @194  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  111 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  111 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  560 at  1496.864 -1731.303  6.3
09C4: @165  0 
0175: set_car @165 z_angle_to  257.724
0129: @46 = create_actor  24  111 in_car @165 driverseat
060B: unknown_actor_use_entity @46 @35 
054A: unknown_actor @46 flag  0
02A9: set_actor @46 immune_to_nonplayer  1
01C8: @47 = create_actor  24  111 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  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_4345
05EB: @188  269 

:DRUGS1_4345
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false DRUGS1_4349
05EB: @208  270 

:DRUGS1_4349
00D6: if  0
8119:   NOT   car @207 wrecked
004D: jump_if_false DRUGS1_4353
05EB: @207  271 

:DRUGS1_4353
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_4357
05EB: @161  272 

:DRUGS1_4357
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false DRUGS1_4361
0684: @208  20.0  180.0  0.0  0 

:DRUGS1_4361
00D6: if  0
8119:   NOT   car @207 wrecked
004D: jump_if_false DRUGS1_4365
0684: @207  20.0  180.0  0.0  0 

:DRUGS1_4365
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_4369
05EB: @189  273 

:DRUGS1_4369
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_4373
05EB: @194  274 

:DRUGS1_4373
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_4377
05EB: @165  275 

:DRUGS1_4377
0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 
0858: $PLAYER_CHAR  346.2  359.0 
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_4386
02AC: set_car @161 immunities  0  1  1  1  1

:DRUGS1_4386
016A: fade  1 (back)  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  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_4397
02AB: set_actor $130 immunities  1  1  1  1  1

:DRUGS1_4397
0006: @33 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_4402
0713: unknown_action_sequence @43 -1 @161  0.0  0.0  0.0  150.0  8  1  90 

:DRUGS1_4402
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_4410
00D6: if  0
001B:    3 > @288  ;; integer values
004D: jump_if_false DRUGS1_4410
01B2: give_actor @42 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @42 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_4410
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_4418
00D6: if  0
001B:    2 > @288  ;; integer values
004D: jump_if_false DRUGS1_4418
01B2: give_actor @44 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @44 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_4418
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_4422
0713: unknown_action_sequence @45 -1 @161  0.0  0.0  0.0  150.0  8  1  90 

:DRUGS1_4422
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_4426
0713: unknown_action_sequence @47 -1 @161  0.0  0.0  0.0  150.0  8  1  90 

:DRUGS1_4426
0006: @272 =  1  ;; integer values

:DRUGS1_4427
00D6: if  0
0039:   @272 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4482
00D6: if  0
01AD:   car @161  0 ()near_point  1905.28 -1831.57  12.0  12.0
004D: jump_if_false DRUGS1_4482
00A5: @166 = create_car  560 at  2002.102 -1890.368  8.108
09C4: @166  0 
0175: set_car @166 z_angle_to  44.1
05EB: @166  276 
0129: @48 = create_actor  24  111 in_car @166 driverseat
060B: unknown_actor_use_entity @48 @35 
054A: unknown_actor @48 flag  0
02A9: set_actor @48 immune_to_nonplayer  1
01C8: @49 = create_actor  24  111 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  560 at  2008.843 -1897.323  8.1
09C4: @167  0 
0175: set_car @167 z_angle_to  44.1
05EB: @167  277 
02AC: set_car @167 immunities  0  1  1  1  0
02AA: set_car @167 immune_to_nonplayer  1
0129: @50 = create_actor  24  111 in_car @167 driverseat
060B: unknown_actor_use_entity @50 @35 
02A9: set_actor @50 immune_to_nonplayer  1
01C8: @51 = create_actor  24  111 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_4477
0713: unknown_action_sequence @49 -1 @161  0.0  0.0  0.0  250.0  8  1  10 

:DRUGS1_4477
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_4481
0713: unknown_action_sequence @51 -1 @161  0.0  0.0  0.0  250.0  8  1  10 

:DRUGS1_4481
0006: @272 =  2  ;; integer values

:DRUGS1_4482
00D6: if  0
0039:   @272 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4553
00D6: if  0
01AD:   car @161  0 ()near_point  2101.55 -1850.81  12.0  12.0
004D: jump_if_false DRUGS1_4553
00A5: @196 = create_car  581 at  2093.446 -1836.207  12.72
09C4: @196  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  111 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  111 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: @196  279 
00A5: @195 = create_car  581 at  2018.735 -1900.925  8.108
09C4: @195  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  111 in_car @195 driverseat
060B: unknown_actor_use_entity @54 @35 
02A9: set_actor @54 immune_to_nonplayer  1
01C8: @55 = create_actor  24  111 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: @195  278 
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS1_4536
00D6: if  0
001B:    4 > @288  ;; integer values
004D: jump_if_false DRUGS1_4536
01B2: give_actor @52 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @52 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_4536
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRUGS1_4544
00D6: if  0
001B:    4 > @288  ;; integer values
004D: jump_if_false DRUGS1_4544
01B2: give_actor @54 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @54 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_4544
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS1_4548
0713: unknown_action_sequence @53 -1 @161  0.0  0.0  0.0  250.0  8  1  100 

:DRUGS1_4548
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false DRUGS1_4552
0713: unknown_action_sequence @55 -1 @161  0.0  0.0  0.0  250.0  8  1  100 

:DRUGS1_4552
0006: @272 =  3  ;; integer values

:DRUGS1_4553
00D6: if  0
0039:   @272 ==  3  ;; integer values
004D: jump_if_false DRUGS1_4602
00D6: if  0
01AD:   car @161  0 ()near_point  2425.93 -1874.76  10.0  10.0
004D: jump_if_false DRUGS1_4602
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  581 at  2417.1 -1876.578  12.92
09C4: @206  0 
0175: set_car @206 z_angle_to  271.4
05EB: @206  280 
02AC: set_car @206 immunities  0  1  1  1  0
0129: @56 = create_actor  24  111 in_car @206 driverseat
060B: unknown_actor_use_entity @56 @35 
02A9: set_actor @56 immune_to_nonplayer  1
01C8: @57 = create_actor  24  111 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  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_4596
0713: unknown_action_sequence @57 -1 @161  0.0  0.0  0.0  150.0  8  1  90 

:DRUGS1_4596
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_4601
01B2: give_actor @56 weapon  28 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @56 -1 @161  0.0  0.0  0.0  150.0  8  1 @289 

:DRUGS1_4601
0006: @272 =  4  ;; integer values

:DRUGS1_4602
00D6: if  0
0039:   @272 ==  4  ;; integer values
004D: jump_if_false DRUGS1_4631
00D6: if  0
01AD:   car @161  0 ()near_point  2499.36 -1871.699  10.0  10.0
004D: jump_if_false DRUGS1_4631
00A5: @168 = create_car  560 at  2529.256 -1892.9  13.24
09C4: @168  0 
0175: set_car @168 z_angle_to  269.177
05EB: @168  281 
0224: set_car @168 health_to  600
0129: @58 = create_actor  24  111 in_car @168 driverseat
060B: unknown_actor_use_entity @58 @35 
02A9: set_actor @58 immune_to_nonplayer  1
01C8: @59 = create_actor  24  111 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  0
8118:   NOT   actor @59 dead
004D: jump_if_false DRUGS1_4630
0713: unknown_action_sequence @59 -1 @161  0.0  0.0  0.0  150.0  8  1  90 

:DRUGS1_4630
0006: @272 =  5  ;; integer values

:DRUGS1_4631
00D6: if  0
0039:   @272 ==  5  ;; integer values
004D: jump_if_false DRUGS1_4642
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_4642
00D6: if  0
86AA:   NOT @188 
004D: jump_if_false DRUGS1_4642
0519: unknown_car @188 flag  1
0006: @272 =  6  ;; integer values

:DRUGS1_4642
00D6: if  0
0039:   @272 ==  6  ;; integer values
004D: jump_if_false DRUGS1_4653
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false DRUGS1_4653
00D6: if  0
0039:   @243 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4653
0006: @279 =  1  ;; integer values
0006: @277 =  1  ;; integer values

:DRUGS1_4653
00D6: if  0
0039:   @273 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4675
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_4675
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false DRUGS1_4675
00D6: if  0
0019:   @33 >  26250  ;; integer values
004D: jump_if_false DRUGS1_4675
00D6: if  21
8039:   NOT   @265 ==  3  ;; integer values
8039:   NOT   @255 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4675
02AC: set_car @208 immunities  0  0  0  0  0
05EC: @208 
0224: set_car @208 health_to  200
07DB: @208  1.5 -2.3999  4.1003 
020B: explode_car @208
0006: @273 =  2  ;; integer values

:DRUGS1_4675
00D6: if  0
0039:   @273 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4686
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_4686
00D6: if  0
0019:   @33 >  26900  ;; integer values
004D: jump_if_false DRUGS1_4686
020B: explode_car @165
0006: @273 =  3  ;; integer values

:DRUGS1_4686
00D6: if  0
0039:   @274 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4701
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_4701
00D6: if  0
8119:   NOT   car @207 wrecked
004D: jump_if_false DRUGS1_4701
00D6: if  0
0019:   @33 >  35647  ;; integer values
004D: jump_if_false DRUGS1_4701
02AC: set_car @207 immunities  0  0  0  0  0
0224: set_car @207 health_to  500
0006: @274 =  2  ;; integer values

:DRUGS1_4701
00D6: if  0
0039:   @274 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4712
00D6: if  0
0019:   @33 >  35800  ;; integer values
004D: jump_if_false DRUGS1_4712
00D6: if  0
8119:   NOT   car @207 wrecked
004D: jump_if_false DRUGS1_4712
020B: explode_car @207
0006: @274 =  3  ;; integer values

:DRUGS1_4712
00D6: if  0
0039:   @274 ==  3  ;; integer values
004D: jump_if_false DRUGS1_4723
00D6: if  0
0019:   @33 >  36500  ;; integer values
004D: jump_if_false DRUGS1_4723
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_4723
020B: explode_car @166
0006: @274 =  4  ;; integer values

:DRUGS1_4723
00D6: if  0
0039:   @247 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4753
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_4753
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_4733
0002: jump DRUGS1_4753

:DRUGS1_4733
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_4749
00D6: if  0
00DB:   actor @43 in_car @189
004D: jump_if_false DRUGS1_4748
046C: @205 = car @189 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4748
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @43 from_car_and_place_at $69 $70 -10.0
036A: put_actor @43 in_car @189
0713: unknown_action_sequence @43 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @247 =  2  ;; integer values

:DRUGS1_4748
0002: jump DRUGS1_4753

:DRUGS1_4749
04BA: set_car @189 speed_instantly  18.0
05EC: @189 
07DB: @189  3.5  7.3999  8.1003 
0006: @247 =  2  ;; integer values

:DRUGS1_4753
00D6: if  0
0039:   @247 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4766
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false DRUGS1_4766
05EC: @189 
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_4765
04BA: set_car @189 speed_instantly  18.0
07DB: @189  3.5  7.3999  8.1003 

:DRUGS1_4765
0006: @247 =  3  ;; integer values

:DRUGS1_4766
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4782
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false DRUGS1_4782
00D6: if  21
0118:   actor @43 dead
0119:   car @189 wrecked
004D: jump_if_false DRUGS1_4782
05EC: @189 
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_4782
00D6: if  0
0039:   @248 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4812
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_4812
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_4792
0002: jump DRUGS1_4812

:DRUGS1_4792
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_4808
00D6: if  0
00DB:   actor @45 in_car @194
004D: jump_if_false DRUGS1_4807
046C: @205 = car @194 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4807
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @45 from_car_and_place_at $69 $70 -10.0
036A: put_actor @45 in_car @194
0713: unknown_action_sequence @45 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @248 =  2  ;; integer values

:DRUGS1_4807
0002: jump DRUGS1_4812

:DRUGS1_4808
04BA: set_car @194 speed_instantly  18.0
05EC: @194 
07DB: @194  3.5  7.3999  8.1003 
0006: @248 =  2  ;; integer values

:DRUGS1_4812
00D6: if  0
0039:   @248 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4825
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false DRUGS1_4825
05EC: @194 
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_4824
04BA: set_car @194 speed_instantly  18.0
07DB: @194  3.5  7.3999  8.1003 

:DRUGS1_4824
0006: @248 =  3  ;; integer values

:DRUGS1_4825
00D6: if  0
0039:   @261 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4841
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false DRUGS1_4841
00D6: if  21
0118:   actor @45 dead
0119:   car @194 wrecked
004D: jump_if_false DRUGS1_4841
05EC: @194 
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_4841
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4866
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_4866
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS1_4851
0002: jump DRUGS1_4866

:DRUGS1_4851
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_4864
00D6: if  0
00DB:   actor @47 in_car @165
004D: jump_if_false DRUGS1_4863
046C: @205 = car @165 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4863
0676: unknown_action_sequence @47 @165 
0006: @265 =  2  ;; integer values

:DRUGS1_4863
0002: jump DRUGS1_4866

:DRUGS1_4864
05EC: @165 
0006: @265 =  2  ;; integer values

:DRUGS1_4866
00D6: if  0
0039:   @265 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4878
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false DRUGS1_4878
05EC: @165 
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_4877
00A9: set_car @165 to_normal_driver

:DRUGS1_4877
0006: @265 =  3  ;; integer values

:DRUGS1_4878
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4898
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false DRUGS1_4898
00D6: if  21
0118:   actor @47 dead
0119:   car @165 wrecked
004D: jump_if_false DRUGS1_4898
05EC: @165 
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_4893
00A9: set_car @165 to_normal_driver

:DRUGS1_4893
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_4898
00D6: if  0
0039:   @266 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4923
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_4923
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS1_4908
0002: jump DRUGS1_4923

:DRUGS1_4908
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_4921
00D6: if  0
00DB:   actor @49 in_car @166
004D: jump_if_false DRUGS1_4920
046C: @205 = car @166 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4920
0676: unknown_action_sequence @49 @166 
0006: @266 =  2  ;; integer values

:DRUGS1_4920
0002: jump DRUGS1_4923

:DRUGS1_4921
05EC: @166 
0006: @266 =  2  ;; integer values

:DRUGS1_4923
00D6: if  0
0039:   @266 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4935
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false DRUGS1_4935
05EC: @166 
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_4934
00A9: set_car @166 to_normal_driver

:DRUGS1_4934
0006: @266 =  3  ;; integer values

:DRUGS1_4935
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4955
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false DRUGS1_4955
00D6: if  21
0118:   actor @49 dead
0119:   car @166 wrecked
004D: jump_if_false DRUGS1_4955
05EC: @166 
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_4950
00A9: set_car @166 to_normal_driver

:DRUGS1_4950
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_4955
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false DRUGS1_4980
00D6: if  0
8119:   NOT   car @167 wrecked
004D: jump_if_false DRUGS1_4980
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_4965
0002: jump DRUGS1_4980

:DRUGS1_4965
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_4978
00D6: if  0
00DB:   actor @51 in_car @167
004D: jump_if_false DRUGS1_4977
046C: @205 = car @167 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_4977
0676: unknown_action_sequence @51 @167 
0006: @267 =  2  ;; integer values

:DRUGS1_4977
0002: jump DRUGS1_4980

:DRUGS1_4978
05EC: @167 
0006: @267 =  2  ;; integer values

:DRUGS1_4980
00D6: if  0
0039:   @267 ==  2  ;; integer values
004D: jump_if_false DRUGS1_4992
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false DRUGS1_4992
05EC: @167 
00D6: if  0
8119:   NOT   car @167 wrecked
004D: jump_if_false DRUGS1_4991
00A9: set_car @167 to_normal_driver

:DRUGS1_4991
0006: @267 =  3  ;; integer values

:DRUGS1_4992
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5012
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false DRUGS1_5012
00D6: if  21
0118:   actor @51 dead
0119:   car @167 wrecked
004D: jump_if_false DRUGS1_5012
05EC: @167 
0164: disable_marker @212
00D6: if  0
8119:   NOT   car @167 wrecked
004D: jump_if_false DRUGS1_5008
00A9: set_car @167 to_normal_driver

:DRUGS1_5008
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_5012
00D6: if  0
0039:   @250 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5042
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_5042
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS1_5022
0002: jump DRUGS1_5042

:DRUGS1_5022
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS1_5038
00D6: if  0
00DB:   actor @53 in_car @196
004D: jump_if_false DRUGS1_5037
046C: @205 = car @196 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_5037
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @53 from_car_and_place_at $69 $70 -10.0
036A: put_actor @53 in_car @196
0713: unknown_action_sequence @53 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @250 =  2  ;; integer values

:DRUGS1_5037
0002: jump DRUGS1_5042

:DRUGS1_5038
04BA: set_car @196 speed_instantly  18.0
05EC: @196 
07DB: @196  3.5  7.3999  8.1003 
0006: @250 =  2  ;; integer values

:DRUGS1_5042
00D6: if  0
0039:   @250 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5055
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false DRUGS1_5055
05EC: @196 
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_5054
04BA: set_car @196 speed_instantly  18.0
07DB: @196  3.5  7.3999  8.1003 

:DRUGS1_5054
0006: @250 =  3  ;; integer values

:DRUGS1_5055
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5071
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false DRUGS1_5071
00D6: if  21
0118:   actor @53 dead
0119:   car @196 wrecked
004D: jump_if_false DRUGS1_5071
05EC: @196 
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_5071
00D6: if  0
0039:   @249 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5101
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_5101
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRUGS1_5081
0002: jump DRUGS1_5101

:DRUGS1_5081
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false DRUGS1_5097
00D6: if  0
00DB:   actor @55 in_car @195
004D: jump_if_false DRUGS1_5096
046C: @205 = car @195 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_5096
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @55 from_car_and_place_at $69 $70 -10.0
036A: put_actor @55 in_car @195
0713: unknown_action_sequence @55 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @249 =  2  ;; integer values

:DRUGS1_5096
0002: jump DRUGS1_5101

:DRUGS1_5097
04BA: set_car @195 speed_instantly  18.0
05EC: @195 
07DB: @195  3.5  7.3999  8.1003 
0006: @249 =  2  ;; integer values

:DRUGS1_5101
00D6: if  0
0039:   @249 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5114
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false DRUGS1_5114
05EC: @195 
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_5113
04BA: set_car @195 speed_instantly  18.0
07DB: @195  3.5  7.3999  8.1003 

:DRUGS1_5113
0006: @249 =  3  ;; integer values

:DRUGS1_5114
00D6: if  0
0039:   @262 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5130
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false DRUGS1_5130
00D6: if  21
0118:   actor @55 dead
0119:   car @195 wrecked
004D: jump_if_false DRUGS1_5130
05EC: @195 
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_5130
00D6: if  0
0039:   @251 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5160
00D6: if  0
8119:   NOT   car @206 wrecked
004D: jump_if_false DRUGS1_5160
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_5140
0002: jump DRUGS1_5160

:DRUGS1_5140
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_5156
00D6: if  0
00DB:   actor @57 in_car @206
004D: jump_if_false DRUGS1_5155
046C: @205 = car @206 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_5155
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @57 from_car_and_place_at $69 $70 -10.0
036A: put_actor @57 in_car @206
0713: unknown_action_sequence @57 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @251 =  2  ;; integer values

:DRUGS1_5155
0002: jump DRUGS1_5160

:DRUGS1_5156
04BA: set_car @206 speed_instantly  18.0
05EC: @206 
07DB: @206  3.5  7.3999  8.1003 
0006: @251 =  2  ;; integer values

:DRUGS1_5160
00D6: if  0
0039:   @251 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5173
00D6: if  0
0118:   actor @57 dead
004D: jump_if_false DRUGS1_5173
05EC: @206 
00D6: if  0
8119:   NOT   car @206 wrecked
004D: jump_if_false DRUGS1_5172
04BA: set_car @206 speed_instantly  18.0
07DB: @206  3.5  7.3999  8.1003 

:DRUGS1_5172
0006: @251 =  3  ;; integer values

:DRUGS1_5173
00D6: if  0
0039:   @264 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5189
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false DRUGS1_5189
00D6: if  21
0118:   actor @57 dead
0119:   car @206 wrecked
004D: jump_if_false DRUGS1_5189
05EC: @206 
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_5189
00D6: if  0
0039:   @268 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5214
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false DRUGS1_5214
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false DRUGS1_5199
0002: jump DRUGS1_5214

:DRUGS1_5199
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false DRUGS1_5212
00D6: if  0
00DB:   actor @59 in_car @168
004D: jump_if_false DRUGS1_5211
046C: @205 = car @168 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_5211
0676: unknown_action_sequence @59 @168 
0006: @268 =  2  ;; integer values

:DRUGS1_5211
0002: jump DRUGS1_5214

:DRUGS1_5212
05EC: @168 
0006: @268 =  2  ;; integer values

:DRUGS1_5214
00D6: if  0
0039:   @268 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5226
00D6: if  0
0118:   actor @59 dead
004D: jump_if_false DRUGS1_5226
05EC: @168 
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false DRUGS1_5225
00A9: set_car @168 to_normal_driver

:DRUGS1_5225
0006: @268 =  3  ;; integer values

:DRUGS1_5226
00D6: if  0
0039:   @258 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5246
00D6: if  0
0118:   actor @58 dead
004D: jump_if_false DRUGS1_5246
00D6: if  21
0118:   actor @59 dead
0119:   car @168 wrecked
004D: jump_if_false DRUGS1_5246
05EC: @168 
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false DRUGS1_5241
00A9: set_car @168 to_normal_driver

:DRUGS1_5241
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_5246
00D6: if  0
0019:   @272 >  0  ;; integer values
004D: jump_if_false DRUGS1_5480
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5258
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5258
04AF: @239 = unknown_wav_reference  35689 
05AA: s@240 = 'SMO4_HA'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5258
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5267
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5267
04AF: @239 = unknown_wav_reference  35690 
05AA: s@240 = 'SMO4_HB'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5267
00D6: if  0
0039:   @282 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5276
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5276
04AF: @239 = unknown_wav_reference  35691 
05AA: s@240 = 'SMO4_HC'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5276
00D6: if  0
0039:   @282 ==  3  ;; integer values
004D: jump_if_false DRUGS1_5285
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5285
04AF: @239 = unknown_wav_reference  35692 
05AA: s@240 = 'SMO4_HD'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5285
00D6: if  0
0039:   @282 ==  4  ;; integer values
004D: jump_if_false DRUGS1_5294
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5294
04AF: @239 = unknown_wav_reference  35693 
05AA: s@240 = 'SMO4_HE'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5294
00D6: if  0
0039:   @282 ==  5  ;; integer values
004D: jump_if_false DRUGS1_5303
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5303
04AF: @239 = unknown_wav_reference  35694 
05AA: s@240 = 'SMO4_HF'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5303
00D6: if  0
0039:   @282 ==  6  ;; integer values
004D: jump_if_false DRUGS1_5312
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5312
04AF: @239 = unknown_wav_reference  35695 
05AA: s@240 = 'SMO4_HH'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5312
00D6: if  0
0039:   @282 ==  7  ;; integer values
004D: jump_if_false DRUGS1_5321
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5321
04AF: @239 = unknown_wav_reference  35696 
05AA: s@240 = 'SMO4_HJ'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5321
00D6: if  0
0039:   @282 ==  8  ;; integer values
004D: jump_if_false DRUGS1_5330
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5330
04AF: @239 = unknown_wav_reference  35661 
05AA: s@240 = 'SMO4_ER'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5330
00D6: if  0
0039:   @285 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5337
00D6: if  0
01AD:   car @161  0 ()near_point  2047.59 -1850.32  12.0  12.0
004D: jump_if_false DRUGS1_5337
0006: @285 =  1  ;; integer values

:DRUGS1_5337
00D6: if  0
0039:   @282 ==  9  ;; integer values
004D: jump_if_false DRUGS1_5349
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5349
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5349
04AF: @239 = unknown_wav_reference  35700 
05AA: s@240 = 'SMO4_HN'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5349
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5356
00D6: if  0
01AD:   car @161  0 ()near_point  2121.17 -1853.67  12.0  12.0
004D: jump_if_false DRUGS1_5356
0006: @285 =  2  ;; integer values

:DRUGS1_5356
00D6: if  0
0039:   @282 ==  10  ;; integer values
004D: jump_if_false DRUGS1_5368
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5368
00D6: if  0
0039:   @285 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5368
04AF: @239 = unknown_wav_reference  35685 
05AA: s@240 = 'SMO4_GM'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5368
00D6: if  0
0039:   @282 ==  11  ;; integer values
004D: jump_if_false DRUGS1_5377
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5377
04AF: @239 = unknown_wav_reference  35688 
05AA: s@240 = 'SMO4_GP'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5377
00D6: if  0
0039:   @285 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5384
00D6: if  0
01AD:   car @161  0 ()near_point  2216.75 -1854.73  12.0  12.0
004D: jump_if_false DRUGS1_5384
0006: @285 =  3  ;; integer values

:DRUGS1_5384
00D6: if  0
0039:   @282 ==  12  ;; integer values
004D: jump_if_false DRUGS1_5396
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5396
00D6: if  0
0039:   @285 ==  3  ;; integer values
004D: jump_if_false DRUGS1_5396
04AF: @239 = unknown_wav_reference  35702 
05AA: s@240 = 'SMO4_HP'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5396
00D6: if  0
0039:   @282 ==  13  ;; integer values
004D: jump_if_false DRUGS1_5405
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5405
04AF: @239 = unknown_wav_reference  35705 
05AA: s@240 = 'SMO4_HS'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5405
00D6: if  0
0039:   @282 ==  14  ;; integer values
004D: jump_if_false DRUGS1_5414
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5414
04AF: @239 = unknown_wav_reference  35706 
05AA: s@240 = 'SMO4_HT'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5414
00D6: if  0
0039:   @285 ==  3  ;; integer values
004D: jump_if_false DRUGS1_5421
00D6: if  0
01AD:   car @161  0 ()near_point  2435.94 -1874.57  12.0  12.0
004D: jump_if_false DRUGS1_5421
0006: @285 =  4  ;; integer values

:DRUGS1_5421
00D6: if  0
0039:   @282 ==  15  ;; integer values
004D: jump_if_false DRUGS1_5433
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5433
00D6: if  0
0039:   @285 ==  4  ;; integer values
004D: jump_if_false DRUGS1_5433
04AF: @239 = unknown_wav_reference  35684 
05AA: s@240 = 'SMO4_GL'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5433
00D6: if  0
0039:   @282 ==  16  ;; integer values
004D: jump_if_false DRUGS1_5442
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5442
04AF: @239 = unknown_wav_reference  35686 
05AA: s@240 = 'SMO4_GN'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5442
00D6: if  0
0039:   @285 ==  4  ;; integer values
004D: jump_if_false DRUGS1_5449
00D6: if  0
01AD:   car @161  0 ()near_point  2539.11 -1865.31  12.0  12.0
004D: jump_if_false DRUGS1_5449
0006: @285 =  5  ;; integer values

:DRUGS1_5449
00D6: if  0
0039:   @282 ==  17  ;; integer values
004D: jump_if_false DRUGS1_5461
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5461
00D6: if  0
0039:   @285 ==  4  ;; integer values
004D: jump_if_false DRUGS1_5461
04AF: @239 = unknown_wav_reference  35709 
05AA: s@240 = 'SMO4_JA'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5461
00D6: if  0
0039:   @282 ==  18  ;; integer values
004D: jump_if_false DRUGS1_5470
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5470
04AF: @239 = unknown_wav_reference  35710 
05AA: s@240 = 'SMO4_JB'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5470
00D6: if  0
0039:   @282 ==  19  ;; integer values
004D: jump_if_false DRUGS1_5479
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5479
04AF: @239 = unknown_wav_reference  35711 
05AA: s@240 = 'SMO4_JC'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_5479
0050: gosub DRUGS1_6678

:DRUGS1_5480
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5734
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_5734
00D6: if  0
0039:   @277 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5590
00D6: if  0
01AD:   car @161  0 ()near_point  2565.98 -1747.12  12.0  12.0
004D: jump_if_false DRUGS1_5590
016A: fade  0 ()  0 ms
07C0:  282 
07C0:  283 
07C0:  284 
07C0:  285 
07C0:  286 
0247: request_model #STORM_DRAIN_COVER
0247: request_model #BARREL4
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AC: set_car @161 immunities  1  1  1  1  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_5507
02AB: set_actor $130 immunities  1  1  1  1  1

:DRUGS1_5507
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_5512
0657: @188  2 

:DRUGS1_5512
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: @189 
00A6: destroy_car @189
009B: destroy_actor_instantly @42
009B: destroy_actor_instantly @43
05EC: @194 
00A6: destroy_car @194
009B: destroy_actor_instantly @44
009B: destroy_actor_instantly @45
05EC: @165 
00A6: destroy_car @165
009B: destroy_actor_instantly @46
009B: destroy_actor_instantly @47
05EC: @166 
00A6: destroy_car @166
009B: destroy_actor_instantly @48
009B: destroy_actor_instantly @49
05EC: @167 
00A6: destroy_car @167
009B: destroy_actor_instantly @50
009B: destroy_actor_instantly @51
05EC: @196 
00A6: destroy_car @196
009B: destroy_actor_instantly @52
009B: destroy_actor_instantly @53
05EC: @195 
00A6: destroy_car @195
009B: destroy_actor_instantly @54
009B: destroy_actor_instantly @55
05EC: @206 
00A6: destroy_car @206
009B: destroy_actor_instantly @56
009B: destroy_actor_instantly @57
05EC: @168 
00A6: destroy_car @168
009B: destroy_actor_instantly @58
009B: destroy_actor_instantly @59
00A5: @165 = create_car  560 at  2575.871 -1676.557  .7246
0175: set_car @165 z_angle_to  85.0235
02AC: set_car @165 immunities  1  0  0  0  0
00A5: @166 = create_car  560 at  2567.348 -1675.912  .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  111 at  2578.022 -1674.761  .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: unknown_action_sequence @37  2574.87 -1686.48  2.02  3000 
009A: @38 = create_actor  24  111 at  2574.336 -1674.478  .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: unknown_action_sequence @38  2572.21 -1686.56  3.13  3000 
04EB: unknown_action_sequence @38  1 
009A: @39 = create_actor  24  111 at  2569.295 -1674.4  .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: unknown_action_sequence @39  2566.95 -1686.14  2.5  3000 
009A: @40 = create_actor  24  111 at  2565.314 -1673.921  .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: unknown_action_sequence @40  1 
0668: unknown_action_sequence @40  2564.35 -1786.51  2.18  3000 
00D6: if  0
060E: @161 
004D: jump_if_false DRUGS1_5588
05EC: @161 

:DRUGS1_5588
0006: @243 =  3  ;; integer values
0006: @277 =  2  ;; integer values

:DRUGS1_5590
00D6: if  0
0039:   @277 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5615
00D6: if  0
07C1:  282 
004D: jump_if_false DRUGS1_5615
00D6: if  0
07C1:  283 
004D: jump_if_false DRUGS1_5615
00D6: if  0
07C1:  284 
004D: jump_if_false DRUGS1_5615
00D6: if  0
07C1:  285 
004D: jump_if_false DRUGS1_5615
00D6: if  0
07C1:  286 
004D: jump_if_false DRUGS1_5615
00D6: if  0
0248:   model #STORM_DRAIN_COVER available
004D: jump_if_false DRUGS1_5615
00D6: if  0
0248:   model #BARREL4 available
004D: jump_if_false DRUGS1_5615
0006: @277 =  3  ;; integer values

:DRUGS1_5615
0871: init_jump_table @277 total_jumps  3  0 DRUGS1_5652 jumps  3 DRUGS1_5616  7 DRUGS1_5631  8 DRUGS1_5639 -1 DRUGS1_5652 -1 DRUGS1_5652 -1 DRUGS1_5652 -1 DRUGS1_5652 

:DRUGS1_5616
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_5630
0006: @32 =  0  ;; integer values
05EB: @161  282 
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_5625
0224: set_car @188 health_to  300

:DRUGS1_5625
0005: $75 =  1.0  ;; floating-point values
0006: @277 =  7  ;; integer values
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_5630

:DRUGS1_5630
0002: jump DRUGS1_5652

:DRUGS1_5631
0006: @277 =  8  ;; integer values
016A: fade  1 (back)  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_5652

:DRUGS1_5639
0050: gosub DRUGS1_6550
0050: gosub DRUGS1_6578
0050: gosub DRUGS1_6628
00D6: if  0
0019:   @32 >  1800  ;; integer values
004D: jump_if_false DRUGS1_5651
00D6: if  0
0039:   @278 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5649
0006: @278 =  1  ;; integer values

:DRUGS1_5649
015F: set_camera_position @130 @131 @132  0.0  0.0  0.0
0160: point_camera @133 @134 @135  2

:DRUGS1_5651
0002: jump DRUGS1_5652

:DRUGS1_5652
00D6: if  0
0039:   @278 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5680
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS1_5661
0085: @79 = @37  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_5661
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false DRUGS1_5667
0085: @79 = @38  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_5667
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false DRUGS1_5673
0085: @79 = @39  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_5673
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRUGS1_5679
0085: @79 = @40  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_5679
0006: @278 =  2  ;; integer values

:DRUGS1_5680
00D6: if  0
0039:   @278 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5687
00D6: if  0
0019:   @33 >  3400  ;; integer values
004D: jump_if_false DRUGS1_5687
0006: @278 =  3  ;; integer values

:DRUGS1_5687
00D6: if  0
0039:   @278 ==  3  ;; integer values
004D: jump_if_false DRUGS1_5701
00D6: if  0
0019:   @33 >  3480  ;; integer values
004D: jump_if_false DRUGS1_5701
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS1_5701
0519: unknown_car @188 flag  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_5701
00D6: if  0
0039:   @278 ==  4  ;; integer values
004D: jump_if_false DRUGS1_5713
00D6: if  0
0019:   @33 >  3550  ;; integer values
004D: jump_if_false DRUGS1_5713
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false DRUGS1_5712
020B: explode_car @165
020C: create_explosion_with_radius  1 at  2575.269 -1677.076  1.0414

:DRUGS1_5712
0006: @278 =  5  ;; integer values

:DRUGS1_5713
00D6: if  0
0039:   @278 ==  5  ;; integer values
004D: jump_if_false DRUGS1_5725
00D6: if  0
8119:   NOT   car @166 wrecked
004D: jump_if_false DRUGS1_5725
00D6: if  0
0019:   @33 >  3625  ;; integer values
004D: jump_if_false DRUGS1_5725
020B: explode_car @166
020C: create_explosion_with_radius  2 at  2568.749 -1676.139  1.209
0006: @278 =  6  ;; integer values

:DRUGS1_5725
00D6: if  0
0019:   @277 >  7  ;; integer values
004D: jump_if_false DRUGS1_5734
00D6: if  0
0019:   @33 >  4599  ;; integer values
004D: jump_if_false DRUGS1_5734
0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 
0006: @279 =  2  ;; integer values
0006: @277 =  10  ;; integer values

:DRUGS1_5734
00D6: if  0
0039:   @279 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6549
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_6549
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false DRUGS1_5905
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0858: $PLAYER_CHAR  263.0  350.0 
02EB: restore_camera_with_jumpcut
02AC: set_car @161 immunities  0  1  1  1  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_5752
02AB: set_actor $130 immunities  1  1  1  1  1

:DRUGS1_5752
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: @152  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  443
00A5: @168 = create_car  560 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  560 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  111 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  111 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  111 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  111 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  111 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  581 at  2539.344 -1712.77  12.4719
0175: set_car @189 z_angle_to  287.1995
0129: @42 = create_actor  24  111 in_car @189 driverseat
060B: unknown_actor_use_entity @42 @35 
01C8: @43 = create_actor  24  111 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  581 at  2533.568 -1714.569  12.4874
09C4: @194  0 
0175: set_car @194 z_angle_to  287.5564
0129: @44 = create_actor  24  111 in_car @194 driverseat
060B: unknown_actor_use_entity @44 @35 
01C8: @45 = create_actor  24  111 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  581 at  2529.683 -1715.803  12.4991
09C4: @195  0 
0175: set_car @195 z_angle_to  287.7722
0129: @46 = create_actor  24  111 in_car @195 driverseat
060B: unknown_actor_use_entity @46 @35 
01C8: @47 = create_actor  24  111 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  581 at  2524.542 -1717.461  12.5175
09C4: @196  0 
0175: set_car @196 z_angle_to  287.8176
0129: @56 = create_actor  24  111 in_car @196 driverseat
060B: unknown_actor_use_entity @56 @35 
01C8: @57 = create_actor  24  111 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  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS1_5880
0085: @79 = @48  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_5880
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_5886
0085: @79 = @49  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_5886
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_5892
0085: @79 = @50  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6721

:DRUGS1_5892
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_5898
0085: @79 = @51  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_5898
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS1_5904
0085: @79 = @53  ;; integer values and handles
008B: @80 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS1_6729

:DRUGS1_5904
0006: @280 =  1  ;; integer values

:DRUGS1_5905
00D6: if  0
0039:   @280 ==  1  ;; integer values
004D: jump_if_false DRUGS1_5952
00D6: if  0
01AD:   car @161  0 ()near_point  2580.74 -1621.47  15.0  15.0
004D: jump_if_false DRUGS1_5952
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_5915
05EB: @189  283 

:DRUGS1_5915
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_5919
05EB: @194  284 

:DRUGS1_5919
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_5923
05EB: @195  285 

:DRUGS1_5923
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_5927
05EB: @196  286 

:DRUGS1_5927
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_5931
0713: unknown_action_sequence @43 -1 @161  0.0  0.0  0.0  200.0  8  1  90 

:DRUGS1_5931
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_5935
0713: unknown_action_sequence @45 -1 @161  0.0  0.0  0.0  200.0  8  1 @289 

:DRUGS1_5935
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_5939
0713: unknown_action_sequence @47 -1 @161  0.0  0.0  0.0  200.0  8  1  90 

:DRUGS1_5939
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_5943
0713: unknown_action_sequence @57 -1 @161  0.0  0.0  0.0  200.0  8  1  90 

:DRUGS1_5943
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_5952
00D6: if  0
0039:   @280 ==  2  ;; integer values
004D: jump_if_false DRUGS1_5974
00D6: if  0
01AD:   car @161  0 ()near_point  2676.96 -1432.1  12.0  12.0
004D: jump_if_false DRUGS1_5974
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_5974
00D6: if  0
0039:   @280 ==  3  ;; integer values
004D: jump_if_false DRUGS1_5998
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_5998
00D6: if  0
01AD:   car @161  0 ()near_point  2825.37 -1538.43  7.0  7.0
004D: jump_if_false DRUGS1_5998
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_5990
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS1_5995
0001: wait  0 ms
0002: jump DRUGS1_5990

:DRUGS1_5995
03D1: play_wav  2
00BC: text_highpriority 'SMO4_JS'  5000 ms  1
0006: @280 =  4  ;; integer values

:DRUGS1_5998
00D6: if  0
0039:   @280 ==  4  ;; integer values
004D: jump_if_false DRUGS1_6040
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_6040
00D6: if  0
01AE: @161  2825.37 -1538.43  5.0  5.0  0 
004D: jump_if_false DRUGS1_6040
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6040
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_6040
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_6040
00BE: text_clear_all
03D1: play_wav  1
00BC: text_highpriority 'SMO4_KA'  5000 ms  1
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: unknown_action_sequence $130 $PLAYER_ACTOR  10000 
0006: @32 =  0  ;; integer values
0006: @280 =  5  ;; integer values

:DRUGS1_6040
00D6: if  0
0039:   @280 ==  5  ;; integer values
004D: jump_if_false DRUGS1_6068
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_6068
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS1_6068
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  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6056
0967: $130  10000 

:DRUGS1_6056
03D1: play_wav  2
00BC: text_highpriority 'SMO4_KC'  5000 ms  1
040D: unload_wav  1
03CF: load_wav  35730 as  1
08C6: $PLAYER_ACTOR  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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRUGS1_6067
0633: unknown_action_sequence $PLAYER_ACTOR 

:DRUGS1_6067
0006: @280 =  6  ;; integer values

:DRUGS1_6068
00D6: if  0
0039:   @280 ==  6  ;; integer values
004D: jump_if_false DRUGS1_6080
00D6: if  0
8449:   NOT   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false DRUGS1_6080
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6080
05BF: unknown_action_sequence $PLAYER_ACTOR $130  15000 
05BF: unknown_action_sequence $130 $PLAYER_ACTOR  15000 
0006: @280 =  7  ;; integer values

:DRUGS1_6080
00D6: if  0
0039:   @280 ==  7  ;; integer values
004D: jump_if_false DRUGS1_6095
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_6095
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_6095
00BE: text_clear_all
03D1: play_wav  1
00BC: text_highpriority 'SMO4_KD'  5000 ms  1
040D: unload_wav  2
03CF: load_wav  35731 as  2
0006: @280 =  8  ;; integer values

:DRUGS1_6095
00D6: if  0
0039:   @280 ==  8  ;; integer values
004D: jump_if_false DRUGS1_6115
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_6115
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS1_6115
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6108
0968: $130 

:DRUGS1_6108
00BE: text_clear_all
03D1: play_wav  2
00BC: text_highpriority 'SMO4_KE'  5000 ms  1
0967: $PLAYER_ACTOR  10000 
040D: unload_wav  1
03CF: load_wav  35732 as  1
0006: @280 =  9  ;; integer values

:DRUGS1_6115
00D6: if  0
0039:   @280 ==  9  ;; integer values
004D: jump_if_false DRUGS1_6131
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_6131
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_6131
00BE: text_clear_all
03D1: play_wav  1
00BC: text_highpriority 'SMO4_KF'  5000 ms  1
040D: unload_wav  2
03CF: load_wav  35733 as  2
0006: @32 =  0  ;; integer values
0006: @280 =  10  ;; integer values

:DRUGS1_6131
00D6: if  0
0039:   @280 ==  10  ;; integer values
004D: jump_if_false DRUGS1_6160
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false DRUGS1_6160
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6160
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DRUGS1_6160
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_6160
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS1_6160
0968: $PLAYER_ACTOR 
04E0: car @161 abandon_path_radius  200
05D1: unknown_action_sequence $130 @161  2804.5 -1538.95  10.38  6.0  0  0  3 
03D1: play_wav  2
00BC: text_highpriority 'SMO4_KG'  2500 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6158
0967: $130  10000 

:DRUGS1_6158
0006: @32 =  0  ;; integer values
0006: @280 =  11  ;; integer values

:DRUGS1_6160
00D6: if  0
0039:   @280 ==  11  ;; integer values
004D: jump_if_false DRUGS1_6183
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRUGS1_6183
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS1_6183
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6173
0968: $130 

:DRUGS1_6173
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00A6: destroy_car @161
009B: destroy_actor_instantly $130
0151: remove_status_text $6899
00BE: text_clear_all
0002: jump DRUGS1_6738
0006: @280 =  12  ;; integer values

:DRUGS1_6183
00D6: if  0
0039:   @281 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6201
00D6: if  0
07F0:  2631.852 -1482.75  18.109  10.0 -168 
004D: jump_if_false DRUGS1_6201
00D6: if  0
08FF: @152  28 
004D: jump_if_false DRUGS1_6195
00BE: text_clear_all
0006: @281 =  2  ;; integer values
0002: jump DRUGS1_6201

:DRUGS1_6195
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_6201
00D6: if  0
0019:   @280 >  0  ;; integer values
004D: jump_if_false DRUGS1_6291
00D6: if  0
001B:    4 > @280  ;; integer values
004D: jump_if_false DRUGS1_6291
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6216
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6216
04AF: @239 = unknown_wav_reference  35713 
05AA: s@240 = 'SMO4_JE'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_6216
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6225
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6225
04AF: @239 = unknown_wav_reference  35714 
05AA: s@240 = 'SMO4_JF'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_6225
00D6: if  0
0039:   @282 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6234
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6234
04AF: @239 = unknown_wav_reference  35715 
05AA: s@240 = 'SMO4_JG'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_6234
00D6: if  0
0039:   @282 ==  3  ;; integer values
004D: jump_if_false DRUGS1_6253
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6253
00D6: if  0
0039:   @281 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6247
04AF: @239 = unknown_wav_reference  35716 
05AA: s@240 = 'SMO4_JH'  ;; 8-byte strings
0050: gosub DRUGS1_6671
0002: jump DRUGS1_6253

:DRUGS1_6247
00D6: if  0
0039:   @281 ==  3  ;; integer values
004D: jump_if_false DRUGS1_6253
04AF: @239 = unknown_wav_reference  35717 
05AA: s@240 = 'SMO4_JJ'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_6253
00D6: if  0
0039:   @285 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6260
00D6: if  0
01AD:   car @161  0 ()near_point  2647.31 -1457.67  10.0  10.0
004D: jump_if_false DRUGS1_6260
0006: @285 =  1  ;; integer values

:DRUGS1_6260
00D6: if  0
0039:   @282 ==  4  ;; integer values
004D: jump_if_false DRUGS1_6272
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6272
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6272
04AF: @239 = unknown_wav_reference  35718 
05AA: s@240 = 'SMO4_JK'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_6272
00D6: if  0
0039:   @282 ==  5  ;; integer values
004D: jump_if_false DRUGS1_6281
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6281
04AF: @239 = unknown_wav_reference  35719 
05AA: s@240 = 'SMO4_JL'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_6281
00D6: if  0
0039:   @282 ==  6  ;; integer values
004D: jump_if_false DRUGS1_6290
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6290
04AF: @239 = unknown_wav_reference  35723 
05AA: s@240 = 'SMO4_JP'  ;; 8-byte strings
0050: gosub DRUGS1_6671

:DRUGS1_6290
0050: gosub DRUGS1_6678

:DRUGS1_6291
00D6: if  0
0039:   @258 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6302
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false DRUGS1_6302
00D6: if  0
051C: @168 $PLAYER_ACTOR 
004D: jump_if_false DRUGS1_6302
020B: explode_car @168
0006: @258 =  2  ;; integer values

:DRUGS1_6302
00D6: if  0
0039:   @259 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6313
00D6: if  0
8119:   NOT   car @169 wrecked
004D: jump_if_false DRUGS1_6313
00D6: if  0
051C: @169 $PLAYER_ACTOR 
004D: jump_if_false DRUGS1_6313
020B: explode_car @169
0006: @259 =  2  ;; integer values

:DRUGS1_6313
00D6: if  0
0039:   @247 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6343
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_6343
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_6323
0002: jump DRUGS1_6343

:DRUGS1_6323
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_6339
00D6: if  0
00DB:   actor @43 in_car @189
004D: jump_if_false DRUGS1_6338
046C: @205 = car @189 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_6338
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @43 from_car_and_place_at $69 $70 -10.0
036A: put_actor @43 in_car @189
0713: unknown_action_sequence @43 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @247 =  2  ;; integer values

:DRUGS1_6338
0002: jump DRUGS1_6343

:DRUGS1_6339
04BA: set_car @189 speed_instantly  18.0
05EC: @189 
07DB: @189  3.5  7.3999  8.1003 
0006: @247 =  2  ;; integer values

:DRUGS1_6343
00D6: if  0
0039:   @247 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6356
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false DRUGS1_6356
05EC: @189 
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS1_6355
04BA: set_car @189 speed_instantly  18.0
07DB: @189  3.5  7.3999  8.1003 

:DRUGS1_6355
0006: @247 =  3  ;; integer values

:DRUGS1_6356
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6372
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false DRUGS1_6372
00D6: if  21
0118:   actor @43 dead
0119:   car @189 wrecked
004D: jump_if_false DRUGS1_6372
05EC: @189 
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_6372
00D6: if  0
0039:   @248 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6402
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_6402
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_6382
0002: jump DRUGS1_6402

:DRUGS1_6382
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_6398
00D6: if  0
00DB:   actor @45 in_car @194
004D: jump_if_false DRUGS1_6397
046C: @205 = car @194 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_6397
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @45 from_car_and_place_at $69 $70 -10.0
036A: put_actor @45 in_car @194
0713: unknown_action_sequence @45 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @248 =  2  ;; integer values

:DRUGS1_6397
0002: jump DRUGS1_6402

:DRUGS1_6398
04BA: set_car @194 speed_instantly  18.0
05EC: @194 
07DB: @194  3.5  7.3999  8.1003 
0006: @248 =  2  ;; integer values

:DRUGS1_6402
00D6: if  0
0039:   @248 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6415
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false DRUGS1_6415
05EC: @194 
00D6: if  0
8119:   NOT   car @194 wrecked
004D: jump_if_false DRUGS1_6414
04BA: set_car @194 speed_instantly  18.0
07DB: @194  3.5  7.3999  8.1003 

:DRUGS1_6414
0006: @248 =  3  ;; integer values

:DRUGS1_6415
00D6: if  0
0039:   @261 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6431
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false DRUGS1_6431
00D6: if  21
0118:   actor @45 dead
0119:   car @194 wrecked
004D: jump_if_false DRUGS1_6431
05EC: @194 
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_6431
00D6: if  0
0039:   @249 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6461
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_6461
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS1_6441
0002: jump DRUGS1_6461

:DRUGS1_6441
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_6457
00D6: if  0
00DB:   actor @47 in_car @195
004D: jump_if_false DRUGS1_6456
046C: @205 = car @195 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_6456
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @47 from_car_and_place_at $69 $70 -10.0
036A: put_actor @47 in_car @195
0713: unknown_action_sequence @47 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @249 =  2  ;; integer values

:DRUGS1_6456
0002: jump DRUGS1_6461

:DRUGS1_6457
04BA: set_car @195 speed_instantly  18.0
05EC: @195 
07DB: @195  3.5  7.3999  8.1003 
0006: @249 =  2  ;; integer values

:DRUGS1_6461
00D6: if  0
0039:   @249 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6474
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false DRUGS1_6474
05EC: @195 
00D6: if  0
8119:   NOT   car @195 wrecked
004D: jump_if_false DRUGS1_6473
04BA: set_car @195 speed_instantly  18.0
07DB: @195  3.5  7.3999  8.1003 

:DRUGS1_6473
0006: @249 =  3  ;; integer values

:DRUGS1_6474
00D6: if  0
0039:   @262 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6490
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false DRUGS1_6490
00D6: if  21
0118:   actor @47 dead
0119:   car @195 wrecked
004D: jump_if_false DRUGS1_6490
05EC: @195 
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_6490
00D6: if  0
0039:   @250 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6520
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_6520
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRUGS1_6500
0002: jump DRUGS1_6520

:DRUGS1_6500
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRUGS1_6516
00D6: if  0
00DB:   actor @57 in_car @196
004D: jump_if_false DRUGS1_6515
046C: @205 = car @196 driver
00D6: if  0
0039:   @205 == -1  ;; integer values
004D: jump_if_false DRUGS1_6515
00AA: store_car @161 position_to $69 $70 $71
0362: remove_actor @57 from_car_and_place_at $69 $70 -10.0
036A: put_actor @57 in_car @196
0713: unknown_action_sequence @57 -1 @161  0.0  0.0  0.0  150.0  8  1  100 
0006: @250 =  2  ;; integer values

:DRUGS1_6515
0002: jump DRUGS1_6520

:DRUGS1_6516
04BA: set_car @196 speed_instantly  18.0
05EC: @196 
07DB: @196  3.5  7.3999  8.1003 
0006: @250 =  2  ;; integer values

:DRUGS1_6520
00D6: if  0
0039:   @250 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6533
00D6: if  0
0118:   actor @57 dead
004D: jump_if_false DRUGS1_6533
05EC: @196 
00D6: if  0
8119:   NOT   car @196 wrecked
004D: jump_if_false DRUGS1_6532
04BA: set_car @196 speed_instantly  18.0
07DB: @196  3.5  7.3999  8.1003 

:DRUGS1_6532
0006: @250 =  3  ;; integer values

:DRUGS1_6533
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6549
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false DRUGS1_6549
00D6: if  21
0118:   actor @57 dead
0119:   car @196 wrecked
004D: jump_if_false DRUGS1_6549
05EC: @196 
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_6549
0002: jump DRUGS1_191

:DRUGS1_6550
0871: init_jump_table @151 total_jumps  3  0 DRUGS1_6577 jumps  0 DRUGS1_6551  1 DRUGS1_6555  2 DRUGS1_6566 -1 DRUGS1_6577 -1 DRUGS1_6577 -1 DRUGS1_6577 -1 DRUGS1_6577 

:DRUGS1_6551
015D: set_gamespeed  .8
0007: @158 =  .8  ;; floating-point values
000A: @151 +=  1  ;; integer values
0002: jump DRUGS1_6577

:DRUGS1_6555
00D6: if  0
0019:   @33 >  3200  ;; integer values
004D: jump_if_false DRUGS1_6565
007F: @158 -= unknown_inaccurate_float_timer  .05  ;; floating-point 
00D6: if  0
0023:    .3 > @158  ;; floating-point values
004D: jump_if_false DRUGS1_6564
0007: @158 =  .3  ;; floating-point values
000A: @151 +=  1  ;; integer values

:DRUGS1_6564
015D: set_gamespeed @158

:DRUGS1_6565
0002: jump DRUGS1_6577

:DRUGS1_6566
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false DRUGS1_6576
0079: @158 += unknown_inaccurate_float_timer  .05  ;; floating-point 
00D6: if  0
0021:   @158 >  1.0  ;; floating-point values
004D: jump_if_false DRUGS1_6575
0007: @158 =  1.0  ;; floating-point values
000A: @151 +=  1  ;; integer values

:DRUGS1_6575
015D: set_gamespeed @158

:DRUGS1_6576
0002: jump DRUGS1_6577

:DRUGS1_6577
0051: return

:DRUGS1_6578
0871: init_jump_table @159 total_jumps  3  0 DRUGS1_6627 jumps  0 DRUGS1_6579  1 DRUGS1_6594  2 DRUGS1_6611 -1 DRUGS1_6627 -1 DRUGS1_6627 -1 DRUGS1_6627 -1 DRUGS1_6627 

:DRUGS1_6579
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 =  .001  ;; floating-point values
0007: @137 =  3E-12.0  ;; floating-point values
0007: @139 =  .03  ;; floating-point values
0007: @140 =  .1  ;; floating-point values
0007: @148 =  .47  ;; floating-point values
0007: @141 =  .003  ;; floating-point values
000A: @159 +=  1  ;; integer values

:DRUGS1_6594
00D6: if  0
001B:    2900 > @33  ;; integer values
004D: jump_if_false DRUGS1_6609
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  0
0025:   @140 > @148  ;; floating-point values  
004D: jump_if_false DRUGS1_6604
0087: @140 = @148  ;; floating-point values only

:DRUGS1_6604
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_6627
0002: jump DRUGS1_6611

:DRUGS1_6609
0007: @136 = -.01  ;; floating-point values
000A: @159 +=  1  ;; integer values

:DRUGS1_6611
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false DRUGS1_6626
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  0
0025:   @140 > @148  ;; floating-point values  
004D: jump_if_false DRUGS1_6621
0087: @140 = @148  ;; floating-point values only

:DRUGS1_6621
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_6627
0002: jump DRUGS1_6627

:DRUGS1_6626
000A: @159 +=  1  ;; integer values

:DRUGS1_6627
0051: return

:DRUGS1_6628
0871: init_jump_table @160 total_jumps  3  0 DRUGS1_6670 jumps  0 DRUGS1_6629  1 DRUGS1_6637  2 DRUGS1_6651 -1 DRUGS1_6670 -1 DRUGS1_6670 -1 DRUGS1_6670 -1 DRUGS1_6670 

:DRUGS1_6629
0007: @143 =  .007  ;; floating-point values
0007: @144 =  .012  ;; floating-point values
0007: @145 =  .045  ;; floating-point values
0007: @146 =  .06  ;; floating-point values
0007: @149 =  .32  ;; floating-point values
0007: @147 =  .005  ;; floating-point values
0007: @150 =  .1  ;; floating-point values
000A: @160 +=  1  ;; integer values

:DRUGS1_6637
00D6: if  0
001B:    2800 > @33  ;; integer values
004D: jump_if_false DRUGS1_6650
007B: @146 += unknown_inaccurate_float_timer @143  ;; floating-point 
00D6: if  0
0025:   @146 > @149  ;; floating-point values  
004D: jump_if_false DRUGS1_6645
0087: @146 = @149  ;; floating-point values only

:DRUGS1_6645
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_6670
0002: jump DRUGS1_6651

:DRUGS1_6650
000A: @160 +=  1  ;; integer values

:DRUGS1_6651
00D6: if  0
001B:    3600 > @33  ;; integer values
004D: jump_if_false DRUGS1_6668
007B: @146 += unknown_inaccurate_float_timer @143  ;; floating-point 
00D6: if  0
0025:   @146 > @149  ;; floating-point values  
004D: jump_if_false DRUGS1_6659
0087: @146 = @149  ;; floating-point values only

:DRUGS1_6659
007B: @147 += unknown_inaccurate_float_timer @144  ;; floating-point 
00D6: if  0
0025:   @147 > @150  ;; floating-point values  
004D: jump_if_false DRUGS1_6664
0087: @147 = @150  ;; floating-point values only

:DRUGS1_6664
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_6669

:DRUGS1_6668
000A: @160 +=  1  ;; integer values

:DRUGS1_6669
0002: jump DRUGS1_6670

:DRUGS1_6670
0051: return

:DRUGS1_6671
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false DRUGS1_6677
03CF: load_wav @239 as  1
05AA: s@237 = s@240  ;; 8-byte strings
0006: @283 =  1  ;; integer values

:DRUGS1_6677
0051: return

:DRUGS1_6678
00D6: if  0
0039:   @283 ==  1  ;; integer values
004D: jump_if_false DRUGS1_6687
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS1_6687
00BC: text_highpriority s@237  4000 ms  1
03D1: play_wav  1
0006: @283 =  2  ;; integer values

:DRUGS1_6687
00D6: if  0
0039:   @283 ==  2  ;; integer values
004D: jump_if_false DRUGS1_6697
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS1_6697
000A: @282 +=  1  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
0006: @283 =  0  ;; integer values

:DRUGS1_6697
0051: return

:DRUGS1_6698
0615: @78 
05D3: unknown_action_sequence -1 @81 @82 @83  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @80 
0616: @78 
0618: @79 @78 
061B: @78 
0051: return

:DRUGS1_6706
0615: @65 
0637: unknown_action_sequence -1 @81 @82 @83  6  .5  1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 @84 @85 @86  6  .5  1.0 $PLAYER_ACTOR 
05E2: unknown_action_sequence -1 @80 
0616: @65 
0618: @79 @65 
061B: @65 
0051: return

:DRUGS1_6714
0615: @66 
05D3: unknown_action_sequence -1 @81 @82 @83  6 -1 
05E2: unknown_action_sequence -1 @80 
0616: @66 
0618: @79 @66 
061B: @66 
0051: return

:DRUGS1_6721
0615: @67 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @80 
0616: @67 
0618: @79 @67 
061B: @67 
0051: return

:DRUGS1_6729
0615: @68 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @80 
0616: @68 
0618: @79 @68 
061B: @68 
0051: return

:DRUGS1_6736
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DRUGS1_6738
0008: $SMOKES_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $434
0318: set_latest_mission_passed 'SMOKE_4'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  10  5000 ms  1
0394: play_music  1
0998: add_respect  10 
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:DRUGS1_6747
0004: $ON_MISSION =  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 $130  ;; The actor fades away like a ghost
0296: unload_special_actor  1
08E7:  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: $PLAYER_CHAR  1 
08F4:  99 
0249: release_model  466
0249: release_model  91
0249: release_model  93
0249: release_model  111
0249: release_model  112
0249: release_model  581
0249: release_model  352
0249: release_model  346
0249: release_model  353
04EF: release_animation "JST_BUISNESS"
0249: release_model  560
0249: release_model #KMB_SKIP
0249: release_model  516
0249: release_model  437
0249: release_model  443
0249: release_model #STORM_DRAIN_COVER
0249: release_model #BARREL4
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
03C7: unknown_maby_cops_density  1.0
01F0: set_max_wanted_level_to  4
0151: remove_status_text $6897
0151: remove_status_text $6899
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DRUGS1_6816
0489: unknown_actor $PLAYER_ACTOR flag  0
07CC: $PLAYER_CHAR  1 
08C6: $PLAYER_ACTOR  0 
0A09: $PLAYER_ACTOR  0 

:DRUGS1_6816
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS1_6820
08C6: $130  0 

:DRUGS1_6820
01B7: release_weather
0465: remove_actor $PLAYER_ACTOR from_turret_mode
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
06D0:  1 
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DRUGS1_6885
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DRUGS1_6833
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 

:DRUGS1_6833
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DRUGS1_6837
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 

:DRUGS1_6837
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS1_6841
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 

:DRUGS1_6841
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS1_6845
05E2: unknown_action_sequence @45 $PLAYER_ACTOR 

:DRUGS1_6845
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS1_6849
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:DRUGS1_6849
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS1_6853
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 

:DRUGS1_6853
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS1_6857
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 

:DRUGS1_6857
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS1_6861
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:DRUGS1_6861
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS1_6865
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:DRUGS1_6865
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS1_6869
05E2: unknown_action_sequence @51 $PLAYER_ACTOR 

:DRUGS1_6869
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS1_6873
05E2: unknown_action_sequence @52 $PLAYER_ACTOR 

:DRUGS1_6873
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS1_6877
05E2: unknown_action_sequence @53 $PLAYER_ACTOR 

:DRUGS1_6877
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRUGS1_6881
05E2: unknown_action_sequence @54 $PLAYER_ACTOR 

:DRUGS1_6881
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false DRUGS1_6885
05E2: unknown_action_sequence @55 $PLAYER_ACTOR 

:DRUGS1_6885
0051: return

;-------------Mission 31---------------
; Originally: Life's a Beach


:MUSIC1_1
03A4: name_thread 'MUSIC1'
0050: gosub MUSIC1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MUSIC1_7
0050: gosub MUSIC1_1929

:MUSIC1_7
0050: gosub MUSIC1_1939
004E: end_thread

:MUSIC1_9
0317: increment_mission_attempts
054C: use_GXT_table 'STRAP1'
0004: $ON_MISSION =  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 -=  .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 -=  .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_1725
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_183
00D6: if  0
001D:   @61 > @170  ;; integer values  
004D: jump_if_false MUSIC1_195
0006: @210(@170,21i) =  0  ;; integer values
0006: @232(@170,21i) =  0  ;; integer values
00D6: if  0
001D:   @146 > @170  ;; integer values  
004D: jump_if_false MUSIC1_193
0006: @253(@170,7i) =  0  ;; integer values
0006: @260(@170,7i) =  0  ;; integer values

:MUSIC1_193
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_183

:MUSIC1_195
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms

:MUSIC1_197
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC1_202
0001: wait  0 ms
0002: jump MUSIC1_197

:MUSIC1_202
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_206
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MUSIC1_211
0001: wait  0 ms
0002: jump MUSIC1_206

:MUSIC1_211
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MUSIC1_213
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MUSIC1_218
0001: wait  0 ms
0002: jump MUSIC1_213

:MUSIC1_218
016A: fade  0 ()  0 ms

:MUSIC1_219
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC1_224
0001: wait  0 ms
0002: jump MUSIC1_219

:MUSIC1_224
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08F6: (unknown)
0247: request_model  412
0247: request_model  419
0247: request_model  467
0247: request_model  413
0247: request_model  353
0247: request_model  13
0247: request_model  93
0247: request_model  22
0247: request_model  99
0247: request_model  211
0247: request_model  101
0247: request_model  217
0247: request_model  19
0247: request_model  91
0247: request_model  55
06E9: request_car_component #WHEEL_OR1 
08A9: load_external_script  35 (DANCE) 
038B: load_requested_models

:MUSIC1_245
00D6: if  24
8248:   NOT   model  412 available
8248:   NOT   model  419 available
8248:   NOT   model  467 available
8248:   NOT   model  413 available
8248:   NOT   model  353 available
004D: jump_if_false MUSIC1_254
0001: wait  0 ms
0002: jump MUSIC1_245

:MUSIC1_254
00D6: if  0
8248:   NOT   model  13 available
004D: jump_if_false MUSIC1_259
0001: wait  0 ms
0002: jump MUSIC1_254

:MUSIC1_259
00D6: if  25
8248:   NOT   model  93 available
8248:   NOT   model  22 available
8248:   NOT   model  99 available
8248:   NOT   model  211 available
8248:   NOT   model  101 available
8248:   NOT   model  217 available
004D: jump_if_false MUSIC1_269
0001: wait  0 ms
0002: jump MUSIC1_259

:MUSIC1_269
00D6: if  22
8248:   NOT   model  19 available
8248:   NOT   model  91 available
8248:   NOT   model  55 available
004D: jump_if_false MUSIC1_276
0001: wait  0 ms
0002: jump MUSIC1_269

:MUSIC1_276
00D6: if  21
86EA:   NOT   car_component_available #WHEEL_OR1 
88AB:   NOT   external_script  35 (DANCE) loaded
004D: jump_if_false MUSIC1_282
0001: wait  0 ms
0002: jump MUSIC1_276

:MUSIC1_282
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 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
018A: @271 = create_checkpoint_at @58 @59 @60
00BC: text_highpriority 'MUS1_5'  10000 ms  0
00D6: if  0
0039:   @192 ==  1  ;; integer values
004D: jump_if_false MUSIC1_319
00A5: @47 = create_car  413 at  0.0  0.0 -100.0
0186: @272 = create_marker_above_car @47
009A: @55 = create_actor  24  13 at  0.0  0.0 -100.0
0615: @181 
05BA: unknown_action_sequence -1 -2 
0616: @181 
0006: @170 =  0  ;; integer values

:MUSIC1_306
00D6: if  0
001D:   @61 > @170  ;; integer values  
004D: jump_if_false MUSIC1_312
009A: @62(@170,21i) = create_actor  24  13 at  0.0  0.0 -100.0
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_306

:MUSIC1_312
0006: @170 =  0  ;; integer values

:MUSIC1_313
00D6: if  0
001D:   @146 > @170  ;; integer values  
004D: jump_if_false MUSIC1_319
00A5: @147(@170,7i) = create_car  412 at  0.0  0.0 -100.0
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_313

:MUSIC1_319
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false MUSIC1_324
0002: jump MUSIC1_1931

:MUSIC1_324
01B6: set_weather  1
00D6: if  0
8039:   NOT   @193 ==  1  ;; integer values
004D: jump_if_false MUSIC1_372
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point @34 @35 radius  200.0  200.0
004D: jump_if_false MUSIC1_372
0395: clear_area  0 at @34 @35 @36 range  100.0
0050: gosub MUSIC1_898
0087: @274 = @39  ;; floating-point values only
000B: @274 +=  .15  ;; floating-point values
0087: @275 = @40  ;; floating-point values only
000B: @275 +=  .15  ;; floating-point values
029B: @45 = init_object #DYN_WOODPILE2 at @274 @275  2.6
0087: @274 = @42  ;; floating-point values only
000B: @274 +=  .15  ;; floating-point values
0087: @275 = @43  ;; floating-point values only
000B: @275 +=  .15  ;; floating-point values
029B: @46 = init_object #DYN_WOODPILE2 at @274 @275  2.31
08D2: @45  .5 
08D2: @46  .5 
07F7: @45  0 
07F7: @46  0 
0917: 'BEACH'  1 
0001: wait  1500 ms
0050: gosub MUSIC1_1032
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_354
04D7: lock_actor @55 in_current_position  1

:MUSIC1_354
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_358
0519: unknown_car @47 flag  1

:MUSIC1_358
00D6: if  0
03CA:   object @45 exists
004D: jump_if_false MUSIC1_362
0550: unknown_keep_object @45 in_memory  1

:MUSIC1_362
00D6: if  0
03CA:   object @46 exists
004D: jump_if_false MUSIC1_366
0550: unknown_keep_object @46 in_memory  1

:MUSIC1_366
064B: "FIRE" @39 @40 @41  1 @37 
064B: "FIRE" @42 @43 @44  1 @38 
064C: @37 
064C: @38 
0006: @270 =  1  ;; integer values
0006: @193 =  1  ;; integer values

:MUSIC1_372
00D6: if  0
0039:   @193 ==  1  ;; integer values
004D: jump_if_false MUSIC1_897
00BF: @175 = current_time_hours, @176 = current_time_minutes
00D6: if  1
0029:   @175 >=  6  ;; integer values
001B:    22 > @175  ;; integer values
004D: jump_if_false MUSIC1_387
00D6: if  0
0039:   @270 ==  1  ;; integer values
004D: jump_if_false MUSIC1_386
064E: @37 
064E: @38 
0006: @270 =  0  ;; integer values

:MUSIC1_386
0002: jump MUSIC1_393

:MUSIC1_387
00D6: if  0
0039:   @270 ==  0  ;; integer values
004D: jump_if_false MUSIC1_393
064C: @37 
064C: @38 
0006: @270 =  1  ;; integer values

:MUSIC1_393
00D6: if  1
8039:   NOT   @194 ==  1  ;; integer values
00EC:   actor $PLAYER_ACTOR  0 ()near_point @34 @35 radius  50.0  50.0
004D: jump_if_false MUSIC1_399
0050: gosub MUSIC1_1835
0006: @194 =  1  ;; integer values

:MUSIC1_399
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false MUSIC1_782
00D6: if  2
8039:   NOT   @195 ==  1  ;; integer values
8039:   NOT   @197 ==  1  ;; integer values
8039:   NOT   @199 ==  1  ;; integer values
004D: jump_if_false MUSIC1_424
00D6: if  1
8118:   NOT   actor @55 dead
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @58 @59 @60 radius  1.2  1.2  2.0
004D: jump_if_false MUSIC1_424
0164: disable_marker @271
0687: @55 
0173: set_actor @55 z_angle_to  110.0
0050: gosub MUSIC1_1610
03E5: text_box 'TALK_1'
0006: @195 =  1  ;; integer values
0006: @196 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A1: put_actor $PLAYER_ACTOR at @58 @59  2.3
0173: set_actor $PLAYER_ACTOR z_angle_to  290.0
0A25:  .031 -2.152 
0001: wait  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:MUSIC1_424
00D6: if  1
0039:   @195 ==  1  ;; integer values
8039:   NOT   @197 ==  1  ;; integer values
004D: jump_if_false MUSIC1_546
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_546
00D6: if  0
071A: @55 s@287 
004D: jump_if_false MUSIC1_509
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
88AB:   NOT   external_script  35 (DANCE) loaded
004D: jump_if_false MUSIC1_439
08A9: load_external_script  35 (DANCE) 

:MUSIC1_439
016A: fade  0 ()  1000 ms

:MUSIC1_440
00D6: if  21
016B:   fading
88AB:   NOT   external_script  35 (DANCE) loaded
004D: jump_if_false MUSIC1_446
0001: wait  0 ms
0002: jump MUSIC1_440

:MUSIC1_446
03E6: remove_text_box
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC1_452
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  533.81 -1891.64 -100.0
0002: jump MUSIC1_453

:MUSIC1_452
00A1: put_actor $PLAYER_ACTOR at  533.81 -1891.64 -100.0

:MUSIC1_453
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_456
00D6: if  0
001D:   @146 > @170  ;; integer values  
004D: jump_if_false MUSIC1_470
00D6: if  0
8119:   NOT   car @147(@170,7i) wrecked
004D: jump_if_false MUSIC1_467
00D6: if  0
01AF:   car @147(@170,7i)  0 ()near_point  533.81 -1891.64  2.27 radius  10.0  10.0  10.0
004D: jump_if_false MUSIC1_466
00A6: destroy_car @147(@170,7i)

:MUSIC1_466
0002: jump MUSIC1_468

:MUSIC1_467
00A6: destroy_car @147(@170,7i)

:MUSIC1_468
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_456

:MUSIC1_470
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_482
08ED: @55 
0792: @55 
0173: set_actor @55 z_angle_to  110.0
0615: @182 
0605: unknown_action_sequence -1 "DAN_LOOP_A" "DANCING"  4.0  1  0  0  0 -1 
0643: @182  1 
0616: @182 
0618: @55 @182 
061B: @182 

:MUSIC1_482
0917: 'BEACH'  0 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false MUSIC1_487
0792: @65 

:MUSIC1_487
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false MUSIC1_491
0792: @66 

:MUSIC1_491
00BE: text_clear_all
00BC: text_highpriority 'MUS1_4'  10000 ms  0
0006: @170 =  0  ;; integer values

:MUSIC1_494
00D6: if  0
001B:    5 > @170  ;; integer values
004D: jump_if_false MUSIC1_505
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_494

:MUSIC1_505
08BA: $5295  31 
0913: run_external_script  35 (DANCE)  533.81 -1891.64 -100.0 @51  1 -1 
0006: @197 =  1  ;; integer values
0002: jump MUSIC1_546

:MUSIC1_509
00D6: if  0
8039:   NOT   @196 ==  1  ;; integer values
004D: jump_if_false MUSIC1_535
00D6: if  21
071A: @55 s@285 
071A: @55 s@289 
004D: jump_if_false MUSIC1_518
0006: @196 =  1  ;; integer values
0002: jump MUSIC1_534

:MUSIC1_518
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @55 radius  5.0  5.0  0
004D: jump_if_false MUSIC1_523
0006: @33 =  0  ;; integer values
0002: jump MUSIC1_534

:MUSIC1_523
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false MUSIC1_534
08ED: @55 
03E6: remove_text_box
00A1: put_actor @55 at @56 @57 -100.0
0173: set_actor @55 z_angle_to @51
0618: @55 @181 
0006: @195 =  0  ;; integer values
0006: @196 =  0  ;; integer values
018A: @271 = create_checkpoint_at @58 @59 @60

:MUSIC1_534
0002: jump MUSIC1_546

:MUSIC1_535
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @58 @59 @60 radius  1.2  1.2  2.0
004D: jump_if_false MUSIC1_546
0006: @196 =  0  ;; integer values
08ED: @55 
03E6: remove_text_box
00A1: put_actor @55 at @56 @57 -100.0
0173: set_actor @55 z_angle_to @51
0618: @55 @181 
0006: @195 =  0  ;; integer values
018A: @271 = create_checkpoint_at @58 @59 @60

:MUSIC1_546
00D6: if  1
0039:   @197 ==  1  ;; integer values
8039:   NOT   @199 ==  1  ;; integer values
004D: jump_if_false MUSIC1_591
00D6: if  1
88B4:   NOT $5295  31 
8039:   NOT   @198 ==  1  ;; integer values
004D: jump_if_false MUSIC1_574
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_559
0792: @55 

:MUSIC1_559
00BE: text_clear_all
00D6: if  0
0028:   $5296 >=  2500  ;; integer values
004D: jump_if_false MUSIC1_570
0917: 'BEACH'  1 
0050: gosub MUSIC1_1691
03E5: text_box 'TALK_1'
0006: @199 =  1  ;; integer values
0006: @200 =  1  ;; integer values
0006: @196 =  0  ;; integer values
0002: jump MUSIC1_574

:MUSIC1_570
0006: @191 =  1  ;; integer values
0050: gosub MUSIC1_1871
0006: @32 =  0  ;; integer values
0006: @198 =  1  ;; integer values

:MUSIC1_574
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false MUSIC1_591
00D6: if  1
001D:   @189 > @188  ;; integer values  
0039:   @191 ==  1  ;; integer values
004D: jump_if_false MUSIC1_586
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_585
0050: gosub MUSIC1_1887

:MUSIC1_585
0002: jump MUSIC1_591

:MUSIC1_586
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MUSIC1_591
00BC: text_highpriority 'MUS1_8'  5000 ms  0
0002: jump MUSIC1_1929

:MUSIC1_591
00D6: if  1
0039:   @199 ==  1  ;; integer values
8039:   NOT   @201 ==  1  ;; integer values
004D: jump_if_false MUSIC1_666
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_666
00D6: if  0
8039:   NOT   @200 ==  1  ;; integer values
004D: jump_if_false MUSIC1_612
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @58 @59 @60 radius  1.2  1.2  2.0
004D: jump_if_false MUSIC1_611
0164: disable_marker @271
0687: @55 
0173: set_actor @55 z_angle_to  110.0
0050: gosub MUSIC1_1691
03E5: text_box 'TALK_1'
0006: @200 =  1  ;; integer values
0006: @196 =  0  ;; integer values

:MUSIC1_611
0002: jump MUSIC1_666

:MUSIC1_612
00D6: if  21
071A: @55 'VYES1' 
071A: @55 'VYES2' 
004D: jump_if_false MUSIC1_630
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_629
08ED: @55 
03E6: remove_text_box
07A1:  4 
04D7: lock_actor @55 in_current_position  0
05CA: unknown_action_sequence @55 @47 -1  0 
0186: @272 = create_marker_above_car @47
07E0: @272  1 
0006: @200 =  0  ;; integer values
0006: @201 =  1  ;; integer values
00BB: text_lowpriority 'MUS1_7'  10000 ms  0

:MUSIC1_629
0002: jump MUSIC1_666

:MUSIC1_630
00D6: if  0
8039:   NOT   @196 ==  1  ;; integer values
004D: jump_if_false MUSIC1_655
00D6: if  0
071A: @55 'VLATE' 
004D: jump_if_false MUSIC1_638
0006: @196 =  1  ;; integer values
0002: jump MUSIC1_654

:MUSIC1_638
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @55 radius  5.0  5.0  0
004D: jump_if_false MUSIC1_643
0006: @33 =  0  ;; integer values
0002: jump MUSIC1_654

:MUSIC1_643
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false MUSIC1_654
08ED: @55 
03E6: remove_text_box
00A1: put_actor @55 at @56 @57 -100.0
0173: set_actor @55 z_angle_to @51
0618: @55 @181 
0006: @200 =  0  ;; integer values
0006: @196 =  0  ;; integer values
018A: @271 = create_checkpoint_at @58 @59 @60

:MUSIC1_654
0002: jump MUSIC1_666

:MUSIC1_655
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @58 @59 @60 radius  1.2  1.2  2.0
004D: jump_if_false MUSIC1_666
0006: @196 =  0  ;; integer values
08ED: @55 
03E6: remove_text_box
00A1: put_actor @55 at @56 @57 -100.0
0173: set_actor @55 z_angle_to @51
0618: @55 @181 
0006: @200 =  0  ;; integer values
018A: @271 = create_checkpoint_at @58 @59 @60

:MUSIC1_666
00D6: if  3
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_680
00D6: if  0
00DB:   actor @55 in_car @47
004D: jump_if_false MUSIC1_680
020A: set_car @47 door_status_to  1
095E: @47  4  1 -1.0 
095E: @47  5  1 -1.0 
0852: @47  1 
0006: @202 =  1  ;; integer values

:MUSIC1_680
00D6: if  0
8039:   NOT   @268 ==  1  ;; integer values
004D: jump_if_false MUSIC1_746
00D6: if  1
00EC:   actor $PLAYER_ACTOR  0 ()near_point @34 @35 radius @162 @162
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false MUSIC1_689
0006: @268 =  1  ;; integer values
0002: jump MUSIC1_715

:MUSIC1_689
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false MUSIC1_694
0006: @268 =  1  ;; integer values
0002: jump MUSIC1_699

:MUSIC1_694
00D6: if  21
051A:   unknown_actor @55 hit_by_actor $PLAYER_ACTOR
074F: @55  31 
004D: jump_if_false MUSIC1_699
0006: @268 =  1  ;; integer values

:MUSIC1_699
0006: @170 =  0  ;; integer values

:MUSIC1_700
00D6: if  1
001D:   @61 > @170  ;; integer values  
8039:   NOT   @268 ==  1  ;; integer values
004D: jump_if_false MUSIC1_715
00D6: if  0
0118:   actor @62(@170,21i) dead
004D: jump_if_false MUSIC1_709
0006: @268 =  1  ;; integer values
0002: jump MUSIC1_713

:MUSIC1_709
00D6: if  0
051A:   unknown_actor @62(@170,21i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MUSIC1_713
0006: @268 =  1  ;; integer values

:MUSIC1_713
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_700

:MUSIC1_715
00D6: if  0
0039:   @268 ==  1  ;; integer values
004D: jump_if_false MUSIC1_741
040D: unload_wav  1
00BE: text_clear_all
00D6: if  0
8039:   NOT   @202 ==  1  ;; integer values
004D: jump_if_false MUSIC1_726
0050: gosub MUSIC1_1245
0050: gosub MUSIC1_1302
0002: jump MUSIC1_739

:MUSIC1_726
00D6: if  0
8039:   NOT   @209 ==  1  ;; integer values
004D: jump_if_false MUSIC1_731
0050: gosub MUSIC1_1342
0006: @209 =  1  ;; integer values

:MUSIC1_731
00D6: if  1
8118:   NOT   actor @55 dead
8039:   NOT   @231 ==  1  ;; integer values
004D: jump_if_false MUSIC1_739
01B9: set_actor @55 armed_weapon_to  29
05E2: unknown_action_sequence @55 $PLAYER_ACTOR 
0006: @231 =  1  ;; integer values
0961: @55  1 

:MUSIC1_739
0917: 'BEACH'  0 
0002: jump MUSIC1_746

:MUSIC1_741
00D6: if  21
8039:   NOT   @197 ==  1  ;; integer values
0039:   @199 ==  1  ;; integer values
004D: jump_if_false MUSIC1_746
0050: gosub MUSIC1_1232

:MUSIC1_746
00D6: if  1
0039:   @202 ==  1  ;; integer values
0039:   @268 ==  1  ;; integer values
004D: jump_if_false MUSIC1_755
00D6: if  1
0039:   @209 ==  1  ;; integer values
8039:   NOT   @269 ==  1  ;; integer values
004D: jump_if_false MUSIC1_755
0050: gosub MUSIC1_1418

:MUSIC1_755
00D6: if  1
8039:   NOT   @207 ==  1  ;; integer values
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_769
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @47
004D: jump_if_false MUSIC1_769
0164: disable_marker @272
0006: @207 =  1  ;; integer values
0006: @208 =  1  ;; integer values
0519: unknown_car @47 flag  0
0373: set_camera_directly_behind_player
00BC: text_highpriority 'MUS1_19'  7000 ms  0
018A: @273 = create_checkpoint_at @52 @53 @54

:MUSIC1_769
00D6: if  0
0039:   @207 ==  1  ;; integer values
004D: jump_if_false MUSIC1_782
0050: gosub MUSIC1_1812
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_782
00D6: if  0
81AD:   NOT   car @47  0 ()near_point @34 @35 @162 @162
004D: jump_if_false MUSIC1_782
02AA: set_car @47 immune_to_nonplayer  0
0006: @203 =  1  ;; integer values
0917: 'BEACH'  0 

:MUSIC1_782
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false MUSIC1_862
00D6: if  2
8039:   NOT   @204 ==  1  ;; integer values
8118:   NOT   actor @55 dead
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_797
0615: @177 
0622: AS_unknown_remove_actor -1 from_car @47 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @177 
0618: @55 @177 
061B: @177 
0006: @204 =  1  ;; integer values

:MUSIC1_797
00D6: if  2
0039:   @204 ==  1  ;; integer values
8118:   NOT   actor @55 dead
8039:   NOT   @205 ==  1  ;; integer values
004D: jump_if_false MUSIC1_814
062E: @55  1560 @178 
00D6: if  0
84A4:   NOT @178  7 
004D: jump_if_false MUSIC1_814
0646: @55 @179 
00D6: if  0
0029:   @179 >=  0  ;; integer values
004D: jump_if_false MUSIC1_814
0006: @191 =  0  ;; integer values
0050: gosub MUSIC1_1871
01B9: set_actor @55 armed_weapon_to  29
0006: @205 =  1  ;; integer values

:MUSIC1_814
00D6: if  1
0039:   @205 ==  1  ;; integer values
8039:   NOT   @206 ==  1  ;; integer values
004D: jump_if_false MUSIC1_832
00D6: if  1
001D:   @189 > @188  ;; integer values  
0039:   @191 ==  0  ;; integer values
004D: jump_if_false MUSIC1_831
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_827
0050: gosub MUSIC1_1887
0002: jump MUSIC1_830

:MUSIC1_827
040D: unload_wav  1
00BE: text_clear_all
0006: @206 =  1  ;; integer values

:MUSIC1_830
0002: jump MUSIC1_832

:MUSIC1_831
0006: @206 =  1  ;; integer values

:MUSIC1_832
00D6: if  0
8039:   NOT   @209 ==  1  ;; integer values
004D: jump_if_false MUSIC1_837
0050: gosub MUSIC1_1342
0006: @209 =  1  ;; integer values

:MUSIC1_837
00D6: if  0
8039:   NOT   @269 ==  1  ;; integer values
004D: jump_if_false MUSIC1_841
0050: gosub MUSIC1_1418

:MUSIC1_841
00D6: if  1
0039:   @209 ==  1  ;; integer values
8039:   NOT   @267 ==  1  ;; integer values
004D: jump_if_false MUSIC1_850
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point @34 @35 radius @163 @163
004D: jump_if_false MUSIC1_850
0050: gosub MUSIC1_1269
0006: @267 =  1  ;; integer values

:MUSIC1_850
00D6: if  2
0039:   @209 ==  1  ;; integer values
8119:   NOT   car @47 wrecked
8039:   NOT   @269 ==  1  ;; integer values
004D: jump_if_false MUSIC1_861
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @47
00EE:   actor $PLAYER_ACTOR  0 ()near_point_in_car @52 @53 radius  50.0  50.0
004D: jump_if_false MUSIC1_861
0050: gosub MUSIC1_1465
0006: @269 =  1  ;; integer values

:MUSIC1_861
0050: gosub MUSIC1_1812

:MUSIC1_862
00D6: if  0
8039:   NOT   @202 ==  1  ;; integer values
004D: jump_if_false MUSIC1_878
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false MUSIC1_872
00BE: text_clear_all
00BC: text_highpriority 'MUS1_18'  5000 ms  0
0002: jump MUSIC1_1929
0002: jump MUSIC1_878

:MUSIC1_872
00D6: if  0
0039:   @268 ==  1  ;; integer values
004D: jump_if_false MUSIC1_878
00BE: text_clear_all
00BC: text_highpriority 'MUS1_21'  5000 ms  0
0002: jump MUSIC1_1929

:MUSIC1_878
00D6: if  0
0119:   car @47 wrecked
004D: jump_if_false MUSIC1_885
00BE: text_clear_all
00BC: text_highpriority 'MUS1_20'  5000 ms  0
0002: jump MUSIC1_1929
0002: jump MUSIC1_897

:MUSIC1_885
00D6: if  0
0039:   @207 ==  1  ;; integer values
004D: jump_if_false MUSIC1_897
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @47
004D: jump_if_false MUSIC1_897
00D6: if  0
01AF:   car @47  1 (in-sphere)near_point @52 @53 @54 radius  4.0  4.0  2.0
004D: jump_if_false MUSIC1_897
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub MUSIC1_1478
0002: jump MUSIC1_1931

:MUSIC1_897
0002: jump MUSIC1_319

:MUSIC1_898
0006: @170 =  0  ;; integer values
0007: @164 = -30.0  ;; floating-point values

:MUSIC1_900
00D6: if  0
001D:   @146 > @170  ;; integer values  
004D: jump_if_false MUSIC1_930
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  22
0039:   @170 ==  0  ;; integer values
0039:   @170 ==  3  ;; integer values
0039:   @170 ==  6  ;; integer values
004D: jump_if_false MUSIC1_916
00A5: @147(@170,7i) = create_car  412 at @165 @166 -100.0
0002: jump MUSIC1_923

:MUSIC1_916
00D6: if  21
0039:   @170 ==  1  ;; integer values
0039:   @170 ==  7  ;; integer values
004D: jump_if_false MUSIC1_922
00A5: @147(@170,7i) = create_car  467 at @165 @166 -100.0
0002: jump MUSIC1_923

:MUSIC1_922
00A5: @147(@170,7i) = create_car  419 at @165 @166 -100.0

:MUSIC1_923
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_900

:MUSIC1_930
0506: vehicle_model  413 set_next_variation  0  0
00A5: @47 = create_car  413 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: @47  4 
0657: @47  5 
020A: set_car @47 door_status_to  3
0852: @47  0 
0001: wait  1000 ms
009A: @55 = create_actor  24  13 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_955
00D6: if  0
001D:   @61 > @170  ;; integer values  
004D: jump_if_false MUSIC1_1018
00D6: if  23
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_966
009A: @62(@170,21i) = create_actor  24  22 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_966
00D6: if  22
0039:   @170 ==  6  ;; integer values
0039:   @170 ==  3  ;; integer values
0039:   @170 ==  2  ;; integer values
004D: jump_if_false MUSIC1_973
009A: @62(@170,21i) = create_actor  24  101 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_973
00D6: if  23
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_981
009A: @62(@170,21i) = create_actor  24  211 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_981
00D6: if  0
0039:   @170 ==  12  ;; integer values
004D: jump_if_false MUSIC1_986
009A: @62(@170,21i) = create_actor  24  99 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_986
00D6: if  21
0039:   @170 ==  16  ;; integer values
0039:   @170 ==  10  ;; integer values
004D: jump_if_false MUSIC1_992
009A: @62(@170,21i) = create_actor  24  93 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_992
00D6: if  21
0039:   @170 ==  5  ;; integer values
0039:   @170 ==  15  ;; integer values
004D: jump_if_false MUSIC1_998
009A: @62(@170,21i) = create_actor  24  217 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_998
00D6: if  21
0039:   @170 ==  8  ;; integer values
0039:   @170 ==  13  ;; integer values
004D: jump_if_false MUSIC1_1004
009A: @62(@170,21i) = create_actor  24  19 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_1004
00D6: if  21
0039:   @170 ==  1  ;; integer values
0039:   @170 ==  20  ;; integer values
004D: jump_if_false MUSIC1_1010
009A: @62(@170,21i) = create_actor  24  55 at @83(@170,21f) @104(@170,21f) -100.0
0002: jump MUSIC1_1011

:MUSIC1_1010
009A: @62(@170,21i) = create_actor  24  91 at @83(@170,21f) @104(@170,21f) -100.0

:MUSIC1_1011
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_955

:MUSIC1_1018
0249: release_model  412
0249: release_model  419
0249: release_model  467
0249: release_model  93
0249: release_model  22
0249: release_model  99
0249: release_model  211
0249: release_model  101
0249: release_model  217
0249: release_model  19
0249: release_model  91
0249: release_model  55
06EB: release_car_component #WHEEL_OR1 
0051: return

:MUSIC1_1032
04ED: load_animation "BAR"
04ED: load_animation "DANCING"
04ED: load_animation "BEACH"
04ED: load_animation "SCRATCHING"

:MUSIC1_1036
00D6: if  23
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_1044
0001: wait  0 ms
0002: jump MUSIC1_1036

:MUSIC1_1044
0615: @181 
0605: unknown_action_sequence -1 "SCLNG_R" "SCRATCHING"  4.0  1  0  0  0 -1 
0643: @181  1 
0616: @181 
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_1052
0618: @55 @181 

:MUSIC1_1052
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false MUSIC1_1061
0615: @183 
0605: unknown_action_sequence -1 "DNCE_M_A" "DANCING"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @62 @183 
061B: @183 

:MUSIC1_1061
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false MUSIC1_1070
0615: @183 
0605: unknown_action_sequence -1 "DNCE_M_B" "DANCING"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @63 @183 
061B: @183 

:MUSIC1_1070
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false MUSIC1_1079
0615: @183 
0605: unknown_action_sequence -1 "DNCE_M_D" "DANCING"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @64 @183 
061B: @183 

:MUSIC1_1079
00D6: if  1
8118:   NOT   actor @65 dead
8118:   NOT   actor @66 dead
004D: jump_if_false MUSIC1_1085
0677: unknown_action_sequence @65 @66  1  1 
0677: unknown_action_sequence @66 @65  0  1 

:MUSIC1_1085
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false MUSIC1_1094
0615: @183 
0605: unknown_action_sequence -1 "LAY_BAC_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @67 @183 
061B: @183 

:MUSIC1_1094
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false MUSIC1_1103
0615: @183 
0605: unknown_action_sequence -1 "PARKSIT_M_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @68 @183 
061B: @183 

:MUSIC1_1103
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false MUSIC1_1112
0615: @183 
0605: unknown_action_sequence -1 "LAY_BAC_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @69 @183 
061B: @183 

:MUSIC1_1112
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false MUSIC1_1121
0615: @183 
0605: unknown_action_sequence -1 "PARKSIT_M_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @70 @183 
061B: @183 

:MUSIC1_1121
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false MUSIC1_1130
0615: @183 
0605: unknown_action_sequence -1 "PARKSIT_W_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @71 @183 
061B: @183 

:MUSIC1_1130
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false MUSIC1_1139
0615: @183 
0605: unknown_action_sequence -1 "PARKSIT_M_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @72 @183 
061B: @183 

:MUSIC1_1139
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false MUSIC1_1148
0615: @183 
0605: unknown_action_sequence -1 "PARKSIT_M_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @73 @183 
061B: @183 

:MUSIC1_1148
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false MUSIC1_1157
0615: @183 
0605: unknown_action_sequence -1 "LAY_BAC_LOOP" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @74 @183 
061B: @183 

:MUSIC1_1157
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC1_1166
0615: @183 
0605: unknown_action_sequence -1 "BATHER" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @75 @183 
061B: @183 

:MUSIC1_1166
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC1_1175
0615: @183 
0605: unknown_action_sequence -1 "SITNWAIT_LOOP_W" "BEACH"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @76 @183 
061B: @183 

:MUSIC1_1175
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC1_1184
0615: @183 
0605: unknown_action_sequence -1 "DNCE_M_B" "DANCING"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @77 @183 
061B: @183 

:MUSIC1_1184
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false MUSIC1_1193
0615: @183 
0605: unknown_action_sequence -1 "DNCE_M_C" "DANCING"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @78 @183 
061B: @183 

:MUSIC1_1193
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false MUSIC1_1202
0615: @183 
0605: unknown_action_sequence -1 "DNCE_M_D" "DANCING"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @79 @183 
061B: @183 

:MUSIC1_1202
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false MUSIC1_1211
0615: @183 
0605: unknown_action_sequence -1 "DNCE_M_E" "DANCING"  4.0  1  0  0  0 -1 
0643: @183  1 
0616: @183 
0618: @80 @183 
061B: @183 

:MUSIC1_1211
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false MUSIC1_1221
0615: @173 
0605: unknown_action_sequence -1 "DNK_STNDF_LOOP" "BAR"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  4000 
0643: @173  1 
0616: @173 
0618: @81 @173 
061B: @173 

:MUSIC1_1221
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false MUSIC1_1231
0615: @174 
0605: unknown_action_sequence -1 "DNK_STNDF_LOOP" "BAR"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  2200 
0643: @174  1 
0616: @174 
0618: @82 @174 
061B: @174 

:MUSIC1_1231
0051: return

:MUSIC1_1232
00D6: if  1
8118:   NOT   actor @65 dead
8118:   NOT   actor @66 dead
004D: jump_if_false MUSIC1_1244
062E: @65  1655 @277 
062E: @66  1655 @278 
00D6: if  1
04A4: @277  7 
04A4: @278  7 
004D: jump_if_false MUSIC1_1244
0677: unknown_action_sequence @65 @66  1  1 
0677: unknown_action_sequence @66 @65  0  1 

:MUSIC1_1244
0051: return

:MUSIC1_1245
0006: @170 =  5  ;; integer values

:MUSIC1_1246
00D6: if  0
002B:    8 >= @170  ;; integer values 
004D: jump_if_false MUSIC1_1259
00D6: if  1
8118:   NOT   actor @62(@170,21i) dead
0039:   @210(@170,21i) ==  0  ;; integer values
004D: jump_if_false MUSIC1_1257
01B9: set_actor @62(@170,21i) armed_weapon_to  29
05E2: unknown_action_sequence @62(@170,21i) $PLAYER_ACTOR 
0006: @210(@170,21i) =  1  ;; integer values
0961: @62(@170,21i)  1 

:MUSIC1_1257
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_1246

:MUSIC1_1259
00D6: if  1
8118:   NOT   actor @55 dead
0039:   @231 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1268
01B9: set_actor @55 armed_weapon_to  29
04D7: lock_actor @55 in_current_position  0
05E2: unknown_action_sequence @55 $PLAYER_ACTOR 
0006: @231 =  1  ;; integer values
0961: @55  1 

:MUSIC1_1268
0051: return

:MUSIC1_1269
0006: @170 =  0  ;; integer values

:MUSIC1_1270
00D6: if  0
001D:   @61 > @170  ;; integer values  
004D: jump_if_false MUSIC1_1285
00D6: if  0
8039:   NOT   @232(@170,21i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1283
00D6: if  0
8118:   NOT   actor @62(@170,21i) dead
004D: jump_if_false MUSIC1_1283
00D6: if  0
82CB:   NOT   actor @62(@170,21i) bounding_sphere_visible
004D: jump_if_false MUSIC1_1283
009B: destroy_actor_instantly @62(@170,21i)

:MUSIC1_1283
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_1270

:MUSIC1_1285
0006: @170 =  0  ;; integer values

:MUSIC1_1286
00D6: if  0
001D:   @146 > @170  ;; integer values  
004D: jump_if_false MUSIC1_1301
00D6: if  0
8039:   NOT   @253(@170,7i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1299
00D6: if  0
8119:   NOT   car @147(@170,7i) wrecked
004D: jump_if_false MUSIC1_1299
00D6: if  0
82CA:   NOT   car @147(@170,7i) bounding_sphere_visible
004D: jump_if_false MUSIC1_1299
00A6: destroy_car @147(@170,7i)

:MUSIC1_1299
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_1286

:MUSIC1_1301
0051: return

:MUSIC1_1302
0006: @170 =  0  ;; integer values

:MUSIC1_1303
00D6: if  0
001D:   @61 > @170  ;; integer values  
004D: jump_if_false MUSIC1_1317
00D6: if  0
8118:   NOT   actor @62(@170,21i) dead
004D: jump_if_false MUSIC1_1315
00D6: if  21
001B:    5 > @170  ;; integer values
0019:   @170 >  8  ;; integer values
004D: jump_if_false MUSIC1_1315
05DD: unknown_action_sequence @62(@170,21i) $PLAYER_ACTOR  400.0  9999999 
0961: @62(@170,21i)  1 

:MUSIC1_1315
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_1303

:MUSIC1_1317
00D6: if  0
8119:   NOT   car @148 wrecked
004D: jump_if_false MUSIC1_1329
020A: set_car @148 door_status_to  3
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC1_1325
05CB: unknown_action_sequence @77 @148 -1 

:MUSIC1_1325
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false MUSIC1_1329
05CA: unknown_action_sequence @78 @148 -1  0 

:MUSIC1_1329
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false MUSIC1_1341
020A: set_car @149 door_status_to  3
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false MUSIC1_1337
05CB: unknown_action_sequence @79 @149 -1 

:MUSIC1_1337
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false MUSIC1_1341
05CA: unknown_action_sequence @80 @149 -1  0 

:MUSIC1_1341
0051: return

:MUSIC1_1342
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_1417
0006: @169 =  0  ;; integer values
0006: @172 =  0  ;; integer values

:MUSIC1_1347
00D6: if  0
001D:   @146 > @172  ;; integer values  
004D: jump_if_false MUSIC1_1382
00D6: if  0
8119:   NOT   car @147(@172,7i) wrecked
004D: jump_if_false MUSIC1_1380
046C: @161 = car @147(@172,7i) driver
00D6: if  2
0039:   @161 == -1  ;; integer values
8039:   NOT   @253(@172,7i) ==  1  ;; integer values
001B:    2 > @169  ;; integer values
004D: jump_if_false MUSIC1_1380
0006: @171 =  0  ;; integer values

:MUSIC1_1360
00D6: if  0
001D:   @61 > @171  ;; integer values  
004D: jump_if_false MUSIC1_1380
00D6: if  1
8118:   NOT   actor @62(@171,21i) dead
8039:   NOT   @232(@171,21i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1378
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: (unknown) @147(@172,7i)  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_1378
000A: @171 +=  1  ;; integer values
0002: jump MUSIC1_1360

:MUSIC1_1380
000A: @172 +=  1  ;; integer values
0002: jump MUSIC1_1347

:MUSIC1_1382
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_1386
00D6: if  0
001D:   @61 > @170  ;; integer values  
004D: jump_if_false MUSIC1_1413
00D6: if  0
8118:   NOT   actor @62(@170,21i) dead
004D: jump_if_false MUSIC1_1411
00D6: if  0
8039:   NOT   @232(@170,21i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1409
00D6: if  1
0029:   @170 >=  5  ;; integer values
002B:    8 >= @170  ;; integer values 
004D: jump_if_false MUSIC1_1406
0350: unknown_actor @62(@170,21i) not_scared_flag  1
01B9: set_actor @62(@170,21i) armed_weapon_to  29
05E2: unknown_action_sequence @62(@170,21i) $PLAYER_ACTOR 
0006: @210(@170,21i) =  1  ;; integer values
0961: @62(@170,21i)  1 
077A: @62(@170,21i)  4  0 
0002: jump MUSIC1_1408

:MUSIC1_1406
05DD: unknown_action_sequence @62(@170,21i) $PLAYER_ACTOR  400.0  9999999 
0961: @62(@170,21i)  1 

:MUSIC1_1408
0002: jump MUSIC1_1410

:MUSIC1_1409
0961: @62(@170,21i)  0 

:MUSIC1_1410
060B: unknown_actor_use_entity @62(@170,21i) @180 

:MUSIC1_1411
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_1386

:MUSIC1_1413
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_1417
060B: unknown_actor_use_entity @55 @180 

:MUSIC1_1417
0051: return

:MUSIC1_1418
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_1445
0006: @172 =  0  ;; integer values

:MUSIC1_1422
00D6: if  0
001D:   @146 > @172  ;; integer values  
004D: jump_if_false MUSIC1_1445
00D6: if  1
8119:   NOT   car @147(@172,7i) wrecked
0039:   @253(@172,7i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1443
00D6: if  0
8118:   NOT   actor @154(@172,7i) dead
004D: jump_if_false MUSIC1_1443
00D6: if  1
80DB:   NOT   actor @154(@172,7i) in_car @147(@172,7i)
0039:   @260(@172,7i) ==  0  ;; integer values
004D: jump_if_false MUSIC1_1438
06E1: unknown_action_sequence @154(@172,7i) @147(@172,7i) -1  2  30.0  2 
0006: @260(@172,7i) =  1  ;; integer values

:MUSIC1_1438
00D6: if  1
00DB:   actor @154(@172,7i) in_car @147(@172,7i)
0039:   @260(@172,7i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1443
0006: @260(@172,7i) =  0  ;; integer values

:MUSIC1_1443
000A: @172 +=  1  ;; integer values
0002: jump MUSIC1_1422

:MUSIC1_1445
0051: return
0006: @170 =  0  ;; integer values

:MUSIC1_1447
00D6: if  0
001D:   @146 > @170  ;; integer values  
004D: jump_if_false MUSIC1_1464
00D6: if  1
8119:   NOT   car @147(@170,7i) wrecked
0039:   @253(@170,7i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1462
046C: @161 = car @147(@170,7i) driver
00D6: if  2
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_1462
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_1462
000A: @170 +=  1  ;; integer values
0002: jump MUSIC1_1447

:MUSIC1_1464
0051: return

:MUSIC1_1465
0006: @172 =  0  ;; integer values

:MUSIC1_1466
00D6: if  0
001D:   @146 > @172  ;; integer values  
004D: jump_if_false MUSIC1_1477
00D6: if  2
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_1475
05D1: unknown_action_sequence @154(@172,7i) @147(@172,7i) @34 @35 @36  30.0  0  0  2 

:MUSIC1_1475
000A: @172 +=  1  ;; integer values
0002: jump MUSIC1_1466

:MUSIC1_1477
0051: return

:MUSIC1_1478
016A: fade  0 ()  1000 ms

:MUSIC1_1479
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC1_1484
0001: wait  0 ms
0002: jump MUSIC1_1479

:MUSIC1_1484
0360: open_garage 'MUL_LAN'

:MUSIC1_1485
00D6: if  0
83B0:   NOT   garage 'MUL_LAN' door_open
004D: jump_if_false MUSIC1_1490
0001: wait  0 ms
0002: jump MUSIC1_1485

:MUSIC1_1490
00D6: if  0
0119:   car @47 wrecked
004D: jump_if_false MUSIC1_1496
00BE: text_clear_all
00BC: text_highpriority 'MUS1_20'  5000 ms  0
0002: jump MUSIC1_1929

:MUSIC1_1496
0395: clear_area  0 at @52 @53 @54 range  50.0
0006: @172 =  0  ;; integer values

:MUSIC1_1498
00D6: if  0
001D:   @146 > @172  ;; integer values  
004D: jump_if_false MUSIC1_1508
00D6: if  0
0039:   @253(@172,7i) ==  1  ;; integer values
004D: jump_if_false MUSIC1_1506
009B: destroy_actor_instantly @154(@172,7i)
00A6: destroy_car @147(@172,7i)

:MUSIC1_1506
000A: @172 +=  1  ;; integer values
0002: jump MUSIC1_1498

:MUSIC1_1508
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_1520
00AB: put_car @47 at @52 @53 @54
0175: set_car @47 z_angle_to  0.0
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC1_1520
036A: put_actor $PLAYER_ACTOR in_car @47

:MUSIC1_1520
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 (back)  500 ms

:MUSIC1_1524
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC1_1529
0001: wait  0 ms
0002: jump MUSIC1_1524

:MUSIC1_1529
00D6: if  0
0119:   car @47 wrecked
004D: jump_if_false MUSIC1_1535
00BE: text_clear_all
00BC: text_highpriority 'MUS1_20'  5000 ms  0
0002: jump MUSIC1_1929

:MUSIC1_1535
0006: @279 =  1  ;; integer values
0707: unknown_bunnyjump MUSIC1_1567 
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_1548
0615: @280 
05D1: unknown_action_sequence -1 @47  1643.48 -1515.73  13.82  5.0  1  0  2 
05CD: unknown_action_sequence -1 @47 
05D3: unknown_action_sequence -1  1641.91 -1517.64  12.62  4 -1 
05D3: unknown_action_sequence -1  1641.91 -1522.36  12.61  4 -1 
0616: @280 
0618: $PLAYER_ACTOR @280 
061B: @280 

:MUSIC1_1548
0001: wait  1000 ms
062E: $PLAYER_ACTOR  1560 @178 
00D6: if  0
84A4:   NOT @178  7 
004D: jump_if_false MUSIC1_1565
0646: $PLAYER_ACTOR @179 

:MUSIC1_1554
00D6: if  1
002B:    1 >= @179  ;; integer values 
84A4:   NOT @178  7 
004D: jump_if_false MUSIC1_1565
0001: wait  0 ms
062E: $PLAYER_ACTOR  1560 @178 
00D6: if  0
84A4:   NOT @178  7 
004D: jump_if_false MUSIC1_1564
0646: $PLAYER_ACTOR @179 

:MUSIC1_1564
0002: jump MUSIC1_1554

:MUSIC1_1565
0001: wait  2000 ms
0006: @279 =  0  ;; integer values

:MUSIC1_1567
0701: (unknown)
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false MUSIC1_1571

:MUSIC1_1571
016A: fade  0 ()  500 ms

:MUSIC1_1572
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC1_1577
0001: wait  0 ms
0002: jump MUSIC1_1572

:MUSIC1_1577
0361: close_garage 'MUL_LAN'

:MUSIC1_1578
00D6: if  0
83B1:   NOT   garage 'MUL_LAN' door_closed
004D: jump_if_false MUSIC1_1583
0001: wait  0 ms
0002: jump MUSIC1_1578

:MUSIC1_1583
00D6: if  0
0119:   car @47 wrecked
004D: jump_if_false MUSIC1_1589
00BE: text_clear_all
00BC: text_highpriority 'MUS1_20'  5000 ms  0
0002: jump MUSIC1_1929

:MUSIC1_1589
06AB: $PLAYER_ACTOR  0 
0792: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC1_1596
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at @52 @53 @54
0002: jump MUSIC1_1597

:MUSIC1_1596
00A1: put_actor $PLAYER_ACTOR at @52 @53 @54

:MUSIC1_1597
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
00A6: destroy_car @47
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  500 ms

:MUSIC1_1604
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC1_1609
0001: wait  0 ms
0002: jump MUSIC1_1604

:MUSIC1_1609
0051: return

:MUSIC1_1610
0717: @55 
0209: $6900 = random_int  0  2
0209: $6901 = random_int  0  3
00D6: if  0
0038:   $6900 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1634
0871: init_jump_table $6901 total_jumps  3  1 MUSIC1_1632 jumps  0 MUSIC1_1617  1 MUSIC1_1622  2 MUSIC1_1627 -1 MUSIC1_1633 -1 MUSIC1_1633 -1 MUSIC1_1633 -1 MUSIC1_1633 

:MUSIC1_1617
05AA: s@281 = '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_1633

:MUSIC1_1622
05AA: s@281 = '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_1633

:MUSIC1_1627
05AA: s@281 = '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_1633

:MUSIC1_1632
0002: jump MUSIC1_1633

:MUSIC1_1633
0002: jump MUSIC1_1651

:MUSIC1_1634
0871: init_jump_table $6901 total_jumps  3  1 MUSIC1_1650 jumps  0 MUSIC1_1635  1 MUSIC1_1640  2 MUSIC1_1645 -1 MUSIC1_1651 -1 MUSIC1_1651 -1 MUSIC1_1651 -1 MUSIC1_1651 

:MUSIC1_1635
05AA: s@281 = '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_1651

:MUSIC1_1640
05AA: s@281 = '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_1651

:MUSIC1_1645
05AA: s@281 = '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_1651

:MUSIC1_1650
0002: jump MUSIC1_1651

:MUSIC1_1651
0209: $6900 = random_int  0  2
00D6: if  0
0038:   $6900 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1660
05AA: s@283 = '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_1664

:MUSIC1_1660
05AA: s@283 = 'DOFFE3'  ;; 8-byte strings
04AF: @294 = unknown_wav_reference  21410 
04AF: @295 = unknown_wav_reference  21412 
04AF: @296 = unknown_wav_reference  21411 

:MUSIC1_1664
0209: $6900 = random_int  0  2
00D6: if  0
0038:   $6900 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1671
05AA: s@285 = 'BEXIT1'  ;; 8-byte strings
04AF: @297 = unknown_wav_reference  21400 
0002: jump MUSIC1_1673

:MUSIC1_1671
05AA: s@285 = 'BEXIT2'  ;; 8-byte strings
04AF: @297 = unknown_wav_reference  21401 

:MUSIC1_1673
05AA: s@287 = 'DSTAR2'  ;; 8-byte strings
04AF: @298 = unknown_wav_reference  21417 
0209: $6900 = random_int  0  2
00D6: if  0
0038:   $6900 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1682
05AA: s@289 = 'GEXIT1'  ;; 8-byte strings
04AF: @299 = unknown_wav_reference  21418 
0002: jump MUSIC1_1684

:MUSIC1_1682
05AA: s@289 = 'GEXIT2'  ;; 8-byte strings
04AF: @299 = unknown_wav_reference  21419 

:MUSIC1_1684
0A18: s@281 s@283 s@285 @291 @292 @293 
0A3C: s@285 @297 
0A18: s@283 s@287 s@289 @294 @295 @296 
0A3C: s@287 @298 
0A3C: s@289 @299 
0719: (unknown)
0051: return

:MUSIC1_1691
0717: @55 
0209: $6900 = random_int  0  2
00D6: if  0
0038:   $6900 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1701
05AA: s@300 = '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_1705

:MUSIC1_1701
05AA: s@300 = 'VOFFE2'  ;; 8-byte strings
04AF: @304 = unknown_wav_reference  21446 
04AF: @305 = unknown_wav_reference  21448 
04AF: @306 = unknown_wav_reference  21447 

:MUSIC1_1705
0209: $6900 = random_int  0  2
00D6: if  0
0038:   $6900 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1714
05AA: s@302 = '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_1718

:MUSIC1_1714
05AA: s@302 = 'VSURE2'  ;; 8-byte strings
04AF: @307 = unknown_wav_reference  21452 
04AF: @308 = unknown_wav_reference  21454 
04AF: @309 = unknown_wav_reference  21453 

:MUSIC1_1718
0A18: s@300 'VYES2' s@302 @304 @305 @306 
0A3C: 'VYES2'  21456 
0A18: s@302 'VLATE' 'VYES1' @307 @308 @309 
0A3C: 'VLATE'  21442 
0A3C: 'VYES1'  21455 
0719: (unknown)
0051: return

:MUSIC1_1725
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_1780
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_1780
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_1780
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_1780
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_1780
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_1766
00D6: if  0
001D:   @61 > @170  ;; integer values  
004D: jump_if_false MUSIC1_1779
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_1780
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_1766

:MUSIC1_1779
0051: return

:MUSIC1_1780
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_1812
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_1834
00D6: if  0
0039:   @208 ==  1  ;; integer values
004D: jump_if_false MUSIC1_1827
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @47
004D: jump_if_false MUSIC1_1826
0164: disable_marker @273
0186: @272 = create_marker_above_car @47
07E0: @272  1 
00BC: text_highpriority 'MUS1_6'  7000 ms  0
0006: @208 =  0  ;; integer values

:MUSIC1_1826
0002: jump MUSIC1_1834

:MUSIC1_1827
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @47
004D: jump_if_false MUSIC1_1834
0164: disable_marker @272
018A: @273 = create_checkpoint_at @52 @53 @54
00BC: text_highpriority 'MUS1_19'  7000 ms  0
0006: @208 =  1  ;; integer values

:MUSIC1_1834
0051: return

:MUSIC1_1835
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00BE: text_clear_all
00BC: text_highpriority 'MUS1_2'  10000 ms  0
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 $69 $70 $71
00A1: put_actor $PLAYER_ACTOR at $69 $70 -100.0
0087: @328 = @34  ;; floating-point values only
0065: @328 -= $69  ;; floating-point values 
0087: @329 = @35  ;; floating-point values only
0065: @329 -= $70  ;; floating-point values 
0604: @328 @329 $72 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC1_1853
0173: set_actor $PLAYER_ACTOR z_angle_to $72
0002: jump MUSIC1_1856

:MUSIC1_1853
03C0: @330 = actor $PLAYER_ACTOR car
00A9: set_car @330 to_normal_driver
0175: set_car @330 z_angle_to $72

:MUSIC1_1856
0001: wait  2000 ms
0006: @279 =  1  ;; integer values
0707: unknown_bunnyjump MUSIC1_1861 
0001: wait  8000 ms
0006: @279 =  0  ;; integer values

:MUSIC1_1861
0701: (unknown)
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false MUSIC1_1865

:MUSIC1_1865
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:MUSIC1_1871
0871: init_jump_table @191 total_jumps  2  1 MUSIC1_1880 jumps  0 MUSIC1_1872  1 MUSIC1_1876 -1 MUSIC1_1881 -1 MUSIC1_1881 -1 MUSIC1_1881 -1 MUSIC1_1881 -1 MUSIC1_1881 

:MUSIC1_1872
05AA: s@184 = 'LOC1_YT'  ;; 8-byte strings
04AF: @186 = unknown_wav_reference  21656 
0006: @189 =  1  ;; integer values
0002: jump MUSIC1_1881

:MUSIC1_1876
05AA: s@184 = 'DNCEF1'  ;; 8-byte strings
04AF: @186 = unknown_wav_reference  21402 
0006: @189 =  1  ;; integer values
0002: jump MUSIC1_1881

:MUSIC1_1880
0002: jump MUSIC1_1881

:MUSIC1_1881
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_1887
00D6: if  21
0039:   @187 ==  0  ;; integer values
0039:   @187 ==  1  ;; integer values
004D: jump_if_false MUSIC1_1898
00D6: if  0
001D:   @189 > @188  ;; integer values  
004D: jump_if_false MUSIC1_1898
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MUSIC1_1898
0050: gosub MUSIC1_1909

:MUSIC1_1898
00D6: if  0
0039:   @187 ==  2  ;; integer values
004D: jump_if_false MUSIC1_1908
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false MUSIC1_1908
0006: @187 =  0  ;; integer values
000A: @188 +=  1  ;; integer values
00BE: text_clear_all
0006: @32 =  0  ;; integer values

:MUSIC1_1908
0051: return

:MUSIC1_1909
00D6: if  0
0039:   @187 ==  0  ;; integer values
004D: jump_if_false MUSIC1_1914
03CF: load_wav @186(@188,1i) as  1
0006: @187 =  1  ;; integer values

:MUSIC1_1914
00D6: if  0
0039:   @187 ==  1  ;; integer values
004D: jump_if_false MUSIC1_1928
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false MUSIC1_1928
00BC: text_highpriority @184(@188,1s)  10000 ms  1
00D6: if  1
0039:   @191 ==  1  ;; integer values
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_1926
0949: link_wav  1 to_actor @55 

:MUSIC1_1926
03D1: play_wav  1
0006: @187 =  2  ;; integer values

:MUSIC1_1928
0051: return

:MUSIC1_1929
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:MUSIC1_1931
0008: $STRAP_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'STRAP_1'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  3  5000 ms  1
0998: add_respect  3 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:MUSIC1_1939
0249: release_model  412
0249: release_model  419
0249: release_model  467
0249: release_model  413
0249: release_model  353
0249: release_model  13
0249: release_model  93
0249: release_model  22
0249: release_model  99
0249: release_model  211
0249: release_model  101
0249: release_model  217
0249: release_model  19
0249: release_model  91
0249: release_model  55
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: @37 
0650: @38 
061B: @173 
061B: @174 
061B: @177 
061B: @280 
061B: @181 
061B: @182 
061B: @183 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MUSIC1_1978
06AB: $PLAYER_ACTOR  0 

:MUSIC1_1978
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC1_1983
08ED: @55 
04D7: lock_actor @55 in_current_position  0

:MUSIC1_1983
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false MUSIC1_1987
0852: @47  1 

:MUSIC1_1987
065C: unknown_create_def_entity @180  ; unknown_destroy
03E6: remove_text_box
0917: 'BEACH'  0 
091E:  502.15 -1913.39 -5.0  558.86 -1838.87  10.0 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 32---------------
; Originally: Madd Dogg's Rhymes


:MUSIC2_1
03A4: name_thread 'MUSIC2'
0050: gosub MUSIC2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MUSIC2_7
0050: gosub MUSIC2_1166

:MUSIC2_7
0050: gosub MUSIC2_1176
004E: end_thread

:MUSIC2_9
0004: $ON_MISSION =  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_15
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC2_20
0001: wait  0 ms
0002: jump MUSIC2_15

:MUSIC2_20
02E4: load_cutscene_data 'STRAP2A'

:MUSIC2_21
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MUSIC2_26
0001: wait  0 ms
0002: jump MUSIC2_21

:MUSIC2_26
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MUSIC2_28
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MUSIC2_33
0001: wait  0 ms
0002: jump MUSIC2_28

:MUSIC2_33
02EA: end_cutscene
016A: fade  0 ()  0 ms

:MUSIC2_35
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC2_40
0001: wait  0 ms
0002: jump MUSIC2_35

:MUSIC2_40
04BB: select_interior  0  ;; select render area
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0247: request_model  579
0247: request_model  580
0247: request_model #KMB_RHYMESBOOK
0247: request_model #CJ_JUICE_CAN
0247: request_model  347
0247: request_model  510
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_55
00D6: if  23
8248:   NOT   model  579 available
8248:   NOT   model  580 available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false MUSIC2_63
0001: wait  0 ms
0002: jump MUSIC2_55

:MUSIC2_63
00D6: if  23
8248:   NOT   model #KMB_RHYMESBOOK available
8248:   NOT   model #CJ_JUICE_CAN available
8248:   NOT   model  347 available
8248:   NOT   model  510 available
004D: jump_if_false MUSIC2_71
0001: wait  0 ms
0002: jump MUSIC2_63

:MUSIC2_71
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:  4  24  0 
0746:  0  24  24 
07FB: set_interior 'MDDOGS' accessible  1 
07B4: $PLAYER_CHAR  0 
08F4:  0 
016A: fade  1 (back)  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
00D6: if  0
0018:   $6902 >  0  ;; integer values
004D: jump_if_false MUSIC2_117
0950:  1242.659 -748.503  94.33  191.586 

:MUSIC2_117
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false MUSIC2_122
0002: jump MUSIC2_1168

:MUSIC2_122
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false MUSIC2_141
00D6: if  0
05F6: $PLAYER_ACTOR  1222.799 -735.563  1348.407 -759.322 -100.0  0 
004D: jump_if_false MUSIC2_141
00D6: if  0
0038:   $6902 ==  0  ;; integer values
004D: jump_if_false MUSIC2_132
0004: $6902 =  1  ;; integer values

:MUSIC2_132
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
00A5: @35 = create_car  579 at  1243.154 -805.76  83.188
0175: set_car @35 z_angle_to  1.533
00A5: @36 = create_car  580 at  1255.024 -804.587  83.934
0175: set_car @36 z_angle_to  182.9
0006: @70 =  1  ;; integer values

:MUSIC2_141
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false MUSIC2_232
09E8: @34 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false MUSIC2_232
03C7: unknown_maby_cops_density  0.0
02A3: toggle_widescreen  1 (on)
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  335
0247: request_model  24
0247: request_model  25
0247: request_model  352
03CF: load_wav  23600 as  3
038B: load_requested_models
03CB: set_camera  1256.623 -801.0125  1084.091

:MUSIC2_164
00D6: if  25
84EE:   NOT   animation "CRIB" loaded
84EE:   NOT   animation "VENDING" loaded
8248:   NOT   model  335 available
8248:   NOT   model  24 available
8247:   NOT request_model  25
83D0:   NOT   wav  3 loaded
004D: jump_if_false MUSIC2_174
0001: wait  0 ms
0002: jump MUSIC2_164

:MUSIC2_174
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
075B:  100 
0164: disable_marker @61
009A: @37 = create_actor  24  24 at  1301.98 -785.31  1083.05
08AD: @37  1298.78 -798.2  1.0 
0648: @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: @37  0 
0860: link_actor @37 to_interior  5 
00BC: text_highpriority 'STP2_3'  7000 ms  1
0001: wait  2000 ms
0707: unknown_bunnyjump MUSIC2_213 
0001: wait  1000 ms
009A: @38 = create_actor  24  25 at  1249.063 -769.8262  1083.023
08AD: @38  1298.78 -798.2  1.0 
0860: link_actor @38 to_interior  5 
0173: set_actor @38 z_angle_to  270.552
0648: @38  5.0 
060B: unknown_actor_use_entity @38 @45 
0001: wait  3500 ms
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false MUSIC2_203
05D3: unknown_action_sequence @38  1262.056 -769.9772  1083.988  4 -1 

:MUSIC2_203
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
0001: wait  7000 ms
041D: set_camera_near_clip  .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
0001: wait  7000 ms

:MUSIC2_213
0701: (unknown)
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: @61  1298.78 -798.2  1.0 
08E7:  1 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01B2: give_actor $PLAYER_ACTOR weapon  4 ammo  1  ;; Load the weapon model before using this
0992: $PLAYER_CHAR  0 
00A6: destroy_car @35
0249: release_model  579
0249: release_model  580
00A6: destroy_car @36
00BE: text_clear_all
0006: @32 =  0  ;; integer values
0006: @70 =  2  ;; integer values

:MUSIC2_232
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false MUSIC2_722
00D6: if  0
0039:   @70 ==  2  ;; integer values
004D: jump_if_false MUSIC2_722
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false MUSIC2_246
03E5: text_box 'STP2_7'
03E7: flash_hud  8
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @71 =  1  ;; integer values

:MUSIC2_246
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false MUSIC2_254
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false MUSIC2_254
03E7: flash_hud -1
0006: @79 =  1  ;; integer values

:MUSIC2_254
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC2_299
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false MUSIC2_267
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false MUSIC2_267
03E5: text_box 'STP2_9'
03E7: flash_hud -1
0006: @32 =  0  ;; integer values
0006: @71 =  2  ;; integer values

:MUSIC2_267
00D6: if  0
0039:   @71 ==  2  ;; integer values
004D: jump_if_false MUSIC2_279
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC2_279
00D6: if  21
00F2:   actor $PLAYER_ACTOR near_actor @37 radius  5.0  5.0  0
0019:   @32 >  9500  ;; integer values
004D: jump_if_false MUSIC2_279
0006: @32 =  0  ;; integer values
0006: @71 =  3  ;; integer values

:MUSIC2_279
00D6: if  0
0039:   @71 ==  3  ;; integer values
004D: jump_if_false MUSIC2_290
00D6: if  22
0019:   @32 >  10000  ;; integer values
0611: $PLAYER_ACTOR "KILL_PARTIAL" 
0457:   player $PLAYER_CHAR aiming_at_actor @37
004D: jump_if_false MUSIC2_290
03E5: text_box 'STP2_10'
0006: @32 =  0  ;; integer values
0006: @71 =  4  ;; integer values

:MUSIC2_290
00D6: if  0
0039:   @71 ==  4  ;; integer values
004D: jump_if_false MUSIC2_299
00D6: if  0
0611: $PLAYER_ACTOR "KILL_PARTIAL" 
004D: jump_if_false MUSIC2_299
03E5: text_box 'STP2_11'
0006: @32 =  0  ;; integer values
0006: @71 =  5  ;; integer values

:MUSIC2_299
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false MUSIC2_369
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1290.907 -781.423  1083.59 radius  4.3  4.3  6.0
004D: jump_if_false MUSIC2_369
00D6: if  0
0597: $PLAYER_ACTOR 
004D: jump_if_false MUSIC2_309
0006: @96 =  1  ;; integer values

:MUSIC2_309
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0792: $PLAYER_ACTOR 
041D: set_camera_near_clip  .1 
0395: clear_area  0 at  1290.907 -781.423  100.0 range  100.0
009A: @38 = create_actor  24  25 at  1290.667 -778.9339  1083.012
08AD: @38  1298.78 -798.2  1.0 
0860: link_actor @38 to_interior  5 
0173: set_actor @38 z_angle_to  350.151
0648: @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: @38  0 
0754: (unknown)
0755:  1289.988 -766.581  1084.063 "NONE" "NONE" 
0755:  1270.314 -766.564  1084.063 "ROADCROSS" "PED" 
0755:  1270.074 -782.155  1084.063 "NONE" "NONE" 
0755:  1290.246 -782.463  1084.056 "ROADCROSS" "PED" 
0817: @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  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC2_350
009B: destroy_actor_instantly @37
009A: @37 = create_actor  24  24 at  1304.189 -785.871  1084.048
08AD: @37  1298.78 -798.2  1.0 
0860: link_actor @37 to_interior  5 
0648: @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: @37  0 

:MUSIC2_350
00BC: text_highpriority 'STP2_13'  6000 ms  1
0001: wait  2000 ms
0707: unknown_bunnyjump MUSIC2_354 
0001: wait  4000 ms

:MUSIC2_354
0701: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false MUSIC2_362
04EB: unknown_action_sequence $PLAYER_ACTOR  1 

:MUSIC2_362
0006: @96 =  0  ;; integer values
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority 'STP2_14'  5000 ms  1
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @72 =  1  ;; integer values
0006: @71 =  6  ;; integer values

:MUSIC2_369
00D6: if  0
0039:   @71 ==  6  ;; integer values
004D: jump_if_false MUSIC2_376
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false MUSIC2_376
0006: @71 =  7  ;; integer values

:MUSIC2_376
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MUSIC2_469
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1260.104 -769.51  1083.06 radius  5.0  5.0  6.0
004D: jump_if_false MUSIC2_469
00D6: if  0
0597: $PLAYER_ACTOR 
004D: jump_if_false MUSIC2_386
0006: @96 =  1  ;; integer values

:MUSIC2_386
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0792: $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  25 at  1249.598 -780.06  1083.063
08AD: @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: @39  5.0 
060B: unknown_actor_use_entity @39 @45 
05D3: unknown_action_sequence @39  1250.092 -769.277  1083.064  4 -1 
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  0
8118:   NOT   actor @38 dead
004D: jump_if_false MUSIC2_423
009B: destroy_actor_instantly @38
009A: @38 = create_actor  24  25 at  1290.667 -778.9339  1083.012
08AD: @38  1298.78 -798.2  1.0 
0173: set_actor @38 z_angle_to  350.151
0648: @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: @38  0 
0754: (unknown)
0755:  1289.988 -766.581  1084.063 "NONE" "NONE" 
0755:  1270.314 -766.564  1084.063 "ROADCROSS" "PED" 
0755:  1270.074 -782.155  1084.063 "NONE" "NONE" 
0755:  1290.246 -782.463  1084.056 "ROADCROSS" "PED" 
0817: @38  4  3 

:MUSIC2_423
00BC: text_highpriority 'STP2_15'  3000 ms  1
0001: wait  2000 ms
0707: unknown_bunnyjump MUSIC2_438 
0001: wait  1000 ms
00BC: text_highpriority 'STP2_16'  4000 ms  1
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  0
8118:   NOT   actor @39 dead
004D: jump_if_false MUSIC2_435
00A1: put_actor @39 at  1249.598 -780.06  1083.063
0173: set_actor @39 z_angle_to  355.188

:MUSIC2_435
0001: wait  2000 ms
0160: point_camera  1266.912 -770.5618  1084.569  1
0001: wait  2000 ms

:MUSIC2_438
0701: (unknown)
009B: destroy_actor_instantly @39
009A: @39 = create_actor  24  25 at  1249.634 -781.405  1083.5
08AD: @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: @39  5.0 
060B: unknown_actor_use_entity @39 @45 
0615: @58 
05F5: unknown_action_sequence -1  1267.96 -769.792  1084.06  4 -2 
0643: @58  1 
0616: @58 
0618: @39 @58 
061B: @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: @39  0 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false MUSIC2_465
04EB: unknown_action_sequence $PLAYER_ACTOR  1 

:MUSIC2_465
0006: @96 =  0  ;; integer values
00BE: text_clear_all
03E5: text_box 'STP2_41'
0006: @73 =  1  ;; integer values

:MUSIC2_469
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false MUSIC2_646
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1249.466 -789.487  1083.063 radius  7.5  7.5  6.0
004D: jump_if_false MUSIC2_646
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false MUSIC2_480
03D7: set_wav  3 location  1276.31 -793.92  1084.12
03D1: play_wav  3

:MUSIC2_480
00D6: if  0
0597: $PLAYER_ACTOR 
004D: jump_if_false MUSIC2_484
0006: @96 =  1  ;; integer values

:MUSIC2_484
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0792: $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  25 at  1258.271 -793.395  1083.289
08AD: @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: @40  5.0 
060B: unknown_actor_use_entity @40 @45 
087E: @40  0 
029B: @47 = init_object #CJ_JUICE_CAN at  1258.25 -792.64  1084.16
07E4: -172 $73 $74 $75 $73 $74 $75 
0015: $74 /=  2.0  ;; floating-point values
0009: $74 +=  .027  ;; floating-point values
009A: @41 = create_actor  24  24 at  1276.795 -792.368  1083.055
08AD: @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  0
8118:   NOT   actor @40 dead
004D: jump_if_false MUSIC2_519
0615: @49 
070A: unknown_action_sequence -1 @47  .062 $74  0.0  5  16 "VEND_USE_PT2" "VENDING"  0 
070A: unknown_action_sequence -1 @47  .062 $74  0.0  5  16 "VEND_DRINK2_P" "VENDING"  0 
0616: @49 
0618: @40 @49 
061B: @49 

:MUSIC2_519
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
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false MUSIC2_542
009B: destroy_actor_instantly @38
009A: @38 = create_actor  24  25 at  1290.667 -778.9339  1083.012
08AD: @38  1298.78 -798.2  1.0 
0173: set_actor @38 z_angle_to  350.151
0648: @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: @38  0 
0754: (unknown)
0755:  1289.988 -766.581  1084.063 "NONE" "NONE" 
0755:  1270.314 -766.564  1084.063 "ROADCROSS" "PED" 
0755:  1270.074 -782.155  1084.063 "NONE" "NONE" 
0755:  1290.246 -782.463  1084.056 "ROADCROSS" "PED" 
0817: @38  4  3 

:MUSIC2_542
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false MUSIC2_556
009B: destroy_actor_instantly @39
009A: @39 = create_actor  24  25 at  1267.96 -769.792  1084.06
08AD: @39  1298.78 -798.2  1.0 
0173: set_actor @39 z_angle_to  .141
0187: @64 = create_marker_above_actor @39
018B: show_on_radar @64  2
0648: @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: @39  0 

:MUSIC2_556
0001: wait  1750 ms
0707: unknown_bunnyjump MUSIC2_592 
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false MUSIC2_564
0605: unknown_action_sequence @41 "PED_CONSOLE_LOOP" "CRIB"  4.0  1  0  0  0 -1 
0967: @41  10000 

:MUSIC2_564
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
03D1: play_wav  1

:MUSIC2_569
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false MUSIC2_574
0001: wait  0 ms
0002: jump MUSIC2_569

:MUSIC2_574
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
03D1: play_wav  2
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false MUSIC2_587
0615: @50 
0605: unknown_action_sequence -1 "PED_CONSOLE_LOOSE" "CRIB"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PED_CONSOLE_LOOP" "CRIB"  4.0  1  0  0  0 -1 
0616: @50 
0618: @41 @50 
061B: @50 

:MUSIC2_587
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false MUSIC2_592
0001: wait  0 ms
0002: jump MUSIC2_587

:MUSIC2_592
0701: (unknown)
009B: destroy_actor_instantly @40
009B: destroy_actor_instantly @41
009A: @40 = create_actor  24  25 at  1258.271 -793.395  1083.289
08AD: @40  1298.78 -798.2  1.0 
0173: set_actor @40 z_angle_to  354.328
0605: unknown_action_sequence @40 "ATM" "PED"  4.0  1  0  0  0 -1 
0187: @65 = create_marker_above_actor @40
018B: show_on_radar @65  2
060B: unknown_actor_use_entity @40 @45 
087E: @40  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: @40  5.0  1 
009A: @41 = create_actor  24  24 at  1276.795 -792.368  1083.055
08AD: @41  1298.78 -798.2  1.0 
0173: set_actor @41 z_angle_to  180.0
060B: unknown_actor_use_entity @41 @45 
087E: @41  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: @41  5.0  1 
009A: @43 = create_actor  24  25 at  1262.533 -805.139  1083.056
08AD: @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: @43  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  0
8118:   NOT   actor @41 dead
004D: jump_if_false MUSIC2_629
0605: unknown_action_sequence @41 "PED_CONSOLE_LOOP" "CRIB"  4.0  1  0  0  0 -1 

:MUSIC2_629
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false MUSIC2_640
04EB: unknown_action_sequence $PLAYER_ACTOR  1 

:MUSIC2_640
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'
0006: @74 =  1  ;; integer values

:MUSIC2_646
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false MUSIC2_665
06AC: $PLAYER_ACTOR $73 
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false MUSIC2_665
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1246.77 -785.08  1083.26  1255.87 -797.69  1090.0
0020:   $73 >  0.0  ;; floating-point values
004D: jump_if_false MUSIC2_665
0173: set_actor @40 z_angle_to  168.503
0615: @51 
05D3: unknown_action_sequence -1  1256.29 -795.6  1084.289  4 -1 
0605: unknown_action_sequence -1 "ATM" "PED"  4.0  1  0  0  0 -1 
0616: @51 
0618: @40 @51 
061B: @51 
0006: @74 =  2  ;; integer values

:MUSIC2_665
00D6: if  0
0214:   pickup @59 picked_up
004D: jump_if_false MUSIC2_680
0164: disable_marker @61
018A: @61 = create_checkpoint_at  1298.74 -797.46  1083.4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MUSIC2_674
0992: $PLAYER_CHAR  1 

:MUSIC2_674
08DC: @61  1298.78 -798.2  1.0 
00BC: text_highpriority 'STP2_40'  7000 ms  1
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @70 =  3  ;; integer values
0006: @85 =  1  ;; integer values

:MUSIC2_680
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false MUSIC2_687
00D6: if  0
075C:   marker @62 enabled
004D: jump_if_false MUSIC2_687
0164: disable_marker @62

:MUSIC2_687
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false MUSIC2_694
00D6: if  0
075C:   marker @63 enabled
004D: jump_if_false MUSIC2_694
0164: disable_marker @63

:MUSIC2_694
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false MUSIC2_701
00D6: if  0
075C:   marker @64 enabled
004D: jump_if_false MUSIC2_701
0164: disable_marker @64

:MUSIC2_701
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false MUSIC2_708
00D6: if  0
075C:   marker @65 enabled
004D: jump_if_false MUSIC2_708
0164: disable_marker @65

:MUSIC2_708
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false MUSIC2_715
00D6: if  0
075C:   marker @66 enabled
004D: jump_if_false MUSIC2_715
0164: disable_marker @66

:MUSIC2_715
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false MUSIC2_722
00D6: if  0
075C:   marker @68 enabled
004D: jump_if_false MUSIC2_722
0164: disable_marker @68

:MUSIC2_722
00D6: if  0
0039:   @70 ==  3  ;; integer values
004D: jump_if_false MUSIC2_940
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false MUSIC2_832
08E7:  0 
032B: @60 = create_weapon_pickup  347  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  24 at  1243.53 -812.19  1083.04
08AD: @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: @37  2.0 
05F5: unknown_action_sequence @37  1270.694 -802.518  1084.05  4 -2 
074E: @37  10.0  1 
02E2: set_actor @37 weapon_accuracy_to  100
009A: @38 = create_actor  24  25 at  1280.02 -789.01  1083.05
08AD: @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: @38  5.0  1 
02E2: set_actor @38 weapon_accuracy_to  100
009A: @42 = create_actor  24  24 at  1249.768 -780.616  1084.063
08AD: @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:  1249.799 -769.679  1084.063 "ROADCROSS" "PED" 
0755:  1267.62 -769.651  1084.06 "NONE" "NONE" 
0755:  1249.799 -769.679  1084.063 "NONE" "NONE" 
0755:  1249.768 -780.616  1084.063 "NONE" "NONE" 
0817: @42  4  3 
074E: @42  15.0  2 
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false MUSIC2_781
009B: destroy_actor_instantly @41
009A: @41 = create_actor  24  24 at  1276.795 -792.368  1083.055
08AD: @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: unknown_action_sequence @41 "PED_CONSOLE_LOOP" "CRIB"  4.0  1  0  0  0 -1 
074E: @41  20.0  1 
0002: jump MUSIC2_791

:MUSIC2_781
034F: destroy_actor_with_fade @41  ;; The actor fades away like a ghost
009A: @41 = create_actor  24  24 at  1270.616 -792.298  1084.047
08AD: @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: unknown_action_sequence @41  400000 
074E: @41  20.0  1 

:MUSIC2_791
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false MUSIC2_805
009B: destroy_actor_instantly @40
009A: @40 = create_actor  24  25 at  1256.492 -795.662  1084.282
08AD: @40  1298.78 -798.2  1.0 
0173: set_actor @40 z_angle_to  186.842
0605: unknown_action_sequence @40 "ATM" "PED"  4.0  1  0  0  0 -1 
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: @40  10.0  1 
0002: jump MUSIC2_815

:MUSIC2_805
034F: destroy_actor_with_fade @40  ;; The actor fades away like a ghost
009A: @40 = create_actor  24  25 at  1252.99 -795.461  1083.282
08AD: @40  1298.78 -798.2  1.0 
0173: set_actor @40 z_angle_to  186.842
0605: unknown_action_sequence @40 "ATM" "PED"  4.0  1  0  0  0 -1 
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: @40  10.0  1 

:MUSIC2_815
009A: @44 = create_actor  24  25 at  1290.667 -778.9339  1083.012
08AD: @44  1298.78 -798.2  1.0 
0173: set_actor @44 z_angle_to  350.151
0648: @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:  1289.988 -766.581  1084.063 "NONE" "NONE" 
0755:  1270.314 -766.564  1084.063 "ROADCROSS" "PED" 
0755:  1270.074 -782.155  1084.063 "NONE" "NONE" 
0755:  1290.246 -782.463  1084.056 "ROADCROSS" "PED" 
0817: @44  4  3 
0006: @78 =  0  ;; integer values
0006: @85 =  2  ;; integer values

:MUSIC2_832
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false MUSIC2_847
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1282.61 -787.389  1084.063 radius  6.0  6.0  6.0
004D: jump_if_false MUSIC2_847
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false MUSIC2_842
060B: unknown_actor_use_entity @40 @45 

:MUSIC2_842
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false MUSIC2_846
060B: unknown_actor_use_entity @41 @45 

:MUSIC2_846
0006: @94 =  1  ;; integer values

:MUSIC2_847
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false MUSIC2_858
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1249.61 -772.86  1083.46 radius  7.0  7.0  5.0
004D: jump_if_false MUSIC2_858
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false MUSIC2_858
060B: unknown_actor_use_entity @44 @45 
0006: @78 =  1  ;; integer values

:MUSIC2_858
00D6: if  0
0019:   @85 >  0  ;; integer values
004D: jump_if_false MUSIC2_869
00D6: if  0
0039:   @71 ==  9  ;; integer values
004D: jump_if_false MUSIC2_869
00D6: if  0
0019:   @32 >  8500  ;; integer values
004D: jump_if_false MUSIC2_869
03E5: text_box 'STP2_33'
0006: @71 =  10  ;; integer values

:MUSIC2_869
09E8: @34 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false MUSIC2_884
0164: disable_marker @61

:MUSIC2_874
00D6: if  0
816B:   NOT   fading
004D: jump_if_false MUSIC2_879
0001: wait  0 ms
0002: jump MUSIC2_874

:MUSIC2_879
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_884
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false MUSIC2_891
00D6: if  0
075C:   marker @62 enabled
004D: jump_if_false MUSIC2_891
0164: disable_marker @62

:MUSIC2_891
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false MUSIC2_898
00D6: if  0
075C:   marker @63 enabled
004D: jump_if_false MUSIC2_898
0164: disable_marker @63

:MUSIC2_898
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false MUSIC2_905
00D6: if  0
075C:   marker @64 enabled
004D: jump_if_false MUSIC2_905
0164: disable_marker @64

:MUSIC2_905
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false MUSIC2_912
00D6: if  0
075C:   marker @65 enabled
004D: jump_if_false MUSIC2_912
0164: disable_marker @65

:MUSIC2_912
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false MUSIC2_919
00D6: if  0
075C:   marker @66 enabled
004D: jump_if_false MUSIC2_919
0164: disable_marker @66

:MUSIC2_919
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false MUSIC2_926
00D6: if  0
075C:   marker @67 enabled
004D: jump_if_false MUSIC2_926
0164: disable_marker @67

:MUSIC2_926
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false MUSIC2_933
00D6: if  0
075C:   marker @68 enabled
004D: jump_if_false MUSIC2_933
0164: disable_marker @68

:MUSIC2_933
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false MUSIC2_940
00D6: if  0
075C:   marker @69 enabled
004D: jump_if_false MUSIC2_940
0164: disable_marker @69

:MUSIC2_940
00D6: if  0
0039:   @85 ==  2  ;; integer values
004D: jump_if_false MUSIC2_985
00D6: if  0
0039:   @70 ==  4  ;; integer values
004D: jump_if_false MUSIC2_985
018A: @61 = create_checkpoint_at  790.0 -1631.0  12.43
040D: unload_wav  3
00A5: @53 = create_car  510 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  24
0249: release_model  25
0249: release_model  579
0249: release_model  580
0249: release_model #KMB_RHYMESBOOK
0249: release_model #CJ_JUICE_CAN
0249: release_model  347
04EF: release_animation "CRIB"
04EF: release_animation "VENDING"
0249: release_model  335
075B:  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
0006: @70 =  5  ;; integer values
0006: @32 =  0  ;; integer values

:MUSIC2_985
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false MUSIC2_995
00D6: if  0
8119:   NOT   car @53 wrecked
004D: jump_if_false MUSIC2_995
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @53
004D: jump_if_false MUSIC2_995
0006: @97 =  1  ;; integer values

:MUSIC2_995
00D6: if  0
0039:   @70 ==  5  ;; integer values
004D: jump_if_false MUSIC2_1050
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  788.05 -1630.31  12.42 radius  2.0  2.0  5.0
004D: jump_if_false MUSIC2_1050
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  0 ()  1000 ms

:MUSIC2_1004
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC2_1009
0001: wait  0 ms
0002: jump MUSIC2_1004

:MUSIC2_1009
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC2_1020
00D9: $48 = actor $PLAYER_ACTOR car
00AB: put_car $48 at  784.686 -1613.7  12.22
0175: set_car $48 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_1022

:MUSIC2_1020
00A1: put_actor $PLAYER_ACTOR at  785.75 -1632.84  12.43
0173: set_actor $PLAYER_ACTOR z_angle_to  316.0

:MUSIC2_1022
04ED: load_animation "GANGS"
023C: load_special_actor  1 'OGLOC'
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_1029
00D6: if  22
84EE:   NOT   animation "GANGS" loaded
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false MUSIC2_1036
0001: wait  0 ms
0002: jump MUSIC2_1029

:MUSIC2_1036
009A: @52 = create_actor  23  290 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: unknown_actor @52 flag  1
0489: unknown_actor $PLAYER_ACTOR flag  1
016A: fade  1 (back)  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: unknown_action_sequence $PLAYER_ACTOR  788.98 -1629.61  12.59  4 -1 
05D3: unknown_action_sequence @52  788.98 -1629.61  12.59  4 -1 
0006: @32 =  0  ;; integer values
0006: @70 =  6  ;; integer values

:MUSIC2_1050
00D6: if  0
0039:   @70 ==  6  ;; integer values
004D: jump_if_false MUSIC2_1070
00D6: if  0
0019:   @32 >  2440  ;; integer values
004D: jump_if_false MUSIC2_1070
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false MUSIC2_1070
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: @52 
0792: $PLAYER_ACTOR 
0605: unknown_action_sequence @52 "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence $PLAYER_ACTOR "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0006: @70 =  7  ;; integer values

:MUSIC2_1070
00D6: if  0
0019:   @70 >  4  ;; integer values
004D: jump_if_false MUSIC2_1165
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false MUSIC2_1165
00D6: if  0
0039:   @95 ==  1  ;; integer values
004D: jump_if_false MUSIC2_1083
03D1: play_wav  1
0967: $PLAYER_ACTOR  10000 
00BC: text_highpriority 'LOC2_CA'  5000 ms  1
0006: @95 =  2  ;; integer values

:MUSIC2_1083
00D6: if  0
0039:   @95 ==  2  ;; integer values
004D: jump_if_false MUSIC2_1094
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false MUSIC2_1094
00BE: text_clear_all
040D: unload_wav  1
0968: $PLAYER_ACTOR 
03CF: load_wav  21807 as  1
0006: @95 =  3  ;; integer values

:MUSIC2_1094
00D6: if  0
0039:   @95 ==  3  ;; integer values
004D: jump_if_false MUSIC2_1101
03D1: play_wav  2
00BC: text_highpriority 'LOC2_CB'  5000 ms  1
0967: @52  10000 
0006: @95 =  4  ;; integer values

:MUSIC2_1101
00D6: if  0
0039:   @95 ==  4  ;; integer values
004D: jump_if_false MUSIC2_1112
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false MUSIC2_1112
00BE: text_clear_all
040D: unload_wav  2
0968: @52 
03CF: load_wav  21808 as  2
0006: @95 =  5  ;; integer values

:MUSIC2_1112
00D6: if  0
0039:   @95 ==  5  ;; integer values
004D: jump_if_false MUSIC2_1122
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false MUSIC2_1122
00BC: text_highpriority 'LOC2_CC'  5000 ms  1
0967: $PLAYER_ACTOR  10000 
03D1: play_wav  1
0006: @95 =  6  ;; integer values

:MUSIC2_1122
00D6: if  0
0039:   @95 ==  6  ;; integer values
004D: jump_if_false MUSIC2_1131
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false MUSIC2_1131
00BE: text_clear_all
0968: $PLAYER_ACTOR 
0006: @95 =  7  ;; integer values

:MUSIC2_1131
00D6: if  0
0039:   @95 ==  7  ;; integer values
004D: jump_if_false MUSIC2_1142
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
0967: @52  4000 
05D3: unknown_action_sequence $PLAYER_ACTOR  806.1331 -1630.219  12.3906  4  60000 
05D3: unknown_action_sequence @52  793.8177 -1625.155  12.3828  4  60000 
0006: @95 =  8  ;; integer values

:MUSIC2_1142
00D6: if  0
0039:   @95 ==  8  ;; integer values
004D: jump_if_false MUSIC2_1165
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false MUSIC2_1165
016A: fade  0 ()  1000 ms
00BE: text_clear_all
040D: unload_wav  2

:MUSIC2_1151
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC2_1156
0001: wait  0 ms
0002: jump MUSIC2_1151

:MUSIC2_1156
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 (back)  1000 ms
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump MUSIC2_1168
0006: @95 =  9  ;; integer values

:MUSIC2_1165
0002: jump MUSIC2_117

:MUSIC2_1166
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:MUSIC2_1168
0318: set_latest_mission_passed 'STRAP_2'
01E3: text_1number_styled 'M_PASSR'  4  5000 ms  1
0998: add_respect  4 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
030C: set_mission_points +=  1
0008: $STRAP_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:MUSIC2_1176
08F4:  99 
034F: destroy_actor_with_fade @52  ;; The actor fades away like a ghost
0215: destroy_pickup @60
07FB: set_interior 'MADDOGS' accessible  0 
07FB: set_interior 'MDDOGS' accessible  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MUSIC2_1186
0992: $PLAYER_CHAR  1 
07B4: $PLAYER_CHAR  1 

:MUSIC2_1186
03C7: unknown_maby_cops_density  1.0
075B:  0 
0489: unknown_actor $PLAYER_ACTOR flag  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  510
0249: release_model  352
0249: release_model  24
0249: release_model  25
0249: release_model  579
0249: release_model  580
0249: release_model #KMB_RHYMESBOOK
0249: release_model #CJ_JUICE_CAN
0249: release_model  347
04EF: release_animation "CRIB"
04EF: release_animation "VENDING"
0249: release_model  335
0004: $ON_MISSION =  0  ;; integer values
08E7:  0 
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 33---------------
; Originally: Management Issues


:MUSIC3_1
03A4: name_thread 'MUSIC3'
0050: gosub MUSIC3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MUSIC3_7
0050: gosub MUSIC3_1980

:MUSIC3_7
0050: gosub MUSIC3_1994
004E: end_thread

:MUSIC3_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'STRAP3'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false MUSIC3_46
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  280 at  1023.4 -1121.0  22.9
009A: @70 = create_actor  25  280 at  1023.4 -1121.0  22.9
00A5: @67 = create_car  507 at  1174.1 -926.8  43.6
009A: @65 = create_actor  25  280 at  1023.4 -1121.0  22.9
009A: @64 = create_actor  25  280 at  1023.4 -1121.0  22.9
009A: @111 = create_actor  25  280 at  1023.4 -1121.0  22.9

:MUSIC3_46
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: $73 =  0.0  ;; floating-point values
0005: $74 =  0.0  ;; floating-point values
0005: $75 =  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_116
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MUSIC3_121
0001: wait  0 ms
0002: jump MUSIC3_116

:MUSIC3_121
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MUSIC3_123
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MUSIC3_128
0001: wait  0 ms
0002: jump MUSIC3_123

:MUSIC3_128
016A: fade  0 ()  0 ms

:MUSIC3_129
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_134
0001: wait  0 ms
0002: jump MUSIC3_129

:MUSIC3_134
04BB: select_interior  0  ;; select render area
02EA: end_cutscene
08F6: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
0001: wait  0 ms
0247: request_model  24
0247: request_model  507
0247: request_model  346
0247: request_model  330
03CF: load_wav  24600 as  3
038B: load_requested_models
0632: release_group $PLAYER_GROUP 
07B4: $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_2897
00A5: @73 = create_car  507 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: unknown_car @73 flag  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  24 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_2897
00A5: @72 = create_car  507 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: @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_2897
00A5: @74 = create_car  507 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: @74  1
053F: set_car @74 tires_vulnerable  0
04E0: car @74 abandon_path_radius  50
0852: @74  0 
0994:  76.6 -1527.6  4.1 
0994:  162.2 -1394.6  46.8 
0994:  273.2 -980.9  47.4 
0994:  362.8 -1147.8  77.0 
0994:  378.1 -1147.4  77.0 
0994:  1536.4 -994.8  41.5 
0994:  1638.7 -1177.5  54.1 
0994:  1873.9 -1009.4  35.0 
0994:  2887.8 -1121.4  9.8 
0994:  165.8 -1185.3  51.8 
0994:  695.7 -995.6  51.0 
0994:  794.8 -1033.6  23.7 
0994:  1311.1 -701.7  91.7 
0994:  2838.7 -1024.2  21.5 
00BC: text_highpriority 'STP3_01'  7000 ms  1
00BB: text_lowpriority 'STP3_02'  7000 ms  1
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 (unfrozen)
09D2:  0 
0006: @33 =  0  ;; integer values
016A: fade  1 (back)  500 ms

:MUSIC3_217
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false MUSIC3_222
0002: jump MUSIC3_1982

:MUSIC3_222
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_227
0002: jump MUSIC3_1980

:MUSIC3_227
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  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false MUSIC3_530
00D6: if  0
0735:  81 
004D: jump_if_false MUSIC3_242
00A1: put_actor $PLAYER_ACTOR at  1179.5 -920.3  42.2
0173: set_actor $PLAYER_ACTOR z_angle_to  99.7

:MUSIC3_242
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MUSIC3_262
00D6: if  21
0039:   @123 ==  1  ;; integer values
0039:   @123 ==  2  ;; integer values
004D: jump_if_false MUSIC3_262
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @73 radius  25.0  25.0  25.0 unknown  0
004D: jump_if_false MUSIC3_262
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_260
00D6: if  0
00DB:   actor @76 in_car @73
004D: jump_if_false MUSIC3_259
00BB: text_lowpriority 'STP3_19'  7000 ms  1

:MUSIC3_259
0002: jump MUSIC3_261

:MUSIC3_260
0006: @175 =  2  ;; integer values

:MUSIC3_261
0006: @175 =  1  ;; integer values

:MUSIC3_262
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false MUSIC3_284
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_283
00D6: if  0
8448:   NOT   actor @76 in_car @73
004D: jump_if_false MUSIC3_282
03D5: remove_text 'STP3_19'
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @76 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false MUSIC3_281
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_281
0006: @174 =  1  ;; integer values
0006: @176 =  0  ;; integer values
0050: gosub MUSIC3_3047

:MUSIC3_281
0006: @175 =  2  ;; integer values

:MUSIC3_282
0002: jump MUSIC3_284

:MUSIC3_283
0006: @175 =  2  ;; integer values

:MUSIC3_284
00D6: if  0
0039:   @175 ==  2  ;; integer values
004D: jump_if_false MUSIC3_301
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_301
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_301
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_300
03D5: remove_text 'STP3_19'
00BB: text_lowpriority 'STP3_11'  7000 ms  1
0006: @175 =  3  ;; integer values
0002: jump MUSIC3_301

:MUSIC3_300
0006: @175 =  3  ;; integer values

:MUSIC3_301
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_360
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_360
00D6: if  21
00F2:   actor $PLAYER_ACTOR near_actor @76 radius  250.0  250.0  0
0019:   @149 >  17  ;; integer values
004D: jump_if_false MUSIC3_360
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false MUSIC3_359
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC3_336
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 (frozen)
02A3: toggle_widescreen  1 (on)
0006: @174 =  7  ;; integer values
0006: @176 =  0  ;; integer values
0006: @177 =  1  ;; integer values
0050: gosub MUSIC3_3047
0A09: $PLAYER_ACTOR  1 
0006: @124 =  1  ;; integer values
0707: unknown_bunnyjump MUSIC3_385 
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0006: @32 =  0  ;; integer values
0006: @167 =  1  ;; integer values
0006: @123 =  1  ;; integer values
0002: jump MUSIC3_358

:MUSIC3_336
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_351
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_351
0615: @232 
05CB: unknown_action_sequence -1 @73 -1 
05D1: unknown_action_sequence -1 @73  1211.0 -932.3  41.9  15.0  0  1  0 
05D1: unknown_action_sequence -1 @73  1160.8 -1027.5  31.4  15.0  0  1  0 
05D2: unknown_action_sequence -1 @73  15.0  0 
0616: @232 
0618: @76 @232 
061B: @232 
072F: @73  .5  4000  1  1  1  7 

:MUSIC3_351
0006: @174 =  7  ;; integer values
0006: @176 =  0  ;; integer values
0006: @177 =  5  ;; integer values
0050: gosub MUSIC3_3047
0A09: $PLAYER_ACTOR  1 
0006: @167 =  3  ;; integer values
0006: @123 =  1  ;; integer values

:MUSIC3_358
0002: jump MUSIC3_360

:MUSIC3_359
0006: @123 =  1  ;; integer values

:MUSIC3_360
00D6: if  0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false MUSIC3_374
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false MUSIC3_374
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_374
0006: @174 =  7  ;; integer values
0006: @176 =  1  ;; integer values
0006: @177 =  2  ;; integer values
0050: gosub MUSIC3_3047
0006: @167 =  2  ;; integer values

:MUSIC3_374
00D6: if  0
0039:   @167 ==  2  ;; integer values
004D: jump_if_false MUSIC3_409
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_409
0006: @174 =  7  ;; integer values
0006: @176 =  2  ;; integer values
0006: @177 =  5  ;; integer values
0050: gosub MUSIC3_3047
0006: @124 =  0  ;; integer values

:MUSIC3_385
0701: (unknown)
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_391
0002: jump MUSIC3_1980

:MUSIC3_391
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_406
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_406
0615: @232 
05CB: unknown_action_sequence -1 @73 -1 
05D1: unknown_action_sequence -1 @73  1211.0 -932.3  41.9  15.0  0  1  0 
05D1: unknown_action_sequence -1 @73  1160.8 -1027.5  31.4  15.0  0  1  0 
05D2: unknown_action_sequence -1 @73  15.0  0 
0616: @232 
0618: @76 @232 
061B: @232 
072F: @73  .5  4000  1  1  1  7 

:MUSIC3_406
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006: @167 =  3  ;; integer values

:MUSIC3_409
00D6: if  0
0039:   @167 ==  3  ;; integer values
004D: jump_if_false MUSIC3_436
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_422
062E: $PLAYER_ACTOR  1833 $416 
00D6: if  0
04A3:   unknown $416 ==  1
004D: jump_if_false MUSIC3_420
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:MUSIC3_420
0A09: $PLAYER_ACTOR  0 
0006: @167 =  4  ;; integer values

:MUSIC3_422
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false MUSIC3_436
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @174 =  0  ;; integer values
062E: $PLAYER_ACTOR  1833 $416 
00D6: if  0
04A3:   unknown $416 ==  1
004D: jump_if_false MUSIC3_434
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:MUSIC3_434
0A09: $PLAYER_ACTOR  0 
0006: @167 =  4  ;; integer values

:MUSIC3_436
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_450
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_450
00D6: if  0
00DB:   actor @76 in_car @73
004D: jump_if_false MUSIC3_450
00D6: if  0
0019:   @149 >  20  ;; integer values
004D: jump_if_false MUSIC3_450
05D1: unknown_action_sequence @76 @73  1316.4 -1136.5  22.9  15.0  0  1  2 
0006: @123 =  2  ;; integer values

:MUSIC3_450
00D6: if  0
0039:   @123 ==  2  ;; integer values
004D: jump_if_false MUSIC3_465
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_465
00D6: if  0
00DB:   actor @76 in_car @73
004D: jump_if_false MUSIC3_465
00D6: if  0
01AD:   car @73  0 ()near_point  1316.4 -1136.5  5.0  5.0
004D: jump_if_false MUSIC3_465
00BC: text_highpriority 'STP3_03'  4000 ms  1
0006: @150 =  1  ;; integer values
0006: @122 =  9  ;; integer values

:MUSIC3_465
00D6: if  0
0019:   @123 >  0  ;; integer values
004D: jump_if_false MUSIC3_505
00D6: if  0
001B:    3 > @123  ;; integer values
004D: jump_if_false MUSIC3_505
00D6: if  0
051C: @73 $PLAYER_ACTOR 
004D: jump_if_false MUSIC3_485
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_483
0615: @232 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @76 @232 
061B: @232 

:MUSIC3_483
03CD: car @73 remove_from_stuck_car_check
0006: @123 =  3  ;; integer values

:MUSIC3_485
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_503
00D6: if  0
80DB:   NOT   actor @76 in_car @73
004D: jump_if_false MUSIC3_502
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_500
0615: @232 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @76 @232 
061B: @232 

:MUSIC3_500
03CD: car @73 remove_from_stuck_car_check
0006: @123 =  3  ;; integer values

:MUSIC3_502
0002: jump MUSIC3_505

:MUSIC3_503
03CD: car @73 remove_from_stuck_car_check
0006: @123 =  3  ;; integer values

:MUSIC3_505
00D6: if  0
0019:   @149 >  21  ;; integer values
004D: jump_if_false MUSIC3_510
0006: @150 =  0  ;; integer values
0006: @122 =  9  ;; integer values

:MUSIC3_510
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @73 radius  60.0  60.0 unknown  0
004D: jump_if_false MUSIC3_515
02AA: set_car @73 immune_to_nonplayer  0
0002: jump MUSIC3_516

:MUSIC3_515
02AA: set_car @73 immune_to_nonplayer  1

:MUSIC3_516
00D6: if  0
0039:   @123 ==  3  ;; integer values
004D: jump_if_false MUSIC3_530
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_530
0164: disable_marker @113
018A: @113 = create_checkpoint_at  1306.4 -1137.5  22.5
03D5: remove_text 'STP3_11'
00BB: text_lowpriority 'STP3_33'  7000 ms  1
0249: release_model  330
0006: @175 =  0  ;; integer values
0006: @123 =  0  ;; integer values
0006: @122 =  1  ;; integer values

:MUSIC3_530
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false MUSIC3_653
00D6: if  0
0735:  81 
004D: jump_if_false MUSIC3_538
00A1: put_actor $PLAYER_ACTOR at  1306.4 -1137.5  22.5
0175: set_car @73 z_angle_to  90.0

:MUSIC3_538
00D6: if  0
0019:   @149 >  21  ;; integer values
004D: jump_if_false MUSIC3_543
0006: @150 =  0  ;; integer values
0006: @122 =  9  ;; integer values

:MUSIC3_543
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_576
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_576
00D6: if  21
8185:   NOT   car @73 health >=  700
03C9:   car @73 damaged
004D: jump_if_false MUSIC3_561
03D5: remove_text 'STP3_33'
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MUSIC3_561
0164: disable_marker $450
02A8: $450 = create_marker  63 at  488.0 -1734.0  34.4
00BB: text_lowpriority 'STP3_22'  11000 ms  1
0006: @175 =  1  ;; integer values

:MUSIC3_561
00D6: if  0
0185:   car @73 health >=  700
004D: jump_if_false MUSIC3_576
00D6: if  0
83C9:   NOT   car @73 damaged
004D: jump_if_false MUSIC3_576
03D5: remove_text 'STP3_22'
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_576
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false MUSIC3_584
00D6: if  0
0019:   @159 >  4000  ;; integer values
004D: jump_if_false MUSIC3_584
00BB: text_lowpriority 'STP3_33'  7000 ms  1
0006: @160 =  1  ;; integer values

:MUSIC3_584
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_637
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_637
00D6: if  0
01AF:   car @73  1 (in-sphere)near_point  1306.4 -1137.5  22.5 radius  4.0  4.0  4.0
004D: jump_if_false MUSIC3_615
0174: @157 = car @73 z_angle
00D6: if  0
0021:   @157 >  95.0  ;; floating-point values
004D: jump_if_false MUSIC3_601
00D6: if  0
0033:    360.0 >= @157  ;; floating-point values 
004D: jump_if_false MUSIC3_601
00BC: text_highpriority 'STP3_25'  7000 ms  1

:MUSIC3_601
00D6: if  0
0023:    85.0 > @157  ;; floating-point values
004D: jump_if_false MUSIC3_608
00D6: if  0
0031:   @157 >=  0.0  ;; floating-point values 
004D: jump_if_false MUSIC3_608
00BC: text_highpriority 'STP3_25'  7000 ms  1

:MUSIC3_608
00D6: if  0
0031:   @157 >=  85.0  ;; floating-point values 
004D: jump_if_false MUSIC3_615
00D6: if  0
0033:    95.0 >= @157  ;; floating-point values 
004D: jump_if_false MUSIC3_615
0006: @123 =  2  ;; integer values

:MUSIC3_615
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false MUSIC3_627
00D6: if  0
01AF:   car @73  0 ()near_point  1306.4 -1137.5  22.5 radius  15.0  30.0  30.0
004D: jump_if_false MUSIC3_627
00D6: if  21
02CA:   car @72 bounding_sphere_visible
02CA:   car @74 bounding_sphere_visible
004D: jump_if_false MUSIC3_627
00BC: text_highpriority 'STP3_25'  7000 ms  1
0006: @161 =  1  ;; integer values

:MUSIC3_627
00D6: if  21
8185:   NOT   car @73 health >=  700
03C9:   car @73 damaged
004D: jump_if_false MUSIC3_637
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
0006: @123 =  0  ;; integer values

:MUSIC3_637
00D6: if  0
0185:   car @73 health >=  700
004D: jump_if_false MUSIC3_652
00D6: if  0
83C9:   NOT   car @73 damaged
004D: jump_if_false MUSIC3_652
00D6: if  0
0039:   @123 ==  2  ;; integer values
004D: jump_if_false MUSIC3_652
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_652
0050: gosub MUSIC3_2526

:MUSIC3_653
00D6: if  0
0039:   @122 ==  9  ;; integer values
004D: jump_if_false MUSIC3_658
0006: @123 =  0  ;; integer values
0006: @122 =  10  ;; integer values

:MUSIC3_658
00D6: if  0
0039:   @122 ==  10  ;; integer values
004D: jump_if_false MUSIC3_858
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false MUSIC3_756
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_756
00BE: text_clear_all
016A: fade  0 ()  500 ms

:MUSIC3_670
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_675
0001: wait  0 ms
0002: jump MUSIC3_670

:MUSIC3_675
040D: unload_wav  1
040D: unload_wav  2
0006: @174 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  1 
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1306.4 -1137.5 radius  20.0  20.0
004D: jump_if_false MUSIC3_688
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_688
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  24 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_2897
00A5: @72 = create_car  507 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: unknown_action_sequence @75 @72 -1 
0395: clear_area  1 at  1305.5 -1131.7  22.6 range  5.0
009A: @77 = create_actor  25  24 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_2897
00A5: @74 = create_car  507 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  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false MUSIC3_732
0395: clear_area  1 at  1306.4 -1137.5  22.5 range  5.0
04AF: @169 = unknown_wav_reference  507 
0050: gosub MUSIC3_2897
00A5: @73 = create_car  507 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_739

:MUSIC3_732
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_739
00D6: if  0
01AD:   car @73  0 ()near_point  1306.4 -1137.5  20.0  20.0
004D: jump_if_false MUSIC3_739
00AB: put_car @73 at  1247.5 -1151.8  22.6

:MUSIC3_739
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  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false MUSIC3_747
00BC: text_highpriority 'STP3_20'  8000 ms  1
0002: jump MUSIC3_748

:MUSIC3_747
00BC: text_highpriority 'STP3_21'  8000 ms  1

:MUSIC3_748
016A: fade  1 (back)  500 ms

:MUSIC3_749
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_754
0001: wait  0 ms
0002: jump MUSIC3_749

:MUSIC3_754
0006: @32 =  0  ;; integer values
0006: @123 =  1  ;; integer values

:MUSIC3_756
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_770
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MUSIC3_770
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_769
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_769
05CB: unknown_action_sequence @77 @74 -1 

:MUSIC3_769
0006: @123 =  2  ;; integer values

:MUSIC3_770
00D6: if  0
0039:   @123 ==  2  ;; integer values
004D: jump_if_false MUSIC3_819
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_819
062E: @77  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false MUSIC3_819
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_791
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_791
0615: @231 
05D1: unknown_action_sequence -1 @72  1103.3 -1140.9  22.7  15.0  1  1  2 
0616: @231 
0618: @75 @231 
061B: @231 

:MUSIC3_791
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_803
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_803
0615: @231 
05B9: unknown_action_sequence -1  500 
05D1: unknown_action_sequence -1 @74  1103.3 -1140.9  22.7  15.0  1  1  2 
0616: @231 
0618: @77 @231 
061B: @231 

:MUSIC3_803
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false MUSIC3_818
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_818
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_818
0615: @231 
05B9: unknown_action_sequence -1  1000 
05D1: unknown_action_sequence -1 @73  1103.3 -1140.9  22.7  15.0  1  1  2 
0616: @231 
0618: @76 @231 
061B: @231 

:MUSIC3_818
0006: @123 =  3  ;; integer values

:MUSIC3_819
00D6: if  0
0039:   @123 ==  3  ;; integer values
004D: jump_if_false MUSIC3_858
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_858
00D6: if  0
82CA:   NOT   car @72 bounding_sphere_visible
004D: jump_if_false MUSIC3_858
016A: fade  0 ()  500 ms

:MUSIC3_829
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_834
0001: wait  0 ms
0002: jump MUSIC3_829

:MUSIC3_834
09F5:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false MUSIC3_850
00BC: text_highpriority 'STP3_20'  5500 ms  1
0002: jump MUSIC3_851

:MUSIC3_850
00BC: text_highpriority 'STP3_21'  5500 ms  1

:MUSIC3_851
016A: fade  1 (back)  500 ms

:MUSIC3_852
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_857
0001: wait  0 ms
0002: jump MUSIC3_852

:MUSIC3_857
0002: jump MUSIC3_1980

:MUSIC3_858
00D6: if  0
0039:   @122 ==  2  ;; integer values
004D: jump_if_false MUSIC3_1203
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false MUSIC3_894
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @174 =  0  ;; integer values
0917: 'AWARDS'  1 
09F5:  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  24 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  24 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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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: @72  0
05CB: unknown_action_sequence @75 @72 -1 
0006: @32 =  0  ;; integer values
0006: @126 =  1  ;; integer values

:MUSIC3_894
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false MUSIC3_908
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MUSIC3_908
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_905
0574: @74  0
05CB: unknown_action_sequence @77 @74 -1 

:MUSIC3_905
0006: @124 =  1  ;; integer values
0707: unknown_bunnyjump MUSIC3_1074 
0006: @126 =  2  ;; integer values

:MUSIC3_908
00D6: if  0
0039:   @126 ==  2  ;; integer values
004D: jump_if_false MUSIC3_923
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_923
062E: @77  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false MUSIC3_923
0006: @174 =  8  ;; integer values
0006: @176 =  0  ;; integer values
0006: @177 =  2  ;; integer values
0050: gosub MUSIC3_3047
0006: @126 =  3  ;; integer values

:MUSIC3_923
00D6: if  0
0039:   @126 ==  3  ;; integer values
004D: jump_if_false MUSIC3_977
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_977
016A: fade  0 ()  500 ms

:MUSIC3_930
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_935
0001: wait  0 ms
0002: jump MUSIC3_930

:MUSIC3_935
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_940
0002: jump MUSIC3_1980

:MUSIC3_940
0247: request_model  20
0247: request_model  91
0247: request_model  367
0247: request_model  409
0247: request_model  280
0247: request_model #DYN_ROADBARRIER_2
038B: load_requested_models
041E: set_radio_station  11 

:MUSIC3_948
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false MUSIC3_954
0001: wait  0 ms
0050: gosub MUSIC3_2106
0002: jump MUSIC3_948

:MUSIC3_954
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_959
0002: jump MUSIC3_1980

:MUSIC3_959
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 (back)  500 ms

:MUSIC3_965
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_970
0001: wait  0 ms
0002: jump MUSIC3_965

:MUSIC3_970
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_975
0002: jump MUSIC3_1980

:MUSIC3_975
0006: @126 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:MUSIC3_977
00D6: if  0
0039:   @126 ==  4  ;; integer values
004D: jump_if_false MUSIC3_999
00D6: if  0
8119:   NOT   car @66 wrecked
004D: jump_if_false MUSIC3_998
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false MUSIC3_998
062E: @69  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false MUSIC3_998
0407: create_coordinate @225 @226 $75 from_car @66 offset  1.7  1.5  0.0
0615: @231 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 @225 @226 @227  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
0616: @231 
0618: @69 @231 
061B: @231 

:MUSIC3_998
0006: @126 =  5  ;; integer values

:MUSIC3_999
00D6: if  0
0039:   @126 ==  5  ;; integer values
004D: jump_if_false MUSIC3_1012
0050: gosub MUSIC3_2476
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false MUSIC3_1012
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_3047
0006: @126 =  6  ;; integer values

:MUSIC3_1012
00D6: if  0
0039:   @126 ==  6  ;; integer values
004D: jump_if_false MUSIC3_1026
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1026
0006: @174 =  12  ;; integer values
0006: @176 =  0  ;; integer values
0050: gosub MUSIC3_3047
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false MUSIC3_1025
0605: unknown_action_sequence @65 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 

:MUSIC3_1025
0006: @126 =  7  ;; integer values

:MUSIC3_1026
00D6: if  0
0039:   @126 ==  7  ;; integer values
004D: jump_if_false MUSIC3_1067
0050: gosub MUSIC3_2476
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1067
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1067
016A: fade  0 ()  500 ms

:MUSIC3_1037
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1042
0001: wait  0 ms
0002: jump MUSIC3_1037

:MUSIC3_1042
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1047
0002: jump MUSIC3_1980

:MUSIC3_1047
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 (back)  500 ms

:MUSIC3_1052
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1057
0001: wait  0 ms
0002: jump MUSIC3_1052

:MUSIC3_1057
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1062
0002: jump MUSIC3_1980

:MUSIC3_1062
0006: @174 =  8  ;; integer values
0006: @176 =  2  ;; integer values
0006: @177 =  4  ;; integer values
0050: gosub MUSIC3_3047
0006: @126 =  8  ;; integer values

:MUSIC3_1067
00D6: if  0
0039:   @126 ==  8  ;; integer values
004D: jump_if_false MUSIC3_1203
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1203
0006: @124 =  0  ;; integer values

:MUSIC3_1074
0701: (unknown)
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1080
0002: jump MUSIC3_1980

:MUSIC3_1080
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1154
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @174 =  0  ;; integer values
016A: fade  0 ()  500 ms

:MUSIC3_1088
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1093
0001: wait  0 ms
0002: jump MUSIC3_1088

:MUSIC3_1093
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1098
0002: jump MUSIC3_1980

:MUSIC3_1098
0574: @72  0
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false MUSIC3_1106
0395: clear_area  1 at  1303.5 -1131.5  22.6 range  5.0
009A: @75 = create_actor  25  24 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_1106
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_1113
00D6: if  0
80DB:   NOT   actor @75 in_car @72
004D: jump_if_false MUSIC3_1113
036A: put_actor @75 in_car @72

:MUSIC3_1113
0574: @74  0
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false MUSIC3_1126
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  24 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  0
80DB:   NOT   actor @77 in_car @74
004D: jump_if_false MUSIC3_1126
036A: put_actor @77 in_car @74

:MUSIC3_1126
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_1133
00D6: if  0
80DB:   NOT   actor @77 in_car @74
004D: jump_if_false MUSIC3_1133
036A: put_actor @77 in_car @74

:MUSIC3_1133
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  20
0247: request_model  91
0247: request_model  367
0247: request_model  409
0247: request_model  280
038B: load_requested_models

:MUSIC3_1142
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1148
0001: wait  0 ms
0050: gosub MUSIC3_2106
0002: jump MUSIC3_1142

:MUSIC3_1148
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1153
0002: jump MUSIC3_1980

:MUSIC3_1153
00C0: set_current_time  22  0

:MUSIC3_1154
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  20
0249: release_model  91
0249: release_model  409
020A: set_car @73 door_status_to  2
09F5:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BB: text_lowpriority 'STP3_06'  7000 ms  1
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1190
016A: fade  1 (back)  500 ms

:MUSIC3_1180
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1185
0001: wait  0 ms
0002: jump MUSIC3_1180

:MUSIC3_1185
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1190
0002: jump MUSIC3_1980

:MUSIC3_1190
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_1194
05D1: unknown_action_sequence @75 @72  1015.1 -1139.2  22.7  15.0  1  1  2 

:MUSIC3_1194
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_1200
07F8: @74 @72  27.0 
00AD: set_car @74 max_speed_to  15.0
00AE: unknown_set_car @74 to_ignore_traffic_lights  1

:MUSIC3_1200
0006: @175 =  0  ;; integer values
0006: @123 =  0  ;; integer values
0006: @122 =  3  ;; integer values

:MUSIC3_1203
00D6: if  0
0039:   @122 ==  3  ;; integer values
004D: jump_if_false MUSIC3_1269
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1217
00D6: if  0
01AD:   car @72  0 ()near_point  1094.8 -1142.6  3.0  3.0
004D: jump_if_false MUSIC3_1217
0006: @174 =  8  ;; integer values
0006: @176 =  4  ;; integer values
0006: @177 =  5  ;; integer values
0050: gosub MUSIC3_3047
0006: @175 =  1  ;; integer values

:MUSIC3_1217
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1227
00D6: if  0
01AD:   car @72  0 ()near_point  1015.1 -1139.2  3.0  3.0
004D: jump_if_false MUSIC3_1227
0407: create_coordinate @225 @226 $75 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_1227
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1248
00D6: if  0
01AD:   car @73  0 ()near_point @225 @226  9.0  9.0
004D: jump_if_false MUSIC3_1235
00BC: text_highpriority 'STP3_32'  7000 ms  1
0002: jump MUSIC3_1236

:MUSIC3_1235
00BE: text_clear_all

:MUSIC3_1236
00D6: if  1
01AE: @73 @225 @226  10.0  10.0  0 
0448:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_1248
0164: disable_marker @113
00BE: text_clear_all
0006: @123 =  0  ;; integer values
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1248
0006: @175 =  0  ;; integer values
0006: @122 =  4  ;; integer values

:MUSIC3_1248
0050: gosub MUSIC3_2560
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_1258
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_1258
00BE: text_clear_all
00BC: text_highpriority 'STP3_12'  4000 ms  1
0002: jump MUSIC3_1980

:MUSIC3_1258
0050: gosub MUSIC3_2618
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1269
0050: gosub MUSIC3_2290
00D6: if  0
0039:   @129 ==  4  ;; integer values
004D: jump_if_false MUSIC3_1269
00BE: text_clear_all
00BC: text_highpriority 'STP3_24'  4000 ms  1
0002: jump MUSIC3_1980

:MUSIC3_1269
00D6: if  0
0039:   @122 ==  4  ;; integer values
004D: jump_if_false MUSIC3_1628
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1449
00BE: text_clear_all
016A: fade  0 ()  500 ms

:MUSIC3_1277
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1282
0001: wait  0 ms
0002: jump MUSIC3_1277

:MUSIC3_1282
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1287
0002: jump MUSIC3_1980

:MUSIC3_1287
040D: unload_wav  1
040D: unload_wav  2
0006: @174 =  0  ;; integer values
09F5:  1 
0A09: $PLAYER_ACTOR  1 
041E: set_radio_station  11 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
0247: request_model  20
0247: request_model  40
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  24 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: @232 
05B9: unknown_action_sequence -1  120 
05D3: unknown_action_sequence -1  1021.0 -1133.7  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @72 -1  0 
0616: @232 
0618: @104 @232 
061B: @232 
009A: @105 = create_actor  25  24 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: @232 
05B9: unknown_action_sequence -1  100 
05D3: unknown_action_sequence -1  1022.2 -1133.7  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @72 -1  1 
0616: @232 
0618: @105 @232 
061B: @232 
009A: @106 = create_actor  25  24 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: @232 
05B9: unknown_action_sequence -1  100 
05D3: unknown_action_sequence -1  1023.4 -1133.7  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @72 -1  2 
0616: @232 
0618: @106 @232 
061B: @232 
009A: @102 = create_actor  15  20 at  1021.6 -1123.2  22.9
0A09: @102  1 
09F6: @102  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: @102  1 
02A9: set_actor @102 immune_to_nonplayer  1
0615: @232 
05B9: unknown_action_sequence -1  100 
05D3: unknown_action_sequence -1  1021.6 -1134.9  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @73 -1  1 
0616: @232 
0618: @102 @232 
061B: @232 
009A: @103 = create_actor  15  40 at  1022.8 -1123.2  22.9
09F6: @103  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: @103  1 
0615: @232 
05B9: unknown_action_sequence -1  100 
05D3: unknown_action_sequence -1  1022.8 -1134.9  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @73 -1  2 
0616: @232 
0618: @103 @232 
061B: @232 
05BF: unknown_action_sequence $PLAYER_ACTOR @103 -2 
009A: @108 = create_actor  25  24 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: @232 
05B9: unknown_action_sequence -1  50 
05D3: unknown_action_sequence -1  1022.2 -1136.1  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @74 -1  0 
0616: @232 
0618: @108 @232 
061B: @232 
009A: @109 = create_actor  25  24 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: @232 
05B9: unknown_action_sequence -1  50 
05D3: unknown_action_sequence -1  1023.4 -1136.1  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @74 -1  1 
0616: @232 
0618: @109 @232 
061B: @232 
009A: @110 = create_actor  25  24 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: @232 
05D3: unknown_action_sequence -1  1021.4 -1137.3  22.9  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 @74 -1  2 
0616: @232 
0618: @110 @232 
061B: @232 
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_1420
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_1420
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_1426
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_1426
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_1432
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_1432
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 (back)  500 ms

:MUSIC3_1436
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1441
0001: wait  0 ms
0002: jump MUSIC3_1436

:MUSIC3_1441
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1446
0002: jump MUSIC3_1980

:MUSIC3_1446
0006: @124 =  1  ;; integer values
0707: unknown_bunnyjump MUSIC3_1494 
0006: @123 =  1  ;; integer values

:MUSIC3_1449
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1461
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false MUSIC3_1461
00D6: if  0
00A3:   actor @102  0 ()in_rectangle  1019.7 -1130.2  1025.7 -1135.0
004D: jump_if_false MUSIC3_1461
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_1461
00D6: if  0
0039:   @123 ==  2  ;; integer values
004D: jump_if_false MUSIC3_1479
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_1479
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false MUSIC3_1479
00D6: if  0
00DB:   actor @102 in_car @73
004D: jump_if_false MUSIC3_1479
041E: set_radio_station  7 
0006: @174 =  2  ;; integer values
0006: @176 =  0  ;; integer values
0050: gosub MUSIC3_3047
0006: @32 =  0  ;; integer values
0006: @123 =  3  ;; integer values

:MUSIC3_1479
00D6: if  0
0039:   @123 ==  3  ;; integer values
004D: jump_if_false MUSIC3_1487
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1487
03D1: play_wav  3
0006: @123 =  4  ;; integer values

:MUSIC3_1487
00D6: if  0
0039:   @123 ==  4  ;; integer values
004D: jump_if_false MUSIC3_1627
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false MUSIC3_1627
0006: @124 =  0  ;; integer values

:MUSIC3_1494
0701: (unknown)
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1500
0002: jump MUSIC3_1980

:MUSIC3_1500
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1583
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @174 =  0  ;; integer values
016A: fade  0 ()  500 ms

:MUSIC3_1508
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1513
0001: wait  0 ms
0002: jump MUSIC3_1508

:MUSIC3_1513
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1518
0002: jump MUSIC3_1980

:MUSIC3_1518
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_1542
00D6: if  0
8118:   NOT   actor @104 dead
004D: jump_if_false MUSIC3_1528
00D6: if  0
80DF:   NOT   actor @104 driving
004D: jump_if_false MUSIC3_1528
0430: @104 @72  0 

:MUSIC3_1528
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false MUSIC3_1535
00D6: if  0
80DF:   NOT   actor @105 driving
004D: jump_if_false MUSIC3_1535
0430: @105 @72  1 

:MUSIC3_1535
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MUSIC3_1542
00D6: if  0
80DF:   NOT   actor @106 driving
004D: jump_if_false MUSIC3_1542
0430: @106 @72  2 

:MUSIC3_1542
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_1559
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false MUSIC3_1552
00D6: if  0
80DF:   NOT   actor @102 driving
004D: jump_if_false MUSIC3_1552
0430: @102 @73  1 

:MUSIC3_1552
00D6: if  0
8118:   NOT   actor @103 dead
004D: jump_if_false MUSIC3_1559
00D6: if  0
80DF:   NOT   actor @103 driving
004D: jump_if_false MUSIC3_1559
0430: @103 @73  2 

:MUSIC3_1559
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_1583
00D6: if  0
8118:   NOT   actor @108 dead
004D: jump_if_false MUSIC3_1569
00D6: if  0
80DF:   NOT   actor @108 driving
004D: jump_if_false MUSIC3_1569
0430: @108 @74  0 

:MUSIC3_1569
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false MUSIC3_1576
00D6: if  0
80DF:   NOT   actor @109 driving
004D: jump_if_false MUSIC3_1576
0430: @109 @74  1 

:MUSIC3_1576
00D6: if  0
8118:   NOT   actor @110 dead
004D: jump_if_false MUSIC3_1583
00D6: if  0
80DF:   NOT   actor @110 driving
004D: jump_if_false MUSIC3_1583
0430: @110 @74  2 

:MUSIC3_1583
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_1595
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_1595
0615: @232 
05D1: unknown_action_sequence -1 @72  964.6 -1055.1  27.6  15.0  1  1  2 
05D1: unknown_action_sequence -1 @72  965.0 -1036.4  29.0  15.0  1  1  2 
0616: @232 
0618: @75 @232 
061B: @232 

:MUSIC3_1595
0647: unknown_action_sequence $PLAYER_ACTOR 
00BE: text_clear_all
00BB: text_lowpriority 'STP3_08'  7000 ms  1
00BB: text_lowpriority 'STP3_09'  7000 ms  1
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:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1624
016A: fade  1 (back)  500 ms

:MUSIC3_1614
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC3_1619
0001: wait  0 ms
0002: jump MUSIC3_1614

:MUSIC3_1619
0050: gosub MUSIC3_2051
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1624
0002: jump MUSIC3_1980

:MUSIC3_1624
0006: @32 =  0  ;; integer values
0006: @123 =  0  ;; integer values
0006: @122 =  5  ;; integer values

:MUSIC3_1627
0050: gosub MUSIC3_2476

:MUSIC3_1628
00D6: if  0
0039:   @122 ==  5  ;; integer values
004D: jump_if_false MUSIC3_1842
0050: gosub MUSIC3_2756
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1705
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1645
00D6: if  0
0019:   @32 >  14000  ;; integer values
004D: jump_if_false MUSIC3_1645
0006: @174 =  3  ;; integer values
0006: @176 =  0  ;; integer values
0050: gosub MUSIC3_3047
0006: @175 =  1  ;; integer values

:MUSIC3_1645
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1655
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1655
0006: @174 =  4  ;; integer values
0006: @176 =  0  ;; integer values
0050: gosub MUSIC3_3047
0006: @175 =  2  ;; integer values

:MUSIC3_1655
00D6: if  0
0039:   @175 ==  2  ;; integer values
004D: jump_if_false MUSIC3_1665
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1665
0006: @174 =  5  ;; integer values
0006: @176 =  0  ;; integer values
0050: gosub MUSIC3_3047
0006: @175 =  3  ;; integer values

:MUSIC3_1665
00D6: if  0
0039:   @175 ==  3  ;; integer values
004D: jump_if_false MUSIC3_1687
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  789.4 -1798.8  10.0  896.9 -1763.6  20.0
004D: jump_if_false MUSIC3_1687
00D6: if  0
0039:   @174 ==  5  ;; integer values
004D: jump_if_false MUSIC3_1687
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_3047
0006: @175 =  4  ;; integer values
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false MUSIC3_1686
0A09: @102  0 

:MUSIC3_1686
0A09: $PLAYER_ACTOR  0 

:MUSIC3_1687
00D6: if  0
8118:   NOT   actor @103 dead
004D: jump_if_false MUSIC3_1705
00D6: if  0
894D:   NOT @103 
004D: jump_if_false MUSIC3_1705
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1700
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false MUSIC3_1700
0947: @103  346 @151 

:MUSIC3_1700
00D6: if  21
0039:   @175 ==  3  ;; integer values
0039:   @175 ==  4  ;; integer values
004D: jump_if_false MUSIC3_1705
0947: @103  346 @151 

:MUSIC3_1705
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1764
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_1734
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_1734
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1722
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  853.7 -1810.1  10.0  818.5 -1874.0  20.0
004D: jump_if_false MUSIC3_1722
00BC: text_highpriority 'STP3_35'  7000 ms  1
0006: @163 =  1  ;; integer values

:MUSIC3_1722
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1734
02E3: @158 = car @73 speed
00D6: if  0
0021:   @158 >  10.0  ;; floating-point values
004D: jump_if_false MUSIC3_1734
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  820.0 -2004.0  10.0  852.4 -2068.0  20.0
004D: jump_if_false MUSIC3_1734
00BC: text_highpriority 'STP3_34'  7000 ms  1
0006: @163 =  2  ;; integer values

:MUSIC3_1734
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_1757
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_1757
00D6: if  0
00B1:   car @73  0 ()in_cube  855.6 -2067.9  5.0  812.6 -2085.9  20.0
004D: jump_if_false MUSIC3_1757
015D: set_gamespeed  .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 (frozen)
02A3: toggle_widescreen  1 (on)
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_2727
0006: @175 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @123 =  1  ;; integer values

:MUSIC3_1757
00D6: if  0
02BF:   car @73 sunk
004D: jump_if_false MUSIC3_1764
0164: disable_marker @113
0050: gosub MUSIC3_2727
0006: @174 =  0  ;; integer values
0006: @123 =  2  ;; integer values

:MUSIC3_1764
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1781
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1774
0006: @174 =  6  ;; integer values
0006: @176 =  0  ;; integer values
0050: gosub MUSIC3_3047
0006: @175 =  1  ;; integer values

:MUSIC3_1774
00D6: if  21
02BF:   car @73 sunk
0019:   @32 >  10000  ;; integer values
004D: jump_if_false MUSIC3_1781
015D: set_gamespeed  1.0
0006: @32 =  0  ;; integer values
0006: @123 =  2  ;; integer values

:MUSIC3_1781
00D6: if  0
0039:   @123 ==  2  ;; integer values
004D: jump_if_false MUSIC3_1804
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false MUSIC3_1804
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1804
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1796
0006: @32 =  0  ;; integer values
0006: @122 =  7  ;; integer values
0002: jump MUSIC3_1804

:MUSIC3_1796
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
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_1804
00D6: if  21
00E1:   key_pressed  0  15
0019:   @32 >  11000  ;; integer values
004D: jump_if_false MUSIC3_1809
03E6: remove_text_box

:MUSIC3_1809
00D6: if  0
001B:    4 > @129  ;; integer values
004D: jump_if_false MUSIC3_1813
0050: gosub MUSIC3_2290

:MUSIC3_1813
00D6: if  0
001B:    3 > @164  ;; integer values
004D: jump_if_false MUSIC3_1817
0050: gosub MUSIC3_2377

:MUSIC3_1817
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1842
00D6: if  0
82BF:   NOT   car @73 sunk
004D: jump_if_false MUSIC3_1842
00D6: if  0
0118:   actor @102 dead
004D: jump_if_false MUSIC3_1829
00BE: text_clear_all
00BC: text_highpriority 'STP3_31'  4000 ms  1
0002: jump MUSIC3_1980

:MUSIC3_1829
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_1842
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_1842
00D6: if  0
01C1:   car @73 stopped
004D: jump_if_false MUSIC3_1842
05CF: @102 @73  2316.4 -1519.2  24.3 
00BE: text_clear_all
00BC: text_highpriority 'STP3_18'  4000 ms  1
0002: jump MUSIC3_1980

:MUSIC3_1842
00D6: if  0
0039:   @122 ==  6  ;; integer values
004D: jump_if_false MUSIC3_1951
0050: gosub MUSIC3_2756
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1890
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1855
0006: @32 =  0  ;; integer values
0006: @122 =  7  ;; integer values
0002: jump MUSIC3_1890

:MUSIC3_1855
0164: disable_marker @113
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_1860
0187: @114 = create_marker_above_actor @75

:MUSIC3_1860
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_1864
0187: @115 = create_marker_above_actor @77

:MUSIC3_1864
00D6: if  0
8118:   NOT   actor @104 dead
004D: jump_if_false MUSIC3_1868
0187: @116 = create_marker_above_actor @104

:MUSIC3_1868
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false MUSIC3_1872
0187: @117 = create_marker_above_actor @105

:MUSIC3_1872
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MUSIC3_1876
0187: @118 = create_marker_above_actor @106

:MUSIC3_1876
00D6: if  0
8118:   NOT   actor @108 dead
004D: jump_if_false MUSIC3_1880
0187: @119 = create_marker_above_actor @108

:MUSIC3_1880
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false MUSIC3_1884
0187: @120 = create_marker_above_actor @109

:MUSIC3_1884
00D6: if  0
8118:   NOT   actor @110 dead
004D: jump_if_false MUSIC3_1888
0187: @121 = create_marker_above_actor @110

:MUSIC3_1888
00BC: text_highpriority 'STP3_26'  11000 ms  1
0006: @123 =  1  ;; integer values

:MUSIC3_1890
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false MUSIC3_1897
0164: disable_marker @114

:MUSIC3_1897
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false MUSIC3_1901
0164: disable_marker @115

:MUSIC3_1901
00D6: if  0
0118:   actor @104 dead
004D: jump_if_false MUSIC3_1905
0164: disable_marker @116

:MUSIC3_1905
00D6: if  0
0118:   actor @105 dead
004D: jump_if_false MUSIC3_1909
0164: disable_marker @117

:MUSIC3_1909
00D6: if  0
0118:   actor @106 dead
004D: jump_if_false MUSIC3_1913
0164: disable_marker @118

:MUSIC3_1913
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false MUSIC3_1917
0164: disable_marker @119

:MUSIC3_1917
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false MUSIC3_1921
0164: disable_marker @120

:MUSIC3_1921
00D6: if  0
0118:   actor @110 dead
004D: jump_if_false MUSIC3_1925
0164: disable_marker @121

:MUSIC3_1925
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @104 dead
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @105 dead
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @106 dead
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false MUSIC3_1951
00D6: if  0
0118:   actor @110 dead
004D: jump_if_false MUSIC3_1951
0006: @32 =  2000  ;; integer values
0006: @122 =  7  ;; integer values

:MUSIC3_1951
00D6: if  0
0039:   @122 ==  7  ;; integer values
004D: jump_if_false MUSIC3_1963
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false MUSIC3_1963
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump MUSIC3_1982

:MUSIC3_1963
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false MUSIC3_1978
00D6: if  21
0039:   @122 ==  0  ;; integer values
0039:   @122 ==  1  ;; integer values
004D: jump_if_false MUSIC3_1978
00D6: if  0
0039:   @149 ==  21  ;; integer values
004D: jump_if_false MUSIC3_1978
00D6: if  0
0018:   $TIME_MINS >  30  ;; integer values
004D: jump_if_false MUSIC3_1978
00BB: text_lowpriority 'STP3_28'  7000 ms  1
0006: @162 =  1  ;; integer values

:MUSIC3_1978
0050: gosub MUSIC3_3182
0002: jump MUSIC3_217

:MUSIC3_1980
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:MUSIC3_1982
0008: $STRAP_MISSIONS_PASSED +=  1  ;; integer values
00BE: text_clear_all
0629: change_stat  303 to  1  ; integer see statdisp.dat
01E3: text_1number_styled 'M_PASSR'  5  5000 ms  1
0998: add_respect  5 
0318: set_latest_mission_passed 'STRAP_3'
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $437
02A7: $437 = create_icon_marker_and_sphere $446 at $471 $472 $473
030C: set_mission_points +=  1
0051: return

:MUSIC3_1994
0917: 'AWARDS'  0 
015D: set_gamespeed  1.0
02A3: toggle_widescreen  0 (off)
00D6: if  0
0844: s$706 
004D: jump_if_false MUSIC3_2001
02EB: restore_camera_with_jumpcut

:MUSIC3_2001
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  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_2010
0A21: @72  0 

:MUSIC3_2010
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_2014
0A21: @74  0 

:MUSIC3_2014
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_2018
020A: set_car @73 door_status_to  1

:MUSIC3_2018
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MUSIC3_2022
0A09: $PLAYER_ACTOR  0 

:MUSIC3_2022
09F5:  0 
0249: release_model  24
0249: release_model  280
0249: release_model  20
0249: release_model  91
0249: release_model  20
0249: release_model  40
0249: release_model  409
0249: release_model  507
0249: release_model  346
0249: release_model  367
0249: release_model #DYN_ROADBARRIER_2
0249: release_model  330
0995: (unknown)
091D:  802.1 -1150.2  10.0  1156.9 -1131.2  50.0 
091E:  802.1 -1150.2  10.0  1156.9 -1131.2  50.0 
091D:  1053.2 -1146.1  10.0  1072.5 -1215.5  50.0 
091E:  1053.2 -1146.1  10.0  1072.5 -1215.5  50.0 
091D:  932.9 -1154.4  10.0  951.8 -1215.4  50.0 
091E:  932.9 -1154.4  10.0  951.8 -1215.4  50.0 
091D:  972.1 -1135.4  10.0  952.9 -1044.3  50.0 
091E:  972.1 -1135.4  10.0  952.9 -1044.3  50.0 
091D:  1072.8 -1135.0  10.0  1092.4 -1045.5  50.0 
091E:  1072.8 -1135.0  10.0  1092.4 -1045.5  50.0 
09D2:  1 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:MUSIC3_2051
00D6: if  0
001B:    5 > @122  ;; integer values
004D: jump_if_false MUSIC3_2060
00D6: if  0
0119:   car @73 wrecked
004D: jump_if_false MUSIC3_2060
00BE: text_clear_all
00BC: text_highpriority 'STP3_10'  4000 ms  1
0006: @125 =  1  ;; integer values

:MUSIC3_2060
00D6: if  0
001B:    5 > @122  ;; integer values
004D: jump_if_false MUSIC3_2075
00D6: if  0
0119:   car @72 wrecked
004D: jump_if_false MUSIC3_2069
00BE: text_clear_all
00BC: text_highpriority 'STP3_10'  4000 ms  1
0006: @125 =  1  ;; integer values

:MUSIC3_2069
00D6: if  0
0119:   car @74 wrecked
004D: jump_if_false MUSIC3_2075
00BE: text_clear_all
00BC: text_highpriority 'STP3_10'  4000 ms  1
0006: @125 =  1  ;; integer values

:MUSIC3_2075
00D6: if  0
0039:   @122 ==  3  ;; integer values
004D: jump_if_false MUSIC3_2087
00D6: if  0
001B:    4 > @123  ;; integer values
004D: jump_if_false MUSIC3_2087
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false MUSIC3_2087
00BE: text_clear_all
00BC: text_highpriority 'STP3_16'  4000 ms  1
0006: @125 =  1  ;; integer values

:MUSIC3_2087
00D6: if  0
0019:   @122 >  2  ;; integer values
004D: jump_if_false MUSIC3_2105
00D6: if  0
001B:    5 > @122  ;; integer values
004D: jump_if_false MUSIC3_2105
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false MUSIC3_2099
00BE: text_clear_all
00BC: text_highpriority 'STP3_17'  4000 ms  1
0006: @125 =  1  ;; integer values

:MUSIC3_2099
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false MUSIC3_2105
00BE: text_clear_all
00BC: text_highpriority 'STP3_17'  4000 ms  1
0006: @125 =  1  ;; integer values

:MUSIC3_2105
0051: return

:MUSIC3_2106
00D6: if  0
001B:    20 > @132  ;; integer values
004D: jump_if_false MUSIC3_2288
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2262
009A: @65 = create_actor  4  20 at  1023.4 -1123.6  22.9
0173: set_actor @65 z_angle_to  267.1
0588: @65  1
060B: unknown_actor_use_entity @65 @233 
009A: @64 = create_actor  5  91 at  1023.1 -1124.6  22.9
0173: set_actor @64 z_angle_to  296.3
0588: @64  1
060B: unknown_actor_use_entity @64 @233 
009A: @111 = create_actor  5  91 at  1025.0 -1124.6  22.9
0173: set_actor @111 z_angle_to  90.0
0588: @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  280 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: @55  1
009A: @56 = create_actor  25  280 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: @56  1
009A: @57 = create_actor  25  280 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: @57  1
009A: @58 = create_actor  25  280 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: @58  1
009A: @59 = create_actor  25  280 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: @59  1
009A: @60 = create_actor  25  280 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: @60  1
009A: @61 = create_actor  25  280 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: @61  1
009A: @62 = create_actor  25  280 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: @62  1
00A5: @66 = create_car  409 at  1031.4 -1138.6  22.7
0129: @69 = create_actor  25  24 in_car @66 driverseat
0175: set_car @66 z_angle_to  90.0
0588: @69  1
0615: @231 
0638: unknown_action_sequence -1  1 
05D1: unknown_action_sequence -1 @66  1023.3 -1138.6  22.7  15.0  1  1  2 
0616: @231 
0618: @69 @231 
061B: @231 
00A5: @67 = create_car  409 at  1042.8 -1138.6  22.7
0129: @70 = create_actor  25  24 in_car @67 driverseat
0175: set_car @67 z_angle_to  90.0
0588: @70  1
009A: @63 = create_actor  25  280 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: @63  1
060B: unknown_actor_use_entity @63 @233 
0376: @112 = create_random_actor  1023.6 -1122.3  22.9
0337: unknown_actor @112 flag  0
0619: @112  0 
060B: unknown_actor_use_entity @112 @233 
0350: unknown_actor @112 not_scared_flag  1

:MUSIC3_2262
0050: gosub MUSIC3_2449
0376: @34(@132,21i) = create_random_actor @225 @226  22.9
0173: set_actor @34(@132,21i) z_angle_to $72
060F: @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: @34(@132,21i)  1
00D6: if  0
001B:    5 > @132  ;; integer values
004D: jump_if_false MUSIC3_2285
0615: @232 
0209: @152 = random_int  500  2000
00D6: if  0
8118:   NOT   actor @112 dead
004D: jump_if_false MUSIC3_2279
07A5: unknown_action_sequence -1 @112 @152 

:MUSIC3_2279
0209: @152 = random_int  1500  4000
05B9: unknown_action_sequence -1 @152 
0643: @232  1 
0616: @232 
0618: @34(@132,21i) @232 
061B: @232 

:MUSIC3_2285
0588: @34(@132,21i)  1
000A: @132 +=  1  ;; integer values
0002: jump MUSIC3_2289

:MUSIC3_2288
0006: @130 =  1  ;; integer values

:MUSIC3_2289
0051: return

:MUSIC3_2290
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2327
00D6: if  0
001B:    20 > @131  ;; integer values
004D: jump_if_false MUSIC3_2309
00D6: if  0
0118:   actor @34(@131,21i) dead
004D: jump_if_false MUSIC3_2300
0006: @129 =  1  ;; integer values

:MUSIC3_2300
00D6: if  0
8118:   NOT   actor @34(@131,21i) dead
004D: jump_if_false MUSIC3_2307
00D6: if  0
051A:   unknown_actor @34(@131,21i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MUSIC3_2307
0006: @129 =  1  ;; integer values

:MUSIC3_2307
000A: @131 +=  1  ;; integer values
0002: jump MUSIC3_2310

:MUSIC3_2309
0006: @131 =  0  ;; integer values

:MUSIC3_2310
00D6: if  0
001B:    8 > @141  ;; integer values
004D: jump_if_false MUSIC3_2326
00D6: if  0
0118:   actor @55(@141,9i) dead
004D: jump_if_false MUSIC3_2317
0006: @129 =  1  ;; integer values

:MUSIC3_2317
00D6: if  0
8118:   NOT   actor @55(@141,9i) dead
004D: jump_if_false MUSIC3_2324
00D6: if  0
051A:   unknown_actor @55(@141,9i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MUSIC3_2324
0006: @129 =  1  ;; integer values

:MUSIC3_2324
000A: @141 +=  1  ;; integer values
0002: jump MUSIC3_2327

:MUSIC3_2326
0006: @141 =  0  ;; integer values

:MUSIC3_2327
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2333
0006: @131 =  0  ;; integer values
0006: @141 =  0  ;; integer values
0006: @129 =  2  ;; integer values

:MUSIC3_2333
00D6: if  0
0039:   @129 ==  2  ;; integer values
004D: jump_if_false MUSIC3_2358
00D6: if  0
001B:    20 > @131  ;; integer values
004D: jump_if_false MUSIC3_2357
00D6: if  0
8118:   NOT   actor @34(@131,21i) dead
004D: jump_if_false MUSIC3_2355
062E: @34(@131,21i)  1499 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false MUSIC3_2348
0961: @34(@131,21i)  1 
05DB: unknown_action_sequence @34(@131,21i) $PLAYER_ACTOR  80.0  10000000 

:MUSIC3_2348
00D6: if  0
80F2:   NOT   actor @34(@131,21i) near_actor $PLAYER_ACTOR radius  80.0  80.0  0
004D: jump_if_false MUSIC3_2355
00D6: if  0
82CB:   NOT   actor @34(@131,21i) bounding_sphere_visible
004D: jump_if_false MUSIC3_2355
01C2: remove_references_to_actor @34(@131,21i)  ;; Like turning an actor into a random pedestrian

:MUSIC3_2355
000A: @131 +=  1  ;; integer values
0002: jump MUSIC3_2358

:MUSIC3_2357
0006: @129 =  3  ;; integer values

:MUSIC3_2358
00D6: if  0
0039:   @129 ==  3  ;; integer values
004D: jump_if_false MUSIC3_2376
00D6: if  0
001B:    8 > @141  ;; integer values
004D: jump_if_false MUSIC3_2375
00D6: if  0
8118:   NOT   actor @55(@141,9i) dead
004D: jump_if_false MUSIC3_2373
062E: @55(@141,9i)  1764 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false MUSIC3_2373
0961: @55(@141,9i)  1 
06E4: @55(@141,9i) $PLAYER_ACTOR 

:MUSIC3_2373
000A: @141 +=  1  ;; integer values
0002: jump MUSIC3_2376

:MUSIC3_2375
0006: @129 =  4  ;; integer values

:MUSIC3_2376
0051: return

:MUSIC3_2377
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2396
00D6: if  0
001B:    8 > @165  ;; integer values
004D: jump_if_false MUSIC3_2395
00D6: if  0
8118:   NOT   actor @55(@165,9i) dead
004D: jump_if_false MUSIC3_2393
00D6: if  0
80F2:   NOT   actor @55(@165,9i) near_actor $PLAYER_ACTOR radius  80.0  80.0  0
004D: jump_if_false MUSIC3_2393
00D6: if  0
82CB:   NOT   actor @55(@165,9i) bounding_sphere_visible
004D: jump_if_false MUSIC3_2393
01C2: remove_references_to_actor @55(@165,9i)  ;; Like turning an actor into a random pedestrian

:MUSIC3_2393
000A: @165 +=  1  ;; integer values
0002: jump MUSIC3_2396

:MUSIC3_2395
0006: @164 =  1  ;; integer values

:MUSIC3_2396
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2415
00D6: if  0
001B:    8 > @166  ;; integer values
004D: jump_if_false MUSIC3_2414
00D6: if  0
8118:   NOT   actor @55(@166,9i) dead
004D: jump_if_false MUSIC3_2412
00D6: if  0
80F2:   NOT   actor @55(@166,9i) near_actor $PLAYER_ACTOR radius  80.0  80.0  0
004D: jump_if_false MUSIC3_2412
00D6: if  0
82CB:   NOT   actor @55(@166,9i) bounding_sphere_visible
004D: jump_if_false MUSIC3_2412
01C2: remove_references_to_actor @55(@166,9i)  ;; Like turning an actor into a random pedestrian

:MUSIC3_2412
000A: @166 +=  1  ;; integer values
0002: jump MUSIC3_2415

:MUSIC3_2414
0006: @164 =  2  ;; integer values

:MUSIC3_2415
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false MUSIC3_2448
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1015.1 -1139.2 radius  80.0  80.0
004D: jump_if_false MUSIC3_2448
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: 'AWARDS'  0 
0006: @164 =  3  ;; integer values

:MUSIC3_2448
0051: return

:MUSIC3_2449
0208: @225 = random_float  1016.2  1030.8
0208: @226 = random_float -1122.3 -1133.7
00D6: if  0
0023:    1020.0 > @225  ;; floating-point values
004D: jump_if_false MUSIC3_2456
0005: $72 =  280.1  ;; floating-point values
0002: jump MUSIC3_2457

:MUSIC3_2456
0005: $72 =  96.5  ;; floating-point values

:MUSIC3_2457
00D6: if  1
0023:    1027.4 > @225  ;; floating-point values
0021:   @225 >  1019.8  ;; floating-point values
004D: jump_if_false MUSIC3_2462
0002: jump MUSIC3_2449

:MUSIC3_2462
00D6: if  0
001D:   @133 > @134  ;; integer values  
004D: jump_if_false MUSIC3_2475
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @34(@134,21i) dead
004D: jump_if_false MUSIC3_2473
00D6: if  0
00EC:   actor @34(@134,21i)  0 ()near_point @225 @226 radius  1.0  1.0
004D: jump_if_false MUSIC3_2473
0002: jump MUSIC3_2449

:MUSIC3_2473
000A: @134 +=  1  ;; integer values
0002: jump MUSIC3_2462

:MUSIC3_2475
0051: return

:MUSIC3_2476
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2481
0050: gosub MUSIC3_2505
0002: jump MUSIC3_2490

:MUSIC3_2481
00D6: if  0
001D:   @170 > @127  ;; integer values  
004D: jump_if_false MUSIC3_2486
000A: @127 +=  1  ;; integer values
0002: jump MUSIC3_2490

:MUSIC3_2486
09E5: @225 @226 @227  255  255  255  200.0 
064B: "CAMFLASH" @225 @226 @227  1 @172 
064F: @172 
0006: @127 =  0  ;; integer values

:MUSIC3_2490
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2495
0050: gosub MUSIC3_2505
0002: jump MUSIC3_2504

:MUSIC3_2495
00D6: if  0
001D:   @171 > @128  ;; integer values  
004D: jump_if_false MUSIC3_2500
000A: @128 +=  1  ;; integer values
0002: jump MUSIC3_2504

:MUSIC3_2500
09E5: @228 @229 @230  255  255  255  200.0 
064B: "CAMFLASH" @228 @229 @230  1 @173 
064F: @173 
0006: @128 =  0  ;; integer values

:MUSIC3_2504
0051: return

:MUSIC3_2505
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2515
0209: @170 = random_int  1  10
0209: @133 = random_int  0  20
00D6: if  0
8118:   NOT   actor @34(@133,21i) dead
004D: jump_if_false MUSIC3_2515
04C4: create_coordinate @225 @226 $75 from_actor @34(@133,21i) offset  0.0  .3  .5
000A: @127 +=  1  ;; integer values

:MUSIC3_2515
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2525
0209: @171 = random_int  1  10
0209: @133 = random_int  0  20
00D6: if  0
8118:   NOT   actor @34(@133,21i) dead
004D: jump_if_false MUSIC3_2525
04C4: create_coordinate @228 @229 @230 from_actor @34(@133,21i) offset  0.0  .3  .5
000A: @128 +=  1  ;; integer values

:MUSIC3_2525
0051: return

:MUSIC3_2526
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2544
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_2544
0164: disable_marker @113
03D5: remove_text 'STP3_13'
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2538
0006: @175 =  0  ;; integer values

:MUSIC3_2538
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2543
018A: @113 = create_checkpoint_at  1306.4 -1137.5  22.5
00BB: text_lowpriority 'STP3_33'  7000 ms  1

:MUSIC3_2543
0006: @142 =  1  ;; integer values

:MUSIC3_2544
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2559
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_2559
0164: disable_marker @113
0186: @113 = create_marker_above_car @73
07E0: @113  1 
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false MUSIC3_2558
03D5: remove_text 'STP3_33'
00BB: text_lowpriority 'STP3_13'  7000 ms  1

:MUSIC3_2558
0006: @142 =  0  ;; integer values

:MUSIC3_2559
0051: return

:MUSIC3_2560
00D6: if  0
0039:   @147 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2568
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @72 radius  35.0  35.0 unknown  0
004D: jump_if_false MUSIC3_2567
0006: @146 =  5000  ;; integer values

:MUSIC3_2567
0006: @147 =  1  ;; integer values

:MUSIC3_2568
00D6: if  0
0039:   @147 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2617
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @72 radius  35.0  35.0 unknown  0
004D: jump_if_false MUSIC3_2614
00D6: if  0
0019:   @146 >  4000  ;; integer values
004D: jump_if_false MUSIC3_2579
0006: @148 =  5  ;; integer values
01E5: text_1number_highpriority 'STP3_14' @148  4000 ms  1

:MUSIC3_2579
00D6: if  0
001B:    4000 > @146  ;; integer values
004D: jump_if_false MUSIC3_2587
00D6: if  0
0019:   @146 >  3000  ;; integer values
004D: jump_if_false MUSIC3_2587
0006: @148 =  4  ;; integer values
01E5: text_1number_highpriority 'STP3_14' @148  4000 ms  1

:MUSIC3_2587
00D6: if  0
001B:    3000 > @146  ;; integer values
004D: jump_if_false MUSIC3_2595
00D6: if  0
0019:   @146 >  2000  ;; integer values
004D: jump_if_false MUSIC3_2595
0006: @148 =  3  ;; integer values
01E5: text_1number_highpriority 'STP3_14' @148  4000 ms  1

:MUSIC3_2595
00D6: if  0
001B:    2000 > @146  ;; integer values
004D: jump_if_false MUSIC3_2603
00D6: if  0
0019:   @146 >  1000  ;; integer values
004D: jump_if_false MUSIC3_2603
0006: @148 =  2  ;; integer values
01E5: text_1number_highpriority 'STP3_14' @148  4000 ms  1

:MUSIC3_2603
00D6: if  0
001B:    1000 > @146  ;; integer values
004D: jump_if_false MUSIC3_2608
0006: @148 =  1  ;; integer values
01E5: text_1number_highpriority 'STP3_15' @148  4000 ms  1

:MUSIC3_2608
00D6: if  0
001B:    0 > @146  ;; integer values
004D: jump_if_false MUSIC3_2613
00BC: text_highpriority 'STP3_07'  4000 ms  1
0006: @125 =  1  ;; integer values

:MUSIC3_2613
0002: jump MUSIC3_2617

:MUSIC3_2614
03D5: remove_text 'STP3_14'
03D5: remove_text 'STP3_15'
0006: @147 =  0  ;; integer values

:MUSIC3_2617
0051: return

:MUSIC3_2618
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2631
00D6: if  0
8185:   NOT   car @72 health >=  950
004D: jump_if_false MUSIC3_2626
00BC: text_highpriority 'STP3_30'  4000 ms  1
0006: @175 =  1  ;; integer values

:MUSIC3_2626
00D6: if  0
8185:   NOT   car @74 health >=  950
004D: jump_if_false MUSIC3_2631
00BC: text_highpriority 'STP3_30'  4000 ms  1
0006: @175 =  1  ;; integer values

:MUSIC3_2631
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2646
00D6: if  0
8185:   NOT   car @72 health >=  850
004D: jump_if_false MUSIC3_2640
00BE: text_clear_all
00BB: text_lowpriority 'STP3_23'  4000 ms  1
0006: @175 =  2  ;; integer values

:MUSIC3_2640
00D6: if  0
8185:   NOT   car @74 health >=  850
004D: jump_if_false MUSIC3_2646
00BE: text_clear_all
00BB: text_lowpriority 'STP3_23'  4000 ms  1
0006: @175 =  2  ;; integer values

:MUSIC3_2646
00D6: if  0
0039:   @175 ==  2  ;; integer values
004D: jump_if_false MUSIC3_2659
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_2653
05E2: unknown_action_sequence @75 $PLAYER_ACTOR 

:MUSIC3_2653
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_2657
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 

:MUSIC3_2657
0006: @32 =  0  ;; integer values
0006: @175 =  3  ;; integer values

:MUSIC3_2659
00D6: if  0
0039:   @175 ==  3  ;; integer values
004D: jump_if_false MUSIC3_2666
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false MUSIC3_2666
0006: @125 =  1  ;; integer values

:MUSIC3_2666
0051: return

:MUSIC3_2667
00D6: if  0
8118:   NOT   actor @104 dead
004D: jump_if_false MUSIC3_2677
0615: @232 
05B9: unknown_action_sequence -1  150 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @104 @232 
061B: @232 

:MUSIC3_2677
00D6: if  0
8118:   NOT   actor @105 dead
004D: jump_if_false MUSIC3_2686
0615: @232 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @105 @232 
061B: @232 

:MUSIC3_2686
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MUSIC3_2696
0615: @232 
05B9: unknown_action_sequence -1  100 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @106 @232 
061B: @232 

:MUSIC3_2696
0051: return

:MUSIC3_2697
00D6: if  0
8118:   NOT   actor @108 dead
004D: jump_if_false MUSIC3_2707
0615: @232 
05B9: unknown_action_sequence -1  150 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @108 @232 
061B: @232 

:MUSIC3_2707
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false MUSIC3_2716
0615: @232 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @109 @232 
061B: @232 

:MUSIC3_2716
00D6: if  0
8118:   NOT   actor @110 dead
004D: jump_if_false MUSIC3_2726
0615: @232 
05B9: unknown_action_sequence -1  100 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @110 @232 
061B: @232 

:MUSIC3_2726
0051: return

:MUSIC3_2727
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_2734
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @72 radius  160.0  160.0 unknown  0
004D: jump_if_false MUSIC3_2734
000A: @155 +=  1  ;; integer values

:MUSIC3_2734
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_2741
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @74 radius  160.0  160.0 unknown  0
004D: jump_if_false MUSIC3_2741
000A: @155 +=  1  ;; integer values

:MUSIC3_2741
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_2748
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_2748
06C7: unknown_action_sequence @75 @72  6  3000 

:MUSIC3_2748
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_2755
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_2755
06C7: unknown_action_sequence @77 @74  6  3000 

:MUSIC3_2755
0051: return

:MUSIC3_2756
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2774
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_2774
00D6: if  0
8204:   NOT   actor $PLAYER_ACTOR near_car_in_car @72 radius  15.0  15.0 unknown  0  
004D: jump_if_false MUSIC3_2774
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_2774
0A21: @72  1 
00AD: set_car @72 max_speed_to  100.0
04BD: unknown_car @72  0
072F: @72  .5  4000  1  1  1  7 
06E1: unknown_action_sequence @75 @72 -1  4  35.0  2 
0006: @153 =  1  ;; integer values

:MUSIC3_2774
00D6: if  0
0039:   @122 ==  6  ;; integer values
004D: jump_if_false MUSIC3_2826
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false MUSIC3_2826
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2796
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_2796
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_2796
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @72 radius  20.0  20.0 unknown  0
004D: jump_if_false MUSIC3_2795
06E1: unknown_action_sequence @75 @72 -1  4  35.0  2 
0006: @153 =  2  ;; integer values
0002: jump MUSIC3_2796

:MUSIC3_2795
0006: @153 =  2  ;; integer values

:MUSIC3_2796
00D6: if  0
0039:   @153 ==  2  ;; integer values
004D: jump_if_false MUSIC3_2826
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC3_2826
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false MUSIC3_2826
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_2823
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @72 radius  20.0  20.0 unknown  0
004D: jump_if_false MUSIC3_2822
0687: @75 
0615: @232 
06C7: unknown_action_sequence -1 @72  6  3000 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @75 @232 
061B: @232 
0050: gosub MUSIC3_2667
020A: set_car @72 door_status_to  1
0006: @153 =  3  ;; integer values

:MUSIC3_2822
0002: jump MUSIC3_2826

:MUSIC3_2823
0050: gosub MUSIC3_2667
020A: set_car @72 door_status_to  1
0006: @153 =  3  ;; integer values

:MUSIC3_2826
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false MUSIC3_2844
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_2844
00D6: if  0
8204:   NOT   actor $PLAYER_ACTOR near_car_in_car @74 radius  15.0  15.0 unknown  0  
004D: jump_if_false MUSIC3_2844
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_2844
0A21: @74  1 
00AD: set_car @74 max_speed_to  100.0
04BD: unknown_car @74  0
072F: @74  .5  4000  1  1  1  7 
06E1: unknown_action_sequence @77 @74 -1  4  35.0  2 
0006: @154 =  1  ;; integer values

:MUSIC3_2844
00D6: if  0
0039:   @122 ==  6  ;; integer values
004D: jump_if_false MUSIC3_2896
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false MUSIC3_2896
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2866
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_2866
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_2866
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @74 radius  20.0  20.0 unknown  0
004D: jump_if_false MUSIC3_2865
06E1: unknown_action_sequence @77 @74 -1  4  35.0  2 
0006: @154 =  2  ;; integer values
0002: jump MUSIC3_2866

:MUSIC3_2865
0006: @154 =  2  ;; integer values

:MUSIC3_2866
00D6: if  0
0039:   @154 ==  2  ;; integer values
004D: jump_if_false MUSIC3_2896
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false MUSIC3_2896
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MUSIC3_2896
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false MUSIC3_2893
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @74 radius  15.0  15.0 unknown  0
004D: jump_if_false MUSIC3_2892
0687: @77 
0615: @232 
06C7: unknown_action_sequence -1 @74  6  3000 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @232 
0618: @77 @232 
061B: @232 
0050: gosub MUSIC3_2697
020A: set_car @74 door_status_to  1
0006: @154 =  3  ;; integer values

:MUSIC3_2892
0002: jump MUSIC3_2896

:MUSIC3_2893
0050: gosub MUSIC3_2697
020A: set_car @74 door_status_to  1
0006: @154 =  3  ;; integer values

:MUSIC3_2896
0051: return

:MUSIC3_2897
0209: @168 = random_int  1  37
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false MUSIC3_2902
0674: set_car_model @169 numberplate "GOT_M00_" 

:MUSIC3_2902
00D6: if  0
0039:   @168 ==  2  ;; integer values
004D: jump_if_false MUSIC3_2906
0674: set_car_model @169 numberplate "M00TV_4U" 

:MUSIC3_2906
00D6: if  0
0039:   @168 ==  3  ;; integer values
004D: jump_if_false MUSIC3_2910
0674: set_car_model @169 numberplate "MATHEW_2" 

:MUSIC3_2910
00D6: if  0
0039:   @168 ==  4  ;; integer values
004D: jump_if_false MUSIC3_2914
0674: set_car_model @169 numberplate "D4_DEW0R" 

:MUSIC3_2914
00D6: if  0
0039:   @168 ==  5  ;; integer values
004D: jump_if_false MUSIC3_2918
0674: set_car_model @169 numberplate "D0DE_777" 

:MUSIC3_2918
00D6: if  0
0039:   @168 ==  6  ;; integer values
004D: jump_if_false MUSIC3_2922
0674: set_car_model @169 numberplate "DAM0_666" 

:MUSIC3_2922
00D6: if  0
0039:   @168 ==  7  ;; integer values
004D: jump_if_false MUSIC3_2926
0674: set_car_model @169 numberplate "C0NEY_88" 

:MUSIC3_2926
00D6: if  0
0039:   @168 ==  8  ;; integer values
004D: jump_if_false MUSIC3_2930
0674: set_car_model @169 numberplate "PRE4CHER" 

:MUSIC3_2930
00D6: if  0
0039:   @168 ==  9  ;; integer values
004D: jump_if_false MUSIC3_2934
0674: set_car_model @169 numberplate "DBP_4NDY" 

:MUSIC3_2934
00D6: if  0
0039:   @168 ==  10  ;; integer values
004D: jump_if_false MUSIC3_2938
0674: set_car_model @169 numberplate "EV1L_SLY" 

:MUSIC3_2938
00D6: if  0
0039:   @168 ==  11  ;; integer values
004D: jump_if_false MUSIC3_2942
0674: set_car_model @169 numberplate "N1_R4V3N" 

:MUSIC3_2942
00D6: if  0
0039:   @168 ==  12  ;; integer values
004D: jump_if_false MUSIC3_2946
0674: set_car_model @169 numberplate "D1VX_Z00" 

:MUSIC3_2946
00D6: if  0
0039:   @168 ==  13  ;; integer values
004D: jump_if_false MUSIC3_2950
0674: set_car_model @169 numberplate "MR_B3NN" 

:MUSIC3_2950
00D6: if  0
0039:   @168 ==  14  ;; integer values
004D: jump_if_false MUSIC3_2954
0674: set_car_model @169 numberplate "R3D_R4SP" 

:MUSIC3_2954
00D6: if  0
0039:   @168 ==  15  ;; integer values
004D: jump_if_false MUSIC3_2958
0674: set_car_model @169 numberplate "LA_B0MBA" 

:MUSIC3_2958
00D6: if  0
0039:   @168 ==  16  ;; integer values
004D: jump_if_false MUSIC3_2962
0674: set_car_model @169 numberplate "L3337_0G" 

:MUSIC3_2962
00D6: if  0
0039:   @168 ==  17  ;; integer values
004D: jump_if_false MUSIC3_2966
0674: set_car_model @169 numberplate "BUDD4H_X" 

:MUSIC3_2966
00D6: if  0
0039:   @168 ==  18  ;; integer values
004D: jump_if_false MUSIC3_2970
0674: set_car_model @169 numberplate "T3H_BUCK" 

:MUSIC3_2970
00D6: if  0
0039:   @168 ==  19  ;; integer values
004D: jump_if_false MUSIC3_2974
0674: set_car_model @169 numberplate "CHUNKY_1" 

:MUSIC3_2974
00D6: if  0
0039:   @168 ==  20  ;; integer values
004D: jump_if_false MUSIC3_2978
0674: set_car_model @169 numberplate "EV1L_BNZ" 

:MUSIC3_2978
00D6: if  0
0039:   @168 ==  21  ;; integer values
004D: jump_if_false MUSIC3_2982
0674: set_car_model @169 numberplate "S4ND_M4N" 

:MUSIC3_2982
00D6: if  0
0039:   @168 ==  22  ;; integer values
004D: jump_if_false MUSIC3_2986
0674: set_car_model @169 numberplate "RKK_DBP1" 

:MUSIC3_2986
00D6: if  0
0039:   @168 ==  23  ;; integer values
004D: jump_if_false MUSIC3_2990
0674: set_car_model @169 numberplate "RE1_K0KU" 

:MUSIC3_2990
00D6: if  0
0039:   @168 ==  24  ;; integer values
004D: jump_if_false MUSIC3_2994
0674: set_car_model @169 numberplate "S3XY_JUD" 

:MUSIC3_2994
00D6: if  0
0039:   @168 ==  25  ;; integer values
004D: jump_if_false MUSIC3_2998
0674: set_car_model @169 numberplate "SUNRA_93" 

:MUSIC3_2998
00D6: if  0
0039:   @168 ==  26  ;; integer values
004D: jump_if_false MUSIC3_3002
0674: set_car_model @169 numberplate "UG_FUX69" 

:MUSIC3_3002
00D6: if  0
0039:   @168 ==  27  ;; integer values
004D: jump_if_false MUSIC3_3006
0674: set_car_model @169 numberplate "LI0N_CUM" 

:MUSIC3_3006
00D6: if  0
0039:   @168 ==  28  ;; integer values
004D: jump_if_false MUSIC3_3010
0674: set_car_model @169 numberplate "RKK_PWND" 

:MUSIC3_3010
00D6: if  0
0039:   @168 ==  29  ;; integer values
004D: jump_if_false MUSIC3_3014
0674: set_car_model @169 numberplate "HAZE_B0B" 

:MUSIC3_3014
00D6: if  0
0039:   @168 ==  30  ;; integer values
004D: jump_if_false MUSIC3_3018
0674: set_car_model @169 numberplate "T3H_FLUF" 

:MUSIC3_3018
00D6: if  0
0039:   @168 ==  31  ;; integer values
004D: jump_if_false MUSIC3_3022
0674: set_car_model @169 numberplate "BM_4NDY_" 

:MUSIC3_3022
00D6: if  0
0039:   @168 ==  32  ;; integer values
004D: jump_if_false MUSIC3_3026
0674: set_car_model @169 numberplate "BM_D34N_" 

:MUSIC3_3026
00D6: if  0
0039:   @168 ==  33  ;; integer values
004D: jump_if_false MUSIC3_3030
0674: set_car_model @169 numberplate "BM_L4C3Y" 

:MUSIC3_3030
00D6: if  0
0039:   @168 ==  34  ;; integer values
004D: jump_if_false MUSIC3_3034
0674: set_car_model @169 numberplate "BM_D3V__" 

:MUSIC3_3034
00D6: if  0
0039:   @168 ==  35  ;; integer values
004D: jump_if_false MUSIC3_3038
0674: set_car_model @169 numberplate "NU_SK00L" 

:MUSIC3_3038
00D6: if  0
0039:   @168 ==  36  ;; integer values
004D: jump_if_false MUSIC3_3042
0674: set_car_model @169 numberplate "G4L_AVET" 

:MUSIC3_3042
00D6: if  0
0039:   @168 ==  37  ;; integer values
004D: jump_if_false MUSIC3_3046
0674: set_car_model @169 numberplate "M0J0_J0J" 

:MUSIC3_3046
0051: return

:MUSIC3_3047
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false MUSIC3_3053
05AA: s@178 = 'LOC3_AA'  ;; 8-byte strings
04AF: @206 = unknown_wav_reference  22000 
0006: @220 =  1  ;; integer values

:MUSIC3_3053
00D6: if  0
0039:   @174 ==  2  ;; integer values
004D: jump_if_false MUSIC3_3067
05AA: s@178 = 'LOC3_BA'  ;; 8-byte strings
05AA: s@180 = 'LOC3_BB'  ;; 8-byte strings
05AA: s@182 = 'LOC3_BC'  ;; 8-byte strings
05AA: s@184 = 'LOC3_BD'  ;; 8-byte strings
05AA: s@186 = '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_3067
00D6: if  0
0039:   @174 ==  3  ;; integer values
004D: jump_if_false MUSIC3_3075
05AA: s@178 = 'LOC3_CA'  ;; 8-byte strings
05AA: s@180 = 'LOC3_CB'  ;; 8-byte strings
04AF: @206 = unknown_wav_reference  22006 
04AF: @207 = unknown_wav_reference  22007 
0006: @220 =  2  ;; integer values

:MUSIC3_3075
00D6: if  0
0039:   @174 ==  4  ;; integer values
004D: jump_if_false MUSIC3_3089
05AA: s@178 = 'LOC3_DA'  ;; 8-byte strings
05AA: s@180 = 'LOC3_DB'  ;; 8-byte strings
05AA: s@182 = 'LOC3_DC'  ;; 8-byte strings
05AA: s@184 = 'LOC3_DD'  ;; 8-byte strings
05AA: s@186 = '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_3089
00D6: if  0
0039:   @174 ==  5  ;; integer values
004D: jump_if_false MUSIC3_3113
05AA: s@178 = 'LOC3_EB'  ;; 8-byte strings
05AA: s@180 = 'LOC3_EC'  ;; 8-byte strings
05AA: s@182 = 'LOC3_ED'  ;; 8-byte strings
05AA: s@184 = 'LOC3_EE'  ;; 8-byte strings
05AA: s@186 = 'LOC3_EF'  ;; 8-byte strings
05AA: s@188 = 'LOC3_EG'  ;; 8-byte strings
05AA: s@190 = 'LOC3_EH'  ;; 8-byte strings
05AA: s@192 = 'LOC3_EJ'  ;; 8-byte strings
05AA: s@194 = 'LOC3_EK'  ;; 8-byte strings
05AA: s@196 = '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_3113
00D6: if  0
0039:   @174 ==  6  ;; integer values
004D: jump_if_false MUSIC3_3119
05AA: s@178 = 'LOC3_EO'  ;; 8-byte strings
04AF: @206 = unknown_wav_reference  22025 
0006: @220 =  1  ;; integer values

:MUSIC3_3119
00D6: if  0
0039:   @174 ==  7  ;; integer values
004D: jump_if_false MUSIC3_3133
05AA: s@178 = 'MOBRING'  ;; 8-byte strings
05AA: s@180 = 'MLOC04A'  ;; 8-byte strings
05AA: s@182 = 'MLOC04B'  ;; 8-byte strings
05AA: s@184 = 'MLOC04C'  ;; 8-byte strings
05AA: s@186 = '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_3133
00D6: if  0
0039:   @174 ==  8  ;; integer values
004D: jump_if_false MUSIC3_3147
05AA: s@178 = 'LOC3_FA'  ;; 8-byte strings
05AA: s@180 = 'LOC3_FB'  ;; 8-byte strings
05AA: s@182 = 'LOC3_FC'  ;; 8-byte strings
05AA: s@184 = 'LOC3_FE'  ;; 8-byte strings
05AA: s@186 = '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_3147
00D6: if  0
0039:   @174 ==  9  ;; integer values
004D: jump_if_false MUSIC3_3159
05AA: s@178 = 'LOC3_GA'  ;; 8-byte strings
05AA: s@180 = 'LOC3_GB'  ;; 8-byte strings
05AA: s@182 = 'LOC3_GC'  ;; 8-byte strings
05AA: s@184 = '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_3159
00D6: if  0
0039:   @174 ==  10  ;; integer values
004D: jump_if_false MUSIC3_3165
05AA: s@178 = 'RYD1_BE'  ;; 8-byte strings
04AF: @206 = unknown_wav_reference  33613 
0006: @220 =  1  ;; integer values

:MUSIC3_3165
00D6: if  0
0039:   @174 ==  11  ;; integer values
004D: jump_if_false MUSIC3_3171
05AA: s@178 = 'LOC3_JA'  ;; 8-byte strings
04AF: @206 = unknown_wav_reference  22038 
0006: @220 =  1  ;; integer values

:MUSIC3_3171
00D6: if  0
0039:   @174 ==  12  ;; integer values
004D: jump_if_false MUSIC3_3177
05AA: s@178 = 'LOC3_JB'  ;; 8-byte strings
04AF: @206 = unknown_wav_reference  22039 
0006: @220 =  1  ;; integer values

:MUSIC3_3177
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_3182
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false MUSIC3_3202
00D6: if  0
001D:   @220 > @176  ;; integer values  
004D: jump_if_false MUSIC3_3201
0050: gosub MUSIC3_3304
0050: gosub MUSIC3_3320
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false MUSIC3_3195
0050: gosub MUSIC3_3345
0002: jump MUSIC3_3200

:MUSIC3_3195
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_3200
0002: jump MUSIC3_3202

:MUSIC3_3201
0006: @174 =  0  ;; integer values

:MUSIC3_3202
00D6: if  24
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_3217
00D6: if  0
001D:   @220 > @176  ;; integer values  
004D: jump_if_false MUSIC3_3216
0050: gosub MUSIC3_3304
0050: gosub MUSIC3_3320
0050: gosub MUSIC3_3345
0002: jump MUSIC3_3217

:MUSIC3_3216
0006: @174 =  0  ;; integer values

:MUSIC3_3217
00D6: if  0
0039:   @122 ==  5  ;; integer values
004D: jump_if_false MUSIC3_3264
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false MUSIC3_3264
00D6: if  23
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_3264
00D6: if  0
001D:   @220 > @176  ;; integer values  
004D: jump_if_false MUSIC3_3263
0050: gosub MUSIC3_3304
0050: gosub MUSIC3_3320
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false MUSIC3_3257
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_3251
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_3245
0050: gosub MUSIC3_3345
0002: jump MUSIC3_3250

:MUSIC3_3245
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_3250
0002: jump MUSIC3_3256

:MUSIC3_3251
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_3256
0002: jump MUSIC3_3262

:MUSIC3_3257
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_3262
0002: jump MUSIC3_3264

:MUSIC3_3263
0006: @174 =  0  ;; integer values

:MUSIC3_3264
00D6: if  21
0039:   @174 ==  8  ;; integer values
0039:   @174 ==  9  ;; integer values
004D: jump_if_false MUSIC3_3303
00D6: if  0
001D:   @220 > @176  ;; integer values  
004D: jump_if_false MUSIC3_3302
0050: gosub MUSIC3_3304
0050: gosub MUSIC3_3320
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false MUSIC3_3296
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false MUSIC3_3290
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @73
004D: jump_if_false MUSIC3_3284
0050: gosub MUSIC3_3345
0002: jump MUSIC3_3289

:MUSIC3_3284
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_3289
0002: jump MUSIC3_3295

:MUSIC3_3290
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_3295
0002: jump MUSIC3_3301

:MUSIC3_3296
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_3301
0002: jump MUSIC3_3303

:MUSIC3_3302
0006: @174 =  0  ;; integer values

:MUSIC3_3303
0051: return

:MUSIC3_3304
00D6: if  0
001D:   @220 > @223  ;; integer values  
004D: jump_if_false MUSIC3_3319
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false MUSIC3_3313
03CF: load_wav @206(@223,14i) as  1
000A: @223 +=  1  ;; integer values
0006: @221 =  1  ;; integer values

:MUSIC3_3313
00D6: if  0
0039:   @222 ==  0  ;; integer values
004D: jump_if_false MUSIC3_3319
03CF: load_wav @206(@223,14i) as  2
000A: @223 +=  1  ;; integer values
0006: @222 =  1  ;; integer values

:MUSIC3_3319
0051: return

:MUSIC3_3320
00D6: if  0
0039:   @224 ==  1  ;; integer values
004D: jump_if_false MUSIC3_3332
00D6: if  0
0039:   @221 ==  1  ;; integer values
004D: jump_if_false MUSIC3_3332
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false MUSIC3_3332
03D1: play_wav  1
00BC: text_highpriority @178(@176,14s)  4500 ms  1
0006: @221 =  2  ;; integer values

:MUSIC3_3332
00D6: if  0
0039:   @224 ==  2  ;; integer values
004D: jump_if_false MUSIC3_3344
00D6: if  0
0039:   @222 ==  1  ;; integer values
004D: jump_if_false MUSIC3_3344
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false MUSIC3_3344
03D1: play_wav  2
00BC: text_highpriority @178(@176,14s)  4500 ms  1
0006: @222 =  2  ;; integer values

:MUSIC3_3344
0051: return

:MUSIC3_3345
00D6: if  0
0039:   @221 ==  2  ;; integer values
004D: jump_if_false MUSIC3_3355
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false MUSIC3_3355
03D5: remove_text @178(@176,14s)
000A: @176 +=  1  ;; integer values
0006: @224 =  2  ;; integer values
0006: @221 =  0  ;; integer values

:MUSIC3_3355
00D6: if  0
0039:   @222 ==  2  ;; integer values
004D: jump_if_false MUSIC3_3365
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false MUSIC3_3365
03D5: remove_text @178(@176,14s)
000A: @176 +=  1  ;; integer values
0006: @224 =  1  ;; integer values
0006: @222 =  0  ;; integer values

:MUSIC3_3365
0051: return

;-------------Mission 34---------------
; Originally: House Party


:MUSIC5_1
03A4: name_thread 'MUSIC5'
0050: gosub MUSIC5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MUSIC5_7
0050: gosub MUSIC5_1947

:MUSIC5_7
0050: gosub MUSIC5_1969
004E: end_thread

:MUSIC5_9
0004: $ON_MISSION =  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_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
08F5: (unknown)
0169: set_fade_color  0  0  0
00D6: if  0
0038:   $1939 ==  0  ;; integer values
004D: jump_if_false MUSIC5_77
0395: clear_area  0 at  782.5 -1619.3  12.0 range  5.0
09B2:  1 @102 @103 
00D6: if  0
0029:   @102 >=  0  ;; integer values
004D: jump_if_false MUSIC5_68
00A5: @64 = create_car @102 at  782.5 -1619.3  12.0
0175: set_car @64 z_angle_to  270.0

:MUSIC5_68
0395: clear_area  0 at  782.5 -1604.8  12.0 range  5.0
09B2:  1 @102 @103 
00D6: if  0
0029:   @102 >=  0  ;; integer values
004D: jump_if_false MUSIC5_75
00A5: @65 = create_car @102 at  782.5 -1604.8  12.0
0175: set_car @65 z_angle_to  270.0

:MUSIC5_75
02E4: load_cutscene_data 'STRAP4A'
0002: jump MUSIC5_84

:MUSIC5_77
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false MUSIC5_84
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_84
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MUSIC5_89
0001: wait  0 ms
0002: jump MUSIC5_84

:MUSIC5_89
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MUSIC5_91
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MUSIC5_96
0001: wait  0 ms
0002: jump MUSIC5_91

:MUSIC5_96
016A: fade  0 ()  0 ms

:MUSIC5_97
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_102
0001: wait  0 ms
0002: jump MUSIC5_97

:MUSIC5_102
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 (frozen)
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false MUSIC5_145
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false MUSIC5_145
0395: clear_area  0 at  2484.9 -1649.2  12.5 range  160.0
0169: set_fade_color  0  0  0
0247: request_model  492
038B: load_requested_models
0395: clear_area  1 at  2503.0 -1658.8  12.3 range  5.0
0674: set_car_model  492 numberplate "GROVE4L_" 
00A5: @34 = create_car  492 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_123
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MUSIC5_128
0001: wait  0 ms
0002: jump MUSIC5_123

:MUSIC5_128
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MUSIC5_130
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MUSIC5_135
0001: wait  0 ms
0002: jump MUSIC5_130

:MUSIC5_135
016A: fade  0 ()  0 ms

:MUSIC5_136
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_141
0001: wait  0 ms
0002: jump MUSIC5_136

:MUSIC5_141
02EA: end_cutscene
00A6: destroy_car @34
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @97 =  0  ;; integer values

:MUSIC5_145
08F6: (unknown)
0169: set_fade_color  0  0  0
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0001: wait  0 ms
00D6: if  0
0038:   $1939 ==  0  ;; integer values
004D: jump_if_false MUSIC5_155
016A: fade  1 (back)  0 ms
0002: jump MUSIC5_1949

:MUSIC5_155
0247: request_model  106
0247: request_model  107
0247: request_model  103
0247: request_model  104
0247: request_model  492
0247: request_model  566
0247: request_model  412
0247: request_model  344
0247: request_model  372
023C: load_special_actor  1 'SWEET'
023C: load_special_actor  2 'RYDER2'
03CF: load_wav  19800 as  3

:MUSIC5_167
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false MUSIC5_172
0001: wait  0 ms
0002: jump MUSIC5_167

:MUSIC5_172
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: $PLAYER_CHAR  0 
0746:  4  24  25 
0746:  4  24  0 
0746:  4  25  24 
0746:  4  26  24 
0746:  0  25  26 
0746:  0  26  25 
0746:  0  25  0 
0746:  0  26  0 
0746:  0  24  24 
0746:  0  25  25 
0746:  0  26  26 
07AF: @147 = player $PLAYER_CHAR group
06F0: @147  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: @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: $131 = create_actor  26  290 at  2485.5 -1647.7  13.3
0568: $131  1
0173: set_actor $131 z_angle_to  196.6
02A9: set_actor $131 immune_to_nonplayer  1
0350: unknown_actor $131 not_scared_flag  1
01B2: give_actor $131 weapon  32 ammo  3000  ;; Load the weapon model before using this
035F: set_actor $131 armour_to  100
02A9: set_actor $131 immune_to_nonplayer  1
060B: unknown_actor_use_entity $131 @146 
0395: clear_area  1 at  2503.0 -1658.8  12.3 range  5.0
0674: set_car_model  492 numberplate "GROVE4L_" 
00A5: @34 = create_car  492 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: @63  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_2040
00A5: @35 = create_car  412 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: $132 = create_actor  26  291 at  2484.1 -1641.2  13.5
0350: unknown_actor $132 not_scared_flag  1
0568: $132  1
0173: set_actor $132 z_angle_to  180.0
01B2: give_actor $132 weapon  32 ammo  3000  ;; Load the weapon model before using this
060B: unknown_actor_use_entity $132 @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: @36  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: @37  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: @39  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_2040
00A5: @43 = create_car  566 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: @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: @149  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: @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: (unknown) @49  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_2040
00A5: @44 = create_car  566 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: @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: @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: @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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
0828:  1 
07C0:  22 
07C0:  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:  1 
09D2:  0 

:MUSIC5_346
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false MUSIC5_351
0002: jump MUSIC5_1949

:MUSIC5_351
010D: set_player $PLAYER_CHAR wanted_level_to  0
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_357
0002: jump MUSIC5_1947

:MUSIC5_357
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false MUSIC5_819
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false MUSIC5_450
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false MUSIC5_372
0615: @144 
05F5: unknown_action_sequence -1  2498.5 -1652.3  12.5  6 -1 
05CB: unknown_action_sequence -1 @34 -1 
0616: @144 
0618: $131 @144 
061B: @144 

:MUSIC5_372
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false MUSIC5_384
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false MUSIC5_384
0615: @144 
05F5: unknown_action_sequence -1  2487.4 -1657.9  12.3  6 -1 
05CB: unknown_action_sequence -1 @35 -1 
0616: @144 
0618: @63 @144 
061B: @144 

:MUSIC5_384
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false MUSIC5_396
0615: @144 
05B9: unknown_action_sequence -1  500 
05D3: unknown_action_sequence -1  2486.1 -1646.7  12.9  4  1 
05D3: unknown_action_sequence -1  2485.1 -1652.7  12.3  6 -1 
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: @144 
0618: $132 @144 
061B: @144 

:MUSIC5_396
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false MUSIC5_411
0615: @144 
05B9: unknown_action_sequence -1  1000 
05D3: unknown_action_sequence -1  2487.1 -1646.7  12.9  4  1 
05D3: unknown_action_sequence -1  2487.1 -1654.7  12.3  6 -1 
05F5: unknown_action_sequence -1  2472.3 -1652.8  12.5  6 -1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  9000 
05F5: unknown_action_sequence -1  2466.3 -1660.7  12.2  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  88.6 
0616: @144 
0618: @36 @144 
061B: @144 

:MUSIC5_411
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC5_425
0615: @144 
05B9: unknown_action_sequence -1  1500 
05D3: unknown_action_sequence -1  2486.1 -1646.7  12.9  4  1 
05D3: unknown_action_sequence -1  2486.1 -1654.7  12.3  6 -1 
05F5: unknown_action_sequence -1  2467.6 -1649.2  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  110.0 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
04EB: unknown_action_sequence -1  1 
0616: @144 
0618: @37 @144 
061B: @144 

:MUSIC5_425
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false MUSIC5_440
0615: @144 
05B9: unknown_action_sequence -1  3000 
05D3: unknown_action_sequence -1  2486.1 -1646.7  12.9  4  1 
05D3: unknown_action_sequence -1  2486.1 -1654.7  12.3  6 -1 
05F5: unknown_action_sequence -1  2473.4 -1652.7  12.5  6 -1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  9000 
05F5: unknown_action_sequence -1  2463.8 -1663.6  12.2  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  116.3 
0616: @144 
0618: @39 @144 
061B: @144 

:MUSIC5_440
016A: fade  1 (back)  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_2190
0006: @82 =  1  ;; integer values
0707: unknown_bunnyjump MUSIC5_654 
0006: @32 =  0  ;; integer values
0006: @81 =  1  ;; integer values

:MUSIC5_450
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false MUSIC5_467
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MUSIC5_467
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false MUSIC5_467
0006: @105 =  2  ;; integer values
0006: @107 =  0  ;; integer values
0006: @108 =  2  ;; integer values
0050: gosub MUSIC5_2190
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_467
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false MUSIC5_614
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false MUSIC5_503
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false MUSIC5_503
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false MUSIC5_489
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false MUSIC5_489
0615: @144 
05D1: unknown_action_sequence -1 @43  2435.3 -1661.1  12.2  30.0  0  0  2 
06C7: unknown_action_sequence -1 @43  8  200 
06C7: unknown_action_sequence -1 @43  6  400 
0616: @144 
0618: @47 @144 
061B: @144 

:MUSIC5_489
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MUSIC5_502
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false MUSIC5_502
0615: @144 
05D1: unknown_action_sequence -1 @44  2440.8 -1656.9  12.2  30.0  0  0  2 
06C7: unknown_action_sequence -1 @44  7  200 
06C7: unknown_action_sequence -1 @44  6  400 
0616: @144 
0618: @51 @144 
061B: @144 

:MUSIC5_502
0006: @86 =  1  ;; integer values

:MUSIC5_503
00D6: if  21
001B:    2 > @84  ;; integer values
001B:    2 > @85  ;; integer values
004D: jump_if_false MUSIC5_602
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false MUSIC5_569
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false MUSIC5_547
00D6: if  0
00DB:   actor $131 in_car @34
004D: jump_if_false MUSIC5_546
016A: fade  0 ()  500 ms

:MUSIC5_517
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_522
0001: wait  0 ms
0002: jump MUSIC5_517

:MUSIC5_522
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_527
0002: jump MUSIC5_1947

:MUSIC5_527
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false MUSIC5_534
05EB: @34  22 

:MUSIC5_534
016A: fade  1 (back)  500 ms

:MUSIC5_535
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_540
0001: wait  0 ms
0002: jump MUSIC5_535

:MUSIC5_540
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_545
0002: jump MUSIC5_1947

:MUSIC5_545
0006: @84 =  1  ;; integer values

:MUSIC5_546
0002: jump MUSIC5_569

:MUSIC5_547
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false MUSIC5_569
00D6: if  0
860E:   NOT @34 
004D: jump_if_false MUSIC5_569
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false MUSIC5_569
0615: @144 
05B9: unknown_action_sequence -1  2000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2458.9 -1665.6  12.2  6 -2 
05D3: unknown_action_sequence -1  2465.0 -1666.4  12.2  6 -2 
05F5: unknown_action_sequence -1  2465.3 -1654.6  12.2  6 -2 
05D4: unknown_action_sequence -1 unknown_angle  107.0 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
04EB: unknown_action_sequence -1  1 
0616: @144 
0618: $131 @144 
061B: @144 
0006: @84 =  2  ;; integer values

:MUSIC5_569
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false MUSIC5_601
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false MUSIC5_601
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false MUSIC5_584
00D6: if  0
00DB:   actor @63 in_car @35
004D: jump_if_false MUSIC5_583
05EB: @35  23 
0006: @85 =  1  ;; integer values

:MUSIC5_583
0002: jump MUSIC5_601

:MUSIC5_584
00D6: if  0
860E:   NOT @35 
004D: jump_if_false MUSIC5_601
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false MUSIC5_601
0615: @144 
05B9: unknown_action_sequence -1  2000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2458.2 -1655.0  12.2  6 -2 
05D3: unknown_action_sequence -1  2461.1 -1650.8  12.2  6 -2 
05F5: unknown_action_sequence -1  2467.4 -1657.7  12.2  6 -2 
05D4: unknown_action_sequence -1 unknown_angle  110.0 
0616: @144 
0618: @63 @144 
061B: @144 
0006: @85 =  2  ;; integer values

:MUSIC5_601
0002: jump MUSIC5_614

:MUSIC5_602
016A: fade  0 ()  500 ms

:MUSIC5_603
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_608
0001: wait  0 ms
0002: jump MUSIC5_603

:MUSIC5_608
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_613
0002: jump MUSIC5_1947

:MUSIC5_613
0006: @81 =  3  ;; integer values

:MUSIC5_614
00D6: if  0
0039:   @81 ==  3  ;; integer values
004D: jump_if_false MUSIC5_643
03CB: set_camera  2404.5 -1672.3  15.8
04AF: @99 = unknown_wav_reference  566 
0050: gosub MUSIC5_2040
00A5: @61 = create_car  566 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:  1 
092F:  1 
0936:  2404.5 -1672.3  15.8  2408.6 -1672.7  15.9  5000  1 
0920:  2384.8 -1665.4  13.4  2416.5 -1665.3  13.9  5000  1 
016A: fade  1 (back)  500 ms

:MUSIC5_631
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_636
0001: wait  0 ms
0002: jump MUSIC5_631

:MUSIC5_636
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_641
0002: jump MUSIC5_1947

:MUSIC5_641
0006: @32 =  0  ;; integer values
0006: @81 =  4  ;; integer values

:MUSIC5_643
00D6: if  0
0039:   @81 ==  4  ;; integer values
004D: jump_if_false MUSIC5_650
00D6: if  0
0019:   @32 >  5800  ;; integer values
004D: jump_if_false MUSIC5_650
0006: @81 =  5  ;; integer values

:MUSIC5_650
00D6: if  0
0039:   @81 ==  5  ;; integer values
004D: jump_if_false MUSIC5_819
0006: @82 =  0  ;; integer values

:MUSIC5_654
0701: (unknown)
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_660
0002: jump MUSIC5_1947

:MUSIC5_660
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @105 =  0  ;; integer values
016A: fade  0 ()  500 ms

:MUSIC5_665
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_670
0001: wait  0 ms
0002: jump MUSIC5_665

:MUSIC5_670
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_675
0002: jump MUSIC5_1947

:MUSIC5_675
0925: (unknown)
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false MUSIC5_690
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false MUSIC5_684
00AB: put_car @43 at  2453.1 -1663.0  12.3
0175: set_car @43 z_angle_to  217.2

:MUSIC5_684
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MUSIC5_689
00AB: put_car @44 at  2452.2 -1651.9  12.3
0175: set_car @44 z_angle_to  314.2

:MUSIC5_689
00BE: text_clear_all

:MUSIC5_690
00D6: if  0
0119:   car @61 wrecked
004D: jump_if_false MUSIC5_700
04AF: @99 = unknown_wav_reference  566 
0050: gosub MUSIC5_2040
00A5: @61 = create_car  566 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_700
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false MUSIC5_709
00D6: if  0
060E: @34 
004D: jump_if_false MUSIC5_707
05EC: @34 

:MUSIC5_707
00AB: put_car @34 at  2462.3 -1662.4  12.1
0175: set_car @34 z_angle_to  325.8

:MUSIC5_709
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false MUSIC5_718
00D6: if  0
060E: @35 
004D: jump_if_false MUSIC5_716
05EC: @35 

:MUSIC5_716
00AB: put_car @35 at  2463.4 -1656.1  12.0
0175: set_car @35 z_angle_to  50.5

:MUSIC5_718
0792: $131 
0395: clear_area  1 at  2465.3 -1654.6  12.2 range  1.0
00A1: put_actor $131 at  2465.3 -1654.6  12.2
0173: set_actor $131 z_angle_to  107.0
060B: unknown_actor_use_entity $131 @145 
062F: @148 = create_group_type  2
06AD: unknown_group_use_entity @148 @151 
0630: put_actor $131 in_group @148 as_leader 
0615: @144 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
04EB: unknown_action_sequence -1  1 
0616: @144 
0618: $131 @144 
061B: @144 
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false MUSIC5_741
0792: @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_741
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false MUSIC5_756
0792: @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: @144 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
0616: @144 
0618: @36 @144 
061B: @144 

:MUSIC5_756
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC5_771
0792: @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: @144 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
0616: @144 
0618: @37 @144 
061B: @144 

:MUSIC5_771
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false MUSIC5_786
0792: @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: @144 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
0616: @144 
0618: @39 @144 
061B: @144 

:MUSIC5_786
03CB: set_camera  2487.3 -1650.7  12.5
0395: clear_area  1 at  2469.7 -1657.0  12.3 range  1.0
08C7: $PLAYER_ACTOR  2469.7 -1657.0  12.3 
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0
032B: @62 = create_weapon_pickup  372  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 $132
0296: unload_special_actor  2
0006: @105 =  2  ;; integer values
0006: @107 =  2  ;; integer values
0006: @108 =  4  ;; integer values
0050: gosub MUSIC5_2190
09F5:  0 
06AB: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  1500 ms

:MUSIC5_806
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_811
0001: wait  0 ms
0002: jump MUSIC5_806

:MUSIC5_811
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_816
0002: jump MUSIC5_1947

:MUSIC5_816
0006: @32 =  0  ;; integer values
0006: @81 =  0  ;; integer values
0006: @80 =  1  ;; integer values

:MUSIC5_819
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1002
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false MUSIC5_830
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false MUSIC5_830
00BB: text_lowpriority 'STP4_02'  11000 ms  1
0006: @106 =  1  ;; integer values

:MUSIC5_830
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false MUSIC5_935
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false MUSIC5_845
0615: @144 
05B9: unknown_action_sequence -1  1200 
0633: unknown_action_sequence -1 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @47 @144 
061B: @144 
0187: @66 = create_marker_above_actor @47
0168: show_on_radar @66  1

:MUSIC5_845
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false MUSIC5_858
0615: @144 
05B9: unknown_action_sequence -1  500 
0633: unknown_action_sequence -1 
05D4: unknown_action_sequence -1 unknown_angle  295.1 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @48 @144 
061B: @144 
0187: @67 = create_marker_above_actor @48
0168: show_on_radar @67  1

:MUSIC5_858
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false MUSIC5_870
0615: @144 
05B9: unknown_action_sequence -1  2200 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @49 @144 
061B: @144 
0187: @68 = create_marker_above_actor @49
0168: show_on_radar @68  1

:MUSIC5_870
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false MUSIC5_882
0615: @144 
05B9: unknown_action_sequence -1  2000 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @50 @144 
061B: @144 
0187: @69 = create_marker_above_actor @50
0168: show_on_radar @69  1

:MUSIC5_882
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false MUSIC5_895
0615: @144 
05B9: unknown_action_sequence -1  1800 
0633: unknown_action_sequence -1 
05D4: unknown_action_sequence -1 unknown_angle  245.3 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @51 @144 
061B: @144 
0187: @70 = create_marker_above_actor @51
0168: show_on_radar @70  1

:MUSIC5_895
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false MUSIC5_908
0615: @144 
05B9: unknown_action_sequence -1  2300 
0633: unknown_action_sequence -1 
05D4: unknown_action_sequence -1 unknown_angle  268.6 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @52 @144 
061B: @144 
0187: @71 = create_marker_above_actor @52
0168: show_on_radar @71  1

:MUSIC5_908
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false MUSIC5_921
0615: @144 
05B9: unknown_action_sequence -1  2100 
0633: unknown_action_sequence -1 
05D4: unknown_action_sequence -1 unknown_angle  225.8 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @53 @144 
061B: @144 
0187: @72 = create_marker_above_actor @53
0168: show_on_radar @72  1

:MUSIC5_921
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false MUSIC5_934
0615: @144 
05B9: unknown_action_sequence -1  1200 
0633: unknown_action_sequence -1 
05D4: unknown_action_sequence -1 unknown_angle  236.0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @54 @144 
061B: @144 
0187: @73 = create_marker_above_actor @54
0168: show_on_radar @73  1

:MUSIC5_934
0006: @81 =  1  ;; integer values

:MUSIC5_935
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false MUSIC5_992
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false MUSIC5_992
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_992
00D6: if  0
001B:    10 > @88  ;; integer values
004D: jump_if_false MUSIC5_1001
00D6: if  0
0118:   actor @47(@88,14i) dead
004D: jump_if_false MUSIC5_999
0164: disable_marker @66(@88,14i)

:MUSIC5_999
000A: @88 +=  1  ;; integer values
0002: jump MUSIC5_1002

:MUSIC5_1001
0006: @88 =  0  ;; integer values

:MUSIC5_1002
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false MUSIC5_1205
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1123
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1123
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false MUSIC5_1123
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  1 
0395: clear_area  1 at  2425.8 -1636.6  26.2 range  5.0
04AF: @99 = unknown_wav_reference  566 
0050: gosub MUSIC5_2040
00A5: @45 = create_car  566 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: @150  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: @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: @144 
0618: @47 @144 
061B: @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: @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: @144 
0618: @48 @144 
061B: @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: @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: @144 
0618: @49 @144 
061B: @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: @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: @144 
0618: @50 @144 
061B: @144 
0639: unknown_action_sequence $PLAYER_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_2190
0707: unknown_bunnyjump MUSIC5_1129 
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @81 =  1  ;; integer values

:MUSIC5_1123
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1159
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false MUSIC5_1159

:MUSIC5_1129
0701: (unknown)
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1135
0002: jump MUSIC5_1947

:MUSIC5_1135
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1142
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @105 =  0  ;; integer values

:MUSIC5_1142
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC5_1146
0668: unknown_action_sequence @37  2443.9 -1659.9  24.6 -2 

:MUSIC5_1146
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false MUSIC5_1150
0321: kill_actor @39

:MUSIC5_1150
09F5:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @106 =  0  ;; integer values
0006: @81 =  2  ;; integer values

:MUSIC5_1159
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false MUSIC5_1195
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1170
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1170
00BB: text_lowpriority 'STP4_03'  11000 ms  1
0006: @106 =  1  ;; integer values

:MUSIC5_1170
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false MUSIC5_1195
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false MUSIC5_1195
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false MUSIC5_1195
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false MUSIC5_1195
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_1195
00D6: if  0
001B:    4 > @88  ;; integer values
004D: jump_if_false MUSIC5_1204
00D6: if  0
0118:   actor @47(@88,14i) dead
004D: jump_if_false MUSIC5_1202
0164: disable_marker @66(@88,14i)

:MUSIC5_1202
000A: @88 +=  1  ;; integer values
0002: jump MUSIC5_1205

:MUSIC5_1204
0006: @88 =  0  ;; integer values

:MUSIC5_1205
00D6: if  0
0039:   @80 ==  3  ;; integer values
004D: jump_if_false MUSIC5_1782
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1362
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1362
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false MUSIC5_1362
00BE: text_clear_all
016A: fade  0 ()  500 ms

:MUSIC5_1220
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1225
0001: wait  0 ms
0002: jump MUSIC5_1220

:MUSIC5_1225
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1230
0002: jump MUSIC5_1947

:MUSIC5_1230
040D: unload_wav  1
040D: unload_wav  2
0006: @105 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
09F5:  1 
0708: unknown_add_entity_item @146  13 
0708: unknown_add_entity_item @145  13 
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2473.5 -1655.2  12.1 radius  5.0  5.0  5.0
004D: jump_if_false MUSIC5_1244
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_1244
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false MUSIC5_1251
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_1259

:MUSIC5_1251
0395: clear_area  1 at  2473.5 -1655.2  12.1 range  5.0
04AF: @99 = unknown_wav_reference  412 
0050: gosub MUSIC5_2040
00A5: @35 = create_car  412 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_1259
0395: clear_area  1 at  2480.7 -1729.2  12.2 range  5.0
04AF: @99 = unknown_wav_reference  566 
0050: gosub MUSIC5_2040
00A5: @46 = create_car  566 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: @150  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: @144 
05D3: unknown_action_sequence -1  2481.2 -1688.1  12.5  6 -1 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0668: unknown_action_sequence -1  2480.2 -1680.1  12.5  10000 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @47 @144 
061B: @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: @144 
05D3: unknown_action_sequence -1  2482.1 -1689.8  12.5  6 -1 
0668: unknown_action_sequence -1  2480.2 -1680.1  13.5  4000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @48 @144 
061B: @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: @144 
05D3: unknown_action_sequence -1  2481.0 -1687.8  12.5  6 -1 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0668: unknown_action_sequence -1  2480.2 -1680.1  13.5  10000 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @49 @144 
061B: @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: @144 
05D3: unknown_action_sequence -1  2480.3 -1689.7  12.5  6 -1 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0668: unknown_action_sequence -1  2480.2 -1680.1  13.5  4000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @50 @144 
061B: @144 
0A0B:  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 (back)  500 ms

:MUSIC5_1344
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1349
0001: wait  0 ms
0002: jump MUSIC5_1344

:MUSIC5_1349
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1354
0002: jump MUSIC5_1947

:MUSIC5_1354
0006: @105 =  2  ;; integer values
0006: @107 =  6  ;; integer values
0006: @108 =  7  ;; integer values
0050: gosub MUSIC5_2190
0006: @82 =  1  ;; integer values
0707: unknown_bunnyjump MUSIC5_1369 
0006: @32 =  0  ;; integer values
0006: @81 =  1  ;; integer values

:MUSIC5_1362
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1596
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false MUSIC5_1596
0006: @82 =  0  ;; integer values

:MUSIC5_1369
0701: (unknown)
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1375
0002: jump MUSIC5_1947

:MUSIC5_1375
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1382
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @105 =  0  ;; integer values

:MUSIC5_1382
016A: fade  0 ()  500 ms

:MUSIC5_1383
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1388
0001: wait  0 ms
0002: jump MUSIC5_1383

:MUSIC5_1388
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1393
0002: jump MUSIC5_1947

:MUSIC5_1393
0792: $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to  215.5
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MUSIC5_1411
0792: $131 
0395: clear_area  1 at  2472.5 -1666.2  12.3 range  1.0
00A1: put_actor $131 at  2472.5 -1666.2  12.3
0173: set_actor $131 z_angle_to  234.4
0350: unknown_actor $131 not_scared_flag  0
0615: @144 
07BC: unknown_action_sequence -1 @146 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  2476.1 -1673.4  12.5  4 -1 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: $131 @144 
061B: @144 

:MUSIC5_1411
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false MUSIC5_1424
0792: @63 
0350: unknown_actor @63 not_scared_flag  0
0615: @144 
07BC: unknown_action_sequence -1 @146 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  2478.2 -1673.7  12.5  6 -1 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @63 @144 
061B: @144 

:MUSIC5_1424
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false MUSIC5_1437
0792: @36 
0350: unknown_actor @36 not_scared_flag  0
0615: @144 
07BC: unknown_action_sequence -1 @146 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  2481.2 -1682.9  12.5  6 -1 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @36 @144 
061B: @144 

:MUSIC5_1437
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC5_1450
0792: @37 
0350: unknown_actor @37 not_scared_flag  0
0615: @144 
07BC: unknown_action_sequence -1 @146 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  2482.2 -1682.9  12.5  6 -1 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @37 @144 
061B: @144 

:MUSIC5_1450
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  0
8118:   NOT   actor @47 dead
004D: jump_if_false MUSIC5_1461
0792: @47 
0615: @144 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @47 @144 
061B: @144 

:MUSIC5_1461
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false MUSIC5_1470
0792: @48 
0615: @144 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @48 @144 
061B: @144 

:MUSIC5_1470
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false MUSIC5_1479
0792: @49 
0615: @144 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @49 @144 
061B: @144 

:MUSIC5_1479
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false MUSIC5_1491
0792: @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: @144 
07BC: unknown_action_sequence -1 @145 
0616: @144 
0618: @50 @144 
061B: @144 

:MUSIC5_1491
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: @144 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @51 @144 
061B: @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: @144 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @52 @144 
061B: @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: @144 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @53 @144 
061B: @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: @144 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @54 @144 
061B: @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:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BB: text_lowpriority 'STP4_04'  11000 ms  1
016A: fade  1 (back)  500 ms

:MUSIC5_1584
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1589
0001: wait  0 ms
0002: jump MUSIC5_1584

:MUSIC5_1589
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1594
0002: jump MUSIC5_1947

:MUSIC5_1594
0006: @32 =  0  ;; integer values
0006: @81 =  2  ;; integer values

:MUSIC5_1596
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false MUSIC5_1772
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1654
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false MUSIC5_1618
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false MUSIC5_1618
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false MUSIC5_1618
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false MUSIC5_1618
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false MUSIC5_1618
0006: @96 =  1  ;; integer values

:MUSIC5_1618
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false MUSIC5_1622
0006: @96 =  1  ;; integer values

:MUSIC5_1622
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2478.5 -1646.2 radius  7.0  7.0
004D: jump_if_false MUSIC5_1626
0006: @96 =  1  ;; integer values

:MUSIC5_1626
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC5_1633
00D6: if  0
051A:   unknown_actor @55 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MUSIC5_1633
0006: @96 =  1  ;; integer values

:MUSIC5_1633
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false MUSIC5_1640
00D6: if  0
051A:   unknown_actor @56 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MUSIC5_1640
0006: @96 =  1  ;; integer values

:MUSIC5_1640
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false MUSIC5_1647
00D6: if  0
051A:   unknown_actor @57 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MUSIC5_1647
0006: @96 =  1  ;; integer values

:MUSIC5_1647
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false MUSIC5_1654
00D6: if  0
051A:   unknown_actor @58 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MUSIC5_1654
0006: @96 =  1  ;; integer values

:MUSIC5_1654
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1708
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false MUSIC5_1669
062F: @149 = create_group_type  2
06F0: @149  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: unknown_action_sequence @55 $PLAYER_ACTOR 

:MUSIC5_1669
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false MUSIC5_1678
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: unknown_action_sequence @56 $PLAYER_ACTOR 

:MUSIC5_1678
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false MUSIC5_1693
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: @144 
05D3: unknown_action_sequence -1  2477.3 -1651.4  12.5  6 -1 
05D3: unknown_action_sequence -1  2464.0 -1653.4  12.5  6 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @57 @144 
061B: @144 

:MUSIC5_1693
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false MUSIC5_1702
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: unknown_action_sequence @58 $131 

:MUSIC5_1702
00BE: text_clear_all
0006: @105 =  2  ;; integer values
0006: @107 =  7  ;; integer values
0006: @108 =  8  ;; integer values
0050: gosub MUSIC5_2190
0006: @96 =  2  ;; integer values

:MUSIC5_1708
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @57 dead
004D: jump_if_false MUSIC5_1772
00D6: if  0
0118:   actor @58 dead
004D: jump_if_false MUSIC5_1772
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_1772
00D6: if  0
001B:    12 > @88  ;; integer values
004D: jump_if_false MUSIC5_1781
00D6: if  0
0118:   actor @47(@88,14i) dead
004D: jump_if_false MUSIC5_1779
0164: disable_marker @66(@88,14i)

:MUSIC5_1779
000A: @88 +=  1  ;; integer values
0002: jump MUSIC5_1782

:MUSIC5_1781
0006: @88 =  0  ;; integer values

:MUSIC5_1782
00D6: if  0
0039:   @80 ==  4  ;; integer values
004D: jump_if_false MUSIC5_1939
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1888
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1888
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false MUSIC5_1888
00BE: text_clear_all
016A: fade  0 ()  500 ms

:MUSIC5_1797
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1802
0001: wait  0 ms
0002: jump MUSIC5_1797

:MUSIC5_1802
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1807
0002: jump MUSIC5_1947

:MUSIC5_1807
040D: unload_wav  1
040D: unload_wav  2
0006: @105 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
00D6: if  0
8038:   NOT   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false MUSIC5_1819
04BB: select_interior  0  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  0 

:MUSIC5_1819
09F5:  1 
0395: clear_area  1 at  2484.9 -1649.2  12.5 range  160.0
0792: $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: @144 
05D3: unknown_action_sequence -1  2486.7 -1650.1  12.3  4 -1 
05B9: unknown_action_sequence -1  1000 
05D3: unknown_action_sequence -1  2486.7 -1646.0  12.5  4 -1 
0616: @144 
0618: $PLAYER_ACTOR @144 
061B: @144 
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MUSIC5_1843
0792: $131 
00A1: put_actor $131 at  2487.2 -1666.1  12.3
0173: set_actor $131 z_angle_to  4.3
0615: @144 
05D3: unknown_action_sequence -1  2486.7 -1645.1  12.3  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  178.8 
0616: @144 
0618: $131 @144 
061B: @144 

:MUSIC5_1843
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false MUSIC5_1849
0792: @63 
00A1: put_actor @63 at  2488.9 -1649.0  12.5
0173: set_actor @63 z_angle_to  177.2

:MUSIC5_1849
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false MUSIC5_1860
0792: @36 
00A1: put_actor @36 at  2484.2 -1669.1  12.3
0173: set_actor @36 z_angle_to  177.2
0615: @144 
05D3: unknown_action_sequence -1  2488.4 -1650.8  12.3  4 -1 
0616: @144 
0618: @36 @144 
061B: @144 

:MUSIC5_1860
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false MUSIC5_1871
0792: @37 
00A1: put_actor @37 at  2485.2 -1669.1  12.3
0173: set_actor @37 z_angle_to  177.2
0615: @144 
05D3: unknown_action_sequence -1  2489.4 -1650.7  12.3  4 -1 
0616: @144 
0618: @37 @144 
061B: @144 

:MUSIC5_1871
0006: @105 =  3  ;; integer values
0006: @107 =  0  ;; integer values
0050: gosub MUSIC5_2190
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 (back)  500 ms

:MUSIC5_1877
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1882
0001: wait  0 ms
0002: jump MUSIC5_1877

:MUSIC5_1882
0050: gosub MUSIC5_2033
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1887
0002: jump MUSIC5_1947

:MUSIC5_1887
0006: @81 =  1  ;; integer values

:MUSIC5_1888
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false MUSIC5_1897
00D6: if  0
0039:   @107 ==  4  ;; integer values
004D: jump_if_false MUSIC5_1897
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_1897
00D6: if  0
0039:   @81 ==  2  ;; integer values
004D: jump_if_false MUSIC5_1905
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1905
0006: @32 =  0  ;; integer values
0006: @81 =  3  ;; integer values

:MUSIC5_1905
00D6: if  0
0039:   @81 ==  3  ;; integer values
004D: jump_if_false MUSIC5_1939
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MUSIC5_1939
016A: fade  0 ()  2500 ms

:MUSIC5_1912
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1917
0001: wait  0 ms
0002: jump MUSIC5_1912

:MUSIC5_1917
00BF: @100 = current_time_hours, @101 = current_time_minutes
000A: @100 +=  6  ;; integer values
00C0: set_current_time @100 @101
009B: destroy_actor_instantly $131
0296: unload_special_actor  1
0792: $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:  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0001: wait  2000 ms
016A: fade  1 (back)  2500 ms

:MUSIC5_1933
00D6: if  0
016B:   fading
004D: jump_if_false MUSIC5_1938
0001: wait  0 ms
0002: jump MUSIC5_1933

:MUSIC5_1938
0002: jump MUSIC5_1949

:MUSIC5_1939
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2484.9 -1663.5 radius  300.0  300.0
004D: jump_if_false MUSIC5_1945
00BE: text_clear_all
00BC: text_highpriority 'STP4_06'  7000 ms  1
0002: jump MUSIC5_1947

:MUSIC5_1945
0050: gosub MUSIC5_2239
0002: jump MUSIC5_346

:MUSIC5_1947
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:MUSIC5_1949
00D6: if  0
0038:   $1939 ==  0  ;; integer values
004D: jump_if_false MUSIC5_1959
0164: disable_marker $437
02A7: $437 = create_icon_marker_and_sphere $446 at $474 $475 $476
016A: fade  1 (back)  500 ms
00BC: text_highpriority 'STP4_07'  11000 ms  1
0008: $STRAP_MISSIONS_PASSED +=  1  ;; integer values
0004: $1939 =  1  ;; integer values
0002: jump MUSIC5_1968

:MUSIC5_1959
0629: change_stat  337 to  1  ; integer see statdisp.dat
01E3: text_1number_styled 'M_PASSR'  10  5000 ms  1
0998: add_respect  10 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'STRAP_4'
030C: set_mission_points +=  1
0008: $STRAP_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $437

:MUSIC5_1968
0051: return

:MUSIC5_1969
00D6: if  0
0844: s$706 
004D: jump_if_false MUSIC5_1973
02EB: restore_camera_with_jumpcut

:MUSIC5_1973
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false MUSIC5_1979
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_1979
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false MUSIC5_1985
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_1985
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false MUSIC5_1991
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_1991
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MUSIC5_2010
0A09: $PLAYER_ACTOR  0 

:MUSIC5_2010
09F5:  0 
034F: destroy_actor_with_fade $131  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $132  ;; The actor fades away like a ghost
0249: release_model  106
0249: release_model  107
0249: release_model  103
0249: release_model  104
0249: release_model  492
0249: release_model  566
0249: release_model  412
0249: release_model  344
0249: release_model  372
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:  1 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:MUSIC5_2033
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false MUSIC5_2039
00BE: text_clear_all
00BC: text_highpriority 'STP4_05'  7000 ms  1
0006: @83 =  1  ;; integer values

:MUSIC5_2039
0051: return

:MUSIC5_2040
0209: @98 = random_int  1  37
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false MUSIC5_2045
0674: set_car_model @99 numberplate "GOT_M00_" 

:MUSIC5_2045
00D6: if  0
0039:   @98 ==  2  ;; integer values
004D: jump_if_false MUSIC5_2049
0674: set_car_model @99 numberplate "M00TV_4U" 

:MUSIC5_2049
00D6: if  0
0039:   @98 ==  3  ;; integer values
004D: jump_if_false MUSIC5_2053
0674: set_car_model @99 numberplate "MATHEW_2" 

:MUSIC5_2053
00D6: if  0
0039:   @98 ==  4  ;; integer values
004D: jump_if_false MUSIC5_2057
0674: set_car_model @99 numberplate "D4_DEW0R" 

:MUSIC5_2057
00D6: if  0
0039:   @98 ==  5  ;; integer values
004D: jump_if_false MUSIC5_2061
0674: set_car_model @99 numberplate "D0DE_777" 

:MUSIC5_2061
00D6: if  0
0039:   @98 ==  6  ;; integer values
004D: jump_if_false MUSIC5_2065
0674: set_car_model @99 numberplate "DAM0_666" 

:MUSIC5_2065
00D6: if  0
0039:   @98 ==  7  ;; integer values
004D: jump_if_false MUSIC5_2069
0674: set_car_model @99 numberplate "C0NEY_88" 

:MUSIC5_2069
00D6: if  0
0039:   @98 ==  8  ;; integer values
004D: jump_if_false MUSIC5_2073
0674: set_car_model @99 numberplate "PRE4CHER" 

:MUSIC5_2073
00D6: if  0
0039:   @98 ==  9  ;; integer values
004D: jump_if_false MUSIC5_2077
0674: set_car_model @99 numberplate "DBP_4NDY" 

:MUSIC5_2077
00D6: if  0
0039:   @98 ==  10  ;; integer values
004D: jump_if_false MUSIC5_2081
0674: set_car_model @99 numberplate "EV1L_SLY" 

:MUSIC5_2081
00D6: if  0
0039:   @98 ==  11  ;; integer values
004D: jump_if_false MUSIC5_2085
0674: set_car_model @99 numberplate "N1_R4V3N" 

:MUSIC5_2085
00D6: if  0
0039:   @98 ==  12  ;; integer values
004D: jump_if_false MUSIC5_2089
0674: set_car_model @99 numberplate "D1VX_Z00" 

:MUSIC5_2089
00D6: if  0
0039:   @98 ==  13  ;; integer values
004D: jump_if_false MUSIC5_2093
0674: set_car_model @99 numberplate "MR_B3NN" 

:MUSIC5_2093
00D6: if  0
0039:   @98 ==  14  ;; integer values
004D: jump_if_false MUSIC5_2097
0674: set_car_model @99 numberplate "R3D_R4SP" 

:MUSIC5_2097
00D6: if  0
0039:   @98 ==  15  ;; integer values
004D: jump_if_false MUSIC5_2101
0674: set_car_model @99 numberplate "LA_B0MBA" 

:MUSIC5_2101
00D6: if  0
0039:   @98 ==  16  ;; integer values
004D: jump_if_false MUSIC5_2105
0674: set_car_model @99 numberplate "L3337_0G" 

:MUSIC5_2105
00D6: if  0
0039:   @98 ==  17  ;; integer values
004D: jump_if_false MUSIC5_2109
0674: set_car_model @99 numberplate "BUDD4H_X" 

:MUSIC5_2109
00D6: if  0
0039:   @98 ==  18  ;; integer values
004D: jump_if_false MUSIC5_2113
0674: set_car_model @99 numberplate "T3H_BUCK" 

:MUSIC5_2113
00D6: if  0
0039:   @98 ==  19  ;; integer values
004D: jump_if_false MUSIC5_2117
0674: set_car_model @99 numberplate "CHUNKY_1" 

:MUSIC5_2117
00D6: if  0
0039:   @98 ==  20  ;; integer values
004D: jump_if_false MUSIC5_2121
0674: set_car_model @99 numberplate "EV1L_BNZ" 

:MUSIC5_2121
00D6: if  0
0039:   @98 ==  21  ;; integer values
004D: jump_if_false MUSIC5_2125
0674: set_car_model @99 numberplate "S4ND_M4N" 

:MUSIC5_2125
00D6: if  0
0039:   @98 ==  22  ;; integer values
004D: jump_if_false MUSIC5_2129
0674: set_car_model @99 numberplate "RKK_DBP1" 

:MUSIC5_2129
00D6: if  0
0039:   @98 ==  23  ;; integer values
004D: jump_if_false MUSIC5_2133
0674: set_car_model @99 numberplate "RE1_K0KU" 

:MUSIC5_2133
00D6: if  0
0039:   @98 ==  24  ;; integer values
004D: jump_if_false MUSIC5_2137
0674: set_car_model @99 numberplate "S3XY_JUD" 

:MUSIC5_2137
00D6: if  0
0039:   @98 ==  25  ;; integer values
004D: jump_if_false MUSIC5_2141
0674: set_car_model @99 numberplate "SUNRA_93" 

:MUSIC5_2141
00D6: if  0
0039:   @98 ==  26  ;; integer values
004D: jump_if_false MUSIC5_2145
0674: set_car_model @99 numberplate "UG_FUX69" 

:MUSIC5_2145
00D6: if  0
0039:   @98 ==  27  ;; integer values
004D: jump_if_false MUSIC5_2149
0674: set_car_model @99 numberplate "LI0N_CUM" 

:MUSIC5_2149
00D6: if  0
0039:   @98 ==  28  ;; integer values
004D: jump_if_false MUSIC5_2153
0674: set_car_model @99 numberplate "RKK_PWND" 

:MUSIC5_2153
00D6: if  0
0039:   @98 ==  29  ;; integer values
004D: jump_if_false MUSIC5_2157
0674: set_car_model @99 numberplate "HAZE_B0B" 

:MUSIC5_2157
00D6: if  0
0039:   @98 ==  30  ;; integer values
004D: jump_if_false MUSIC5_2161
0674: set_car_model @99 numberplate "T3H_FLUF" 

:MUSIC5_2161
00D6: if  0
0039:   @98 ==  31  ;; integer values
004D: jump_if_false MUSIC5_2165
0674: set_car_model @99 numberplate "BM_4NDY_" 

:MUSIC5_2165
00D6: if  0
0039:   @98 ==  32  ;; integer values
004D: jump_if_false MUSIC5_2169
0674: set_car_model @99 numberplate "BM_D34N_" 

:MUSIC5_2169
00D6: if  0
0039:   @98 ==  33  ;; integer values
004D: jump_if_false MUSIC5_2173
0674: set_car_model @99 numberplate "BM_L4C3Y" 

:MUSIC5_2173
00D6: if  0
0039:   @98 ==  34  ;; integer values
004D: jump_if_false MUSIC5_2177
0674: set_car_model @99 numberplate "BM_D3V__" 

:MUSIC5_2177
00D6: if  0
0039:   @98 ==  35  ;; integer values
004D: jump_if_false MUSIC5_2181
0674: set_car_model @99 numberplate "NU_SK00L" 

:MUSIC5_2181
00D6: if  0
0039:   @98 ==  36  ;; integer values
004D: jump_if_false MUSIC5_2185
0674: set_car_model @99 numberplate "G4L_AVET" 

:MUSIC5_2185
00D6: if  0
0039:   @98 ==  37  ;; integer values
004D: jump_if_false MUSIC5_2189
0674: set_car_model @99 numberplate "M0J0_J0J" 

:MUSIC5_2189
0051: return

:MUSIC5_2190
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false MUSIC5_2200
05AA: s@109 = 'LOC4_CA'  ;; 8-byte strings
05AA: s@111 = 'LOC4_CB'  ;; 8-byte strings
05AA: s@113 = '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_2200
00D6: if  0
0039:   @105 ==  2  ;; integer values
004D: jump_if_false MUSIC5_2218
05AA: s@109 = 'LOC4_AA'  ;; 8-byte strings
05AA: s@111 = 'LOC4_AB'  ;; 8-byte strings
05AA: s@113 = 'LOC4_AC'  ;; 8-byte strings
05AA: s@115 = 'LOC4_AE'  ;; 8-byte strings
05AA: s@119 = 'LOC4_AF'  ;; 8-byte strings
05AA: s@121 = 'LOC4_AG'  ;; 8-byte strings
05AA: s@123 = '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_2218
00D6: if  0
0039:   @105 ==  3  ;; integer values
004D: jump_if_false MUSIC5_2234
05AA: s@109 = 'LOC4_BA'  ;; 8-byte strings
05AA: s@111 = 'LOC4_BB'  ;; 8-byte strings
05AA: s@113 = 'LOC4_BC'  ;; 8-byte strings
05AA: s@115 = 'LOC4_BD'  ;; 8-byte strings
05AA: s@117 = 'LOC4_BE'  ;; 8-byte strings
05AA: s@119 = '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_2234
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_2239
00D6: if  0
0039:   @105 ==  2  ;; integer values
004D: jump_if_false MUSIC5_2259
00D6: if  0
001D:   @136 > @107  ;; integer values  
004D: jump_if_false MUSIC5_2258
0050: gosub MUSIC5_2272
0050: gosub MUSIC5_2288
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MUSIC5_2252
0050: gosub MUSIC5_2313
0002: jump MUSIC5_2257

:MUSIC5_2252
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_2257
0002: jump MUSIC5_2259

:MUSIC5_2258
0006: @105 =  0  ;; integer values

:MUSIC5_2259
00D6: if  21
0039:   @105 ==  1  ;; integer values
0039:   @105 ==  3  ;; integer values
004D: jump_if_false MUSIC5_2271
00D6: if  0
001D:   @136 > @107  ;; integer values  
004D: jump_if_false MUSIC5_2270
0050: gosub MUSIC5_2272
0050: gosub MUSIC5_2288
0050: gosub MUSIC5_2313
0002: jump MUSIC5_2271

:MUSIC5_2270
0006: @105 =  0  ;; integer values

:MUSIC5_2271
0051: return

:MUSIC5_2272
00D6: if  0
001D:   @136 > @139  ;; integer values  
004D: jump_if_false MUSIC5_2287
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false MUSIC5_2281
03CF: load_wav @127(@139,9i) as  1
000A: @139 +=  1  ;; integer values
0006: @137 =  1  ;; integer values

:MUSIC5_2281
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false MUSIC5_2287
03CF: load_wav @127(@139,9i) as  2
000A: @139 +=  1  ;; integer values
0006: @138 =  1  ;; integer values

:MUSIC5_2287
0051: return

:MUSIC5_2288
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false MUSIC5_2300
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false MUSIC5_2300
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false MUSIC5_2300
03D1: play_wav  1
00BC: text_highpriority @109(@107,9s)  4500 ms  1
0006: @137 =  2  ;; integer values

:MUSIC5_2300
00D6: if  0
0039:   @140 ==  2  ;; integer values
004D: jump_if_false MUSIC5_2312
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false MUSIC5_2312
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false MUSIC5_2312
03D1: play_wav  2
00BC: text_highpriority @109(@107,9s)  4500 ms  1
0006: @138 =  2  ;; integer values

:MUSIC5_2312
0051: return

:MUSIC5_2313
00D6: if  0
0039:   @137 ==  2  ;; integer values
004D: jump_if_false MUSIC5_2323
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false MUSIC5_2323
03D5: remove_text @109(@107,9s)
000A: @107 +=  1  ;; integer values
0006: @140 =  2  ;; integer values
0006: @137 =  0  ;; integer values

:MUSIC5_2323
00D6: if  0
0039:   @138 ==  2  ;; integer values
004D: jump_if_false MUSIC5_2333
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false MUSIC5_2333
03D5: remove_text @109(@107,9s)
000A: @107 +=  1  ;; integer values
0006: @140 =  1  ;; integer values
0006: @138 =  0  ;; integer values

:MUSIC5_2333
0051: return

;-------------Mission 35---------------
; Originally: Race Tournament / 8-track / Dirt Track


:M_35_1
0050: gosub M_35_20
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_35_7
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump M_35_18

:M_35_7
00D6: if  21
0039:   @53 ==  0  ;; integer values
0039:   @53 ==  3  ;; integer values
004D: jump_if_false M_35_18
016A: fade  0 ()  2000 ms
0111: set_wasted_busted_check_to  0 (disabled)

:M_35_13
00D6: if  0
016B:   fading
004D: jump_if_false M_35_18
0001: wait  0 ms
0002: jump M_35_13

:M_35_18
0050: gosub CPRACE_5381
004E: end_thread

:M_35_20
0004: $ON_MISSION =  1  ;; integer values
0004: $2332 =  1  ;; integer values
03A4: name_thread 'CPRACE'
0001: wait  0 ms
08E7:  1 
054C: use_GXT_table 'RACETOR'
00D6: if  0
0038:   $121 ==  1  ;; integer values
004D: jump_if_false CPRACE_38
04AF: @49 = unknown_wav_reference  1 
0006: @53 =  0  ;; integer values
00D6: if  0
0038:   $2209 ==  0  ;; integer values
004D: jump_if_false CPRACE_15
0006: @50 =  0  ;; integer values
0006: @51 =  8  ;; integer values

:CPRACE_15
00D6: if  0
0038:   $2209 ==  1  ;; integer values
004D: jump_if_false CPRACE_20
0006: @50 =  9  ;; integer values
0006: @51 =  14  ;; integer values

:CPRACE_20
00D6: if  0
0038:   $2209 ==  2  ;; integer values
004D: jump_if_false CPRACE_25
0006: @50 =  15  ;; integer values
0006: @51 =  18  ;; integer values

:CPRACE_25
00D6: if  0
0038:   $2209 ==  3  ;; integer values
004D: jump_if_false CPRACE_30
0006: @50 =  19  ;; integer values
0006: @51 =  24  ;; integer values

:CPRACE_30
00D6: if  21
001F:   @50 > $352  ;; integer values
001E:   $352 > @51  ;; integer values
004D: jump_if_false CPRACE_35
008A: $352 = @50  ;; integer values and handles

:CPRACE_35
0006: @52 =  0  ;; integer values
0050: gosub CPRACE_4878
0002: jump CPRACE_46

:CPRACE_38
04AF: @49 = unknown_wav_reference  2 
00D6: if  21
0038:   $352 ==  25  ;; integer values
0038:   $352 ==  26  ;; integer values
004D: jump_if_false CPRACE_45
0006: @53 =  3  ;; integer values
0002: jump CPRACE_46

:CPRACE_45
0006: @53 =  2  ;; integer values

:CPRACE_46
00D6: if  0
04A4: @49  10 
004D: jump_if_false CPRACE_134
018A: @54 = create_checkpoint_at $73 $74 $75
06D5: @205 $73 $74 $75 $73 $74 $75  6.0 @449 

:CPRACE_51
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  0
0023:    0.0 > @363(@253,16f)  ;; floating-point values
004D: jump_if_false CPRACE_60
00D6: if  0
081E: @716(@253,16i) 
004D: jump_if_false CPRACE_60
0007: @363(@253,16f) =  0.0  ;; floating-point values

:CPRACE_60
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 $72
0840: link_car @379(@253,16i) to_interior @221 
020A: set_car @379(@253,16i) door_status_to  3
00D6: if  0
0038:   $352 ==  25  ;; integer values
004D: jump_if_false CPRACE_68
0224: set_car @379(@253,16i) health_to  2200

:CPRACE_68
00D6: if  0
0038:   $352 ==  26  ;; integer values
004D: jump_if_false CPRACE_73
0224: set_car @379(@253,16i) health_to  10000
02AC: set_car @379(@253,16i) immunities  0  0  0  1  0

:CPRACE_73
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_100
02AC: set_car @379(@253,16i) immunities  0  1  0  0  0
03AB: (unknown) @379(@253,16i)  1 
02AA: set_car @379(@253,16i) immune_to_nonplayer  1
00D6: if  0
04A4: @49  6 
004D: jump_if_false CPRACE_98

:CPRACE_82
00D6: if  0
04F1:   unknown_car_check @379(@253,16i)
004D: jump_if_false CPRACE_98
0001: wait  0 ms
00D6: if  0
0119:   car @379(@253,16i) wrecked
004D: jump_if_false CPRACE_97
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_96
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_96
0004: $1846 =  1  ;; integer values

:CPRACE_96
0051: return

:CPRACE_97
0002: jump CPRACE_82

:CPRACE_98
0587: @379(@253,16i)  0
0002: jump CPRACE_101

:CPRACE_100
0587: @379(@253,16i)  1

:CPRACE_101
00D6: if  0
8039:   NOT   @209 == -1  ;; integer values
004D: jump_if_false CPRACE_105
0229: set_car @379(@253,16i) color_to @209(@253,6i) @215(@253,6i)

:CPRACE_105
00D6: if  0
081E: @716(@253,16i) 
004D: jump_if_false CPRACE_111
04E0: car @379(@253,16i) abandon_path_radius  40
02DB: set_boat @379(@253,16i) speed_to  50.0
0002: jump CPRACE_133

:CPRACE_111
00D6: if  0
0820: @716(@253,16i) 
004D: jump_if_false CPRACE_117
0519: unknown_car @379(@253,16i) flag  1
04BA: set_car @379(@253,16i) speed_instantly  10.0
0002: jump CPRACE_133

:CPRACE_117
00D6: if  0
081F: @716(@253,16i) 
004D: jump_if_false CPRACE_123
0519: unknown_car @379(@253,16i) flag  1
04BA: set_car @379(@253,16i) speed_instantly  10.0
0002: jump CPRACE_133

:CPRACE_123
039C: (unknown) @379(@253,16i)  1 
053F: set_car @379(@253,16i) tires_vulnerable  0
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_129
03ED: (unknown) @379(@253,16i)  1 

:CPRACE_129
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_133
0051: return

:CPRACE_134
0005: $6903 =  70.3919  ;; floating-point values
0005: $6917 =  154.6278  ;; floating-point values
0005: $6931 =  .6617  ;; floating-point values
0005: $6945 =  2.5845  ;; floating-point values
0005: $6918 =  203.8119  ;; floating-point values
0005: $6932 =  .7208  ;; floating-point values
0005: $6946 =  2.5114  ;; floating-point values
0005: $6919 =  228.9919  ;; floating-point values
0005: $6933 =  .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: s@85 = 'RACE00'  ;; 8-byte strings
05AA: s@87 = 'RACE01'  ;; 8-byte strings
05AA: s@89 = 'RACE02'  ;; 8-byte strings
05AA: s@91 = 'RACE03'  ;; 8-byte strings
05AA: s@93 = 'RACE04'  ;; 8-byte strings
05AA: s@95 = 'RACE05'  ;; 8-byte strings
05AA: s@97 = 'RACE06'  ;; 8-byte strings
05AA: s@99 = 'RACE07'  ;; 8-byte strings
05AA: s@101 = 'RACE08'  ;; 8-byte strings
05AA: s@103 = 'RACE09'  ;; 8-byte strings
05AA: s@105 = 'RACE10'  ;; 8-byte strings
05AA: s@107 = 'RACE11'  ;; 8-byte strings
05AA: s@109 = 'RACE12'  ;; 8-byte strings
05AA: s@111 = 'RACE13'  ;; 8-byte strings
05AA: s@113 = 'RACE14'  ;; 8-byte strings
05AA: s@115 = 'RACE15'  ;; 8-byte strings
05AA: s@117 = 'RACE16'  ;; 8-byte strings
05AA: s@119 = 'RACE17'  ;; 8-byte strings
05AA: s@121 = 'RACE18'  ;; 8-byte strings
05AA: s@123 = 'RACE19'  ;; 8-byte strings
05AA: s@125 = 'RACE20'  ;; 8-byte strings
05AA: s@127 = 'RACE21'  ;; 8-byte strings
05AA: s@129 = 'RACE22'  ;; 8-byte strings
05AA: s@131 = 'RACE23'  ;; 8-byte strings
05AA: s@133 = '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 $73 $74 $75
09FF: $73 $74 $75 
04AF: @205 = unknown_wav_reference  0 
03F0: text_draw_toggle  1
0912:  1  355  370 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0581: toggle_radar  0 (off)
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  0
0735:  82 
004D: jump_if_false CPRACE_281
0004: $164 =  0  ;; integer values
0004: $6959 =  0  ;; integer values
065D: $6959 "COORDS" 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
04AF: @49 = unknown_wav_reference  0 
0006: @228 =  1  ;; integer values
0002: jump CPRACE_282

:CPRACE_281
0004: $164 = -1  ;; integer values

:CPRACE_282
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
001B:    13 > @49  ;; integer values
004D: jump_if_false CPRACE_288
0006: @229 =  0  ;; integer values

:CPRACE_288
0006: @253 =  0  ;; integer values
0871: init_jump_table @49 total_jumps  15  0 CPRACE_2134 jumps  0 CPRACE_291  1 CPRACE_468  2 CPRACE_652  3 CPRACE_686  4 CPRACE_729  5 CPRACE_834  6 CPRACE_849 
0872: jump_table_jumps  7 CPRACE_1086  8 CPRACE_1094  9 CPRACE_1103  10 CPRACE_1112  11 CPRACE_1214  12 CPRACE_1214  13 CPRACE_1988  14 CPRACE_2052 -1 CPRACE_2134 

:CPRACE_291
00D6: if  0
0018:   $164 > -1  ;; integer values
004D: jump_if_false CPRACE_377
00D6: if  0
0735:  82 
004D: jump_if_false CPRACE_376
00D6: if  0
0039:   @228 ==  0  ;; integer values
004D: jump_if_false CPRACE_375
00D6: if  0
0038:   $164 ==  0  ;; integer values
004D: jump_if_false CPRACE_307
0008: $6959 +=  1  ;; integer values
00BC: text_highpriority 'CHEATON'  800 ms  1
0004: $164 =  1  ;; integer values
0002: jump CPRACE_374

:CPRACE_307
00D6: if  0
0735:  151 
004D: jump_if_false CPRACE_371
0006: @224 =  1  ;; integer values
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table79.bin
0006: @256 =  6  ;; integer values
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table80.bin
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_326
00D6: if  0
001D:   @256 > @252  ;; integer values  
004D: jump_if_false CPRACE_335
03A9: write_debug_newline
DEFINE TABLE Tables\Table81.bin
03A7: write_debug_int @252 
DEFINE TABLE Tables\Table82.bin
000A: @252 +=  1  ;; integer values
0002: jump CPRACE_326

:CPRACE_335
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_343
00D6: if  0
001D:   @256 > @252  ;; integer values  
004D: jump_if_false CPRACE_353
03A9: write_debug_newline
DEFINE TABLE Tables\Table83.bin
03A7: write_debug_int @252 
DEFINE TABLE Tables\Table84.bin
03A7: write_debug_int @230 
000A: @252 +=  1  ;; integer values
0002: jump CPRACE_343

:CPRACE_353
0088: $73 = @454  ;; floating-point values only
0088: $74 = @536  ;; floating-point values only
0088: $75 = @618  ;; floating-point values only
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table85.bin
03A8: write_debug_float $73 
03A9: write_debug_newline
DEFINE TABLE Tables\Table86.bin
03A8: write_debug_float $74 
03A9: write_debug_newline
DEFINE TABLE Tables\Table87.bin
03A8: write_debug_float $75 
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_374

:CPRACE_371
0004: $6959 =  0  ;; integer values
00BC: text_highpriority 'CHEATOF'  800 ms  1
0004: $164 =  0  ;; integer values

:CPRACE_374
0006: @228 =  1  ;; integer values

:CPRACE_375
0002: jump CPRACE_377

:CPRACE_376
0006: @228 =  0  ;; integer values

:CPRACE_377
00D6: if  0
0038:   $164 ==  1  ;; integer values
004D: jump_if_false CPRACE_467
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CPRACE_467
00D6: if  0
0038:   $6959 ==  0  ;; integer values
004D: jump_if_false CPRACE_396
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false CPRACE_395
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false CPRACE_394
0008: $6959 +=  1  ;; integer values
0006: @235 =  1  ;; integer values

:CPRACE_394
0002: jump CPRACE_396

:CPRACE_395
0006: @235 =  0  ;; integer values

:CPRACE_396
00D6: if  0
0018:   $6959 >  0  ;; integer values
004D: jump_if_false CPRACE_467
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CPRACE_467
03C0: @443 = actor $PLAYER_ACTOR car
0441: @230 = car @443 model
00D6: if  21
081F: @230 
0820: @230 
004D: jump_if_false CPRACE_410
0454: $73 $74 $75 
0002: jump CPRACE_411

:CPRACE_410
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75

:CPRACE_411
050A: $68 = distance_between $73 $74 $75 and @231 @232 @233 
008E: @234 = float_to_integer $68  
0050: gosub CPRACE_4958
060D:  2  0  0  0  255 
033F: set_text_draw_letter_width_height  .8  2.0
045A: text_draw_1number  30.0  145.0 'RACES00' @234
00D6: if  21
0020:   $68 >  200.0  ;; floating-point values
00E1:   key_pressed  0  17
004D: jump_if_false CPRACE_466
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false CPRACE_465
00BC: text_highpriority 'TEXXYZ4'  800 ms  1
000C: $6959 -=  1  ;; integer values
03A9: write_debug_newline
DEFINE TABLE Tables\Table88.bin
03A7: write_debug_int $6959 
DEFINE TABLE Tables\Table89.bin
03A8: write_debug_float $73 
03A9: write_debug_newline
DEFINE TABLE Tables\Table90.bin
03A7: write_debug_int $6959 
DEFINE TABLE Tables\Table91.bin
03A8: write_debug_float $74 
03A9: write_debug_newline
DEFINE TABLE Tables\Table92.bin
03A7: write_debug_int $6959 
DEFINE TABLE Tables\Table93.bin
00D6: if  0
081E: @230 
004D: jump_if_false CPRACE_444
0002: jump CPRACE_453

:CPRACE_444
00D6: if  0
0820: @230 
004D: jump_if_false CPRACE_448
0002: jump CPRACE_453

:CPRACE_448
00D6: if  0
081F: @230 
004D: jump_if_false CPRACE_452
0002: jump CPRACE_453

:CPRACE_452
02CE: $75 = ground_z $73 $74 $75

:CPRACE_453
03A8: write_debug_float $75 
03A9: write_debug_newline
0089: @454($6959,82f) = $73  ;; floating-point values only
0089: @536($6959,82f) = $74  ;; floating-point values only
0089: @618($6959,82f) = $75  ;; floating-point values only
0089: @231 = $73  ;; floating-point values only
0089: @232 = $74  ;; floating-point values only
0089: @233 = $75  ;; 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_465
0002: jump CPRACE_467

:CPRACE_466
0006: @235 =  0  ;; integer values

:CPRACE_467
0002: jump CPRACE_2134

:CPRACE_468
0826:  0 
0581: toggle_radar  0 (off)
09FB: $154 = unknown_get_display_mode_or_gxt_file_used
00D6: if  0
84A3:   NOT   unknown $154 ==  0
004D: jump_if_false CPRACE_476
0989:  250 
0002: jump CPRACE_477

:CPRACE_476
0989:  200 

:CPRACE_477
0512: permanent_text_box 'RACES33'
0494: get_joystick_data  0 @236 @237 @238 @239
00D6: if  23
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_497
00D6: if  0
0039:   @240 ==  0  ;; integer values
004D: jump_if_false CPRACE_496
00D6: if  0
001F:   @51 > $352  ;; integer values
004D: jump_if_false CPRACE_493
0008: $352 +=  1  ;; integer values
0002: jump CPRACE_494

:CPRACE_493
008A: $352 = @50  ;; integer values and handles

:CPRACE_494
0050: gosub CPRACE_4878
0006: @240 =  1  ;; integer values

:CPRACE_496
0002: jump CPRACE_498

:CPRACE_497
0006: @240 =  0  ;; integer values

:CPRACE_498
00D6: if  23
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_516
00D6: if  0
0039:   @241 ==  0  ;; integer values
004D: jump_if_false CPRACE_515
00D6: if  0
001E:   $352 > @50  ;; integer values
004D: jump_if_false CPRACE_512
000C: $352 -=  1  ;; integer values
0002: jump CPRACE_513

:CPRACE_512
008A: $352 = @51  ;; integer values and handles

:CPRACE_513
0050: gosub CPRACE_4878
0006: @241 =  1  ;; integer values

:CPRACE_515
0002: jump CPRACE_517

:CPRACE_516
0006: @241 =  0  ;; integer values

:CPRACE_517
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CPRACE_531
00D6: if  0
0039:   @242 ==  0  ;; integer values
004D: jump_if_false CPRACE_530
0391: (unknown)
0826:  1 
0581: toggle_radar  1 (on)
03E6: remove_text_box
0006: @53 =  1  ;; integer values
0051: return
0006: @242 =  1  ;; integer values

:CPRACE_530
0002: jump CPRACE_532

:CPRACE_531
0006: @242 =  0  ;; integer values

:CPRACE_532
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CPRACE_545
00D6: if  0
0039:   @243 ==  0  ;; integer values
004D: jump_if_false CPRACE_544
00D6: if  0
0018:   $352 > -1  ;; integer values
004D: jump_if_false CPRACE_543
016A: fade  0 ()  500 ms
0006: @49 =  2  ;; integer values

:CPRACE_543
0006: @243 =  1  ;; integer values

:CPRACE_544
0002: jump CPRACE_546

:CPRACE_545
0006: @243 =  0  ;; integer values

:CPRACE_546
0937:  53.0  130.0  597.0  410.0 'RACES_0'  3 
0050: gosub CPRACE_4958
0343: set_text_linewidth  320.0
033F: set_text_draw_letter_width_height $6931 $6945
033E: text_draw $6903 $6917 @85($352,30s)
0050: gosub CPRACE_4958
033F: set_text_draw_letter_width_height $6932 $6946
033E: text_draw $6903 $6918 'RACES36'
0050: gosub CPRACE_4958
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  0
0424:   metric
004D: jump_if_false CPRACE_576
0087: @244 = @55($352,30f)  ;; 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  0
001B:    10 > @247  ;; integer values
004D: jump_if_false CPRACE_574
045B: text_draw_2numbers $6903 $6919 'RACES35' @246 @247
0002: jump CPRACE_575

:CPRACE_574
045B: text_draw_2numbers $6903 $6919 'RACES34' @246 @247

:CPRACE_575
0002: jump CPRACE_590

:CPRACE_576
0087: @248 = @55($352,30f)  ;; 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  0
001B:    10 > @247  ;; integer values
004D: jump_if_false CPRACE_589
045B: text_draw_2numbers $6903 $6919 'RACES47' @246 @247
0002: jump CPRACE_590

:CPRACE_589
045B: text_draw_2numbers $6903 $6919 'RACES46' @246 @247

:CPRACE_590
0050: gosub CPRACE_4958
033F: set_text_draw_letter_width_height $6932 $6946
033E: text_draw $6903 $6920 'RACES38'
0050: gosub CPRACE_4958
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  0
0038:   $2240($352,30i) ==  999999999  ;; integer values
004D: jump_if_false CPRACE_603
033E: text_draw $6903 $6921 'RACES45'
0002: jump CPRACE_615

:CPRACE_603
008B: @452 = $2240($352,30i)  ;; integer values and handles
0016: @452 /=  60  ;; integer values 
0085: @36 = @452  ;; integer values and handles
0012: @36 *=  60  ;; integer values 
008B: @453 = $2240($352,30i)  ;; integer values and handles
0062: @453 -= @36  ;; integer values 
00D6: if  0
001B:    10 > @453  ;; integer values
004D: jump_if_false CPRACE_614
045B: text_draw_2numbers $6903 $6921 'RACES40' @452 @453
0002: jump CPRACE_615

:CPRACE_614
045B: text_draw_2numbers $6903 $6921 'RACES39' @452 @453

:CPRACE_615
00D6: if  0
8038:   NOT   $2209 ==  3  ;; integer values
004D: jump_if_false CPRACE_648
0050: gosub CPRACE_4958
033F: set_text_draw_letter_width_height $6932 $6946
033E: text_draw $6903 $6922 'RACES37'
0050: gosub CPRACE_4958
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  0
0038:   $2210($352,30i) ==  1  ;; integer values
004D: jump_if_false CPRACE_631
033E: text_draw $6903 $6923 'RACES41'
0002: jump CPRACE_648

:CPRACE_631
00D6: if  0
0038:   $2210($352,30i) ==  2  ;; integer values
004D: jump_if_false CPRACE_636
033E: text_draw $6903 $6923 'RACES42'
0002: jump CPRACE_648

:CPRACE_636
00D6: if  0
0038:   $2210($352,30i) ==  3  ;; integer values
004D: jump_if_false CPRACE_641
033E: text_draw $6903 $6923 'RACES43'
0002: jump CPRACE_648

:CPRACE_641
00D6: if  1
0018:   $2210($352,30i) >  3  ;; integer values
001A:    100 > $2210($352,30i)  ;; integer values
004D: jump_if_false CPRACE_647
045A: text_draw_1number $6903 $6923 'RACES44' $2210($352,30i)
0002: jump CPRACE_648

:CPRACE_647
033E: text_draw $6903 $6923 'RACES45'

:CPRACE_648
008B: @36 = $352  ;; integer values and handles
000A: @36 +=  1  ;; integer values
038D: @36  454.98  268.18  256.0  256.0  180  180  180  255 
0002: jump CPRACE_2134

:CPRACE_652
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CPRACE_685
0989:  200 
0391: (unknown)
03E6: remove_text_box
0050: gosub CPRACE_2135
09B9:  0 
0826:  1 
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_666
0581: toggle_radar  1 (on)
0002: jump CPRACE_670

:CPRACE_666
057E: make_radar_grey  1
09BA:  0 
09AC:  1 
04F9: interior_colors  2  0

:CPRACE_670
0004: $10493 =  1  ;; integer values
00D6: if  0
0038:   $2300($352,30i) ==  0  ;; integer values
004D: jump_if_false CPRACE_680
00D6: if  1
0038:   $352 ==  0  ;; integer values
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_679
0002: jump CPRACE_680

:CPRACE_679
0317: increment_mission_attempts

:CPRACE_680
00D6: if  0
0038:   $352 ==  23  ;; integer values
004D: jump_if_false CPRACE_684
014C: set_parked_car_generator $5189(1) cars_to_generate_to  0

:CPRACE_684
0006: @49 =  3  ;; integer values

:CPRACE_685
0002: jump CPRACE_2134

:CPRACE_686
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_694
00D6: if  0
001D:   @256 > @253  ;; integer values  
004D: jump_if_false CPRACE_703
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_694

:CPRACE_703
0006: @253 =  0  ;; integer values
0006: @321 = -1  ;; integer values
0006: @49 =  4  ;; integer values
00D6: if  0
04A4: @205  3 
004D: jump_if_false CPRACE_724
00D6: if  22
0038:   $352 ==  22  ;; integer values
0038:   $352 ==  23  ;; integer values
0038:   $352 ==  24  ;; integer values
004D: jump_if_false CPRACE_719
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_723

:CPRACE_719
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_723
0002: jump CPRACE_728

:CPRACE_724
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_728
0002: jump CPRACE_2134

:CPRACE_729
0006: @252 =  0  ;; integer values

:CPRACE_730
00D6: if  0
001D:   @256 > @252  ;; integer values  
004D: jump_if_false CPRACE_759
00D6: if  0
04A4: @700(@252,16i)  290 
004D: jump_if_false CPRACE_751
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_741
023C: load_special_actor  1 'CESAR'
023C: load_special_actor  2 'KENDL'

:CPRACE_741
00D6: if  0
0038:   $352 ==  7  ;; integer values
004D: jump_if_false CPRACE_745
023C: load_special_actor  1 'WUZIMU'

:CPRACE_745
00D6: if  0
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_750
023C: load_special_actor  1 'WUZIMU'
023C: load_special_actor  2 'CAT'

:CPRACE_750
0002: jump CPRACE_752

:CPRACE_751
0247: request_model @700(@252,16i)

:CPRACE_752
00D6: if  0
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_756
06E9: request_car_component #WHEEL_OR1 

:CPRACE_756
0247: request_model @716(@252,16i)
000A: @252 +=  1  ;; integer values
0002: jump CPRACE_730

:CPRACE_759
04ED: load_animation "CAR"
04ED: load_animation "RIOT"
038B: load_requested_models
0006: @326 =  0  ;; integer values

:CPRACE_763
00D6: if  0
0039:   @326 ==  0  ;; integer values
004D: jump_if_false CPRACE_832
0001: wait  0 ms
0006: @326 =  1  ;; integer values
0006: @252 =  0  ;; integer values

:CPRACE_769
00D6: if  0
001D:   @256 > @252  ;; integer values  
004D: jump_if_false CPRACE_831
00D6: if  0
04A4: @700(@252,16i)  290 
004D: jump_if_false CPRACE_810
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false CPRACE_793
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_783
023C: load_special_actor  1 'CESAR'
0006: @326 =  0  ;; integer values

:CPRACE_783
00D6: if  0
0038:   $352 ==  7  ;; integer values
004D: jump_if_false CPRACE_788
023C: load_special_actor  1 'WUZIMU'
0006: @326 =  0  ;; integer values

:CPRACE_788
00D6: if  0
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_793
023C: load_special_actor  1 'WUZIMU'
0006: @326 =  0  ;; integer values

:CPRACE_793
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_801
00D6: if  0
823D:   NOT   special_actor  2 loaded
004D: jump_if_false CPRACE_801
023C: load_special_actor  2 'KENDL'
0006: @326 =  0  ;; integer values

:CPRACE_801
00D6: if  0
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_809
00D6: if  0
823D:   NOT   special_actor  2 loaded
004D: jump_if_false CPRACE_809
023C: load_special_actor  2 'CAT'
0006: @326 =  0  ;; integer values

:CPRACE_809
0002: jump CPRACE_815

:CPRACE_810
00D6: if  0
8248:   NOT   model @700(@252,16i) available
004D: jump_if_false CPRACE_815
0247: request_model @700(@252,16i)
0006: @326 =  0  ;; integer values

:CPRACE_815
00D6: if  0
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_823
00D6: if  0
86EA:   NOT   car_component_available #WHEEL_OR1 
004D: jump_if_false CPRACE_823
06E9: request_car_component #WHEEL_OR1 
0006: @326 =  0  ;; integer values

:CPRACE_823
00D6: if  0
8248:   NOT   model @716(@252,16i) available
004D: jump_if_false CPRACE_829
0247: request_model @700(@252,16i)
0247: request_model @716(@252,16i)
0006: @326 =  0  ;; integer values

:CPRACE_829
000A: @252 +=  1  ;; integer values
0002: jump CPRACE_769

:CPRACE_831
0002: jump CPRACE_763

:CPRACE_832
0006: @49 =  5  ;; integer values
0002: jump CPRACE_2134

:CPRACE_834
01EB: set_car_density_to  0.0
0395: clear_area  0 at @454 @536 @618 range  30.0
00D6: if  0
0038:   $121 ==  1  ;; integer values
004D: jump_if_false CPRACE_840
0792: $PLAYER_ACTOR 

:CPRACE_840
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_2134

:CPRACE_849
00D6: if  1
04EE:   animation "CAR" loaded
04EE:   animation "RIOT" loaded
004D: jump_if_false CPRACE_1083
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_858
00D6: if  0
001D:   @256 > @253  ;; integer values  
004D: jump_if_false CPRACE_1078
00D6: if  0
0019:   @256 >  1  ;; integer values
004D: jump_if_false CPRACE_910
07E4: @716 @329 @330 $75 @327 @328 $75 
0013: @329 *= -1.0  ;; floating-point values 
005B: @327 += @329  ;; floating-point values 
00D6: if  0
0023:    2.0 > @327  ;; floating-point values
004D: jump_if_false CPRACE_871
0007: @327 =  2.0  ;; floating-point values

:CPRACE_871
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  0
003B:   @254 == @253  ;; integer values 
004D: jump_if_false CPRACE_887
0088: $73 = @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: $74 = @47  ;; floating-point values only
0002: jump CPRACE_894

:CPRACE_887
0088: $73 = @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: $74 = @47  ;; floating-point values only

:CPRACE_894
00D6: if  0
0119:   car @443 wrecked
004D: jump_if_false CPRACE_905
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_904
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_904
0004: $1846 =  1  ;; integer values

:CPRACE_904
0051: return

:CPRACE_905
0407: create_coordinate $73 $74 $75 from_car @443 offset $73 $74  0.0
0174: $72 = car @443 z_angle
0089: @331(@253,16f) = $73  ;; floating-point values only
0089: @347(@253,16f) = $74  ;; floating-point values only
0002: jump CPRACE_916

:CPRACE_910
0174: $72 = car @443 z_angle
0088: $73 = @331(@253,16f)  ;; floating-point values only
0088: $74 = @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: $75 = @618  ;; floating-point values only

:CPRACE_916
00D6: if  0
881E:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_926
00D6: if  0
881F:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_926
00D6: if  0
8820:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_926
02CE: $75 = ground_z $73 $74 $75

:CPRACE_926
0089: @363(@253,16f) = $75  ;; floating-point values only
00D6: if  0
001D:   @36 > @253  ;; integer values  
004D: jump_if_false CPRACE_964
0050: gosub CPRACE_51
0129: @395(@253,16i) = create_actor  4 @700(@253,16i) in_car @379(@253,16i) driverseat
00D6: if  0
04A4: @700(@253,16i)  290 
004D: jump_if_false CPRACE_941
00D6: if  21
0038:   $352 ==  0  ;; integer values
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_940
01C8: @411 = create_actor  5  291 in_car @379(@253,16i) passenger_seat  0

:CPRACE_940
02AC: set_car @379(@253,16i) immunities  1  1  1  0  1

:CPRACE_941
00D6: if  0
0019:   @221 >  0  ;; integer values
004D: jump_if_false CPRACE_950
00D6: if  0
0039:   @321 == -1  ;; integer values
004D: jump_if_false CPRACE_949
07E5: unknown_copy_entity -1 @321 
0708: unknown_add_entity_item @321  79 

:CPRACE_949
060B: unknown_actor_use_entity @395(@253,16i) @321 

:CPRACE_950
0860: link_actor @395(@253,16i) to_interior @221 
054A: unknown_actor @395(@253,16i) flag  0
0446: (unknown) @395(@253,16i)  0 
0568: @395(@253,16i)  1
02A9: set_actor @395(@253,16i) immune_to_nonplayer  1
039E: (unknown) @395(@253,16i)  0 
04D8: @395(@253,16i)  0
0223: set_actor @395(@253,16i) health_to  500
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_962
0187: @412(@253,16i) = create_marker_above_actor @395(@253,16i)

:CPRACE_962
018B: show_on_radar @412(@253,16i)  1
0002: jump CPRACE_1076

:CPRACE_964
00D6: if  0
881E:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_1037
00D6: if  0
881F:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_1037
00D6: if  0
8820:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_1037
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1037
060A: unknown_create_entity  0 @428 
0407: create_coordinate $73 $74 $75 from_car @443 offset -4.0435  6.5755 -.8
02CE: $75 = ground_z $73 $74 $75
0376: @429 = create_random_actor $73 $74 $75
0961: @429  1 
060B: unknown_actor_use_entity @429 @428 
06BA: unknown_action_sequence @429 @454 @536 @618 
029B: @430 = init_object #KMB_GOFLAG at $73 $74 $75
070A: unknown_action_sequence @429 @430  .062  .027 -.15  5  16 "FLAG_DROP" "CAR"  0 
0407: create_coordinate $73 $74 $75 from_car @443 offset -5.6392  2.9435 -.8
02CE: $75 = ground_z $73 $74 $75
0376: @431 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset -6.0071 -2.0778  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @432 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset -7.6039 -5.0807  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @433 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset -7.0724 -6.4057  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @434 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset -5.9988 -13.553  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @435 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset  6.073 -15.2059  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @436 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset  7.2639 -12.9933  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @437 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset  5.8429 -7.7069  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @438 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset  8.4135 -3.7971  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @439 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset  6.2507  .3634  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @440 = create_random_actor $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @443 offset  8.6397  2.419  2.5
02CE: $75 = ground_z $73 $74 $75
0376: @441 = create_random_actor $73 $74 $75
0006: @252 =  0  ;; integer values

:CPRACE_1019
00D6: if  0
001B:    11 > @252  ;; integer values
004D: jump_if_false CPRACE_1037
060B: unknown_actor_use_entity @431(@252,11i) @428 
0961: @431(@252,11i)  1 
0615: @38 
0050: gosub CPRACE_5319
0643: @38  1 
0616: @38 
0615: @37 
06BA: unknown_action_sequence -1 @454 @536 @618 
0618: -1 @38 
0616: @37 
0618: @431(@252,11i) @37 
061B: @38 
061B: @37 
000A: @252 +=  1  ;; integer values
0002: jump CPRACE_1019

:CPRACE_1037
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  0
0023:    0.0 > @363(@442,16f)  ;; floating-point values
004D: jump_if_false CPRACE_1049
00D6: if  0
081E: @716(@442,16i) 
004D: jump_if_false CPRACE_1049
0007: @363(@442,16f) =  0.0  ;; floating-point values

:CPRACE_1049
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CPRACE_1055
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_1065

:CPRACE_1055
00A5: @379(@442,16i) = create_car @716(@442,16i) at @331(@442,16f) @347(@442,16f) @363(@442,16f)
00D6: if  0
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_1060
06E7: @36 = add_car_component #WHEEL_OR1 to_car @379(@442,16i) 

:CPRACE_1060
00D6: if  0
8039:   NOT   @209 == -1  ;; integer values
004D: jump_if_false CPRACE_1064
0229: set_car @379(@442,16i) color_to @209(@442,6i) @215(@442,6i)

:CPRACE_1064
036A: put_actor $PLAYER_ACTOR in_car @379(@442,16i)

:CPRACE_1065
0840: link_car @379(@442,16i) to_interior @221 
0175: set_car @379(@442,16i) z_angle_to $72
00D6: if  21
081F: @716(@442,16i) 
0820: @716(@442,16i) 
004D: jump_if_false CPRACE_1073
0519: unknown_car @379(@442,16i) flag  1
04BA: set_car @379(@442,16i) speed_instantly  10.0

:CPRACE_1073
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms

:CPRACE_1076
000A: @253 +=  1  ;; integer values
0002: jump CPRACE_858

:CPRACE_1078
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0006: @49 =  7  ;; integer values
0002: jump CPRACE_1085

:CPRACE_1083
04ED: load_animation "CAR"
04ED: load_animation "RIOT"

:CPRACE_1085
0002: jump CPRACE_2134

:CPRACE_1086
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
00BA: text_styled 'RACES_4'  1100 ms  4
097A:  0.0  0.0  0.0  1056 
0084: $6960 = $16  ;; integer values and handles
0008: $6960 +=  999  ;; integer values
0006: @49 =  8  ;; integer values
0002: jump CPRACE_2134

:CPRACE_1094
00D6: if  0
001C:   $16 > $6960  ;; integer values
004D: jump_if_false CPRACE_1102
00BA: text_styled 'RACES_5'  1100 ms  4
097A:  0.0  0.0  0.0  1056 
0084: $6960 = $16  ;; integer values and handles
0008: $6960 +=  999  ;; integer values
0006: @49 =  9  ;; integer values

:CPRACE_1102
0002: jump CPRACE_2134

:CPRACE_1103
00D6: if  0
001C:   $16 > $6960  ;; integer values
004D: jump_if_false CPRACE_1111
00BA: text_styled 'RACES_6'  1100 ms  4
097A:  0.0  0.0  0.0  1056 
0084: $6960 = $16  ;; integer values and handles
0008: $6960 +=  999  ;; integer values
0006: @49 =  10  ;; integer values

:CPRACE_1111
0002: jump CPRACE_2134

:CPRACE_1112
00D6: if  0
001C:   $16 > $6960  ;; integer values
004D: jump_if_false CPRACE_1213
00BA: text_styled 'RACES_7'  800 ms  4
097A:  0.0  0.0  0.0  1057 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0006: @253 =  0  ;; integer values

:CPRACE_1121
00D6: if  0
001B:    11 > @253  ;; integer values
004D: jump_if_false CPRACE_1127
01C2: remove_references_to_actor @431(@253,11i)  ;; Like turning an actor into a random pedestrian
000A: @253 +=  1  ;; integer values
0002: jump CPRACE_1121

:CPRACE_1127
01C2: remove_references_to_actor @429  ;; Like turning an actor into a random pedestrian
04EF: release_animation "CAR"
0006: @253 =  0  ;; integer values

:CPRACE_1130
00D6: if  0
001D:   @256 > @253  ;; integer values  
004D: jump_if_false CPRACE_1159
00D6: if  0
8119:   NOT   car @379(@253,16i) wrecked
004D: jump_if_false CPRACE_1157
02AA: set_car @379(@253,16i) immune_to_nonplayer  0
00D6: if  0
881E:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_1157
00D6: if  0
881F:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_1156
00D6: if  0
8820:   NOT @716(@253,16i) 
004D: jump_if_false CPRACE_1154
00D6: if  0
803B:   NOT   @253 == @442  ;; integer values 
004D: jump_if_false CPRACE_1153
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1153
072F: @379(@253,16i)  3.0  4000  1  1  1 -1 

:CPRACE_1153
0002: jump CPRACE_1155

:CPRACE_1154
0519: unknown_car @379(@253,16i) flag  0

:CPRACE_1155
0002: jump CPRACE_1157

:CPRACE_1156
0519: unknown_car @379(@253,16i) flag  0

:CPRACE_1157
000A: @253 +=  1  ;; integer values
0002: jump CPRACE_1130

:CPRACE_1159
01EB: set_car_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 =  .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 =  .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 =  .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 =  .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 =  .5  ;; floating-point values
0005: $6955 =  1.5393  ;; floating-point values
0084: $6960 = $16  ;; integer values and handles
008B: @206 = $16  ;; integer values and handles
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false CPRACE_1211
0004: $6960 =  0  ;; integer values
03C3: set_timer_with_text_to $6960 type  0 text 'TIMER'

:CPRACE_1211
0A0E:  2 
0006: @49 =  11  ;; integer values

:CPRACE_1213
0002: jump CPRACE_2134

:CPRACE_1214
00D6: if  0
001D:   @256 > @253  ;; integer values  
004D: jump_if_false CPRACE_1875
00D6: if  0
8118:   NOT   actor @395(@253,16i) dead
004D: jump_if_false CPRACE_1826
00D6: if  0
001B:    13 > @49  ;; integer values
004D: jump_if_false CPRACE_1255
00D6: if  0
803C:   NOT   $PLAYER_ACTOR == @395(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1255
00D6: if  0
001D:   @273(@253,16i) > @273(@442,16i)  ;; integer values  
004D: jump_if_false CPRACE_1231
000A: @229 +=  1  ;; integer values
0002: jump CPRACE_1255

:CPRACE_1231
00D6: if  0
003B:   @273(@442,16i) == @273(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1255
00D6: if  0
001D:   @257(@253,16i) > @257(@442,16i)  ;; integer values  
004D: jump_if_false CPRACE_1239
000A: @229 +=  1  ;; integer values
0002: jump CPRACE_1255

:CPRACE_1239
00D6: if  0
001D:   @257(@253,16i) > @249  ;; integer values  
004D: jump_if_false CPRACE_1244
000A: @229 +=  1  ;; integer values
0002: jump CPRACE_1255

:CPRACE_1244
00D6: if  0
003B:   @257(@442,16i) == @257(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1255
00A0: store_actor @395(@253,16i) position_to $73 $74 $75
050A: @444 = distance_between $73 $74 $75 and @331(@253,16f) @347(@253,16f) @363(@253,16f) 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
050A: @445 = distance_between $73 $74 $75 and @331(@253,16f) @347(@253,16f) @363(@253,16f) 
00D6: if  0
0025:   @445 > @444  ;; floating-point values  
004D: jump_if_false CPRACE_1255
000A: @229 +=  1  ;; integer values

:CPRACE_1255
00D6: if  0
0039:   @49 ==  12  ;; integer values
004D: jump_if_false CPRACE_1564
00D6: if  0
003C:   $PLAYER_ACTOR == @395(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1423
00D6: if  0
8119:   NOT   car @379(@442,16i) wrecked
004D: jump_if_false CPRACE_1371
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @379(@442,16i)
004D: jump_if_false CPRACE_1319
00D6: if  0
0039:   @207 ==  1  ;; integer values
004D: jump_if_false CPRACE_1318
03D5: remove_text 'RACES21'
0164: disable_marker @54
000F: @363(@253,16f) -=  1000.0  ;; floating-point values
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1317
0006: @254 =  0  ;; integer values
0085: @36 = @256  ;; integer values and handles
000E: @36 -=  1  ;; integer values

:CPRACE_1279
00D6: if  0
001D:   @36 > @254  ;; integer values  
004D: jump_if_false CPRACE_1289
00D6: if  0
8118:   NOT   actor @395(@254,16i) dead
004D: jump_if_false CPRACE_1287
0187: @412(@254,16i) = create_marker_above_actor @395(@254,16i)
018B: show_on_radar @412(@254,16i)  1

:CPRACE_1287
000A: @254 +=  1  ;; integer values
0002: jump CPRACE_1279

:CPRACE_1289
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  1
003B:   @257(@253,16i) == @249  ;; integer values 
003B:   @273(@253,16i) == @251  ;; integer values 
004D: jump_if_false CPRACE_1310
00D6: if  0
04A4: @205  3 
004D: jump_if_false CPRACE_1308
0085: @36 = @257(@253,16i)  ;; integer values and handles
000E: @36 -=  1  ;; integer values
00D6: if  0
001B:    0 > @36  ;; integer values
004D: jump_if_false CPRACE_1306
0006: @36 =  0  ;; integer values

:CPRACE_1306
06D5: @205 @331(@253,16f) @347(@253,16f) @363(@253,16f) @454(@36,82f) @536(@36,82f) @618(@36,82f) @325 @449 
0002: jump CPRACE_1309

:CPRACE_1308
06D5:  1 @331(@253,16f) @347(@253,16f) @363(@253,16f)  0.0  0.0  0.0  6.0 @449 

:CPRACE_1309
0002: jump CPRACE_1317

:CPRACE_1310
0085: @36 = @257(@253,16i)  ;; integer values and handles
000A: @36 +=  1  ;; integer values
00D6: if  0
003B:   @257(@253,16i) == @249  ;; integer values 
004D: jump_if_false CPRACE_1316
0006: @36 =  1  ;; integer values

:CPRACE_1316
06D5: @205 @331(@253,16f) @347(@253,16f) @363(@253,16f) @454(@36,82f) @536(@36,82f) @618(@36,82f) @325 @449 

:CPRACE_1317
0006: @207 =  0  ;; integer values

:CPRACE_1318
0002: jump CPRACE_1370

:CPRACE_1319
00D6: if  0
0039:   @207 ==  0  ;; integer values
004D: jump_if_false CPRACE_1339
06D6: @449 
0164: disable_marker @54
0006: @254 =  0  ;; integer values
0085: @36 = @256  ;; integer values and handles
000E: @36 -=  1  ;; integer values

:CPRACE_1327
00D6: if  0
001D:   @36 > @254  ;; integer values  
004D: jump_if_false CPRACE_1333
0164: disable_marker @412(@254,16i)
000A: @254 +=  1  ;; integer values
0002: jump CPRACE_1327

:CPRACE_1333
0186: @54 = create_marker_above_car @379(@442,16i)
07E0: @54  1 
000B: @363(@253,16f) +=  1000.0  ;; floating-point values
008B: @446 = $16  ;; integer values and handles
000A: @446 +=  25400  ;; integer values
0006: @207 =  1  ;; integer values

:CPRACE_1339
0085: @453 = @446  ;; integer values and handles
0064: @453 -= $16  ;; integer values 
0016: @453 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @453  ;; integer values
004D: jump_if_false CPRACE_1346
0006: @453 =  0  ;; integer values

:CPRACE_1346
00D6: if  0
001E:   $16 > @446  ;; integer values
004D: jump_if_false CPRACE_1362
00BC: text_highpriority 'RACES20'  5000 ms  1
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1354
00BA: text_styled 'M_FAIL'  3000 ms  1

:CPRACE_1354
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1361
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_1361
0004: $1846 =  1  ;; integer values

:CPRACE_1361
0051: return

:CPRACE_1362
00D6: if  0
0039:   @453 ==  1  ;; integer values
004D: jump_if_false CPRACE_1368
09C1:  0 
01E5: text_1number_highpriority 'RACE_21' @453  200 ms  1
0002: jump CPRACE_1370

:CPRACE_1368
09C1:  0 
01E5: text_1number_highpriority 'RACES21' @453  200 ms  1

:CPRACE_1370
0002: jump CPRACE_1422

:CPRACE_1371
00D6: if  0
02BF:   car @379(@442,16i) sunk
004D: jump_if_false CPRACE_1409
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CPRACE_1395
03C0: @443 = actor $PLAYER_ACTOR car
00D6: if  0
803B:   NOT   @443 == @379(@442,16i)  ;; integer values 
004D: jump_if_false CPRACE_1394
00BC: text_highpriority 'RACES24'  5000 ms  1
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1386
00BA: text_styled 'M_FAIL'  3000 ms  1

:CPRACE_1386
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1393
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_1393
0004: $1846 =  1  ;; integer values

:CPRACE_1393
0051: return

:CPRACE_1394
0002: jump CPRACE_1408

:CPRACE_1395
00BC: text_highpriority 'RACES24'  5000 ms  1
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1400
00BA: text_styled 'M_FAIL'  3000 ms  1

:CPRACE_1400
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1407
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_1407
0004: $1846 =  1  ;; integer values

:CPRACE_1407
0051: return

:CPRACE_1408
0002: jump CPRACE_1422

:CPRACE_1409
00BC: text_highpriority 'RACES24'  5000 ms  1
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1414
00BA: text_styled 'M_FAIL'  3000 ms  1

:CPRACE_1414
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1421
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_1421
0004: $1846 =  1  ;; integer values

:CPRACE_1421
0051: return

:CPRACE_1422
0002: jump CPRACE_1564

:CPRACE_1423
00D6: if  0
001D:   @250 > @257(@253,16i)  ;; integer values  
004D: jump_if_false CPRACE_1564
00D6: if  0
00DF:   actor @395(@253,16i) driving
004D: jump_if_false CPRACE_1457
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1456
0085: @36 = @257(@442,16i)  ;; integer values and handles
000A: @36 +=  4  ;; integer values
03C0: @443 = actor @395(@253,16i) car
00D6: if  0
001D:   @257(@253,16i) > @36  ;; integer values  
004D: jump_if_false CPRACE_1440
00AD: set_car @443 max_speed_to  25.0
0002: jump CPRACE_1448

:CPRACE_1440
00D6: if  22
0038:   $352 ==  7  ;; integer values
0038:   $352 ==  8  ;; integer values
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_1447
00AD: set_car @443 max_speed_to  35.0
0002: jump CPRACE_1448

:CPRACE_1447
00AD: set_car @443 max_speed_to  50.0

:CPRACE_1448
00D6: if  0
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_1456
00D6: if  21
01AD:   car @443  0 ()near_point -882.9833 -47.9468  24.61  25.64
01AD:   car @443  0 ()near_point -843.0954 -141.9169  24.59 -29.24
004D: jump_if_false CPRACE_1456
00AD: set_car @443 max_speed_to  30.0

:CPRACE_1456
0002: jump CPRACE_1509

:CPRACE_1457
00D6: if  0
0038:   $352 ==  25  ;; integer values
004D: jump_if_false CPRACE_1462
0002: jump CPRACE_1829
0002: jump CPRACE_1509

:CPRACE_1462
00D6: if  0
0039:   @305(@253,16i) ==  0  ;; integer values
004D: jump_if_false CPRACE_1467
008B: @305(@253,16i) = $16  ;; integer values and handles
000A: @305(@253,16i) +=  8000  ;; integer values

:CPRACE_1467
00D6: if  0
001E:   $16 > @305(@253,16i)  ;; integer values
004D: jump_if_false CPRACE_1509
00D6: if  0
803B:   NOT   @257(@253,16i) == @257(@442,16i)  ;; integer values 
004D: jump_if_false CPRACE_1509
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @395(@253,16i) radius  30.0  30.0  0
004D: jump_if_false CPRACE_1508
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point @331(@253,16f) @347(@253,16f) radius  30.0  30.0
004D: jump_if_false CPRACE_1506
00D6: if  0
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_1504
00D6: if  0
82CB:   NOT   actor @395(@253,16i) bounding_sphere_visible
004D: jump_if_false CPRACE_1502
00D6: if  0
80C2:   NOT   sphere_onscreen @331(@253,16f) @347(@253,16f) @363(@253,16f)  4.0
004D: jump_if_false CPRACE_1500
01C3: remove_references_to_car @379(@253,16i)  ;; Like turning a car into any random car
0050: gosub CPRACE_51
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  0
001D:   @250 > @36  ;; integer values  
004D: jump_if_false CPRACE_1498
039F: car @379(@253,16i) race_to @454(@36,82f) @536(@36,82f)
04BA: set_car @379(@253,16i) speed_instantly  20.0

:CPRACE_1498
0006: @305(@253,16i) =  0  ;; integer values
0002: jump CPRACE_1501

:CPRACE_1500
0006: @305(@253,16i) =  0  ;; integer values

:CPRACE_1501
0002: jump CPRACE_1503

:CPRACE_1502
0006: @305(@253,16i) =  0  ;; integer values

:CPRACE_1503
0002: jump CPRACE_1505

:CPRACE_1504
0006: @305(@253,16i) =  0  ;; integer values

:CPRACE_1505
0002: jump CPRACE_1507

:CPRACE_1506
0006: @305(@253,16i) =  0  ;; integer values

:CPRACE_1507
0002: jump CPRACE_1509

:CPRACE_1508
0006: @305(@253,16i) =  0  ;; integer values

:CPRACE_1509
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1564
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values

:CPRACE_1514
00D6: if  0
001D:   @256 > @252  ;; integer values  
004D: jump_if_false CPRACE_1525
0085: @447 = @257(@252,16i)  ;; integer values and handles
000E: @447 -=  4  ;; integer values
00D6: if  0
001D:   @447 > @257(@253,16i)  ;; integer values  
004D: jump_if_false CPRACE_1523
000A: @255 +=  1  ;; integer values

:CPRACE_1523
000A: @252 +=  1  ;; integer values
0002: jump CPRACE_1514

:CPRACE_1525
00D6: if  0
0019:   @255 >  0  ;; integer values
004D: jump_if_false CPRACE_1564
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @395(@253,16i) radius  150.0  150.0  0
004D: jump_if_false CPRACE_1564
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point @331(@253,16f) @347(@253,16f) radius  150.0  150.0
004D: jump_if_false CPRACE_1564
00D6: if  0
80EC:   NOT   actor @395(@253,16i)  0 ()near_point @331(@253,16f) @347(@253,16f) radius  40.0  40.0
004D: jump_if_false CPRACE_1564
00D6: if  0
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_1564
00D6: if  0
82CB:   NOT   actor @395(@253,16i) bounding_sphere_visible
004D: jump_if_false CPRACE_1564
00D6: if  0
80C2:   NOT   sphere_onscreen @331(@253,16f) @347(@253,16f) @363(@253,16f)  4.0
004D: jump_if_false CPRACE_1564
00D6: if  0
0449:   actor @395(@253,16i) in_a_car
004D: jump_if_false CPRACE_1554
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_1564

:CPRACE_1554
01C3: remove_references_to_car @379(@253,16i)  ;; Like turning a car into any random car
0050: gosub CPRACE_51
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  0
001D:   @250 > @36  ;; integer values  
004D: jump_if_false CPRACE_1564
039F: car @379(@253,16i) race_to @454(@36,82f) @536(@36,82f)
04BA: set_car @379(@253,16i) speed_instantly  20.0

:CPRACE_1564
0006: @36 =  0  ;; integer values
00D6: if  0
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_1570
0006: @36 =  1  ;; integer values
0002: jump CPRACE_1581

:CPRACE_1570
00D6: if  0
07D6: @395(@253,16i) $PLAYER_ACTOR 
004D: jump_if_false CPRACE_1581
00D6: if  0
0735:  83 
004D: jump_if_false CPRACE_1581
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: $73 = @363(@253,16f)  ;; floating-point values only
0009: $73 +=  1.0  ;; floating-point values
00A1: put_actor @395(@253,16i) at @331(@253,16f) @347(@253,16f) @363(@253,16f)

:CPRACE_1581
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CPRACE_1825
00D6: if  0
0039:   @49 ==  11  ;; integer values
004D: jump_if_false CPRACE_1588
0006: @49 =  12  ;; integer values

:CPRACE_1588
00D6: if  0
003C:   $PLAYER_ACTOR == @395(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1596
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1596
097A:  0.0  0.0  0.0  1058 
0164: disable_marker @54

:CPRACE_1596
000A: @257(@253,16i) +=  1  ;; integer values
00D6: if  0
001D:   @250 > @257(@253,16i)  ;; integer values  
004D: jump_if_false CPRACE_1605
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_1728

:CPRACE_1605
00D6: if  0
001D:   @224 > @273(@253,16i)  ;; integer values  
004D: jump_if_false CPRACE_1609
000A: @273(@253,16i) +=  1  ;; integer values

:CPRACE_1609
00D6: if  0
003B:   @273(@253,16i) == @224  ;; integer values 
004D: jump_if_false CPRACE_1692
00D6: if  0
07D6: @395(@253,16i) $PLAYER_ACTOR 
004D: jump_if_false CPRACE_1645
00D6: if  0
0019:   @224 >  1  ;; integer values
004D: jump_if_false CPRACE_1633
008B: @448 = $16  ;; integer values and handles
0062: @448 -= @206  ;; integer values 
0016: @448 /=  1000  ;; integer values 
00D6: if  0
001E:   $2270($352,30i) > @448  ;; integer values
004D: jump_if_false CPRACE_1633
008A: $2270($352,30i) = @448  ;; integer values and handles
00D6: if  0
0038:   $352 ==  25  ;; integer values
004D: jump_if_false CPRACE_1629
042E:  212 @448

:CPRACE_1629
00D6: if  0
0038:   $352 ==  26  ;; integer values
004D: jump_if_false CPRACE_1633
042E:  219 @448

:CPRACE_1633
06D6: @449 
0164: disable_marker @54
0006: @49 =  13  ;; integer values
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_1643
00D6: if  0
0019:   @229 >  0  ;; integer values
004D: jump_if_false CPRACE_1643
00BA: text_styled 'M_FAIL'  3000 ms  1

:CPRACE_1643
0007: @363(@253,16f) =  99999.0  ;; floating-point values
0002: jump CPRACE_1691

:CPRACE_1645
00D6: if  0
8119:   NOT   car @379(@253,16i) wrecked
004D: jump_if_false CPRACE_1649
03CD: car @379(@253,16i) remove_from_stuck_car_check

:CPRACE_1649
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1685
062E: @395(@253,16i)  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CPRACE_1684
0615: @37 
06AC: @395(@253,16i) @47 
0092: @36 = float_to_integer @47  
0012: @36 *= -100  ;; integer values 
000A: @36 +=  4000  ;; integer values
00D6: if  0
001B:    10 > @36  ;; integer values
004D: jump_if_false CPRACE_1665
0006: @36 =  10  ;; integer values

:CPRACE_1665
06C7: unknown_action_sequence -1 -1  9 @36 
0209: @36 = random_int  0  5
00D6: if  21
0039:   @36 ==  0  ;; integer values
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CPRACE_1674
06C7: unknown_action_sequence -1 -1  7  200 
06C7: unknown_action_sequence -1 -1  4  250000 
0002: jump CPRACE_1676

:CPRACE_1674
06C7: unknown_action_sequence -1 -1  8  200 
06C7: unknown_action_sequence -1 -1  5  250000 

:CPRACE_1676
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: unknown_action_sequence -1 -1  100.0  2 
0616: @37 
0618: @395(@253,16i) @37 
061B: @37 

:CPRACE_1684
0002: jump CPRACE_1690

:CPRACE_1685
062E: @395(@253,16i)  1490 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CPRACE_1690
05D2: unknown_action_sequence @395(@253,16i) -1  100.0  2 

:CPRACE_1690
0007: @363(@253,16f) =  99999.0  ;; floating-point values

:CPRACE_1691
0002: jump CPRACE_1728

:CPRACE_1692
00D6: if  0
003C:   $PLAYER_ACTOR == @395(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1723
008B: @448 = $16  ;; integer values and handles
0062: @448 -= @206  ;; integer values 
0016: @448 /=  1000  ;; integer values 
00D6: if  0
001E:   $2270($352,30i) > @448  ;; integer values
004D: jump_if_false CPRACE_1722
008A: $2270($352,30i) = @448  ;; integer values and handles
00D6: if  0
0038:   $352 ==  25  ;; integer values
004D: jump_if_false CPRACE_1706
042E:  212 @448

:CPRACE_1706
00D6: if  0
0038:   $352 ==  26  ;; integer values
004D: jump_if_false CPRACE_1710
042E:  219 @448

:CPRACE_1710
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  0
001B:    10 > @453  ;; integer values
004D: jump_if_false CPRACE_1721
02FD: text_2numbers_lowpriority 'LAPTIM0' @452 @453  5000 ms  1
0002: jump CPRACE_1722

:CPRACE_1721
02FD: text_2numbers_lowpriority 'LAPTIME' @452 @453  5000 ms  1

:CPRACE_1722
008B: @206 = $16  ;; integer values and handles

:CPRACE_1723
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_1728
00D6: if  0
003C:   $PLAYER_ACTOR == @395(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1770
00D6: if  0
8043:   NOT   @363(@253,16f) ==  99999.0  ;; floating-point values
004D: jump_if_false CPRACE_1769
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1742
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: @449 

:CPRACE_1742
00D6: if  1
003B:   @257(@253,16i) == @249  ;; integer values 
003B:   @273(@253,16i) == @251  ;; integer values 
004D: jump_if_false CPRACE_1759
00D6: if  0
04A4: @205  3 
004D: jump_if_false CPRACE_1757
0085: @36 = @257(@253,16i)  ;; integer values and handles
000E: @36 -=  1  ;; integer values
00D6: if  0
001B:    0 > @36  ;; integer values
004D: jump_if_false CPRACE_1755
0006: @36 =  0  ;; integer values

:CPRACE_1755
06D5: @205 @331(@253,16f) @347(@253,16f) @363(@253,16f) @454(@36,82f) @536(@36,82f) @618(@36,82f) @325 @449 
0002: jump CPRACE_1758

:CPRACE_1757
06D5:  1 @331(@253,16f) @347(@253,16f) @363(@253,16f)  0.0  0.0  0.0  6.0 @449 

:CPRACE_1758
0002: jump CPRACE_1769

:CPRACE_1759
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false CPRACE_1769
0085: @36 = @257(@253,16i)  ;; integer values and handles
000A: @36 +=  1  ;; integer values
00D6: if  0
003B:   @257(@253,16i) == @249  ;; integer values 
004D: jump_if_false CPRACE_1768
0006: @36 =  1  ;; integer values

:CPRACE_1768
06D5: @205 @331(@253,16f) @347(@253,16f) @363(@253,16f) @454(@36,82f) @536(@36,82f) @618(@36,82f) @325 @449 

:CPRACE_1769
0002: jump CPRACE_1825

:CPRACE_1770
00D6: if  0
8043:   NOT   @363(@253,16f) ==  99999.0  ;; floating-point values
004D: jump_if_false CPRACE_1825
00D6: if  0
04A9: @395(@253,16i) 
004D: jump_if_false CPRACE_1790
00D6: if  0
8119:   NOT   car @379(@253,16i) wrecked
004D: jump_if_false CPRACE_1787
00D6: if  0
00DB:   actor @395(@253,16i) in_car @379(@253,16i)
004D: jump_if_false CPRACE_1784
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_1786

:CPRACE_1784
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_1786
0002: jump CPRACE_1789

:CPRACE_1787
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_1789
0002: jump CPRACE_1825

:CPRACE_1790
00D6: if  0
04AB: @395(@253,16i) 
004D: jump_if_false CPRACE_1807
00D6: if  0
8119:   NOT   car @379(@253,16i) wrecked
004D: jump_if_false CPRACE_1804
00D6: if  0
00DB:   actor @395(@253,16i) in_car @379(@253,16i)
004D: jump_if_false CPRACE_1801
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_1803

:CPRACE_1801
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_1803
0002: jump CPRACE_1806

:CPRACE_1804
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_1806
0002: jump CPRACE_1825

:CPRACE_1807
062E: @395(@253,16i)  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CPRACE_1825
062E: @395(@253,16i)  1490 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CPRACE_1825
00D6: if  0
8119:   NOT   car @379(@253,16i) wrecked
004D: jump_if_false CPRACE_1824
05D1: unknown_action_sequence @395(@253,16i) @379(@253,16i) @331(@253,16f) @347(@253,16f) @363(@253,16f)  50.0  3 @716(@253,16i)  2 
00D6: if  0
001D:   @257(@253,16i) > @250  ;; integer values  
004D: jump_if_false CPRACE_1823
03CD: car @379(@253,16i) remove_from_stuck_car_check

:CPRACE_1823
0002: jump CPRACE_1825

:CPRACE_1824
05D1: unknown_action_sequence @395(@253,16i) -1 @331(@253,16f) @347(@253,16f) @363(@253,16f)  50.0  3 @716(@253,16i)  2 

:CPRACE_1825
0002: jump CPRACE_1873

:CPRACE_1826
00D6: if  0
0019:   @221 >  0  ;; integer values
004D: jump_if_false CPRACE_1855

:CPRACE_1829
00D6: if  0
803C:   NOT   $PLAYER_ACTOR == @395(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1854
00D6: if  0
838A:   NOT   car_in_cube @732 @733 @734  2.5  2.5  2.5
004D: jump_if_false CPRACE_1854
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: $72 = @735  ;; floating-point values only
0050: gosub CPRACE_51
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: unknown_actor @395(@253,16i) flag  0
0446: (unknown) @395(@253,16i)  0 
0568: @395(@253,16i)  1
02A9: set_actor @395(@253,16i) immune_to_nonplayer  1
039E: (unknown) @395(@253,16i)  0 
04D8: @395(@253,16i)  0
0223: set_actor @395(@253,16i) health_to  500
04BA: set_car @379(@253,16i) speed_instantly  25.0

:CPRACE_1854
0002: jump CPRACE_1873

:CPRACE_1855
00D6: if  0
803C:   NOT   $PLAYER_ACTOR == @395(@253,16i)  ;; integer values 
004D: jump_if_false CPRACE_1873
00D6: if  0
001B:    13 > @49  ;; integer values
004D: jump_if_false CPRACE_1867
00D6: if  22
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_1867
000A: @229 +=  1  ;; integer values

:CPRACE_1867
00D6: if  0
84AD:   NOT @395(@253,16i)
004D: jump_if_false CPRACE_1873
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_1873
000A: @253 +=  1  ;; integer values
0002: jump CPRACE_1214

:CPRACE_1875
00D6: if  0
0019:   @256 >  1  ;; integer values
004D: jump_if_false CPRACE_1978
038E: $6909 $6923 $6937 $6951  0  0  0  255 
038E: $6908 $6922 $6936 $6950  134  155  184  255 
038E: $6903 $6917 $6931 $6945  0  0  0  255 
00D6: if  0
0019:   @224 >  1  ;; integer values
004D: jump_if_false CPRACE_1910
038E: $6910 $6924 $6938 $6952  0  0  0  255 
038E: $6911 $6925 $6939 $6953  134  155  184  255 
038E: $6912 $6926 $6940 $6954  0  0  0  255 
0085: @36 = @273(@442,16i)  ;; integer values and handles
000A: @36 +=  1  ;; integer values
00D6: if  0
001D:   @36 > @224  ;; integer values  
004D: jump_if_false CPRACE_1893
0085: @36 = @224  ;; integer values and handles

:CPRACE_1893
0050: gosub CPRACE_4958
09FB: $154 = unknown_get_display_mode_or_gxt_file_used
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CPRACE_1900
0005: $6941 =  .4235  ;; floating-point values
0002: jump CPRACE_1906

:CPRACE_1900
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CPRACE_1905
0005: $6941 =  .3786  ;; floating-point values
0002: jump CPRACE_1906

:CPRACE_1905
0005: $6941 =  .5  ;; floating-point values

:CPRACE_1906
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

:CPRACE_1910
0085: @450 = @229  ;; integer values and handles
000A: @450 +=  1  ;; integer values
0050: gosub CPRACE_4958
00D6: if  0
0039:   @223 ==  1  ;; integer values
004D: jump_if_false CPRACE_1917
0340: set_text_draw_color  180  25  29  255

:CPRACE_1917
033F: set_text_draw_letter_width_height $6932 $6946
00D6: if  0
0039:   @450 ==  1  ;; integer values
004D: jump_if_false CPRACE_1922
033E: text_draw $6904 $6918 'ST'

:CPRACE_1922
00D6: if  0
0039:   @450 ==  2  ;; integer values
004D: jump_if_false CPRACE_1926
033E: text_draw $6904 $6918 'ND'

:CPRACE_1926
00D6: if  0
0039:   @450 ==  3  ;; integer values
004D: jump_if_false CPRACE_1930
033E: text_draw $6904 $6918 'RD'

:CPRACE_1930
00D6: if  0
0019:   @450 >  3  ;; integer values
004D: jump_if_false CPRACE_1934
033E: text_draw $6904 $6918 'TH'

:CPRACE_1934
0050: gosub CPRACE_4958
00D6: if  0
0039:   @223 ==  1  ;; integer values
004D: jump_if_false CPRACE_1939
0340: set_text_draw_color  180  25  29  255

:CPRACE_1939
033F: set_text_draw_letter_width_height $6933 $6947
0342: set_text_draw_centered  1
045A: text_draw_1number $6905 $6919 'NUMBER' @450
0050: gosub CPRACE_4958
00D6: if  0
0039:   @223 ==  1  ;; integer values
004D: jump_if_false CPRACE_1947
0340: set_text_draw_color  180  25  29  255

:CPRACE_1947
033F: set_text_draw_letter_width_height $6934 $6948
045A: text_draw_1number $6906 $6920 'OUT_OF' @256
00D6: if  0
001B:    13 > @49  ;; integer values
004D: jump_if_false CPRACE_1955
008B: @451 = $16  ;; integer values and handles
0064: @451 -= $6960  ;; integer values 
0016: @451 /=  1000  ;; integer values 

:CPRACE_1955
0085: @452 = @451  ;; integer values and handles
0016: @452 /=  60  ;; integer values 
00D6: if  0
0019:   @452 >  99  ;; integer values
004D: jump_if_false CPRACE_1961
0006: @452 =  99  ;; integer values

:CPRACE_1961
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_4958
00D6: if  0
0039:   @222 ==  1  ;; integer values
004D: jump_if_false CPRACE_1970
0340: set_text_draw_color  180  25  29  255

:CPRACE_1970
0342: set_text_draw_centered  1
033F: set_text_draw_letter_width_height $6935 $6949
00D6: if  0
0019:   @453 >  9  ;; integer values
004D: jump_if_false CPRACE_1977
045B: text_draw_2numbers $6907 $6921 'TIME' @452 @453
0002: jump CPRACE_1978

:CPRACE_1977
045B: text_draw_2numbers $6907 $6921 'TIME_0' @452 @453

:CPRACE_1978
00D6: if  0
0038:   $352 ==  7  ;; integer values
004D: jump_if_false CPRACE_1982
0050: gosub CPRACE_4787

:CPRACE_1982
00D6: if  21
0038:   $352 ==  25  ;; integer values
0038:   $352 ==  26  ;; integer values
004D: jump_if_false CPRACE_1987
0050: gosub CPRACE_5336

:CPRACE_1987
0002: jump CPRACE_2134

:CPRACE_1988
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_2014
00D6: if  0
0039:   @450 ==  1  ;; integer values
004D: jump_if_false CPRACE_2008
00D6: if  21
0038:   $352 ==  7  ;; integer values
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_1999
0008: $CESAR_2_MISSIONS_PASSED +=  1  ;; integer values

:CPRACE_1999
00D6: if  0
0038:   $352 ==  0  ;; integer values
004D: jump_if_false CPRACE_2006
01E3: text_1number_styled 'M_PASS'  1000  5000 ms  1
0109: player $PLAYER_CHAR money +=  1000
0164: disable_marker $440
0008: $CESAR_1_MISSIONS_PASSED +=  1  ;; integer values

:CPRACE_2006
0110: clear_player $PLAYER_CHAR wanted_level
0002: jump CPRACE_2014

:CPRACE_2008
00D6: if  22
0038:   $352 ==  0  ;; integer values
0038:   $352 ==  7  ;; integer values
0038:   $352 ==  8  ;; integer values
004D: jump_if_false CPRACE_2014
00BA: text_styled 'M_FAIL'  3000 ms  1

:CPRACE_2014
014F: stop_timer $6960
00D6: if  0
001E:   $2240($352,30i) > @451  ;; integer values
004D: jump_if_false CPRACE_2026
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false CPRACE_2023
008B: @451 = $6960  ;; integer values and handles
0016: @451 /=  1000  ;; integer values 

:CPRACE_2023
008A: $2240($352,30i) = @451  ;; integer values and handles
042E: @145($352,30i) @451
0006: @222 =  1  ;; integer values

:CPRACE_2026
00D6: if  0
0019:   @256 >  1  ;; integer values
004D: jump_if_false CPRACE_2035
00D6: if  0
001E:   $2210($352,30i) > @450  ;; integer values
004D: jump_if_false CPRACE_2035
008A: $2210($352,30i) = @450  ;; integer values and handles
0582: @175($352,30i) @450
0006: @223 =  1  ;; integer values

:CPRACE_2035
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 =  .5858  ;; floating-point values
0005: $6946 =  2.5296  ;; floating-point values
0005: $6905 =  455.3051  ;; floating-point values
0005: $6933 =  .4116  ;; floating-point values
0005: $6920 =  339.1096  ;; floating-point values
0005: $6934 =  .5858  ;; floating-point values
0050: gosub CPRACE_5046
0084: $6960 = $16  ;; integer values and handles
0008: $6960 +=  8000  ;; integer values
0006: @49 =  14  ;; integer values
0002: jump CPRACE_2134

:CPRACE_2052
09FB: $154 = unknown_get_display_mode_or_gxt_file_used
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false CPRACE_2058
0086: $6932 = $6934  ;; floating-point values only
0002: jump CPRACE_2059

:CPRACE_2058
0086: $6932 = $6933  ;; floating-point values only

:CPRACE_2059
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false CPRACE_2066
0086: $74 = $6917  ;; floating-point values only
0009: $74 +=  25.0  ;; floating-point values
0937: $6903 $74 $6931 $6945 'DUMMY'  3 
0002: jump CPRACE_2072

:CPRACE_2066
00D6: if  0
0039:   @450 ==  1  ;; integer values
004D: jump_if_false CPRACE_2071
0937: $6903 $6917 $6931 $6945 'RACES18'  3 
0002: jump CPRACE_2072

:CPRACE_2071
0937: $6903 $6917 $6931 $6945 'RACES_8'  3 

:CPRACE_2072
00D6: if  0
0019:   @256 >  1  ;; integer values
004D: jump_if_false CPRACE_2104
0050: gosub CPRACE_4958
0341: unknown_text_stuff  1
033F: set_text_draw_letter_width_height $6932 $6946
00D6: if  0
0039:   @223 ==  1  ;; integer values
004D: jump_if_false CPRACE_2083
033E: text_draw $6904 $6918 'TOP_POS'
0002: jump CPRACE_2084

:CPRACE_2083
033E: text_draw $6904 $6918 'RACES30'

:CPRACE_2084
0050: gosub CPRACE_4958
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  0
0039:   @450 ==  1  ;; integer values
004D: jump_if_false CPRACE_2092
033E: text_draw $6905 $6918 'RACES26'

:CPRACE_2092
00D6: if  0
0039:   @450 ==  2  ;; integer values
004D: jump_if_false CPRACE_2096
033E: text_draw $6905 $6918 'RACES27'

:CPRACE_2096
00D6: if  0
0039:   @450 ==  3  ;; integer values
004D: jump_if_false CPRACE_2100
033E: text_draw $6905 $6918 'RACES28'

:CPRACE_2100
00D6: if  0
0019:   @450 >  3  ;; integer values
004D: jump_if_false CPRACE_2104
045A: text_draw_1number $6905 $6918 'RACES29' @450

:CPRACE_2104
0050: gosub CPRACE_4958
0341: unknown_text_stuff  1
033F: set_text_draw_letter_width_height $6932 $6946
00D6: if  0
0039:   @222 ==  1  ;; integer values
004D: jump_if_false CPRACE_2112
033E: text_draw $6904 $6920 'TOPTIME'
0002: jump CPRACE_2113

:CPRACE_2112
033E: text_draw $6904 $6920 'RACES31'

:CPRACE_2113
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_4958
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  0
0019:   @453 >  9  ;; integer values
004D: jump_if_false CPRACE_2128
045B: text_draw_2numbers $6905 $6920 'TIME' @452 @453
0002: jump CPRACE_2129

:CPRACE_2128
045B: text_draw_2numbers $6905 $6920 'TIME_0' @452 @453

:CPRACE_2129
00D6: if  0
001C:   $16 > $6960  ;; integer values
004D: jump_if_false CPRACE_2133
0051: return

:CPRACE_2133
0002: jump CPRACE_2134

:CPRACE_2134
0002: jump CPRACE_282

:CPRACE_2135
0871: init_jump_table $352 total_jumps  27  0 CPRACE_4786 jumps  0 CPRACE_2139  1 CPRACE_2200  2 CPRACE_2249  3 CPRACE_2322  4 CPRACE_2395  5 CPRACE_2474  6 CPRACE_2574 
0872: jump_table_jumps  7 CPRACE_2671  8 CPRACE_2781  9 CPRACE_2897  10 CPRACE_2970  11 CPRACE_3046  12 CPRACE_3110  13 CPRACE_3174  14 CPRACE_3313  15 CPRACE_3455 
0872: jump_table_jumps  16 CPRACE_3552  17 CPRACE_3643  18 CPRACE_3740  19 CPRACE_3819  20 CPRACE_3936  21 CPRACE_4134  22 CPRACE_4356  23 CPRACE_4449  24 CPRACE_4542 
0872: jump_table_jumps  25 CPRACE_4638  26 CPRACE_4703 -1 CPRACE_4786 -1 CPRACE_4786 -1 CPRACE_4786 -1 CPRACE_4786 -1 CPRACE_4786 -1 CPRACE_4786 -1 CPRACE_4786 

:CPRACE_2139
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_4786

:CPRACE_2200
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_4968
0002: jump CPRACE_4786

:CPRACE_2249
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_4968
0002: jump CPRACE_4786

:CPRACE_2322
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_4968
0002: jump CPRACE_4786

:CPRACE_2395
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_4968
0002: jump CPRACE_4786

:CPRACE_2474
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_4968
0002: jump CPRACE_4786

:CPRACE_2574
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_4968
0002: jump CPRACE_4786

:CPRACE_2671
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 =  .4375  ;; floating-point values
0007: @465 =  182.497  ;; floating-point values
0007: @547 = -217.8004  ;; floating-point values
0007: @629 =  .4216  ;; floating-point values
0007: @466 =  22.0727  ;; floating-point values
0007: @548 = -207.7681  ;; floating-point values
0007: @630 =  .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 =  .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_4786

:CPRACE_2781
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 =  .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 =  .5827  ;; floating-point values
0007: @474 =  182.497  ;; floating-point values
0007: @556 = -217.8004  ;; floating-point values
0007: @638 =  .4216  ;; floating-point values
0007: @475 =  207.4451  ;; floating-point values
0007: @557 = -298.923  ;; floating-point values
0007: @639 =  .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_4786

:CPRACE_2897
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_4968
0002: jump CPRACE_4786

:CPRACE_2970
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_4968
0002: jump CPRACE_4786

:CPRACE_3046
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_4968
0002: jump CPRACE_4786

:CPRACE_3110
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_4968
0002: jump CPRACE_4786

:CPRACE_3174
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_4968
0002: jump CPRACE_4786

:CPRACE_3313
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_4968
0002: jump CPRACE_4786

:CPRACE_3455
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_4968
0002: jump CPRACE_4786

:CPRACE_3552
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_4968
0002: jump CPRACE_4786

:CPRACE_3643
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_4968
0002: jump CPRACE_4786

:CPRACE_3740
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_4968
0002: jump CPRACE_4786

:CPRACE_3819
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_4786

:CPRACE_3936
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_4786

:CPRACE_4134
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_4786

:CPRACE_4356
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_4786

:CPRACE_4449
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_4786

:CPRACE_4542
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_4786

:CPRACE_4638
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_4786

:CPRACE_4703
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_4786

:CPRACE_4786
0051: return

:CPRACE_4787
00D6: if  0
0039:   @736 ==  0  ;; integer values
004D: jump_if_false CPRACE_4794
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -148.2144  87.3396  2.1234 radius  280.0  280.0  30.0
004D: jump_if_false CPRACE_4794
0006: @736 =  1  ;; integer values

:CPRACE_4794
00D6: if  0
0039:   @736 ==  1  ;; integer values
004D: jump_if_false CPRACE_4800
0006: @736 =  2  ;; integer values
0247: request_model  532
0247: request_model  82

:CPRACE_4800
00D6: if  0
0039:   @736 ==  2  ;; integer values
004D: jump_if_false CPRACE_4817
00D6: if  1
0248:   model  532 available
0248:   model  82 available
004D: jump_if_false CPRACE_4817
0006: @736 =  3  ;; integer values
00A5: @738 = create_car  532 at -128.2144  80.3396  2.1234
0175: set_car @738 z_angle_to  250.5799
0129: @740 = create_actor  4  82 in_car @738 driverseat
0249: release_model  532
0249: release_model  82
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_4817
00D6: if  0
0039:   @736 ==  3  ;; integer values
004D: jump_if_false CPRACE_4833
00D6: if  0
8118:   NOT   actor @740 dead
004D: jump_if_false CPRACE_4833
062E: @740  2023 @742 
00D6: if  0
04A4: @742  7 
004D: jump_if_false CPRACE_4833
0006: @736 =  4  ;; integer values
00D6: if  0
8119:   NOT   car @738 wrecked
004D: jump_if_false CPRACE_4832
01C3: remove_references_to_car @738  ;; Like turning a car into any random car

:CPRACE_4832
01C2: remove_references_to_actor @740  ;; Like turning an actor into a random pedestrian

:CPRACE_4833
00D6: if  0
0039:   @737 ==  0  ;; integer values
004D: jump_if_false CPRACE_4840
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -542.1076  230.7356  11.6475 radius  320.0  320.0  30.0
004D: jump_if_false CPRACE_4840
0006: @737 =  1  ;; integer values

:CPRACE_4840
00D6: if  0
0039:   @737 ==  1  ;; integer values
004D: jump_if_false CPRACE_4846
0006: @737 =  2  ;; integer values
0247: request_model  478
0247: request_model  82

:CPRACE_4846
00D6: if  0
0039:   @737 ==  2  ;; integer values
004D: jump_if_false CPRACE_4860
00D6: if  1
0248:   model  478 available
0248:   model  82 available
004D: jump_if_false CPRACE_4860
0006: @737 =  3  ;; integer values
00A5: @739 = create_car  478 at -542.1076  230.7356  11.6475
0175: set_car @739 z_angle_to  262.8685
0129: @741 = create_actor  4  82 in_car @739 driverseat
0249: release_model  478
0249: release_model  82
05D1: unknown_action_sequence @741 @739 -270.5629  199.0073  6.99  11.5  0  0  2 

:CPRACE_4860
00D6: if  0
0039:   @737 ==  3  ;; integer values
004D: jump_if_false CPRACE_4877
00D6: if  0
8118:   NOT   actor @741 dead
004D: jump_if_false CPRACE_4877
062E: @741  1489 @742 
00D6: if  0
04A4: @742  7 
004D: jump_if_false CPRACE_4877
0006: @737 =  4  ;; integer values
00D6: if  0
8119:   NOT   car @739 wrecked
004D: jump_if_false CPRACE_4876
05D2: unknown_action_sequence @741 @739  11.5  2 
01C3: remove_references_to_car @739  ;; Like turning a car into any random car

:CPRACE_4876
01C2: remove_references_to_actor @741  ;; Like turning an actor into a random pedestrian

:CPRACE_4877
0051: return

:CPRACE_4878
00D6: if  0
001A:    6 > $352  ;; integer values
004D: jump_if_false CPRACE_4894
00D6: if  0
8039:   NOT   @52 ==  1  ;; integer values
004D: jump_if_false CPRACE_4894
0391: (unknown)
0390: 'LD_RCE1' 
038F:  1 "RACE00" 
038F:  2 "RACE01" 
038F:  3 "RACE02" 
038F:  4 "RACE03" 
038F:  5 "RACE04" 
038F:  6 "RACE05" 
0006: @52 =  1  ;; integer values
0051: return

:CPRACE_4894
00D6: if  1
0018:   $352 >  5  ;; integer values
001A:    12 > $352  ;; integer values
004D: jump_if_false CPRACE_4911
00D6: if  0
8039:   NOT   @52 ==  2  ;; integer values
004D: jump_if_false CPRACE_4911
0391: (unknown)
0390: 'LD_RCE2' 
038F:  7 "RACE06" 
038F:  8 "RACE07" 
038F:  9 "RACE08" 
038F:  10 "RACE09" 
038F:  11 "RACE10" 
038F:  12 "RACE11" 
0006: @52 =  2  ;; integer values
0051: return

:CPRACE_4911
00D6: if  1
0018:   $352 >  11  ;; integer values
001A:    18 > $352  ;; integer values
004D: jump_if_false CPRACE_4928
00D6: if  0
8039:   NOT   @52 ==  3  ;; integer values
004D: jump_if_false CPRACE_4928
0391: (unknown)
0390: 'LD_RCE3' 
038F:  13 "RACE12" 
038F:  14 "RACE13" 
038F:  15 "RACE14" 
038F:  16 "RACE15" 
038F:  17 "RACE16" 
038F:  18 "RACE17" 
0006: @52 =  3  ;; integer values
0051: return

:CPRACE_4928
00D6: if  1
0018:   $352 >  17  ;; integer values
001A:    24 > $352  ;; integer values
004D: jump_if_false CPRACE_4945
00D6: if  0
8039:   NOT   @52 ==  4  ;; integer values
004D: jump_if_false CPRACE_4945
0391: (unknown)
0390: 'LD_RCE4' 
038F:  19 "RACE18" 
038F:  20 "RACE19" 
038F:  21 "RACE20" 
038F:  22 "RACE21" 
038F:  23 "RACE22" 
038F:  24 "RACE23" 
0006: @52 =  4  ;; integer values
0051: return

:CPRACE_4945
00D6: if  1
0018:   $352 >  23  ;; integer values
001A:    30 > $352  ;; integer values
004D: jump_if_false CPRACE_4957
00D6: if  0
8039:   NOT   @52 ==  5  ;; integer values
004D: jump_if_false CPRACE_4957
0391: (unknown)
0390: 'LD_RCE5' 
038F:  25 "RACE24" 
0006: @52 =  5  ;; integer values
0051: return

:CPRACE_4957
0051: return

:CPRACE_4958
0340: set_text_draw_color  134  155  184  255
033F: set_text_draw_letter_width_height  .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:  2  0  0  0  255 
0051: return

:CPRACE_4968
0006: @254 =  0  ;; integer values
0085: @255 = @256  ;; integer values and handles
000E: @255 -=  1  ;; integer values

:CPRACE_4971
00D6: if  0
001D:   @255 > @254  ;; integer values  
004D: jump_if_false CPRACE_5045
0209: @253 = random_int  0  32
0871: init_jump_table @253 total_jumps  32  0 CPRACE_5043 jumps  0 CPRACE_4979  1 CPRACE_4981  2 CPRACE_4983  3 CPRACE_4985  4 CPRACE_4987  5 CPRACE_4989  6 CPRACE_4991 
0872: jump_table_jumps  7 CPRACE_4993  8 CPRACE_4995  9 CPRACE_4997  10 CPRACE_4999  11 CPRACE_5001  12 CPRACE_5003  13 CPRACE_5005  14 CPRACE_5007  15 CPRACE_5009 
0872: jump_table_jumps  16 CPRACE_5011  17 CPRACE_5013  18 CPRACE_5015  19 CPRACE_5017  20 CPRACE_5019  21 CPRACE_5021  22 CPRACE_5023  23 CPRACE_5025  24 CPRACE_5027 
0872: jump_table_jumps  25 CPRACE_5029  26 CPRACE_5031  27 CPRACE_5033  28 CPRACE_5035  29 CPRACE_5037  30 CPRACE_5039  31 CPRACE_5041 -1 CPRACE_5043 -1 CPRACE_5043 

:CPRACE_4979
04AF: @700(@254,16i) = unknown_wav_reference  34 
0002: jump CPRACE_5043

:CPRACE_4981
04AF: @700(@254,16i) = unknown_wav_reference  60 
0002: jump CPRACE_5043

:CPRACE_4983
04AF: @700(@254,16i) = unknown_wav_reference  69 
0002: jump CPRACE_5043

:CPRACE_4985
04AF: @700(@254,16i) = unknown_wav_reference  96 
0002: jump CPRACE_5043

:CPRACE_4987
04AF: @700(@254,16i) = unknown_wav_reference  100 
0002: jump CPRACE_5043

:CPRACE_4989
04AF: @700(@254,16i) = unknown_wav_reference  101 
0002: jump CPRACE_5043

:CPRACE_4991
04AF: @700(@254,16i) = unknown_wav_reference  112 
0002: jump CPRACE_5043

:CPRACE_4993
04AF: @700(@254,16i) = unknown_wav_reference  122 
0002: jump CPRACE_5043

:CPRACE_4995
04AF: @700(@254,16i) = unknown_wav_reference  125 
0002: jump CPRACE_5043

:CPRACE_4997
04AF: @700(@254,16i) = unknown_wav_reference  128 
0002: jump CPRACE_5043

:CPRACE_4999
04AF: @700(@254,16i) = unknown_wav_reference  131 
0002: jump CPRACE_5043

:CPRACE_5001
04AF: @700(@254,16i) = unknown_wav_reference  133 
0002: jump CPRACE_5043

:CPRACE_5003
04AF: @700(@254,16i) = unknown_wav_reference  140 
0002: jump CPRACE_5043

:CPRACE_5005
04AF: @700(@254,16i) = unknown_wav_reference  142 
0002: jump CPRACE_5043

:CPRACE_5007
04AF: @700(@254,16i) = unknown_wav_reference  151 
0002: jump CPRACE_5043

:CPRACE_5009
04AF: @700(@254,16i) = unknown_wav_reference  157 
0002: jump CPRACE_5043

:CPRACE_5011
04AF: @700(@254,16i) = unknown_wav_reference  170 
0002: jump CPRACE_5043

:CPRACE_5013
04AF: @700(@254,16i) = unknown_wav_reference  181 
0002: jump CPRACE_5043

:CPRACE_5015
04AF: @700(@254,16i) = unknown_wav_reference  183 
0002: jump CPRACE_5043

:CPRACE_5017
04AF: @700(@254,16i) = unknown_wav_reference  186 
0002: jump CPRACE_5043

:CPRACE_5019
04AF: @700(@254,16i) = unknown_wav_reference  192 
0002: jump CPRACE_5043

:CPRACE_5021
04AF: @700(@254,16i) = unknown_wav_reference  198 
0002: jump CPRACE_5043

:CPRACE_5023
04AF: @700(@254,16i) = unknown_wav_reference  201 
0002: jump CPRACE_5043

:CPRACE_5025
04AF: @700(@254,16i) = unknown_wav_reference  206 
0002: jump CPRACE_5043

:CPRACE_5027
04AF: @700(@254,16i) = unknown_wav_reference  211 
0002: jump CPRACE_5043

:CPRACE_5029
04AF: @700(@254,16i) = unknown_wav_reference  217 
0002: jump CPRACE_5043

:CPRACE_5031
04AF: @700(@254,16i) = unknown_wav_reference  220 
0002: jump CPRACE_5043

:CPRACE_5033
04AF: @700(@254,16i) = unknown_wav_reference  223 
0002: jump CPRACE_5043

:CPRACE_5035
04AF: @700(@254,16i) = unknown_wav_reference  233 
0002: jump CPRACE_5043

:CPRACE_5037
04AF: @700(@254,16i) = unknown_wav_reference  246 
0002: jump CPRACE_5043

:CPRACE_5039
04AF: @700(@254,16i) = unknown_wav_reference  248 
0002: jump CPRACE_5043

:CPRACE_5041
04AF: @700(@254,16i) = unknown_wav_reference  250 
0002: jump CPRACE_5043

:CPRACE_5043
000A: @254 +=  1  ;; integer values
0002: jump CPRACE_4971

:CPRACE_5045
0051: return

:CPRACE_5046
00D6: if  21
0039:   @450 ==  1  ;; integer values
0039:   @256 ==  1  ;; integer values
004D: jump_if_false CPRACE_5305
0394: play_music  1
0871: init_jump_table $352 total_jumps  27  0 CPRACE_5305 jumps  0 CPRACE_5055  1 CPRACE_5068  2 CPRACE_5077  3 CPRACE_5086  4 CPRACE_5095  5 CPRACE_5104  6 CPRACE_5113 
0872: jump_table_jumps  7 CPRACE_5122  8 CPRACE_5132  9 CPRACE_5140  10 CPRACE_5149  11 CPRACE_5158  12 CPRACE_5167  13 CPRACE_5176  14 CPRACE_5185  15 CPRACE_5194 
0872: jump_table_jumps  16 CPRACE_5203  17 CPRACE_5212  18 CPRACE_5221  19 CPRACE_5230  20 CPRACE_5239  21 CPRACE_5248  22 CPRACE_5257  23 CPRACE_5266  24 CPRACE_5275 
0872: jump_table_jumps  25 CPRACE_5284  26 CPRACE_5295 -1 CPRACE_5305 -1 CPRACE_5305 -1 CPRACE_5305 -1 CPRACE_5305 -1 CPRACE_5305 -1 CPRACE_5305 -1 CPRACE_5305 

:CPRACE_5055
00D6: if  0
0038:   $2300 ==  0  ;; integer values
004D: jump_if_false CPRACE_5067
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
00D6: if  0
0038:   $121 ==  0  ;; integer values
004D: jump_if_false CPRACE_5065
0318: set_latest_mission_passed 'CESAR_1'
0002: jump CPRACE_5066

:CPRACE_5065
0318: set_latest_mission_passed @85($352,30s)

:CPRACE_5066
0004: $2300 =  1  ;; integer values

:CPRACE_5067
0002: jump CPRACE_5305

:CPRACE_5068
00D6: if  0
0038:   $2300(1) ==  0  ;; integer values
004D: jump_if_false CPRACE_5076
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(1) =  1  ;; integer values

:CPRACE_5076
0002: jump CPRACE_5305

:CPRACE_5077
00D6: if  0
0038:   $2300(2) ==  0  ;; integer values
004D: jump_if_false CPRACE_5085
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(2) =  1  ;; integer values

:CPRACE_5085
0002: jump CPRACE_5305

:CPRACE_5086
00D6: if  0
0038:   $2300(3) ==  0  ;; integer values
004D: jump_if_false CPRACE_5094
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(3) =  1  ;; integer values

:CPRACE_5094
0002: jump CPRACE_5305

:CPRACE_5095
00D6: if  0
0038:   $2300(4) ==  0  ;; integer values
004D: jump_if_false CPRACE_5103
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(4) =  1  ;; integer values

:CPRACE_5103
0002: jump CPRACE_5305

:CPRACE_5104
00D6: if  0
0038:   $2300(5) ==  0  ;; integer values
004D: jump_if_false CPRACE_5112
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(5) =  1  ;; integer values

:CPRACE_5112
0002: jump CPRACE_5305

:CPRACE_5113
00D6: if  0
0038:   $2300(6) ==  0  ;; integer values
004D: jump_if_false CPRACE_5121
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(6) =  1  ;; integer values

:CPRACE_5121
0002: jump CPRACE_5305

:CPRACE_5122
00D6: if  0
0038:   $2300(7) ==  0  ;; integer values
004D: jump_if_false CPRACE_5131
030C: set_mission_points +=  1
004F: create_thread CASHWIN_1  5000  5000 
0109: player $PLAYER_CHAR money +=  5000
0008: $2330 +=  1  ;; integer values
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(7) =  1  ;; integer values

:CPRACE_5131
0002: jump CPRACE_5305

:CPRACE_5132
00D6: if  0
0038:   $2300(8) ==  0  ;; integer values
004D: jump_if_false CPRACE_5139
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(8) =  1  ;; integer values

:CPRACE_5139
0002: jump CPRACE_5305

:CPRACE_5140
00D6: if  0
0038:   $2300(9) ==  0  ;; integer values
004D: jump_if_false CPRACE_5148
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(9) =  1  ;; integer values

:CPRACE_5148
0002: jump CPRACE_5305

:CPRACE_5149
00D6: if  0
0038:   $2300(10) ==  0  ;; integer values
004D: jump_if_false CPRACE_5157
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(10) =  1  ;; integer values

:CPRACE_5157
0002: jump CPRACE_5305

:CPRACE_5158
00D6: if  0
0038:   $2300(11) ==  0  ;; integer values
004D: jump_if_false CPRACE_5166
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(11) =  1  ;; integer values

:CPRACE_5166
0002: jump CPRACE_5305

:CPRACE_5167
00D6: if  0
0038:   $2300(12) ==  0  ;; integer values
004D: jump_if_false CPRACE_5175
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(12) =  1  ;; integer values

:CPRACE_5175
0002: jump CPRACE_5305

:CPRACE_5176
00D6: if  0
0038:   $2300(13) ==  0  ;; integer values
004D: jump_if_false CPRACE_5184
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(13) =  1  ;; integer values

:CPRACE_5184
0002: jump CPRACE_5305

:CPRACE_5185
00D6: if  0
0038:   $2300(14) ==  0  ;; integer values
004D: jump_if_false CPRACE_5193
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(14) =  1  ;; integer values

:CPRACE_5193
0002: jump CPRACE_5305

:CPRACE_5194
00D6: if  0
0038:   $2300(15) ==  0  ;; integer values
004D: jump_if_false CPRACE_5202
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(15) =  1  ;; integer values

:CPRACE_5202
0002: jump CPRACE_5305

:CPRACE_5203
00D6: if  0
0038:   $2300(16) ==  0  ;; integer values
004D: jump_if_false CPRACE_5211
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(16) =  1  ;; integer values

:CPRACE_5211
0002: jump CPRACE_5305

:CPRACE_5212
00D6: if  0
0038:   $2300(17) ==  0  ;; integer values
004D: jump_if_false CPRACE_5220
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(17) =  1  ;; integer values

:CPRACE_5220
0002: jump CPRACE_5305

:CPRACE_5221
00D6: if  0
0038:   $2300(18) ==  0  ;; integer values
004D: jump_if_false CPRACE_5229
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(18) =  1  ;; integer values

:CPRACE_5229
0002: jump CPRACE_5305

:CPRACE_5230
00D6: if  0
0038:   $2300(19) ==  0  ;; integer values
004D: jump_if_false CPRACE_5238
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(19) =  1  ;; integer values

:CPRACE_5238
0002: jump CPRACE_5305

:CPRACE_5239
00D6: if  0
0038:   $2300(20) ==  0  ;; integer values
004D: jump_if_false CPRACE_5247
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(20) =  1  ;; integer values

:CPRACE_5247
0002: jump CPRACE_5305

:CPRACE_5248
00D6: if  0
0038:   $2300(21) ==  0  ;; integer values
004D: jump_if_false CPRACE_5256
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(21) =  1  ;; integer values

:CPRACE_5256
0002: jump CPRACE_5305

:CPRACE_5257
00D6: if  0
0038:   $2300(22) ==  0  ;; integer values
004D: jump_if_false CPRACE_5265
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(22) =  1  ;; integer values

:CPRACE_5265
0002: jump CPRACE_5305

:CPRACE_5266
00D6: if  0
0038:   $2300(23) ==  0  ;; integer values
004D: jump_if_false CPRACE_5274
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(23) =  1  ;; integer values

:CPRACE_5274
0002: jump CPRACE_5305

:CPRACE_5275
00D6: if  0
0038:   $2300(24) ==  0  ;; integer values
004D: jump_if_false CPRACE_5283
030C: set_mission_points +=  1
0008: $2330 +=  1  ;; integer values
0050: gosub CPRACE_5306
0318: set_latest_mission_passed @85($352,30s)
0004: $2300(24) =  1  ;; integer values

:CPRACE_5283
0002: jump CPRACE_5305

:CPRACE_5284
00D6: if  0
0038:   $2300(25) ==  0  ;; integer values
004D: jump_if_false CPRACE_5294
004F: create_thread CASHWIN_1  10000  5000 
0109: player $PLAYER_CHAR money +=  10000
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'STAD_03'
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_5294
0002: jump CPRACE_5305

:CPRACE_5295
00D6: if  0
0038:   $2300(26) ==  0  ;; integer values
004D: jump_if_false CPRACE_5304
004F: create_thread CASHWIN_1  25000  5000 
0109: player $PLAYER_CHAR money +=  25000
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'STAD_01'
014C: set_parked_car_generator $2788 cars_to_generate_to  101
0004: $2300(26) =  1  ;; integer values

:CPRACE_5304
0002: jump CPRACE_5305

:CPRACE_5305
0051: return

:CPRACE_5306
00D6: if  0
003C:   $2330 == @208  ;; integer values 
004D: jump_if_false CPRACE_5316
00D6: if  0
0038:   $2331 ==  0  ;; integer values
004D: jump_if_false CPRACE_5315
004F: create_thread CASHWIN_1  1000000  5000  45 
0109: player $PLAYER_CHAR money +=  1000000
0004: $2331 =  1  ;; integer values

:CPRACE_5315
0002: jump CPRACE_5318

:CPRACE_5316
004F: create_thread CASHWIN_1  10000  5000 
0109: player $PLAYER_CHAR money +=  10000

:CPRACE_5318
0051: return

:CPRACE_5319
0006: @254 =  0  ;; integer values

:CPRACE_5320
0209: @255 = random_int  0  5
0871: init_jump_table @255 total_jumps  5  0 CPRACE_5332 jumps  0 CPRACE_5322  1 CPRACE_5324  2 CPRACE_5326  3 CPRACE_5328  4 CPRACE_5330 -1 CPRACE_5332 -1 CPRACE_5332 

:CPRACE_5322
0605: unknown_action_sequence -1 "RIOT_CHANT" "RIOT"  4.0  1  0  0  0  2700 
0002: jump CPRACE_5332

:CPRACE_5324
0605: unknown_action_sequence -1 "RIOT_CHALLENGE" "RIOT"  4.0  1  0  0  0  2000 
0002: jump CPRACE_5332

:CPRACE_5326
0605: unknown_action_sequence -1 "RIOT_SHOUT" "RIOT"  4.0  1  0  0  0  2000 
0002: jump CPRACE_5332

:CPRACE_5328
0605: unknown_action_sequence -1 "RIOT_FUKU" "RIOT"  4.0  1  0  0  0  3000 
0002: jump CPRACE_5332

:CPRACE_5330
0605: unknown_action_sequence -1 "RIOT_PUNCHES" "RIOT"  4.0  1  0  0  0  2200 
0002: jump CPRACE_5332

:CPRACE_5332
000A: @254 +=  1  ;; integer values
0029:   @254 >=  7  ;; integer values
004D: jump_if_false CPRACE_5320
0051: return

:CPRACE_5336
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false CPRACE_5357
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false CPRACE_5357
00D6: if  0
001E:   $16 > @226  ;; integer values
004D: jump_if_false CPRACE_5357
040D: unload_wav  4
0209: @227 = random_int  0  4
0871: init_jump_table @227 total_jumps  4  0 CPRACE_5356 jumps  0 CPRACE_5348  1 CPRACE_5350  2 CPRACE_5352  3 CPRACE_5354 -1 CPRACE_5356 -1 CPRACE_5356 -1 CPRACE_5356 

:CPRACE_5348
03CF: load_wav  36200 as  4
0002: jump CPRACE_5356

:CPRACE_5350
03CF: load_wav  36202 as  4
0002: jump CPRACE_5356

:CPRACE_5352
03CF: load_wav  36205 as  4
0002: jump CPRACE_5356

:CPRACE_5354
03CF: load_wav  1827 as  4
0002: jump CPRACE_5356

:CPRACE_5356
000A: @225 +=  1  ;; integer values

:CPRACE_5357
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false CPRACE_5372
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false CPRACE_5372
00D6: if  0
0039:   @227 ==  3  ;; integer values
004D: jump_if_false CPRACE_5368
097A:  0.0  0.0  0.0  1164 
0002: jump CPRACE_5369

:CPRACE_5368
03D1: play_wav  4

:CPRACE_5369
0209: @226 = random_int  2000  10000
005C: @226 += $16  ;; integer values 
0006: @225 =  0  ;; integer values

:CPRACE_5372
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_5381
00D6: if  22
0039:   @53 ==  0  ;; integer values
0039:   @53 ==  1  ;; integer values
0039:   @53 ==  3  ;; integer values
004D: jump_if_false CPRACE_5447
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CPRACE_5447
00D6: if  0
0039:   @53 ==  3  ;; integer values
004D: jump_if_false CPRACE_5407
00D6: if  0
0038:   $352 ==  25  ;; integer values
004D: jump_if_false CPRACE_5399
0005: $73 =  2693.184  ;; floating-point values
0005: $74 = -1699.655  ;; floating-point values
0005: $75 =  9.3891  ;; floating-point values
0005: $72 =  34.2987  ;; floating-point values

:CPRACE_5399
00D6: if  0
0038:   $352 ==  26  ;; integer values
004D: jump_if_false CPRACE_5406
0005: $73 =  1101.781  ;; floating-point values
0005: $74 =  1604.578  ;; floating-point values
0005: $75 =  11.5506  ;; floating-point values
0005: $72 =  353.1771  ;; floating-point values

:CPRACE_5406
0002: jump CPRACE_5435

:CPRACE_5407
00D6: if  0
0038:   $2209 ==  0  ;; integer values
004D: jump_if_false CPRACE_5414
0086: $73 = $562($2209,4f)  ;; floating-point values only
0086: $74 = $566($2209,4f)  ;; floating-point values only
0009: $74 +=  4.0  ;; floating-point values
0005: $72 =  180.0  ;; floating-point values

:CPRACE_5414
00D6: if  0
0038:   $2209 ==  1  ;; integer values
004D: jump_if_false CPRACE_5421
0086: $73 = $562($2209,4f)  ;; floating-point values only
0009: $73 +=  4.0  ;; floating-point values
0086: $74 = $566($2209,4f)  ;; floating-point values only
0005: $72 =  90.0  ;; floating-point values

:CPRACE_5421
00D6: if  21
0038:   $2209 ==  2  ;; integer values
0038:   $2209 ==  3  ;; integer values
004D: jump_if_false CPRACE_5429
0086: $73 = $562($2209,4f)  ;; floating-point values only
0009: $73 +=  4.0  ;; floating-point values
0086: $74 = $566($2209,4f)  ;; floating-point values only
0005: $72 =  90.0  ;; floating-point values

:CPRACE_5429
00D6: if  0
8039:   NOT   @53 ==  1  ;; integer values
004D: jump_if_false CPRACE_5434
0086: $73 = $562($2209,4f)  ;; floating-point values only
0086: $74 = $566($2209,4f)  ;; floating-point values only

:CPRACE_5434
0086: $75 = $570($2209,4f)  ;; floating-point values only

:CPRACE_5435
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0173: set_actor $PLAYER_ACTOR z_angle_to $72
0395: clear_area  0 at $73 $74 $75 range  .5
04E4: unknown_refresh_game_renderer_at $73 $74
03CB: set_camera $73 $74 $75
0915: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  2000 ms
04BB: select_interior  0  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  0 

:CPRACE_5447
0006: @253 =  0  ;; integer values

:CPRACE_5448
00D6: if  0
001D:   @256 > @253  ;; integer values  
004D: jump_if_false CPRACE_5464
00D6: if  0
803B:   NOT   @253 == @442  ;; integer values 
004D: jump_if_false CPRACE_5459
00D6: if  0
87D6:   NOT @395(@253,16i) $PLAYER_ACTOR 
004D: jump_if_false CPRACE_5459
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_5459
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_5448

:CPRACE_5464
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  0
0018:   $1513 >  0  ;; integer values
004D: jump_if_false CPRACE_5471
0004: $1513 =  6  ;; integer values

:CPRACE_5471
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_5474
00D6: if  0
001B:    11 > @253  ;; integer values
004D: jump_if_false CPRACE_5480
01C2: remove_references_to_actor @441  ;; Like turning an actor into a random pedestrian
000A: @253 +=  1  ;; integer values
0002: jump CPRACE_5474

:CPRACE_5480
00D6: if  0
0038:   $352 ==  23  ;; integer values
004D: jump_if_false CPRACE_5487
00D6: if  0
0038:   $1955 ==  1  ;; integer values
004D: jump_if_false CPRACE_5487
014C: set_parked_car_generator $5189(1) cars_to_generate_to  101

:CPRACE_5487
0164: disable_marker @54
06D6: @449 
0108: destroy_object @430
014F: stop_timer $6960
04EF: release_animation "RIOT"
04EF: release_animation "CAR"
03F0: text_draw_toggle  0
0912:  0  380  464 
01EB: set_car_density_to  1.0
08E7:  0 
0581: toggle_radar  1 (on)
09B9:  1 
09BA:  1 
09AC:  0 
057E: make_radar_grey  0
0826:  1 
04FA: reset_interior_colors  0
0989:  200 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CPRACE_5509
0860: link_actor $PLAYER_ACTOR to_interior  0 

:CPRACE_5509
0004: $10493 =  0  ;; integer values
0004: $2332 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 36---------------
; Originally: High Stakes, Low-rider


:CESAR1_1
03A4: name_thread 'CESAR1'
0050: gosub CESAR1_133
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CESAR1_7
0050: gosub CESAR1_646

:CESAR1_7
0050: gosub CESAR1_655
004E: end_thread

:CESAR1_9
0247: request_model  114
0247: request_model  534
0247: request_model  517
0247: request_model  567
0247: request_model  536
038B: load_requested_models

:CESAR1_15
00D6: if  24
8248:   NOT   model  114 available
8248:   NOT   model  534 available
8248:   NOT   model  517 available
8248:   NOT   model  567 available
8248:   NOT   model  536 available
004D: jump_if_false CESAR1_24
0001: wait  0 ms
0002: jump CESAR1_15

:CESAR1_24
023C: load_special_actor  1 'CESAR'
023C: load_special_actor  2 'KENDL'
038B: load_requested_models

:CESAR1_27
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false CESAR1_33
0001: wait  0 ms
0002: jump CESAR1_27

:CESAR1_33
0051: return
0186: @116 = create_marker_above_car $2197
0051: return
018A: @42 = create_checkpoint_at $480 $481 $482

:CESAR1_37
07C0:  172 

:CESAR1_38
00D6: if  0
87C1:   NOT  172 
004D: jump_if_false CESAR1_43
0001: wait  0 ms
0002: jump CESAR1_38

:CESAR1_43
0007: @128 =  1793.687  ;; floating-point values
0007: @129 = -2138.686  ;; floating-point values
0007: @130 =  12.5547  ;; floating-point values
0007: @131 =  .1899  ;; floating-point values
0395: clear_area  1 at @128 @129 @130 range  20.5
0674: set_car_model  567 numberplate "_LVA4L__" 
00A5: @125 = create_car  567 at @128 @129 @130
0587: @125  0
0732:  567 
0229: set_car @125 color_to  3  3
0129: @123 = create_actor  4  290 in_car @125 driverseat
01C8: @127 = create_actor  5  291 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: unknown_actor @123 flag  0
054A: unknown_actor @127 flag  0
0051: return
0186: @126 = create_marker_above_car @125

:CESAR1_68
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  517 at @142 @146 @150
0587: @138  0
0229: set_car @138 color_to  6  0
0175: set_car @138 z_angle_to @154
0129: @134 = create_actor  14  114 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  534 at @143 @147 @151
0587: @139  0
0732:  534 
0229: set_car @139 color_to  8  0
0175: set_car @139 z_angle_to @155
0129: @135 = create_actor  14  114 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  517 at @144 @148 @152
0587: @140  0
0732:  517 
0229: set_car @140 color_to  2  1
0175: set_car @140 z_angle_to @156
0129: @136 = create_actor  14  114 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  536 at @145 @149 @153
0587: @141  0
0175: set_car @141 z_angle_to @157
0129: @137 = create_actor  14  114 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_133
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
054C: use_GXT_table 'CESAR1'
07B4: $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: s@61 = 'CES1_AA'  ;; 8-byte strings
05AA: s@63 = 'CES1_AB'  ;; 8-byte strings
05AA: s@65 = 'CES1_AC'  ;; 8-byte strings
05AA: s@67 = 'CES1_AD'  ;; 8-byte strings
05AA: s@69 = 'CES1_BA'  ;; 8-byte strings
05AA: s@71 = 'CES1_BB'  ;; 8-byte strings
05AA: s@73 = 'CES1_BC'  ;; 8-byte strings
05AA: s@75 = 'CES1_BD'  ;; 8-byte strings
05AA: s@77 = 'CES1_CA'  ;; 8-byte strings
05AA: s@79 = 'CES1_CB'  ;; 8-byte strings
05AA: s@81 = 'CES1_CC'  ;; 8-byte strings
05AA: s@83 = 'CES1_CD'  ;; 8-byte strings
05AA: s@85 = 'CES1_CE'  ;; 8-byte strings
05AA: s@87 = '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_car_density_to  0.0
00D9: $2197 = actor $PLAYER_ACTOR car
00AB: put_car $2197 at $480 $481 $482
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_194
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CESAR1_199
0001: wait  0 ms
0002: jump CESAR1_194

:CESAR1_199
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CESAR1_201
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CESAR1_206
0001: wait  0 ms
0002: jump CESAR1_201

:CESAR1_206
016A: fade  0 ()  0 ms

:CESAR1_207
00D6: if  0
016B:   fading
004D: jump_if_false CESAR1_212
0001: wait  0 ms
0002: jump CESAR1_207

:CESAR1_212
02EA: end_cutscene
0395: clear_area  1 at  1796.0 -2118.0  14.0 range  15.0
01EB: set_car_density_to  .5
0050: gosub CESAR1_9
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 (frozen)

:CESAR1_220
0001: wait  0 ms
00D6: if  0
8039:   NOT   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_273
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false CESAR1_232
00D6: if  0
03D0:   wav @114 loaded
004D: jump_if_false CESAR1_231
040D: unload_wav @114

:CESAR1_231
0006: @112 =  1  ;; integer values

:CESAR1_232
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false CESAR1_237
03CF: load_wav @94(@111,17i) as @113
0006: @112 =  2  ;; integer values

:CESAR1_237
00D6: if  0
0039:   @112 ==  2  ;; integer values
004D: jump_if_false CESAR1_246
00D6: if  0
03D0:   wav @113 loaded
004D: jump_if_false CESAR1_246
03D1: play_wav @113
00BC: text_highpriority @59(@111,17s)  10000 ms  1
0006: @112 =  3  ;; integer values

:CESAR1_246
00D6: if  0
0039:   @112 ==  3  ;; integer values
004D: jump_if_false CESAR1_273
00D6: if  0
03D2:   wav @113 ended
004D: jump_if_false CESAR1_264
03D5: remove_text @59(@111,17s)
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false CESAR1_259
0006: @113 =  2  ;; integer values
0006: @114 =  1  ;; integer values
0002: jump CESAR1_261

:CESAR1_259
0006: @113 =  1  ;; integer values
0006: @114 =  2  ;; integer values

:CESAR1_261
0006: @111 =  0  ;; integer values
0006: @112 =  0  ;; integer values
0002: jump CESAR1_273

:CESAR1_264
00D6: if  0
83D0:   NOT   wav @114 loaded
004D: jump_if_false CESAR1_273
00D6: if  0
001B:    60 > @111  ;; integer values
004D: jump_if_false CESAR1_273
0085: @115 = @111  ;; integer values and handles
000A: @115 +=  1  ;; integer values
03CF: load_wav @94(@115,17i) as @114

:CESAR1_273
00D6: if  0
0735:  83 
004D: jump_if_false CESAR1_278
0008: $CESAR_1_MISSIONS_PASSED +=  1  ;; integer values
0002: jump CESAR1_653

:CESAR1_278
00D6: if  0
0019:   @34 >  0  ;; integer values
004D: jump_if_false CESAR1_282
0050: gosub CESAR1_675

:CESAR1_282
00D6: if  1
0019:   @34 >  0  ;; integer values
001B:    666 > @34  ;; integer values
004D: jump_if_false CESAR1_291
00D6: if  0
0119:   car @125 wrecked
004D: jump_if_false CESAR1_291
00BC: text_highpriority 'CES1_09'  7000 ms  1
0002: jump CESAR1_646

:CESAR1_291
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false CESAR1_394
00D6: if  0
0039:   @36 == -1  ;; integer values
004D: jump_if_false CESAR1_310
00D6: if  1
8119:   NOT   car $2197 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CESAR1_310
036A: put_actor $PLAYER_ACTOR in_car $2197
00BE: text_clear_all
01BD: @43 = current_time_in_ms
0050: gosub CESAR1_37
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  500 ms
016A: fade  1 (back)  500 ms
016A: fade  1 (back)  500 ms
0006: @36 =  0  ;; integer values

:CESAR1_310
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CESAR1_343
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car $2197 wrecked
004D: jump_if_false CESAR1_343
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $2197
004D: jump_if_false CESAR1_343
00D6: if  1
8118:   NOT   actor @123 dead
8119:   NOT   car @125 wrecked
004D: jump_if_false CESAR1_343
01BD: @44 = current_time_in_ms
0085: @45 = @44  ;; integer values and handles
0062: @45 -= @43  ;; integer values 
00D6: if  1
8118:   NOT   actor @123 dead
8118:   NOT   actor @127 dead
004D: jump_if_false CESAR1_343
02AB: set_actor @123 immunities  1  1  1  1  1
02AB: set_actor @127 immunities  1  1  1  1  1
054A: unknown_actor @123 flag  0
054A: unknown_actor @127 flag  0
00D6: if  0
8119:   NOT   car @125 wrecked
004D: jump_if_false CESAR1_339
05EB: @125  172 

:CESAR1_339
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_343
00D6: if  1
8118:   NOT   actor @123 dead
8119:   NOT   car @125 wrecked
004D: jump_if_false CESAR1_394
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CESAR1_356
00D6: if  0
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_356
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_356
00D6: if  0
0039:   @36 ==  2  ;; integer values
004D: jump_if_false CESAR1_389
00D6: if  0
8119:   NOT   car @125 wrecked
004D: jump_if_false CESAR1_389
00D6: if  0
00DB:   actor @123 in_car @125
004D: jump_if_false CESAR1_389
00D6: if  0
0100:   actor @123 near_point_in_car @50 @51 @52 radius  25.0  25.0  25.0 sphere  0
004D: jump_if_false CESAR1_389
00D6: if  0
860E:   NOT @125 
004D: jump_if_false CESAR1_389
0615: @49 
05D1: unknown_action_sequence -1 @125  1533.008 -1877.243  12.3828  20.0  1  0  2 
05D1: unknown_action_sequence -1 @125 @53 @54 @55  12.0  1  0  2 
0616: @49 
0618: @123 @49 
072F: @125  1.0  2000  1  1  1  2 
0164: disable_marker @126
0186: @126 = create_marker_above_car @125
07E0: @126  1 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006: @35 =  1  ;; integer values
00BC: text_highpriority 'CES1_04'  5000 ms  2
0006: @39 =  2  ;; integer values
01BD: @46 = current_time_in_ms
0006: @36 =  3  ;; integer values

:CESAR1_389
00D6: if  0
0039:   @36 ==  3  ;; integer values
004D: jump_if_false CESAR1_394
0050: gosub CESAR1_68
0006: @34 =  1  ;; integer values

:CESAR1_394
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false CESAR1_641
00D6: if  0
0039:   @36 ==  3  ;; integer values
004D: jump_if_false CESAR1_418
01BD: @46 = current_time_in_ms
00D6: if  0
8118:   NOT   actor @134 dead
004D: jump_if_false CESAR1_405
054A: unknown_actor @134 flag  0

:CESAR1_405
00D6: if  0
8118:   NOT   actor @135 dead
004D: jump_if_false CESAR1_409
054A: unknown_actor @135 flag  0

:CESAR1_409
00D6: if  0
8118:   NOT   actor @136 dead
004D: jump_if_false CESAR1_413
054A: unknown_actor @136 flag  0

:CESAR1_413
00D6: if  0
8118:   NOT   actor @137 dead
004D: jump_if_false CESAR1_417
054A: unknown_actor @137 flag  0

:CESAR1_417
0006: @36 =  4  ;; integer values

:CESAR1_418
00D6: if  0
0039:   @36 ==  4  ;; integer values
004D: jump_if_false CESAR1_619
00D6: if  0
8119:   NOT   car $2197 wrecked
004D: jump_if_false CESAR1_619
00D6: if  1
8118:   NOT   actor @123 dead
8119:   NOT   car @125 wrecked
004D: jump_if_false CESAR1_483
062E: @123  1489 @37 
00D6: if  0
04A4: @37  7 
004D: jump_if_false CESAR1_436
00D6: if  0
06FC: @125 
004D: jump_if_false CESAR1_436
03CD: car @125 remove_from_stuck_car_check

:CESAR1_436
00D6: if  0
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_454
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  0
0021:   @133 >  30.0  ;; floating-point values
004D: jump_if_false CESAR1_448
0007: @133 =  30.0  ;; floating-point values

:CESAR1_448
00D6: if  0
0023:    12.0 > @133  ;; floating-point values
004D: jump_if_false CESAR1_452
0007: @133 =  12.0  ;; floating-point values

:CESAR1_452
00AD: set_car @125 max_speed_to @133
0002: jump CESAR1_455

:CESAR1_454
00AD: set_car @125 max_speed_to  12.0

:CESAR1_455
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CESAR1_466
00D6: if  0
0100:   actor @123 near_point_in_car @53 @54 @55 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false CESAR1_466
0164: disable_marker @126
018A: @124 = create_checkpoint_at @56 @57 @58
00BC: text_highpriority 'CES1_05'  10000 ms  1
0006: @39 =  5  ;; integer values
0006: @38 =  1  ;; integer values

:CESAR1_466
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @123 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false CESAR1_483
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @123 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false CESAR1_483
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false CESAR1_483
00D6: if  0
001B:    4 > @40  ;; integer values
004D: jump_if_false CESAR1_483
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_483
0227: @118 = car $2197 health
00D6: if  0
001D:   @117 > @118  ;; integer values  
004D: jump_if_false CESAR1_504
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @123 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false CESAR1_504
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @123 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false CESAR1_504
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false CESAR1_504
00D6: if  0
001B:    8 > @41  ;; integer values
004D: jump_if_false CESAR1_504
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_504
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false CESAR1_599
00D6: if  0
0038:   $6961 ==  0  ;; integer values
004D: jump_if_false CESAR1_517
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_517
0006: @111 =  1  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_517
00D6: if  0
0038:   $6961 ==  1  ;; integer values
004D: jump_if_false CESAR1_527
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_527
0006: @111 =  2  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_527
00D6: if  0
0038:   $6961 ==  2  ;; integer values
004D: jump_if_false CESAR1_537
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_537
0006: @111 =  3  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_537
00D6: if  0
0038:   $6961 ==  3  ;; integer values
004D: jump_if_false CESAR1_547
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_547
0006: @111 =  4  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_547
00D6: if  0
0038:   $6961 ==  4  ;; integer values
004D: jump_if_false CESAR1_557
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_557
0006: @111 =  5  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_557
00D6: if  0
0038:   $6961 ==  5  ;; integer values
004D: jump_if_false CESAR1_567
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_567
0006: @111 =  6  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_567
00D6: if  0
0038:   $6961 ==  6  ;; integer values
004D: jump_if_false CESAR1_577
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_577
0006: @111 =  7  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_577
00D6: if  0
0038:   $6961 ==  7  ;; integer values
004D: jump_if_false CESAR1_587
00D6: if  1
0039:   @112 ==  0  ;; integer values
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CESAR1_587
0006: @111 =  8  ;; integer values
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_587
00D6: if  0
0038:   $6961 ==  8  ;; integer values
004D: jump_if_false CESAR1_599
00BC: text_highpriority 'CES1_04'  100 ms  1
01BD: @47 = current_time_in_ms
0085: @48 = @47  ;; integer values and handles
0062: @48 -= @46  ;; integer values 
00D6: if  0
0019:   @48 >  5000  ;; integer values
004D: jump_if_false CESAR1_599
01BD: @46 = current_time_in_ms
0006: @39 =  2  ;; integer values

:CESAR1_599
00D6: if  0
0039:   @39 ==  2  ;; integer values
004D: jump_if_false CESAR1_619
01BD: @47 = current_time_in_ms
0085: @48 = @47  ;; integer values and handles
0062: @48 -= @46  ;; integer values 
00D6: if  0
0019:   @48 >  6000  ;; integer values
004D: jump_if_false CESAR1_619
00D6: if  3
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_618
0519: unknown_car @138 flag  1
0519: unknown_car @139 flag  1
0519: unknown_car @140 flag  1
0519: unknown_car @141 flag  1

:CESAR1_618
0006: @39 =  0  ;; integer values

:CESAR1_619
00D6: if  1
8119:   NOT   car @125 wrecked
8118:   NOT   actor @123 dead
004D: jump_if_false CESAR1_641
00D6: if  1
8119:   NOT   car $2197 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CESAR1_641
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $2197
004D: jump_if_false CESAR1_641
00D6: if  0
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_641
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:CESAR1_635
00D6: if  0
016B:   fading
004D: jump_if_false CESAR1_640
0001: wait  0 ms
0002: jump CESAR1_635

:CESAR1_640
0002: jump CESAR1_653

:CESAR1_641
00D6: if  0
0039:   @34 ==  666  ;; integer values
004D: jump_if_false CESAR1_645
0002: jump CESAR1_646

:CESAR1_645
0002: jump CESAR1_220

:CESAR1_646
00BA: text_styled 'M_FAIL'  5000 ms  1
0249: release_model  567
0249: release_model  114
0249: release_model  517
0249: release_model  534
0249: release_model  536
0051: return

:CESAR1_653
0004: $2336 =  1  ;; integer values
0051: return

:CESAR1_655
0164: disable_marker @116
0164: disable_marker @126
0164: disable_marker @124
0164: disable_marker @42
0249: release_model  114
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: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
00D6: if  0
8039:   NOT   @34 ==  666  ;; integer values
004D: jump_if_false CESAR1_674
016A: fade  0 ()  0 ms

:CESAR1_674
0051: return

:CESAR1_675
00D6: if  0
0119:   car $2197 wrecked
004D: jump_if_false CESAR1_680
00BC: text_highpriority 'CES1_08'  5000 ms  1
0006: @34 =  666  ;; integer values

:CESAR1_680
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car $2197 wrecked
004D: jump_if_false CESAR1_738
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CESAR1_706
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $2197
004D: jump_if_false CESAR1_706
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false CESAR1_706
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CESAR1_697
0164: disable_marker @126

:CESAR1_697
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false CESAR1_701
0164: disable_marker @124

:CESAR1_701
0006: @39 =  10  ;; integer values
0164: disable_marker @116
0186: @116 = create_marker_above_car $2197
07E0: @116  1 
0006: @35 =  0  ;; integer values

:CESAR1_706
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CESAR1_738
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false CESAR1_713
00BC: text_highpriority 'CES1_06'  100 ms  1

:CESAR1_713
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $2197
004D: jump_if_false CESAR1_738
00BE: text_clear_all
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false CESAR1_738
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CESAR1_729
00D6: if  0
8119:   NOT   car @125 wrecked
004D: jump_if_false CESAR1_729
0164: disable_marker @126
0186: @126 = create_marker_above_car @125
07E0: @126  1 

:CESAR1_729
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false CESAR1_735
0164: disable_marker @124
018A: @124 = create_checkpoint_at @56 @57 @58
00BC: text_highpriority 'CES1_05'  10000 ms  1

:CESAR1_735
0164: disable_marker @116
0006: @39 =  0  ;; integer values
0006: @35 =  1  ;; integer values

:CESAR1_738
0051: return

;-------------Mission 37---------------
; Originally: Reuniting the Families


:DRUGS4_1
03A4: name_thread 'DRUGS4'
0050: gosub DRUGS4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DRUGS4_7
0050: gosub DRUGS4_8323

:DRUGS4_7
0050: gosub DRUGS4_8338
004E: end_thread

:DRUGS4_9
0317: increment_mission_attempts
054C: use_GXT_table 'LAFIN1'
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'FINAL1A'

:DRUGS4_15
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DRUGS4_20
0001: wait  0 ms
0002: jump DRUGS4_15

:DRUGS4_20
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DRUGS4_22
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DRUGS4_27
0001: wait  0 ms
0002: jump DRUGS4_22

:DRUGS4_27
02EA: end_cutscene
016A: fade  0 ()  0 ms

:DRUGS4_29
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_34
0001: wait  0 ms
0002: jump DRUGS4_29

:DRUGS4_34
04BB: select_interior  0  ;; select render area
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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  492
0247: request_model  107
0247: request_model  106
0247: request_model  349
023C: load_special_actor  1 'SWEET'
023C: load_special_actor  2 'SMOKE'
023C: load_special_actor  3 'RYDER2'
07C0:  350 
0247: request_model  353
0247: request_model  346
0247: request_model  285
03CF: load_wav  35803 as  2
07C0:  352 
07C0:  353 
038B: load_requested_models

:DRUGS4_56
00D6: if  23
8248:   NOT   model  492 available
8248:   NOT   model  107 available
8248:   NOT   model  106 available
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS4_64
0001: wait  0 ms
0002: jump DRUGS4_56

:DRUGS4_64
00D6: if  24
8248:   NOT   model  349 available
87C1:   NOT  350 
8248:   NOT   model  353 available
8248:   NOT   model  346 available
8248:   NOT   model  285 available
004D: jump_if_false DRUGS4_73
0001: wait  0 ms
0002: jump DRUGS4_64

:DRUGS4_73
00D6: if  24
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
87C1:   NOT  352 
87C1:   NOT  353 
004D: jump_if_false DRUGS4_82
0001: wait  0 ms
0002: jump DRUGS4_73

:DRUGS4_82
08F4:  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  492 numberplate "GROVE4L_" 
00A5: $136 = create_car  492 at  2508.07 -1672.114  12.0957
0852: $136  0 
0175: set_car $136 z_angle_to  167.195
02AA: set_car $136 immune_to_nonplayer  1
0186: @183 = create_marker_above_car $136
07E0: @183  1 
0229: set_car $136 color_to  59  34
009A: $131 = create_actor  23  290 at  2511.005 -1672.268  12.493
0173: set_actor $131 z_angle_to  62.083
0568: $131  1
02A9: set_actor $131 immune_to_nonplayer  1
05CA: unknown_action_sequence $131 $136  5000  1 
039E: (unknown) $131  1 
0526: unknown_actor $131  1
060B: unknown_actor_use_entity $131 @55 
0568: $131  1
0446: (unknown) $131  0 
09F6: $131  0 
009A: $130 = create_actor  23  291 at  2505.318 -1674.747  12.376
0173: set_actor $130 z_angle_to  356.374
0568: $130  1
02A9: set_actor $130 immune_to_nonplayer  1
05CA: unknown_action_sequence $130 $136  5000  0 
039E: (unknown) $130  1 
0526: unknown_actor $130  1
060B: unknown_actor_use_entity $130 @55 
0568: $130  1
0446: (unknown) $130  0 
09F6: $130  0 
009A: $132 = create_actor  23  292 at  2506.57 -1667.753  12.376
0173: set_actor $132 z_angle_to  171.457
0568: $132  1
02A9: set_actor $132 immune_to_nonplayer  1
05CA: unknown_action_sequence $132 $136  5000  2 
039E: (unknown) $132  1 
0526: unknown_actor $132  1
060B: unknown_actor_use_entity $132 @55 
0568: $132  1
0446: (unknown) $132  0 
09F6: $132  0 
00BC: text_highpriority 'LAF1_1'  10000 ms  1
0489: unknown_actor $PLAYER_ACTOR flag  1
03C7: unknown_maby_cops_density  0.0
0828:  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:  0 
016A: fade  1 (back)  500 ms

:DRUGS4_235
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DRUGS4_240
0002: jump DRUGS4_8329

:DRUGS4_240
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false DRUGS4_276
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_276
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_276
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_276
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_276
00D6: if  0
0448:   actor $131 in_car $136
004D: jump_if_false DRUGS4_276
00D6: if  0
0448:   actor $132 in_car $136
004D: jump_if_false DRUGS4_276
00D6: if  0
0448:   actor $130 in_car $136
004D: jump_if_false DRUGS4_276
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false DRUGS4_276
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
07FB: set_interior 'MOTEL2' accessible  0 
0006: @32 =  0  ;; integer values
0006: @130 =  1  ;; integer values
0006: @128 =  1  ;; integer values
0006: @129 =  1  ;; integer values

:DRUGS4_276
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false DRUGS4_436
0050: gosub DRUGS4_8198
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRUGS4_292
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_292
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false DRUGS4_292
04AF: @106 = unknown_wav_reference  15826 
05AA: s@107 = 'FIN1_GA'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_292
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DRUGS4_301
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_301
04AF: @106 = unknown_wav_reference  15827 
05AA: s@107 = 'FIN1_GB'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_301
00D6: if  0
0039:   @178 ==  2  ;; integer values
004D: jump_if_false DRUGS4_310
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_310
04AF: @106 = unknown_wav_reference  15828 
05AA: s@107 = 'FIN1_GC'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_310
00D6: if  0
0039:   @178 ==  3  ;; integer values
004D: jump_if_false DRUGS4_319
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_319
04AF: @106 = unknown_wav_reference  15829 
05AA: s@107 = 'FIN1_GD'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_319
00D6: if  0
0039:   @178 ==  4  ;; integer values
004D: jump_if_false DRUGS4_328
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_328
04AF: @106 = unknown_wav_reference  15830 
05AA: s@107 = 'FIN1_GE'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_328
00D6: if  0
0039:   @178 ==  5  ;; integer values
004D: jump_if_false DRUGS4_337
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_337
04AF: @106 = unknown_wav_reference  15832 
05AA: s@107 = 'FIN1_GG'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_337
00D6: if  0
0039:   @178 ==  6  ;; integer values
004D: jump_if_false DRUGS4_346
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_346
04AF: @106 = unknown_wav_reference  15834 
05AA: s@107 = 'FIN1_GI'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_346
00D6: if  0
0039:   @178 ==  7  ;; integer values
004D: jump_if_false DRUGS4_355
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_355
04AF: @106 = unknown_wav_reference  15835 
05AA: s@107 = 'FIN1_GJ'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_355
00D6: if  0
0039:   @178 ==  8  ;; integer values
004D: jump_if_false DRUGS4_364
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_364
04AF: @106 = unknown_wav_reference  15836 
05AA: s@107 = 'FIN1_GK'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_364
00D6: if  0
0039:   @178 ==  9  ;; integer values
004D: jump_if_false DRUGS4_373
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_373
04AF: @106 = unknown_wav_reference  15837 
05AA: s@107 = 'FIN1_GL'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_373
00D6: if  0
0039:   @178 ==  10  ;; integer values
004D: jump_if_false DRUGS4_382
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_382
04AF: @106 = unknown_wav_reference  15838 
05AA: s@107 = 'FIN1_GM'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_382
00D6: if  0
0039:   @178 ==  11  ;; integer values
004D: jump_if_false DRUGS4_391
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_391
04AF: @106 = unknown_wav_reference  15839 
05AA: s@107 = 'FIN1_GN'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_391
00D6: if  0
0039:   @178 ==  12  ;; integer values
004D: jump_if_false DRUGS4_400
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_400
04AF: @106 = unknown_wav_reference  15840 
05AA: s@107 = 'FIN1_GO'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_400
00D6: if  0
0039:   @178 ==  13  ;; integer values
004D: jump_if_false DRUGS4_409
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_409
04AF: @106 = unknown_wav_reference  15841 
05AA: s@107 = 'FIN1_GP'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_409
00D6: if  0
0039:   @178 ==  14  ;; integer values
004D: jump_if_false DRUGS4_418
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_418
04AF: @106 = unknown_wav_reference  15842 
05AA: s@107 = 'FIN1_GQ'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_418
00D6: if  0
0039:   @178 ==  15  ;; integer values
004D: jump_if_false DRUGS4_427
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_427
04AF: @106 = unknown_wav_reference  15843 
05AA: s@107 = 'FIN1_GR'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_427
00D6: if  0
0039:   @178 ==  16  ;; integer values
004D: jump_if_false DRUGS4_436
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_436
04AF: @106 = unknown_wav_reference  15844 
05AA: s@107 = 'FIN1_GS'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_436
00D6: if  21
0039:   @128 ==  1  ;; integer values
0039:   @128 ==  100  ;; integer values
004D: jump_if_false DRUGS4_472
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_472
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false DRUGS4_456
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false DRUGS4_456
0164: disable_marker @184
0186: @183 = create_marker_above_car $136
07E0: @183  1 
03D1: play_wav  2
00BC: text_highpriority 'SMOX_AD'  2000 ms  1
0006: @128 =  100  ;; integer values
0006: @130 =  0  ;; integer values

:DRUGS4_456
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false DRUGS4_472
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false DRUGS4_472
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  0
0019:   @178 >  16  ;; integer values
004D: jump_if_false DRUGS4_470
00BC: text_highpriority 'LAF1_3'  5000 ms  1

:DRUGS4_470
0006: @128 =  1  ;; integer values
0006: @130 =  1  ;; integer values

:DRUGS4_472
00D6: if  22
0039:   @128 ==  0  ;; integer values
0039:   @128 ==  1  ;; integer values
0039:   @128 ==  100  ;; integer values
004D: jump_if_false DRUGS4_489
00D6: if  22
0118:   actor $131 dead
0118:   actor $130 dead
0118:   actor $132 dead
004D: jump_if_false DRUGS4_484
00BC: text_highpriority 'LAF1_71'  5000 ms  1
0002: jump DRUGS4_8323

:DRUGS4_484
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false DRUGS4_489
00BC: text_highpriority 'LAF1_72'  5000 ms  1
0002: jump DRUGS4_8323

:DRUGS4_489
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false DRUGS4_521
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_521
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_521
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_521
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_521
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false DRUGS4_521
00D6: if  0
01AD:   car $136  1 (in-sphere)near_point  2256.239 -1146.909  4.4  4.4
004D: jump_if_false DRUGS4_521
040D: unload_wav  1
040D: unload_wav  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
03C7: unknown_maby_cops_density  0.0
00BE: text_clear_all
0006: @128 =  2  ;; integer values

:DRUGS4_521
00D6: if  0
0039:   @128 ==  2  ;; integer values
004D: jump_if_false DRUGS4_592
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_592
0395: clear_area  0 at  2223.971 -1149.75  200.0 range  200.0
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:DRUGS4_531
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_536
0001: wait  0 ms
0002: jump DRUGS4_531

:DRUGS4_536
040D: unload_wav  1
040D: unload_wav  2
03CF: load_wav  15848 as  1
03CF: load_wav  15849 as  2
0247: request_model  497
0247: request_model  427
04ED: load_animation "CAR_CHAT"
038B: load_requested_models

:DRUGS4_544
00D6: if  24
8248:   NOT   model  497 available
8248:   NOT   model  427 available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false DRUGS4_553
0001: wait  0 ms
0002: jump DRUGS4_544

:DRUGS4_553
009A: @34 = create_actor  26  107 at  2220.37 -1160.318  24.7265
0173: set_actor @34 z_angle_to  272.7973
0605: unknown_action_sequence @34 "IDLE_CHAT" "PED"  8.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @34 @55 
0568: @34  1
0001: wait  250 ms
009A: @35 = create_actor  26  106 at  2221.564 -1160.359  24.7265
0173: set_actor @35 z_angle_to  85.7682
0605: unknown_action_sequence @35 "IDLE_CHAT" "PED"  8.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @35 @55 
0568: @35  1
009A: @36 = create_actor  26  106 at  2227.224 -1172.07  24.7265
0173: set_actor @36 z_angle_to  359.1032
060B: unknown_actor_use_entity @36 @55 
0568: @36  1
009A: @37 = create_actor  26  107 at  2226.389 -1171.688  24.7265
0173: set_actor @37 z_angle_to  278.7767
0605: unknown_action_sequence @37 "IDLE_CHAT" "PED"  8.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @37 @55 
0568: @37  1
0A0B:  2236.146 -1146.359  25.4346  34.0 
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_582
00A9: set_car $136 to_normal_driver
00AB: put_car $136 at  2278.411 -1147.018  25.5
0175: set_car $136 z_angle_to  80.53
0925: (unknown)
015F: set_camera_position  2236.146 -1146.359  25.4346  0.0  0.0  0.0

:DRUGS4_582
03CB: set_camera  2226.389 -1171.688  24.7265
016A: fade  1 (back)  250 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_588
05EB: $136  350 

:DRUGS4_588
0936:  2236.146 -1146.359  25.4346  2236.146 -1146.359  25.4346  2500  1 
0920:  2235.937 -1145.381  25.444  2235.364 -1145.735  25.444  2500  1 
0006: @32 =  0  ;; integer values
0006: @128 =  3  ;; integer values

:DRUGS4_592
00D6: if  0
0039:   @128 ==  3  ;; integer values
004D: jump_if_false DRUGS4_608
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false DRUGS4_608
0006: @142 =  0  ;; integer values
0707: unknown_bunnyjump DRUGS4_1462 
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  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_606
0697: $136  4  0 

:DRUGS4_606
0006: @32 =  0  ;; integer values
0006: @128 =  4  ;; integer values

:DRUGS4_608
00D6: if  0
0039:   @128 ==  4  ;; integer values
004D: jump_if_false DRUGS4_672
00D6: if  0
0019:   @32 >  2750  ;; integer values
004D: jump_if_false DRUGS4_672
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_672
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_672
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_672
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_672
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_672
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_672
00D6: if  0
060E: $136 
004D: jump_if_false DRUGS4_636
05EC: $136 

:DRUGS4_636
041D: set_camera_near_clip  .1 
00AB: put_car $136 at  2224.357 -1149.741  24.8342
0175: set_car $136 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: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FL" "CAR_CHAT"  6.0  0  0  0  0 -1 
0605: unknown_action_sequence $131 "CAR_SC1_BL" "CAR_CHAT"  6.0  0  0  0  0 -1 
0605: unknown_action_sequence $130 "CAR_SC1_FR" "CAR_CHAT"  6.0  0  0  0  0 -1 
0605: unknown_action_sequence $132 "CAR_SC1_BR" "CAR_CHAT"  6.0  0  0  0  0 -1 
03D1: play_wav  1
00BC: text_highpriority 'FIN1_HA'  5000 ms  1
0967: $131  10000 

:DRUGS4_648
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRUGS4_653
0001: wait  0 ms
0002: jump DRUGS4_648

:DRUGS4_653
00BE: text_clear_all
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_659
0968: $131 

:DRUGS4_659
03CF: load_wav  15850 as  1
03D1: play_wav  2
00BC: text_highpriority 'FIN1_HB'  5000 ms  1
0967: $PLAYER_ACTOR  10000 

:DRUGS4_663
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false DRUGS4_668
0001: wait  0 ms
0002: jump DRUGS4_663

:DRUGS4_668
00BE: text_clear_all
040D: unload_wav  2
0968: $PLAYER_ACTOR 
0006: @128 =  5  ;; integer values

:DRUGS4_672
00D6: if  0
0039:   @128 ==  5  ;; integer values
004D: jump_if_false DRUGS4_698
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_698
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_698
03D1: play_wav  1
00BC: text_highpriority 'FIN1_HC'  5000 ms  1
0967: $131  10000 

:DRUGS4_684
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRUGS4_689
0001: wait  0 ms
0002: jump DRUGS4_684

:DRUGS4_689
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_694
0968: $131 

:DRUGS4_694
040D: unload_wav  1
03CF: load_wav  15851 as  1
03CF: load_wav  15852 as  2
0006: @128 =  6  ;; integer values

:DRUGS4_698
00D6: if  0
0039:   @128 ==  6  ;; integer values
004D: jump_if_false DRUGS4_718
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_718
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_718
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_718
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_718
00D6: if  0
00DB:   actor $131 in_car $136
004D: jump_if_false DRUGS4_718
05CD: unknown_action_sequence $131 $136 
0006: @128 =  7  ;; integer values

:DRUGS4_718
00D6: if  0
0039:   @128 ==  7  ;; integer values
004D: jump_if_false DRUGS4_746
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_746
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_746
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_746
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_746
00D6: if  0
8448:   NOT   actor $131 in_car $136
004D: jump_if_false DRUGS4_746
041D: set_camera_near_clip  .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 $131 flags  6  0 
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC2_FL" "CAR_CHAT"  8.0  0  0  0  1 -1 
0006: @32 =  0  ;; integer values
0006: @128 =  8  ;; integer values

:DRUGS4_746
00D6: if  0
0039:   @128 ==  8  ;; integer values
004D: jump_if_false DRUGS4_767
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_767
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_767
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_767
00D6: if  0
00ED:   actor $131  0 ()near_point_on_foot  2233.75 -1159.83 radius  2.8  2.8
004D: jump_if_false DRUGS4_763
0006: @128 =  9  ;; integer values
0002: jump DRUGS4_767

:DRUGS4_763
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false DRUGS4_767
00A1: put_actor $131 at  2233.75 -1159.83  25.29

:DRUGS4_767
00D6: if  0
0039:   @128 ==  9  ;; integer values
004D: jump_if_false DRUGS4_806
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_806
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_806
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_806
041D: set_camera_near_clip  .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 $131
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC3_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence $130 "CAR_SC3_FR" "CAR_CHAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence $132 "CAR_SC3_BR" "CAR_CHAT"  4.0  0  0  0  0 -1 
03D1: play_wav  1
00BC: text_highpriority 'FIN1_HD'  5000 ms  1
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_792
0967: $132  10000 

:DRUGS4_792
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRUGS4_797
0001: wait  0 ms
0002: jump DRUGS4_792

:DRUGS4_797
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_801
0968: $132 

:DRUGS4_801
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_806
00D6: if  0
0039:   @128 ==  10  ;; integer values
004D: jump_if_false DRUGS4_832
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_832
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_832
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_832
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
0967: $PLAYER_ACTOR  10000 

:DRUGS4_823
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false DRUGS4_828
0001: wait  0 ms
0002: jump DRUGS4_823

:DRUGS4_828
00BE: text_clear_all
0968: $PLAYER_ACTOR 
03CF: load_wav  15855 as  2
0006: @128 =  11  ;; integer values

:DRUGS4_832
00D6: if  0
0039:   @128 ==  11  ;; integer values
004D: jump_if_false DRUGS4_875
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_875
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_875
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_875
03D1: play_wav  1
00BC: text_highpriority 'FIN1_HG'  5000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_850
0967: $130  10000 

:DRUGS4_850
00A5: @40 = create_car  497 at  2227.03 -1130.199  25.305
05EB: @40  352 
00D6: if  0
060E: @40 
004D: jump_if_false DRUGS4_856
05ED: @40 

:DRUGS4_856
0129: @44 = create_actor  27  285 in_car @40 driverseat
054A: unknown_actor @44 flag  0
020A: set_car @40 door_status_to  2
039E: (unknown) @44  1 
060B: unknown_actor_use_entity @44 @55 
0825: @40 

:DRUGS4_862
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRUGS4_867
0001: wait  0 ms
0002: jump DRUGS4_862

:DRUGS4_867
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_871
0968: $130 

:DRUGS4_871
00BE: text_clear_all
040D: unload_wav  1
03CF: load_wav  15856 as  1
0006: @128 =  12  ;; integer values

:DRUGS4_875
00D6: if  0
0039:   @128 ==  12  ;; integer values
004D: jump_if_false DRUGS4_893
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_893
00D6: if  0
060E: @40 
004D: jump_if_false DRUGS4_893
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_893
041D: set_camera_near_clip  .2 
05EE: @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_893
00D6: if  0
0039:   @128 ==  13  ;; integer values
004D: jump_if_false DRUGS4_918
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_918
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DRUGS4_918
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: @40  0.0  1.0 -.5  2228.36 -1171.48  25.82  5.0  .4 @58 
06B4: @58  2228.36 -1171.48  25.82  2215.41 -1142.51  25.5  .5 
03D1: play_wav  2
00BC: text_highpriority 'FIN1_HH'  5000 ms  1

:DRUGS4_909
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false DRUGS4_914
0001: wait  0 ms
0002: jump DRUGS4_909

:DRUGS4_914
00BE: text_clear_all
03CF: load_wav  15816 as  2
04EF: release_animation "CAR_CHAT"
0006: @128 =  14  ;; integer values

:DRUGS4_918
00D6: if  0
0039:   @128 ==  14  ;; integer values
004D: jump_if_false DRUGS4_944
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_944
00D6: if  0
060E: @40 
004D: jump_if_false DRUGS4_944
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DRUGS4_944
05EC: @40 
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: @40  353 
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_938
05D3: unknown_action_sequence @36  2219.71 -1178.52  25.34  6 -1 

:DRUGS4_938
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_942
05D3: unknown_action_sequence @37  2206.65 -1172.63  25.08  6 -1 

:DRUGS4_942
0006: @32 =  0  ;; integer values
0006: @128 =  15  ;; integer values

:DRUGS4_944
00D6: if  0
0039:   @128 ==  15  ;; integer values
004D: jump_if_false DRUGS4_977
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_977
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_977
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRUGS4_977
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRUGS4_977
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_977
03D1: play_wav  1
00BC: text_highpriority 'FIN1_HI'  5000 ms  1
0633: unknown_action_sequence $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_975
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_975
0647: unknown_action_sequence $130 
0647: unknown_action_sequence $132 
05BF: unknown_action_sequence $130 $PLAYER_ACTOR  15000 
05BF: unknown_action_sequence $132 $PLAYER_ACTOR  15000 

:DRUGS4_975
0006: @32 =  0  ;; integer values
0006: @128 =  16  ;; integer values

:DRUGS4_977
00D6: if  0
0039:   @128 ==  16  ;; integer values
004D: jump_if_false DRUGS4_1038
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRUGS4_1038
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_1038
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_1038
00BE: text_clear_all
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_995
05D3: unknown_action_sequence @36  2203.25 -1178.87  25.44  6 -1 

:DRUGS4_995
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_999
05D3: unknown_action_sequence @37  2204.15 -1153.74  25.58  6 -1 

:DRUGS4_999
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  .5
0503: unknown_gas_smoke  27  285  2223.56 -1168.05  32.28 @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
03CF: load_wav  15857 as  1
0001: wait  100 ms
0503: unknown_gas_smoke  27  285  2222.63 -1166.01  32.25 @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: unknown_gas_smoke  27  285  2221.58 -1168.9  32.27 @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: unknown_gas_smoke  27  285  2220.74 -1167.28  32.22 @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  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_1026
01B2: give_actor @36 weapon  22 ammo  9999  ;; Load the weapon model before using this
05C5: unknown_action_sequence @36  10000 

:DRUGS4_1026
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_1031
01B2: give_actor @37 weapon  22 ammo  9999  ;; Load the weapon model before using this
05D3: unknown_action_sequence @37  2221.179 -1177.662  25.767  6  5000 

:DRUGS4_1031
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_1038
00D6: if  0
0039:   @128 ==  17  ;; integer values
004D: jump_if_false DRUGS4_1100
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false DRUGS4_1100
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS4_1100
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_1100
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
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_1063
0967: $132  10000 

:DRUGS4_1063
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRUGS4_1068
0001: wait  0 ms
0002: jump DRUGS4_1063

:DRUGS4_1068
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_1073
0968: $132 
05BF: unknown_action_sequence $PLAYER_ACTOR $132  3000 

:DRUGS4_1073
00BE: text_clear_all
040D: unload_wav  1
03CF: load_wav  15859 as  1

:DRUGS4_1076
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS4_1081
0001: wait  0 ms
0002: jump DRUGS4_1076

:DRUGS4_1081
03D1: play_wav  2
00BC: text_highpriority 'FIN1_HK'  5000 ms  1
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_1087
0967: $130  10000 

:DRUGS4_1087
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false DRUGS4_1092
0001: wait  0 ms
0002: jump DRUGS4_1087

:DRUGS4_1092
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_1096
0968: $130 

:DRUGS4_1096
00BE: text_clear_all
040D: unload_wav  2
03CF: load_wav  15860 as  2
0006: @128 =  18  ;; integer values

:DRUGS4_1100
00D6: if  0
0039:   @128 ==  18  ;; integer values
004D: jump_if_false DRUGS4_1172
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS4_1172
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS4_1172
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS4_1172
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS4_1172
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1124
062E: @47  1283 @59 
00D6: if  0
04A4: @59  7 
004D: jump_if_false DRUGS4_1124
05D3: unknown_action_sequence @47  2226.43 -1155.37  25.33  6  5000 
0006: @138 =  1  ;; integer values

:DRUGS4_1124
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1133
062E: @48  1283 @60 
00D6: if  0
04A4: @60  7 
004D: jump_if_false DRUGS4_1133
05D3: unknown_action_sequence @48  2230.52 -1165.15  25.63  6  5000 
0006: @139 =  1  ;; integer values

:DRUGS4_1133
00D6: if  0
0039:   @140 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1142
062E: @49  1283 @61 
00D6: if  0
04A4: @61  7 
004D: jump_if_false DRUGS4_1142
05D3: unknown_action_sequence @49  2217.53 -1163.18  25.27  6  5000 
0006: @140 =  1  ;; integer values

:DRUGS4_1142
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1151
062E: @50  1283 @62 
00D6: if  0
04A4: @62  7 
004D: jump_if_false DRUGS4_1151
05D3: unknown_action_sequence @50  2226.25 -1167.0  25.04  6  5000 
0006: @141 =  1  ;; integer values

:DRUGS4_1151
00D6: if  0
04A4: @59  7 
004D: jump_if_false DRUGS4_1164
00D6: if  0
04A4: @60  7 
004D: jump_if_false DRUGS4_1164
00D6: if  0
04A4: @61  7 
004D: jump_if_false DRUGS4_1164
00D6: if  0
04A4: @62  7 
004D: jump_if_false DRUGS4_1164
0006: @128 =  21  ;; integer values

:DRUGS4_1164
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DRUGS4_1172
05D3: unknown_action_sequence @47  2226.43 -1155.37  25.33  6  5000 
05D3: unknown_action_sequence @48  2230.52 -1165.15  25.63  6  5000 
05D3: unknown_action_sequence @49  2217.53 -1163.18  25.27  6  5000 
05D3: unknown_action_sequence @50  2226.25 -1167.0  25.04  6  5000 
0006: @128 =  19  ;; integer values

:DRUGS4_1172
00D6: if  0
0039:   @128 ==  19  ;; integer values
004D: jump_if_false DRUGS4_1241
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DRUGS4_1241
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_1241
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_1241
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_1241
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_1241
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_1241
07C0:  354 
07C0:  355 
07C0:  356 
0676: unknown_action_sequence $130 $136 
03D1: play_wav  1
00BC: text_highpriority 'FIN1_HL'  5000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DRUGS4_1203
0967: $PLAYER_ACTOR  10000 

:DRUGS4_1203
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRUGS4_1208
0001: wait  0 ms
0002: jump DRUGS4_1203

:DRUGS4_1208
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DRUGS4_1212
0968: $PLAYER_ACTOR 

:DRUGS4_1212
00BE: text_clear_all
040D: unload_wav  1

:DRUGS4_1214
00D6: if  22
87C1:   NOT  354 
87C1:   NOT  355 
87C1:   NOT  356 
004D: jump_if_false DRUGS4_1221
0001: wait  0 ms
0002: jump DRUGS4_1214

:DRUGS4_1221
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_1225
05EB: $136  356 

:DRUGS4_1225
03D1: play_wav  2
00BC: text_highpriority 'FIN1_HM'  3000 ms  1
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_1231
0967: $132  10000 

:DRUGS4_1231
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_1239
00D6: if  0
060E: @40 
004D: jump_if_false DRUGS4_1238
05EC: @40 

:DRUGS4_1238
04A2: heli @40 fly_to  2217.58 -1167.67  34.61 speed  10.0  10.0

:DRUGS4_1239
0006: @32 =  0  ;; integer values
0006: @128 =  20  ;; integer values

:DRUGS4_1241
00D6: if  0
0039:   @128 ==  20  ;; integer values
004D: jump_if_false DRUGS4_1326
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRUGS4_1326
00A5: @42 = create_car  427 at  2217.236 -1019.97  30.7
0175: set_car @42 z_angle_to  176.5
0397: car @42 siren =  1 (on)  
05EB: @42  354 
0129: @45 = create_actor  27  285 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  285 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  427 at  2253.89 -1144.77  26.47
0175: set_car @43 z_angle_to  89.947
0397: car @43 siren =  1 (on)  
05EB: @43  355 
0129: @46 = create_actor  27  285 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  285 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  0
8118:   NOT   actor @34 dead
004D: jump_if_false DRUGS4_1272
077A: @34  4  27 
060B: unknown_actor_use_entity @34 @57 

:DRUGS4_1272
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false DRUGS4_1277
077A: @35  4  27 
060B: unknown_actor_use_entity @35 @57 

:DRUGS4_1277
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_1282
077A: @36  4  27 
060B: unknown_actor_use_entity @36 @57 

:DRUGS4_1282
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_1287
077A: @37  4  27 
060B: unknown_actor_use_entity @37 @57 

:DRUGS4_1287
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS4_1293
077A: @47  4  26 
077A: @47  4  0 
060B: unknown_actor_use_entity @47 @57 

:DRUGS4_1293
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS4_1299
077A: @48  4  26 
077A: @48  4  0 
060B: unknown_actor_use_entity @48 @57 

:DRUGS4_1299
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false DRUGS4_1305
077A: @49  4  26 
077A: @49  4  0 
060B: unknown_actor_use_entity @49 @57 

:DRUGS4_1305
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false DRUGS4_1310
077A: @50  4  26 
060B: unknown_actor_use_entity @50 @57 

:DRUGS4_1310
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: unknown_action_sequence $PLAYER_ACTOR  1 
05D3: unknown_action_sequence $PLAYER_ACTOR  2231.569 -1155.75  25.85  4 -1 
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false DRUGS4_1319
01B2: give_actor @34 weapon  22 ammo  9999  ;; Load the weapon model before using this
05D3: unknown_action_sequence @34  2228.421 -1164.66  25.766  6  5000 

:DRUGS4_1319
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false DRUGS4_1324
01B2: give_actor @35 weapon  22 ammo  9999  ;; Load the weapon model before using this
05D3: unknown_action_sequence @35  2221.47 -1164.66  25.766  6  5000 

:DRUGS4_1324
0006: @33 =  0  ;; integer values
0006: @128 =  21  ;; integer values

:DRUGS4_1326
00D6: if  0
0039:   @128 ==  21  ;; integer values
004D: jump_if_false DRUGS4_1350
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false DRUGS4_1350
00D6: if  0
860E:   NOT @42 
004D: jump_if_false DRUGS4_1350
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS4_1342
00D6: if  0
00DB:   actor @51 in_car @42
004D: jump_if_false DRUGS4_1342
05CD: unknown_action_sequence @51 @42 

:DRUGS4_1342
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS4_1349
00D6: if  0
00DB:   actor @45 in_car @42
004D: jump_if_false DRUGS4_1349
05CD: unknown_action_sequence @45 @42 

:DRUGS4_1349
0006: @128 =  22  ;; integer values

:DRUGS4_1350
00D6: if  0
0039:   @128 ==  22  ;; integer values
004D: jump_if_false DRUGS4_1397
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false DRUGS4_1397
00D6: if  0
860E:   NOT @43 
004D: jump_if_false DRUGS4_1397
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS4_1366
00D6: if  0
00DB:   actor @53 in_car @43
004D: jump_if_false DRUGS4_1366
05CD: unknown_action_sequence @53 @43 

:DRUGS4_1366
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS4_1373
00D6: if  0
00DB:   actor @46 in_car @43
004D: jump_if_false DRUGS4_1373
05CD: unknown_action_sequence @46 @43 

:DRUGS4_1373
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS4_1379
077A: @45  4  26 
077A: @45  4  0 
060B: unknown_actor_use_entity @45 @57 

:DRUGS4_1379
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS4_1384
077A: @46  4  26 
060B: unknown_actor_use_entity @46 @57 

:DRUGS4_1384
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS4_1389
077A: @51  4  26 
060B: unknown_actor_use_entity @51 @57 

:DRUGS4_1389
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS4_1394
077A: @53  4  26 
060B: unknown_actor_use_entity @53 @57 

:DRUGS4_1394
0173: set_actor $PLAYER_ACTOR z_angle_to  150.0
0006: @32 =  0  ;; integer values
0006: @128 =  23  ;; integer values

:DRUGS4_1397
00D6: if  0
0039:   @128 ==  23  ;; integer values
004D: jump_if_false DRUGS4_1455
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1411
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DRUGS4_1411
00D6: if  0
80DF:   NOT   actor @45 driving
004D: jump_if_false DRUGS4_1411
05C5: unknown_action_sequence @45  5000 
0006: @131 =  1  ;; integer values

:DRUGS4_1411
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1422
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS4_1422
00D6: if  0
80DF:   NOT   actor @51 driving
004D: jump_if_false DRUGS4_1422
05D3: unknown_action_sequence @51  2203.77 -1156.44  25.31  6  5000 
0006: @132 =  1  ;; integer values

:DRUGS4_1422
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1438
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false DRUGS4_1438
00D6: if  0
80DF:   NOT   actor @46 driving
004D: jump_if_false DRUGS4_1438
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_1438
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1455
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS4_1455
00D6: if  0
80DF:   NOT   actor @53 driving
004D: jump_if_false DRUGS4_1455
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_1455
00D6: if  0
0039:   @128 ==  23  ;; integer values
004D: jump_if_false DRUGS4_1692
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DRUGS4_1692
0006: @142 =  1  ;; integer values

:DRUGS4_1462
0701: (unknown)
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1671
016A: fade  0 ()  500 ms

:DRUGS4_1467
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_1472
0001: wait  0 ms
0002: jump DRUGS4_1467

:DRUGS4_1472
0925: (unknown)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRUGS4_1479
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_1481

:DRUGS4_1479
00A1: put_actor $PLAYER_ACTOR at  2231.569 -1155.75  24.85
0173: set_actor $PLAYER_ACTOR z_angle_to  150.0

:DRUGS4_1481
009B: destroy_actor_instantly $131
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $132
0296: unload_special_actor  2
0296: unload_special_actor  3
0247: request_model  492
0247: request_model  107
0247: request_model  106
0247: request_model  353
0247: request_model  346
0247: request_model  285
0247: request_model  497
0247: request_model  427
038B: load_requested_models

:DRUGS4_1495
00D6: if  22
8248:   NOT   model  492 available
8248:   NOT   model  107 available
8248:   NOT   model  106 available
004D: jump_if_false DRUGS4_1502
0001: wait  0 ms
0002: jump DRUGS4_1495

:DRUGS4_1502
00D6: if  24
8248:   NOT   model  353 available
8248:   NOT   model  346 available
8248:   NOT   model  285 available
8248:   NOT   model  497 available
8248:   NOT   model  427 available
004D: jump_if_false DRUGS4_1511
0001: wait  0 ms
0002: jump DRUGS4_1502

:DRUGS4_1511
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  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_1531
00D6: if  0
060E: @40 
004D: jump_if_false DRUGS4_1531
05EC: @40 

:DRUGS4_1531
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false DRUGS4_1538
00D6: if  0
060E: @42 
004D: jump_if_false DRUGS4_1538
05EC: @42 

:DRUGS4_1538
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false DRUGS4_1545
00D6: if  0
060E: @43 
004D: jump_if_false DRUGS4_1545
05EC: @43 

:DRUGS4_1545
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_1552
00D6: if  0
060E: $136 
004D: jump_if_false DRUGS4_1552
05EC: $136 

:DRUGS4_1552
00A6: destroy_car @40
00A6: destroy_car @42
00A6: destroy_car @43
00A6: destroy_car $136
06B2: @58 
00A5: @42 = create_car  427 at  2210.24 -1159.976  24.7265
0175: set_car @42 z_angle_to  191.9611
0397: car @42 siren =  1 (on)  
00A5: @43 = create_car  427 at  2218.788 -1140.993  24.7814
0175: set_car @43 z_angle_to  78.1047
0397: car @43 siren =  1 (on)  
00A5: @40 = create_car  497 at  2276.22 -1140.87  60.0
0129: @44 = create_actor  27  285 in_car @40 driverseat
054A: unknown_actor @44 flag  0
054A: unknown_actor @44 flag  0
020A: set_car @40 door_status_to  2
039E: (unknown) @44  1 
0825: @40 
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: @40  0.0  1.0 -.5  2228.36 -1171.48  25.82  5.0  .4 @58 
06B4: @58  2228.36 -1171.48  25.82  2215.41 -1142.51  25.5  .5 
009A: @46 = create_actor  27  285 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  285 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  285 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  285 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  285 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  285 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  285 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  285 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  107 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: @34  1
009A: @35 = create_actor  26  107 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: @35  1
009A: @36 = create_actor  26  106 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: @36  1
009A: @37 = create_actor  26  106 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: @37  1
077A: @34  4  27 
060B: unknown_actor_use_entity @34 @57 
077A: @35  4  27 
060B: unknown_actor_use_entity @35 @57 
077A: @36  4  27 
060B: unknown_actor_use_entity @36 @57 
077A: @37  4  27 
060B: unknown_actor_use_entity @37 @57 
077A: @45  4  26 
077A: @45  4  0 
060B: unknown_actor_use_entity @45 @57 
077A: @46  4  26 
077A: @46  4  0 
060B: unknown_actor_use_entity @46 @57 
077A: @47  4  26 
077A: @47  4  0 
060B: unknown_actor_use_entity @47 @57 
077A: @48  4  26 
077A: @48  4  0 
060B: unknown_actor_use_entity @48 @57 
077A: @49  4  26 
077A: @49  4  0 
060B: unknown_actor_use_entity @49 @57 
077A: @50  4  26 
077A: @50  4  0 
060B: unknown_actor_use_entity @50 @57 
077A: @51  4  26 
060B: unknown_actor_use_entity @51 @57 
077A: @53  4  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 (off)
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 (unfrozen)
016A: fade  1 (back)  1500 ms

:DRUGS4_1671
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_1675
0224: set_car @40 health_to  700

:DRUGS4_1675
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $132
00A6: destroy_car $136
0249: release_model  492
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 (off)
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'LAF1_17'  10000 ms  1
0006: @128 =  24  ;; integer values

:DRUGS4_1692
00D6: if  0
0039:   @128 ==  24  ;; integer values
004D: jump_if_false DRUGS4_1899
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1704
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false DRUGS4_1704
0249: release_model  497
06B2: @58 
0006: @143 =  1  ;; integer values

:DRUGS4_1704
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1712
00D6: if  0
0119:   car @42 wrecked
004D: jump_if_false DRUGS4_1712
01C3: remove_references_to_car @42  ;; Like turning a car into any random car
0006: @144 =  1  ;; integer values

:DRUGS4_1712
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1720
00D6: if  0
0119:   car @43 wrecked
004D: jump_if_false DRUGS4_1720
01C3: remove_references_to_car @43  ;; Like turning a car into any random car
0006: @145 =  1  ;; integer values

:DRUGS4_1720
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false DRUGS4_1729
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false DRUGS4_1729
0249: release_model  427
0006: @144 =  2  ;; integer values
0006: @145 =  2  ;; integer values

:DRUGS4_1729
09E8: @64 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @64 ==  15  ;; integer values
004D: jump_if_false DRUGS4_1899
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: @58 
0249: release_model  492
0249: release_model  497
0249: release_model  427
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 (frozen)
0164: disable_marker @184
04EF: release_animation "CAR_CHAT"
009A: @34 = create_actor  24  106 at  2229.566 -1150.495  1029.0
08AD: @34  2232.41 -1160.04  20.0 
0173: set_actor @34 z_angle_to  86.6836
0568: @34  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  63
0247: request_model #IMY_SKYLIGHT
0247: request_model #KMB_TROLLEY
04ED: load_animation "KISSING"
038B: load_requested_models

:DRUGS4_1777
00D6: if  24
84EE:   NOT   animation "SWAT" loaded
8248:   NOT   model  63 available
8248:   NOT   model #IMY_SKYLIGHT available
84EE:   NOT   animation "KISSING" loaded
8248:   NOT   model #KMB_TROLLEY available
004D: jump_if_false DRUGS4_1786
0001: wait  0 ms
0002: jump DRUGS4_1777

:DRUGS4_1786
00D6: if  22
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
83D0:   NOT   wav  3 loaded
004D: jump_if_false DRUGS4_1793
0001: wait  0 ms
0002: jump DRUGS4_1786

:DRUGS4_1793
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: unknown_keep_object @85 in_memory  1
0550: unknown_keep_object @86 in_memory  1
009A: @82 = create_actor  24  63 at  2227.16 -1148.02  1029.0
08AD: @82  2232.41 -1160.04  20.0 
0568: @82  1
060B: unknown_actor_use_entity @82 @55 
02A9: set_actor @82 immune_to_nonplayer  1
009A: $131 = create_actor  23  290 at  2202.23 -1156.914  1029.852
08AD: $131  2232.41 -1160.04  3.0 
0860: link_actor $131 to_interior  15 
0446: (unknown) $131  0 
0173: set_actor $131 z_angle_to  62.083
0568: $131  1
02A9: set_actor $131 immune_to_nonplayer  1
060B: unknown_actor_use_entity $131 @55 
0187: @183 = create_marker_above_actor $131
07E0: @183  1 
0223: set_actor $131 health_to  1000
01B2: give_actor $131 weapon  29 ammo  9999  ;; Load the weapon model before using this
02AB: set_actor $131 immunities  0  1  1  1  1
009A: @66 = create_actor  24  106 at  2220.524 -1137.826  1026.798
08AD: @66  2232.41 -1160.04  20.0 
0173: set_actor @66 z_angle_to  181.8677
0812: unknown_action_sequence @66 "GNSTWALL_INJURD" "SWAT"  8.0  1  0  0  0 -1 
02AB: set_actor @66 immunities  1  1  1  1  1
0568: @66  1
060B: unknown_actor_use_entity @66 @55 
0332: set_actor @66 bleeding_to  1 (true)
02A9: set_actor @66 immune_to_nonplayer  1
009A: @35 = create_actor  24  106 at  2234.92 -1149.63  1029.0
060B: unknown_actor_use_entity @35 @55 
08AD: @35  2232.41 -1160.04  20.0 
009A: @52 = create_actor  25  285 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: @52  2232.41 -1160.04  20.0 
009A: @83 = create_actor  24  63 at  2234.99 -1159.55  1029.84
0173: set_actor @83 z_angle_to  267.0618
0568: @83  1
060B: unknown_actor_use_entity @83 @55 
02A9: set_actor @83 immune_to_nonplayer  1
08AD: @83  2232.41 -1160.04  20.0 
02AB: set_actor @83 immunities  0  1  0  0  0
009A: @53 = create_actor  25  285 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: @53  80 
08AD: @53  2232.41 -1160.04  20.0 
009A: @36 = create_actor  26  106 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: @36  1
02E2: set_actor @36 weapon_accuracy_to  10
077A: @36  4  27 
060B: unknown_actor_use_entity @36 @55 
08AD: @36  2232.41 -1160.04  20.0 
009A: @37 = create_actor  26  107 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: @37  1
060B: unknown_actor_use_entity @37 @55 
08AD: @37  2232.41 -1160.04  20.0 
009A: @38 = create_actor  24  106 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: @38  1
060B: unknown_actor_use_entity @38 @55 
08AD: @38  2232.41 -1160.04  20.0 
009A: @67 = create_actor  24  107 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: @67  1
0812: unknown_action_sequence @67 "GNSTWALL_INJURD" "SWAT"  8.0  1  0  0  0 -1 
0332: set_actor @67 bleeding_to  1 (true)
060B: unknown_actor_use_entity @67 @55 
08AD: @67  2232.41 -1160.04  20.0 
064B: "EXPLOSION_DOOR"  2239.51 -1170.77  1029.84  1 @65 
08AD: $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 (unfrozen)
0373: set_camera_directly_behind_player
07FB: set_interior 'MOTEL1' accessible  0 
03E5: text_box 'LAF1_7'
00BC: text_highpriority 'LAF1_6'  5000 ms  1
0006: @178 =  0  ;; integer values
0006: @179 =  0  ;; integer values
0006: @128 =  25  ;; integer values
0006: @146 =  1  ;; integer values

:DRUGS4_1899
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3571
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3571
00D6: if  0
0039:   @147 ==  0  ;; integer values
004D: jump_if_false DRUGS4_1963
00BE: text_clear_all
029B: @97 = init_object #KMB_TROLLEY at  2242.433 -1166.712  1029.304
071F: @97  150 
0875: @97  1 
029B: @98 = init_object #KMB_TROLLEY at  2240.11 -1174.919  1029.304
071F: @98  250 
029B: @99 = init_object #KMB_TROLLEY at  2229.87 -1189.845  1029.304
0177: set_object @99 z_angle_to  90.0
071F: @99  150 
0875: @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: @100  250 
0875: @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: @101  150 
0875: @101  1 
029B: @102 = init_object #KMB_TROLLEY at  2194.345 -1171.269  1029.304
071F: @102  250 
029B: @103 = init_object #KMB_TROLLEY at  2192.079 -1166.364  1029.304
071F: @103  150 
0875: @103  1 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DRUGS4_1948
0223: set_actor @82 health_to  1
0615: @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: unknown_action_sequence -1 "COWER" "PED"  8.0  1  0  0  0 -1 
07BC: unknown_action_sequence -1 @56 
0616: @109 
0618: @82 @109 
061B: @109 

:DRUGS4_1948
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false DRUGS4_1952
088A: @34 "RAIL_FALL" "SWAT"  8.0  0  0  0  1 -1  0  1 

:DRUGS4_1952
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false DRUGS4_1962
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS4_1962
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_8266

:DRUGS4_1962
0006: @147 =  1  ;; integer values

:DRUGS4_1963
00D6: if  0
0039:   @147 ==  1  ;; integer values
004D: jump_if_false DRUGS4_1978
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false DRUGS4_1978
00D6: if  0
0611: @34 "RAIL_FALL" 
004D: jump_if_false DRUGS4_1978
0613: @34 "RAIL_FALL" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_1978
0812: unknown_action_sequence @34 "RAIL_FALL_CRAWL" "SWAT"  1000.0  0  0  0  1 -1 
0006: @147 =  2  ;; integer values

:DRUGS4_1978
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2023
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS4_2023
00D6: if  0
0104:   actor @66 near_actor $PLAYER_ACTOR radius  4.5  4.5  3.5 sphere  0
004D: jump_if_false DRUGS4_2023
009A: @51 = create_actor  25  285 at  2229.462 -1150.524  1028.845
08AD: @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: @51  150 
009B: destroy_actor_instantly @52
009A: @52 = create_actor  25  285 at  2239.309 -1151.724  1029.279
08AD: @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  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2022
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS4_2022
0085: @118 = @52  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false DRUGS4_2022
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_8292
0006: @161 =  0  ;; integer values
0006: @133 =  1  ;; integer values

:DRUGS4_2022
0006: @149 =  1  ;; integer values

:DRUGS4_2023
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2340
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2034
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false DRUGS4_2034
0321: kill_actor @35
0006: @150 =  1  ;; integer values

:DRUGS4_2034
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2047
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS4_2047
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2229.591 -1150.647  1028.798 radius  7.2  7.2  1.5
051A:   unknown_actor @51 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS4_2047
0085: @118 = @51  ;; integer values and handles
0050: gosub DRUGS4_8283
0006: @132 =  1  ;; integer values

:DRUGS4_2047
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2060
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS4_2060
00D6: if  21
051A:   unknown_actor @52 hit_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_2060
02E2: set_actor @52 weapon_accuracy_to  50
05E2: unknown_action_sequence @52 $PLAYER_ACTOR 
0006: @133 =  2  ;; integer values

:DRUGS4_2060
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2102
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2243.8 -1147.93  1025.16  2238.74 -1162.62  1033.79
004D: jump_if_false DRUGS4_2102
0006: @152 =  1  ;; integer values
00D6: if  0
0039:   @180 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2082
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DRUGS4_2082
0223: set_actor @83 health_to  150
0615: @126 
05D3: unknown_action_sequence -1  2249.355 -1159.683  1029.797  7  10000 
05D4: unknown_action_sequence -1 unknown_angle  87.888 
0638: unknown_action_sequence -1  1 
0616: @126 
0618: @83 @126 
061B: @126 
0006: @180 =  1  ;; integer values

:DRUGS4_2082
009A: @69 = create_actor  24  285 at  2228.607 -1189.721  1028.798
08AD: @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: @69  150 
0946: @69  1 
009A: @70 = create_actor  24  285 at  2225.796 -1186.783  1028.798
08AD: @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: @70  150 
0006: @33 =  0  ;; integer values
0006: @137 =  1  ;; integer values

:DRUGS4_2102
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2109
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2243.0 -1154.3  1025.16  2238.74 -1170.62  1033.79
004D: jump_if_false DRUGS4_2109
0006: @137 =  2  ;; integer values

:DRUGS4_2109
00D6: if  0
0039:   @137 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2147
009A: @71 = create_actor  24  285 at  2187.48 -1186.9  1033.3
08AD: @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: @71  150 
009A: @72 = create_actor  24  285 at  2186.611 -1183.962  1033.837
08AD: @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: @72  150 
0946: @72  1 
009A: @73 = create_actor  24  285 at  2190.157 -1182.068  1033.829
08AD: @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: @73  150 
009A: @74 = create_actor  24  285 at  2188.579 -1184.78  1028.798
08AD: @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: @74  1 
0006: @137 =  3  ;; integer values

:DRUGS4_2147
00D6: if  0
0039:   @137 ==  3  ;; integer values
004D: jump_if_false DRUGS4_2171
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2171
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS4_2171
00D6: if  0
03CA:   object @84 exists
004D: jump_if_false DRUGS4_2161
0382: set_object @84 collision_detection  0
0723: @84  1 

:DRUGS4_2161
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2166
03D1: play_wav  2
0006: @181 =  1  ;; integer values

:DRUGS4_2166
064F: @65 
0605: unknown_action_sequence @53 "SWT_BREACH_01" "SWAT"  1000.0  0  1  1  0 -1 
0006: @135 =  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @137 =  4  ;; integer values

:DRUGS4_2171
00D6: if  0
0039:   @137 ==  4  ;; integer values
004D: jump_if_false DRUGS4_2192
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2192
00D6: if  0
0019:   @33 >  667  ;; integer values
004D: jump_if_false DRUGS4_2192
009A: @54 = create_actor  25  285 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: @54  80 
08AD: @54  2232.41 -1160.04  20.0 
0605: unknown_action_sequence @54 "SWT_BREACH_02" "SWAT"  1000.0  0  1  1  0 -1 
0006: @33 =  0  ;; integer values
0006: @136 =  1  ;; integer values
0006: @137 =  5  ;; integer values

:DRUGS4_2192
00D6: if  0
0039:   @137 ==  5  ;; integer values
004D: jump_if_false DRUGS4_2212
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2212
00D6: if  0
0019:   @33 >  333  ;; integer values
004D: jump_if_false DRUGS4_2212
009A: @68 = create_actor  25  285 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: @68  80 
08AD: @68  2232.41 -1160.04  20.0 
0605: unknown_action_sequence @68 "SWT_BREACH_03" "SWAT"  1000.0  0  1  1  0 -1 
0006: @154 =  1  ;; integer values
0006: @137 =  6  ;; integer values

:DRUGS4_2212
00D6: if  0
0039:   @135 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2228
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS4_2228
062E: @53  1541 @87 
00D6: if  21
04A4: @87  7 
00F2:   actor @53 near_actor $PLAYER_ACTOR radius  6.0  6.0  0
004D: jump_if_false DRUGS4_2228
0946: @53  1 
0085: @118 = @53  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8251
0006: @135 =  2  ;; integer values

:DRUGS4_2228
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2246
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRUGS4_2246
062E: @54  1541 @88 
00D6: if  21
04A4: @88  7 
00F2:   actor @54 near_actor $PLAYER_ACTOR radius  4.5  4.5  0
004D: jump_if_false DRUGS4_2246
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_2245
0085: @118 = @54  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8251

:DRUGS4_2245
0006: @136 =  2  ;; integer values

:DRUGS4_2246
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2261
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false DRUGS4_2261
062E: @68  1541 @89 
00D6: if  21
04A4: @89  7 
00F2:   actor @68 near_actor $PLAYER_ACTOR radius  3.5  3.5  0
004D: jump_if_false DRUGS4_2261
0085: @118 = @68  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8251
0006: @154 =  2  ;; integer values

:DRUGS4_2261
00D6: if  0
0039:   @180 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2308
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DRUGS4_2308
00D6: if  0
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_2308
00D6: if  0
851A:   NOT   unknown_actor @83 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS4_2308
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2248.35 -1159.683  1028.79 radius  3.0  3.0  3.0
004D: jump_if_false DRUGS4_2308
0395: clear_area  0 at  2248.35 -1159.683  20.0 range  20.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  1 (on)
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: @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  0
8039:   NOT   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2293
0006: @179 =  0  ;; integer values
000A: @178 +=  1  ;; integer values

:DRUGS4_2293
03CF: load_wav  15823 as  1

:DRUGS4_2294
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRUGS4_2299
0001: wait  0 ms
0002: jump DRUGS4_2294

:DRUGS4_2299
03D1: play_wav  1
00BC: text_highpriority 'FIN1_DC'  3000 ms  1
0812: unknown_action_sequence $PLAYER_ACTOR "PLAYA_KISS_03" "KISSING"  4.0  0  0  0  0 -1 
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DRUGS4_2306
0812: unknown_action_sequence @83 "GRLFRD_KISS_03" "KISSING"  4.0  0  0  0  0 -1 

:DRUGS4_2306
0223: set_actor $PLAYER_ACTOR health_to  100
0006: @180 =  2  ;; integer values

:DRUGS4_2308
00D6: if  0
0039:   @180 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2321
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DRUGS4_2321
00D6: if  0
0611: $PLAYER_ACTOR "PLAYA_KISS_03" 
004D: jump_if_false DRUGS4_2321
00D6: if  0
0611: @83 "GRLFRD_KISS_03" 
004D: jump_if_false DRUGS4_2321
0006: @180 =  3  ;; integer values

:DRUGS4_2321
00D6: if  0
0039:   @180 ==  3  ;; integer values
004D: jump_if_false DRUGS4_2340
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DRUGS4_2340
00D6: if  0
8611:   NOT $PLAYER_ACTOR "PLAYA_KISS_03" 
004D: jump_if_false DRUGS4_2340
00D6: if  0
8611:   NOT @83 "GRLFRD_KISS_03" 
004D: jump_if_false DRUGS4_2340
0223: set_actor @83 health_to  5
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BE: text_clear_all
0006: @180 =  4  ;; integer values

:DRUGS4_2340
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2380
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_2351
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_8233

:DRUGS4_2351
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_2359
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_8233

:DRUGS4_2359
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false DRUGS4_2373
0085: @118 = @38  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false DRUGS4_2373
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_8292
0006: @161 =  0  ;; integer values

:DRUGS4_2373
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false DRUGS4_2379
0085: @118 = @69  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8251

:DRUGS4_2379
0006: @152 =  2  ;; integer values

:DRUGS4_2380
00D6: if  0
0039:   @152 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2469
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2235.48 -1188.77 radius  10.0  10.0
004D: jump_if_false DRUGS4_2469
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false DRUGS4_2391
0085: @118 = @70  ;; integer values and handles
0050: gosub DRUGS4_8310

:DRUGS4_2391
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  0
0118:   actor @53 dead
004D: jump_if_false DRUGS4_2402
01C2: remove_references_to_actor @53  ;; Like turning an actor into a random pedestrian

:DRUGS4_2402
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false DRUGS4_2406
01C2: remove_references_to_actor @54  ;; Like turning an actor into a random pedestrian

:DRUGS4_2406
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false DRUGS4_2410
01C2: remove_references_to_actor @68  ;; Like turning an actor into a random pedestrian

:DRUGS4_2410
009A: @75 = create_actor  24  285 at  2216.605 -1188.611  1032.27
08AD: @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  285 at  2216.131 -1188.611  1032.27
08AD: @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  285 at  2193.129 -1164.661  1032.269
08AD: @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: @77  1
0223: set_actor @77 health_to  1000
009A: @78 = create_actor  24  285 at  2195.489 -1172.941  1029.859
08AD: @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  285 at  2191.987 -1165.214  1029.852
08AD: @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: @79  150 
009A: @80 = create_actor  24  285 at  2190.698 -1156.633  1029.859
08AD: @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  285 at  2194.593 -1156.995  1029.852
08AD: @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  63 at  2192.91 -1182.15  1029.35
08AD: @82  2232.41 -1160.04  20.0 
0568: @82  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_2469
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2481
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2241.34 -1186.11  1029.76 radius  6.6  6.6  3.0
004D: jump_if_false DRUGS4_2481
00D6: if  0
03CA:   object @93 exists
004D: jump_if_false DRUGS4_2479
0723: @93  1 

:DRUGS4_2479
0489: unknown_actor $PLAYER_ACTOR flag  1
0006: @173 =  1  ;; integer values

:DRUGS4_2481
00D6: if  0
0039:   @173 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2511
0503: unknown_gas_smoke  27  285  2246.42 -1192.88  1039.5 @47 
01B2: give_actor @47 weapon  29 ammo  9999  ;; Load the weapon model before using this
077A: @47  4  0 
077A: @47  4  26 
060B: unknown_actor_use_entity @47 @57 
02A9: set_actor @47 immune_to_nonplayer  1
0223: set_actor @47 health_to  150
08AF: @47  150 
02E2: set_actor @47 weapon_accuracy_to  80
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_2500
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS4_2500
05E2: unknown_action_sequence @37 @47 

:DRUGS4_2500
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_2509
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS4_2509
0085: @118 = @36  ;; integer values and handles
0085: @119 = @47  ;; integer values and handles
0050: gosub DRUGS4_8251

:DRUGS4_2509
0006: @32 =  0  ;; integer values
0006: @173 =  2  ;; integer values

:DRUGS4_2511
00D6: if  0
0039:   @173 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2552
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DRUGS4_2552
0503: unknown_gas_smoke  27  285  2246.11 -1189.55  1038.09 @48 
01B2: give_actor @48 weapon  29 ammo  9999  ;; Load the weapon model before using this
077A: @48  4  0 
077A: @48  4  26 
060B: unknown_actor_use_entity @48 @57 
02A9: set_actor @48 immune_to_nonplayer  1
0223: set_actor @48 health_to  125
08AF: @48  125 
02E2: set_actor @48 weapon_accuracy_to  80
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_2546
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS4_2540
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS4_2539
0085: @118 = @36  ;; integer values and handles
0085: @119 = @47  ;; integer values and handles
0085: @120 = @48  ;; integer values and handles
0050: gosub DRUGS4_8266

:DRUGS4_2539
0002: jump DRUGS4_2546

:DRUGS4_2540
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS4_2546
0085: @118 = @36  ;; integer values and handles
0085: @119 = @48  ;; integer values and handles
0050: gosub DRUGS4_8251

:DRUGS4_2546
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_2550
05BE: unknown_action_sequence @37 

:DRUGS4_2550
0249: release_model #IMY_SKYLIGHT
0006: @173 =  3  ;; integer values

:DRUGS4_2552
00D6: if  0
0019:   @173 >  2  ;; integer values
004D: jump_if_false DRUGS4_2586
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2572
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false DRUGS4_2572
062E: @47  1283 @59 
00D6: if  21
04A4: @59  7 
051A:   unknown_actor @47 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS4_2572
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false DRUGS4_2571
0321: kill_actor @37

:DRUGS4_2571
0006: @138 =  1  ;; integer values

:DRUGS4_2572
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2586
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false DRUGS4_2586
062E: @48  1283 @60 
00D6: if  21
04A4: @60  7 
051A:   unknown_actor @48 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS4_2586
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 
02A9: set_actor @48 immune_to_nonplayer  0
0006: @139 =  1  ;; integer values

:DRUGS4_2586
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3476
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2614
00D6: if  22
00FE:   actor $PLAYER_ACTOR  0 ()near_point  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_2614
0489: unknown_actor $PLAYER_ACTOR flag  0
00D6: if  0
03CA:   object @85 exists
004D: jump_if_false DRUGS4_2605
0550: unknown_keep_object @85 in_memory  0
05A2: @85  0.0  .6  0.0 
097C:  3 @85 
03D1: play_wav  3

:DRUGS4_2605
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_2609
0687: @36 

:DRUGS4_2609
00D6: if  0
0039:   @181 ==  3  ;; integer values
004D: jump_if_false DRUGS4_2613
03D1: play_wav  2

:DRUGS4_2613
0006: @163 =  1  ;; integer values

:DRUGS4_2614
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2624
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false DRUGS4_2624
0812: unknown_action_sequence @75 "SWT_VENT_01" "SWAT"  1000.0  0  0  0  0 -1 
0006: @33 =  0  ;; integer values
0006: @163 =  2  ;; integer values
0006: @164 =  1  ;; integer values

:DRUGS4_2624
00D6: if  0
0039:   @163 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2645
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false DRUGS4_2645
00D6: if  0
0611: @75 "SWT_VENT_01" 
004D: jump_if_false DRUGS4_2645
0613: @75 "SWT_VENT_01" @90 
00D6: if  0
0043:   @90 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_2645
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_8242
0006: @163 =  3  ;; integer values

:DRUGS4_2645
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2656
00D6: if  0
0019:   @33 >  3166  ;; integer values
004D: jump_if_false DRUGS4_2656
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false DRUGS4_2656
0812: unknown_action_sequence @76 "SWT_VENT_02" "SWAT"  1000.0  0  0  0  0 -1 
0006: @164 =  2  ;; integer values

:DRUGS4_2656
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2672
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false DRUGS4_2672
00D6: if  0
0611: @76 "SWT_VENT_02" 
004D: jump_if_false DRUGS4_2672
0613: @76 "SWT_VENT_02" @91 
00D6: if  0
0043:   @91 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_2672
00A1: put_actor @76 at  2217.85 -1188.86  1028.93
05E2: unknown_action_sequence @76 $PLAYER_ACTOR 
0006: @164 =  3  ;; integer values

:DRUGS4_2672
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2690
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DRUGS4_2690
0223: set_actor @82 health_to  150
0615: @121 
05D3: unknown_action_sequence -1  2193.064 -1188.77  1029.845  7  10000 
05D3: unknown_action_sequence -1  2206.833 -1188.83  1029.845  7  10000 
05D3: unknown_action_sequence -1  2209.588 -1190.2  1029.845  7  10000 
05D3: unknown_action_sequence -1  2209.7 -1197.323  1029.845  7  10000 
05D4: unknown_action_sequence -1 unknown_angle  358.428 
0638: unknown_action_sequence -1  1 
0616: @121 
0618: @82 @121 
061B: @121 
0006: @174 =  2  ;; integer values

:DRUGS4_2690
00D6: if  0
0039:   @174 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2743
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DRUGS4_2743
00D6: if  0
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_2743
00D6: if  0
851A:   NOT   unknown_actor @82 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS4_2743
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2209.7 -1197.323  1029.845 radius  3.0  3.0  3.0
004D: jump_if_false DRUGS4_2743
0395: clear_area  0 at  2209.7 -1197.323  10.0 range  10.0
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false DRUGS4_2711
034F: destroy_actor_with_fade @36  ;; The actor fades away like a ghost
0002: jump DRUGS4_2712

:DRUGS4_2711
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian

:DRUGS4_2712
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  1 (on)
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: @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  0
8039:   NOT   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2728
0006: @179 =  0  ;; integer values
000A: @178 +=  1  ;; integer values

:DRUGS4_2728
03CF: load_wav  15821 as  1

:DRUGS4_2729
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRUGS4_2734
0001: wait  0 ms
0002: jump DRUGS4_2729

:DRUGS4_2734
03D1: play_wav  1
00BC: text_highpriority 'FIN1_DA'  3000 ms  1
0605: unknown_action_sequence $PLAYER_ACTOR "PLAYA_KISS_03" "KISSING"  4.0  0  0  0  0 -1 
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DRUGS4_2741
0605: unknown_action_sequence @82 "GRLFRD_KISS_03" "KISSING"  4.0  0  0  0  0 -1 

:DRUGS4_2741
0223: set_actor $PLAYER_ACTOR health_to  100
0006: @174 =  3  ;; integer values

:DRUGS4_2743
00D6: if  0
0039:   @174 ==  3  ;; integer values
004D: jump_if_false DRUGS4_2756
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DRUGS4_2756
00D6: if  0
0611: $PLAYER_ACTOR "PLAYA_KISS_03" 
004D: jump_if_false DRUGS4_2756
00D6: if  0
0611: @82 "GRLFRD_KISS_03" 
004D: jump_if_false DRUGS4_2756
0006: @174 =  4  ;; integer values

:DRUGS4_2756
00D6: if  0
0039:   @174 ==  4  ;; integer values
004D: jump_if_false DRUGS4_2775
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DRUGS4_2775
00D6: if  0
8611:   NOT $PLAYER_ACTOR "PLAYA_KISS_03" 
004D: jump_if_false DRUGS4_2775
00D6: if  0
8611:   NOT @82 "GRLFRD_KISS_03" 
004D: jump_if_false DRUGS4_2775
0223: set_actor @82 health_to  5
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BE: text_clear_all
0006: @174 =  5  ;; integer values

:DRUGS4_2775
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2787
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2240.8 -1182.4  1029.41 radius  4.0  4.0  2.5
004D: jump_if_false DRUGS4_2787
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false DRUGS4_2786
02A9: set_actor @38 immune_to_nonplayer  0
0321: kill_actor @38

:DRUGS4_2786
0006: @162 =  1  ;; integer values

:DRUGS4_2787
00D6: if  0
0039:   @156 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2800
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false DRUGS4_2800
00D6: if  21
051A:   unknown_actor @70 hit_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_2800
02E2: set_actor @70 weapon_accuracy_to  30
05E2: unknown_action_sequence @70 $PLAYER_ACTOR 
0006: @156 =  1  ;; integer values

:DRUGS4_2800
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2812
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2812
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2204.65 -1188.62  1029.44 radius  5.0  5.0  3.5
004D: jump_if_false DRUGS4_2812
0006: @157 =  1  ;; integer values
0006: @158 =  1  ;; integer values
0006: @174 =  1  ;; integer values

:DRUGS4_2812
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2822
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false DRUGS4_2822
0085: @118 = @71  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8259
0006: @157 =  2  ;; integer values

:DRUGS4_2822
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2835
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false DRUGS4_2835
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_2835
00D6: if  0
0039:   @158 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2849
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false DRUGS4_2849
00D6: if  21
00EF:   actor @72 stopped  0 ()near_point  2196.239 -1191.459 radius  2.0  2.0  
051A:   unknown_actor @72 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS4_2849
0085: @118 = @72  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8259
0006: @158 =  3  ;; integer values

:DRUGS4_2849
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2859
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false DRUGS4_2859
0085: @118 = @73  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8259
0006: @159 =  1  ;; integer values

:DRUGS4_2859
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2869
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false DRUGS4_2869
0085: @118 = @74  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8259
0006: @160 =  1  ;; integer values

:DRUGS4_2869
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2881
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false DRUGS4_2881
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2193.41 -1176.12  1029.42 radius  4.0  4.0  3.5
004D: jump_if_false DRUGS4_2881
0085: @118 = @78  ;; integer values and handles
0050: gosub DRUGS4_8274
0006: @166 =  1  ;; integer values

:DRUGS4_2881
00D6: if  0
0039:   @167 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2891
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false DRUGS4_2891
0085: @118 = @79  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8251
0006: @167 =  1  ;; integer values

:DRUGS4_2891
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false DRUGS4_2912
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2193.4 -1173.53  1029.69 radius  3.0  3.0  3.0
0118:   actor @79 dead
004D: jump_if_false DRUGS4_2912
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  0
03CA:   object @86 exists
004D: jump_if_false DRUGS4_2911
0550: unknown_keep_object @86 in_memory  0
05A2: @86  0.0  .8  0.0 
097C:  3 @86 
03D1: play_wav  3

:DRUGS4_2911
0006: @165 =  1  ;; integer values

:DRUGS4_2912
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false DRUGS4_2920
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false DRUGS4_2920
0812: unknown_action_sequence @77 "SWT_VNT_SHT_IN" "SWAT"  1000.0  0  0  0  1 -1 
0006: @165 =  2  ;; integer values

:DRUGS4_2920
00D6: if  0
0039:   @165 ==  2  ;; integer values
004D: jump_if_false DRUGS4_2942
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false DRUGS4_2942
00D6: if  0
0611: @77 "SWT_VNT_SHT_IN" 
004D: jump_if_false DRUGS4_2942
0613: @77 "SWT_VNT_SHT_IN" @92 
00D6: if  0
0043:   @92 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_2942
0812: unknown_action_sequence @77 "SWT_VNT_SHT_LOOP" "SWAT"  1000.0  0  0  0  1 -1 
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
06BC:  2193.268 -1165.441  1031.124 $69 $70 $71  1 
09F1: @77  1157 
058A: unknown  2193.268 -1165.441  1031.124 $69 $70 $71
0568: @77  0
0770: @77  1 
0006: @33 =  1000  ;; integer values
0006: @165 =  3  ;; integer values

:DRUGS4_2942
00D6: if  0
0039:   @165 ==  3  ;; integer values
004D: jump_if_false DRUGS4_2965
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DRUGS4_2965
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false DRUGS4_2965
00D6: if  0
0611: @77 "SWT_VNT_SHT_LOOP" 
004D: jump_if_false DRUGS4_2965
0613: @77 "SWT_VNT_SHT_LOOP" @92 
00D6: if  0
0043:   @92 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_2965
0812: unknown_action_sequence @77 "SWT_VNT_SHT_LOOP" "SWAT"  1000.0  0  0  0  1 -1 
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0009: $71 +=  .5  ;; floating-point values
06BC:  2193.46 -1165.83  1031.55 $69 $70 $71  3 
09F1: @77  1157 
058A: unknown  2193.268 -1165.441  1031.124 $69 $70 $71
0006: @33 =  0  ;; integer values

:DRUGS4_2965
00D6: if  0
001B:    4 > @165  ;; integer values
004D: jump_if_false DRUGS4_2983
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false DRUGS4_2983
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2193.12 -1161.86  1029.61 radius  2.8  2.8  3.0
051A:   unknown_actor @77 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DRUGS4_2983
00D6: if  0
056D:   unknown_actor @77 dead_but_valid
004D: jump_if_false DRUGS4_2982
0619: @77  0 
00A1: put_actor @77 at  2193.129 -1164.661  1032.269
0812: unknown_action_sequence @77 "SWT_VNT_SHT_DIE" "SWAT"  1000.0  0  0  0  1 -1 
0568: @77  1

:DRUGS4_2982
0006: @165 =  4  ;; integer values

:DRUGS4_2983
00D6: if  0
0039:   @165 ==  4  ;; integer values
004D: jump_if_false DRUGS4_2997
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false DRUGS4_2997
00D6: if  0
0611: @77 "SWT_VNT_SHT_DIE" 
004D: jump_if_false DRUGS4_2997
0613: @77 "SWT_VNT_SHT_DIE" @92 
00D6: if  0
0043:   @92 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_2997
0006: @165 =  5  ;; integer values

:DRUGS4_2997
00D6: if  0
0039:   @165 ==  5  ;; integer values
004D: jump_if_false DRUGS4_3009
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false DRUGS4_3009
00D6: if  21
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_3009
034F: destroy_actor_with_fade @77  ;; The actor fades away like a ghost
0006: @165 =  6  ;; integer values

:DRUGS4_3009
00D6: if  0
0039:   @168 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3021
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false DRUGS4_3021
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2193.19 -1160.67  1029.54 radius  4.0  4.0  3.5
004D: jump_if_false DRUGS4_3021
0085: @118 = @80  ;; integer values and handles
0050: gosub DRUGS4_8283
0006: @168 =  1  ;; integer values

:DRUGS4_3021
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3034
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false DRUGS4_3034
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3034
0085: @118 = @81  ;; integer values and handles
008B: @119 = $131  ;; integer values and handles
0050: gosub DRUGS4_8251
0006: @169 =  1  ;; integer values

:DRUGS4_3034
00D6: if  0
0039:   @170 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3047
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3047
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false DRUGS4_3047
008B: @118 = $131  ;; integer values and handles
0085: @119 = @81  ;; integer values and handles
0050: gosub DRUGS4_8259
0006: @170 =  1  ;; integer values

:DRUGS4_3047
00D6: if  0
0039:   @163 ==  3  ;; integer values
004D: jump_if_false DRUGS4_3055
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false DRUGS4_3055
01C2: remove_references_to_actor @75  ;; Like turning an actor into a random pedestrian
0006: @163 =  4  ;; integer values

:DRUGS4_3055
00D6: if  0
0039:   @164 ==  3  ;; integer values
004D: jump_if_false DRUGS4_3063
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false DRUGS4_3063
01C2: remove_references_to_actor @76  ;; Like turning an actor into a random pedestrian
0006: @163 =  4  ;; integer values

:DRUGS4_3063
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3071
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false DRUGS4_3071
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @162 =  2  ;; integer values

:DRUGS4_3071
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3079
00D6: if  0
0118:   actor @70 dead
004D: jump_if_false DRUGS4_3079
01C2: remove_references_to_actor @70  ;; Like turning an actor into a random pedestrian
0006: @156 =  2  ;; integer values

:DRUGS4_3079
00D6: if  0
0039:   @157 ==  2  ;; integer values
004D: jump_if_false DRUGS4_3087
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false DRUGS4_3087
01C2: remove_references_to_actor @71  ;; Like turning an actor into a random pedestrian
0006: @157 =  3  ;; integer values

:DRUGS4_3087
00D6: if  0
0039:   @158 ==  2  ;; integer values
004D: jump_if_false DRUGS4_3095
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false DRUGS4_3095
01C2: remove_references_to_actor @72  ;; Like turning an actor into a random pedestrian
0006: @158 =  4  ;; integer values

:DRUGS4_3095
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3103
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false DRUGS4_3103
01C2: remove_references_to_actor @73  ;; Like turning an actor into a random pedestrian
0006: @159 =  2  ;; integer values

:DRUGS4_3103
00D6: if  0
0039:   @160 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3111
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false DRUGS4_3111
01C2: remove_references_to_actor @74  ;; Like turning an actor into a random pedestrian
0006: @160 =  2  ;; integer values

:DRUGS4_3111
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3119
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false DRUGS4_3119
01C2: remove_references_to_actor @78  ;; Like turning an actor into a random pedestrian
0006: @166 =  2  ;; integer values

:DRUGS4_3119
00D6: if  0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3127
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false DRUGS4_3127
01C2: remove_references_to_actor @79  ;; Like turning an actor into a random pedestrian
0006: @167 =  2  ;; integer values

:DRUGS4_3127
00D6: if  0
0039:   @165 ==  4  ;; integer values
004D: jump_if_false DRUGS4_3135
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false DRUGS4_3135
01C2: remove_references_to_actor @77  ;; Like turning an actor into a random pedestrian
0006: @165 =  5  ;; integer values

:DRUGS4_3135
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3143
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false DRUGS4_3143
01C2: remove_references_to_actor @80  ;; Like turning an actor into a random pedestrian
0006: @168 =  2  ;; integer values

:DRUGS4_3143
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3151
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false DRUGS4_3151
01C2: remove_references_to_actor @81  ;; Like turning an actor into a random pedestrian
0006: @169 =  2  ;; integer values

:DRUGS4_3151
00D6: if  0
0019:   @174 >  5  ;; integer values
004D: jump_if_false DRUGS4_3160
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DRUGS4_3160
01C2: remove_references_to_actor @82  ;; Like turning an actor into a random pedestrian
04EF: release_animation "KISSING"
0006: @174 =  6  ;; integer values

:DRUGS4_3160
00D6: if  0
0039:   @171 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3239
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3239
00D6: if  0
0104:   actor $131 near_actor $PLAYER_ACTOR radius  3.5  3.5  3.5 sphere  0
004D: jump_if_false DRUGS4_3239
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false DRUGS4_3238
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false DRUGS4_3236
0470: @63 = actor $PLAYER_ACTOR armed_weapon unknown
016A: fade  0 ()  250 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A9: set_actor $131 immune_to_nonplayer  0
04EF: release_animation "KISSING"
0249: release_model  107
0249: release_model  106
0249: release_model #LXR_MOTEL_DOORSIM
0249: release_model #LXR_MOTELVENT
0249: release_model #IMY_SKYLIGHT
0249: release_model #KMB_TROLLEY
0249: release_model  63
0249: release_model  346
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: @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_3227
00D6: if  22
84EE:   NOT   animation "GANGS" loaded
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS4_3234
0001: wait  0 ms
0002: jump DRUGS4_3227

:DRUGS4_3234
0006: @171 =  2  ;; integer values
0002: jump DRUGS4_3237

:DRUGS4_3236
00BC: text_highpriority 'LAF1_21'  1000 ms  1

:DRUGS4_3237
0002: jump DRUGS4_3239

:DRUGS4_3238
00BC: text_highpriority 'LAF1_21'  1000 ms  1

:DRUGS4_3239
00D6: if  0
0039:   @171 ==  2  ;; integer values
004D: jump_if_false DRUGS4_3294
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3294
02A3: toggle_widescreen  1 (on)
0395: clear_area  0 at  2223.971 -1149.75  200.0 range  200.0
041D: set_camera_near_clip  .1 
016A: fade  1 (back)  500 ms
0792: $PLAYER_ACTOR 
0792: $131 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
01B9: set_actor $131 armed_weapon_to  0
0555: remove_weapon  22 from_actor $131 
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 $131 at  2202.188 -1156.93  1028.844
0173: set_actor $131 z_angle_to  85.6456
0605: unknown_action_sequence $131 "PRTIAL_GNGTLKH" "GANGS"  8.0  0  0  0  0 -1 
00A1: put_actor $PLAYER_ACTOR at  2197.2 -1156.929  1028.844
0173: set_actor $PLAYER_ACTOR z_angle_to  269.764
05D3: unknown_action_sequence $PLAYER_ACTOR  2201.188 -1156.93  1028.844  4 -1 
03D1: play_wav  1
00BC: text_highpriority 'FIN1_JH'  5000 ms  1
0967: $131  10000 

:DRUGS4_3265
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRUGS4_3270
0001: wait  0 ms
0002: jump DRUGS4_3265

:DRUGS4_3270
00BE: text_clear_all
040D: unload_wav  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3276
0968: $131 

:DRUGS4_3276
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3289
0792: $PLAYER_ACTOR 
0792: $131 
00A1: put_actor $PLAYER_ACTOR at  2201.188 -1156.93  1028.844
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
0605: unknown_action_sequence $131 "HNDSHKFA_SWT" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence $PLAYER_ACTOR "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
0006: @32 =  0  ;; integer values

:DRUGS4_3289
03D1: play_wav  2
00BC: text_highpriority 'FIN1_JI'  2000 ms  1
0967: $PLAYER_ACTOR  2000 
0707: unknown_bunnyjump DRUGS4_3371 
0006: @171 =  3  ;; integer values

:DRUGS4_3294
00D6: if  0
0019:   @171 >  2  ;; integer values
004D: jump_if_false DRUGS4_3318
00D6: if  0
001B:    6 > @171  ;; integer values
004D: jump_if_false DRUGS4_3318
00D6: if  0
0039:   @182 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3318
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS4_3318
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_3318
00BE: text_clear_all
0968: $PLAYER_ACTOR 
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3316
0967: $131  10000 

:DRUGS4_3316
00BC: text_highpriority 'FIN1_JK'  2000 ms  1
0006: @182 =  1  ;; integer values

:DRUGS4_3318
00D6: if  0
0039:   @182 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3329
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3329
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_3329
0968: $131 
0006: @182 =  2  ;; integer values

:DRUGS4_3329
00D6: if  0
0039:   @171 ==  3  ;; integer values
004D: jump_if_false DRUGS4_3358
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3358
062E: $131  1541 @94 
00D6: if  0
04A4: @94  7 
004D: jump_if_false DRUGS4_3358
062E: $PLAYER_ACTOR  1541 @95 
00D6: if  0
04A4: @95  7 
004D: jump_if_false DRUGS4_3358
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS4_3358
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_3358
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 $131 flags  4  0 
0006: @171 =  4  ;; integer values

:DRUGS4_3358
00D6: if  0
0039:   @171 ==  4  ;; integer values
004D: jump_if_false DRUGS4_3362
0006: @171 =  5  ;; integer values

:DRUGS4_3362
00D6: if  0
0039:   @171 ==  5  ;; integer values
004D: jump_if_false DRUGS4_3476
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_3476
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false DRUGS4_3476

:DRUGS4_3371
0701: (unknown)
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3378
0968: $131 

:DRUGS4_3378
016A: fade  0 ()  250 ms

:DRUGS4_3379
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_3384
0001: wait  0 ms
0002: jump DRUGS4_3379

:DRUGS4_3384
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3408
0968: $131 
0968: $PLAYER_ACTOR 
07FB: set_interior 'MOTEL1' accessible  1 
08AD: $131  2214.41 -1150.48  3.0 
02AB: set_actor $131 immunities  1  1  1  1  1
0792: $131 
0792: $PLAYER_ACTOR 
00A1: put_actor $131 at  2192.194 -1153.241  32.56
0173: set_actor $131 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 $131 to_interior  0 
08AD: $PLAYER_ACTOR  2214.38 -1150.45  1.0 
08AD: $131  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 

:DRUGS4_3408
04EF: release_animation "GANGS"
0247: request_model  497
07C0:  349 
03CF: load_wav  15800 as  1
03CF: load_wav  15872 as  2
038B: load_requested_models

:DRUGS4_3414
00D6: if  23
8248:   NOT   model  497 available
87C1:   NOT  349 
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS4_3422
0001: wait  0 ms
0002: jump DRUGS4_3414

:DRUGS4_3422
05D3: unknown_action_sequence $PLAYER_ACTOR  2193.86 -1157.682  33.563  4 -1 
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3428
05D3: unknown_action_sequence $131  2192.25 -1158.078  33.56  4 -1 

:DRUGS4_3428
00A5: @40 = create_car  497 at  2249.51 -1111.52  56.1
09C4: @40  0 
02AA: set_car @40 immune_to_nonplayer  1
0224: set_car @40 health_to  2000
0129: @44 = create_actor  25  285 in_car @40 driverseat
054A: unknown_actor @44 flag  0
020A: set_car @40 door_status_to  2
039E: (unknown) @44  1 
04BA: set_car @40 speed_instantly  30.0
060B: unknown_actor_use_entity @44 @55 
0825: @40 
009A: @51 = create_actor  27  285 at  2161.84 -1154.26  25.09
077A: @51  4  23 
077A: @51  4  0 
060B: unknown_actor_use_entity @51 @57 
009A: @52 = create_actor  27  285 at  2159.84 -1154.26  25.09
077A: @52  4  23 
060B: unknown_actor_use_entity @52 @57 
009A: @53 = create_actor  27  285 at  2159.84 -1154.26 -5.09
077A: @53  4  23 
077A: @53  4  0 
060B: unknown_actor_use_entity @53 @57 
009A: @54 = create_actor  27  285 at  2159.84 -1154.26 -8.09
077A: @54  4  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 -.1 unknown  3 angle  190.0 with_weapon  29
0223: set_actor @51 health_to  150
07DD: @51  70 
0464: put_actor @52 into_turret_on_car @40 at_car_offset  1.4 -.8 -.1 unknown  3 angle  190.0 with_weapon  29
0223: set_actor @52 health_to  150
07DD: @52  70 
0464: put_actor @53 into_turret_on_car @40 at_car_offset -1.4  1.3 -.1 unknown  1 angle  190.0 with_weapon  29
0223: set_actor @53 health_to  150
07DD: @53  70 
0464: put_actor @54 into_turret_on_car @40 at_car_offset -1.4 -.8 -.1 unknown  1 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 (back)  500 ms
0006: @33 =  0  ;; integer values
0006: @171 =  6  ;; integer values
0006: @172 =  1  ;; integer values

:DRUGS4_3476
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false DRUGS4_3481
00BC: text_highpriority 'LAF1_70'  5000 ms  1
0002: jump DRUGS4_8323

:DRUGS4_3481
00D6: if  0
0039:   @171 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3571
0050: gosub DRUGS4_8198
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3497
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3497
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3497
04AF: @106 = unknown_wav_reference  15863 
05AA: s@107 = 'FIN1_JC'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_3497
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3510
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3510
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3510
0006: @151 =  1  ;; integer values
04AF: @106 = unknown_wav_reference  15864 
05AA: s@107 = 'FIN1_JD'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_3510
00D6: if  0
0019:   @173 >  0  ;; integer values
004D: jump_if_false DRUGS4_3522
00D6: if  0
0039:   @178 ==  2  ;; integer values
004D: jump_if_false DRUGS4_3522
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3522
04AF: @106 = unknown_wav_reference  15866 
05AA: s@107 = 'FIN1_JF'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_3522
00D6: if  0
0019:   @157 >  0  ;; integer values
004D: jump_if_false DRUGS4_3534
00D6: if  0
0039:   @178 ==  3  ;; integer values
004D: jump_if_false DRUGS4_3534
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3534
04AF: @106 = unknown_wav_reference  15807 
05AA: s@107 = 'FIN1_BD'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_3534
00D6: if  0
0019:   @165 >  0  ;; integer values
004D: jump_if_false DRUGS4_3546
00D6: if  0
0039:   @178 ==  4  ;; integer values
004D: jump_if_false DRUGS4_3546
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3546
04AF: @106 = unknown_wav_reference  15818 
05AA: s@107 = 'FIN1_CK'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_3546
00D6: if  0
0039:   @178 ==  5  ;; integer values
004D: jump_if_false DRUGS4_3555
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3555
04AF: @106 = unknown_wav_reference  15808 
05AA: s@107 = 'FIN1_BE'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_3555
00D6: if  0
0039:   @181 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3564
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS4_3564
040D: unload_wav  2
03CF: load_wav  15803 as  2
0006: @181 =  2  ;; integer values

:DRUGS4_3564
00D6: if  0
0039:   @181 ==  2  ;; integer values
004D: jump_if_false DRUGS4_3571
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_3571
0006: @181 =  3  ;; integer values

:DRUGS4_3571
00D6: if  0
0039:   @172 ==  1  ;; integer values
004D: jump_if_false DRUGS4_3892
00D6: if  0
0039:   @171 ==  6  ;; integer values
004D: jump_if_false DRUGS4_3609
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false DRUGS4_3609
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3584
05EB: @40  349 

:DRUGS4_3584
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3609
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3609
0001: wait  200 ms
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3597
05BF: unknown_action_sequence $PLAYER_ACTOR @44  3000 

:DRUGS4_3597
0001: wait  100 ms
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3605
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3605
05BF: unknown_action_sequence $131 @44  3000 

:DRUGS4_3605
03D1: play_wav  1
00BC: text_highpriority 'FIN1_AA'  3000 ms  1
0006: @33 =  0  ;; integer values
0006: @171 =  7  ;; integer values

:DRUGS4_3609
00D6: if  0
0039:   @171 ==  7  ;; integer values
004D: jump_if_false DRUGS4_3675
00D6: if  0
0019:   @33 >  2500  ;; integer values
004D: jump_if_false DRUGS4_3675
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3675
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3675
0006: @175 =  0  ;; integer values
0707: unknown_bunnyjump DRUGS4_3744 
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  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRUGS4_3635
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3635
0085: @118 = @51  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8251
0006: @132 =  1  ;; integer values

:DRUGS4_3635
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRUGS4_3648
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3648
0085: @118 = @52  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3646
008B: @119 = $131  ;; integer values and handles

:DRUGS4_3646
0050: gosub DRUGS4_8259
0006: @133 =  1  ;; integer values

:DRUGS4_3648
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRUGS4_3661
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3661
0085: @118 = @53  ;; integer values and handles
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3659
008B: @119 = $131  ;; integer values and handles

:DRUGS4_3659
0050: gosub DRUGS4_8259
0006: @135 =  1  ;; integer values

:DRUGS4_3661
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRUGS4_3671
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3671
0085: @118 = @54  ;; integer values and handles
008B: @119 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub DRUGS4_8259
0006: @136 =  1  ;; integer values

:DRUGS4_3671
05D3: unknown_action_sequence $131  2192.683 -1168.586  33.56  6  5000 
05D3: unknown_action_sequence $PLAYER_ACTOR  2198.424 -1158.32  33.56  6  5000 
0006: @33 =  0  ;; integer values
0006: @171 =  8  ;; integer values

:DRUGS4_3675
00D6: if  0
0039:   @171 ==  8  ;; integer values
004D: jump_if_false DRUGS4_3703
00D6: if  0
0019:   @33 >  1500  ;; integer values
004D: jump_if_false DRUGS4_3703
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3703
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3703
00D6: if  0
060E: @40 
004D: jump_if_false DRUGS4_3691
05EC: @40 

:DRUGS4_3691
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: $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: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  1 -1 
03D1: play_wav  2
00BC: text_highpriority 'FIN1_JL'  3000 ms  1
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_3703
00D6: if  0
0039:   @171 ==  9  ;; integer values
004D: jump_if_false DRUGS4_3724
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3724
00D6: if  0
0611: $PLAYER_ACTOR "SWT_WLLPK_L" 
004D: jump_if_false DRUGS4_3724
0613: $PLAYER_ACTOR "SWT_WLLPK_L" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_3724
0605: unknown_action_sequence $PLAYER_ACTOR "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3723
008B: @118 = $131  ;; integer values and handles
0085: @119 = @44  ;; integer values and handles
0050: gosub DRUGS4_8259

:DRUGS4_3723
0006: @171 =  10  ;; integer values

:DRUGS4_3724
00D6: if  0
0039:   @171 ==  10  ;; integer values
004D: jump_if_false DRUGS4_3884
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3884
00D6: if  0
0611: $PLAYER_ACTOR "SWT_WLLSHOOT_IN_L" 
004D: jump_if_false DRUGS4_3884
0613: $PLAYER_ACTOR "SWT_WLLSHOOT_IN_L" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_3884
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3742
06C1: @40  0.0  1.0 -.5  2193.73 -1166.85  34.06  4.0  .4 @58 
06B6: @58 $131  .2 

:DRUGS4_3742
0792: $PLAYER_ACTOR 
0006: @175 =  1  ;; integer values

:DRUGS4_3744
0701: (unknown)
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false DRUGS4_3839
00BE: text_clear_all
016A: fade  0 ()  500 ms

:DRUGS4_3750
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_3755
0001: wait  0 ms
0002: jump DRUGS4_3750

:DRUGS4_3755
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3764
00D6: if  0
060E: @40 
004D: jump_if_false DRUGS4_3764
05EC: @40 

:DRUGS4_3764
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  497
0247: request_model  285
0247: request_model  353
038B: load_requested_models

:DRUGS4_3773
00D6: if  22
8248:   NOT   model  497 available
8248:   NOT   model  285 available
8248:   NOT   model  353 available
004D: jump_if_false DRUGS4_3780
0001: wait  0 ms
0002: jump DRUGS4_3773

:DRUGS4_3780
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3786
0792: $PLAYER_ACTOR 
0792: $131 
02A9: set_actor $131 immune_to_nonplayer  0

:DRUGS4_3786
00A5: @40 = create_car  497 at  2249.51 -1111.52  56.1
09C4: @40  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: @40  0.0  1.0 -.5  2193.73 -1166.85  34.06  3.0  .4 @58 
06B6: @58 $131  .2 
0129: @44 = create_actor  25  285 in_car @40 driverseat
054A: unknown_actor @44 flag  0
020A: set_car @40 door_status_to  2
039E: (unknown) @44  1 
054A: unknown_actor @44 flag  0
060B: unknown_actor_use_entity @44 @55 
0825: @40 
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  285 at  2161.84 -1154.26  25.09
077A: @51  4  23 
077A: @51  4  0 
060B: unknown_actor_use_entity @51 @57 
009A: @52 = create_actor  27  285 at  2159.84 -1154.26  25.09
077A: @52  4  23 
060B: unknown_actor_use_entity @52 @57 
009A: @53 = create_actor  27  285 at  2159.84 -1154.26 -5.09
077A: @53  4  23 
077A: @53  4  0 
060B: unknown_actor_use_entity @53 @57 
009A: @54 = create_actor  27  285 at  2159.84 -1154.26 -8.09
077A: @54  4  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 -.1 unknown  3 angle  190.0 with_weapon  29
0223: set_actor @51 health_to  150
07DD: @51  70 
0464: put_actor @52 into_turret_on_car @40 at_car_offset  1.4 -.8 -.1 unknown  3 angle  190.0 with_weapon  29
0223: set_actor @52 health_to  150
07DD: @52  70 
0464: put_actor @53 into_turret_on_car @40 at_car_offset -1.4  1.3 -.1 unknown  1 angle  190.0 with_weapon  29
0223: set_actor @53 health_to  150
07DD: @53  70 
0464: put_actor @54 into_turret_on_car @40 at_car_offset -1.4 -.8 -.1 unknown  1 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 $131 at  2192.638 -1169.202  32.563
0173: set_actor $131 z_angle_to  180.668
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  750 ms

:DRUGS4_3839
0006: @132 =  0  ;; integer values
0006: @133 =  0  ;; integer values
0006: @135 =  0  ;; integer values
0006: @136 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3854
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3854
02AB: set_actor $131 immunities  0  1  1  1  0
01B2: give_actor $131 weapon  29 ammo  99999  ;; Load the weapon model before using this
008B: @118 = $131  ;; integer values and handles
0085: @119 = @44  ;; integer values and handles
0050: gosub DRUGS4_8259

:DRUGS4_3854
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3859
0853: @40  3 
0186: @185 = create_marker_above_car @40

:DRUGS4_3859
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3870
02A9: set_actor $131 immune_to_nonplayer  0
0223: set_actor $131 health_to  500
0004: $6962 =  100  ;; integer values

:DRUGS4_3870
04EF: release_animation "SWAT"
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
03C4: set_status_text_to $6962  1 (bar) 'LAF1_20'
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
0006: @172 =  2  ;; integer values
0006: @171 =  11  ;; integer values

:DRUGS4_3884
00D6: if  0
001B:    11 > @171  ;; integer values
004D: jump_if_false DRUGS4_3892
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false DRUGS4_3892
00BC: text_highpriority 'LAF1_70'  5000 ms  1
0002: jump DRUGS4_8323

:DRUGS4_3892
00D6: if  0
0039:   @172 ==  2  ;; integer values
004D: jump_if_false DRUGS4_4090
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_3901
0226: $6962 = actor $131 health
0014: $6962 /=  5  ;; integer values
0002: jump DRUGS4_3903

:DRUGS4_3901
00BC: text_highpriority 'LAF1_70'  5000 ms  1
0002: jump DRUGS4_8323

:DRUGS4_3903
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4090
00D6: if  0
0039:   @171 ==  11  ;; integer values
004D: jump_if_false DRUGS4_3914
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false DRUGS4_3914
05D3: unknown_action_sequence $131  2193.199 -1179.67  33.56  6 -1 
0006: @171 =  12  ;; integer values

:DRUGS4_3914
00D6: if  0
0039:   @171 ==  12  ;; integer values
004D: jump_if_false DRUGS4_3936
00D6: if  0
00FE:   actor $131  0 ()near_point  2193.199 -1179.67  33.56 radius  1.5  1.5  2.5
004D: jump_if_false DRUGS4_3936
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3926
008B: @118 = $131  ;; integer values and handles
0085: @119 = @44  ;; integer values and handles
0050: gosub DRUGS4_8259

:DRUGS4_3926
0006: @32 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3935
04A2: heli @40 fly_to  2193.199 -1179.67  40.5 speed  10.0  10.0
00D6: if  0
06B3: @58 
004D: jump_if_false DRUGS4_3935
06B6: @58 $PLAYER_ACTOR  .2 

:DRUGS4_3935
0006: @171 =  13  ;; integer values

:DRUGS4_3936
00D6: if  0
0039:   @171 ==  13  ;; integer values
004D: jump_if_false DRUGS4_3952
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false DRUGS4_3952
05D3: unknown_action_sequence $131  2200.652 -1188.776  32.563  6 -1 
00D6: if  0
06B3: @58 
004D: jump_if_false DRUGS4_3947
06B6: @58 $131  .2 

:DRUGS4_3947
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3951
02AA: set_car @40 immune_to_nonplayer  0

:DRUGS4_3951
0006: @171 =  14  ;; integer values

:DRUGS4_3952
00D6: if  0
0039:   @171 ==  14  ;; integer values
004D: jump_if_false DRUGS4_3970
00D6: if  0
00FE:   actor $131  0 ()near_point  2200.652 -1188.776  32.563 radius  1.5  1.5  3.5
004D: jump_if_false DRUGS4_3970
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3964
008B: @118 = $131  ;; integer values and handles
0085: @119 = @44  ;; integer values and handles
0050: gosub DRUGS4_8259

:DRUGS4_3964
0006: @32 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3969
04A2: heli @40 fly_to  2212.41 -1168.54  42.0 speed  20.0  20.0

:DRUGS4_3969
0006: @171 =  15  ;; integer values

:DRUGS4_3970
00D6: if  0
0039:   @171 ==  15  ;; integer values
004D: jump_if_false DRUGS4_3982
00D6: if  0
0019:   @32 >  12000  ;; integer values
004D: jump_if_false DRUGS4_3982
05D3: unknown_action_sequence $131  2209.474 -1185.644  33.56  6 -1 
00D6: if  0
06B3: @58 
004D: jump_if_false DRUGS4_3981
06B6: @58 $PLAYER_ACTOR  .2 

:DRUGS4_3981
0006: @171 =  16  ;; integer values

:DRUGS4_3982
00D6: if  0
0039:   @171 ==  16  ;; integer values
004D: jump_if_false DRUGS4_4000
00D6: if  0
00FE:   actor $131  0 ()near_point  2209.474 -1185.644  33.56 radius  1.5  1.5  3.5
004D: jump_if_false DRUGS4_4000
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_3994
008B: @118 = $131  ;; integer values and handles
0085: @119 = @44  ;; integer values and handles
0050: gosub DRUGS4_8259

:DRUGS4_3994
0006: @32 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_3999
04A2: heli @40 fly_to  2223.66 -1169.4  42.83 speed  20.0  20.0

:DRUGS4_3999
0006: @171 =  17  ;; integer values

:DRUGS4_4000
00D6: if  0
0039:   @171 ==  17  ;; integer values
004D: jump_if_false DRUGS4_4012
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DRUGS4_4012
05D3: unknown_action_sequence $131  2219.186 -1188.8  33.563  6 -1 
00D6: if  0
06B3: @58 
004D: jump_if_false DRUGS4_4011
06B6: @58 $131  .2 

:DRUGS4_4011
0006: @171 =  18  ;; integer values

:DRUGS4_4012
00D6: if  0
0039:   @171 ==  18  ;; integer values
004D: jump_if_false DRUGS4_4030
00D6: if  0
00FE:   actor $131  0 ()near_point  2219.186 -1188.8  33.563 radius  1.5  1.5  3.5
004D: jump_if_false DRUGS4_4030
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DRUGS4_4024
008B: @118 = $131  ;; integer values and handles
0085: @119 = @44  ;; integer values and handles
0050: gosub DRUGS4_8259

:DRUGS4_4024
0006: @32 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_4029
04A2: heli @40 fly_to  2242.91 -1178.87  42.0 speed  10.0  10.0

:DRUGS4_4029
0006: @171 =  19  ;; integer values

:DRUGS4_4030
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4038
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false DRUGS4_4038
0465: remove_actor @51 from_turret_mode
0006: @132 =  1  ;; integer values

:DRUGS4_4038
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4046
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false DRUGS4_4046
0465: remove_actor @52 from_turret_mode
0006: @133 =  1  ;; integer values

:DRUGS4_4046
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4054
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false DRUGS4_4054
0465: remove_actor @53 from_turret_mode
0006: @135 =  1  ;; integer values

:DRUGS4_4054
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4062
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false DRUGS4_4062
0465: remove_actor @54 from_turret_mode
0006: @136 =  1  ;; integer values

:DRUGS4_4062
00D6: if  0
0019:   @171 >  10  ;; integer values
004D: jump_if_false DRUGS4_4090
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_4086
0227: @41 = car @40 health
00D6: if  0
001B:    1250 > @41  ;; integer values
004D: jump_if_false DRUGS4_4085
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  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_4079
03D1: play_wav  2

:DRUGS4_4079
06B2: @58 
0006: @32 =  0  ;; integer values
0006: @176 =  1  ;; integer values
00BC: text_highpriority 'LAF1_69'  5000 ms  1
0006: @172 =  3  ;; integer values
0006: @171 =  20  ;; integer values

:DRUGS4_4085
0002: jump DRUGS4_4090

:DRUGS4_4086
00BC: text_highpriority 'LAF1_69'  1000 ms  1
06B2: @58 
0006: @172 =  3  ;; integer values
0006: @171 =  20  ;; integer values

:DRUGS4_4090
00D6: if  0
0039:   @172 ==  3  ;; integer values
004D: jump_if_false DRUGS4_4200
00D6: if  0
001B:    23 > @171  ;; integer values
004D: jump_if_false DRUGS4_4200
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4102
0226: $6962 = actor $131 health
0014: $6962 /=  5  ;; integer values
0002: jump DRUGS4_4104

:DRUGS4_4102
00BC: text_highpriority 'LAF1_70'  5000 ms  1
0002: jump DRUGS4_8323

:DRUGS4_4104
00D6: if  0
0039:   @171 ==  20  ;; integer values
004D: jump_if_false DRUGS4_4117
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4117
05F5: unknown_action_sequence $131  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_4117
00D6: if  0
0039:   @171 ==  21  ;; integer values
004D: jump_if_false DRUGS4_4139
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4139
00D6: if  0
0104:   actor $131 near_actor $PLAYER_ACTOR radius  4.0  4.0  3.5 sphere  0
004D: jump_if_false DRUGS4_4134
00D6: if  0
02CB:   actor $131 bounding_sphere_visible
004D: jump_if_false DRUGS4_4133
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
05F5: unknown_action_sequence $131  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_4133
0002: jump DRUGS4_4139

:DRUGS4_4134
00D6: if  0
0019:   @33 >  3500  ;; integer values
004D: jump_if_false DRUGS4_4139
00BC: text_highpriority 'LAF1_69'  1000 ms  1
0395: clear_area  0 at  2197.78 -1194.0  100.0 range  100.0

:DRUGS4_4139
00D6: if  0
0039:   @176 ==  1  ;; integer values
004D: jump_if_false DRUGS4_4152
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_4152
00D6: if  0
01AF:   car @40  0 ()near_point  2220.44 -1128.29  43.31 radius  15.0  15.0  15.0
004D: jump_if_false DRUGS4_4152
020B: explode_car @40
020B: explode_car @40
0006: @32 =  0  ;; integer values
0006: @176 =  2  ;; integer values

:DRUGS4_4152
00D6: if  0
0039:   @176 ==  2  ;; integer values
004D: jump_if_false DRUGS4_4161
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DRUGS4_4161
01C3: remove_references_to_car @40  ;; Like turning a car into any random car
00A6: destroy_car @40
0006: @176 =  3  ;; integer values

:DRUGS4_4161
00D6: if  0
0039:   @171 ==  22  ;; integer values
004D: jump_if_false DRUGS4_4200
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4200
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2197.78 -1194.0  26.17 radius  5.0  5.0  3.5
004D: jump_if_false DRUGS4_4186
016A: fade  0 ()  250 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AB: set_actor $131 immunities  1  1  1  1  1

:DRUGS4_4173
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_4178
0001: wait  0 ms
0002: jump DRUGS4_4173

:DRUGS4_4178
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4184
00A1: put_actor $131 at  2197.78 -1194.0  25.0

:DRUGS4_4184
0006: @171 =  23  ;; integer values
0002: jump DRUGS4_4200

:DRUGS4_4186
00D6: if  0
00FF:   actor $131  0 ()near_point_on_foot  2197.78 -1194.0  26.17 radius  5.0  5.0  3.5
004D: jump_if_false DRUGS4_4200
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 (frozen)
02AB: set_actor $131 immunities  1  1  1  1  1

:DRUGS4_4194
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_4199
0001: wait  0 ms
0002: jump DRUGS4_4194

:DRUGS4_4199
0006: @171 =  23  ;; integer values

:DRUGS4_4200
00D6: if  0
0019:   @172 >  1  ;; integer values
004D: jump_if_false DRUGS4_4264
00D6: if  0
001B:    4 > @172  ;; integer values
004D: jump_if_false DRUGS4_4264
00D6: if  0
001B:    23 > @171  ;; integer values
004D: jump_if_false DRUGS4_4264
0050: gosub DRUGS4_8198
00D6: if  0
0039:   @172 ==  2  ;; integer values
004D: jump_if_false DRUGS4_4249
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_4249
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4228
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4228
00D6: if  0
0019:   @171 >  11  ;; integer values
004D: jump_if_false DRUGS4_4228
04AF: @106 = unknown_wav_reference  15873 
05AA: s@107 = 'FIN1_JM'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_4228
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DRUGS4_4237
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4237
04AF: @106 = unknown_wav_reference  15811 
05AA: s@107 = 'FIN1_BY'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_4237
00D6: if  0
0039:   @178 ==  2  ;; integer values
004D: jump_if_false DRUGS4_4249
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4249
00D6: if  0
0019:   @171 >  14  ;; integer values
004D: jump_if_false DRUGS4_4249
04AF: @106 = unknown_wav_reference  15872 
05AA: s@107 = 'FIN1_JL'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_4249
00D6: if  0
0039:   @172 ==  3  ;; integer values
004D: jump_if_false DRUGS4_4264
00D6: if  0
0019:   @171 >  21  ;; integer values
004D: jump_if_false DRUGS4_4264
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4264
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4264
04AF: @106 = unknown_wav_reference  15874 
05AA: s@107 = 'FIN1_JN'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_4264
00D6: if  0
0039:   @171 ==  23  ;; integer values
004D: jump_if_false DRUGS4_4469
00D6: if  0
0039:   @294 ==  0  ;; integer values
004D: jump_if_false DRUGS4_4469
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4469
00C0: set_current_time  3  15
01B9: set_actor $131 armed_weapon_to  0
0249: release_model  349
0249: release_model  346
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
02A3: toggle_widescreen  1 (on)
0395: clear_area  0 at  2223.971 -1149.75  200.0 range  200.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
041D: set_camera_near_clip  .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: $131 
0792: $PLAYER_ACTOR 
00A1: put_actor $131 at  2192.65 -1194.78  24.2
0173: set_actor $131 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  285
0151: remove_status_text $6962
0247: request_model  596
0247: request_model  280
0247: request_model  355
0247: request_model  538
0247: request_model  492
0247: request_model  497
04ED: load_animation "GANGS"
04ED: load_animation "CAR_CHAT"
023C: load_special_actor  2 'SMOKE'
023C: load_special_actor  3 'RYDER2'
07C0:  330 
07C0:  332 
07C0:  333 
07C0:  334 
07C0:  335 
07C0:  336 
07C0:  337 
07C0:  338 
03CF: load_wav  15876 as  1
03CF: load_wav  15877 as  2
038B: load_requested_models

:DRUGS4_4315
00D6: if  24
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_4324
0001: wait  0 ms
0002: jump DRUGS4_4315

:DRUGS4_4324
00D6: if  22
8248:   NOT   model  596 available
8248:   NOT   model  280 available
8248:   NOT   model  355 available
004D: jump_if_false DRUGS4_4331
0001: wait  0 ms
0002: jump DRUGS4_4324

:DRUGS4_4331
00D6: if  22
8248:   NOT   model  538 available
8248:   NOT   model  492 available
8248:   NOT   model  497 available
004D: jump_if_false DRUGS4_4338
0001: wait  0 ms
0002: jump DRUGS4_4331

:DRUGS4_4338
00D6: if  24
87C1:   NOT  330 
87C1:   NOT  332 
87C1:   NOT  333 
87C1:   NOT  334 
87C1:   NOT  335 
004D: jump_if_false DRUGS4_4347
0001: wait  0 ms
0002: jump DRUGS4_4338

:DRUGS4_4347
00D6: if  24
87C1:   NOT  336 
87C1:   NOT  337 
87C1:   NOT  338 
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false DRUGS4_4356
0001: wait  0 ms
0002: jump DRUGS4_4347

:DRUGS4_4356
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  497 at  2130.004 -1196.324  28.198
09C4: @40  0 
0175: set_car @40 z_angle_to  336.905
0129: @44 = create_actor  24  280 in_car @40 driverseat
060B: unknown_actor_use_entity @44 @55 
0446: (unknown) @44  0 
054A: unknown_actor @44 flag  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: @40 
0338: @40  0 
00A5: $136 = create_car  492 at  2203.498 -1217.624  23.579
041E: set_radio_station  5 
0852: $136  0 
0175: set_car $136 z_angle_to  90.386
0129: $130 = create_actor  23  291 in_car $136 driverseat
060B: unknown_actor_use_entity $130 @55 
01C8: $132 = create_actor  23  292 in_car $136 passenger_seat  0
060B: unknown_actor_use_entity $132 @55 
0229: set_car $136 color_to  59  34
02AC: set_car $136 immunities  0  1  1  1  1
0224: set_car $136 health_to  6000
053F: set_car $136 tires_vulnerable  0
00A5: @186 = create_car  596 at  2169.194 -1270.059  22.8203
09C4: @186  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  280 in_car @186 driverseat
060B: unknown_actor_use_entity @195 @55 
0223: set_actor @195 health_to  100
0446: (unknown) @195  0 
02A9: set_actor @195 immune_to_nonplayer  1
01C8: @196 = create_actor  24  280 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: (unknown) @196  0 
00A9: set_car @186 to_normal_driver
0338: @186  0 
00A5: @187 = create_car  596 at  2172.526 -1280.734  22.9766
09C4: @187  0 
0175: set_car @187 z_angle_to  .9448
02AA: set_car @187 immune_to_nonplayer  1
0224: set_car @187 health_to  500
0129: @197 = create_actor  24  280 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  280 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: (unknown) @198  0 
01B2: give_actor @198 weapon  29 ammo  99999  ;; Load the weapon model before using this
00A9: set_car @187 to_normal_driver
0338: @187  0 
00A5: @188 = create_car  596 at  2223.11 -1150.118  24.92
09C4: @188  0 
0129: @199 = create_actor  24  280 in_car @188 driverseat
054A: unknown_actor @199 flag  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: (unknown) @199  0 
01C8: @200 = create_actor  24  280 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: (unknown) @200  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  596 at  2388.808 -1259.431  22.94
0175: set_car @189 z_angle_to  89.36
09C4: @189  0 
02AA: set_car @189 immune_to_nonplayer  1
0224: set_car @189 health_to  900
0129: @201 = create_actor  24  280 in_car @189 driverseat
02A9: set_actor @201 immune_to_nonplayer  1
060B: unknown_actor_use_entity @201 @55 
0446: (unknown) @201  0 
0223: set_actor @201 health_to  100
01C8: @202 = create_actor  24  280 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: (unknown) @202  0 
00A9: set_car @189 to_normal_driver
06D7:  0 
06DB: (unknown)
06D8: @211 = create_train_at  2284.991 -1186.053  24.756 track  15 unknown  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: unknown_action_sequence $PLAYER_ACTOR  2183.567 -1193.851  23.2419  6  5000 
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4467
05D3: unknown_action_sequence $131  2183.531 -1195.074  23.2266  6  5000 

:DRUGS4_4467
016A: fade  1 (back)  250 ms
0006: @294 =  1  ;; integer values

:DRUGS4_4469
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false DRUGS4_4485
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4485
00D6: if  0
00EC:   actor $131  0 ()near_point  2183.531 -1195.074 radius  1.5  1.5
004D: jump_if_false DRUGS4_4485
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2183.567 -1193.851 radius  2.0  2.0
004D: jump_if_false DRUGS4_4485
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_4485
00D6: if  0
0039:   @294 ==  2  ;; integer values
004D: jump_if_false DRUGS4_4508
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4508
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_4508
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4508
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false DRUGS4_4508
05BF: unknown_action_sequence $PLAYER_ACTOR $130  3000 
05EB: $136  330 
0605: unknown_action_sequence $131 "PRTIAL_GNGTLKE" "GANGS"  1000.0  0  1  1  1 -1 
03D1: play_wav  1
00BC: text_highpriority 'FIN1_KA'  2500 ms  1
0967: $131  2000 
0006: @32 =  0  ;; integer values
0006: @294 =  3  ;; integer values

:DRUGS4_4508
00D6: if  0
0039:   @294 ==  3  ;; integer values
004D: jump_if_false DRUGS4_4525
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4525
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_4525
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4525
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false DRUGS4_4525
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKH" "GANGS"  4.0  0  1  1  0 -1 
0006: @294 =  4  ;; integer values

:DRUGS4_4525
00D6: if  0
0039:   @294 ==  4  ;; integer values
004D: jump_if_false DRUGS4_4553
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4553
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_4553
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4553
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_4553
05BF: unknown_action_sequence $131 $130  5000 
00BE: text_clear_all
03D1: play_wav  2
0967: $PLAYER_ACTOR  2000 
00BC: text_highpriority 'FIN1_KB'  3000 ms  1
0968: $131 
040D: unload_wav  1
03CF: load_wav  15878 as  1
05D3: unknown_action_sequence $PLAYER_ACTOR  2181.53 -1193.81  23.67  4  5000 
05D3: unknown_action_sequence $131  2181.41 -1195.67  23.74  4  5000 
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_4553
00D6: if  0
0039:   @294 ==  5  ;; integer values
004D: jump_if_false DRUGS4_4602
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4602
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_4602
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_4602
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4602
00D6: if  0
860E:   NOT $136 
004D: jump_if_false DRUGS4_4602
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_4602
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS4_4602
0968: $PLAYER_ACTOR 
040D: unload_wav  2
00BE: text_clear_all
03CF: load_wav  15879 as  2
03D1: play_wav  1
0967: $130  1000 
00BC: text_highpriority 'FIN1_KC'  2000 ms  1
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: unknown_action_sequence $PLAYER_ACTOR $130  5000 
00A9: set_car $136 to_normal_driver
0605: unknown_action_sequence $130 "CAR_SC4_FL" "CAR_CHAT"  1000.0  0  0  0  0 -1 
0605: unknown_action_sequence $132 "CAR_SC4_FR" "CAR_CHAT"  1000.0  0  0  0  0 -1 
05CA: unknown_action_sequence $PLAYER_ACTOR $136  5000  2 
05D3: unknown_action_sequence $131  2181.51 -1201.97  24.0  6  5000 
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_4596
0397: car @186 siren =  1 (on)  

:DRUGS4_4596
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_4600
0397: car @187 siren =  1 (on)  

:DRUGS4_4600
0006: @32 =  0  ;; integer values
0006: @294 =  6  ;; integer values

:DRUGS4_4602
00D6: if  0
0039:   @294 ==  6  ;; integer values
004D: jump_if_false DRUGS4_4627
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4627
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_4627
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_4627
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4627
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRUGS4_4627
00A1: put_actor $131 at  2176.78 -1196.64  23.18
05CA: unknown_action_sequence $131 $136  6000  1 
0968: $130 
0697: $136  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_4627
00D6: if  0
0039:   @294 ==  7  ;; integer values
004D: jump_if_false DRUGS4_4639
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DRUGS4_4639
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false DRUGS4_4639
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC4_BR" "CAR_CHAT"  6.0  0  0  0  0 -1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0006: @294 =  8  ;; integer values

:DRUGS4_4639
00D6: if  0
0039:   @294 ==  8  ;; integer values
004D: jump_if_false DRUGS4_4701
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4701
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_4701
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_4701
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4701
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_4701
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_4701
00D6: if  0
0448:   actor $131 in_car $136
004D: jump_if_false DRUGS4_4697
0605: unknown_action_sequence $131 "CAR_SC4_BL" "CAR_CHAT"  8.0  0  0  0  0 -1 
03D1: play_wav  2
0967: $131  1000 
00BC: text_highpriority 'FIN1_KE'  2000 ms  1
040D: unload_wav  1
03CF: load_wav  15880 as  1
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_4674
0338: @40  1 
0726: @40 $PLAYER_ACTOR -1  20.0 

:DRUGS4_4674
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_4684
0338: @186  1 
05EB: @186  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_4684
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_4693
0338: @187  1 
05EB: @187  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_4693
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @294 =  9  ;; integer values
0002: jump DRUGS4_4701

:DRUGS4_4697
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DRUGS4_4701
0430: $131 $136  1 

:DRUGS4_4701
00D6: if  0
0039:   @294 ==  9  ;; integer values
004D: jump_if_false DRUGS4_4721
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4721
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_4721
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_4721
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_4721
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false DRUGS4_4721
0006: @32 =  0  ;; integer values
0006: @294 =  10  ;; integer values

:DRUGS4_4721
00D6: if  0
0039:   @294 ==  10  ;; integer values
004D: jump_if_false DRUGS4_4738
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4738
00D6: if  0
0019:   @33 >  2800  ;; integer values
004D: jump_if_false DRUGS4_4738
05EB: $136  332 
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_4736
06C1: @40  0.0  1.0 -.5  2193.73 -1166.85  34.06  3.0  .5 @58 
06B6: @58 $PLAYER_ACTOR  .8 

:DRUGS4_4736
0006: @33 =  0  ;; integer values
0006: @294 =  11  ;; integer values

:DRUGS4_4738
00D6: if  0
0039:   @294 ==  11  ;; integer values
004D: jump_if_false DRUGS4_4754
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4754
00D6: if  0
0019:   @33 >  3500  ;; integer values
004D: jump_if_false DRUGS4_4754
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_4754
00D6: if  0
0039:   @294 ==  12  ;; integer values
004D: jump_if_false DRUGS4_4808
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4808
00D6: if  21
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2178.987 -1140.643 radius  1.3  1.3
0019:   @33 >  2250  ;; integer values
004D: jump_if_false DRUGS4_4808
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 $136 at_car_offset  0.0 -.5  .8 unknown  2 angle  360.0 with_weapon  30
0858: $PLAYER_CHAR  90.0  180.0 
015A: restore_camera
02AB: set_actor $PLAYER_ACTOR immunities  0  1  1  0  0
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
009B: destroy_actor_instantly $131
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $132
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  0
8118:   NOT   actor @196 dead
004D: jump_if_false DRUGS4_4791
00D6: if  0
0019:   @293 >  1  ;; integer values
004D: jump_if_false DRUGS4_4790
0713: unknown_action_sequence @196 -1 $136  0.0  0.0  0.0  300.0  8  1  40 
0002: jump DRUGS4_4791

:DRUGS4_4790
0713: unknown_action_sequence @196 -1 $136  0.0  0.0  0.0  300.0  8  1  75 

:DRUGS4_4791
00D6: if  0
8118:   NOT   actor @198 dead
004D: jump_if_false DRUGS4_4795
0713: unknown_action_sequence @198 -1 $136  0.0  0.0  0.0  300.0  8  1  60 

:DRUGS4_4795
0224: set_car $136 health_to  6000
0227: $6963 = car $136 health
0014: $6963 /=  60  ;; integer values
03C4: set_status_text_to $6963  1 (bar) 'LAF1_38'
082A: $PLAYER_CHAR  0 
03E5: text_box 'LAF1_50'
02AC: set_car $136 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_4808
00D6: if  0
0019:   @295 >  0  ;; integer values
004D: jump_if_false DRUGS4_4830
00D6: if  0
001B:    5 > @325  ;; integer values
004D: jump_if_false DRUGS4_4830
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4830
0227: $6963 = car $136 health
000C: $6963 -=  1000  ;; integer values
00D6: if  0
002A:    0 >= $6963  ;; integer values
004D: jump_if_false DRUGS4_4829
0004: $6963 =  0  ;; integer values
02AC: set_car $136 immunities  0  0  0  0  0
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
020B: explode_car $136
00BC: text_highpriority 'LAF1_4'  5000 ms  1
0002: jump DRUGS4_8323
0002: jump DRUGS4_4830

:DRUGS4_4829
0014: $6963 /=  50  ;; integer values

:DRUGS4_4830
00D6: if  0
0039:   @295 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5369
00D6: if  0
0039:   @331 ==  1  ;; integer values
004D: jump_if_false DRUGS4_4840
00D6: if  0
08FE: (unknown)
004D: jump_if_false DRUGS4_4840
0006: @331 =  2  ;; integer values

:DRUGS4_4840
00D6: if  0
0039:   @331 ==  2  ;; integer values
004D: jump_if_false DRUGS4_4848
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false DRUGS4_4848
03E5: text_box 'LAF1_51'
0006: @331 =  3  ;; integer values

:DRUGS4_4848
00D6: if  0
0039:   @294 ==  13  ;; integer values
004D: jump_if_false DRUGS4_4863
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4863
00D6: if  0
01AD:   car $136  0 ()near_point  2261.95 -1142.2  5.0  5.0
004D: jump_if_false DRUGS4_4863
00D6: if  0
8119:   NOT   car @211 wrecked
004D: jump_if_false DRUGS4_4863
06DC: set_train @211 acc  10.0 
06DD: set_train @211 speed  10.0 
0006: @294 =  14  ;; integer values

:DRUGS4_4863
00D6: if  0
0039:   @294 ==  14  ;; integer values
004D: jump_if_false DRUGS4_4876
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS4_4876
00D6: if  0
01AD:   car @188  0 ()near_point  2284.98 -1146.61  3.0  3.0
004D: jump_if_false DRUGS4_4876
0006: @33 =  0  ;; integer values
0006: @327 =  1  ;; integer values
0224: set_car @188 health_to  750
0006: @294 =  15  ;; integer values

:DRUGS4_4876
00D6: if  0
0039:   @294 ==  15  ;; integer values
004D: jump_if_false DRUGS4_4887
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS4_4887
00D6: if  0
0019:   @33 >  1100  ;; integer values
004D: jump_if_false DRUGS4_4887
020B: explode_car @188
0006: @294 =  16  ;; integer values

:DRUGS4_4887
00D6: if  0
0039:   @296 ==  1  ;; integer values
004D: jump_if_false DRUGS4_4909
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4909
00D6: if  0
01AD:   car $136  0 ()near_point  2223.11 -1150.118  20.0  20.0
004D: jump_if_false DRUGS4_4909
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS4_4908
05EB: @188  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  0
8118:   NOT   actor @200 dead
004D: jump_if_false DRUGS4_4908
0713: unknown_action_sequence @200 -1 $136  0.0  0.0  0.0  300.0  8  1  40 

:DRUGS4_4908
0006: @296 =  2  ;; integer values

:DRUGS4_4909
00D6: if  0
0039:   @296 ==  2  ;; integer values
004D: jump_if_false DRUGS4_4965
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_4965
00D6: if  0
01AD:   car $136  0 ()near_point  2352.54 -1271.86  10.1  10.1
004D: jump_if_false DRUGS4_4965
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS4_4964
05EB: @189  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  0
8118:   NOT   actor @202 dead
004D: jump_if_false DRUGS4_4930
0713: unknown_action_sequence @202 -1 $136  0.0  0.0  0.0  300.0  8  1  75 

:DRUGS4_4930
07BD: destroy_train @211 
06D9: (unknown)
0249: release_model  538
00A5: @190 = create_car  596 at  2500.697 -1443.776  28.28
09C4: @190  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  280 in_car @190 driverseat
02A9: set_actor @203 immune_to_nonplayer  1
060B: unknown_actor_use_entity @203 @55 
0446: (unknown) @203  0 
0223: set_actor @203 health_to  200
01C8: @204 = create_actor  24  280 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: (unknown) @204  0 
00A9: set_car @190 to_normal_driver
00A5: @192 = create_car  596 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  280 in_car @192 driverseat
02A9: set_actor @205 immune_to_nonplayer  1
060B: unknown_actor_use_entity @205 @55 
01C8: @206 = create_actor  24  280 in_car @192 passenger_seat  0
02A9: set_actor @206 immune_to_nonplayer  1
060B: unknown_actor_use_entity @206 @55 
0446: (unknown) @206  0 
01B2: give_actor @206 weapon  29 ammo  9999  ;; Load the weapon model before using this
00A9: set_car @192 to_normal_driver

:DRUGS4_4964
0006: @296 =  3  ;; integer values

:DRUGS4_4965
00D6: if  0
0039:   @296 ==  3  ;; integer values
004D: jump_if_false DRUGS4_5014
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5014
00D6: if  0
01AD:   car $136  0 ()near_point  2394.67 -1442.43  10.1  10.1
004D: jump_if_false DRUGS4_5014
00D6: if  0
8119:   NOT   car @190 wrecked
004D: jump_if_false DRUGS4_5013
0006: @301 =  1  ;; integer values
0006: @317 =  1  ;; integer values
05EB: @190  337 
0186: @289 = create_marker_above_car @190
018B: show_on_radar @289  2
0397: car @190 siren =  1 (on)  
00D6: if  0
8118:   NOT   actor @204 dead
004D: jump_if_false DRUGS4_4992
00D6: if  0
0019:   @293 >  1  ;; integer values
004D: jump_if_false DRUGS4_4991
0713: unknown_action_sequence @204 -1 $136  0.0  0.0  0.0  300.0  8  1  30 
0002: jump DRUGS4_4992

:DRUGS4_4991
0713: unknown_action_sequence @204 -1 $136  0.0  0.0  0.0  300.0  8  1  75 

:DRUGS4_4992
06DB: (unknown)
00A5: @191 = create_car  596 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  280 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_8259
009A: @208 = create_actor  24  280 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_8259
0006: @302 =  1  ;; integer values

:DRUGS4_5013
0006: @296 =  4  ;; integer values

:DRUGS4_5014
00D6: if  0
0039:   @296 ==  4  ;; integer values
004D: jump_if_false DRUGS4_5037
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5037
00D6: if  0
01AD:   car $136  0 ()near_point  2448.94 -1311.15  30.1  30.1
004D: jump_if_false DRUGS4_5037
00D6: if  0
8119:   NOT   car @192 wrecked
004D: jump_if_false DRUGS4_5036
05EB: @192  338 
0397: car @192 siren =  1 (on)  
0006: @303 =  1  ;; integer values
0006: @319 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @205 dead
004D: jump_if_false DRUGS4_5034
0713: unknown_action_sequence @205 -1 $136  0.0  0.0  0.0  300.0  8  1  60 

:DRUGS4_5034
0186: @291 = create_marker_above_car @192
018B: show_on_radar @291  2

:DRUGS4_5036
0006: @296 =  5  ;; integer values

:DRUGS4_5037
00D6: if  0
0039:   @313 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5062
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_5062
00D6: if  0
8118:   NOT   actor @195 dead
004D: jump_if_false DRUGS4_5047
0002: jump DRUGS4_5062

:DRUGS4_5047
00D6: if  0
8118:   NOT   actor @196 dead
004D: jump_if_false DRUGS4_5060
00D6: if  0
00DB:   actor @196 in_car @186
004D: jump_if_false DRUGS4_5059
046C: @284 = car @186 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_5059
0676: unknown_action_sequence @196 @186 
0006: @313 =  2  ;; integer values

:DRUGS4_5059
0002: jump DRUGS4_5062

:DRUGS4_5060
05EC: @186 
0006: @313 =  2  ;; integer values

:DRUGS4_5062
00D6: if  0
0039:   @313 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5070
00D6: if  0
0118:   actor @196 dead
004D: jump_if_false DRUGS4_5070
05EC: @186 
0006: @313 =  3  ;; integer values

:DRUGS4_5070
00D6: if  0
0039:   @297 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5091
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_5085
00D6: if  0
860E:   NOT @186 
004D: jump_if_false DRUGS4_5084
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_5084
0002: jump DRUGS4_5091

:DRUGS4_5085
05EC: @186 
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_5091
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5116
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_5116
00D6: if  0
8118:   NOT   actor @197 dead
004D: jump_if_false DRUGS4_5101
0002: jump DRUGS4_5116

:DRUGS4_5101
00D6: if  0
8118:   NOT   actor @198 dead
004D: jump_if_false DRUGS4_5114
00D6: if  0
00DB:   actor @198 in_car @187
004D: jump_if_false DRUGS4_5113
046C: @284 = car @187 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_5113
0676: unknown_action_sequence @198 @187 
0006: @314 =  2  ;; integer values

:DRUGS4_5113
0002: jump DRUGS4_5116

:DRUGS4_5114
05EC: @187 
0006: @314 =  2  ;; integer values

:DRUGS4_5116
00D6: if  0
0039:   @314 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5124
00D6: if  0
0118:   actor @198 dead
004D: jump_if_false DRUGS4_5124
05EC: @187 
0006: @314 =  3  ;; integer values

:DRUGS4_5124
00D6: if  0
0039:   @298 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5145
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_5139
00D6: if  0
860E:   NOT @187 
004D: jump_if_false DRUGS4_5138
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_5138
0002: jump DRUGS4_5145

:DRUGS4_5139
05EC: @187 
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_5145
00D6: if  0
0039:   @299 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5170
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS4_5162
00D6: if  0
860E:   NOT @188 
004D: jump_if_false DRUGS4_5161
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  538
0006: @299 =  2  ;; integer values

:DRUGS4_5161
0002: jump DRUGS4_5170

:DRUGS4_5162
05EC: @188 
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  538
0164: disable_marker @287
0006: @299 =  2  ;; integer values

:DRUGS4_5170
00D6: if  0
0039:   @316 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5195
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS4_5195
00D6: if  0
8118:   NOT   actor @201 dead
004D: jump_if_false DRUGS4_5180
0002: jump DRUGS4_5195

:DRUGS4_5180
00D6: if  0
8118:   NOT   actor @202 dead
004D: jump_if_false DRUGS4_5193
00D6: if  0
00DB:   actor @202 in_car @189
004D: jump_if_false DRUGS4_5192
046C: @284 = car @189 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_5192
0676: unknown_action_sequence @202 @189 
0006: @316 =  2  ;; integer values

:DRUGS4_5192
0002: jump DRUGS4_5195

:DRUGS4_5193
05EC: @189 
0006: @316 =  2  ;; integer values

:DRUGS4_5195
00D6: if  0
0039:   @316 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5203
00D6: if  0
0118:   actor @202 dead
004D: jump_if_false DRUGS4_5203
05EC: @189 
0006: @316 =  3  ;; integer values

:DRUGS4_5203
00D6: if  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5224
00D6: if  0
8119:   NOT   car @189 wrecked
004D: jump_if_false DRUGS4_5218
00D6: if  0
860E:   NOT @189 
004D: jump_if_false DRUGS4_5217
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_5217
0002: jump DRUGS4_5224

:DRUGS4_5218
05EC: @189 
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_5224
00D6: if  0
0039:   @317 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5249
00D6: if  0
8119:   NOT   car @190 wrecked
004D: jump_if_false DRUGS4_5249
00D6: if  0
8118:   NOT   actor @203 dead
004D: jump_if_false DRUGS4_5234
0002: jump DRUGS4_5249

:DRUGS4_5234
00D6: if  0
8118:   NOT   actor @204 dead
004D: jump_if_false DRUGS4_5247
00D6: if  0
00DB:   actor @204 in_car @190
004D: jump_if_false DRUGS4_5246
046C: @284 = car @190 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_5246
0676: unknown_action_sequence @204 @190 
0006: @317 =  2  ;; integer values

:DRUGS4_5246
0002: jump DRUGS4_5249

:DRUGS4_5247
05EC: @190 
0006: @317 =  2  ;; integer values

:DRUGS4_5249
00D6: if  0
0039:   @317 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5257
00D6: if  0
0118:   actor @204 dead
004D: jump_if_false DRUGS4_5257
05EC: @190 
0006: @317 =  3  ;; integer values

:DRUGS4_5257
00D6: if  0
0039:   @301 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5278
00D6: if  0
8119:   NOT   car @190 wrecked
004D: jump_if_false DRUGS4_5272
00D6: if  0
860E:   NOT @190 
004D: jump_if_false DRUGS4_5271
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_5271
0002: jump DRUGS4_5278

:DRUGS4_5272
05EC: @190 
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_5278
00D6: if  0
0039:   @302 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5289
00D6: if  0
0119:   car @191 wrecked
004D: jump_if_false DRUGS4_5289
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_5289
00D6: if  0
0039:   @319 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5314
00D6: if  0
8119:   NOT   car @192 wrecked
004D: jump_if_false DRUGS4_5314
00D6: if  0
8118:   NOT   actor @205 dead
004D: jump_if_false DRUGS4_5299
0002: jump DRUGS4_5314

:DRUGS4_5299
00D6: if  0
8118:   NOT   actor @206 dead
004D: jump_if_false DRUGS4_5312
00D6: if  0
00DB:   actor @206 in_car @192
004D: jump_if_false DRUGS4_5311
046C: @284 = car @192 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_5311
0676: unknown_action_sequence @206 @192 
0006: @319 =  2  ;; integer values

:DRUGS4_5311
0002: jump DRUGS4_5314

:DRUGS4_5312
05EC: @192 
0006: @319 =  2  ;; integer values

:DRUGS4_5314
00D6: if  0
0039:   @319 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5322
00D6: if  0
0118:   actor @206 dead
004D: jump_if_false DRUGS4_5322
05EC: @192 
0006: @319 =  3  ;; integer values

:DRUGS4_5322
00D6: if  0
0039:   @303 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5343
00D6: if  0
8119:   NOT   car @192 wrecked
004D: jump_if_false DRUGS4_5337
00D6: if  0
860E:   NOT @192 
004D: jump_if_false DRUGS4_5336
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_5336
0002: jump DRUGS4_5343

:DRUGS4_5337
05EC: @192 
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_5343
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5353
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false DRUGS4_5353
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: @58 
0006: @143 =  1  ;; integer values

:DRUGS4_5353
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2555.85 -1257.43 radius  5.0  5.0
004D: jump_if_false DRUGS4_5369
0006: @326 =  2  ;; integer values
016A: fade  0 ()  100 ms

:DRUGS4_5358
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_5363
0001: wait  0 ms
0002: jump DRUGS4_5358

:DRUGS4_5363
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5368
02AC: set_car $136 immunities  1  1  1  1  1

:DRUGS4_5368
0006: @295 =  2  ;; integer values

:DRUGS4_5369
00D6: if  0
0039:   @326 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5577
0050: gosub DRUGS4_8198
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5382
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5382
04AF: @106 = unknown_wav_reference  15880 
05AA: s@107 = 'FIN1_KF'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5382
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5391
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5391
04AF: @106 = unknown_wav_reference  15881 
05AA: s@107 = 'FIN1_KG'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5391
00D6: if  0
0039:   @178 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5400
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5400
04AF: @106 = unknown_wav_reference  15882 
05AA: s@107 = 'FIN1_KH'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5400
00D6: if  0
0039:   @178 ==  3  ;; integer values
004D: jump_if_false DRUGS4_5409
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5409
04AF: @106 = unknown_wav_reference  15883 
05AA: s@107 = 'FIN1_KI'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5409
00D6: if  0
0039:   @178 ==  4  ;; integer values
004D: jump_if_false DRUGS4_5418
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5418
04AF: @106 = unknown_wav_reference  15884 
05AA: s@107 = 'FIN1_KJ'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5418
00D6: if  0
0039:   @178 ==  5  ;; integer values
004D: jump_if_false DRUGS4_5427
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5427
04AF: @106 = unknown_wav_reference  15949 
05AA: s@107 = 'FIN1_ZC'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5427
00D6: if  0
0039:   @178 ==  6  ;; integer values
004D: jump_if_false DRUGS4_5439
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5439
00D6: if  0
0039:   @327 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5439
04AF: @106 = unknown_wav_reference  15887 
05AA: s@107 = 'FIN1_KM'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5439
00D6: if  0
0039:   @178 ==  7  ;; integer values
004D: jump_if_false DRUGS4_5448
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5448
04AF: @106 = unknown_wav_reference  15886 
05AA: s@107 = 'FIN1_KL'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5448
00D6: if  0
0039:   @178 ==  8  ;; integer values
004D: jump_if_false DRUGS4_5461
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5461
00D6: if  0
06B3: @58 
004D: jump_if_false DRUGS4_5458
0941: @58  1 

:DRUGS4_5458
04AF: @106 = unknown_wav_reference  15888 
05AA: s@107 = 'FIN1_KO'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5461
00D6: if  0
0039:   @178 ==  9  ;; integer values
004D: jump_if_false DRUGS4_5470
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5470
04AF: @106 = unknown_wav_reference  15889 
05AA: s@107 = 'FIN1_KP'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5470
00D6: if  0
0039:   @327 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5477
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2372.35 -1283.33 radius  15.0  15.0
004D: jump_if_false DRUGS4_5477
0006: @327 =  2  ;; integer values

:DRUGS4_5477
00D6: if  0
0039:   @178 ==  10  ;; integer values
004D: jump_if_false DRUGS4_5489
00D6: if  0
0039:   @327 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5489
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5489
04AF: @106 = unknown_wav_reference  15892 
05AA: s@107 = 'FIN1_KS'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5489
00D6: if  0
0039:   @178 ==  11  ;; integer values
004D: jump_if_false DRUGS4_5502
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5502
00D6: if  0
06B3: @58 
004D: jump_if_false DRUGS4_5499
0941: @58  0 

:DRUGS4_5499
04AF: @106 = unknown_wav_reference  15893 
05AA: s@107 = 'FIN1_KT'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5502
00D6: if  0
0039:   @178 ==  12  ;; integer values
004D: jump_if_false DRUGS4_5511
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5511
04AF: @106 = unknown_wav_reference  15894 
05AA: s@107 = 'FIN1_KU'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5511
00D6: if  0
0039:   @178 ==  13  ;; integer values
004D: jump_if_false DRUGS4_5520
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5520
04AF: @106 = unknown_wav_reference  15812 
05AA: s@107 = 'FIN1_CB'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5520
00D6: if  0
0039:   @327 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5527
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2424.42 -1446.57 radius  15.0  15.0
004D: jump_if_false DRUGS4_5527
0006: @327 =  3  ;; integer values

:DRUGS4_5527
00D6: if  0
0039:   @178 ==  14  ;; integer values
004D: jump_if_false DRUGS4_5539
00D6: if  0
0039:   @327 ==  3  ;; integer values
004D: jump_if_false DRUGS4_5539
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5539
04AF: @106 = unknown_wav_reference  15902 
05AA: s@107 = 'FIN1_LD'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5539
00D6: if  0
0039:   @327 ==  3  ;; integer values
004D: jump_if_false DRUGS4_5546
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2453.78 -1333.3 radius  10.0  10.0
004D: jump_if_false DRUGS4_5546
0006: @327 =  4  ;; integer values

:DRUGS4_5546
00D6: if  0
0039:   @178 ==  15  ;; integer values
004D: jump_if_false DRUGS4_5558
00D6: if  0
0039:   @327 ==  3  ;; integer values
004D: jump_if_false DRUGS4_5558
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5558
04AF: @106 = unknown_wav_reference  15950 
05AA: s@107 = 'FIN1_ZD'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5558
00D6: if  0
0039:   @327 ==  4  ;; integer values
004D: jump_if_false DRUGS4_5565
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2454.1 -1313.02 radius  10.0  10.0
004D: jump_if_false DRUGS4_5565
0006: @327 =  5  ;; integer values

:DRUGS4_5565
00D6: if  0
0039:   @178 ==  16  ;; integer values
004D: jump_if_false DRUGS4_5577
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_5577
00D6: if  0
0039:   @327 ==  5  ;; integer values
004D: jump_if_false DRUGS4_5577
04AF: @106 = unknown_wav_reference  15897 
05AA: s@107 = 'FIN1_KX'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_5577
00D6: if  0
0039:   @295 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5856
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5585
02AC: set_car $136 immunities  1  1  1  1  1

:DRUGS4_5585
02A3: toggle_widescreen  1 (on)
041D: set_camera_near_clip  .1 
05EC: @186 
00A6: destroy_car @186
0164: disable_marker @285
05EC: @187 
00A6: destroy_car @187
0164: disable_marker @286
05EC: @188 
00A6: destroy_car @188
0164: disable_marker @287
05EC: @189 
00A6: destroy_car @189
0164: disable_marker @288
05EC: @190 
00A6: destroy_car @190
0164: disable_marker @289
00A6: destroy_car @191
0164: disable_marker @290
05EC: @192 
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:  331 
0247: request_model #DYN_SCAFFOLD_4B
07C0:  339 
04ED: load_animation "MD_CHASE"
07C0:  373 
07C0:  374 
07C0:  375 
07C0:  376 
07C0:  377 
07C0:  371 
07C0:  372 
07C0:  378 
07C0:  380 
07C0:  381 
0247: request_model #MUNCH_DONUT
023C: load_special_actor  2 'SMOKE'
023C: load_special_actor  3 'RYDER2'
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  284
0247: request_model  523
03CF: load_wav  15903 as  1
03CF: load_wav  15904 as  2
0247: request_model #MD_POSTER
038B: load_requested_models

:DRUGS4_5666
00D6: if  25
87C1:   NOT  331 
8248:   NOT   model #DYN_SCAFFOLD_4B available
87C1:   NOT  339 
84EE:   NOT   animation "MD_CHASE" loaded
8248:   NOT   model  284 available
8248:   NOT   model  523 available
004D: jump_if_false DRUGS4_5676
0001: wait  0 ms
0002: jump DRUGS4_5666

:DRUGS4_5676
00D6: if  24
87C1:   NOT  373 
87C1:   NOT  374 
87C1:   NOT  375 
87C1:   NOT  376 
87C1:   NOT  377 
004D: jump_if_false DRUGS4_5685
0001: wait  0 ms
0002: jump DRUGS4_5676

:DRUGS4_5685
00D6: if  23
87C1:   NOT  371 
87C1:   NOT  372 
87C1:   NOT  378 
87C1:   NOT  380 
004D: jump_if_false DRUGS4_5693
0001: wait  0 ms
0002: jump DRUGS4_5685

:DRUGS4_5693
00D6: if  23
8248:   NOT   model #MUNCH_DONUT available
87C1:   NOT  381 
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false DRUGS4_5701
0001: wait  0 ms
0002: jump DRUGS4_5693

:DRUGS4_5701
00D6: if  25
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_5711
0001: wait  0 ms
0002: jump DRUGS4_5701

:DRUGS4_5711
00A5: @212 = create_car  523 at  2571.39 -1248.083  45.2
09C4: @212  0 
0175: set_car @212 z_angle_to  181.089
00A5: @213 = create_car  523 at  2569.95 -1248.083  45.2
09C4: @213  0 
0175: set_car @213 z_angle_to  181.089
00A5: @214 = create_car  523 at  2586.339 -1351.697  35.174
09C4: @214  0 
0175: set_car @214 z_angle_to  87.221
067F: @214  2 
067F: @212  1 
067F: @213  1 
0129: @216 = create_actor  24  284 in_car @212 driverseat
060B: unknown_actor_use_entity @216 @55 
0129: @217 = create_actor  24  284 in_car @213 driverseat
060B: unknown_actor_use_entity @217 @55 
00A5: @186 = create_car  596 at  2505.736 -1256.742  33.64
09C4: @186  0 
0175: set_car @186 z_angle_to  268.42
0129: @195 = create_actor  24  280 in_car @186 driverseat
060B: unknown_actor_use_entity @195 @55 
0446: (unknown) @195  0 
054A: unknown_actor @195 flag  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 (back)  250 ms
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5751
00D6: if  0
060E: $136 
004D: jump_if_false DRUGS4_5749
05EC: $136 
00A9: set_car $136 to_normal_driver
0519: unknown_car $136 flag  1
0002: jump DRUGS4_5751

:DRUGS4_5749
00A9: set_car $136 to_normal_driver
0519: unknown_car $136 flag  1

:DRUGS4_5751
064B: "CARWASHSPRAY"  2451.04 -1460.79  23.0  1 @237 
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5761
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00A1: put_actor $PLAYER_ACTOR at  2585.74 -1264.16  46.2
0129: $130 = create_actor  23  291 in_car $136 driverseat
060B: unknown_actor_use_entity $130 @55 
01C8: $132 = create_actor  23  292 in_car $136 passenger_seat  0
060B: unknown_actor_use_entity $132 @55 

:DRUGS4_5761
009A: @218 = create_actor  24  284 at  0.0  0.0  0.0
060B: unknown_actor_use_entity @218 @55 
0446: (unknown) @218  0 
02A9: set_actor @218 immune_to_nonplayer  1
02AC: set_car @214 immunities  1  1  1  1  1
0812: unknown_action_sequence @218 "MD_BIKE_JMP_F" "MD_CHASE"  4.0  0  0  0  1 -1 
0464: put_actor @218 into_turret_on_car @214 at_car_offset  0.0 -.401  .47 unknown  0 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  596 at  2520.49 -1485.04  22.84
09C4: @187  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  280 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  280 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: (unknown) @197  0 
00A9: set_car @187 to_normal_driver
00A5: @188 = create_car  596 at  2532.98 -1502.372  23.67
09C4: @188  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  280 in_car @188 driverseat
060B: unknown_actor_use_entity @198 @55 
0446: (unknown) @198  0 
0223: set_actor @198 health_to  100
02A9: set_actor @198 immune_to_nonplayer  1
01C8: @199 = create_actor  24  280 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: (unknown) @199  0 
00A9: set_car @188 to_normal_driver
00A5: @193 = create_car  596 at  2510.967 -1448.138  28.398
09C4: @193  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  280 in_car @193 driverseat
060B: unknown_actor_use_entity @201 @55 
0446: (unknown) @201  0 
02A9: set_actor @201 immune_to_nonplayer  1
01C8: @202 = create_actor  24  280 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: (unknown) @202  0 
00A9: set_car @193 to_normal_driver
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5855
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_5855
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false DRUGS4_5855
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false DRUGS4_5855
0519: unknown_car $136 flag  0
05EB: $136  331 
05EB: @186  339 
05EB: @213  371 
05EB: @214  372 
0397: car @214 siren =  1 (on)  
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 (on)  
0006: @32 =  0  ;; integer values

:DRUGS4_5855
0006: @295 =  3  ;; integer values

:DRUGS4_5856
00D6: if  0
0039:   @295 ==  3  ;; integer values
004D: jump_if_false DRUGS4_5869
00D6: if  0
0019:   @32 >  1100  ;; integer values
004D: jump_if_false DRUGS4_5869
00D6: if  0
03CA:   object @230 exists
004D: jump_if_false DRUGS4_5866
075A: @230 "DONUTDROP" "MD_CHASE"  4.0  0  1 

:DRUGS4_5866
03D1: play_wav  1
00BC: text_highpriority 'FIN1_LE'  2250 ms  1
0006: @295 =  4  ;; integer values

:DRUGS4_5869
00D6: if  0
0039:   @295 ==  4  ;; integer values
004D: jump_if_false DRUGS4_5894
00D6: if  0
0019:   @32 >  3800  ;; integer values
004D: jump_if_false DRUGS4_5894
00D6: if  0
8119:   NOT   car @212 wrecked
004D: jump_if_false DRUGS4_5894
03D1: play_wav  2
00BC: text_highpriority 'FIN1_LF'  2000 ms  1
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  0
8119:   NOT   car @212 wrecked
004D: jump_if_false DRUGS4_5888
067F: @212  2 
0397: car @212 siren =  1 (on)  

:DRUGS4_5888
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false DRUGS4_5893
067F: @213  2 
0397: car @213 siren =  1 (on)  

:DRUGS4_5893
0006: @295 =  5  ;; integer values

:DRUGS4_5894
00D6: if  0
0039:   @295 ==  5  ;; integer values
004D: jump_if_false DRUGS4_5904
00D6: if  0
0019:   @32 >  4500  ;; integer values
004D: jump_if_false DRUGS4_5904
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_5904
00D6: if  0
0039:   @295 ==  6  ;; integer values
004D: jump_if_false DRUGS4_5942
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5942
00D6: if  21
01AD:   car $136  0 ()near_point  2569.743 -1287.646  1.2  1.2
0019:   @33 >  50800  ;; integer values
004D: jump_if_false DRUGS4_5942
00A6: destroy_car @212
009B: destroy_actor_instantly @216
0108: destroy_object @230
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $132
0296: unload_special_actor  2
0296: unload_special_actor  3
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_5926
0464: put_actor $PLAYER_ACTOR into_turret_on_car $136 at_car_offset  0.0 -.5  .8 unknown  2 angle  360.0 with_weapon  30
0858: $PLAYER_CHAR  75.0  75.0 

:DRUGS4_5926
015A: restore_camera
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02AC: set_car $136 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  0
8118:   NOT   actor @217 dead
004D: jump_if_false DRUGS4_5936
08C6: @217  3 

:DRUGS4_5936
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_5942
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_6167
00D6: if  0
0019:   @295 >  2  ;; integer values
004D: jump_if_false DRUGS4_6167
00D6: if  0
0039:   @308 ==  2  ;; integer values
004D: jump_if_false DRUGS4_5963
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_5963
00D6: if  0
0611: @218 "MD_BIKE_JMP_F" 
004D: jump_if_false DRUGS4_5963
0613: @218 "MD_BIKE_JMP_F" @228 
00D6: if  0
0021:   @228 >  0.0  ;; floating-point values
004D: jump_if_false DRUGS4_5963
0393: @218 "MD_BIKE_JMP_F"  0.0 
0006: @308 =  3  ;; integer values

:DRUGS4_5963
00D6: if  0
0039:   @308 ==  3  ;; integer values
004D: jump_if_false DRUGS4_5976
00D6: if  0
0019:   @32 >  12600  ;; integer values
004D: jump_if_false DRUGS4_5976
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_5976
0812: unknown_action_sequence @218 "MD_BIKE_JMP_F" "MD_CHASE"  1000.0  0  0  0  1 -1 
0393: @218 "MD_BIKE_JMP_F"  1.0 
0006: @327 =  1  ;; integer values
0006: @308 =  4  ;; integer values

:DRUGS4_5976
00D6: if  0
0039:   @308 ==  4  ;; integer values
004D: jump_if_false DRUGS4_6018
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_6018
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6018
00D6: if  0
0611: @218 "MD_BIKE_JMP_F" 
004D: jump_if_false DRUGS4_6018
0613: @218 "MD_BIKE_JMP_F" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_6018
00D6: if  0
0039:   @309 ==  1  ;; integer values
004D: jump_if_false DRUGS4_5998
0605: unknown_action_sequence @218 "MD_BIKE_LND_DIE_F" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @308 =  100  ;; integer values
0002: jump DRUGS4_6001

:DRUGS4_5998
0812: unknown_action_sequence @218 "MD_BIKE_LND_F" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @32 =  0  ;; integer values
0006: @308 =  5  ;; integer values

:DRUGS4_6001
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6010
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_6010
0465: remove_actor @218 from_turret_mode
0464: put_actor @218 into_turret_on_car $136 at_car_offset  0.0  3.0  .3 unknown  2 angle  360.0 with_weapon  0

:DRUGS4_6010
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false DRUGS4_6018
05EC: @214 
07DB: @214 -3.0 -2.0  .2003 
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_6018
00D6: if  0
0039:   @308 ==  5  ;; integer values
004D: jump_if_false DRUGS4_6036
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_6036
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6036
00D6: if  0
0611: @218 "MD_BIKE_LND_F" 
004D: jump_if_false DRUGS4_6036
0613: @218 "MD_BIKE_LND_F" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_6036
0812: unknown_action_sequence @218 "MD_BIKE_PUNCH_F" "MD_CHASE"  8.0  1  0  0  0 -1 
0006: @308 =  6  ;; integer values

:DRUGS4_6036
00D6: if  0
0019:   @308 >  0  ;; integer values
004D: jump_if_false DRUGS4_6050
00D6: if  0
001B:    5 > @308  ;; integer values
004D: jump_if_false DRUGS4_6050
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false DRUGS4_6050
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6050
0174: @221 = car @214 z_angle
0173: set_actor @218 z_angle_to @221

:DRUGS4_6050
00D6: if  0
0019:   @308 >  4  ;; integer values
004D: jump_if_false DRUGS4_6061
00D6: if  0
001B:    101 > @308  ;; integer values
004D: jump_if_false DRUGS4_6061
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6061
0174: @221 = car $136 z_angle
0173: set_actor @218 z_angle_to @221

:DRUGS4_6061
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6079
00D6: if  0
0611: @218 "MD_BIKE_PUNCH_F" 
004D: jump_if_false DRUGS4_6079
0613: @218 "MD_BIKE_PUNCH_F" @229 
00D6: if  0
0021:   @229 >  .2  ;; floating-point values
004D: jump_if_false DRUGS4_6078
00D6: if  0
0039:   @308 ==  6  ;; integer values
004D: jump_if_false DRUGS4_6077
0834: -2.2  1.7 
0851: $PLAYER_ACTOR  10  1 
0006: @308 =  7  ;; integer values

:DRUGS4_6077
0002: jump DRUGS4_6079

:DRUGS4_6078
0006: @308 =  6  ;; integer values

:DRUGS4_6079
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6088
0226: @232 = actor @218 health
00D6: if  0
001B:    901 > @232  ;; integer values
004D: jump_if_false DRUGS4_6088
02AB: set_actor @218 immunities  1  1  1  1  1
0006: @309 =  1  ;; integer values

:DRUGS4_6088
00D6: if  0
0039:   @308 ==  100  ;; integer values
004D: jump_if_false DRUGS4_6106
00D6: if  0
0611: @218 "MD_BIKE_LND_DIE_F" 
004D: jump_if_false DRUGS4_6106
0613: @218 "MD_BIKE_LND_DIE_F" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_6106
0465: remove_actor @218 from_turret_mode
00AA: store_car $136 position_to $69 $70 $71
0009: $69 +=  1.433  ;; floating-point values
0009: $70 +=  1.763  ;; floating-point values
0009: $71 +=  0.0  ;; floating-point values
00A1: put_actor @218 at $69 $70 $71
0812: unknown_action_sequence @218 "MD_BIKE_LND_ROLL_F" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @308 =  101  ;; integer values

:DRUGS4_6106
00D6: if  0
0039:   @308 ==  101  ;; integer values
004D: jump_if_false DRUGS4_6118
00D6: if  0
0611: @218 "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false DRUGS4_6118
0613: @218 "MD_BIKE_LND_ROLL_F" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_6118
034F: destroy_actor_with_fade @218  ;; The actor fades away like a ghost
0006: @308 =  102  ;; integer values

:DRUGS4_6118
00D6: if  0
0019:   @308 >  4  ;; integer values
004D: jump_if_false DRUGS4_6129
00D6: if  0
001B:    8 > @308  ;; integer values
004D: jump_if_false DRUGS4_6129
00D6: if  21
0039:   @309 ==  1  ;; integer values
0019:   @32 >  15000  ;; integer values
004D: jump_if_false DRUGS4_6129
0006: @308 =  200  ;; integer values

:DRUGS4_6129
00D6: if  0
0039:   @308 ==  200  ;; integer values
004D: jump_if_false DRUGS4_6137
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_6137
0812: unknown_action_sequence @218 "MD_BIKE_SHOT_F" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @308 =  201  ;; integer values

:DRUGS4_6137
00D6: if  0
0039:   @308 ==  201  ;; integer values
004D: jump_if_false DRUGS4_6155
00D6: if  0
0611: @218 "MD_BIKE_SHOT_F" 
004D: jump_if_false DRUGS4_6155
0613: @218 "MD_BIKE_SHOT_F" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_6155
0465: remove_actor @218 from_turret_mode
00AA: store_car $136 position_to $69 $70 $71
0009: $69 +=  1.433  ;; floating-point values
0009: $70 +=  1.763  ;; floating-point values
0009: $71 +=  0.0  ;; floating-point values
00A1: put_actor @218 at $69 $70 $71
0812: unknown_action_sequence @218 "MD_BIKE_LND_ROLL_F" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @308 =  202  ;; integer values

:DRUGS4_6155
00D6: if  0
0039:   @308 ==  201  ;; integer values
004D: jump_if_false DRUGS4_6167
00D6: if  0
0611: @218 "MD_BIKE_LND_ROLL_F" 
004D: jump_if_false DRUGS4_6167
0613: @218 "MD_BIKE_LND_ROLL_F" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_6167
009B: destroy_actor_instantly @218
0006: @308 =  202  ;; integer values

:DRUGS4_6167
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7671
00D6: if  0
0039:   @295 ==  7  ;; integer values
004D: jump_if_false DRUGS4_7671
0050: gosub DRUGS4_8198
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6183
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6183
04AF: @106 = unknown_wav_reference  15899 
05AA: s@107 = 'FIN1_LA'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6183
00D6: if  0
0039:   @328 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6196
00D6: if  0
0019:   @33 >  53000  ;; integer values
004D: jump_if_false DRUGS4_6196
00D6: if  0
8118:   NOT   actor @217 dead
004D: jump_if_false DRUGS4_6195
05BE: unknown_action_sequence @217 
0006: @328 =  1  ;; integer values
0002: jump DRUGS4_6196

:DRUGS4_6195
0006: @328 =  1  ;; integer values

:DRUGS4_6196
00D6: if  0
0039:   @328 ==  3  ;; integer values
004D: jump_if_false DRUGS4_6209
00D6: if  0
0019:   @33 >  58900  ;; integer values
004D: jump_if_false DRUGS4_6209
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_6208
020B: explode_car @186
0006: @328 =  4  ;; integer values
0002: jump DRUGS4_6209

:DRUGS4_6208
0006: @328 =  4  ;; integer values

:DRUGS4_6209
00D6: if  0
0039:   @328 ==  4  ;; integer values
004D: jump_if_false DRUGS4_6222
00D6: if  0
0019:   @33 >  85200  ;; integer values
004D: jump_if_false DRUGS4_6222
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_6221
020B: explode_car @187
0006: @328 =  5  ;; integer values
0002: jump DRUGS4_6222

:DRUGS4_6221
0006: @328 =  5  ;; integer values

:DRUGS4_6222
00D6: if  0
0039:   @327 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6234
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6234
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6234
04AF: @106 = unknown_wav_reference  15809 
05AA: s@107 = 'FIN1_BK'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6234
00D6: if  0
0039:   @178 ==  2  ;; integer values
004D: jump_if_false DRUGS4_6243
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6243
04AF: @106 = unknown_wav_reference  15885 
05AA: s@107 = 'FIN1_KK'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6243
00D6: if  0
0039:   @178 ==  3  ;; integer values
004D: jump_if_false DRUGS4_6252
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6252
04AF: @106 = unknown_wav_reference  15891 
05AA: s@107 = 'FIN1_KR'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6252
00D6: if  0
0039:   @327 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6259
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2545.15 -1460.3 radius  15.0  15.0
004D: jump_if_false DRUGS4_6259
0006: @327 =  2  ;; integer values

:DRUGS4_6259
00D6: if  0
0039:   @327 ==  2  ;; integer values
004D: jump_if_false DRUGS4_6271
00D6: if  0
0039:   @178 ==  4  ;; integer values
004D: jump_if_false DRUGS4_6271
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6271
04AF: @106 = unknown_wav_reference  15948 
05AA: s@107 = 'FIN1_ZB'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6271
00D6: if  0
0039:   @178 ==  5  ;; integer values
004D: jump_if_false DRUGS4_6280
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6280
04AF: @106 = unknown_wav_reference  15910 
05AA: s@107 = 'FIN1_LL'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6280
00D6: if  0
0039:   @178 ==  6  ;; integer values
004D: jump_if_false DRUGS4_6289
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6289
04AF: @106 = unknown_wav_reference  15907 
05AA: s@107 = 'FIN1_LI'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6289
00D6: if  0
0039:   @327 ==  2  ;; integer values
004D: jump_if_false DRUGS4_6296
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2451.92 -1461.5 radius  12.0  12.0
004D: jump_if_false DRUGS4_6296
0006: @327 =  4  ;; integer values

:DRUGS4_6296
00D6: if  0
0039:   @327 ==  4  ;; integer values
004D: jump_if_false DRUGS4_6308
00D6: if  0
0039:   @178 ==  7  ;; integer values
004D: jump_if_false DRUGS4_6308
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6308
04AF: @106 = unknown_wav_reference  15914 
05AA: s@107 = 'FIN1_LP'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6308
00D6: if  0
0039:   @178 ==  8  ;; integer values
004D: jump_if_false DRUGS4_6317
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6317
04AF: @106 = unknown_wav_reference  15933 
05AA: s@107 = 'FIN1_MK'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6317
00D6: if  0
0039:   @178 ==  9  ;; integer values
004D: jump_if_false DRUGS4_6326
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6326
04AF: @106 = unknown_wav_reference  15908 
05AA: s@107 = 'FIN1_LJ'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6326
00D6: if  0
0039:   @327 ==  4  ;; integer values
004D: jump_if_false DRUGS4_6333
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2344.98 -1382.22 radius  18.0  18.0
004D: jump_if_false DRUGS4_6333
0006: @327 =  5  ;; integer values

:DRUGS4_6333
00D6: if  0
0039:   @327 ==  5  ;; integer values
004D: jump_if_false DRUGS4_6345
00D6: if  0
0039:   @178 ==  10  ;; integer values
004D: jump_if_false DRUGS4_6345
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6345
04AF: @106 = unknown_wav_reference  15892 
05AA: s@107 = 'FIN1_KS'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6345
00D6: if  0
0039:   @327 ==  5  ;; integer values
004D: jump_if_false DRUGS4_6352
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2305.51 -1370.01 radius  18.0  18.0
004D: jump_if_false DRUGS4_6352
0006: @327 =  6  ;; integer values

:DRUGS4_6352
00D6: if  0
0039:   @178 ==  11  ;; integer values
004D: jump_if_false DRUGS4_6361
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6361
04AF: @106 = unknown_wav_reference  15915 
05AA: s@107 = 'FIN1_LQ'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6361
00D6: if  0
0039:   @178 ==  12  ;; integer values
004D: jump_if_false DRUGS4_6370
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6370
04AF: @106 = unknown_wav_reference  15918 
05AA: s@107 = 'FIN1_LT'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6370
00D6: if  0
0039:   @178 ==  13  ;; integer values
004D: jump_if_false DRUGS4_6379
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6379
04AF: @106 = unknown_wav_reference  15920 
05AA: s@107 = 'FIN1_LV'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6379
00D6: if  0
0039:   @327 ==  7  ;; integer values
004D: jump_if_false DRUGS4_6391
00D6: if  0
0039:   @178 ==  14  ;; integer values
004D: jump_if_false DRUGS4_6391
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6391
04AF: @106 = unknown_wav_reference  15810 
05AA: s@107 = 'FIN1_BL'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6391
00D6: if  0
0039:   @178 ==  15  ;; integer values
004D: jump_if_false DRUGS4_6400
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6400
04AF: @106 = unknown_wav_reference  15921 
05AA: s@107 = 'FIN1_LW'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6400
00D6: if  0
0039:   @178 ==  16  ;; integer values
004D: jump_if_false DRUGS4_6409
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6409
04AF: @106 = unknown_wav_reference  15922 
05AA: s@107 = 'FIN1_LX'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6409
00D6: if  0
0039:   @178 ==  17  ;; integer values
004D: jump_if_false DRUGS4_6418
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6418
04AF: @106 = unknown_wav_reference  15947 
05AA: s@107 = 'FIN1_ZA'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6418
00D6: if  0
0039:   @178 ==  18  ;; integer values
004D: jump_if_false DRUGS4_6427
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6427
04AF: @106 = unknown_wav_reference  15949 
05AA: s@107 = 'FIN1_ZC'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6427
00D6: if  0
0039:   @327 ==  8  ;; integer values
004D: jump_if_false DRUGS4_6439
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6439
00D6: if  0
0039:   @178 ==  20  ;; integer values
004D: jump_if_false DRUGS4_6439
04AF: @106 = unknown_wav_reference  15923 
05AA: s@107 = 'FIN1_MA'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6439
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6448
00D6: if  0
0039:   @178 ==  21  ;; integer values
004D: jump_if_false DRUGS4_6448
04AF: @106 = unknown_wav_reference  15924 
05AA: s@107 = 'FIN1_MB'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6448
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6457
00D6: if  0
0039:   @178 ==  22  ;; integer values
004D: jump_if_false DRUGS4_6457
04AF: @106 = unknown_wav_reference  15926 
05AA: s@107 = 'FIN1_MD'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6457
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6466
00D6: if  0
0039:   @178 ==  23  ;; integer values
004D: jump_if_false DRUGS4_6466
04AF: @106 = unknown_wav_reference  15927 
05AA: s@107 = 'FIN1_ME'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6466
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6475
00D6: if  0
0039:   @178 ==  24  ;; integer values
004D: jump_if_false DRUGS4_6475
04AF: @106 = unknown_wav_reference  15824 
05AA: s@107 = 'FIN1_EA'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6475
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6484
00D6: if  0
0039:   @178 ==  25  ;; integer values
004D: jump_if_false DRUGS4_6484
04AF: @106 = unknown_wav_reference  15930 
05AA: s@107 = 'FIN1_MH'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6484
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6493
00D6: if  0
0039:   @178 ==  26  ;; integer values
004D: jump_if_false DRUGS4_6493
04AF: @106 = unknown_wav_reference  15931 
05AA: s@107 = 'FIN1_MI'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6493
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6502
00D6: if  0
0039:   @178 ==  27  ;; integer values
004D: jump_if_false DRUGS4_6502
04AF: @106 = unknown_wav_reference  15942 
05AA: s@107 = 'FIN1_MT'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6502
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6511
00D6: if  0
0039:   @178 ==  28  ;; integer values
004D: jump_if_false DRUGS4_6511
04AF: @106 = unknown_wav_reference  15934 
05AA: s@107 = 'FIN1_ML'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6511
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6520
00D6: if  0
0039:   @178 ==  29  ;; integer values
004D: jump_if_false DRUGS4_6520
04AF: @106 = unknown_wav_reference  15940 
05AA: s@107 = 'FIN1_MR'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6520
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6529
00D6: if  0
0039:   @178 ==  30  ;; integer values
004D: jump_if_false DRUGS4_6529
04AF: @106 = unknown_wav_reference  15941 
05AA: s@107 = 'FIN1_MS'  ;; 8-byte strings
0050: gosub DRUGS4_8191

:DRUGS4_6529
00D6: if  0
0039:   @305 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6547
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_6547
00D6: if  0
01AD:   car @186  0 ()near_point  2566.12 -1322.35  1.5  1.5
004D: jump_if_false DRUGS4_6547
00D6: if  0
03CA:   object @223 exists
004D: jump_if_false DRUGS4_6542
0723: @223  1 

:DRUGS4_6542
00D6: if  0
03CA:   object @224 exists
004D: jump_if_false DRUGS4_6546
0723: @224  1 

:DRUGS4_6546
0006: @305 =  2  ;; integer values

:DRUGS4_6547
00D6: if  0
0039:   @296 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6607
00D6: if  0
01AD:   car $136  0 ()near_point  2564.68 -1442.47  15.0  15.0
004D: jump_if_false DRUGS4_6607
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_6562
05EB: @187  373 
0186: @286 = create_marker_above_car @187
018B: show_on_radar @286  2
0397: car @187 siren =  1 (on)  
0006: @298 =  1  ;; integer values
0006: @314 =  1  ;; integer values

:DRUGS4_6562
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS4_6571
05EB: @188  374 
0186: @287 = create_marker_above_car @188
018B: show_on_radar @287  2
0397: car @188 siren =  1 (on)  
0006: @299 =  1  ;; integer values
0006: @315 =  1  ;; integer values

:DRUGS4_6571
00D6: if  0
8119:   NOT   car @193 wrecked
004D: jump_if_false DRUGS4_6580
05EB: @193  380 
0186: @292 = create_marker_above_car @193
018B: show_on_radar @292  2
0397: car @193 siren =  1 (on)  
0006: @304 =  1  ;; integer values
0006: @320 =  1  ;; integer values

:DRUGS4_6580
00D6: if  0
8118:   NOT   actor @197 dead
004D: jump_if_false DRUGS4_6584
0713: unknown_action_sequence @197 $PLAYER_ACTOR -1  0.0  0.0  0.0  500.0  8  1  40 

:DRUGS4_6584
00D6: if  0
8118:   NOT   actor @199 dead
004D: jump_if_false DRUGS4_6593
00D6: if  0
0019:   @293 >  1  ;; integer values
004D: jump_if_false DRUGS4_6592
0713: unknown_action_sequence @199 -1 $136  0.0  0.0  0.0  500.0  8  1  30 
0002: jump DRUGS4_6593

:DRUGS4_6592
0713: unknown_action_sequence @199 -1 $136  0.0  0.0  0.0  500.0  8  1  75 

:DRUGS4_6593
00D6: if  0
8118:   NOT   actor @202 dead
004D: jump_if_false DRUGS4_6597
0713: unknown_action_sequence @202 -1 $136  0.0  0.0  0.0  500.0  8  1  40 

:DRUGS4_6597
064C: @237 
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_6607
00D6: if  0
0039:   @296 ==  2  ;; integer values
004D: jump_if_false DRUGS4_6664
00D6: if  0
01AD:   car $136  0 ()near_point  2344.12 -1384.48  12.0  12.0
004D: jump_if_false DRUGS4_6664
00A5: @215 = create_car  523 at  2254.042 -1308.15  23.02
09C4: @215  0 
0175: set_car @215 z_angle_to  261.999
067F: @215  2 
0397: car @215 siren =  1 (on)  
0006: @310 =  0  ;; integer values
009A: @219 = create_actor  24  284 at  0.0  0.0  0.0
0812: unknown_action_sequence @219 "MD_BIKE_JMP_BL" "MD_CHASE"  4.0  0  0  0  1 -1 
0464: put_actor @219 into_turret_on_car @215 at_car_offset  0.0 -.401  .47 unknown  0 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: (unknown) @219  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  596 at  2222.98 -1303.52  22.654
09C4: @190  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  280 in_car @190 driverseat
060B: unknown_actor_use_entity @203 @55 
0446: (unknown) @203  0 
0223: set_actor @203 health_to  100
02A9: set_actor @203 immune_to_nonplayer  1
01C8: @204 = create_actor  24  280 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: (unknown) @204  0 
00A9: set_car @190 to_normal_driver
00A5: @191 = create_car  596 at  2250.63 -1380.995  22.65
09C4: @191  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  280 in_car @191 driverseat
060B: unknown_actor_use_entity @206 @55 
0446: (unknown) @206  0 
02A9: set_actor @206 immune_to_nonplayer  1
01C8: @207 = create_actor  24  280 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: (unknown) @207  0 
00A9: set_car @191 to_normal_driver
0006: @296 =  3  ;; integer values

:DRUGS4_6664
00D6: if  0
0039:   @296 ==  3  ;; integer values
004D: jump_if_false DRUGS4_6685
00D6: if  0
01AD:   car $136  0 ()near_point  2304.185 -1364.711  20.0  20.0
004D: jump_if_false DRUGS4_6685
00D6: if  0
8119:   NOT   car @191 wrecked
004D: jump_if_false DRUGS4_6679
05EB: @191  377 
0186: @290 = create_marker_above_car @191
018B: show_on_radar @290  2
0397: car @191 siren =  1 (on)  
0006: @302 =  1  ;; integer values
0006: @318 =  1  ;; integer values

:DRUGS4_6679
00D6: if  0
8118:   NOT   actor @207 dead
004D: jump_if_false DRUGS4_6683
0713: unknown_action_sequence @207 -1 $136  0.0  0.0  0.0  500.0  8  1  30 

:DRUGS4_6683
0650: @237 
0006: @296 =  4  ;; integer values

:DRUGS4_6685
00D6: if  0
0039:   @296 ==  4  ;; integer values
004D: jump_if_false DRUGS4_6715
00D6: if  0
01AD:   car $136  0 ()near_point  2289.817 -1319.51  25.0  25.0
004D: jump_if_false DRUGS4_6715
00D6: if  0
8119:   NOT   car @215 wrecked
004D: jump_if_false DRUGS4_6700
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_6700
05EB: @215  375 
0006: @32 =  0  ;; integer values
0006: @307 =  3  ;; integer values

:DRUGS4_6700
00D6: if  0
8119:   NOT   car @190 wrecked
004D: jump_if_false DRUGS4_6709
05EB: @190  376 
0186: @289 = create_marker_above_car @190
018B: show_on_radar @289  2
0397: car @190 siren =  1 (on)  
0006: @301 =  1  ;; integer values
0006: @317 =  1  ;; integer values

:DRUGS4_6709
00D6: if  0
8118:   NOT   actor @204 dead
004D: jump_if_false DRUGS4_6713
0713: unknown_action_sequence @204 -1 $136  0.0  0.0  0.0  500.0  8  1  40 

:DRUGS4_6713
009B: destroy_actor_instantly @218
0006: @296 =  5  ;; integer values

:DRUGS4_6715
00D6: if  0
0039:   @296 ==  5  ;; integer values
004D: jump_if_false DRUGS4_6768
00D6: if  0
01AD:   car $136  0 ()near_point  2221.81 -1260.26  5.5  5.5
004D: jump_if_false DRUGS4_6768
009A: @234 = create_actor  24  280 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: (unknown) @234  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_8259
009A: @233 = create_actor  24  284 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: (unknown) @233  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_8259
00A5: @235 = create_car  596 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  0
0039:   @311 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6755
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_6755
04A2: heli @40 fly_to  2168.0 -1508.0  33.29 speed  30.0  30.0
0006: @311 =  1  ;; integer values

:DRUGS4_6755
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_6768
00D6: if  0
0039:   @296 ==  6  ;; integer values
004D: jump_if_false DRUGS4_6779
00D6: if  0
01AD:   car $136  0 ()near_point  2081.93 -1261.68  6.0  6.0
004D: jump_if_false DRUGS4_6779
00D6: if  0
8119:   NOT   car @191 wrecked
004D: jump_if_false DRUGS4_6778
0224: set_car @191 health_to  249

:DRUGS4_6778
0006: @296 =  7  ;; integer values

:DRUGS4_6779
00D6: if  0
0039:   @296 ==  7  ;; integer values
004D: jump_if_false DRUGS4_6794
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false DRUGS4_6794
00D6: if  0
8118:   NOT   actor @234 dead
004D: jump_if_false DRUGS4_6794
00D6: if  0
8118:   NOT   actor @233 dead
004D: jump_if_false DRUGS4_6794
04D7: lock_actor @234 in_current_position  1
04D7: lock_actor @233 in_current_position  1
0006: @296 =  8  ;; integer values

:DRUGS4_6794
00D6: if  0
0039:   @323 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6810
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2074.18 -1372.28 radius  7.0  7.0
004D: jump_if_false DRUGS4_6810
040D: unload_wav  3
03CF: load_wav  32402 as  3
0858: $PLAYER_CHAR  174.0  8.0 
00A6: destroy_car @215
0249: release_model  523
0881: $PLAYER_CHAR  0 
0006: @327 =  8  ;; integer values
0006: @179 =  0  ;; integer values
0006: @178 =  20  ;; integer values
0006: @323 =  1  ;; integer values

:DRUGS4_6810
00D6: if  0
0039:   @323 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6828
00D6: if  0
0861: $PLAYER_CHAR 
004D: jump_if_false DRUGS4_6828
0887: $PLAYER_ACTOR  0  60.0 
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_6821
02AC: set_car $136 immunities  1  1  1  1  1

:DRUGS4_6821
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: $2659  0 
0550: unknown_keep_object $2659 in_memory  1
0006: @323 =  2  ;; integer values

:DRUGS4_6828
00D6: if  0
0039:   @296 ==  8  ;; integer values
004D: jump_if_false DRUGS4_6862
00D6: if  0
8118:   NOT   actor @234 dead
004D: jump_if_false DRUGS4_6862
00D6: if  0
8118:   NOT   actor @233 dead
004D: jump_if_false DRUGS4_6862
00D6: if  21
0547: @234 $136 
0547: @233 $136 
004D: jump_if_false DRUGS4_6862
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: @58 
00A5: @40 = create_car  497 at  2170.27 -1523.73  24.76
0129: @44 = create_actor  24  280 in_car @40 driverseat
0825: @40 
05EB: @40  381 
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
060B: unknown_actor_use_entity @44 @55 
0446: (unknown) @44  0 
054A: unknown_actor @44 flag  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: "BLOOD_HELI"  2170.74 -1445.63  25.12  1 @240 
064B: "BLOOD_HELI"  2170.92 -1450.5  25.0  1 @241 
064B: "BLOOD_HELI"  2171.11 -1447.04  25.13  1 @242 

:DRUGS4_6862
00D6: if  0
0039:   @296 ==  9  ;; integer values
004D: jump_if_false DRUGS4_7084
00D6: if  0
0039:   @324 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6874
00D6: if  0
0019:   @32 >  14099  ;; integer values
004D: jump_if_false DRUGS4_6874
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_6874
00D6: if  0
0039:   @324 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6883
00D6: if  0
0019:   @32 >  14899  ;; integer values
004D: jump_if_false DRUGS4_6883
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_6883
00D6: if  0
0039:   @324 ==  2  ;; integer values
004D: jump_if_false DRUGS4_6892
00D6: if  0
0019:   @32 >  15532  ;; integer values
004D: jump_if_false DRUGS4_6892
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_6892
00D6: if  0
0039:   @322 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6902
00D6: if  0
8118:   NOT   actor @234 dead
004D: jump_if_false DRUGS4_6902
04D7: lock_actor @234 in_current_position  0
0464: put_actor @234 into_turret_on_car $136 at_car_offset -.5  3.0  .3 unknown  0 angle  360.0 with_weapon  0
0812: unknown_action_sequence @234 "CARHIT_TUMBLE" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @322 =  2  ;; integer values

:DRUGS4_6902
00D6: if  0
0039:   @322 ==  2  ;; integer values
004D: jump_if_false DRUGS4_6926
00D6: if  0
8118:   NOT   actor @234 dead
004D: jump_if_false DRUGS4_6926
00D6: if  0
0611: @234 "CARHIT_TUMBLE" 
004D: jump_if_false DRUGS4_6926
0613: @234 "CARHIT_TUMBLE" @228 
00D6: if  0
0021:   @228 >  .7  ;; floating-point values
004D: jump_if_false DRUGS4_6926
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_6926
0465: remove_actor @234 from_turret_mode
00AA: store_car $136 position_to $69 $70 $71
0009: $69 +=  0.0  ;; floating-point values
0009: $70 += -1.763  ;; floating-point values
0009: $71 += -.05  ;; floating-point values
00A1: put_actor @234 at $69 $70 $71
034F: destroy_actor_with_fade @234  ;; The actor fades away like a ghost
0006: @322 =  3  ;; integer values

:DRUGS4_6926
00D6: if  0
8118:   NOT   actor @234 dead
004D: jump_if_false DRUGS4_6931
0174: @239 = car $136 z_angle
0173: set_actor @234 z_angle_to @239

:DRUGS4_6931
00D6: if  0
0039:   @321 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6941
00D6: if  0
8118:   NOT   actor @233 dead
004D: jump_if_false DRUGS4_6941
04D7: lock_actor @233 in_current_position  0
0464: put_actor @233 into_turret_on_car $136 at_car_offset  .5  3.0  .3 unknown  0 angle  360.0 with_weapon  0
0812: unknown_action_sequence @233 "CARHIT_HANGON" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @321 =  2  ;; integer values

:DRUGS4_6941
00D6: if  0
0039:   @321 ==  2  ;; integer values
004D: jump_if_false DRUGS4_6956
00D6: if  0
8118:   NOT   actor @233 dead
004D: jump_if_false DRUGS4_6956
00D6: if  0
0611: @233 "CARHIT_HANGON" 
004D: jump_if_false DRUGS4_6956
0613: @233 "CARHIT_HANGON" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_6956
0812: unknown_action_sequence @233 "HANGON_STUN_LOOP" "MD_CHASE"  1000.0  1  0  0  0 -1 
0006: @321 =  3  ;; integer values

:DRUGS4_6956
00D6: if  0
8118:   NOT   actor @233 dead
004D: jump_if_false DRUGS4_6961
0174: @238 = car $136 z_angle
0173: set_actor @233 z_angle_to @238

:DRUGS4_6961
00D6: if  0
0039:   @325 ==  0  ;; integer values
004D: jump_if_false DRUGS4_6976
00D6: if  0
0019:   @33 >  10499  ;; integer values
004D: jump_if_false DRUGS4_6976
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_6976
00D6: if  0
060E: $136 
004D: jump_if_false DRUGS4_6976
05ED: $136 
0006: @33 =  0  ;; integer values
0006: @325 =  1  ;; integer values

:DRUGS4_6976
00D6: if  0
0039:   @325 ==  1  ;; integer values
004D: jump_if_false DRUGS4_6992
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false DRUGS4_6992
00D6: if  0
0039:   @321 ==  3  ;; integer values
004D: jump_if_false DRUGS4_6991
00D6: if  0
8118:   NOT   actor @233 dead
004D: jump_if_false DRUGS4_6991
0812: unknown_action_sequence @233 "HANGON_STUN_TURN" "MD_CHASE"  1000.0  0  0  0  1 -1 
0006: @33 =  0  ;; integer values
0006: @321 =  4  ;; integer values

:DRUGS4_6991
0006: @325 =  2  ;; integer values

:DRUGS4_6992
00D6: if  0
0039:   @325 ==  2  ;; integer values
004D: jump_if_false DRUGS4_7011
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false DRUGS4_7011
00D6: if  0
060E: $136 
004D: jump_if_false DRUGS4_7011
05EE: $136 
00A6: destroy_car @235
0249: release_model  596
0249: release_model  280
0249: release_model  284
0249: release_model  523
0249: release_model  497
0249: release_model  353
009B: destroy_actor_instantly @234
0006: @325 =  3  ;; integer values

:DRUGS4_7011
00D6: if  0
0039:   @325 ==  3  ;; integer values
004D: jump_if_false DRUGS4_7035
00D6: if  0
0019:   @33 >  4300  ;; integer values
004D: jump_if_false DRUGS4_7035
0834:  0.0 -1.0 
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false DRUGS4_7022
03D1: play_wav  3

:DRUGS4_7022
064F: @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_7035
00D6: if  0
0039:   @325 ==  4  ;; integer values
004D: jump_if_false DRUGS4_7060
00D6: if  0
0019:   @33 >  4800  ;; integer values
004D: jump_if_false DRUGS4_7060
0006: @327 =  9  ;; integer values
064F: @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  .2  .2  .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 -.1  .05  .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  .5  .2 -.1
064F: @242 
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_7059
05EC: @40 

:DRUGS4_7059
0006: @325 =  5  ;; integer values

:DRUGS4_7060
00D6: if  0
0039:   @325 ==  5  ;; integer values
004D: jump_if_false DRUGS4_7084
00D6: if  0
0019:   @33 >  5800  ;; integer values
004D: jump_if_false DRUGS4_7084
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 (on)
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 (frozen)
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_7082
00AB: put_car @40 at  2172.56 -1420.69  30.0
020B: explode_car @40
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_7081
020B: explode_car @40

:DRUGS4_7081
009B: destroy_actor_instantly @44

:DRUGS4_7082
0006: @33 =  0  ;; integer values
0006: @325 =  6  ;; integer values

:DRUGS4_7084
00D6: if  0
0039:   @311 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7094
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false DRUGS4_7094
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: @58 
0006: @311 =  2  ;; integer values

:DRUGS4_7094
00D6: if  0
0039:   @297 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7113
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DRUGS4_7108
00D6: if  0
860E:   NOT @186 
004D: jump_if_false DRUGS4_7107
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_7107
0002: jump DRUGS4_7113

:DRUGS4_7108
05EC: @186 
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_7113
00D6: if  0
0039:   @314 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7138
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_7138
00D6: if  0
8118:   NOT   actor @196 dead
004D: jump_if_false DRUGS4_7123
0002: jump DRUGS4_7138

:DRUGS4_7123
00D6: if  0
8118:   NOT   actor @197 dead
004D: jump_if_false DRUGS4_7136
00D6: if  0
00DB:   actor @197 in_car @187
004D: jump_if_false DRUGS4_7135
046C: @284 = car @187 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_7135
0676: unknown_action_sequence @197 @187 
0006: @314 =  2  ;; integer values

:DRUGS4_7135
0002: jump DRUGS4_7138

:DRUGS4_7136
05EC: @187 
0006: @314 =  2  ;; integer values

:DRUGS4_7138
00D6: if  0
0039:   @314 ==  2  ;; integer values
004D: jump_if_false DRUGS4_7146
00D6: if  0
0118:   actor @197 dead
004D: jump_if_false DRUGS4_7146
05EC: @187 
0006: @314 =  3  ;; integer values

:DRUGS4_7146
00D6: if  0
0039:   @298 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7167
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false DRUGS4_7161
00D6: if  0
860E:   NOT @187 
004D: jump_if_false DRUGS4_7160
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_7160
0002: jump DRUGS4_7167

:DRUGS4_7161
05EC: @187 
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_7167
00D6: if  0
0039:   @315 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7192
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS4_7192
00D6: if  0
8118:   NOT   actor @198 dead
004D: jump_if_false DRUGS4_7177
0002: jump DRUGS4_7192

:DRUGS4_7177
00D6: if  0
8118:   NOT   actor @199 dead
004D: jump_if_false DRUGS4_7190
00D6: if  0
00DB:   actor @199 in_car @188
004D: jump_if_false DRUGS4_7189
046C: @284 = car @188 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_7189
0676: unknown_action_sequence @199 @188 
0006: @315 =  2  ;; integer values

:DRUGS4_7189
0002: jump DRUGS4_7192

:DRUGS4_7190
05EC: @188 
0006: @315 =  2  ;; integer values

:DRUGS4_7192
00D6: if  0
0039:   @315 ==  2  ;; integer values
004D: jump_if_false DRUGS4_7200
00D6: if  0
0118:   actor @199 dead
004D: jump_if_false DRUGS4_7200
05EC: @188 
0006: @315 =  3  ;; integer values

:DRUGS4_7200
00D6: if  0
0039:   @299 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7221
00D6: if  0
8119:   NOT   car @188 wrecked
004D: jump_if_false DRUGS4_7215
00D6: if  0
860E:   NOT @188 
004D: jump_if_false DRUGS4_7214
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_7214
0002: jump DRUGS4_7221

:DRUGS4_7215
05EC: @188 
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_7221
00D6: if  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7231
00D6: if  0
0119:   car @189 wrecked
004D: jump_if_false DRUGS4_7231
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_7231
00D6: if  0
0039:   @317 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7256
00D6: if  0
8119:   NOT   car @190 wrecked
004D: jump_if_false DRUGS4_7256
00D6: if  0
8118:   NOT   actor @203 dead
004D: jump_if_false DRUGS4_7241
0002: jump DRUGS4_7256

:DRUGS4_7241
00D6: if  0
8118:   NOT   actor @204 dead
004D: jump_if_false DRUGS4_7254
00D6: if  0
00DB:   actor @204 in_car @190
004D: jump_if_false DRUGS4_7253
046C: @284 = car @190 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_7253
0676: unknown_action_sequence @204 @190 
0006: @317 =  2  ;; integer values

:DRUGS4_7253
0002: jump DRUGS4_7256

:DRUGS4_7254
05EC: @190 
0006: @317 =  2  ;; integer values

:DRUGS4_7256
00D6: if  0
0039:   @317 ==  2  ;; integer values
004D: jump_if_false DRUGS4_7264
00D6: if  0
0118:   actor @204 dead
004D: jump_if_false DRUGS4_7264
05EC: @190 
0006: @317 =  3  ;; integer values

:DRUGS4_7264
00D6: if  0
0039:   @301 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7285
00D6: if  0
8119:   NOT   car @190 wrecked
004D: jump_if_false DRUGS4_7279
00D6: if  0
860E:   NOT @190 
004D: jump_if_false DRUGS4_7278
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_7278
0002: jump DRUGS4_7285

:DRUGS4_7279
05EC: @190 
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_7285
00D6: if  0
0039:   @318 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7310
00D6: if  0
8119:   NOT   car @191 wrecked
004D: jump_if_false DRUGS4_7310
00D6: if  0
8118:   NOT   actor @206 dead
004D: jump_if_false DRUGS4_7295
0002: jump DRUGS4_7310

:DRUGS4_7295
00D6: if  0
8118:   NOT   actor @207 dead
004D: jump_if_false DRUGS4_7308
00D6: if  0
00DB:   actor @207 in_car @191
004D: jump_if_false DRUGS4_7307
046C: @284 = car @191 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_7307
0676: unknown_action_sequence @207 @191 
0006: @318 =  2  ;; integer values

:DRUGS4_7307
0002: jump DRUGS4_7310

:DRUGS4_7308
05EC: @191 
0006: @318 =  2  ;; integer values

:DRUGS4_7310
00D6: if  0
0039:   @318 ==  2  ;; integer values
004D: jump_if_false DRUGS4_7318
00D6: if  0
0118:   actor @207 dead
004D: jump_if_false DRUGS4_7318
05EC: @191 
0006: @318 =  3  ;; integer values

:DRUGS4_7318
00D6: if  0
0039:   @302 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7339
00D6: if  0
8119:   NOT   car @191 wrecked
004D: jump_if_false DRUGS4_7333
00D6: if  0
860E:   NOT @191 
004D: jump_if_false DRUGS4_7332
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_7332
0002: jump DRUGS4_7339

:DRUGS4_7333
05EC: @191 
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_7339
00D6: if  0
0039:   @320 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7364
00D6: if  0
8119:   NOT   car @193 wrecked
004D: jump_if_false DRUGS4_7364
00D6: if  0
8118:   NOT   actor @201 dead
004D: jump_if_false DRUGS4_7349
0002: jump DRUGS4_7364

:DRUGS4_7349
00D6: if  0
8118:   NOT   actor @202 dead
004D: jump_if_false DRUGS4_7362
00D6: if  0
00DB:   actor @202 in_car @193
004D: jump_if_false DRUGS4_7361
046C: @284 = car @193 driver
00D6: if  0
0039:   @284 == -1  ;; integer values
004D: jump_if_false DRUGS4_7361
0676: unknown_action_sequence @202 @193 
0006: @320 =  2  ;; integer values

:DRUGS4_7361
0002: jump DRUGS4_7364

:DRUGS4_7362
05EC: @193 
0006: @320 =  2  ;; integer values

:DRUGS4_7364
00D6: if  0
0039:   @320 ==  2  ;; integer values
004D: jump_if_false DRUGS4_7372
00D6: if  0
0118:   actor @202 dead
004D: jump_if_false DRUGS4_7372
05EC: @193 
0006: @320 =  3  ;; integer values

:DRUGS4_7372
00D6: if  0
0039:   @304 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7413
00D6: if  0
8119:   NOT   car @193 wrecked
004D: jump_if_false DRUGS4_7397
00D6: if  0
860E:   NOT @193 
004D: jump_if_false DRUGS4_7396
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  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7395
00D6: if  0
0119:   car @189 wrecked
004D: jump_if_false DRUGS4_7395
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_7395
0006: @304 =  2  ;; integer values

:DRUGS4_7396
0002: jump DRUGS4_7413

:DRUGS4_7397
05EC: @193 
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  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7412
00D6: if  0
0119:   car @189 wrecked
004D: jump_if_false DRUGS4_7412
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_7412
0006: @304 =  2  ;; integer values

:DRUGS4_7413
00D6: if  0
0039:   @307 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7431
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7431
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7431
00D6: if  0
0611: @219 "MD_BIKE_JMP_BL" 
004D: jump_if_false DRUGS4_7431
0613: @219 "MD_BIKE_JMP_BL" @228 
00D6: if  0
0043:   @228 ==  0.0  ;; floating-point values
004D: jump_if_false DRUGS4_7431
0393: @219 "MD_BIKE_JMP_BL"  0.0 
0006: @307 =  2  ;; integer values

:DRUGS4_7431
00D6: if  0
0039:   @307 ==  3  ;; integer values
004D: jump_if_false DRUGS4_7444
00D6: if  0
0019:   @32 >  3200  ;; integer values
004D: jump_if_false DRUGS4_7444
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7444
0812: unknown_action_sequence @219 "MD_BIKE_JMP_BL" "MD_CHASE"  1.0  0  0  0  1 -1 
0393: @219 "MD_BIKE_JMP_BL"  1.0 
0006: @327 =  7  ;; integer values
0006: @307 =  4  ;; integer values

:DRUGS4_7444
00D6: if  0
0039:   @307 ==  4  ;; integer values
004D: jump_if_false DRUGS4_7477
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7477
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7477
00D6: if  0
0611: @219 "MD_BIKE_JMP_BL" 
004D: jump_if_false DRUGS4_7477
0613: @219 "MD_BIKE_JMP_BL" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_7477
0465: remove_actor @219 from_turret_mode
00D6: if  0
0039:   @310 ==  1  ;; integer values
004D: jump_if_false DRUGS4_7468
0464: put_actor @219 into_turret_on_car $136 at_car_offset -.23 -4.0  .3 unknown  2 angle  360.0 with_weapon  0
0605: unknown_action_sequence @219 "MD_BIKE_LND_DIE_BL" "MD_CHASE"  8.0  0  0  0  1 -1 
0006: @307 =  100  ;; integer values
0002: jump DRUGS4_7472

:DRUGS4_7468
0812: unknown_action_sequence @219 "MD_BIKE_LND_BL" "MD_CHASE"  1000.0  0  0  0  1 -1 
0464: put_actor @219 into_turret_on_car $136 at_car_offset -.23 -4.0  .3 unknown  0 angle  360.0 with_weapon  0
0006: @32 =  0  ;; integer values
0006: @307 =  5  ;; integer values

:DRUGS4_7472
00D6: if  0
8119:   NOT   car @215 wrecked
004D: jump_if_false DRUGS4_7477
05EC: @215 
07DB: @215 -2.0  3.0  .2003 

:DRUGS4_7477
00D6: if  0
0039:   @307 ==  5  ;; integer values
004D: jump_if_false DRUGS4_7495
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7495
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7495
00D6: if  0
0611: @219 "MD_BIKE_LND_BL" 
004D: jump_if_false DRUGS4_7495
0613: @219 "MD_BIKE_LND_BL" @228 
00D6: if  0
0021:   @228 >  .037  ;; floating-point values
004D: jump_if_false DRUGS4_7495
0812: unknown_action_sequence @219 "MD_BIKE_PUNCH" "MD_CHASE"  8.0  1  0  0  0 -1 
0006: @307 =  6  ;; integer values

:DRUGS4_7495
00D6: if  0
0019:   @307 >  0  ;; integer values
004D: jump_if_false DRUGS4_7509
00D6: if  0
001B:    4 > @307  ;; integer values
004D: jump_if_false DRUGS4_7509
00D6: if  0
8119:   NOT   car @215 wrecked
004D: jump_if_false DRUGS4_7509
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7509
0174: @220 = car @215 z_angle
0173: set_actor @219 z_angle_to @220

:DRUGS4_7509
00D6: if  0
0039:   @307 ==  4  ;; integer values
004D: jump_if_false DRUGS4_7533
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7533
00D6: if  0
0611: @219 "MD_BIKE_JMP_BL" 
004D: jump_if_false DRUGS4_7533
0613: @219 "MD_BIKE_JMP_BL" @228 
00D6: if  0
0021:   @228 >  .66  ;; floating-point values
004D: jump_if_false DRUGS4_7528
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7527
0174: @220 = car $136 z_angle
0173: set_actor @219 z_angle_to @220

:DRUGS4_7527
0002: jump DRUGS4_7533

:DRUGS4_7528
00D6: if  0
8119:   NOT   car @215 wrecked
004D: jump_if_false DRUGS4_7533
0174: @220 = car @215 z_angle
0173: set_actor @219 z_angle_to @220

:DRUGS4_7533
00D6: if  0
0019:   @307 >  4  ;; integer values
004D: jump_if_false DRUGS4_7544
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7544
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7544
0174: @220 = car $136 z_angle
0173: set_actor @219 z_angle_to @220

:DRUGS4_7544
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7562
00D6: if  0
0611: @219 "MD_BIKE_PUNCH" 
004D: jump_if_false DRUGS4_7562
0613: @219 "MD_BIKE_PUNCH" @229 
00D6: if  0
0021:   @229 >  .2  ;; floating-point values
004D: jump_if_false DRUGS4_7561
00D6: if  0
0039:   @307 ==  6  ;; integer values
004D: jump_if_false DRUGS4_7560
0834: -2.2  1.7 
0851: $PLAYER_ACTOR  10  1 
0006: @307 =  7  ;; integer values

:DRUGS4_7560
0002: jump DRUGS4_7562

:DRUGS4_7561
0006: @307 =  6  ;; integer values

:DRUGS4_7562
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7571
0226: @231 = actor @219 health
00D6: if  0
001B:    901 > @231  ;; integer values
004D: jump_if_false DRUGS4_7571
02AB: set_actor @219 immunities  1  1  1  1  1
0006: @310 =  1  ;; integer values

:DRUGS4_7571
00D6: if  0
0039:   @307 ==  100  ;; integer values
004D: jump_if_false DRUGS4_7584
00D6: if  0
0611: @219 "MD_BIKE_LND_DIE_BL" 
004D: jump_if_false DRUGS4_7584
0613: @219 "MD_BIKE_LND_DIE_BL" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_7584
0465: remove_actor @219 from_turret_mode
0812: unknown_action_sequence @219 "MD_BIKE_LND_ROLL" "MD_CHASE"  8.0  0  0  0  1 -1 
0006: @307 =  101  ;; integer values

:DRUGS4_7584
00D6: if  0
0039:   @307 ==  101  ;; integer values
004D: jump_if_false DRUGS4_7596
00D6: if  0
0611: @219 "MD_BIKE_LND_ROLL" 
004D: jump_if_false DRUGS4_7596
0613: @219 "MD_BIKE_LND_ROLL" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_7596
034F: destroy_actor_with_fade @219  ;; The actor fades away like a ghost
0006: @307 =  102  ;; integer values

:DRUGS4_7596
00D6: if  0
0019:   @307 >  4  ;; integer values
004D: jump_if_false DRUGS4_7607
00D6: if  0
001B:    8 > @307  ;; integer values
004D: jump_if_false DRUGS4_7607
00D6: if  21
0039:   @310 ==  1  ;; integer values
0019:   @32 >  12000  ;; integer values
004D: jump_if_false DRUGS4_7607
0006: @307 =  200  ;; integer values

:DRUGS4_7607
00D6: if  0
0039:   @307 ==  200  ;; integer values
004D: jump_if_false DRUGS4_7616
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7616
0812: unknown_action_sequence @219 "MD_BIKE_2_HANG" "MD_CHASE"  8.0  0  0  0  1 -1 
0006: @32 =  0  ;; integer values
0006: @307 =  201  ;; integer values

:DRUGS4_7616
00D6: if  0
0039:   @307 ==  201  ;; integer values
004D: jump_if_false DRUGS4_7631
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7631
00D6: if  0
0611: @219 "MD_BIKE_2_HANG" 
004D: jump_if_false DRUGS4_7631
0613: @219 "MD_BIKE_2_HANG" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_7631
0812: unknown_action_sequence @219 "MD_HANG_LOOP" "MD_CHASE"  8.0  1  0  0  0 -1 
0006: @307 =  202  ;; integer values

:DRUGS4_7631
00D6: if  0
0039:   @307 ==  202  ;; integer values
004D: jump_if_false DRUGS4_7643
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7643
00D6: if  0
0611: @219 "MD_BIKE_2_HANG" 
004D: jump_if_false DRUGS4_7643
02AB: set_actor @219 immunities  0  0  0  0  0
054E: @219
0006: @307 =  203  ;; integer values

:DRUGS4_7643
00D6: if  0
0039:   @307 ==  203  ;; integer values
004D: jump_if_false DRUGS4_7656
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7656
00D6: if  21
051A:   unknown_actor @219 hit_by_actor $PLAYER_ACTOR
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DRUGS4_7656
0465: remove_actor @219 from_turret_mode
0812: unknown_action_sequence @219 "MD_HANG_LND_ROLL" "MD_CHASE"  8.0  0  0  0  1 -1 
0006: @307 =  204  ;; integer values

:DRUGS4_7656
00D6: if  0
0039:   @307 ==  204  ;; integer values
004D: jump_if_false DRUGS4_7671
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_7671
00D6: if  0
0611: @219 "MD_HANG_LND_ROLL" 
004D: jump_if_false DRUGS4_7671
0613: @219 "MD_HANG_LND_ROLL" @228 
00D6: if  0
0043:   @228 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_7671
009B: destroy_actor_instantly @219
0006: @307 =  205  ;; integer values

:DRUGS4_7671
00D6: if  0
0039:   @325 ==  6  ;; integer values
004D: jump_if_false DRUGS4_7779
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false DRUGS4_7779
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7779
00A6: destroy_car @40
0249: release_model  596
0249: release_model  280
0249: release_model  284
0249: release_model  523
0249: release_model  497
0249: release_model  353
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: @237 
0650: @240 
0650: @241 
0650: @242 
0555: remove_weapon  30 from_actor $PLAYER_ACTOR 
0249: release_model  355
04EF: release_animation "MD_CHASE"
040D: unload_wav  1
040D: unload_wav  2
040D: unload_wav  3
00BE: text_clear_all
07C0:  351 
07C0:  382 
07C0:  383 
07C0:  384 
0247: request_model  514
0247: request_model  584
023C: load_special_actor  1 'SWEET'
023C: load_special_actor  2 'SMOKE'
023C: load_special_actor  3 'RYDER2'
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_7733
00D6: if  24
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_7742
0001: wait  0 ms
0002: jump DRUGS4_7733

:DRUGS4_7742
00D6: if  22
8248:   NOT   model  514 available
8248:   NOT   model  584 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false DRUGS4_7749
0001: wait  0 ms
0002: jump DRUGS4_7742

:DRUGS4_7749
00D6: if  24
87C1:   NOT  351 
87C1:   NOT  382 
87C1:   NOT  383 
87C1:   NOT  384 
84EE:   NOT   animation "MD_END" loaded
004D: jump_if_false DRUGS4_7758
0001: wait  0 ms
0002: jump DRUGS4_7749

:DRUGS4_7758
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7762
05EC: $136 

:DRUGS4_7762
00A5: @274 = create_car  514 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  584 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  492 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_car_density_to  1.0
0151: remove_status_text $6963
0006: @33 =  0  ;; integer values
0006: @325 =  7  ;; integer values

:DRUGS4_7779
00D6: if  0
0019:   @325 >  6  ;; integer values
004D: jump_if_false DRUGS4_7796
00D6: if  0
0039:   @329 ==  0  ;; integer values
004D: jump_if_false DRUGS4_7796
00D6: if  0
0019:   @33 >  1989  ;; integer values
004D: jump_if_false DRUGS4_7796
00D6: if  0
03CA:   object $2659 exists
004D: jump_if_false DRUGS4_7795
0550: unknown_keep_object $2659 in_memory  0
07F7: $2659  1 
0723: $2659  1 
03D1: play_wav  3

:DRUGS4_7795
0006: @329 =  1  ;; integer values

:DRUGS4_7796
00D6: if  0
0039:   @325 ==  7  ;; integer values
004D: jump_if_false DRUGS4_7816
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7816
00D6: if  0
8119:   NOT   car @274 wrecked
004D: jump_if_false DRUGS4_7816
00D6: if  0
8119:   NOT   car @273 wrecked
004D: jump_if_false DRUGS4_7816
05EB: $136  351 
05EB: @274  382 
05EB: @273  383 
00D6: if  0
8119:   NOT   car @275 wrecked
004D: jump_if_false DRUGS4_7815
05EB: @275  384 

:DRUGS4_7815
0006: @325 =  8  ;; integer values

:DRUGS4_7816
00D6: if  0
0039:   @325 ==  8  ;; integer values
004D: jump_if_false DRUGS4_7833
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7833
00D6: if  0
01AD:   car $136  0 ()near_point  2170.2 -1518.04  5.0  5.0
004D: jump_if_false DRUGS4_7833
015D: set_gamespeed  .3
0158: camera_on_vehicle $136  15  1
0657: $136  2 
0657: $136  4 
0657: $136  5 
0657: $136  0 
0006: @32 =  0  ;; integer values
0006: @325 =  9  ;; integer values

:DRUGS4_7833
00D6: if  0
0039:   @325 ==  9  ;; integer values
004D: jump_if_false DRUGS4_7854
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false DRUGS4_7854
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7854
0697: $136  6  1 
02AC: set_car $136 immunities  1  1  1  1  1
00D6: if  0
8119:   NOT   car @273 wrecked
004D: jump_if_false DRUGS4_7848
02AC: set_car @273 immunities  1  1  1  1  1

:DRUGS4_7848
00D6: if  0
8119:   NOT   car @274 wrecked
004D: jump_if_false DRUGS4_7852
02AC: set_car @274 immunities  1  1  1  1  1

:DRUGS4_7852
0006: @32 =  0  ;; integer values
0006: @325 =  10  ;; integer values

:DRUGS4_7854
00D6: if  0
0039:   @325 ==  10  ;; integer values
004D: jump_if_false DRUGS4_7887
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7887
00D6: if  21
01AF:   car $136  0 ()near_point  2169.24 -1553.91  2.5 radius  10.0  10.0  6.0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false DRUGS4_7887
0224: set_car $136 health_to  300
015D: set_gamespeed  .7
0697: $136  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  .1 
009A: $131 = create_actor  23  290 at  2168.479 -1506.067  24.0
0173: set_actor $131 z_angle_to  135.0
060B: unknown_actor_use_entity $131 @55 
02AB: set_actor $131 immunities  1  1  1  1  1
009A: $130 = create_actor  23  291 at  2168.992 -1508.601  24.0
0173: set_actor $130 z_angle_to  45.0
060B: unknown_actor_use_entity $130 @55 
02AB: set_actor $130 immunities  1  1  1  1  1
009A: $132 = create_actor  23  292 at  2167.054 -1507.7  24.0
0173: set_actor $132 z_angle_to  290.0
060B: unknown_actor_use_entity $132 @55 
02AB: set_actor $132 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_7887
00D6: if  0
0039:   @325 ==  11  ;; integer values
004D: jump_if_false DRUGS4_7916
00D6: if  0
8119:   NOT   car @273 wrecked
004D: jump_if_false DRUGS4_7916
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7916
00D6: if  0
8119:   NOT   car @274 wrecked
004D: jump_if_false DRUGS4_7916
00D6: if  21
09CB: $136 @274 
0019:   @33 >  4350  ;; integer values
004D: jump_if_false DRUGS4_7916
00AA: store_car $136 position_to $69 $70 $71
020C: create_explosion_with_radius  0 at $69 $70 $71
020B: explode_car $136
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_7916
00D6: if  0
0039:   @325 ==  12  ;; integer values
004D: jump_if_false DRUGS4_7926
00D6: if  0
0019:   @32 >  250  ;; integer values
004D: jump_if_false DRUGS4_7926
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_7926
00D6: if  0
0039:   @325 ==  13  ;; integer values
004D: jump_if_false DRUGS4_7951
00D6: if  0
0019:   @32 >  750  ;; integer values
004D: jump_if_false DRUGS4_7951
02CF: create_fire_at  2180.27 -1564.66  1.93  1  3 @281 
02CF: create_fire_at  2182.25 -1565.23  1.88  1  3 @282 
02CF: create_fire_at  2187.94 -1562.73  1.36  1  3 @283 
02CF: create_fire_at  2204.804 -1568.476  1.95  1  1 @278 
02CF: create_fire_at  2201.11 -1565.77  1.36  1  1 @279 
02CF: create_fire_at  2202.82 -1565.01  1.35  1  3 @280 
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_7951
00D6: if  0
0039:   @325 ==  14  ;; integer values
004D: jump_if_false DRUGS4_7962
00D6: if  0
0019:   @32 >  1250  ;; integer values
004D: jump_if_false DRUGS4_7962
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_7962
00D6: if  0
0039:   @325 ==  15  ;; integer values
004D: jump_if_false DRUGS4_7993
00D6: if  0
0019:   @32 >  1750  ;; integer values
004D: jump_if_false DRUGS4_7993
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  0
8119:   NOT   car @273 wrecked
004D: jump_if_false DRUGS4_7976
02AC: set_car @273 immunities  0  0  0  0  0
020B: explode_car @273

:DRUGS4_7976
00D6: if  0
8119:   NOT   car @274 wrecked
004D: jump_if_false DRUGS4_7982
02AC: set_car @274 immunities  0  0  0  0  0
05EC: @274 
020B: explode_car @274

:DRUGS4_7982
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false DRUGS4_7989
02AC: set_car $136 immunities  0  0  0  0  0
05EC: $136 
0224: set_car $136 health_to  100
020B: explode_car $136

:DRUGS4_7989
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_7993
00D6: if  0
0039:   @325 ==  16  ;; integer values
004D: jump_if_false DRUGS4_8034
00D6: if  0
0019:   @32 >  4500  ;; integer values
004D: jump_if_false DRUGS4_8034
02CF: create_fire_at  2201.11 -1565.77  1.36  1  1 @279 
04EF: release_animation "MD_CHASE"
0249: release_model  514
0249: release_model  584
0249: release_model  492
0249: release_model  497
015D: set_gamespeed  1.0
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_8010
0812: unknown_action_sequence $131 "END_SC1_SWE" "MD_END"  1000.0  0  0  0  1 -1 

:DRUGS4_8010
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_8014
0812: unknown_action_sequence $132 "END_SC1_RYD" "MD_END"  1000.0  0  0  0  1 -1 

:DRUGS4_8014
0605: unknown_action_sequence $PLAYER_ACTOR "END_SC1_PLY" "MD_END"  1000.0  0  0  0  1 -1 
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_8020
0605: unknown_action_sequence $130 "END_SC1_SMO" "MD_END"  1000.0  0  0  0  1 -1 
0967: $130  5000 

:DRUGS4_8020
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
00A6: destroy_car @275
05EC: @273 
05EC: @275 
00A6: destroy_car @273
00A6: destroy_car $136
00A6: destroy_car @274
00A6: destroy_car @40
0006: @330 =  1  ;; integer values
0006: @325 =  17  ;; integer values

:DRUGS4_8034
00D6: if  0
0019:   @325 >  16  ;; integer values
004D: jump_if_false DRUGS4_8059
00D6: if  0
0039:   @330 ==  1  ;; integer values
004D: jump_if_false DRUGS4_8059
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_8059
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_8059
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: $130 
03CF: load_wav  15945 as  1
03D1: play_wav  2
00BC: text_highpriority 'FIN1_MV'  4000 ms  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_8058
0967: $131  5000 

:DRUGS4_8058
0006: @330 =  2  ;; integer values

:DRUGS4_8059
00D6: if  0
0039:   @330 ==  2  ;; integer values
004D: jump_if_false DRUGS4_8082
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS4_8082
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_8082
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_8082
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_8082
00BE: text_clear_all
0968: $131 
03D1: play_wav  1
00BC: text_highpriority 'FIN1_MW'  5000 ms  1
0967: $132  5000 
040D: unload_wav  2
03CF: load_wav  15946 as  2
0006: @330 =  3  ;; integer values

:DRUGS4_8082
00D6: if  0
0039:   @330 ==  3  ;; integer values
004D: jump_if_false DRUGS4_8102
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DRUGS4_8102
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_8102
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_8102
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_8102
0968: $132 
0967: $131  5000 
03D1: play_wav  2
00BC: text_highpriority 'FIN1_MX'  5000 ms  1
0006: @330 =  4  ;; integer values

:DRUGS4_8102
00D6: if  0
0039:   @330 ==  4  ;; integer values
004D: jump_if_false DRUGS4_8114
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DRUGS4_8114
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_8113
0968: $131 

:DRUGS4_8113
0006: @330 =  5  ;; integer values

:DRUGS4_8114
00D6: if  0
0039:   @325 ==  17  ;; integer values
004D: jump_if_false DRUGS4_8140
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_8140
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_8140
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_8140
00D6: if  0
0611: $130 "END_SC1_SMO" 
004D: jump_if_false DRUGS4_8140
0613: $130 "END_SC1_SMO" @277 
00D6: if  0
0043:   @277 ==  1.0  ;; floating-point values
004D: jump_if_false DRUGS4_8140
0812: unknown_action_sequence $131 "END_SC2_SWE" "MD_END"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence $130 "END_SC2_SMO" "MD_END"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence $132 "END_SC2_RYD" "MD_END"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence $PLAYER_ACTOR "END_SC2_PLY" "MD_END"  1000.0  0  0  0  0 -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_8140
00D6: if  0
0039:   @325 ==  18  ;; integer values
004D: jump_if_false DRUGS4_8173
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false DRUGS4_8173
00D6: if  0
0039:   @330 ==  5  ;; integer values
004D: jump_if_false DRUGS4_8173
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: unknown_action_sequence $130  2172.19 -1498.48  23.55  4 -1 
0648: $130  100.0 
0001: wait  150 ms
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false DRUGS4_8159
05D3: unknown_action_sequence $131  2170.77 -1492.05  23.65  4 -1 
0648: $131  100.0 

:DRUGS4_8159
0001: wait  100 ms
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false DRUGS4_8165
05D3: unknown_action_sequence $132  2163.65 -1506.92  23.01  4 -1 
0648: $132  100.0 

:DRUGS4_8165
016A: fade  0 ()  4000 ms

:DRUGS4_8166
00D6: if  0
016B:   fading
004D: jump_if_false DRUGS4_8171
0001: wait  0 ms
0002: jump DRUGS4_8166

:DRUGS4_8171
00A6: destroy_car @40
0006: @325 =  19  ;; integer values

:DRUGS4_8173
00D6: if  0
0039:   @325 ==  19  ;; integer values
004D: jump_if_false DRUGS4_8190
009B: destroy_actor_instantly $130
009B: destroy_actor_instantly $132
009B: destroy_actor_instantly $131
0792: $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 (off)
016A: fade  1 (back)  2000 ms
0002: jump DRUGS4_8329
0006: @325 =  20  ;; integer values

:DRUGS4_8190
0002: jump DRUGS4_235

:DRUGS4_8191
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DRUGS4_8197
03CF: load_wav @106 as  1
05AA: s@104 = s@107  ;; 8-byte strings
0006: @179 =  1  ;; integer values

:DRUGS4_8197
0051: return

:DRUGS4_8198
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false DRUGS4_8222
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRUGS4_8222
00BC: text_highpriority s@104  4000 ms  1
03D5: remove_text 'FIN1_BD'
03D5: remove_text 'FIN1_CK'
03D5: remove_text 'FIN1_BE'
03D5: remove_text 'FIN1_BY'
03D5: remove_text 'FIN1_CB'
03D5: remove_text 'FIN1_BK'
03D5: remove_text 'FIN1_BL'
00D6: if  0
0039:   @151 ==  1  ;; integer values
004D: jump_if_false DRUGS4_8220
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false DRUGS4_8220
0949: link_wav  1 to_actor @66 
0006: @151 =  2  ;; integer values

:DRUGS4_8220
03D1: play_wav  1
0006: @179 =  2  ;; integer values

:DRUGS4_8222
00D6: if  0
0039:   @179 ==  2  ;; integer values
004D: jump_if_false DRUGS4_8232
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRUGS4_8232
000A: @178 +=  1  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
0006: @179 =  0  ;; integer values

:DRUGS4_8232
0051: return

:DRUGS4_8233
0615: @125 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0668: unknown_action_sequence -1 @122 @123 @124  15000 
0643: @125  1 
0616: @125 
0618: @118 @125 
061B: @125 
0051: return

:DRUGS4_8242
0615: @110 
05D3: unknown_action_sequence -1 @122 @123 @124  6 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 @119  4  5000  80 
0616: @110 
0618: @118 @110 
061B: @110 
0051: return

:DRUGS4_8251
0615: @111 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 @119  1  5000  50 
0616: @111 
0618: @118 @111 
061B: @111 
0051: return

:DRUGS4_8259
0615: @112 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @119 
0616: @112 
0618: @118 @112 
061B: @112 
0051: return

:DRUGS4_8266
0615: @113 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @119 
05E2: unknown_action_sequence -1 @120 
0616: @113 
0618: @118 @113 
061B: @113 
0051: return

:DRUGS4_8274
0615: @114 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @114 
0618: @118 @114 
061B: @114 
0051: return

:DRUGS4_8283
0615: @115 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "CROUCH_ROLL_L" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @115 
0618: @118 @115 
061B: @115 
0051: return

:DRUGS4_8292
0615: @116 
0605: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false DRUGS4_8301
07A5: unknown_action_sequence -1 @119  1500 
0002: jump DRUGS4_8302

:DRUGS4_8301
0668: unknown_action_sequence -1 @122 @123 @124  1500 

:DRUGS4_8302
0638: unknown_action_sequence -1  0 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @116  1 
0616: @116 
0618: @118 @116 
061B: @116 
0051: return

:DRUGS4_8310
0615: @117 
0605: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  1500 
0638: unknown_action_sequence -1  0 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @117  1 
0616: @117 
0618: @118 @117 
061B: @117 
0051: return

:DRUGS4_8323
00BA: text_styled 'M_FAIL'  5000 ms  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
01C7: remove_object_from_mission_cleanup_list $2659
0051: return

:DRUGS4_8329
0318: set_latest_mission_passed 'LA1FIN1'
0629: change_stat  314 to  1  ; integer see statdisp.dat
01E3: text_1number_styled 'M_PASSR'  15  5000 ms  1
0998: add_respect  15 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
0008: $LS_FINAL_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:DRUGS4_8338
0004: $ON_MISSION =  0  ;; integer values
0151: remove_status_text $6963
08F4:  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 $131  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $132  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $130  ;; The actor fades away like a ghost
0249: release_model  492
0249: release_model  107
0249: release_model  106
0249: release_model  353
0249: release_model  346
0249: release_model  285
0249: release_model  497
0249: release_model  427
0249: release_model  349
04EF: release_animation "SWAT"
0249: release_model  63
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: @65 
0215: destroy_pickup @127
05D6: clear_scmpath
0249: release_model #MD_POSTER
0249: release_model  596
0249: release_model  280
0249: release_model  284
0249: release_model  523
0249: release_model  355
0249: release_model  538
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  514
0249: release_model  584
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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DRUGS4_8411
082A: $PLAYER_CHAR  1 
0881: $PLAYER_CHAR  1 
0489: unknown_actor $PLAYER_ACTOR flag  0

:DRUGS4_8411
00D6: if  0
8118:   NOT   actor @218 dead
004D: jump_if_false DRUGS4_8415
034F: destroy_actor_with_fade @218  ;; The actor fades away like a ghost

:DRUGS4_8415
00D6: if  0
8118:   NOT   actor @219 dead
004D: jump_if_false DRUGS4_8419
034F: destroy_actor_with_fade @219  ;; The actor fades away like a ghost

:DRUGS4_8419
0465: remove_actor $PLAYER_ACTOR from_turret_mode
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
031A: remove_all_fires
0650: @237 
0650: @240 
0650: @241 
0650: @242 
07FB: set_interior 'MOTEL1' accessible  1 
03C7: unknown_maby_cops_density  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
06D0:  1 
01B7: release_weather
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 38---------------
; Originally: The Green Sabre


:LA1FIN2_1
03A4: name_thread 'LA1FIN2'
0050: gosub LA1FIN2_26
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false LA1FIN2_7
0050: gosub LA1FIN2_2318

:LA1FIN2_7
0050: gosub LA1FIN2_2559
004E: end_thread
00D6: if  0
0039:   @100 ==  99  ;; integer values
004D: jump_if_false LA1FIN2_26
009A: @36 = create_actor  8  290 at  2752.341 -1948.867  16.3125
009A: @238 = create_actor  8  290 at  2752.341 -1948.867  16.3125
009A: @243 = create_actor  8  290 at  2752.341 -1948.867  16.3125
00A5: @235 = create_car  401 at  1650.115 -1055.242  22.8984
00A5: @233 = create_car  475 at  1643.983 -1069.01  22.8984
00A5: @280 = create_car  475 at  1643.983 -1069.01  22.8984
00A5: @41 = create_car  475 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  475 at  1643.983 -1069.01  22.8984
00A5: @124 = create_car  596 at  0.0  0.0  0.0
0129: @125 = create_actor  4  280 in_car @122 driverseat

:LA1FIN2_26
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
0006: @84 =  1  ;; integer values
0006: @494 =  1  ;; integer values
08F4:  0 

:LA1FIN2_31
0001: wait  0 ms
00D6: if  0
0735:  72 
004D: jump_if_false LA1FIN2_36
03A7: write_debug_int @100 

:LA1FIN2_36
00D6: if  0
0735:  83 
004D: jump_if_false LA1FIN2_40
0002: jump LA1FIN2_2320

:LA1FIN2_40
00D6: if  0
0735:  70 
004D: jump_if_false LA1FIN2_46
00A1: put_actor $PLAYER_ACTOR at  1650.456 -1039.614  22.8984
0006: @100 =  4  ;; integer values
0006: @101 =  0  ;; integer values

:LA1FIN2_46
00D6: if  0
0736:  71 
004D: jump_if_false LA1FIN2_74
0006: @100 =  7  ;; integer values
0006: @267 =  0  ;; integer values

:LA1FIN2_51
00D6: if  0
001B:    6 > @267  ;; integer values
004D: jump_if_false LA1FIN2_60
00D6: if  0
8118:   NOT   actor @243(@267,6i) dead
004D: jump_if_false LA1FIN2_58
05BE: unknown_action_sequence @243(@267,6i) 

:LA1FIN2_58
000A: @267 +=  1  ;; integer values
0002: jump LA1FIN2_51

:LA1FIN2_60
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false LA1FIN2_64
00A6: destroy_car @122

:LA1FIN2_64
00D6: if  0
8119:   NOT   car @123 wrecked
004D: jump_if_false LA1FIN2_68
00A6: destroy_car @123

:LA1FIN2_68
00D6: if  0
8119:   NOT   car @124 wrecked
004D: jump_if_false LA1FIN2_72
00A6: destroy_car @124

:LA1FIN2_72
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:LA1FIN2_74
00D6: if  0
0735:  68 
004D: jump_if_false LA1FIN2_78
00A1: put_actor $PLAYER_ACTOR at  1624.537 -1863.438  12.5549

:LA1FIN2_78
0871: init_jump_table @100 total_jumps  9  0 LA1FIN2_100 jumps  0 LA1FIN2_80  1 LA1FIN2_83  2 LA1FIN2_86  3 LA1FIN2_88  4 LA1FIN2_90  5 LA1FIN2_92  6 LA1FIN2_94 
0872: jump_table_jumps  7 LA1FIN2_96  8 LA1FIN2_98 -1 LA1FIN2_100 -1 LA1FIN2_100 -1 LA1FIN2_100 -1 LA1FIN2_100 -1 LA1FIN2_100 -1 LA1FIN2_100 -1 LA1FIN2_100 

:LA1FIN2_80
0050: gosub LA1FIN2_146
0006: @100 =  1  ;; integer values
0002: jump LA1FIN2_100

:LA1FIN2_83
0050: gosub LA1FIN2_151
0006: @100 =  2  ;; integer values
0002: jump LA1FIN2_100

:LA1FIN2_86
0050: gosub LA1FIN2_214
0002: jump LA1FIN2_100

:LA1FIN2_88
0050: gosub LA1FIN2_312
0002: jump LA1FIN2_100

:LA1FIN2_90
0050: gosub LA1FIN2_393
0002: jump LA1FIN2_100

:LA1FIN2_92
0050: gosub LA1FIN2_525
0002: jump LA1FIN2_100

:LA1FIN2_94
0050: gosub LA1FIN2_781
0002: jump LA1FIN2_100

:LA1FIN2_96
0050: gosub LA1FIN2_1196
0002: jump LA1FIN2_100

:LA1FIN2_98
0002: jump LA1FIN2_2320
0002: jump LA1FIN2_100

:LA1FIN2_100
0050: gosub LA1FIN2_109
0050: gosub LA1FIN2_119
0050: gosub LA1FIN2_2024
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_107
0002: jump LA1FIN2_2318

:LA1FIN2_107
0002: jump LA1FIN2_31
0051: return

:LA1FIN2_109
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_117
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false LA1FIN2_117
0006: @34 =  1  ;; integer values
00BB: text_lowpriority 'LA1_16'  4000 ms  1

:LA1FIN2_117
0051: return
0051: return

:LA1FIN2_119
00D6: if  0
0019:   @100 >  1  ;; integer values
004D: jump_if_false LA1FIN2_145
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1650.645 -1059.435  25.4852 radius  100.0  100.0  100.0
004D: jump_if_false LA1FIN2_128
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0002: jump LA1FIN2_130

:LA1FIN2_128
03DE: set_pedestrians_density_multiplier_to  .6
01EB: set_car_density_to  .6

:LA1FIN2_130
0085: @280 = @233  ;; integer values and handles
0006: @85 =  0  ;; integer values
0050: gosub LA1FIN2_1937
0085: @280 = @234  ;; integer values and handles
0006: @85 =  1  ;; integer values
0050: gosub LA1FIN2_1937
0085: @280 = @237  ;; integer values and handles
0006: @85 =  2  ;; integer values
0050: gosub LA1FIN2_1937
0085: @280 = @235  ;; integer values and handles
0006: @85 =  3  ;; integer values
0050: gosub LA1FIN2_1937
0085: @280 = @236  ;; integer values and handles
0006: @85 =  4  ;; integer values
0050: gosub LA1FIN2_1937

:LA1FIN2_145
0051: return

:LA1FIN2_146
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_151
054C: use_GXT_table 'LAFIN2'
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'FINAL2A'

:LA1FIN2_154
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false LA1FIN2_159
0001: wait  0 ms
0002: jump LA1FIN2_154

:LA1FIN2_159
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:LA1FIN2_161
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false LA1FIN2_166
0001: wait  0 ms
0002: jump LA1FIN2_161

:LA1FIN2_166
016A: fade  0 ()  0 ms

:LA1FIN2_167
00D6: if  0
016B:   fading
004D: jump_if_false LA1FIN2_172
0001: wait  0 ms
0002: jump LA1FIN2_167

:LA1FIN2_172
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  401
0247: request_model  330

:LA1FIN2_181
00D6: if  21
8248:   NOT   model  401 available
8248:   NOT   model  330 available
004D: jump_if_false LA1FIN2_187
0001: wait  0 ms
0002: jump LA1FIN2_181

:LA1FIN2_187
00A5: @40 = create_car  401 at  1625.087 -1857.438  12.5549
0229: set_car @40 color_to  32  1
0519: unknown_car @40 flag  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  0
0038:   $5288 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_197
0950:  1642.298 -1869.642  12.3906  90.0 

:LA1FIN2_197
016A: fade  1 (back)  500 ms
02A3: toggle_widescreen  1 (on)
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 (frozen)
0615: @131 
05D3: unknown_action_sequence -1  2514.989 -1674.08  12.7225  4 -1 
05B9: unknown_action_sequence -1  1000 
0729: unknown_action_sequence -1  1 
0616: @131 
0618: $PLAYER_ACTOR @131 
061B: @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_214
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_227
00D6: if  0
001D:   @32 > @120  ;; integer values  
004D: jump_if_false LA1FIN2_227
00D6: if  0
0039:   @437 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_227
0006: @437 =  18  ;; integer values
0085: @120 = @32  ;; integer values and handles
000A: @120 +=  2500  ;; integer values
0006: @113 =  2  ;; integer values

:LA1FIN2_227
00D6: if  0
0039:   @113 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_243
00D6: if  0
001D:   @32 > @120  ;; integer values  
004D: jump_if_false LA1FIN2_243
040D: unload_wav  1
040D: unload_wav  2
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @436 =  1  ;; integer values
0006: @437 =  19  ;; integer values
0006: @438 =  11  ;; integer values
0006: @113 =  3  ;; integer values

:LA1FIN2_243
00D6: if  0
0039:   @113 ==  3  ;; integer values
004D: jump_if_false LA1FIN2_266
00D6: if  0
8039:   NOT   @437 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_254
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false LA1FIN2_254
0006: @437 =  0  ;; integer values
0006: @436 =  5  ;; integer values

:LA1FIN2_254
00D6: if  0
0039:   @437 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_266
00D6: if  0
0039:   @436 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_266
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0249: release_model  330
0006: @113 =  0  ;; integer values
00BB: text_lowpriority 'LA1_33'  7000 ms  1
0164: disable_marker @50
018A: @50 = create_checkpoint_at  1631.791 -1867.288  12.5381

:LA1FIN2_266
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_290
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1631.791 -1867.288  12.5381 radius  4.0  4.0  4.0
004D: jump_if_false LA1FIN2_290
0951: (unknown)
0004: $5288 =  1  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false LA1FIN2_281
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @114 =  1  ;; integer values
0085: @115 = @32  ;; integer values and handles
000A: @115 +=  1500  ;; integer values

:LA1FIN2_281
0164: disable_marker @50
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false LA1FIN2_288
0164: disable_marker @50
0186: @50 = create_marker_above_car @40
07E0: @50  1 

:LA1FIN2_288
00BB: text_lowpriority 'LA1_35'  4000 ms  1
0006: @101 =  1  ;; integer values

:LA1FIN2_290
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_299
00D6: if  0
001D:   @32 > @115  ;; integer values  
004D: jump_if_false LA1FIN2_299
0633: unknown_action_sequence $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @114 =  2  ;; integer values

:LA1FIN2_299
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_311
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false LA1FIN2_311
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false LA1FIN2_311
0164: disable_marker @50
00BE: text_clear_all
0006: @100 =  3  ;; integer values

:LA1FIN2_311
0051: return

:LA1FIN2_312
0249: release_model  401
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms

:LA1FIN2_315
00D6: if  0
016B:   fading
004D: jump_if_false LA1FIN2_320
0001: wait  0 ms
0002: jump LA1FIN2_315

:LA1FIN2_320
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false LA1FIN2_324
0338: @40  0 

:LA1FIN2_324
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 (disabled)
02E4: load_cutscene_data 'FINAL2B'

:LA1FIN2_330
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false LA1FIN2_335
0001: wait  0 ms
0002: jump LA1FIN2_330

:LA1FIN2_335
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:LA1FIN2_337
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false LA1FIN2_342
0001: wait  0 ms
0002: jump LA1FIN2_337

:LA1FIN2_342
016A: fade  0 ()  0 ms

:LA1FIN2_343
00D6: if  0
016B:   fading
004D: jump_if_false LA1FIN2_348
0001: wait  0 ms
0002: jump LA1FIN2_343

:LA1FIN2_348
02EA: end_cutscene
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false LA1FIN2_358
0338: @40  1 
0519: unknown_car @40 flag  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_358
0164: disable_marker @50
018A: @50 = create_checkpoint_at  1648.714 -1050.094  22.9141
00BB: text_lowpriority 'LA1_8'  5000 ms  1
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 (bar) 'LA1_4'
0209: @117 = random_int  4000  8000
005A: @117 += @32  ;; integer values 
016A: fade  1 (back)  500 ms
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false LA1FIN2_386
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false LA1FIN2_386
046C: @118 = car @40 driver
00D6: if  0
87D6:   NOT @118 $PLAYER_ACTOR 
004D: jump_if_false LA1FIN2_383
00D6: if  0
8118:   NOT   actor @118 dead
004D: jump_if_false LA1FIN2_383
009B: destroy_actor_instantly @118

:LA1FIN2_383
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  401

:LA1FIN2_386
0633: unknown_action_sequence $PLAYER_ACTOR 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0006: @100 =  4  ;; integer values
0006: @101 =  0  ;; integer values
06D0:  0 
0051: return

:LA1FIN2_393
0050: gosub LA1FIN2_1679
0050: gosub LA1FIN2_1830
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_410
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0020:   $70 > -1800.0  ;; floating-point values
004D: jump_if_false LA1FIN2_410
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false LA1FIN2_410
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_410
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_422
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false LA1FIN2_422
00D6: if  0
001D:   @32 > @120  ;; integer values  
004D: jump_if_false LA1FIN2_422
0006: @437 =  12  ;; integer values
0006: @438 =  5  ;; integer values
0006: @119 =  2  ;; integer values

:LA1FIN2_422
00D6: if  1
0019:   @119 >  0  ;; integer values
001B:    3 > @119  ;; integer values
004D: jump_if_false LA1FIN2_433
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false LA1FIN2_433
0006: @494 =  0  ;; integer values
0006: @437 =  0  ;; integer values
0006: @438 =  0  ;; integer values
0006: @119 =  3  ;; integer values

:LA1FIN2_433
00D6: if  0
001D:   @32 > @117  ;; integer values  
004D: jump_if_false LA1FIN2_459
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_445
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_444
0223: set_actor @238 health_to $6964
0006: @84 =  0  ;; integer values

:LA1FIN2_444
0226: $6964 = actor @238 health

:LA1FIN2_445
0209: @117 = random_int  4000  8000
005A: @117 += @32  ;; integer values 
0209: @121 = random_int  4  8
0066: $6964 -= @121  ;; integer values 
00D6: if  0
002A:    0 >= $6964  ;; integer values
004D: jump_if_false LA1FIN2_455
0004: $6964 =  0  ;; integer values
00BB: text_lowpriority 'LA1_16'  4000 ms  1
0006: @34 =  1  ;; integer values

:LA1FIN2_455
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_459
0223: set_actor @238 health_to $6964

:LA1FIN2_459
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_485
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_485
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1648.714 -1050.094  22.9141 radius  4.0  4.0  4.0
004D: jump_if_false LA1FIN2_474
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_473
02AB: set_actor @238 immunities  1  1  1  1  1
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1

:LA1FIN2_473
0006: @101 =  1  ;; integer values

:LA1FIN2_474
00D6: if  0
0039:   @99 ==  6  ;; integer values
004D: jump_if_false LA1FIN2_485
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_482
02AB: set_actor @238 immunities  1  1  1  1  1
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1

:LA1FIN2_482
0006: @101 =  1  ;; integer values
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  2000  ;; integer values

:LA1FIN2_485
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_495
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_495
0164: disable_marker @50
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  800 ms
0006: @101 =  2  ;; integer values

:LA1FIN2_495
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_524
00D6: if  0
816B:   NOT   fading
004D: jump_if_false LA1FIN2_524
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_524
0051: return

:LA1FIN2_525
0050: gosub LA1FIN2_1830
00D6: if  0
0019:   @101 >  2  ;; integer values
004D: jump_if_false LA1FIN2_539
00D6: if  0
816B:   NOT   fading
004D: jump_if_false LA1FIN2_539
00D6: if  0
08D0: (unknown)
004D: jump_if_false LA1FIN2_539
0050: gosub LA1FIN2_1410
0006: @101 =  10  ;; integer values
0006: @102 =  0  ;; integer values
0006: @436 =  5  ;; integer values

:LA1FIN2_539
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_647
0006: @101 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  .1 
00D6: if  0
8119:   NOT   car @235 wrecked
004D: jump_if_false LA1FIN2_558
00D6: if  0
01AF:   car @235  0 ()near_point  1647.249 -1053.482  23.8804 radius  10.0  10.0  10.0
004D: jump_if_false LA1FIN2_558
00AB: put_car @235 at  1649.555 -1055.767  22.8984
0175: set_car @235 z_angle_to  329.5791
0519: unknown_car @235 flag  1

:LA1FIN2_558
00D6: if  0
8119:   NOT   car @236 wrecked
004D: jump_if_false LA1FIN2_567
00D6: if  0
01AF:   car @236  0 ()near_point  1647.249 -1053.482  23.8804 radius  10.0  10.0  10.0
004D: jump_if_false LA1FIN2_567
00AB: put_car @236 at  1644.42 -1057.843  22.9062
0175: set_car @236 z_angle_to  227.8
0519: unknown_car @236 flag  1

:LA1FIN2_567
00D6: if  0
8119:   NOT   car @237 wrecked
004D: jump_if_false LA1FIN2_576
00D6: if  0
01AF:   car @237  0 ()near_point  1647.249 -1053.482  23.8804 radius  10.0  10.0  10.0
004D: jump_if_false LA1FIN2_576
00AB: put_car @237 at  1643.845 -1051.736  22.9219
0175: set_car @237 z_angle_to  149.9008
0519: unknown_car @237 flag  1

:LA1FIN2_576
00D6: if  0
8119:   NOT   car @233 wrecked
004D: jump_if_false LA1FIN2_584
00D6: if  0
01AF:   car @233  0 ()near_point  1647.249 -1053.482  23.8804 radius  10.0  10.0  10.0
004D: jump_if_false LA1FIN2_584
00AB: put_car @233 at  1640.603 -1071.537  22.9141
0175: set_car @233 z_angle_to  61.7966

:LA1FIN2_584
00D6: if  0
8119:   NOT   car @234 wrecked
004D: jump_if_false LA1FIN2_592
00D6: if  0
01AF:   car @234  0 ()near_point  1647.249 -1053.482  23.8804 radius  10.0  10.0  10.0
004D: jump_if_false LA1FIN2_592
00AB: put_car @234 at  1660.943 -1059.201  22.9141
0175: set_car @234 z_angle_to  148.6633

:LA1FIN2_592
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_596
060B: unknown_actor_use_entity @238 @103 

:LA1FIN2_596
00D6: if  0
8118:   NOT   actor @239 dead
004D: jump_if_false LA1FIN2_605
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: @239  0 
0350: unknown_actor @239 not_scared_flag  1
04EB: unknown_action_sequence @239  1 

:LA1FIN2_605
00D6: if  0
8118:   NOT   actor @240 dead
004D: jump_if_false LA1FIN2_614
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: @240  0 
0350: unknown_actor @240 not_scared_flag  1
04EB: unknown_action_sequence @240  1 

:LA1FIN2_614
00D6: if  0
8118:   NOT   actor @241 dead
004D: jump_if_false LA1FIN2_622
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: @241  0 
0350: unknown_actor @241 not_scared_flag  1

:LA1FIN2_622
00D6: if  0
8118:   NOT   actor @243 dead
004D: jump_if_false LA1FIN2_627
00A1: put_actor @243 at  1622.276 -1044.678  22.8984
0639: unknown_action_sequence @243 $PLAYER_ACTOR 

:LA1FIN2_627
00D6: if  0
8118:   NOT   actor @244 dead
004D: jump_if_false LA1FIN2_632
00A1: put_actor @244 at  1631.523 -1060.417  23.011
0639: unknown_action_sequence @244 $PLAYER_ACTOR 

:LA1FIN2_632
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false LA1FIN2_637
00A1: put_actor @245 at  1638.76 -1072.36  22.8984
0639: unknown_action_sequence @245 $PLAYER_ACTOR 

:LA1FIN2_637
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false LA1FIN2_642
00A1: put_actor @246 at  1649.348 -1077.868  22.9062
0639: unknown_action_sequence @246 $PLAYER_ACTOR 

:LA1FIN2_642
00D6: if  0
8118:   NOT   actor @247 dead
004D: jump_if_false LA1FIN2_647
00A1: put_actor @247 at  1663.619 -1058.419  22.8984
0639: unknown_action_sequence @247 $PLAYER_ACTOR 

:LA1FIN2_647
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_655
00D6: if  0
04EE:   animation "SWEET" loaded
004D: jump_if_false LA1FIN2_655
016A: fade  1 (back)  1000 ms
0006: @101 =  2  ;; integer values

:LA1FIN2_655
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_684
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false LA1FIN2_663
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1648.034 -1053.956  22.9
0002: jump LA1FIN2_664

:LA1FIN2_663
00A1: put_actor $PLAYER_ACTOR at  1648.034 -1053.956  22.9

:LA1FIN2_664
0173: set_actor $PLAYER_ACTOR z_angle_to  150.0
0619: $PLAYER_ACTOR  0 
0470: @87 = actor $PLAYER_ACTOR armed_weapon unknown
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_678
00A1: put_actor @238 at  1647.71 -1054.517  22.9
0173: set_actor @238 z_angle_to -30.0
048F: @238
01B9: set_actor @238 armed_weapon_to  0
0619: @238  0 
0792: @238 
0812: unknown_action_sequence @238 "LAFIN_SWEET" "SWEET"  4.0  0  0  0  1 -2 

:LA1FIN2_678
0812: unknown_action_sequence $PLAYER_ACTOR "LAFIN_PLAYER" "SWEET"  4.0  0  0  0  1 -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_684
00D6: if  0
0039:   @101 ==  4  ;; integer values
004D: jump_if_false LA1FIN2_699
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_699
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_694
0332: set_actor @238 bleeding_to  1 (true)

:LA1FIN2_694
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_699
00D6: if  0
0039:   @101 ==  5  ;; integer values
004D: jump_if_false LA1FIN2_708
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_708
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  7800  ;; integer values
0006: @101 =  6  ;; integer values

:LA1FIN2_708
00D6: if  0
0039:   @101 ==  6  ;; integer values
004D: jump_if_false LA1FIN2_717
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_717
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  5000  ;; integer values
0006: @101 =  7  ;; integer values

:LA1FIN2_717
00D6: if  0
0039:   @101 ==  7  ;; integer values
004D: jump_if_false LA1FIN2_726
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_726
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  2000  ;; integer values
0006: @101 =  8  ;; integer values

:LA1FIN2_726
00D6: if  0
0039:   @101 ==  8  ;; integer values
004D: jump_if_false LA1FIN2_730
0050: gosub LA1FIN2_1410

:LA1FIN2_730
00D6: if  0
0039:   @101 ==  9  ;; integer values
004D: jump_if_false LA1FIN2_743
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_743
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_743
00D6: if  0
0039:   @101 ==  10  ;; integer values
004D: jump_if_false LA1FIN2_780
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_780
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 
0792: $PLAYER_ACTOR 
0151: remove_status_text $6964
00D6: if  0
8118:   NOT   actor @238 dead
004D: jump_if_false LA1FIN2_764
0812: unknown_action_sequence @238 "SWEET_INJUREDLOOP" "SWEET"  1000.0  1  0  0  0 -2 
0619: @238  1 
04D7: lock_actor @238 in_current_position  1

:LA1FIN2_764
00D6: if  0
8119:   NOT   car @235 wrecked
004D: jump_if_false LA1FIN2_768
0519: unknown_car @235 flag  0

:LA1FIN2_768
00D6: if  0
8119:   NOT   car @236 wrecked
004D: jump_if_false LA1FIN2_772
0519: unknown_car @236 flag  0

:LA1FIN2_772
00D6: if  0
8119:   NOT   car @237 wrecked
004D: jump_if_false LA1FIN2_776
0519: unknown_car @237 flag  0

:LA1FIN2_776
0006: @100 =  6  ;; integer values
0006: @101 =  0  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'LA1_31'  5000 ms  1

:LA1FIN2_780
0051: return

:LA1FIN2_781
0050: gosub LA1FIN2_1679
0050: gosub LA1FIN2_1830
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_791
00D6: if  0
0039:   @99 ==  4  ;; integer values
004D: jump_if_false LA1FIN2_791
0247: request_model  413
0006: @101 =  1  ;; integer values

:LA1FIN2_791
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_842
00D6: if  0
0248:   model  413 available
004D: jump_if_false LA1FIN2_842
00A5: @46 = create_car  413 at  1553.697 -1046.83  22.7992
00BE: text_clear_all
00BB: text_lowpriority 'LA1_36'  5000 ms  1
0006: @269 =  0  ;; integer values

:LA1FIN2_801
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_806
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_801

:LA1FIN2_806
0129: @243(@269,6i) = create_actor  25  102 in_car @46 driverseat
0085: @86 = @243(@269,6i)  ;; integer values and handles
0085: @37 = @269  ;; integer values and handles
0050: gosub LA1FIN2_1818
02A9: set_actor @243(@269,6i) immune_to_nonplayer  1
0175: set_car @46 z_angle_to  270.0
0615: @105 
05D1: unknown_action_sequence -1 @46  1614.755 -1050.441  22.9141  25.0  2  0  3 
05D1: unknown_action_sequence -1 @46  1630.534 -1067.924  22.9141  25.0  2  0  3 
0616: @105 
0618: @243(@269,6i) @105 
061B: @105 
04BA: set_car @46 speed_instantly  20.0
000A: @269 +=  1  ;; integer values

:LA1FIN2_820
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_825
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_820

:LA1FIN2_825
01C8: @243(@269,6i) = create_actor  25  102 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_1818
02A9: set_actor @243(@269,6i) immune_to_nonplayer  1
000A: @269 +=  1  ;; integer values

:LA1FIN2_831
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_836
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_831

:LA1FIN2_836
01C8: @243(@269,6i) = create_actor  25  102 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_1818
0006: @101 =  2  ;; integer values
000E: @99 -=  3  ;; integer values

:LA1FIN2_842
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_963
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_859
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false LA1FIN2_859
0227: @81 = car @46 health
00D6: if  0
001B:    980 > @81  ;; integer values
004D: jump_if_false LA1FIN2_859
00D6: if  0
051C: @46 $PLAYER_ACTOR 
004D: jump_if_false LA1FIN2_859
0006: @97 =  1  ;; integer values

:LA1FIN2_859
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_882
00D6: if  0
001D:   @32 > @95  ;; integer values  
004D: jump_if_false LA1FIN2_882
00D6: if  1
8119:   NOT   car @46 wrecked
8118:   NOT   actor @243(@37,6i) dead
004D: jump_if_false LA1FIN2_882
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: unknown_action_sequence @243(@37,6i) @46 @270 @271 @272  30.0  2  0  3 
0006: @97 =  2  ;; integer values

:LA1FIN2_882
00D6: if  0
0039:   @97 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_895
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false LA1FIN2_895
0174: @276 = car @46 z_angle
00D6: if  0
0025:   @277 > @276  ;; floating-point values  
004D: jump_if_false LA1FIN2_895
0006: @97 =  3  ;; integer values
0085: @95 = @32  ;; integer values and handles
000A: @95 +=  800  ;; integer values

:LA1FIN2_895
00D6: if  0
0039:   @97 ==  3  ;; integer values
004D: jump_if_false LA1FIN2_908
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false LA1FIN2_902
07DA: @46  0.0 -.35  .2 

:LA1FIN2_902
00D6: if  0
001D:   @32 > @95  ;; integer values  
004D: jump_if_false LA1FIN2_908
0006: @97 =  4  ;; integer values
0085: @95 = @32  ;; integer values and handles
000A: @95 +=  1000  ;; integer values

:LA1FIN2_908
00D6: if  0
0039:   @97 ==  4  ;; integer values
004D: jump_if_false LA1FIN2_920
00D6: if  0
001D:   @32 > @95  ;; integer values  
004D: jump_if_false LA1FIN2_920
00D6: if  0
8118:   NOT   actor @243(@37,6i) dead
004D: jump_if_false LA1FIN2_920
0687: @243(@37,6i) 
0633: unknown_action_sequence @243(@37,6i) 
0006: @97 =  5  ;; integer values

:LA1FIN2_920
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_931
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false LA1FIN2_931
02E3: @276 = car @46 speed
00D6: if  0
0023:    .5 > @276  ;; floating-point values
004D: jump_if_false LA1FIN2_931
0006: @94 =  1  ;; integer values

:LA1FIN2_931
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_959
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false LA1FIN2_959
00D6: if  0
8118:   NOT   actor @243(@37,6i) dead
004D: jump_if_false LA1FIN2_944
0350: unknown_actor @243(@37,6i) not_scared_flag  0
0816: @243(@37,6i)  0 
0633: unknown_action_sequence @243(@37,6i) 
0006: @75(@37,6i) =  0  ;; integer values

:LA1FIN2_944
00D6: if  0
8118:   NOT   actor @243(@38,6i) dead
004D: jump_if_false LA1FIN2_951
0350: unknown_actor @243(@38,6i) not_scared_flag  0
0816: @243(@38,6i)  0 
0633: unknown_action_sequence @243(@38,6i) 
0006: @75(@38,6i) =  0  ;; integer values

:LA1FIN2_951
00D6: if  0
8118:   NOT   actor @243(@39,6i) dead
004D: jump_if_false LA1FIN2_958
0350: unknown_actor @243(@39,6i) not_scared_flag  0
0816: @243(@39,6i)  0 
0633: unknown_action_sequence @243(@39,6i) 
0006: @75(@39,6i) =  0  ;; integer values

:LA1FIN2_958
0006: @101 =  3  ;; integer values

:LA1FIN2_959
00D6: if  0
0119:   car @46 wrecked
004D: jump_if_false LA1FIN2_963
0006: @101 =  3  ;; integer values

:LA1FIN2_963
00D6: if  0
0039:   @101 ==  3  ;; integer values
004D: jump_if_false LA1FIN2_1008
00D6: if  0
0039:   @75(@37,6i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_978
00D6: if  0
8118:   NOT   actor @243(@37,6i) dead
004D: jump_if_false LA1FIN2_978
062E: @243(@37,6i)  1491 @85 
00D6: if  0
04A4: @85  7 
004D: jump_if_false LA1FIN2_978
0006: @75(@37,6i) =  0  ;; integer values
0816: @243(@37,6i)  1 

:LA1FIN2_978
00D6: if  0
0039:   @75(@38,6i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_990
00D6: if  0
8118:   NOT   actor @243(@38,6i) dead
004D: jump_if_false LA1FIN2_990
062E: @243(@38,6i)  1491 @85 
00D6: if  0
04A4: @85  7 
004D: jump_if_false LA1FIN2_990
0006: @75(@38,6i) =  0  ;; integer values
0816: @243(@38,6i)  1 

:LA1FIN2_990
00D6: if  0
0039:   @75(@39,6i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1002
00D6: if  0
8118:   NOT   actor @243(@39,6i) dead
004D: jump_if_false LA1FIN2_1002
062E: @243(@39,6i)  1491 @85 
00D6: if  0
04A4: @85  7 
004D: jump_if_false LA1FIN2_1002
0006: @75(@39,6i) =  0  ;; integer values
0816: @243(@39,6i)  1 

:LA1FIN2_1002
00D6: if  2
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_1008
0006: @101 =  4  ;; integer values

:LA1FIN2_1008
00D6: if  0
0039:   @101 ==  4  ;; integer values
004D: jump_if_false LA1FIN2_1060
00D6: if  0
0029:   @99 >=  4  ;; integer values
004D: jump_if_false LA1FIN2_1060
00A5: @47 = create_car  413 at  1525.366 -1022.267  22.9105
00BE: text_clear_all
00BB: text_lowpriority 'LA1_37'  5000 ms  1
0006: @269 =  0  ;; integer values

:LA1FIN2_1018
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1023
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1018

:LA1FIN2_1023
0129: @243(@269,6i) = create_actor  25  102 in_car @47 driverseat
0085: @86 = @243(@269,6i)  ;; integer values and handles
0085: @37 = @269  ;; integer values and handles
0050: gosub LA1FIN2_1818
0175: set_car @47 z_angle_to  270.0
0615: @105 
05D1: unknown_action_sequence -1 @47  1637.666 -1021.644  22.9141  25.0  2  0  3 
05D1: unknown_action_sequence -1 @47  1651.127 -1028.523  22.9141  25.0  2  0  3 
0616: @105 
0618: @243(@269,6i) @105 
061B: @105 
04BA: set_car @47 speed_instantly  20.0
000A: @269 +=  1  ;; integer values

:LA1FIN2_1036
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1041
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1036

:LA1FIN2_1041
01C8: @243(@269,6i) = create_actor  25  102 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_1818
02A9: set_actor @243(@269,6i) immune_to_nonplayer  1
000A: @269 +=  1  ;; integer values

:LA1FIN2_1047
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1052
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1047

:LA1FIN2_1052
01C8: @243(@269,6i) = create_actor  25  102 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_1818
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_1060
00D6: if  0
0039:   @101 ==  5  ;; integer values
004D: jump_if_false LA1FIN2_1106
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1074
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false LA1FIN2_1074
02E3: @276 = car @47 speed
00D6: if  0
0023:    .5 > @276  ;; floating-point values
004D: jump_if_false LA1FIN2_1074
0006: @94 =  1  ;; integer values

:LA1FIN2_1074
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1102
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false LA1FIN2_1102
00D6: if  0
8118:   NOT   actor @243(@37,6i) dead
004D: jump_if_false LA1FIN2_1087
05D3: unknown_action_sequence @243(@37,6i)  1654.968 -1041.372  22.8984  6 -2 
0350: unknown_actor @243(@37,6i) not_scared_flag  0
0816: @243(@37,6i)  0 
0006: @75(@37,6i) =  1  ;; integer values

:LA1FIN2_1087
00D6: if  0
8118:   NOT   actor @243(@38,6i) dead
004D: jump_if_false LA1FIN2_1094
05D3: unknown_action_sequence @243(@38,6i)  1650.469 -1041.517  22.8984  6 -2 
0350: unknown_actor @243(@38,6i) not_scared_flag  0
0816: @243(@38,6i)  0 
0006: @75(@38,6i) =  1  ;; integer values

:LA1FIN2_1094
00D6: if  0
8118:   NOT   actor @243(@39,6i) dead
004D: jump_if_false LA1FIN2_1101
05D3: unknown_action_sequence @243(@39,6i)  1640.806 -1041.555  22.8984  6 -2 
0350: unknown_actor @243(@39,6i) not_scared_flag  0
0816: @243(@39,6i)  0 
0006: @75(@39,6i) =  1  ;; integer values

:LA1FIN2_1101
0006: @101 =  6  ;; integer values

:LA1FIN2_1102
00D6: if  0
0119:   car @47 wrecked
004D: jump_if_false LA1FIN2_1106
0006: @101 =  6  ;; integer values

:LA1FIN2_1106
00D6: if  0
0039:   @101 ==  6  ;; integer values
004D: jump_if_false LA1FIN2_1151
00D6: if  0
0039:   @75(@37,6i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1121
00D6: if  0
8118:   NOT   actor @243(@37,6i) dead
004D: jump_if_false LA1FIN2_1121
062E: @243(@37,6i)  1491 @85 
00D6: if  0
04A4: @85  7 
004D: jump_if_false LA1FIN2_1121
0006: @75(@37,6i) =  0  ;; integer values
0816: @243(@37,6i)  1 

:LA1FIN2_1121
00D6: if  0
0039:   @75(@38,6i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1133
00D6: if  0
8118:   NOT   actor @243(@38,6i) dead
004D: jump_if_false LA1FIN2_1133
062E: @243(@38,6i)  1491 @85 
00D6: if  0
04A4: @85  7 
004D: jump_if_false LA1FIN2_1133
0006: @75(@38,6i) =  0  ;; integer values
0816: @243(@38,6i)  1 

:LA1FIN2_1133
00D6: if  0
0039:   @75(@39,6i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1145
00D6: if  0
8118:   NOT   actor @243(@39,6i) dead
004D: jump_if_false LA1FIN2_1145
062E: @243(@39,6i)  1491 @85 
00D6: if  0
04A4: @85  7 
004D: jump_if_false LA1FIN2_1145
0006: @75(@39,6i) =  0  ;; integer values
0816: @243(@39,6i)  1 

:LA1FIN2_1145
00D6: if  2
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_1151
0006: @101 =  8  ;; integer values

:LA1FIN2_1151
00D6: if  0
0039:   @101 ==  8  ;; integer values
004D: jump_if_false LA1FIN2_1165
00D6: if  0
0029:   @99 >=  3  ;; integer values
004D: jump_if_false LA1FIN2_1165
00BE: text_clear_all
00BB: text_lowpriority 'LA1_38'  5000 ms  1
0050: gosub LA1FIN2_1472
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_1165
00D6: if  0
0039:   @101 ==  9  ;; integer values
004D: jump_if_false LA1FIN2_1186
0050: gosub LA1FIN2_1599
0006: @269 =  0  ;; integer values
0006: @99 =  0  ;; integer values

:LA1FIN2_1171
00D6: if  0
001B:    6 > @269  ;; integer values
004D: jump_if_false LA1FIN2_1180
00D6: if  0
0118:   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1178
000A: @99 +=  1  ;; integer values

:LA1FIN2_1178
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1171

:LA1FIN2_1180
00D6: if  0
0029:   @99 >=  6  ;; integer values
004D: jump_if_false LA1FIN2_1186
0006: @101 =  10  ;; integer values
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  1500  ;; integer values

:LA1FIN2_1186
00D6: if  0
0039:   @101 ==  10  ;; integer values
004D: jump_if_false LA1FIN2_1195
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_1195
0006: @101 =  0  ;; integer values
0006: @100 =  7  ;; integer values
03E6: remove_text_box

:LA1FIN2_1195
0051: return

:LA1FIN2_1196
0006: @267 =  0  ;; integer values

:LA1FIN2_1197
00D6: if  0
001B:    3 > @267  ;; integer values
004D: jump_if_false LA1FIN2_1226
00D6: if  0
0039:   @128(@267,3i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1224
00D6: if  0
8119:   NOT   car @122(@267,3i) wrecked
004D: jump_if_false LA1FIN2_1224
00D6: if  0
860E:   NOT @122(@267,3i) 
004D: jump_if_false LA1FIN2_1224
00D6: if  0
8118:   NOT   actor @125(@267,3i) dead
004D: jump_if_false LA1FIN2_1224
0615: @131 
0633: unknown_action_sequence -1 
0667: unknown_action_sequence -1  1646.332 -1053.721  23.385  10000 
0616: @131 
0618: @125(@267,3i) @131 
061B: @131 
0006: @128(@267,3i) =  2  ;; integer values
062E: $PLAYER_ACTOR  1476 @132 
00D6: if  0
04A4: @132  7 
004D: jump_if_false LA1FIN2_1224
05C4: unknown_action_sequence $PLAYER_ACTOR  15000 

:LA1FIN2_1224
000A: @267 +=  1  ;; integer values
0002: jump LA1FIN2_1197

:LA1FIN2_1226
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1244
0746:  1  24  25 
0746:  1  26  24 
0746:  1  26  0 
016A: fade  0 ()  500 ms
07C0:  162 
07C0:  163 
07C0:  650 
0247: request_model  596
0247: request_model  280
0247: request_model  346
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_1244
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1263
00D6: if  0
816B:   NOT   fading
004D: jump_if_false LA1FIN2_1263
00D6: if  2
07C1:  162 
07C1:  163 
07C1:  650 
004D: jump_if_false LA1FIN2_1263
00D6: if  3
0248:   model  596 available
0248:   model  280 available
0248:   model  346 available
04EE:   animation "POLICE" loaded
004D: jump_if_false LA1FIN2_1263
0A0B:  1584.29 -1143.876  23.8226  180.0 
0006: @101 =  2  ;; integer values

:LA1FIN2_1263
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_1270
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_1270
0006: @101 =  3  ;; integer values

:LA1FIN2_1270
00D6: if  0
0039:   @101 ==  3  ;; integer values
004D: jump_if_false LA1FIN2_1297
00A5: @122 = create_car  596 at  0.0  0.0  0.0
00A5: @123 = create_car  596 at  0.0  0.0  0.0
00A5: @124 = create_car  596 at  0.0  0.0  0.0
0129: @125 = create_actor  4  280 in_car @122 driverseat
0129: @126 = create_actor  4  280 in_car @123 driverseat
0129: @127 = create_actor  4  280 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 (on)  
0397: car @123 siren =  1 (on)  
0397: car @124 siren =  1 (on)  
0925: (unknown)
092F:  1 
0930:  1 
0936:  1584.29 -1143.876  23.8226  1584.29 -1143.876  23.8226  3000  1 
0920:  1583.904 -1144.798  23.802  1585.228 -1144.223  23.802  3000  1 
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A1: put_actor $PLAYER_ACTOR at  1647.222 -1053.363  22.9815
05EB: @122  162 
0006: @101 =  4  ;; integer values
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  300  ;; integer values

:LA1FIN2_1297
00D6: if  0
0039:   @101 ==  4  ;; integer values
004D: jump_if_false LA1FIN2_1326
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_1326
016A: fade  1 (back)  600 ms
0860: link_actor $PLAYER_ACTOR to_interior  0 
00D6: if  1
8119:   NOT   car @123 wrecked
8119:   NOT   car @124 wrecked
004D: jump_if_false LA1FIN2_1323
00D6: if  2
07C1:  162 
07C1:  163 
07C1:  650 
004D: jump_if_false LA1FIN2_1320
05EB: @123  163 
05EB: @124  650 
0006: @128 =  1  ;; integer values
0006: @129 =  1  ;; integer values
0006: @130 =  1  ;; integer values
0002: jump LA1FIN2_1323

:LA1FIN2_1320
07C0:  162 
07C0:  163 
07C0:  650 

:LA1FIN2_1323
0006: @101 =  5  ;; integer values
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  2700  ;; integer values

:LA1FIN2_1326
00D6: if  0
0039:   @101 ==  5  ;; integer values
004D: jump_if_false LA1FIN2_1367
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_1367
009A: @133 = create_actor  26  102 at  1648.907 -1063.17  22.99
009A: @134 = create_actor  26  102 at  1639.755 -1067.994  22.9478
009A: @135 = create_actor  26  102 at  1632.445 -1058.078  23.0987
009A: @136 = create_actor  26  102 at  1640.3 -1069.299  22.9448
05DA: @133  1646.332 -1053.721  23.385  100.0  15000 
05DA: @134  1646.332 -1053.721  23.385  100.0  15000 
05DA: @135  1646.332 -1053.721  23.385  100.0  15000 
05DA: @136  1646.332 -1053.721  23.385  100.0  15000 
00D6: if  0
8118:   NOT   actor @239 dead
004D: jump_if_false LA1FIN2_1348
0792: @239 
0350: unknown_actor @239 not_scared_flag  0
0816: @239  0 
00A1: put_actor @239 at  1649.465 -1059.308  22.8984
05DA: @239  1646.332 -1053.721  23.385  100.0  15000 

:LA1FIN2_1348
00D6: if  0
8118:   NOT   actor @240 dead
004D: jump_if_false LA1FIN2_1356
0792: @240 
0350: unknown_actor @240 not_scared_flag  0
0816: @240  0 
00A1: put_actor @240 at  1642.081 -1057.882  22.9062
05DA: @240  1646.332 -1053.721  23.385  100.0  15000 

:LA1FIN2_1356
00D6: if  0
8118:   NOT   actor @241 dead
004D: jump_if_false LA1FIN2_1364
0792: @241 
0350: unknown_actor @241 not_scared_flag  0
0816: @241  0 
00A1: put_actor @241 at  1640.84 -1051.631  22.9062
05DA: @241  1646.332 -1053.721  23.385  100.0  15000 

:LA1FIN2_1364
0006: @101 =  6  ;; integer values
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  100  ;; integer values

:LA1FIN2_1367
00D6: if  0
0039:   @101 ==  6  ;; integer values
004D: jump_if_false LA1FIN2_1379
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_1379
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_1379
00D6: if  0
0039:   @101 ==  8  ;; integer values
004D: jump_if_false LA1FIN2_1393
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_1393
0925: (unknown)
092F:  1 
0930:  1 
0936:  1648.644 -1049.357  26.0388  1662.257 -1029.206  46.3953  7500  1 
0920:  1648.533 -1050.336  25.8716  1661.88 -1029.896  45.7777  7500  1 
0085: @102 = @32  ;; integer values and handles
000A: @102 +=  6000  ;; integer values
0006: @101 =  9  ;; integer values

:LA1FIN2_1393
00D6: if  0
0039:   @101 ==  9  ;; integer values
004D: jump_if_false LA1FIN2_1401
00D6: if  0
001D:   @32 > @102  ;; integer values  
004D: jump_if_false LA1FIN2_1401
016A: fade  0 ()  1500 ms
0006: @101 =  10  ;; integer values

:LA1FIN2_1401
00D6: if  0
0039:   @101 ==  10  ;; integer values
004D: jump_if_false LA1FIN2_1409
00D6: if  0
816B:   NOT   fading
004D: jump_if_false LA1FIN2_1409
0006: @100 =  8  ;; integer values
0925: (unknown)

:LA1FIN2_1409
0051: return

:LA1FIN2_1410
009B: destroy_actor_instantly @243
009A: @243 = create_actor  25  102 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_1818
02A9: set_actor @243 immune_to_nonplayer  1
04EB: unknown_action_sequence @243  1 
05D3: unknown_action_sequence @243  1622.541 -1045.008  22.8984  6 -2 
009B: destroy_actor_instantly @244
009A: @244 = create_actor  25  102 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_1818
02A9: set_actor @244 immune_to_nonplayer  1
04EB: unknown_action_sequence @244  1 
05D3: unknown_action_sequence @244  1631.471 -1059.379  22.9623  6 -2 
009B: destroy_actor_instantly @245
009A: @245 = create_actor  25  102 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_1818
02A9: set_actor @245 immune_to_nonplayer  1
04EB: unknown_action_sequence @245  1 
05D3: unknown_action_sequence @245  1633.035 -1064.716  22.9162  6 -2 
00D6: if  0
0118:   actor @246 dead
004D: jump_if_false LA1FIN2_1448
009A: @246 = create_actor  25  102 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_1818
02A9: set_actor @246 immune_to_nonplayer  1
04EB: unknown_action_sequence @246  1 
05D3: unknown_action_sequence @246  1659.903 -1067.094  23.0077  6 -2 

:LA1FIN2_1448
00D6: if  0
0118:   actor @247 dead
004D: jump_if_false LA1FIN2_1459
009A: @247 = create_actor  25  102 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_1818
02A9: set_actor @247 immune_to_nonplayer  1
04EB: unknown_action_sequence @247  1 
05D3: unknown_action_sequence @247  1649.499 -1077.795  22.9062  6 -2 

:LA1FIN2_1459
0006: @101 =  9  ;; integer values
0006: @269 =  0  ;; integer values
0006: @99 =  0  ;; integer values

:LA1FIN2_1462
00D6: if  0
001B:    6 > @269  ;; integer values
004D: jump_if_false LA1FIN2_1471
00D6: if  0
0118:   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1469
000A: @99 +=  1  ;; integer values

:LA1FIN2_1469
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1462

:LA1FIN2_1471
0051: return

:LA1FIN2_1472
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  405 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_1563
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1568
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1563

:LA1FIN2_1568
0129: @243(@269,6i) = create_actor  26  102 in_car @48 driverseat
0085: @86 = @243(@269,6i)  ;; integer values and handles
0085: @37 = @269  ;; integer values and handles
0050: gosub LA1FIN2_1818
02A9: set_actor @243(@269,6i) immune_to_nonplayer  1
000A: @269 +=  1  ;; integer values

:LA1FIN2_1574
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1579
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1574

:LA1FIN2_1579
01C8: @243(@269,6i) = create_actor  26  102 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_1818
02A9: set_actor @243(@269,6i) immune_to_nonplayer  1
000A: @269 +=  1  ;; integer values

:LA1FIN2_1585
00D6: if  0
8118:   NOT   actor @243(@269,6i) dead
004D: jump_if_false LA1FIN2_1590
000A: @269 +=  1  ;; integer values
0002: jump LA1FIN2_1585

:LA1FIN2_1590
01C8: @243(@269,6i) = create_actor  26  102 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_1818
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_1599
00D6: if  1
8119:   NOT   car @48 wrecked
8118:   NOT   actor @243(@37,6i) dead
004D: jump_if_false LA1FIN2_1678
02E3: @276 = car @48 speed
00D6: if  0
0023:    .5 > @276  ;; floating-point values
004D: jump_if_false LA1FIN2_1613
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1613
0006: @82 =  1  ;; integer values
0085: @83 = @32  ;; integer values and handles
000A: @83 +=  1500  ;; integer values

:LA1FIN2_1613
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1630
00D6: if  0
0023:    .5 > @276  ;; floating-point values
004D: jump_if_false LA1FIN2_1629
00D6: if  0
001D:   @32 > @83  ;; integer values  
004D: jump_if_false LA1FIN2_1628
0006: @179 =  2  ;; integer values
0006: @82 =  2  ;; integer values
068B: @48 
0006: @75(@38,6i) =  0  ;; integer values
0006: @75(@39,6i) =  0  ;; integer values
0006: @75(@37,6i) =  0  ;; integer values

:LA1FIN2_1628
0002: jump LA1FIN2_1630

:LA1FIN2_1629
0006: @82 =  0  ;; integer values

:LA1FIN2_1630
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1637
00D6: if  0
01AF:   car @48  0 ()near_point @180 @181  22.0 radius  3.0  3.0  4.0
004D: jump_if_false LA1FIN2_1637
0006: @179 =  1  ;; integer values

:LA1FIN2_1637
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1675
0209: @177 = random_int  0  2
00D6: if  0
0039:   @177 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1646
0085: @178 = @157(@178,10i)  ;; integer values and handles
0002: jump LA1FIN2_1647

:LA1FIN2_1646
0085: @178 = @167(@178,10i)  ;; integer values and handles

:LA1FIN2_1647
0085: @85 = @137(@178,10i)  ;; integer values and handles
05D6: clear_scmpath
00AA: store_car @48 position_to @228 @229 @230
00D6: if  0
001D:   @147(@178,10i) > @137(@178,10i)  ;; integer values  
004D: jump_if_false LA1FIN2_1662

:LA1FIN2_1653
00D6: if  0
002D:   @147(@178,10i) >= @85  ;; integer values 
004D: jump_if_false LA1FIN2_1661
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_1653

:LA1FIN2_1661
0002: jump LA1FIN2_1670

:LA1FIN2_1662
00D6: if  0
002D:   @85 >= @147(@178,10i)  ;; integer values 
004D: jump_if_false LA1FIN2_1670
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_1662

:LA1FIN2_1670
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_1675
00D6: if  0
0039:   @179 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_1678

:LA1FIN2_1678
0051: return

:LA1FIN2_1679
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1714
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1650.645 -1059.435  25.4852 radius  250.0  250.0  70.0
004D: jump_if_false LA1FIN2_1714
0006: @255 =  1  ;; integer values
0746:  4  24  25 
0746:  4  26  24 
0746:  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  475
0247: request_model  405
0247: request_model  105
0247: request_model  102
0247: request_model  353
023C: load_special_actor  1 'SWEET'

:LA1FIN2_1714
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1817
00D6: if  4
0248:   model  475 available
0248:   model  105 available
0248:   model  102 available
0248:   model  353 available
0248:   model  405 available
004D: jump_if_false LA1FIN2_1817
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1650.645 -1059.435  25.4852 radius  150.0  150.0  70.0
023D:   special_actor  1 loaded
004D: jump_if_false LA1FIN2_1817
00A5: @235 = create_car  405 at  1649.555 -1055.767  22.8984
00A5: @236 = create_car  405 at  1644.42 -1057.843  22.9062
00A5: @237 = create_car  405 at  1643.845 -1051.736  22.9219
00A5: @233 = create_car  475 at  1640.603 -1071.537  22.9141
00A5: @234 = create_car  475 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: (unknown) @235  1 
03AB: (unknown) @236  1 
03AB: (unknown) @237  1 
03AB: (unknown) @233  1 
03AB: (unknown) @234  1 
0657: @233  3 
0657: @234  3 
0657: @234  2 
009A: @238 = create_actor  24  290 at  1648.556 -1054.473  22.8984
009A: @239 = create_actor  24  105 at  1648.556 -1054.473  22.8984
009A: @240 = create_actor  24  105 at  1646.474 -1057.642  22.8984
009A: @241 = create_actor  24  105 at  1644.61 -1053.395  22.8984
009A: @243 = create_actor  25  102 at  1622.276 -1044.678  22.8984
0085: @86 = @243  ;; integer values and handles
0006: @269 =  0  ;; integer values
0050: gosub LA1FIN2_1818
009A: @244 = create_actor  25  102 at  1631.523 -1060.417  23.011
0085: @86 = @244  ;; integer values and handles
0006: @269 =  1  ;; integer values
0050: gosub LA1FIN2_1818
009A: @245 = create_actor  25  102 at  1638.76 -1072.36  22.8984
0085: @86 = @245  ;; integer values and handles
0006: @269 =  2  ;; integer values
0050: gosub LA1FIN2_1818
009A: @246 = create_actor  25  102 at  1649.348 -1077.868  22.9062
0085: @86 = @246  ;; integer values and handles
0006: @269 =  3  ;; integer values
0050: gosub LA1FIN2_1818
009A: @247 = create_actor  25  102 at  1663.619 -1058.419  22.8984
0085: @86 = @247  ;; integer values and handles
0006: @269 =  4  ;; integer values
0050: gosub LA1FIN2_1818
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: @238  1
0568: @239  1
0568: @240  1
0568: @241  1
060F: @238  60.0 
060F: @239  60.0 
060F: @240  60.0 
060F: @241  60.0 
0816: @238  1 
0816: @239  1 
0816: @240  1 
0816: @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: (unknown) @238  0 
0446: (unknown) @239  0 
0446: (unknown) @240  0 
0446: (unknown) @241  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: @238  100 
08AF: @239  100 
08AF: @240  100 
08AF: @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_1817
0051: return

:LA1FIN2_1818
02E2: set_actor @86 weapon_accuracy_to  40
0816: @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  0
0019:   @100 >  3  ;; integer values
004D: jump_if_false LA1FIN2_1829
0187: @51(@269,6i) = create_marker_above_actor @243(@269,6i)

:LA1FIN2_1829
0051: return

:LA1FIN2_1830
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false LA1FIN2_1936
000A: @266 +=  1  ;; integer values
00D6: if  0
0019:   @266 >  5  ;; integer values
004D: jump_if_false LA1FIN2_1838
0006: @266 =  0  ;; integer values

:LA1FIN2_1838
00D6: if  0
8118:   NOT   actor @243(@266,6i) dead
004D: jump_if_false LA1FIN2_1893
00D6: if  0
8039:   NOT   @75(@266,6i) ==  1  ;; integer values
004D: jump_if_false LA1FIN2_1892
00D6: if  0
80DF:   NOT   actor @243(@266,6i) driving
004D: jump_if_false LA1FIN2_1892
062E: @243(@266,6i)  1491 @269 
00D6: if  0
04A4: @269  7 
004D: jump_if_false LA1FIN2_1892
00D6: if  0
0039:   @249(@266,6i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1861
00D6: if  0
00FE:   actor @243(@266,6i)  0 ()near_point  1646.777 -1054.257  24.8043 radius  15.0  15.0  15.0
004D: jump_if_false LA1FIN2_1861
04EB: unknown_action_sequence @243(@266,6i)  1 
0350: unknown_actor @243(@266,6i) not_scared_flag  1
0816: @243(@266,6i)  0 
0006: @249(@266,6i) =  1  ;; integer values

:LA1FIN2_1861
00A0: store_actor @243(@266,6i) position_to $73 $74 $75
0006: @267 =  0  ;; integer values
0007: @274 =  40.0  ;; floating-point values

:LA1FIN2_1864
00D6: if  0
001B:    5 > @267  ;; integer values
004D: jump_if_false LA1FIN2_1879
00D6: if  0
8118:   NOT   actor @238(@267,5i) dead
004D: jump_if_false LA1FIN2_1877
00A0: store_actor @238(@267,5i) position_to @270 @271 @272
0509: @273 = distance between point @270 @271 and point $73 $74
00D6: if  0
0025:   @274 > @273  ;; floating-point values  
004D: jump_if_false LA1FIN2_1877
0087: @274 = @273  ;; floating-point values only
0085: @268 = @238(@267,5i)  ;; integer values and handles

:LA1FIN2_1877
000A: @267 +=  1  ;; integer values
0002: jump LA1FIN2_1864

:LA1FIN2_1879
00D6: if  0
803B:   NOT   @268 == @259(@266,6i)  ;; integer values 
004D: jump_if_false LA1FIN2_1884
0687: @243(@266,6i) 
0085: @259(@266,6i) = @268  ;; integer values and handles

:LA1FIN2_1884
062E: @243(@266,6i)  1506 @269 
00D6: if  0
04A4: @269  7 
004D: jump_if_false LA1FIN2_1892
00D6: if  0
8118:   NOT   actor @259(@266,6i) dead
004D: jump_if_false LA1FIN2_1892
05E2: unknown_action_sequence @243(@266,6i) @259(@266,6i) 

:LA1FIN2_1892
0002: jump LA1FIN2_1901

:LA1FIN2_1893
00D6: if  0
0039:   @88(@266,6i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1901
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_1901
000A: @265 +=  1  ;; integer values
00D6: if  0
0019:   @265 >  3  ;; integer values
004D: jump_if_false LA1FIN2_1906
0006: @265 =  0  ;; integer values

:LA1FIN2_1906
00D6: if  0
8118:   NOT   actor @238(@265,5i) dead
004D: jump_if_false LA1FIN2_1936
00D6: if  0
0039:   @57(@265,5i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1929
00D6: if  0
80FE:   NOT   actor @238(@265,5i)  0 ()near_point  1647.249 -1053.482  23.8804 radius  5.0  5.0  5.0
004D: jump_if_false LA1FIN2_1928
062E: @238(@265,5i)  1491 @269 
00D6: if  0
04A4: @269  7 
004D: jump_if_false LA1FIN2_1928
060B: unknown_actor_use_entity @238(@265,5i) @103 
0208: @276 = random_float -1.5  1.5
0005: $73 =  1647.249  ;; floating-point values
005F: $73 += @276  ;; floating-point values 
0208: @276 = random_float -1.5  1.5
0005: $74 = -1053.482  ;; floating-point values
005F: $74 += @276  ;; floating-point values 
05D3: unknown_action_sequence @238(@265,5i) $73 $74  23.8804  6 -1 
0006: @57(@265,5i) =  1  ;; integer values

:LA1FIN2_1928
0002: jump LA1FIN2_1936

:LA1FIN2_1929
062E: @238(@265,5i)  1491 @269 
00D6: if  21
04A4: @269  7 
00FE:   actor @238(@265,5i)  0 ()near_point  1647.249 -1053.482  23.8804 radius  3.0  3.0  3.0
004D: jump_if_false LA1FIN2_1936
0006: @57(@265,5i) =  0  ;; integer values
060B: unknown_actor_use_entity @238(@265,5i) @231 

:LA1FIN2_1936
0051: return

:LA1FIN2_1937
00D6: if  0
001B:    26 > @281(@85,5i)  ;; integer values
004D: jump_if_false LA1FIN2_1966
00D6: if  0
8119:   NOT   car @280 wrecked
004D: jump_if_false LA1FIN2_1966
00D6: if  0
0039:   @68(@85,5i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_1966
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @280
004D: jump_if_false LA1FIN2_1964
0227: @106(@85,5i) = car @280 health
00D6: if  0
8185:   NOT   car @280 health >=  550
004D: jump_if_false LA1FIN2_1963
0085: @279 = @281(@85,5i)  ;; integer values and handles
00D6: if  0
0029:   @281(@85,5i) >=  25  ;; integer values
004D: jump_if_false LA1FIN2_1960
0224: set_car @280 health_to  350
02AC: set_car @280 immunities  1  1  1  1  1
0002: jump LA1FIN2_1961

:LA1FIN2_1960
0224: set_car @280 health_to  900

:LA1FIN2_1961
0050: gosub LA1FIN2_1967
000A: @281(@85,5i) +=  1  ;; integer values

:LA1FIN2_1963
0002: jump LA1FIN2_1966

:LA1FIN2_1964
0006: @68(@85,5i) =  1  ;; integer values
02AC: set_car @280 immunities  0  0  0  0  0

:LA1FIN2_1966
0051: return

:LA1FIN2_1967
0871: init_jump_table @279 total_jumps  26  0 LA1FIN2_2023 jumps  0 LA1FIN2_1971  1 LA1FIN2_1973  2 LA1FIN2_1975  3 LA1FIN2_1977  4 LA1FIN2_1979  5 LA1FIN2_1981  6 LA1FIN2_1983 
0872: jump_table_jumps  7 LA1FIN2_1985  8 LA1FIN2_1987  9 LA1FIN2_1989  10 LA1FIN2_1991  11 LA1FIN2_1993  12 LA1FIN2_1995  13 LA1FIN2_1997  14 LA1FIN2_1999  15 LA1FIN2_2001 
0872: jump_table_jumps  16 LA1FIN2_2003  17 LA1FIN2_2005  18 LA1FIN2_2007  19 LA1FIN2_2009  20 LA1FIN2_2011  21 LA1FIN2_2013  22 LA1FIN2_2015  23 LA1FIN2_2017  24 LA1FIN2_2019 
0872: jump_table_jumps  25 LA1FIN2_2021 -1 LA1FIN2_2023 -1 LA1FIN2_2023 -1 LA1FIN2_2023 -1 LA1FIN2_2023 -1 LA1FIN2_2023 -1 LA1FIN2_2023 -1 LA1FIN2_2023 -1 LA1FIN2_2023 

:LA1FIN2_1971
073C: @280  0 
0002: jump LA1FIN2_2023

:LA1FIN2_1973
0730: @280  1 
0002: jump LA1FIN2_2023

:LA1FIN2_1975
073C: @280  3 
0002: jump LA1FIN2_2023

:LA1FIN2_1977
073C: @280  3 
0002: jump LA1FIN2_2023

:LA1FIN2_1979
073C: @280  5 
0002: jump LA1FIN2_2023

:LA1FIN2_1981
04FE: deflate_tire  2 on_car @280
0002: jump LA1FIN2_2023

:LA1FIN2_1983
0730: @280  5 
0002: jump LA1FIN2_2023

:LA1FIN2_1985
073C: @280  5 
0002: jump LA1FIN2_2023

:LA1FIN2_1987
0730: @280  1 
0002: jump LA1FIN2_2023

:LA1FIN2_1989
073C: @280  1 
0002: jump LA1FIN2_2023

:LA1FIN2_1991
04FE: deflate_tire  3 on_car @280
0002: jump LA1FIN2_2023

:LA1FIN2_1993
0730: @280  6 
0002: jump LA1FIN2_2023

:LA1FIN2_1995
073C: @280  5 
0002: jump LA1FIN2_2023

:LA1FIN2_1997
073C: @280  0 
0002: jump LA1FIN2_2023

:LA1FIN2_1999
073C: @280  5 
0002: jump LA1FIN2_2023

:LA1FIN2_2001
0730: @280  1 
0002: jump LA1FIN2_2023

:LA1FIN2_2003
0689: @280  1  1 
0002: jump LA1FIN2_2023

:LA1FIN2_2005
073C: @280  3 
0002: jump LA1FIN2_2023

:LA1FIN2_2007
0689: @280  0  1 
0002: jump LA1FIN2_2023

:LA1FIN2_2009
0689: @280  3  1 
0002: jump LA1FIN2_2023

:LA1FIN2_2011
0730: @280  5 
0002: jump LA1FIN2_2023

:LA1FIN2_2013
0689: @280  0  1 
0002: jump LA1FIN2_2023

:LA1FIN2_2015
073C: @280  3 
0002: jump LA1FIN2_2023

:LA1FIN2_2017
073C: @280  3 
0002: jump LA1FIN2_2023

:LA1FIN2_2019
073C: @280  5 
0002: jump LA1FIN2_2023

:LA1FIN2_2021
0689: @280  5  1 
0002: jump LA1FIN2_2023

:LA1FIN2_2023
0051: return

:LA1FIN2_2024
00D6: if  0
8039:   NOT   @286 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2055
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2035
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_2035
00D6: if  0
0039:   @287 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_2055
00D6: if  0
001D:   @32 > @490  ;; integer values  
004D: jump_if_false LA1FIN2_2055
00D6: if  0
0039:   @437 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2055
0085: @437 = @300(@289,10i)  ;; integer values and handles
000A: @289 +=  1  ;; integer values
000E: @310 -=  1  ;; integer values
00D6: if  0
0039:   @310 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2053
0006: @286 =  0  ;; integer values
0006: @287 =  0  ;; integer values
0002: jump LA1FIN2_2055

:LA1FIN2_2053
0085: @490 = @288  ;; integer values and handles
005A: @490 += @290(@289,10i)  ;; integer values 

:LA1FIN2_2055
0871: init_jump_table @436 total_jumps  6  0 LA1FIN2_2317 jumps  0 LA1FIN2_2056  1 LA1FIN2_2154  2 LA1FIN2_2263  3 LA1FIN2_2279  4 LA1FIN2_2289  5 LA1FIN2_2304 -1 LA1FIN2_2317 

:LA1FIN2_2056
00D6: if  0
0039:   @436 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_2061
009A: @488 = create_actor  8  290 at  2752.341 -1948.867  16.3125
009A: @492 = create_actor  8  290 at  2752.341 -1948.867  16.3125

:LA1FIN2_2061
05AA: s@313 = 'FIN2_BA'  ;; 8-byte strings
04AF: @392 = unknown_wav_reference  16006 
05AA: s@315 = 'FIN2_BB'  ;; 8-byte strings
04AF: @393 = unknown_wav_reference  16007 
05AA: s@317 = 'FIN2_BC'  ;; 8-byte strings
04AF: @394 = unknown_wav_reference  16008 
05AA: s@319 = 'FIN2_BD'  ;; 8-byte strings
04AF: @395 = unknown_wav_reference  16009 
05AA: s@321 = 'FIN2_BE'  ;; 8-byte strings
04AF: @396 = unknown_wav_reference  16010 
05AA: s@323 = 'FIN2_BF'  ;; 8-byte strings
04AF: @397 = unknown_wav_reference  16011 
05AA: s@325 = 'FIN2_BG'  ;; 8-byte strings
04AF: @398 = unknown_wav_reference  16012 
05AA: s@327 = 'FIN2_BH'  ;; 8-byte strings
04AF: @399 = unknown_wav_reference  16013 
05AA: s@329 = 'FIN2_BJ'  ;; 8-byte strings
04AF: @400 = unknown_wav_reference  16014 
05AA: s@331 = 'FIN2_AA'  ;; 8-byte strings
04AF: @401 = unknown_wav_reference  16000 
05AA: s@333 = 'FIN2_AB'  ;; 8-byte strings
04AF: @402 = unknown_wav_reference  16001 
05AA: s@335 = 'FIN2_AB'  ;; 8-byte strings
04AF: @403 = unknown_wav_reference  16001 
05AA: s@337 = 'FIN2_AC'  ;; 8-byte strings
04AF: @404 = unknown_wav_reference  16002 
05AA: s@339 = 'FIN2_AD'  ;; 8-byte strings
04AF: @405 = unknown_wav_reference  16003 
05AA: s@341 = 'FIN2_AE'  ;; 8-byte strings
04AF: @406 = unknown_wav_reference  16004 
05AA: s@343 = 'FIN2_AF'  ;; 8-byte strings
04AF: @407 = unknown_wav_reference  16005 
04AF: @408 = unknown_wav_reference  23000 
04AF: @409 = unknown_wav_reference  23000 
05AA: s@349 = 'MCES03A'  ;; 8-byte strings
04AF: @410 = unknown_wav_reference  25227 
05AA: s@351 = 'MCES03B'  ;; 8-byte strings
04AF: @411 = unknown_wav_reference  25228 
05AA: s@353 = 'MCES03C'  ;; 8-byte strings
04AF: @412 = unknown_wav_reference  25229 
05AA: s@355 = 'MCES03D'  ;; 8-byte strings
04AF: @413 = unknown_wav_reference  25230 
05AA: s@357 = 'MCES03E'  ;; 8-byte strings
04AF: @414 = unknown_wav_reference  25231 
05AA: s@359 = 'MCES03F'  ;; 8-byte strings
04AF: @415 = unknown_wav_reference  25232 
05AA: s@361 = 'MCES03G'  ;; 8-byte strings
04AF: @416 = unknown_wav_reference  25233 
05AA: s@363 = 'MCES03H'  ;; 8-byte strings
04AF: @417 = unknown_wav_reference  25234 
05AA: s@365 = 'MCES03J'  ;; 8-byte strings
04AF: @418 = unknown_wav_reference  25235 
05AA: s@367 = 'MCES03L'  ;; 8-byte strings
04AF: @419 = unknown_wav_reference  25237 
05AA: s@369 = '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_2317

:LA1FIN2_2154
00D6: if  0
8039:   NOT   @437 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2262
00D6: if  1
03D2:   wav  1 ended
03D2:   wav  2 ended
004D: jump_if_false LA1FIN2_2262
00D6: if  0
003B:   @432 == @437  ;; integer values 
004D: jump_if_false LA1FIN2_2166
0006: @434 =  1  ;; integer values
0002: jump LA1FIN2_2175

:LA1FIN2_2166
00D6: if  0
003B:   @433 == @437  ;; integer values 
004D: jump_if_false LA1FIN2_2171
0006: @434 =  2  ;; integer values
0002: jump LA1FIN2_2175

:LA1FIN2_2171
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_2175
00D6: if  0
03D0:   wav @434 loaded
004D: jump_if_false LA1FIN2_2261
0085: @487 = @439(@437,40i)  ;; integer values and handles
0085: @488 = @479(@487,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @494 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_2207
0006: @491 =  1  ;; integer values
0006: @493 =  0  ;; integer values

:LA1FIN2_2185
00D6: if  0
001B:    7 > @491  ;; integer values
004D: jump_if_false LA1FIN2_2207
0085: @492 = @479(@491,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @492 ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2205
00D6: if  0
803B:   NOT   @492 == @488  ;; integer values 
004D: jump_if_false LA1FIN2_2205
00D6: if  0
8118:   NOT   actor @488 dead
004D: jump_if_false LA1FIN2_2205
00D6: if  0
8118:   NOT   actor @492 dead
004D: jump_if_false LA1FIN2_2205
00D6: if  0
0104:   actor @488 near_actor @492 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false LA1FIN2_2205
000A: @493 +=  1  ;; integer values

:LA1FIN2_2205
000A: @491 +=  1  ;; integer values
0002: jump LA1FIN2_2185

:LA1FIN2_2207
00D6: if  22
0039:   @494 ==  1  ;; integer values
0019:   @493 >  0  ;; integer values
0039:   @439(@437,40i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2260
00D6: if  0
8039:   NOT   @439(@437,40i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2226
00D6: if  0
8118:   NOT   actor @488 dead
004D: jump_if_false LA1FIN2_2226
0949: link_wav @434 to_actor @488 
00D6: if  0
894D:   NOT @488 
004D: jump_if_false LA1FIN2_2225
0006: @486 =  1  ;; integer values
0967: @488  15000 
0002: jump LA1FIN2_2226

:LA1FIN2_2225
094E: @488  0 

:LA1FIN2_2226
00D6: if  0
0039:   @439(@437,40i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2230
0006: @486 =  1  ;; integer values

:LA1FIN2_2230
00D6: if  0
0039:   @486 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_2260
03D1: play_wav @434
00BE: text_clear_all
00D6: if  0
84A4:   NOT @391(@437,40i)  23000 
004D: jump_if_false LA1FIN2_2239
00BB: text_lowpriority @311(@437,40s)  10000 ms  1

:LA1FIN2_2239
000A: @436 +=  1  ;; integer values
0006: @486 =  0  ;; integer values
000A: @437 +=  1  ;; integer values
0085: @435 = @437  ;; integer values and handles
00D6: if  0
8039:   NOT   @391(@437,40i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2260
00D6: if  0
0039:   @434 ==  1  ;; integer values
004D: jump_if_false LA1FIN2_2255
00D6: if  0
803B:   NOT   @433 == @437  ;; integer values 
004D: jump_if_false LA1FIN2_2254
03CF: load_wav @391(@437,40i) as  2
0085: @433 = @437  ;; integer values and handles

:LA1FIN2_2254
0002: jump LA1FIN2_2260

:LA1FIN2_2255
00D6: if  0
803B:   NOT   @432 == @437  ;; integer values 
004D: jump_if_false LA1FIN2_2260
03CF: load_wav @391(@437,40i) as  1
0085: @432 = @437  ;; integer values and handles

:LA1FIN2_2260
0002: jump LA1FIN2_2262

:LA1FIN2_2261
03CF: load_wav @391(@437,40i) as @434

:LA1FIN2_2262
0002: jump LA1FIN2_2317

:LA1FIN2_2263
00D6: if  0
03D2:   wav @434 ended
004D: jump_if_false LA1FIN2_2268
000A: @436 +=  1  ;; integer values
0002: jump LA1FIN2_2278

:LA1FIN2_2268
00D6: if  0
056D:   unknown_actor @488 dead_but_valid
004D: jump_if_false LA1FIN2_2275
00D6: if  0
0118:   actor @488 dead
004D: jump_if_false LA1FIN2_2275
000A: @436 +=  1  ;; integer values

:LA1FIN2_2275
00D6: if  0
8118:   NOT   actor @488 dead
004D: jump_if_false LA1FIN2_2278

:LA1FIN2_2278
0002: jump LA1FIN2_2317

:LA1FIN2_2279
040D: unload_wav @434
0006: @431(@434,3i) =  0  ;; integer values
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @488 dead
004D: jump_if_false LA1FIN2_2287
0968: @488 
094F: @488 

:LA1FIN2_2287
000A: @436 +=  1  ;; integer values
0002: jump LA1FIN2_2317

:LA1FIN2_2289
000A: @437 +=  1  ;; integer values
00D6: if  0
8039:   NOT   @391(@437,40i) ==  0  ;; integer values
004D: jump_if_false LA1FIN2_2295
03CF: load_wav @391(@437,40i) as @434
0085: @431(@434,3i) = @437  ;; integer values and handles

:LA1FIN2_2295
000E: @438 -=  1  ;; integer values
00D6: if  0
8019:   NOT   @438 >  0  ;; integer values
004D: jump_if_false LA1FIN2_2301
0006: @437 =  0  ;; integer values
0002: jump LA1FIN2_2302

:LA1FIN2_2301
0085: @437 = @435  ;; integer values and handles

:LA1FIN2_2302
0006: @436 =  1  ;; integer values
0002: jump LA1FIN2_2317

:LA1FIN2_2304
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  0
8118:   NOT   actor @488 dead
004D: jump_if_false LA1FIN2_2316
094F: @488 

:LA1FIN2_2316
0002: jump LA1FIN2_2317

:LA1FIN2_2317
0051: return

:LA1FIN2_2318
00BA: text_styled 'M_FAIL'  50 ms  1
0051: return

:LA1FIN2_2320
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false LA1FIN2_2325
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2007.5 -2542.4  35.7
0002: jump LA1FIN2_2327

:LA1FIN2_2325
00A1: put_actor $PLAYER_ACTOR at -2007.5 -2542.4  35.7
0173: set_actor $PLAYER_ACTOR z_angle_to  80.0

:LA1FIN2_2327
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  401
0249: release_model  475
0249: release_model  105
0249: release_model  102
0249: release_model  353
0249: release_model  405
0249: release_model  413
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 (islands unlocked) to  1  ; integer see statdisp.dat
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 (frozen)
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: $PLAYER_ACTOR
054C: use_GXT_table 'BCRASH1'

:LA1FIN2_2371
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false LA1FIN2_2376
0001: wait  0 ms
0002: jump LA1FIN2_2371

:LA1FIN2_2376
0001: wait  1000 ms
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:LA1FIN2_2379
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false LA1FIN2_2384
0001: wait  0 ms
0002: jump LA1FIN2_2379

:LA1FIN2_2384
016A: fade  0 ()  0 ms

:LA1FIN2_2385
00D6: if  0
016B:   fading
004D: jump_if_false LA1FIN2_2390
0001: wait  0 ms
0002: jump LA1FIN2_2385

:LA1FIN2_2390
02EA: end_cutscene
02E4: load_cutscene_data 'BCRAS2'

:LA1FIN2_2392
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false LA1FIN2_2397
0001: wait  0 ms
0002: jump LA1FIN2_2392

:LA1FIN2_2397
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:LA1FIN2_2399
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false LA1FIN2_2404
0001: wait  0 ms
0002: jump LA1FIN2_2399

:LA1FIN2_2404
016A: fade  0 ()  0 ms

:LA1FIN2_2405
00D6: if  0
016B:   fading
004D: jump_if_false LA1FIN2_2410
0001: wait  0 ms
0002: jump LA1FIN2_2405

:LA1FIN2_2410
02EA: end_cutscene
0247: request_model  367

:LA1FIN2_2412
00D6: if  0
8248:   NOT   model  367 available
004D: jump_if_false LA1FIN2_2417
0001: wait  0 ms
0002: jump LA1FIN2_2412

:LA1FIN2_2417
016A: fade  1 (back)  1000 ms
01B2: give_actor $PLAYER_ACTOR weapon  43 ammo  30000  ;; Load the weapon model before using this
0249: release_model  367
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0164: disable_marker $484
0164: disable_marker $435
02A7: $484 = create_icon_marker_and_sphere $444 at $494 $495 $496
0164: disable_marker $1730
0570: $1730 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(13) $SAVEPOINTY(13) $SAVEPOINTZ(13)
018B: show_on_radar $1730  2
0110: clear_player $PLAYER_CHAR wanted_level
0629: change_stat  323 to  1  ; integer see statdisp.dat
0629: change_stat  340 to  1  ; integer see statdisp.dat
0459: end_thread_named 'MOB_CAT'
004F: create_thread MOB_LA1_243 
0008: $LS_FINAL_MISSIONS_PASSED +=  1  ;; integer values
0004: $816 =  1  ;; integer values
0318: set_latest_mission_passed 'LA1FIN2'
030C: set_mission_points +=  1
0215: destroy_pickup $SAVE_PICKUP(13)
0213: $SAVE_PICKUP(13) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(13) $SAVEPOINTY(13) $SAVEPOINTZ(13)
0004: $885 =  14  ;; integer values
076C: 'SUN1'  0  30 
076C: 'SUN1'  0  30 
076C: 'SUN3A'  0  30 
076C: 'SUN3B'  0  30 
076C: 'SUN3C'  0  30 
076C: 'SUN4'  0  30 
076C: 'CHC1A'  2  40 
076C: 'CHC1B'  2  40 
076C: 'CHC2A'  2  40 
076C: 'CHC2B'  2  40 
076C: 'CHC3'  2  40 
076C: 'CHC4A'  2  40 
076C: 'CHC4B'  2  40 
076C: 'EBE1'  2  30 
076C: 'EBE2A'  2  30 
076C: 'EBE2B'  2  30 
076C: 'EBE3C'  2  30 
076C: 'ELCO1'  7  40 
076C: 'ELCO2'  7  40 
076C: 'GAN1'  0  10 
076C: 'GAN2'  0  25 
076C: 'GLN1'  0  40 
076C: 'GLN2A'  0  40 
076C: 'LIND1A'  0  20 
076C: 'LIND1B'  0  20 
076C: 'LIND2A'  0  20 
076C: 'LIND2B'  0  20 
076C: 'LIND3'  0  20 
076C: 'IWD1'  0  20 
076C: 'IWD2'  0  20 
076C: 'IWD3A'  0  20 
076C: 'IWD3B'  0  20 
076C: 'IWD4'  0  10 
076C: 'IWD5'  0  20 
076C: 'JEF1A'  0  40 
076C: 'JEF1B'  0  40 
076C: 'JEF2'  0  40 
076C: 'JEF3B'  0  40 
076C: 'JEF3C'  0  40 
076C: 'LFL1A'  2  40 
076C: 'LFL1B'  2  40 
076C: 'LMEX1A'  7  30 
076C: 'LMEX1B'  7  30 
076C: 'ELS1A'  0  30 
076C: 'ELS1B'  0  30 
076C: 'ELS2'  0  30 
076C: 'ELS3A'  0  30 
076C: 'ELS3B'  0  30 
076C: 'ELS4'  0  30 
076C: 'PLS'  0  10 
076C: 'SMB1'  0  10 
076C: 'SMB2'  0  10 
076C: 'VIN2'  0  10 
076C: 'VERO1'  0  10 
076C: 'VERO2'  0  10 
076C: 'VERO3'  0  10 
076C: 'VERO4A'  0  10 
076C: 'VERO4B'  0  10 
076C: 'SUN1'  1  0 
076C: 'SUN1'  1  0 
076C: 'SUN3A'  1  0 
076C: 'SUN3B'  1  0 
076C: 'SUN3C'  1  0 
076C: 'SUN4'  1  0 
076C: 'CHC1A'  1  0 
076C: 'CHC1B'  1  0 
076C: 'CHC2A'  1  0 
076C: 'CHC2B'  1  0 
076C: 'CHC3'  1  0 
076C: 'CHC4A'  1  0 
076C: 'CHC4B'  1  0 
076C: 'EBE1'  1  0 
076C: 'EBE2A'  1  0 
076C: 'EBE2B'  1  0 
076C: 'EBE3C'  1  0 
076C: 'ELCO1'  1  0 
076C: 'ELCO2'  1  0 
076C: 'GAN1'  1  0 
076C: 'GAN2'  1  0 
076C: 'GLN1'  1  0 
076C: 'GLN2A'  1  0 
076C: 'LIND1A'  1  0 
076C: 'LIND1B'  1  0 
076C: 'LIND2A'  1  0 
076C: 'LIND2B'  1  0 
076C: 'LIND3'  1  0 
076C: 'IWD1'  1  0 
076C: 'IWD2'  1  0 
076C: 'IWD3A'  1  0 
076C: 'IWD3B'  1  0 
076C: 'IWD4'  1  0 
076C: 'IWD5'  1  0 
076C: 'JEF1A'  1  0 
076C: 'JEF1B'  1  0 
076C: 'JEF2'  1  0 
076C: 'JEF3A'  1  0 
076C: 'JEF3B'  1  0 
076C: 'JEF3C'  1  0 
076C: 'LFL1A'  1  0 
076C: 'LFL1B'  1  0 
076C: 'LMEX1A'  1  0 
076C: 'LMEX1B'  1  0 
076C: 'ELS1A'  1  0 
076C: 'ELS1B'  1  0 
076C: 'ELS2'  1  0 
076C: 'ELS3A'  1  0 
076C: 'ELS3B'  1  0 
076C: 'ELS4'  1  0 
076C: 'PLS'  1  0 
076C: 'SMB1'  1  0 
076C: 'SMB2'  1  0 
076C: 'VIN2'  1  0 
076C: 'VERO1'  1  0 
076C: 'VERO2'  1  0 
076C: 'VERO3'  1  0 
076C: 'VERO4A'  1  0 
076C: 'VERO4B'  1  0 
0879:  0 
004F: create_thread BCRASH_1 
0051: return

:LA1FIN2_2559
0004: $ON_MISSION =  0  ;; integer values
0951: (unknown)
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false LA1FIN2_2565
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:LA1FIN2_2565
0249: release_model  401
0249: release_model  475
0249: release_model  105
0249: release_model  102
0249: release_model  353
0249: release_model  405
0249: release_model  413
04EF: release_animation "SWEET"
0873:  162 
0873:  163 
0873:  650 
0249: release_model  596
0249: release_model  280
04EF: release_animation "POLICE"
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0296: unload_special_actor  1
065C: unknown_create_def_entity @103  ; unknown_destroy
065C: unknown_create_def_entity @104  ; unknown_destroy
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false LA1FIN2_2587
01C3: remove_references_to_car @40  ;; Like turning a car into any random car

:LA1FIN2_2587
0164: disable_marker @50
0006: @267 =  0  ;; integer values

:LA1FIN2_2589
00D6: if  0
001B:    6 > @267  ;; integer values
004D: jump_if_false LA1FIN2_2595
0164: disable_marker @51(@267,6i)
000A: @267 +=  1  ;; integer values
0002: jump LA1FIN2_2589

:LA1FIN2_2595
0151: remove_status_text $6964
0777: destroy_objects_in_object_group "BARRIERS1" 
03C7: unknown_maby_cops_density  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
06D0:  1 
065C: unknown_create_def_entity @231  ; unknown_destroy
08EA:  1 
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
08F4:  99 
0051: return

;-------------Mission 39---------------
; Originally: Badlands


:BCRASH1_1
03A4: name_thread 'BCRASH1'
0050: gosub BCRASH1_116
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BCRASH1_7
0050: gosub BCRASH1_1723

:BCRASH1_7
0050: gosub BCRASH1_1749
004E: end_thread

:BCRASH1_9
0247: request_model  147
0247: request_model  286
0247: request_model  421
0247: request_model  468
0247: request_model  352
0247: request_model  367
038B: load_requested_models

:BCRASH1_16
00D6: if  25
8248:   NOT   model  147 available
8248:   NOT   model  286 available
8248:   NOT   model  352 available
8248:   NOT   model  421 available
8248:   NOT   model  468 available
8248:   NOT   model  367 available
004D: jump_if_false BCRASH1_26
0001: wait  0 ms
0002: jump BCRASH1_16

:BCRASH1_26
0051: return
032B: @270 = create_weapon_pickup  367  3 ammo  24 at -2044.1 -2523.86  31.11
03DC: @271 = create_marker_above_pickup @270

:BCRASH1_29
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  147 at @287 @288 @289
054A: unknown_actor @284 flag  0
060A: unknown_create_entity  0 @286 
060B: unknown_actor_use_entity @284 @286 
0051: return

:BCRASH1_37
0249: release_model  147
0051: return

:BCRASH1_39
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  286 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: @291  4  0 
0961: @291  1 
060B: unknown_actor_use_entity @291 @300 
009A: @292 = create_actor  24  286 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: @292  4  0 
0961: @292  1 
060B: unknown_actor_use_entity @292 @300 
009A: @293 = create_actor  24  286 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: @293  4  0 
0961: @293  1 
060B: unknown_actor_use_entity @293 @300 
009A: @294 = create_actor  24  286 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: @294  4  0 
0961: @294  1 
060B: unknown_actor_use_entity @294 @300 
077A: $PLAYER_ACTOR  4  24 
0051: return

:BCRASH1_82
0249: release_model  352
0249: release_model  286
0051: return

:BCRASH1_85
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  421 numberplate "_ASSMAN_" 
00A5: @322 = create_car  421 at @324 @325 @326
0587: @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_96
0249: release_model  421
0051: return
0051: return

:BCRASH1_99
0247: request_model  468

:BCRASH1_100
00D6: if  0
8248:   NOT   model  468 available
004D: jump_if_false BCRASH1_105
0001: wait  0 ms
0002: jump BCRASH1_100

:BCRASH1_105
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  468 at @330 @331 @332
0587: @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  468
0051: return

:BCRASH1_116
0317: increment_mission_attempts
0004: $ON_MISSION =  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: @278 
05D3: unknown_action_sequence -1 @81 @87 @93  4 -1 
05D3: unknown_action_sequence -1 @82 @88 @94  4 -1 
05D3: unknown_action_sequence -1 @77 @83 @89  4 -1 
05D3: unknown_action_sequence -1 @78 @84 @90  4 -1 
05D3: unknown_action_sequence -1 @79 @85 @91  4 -1 
05D3: unknown_action_sequence -1 @80 @86 @92  4 -1 
0643: @278  1 
0616: @278 
0615: @279 
05D3: unknown_action_sequence -1 @82 @88 @94  4 -1 
05D3: unknown_action_sequence -1 @81 @87 @93  4 -1 
05D3: unknown_action_sequence -1 @80 @86 @92  4 -1 
05D3: unknown_action_sequence -1 @79 @85 @91  4 -1 
05D3: unknown_action_sequence -1 @78 @84 @90  4 -1 
05D3: unknown_action_sequence -1 @77 @83 @89  4 -1 
0643: @279  1 
0616: @279 
0615: @280 
05D3: unknown_action_sequence -1 @80 @86 @92  4 -1 
05D3: unknown_action_sequence -1 @81 @87 @93  4 -1 
05D3: unknown_action_sequence -1 @82 @88 @94  4 -1 
05D3: unknown_action_sequence -1 @77 @83 @89  4 -1 
05D3: unknown_action_sequence -1 @78 @84 @90  4 -1 
05D3: unknown_action_sequence -1 @79 @85 @91  4 -1 
0643: @280  1 
0616: @280 
0615: @281 
05D3: unknown_action_sequence -1 @79 @85 @91  4 -1 
05D3: unknown_action_sequence -1 @78 @84 @90  4 -1 
05D3: unknown_action_sequence -1 @77 @83 @89  4 -1 
05D3: unknown_action_sequence -1 @82 @88 @94  4 -1 
05D3: unknown_action_sequence -1 @81 @87 @93  4 -1 
05D3: unknown_action_sequence -1 @80 @86 @92  4 -1 
0643: @281  1 
0616: @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_9
07B4: $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 (frozen)
02A3: toggle_widescreen  1 (on)
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 (back)  300 ms

:BCRASH1_365
00D6: if  0
016B:   fading
004D: jump_if_false BCRASH1_370
0001: wait  0 ms
0002: jump BCRASH1_365

:BCRASH1_370
0001: wait  3000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority 'BCR1_03'  5000 ms  1
018A: @65 = create_checkpoint_at @98 @101 @104

:BCRASH1_377
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false BCRASH1_382
0002: jump BCRASH1_1739

:BCRASH1_382
00D6: if  0
0735:  49 
004D: jump_if_false BCRASH1_386
0004: $2208 =  1  ;; integer values

:BCRASH1_386
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false BCRASH1_421
00D6: if  0
0039:   @55 ==  3  ;; integer values
004D: jump_if_false BCRASH1_397
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BCRASH1_397
03E5: text_box 'BCR1_23'
0006: @55 =  4  ;; integer values

:BCRASH1_397
00D6: if  0
0039:   @55 ==  2  ;; integer values
004D: jump_if_false BCRASH1_405
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BCRASH1_405
03E5: text_box 'FEG_HOW'
0006: @55 =  3  ;; integer values

:BCRASH1_405
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false BCRASH1_413
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BCRASH1_413
03E5: text_box 'BCR1_21'
0006: @55 =  2  ;; integer values

:BCRASH1_413
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false BCRASH1_421
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false BCRASH1_421
03E5: text_box 'BCR1_22'
0006: @55 =  1  ;; integer values

:BCRASH1_421
00D6: if  0
001A:    4 > $6965  ;; integer values
004D: jump_if_false BCRASH1_439
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false BCRASH1_432
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCRASH1_432
00D9: @272 = actor $PLAYER_ACTOR car
0006: @35 =  1  ;; integer values

:BCRASH1_432
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false BCRASH1_439
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false BCRASH1_439
0006: @35 =  0  ;; integer values

:BCRASH1_439
00D6: if  0
0038:   $6965 == -1  ;; integer values
004D: jump_if_false BCRASH1_459
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_459
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @98 @101 @104 radius  4.0  4.0  4.0
004D: jump_if_false BCRASH1_459
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
00D6: if  0
0038:   $2208 ==  1  ;; integer values
004D: jump_if_false BCRASH1_458
0950: -2767.883 -1634.114  140.3939  .0569 

:BCRASH1_458
0004: $6965 =  0  ;; integer values

:BCRASH1_459
00D6: if  0
0038:   $6965 ==  0  ;; integer values
004D: jump_if_false BCRASH1_478
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_478
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false BCRASH1_478
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @95 @96 @97 radius  150.0  150.0  150.0
004D: jump_if_false BCRASH1_478
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_478
00D6: if  0
0038:   $6965 ==  0  ;; integer values
004D: jump_if_false BCRASH1_645
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_645
00D6: if  0
0018:   $6967 >  1  ;; integer values
004D: jump_if_false BCRASH1_500
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BCRASH1_491
0006: @38 =  0  ;; integer values

:BCRASH1_491
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false BCRASH1_500
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BCRASH1_500
00BE: text_clear_all
000E: @266 -=  1000  ;; integer values
0004: $6967 =  6  ;; integer values

:BCRASH1_500
00D6: if  0
0038:   $6967 ==  0  ;; integer values
004D: jump_if_false BCRASH1_528
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @95 @96 @97 radius  100.0  100.0  100.0
004D: jump_if_false BCRASH1_528
0006: @38 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  300 ms

:BCRASH1_509
00D6: if  0
016B:   fading
004D: jump_if_false BCRASH1_514
0001: wait  0 ms
0002: jump BCRASH1_509

:BCRASH1_514
0050: gosub BCRASH1_29
0050: gosub BCRASH1_39
0050: gosub BCRASH1_85
0050: gosub BCRASH1_99
01BD: @266 = current_time_in_ms
00D6: if  0
0038:   $2208 ==  1  ;; integer values
004D: jump_if_false BCRASH1_523
0951: (unknown)

:BCRASH1_523
00D6: if  0
0038:   $2208 ==  0  ;; integer values
004D: jump_if_false BCRASH1_527
0004: $2208 =  1  ;; integer values

:BCRASH1_527
0004: $6967 =  1  ;; integer values

:BCRASH1_528
00D6: if  0
0038:   $6967 ==  1  ;; integer values
004D: jump_if_false BCRASH1_569
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  250  ;; integer values
004D: jump_if_false BCRASH1_569
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 (on)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  300 ms

:BCRASH1_544
00D6: if  0
016B:   fading
004D: jump_if_false BCRASH1_549
0001: wait  0 ms
0002: jump BCRASH1_544

:BCRASH1_549
00BC: text_highpriority 'BCR1_04'  3000 ms  1
0164: disable_marker @64
00D6: if  0
8118:   NOT   actor @291 dead
004D: jump_if_false BCRASH1_555
0618: @291 @278 

:BCRASH1_555
00D6: if  0
8118:   NOT   actor @292 dead
004D: jump_if_false BCRASH1_559
0618: @292 @279 

:BCRASH1_559
00D6: if  0
8118:   NOT   actor @293 dead
004D: jump_if_false BCRASH1_563
0618: @293 @280 

:BCRASH1_563
00D6: if  0
8118:   NOT   actor @294 dead
004D: jump_if_false BCRASH1_567
0618: @294 @281 

:BCRASH1_567
01BD: @266 = current_time_in_ms
0004: $6967 =  2  ;; integer values

:BCRASH1_569
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_645
00D6: if  0
0038:   $6967 ==  2  ;; integer values
004D: jump_if_false BCRASH1_584
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  3000  ;; integer values
004D: jump_if_false BCRASH1_584
00BC: text_highpriority 'BCR1_19'  3000 ms  1
01BD: @266 = current_time_in_ms
0004: $6967 =  3  ;; integer values

:BCRASH1_584
00D6: if  0
0038:   $6967 ==  3  ;; integer values
004D: jump_if_false BCRASH1_598
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  3000  ;; integer values
004D: jump_if_false BCRASH1_598
00BC: text_highpriority 'BCR1_20'  4000 ms  1
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_598
00D6: if  0
0038:   $6967 ==  4  ;; integer values
004D: jump_if_false BCRASH1_609
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  2000  ;; integer values
004D: jump_if_false BCRASH1_609
01BD: @266 = current_time_in_ms
0004: $6967 =  5  ;; integer values

:BCRASH1_609
00D6: if  0
0038:   $6967 ==  5  ;; integer values
004D: jump_if_false BCRASH1_620
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  1500  ;; integer values
004D: jump_if_false BCRASH1_620
01BD: @266 = current_time_in_ms
0004: $6967 =  6  ;; integer values

:BCRASH1_620
00D6: if  0
0038:   $6967 ==  6  ;; integer values
004D: jump_if_false BCRASH1_645
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  500  ;; integer values
004D: jump_if_false BCRASH1_645
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  1
8118:   NOT   actor @284 dead
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_645
0187: @285 = create_marker_above_actor @284
0004: $6965 =  1  ;; integer values
0004: $6967 =  7  ;; integer values
0615: @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: unknown_action_sequence -1 @322 -727379969 
0616: @282 

:BCRASH1_645
00D6: if  0
0038:   $6965 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1036
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false BCRASH1_714
00D6: if  0
0118:   actor @284 dead
004D: jump_if_false BCRASH1_676
00D6: if  0
8118:   NOT   actor @291 dead
004D: jump_if_false BCRASH1_658
05E2: unknown_action_sequence @291 $PLAYER_ACTOR 

:BCRASH1_658
00D6: if  0
8118:   NOT   actor @292 dead
004D: jump_if_false BCRASH1_662
05E2: unknown_action_sequence @292 $PLAYER_ACTOR 

:BCRASH1_662
00D6: if  0
8118:   NOT   actor @293 dead
004D: jump_if_false BCRASH1_666
05E2: unknown_action_sequence @293 $PLAYER_ACTOR 

:BCRASH1_666
00D6: if  0
8118:   NOT   actor @294 dead
004D: jump_if_false BCRASH1_670
05E2: unknown_action_sequence @294 $PLAYER_ACTOR 

:BCRASH1_670
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_676
02AC: set_car @322 immunities  0  0  0  0  0
020A: set_car @322 door_status_to  1
0519: unknown_car @322 flag  0

:BCRASH1_676
00D6: if  23
0118:   actor @291 dead
0118:   actor @292 dead
0118:   actor @293 dead
0118:   actor @294 dead
004D: jump_if_false BCRASH1_714
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false BCRASH1_690
00D6: if  0
8118:   NOT   actor @291 dead
004D: jump_if_false BCRASH1_690
05E2: unknown_action_sequence @291 $PLAYER_ACTOR 
0006: @46 =  1  ;; integer values

:BCRASH1_690
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false BCRASH1_698
00D6: if  0
8118:   NOT   actor @292 dead
004D: jump_if_false BCRASH1_698
05E2: unknown_action_sequence @292 $PLAYER_ACTOR 
0006: @47 =  1  ;; integer values

:BCRASH1_698
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BCRASH1_706
00D6: if  0
8118:   NOT   actor @293 dead
004D: jump_if_false BCRASH1_706
05E2: unknown_action_sequence @293 $PLAYER_ACTOR 
0006: @48 =  1  ;; integer values

:BCRASH1_706
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false BCRASH1_714
00D6: if  0
8118:   NOT   actor @294 dead
004D: jump_if_false BCRASH1_714
05E2: unknown_action_sequence @294 $PLAYER_ACTOR 
0006: @49 =  1  ;; integer values

:BCRASH1_714
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_1036
00D6: if  0
8118:   NOT   actor @291 dead
004D: jump_if_false BCRASH1_785
0006: @50 =  1  ;; integer values
0050: gosub BCRASH1_1780
0087: @302 = @73  ;; floating-point values only
0087: @307 = @74  ;; floating-point values only
0087: @312 = @75  ;; floating-point values only
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false BCRASH1_748
00D6: if  0
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_748
00D6: if  0
8119:   NOT   car @272 wrecked
004D: jump_if_false BCRASH1_748
0672: unknown_action_sequence @291 @272 
0006: @41 =  1  ;; integer values
0006: @46 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_748
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_748
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_748
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_748
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false BCRASH1_785
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @302 @307 @312 radius  5.0  5.0  5.0
004D: jump_if_false BCRASH1_768
05E2: unknown_action_sequence @291 $PLAYER_ACTOR 
0006: @46 =  1  ;; integer values
0006: @41 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_768
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_768
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_768
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_768
00D6: if  0
02D6: $PLAYER_ACTOR -2774.03 -1572.78 -2837.13 -1468.24  0 
004D: jump_if_false BCRASH1_785
05E2: unknown_action_sequence @291 $PLAYER_ACTOR 
0006: @46 =  1  ;; integer values
0006: @41 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_785
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_785
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_785
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_785
00D6: if  0
8118:   NOT   actor @292 dead
004D: jump_if_false BCRASH1_853
0006: @50 =  2  ;; integer values
0050: gosub BCRASH1_1780
0087: @303 = @73  ;; floating-point values only
0087: @308 = @74  ;; floating-point values only
0087: @313 = @75  ;; floating-point values only
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false BCRASH1_816
00D6: if  0
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_816
00D6: if  0
8119:   NOT   car @272 wrecked
004D: jump_if_false BCRASH1_816
0672: unknown_action_sequence @292 @272 
0006: @42 =  1  ;; integer values
0006: @47 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_816
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_816
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_816
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_816
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false BCRASH1_853
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @303 @308 @313 radius  5.0  5.0  5.0
004D: jump_if_false BCRASH1_836
05E2: unknown_action_sequence @292 $PLAYER_ACTOR 
0006: @47 =  1  ;; integer values
0006: @42 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_836
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_836
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_836
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_836
00D6: if  0
02D6: $PLAYER_ACTOR -2774.03 -1572.78 -2837.13 -1468.24  0 
004D: jump_if_false BCRASH1_853
05E2: unknown_action_sequence @292 $PLAYER_ACTOR 
0006: @47 =  1  ;; integer values
0006: @42 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_853
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_853
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_853
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_853
00D6: if  0
8118:   NOT   actor @293 dead
004D: jump_if_false BCRASH1_921
0006: @50 =  3  ;; integer values
0050: gosub BCRASH1_1780
0087: @304 = @73  ;; floating-point values only
0087: @309 = @74  ;; floating-point values only
0087: @314 = @75  ;; floating-point values only
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false BCRASH1_884
00D6: if  0
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_884
00D6: if  0
8119:   NOT   car @272 wrecked
004D: jump_if_false BCRASH1_884
0672: unknown_action_sequence @293 @272 
0006: @43 =  1  ;; integer values
0006: @48 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_884
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_884
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_884
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_884
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BCRASH1_921
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @304 @309 @314 radius  5.0  5.0  5.0
004D: jump_if_false BCRASH1_904
05E2: unknown_action_sequence @293 $PLAYER_ACTOR 
0006: @48 =  1  ;; integer values
0006: @43 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_904
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_904
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_904
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_904
00D6: if  0
02D6: $PLAYER_ACTOR -2774.03 -1572.78 -2837.13 -1468.24  0 
004D: jump_if_false BCRASH1_921
05E2: unknown_action_sequence @293 $PLAYER_ACTOR 
0006: @48 =  1  ;; integer values
0006: @43 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_921
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_921
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_921
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_921
00D6: if  0
8118:   NOT   actor @294 dead
004D: jump_if_false BCRASH1_989
0006: @50 =  4  ;; integer values
0050: gosub BCRASH1_1780
0087: @305 = @73  ;; floating-point values only
0087: @310 = @74  ;; floating-point values only
0087: @315 = @75  ;; floating-point values only
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false BCRASH1_952
00D6: if  0
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_952
00D6: if  0
8119:   NOT   car @272 wrecked
004D: jump_if_false BCRASH1_952
0672: unknown_action_sequence @294 @272 
0006: @44 =  1  ;; integer values
0006: @49 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_952
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_952
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_952
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_952
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false BCRASH1_989
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @305 @310 @315 radius  5.0  5.0  5.0
004D: jump_if_false BCRASH1_972
05E2: unknown_action_sequence @294 $PLAYER_ACTOR 
0006: @49 =  1  ;; integer values
0006: @44 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_972
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_972
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_972
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_972
00D6: if  0
02D6: $PLAYER_ACTOR -2774.03 -1572.78 -2837.13 -1468.24  0 
004D: jump_if_false BCRASH1_989
05E2: unknown_action_sequence @294 $PLAYER_ACTOR 
0006: @49 =  1  ;; integer values
0006: @44 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_989
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_989
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_989
0618: @284 @282 
0006: @56 =  1  ;; integer values

:BCRASH1_989
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1003
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1003
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1003
00D6: if  0
0448:   actor @284 in_car @322
004D: jump_if_false BCRASH1_1003
0004: $6967 =  0  ;; integer values
0004: $6965 =  3  ;; integer values

:BCRASH1_1003
00D6: if  0
0118:   actor @284 dead
004D: jump_if_false BCRASH1_1028
00D6: if  0
8118:   NOT   actor @291 dead
004D: jump_if_false BCRASH1_1010
05E2: unknown_action_sequence @291 $PLAYER_ACTOR 

:BCRASH1_1010
00D6: if  0
8118:   NOT   actor @292 dead
004D: jump_if_false BCRASH1_1014
05E2: unknown_action_sequence @292 $PLAYER_ACTOR 

:BCRASH1_1014
00D6: if  0
8118:   NOT   actor @293 dead
004D: jump_if_false BCRASH1_1018
05E2: unknown_action_sequence @293 $PLAYER_ACTOR 

:BCRASH1_1018
00D6: if  0
8118:   NOT   actor @294 dead
004D: jump_if_false BCRASH1_1022
05E2: unknown_action_sequence @294 $PLAYER_ACTOR 

:BCRASH1_1022
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1028
02AC: set_car @322 immunities  0  0  0  0  0
020A: set_car @322 door_status_to  1
0519: unknown_car @322 flag  0

:BCRASH1_1028
00D6: if  3
0118:   actor @291 dead
0118:   actor @292 dead
0118:   actor @293 dead
0118:   actor @294 dead
004D: jump_if_false BCRASH1_1036
0004: $6967 =  0  ;; integer values
0004: $6965 =  2  ;; integer values

:BCRASH1_1036
00D6: if  0
0038:   $6965 ==  2  ;; integer values
004D: jump_if_false BCRASH1_1058
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1058
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1056
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1053
0618: @284 @282 
0006: @56 =  1  ;; integer values
0004: $6967 =  0  ;; integer values
0004: $6965 =  3  ;; integer values
0002: jump BCRASH1_1055

:BCRASH1_1053
0004: $6967 =  0  ;; integer values
0004: $6965 =  3  ;; integer values

:BCRASH1_1055
0002: jump BCRASH1_1058

:BCRASH1_1056
00BC: text_highpriority 'BCR1_10'  5000 ms  1
0004: $6965 =  7  ;; integer values

:BCRASH1_1058
00D6: if  0
0038:   $6965 ==  3  ;; integer values
004D: jump_if_false BCRASH1_1192
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1187
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1180
00D6: if  0
00DB:   actor @284 in_car @322
004D: jump_if_false BCRASH1_1165
00D6: if  0
0018:   $6967 >  2  ;; integer values
004D: jump_if_false BCRASH1_1074
0004: $6967 =  0  ;; integer values

:BCRASH1_1074
00D6: if  0
060E: @322 
004D: jump_if_false BCRASH1_1094
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  0
0339:   objects_in_cube @227 @228 @229 @230 @231 @232  0  0  1  0  0
004D: jump_if_false BCRASH1_1094
05EC: @322 

:BCRASH1_1094
00D6: if  0
060E: @322 
004D: jump_if_false BCRASH1_1102
00D6: if  0
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_1102
0008: $6968 +=  1  ;; integer values
0008: $6969 +=  1  ;; integer values

:BCRASH1_1102
00D6: if  0
0038:   $6967 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1142
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:  170 

:BCRASH1_1111
00D6: if  0
87C1:   NOT  170 
004D: jump_if_false BCRASH1_1116
0001: wait  0 ms
0002: jump BCRASH1_1111

:BCRASH1_1116
00D6: if  1
8119:   NOT   car @322 wrecked
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1127
00D6: if  0
0448:   actor @284 in_car @322
004D: jump_if_false BCRASH1_1127
0519: unknown_car @322 flag  0
05EB: @322  170 
06FD: @322  .65 
072F: @322  1.0  2000  1  1  1  1 

:BCRASH1_1127
00BC: text_highpriority 'BCR1_07'  4000 ms  1
00D6: if  0
8119:   NOT   car @328 wrecked
004D: jump_if_false BCRASH1_1136
00D6: if  1
847A:   NOT $PLAYER_ACTOR
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false BCRASH1_1136
00BB: text_lowpriority 'BCR1_14'  4000 ms  1

:BCRASH1_1136
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_1142
00D6: if  0
0038:   $6967 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1165
00D6: if  0
02CB:   actor $PLAYER_ACTOR bounding_sphere_visible
004D: jump_if_false BCRASH1_1157
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCRASH1_1155
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_1157

:BCRASH1_1155
00A1: put_actor $PLAYER_ACTOR at -2789.672 -1491.142  137.1726
0173: set_actor $PLAYER_ACTOR z_angle_to  227.9636

:BCRASH1_1157
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  4000  ;; integer values
004D: jump_if_false BCRASH1_1165
01BD: @266 = current_time_in_ms
0004: $6967 =  2  ;; integer values

:BCRASH1_1165
00D6: if  0
0038:   $6967 ==  2  ;; integer values
004D: jump_if_false BCRASH1_1179
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  1  ;; integer values
004D: jump_if_false BCRASH1_1179
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004: $6965 =  4  ;; integer values

:BCRASH1_1179
0002: jump BCRASH1_1186

:BCRASH1_1180
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority 'BCR1_10'  5000 ms  1
0004: $6965 =  7  ;; integer values

:BCRASH1_1186
0002: jump BCRASH1_1192

:BCRASH1_1187
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0004: $6965 =  4  ;; integer values

:BCRASH1_1192
00D6: if  0
0038:   $6965 ==  4  ;; integer values
004D: jump_if_false BCRASH1_1381
00D6: if  0
0119:   car @322 wrecked
004D: jump_if_false BCRASH1_1209
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1209
00D6: if  0
844B:   NOT   actor @284 has_objective
004D: jump_if_false BCRASH1_1208
009B: destroy_actor_instantly @284
00BC: text_highpriority 'BCR1_09'  5000 ms  1
0002: jump BCRASH1_1723
0002: jump BCRASH1_1209

:BCRASH1_1208
0004: $6965 =  7  ;; integer values

:BCRASH1_1209
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1381
00D6: if  1
8118:   NOT   actor @284 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_1381
00D6: if  0
0448:   actor @284 in_car @322
004D: jump_if_false BCRASH1_1374
00D6: if  0
060E: @322 
004D: jump_if_false BCRASH1_1227
00D6: if  0
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_1227
0008: $6968 +=  1  ;; integer values
0008: $6969 +=  1  ;; integer values

:BCRASH1_1227
00D6: if  0
860E:   NOT @322 
004D: jump_if_false BCRASH1_1284
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1235
05D1: unknown_action_sequence @284 @322 @107($6968,40f) @147($6968,40f) @187($6968,40f) @321  3  0  2 
0006: @34 =  1  ;; integer values

:BCRASH1_1235
00D6: if  21
0495:   unknown_car_check @322
01F4:   car @322 flipped
004D: jump_if_false BCRASH1_1246
00AD: set_car @322 max_speed_to  0.0
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1245
077A: @284  4  0 
060B: unknown_actor_use_entity @284  65540 

:BCRASH1_1245
0004: $6965 =  5  ;; integer values

:BCRASH1_1246
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1273
00D6: if  0
001C:   $6970 > $6968  ;; integer values
004D: jump_if_false BCRASH1_1267
0050: gosub BCRASH1_1782
00D6: if  0
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_1266
00D6: if  1
0018:   $6968 >  7  ;; integer values
001A:    19 > $6968  ;; integer values
004D: jump_if_false BCRASH1_1262
0007: @321 =  20.0  ;; floating-point values
0002: jump BCRASH1_1263

:BCRASH1_1262
0007: @321 =  30.0  ;; floating-point values

:BCRASH1_1263
0008: $6968 +=  1  ;; integer values
0008: $6969 +=  1  ;; integer values
05D1: unknown_action_sequence @284 @322 @107($6968,40f) @147($6968,40f) @187($6968,40f) @321  3  0  2 

:BCRASH1_1266
0002: jump BCRASH1_1273

:BCRASH1_1267
00D6: if  0
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_1273
05D2: unknown_action_sequence @284 @322  50.0  2 
00AD: set_car @322 max_speed_to  50.0
0006: @34 =  2  ;; integer values

:BCRASH1_1273
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false BCRASH1_1284
00D6: if  0
82CB:   NOT   actor @284 bounding_sphere_visible
004D: jump_if_false BCRASH1_1284
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @284 radius  100.0  100.0  100.0 sphere  0
004D: jump_if_false BCRASH1_1284
00BC: text_highpriority 'BCR1_12'  6000 ms  1
0002: jump BCRASH1_1723

:BCRASH1_1284
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1305
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  6000  ;; integer values
004D: jump_if_false BCRASH1_1305
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCRASH1_1305
00D6: if  0
060E: @322 
004D: jump_if_false BCRASH1_1305
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @322 radius  30.0  30.0  30.0 unknown  0
004D: jump_if_false BCRASH1_1305
06FD: @322  .8 
00BC: text_highpriority 'BCR1_15'  6000 ms  1
0006: @57 =  1  ;; integer values

:BCRASH1_1305
00D6: if  0
060E: @322 
004D: jump_if_false BCRASH1_1336
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  0
0339:   objects_in_cube @227 @228 @229 @230 @231 @232  0  1  0  0  0
004D: jump_if_false BCRASH1_1325
05EC: @322 

:BCRASH1_1325
00D6: if  0
0495:   unknown_car_check @322
004D: jump_if_false BCRASH1_1331
05EC: @322 
00AD: set_car @322 max_speed_to  0.0
0004: $6965 =  5  ;; integer values

:BCRASH1_1331
0227: @269 = car @322 health
00D6: if  0
001B:    900 > @269  ;; integer values
004D: jump_if_false BCRASH1_1336
05EC: @322 

:BCRASH1_1336
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1346
00A0: store_actor $PLAYER_ACTOR position_to @67 @68 @69
00A0: store_actor @284 position_to @287 @288 @289
00D6: if  0
86BD:   NOT @67 @68 @69 @287 @288 @289  1  0  0  0  0 
004D: jump_if_false BCRASH1_1346
01BD: @266 = current_time_in_ms
0006: @51 =  0  ;; integer values

:BCRASH1_1346
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1374
00A0: store_actor $PLAYER_ACTOR position_to @67 @68 @69
00A0: store_actor @284 position_to @287 @288 @289
00D6: if  0
86BD:   NOT @67 @68 @69 @287 @288 @289  1  0  0  0  0 
004D: jump_if_false BCRASH1_1370
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  1
0019:   @268 >  1000  ;; integer values
001B:    6000 > @268  ;; integer values
004D: jump_if_false BCRASH1_1362
00BC: text_highpriority 'BCR1_07'  100 ms  1

:BCRASH1_1362
00D6: if  0
0019:   @268 >  30000  ;; integer values
004D: jump_if_false BCRASH1_1370
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @284 radius  25.0  25.0  25.0 sphere  0
004D: jump_if_false BCRASH1_1370
00BC: text_highpriority 'BCR1_12'  5000 ms  1
0002: jump BCRASH1_1723

:BCRASH1_1370
00D6: if  0
06BD: @67 @68 @69 @287 @288 @289  1  0  0  0  0 
004D: jump_if_false BCRASH1_1374
0006: @51 =  1  ;; integer values

:BCRASH1_1374
00D6: if  0
02BF:   car @322 sunk
004D: jump_if_false BCRASH1_1381
00D6: if  0
06FC: @322 
004D: jump_if_false BCRASH1_1381
03CD: car @322 remove_from_stuck_car_check

:BCRASH1_1381
00D6: if  0
0038:   $6965 ==  5  ;; integer values
004D: jump_if_false BCRASH1_1423
00D6: if  0
0119:   car @322 wrecked
004D: jump_if_false BCRASH1_1398
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1398
00D6: if  0
844B:   NOT   actor @284 has_objective
004D: jump_if_false BCRASH1_1397
009B: destroy_actor_instantly @284
00BC: text_highpriority 'BCR1_09'  5000 ms  1
0002: jump BCRASH1_1723
0002: jump BCRASH1_1398

:BCRASH1_1397
0004: $6965 =  6  ;; integer values

:BCRASH1_1398
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1414
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1413
00D6: if  0
01C1:   car @322 stopped
004D: jump_if_false BCRASH1_1413
00D6: if  0
0448:   actor @284 in_car @322
004D: jump_if_false BCRASH1_1413
00AA: store_car @322 position_to @324 @325 @326
05CF: @284 @322 @324 @325 @326 
0004: $6965 =  6  ;; integer values

:BCRASH1_1413
0002: jump BCRASH1_1423

:BCRASH1_1414
00D6: if  1
8118:   NOT   actor @284 dead
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1423
00D6: if  0
0448:   actor @284 in_car @322
004D: jump_if_false BCRASH1_1423
05CF: @284 @322 @324 @325 @326 
0004: $6965 =  6  ;; integer values

:BCRASH1_1423
00D6: if  1
0018:   $6965 >  0  ;; integer values
001A:    7 > $6965  ;; integer values
004D: jump_if_false BCRASH1_1472
00D6: if  0
056D:   unknown_actor @284 dead_but_valid
004D: jump_if_false BCRASH1_1472
00D6: if  0
09A8: @284 
004D: jump_if_false BCRASH1_1439
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1437
020A: set_car @322 door_status_to  1

:BCRASH1_1437
00BC: text_highpriority 'BCR1_09'  5000 ms  1
0002: jump BCRASH1_1723

:BCRASH1_1439
00D6: if  0
0118:   actor @284 dead
004D: jump_if_false BCRASH1_1447
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1446
020A: set_car @322 door_status_to  1

:BCRASH1_1446
0004: $6965 =  7  ;; integer values

:BCRASH1_1447
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1453
00D6: if  0
04C5:   actor @284 photographed
004D: jump_if_false BCRASH1_1453

:BCRASH1_1453
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1472
00D6: if  0
8039:   NOT   @37 ==  2  ;; integer values
004D: jump_if_false BCRASH1_1472
00D6: if  0
0119:   car @322 wrecked
004D: jump_if_false BCRASH1_1472
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1472
0615: @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: unknown_action_sequence -1 $PLAYER_ACTOR  1000.0  5000000 
0616: @283 
0618: @284 @283 
0006: @37 =  2  ;; integer values

:BCRASH1_1472
00D6: if  0
0038:   $6965 ==  6  ;; integer values
004D: jump_if_false BCRASH1_1488
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1488
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1488
00D6: if  0
8448:   NOT   actor @284 in_car @322
004D: jump_if_false BCRASH1_1488
0164: disable_marker @285
0187: @285 = create_marker_above_actor @284
00BC: text_highpriority 'BCR1_08'  5000 ms  1
0004: $6965 =  7  ;; integer values

:BCRASH1_1488
00D6: if  0
0018:   $6965 >  3  ;; integer values
004D: jump_if_false BCRASH1_1499
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1499
00D6: if  0
856D:   NOT   unknown_actor @284 dead_but_valid
004D: jump_if_false BCRASH1_1499
00BC: text_highpriority 'BCR1_09'  5000 ms  1
0002: jump BCRASH1_1723

:BCRASH1_1499
00D6: if  0
0038:   $6965 ==  7  ;; integer values
004D: jump_if_false BCRASH1_1594
00D6: if  0
056D:   unknown_actor @284 dead_but_valid
004D: jump_if_false BCRASH1_1510
00D6: if  0
09A8: @284 
004D: jump_if_false BCRASH1_1510
00BC: text_highpriority 'BCR1_09'  5000 ms  1
0002: jump BCRASH1_1723

:BCRASH1_1510
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1588
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1574
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1532
00A0: store_actor @284 position_to @287 @288 @289
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false BCRASH1_1525
062E: @284  1487 @36 
0002: jump BCRASH1_1526

:BCRASH1_1525
04AF: @36 = unknown_wav_reference  7 

:BCRASH1_1526
00D6: if  0
04A4: @36  7 
004D: jump_if_false BCRASH1_1532
05DB: unknown_action_sequence @284 $PLAYER_ACTOR  50.0  100000000 
0006: @37 =  1  ;; integer values
0006: @36 =  5  ;; integer values

:BCRASH1_1532
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1540
062E: @284  1499 @36 
00D6: if  0
04A4: @36  7 
004D: jump_if_false BCRASH1_1540
05DB: unknown_action_sequence @284 $PLAYER_ACTOR  50.0  100000000 

:BCRASH1_1540
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1550
00A0: store_actor $PLAYER_ACTOR position_to @67 @68 @69
00A0: store_actor @284 position_to @287 @288 @289
00D6: if  0
86BD:   NOT @67 @68 @69 @287 @288 @289  1  0  0  0  0 
004D: jump_if_false BCRASH1_1550
01BD: @266 = current_time_in_ms
0006: @51 =  0  ;; integer values

:BCRASH1_1550
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1574
00A0: store_actor $PLAYER_ACTOR position_to @67 @68 @69
00A0: store_actor @284 position_to @287 @288 @289
00D6: if  0
86BD:   NOT @67 @68 @69 @287 @288 @289  1  0  0  0  0 
004D: jump_if_false BCRASH1_1570
01BD: @267 = current_time_in_ms
0085: @268 = @267  ;; integer values and handles
0062: @268 -= @266  ;; integer values 
00D6: if  0
0019:   @268 >  1000  ;; integer values
004D: jump_if_false BCRASH1_1565
00BC: text_highpriority 'BCR1_07'  100 ms  1

:BCRASH1_1565
00D6: if  0
0019:   @268 >  15000  ;; integer values
004D: jump_if_false BCRASH1_1570
00BC: text_highpriority 'BCR1_12'  5000 ms  1
0002: jump BCRASH1_1723

:BCRASH1_1570
00D6: if  0
06BD: @67 @68 @69 @287 @288 @289  1  0  0  0  0 
004D: jump_if_false BCRASH1_1574
0006: @51 =  1  ;; integer values

:BCRASH1_1574
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_1588
00D6: if  0
056D:   unknown_actor @284 dead_but_valid
004D: jump_if_false BCRASH1_1588
00D6: if  0
04C5:   actor @284 photographed
004D: jump_if_false BCRASH1_1588
00D6: if  0
0118:   actor @284 dead
004D: jump_if_false BCRASH1_1588
0164: disable_marker @285
0006: @52 =  1  ;; integer values

:BCRASH1_1588
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1594
018A: @66 = create_checkpoint_at -2044.1 -2523.86  31.11
00BC: text_highpriority 'BCR1_17'  5000 ms  1
0004: $6965 =  8  ;; integer values

:BCRASH1_1594
00D6: if  0
0038:   $6965 ==  8  ;; integer values
004D: jump_if_false BCRASH1_1605
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_1605
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -2044.1 -2523.86  31.11 radius  1.2  1.2  2.0
004D: jump_if_false BCRASH1_1605
017B: set_actor $PLAYER_ACTOR weapon  43 ammo_to  0  
0002: jump BCRASH1_1739

:BCRASH1_1605
00D6: if  0
0038:   $6965 ==  7  ;; integer values
004D: jump_if_false BCRASH1_1693
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1679
041A: @276 = actor $PLAYER_ACTOR weapon  43 ammo
00D6: if  0
0019:   @276 >  0  ;; integer values
004D: jump_if_false BCRASH1_1661
00D6: if  0
0039:   @59 ==  2  ;; integer values
004D: jump_if_false BCRASH1_1621
0888: @284 @285 
0164: disable_marker @271
0006: @59 =  1  ;; integer values

:BCRASH1_1621
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1660
00D6: if  0
04AD: @284
004D: jump_if_false BCRASH1_1628
0004: $6966 =  1  ;; integer values

:BCRASH1_1628
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
0118:   actor @284 dead
004D: jump_if_false BCRASH1_1660
00BC: text_highpriority 'BCR1_10'  100 ms  1
00D6: if  0
056D:   unknown_actor @284 dead_but_valid
004D: jump_if_false BCRASH1_1660
00D6: if  0
0118:   actor @284 dead
004D: jump_if_false BCRASH1_1660
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1646
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @287 @288 @289 radius  5.0  5.0  5.0
004D: jump_if_false BCRASH1_1646
0006: @58 =  1  ;; integer values

:BCRASH1_1646
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1660
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @287 @288 @289 radius  100.0  100.0  30.0
004D: jump_if_false BCRASH1_1660
00D6: if  0
0038:   $6966 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1658
00BC: text_highpriority 'BCR1_16'  5000 ms  1
0002: jump BCRASH1_1723
0002: jump BCRASH1_1660

:BCRASH1_1658
00BC: text_highpriority 'BCR1_16'  5000 ms  1
0002: jump BCRASH1_1723

:BCRASH1_1660
0002: jump BCRASH1_1679

:BCRASH1_1661
00D6: if  0
0118:   actor @284 dead
004D: jump_if_false BCRASH1_1679
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1671
00D6: if  0
0039:   @276 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1671
0006: @59 =  0  ;; integer values

:BCRASH1_1671
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false BCRASH1_1679
00BC: text_highpriority 'BCR1_11'  5000 ms  1
0164: disable_marker @285
032B: @270 = create_weapon_pickup  367  3 ammo  24 at -2044.1 -2523.86  31.11
03DC: @271 = create_marker_above_pickup @270
0006: @59 =  2  ;; integer values

:BCRASH1_1679
00D6: if  2
0039:   @37 ==  0  ;; integer values
8038:   NOT   $6965 ==  4  ;; integer values
8038:   NOT   $6965 ==  5  ;; integer values
004D: jump_if_false BCRASH1_1693
00D6: if  1
8118:   NOT   actor @284 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_1693
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @284 radius  10.0  10.0  0
004D: jump_if_false BCRASH1_1693
05DB: unknown_action_sequence @284 $PLAYER_ACTOR  50.0  100000000 
0006: @37 =  1  ;; integer values

:BCRASH1_1693
00D6: if  0
0018:   $6965 >  3  ;; integer values
004D: jump_if_false BCRASH1_1718
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false BCRASH1_1718
00D6: if  2
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @328 wrecked
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1718
00D6: if  21
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_1710
00BB: text_lowpriority 'BCR1_13'  5000 ms  1
0006: @54 =  0  ;; integer values

:BCRASH1_1710
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCRASH1_1718
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @328
004D: jump_if_false BCRASH1_1718
00BB: text_lowpriority 'BCR1_13'  5000 ms  1
0006: @54 =  0  ;; integer values

:BCRASH1_1718
0002: jump BCRASH1_377
0001: wait  1500 ms
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump BCRASH1_1739

:BCRASH1_1723
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCRASH1_1734
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_1734
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false BCRASH1_1734
017B: set_actor $PLAYER_ACTOR weapon  43 ammo_to  0  

:BCRASH1_1734
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1738
009B: destroy_actor_instantly @284

:BCRASH1_1738
0051: return

:BCRASH1_1739
0318: set_latest_mission_passed 'BCRASH1'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
0110: clear_player $PLAYER_CHAR wanted_level
0629: change_stat  319 to  1  ; integer see statdisp.dat
0394: play_music  1
0008: $493 +=  1  ;; integer values
0164: disable_marker $484
0004: $1420 =  15000  ;; integer values
0051: return

:BCRASH1_1749
0050: gosub BCRASH1_37
0050: gosub BCRASH1_82
0050: gosub BCRASH1_96
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCRASH1_1762
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCRASH1_1762
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false BCRASH1_1762
017B: set_actor $PLAYER_ACTOR weapon  43 ammo_to  36  

:BCRASH1_1762
00D6: if  0
8119:   NOT   car @328 wrecked
004D: jump_if_false BCRASH1_1766
02AC: set_car @328 immunities  0  0  0  0  0

:BCRASH1_1766
077B: $PLAYER_ACTOR  4  24 
0249: release_model  367
0249: release_model  352
0249: release_model  468
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: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:BCRASH1_1780
00A0: store_actor @290(@50,5i) position_to @73 @74 @75
0051: return

:BCRASH1_1782
0006: @62 = -1  ;; integer values
0007: @60 =  1E+7.0  ;; floating-point values
0006: @63 =  38  ;; integer values

:BCRASH1_1785
00D6: if  0
001B:    38 > @63  ;; integer values
004D: jump_if_false BCRASH1_1808
00D6: if  0
8118:   NOT   actor @284 dead
004D: jump_if_false BCRASH1_1806
0509: @61 = distance between point @287 @288 and point @107($6968,40f) @147($6968,40f)
00D6: if  0
0025:   @60 > @61  ;; floating-point values  
004D: jump_if_false BCRASH1_1806
0087: @60 = @61  ;; floating-point values only
0085: @62 = @63  ;; integer values and handles
00D6: if  0
0025:   @187($6968,40f) > @187(@62,40f)  ;; floating-point values  
004D: jump_if_false BCRASH1_1806
0087: @61 = @187($6968,40f)  ;; floating-point values only
0063: @61 -= @187(@62,40f)  ;; floating-point values 
00D6: if  0
0021:   @61 >  3.0  ;; floating-point values
004D: jump_if_false BCRASH1_1806
008A: $6968 = @62  ;; integer values and handles

:BCRASH1_1806
000A: @63 +=  1  ;; integer values
0002: jump BCRASH1_1785

:BCRASH1_1808
0051: return

;-------------Mission 40---------------
; Originally: Catalina 1


:M_40_1
0050: gosub M_40_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_40_6
0050: gosub CATALIN_883

:M_40_6
0050: gosub CATALIN_886
004E: end_thread

:M_40_8
0004: $ON_MISSION =  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  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CATALIN_131
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'CAT_1'

:CATALIN_14
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CATALIN_19
0001: wait  0 ms
0002: jump CATALIN_14

:CATALIN_19
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CATALIN_21
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CATALIN_26
0001: wait  0 ms
0002: jump CATALIN_21

:CATALIN_26
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CATALIN_29
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_34
0001: wait  0 ms
0002: jump CATALIN_29

:CATALIN_34
04BB: select_interior  0  ;; select render area
023C: load_special_actor  5 'CAT'

:CATALIN_36
00D6: if  0
823D:   NOT   special_actor  5 loaded
004D: jump_if_false CATALIN_42
0001: wait  0 ms
023C: load_special_actor  5 'CAT'
0002: jump CATALIN_36

:CATALIN_42
0395: clear_area  0 at  681.1634 -478.1859  15.3281 range  .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: $147 = create_actor  23  294 at  682.8292 -477.8332  15.3359
0173: set_actor $147 z_angle_to  149.5317
05AA: s@56 = 'CAT_AA'  ;; 8-byte strings
05AA: s@58 = 'CAT_AB'  ;; 8-byte strings
05AA: s@60 = 'CAT_AC'  ;; 8-byte strings
05AA: s@62 = '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 = $147  ;; integer values and handles
0085: @117 = @55  ;; integer values and handles
008B: @118 = $147  ;; integer values and handles
0085: @119 = @55  ;; integer values and handles
0006: @52 =  4  ;; integer values
05AA: s@136 = 'CAT_BA'  ;; 8-byte strings
05AA: s@138 = 'CAT_BB'  ;; 8-byte strings
05AA: s@140 = 'CAT_BC'  ;; 8-byte strings
05AA: s@142 = 'CAT_BD'  ;; 8-byte strings
05AA: s@144 = 'CAT_BE'  ;; 8-byte strings
05AA: s@146 = 'CAT_BH'  ;; 8-byte strings
05AA: s@148 = 'CAT_BG'  ;; 8-byte strings
05AA: s@150 = 'CAT_BF'  ;; 8-byte strings
05AA: s@152 = 'CAT_BI'  ;; 8-byte strings
05AA: s@154 = 'CAT_BJ'  ;; 8-byte strings
05AA: s@156 = '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 = $147  ;; integer values and handles
0085: @174 = @55  ;; integer values and handles
008B: @175 = $147  ;; integer values and handles
008B: @176 = $147  ;; integer values and handles
008B: @177 = $147  ;; integer values and handles
008B: @178 = $147  ;; integer values and handles
008B: @179 = $147  ;; integer values and handles
008B: @180 = $147  ;; integer values and handles
0085: @181 = @55  ;; integer values and handles
008B: @182 = $147  ;; integer values and handles
0006: @53 =  11  ;; integer values
05AA: s@184 = 'CAT_CA'  ;; 8-byte strings
05AA: s@186 = 'CAT_CB'  ;; 8-byte strings
05AA: s@188 = 'CAT_CC'  ;; 8-byte strings
05AA: s@190 = 'CAT_CD'  ;; 8-byte strings
05AA: s@192 = 'CAT_CE'  ;; 8-byte strings
05AA: s@194 = 'CAT_CF'  ;; 8-byte strings
05AA: s@196 = 'CAT_CG'  ;; 8-byte strings
05AA: s@198 = 'CAT_CH'  ;; 8-byte strings
05AA: s@200 = 'CAT_CI'  ;; 8-byte strings
05AA: s@202 = 'CAT_CJ'  ;; 8-byte strings
05AA: s@204 = '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 = $147  ;; integer values and handles
008B: @222 = $147  ;; integer values and handles
0085: @223 = @55  ;; integer values and handles
008B: @224 = $147  ;; integer values and handles
008B: @225 = $147  ;; integer values and handles
008B: @226 = $147  ;; integer values and handles
0085: @227 = @55  ;; integer values and handles
008B: @228 = $147  ;; integer values and handles
008B: @229 = $147  ;; integer values and handles
0085: @230 = @55  ;; integer values and handles
0006: @54 =  11  ;; integer values
0002: jump CATALIN_426

:CATALIN_131
01B6: set_weather  13
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CATALIN_241
02E4: load_cutscene_data 'CAT_2'

:CATALIN_136
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CATALIN_141
0001: wait  0 ms
0002: jump CATALIN_136

:CATALIN_141
0395: clear_area  0 at  868.521 -30.0862  63.1875 range  5.8
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CATALIN_144
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CATALIN_149
0001: wait  0 ms
0002: jump CATALIN_144

:CATALIN_149
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CATALIN_152
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_157
0001: wait  0 ms
0002: jump CATALIN_152

:CATALIN_157
04BB: select_interior  0  ;; select render area
0629: change_stat  341 to  1  ; integer see statdisp.dat
023C: load_special_actor  5 'CAT'

:CATALIN_160
00D6: if  0
823D:   NOT   special_actor  5 loaded
004D: jump_if_false CATALIN_166
0001: wait  0 ms
023C: load_special_actor  5 'CAT'
0002: jump CATALIN_160

:CATALIN_166
0395: clear_area  0 at  868.4825 -29.6753  62.1875 range  .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: $147 = create_actor  23  294 at  867.7455 -29.0865  62.1875
0173: set_actor $147 z_angle_to  225.9654
05AA: s@56 = 'CAT_FA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  8657 
0085: @116 = @55  ;; integer values and handles
05AA: s@58 = 'CAT_FB'  ;; 8-byte strings
04AF: @97 = unknown_wav_reference  8658 
008B: @117 = $147  ;; integer values and handles
0006: @37 =  2  ;; integer values
00D6: if  0
0038:   $716 ==  0  ;; integer values
004D: jump_if_false CATALIN_187
05AA: @56(@37,20s) = 'CAT_FC'  ;; 8-byte strings
04AF: @96(@37,20i) = unknown_wav_reference  8659 
008B: @116(@37,20i) = $147  ;; integer values and handles
000A: @37 +=  1  ;; integer values

:CATALIN_187
00D6: if  0
0038:   $715 ==  0  ;; integer values
004D: jump_if_false CATALIN_194
05AA: @56(@37,20s) = 'CAT_FD'  ;; 8-byte strings
04AF: @96(@37,20i) = unknown_wav_reference  8660 
008B: @116(@37,20i) = $147  ;; integer values and handles
000A: @37 +=  1  ;; integer values

:CATALIN_194
00D6: if  0
0038:   $714 ==  0  ;; integer values
004D: jump_if_false CATALIN_208
00D6: if  0
0038:   $717 ==  0  ;; integer values
004D: jump_if_false CATALIN_204
05AA: @56(@37,20s) = 'CAT_FE'  ;; 8-byte strings
04AF: @96(@37,20i) = unknown_wav_reference  8661 
008B: @116(@37,20i) = $147  ;; integer values and handles
0002: jump CATALIN_207

:CATALIN_204
05AA: @56(@37,20s) = 'CAT_FG'  ;; 8-byte strings
04AF: @96(@37,20i) = unknown_wav_reference  8663 
008B: @116(@37,20i) = $147  ;; integer values and handles

:CATALIN_207
000A: @37 +=  1  ;; integer values

:CATALIN_208
00D6: if  0
0038:   $717 ==  0  ;; integer values
004D: jump_if_false CATALIN_215
05AA: @56(@37,20s) = 'CAT_FH'  ;; 8-byte strings
04AF: @96(@37,20i) = unknown_wav_reference  8664 
008B: @116(@37,20i) = $147  ;; integer values and handles
000A: @37 +=  1  ;; integer values

:CATALIN_215
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) = $147  ;; integer values and handles
000A: @37 +=  1  ;; integer values
0085: @52 = @37  ;; integer values and handles
05AA: s@136 = 'CAT_FL'  ;; 8-byte strings
05AA: s@138 = 'CAT_FM'  ;; 8-byte strings
05AA: s@140 = 'CAT_FN'  ;; 8-byte strings
05AA: s@142 = '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 = $147  ;; integer values and handles
0085: @173 = @55  ;; integer values and handles
008B: @174 = $147  ;; integer values and handles
008B: @175 = $147  ;; integer values and handles
0006: @53 =  4  ;; integer values

:CATALIN_241
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false CATALIN_339
02E4: load_cutscene_data 'CAT_3'

:CATALIN_245
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CATALIN_250
0001: wait  0 ms
0002: jump CATALIN_245

:CATALIN_250
0395: clear_area  0 at  868.521 -30.0862  63.1875 range  5.8
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CATALIN_253
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CATALIN_258
0001: wait  0 ms
0002: jump CATALIN_253

:CATALIN_258
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CATALIN_261
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_266
0001: wait  0 ms
0002: jump CATALIN_261

:CATALIN_266
04BB: select_interior  0  ;; select render area
023C: load_special_actor  5 'CAT'

:CATALIN_268
00D6: if  0
823D:   NOT   special_actor  5 loaded
004D: jump_if_false CATALIN_274
0001: wait  0 ms
023C: load_special_actor  5 'CAT'
0002: jump CATALIN_268

:CATALIN_274
0395: clear_area  0 at  868.4825 -29.6753  62.1875 range  .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: $147 = create_actor  23  294 at  867.7455 -29.0865  62.1875
0173: set_actor $147 z_angle_to  225.9654
05AA: s@56 = 'CAT_KA'  ;; 8-byte strings
05AA: s@58 = 'CAT_KB'  ;; 8-byte strings
05AA: s@60 = 'CAT_KC'  ;; 8-byte strings
05AA: s@62 = 'CAT_KD'  ;; 8-byte strings
05AA: s@64 = 'CAT_KE'  ;; 8-byte strings
05AA: s@66 = 'CAT_KF'  ;; 8-byte strings
05AA: s@68 = 'CAT_KG'  ;; 8-byte strings
05AA: s@70 = 'CAT_KH'  ;; 8-byte strings
05AA: s@72 = 'CAT_KI'  ;; 8-byte strings
05AA: s@74 = 'CAT_KJ'  ;; 8-byte strings
05AA: s@76 = 'CAT_KK'  ;; 8-byte strings
05AA: s@78 = 'CAT_KL'  ;; 8-byte strings
05AA: s@80 = 'CAT_KM'  ;; 8-byte strings
05AA: s@82 = 'CAT_KN'  ;; 8-byte strings
05AA: s@84 = 'CAT_KO'  ;; 8-byte strings
05AA: s@86 = 'CAT_KP'  ;; 8-byte strings
05AA: s@88 = 'CAT_KQ'  ;; 8-byte strings
05AA: s@90 = 'CAT_KR'  ;; 8-byte strings
05AA: s@92 = '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 = $147  ;; integer values and handles
0085: @117 = @55  ;; integer values and handles
008B: @118 = $147  ;; integer values and handles
0085: @119 = @55  ;; integer values and handles
008B: @120 = $147  ;; integer values and handles
0085: @121 = @55  ;; integer values and handles
008B: @122 = $147  ;; integer values and handles
008B: @123 = $147  ;; integer values and handles
0085: @124 = @55  ;; integer values and handles
008B: @125 = $147  ;; integer values and handles
008B: @126 = $147  ;; integer values and handles
008B: @127 = $147  ;; integer values and handles
008B: @128 = $147  ;; integer values and handles
008B: @129 = $147  ;; integer values and handles
008B: @130 = $147  ;; integer values and handles
0085: @131 = @55  ;; integer values and handles
008B: @132 = $147  ;; integer values and handles
0085: @133 = @55  ;; integer values and handles
008B: @134 = $147  ;; integer values and handles
0006: @52 =  19  ;; integer values

:CATALIN_339
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false CATALIN_426
02E4: load_cutscene_data 'CAT_4'

:CATALIN_343
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CATALIN_348
0001: wait  0 ms
0002: jump CATALIN_343

:CATALIN_348
0395: clear_area  0 at  868.521 -30.0862  63.1875 range  5.8
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CATALIN_351
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CATALIN_356
0001: wait  0 ms
0002: jump CATALIN_351

:CATALIN_356
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CATALIN_359
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_364
0001: wait  0 ms
0002: jump CATALIN_359

:CATALIN_364
04BB: select_interior  0  ;; select render area
023C: load_special_actor  5 'CAT'

:CATALIN_366
00D6: if  0
823D:   NOT   special_actor  5 loaded
004D: jump_if_false CATALIN_372
0001: wait  0 ms
023C: load_special_actor  5 'CAT'
0002: jump CATALIN_366

:CATALIN_372
0395: clear_area  0 at  868.4825 -29.6753  62.1875 range  .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: $147 = create_actor  23  294 at  867.7455 -29.0865  62.1875
0173: set_actor $147 z_angle_to  225.9654
05AA: s@56 = 'CAT4_LA'  ;; 8-byte strings
05AA: s@58 = 'CAT4_LB'  ;; 8-byte strings
05AA: s@60 = 'CAT4_LC'  ;; 8-byte strings
05AA: s@62 = 'CAT4_LD'  ;; 8-byte strings
05AA: s@64 = 'CAT4_LE'  ;; 8-byte strings
05AA: s@66 = '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 = $147  ;; integer values and handles
0085: @117 = @55  ;; integer values and handles
008B: @118 = $147  ;; integer values and handles
0085: @119 = @55  ;; integer values and handles
008B: @120 = $147  ;; integer values and handles
0085: @121 = @55  ;; integer values and handles
0006: @52 =  6  ;; integer values
05AA: s@136 = 'CAT_NA'  ;; 8-byte strings
05AA: s@138 = 'CAT_NB'  ;; 8-byte strings
05AA: s@140 = 'CAT_NC'  ;; 8-byte strings
05AA: s@142 = 'CAT_ND'  ;; 8-byte strings
05AA: s@144 = 'CAT_NE'  ;; 8-byte strings
05AA: s@146 = 'CAT_NF'  ;; 8-byte strings
05AA: s@148 = 'CAT_NG'  ;; 8-byte strings
05AA: s@150 = 'CAT_NH'  ;; 8-byte strings
05AA: s@152 = '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 = $147  ;; integer values and handles
0085: @173 = @55  ;; integer values and handles
008B: @174 = $147  ;; integer values and handles
0085: @175 = @55  ;; integer values and handles
008B: @176 = $147  ;; integer values and handles
008B: @177 = $147  ;; integer values and handles
0085: @178 = @55  ;; integer values and handles
008B: @179 = $147  ;; integer values and handles
008B: @180 = $147  ;; integer values and handles
0006: @53 =  9  ;; integer values

:CATALIN_426
0245: set_actor $147 walk_style_to "WOMAN"
02A9: set_actor $147 immune_to_nonplayer  1
0568: $147  1
077A: $147  0  0 
0223: set_actor $147 health_to  100
0446: (unknown) $147  0 
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CATALIN_439
09DD:  1 
0631: put_actor $147 in_group $PLAYER_GROUP 
0A20: $PLAYER_CHAR  1 
07CB: $147  0 

:CATALIN_439
01B7: release_weather
08F6: (unknown)
016A: fade  1 (back)  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:CATALIN_443
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_448
0001: wait  0 ms
0002: jump CATALIN_443

:CATALIN_448
00D6: if  0
0038:   $2333 ==  1  ;; integer values
004D: jump_if_false CATALIN_452
0004: $2333 =  0  ;; integer values

:CATALIN_452
00D6: if  0
0038:   $2334 ==  1  ;; integer values
004D: jump_if_false CATALIN_456
0004: $2334 =  0  ;; integer values

:CATALIN_456
00D6: if  1
0038:   $714 ==  1  ;; integer values
0038:   $2333 ==  0  ;; integer values
004D: jump_if_false CATALIN_481
05AA: s@184 = 'CAT1_IA'  ;; 8-byte strings
05AA: s@186 = 'CAT1_IB'  ;; 8-byte strings
05AA: s@188 = 'CAT1_IC'  ;; 8-byte strings
05AA: s@190 = 'CAT1_IE'  ;; 8-byte strings
05AA: s@192 = 'CAT1_IF'  ;; 8-byte strings
05AA: s@194 = '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 = $147  ;; integer values and handles
0085: @221 = @55  ;; integer values and handles
0085: @222 = @55  ;; integer values and handles
008B: @223 = $147  ;; integer values and handles
008B: @224 = $147  ;; integer values and handles
0085: @225 = @55  ;; integer values and handles
0006: @54 =  6  ;; integer values
0004: $2333 =  1  ;; integer values
0002: jump CATALIN_511

:CATALIN_481
00D6: if  1
0038:   $717 ==  1  ;; integer values
0038:   $2334 ==  0  ;; integer values
004D: jump_if_false CATALIN_511
05AA: s@184 = 'CAT2_HA'  ;; 8-byte strings
05AA: s@186 = 'CAT2_HB'  ;; 8-byte strings
05AA: s@188 = 'CAT2_HC'  ;; 8-byte strings
05AA: s@190 = 'CAT2_HE'  ;; 8-byte strings
05AA: s@192 = 'CAT2_HF'  ;; 8-byte strings
05AA: s@194 = 'CAT2_HG'  ;; 8-byte strings
05AA: s@196 = 'CAT2_HH'  ;; 8-byte strings
05AA: s@198 = '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 = $147  ;; integer values and handles
008B: @221 = $147  ;; integer values and handles
0085: @222 = @55  ;; integer values and handles
008B: @223 = $147  ;; integer values and handles
008B: @224 = $147  ;; integer values and handles
008B: @225 = $147  ;; integer values and handles
0085: @226 = @55  ;; integer values and handles
008B: @227 = $147  ;; integer values and handles
0006: @54 =  8  ;; integer values
0004: $2334 =  1  ;; integer values

:CATALIN_511
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  0
0018:   $CATALINA_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false CATALIN_544
00D6: if  0
0038:   $714 ==  0  ;; integer values
004D: jump_if_false CATALIN_529
02A8: @242 = create_marker  52 at $507 $513 $519
0006: @238 =  1  ;; integer values

:CATALIN_529
00D6: if  0
0038:   $715 ==  0  ;; integer values
004D: jump_if_false CATALIN_534
02A8: @243 = create_marker  52 at $508 $514 $520
0006: @239 =  1  ;; integer values

:CATALIN_534
00D6: if  0
0038:   $716 ==  0  ;; integer values
004D: jump_if_false CATALIN_539
02A8: @244 = create_marker  52 at $509 $515 $521
0006: @240 =  1  ;; integer values

:CATALIN_539
00D6: if  0
0038:   $717 ==  0  ;; integer values
004D: jump_if_false CATALIN_544
02A8: @245 = create_marker  52 at $510 $516 $522
0006: @241 =  1  ;; integer values

:CATALIN_544
0006: @246 =  0  ;; integer values

:CATALIN_545
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CATALIN_845
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CATALIN_805
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $147 radius  20.0  20.0  0
004D: jump_if_false CATALIN_647
00D6: if  0
001B:    3 > @233  ;; integer values
004D: jump_if_false CATALIN_647
00D6: if  0
0039:   @52(@233,3i) ==  0  ;; integer values
004D: jump_if_false CATALIN_564
000A: @233 +=  1  ;; integer values
0002: jump CATALIN_647

:CATALIN_564
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false CATALIN_581
00D6: if  0
80DF:   NOT   actor $147 driving
004D: jump_if_false CATALIN_576
00D6: if  21
0038:   $CATALINA_MISSIONS_PASSED ==  1  ;; integer values
0038:   $CATALINA_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false CATALIN_575
0002: jump CATALIN_647

:CATALIN_575
0002: jump CATALIN_581

:CATALIN_576
00D6: if  0
0039:   @232 ==  0  ;; integer values
004D: jump_if_false CATALIN_581
008B: @234 = $16  ;; integer values and handles
000E: @234 -=  10  ;; integer values

:CATALIN_581
00D6: if  0
001E:   $16 > @234  ;; integer values
004D: jump_if_false CATALIN_647
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CATALIN_647
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false CATALIN_597
05A9: s$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_1 @116(@232,20i)  0  1 @235 @232 
00D6: if  0
07D6: @116(@232,20i) $147 
004D: jump_if_false CATALIN_597
05BF: unknown_action_sequence $147 @55  3000 

:CATALIN_597
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false CATALIN_607
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_1 @172(@232,12i)  0  1 @235 @232 
00D6: if  0
07D6: @172(@232,12i) $147 
004D: jump_if_false CATALIN_607
05BF: unknown_action_sequence $147 @55  3000 

:CATALIN_607
00D6: if  0
0039:   @233 ==  2  ;; integer values
004D: jump_if_false CATALIN_617
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_1 @220(@232,12i)  0  1 @235 @232 
00D6: if  0
07D6: @220(@232,12i) $147 
004D: jump_if_false CATALIN_617
05BF: unknown_action_sequence $147 @55  3000 

:CATALIN_617
00D6: if  0
0039:   @235 ==  1  ;; integer values
004D: jump_if_false CATALIN_622
0006: @235 =  2  ;; integer values
0002: jump CATALIN_623

:CATALIN_622
0006: @235 =  1  ;; integer values

:CATALIN_623
008B: @234 = $16  ;; integer values and handles
000A: @234 +=  500  ;; integer values
000A: @232 +=  1  ;; integer values
00D6: if  0
001D:   @52(@233,3i) > @232  ;; integer values  
004D: jump_if_false CATALIN_643
040D: unload_wav @235
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false CATALIN_634
03CF: load_wav @96(@232,20i) as @235

:CATALIN_634
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false CATALIN_638
03CF: load_wav @160(@232,12i) as @235

:CATALIN_638
00D6: if  0
0039:   @233 ==  2  ;; integer values
004D: jump_if_false CATALIN_642
03CF: load_wav @208(@232,12i) as @235

:CATALIN_642
0002: jump CATALIN_647

:CATALIN_643
0006: @232 =  0  ;; integer values
008B: @234 = $16  ;; integer values and handles
000A: @234 +=  10000  ;; integer values
000A: @233 +=  1  ;; integer values

:CATALIN_647
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CATALIN_689
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false CATALIN_689
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false CATALIN_662
00D6: if  0
0019:   @232 >  6  ;; integer values
004D: jump_if_false CATALIN_662
02A8: @242 = create_marker  52 at $507 $513 $519
0006: @238 =  1  ;; integer values
000A: @236 +=  1  ;; integer values

:CATALIN_662
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false CATALIN_671
00D6: if  0
0019:   @232 >  7  ;; integer values
004D: jump_if_false CATALIN_671
02A8: @243 = create_marker  52 at $508 $514 $520
0006: @239 =  1  ;; integer values
000A: @236 +=  1  ;; integer values

:CATALIN_671
00D6: if  0
0039:   @236 ==  2  ;; integer values
004D: jump_if_false CATALIN_680
00D6: if  0
0019:   @232 >  8  ;; integer values
004D: jump_if_false CATALIN_680
02A8: @244 = create_marker  52 at $509 $515 $521
0006: @240 =  1  ;; integer values
000A: @236 +=  1  ;; integer values

:CATALIN_680
00D6: if  0
0039:   @236 ==  3  ;; integer values
004D: jump_if_false CATALIN_689
00D6: if  0
0019:   @232 >  9  ;; integer values
004D: jump_if_false CATALIN_689
02A8: @245 = create_marker  52 at $510 $516 $522
0006: @241 =  1  ;; integer values
000A: @236 +=  1  ;; integer values

:CATALIN_689
00D6: if  0
0735:  83 
004D: jump_if_false CATALIN_728
00D6: if  0
0038:   $489 ==  0  ;; integer values
004D: jump_if_false CATALIN_701
0395: clear_area  0 at $507 $513 $519 range  .5
00A1: put_actor $PLAYER_ACTOR at $507 $513 $519
0086: $73 = $507  ;; floating-point values only
000D: $73 -=  1.0  ;; floating-point values
00A1: put_actor $147 at $73 $513 $519
03CB: set_camera $507 $513 $519

:CATALIN_701
00D6: if  0
0038:   $489 ==  1  ;; integer values
004D: jump_if_false CATALIN_710
0395: clear_area  0 at $508 $514 $520 range  .5
00A1: put_actor $PLAYER_ACTOR at $508 $514 $520
0086: $73 = $508  ;; floating-point values only
000D: $73 -=  1.0  ;; floating-point values
00A1: put_actor $147 at $73 $514 $520
03CB: set_camera $508 $514 $520

:CATALIN_710
00D6: if  0
0038:   $489 ==  2  ;; integer values
004D: jump_if_false CATALIN_719
0395: clear_area  0 at $509 $515 $521 range  .5
00A1: put_actor $PLAYER_ACTOR at $509 $515 $521
0086: $73 = $509  ;; floating-point values only
000D: $73 -=  1.0  ;; floating-point values
00A1: put_actor $147 at $73 $515 $521
03CB: set_camera $509 $515 $521

:CATALIN_719
00D6: if  0
0038:   $489 ==  3  ;; integer values
004D: jump_if_false CATALIN_728
0395: clear_area  0 at $510 $516 $522 range  .5
00A1: put_actor $PLAYER_ACTOR at $510 $516 $522
0086: $73 = $510  ;; floating-point values only
000D: $73 -=  1.0  ;; floating-point values
00A1: put_actor $147 at $73 $516 $522
03CB: set_camera $510 $516 $522

:CATALIN_728
00D6: if  0
0038:   $714 ==  0  ;; integer values
004D: jump_if_false CATALIN_747
00D6: if  0
0039:   @238 ==  1  ;; integer values
004D: jump_if_false CATALIN_747
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $507 $513 $519 radius  3.0  3.0  3.0
004D: jump_if_false CATALIN_747
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'CAT_1'  1000 ms  2
016A: fade  0 ()  500 ms

:CATALIN_740
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_745
0001: wait  0 ms
0002: jump CATALIN_740

:CATALIN_745
0004: $718 =  0  ;; integer values
0051: return

:CATALIN_747
00D6: if  0
0038:   $715 ==  0  ;; integer values
004D: jump_if_false CATALIN_766
00D6: if  0
0039:   @239 ==  1  ;; integer values
004D: jump_if_false CATALIN_766
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $508 $514 $520 radius  3.0  3.0  3.0
004D: jump_if_false CATALIN_766
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'CAT_2'  1000 ms  2
016A: fade  0 ()  500 ms

:CATALIN_759
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_764
0001: wait  0 ms
0002: jump CATALIN_759

:CATALIN_764
0004: $718 =  1  ;; integer values
0051: return

:CATALIN_766
00D6: if  0
0038:   $716 ==  0  ;; integer values
004D: jump_if_false CATALIN_785
00D6: if  0
0039:   @240 ==  1  ;; integer values
004D: jump_if_false CATALIN_785
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $509 $515 $521 radius  3.0  3.0  3.0
004D: jump_if_false CATALIN_785
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'CAT_3'  1000 ms  2
016A: fade  0 ()  500 ms

:CATALIN_778
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_783
0001: wait  0 ms
0002: jump CATALIN_778

:CATALIN_783
0004: $718 =  2  ;; integer values
0051: return

:CATALIN_785
00D6: if  0
0038:   $717 ==  0  ;; integer values
004D: jump_if_false CATALIN_804
00D6: if  0
0039:   @241 ==  1  ;; integer values
004D: jump_if_false CATALIN_804
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $510 $516 $522 radius  3.0  3.0  3.0
004D: jump_if_false CATALIN_804
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BA: text_styled 'CAT_4'  1000 ms  2
016A: fade  0 ()  500 ms

:CATALIN_797
00D6: if  0
016B:   fading
004D: jump_if_false CATALIN_802
0001: wait  0 ms
0002: jump CATALIN_797

:CATALIN_802
0004: $718 =  3  ;; integer values
0051: return

:CATALIN_804
0002: jump CATALIN_844

:CATALIN_805
00D6: if  0
0039:   @237 ==  1  ;; integer values
004D: jump_if_false CATALIN_816
00BC: text_highpriority 'CATLEFT'  5000 ms  1
0164: disable_marker @242
0164: disable_marker @243
0164: disable_marker @244
0164: disable_marker @245
0187: @34 = create_marker_above_actor $147
07E0: @34  1 
000A: @237 +=  1  ;; integer values

:CATALIN_816
00D6: if  0
0039:   @237 ==  2  ;; integer values
004D: jump_if_false CATALIN_844
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $147 radius  10.0  10.0  0
004D: jump_if_false CATALIN_844
0164: disable_marker @34
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CATALIN_827
0631: put_actor $147 in_group $PLAYER_GROUP 

:CATALIN_827
00D6: if  0
0039:   @238 ==  1  ;; integer values
004D: jump_if_false CATALIN_831
02A8: @242 = create_marker  52 at $507 $513 $519

:CATALIN_831
00D6: if  0
0039:   @239 ==  1  ;; integer values
004D: jump_if_false CATALIN_835
02A8: @243 = create_marker  52 at $508 $514 $520

:CATALIN_835
00D6: if  0
0039:   @240 ==  1  ;; integer values
004D: jump_if_false CATALIN_839
02A8: @244 = create_marker  52 at $509 $515 $521

:CATALIN_839
00D6: if  0
0039:   @241 ==  1  ;; integer values
004D: jump_if_false CATALIN_843
02A8: @245 = create_marker  52 at $510 $516 $522

:CATALIN_843
0006: @237 =  1  ;; integer values

:CATALIN_844
0002: jump CATALIN_847

:CATALIN_845
00BC: text_highpriority 'CATDEAD'  5000 ms  1
0002: jump CATALIN_883

:CATALIN_847
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  660.0 -585.0 radius  200.0  200.0
004D: jump_if_false CATALIN_874
00D6: if  0
0039:   @246 ==  0  ;; integer values
004D: jump_if_false CATALIN_873
0247: request_model  514
0247: request_model  584
00D6: if  1
0248:   model  514 available
0248:   model  584 available
004D: jump_if_false CATALIN_873
00A5: @247 = create_car  514 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: @247  0
020A: set_car @247 door_status_to  2
00A5: @248 = create_car  584 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: @248  0
020A: set_car @248 door_status_to  2
0006: @246 =  1  ;; integer values

:CATALIN_873
0002: jump CATALIN_882

:CATALIN_874
00D6: if  0
0039:   @246 ==  1  ;; integer values
004D: jump_if_false CATALIN_882
00A6: destroy_car @247
00A6: destroy_car @248
0249: release_model  514
0249: release_model  584
0006: @246 =  0  ;; integer values

:CATALIN_882
0002: jump CATALIN_545

:CATALIN_883
00BA: text_styled 'M_FAIL'  5000 ms  1
034F: destroy_actor_with_fade $147  ;; The actor fades away like a ghost
0051: return

:CATALIN_886
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  514
0249: release_model  584
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
00D6: if  0
0018:   $718 > -1  ;; integer values
004D: jump_if_false CATALIN_900
016A: fade  0 ()  0 ms

:CATALIN_900
0051: return

;-------------Mission 41---------------
; Originally: Catalina 2


:CAT1_1
03A4: name_thread 'CAT1'
0050: gosub CAT1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CAT1_7
0050: gosub CAT1_3755

:CAT1_7
0050: gosub CAT1_3776
004E: end_thread

:CAT1_9
0004: $ON_MISSION =  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: $ACTOR_SPEECH_AUDIO_PLAYING =  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_26
0001: wait  0 ms
00D6: if  0
0736:  88 
004D: jump_if_false CAT1_38
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false CAT1_36
0006: @69 =  1  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump CAT1_38

:CAT1_36
0006: @69 =  0  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:CAT1_38
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  9  ;; integer values
004D: jump_if_false CAT1_43
0006: @39 =  0  ;; integer values

:CAT1_43
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  0
0736:  83 
004D: jump_if_false CAT1_54
0006: @36 =  1  ;; integer values

:CAT1_54
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false CAT1_58
0050: gosub CAT1_88

:CAT1_58
0871: init_jump_table @34 total_jumps  5  0 CAT1_69 jumps  0 CAT1_59  1 CAT1_61  2 CAT1_63  3 CAT1_65  4 CAT1_67 -1 CAT1_69 -1 CAT1_69 

:CAT1_59
0050: gosub CAT1_226
0002: jump CAT1_69

:CAT1_61
0050: gosub CAT1_301
0002: jump CAT1_69

:CAT1_63
0050: gosub CAT1_1752
0002: jump CAT1_69

:CAT1_65
0050: gosub CAT1_2138
0002: jump CAT1_69

:CAT1_67
0050: gosub CAT1_2240
0002: jump CAT1_69

:CAT1_69
0050: gosub CAT1_2972

:CAT1_70
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CAT1_87
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false CAT1_84
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CAT1_81
0002: jump CAT1_26
0002: jump CAT1_83

:CAT1_81
0050: gosub CAT1_3757
0051: return

:CAT1_83
0002: jump CAT1_86

:CAT1_84
0050: gosub CAT1_3755
0051: return

:CAT1_86
0002: jump CAT1_88

:CAT1_87
0051: return

:CAT1_88
00D6: if  0
0736:  32 
004D: jump_if_false CAT1_97
000A: @70 +=  1  ;; integer values
00D6: if  0
0019:   @70 >  5  ;; integer values
004D: jump_if_false CAT1_96
0006: @70 =  0  ;; integer values

:CAT1_96
086A: (unknown)

:CAT1_97
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false CAT1_114
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" 
065D: $6972 "M_GOALS" 
065D: $6973 "DIALOGUE_FLAG" 
065D: $6974 "DIALOGUE_TIMER" 
065D: $6975 "HELP_FLAG" 
065D: $6976 "HELP_TIMER" 
065D: $6977 "TIMERA" 

:CAT1_114
00D6: if  0
0039:   @70 ==  2  ;; integer values
004D: jump_if_false CAT1_133
0004: $6971 =  0  ;; integer values
0004: $6972 =  0  ;; integer values
0084: $6973 = $6987  ;; 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" 
065D: $6972 "IN_GROUP" 
065D: $6973 "CAT1_PICKUPS_COLLECTED" 
065D: $6974 "PAUSED[0]" 
065D: $6975 "PAUSED[1]" 
065D: $6976 "PAUSED[2]" 
065D: $6977 "PAUSED[3]" 
065D: $6978 "SKIPPED_CUTSCENE" 

:CAT1_133
00D6: if  0
0039:   @70 ==  3  ;; integer values
004D: jump_if_false CAT1_152
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]" 
065D: $6972 "ROBBER_FLAG[1]" 
065D: $6973 "ROBBER_FLAG[2]" 
065D: $6974 "ROBBER_FLAG[3]" 
065D: $6975 "CHASE_FLAG[0]" 
065D: $6976 "CHASE_FLAG[1]" 
065D: $6977 "CHASE_FLAG[2]" 
065D: $6978 "PLAYER_PROGRESS" 

:CAT1_152
00D6: if  0
0039:   @70 ==  4  ;; integer values
004D: jump_if_false CAT1_171
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]" 
065D: $6972 "PLAYBACK_PAUSED[1]" 
065D: $6973 "PLAYBACK_PAUSED[2]" 
065E: $6982 "QUAD_PLAYBACK_SPEED[0]" 
065E: $6983 "QUAD_PLAYBACK_SPEED[1]" 
065E: $6984 "QUAD_PLAYBACK_SPEED[2]" 
065E: $6985 "MASTER_SPEED" 
065D: $6978 "SHOW_GUN" 

:CAT1_171
00D6: if  0
0039:   @70 ==  5  ;; integer values
004D: jump_if_false CAT1_186
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: $6979 "LOOK_X" 
065E: $6980 "LOOK_Y" 
065E: $6981 "LOOK_Z" 
065E: $6982 "QUAD_DIST_FROM_PLAYER[0]" 
065E: $6983 "QUAD_DIST_FROM_PLAYER[1]" 
065E: $6984 "QUAD_DIST_FROM_PLAYER[2]" 

:CAT1_186
00D6: if  0
0736:  98 
004D: jump_if_false CAT1_190
0006: @38 =  1  ;; integer values

:CAT1_190
00D6: if  0
0736:  80 
004D: jump_if_false CAT1_201
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false CAT1_199
0006: @71 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump CAT1_201

:CAT1_199
0006: @71 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:CAT1_201
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false CAT1_205
0002: jump CAT1_70

:CAT1_205
00D6: if  0
0736:  136 
004D: jump_if_false CAT1_209
000A: @35 +=  1  ;; integer values

:CAT1_209
00D6: if  0
0736:  135 
004D: jump_if_false CAT1_213
000E: @35 -=  1  ;; integer values

:CAT1_213
00D6: if  0
0736:  134 
004D: jump_if_false CAT1_217
000A: @34 +=  1  ;; integer values

:CAT1_217
00D6: if  0
0736:  133 
004D: jump_if_false CAT1_221
000E: @34 -=  1  ;; integer values

:CAT1_221
00D6: if  0
0736:  146 
004D: jump_if_false CAT1_225
0006: @35 =  99  ;; integer values

:CAT1_225
0051: return

:CAT1_226
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false CAT1_235
00A5: @78 = create_car  413 at  0.0  0.0  0.0
00A5: @79 = create_car  413 at  0.0  0.0  0.0
009A: @72 = create_actor  4  7 at  0.0  0.0  0.0
018A: @87 = create_checkpoint_at  0.0  0.0  0.0
009A: $147 = create_actor  4  7 at  0.0  0.0  0.0
0213: @95 = create_pickup #BRIEFCASE type  3 at  0.0  0.0  0.0

:CAT1_235
0006: @98 =  0  ;; integer values
0006: @99 =  0  ;; integer values
0004: $6987 =  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: $PLAYER_CHAR  0 
0A20: $PLAYER_CHAR  1 
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
054C: use_GXT_table 'CAT'
0050: gosub CAT1_3746
0051: return

:CAT1_301
0871: init_jump_table @35 total_jumps  26  0 CAT1_1144 jumps  0 CAT1_305  1 CAT1_364  2 CAT1_592  3 CAT1_594  4 CAT1_625  5 CAT1_656  6 CAT1_680 
0872: jump_table_jumps  7 CAT1_694  8 CAT1_708  9 CAT1_720  10 CAT1_790  11 CAT1_832  12 CAT1_838  13 CAT1_851  14 CAT1_865  15 CAT1_879 
0872: jump_table_jumps  16 CAT1_896  17 CAT1_901  18 CAT1_1018  19 CAT1_1036  20 CAT1_1047  21 CAT1_1088  22 CAT1_1093  23 CAT1_1101  24 CAT1_1129 
0872: jump_table_jumps  25 CAT1_1131 -1 CAT1_1144 -1 CAT1_1144 -1 CAT1_1144 -1 CAT1_1144 -1 CAT1_1144 -1 CAT1_1144 -1 CAT1_1144 -1 CAT1_1144 

:CAT1_305
0247: request_model  471
0247: request_model  161
0247: request_model  162
0247: request_model  346
0247: request_model  44
0247: request_model  77
038B: load_requested_models

:CAT1_312
00D6: if  25
8248:   NOT   model  471 available
8248:   NOT   model  161 available
8248:   NOT   model  162 available
8248:   NOT   model  346 available
8248:   NOT   model  44 available
8248:   NOT   model  77 available
004D: jump_if_false CAT1_322
0001: wait  0 ms
0002: jump CAT1_312

:CAT1_322
07C0:  501 
07C0:  502 
07C0:  503 
07C0:  504 

:CAT1_326
00D6: if  23
87C1:   NOT  501 
87C1:   NOT  502 
87C1:   NOT  503 
87C1:   NOT  504 
004D: jump_if_false CAT1_334
0001: wait  0 ms
0002: jump CAT1_326

:CAT1_334
07C0:  505 
07C0:  506 
07C0:  507 
07C0:  509 

:CAT1_338
00D6: if  23
87C1:   NOT  505 
87C1:   NOT  506 
87C1:   NOT  507 
87C1:   NOT  509 
004D: jump_if_false CAT1_346
0001: wait  0 ms
0002: jump CAT1_338

:CAT1_346
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
023C: load_special_actor  5 'CAT'

:CAT1_349
00D6: if  0
823D:   NOT   special_actor  5 loaded
004D: jump_if_false CAT1_355
0001: wait  0 ms
023C: load_special_actor  5 'CAT'
0002: jump CAT1_349

:CAT1_355
03CF: load_wav  41800 as  3

:CAT1_356
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false CAT1_361
0001: wait  0 ms
0002: jump CAT1_356

:CAT1_361
000A: @35 +=  1  ;; integer values
0002: jump CAT1_2972
0002: jump CAT1_1144

:CAT1_364
00D6: if  0
056D:   unknown_actor $147 dead_but_valid
004D: jump_if_false CAT1_368
009B: destroy_actor_instantly $147

:CAT1_368
009A: $147 = create_actor  23  294 at  261.1952 -79.2717  .4697
0173: set_actor $147 z_angle_to  41.0763
04D8: $147  0
060A: unknown_create_entity  2 @146 
06AE: unknown_group_creator  0 @145 
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01EB: set_car_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  .4697
0006: @98 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_389
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT1_389
06C9: $147 
0006: @99 =  0  ;; integer values

:CAT1_389
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false CAT1_403
0441: @43 = car @78 model
07E4: @43 $73 $74 $75 @56 @57 @58 
0087: @46 = @57  ;; floating-point values only
0065: @46 -= $74  ;; floating-point values 
0017: @46 /=  1.8  ;; floating-point values 
0005: $73 =  259.7206  ;; floating-point values
0005: $74 = -77.2067  ;; floating-point values
0005: $75 =  .5781  ;; floating-point values
0067: $73 -= @46  ;; floating-point values
00AB: put_car @78 at $73 $74 $75
0175: set_car @78 z_angle_to  265.6523

:CAT1_403
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_436
0792: $147 
00D6: if  0
80DF:   NOT   actor $147 driving
004D: jump_if_false CAT1_414
00A1: put_actor $147 at  261.1952 -79.2717  .4697
0173: set_actor $147 z_angle_to  41.0763
060B: unknown_actor_use_entity $147 @67 
0002: jump CAT1_417

:CAT1_414
0362: remove_actor $147 from_car_and_place_at  261.1952 -79.2717  .4697
0173: set_actor $147 z_angle_to  41.0763
060B: unknown_actor_use_entity $147 @67 

:CAT1_417
0470: @43 = actor $147 armed_weapon unknown
00D6: if  0
84A4:   NOT @43  28 
004D: jump_if_false CAT1_436
00D6: if  0
8248:   NOT   model  352 available
004D: jump_if_false CAT1_430
0247: request_model  352

:CAT1_425
00D6: if  0
8248:   NOT   model  352 available
004D: jump_if_false CAT1_430
0001: wait  0 ms
0002: jump CAT1_425

:CAT1_430
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_436
01B2: give_actor $147 weapon  28 ammo  99999  ;; Load the weapon model before using this
01B9: set_actor $147 armed_weapon_to  28
0249: release_model  352

:CAT1_436
0792: $PLAYER_ACTOR 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT1_443
00A1: put_actor $PLAYER_ACTOR at  259.9737 -78.3268  .6181
0173: set_actor $PLAYER_ACTOR z_angle_to  38.3173
0002: jump CAT1_445

:CAT1_443
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  259.9737 -78.3268  .6181
0173: set_actor $PLAYER_ACTOR z_angle_to  38.3173

:CAT1_445
00A5: @79 = create_car  471 at  230.6799 -85.1536  .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  471 at  232.2597 -90.1452  .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  471 at  234.0826 -95.9093  .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  471 at  235.3937 -100.0505  .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_470
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_500
00D6: if  0
8119:   NOT   car @79(@43,4i) wrecked
004D: jump_if_false CAT1_498
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_480
0129: @72(@43,4i) = create_actor  24  161 in_car @79(@43,4i) driverseat

:CAT1_480
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false CAT1_484
0129: @72(@43,4i) = create_actor  24  162 in_car @79(@43,4i) driverseat

:CAT1_484
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false CAT1_488
0129: @72(@43,4i) = create_actor  24  161 in_car @79(@43,4i) driverseat

:CAT1_488
00D6: if  0
0039:   @43 ==  3  ;; integer values
004D: jump_if_false CAT1_492
0129: @72(@43,4i) = create_actor  24  162 in_car @79(@43,4i) driverseat

:CAT1_492
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_498
000A: @43 +=  1  ;; integer values
0002: jump CAT1_470

:CAT1_500
05EB: @79  501 
05EB: @80  502 
05EB: @81  503 
05EB: @82  504 
0006: @43 =  0  ;; integer values

:CAT1_505
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_521
00D6: if  0
8039:   NOT   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_517
00D6: if  0
8039:   NOT   @43 ==  3  ;; integer values
004D: jump_if_false CAT1_516
0706: @79(@43,4i)  5.0 
0002: jump CAT1_517

:CAT1_516
0706: @79(@43,4i)  7.0 

:CAT1_517
05ED: @79(@43,4i) 
0006: @100(@43,4i) =  1  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump CAT1_505

:CAT1_521
009A: @76 = create_actor  4  44 at  251.6866 -54.9554  .6181
0173: set_actor @76 z_angle_to  174.9027
060B: unknown_actor_use_entity @76 @67 
009A: @77 = create_actor  5  77 at  251.6549 -56.4859  .6255
0173: set_actor @77 z_angle_to  354.6266
060B: unknown_actor_use_entity @77 @67 
0677: unknown_action_sequence @76 @77  1  1 
0677: unknown_action_sequence @77 @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: $73 = @137  ;; floating-point values only
0067: $73 -= @134  ;; floating-point values
0088: $74 = @138  ;; floating-point values only
0067: $74 -= @135  ;; floating-point values
0088: $75 = @139  ;; floating-point values only
0067: $75 -= @136  ;; floating-point values
050A: @46 = distance_between @137 @138 @139 and @134 @135 @136 
0075: $73 /= @46  ;; floating-point values 
0075: $74 /= @46  ;; floating-point values 
0075: $75 /= @46  ;; floating-point values 
0011: $73 *=  15.0  ;; floating-point values
0011: $74 *=  15.0  ;; floating-point values
0011: $75 *=  15.0  ;; floating-point values
0087: @137 = @134  ;; floating-point values only
005D: @137 += $73  ;; floating-point values 
0087: @138 = @135  ;; floating-point values only
005D: @138 += $74  ;; floating-point values 
0087: @139 = @136  ;; floating-point values only
005D: @139 += $75  ;; floating-point values 
0005: $73 =  260.876  ;; floating-point values
000D: $73 -=  261.4119  ;; floating-point values
0005: $74 = -77.7132  ;; floating-point values
0009: $74 +=  78.5511  ;; floating-point values
0005: $75 =  2.2067  ;; floating-point values
000D: $75 -=  2.3102  ;; floating-point values
050A: @46 = distance_between  261.4119 -78.5511  2.3102 and  260.876 -77.7132  2.2067 
0075: $73 /= @46  ;; floating-point values 
0075: $74 /= @46  ;; floating-point values 
0075: $75 /= @46  ;; floating-point values 
0011: $73 *=  15.0  ;; floating-point values
0011: $74 *=  15.0  ;; floating-point values
0011: $75 *=  15.0  ;; floating-point values
0007: @140 =  261.4119  ;; floating-point values
005D: @140 += $73  ;; floating-point values 
0007: @141 = -78.5511  ;; floating-point values
005D: @141 += $74  ;; floating-point values 
0007: @142 =  2.3102  ;; floating-point values
005D: @142 += $75  ;; floating-point values 
03A9: write_debug_newline
DEFINE TABLE Tables\Table94.bin
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  .1 
0001: wait  500 ms
016A: fade  1 (back)  500 ms

:CAT1_583
00D6: if  0
016B:   fading
004D: jump_if_false CAT1_588
0001: wait  0 ms
0002: jump CAT1_583

:CAT1_588
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump CAT1_1144

:CAT1_592
000A: @35 +=  1  ;; integer values
0002: jump CAT1_1144

:CAT1_594
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_605
0792: $147 
0615: @49 
05D3: unknown_action_sequence -1  261.2168 -77.1227  .6181  4  3000 
05D4: unknown_action_sequence -1 unknown_angle  41.0763 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0616: @49 
0618: $147 @49 
061B: @49 

:CAT1_605
0792: $PLAYER_ACTOR 
0615: @49 
05B9: unknown_action_sequence -1  2000 
05D3: unknown_action_sequence -1  260.7615 -77.7368  .6181  4  8000 
05D4: unknown_action_sequence -1 unknown_angle  5.0 
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_614
05BF: unknown_action_sequence -1 $147  8000 

:CAT1_614
05B9: unknown_action_sequence -1  3000 
0616: @49 
0618: $PLAYER_ACTOR @49 
061B: @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_1144

:CAT1_625
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false CAT1_642
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8800
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT1_637
03CF: load_wav  8802 as  2
0002: jump CAT1_638

:CAT1_637
03CF: load_wav  8801 as  2

:CAT1_638
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump CAT1_654

:CAT1_642
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_654
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false CAT1_654
0925: (unknown)
0936:  261.814 -79.2233  3.2479  261.4119 -78.5511  2.3102  3000  1 
0920:  261.3385 -78.3447  3.2922  253.3734 -65.9824  .7577  3000  1 
092F:  1 
0930:  1 
000A: @148 +=  1  ;; integer values

:CAT1_654
0006: @33 =  0  ;; integer values
0002: jump CAT1_1144

:CAT1_656
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_679
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_679
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_666
0687: $147 

:CAT1_666
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT1_672
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8802
0002: jump CAT1_674

:CAT1_672
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8801

:CAT1_674
004F: create_thread AUDIOL_1 $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_679
0002: jump CAT1_1144

:CAT1_680
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_693
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_693
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8803
004F: create_thread AUDIOL_1 $147  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_693
0002: jump CAT1_1144

:CAT1_694
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_707
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_707
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8804
004F: create_thread AUDIOL_1 $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_707
0002: jump CAT1_1144

:CAT1_708
00D6: if  0
0039:   @104 ==  2  ;; integer values
004D: jump_if_false CAT1_719
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_719
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_719
0002: jump CAT1_1144

:CAT1_720
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false CAT1_789
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  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_740
0792: @72 
00A1: put_actor @72 at  252.6819 -56.3618  .6181
0173: set_actor @72 z_angle_to  20.1267
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CAT1_740
0615: @49 
0638: unknown_action_sequence -1  1 
0635: unknown_action_sequence -1 @76  999999 
0616: @49 
0618: @72 @49 
061B: @49 

:CAT1_740
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_758
0792: @73 
00A1: put_actor @73 at  252.1074 -57.8084  .6181
0173: set_actor @73 z_angle_to  21.3066
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false CAT1_758
0223: set_actor @77 health_to  1
0615: @49 
0638: unknown_action_sequence -1  1 
05BF: unknown_action_sequence -1 @77  5000 
0635: unknown_action_sequence -1 @77  2300 
05E2: unknown_action_sequence -1 @77 
0616: @49 
0618: @73 @49 
061B: @49 

:CAT1_758
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_764
0792: @74 
00A1: put_actor @74 at  254.4398 -57.6653  .6473
0173: set_actor @74 z_angle_to  48.9264

:CAT1_764
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_770
0792: @75 
00A1: put_actor @75 at  255.1348 -61.2211  .6181
0173: set_actor @75 z_angle_to  170.608

:CAT1_770
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false CAT1_783
0792: @77 
0615: @49 
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_779
05BF: unknown_action_sequence -1 @72  5000 

:CAT1_779
0804: unknown_action_sequence -1  251.1549 -56.4655  .6255  293.7874  .02 "HANDSCOWER" "PED"  4.0  0  0  0  1 -1 
0616: @49 
0618: @77 @49 
061B: @49 

:CAT1_783
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CAT1_787
05C4: unknown_action_sequence @76  999999 

:CAT1_787
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_789
0002: jump CAT1_1144

:CAT1_790
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false CAT1_831
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  .6181
0107: @84 = create_object #BRIEFCASE at  254.2335 -56.954  .6181
0107: @85 = create_object #BRIEFCASE at  254.2335 -56.954  .6181
0107: @86 = create_object #BRIEFCASE at  254.2335 -56.954  .6181
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_808
0792: @72 
070A: unknown_action_sequence @72 @83  0.0  .15  0.0  5  16 "NULL" "NULL"  0 
00A1: put_actor @72 at  254.2335 -56.954  .6181
0173: set_actor @72 z_angle_to  190.0

:CAT1_808
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_815
0792: @75 
070A: unknown_action_sequence @75 @86  0.0  .15  0.0  5  16 "NULL" "NULL"  0 
00A1: put_actor @75 at  254.2521 -58.7186  .6181
0173: set_actor @75 z_angle_to  190.0

:CAT1_815
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_822
0792: @74 
070A: unknown_action_sequence @74 @85  0.0  .15  0.0  5  16 "NULL" "NULL"  0 
00A1: put_actor @74 at  254.2762 -60.0254  .6255
0173: set_actor @74 z_angle_to  190.0

:CAT1_822
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_829
0792: @73 
070A: unknown_action_sequence @73 @84  0.0  .15  0.0  5  16 "NULL" "NULL"  0 
00A1: put_actor @73 at  255.1927 -54.9104  .6181
0173: set_actor @73 z_angle_to  190.0

:CAT1_829
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:CAT1_831
0002: jump CAT1_1144

:CAT1_832
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_1144

:CAT1_838
0006: @43 =  0  ;; integer values

:CAT1_839
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_848
00D6: if  0
8118:   NOT   actor @72(@43,4i) dead
004D: jump_if_false CAT1_846
000A: @104(@43,4i) +=  1  ;; integer values

:CAT1_846
000A: @43 +=  1  ;; integer values
0002: jump CAT1_839

:CAT1_848
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump CAT1_1144

:CAT1_851
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_864
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_864
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8805
004F: create_thread AUDIOL_1 @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_864
0002: jump CAT1_1144

:CAT1_865
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_878
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_878
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8806
004F: create_thread AUDIOL_1 $147  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_878
0002: jump CAT1_1144

:CAT1_879
00D6: if  0
001B:    10000 > @32  ;; integer values
004D: jump_if_false CAT1_894
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_893
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_893
00D6: if  0
00DB:   actor @75 in_car @82
004D: jump_if_false CAT1_893
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_893
0002: jump CAT1_895

:CAT1_894
000A: @35 +=  1  ;; integer values

:CAT1_895
0002: jump CAT1_1144

:CAT1_896
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false CAT1_900
000A: @35 +=  1  ;; integer values

:CAT1_900
0002: jump CAT1_1144

:CAT1_901
0006: @43 =  0  ;; integer values

:CAT1_902
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_911
00D6: if  0
03CA:   object @83(@43,4i) exists
004D: jump_if_false CAT1_909
0108: destroy_object @83(@43,4i)

:CAT1_909
000A: @43 +=  1  ;; integer values
0002: jump CAT1_902

:CAT1_911
0006: @43 =  0  ;; integer values

:CAT1_912
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_928
00D6: if  0
8118:   NOT   actor @72(@43,4i) dead
004D: jump_if_false CAT1_925
00D6: if  0
8119:   NOT   car @79(@43,4i) wrecked
004D: jump_if_false CAT1_925
00D6: if  0
80DB:   NOT   actor @72(@43,4i) in_car @79(@43,4i)
004D: jump_if_false CAT1_925
036A: put_actor @72(@43,4i) in_car @79(@43,4i)

:CAT1_925
0006: @104(@43,4i) =  6  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump CAT1_912

:CAT1_928
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_948
00D6: if  0
860E:   NOT @79 
004D: jump_if_false CAT1_948
00D6: if  0
87C1:   NOT  509 
004D: jump_if_false CAT1_943
07C0:  509 

:CAT1_938
00D6: if  0
87C1:   NOT  509 
004D: jump_if_false CAT1_943
0001: wait  0 ms
0002: jump CAT1_938

:CAT1_943
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_948
05EB: @79  509 
0706: @79  2.0 

:CAT1_948
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_968
00D6: if  0
860E:   NOT @80 
004D: jump_if_false CAT1_968
00D6: if  0
87C1:   NOT  505 
004D: jump_if_false CAT1_963
07C0:  505 

:CAT1_958
00D6: if  0
87C1:   NOT  505 
004D: jump_if_false CAT1_963
0001: wait  0 ms
0002: jump CAT1_958

:CAT1_963
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_968
05EB: @80  505 
0706: @80  0.0 

:CAT1_968
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_988
00D6: if  0
860E:   NOT @81 
004D: jump_if_false CAT1_988
00D6: if  0
87C1:   NOT  506 
004D: jump_if_false CAT1_983
07C0:  506 

:CAT1_978
00D6: if  0
87C1:   NOT  506 
004D: jump_if_false CAT1_983
0001: wait  0 ms
0002: jump CAT1_978

:CAT1_983
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_988
05EB: @81  506 
0706: @81  6.0 

:CAT1_988
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1008
00D6: if  0
860E:   NOT @82 
004D: jump_if_false CAT1_1008
00D6: if  0
87C1:   NOT  507 
004D: jump_if_false CAT1_1003
07C0:  507 

:CAT1_998
00D6: if  0
87C1:   NOT  507 
004D: jump_if_false CAT1_1003
0001: wait  0 ms
0002: jump CAT1_998

:CAT1_1003
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1008
05EB: @82  507 
0706: @82  3.0 

:CAT1_1008
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1013
0792: $147 
00A1: put_actor $147 at  260.2472 -75.3335  .4697

:CAT1_1013
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_1144

:CAT1_1018
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1033
0173: set_actor $147 z_angle_to  53.9394
07DD: $147  100 
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_1033
0615: @49 
0638: unknown_action_sequence -1  1 
05BF: unknown_action_sequence -1 @75  1000 
0635: unknown_action_sequence -1 @75  5000 
0616: @49 
0618: $147 @49 
061B: @49 

:CAT1_1033
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump CAT1_1144

:CAT1_1036
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_1046
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_AH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8807
004F: create_thread AUDIOL_1 $147  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_1046
0002: jump CAT1_1144

:CAT1_1047
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CAT1_1059
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1059
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_1059
07DD: $147  100 
05E2: unknown_action_sequence $147 @75 
02AB: set_actor @75 immunities  1  1  1  1  1

:CAT1_1059
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false CAT1_1064
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_1064
00D6: if  0
0019:   @32 >  2800  ;; integer values
004D: jump_if_false CAT1_1087
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_1087
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1087
0792: @75 
0615: @49 
0829: unknown_action_sequence -1 "BIKE_FALL_OFF" "PED"  4.0  1 
0616: @49 
0618: @75 @49 
061B: @49 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9872
004F: create_thread AUDIOL_1 $147  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_1087
0002: jump CAT1_1144

:CAT1_1088
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_1092
000A: @35 +=  1  ;; integer values

:CAT1_1092
0002: jump CAT1_1144

:CAT1_1093
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false CAT1_1100
0889: @75 $73 $74 $75 
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_1100
0002: jump CAT1_1144

:CAT1_1101
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1128
0687: $147 
0615: @49 
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1110
05CA: unknown_action_sequence -1 @82  5000  0 

:CAT1_1110
0616: @49 
0618: $147 @49 
061B: @49 
0687: $PLAYER_ACTOR 
0615: @49 
05D3: unknown_action_sequence -1  263.4937 -75.2639  .4697  6  5000 
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1120
05CB: unknown_action_sequence -1 @82  10000 

:CAT1_1120
0616: @49 
0618: $PLAYER_ACTOR @49 
061B: @49 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8808
004F: create_thread AUDIOL_1 $147  0  1  1  1 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:CAT1_1128
0002: jump CAT1_1144

:CAT1_1129
000A: @35 +=  1  ;; integer values
0002: jump CAT1_1144

:CAT1_1131
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1143
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1143
00D6: if  1
00DB:   actor $147 in_car @82
00DB:   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false CAT1_1143
0006: @35 =  99  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_1143
0002: jump CAT1_1144

:CAT1_1144
00D6: if  0
0019:   @35 >  1  ;; integer values
004D: jump_if_false CAT1_1152
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CAT1_1152
0006: @35 =  99  ;; integer values
0006: @108 =  1  ;; integer values

:CAT1_1152
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false CAT1_1170
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false CAT1_1170
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false CAT1_1170
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1170
00D6: if  0
060E: @79 
004D: jump_if_false CAT1_1170
05EE: @79 
0006: @100 =  0  ;; integer values
000A: @104 +=  1  ;; integer values

:CAT1_1170
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false CAT1_1188
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false CAT1_1188
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false CAT1_1188
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1188
00D6: if  0
060E: @80 
004D: jump_if_false CAT1_1188
05EE: @80 
0006: @101 =  0  ;; integer values
000A: @105 +=  1  ;; integer values

:CAT1_1188
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false CAT1_1206
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false CAT1_1206
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false CAT1_1206
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1206
00D6: if  0
060E: @81 
004D: jump_if_false CAT1_1206
05EE: @81 
0006: @102 =  0  ;; integer values
000A: @106 +=  1  ;; integer values

:CAT1_1206
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false CAT1_1224
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false CAT1_1224
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false CAT1_1224
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1224
00D6: if  0
060E: @82 
004D: jump_if_false CAT1_1224
05EE: @82 
0006: @103 =  0  ;; integer values
000A: @107 +=  1  ;; integer values

:CAT1_1224
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false CAT1_1246
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1246
00D6: if  0
860E:   NOT @79 
004D: jump_if_false CAT1_1246
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_1246
05D6: clear_scmpath
05D7: add_point_to_scmpath  254.5467 -62.6116  .5625 
05D7: add_point_to_scmpath  254.0845 -57.0229  .5781 
0615: @49 
05CD: unknown_action_sequence -1 @79 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @49 
0618: @72 @49 
061B: @49 
000A: @104 +=  1  ;; integer values

:CAT1_1246
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false CAT1_1268
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1268
00D6: if  0
860E:   NOT @80 
004D: jump_if_false CAT1_1268
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_1268
05D6: clear_scmpath
05D7: add_point_to_scmpath  254.5467 -62.6116  .5625 
05D7: add_point_to_scmpath  254.0845 -57.0229  .5781 
0615: @49 
05CD: unknown_action_sequence -1 @80 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @49 
0618: @73 @49 
061B: @49 
000A: @105 +=  1  ;; integer values

:CAT1_1268
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false CAT1_1290
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1290
00D6: if  0
860E:   NOT @81 
004D: jump_if_false CAT1_1290
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_1290
05D6: clear_scmpath
05D7: add_point_to_scmpath  254.5467 -62.6116  .5625 
05D7: add_point_to_scmpath  254.0845 -57.0229  .5781 
0615: @49 
05CD: unknown_action_sequence -1 @81 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @49 
0618: @74 @49 
061B: @49 
000A: @106 +=  1  ;; integer values

:CAT1_1290
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false CAT1_1312
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1312
00D6: if  0
860E:   NOT @82 
004D: jump_if_false CAT1_1312
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_1312
05D6: clear_scmpath
05D7: add_point_to_scmpath  254.5467 -62.6116  .5625 
05D7: add_point_to_scmpath  254.0845 -57.0229  .5781 
0615: @49 
05CD: unknown_action_sequence -1 @82 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @49 
0618: @75 @49 
061B: @49 
000A: @107 +=  1  ;; integer values

:CAT1_1312
00D6: if  0
0039:   @104 ==  3  ;; integer values
004D: jump_if_false CAT1_1333
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_1333
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1333
05D6: clear_scmpath
05D7: add_point_to_scmpath  254.6638 -62.4099  .6181 
05D7: add_point_to_scmpath  252.9 -64.95  .6181 
0615: @49 
05B9: unknown_action_sequence -1  2000 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05CB: unknown_action_sequence -1 @79  20000 
0616: @49 
07A1:  6 
0618: @72 @49 
061B: @49 
000A: @104 +=  1  ;; integer values

:CAT1_1333
00D6: if  0
0039:   @105 ==  3  ;; integer values
004D: jump_if_false CAT1_1359
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_1359
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1359
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1346
0407: create_coordinate $73 $74 $75 from_car @80 offset  1.0  .5  0.0

:CAT1_1346
05D6: clear_scmpath
05D7: add_point_to_scmpath  255.0126 -62.5672  .6181 
05D7: add_point_to_scmpath  255.9082 -64.7079  .5781 
05D7: add_point_to_scmpath $73 $74 $75 
0615: @49 
05B9: unknown_action_sequence -1  3000 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05CB: unknown_action_sequence -1 @80  20000 
0616: @49 
07A1:  6 
0618: @73 @49 
061B: @49 
000A: @105 +=  1  ;; integer values

:CAT1_1359
00D6: if  0
0039:   @106 ==  3  ;; integer values
004D: jump_if_false CAT1_1380
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_1380
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1380
05D6: clear_scmpath
05D7: add_point_to_scmpath  254.3236 -62.2213  .6181 
05D7: add_point_to_scmpath  250.654 -65.0175  .6181 
0615: @49 
05B9: unknown_action_sequence -1  0 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05CB: unknown_action_sequence -1 @81  20000 
0616: @49 
07A1:  6 
0618: @74 @49 
061B: @49 
000A: @106 +=  1  ;; integer values

:CAT1_1380
00D6: if  0
0039:   @107 ==  3  ;; integer values
004D: jump_if_false CAT1_1406
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_1406
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1406
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1393
0407: create_coordinate $73 $74 $75 from_car @82 offset  1.0  .5  0.0

:CAT1_1393
05D6: clear_scmpath
05D7: add_point_to_scmpath  254.0475 -62.7343  .6181 
05D7: add_point_to_scmpath  247.6622 -64.1287  .5781 
05D7: add_point_to_scmpath $73 $74 $75 
0615: @49 
05B9: unknown_action_sequence -1  1000 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05CB: unknown_action_sequence -1 @82  20000 
0616: @49 
07A1:  6 
0618: @75 @49 
061B: @49 
000A: @107 +=  1  ;; integer values

:CAT1_1406
00D6: if  0
0039:   @104 ==  4  ;; integer values
004D: jump_if_false CAT1_1421
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_1421
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1421
00D6: if  0
0206:   actor @72 near_car_on_foot @79 radius  2.5  2.5  2.5 unknown  0  
004D: jump_if_false CAT1_1421
07A1:  6 
05CB: unknown_action_sequence @72 @79  5000 
000A: @104 +=  1  ;; integer values

:CAT1_1421
00D6: if  0
0039:   @105 ==  4  ;; integer values
004D: jump_if_false CAT1_1425
000A: @105 +=  1  ;; integer values

:CAT1_1425
00D6: if  0
0039:   @106 ==  4  ;; integer values
004D: jump_if_false CAT1_1440
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_1440
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1440
00D6: if  0
0206:   actor @74 near_car_on_foot @81 radius  2.5  2.5  2.5 unknown  0  
004D: jump_if_false CAT1_1440
07A1:  6 
05CB: unknown_action_sequence @74 @81  5000 
000A: @106 +=  1  ;; integer values

:CAT1_1440
00D6: if  0
0039:   @107 ==  4  ;; integer values
004D: jump_if_false CAT1_1444
000A: @107 +=  1  ;; integer values

:CAT1_1444
00D6: if  0
0039:   @104 ==  5  ;; integer values
004D: jump_if_false CAT1_1470
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_1470
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1470
00D6: if  0
00DB:   actor @72 in_car @79
004D: jump_if_false CAT1_1470
00D6: if  0
87C1:   NOT  509 
004D: jump_if_false CAT1_1465
07C0:  509 

:CAT1_1460
00D6: if  0
87C1:   NOT  509 
004D: jump_if_false CAT1_1465
0001: wait  0 ms
0002: jump CAT1_1460

:CAT1_1465
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1469
05EB: @79  509 

:CAT1_1469
000A: @104 +=  1  ;; integer values

:CAT1_1470
00D6: if  0
0039:   @105 ==  5  ;; integer values
004D: jump_if_false CAT1_1496
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_1496
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1496
00D6: if  0
00DB:   actor @73 in_car @80
004D: jump_if_false CAT1_1496
00D6: if  0
87C1:   NOT  505 
004D: jump_if_false CAT1_1491
07C0:  505 

:CAT1_1486
00D6: if  0
87C1:   NOT  505 
004D: jump_if_false CAT1_1491
0001: wait  0 ms
0002: jump CAT1_1486

:CAT1_1491
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1495
05EB: @80  505 

:CAT1_1495
000A: @105 +=  1  ;; integer values

:CAT1_1496
00D6: if  0
0039:   @106 ==  5  ;; integer values
004D: jump_if_false CAT1_1522
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_1522
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1522
00D6: if  0
00DB:   actor @74 in_car @81
004D: jump_if_false CAT1_1522
00D6: if  0
87C1:   NOT  506 
004D: jump_if_false CAT1_1517
07C0:  506 

:CAT1_1512
00D6: if  0
87C1:   NOT  506 
004D: jump_if_false CAT1_1517
0001: wait  0 ms
0002: jump CAT1_1512

:CAT1_1517
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1521
05EB: @81  506 

:CAT1_1521
000A: @106 +=  1  ;; integer values

:CAT1_1522
00D6: if  0
0039:   @107 ==  5  ;; integer values
004D: jump_if_false CAT1_1548
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CAT1_1548
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1548
00D6: if  0
00DB:   actor @75 in_car @82
004D: jump_if_false CAT1_1548
00D6: if  0
87C1:   NOT  507 
004D: jump_if_false CAT1_1543
07C0:  507 

:CAT1_1538
00D6: if  0
87C1:   NOT  507 
004D: jump_if_false CAT1_1543
0001: wait  0 ms
0002: jump CAT1_1538

:CAT1_1543
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1547
05EB: @82  507 

:CAT1_1547
000A: @107 +=  1  ;; integer values

:CAT1_1548
00D6: if  0
0039:   @104 ==  7  ;; integer values
004D: jump_if_false CAT1_1560
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1560
00D6: if  0
860E:   NOT @79 
004D: jump_if_false CAT1_1560
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_1560
00D6: if  0
0039:   @105 ==  7  ;; integer values
004D: jump_if_false CAT1_1572
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1572
00D6: if  0
860E:   NOT @80 
004D: jump_if_false CAT1_1572
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_1572
00D6: if  0
0039:   @106 ==  7  ;; integer values
004D: jump_if_false CAT1_1584
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1584
00D6: if  0
860E:   NOT @81 
004D: jump_if_false CAT1_1584
00AB: put_car @81 at  363.1674 -95.3071  .7736
0175: set_car @81 z_angle_to  273.2807
000A: @106 +=  1  ;; integer values

:CAT1_1584
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false CAT1_1751
0925: (unknown)
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1604
00D6: if  0
060E: @79 
004D: jump_if_false CAT1_1602
05EC: @79 

:CAT1_1602
00AB: put_car @79 at  376.1397 -94.8354  1.8378
0175: set_car @79 z_angle_to  285.1002

:CAT1_1604
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1613
00D6: if  0
060E: @80 
004D: jump_if_false CAT1_1611
05EC: @80 

:CAT1_1611
00AB: put_car @80 at  370.2741 -95.2991  1.3107
0175: set_car @80 z_angle_to  273.2807

:CAT1_1613
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1622
00D6: if  0
060E: @81 
004D: jump_if_false CAT1_1620
05EC: @81 

:CAT1_1620
00AB: put_car @81 at  363.1674 -95.3071  .7736
0175: set_car @81 z_angle_to  273.2807

:CAT1_1622
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false CAT1_1635
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1635
00D6: if  0
060E: @82 
004D: jump_if_false CAT1_1632
05EC: @82 

:CAT1_1632
00AB: put_car @82 at  263.8679 -73.6352  .4297
0175: set_car @82 z_angle_to  272.3554
0224: set_car @82 health_to  1500

:CAT1_1635
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1652
060B: unknown_actor_use_entity $147 @68 
0792: $147 
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1652
0430: $147 @82  0 

:CAT1_1652
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CAT1_1657
036A: put_actor $PLAYER_ACTOR in_car @82

:CAT1_1657
0006: @43 =  0  ;; integer values

:CAT1_1658
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_1691
00D6: if  0
8119:   NOT   car @79(@43,4i) wrecked
004D: jump_if_false CAT1_1689
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_1668
009A: @72(@43,4i) = create_actor  24  161 at  0.0  0.0  0.0

:CAT1_1668
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false CAT1_1672
009A: @72(@43,4i) = create_actor  24  162 at  0.0  0.0  0.0

:CAT1_1672
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false CAT1_1676
009A: @72(@43,4i) = create_actor  24  161 at  0.0  0.0  0.0

:CAT1_1676
00D6: if  0
0039:   @43 ==  3  ;; integer values
004D: jump_if_false CAT1_1680
009A: @72(@43,4i) = create_actor  24  162 at  0.0  0.0  0.0

:CAT1_1680
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: (unknown) @72(@43,4i)  0 
08AF: @72(@43,4i)  100 
0223: set_actor @72(@43,4i) health_to  100

:CAT1_1689
000A: @43 +=  1  ;; integer values
0002: jump CAT1_1658

:CAT1_1691
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1695
036A: put_actor @72 in_car @79

:CAT1_1695
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1699
036A: put_actor @73 in_car @80

:CAT1_1699
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1703
036A: put_actor @74 in_car @81

:CAT1_1703
0006: @43 =  0  ;; integer values

:CAT1_1704
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_1713
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_1704

:CAT1_1713
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00A1: put_actor @75 at  257.1983 -72.641  1.4697
0762: @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  471
0249: release_model  161
0249: release_model  162
0249: release_model  346
0249: release_model  44
0249: release_model  77
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
00D6: if  0
8039:   NOT   @124 ==  1  ;; integer values
004D: jump_if_false CAT1_1734
03D7: set_wav  3 location  251.5757 -62.9454  3.3786
03D1: play_wav  3
0006: @124 =  1  ;; integer values

:CAT1_1734
0006: @98 =  1  ;; integer values
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT1_1748
00D6: if  0
075C:   marker @87 enabled
004D: jump_if_false CAT1_1742
0164: disable_marker @87

:CAT1_1742
09DD:  1 
0631: put_actor $147 in_group $PLAYER_GROUP 
04D8: $147  0
0006: @99 =  1  ;; integer values
0006: @64 =  0  ;; integer values
0002: jump CAT1_1749

:CAT1_1748
0006: @99 =  1  ;; integer values

:CAT1_1749
041E: set_radio_station  1 
0050: gosub CAT1_3746

:CAT1_1751
0051: return

:CAT1_1752
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CAT1_1854
08EA:  0 
0209: @166 = random_int  0  8
0006: @43 =  0  ;; integer values

:CAT1_1758
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_1779
00D6: if  0
8118:   NOT   actor @72(@43,4i) dead
004D: jump_if_false CAT1_1771
0187: @88(@43,3i) = create_marker_above_actor @72(@43,4i)
08AF: @72(@43,4i)  200 
0223: set_actor @72(@43,4i) health_to  200
077A: @72(@43,4i)  4  23 
077A: @72(@43,4i)  4  0 
0688: unknown_action_sequence @72(@43,4i)  1  0  0 
08C6: @72(@43,4i)  0 

:CAT1_1771
00D6: if  0
8119:   NOT   car @79(@43,4i) wrecked
004D: jump_if_false CAT1_1777
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_1777
000A: @43 +=  1  ;; integer values
0002: jump CAT1_1758

:CAT1_1779
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:  553 
07C0:  554 
07C0:  555 

:CAT1_1789
00D6: if  22
87C1:   NOT  553 
87C1:   NOT  554 
87C1:   NOT  555 
004D: jump_if_false CAT1_1796
0001: wait  0 ms
0002: jump CAT1_1789

:CAT1_1796
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CAT1_1802
0705: @79  553 
0706: @79  1.0 
03CC: car @79 add_to_stuck_car_check  2.0 =  2000

:CAT1_1802
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_1808
0705: @80  554 
0706: @80  1.0 
03CC: car @80 add_to_stuck_car_check  2.0 =  2000

:CAT1_1808
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false CAT1_1814
0705: @81  555 
0706: @81  1.0 
03CC: car @81 add_to_stuck_car_check  2.0 =  2000

:CAT1_1814
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1827
0749: unknown_group_add_item @145  36 
06AD: unknown_group_use_entity $PLAYER_GROUP @145 
077A: $147  4  24 
060B: unknown_actor_use_entity $147 @146 
0688: unknown_action_sequence $147  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 $147 weapon_accuracy_to  35
07DD: $147  100 
04D8: $147  0

:CAT1_1827
0004: $6987 =  1  ;; integer values
0006: @104 =  0  ;; integer values
0006: @105 =  0  ;; integer values
0006: @106 =  0  ;; integer values
0006: @98 =  0  ;; integer values
0209: @43 = random_int  1  3
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_1839
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8808
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 

:CAT1_1839
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false CAT1_1845
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8809
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 

:CAT1_1845
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false CAT1_1851
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8810
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 

:CAT1_1851
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
000A: @35 +=  1  ;; integer values

:CAT1_1854
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CAT1_2137
00D6: if  0
0736:  131 
004D: jump_if_false CAT1_1861
000B: @133 +=  .1  ;; floating-point values

:CAT1_1861
00D6: if  0
0736:  130 
004D: jump_if_false CAT1_1869
000B: @133 += -.1  ;; floating-point values
00D6: if  0
0023:    0.0 > @133  ;; floating-point values
004D: jump_if_false CAT1_1869
0007: @133 =  0.0  ;; floating-point values

:CAT1_1869
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_1887
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false CAT1_1886
00D6: if  0
00DB:   actor $147 in_car @78
004D: jump_if_false CAT1_1884
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false CAT1_1883
01B9: set_actor $147 armed_weapon_to  28
0006: @116 =  1  ;; integer values

:CAT1_1883
0002: jump CAT1_1885

:CAT1_1884
0006: @116 =  0  ;; integer values

:CAT1_1885
0002: jump CAT1_1887

:CAT1_1886
0006: @116 =  0  ;; integer values

:CAT1_1887
0006: @43 =  0  ;; integer values

:CAT1_1888
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_1896
0085: @163 = @43  ;; integer values and handles
0050: gosub CAT1_3239
0087: @127(@43,3f) = @165  ;; floating-point values only
000A: @43 +=  1  ;; integer values
0002: jump CAT1_1888

:CAT1_1896
0006: @43 =  0  ;; integer values

:CAT1_1897
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_1940
00D6: if  0
8118:   NOT   actor @72(@43,4i) dead
004D: jump_if_false CAT1_1938
00D6: if  0
0039:   @104(@43,4i) ==  0  ;; integer values
004D: jump_if_false CAT1_1929
00D6: if  0
8119:   NOT   car @79(@43,4i) wrecked
004D: jump_if_false CAT1_1929
00D6: if  0
860E:   NOT @79(@43,4i) 
004D: jump_if_false CAT1_1929
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: @49 
00D6: if  0
00DB:   actor @72(@43,4i) in_car @79(@43,4i)
004D: jump_if_false CAT1_1924
05CD: unknown_action_sequence -1 @79(@43,4i) 

:CAT1_1924
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @49 
0618: @72(@43,4i) @49 
061B: @49 
02E2: set_actor @72(@43,4i) weapon_accuracy_to  90

:CAT1_1929
00D6: if  0
0039:   @104(@43,4i) ==  1  ;; integer values
004D: jump_if_false CAT1_1938
00D6: if  0
00FF:   actor @72(@43,4i)  0 ()near_point_on_foot  2355.559 -1038.575  53.3358 radius  1.0  1.0  2.0
004D: jump_if_false CAT1_1938
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_3746

:CAT1_1938
000A: @43 +=  1  ;; integer values
0002: jump CAT1_1897

:CAT1_1940
0006: @43 =  0  ;; integer values

:CAT1_1941
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_1988
00D6: if  0
8118:   NOT   actor @72(@43,4i) dead
004D: jump_if_false CAT1_1986
00D6: if  0
0039:   @104(@43,4i) ==  0  ;; integer values
004D: jump_if_false CAT1_1986
00D6: if  0
80DF:   NOT   actor @72(@43,4i) driving
004D: jump_if_false CAT1_1986
062E: @72(@43,4i)  1560 @44 
00D6: if  0
04A4: @44  7 
004D: jump_if_false CAT1_1968
00D6: if  0
8119:   NOT   car @79(@43,4i) wrecked
004D: jump_if_false CAT1_1967
0615: @49 
0772: unknown_action_sequence -1 @79(@43,4i)  60000  5.0 
05CB: unknown_action_sequence -1 @79(@43,4i)  60000 
0616: @49 
0618: @72(@43,4i) @49 
061B: @49 
0002: jump CAT1_1967

:CAT1_1967
0002: jump CAT1_1986

:CAT1_1968
00D6: if  0
8119:   NOT   car @79(@43,4i) wrecked
004D: jump_if_false CAT1_1986
00D6: if  0
82CA:   NOT   car @79(@43,4i) bounding_sphere_visible
004D: jump_if_false CAT1_1986
00D6: if  0
82CB:   NOT   actor @72(@43,4i) bounding_sphere_visible
004D: jump_if_false CAT1_1986
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @72(@43,4i) radius  20.0  20.0  5.0 sphere  0
004D: jump_if_false CAT1_1986
046C: @44 = car @79(@43,4i) driver
00D6: if  0
0039:   @44 == -1  ;; integer values
004D: jump_if_false CAT1_1986
0792: @72(@43,4i) 
036A: put_actor @72(@43,4i) in_car @79(@43,4i)

:CAT1_1986
000A: @43 +=  1  ;; integer values
0002: jump CAT1_1941

:CAT1_1988
00D6: if  0
0736:  70 
004D: jump_if_false CAT1_2001
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_2001
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false CAT1_2001
00D6: if  0
00DB:   actor @73 in_car @80
004D: jump_if_false CAT1_2001
0622: AS_unknown_remove_actor @73 from_car @80 

:CAT1_2001
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1397.24  216.0877 radius  50.0  50.0
004D: jump_if_false CAT1_2013
00D6: if  0
8039:   NOT   @115 ==  1  ;; integer values
004D: jump_if_false CAT1_2013
000B: @133 += -.05  ;; floating-point values
0006: @115 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2013
02E2: set_actor $147 weapon_accuracy_to  50

:CAT1_2013
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2711.119 -53.5082 radius  50.0  50.0
004D: jump_if_false CAT1_2025
00D6: if  0
8039:   NOT   @115 ==  2  ;; integer values
004D: jump_if_false CAT1_2025
000B: @133 +=  .25  ;; floating-point values
0006: @115 =  2  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2025
02E2: set_actor $147 weapon_accuracy_to  70

:CAT1_2025
0006: @43 =  0  ;; integer values

:CAT1_2026
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_2050
00D6: if  0
0118:   actor @72(@43,4i) dead
004D: jump_if_false CAT1_2048
00D6: if  0
0039:   @121(@43,3i) ==  0  ;; integer values
004D: jump_if_false CAT1_2048
00D6: if  0
0039:   @95(@43,3i) == -1  ;; integer values
004D: jump_if_false CAT1_2048
0164: disable_marker @88(@43,3i)
0006: @88(@43,3i) =  0  ;; integer values
04A5: unknown_store_dead_actor @72(@43,4i) position_to $73 $74 $75
0213: @95(@43,3i) = create_pickup #BRIEFCASE type  3 at $73 $74 $75
018A: @91(@43,3i) = create_checkpoint_at $73 $74 $75
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_2048
000A: @43 +=  1  ;; integer values
0002: jump CAT1_2026

:CAT1_2050
0006: @43 =  0  ;; integer values

:CAT1_2051
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_2084
00D6: if  0
09D1: @95(@43,3i) 
004D: jump_if_false CAT1_2082
00D6: if  0
0019:   @147 >  30000  ;; integer values
004D: jump_if_false CAT1_2062
00BC: text_highpriority 'CAT108'  7000 ms  1
0006: @147 =  0  ;; integer values

:CAT1_2062
065B: @95(@43,3i) $73 $74 $75 
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 $75 radius  1.0  1.0  2.0
004D: jump_if_false CAT1_2073
0164: disable_marker @91(@43,3i)
0215: destroy_pickup @95(@43,3i)
0006: @95(@43,3i) = -1  ;; integer values
00BE: text_clear_all
097A: -1000.0 -1000.0 -1000.0  1058 
0008: $6987 +=  1  ;; integer values
0002: jump CAT1_2082

:CAT1_2073
00D6: if  0
0214:   pickup @95(@43,3i) picked_up
004D: jump_if_false CAT1_2082
0164: disable_marker @91(@43,3i)
0215: destroy_pickup @95(@43,3i)
0006: @95(@43,3i) = -1  ;; integer values
00BE: text_clear_all
097A: -1000.0 -1000.0 -1000.0  1058 
0008: $6987 +=  1  ;; integer values

:CAT1_2082
000A: @43 +=  1  ;; integer values
0002: jump CAT1_2051

:CAT1_2084
00D6: if  0
0118:   actor $147 dead
004D: jump_if_false CAT1_2089
00BC: text_highpriority 'LOSE2'  5000 ms  1
0006: @37 =  1  ;; integer values

:CAT1_2089
0006: @43 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_2098
00D6: if  21
0023:    300.0 > @130  ;; floating-point values
02CB:   actor @72 bounding_sphere_visible
004D: jump_if_false CAT1_2098
0006: @43 =  1  ;; integer values

:CAT1_2098
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_2106
00D6: if  21
0023:    300.0 > @131  ;; floating-point values
02CB:   actor @73 bounding_sphere_visible
004D: jump_if_false CAT1_2106
0006: @43 =  1  ;; integer values

:CAT1_2106
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_2114
00D6: if  21
0023:    300.0 > @132  ;; floating-point values
02CB:   actor @74 bounding_sphere_visible
004D: jump_if_false CAT1_2114
0006: @43 =  1  ;; integer values

:CAT1_2114
00D6: if  2
0118:   actor @72 dead
0118:   actor @73 dead
0118:   actor @74 dead
004D: jump_if_false CAT1_2120
0006: @43 =  1  ;; integer values

:CAT1_2120
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_2127
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_2127
0050: gosub CAT1_3746

:CAT1_2127
0050: gosub CAT1_3363
00D6: if  0
0736:  74 
004D: jump_if_false CAT1_2132
0004: $6987 =  4  ;; integer values

:CAT1_2132
00D6: if  0
0038:   $6987 ==  4  ;; integer values
004D: jump_if_false CAT1_2137
0050: gosub CAT1_3746
0050: gosub CAT1_3746

:CAT1_2137
0051: return

:CAT1_2138
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
077E: @149 = active_interior
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
00D6: if  0
8039:   NOT   @149 ==  0  ;; integer values
004D: jump_if_false CAT1_2161
016A: fade  0 ()  250 ms

:CAT1_2147
00D6: if  0
016B:   fading
004D: jump_if_false CAT1_2152
0001: wait  0 ms
0002: jump CAT1_2147

:CAT1_2152
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2161
04BB: select_interior  0  ;; select render area
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
00A0: store_actor $147 position_to $73 $74 $75
02AB: set_actor $147 immunities  1  1  1  1  1
03CB: set_camera $73 $74 $75
016A: fade  1 (back)  250 ms

:CAT1_2161
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2168
0944: $147 
05DE: unknown_action_sequence $147 
00A0: store_actor $147 position_to $73 $74 $75
0395: clear_area  0 at $73 $74  100.0 range  100.0

:CAT1_2168
0209: @43 = random_int  0  10
0871: init_jump_table @43 total_jumps  10  0 CAT1_2211 jumps  0 CAT1_2171  1 CAT1_2175  2 CAT1_2179  3 CAT1_2183  4 CAT1_2187  5 CAT1_2191  6 CAT1_2195 
0872: jump_table_jumps  7 CAT1_2199  8 CAT1_2203  9 CAT1_2207 -1 CAT1_2211 -1 CAT1_2211 -1 CAT1_2211 -1 CAT1_2211 -1 CAT1_2211 -1 CAT1_2211 

:CAT1_2171
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9889
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2175
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9890
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2179
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9891
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2183
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9892
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2187
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9893
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2191
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9894
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2195
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9895
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2199
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9896
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2203
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9897
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2207
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9898
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2211

:CAT1_2211
0001: wait  100 ms

:CAT1_2212
00D6: if  0
8038:   NOT   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_2217
0001: wait  0 ms
0002: jump CAT1_2212

:CAT1_2217
0001: wait  500 ms
00D6: if  0
8039:   NOT   @149 ==  0  ;; integer values
004D: jump_if_false CAT1_2232
016A: fade  0 ()  500 ms

:CAT1_2222
00D6: if  0
016B:   fading
004D: jump_if_false CAT1_2227
0001: wait  0 ms
0002: jump CAT1_2222

:CAT1_2227
04BB: select_interior @149  ;; select render area
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
03CB: set_camera $73 $74 $75
016A: fade  1 (back)  250 ms

:CAT1_2232
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
009B: destroy_actor_instantly $147
00BC: text_highpriority 'LOSE'  5000 ms  1
0006: @37 =  1  ;; integer values
0051: return

:CAT1_2240
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CAT1_2251
08EA:  1 
018A: @94 = create_checkpoint_at $506 $512 $518
00BC: text_highpriority 'CAT112'  7000 ms  1
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0006: @150 =  0  ;; integer values
0006: @120 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:CAT1_2251
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CAT1_2661
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false CAT1_2276
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false CAT1_2276
0209: @43 = random_int  0  2
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_2269
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8824
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_2272

:CAT1_2269
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_FB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8825
004F: create_thread AUDIOL_1 $147  0  0  1  0 

:CAT1_2272
0006: @62 =  0  ;; integer values
0006: @150 =  1  ;; integer values
000A: @120 +=  1  ;; integer values
0006: @32 = -5000  ;; integer values

:CAT1_2276
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false CAT1_2564
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_2564
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2564
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $147 radius  10.0  10.0  5.0 sphere  0
004D: jump_if_false CAT1_2564
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_2564
00D6: if  0
0038:   $1520 ==  0  ;; integer values
004D: jump_if_false CAT1_2418
0871: init_jump_table @62 total_jumps  15  0 CAT1_2416 jumps  0 CAT1_2298  1 CAT1_2305  2 CAT1_2341  3 CAT1_2350  4 CAT1_2356  5 CAT1_2362  6 CAT1_2368 
0872: jump_table_jumps  8 CAT1_2374  9 CAT1_2380  10 CAT1_2386  11 CAT1_2392  12 CAT1_2398  13 CAT1_2404  14 CAT1_2410  15 CAT1_2414 -1 CAT1_2416 

:CAT1_2298
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT1_2304
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8626
004F: create_thread AUDIOL_1 $147  0  1  1  0 

:CAT1_2304
0002: jump CAT1_2416

:CAT1_2305
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT1_2340
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2312
00A0: store_actor $147 position_to $73 $74 $75

:CAT1_2312
0089: @46 = $512  ;; floating-point values only
0065: @46 -= $74  ;; floating-point values 
0089: @47 = $506  ;; floating-point values only
0065: @47 -= $73  ;; floating-point values 
00D6: if  0
0023:    0.0 > @47  ;; floating-point values
004D: jump_if_false CAT1_2322
0007: @48 = -1.0  ;; floating-point values
006B: @48 *= @47  ;; floating-point values
0002: jump CAT1_2323

:CAT1_2322
0087: @48 = @47  ;; floating-point values only

:CAT1_2323
00D6: if  0
0025:   @46 > @48  ;; floating-point values  
004D: jump_if_false CAT1_2330
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8629
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2340

:CAT1_2330
00D6: if  0
0021:   @47 >  0.0  ;; floating-point values
004D: jump_if_false CAT1_2337
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8628
004F: create_thread AUDIOL_1 $147  0  1  1  0 
0002: jump CAT1_2340

:CAT1_2337
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8627
004F: create_thread AUDIOL_1 $147  0  1  1  0 

:CAT1_2340
0002: jump CAT1_2416

:CAT1_2341
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT1_2349
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8630
004F: create_thread AUDIOL_1 $147  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  8631 as  1

:CAT1_2349
0002: jump CAT1_2416

:CAT1_2350
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8631
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  8632 as  2
0002: jump CAT1_2416

:CAT1_2356
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8632
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8633 as  1
0002: jump CAT1_2416

:CAT1_2362
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8633
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8634 as  2
0002: jump CAT1_2416

:CAT1_2368
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DI'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8634
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8635 as  1
0002: jump CAT1_2416

:CAT1_2374
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8635
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8636 as  2
0002: jump CAT1_2416

:CAT1_2380
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8636
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8637 as  1
0002: jump CAT1_2416

:CAT1_2386
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DL'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8637
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8638 as  2
0002: jump CAT1_2416

:CAT1_2392
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DM'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8638
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8639 as  1
0002: jump CAT1_2416

:CAT1_2398
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DN'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8639
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8640 as  2
0002: jump CAT1_2416

:CAT1_2404
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DO'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8640
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8641 as  1
0002: jump CAT1_2416

:CAT1_2410
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_DP'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8641
004F: create_thread AUDIOL_1 $147  0  1  1  1 
0002: jump CAT1_2416

:CAT1_2414
0006: @150 =  0  ;; integer values
0002: jump CAT1_2416

:CAT1_2416
000A: @62 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_2418
00D6: if  0
0038:   $1520 ==  1  ;; integer values
004D: jump_if_false CAT1_2509
0871: init_jump_table @62 total_jumps  15  0 CAT1_2507 jumps  0 CAT1_2423  1 CAT1_2429  2 CAT1_2435  3 CAT1_2441  4 CAT1_2447  5 CAT1_2453  6 CAT1_2459 
0872: jump_table_jumps  7 CAT1_2465  8 CAT1_2471  9 CAT1_2477  10 CAT1_2483  11 CAT1_2489  12 CAT1_2495  13 CAT1_2501  14 CAT1_2505 -1 CAT1_2507 

:CAT1_2423
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8672
004F: create_thread AUDIOL_1 $147  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  8673 as  1
0002: jump CAT1_2507

:CAT1_2429
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8673
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8674 as  2
0002: jump CAT1_2507

:CAT1_2435
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8674
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8675 as  1
0002: jump CAT1_2507

:CAT1_2441
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8675
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8676 as  2
0002: jump CAT1_2507

:CAT1_2447
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8676
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8677 as  1
0002: jump CAT1_2507

:CAT1_2453
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8677
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8678 as  2
0002: jump CAT1_2507

:CAT1_2459
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8678
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8679 as  1
0002: jump CAT1_2507

:CAT1_2465
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8679
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8680 as  2
0002: jump CAT1_2507

:CAT1_2471
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GI'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8680
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8681 as  1
0002: jump CAT1_2507

:CAT1_2477
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8681
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8682 as  2
0002: jump CAT1_2507

:CAT1_2483
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8682
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8683 as  1
0002: jump CAT1_2507

:CAT1_2489
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GL'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8683
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8684 as  2
0002: jump CAT1_2507

:CAT1_2495
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GM'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8684
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8685 as  1
0002: jump CAT1_2507

:CAT1_2501
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_GN'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8685
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
0002: jump CAT1_2507

:CAT1_2505
0006: @150 =  0  ;; integer values
0002: jump CAT1_2507

:CAT1_2507
000A: @62 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_2509
00D6: if  0
0038:   $1520 ==  2  ;; integer values
004D: jump_if_false CAT1_2564
0871: init_jump_table @62 total_jumps  9  0 CAT1_2562 jumps  0 CAT1_2514  1 CAT1_2520  2 CAT1_2526  3 CAT1_2532  4 CAT1_2538  5 CAT1_2544  6 CAT1_2550 
0872: jump_table_jumps  7 CAT1_2556  14 CAT1_2560 -1 CAT1_2562 -1 CAT1_2562 -1 CAT1_2562 -1 CAT1_2562 -1 CAT1_2562 -1 CAT1_2562 -1 CAT1_2562 

:CAT1_2514
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8725
004F: create_thread AUDIOL_1 $147  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  8726 as  1
0002: jump CAT1_2562

:CAT1_2520
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8726
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8727 as  2
0002: jump CAT1_2562

:CAT1_2526
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8727
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8728 as  1
0002: jump CAT1_2562

:CAT1_2532
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8728
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8729 as  2
0002: jump CAT1_2562

:CAT1_2538
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8729
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8730 as  1
0002: jump CAT1_2562

:CAT1_2544
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8730
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8731 as  2
0002: jump CAT1_2562

:CAT1_2550
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8731
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8732 as  1
0002: jump CAT1_2562

:CAT1_2556
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_OH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8732
004F: create_thread AUDIOL_1 $147  0  1  1  1 
0002: jump CAT1_2562

:CAT1_2560
0006: @150 =  0  ;; integer values
0002: jump CAT1_2562

:CAT1_2562
000A: @62 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_2564
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false CAT1_2637
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0019:   @32 >  30000  ;; integer values
004D: jump_if_false CAT1_2637
0209: @43 = random_int  0  16
0871: init_jump_table @43 total_jumps  16  0 CAT1_2635 jumps  0 CAT1_2575  1 CAT1_2578  2 CAT1_2581  3 CAT1_2584  4 CAT1_2587  5 CAT1_2590  6 CAT1_2593 
0872: jump_table_jumps  7 CAT1_2596  8 CAT1_2599  9 CAT1_2602  10 CAT1_2605  11 CAT1_2614  12 CAT1_2617  13 CAT1_2620  14 CAT1_2623  15 CAT1_2632 

:CAT1_2575
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9899
0002: jump CAT1_2635

:CAT1_2578
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9900
0002: jump CAT1_2635

:CAT1_2581
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9901
0002: jump CAT1_2635

:CAT1_2584
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9902
0002: jump CAT1_2635

:CAT1_2587
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9903
0002: jump CAT1_2635

:CAT1_2590
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9904
0002: jump CAT1_2635

:CAT1_2593
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9905
0002: jump CAT1_2635

:CAT1_2596
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9906
0002: jump CAT1_2635

:CAT1_2599
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9907
0002: jump CAT1_2635

:CAT1_2602
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9908
0002: jump CAT1_2635

:CAT1_2605
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT1_2611
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9908
0002: jump CAT1_2613

:CAT1_2611
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VL'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9909

:CAT1_2613
0002: jump CAT1_2635

:CAT1_2614
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VM'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9910
0002: jump CAT1_2635

:CAT1_2617
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VN'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9911
0002: jump CAT1_2635

:CAT1_2620
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9912
0002: jump CAT1_2635

:CAT1_2623
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT1_2629
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VO'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9912
0002: jump CAT1_2631

:CAT1_2629
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VP'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9913

:CAT1_2631
0002: jump CAT1_2635

:CAT1_2632
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_VQ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9914
0002: jump CAT1_2635

:CAT1_2635
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0006: @32 =  0  ;; integer values

:CAT1_2637
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false CAT1_2660
00D6: if  0
875C:   NOT   marker @94 enabled
004D: jump_if_false CAT1_2645
0006: @35 =  0  ;; integer values
0002: jump CAT1_2659

:CAT1_2645
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $506 $512 $518 radius  3.0  3.0  3.0
004D: jump_if_false CAT1_2659
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT1_2658
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
09D0: $48 
004D: jump_if_false CAT1_2657
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:CAT1_2657
0002: jump CAT1_2659

:CAT1_2658
000A: @35 +=  1  ;; integer values

:CAT1_2659
0002: jump CAT1_2661

:CAT1_2660
0164: disable_marker @94

:CAT1_2661
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CAT1_2674
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT1_2673
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
01C1:   car $48 stopped
004D: jump_if_false CAT1_2672
000A: @35 +=  1  ;; integer values

:CAT1_2672
0002: jump CAT1_2674

:CAT1_2673
000A: @35 +=  1  ;; integer values

:CAT1_2674
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CAT1_2712
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
02A3: toggle_widescreen  1 (on)
0395: clear_area  1 at $506 $512 $518 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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2706
00D6: if  0
80DF:   NOT   actor $147 driving
004D: jump_if_false CAT1_2695
00D6: if  0
80FE:   NOT   actor $147  0 ()near_point $506 $512 $518 radius  5.0  5.0  5.0
004D: jump_if_false CAT1_2695
00A1: put_actor $147 at  868.838 -28.2257  62.1875
0173: set_actor $147 z_angle_to  161.446

:CAT1_2695
0615: @49 
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT1_2701
03C0: $48 = actor $147 car
05CD: unknown_action_sequence -1 $48 

:CAT1_2701
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  99999 
0616: @49 
0618: $147 @49 
061B: @49 

:CAT1_2706
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_2712
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CAT1_2942
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false CAT1_2928
00D6: if  1
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT1_2927
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT1_2819
0871: init_jump_table @62 total_jumps  16  0 CAT1_2817 jumps  0 CAT1_2727  1 CAT1_2733  2 CAT1_2739  3 CAT1_2745  4 CAT1_2751  5 CAT1_2757  6 CAT1_2763 
0872: jump_table_jumps  7 CAT1_2769  8 CAT1_2775  9 CAT1_2781  10 CAT1_2787  11 CAT1_2793  12 CAT1_2810  13 CAT1_2813  14 CAT1_2814  15 CAT1_2815 

:CAT1_2727
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8642
004F: create_thread AUDIOL_1 $147  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  8643 as  1
0002: jump CAT1_2817

:CAT1_2733
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8643
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8644 as  2
0002: jump CAT1_2817

:CAT1_2739
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8644
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8645 as  1
0002: jump CAT1_2817

:CAT1_2745
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_ED'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8645
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8646 as  2
0002: jump CAT1_2817

:CAT1_2751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8646
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8647 as  1
0002: jump CAT1_2817

:CAT1_2757
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8647
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8648 as  2
0002: jump CAT1_2817

:CAT1_2763
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8648
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8649 as  1
0002: jump CAT1_2817

:CAT1_2769
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8649
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8650 as  2
0002: jump CAT1_2817

:CAT1_2775
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EI'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8650
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8651 as  1
0002: jump CAT1_2817

:CAT1_2781
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8651
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8652 as  2
0002: jump CAT1_2817

:CAT1_2787
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8652
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8653 as  1
0002: jump CAT1_2817

:CAT1_2793
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_EL'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8653
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8654 as  2
0006: @152 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2809
0647: unknown_action_sequence $147 
0615: @49 
05D3: unknown_action_sequence -1  869.0271 -28.2591  62.1893  4  20000 
05D3: unknown_action_sequence -1  870.2891 -25.0424  62.9858  4  5000 
0616: @49 
0618: $147 @49 
061B: @49 

:CAT1_2809
0002: jump CAT1_2817

:CAT1_2810
0006: @62 =  16  ;; integer values
0006: @151 =  1  ;; integer values
0002: jump CAT1_2817

:CAT1_2813
0002: jump CAT1_2817

:CAT1_2814
0002: jump CAT1_2817

:CAT1_2815
0006: @151 =  1  ;; integer values
0002: jump CAT1_2817

:CAT1_2817
000A: @62 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_2819
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CAT1_2861
0871: init_jump_table @62 total_jumps  7  0 CAT1_2859 jumps  0 CAT1_2823  1 CAT1_2829  2 CAT1_2835  3 CAT1_2841  4 CAT1_2847  5 CAT1_2853  6 CAT1_2857 

:CAT1_2823
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8686
004F: create_thread AUDIOL_1 $147  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  8687 as  1
0002: jump CAT1_2859

:CAT1_2829
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8687
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8688 as  2
0002: jump CAT1_2859

:CAT1_2835
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8688
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8689 as  1
0002: jump CAT1_2859

:CAT1_2841
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8689
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8690 as  2
0002: jump CAT1_2859

:CAT1_2847
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8690
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8691 as  1
0002: jump CAT1_2859

:CAT1_2853
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_HF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8691
004F: create_thread AUDIOL_1 $147  0  1  1  1 
0002: jump CAT1_2859

:CAT1_2857
0006: @151 =  1  ;; integer values
0002: jump CAT1_2859

:CAT1_2859
000A: @62 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_2861
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false CAT1_2885
0871: init_jump_table @62 total_jumps  4  0 CAT1_2883 jumps  0 CAT1_2865  1 CAT1_2871  2 CAT1_2877  3 CAT1_2881 -1 CAT1_2883 -1 CAT1_2883 -1 CAT1_2883 

:CAT1_2865
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8714
004F: create_thread AUDIOL_1 $147  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  8715 as  1
0002: jump CAT1_2883

:CAT1_2871
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8715
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8716 as  2
0002: jump CAT1_2883

:CAT1_2877
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_MC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8716
004F: create_thread AUDIOL_1 $147  0  1  2  1 
0002: jump CAT1_2883

:CAT1_2881
0006: @151 =  1  ;; integer values
0002: jump CAT1_2883

:CAT1_2883
000A: @62 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_2885
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false CAT1_2927
0871: init_jump_table @62 total_jumps  7  0 CAT1_2925 jumps  0 CAT1_2889  1 CAT1_2895  2 CAT1_2901  3 CAT1_2907  4 CAT1_2913  5 CAT1_2919  6 CAT1_2923 

:CAT1_2889
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8733
004F: create_thread AUDIOL_1 $147  0  1  2  0 
040D: unload_wav  1
03CF: load_wav  8734 as  1
0002: jump CAT1_2925

:CAT1_2895
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8734
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8735 as  2
0002: jump CAT1_2925

:CAT1_2901
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8735
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8736 as  1
0002: jump CAT1_2925

:CAT1_2907
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8736
004F: create_thread AUDIOL_1 $147  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  8737 as  2
0002: jump CAT1_2925

:CAT1_2913
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8737
004F: create_thread AUDIOL_1 $147  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  8738 as  1
0002: jump CAT1_2925

:CAT1_2919
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT_PF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8738
004F: create_thread AUDIOL_1 $147  0  1  1  1 
0002: jump CAT1_2925

:CAT1_2923
0006: @151 =  1  ;; integer values
0002: jump CAT1_2925

:CAT1_2925
000A: @62 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT1_2927
0002: jump CAT1_2942

:CAT1_2928
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2941
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false CAT1_2941
0647: unknown_action_sequence $147 
0615: @49 
05D3: unknown_action_sequence -1  869.0271 -28.2591  62.1893  4  20000 
05D3: unknown_action_sequence -1  870.2891 -25.0424  62.9858  4  5000 
0616: @49 
0618: $147 @49 
061B: @49 

:CAT1_2941
000A: @35 +=  1  ;; integer values

:CAT1_2942
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CAT1_2971
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_2955
062E: $147  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false CAT1_2954
0006: @43 =  1  ;; integer values
0002: jump CAT1_2955

:CAT1_2954
0006: @43 =  0  ;; integer values

:CAT1_2955
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false CAT1_2959
0006: @43 =  1  ;; integer values

:CAT1_2959
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false CAT1_2971
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
056D:   unknown_actor $147 dead_but_valid
004D: jump_if_false CAT1_2968
009B: destroy_actor_instantly $147

:CAT1_2968
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006: @36 =  1  ;; integer values

:CAT1_2971
0051: return

:CAT1_2972
077E: @43 = active_interior
00D6: if  0
8039:   NOT   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_2983
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_2982
0087: @126 = @133  ;; floating-point values only
0007: @133 =  0.0  ;; floating-point values
0006: @125 =  1  ;; integer values

:CAT1_2982
0002: jump CAT1_2988

:CAT1_2983
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false CAT1_2988
0087: @133 = @126  ;; floating-point values only
0006: @125 =  0  ;; integer values

:CAT1_2988
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT1_3017
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false CAT1_3015
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @78
004D: jump_if_false CAT1_3014
0006: @43 =  0  ;; integer values
0006: @44 =  0  ;; integer values

:CAT1_2999
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_3009
00D6: if  0
003B:   @78 == @79(@43,4i)  ;; integer values 
004D: jump_if_false CAT1_3007
0006: @44 =  1  ;; integer values
0006: @43 =  4  ;; integer values

:CAT1_3007
000A: @43 +=  1  ;; integer values
0002: jump CAT1_2999

:CAT1_3009
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CAT1_3013
01C3: remove_references_to_car @78  ;; Like turning a car into any random car

:CAT1_3013
00D9: @78 = actor $PLAYER_ACTOR car

:CAT1_3014
0002: jump CAT1_3016

:CAT1_3015
00D9: @78 = actor $PLAYER_ACTOR car

:CAT1_3016
0002: jump CAT1_3017

:CAT1_3017
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_3061
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_3061
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CAT1_3061
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false CAT1_3044
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT1_3043
00BB: text_lowpriority 'LEFTC'  4000 ms  1
00D6: if  0
875C:   NOT   marker @87 enabled
004D: jump_if_false CAT1_3040
0187: @87 = create_marker_above_actor $147
07E0: @87  1 

:CAT1_3040
0006: @64 =  1  ;; integer values
0006: @65 =  0  ;; integer values
0006: @99 =  0  ;; integer values

:CAT1_3043
0002: jump CAT1_3061

:CAT1_3044
00D6: if  0
0104:   actor $147 near_actor $PLAYER_ACTOR radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false CAT1_3061
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT1_3060
00D6: if  0
075C:   marker @87 enabled
004D: jump_if_false CAT1_3054
0164: disable_marker @87

:CAT1_3054
09DD:  1 
0631: put_actor $147 in_group $PLAYER_GROUP 
04D8: $147  0
0006: @99 =  1  ;; integer values
0006: @64 =  0  ;; integer values
0002: jump CAT1_3061

:CAT1_3060
0006: @99 =  1  ;; integer values

:CAT1_3061
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_3081
00D6: if  0
80DF:   NOT   actor $147 driving
004D: jump_if_false CAT1_3073
00D6: if  0
875C:   NOT   marker @87 enabled
004D: jump_if_false CAT1_3072
0187: @87 = create_marker_above_actor $147
07E0: @87  1 

:CAT1_3072
0002: jump CAT1_3081

:CAT1_3073
00D6: if  0
075C:   marker @87 enabled
004D: jump_if_false CAT1_3081
03C0: $48 = actor $147 car
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $48
004D: jump_if_false CAT1_3081
0164: disable_marker @87

:CAT1_3081
00D6: if  0
056D:   unknown_actor $147 dead_but_valid
004D: jump_if_false CAT1_3089
00D6: if  0
0118:   actor $147 dead
004D: jump_if_false CAT1_3089
00BC: text_highpriority 'LOSE2'  5000 ms  1
0006: @37 =  1  ;; integer values

:CAT1_3089
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_3138
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_3138
00D6: if  1
051A:   unknown_actor $147 hit_by_actor $PLAYER_ACTOR
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_3138
000A: @153 +=  1  ;; integer values
00D6: if  0
0019:   @153 >  9  ;; integer values
004D: jump_if_false CAT1_3104
0006: @153 =  0  ;; integer values

:CAT1_3104
0871: init_jump_table @153 total_jumps  10  0 CAT1_3136 jumps  0 CAT1_3106  1 CAT1_3109  2 CAT1_3112  3 CAT1_3115  4 CAT1_3118  5 CAT1_3121  6 CAT1_3124 
0872: jump_table_jumps  7 CAT1_3127  8 CAT1_3130  9 CAT1_3133 -1 CAT1_3136 -1 CAT1_3136 -1 CAT1_3136 -1 CAT1_3136 -1 CAT1_3136 -1 CAT1_3136 

:CAT1_3106
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9889
0002: jump CAT1_3136

:CAT1_3109
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9890
0002: jump CAT1_3136

:CAT1_3112
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9891
0002: jump CAT1_3136

:CAT1_3115
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9892
0002: jump CAT1_3136

:CAT1_3118
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9893
0002: jump CAT1_3136

:CAT1_3121
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9894
0002: jump CAT1_3136

:CAT1_3124
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9895
0002: jump CAT1_3136

:CAT1_3127
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9896
0002: jump CAT1_3136

:CAT1_3130
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9897
0002: jump CAT1_3136

:CAT1_3133
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_UK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9898
0002: jump CAT1_3136

:CAT1_3136
004F: create_thread AUDIOL_1 $147  0  0  1  0 
054E: $147

:CAT1_3138
0051: return
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false CAT1_3148
000B: @143 +=  .001  ;; floating-point values
00D6: if  0
0021:   @143 >  .03  ;; floating-point values
004D: jump_if_false CAT1_3147
0007: @143 =  .03  ;; floating-point values

:CAT1_3147
0002: jump CAT1_3153

:CAT1_3148
000B: @143 += -.001  ;; floating-point values
00D6: if  0
0023:    0.0 > @143  ;; floating-point values
004D: jump_if_false CAT1_3153
0007: @143 =  0.0  ;; floating-point values

:CAT1_3153
000B: @144 +=  .005  ;; floating-point values
00D6: if  0
0021:   @144 >  .1  ;; floating-point values
004D: jump_if_false CAT1_3158
0007: @144 =  .1  ;; floating-point values

:CAT1_3158
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_3213
00D6: if  0
0043:   @47 ==  99.9  ;; floating-point values
004D: jump_if_false CAT1_3173
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false CAT1_3173
0006: @117 =  1  ;; integer values

:CAT1_3173
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_3213
00D6: if  0
0043:   @47 ==  99.9  ;; floating-point values
004D: jump_if_false CAT1_3191
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false CAT1_3191
0006: @118 =  1  ;; integer values

:CAT1_3191
0087: @137 = @159  ;; floating-point values only
0087: @138 = @160  ;; floating-point values only
0087: @139 = @161  ;; floating-point values only
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false CAT1_3212
0087: @56 = @137  ;; floating-point values only
000F: @56 -=  .5  ;; floating-point values
0087: @59 = @137  ;; floating-point values only
000B: @59 +=  .5  ;; floating-point values
0087: @57 = @138  ;; floating-point values only
000F: @57 -=  .5  ;; floating-point values
0087: @60 = @138  ;; floating-point values only
000B: @60 +=  .5  ;; floating-point values
0087: @58 = @139  ;; floating-point values only
000F: @58 -=  .5  ;; floating-point values
0087: @61 = @139  ;; floating-point values only
000B: @61 +=  .5  ;; floating-point values
0052: @56 @138 @139 @59 @138 @139 
0052: @137 @57 @139 @137 @60 @139 
0052: @137 @138 @58 @137 @138 @61 

:CAT1_3212
0051: return

:CAT1_3213
0088: $73 = @156  ;; floating-point values only
0067: $73 -= @159  ;; floating-point values
0088: $74 = @157  ;; floating-point values only
0067: $74 -= @160  ;; floating-point values
0088: $75 = @158  ;; floating-point values only
0067: $75 -= @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  0
0025:   @47 > @46  ;; floating-point values  
004D: jump_if_false CAT1_3226
0007: @47 =  99.9  ;; floating-point values

:CAT1_3226
00D6: if  0
0025:   @46 > @162  ;; floating-point values  
004D: jump_if_false CAT1_3238
0075: $73 /= @46  ;; floating-point values 
0075: $74 /= @46  ;; floating-point values 
0075: $75 /= @46  ;; floating-point values 
006D: $73 *= @162  ;; floating-point values
006D: $74 *= @162  ;; floating-point values
006D: $75 *= @162  ;; floating-point values
005D: @159 += $73  ;; floating-point values 
005D: @160 += $74  ;; floating-point values 
005D: @161 += $75  ;; floating-point values 

:CAT1_3238
0051: return

:CAT1_3239
00D6: if  0
8119:   NOT   car @79(@163,4i) wrecked
004D: jump_if_false CAT1_3362
00D6: if  0
8118:   NOT   actor @72(@163,4i) dead
004D: jump_if_false CAT1_3357
00D6: if  0
00DB:   actor @72(@163,4i) in_car @79(@163,4i)
004D: jump_if_false CAT1_3348
00D6: if  0
0039:   @112(@163,3i) ==  1  ;; integer values
004D: jump_if_false CAT1_3256
00D6: if  0
060E: @79(@163,4i) 
004D: jump_if_false CAT1_3256
05EE: @79(@163,4i) 
0006: @112(@163,3i) =  0  ;; integer values

:CAT1_3256
0007: @165 =  0.0  ;; floating-point values
00AA: store_car @79(@163,4i) position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @56 @57 @58
00D6: if  0
0039:   @109(@163,3i) ==  0  ;; integer values
004D: jump_if_false CAT1_3266
00D6: if  0
01AF:   car @79(@163,4i)  0 ()near_point  2711.119 -53.5082  39.4695 radius  20.0  20.0  5.0
004D: jump_if_false CAT1_3266
0006: @109(@163,3i) =  1  ;; integer values

:CAT1_3266
0509: @130(@163,3f) = distance between point $73 $74 and point @56 @57
00D6: if  0
0039:   @109(@163,3i) ==  0  ;; integer values
004D: jump_if_false CAT1_3285
00D6: if  0
0027:   @56 > $73  ;; floating-point values only
004D: jump_if_false CAT1_3284
0007: @165 =  1.5  ;; floating-point values
00D6: if  0
0021:   @130(@163,3f) >  100.0  ;; floating-point values
004D: jump_if_false CAT1_3284
00D6: if  0
82CA:   NOT   car @79(@163,4i) bounding_sphere_visible
004D: jump_if_false CAT1_3284
00D6: if  0
060E: @79(@163,4i) 
004D: jump_if_false CAT1_3284
0706: @79(@163,4i)  1.0 

:CAT1_3284
0002: jump CAT1_3299

:CAT1_3285
00D6: if  0
0026:   $74 > @57  ;; floating-point values 
004D: jump_if_false CAT1_3299
0007: @165 =  1.5  ;; floating-point values
00D6: if  0
0021:   @130(@163,3f) >  100.0  ;; floating-point values
004D: jump_if_false CAT1_3299
00D6: if  0
82CA:   NOT   car @79(@163,4i) bounding_sphere_visible
004D: jump_if_false CAT1_3299
00D6: if  0
060E: @79(@163,4i) 
004D: jump_if_false CAT1_3299
0706: @79(@163,4i)  1.0 

:CAT1_3299
00D6: if  0
0043:   @165 ==  0.0  ;; floating-point values
004D: jump_if_false CAT1_3318
00D6: if  0
0023:    30.0 > @130(@163,3f)  ;; floating-point values
004D: jump_if_false CAT1_3307
0007: @165 =  1.0  ;; floating-point values
0002: jump CAT1_3318

:CAT1_3307
0087: @46 = @130(@163,3f)  ;; floating-point values only
00D6: if  0
0021:   @46 >  200.0  ;; floating-point values
004D: jump_if_false CAT1_3312
0007: @46 =  200.0  ;; floating-point values

:CAT1_3312
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 *=  .8  ;; floating-point values 
000B: @165 +=  .2  ;; floating-point values

:CAT1_3318
006B: @165 *= @133  ;; floating-point values
00D6: if  0
00B0:   car @79(@163,4i)  0 ()in_rectangle  1940.82  72.1365  2145.438  140.5141
004D: jump_if_false CAT1_3323
0007: @165 =  2.5  ;; floating-point values

:CAT1_3323
00D6: if  0
0023:    .1 > @165  ;; floating-point values
004D: jump_if_false CAT1_3327
0007: @165 =  .1  ;; floating-point values

:CAT1_3327
00D6: if  0
060E: @79(@163,4i) 
004D: jump_if_false CAT1_3331
06FD: @79(@163,4i) @165 

:CAT1_3331
00D6: if  0
060E: @79(@163,4i) 
004D: jump_if_false CAT1_3347
00D6: if  0
06FC: @79(@163,4i) 
004D: jump_if_false CAT1_3347
00D6: if  0
03CE:   car @79(@163,4i) stuck
004D: jump_if_false CAT1_3347
00D6: if  0
82CA:   NOT   car @79(@163,4i) bounding_sphere_visible
004D: jump_if_false CAT1_3347
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @79(@163,4i) radius  40.0  40.0  5.0 unknown  0
004D: jump_if_false CAT1_3347
0706: @79(@163,4i)  .1 

:CAT1_3347
0002: jump CAT1_3356

:CAT1_3348
00D6: if  0
060E: @79(@163,4i) 
004D: jump_if_false CAT1_3356
00D6: if  0
0039:   @112(@163,3i) ==  0  ;; integer values
004D: jump_if_false CAT1_3356
05ED: @79(@163,4i) 
0006: @112(@163,3i) =  1  ;; integer values

:CAT1_3356
0002: jump CAT1_3362

:CAT1_3357
00D6: if  0
060E: @79(@163,4i) 
004D: jump_if_false CAT1_3361
05EC: @79(@163,4i) 

:CAT1_3361
0007: @130(@163,3f) =  0.0  ;; floating-point values

:CAT1_3362
0051: return

:CAT1_3363
00D6: if  0
0019:   @65 >  10000  ;; integer values
004D: jump_if_false CAT1_3712
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_3509
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_3509
00D6: if  0
82E0:   NOT   actor $147 aggressive
004D: jump_if_false CAT1_3509
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT1_3509
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
00DB:   actor $147 in_car $48
004D: jump_if_false CAT1_3509
0006: @43 =  0  ;; integer values
0006: @44 =  0  ;; integer values

:CAT1_3386
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false CAT1_3395
00D6: if  0
8118:   NOT   actor @72(@43,4i) dead
004D: jump_if_false CAT1_3393
000A: @44 +=  1  ;; integer values

:CAT1_3393
000A: @43 +=  1  ;; integer values
0002: jump CAT1_3386

:CAT1_3395
0006: @43 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CAT1_3403
00D6: if  0
0023:    50.0 > @130  ;; floating-point values
004D: jump_if_false CAT1_3403
000A: @43 +=  1  ;; integer values

:CAT1_3403
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CAT1_3410
00D6: if  0
0023:    50.0 > @131  ;; floating-point values
004D: jump_if_false CAT1_3410
000A: @43 +=  1  ;; integer values

:CAT1_3410
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CAT1_3417
00D6: if  0
0023:    50.0 > @132  ;; floating-point values
004D: jump_if_false CAT1_3417
000A: @43 +=  1  ;; integer values

:CAT1_3417
00D6: if  2
0118:   actor @72 dead
0118:   actor @73 dead
0118:   actor @74 dead
004D: jump_if_false CAT1_3423
000A: @43 +=  1  ;; integer values

:CAT1_3423
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CAT1_3509
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_3509
000A: @166 +=  1  ;; integer values
00D6: if  0
0019:   @166 >  8  ;; integer values
004D: jump_if_false CAT1_3434
0006: @166 =  0  ;; integer values

:CAT1_3434
0871: init_jump_table @166 total_jumps  9  0 CAT1_3508 jumps  0 CAT1_3436  1 CAT1_3446  2 CAT1_3450  3 CAT1_3454  4 CAT1_3464  5 CAT1_3474  6 CAT1_3484 
0872: jump_table_jumps  7 CAT1_3494  8 CAT1_3504 -1 CAT1_3508 -1 CAT1_3508 -1 CAT1_3508 -1 CAT1_3508 -1 CAT1_3508 -1 CAT1_3508 -1 CAT1_3508 

:CAT1_3436
00D6: if  0
0019:   @44 >  1  ;; integer values
004D: jump_if_false CAT1_3442
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8811
0002: jump CAT1_3444

:CAT1_3442
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9800

:CAT1_3444
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3446
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8812
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3450
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8813
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3454
00D6: if  0
0019:   @44 >  1  ;; integer values
004D: jump_if_false CAT1_3460
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8814
0002: jump CAT1_3462

:CAT1_3460
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9803

:CAT1_3462
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3464
00D6: if  0
0019:   @44 >  1  ;; integer values
004D: jump_if_false CAT1_3470
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_CE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8815
0002: jump CAT1_3472

:CAT1_3470
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9806

:CAT1_3472
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3474
00D6: if  0
0019:   @44 >  1  ;; integer values
004D: jump_if_false CAT1_3480
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8816
0002: jump CAT1_3482

:CAT1_3480
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9807

:CAT1_3482
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3484
00D6: if  0
0019:   @44 >  1  ;; integer values
004D: jump_if_false CAT1_3490
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8817
0002: jump CAT1_3492

:CAT1_3490
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9802

:CAT1_3492
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3494
00D6: if  0
0019:   @44 >  1  ;; integer values
004D: jump_if_false CAT1_3500
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8818
0002: jump CAT1_3502

:CAT1_3500
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_AB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9801

:CAT1_3502
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3504
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_DD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8819
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3508

:CAT1_3508
0006: @65 =  0  ;; integer values

:CAT1_3509
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_3575
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_3575
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_3575
00D6: if  0
82E0:   NOT   actor $147 aggressive
004D: jump_if_false CAT1_3575
00D6: if  21
80DF:   NOT   actor $PLAYER_ACTOR driving
80DF:   NOT   actor $147 driving
004D: jump_if_false CAT1_3575
00D6: if  0
8104:   NOT   actor $147 near_actor $PLAYER_ACTOR radius  15.0  15.0  5.0 sphere  0
004D: jump_if_false CAT1_3575
0209: @43 = random_int  0  8
00D6: if  0
003B:   @43 == @169  ;; integer values 
004D: jump_if_false CAT1_3539
000A: @43 +=  1  ;; integer values
00D6: if  0
0019:   @43 >  7  ;; integer values
004D: jump_if_false CAT1_3539
0006: @43 =  0  ;; integer values

:CAT1_3539
0085: @169 = @43  ;; integer values and handles
0871: init_jump_table @43 total_jumps  8  0 CAT1_3574 jumps  0 CAT1_3542  1 CAT1_3546  2 CAT1_3550  3 CAT1_3554  4 CAT1_3558  5 CAT1_3562  6 CAT1_3566 
0872: jump_table_jumps  7 CAT1_3570 -1 CAT1_3574 -1 CAT1_3574 -1 CAT1_3574 -1 CAT1_3574 -1 CAT1_3574 -1 CAT1_3574 -1 CAT1_3574 -1 CAT1_3574 

:CAT1_3542
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9826
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3546
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9827
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3550
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9828
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3554
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9829
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3558
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9830
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3562
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9831
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3566
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9832
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3570
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_JH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9833
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3574

:CAT1_3574
0006: @65 =  0  ;; integer values

:CAT1_3575
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_3712
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_3712
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT1_3712
00D6: if  0
02E0:   actor $147 aggressive
004D: jump_if_false CAT1_3712
00D6: if  0
0104:   actor $147 near_actor $PLAYER_ACTOR radius  2.0  2.0  2.0 sphere  0
004D: jump_if_false CAT1_3712
0006: @43 =  0  ;; integer values

:CAT1_3593
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false CAT1_3603
0209: @170 = random_int  0  25
00D6: if  0
001B:    5 > @170  ;; integer values
004D: jump_if_false CAT1_3601
0006: @43 =  4  ;; integer values

:CAT1_3601
000A: @43 +=  1  ;; integer values
0002: jump CAT1_3593

:CAT1_3603
00D6: if  0
003B:   @170 == @171  ;; integer values 
004D: jump_if_false CAT1_3611
000A: @170 +=  1  ;; integer values
00D6: if  0
0019:   @170 >  24  ;; integer values
004D: jump_if_false CAT1_3611
0006: @170 =  0  ;; integer values

:CAT1_3611
0085: @171 = @170  ;; integer values and handles
0871: init_jump_table @170 total_jumps  25  0 CAT1_3711 jumps  0 CAT1_3615  1 CAT1_3615  2 CAT1_3619  3 CAT1_3623  4 CAT1_3627  5 CAT1_3631  6 CAT1_3635 
0872: jump_table_jumps  7 CAT1_3639  8 CAT1_3643  9 CAT1_3647  10 CAT1_3651  11 CAT1_3655  12 CAT1_3659  13 CAT1_3663  14 CAT1_3667  15 CAT1_3671 
0872: jump_table_jumps  16 CAT1_3675  17 CAT1_3679  18 CAT1_3683  19 CAT1_3687  20 CAT1_3691  21 CAT1_3695  22 CAT1_3699  23 CAT1_3703  24 CAT1_3707 

:CAT1_3615
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8830
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3619
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8832
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3623
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8833
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3627
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_HE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8834
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3631
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9869
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3635
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9870
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3639
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9871
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3643
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9872
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3647
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9873
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3651
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9874
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3655
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9875
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3659
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9876
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3663
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9877
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3667
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9878
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3671
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TL'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9879
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3675
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TM'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9880
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3679
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TN'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9881
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3683
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TO'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9882
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3687
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TP'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9883
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3691
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TQ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9884
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3695
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TR'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9885
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3699
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TS'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9886
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3703
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TT'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9887
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3707
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CATX_TU'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  9888
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3711

:CAT1_3711
0006: @65 =  0  ;; integer values

:CAT1_3712
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT1_3745
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false CAT1_3745
00D6: if  0
0019:   @65 >  4000  ;; integer values
004D: jump_if_false CAT1_3745
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false CAT1_3745
0209: @43 = random_int  0  4
0871: init_jump_table @43 total_jumps  4  0 CAT1_3744 jumps  0 CAT1_3728  1 CAT1_3732  2 CAT1_3736  3 CAT1_3740 -1 CAT1_3744 -1 CAT1_3744 -1 CAT1_3744 

:CAT1_3728
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8826
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3744

:CAT1_3732
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8827
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3744

:CAT1_3736
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8828
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3744

:CAT1_3740
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CAT1_GD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  8829
004F: create_thread AUDIOL_1 $147  0  0  1  0 
0002: jump CAT1_3744

:CAT1_3744
0006: @64 =  2  ;; integer values

:CAT1_3745
0051: return

:CAT1_3746
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_3755
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CAT1_3757
0004: $714 =  1  ;; integer values
01E3: text_1number_styled 'M_PASS'  1000  5000 ms  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'
030C: set_mission_points +=  1
00D6: if  0
0038:   $2334 ==  1  ;; integer values
004D: jump_if_false CAT1_3768
0004: $2334 =  2  ;; integer values

:CAT1_3768
00D6: if  0
0038:   $2333 ==  1  ;; integer values
004D: jump_if_false CAT1_3772
0004: $2333 =  2  ;; integer values

:CAT1_3772
0008: $1520 +=  1  ;; integer values
0629: change_stat  318 to  1  ; integer see statdisp.dat
0008: $CATALINA_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:CAT1_3776
02A3: toggle_widescreen  0 (off)
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT1_3782
07B4: $PLAYER_CHAR  1 
0A20: $PLAYER_CHAR  0 

:CAT1_3782
08EA:  1 
004F: create_thread CLEANAU_1 
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_car_density_to  1.0
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 42---------------
; Originally: Catalina 3


:M_42_1
0050: gosub M_42_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_42_6
0050: gosub CAT2_3627

:M_42_6
0050: gosub CAT2_3672
004E: end_thread

:M_42_8
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: $ON_MISSION =  1  ;; integer values
010D: set_player $PLAYER_CHAR wanted_level_to  0
00D6: if  0
0038:   $ON_MISSION ==  69  ;; integer values
004D: jump_if_false CAT2_1
018D: @82 = create_sound  65535 at  2320.043 -8.5501  27.2047
009A: @298 = create_actor  23  294 at  682.8292 -477.8332  15.3359

:CAT2_1
03A4: name_thread 'CAT2'
016A: fade  0 ()  800 ms

:CAT2_3
00D6: if  0
016B:   fading
004D: jump_if_false CAT2_8
0001: wait  0 ms
0002: jump CAT2_3

:CAT2_8
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
00D6: if  0
056D:   unknown_actor $147 dead_but_valid
004D: jump_if_false CAT2_14
009B: destroy_actor_instantly $147

:CAT2_14
023C: load_special_actor  5 'CAT'

:CAT2_15
00D6: if  0
823D:   NOT   special_actor  5 loaded
004D: jump_if_false CAT2_21
0001: wait  0 ms
023C: load_special_actor  5 'CAT'
0002: jump CAT2_15

:CAT2_21
009A: $147 = create_actor  23  294 at  682.8292 -477.8332  15.3359
0296: unload_special_actor  5
0245: set_actor $147 walk_style_to "WOMAN"
02A9: set_actor $147 immune_to_nonplayer  1
0568: $147  1
077A: $147  0  0 
0223: set_actor $147 health_to  100
0446: (unknown) $147  0 
0395: clear_area  1 at  2297.786 -16.8313  26.2964 range  20.0
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT2_60
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT2_49
03C0: @39 = actor $147 car
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false CAT2_43
00AB: put_car @39 at  2297.986 -14.0735  25.3495
0175: set_car @39 z_angle_to  180.0
0002: jump CAT2_48

:CAT2_43
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_48
00A1: put_actor $PLAYER_ACTOR at  2297.786 -15.5166  26.2964
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:CAT2_48
0002: jump CAT2_60

:CAT2_49
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_60
03C0: @39 = actor $PLAYER_ACTOR car
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false CAT2_58
00AB: put_car @39 at  2297.986 -14.0735  25.3495
0175: set_car @39 z_angle_to  180.0

:CAT2_58
00A1: put_actor $PLAYER_ACTOR at  2297.786 -15.5166  26.2964
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:CAT2_60
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_65
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2297.786 -15.5166  26.2964
0002: jump CAT2_66

:CAT2_65
00A1: put_actor $PLAYER_ACTOR at  2297.786 -15.5166  26.2964

:CAT2_66
0173: set_actor $PLAYER_ACTOR z_angle_to  162.229
0247: request_model  283
0247: request_model  346
0247: request_model  349
07C0:  123 
07C0:  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_78
00D6: if  25
8248:   NOT   model  283 available
8248:   NOT   model  346 available
8248:   NOT   model  349 available
8248:   NOT   model #KMB_ATM1 available
8248:   NOT   model #KMB_ATM2 available
8248:   NOT   model #KMB_ATM3 available
004D: jump_if_false CAT2_88
0001: wait  0 ms
0002: jump CAT2_78

:CAT2_88
00D6: if  24
87C1:   NOT  124 
87C1:   NOT  123 
8248:   NOT   model #MTSAFE available
8248:   NOT   model #CR_DOOR_01 available
8248:   NOT   model #CR_DOOR_03 available
004D: jump_if_false CAT2_97
0001: wait  0 ms
0002: jump CAT2_88

:CAT2_97
054C: use_GXT_table 'CAT'
0247: request_model  71
0247: request_model  240
0247: request_model  76
04ED: load_animation "ROB_BANK"
038B: load_requested_models

:CAT2_103
00D6: if  22
8248:   NOT   model  71 available
8248:   NOT   model  240 available
8248:   NOT   model  76 available
004D: jump_if_false CAT2_110
0001: wait  0 ms
0002: jump CAT2_103

:CAT2_110
00D6: if  0
84EE:   NOT   animation "ROB_BANK" loaded
004D: jump_if_false CAT2_115
0001: wait  0 ms
0002: jump CAT2_110

:CAT2_115
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false CAT2_120
0001: wait  0 ms
0002: jump CAT2_115

:CAT2_120
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: @61 
05C8: unknown_action_sequence -1 
05C8: unknown_action_sequence -1 
0616: @61 
07E5: unknown_copy_entity -1 @62 
0708: unknown_add_entity_item @62  31 
009A: @63 = create_actor  5  76 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  76 at  2318.473 -7.4565  25.6913
0249: release_model  76
0173: set_actor @64 z_angle_to  95.2069
060B: unknown_actor_use_entity @64 @62 
009A: @65 = create_actor  4  240 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  71 at  2316.618 -12.83  25.75
0249: release_model  71
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 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
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 = $16  ;; 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 -.1206  20.414
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_182
06C9: $147 
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT2_166
0362: remove_actor $147 from_car_and_place_at  2300.743 -15.5274  25.4844
0002: jump CAT2_167

:CAT2_166
00A1: put_actor $147 at  2301.743 -17.1274  25.4844

:CAT2_167
041A: @71 = actor $PLAYER_ACTOR weapon  25 ammo
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false CAT2_173
01B2: give_actor $PLAYER_ACTOR weapon  25 ammo  48  ;; Load the weapon model before using this
0002: jump CAT2_177

:CAT2_173
00D6: if  0
001B:    48 > @71  ;; integer values
004D: jump_if_false CAT2_177
017B: set_actor $PLAYER_ACTOR weapon  25 ammo_to  48  

:CAT2_177
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  25
01B2: give_actor $147 weapon  25 ammo  9999  ;; Load the weapon model before using this
0173: set_actor $147 z_angle_to  329.4303
05D3: unknown_action_sequence $PLAYER_ACTOR  2307.802 -17.221  25.7574  4  10000 
05D3: unknown_action_sequence $147  2312.426 -15.4762  25.75  4  10000 

:CAT2_182
016A: fade  1 (back)  500 ms
0108: destroy_object $2662
0108: destroy_object $2663
0006: @560 =  1  ;; integer values
01BD: $16 = current_time_in_ms
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  3500  ;; integer values
0006: @41 =  1  ;; integer values
01EB: set_car_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_car_density_to  0.0

:CAT2_195
00D6: if  0
0735:  83 
004D: jump_if_false CAT2_199
0002: jump CAT2_3652

:CAT2_199
00D6: if  0
0736:  87 
004D: jump_if_false CAT2_223
0004: $CATALINA_MISSIONS_PASSED =  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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_211
00A1: put_actor $147 at  858.4263 -29.5418  62.1858

:CAT2_211
0247: request_model  402

:CAT2_212
00D6: if  0
8248:   NOT   model  402 available
004D: jump_if_false CAT2_217
0001: wait  0 ms
0002: jump CAT2_212

:CAT2_217
00A5: @69 = create_car  402 at  857.4263 -29.5418  62.1858
036A: put_actor $PLAYER_ACTOR in_car @69
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_223
0430: $147 @69  0 

:CAT2_223
0001: wait  0 ms
00D6: if  0
0118:   actor $147 dead
004D: jump_if_false CAT2_230
00BE: text_clear_all
00BB: text_lowpriority 'CAT2_A1'  5000 ms  1
0002: jump CAT2_3627

:CAT2_230
0050: gosub CAT2_3814
0050: gosub CAT2_3884
01BD: $16 = current_time_in_ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false CAT2_237
0002: jump CAT2_3627

:CAT2_237
00D6: if  0
0118:   actor $147 dead
004D: jump_if_false CAT2_241
0002: jump CAT2_3627

:CAT2_241
00D6: if  1
001B:    9 > @41  ;; integer values
0019:   @41 > -1  ;; integer values
004D: jump_if_false CAT2_356
00D6: if  0
08D0: (unknown)
004D: jump_if_false CAT2_255
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false CAT2_254
016A: fade  0 ()  500 ms
0006: @41 =  0  ;; integer values
000A: @68 +=  1  ;; integer values

:CAT2_254
0002: jump CAT2_259

:CAT2_255
00D6: if  0
0039:   @68 == -1  ;; integer values
004D: jump_if_false CAT2_259
000A: @68 +=  1  ;; integer values

:CAT2_259
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false CAT2_356
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_356
00D6: if  1
001B:    2 > @41  ;; integer values
0039:   @55 ==  0  ;; integer values
004D: jump_if_false CAT2_297
029B: @72 = init_object #KMB_ATM1 at  2310.367 -17.0  26.414
0177: set_object @72 z_angle_to  180.0
07F7: @72  0 
029B: @73 = init_object #KMB_ATM1 at  2313.689 -17.0  26.414
0177: set_object @73 z_angle_to  180.0
07F7: @73  0 
029B: @74 = init_object #KMB_ATM1 at  2313.318 -.1206  26.414
07F7: @74  0 
029B: @75 = init_object #MTSAFE at  2305.666 -4.7944  25.65
0177: set_object @75 z_angle_to  90.0
07F7: @75  0 
029B: @76 = init_object #KMB_ATM3 at  2310.367 -17.0  26.414
07F7: @76  0 
0177: set_object @72 z_angle_to  180.0
029B: @77 = init_object #KMB_ATM3 at  2313.689 -17.0  26.414
07F7: @77  0 
0177: set_object @73 z_angle_to  180.0
029B: @78 = init_object #KMB_ATM3 at  2313.318 -.1206  26.414
07F7: @78  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_297
041A: @71 = actor $PLAYER_ACTOR weapon  25 ammo
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false CAT2_303
01B2: give_actor $PLAYER_ACTOR weapon  25 ammo  48  ;; Load the weapon model before using this
0002: jump CAT2_307

:CAT2_303
00D6: if  0
001B:    48 > @71  ;; integer values
004D: jump_if_false CAT2_307
017B: set_actor $PLAYER_ACTOR weapon  25 ammo_to  48  

:CAT2_307
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  25
01B2: give_actor $147 weapon  25 ammo  9999  ;; Load the weapon model before using this
0687: $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 $147 at  2306.666 -4.7944  25.75
0173: set_actor $147 z_angle_to  90.0
0687: $147 
0792: $147 
0605: unknown_action_sequence $147 "CAT_SAFE_ROB" "ROB_BANK"  1000.0  1  0  0  0 -2 
075A: @75 "CAT_SAFE_OPEN_O" "ROB_BANK"  1000.0  0  1 
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false CAT2_326
0792: @66 
00A1: put_actor @66 at  2310.546 -7.7439  25.7422
0173: set_actor @66 z_angle_to  281.4267
0639: unknown_action_sequence @66 $PLAYER_ACTOR 
04D7: lock_actor @66 in_current_position  1

:CAT2_326
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CAT2_334
0792: @63 
00A1: put_actor @63 at  2311.597 -9.1847  25.7422
0173: set_actor @63 z_angle_to  314.501
0639: unknown_action_sequence @63 $PLAYER_ACTOR 
04D7: lock_actor @63 in_current_position  1

:CAT2_334
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false CAT2_342
0792: @64 
00A1: put_actor @64 at  2310.59 -9.3749  25.7422
0173: set_actor @64 z_angle_to  323.1424
0639: unknown_action_sequence @64 $PLAYER_ACTOR 
04D7: lock_actor @64 in_current_position  1

:CAT2_342
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CAT2_350
0792: @65 
00A1: put_actor @65 at  2309.61 -8.5556  25.7422
0173: set_actor @65 z_angle_to  309.2547
0639: unknown_action_sequence @65 $PLAYER_ACTOR 
04D7: lock_actor @65 in_current_position  1

:CAT2_350
016A: fade  1 (back)  500 ms
008B: @42 = $16  ;; 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_356
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false CAT2_439
00D6: if  2
001E:   $16 > @42  ;; integer values
0039:   @55 ==  0  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_439
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: @72  0 
029B: @73 = init_object #KMB_ATM1 at  2313.689 -17.0  26.414
0177: set_object @73 z_angle_to  180.0
07F7: @73  0 
029B: @74 = init_object #KMB_ATM1 at  2313.318 -.1206  26.414
07F7: @74  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: @75  0 
00D6: if  0
83CA:   NOT   object $2660 exists
004D: jump_if_false CAT2_389
029B: $2660 = init_object #CR_DOOR_01 at  2322.845  8.304  25.483
01C7: remove_object_from_mission_cleanup_list $2660
07F7: $2660  0 
0550: unknown_keep_object $2660 in_memory  1

:CAT2_389
00D6: if  0
83CA:   NOT   object $2661 exists
004D: jump_if_false CAT2_397
029B: $2661 = init_object #CR_DOOR_01 at  2316.233  .712  25.742
01C7: remove_object_from_mission_cleanup_list $2661
0177: set_object $2661 z_angle_to  270.0
0550: unknown_keep_object $2661 in_memory  1
07F7: $2661  0 

:CAT2_397
00D6: if  0
83CA:   NOT   object $2662 exists
004D: jump_if_false CAT2_404
029B: $2662 = init_object #CR_DOOR_03 at  2304.257 -17.744  25.742
01C7: remove_object_from_mission_cleanup_list $2662
0550: unknown_keep_object $2662 in_memory  1
07F7: $2662  0 

:CAT2_404
00D6: if  0
83CA:   NOT   object $2663 exists
004D: jump_if_false CAT2_412
029B: $2663 = init_object #CR_DOOR_03 at  2304.257 -14.583  25.742
01C7: remove_object_from_mission_cleanup_list $2663
0550: unknown_keep_object $2663 in_memory  1
0177: set_object $2663 z_angle_to  180.0
07F7: $2663  0 

:CAT2_412
029B: @76 = init_object #KMB_ATM3 at  2310.367 -17.0  26.414
07F7: @76  0 
0177: set_object @72 z_angle_to  180.0
029B: @77 = init_object #KMB_ATM3 at  2313.689 -17.0  26.414
07F7: @77  0 
0177: set_object @73 z_angle_to  180.0
029B: @78 = init_object #KMB_ATM3 at  2313.318 -.1206  26.414
07F7: @78  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: $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: $147 
00A1: put_actor $147 at  2310.206 -15.8887  25.7574
0173: set_actor $147 z_angle_to  287.3674
05D3: unknown_action_sequence $PLAYER_ACTOR  2315.412 -13.1812  25.75  4  10000 
05D3: unknown_action_sequence $147  2316.619 -15.1198  25.75  4  10000 
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  3000  ;; integer values
0006: @55 =  1  ;; integer values
03C7: unknown_maby_cops_density  .2
000A: @41 +=  1  ;; integer values

:CAT2_439
00D6: if  0
0039:   @41 ==  2  ;; integer values
004D: jump_if_false CAT2_479
00D6: if  1
001E:   $16 > @42  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_479
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: $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: $147 
00A1: put_actor $147 at  2316.619 -15.1198  25.75
0173: set_actor $147 z_angle_to  242.0258
04D7: lock_actor $147 in_current_position  1
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false CAT2_475
00A0: store_actor @66 position_to $73 $74 $75
0009: $73 +=  2.7  ;; floating-point values
041A: @71 = actor $PLAYER_ACTOR weapon  25 ammo
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false CAT2_468
01B2: give_actor $PLAYER_ACTOR weapon  25 ammo  48  ;; Load the weapon model before using this
0002: jump CAT2_472

:CAT2_468
00D6: if  0
001B:    48 > @71  ;; integer values
004D: jump_if_false CAT2_472
017B: set_actor $PLAYER_ACTOR weapon  25 ammo_to  48  

:CAT2_472
0667: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  10000 
05C4: unknown_action_sequence @66  8000 
04D7: lock_actor @66 in_current_position  1

:CAT2_475
0006: @560 =  3  ;; integer values
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  2000  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_479
00D6: if  0
0039:   @41 ==  3  ;; integer values
004D: jump_if_false CAT2_502
00D6: if  0
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_502
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CAT2_495
00A0: store_actor @63 position_to $73 $74 $75
0009: $73 +=  2.7  ;; floating-point values
0009: $75 +=  .5  ;; floating-point values
01B2: give_actor $147 weapon  25 ammo  9999  ;; Load the weapon model before using this
0667: unknown_action_sequence $147 $73 $74 $75  10000 
04D7: lock_actor @63 in_current_position  1
05C4: unknown_action_sequence @63  8000 

:CAT2_495
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 = $16  ;; integer values and handles
000A: @42 +=  2500  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_502
00D6: if  0
0039:   @41 ==  4  ;; integer values
004D: jump_if_false CAT2_513
00D6: if  0
001B:    1 > @68  ;; integer values
004D: jump_if_false CAT2_513
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_513
016A: fade  0 ()  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_513
00D6: if  0
0039:   @41 ==  5  ;; integer values
004D: jump_if_false CAT2_571
00D6: if  0
001B:    1 > @68  ;; integer values
004D: jump_if_false CAT2_571
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_571
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: $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: $147 
00A1: put_actor $147 at  2308.502 -3.912  25.7422
0173: set_actor $147 z_angle_to  81.0
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_536
04D7: lock_actor $147 in_current_position  0
05D3: unknown_action_sequence $147  2306.768 -4.5085  25.7422  4 -2 

:CAT2_536
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false CAT2_544
0687: @66 
00A1: put_actor @66 at  2310.546 -7.7439  25.7422
0173: set_actor @66 z_angle_to  281.4267
0639: unknown_action_sequence @66 $PLAYER_ACTOR 
04D7: lock_actor @66 in_current_position  1

:CAT2_544
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CAT2_552
0687: @63 
00A1: put_actor @63 at  2311.597 -9.1847  25.7422
0173: set_actor @63 z_angle_to  314.501
0639: unknown_action_sequence @63 $PLAYER_ACTOR 
04D7: lock_actor @63 in_current_position  1

:CAT2_552
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false CAT2_560
0687: @64 
00A1: put_actor @64 at  2310.59 -9.3749  25.7422
0173: set_actor @64 z_angle_to  323.1424
0639: unknown_action_sequence @64 $PLAYER_ACTOR 
04D7: lock_actor @64 in_current_position  1

:CAT2_560
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CAT2_568
0687: @65 
00A1: put_actor @65 at  2309.61 -8.5556  25.7422
0173: set_actor @65 z_angle_to  309.2547
0639: unknown_action_sequence @65 $PLAYER_ACTOR 
04D7: lock_actor @65 in_current_position  1

:CAT2_568
04ED: load_animation "OTB"
016A: fade  1 (back)  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_571
00D6: if  0
0039:   @41 ==  6  ;; integer values
004D: jump_if_false CAT2_584
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_584
088D:  2312.578 -7.4347  25.75  4.5 -196  0 
088D:  2312.578 -7.4347  25.75  4.5 -197  0 
0006: @560 =  5  ;; integer values
0006: @561 =  3  ;; integer values
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  800  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_584
00D6: if  0
0039:   @41 ==  7  ;; integer values
004D: jump_if_false CAT2_599
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_599
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CAT2_595
00A0: store_actor @63 position_to $73 $74 $75
0009: $75 +=  .7  ;; floating-point values

:CAT2_595
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  800  ;; integer values
000A: @41 +=  1  ;; integer values
0006: @80 =  0  ;; integer values

:CAT2_599
00D6: if  0
0039:   @41 ==  8  ;; integer values
004D: jump_if_false CAT2_671
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false CAT2_631
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_631
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_623
00A1: put_actor $147 at  2306.666 -4.7944  25.75
0173: set_actor $147 z_angle_to  90.0
01B9: set_actor $147 armed_weapon_to  0
0615: @84 
0605: unknown_action_sequence -1 "CAT_SAFE_OPEN" "ROB_BANK"  1000.0  0  0  0  0 -2 
0605: unknown_action_sequence -1 "CAT_SAFE_ROB" "ROB_BANK"  1000.0  0  0  0  0 -2 
0616: @84 
0618: $147 @84 
061B: @84 
075A: @75 "CAT_SAFE_OPEN_O" "ROB_BANK"  1000.0  0  1 

:CAT2_623
0006: @80 =  1  ;; integer values
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CAT2_629
0635: unknown_action_sequence $PLAYER_ACTOR @63  5500 

:CAT2_629
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  800  ;; integer values

:CAT2_631
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false CAT2_671
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_671
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false CAT2_641
05C4: unknown_action_sequence @66  8000 

:CAT2_641
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CAT2_650
0615: @84 
05B9: unknown_action_sequence -1  250 
05C4: unknown_action_sequence -1  8000 
0616: @84 
0618: @63 @84 
061B: @84 

:CAT2_650
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false CAT2_659
0615: @84 
05B9: unknown_action_sequence -1  350 
05C4: unknown_action_sequence -1  8000 
0616: @84 
0618: @64 @84 
061B: @84 

:CAT2_659
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CAT2_668
0615: @84 
05B9: unknown_action_sequence -1  850 
05C4: unknown_action_sequence -1  8000 
0616: @84 
0618: @65 @84 
061B: @84 

:CAT2_668
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  2000  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_671
00D6: if  0
0039:   @41 ==  9  ;; integer values
004D: jump_if_false CAT2_730
00D6: if  2
001E:   $16 > @42  ;; integer values
0039:   @560 ==  0  ;; integer values
0039:   @559 ==  1  ;; integer values
004D: jump_if_false CAT2_730
00D6: if  0
83CA:   NOT   object $2660 exists
004D: jump_if_false CAT2_686
029B: $2660 = init_object #CR_DOOR_01 at  2322.845  8.304  25.483
01C7: remove_object_from_mission_cleanup_list $2660
07F7: $2660  0 
0550: unknown_keep_object $2660 in_memory  1

:CAT2_686
00D6: if  0
83CA:   NOT   object $2661 exists
004D: jump_if_false CAT2_694
029B: $2661 = init_object #CR_DOOR_01 at  2316.233  .712  25.742
01C7: remove_object_from_mission_cleanup_list $2661
0177: set_object $2661 z_angle_to  270.0
0550: unknown_keep_object $2661 in_memory  1
07F7: $2661  0 

:CAT2_694
00D6: if  0
83CA:   NOT   object $2662 exists
004D: jump_if_false CAT2_701
029B: $2662 = init_object #CR_DOOR_03 at  2304.257 -17.744  25.742
01C7: remove_object_from_mission_cleanup_list $2662
0550: unknown_keep_object $2662 in_memory  1
07F7: $2662  0 

:CAT2_701
00D6: if  0
83CA:   NOT   object $2663 exists
004D: jump_if_false CAT2_709
029B: $2663 = init_object #CR_DOOR_03 at  2304.257 -14.583  25.742
01C7: remove_object_from_mission_cleanup_list $2663
0550: unknown_keep_object $2663 in_memory  1
0177: set_object $2663 z_angle_to  180.0
07F7: $2663  0 

:CAT2_709
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
04D7: lock_actor $147 in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
00BB: text_lowpriority 'CAT2_05'  4000 ms  1
00BB: text_lowpriority 'CAT2_06'  8000 ms  1
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0792: $147 
01B9: set_actor $147 armed_weapon_to  0
0605: unknown_action_sequence $147 "CAT_SAFE_ROB" "ROB_BANK"  1000.0  1  0  0  0 -2 
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  2000  ;; integer values
000A: @41 +=  1  ;; integer values
0007: @81 =  .0015  ;; floating-point values
088D:  2312.578 -7.4347  25.75  4.5 -196  1 
088D:  2312.578 -7.4347  25.75  4.5 -197  1 

:CAT2_730
00D6: if  0
0019:   @41 >  9  ;; integer values
004D: jump_if_false CAT2_940
000B: @81 +=  .000025  ;; floating-point values
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false CAT2_779
00D6: if  0
0019:   @41 >  10  ;; integer values
004D: jump_if_false CAT2_747
062E: @66  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_746
04D7: lock_actor @66 in_current_position  0
05E2: unknown_action_sequence @66 $PLAYER_ACTOR 

:CAT2_746
0002: jump CAT2_778

:CAT2_747
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @66
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false CAT2_753
0079: @57 += unknown_inaccurate_float_timer  .02  ;; floating-point 
0002: jump CAT2_754

:CAT2_753
0081: @57 -= unknown_inaccurate_float_timer @81  ;; floating-point 

:CAT2_754
00D6: if  0
0021:   @57 >  1.0  ;; floating-point values
004D: jump_if_false CAT2_758
0007: @57 =  1.0  ;; floating-point values

:CAT2_758
00D6: if  0
0023:    0.0 > @57  ;; floating-point values
004D: jump_if_false CAT2_767
0007: @57 =  0.0  ;; floating-point values
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_767
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_767
062E: @66  1541 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_773
0605: unknown_action_sequence @66 "SHP_HANDSUP_SCR" "ROB_BANK"  4.0  0  0  0  0  0 
0002: jump CAT2_778

:CAT2_773
00D6: if  0
0611: @66 "SHP_HANDSUP_SCR" 
004D: jump_if_false CAT2_778
0612: @66 "SHP_HANDSUP_SCR"  0 
0614: @66 "SHP_HANDSUP_SCR" @57 

:CAT2_778
0002: jump CAT2_785

:CAT2_779
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_784
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_784
01C2: remove_references_to_actor @66  ;; Like turning an actor into a random pedestrian

:CAT2_785
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CAT2_830
00D6: if  0
0019:   @41 >  10  ;; integer values
004D: jump_if_false CAT2_798
062E: @63  1477 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_797
04D7: lock_actor @63 in_current_position  0
05C5: unknown_action_sequence @63  1410065407 

:CAT2_797
0002: jump CAT2_829

:CAT2_798
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @63
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false CAT2_804
0079: @58 += unknown_inaccurate_float_timer  .023  ;; floating-point 
0002: jump CAT2_805

:CAT2_804
0081: @58 -= unknown_inaccurate_float_timer @81  ;; floating-point 

:CAT2_805
00D6: if  0
0021:   @58 >  1.0  ;; floating-point values
004D: jump_if_false CAT2_809
0007: @58 =  1.0  ;; floating-point values

:CAT2_809
00D6: if  0
0023:    0.0 > @58  ;; floating-point values
004D: jump_if_false CAT2_818
0007: @58 =  0.0  ;; floating-point values
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_818
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_818
062E: @63  1541 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_824
0605: unknown_action_sequence @63 "SHP_HANDSUP_SCR" "ROB_BANK"  4.0  0  0  0  0  0 
0002: jump CAT2_829

:CAT2_824
00D6: if  0
0611: @63 "SHP_HANDSUP_SCR" 
004D: jump_if_false CAT2_829
0612: @63 "SHP_HANDSUP_SCR"  0 
0614: @63 "SHP_HANDSUP_SCR" @58 

:CAT2_829
0002: jump CAT2_836

:CAT2_830
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_835
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_835
01C2: remove_references_to_actor @63  ;; Like turning an actor into a random pedestrian

:CAT2_836
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false CAT2_881
00D6: if  0
0019:   @41 >  10  ;; integer values
004D: jump_if_false CAT2_849
062E: @64  1477 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_848
04D7: lock_actor @64 in_current_position  0
05C5: unknown_action_sequence @64  1410065407 

:CAT2_848
0002: jump CAT2_880

:CAT2_849
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @64
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false CAT2_855
0079: @59 += unknown_inaccurate_float_timer  .026  ;; floating-point 
0002: jump CAT2_856

:CAT2_855
0081: @59 -= unknown_inaccurate_float_timer @81  ;; floating-point 

:CAT2_856
00D6: if  0
0021:   @59 >  1.0  ;; floating-point values
004D: jump_if_false CAT2_860
0007: @59 =  1.0  ;; floating-point values

:CAT2_860
00D6: if  0
0023:    0.0 > @59  ;; floating-point values
004D: jump_if_false CAT2_869
0007: @59 =  0.0  ;; floating-point values
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_869
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_869
062E: @64  1541 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_875
0605: unknown_action_sequence @64 "SHP_HANDSUP_SCR" "ROB_BANK"  4.0  0  0  0  0  0 
0002: jump CAT2_880

:CAT2_875
00D6: if  0
0611: @64 "SHP_HANDSUP_SCR" 
004D: jump_if_false CAT2_880
0612: @64 "SHP_HANDSUP_SCR"  0 
0614: @64 "SHP_HANDSUP_SCR" @59 

:CAT2_880
0002: jump CAT2_887

:CAT2_881
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_886
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_886
01C2: remove_references_to_actor @64  ;; Like turning an actor into a random pedestrian

:CAT2_887
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CAT2_932
00D6: if  0
0019:   @41 >  10  ;; integer values
004D: jump_if_false CAT2_900
062E: @65  1477 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_899
04D7: lock_actor @65 in_current_position  0
05C5: unknown_action_sequence @65  1410065407 

:CAT2_899
0002: jump CAT2_931

:CAT2_900
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @65
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false CAT2_906
0079: @60 += unknown_inaccurate_float_timer  .025  ;; floating-point 
0002: jump CAT2_907

:CAT2_906
0081: @60 -= unknown_inaccurate_float_timer @81  ;; floating-point 

:CAT2_907
00D6: if  0
0021:   @60 >  1.0  ;; floating-point values
004D: jump_if_false CAT2_911
0007: @60 =  1.0  ;; floating-point values

:CAT2_911
00D6: if  0
0023:    0.0 > @60  ;; floating-point values
004D: jump_if_false CAT2_920
0007: @60 =  0.0  ;; floating-point values
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_920
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_920
062E: @65  1541 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_926
0605: unknown_action_sequence @65 "SHP_HANDSUP_SCR" "ROB_BANK"  4.0  0  0  0  0  0 
0002: jump CAT2_931

:CAT2_926
00D6: if  0
0611: @65 "SHP_HANDSUP_SCR" 
004D: jump_if_false CAT2_931
0612: @65 "SHP_HANDSUP_SCR"  0 
0614: @65 "SHP_HANDSUP_SCR" @60 

:CAT2_931
0002: jump CAT2_940

:CAT2_932
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_939
0050: gosub CAT2_3618
0085: @83 = @32  ;; integer values and handles
000A: @83 +=  500  ;; integer values
0006: @41 =  11  ;; integer values

:CAT2_939
01C2: remove_references_to_actor @65  ;; Like turning an actor into a random pedestrian

:CAT2_940
00D6: if  0
0039:   @560 ==  9  ;; integer values
004D: jump_if_false CAT2_964
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_964
00D6: if  0
04EE:   animation "OTB" loaded
004D: jump_if_false CAT2_963
062E: $147  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_962
0687: $147 
0615: @84 
04EB: unknown_action_sequence -1  0 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "WTCHRACE_CMON" "OTB"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "WTCHRACE_LOSE" "OTB"  4.0  0  0  0  0  0 
0616: @84 
0618: $147 @84 
061B: @84 

:CAT2_962
0002: jump CAT2_964

:CAT2_963
04ED: load_animation "OTB"

:CAT2_964
00D6: if  0
0039:   @41 ==  11  ;; integer values
004D: jump_if_false CAT2_977
04EF: release_animation "ROB_BANK"
00D6: if  0
0039:   @56 ==  4  ;; integer values
004D: jump_if_false CAT2_977
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false CAT2_977
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  2000  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_977
00D6: if  1
0039:   @41 ==  12  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_988
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_988
016A: fade  0 ()  500 ms
0247: request_model  599
0247: request_model  523
000A: @41 +=  1  ;; integer values

:CAT2_988
00D6: if  0
0039:   @41 ==  13  ;; integer values
004D: jump_if_false CAT2_1073
00D6: if  4
07C1:  116 
07C1:  117 
07C1:  118 
07C1:  119 
04EE:   animation "MISC" loaded
004D: jump_if_false CAT2_1067
00D6: if  2
816B:   NOT   fading
0248:   model  599 available
0248:   model  523 available
004D: jump_if_false CAT2_1064
04EF: release_animation "OTB"
04EF: release_animation "SHOP"
03EB: clear_small_messages_only
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
041D: set_camera_near_clip  .1 
018E: stop_sound @82
00A5: @85 = create_car  599 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: @85  116 
06FD: @85  0.0 
00A5: @86 = create_car  523 at  2348.658  5.906  25.3359
0175: set_car @86 z_angle_to  359.5453
05EB: @86  117 
06FD: @86  0.0 
0129: @87 = create_actor  4  283 in_car @86 driverseat
060B: unknown_actor_use_entity @87 @62 
00A5: @88 = create_car  523 at  2264.918  37.519  25.3359
0175: set_car @88 z_angle_to  268.8078
05EB: @88  118 
06FD: @88  0.0 
0129: @89 = create_actor  4  283 in_car @88 driverseat
060B: unknown_actor_use_entity @89 @62 
00A5: @90 = create_car  599 at  2278.477  89.2844  25.3378
0175: set_car @90 z_angle_to  269.8063
05EB: @90  119 
06FD: @90  0.0 
0129: @91 = create_actor  4  283 in_car @90 driverseat
060B: unknown_actor_use_entity @91 @62 
0397: car @90 siren =  1 (on)  
009A: @92 = create_actor  4  283 at  2328.564  1.8673  25.5693
0173: set_actor @92 z_angle_to  0.0
0615: @43 
0605: unknown_action_sequence -1 "SEAT_IDLE" "PED"  1000.0  1  0  0  1  5000 
0605: unknown_action_sequence -1 "SEAT_TALK_01" "MISC"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "SEAT_IDLE" "PED"  4.0  1  0  0  0  10000 
0616: @43 
0618: @92 @43 
061B: @43 
009A: @94 = create_actor  4  240 at  2336.679 -8.2464  25.4766
0249: release_model  240
05DC: unknown_action_sequence @94  2336.399 -18.3093  25.4766  30.0  8000 
009A: @93 = create_actor  4  283 at  2328.476  2.3077  25.5693
060B: unknown_actor_use_entity @93 @62 
0173: set_actor @93 z_angle_to  180.0
0615: @43 
0605: unknown_action_sequence -1 "SEAT_IDLE" "PED"  4.0  1  0  0  1  9200 
0605: unknown_action_sequence -1 "SEAT_TALK_02" "MISC"  1000.0  0  0  0  1  0 
0605: unknown_action_sequence -1 "SEAT_WATCH" "MISC"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "SEAT_IDLE" "PED"  4.0  1  0  0  0  10000 
0616: @43 
0618: @93 @43 
061B: @43 
0085: @42 = @32  ;; integer values and handles
000A: @42 +=  1000  ;; integer values
000A: @41 +=  1  ;; integer values
0002: jump CAT2_1066

:CAT2_1064
0247: request_model  599
0247: request_model  523

:CAT2_1066
0002: jump CAT2_1072

:CAT2_1067
07C0:  116 
07C0:  117 
07C0:  118 
07C0:  119 
04ED: load_animation "MISC"

:CAT2_1072
0002: jump CAT2_1089

:CAT2_1073
00D6: if  0
0039:   @41 ==  15  ;; integer values
004D: jump_if_false CAT2_1085
00D6: if  0
001D:   @32 > @42  ;; integer values  
004D: jump_if_false CAT2_1085
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:  2328.538  2.0688  26.6612  270.0 
016A: fade  1 (back)  500 ms
0006: @68 = -1  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1085
00D6: if  0
0039:   @41 ==  14  ;; integer values
004D: jump_if_false CAT2_1089
000A: @41 +=  1  ;; integer values

:CAT2_1089
00D6: if  0
001B:    25 > @41  ;; integer values
004D: jump_if_false CAT2_1187
00D6: if  21
0019:   @41 >  15  ;; integer values
0039:   @41 == -1  ;; integer values
004D: jump_if_false CAT2_1187
00D6: if  0
08D0: (unknown)
004D: jump_if_false CAT2_1106
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false CAT2_1105
016A: fade  0 ()  500 ms
0006: @41 = -1  ;; integer values
000A: @68 +=  1  ;; integer values

:CAT2_1105
0002: jump CAT2_1110

:CAT2_1106
00D6: if  0
0039:   @68 == -1  ;; integer values
004D: jump_if_false CAT2_1110
000A: @68 +=  1  ;; integer values

:CAT2_1110
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false CAT2_1187
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_1187
0006: @559 =  5  ;; integer values
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false CAT2_1129
0687: @92 
01B2: give_actor @92 weapon  25 ammo  9999  ;; Load the weapon model before using this
00D6: if  0
00DF:   actor @92 driving
004D: jump_if_false CAT2_1127
0362: remove_actor @92 from_car_and_place_at  2292.53 -19.1915  25.3437
0002: jump CAT2_1128

:CAT2_1127
00A1: put_actor @92 at  2292.53 -19.1915  25.3437

:CAT2_1128
0667: unknown_action_sequence @92  2304.137 -16.591  27.276  15000 

:CAT2_1129
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false CAT2_1141
0687: @93 
01B2: give_actor @93 weapon  25 ammo  9999  ;; Load the weapon model before using this
00D6: if  0
00DF:   actor @93 driving
004D: jump_if_false CAT2_1139
0362: remove_actor @93 from_car_and_place_at  2297.022 -19.6483  25.3359
0002: jump CAT2_1140

:CAT2_1139
00A1: put_actor @93 at  2297.022 -19.6483  25.3359

:CAT2_1140
0667: unknown_action_sequence @93  2304.137 -16.591  27.276  15000 

:CAT2_1141
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CAT2_1153
0687: @87 
01B2: give_actor @87 weapon  25 ammo  9999  ;; Load the weapon model before using this
00D6: if  0
00DF:   actor @87 driving
004D: jump_if_false CAT2_1151
0362: remove_actor @87 from_car_and_place_at  2303.119 -13.7964  25.4766
0002: jump CAT2_1152

:CAT2_1151
00A1: put_actor @87 at  2303.119 -13.7964  25.4766

:CAT2_1152
0173: set_actor @87 z_angle_to  119.4845

:CAT2_1153
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CAT2_1165
0687: @89 
01B2: give_actor @89 weapon  25 ammo  9999  ;; Load the weapon model before using this
00D6: if  0
00DF:   actor @89 driving
004D: jump_if_false CAT2_1163
0362: remove_actor @89 from_car_and_place_at  2297.244 -16.8148  25.3328
0002: jump CAT2_1164

:CAT2_1163
00A1: put_actor @89 at  2297.244 -16.8148  25.3328

:CAT2_1164
0667: unknown_action_sequence @89  2304.137 -16.591  27.276  15000 

:CAT2_1165
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false CAT2_1169
06C5: @85 

:CAT2_1169
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_1173
06C5: @86 

:CAT2_1173
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false CAT2_1177
06C5: @88 

:CAT2_1177
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false CAT2_1185
06C5: @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: @90  0.0  0.0  0.0 

:CAT2_1185
000A: @68 +=  1  ;; integer values
0006: @41 =  25  ;; integer values

:CAT2_1187
00D6: if  0
0039:   @41 ==  16  ;; integer values
004D: jump_if_false CAT2_1198
00D6: if  1
001E:   $16 > @42  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1198
0006: @560 =  39  ;; integer values
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  4000  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1198
00D6: if  0
0039:   @41 ==  17  ;; integer values
004D: jump_if_false CAT2_1214
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1214
00D6: if  0
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1214
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 = $16  ;; integer values and handles
000A: @42 +=  2800  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1214
00D6: if  1
0039:   @41 ==  18  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1225
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1225
0006: @560 =  12  ;; integer values
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  3500  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1225
00D6: if  1
0039:   @41 ==  19  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1259
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1259
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false CAT2_1242
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false CAT2_1242
0687: @92 
00A1: put_actor @92 at  2345.99  5.6379  25.3359
0173: set_actor @92 z_angle_to  276.5795
05CB: unknown_action_sequence @92 @85  5000 

:CAT2_1242
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false CAT2_1252
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false CAT2_1252
0687: @93 
00A1: put_actor @93 at  2349.073  9.3357  25.4766
0173: set_actor @93 z_angle_to  282.9661
05CA: unknown_action_sequence @93 @85  5000  0 

:CAT2_1252
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 = $16  ;; integer values and handles
000A: @42 +=  1000  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1259
00D6: if  0
0039:   @41 ==  20  ;; integer values
004D: jump_if_false CAT2_1276
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1276
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_1269
06FD: @86  1.0 

:CAT2_1269
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false CAT2_1273
06FD: @88  1.0 

:CAT2_1273
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  2500  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1276
00D6: if  0
0039:   @41 ==  21  ;; integer values
004D: jump_if_false CAT2_1297
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false CAT2_1294
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1293
06FD: @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 (on)  
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  5500  ;; integer values
0006: @41 =  23  ;; integer values

:CAT2_1293
0002: jump CAT2_1297

:CAT2_1294
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  5500  ;; integer values
0006: @41 =  23  ;; integer values

:CAT2_1297
00D6: if  0
0039:   @41 ==  22  ;; integer values
004D: jump_if_false CAT2_1313
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1313
015F: set_camera_position  2297.562  11.3784  29.2857  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false CAT2_1309
0158: camera_on_vehicle @90  15  2
0002: jump CAT2_1310

:CAT2_1309
0160: point_camera  2297.377  12.3375  29.071  2

:CAT2_1310
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  6500  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1313
00D6: if  0
0039:   @41 ==  23  ;; integer values
004D: jump_if_false CAT2_1412
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1412
0006: @560 =  13  ;; integer values
0006: @561 =  3  ;; integer values
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false CAT2_1344
00D6: if  0
060E: @85 
004D: jump_if_false CAT2_1344
05EC: @85 
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  0
8118:   NOT   actor @92 dead
004D: jump_if_false CAT2_1344
01B2: give_actor @92 weapon  22 ammo  9999  ;; Load the weapon model before using this
0615: @43 
05D1: unknown_action_sequence -1 @85  2295.612 -23.6996  25.3437  17.0  1  0  3 
06C7: unknown_action_sequence -1 @85  6  1000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2292.53 -19.1915  25.3437  6  10000 
0667: unknown_action_sequence -1  2304.137 -16.591  27.276  5000 
0616: @43 
0618: @92 @43 
061B: @43 

:CAT2_1344
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false CAT2_1357
01B2: give_actor @93 weapon  22 ammo  9999  ;; Load the weapon model before using this
0615: @43 
05B9: unknown_action_sequence -1  1000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2296.706 -15.3321  25.3279  6  10000 
04EB: unknown_action_sequence -1  1 
0667: unknown_action_sequence -1  2304.137 -16.591  27.276  5000 
0616: @43 
0618: @93 @43 
061B: @43 

:CAT2_1357
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_1380
00D6: if  0
060E: @86 
004D: jump_if_false CAT2_1380
05EC: @86 
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  0
8118:   NOT   actor @87 dead
004D: jump_if_false CAT2_1380
01B2: give_actor @87 weapon  22 ammo  9999  ;; Load the weapon model before using this
0615: @43 
05D1: unknown_action_sequence -1 @86  2302.19 -21.2635  25.4844  17.0  1  0  3 
06C7: unknown_action_sequence -1 @86  6  1000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2297.244 -16.8148  25.3328  6  10000 
05D4: unknown_action_sequence -1 unknown_angle  291.4845 
0616: @43 
0618: @87 @43 
061B: @43 

:CAT2_1380
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false CAT2_1403
00D6: if  0
060E: @88 
004D: jump_if_false CAT2_1403
05EC: @88 
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  0
8118:   NOT   actor @89 dead
004D: jump_if_false CAT2_1403
01B2: give_actor @89 weapon  22 ammo  9999  ;; Load the weapon model before using this
0615: @43 
05D1: unknown_action_sequence -1 @88  2298.094 -10.0818  25.3285  17.0  1  0  3 
06C7: unknown_action_sequence -1 @88  6  1000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2303.119 -13.7964  25.4766  6  10000 
0667: unknown_action_sequence -1  2304.137 -16.591  27.276  5000 
0616: @43 
0618: @89 @43 
061B: @43 

:CAT2_1403
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false CAT2_1407
06FD: @90  1.0 

:CAT2_1407
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 = $16  ;; integer values and handles
000A: @42 +=  6000  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1412
00D6: if  1
0039:   @41 ==  24  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1422
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1422
016A: fade  0 ()  500 ms
0247: request_model  427
000A: @41 +=  1  ;; integer values

:CAT2_1422
00D6: if  0
0039:   @41 ==  25  ;; integer values
004D: jump_if_false CAT2_1489
00D6: if  1
816B:   NOT   fading
0248:   model  427 available
004D: jump_if_false CAT2_1488
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  427 at  2302.181  6.6  25.4766
0175: set_car @95 z_angle_to  90.0
0519: unknown_car @95 flag  1
00A5: @96 = create_car  427 at  2337.9  23.4  25.4766
0175: set_car @96 z_angle_to  270.0
0519: unknown_car @96 flag  1
0006: @101 =  0  ;; integer values

:CAT2_1439
00D6: if  0
001B:    3 > @101  ;; integer values
004D: jump_if_false CAT2_1451
0006: @97(@101,4i) =  0  ;; integer values
00D6: if  0
03CA:   object @72(@101,4i) exists
004D: jump_if_false CAT2_1449
0188: @102(@101,4i) = create_marker_above_object @72(@101,4i)
035D: toggle_object @76(@101,4i) targetable  1 
071F: @76(@101,4i)  1000 

:CAT2_1449
000A: @101 +=  1  ;; integer values
0002: jump CAT2_1439

:CAT2_1451
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false CAT2_1455
01C2: remove_references_to_actor @94  ;; Like turning an actor into a random pedestrian

:CAT2_1455
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false CAT2_1467
009B: destroy_actor_instantly @92

:CAT2_1467
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false CAT2_1471
009B: destroy_actor_instantly @93

:CAT2_1471
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CAT2_1475
009B: destroy_actor_instantly @87

:CAT2_1475
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CAT2_1479
009B: destroy_actor_instantly @89

:CAT2_1479
00A6: destroy_car @85
00A6: destroy_car @86
00A6: destroy_car @88
00A6: destroy_car @90
01B9: set_actor $147 armed_weapon_to  25
00A1: put_actor $147 at  2312.208 -1.9564  25.7422
0173: set_actor $147 z_angle_to  199.0
000A: @41 +=  1  ;; integer values
0002: jump CAT2_1489

:CAT2_1488
0247: request_model  427

:CAT2_1489
00D6: if  0
0039:   @41 ==  26  ;; integer values
004D: jump_if_false CAT2_1507
00D6: if  2
816B:   NOT   fading
0039:   @559 ==  1  ;; integer values
04EE:   animation "GANGS" loaded
004D: jump_if_false CAT2_1507
0006: @560 =  16  ;; integer values
0006: @561 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_1503
0605: unknown_action_sequence $147 "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  0  0 

:CAT2_1503
07F7: @76  0 
07F7: @77  1 
07F7: @78  1 
000A: @41 +=  1  ;; integer values

:CAT2_1507
00D6: if  0
0039:   @41 ==  27  ;; integer values
004D: jump_if_false CAT2_1631
062E: $147  1541 @106 
00D6: if  0
04A4: @106  7 
004D: jump_if_false CAT2_1518
00D6: if  0
04EE:   animation "GANGS" loaded
004D: jump_if_false CAT2_1518
04EF: release_animation "GANGS"

:CAT2_1518
0006: @101 =  0  ;; integer values

:CAT2_1519
00D6: if  0
001B:    3 > @101  ;; integer values
004D: jump_if_false CAT2_1606
00D6: if  0
03CA:   object @72(@101,4i) exists
004D: jump_if_false CAT2_1558
00D6: if  0
0039:   @97(@101,4i) ==  0  ;; integer values
004D: jump_if_false CAT2_1558
071E: @76(@101,4i) @44 
01BB: store_object @72(@101,4i) position_to $73 $74 $75
0089: @107 = $73  ;; floating-point values only
000F: @107 -=  1.0  ;; floating-point values
0089: @110 = $73  ;; floating-point values only
000B: @110 +=  1.0  ;; floating-point values
0089: @108 = $74  ;; floating-point values only
000F: @108 -=  1.0  ;; floating-point values
0089: @111 = $74  ;; floating-point values only
000B: @111 +=  1.0  ;; floating-point values
0089: @109 = $75  ;; floating-point values only
000F: @109 -=  1.0  ;; floating-point values
0089: @112 = $75  ;; floating-point values only
000B: @112 +=  1.0  ;; floating-point values
00D6: if  0
0356:   explosion_type -1 in_cube @107 @108 @109 @110 @111 @112  
004D: jump_if_false CAT2_1547
071F: @113(@101,4i)  0 
0006: @44 =  0  ;; integer values

:CAT2_1547
00D6: if  0
001B:    500 > @44  ;; integer values
004D: jump_if_false CAT2_1558
0176: @46 = object @72(@101,4i) z_angle
0723: @72(@101,4i)  1 
01BC: put_object @113(@101,4i) at $73 $74 $75
0750: @113(@101,4i)  1 
0177: set_object @113(@101,4i) z_angle_to @46
0382: set_object @113(@101,4i) collision_detection  0
071F: @113(@101,4i)  150 
000A: @97(@101,4i) +=  1  ;; integer values

:CAT2_1558
00D6: if  0
03CA:   object @113(@101,4i) exists
004D: jump_if_false CAT2_1595
00D6: if  0
0039:   @97(@101,4i) ==  1  ;; integer values
004D: jump_if_false CAT2_1595
071E: @76(@101,4i) @44 
00D6: if  0
001B:    1 > @44  ;; integer values
004D: jump_if_false CAT2_1595
0164: disable_marker @102(@101,4i)
0108: destroy_object @76(@101,4i)
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false CAT2_1576
029B: @76 = init_object #KMB_ATM3 at  2310.367 -17.0  26.414
07F7: @76  0 
0177: set_object @76 z_angle_to  180.0

:CAT2_1576
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false CAT2_1582
029B: @77 = init_object #KMB_ATM3 at  2313.689 -17.0  26.414
07F7: @77  0 
0177: set_object @77 z_angle_to  180.0

:CAT2_1582
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false CAT2_1587
029B: @78 = init_object #KMB_ATM3 at  2313.318 -.1206  26.414
07F7: @78  0 

:CAT2_1587
01C4: remove_references_to_object @72(@101,4i)  ;; This object will now disappear when the player looks away
0400: create_coordinate $73 $74 $75 from_object @113(@101,4i) offset  0.0 -1.0  0.0
035D: toggle_object @76(@101,4i) targetable  0 
0750: @76(@101,4i)  1 
0723: @113(@101,4i)  0 
02E1: @117(@101,4i) = create_cash_pickup  0 at $73 $74 $75 unknown  1 
03DC: @102(@101,4i) = create_marker_above_pickup @117(@101,4i)
000A: @97(@101,4i) +=  1  ;; integer values

:CAT2_1595
00D6: if  0
0039:   @97(@101,4i) ==  2  ;; integer values
004D: jump_if_false CAT2_1604
00D6: if  0
0214:   pickup @117(@101,4i) picked_up
004D: jump_if_false CAT2_1604
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_1604
000A: @101 +=  1  ;; integer values
0002: jump CAT2_1519

:CAT2_1606
00D6: if  2
0039:   @97 ==  3  ;; integer values
0039:   @98 ==  3  ;; integer values
0039:   @99 ==  3  ;; integer values
004D: jump_if_false CAT2_1631
07F7: $2661  1 
000A: @41 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false CAT2_1617
077A: @92  4  0 

:CAT2_1617
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false CAT2_1621
077A: @93  4  0 

:CAT2_1621
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CAT2_1625
077A: @87  4  0 

:CAT2_1625
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CAT2_1629
077A: @89  4  0 

:CAT2_1629
01E7: remove_forbidden_for_cars_cube  2344.518  36.1468  36.0359  2269.718 -44.376  23.0569
060B: unknown_actor_use_entity $147 @38 

:CAT2_1631
00D6: if  0
0039:   @41 ==  28  ;; integer values
004D: jump_if_false CAT2_1641
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_1641
00D6: if  0
0039:   @41 ==  31  ;; integer values
004D: jump_if_false CAT2_1701
00D6: if  1
07C1:  123 
07C1:  124 
004D: jump_if_false CAT2_1699
00D6: if  0
0039:   @344 ==  10  ;; integer values
004D: jump_if_false CAT2_1698
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT2_1698
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2315.558  70.7181  31.4998 radius  11.4  8.4  6.0
004D: jump_if_false CAT2_1698
0708: unknown_add_entity_item @38  36 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) 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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_1675
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2319.793  61.6571  25.4769
0002: jump CAT2_1676

:CAT2_1675
00A1: put_actor $PLAYER_ACTOR at  2319.793  61.6571  25.4769

:CAT2_1676
0173: set_actor $PLAYER_ACTOR z_angle_to  5.0
06C9: $147 
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT2_1683
0362: remove_actor $147 from_car_and_place_at  2318.242  61.3145  25.4759
0002: jump CAT2_1684

:CAT2_1683
00A1: put_actor $147 at  2318.242  61.3145  25.4759

:CAT2_1684
0173: set_actor $147 z_angle_to  350.0
00A5: @86 = create_car  523 at  2287.156  61.9821  25.4766
0175: set_car @86 z_angle_to  322.7361
0129: @87 = create_actor  4  283 in_car @86 driverseat
060B: unknown_actor_use_entity @87 @62 
05EB: @86  123 
02AC: set_car @86 immunities  1  1  1  1  1
00A5: @88 = create_car  523 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  283 in_car @88 driverseat
060B: unknown_actor_use_entity @89 @62 
05EB: @88  124 
000A: @41 +=  1  ;; integer values

:CAT2_1698
0002: jump CAT2_1701

:CAT2_1699
07C0:  123 
07C0:  124 

:CAT2_1701
00D6: if  0
0039:   @41 ==  32  ;; integer values
004D: jump_if_false CAT2_1717
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_1717
00D6: if  0
860E:   NOT @86 
004D: jump_if_false CAT2_1717
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CAT2_1717
0918: @86  0 
0633: unknown_action_sequence @87 
0519: unknown_car @86 flag  1
000A: @41 +=  1  ;; integer values

:CAT2_1717
00D6: if  1
0039:   @41 ==  33  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1735
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false CAT2_1735
00D6: if  0
860E:   NOT @88 
004D: jump_if_false CAT2_1735
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CAT2_1735
0633: unknown_action_sequence @89 
0918: @88  0 
0519: unknown_car @88 flag  1
016A: fade  0 ()  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_1735
00D6: if  0
0039:   @41 ==  34  ;; integer values
004D: jump_if_false CAT2_1751
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_1751
0006: @560 =  29  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_1751
00D6: if  0
0039:   @41 ==  35  ;; integer values
004D: jump_if_false CAT2_1774
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_1774
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CAT2_1763
01B2: give_actor @87 weapon  22 ammo  9999  ;; Load the weapon model before using this
05E2: unknown_action_sequence @87 $PLAYER_ACTOR 
02A9: set_actor @87 immune_to_nonplayer  1

:CAT2_1763
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CAT2_1769
01B2: give_actor @89 weapon  25 ammo  9999  ;; Load the weapon model before using this
05E2: unknown_action_sequence @89 $PLAYER_ACTOR 
02A9: set_actor @89 immune_to_nonplayer  1

:CAT2_1769
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_1773
0668: unknown_action_sequence $147  2322.183  71.2342  26.549 -2 

:CAT2_1773
000A: @41 +=  1  ;; integer values

:CAT2_1774
00D6: if  1
0039:   @41 ==  36  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1788
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_1788
00D6: if  1
0118:   actor @87 dead
0118:   actor @89 dead
004D: jump_if_false CAT2_1788
008B: @42 = $16  ;; integer values and handles
000A: @42 +=  750  ;; integer values
000A: @41 +=  1  ;; integer values

:CAT2_1788
00D6: if  0
0039:   @41 ==  37  ;; integer values
004D: jump_if_false CAT2_1796
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_1796
016A: fade  0 ()  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_1796
00D6: if  0
001B:    38 > @41  ;; integer values
004D: jump_if_false CAT2_1799

:CAT2_1799
00D6: if  0
0039:   @41 ==  38  ;; integer values
004D: jump_if_false CAT2_1899
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_1899
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) 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: $PLAYER_ACTOR 
0792: $147 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_1820
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2322.075  69.6739  25.4784
0002: jump CAT2_1821

:CAT2_1820
00A1: put_actor $PLAYER_ACTOR at  2322.075  69.6739  25.4784

:CAT2_1821
0173: set_actor $PLAYER_ACTOR z_angle_to  325.1885
06C9: $147 
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT2_1828
0362: remove_actor $147 from_car_and_place_at  2321.63  71.6478  25.4724
0002: jump CAT2_1829

:CAT2_1828
00A1: put_actor $147 at  2321.63  71.6478  25.4724

:CAT2_1829
0173: set_actor $147 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  0
8119:   NOT   car @95 wrecked
004D: jump_if_false CAT2_1838
01C3: remove_references_to_car @95  ;; Like turning a car into any random car

:CAT2_1838
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false CAT2_1842
01C3: remove_references_to_car @96  ;; Like turning a car into any random car

:CAT2_1842
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false CAT2_1846
01C3: remove_references_to_car @85  ;; Like turning a car into any random car

:CAT2_1846
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_1850
01C3: remove_references_to_car @86  ;; Like turning a car into any random car

:CAT2_1850
0395: clear_area  1 at  2320.634  79.9329  27.9897 range  100.0
00A5: @86 = create_car  523 at  2322.863  73.0477  26.0378
0175: set_car @86 z_angle_to  34.6853
00A5: @88 = create_car  523 at  2323.166  70.1374  26.0405
0175: set_car @88 z_angle_to  345.7562
0615: @43 
05BA: unknown_action_sequence -1  750 
05CB: unknown_action_sequence -1 @86 -2 
0616: @43 
0618: $147 @43 
061B: @43 
0615: @43 
05BA: unknown_action_sequence -1  500 
05CB: unknown_action_sequence -1 @88 -2 
0616: @43 
0618: $PLAYER_ACTOR @43 
061B: @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 (back)  500 ms
008B: @42 = $16  ;; 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_1899
00D6: if  0
0039:   @41 ==  39  ;; integer values
004D: jump_if_false CAT2_1917
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_1915
00D6: if  0
0448:   actor $147 in_car @86
004D: jump_if_false CAT2_1914
00D6: if  1
001E:   $16 > @42  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_1914
016A: fade  0 ()  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_1914
0002: jump CAT2_1917

:CAT2_1915
016A: fade  0 ()  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_1917
00D6: if  0
0039:   @41 ==  40  ;; integer values
004D: jump_if_false CAT2_2026
00D6: if  3
07C1:  156 
07C1:  157 
07C1:  158 
07C1:  159 
004D: jump_if_false CAT2_2022
00D6: if  1
07C1:  160 
07C1:  161 
004D: jump_if_false CAT2_2019
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_2018
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00A5: @122 = create_car  599 at  1307.095  280.2934  18.4062
00A5: @123 = create_car  599 at  1307.095  290.2934  18.4062
00A5: @124 = create_car  599 at  1307.095  300.2934  18.4062
0519: unknown_car @122 flag  1
0519: unknown_car @123 flag  1
0519: unknown_car @124 flag  1
00A5: @146 = create_car  523 at  2346.523  62.9803  25.3359
00A5: @147 = create_car  523 at  2346.682  45.9405  25.3359
0129: @129 = create_actor  24  283 in_car @122 driverseat
01C8: @130 = create_actor  24  283 in_car @122 passenger_seat  0
0129: @131 = create_actor  24  283 in_car @123 driverseat
01C8: @132 = create_actor  24  283 in_car @123 passenger_seat  0
0129: @133 = create_actor  24  283 in_car @124 driverseat
01C8: @134 = create_actor  24  283 in_car @124 passenger_seat  0
0129: @135 = create_actor  25  283 in_car @146 driverseat
0129: @136 = create_actor  25  283 in_car @147 driverseat
077A: @135  4  0 
077A: @136  4  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: @135  2 
08C6: @136  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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_1995
01B2: give_actor $147 weapon  25 ammo  9999  ;; Load the weapon model before using this

:CAT2_1995
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 (back)  500 ms
000A: @41 +=  1  ;; integer values

:CAT2_2018
0002: jump CAT2_2021

:CAT2_2019
07C0:  160 
07C0:  161 

:CAT2_2021
0002: jump CAT2_2026

:CAT2_2022
07C0:  156 
07C0:  157 
07C0:  158 
07C0:  159 

:CAT2_2026
00D6: if  0
0039:   @41 ==  41  ;; integer values
004D: jump_if_false CAT2_2035
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAT2_2035
0006: @56 =  8  ;; integer values
077A: $147  4  6 
000A: @41 +=  1  ;; integer values

:CAT2_2035
00D6: if  0
0019:   @41 >  9  ;; integer values
004D: jump_if_false CAT2_2045
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false CAT2_2045
00D6: if  0
001E:   $16 > @42  ;; integer values
004D: jump_if_false CAT2_2045
000A: @56 +=  1  ;; integer values

:CAT2_2045
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false CAT2_2053
062E: $147  1491 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_2053
000A: @56 +=  1  ;; integer values

:CAT2_2053
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false CAT2_2063
062E: $147  1492 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_2063
008B: @167 = $16  ;; integer values and handles
000A: @167 +=  20000  ;; integer values
000A: @56 +=  1  ;; integer values

:CAT2_2063
00D6: if  0
0039:   @56 ==  3  ;; integer values
004D: jump_if_false CAT2_2078
000A: @168 +=  15  ;; integer values
00D6: if  21
001E:   $16 > @167  ;; integer values
0019:   @41 >  10  ;; integer values
004D: jump_if_false CAT2_2078
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false CAT2_2077
097A:  2312.094 -9.6433  28.679  1155 
0050: gosub CAT2_3618
0006: @41 =  11  ;; integer values

:CAT2_2077
000A: @56 +=  1  ;; integer values

:CAT2_2078
00D6: if  0
0039:   @56 ==  4  ;; integer values
004D: jump_if_false CAT2_2128
00D6: if  0
0019:   @41 >  27  ;; integer values
004D: jump_if_false CAT2_2128
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2128
00D6: if  1
0039:   @169 ==  0  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_2097
0006: @560 =  19  ;; integer values
0006: @561 =  2  ;; integer values
0187: @372 = create_marker_above_actor $147
07E0: @372  1 
05D3: unknown_action_sequence $147  2315.391 -1.6768  25.75  6 -2 
0006: @169 =  1  ;; integer values

:CAT2_2097
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false CAT2_2112
062E: $147 -1 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_2112
00D6: if  0
8366:   NOT   object $2661 blown_up
004D: jump_if_false CAT2_2111
0006: @169 =  2  ;; integer values
0668: unknown_action_sequence $147  2315.475  1.0941  26.8796  1000 
000A: @170 +=  1  ;; integer values
0002: jump CAT2_2112

:CAT2_2111
0006: @169 =  2  ;; integer values

:CAT2_2112
00D6: if  0
0039:   @169 ==  2  ;; integer values
004D: jump_if_false CAT2_2128
062E: $147  1640 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false CAT2_2128
00D6: if  21
0366:   object $2661 blown_up
0019:   @170 >  2  ;; integer values
004D: jump_if_false CAT2_2127
05F5: unknown_action_sequence $147  2315.51  3.1256  25.4844  6 -2 
0006: @169 =  3  ;; integer values
000A: @56 +=  1  ;; integer values
0002: jump CAT2_2128

:CAT2_2127
0006: @169 =  1  ;; integer values

:CAT2_2128
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false CAT2_2148
00D6: if  0
0019:   @56 >  4  ;; integer values
004D: jump_if_false CAT2_2148
00D6: if  1
0039:   @35 ==  0  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_2140
00BB: text_lowpriority 'CAT2_19'  4000 ms  1
0006: @35 =  1  ;; integer values

:CAT2_2140
00D6: if  0
0366:   object $2661 blown_up
004D: jump_if_false CAT2_2148
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_2148
00D6: if  0
0039:   @56 ==  5  ;; integer values
004D: jump_if_false CAT2_2364
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_2242
00D6: if  0
001B:    9 > @278  ;; integer values
004D: jump_if_false CAT2_2360
00D6: if  0
001B:    3 > @278  ;; integer values
004D: jump_if_false CAT2_2258
0209: @279 = random_int  0  6

:CAT2_2249
00D6: if  0
0039:   @280(@279,18i) ==  1  ;; integer values
004D: jump_if_false CAT2_2258
000A: @279 +=  1  ;; integer values
00D6: if  0
0039:   @279 ==  6  ;; integer values
004D: jump_if_false CAT2_2257
0006: @279 =  0  ;; integer values

:CAT2_2257
0002: jump CAT2_2249

:CAT2_2258
00D6: if  1
0019:   @278 >  2  ;; integer values
001B:    6 > @278  ;; integer values
004D: jump_if_false CAT2_2272
0209: @279 = random_int  6  12

:CAT2_2263
00D6: if  0
0039:   @280(@279,18i) ==  1  ;; integer values
004D: jump_if_false CAT2_2272
000A: @279 +=  1  ;; integer values
00D6: if  0
0039:   @279 ==  12  ;; integer values
004D: jump_if_false CAT2_2271
0006: @279 =  6  ;; integer values

:CAT2_2271
0002: jump CAT2_2263

:CAT2_2272
00D6: if  1
0019:   @278 >  5  ;; integer values
001B:    9 > @278  ;; integer values
004D: jump_if_false CAT2_2286
0209: @279 = random_int  12  18

:CAT2_2277
00D6: if  0
0039:   @280(@279,18i) ==  1  ;; integer values
004D: jump_if_false CAT2_2286
000A: @279 +=  1  ;; integer values
00D6: if  0
0039:   @279 ==  18  ;; integer values
004D: jump_if_false CAT2_2285
0006: @279 =  12  ;; integer values

:CAT2_2285
0002: jump CAT2_2277

:CAT2_2286
0006: @280(@279,18i) =  1  ;; integer values
0085: @316(@279,18i) = @278  ;; integer values and handles
009A: @298(@278,9i) = create_actor  4  283 at @171(@279,18f) @189(@279,18f) @207(@279,18f)
07DD: @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  21
001B:    3 > @279  ;; integer values
0019:   @343 >  0  ;; integer values
004D: jump_if_false CAT2_2301
01B2: give_actor @298(@278,9i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump CAT2_2309

:CAT2_2301
00D6: if  0
001B:    6 > @334(@278,9i)  ;; integer values
004D: jump_if_false CAT2_2306
01B2: give_actor @298(@278,9i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump CAT2_2309

:CAT2_2306
01B2: give_actor @298(@278,9i) weapon  25 ammo  9999  ;; Load the weapon model before using this
07DD: @298(@278,9i)  10 
0006: @343 =  1  ;; integer values

:CAT2_2309
077A: @298(@278,9i)  4  0 
077A: @298(@278,9i)  4  23 
00D6: if  0
0039:   @251(@279,18i) ==  0  ;; integer values
004D: jump_if_false CAT2_2322
0615: @43 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @43 
0618: @298(@278,9i) @43 
061B: @43 
0350: unknown_actor @298(@278,9i) not_scared_flag  1

:CAT2_2322
00D6: if  0
0039:   @251(@279,18i) ==  1  ;; integer values
004D: jump_if_false CAT2_2332
0615: @43 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @43 
0618: @298(@278,9i) @43 
061B: @43 
0350: unknown_actor @298(@278,9i) not_scared_flag  1

:CAT2_2332
00D6: if  0
0039:   @251(@279,18i) ==  2  ;; integer values
004D: jump_if_false CAT2_2340
0615: @43 
0638: unknown_action_sequence -1  1 
0616: @43 
0618: @298(@278,9i) @43 
061B: @43 

:CAT2_2340
00D6: if  0
0039:   @251(@279,18i) ==  3  ;; integer values
004D: jump_if_false CAT2_2349
0615: @43 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @43 
0618: @298(@278,9i) @43 
061B: @43 

:CAT2_2349
00D6: if  0
0039:   @251(@279,18i) ==  5  ;; integer values
004D: jump_if_false CAT2_2358
0615: @43 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @43 
0618: @298(@278,9i) @43 
061B: @43 

:CAT2_2358
000A: @278 +=  1  ;; integer values
0002: jump CAT2_2242

:CAT2_2360
0006: @346 =  99  ;; integer values
0085: @350 = @32  ;; integer values and handles
000A: @350 +=  30000  ;; integer values
0006: @56 =  6  ;; integer values

:CAT2_2364
00D6: if  0
0039:   @56 ==  6  ;; integer values
004D: jump_if_false CAT2_2750
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2750
00D6: if  0
8039:   NOT   @346 ==  99  ;; integer values
004D: jump_if_false CAT2_2391
00D6: if  0
0118:   actor @298(@346,9i) dead
004D: jump_if_false CAT2_2379
0085: @278 = @334(@346,9i)  ;; integer values and handles
0006: @280(@278,18i) =  0  ;; integer values
0006: @346 =  99  ;; integer values

:CAT2_2379
00D6: if  0
001D:   @32 > @350  ;; integer values  
004D: jump_if_false CAT2_2391
00D6: if  0
8039:   NOT   @346 ==  99  ;; integer values
004D: jump_if_false CAT2_2391
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_2391
00D6: if  0
0039:   @346 ==  99  ;; integer values
004D: jump_if_false CAT2_2663
00D6: if  1
0019:   @344 >  0  ;; integer values
001B:    10 > @344  ;; integer values
004D: jump_if_false CAT2_2411
062E: $147 -1 @349 
00D6: if  0
04A4: @349  1 
004D: jump_if_false CAT2_2404
0085: @348 = @32  ;; integer values and handles
000A: @348 +=  8000  ;; integer values

:CAT2_2404
00D6: if  0
04A4: @349  7 
004D: jump_if_false CAT2_2411
00D6: if  0
001D:   @32 > @348  ;; integer values  
004D: jump_if_false CAT2_2411
0006: @347 =  1  ;; integer values

:CAT2_2411
00D6: if  0
0039:   @344 ==  0  ;; integer values
004D: jump_if_false CAT2_2419
062E: $147 -1 @349 
00D6: if  0
04A4: @349  7 
004D: jump_if_false CAT2_2419
0006: @344 =  1  ;; integer values

:CAT2_2419
00D6: if  0
0039:   @344 ==  1  ;; integer values
004D: jump_if_false CAT2_2452
00D6: if  0
0039:   @283 ==  1  ;; integer values
004D: jump_if_false CAT2_2427
0085: @346 = @319  ;; integer values and handles
0002: jump CAT2_2445

:CAT2_2427
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false CAT2_2432
0085: @346 = @318  ;; integer values and handles
0002: jump CAT2_2445

:CAT2_2432
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false CAT2_2437
0085: @346 = @320  ;; integer values and handles
0002: jump CAT2_2445

:CAT2_2437
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false CAT2_2442
0085: @346 = @321  ;; integer values and handles
0002: jump CAT2_2445

:CAT2_2442
0006: @344 =  2  ;; integer values
0006: @560 =  24  ;; integer values
05F5: unknown_action_sequence $147  2321.74  10.5486  25.4688  6 -2 

:CAT2_2445
00D6: if  0
0039:   @347 ==  1  ;; integer values
004D: jump_if_false CAT2_2452
0006: @347 =  0  ;; integer values
0006: @344 =  2  ;; integer values
0006: @560 =  24  ;; integer values
05F5: unknown_action_sequence $147  2321.74  10.5486  25.4688  6 -2 

:CAT2_2452
00D6: if  0
0039:   @344 ==  2  ;; integer values
004D: jump_if_false CAT2_2468
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2468
062E: $147  1525 @349 
00D6: if  0
04A4: @349  7 
004D: jump_if_false CAT2_2468
00D6: if  0
00FE:   actor $147  0 ()near_point  2321.74  10.5486  25.4688 radius  3.0  3.0  3.0
004D: jump_if_false CAT2_2467
0006: @344 =  3  ;; integer values
0002: jump CAT2_2468

:CAT2_2467
05F5: unknown_action_sequence $147  2321.74  10.5486  25.4688  6 -2 

:CAT2_2468
00D6: if  1
0039:   @344 ==  3  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_2492
00D6: if  0
0039:   @280 ==  1  ;; integer values
004D: jump_if_false CAT2_2477
0085: @346 = @316  ;; integer values and handles
0002: jump CAT2_2485

:CAT2_2477
00D6: if  0
0039:   @281 ==  1  ;; integer values
004D: jump_if_false CAT2_2482
0085: @346 = @317  ;; integer values and handles
0002: jump CAT2_2485

:CAT2_2482
0006: @344 =  4  ;; integer values
0006: @560 =  25  ;; integer values
05F5: unknown_action_sequence $147  2318.28  18.5403  25.4766  6 -2 

:CAT2_2485
00D6: if  0
0039:   @347 ==  1  ;; integer values
004D: jump_if_false CAT2_2492
0006: @347 =  0  ;; integer values
0006: @344 =  4  ;; integer values
0006: @560 =  25  ;; integer values
05F5: unknown_action_sequence $147  2318.28  18.5403  25.4766  6 -2 

:CAT2_2492
00D6: if  0
0039:   @344 ==  4  ;; integer values
004D: jump_if_false CAT2_2508
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2508
062E: $147  1525 @349 
00D6: if  0
04A4: @349  7 
004D: jump_if_false CAT2_2508
00D6: if  0
00FE:   actor $147  0 ()near_point  2318.28  18.5403  25.4766 radius  3.0  3.0  3.0
004D: jump_if_false CAT2_2507
0006: @344 =  5  ;; integer values
0002: jump CAT2_2508

:CAT2_2507
05F5: unknown_action_sequence $147  2318.28  18.5403  25.4766  6 -2 

:CAT2_2508
00D6: if  0
0039:   @344 ==  5  ;; integer values
004D: jump_if_false CAT2_2551
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false CAT2_2516
0085: @346 = @322  ;; integer values and handles
0002: jump CAT2_2544

:CAT2_2516
00D6: if  0
0039:   @287 ==  1  ;; integer values
004D: jump_if_false CAT2_2521
0085: @346 = @323  ;; integer values and handles
0002: jump CAT2_2544

:CAT2_2521
00D6: if  0
0039:   @288 ==  1  ;; integer values
004D: jump_if_false CAT2_2526
0085: @346 = @324  ;; integer values and handles
0002: jump CAT2_2544

:CAT2_2526
00D6: if  0
0039:   @289 ==  1  ;; integer values
004D: jump_if_false CAT2_2531
0085: @346 = @325  ;; integer values and handles
0002: jump CAT2_2544

:CAT2_2531
00D6: if  0
0039:   @290 ==  1  ;; integer values
004D: jump_if_false CAT2_2536
0085: @346 = @326  ;; integer values and handles
0002: jump CAT2_2544

:CAT2_2536
00D6: if  0
0039:   @291 ==  1  ;; integer values
004D: jump_if_false CAT2_2541
0085: @346 = @327  ;; integer values and handles
0002: jump CAT2_2544

:CAT2_2541
0006: @344 =  6  ;; integer values
0006: @560 =  26  ;; integer values
05F5: unknown_action_sequence $147  2319.228  34.565  25.468  6 -2 

:CAT2_2544
00D6: if  0
0039:   @347 ==  1  ;; integer values
004D: jump_if_false CAT2_2551
0006: @347 =  0  ;; integer values
0006: @344 =  6  ;; integer values
0006: @560 =  26  ;; integer values
05F5: unknown_action_sequence $147  2319.228  34.565  25.468  6 -2 

:CAT2_2551
00D6: if  0
0039:   @344 ==  6  ;; integer values
004D: jump_if_false CAT2_2567
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2567
062E: $147  1525 @349 
00D6: if  0
04A4: @349  7 
004D: jump_if_false CAT2_2567
00D6: if  0
00FE:   actor $147  0 ()near_point  2319.228  34.565  25.468 radius  3.0  3.0  3.0
004D: jump_if_false CAT2_2566
0006: @344 =  7  ;; integer values
0002: jump CAT2_2567

:CAT2_2566
05F5: unknown_action_sequence $147  2319.228  34.565  25.468  6 -2 

:CAT2_2567
00D6: if  1
0039:   @344 ==  7  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_2589
00D6: if  0
0039:   @292 ==  1  ;; integer values
004D: jump_if_false CAT2_2576
0085: @346 = @328  ;; integer values and handles
0002: jump CAT2_2583

:CAT2_2576
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false CAT2_2581
0085: @346 = @329  ;; integer values and handles
0002: jump CAT2_2583

:CAT2_2581
0006: @344 =  8  ;; integer values
05F5: unknown_action_sequence $147  2318.622  45.0292  25.4762  6 -2 

:CAT2_2583
00D6: if  0
0039:   @347 ==  1  ;; integer values
004D: jump_if_false CAT2_2589
0006: @347 =  0  ;; integer values
0006: @344 =  8  ;; integer values
05F5: unknown_action_sequence $147  2318.622  45.0292  25.4762  6 -2 

:CAT2_2589
00D6: if  0
0039:   @344 ==  8  ;; integer values
004D: jump_if_false CAT2_2600
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2600
062E: $147 -1 @349 
00D6: if  0
04A4: @349  7 
004D: jump_if_false CAT2_2600
0006: @344 =  9  ;; integer values

:CAT2_2600
00D6: if  1
0039:   @344 ==  9  ;; integer values
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_2634
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false CAT2_2609
0085: @346 = @330  ;; integer values and handles
0002: jump CAT2_2627

:CAT2_2609
00D6: if  0
0039:   @295 ==  1  ;; integer values
004D: jump_if_false CAT2_2614
0085: @346 = @331  ;; integer values and handles
0002: jump CAT2_2627

:CAT2_2614
00D6: if  0
0039:   @296 ==  1  ;; integer values
004D: jump_if_false CAT2_2619
0085: @346 = @332  ;; integer values and handles
0002: jump CAT2_2627

:CAT2_2619
00D6: if  0
0039:   @297 ==  1  ;; integer values
004D: jump_if_false CAT2_2624
0085: @346 = @333  ;; integer values and handles
0002: jump CAT2_2627

:CAT2_2624
0006: @344 =  10  ;; integer values
0006: @560 =  28  ;; integer values
05F5: unknown_action_sequence $147  2319.237  64.4156  25.4766  6 -2 

:CAT2_2627
00D6: if  0
0039:   @347 ==  1  ;; integer values
004D: jump_if_false CAT2_2634
0006: @347 =  0  ;; integer values
0006: @344 =  10  ;; integer values
0006: @560 =  28  ;; integer values
05F5: unknown_action_sequence $147  2319.237  64.4156  25.4766  6 -2 

:CAT2_2634
00D6: if  0
0039:   @344 ==  10  ;; integer values
004D: jump_if_false CAT2_2651
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2651
062E: $147 -1 @349 
00D6: if  0
04A4: @349  7 
004D: jump_if_false CAT2_2651
00D6: if  0
00FE:   actor $147  0 ()near_point  2319.237  64.4156  25.4766 radius  4.0  4.0  4.0
004D: jump_if_false CAT2_2650
0006: @56 =  7  ;; integer values
0006: @41 =  31  ;; integer values
0002: jump CAT2_2651

:CAT2_2650
05F5: unknown_action_sequence $147  2319.237  64.4156  25.4766  6 -2 

:CAT2_2651
00D6: if  0
8039:   NOT   @346 ==  99  ;; integer values
004D: jump_if_false CAT2_2663
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2663
00D6: if  0
8118:   NOT   actor @298(@346,9i) dead
004D: jump_if_false CAT2_2663
05E2: unknown_action_sequence $147 @298(@346,9i) 
0085: @350 = @32  ;; integer values and handles
000A: @350 +=  15000  ;; integer values

:CAT2_2663
0006: @278 =  0  ;; integer values

:CAT2_2664
00D6: if  0
001B:    9 > @278  ;; integer values
004D: jump_if_false CAT2_2750
00D6: if  0
8118:   NOT   actor @298(@278,9i) dead
004D: jump_if_false CAT2_2748
00D6: if  0
0039:   @307(@278,9i) ==  1  ;; integer values
004D: jump_if_false CAT2_2689
00D6: if  0
001D:   @32 > @269(@278,9i)  ;; integer values  
004D: jump_if_false CAT2_2689
062E: @298(@278,9i)  1259 @345 
00D6: if  0
04A4: @345  7 
004D: jump_if_false CAT2_2689
0209: @279 = random_int  4000  8000
0085: @269(@278,9i) = @32  ;; integer values and handles
005A: @269(@278,9i) += @279  ;; integer values 
00D6: if  0
0597: @298(@278,9i) 
004D: jump_if_false CAT2_2688
04EB: unknown_action_sequence @298(@278,9i)  0 
0002: jump CAT2_2689

:CAT2_2688
04EB: unknown_action_sequence @298(@278,9i)  1 

:CAT2_2689
00D6: if  0
0039:   @307(@278,9i) ==  2  ;; integer values
004D: jump_if_false CAT2_2698
00D6: if  0
874F:   NOT @298(@278,9i)  36 
004D: jump_if_false CAT2_2698
0638: unknown_action_sequence @298(@278,9i)  0 
05E2: unknown_action_sequence @298(@278,9i) $PLAYER_ACTOR 
0006: @307(@278,9i) =  4  ;; integer values

:CAT2_2698
00D6: if  0
0039:   @307(@278,9i) ==  3  ;; integer values
004D: jump_if_false CAT2_2721
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2721
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point @247 @248  25.7 radius  5.0  5.0  3.0
00FE:   actor $147  0 ()near_point @247 @248  25.7 radius  5.0  5.0  3.0
004D: jump_if_false CAT2_2721
0638: unknown_action_sequence @298(@278,9i)  0 
0812: unknown_action_sequence @298(@278,9i) "CROUCH_ROLL_L" "PED"  8.0  0  1  1  0 -1 
0006: @307(@278,9i) =  0  ;; integer values

:CAT2_2721
00D6: if  0
0039:   @307(@278,9i) ==  5  ;; integer values
004D: jump_if_false CAT2_2748
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2748
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point @247 @248  25.7 radius  5.0  5.0  3.0
00FE:   actor $147  0 ()near_point @247 @248  25.7 radius  5.0  5.0  3.0
004D: jump_if_false CAT2_2748
00D6: if  0
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_2745
0006: @560 =  27  ;; integer values

:CAT2_2745
0638: unknown_action_sequence @298(@278,9i)  0 
0812: unknown_action_sequence @298(@278,9i) "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
0006: @307(@278,9i) =  0  ;; integer values

:CAT2_2748
000A: @278 +=  1  ;; integer values
0002: jump CAT2_2664

:CAT2_2750
00D6: if  0
0039:   @56 ==  8  ;; integer values
004D: jump_if_false CAT2_3398
00D6: if  0
0019:   @41 >  40  ;; integer values
004D: jump_if_false CAT2_3398
00D6: if  0
0039:   @351 ==  0  ;; integer values
004D: jump_if_false CAT2_2784
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2130.689  149.1074  .3268 radius  30.0  30.0  30.0
004D: jump_if_false CAT2_2784
0247: request_model  523
0247: request_model  283
0247: request_model  346
00D6: if  2
0248:   model  523 available
0248:   model  283 available
0248:   model  346 available
004D: jump_if_false CAT2_2784
0006: @351 =  1  ;; integer values
00A5: @353 = create_car  523 at  2048.156  195.1577  15.8884
0397: car @353 siren =  1 (on)  
0175: set_car @353 z_angle_to  270.0
0129: @354 = create_actor  24  283 in_car @353 driverseat
01B2: give_actor @354 weapon  22 ammo  9999  ;; Load the weapon model before using this
0615: @355 
05D1: unknown_action_sequence -1 @353  2105.236  179.1932  .5812  15.0  2  0  0 
06C7: unknown_action_sequence -1 @353  5  1000 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @355 
0618: @354 @355 
061B: @355 

:CAT2_2784
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false CAT2_2808
00D6: if  4
8119:   NOT   car @88 wrecked
8119:   NOT   car @86 wrecked
8118:   NOT   actor $147 dead
8119:   NOT   car @146 wrecked
8119:   NOT   car @147 wrecked
004D: jump_if_false CAT2_2808
00D6: if  0
00DB:   actor $147 in_car @86
004D: jump_if_false CAT2_2808
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2801
08C6: $147  2 

:CAT2_2801
0006: @126 =  1  ;; integer values
05EB: @86  157 
05EB: @146  160 
05EB: @147  161 
0397: car @146 siren =  1 (on)  
0397: car @147 siren =  1 (on)  
0811: @143 = actor $PLAYER_ACTOR car

:CAT2_2808
00D6: if  0
0019:   @126 >  0  ;; integer values
004D: jump_if_false CAT2_2849
00D6: if  0
8119:   NOT   car @146 wrecked
004D: jump_if_false CAT2_2822
00D6: if  0
060E: @146 
004D: jump_if_false CAT2_2822
046C: @356 = car @146 driver
00D6: if  0
0039:   @356 == -1  ;; integer values
004D: jump_if_false CAT2_2822
05EC: @146 

:CAT2_2822
00D6: if  0
8119:   NOT   car @147 wrecked
004D: jump_if_false CAT2_2849
00D6: if  0
060E: @147 
004D: jump_if_false CAT2_2849
046C: @356 = car @147 driver
00D6: if  0
0039:   @356 == -1  ;; integer values
004D: jump_if_false CAT2_2834
05EC: @147 
0002: jump CAT2_2849

:CAT2_2834
00D6: if  0
0039:   @358 ==  0  ;; integer values
004D: jump_if_false CAT2_2849
00AA: store_car @147 position_to $73 $74 $75
00D6: if  0
0022:    1570.0 > $73  ;; floating-point values
004D: jump_if_false CAT2_2849
00D6: if  0
01F3:   car @147 airborne
004D: jump_if_false CAT2_2849
00D6: if  0
8118:   NOT   actor @356 dead
004D: jump_if_false CAT2_2849
0622: AS_unknown_remove_actor @356 from_car @147 
0006: @358 =  1  ;; integer values

:CAT2_2849
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false CAT2_2955
00D6: if  1
8118:   NOT   actor $147 dead
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_2955
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false CAT2_2939
00A0: store_actor $147 position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @47 @48 @49
0088: $68 = @47  ;; floating-point values only
0061: $68 -= $73  ;; floating-point values
00D6: if  0
0022:    0.0 > $68  ;; floating-point values
004D: jump_if_false CAT2_2867
0005: $68 =  0.0  ;; floating-point values

:CAT2_2867
0007: @53 =  2000.0  ;; floating-point values
0077: @53 /= $68  ;; floating-point values
0017: @53 /=  100.0  ;; floating-point values 
00D6: if  0
0021:   @53 >  1.5  ;; floating-point values
004D: jump_if_false CAT2_2874
0007: @53 =  1.5  ;; floating-point values

:CAT2_2874
00D6: if  0
0023:    .3 > @53  ;; floating-point values
004D: jump_if_false CAT2_2878
0007: @53 =  .3  ;; floating-point values

:CAT2_2878
00D6: if  1
001D:   @32 > @359  ;; integer values  
001B:    37 > @36  ;; integer values
004D: jump_if_false CAT2_2894
00D6: if  1
0020:   $68 >  10.0  ;; floating-point values
0022:    50.0 > $68  ;; floating-point values
004D: jump_if_false CAT2_2894
00D6: if  0
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_2894
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_2894
00D6: if  0
8119:   NOT   car @146 wrecked
004D: jump_if_false CAT2_2901
00D6: if  0
01F3:   car @146 airborne
004D: jump_if_false CAT2_2901
0007: @53 =  1.0  ;; floating-point values

:CAT2_2901
00D6: if  0
8119:   NOT   car @147 wrecked
004D: jump_if_false CAT2_2922
00D6: if  0
01F3:   car @147 airborne
004D: jump_if_false CAT2_2908
0007: @53 =  1.0  ;; floating-point values

:CAT2_2908
00D6: if  0
8118:   NOT   actor @136 dead
004D: jump_if_false CAT2_2922
00D6: if  0
80DF:   NOT   actor @136 driving
004D: jump_if_false CAT2_2922
00D6: if  0
0039:   @360 ==  0  ;; integer values
004D: jump_if_false CAT2_2922
01B2: give_actor @136 weapon  22 ammo  9999  ;; Load the weapon model before using this
05E2: unknown_action_sequence @136 $PLAYER_ACTOR 
077A: @136  4  0 
060B: unknown_actor_use_entity @136 @166 
0006: @360 =  1  ;; integer values

:CAT2_2922
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_2929
00D6: if  0
01F3:   car @86 airborne
004D: jump_if_false CAT2_2929
0007: @53 =  1.0  ;; floating-point values

:CAT2_2929
06FD: @86 @53 
00D6: if  0
8119:   NOT   car @146 wrecked
004D: jump_if_false CAT2_2934
06FD: @146 @53 

:CAT2_2934
00D6: if  0
8119:   NOT   car @147 wrecked
004D: jump_if_false CAT2_2938
06FD: @147 @53 

:CAT2_2938
0002: jump CAT2_2948

:CAT2_2939
06FD: @86  1.0 
00D6: if  0
8119:   NOT   car @146 wrecked
004D: jump_if_false CAT2_2944
06FD: @146  1.0 

:CAT2_2944
00D6: if  0
8119:   NOT   car @147 wrecked
004D: jump_if_false CAT2_2948
06FD: @147  1.0 

:CAT2_2948
00D6: if  0
00A3:   actor $147  0 ()in_rectangle  1304.957  252.9172  1275.84  241.8114
004D: jump_if_false CAT2_2955
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_2955
00D6: if  0
0039:   @126 ==  2  ;; integer values
004D: jump_if_false CAT2_2975
00D6: if  0
001D:   @32 > @127  ;; integer values  
004D: jump_if_false CAT2_2975
00D6: if  1
8119:   NOT   car @86 wrecked
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_2975
0085: @361 = @32  ;; integer values and handles
000A: @361 +=  1000  ;; integer values
0615: @128 
0622: AS_unknown_remove_actor -1 from_car @86 
05D3: unknown_action_sequence -1  1286.969  247.1966  18.4062  6 -2 
05C4: unknown_action_sequence -1  40000 
0616: @128 
0618: $147 @128 
061B: @128 
0006: @126 =  3  ;; integer values

:CAT2_2975
00D6: if  0
0019:   @361 >  0  ;; integer values
004D: jump_if_false CAT2_2986
00D6: if  0
001D:   @32 > @361  ;; integer values  
004D: jump_if_false CAT2_2986
00BE: text_clear_all
00BB: text_lowpriority 'CAT2_16'  6000 ms  1
018A: @40 = create_checkpoint_at  867.6723 -30.3543  62.1893
0006: @361 =  0  ;; integer values
0006: @126 =  4  ;; integer values

:CAT2_2986
00D6: if  0
0039:   @126 ==  4  ;; integer values
004D: jump_if_false CAT2_3073
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3073
00D6: if  21
0104:   actor $PLAYER_ACTOR near_actor $147 radius  15.0  15.0  15.0 sphere  0
02D6: $PLAYER_ACTOR  1389.021  67.2039  1232.628  407.097  0 
004D: jump_if_false CAT2_3073
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  0
056D:   unknown_actor @354 dead_but_valid
004D: jump_if_false CAT2_3005
01C2: remove_references_to_actor @354  ;; Like turning an actor into a random pedestrian

:CAT2_3005
00D6: if  0
8119:   NOT   car @353 wrecked
004D: jump_if_false CAT2_3013
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @353
004D: jump_if_false CAT2_3012
01C3: remove_references_to_car @353  ;; Like turning a car into any random car

:CAT2_3012
0002: jump CAT2_3014

:CAT2_3013
01C3: remove_references_to_car @147  ;; Like turning a car into any random car

:CAT2_3014
00D6: if  0
8119:   NOT   car @146 wrecked
004D: jump_if_false CAT2_3022
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @146
004D: jump_if_false CAT2_3021
01C3: remove_references_to_car @146  ;; Like turning a car into any random car

:CAT2_3021
0002: jump CAT2_3023

:CAT2_3022
01C3: remove_references_to_car @146  ;; Like turning a car into any random car

:CAT2_3023
00D6: if  0
8119:   NOT   car @147 wrecked
004D: jump_if_false CAT2_3031
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @147
004D: jump_if_false CAT2_3030
01C3: remove_references_to_car @147  ;; Like turning a car into any random car

:CAT2_3030
0002: jump CAT2_3032

:CAT2_3031
01C3: remove_references_to_car @147  ;; Like turning a car into any random car

:CAT2_3032
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false CAT2_3040
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false CAT2_3039
01C3: remove_references_to_car @88  ;; Like turning a car into any random car

:CAT2_3039
0002: jump CAT2_3041

:CAT2_3040
01C3: remove_references_to_car @88  ;; Like turning a car into any random car

:CAT2_3041
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_3049
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false CAT2_3048
01C3: remove_references_to_car @86  ;; Like turning a car into any random car

:CAT2_3048
0002: jump CAT2_3050

:CAT2_3049
01C3: remove_references_to_car @86  ;; Like turning a car into any random car

:CAT2_3050
0006: @362 =  0  ;; integer values

:CAT2_3051
00D6: if  0
001B:    8 > @362  ;; integer values
004D: jump_if_false CAT2_3063
00D6: if  0
8118:   NOT   actor @129(@362,8i) dead
004D: jump_if_false CAT2_3061
0687: @129(@362,8i) 
01C2: remove_references_to_actor @129(@362,8i)  ;; Like turning an actor into a random pedestrian
077A: @129(@362,8i)  4  0 
077A: @129(@362,8i)  4  23 

:CAT2_3061
000A: @362 +=  1  ;; integer values
0002: jump CAT2_3051

:CAT2_3063
0006: @35 =  0  ;; integer values
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT2_3070
09DD:  1 
0631: put_actor $147 in_group $PLAYER_GROUP 
06AD: unknown_group_use_entity $PLAYER_GROUP @37 

:CAT2_3070
0006: @364 =  1  ;; integer values
0164: disable_marker @372
0006: @126 =  5  ;; integer values

:CAT2_3073
00D6: if  0
0039:   @126 ==  5  ;; integer values
004D: jump_if_false CAT2_3279
00D6: if  0
0039:   @365 ==  0  ;; integer values
004D: jump_if_false CAT2_3093
00D6: if  0
001D:   @32 > @144  ;; integer values  
004D: jump_if_false CAT2_3093
0006: @362 =  0  ;; integer values

:CAT2_3083
00D6: if  0
001B:    8 > @362  ;; integer values
004D: jump_if_false CAT2_3092
00D6: if  0
8118:   NOT   actor @129(@362,8i) dead
004D: jump_if_false CAT2_3090
07BC: unknown_action_sequence @129(@362,8i) @166 

:CAT2_3090
000A: @362 +=  1  ;; integer values
0002: jump CAT2_3083

:CAT2_3092
0006: @365 =  1  ;; integer values

:CAT2_3093
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3279
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT2_3261
00D6: if  0
0039:   @366 ==  0  ;; integer values
004D: jump_if_false CAT2_3261
0006: @366 =  1  ;; integer values
0006: @562 =  1  ;; integer values
0004: $7248 =  1  ;; integer values
00D6: if  0
0038:   $1520 ==  0  ;; integer values
004D: jump_if_false CAT2_3185
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT2_3147
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: s@454 = 'CAT_DF'  ;; 8-byte strings
05AA: s@456 = 'CAT_DG'  ;; 8-byte strings
05AA: s@458 = 'CAT_DH'  ;; 8-byte strings
05AA: s@460 = 'CAT_DI'  ;; 8-byte strings
05AA: s@462 = 'CAT_DJ'  ;; 8-byte strings
05AA: s@464 = 'CAT_DK'  ;; 8-byte strings
05AA: s@466 = 'CAT_DL'  ;; 8-byte strings
05AA: s@468 = 'CAT_DM'  ;; 8-byte strings
05AA: s@470 = 'CAT_DN'  ;; 8-byte strings
05AA: s@472 = 'CAT_DO'  ;; 8-byte strings
05AA: s@474 = '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_3185

:CAT2_3147
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: s@454 = 'CAT_DA'  ;; 8-byte strings
05AA: s@456 = 'CAT_DF'  ;; 8-byte strings
05AA: s@458 = 'CAT_DG'  ;; 8-byte strings
05AA: s@460 = 'CAT_DH'  ;; 8-byte strings
05AA: s@462 = 'CAT_DI'  ;; 8-byte strings
05AA: s@464 = 'CAT_DJ'  ;; 8-byte strings
05AA: s@466 = 'CAT_DK'  ;; 8-byte strings
05AA: s@468 = 'CAT_DL'  ;; 8-byte strings
05AA: s@470 = 'CAT_DM'  ;; 8-byte strings
05AA: s@472 = 'CAT_DN'  ;; 8-byte strings
05AA: s@474 = 'CAT_DO'  ;; 8-byte strings
05AA: s@476 = '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_3185
00D6: if  0
0038:   $1520 ==  1  ;; integer values
004D: jump_if_false CAT2_3232
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: s@454 = 'CAT_GA'  ;; 8-byte strings
05AA: s@456 = 'CAT_GB'  ;; 8-byte strings
05AA: s@458 = 'CAT_GC'  ;; 8-byte strings
05AA: s@460 = 'CAT_GD'  ;; 8-byte strings
05AA: s@462 = 'CAT_GE'  ;; 8-byte strings
05AA: s@464 = 'CAT_GF'  ;; 8-byte strings
05AA: s@466 = 'CAT_GG'  ;; 8-byte strings
05AA: s@468 = 'CAT_GH'  ;; 8-byte strings
05AA: s@470 = 'CAT_GI'  ;; 8-byte strings
05AA: s@472 = 'CAT_GJ'  ;; 8-byte strings
05AA: s@474 = 'CAT_GK'  ;; 8-byte strings
05AA: s@476 = 'CAT_GL'  ;; 8-byte strings
05AA: s@478 = 'CAT_GM'  ;; 8-byte strings
05AA: s@480 = '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_3232
00D6: if  0
0038:   $1520 ==  2  ;; integer values
004D: jump_if_false CAT2_3261
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: s@454 = 'CAT_OA'  ;; 8-byte strings
05AA: s@456 = 'CAT_OB'  ;; 8-byte strings
05AA: s@458 = 'CAT_OC'  ;; 8-byte strings
05AA: s@460 = 'CAT_OD'  ;; 8-byte strings
05AA: s@462 = 'CAT_OE'  ;; 8-byte strings
05AA: s@464 = 'CAT_OF'  ;; 8-byte strings
05AA: s@466 = 'CAT_OG'  ;; 8-byte strings
05AA: s@468 = '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_3261
00D6: if  1
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  863.6693 -30.852  62.1615 radius  4.0  4.0  4.0
00FE:   actor $147  0 ()near_point  863.6693 -30.852  62.1615 radius  4.0  4.0  4.0
004D: jump_if_false CAT2_3268
0164: disable_marker @40
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @56 =  9  ;; integer values

:CAT2_3268
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CAT2_3279
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CAT2_3279
00D6: if  0
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_3279
0006: @560 =  37  ;; integer values
0006: @35 =  1  ;; integer values

:CAT2_3279
00D6: if  0
0039:   @145 ==  2  ;; integer values
004D: jump_if_false CAT2_3308
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3308
00D6: if  0
80FE:   NOT   actor $147  0 ()near_point  1287.5  249.2  19.22 radius  60.0  60.0  60.0
004D: jump_if_false CAT2_3308
0006: @145 =  3  ;; integer values
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false CAT2_3293
01C3: remove_references_to_car @122  ;; Like turning a car into any random car

:CAT2_3293
00D6: if  0
8119:   NOT   car @123 wrecked
004D: jump_if_false CAT2_3297
01C3: remove_references_to_car @123  ;; Like turning a car into any random car

:CAT2_3297
00D6: if  0
8119:   NOT   car @124 wrecked
004D: jump_if_false CAT2_3301
01C3: remove_references_to_car @124  ;; Like turning a car into any random car

:CAT2_3301
0006: @137 =  0  ;; integer values

:CAT2_3302
00D6: if  0
001B:    6 > @137  ;; integer values
004D: jump_if_false CAT2_3308
01C2: remove_references_to_actor @129(@137,8i)  ;; Like turning an actor into a random pedestrian
000A: @137 +=  1  ;; integer values
0002: jump CAT2_3302

:CAT2_3308
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false CAT2_3338
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3338
00D6: if  0
00A3:   actor $147  0 ()in_rectangle  1393.246  233.1637  1325.073  190.1405
004D: jump_if_false CAT2_3338
0006: @121 =  1  ;; integer values
00D6: if  2
8119:   NOT   car @122 wrecked
8119:   NOT   car @123 wrecked
8119:   NOT   car @124 wrecked
004D: jump_if_false CAT2_3338
05EB: @122  156 
05EB: @123  158 
05EB: @124  159 
0519: unknown_car @122 flag  0
0519: unknown_car @123 flag  0
0519: unknown_car @124 flag  0
0397: car @122 siren =  1 (on)  
0397: car @123 siren =  1 (on)  
0397: car @124 siren =  1 (on)  
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_3338
00D6: if  0
0039:   @121 ==  1  ;; integer values
004D: jump_if_false CAT2_3398
00D6: if  3
8119:   NOT   car @122 wrecked
8119:   NOT   car @123 wrecked
8119:   NOT   car @124 wrecked
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3398
0006: @137 =  0  ;; integer values

:CAT2_3348
00D6: if  0
001B:    6 > @137  ;; integer values
004D: jump_if_false CAT2_3398
0006: @141 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @129(@137,8i) dead
004D: jump_if_false CAT2_3396
00D6: if  0
0449:   actor @129(@137,8i) in_a_car
004D: jump_if_false CAT2_3396
00D6: if  0
001B:    2 > @137  ;; integer values
004D: jump_if_false CAT2_3365
00D6: if  0
001D:   @32 > @138  ;; integer values  
004D: jump_if_false CAT2_3365
0006: @141 =  1  ;; integer values

:CAT2_3365
00D6: if  1
001B:    4 > @137  ;; integer values
0019:   @137 >  1  ;; integer values
004D: jump_if_false CAT2_3373
00D6: if  0
001D:   @32 > @139  ;; integer values  
004D: jump_if_false CAT2_3373
0006: @141 =  1  ;; integer values

:CAT2_3373
00D6: if  0
0019:   @137 >  3  ;; integer values
004D: jump_if_false CAT2_3380
00D6: if  0
001D:   @32 > @140  ;; integer values  
004D: jump_if_false CAT2_3380
0006: @141 =  1  ;; integer values

:CAT2_3380
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false CAT2_3396
0615: @128 
00D6: if  22
0039:   @137 ==  0  ;; integer values
0039:   @137 ==  3  ;; integer values
0039:   @137 ==  4  ;; integer values
004D: jump_if_false CAT2_3390
04EB: unknown_action_sequence -1  1 

:CAT2_3390
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 @148(@137,6f) @154(@137,6f) @160(@137,6f)  6 -2 
0635: unknown_action_sequence -1 $147 -2 
0616: @128 
0618: @129(@137,8i) @128 
061B: @128 

:CAT2_3396
000A: @137 +=  1  ;; integer values
0002: jump CAT2_3348

:CAT2_3398
00D6: if  0
0039:   @56 ==  9  ;; integer values
004D: jump_if_false CAT2_3617
00D6: if  0
08D0: (unknown)
004D: jump_if_false CAT2_3406
0006: @367 =  3  ;; integer values
0006: @559 =  5  ;; integer values

:CAT2_3406
00D6: if  0
0039:   @367 ==  0  ;; integer values
004D: jump_if_false CAT2_3415
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_3415
00D6: if  0
0039:   @367 ==  1  ;; integer values
004D: jump_if_false CAT2_3570
00D6: if  0
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_3570
00D6: if  0
0039:   @559 ==  1  ;; integer values
004D: jump_if_false CAT2_3570
0006: @562 =  0  ;; integer values
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT2_3466
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: s@376 = 'CAT_EA'  ;; 8-byte strings
05AA: s@378 = 'CAT_EB'  ;; 8-byte strings
05AA: s@380 = 'CAT_EC'  ;; 8-byte strings
05AA: s@382 = 'CAT_ED'  ;; 8-byte strings
05AA: s@384 = 'CAT_EE'  ;; 8-byte strings
05AA: s@386 = 'CAT_EF'  ;; 8-byte strings
05AA: s@388 = 'CAT_EG'  ;; 8-byte strings
05AA: s@390 = 'CAT_EH'  ;; 8-byte strings
05AA: s@392 = 'CAT_EI'  ;; 8-byte strings
05AA: s@394 = 'CAT_EJ'  ;; 8-byte strings
05AA: s@396 = 'CAT_EK'  ;; 8-byte strings
05AA: s@398 = 'CAT_EL'  ;; 8-byte strings
0006: @560 =  1  ;; integer values
0006: @561 =  12  ;; integer values

:CAT2_3466
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false CAT2_3489
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: s@376 = 'CAT_HA'  ;; 8-byte strings
05AA: s@378 = 'CAT_HB'  ;; 8-byte strings
05AA: s@380 = 'CAT_HC'  ;; 8-byte strings
05AA: s@382 = 'CAT_HD'  ;; 8-byte strings
05AA: s@384 = 'CAT_HE'  ;; 8-byte strings
05AA: s@386 = 'CAT_HF'  ;; 8-byte strings
0006: @560 =  1  ;; integer values
0006: @561 =  6  ;; integer values

:CAT2_3489
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false CAT2_3503
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: s@376 = 'CAT_MA'  ;; 8-byte strings
05AA: s@378 = 'CAT_MB'  ;; 8-byte strings
05AA: s@380 = 'CAT_MC'  ;; 8-byte strings
0006: @560 =  1  ;; integer values
0006: @561 =  3  ;; integer values

:CAT2_3503
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  3  ;; integer values
004D: jump_if_false CAT2_3526
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: s@376 = 'CAT_PA'  ;; 8-byte strings
05AA: s@378 = 'CAT_PB'  ;; 8-byte strings
05AA: s@380 = 'CAT_PC'  ;; 8-byte strings
05AA: s@382 = 'CAT_PD'  ;; 8-byte strings
05AA: s@384 = 'CAT_PE'  ;; 8-byte strings
05AA: s@386 = 'CAT_PF'  ;; 8-byte strings
0006: @560 =  1  ;; integer values
0006: @561 =  6  ;; integer values

:CAT2_3526
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3530
00A0: store_actor $147 position_to $73 $74 $75

:CAT2_3530
0395: clear_area  1 at $73 $74 $75 range  20.0
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_3546
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3546
00D6: if  0
80DF:   NOT   actor $147 driving
004D: jump_if_false CAT2_3546
03C0: $48 = actor $PLAYER_ACTOR car
036A: put_actor $147 in_car $48

:CAT2_3546
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3569
00D6: if  0
80DF:   NOT   actor $147 driving
004D: jump_if_false CAT2_3558
00A1: put_actor $PLAYER_ACTOR at  857.4263 -29.5418  62.1858
00A1: put_actor $147 at  858.4263 -29.5418  62.1858
0173: set_actor $147 z_angle_to  161.446
0173: set_actor $147 z_angle_to  340.446
0006: @364 =  0  ;; integer values
06C9: $147 

:CAT2_3558
0615: @368 
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT2_3564
03C0: $48 = actor $147 car
05CD: unknown_action_sequence -1 $48 

:CAT2_3564
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  99999 
0616: @368 
0618: $147 @368 
061B: @368 

:CAT2_3569
0006: @367 =  2  ;; integer values

:CAT2_3570
00D6: if  0
0039:   @367 ==  2  ;; integer values
004D: jump_if_false CAT2_3596
00D6: if  0
0039:   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_3596
00D6: if  0
0039:   @559 ==  1  ;; integer values
004D: jump_if_false CAT2_3596
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3593
0615: @369 
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT2_3588
03C0: $48 = actor $147 car
05CD: unknown_action_sequence -1 $48 

:CAT2_3588
05D3: unknown_action_sequence -1  869.0271 -28.2591  62.1893  4  20000 
05D3: unknown_action_sequence -1  870.2891 -25.0424  62.9858  4  5000 
0616: @369 
0618: $147 @369 
061B: @369 

:CAT2_3593
0006: @367 =  3  ;; integer values
0085: @370 = @32  ;; integer values and handles
000A: @370 +=  5000  ;; integer values

:CAT2_3596
00D6: if  0
0039:   @367 ==  3  ;; integer values
004D: jump_if_false CAT2_3617
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3617
062E: $147  1560 $416 
00D6: if  21
04A3:   unknown $416 ==  7
001D:   @32 > @370  ;; integer values  
004D: jump_if_false CAT2_3617
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
056D:   unknown_actor $147 dead_but_valid
004D: jump_if_false CAT2_3613
009B: destroy_actor_instantly $147

:CAT2_3613
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BE: text_clear_all
0002: jump CAT2_3652

:CAT2_3617
0002: jump CAT2_195

:CAT2_3618
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
097A:  2312.094 -9.6433  28.679  1155 
0006: @560 =  8  ;; integer values
0006: @561 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3626
0639: unknown_action_sequence $147 $PLAYER_ACTOR 

:CAT2_3626
0051: return

:CAT2_3627
00BA: text_styled 'M_FAIL'  5000 ms  1
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT2_3651
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2303.903 -18.2879  25.5416  2321.147  .7716  30.8122
004D: jump_if_false CAT2_3651
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT2_3651
016A: fade  0 ()  800 ms

:CAT2_3639
00D6: if  0
016B:   fading
004D: jump_if_false CAT2_3644
0001: wait  0 ms
0002: jump CAT2_3639

:CAT2_3644
0001: wait  700 ms
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2303.903 -18.2879  25.5416  2321.147  .7716  30.8122
004D: jump_if_false CAT2_3650
00A1: put_actor $PLAYER_ACTOR at  2300.112 -16.5618  25.4844
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:CAT2_3650
016A: fade  1 (back)  600 ms

:CAT2_3651
0051: return

:CAT2_3652
0008: $CATALINA_MISSIONS_PASSED +=  1  ;; integer values
0008: $1520 +=  1  ;; integer values
0629: change_stat  315 to  1  ; integer see statdisp.dat
000A: @168 +=  10000  ;; integer values
01E3: text_1number_styled 'M_PASS'  10000  5000 ms  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'
0004: $715 =  1  ;; integer values
00D6: if  0
0038:   $2334 ==  1  ;; integer values
004D: jump_if_false CAT2_3667
0004: $2334 =  2  ;; integer values

:CAT2_3667
00D6: if  0
0038:   $2333 ==  1  ;; integer values
004D: jump_if_false CAT2_3671
0004: $2333 =  2  ;; integer values

:CAT2_3671
0051: return

:CAT2_3672
040D: unload_wav  3
00D6: if  0
03CA:   object $2660 exists
004D: jump_if_false CAT2_3677
0108: destroy_object $2660

:CAT2_3677
029B: $2660 = init_object #CR_DOOR_01 at  2322.845  8.304  25.483
01C7: remove_object_from_mission_cleanup_list $2660
07F7: $2660  0 
0550: unknown_keep_object $2660 in_memory  1
00D6: if  0
03CA:   object $2661 exists
004D: jump_if_false CAT2_3685
0108: destroy_object $2661

:CAT2_3685
029B: $2661 = init_object #CR_DOOR_01 at  2316.233  .712  25.742
01C7: remove_object_from_mission_cleanup_list $2661
0177: set_object $2661 z_angle_to  270.0
0550: unknown_keep_object $2661 in_memory  1
07F7: $2661  0 
00D6: if  0
03CA:   object $2662 exists
004D: jump_if_false CAT2_3694
0108: destroy_object $2662

:CAT2_3694
029B: $2662 = init_object #CR_DOOR_03 at  2304.257 -17.744  25.742
01C7: remove_object_from_mission_cleanup_list $2662
0550: unknown_keep_object $2662 in_memory  1
07F7: $2662  0 
00D6: if  0
03CA:   object $2663 exists
004D: jump_if_false CAT2_3702
0108: destroy_object $2663

:CAT2_3702
029B: $2663 = init_object #CR_DOOR_03 at  2304.257 -14.583  25.742
01C7: remove_object_from_mission_cleanup_list $2663
0550: unknown_keep_object $2663 in_memory  1
0177: set_object $2663 z_angle_to  180.0
07F7: $2663  0 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0249: release_model  599
0249: release_model  523
0249: release_model  283
0249: release_model  346
0249: release_model  349
0249: release_model  346
0249: release_model  283
0249: release_model  599
0249: release_model  71
0249: release_model  240
0249: release_model  76
0249: release_model  427
0249: release_model  523
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:  156 
0873:  157 
0873:  123 
0873:  124 
0873:  158 
0873:  159 
0873:  160 
0873:  161 
0873:  116 
0873:  117 
0873:  118 
0873:  119 
0873:  123 
0873:  124 
0873:  160 
0873:  161 
0873:  156 
0873:  157 
0873:  158 
0873:  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  0
8119:   NOT   car @85 wrecked
004D: jump_if_false CAT2_3767
01C3: remove_references_to_car @85  ;; Like turning a car into any random car

:CAT2_3767
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false CAT2_3771
01C3: remove_references_to_car @86  ;; Like turning a car into any random car

:CAT2_3771
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false CAT2_3775
01C3: remove_references_to_car @88  ;; Like turning a car into any random car

:CAT2_3775
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false CAT2_3779
01C3: remove_references_to_car @90  ;; Like turning a car into any random car

:CAT2_3779
00D6: if  0
8118:   NOT   actor @92 dead
004D: jump_if_false CAT2_3784
04D7: lock_actor @92 in_current_position  0
01C2: remove_references_to_actor @92  ;; Like turning an actor into a random pedestrian

:CAT2_3784
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false CAT2_3789
04D7: lock_actor @93 in_current_position  0
01C2: remove_references_to_actor @93  ;; Like turning an actor into a random pedestrian

:CAT2_3789
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CAT2_3794
04D7: lock_actor @87 in_current_position  0
01C2: remove_references_to_actor @87  ;; Like turning an actor into a random pedestrian

:CAT2_3794
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CAT2_3799
04D7: lock_actor @89 in_current_position  0
01C2: remove_references_to_actor @89  ;; Like turning an actor into a random pedestrian

:CAT2_3799
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false CAT2_3804
04D7: lock_actor @91 in_current_position  0
01C2: remove_references_to_actor @91  ;; Like turning an actor into a random pedestrian

:CAT2_3804
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false CAT2_3808
01C2: remove_references_to_actor @94  ;; Like turning an actor into a random pedestrian

:CAT2_3808
018E: stop_sound @82
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
03C7: unknown_maby_cops_density  1.0
00D8: mission_cleanup
0051: return

:CAT2_3814
00D6: if  0
0039:   @364 ==  1  ;; integer values
004D: jump_if_false CAT2_3883
00D6: if  0
0039:   @371 ==  1  ;; integer values
004D: jump_if_false CAT2_3832
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3832
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT2_3832
0006: @371 =  0  ;; integer values
0187: @372 = create_marker_above_actor $147
07E0: @372  1 
018B: show_on_radar @40  0
00BE: text_clear_all
00BB: text_lowpriority 'CAT2_14'  4000 ms  1

:CAT2_3832
00D6: if  0
0039:   @371 ==  0  ;; integer values
004D: jump_if_false CAT2_3851
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT2_3851
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT2_3843
0006: @371 =  1  ;; integer values
0002: jump CAT2_3851

:CAT2_3843
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $147 radius  10.0  10.0  0
004D: jump_if_false CAT2_3851
09DD:  1 
0631: put_actor $147 in_group $PLAYER_GROUP 
0164: disable_marker @372
018B: show_on_radar @40  3
0006: @371 =  1  ;; integer values

:CAT2_3851
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_3867
00D6: if  0
0039:   @373 ==  0  ;; integer values
004D: jump_if_false CAT2_3866
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: $147  4  24 
0006: @373 =  1  ;; integer values

:CAT2_3866
0002: jump CAT2_3883

:CAT2_3867
00D6: if  0
0039:   @373 ==  1  ;; integer values
004D: jump_if_false CAT2_3883
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: $147  4  24 
0006: @373 =  0  ;; integer values

:CAT2_3883
0051: return

:CAT2_3884
0871: init_jump_table @559 total_jumps  6  0 CAT2_4205 jumps  0 CAT2_3885  1 CAT2_4013  2 CAT2_4141  3 CAT2_4158  4 CAT2_4171  5 CAT2_4190 -1 CAT2_4205 

:CAT2_3885
05AA: s@374 = 'CAT4_BI'  ;; 8-byte strings
05AA: s@376 = 'CAT4_CA'  ;; 8-byte strings
04AF: @495 = unknown_wav_reference  9621 
05AA: s@378 = 'CAT4_CB'  ;; 8-byte strings
04AF: @496 = unknown_wav_reference  9622 
05AA: s@380 = 'CAT4_CD'  ;; 8-byte strings
04AF: @497 = unknown_wav_reference  9624 
05AA: s@382 = 'CAT4_CE'  ;; 8-byte strings
04AF: @498 = unknown_wav_reference  9625 
05AA: s@384 = 'CAT4_CF'  ;; 8-byte strings
04AF: @499 = unknown_wav_reference  9626 
05AA: s@386 = 'CAT4_CG'  ;; 8-byte strings
04AF: @500 = unknown_wav_reference  9627 
05AA: s@388 = 'CAT4_CH'  ;; 8-byte strings
04AF: @501 = unknown_wav_reference  9628 
05AA: s@390 = 'CAT4_EA'  ;; 8-byte strings
04AF: @502 = unknown_wav_reference  9642 
05AA: s@392 = 'CAT4_EC'  ;; 8-byte strings
04AF: @503 = unknown_wav_reference  9644 
05AA: s@394 = 'CAT4_ED'  ;; 8-byte strings
04AF: @504 = unknown_wav_reference  9645 
05AA: s@396 = 'CAT4_BA'  ;; 8-byte strings
04AF: @505 = unknown_wav_reference  9610 
05AA: s@398 = 'CAT4_AB'  ;; 8-byte strings
04AF: @506 = unknown_wav_reference  9601 
05AA: s@400 = 'CAT4_AC'  ;; 8-byte strings
04AF: @507 = unknown_wav_reference  9602 
05AA: s@402 = 'CAT4_AD'  ;; 8-byte strings
04AF: @508 = unknown_wav_reference  9603 
05AA: s@404 = 'CAT4_AE'  ;; 8-byte strings
04AF: @509 = unknown_wav_reference  9604 
05AA: s@406 = 'CAT4_FB'  ;; 8-byte strings
04AF: @510 = unknown_wav_reference  9647 
05AA: s@408 = 'CAT4_AF'  ;; 8-byte strings
04AF: @511 = unknown_wav_reference  9605 
05AA: s@410 = 'CAT4_FD'  ;; 8-byte strings
04AF: @512 = unknown_wav_reference  9649 
05AA: s@412 = 'CAT4_GB'  ;; 8-byte strings
04AF: @513 = unknown_wav_reference  9651 
05AA: s@414 = 'CAT4_HH'  ;; 8-byte strings
04AF: @514 = unknown_wav_reference  9659 
05AA: s@416 = 'CAT4_HF'  ;; 8-byte strings
04AF: @515 = unknown_wav_reference  9657 
05AA: s@418 = 'CAT4_AG'  ;; 8-byte strings
04AF: @516 = unknown_wav_reference  9606 
05AA: s@420 = 'CAT4_AH'  ;; 8-byte strings
04AF: @517 = unknown_wav_reference  9607 
05AA: s@422 = 'CAT4_HI'  ;; 8-byte strings
04AF: @518 = unknown_wav_reference  9660 
05AA: s@424 = 'CAT4_BF'  ;; 8-byte strings
04AF: @519 = unknown_wav_reference  9615 
05AA: s@426 = 'CAT4_KF'  ;; 8-byte strings
04AF: @520 = unknown_wav_reference  9669 
05AA: s@428 = 'CAT4_HB'  ;; 8-byte strings
04AF: @521 = unknown_wav_reference  9653 
05AA: s@430 = 'CAT4_HG'  ;; 8-byte strings
04AF: @522 = unknown_wav_reference  9658 
05AA: s@432 = 'CAT4_AJ'  ;; 8-byte strings
04AF: @523 = unknown_wav_reference  9609 
05AA: s@434 = 'CAT4_JA'  ;; 8-byte strings
04AF: @524 = unknown_wav_reference  9662 
05AA: s@436 = 'CAT4_JB'  ;; 8-byte strings
04AF: @525 = unknown_wav_reference  9663 
05AA: s@438 = 'CAT4_KA'  ;; 8-byte strings
04AF: @526 = unknown_wav_reference  9664 
05AA: s@440 = 'CAT4_KB'  ;; 8-byte strings
04AF: @527 = unknown_wav_reference  9665 
05AA: s@442 = 'CAT4_KC'  ;; 8-byte strings
04AF: @528 = unknown_wav_reference  9666 
05AA: s@444 = 'CAT4_KD'  ;; 8-byte strings
04AF: @529 = unknown_wav_reference  9667 
05AA: s@446 = 'CAT4_KE'  ;; 8-byte strings
04AF: @530 = unknown_wav_reference  9668 
05AA: s@448 = 'CAT3_EC'  ;; 8-byte strings
04AF: @531 = unknown_wav_reference  9421 
05AA: s@450 = 'CAT_GJ'  ;; 8-byte strings
04AF: @532 = unknown_wav_reference  8681 
05AA: s@452 = '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 = $147  ;; 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_4205

:CAT2_4013
00D6: if  0
8039:   NOT   @560 ==  0  ;; integer values
004D: jump_if_false CAT2_4140
00D6: if  0
001D:   @32 > @639  ;; integer values  
004D: jump_if_false CAT2_4140
00D6: if  1
03D2:   wav  1 ended
03D2:   wav  2 ended
004D: jump_if_false CAT2_4140
00D6: if  0
003B:   @555 == @560  ;; integer values 
004D: jump_if_false CAT2_4028
0006: @557 =  1  ;; integer values
0002: jump CAT2_4037

:CAT2_4028
00D6: if  0
003B:   @556 == @560  ;; integer values 
004D: jump_if_false CAT2_4033
0006: @557 =  2  ;; integer values
0002: jump CAT2_4037

:CAT2_4033
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_4037
00D6: if  0
03D0:   wav @557 loaded
004D: jump_if_false CAT2_4139
0085: @631 = @563(@560,60i)  ;; integer values and handles
0085: @632 = @623(@631,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @638 ==  1  ;; integer values
004D: jump_if_false CAT2_4069
0006: @635 =  1  ;; integer values
0006: @637 =  0  ;; integer values

:CAT2_4047
00D6: if  0
001B:    7 > @635  ;; integer values
004D: jump_if_false CAT2_4069
0085: @636 = @623(@635,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @636 ==  0  ;; integer values
004D: jump_if_false CAT2_4067
00D6: if  0
803B:   NOT   @636 == @632  ;; integer values 
004D: jump_if_false CAT2_4067
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4067
00D6: if  0
8118:   NOT   actor @636 dead
004D: jump_if_false CAT2_4067
00D6: if  0
0104:   actor @632 near_actor @636 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false CAT2_4067
000A: @637 +=  1  ;; integer values

:CAT2_4067
000A: @635 +=  1  ;; integer values
0002: jump CAT2_4047

:CAT2_4069
00D6: if  22
0039:   @638 ==  1  ;; integer values
0019:   @637 >  0  ;; integer values
0039:   @563(@560,60i) ==  0  ;; integer values
004D: jump_if_false CAT2_4137
00D6: if  0
8039:   NOT   @563(@560,60i) ==  0  ;; integer values
004D: jump_if_false CAT2_4098
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4098
00D6: if  0
0038:   $7248 ==  0  ;; integer values
004D: jump_if_false CAT2_4084
0949: link_wav @557 to_actor @632 

:CAT2_4084
00D6: if  0
894D:   NOT @632 
004D: jump_if_false CAT2_4090
0006: @630 =  1  ;; integer values
0967: @632  15000 
0002: jump CAT2_4091

:CAT2_4090
094E: @632  0 

:CAT2_4091
00D6: if  0
8039:   NOT   @632 ==  0  ;; integer values
004D: jump_if_false CAT2_4098
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4098
0A09: @632  1 

:CAT2_4098
00D6: if  0
0039:   @563(@560,60i) ==  0  ;; integer values
004D: jump_if_false CAT2_4102
0006: @630 =  1  ;; integer values

:CAT2_4102
00D6: if  0
0039:   @562 ==  1  ;; integer values
004D: jump_if_false CAT2_4109
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT2_4109
0006: @630 =  0  ;; integer values

:CAT2_4109
00D6: if  0
0039:   @630 ==  1  ;; integer values
004D: jump_if_false CAT2_4136
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  0
8039:   NOT   @494(@560,60i) ==  0  ;; integer values
004D: jump_if_false CAT2_4136
00D6: if  0
0039:   @557 ==  1  ;; integer values
004D: jump_if_false CAT2_4131
00D6: if  0
803B:   NOT   @556 == @560  ;; integer values 
004D: jump_if_false CAT2_4130
03CF: load_wav @494(@560,60i) as  2
0085: @556 = @560  ;; integer values and handles

:CAT2_4130
0002: jump CAT2_4136

:CAT2_4131
00D6: if  0
803B:   NOT   @555 == @560  ;; integer values 
004D: jump_if_false CAT2_4136
03CF: load_wav @494(@560,60i) as  1
0085: @555 = @560  ;; integer values and handles

:CAT2_4136
0002: jump CAT2_4138

:CAT2_4137
0006: @559 =  6  ;; integer values

:CAT2_4138
0002: jump CAT2_4140

:CAT2_4139
03CF: load_wav @494(@560,60i) as @557

:CAT2_4140
0002: jump CAT2_4205

:CAT2_4141
00D6: if  0
03D2:   wav @557 ended
004D: jump_if_false CAT2_4150
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4148
0A09: @632  0 

:CAT2_4148
000A: @559 +=  1  ;; integer values
0002: jump CAT2_4157

:CAT2_4150
00D6: if  0
056D:   unknown_actor @632 dead_but_valid
004D: jump_if_false CAT2_4157
00D6: if  0
0118:   actor @632 dead
004D: jump_if_false CAT2_4157
000A: @559 +=  1  ;; integer values

:CAT2_4157
0002: jump CAT2_4205

:CAT2_4158
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4162
0A09: @632  0 

:CAT2_4162
040D: unload_wav @557
0006: @554(@557,3i) =  0  ;; integer values
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4169
094F: @632 

:CAT2_4169
000A: @559 +=  1  ;; integer values
0002: jump CAT2_4205

:CAT2_4171
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4175
0A09: @632  0 

:CAT2_4175
000A: @560 +=  1  ;; integer values
00D6: if  0
8039:   NOT   @494(@560,60i) ==  0  ;; integer values
004D: jump_if_false CAT2_4181
03CF: load_wav @494(@560,60i) as @557
0085: @554(@557,3i) = @560  ;; integer values and handles

:CAT2_4181
000E: @561 -=  1  ;; integer values
00D6: if  0
8019:   NOT   @561 >  0  ;; integer values
004D: jump_if_false CAT2_4187
0006: @560 =  0  ;; integer values
0002: jump CAT2_4188

:CAT2_4187
0085: @560 = @558  ;; integer values and handles

:CAT2_4188
0006: @559 =  1  ;; integer values
0002: jump CAT2_4205

:CAT2_4190
00D6: if  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4194
0A09: @632  0 

:CAT2_4194
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  0
8118:   NOT   actor @632 dead
004D: jump_if_false CAT2_4204
094F: @632 

:CAT2_4204
0002: jump CAT2_4205

:CAT2_4205
0051: return

;-------------Mission 43---------------
; Originally: Catalina 4


:CAT3_1
03A4: name_thread 'CAT3'
0050: gosub CAT3_175
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CAT3_7
0050: gosub CAT3_2230

:CAT3_7
0050: gosub CAT3_2259
004E: end_thread

:CAT3_9
0247: request_model  67
0247: request_model  95
0247: request_model  514
0247: request_model  584
0247: request_model  475
038B: load_requested_models

:CAT3_15
00D6: if  24
8248:   NOT   model  67 available
8248:   NOT   model  95 available
8248:   NOT   model  514 available
8248:   NOT   model  584 available
8248:   NOT   model  475 available
004D: jump_if_false CAT3_24
0001: wait  0 ms
0002: jump CAT3_15

:CAT3_24
0051: return

:CAT3_25
04ED: load_animation "MISC"
0247: request_model  352
0247: request_model  349
03CF: load_wav  32600 as  3
023C: load_special_actor  1 'CAT'
038B: load_requested_models

:CAT3_31
00D6: if  24
84EE:   NOT   animation "MISC" loaded
8248:   NOT   model  352 available
8248:   NOT   model  349 available
83D0:   NOT   wav  3 loaded
823D:   NOT   special_actor  1 loaded
004D: jump_if_false CAT3_40
0001: wait  0 ms
0002: jump CAT3_31

:CAT3_40
00D6: if  0
856D:   NOT   unknown_actor $147 dead_but_valid
004D: jump_if_false CAT3_45
009A: $147 = create_actor  5  290 at @53 @54 @55
0002: jump CAT3_47

:CAT3_45
009B: destroy_actor_instantly $147
009A: $147 = create_actor  5  290 at @53 @54 @55

:CAT3_47
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_51
01B2: give_actor $147 weapon  25 ammo  30000  ;; Load the weapon model before using this

:CAT3_51
0051: return
0187: @309 = create_marker_above_actor $147
018A: @41 = create_checkpoint_at @50 @51 @52
0249: release_model  348
0051: return

:CAT3_56
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  67 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: unknown_actor @310 flag  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  95 at @314 @316 @318
0173: set_actor @311 z_angle_to @320
0223: set_actor @311 health_to  2000
054A: unknown_actor @311 flag  0
02AB: set_actor @311 immunities  0  1  1  0  1
0051: return
0249: release_model  67
0051: return

:CAT3_80
0247: request_model  15

:CAT3_81
00D6: if  0
8248:   NOT   model  15 available
004D: jump_if_false CAT3_86
0001: wait  0 ms
0002: jump CAT3_81

:CAT3_86
0007: @323 = -78.4672  ;; floating-point values
0007: @324 = -1134.739  ;; floating-point values
0007: @325 =  .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  15 at @323 @324 @325
0173: set_actor @322 z_angle_to @326
0051: return
009A: @244 = create_actor  4  15 at @323 @324 @325

:CAT3_95
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  514 at @329 @330 @331
0175: set_car @327 z_angle_to @332
053F: set_car @327 tires_vulnerable  0
0732:  514 
0732:  403 
02AC: set_car @327 immunities  1  0  0  0  0
0587: @327  0
0051: return
00A5: @308 = create_car  403 at @329 @330 @331

:CAT3_109
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  584 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: @334  0
0051: return
0186: @335 = create_marker_above_car @334

:CAT3_122
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  475 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: @340  0
0519: unknown_car @340 flag  1
0051: return

:CAT3_136
0247: request_model  543

:CAT3_137
00D6: if  0
8248:   NOT   model  543 available
004D: jump_if_false CAT3_142
0001: wait  0 ms
0002: jump CAT3_137

:CAT3_142
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  543 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_151
0247: request_model  468
07C0:  189 

:CAT3_153
00D6: if  21
8248:   NOT   model  468 available
87C1:   NOT  189 
004D: jump_if_false CAT3_159
0001: wait  0 ms
0002: jump CAT3_153

:CAT3_159
0007: @353 = -88.1347  ;; floating-point values
0007: @354 = -1127.397  ;; floating-point values
0007: @355 =  .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  468 at @353 @354 @355
0175: set_car @352 z_angle_to @356
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_174
036A: put_actor $147 in_car @352
05BF: unknown_action_sequence $147 $PLAYER_ACTOR -1 
00A1: put_actor $PLAYER_ACTOR at -86.3344 -1127.316  .0781
0173: set_actor $PLAYER_ACTOR z_angle_to  6.874
05BF: unknown_action_sequence $PLAYER_ACTOR $147 -1 

:CAT3_174
0051: return

:CAT3_175
0004: $ON_MISSION =  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: s@134 = 'CAT3_AA'  ;; 8-byte strings
05AA: s@136 = 'CAT3_AB'  ;; 8-byte strings
05AA: s@138 = 'CAT3_AC'  ;; 8-byte strings
05AA: s@140 = 'CAT3_AD'  ;; 8-byte strings
05AA: s@142 = 'CAT3_AE'  ;; 8-byte strings
05AA: s@144 = 'CAT3_AF'  ;; 8-byte strings
05AA: s@146 = 'CAT3_AG'  ;; 8-byte strings
05AA: s@148 = 'CAT3_BA'  ;; 8-byte strings
05AA: s@150 = 'CAT3_BB'  ;; 8-byte strings
05AA: s@152 = 'CAT3_BC'  ;; 8-byte strings
05AA: s@154 = 'CAT3_BD'  ;; 8-byte strings
05AA: s@156 = 'CAT3_CA'  ;; 8-byte strings
05AA: s@158 = 'CAT3_CB'  ;; 8-byte strings
05AA: s@160 = 'CAT3_CC'  ;; 8-byte strings
05AA: s@162 = 'CAT3_CD'  ;; 8-byte strings
05AA: s@164 = 'CAT3_DA'  ;; 8-byte strings
05AA: s@166 = 'CAT3_DB'  ;; 8-byte strings
05AA: s@168 = 'CAT3_DC'  ;; 8-byte strings
05AA: s@170 = 'CAT3_DD'  ;; 8-byte strings
05AA: s@172 = 'CAT3_EA'  ;; 8-byte strings
05AA: s@174 = 'CAT3_EB'  ;; 8-byte strings
05AA: s@176 = 'CAT3_EC'  ;; 8-byte strings
05AA: s@178 = 'CAT3_ED'  ;; 8-byte strings
05AA: s@180 = 'CAT3_EE'  ;; 8-byte strings
05AA: s@182 = 'CAT3_EF'  ;; 8-byte strings
05AA: s@184 = 'CAT3_EG'  ;; 8-byte strings
05AA: s@186 = 'CAT3_FA'  ;; 8-byte strings
05AA: s@188 = 'CAT3_FB'  ;; 8-byte strings
05AA: s@190 = 'CAT3_FC'  ;; 8-byte strings
05AA: s@192 = 'CAT3_FD'  ;; 8-byte strings
05AA: s@194 = 'CAT3_FE'  ;; 8-byte strings
05AA: s@196 = 'CAT3_FF'  ;; 8-byte strings
05AA: s@198 = 'CAT3_GA'  ;; 8-byte strings
05AA: s@200 = 'CAT3_GB'  ;; 8-byte strings
05AA: s@202 = 'CAT3_GC'  ;; 8-byte strings
05AA: s@204 = 'CAT3_GD'  ;; 8-byte strings
05AA: s@206 = 'CAT3_GE'  ;; 8-byte strings
05AA: s@208 = 'CAT3_GF'  ;; 8-byte strings
05AA: s@210 = 'CAT3_GG'  ;; 8-byte strings
05AA: s@212 = 'CAT3_HA'  ;; 8-byte strings
05AA: s@214 = 'CAT3_HB'  ;; 8-byte strings
05AA: s@216 = 'CAT3_HC'  ;; 8-byte strings
05AA: s@218 = 'CAT3_JA'  ;; 8-byte strings
05AA: s@220 = 'CAT3_JB'  ;; 8-byte strings
05AA: s@222 = 'CAT3_JC'  ;; 8-byte strings
05AA: s@224 = 'CAT3_JD'  ;; 8-byte strings
05AA: s@226 = 'CAT3_JE'  ;; 8-byte strings
05AA: s@228 = 'CAT3_JF'  ;; 8-byte strings
05AA: s@230 = 'CAT3_JG'  ;; 8-byte strings
05AA: s@232 = 'CAT3_JH'  ;; 8-byte strings
05AA: s@234 = 'CAT3_JJ'  ;; 8-byte strings
05AA: s@236 = 'CAT3_JK'  ;; 8-byte strings
05AA: s@238 = 'CATX_UJ'  ;; 8-byte strings
05AA: s@240 = 'CATX_UK'  ;; 8-byte strings
05AA: s@242 = '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 =  .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_25
0050: gosub CAT3_9
0050: gosub CAT3_56
0050: gosub CAT3_95
0050: gosub CAT3_109
0050: gosub CAT3_122
07B4: $PLAYER_CHAR  0 
0A0B: @53 @54 @55  295.0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT3_371
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  659.6722 -569.272  15.3465
0002: jump CAT3_372

:CAT3_371
00A1: put_actor $PLAYER_ACTOR at  659.6722 -569.272  15.3465

:CAT3_372
00D6: if  1
8118:   NOT   actor $147 dead
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_395
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT3_381
0362: remove_actor $147 from_car_and_place_at @53 @54 @55
0002: jump CAT3_382

:CAT3_381
00A1: put_actor $147 at @53 @54 @55

:CAT3_382
0639: unknown_action_sequence $PLAYER_ACTOR @310 
0639: unknown_action_sequence @310 $147 
0173: set_actor $PLAYER_ACTOR z_angle_to  177.1965
06AB: @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: $147 
0006: @37 =  1  ;; integer values
0635: unknown_action_sequence $147 @310  20000 
0638: unknown_action_sequence $147  1 
0638: unknown_action_sequence @310  1 
0006: @301 =  1  ;; integer values

:CAT3_395
0169: set_fade_color  0  0  0
0169: set_fade_color  0  0  0
016A: fade  1 (back)  500 ms
016A: fade  1 (back)  500 ms
01EB: set_car_density_to  .5

:CAT3_400
0001: wait  0 ms
00D6: if  0
8039:   NOT   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_470
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_412
00D6: if  0
03D0:   wav @304 loaded
004D: jump_if_false CAT3_411
040D: unload_wav @304

:CAT3_411
0006: @302 =  1  ;; integer values

:CAT3_412
00D6: if  0
0039:   @302 ==  1  ;; integer values
004D: jump_if_false CAT3_418
03CF: load_wav @245(@301,56i) as @303
0050: gosub CAT3_2299
0006: @302 =  2  ;; integer values

:CAT3_418
00D6: if  0
0039:   @302 ==  2  ;; integer values
004D: jump_if_false CAT3_435
00D6: if  0
03D0:   wav @303 loaded
004D: jump_if_false CAT3_435
00D6: if  0
8039:   NOT   @244 ==  0  ;; integer values
004D: jump_if_false CAT3_432
00D6: if  0
8118:   NOT   actor @244 dead
004D: jump_if_false CAT3_432
0967: @244  10000 
0A09: @244  1 

:CAT3_432
03D1: play_wav @303
00BC: text_highpriority @132(@301,56s)  10000 ms  1
0006: @302 =  3  ;; integer values

:CAT3_435
00D6: if  0
0039:   @302 ==  3  ;; integer values
004D: jump_if_false CAT3_470
00D6: if  0
03D2:   wav @303 ended
004D: jump_if_false CAT3_461
03D5: remove_text @132(@301,56s)
00D6: if  0
8039:   NOT   @244 ==  0  ;; integer values
004D: jump_if_false CAT3_450
00D6: if  0
8118:   NOT   actor @244 dead
004D: jump_if_false CAT3_450
0968: @244 
0A09: @244  0 

:CAT3_450
00D6: if  0
0039:   @303 ==  1  ;; integer values
004D: jump_if_false CAT3_456
0006: @303 =  2  ;; integer values
0006: @304 =  1  ;; integer values
0002: jump CAT3_458

:CAT3_456
0006: @303 =  1  ;; integer values
0006: @304 =  2  ;; integer values

:CAT3_458
0006: @301 =  0  ;; integer values
0006: @302 =  0  ;; integer values
0002: jump CAT3_470

:CAT3_461
00D6: if  0
83D0:   NOT   wav @304 loaded
004D: jump_if_false CAT3_470
00D6: if  0
001B:    60 > @301  ;; integer values
004D: jump_if_false CAT3_470
0085: @305 = @301  ;; integer values and handles
000A: @305 +=  1  ;; integer values
03CF: load_wav @245(@305,56i) as @304

:CAT3_470
00D6: if  0
0735:  83 
004D: jump_if_false CAT3_474
0002: jump CAT3_2232

:CAT3_474
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CAT3_690
00D6: if  0
001B:    6 > @37  ;; integer values
004D: jump_if_false CAT3_485
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CAT3_485
000E: @44 -=  10000  ;; integer values
0006: @37 =  7  ;; integer values

:CAT3_485
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false CAT3_510
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_510
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_510
00D6: if  1
8118:   NOT   actor $147 dead
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_510
0615: @45 
05F5: unknown_action_sequence -1  662.828 -570.1751  15.3359  4 -2 
05BF: unknown_action_sequence -1 $147  30000 
0639: unknown_action_sequence -1 $147 
0616: @45 
0618: @310 @45 
01BD: @44 = current_time_in_ms
0006: @301 =  2  ;; integer values
0006: @37 =  2  ;; integer values

:CAT3_510
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false CAT3_542
00D6: if  0
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_524
00D6: if  0
8611:   NOT @310 "BNG_WNDW_02" 
004D: jump_if_false CAT3_524
062E: @310  1560 @312 
00D6: if  0
04A4: @312  7 
004D: jump_if_false CAT3_524
0605: unknown_action_sequence @310 "BNG_WNDW_02" "MISC"  4.0  0  0  0  0 -1 

:CAT3_524
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_542
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_542
00D6: if  1
8118:   NOT   actor $147 dead
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_542
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_542
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false CAT3_563
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_563
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_563
00D6: if  2
8118:   NOT   actor $147 dead
8118:   NOT   actor @310 dead
8118:   NOT   actor @311 dead
004D: jump_if_false CAT3_563
05C2: unknown_action_sequence @311 
01BD: @44 = current_time_in_ms
0006: @301 =  4  ;; integer values
0006: @37 =  4  ;; integer values

:CAT3_563
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false CAT3_583
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_583
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_583
00D6: if  0
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_583
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_583
00D6: if  0
0039:   @37 ==  5  ;; integer values
004D: jump_if_false CAT3_612
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_612
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_612
00D6: if  2
8119:   NOT   car @327 wrecked
8118:   NOT   actor $147 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT3_612
0158: camera_on_vehicle @327  15  2
01BD: @44 = current_time_in_ms
05BF: unknown_action_sequence $PLAYER_ACTOR $147  8000 
0615: @46 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  1000 
05D3: unknown_action_sequence -1  657.7125 -576.2346  15.3359  6 -1 
05D3: unknown_action_sequence -1  654.6555 -585.0117  15.3359  6 -1 
05CA: unknown_action_sequence -1 @327  30000  0 
0616: @46 
0618: $147 @46 
0006: @301 =  6  ;; integer values
0006: @37 =  6  ;; integer values

:CAT3_612
00D6: if  0
0039:   @37 ==  6  ;; integer values
004D: jump_if_false CAT3_634
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_634
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_634
00D6: if  1
8118:   NOT   actor $147 dead
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_634
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_634
00D6: if  0
0039:   @37 ==  7  ;; integer values
004D: jump_if_false CAT3_690
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2500  ;; integer values
004D: jump_if_false CAT3_690
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_690
00D6: if  2
8118:   NOT   actor $147 dead
8118:   NOT   actor @310 dead
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_690
016A: fade  0 ()  500 ms

:CAT3_652
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_657
0001: wait  0 ms
0002: jump CAT3_652

:CAT3_657
00D6: if  0
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_673
0186: @328 = create_marker_above_car @327
07E0: @328  1 
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_669
00D6: if  0
80DB:   NOT   actor $147 in_car @327
004D: jump_if_false CAT3_669
05CA: unknown_action_sequence $147 @327  30000  0 

:CAT3_669
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_673
0519: unknown_car @334 flag  1

:CAT3_673
04EF: release_animation "MISC"
0395: clear_area  1 at $509 $515 $521 range  200.0
0173: set_actor $PLAYER_ACTOR z_angle_to @332
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0169: set_fade_color  0  0  0
016A: fade  1 (back)  500 ms
016A: fade  1 (back)  500 ms
016A: fade  1 (back)  500 ms

:CAT3_684
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_689
0001: wait  0 ms
0002: jump CAT3_684

:CAT3_689
0006: @35 =  1  ;; integer values

:CAT3_690
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CAT3_711
00D6: if  2
8119:   NOT   car @327 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_711
00BC: text_highpriority 'CAT3_02'  5000 ms  1
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_711
0164: disable_marker @328
03E5: text_box 'CAT3_03'
04ED: load_animation "CAR_CHAT"

:CAT3_705
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false CAT3_710
0001: wait  0 ms
0002: jump CAT3_705

:CAT3_710
0006: @35 =  2  ;; integer values

:CAT3_711
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CAT3_829
00D6: if  2
8119:   NOT   car @327 wrecked
8119:   NOT   car @334 wrecked
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_829
00D6: if  0
0207:   actor $PLAYER_ACTOR near_car_in_car @334 radius  15.0  15.0  15.0 unknown  0  
004D: jump_if_false CAT3_728
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CAT3_728
03E5: text_box 'CAT3_12'
01BD: @44 = current_time_in_ms
0006: @38 =  1  ;; integer values

:CAT3_728
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false CAT3_739
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  8000  ;; integer values
004D: jump_if_false CAT3_739
03E5: text_box 'CAT3_13'
0006: @38 =  2  ;; integer values

:CAT3_739
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false CAT3_754
00D6: if  0
07AB:   car @334 attached_to_car @327 
004D: jump_if_false CAT3_754
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_749
0519: unknown_car @334 flag  0

:CAT3_749
03D1: play_wav  3
01BD: @44 = current_time_in_ms
0164: disable_marker @335
03E6: remove_text_box
0006: @39 =  1  ;; integer values

:CAT3_754
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false CAT3_829
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  1500  ;; integer values
004D: jump_if_false CAT3_829
00BE: text_clear_all
020A: set_car @327 door_status_to  4
016A: fade  0 ()  150 ms

:CAT3_766
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_771
0001: wait  0 ms
0002: jump CAT3_766

:CAT3_771
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BE: text_clear_all
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false CAT3_778
040D: unload_wav  3

:CAT3_778
00D6: if  0
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_782
020A: set_car @327 door_status_to  1

:CAT3_782
00D6: if  1
8118:   NOT   actor $147 dead
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_801
00D6: if  0
80DB:   NOT   actor $147 in_car @327
004D: jump_if_false CAT3_797
06C9: $147 
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 (bar) 'CAT3_11'
0430: $147 @327  0 
0002: jump CAT3_801

:CAT3_797
0164: disable_marker @41
018A: @41 = create_checkpoint_at @50 @51 @52
0151: remove_status_text $6988
03C4: set_status_text_to $6988  1 (bar) 'CAT3_11'

:CAT3_801
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_805
02AC: set_car @334 immunities  0  0  0  0  0

:CAT3_805
07C0:  188 

:CAT3_806
00D6: if  0
87C1:   NOT  188 
004D: jump_if_false CAT3_811
0001: wait  0 ms
0002: jump CAT3_806

:CAT3_811
00D6: if  4
8119:   NOT   car @340 wrecked
8118:   NOT   actor @310 dead
8118:   NOT   actor @311 dead
8118:   NOT   actor $147 dead
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_829
0519: unknown_car @340 flag  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: @310 @340  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_829
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CAT3_979
00D6: if  3
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_979
00D6: if  0
001B:    4 > @37  ;; integer values
004D: jump_if_false CAT3_852
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  1000  ;; integer values
004D: jump_if_false CAT3_852
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CAT3_852
000E: @44 -=  5000  ;; integer values
0006: @37 =  4  ;; integer values

:CAT3_852
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false CAT3_874
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_874
016A: fade  1 (back)  150 ms

:CAT3_859
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_864
0001: wait  0 ms
0002: jump CAT3_859

:CAT3_864
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_868
05EB: @340  188 

:CAT3_868
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_872
0006: @301 =  13  ;; integer values

:CAT3_872
01BD: @44 = current_time_in_ms
0006: @37 =  2  ;; integer values

:CAT3_874
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false CAT3_921
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_900
00D6: if  0
060E: @340 
004D: jump_if_false CAT3_900
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 -=  .25  ;; floating-point values
0087: @57 = @63  ;; floating-point values only
000F: @57 -=  .25  ;; floating-point values
0087: @58 = @64  ;; floating-point values only
000F: @58 -=  .25  ;; floating-point values
0087: @59 = @62  ;; floating-point values only
000B: @59 +=  .25  ;; floating-point values
0087: @60 = @63  ;; floating-point values only
000B: @60 +=  .25  ;; floating-point values
0087: @61 = @64  ;; floating-point values only
000B: @61 +=  .25  ;; floating-point values
00D6: if  0
0339:   objects_in_cube @56 @57 @58 @59 @60 @61  0  1  0  0  0
004D: jump_if_false CAT3_900
05EC: @340 

:CAT3_900
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_921
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_921
00D6: if  0
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_913
0605: unknown_action_sequence @310 "CAR_SC3_BR" "CAR_CHAT"  4.0  0  0  0  0 -1 

:CAT3_913
0407: create_coordinate @69 @79 @89 from_car @340 offset  .9  1.0  .5
0407: create_coordinate @99 @109 @119 from_car @340 offset  .15  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  .1 
0006: @301 =  14  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  3  ;; integer values

:CAT3_921
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false CAT3_937
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_937
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_937
0006: @301 =  15  ;; integer values
0605: unknown_action_sequence @311 "CAR_SC4_BL" "CAR_CHAT"  2.0  1  0  0  0  3500 
01BD: @44 = current_time_in_ms
0006: @37 =  4  ;; integer values

:CAT3_937
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false CAT3_979
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_979
00BE: text_clear_all
016A: fade  1 (back)  150 ms

:CAT3_949
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_954
0001: wait  0 ms
0002: jump CAT3_949

:CAT3_954
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
00D6: if  1
8119:   NOT   car @340 wrecked
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_979
00D6: if  0
00DB:   actor @310 in_car @340
004D: jump_if_false CAT3_979
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_968
0519: unknown_car @334 flag  0

:CAT3_968
02AC: set_car @340 immunities  0  0  0  0  0
04EF: release_animation "CAR_CHAT"
072F: @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  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_978
0006: @301 =  12  ;; integer values

:CAT3_978
0006: @35 =  4  ;; integer values

:CAT3_979
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CAT3_1509
00D6: if  2
8119:   NOT   car @327 wrecked
8119:   NOT   car @334 wrecked
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_1509
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_998
00D6: if  0
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_998
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false CAT3_998
00BB: text_lowpriority 'CAT3_05'  5000 ms  1
0006: @37 = -4  ;; integer values

:CAT3_998
0227: $6988 = car @334 health
00D6: if  0
0018:   $6988 >  250  ;; integer values
004D: jump_if_false CAT3_1006
000C: $6988 -=  250  ;; integer values
0014: $6988 /=  100  ;; integer values
0010: $6988 *=  10  ;; integer values
0002: jump CAT3_1007

:CAT3_1006
0151: remove_status_text $6988

:CAT3_1007
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CAT3_1269
00D6: if  2
8119:   NOT   car @340 wrecked
8118:   NOT   actor @310 dead
8118:   NOT   actor @311 dead
004D: jump_if_false CAT3_1268
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false CAT3_1033
0209: @125 = random_int  0  6
01BD: @131 = current_time_in_ms
0006: @128 =  1  ;; integer values
00D6: if  0
003B:   @125 == @126  ;; integer values 
004D: jump_if_false CAT3_1033
00D6: if  0
001B:    5 > @125  ;; integer values
004D: jump_if_false CAT3_1029
000A: @125 +=  1  ;; integer values
0002: jump CAT3_1033

:CAT3_1029
00D6: if  0
0019:   @125 >  0  ;; integer values
004D: jump_if_false CAT3_1033
000E: @125 -=  1  ;; integer values

:CAT3_1033
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false CAT3_1167
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CAT3_1058
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1058
0006: @301 =  27  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_1053
02E2: set_actor @310 weapon_accuracy_to  20
0713: unknown_action_sequence @310 $147 -1  0.0 -5.0  0.0  30.0  8  1  50 
01B9: set_actor @310 armed_weapon_to  28
0713: unknown_action_sequence $147 @310 -1  0.0  0.0  0.0  30.0  1  1  90 
01B9: set_actor $147 armed_weapon_to  25
0002: jump CAT3_1055

:CAT3_1053
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  15 

:CAT3_1055
0085: @126 = @125  ;; integer values and handles
01BD: @131 = current_time_in_ms
0006: @128 =  2  ;; integer values

:CAT3_1058
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false CAT3_1080
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1080
0006: @301 =  28  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_1075
02E2: set_actor @310 weapon_accuracy_to  20
0713: unknown_action_sequence @310 $147 -1  0.0 -5.0  0.0  30.0  8  1  50 
01B9: set_actor @310 armed_weapon_to  28
0713: unknown_action_sequence $147 @310 -1  0.0  0.0  0.0  30.0  1  1  90 
01B9: set_actor $147 armed_weapon_to  25
0002: jump CAT3_1077

:CAT3_1075
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  15 

:CAT3_1077
0085: @126 = @125  ;; integer values and handles
01BD: @131 = current_time_in_ms
0006: @128 =  2  ;; integer values

:CAT3_1080
00D6: if  0
0039:   @125 ==  2  ;; integer values
004D: jump_if_false CAT3_1102
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1102
0006: @301 =  29  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_1097
02E2: set_actor @310 weapon_accuracy_to  20
0713: unknown_action_sequence @310 $147 -1  0.0 -5.0  0.0  30.0  8  1  50 
01B9: set_actor @310 armed_weapon_to  28
0713: unknown_action_sequence $147 @310 -1  0.0  0.0  0.0  30.0  1  1  90 
01B9: set_actor $147 armed_weapon_to  25
0002: jump CAT3_1099

:CAT3_1097
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  15 

:CAT3_1099
0085: @126 = @125  ;; integer values and handles
01BD: @131 = current_time_in_ms
0006: @128 =  2  ;; integer values

:CAT3_1102
00D6: if  0
0039:   @125 ==  3  ;; integer values
004D: jump_if_false CAT3_1124
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1124
0006: @301 =  30  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_1119
02E2: set_actor @310 weapon_accuracy_to  20
0713: unknown_action_sequence @310 $147 -1  0.0 -5.0  0.0  30.0  8  1  50 
01B9: set_actor @310 armed_weapon_to  28
0713: unknown_action_sequence $147 @310 -1  0.0  0.0  0.0  30.0  1  1  90 
01B9: set_actor $147 armed_weapon_to  25
0002: jump CAT3_1121

:CAT3_1119
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  15 

:CAT3_1121
0085: @126 = @125  ;; integer values and handles
01BD: @131 = current_time_in_ms
0006: @128 =  2  ;; integer values

:CAT3_1124
00D6: if  0
0039:   @125 ==  4  ;; integer values
004D: jump_if_false CAT3_1145
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1145
0006: @301 =  31  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_1141
02E2: set_actor @310 weapon_accuracy_to  20
0713: unknown_action_sequence @310 $147 -1  0.0 -5.0  0.0  30.0  8  1  50 
01B9: set_actor @310 armed_weapon_to  28
0713: unknown_action_sequence $147 @310 -1  0.0  0.0  0.0  30.0  1  1  90 
01B9: set_actor $147 armed_weapon_to  25
0002: jump CAT3_1143

:CAT3_1141
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  15 

:CAT3_1143
0085: @126 = @125  ;; integer values and handles
0006: @128 =  2  ;; integer values

:CAT3_1145
00D6: if  0
0039:   @125 ==  5  ;; integer values
004D: jump_if_false CAT3_1167
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1167
0006: @301 =  32  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_1162
02E2: set_actor @310 weapon_accuracy_to  20
0713: unknown_action_sequence @310 $147 -1  0.0 -5.0  0.0  30.0  8  1  50 
01B9: set_actor @310 armed_weapon_to  28
0713: unknown_action_sequence $147 @310 -1  0.0  0.0  0.0  30.0  1  1  90 
01B9: set_actor $147 armed_weapon_to  25
0002: jump CAT3_1164

:CAT3_1162
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  15 

:CAT3_1164
0085: @126 = @125  ;; integer values and handles
01BD: @131 = current_time_in_ms
0006: @128 =  2  ;; integer values

:CAT3_1167
00D6: if  0
0039:   @128 ==  2  ;; integer values
004D: jump_if_false CAT3_1185
0209: @125 = random_int  6  13
01BD: @131 = current_time_in_ms
0006: @128 =  3  ;; integer values
00D6: if  0
003B:   @125 == @127  ;; integer values 
004D: jump_if_false CAT3_1185
00D6: if  0
001B:    12 > @125  ;; integer values
004D: jump_if_false CAT3_1181
000A: @125 +=  1  ;; integer values
0002: jump CAT3_1185

:CAT3_1181
00D6: if  0
0019:   @125 >  6  ;; integer values
004D: jump_if_false CAT3_1185
000E: @125 -=  1  ;; integer values

:CAT3_1185
00D6: if  0
0039:   @128 ==  3  ;; integer values
004D: jump_if_false CAT3_1258
00D6: if  0
0039:   @125 ==  6  ;; integer values
004D: jump_if_false CAT3_1198
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1198
0006: @301 =  33  ;; integer values
0006: @128 =  4  ;; integer values
0085: @127 = @125  ;; integer values and handles

:CAT3_1198
00D6: if  0
0039:   @125 ==  7  ;; integer values
004D: jump_if_false CAT3_1208
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1208
0006: @301 =  34  ;; integer values
0006: @128 =  4  ;; integer values
0085: @127 = @125  ;; integer values and handles

:CAT3_1208
00D6: if  0
0039:   @125 ==  8  ;; integer values
004D: jump_if_false CAT3_1218
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1218
0006: @301 =  35  ;; integer values
0006: @128 =  4  ;; integer values
0085: @127 = @125  ;; integer values and handles

:CAT3_1218
00D6: if  0
0039:   @125 ==  9  ;; integer values
004D: jump_if_false CAT3_1228
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1228
0006: @301 =  36  ;; integer values
0006: @128 =  4  ;; integer values
0085: @127 = @125  ;; integer values and handles

:CAT3_1228
00D6: if  0
0039:   @125 ==  10  ;; integer values
004D: jump_if_false CAT3_1238
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1238
0006: @301 =  37  ;; integer values
0006: @128 =  4  ;; integer values
0085: @127 = @125  ;; integer values and handles

:CAT3_1238
00D6: if  0
0039:   @125 ==  11  ;; integer values
004D: jump_if_false CAT3_1248
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1248
0006: @301 =  38  ;; integer values
0006: @128 =  4  ;; integer values
0085: @127 = @125  ;; integer values and handles

:CAT3_1248
00D6: if  0
0039:   @125 ==  12  ;; integer values
004D: jump_if_false CAT3_1258
00D6: if  1
0039:   @302 ==  0  ;; integer values
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1258
0006: @301 =  39  ;; integer values
0006: @128 =  4  ;; integer values
0085: @127 = @125  ;; integer values and handles

:CAT3_1258
00D6: if  0
0039:   @128 ==  4  ;; integer values
004D: jump_if_false CAT3_1268
01BD: @130 = current_time_in_ms
0085: @129 = @130  ;; integer values and handles
0062: @129 -= @131  ;; integer values 
00D6: if  0
0019:   @129 >  12000  ;; integer values
004D: jump_if_false CAT3_1268
0006: @128 =  5  ;; integer values

:CAT3_1268
0002: jump CAT3_1279

:CAT3_1269
00D6: if  1
8119:   NOT   car @340 wrecked
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_1279
062E: @310  1811 @312 
00D6: if  0
04A4: @312  7 
004D: jump_if_false CAT3_1279
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  60 

:CAT3_1279
00D6: if  0
0119:   car @340 wrecked
004D: jump_if_false CAT3_1297
00D6: if  0
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_1289
00D6: if  0
82CB:   NOT   actor @310 bounding_sphere_visible
004D: jump_if_false CAT3_1289
034F: destroy_actor_with_fade @310  ;; The actor fades away like a ghost

:CAT3_1289
00D6: if  0
8118:   NOT   actor @311 dead
004D: jump_if_false CAT3_1296
00D6: if  0
82CB:   NOT   actor @311 bounding_sphere_visible
004D: jump_if_false CAT3_1296
034F: destroy_actor_with_fade @311  ;; The actor fades away like a ghost

:CAT3_1296
0164: disable_marker @341

:CAT3_1297
00D6: if  1
8118:   NOT   actor @310 dead
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1331
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @310 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false CAT3_1309
00D6: if  0
0023:    60.0 > @321  ;; floating-point values
004D: jump_if_false CAT3_1308
000B: @321 +=  .2  ;; floating-point values

:CAT3_1308
0002: jump CAT3_1313

:CAT3_1309
00D6: if  0
0021:   @321 >  40.0  ;; floating-point values
004D: jump_if_false CAT3_1313
000F: @321 -=  .1  ;; floating-point values

:CAT3_1313
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @50 @51 @52 radius  120.0  120.0  120.0
004D: jump_if_false CAT3_1331
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @310 radius  100.0  100.0  100.0 sphere  0
004D: jump_if_false CAT3_1327
0407: create_coordinate @62 @63 @64 from_car @334 offset  0.0 -40.0  0.0
06F8: @62 @63 @64  1 @342 @343 @344 @345 
00D6: if  0
80C2:   NOT   sphere_onscreen @342 @343 @344  15.0
004D: jump_if_false CAT3_1326
00AB: put_car @340 at @342 @343 @344
0175: set_car @340 z_angle_to @345

:CAT3_1326
0002: jump CAT3_1331

:CAT3_1327
00D6: if  0
0039:   @128 ==  5  ;; integer values
004D: jump_if_false CAT3_1331
0006: @128 =  0  ;; integer values

:CAT3_1331
0227: @306 = car @334 health
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false CAT3_1407
00D6: if  0
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_1407
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @50 @51 @52 radius  120.0  120.0  120.0
004D: jump_if_false CAT3_1356
00D6: if  0
8118:   NOT   actor @311 dead
004D: jump_if_false CAT3_1355
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_1355
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1355
062E: @311  1761 @47 
00D6: if  0
04A4: @47  7 
004D: jump_if_false CAT3_1355
06E1: unknown_action_sequence @311 @340 @327  17 @321  2 

:CAT3_1355
0002: jump CAT3_1369

:CAT3_1356
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1369
00D6: if  0
8118:   NOT   actor @311 dead
004D: jump_if_false CAT3_1369
06C7: unknown_action_sequence @311 @340  6  2000 
01BD: @44 = current_time_in_ms
00D6: if  0
06FC: @340 
004D: jump_if_false CAT3_1368
03CD: car @340 remove_from_stuck_car_check

:CAT3_1368
0006: @40 =  1  ;; integer values

:CAT3_1369
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @310 radius  30.0  30.0  30.0 sphere  0
004D: jump_if_false CAT3_1407
00D6: if  0
8118:   NOT   actor @311 dead
004D: jump_if_false CAT3_1407
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_1407
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1407
0209: $6989 = random_int  0  4
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0039:   @42 ==  5000  ;; integer values
004D: jump_if_false CAT3_1407
00D6: if  0
0038:   $6989 ==  0  ;; integer values
004D: jump_if_false CAT3_1392
06E1: unknown_action_sequence @311 @340 @327  29 @321  2 
01BD: @44 = current_time_in_ms

:CAT3_1392
00D6: if  0
0038:   $6989 ==  1  ;; integer values
004D: jump_if_false CAT3_1397
06E1: unknown_action_sequence @311 @340 @327  30 @321  2 
01BD: @44 = current_time_in_ms

:CAT3_1397
00D6: if  0
0038:   $6989 ==  2  ;; integer values
004D: jump_if_false CAT3_1402
06E1: unknown_action_sequence @311 @340 @327  31 @321  2 
01BD: @44 = current_time_in_ms

:CAT3_1402
00D6: if  0
0038:   $6989 ==  3  ;; integer values
004D: jump_if_false CAT3_1407
06E1: unknown_action_sequence @311 @340 @327  32 @321  2 
01BD: @44 = current_time_in_ms

:CAT3_1407
00D6: if  1
8119:   NOT   car @327 wrecked
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_1422
02E3: @333 = car @327 speed
00D6: if  0
0023:    3.0 > @333  ;; floating-point values
004D: jump_if_false CAT3_1422
062E: @310  1811 @47 
00D6: if  0
04A4: @47  7 
004D: jump_if_false CAT3_1422
02E2: set_actor @310 weapon_accuracy_to  40
0713: unknown_action_sequence @310 $147 -1  0.0  0.0  0.0  150.0  8  1  100 
01B9: set_actor @310 armed_weapon_to  28

:CAT3_1422
00D6: if  0
87AB:   NOT   car @334 attached_to_car @327 
004D: jump_if_false CAT3_1465
00D6: if  0
00DB:   actor $147 in_car @327
004D: jump_if_false CAT3_1463
00D6: if  0
81F4:   NOT   car @327 flipped
004D: jump_if_false CAT3_1458
016A: fade  0 ()  50 ms

:CAT3_1432
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1437
0001: wait  0 ms
0002: jump CAT3_1432

:CAT3_1437
00D6: if  0
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_1457
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1454
00D6: if  0
82CA:   NOT   car @340 bounding_sphere_visible
004D: jump_if_false CAT3_1454
00A6: destroy_car @340

:CAT3_1454
01BD: @44 = current_time_in_ms
0006: @37 =  0  ;; integer values
0002: jump CAT3_2058

:CAT3_1457
0002: jump CAT3_1462

:CAT3_1458
016A: fade  1 (back)  300 ms
00BE: text_clear_all
00BC: text_highpriority 'CAT3_08'  5000 ms  1
0002: jump CAT3_2230

:CAT3_1462
0002: jump CAT3_1465

:CAT3_1463
00BC: text_highpriority 'CAT3_08'  5000 ms  1
0002: jump CAT3_2230

:CAT3_1465
00D6: if  1
00DB:   actor $147 in_car @327
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_1509
00D6: if  21
01AF:   car @327  1 (in-sphere)near_point @50 @51 @52 radius  5.0  5.0  5.0
01AF:   car @334  0 ()near_point @50 @51 @52 radius  5.0  5.0  5.0
004D: jump_if_false CAT3_1509
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:CAT3_1475
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1480
0001: wait  0 ms
0002: jump CAT3_1475

:CAT3_1480
0050: gosub CAT3_136
03CB: set_camera -76.1314 -1131.417  .0782
02A3: toggle_widescreen  1 (on)
0164: disable_marker @41
00BE: text_clear_all
07C0:  199 

:CAT3_1486
00D6: if  0
87C1:   NOT  199 
004D: jump_if_false CAT3_1491
0001: wait  0 ms
0002: jump CAT3_1486

:CAT3_1491
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  2
8118:   NOT   actor $147 dead
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_1504
0519: unknown_car @327 flag  1
020A: set_car @327 door_status_to  3
0362: remove_actor $147 from_car_and_place_at -71.5991 -1134.952  .0781
0173: set_actor $147 z_angle_to  63.1513
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526  .0781
0173: set_actor $PLAYER_ACTOR z_angle_to  135.9294

:CAT3_1504
0050: gosub CAT3_80
00BE: text_clear_all
01BD: @44 = current_time_in_ms
0006: @37 = -4  ;; integer values
0006: @35 =  5  ;; integer values

:CAT3_1509
00D6: if  0
0735:  32 
004D: jump_if_false CAT3_1548
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:CAT3_1514
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1519
0001: wait  0 ms
0002: jump CAT3_1514

:CAT3_1519
0050: gosub CAT3_136
03CB: set_camera -76.1314 -1131.417  .0782
02A3: toggle_widescreen  1 (on)
0164: disable_marker @41
00BE: text_clear_all
07C0:  199 

:CAT3_1525
00D6: if  0
87C1:   NOT  199 
004D: jump_if_false CAT3_1530
0001: wait  0 ms
0002: jump CAT3_1525

:CAT3_1530
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  2
8118:   NOT   actor $147 dead
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_1542
00AB: put_car @327 at @50 @51 @52
0362: remove_actor $147 from_car_and_place_at -71.5991 -1134.952  .0781
0173: set_actor $147 z_angle_to  63.1513
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -74.2582 -1130.526  .0781
0173: set_actor $PLAYER_ACTOR z_angle_to  135.9294

:CAT3_1542
0050: gosub CAT3_80
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_1548
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CAT3_1951
00D6: if  2
8118:   NOT   actor $147 dead
8118:   NOT   actor @322 dead
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_1951
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT3_1560
06C9: $147 

:CAT3_1560
00D6: if  0
0039:   @37 == -4  ;; integer values
004D: jump_if_false CAT3_1578
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1577
02AC: set_car @340 immunities  0  0  0  0  0
05EB: @340  199 
01BD: @44 = current_time_in_ms
016A: fade  1 (back)  250 ms

:CAT3_1570
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1575
0001: wait  0 ms
0002: jump CAT3_1570

:CAT3_1575
0006: @37 = -3  ;; integer values
0002: jump CAT3_1578

:CAT3_1577
0006: @37 = -1  ;; integer values

:CAT3_1578
00D6: if  0
0039:   @37 == -3  ;; integer values
004D: jump_if_false CAT3_1594
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1594
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1594
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_1594
00D6: if  0
0039:   @37 == -21  ;; integer values
004D: jump_if_false CAT3_1609
00D6: if  0
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1609
00D6: if  0
860E:   NOT @340 
004D: jump_if_false CAT3_1609
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: @340 
01BD: @44 = current_time_in_ms
0006: @37 = -22  ;; integer values

:CAT3_1609
00D6: if  0
0039:   @37 == -22  ;; integer values
004D: jump_if_false CAT3_1621
00D6: if  0
0019:   @42 >  1000  ;; integer values
004D: jump_if_false CAT3_1621
00D6: if  0
8119:   NOT   car @346 wrecked
004D: jump_if_false CAT3_1621
02AC: set_car @346 immunities  0  0  0  0  0
070C: @346 
0006: @37 = -2  ;; integer values

:CAT3_1621
00D6: if  0
0039:   @37 == -2  ;; integer values
004D: jump_if_false CAT3_1637
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  3000  ;; integer values
004D: jump_if_false CAT3_1637
016A: fade  0 ()  500 ms

:CAT3_1631
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1636
0001: wait  0 ms
0002: jump CAT3_1631

:CAT3_1636
0006: @37 = -1  ;; integer values

:CAT3_1637
00D6: if  0
0039:   @37 == -1  ;; integer values
004D: jump_if_false CAT3_1660
015F: set_camera_position @70 @80 @90  0.0  0.0  0.0
0160: point_camera @100 @110 @120  2
00D6: if  2
8118:   NOT   actor @310 dead
8118:   NOT   actor @311 dead
8119:   NOT   car @340 wrecked
004D: jump_if_false CAT3_1650
009B: destroy_actor_instantly @310
009B: destroy_actor_instantly @311
00A6: destroy_car @340

:CAT3_1650
0A0B: @70 @80 @90  100.0 
00BE: text_clear_all
01BD: @44 = current_time_in_ms
016A: fade  1 (back)  500 ms

:CAT3_1654
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1659
0001: wait  0 ms
0002: jump CAT3_1654

:CAT3_1659
0006: @37 =  0  ;; integer values

:CAT3_1660
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false CAT3_1685
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  300  ;; integer values
004D: jump_if_false CAT3_1685
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1685
00D6: if  1
8118:   NOT   actor $147 dead
8118:   NOT   actor @322 dead
004D: jump_if_false CAT3_1685
0615: @48 
0639: unknown_action_sequence -1 @322 
05D3: unknown_action_sequence -1 -74.8954 -1133.779  .0781  4 -1 
05BF: unknown_action_sequence -1 @322 -2 
0616: @48 
0618: $147 @48 
0006: @301 =  43  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  1  ;; integer values

:CAT3_1685
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false CAT3_1721
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1721
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1721
016A: fade  0 ()  50 ms

:CAT3_1698
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1703
0001: wait  0 ms
0002: jump CAT3_1698

:CAT3_1703
00D6: if  1
8118:   NOT   actor @322 dead
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_1709
05BF: unknown_action_sequence @322 $147 -2 
05C8: unknown_action_sequence @322 

:CAT3_1709
0006: @301 =  44  ;; integer values
01BD: @44 = current_time_in_ms
0A0B: @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 (back)  50 ms

:CAT3_1715
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1720
0001: wait  0 ms
0002: jump CAT3_1715

:CAT3_1720
0006: @37 =  2  ;; integer values

:CAT3_1721
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false CAT3_1747
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1747
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1747
00D6: if  2
8119:   NOT   car @327 wrecked
8118:   NOT   actor @322 dead
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_1747
0647: unknown_action_sequence @322 
06BA: unknown_action_sequence $147 @50 @51 @52 
06BA: unknown_action_sequence @322 @50 @51 @52 
05C0: unknown_action_sequence $147 @327 -2 
05C0: unknown_action_sequence @322 @327 -2 
05D3: unknown_action_sequence @322 -75.1023 -1134.871  .0781  4 -1 
0006: @301 =  45  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  3  ;; integer values

:CAT3_1747
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false CAT3_1772
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1772
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1772
00D6: if  0
8118:   NOT   actor @322 dead
004D: jump_if_false CAT3_1769
015F: set_camera_position @72 @82 @92  0.0  0.0  0.0
0160: point_camera @102 @112 @122  2
0639: unknown_action_sequence @322 $147 
05BF: unknown_action_sequence @322 $147 -2 
05C8: unknown_action_sequence @322 
0639: unknown_action_sequence $147 @322 
05BF: unknown_action_sequence $147 @322 -2 

:CAT3_1769
0006: @301 =  46  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  4  ;; integer values

:CAT3_1772
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false CAT3_1787
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1787
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1787
0006: @301 =  47  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  5  ;; integer values

:CAT3_1787
00D6: if  0
0039:   @37 ==  5  ;; integer values
004D: jump_if_false CAT3_1807
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1807
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1807
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_1807
0647: unknown_action_sequence $147 
05D3: unknown_action_sequence $147 -83.1314 -1129.417  .0782  4 -1 
0006: @301 =  48  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  6  ;; integer values

:CAT3_1807
00D6: if  0
0039:   @37 ==  6  ;; integer values
004D: jump_if_false CAT3_1829
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1829
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1829
00D6: if  0
8118:   NOT   actor @322 dead
004D: jump_if_false CAT3_1829
0647: unknown_action_sequence @322 
0639: unknown_action_sequence @322 $PLAYER_ACTOR 
0001: wait  100 ms
05D3: unknown_action_sequence $PLAYER_ACTOR -84.1314 -1128.417  .0782  4 -1 
0006: @301 =  51  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  7  ;; integer values

:CAT3_1829
00D6: if  0
0039:   @37 ==  7  ;; integer values
004D: jump_if_false CAT3_1844
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  2000  ;; integer values
004D: jump_if_false CAT3_1844
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1844
0006: @301 =  52  ;; integer values
01BD: @44 = current_time_in_ms
0006: @37 =  8  ;; integer values

:CAT3_1844
00D6: if  0
0039:   @37 ==  8  ;; integer values
004D: jump_if_false CAT3_1872
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  3000  ;; integer values
004D: jump_if_false CAT3_1872
016A: fade  0 ()  100 ms

:CAT3_1854
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1859
0001: wait  0 ms
0002: jump CAT3_1854

:CAT3_1859
01BD: @44 = current_time_in_ms
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_1867
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT3_1867
06C9: $147 

:CAT3_1867
0050: gosub CAT3_151
0687: $PLAYER_ACTOR 
015F: set_camera_position -86.1477 -1130.445  .9157  0.0  0.0  0.0
0160: point_camera -86.5058 -1129.52  1.0417  2
0006: @37 =  9  ;; integer values

:CAT3_1872
00D6: if  0
0039:   @37 ==  9  ;; integer values
004D: jump_if_false CAT3_1886
016A: fade  1 (back)  100 ms

:CAT3_1876
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1881
0001: wait  0 ms
0002: jump CAT3_1876

:CAT3_1881
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_1886
0006: @301 =  55  ;; integer values
0006: @37 =  10  ;; integer values

:CAT3_1886
00D6: if  0
0039:   @37 ==  10  ;; integer values
004D: jump_if_false CAT3_1902
00D6: if  0
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_1902
00D6: if  1
8119:   NOT   car @352 wrecked
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_1902
00D6: if  0
860E:   NOT @352 
004D: jump_if_false CAT3_1902
0647: unknown_action_sequence $147 
05EB: @352  189 
0006: @37 =  11  ;; integer values

:CAT3_1902
00D6: if  0
0039:   @37 ==  11  ;; integer values
004D: jump_if_false CAT3_1924
00D6: if  0
8119:   NOT   car @352 wrecked
004D: jump_if_false CAT3_1924
00D6: if  0
860E:   NOT @352 
004D: jump_if_false CAT3_1924
016A: fade  0 ()  500 ms

:CAT3_1912
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1917
0001: wait  0 ms
0002: jump CAT3_1912

:CAT3_1917
0687: $PLAYER_ACTOR 
009B: destroy_actor_instantly $147
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0002: jump CAT3_2232

:CAT3_1924
00D6: if  0
0019:   @37 >  0  ;; integer values
004D: jump_if_false CAT3_1951
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CAT3_1951
016A: fade  0 ()  500 ms

:CAT3_1931
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_1936
0001: wait  0 ms
0002: jump CAT3_1931

:CAT3_1936
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_1944
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT3_1944
09DD:  1 
0631: put_actor $147 in_group $PLAYER_GROUP 

:CAT3_1944
0687: $PLAYER_ACTOR 
009B: destroy_actor_instantly $147
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0002: jump CAT3_2232

:CAT3_1951
00D6: if  1
0019:   @35 >  0  ;; integer values
001B:    5 > @35  ;; integer values
004D: jump_if_false CAT3_1956
0050: gosub CAT3_2413

:CAT3_1956
00D6: if  1
0019:   @35 >  1  ;; integer values
001B:    5 > @35  ;; integer values
004D: jump_if_false CAT3_2032
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_2032
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CAT3_2002
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false CAT3_2002
00D6: if  1
8039:   NOT   @35 ==  1  ;; integer values
8039:   NOT   @35 ==  3  ;; integer values
004D: jump_if_false CAT3_1975
00BC: text_highpriority 'CAT3_10'  100 ms  1

:CAT3_1975
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_2002
00D6: if  1
8039:   NOT   @35 ==  1  ;; integer values
8039:   NOT   @35 ==  3  ;; integer values
004D: jump_if_false CAT3_1983
00BE: text_clear_all

:CAT3_1983
0164: disable_marker @328
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CAT3_1992
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_1992
0186: @335 = create_marker_above_car @334
07E0: @335  1 

:CAT3_1992
00D6: if  21
0039:   @35 ==  3  ;; integer values
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CAT3_2001
0164: disable_marker @41
018A: @41 = create_checkpoint_at @50 @51 @52
07E0: @41  1 
0151: remove_status_text $6988
03C4: set_status_text_to $6988  1 (bar) 'CAT3_11'

:CAT3_2001
0006: @36 =  1  ;; integer values

:CAT3_2002
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CAT3_2032
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @327
004D: jump_if_false CAT3_2032
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false CAT3_2013
0186: @328 = create_marker_above_car @327
07E0: @328  1 

:CAT3_2013
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CAT3_2017
0164: disable_marker @335

:CAT3_2017
00D6: if  21
0039:   @35 ==  3  ;; integer values
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CAT3_2023
0164: disable_marker @41
0151: remove_status_text $6988

:CAT3_2023
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CAT3_2031
00D6: if  0
8118:   NOT   actor @310 dead
004D: jump_if_false CAT3_2031
02E2: set_actor @310 weapon_accuracy_to  50
0713: unknown_action_sequence @310 $PLAYER_ACTOR -1  0.0  0.0  0.0  150.0  8  1  60 

:CAT3_2031
0006: @36 =  0  ;; integer values

:CAT3_2032
00D6: if  21
0118:   actor $147 dead
04AD: $147
004D: jump_if_false CAT3_2039
00BE: text_clear_all
00BC: text_highpriority 'CAT3_06'  10000 ms  1
0002: jump CAT3_2230

:CAT3_2039
00D6: if  0
001B:    5 > @35  ;; integer values
004D: jump_if_false CAT3_2048
00D6: if  0
0119:   car @334 wrecked
004D: jump_if_false CAT3_2048
00BE: text_clear_all
00BC: text_highpriority 'CAT3_07'  5000 ms  1
0002: jump CAT3_2230

:CAT3_2048
00D6: if  0
001B:    5 > @35  ;; integer values
004D: jump_if_false CAT3_2057
00D6: if  0
0119:   car @327 wrecked
004D: jump_if_false CAT3_2057
00BE: text_clear_all
00BC: text_highpriority 'CAT3_09'  5000 ms  1
0002: jump CAT3_2230

:CAT3_2057
0002: jump CAT3_400

:CAT3_2058
0001: wait  0 ms
00D6: if  0
8039:   NOT   @301 ==  0  ;; integer values
004D: jump_if_false CAT3_2126
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_2070
00D6: if  0
03D0:   wav @304 loaded
004D: jump_if_false CAT3_2069
040D: unload_wav @304

:CAT3_2069
0006: @302 =  1  ;; integer values

:CAT3_2070
00D6: if  0
0039:   @302 ==  1  ;; integer values
004D: jump_if_false CAT3_2076
03CF: load_wav @245(@301,56i) as @303
0050: gosub CAT3_2299
0006: @302 =  2  ;; integer values

:CAT3_2076
00D6: if  0
0039:   @302 ==  2  ;; integer values
004D: jump_if_false CAT3_2092
00D6: if  0
03D0:   wav @303 loaded
004D: jump_if_false CAT3_2092
00D6: if  0
8039:   NOT   @244 ==  0  ;; integer values
004D: jump_if_false CAT3_2089
00D6: if  0
8118:   NOT   actor @244 dead
004D: jump_if_false CAT3_2089
0967: @244  10000 

:CAT3_2089
03D1: play_wav @303
00BC: text_highpriority @132(@301,56s)  10000 ms  1
0006: @302 =  3  ;; integer values

:CAT3_2092
00D6: if  0
0039:   @302 ==  3  ;; integer values
004D: jump_if_false CAT3_2126
00D6: if  0
03D2:   wav @303 ended
004D: jump_if_false CAT3_2117
03D5: remove_text @132(@301,56s)
00D6: if  0
8039:   NOT   @244 ==  0  ;; integer values
004D: jump_if_false CAT3_2106
00D6: if  0
8118:   NOT   actor @244 dead
004D: jump_if_false CAT3_2106
0968: @244 

:CAT3_2106
00D6: if  0
0039:   @303 ==  1  ;; integer values
004D: jump_if_false CAT3_2112
0006: @303 =  2  ;; integer values
0006: @304 =  1  ;; integer values
0002: jump CAT3_2114

:CAT3_2112
0006: @303 =  1  ;; integer values
0006: @304 =  2  ;; integer values

:CAT3_2114
0006: @301 =  0  ;; integer values
0006: @302 =  0  ;; integer values
0002: jump CAT3_2126

:CAT3_2117
00D6: if  0
83D0:   NOT   wav @304 loaded
004D: jump_if_false CAT3_2126
00D6: if  0
001B:    54 > @301  ;; integer values
004D: jump_if_false CAT3_2126
0085: @305 = @301  ;; integer values and handles
000A: @305 +=  1  ;; integer values
03CF: load_wav @245(@305,56i) as @304

:CAT3_2126
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false CAT3_2144
016A: fade  1 (back)  50 ms

:CAT3_2130
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_2135
0001: wait  0 ms
0002: jump CAT3_2130

:CAT3_2135
0006: @301 =  53  ;; integer values
01BD: @44 = current_time_in_ms
00D6: if  1
8119:   NOT   car @327 wrecked
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_2144
0679: @327  1.0  8.0  1.5  0.0  0.0  1.0  0.0  2 
0151: remove_status_text $6988
0006: @37 =  1  ;; integer values

:CAT3_2144
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false CAT3_2166
00D6: if  1
8119:   NOT   car @327 wrecked
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_2166
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  1000  ;; integer values
004D: jump_if_false CAT3_2166
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_2166
0006: @301 =  54  ;; integer values
0679: @327  1.0  8.0  1.5  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: unknown_action_sequence $147 @327 
01BD: @44 = current_time_in_ms
0006: @37 =  2  ;; integer values

:CAT3_2166
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false CAT3_2207
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_2207
01BD: @43 = current_time_in_ms
0085: @42 = @43  ;; integer values and handles
0062: @42 -= @44  ;; integer values 
00D6: if  0
0019:   @42 >  1000  ;; integer values
004D: jump_if_false CAT3_2207
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_2207
00D6: if  0
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_2207
00D6: if  0
80DB:   NOT   actor $147 in_car @327
004D: jump_if_false CAT3_2207
05D3: unknown_action_sequence $147 @73 @83 @93  4 -1 
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CAT3_2207
016A: fade  0 ()  50 ms

:CAT3_2192
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_2197
0001: wait  0 ms
0002: jump CAT3_2192

:CAT3_2197
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_2207
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT3_2207
06C9: $147 
009B: destroy_actor_instantly $147
00BE: text_clear_all
0006: @37 =  3  ;; integer values

:CAT3_2207
00D6: if  0
001B:    3 > @37  ;; integer values
004D: jump_if_false CAT3_2214
00D6: if  0
02BF:   car @327 sunk
004D: jump_if_false CAT3_2214
0006: @37 =  3  ;; integer values

:CAT3_2214
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false CAT3_2229
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  50 ms

:CAT3_2221
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_2226
0001: wait  0 ms
0002: jump CAT3_2221

:CAT3_2226
00BC: text_highpriority 'CAT3_08'  5000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump CAT3_2230

:CAT3_2229
0002: jump CAT3_2058

:CAT3_2230
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CAT3_2232
0008: $CATALINA_MISSIONS_PASSED +=  1  ;; integer values
00D6: if  1
8119:   NOT   car @327 wrecked
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_2240
0519: unknown_car @327 flag  0
00A6: destroy_car @327
00A6: destroy_car @334

:CAT3_2240
004F: create_thread TRUCKS_1 
00D6: if  0
0038:   $2334 ==  1  ;; integer values
004D: jump_if_false CAT3_2245
0004: $2334 =  2  ;; integer values

:CAT3_2245
00D6: if  0
0038:   $2333 ==  1  ;; integer values
004D: jump_if_false CAT3_2249
0004: $2333 =  2  ;; integer values

:CAT3_2249
0164: disable_marker $22
0570: $22 = create_asset_radar_marker_with_icon  51 at $2373 $2374 $2375
0394: play_music  1
0318: set_latest_mission_passed 'CAT_3'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASS' @34  5000 ms  1
0109: player $PLAYER_CHAR money += @34
0110: clear_player $PLAYER_CHAR wanted_level
0004: $716 =  1  ;; integer values
0051: return

:CAT3_2259
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  41
0249: release_model  95
0249: release_model  67
0249: release_model  514
0249: release_model  584
0249: release_model  475
0249: release_model  352
0249: release_model  349
0249: release_model  15
0249: release_model  543
0249: release_model  468
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_2283
034F: destroy_actor_with_fade $147  ;; The actor fades away like a ghost

:CAT3_2283
0296: unload_special_actor  1
04EF: release_animation "CAR_CHAT"
04EF: release_animation "MISC"
0873:  188 
0873:  189 
0873:  199 
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
016A: fade  1 (back)  500 ms

:CAT3_2292
00D6: if  0
016B:   fading
004D: jump_if_false CAT3_2297
0001: wait  0 ms
0002: jump CAT3_2292

:CAT3_2297
00D8: mission_cleanup
0051: return

:CAT3_2299
00D6: if  25
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_2308
008B: @244 = $147  ;; integer values and handles

:CAT3_2308
00D6: if  25
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_2317
008B: @244 = $147  ;; integer values and handles

:CAT3_2317
00D6: if  25
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_2326
008B: @244 = $147  ;; integer values and handles

:CAT3_2326
00D6: if  21
0039:   @301 ==  45  ;; integer values
0039:   @301 ==  47  ;; integer values
004D: jump_if_false CAT3_2331
008B: @244 = $147  ;; integer values and handles

:CAT3_2331
00D6: if  25
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_2340
0085: @244 = @310  ;; integer values and handles

:CAT3_2340
00D6: if  21
0039:   @301 ==  17  ;; integer values
0039:   @301 ==  18  ;; integer values
004D: jump_if_false CAT3_2345
0085: @244 = @310  ;; integer values and handles

:CAT3_2345
00D6: if  23
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_2352
0006: @244 =  0  ;; integer values

:CAT3_2352
00D6: if  22
0039:   @301 ==  31  ;; integer values
0039:   @301 ==  32  ;; integer values
0039:   @301 ==  15  ;; integer values
004D: jump_if_false CAT3_2358
0006: @244 =  0  ;; integer values

:CAT3_2358
00D6: if  21
0039:   @301 ==  4  ;; integer values
0039:   @301 ==  19  ;; integer values
004D: jump_if_false CAT3_2363
0085: @244 = @311  ;; integer values and handles

:CAT3_2363
00D6: if  22
0039:   @301 ==  33  ;; integer values
0039:   @301 ==  34  ;; integer values
0039:   @301 ==  35  ;; integer values
004D: jump_if_false CAT3_2369
0006: @244 =  0  ;; integer values

:CAT3_2369
00D6: if  23
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_2376
0006: @244 =  0  ;; integer values

:CAT3_2376
00D6: if  25
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_2385
0085: @244 = @322  ;; integer values and handles

:CAT3_2385
00D6: if  0
0039:   @301 ==  52  ;; integer values
004D: jump_if_false CAT3_2389
0085: @244 = @322  ;; integer values and handles

:CAT3_2389
00D6: if  0
0039:   @301 ==  9  ;; integer values
004D: jump_if_false CAT3_2393
008B: @244 = $PLAYER_ACTOR  ;; integer values and handles

:CAT3_2393
0051: return
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT3_2412
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CAT3_2405
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT3_2405
00D9: @308 = actor $PLAYER_ACTOR car
0006: @36 =  1  ;; integer values

:CAT3_2405
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CAT3_2412
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT3_2412
0006: @36 =  0  ;; integer values

:CAT3_2412
0051: return

:CAT3_2413
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor $147 dead
004D: jump_if_false CAT3_2512
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CAT3_2481
00D6: if  1
0019:   @35 >  1  ;; integer values
001B:    5 > @35  ;; integer values
004D: jump_if_false CAT3_2481
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT3_2481
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $147 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false CAT3_2481
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CAT3_2451
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CAT3_2442
00D6: if  0
8119:   NOT   car @334 wrecked
004D: jump_if_false CAT3_2442
0164: disable_marker @335
0186: @335 = create_marker_above_car @334
07E0: @335  1 

:CAT3_2442
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CAT3_2451
00D6: if  0
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_2451
0164: disable_marker @328
0186: @328 = create_marker_above_car @327
07E0: @328  1 

:CAT3_2451
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CAT3_2472
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CAT3_2462
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 (bar) 'CAT3_11'

:CAT3_2462
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CAT3_2472
00D6: if  0
8119:   NOT   car @327 wrecked
004D: jump_if_false CAT3_2472
0006: @128 =  4  ;; integer values
0164: disable_marker @328
0186: @328 = create_marker_above_car @327
07E0: @328  1 

:CAT3_2472
09DD:  1 
0631: put_actor $147 in_group $PLAYER_GROUP 
0164: disable_marker @309
00D6: if  1
8039:   NOT   @35 ==  1  ;; integer values
8039:   NOT   @35 ==  3  ;; integer values
004D: jump_if_false CAT3_2480
00BE: text_clear_all

:CAT3_2480
0006: @49 =  1  ;; integer values

:CAT3_2481
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false CAT3_2512
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT3_2512
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CAT3_2495
0164: disable_marker @335
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CAT3_2495
0164: disable_marker @328

:CAT3_2495
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CAT3_2505
0151: remove_status_text $6988
0164: disable_marker @41
0006: @128 =  10  ;; integer values
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CAT3_2505
0164: disable_marker @328

:CAT3_2505
0187: @309 = create_marker_above_actor $147
07E0: @309  1 
00D6: if  0
8039:   NOT   @35 ==  3  ;; integer values
004D: jump_if_false CAT3_2511
00BC: text_highpriority 'CAT3_01'  5000 ms  1

:CAT3_2511
0006: @49 =  0  ;; integer values

:CAT3_2512
0051: return

;-------------Mission 44---------------
; Originally: Catalina 5


:CAT4_1
03A4: name_thread 'CAT4'
0050: gosub CAT4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CAT4_7
0050: gosub CAT4_2489

:CAT4_7
0050: gosub CAT4_2507
004E: end_thread

:CAT4_9
0004: $ON_MISSION =  1  ;; integer values
07FB: set_interior 'GENOTB' accessible  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT4_15
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:CAT4_15
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
02A3: toggle_widescreen  1 (on)

:CAT4_18
00D6: if  0
016B:   fading
004D: jump_if_false CAT4_23
0001: wait  0 ms
0002: jump CAT4_18

:CAT4_23
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT4_28
0173: set_actor $PLAYER_ACTOR z_angle_to  64.0
0373: set_camera_directly_behind_player

:CAT4_28
0956: @111 = get_respect
000E: @111 -=  1  ;; integer values
00D6: if  0
002B:    0 >= @111  ;; integer values 
004D: jump_if_false CAT4_35
08F4:  1 
0002: jump CAT4_36

:CAT4_35
08F4: @111 

:CAT4_36
09DD:  1 
0247: request_model  348
0247: request_model  364
0247: request_model  363
0247: request_model #RIDER1_DOOR
0247: request_model #KEV_SAFE
0247: request_model #MAN_SAFENEW
04ED: load_animation "MISC"

:CAT4_44
00D6: if  21
8248:   NOT   model  363 available
8248:   NOT   model  364 available
004D: jump_if_false CAT4_50
0001: wait  0 ms
0002: jump CAT4_44

:CAT4_50
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 =  .7513  ;; floating-point values
0007: @84 =  1003.18  ;; floating-point values
0007: @73 =  830.9443  ;; floating-point values
0007: @79 =  .3996  ;; floating-point values
0007: @85 =  1003.17  ;; floating-point values
0007: @74 =  827.839  ;; floating-point values
0007: @80 = -.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  0
0038:   $1520 ==  0  ;; integer values
004D: jump_if_false CAT4_165
00D6: if  0
0038:   $CATALINA_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false CAT4_142
05AA: s@118 = 'CAT_DA'  ;; 8-byte strings
05AA: s@120 = 'CAT_DE'  ;; 8-byte strings
05AA: s@122 = 'CAT_DF'  ;; 8-byte strings
05AA: s@124 = 'CAT_DG'  ;; 8-byte strings
05AA: s@126 = 'CAT_DH'  ;; 8-byte strings
05AA: s@128 = 'CAT_DI'  ;; 8-byte strings
05AA: s@130 = 'CAT_DJ'  ;; 8-byte strings
05AA: s@132 = 'CAT_DK'  ;; 8-byte strings
05AA: s@134 = 'CAT_DL'  ;; 8-byte strings
05AA: s@136 = 'CAT_DM'  ;; 8-byte strings
05AA: s@138 = 'CAT_DN'  ;; 8-byte strings
05AA: s@140 = 'CAT_DO'  ;; 8-byte strings
05AA: s@142 = '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_165

:CAT4_142
05AA: s@118 = 'CAT_DF'  ;; 8-byte strings
05AA: s@120 = 'CAT_DG'  ;; 8-byte strings
05AA: s@122 = 'CAT_DH'  ;; 8-byte strings
05AA: s@124 = 'CAT_DI'  ;; 8-byte strings
05AA: s@126 = 'CAT_DJ'  ;; 8-byte strings
05AA: s@128 = 'CAT_DK'  ;; 8-byte strings
05AA: s@130 = 'CAT_DL'  ;; 8-byte strings
05AA: s@132 = 'CAT_DM'  ;; 8-byte strings
05AA: s@134 = 'CAT_DN'  ;; 8-byte strings
05AA: s@136 = 'CAT_DO'  ;; 8-byte strings
05AA: s@138 = '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_165
00D6: if  0
0038:   $1520 ==  1  ;; integer values
004D: jump_if_false CAT4_197
05AA: s@118 = 'CAT_GA'  ;; 8-byte strings
05AA: s@120 = 'CAT_GB'  ;; 8-byte strings
05AA: s@122 = 'CAT_GC'  ;; 8-byte strings
05AA: s@124 = 'CAT_GD'  ;; 8-byte strings
05AA: s@126 = 'CAT_GE'  ;; 8-byte strings
05AA: s@128 = 'CAT_GF'  ;; 8-byte strings
05AA: s@130 = 'CAT_GG'  ;; 8-byte strings
05AA: s@132 = 'CAT_GH'  ;; 8-byte strings
05AA: s@134 = 'CAT_GI'  ;; 8-byte strings
05AA: s@136 = 'CAT_GJ'  ;; 8-byte strings
05AA: s@138 = 'CAT_GK'  ;; 8-byte strings
05AA: s@140 = 'CAT_GL'  ;; 8-byte strings
05AA: s@142 = 'CAT_GM'  ;; 8-byte strings
05AA: s@144 = '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_197
00D6: if  0
0038:   $1520 ==  2  ;; integer values
004D: jump_if_false CAT4_217
05AA: s@118 = 'CAT_OA'  ;; 8-byte strings
05AA: s@120 = 'CAT_OB'  ;; 8-byte strings
05AA: s@122 = 'CAT_OC'  ;; 8-byte strings
05AA: s@124 = 'CAT_OD'  ;; 8-byte strings
05AA: s@126 = 'CAT_OE'  ;; 8-byte strings
05AA: s@128 = 'CAT_OF'  ;; 8-byte strings
05AA: s@130 = 'CAT_OG'  ;; 8-byte strings
05AA: s@132 = '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_217
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_226
0187: @113 = create_marker_above_actor $147
0164: disable_marker @113

:CAT4_226
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:  833.0  9.0  10.0  0 
0864:  1291.0  271.0  10.0  1 
0001: wait  0 ms
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false CAT4_239
0050: gosub CAT4_565

:CAT4_239
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false CAT4_243
0050: gosub CAT4_1787

:CAT4_243
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false CAT4_247
0002: jump CAT4_2493

:CAT4_247
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false CAT4_251
0002: jump CAT4_2489

:CAT4_251
0051: return

:CAT4_252
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false CAT4_464
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false CAT4_358
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_357
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false CAT4_357
0006: @93 =  1  ;; integer values
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false CAT4_269
0006: @94 =  1000  ;; integer values

:CAT4_269
00D6: if  0
875C:   NOT   marker @116 enabled
004D: jump_if_false CAT4_273
02A8: @116 = create_marker  63 at @67 @68 @69

:CAT4_273
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false CAT4_353
00D6: if  0
0039:   @281 ==  1  ;; integer values
004D: jump_if_false CAT4_337
00D6: if  0
0019:   @102 >  2  ;; integer values
004D: jump_if_false CAT4_283
0006: @102 =  0  ;; integer values

:CAT4_283
00D6: if  0
0039:   @102 ==  2  ;; integer values
004D: jump_if_false CAT4_301
03CF: load_wav  9889 as  1

:CAT4_287
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_292
0001: wait  0 ms
0002: jump CAT4_287

:CAT4_292
00BC: text_highpriority 'CATX_UA'  10000 ms  1
03D1: play_wav  1

:CAT4_294
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_299
0001: wait  0 ms
0002: jump CAT4_294

:CAT4_299
03D5: remove_text 'CATX_UA'
000A: @102 +=  1  ;; integer values

:CAT4_301
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false CAT4_319
03CF: load_wav  9890 as  1

:CAT4_305
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_310
0001: wait  0 ms
0002: jump CAT4_305

:CAT4_310
00BC: text_highpriority 'CATX_UB'  10000 ms  1
03D1: play_wav  1

:CAT4_312
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_317
0001: wait  0 ms
0002: jump CAT4_312

:CAT4_317
03D5: remove_text 'CATX_UB'
000A: @102 +=  1  ;; integer values

:CAT4_319
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false CAT4_337
03CF: load_wav  9894 as  1

:CAT4_323
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_328
0001: wait  0 ms
0002: jump CAT4_323

:CAT4_328
00BC: text_highpriority 'CATX_UF'  10000 ms  1
03D1: play_wav  1

:CAT4_330
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_335
0001: wait  0 ms
0002: jump CAT4_330

:CAT4_335
03D5: remove_text 'CATX_UF'
000A: @102 +=  1  ;; integer values

:CAT4_337
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false CAT4_352
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false CAT4_352
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_352
00D6: if  0
80FE:   NOT   actor $147  0 ()near_point @67 @68 @69 radius  30.0  30.0  30.0
004D: jump_if_false CAT4_352
077B: $147  1  6 
0006: @99 =  1  ;; integer values
077A: $147  4  6 

:CAT4_352
00BB: text_lowpriority 'CAT4_32'  5000 ms  1

:CAT4_353
00D6: if  0
075C:   marker @115 enabled
004D: jump_if_false CAT4_357
0164: disable_marker @115

:CAT4_357
0002: jump CAT4_464

:CAT4_358
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_416
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false CAT4_391
00D6: if  0
00FE:   actor $147  1 (in-sphere)near_point  720.5 -466.73  15.72 radius  4.0  4.0  4.0
004D: jump_if_false CAT4_391
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false CAT4_391
00BC: text_highpriority 'CAT4_37'  5000 ms  1
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false CAT4_390
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_390
077B: $147  4  6 
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_382
06C9: $147 

:CAT4_382
0687: $147 
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_388
0631: put_actor $147 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 

:CAT4_388
077A: $147  1  6 
0006: @99 =  0  ;; integer values

:CAT4_390
0006: @100 =  1  ;; integer values

:CAT4_391
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false CAT4_401
00D6: if  0
80FE:   NOT   actor $147  0 ()near_point  720.5 -460.73  15.72 radius  15.0  15.0  15.0
004D: jump_if_false CAT4_401
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false CAT4_401
0006: @100 =  0  ;; integer values

:CAT4_401
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false CAT4_416
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false CAT4_416
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false CAT4_416
00D6: if  0
80FE:   NOT   actor $147  0 ()near_point @67 @68 @69 radius  30.0  30.0  30.0
004D: jump_if_false CAT4_416
077B: $147  1  6 
077A: $147  4  6 
0006: @99 =  1  ;; integer values

:CAT4_416
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false CAT4_464
0006: @93 =  0  ;; integer values
01BD: $6992 = current_time_in_ms
00D6: if  0
875C:   NOT   marker @115 enabled
004D: jump_if_false CAT4_440
018A: @115 = create_checkpoint_at @277 @278 @279
0165: set_marker @115 color_to  4
03CF: load_wav  9824 as  1

:CAT4_427
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_432
0001: wait  0 ms
0002: jump CAT4_427

:CAT4_432
00BC: text_highpriority 'CATX_DE'  10000 ms  1
03D1: play_wav  1

:CAT4_434
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_439
0001: wait  0 ms
0002: jump CAT4_434

:CAT4_439
03D5: remove_text 'CATX_DE'

:CAT4_440
00D6: if  0
075C:   marker @116 enabled
004D: jump_if_false CAT4_444
0164: disable_marker @116

:CAT4_444
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false CAT4_463
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_463
077B: $147  4  6 
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_455
06C9: $147 

:CAT4_455
0687: $147 
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_461
0631: put_actor $147 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 

:CAT4_461
077A: $147  1  6 
0006: @99 =  0  ;; integer values

:CAT4_463
0006: @32 =  0  ;; integer values

:CAT4_464
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT4_564
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @64 @65 @66 radius  50.0  50.0  50.0
004D: jump_if_false CAT4_536
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CAT4_533
03D5: remove_text 'CAT4_01'
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false CAT4_481
0107: @39 = create_object #RIDER1_DOOR at  824.4123  10.85  1003.2
0177: set_object @39 z_angle_to  175.0
0550: unknown_keep_object @39 in_memory  1
07F7: @39  0 

:CAT4_481
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false CAT4_484

:CAT4_484
00D6: if  0
0038:   $6990 ==  0  ;; integer values
004D: jump_if_false CAT4_489
0107: @40 = create_object #KEV_SAFE at  820.5  9.7  1003.216
0002: jump CAT4_490

:CAT4_489
0107: @40 = create_object #MAN_SAFENEW at  820.5  9.7  1003.216

:CAT4_490
0177: set_object @40 z_angle_to  90.0
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false CAT4_498
00D6: if  0
075C:   marker @115 enabled
004D: jump_if_false CAT4_498
0164: disable_marker @115

:CAT4_498
00D6: if  0
8039:   NOT   @96 ==  0  ;; integer values
004D: jump_if_false CAT4_533
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false CAT4_533
00D6: if  0
075C:   marker @112 enabled
004D: jump_if_false CAT4_509
0164: disable_marker @112
00BE: text_clear_all

:CAT4_509
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_533
0687: $147 
00A1: put_actor $147 at  823.13  2.2  1003.18
0173: set_actor $147 z_angle_to  107.0
0860: link_actor $147 to_interior  3 
0667: unknown_action_sequence $147 @64 @65 @66  900000 
0575: $147  0 
097A: @64 @65 @66  1155 
03CF: load_wav  9830 as  1

:CAT4_520
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_525
0001: wait  0 ms
0002: jump CAT4_520

:CAT4_525
00BC: text_highpriority 'CATX_JE'  10000 ms  1
03D1: play_wav  1

:CAT4_527
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_532
0001: wait  0 ms
0002: jump CAT4_527

:CAT4_532
03D5: remove_text 'CATX_JE'

:CAT4_533
0581: toggle_radar  0 (off)
0006: @38 =  1  ;; integer values
0002: jump CAT4_564

:CAT4_536
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false CAT4_564
00D6: if  0
03CA:   object @39 exists
004D: jump_if_false CAT4_543
0108: destroy_object @39

:CAT4_543
00D6: if  0
03CA:   object @40 exists
004D: jump_if_false CAT4_547
0108: destroy_object @40

:CAT4_547
0395: clear_area  1 at @61 @62 @63 range  1000.0
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false CAT4_562
00D6: if  0
875C:   NOT   marker @112 enabled
004D: jump_if_false CAT4_562
018A: @112 = create_checkpoint_at @61 @62 @63
08FB: @112  1 
00BC: text_highpriority 'CAT4_16'  10000 ms  1
03E6: remove_text_box
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_562
0575: $147  1 

:CAT4_562
0581: toggle_radar  1 (on)
0006: @38 =  0  ;; integer values

:CAT4_564
0051: return

:CAT4_565
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT4_571
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_572

:CAT4_571
00A1: put_actor $PLAYER_ACTOR at  1291.575  269.5648  18.5469

:CAT4_572
0173: set_actor $PLAYER_ACTOR z_angle_to  60.0
0107: @57 = create_object  363 at  1288.141  267.9079  18.5469
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_578
009B: destroy_actor_instantly $147

:CAT4_578
023C: load_special_actor  5 'CAT'

:CAT4_579
00D6: if  0
823D:   NOT   special_actor  5 loaded
004D: jump_if_false CAT4_584
0001: wait  0 ms
0002: jump CAT4_579

:CAT4_584
009A: $147 = create_actor  23  294 at  1288.277  268.9509  18.9469
09F6: $147  0 
0173: set_actor $147 z_angle_to  321.0
02A9: set_actor $147 immune_to_nonplayer  1
0568: $147  1
0A09: $147  1 
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_594
06C9: $147 

:CAT4_594
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false CAT4_599
00AB: put_car @41 at  1297.0  278.0  18.0
0175: set_car @41 z_angle_to  150.0

:CAT4_599
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: $147  4  24 
060B: unknown_actor_use_entity $147 @55 
0688: unknown_action_sequence $147  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: $147  100 
00D6: if  0
03CA:   object @57 exists
004D: jump_if_false CAT4_614
070A: unknown_action_sequence $147 @57  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 

:CAT4_614
00D6: if  0
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false CAT4_619
0001: wait  0 ms
0002: jump CAT4_614

:CAT4_619
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:  1 
0930:  1 
0936:  1284.625  257.5731  23.8334  1287.068  258.5688  22.872  4500  1 
0920:  1284.508  258.5662  23.824  1287.18  259.5328  22.6311  4500  1 
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_632
00A1: put_actor $147 at  1288.277  268.9509  18.546
0173: set_actor $147 z_angle_to  321.0

:CAT4_632
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0A0B:  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 (back)  1000 ms

:CAT4_637
00D6: if  0
016B:   fading
004D: jump_if_false CAT4_642
0001: wait  0 ms
0002: jump CAT4_637

:CAT4_642
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @97 =  0  ;; integer values

:CAT4_645
00D6: if  0
8039:   NOT   @97 ==  10  ;; integer values
004D: jump_if_false CAT4_790
0001: wait  0 ms
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false CAT4_669
0967: $PLAYER_ACTOR  10000 
03CF: load_wav  9001 as  1

:CAT4_654
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_659
0001: wait  0 ms
0002: jump CAT4_654

:CAT4_659
00BC: text_highpriority 'CAT2_AB'  10000 ms  1
03D1: play_wav  1

:CAT4_661
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_666
0001: wait  0 ms
0002: jump CAT4_661

:CAT4_666
03D5: remove_text 'CAT2_AB'
0968: $PLAYER_ACTOR 
0006: @97 =  1  ;; integer values

:CAT4_669
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false CAT4_677
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_676
05D3: unknown_action_sequence $147  1290.93  269.75  18.5469  4  3000 

:CAT4_676
0006: @97 =  2  ;; integer values

:CAT4_677
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false CAT4_709
00D6: if  0
0039:   @97 ==  2  ;; integer values
004D: jump_if_false CAT4_709
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_687
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_692
0001: wait  0 ms
0002: jump CAT4_687

:CAT4_692
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_698
00BC: text_highpriority 'CAT2_AC'  10000 ms  1
03D1: play_wav  1
0967: $PLAYER_ACTOR  10000 

:CAT4_698
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_703
0001: wait  0 ms
0002: jump CAT4_698

:CAT4_703
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_707
0968: $147 

:CAT4_707
03D5: remove_text 'CAT2_AC'
0006: @97 =  3  ;; integer values

:CAT4_709
00D6: if  0
0039:   @97 ==  3  ;; integer values
004D: jump_if_false CAT4_751
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_718
0605: unknown_action_sequence $147 "PASS_RIFLE_PED" "MISC"  4.0  0  0  0  0 -1 

:CAT4_718
03CF: load_wav  9859 as  1

:CAT4_719
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_724
0001: wait  0 ms
0002: jump CAT4_719

:CAT4_724
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_728
0687: $147 

:CAT4_728
0605: unknown_action_sequence $PLAYER_ACTOR "PASS_RIFLE_PLY" "MISC"  4.0  0  0  0  0 -1 
00D6: if  0
03CA:   object @57 exists
004D: jump_if_false CAT4_733
070A: unknown_action_sequence $PLAYER_ACTOR @57  0.0  0.0  0.0  5  16 "NULL" "NULL"  0 

:CAT4_733
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_737
0967: $147  10000 

:CAT4_737
00BC: text_highpriority 'CATX_RB'  10000 ms  1
03D1: play_wav  1

:CAT4_739
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_744
0001: wait  0 ms
0002: jump CAT4_739

:CAT4_744
03D5: remove_text 'CATX_RB'
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_749
0968: $147 

:CAT4_749
0006: @97 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:CAT4_751
00D6: if  0
0039:   @97 ==  4  ;; integer values
004D: jump_if_false CAT4_773
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_758
05D3: unknown_action_sequence $147  1292.81  269.01  18.5469  4 -1 

:CAT4_758
0006: @97 =  5  ;; integer values
03CF: load_wav  9031 as  1

:CAT4_760
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_765
0001: wait  0 ms
0002: jump CAT4_760

:CAT4_765
00BC: text_highpriority 'CAT2_JA'  10000 ms  1
03D1: play_wav  1

:CAT4_767
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_772
0001: wait  0 ms
0002: jump CAT4_767

:CAT4_772
03D5: remove_text 'CAT2_JA'

:CAT4_773
00D6: if  0
0039:   @97 ==  5  ;; integer values
004D: jump_if_false CAT4_780
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false CAT4_780
0006: @97 =  10  ;; integer values

:CAT4_780
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false CAT4_784
0006: @97 =  10  ;; integer values

:CAT4_784
00D6: if  0
08D0: (unknown)
004D: jump_if_false CAT4_789
040D: unload_wav  1
0006: @97 =  10  ;; integer values

:CAT4_789
0002: jump CAT4_645

:CAT4_790
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
03CA:   object @57 exists
004D: jump_if_false CAT4_798
0108: destroy_object @57

:CAT4_798
0925: (unknown)
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
07FB: set_interior 'GENOTB' accessible  1 
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_806
0968: $147 

:CAT4_806
0968: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false CAT4_812
0224: set_car @41 health_to  1000
053F: set_car @41 tires_vulnerable  0

:CAT4_812
01B2: give_actor $PLAYER_ACTOR weapon  39 ammo  10  ;; Load the weapon model before using this
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_821
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_821
0631: put_actor $147 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  0 

:CAT4_821
02A8: @112 = create_marker  12 at @61 @62 @63
00BC: text_highpriority 'CAT4_01'  10000 ms  1

:CAT4_823
00D6: if  0
8248:   NOT   model #KEV_SAFE available
004D: jump_if_false CAT4_828
0001: wait  0 ms
0002: jump CAT4_823

:CAT4_828
00D6: if  0
8248:   NOT   model #MAN_SAFENEW available
004D: jump_if_false CAT4_833
0001: wait  0 ms
0002: jump CAT4_828

:CAT4_833
00D6: if  21
8248:   NOT   model  348 available
8248:   NOT   model #RIDER1_DOOR available
004D: jump_if_false CAT4_839
0001: wait  0 ms
0002: jump CAT4_833

:CAT4_839
00D6: if  0
8039:   NOT   @38 ==  1  ;; integer values
004D: jump_if_false CAT4_876
0001: wait  0 ms
0050: gosub CAT4_252
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @64 @65 @66 radius  50.0  50.0  50.0
004D: jump_if_false CAT4_848
0050: gosub CAT4_2156

:CAT4_848
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false CAT4_852
0051: return

:CAT4_852
00D6: if  0
0735:  83 
004D: jump_if_false CAT4_859
0006: @88 =  0  ;; integer values
0006: @89 =  0  ;; integer values
0006: @90 =  1  ;; integer values
0051: return

:CAT4_859
041A: @58 = actor $PLAYER_ACTOR weapon  39 ammo
041A: @59 = actor $PLAYER_ACTOR weapon  40 ammo
00D6: if  1
002B:    0 >= @58  ;; integer values 
002B:    0 >= @59  ;; integer values 
004D: jump_if_false CAT4_875
00D6: if  0
8039:   NOT   @275 ==  1  ;; integer values
004D: jump_if_false CAT4_875
00D6: if  0
8356:   NOT   explosion_type  0 in_cube  819.55  8.09  1003.4  822.27  10.98  1005.72  
004D: jump_if_false CAT4_875
0006: @88 =  0  ;; integer values
0006: @91 =  1  ;; integer values
00BC: text_highpriority 'CAT4_2'  10000 ms  1
0051: return

:CAT4_875
0002: jump CAT4_839

:CAT4_876
0164: disable_marker @112
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false CAT4_1150
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false CAT4_1150
04EF: release_animation "MISC"
03EB: clear_small_messages_only
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_892
00D6: if  0
001B:    6 > @53  ;; integer values
004D: jump_if_false CAT4_898
0376: @46(@53,6i) = create_random_actor @70(@53,6f) @76(@53,6f) @82(@53,6f)
000A: @53 +=  1  ;; integer values
0002: jump CAT4_892

:CAT4_898
0581: toggle_radar  0 (off)
0006: @96 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @97 =  0  ;; integer values

:CAT4_903
00D6: if  0
8039:   NOT   @97 ==  10  ;; integer values
004D: jump_if_false CAT4_1132
0001: wait  0 ms
00D6: if  0
0029:   @97 >=  2  ;; integer values
004D: jump_if_false CAT4_914
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false CAT4_914
03D1: play_wav  3

:CAT4_914
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false CAT4_943
00A1: put_actor $PLAYER_ACTOR at  832.4548  7.0794  1003.187
05D3: unknown_action_sequence $PLAYER_ACTOR  828.2866  8.2237  1003.187  4  5000 
0395: clear_area  1 at  828.2866  8.2237  1003.187 range  2.0
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_942
02AB: set_actor $147 immunities  0  0  1  0  0
02E2: set_actor $147 weapon_accuracy_to  90
0687: $147 
0860: link_actor $147 to_interior  3 
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_931
06C9: $147 

:CAT4_931
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT4_936
0362: remove_actor $147 from_car_and_place_at  833.5104  4.3569  1003.587
0002: jump CAT4_937

:CAT4_936
00A1: put_actor $147 at  833.5104  4.3569  1003.187

:CAT4_937
08AD: $147  1290.0  270.0  10.0 
0173: set_actor $147 z_angle_to  107.0
01B2: give_actor $147 weapon  24 ammo  10000  ;; Load the weapon model before using this
05D3: unknown_action_sequence $147  824.3764  3.4945  1003.18  6 -1 
0395: clear_area  1 at  824.3764  3.4945  1003.18 range  2.0

:CAT4_942
0006: @97 =  1  ;; integer values

:CAT4_943
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false CAT4_1033
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CAT4_1033
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1032
0687: $147 
0615: @56 
05D3: unknown_action_sequence -1  824.3764  3.4945  1003.18  6  3000 
0667: unknown_action_sequence -1 @64 @65 @66  5000 
0616: @56 
0618: $147 @56 
061B: @56 
0004: $2881 =  1  ;; integer values
03CF: load_wav  9010 as  1

:CAT4_961
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_966
0001: wait  0 ms
0002: jump CAT4_961

:CAT4_966
00BC: text_highpriority 'CAT2_DA'  10000 ms  1
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_972
0967: $147  10000 

:CAT4_972
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_977
0001: wait  0 ms
0002: jump CAT4_972

:CAT4_977
03D5: remove_text 'CAT2_DA'
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_982
0968: $147 

:CAT4_982
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: unknown_action_sequence $PLAYER_ACTOR  824.17  3.95  1007.0  3000 
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_992
0687: $147 
00A1: put_actor $147 at  824.3764  3.4945  1003.18
0173: set_actor $147 z_angle_to  107.0
0667: unknown_action_sequence $147 @64 @65 @66  5000 

:CAT4_992
0006: @53 =  0  ;; integer values

:CAT4_993
00D6: if  0
001B:    6 > @53  ;; integer values
004D: jump_if_false CAT4_1009
00D6: if  0
8118:   NOT   actor @46(@53,6i) dead
004D: jump_if_false CAT4_1007
00D6: if  22
0039:   @53 ==  0  ;; integer values
0039:   @53 ==  3  ;; integer values
0039:   @53 ==  5  ;; integer values
004D: jump_if_false CAT4_1006
05C4: unknown_action_sequence @46(@53,6i)  900000 
0002: jump CAT4_1007

:CAT4_1006
05C5: unknown_action_sequence @46(@53,6i)  900000 

:CAT4_1007
000A: @53 +=  1  ;; integer values
0002: jump CAT4_993

:CAT4_1009
03CF: load_wav  9011 as  1

:CAT4_1010
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1015
0001: wait  0 ms
0002: jump CAT4_1010

:CAT4_1015
00BC: text_highpriority 'CAT2_DB'  10000 ms  1
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1021
0967: $147  10000 

:CAT4_1021
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1026
0001: wait  0 ms
0002: jump CAT4_1021

:CAT4_1026
03D5: remove_text 'CAT2_DB'
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1031
0968: $147 

:CAT4_1031
0006: @32 =  0  ;; integer values

:CAT4_1032
0006: @97 =  2  ;; integer values

:CAT4_1033
00D6: if  0
0039:   @97 ==  2  ;; integer values
004D: jump_if_false CAT4_1053
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false CAT4_1053
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1052
0687: $147 
05BA: unknown_action_sequence $147  900000 
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: unknown_action_sequence $PLAYER_ACTOR  824.17  3.95  1007.0  3000 
06A9: unknown_action_sequence $147  824.17  3.95  1007.0  2000 
0667: unknown_action_sequence $147  819.55  5.55  1005.59  5000 
097A: @64 @65 @66  1155 
00BC: text_highpriority 'CAT4_3'  5000 ms  1
0006: @32 =  0  ;; integer values

:CAT4_1052
0006: @97 =  3  ;; integer values

:CAT4_1053
00D6: if  0
0039:   @97 ==  3  ;; integer values
004D: jump_if_false CAT4_1093
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CAT4_1093
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1063
0667: unknown_action_sequence $147 @64 @65 @66  5000 

:CAT4_1063
03D5: remove_text 'CAT4_3'
03CF: load_wav  9016 as  1

:CAT4_1065
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1070
0001: wait  0 ms
0002: jump CAT4_1065

:CAT4_1070
00BC: text_highpriority 'CAT2_FA'  10000 ms  1
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1075
0967: $147  10000 

:CAT4_1075
03D1: play_wav  1

:CAT4_1076
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1081
0001: wait  0 ms
0002: jump CAT4_1076

:CAT4_1081
03D5: remove_text 'CAT2_FA'
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1086
0968: $147 

:CAT4_1086
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT4_1090
05D4: unknown_action_sequence $PLAYER_ACTOR unknown_angle  112.0 

:CAT4_1090
0004: $1798 =  1  ;; integer values
0006: @97 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:CAT4_1093
00D6: if  0
0039:   @97 ==  4  ;; integer values
004D: jump_if_false CAT4_1127
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT4_1127
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1126
0687: $147 
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1112
00D6: if  0
8118:   NOT   actor @46(@52,6i) dead
004D: jump_if_false CAT4_1112
05E2: unknown_action_sequence $147 @46(@52,6i) 

:CAT4_1112
03CF: load_wav  9017 as  1

:CAT4_1113
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1118
0001: wait  0 ms
0002: jump CAT4_1113

:CAT4_1118
00BB: text_lowpriority 'CAT2_FB'  10000 ms  1
03D1: play_wav  1

:CAT4_1120
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1125
0001: wait  0 ms
0002: jump CAT4_1120

:CAT4_1125
03D5: remove_text 'CAT2_FB'

:CAT4_1126
0006: @97 =  5  ;; integer values

:CAT4_1127
00D6: if  0
0019:   @33 >  17000  ;; integer values
004D: jump_if_false CAT4_1131
0006: @97 =  10  ;; integer values

:CAT4_1131
0002: jump CAT4_903

:CAT4_1132
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT4_1150
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1143
0667: unknown_action_sequence $147 @64 @65 @66  900000 

:CAT4_1143
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_1150
0006: @33 =  0  ;; integer values

:CAT4_1151
00D6: if  0
8039:   NOT   @117 ==  1  ;; integer values
004D: jump_if_false CAT4_1784
0001: wait  0 ms
041A: @58 = actor $PLAYER_ACTOR weapon  39 ammo
041A: @59 = actor $PLAYER_ACTOR weapon  40 ammo
00D6: if  1
002B:    0 >= @58  ;; integer values 
002B:    0 >= @59  ;; integer values 
004D: jump_if_false CAT4_1171
00D6: if  0
8039:   NOT   @275 ==  1  ;; integer values
004D: jump_if_false CAT4_1171
00D6: if  0
8356:   NOT   explosion_type  0 in_cube  819.55  8.09  1003.4  822.27  10.98  1005.72  
004D: jump_if_false CAT4_1171
0006: @88 =  0  ;; integer values
0006: @91 =  1  ;; integer values
00BC: text_highpriority 'CAT4_2'  5000 ms  1
0051: return

:CAT4_1171
00D6: if  0
0118:   actor $147 dead
004D: jump_if_false CAT4_1178
0006: @88 =  0  ;; integer values
0006: @91 =  1  ;; integer values
00BC: text_highpriority 'CAT4_15'  5000 ms  1
0051: return

:CAT4_1178
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false CAT4_1184
03E5: text_box 'CAT4_43'
0006: @108 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:CAT4_1184
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false CAT4_1193
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false CAT4_1193
00BC: text_highpriority 'CAT4_42'  6000 ms  1
0006: @108 =  2  ;; integer values
0006: @33 =  0  ;; integer values

:CAT4_1193
00D6: if  0
002B:    2 >= @108  ;; integer values 
004D: jump_if_false CAT4_1205
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  39
004D: jump_if_false CAT4_1205
00D6: if  0
001D:   @60 > @58  ;; integer values  
004D: jump_if_false CAT4_1205
03E6: remove_text_box
0006: @108 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:CAT4_1205
00D6: if  0
0039:   @108 ==  3  ;; integer values
004D: jump_if_false CAT4_1215
00D6: if  0
0019:   @33 >  1500  ;; integer values
004D: jump_if_false CAT4_1215
00BC: text_highpriority 'CAT4_44'  6000 ms  1
03E5: text_box 'CAT4_45'
0006: @108 =  4  ;; integer values
0006: @33 =  0  ;; integer values

:CAT4_1215
00D6: if  0
002B:    4 >= @108  ;; integer values 
004D: jump_if_false CAT4_1231
00D6: if  0
03CA:   object @39 exists
004D: jump_if_false CAT4_1231
00D6: if  0
07F0:  824.4123  10.8  1003.2  10.0 -198 
004D: jump_if_false CAT4_1231
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false CAT4_1231
03EB: clear_small_messages_only
03E6: remove_text_box
0006: @108 =  5  ;; integer values
0006: @33 =  0  ;; integer values

:CAT4_1231
00D6: if  0
0039:   @108 ==  5  ;; integer values
004D: jump_if_false CAT4_1260
03E6: remove_text_box
03CF: load_wav  9012 as  1

:CAT4_1236
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1241
0001: wait  0 ms
0002: jump CAT4_1236

:CAT4_1241
00BB: text_lowpriority 'CAT2_DC'  10000 ms  1
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1247
0967: $147  10000 

:CAT4_1247
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1252
0001: wait  0 ms
0002: jump CAT4_1247

:CAT4_1252
03D5: remove_text 'CAT2_DC'
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1257
0968: $147 

:CAT4_1257
00BC: text_highpriority 'CAT4_46'  10000 ms  1
0006: @108 =  6  ;; integer values
0006: @33 =  0  ;; integer values

:CAT4_1260
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false CAT4_1435
01BD: $6991 = current_time_in_ms
0060: $6991 -= $6992  ;; integer values
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false CAT4_1270
0006: @94 =  1  ;; integer values
01BD: $6992 = current_time_in_ms

:CAT4_1270
01BD: $6991 = current_time_in_ms
0060: $6991 -= $6992  ;; integer values
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false CAT4_1297
0006: @94 =  2  ;; integer values
03CF: load_wav  9018 as  1

:CAT4_1277
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1282
0001: wait  0 ms
0002: jump CAT4_1277

:CAT4_1282
03D1: play_wav  1

:CAT4_1283
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1288
0001: wait  0 ms
0002: jump CAT4_1283

:CAT4_1288
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1296
0687: $147 
00D6: if  0
8118:   NOT   actor @46(@52,6i) dead
004D: jump_if_false CAT4_1296
05E2: unknown_action_sequence $147 @46(@52,6i) 

:CAT4_1296
01BD: $6992 = current_time_in_ms

:CAT4_1297
01BD: $6991 = current_time_in_ms
0060: $6991 -= $6992  ;; integer values
00D6: if  0
0039:   @94 ==  2  ;; integer values
004D: jump_if_false CAT4_1316
0006: @94 =  3  ;; integer values
03CF: load_wav  9877 as  1

:CAT4_1304
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1309
0001: wait  0 ms
0002: jump CAT4_1304

:CAT4_1309
03D1: play_wav  1

:CAT4_1310
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1315
0001: wait  0 ms
0002: jump CAT4_1310

:CAT4_1315
01BD: $6992 = current_time_in_ms

:CAT4_1316
01BD: $6991 = current_time_in_ms
0060: $6991 -= $6992  ;; integer values
00D6: if  0
0039:   @94 ==  3  ;; integer values
004D: jump_if_false CAT4_1338
00D6: if  0
0018:   $6991 >  5000  ;; integer values
004D: jump_if_false CAT4_1338
0006: @94 =  4  ;; integer values
03CF: load_wav  9014 as  1

:CAT4_1326
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1331
0001: wait  0 ms
0002: jump CAT4_1326

:CAT4_1331
03D1: play_wav  1

:CAT4_1332
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1337
0001: wait  0 ms
0002: jump CAT4_1332

:CAT4_1337
01BD: $6992 = current_time_in_ms

:CAT4_1338
01BD: $6991 = current_time_in_ms
0060: $6991 -= $6992  ;; integer values
00D6: if  0
0039:   @94 ==  4  ;; integer values
004D: jump_if_false CAT4_1360
00D6: if  0
0018:   $6991 >  10000  ;; integer values
004D: jump_if_false CAT4_1360
0006: @94 =  5  ;; integer values
03CF: load_wav  9013 as  1

:CAT4_1348
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1353
0001: wait  0 ms
0002: jump CAT4_1348

:CAT4_1353
03D1: play_wav  1

:CAT4_1354
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1359
0001: wait  0 ms
0002: jump CAT4_1354

:CAT4_1359
01BD: $6992 = current_time_in_ms

:CAT4_1360
01BD: $6991 = current_time_in_ms
0060: $6991 -= $6992  ;; integer values
00D6: if  0
0039:   @94 ==  5  ;; integer values
004D: jump_if_false CAT4_1370
00D6: if  0
0018:   $6991 >  10000  ;; integer values
004D: jump_if_false CAT4_1370
0006: @94 =  6  ;; integer values
01BD: $6992 = current_time_in_ms

:CAT4_1370
01BD: $6991 = current_time_in_ms
0060: $6991 -= $6992  ;; integer values
00D6: if  0
0019:   @94 >  1  ;; integer values
004D: jump_if_false CAT4_1435
00D6: if  0
001B:    2 > @52  ;; integer values
004D: jump_if_false CAT4_1435
00D6: if  0
0118:   actor @46(@52,6i) dead
004D: jump_if_false CAT4_1435
01C2: remove_references_to_actor @46(@52,6i)  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1435
00D6: if  0
82E0:   NOT   actor $147 aggressive
004D: jump_if_false CAT4_1435
000A: @52 +=  1  ;; integer values
00D6: if  0
001B:    2 > @52  ;; integer values
004D: jump_if_false CAT4_1433
0687: $147 
00D6: if  0
8118:   NOT   actor @46(@52,6i) dead
004D: jump_if_false CAT4_1397
05E2: unknown_action_sequence $147 @46(@52,6i) 

:CAT4_1397
00D6: if  0
0039:   @52 ==  2  ;; integer values
004D: jump_if_false CAT4_1412
03CF: load_wav  9872 as  1

:CAT4_1401
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1406
0001: wait  0 ms
0002: jump CAT4_1401

:CAT4_1406
03D1: play_wav  1

:CAT4_1407
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1412
0001: wait  0 ms
0002: jump CAT4_1407

:CAT4_1412
00D6: if  0
0039:   @52 ==  4  ;; integer values
004D: jump_if_false CAT4_1427
03CF: load_wav  9877 as  1

:CAT4_1416
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1421
0001: wait  0 ms
0002: jump CAT4_1416

:CAT4_1421
03D1: play_wav  1

:CAT4_1422
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1427
0001: wait  0 ms
0002: jump CAT4_1422

:CAT4_1427
00D6: if  0
0039:   @52 ==  5  ;; integer values
004D: jump_if_false CAT4_1432
03CF: load_wav  9884 as  1
00BC: text_highpriority 'CATX_TQ'  100 ms  1

:CAT4_1432
0002: jump CAT4_1435

:CAT4_1433
0687: $147 
0667: unknown_action_sequence $147 @64 @65 @66  900000 

:CAT4_1435
0050: gosub CAT4_252
00D6: if  0
0356:   explosion_type  0 in_cube  820.3084 -1.6925  1003.278  828.8  4.7199  1008.079  
004D: jump_if_false CAT4_1443
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1443
0223: set_actor $147 health_to  0

:CAT4_1443
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false CAT4_1470
00D6: if  0
0356:   explosion_type  0 in_cube  823.89  8.99  1000.4  826.18  11.98  1009.72  
004D: jump_if_false CAT4_1455
07F7: @39  1 
0550: unknown_keep_object @39 in_memory  0
0723: @39  1 
071F: @39  0 
0006: @103 =  1  ;; integer values
020C: create_explosion_with_radius  0 at  820.5  9.7  1003.216

:CAT4_1455
00D6: if  0
03CA:   object @39 exists
004D: jump_if_false CAT4_1470
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  39
004D: jump_if_false CAT4_1470
00D6: if  0
0356:   explosion_type  0 in_cube  823.89  8.99  1000.4  826.18  11.98  1009.72  
004D: jump_if_false CAT4_1470
07F7: @39  1 
0550: unknown_keep_object @39 in_memory  0
0723: @39  1 
071F: @39  0 
0006: @103 =  1  ;; integer values
020C: create_explosion_with_radius  0 at  820.5  9.7  1003.216

:CAT4_1470
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false CAT4_1493
00D6: if  0
0356:   explosion_type  0 in_cube  819.55  8.09  1003.4  822.27  10.98  1005.72  
004D: jump_if_false CAT4_1493
03E6: remove_text_box
00BE: text_clear_all
0004: $6990 =  1  ;; integer values
0249: release_model #RIDER1_DOOR
07FB: set_interior 'GENOTB' accessible  0 
00D6: if  0
0039:   @275 ==  0  ;; integer values
004D: jump_if_false CAT4_1486
0006: @275 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:CAT4_1486
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1493
0575: $147  0 

:CAT4_1493
00D6: if  0
0039:   @275 ==  1  ;; integer values
004D: jump_if_false CAT4_1783
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false CAT4_1783
020C: create_explosion_with_radius  0 at  820.5  9.7  1003.216
0006: @53 =  4  ;; integer values

:CAT4_1501
00D6: if  0
001B:    6 > @53  ;; integer values
004D: jump_if_false CAT4_1507
01C2: remove_references_to_actor @46(@53,6i)  ;; Like turning an actor into a random pedestrian
000A: @53 +=  1  ;; integer values
0002: jump CAT4_1501

:CAT4_1507
00D6: if  0
03CA:   object @39 exists
004D: jump_if_false CAT4_1511
0108: destroy_object @39

:CAT4_1511
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1528
0687: $147 
00A1: put_actor $147 at  827.95  9.21  1003.13
0173: set_actor $147 z_angle_to  93.0
077A: $147  1  6 
077B: $147  4  6 
0006: @99 =  0  ;; integer values

:CAT4_1528
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
0395: clear_area  1 at  824.8268  10.0672  1003.187 range  1000.0
04ED: load_animation "BOMBER"

:CAT4_1533
00D6: if  0
84EE:   NOT   animation "BOMBER" loaded
004D: jump_if_false CAT4_1538
0001: wait  0 ms
0002: jump CAT4_1533

:CAT4_1538
05C5: unknown_action_sequence $PLAYER_ACTOR  3000 
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @97 =  0  ;; integer values

:CAT4_1542
00D6: if  0
8039:   NOT   @97 ==  10  ;; integer values
004D: jump_if_false CAT4_1717
0001: wait  0 ms
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false CAT4_1553
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CAT4_1553
0006: @97 =  1  ;; integer values

:CAT4_1553
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false CAT4_1597
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CAT4_1597
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: unknown_action_sequence $PLAYER_ACTOR  821.3832  9.7296  1003.195  4 -1 
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false CAT4_1574
0519: unknown_car @41 flag  1
0338: @41  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_1574
0247: request_model  599
0247: request_model  283
0247: request_model  346

:CAT4_1577
00D6: if  22
8248:   NOT   model  599 available
8248:   NOT   model  283 available
8248:   NOT   model  346 available
004D: jump_if_false CAT4_1584
0001: wait  0 ms
0002: jump CAT4_1577

:CAT4_1584
00A5: @34 = create_car  599 at  1296.038  251.8959  18.4002
00A5: @35 = create_car  599 at  1301.326  265.0127  18.4007
00A5: @36 = create_car  599 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  283 in_car @34 driverseat
01B2: give_actor @43 weapon  22 ammo  1000  ;; Load the weapon model before using this
0129: @44 = create_actor  6  283 in_car @35 driverseat
01B2: give_actor @44 weapon  22 ammo  1000  ;; Load the weapon model before using this
0129: @45 = create_actor  6  283 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_1597
00D6: if  0
0039:   @97 ==  2  ;; integer values
004D: jump_if_false CAT4_1657
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CAT4_1657
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: @56 
0605: unknown_action_sequence -1 "BOM_PLANT_IN" "BOMBER"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "BOM_PLANT_LOOP" "BOMBER"  4.0  0  0  0  0  5000 
0616: @56 
0618: $PLAYER_ACTOR @56 
061B: @56 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT4_1615
0967: $PLAYER_ACTOR  100000 

:CAT4_1615
03CF: load_wav  9019 as  1

:CAT4_1616
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1621
0001: wait  0 ms
0002: jump CAT4_1616

:CAT4_1621
00BC: text_highpriority 'CAT2_GA'  10000 ms  1
03D1: play_wav  1

:CAT4_1623
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1628
0001: wait  0 ms
0002: jump CAT4_1623

:CAT4_1628
03D5: remove_text 'CAT2_GA'
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT4_1633
0968: $PLAYER_ACTOR 

:CAT4_1633
03CF: load_wav  9020 as  1

:CAT4_1634
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1639
0001: wait  0 ms
0002: jump CAT4_1634

:CAT4_1639
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1643
0967: $147  10000 

:CAT4_1643
00BC: text_highpriority 'CAT2_GB'  10000 ms  1
03D1: play_wav  1

:CAT4_1645
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1650
0001: wait  0 ms
0002: jump CAT4_1645

:CAT4_1650
03D5: remove_text 'CAT2_GB'
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1655
0968: $147 

:CAT4_1655
0006: @32 =  0  ;; integer values
0006: @97 =  3  ;; integer values

:CAT4_1657
00D6: if  0
0039:   @97 ==  3  ;; integer values
004D: jump_if_false CAT4_1700
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CAT4_1700
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_1666
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1671
0001: wait  0 ms
0002: jump CAT4_1666

:CAT4_1671
0615: @56 
05D4: unknown_action_sequence -1 unknown_angle  10.0 
05D3: unknown_action_sequence -1  833.0  10.0  1003.0  6 -1 
0616: @56 
0618: $PLAYER_ACTOR @56 
061B: @56 
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1682
0687: $147 
05D3: unknown_action_sequence $147  834.0  7.0  1003.0  6 -1 

:CAT4_1682
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT4_1686
0967: $PLAYER_ACTOR  10000 

:CAT4_1686
00BC: text_highpriority 'CAT2_GC'  10000 ms  1
03D1: play_wav  1

:CAT4_1688
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1693
0001: wait  0 ms
0002: jump CAT4_1688

:CAT4_1693
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CAT4_1697
0968: $PLAYER_ACTOR 

:CAT4_1697
03D5: remove_text 'CAT2_GC'
0006: @32 =  0  ;; integer values
0006: @97 =  4  ;; integer values

:CAT4_1700
00D6: if  0
0039:   @97 ==  4  ;; integer values
004D: jump_if_false CAT4_1712
016A: fade  0 ()  1000 ms

:CAT4_1704
00D6: if  0
016B:   fading
004D: jump_if_false CAT4_1709
0001: wait  0 ms
0002: jump CAT4_1704

:CAT4_1709
08F6: (unknown)
0006: @32 =  0  ;; integer values
0006: @97 =  5  ;; integer values

:CAT4_1712
00D6: if  0
0019:   @33 >  14800  ;; integer values
004D: jump_if_false CAT4_1716
0006: @97 =  10  ;; integer values

:CAT4_1716
0002: jump CAT4_1542

:CAT4_1717
04BB: select_interior  0  ;; select render area
00A1: put_actor $PLAYER_ACTOR at  1292.72  271.0581  18.5469
08AD: $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  0
0491:   actor $PLAYER_ACTOR has_weapon  40 
004D: jump_if_false CAT4_1726
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  40

:CAT4_1726
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1736
00A1: put_actor $147 at  1292.66  275.2182  18.5547
0173: set_actor $147 z_angle_to  340.1134
039E: (unknown) $147  1 
0526: unknown_actor $147  1
02AB: set_actor $147 immunities  0  0  0  0  0
08AD: $147  833.0  9.0  10.0 
0860: link_actor $147 to_interior  0 

:CAT4_1736
0395: clear_area  1 at  1292.72  271.0581  18.5469 range  1000.0
016A: fade  1 (back)  1000 ms
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false CAT4_1761
00D6: if  0
0431:   car @41 car_passenger_seat_free  0
004D: jump_if_false CAT4_1754
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1753
05CA: unknown_action_sequence $147 @41 -1  0 
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_1752
0940: $PLAYER_GROUP  0 

:CAT4_1752
0006: @106 =  1  ;; integer values

:CAT4_1753
0002: jump CAT4_1760

:CAT4_1754
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_1759
0631: put_actor $147 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 

:CAT4_1759
0006: @106 =  0  ;; integer values

:CAT4_1760
0002: jump CAT4_1766

:CAT4_1761
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_1766
0631: put_actor $147 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 

:CAT4_1766
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
04EF: release_animation "BOMBER"
0581: toggle_radar  1 (on)
0108: destroy_object @39
0108: destroy_object @40
01EB: set_car_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_1783
0002: jump CAT4_1151

:CAT4_1784
0006: @88 =  0  ;; integer values
0006: @89 =  1  ;; integer values
0051: return

:CAT4_1787
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_car_density_to  0.0
0050: gosub CAT4_252

:CAT4_1793
00D6: if  0
8039:   NOT   @90 ==  1  ;; integer values
004D: jump_if_false CAT4_2152
0001: wait  0 ms
0050: gosub CAT4_252
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CAT4_1912
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CAT4_1912
010D: set_player $PLAYER_CHAR wanted_level_to  4
0006: @94 =  4  ;; integer values
0581: toggle_radar  1 (on)
0173: set_actor $PLAYER_ACTOR z_angle_to  333.0
0373: set_camera_directly_behind_player
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1869
02E2: set_actor $147 weapon_accuracy_to  100
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false CAT4_1855
0441: @42 = car @41 model
00D6: if  1
0431:   car @41 car_passenger_seat_free  0
0A01: @42 
004D: jump_if_false CAT4_1840
039E: (unknown) $147  1 
0526: unknown_actor $147  1
0186: @114 = create_marker_above_car @41
07E0: @114  1 
03CF: load_wav  9813 as  1

:CAT4_1826
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1831
0001: wait  0 ms
0002: jump CAT4_1826

:CAT4_1831
00BC: text_highpriority 'CATX_BF'  10000 ms  1
03D1: play_wav  1

:CAT4_1833
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1838
0001: wait  0 ms
0002: jump CAT4_1833

:CAT4_1838
03D5: remove_text 'CATX_BF'
0002: jump CAT4_1854

:CAT4_1840
03CF: load_wav  9847 as  1

:CAT4_1841
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1846
0001: wait  0 ms
0002: jump CAT4_1841

:CAT4_1846
00BC: text_highpriority 'CATX_NA'  10000 ms  1
03D1: play_wav  1

:CAT4_1848
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1853
0001: wait  0 ms
0002: jump CAT4_1848

:CAT4_1853
03D5: remove_text 'CATX_NA'

:CAT4_1854
0002: jump CAT4_1869

:CAT4_1855
03CF: load_wav  9847 as  1

:CAT4_1856
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_1861
0001: wait  0 ms
0002: jump CAT4_1856

:CAT4_1861
00BC: text_highpriority 'CATX_NA'  10000 ms  1
03D1: play_wav  1

:CAT4_1863
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_1868
0001: wait  0 ms
0002: jump CAT4_1863

:CAT4_1868
03D5: remove_text 'CATX_NA'

:CAT4_1869
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false CAT4_1883
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false CAT4_1883
0615: @56 
05CD: unknown_action_sequence -1 @34 
0635: unknown_action_sequence -1 $PLAYER_ACTOR  20000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @56 
0618: @43 @56 
061B: @56 
060B: unknown_actor_use_entity @43 @54 

:CAT4_1883
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false CAT4_1897
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false CAT4_1897
0615: @56 
05CD: unknown_action_sequence -1 @35 
0635: unknown_action_sequence -1 $PLAYER_ACTOR  20000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @56 
0618: @44 @56 
061B: @56 
060B: unknown_actor_use_entity @44 @54 

:CAT4_1897
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false CAT4_1911
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false CAT4_1911
0615: @56 
05CD: unknown_action_sequence -1 @36 
0635: unknown_action_sequence -1 $PLAYER_ACTOR  20000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @56 
0618: @45 @56 
061B: @56 
060B: unknown_actor_use_entity @45 @54 

:CAT4_1911
0006: @98 =  1  ;; integer values

:CAT4_1912
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2009
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false CAT4_1937
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  0
075C:   marker @115 enabled
004D: jump_if_false CAT4_1930
0164: disable_marker @115

:CAT4_1930
00D6: if  0
075C:   marker @116 enabled
004D: jump_if_false CAT4_1934
0164: disable_marker @116

:CAT4_1934
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0006: @98 =  2  ;; integer values

:CAT4_1937
00D6: if  0
0039:   @98 ==  2  ;; integer values
004D: jump_if_false CAT4_1981
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT4_1981
0006: @98 =  3  ;; integer values
0006: @281 =  1  ;; integer values
00D6: if  0
075C:   marker @114 enabled
004D: jump_if_false CAT4_1949
0164: disable_marker @114

:CAT4_1949
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_1954
0631: put_actor $147 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 

:CAT4_1954
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false CAT4_1959
0519: unknown_car @41 flag  0
02AC: set_car @41 immunities  0  0  0  0  0

:CAT4_1959
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false CAT4_1967
00D6: if  0
875C:   NOT   marker @115 enabled
004D: jump_if_false CAT4_1967
018A: @115 = create_checkpoint_at @277 @278 @279
0165: set_marker @115 color_to  4

:CAT4_1967
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false CAT4_1981
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_1981
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_1981
00D6: if  0
875C:   NOT   marker @116 enabled
004D: jump_if_false CAT4_1981
02A8: @116 = create_marker  63 at @67 @68 @69
00BC: text_highpriority 'CAT4_32'  5000 ms  1

:CAT4_1981
00D6: if  0
0039:   @98 ==  3  ;; integer values
004D: jump_if_false CAT4_2000
0050: gosub CAT4_2156
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false CAT4_1989
0051: return

:CAT4_1989
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2000
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT4_2000
077B: $147  1  6 
0006: @99 =  1  ;; integer values
077A: $147  4  6 
0006: @106 =  0  ;; integer values
0006: @98 =  4  ;; integer values

:CAT4_2000
00D6: if  0
0039:   @98 ==  4  ;; integer values
004D: jump_if_false CAT4_2008
0050: gosub CAT4_2156
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false CAT4_2008
0051: return

:CAT4_2008
0002: jump CAT4_2013

:CAT4_2009
0006: @89 =  0  ;; integer values
0006: @91 =  1  ;; integer values
00BC: text_highpriority 'CAT4_15'  5000 ms  1
0051: return

:CAT4_2013
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false CAT4_2151
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @277 @278 @279 radius  4.0  4.0  4.0
004D: jump_if_false CAT4_2019

:CAT4_2019
00D6: if  0
0118:   actor $147 dead
004D: jump_if_false CAT4_2027
0006: @89 =  0  ;; integer values
0006: @91 =  1  ;; integer values
0006: @90 =  0  ;; integer values
00BC: text_highpriority 'CAT4_15'  5000 ms  1
0051: return

:CAT4_2027
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2050
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CAT4_2050
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT4_2050
00D6: if  1
0029:   @94 >=  4  ;; integer values
002D:   @110 >= @94  ;; integer values 
004D: jump_if_false CAT4_2050
00D6: if  0
0039:   @94 ==  4  ;; integer values
004D: jump_if_false CAT4_2049
04E2: $PLAYER_CHAR  1
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false CAT4_2048
0050: gosub CAT4_2246

:CAT4_2048
0002: jump CAT4_2050

:CAT4_2049
0050: gosub CAT4_2246

:CAT4_2050
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2151
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point @277 @278 @279 radius  4.0  4.0  4.0
00FE:   actor $147  0 ()near_point @277 @278 @279 radius  10.0  10.0  10.0
004D: jump_if_false CAT4_2151
0006: @90 =  1  ;; integer values
0006: @91 =  0  ;; integer values
00D6: if  0
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_2065
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:CAT4_2065
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @97 =  0  ;; integer values

:CAT4_2070
00D6: if  0
8039:   NOT   @97 ==  10  ;; integer values
004D: jump_if_false CAT4_2146
0001: wait  0 ms
0395: clear_area  1 at  866.7373 -24.0333  64.9955 range  1000.0
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false CAT4_2096
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_2083
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2088
0001: wait  0 ms
0002: jump CAT4_2083

:CAT4_2088
00BC: text_highpriority 'CAT2_CA'  10000 ms  1
03D1: play_wav  1

:CAT4_2090
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2095
0001: wait  0 ms
0002: jump CAT4_2090

:CAT4_2095
03D5: remove_text 'CAT2_CA'

:CAT4_2096
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false CAT4_2114
0006: @97 =  2  ;; integer values
03CF: load_wav  9860 as  1

:CAT4_2101
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2106
0001: wait  0 ms
0002: jump CAT4_2101

:CAT4_2106
00BC: text_highpriority 'CATX_RC'  10000 ms  1
03D1: play_wav  1

:CAT4_2108
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2113
0001: wait  0 ms
0002: jump CAT4_2108

:CAT4_2113
03D5: remove_text 'CATX_RC'

:CAT4_2114
00D6: if  0
0039:   @97 ==  2  ;; integer values
004D: jump_if_false CAT4_2130
0006: @97 =  3  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2130
00D6: if  0
06EE:   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_2126
06C9: $147 

:CAT4_2126
00D6: if  0
00DF:   actor $147 driving
004D: jump_if_false CAT4_2130
0633: unknown_action_sequence $147 

:CAT4_2130
00D6: if  0
0039:   @97 ==  3  ;; integer values
004D: jump_if_false CAT4_2141
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false CAT4_2141
0006: @97 =  4  ;; integer values
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2141
05D3: unknown_action_sequence $147  869.84 -26.24  63.1797  4 -1 

:CAT4_2141
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false CAT4_2145
0006: @97 =  10  ;; integer values

:CAT4_2145
0002: jump CAT4_2070

:CAT4_2146
009B: destroy_actor_instantly $147
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:CAT4_2151
0002: jump CAT4_1793

:CAT4_2152
0164: disable_marker @115
0006: @90 =  1  ;; integer values
0006: @89 =  0  ;; integer values
0051: return

:CAT4_2156
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2239
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false CAT4_2166
00D6: if  0
02E0:   actor $147 aggressive
004D: jump_if_false CAT4_2166
0050: gosub CAT4_2280

:CAT4_2166
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_2238
00BC: text_highpriority 'CAT4_16'  4000 ms  1
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false CAT4_2181
00D6: if  0
075C:   marker @116 enabled
004D: jump_if_false CAT4_2177
0164: disable_marker @116

:CAT4_2177
00D6: if  0
075C:   marker @115 enabled
004D: jump_if_false CAT4_2181
0164: disable_marker @115

:CAT4_2181
00D6: if  0
875C:   NOT   marker @113 enabled
004D: jump_if_false CAT4_2189
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2189
0187: @113 = create_marker_above_actor $147
07E0: @113  1 

:CAT4_2189
00D6: if  0
86EE:   NOT   actor $147 in_group $PLAYER_GROUP 
004D: jump_if_false CAT4_2238
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2231
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor $147 radius  200.0  200.0  200.0 sphere  0
004D: jump_if_false CAT4_2204
0006: @88 =  0  ;; integer values
0006: @89 =  0  ;; integer values
0006: @91 =  1  ;; integer values
00BC: text_highpriority 'CAT4_14'  5000 ms  1
0051: return

:CAT4_2204
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $147 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false CAT4_2230
0631: put_actor $147 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 
0164: disable_marker @113
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false CAT4_2230
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false CAT4_2222
00D6: if  0
875C:   NOT   marker @115 enabled
004D: jump_if_false CAT4_2222
018A: @115 = create_checkpoint_at @277 @278 @279
0165: set_marker @115 color_to  4
00BC: text_highpriority 'CAT4_13'  10000 ms  1

:CAT4_2222
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false CAT4_2230
00D6: if  0
875C:   NOT   marker @116 enabled
004D: jump_if_false CAT4_2230
02A8: @116 = create_marker  63 at @67 @68 @69
00BC: text_highpriority 'CAT4_32'  5000 ms  1

:CAT4_2230
0002: jump CAT4_2237

:CAT4_2231
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
0051: return

:CAT4_2237
0002: jump CAT4_2189

:CAT4_2238
0002: jump CAT4_2245

:CAT4_2239
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
0051: return

:CAT4_2245
0051: return

:CAT4_2246
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false CAT4_2256
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2253
0A09: $147  1 

:CAT4_2253
040D: unload_wav  1
03CF: load_wav @222(@274,52i) as  1
0006: @107 =  1  ;; integer values

:CAT4_2256
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false CAT4_2265
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false CAT4_2265
03D1: play_wav  1
00BC: text_highpriority @118(@274,52s)  10000 ms  1
0006: @107 =  2  ;; integer values

:CAT4_2265
00D6: if  0
0039:   @107 ==  2  ;; integer values
004D: jump_if_false CAT4_2279
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false CAT4_2279
0006: @107 =  0  ;; integer values
03D5: remove_text @118(@274,52s)
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2277
0A09: $147  0 

:CAT4_2277
000A: @274 +=  1  ;; integer values
000A: @94 +=  1  ;; integer values

:CAT4_2279
0051: return

:CAT4_2280
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false CAT4_2299
0006: @95 =  1  ;; integer values
03CF: load_wav  9861 as  1

:CAT4_2285
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2290
0001: wait  0 ms
0002: jump CAT4_2285

:CAT4_2290
00BC: text_highpriority 'CATX_SA'  10000 ms  1
03D1: play_wav  1

:CAT4_2292
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2297
0001: wait  0 ms
0002: jump CAT4_2292

:CAT4_2297
03D5: remove_text 'CATX_SA'
0051: return

:CAT4_2299
00D6: if  0
0039:   @95 ==  1  ;; integer values
004D: jump_if_false CAT4_2318
03CF: load_wav  9862 as  1

:CAT4_2303
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2308
0001: wait  0 ms
0002: jump CAT4_2303

:CAT4_2308
00BC: text_highpriority 'CATX_SB'  10000 ms  1
03D1: play_wav  1

:CAT4_2310
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2315
0001: wait  0 ms
0002: jump CAT4_2310

:CAT4_2315
03D5: remove_text 'CATX_SB'
0006: @95 =  2  ;; integer values
0051: return

:CAT4_2318
00D6: if  0
0039:   @95 ==  2  ;; integer values
004D: jump_if_false CAT4_2337
03CF: load_wav  9863 as  1

:CAT4_2322
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2327
0001: wait  0 ms
0002: jump CAT4_2322

:CAT4_2327
00BC: text_highpriority 'CATX_SC'  10000 ms  1
03D1: play_wav  1

:CAT4_2329
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2334
0001: wait  0 ms
0002: jump CAT4_2329

:CAT4_2334
03D5: remove_text 'CATX_SC'
0006: @95 =  3  ;; integer values
0051: return

:CAT4_2337
00D6: if  0
0039:   @95 ==  3  ;; integer values
004D: jump_if_false CAT4_2356
0006: @95 =  4  ;; integer values
03CF: load_wav  9864 as  1

:CAT4_2342
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2347
0001: wait  0 ms
0002: jump CAT4_2342

:CAT4_2347
00BC: text_highpriority 'CATX_SD'  10000 ms  1
03D1: play_wav  1

:CAT4_2349
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2354
0001: wait  0 ms
0002: jump CAT4_2349

:CAT4_2354
03D5: remove_text 'CATX_SD'
0051: return

:CAT4_2356
00D6: if  0
0039:   @95 ==  4  ;; integer values
004D: jump_if_false CAT4_2375
0006: @95 =  5  ;; integer values
03CF: load_wav  9865 as  1

:CAT4_2361
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2366
0001: wait  0 ms
0002: jump CAT4_2361

:CAT4_2366
00BC: text_highpriority 'CATX_SE'  10000 ms  1
03D1: play_wav  1

:CAT4_2368
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2373
0001: wait  0 ms
0002: jump CAT4_2368

:CAT4_2373
03D5: remove_text 'CATX_SE'
0051: return

:CAT4_2375
00D6: if  0
0039:   @95 ==  5  ;; integer values
004D: jump_if_false CAT4_2394
0006: @95 =  6  ;; integer values
03CF: load_wav  9866 as  1

:CAT4_2380
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2385
0001: wait  0 ms
0002: jump CAT4_2380

:CAT4_2385
00BC: text_highpriority 'CATX_SF'  10000 ms  1
03D1: play_wav  1

:CAT4_2387
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2392
0001: wait  0 ms
0002: jump CAT4_2387

:CAT4_2392
03D5: remove_text 'CATX_SF'
0051: return

:CAT4_2394
00D6: if  0
0039:   @95 ==  6  ;; integer values
004D: jump_if_false CAT4_2413
0006: @95 =  7  ;; integer values
03CF: load_wav  9867 as  1

:CAT4_2399
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2404
0001: wait  0 ms
0002: jump CAT4_2399

:CAT4_2404
00BC: text_highpriority 'CATX_SG'  10000 ms  1
03D1: play_wav  1

:CAT4_2406
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2411
0001: wait  0 ms
0002: jump CAT4_2406

:CAT4_2411
03D5: remove_text 'CATX_SG'
0051: return

:CAT4_2413
00D6: if  0
0039:   @95 ==  7  ;; integer values
004D: jump_if_false CAT4_2432
0006: @95 =  8  ;; integer values
03CF: load_wav  9868 as  1

:CAT4_2418
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2423
0001: wait  0 ms
0002: jump CAT4_2418

:CAT4_2423
00BC: text_highpriority 'CATX_SH'  10000 ms  1
03D1: play_wav  1

:CAT4_2425
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2430
0001: wait  0 ms
0002: jump CAT4_2425

:CAT4_2430
03D5: remove_text 'CATX_SH'
0051: return

:CAT4_2432
00D6: if  0
0039:   @95 ==  8  ;; integer values
004D: jump_if_false CAT4_2451
0006: @95 =  9  ;; integer values
03CF: load_wav  9872 as  1

:CAT4_2437
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2442
0001: wait  0 ms
0002: jump CAT4_2437

:CAT4_2442
00BC: text_highpriority 'CATX_TD'  10000 ms  1
03D1: play_wav  1

:CAT4_2444
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2449
0001: wait  0 ms
0002: jump CAT4_2444

:CAT4_2449
03D5: remove_text 'CATX_TD'
0051: return

:CAT4_2451
00D6: if  0
0039:   @95 ==  9  ;; integer values
004D: jump_if_false CAT4_2470
0006: @95 =  10  ;; integer values
03CF: load_wav  9877 as  1

:CAT4_2456
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2461
0001: wait  0 ms
0002: jump CAT4_2456

:CAT4_2461
00BC: text_highpriority 'CATX_TJ'  10000 ms  1
03D1: play_wav  1

:CAT4_2463
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2468
0001: wait  0 ms
0002: jump CAT4_2463

:CAT4_2468
03D5: remove_text 'CATX_TJ'
0051: return

:CAT4_2470
00D6: if  0
0039:   @95 ==  10  ;; integer values
004D: jump_if_false CAT4_2489
0006: @95 =  0  ;; integer values
03CF: load_wav  9884 as  1

:CAT4_2475
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CAT4_2480
0001: wait  0 ms
0002: jump CAT4_2475

:CAT4_2480
00BC: text_highpriority 'CATX_TQ'  10000 ms  1
03D1: play_wav  1

:CAT4_2482
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CAT4_2487
0001: wait  0 ms
0002: jump CAT4_2482

:CAT4_2487
03D5: remove_text 'CATX_TQ'
0051: return

:CAT4_2489
00BA: text_styled 'M_FAIL'  5000 ms  1
009B: destroy_actor_instantly $147
0006: @103 =  0  ;; integer values
0051: return

:CAT4_2493
01E3: text_1number_styled 'M_PASS'  2000  5000 ms  1
0109: player $PLAYER_CHAR money +=  2000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0008: $CATALINA_MISSIONS_PASSED +=  1  ;; integer values
0008: $1520 +=  1  ;; integer values
0318: set_latest_mission_passed 'CAT_4'
030C: set_mission_points +=  1
00D6: if  0
0038:   $2333 ==  1  ;; integer values
004D: jump_if_false CAT4_2505
0004: $2333 =  2  ;; integer values

:CAT4_2505
0004: $717 =  1  ;; integer values
0051: return

:CAT4_2507
03E6: remove_text_box
0004: $ON_MISSION =  0  ;; integer values
0581: toggle_radar  1 (on)
07FB: set_interior 'GENOTB' accessible  1 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAT4_2515
04E2: $PLAYER_CHAR  0

:CAT4_2515
00D6: if  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2519
02AB: set_actor $147 immunities  0  0  0  0  0

:CAT4_2519
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false CAT4_2525
0519: unknown_car @41 flag  0
02AC: set_car @41 immunities  0  0  0  0  0
053F: set_car @41 tires_vulnerable  1

:CAT4_2525
034F: destroy_actor_with_fade $147  ;; The actor fades away like a ghost
0006: @53 =  4  ;; integer values

:CAT4_2527
00D6: if  0
001B:    6 > @53  ;; integer values
004D: jump_if_false CAT4_2533
01C2: remove_references_to_actor @46(@53,6i)  ;; Like turning an actor into a random pedestrian
000A: @53 +=  1  ;; integer values
0002: jump CAT4_2527

:CAT4_2533
04EF: release_animation "MISC"
0249: release_model  283
0249: release_model  407
0249: release_model  596
0249: release_model  416
0249: release_model  277
0249: release_model #ROADWORKBARRIER1
0249: release_model  346
0249: release_model  330
0249: release_model  599
0249: release_model  348
0249: release_model  364
0249: release_model  363
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  0
8118:   NOT   actor $147 dead
004D: jump_if_false CAT4_2565
077B: $147  4  6 
077B: $147  1  6 

:CAT4_2565
04EF: release_animation "BOMBER"
0004: $1798 =  0  ;; integer values
01BD: $184 = 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_car_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 (false)
06F0: $PLAYER_GROUP  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_1
03A4: name_thread 'CATCUT'
0050: gosub CATCUT_29
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CATCUT_7
0050: gosub CATCUT_112

:CATCUT_7
0050: gosub CATCUT_126
004E: end_thread

:CATCUT_9
0871: init_jump_table @34 total_jumps  1  0 CATCUT_28 jumps  0 CATCUT_10 -1 CATCUT_28 -1 CATCUT_28 -1 CATCUT_28 -1 CATCUT_28 -1 CATCUT_28 -1 CATCUT_28 

:CATCUT_10
05A9: s$6993 = 'MCAT01A'  ;; 8-byte strings
05A9: s$6993(1) = 'MCAT01B'  ;; 8-byte strings
05A9: s$6993(2) = 'MCAT01C'  ;; 8-byte strings
05A9: s$6993(3) = 'MCAT01D'  ;; 8-byte strings
05A9: s$6993(4) = 'MCAT01E'  ;; 8-byte strings
05A9: s$6993(5) = 'MCAT01F'  ;; 8-byte strings
05A9: s$6993(6) = 'MCAT01G'  ;; 8-byte strings
05A9: s$6993(7) = 'MCAT01H'  ;; 8-byte strings
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_28

:CATCUT_28
0051: return

:CATCUT_29
0317: increment_mission_attempts
0004: $ON_MISSION =  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_35
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CATCUT_40
0001: wait  0 ms
0002: jump CATCUT_35

:CATCUT_40
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CATCUT_42
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CATCUT_47
0001: wait  0 ms
0002: jump CATCUT_42

:CATCUT_47
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CATCUT_49
00D6: if  0
016B:   fading
004D: jump_if_false CATCUT_54
0001: wait  0 ms
0002: jump CATCUT_49

:CATCUT_54
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0247: request_model  330

:CATCUT_57
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false CATCUT_62
0001: wait  0 ms
0002: jump CATCUT_57

:CATCUT_62
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_9
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 (back)  1000 ms

:CATCUT_73
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false CATCUT_78
0001: wait  0 ms
0002: jump CATCUT_73

:CATCUT_78
03D1: play_wav  3
0006: @32 =  0  ;; integer values

:CATCUT_80
00D6: if  0
83D2:   NOT   wav  3 ended
004D: jump_if_false CATCUT_89
0001: wait  0 ms
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false CATCUT_88
0002: jump CATCUT_89

:CATCUT_88
0002: jump CATCUT_80

:CATCUT_89
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0006: @32 =  0  ;; integer values

:CATCUT_91
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false CATCUT_96
0001: wait  0 ms
0002: jump CATCUT_91

:CATCUT_96
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:CATCUT_97
00D6: if  0
8039:   NOT   @35 ==  8  ;; integer values
004D: jump_if_false CATCUT_107
0001: wait  0 ms
0050: gosub CATCUT_131
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CATCUT_106
0002: jump CATCUT_107

:CATCUT_106
0002: jump CATCUT_97

:CATCUT_107
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0002: jump CATCUT_114

:CATCUT_112
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CATCUT_114
0164: disable_marker $484
0110: clear_player $PLAYER_CHAR wanted_level
0004: $2163 =  1  ;; integer values
0164: disable_marker $483
02A7: $483 = create_icon_marker_and_sphere $487 at $506 $512 $518
0164: disable_marker $1731
0570: $1731 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(14) $SAVEPOINTY(14) $SAVEPOINTZ(14)
018B: show_on_radar $1731  2
0215: destroy_pickup $SAVE_PICKUP(14)
0213: $SAVE_PICKUP(14) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(14) $SAVEPOINTY(14) $SAVEPOINTZ(14)
0004: $885 =  15  ;; integer values
0051: return

:CATCUT_126
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0249: release_model  330
0051: return

:CATCUT_131
00D6: if  21
0039:   @36 ==  0  ;; integer values
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CATCUT_139
00D6: if  0
002D:   @38 >= @35  ;; integer values 
004D: jump_if_false CATCUT_139
0050: gosub CATCUT_150

:CATCUT_139
00D6: if  0
0039:   @36 ==  2  ;; integer values
004D: jump_if_false CATCUT_149
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false CATCUT_149
0006: @36 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0006: @37 =  0  ;; integer values
00BE: text_clear_all

:CATCUT_149
0051: return

:CATCUT_150
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CATCUT_155
03CF: load_wav @39(@35,8i) as  1
0006: @36 =  1  ;; integer values

:CATCUT_155
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CATCUT_164
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false CATCUT_164
00BC: text_highpriority $6993(@35,8s)  4000 ms  1
03D1: play_wav  1
0006: @36 =  2  ;; integer values

:CATCUT_164
0051: return

;-------------Mission 46---------------
; Originally: Body Harvest


:TRUTH1_1
03A4: name_thread 'TRUTH1'
0050: gosub TRUTH1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false TRUTH1_7
0050: gosub TRUTH1_2068

:TRUTH1_7
0050: gosub TRUTH1_2089
004E: end_thread

:TRUTH1_9
0317: increment_mission_attempts
054C: use_GXT_table 'TRU1'
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
04BB: select_interior  12  ;; select render area
02E4: load_cutscene_data 'TRUTH_1'

:TRUTH1_15
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false TRUTH1_20
0001: wait  0 ms
0002: jump TRUTH1_15

:TRUTH1_20
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:TRUTH1_22
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false TRUTH1_27
0001: wait  0 ms
0002: jump TRUTH1_22

:TRUTH1_27
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:TRUTH1_30
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH1_35
0001: wait  0 ms
0002: jump TRUTH1_30

:TRUTH1_35
04BB: select_interior  0  ;; select render area
0169: set_fade_color  0  0  0
0247: request_model  532
0247: request_model  531
0247: request_model #KMB_MARIJUANA
07C0:  348 
0247: request_model #SW_HAYBREAK02
0247: request_model  357
0247: request_model  478
0247: request_model  337
0247: request_model  157
0247: request_model  160
0247: request_model  162
038B: load_requested_models

:TRUTH1_49
00D6: if  24
8248:   NOT   model  532 available
8248:   NOT   model  531 available
8248:   NOT   model #KMB_MARIJUANA available
8248:   NOT   model  157 available
8248:   NOT   model  160 available
004D: jump_if_false TRUTH1_58
0001: wait  0 ms
0002: jump TRUTH1_49

:TRUTH1_58
00D6: if  23
87C1:   NOT  348 
8248:   NOT   model #SW_HAYBREAK02 available
8248:   NOT   model  357 available
8248:   NOT   model  162 available
004D: jump_if_false TRUTH1_66
0001: wait  0 ms
0002: jump TRUTH1_58

:TRUTH1_66
00D6: if  21
8248:   NOT   model  478 available
8248:   NOT   model  337 available
004D: jump_if_false TRUTH1_72
0001: wait  0 ms
0002: jump TRUTH1_66

:TRUTH1_72
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
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:  4  24  0 
0746:  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: -2196.46 -2256.96  31.43  141.0 
016A: fade  1 (back)  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
00D6: if  0
0039:   @122 ==  100  ;; integer values
004D: jump_if_false TRUTH1_127
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_127
03C7: unknown_maby_cops_density  .3
00D6: if  0
0018:   $7009 >  0  ;; integer values
004D: jump_if_false TRUTH1_132
0950: -1084.219 -1341.156  128.365  257.771 

:TRUTH1_132
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false TRUTH1_137
0002: jump TRUTH1_2070

:TRUTH1_137
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false TRUTH1_472
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false TRUTH1_245
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1047.593 -1347.254  129.39 radius  4.0  4.0  4.0
004D: jump_if_false TRUTH1_245
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @116
016A: fade  0 ()  500 ms

:TRUTH1_150
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH1_155
0001: wait  0 ms
0002: jump TRUTH1_150

:TRUTH1_155
00D6: if  0
0038:   $7009 ==  0  ;; integer values
004D: jump_if_false TRUTH1_159
0004: $7009 =  1  ;; integer values

:TRUTH1_159
0951: (unknown)
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false TRUTH1_164
03C0: $48 = actor $PLAYER_ACTOR car

:TRUTH1_164
00A5: @34 = create_car  532 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  160 in_car @34 driverseat
0001: wait  500 ms
016A: fade  1 (back)  1000 ms
015F: set_camera_position -1073.802 -1038.203  128.492  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_177
0158: camera_on_vehicle @34  15  2

:TRUTH1_177
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false TRUTH1_183
03C0: $48 = actor $PLAYER_ACTOR car
0175: set_car $48 z_angle_to  355.69
0002: jump TRUTH1_184

:TRUTH1_183
0173: set_actor $PLAYER_ACTOR z_angle_to  355.73

:TRUTH1_184
00A5: @90 = create_car  531 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  531 at -1115.569 -1115.231  128.366
0129: @39 = create_actor  24  160 in_car @35 driverseat
0175: set_car @35 z_angle_to  274.604
009A: @49 = create_actor  24  160 at -1064.341 -1283.63  128.247
0173: set_actor @49 z_angle_to  116.09
0605: unknown_action_sequence @49 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @49 @97 
0223: set_actor @49 health_to  50
0648: @49  100.0 
01B2: give_actor @49 weapon  33 ammo  99999  ;; Load the weapon model before using this
009A: @50 = create_actor  24  157 at -1074.646 -1095.812  128.245
0173: set_actor @50 z_angle_to  96.069
0605: unknown_action_sequence @50 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @50 @97 
0223: set_actor @50 health_to  50
0648: @50  100.0 
009A: @52 = create_actor  24  157 at -1135.339 -1134.299  128.259
0173: set_actor @52 z_angle_to  90.157
0605: unknown_action_sequence @52 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @52 @97 
0223: set_actor @52 health_to  50
0648: @52  100.0 
009A: @53 = create_actor  24  162 at -1121.739 -1095.64  128.247
0173: set_actor @53 z_angle_to  94.64
0605: unknown_action_sequence @53 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @53 @97 
0223: set_actor @53 health_to  50
009A: @54 = create_actor  24  157 at -1121.713 -1084.165  128.247
0173: set_actor @54 z_angle_to  79.746
0605: unknown_action_sequence @54 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @54 @97 
0223: set_actor @54 health_to  50
0648: @54  100.0 
009A: @55 = create_actor  24  162 at -1159.367 -1134.375  128.259
0173: set_actor @55 z_angle_to  270.749
0605: unknown_action_sequence @55 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @55 @97 
0223: set_actor @55 health_to  50
0648: @55  100.0 
00BC: text_highpriority 'TRU1_2'  7000 ms  1
0001: wait  200 ms
009A: @51 = create_actor  24  162 at -1074.332 -1084.388  128.244
0173: set_actor @51 z_angle_to  60.659
0605: unknown_action_sequence @51 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @51 @97 
0223: set_actor @51 health_to  50
0648: @51  30.0 
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @117 =  1  ;; integer values

:TRUTH1_245
00D6: if  0
0019:   @33 >  1800  ;; integer values
004D: jump_if_false TRUTH1_261
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false TRUTH1_261
0006: @121 =  0  ;; integer values
0707: unknown_bunnyjump TRUTH1_297 
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TRUTH1_259
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_259
0006: @33 =  0  ;; integer values
0006: @117 =  2  ;; integer values

:TRUTH1_261
00D6: if  0
0039:   @117 ==  2  ;; integer values
004D: jump_if_false TRUTH1_279
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false TRUTH1_279
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_276
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_276
00BC: text_highpriority 'TRU1_3'  7000 ms  1
0006: @33 =  0  ;; integer values
0006: @117 =  3  ;; integer values

:TRUTH1_279
00D6: if  0
0039:   @117 ==  3  ;; integer values
004D: jump_if_false TRUTH1_290
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false TRUTH1_290
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
0006: @33 =  0  ;; integer values
0006: @117 =  4  ;; integer values

:TRUTH1_290
00D6: if  0
0039:   @117 ==  4  ;; integer values
004D: jump_if_false TRUTH1_472
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false TRUTH1_472
0006: @121 =  1  ;; integer values

:TRUTH1_297
0701: (unknown)
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false TRUTH1_376
016A: fade  0 ()  500 ms

:TRUTH1_302
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH1_307
0001: wait  0 ms
0002: jump TRUTH1_302

:TRUTH1_307
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  160 at -1064.341 -1283.63  128.247
0173: set_actor @49 z_angle_to  116.09
0605: unknown_action_sequence @49 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @49 @97 
0223: set_actor @49 health_to  50
0648: @49  100.0 
01B2: give_actor @49 weapon  33 ammo  99999  ;; Load the weapon model before using this
009A: @50 = create_actor  24  157 at -1074.646 -1095.812  128.245
0173: set_actor @50 z_angle_to  96.069
0605: unknown_action_sequence @50 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @50 @97 
0223: set_actor @50 health_to  50
0648: @50  100.0 
009A: @51 = create_actor  24  162 at -1074.332 -1084.388  128.244
0173: set_actor @51 z_angle_to  60.659
0605: unknown_action_sequence @51 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @51 @97 
0223: set_actor @51 health_to  50
0648: @51  100.0 
009A: @52 = create_actor  24  157 at -1135.339 -1134.299  128.259
0173: set_actor @52 z_angle_to  90.157
0605: unknown_action_sequence @52 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @52 @97 
0223: set_actor @52 health_to  50
0648: @52  100.0 
009A: @53 = create_actor  24  162 at -1121.739 -1095.64  128.247
0173: set_actor @53 z_angle_to  94.64
0605: unknown_action_sequence @53 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @53 @97 
0223: set_actor @53 health_to  50
009A: @54 = create_actor  24  157 at -1121.713 -1084.165  128.247
0173: set_actor @54 z_angle_to  79.746
0605: unknown_action_sequence @54 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @54 @97 
0223: set_actor @54 health_to  50
0648: @54  100.0 
009A: @55 = create_actor  24  162 at -1159.367 -1134.375  128.259
0173: set_actor @55 z_angle_to  270.749
0605: unknown_action_sequence @55 "ATM" "PED"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @55 @97 
0223: set_actor @55 health_to  50
0648: @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 (off)
00BE: text_clear_all
016A: fade  1 (back)  500 ms

:TRUTH1_371
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH1_376
0001: wait  0 ms
0002: jump TRUTH1_371

:TRUTH1_376
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'TRU1_4'  7000 ms  1
00A6: destroy_car @34
009B: destroy_actor_instantly @38
009B: destroy_actor_instantly @39
00A6: destroy_car @35
00A5: @34 = create_car  532 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  160 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: @116  1 
053F: set_car @34 tires_vulnerable  0
00A5: @56 = create_car  531 at -1029.287 -1183.826  128.184
0175: set_car @56 z_angle_to  90.725
0129: @57 = create_actor  24  162 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  531 at -1067.128 -1153.574  128.2188
0175: set_car @58 z_angle_to  272.1696
0129: @59 = create_actor  24  157 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  0
8118:   NOT   actor @50 dead
004D: jump_if_false TRUTH1_412
01B2: give_actor @50 weapon  33 ammo  99999  ;; Load the weapon model before using this

:TRUTH1_412
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false TRUTH1_416
01B2: give_actor @52 weapon  6 ammo  1  ;; Load the weapon model before using this

:TRUTH1_416
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false TRUTH1_420
01B2: give_actor @53 weapon  6 ammo  1  ;; Load the weapon model before using this

:TRUTH1_420
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false TRUTH1_426
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_426
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false TRUTH1_432
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_432
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false TRUTH1_438
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_438
009A: @91 = create_actor  24  162 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: @91  80.0 
009A: @92 = create_actor  24  157 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: @92  80.0 
009A: @93 = create_actor  24  160 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: @93  150.0 
009A: @94 = create_actor  24  160 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: @94  150.0 
009A: @95 = create_actor  24  160 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: @95  150.0 
009A: @96 = create_actor  24  160 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: @96  150.0 
0006: @117 =  5  ;; integer values

:TRUTH1_472
00D6: if  0
0039:   @118 ==  1  ;; integer values
004D: jump_if_false TRUTH1_2016
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false TRUTH1_489
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false TRUTH1_489
00D6: if  22
00F2:   actor @49 near_actor $PLAYER_ACTOR radius  15.0  15.0  0
051A:   unknown_actor @49 hit_by_actor $PLAYER_ACTOR
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1074.33 -1321.1 -1022.5 -1271.43
004D: jump_if_false TRUTH1_489
0006: @143 =  1  ;; integer values
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 
0006: @123 =  1  ;; integer values

:TRUTH1_489
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1096.488 -1170.56 -1032.682 -1249.599
004D: jump_if_false TRUTH1_521
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false TRUTH1_506
00D6: if  0
8119:   NOT   car @56 wrecked
004D: jump_if_false TRUTH1_506
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false TRUTH1_506
00D6: if  0
0448:   actor @57 in_car @56
004D: jump_if_false TRUTH1_506
05EB: @56  348 
0006: @124 =  1  ;; integer values

:TRUTH1_506
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false TRUTH1_521
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false TRUTH1_521
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false TRUTH1_521
00D6: if  0
0448:   actor @59 in_car @58
004D: jump_if_false TRUTH1_521
04BA: set_car @58 speed_instantly  12.0
05D1: unknown_action_sequence @59 @58 -1045.147 -1152.724  127.5258  20.0  0  0  0 
0006: @125 =  1  ;; integer values

:TRUTH1_521
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false TRUTH1_541
00D6: if  0
8119:   NOT   car @56 wrecked
004D: jump_if_false TRUTH1_541
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false TRUTH1_541
00D6: if  0
0448:   actor @57 in_car @56
004D: jump_if_false TRUTH1_541
00D6: if  0
860E:   NOT @56 
004D: jump_if_false TRUTH1_541
0006: @143 =  8  ;; integer values
0085: @102 = @57  ;; integer values and handles
0085: @101 = @56  ;; integer values and handles
0050: gosub TRUTH1_2062
0006: @124 =  2  ;; integer values

:TRUTH1_541
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false TRUTH1_560
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false TRUTH1_560
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false TRUTH1_560
00D6: if  0
0448:   actor @59 in_car @58
004D: jump_if_false TRUTH1_560
00D6: if  0
01AD:   car @58  0 ()near_point -1045.147 -1152.724  6.0  6.0
004D: jump_if_false TRUTH1_560
0085: @102 = @59  ;; integer values and handles
0085: @101 = @58  ;; integer values and handles
0050: gosub TRUTH1_2062
0006: @125 =  2  ;; integer values

:TRUTH1_560
00D6: if  0
0039:   @124 ==  2  ;; integer values
004D: jump_if_false TRUTH1_577
00D6: if  0
8119:   NOT   car @56 wrecked
004D: jump_if_false TRUTH1_577
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false TRUTH1_577
00D6: if  0
0448:   actor @57 in_car @56
004D: jump_if_false TRUTH1_577
00D6: if  0
0A1B: @57 $PLAYER_ACTOR 
004D: jump_if_false TRUTH1_577
06C7: unknown_action_sequence @57 @56  3  3000 
0006: @124 =  3  ;; integer values

:TRUTH1_577
00D6: if  0
0039:   @124 ==  3  ;; integer values
004D: jump_if_false TRUTH1_597
00D6: if  0
8119:   NOT   car @56 wrecked
004D: jump_if_false TRUTH1_597
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false TRUTH1_597
00D6: if  0
0448:   actor @57 in_car @56
004D: jump_if_false TRUTH1_597
062E: @57  1735 @110 
00D6: if  0
04A4: @110  7 
004D: jump_if_false TRUTH1_597
0085: @102 = @57  ;; integer values and handles
0085: @101 = @56  ;; integer values and handles
0050: gosub TRUTH1_2062
0006: @124 =  2  ;; integer values

:TRUTH1_597
00D6: if  0
0039:   @125 ==  2  ;; integer values
004D: jump_if_false TRUTH1_614
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false TRUTH1_614
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false TRUTH1_614
00D6: if  0
0448:   actor @59 in_car @58
004D: jump_if_false TRUTH1_614
00D6: if  0
0A1B: @59 $PLAYER_ACTOR 
004D: jump_if_false TRUTH1_614
06C7: unknown_action_sequence @59 @58  3  3000 
0006: @125 =  3  ;; integer values

:TRUTH1_614
00D6: if  0
0039:   @125 ==  3  ;; integer values
004D: jump_if_false TRUTH1_634
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false TRUTH1_634
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false TRUTH1_634
00D6: if  0
0448:   actor @59 in_car @58
004D: jump_if_false TRUTH1_634
062E: @59  1735 @110 
00D6: if  0
04A4: @110  7 
004D: jump_if_false TRUTH1_634
0085: @102 = @59  ;; integer values and handles
0085: @101 = @58  ;; integer values and handles
0050: gosub TRUTH1_2062
0006: @125 =  2  ;; integer values

:TRUTH1_634
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false TRUTH1_701
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1033.47 -1067.18 -1202.46 -1149.65
004D: jump_if_false TRUTH1_648
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false TRUTH1_644
0006: @126 =  1  ;; integer values

:TRUTH1_644
00D6: if  0
068C: $PLAYER_CHAR 
004D: jump_if_false TRUTH1_648
0006: @126 =  1  ;; integer values

:TRUTH1_648
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1033.47 -1067.18 -1202.46 -1149.65
004D: jump_if_false TRUTH1_652
0006: @126 =  1  ;; integer values

:TRUTH1_652
00D6: if  0
056D:   unknown_actor @50 dead_but_valid
004D: jump_if_false TRUTH1_659
00D6: if  0
051A:   unknown_actor @50 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TRUTH1_659
0006: @126 =  1  ;; integer values

:TRUTH1_659
00D6: if  0
056D:   unknown_actor @50 dead_but_valid
004D: jump_if_false TRUTH1_666
00D6: if  0
051A:   unknown_actor @50 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TRUTH1_666
0006: @126 =  1  ;; integer values

:TRUTH1_666
00D6: if  0
056D:   unknown_actor @51 dead_but_valid
004D: jump_if_false TRUTH1_673
00D6: if  0
051A:   unknown_actor @51 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TRUTH1_673
0006: @126 =  1  ;; integer values

:TRUTH1_673
00D6: if  0
056D:   unknown_actor @52 dead_but_valid
004D: jump_if_false TRUTH1_680
00D6: if  0
051A:   unknown_actor @52 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TRUTH1_680
0006: @126 =  1  ;; integer values

:TRUTH1_680
00D6: if  0
056D:   unknown_actor @53 dead_but_valid
004D: jump_if_false TRUTH1_687
00D6: if  0
051A:   unknown_actor @53 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TRUTH1_687
0006: @126 =  1  ;; integer values

:TRUTH1_687
00D6: if  0
056D:   unknown_actor @54 dead_but_valid
004D: jump_if_false TRUTH1_694
00D6: if  0
051A:   unknown_actor @54 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TRUTH1_694
0006: @126 =  1  ;; integer values

:TRUTH1_694
00D6: if  0
056D:   unknown_actor @55 dead_but_valid
004D: jump_if_false TRUTH1_701
00D6: if  0
051A:   unknown_actor @55 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TRUTH1_701
0006: @126 =  1  ;; integer values

:TRUTH1_701
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false TRUTH1_733
0006: @143 =  12  ;; integer values
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false TRUTH1_709
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:TRUTH1_709
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false TRUTH1_714
05E2: unknown_action_sequence @51 $PLAYER_ACTOR 
02E2: set_actor @51 weapon_accuracy_to  50

:TRUTH1_714
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false TRUTH1_718
05E2: unknown_action_sequence @52 $PLAYER_ACTOR 

:TRUTH1_718
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false TRUTH1_722
05E2: unknown_action_sequence @53 $PLAYER_ACTOR 

:TRUTH1_722
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false TRUTH1_727
05E2: unknown_action_sequence @54 $PLAYER_ACTOR 
02E2: set_actor @54 weapon_accuracy_to  60

:TRUTH1_727
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false TRUTH1_732
05E2: unknown_action_sequence @55 $PLAYER_ACTOR 
02E2: set_actor @55 weapon_accuracy_to  70

:TRUTH1_732
0006: @126 =  2  ;; integer values

:TRUTH1_733
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false TRUTH1_755
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false TRUTH1_755
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_755
00D6: if  0
0448:   actor @38 in_car @34
004D: jump_if_false TRUTH1_755
04C4: create_coordinate $69 $70 $71 from_actor @38 offset  0.0  10.0  0.0
00D6: if  21
00EF:   actor $PLAYER_ACTOR stopped  0 ()near_point $69 $70 radius  12.0  12.0  
00EC:   actor $PLAYER_ACTOR  0 ()near_point $69 $70 radius  12.0  12.0
004D: jump_if_false TRUTH1_755
01B2: give_actor @38 weapon  33 ammo  50  ;; Load the weapon model before using this
02E2: set_actor @38 weapon_accuracy_to  20
05E2: unknown_action_sequence @38 $PLAYER_ACTOR 
0006: @143 =  23  ;; integer values
0006: @128 =  1  ;; integer values

:TRUTH1_755
00D6: if  0
0019:   @117 >  4  ;; integer values
004D: jump_if_false TRUTH1_791
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false TRUTH1_775
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false TRUTH1_775
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false TRUTH1_775
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_775
00D6: if  0
0448:   actor @38 in_car @34
004D: jump_if_false TRUTH1_775
0050: gosub TRUTH1_2053
0006: @119 =  1  ;; integer values

:TRUTH1_775
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false TRUTH1_791
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false TRUTH1_791
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_791
00D6: if  0
0448:   actor @38 in_car @34
004D: jump_if_false TRUTH1_791
00D6: if  0
01AD:   car @34  0 ()near_point -1031.46 -935.51  10.0  10.0
004D: jump_if_false TRUTH1_791
0006: @119 =  0  ;; integer values

:TRUTH1_791
00D6: if  0
0029:   @119 >=  0  ;; integer values
004D: jump_if_false TRUTH1_917
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_917
00D6: if  0
00B0:   car @34  0 ()in_rectangle -1201.518 -926.777 -1016.98 -1052.652
004D: jump_if_false TRUTH1_917
046C: @106 = car @34 driver
00D6: if  0
8039:   NOT   @106 == -1  ;; integer values
004D: jump_if_false TRUTH1_917
00D6: if  0
0039:   @120 ==  100  ;; integer values
004D: jump_if_false TRUTH1_813
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_813
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false TRUTH1_831
00D6: if  0
0019:   @32 >  1250  ;; integer values
004D: jump_if_false TRUTH1_831
00D6: if  0
03CA:   object @43 exists
004D: jump_if_false TRUTH1_823
0108: destroy_object @43

:TRUTH1_823
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: @43 @34
0006: @32 =  0  ;; integer values
0006: @120 =  1  ;; integer values

:TRUTH1_831
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false TRUTH1_848
00D6: if  0
0019:   @32 >  2250  ;; integer values
004D: jump_if_false TRUTH1_848
00D6: if  0
03CA:   object @44 exists
004D: jump_if_false TRUTH1_841
0108: destroy_object @44

:TRUTH1_841
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: @44 @34
0006: @120 =  2  ;; integer values

:TRUTH1_848
00D6: if  0
0039:   @120 ==  2  ;; integer values
004D: jump_if_false TRUTH1_865
00D6: if  0
0019:   @32 >  4250  ;; integer values
004D: jump_if_false TRUTH1_865
00D6: if  0
03CA:   object @45 exists
004D: jump_if_false TRUTH1_858
0108: destroy_object @45

:TRUTH1_858
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: @45 @34
0006: @120 =  3  ;; integer values

:TRUTH1_865
00D6: if  0
0039:   @120 ==  3  ;; integer values
004D: jump_if_false TRUTH1_882
00D6: if  0
0019:   @32 >  6250  ;; integer values
004D: jump_if_false TRUTH1_882
00D6: if  0
03CA:   object @46 exists
004D: jump_if_false TRUTH1_875
0108: destroy_object @46

:TRUTH1_875
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: @46 @34
0006: @120 =  4  ;; integer values

:TRUTH1_882
00D6: if  0
0039:   @120 ==  4  ;; integer values
004D: jump_if_false TRUTH1_899
00D6: if  0
0019:   @32 >  8250  ;; integer values
004D: jump_if_false TRUTH1_899
00D6: if  0
03CA:   object @47 exists
004D: jump_if_false TRUTH1_892
0108: destroy_object @47

:TRUTH1_892
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: @47 @34
0006: @120 =  5  ;; integer values

:TRUTH1_899
00D6: if  0
0039:   @120 ==  5  ;; integer values
004D: jump_if_false TRUTH1_917
00D6: if  0
0019:   @32 >  10250  ;; integer values
004D: jump_if_false TRUTH1_917
00D6: if  0
03CA:   object @48 exists
004D: jump_if_false TRUTH1_909
0108: destroy_object @48

:TRUTH1_909
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: @48 @34
0006: @32 =  0  ;; integer values
0006: @120 =  0  ;; integer values

:TRUTH1_917
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1012
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1012
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: @109 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @109 
009A: @67 = create_actor  24  160 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: @67 @109 
009A: @68 = create_actor  24  162 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: @68 @109 
009A: @69 = create_actor  24  157 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: @69 @109 
009A: @70 = create_actor  24  160 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: @70 @109 
009A: @71 = create_actor  24  162 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: @71 @109 
009A: @72 = create_actor  24  157 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: @72 @109 
009A: @73 = create_actor  24  162 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: @73 @109 
009A: @74 = create_actor  24  160 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: @74 @109 
009A: @75 = create_actor  24  157 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: @75 @109 
009A: @76 = create_actor  24  162 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: @76 @109 
009A: @77 = create_actor  24  162 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: @77 @109 
009A: @78 = create_actor  24  160 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: @78 @109 
009A: @79 = create_actor  24  160 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: @79 @109 
061B: @109 
0006: @131 =  1  ;; integer values

:TRUTH1_1012
00D6: if  0
0039:   @131 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1127
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_1127
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1039
00D6: if  0
01AD:   car @34  0 ()near_point -1205.812 -1090.725  20.0  20.0
004D: jump_if_false TRUTH1_1039
0615: @107 
0638: unknown_action_sequence -1  0 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  30.0  30000 
0616: @107 
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false TRUTH1_1032
0618: @67 @107 

:TRUTH1_1032
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false TRUTH1_1036
0618: @68 @107 

:TRUTH1_1036
0006: @143 =  28  ;; integer values
061B: @107 
0006: @132 =  1  ;; integer values

:TRUTH1_1039
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1059
00D6: if  0
01AD:   car @34  0 ()near_point -1181.8 -1116.735  20.0  20.0
004D: jump_if_false TRUTH1_1059
0615: @107 
0638: unknown_action_sequence -1  0 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  30.0  30000 
0616: @107 
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false TRUTH1_1053
0618: @69 @107 

:TRUTH1_1053
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false TRUTH1_1057
0618: @71 @107 

:TRUTH1_1057
061B: @107 
0006: @133 =  1  ;; integer values

:TRUTH1_1059
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1075
00D6: if  0
01AD:   car @34  0 ()near_point -1211.422 -1090.977  25.0  25.0
004D: jump_if_false TRUTH1_1075
0615: @107 
0638: unknown_action_sequence -1  0 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  30.0  30000 
0616: @107 
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false TRUTH1_1073
0618: @70 @107 

:TRUTH1_1073
061B: @107 
0006: @134 =  1  ;; integer values

:TRUTH1_1075
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1098
00D6: if  0
01AD:   car @34  0 ()near_point -1145.651 -1111.67  20.0  20.0
004D: jump_if_false TRUTH1_1098
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false TRUTH1_1089
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_2044

:TRUTH1_1089
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false TRUTH1_1097
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_2044

:TRUTH1_1097
0006: @135 =  1  ;; integer values

:TRUTH1_1098
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1127
00D6: if  0
00B0:   car @34  0 ()in_rectangle -1224.06 -1135.61 -999.06 -1063.3
004D: jump_if_false TRUTH1_1127
0615: @107 
0638: unknown_action_sequence -1  0 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  30.0  30000 
0616: @107 
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false TRUTH1_1112
0618: @76 @107 

:TRUTH1_1112
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false TRUTH1_1116
0618: @77 @107 

:TRUTH1_1116
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false TRUTH1_1120
0618: @78 @107 

:TRUTH1_1120
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false TRUTH1_1124
0618: @79 @107 

:TRUTH1_1124
061B: @107 
0006: @141 =  1  ;; integer values
0006: @136 =  1  ;; integer values

:TRUTH1_1127
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1219
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false TRUTH1_1137
00D6: if  0
82CB:   NOT   actor @54 bounding_sphere_visible
004D: jump_if_false TRUTH1_1137
009B: destroy_actor_instantly @54

:TRUTH1_1137
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false TRUTH1_1144
00D6: if  0
82CB:   NOT   actor @55 bounding_sphere_visible
004D: jump_if_false TRUTH1_1144
009B: destroy_actor_instantly @55

:TRUTH1_1144
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false TRUTH1_1151
00D6: if  0
82CB:   NOT   actor @49 bounding_sphere_visible
004D: jump_if_false TRUTH1_1151
009B: destroy_actor_instantly @67

:TRUTH1_1151
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false TRUTH1_1158
00D6: if  0
82CB:   NOT   actor @50 bounding_sphere_visible
004D: jump_if_false TRUTH1_1158
009B: destroy_actor_instantly @68

:TRUTH1_1158
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false TRUTH1_1165
00D6: if  0
82CB:   NOT   actor @51 bounding_sphere_visible
004D: jump_if_false TRUTH1_1165
009B: destroy_actor_instantly @69

:TRUTH1_1165
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false TRUTH1_1172
00D6: if  0
82CB:   NOT   actor @52 bounding_sphere_visible
004D: jump_if_false TRUTH1_1172
009B: destroy_actor_instantly @70

:TRUTH1_1172
0615: @109 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @109 
009A: @80 = create_actor  24  162 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: @80 @109 
009A: @81 = create_actor  24  160 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: @81 @109 
009A: @82 = create_actor  24  162 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: @82 @109 
009A: @83 = create_actor  24  157 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: @83 @109 
0674: set_car_model  478 numberplate "__HOM__" 
00A5: @87 = create_car  478 at -1049.0 -1296.0  128.3
0175: set_car @87 z_angle_to  277.382
009A: @84 = create_actor  24  162 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: @84 @109 
0674: set_car_model  478 numberplate "__HOM__" 
00A5: @88 = create_car  478 at -1154.086 -1339.716  126.61
0175: set_car @88 z_angle_to  272.428
0129: @86 = create_actor  24  157 in_car @88 driverseat
009A: @85 = create_actor  24  162 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  .9 unknown  0 angle  360.0 with_weapon  33
0638: unknown_action_sequence @85  1 
061B: @109 
0006: @141 =  2  ;; integer values

:TRUTH1_1219
00D6: if  0
0039:   @141 ==  2  ;; integer values
004D: jump_if_false TRUTH1_1250
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_1250
00D6: if  0
01AD:   car @34  0 ()near_point -1050.942 -1171.55  15.0  15.0
004D: jump_if_false TRUTH1_1250
0615: @107 
0638: unknown_action_sequence -1  0 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  30.0  30000 
0616: @107 
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false TRUTH1_1236
0618: @80 @107 

:TRUTH1_1236
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TRUTH1_1240
0618: @81 @107 

:TRUTH1_1240
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false TRUTH1_1244
0618: @82 @107 

:TRUTH1_1244
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false TRUTH1_1248
0618: @83 @107 

:TRUTH1_1248
061B: @107 
0006: @141 =  3  ;; integer values

:TRUTH1_1250
00D6: if  0
0019:   @141 >  1  ;; integer values
004D: jump_if_false TRUTH1_1308
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1308
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -974.32 -1287.37 -1129.14 -1330.41
004D: jump_if_false TRUTH1_1308
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false TRUTH1_1271
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false TRUTH1_1271
04BA: set_car @88 speed_instantly  30.0
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false TRUTH1_1270
05E2: unknown_action_sequence @85 $PLAYER_ACTOR 

:TRUTH1_1270
06E1: unknown_action_sequence @86 @88 @88  4  30.0  3 

:TRUTH1_1271
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_1308
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_1323
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1323
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH1_1323
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
0164: disable_marker @116
018A: @116 = create_checkpoint_at -1114.25 -1619.96  76.68
0006: @130 =  1  ;; integer values

:TRUTH1_1323
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_1340
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1340
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH1_1340
00D6: if  0
8019:   NOT   @129 >  1  ;; integer values
004D: jump_if_false TRUTH1_1340
00BC: text_highpriority 'TRU1_7'  5000 ms  1
0164: disable_marker @116
0186: @116 = create_marker_above_car @34
07E0: @116  1 
0006: @130 =  0  ;; integer values

:TRUTH1_1340
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1368
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1368
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_1368
00D6: if  0
01AF:   car @34  1 (in-sphere)near_point -1100.007 -1620.949  75.375 radius  5.0  5.0  5.0
004D: jump_if_false TRUTH1_1368
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH1_1368
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false TRUTH1_1359
03C0: $48 = actor $PLAYER_ACTOR car

:TRUTH1_1359
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:TRUTH1_1361
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH1_1366
0001: wait  0 ms
0002: jump TRUTH1_1361

:TRUTH1_1366
02A3: toggle_widescreen  1 (on)
0006: @129 =  2  ;; integer values

:TRUTH1_1368
00D6: if  0
0039:   @129 ==  2  ;; integer values
004D: jump_if_false TRUTH1_1444
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_1444
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  531
0249: release_model #KMB_MARIJUANA
0249: release_model #SW_HAYBREAK02
0249: release_model  357
0249: release_model  478
0249: release_model  337
023C: load_special_actor  1 'TRUTH'
0247: request_model  424
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_1396
00D6: if  23
823D:   NOT   special_actor  1 loaded
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
8248:   NOT   model  424 available
004D: jump_if_false TRUTH1_1404
0001: wait  0 ms
0002: jump TRUTH1_1396

:TRUTH1_1404
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH1_1412
00AB: put_car @34 at -1102.21 -1620.017  77.345
0175: set_car @34 z_angle_to  90.738

:TRUTH1_1412
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false TRUTH1_1418
0001: wait  0 ms
0002: jump TRUTH1_1412

:TRUTH1_1418
00A5: @56 = create_car  424 at -1074.53 -1643.624  75.066
0175: set_car @56 z_angle_to  84.918
009A: @89 = create_actor  25  290 at -1088.84 -1623.997  75.375
0173: set_actor @89 z_angle_to  91.269
0489: unknown_actor @89 flag  1
02AB: set_actor @89 immunities  1  1  1  1  1
060B: unknown_actor_use_entity @89 @97 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TRUTH1_1431
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_1433

:TRUTH1_1431
00A1: put_actor $PLAYER_ACTOR at -1098.84 -1623.997  75.375
0173: set_actor $PLAYER_ACTOR z_angle_to  264.123

:TRUTH1_1433
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 (back)  1000 ms
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false TRUTH1_1441
05D3: unknown_action_sequence @89 -1093.189 -1624.021  75.375  4  5000 

:TRUTH1_1441
05D3: unknown_action_sequence $PLAYER_ACTOR -1094.931 -1623.946  75.375  4  5000 
0006: @32 =  0  ;; integer values
0006: @129 =  3  ;; integer values

:TRUTH1_1444
00D6: if  0
0039:   @129 ==  3  ;; integer values
004D: jump_if_false TRUTH1_1463
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false TRUTH1_1463
00D6: if  21
0019:   @32 >  2500  ;; integer values
00F0:   actor @89 stopped  0 ()near_point_on_foot -1093.189 -1624.021 radius  1.5  1.5
004D: jump_if_false TRUTH1_1463
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: @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: unknown_action_sequence @89 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @129 =  4  ;; integer values

:TRUTH1_1463
00D6: if  0
0039:   @129 ==  4  ;; integer values
004D: jump_if_false TRUTH1_1469
00BC: text_highpriority 'TRU1_ZA'  4000 ms  1
03D1: play_wav  1
0006: @129 =  5  ;; integer values

:TRUTH1_1469
00D6: if  0
0039:   @129 ==  5  ;; integer values
004D: jump_if_false TRUTH1_1481
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1481
00BE: text_clear_all
040D: unload_wav  1
03CF: load_wav  41042 as  1
00BC: text_highpriority 'TRU1_ZB'  4000 ms  1
03D1: play_wav  2
0006: @129 =  6  ;; integer values

:TRUTH1_1481
00D6: if  0
0039:   @129 ==  6  ;; integer values
004D: jump_if_false TRUTH1_1493
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false TRUTH1_1493
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1493
00BC: text_highpriority 'TRU1_ZC'  4000 ms  1
03D1: play_wav  1
0006: @129 =  7  ;; integer values

:TRUTH1_1493
00D6: if  0
0039:   @129 ==  7  ;; integer values
004D: jump_if_false TRUTH1_1508
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1508
00BE: text_clear_all
05D3: unknown_action_sequence $PLAYER_ACTOR -1092.25 -1629.82  76.0  4  5000 
0001: wait  250 ms
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false TRUTH1_1506
05D3: unknown_action_sequence @89 -1099.96 -1623.7  76.4  4  5000 

:TRUTH1_1506
0006: @32 =  0  ;; integer values
0006: @129 =  8  ;; integer values

:TRUTH1_1508
00D6: if  0
0039:   @129 ==  8  ;; integer values
004D: jump_if_false TRUTH1_1541
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TRUTH1_1541
016A: fade  0 ()  1000 ms

:TRUTH1_1515
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH1_1520
0001: wait  0 ms
0002: jump TRUTH1_1515

:TRUTH1_1520
0247: request_model  330
03CF: load_wav  23000 as  3
038B: load_requested_models

:TRUTH1_1523
00D6: if  21
8248:   NOT   model  330 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false TRUTH1_1529
0001: wait  0 ms
0002: jump TRUTH1_1523

:TRUTH1_1529
00A6: destroy_car @34
009B: destroy_actor_instantly @89
02A3: toggle_widescreen  0 (off)
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 (back)  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 (unfrozen)
0006: @32 =  0  ;; integer values
0006: @129 =  9  ;; integer values

:TRUTH1_1541
00D6: if  0
0039:   @129 ==  9  ;; integer values
004D: jump_if_false TRUTH1_1551
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TRUTH1_1551
0729: unknown_action_sequence $PLAYER_ACTOR  1 
040D: unload_wav  3
0006: @32 =  0  ;; integer values
0006: @129 =  10  ;; integer values

:TRUTH1_1551
00D6: if  0
0039:   @129 ==  10  ;; integer values
004D: jump_if_false TRUTH1_1560
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false TRUTH1_1560
0006: @144 =  1  ;; integer values
0006: @145 =  0  ;; integer values
0006: @129 =  11  ;; integer values

:TRUTH1_1560
00D6: if  0
0039:   @129 ==  11  ;; integer values
004D: jump_if_false TRUTH1_1741
0050: gosub TRUTH1_2024
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1573
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1573
04AF: @113 = unknown_wav_reference  25256 
05AA: s@114 = 'MCES05A'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1573
00D6: if  0
0039:   @144 ==  2  ;; integer values
004D: jump_if_false TRUTH1_1582
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1582
04AF: @113 = unknown_wav_reference  25257 
05AA: s@114 = 'MCES05B'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1582
00D6: if  0
0039:   @144 ==  3  ;; integer values
004D: jump_if_false TRUTH1_1591
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1591
04AF: @113 = unknown_wav_reference  25258 
05AA: s@114 = 'MCES05C'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1591
00D6: if  0
0039:   @144 ==  4  ;; integer values
004D: jump_if_false TRUTH1_1600
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1600
04AF: @113 = unknown_wav_reference  25259 
05AA: s@114 = 'MCES05D'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1600
00D6: if  0
0039:   @144 ==  5  ;; integer values
004D: jump_if_false TRUTH1_1609
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1609
04AF: @113 = unknown_wav_reference  25260 
05AA: s@114 = 'MCES05E'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1609
00D6: if  0
0039:   @144 ==  6  ;; integer values
004D: jump_if_false TRUTH1_1618
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1618
04AF: @113 = unknown_wav_reference  25261 
05AA: s@114 = 'MCES05F'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1618
00D6: if  0
0039:   @144 ==  7  ;; integer values
004D: jump_if_false TRUTH1_1627
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1627
04AF: @113 = unknown_wav_reference  25262 
05AA: s@114 = 'MCES05G'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1627
00D6: if  0
0039:   @144 ==  8  ;; integer values
004D: jump_if_false TRUTH1_1636
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1636
04AF: @113 = unknown_wav_reference  25263 
05AA: s@114 = 'MCES05H'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1636
00D6: if  0
0039:   @144 ==  9  ;; integer values
004D: jump_if_false TRUTH1_1645
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1645
04AF: @113 = unknown_wav_reference  25264 
05AA: s@114 = 'MCES05J'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1645
00D6: if  0
0039:   @144 ==  10  ;; integer values
004D: jump_if_false TRUTH1_1654
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1654
04AF: @113 = unknown_wav_reference  25265 
05AA: s@114 = 'MCES05K'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1654
00D6: if  0
0039:   @144 ==  11  ;; integer values
004D: jump_if_false TRUTH1_1663
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1663
04AF: @113 = unknown_wav_reference  25266 
05AA: s@114 = 'MCES05L'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1663
00D6: if  0
0039:   @144 ==  12  ;; integer values
004D: jump_if_false TRUTH1_1672
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1672
04AF: @113 = unknown_wav_reference  25267 
05AA: s@114 = 'MCES05M'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1672
00D6: if  0
0039:   @144 ==  13  ;; integer values
004D: jump_if_false TRUTH1_1681
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1681
04AF: @113 = unknown_wav_reference  25268 
05AA: s@114 = 'MCES05N'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1681
00D6: if  0
0039:   @144 ==  14  ;; integer values
004D: jump_if_false TRUTH1_1690
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1690
04AF: @113 = unknown_wav_reference  25269 
05AA: s@114 = 'MCES05O'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1690
00D6: if  0
0039:   @144 ==  15  ;; integer values
004D: jump_if_false TRUTH1_1699
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1699
04AF: @113 = unknown_wav_reference  25270 
05AA: s@114 = 'MCES05P'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1699
00D6: if  0
0039:   @144 ==  16  ;; integer values
004D: jump_if_false TRUTH1_1708
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1708
04AF: @113 = unknown_wav_reference  25271 
05AA: s@114 = 'MCES05Q'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1708
00D6: if  0
0039:   @144 ==  17  ;; integer values
004D: jump_if_false TRUTH1_1717
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1717
04AF: @113 = unknown_wav_reference  25272 
05AA: s@114 = 'MCES05R'  ;; 8-byte strings
0050: gosub TRUTH1_2017

:TRUTH1_1717
00D6: if  0
0039:   @144 ==  18  ;; integer values
004D: jump_if_false TRUTH1_1723
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0006: @32 =  0  ;; integer values
0006: @144 =  19  ;; integer values

:TRUTH1_1723
00D6: if  0
0039:   @144 ==  19  ;; integer values
004D: jump_if_false TRUTH1_1731
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false TRUTH1_1731
0002: jump TRUTH1_2070
0006: @144 =  20  ;; integer values

:TRUTH1_1731
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false TRUTH1_1741
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false TRUTH1_1741
040D: unload_wav  1
0006: @145 =  0  ;; integer values
0006: @144 =  18  ;; integer values
0006: @146 =  1  ;; integer values

:TRUTH1_1741
00D6: if  0
0019:   @117 >  4  ;; integer values
004D: jump_if_false TRUTH1_1752
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false TRUTH1_1752
00D6: if  0
001B:    8 > @129  ;; integer values
004D: jump_if_false TRUTH1_1752
00BC: text_highpriority 'TRU1_16'  5000 ms  1
0002: jump TRUTH1_2068

:TRUTH1_1752
00D6: if  0
001B:    100 > @143  ;; integer values
004D: jump_if_false TRUTH1_2016
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false TRUTH1_1764
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false TRUTH1_1764
040D: unload_wav  1
03CF: load_wav  41029 as  1
0006: @143 =  2  ;; integer values

:TRUTH1_1764
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false TRUTH1_1777
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false TRUTH1_1777
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1777
0489: unknown_actor @49 flag  1
00BC: text_highpriority 'TRU1_DF'  4000 ms  1
03D1: play_wav  1
0006: @143 =  3  ;; integer values

:TRUTH1_1777
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false TRUTH1_1785
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1785
00BE: text_clear_all
0006: @143 =  4  ;; integer values

:TRUTH1_1785
00D6: if  0
0039:   @143 ==  4  ;; integer values
004D: jump_if_false TRUTH1_1794
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false TRUTH1_1794
040D: unload_wav  1
03CF: load_wav  41030 as  1
0006: @143 =  5  ;; integer values

:TRUTH1_1794
00D6: if  0
0039:   @143 ==  5  ;; integer values
004D: jump_if_false TRUTH1_1807
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false TRUTH1_1807
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1807
00BC: text_highpriority 'TRU1_DG'  4000 ms  1
0949: link_wav  1 to_actor @49 
03D1: play_wav  1
0006: @143 =  6  ;; integer values

:TRUTH1_1807
00D6: if  0
0039:   @143 ==  6  ;; integer values
004D: jump_if_false TRUTH1_1819
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1819
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false TRUTH1_1818
0489: unknown_actor @49 flag  0

:TRUTH1_1818
0006: @143 =  7  ;; integer values

:TRUTH1_1819
00D6: if  0
0039:   @143 ==  8  ;; integer values
004D: jump_if_false TRUTH1_1828
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false TRUTH1_1828
040D: unload_wav  1
03CF: load_wav  41035 as  1
0006: @143 =  9  ;; integer values

:TRUTH1_1828
00D6: if  0
0039:   @143 ==  9  ;; integer values
004D: jump_if_false TRUTH1_1841
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false TRUTH1_1841
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1841
00BC: text_highpriority 'TRU1_FD'  4000 ms  1
03D1: play_wav  1
0489: unknown_actor @59 flag  1
0006: @143 =  10  ;; integer values

:TRUTH1_1841
00D6: if  0
0039:   @143 ==  10  ;; integer values
004D: jump_if_false TRUTH1_1853
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1853
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false TRUTH1_1852
0489: unknown_actor @59 flag  0

:TRUTH1_1852
0006: @143 =  11  ;; integer values

:TRUTH1_1853
00D6: if  0
0039:   @143 ==  12  ;; integer values
004D: jump_if_false TRUTH1_1865
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false TRUTH1_1865
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1865
040D: unload_wav  1
03CF: load_wav  41032 as  1
0006: @143 =  13  ;; integer values

:TRUTH1_1865
00D6: if  0
0039:   @143 ==  13  ;; integer values
004D: jump_if_false TRUTH1_1877
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false TRUTH1_1877
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1877
00BC: text_highpriority 'TRU1_FA'  4000 ms  1
03D1: play_wav  1
0006: @143 =  14  ;; integer values

:TRUTH1_1877
00D6: if  0
0039:   @143 ==  14  ;; integer values
004D: jump_if_false TRUTH1_1885
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1885
00BE: text_clear_all
0006: @143 =  15  ;; integer values

:TRUTH1_1885
00D6: if  0
0039:   @143 ==  15  ;; integer values
004D: jump_if_false TRUTH1_1895
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false TRUTH1_1895
0489: unknown_actor @53 flag  1
040D: unload_wav  1
03CF: load_wav  41001 as  1
0006: @143 =  16  ;; integer values

:TRUTH1_1895
00D6: if  0
0039:   @143 ==  16  ;; integer values
004D: jump_if_false TRUTH1_1907
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false TRUTH1_1907
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1907
00BC: text_highpriority 'TRU1_AB'  4000 ms  1
03D1: play_wav  1
0006: @143 =  17  ;; integer values

:TRUTH1_1907
00D6: if  0
0039:   @143 ==  17  ;; integer values
004D: jump_if_false TRUTH1_1915
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1915
00BE: text_clear_all
0006: @143 =  18  ;; integer values

:TRUTH1_1915
00D6: if  0
0039:   @143 ==  18  ;; integer values
004D: jump_if_false TRUTH1_1924
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false TRUTH1_1924
040D: unload_wav  1
03CF: load_wav  41003 as  1
0006: @143 =  19  ;; integer values

:TRUTH1_1924
00D6: if  0
0039:   @143 ==  19  ;; integer values
004D: jump_if_false TRUTH1_1936
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false TRUTH1_1936
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1936
00BC: text_highpriority 'TRU1_AD'  4000 ms  1
03D1: play_wav  1
0006: @143 =  20  ;; integer values

:TRUTH1_1936
00D6: if  0
0039:   @143 ==  21  ;; integer values
004D: jump_if_false TRUTH1_1948
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1948
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false TRUTH1_1947
0489: unknown_actor @53 flag  0

:TRUTH1_1947
0006: @143 =  22  ;; integer values

:TRUTH1_1948
00D6: if  0
0039:   @143 ==  23  ;; integer values
004D: jump_if_false TRUTH1_1957
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false TRUTH1_1957
040D: unload_wav  1
03CF: load_wav  41028 as  1
0006: @143 =  24  ;; integer values

:TRUTH1_1957
00D6: if  0
0039:   @143 ==  24  ;; integer values
004D: jump_if_false TRUTH1_1970
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false TRUTH1_1970
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_1970
0489: unknown_actor @38 flag  1
00BC: text_highpriority 'TRU1_DE'  4000 ms  1
03D1: play_wav  1
0006: @143 =  25  ;; integer values

:TRUTH1_1970
00D6: if  0
0039:   @143 ==  26  ;; integer values
004D: jump_if_false TRUTH1_1982
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_1982
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false TRUTH1_1981
0489: unknown_actor @38 flag  0

:TRUTH1_1981
0006: @143 =  27  ;; integer values

:TRUTH1_1982
00D6: if  0
0039:   @143 ==  28  ;; integer values
004D: jump_if_false TRUTH1_1991
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false TRUTH1_1991
040D: unload_wav  1
03CF: load_wav  41002 as  1
0006: @143 =  29  ;; integer values

:TRUTH1_1991
00D6: if  0
0039:   @143 ==  29  ;; integer values
004D: jump_if_false TRUTH1_2004
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false TRUTH1_2004
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_2004
0489: unknown_actor @68 flag  1
00BC: text_highpriority 'TRU1_AC'  4000 ms  1
03D1: play_wav  1
0006: @143 =  30  ;; integer values

:TRUTH1_2004
00D6: if  0
0039:   @143 ==  30  ;; integer values
004D: jump_if_false TRUTH1_2016
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_2016
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false TRUTH1_2015
0489: unknown_actor @68 flag  0

:TRUTH1_2015
0006: @143 =  31  ;; integer values

:TRUTH1_2016
0002: jump TRUTH1_132

:TRUTH1_2017
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TRUTH1_2023
03CF: load_wav @113 as  1
05AA: s@111 = s@114  ;; 8-byte strings
0006: @145 =  1  ;; integer values

:TRUTH1_2023
0051: return

:TRUTH1_2024
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false TRUTH1_2033
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH1_2033
00BC: text_highpriority s@111  4000 ms  1
03D1: play_wav  1
0006: @145 =  2  ;; integer values

:TRUTH1_2033
00D6: if  0
0039:   @145 ==  2  ;; integer values
004D: jump_if_false TRUTH1_2043
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH1_2043
000A: @144 +=  1  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
0006: @145 =  0  ;; integer values

:TRUTH1_2043
0051: return

:TRUTH1_2044
0615: @108 
0638: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1 @103 @104 @105  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @108 
0618: @102 @108 
061B: @108 
0051: return

:TRUTH1_2053
0615: @99 
05D1: unknown_action_sequence -1 @34 -1025.67 -1029.39  130.5  6.0  0  0  3 
05D1: unknown_action_sequence -1 @34 -1154.06 -1041.32  130.5  6.0  0  0  3 
05D1: unknown_action_sequence -1 @34 -1166.82 -941.32  130.21  6.0  0  0  3 
05D1: unknown_action_sequence -1 @34 -1031.46 -935.51  130.19  6.0  0  0  3 
0616: @99 
0618: @38 @99 
061B: @99 
0051: return

:TRUTH1_2062
0615: @100 
06E1: unknown_action_sequence -1 @101 @101  2  20.0  3 
0616: @100 
0618: @102 @100 
061B: @100 
0051: return

:TRUTH1_2068
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:TRUTH1_2070
0164: disable_marker $484
02A7: $484 = create_icon_marker_and_sphere $447 at $494 $495 $496
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'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  5  5000 ms  1
0394: play_music  1
0998: add_respect  5 
0110: clear_player $PLAYER_CHAR wanted_level
0008: $TRUTH_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $486
0051: return

:TRUTH1_2089
0004: $ON_MISSION =  0  ;; integer values
0249: release_model  532
0249: release_model  531
0249: release_model #KMB_MARIJUANA
0249: release_model #SW_HAYBREAK02
0249: release_model  357
0249: release_model  478
0249: release_model  157
0249: release_model  160
0249: release_model  162
0249: release_model  424
0249: release_model  337
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_maby_cops_density  1.0
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 47---------------
; Originally: Are you going to San Fierro?


:TRUTH2_1
03A4: name_thread 'TRUTH2'
0050: gosub TRUTH2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false TRUTH2_7
0050: gosub TRUTH2_1383

:TRUTH2_7
0050: gosub TRUTH2_1411
004E: end_thread

:TRUTH2_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'TRU2'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false TRUTH2_18
018A: @42 = create_checkpoint_at -1111.7 -1622.7  76.4
032B: @41 = create_weapon_pickup  359  3 ammo  10 at -1100.3 -1640.4  76.4
032B: @40 = create_weapon_pickup  359  3 ammo  10 at -1100.3 -1640.4  76.4

:TRUTH2_18
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_105
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false TRUTH2_110
0001: wait  0 ms
0002: jump TRUTH2_105

:TRUTH2_110
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:TRUTH2_112
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false TRUTH2_117
0001: wait  0 ms
0002: jump TRUTH2_112

:TRUTH2_117
016A: fade  0 ()  0 ms

:TRUTH2_118
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_123
0001: wait  0 ms
0002: jump TRUTH2_118

:TRUTH2_123
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08F6: (unknown)
0169: set_fade_color  0  0  0
0001: wait  0 ms
0247: request_model  483
0247: request_model  543
0247: request_model  497
0247: request_model  283
0247: request_model  361
0247: request_model  346
023C: load_special_actor  1 'TRUTH'
0777: destroy_objects_in_object_group "TRUTHSFARM" 
0776: init_objects_in_object_group "TRUTHSFARM" 
038B: load_requested_models
0828:  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: $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: $146 = create_actor  24  290 at -1079.404 -1640.694  75.375
087E: $146  0 
09F6: $146  0 
060B: unknown_actor_use_entity $146 @216 
0173: set_actor $146 z_angle_to  299.7411
01B2: give_actor $146 weapon  37 ammo  3000  ;; Load the weapon model before using this
0568: $146  1
039E: (unknown) $146  1 
0615: @215 
05D3: unknown_action_sequence -1 -1070.1 -1636.5  75.4  6 -1 
0668: unknown_action_sequence -1 -1062.2 -1631.1  75.3 -1 
0616: @215 
0618: $146 @215 
061B: @215 
0395: clear_area  1 at -1077.6 -1650.2  75.3 range  20.0
0674: set_car_model  483 numberplate "OUTTHERE" 
00A5: @34 = create_car  483 at -1077.6 -1650.2  75.3
0229: set_car @34 color_to  1  1
06ED: @34  0 
0294: unknown_car @34 flag  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: unknown_car @34 flag  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  543 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  497 at -918.5 -1751.1  97.3
0825: @35 
0129: @36 = create_actor  24  283 in_car @35 driverseat
06C1: @35  0.0  0.0 -1.0 -936.6 -1723.2  76.8  6.0  1.0 @38 
06B6: @38 $146  10.0 
0726: @35 $146 -1  20.0 
020A: set_car @35 door_status_to  2
054A: unknown_actor @36 flag  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: @43  2 
018A: @44 = create_checkpoint_at -1052.3 -1631.7  75.3
0168: show_on_radar @44  1
08FB: @44  2 
018A: @45 = create_checkpoint_at -1042.4 -1631.7  75.3
0168: show_on_radar @45  1
08FB: @45  2 
018A: @46 = create_checkpoint_at -1032.6 -1631.7  75.3
0168: show_on_radar @46  1
08FB: @46  2 
018A: @47 = create_checkpoint_at -1023.1 -1631.7  75.3
0168: show_on_radar @47  1
08FB: @47  2 
018A: @48 = create_checkpoint_at -1062.1 -1622.2  75.3
0168: show_on_radar @48  1
08FB: @48  2 
018A: @49 = create_checkpoint_at -1052.3 -1622.2  75.3
0168: show_on_radar @49  1
08FB: @49  2 
018A: @50 = create_checkpoint_at -1042.4 -1622.2  75.3
0168: show_on_radar @50  1
08FB: @50  2 
018A: @51 = create_checkpoint_at -1032.6 -1622.2  75.3
0168: show_on_radar @51  1
08FB: @51  2 
018A: @52 = create_checkpoint_at -1023.1 -1622.2  75.3
0168: show_on_radar @52  1
08FB: @52  2 
018A: @53 = create_checkpoint_at -991.92 -1703.1  75.3
0168: show_on_radar @53  1
08FB: @53  2 
018A: @54 = create_checkpoint_at -982.38 -1703.1  75.3
0168: show_on_radar @54  1
08FB: @54  2 
018A: @55 = create_checkpoint_at -991.92 -1693.6  75.3
0168: show_on_radar @55  1
08FB: @55  2 
018A: @56 = create_checkpoint_at -982.38 -1693.6  75.3
0168: show_on_radar @56  1
08FB: @56  2 
018A: @57 = create_checkpoint_at -991.92 -1684.1  75.3
0168: show_on_radar @57  1
08FB: @57  2 
018A: @58 = create_checkpoint_at -982.38 -1684.1  75.3
0168: show_on_radar @58  1
08FB: @58  2 
018A: @59 = create_checkpoint_at -1011.8 -1667.6  75.3
0168: show_on_radar @59  1
08FB: @59  2 
018A: @60 = create_checkpoint_at -1011.8 -1658.1  75.3
0168: show_on_radar @60  1
08FB: @60  2 
018A: @61 = create_checkpoint_at -1011.8 -1648.7  75.3
0168: show_on_radar @61  1
08FB: @61  2 
018A: @62 = create_checkpoint_at -1000.7 -1667.6  75.3
0168: show_on_radar @62  1
08FB: @62  2 
018A: @63 = create_checkpoint_at -1000.7 -1658.1  75.3
0168: show_on_radar @63  1
08FB: @63  2 
018A: @64 = create_checkpoint_at -1000.7 -1648.7  75.3
0168: show_on_radar @64  1
08FB: @64  2 
018A: @65 = create_checkpoint_at -1011.8 -1672.3  75.3
0168: show_on_radar @65  1
08FB: @65  2 
018A: @66 = create_checkpoint_at -991.92 -1688.8  75.3
0168: show_on_radar @66  1
08FB: @66  2 
018A: @67 = create_checkpoint_at -982.38 -1688.8  75.3
0168: show_on_radar @67  1
08FB: @67  2 
018A: @68 = create_checkpoint_at -982.38 -1698.2  75.3
0168: show_on_radar @68  1
08FB: @68  2 
018A: @69 = create_checkpoint_at -991.92 -1698.2  75.3
0168: show_on_radar @69  1
08FB: @69  2 
018A: @70 = create_checkpoint_at -982.38 -1707.7  75.3
0168: show_on_radar @70  1
08FB: @70  2 
018A: @71 = create_checkpoint_at -1011.8 -1662.8  75.3
0168: show_on_radar @71  1
08FB: @71  2 
018A: @72 = create_checkpoint_at -1000.7 -1672.3  75.3
0168: show_on_radar @72  1
08FB: @72  2 
018A: @73 = create_checkpoint_at -1011.8 -1653.4  75.3
0168: show_on_radar @73  1
08FB: @73  2 
018A: @74 = create_checkpoint_at -1032.6 -1636.3  75.3
0168: show_on_radar @74  1
08FB: @74  2 
018A: @75 = create_checkpoint_at -1052.3 -1636.3  75.3
0168: show_on_radar @75  1
08FB: @75  2 
018A: @76 = create_checkpoint_at -1042.4 -1636.3  75.3
0168: show_on_radar @76  1
08FB: @76  2 
018A: @77 = create_checkpoint_at -1062.1 -1626.8  75.3
0168: show_on_radar @77  1
08FB: @77  2 
018A: @78 = create_checkpoint_at -991.92 -1707.7  75.3
0168: show_on_radar @78  1
08FB: @78  2 
018A: @79 = create_checkpoint_at -1023.1 -1626.8  75.3
0168: show_on_radar @79  1
08FB: @79  2 
018A: @80 = create_checkpoint_at -1000.7 -1662.8  75.3
0168: show_on_radar @80  1
08FB: @80  2 
018A: @81 = create_checkpoint_at -1000.7 -1653.4  75.3
0168: show_on_radar @81  1
08FB: @81  2 
018A: @82 = create_checkpoint_at -1032.6 -1626.8  75.3
0168: show_on_radar @82  1
08FB: @82  2 
018A: @83 = create_checkpoint_at -1042.4 -1626.8  75.3
0168: show_on_radar @83  1
08FB: @83  2 
018A: @84 = create_checkpoint_at -1052.3 -1626.8  75.3
0168: show_on_radar @84  1
08FB: @84  2 
018A: @85 = create_checkpoint_at -1062.1 -1636.3  75.3
0168: show_on_radar @85  1
08FB: @85  2 
018A: @86 = create_checkpoint_at -1023.1 -1636.3  75.3
0168: show_on_radar @86  1
08FB: @86  2 
03C3: set_timer_with_text_to $7012 type  1 text 'TRU2_06'
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 (unfrozen)
016A: fade  1 (back)  500 ms
00BB: text_lowpriority 'TRU2_01'  7000 ms  1
00BB: text_lowpriority 'TRU2_02'  7000 ms  1
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:TRUTH2_328
0001: wait  0 ms
0050: gosub TRUTH2_1749
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0735:  83 
004D: jump_if_false TRUTH2_335
0002: jump TRUTH2_1387

:TRUTH2_335
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_340
0002: jump TRUTH2_1383

:TRUTH2_340
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false TRUTH2_826
00D6: if  0
0735:  81 
004D: jump_if_false TRUTH2_354
0006: @151 =  0  ;; integer values
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false TRUTH2_352
00BE: text_clear_all
0006: @88 =  1  ;; integer values

:TRUTH2_352
00A1: put_actor $PLAYER_ACTOR at -1104.7 -1648.0  75.4
0004: $7011 =  0  ;; integer values

:TRUTH2_354
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false TRUTH2_366
00D6: if  0
001A:    20 > $7011  ;; integer values
004D: jump_if_false TRUTH2_366
00BE: text_clear_all
0006: @151 =  1  ;; integer values
0006: @152 =  0  ;; integer values
0050: gosub TRUTH2_1813
0006: @88 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:TRUTH2_366
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false TRUTH2_374
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false TRUTH2_374
05CB: unknown_action_sequence $146 @34 -1 
0006: @88 =  2  ;; integer values

:TRUTH2_374
0050: gosub TRUTH2_1524
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false TRUTH2_385
00D6: if  0
0716: -1062.1 -1631.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_385
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_385
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false TRUTH2_395
00D6: if  0
0716: -1052.3 -1631.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_395
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_395
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false TRUTH2_405
00D6: if  0
0716: -1042.4 -1631.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_405
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_405
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false TRUTH2_415
00D6: if  0
0716: -1032.6 -1631.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_415
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_415
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false TRUTH2_425
00D6: if  0
0716: -1023.1 -1631.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_425
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_425
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false TRUTH2_435
00D6: if  0
0716: -1062.1 -1622.2  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_435
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_435
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false TRUTH2_445
00D6: if  0
0716: -1052.3 -1622.2  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_445
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_445
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false TRUTH2_455
00D6: if  0
0716: -1042.4 -1622.2  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_455
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_455
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false TRUTH2_465
00D6: if  0
0716: -1032.6 -1622.2  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_465
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_465
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false TRUTH2_475
00D6: if  0
0716: -1023.1 -1622.2  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_475
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_475
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false TRUTH2_485
00D6: if  0
0716: -991.92 -1703.1  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_485
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_485
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false TRUTH2_495
00D6: if  0
0716: -982.38 -1703.1  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_495
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_495
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false TRUTH2_505
00D6: if  0
0716: -991.92 -1693.6  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_505
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_505
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false TRUTH2_515
00D6: if  0
0716: -982.38 -1693.6  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_515
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_515
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false TRUTH2_525
00D6: if  0
0716: -991.92 -1684.1  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_525
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_525
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false TRUTH2_535
00D6: if  0
0716: -982.38 -1684.1  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_535
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_535
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false TRUTH2_545
00D6: if  0
0716: -1011.8 -1667.6  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_545
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_545
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false TRUTH2_555
00D6: if  0
0716: -1011.8 -1658.1  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_555
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_555
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false TRUTH2_565
00D6: if  0
0716: -1011.8 -1648.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_565
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_565
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false TRUTH2_575
00D6: if  0
0716: -1000.7 -1667.6  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_575
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_575
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false TRUTH2_585
00D6: if  0
0716: -1000.7 -1658.1  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_585
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_585
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false TRUTH2_595
00D6: if  0
0716: -1000.7 -1648.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_595
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_595
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false TRUTH2_605
00D6: if  0
0716: -1011.8 -1672.3  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_605
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_605
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false TRUTH2_615
00D6: if  0
0716: -991.92 -1688.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_615
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_615
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false TRUTH2_625
00D6: if  0
0716: -982.38 -1688.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_625
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_625
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false TRUTH2_635
00D6: if  0
0716: -982.38 -1698.2  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_635
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_635
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false TRUTH2_645
00D6: if  0
0716: -991.92 -1698.2  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_645
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_645
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false TRUTH2_655
00D6: if  0
0716: -982.38 -1707.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_655
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_655
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false TRUTH2_665
00D6: if  0
0716: -1011.8 -1662.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_665
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_665
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false TRUTH2_675
00D6: if  0
0716: -1000.7 -1672.3  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_675
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_675
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false TRUTH2_685
00D6: if  0
0716: -1011.8 -1653.4  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_685
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_685
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false TRUTH2_695
00D6: if  0
0716: -1032.6 -1636.3  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_695
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_695
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false TRUTH2_705
00D6: if  0
0716: -1052.3 -1636.3  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_705
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_705
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false TRUTH2_715
00D6: if  0
0716: -1042.4 -1636.3  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_715
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_715
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false TRUTH2_725
00D6: if  0
0716: -1062.1 -1626.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_725
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_725
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false TRUTH2_735
00D6: if  0
0716: -991.92 -1707.7  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_735
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_735
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false TRUTH2_745
00D6: if  0
0716: -1023.1 -1626.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_745
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_745
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false TRUTH2_755
00D6: if  0
0716: -1000.7 -1662.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_755
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_755
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false TRUTH2_765
00D6: if  0
0716: -1000.7 -1653.4  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_765
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_765
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false TRUTH2_775
00D6: if  0
0716: -1032.6 -1626.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_775
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_775
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false TRUTH2_785
00D6: if  0
0716: -1042.4 -1626.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_785
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_785
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false TRUTH2_795
00D6: if  0
0716: -1052.3 -1626.8  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_795
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_795
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false TRUTH2_805
00D6: if  0
0716: -1062.1 -1636.3  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_805
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_805
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false TRUTH2_815
00D6: if  0
0716: -1023.1 -1636.3  75.3  1.0 -201  0  1 
004D: jump_if_false TRUTH2_815
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_815
00D6: if  0
0038:   $7011 ==  0  ;; integer values
004D: jump_if_false TRUTH2_826
0249: release_model  361
0164: disable_marker @42
018A: @42 = create_checkpoint_at -1075.5 -1648.5  75.1
08FB: @42  1 
00BB: text_lowpriority 'TRU2_14'  11000 ms  1
0006: @144 =  0  ;; integer values
0006: @88 =  0  ;; integer values
0006: @87 =  1  ;; integer values

:TRUTH2_826
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1024
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false TRUTH2_868
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TRUTH2_865
00D6: if  0
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_864
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
09F5:  1 
052C: set_player $PLAYER_CHAR drunk_visuals  0
0215: destroy_pickup @40
0396:  1 (set) useless_flag
0247: request_model  359
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: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  6.0  1  0  0  0  4000 
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: unknown_bunnyjump TRUTH2_904 
0006: @151 =  8  ;; integer values
0006: @152 =  0  ;; integer values
0050: gosub TRUTH2_1813
0006: @88 =  1  ;; integer values

:TRUTH2_864
0002: jump TRUTH2_868

:TRUTH2_865
0519: unknown_car @34 flag  0
05D1: unknown_action_sequence $146 @34 -939.5 -1718.8  76.7  10.0  0  0  2 
0006: @88 =  5  ;; integer values

:TRUTH2_868
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false TRUTH2_877
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false TRUTH2_877
0687: $PLAYER_ACTOR 
05D3: unknown_action_sequence $PLAYER_ACTOR -1081.4 -1650.3  75.4  4 -1 
0006: @88 =  2  ;; integer values

:TRUTH2_877
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false TRUTH2_889
062E: $PLAYER_ACTOR  1491 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TRUTH2_889
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_1813
0006: @88 =  3  ;; integer values

:TRUTH2_889
00D6: if  0
0039:   @88 ==  3  ;; integer values
004D: jump_if_false TRUTH2_897
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false TRUTH2_897
05D3: unknown_action_sequence $PLAYER_ACTOR -1075.5 -1648.0  75.1  4 -1 
0006: @88 =  4  ;; integer values

:TRUTH2_897
00D6: if  0
0039:   @88 ==  4  ;; integer values
004D: jump_if_false TRUTH2_966
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false TRUTH2_966
0006: @89 =  0  ;; integer values

:TRUTH2_904
0701: (unknown)
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_910
0002: jump TRUTH2_1383

:TRUTH2_910
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false TRUTH2_933
0792: $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_919
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_924
0001: wait  0 ms
0002: jump TRUTH2_919

:TRUTH2_924
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_929
0002: jump TRUTH2_1383

:TRUTH2_929
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_933
09F5:  0 
0396:  0 (clear) useless_flag
0519: unknown_car @34 flag  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 (unfrozen)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
05D1: unknown_action_sequence $146 @34 -939.5 -1718.8  76.7  10.0  0  0  2 
0164: disable_marker @42
0186: @42 = create_marker_above_car @35
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TRUTH2_950
00BC: text_highpriority 'TRU2_15'  7000 ms  1

:TRUTH2_950
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false TRUTH2_964
016A: fade  1 (back)  500 ms

:TRUTH2_954
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_959
0001: wait  0 ms
0002: jump TRUTH2_954

:TRUTH2_959
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_964
0002: jump TRUTH2_1383

:TRUTH2_964
0006: @33 =  0  ;; integer values
0006: @88 =  5  ;; integer values

:TRUTH2_966
00D6: if  0
0039:   @88 ==  5  ;; integer values
004D: jump_if_false TRUTH2_1024
00D6: if  0
0735:  81 
004D: jump_if_false TRUTH2_977
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TRUTH2_976
020B: explode_car @35

:TRUTH2_976
00A1: put_actor $PLAYER_ACTOR at -946.8 -1733.5  76.8

:TRUTH2_977
00D6: if  0
0039:   @153 ==  2  ;; integer values
004D: jump_if_false TRUTH2_985
00D6: if  0
8A2A:   NOT 'SYN3_23' 
004D: jump_if_false TRUTH2_985
03E5: text_box 'SYN3_24'
0006: @153 =  3  ;; integer values

:TRUTH2_985
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false TRUTH2_993
00D6: if  0
8A2A:   NOT 'SYN3_22' 
004D: jump_if_false TRUTH2_993
03E5: text_box 'SYN3_23'
0006: @153 =  2  ;; integer values

:TRUTH2_993
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1001
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false TRUTH2_1001
03E5: text_box 'SYN3_22'
0006: @153 =  1  ;; integer values

:TRUTH2_1001
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false TRUTH2_1023
014F: stop_timer $7012
00BE: text_clear_all
041E: set_radio_station  2 
00BB: text_lowpriority 'TRU2_17'  11000 ms  1
03A2: (unknown) @34  3 
00AD: set_car @34 max_speed_to  0.0
0477: set_car @34 animation  6  1000 ms
00D6: if  0
00DF:   actor $146 driving
004D: jump_if_false TRUTH2_1015
0362: remove_actor $146 from_car_and_place_at -1516.4 -1596.9  41.0

:TRUTH2_1015
0430: $146 @34 -1 
020A: set_car @34 door_status_to  1
0164: disable_marker @42
0186: @42 = create_marker_above_car @34
07E0: @42  1 
0006: @88 =  0  ;; integer values
0006: @87 =  2  ;; integer values
0002: jump TRUTH2_1024

:TRUTH2_1023
0050: gosub TRUTH2_1701

:TRUTH2_1024
00D6: if  0
0039:   @87 ==  2  ;; integer values
004D: jump_if_false TRUTH2_1050
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1045
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_1045
03A2: (unknown) @34  0 
03D5: remove_text 'TRU2_17'
00BC: text_highpriority 'TRU2_12'  7000 ms  1
0A09: $PLAYER_ACTOR  1 
0A09: $146  1 
0164: disable_marker @42
018A: @42 = create_checkpoint_at -2031.3  178.5  27.9
07E0: @42  0 
0006: @33 =  0  ;; integer values
0006: @136 =  1  ;; integer values
0006: @88 =  0  ;; integer values
0006: @87 =  3  ;; integer values

:TRUTH2_1045
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @34 radius  200.0  200.0 unknown  0
004D: jump_if_false TRUTH2_1050
0006: @88 =  0  ;; integer values
0006: @87 =  4  ;; integer values

:TRUTH2_1050
00D6: if  0
0039:   @87 ==  3  ;; integer values
004D: jump_if_false TRUTH2_1158
00D6: if  0
0039:   @151 ==  3  ;; integer values
004D: jump_if_false TRUTH2_1066
00D6: if  0
0039:   @152 ==  6  ;; integer values
004D: jump_if_false TRUTH2_1066
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false TRUTH2_1066
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @151 =  0  ;; integer values

:TRUTH2_1066
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1080
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false TRUTH2_1080
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1080
0006: @151 =  3  ;; integer values
0006: @152 =  0  ;; integer values
0050: gosub TRUTH2_1813
0006: @33 =  0  ;; integer values
0006: @88 =  1  ;; integer values

:TRUTH2_1080
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1133
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1133
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false TRUTH2_1133
0209: @151 = random_int  4  8
00D6: if  0
0039:   @151 ==  4  ;; integer values
004D: jump_if_false TRUTH2_1098
00D6: if  0
0039:   @202 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1097
0006: @151 =  0  ;; integer values

:TRUTH2_1097
0006: @202 =  1  ;; integer values

:TRUTH2_1098
00D6: if  0
0039:   @151 ==  5  ;; integer values
004D: jump_if_false TRUTH2_1106
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1105
0006: @151 =  0  ;; integer values

:TRUTH2_1105
0006: @203 =  1  ;; integer values

:TRUTH2_1106
00D6: if  0
0039:   @151 ==  6  ;; integer values
004D: jump_if_false TRUTH2_1114
00D6: if  0
0039:   @204 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1113
0006: @151 =  0  ;; integer values

:TRUTH2_1113
0006: @204 =  1  ;; integer values

:TRUTH2_1114
00D6: if  0
0039:   @151 ==  7  ;; integer values
004D: jump_if_false TRUTH2_1122
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1121
0006: @151 =  0  ;; integer values

:TRUTH2_1121
0006: @205 =  1  ;; integer values

:TRUTH2_1122
00D6: if  0
0039:   @206 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1131
0842: @137 = unknown_player $PLAYER_CHAR data
00D6: if  0
04A4: @137  2 
004D: jump_if_false TRUTH2_1131
0006: @206 =  1  ;; integer values
0006: @151 =  10  ;; integer values

:TRUTH2_1131
0006: @152 =  0  ;; integer values
0050: gosub TRUTH2_1813

:TRUTH2_1133
00D6: if  0
001B:    2 > @88  ;; integer values
004D: jump_if_false TRUTH2_1157
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_1157
00D6: if  0
0735:  81 
004D: jump_if_false TRUTH2_1144
00AB: put_car @34 at -2009.3  145.2  26.7
0175: set_car @34 z_angle_to  359.8

:TRUTH2_1144
00D6: if  0
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_1157
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @151 =  0  ;; integer values
0A09: $PLAYER_ACTOR  0 
0A09: $146  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0249: release_model  283
0006: @88 =  0  ;; integer values
0006: @87 =  5  ;; integer values

:TRUTH2_1157
0050: gosub TRUTH2_1728

:TRUTH2_1158
00D6: if  0
0039:   @87 ==  4  ;; integer values
004D: jump_if_false TRUTH2_1256
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1222
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1222
00BE: text_clear_all
016A: fade  0 ()  500 ms

:TRUTH2_1170
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1175
0001: wait  0 ms
0002: jump TRUTH2_1170

:TRUTH2_1175
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1180
0002: jump TRUTH2_1383

:TRUTH2_1180
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
02A9: set_actor $146 immune_to_nonplayer  1
04C4: create_coordinate @138 @139 @140 from_actor $146 offset  0.0 -10.0  5.0
0247: request_model  334
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 $146  15  2
0687: $146 
00D6: if  0
00DB:   actor $146 in_car @34
004D: jump_if_false TRUTH2_1201
06C7: unknown_action_sequence $146 @34  6  2000000 

:TRUTH2_1201
04D3: unknown_race_stuff @138 @139 @140  1 @141 @142 @143
009A: @37 = create_actor  24  283 at @141 @142 @143
00D6: if  0
00DF:   actor $146 driving
004D: jump_if_false TRUTH2_1207
01B2: give_actor @37 weapon  3 ammo  1  ;; Load the weapon model before using this

:TRUTH2_1207
06E4: @37 $146 
00BC: text_highpriority 'TRU2_10'  7000 ms  1
016A: fade  1 (back)  500 ms

:TRUTH2_1210
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1215
0001: wait  0 ms
0002: jump TRUTH2_1210

:TRUTH2_1215
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1220
0002: jump TRUTH2_1383

:TRUTH2_1220
0006: @32 =  0  ;; integer values
0006: @88 =  1  ;; integer values

:TRUTH2_1222
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1256
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false TRUTH2_1256
016A: fade  0 ()  500 ms

:TRUTH2_1229
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1234
0001: wait  0 ms
0002: jump TRUTH2_1229

:TRUTH2_1234
00D6: if  0
06B3: @38 
004D: jump_if_false TRUTH2_1238
06B2: @38 

:TRUTH2_1238
009B: destroy_actor_instantly $146
0296: unload_special_actor  1
00A6: destroy_car @34
009B: destroy_actor_instantly @37
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BA: text_styled 'M_FAIL'  5000 ms  1
00BC: text_highpriority 'TRU2_10'  5500 ms  1
016A: fade  1 (back)  500 ms

:TRUTH2_1250
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1255
0001: wait  0 ms
0002: jump TRUTH2_1250

:TRUTH2_1255
0002: jump TRUTH2_1383

:TRUTH2_1256
00D6: if  0
0039:   @87 ==  5  ;; integer values
004D: jump_if_false TRUTH2_1372
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1266
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false TRUTH2_1266
0006: @88 =  1  ;; integer values

:TRUTH2_1266
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1330
016A: fade  0 ()  500 ms

:TRUTH2_1270
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1275
0001: wait  0 ms
0002: jump TRUTH2_1270

:TRUTH2_1275
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1280
0002: jump TRUTH2_1383

:TRUTH2_1280
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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:  1 
0395: clear_area  1 at -2028.9  172.3  27.8 range  30.0
0792: $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: @215 
05D3: unknown_action_sequence -1 -2029.9  167.7  27.8  4 -1 
05B9: unknown_action_sequence -1  2000 
0605: unknown_action_sequence -1 "IDLE_TIRED" "PED"  4.0  0  0  0  0  4000 
05D3: unknown_action_sequence -1 -2033.0  161.4  28.0  4 -1 
0616: @215 
0618: $PLAYER_ACTOR @215 
061B: @215 
052C: set_player $PLAYER_CHAR drunk_visuals  0
0395: clear_area  1 at -2030.9  172.3  27.8 range  30.0
0792: $146 
00A1: put_actor $146 at -2030.9  172.3  27.8
0173: set_actor $146 z_angle_to  167.6
0615: @215 
05D3: unknown_action_sequence -1 -2030.9  167.7  27.8  4 -1 
05B9: unknown_action_sequence -1  1000 
05D3: unknown_action_sequence -1 -2033.0  161.4  28.0  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  115.2 
0616: @215 
0618: $146 @215 
061B: @215 
016A: fade  1 (back)  500 ms

:TRUTH2_1313
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1318
0001: wait  0 ms
0002: jump TRUTH2_1313

:TRUTH2_1318
0050: gosub TRUTH2_1504
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1323
0002: jump TRUTH2_1383

:TRUTH2_1323
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_1813
0006: @88 =  2  ;; integer values

:TRUTH2_1330
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false TRUTH2_1338
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1338
0006: @88 =  3  ;; integer values
0006: @32 =  0  ;; integer values

:TRUTH2_1338
00D6: if  0
0039:   @88 ==  3  ;; integer values
004D: jump_if_false TRUTH2_1372
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TRUTH2_1372
016A: fade  0 ()  500 ms

:TRUTH2_1345
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1350
0001: wait  0 ms
0002: jump TRUTH2_1345

:TRUTH2_1350
00D6: if  0
06B3: @38 
004D: jump_if_false TRUTH2_1354
06B2: @38 

:TRUTH2_1354
009B: destroy_actor_instantly $146
0296: unload_special_actor  1
00A6: destroy_car @34
009B: destroy_actor_instantly @37
0792: $PLAYER_ACTOR 
09F5:  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms

:TRUTH2_1366
00D6: if  0
016B:   fading
004D: jump_if_false TRUTH2_1371
0001: wait  0 ms
0002: jump TRUTH2_1366

:TRUTH2_1371
0002: jump TRUTH2_1387

:TRUTH2_1372
00D6: if  0
001B:    2 > @87  ;; integer values
004D: jump_if_false TRUTH2_1381
00D6: if  0
0038:   $7012 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1381
0006: @87 =  4  ;; integer values
0006: @88 =  0  ;; integer values
0223: set_actor $146 health_to  10

:TRUTH2_1381
0050: gosub TRUTH2_2018
0002: jump TRUTH2_328

:TRUTH2_1383
0555: remove_weapon  37 from_actor $PLAYER_ACTOR 
0555: remove_weapon  35 from_actor $PLAYER_ACTOR 
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:TRUTH2_1387
0629: change_stat  338 to  1  ; integer see statdisp.dat
01E3: text_1number_styled 'M_PASSR'  15  5000 ms  1
0998: add_respect  15 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'TRUTH_2'
030C: set_mission_points +=  1
0008: $TRUTH_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $486
0459: end_thread_named 'MOB_SF'
004F: create_thread MOB_CAT_170 
0164: disable_marker $1732
0570: $1732 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(15) $SAVEPOINTY(15) $SAVEPOINTZ(15)
018B: show_on_radar $1732  2
004F: create_thread GARAGE_1 
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere  15 at $547 $548 $549
0215: destroy_pickup $SAVE_PICKUP(15)
0213: $SAVE_PICKUP(15) = create_pickup #PICKUPSAVE type  3 at $SAVEPOINTX(15) $SAVEPOINTY(15) $SAVEPOINTZ(15)
0004: $885 =  16  ;; integer values
0299: activate_garage 'MDSSFSE'  
0164: disable_marker $2589
04CE: $2589 = create_icon_marker_without_sphere  27 at -1941.0  251.7  33.4
0051: return

:TRUTH2_1411
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRUTH2_1416
03FD: set_player $PLAYER_CHAR handling_responsiveness  0
052C: set_player $PLAYER_CHAR drunk_visuals  0

:TRUTH2_1416
00D6: if  0
0844: s$706 
004D: jump_if_false TRUTH2_1420
02EB: restore_camera_with_jumpcut

:TRUTH2_1420
0778: "TRUTHSFARM" 
0164: disable_marker @42
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TRUTH2_1426
04A2: heli @35 fly_to  0.0  0.0  200.0 speed  0.0  200.0

:TRUTH2_1426
00D6: if  0
8118:   NOT   actor $146 dead
004D: jump_if_false TRUTH2_1430
0465: remove_actor $146 from_turret_mode

:TRUTH2_1430
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false TRUTH2_1434
02AC: set_car @39 immunities  0  0  0  0  0

:TRUTH2_1434
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TRUTH2_1438
020A: set_car @34 door_status_to  1

:TRUTH2_1438
0215: destroy_pickup @40
0215: destroy_pickup @41
0249: release_model  483
0249: release_model  543
0249: release_model  497
0249: release_model  283
0249: release_model  361
0249: release_model  359
0249: release_model  346
0249: release_model  334
034F: destroy_actor_with_fade $146  ;; The actor fades away like a ghost
0296: unload_special_actor  1
014F: stop_timer $7012
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRUTH2_1455
0A09: $PLAYER_ACTOR  0 

:TRUTH2_1455
09F5:  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: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:TRUTH2_1504
00D6: if  0
0118:   actor $146 dead
004D: jump_if_false TRUTH2_1510
00BE: text_clear_all
00BC: text_highpriority 'TRU2_08'  7000 ms  1
0006: @90 =  1  ;; integer values

:TRUTH2_1510
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false TRUTH2_1516
00BE: text_clear_all
00BC: text_highpriority 'TRU2_09'  7000 ms  1
0006: @90 =  1  ;; integer values

:TRUTH2_1516
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false TRUTH2_1523
00D6: if  0
06B3: @38 
004D: jump_if_false TRUTH2_1523
06B2: @38 

:TRUTH2_1523
0051: return

:TRUTH2_1524
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1559
041A: @149 = actor $PLAYER_ACTOR weapon  37 ammo
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1559
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  361  3 ammo  3000 at -1100.3 -1640.4  76.4
03DC: @42 = create_marker_above_pickup @40
07E0: @42  0 
00BC: text_highpriority 'TRU2_13'  7000 ms  1
0006: @148 =  1  ;; integer values

:TRUTH2_1559
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1700
00D6: if  0
0214:   pickup @40 picked_up
004D: jump_if_false TRUTH2_1700
0164: disable_marker @42
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1572
018A: @43 = create_checkpoint_at -1061.9 -1630.7  75.3
0168: show_on_radar @43  1
08FB: @43  2 

:TRUTH2_1572
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1578
018A: @44 = create_checkpoint_at -1062.3 -1621.4  75.3
0168: show_on_radar @44  1
08FB: @44  2 

:TRUTH2_1578
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1584
018A: @45 = create_checkpoint_at -1052.8 -1630.8  75.3
0168: show_on_radar @45  1
08FB: @45  2 

:TRUTH2_1584
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1590
018A: @46 = create_checkpoint_at -1052.8 -1621.4  75.3
0168: show_on_radar @46  1
08FB: @46  2 

:TRUTH2_1590
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1596
018A: @47 = create_checkpoint_at -1042.8 -1630.8  75.3
0168: show_on_radar @47  1
08FB: @47  2 

:TRUTH2_1596
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1602
018A: @48 = create_checkpoint_at -1042.8 -1621.4  75.3
0168: show_on_radar @48  1
08FB: @48  2 

:TRUTH2_1602
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1608
018A: @49 = create_checkpoint_at -1032.8 -1630.8  75.3
0168: show_on_radar @49  1
08FB: @49  2 

:TRUTH2_1608
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1614
018A: @50 = create_checkpoint_at -1032.8 -1621.4  75.3
0168: show_on_radar @50  1
08FB: @50  2 

:TRUTH2_1614
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1620
018A: @51 = create_checkpoint_at -1022.8 -1630.8  75.3
0168: show_on_radar @51  1
08FB: @51  2 

:TRUTH2_1620
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1626
018A: @52 = create_checkpoint_at -1022.8 -1621.4  75.3
0168: show_on_radar @52  1
08FB: @52  2 

:TRUTH2_1626
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1632
018A: @53 = create_checkpoint_at -1012.1 -1666.8  75.3
0168: show_on_radar @53  1
08FB: @53  2 

:TRUTH2_1632
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1638
018A: @54 = create_checkpoint_at -1012.8 -1657.4  75.3
0168: show_on_radar @54  1
08FB: @54  2 

:TRUTH2_1638
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1644
018A: @55 = create_checkpoint_at -1012.8 -1648.4  75.3
0168: show_on_radar @55  1
08FB: @55  2 

:TRUTH2_1644
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1650
018A: @56 = create_checkpoint_at -1000.1 -1666.8  75.3
0168: show_on_radar @56  1
08FB: @56  2 

:TRUTH2_1650
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1656
018A: @57 = create_checkpoint_at -1000.8 -1657.4  75.3
0168: show_on_radar @57  1
08FB: @57  2 

:TRUTH2_1656
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1662
018A: @58 = create_checkpoint_at -1000.8 -1648.4  75.3
0168: show_on_radar @58  1
08FB: @58  2 

:TRUTH2_1662
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1668
018A: @59 = create_checkpoint_at -992.1 -1702.8  75.3
0168: show_on_radar @59  1
08FB: @59  2 

:TRUTH2_1668
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1674
018A: @60 = create_checkpoint_at -992.8 -1693.4  75.3
0168: show_on_radar @60  1
08FB: @60  2 

:TRUTH2_1674
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1680
018A: @61 = create_checkpoint_at -992.8 -1684.4  75.3
0168: show_on_radar @61  1
08FB: @61  2 

:TRUTH2_1680
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1686
018A: @62 = create_checkpoint_at -982.1 -1702.8  75.3
0168: show_on_radar @62  1
08FB: @62  2 

:TRUTH2_1686
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1692
018A: @63 = create_checkpoint_at -982.8 -1693.4  75.3
0168: show_on_radar @63  1
08FB: @63  2 

:TRUTH2_1692
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1698
018A: @64 = create_checkpoint_at -982.8 -1684.4  75.3
0168: show_on_radar @64  1
08FB: @64  2 

:TRUTH2_1698
00BC: text_highpriority 'TRU2_01'  11000 ms  1
0006: @148 =  0  ;; integer values

:TRUTH2_1700
0051: return

:TRUTH2_1701
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1714
041A: @149 = actor $PLAYER_ACTOR weapon  35 ammo
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1714
0164: disable_marker @42
032B: @41 = create_weapon_pickup  359  3 ammo  10 at -1100.3 -1640.4  76.4
03DC: @42 = create_marker_above_pickup @41
07E0: @42  0 
00BC: text_highpriority 'TRU2_13'  7000 ms  1
0006: @150 =  1  ;; integer values

:TRUTH2_1714
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1727
00D6: if  0
0214:   pickup @41 picked_up
004D: jump_if_false TRUTH2_1727
0164: disable_marker @42
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false TRUTH2_1726
0186: @42 = create_marker_above_car @35
00BC: text_highpriority 'TRU2_15'  11000 ms  1

:TRUTH2_1726
0006: @150 =  0  ;; integer values

:TRUTH2_1727
0051: return

:TRUTH2_1728
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1738
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_1738
0164: disable_marker @42
018A: @42 = create_checkpoint_at -2031.3  178.5  27.9
07E0: @42  0 
0006: @136 =  1  ;; integer values

:TRUTH2_1738
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1748
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_1748
0164: disable_marker @42
0186: @42 = create_marker_above_car @34
07E0: @42  1 
0006: @136 =  0  ;; integer values

:TRUTH2_1748
0051: return

:TRUTH2_1749
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1798
00D6: if  0
0018:   $7011 >  0  ;; integer values
004D: jump_if_false TRUTH2_1764
00D6: if  0
001F:   @147 > $7011  ;; integer values
004D: jump_if_false TRUTH2_1764
00D6: if  0
001B:    200 > @146  ;; integer values
004D: jump_if_false TRUTH2_1763
000A: @146 +=  1  ;; integer values
000A: @146 +=  1  ;; integer values

:TRUTH2_1763
000E: @147 -=  1  ;; integer values

:TRUTH2_1764
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false TRUTH2_1772
00D6: if  0
001A:    40 > $7011  ;; integer values
004D: jump_if_false TRUTH2_1772
000A: @145 +=  1  ;; integer values
0006: @144 =  1  ;; integer values

:TRUTH2_1772
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1780
00D6: if  0
001A:    30 > $7011  ;; integer values
004D: jump_if_false TRUTH2_1780
000A: @145 +=  1  ;; integer values
0006: @144 =  2  ;; integer values

:TRUTH2_1780
00D6: if  0
0039:   @144 ==  2  ;; integer values
004D: jump_if_false TRUTH2_1788
00D6: if  0
001A:    20 > $7011  ;; integer values
004D: jump_if_false TRUTH2_1788
000A: @145 +=  1  ;; integer values
0006: @144 =  3  ;; integer values

:TRUTH2_1788
00D6: if  0
0039:   @144 ==  3  ;; integer values
004D: jump_if_false TRUTH2_1796
00D6: if  0
001A:    10 > $7011  ;; integer values
004D: jump_if_false TRUTH2_1796
000A: @145 +=  1  ;; integer values
0006: @144 =  4  ;; integer values

:TRUTH2_1796
03FD: set_player $PLAYER_CHAR handling_responsiveness @145
052C: set_player $PLAYER_CHAR drunk_visuals @146

:TRUTH2_1798
00D6: if  21
0039:   @87 ==  2  ;; integer values
0039:   @87 ==  3  ;; integer values
004D: jump_if_false TRUTH2_1812
00D6: if  0
0019:   @32 >  660  ;; integer values
004D: jump_if_false TRUTH2_1812
00D6: if  0
0019:   @146 >  1  ;; integer values
004D: jump_if_false TRUTH2_1809
000E: @146 -=  1  ;; integer values

:TRUTH2_1809
03FD: set_player $PLAYER_CHAR handling_responsiveness @145
052C: set_player $PLAYER_CHAR drunk_visuals @146
0006: @32 =  0  ;; integer values

:TRUTH2_1812
0051: return

:TRUTH2_1813
00D6: if  0
0039:   @151 ==  1  ;; integer values
004D: jump_if_false TRUTH2_1833
05AA: s@154 = 'TRU2_AA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_AB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_AC'  ;; 8-byte strings
05AA: s@160 = 'TRU2_AD'  ;; 8-byte strings
05AA: s@162 = 'TRU2_AE'  ;; 8-byte strings
05AA: s@164 = 'TRU2_BA'  ;; 8-byte strings
05AA: s@166 = 'TRU2_BB'  ;; 8-byte strings
05AA: s@168 = '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_1833
00D6: if  0
0039:   @151 ==  2  ;; integer values
004D: jump_if_false TRUTH2_1841
05AA: s@154 = 'TRU2_CA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_CB'  ;; 8-byte strings
04AF: @186 = unknown_wav_reference  41208 
04AF: @187 = unknown_wav_reference  41209 
0006: @207 =  2  ;; integer values

:TRUTH2_1841
00D6: if  0
0039:   @151 ==  3  ;; integer values
004D: jump_if_false TRUTH2_1867
05AA: s@154 = 'TRU2_DA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_DB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_DC'  ;; 8-byte strings
05AA: s@160 = 'TRU2_DD'  ;; 8-byte strings
05AA: s@162 = 'TRU2_DE'  ;; 8-byte strings
05AA: s@164 = 'TRU2_OA'  ;; 8-byte strings
05AA: s@166 = 'TRU2_OB'  ;; 8-byte strings
05AA: s@168 = 'TRU2_OC'  ;; 8-byte strings
05AA: s@170 = 'TRU2_OD'  ;; 8-byte strings
05AA: s@172 = 'TRU2_OE'  ;; 8-byte strings
05AA: s@174 = '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_1867
00D6: if  0
0039:   @151 ==  4  ;; integer values
004D: jump_if_false TRUTH2_1883
05AA: s@154 = 'TRU2_EA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_EB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_EC'  ;; 8-byte strings
05AA: s@160 = 'TRU2_ED'  ;; 8-byte strings
05AA: s@162 = 'TRU2_EF'  ;; 8-byte strings
05AA: s@164 = '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_1883
00D6: if  0
0039:   @151 ==  5  ;; integer values
004D: jump_if_false TRUTH2_1907
05AA: s@154 = 'TRU2_FA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_FB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_FC'  ;; 8-byte strings
05AA: s@160 = 'TRU2_FD'  ;; 8-byte strings
05AA: s@162 = 'TRU2_FE'  ;; 8-byte strings
05AA: s@164 = 'TRU2_FF'  ;; 8-byte strings
05AA: s@166 = 'TRU2_FG'  ;; 8-byte strings
05AA: s@168 = 'TRU2_FH'  ;; 8-byte strings
05AA: s@170 = 'TRU2_FJ'  ;; 8-byte strings
05AA: s@172 = '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_1907
00D6: if  0
0039:   @151 ==  6  ;; integer values
004D: jump_if_false TRUTH2_1927
05AA: s@154 = 'TRU2_GA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_GB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_GC'  ;; 8-byte strings
05AA: s@160 = 'TRU2_GE'  ;; 8-byte strings
05AA: s@162 = 'TRU2_GF'  ;; 8-byte strings
05AA: s@164 = 'TRU2_GG'  ;; 8-byte strings
05AA: s@166 = 'TRU2_GH'  ;; 8-byte strings
05AA: s@168 = '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_1927
00D6: if  0
0039:   @151 ==  7  ;; integer values
004D: jump_if_false TRUTH2_1959
05AA: s@154 = 'TRU2_HA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_HB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_HC'  ;; 8-byte strings
05AA: s@160 = 'TRU2_HD'  ;; 8-byte strings
05AA: s@162 = 'TRU2_HE'  ;; 8-byte strings
05AA: s@164 = 'TRU2_HF'  ;; 8-byte strings
05AA: s@166 = 'TRU2_HG'  ;; 8-byte strings
05AA: s@168 = 'TRU2_HH'  ;; 8-byte strings
05AA: s@170 = 'TRU2_HJ'  ;; 8-byte strings
05AA: s@172 = 'TRU2_HK'  ;; 8-byte strings
05AA: s@174 = 'TRU2_HL'  ;; 8-byte strings
05AA: s@176 = 'TRU2_HM'  ;; 8-byte strings
05AA: s@178 = 'TRU2_HN'  ;; 8-byte strings
05AA: s@180 = '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_1959
00D6: if  0
0039:   @151 ==  8  ;; integer values
004D: jump_if_false TRUTH2_1967
05AA: s@154 = 'TRU2_JA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_JB'  ;; 8-byte strings
04AF: @186 = unknown_wav_reference  41254 
04AF: @187 = unknown_wav_reference  41255 
0006: @207 =  2  ;; integer values

:TRUTH2_1967
00D6: if  0
0039:   @151 ==  9  ;; integer values
004D: jump_if_false TRUTH2_1979
05AA: s@154 = 'TRU2_KA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_KB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_KC'  ;; 8-byte strings
05AA: s@160 = '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_1979
00D6: if  0
0039:   @151 ==  10  ;; integer values
004D: jump_if_false TRUTH2_1995
05AA: s@154 = 'TRU2_LA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_LB'  ;; 8-byte strings
05AA: s@158 = 'TRU2_LC'  ;; 8-byte strings
05AA: s@160 = 'TRU2_MA'  ;; 8-byte strings
05AA: s@162 = 'TRU2_MB'  ;; 8-byte strings
05AA: s@164 = '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_1995
00D6: if  0
0039:   @151 ==  11  ;; integer values
004D: jump_if_false TRUTH2_2003
05AA: s@154 = 'TRU2_NA'  ;; 8-byte strings
05AA: s@156 = 'TRU2_NB'  ;; 8-byte strings
04AF: @186 = unknown_wav_reference  41266 
04AF: @187 = unknown_wav_reference  41267 
0006: @207 =  2  ;; integer values

:TRUTH2_2003
00D6: if  0
0039:   @151 ==  12  ;; integer values
004D: jump_if_false TRUTH2_2013
05AA: s@154 = 'TRUX_AA'  ;; 8-byte strings
05AA: s@156 = 'TRUX_AB'  ;; 8-byte strings
05AA: s@158 = '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_2013
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_2018
00D6: if  24
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_2042
00D6: if  0
001D:   @207 > @152  ;; integer values  
004D: jump_if_false TRUTH2_2041
0050: gosub TRUTH2_2191
0050: gosub TRUTH2_2207
00D6: if  0
8118:   NOT   actor $146 dead
004D: jump_if_false TRUTH2_2035
0050: gosub TRUTH2_2232
0002: jump TRUTH2_2040

:TRUTH2_2035
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_2040
0002: jump TRUTH2_2042

:TRUTH2_2041
0006: @151 =  0  ;; integer values

:TRUTH2_2042
00D6: if  21
0039:   @87 ==  3  ;; integer values
0039:   @87 ==  4  ;; integer values
004D: jump_if_false TRUTH2_2120
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_2099
00D6: if  0
0039:   @151 ==  3  ;; integer values
004D: jump_if_false TRUTH2_2070
00D6: if  0
001D:   @207 > @152  ;; integer values  
004D: jump_if_false TRUTH2_2068
0050: gosub TRUTH2_2191
0050: gosub TRUTH2_2207
00D6: if  0
8118:   NOT   actor $146 dead
004D: jump_if_false TRUTH2_2062
0050: gosub TRUTH2_2232
0002: jump TRUTH2_2067

:TRUTH2_2062
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_2067
0002: jump TRUTH2_2070

:TRUTH2_2068
0006: @33 =  0  ;; integer values
0006: @151 =  0  ;; integer values

:TRUTH2_2070
00D6: if  24
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_2099
00D6: if  0
001D:   @207 > @152  ;; integer values  
004D: jump_if_false TRUTH2_2093
0050: gosub TRUTH2_2191
0050: gosub TRUTH2_2207
00D6: if  0
8118:   NOT   actor $146 dead
004D: jump_if_false TRUTH2_2087
0050: gosub TRUTH2_2232
0002: jump TRUTH2_2092

:TRUTH2_2087
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_2092
0002: jump TRUTH2_2099

:TRUTH2_2093
00D6: if  0
0019:   @145 >  0  ;; integer values
004D: jump_if_false TRUTH2_2097
000E: @145 -=  1  ;; integer values

:TRUTH2_2097
0006: @33 =  0  ;; integer values
0006: @151 =  0  ;; integer values

:TRUTH2_2099
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_2120
00D6: if  0
001B:    12 > @151  ;; integer values
004D: jump_if_false TRUTH2_2120
00D6: if  0
001D:   @207 > @152  ;; integer values  
004D: jump_if_false TRUTH2_2109
000A: @152 +=  1  ;; integer values

:TRUTH2_2109
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_1813

:TRUTH2_2120
00D6: if  0
001B:    4 > @87  ;; integer values
004D: jump_if_false TRUTH2_2190
00D6: if  0
0039:   @151 ==  12  ;; integer values
004D: jump_if_false TRUTH2_2156
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_2147
00D6: if  0
001D:   @207 > @152  ;; integer values  
004D: jump_if_false TRUTH2_2145
0050: gosub TRUTH2_2191
0050: gosub TRUTH2_2207
00D6: if  0
8118:   NOT   actor $146 dead
004D: jump_if_false TRUTH2_2139
0050: gosub TRUTH2_2232
0002: jump TRUTH2_2144

:TRUTH2_2139
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_2144
0002: jump TRUTH2_2147

:TRUTH2_2145
00BB: text_lowpriority 'TRU2_17'  11000 ms  1
0006: @151 =  13  ;; integer values

:TRUTH2_2147
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_2156
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_2156
00D6: if  0
0039:   @151 ==  13  ;; integer values
004D: jump_if_false TRUTH2_2165
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_2165
0006: @151 =  14  ;; integer values
0006: @152 =  0  ;; integer values
00BE: text_clear_all

:TRUTH2_2165
00D6: if  0
0039:   @151 ==  14  ;; integer values
004D: jump_if_false TRUTH2_2190
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_2179
0006: @33 =  0  ;; integer values
0085: @151 = @214  ;; integer values and handles
0085: @152 = @213  ;; integer values and handles
0050: gosub TRUTH2_1813
00D6: if  0
0039:   @214 ==  0  ;; integer values
004D: jump_if_false TRUTH2_2179
00BB: text_lowpriority 'TRU2_12'  7000 ms  1

:TRUTH2_2179
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TRUTH2_2190
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_1813

:TRUTH2_2190
0051: return

:TRUTH2_2191
00D6: if  0
001D:   @207 > @210  ;; integer values  
004D: jump_if_false TRUTH2_2206
00D6: if  0
0039:   @208 ==  0  ;; integer values
004D: jump_if_false TRUTH2_2200
03CF: load_wav @186(@210,16i) as  1
000A: @210 +=  1  ;; integer values
0006: @208 =  1  ;; integer values

:TRUTH2_2200
00D6: if  0
0039:   @209 ==  0  ;; integer values
004D: jump_if_false TRUTH2_2206
03CF: load_wav @186(@210,16i) as  2
000A: @210 +=  1  ;; integer values
0006: @209 =  1  ;; integer values

:TRUTH2_2206
0051: return

:TRUTH2_2207
00D6: if  0
0039:   @211 ==  1  ;; integer values
004D: jump_if_false TRUTH2_2219
00D6: if  0
0039:   @208 ==  1  ;; integer values
004D: jump_if_false TRUTH2_2219
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TRUTH2_2219
03D1: play_wav  1
00BC: text_highpriority @154(@152,16s)  4500 ms  1
0006: @208 =  2  ;; integer values

:TRUTH2_2219
00D6: if  0
0039:   @211 ==  2  ;; integer values
004D: jump_if_false TRUTH2_2231
00D6: if  0
0039:   @209 ==  1  ;; integer values
004D: jump_if_false TRUTH2_2231
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false TRUTH2_2231
03D1: play_wav  2
00BC: text_highpriority @154(@152,16s)  4500 ms  1
0006: @209 =  2  ;; integer values

:TRUTH2_2231
0051: return

:TRUTH2_2232
00D6: if  0
0039:   @208 ==  2  ;; integer values
004D: jump_if_false TRUTH2_2242
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TRUTH2_2242
03D5: remove_text @154(@152,16s)
000A: @152 +=  1  ;; integer values
0006: @211 =  2  ;; integer values
0006: @208 =  0  ;; integer values

:TRUTH2_2242
00D6: if  0
0039:   @209 ==  2  ;; integer values
004D: jump_if_false TRUTH2_2252
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false TRUTH2_2252
03D5: remove_text @154(@152,16s)
000A: @152 +=  1  ;; integer values
0006: @211 =  1  ;; integer values
0006: @209 =  0  ;; integer values

:TRUTH2_2252
0051: return

;-------------Mission 48---------------
; Originally: Wu Zi Mu / Farewell, my love...


:BCESAR4_1
03A4: name_thread 'BCESAR4'
0050: gosub BCESAR4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BCESAR4_7
0050: gosub BCESAR4_375

:BCESAR4_7
0050: gosub BCESAR4_385
004E: end_thread

:BCESAR4_9
0004: $ON_MISSION =  1  ;; integer values

:BCESAR4_10
0001: wait  0 ms
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  0  ;; integer values
004D: jump_if_false BCESAR4_62
054C: use_GXT_table 'BCESAR4'
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR4_25
0811: @34 = actor $PLAYER_ACTOR car
0763: @34 
00AA: store_car @34 position_to $73 $74 $75
0009: $75 +=  1000.0  ;; floating-point values
00AB: put_car @34 at $73 $74 $75
0519: unknown_car @34 flag  1
0002: jump BCESAR4_26

:BCESAR4_25
0006: @34 = -1  ;; integer values

:BCESAR4_26
0395: clear_area  1 at  1557.162  24.305  22.7313 range  100.0
03EF: player $PLAYER_CHAR make_safe
03AF: set_streaming  0 (disabled)
02E4: load_cutscene_data 'BCESAR4'

:BCESAR4_30
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false BCESAR4_35
0001: wait  0 ms
0002: jump BCESAR4_30

:BCESAR4_35
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:BCESAR4_37
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false BCESAR4_42
0001: wait  0 ms
0002: jump BCESAR4_37

:BCESAR4_42
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:BCESAR4_44
00D6: if  0
016B:   fading
004D: jump_if_false BCESAR4_49
0001: wait  0 ms
0002: jump BCESAR4_44

:BCESAR4_49
02EA: end_cutscene
0004: $1847 =  1  ;; integer values
0004: $2196 =  1  ;; integer values
00D6: if  0
8039:   NOT   @34 == -1  ;; integer values
004D: jump_if_false BCESAR4_61
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false BCESAR4_61
0519: unknown_car @34 flag  0
000D: $75 -=  1000.0  ;; floating-point values
00AB: put_car @34 at $73 $74 $75

:BCESAR4_61
0002: jump BCESAR4_376

:BCESAR4_62
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  2  ;; integer values
004D: jump_if_false BCESAR4_217
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -782.3699 -147.948  19.5518 -405.0757 -237.5195  91.1306
004D: jump_if_false BCESAR4_213
0004: $ON_MISSION =  1  ;; integer values
016A: fade  0 ()  1000 ms

:BCESAR4_70
00D6: if  0
016B:   fading
004D: jump_if_false BCESAR4_75
0001: wait  0 ms
0002: jump BCESAR4_70

:BCESAR4_75
0247: request_model  439
0247: request_model  475
0247: request_model  526
0247: request_model  101
0247: request_model  23
0247: request_model  290
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 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCESAR4_104
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR4_104
0811: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0018:   $48 >  0  ;; integer values
004D: jump_if_false BCESAR4_104
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false BCESAR4_104
0338: $48  0 
0519: unknown_car $48 flag  1
099A: $48  0 
0337: unknown_actor $PLAYER_ACTOR flag  0

:BCESAR4_104
0001: wait  1000 ms

:BCESAR4_105
00D6: if  5
8248:   NOT   model  439 available
8248:   NOT   model  475 available
8248:   NOT   model  526 available
8248:   NOT   model  101 available
8248:   NOT   model  23 available
8248:   NOT   model  290 available
004D: jump_if_false BCESAR4_115
0001: wait  0 ms
0002: jump BCESAR4_105

:BCESAR4_115
00D6: if  0
84EE:   NOT   animation "KISSING" loaded
004D: jump_if_false BCESAR4_120
0001: wait  0 ms
0002: jump BCESAR4_115

:BCESAR4_120
00A5: @35 = create_car  439 at -536.7188 -192.5453  77.404
009A: @38 = create_actor  24  101 at -530.4067 -188.8082  77.3986
0175: set_car @35 z_angle_to  287.0
0615: @41 
0605: unknown_action_sequence -1 "GIFT_GIVE" "KISSING"  1000.0  0  0  0  0 -2 
05CB: unknown_action_sequence -1 @35 -2 
05D1: unknown_action_sequence -1 @35 -507.5502 -99.2875  61.825  10.0  0  0  3 
0616: @41 
0618: @38 @41 
061B: @41 
00A5: @36 = create_car  475 at -536.158 -185.2865  77.398
009A: @39 = create_actor  24  23 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: @41 
0605: unknown_action_sequence -1 "GIFT_GET" "KISSING"  1000.0  0  0  0  0 -2 
05CB: unknown_action_sequence -1 @36 -2 
05D1: unknown_action_sequence -1 @36 -507.5502 -99.2875  61.825  10.0  0  0  3 
0616: @41 
0618: @39 @41 
061B: @41 
00A5: @37 = create_car  526 at -524.9425 -184.208  77.2766
0129: @40 = create_actor  24  290 in_car @37 driverseat
0175: set_car @37 z_angle_to  239.0
0615: @41 
05B9: unknown_action_sequence -1  7000 
05D1: unknown_action_sequence -1 @37 -507.5502 -99.2875  61.825  10.0  0  0  3 
0616: @41 
0618: @40 @41 
061B: @41 
016A: fade  1 (back)  800 ms
0707: unknown_bunnyjump BCESAR4_159 
0001: wait  10000 ms
016A: fade  0 ()  1000 ms

:BCESAR4_154
00D6: if  0
016B:   fading
004D: jump_if_false BCESAR4_159
0001: wait  0 ms
0002: jump BCESAR4_154

:BCESAR4_159
0701: (unknown)
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false BCESAR4_164
00A6: destroy_car @35

:BCESAR4_164
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCESAR4_168
00A6: destroy_car @36

:BCESAR4_168
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BCESAR4_172
00A6: destroy_car @37

:BCESAR4_172
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCESAR4_176
009B: destroy_actor_instantly @38

:BCESAR4_176
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false BCESAR4_180
009B: destroy_actor_instantly @39

:BCESAR4_180
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false BCESAR4_184
009B: destroy_actor_instantly @40

:BCESAR4_184
0249: release_model  439
0249: release_model  475
0249: release_model  526
0249: release_model  101
0249: release_model  23
0249: release_model  290
04EF: release_animation "KISSING"
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCESAR4_208
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR4_208
0811: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0018:   $48 >  0  ;; integer values
004D: jump_if_false BCESAR4_208
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false BCESAR4_208
0338: $48  1 
0519: unknown_car $48 flag  0
099A: $48  1 
0337: unknown_actor $PLAYER_ACTOR flag  1

:BCESAR4_208
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  800 ms

:BCESAR4_213
0004: $CESAR_2_MISSIONS_PASSED = -1  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
0006: @34 =  0  ;; integer values
0002: jump BCESAR4_376

:BCESAR4_217
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  4  ;; integer values
004D: jump_if_false BCESAR4_277
054C: use_GXT_table 'BCESAR4'
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR4_229
0811: @34 = actor $PLAYER_ACTOR car
0519: unknown_car @34 flag  1
0338: @34  0 
099A: @34  0 
0002: jump BCESAR4_230

:BCESAR4_229
0006: @34 = -1  ;; integer values

:BCESAR4_230
0395: clear_area  1 at -526.7778 -189.0571  76.9917 range  100.0
03EF: player $PLAYER_CHAR make_safe
03AF: set_streaming  0 (disabled)
02E4: load_cutscene_data 'BCESA4W'

:BCESAR4_234
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false BCESAR4_239
0001: wait  0 ms
0002: jump BCESAR4_234

:BCESAR4_239
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:BCESAR4_241
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false BCESAR4_246
0001: wait  0 ms
0002: jump BCESAR4_241

:BCESAR4_246
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:BCESAR4_248
00D6: if  0
016B:   fading
004D: jump_if_false BCESAR4_253
0001: wait  0 ms
0002: jump BCESAR4_248

:BCESAR4_253
02EA: end_cutscene
00D6: if  0
8039:   NOT   @34 == -1  ;; integer values
004D: jump_if_false BCESAR4_266
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false BCESAR4_265
0519: unknown_car @34 flag  0
0338: @34  1 
099A: @34  1 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:BCESAR4_265
0002: jump BCESAR4_270

:BCESAR4_266
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_270
016A: fade  1 (back)  1000 ms
0164: disable_marker $485
0318: set_latest_mission_passed 'BCESAR4'
01E3: text_1number_styled 'M_PASSD'  3  5000 ms  1
0004: $1847 =  0  ;; integer values
0004: $2196 =  0  ;; integer values
0002: jump BCESAR4_376

:BCESAR4_277
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  5  ;; integer values
004D: jump_if_false BCESAR4_308
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 (disabled)
02E4: load_cutscene_data 'BCESAR5'

:BCESAR4_286
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false BCESAR4_291
0001: wait  0 ms
0002: jump BCESAR4_286

:BCESAR4_291
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:BCESAR4_293
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false BCESAR4_298
0001: wait  0 ms
0002: jump BCESAR4_293

:BCESAR4_298
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:BCESAR4_300
00D6: if  0
016B:   fading
004D: jump_if_false BCESAR4_305
0001: wait  0 ms
0002: jump BCESAR4_300

:BCESAR4_305
02EA: end_cutscene
0004: $2196 =  1  ;; integer values
0002: jump BCESAR4_376

:BCESAR4_308
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  9  ;; integer values
004D: jump_if_false BCESAR4_374
054C: use_GXT_table 'BCESAR4'
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR4_322
0811: @34 = actor $PLAYER_ACTOR car
0763: @34 
00AA: store_car @34 position_to $73 $74 $75
0009: $75 +=  1000.0  ;; floating-point values
00AB: put_car @34 at $73 $74 $75
0519: unknown_car @34 flag  1
0002: jump BCESAR4_323

:BCESAR4_322
0006: @34 = -1  ;; integer values

:BCESAR4_323
0395: clear_area  1 at  1557.162  24.305  22.7313 range  100.0
03EF: player $PLAYER_CHAR make_safe
03AF: set_streaming  0 (disabled)
02E4: load_cutscene_data 'BCESA5W'

:BCESAR4_327
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false BCESAR4_332
0001: wait  0 ms
0002: jump BCESAR4_327

:BCESAR4_332
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:BCESAR4_334
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false BCESAR4_339
0001: wait  0 ms
0002: jump BCESAR4_334

:BCESAR4_339
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:BCESAR4_341
00D6: if  0
016B:   fading
004D: jump_if_false BCESAR4_346
0001: wait  0 ms
0002: jump BCESAR4_341

:BCESAR4_346
02EA: end_cutscene
00D6: if  0
8039:   NOT   @34 == -1  ;; integer values
004D: jump_if_false BCESAR4_362
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false BCESAR4_361
0519: unknown_car @34 flag  0
0338: @34  1 
099A: @34  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_361
0002: jump BCESAR4_366

:BCESAR4_362
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_366
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  1000 ms
0164: disable_marker $485
0318: set_latest_mission_passed 'BCES4_2'
01E3: text_1number_styled 'M_PASSD'  3  5000 ms  1
0004: $2196 =  0  ;; integer values
0002: jump BCESAR4_376

:BCESAR4_374
0002: jump BCESAR4_10

:BCESAR4_375
0051: return

:BCESAR4_376
00D6: if  0
001A:    5 > $CESAR_2_MISSIONS_PASSED  ;; integer values
004D: jump_if_false BCESAR4_384
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false BCESAR4_384
036A: put_actor $PLAYER_ACTOR in_car @34
0519: unknown_car @34 flag  0

:BCESAR4_384
0051: return

:BCESAR4_385
0008: $CESAR_2_MISSIONS_PASSED +=  1  ;; integer values
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  1  ;; integer values
004D: jump_if_false BCESAR4_393
016A: fade  0 ()  0 ms

:BCESAR4_393
00D6: if  0
0038:   $CESAR_2_MISSIONS_PASSED ==  6  ;; integer values
004D: jump_if_false BCESAR4_397
016A: fade  0 ()  0 ms

:BCESAR4_397
0051: return

;-------------Mission 49---------------
; Originally: Wear Flowers in your Hair


:GARAG1_1
03A4: name_thread 'GARAG1'
0050: gosub GARAG1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false GARAG1_7
0050: gosub GARAG1_2972

:GARAG1_7
0050: gosub GARAG1_2974
004E: end_thread

:GARAG1_9
0004: $ON_MISSION =  1  ;; integer values
01B6: set_weather  5
0317: increment_mission_attempts
054C: use_GXT_table 'GARAGE1'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:GARAG1_15
00D6: if  0
016B:   fading
004D: jump_if_false GARAG1_20
0001: wait  0 ms
0002: jump GARAG1_15

:GARAG1_20
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'GARAG1B'

:GARAG1_22
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false GARAG1_27
0001: wait  0 ms
0002: jump GARAG1_22

:GARAG1_27
02E7: start_cutscene
016A: fade  1 (back)  1000 ms
0001: wait  1000 ms

:GARAG1_30
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false GARAG1_35
0001: wait  0 ms
0002: jump GARAG1_30

:GARAG1_35
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:GARAG1_38
00D6: if  0
016B:   fading
004D: jump_if_false GARAG1_43
0001: wait  0 ms
0002: jump GARAG1_38

:GARAG1_43
04BB: select_interior  0  ;; select render area
023C: load_special_actor  3 'JETHRO'

:GARAG1_45
00D6: if  0
823D:   NOT   special_actor  3 loaded
004D: jump_if_false GARAG1_50
0001: wait  0 ms
0002: jump GARAG1_45

:GARAG1_50
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:  3 
09DD:  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  0
0039:   @349 ==  1  ;; integer values
004D: jump_if_false GARAG1_124
009A: @242 = create_actor  4  0 at  0.0  0.0  0.0
009A: @93 = create_actor  4  291 at -2031.252  164.0169  27.8429
009A: @94 = create_actor  4  292 at @72(@134,5f) @77(@134,5f) @82(@134,5f)

:GARAG1_124
05A9: s$7014 = 'GAR1_AA'  ;; 8-byte strings
05A9: s$7014(1) = 'GAR1_AB'  ;; 8-byte strings
05A9: s$7014(2) = 'GAR1_AC'  ;; 8-byte strings
05A9: s$7014(3) = 'GAR1_AD'  ;; 8-byte strings
05A9: s$7014(4) = 'GAR1_AE'  ;; 8-byte strings
05A9: s$7014(5) = 'GAR1_AF'  ;; 8-byte strings
05A9: s$7014(6) = 'GAR1_AG'  ;; 8-byte strings
05A9: s$7014(7) = 'GAR1_AH'  ;; 8-byte strings
05A9: s$7014(8) = 'GAR1_AJ'  ;; 8-byte strings
05A9: s$7014(9) = 'GAR1_BA'  ;; 8-byte strings
05A9: s$7014(10) = 'GAR1_BB'  ;; 8-byte strings
05A9: s$7014(11) = 'GAR1_BC'  ;; 8-byte strings
05A9: s$7014(12) = 'GAR1_BD'  ;; 8-byte strings
05A9: s$7014(13) = 'GAR1_BE'  ;; 8-byte strings
05A9: s$7014(14) = 'GAR1_BF'  ;; 8-byte strings
05A9: s$7014(15) = 'GAR1_BG'  ;; 8-byte strings
05A9: s$7014(16) = 'GAR1_BH'  ;; 8-byte strings
05A9: s$7014(17) = 'GAR1_CA'  ;; 8-byte strings
05A9: s$7014(18) = 'GAR1_CB'  ;; 8-byte strings
05A9: s$7014(19) = 'GAR1_CC'  ;; 8-byte strings
05A9: s$7014(20) = 'GAR1_DA'  ;; 8-byte strings
05A9: s$7014(21) = 'GAR1_DF'  ;; 8-byte strings
05A9: s$7014(22) = 'GAR1_DB'  ;; 8-byte strings
05A9: s$7014(23) = 'GAR1_DC'  ;; 8-byte strings
05A9: s$7014(24) = 'GAR1_DD'  ;; 8-byte strings
05A9: s$7014(25) = 'GAR1_DE'  ;; 8-byte strings
05A9: s$7014(26) = 'GAR1_EA'  ;; 8-byte strings
05A9: s$7014(27) = 'GAR1_EB'  ;; 8-byte strings
05A9: s$7014(28) = 'GAR1_EC'  ;; 8-byte strings
05A9: s$7014(29) = 'GAR1_ED'  ;; 8-byte strings
05A9: s$7014(30) = 'GAR1_EE'  ;; 8-byte strings
05A9: s$7014(31) = 'GAR1_FA'  ;; 8-byte strings
05A9: s$7014(32) = 'GAR1_FB'  ;; 8-byte strings
05A9: s$7014(33) = 'GAR1_FC'  ;; 8-byte strings
05A9: s$7014(34) = 'GAR1_FD'  ;; 8-byte strings
05A9: s$7014(35) = 'GAR1_FE'  ;; 8-byte strings
05A9: s$7014(36) = 'GAR1_FF'  ;; 8-byte strings
05A9: s$7014(37) = 'GAR1_FG'  ;; 8-byte strings
05A9: s$7014(38) = 'GAR1_GA'  ;; 8-byte strings
05A9: s$7014(39) = 'GAR1_GB'  ;; 8-byte strings
05A9: s$7014(40) = 'GAR1_GC'  ;; 8-byte strings
05A9: s$7014(41) = 'GAR1_GD'  ;; 8-byte strings
05A9: s$7014(42) = 'GAR1_GE'  ;; 8-byte strings
05A9: s$7014(43) = 'GAR1_GF'  ;; 8-byte strings
05A9: s$7014(44) = 'GAR1_GG'  ;; 8-byte strings
05A9: s$7014(45) = 'GAR1_GH'  ;; 8-byte strings
05A9: s$7014(46) = 'GAR1_GI'  ;; 8-byte strings
05A9: s$7014(47) = 'GAR1_GJ'  ;; 8-byte strings
05A9: s$7014(48) = 'GAR1_HA'  ;; 8-byte strings
05A9: s$7014(49) = 'GAR1_HB'  ;; 8-byte strings
05A9: s$7014(50) = 'GAR1_HC'  ;; 8-byte strings
05A9: s$7014(51) = 'GAR1_HD'  ;; 8-byte strings
05A9: s$7014(52) = 'GAR1_HE'  ;; 8-byte strings
05A9: s$7014(53) = 'GAR1_HF'  ;; 8-byte strings
05A9: s$7014(54) = 'GAR1_HG'  ;; 8-byte strings
05A9: s$7014(55) = 'GAR1_JA'  ;; 8-byte strings
05A9: s$7014(56) = 'GAR1_JB'  ;; 8-byte strings
05A9: s$7014(57) = 'GAR1_JC'  ;; 8-byte strings
05A9: s$7014(58) = 'GAR1_JD'  ;; 8-byte strings
05A9: s$7014(59) = 'GAR1_JE'  ;; 8-byte strings
05A9: s$7014(60) = 'GAR1_JF'  ;; 8-byte strings
05A9: s$7014(61) = 'GAR1_JG'  ;; 8-byte strings
05A9: s$7014(62) = 'GAR1_JH'  ;; 8-byte strings
05A9: s$7014(63) = 'GAR1_JJ'  ;; 8-byte strings
05A9: s$7014(64) = 'GAR1_KA'  ;; 8-byte strings
05A9: s$7014(65) = 'GAR1_KB'  ;; 8-byte strings
05A9: s$7014(66) = 'GAR1_KC'  ;; 8-byte strings
05A9: s$7014(67) = 'GAR1_KD'  ;; 8-byte strings
05A9: s$7014(68) = 'GAR1_KE'  ;; 8-byte strings
05A9: s$7014(69) = 'GAR1_LA'  ;; 8-byte strings
05A9: s$7014(70) = 'GAR1_LB'  ;; 8-byte strings
05A9: s$7014(71) = 'GAR1_LC'  ;; 8-byte strings
05A9: s$7014(72) = 'GAR1_LD'  ;; 8-byte strings
05A9: s$7014(73) = 'GAR1_MA'  ;; 8-byte strings
05A9: s$7014(74) = 'GAR1_MB'  ;; 8-byte strings
05A9: s$7014(75) = 'GAR1_MC'  ;; 8-byte strings
05A9: s$7014(76) = 'GAR1_MD'  ;; 8-byte strings
05A9: s$7014(77) = 'GAR1_ME'  ;; 8-byte strings
05A9: s$7014(78) = 'GAR1_MF'  ;; 8-byte strings
05A9: s$7014(79) = 'GAR1_MG'  ;; 8-byte strings
05A9: s$7014(80) = 'GAR1_NA'  ;; 8-byte strings
05A9: s$7014(81) = 'GAR1_NB'  ;; 8-byte strings
05A9: s$7014(82) = 'GAR1_NC'  ;; 8-byte strings
05A9: s$7014(83) = 'GAR1_ND'  ;; 8-byte strings
05A9: s$7014(84) = 'GAR1_NE'  ;; 8-byte strings
05A9: s$7014(85) = 'GAR1_NF'  ;; 8-byte strings
05A9: s$7014(86) = 'GAR1_NG'  ;; 8-byte strings
05A9: s$7014(87) = 'GAR1_NH'  ;; 8-byte strings
05A9: s$7014(88) = 'GAR1_NJ'  ;; 8-byte strings
05A9: s$7014(89) = 'GAR1_NK'  ;; 8-byte strings
05A9: s$7014(91) = 'GAR1_OA'  ;; 8-byte strings
05A9: s$7014(92) = 'GAR1_OB'  ;; 8-byte strings
05A9: s$7014(93) = 'GAR1_OC'  ;; 8-byte strings
05A9: s$7014(94) = 'GAR1_OD'  ;; 8-byte strings
05A9: s$7014(95) = 'GAR1_OE'  ;; 8-byte strings
05A9: s$7014(96) = 'GAR1_OF'  ;; 8-byte strings
05A9: s$7014(97) = 'GAR1_PA'  ;; 8-byte strings
05A9: s$7014(98) = 'GAR1_PB'  ;; 8-byte strings
05A9: s$7014(99) = 'GAR1_PC'  ;; 8-byte strings
05A9: s$7014(100) = 'GAR1_PD'  ;; 8-byte strings
05A9: s$7014(101) = 'GAR1_PE'  ;; 8-byte strings
05A9: s$7014(102) = 'GAR1_PJ'  ;; 8-byte strings
05A9: s$7014(103) = 'GAR1_PF'  ;; 8-byte strings
05A9: s$7014(104) = 'GAR1_PG'  ;; 8-byte strings
05A9: s$7014(105) = 'GAR1_PH'  ;; 8-byte strings
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:  1 
0247: request_model  585

:GARAG1_338
00D6: if  0
8248:   NOT   model  585 available
004D: jump_if_false GARAG1_343
0001: wait  0 ms
0002: jump GARAG1_338

:GARAG1_343
00A5: @34 = create_car  585 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: load_special_actor  2 'TRUTH'

:GARAG1_348
00D6: if  0
823D:   NOT   special_actor  2 loaded
004D: jump_if_false GARAG1_353
0001: wait  0 ms
0002: jump GARAG1_348

:GARAG1_353
009A: @93 = create_actor  4  291 at -2031.252  164.0169  27.8429
0568: @93  1
09F6: @93  0 
077A: @93  1  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: (unknown) @93  0 
0173: set_actor $PLAYER_ACTOR z_angle_to  0.0
0373: set_camera_directly_behind_player

:GARAG1_364
0001: wait  0 ms
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false GARAG1_369
0050: gosub GARAG1_398

:GARAG1_369
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false GARAG1_373
0050: gosub GARAG1_1119

:GARAG1_373
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false GARAG1_377
0050: gosub GARAG1_1741

:GARAG1_377
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false GARAG1_381
0050: gosub GARAG1_883

:GARAG1_381
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false GARAG1_385
0050: gosub GARAG1_1533

:GARAG1_385
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false GARAG1_389
0050: gosub GARAG1_2002

:GARAG1_389
00D6: if  0
0039:   @109 ==  1  ;; integer values
004D: jump_if_false GARAG1_393
0002: jump GARAG1_2963

:GARAG1_393
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_397
0002: jump GARAG1_2972

:GARAG1_397
0002: jump GARAG1_364

:GARAG1_398
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_417
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false GARAG1_422
0001: wait  0 ms
0002: jump GARAG1_417

:GARAG1_422
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:  1 
0930:  1 
0936: -2019.916  157.5772  33.449 -2019.951  157.5985  31.8268  4500  1 
0920: -2020.77  158.0734  33.2929 -2020.787  158.0842  31.5706  4500  1 
01EB: set_car_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 (back)  1000 ms
02A3: toggle_widescreen  1 (on)

:GARAG1_435
00D6: if  0
016B:   fading
004D: jump_if_false GARAG1_440
0001: wait  0 ms
0002: jump GARAG1_435

:GARAG1_440
0006: @114 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:GARAG1_443
00D6: if  0
8039:   NOT   @114 ==  10  ;; integer values
004D: jump_if_false GARAG1_501
0001: wait  0 ms
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GARAG1_452
0707: unknown_bunnyjump GARAG1_501 
0050: gosub GARAG1_2911

:GARAG1_452
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GARAG1_469
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_467
0615: @130 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKA" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  0 -1 
0616: @130 
0618: @93 @130 
061B: @130 

:GARAG1_467
0050: gosub GARAG1_2911
0006: @32 =  0  ;; integer values

:GARAG1_469
00D6: if  1
0029:   @114 >=  2  ;; integer values
002B:    3 >= @114  ;; integer values 
004D: jump_if_false GARAG1_474
0050: gosub GARAG1_2911

:GARAG1_474
00D6: if  0
0039:   @114 ==  4  ;; integer values
004D: jump_if_false GARAG1_481
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_2911

:GARAG1_481
00D6: if  21
0029:   @114 >=  5  ;; integer values
002B:    6 >= @114  ;; integer values 
004D: jump_if_false GARAG1_486
0050: gosub GARAG1_2911

:GARAG1_486
00D6: if  0
0039:   @114 ==  7  ;; integer values
004D: jump_if_false GARAG1_491
0050: gosub GARAG1_2911
0006: @114 =  10  ;; integer values

:GARAG1_491
00D6: if  0
08D0: (unknown)
004D: jump_if_false GARAG1_496
0006: @114 =  10  ;; integer values
040D: unload_wav  1

:GARAG1_496
00D6: if  0
0019:   @33 >  23500  ;; integer values
004D: jump_if_false GARAG1_500
0006: @114 =  10  ;; integer values

:GARAG1_500
0002: jump GARAG1_443

:GARAG1_501
0701: (unknown)
040D: unload_wav  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0925: (unknown)
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
00BE: text_clear_all
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAG1_512
0A09: $PLAYER_ACTOR  1 

:GARAG1_512
041E: set_radio_station  2 
01EB: set_car_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  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_527
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_527
05CA: unknown_action_sequence @93 @34 -2  0 
039E: (unknown) @93  1 
0526: unknown_actor @93  1

:GARAG1_527
04EF: release_animation "GANGS"
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_593
0186: @127 = create_marker_above_car @34
07E0: @127  1 
00BC: text_highpriority 'GAR1_22'  5000 ms  1

:GARAG1_534
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_589
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false GARAG1_550
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_550
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false GARAG1_563
00BC: text_highpriority 'GAR1_07'  5000 ms  1
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_563
00D6: if  0
0118:   actor @93 dead
004D: jump_if_false GARAG1_576
00BC: text_highpriority 'GAR1_17'  5000 ms  1
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_576
00D6: if  0
0495:   unknown_car_check @34
004D: jump_if_false GARAG1_588
020B: explode_car @34
00BC: text_highpriority 'GAR1_07'  5000 ms  1
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_588
0002: jump GARAG1_534

:GARAG1_589
0164: disable_marker @127
018A: @122(@134,5i) = create_checkpoint_at @54(@134,5f) @59(@134,5f) @64(@134,5f)
08FB: @122(@134,5i)  1 
0002: jump GARAG1_597

:GARAG1_593
00BC: text_highpriority 'GAR1_07'  5000 ms  1
0006: @101 =  0  ;; integer values
0006: @110 =  1  ;; integer values
0051: return

:GARAG1_597
0247: request_model  525
04ED: load_animation "CAR"

:GARAG1_599
00D6: if  21
8248:   NOT   model  525 available
84EE:   NOT   animation "CAR" loaded
004D: jump_if_false GARAG1_605
0001: wait  0 ms
0002: jump GARAG1_599

:GARAG1_605
009A: @94(@134,4i) = create_actor  4  292 at @72(@134,5f) @77(@134,5f) @82(@134,5f)
0568: @94(@134,4i)  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  525 at -1676.0  440.0  6.7
0175: set_car @36 z_angle_to  229.0
077A: @94(@134,4i)  1  0 
060B: unknown_actor_use_entity @94(@134,4i) @135 
00A6: destroy_car @36
009B: destroy_actor_instantly @94(@134,4i)
0050: gosub GARAG1_2183
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_620
0051: return

:GARAG1_620
0006: @32 =  0  ;; integer values
04ED: load_animation "CAR_CHAT"

:GARAG1_622
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false GARAG1_627
0001: wait  0 ms
0002: jump GARAG1_622

:GARAG1_627
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 (frozen)
02A3: toggle_widescreen  1 (on)
01EB: set_car_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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_663
00D6: if  0
8431:   NOT   car @34 car_passenger_seat_free  2
004D: jump_if_false GARAG1_663
0432: @100 = get_actor_handle_from_car @34 passenger  2
009B: destroy_actor_instantly @100

:GARAG1_663
00D6: if  0
8039:   NOT   @114 ==  20  ;; integer values
004D: jump_if_false GARAG1_820
0001: wait  0 ms
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GARAG1_697
0707: unknown_bunnyjump GARAG1_820 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_693
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_689
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  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_683
036A: put_actor $PLAYER_ACTOR in_car @34

:GARAG1_683
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_2946
0002: jump GARAG1_692

:GARAG1_689
0006: @101 =  0  ;; integer values
0006: @110 =  1  ;; integer values
0051: return

:GARAG1_692
0002: jump GARAG1_697

:GARAG1_693
00BC: text_highpriority 'GAR1_07'  5000 ms  1
0006: @101 =  0  ;; integer values
0006: @110 =  1  ;; integer values
0051: return

:GARAG1_697
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GARAG1_729
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_729
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_729
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_729
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: @130 
0605: unknown_action_sequence -1 "FIXN_CAR_OUT" "CAR"  4.0  0  0  0  0  0 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05D3: unknown_action_sequence -1 -1668.853  442.619  6.219  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  193.0 
05CA: unknown_action_sequence -1 @34 -1  2 
0616: @130 
0618: @94(@134,4i) @130 
061B: @130 
0006: @114 =  2  ;; integer values
03CF: load_wav  1825 as  3

:GARAG1_722
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false GARAG1_727
0001: wait  0 ms
0002: jump GARAG1_722

:GARAG1_727
09F1: @94(@134,4i)  1151 
0006: @32 =  0  ;; integer values

:GARAG1_729
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false GARAG1_750
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_750
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  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_743
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_743

:GARAG1_743
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_748
0173: set_actor @94(@134,4i) z_angle_to  228.0
0619: @94(@134,4i)  1 

:GARAG1_748
0050: gosub GARAG1_2946
0006: @32 =  0  ;; integer values

:GARAG1_750
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false GARAG1_754
0050: gosub GARAG1_2946

:GARAG1_754
00D6: if  0
0039:   @114 ==  4  ;; integer values
004D: jump_if_false GARAG1_758
0050: gosub GARAG1_2946

:GARAG1_758
00D6: if  0
0039:   @114 ==  5  ;; integer values
004D: jump_if_false GARAG1_769
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_769
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_768
0605: unknown_action_sequence @93 "CAR_SC4_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_768
0050: gosub GARAG1_2946

:GARAG1_769
00D6: if  0
0039:   @114 ==  6  ;; integer values
004D: jump_if_false GARAG1_779
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_777
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_777
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 
0050: gosub GARAG1_2946

:GARAG1_779
00D6: if  0
0039:   @114 ==  7  ;; integer values
004D: jump_if_false GARAG1_783
0050: gosub GARAG1_2946

:GARAG1_783
00D6: if  0
0039:   @114 ==  8  ;; integer values
004D: jump_if_false GARAG1_787
0050: gosub GARAG1_2946

:GARAG1_787
00D6: if  0
0039:   @114 ==  9  ;; integer values
004D: jump_if_false GARAG1_796
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_796
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_2946

:GARAG1_796
00D6: if  0
0039:   @114 ==  10  ;; integer values
004D: jump_if_false GARAG1_803
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_803
0050: gosub GARAG1_2946

:GARAG1_803
00D6: if  0
0039:   @114 ==  11  ;; integer values
004D: jump_if_false GARAG1_810
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_810
0050: gosub GARAG1_2946

:GARAG1_810
00D6: if  0
08D0: (unknown)
004D: jump_if_false GARAG1_815
0006: @114 =  20  ;; integer values
040D: unload_wav  1

:GARAG1_815
00D6: if  0
0019:   @33 >  21500  ;; integer values
004D: jump_if_false GARAG1_819
0006: @114 =  20  ;; integer values

:GARAG1_819
0002: jump GARAG1_663

:GARAG1_820
0701: (unknown)
0050: gosub GARAG1_2615
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_826
0051: return

:GARAG1_826
04EF: release_animation "CAR"
0249: release_model  525
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false GARAG1_832
0519: unknown_car @36 flag  0

:GARAG1_832
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
04EF: release_animation "CAR_CHAT"
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAG1_841
0A09: $PLAYER_ACTOR  1 

:GARAG1_841
01EB: set_car_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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_879
03A2: (unknown) @34  0 
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_865
00D6: if  0
80DB:   NOT   actor @93 in_car @34
004D: jump_if_false GARAG1_865
00D6: if  0
0431:   car @34 car_passenger_seat_free  0
004D: jump_if_false GARAG1_862
0430: @93 @34  0 
0002: jump GARAG1_865

:GARAG1_862
0432: @100 = get_actor_handle_from_car @34 passenger  0
009B: destroy_actor_instantly @100
0430: @93 @34  0 

:GARAG1_865
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_879
00D6: if  0
80DB:   NOT   actor @94(@134,4i) in_car @34
004D: jump_if_false GARAG1_879
00D6: if  0
0431:   car @34 car_passenger_seat_free  2
004D: jump_if_false GARAG1_876
0430: @94(@134,4i) @34  2 
0002: jump GARAG1_879

:GARAG1_876
0432: @100 = get_actor_handle_from_car @34 passenger  2
009B: destroy_actor_instantly @100
0430: @94(@134,4i) @34  2 

:GARAG1_879
0006: @134 =  1  ;; integer values
0006: @101 =  0  ;; integer values
0006: @105 =  1  ;; integer values
0051: return

:GARAG1_883
0247: request_model  413

:GARAG1_884
00D6: if  0
8248:   NOT   model  413 available
004D: jump_if_false GARAG1_889
0001: wait  0 ms
0002: jump GARAG1_884

:GARAG1_889
00A5: @38 = create_car  413 at -2607.11  623.91  14.66
0249: release_model  413
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_2183
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_899
0051: return

:GARAG1_899
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  413

:GARAG1_918
00D6: if  0
8248:   NOT   model  413 available
004D: jump_if_false GARAG1_923
0001: wait  0 ms
0002: jump GARAG1_918

:GARAG1_923
04ED: load_animation "CAR_CHAT"

:GARAG1_924
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false GARAG1_929
0001: wait  0 ms
0002: jump GARAG1_924

:GARAG1_929
00A5: @38 = create_car  413 at -2607.11  623.91  14.66
0249: release_model  413
020A: set_car @38 door_status_to  2
0175: set_car @38 z_angle_to  180.0
0519: unknown_car @38 flag  1
0006: @348 =  38  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
040D: unload_wav  1
01EB: set_car_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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_964
00AB: put_car @34 at @45 @46 @47
0174: @40 = car @34 z_angle
00D6: if  1
0021:   @40 >  0.0  ;; floating-point values
0023:    180.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_954
0175: set_car @34 z_angle_to  90.0
0002: jump GARAG1_955

:GARAG1_954
0175: set_car @34 z_angle_to  270.0

:GARAG1_955
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_959
036A: put_actor $PLAYER_ACTOR in_car @34

:GARAG1_959
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  .8  2.2  .8
0407: create_coordinate @90 @91 @92 from_car @34 offset  0.0 -1.5  .5
0395: clear_area  1 at -2607.11  623.91  14.66 range  1000.0

:GARAG1_964
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_968
0605: unknown_action_sequence @93 "CAR_SC3_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_968
0050: gosub GARAG1_2946
0395: clear_area  1 at @45 @46 @47 range  1000.0
0006: @114 =  0  ;; integer values

:GARAG1_971
00D6: if  0
8039:   NOT   @114 ==  10  ;; integer values
004D: jump_if_false GARAG1_1098
0001: wait  0 ms
0050: gosub GARAG1_2615
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_980
0051: return

:GARAG1_980
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GARAG1_999
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_999
0707: unknown_bunnyjump GARAG1_1098 
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false GARAG1_991
0605: unknown_action_sequence @94 "CAR_SC3_BR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_991
0925: (unknown)
092F:  1 
0930:  1 
0936: -2581.94  580.42  17.8189 -2583.32  581.73  15.39  5000  1 
0920: -2582.491  581.153  18.2173 -2607.11  623.91  14.66  5000  1 
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 
0050: gosub GARAG1_2946
0006: @32 =  0  ;; integer values

:GARAG1_999
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GARAG1_1010
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1010
0050: gosub GARAG1_2946
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false GARAG1_1010
0129: @99 = create_actor  4  7 in_car @38 driverseat

:GARAG1_1010
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false GARAG1_1020
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1020
0050: gosub GARAG1_2946
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_1020
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false GARAG1_1027
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1027
0050: gosub GARAG1_2946

:GARAG1_1027
00D6: if  0
0039:   @114 ==  4  ;; integer values
004D: jump_if_false GARAG1_1045
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1045
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false GARAG1_1044
0519: unknown_car @38 flag  0
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GARAG1_1044
00D6: if  0
00DB:   actor @99 in_car @38
004D: jump_if_false GARAG1_1044
05D1: unknown_action_sequence @99 @38 -2607.95  528.47  13.98  25.0  2  0  2 

:GARAG1_1044
0050: gosub GARAG1_2946

:GARAG1_1045
00D6: if  0
0039:   @114 ==  5  ;; integer values
004D: jump_if_false GARAG1_1055
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1055
0050: gosub GARAG1_2946
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_1055
00D6: if  0
0039:   @114 ==  6  ;; integer values
004D: jump_if_false GARAG1_1073
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false GARAG1_1073
0050: gosub GARAG1_2946
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1066
0605: unknown_action_sequence @93 "CAR_SC3_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_1066
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false GARAG1_1070
0605: unknown_action_sequence @94 "CAR_SC3_BR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_1070
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 
015F: set_camera_position @87 @88 @89  0.0  0.0  0.0
0160: point_camera @90 @91 @92  2

:GARAG1_1073
00D6: if  0
0039:   @114 ==  7  ;; integer values
004D: jump_if_false GARAG1_1080
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1080
0050: gosub GARAG1_2946

:GARAG1_1080
00D6: if  0
0039:   @114 ==  8  ;; integer values
004D: jump_if_false GARAG1_1088
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1088
0050: gosub GARAG1_2946
0006: @114 =  10  ;; integer values

:GARAG1_1088
00D6: if  0
08D0: (unknown)
004D: jump_if_false GARAG1_1093
0006: @114 =  10  ;; integer values
040D: unload_wav  1

:GARAG1_1093
00D6: if  0
0019:   @33 >  20500  ;; integer values
004D: jump_if_false GARAG1_1097
0006: @114 =  10  ;; integer values

:GARAG1_1097
0002: jump GARAG1_971

:GARAG1_1098
0701: (unknown)
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BE: text_clear_all
0925: (unknown)
04EF: release_animation "CAR_CHAT"
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAG1_1109
0A09: $PLAYER_ACTOR  1 

:GARAG1_1109
01EB: set_car_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_1119
0247: request_model  588

:GARAG1_1120
00D6: if  0
8248:   NOT   model  588 available
004D: jump_if_false GARAG1_1125
0001: wait  0 ms
0002: jump GARAG1_1120

:GARAG1_1125
04ED: load_animation "SMOKING"

:GARAG1_1126
00D6: if  0
84EE:   NOT   animation "SMOKING" loaded
004D: jump_if_false GARAG1_1131
0001: wait  0 ms
0002: jump GARAG1_1126

:GARAG1_1131
023C: load_special_actor  4 'DWAYNE'

:GARAG1_1132
00D6: if  0
823D:   NOT   special_actor  4 loaded
004D: jump_if_false GARAG1_1137
0001: wait  0 ms
0002: jump GARAG1_1132

:GARAG1_1137
0247: request_model #CIGAR

:GARAG1_1138
00D6: if  0
8248:   NOT   model #CIGAR available
004D: jump_if_false GARAG1_1143
0001: wait  0 ms
0002: jump GARAG1_1138

:GARAG1_1143
018A: @122(@134,5i) = create_checkpoint_at @54(@134,5f) @59(@134,5f) @64(@134,5f)
08FB: @122(@134,5i)  1 
00D6: if  0
0039:   @110 ==  14  ;; integer values
004D: jump_if_false GARAG1_1154
009A: @94(@134,4i) = create_actor  4  293 at @72(@134,5f) @77(@134,5f) @82(@134,5f)
00A5: @35 = create_car  588 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_1154
0050: gosub GARAG1_2183
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_1159
0051: return

:GARAG1_1159
00D6: if  0
03CA:   object @42 exists
004D: jump_if_false GARAG1_1163
0108: destroy_object @42

:GARAG1_1163
04ED: load_animation "CAR_CHAT"

:GARAG1_1164
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false GARAG1_1169
0001: wait  0 ms
0002: jump GARAG1_1164

:GARAG1_1169
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  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1193
00D6: if  0
83CA:   NOT   object @42 exists
004D: jump_if_false GARAG1_1193
0107: @42 = create_object #CIGAR at @72(@134,5f) @77(@134,5f) @82(@134,5f)
070A: unknown_action_sequence @94(@134,4i) @42  .04  .1  .05  6  16 "NULL" "NULL"  0 
0669: "EXHALE" @94(@134,4i)  .05  .12  0.0  1 @350 
0883: @350 @94(@134,4i)  5 

:GARAG1_1193
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_1226
0174: @40 = car @34 z_angle
00AB: put_car @34 at @55 @60 @65
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_1202
036A: put_actor $PLAYER_ACTOR in_car @34

:GARAG1_1202
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  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1209
0812: unknown_action_sequence @94(@134,4i) "M_SMK_OUT" "SMOKING"  4.0  0  0  0  0  0 

:GARAG1_1209
00D6: if  1
0021:   @40 >  90.0  ;; floating-point values
0023:    270.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_1220
0175: set_car @34 z_angle_to  180.0
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1218
0605: unknown_action_sequence @93 "CAR_SC4_FR" "CAR_CHAT"  4.0  1  0  0  0 -1 

:GARAG1_1218
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC4_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 
0002: jump GARAG1_1226

:GARAG1_1220
0175: set_car @34 z_angle_to  0.0
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1225
0605: unknown_action_sequence @93 "CAR_SC3_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_1225
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC2_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 

:GARAG1_1226
0006: @348 =  55  ;; integer values
0050: gosub GARAG1_2946
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
040D: unload_wav  1
01EB: set_car_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_1236
00D6: if  0
8039:   NOT   @114 ==  20  ;; integer values
004D: jump_if_false GARAG1_1472
0001: wait  0 ms
0050: gosub GARAG1_2615
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_1245
0051: return

:GARAG1_1245
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GARAG1_1278
0707: unknown_bunnyjump GARAG1_1472 
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_1278
064C: @350 
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1257
0967: @94(@134,4i)  4000 

:GARAG1_1257
0050: gosub GARAG1_2946
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1263
0812: unknown_action_sequence @94(@134,4i) "M_SMK_OUT" "SMOKING"  4.0  0  0  0  0  0 
04D7: lock_actor @94(@134,4i) in_current_position  0

:GARAG1_1263
00D6: if  1
0021:   @40 >  90.0  ;; floating-point values
0023:    270.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_1273
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1271
0605: unknown_action_sequence @93 "CAR_SC4_FR" "CAR_CHAT"  4.0  1  0  0  0 -1 

:GARAG1_1271
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC4_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 
0002: jump GARAG1_1278

:GARAG1_1273
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1277
0605: unknown_action_sequence @93 "CAR_SC3_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_1277
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC2_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 

:GARAG1_1278
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GARAG1_1321
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_1321
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_1317
020A: set_car @35 door_status_to  1
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false GARAG1_1303
05D3: unknown_action_sequence @95 -2232.07  545.04  34.39  4 -1 
04EF: release_animation "SMOKING"
00D6: if  1
0021:   @40 >  90.0  ;; floating-point values
0023:    270.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_1300
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_1302

:GARAG1_1300
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_1302
0002: jump GARAG1_1307

:GARAG1_1303
00BC: text_highpriority 'GAR1_07'  5000 ms  1
0006: @102 =  0  ;; integer values
0006: @110 =  1  ;; integer values
0051: return

:GARAG1_1307
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1313
0519: unknown_car @35 flag  0
0050: gosub GARAG1_2946
0002: jump GARAG1_1316

:GARAG1_1313
0006: @102 =  0  ;; integer values
0006: @110 =  1  ;; integer values
0051: return

:GARAG1_1316
0002: jump GARAG1_1321

:GARAG1_1317
00BC: text_highpriority 'GAR1_07'  5000 ms  1
0006: @102 =  0  ;; integer values
0006: @110 =  1  ;; integer values
0051: return

:GARAG1_1321
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1340
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false GARAG1_1340
0050: gosub GARAG1_2946
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1340
0173: set_actor @94(@134,4i) z_angle_to  270.0
0615: @130 
05D3: unknown_action_sequence -1 -2232.07  545.04  34.39  4 -1 
0605: unknown_action_sequence -1 "CAR_TALKM_IN" "CAR_CHAT"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "CAR_TALKM_LOOP" "CAR_CHAT"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "CAR_TALKM_OUT" "CAR_CHAT"  4.0  0  0  0  0  0 
0616: @130 
0618: @95 @130 
061B: @130 

:GARAG1_1340
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false GARAG1_1344
0050: gosub GARAG1_2946

:GARAG1_1344
00D6: if  0
0039:   @114 ==  4  ;; integer values
004D: jump_if_false GARAG1_1348
0050: gosub GARAG1_2946

:GARAG1_1348
00D6: if  0
0039:   @114 ==  5  ;; integer values
004D: jump_if_false GARAG1_1352
0050: gosub GARAG1_2946

:GARAG1_1352
00D6: if  0
0039:   @114 ==  6  ;; integer values
004D: jump_if_false GARAG1_1369
0050: gosub GARAG1_2946
0006: @32 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_1369
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false GARAG1_1369
0615: @130 
05D3: unknown_action_sequence -1 -2241.66  547.19  34.49  6 -1 
05CB: unknown_action_sequence -1 @35 -1 
0616: @130 
0618: @95 @130 
061B: @130 

:GARAG1_1369
00D6: if  0
0039:   @114 ==  7  ;; integer values
004D: jump_if_false GARAG1_1391
0050: gosub GARAG1_2946
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  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_1391
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1391
036A: put_actor @94(@134,4i) in_car @35
00D6: if  0
00DB:   actor @94(@134,4i) in_car @35
004D: jump_if_false GARAG1_1391
0615: @130 
05D1: unknown_action_sequence -1 @35 -2240.43  557.96  34.0  10.0  2  0  3 
05D1: unknown_action_sequence -1 @35 -2185.43  567.96  34.0  50.0  2  0  3 
0616: @130 
0618: @95 @130 
061B: @130 

:GARAG1_1391
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false GARAG1_1420
00D6: if  0
0039:   @114 ==  8  ;; integer values
004D: jump_if_false GARAG1_1420
0050: gosub GARAG1_2946
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_1407
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  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1407
0605: unknown_action_sequence @93 "CAR_SC3_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_1407
064E: @350 
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1412
009B: destroy_actor_instantly @94(@134,4i)

:GARAG1_1412
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_1416
00A6: destroy_car @35

:GARAG1_1416
00D6: if  0
03CA:   object @42 exists
004D: jump_if_false GARAG1_1420
0108: destroy_object @42

:GARAG1_1420
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1427
00D6: if  0
0039:   @114 ==  9  ;; integer values
004D: jump_if_false GARAG1_1427
0050: gosub GARAG1_2946

:GARAG1_1427
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1434
00D6: if  0
0039:   @114 ==  10  ;; integer values
004D: jump_if_false GARAG1_1434
0050: gosub GARAG1_2946

:GARAG1_1434
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1441
00D6: if  0
0039:   @114 ==  11  ;; integer values
004D: jump_if_false GARAG1_1441
0050: gosub GARAG1_2946

:GARAG1_1441
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1449
00D6: if  0
0039:   @114 ==  12  ;; integer values
004D: jump_if_false GARAG1_1449
0050: gosub GARAG1_2946
0006: @114 =  20  ;; integer values

:GARAG1_1449
00D6: if  0
08D0: (unknown)
004D: jump_if_false GARAG1_1467
0006: @114 =  20  ;; integer values
064E: @350 
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1458
009B: destroy_actor_instantly @94(@134,4i)

:GARAG1_1458
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_1462
00A6: destroy_car @35

:GARAG1_1462
00D6: if  0
03CA:   object @42 exists
004D: jump_if_false GARAG1_1466
0108: destroy_object @42

:GARAG1_1466
040D: unload_wav  1

:GARAG1_1467
00D6: if  0
0019:   @33 >  40000  ;; integer values
004D: jump_if_false GARAG1_1471
0006: @114 =  20  ;; integer values

:GARAG1_1471
0002: jump GARAG1_1236

:GARAG1_1472
0701: (unknown)
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
04EF: release_animation "CAR_CHAT"
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAG1_1481
0A09: $PLAYER_ACTOR  1 

:GARAG1_1481
01EB: set_car_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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_1514
03A2: (unknown) @34  0 
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1504
00D6: if  0
80DB:   NOT   actor @93 in_car @34
004D: jump_if_false GARAG1_1504
00D6: if  0
0431:   car @34 car_passenger_seat_free  0
004D: jump_if_false GARAG1_1501
0430: @93 @34  0 
0002: jump GARAG1_1504

:GARAG1_1501
0432: @100 = get_actor_handle_from_car @34 passenger  0
009B: destroy_actor_instantly @100
0430: @93 @34  0 

:GARAG1_1504
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1514
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_1514
00D6: if  0
80DB:   NOT   actor @94(@134,4i) in_car @35
004D: jump_if_false GARAG1_1514
036A: put_actor @94(@134,4i) in_car @35

:GARAG1_1514
0249: release_model  588
0249: release_model #CIGAR
0296: unload_special_actor  4
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_1521
009B: destroy_actor_instantly @94(@134,4i)

:GARAG1_1521
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_1525
00A6: destroy_car @35

:GARAG1_1525
00D6: if  0
03CA:   object @42 exists
004D: jump_if_false GARAG1_1529
0108: destroy_object @42

:GARAG1_1529
0006: @134 =  2  ;; integer values
0006: @102 =  0  ;; integer values
0006: @106 =  1  ;; integer values
0051: return

:GARAG1_1533
02A8: @129 = create_marker  30 at @48 @49 @50
0050: gosub GARAG1_2183
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_1539
0051: return

:GARAG1_1539
0247: request_model  413
04ED: load_animation "CAR_CHAT"

:GARAG1_1541
00D6: if  21
8248:   NOT   model  413 available
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false GARAG1_1547
0001: wait  0 ms
0002: jump GARAG1_1541

:GARAG1_1547
00A5: @38 = create_car  413 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: unknown_car @38 flag  1
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false GARAG1_1557
0129: @99 = create_actor  4  7 in_car @38 driverseat
0519: unknown_car @38 flag  0
00AD: set_car @38 max_speed_to  30.0

:GARAG1_1557
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 (frozen)
02A3: toggle_widescreen  1 (on)
040D: unload_wav  1
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_1605
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_1591
036A: put_actor $PLAYER_ACTOR in_car @34

:GARAG1_1591
0174: @40 = car @34 z_angle
00AB: put_car @34 at -1626.167  725.0057  13.4609
00D6: if  1
0021:   @40 >  0.0  ;; floating-point values
0023:    180.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_1599
0175: set_car @34 z_angle_to  90.0
0002: jump GARAG1_1600

:GARAG1_1599
0175: set_car @34 z_angle_to  270.0

:GARAG1_1600
0407: create_coordinate @87 @88 @89 from_car @34 offset  1.0  1.5  .8
0407: create_coordinate @90 @91 @92 from_car @34 offset  0.0 -1.5  .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_1605
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1609
0605: unknown_action_sequence @93 "CAR_SC1_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_1609
0006: @114 =  0  ;; integer values
0006: @348 =  69  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:GARAG1_1613
00D6: if  0
8039:   NOT   @114 ==  20  ;; integer values
004D: jump_if_false GARAG1_1714
0001: wait  0 ms
0050: gosub GARAG1_2615
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_1622
0051: return

:GARAG1_1622
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GARAG1_1634
0707: unknown_bunnyjump GARAG1_1714 
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1634
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1633
0967: @93  29000 

:GARAG1_1633
0050: gosub GARAG1_2946

:GARAG1_1634
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GARAG1_1654
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_1654
0050: gosub GARAG1_2946
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false GARAG1_1651
00D6: if  0
8118:   NOT   actor @99 dead
004D: jump_if_false GARAG1_1651
00D6: if  0
00DB:   actor @99 in_car @38
004D: jump_if_false GARAG1_1651
05D1: unknown_action_sequence @99 @38 -1716.03  732.96  24.9  15.0  0  0  2 

:GARAG1_1651
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_1654
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false GARAG1_1661
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_1661
0050: gosub GARAG1_2946

:GARAG1_1661
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false GARAG1_1680
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false GARAG1_1680
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: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FL" "CAR_CHAT"  4.0  0  0  0  0 -1 
0967: $PLAYER_ACTOR  3000 
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1675
0605: unknown_action_sequence @93 "CAR_SC1_FR" "CAR_CHAT"  4.0  1  0  0  0  9000 

:GARAG1_1675
0050: gosub GARAG1_2946
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1680
0967: @93  20000 

:GARAG1_1680
00D6: if  1
0029:   @114 >=  4  ;; integer values
002B:    7 >= @114  ;; integer values 
004D: jump_if_false GARAG1_1685
0050: gosub GARAG1_2946

:GARAG1_1685
00D6: if  0
0039:   @114 ==  8  ;; integer values
004D: jump_if_false GARAG1_1695
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_1695
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_2946
0006: @32 =  0  ;; integer values

:GARAG1_1695
00D6: if  1
0029:   @114 >=  9  ;; integer values
002B:    11 >= @114  ;; integer values 
004D: jump_if_false GARAG1_1700
0050: gosub GARAG1_2946

:GARAG1_1700
00D6: if  0
0029:   @114 >=  12  ;; integer values
004D: jump_if_false GARAG1_1704
0006: @114 =  20  ;; integer values

:GARAG1_1704
00D6: if  0
08D0: (unknown)
004D: jump_if_false GARAG1_1709
0006: @114 =  20  ;; integer values
040D: unload_wav  1

:GARAG1_1709
00D6: if  0
0019:   @33 >  29000  ;; integer values
004D: jump_if_false GARAG1_1713
0006: @114 =  20  ;; integer values

:GARAG1_1713
0002: jump GARAG1_1613

:GARAG1_1714
0701: (unknown)
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_1719
0968: @93 

:GARAG1_1719
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAG1_1726
0A09: $PLAYER_ACTOR  1 

:GARAG1_1726
04EF: release_animation "CAR_CHAT"
0249: release_model  413
01EB: set_car_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_1741
018A: @122(@134,5i) = create_checkpoint_at @54(@134,5f) @59(@134,5f) @64(@134,5f)
08FB: @122(@134,5i)  1 
04ED: load_animation "CRIB"
0247: request_model  465

:GARAG1_1745
00D6: if  21
84EE:   NOT   animation "CRIB" loaded
8248:   NOT   model  465 available
004D: jump_if_false GARAG1_1751
0001: wait  0 ms
0002: jump GARAG1_1745

:GARAG1_1751
0107: @41 = create_object #PARKBENCH1 at -2242.6  136.91  34.65
0108: destroy_object @41
00A5: @37 = create_car  465 at -2250.33  139.91  44.66
00A6: destroy_car @37
023C: load_special_actor  1 'ZERO'

:GARAG1_1756
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false GARAG1_1761
0001: wait  0 ms
0002: jump GARAG1_1756

:GARAG1_1761
0247: request_model  364
0247: request_model  363

:GARAG1_1763
00D6: if  21
8248:   NOT   model  364 available
8248:   NOT   model  363 available
004D: jump_if_false GARAG1_1769
0001: wait  0 ms
0002: jump GARAG1_1763

:GARAG1_1769
009A: @96 = create_actor  4  290 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: @96  1
01B2: give_actor @96 weapon  40 ammo  1  ;; Load the weapon model before using this
077A: @96  1  0 
060B: unknown_actor_use_entity @96 @135 
01B9: set_actor @96 armed_weapon_to  40
009B: destroy_actor_instantly @96
0050: gosub GARAG1_2183
04ED: load_animation "CAR_CHAT"

:GARAG1_1780
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false GARAG1_1785
0001: wait  0 ms
0002: jump GARAG1_1780

:GARAG1_1785
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_1789
0051: return

:GARAG1_1789
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 (frozen)
02A3: toggle_widescreen  1 (on)
040D: unload_wav  1
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
06D7:  0 
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false GARAG1_1815
00AB: put_car @37 at -2244.56  127.11  40.0
0743: @37 -2244.48  129.14  34.56  0.0  0.0 
00AD: set_car @37 max_speed_to  21.0

:GARAG1_1815
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_1838
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_1825
036A: put_actor $PLAYER_ACTOR in_car @34

:GARAG1_1825
0174: @40 = car @34 z_angle
00D6: if  1
0021:   @40 >  90.0  ;; floating-point values
0023:    270.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_1832
0175: set_car @34 z_angle_to  180.0
0002: jump GARAG1_1833

:GARAG1_1832
0175: set_car @34 z_angle_to  0.0

:GARAG1_1833
00D6: if  0
8431:   NOT   car @34 car_passenger_seat_free  1
004D: jump_if_false GARAG1_1838
0432: @100 = get_actor_handle_from_car @34 passenger  1
009B: destroy_actor_instantly @100

:GARAG1_1838
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false GARAG1_1844
0223: set_actor @96 health_to  200
0446: (unknown) @96  0 
02AB: set_actor @96 immunities  1  1  1  1  1

:GARAG1_1844
0006: @348 =  92  ;; integer values
0006: @114 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:GARAG1_1848
00D6: if  0
8039:   NOT   @114 ==  10  ;; integer values
004D: jump_if_false GARAG1_1947
0001: wait  0 ms
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GARAG1_1860
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false GARAG1_1860
0707: unknown_bunnyjump GARAG1_1947 
0050: gosub GARAG1_2946

:GARAG1_1860
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GARAG1_1869
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_1869
0050: gosub GARAG1_2946
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_1869
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false GARAG1_1912
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false GARAG1_1912
0050: gosub GARAG1_2946
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false GARAG1_1912
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_1906
00D6: if  0
80DF:   NOT   actor @96 driving
004D: jump_if_false GARAG1_1886
0619: @96  1 

:GARAG1_1886
00A1: put_actor @96 at -2245.34  134.11  34.5
00D6: if  1
0021:   @40 >  90.0  ;; floating-point values
0023:    270.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_1898
0615: @130 
05D4: unknown_action_sequence -1 unknown_angle  93.0 
05CA: unknown_action_sequence -1 @34  6000  1 
0616: @130 
0618: @96 @130 
061B: @130 
0002: jump GARAG1_1905

:GARAG1_1898
0615: @130 
05D4: unknown_action_sequence -1 unknown_angle  93.0 
05D3: unknown_action_sequence -1 -2252.853  138.619  34.219  6 -1 
05CA: unknown_action_sequence -1 @34  6000  1 
0616: @130 
0618: @96 @130 
061B: @130 

:GARAG1_1905
0002: jump GARAG1_1910

:GARAG1_1906
00BC: text_highpriority 'GAR1_07'  5000 ms  1
0006: @103 =  0  ;; integer values
0006: @110 =  1  ;; integer values
0051: return

:GARAG1_1910
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_1912
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false GARAG1_1921
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false GARAG1_1921
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_2946

:GARAG1_1921
00D6: if  0
0039:   @114 ==  4  ;; integer values
004D: jump_if_false GARAG1_1930
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false GARAG1_1930
0050: gosub GARAG1_2946
0006: @114 =  5  ;; integer values
0006: @32 =  0  ;; integer values

:GARAG1_1930
00D6: if  0
0039:   @114 ==  5  ;; integer values
004D: jump_if_false GARAG1_1937
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false GARAG1_1937
0006: @114 =  10  ;; integer values

:GARAG1_1937
00D6: if  0
08D0: (unknown)
004D: jump_if_false GARAG1_1942
0006: @114 =  10  ;; integer values
040D: unload_wav  1

:GARAG1_1942
00D6: if  0
0019:   @33 >  13500  ;; integer values
004D: jump_if_false GARAG1_1946
0006: @114 =  10  ;; integer values

:GARAG1_1946
0002: jump GARAG1_1848

:GARAG1_1947
0701: (unknown)
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false GARAG1_1969
01B9: set_actor @96 armed_weapon_to  0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_1968
00D6: if  0
80DB:   NOT   actor @96 in_car @34
004D: jump_if_false GARAG1_1968
00D6: if  0
0431:   car @34 car_passenger_seat_free  1
004D: jump_if_false GARAG1_1963
0430: @96 @34  1 
0002: jump GARAG1_1966

:GARAG1_1963
0432: @100 = get_actor_handle_from_car @34 passenger  1
009B: destroy_actor_instantly @100
0430: @94(@134,4i) @34  1 

:GARAG1_1966
01B9: set_actor @96 armed_weapon_to  0
02A9: set_actor @96 immune_to_nonplayer  0

:GARAG1_1968
02AB: set_actor @96 immunities  0  0  0  0  0

:GARAG1_1969
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false GARAG1_1977
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: unknown_car @37 flag  1

:GARAG1_1977
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAG1_1984
0A09: $PLAYER_ACTOR  1 

:GARAG1_1984
06D7:  1 
01EB: set_car_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  364
0249: release_model  363
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  465
0051: return

:GARAG1_2002
018A: @122(@134,5i) = create_checkpoint_at @69 @70 @71
0247: request_model  588

:GARAG1_2004
00D6: if  0
8248:   NOT   model  588 available
004D: jump_if_false GARAG1_2009
0001: wait  0 ms
0002: jump GARAG1_2004

:GARAG1_2009
0050: gosub GARAG1_2183
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_2014
0051: return

:GARAG1_2014
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
040D: unload_wav  1
01EB: set_car_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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2033
00AB: put_car @34 at -2033.932  178.5836  27.6359
0175: set_car @34 z_angle_to  86.5989
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_2032
036A: put_actor $PLAYER_ACTOR in_car @34

:GARAG1_2032
05D1: unknown_action_sequence $PLAYER_ACTOR @34 -2039.97  179.98  28.08  20.0  2  1  3 

:GARAG1_2033
03CF: load_wav  16503 as  1

:GARAG1_2034
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GARAG1_2039
0001: wait  0 ms
0002: jump GARAG1_2034

:GARAG1_2039
00BC: text_highpriority 'GAR1_PH'  10000 ms  1
03D1: play_wav  1

:GARAG1_2041
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GARAG1_2046
0001: wait  0 ms
0002: jump GARAG1_2041

:GARAG1_2046
03D5: remove_text 'GAR1_PH'
0006: @114 =  0  ;; integer values

:GARAG1_2048
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GARAG1_2114
0001: wait  0 ms
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GARAG1_2100
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false GARAG1_2100
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2071
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false GARAG1_2071
04C4: create_coordinate @51 @52 @53 from_actor @94 offset  1.0  5.0  0.0
0615: @130 
05CD: unknown_action_sequence -1 @34 
05D3: unknown_action_sequence -1 @51 @52 @53  4 -1 
0616: @130 
0618: @94 @130 
061B: @130 

:GARAG1_2071
0001: wait  1000 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2085
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false GARAG1_2085
04C4: create_coordinate @51 @52 @53 from_actor @96 offset -5.0  0.0  0.0
0615: @130 
05CD: unknown_action_sequence -1 @34 
05D3: unknown_action_sequence -1 @51 @52 @53  4 -1 
0616: @130 
0618: @96 @130 
061B: @130 

:GARAG1_2085
0001: wait  500 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2099
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_2099
04C4: create_coordinate @51 @52 @53 from_actor @93 offset  1.0  5.0  0.0
0615: @130 
05CD: unknown_action_sequence -1 @34 
05D3: unknown_action_sequence -1 @51 @52 @53  4 -1 
0616: @130 
0618: @93 @130 
061B: @130 

:GARAG1_2099
0006: @114 =  1  ;; integer values

:GARAG1_2100
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GARAG1_2109
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false GARAG1_2109
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
0006: @114 =  2  ;; integer values

:GARAG1_2109
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_2113
0051: return

:GARAG1_2113
0002: jump GARAG1_2048

:GARAG1_2114
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GARAG1_2118
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2028.0  177.0  28.2

:GARAG1_2118
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  364
0249: release_model  363
0249: release_model  585
0249: release_model  588
0249: release_model  413
0249: release_model  465
0249: release_model  525
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3

:GARAG1_2134
00D6: if  0
016B:   fading
004D: jump_if_false GARAG1_2139
0001: wait  0 ms
0002: jump GARAG1_2134

:GARAG1_2139
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_2151
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false GARAG1_2156
0001: wait  0 ms
0002: jump GARAG1_2151

:GARAG1_2156
0001: wait  1500 ms
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:GARAG1_2159
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false GARAG1_2164
0001: wait  0 ms
0002: jump GARAG1_2159

:GARAG1_2164
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:GARAG1_2167
00D6: if  0
016B:   fading
004D: jump_if_false GARAG1_2172
0001: wait  0 ms
0002: jump GARAG1_2167

:GARAG1_2172
04BB: select_interior  0  ;; select render area
016A: fade  1 (back)  1000 ms

:GARAG1_2174
00D6: if  0
016B:   fading
004D: jump_if_false GARAG1_2179
0001: wait  0 ms
0002: jump GARAG1_2174

:GARAG1_2179
0006: @349 =  0  ;; integer values
0006: @107 =  0  ;; integer values
0006: @109 =  1  ;; integer values
0051: return

:GARAG1_2183
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2601

:GARAG1_2186
00D6: if  0
8039:   NOT   @119 ==  1  ;; integer values
004D: jump_if_false GARAG1_2600
0001: wait  0 ms
0050: gosub GARAG1_2615
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_2195
0051: return

:GARAG1_2195
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false GARAG1_2236
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @54(@134,5f) @59(@134,5f) @64(@134,5f) radius  200.0  200.0  200.0
004D: jump_if_false GARAG1_2224
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false GARAG1_2223
009A: @94(@134,4i) = create_actor  4  292 at @72(@134,5f) @77(@134,5f) @82(@134,5f)
0568: @94(@134,4i)  1
0619: @94(@134,4i)  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: @94(@134,4i)  0 
077A: @94(@134,4i)  1  0 
060B: unknown_actor_use_entity @94(@134,4i) @135 
0568: @94(@134,4i)  1
00A5: @36 = create_car  525 at -1676.0  440.0  6.7
020A: set_car @36 door_status_to  2
0918: @36  1 
0919: @36  1 
0175: set_car @36 z_angle_to  313.0
0224: set_car @36 health_to  500
0519: unknown_car @36 flag  1
0689: @36  0  0 
0812: unknown_action_sequence @94(@134,4i) "FIXN_CAR_LOOP" "CAR"  4.0  1  0  0  1  0 
0006: @120 =  1  ;; integer values

:GARAG1_2223
0002: jump GARAG1_2236

:GARAG1_2224
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false GARAG1_2236
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_2231
009B: destroy_actor_instantly @94(@134,4i)

:GARAG1_2231
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false GARAG1_2235
00A6: destroy_car @36

:GARAG1_2235
0006: @120 =  0  ;; integer values

:GARAG1_2236
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false GARAG1_2279
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @54(@134,5f) @59(@134,5f) @64(@134,5f) radius  200.0  200.0  200.0
004D: jump_if_false GARAG1_2263
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false GARAG1_2262
00A5: @35 = create_car  588 at -2238.888  541.5267  34.375
020A: set_car @35 door_status_to  2
0918: @35  1 
0919: @35  1 
0175: set_car @35 z_angle_to  0.0
0519: unknown_car @35 flag  1
009A: @94(@134,4i) = create_actor  4  293 at @72(@134,5f) @77(@134,5f) @82(@134,5f)
0568: @94(@134,4i)  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: unknown_action_sequence @94(@134,4i) @42  .04  .1  .05  5  16 "NULL" "NULL"  0 
04D7: lock_actor @94(@134,4i) in_current_position  1
077A: @94(@134,4i)  1  0 
060B: unknown_actor_use_entity @94(@134,4i) @135 
09F6: @94(@134,4i)  0 
0605: unknown_action_sequence @94(@134,4i) "M_SMKLEAN_LOOP" "SMOKING"  4.0  1  0  0  1  0 
0006: @120 =  1  ;; integer values

:GARAG1_2262
0002: jump GARAG1_2279

:GARAG1_2263
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false GARAG1_2279
00D6: if  0
8118:   NOT   actor @94(@134,4i) dead
004D: jump_if_false GARAG1_2270
009B: destroy_actor_instantly @94(@134,4i)

:GARAG1_2270
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_2274
00A6: destroy_car @35

:GARAG1_2274
00D6: if  0
03CA:   object @42 exists
004D: jump_if_false GARAG1_2278
0108: destroy_object @42

:GARAG1_2278
0006: @120 =  0  ;; integer values

:GARAG1_2279
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false GARAG1_2329
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @54(@134,5f) @59(@134,5f) @64(@134,5f) radius  200.0  200.0  200.0
004D: jump_if_false GARAG1_2313
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false GARAG1_2312
0107: @41 = create_object #PARKBENCH1 at -2244.55  133.91  34.4
0177: set_object @41 z_angle_to  0.0
0550: unknown_keep_object @41 in_memory  1
009A: @96 = create_actor  4  290 at -2244.7  133.91  33.82
09F6: @96  0 
0568: @96  1
0812: unknown_action_sequence @96 "CRIB_CONSOLE_LOOP" "CRIB"  4.0  1  0  0  1  0 
0619: @96  0 
077A: @96  1  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: @96  1
01B2: give_actor @96 weapon  40 ammo  1  ;; Load the weapon model before using this
077A: @96  1  0 
060B: unknown_actor_use_entity @96 @135 
01B9: set_actor @96 armed_weapon_to  40
00A5: @37 = create_car  465 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: @37 
04A2: heli @37 fly_to -2258.7  132.54  37.72 speed  5.0  35.0
0006: @120 =  1  ;; integer values

:GARAG1_2312
0002: jump GARAG1_2329

:GARAG1_2313
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false GARAG1_2329
00D6: if  0
03CA:   object @41 exists
004D: jump_if_false GARAG1_2320
0108: destroy_object @41

:GARAG1_2320
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false GARAG1_2324
009B: destroy_actor_instantly @96

:GARAG1_2324
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false GARAG1_2328
00A6: destroy_car @37

:GARAG1_2328
0006: @120 =  0  ;; integer values

:GARAG1_2329
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false GARAG1_2351
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @69 @70 @71 radius  300.0  300.0  300.0
004D: jump_if_false GARAG1_2343
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false GARAG1_2342
00A5: @35 = create_car  588 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_2342
0002: jump GARAG1_2351

:GARAG1_2343
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false GARAG1_2351
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false GARAG1_2350
00A6: destroy_car @35

:GARAG1_2350
0006: @120 =  0  ;; integer values

:GARAG1_2351
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2591
00D6: if  22
0039:   @101 ==  1  ;; integer values
0039:   @102 ==  1  ;; integer values
0039:   @103 ==  1  ;; integer values
004D: jump_if_false GARAG1_2404
00D6: if  0
01B0:   car @34 stopped  1 (in-sphere)near_point @54(@134,5f) @59(@134,5f) @64(@134,5f) radius  4.0  4.0  4.0
004D: jump_if_false GARAG1_2404
00D6: if  0
01B0:   car @34 stopped  0 ()near_point @54(@134,5f) @59(@134,5f) @64(@134,5f) radius  2.5  2.5  2.5
004D: jump_if_false GARAG1_2402
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false GARAG1_2370
03E5: text_box 'GAR1_23'
0006: @118 =  1  ;; integer values

:GARAG1_2370
00D6: if  0
0122:   player $PLAYER_CHAR pressing_horn
004D: jump_if_false GARAG1_2401
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false GARAG1_2401
039E: (unknown) $PLAYER_ACTOR  1 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2381
020A: set_car @34 door_status_to  4

:GARAG1_2381
0001: wait  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
040D: unload_wav  1
03E6: remove_text_box
0001: wait  1000 ms
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2396
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_2396
036A: put_actor $PLAYER_ACTOR in_car @34

:GARAG1_2396
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2400
020A: set_car @34 door_status_to  1

:GARAG1_2400
0006: @119 =  1  ;; integer values

:GARAG1_2401
0002: jump GARAG1_2404

:GARAG1_2402
03E6: remove_text_box
0006: @118 =  0  ;; integer values

:GARAG1_2404
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false GARAG1_2414
00D6: if  0
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_2414
0006: @119 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:GARAG1_2414
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false GARAG1_2424
00D6: if  0
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_2424
0006: @119 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:GARAG1_2424
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false GARAG1_2447
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2447
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false GARAG1_2447
0174: @40 = car @34 z_angle
00D6: if  0
01AF:   car @34  1 (in-sphere)near_point -2034.59  180.23  28.43 radius  4.0  4.0  4.0
004D: jump_if_false GARAG1_2447
00D6: if  1
0021:   @40 >  0.0  ;; floating-point values
0023:    180.0 > @40  ;; floating-point values
004D: jump_if_false GARAG1_2447
0360: open_garage 'HBGDSFS'
0006: @113 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 
0006: @119 =  1  ;; integer values

:GARAG1_2447
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false GARAG1_2470
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false GARAG1_2470
00D6: if  1
0029:   @114 >=  0  ;; integer values
002B:    7 >= @114  ;; integer values 
004D: jump_if_false GARAG1_2458
0050: gosub GARAG1_2911

:GARAG1_2458
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'EASB'
004D: jump_if_false GARAG1_2465
00D6: if  0
0039:   @114 ==  8  ;; integer values
004D: jump_if_false GARAG1_2465
0050: gosub GARAG1_2911

:GARAG1_2465
00D6: if  21
0039:   @114 ==  9  ;; integer values
0039:   @114 ==  10  ;; integer values
004D: jump_if_false GARAG1_2470
0050: gosub GARAG1_2911

:GARAG1_2470
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false GARAG1_2478
00D6: if  1
0029:   @114 >=  0  ;; integer values
002B:    6 >= @114  ;; integer values 
004D: jump_if_false GARAG1_2478
0050: gosub GARAG1_2911

:GARAG1_2478
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false GARAG1_2486
00D6: if  1
0029:   @114 >=  0  ;; integer values
002B:    6 >= @114  ;; integer values 
004D: jump_if_false GARAG1_2486
0050: gosub GARAG1_2911

:GARAG1_2486
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false GARAG1_2494
00D6: if  1
0029:   @114 >=  0  ;; integer values
002B:    9 >= @114  ;; integer values 
004D: jump_if_false GARAG1_2494
0050: gosub GARAG1_2911

:GARAG1_2494
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false GARAG1_2502
00D6: if  1
0029:   @114 >=  0  ;; integer values
002B:    7 >= @114  ;; integer values 
004D: jump_if_false GARAG1_2502
0050: gosub GARAG1_2911

:GARAG1_2502
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2590
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_2590
0164: disable_marker @122(@134,5i)
0164: disable_marker @128
0164: disable_marker @129
0186: @127 = create_marker_above_car @34
07E0: @127  1 
040D: unload_wav  1
03CF: load_wav  41402 as  1

:GARAG1_2515
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GARAG1_2520
0001: wait  0 ms
0002: jump GARAG1_2515

:GARAG1_2520
00BC: text_highpriority 'TRUX_AC'  10000 ms  1
03D1: play_wav  1

:GARAG1_2522
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GARAG1_2527
0001: wait  0 ms
0002: jump GARAG1_2522

:GARAG1_2527
03D5: remove_text 'TRUX_AC'
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2569

:GARAG1_2531
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false GARAG1_2569
0001: wait  0 ms
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false GARAG1_2539
0006: @112 =  1  ;; integer values

:GARAG1_2539
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2543
0002: jump GARAG1_2551

:GARAG1_2543
00BC: text_highpriority 'GAR1_07'  5000 ms  1
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_2551
00D6: if  0
0495:   unknown_car_check @34
004D: jump_if_false GARAG1_2563
020B: explode_car @34
00BC: text_highpriority 'GAR1_07'  5000 ms  1
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_2563
0050: gosub GARAG1_2615
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false GARAG1_2568
0051: return

:GARAG1_2568
0002: jump GARAG1_2531

:GARAG1_2569
0006: @112 =  0  ;; integer values
0164: disable_marker @127
00D6: if  22
0039:   @101 ==  1  ;; integer values
0039:   @102 ==  1  ;; integer values
0039:   @103 ==  1  ;; integer values
004D: jump_if_false GARAG1_2578
018A: @122(@134,5i) = create_checkpoint_at @54(@134,5f) @59(@134,5f) @64(@134,5f)
08FB: @122(@134,5i)  1 

:GARAG1_2578
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false GARAG1_2582
02A8: @128 = create_marker  22 at @45 @46 @47

:GARAG1_2582
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false GARAG1_2586
02A8: @129 = create_marker  30 at @48 @49 @50

:GARAG1_2586
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false GARAG1_2590
018A: @122(@134,5i) = create_checkpoint_at @69 @70 @71

:GARAG1_2590
0002: jump GARAG1_2599

:GARAG1_2591
00BC: text_highpriority 'GAR1_07'  5000 ms  1
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_2599
0002: jump GARAG1_2186

:GARAG1_2600
0002: jump GARAG1_2608

:GARAG1_2601
00BC: text_highpriority 'GAR1_07'  5000 ms  1
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_2608
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_2615
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_2725
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @34 radius  300.0  300.0  300.0 unknown  0
004D: jump_if_false GARAG1_2629
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

:GARAG1_2629
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false GARAG1_2659
00D6: if  0
80DB:   NOT   actor @93 in_car @34
004D: jump_if_false GARAG1_2655
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false GARAG1_2640
05CA: unknown_action_sequence @93 @34 -1  0 
0006: @115 =  1  ;; integer values

:GARAG1_2640
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false GARAG1_2654
00D6: if  0
8105:   NOT   actor @93 near_actor_on_foot $PLAYER_ACTOR radius  150.0  150.0  150.0 sphere  0  
004D: jump_if_false GARAG1_2654
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

:GARAG1_2654
0002: jump GARAG1_2659

:GARAG1_2655
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false GARAG1_2659
0006: @115 =  0  ;; integer values

:GARAG1_2659
00D6: if  0
8039:   NOT   @101 ==  1  ;; integer values
004D: jump_if_false GARAG1_2692
00D6: if  0
8118:   NOT   actor @94 dead
004D: jump_if_false GARAG1_2692
00D6: if  0
80DB:   NOT   actor @94 in_car @34
004D: jump_if_false GARAG1_2688
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false GARAG1_2673
05CA: unknown_action_sequence @94 @34 -1  2 
0006: @117 =  1  ;; integer values

:GARAG1_2673
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false GARAG1_2687
00D6: if  0
8105:   NOT   actor @94 near_actor_on_foot $PLAYER_ACTOR radius  300.0  300.0  300.0 sphere  0  
004D: jump_if_false GARAG1_2687
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

:GARAG1_2687
0002: jump GARAG1_2692

:GARAG1_2688
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false GARAG1_2692
0006: @117 =  0  ;; integer values

:GARAG1_2692
00D6: if  0
8039:   NOT   @102 ==  1  ;; integer values
004D: jump_if_false GARAG1_2725
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false GARAG1_2725
00D6: if  0
80DB:   NOT   actor @95 in_car @34
004D: jump_if_false GARAG1_2721
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false GARAG1_2706
05CA: unknown_action_sequence @95 @34 -1  0 
0006: @116 =  1  ;; integer values

:GARAG1_2706
00D6: if  0
8039:   NOT   @116 ==  1  ;; integer values
004D: jump_if_false GARAG1_2720
00D6: if  0
8105:   NOT   actor @95 near_actor_on_foot $PLAYER_ACTOR radius  300.0  300.0  300.0 sphere  0  
004D: jump_if_false GARAG1_2720
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

:GARAG1_2720
0002: jump GARAG1_2725

:GARAG1_2721
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false GARAG1_2725
0006: @116 =  0  ;; integer values

:GARAG1_2725
00D6: if  0
0118:   actor @93 dead
004D: jump_if_false GARAG1_2737
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
0051: return

:GARAG1_2737
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false GARAG1_2767
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false GARAG1_2767
00D6: if  0
0119:   car @36 wrecked
004D: jump_if_false GARAG1_2755
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
0051: return

:GARAG1_2755
00D6: if  0
0118:   actor @94 dead
004D: jump_if_false GARAG1_2767
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
0051: return

:GARAG1_2767
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false GARAG1_2809
00D6: if  0
0118:   actor @94 dead
004D: jump_if_false GARAG1_2782
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
0051: return

:GARAG1_2782
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false GARAG1_2809
00D6: if  0
0118:   actor @95 dead
004D: jump_if_false GARAG1_2797
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
0051: return

:GARAG1_2797
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false GARAG1_2809
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
0051: return

:GARAG1_2809
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false GARAG1_2867
00D6: if  0
0118:   actor @94 dead
004D: jump_if_false GARAG1_2824
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
0051: return

:GARAG1_2824
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false GARAG1_2867
00D6: if  0
0118:   actor @96 dead
004D: jump_if_false GARAG1_2839
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
0051: return

:GARAG1_2839
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false GARAG1_2867
00D6: if  0
051A:   unknown_actor @96 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false GARAG1_2853
00D6: if  0
80DF:   NOT   actor @96 driving
004D: jump_if_false GARAG1_2849
0619: @96  1 

:GARAG1_2849
0223: set_actor @96 health_to  0
0006: @110 =  1  ;; integer values
00BC: text_highpriority 'GAR1_16'  5000 ms  1
0051: return

:GARAG1_2853
00D6: if  0
03CA:   object @41 exists
004D: jump_if_false GARAG1_2867
00D6: if  0
0366:   object @41 blown_up
004D: jump_if_false GARAG1_2867
00D6: if  0
80DF:   NOT   actor @96 driving
004D: jump_if_false GARAG1_2863
0619: @96  1 

:GARAG1_2863
0223: set_actor @96 health_to  0
0006: @110 =  1  ;; integer values
00BC: text_highpriority 'GAR1_16'  5000 ms  1
0051: return

:GARAG1_2867
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false GARAG1_2894
00D6: if  0
0118:   actor @94 dead
004D: jump_if_false GARAG1_2882
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
0051: return

:GARAG1_2882
00D6: if  0
0118:   actor @96 dead
004D: jump_if_false GARAG1_2894
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
0051: return

:GARAG1_2894
00D6: if  21
0039:   @105 ==  1  ;; integer values
0039:   @106 ==  1  ;; integer values
004D: jump_if_false GARAG1_2910
00D6: if  0
0118:   actor @94 dead
004D: jump_if_false GARAG1_2910
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
0051: return

:GARAG1_2910
0051: return

:GARAG1_2911
00D6: if  0
0039:   @349 ==  0  ;; integer values
004D: jump_if_false GARAG1_2917
040D: unload_wav  1
03CF: load_wav @136(@348,106i) as  1
0006: @349 =  1  ;; integer values

:GARAG1_2917
00D6: if  0
0039:   @349 ==  1  ;; integer values
004D: jump_if_false GARAG1_2930
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false GARAG1_2930
00D6: if  0
8118:   NOT   actor @242(@348,106i) dead
004D: jump_if_false GARAG1_2927
0967: @242(@348,106i)  10000 

:GARAG1_2927
03D1: play_wav  1
00BC: text_highpriority $7014(@348,106s)  10000 ms  1
0006: @349 =  2  ;; integer values

:GARAG1_2930
00D6: if  0
0039:   @349 ==  2  ;; integer values
004D: jump_if_false GARAG1_2945
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GARAG1_2945
00D6: if  0
8118:   NOT   actor @242(@348,106i) dead
004D: jump_if_false GARAG1_2940
0968: @242(@348,106i) 

:GARAG1_2940
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_2945
0051: return

:GARAG1_2946
03CF: load_wav @136(@348,106i) as  1

:GARAG1_2947
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GARAG1_2952
0001: wait  0 ms
0002: jump GARAG1_2947

:GARAG1_2952
00BC: text_highpriority $7014(@348,106s)  10000 ms  1
03D1: play_wav  1

:GARAG1_2954
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GARAG1_2959
0001: wait  0 ms
0002: jump GARAG1_2954

:GARAG1_2959
03D5: remove_text $7014(@348,106s)
000A: @348 +=  1  ;; integer values
000A: @114 +=  1  ;; integer values
0051: return

:GARAG1_2963
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'GAR_1'
030C: set_mission_points +=  1
0629: change_stat  321 to  1  ; integer see statdisp.dat
004F: create_thread SCRASH_1 
0008: $SF_GARAGE_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:GARAG1_2972
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:GARAG1_2974
0925: (unknown)
08E7:  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GARAG1_2980
0A09: $PLAYER_ACTOR  0 

:GARAG1_2980
06D7:  1 
03E6: remove_text_box
0006: @134 =  0  ;; integer values

:GARAG1_2983
00D6: if  0
001B:    5 > @134  ;; integer values
004D: jump_if_false GARAG1_2989
0164: disable_marker @122(@134,5i)
000A: @134 +=  1  ;; integer values
0002: jump GARAG1_2983

:GARAG1_2989
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false GARAG1_3002
0224: set_car @34 health_to  600

:GARAG1_3002
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_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0108: destroy_object @41
0249: release_model  364
0249: release_model  363
0249: release_model  585
0249: release_model  588
0249: release_model  413
0249: release_model  465
0249: release_model  525
0249: release_model  588
0249: release_model #CIGAR
0108: destroy_object @42
08F4:  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: $184 = current_time_in_ms
00D6: if  0
03B0:   garage 'HBGDSFS' door_open
004D: jump_if_false GARAG1_3037
0361: close_garage 'HBGDSFS'

:GARAG1_3037
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: @350 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 50---------------
; Originally: Deconstruction


:DECON_1
03A4: name_thread 'DECON'
0050: gosub DECON_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DECON_7
0050: gosub DECON_2505

:DECON_7
0050: gosub DECON_2532
004E: end_thread

:DECON_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_22
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false DECON_27
0006: @36 =  1  ;; integer values

:DECON_27
00D6: if  0
0736:  70 
004D: jump_if_false DECON_31
0006: @37 =  1  ;; integer values

:DECON_31
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  9  ;; integer values
004D: jump_if_false DECON_36
0006: @39 =  0  ;; integer values

:DECON_36
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  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false DECON_48
0002: jump DECON_63

:DECON_48
0050: gosub DECON_81
0871: init_jump_table @34 total_jumps  6  0 DECON_62 jumps  0 DECON_50  1 DECON_52  2 DECON_54  3 DECON_56  4 DECON_58  5 DECON_60 -1 DECON_62 

:DECON_50
0050: gosub DECON_182
0002: jump DECON_62

:DECON_52
0050: gosub DECON_233
0002: jump DECON_62

:DECON_54
0050: gosub DECON_634
0002: jump DECON_62

:DECON_56
0050: gosub DECON_779
0002: jump DECON_62

:DECON_58
0050: gosub DECON_1141
0002: jump DECON_62

:DECON_60
0050: gosub DECON_1467
0002: jump DECON_62

:DECON_62
0050: gosub DECON_1622

:DECON_63
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false DECON_80
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false DECON_77
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false DECON_74
0002: jump DECON_22
0002: jump DECON_76

:DECON_74
0050: gosub DECON_2516
0051: return

:DECON_76
0002: jump DECON_79

:DECON_77
0050: gosub DECON_2505
0051: return

:DECON_79
0002: jump DECON_81

:DECON_80
0051: return

:DECON_81
00D6: if  0
0736:  88 
004D: jump_if_false DECON_92
00D6: if  0
0039:   @67 ==  0  ;; integer values
004D: jump_if_false DECON_90
0006: @67 =  1  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump DECON_92

:DECON_90
0006: @67 =  0  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:DECON_92
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false DECON_181
00D6: if  0
0736:  32 
004D: jump_if_false DECON_104
000A: @68 +=  1  ;; integer values
00D6: if  0
0019:   @68 >  4  ;; integer values
004D: jump_if_false DECON_103
0006: @68 =  0  ;; integer values

:DECON_103
086A: (unknown)

:DECON_104
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false DECON_123
0006: @43 =  0  ;; integer values

:DECON_108
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_117
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_115
071E: $2671(@43,6i) $7226(@43,8i) 

:DECON_115
000A: @43 +=  1  ;; integer values
0002: jump DECON_108

:DECON_117
065D: $7226 "CABIN_0_HEALTH" 
065D: $7226(1) "CABIN_1_HEALTH" 
065D: $7226(2) "CABIN_2_HEALTH" 
065D: $7226(3) "CABIN_3_HEALTH" 
065D: $7226(4) "CABIN_4_HEALTH" 
065D: $7226(5) "CABIN_5_HEALTH" 

:DECON_123
00D6: if  0
0039:   @68 ==  2  ;; integer values
004D: jump_if_false DECON_142
008A: $7226 = @34  ;; integer values and handles
008A: $7226(1) = @35  ;; integer values and handles
008A: $7226(2) = @63  ;; integer values and handles
008A: $7226(3) = @65  ;; integer values and handles
008A: $7226(4) = @64  ;; integer values and handles
008A: $7226(5) = @66  ;; integer values and handles
008A: $7226(6) = @32  ;; integer values and handles
008A: $7226(7) = @33  ;; integer values and handles
065D: $7226 "M_STAGE" 
065D: $7226(1) "M_GOALS" 
065D: $7226(2) "DIALOGUE_FLAG" 
065D: $7226(3) "DIALOGUE_TIMER" 
065D: $7226(4) "HELP_FLAG" 
065D: $7226(5) "HELP_TIMER" 
065D: $7226(6) "TIMERA" 
065D: $7226(7) "TIMERB" 

:DECON_142
00D6: if  0
0039:   @68 ==  3  ;; integer values
004D: jump_if_false DECON_161
008A: $7226 = @159  ;; integer values and handles
008A: $7226(1) = @153  ;; integer values and handles
008A: $7226(2) = @160  ;; integer values and handles
008A: $7226(3) = @154  ;; integer values and handles
008A: $7226(4) = @161  ;; integer values and handles
008A: $7226(5) = @155  ;; integer values and handles
008A: $7226(6) = @162  ;; integer values and handles
008A: $7226(7) = @156  ;; integer values and handles
065D: $7226 "CABIN_THIS_HEALTH[0]" 
065D: $7226(1) "CABIN_LAST_HEALTH[0]" 
065D: $7226(2) "CABIN_THIS_HEALTH[1]" 
065D: $7226(3) "CABIN_LAST_HEALTH[1]" 
065D: $7226(4) "CABIN_THIS_HEALTH[2]" 
065D: $7226(5) "CABIN_LAST_HEALTH[2]" 
065D: $7226(6) "CABIN_THIS_HEALTH[3]" 
065D: $7226(7) "CABIN_LAST_HEALTH[3]" 

:DECON_161
00D6: if  0
0039:   @68 ==  4  ;; integer values
004D: jump_if_false DECON_166
0084: $7226 = $1910  ;; integer values and handles
065D: $7226 "PLAYER_IS_IN_CRANE" 

:DECON_166
00D6: if  0
0736:  98 
004D: jump_if_false DECON_170
0006: @38 =  1  ;; integer values

:DECON_170
00D6: if  0
0736:  80 
004D: jump_if_false DECON_181
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false DECON_179
0006: @69 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump DECON_181

:DECON_179
0006: @69 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:DECON_181
0051: return

:DECON_182
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false DECON_193
00A5: @91 = create_car  413 at  0.0  0.0  0.0
00A5: @90 = create_car  413 at  0.0  0.0  0.0
009A: @104 = create_actor  4  7 at  0.0  0.0  0.0
009A: @185 = create_actor  4  7 at  0.0  0.0  0.0
009A: @116 = create_actor  4  7 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_193
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:DECON_196
00D6: if  0
016B:   fading
004D: jump_if_false DECON_201
0001: wait  0 ms
0002: jump DECON_196

:DECON_201
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_2496
0051: return

:DECON_233
03E6: remove_text_box
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DECON_265
054C: use_GXT_table 'GARAGE2'
02E4: load_cutscene_data 'GARAG3A'

:DECON_239
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DECON_244
0001: wait  0 ms
0002: jump DECON_239

:DECON_244
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 (back)  1000 ms

:DECON_249
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DECON_254
0001: wait  0 ms
0002: jump DECON_249

:DECON_254
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:DECON_257
00D6: if  0
016B:   fading
004D: jump_if_false DECON_262
0001: wait  0 ms
0002: jump DECON_257

:DECON_262
0860: link_actor $PLAYER_ACTOR to_interior  0 
04BB: select_interior  0  ;; select render area
000A: @35 +=  1  ;; integer values

:DECON_265
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DECON_481
0247: request_model #PORTALOO
0247: request_model #PORTAKABIN
0247: request_model #BARREL4
0247: request_model  486
0247: request_model  524
0247: request_model  406
0247: request_model  422
0247: request_model  27
0247: request_model  337
0247: request_model  346
0247: request_model  16
038B: load_requested_models

:DECON_280
00D6: if  25
8248:   NOT   model #PORTALOO available
8248:   NOT   model #PORTAKABIN available
8248:   NOT   model #BARREL4 available
8248:   NOT   model  486 available
8248:   NOT   model  524 available
8248:   NOT   model  16 available
004D: jump_if_false DECON_290
0001: wait  0 ms
0002: jump DECON_280

:DECON_290
00D6: if  24
8248:   NOT   model  406 available
8248:   NOT   model  422 available
8248:   NOT   model  27 available
8248:   NOT   model  337 available
8248:   NOT   model  346 available
004D: jump_if_false DECON_299
0001: wait  0 ms
0002: jump DECON_290

:DECON_299
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_301
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_315
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_308
0108: destroy_object $2671(@43,6i)

:DECON_308
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_301

:DECON_315
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: unknown_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_334
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false DECON_340
035D: toggle_object @76(@43,5i) targetable  1 
000A: @43 +=  1  ;; integer values
0002: jump DECON_334

:DECON_340
00D6: if  0
03CA:   object $2724 exists
004D: jump_if_false DECON_344
0797: $2724  .3 

:DECON_344
00D6: if  0
03CA:   object $2723 exists
004D: jump_if_false DECON_358
0177: set_object $2723 z_angle_to  78.0
00D6: if  0
03CA:   object $2726 exists
004D: jump_if_false DECON_352
0177: set_object $2726 z_angle_to  78.0

:DECON_352
00D6: if  0
03CA:   object $2724 exists
004D: jump_if_false DECON_358
0400: create_coordinate $73 $74 $75 from_object $2723 offset  0.0  15.0  3.453
0815: $2724 $73 $74 $75 
0177: set_object $2724 z_angle_to  78.0

:DECON_358
00A5: @83 = create_car  486 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  486 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:  551 

:DECON_367
00D6: if  0
87C1:   NOT  551 
004D: jump_if_false DECON_372
0001: wait  0 ms
0002: jump DECON_367

:DECON_372
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false DECON_376
085E: @83  551 

:DECON_376
00A5: @85 = create_car  524 at -2112.603  193.7894  33.6684
0175: set_car @85 z_angle_to  276.2221
00A5: @86 = create_car  422 at -2102.461  160.2542  34.8444
0175: set_car @86 z_angle_to  66.4396
00A5: @87 = create_car  422 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_388
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_397
00D6: if  0
8119:   NOT   car @91(@43,7i) wrecked
004D: jump_if_false DECON_395
04E0: car @91(@43,7i) abandon_path_radius  50

:DECON_395
000A: @43 +=  1  ;; integer values
0002: jump DECON_388

:DECON_397
060A: unknown_create_entity  2 @174 
009A: @98 = create_actor  24  27 at -2098.758  168.5889  34.0869
009A: @99 = create_actor  24  27 at -2099.974  169.3999  34.0947
009A: @100 = create_actor  24  27 at -2090.954  265.4674  34.6686
009A: @101 = create_actor  24  27 at -2089.761  264.5739  34.6557
009A: @102 = create_actor  24  27 at -2085.753  269.4974  34.5456
009A: @103 = create_actor  24  27 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_413
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_422
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_413

:DECON_422
0677: unknown_action_sequence @98 @99  1  1 
0677: unknown_action_sequence @99 @98  0  1 
0677: unknown_action_sequence @100 @101  1  1 
0677: unknown_action_sequence @101 @100  0  1 
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false DECON_434
0129: @115 = create_actor  24  27 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_434
009A: @117 = create_actor  24  16 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_car_density_to  1.0
0110: clear_player $PLAYER_CHAR wanted_level
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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: $73 = -2010.461  ;; floating-point values
005F: $73 += @50  ;; floating-point values 
0005: $74 =  171.3564  ;; floating-point values
005F: $74 += @51  ;; floating-point values 
0005: $75 =  41.8495  ;; floating-point values
005F: $75 += @52  ;; floating-point values 
0604: @50 @51 $72 
0A0B: $73 $74 $75 $72 
038B: load_requested_models
016A: fade  1 (back)  1000 ms

:DECON_473
00D6: if  0
016B:   fading
004D: jump_if_false DECON_478
0001: wait  0 ms
0002: jump DECON_473

:DECON_478
00BC: text_highpriority 'GAR2_01'  5000 ms  1
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_481
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DECON_533
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DECON_533
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: $73 = -2076.394  ;; floating-point values
005F: $73 += @50  ;; floating-point values 
0005: $74 =  263.7876  ;; floating-point values
005F: $74 += @51  ;; floating-point values 
0005: $75 =  35.7185  ;; floating-point values
005F: $75 += @52  ;; floating-point values 
0604: @50 @51 $72 
0A0B: $73 $74 $75 $72 
038B: load_requested_models
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false DECON_519
0615: @49 
05D3: unknown_action_sequence -1 -2099.162  171.1465  34.0869  4  60000 
05C8: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2090.8  263.5923  34.7131  4  60000 
05C8: unknown_action_sequence -1 
0643: @49  1 
0616: @49 
0618: @102 @49 
061B: @49 

:DECON_519
00D6: if  0
8118:   NOT   actor @117 dead
004D: jump_if_false DECON_530
0615: @49 
05C8: unknown_action_sequence -1 
05C9: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0643: @49  1 
0616: @49 
0618: @117 @49 
061B: @49 

:DECON_530
00BC: text_highpriority 'GAR2_02'  5000 ms  1
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_533
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DECON_579
00D6: if  0
0019:   @32 >  5500  ;; integer values
004D: jump_if_false DECON_579
016A: fade  0 ()  150 ms

:DECON_540
00D6: if  0
016B:   fading
004D: jump_if_false DECON_545
0001: wait  0 ms
0002: jump DECON_540

:DECON_545
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false DECON_550
00A1: put_actor @102 at -2098.833  191.043  34.2113
0173: set_actor @102 z_angle_to  150.0

:DECON_550
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: $73 = -2084.993  ;; floating-point values
005F: $73 += @50  ;; floating-point values 
0005: $74 =  195.2235  ;; floating-point values
005F: $74 += @51  ;; floating-point values 
0005: $75 =  39.2186  ;; floating-point values
005F: $75 += @52  ;; floating-point values 
0604: @50 @51 $72 
0A0B: $73 $74 $75 $72 
038B: load_requested_models
016A: fade  1 (back)  150 ms

:DECON_571
00D6: if  0
016B:   fading
004D: jump_if_false DECON_576
0001: wait  0 ms
0002: jump DECON_571

:DECON_576
00BB: text_lowpriority 'GAR2_05'  5000 ms  1
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:DECON_579
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DECON_586
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DECON_586
0006: @35 =  99  ;; integer values

:DECON_586
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false DECON_593
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DECON_593
0006: @35 =  99  ;; integer values

:DECON_593
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DECON_633
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false DECON_610
00A1: put_actor @102 at -2092.252  252.5526  34.4575
0687: @102 
0615: @49 
05D3: unknown_action_sequence -1 -2099.162  171.1465  34.0869  4  60000 
05C8: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2090.8  263.5923  34.7131  4  60000 
05C8: unknown_action_sequence -1 
0643: @49  1 
0616: @49 
0618: @102 @49 
061B: @49 

:DECON_610
00D6: if  0
8118:   NOT   actor @117 dead
004D: jump_if_false DECON_621
0615: @49 
05C8: unknown_action_sequence -1 
05C9: unknown_action_sequence -1  5000 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
0643: @49  1 
0616: @49 
0618: @117 @49 
061B: @49 

:DECON_621
00D6: if  0
03CA:   object $2671(3) exists
004D: jump_if_false DECON_626
01BC: put_object $2671(3) at -2077.04  280.395  35.817
0177: set_object $2671(3) z_angle_to  0.0

:DECON_626
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  0 ms
0050: gosub DECON_2496

:DECON_633
0051: return

:DECON_634
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DECON_643
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -2053.226  139.1389 -2135.449  309.5472
004D: jump_if_false DECON_642
03C7: unknown_maby_cops_density  0.0
0002: jump DECON_643

:DECON_642
03C7: unknown_maby_cops_density  1.0

:DECON_643
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DECON_662
00D6: if  0
0019:   @32 >  0  ;; integer values
004D: jump_if_false DECON_662
00BC: text_highpriority 'GAR2_19'  10000 ms  1
000A: @35 +=  1  ;; integer values
0006: @33 =  30000  ;; integer values
0006: @63 =  0  ;; integer values
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
03CF: load_wav  12601 as  3

:DECON_657
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false DECON_662
0001: wait  0 ms
0002: jump DECON_657

:DECON_662
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DECON_697
00D6: if  0
0019:   @33 >  30000  ;; integer values
004D: jump_if_false DECON_692
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_692
00D6: if  0
0179:   actor $PLAYER_ACTOR picked_up_object @73  
004D: jump_if_false DECON_692
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DECON_692
0871: init_jump_table @63 total_jumps  2  0 DECON_686 jumps  0 DECON_678  1 DECON_682 -1 DECON_686 -1 DECON_686 -1 DECON_686 -1 DECON_686 -1 DECON_686 

:DECON_678
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16609
004F: create_thread AUDIOL_1 -1  0  0  1  0 
0002: jump DECON_686

:DECON_682
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16605
004F: create_thread AUDIOL_1 -1  0  0  1  0 
0002: jump DECON_686

:DECON_686
000A: @63 +=  1  ;; integer values
00D6: if  0
0019:   @63 >  1  ;; integer values
004D: jump_if_false DECON_691
0006: @63 =  0  ;; integer values

:DECON_691
0006: @33 =  0  ;; integer values

:DECON_692
00D6: if  0
0039:   @140 ==  6  ;; integer values
004D: jump_if_false DECON_697
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_697
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DECON_704
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DECON_704
0006: @35 =  99  ;; integer values

:DECON_704
00D6: if  2
0039:   @141 ==  1  ;; integer values
002A:    0 >= $7234  ;; integer values
001B:    6 > @140  ;; integer values
004D: jump_if_false DECON_717
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false DECON_713
010D: set_player $PLAYER_CHAR wanted_level_to  2

:DECON_713
085A:  597 -2039.255  232.481  33.9528 
085A:  597 -2038.185  254.2709  34.0893 
0006: @37 =  1  ;; integer values
00BC: text_highpriority 'GAR2_40'  5000 ms  1

:DECON_717
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DECON_723
040D: unload_wav  3
014F: stop_timer $7234
0050: gosub DECON_2496

:DECON_723
0006: @43 =  0  ;; integer values

:DECON_724
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_762
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_760
00D6: if  0
0366:   object $2671(@43,6i) blown_up
004D: jump_if_false DECON_760
00D6: if  0
0039:   @128(@43,6i) ==  0  ;; integer values
004D: jump_if_false DECON_760
0164: disable_marker @118(@43,6i)
000A: @140 +=  1  ;; integer values
0006: @128(@43,6i) =  1  ;; integer values
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false DECON_743
00BC: text_highpriority 'GAR2_29'  7000 ms  1

:DECON_743
00D6: if  0
0039:   @140 ==  2  ;; integer values
004D: jump_if_false DECON_747
00BC: text_highpriority 'GAR2_30'  7000 ms  1

:DECON_747
00D6: if  0
0039:   @140 ==  3  ;; integer values
004D: jump_if_false DECON_751
00BC: text_highpriority 'GAR2_31'  7000 ms  1

:DECON_751
00D6: if  0
0039:   @140 ==  4  ;; integer values
004D: jump_if_false DECON_755
00BC: text_highpriority 'GAR2_32'  7000 ms  1

:DECON_755
00D6: if  0
0039:   @140 ==  5  ;; integer values
004D: jump_if_false DECON_759
00BC: text_highpriority 'GAR2_33'  7000 ms  1

:DECON_759
0006: @32 =  0  ;; integer values

:DECON_760
000A: @43 +=  1  ;; integer values
0002: jump DECON_724

:DECON_762
00D6: if  0
0736:  97 
004D: jump_if_false DECON_778
0006: @43 =  0  ;; integer values

:DECON_766
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_778
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_776
00D6: if  0
8366:   NOT   object $2671(@43,6i) blown_up
004D: jump_if_false DECON_776
0723: $2671(@43,6i)  0 

:DECON_776
000A: @43 +=  1  ;; integer values
0002: jump DECON_766

:DECON_778
0051: return

:DECON_779
03E6: remove_text_box
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DECON_929
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:DECON_787
00D6: if  0
016B:   fading
004D: jump_if_false DECON_792
0001: wait  0 ms
0002: jump DECON_787

:DECON_792
02A3: toggle_widescreen  1 (on)
077E: @62 = active_interior
04BB: select_interior  0  ;; select render area
00D6: if  0
8038:   NOT   $1910 ==  1  ;; integer values
004D: jump_if_false DECON_804
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2066.839  209.6444  28.403 -2040.1  262.7024  34.9146
004D: jump_if_false DECON_803
00A1: put_actor $PLAYER_ACTOR at -2090.044  209.4996  33.9509
0173: set_actor $PLAYER_ACTOR z_angle_to  250.813

:DECON_803
0002: jump DECON_805

:DECON_804
0004: $10494 =  1  ;; integer values

:DECON_805
03CF: load_wav  12605 as  3

:DECON_806
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false DECON_811
0001: wait  0 ms
0002: jump DECON_806

:DECON_811
0395: clear_area  1 at -2054.474  222.6438  35.8767 range  3.0
0006: @43 =  0  ;; integer values

:DECON_813
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_830
00D6: if  0
056D:   unknown_actor @104(@43,10i) dead_but_valid
004D: jump_if_false DECON_828
00D6: if  0
8118:   NOT   actor @104(@43,10i) dead
004D: jump_if_false DECON_827
00D6: if  0
00FE:   actor @104(@43,10i)  0 ()near_point -2054.474  222.6438  35.8767 radius  5.0  5.0  3.0
004D: jump_if_false DECON_826
009B: destroy_actor_instantly @104(@43,10i)

:DECON_826
0002: jump DECON_828

:DECON_827
009B: destroy_actor_instantly @104(@43,10i)

:DECON_828
000A: @43 +=  1  ;; integer values
0002: jump DECON_813

:DECON_830
0006: @43 =  0  ;; integer values

:DECON_831
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false DECON_848
00D6: if  0
056E: @91(@43,7i) 
004D: jump_if_false DECON_846
00D6: if  0
8119:   NOT   car @91(@43,7i) wrecked
004D: jump_if_false DECON_845
00D6: if  0
01AF:   car @91(@43,7i) @91(@43,7i):in-sphere/%near_point -2054.474  222.6438  35.8767 radius  6.0  6.0  3.0
004D: jump_if_false DECON_844
00A6: destroy_car @91(@43,7i)

:DECON_844
0002: jump DECON_846

:DECON_845
00A6: destroy_car @91(@43,7i)

:DECON_846
000A: @43 +=  1  ;; integer values
0002: jump DECON_831

:DECON_848
0006: @43 =  0  ;; integer values

:DECON_849
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_861
00D6: if  0
03CA:   object @70(@43,6i) exists
004D: jump_if_false DECON_859
00D6: if  0
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_859
0108: destroy_object @70(@43,6i)

:DECON_859
000A: @43 +=  1  ;; integer values
0002: jump DECON_849

:DECON_861
0006: @43 =  0  ;; integer values

:DECON_862
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false DECON_874
00D6: if  0
03CA:   object @76(@43,5i) exists
004D: jump_if_false DECON_872
00D6: if  0
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_872
0108: destroy_object @76(@43,5i)

:DECON_872
000A: @43 +=  1  ;; integer values
0002: jump DECON_862

:DECON_874
00D6: if  0
03CA:   object $2724 exists
004D: jump_if_false DECON_878
0797: $2724  .5 

:DECON_878
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_882
0108: destroy_object @73

:DECON_882
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  0
03CA:   object $2671(2) exists
004D: jump_if_false DECON_891
0108: destroy_object $2671(2)

:DECON_891
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  16 at -2054.474  222.6438  34.8767
0173: set_actor @114 z_angle_to  90.0
00A5: @89 = create_car  524 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_901
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_922
00D6: if  0
056D:   unknown_actor @104(@43,10i) dead_but_valid
004D: jump_if_false DECON_920
00D6: if  0
8118:   NOT   actor @104(@43,10i) dead
004D: jump_if_false DECON_920
00D6: if  0
80DF:   NOT   actor @104(@43,10i) driving
004D: jump_if_false DECON_917
04D7: lock_actor @104(@43,10i) in_current_position  1
0619: @104(@43,10i)  0 
0337: unknown_actor @104(@43,10i) flag  0
0002: jump DECON_920

:DECON_917
03C0: $48 = actor @104(@43,10i) car
0519: unknown_car $48 flag  1
0338: $48  0 

:DECON_920
000A: @43 +=  1  ;; integer values
0002: jump DECON_901

:DECON_922
016A: fade  1 (back)  500 ms

:DECON_923
00D6: if  0
016B:   fading
004D: jump_if_false DECON_928
0001: wait  0 ms
0002: jump DECON_923

:DECON_928
000A: @35 +=  1  ;; integer values

:DECON_929
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false DECON_936
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DECON_936
0006: @35 =  99  ;; integer values

:DECON_936
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DECON_946
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_944
097C:  3 @73 
03D1: play_wav  3

:DECON_944
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_946
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DECON_957
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DECON_957
00D6: if  0
03CA:   object $2671(2) exists
004D: jump_if_false DECON_957
0723: $2671(2)  0 
000A: @35 +=  1  ;; integer values

:DECON_957
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DECON_982
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false DECON_982
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false DECON_982
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: @49 
05D3: unknown_action_sequence -1 -2057.137  223.541  34.582  4  5000 
00D6: if  0
03CA:   object $2671(2) exists
004D: jump_if_false DECON_974
0655: unknown_action_sequence -1 $2671(2)  100 

:DECON_974
0616: @49 
0618: @114 @49 
061B: @49 
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16600
004F: create_thread AUDIOL_1 @114  0  1  1  0 
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:DECON_982
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DECON_990
00D6: if  1
0019:   @32 >  3000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DECON_990
000A: @35 +=  1  ;; integer values

:DECON_990
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false DECON_1007
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false DECON_1007
062E: @114  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false DECON_1007
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: unknown_action_sequence @114 -2069.0  229.0  36.0  2000 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_1007
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false DECON_1017
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DECON_1017
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_1017
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false DECON_1029
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false DECON_1029
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16601
004F: create_thread AUDIOL_1 @114  0  1  1  0 
05D3: unknown_action_sequence @114 -2054.474  222.6438  35.8767  6  5000 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_1029
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false DECON_1036
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false DECON_1036
000A: @35 +=  1  ;; integer values

:DECON_1036
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false DECON_1049
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false DECON_1049
062E: @114  1491 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false DECON_1049
009B: destroy_actor_instantly @114
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_1049
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false DECON_1060
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DECON_1060
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
000A: @35 +=  1  ;; integer values

:DECON_1060
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false DECON_1067
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DECON_1067
000A: @35 +=  1  ;; integer values

:DECON_1067
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false DECON_1076
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
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_1076
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false DECON_1083
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DECON_1083
0006: @35 =  99  ;; integer values

:DECON_1083
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DECON_1140
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_1093
0382: set_object @73 collision_detection  1

:DECON_1093
00BE: text_clear_all
00D6: if  0
0038:   $1910 ==  0  ;; integer values
004D: jump_if_false DECON_1099
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump DECON_1100

:DECON_1099
0004: $10494 =  0  ;; integer values

:DECON_1100
04BB: select_interior @62  ;; select render area
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
00D6: if  0
03CA:   object $2671(2) exists
004D: jump_if_false DECON_1108
0108: destroy_object $2671(2)

:DECON_1108
00D6: if  0
056D:   unknown_actor @114 dead_but_valid
004D: jump_if_false DECON_1112
009B: destroy_actor_instantly @114

:DECON_1112
0006: @43 =  0  ;; integer values

:DECON_1113
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_1134
00D6: if  0
056D:   unknown_actor @104(@43,10i) dead_but_valid
004D: jump_if_false DECON_1132
00D6: if  0
8118:   NOT   actor @104(@43,10i) dead
004D: jump_if_false DECON_1132
00D6: if  0
80DF:   NOT   actor @104(@43,10i) driving
004D: jump_if_false DECON_1129
04D7: lock_actor @104(@43,10i) in_current_position  0
0619: @104(@43,10i)  1 
0337: unknown_actor @104(@43,10i) flag  1
0002: jump DECON_1132

:DECON_1129
03C0: $48 = actor @104(@43,10i) car
0519: unknown_car $48 flag  0
0338: $48  1 

:DECON_1132
000A: @43 +=  1  ;; integer values
0002: jump DECON_1113

:DECON_1134
00D6: if  0
0038:   $1910 ==  1  ;; integer values
004D: jump_if_false DECON_1138
0004: $1911 =  1  ;; integer values

:DECON_1138
040D: unload_wav  3
0050: gosub DECON_2496

:DECON_1140
0051: return

:DECON_1141
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DECON_1150
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -2053.226  139.1389 -2135.449  309.5472
004D: jump_if_false DECON_1149
03C7: unknown_maby_cops_density  0.0
0002: jump DECON_1150

:DECON_1149
03C7: unknown_maby_cops_density  1.0

:DECON_1150
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DECON_1169
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_1161
0188: @125 = create_marker_above_object @73
0165: set_marker @125 color_to  0

:DECON_1161
018A: @124 = create_checkpoint_at -2048.644  250.1341  35.54
00BB: text_lowpriority 'GAR2_10'  7000 ms  1
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_1169
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DECON_1269
00D6: if  0
0019:   @65 >  5000  ;; integer values
004D: jump_if_false DECON_1229
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false DECON_1229
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_1229
05A8: @73 @46 
00D6: if  21
0021:   @46 >  2.0  ;; floating-point values
0179:   actor $PLAYER_ACTOR picked_up_object @73  
004D: jump_if_false DECON_1229
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DECON_1229
0871: init_jump_table @63 total_jumps  10  0 DECON_1221 jumps  0 DECON_1191  1 DECON_1194  2 DECON_1197  3 DECON_1200  4 DECON_1203  5 DECON_1206  6 DECON_1209 
0872: jump_table_jumps  7 DECON_1212  8 DECON_1215  9 DECON_1218 -1 DECON_1221 -1 DECON_1221 -1 DECON_1221 -1 DECON_1221 -1 DECON_1221 -1 DECON_1221 

:DECON_1191
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16602
0002: jump DECON_1221

:DECON_1194
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16603
0002: jump DECON_1221

:DECON_1197
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16604
0002: jump DECON_1221

:DECON_1200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16605
0002: jump DECON_1221

:DECON_1203
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16606
0002: jump DECON_1221

:DECON_1206
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16607
0002: jump DECON_1221

:DECON_1209
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16608
0002: jump DECON_1221

:DECON_1212
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16609
0002: jump DECON_1221

:DECON_1215
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AL'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16610
0002: jump DECON_1221

:DECON_1218
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_AM'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16611
0002: jump DECON_1221

:DECON_1221
004F: create_thread AUDIOL_1 -1  0  0  1  0 
000A: @63 +=  1  ;; integer values
00D6: if  0
0019:   @63 >  7  ;; integer values
004D: jump_if_false DECON_1227
0006: @63 =  0  ;; integer values

:DECON_1227
0006: @65 =  0  ;; integer values
0001: wait  1 ms

:DECON_1229
00D6: if  1
0019:   @173 >  150000  ;; integer values
001B:    151000 > @173  ;; integer values
004D: jump_if_false DECON_1237
00BE: text_clear_all
00BC: text_highpriority 'GAR2_34'  7000 ms  1
0006: @173 =  151001  ;; integer values
0006: @65 =  0  ;; integer values

:DECON_1237
00D6: if  0
0019:   @173 >  200000  ;; integer values
004D: jump_if_false DECON_1248
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false DECON_1244
010D: set_player $PLAYER_CHAR wanted_level_to  2

:DECON_1244
085A:  597 -2039.255  232.481  33.9528 
085A:  597 -2038.185  254.2709  34.0893 
0006: @37 =  1  ;; integer values
00BC: text_highpriority 'GAR2_35'  5000 ms  1

:DECON_1248
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_1268
00D6: if  0
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_1268
00D6: if  1
876F:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DECON_1268
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority 'GAR2_36'  7000 ms  1
0164: disable_marker @124
0164: disable_marker @125
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:DECON_1268
0050: gosub DECON_1402

:DECON_1269
00D6: if  1
0019:   @35 >  1  ;; integer values
001B:    4 > @35  ;; integer values
004D: jump_if_false DECON_1311
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1305
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0137:   car $48 id ==  524
004D: jump_if_false DECON_1299
00D6: if  0
8039:   NOT   @168 ==  1  ;; integer values
004D: jump_if_false DECON_1298
00BC: text_highpriority 'GAR2_37'  7000 ms  1
00D6: if  0
075C:   marker @126 enabled
004D: jump_if_false DECON_1288
0164: disable_marker @126

:DECON_1288
00D6: if  0
075C:   marker @127 enabled
004D: jump_if_false DECON_1292
0164: disable_marker @127

:DECON_1292
00D6: if  0
075C:   marker @124 enabled
004D: jump_if_false DECON_1296
0164: disable_marker @124

:DECON_1296
018A: @124 = create_checkpoint_at -2049.706  240.5694  34.762
0006: @168 =  1  ;; integer values

:DECON_1298
0002: jump DECON_1304

:DECON_1299
00D6: if  0
8039:   NOT   @168 ==  0  ;; integer values
004D: jump_if_false DECON_1304
0050: gosub DECON_1379
0006: @168 =  0  ;; integer values

:DECON_1304
0002: jump DECON_1310

:DECON_1305
00D6: if  0
8039:   NOT   @168 ==  0  ;; integer values
004D: jump_if_false DECON_1310
0050: gosub DECON_1379
0006: @168 =  0  ;; integer values

:DECON_1310
0050: gosub DECON_1402

:DECON_1311
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DECON_1330
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false DECON_1330
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_1330
00D6: if  0
82CC:   NOT   unknown_object @73 bounding_sphere_visible
004D: jump_if_false DECON_1330
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_1330
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DECON_1374
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false DECON_1346
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_1346
00D6: if  0
82CC:   NOT   unknown_object @73 bounding_sphere_visible
004D: jump_if_false DECON_1346
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_1346
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2049.706  240.5694  34.762 radius  3.0  3.0  3.0
004D: jump_if_false DECON_1374
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  524
004D: jump_if_false DECON_1368
00D6: if  0
01C1:   car @90 stopped
004D: jump_if_false DECON_1367
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_1367
0174: $72 = car @90 z_angle
00D6: if  1
0022:    190.0 > $72  ;; floating-point values
0020:   $72 >  170.0  ;; floating-point values
004D: jump_if_false DECON_1366
0164: disable_marker @124
0006: @35 =  99  ;; integer values
0002: jump DECON_1367

:DECON_1366
00BC: text_highpriority 'GAR2_14'  1000 ms  1

:DECON_1367
0002: jump DECON_1373

:DECON_1368
00D6: if  0
0019:   @32 >  30000  ;; integer values
004D: jump_if_false DECON_1373
00BC: text_highpriority 'GAR2_20'  7000 ms  1
0006: @32 =  0  ;; integer values

:DECON_1373
0002: jump DECON_1374

:DECON_1374
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DECON_1378
0050: gosub DECON_2496

:DECON_1378
0051: return

:DECON_1379
00D6: if  0
075C:   marker @124 enabled
004D: jump_if_false DECON_1383
0164: disable_marker @124

:DECON_1383
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false DECON_1392
00D6: if  0
875C:   NOT   marker @126 enabled
004D: jump_if_false DECON_1392
0186: @126 = create_marker_above_car @85
07E0: @126  1 
00BC: text_highpriority 'GAR2_36'  7000 ms  1

:DECON_1392
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false DECON_1401
00D6: if  0
875C:   NOT   marker @127 enabled
004D: jump_if_false DECON_1401
0186: @127 = create_marker_above_car @89
07E0: @127  1 
00BC: text_highpriority 'GAR2_36'  7000 ms  1

:DECON_1401
0051: return

:DECON_1402
00D6: if  0
056E: @85 
004D: jump_if_false DECON_1420
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false DECON_1417
00D6: if  0
01AF:   car @85  0 ()near_point -2049.199  250.3882  32.9084 radius  2.454  5.042  2.3
004D: jump_if_false DECON_1416
00D6: if  0
82CA:   NOT   car @85 bounding_sphere_visible
004D: jump_if_false DECON_1416
00A6: destroy_car @85
0164: disable_marker @126

:DECON_1416
0002: jump DECON_1419

:DECON_1417
01C3: remove_references_to_car @85  ;; Like turning a car into any random car
0164: disable_marker @126

:DECON_1419
0002: jump DECON_1434

:DECON_1420
00D6: if  0
80C2:   NOT   sphere_onscreen -2112.603  193.7894  33.6684  5.0
004D: jump_if_false DECON_1434
00D6: if  0
838A:   NOT   car_in_cube -2112.603  193.7894  33.6684  3.0  3.0  3.0
004D: jump_if_false DECON_1434
00A5: @85 = create_car  524 at -2112.603  193.7894  33.6684
0175: set_car @85 z_angle_to  276.2221
00D6: if  0
075C:   marker @126 enabled
004D: jump_if_false DECON_1432
0164: disable_marker @126

:DECON_1432
0186: @126 = create_marker_above_car @85
07E0: @126  1 

:DECON_1434
00D6: if  0
056E: @89 
004D: jump_if_false DECON_1452
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false DECON_1449
00D6: if  0
01AF:   car @89  0 ()near_point -2049.199  250.3882  32.9084 radius  2.454  5.042  2.3
004D: jump_if_false DECON_1448
00D6: if  0
82CA:   NOT   car @89 bounding_sphere_visible
004D: jump_if_false DECON_1448
00A6: destroy_car @89
0164: disable_marker @127

:DECON_1448
0002: jump DECON_1451

:DECON_1449
01C3: remove_references_to_car @89  ;; Like turning a car into any random car
0164: disable_marker @127

:DECON_1451
0002: jump DECON_1466

:DECON_1452
00D6: if  0
80C2:   NOT   sphere_onscreen -2037.176  269.7917  34.9191  5.0
004D: jump_if_false DECON_1466
00D6: if  0
838A:   NOT   car_in_cube -2037.176  269.7917  34.9191  3.0  3.0  3.0
004D: jump_if_false DECON_1466
00A5: @89 = create_car  524 at -2037.176  269.7917  34.9191
0175: set_car @89 z_angle_to  179.5245
00D6: if  0
075C:   marker @127 enabled
004D: jump_if_false DECON_1464
0164: disable_marker @127

:DECON_1464
0186: @127 = create_marker_above_car @89
07E0: @127  1 

:DECON_1466
0051: return

:DECON_1467
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DECON_1555
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  250 ms

:DECON_1473
00D6: if  0
016B:   fading
004D: jump_if_false DECON_1478
0001: wait  0 ms
0002: jump DECON_1473

:DECON_1478
03CF: load_wav  12600 as  3

:DECON_1479
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false DECON_1484
0001: wait  0 ms
0002: jump DECON_1479

:DECON_1484
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false DECON_1493
00D6: if  0
82CC:   NOT   unknown_object @73 bounding_sphere_visible
004D: jump_if_false DECON_1493
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_1493
02A3: toggle_widescreen  1 (on)
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_1497
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_1507
00D6: if  0
056D:   unknown_actor @104(@43,10i) dead_but_valid
004D: jump_if_false DECON_1505
009B: destroy_actor_instantly @104(@43,10i)
0006: @104(@43,10i) =  0  ;; integer values

:DECON_1505
000A: @43 +=  1  ;; integer values
0002: jump DECON_1497

:DECON_1507
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_1510
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false DECON_1522
00D6: if  0
8119:   NOT   car @91(@43,7i) wrecked
004D: jump_if_false DECON_1520
00D6: if  0
01AF:   car @91(@43,7i)  0 ()near_point -2049.734  241.7195  34.7037 radius  7.0  7.0  5.0
004D: jump_if_false DECON_1520
00A6: destroy_car @91(@43,7i)

:DECON_1520
000A: @43 +=  1  ;; integer values
0002: jump DECON_1510

:DECON_1522
0006: @43 =  0  ;; integer values

:DECON_1523
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false DECON_1537
00D6: if  0
8119:   NOT   car @91(@43,7i) wrecked
004D: jump_if_false DECON_1534
00D6: if  0
01AF:   car @91(@43,7i)  0 ()near_point -2048.886  250.6607  32.5177 radius  2.898  5.05  2.0
004D: jump_if_false DECON_1533
00A6: destroy_car @91(@43,7i)

:DECON_1533
0002: jump DECON_1535

:DECON_1534
00A6: destroy_car @91(@43,7i)

:DECON_1535
000A: @43 +=  1  ;; integer values
0002: jump DECON_1523

:DECON_1537
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  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_1546
07C6: @90 -.0448  .0178  1.003 -.0611 
029B: @81 = init_object #HUBHOLE3_SFSE at -2049.171  250.3193  30.8784
066C: "CEMENT" @90  0.0 -4.4  0.0  0.0 -1.0  0.0  1 @179 

:DECON_1546
0001: wait  500 ms
016A: fade  1 (back)  250 ms

:DECON_1548
00D6: if  0
016B:   fading
004D: jump_if_false DECON_1553
0001: wait  0 ms
0002: jump DECON_1548

:DECON_1553
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_1555
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DECON_1570
0007: @46 =  0.0  ;; floating-point values

:DECON_1559
00D6: if  0
0023:    1.0 > @46  ;; floating-point values
004D: jump_if_false DECON_1569
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_1567
08A4: @90 @46 

:DECON_1567
0079: @46 += unknown_inaccurate_float_timer  .01  ;; floating-point 
0002: jump DECON_1559

:DECON_1569
000A: @35 +=  1  ;; integer values

:DECON_1570
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DECON_1585
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DECON_1585
064C: @179 
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_1583
0407: create_coordinate $73 $74 $75 from_car @90 offset  0.0 -4.4  0.0
03D7: set_wav  3 location $73 $74 $75
03D1: play_wav  3

:DECON_1583
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DECON_1585
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DECON_1592
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DECON_1592
000A: @35 +=  1  ;; integer values

:DECON_1592
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DECON_1602
00D6: if  0
034E: unknown_move_object @81 to -2049.171  250.3193  34.177 unknown_angle  .01  .01  .009  0
004D: jump_if_false DECON_1602
0006: @32 =  0  ;; integer values
040D: unload_wav  3
064E: @179 
000A: @35 +=  1  ;; integer values

:DECON_1602
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false DECON_1609
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DECON_1609
0006: @35 =  99  ;; integer values

:DECON_1609
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DECON_1621
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_1615

:DECON_1615
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
040D: unload_wav  3
0006: @36 =  1  ;; integer values

:DECON_1621
0051: return

:DECON_1622
00D6: if  1
0039:   @39 ==  1  ;; integer values
0039:   @141 ==  0  ;; integer values
004D: jump_if_false DECON_1710
0006: @43 =  0  ;; integer values

:DECON_1627
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_1640
00D6: if  0
056D:   unknown_actor @98(@43,6i) dead_but_valid
004D: jump_if_false DECON_1638
00D6: if  21
051A:   unknown_actor @98(@43,6i) hit_by_actor $PLAYER_ACTOR
0118:   actor @98(@43,6i) dead
004D: jump_if_false DECON_1638
0006: @141 =  1  ;; integer values

:DECON_1638
000A: @43 +=  1  ;; integer values
0002: jump DECON_1627

:DECON_1640
00D6: if  0
056D:   unknown_actor @117 dead_but_valid
004D: jump_if_false DECON_1648
00D6: if  21
051A:   unknown_actor @117 hit_by_actor $PLAYER_ACTOR
0118:   actor @117 dead
004D: jump_if_false DECON_1648
0006: @141 =  1  ;; integer values

:DECON_1648
00D6: if  0
056D:   unknown_actor @115 dead_but_valid
004D: jump_if_false DECON_1656
00D6: if  21
051A:   unknown_actor @115 hit_by_actor $PLAYER_ACTOR
0118:   actor @115 dead
004D: jump_if_false DECON_1656
0006: @141 =  1  ;; integer values

:DECON_1656
0006: @43 =  0  ;; integer values

:DECON_1657
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_1670
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_1668
071E: $2671(@43,6i) @44 
00D6: if  0
001B:    900 > @44  ;; integer values
004D: jump_if_false DECON_1668
0006: @141 =  1  ;; integer values

:DECON_1668
000A: @43 +=  1  ;; integer values
0002: jump DECON_1657

:DECON_1670
0006: @43 =  0  ;; integer values

:DECON_1671
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false DECON_1690
00D6: if  0
056E: @91(@43,7i) 
004D: jump_if_false DECON_1688
00D6: if  0
8119:   NOT   car @91(@43,7i) wrecked
004D: jump_if_false DECON_1688
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @91(@43,7i)
004D: jump_if_false DECON_1684
0006: @141 =  1  ;; integer values

:DECON_1684
00D6: if  0
051C: @91(@43,7i) $PLAYER_ACTOR 
004D: jump_if_false DECON_1688
0006: @141 =  1  ;; integer values

:DECON_1688
000A: @43 +=  1  ;; integer values
0002: jump DECON_1671

:DECON_1690
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false DECON_1703
0006: @43 =  0  ;; integer values

:DECON_1694
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_1703
00D6: if  0
8118:   NOT   actor @104(@43,10i) dead
004D: jump_if_false DECON_1701
0687: @104(@43,10i) 

:DECON_1701
000A: @43 +=  1  ;; integer values
0002: jump DECON_1694

:DECON_1703
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false DECON_1709
0004: $7234 =  180000  ;; integer values
014E: set_timer_to $7234 type  1
00BB: text_lowpriority 'GAR2_41'  7000 ms  1

:DECON_1709
0002: jump DECON_1726

:DECON_1710
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false DECON_1726
00D6: if  1
88FE:   NOT (unknown)
876F:   NOT (unknown)
004D: jump_if_false DECON_1726
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1726
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0137:   car $48 id ==  486
004D: jump_if_false DECON_1726
03E5: text_box 'GAR2_42'
000A: @169 +=  1  ;; integer values

:DECON_1726
00D6: if  1
0039:   @167 ==  0  ;; integer values
002B:    2 >= @34  ;; integer values 
004D: jump_if_false DECON_1739
00D6: if  1
0119:   car @83 wrecked
0119:   car @84 wrecked
004D: jump_if_false DECON_1739
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false DECON_1739
00BC: text_highpriority 'GAR2_39'  7000 ms  1
000A: @167 +=  1  ;; integer values

:DECON_1739
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false DECON_1938
00D6: if  0
8118:   NOT   actor @117 dead
004D: jump_if_false DECON_1757
062E: @117  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false DECON_1757
0615: @49 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  60000  20.0 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  300.0  60000 
0616: @49 
0618: @117 @49 
061B: @49 
01C2: remove_references_to_actor @117  ;; Like turning an actor into a random pedestrian
0006: @111 =  0  ;; integer values

:DECON_1757
0615: @176 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1763
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  60000  5.0 
0002: jump DECON_1764

:DECON_1763
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  60000  15.0 

:DECON_1764
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1769
0605: unknown_action_sequence -1 "FIGHTIDLE" "PED"  4.0  0  0  0  1 -1 
0002: jump DECON_1769

:DECON_1769
0616: @176 
0615: @177 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1776
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  60000  7.5 
0002: jump DECON_1777

:DECON_1776
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  60000  10.0 

:DECON_1777
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1782
0605: unknown_action_sequence -1 "FIGHTIDLE" "PED"  4.0  0  0  0  1 -1 
0002: jump DECON_1782

:DECON_1782
0616: @177 
0615: @178 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1789
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  60000  10.0 
0002: jump DECON_1790

:DECON_1789
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  60000  20.0 

:DECON_1790
05DB: unknown_action_sequence -1 $PLAYER_ACTOR  20.0  3000 
0616: @178 
0006: @43 =  0  ;; integer values

:DECON_1793
00D6: if  0
001B:    2 > @43  ;; integer values
004D: jump_if_false DECON_1800
0006: @180(@43,2i) = -1  ;; integer values
0007: @182(@43,2f) =  9999.0  ;; floating-point values
000A: @43 +=  1  ;; integer values
0002: jump DECON_1793

:DECON_1800
0006: @43 =  0  ;; integer values

:DECON_1801
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_1831
00D6: if  0
8118:   NOT   actor @104(@43,10i) dead
004D: jump_if_false DECON_1829
00A0: store_actor @104(@43,10i) position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @56 @57 @58
0509: $68 = distance between point $73 $74 and point @56 @57
00D6: if  0
0027:   @182 > $68  ;; floating-point values only
004D: jump_if_false DECON_1818
0087: @183 = @182  ;; floating-point values only
0089: @182 = $68  ;; floating-point values only
0085: @181 = @180  ;; integer values and handles
0085: @180 = @43  ;; integer values and handles
0002: jump DECON_1823

:DECON_1818
00D6: if  0
0027:   @183 > $68  ;; floating-point values only
004D: jump_if_false DECON_1823
0089: @183 = $68  ;; floating-point values only
0085: @181 = @43  ;; integer values and handles

:DECON_1823
00D6: if  1
0020:   $68 >  500.0  ;; floating-point values
82CB:   NOT   actor @104(@43,10i) bounding_sphere_visible
004D: jump_if_false DECON_1829
009B: destroy_actor_instantly @104(@43,10i)
0006: @104(@43,10i) =  0  ;; integer values

:DECON_1829
000A: @43 +=  1  ;; integer values
0002: jump DECON_1801

:DECON_1831
0006: @43 =  0  ;; integer values

:DECON_1832
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_1935
00D6: if  0
8118:   NOT   actor @104(@43,10i) dead
004D: jump_if_false DECON_1933
00D6: if  0
80DF:   NOT   actor @104(@43,10i) driving
004D: jump_if_false DECON_1895
00D6: if  0
02D8:   actor @104(@43,10i) currentweapon ==  22
004D: jump_if_false DECON_1851
062E: @104(@43,10i)  1506 @44 
00D6: if  0
04A4: @44  7 
004D: jump_if_false DECON_1850
0687: @104(@43,10i) 
05E2: unknown_action_sequence @104(@43,10i) $PLAYER_ACTOR 

:DECON_1850
0002: jump DECON_1894

:DECON_1851
00D6: if  21
003B:   @43 == @180  ;; integer values 
003B:   @43 == @181  ;; integer values 
004D: jump_if_false DECON_1862
062E: @104(@43,10i)  1506 @44 
00D6: if  0
04A4: @44  7 
004D: jump_if_false DECON_1861
0687: @104(@43,10i) 
05E2: unknown_action_sequence @104(@43,10i) $PLAYER_ACTOR 

:DECON_1861
0002: jump DECON_1894

:DECON_1862
062E: @104(@43,10i)  1560 @44 
00D6: if  0
04A4: @44  7 
004D: jump_if_false DECON_1882
0209: @44 = random_int  0  9
00D6: if  0
001B:    4 > @44  ;; integer values
004D: jump_if_false DECON_1873
0687: @104(@43,10i) 
0618: @104(@43,10i) @176 
0002: jump DECON_1881

:DECON_1873
00D6: if  0
001B:    8 > @44  ;; integer values
004D: jump_if_false DECON_1879
0687: @104(@43,10i) 
0618: @104(@43,10i) @177 
0002: jump DECON_1881

:DECON_1879
0687: @104(@43,10i) 
0618: @104(@43,10i) @178 

:DECON_1881
0002: jump DECON_1894

:DECON_1882
00D6: if  21
0611: @104(@43,10i) "PANIC_POINT" 
0611: @104(@43,10i) "PANIC_SHOUT" 
004D: jump_if_false DECON_1894
00A0: store_actor @104(@43,10i) position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @56 @57 @58
0087: @50 = @56  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @57  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
0604: @50 @51 $72 
0173: set_actor @104(@43,10i) z_angle_to $72

:DECON_1894
0002: jump DECON_1933

:DECON_1895
03C0: $48 = actor @104(@43,10i) car
04E0: car $48 abandon_path_radius  255
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false DECON_1904
00D6: if  0
060E: $48 
004D: jump_if_false DECON_1904
05EC: $48 

:DECON_1904
062E: @104(@43,10i)  1560 @44 
00D6: if  0
04A4: @44  7 
004D: jump_if_false DECON_1918
0615: @49 
06E1: unknown_action_sequence -1 $48 -1  3  40.0  3 
0616: @49 
0618: @104(@43,10i) @49 
061B: @49 
00D6: if  0
8039:   NOT   @184 ==  0  ;; integer values
004D: jump_if_false DECON_1917
0006: @184 =  0  ;; integer values

:DECON_1917
0002: jump DECON_1933

:DECON_1918
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_1933
00D6: if  0
0547: $PLAYER_ACTOR $48 
004D: jump_if_false DECON_1933
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false DECON_1933
0615: @49 
06C7: unknown_action_sequence -1 $48  3  2500 
0616: @49 
0618: @104(@43,10i) @49 
061B: @49 
0006: @184 =  1  ;; integer values

:DECON_1933
000A: @43 +=  1  ;; integer values
0002: jump DECON_1832

:DECON_1935
061B: @176 
061B: @177 
061B: @178 

:DECON_1938
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false DECON_2023
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false DECON_2023
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false DECON_1959
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2074.264  222.39  34.7395 radius  30.0  30.0  4.0
004D: jump_if_false DECON_1959
0687: @102 
0615: @49 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  50000  3.0 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05C8: unknown_action_sequence -1 
0616: @49 
0618: @102 @49 
061B: @49 
000A: @146 +=  1  ;; integer values

:DECON_1959
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false DECON_2006
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2074.264  222.39  34.7395 radius  30.0  30.0  4.0
004D: jump_if_false DECON_1996
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false DECON_1995
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DECON_1995
00D6: if  0
0105:   actor @102 near_actor_on_foot $PLAYER_ACTOR radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false DECON_1994
0209: @43 = random_int  0  3
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false DECON_1981
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16612
004F: create_thread AUDIOL_1 @102  1  0  1  0 

:DECON_1981
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false DECON_1987
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16613
004F: create_thread AUDIOL_1 @102  1  0  1  0 

:DECON_1987
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false DECON_1993
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'GAR2_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  16614
004F: create_thread AUDIOL_1 @102  1  0  1  0 

:DECON_1993
000A: @146 +=  1  ;; integer values

:DECON_1994
0006: @33 =  0  ;; integer values

:DECON_1995
0002: jump DECON_2006

:DECON_1996
0615: @49 
05D3: unknown_action_sequence -1 -2099.162  171.1465  34.0869  4  60000 
05C8: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2090.8  263.5923  34.7131  4  60000 
05C8: unknown_action_sequence -1 
0643: @49  1 
0616: @49 
0618: @102 @49 
061B: @49 
0006: @146 =  0  ;; integer values

:DECON_2006
00D6: if  0
0039:   @146 ==  2  ;; integer values
004D: jump_if_false DECON_2023
062E: @102  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false DECON_2023
0615: @49 
05D3: unknown_action_sequence -1 -2099.162  171.1465  34.0869  4  60000 
05C8: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2090.8  263.5923  34.7131  4  60000 
05C8: unknown_action_sequence -1 
0643: @49  1 
0616: @49 
0618: @102 @49 
061B: @49 
000A: @146 +=  1  ;; integer values

:DECON_2023
00D6: if  0
8118:   NOT   actor @115 dead
004D: jump_if_false DECON_2037
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false DECON_2036
00D6: if  0
060E: @83 
004D: jump_if_false DECON_2036
00D6: if  0
80DB:   NOT   actor @115 in_car @83
004D: jump_if_false DECON_2036
05EC: @83 

:DECON_2036
0002: jump DECON_2044

:DECON_2037
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false DECON_2044
00D6: if  0
060E: @83 
004D: jump_if_false DECON_2044
05EC: @83 

:DECON_2044
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DECON_2058
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2056
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @90
004D: jump_if_false DECON_2055
0006: @90 =  0  ;; integer values
00D9: @90 = actor $PLAYER_ACTOR car

:DECON_2055
0002: jump DECON_2058

:DECON_2056
0006: @90 =  0  ;; integer values
00D9: @90 = actor $PLAYER_ACTOR car

:DECON_2058
0006: @43 =  0  ;; integer values

:DECON_2059
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_2245
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false DECON_2080
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_2080
00D6: if  24
08FF: $2671(@43,6i)  51 
08FF: $2671(@43,6i)  35 
08FF: $2671(@43,6i)  16 
08FF: $2671(@43,6i)  20 
08FF: $2671(@43,6i)  39 
004D: jump_if_false DECON_2076
0662: write_debug_message "DAMAGED_BY_EXPLOSION" 

:DECON_2076
00D6: if  0
08FF: $2671(@43,6i)  57 
004D: jump_if_false DECON_2080
0662: write_debug_message "DAMAGED_BY_ANY" 

:DECON_2080
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_2102
00D6: if  24
08FF: $2671(@43,6i)  51 
08FF: $2671(@43,6i)  35 
08FF: $2671(@43,6i)  16 
08FF: $2671(@43,6i)  20 
08FF: $2671(@43,6i)  39 
004D: jump_if_false DECON_2102
0900: $2671(@43,6i) 
071E: $2671(@43,6i) @44 
000A: @44 += -500  ;; integer values
00D6: if  0
001B:    1 > @44  ;; integer values
004D: jump_if_false DECON_2101
071F: $2671(@43,6i)  0 
097C:  3 $2671(@43,6i) 
03D1: play_wav  3
0723: $2671(@43,6i)  0 
0002: jump DECON_2102

:DECON_2101
071F: $2671(@43,6i) @44 

:DECON_2102
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_2131
00D6: if  0
8366:   NOT   object $2671(@43,6i) blown_up
004D: jump_if_false DECON_2131
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2131
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @90
004D: jump_if_false DECON_2131
00D6: if  0
0897: @90 $2671(@43,6i) 
004D: jump_if_false DECON_2131
00D6: if  0
0021:   @171 >  65000.0  ;; floating-point values
004D: jump_if_false DECON_2131
071F: $2671(@43,6i)  0 
097C:  3 $2671(@43,6i) 
03D1: play_wav  3
0723: $2671(@43,6i)  0 
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2131
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @90
004D: jump_if_false DECON_2131
04BA: set_car @90 speed_instantly @170

:DECON_2131
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_2210
00D6: if  0
8366:   NOT   object $2671(@43,6i) blown_up
004D: jump_if_false DECON_2210
071E: $2671(@43,6i) @159(@43,6i) 
00D6: if  0
001D:   @153(@43,6i) > @159(@43,6i)  ;; integer values  
004D: jump_if_false DECON_2209
00D6: if  0
0019:   @159(@43,6i) >  0  ;; integer values
004D: jump_if_false DECON_2209
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2189
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @90
004D: jump_if_false DECON_2189
00D6: if  0
0897: @90 $2671(@43,6i) 
004D: jump_if_false DECON_2189
00D6: if  0
0021:   @170 >  5.0  ;; floating-point values
004D: jump_if_false DECON_2188
00D6: if  0
8137:   NOT   car @90 id ==  486
004D: jump_if_false DECON_2167
0085: @44 = @153(@43,6i)  ;; integer values and handles
0062: @44 -= @159(@43,6i)  ;; integer values 
0093: @46 = integer_to_float @44  
0013: @46 *=  .5  ;; floating-point values 
0092: @44 = float_to_integer @46  
005A: @159(@43,6i) += @44  ;; integer values 
071F: $2671(@43,6i) @159(@43,6i) 
0002: jump DECON_2187

:DECON_2167
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  0
001B:    0 > @159(@43,6i)  ;; integer values
004D: jump_if_false DECON_2175
0006: @159(@43,6i) =  0  ;; integer values

:DECON_2175
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false DECON_2186
00D6: if  0
0019:   @159(@43,6i) >  10  ;; integer values
004D: jump_if_false DECON_2186
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false DECON_2186
00BC: text_highpriority 'GAR2_38'  5000 ms  1
0006: @166 =  1  ;; integer values

:DECON_2186
071F: $2671(@43,6i) @159(@43,6i) 

:DECON_2187
0002: jump DECON_2189

:DECON_2188
071F: $2671(@43,6i) @153(@43,6i) 

:DECON_2189
00D6: if  0
0038:   $1910 ==  1  ;; integer values
004D: jump_if_false DECON_2196
071F: $2671(@43,6i)  0 
097C:  3 $2671(@43,6i) 
03D1: play_wav  3
0723: $2671(@43,6i)  0 

:DECON_2196
00D6: if  0
0039:   @159(@43,6i) ==  0  ;; integer values
004D: jump_if_false DECON_2209
097C:  3 $2671(@43,6i) 
03D1: play_wav  3
0723: $2671(@43,6i)  0 
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2209
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @90
004D: jump_if_false DECON_2209
04BA: set_car @90 speed_instantly @170

:DECON_2209
0085: @153(@43,6i) = @159(@43,6i)  ;; integer values and handles

:DECON_2210
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_2243
00D6: if  0
8366:   NOT   object $2671(@43,6i) blown_up
004D: jump_if_false DECON_2243
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2243
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @90
004D: jump_if_false DECON_2243
00D6: if  0
0137:   car @90 id ==  486
004D: jump_if_false DECON_2243
00D6: if  0
0897: @90 $2671(@43,6i) 
004D: jump_if_false DECON_2243
071E: $2671(@43,6i) @44 
00D6: if  0
001B:    10 > @44  ;; integer values
004D: jump_if_false DECON_2243
071F: $2671(@43,6i)  0 
097C:  3 $2671(@43,6i) 
03D1: play_wav  3
0723: $2671(@43,6i)  0 
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2243
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @90
004D: jump_if_false DECON_2243
04BA: set_car @90 speed_instantly @170

:DECON_2243
000A: @43 +=  1  ;; integer values
0002: jump DECON_2059

:DECON_2245
0006: @43 =  0  ;; integer values

:DECON_2246
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_2333
00D6: if  0
0019:   @152 >  0  ;; integer values
004D: jump_if_false DECON_2309
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_2309
071E: $2671(@43,6i) @44 
00D6: if  0
001B:    995 > @44  ;; integer values
004D: jump_if_false DECON_2309
00D6: if  0
0019:   @44 >  500  ;; integer values
004D: jump_if_false DECON_2279
00D6: if  0
0039:   @134(@43,6i) ==  0  ;; integer values
004D: jump_if_false DECON_2278
0400: create_coordinate $73 $74 $75 from_object $2671(@43,6i) offset  3.252 -2.1084  0.0
0050: gosub DECON_2481
00D6: if  0
0039:   @190 ==  0  ;; integer values
004D: jump_if_false DECON_2278
02CE: $75 = ground_z $73 $74 $75
0176: $72 = object $2671(@43,6i) z_angle
0009: $72 +=  180.0  ;; floating-point values
009A: @116 = create_actor  24  27 at $73 $74 $75
0173: set_actor @116 z_angle_to $72
0223: set_actor @116 health_to  50
000A: @134(@43,6i) +=  1  ;; integer values
0006: @43 =  6  ;; integer values

:DECON_2278
0002: jump DECON_2309

:DECON_2279
00D6: if  0
8366:   NOT   object $2671(@43,6i) blown_up
004D: jump_if_false DECON_2283
0002: jump DECON_2309

:DECON_2283
00D6: if  0
8039:   NOT   @134(@43,6i) ==  99  ;; integer values
004D: jump_if_false DECON_2309
0400: create_coordinate $73 $74 $75 from_object $2671(@43,6i) offset  0.0  0.0  0.0
0176: $72 = object $2671(@43,6i) z_angle
02CE: $75 = ground_z $73 $74 $75
0009: $72 +=  180.0  ;; floating-point values
009A: @116 = create_actor  24  27 at $73 $74 $75
0173: set_actor @116 z_angle_to $72
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 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0209: @44 = random_int  0  2
00D6: if  0
8039:   NOT   @44 ==  0  ;; integer values
004D: jump_if_false DECON_2305
0013: @51 *= -1.0  ;; floating-point values 

:DECON_2305
0087: @53 = @51  ;; floating-point values only
0087: @54 = @50  ;; floating-point values only
0013: @54 *= -1.0  ;; floating-point values 
0673: unknown_action_sequence @116 @53 @54  1000 

:DECON_2309
00D6: if  0
056D:   unknown_actor @116 dead_but_valid
004D: jump_if_false DECON_2330
00D6: if  0
8118:   NOT   actor @116 dead
004D: jump_if_false DECON_2330
00D6: if  0
0019:   @140 >  0  ;; integer values
004D: jump_if_false DECON_2324
00D6: if  0
001B:    2 > @140  ;; integer values
004D: jump_if_false DECON_2323
01B2: give_actor @116 weapon  6 ammo  99999  ;; Load the weapon model before using this
0002: jump DECON_2324

:DECON_2323
01B2: give_actor @116 weapon  22 ammo  99999  ;; Load the weapon model before using this

:DECON_2324
07DD: @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_2436
0006: @172 =  0  ;; integer values

:DECON_2330
0006: @116 =  0  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump DECON_2246

:DECON_2333
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false DECON_2398
00D6: if  0
002B:    4 >= @152  ;; integer values 
004D: jump_if_false DECON_2340
0006: @172 =  0  ;; integer values

:DECON_2340
00D6: if  0
0019:   @172 >  20000  ;; integer values
004D: jump_if_false DECON_2398
00D6: if  0
0019:   @152 >  4  ;; integer values
004D: jump_if_false DECON_2398
0007: @47 =  200.0  ;; floating-point values
0006: @44 = -1  ;; integer values
0006: @43 =  0  ;; integer values

:DECON_2349
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false DECON_2368
00D6: if  0
03CA:   object $2671(@43,6i) exists
004D: jump_if_false DECON_2366
00D6: if  0
8366:   NOT   object $2671(@43,6i) blown_up
004D: jump_if_false DECON_2366
01BB: store_object $2671(@43,6i) position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @56 @57 @58
0509: @46 = distance between point $73 $74 and point @56 @57
00D6: if  0
0025:   @47 > @46  ;; floating-point values  
004D: jump_if_false DECON_2366
0087: @47 = @46  ;; floating-point values only
0085: @44 = @43  ;; integer values and handles

:DECON_2366
000A: @43 +=  1  ;; integer values
0002: jump DECON_2349

:DECON_2368
00D6: if  0
8039:   NOT   @44 == -1  ;; integer values
004D: jump_if_false DECON_2398
0400: create_coordinate $73 $74 $75 from_object $2671(@44,6i) offset  3.252 -2.1084  0.0
0050: gosub DECON_2481
00D6: if  0
0039:   @190 ==  0  ;; integer values
004D: jump_if_false DECON_2398
02CE: $75 = ground_z $73 $74 $75
0176: $72 = object $2671(@44,6i) z_angle
0009: $72 +=  180.0  ;; floating-point values
009A: @116 = create_actor  24  27 at $73 $74 $75
0173: set_actor @116 z_angle_to $72
0223: set_actor @116 health_to  50
00D6: if  0
0019:   @140 >  2  ;; integer values
004D: jump_if_false DECON_2391
00D6: if  0
001B:    5 > @140  ;; integer values
004D: jump_if_false DECON_2390
01B2: give_actor @116 weapon  6 ammo  99999  ;; Load the weapon model before using this
0002: jump DECON_2391

:DECON_2390
01B2: give_actor @116 weapon  22 ammo  99999  ;; Load the weapon model before using this

:DECON_2391
07DD: @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_2436

:DECON_2398
0006: @43 =  0  ;; integer values

:DECON_2399
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false DECON_2413
00D6: if  0
056D:   unknown_actor @104(@43,10i) dead_but_valid
004D: jump_if_false DECON_2411
00D6: if  0
0118:   actor @104(@43,10i) dead
004D: jump_if_false DECON_2411
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_2411
000A: @43 +=  1  ;; integer values
0002: jump DECON_2399

:DECON_2413
0050: gosub DECON_2450
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false DECON_2421
02E3: @170 = car @90 speed
06A3: @90 @46 
0087: @171 = @170  ;; floating-point values only
006B: @171 *= @46  ;; floating-point values

:DECON_2421
00D6: if  0
075C:   marker @126 enabled
004D: jump_if_false DECON_2428
00D6: if  0
0119:   car @85 wrecked
004D: jump_if_false DECON_2428
0164: disable_marker @126

:DECON_2428
00D6: if  0
075C:   marker @127 enabled
004D: jump_if_false DECON_2435
00D6: if  0
0119:   car @89 wrecked
004D: jump_if_false DECON_2435
0164: disable_marker @127

:DECON_2435
0051: return

:DECON_2436
0006: @186 =  0  ;; integer values

:DECON_2437
00D6: if  0
001B:    4 > @186  ;; integer values
004D: jump_if_false DECON_2448
00D6: if  0
0039:   @104(@186,10i) ==  0  ;; integer values
004D: jump_if_false DECON_2446
0085: @104(@186,10i) = @185  ;; integer values and handles
0006: @142(@186,10i) =  0  ;; integer values
0006: @186 =  6  ;; integer values

:DECON_2446
000A: @186 +=  1  ;; integer values
0002: jump DECON_2437

:DECON_2448
0050: gosub DECON_2450
0051: return

:DECON_2450
0006: @152 =  4  ;; integer values
0006: @187 =  0  ;; integer values

:DECON_2452
00D6: if  0
001B:    4 > @187  ;; integer values
004D: jump_if_false DECON_2461
00D6: if  0
056D:   unknown_actor @104(@187,10i) dead_but_valid
004D: jump_if_false DECON_2459
000E: @152 -=  1  ;; integer values

:DECON_2459
000A: @187 +=  1  ;; integer values
0002: jump DECON_2452

:DECON_2461
0051: return
03A9: write_debug_newline
DEFINE TABLE Tables\Table95.bin
03A9: write_debug_newline
0006: @188 =  0  ;; integer values

:DECON_2466
00D6: if  0
001B:    10 > @188  ;; integer values
004D: jump_if_false DECON_2476
03A9: write_debug_newline
DEFINE TABLE Tables\Table96.bin
03A7: write_debug_int @188 
DEFINE TABLE Tables\Table97.bin
03A7: write_debug_int @104(@188,10i) 
000A: @188 +=  1  ;; integer values
0002: jump DECON_2466

:DECON_2476
03A9: write_debug_newline
DEFINE TABLE Tables\Table98.bin
03A7: write_debug_int @152 
03A9: write_debug_newline
0051: return

:DECON_2481
0006: @190 =  0  ;; integer values
0006: @189 =  0  ;; integer values

:DECON_2483
00D6: if  0
001B:    10 > @189  ;; integer values
004D: jump_if_false DECON_2495
00D6: if  0
8118:   NOT   actor @104(@189,10i) dead
004D: jump_if_false DECON_2493
00D6: if  0
00FF:   actor @104(@189,10i)  0 ()near_point_on_foot $73 $74 $75 radius  1.5  1.5  3.0
004D: jump_if_false DECON_2493
0006: @190 =  1  ;; integer values

:DECON_2493
000A: @189 +=  1  ;; integer values
0002: jump DECON_2483

:DECON_2495
0051: return

:DECON_2496
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_2505
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DECON_2513
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2049.199  250.3882  32.9084 radius  2.454  5.042  2.3
004D: jump_if_false DECON_2513
00A1: put_actor $PLAYER_ACTOR at -2045.189  241.7544  34.9462
0173: set_actor $PLAYER_ACTOR z_angle_to  186.3532

:DECON_2513
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
0051: return

:DECON_2516
00D6: if  0
03CA:   object @81 exists
004D: jump_if_false DECON_2520
0108: destroy_object @81

:DECON_2520
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'
004F: create_thread SYND_1 
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere $537 at $547 $548 $549
030C: set_mission_points +=  1
0629: change_stat  324 to  1  ; integer see statdisp.dat
00BA: text_styled 'M_PASSD'  5000 ms  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0008: $SF_GARAGE_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:DECON_2532
004F: create_thread CLEANAU_1 
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  486
0249: release_model  524
0249: release_model  406
0249: release_model  422
0249: release_model  16
0249: release_model  27
0249: release_model  337
0249: release_model  346
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_maby_cops_density  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 51---------------
; Originally: 555 WE TIP


:SCRASH3_1
03A4: name_thread 'SCRASH3'
0050: gosub SCRASH3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SCRASH3_7
0050: gosub SCRASH3_2297

:SCRASH3_7
0050: gosub SCRASH3_2316
004E: end_thread

:SCRASH3_9
03D5: remove_text 'M_FAIL'
0004: $ON_MISSION =  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:  0 
054C: use_GXT_table 'VALET1'
0169: set_fade_color  0  0  0
0459: end_thread_named 'VALET'
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false SCRASH3_29
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:SCRASH3_29
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'SCRASH1'

:SCRASH3_31
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SCRASH3_36
0001: wait  0 ms
0002: jump SCRASH3_31

:SCRASH3_36
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:SCRASH3_39
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SCRASH3_44
0001: wait  0 ms
0002: jump SCRASH3_39

:SCRASH3_44
016A: fade  0 ()  0 ms

:SCRASH3_45
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_50
0001: wait  0 ms
0002: jump SCRASH3_45

:SCRASH3_50
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  415
0247: request_model  240

:SCRASH3_57
00D6: if  21
8248:   NOT   model  415 available
8248:   NOT   model  240 available
004D: jump_if_false SCRASH3_63
0001: wait  0 ms
0002: jump SCRASH3_57

:SCRASH3_63
01EB: set_car_density_to  1.0
0006: @65 =  0  ;; integer values
00D6: if  0
0039:   @65 ==  20  ;; integer values
004D: jump_if_false SCRASH3_76
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  189 at  0.0  0.0  0.0
009A: $1874 = create_actor  4  189 at  0.0  0.0  0.0
00A5: $1877 = create_car  415 at  0.0  0.0  0.0
00A5: $1881 = create_car  415 at  0.0  0.0  0.0
00A5: $1867 = create_car  415 at  0.0  0.0  0.0

:SCRASH3_76
018A: @57 = create_checkpoint_at -1748.402  909.7514  23.8906
0001: wait  500 ms
016A: fade  1 (back)  1000 ms
0006: @281 =  0  ;; integer values
00BB: text_lowpriority 'VAL_5'  10000 ms  1

:SCRASH3_81
0001: wait  0 ms
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false SCRASH3_87
0006: @94 =  1  ;; integer values
0002: jump SCRASH3_88

:SCRASH3_87
0006: @94 =  0  ;; integer values

:SCRASH3_88
00D6: if  0
0735:  83 
004D: jump_if_false SCRASH3_93
0050: gosub SCRASH3_2204
0002: jump SCRASH3_2301

:SCRASH3_93
00D6: if  0
0735:  68 
004D: jump_if_false SCRASH3_97
00A1: put_actor $PLAYER_ACTOR at -1755.088  910.0911  23.8906

:SCRASH3_97
00D6: if  0
0735:  70 
004D: jump_if_false SCRASH3_106
00A1: put_actor $PLAYER_ACTOR at -1712.653  985.0446  16.5859
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false SCRASH3_106
00A1: put_actor $1874(2) at -1700.77  984.3545  16.5936
0446: (unknown) $1874(2)  0 

:SCRASH3_106
00D6: if  0
0735:  71 
004D: jump_if_false SCRASH3_110
00A1: put_actor $PLAYER_ACTOR at -1753.841  960.2274  23.8828

:SCRASH3_110
00D6: if  0
0735:  72 
004D: jump_if_false SCRASH3_135
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false SCRASH3_117
009A: @37 = create_actor  4  240 at -1611.454  714.3873  12.4715

:SCRASH3_117
00D6: if  0
8248:   NOT   model  551 available
004D: jump_if_false SCRASH3_122
0001: wait  0 ms
0002: jump SCRASH3_117

:SCRASH3_122
00D6: if  0
0119:   car $1867 wrecked
004D: jump_if_false SCRASH3_126
00A5: $1867 = create_car  551 at -1753.961  951.9568  23.7422

:SCRASH3_126
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_131
00AB: put_car $1867 at -1753.961  951.9568  23.7422
0175: set_car $1867 z_angle_to  90.0

:SCRASH3_131
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_135
0006: @106 =  1  ;; integer values

:SCRASH3_135
00D6: if  0
0735:  74 
004D: jump_if_false SCRASH3_143
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_143
00AB: put_car $1867 at -2031.828  179.5876  27.8359
0175: set_car $1867 z_angle_to  90.0

:SCRASH3_143
00D6: if  0
0735:  75 
004D: jump_if_false SCRASH3_150
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_150
00AB: put_car $1867 at -1779.759  971.5197  23.7344

:SCRASH3_150
00D6: if  0
0735:  82 
004D: jump_if_false SCRASH3_155
0006: @65 =  10  ;; integer values
0006: @72 =  90  ;; integer values

:SCRASH3_155
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH3_163
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false SCRASH3_163
00BB: text_lowpriority 'VAL_B1'  4000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_163
0050: gosub SCRASH3_1916
0006: @89 =  0  ;; integer values
00D6: if  0
0019:   @65 >  1  ;; integer values
004D: jump_if_false SCRASH3_192

:SCRASH3_168
00D6: if  0
001B:    2 > @89  ;; integer values
004D: jump_if_false SCRASH3_192
00D6: if  0
04A3:   unknown $1892(@89,3i) ==  6
004D: jump_if_false SCRASH3_190
00D6: if  0
056D:   unknown_actor $1874(@89,3i) dead_but_valid
004D: jump_if_false SCRASH3_190
04A5: unknown_store_dead_actor $1874(@89,3i) position_to $73 $74 $75
00D6: if  5
0020:   $73 > -1760.178  ;; floating-point values
0020:   $74 >  972.2405  ;; floating-point values
0020:   $75 >  16.1633  ;; floating-point values
0022:   -1679.605 > $73  ;; floating-point values
0022:    1064.293 > $74  ;; floating-point values
0022:    24.8629 > $75  ;; floating-point values
004D: jump_if_false SCRASH3_187
0002: jump SCRASH3_190

:SCRASH3_187
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_9'  3000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_190
000A: @89 +=  1  ;; integer values
0002: jump SCRASH3_168

:SCRASH3_192
00D6: if  0
0038:   $1901 ==  1  ;; integer values
004D: jump_if_false SCRASH3_215
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false SCRASH3_203
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_203
0987: $1867 $10751 
0084: $10754 = $10751  ;; integer values and handles

:SCRASH3_203
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_215
03F3: get_car $1867 color @90 @91
00D6: if  21
84A4:   NOT @90  4 
84A4:   NOT @91  4 
004D: jump_if_false SCRASH3_215
00BE: text_clear_all
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_A35'  4000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_215
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false SCRASH3_222
0006: @65 =  1  ;; integer values
0006: @70 =  0  ;; integer values
0004: $1886 =  1  ;; integer values
0732:  551 

:SCRASH3_222
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false SCRASH3_391
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false SCRASH3_233
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1748.402  909.7514  23.8906 radius  3.0  3.0  3.0
004D: jump_if_false SCRASH3_233
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @70 =  1  ;; integer values

:SCRASH3_233
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false SCRASH3_239
016A: fade  0 ()  1000 ms
0247: request_model  477
0006: @70 =  2  ;; integer values

:SCRASH3_239
00D6: if  0
0039:   @70 ==  2  ;; integer values
004D: jump_if_false SCRASH3_299
00D6: if  1
816B:   NOT   fading
0248:   model  477 available
004D: jump_if_false SCRASH3_299
009B: destroy_actor_instantly $1874
009B: destroy_actor_instantly $1874(1)
009B: destroy_actor_instantly $1874(2)
0004: $1872 =  1  ;; integer values
08A9: load_external_script  72 (VALET) 
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  72 (VALET) 
00D6: if  0
0018:   $EXTERNAL_SCRIPT_STATUS >  0  ;; integer values
004D: jump_if_false SCRASH3_263
0004: $1873 =  1  ;; integer values

:SCRASH3_256
00D6: if  0
0018:   $EXTERNAL_SCRIPT_STATUS >  0  ;; integer values
004D: jump_if_false SCRASH3_262
0001: wait  0 ms
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  72 (VALET) 
0002: jump SCRASH3_256

:SCRASH3_262
0004: $1873 =  0  ;; integer values

:SCRASH3_263
00D6: if  0
88AB:   NOT   external_script  72 (VALET) loaded
004D: jump_if_false SCRASH3_268
0001: wait  0 ms
0002: jump SCRASH3_263

:SCRASH3_268
0913: run_external_script  72 (VALET) 
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  477 at -1736.961  946.0503  23.7487
073B: @92  0 
0175: set_car @92 z_angle_to  19.0
0560: @92 @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  477
00D6: if  0
8119:   NOT   car @92 wrecked
004D: jump_if_false SCRASH3_292
0615: @86 
05D1: unknown_action_sequence -1 @92 -1753.968  952.9821  23.75  15.0  0  0  3 
05CD: unknown_action_sequence -1 @92 
05C1: unknown_action_sequence -1  230 
05DE: unknown_action_sequence -1 
0616: @86 
0618: @93 @86 
061B: @86 

:SCRASH3_292
0164: disable_marker @57
02A3: toggle_widescreen  1 (on)
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_299
00D6: if  0
0039:   @70 ==  3  ;; integer values
004D: jump_if_false SCRASH3_320
00D6: if  2
04A3:   unknown $1892 ==  2
04A3:   unknown $1892(1) ==  2
04A3:   unknown $1892(2) ==  2
004D: jump_if_false SCRASH3_312
04AE: unknown $1892 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_312
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_320
04AE: unknown $1892 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_320
00D6: if  0
0039:   @70 ==  4  ;; integer values
004D: jump_if_false SCRASH3_328
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_328
016A: fade  1 (back)  700 ms
0006: @70 =  5  ;; integer values

:SCRASH3_328
00D6: if  0
0039:   @70 ==  5  ;; integer values
004D: jump_if_false SCRASH3_338
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_338
00BC: text_highpriority 'VAL_6'  6000 ms  1
0085: @71 = @32  ;; integer values and handles
000A: @71 +=  6000  ;; integer values
0006: @70 =  6  ;; integer values

:SCRASH3_338
00D6: if  0
0039:   @70 ==  6  ;; integer values
004D: jump_if_false SCRASH3_349
00D6: if  0
08D0: (unknown)
004D: jump_if_false SCRASH3_345
0006: @70 =  7  ;; integer values

:SCRASH3_345
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_349
0006: @70 =  7  ;; integer values

:SCRASH3_349
00D6: if  0
0039:   @70 ==  7  ;; integer values
004D: jump_if_false SCRASH3_391
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH3_358
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_363

:SCRASH3_358
0811: $10751 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car $10751 wrecked
004D: jump_if_false SCRASH3_363
0175: set_car $10751 z_angle_to  0.0

:SCRASH3_363
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'VAL_A25'  6000 ms  1
0006: @65 =  2  ;; integer values
0004: $10932 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false SCRASH3_391
0187: @63 = create_marker_above_actor $1874(2)
00D6: if  0
8119:   NOT   car @92 wrecked
004D: jump_if_false SCRASH3_391
00D6: if  0
80DB:   NOT   actor $1874(2) in_car @92
004D: jump_if_false SCRASH3_391
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false SCRASH3_391
009B: destroy_actor_instantly @93
036A: put_actor $1874(2) in_car @92
0810: -1760.178  972.2405  16.1633 -1679.605  1064.293  24.8629 $73 $74 $75 
0086: $10942 = $73  ;; floating-point values only
0086: $10943 = $74  ;; floating-point values only
0086: $10944 = $75  ;; floating-point values only
05D1: unknown_action_sequence $1874(2) @92 $73 $74 $75  15.0  1  0  0 
04AE: unknown $1892(2) radar_icon_or_model  8

:SCRASH3_391
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false SCRASH3_485
00D6: if  1
0039:   @95 ==  0  ;; integer values
0039:   @94 ==  1  ;; integer values
004D: jump_if_false SCRASH3_399
00BB: text_lowpriority 'VAL_B3'  5000 ms  1

:SCRASH3_399
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false SCRASH3_414
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  5
0020:   $73 > -1760.178  ;; floating-point values
0020:   $74 >  972.2405  ;; floating-point values
0020:   $75 >  16.1633  ;; floating-point values
0022:   -1679.605 > $73  ;; floating-point values
0022:    1064.293 > $74  ;; floating-point values
0022:    24.8629 > $75  ;; floating-point values
004D: jump_if_false SCRASH3_414
00BE: text_clear_all
00BB: text_lowpriority 'VAL_B4'  5000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_414
0085: @95 = @94  ;; integer values and handles
00D6: if  0
056D:   unknown_actor $1874(2) dead_but_valid
004D: jump_if_false SCRASH3_485
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false SCRASH3_459
00A0: store_actor $1874(2) position_to $73 $74 $75
00D6: if  0
04A3:   unknown $1892(2) ==  2
004D: jump_if_false SCRASH3_429
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false SCRASH3_429
0004: $10752 =  1  ;; integer values

:SCRASH3_429
00D6: if  0
0038:   $5286 ==  0  ;; integer values
004D: jump_if_false SCRASH3_447
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false SCRASH3_446
00D6: if  5
0020:   $73 > -1760.178  ;; floating-point values
0020:   $74 >  972.2405  ;; floating-point values
0020:   $75 >  16.1633  ;; floating-point values
0022:   -1679.605 > $73  ;; floating-point values
0022:    1064.293 > $74  ;; floating-point values
0022:    24.8629 > $75  ;; floating-point values
004D: jump_if_false SCRASH3_446
00BB: text_lowpriority 'VAL_A22'  5000 ms  1
0004: $5286 =  1  ;; integer values
03C7: unknown_maby_cops_density -1.0

:SCRASH3_446
0002: jump SCRASH3_459

:SCRASH3_447
00D6: if  25
0022:   -1760.178 > $73  ;; floating-point values
0022:    972.2405 > $74  ;; floating-point values
0022:    16.1633 > $75  ;; floating-point values
0020:   $73 > -1679.605  ;; floating-point values
0020:   $74 >  1064.293  ;; floating-point values
0020:   $75 >  24.8629  ;; floating-point values
004D: jump_if_false SCRASH3_459
00BB: text_lowpriority 'VAL_A23'  4000 ms  1
00BB: text_lowpriority 'VAL_A24'  5000 ms  1
0004: $5286 =  0  ;; integer values
03C7: unknown_maby_cops_density  1.0

:SCRASH3_459
00D6: if  0
0118:   actor $1874(2) dead
004D: jump_if_false SCRASH3_485
0164: disable_marker @63
04A5: unknown_store_dead_actor $1874(2) position_to @96 @97 @98
03C7: unknown_maby_cops_density  1.0
00D6: if  5
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_478
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
0006: @65 =  3  ;; integer values
0002: jump SCRASH3_485

:SCRASH3_478
0164: disable_marker @61
0164: disable_marker @62
0164: disable_marker @63
00BE: text_clear_all
0050: gosub SCRASH3_2204
00BC: text_highpriority 'VAL_9'  5000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_485
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false SCRASH3_501
00D6: if  0
0214:   pickup @74 picked_up
004D: jump_if_false SCRASH3_501
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  252
0006: @65 =  41  ;; integer values
0085: @71 = @32  ;; integer values and handles
000A: @71 +=  2000  ;; integer values
0006: @99 =  0  ;; integer values

:SCRASH3_501
00D6: if  0
0039:   @65 ==  41  ;; integer values
004D: jump_if_false SCRASH3_544
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_544
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false SCRASH3_514
04AF: @151 = unknown_wav_reference  20802 
0085: @153 = @32  ;; integer values and handles
000A: @153 +=  500  ;; integer values
0006: @99 =  1  ;; integer values

:SCRASH3_514
00D6: if  0
0248:   model  252 available
004D: jump_if_false SCRASH3_544
00D6: if  0
056D:   unknown_actor $1874(2) dead_but_valid
004D: jump_if_false SCRASH3_527
0889: $1874(2) @96 @97 @98 
04A5: unknown_store_dead_actor $1874(2) position_to @96 @97 @98
00D6: if  0
09A8: $1874(2) 
004D: jump_if_false SCRASH3_526
0006: @100 =  1  ;; integer values

:SCRASH3_526
009B: destroy_actor_instantly $1874(2)

:SCRASH3_527
009A: @101 = create_actor  4  252 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: unknown_actor @101 flag  1
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false SCRASH3_535
0321: kill_actor @101

:SCRASH3_535
05BE: unknown_action_sequence @101 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
087B: set_player $PLAYER_CHAR clothes "VALET" "VALET"  17 
0006: @73 =  1  ;; integer values
070D: $PLAYER_CHAR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0085: @71 = @32  ;; integer values and handles
000A: @71 +=  700  ;; integer values
0006: @65 =  40  ;; integer values

:SCRASH3_544
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH3_554
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false SCRASH3_554
00BE: text_clear_all
0050: gosub SCRASH3_2204
00BC: text_highpriority 'VAL_B5'  5000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_554
00D6: if  0
0039:   @65 ==  40  ;; integer values
004D: jump_if_false SCRASH3_565
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_565
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false SCRASH3_565
016A: fade  1 (back)  600 ms
0006: @65 =  42  ;; integer values

:SCRASH3_565
00D6: if  0
0039:   @65 ==  42  ;; integer values
004D: jump_if_false SCRASH3_577
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_577
043C: unknown_set_game_sounds  1
00BE: text_clear_all
00BC: text_highpriority 'VAL_A32'  5000 ms  1
0164: disable_marker @57
018A: @57 = create_checkpoint_at -1759.026  960.4122  23.8905
0006: @65 =  4  ;; integer values

:SCRASH3_577
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false SCRASH3_593
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false SCRASH3_588
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1759.026  960.4122  23.8905 radius  10.0  10.0  10.0
004D: jump_if_false SCRASH3_588
0006: @102 =  1  ;; integer values
0006: @281 =  13  ;; integer values

:SCRASH3_588
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1757.054  960.1191  23.8906 radius  2.0  2.0  2.0
004D: jump_if_false SCRASH3_593
0006: @65 =  5  ;; integer values
0006: @72 =  0  ;; integer values

:SCRASH3_593
00D6: if  0
0039:   @65 ==  5  ;; integer values
004D: jump_if_false SCRASH3_784
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false SCRASH3_604
016A: fade  0 ()  1000 ms
0247: request_model  551
0247: request_model  402
07C0:  155 
0006: @72 =  1  ;; integer values

:SCRASH3_604
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false SCRASH3_619
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_619
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: -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_619
00D6: if  0
0039:   @72 ==  2  ;; integer values
004D: jump_if_false SCRASH3_628
00D6: if  1
0248:   model  551 available
07C1:  155 
004D: jump_if_false SCRASH3_628
0164: disable_marker @57
0006: @72 =  3  ;; integer values

:SCRASH3_628
00D6: if  0
0039:   @72 ==  3  ;; integer values
004D: jump_if_false SCRASH3_679
00D6: if  2
001D:   @32 > @71  ;; integer values  
0248:   model  402 available
0248:   model  551 available
004D: jump_if_false SCRASH3_677
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  551 at -1611.379  725.24  11.8774
0229: set_car $1867 color_to  4  4
05EB: $1867  155 
073B: $1867  0 
009A: @37 = create_actor  4  240 at -1611.454  714.3873  12.4715
0223: set_actor @37 health_to  200
08AF: @37  200 
0173: set_actor @37 z_angle_to  0.0
0615: @86 
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_652
05D3: unknown_action_sequence -1 -1611.596  723.0802  12.2361  4 -2 
05CB: unknown_action_sequence -1 $1867 -2 

:SCRASH3_652
0616: @86 
0618: @37 @86 
061B: @86 
0395: clear_area  0 at -1779.804  915.7557  23.7487 range  25.0
00A5: @92 = create_car  402 at -1779.804  915.7557  23.7487
073B: @92  0 
0175: set_car @92 z_angle_to  270.0
0560: @92 @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  402
00D6: if  0
8119:   NOT   car @92 wrecked
004D: jump_if_false SCRASH3_674
0615: @86 
05D1: unknown_action_sequence -1 @92 -1753.968  952.9821  23.75  15.0  0  0  3 
05CD: unknown_action_sequence -1 @92 
05C1: unknown_action_sequence -1  230 
05DE: unknown_action_sequence -1 
0616: @86 
0618: @93 @86 
061B: @86 

:SCRASH3_674
016A: fade  1 (back)  1000 ms
0006: @72 =  4  ;; integer values
0002: jump SCRASH3_679

:SCRASH3_677
0247: request_model  402
0247: request_model  551

:SCRASH3_679
00D6: if  0
0039:   @72 ==  4  ;; integer values
004D: jump_if_false SCRASH3_691
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_691
0707: unknown_bunnyjump SCRASH3_738 
00BC: text_highpriority 'VAL_12'  4000 ms  1
00BB: text_lowpriority 'VAL_13'  4000 ms  1
0085: @71 = @32  ;; integer values and handles
000A: @71 +=  3500  ;; integer values
0006: @72 =  5  ;; integer values

:SCRASH3_691
00D6: if  0
0039:   @72 ==  5  ;; integer values
004D: jump_if_false SCRASH3_698
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_698
0006: @72 =  6  ;; integer values

:SCRASH3_698
00D6: if  0
0039:   @72 ==  6  ;; integer values
004D: jump_if_false SCRASH3_721
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_721
00D6: if  0
00DF:   actor @37 driving
004D: jump_if_false SCRASH3_721
05EC: $1867 
00D6: if  1
8118:   NOT   actor @37 dead
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_718
0615: @86 
05B9: unknown_action_sequence -1  800 
05D1: unknown_action_sequence -1 $1867 -1571.425  725.7955  6.0391  7.0  2  0  3 
0616: @86 
0618: @37 @86 
061B: @86 

:SCRASH3_718
0006: @72 =  7  ;; integer values
0085: @71 = @32  ;; integer values and handles
000A: @71 +=  2000  ;; integer values

:SCRASH3_721
00D6: if  0
0039:   @72 ==  7  ;; integer values
004D: jump_if_false SCRASH3_732
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_732
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_732
00D6: if  0
0039:   @72 ==  8  ;; integer values
004D: jump_if_false SCRASH3_741
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_741

:SCRASH3_738
0701: (unknown)
016A: fade  0 ()  900 ms
0006: @72 =  9  ;; integer values

:SCRASH3_741
00D6: if  0
0039:   @72 ==  9  ;; integer values
004D: jump_if_false SCRASH3_766
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_766
0873:  155 
01E7: remove_forbidden_for_cars_cube  2793.814 -1987.934  15.3045  2754.324 -1900.369  9.8752
00D6: if  1
8119:   NOT   car $1867 wrecked
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_759
00D6: if  0
060E: $1867 
004D: jump_if_false SCRASH3_759
05EC: $1867 
00A6: destroy_car $1867
009B: destroy_actor_instantly @37

:SCRASH3_759
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_766
00D6: if  0
0039:   @72 ==  10  ;; integer values
004D: jump_if_false SCRASH3_784
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_784
016A: fade  1 (back)  900 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
00BE: text_clear_all
00BB: text_lowpriority 'VAL_A27'  7000 ms  1
04AE: unknown $1892 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_784
00D6: if  0
0038:   $1901 ==  1  ;; integer values
004D: jump_if_false SCRASH3_794
00D6: if  0
0119:   car $1867 wrecked
004D: jump_if_false SCRASH3_794
00BE: text_clear_all
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_40'  4000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_794
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SCRASH3_887
00D6: if  0
8039:   NOT   @107 ==  2  ;; integer values
004D: jump_if_false SCRASH3_887
00D6: if  1
84A3:   NOT   unknown $1892 ==  2
84A3:   NOT   unknown $1892(1) ==  2
004D: jump_if_false SCRASH3_805
0004: $10752 =  0  ;; integer values

:SCRASH3_805
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SCRASH3_887
00D6: if  0
0038:   $10752 ==  0  ;; integer values
004D: jump_if_false SCRASH3_856
00D6: if  0
0038:   $1885 ==  0  ;; integer values
004D: jump_if_false SCRASH3_856
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false SCRASH3_856
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false SCRASH3_830
00D6: if  0
80C2:   NOT   sphere_onscreen -1709.886  899.3372  23.7422  5.0
004D: jump_if_false SCRASH3_830
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -1709.886  899.3372  23.7422  20.0  20.0  20.0
004D: jump_if_false SCRASH3_830
0395: clear_area  0 at -1709.886  899.3372  23.7422 range  5.0
00A5: $1867 = create_car  551 at -1611.379  725.24  11.8774
0175: set_car $1867 z_angle_to  0.0
0006: @107 =  1  ;; integer values

:SCRASH3_830
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false SCRASH3_843
00D6: if  0
80C2:   NOT   sphere_onscreen -1674.725  933.5232  23.7365  5.0
004D: jump_if_false SCRASH3_843
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -1674.725  933.5232  23.7365  20.0  20.0  20.0
004D: jump_if_false SCRASH3_843
0395: clear_area  0 at -1674.725  933.5232  23.7365 range  5.0
00A5: $1867 = create_car  551 at -1674.725  933.5232  23.7365
0175: set_car $1867 z_angle_to  90.0
0006: @107 =  1  ;; integer values

:SCRASH3_843
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false SCRASH3_856
00D6: if  0
80C2:   NOT   sphere_onscreen -1791.158  877.27  23.75  5.0
004D: jump_if_false SCRASH3_856
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -1791.158  877.27  23.75  20.0  20.0  20.0
004D: jump_if_false SCRASH3_856
0395: clear_area  0 at -1791.158  877.27  23.75 range  5.0
00A5: $1867 = create_car  551 at -1791.158  877.27  23.75
0175: set_car $1867 z_angle_to  0.0
0006: @107 =  1  ;; integer values

:SCRASH3_856
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false SCRASH3_887
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_887
0229: set_car $1867 color_to  4  4
073B: $1867  0 
009A: @37 = create_actor  4  240 at -1611.454  714.3873  12.4715
0223: set_actor @37 health_to  200
08AF: @37  200 
00D6: if  0
80DF:   NOT   actor @37 driving
004D: jump_if_false SCRASH3_872
0792: @37 
036A: put_actor @37 in_car $1867

:SCRASH3_872
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_884
0615: @86 
05B9: unknown_action_sequence -1  10000 
05D1: unknown_action_sequence -1 $1867 -1758.877  952.744  23.7487  15.0  0  0  0 
05CD: unknown_action_sequence -1 $1867 
05C1: unknown_action_sequence -1  230 
05DE: unknown_action_sequence -1 
0616: @86 
0618: @37 @86 
061B: @86 

:SCRASH3_884
0006: @68 =  1  ;; integer values
0004: $1901 =  1  ;; integer values
0006: @107 =  2  ;; integer values

:SCRASH3_887
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false SCRASH3_919
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_912
00D6: if  0
00DB:   actor @37 in_car $1867
004D: jump_if_false SCRASH3_906
062E: @37  1560 @105 
00D6: if  0
04A4: @105  1 
004D: jump_if_false SCRASH3_905
0646: @37 @105 
00D6: if  0
0039:   @105 ==  2  ;; integer values
004D: jump_if_false SCRASH3_905
0006: @106 =  1  ;; integer values

:SCRASH3_905
0002: jump SCRASH3_912

:SCRASH3_906
00D6: if  0
8039:   NOT   @106 ==  1  ;; integer values
004D: jump_if_false SCRASH3_912
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_A1'  4000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_912
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false SCRASH3_919
00BE: text_clear_all
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_34'  4000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_919
00D6: if  0
0019:   @65 >  6  ;; integer values
004D: jump_if_false SCRASH3_930
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_930
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @37 radius  80.0  80.0  0
004D: jump_if_false SCRASH3_930
009B: destroy_actor_instantly @37
0006: @68 =  0  ;; integer values

:SCRASH3_930
00D6: if  0
0019:   @65 >  5  ;; integer values
004D: jump_if_false SCRASH3_955
00D6: if  1
0039:   @108 ==  0  ;; integer values
0039:   @112 ==  0  ;; integer values
004D: jump_if_false SCRASH3_955
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_955
046C: @79 = car $1867 driver
00D6: if  2
803B:   NOT   @79 == @37  ;; integer values 
87D6:   NOT @79 $PLAYER_ACTOR 
8039:   NOT   @79 == -1  ;; integer values
004D: jump_if_false SCRASH3_955
00BB: text_lowpriority 'VAL_A28'  4000 ms  1
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_955
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false SCRASH3_972
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_972
00D6: if  0
01AF:   car $1867  0 ()near_point @109 @110 @111 radius  4.0  4.0  4.0
004D: jump_if_false SCRASH3_967
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_A29'  4000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_967
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_972
0006: @108 =  2  ;; integer values
0164: disable_marker @60

:SCRASH3_972
00D6: if  0
0039:   @65 ==  6  ;; integer values
004D: jump_if_false SCRASH3_1067
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1001
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false SCRASH3_993
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1759.026  960.4122  23.8905 radius  15.0  15.0  15.0
004D: jump_if_false SCRASH3_993
00BE: text_clear_all
00D6: if  21
8118:   NOT   actor $1874(1) dead
8118:   NOT   actor $1874 dead
004D: jump_if_false SCRASH3_990
00BC: text_highpriority 'VAL_49'  5000 ms  1

:SCRASH3_990
0164: disable_marker @57
018A: @57 = create_checkpoint_at -1759.026  960.4122  23.8905
0006: @69 =  1  ;; integer values

:SCRASH3_993
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1001
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1759.026  960.4122  23.8905 radius  2.0  2.0  2.0
004D: jump_if_false SCRASH3_1001
0164: disable_marker @57
0006: @69 =  0  ;; integer values

:SCRASH3_1001
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1034
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1759.026  960.4122  23.8905 radius  15.0  15.0  15.0
004D: jump_if_false SCRASH3_1034
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1034
00D6: if  0
01AF:   car $1867  0 ()near_point -1757.907  952.8868  25.9104 radius  20.0  20.0  15.0
004D: jump_if_false SCRASH3_1034
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1034
00D6: if  0
00DB:   actor @37 in_car $1867
004D: jump_if_false SCRASH3_1034
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false SCRASH3_1026
00D6: if  0
00FE:   actor $1874(1)  0 ()near_point -1759.026  960.4122  23.8905 radius  10.0  10.0  10.0
004D: jump_if_false SCRASH3_1026
0006: @56 =  2  ;; integer values

:SCRASH3_1026
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false SCRASH3_1033
00D6: if  0
00FE:   actor $1874  0 ()near_point -1759.026  960.4122  23.8905 radius  10.0  10.0  10.0
004D: jump_if_false SCRASH3_1033
0006: @56 =  2  ;; integer values

:SCRASH3_1033
0164: disable_marker @57

:SCRASH3_1034
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false SCRASH3_1040
0006: @56 =  3  ;; integer values
00BE: text_clear_all
0006: @281 =  14  ;; integer values

:SCRASH3_1040
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1067
0811: @77 = actor $PLAYER_ACTOR car
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1067
0811: @78 = actor @37 car
00D6: if  0
803B:   NOT   @77 == @78  ;; integer values 
004D: jump_if_false SCRASH3_1067
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1067
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1067
00BE: text_clear_all
00BB: text_lowpriority 'VAL_15'  7000 ms  1
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'
0006: @67 =  1  ;; integer values

:SCRASH3_1067
00D6: if  0
0019:   @65 >  6  ;; integer values
004D: jump_if_false SCRASH3_1103
00D6: if  22
001B:    10 > @65  ;; integer values
0039:   @65 ==  13  ;; integer values
0039:   @65 ==  20  ;; integer values
004D: jump_if_false SCRASH3_1103
00D6: if  0
8039:   NOT   @112 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1103
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1103
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1094
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1094
0006: @85 =  0  ;; integer values
0164: disable_marker @60
0186: @60 = create_marker_above_car $1867
07E0: @60  1 
018B: show_on_radar @59  0
00BE: text_clear_all
00BB: text_lowpriority 'VAL_29'  5000 ms  1

:SCRASH3_1094
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1103
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1103
0006: @85 =  1  ;; integer values
0164: disable_marker @60
018B: show_on_radar @59  2

:SCRASH3_1103
00D6: if  0
0039:   @65 ==  7  ;; integer values
004D: jump_if_false SCRASH3_1121
00D6: if  0
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_1121
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1121
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1121
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_1121
00D6: if  0
0039:   @65 ==  80  ;; integer values
004D: jump_if_false SCRASH3_1141
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1141
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: @114 
05B9: unknown_action_sequence -1  1000 
05D1: unknown_action_sequence -1 $1867 -2047.517  178.5924  27.8359  7.0  0  0  3 
0633: unknown_action_sequence -1 
0616: @114 
0618: $PLAYER_ACTOR @114 
061B: @114 
0006: @65 =  81  ;; integer values

:SCRASH3_1141
00D6: if  0
0039:   @65 ==  81  ;; integer values
004D: jump_if_false SCRASH3_1150
062E: $PLAYER_ACTOR  1560 @105 
00D6: if  0
04A4: @105  7 
004D: jump_if_false SCRASH3_1150
016A: fade  0 ()  700 ms
0006: @65 =  82  ;; integer values

:SCRASH3_1150
00D6: if  0
0039:   @65 ==  82  ;; integer values
004D: jump_if_false SCRASH3_1160
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_1160
0361: close_garage 'HBGDSFS'
0085: @71 = @32  ;; integer values and handles
000A: @71 +=  1000  ;; integer values
0006: @65 =  83  ;; integer values

:SCRASH3_1160
00D6: if  0
0039:   @65 ==  83  ;; integer values
004D: jump_if_false SCRASH3_1202
00D6: if  0
001D:   @32 > @71  ;; integer values  
004D: jump_if_false SCRASH3_1202
00D6: if  0
03B1:   garage 'HBGDSFS' door_closed
004D: jump_if_false SCRASH3_1202
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1177
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_1177
0247: request_model  551

:SCRASH3_1178
00D6: if  0
8248:   NOT   model  551 available
004D: jump_if_false SCRASH3_1183
0001: wait  0 ms
0002: jump SCRASH3_1178

:SCRASH3_1183
00A5: $1867 = create_car  551 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  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1190
036A: put_actor $PLAYER_ACTOR in_car $1867

:SCRASH3_1190
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  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
00BB: text_lowpriority 'VAL_A31'  5000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SCRASH3_1202
00D6: if  0
0039:   @65 ==  20  ;; integer values
004D: jump_if_false SCRASH3_1275
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -2037.239  179.5294  28.316 radius  10.0  10.0  10.0
004D: jump_if_false SCRASH3_1213
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

:SCRASH3_1213
00D6: if  0
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_1275
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1275
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1275
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06C7: unknown_action_sequence $PLAYER_ACTOR $1867  6  2000000 
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1275
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1275
016A: fade  0 ()  1000 ms

:SCRASH3_1231
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_1236
0001: wait  0 ms
0002: jump SCRASH3_1231

:SCRASH3_1236
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1244
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_1244
0247: request_model  551

:SCRASH3_1245
00D6: if  0
8248:   NOT   model  551 available
004D: jump_if_false SCRASH3_1250
0001: wait  0 ms
0002: jump SCRASH3_1245

:SCRASH3_1250
00A5: $1867 = create_car  551 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  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1258
036A: put_actor $PLAYER_ACTOR in_car $1867

:SCRASH3_1258
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0001: wait  1000 ms
016A: fade  1 (back)  500 ms

:SCRASH3_1262
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_1267
0001: wait  0 ms
0002: jump SCRASH3_1262

:SCRASH3_1267
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
00BB: text_lowpriority 'VAL_A31'  5000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SCRASH3_1275
00D6: if  0
0039:   @65 ==  8  ;; integer values
004D: jump_if_false SCRASH3_1288
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1288
00D6: if  0
01AF:   car $1867  1 (in-sphere)near_point -1780.069  970.9553  23.75 radius  3.0  3.0  3.0
004D: jump_if_false SCRASH3_1288
00BB: text_lowpriority 'VAL_32'  5000 ms  1
0164: disable_marker @59
018A: @59 = create_checkpoint_at -1688.214  987.1218  16.5855
0006: @65 =  9  ;; integer values

:SCRASH3_1288
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1298
00D6: if  0
0038:   $7235 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1298
00BE: text_clear_all
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_47'  5000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_1298
00D6: if  0
0039:   @65 ==  9  ;; integer values
004D: jump_if_false SCRASH3_1339
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1339
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1339
00D6: if  0
01B0:   car $1867 stopped  1 (in-sphere)near_point -1688.214  987.1218  16.5855 radius  3.0  3.0  3.0
004D: jump_if_false SCRASH3_1339
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0633: unknown_action_sequence $PLAYER_ACTOR 
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
0006: @65 =  30  ;; integer values
009A: @113 = create_actor  24  189 at -1772.808  977.8892  22.6614
02A9: set_actor @113 immune_to_nonplayer  1
0615: @114 
05F5: unknown_action_sequence -1 -1710.667  985.5689  16.5936  6 -2 
05CB: unknown_action_sequence -1 $1867 -2 
06C7: unknown_action_sequence -1 $1867  14  1400 
05D1: unknown_action_sequence -1 $1867 -1764.082  982.5382  21.1042  15.0  0  0  0 
05D1: unknown_action_sequence -1 $1867 -1754.888  952.3113  23.7422  15.0  0  0  0 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -1754.117  959.0662  23.8828  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  147.0 
0616: @114 
073B: $1867  0 
009A: @37 = create_actor  24  240 at -1755.392  946.9804  23.8906
0173: set_actor @37 z_angle_to  0.0
0618: @113 @114 
061B: @114 

:SCRASH3_1339
00D6: if  0
0039:   @65 ==  30  ;; integer values
004D: jump_if_false SCRASH3_1400
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1400
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1354
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1354
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @112 =  1  ;; integer values
02AC: set_car $1867 immunities  1  1  1  1  1

:SCRASH3_1354
00D6: if  0
00B1:   car $1867  0 ()in_cube -1764.199  946.595  28.3546 -1744.086  957.879  22.6221
004D: jump_if_false SCRASH3_1370
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1370
062E: @37  1560 @105 
00D6: if  0
04A4: @105  7 
004D: jump_if_false SCRASH3_1370
0615: @114 
05CB: unknown_action_sequence -1 $1867 -2 
05D2: unknown_action_sequence -1 $1867  15.0  0 
0616: @114 
0618: @37 @114 
061B: @114 

:SCRASH3_1370
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1380
00D6: if  0
00DB:   actor @37 in_car $1867
004D: jump_if_false SCRASH3_1380
00BE: text_clear_all
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_A34'  5000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_1380
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1742.3  940.8106  23.8972 radius  2.0  2.0  3.0
004D: jump_if_false SCRASH3_1388
0006: @67 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @59
0006: @65 =  10  ;; integer values
0006: @72 =  90  ;; integer values

:SCRASH3_1388
00D6: if  0
03C9:   car $1867 damaged
004D: jump_if_false SCRASH3_1400
00D6: if  0
8118:   NOT   actor @113 dead
004D: jump_if_false SCRASH3_1400
00D6: if  0
80DB:   NOT   actor @113 in_car $1867
004D: jump_if_false SCRASH3_1400
0050: gosub SCRASH3_2204
00BB: text_lowpriority 'VAL_B2'  4000 ms  1
0002: jump SCRASH3_2297

:SCRASH3_1400
00D6: if  0
0019:   @65 >  7  ;; integer values
004D: jump_if_false SCRASH3_1416
00D6: if  0
001B:    10 > @65  ;; integer values
004D: jump_if_false SCRASH3_1416
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1416
00D6: if  0
03C9:   car $1867 damaged
004D: jump_if_false SCRASH3_1416
0006: @65 =  7  ;; integer values
00BB: text_lowpriority 'VAL_31'  5000 ms  1
0164: disable_marker @59
018A: @59 = create_checkpoint_at -2045.252  178.7994  27.8359

:SCRASH3_1416
00D6: if  0
0039:   @65 ==  10  ;; integer values
004D: jump_if_false SCRASH3_1852
088D: -1741.792  939.731  23.8906  2.5 -209  0 
00D6: if  0
0039:   @72 ==  90  ;; integer values
004D: jump_if_false SCRASH3_1426
0247: request_model  330
0006: @338 =  1  ;; integer values
0006: @72 =  91  ;; integer values

:SCRASH3_1426
00D6: if  0
0039:   @72 ==  91  ;; integer values
004D: jump_if_false SCRASH3_1447
00D6: if  0
0248:   model  330 available
004D: jump_if_false SCRASH3_1447
02A3: toggle_widescreen  1 (on)
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH3_1441
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792  939.731  23.8906
0002: jump SCRASH3_1442

:SCRASH3_1441
00A1: put_actor $PLAYER_ACTOR at -1741.792  939.731  23.8906

:SCRASH3_1442
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  2500  ;; integer values
0006: @72 =  89  ;; integer values

:SCRASH3_1447
00D6: if  0
0039:   @72 ==  89  ;; integer values
004D: jump_if_false SCRASH3_1456
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1456
0006: @281 =  1  ;; integer values
0006: @282 =  2  ;; integer values
0006: @72 =  88  ;; integer values

:SCRASH3_1456
00D6: if  0
0039:   @72 ==  88  ;; integer values
004D: jump_if_false SCRASH3_1467
00D6: if  1
0039:   @281 ==  0  ;; integer values
0039:   @282 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1467
0729: unknown_action_sequence $PLAYER_ACTOR  0 
016A: fade  0 ()  1000 ms
0004: $1901 =  0  ;; integer values
0006: @72 =  87  ;; integer values

:SCRASH3_1467
00D6: if  0
0039:   @72 ==  87  ;; integer values
004D: jump_if_false SCRASH3_1488
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_1488
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1477
009B: destroy_actor_instantly @37

:SCRASH3_1477
0006: @72 =  99  ;; integer values
0004: $1890 =  1  ;; integer values
00D6: if  0
8119:   NOT   car $1881 wrecked
004D: jump_if_false SCRASH3_1483
00A6: destroy_car $1881

:SCRASH3_1483
00D6: if  0
8119:   NOT   car $1877 wrecked
004D: jump_if_false SCRASH3_1487
00A6: destroy_car $1877

:SCRASH3_1487
0395: clear_area  0 at -1741.792  939.731  23.0 range  80.0

:SCRASH3_1488
00D6: if  0
0039:   @72 ==  99  ;; integer values
004D: jump_if_false SCRASH3_1512
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH3_1501
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1741.792  939.731  23.8906
0002: jump SCRASH3_1502

:SCRASH3_1501
00A1: put_actor $PLAYER_ACTOR at -1741.792  939.731  23.8906

:SCRASH3_1502
0173: set_actor $PLAYER_ACTOR z_angle_to  40.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1511
00A6: destroy_car $1867

:SCRASH3_1511
0006: @72 =  98  ;; integer values

:SCRASH3_1512
00D6: if  0
0039:   @72 ==  98  ;; integer values
004D: jump_if_false SCRASH3_1542
00D6: if  4
0248:   model  551 available
0248:   model  346 available
0248:   model  240 available
04EE:   animation "POLICE" loaded
04EE:   animation "MISC" loaded
004D: jump_if_false SCRASH3_1537
00D6: if  3
0248:   model  281 available
07C1:  165 
07C1:  166 
0248:   model  597 available
004D: jump_if_false SCRASH3_1532
0006: @72 =  0  ;; integer values
0249: release_model  415
0249: release_model  252
0002: jump SCRASH3_1536

:SCRASH3_1532
0247: request_model  597
07C0:  166 
07C0:  165 
0247: request_model  281

:SCRASH3_1536
0002: jump SCRASH3_1542

:SCRASH3_1537
04ED: load_animation "MISC"
04ED: load_animation "POLICE"
0247: request_model  240
0247: request_model  346
0247: request_model  551

:SCRASH3_1542
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1583
016A: fade  1 (back)  800 ms
06AB: $PLAYER_ACTOR  1 
0395: clear_area  0 at -1759.449  954.4333  23.72 range  50.0
01EB: set_car_density_to  0.0
00A5: $1867 = create_car  551 at -1759.449  954.4333  23.72
0229: set_car $1867 color_to  4  4
00A5: @115 = create_car  597 at -1711.399  903.0281  24.1296
00A5: @116 = create_car  597 at -1711.016  893.7642  24.0975
0397: car @115 siren =  1 (on)  
0397: car @116 siren =  1 (on)  
0129: @121 = create_actor  4  281 in_car @115 driverseat
0129: @122 = create_actor  4  281 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  240 at -1763.276  946.1676  23.8905
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1564
036A: put_actor @37 in_car $1867

:SCRASH3_1564
0615: @117 
05B9: unknown_action_sequence -1  6500 
0633: unknown_action_sequence -1 
05C4: unknown_action_sequence -1  3000 
0616: @117 
0618: @37 @117 
061B: @117 
0175: set_car $1867 z_angle_to  90.0
0792: $PLAYER_ACTOR 
0812: unknown_action_sequence $PLAYER_ACTOR "PLYRLEAN_LOOP" "MISC"  1.0  1  0  0  0 -2 
00A0: store_actor $PLAYER_ACTOR position_to $7236 $7237 $71
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_1583
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1590
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1590
0006: @72 =  2  ;; integer values

:SCRASH3_1590
00D6: if  0
0039:   @72 ==  2  ;; integer values
004D: jump_if_false SCRASH3_1611
00D6: if  1
8119:   NOT   car @115 wrecked
8119:   NOT   car @116 wrecked
004D: jump_if_false SCRASH3_1608
00D6: if  1
07C1:  165 
07C1:  166 
004D: jump_if_false SCRASH3_1606
05EB: @115  165 
05EB: @116  166 
06FD: @115  .8 
06FD: @116  .8 
0002: jump SCRASH3_1608

:SCRASH3_1606
07C0:  165 
07C0:  166 

:SCRASH3_1608
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  3000  ;; integer values
0006: @72 =  3  ;; integer values

:SCRASH3_1611
00D6: if  0
0039:   @72 ==  3  ;; integer values
004D: jump_if_false SCRASH3_1618
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1618
0006: @72 =  4  ;; integer values

:SCRASH3_1618
00D6: if  0
0039:   @72 ==  4  ;; integer values
004D: jump_if_false SCRASH3_1648
00BE: text_clear_all
0006: @281 =  3  ;; integer values
0006: @282 =  2  ;; integer values
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1645
00D6: if  0
8118:   NOT   actor @121 dead
004D: jump_if_false SCRASH3_1636
0615: @117 
0633: unknown_action_sequence -1 
0635: unknown_action_sequence -1 @37  3000 
0616: @117 
0618: @121 @117 
061B: @117 

:SCRASH3_1636
00D6: if  0
8118:   NOT   actor @122 dead
004D: jump_if_false SCRASH3_1645
0615: @117 
0633: unknown_action_sequence -1 
06C2: unknown_action_sequence -1 -1762.369  951.1278  23.7487  4  1.0  1.0 @37  0.0  0.0  0.0 
0616: @117 
0618: @122 @117 
061B: @117 

:SCRASH3_1645
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  6200  ;; integer values
0006: @72 =  5  ;; integer values

:SCRASH3_1648
00D6: if  0
0039:   @72 ==  5  ;; integer values
004D: jump_if_false SCRASH3_1658
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1658
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1658
0006: @72 =  6  ;; integer values

:SCRASH3_1658
00D6: if  0
0039:   @72 ==  6  ;; integer values
004D: jump_if_false SCRASH3_1698
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  1
8118:   NOT   actor @121 dead
8118:   NOT   actor @122 dead
004D: jump_if_false SCRASH3_1676
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_1676
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  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1682
04E1: open_and_freeze_trunk_of_car $1867

:SCRASH3_1682
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_1691
0792: @37 
0619: @37  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: unknown_action_sequence @37 "CRM_DRGBST_01" "POLICE"  1.0  0  0  0  1 -1 

:SCRASH3_1691
00A1: put_actor @121 at -1761.724  952.4515  23.72
0792: @122 
00A1: put_actor @122 at -1755.75  953.9333  23.72
0812: unknown_action_sequence @121 "PLC_DRGBST_01" "POLICE"  1.0  1  0  0  0  25000 
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  7606  ;; integer values
0006: @72 =  7  ;; integer values

:SCRASH3_1698
00D6: if  0
0039:   @72 ==  7  ;; integer values
004D: jump_if_false SCRASH3_1716
00D6: if  0
8039:   NOT   @118 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1709
00D6: if  0
001D:   @32 > @118  ;; integer values  
004D: jump_if_false SCRASH3_1709
09F1: @37  1009 
0006: @118 =  0  ;; integer values

:SCRASH3_1709
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1716
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1716
0006: @72 =  8  ;; integer values

:SCRASH3_1716
00D6: if  0
0039:   @72 ==  8  ;; integer values
004D: jump_if_false SCRASH3_1731
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  0
8118:   NOT   actor @122 dead
004D: jump_if_false SCRASH3_1728
0173: set_actor @122 z_angle_to  90.0
0812: unknown_action_sequence @122 "PLC_DRGBST_02" "POLICE"  1.0  0  0  0  0 -1 

:SCRASH3_1728
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  3267  ;; integer values
0006: @72 =  9  ;; integer values

:SCRASH3_1731
00D6: if  0
0039:   @72 ==  9  ;; integer values
004D: jump_if_false SCRASH3_1741
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1741
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1741
0006: @72 =  10  ;; integer values

:SCRASH3_1741
00D6: if  0
0039:   @72 ==  10  ;; integer values
004D: jump_if_false SCRASH3_1751
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_1751
00D6: if  0
0039:   @72 ==  80  ;; integer values
004D: jump_if_false SCRASH3_1761
00D6: if  0
001D:   @32 > @120  ;; integer values  
004D: jump_if_false SCRASH3_1761
09F1: @37  1130 
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  500  ;; integer values
0006: @72 =  81  ;; integer values

:SCRASH3_1761
00D6: if  0
0039:   @72 ==  81  ;; integer values
004D: jump_if_false SCRASH3_1771
00D6: if  0
001D:   @32 > @119  ;; integer values  
004D: jump_if_false SCRASH3_1771
09F1: @37  1009 
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  1900  ;; integer values
0006: @72 =  11  ;; integer values

:SCRASH3_1771
00D6: if  1
0039:   @72 ==  11  ;; integer values
0039:   @281 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1801
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1801
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  4
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_1798
036A: put_actor @121 in_car @115
036A: put_actor @122 in_car @116
04D7: lock_actor @37 in_current_position  0
0430: @37 @116  1 
05D1: unknown_action_sequence @122 @116 -1790.405  905.0311  25.0203  20.0  2  0  3 
0615: @117 
06C7: unknown_action_sequence -1 @115  14  800 
05D1: unknown_action_sequence -1 @115 -1790.405  905.0311  25.0203  20.0  2  0  3 
0616: @117 
0618: @121 @117 
061B: @117 

:SCRASH3_1798
0085: @123 = @32  ;; integer values and handles
000A: @123 +=  4000  ;; integer values
0006: @72 =  12  ;; integer values

:SCRASH3_1801
00D6: if  0
0039:   @72 ==  12  ;; integer values
004D: jump_if_false SCRASH3_1852
00D6: if  0
001D:   @32 > @123  ;; integer values  
004D: jump_if_false SCRASH3_1852
0006: @72 =  13  ;; integer values
016A: fade  0 ()  1000 ms

:SCRASH3_1809
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_1814
0001: wait  0 ms
0002: jump SCRASH3_1809

:SCRASH3_1814
00D6: if  0
056D:   unknown_actor @113 dead_but_valid
004D: jump_if_false SCRASH3_1818
009B: destroy_actor_instantly @113

:SCRASH3_1818
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1822
01C3: remove_references_to_car $1867  ;; Like turning a car into any random car

:SCRASH3_1822
00D6: if  4
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_1834
009B: destroy_actor_instantly @121
009B: destroy_actor_instantly @122
00A6: destroy_car @115
00A6: destroy_car @116
009B: destroy_actor_instantly @37

:SCRASH3_1834
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1838
00A6: destroy_car $1867

:SCRASH3_1838
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false SCRASH3_1843
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:SCRASH3_1843
0001: wait  1000 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0792: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1000 ms
06AB: $PLAYER_ACTOR  0 
0002: jump SCRASH3_2301

:SCRASH3_1852
00D6: if  0
0039:   @65 ==  13  ;; integer values
004D: jump_if_false SCRASH3_1912
00D6: if  0
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_1858

:SCRASH3_1858
00D6: if  0
01A7:   actor $PLAYER_ACTOR  0 ()in_cube_in_car -2042.943  167.5841  26.759 -2055.202  180.1328  32.3919  
004D: jump_if_false SCRASH3_1912
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1912
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $1867
004D: jump_if_false SCRASH3_1912
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:SCRASH3_1869
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_1874
0001: wait  0 ms
0002: jump SCRASH3_1869

:SCRASH3_1874
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1882
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_1882
0247: request_model  551

:SCRASH3_1883
00D6: if  0
8248:   NOT   model  551 available
004D: jump_if_false SCRASH3_1888
0001: wait  0 ms
0002: jump SCRASH3_1883

:SCRASH3_1888
00A5: $1867 = create_car  551 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  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_1896
036A: put_actor $PLAYER_ACTOR in_car $1867

:SCRASH3_1896
0001: wait  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms

:SCRASH3_1901
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_1906
0001: wait  0 ms
0002: jump SCRASH3_1901

:SCRASH3_1906
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

:SCRASH3_1912
00D6: if  0
0039:   @65 ==  11  ;; integer values
004D: jump_if_false SCRASH3_1915

:SCRASH3_1915
0002: jump SCRASH3_81

:SCRASH3_1916
00D6: if  0
8039:   NOT   @151 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1948
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1925
040D: unload_wav  3
03CF: load_wav @151 as  3
0006: @150 =  1  ;; integer values

:SCRASH3_1925
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1936
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false SCRASH3_1936
00D6: if  0
001D:   @32 > @153  ;; integer values  
004D: jump_if_false SCRASH3_1936
03D1: play_wav  3
0006: @150 =  2  ;; integer values

:SCRASH3_1936
00D6: if  0
0039:   @150 ==  2  ;; integer values
004D: jump_if_false SCRASH3_1948
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false SCRASH3_1948
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_1948
00D6: if  0
8039:   NOT   @124 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1976
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1959
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_1959
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1976
00D6: if  0
001D:   @32 > @334  ;; integer values  
004D: jump_if_false SCRASH3_1976
0085: @281 = @138(@127,10i)  ;; integer values and handles
000A: @127 +=  1  ;; integer values
000E: @148 -=  1  ;; integer values
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false SCRASH3_1974
0006: @124 =  0  ;; integer values
0006: @125 =  0  ;; integer values
0002: jump SCRASH3_1976

:SCRASH3_1974
0085: @334 = @126  ;; integer values and handles
005A: @334 += @128(@127,10i)  ;; integer values 

:SCRASH3_1976
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1988
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SCRASH3_1988
00D6: if  21
83D2:   NOT   wav  1 ended
83D2:   NOT   wav  2 ended
004D: jump_if_false SCRASH3_1988
0006: @149 =  0  ;; integer values
0006: @280 =  5  ;; integer values

:SCRASH3_1988
0871: init_jump_table @280 total_jumps  6  0 SCRASH3_2203 jumps  0 SCRASH3_1989  1 SCRASH3_2043  2 SCRASH3_2149  3 SCRASH3_2165  4 SCRASH3_2175  5 SCRASH3_2190 -1 SCRASH3_2203 

:SCRASH3_1989
00D6: if  0
0039:   @280 ==  1  ;; integer values
004D: jump_if_false SCRASH3_1994
009A: @332 = create_actor  8  290 at  2752.341 -1948.867  16.3125
009A: @336 = create_actor  8  290 at  2752.341 -1948.867  16.3125

:SCRASH3_1994
05AA: s@157 = 'SCR1_AA'  ;; 8-byte strings
05AA: s@159 = 'SCR1_AB'  ;; 8-byte strings
05AA: s@161 = 'SCR1_AC'  ;; 8-byte strings
05AA: s@163 = 'SCR1_AD'  ;; 8-byte strings
05AA: s@165 = 'SCR1_AE'  ;; 8-byte strings
05AA: s@167 = 'SCR1_AF'  ;; 8-byte strings
05AA: s@169 = 'SCR1_AG'  ;; 8-byte strings
05AA: s@171 = 'SCR1_AH'  ;; 8-byte strings
05AA: s@173 = 'SCR1_AJ'  ;; 8-byte strings
05AA: s@175 = 'SCR1_AK'  ;; 8-byte strings
05AA: s@177 = 'SCR1_AL'  ;; 8-byte strings
05AA: s@179 = 'SCR1_AM'  ;; 8-byte strings
05AA: s@181 = 'SCR1_BB'  ;; 8-byte strings
05AA: s@183 = '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_2203

:SCRASH3_2043
00D6: if  0
8039:   NOT   @281 ==  0  ;; integer values
004D: jump_if_false SCRASH3_2148
00D6: if  1
03D2:   wav  1 ended
03D2:   wav  2 ended
004D: jump_if_false SCRASH3_2148
00D6: if  0
003B:   @276 == @281  ;; integer values 
004D: jump_if_false SCRASH3_2055
0006: @278 =  1  ;; integer values
0002: jump SCRASH3_2064

:SCRASH3_2055
00D6: if  0
003B:   @277 == @281  ;; integer values 
004D: jump_if_false SCRASH3_2060
0006: @278 =  2  ;; integer values
0002: jump SCRASH3_2064

:SCRASH3_2060
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_2064
00D6: if  0
03D0:   wav @278 loaded
004D: jump_if_false SCRASH3_2147
0085: @331 = @283(@281,40i)  ;; integer values and handles
0085: @332 = @323(@331,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @338 ==  1  ;; integer values
004D: jump_if_false SCRASH3_2096
0006: @335 =  1  ;; integer values
0006: @337 =  0  ;; integer values

:SCRASH3_2074
00D6: if  0
001B:    7 > @335  ;; integer values
004D: jump_if_false SCRASH3_2096
0085: @336 = @323(@335,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @336 ==  0  ;; integer values
004D: jump_if_false SCRASH3_2094
00D6: if  0
803B:   NOT   @336 == @332  ;; integer values 
004D: jump_if_false SCRASH3_2094
00D6: if  0
8118:   NOT   actor @332 dead
004D: jump_if_false SCRASH3_2094
00D6: if  0
8118:   NOT   actor @336 dead
004D: jump_if_false SCRASH3_2094
00D6: if  0
0104:   actor @332 near_actor @336 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false SCRASH3_2094
000A: @337 +=  1  ;; integer values

:SCRASH3_2094
000A: @335 +=  1  ;; integer values
0002: jump SCRASH3_2074

:SCRASH3_2096
00D6: if  22
0039:   @338 ==  1  ;; integer values
0019:   @337 >  0  ;; integer values
0039:   @283(@281,40i) ==  0  ;; integer values
004D: jump_if_false SCRASH3_2146
00D6: if  0
8039:   NOT   @283(@281,40i) ==  0  ;; integer values
004D: jump_if_false SCRASH3_2115
00D6: if  0
8118:   NOT   actor @332 dead
004D: jump_if_false SCRASH3_2115
0949: link_wav @278 to_actor @332 
00D6: if  0
894D:   NOT @332 
004D: jump_if_false SCRASH3_2114
0006: @330 =  1  ;; integer values
0967: @332  15000 
0002: jump SCRASH3_2115

:SCRASH3_2114
094E: @332  0 

:SCRASH3_2115
00D6: if  0
0039:   @283(@281,40i) ==  0  ;; integer values
004D: jump_if_false SCRASH3_2119
0006: @330 =  1  ;; integer values

:SCRASH3_2119
00D6: if  0
0039:   @330 ==  1  ;; integer values
004D: jump_if_false SCRASH3_2146
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  0
8039:   NOT   @235(@281,40i) ==  0  ;; integer values
004D: jump_if_false SCRASH3_2146
00D6: if  0
0039:   @278 ==  1  ;; integer values
004D: jump_if_false SCRASH3_2141
00D6: if  0
803B:   NOT   @277 == @281  ;; integer values 
004D: jump_if_false SCRASH3_2140
03CF: load_wav @235(@281,40i) as  2
0085: @277 = @281  ;; integer values and handles

:SCRASH3_2140
0002: jump SCRASH3_2146

:SCRASH3_2141
00D6: if  0
803B:   NOT   @276 == @281  ;; integer values 
004D: jump_if_false SCRASH3_2146
03CF: load_wav @235(@281,40i) as  1
0085: @276 = @281  ;; integer values and handles

:SCRASH3_2146
0002: jump SCRASH3_2148

:SCRASH3_2147
03CF: load_wav @235(@281,40i) as @278

:SCRASH3_2148
0002: jump SCRASH3_2203

:SCRASH3_2149
00D6: if  0
03D2:   wav @278 ended
004D: jump_if_false SCRASH3_2154
000A: @280 +=  1  ;; integer values
0002: jump SCRASH3_2164

:SCRASH3_2154
00D6: if  0
056D:   unknown_actor @332 dead_but_valid
004D: jump_if_false SCRASH3_2161
00D6: if  0
0118:   actor @332 dead
004D: jump_if_false SCRASH3_2161
000A: @280 +=  1  ;; integer values

:SCRASH3_2161
00D6: if  0
8118:   NOT   actor @332 dead
004D: jump_if_false SCRASH3_2164

:SCRASH3_2164
0002: jump SCRASH3_2203

:SCRASH3_2165
040D: unload_wav @278
0006: @275(@278,3i) =  0  ;; integer values
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @332 dead
004D: jump_if_false SCRASH3_2173
0968: @332 
094F: @332 

:SCRASH3_2173
000A: @280 +=  1  ;; integer values
0002: jump SCRASH3_2203

:SCRASH3_2175
000A: @281 +=  1  ;; integer values
00D6: if  0
8039:   NOT   @235(@281,40i) ==  0  ;; integer values
004D: jump_if_false SCRASH3_2181
03CF: load_wav @235(@281,40i) as @278
0085: @275(@278,3i) = @281  ;; integer values and handles

:SCRASH3_2181
000E: @282 -=  1  ;; integer values
00D6: if  0
8019:   NOT   @282 >  0  ;; integer values
004D: jump_if_false SCRASH3_2187
0006: @281 =  0  ;; integer values
0002: jump SCRASH3_2188

:SCRASH3_2187
0085: @281 = @279  ;; integer values and handles

:SCRASH3_2188
0006: @280 =  1  ;; integer values
0002: jump SCRASH3_2203

:SCRASH3_2190
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  0
8118:   NOT   actor @332 dead
004D: jump_if_false SCRASH3_2202
094F: @332 

:SCRASH3_2202
0002: jump SCRASH3_2203

:SCRASH3_2203
0051: return

:SCRASH3_2204
00BE: text_clear_all
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false SCRASH3_2209
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:SCRASH3_2209
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2039.153  182.7238  20.8154 -2057.087  150.6935  34.1252
004D: jump_if_false SCRASH3_2254
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false SCRASH3_2253
016A: fade  0 ()  1000 ms

:SCRASH3_2216
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_2221
0001: wait  0 ms
0002: jump SCRASH3_2216

:SCRASH3_2221
0004: $48 =  0  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH3_2227
0811: $48 = actor $PLAYER_ACTOR car
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  0.0  0.0  0.0

:SCRASH3_2227
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: $PLAYER_ACTOR -2037.886  178.9478  27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_2238
00D6: if  0
80DF:   NOT   actor @37 driving
004D: jump_if_false SCRASH3_2238
009B: destroy_actor_instantly @37

:SCRASH3_2238
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
00BA: text_styled 'M_FAIL'  5000 ms  1
0004: $1868 =  1  ;; integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:SCRASH3_2248
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_2253
0001: wait  0 ms
0002: jump SCRASH3_2248

:SCRASH3_2253
0002: jump SCRASH3_2296

:SCRASH3_2254
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false SCRASH3_2296
016A: fade  0 ()  1000 ms

:SCRASH3_2258
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_2263
0001: wait  0 ms
0002: jump SCRASH3_2258

:SCRASH3_2263
0004: $48 =  0  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH3_2269
0811: $48 = actor $PLAYER_ACTOR car
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  0.0  0.0  0.0

:SCRASH3_2269
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  0
8119:   NOT   car $48 wrecked
004D: jump_if_false SCRASH3_2276
036A: put_actor $PLAYER_ACTOR in_car $48
0002: jump SCRASH3_2281

:SCRASH3_2276
00D6: if  0
8038:   NOT   $48 ==  0  ;; integer values
004D: jump_if_false SCRASH3_2281
0972: $PLAYER_ACTOR -2037.886  178.9478  27.8359 
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0

:SCRASH3_2281
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SCRASH3_2288
00D6: if  0
80DF:   NOT   actor @37 driving
004D: jump_if_false SCRASH3_2288
009B: destroy_actor_instantly @37

:SCRASH3_2288
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:SCRASH3_2291
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH3_2296
0001: wait  0 ms
0002: jump SCRASH3_2291

:SCRASH3_2296
0051: return

:SCRASH3_2297
00BA: text_styled 'M_FAIL'  5000 ms  1
0004: $1868 =  1  ;; integer values
0004: $1872 =  0  ;; integer values
0051: return

:SCRASH3_2301
0629: change_stat  304 to  1  ; integer see statdisp.dat
0004: $1872 =  1  ;; integer values
0004: $1869 =  1  ;; integer values
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
0629: change_stat  336 to  1  ; integer see statdisp.dat
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
030C: set_mission_points +=  1
0008: $SCRASH_MISSIONS_PASSED +=  1  ;; integer values
0004: $2556 =  1  ;; integer values
0318: set_latest_mission_passed 'SCRA_1'
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere  15 at $547 $548 $549
0164: disable_marker $532
0051: return

:SCRASH3_2316
08F4:  99 
0004: $1871 =  0  ;; integer values
0004: $1890 =  0  ;; integer values
0004: $1886 =  0  ;; integer values
03C7: unknown_maby_cops_density  1.0
01EB: set_car_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: -1741.792  939.731  23.8906  2.5 -209  1 
0733:  551 
091E: -1729.549  942.886  40.3585 -1742.773  937.7814  10.1928 
091E: -1768.524  938.887  40.7496 -1780.765  943.4574  10.0929 
0249: release_model  510
0249: release_model  429
0249: release_model  415
0249: release_model  551
0249: release_model  240
0249: release_model  252
0249: release_model  330
0873:  155 
0249: release_model  597
0249: release_model  240
0249: release_model  281
0249: release_model  346
04EF: release_animation "POLICE"
04EF: release_animation "MISC"
0873:  165 
0873:  166 
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false SCRASH3_2356
02AC: set_car $1867 immunities  0  0  0  0  0

:SCRASH3_2356
01BD: $184 = current_time_in_ms
0004: $10753 =  0  ;; integer values
0004: $ON_MISSION =  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_1
03A4: name_thread 'SCRASH2'
0004: $7238 =  0  ;; integer values
0050: gosub SCRASH2_10
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SCRASH2_8
0050: gosub SCRASH2_2562

:SCRASH2_8
0050: gosub SCRASH2_2593
004E: end_thread

:SCRASH2_10
0317: increment_mission_attempts
0004: $ON_MISSION =  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  0
0039:   @34 == -99  ;; integer values
004D: jump_if_false SCRASH2_62
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
06D8: @81 = create_train_at  0.0  0.0  0.0 track  11 unknown  0 
00A5: @87 = create_car  420 at  0.0  0.0  0.0
00A5: @89 = create_car  468 at  0.0  0.0  0.0
0006: @48 =  0  ;; integer values

:SCRASH2_49
06D8: @84(@48,3i) = create_train_at  0.0  0.0  0.0 track  10 unknown  0 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false SCRASH2_49
009A: @78 = create_actor  4  147 at  0.0  0.0  0.0
009A: @79 = create_actor  4  18 at  0.0  0.0  0.0
009A: @80 = create_actor  4  46 at  0.0  0.0  0.0
032B: @95 = create_weapon_pickup  358  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_62
054C: use_GXT_table 'SCRASH2'
0050: gosub SCRASH2_2462
060A: unknown_create_entity  0 @96 
060A: unknown_create_entity  2 @97 
0050: gosub SCRASH2_2494
041A: @131 = actor $PLAYER_ACTOR weapon  34 ammo
0006: @155 =  1  ;; integer values

:SCRASH2_69
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SCRASH2_75
0006: @36 =  1  ;; integer values
0002: jump SCRASH2_121

:SCRASH2_75
0050: gosub SCRASH2_2289
0050: gosub SCRASH2_2341
00D6: if  21
0039:   @38 ==  1  ;; integer values
0039:   @39 ==  1  ;; integer values
004D: jump_if_false SCRASH2_82
0002: jump SCRASH2_121

:SCRASH2_82
0050: gosub SCRASH2_2445
0050: gosub SCRASH2_2451
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false SCRASH2_89
0006: @37 =  1  ;; integer values
0002: jump SCRASH2_121

:SCRASH2_89
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SCRASH2_93
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:SCRASH2_93
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SCRASH2_97
0050: gosub SCRASH2_141

:SCRASH2_97
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false SCRASH2_101
0050: gosub SCRASH2_160

:SCRASH2_101
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false SCRASH2_105
0050: gosub SCRASH2_269

:SCRASH2_105
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false SCRASH2_109
0050: gosub SCRASH2_394

:SCRASH2_109
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false SCRASH2_113
0050: gosub SCRASH2_768

:SCRASH2_113
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false SCRASH2_117
0050: gosub SCRASH2_909

:SCRASH2_117
00D6: if  0
0039:   @34 ==  7  ;; integer values
004D: jump_if_false SCRASH2_121
0006: @36 =  1  ;; integer values

:SCRASH2_121
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SCRASH2_138
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false SCRASH2_135
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SCRASH2_132
0002: jump SCRASH2_69
0002: jump SCRASH2_134

:SCRASH2_132
0050: gosub SCRASH2_2581
0051: return

:SCRASH2_134
0002: jump SCRASH2_137

:SCRASH2_135
0050: gosub SCRASH2_2562
0051: return

:SCRASH2_137
0002: jump SCRASH2_139

:SCRASH2_138
0051: return

:SCRASH2_139
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return

:SCRASH2_141
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SCRASH2_147
0050: gosub SCRASH2_1313
00BC: text_highpriority 'SCR2_21'  7000 ms  1
000A: @35 +=  1  ;; integer values

:SCRASH2_147
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SCRASH2_155
00D6: if  0
0214:   pickup @95 picked_up
004D: jump_if_false SCRASH2_155
0164: disable_marker @94
0006: @35 =  99  ;; integer values

:SCRASH2_155
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SCRASH2_159
0050: gosub SCRASH2_2457

:SCRASH2_159
0051: return

:SCRASH2_160
00D6: if  1
0019:   @35 >  0  ;; integer values
0118:   actor @78 dead
004D: jump_if_false SCRASH2_166
0006: @37 =  1  ;; integer values
0051: return

:SCRASH2_166
00D6: if  1
0019:   @35 >  1  ;; integer values
0119:   car @81 wrecked
004D: jump_if_false SCRASH2_172
0006: @37 =  1  ;; integer values
0051: return

:SCRASH2_172
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SCRASH2_185
0050: gosub SCRASH2_1326
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
0085: @103 = @46  ;; integer values and handles
000A: @103 +=  6000  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_185
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SCRASH2_196
00D6: if  0
001D:   @46 > @103  ;; integer values  
004D: jump_if_false SCRASH2_196
0050: gosub SCRASH2_1319
06DC: set_train @81 acc  20.0 
06DD: set_train @81 speed  20.0 
00BB: text_lowpriority 'SCR2_01'  10000 ms  1
000A: @35 +=  1  ;; integer values

:SCRASH2_196
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SCRASH2_205
00D6: if  0
01AD:   car @81  0 ()near_point -1944.545  130.8166  5.0  5.0
004D: jump_if_false SCRASH2_205
06DC: set_train @81 acc  4.0 
06DD: set_train @81 speed  0.0 
000A: @35 +=  1  ;; integer values

:SCRASH2_205
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SCRASH2_216
00D6: if  0
01C1:   car @81 stopped
004D: jump_if_false SCRASH2_216
078A: @82 = create_carriage_on_train @81 position  1 
05CA: unknown_action_sequence @78 @82  500 -1 
0085: @103 = @46  ;; integer values and handles
000A: @103 +=  60000  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_216
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SCRASH2_243
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  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle @64 @65 @67 @68
004D: jump_if_false SCRASH2_235
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
0006: @35 =  99  ;; integer values
0002: jump SCRASH2_243

:SCRASH2_235
00D6: if  0
001D:   @46 > @103  ;; integer values  
004D: jump_if_false SCRASH2_243
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_243
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SCRASH2_264
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  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle @64 @65 @67 @68
004D: jump_if_false SCRASH2_259
0164: disable_marker @90
0186: @91 = create_marker_above_car @81
00BC: text_highpriority 'SCR2_02'  10000 ms  1
06DD: set_train @81 speed  10.0 
0006: @35 =  99  ;; integer values
0002: jump SCRASH2_264

:SCRASH2_259
00D6: if  0
001D:   @46 > @103  ;; integer values  
004D: jump_if_false SCRASH2_264
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values

:SCRASH2_264
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SCRASH2_268
0050: gosub SCRASH2_2457

:SCRASH2_268
0051: return

:SCRASH2_269
00D6: if  0
0119:   car @81 wrecked
004D: jump_if_false SCRASH2_274
0006: @37 =  1  ;; integer values
0051: return

:SCRASH2_274
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SCRASH2_294
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_288
0006: @123(@48,3i) = -1  ;; integer values
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false SCRASH2_288
03C7: unknown_maby_cops_density  .3
000A: @35 +=  1  ;; integer values

:SCRASH2_294
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SCRASH2_307
00D6: if  0
01AD:   car @81  0 ()near_point @132 @133  5.0  5.0
004D: jump_if_false SCRASH2_307
06DC: set_train @81 acc  16.0 
06DD: set_train @81 speed  0.0 
00BC: text_highpriority 'SCR2_03'  11000 ms  1
0085: @111 = @46  ;; integer values and handles
000A: @111 +=  10000  ;; integer values
0006: @138 =  1  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_307
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SCRASH2_318
00D6: if  0
001D:   @46 > @111  ;; integer values  
004D: jump_if_false SCRASH2_318
0050: gosub SCRASH2_2287
00BC: text_highpriority 'SCR2_09'  9000 ms  1
0085: @111 = @46  ;; integer values and handles
000A: @111 +=  8000  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_318
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SCRASH2_325
00D6: if  0
001D:   @46 > @111  ;; integer values  
004D: jump_if_false SCRASH2_325
000A: @35 +=  1  ;; integer values

:SCRASH2_325
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SCRASH2_336
00D6: if  0
01C1:   car @81 stopped
004D: jump_if_false SCRASH2_336
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_336
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SCRASH2_343
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false SCRASH2_343
0006: @35 =  99  ;; integer values

:SCRASH2_343
0050: gosub SCRASH2_1336
0050: gosub SCRASH2_1359
0050: gosub SCRASH2_1382
0050: gosub SCRASH2_1400
0050: gosub SCRASH2_1432
0050: gosub SCRASH2_1446
00D6: if  1
0039:   @139 ==  0  ;; integer values
0039:   @140 ==  1  ;; integer values
004D: jump_if_false SCRASH2_357
00D6: if  0
001D:   @46 > @103  ;; integer values  
004D: jump_if_false SCRASH2_357
0006: @139 =  1  ;; integer values

:SCRASH2_357
00D6: if  1
0039:   @139 ==  0  ;; integer values
0039:   @140 ==  1  ;; integer values
004D: jump_if_false SCRASH2_365
00D6: if  0
001B:    300 > @121  ;; integer values
004D: jump_if_false SCRASH2_365
0006: @139 =  1  ;; integer values

:SCRASH2_365
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false SCRASH2_389
00D6: if  0
8154:   NOT   actor $PLAYER_ACTOR in_zone 'SF'
004D: jump_if_false SCRASH2_389
00D6: if  0
0119:   car @89 wrecked
004D: jump_if_false SCRASH2_375
0006: @161 =  0  ;; integer values

:SCRASH2_375
00D6: if  0
001B:    2800 > @121  ;; integer values
004D: jump_if_false SCRASH2_389
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  0
0023:    100.0 > @72  ;; floating-point values
004D: jump_if_false SCRASH2_386
0006: @161 =  0  ;; integer values
0002: jump SCRASH2_389

:SCRASH2_386
0006: @161 =  0  ;; integer values
01C3: remove_references_to_car @89  ;; Like turning a car into any random car
0249: release_model  468

:SCRASH2_389
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SCRASH2_393
0050: gosub SCRASH2_2457

:SCRASH2_393
0051: return

:SCRASH2_394
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SCRASH2_418
00BB: text_lowpriority 'SCR2_04'  5000 ms  1
0050: gosub SCRASH2_1935
0050: gosub SCRASH2_1550
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_418
00D6: if  0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false SCRASH2_434
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false SCRASH2_427
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:SCRASH2_427
00D6: if  0
051A:   unknown_actor @78 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SCRASH2_434
0006: @37 =  1  ;; integer values
0006: @45 =  7  ;; integer values
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  9999.0  10000 
0051: return

:SCRASH2_434
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false SCRASH2_443
00D6: if  0
001D:   @46 > @118  ;; integer values  
004D: jump_if_false SCRASH2_442
0006: @37 =  1  ;; integer values
0006: @45 =  7  ;; integer values

:SCRASH2_442
0051: return

:SCRASH2_443
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false SCRASH2_452
00D6: if  0
001D:   @46 > @118  ;; integer values  
004D: jump_if_false SCRASH2_451
0006: @37 =  1  ;; integer values
0006: @45 =  7  ;; integer values

:SCRASH2_451
0051: return

:SCRASH2_452
00D6: if  1
0039:   @168 ==  1  ;; integer values
0039:   @141 ==  1  ;; integer values
004D: jump_if_false SCRASH2_504
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false SCRASH2_496
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false SCRASH2_463
0006: @157 =  1  ;; integer values

:SCRASH2_463
00D6: if  0
80DB:   NOT   actor @79 in_car @87
004D: jump_if_false SCRASH2_467
0006: @157 =  1  ;; integer values

:SCRASH2_467
00D6: if  0
051C: @87 $PLAYER_ACTOR 
004D: jump_if_false SCRASH2_481
0006: @73 =  1  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH2_480
06AC: $PLAYER_ACTOR @70 
00D6: if  0
0023:    13.0 > @70  ;; floating-point values
004D: jump_if_false SCRASH2_480
0006: @73 =  0  ;; integer values
054F: @87 

:SCRASH2_480
0085: @157 = @73  ;; integer values and handles

:SCRASH2_481
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false SCRASH2_485
0006: @157 =  1  ;; integer values

:SCRASH2_485
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false SCRASH2_495
00D6: if  0
80DF:   NOT   actor @78 driving
004D: jump_if_false SCRASH2_492
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  9999.0  10000 

:SCRASH2_492
0085: @118 = @46  ;; integer values and handles
000A: @118 +=  1000  ;; integer values
0051: return

:SCRASH2_495
0002: jump SCRASH2_504

:SCRASH2_496
0006: @157 =  1  ;; integer values
00D6: if  0
80DF:   NOT   actor @78 driving
004D: jump_if_false SCRASH2_501
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  9999.0  10000 

:SCRASH2_501
0085: @118 = @46  ;; integer values and handles
000A: @118 +=  1000  ;; integer values
0051: return

:SCRASH2_504
00D6: if  1
0039:   @168 ==  1  ;; integer values
0039:   @141 ==  0  ;; integer values
004D: jump_if_false SCRASH2_542
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false SCRASH2_537
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false SCRASH2_516
0006: @73 =  1  ;; integer values

:SCRASH2_516
00D6: if  0
80DB:   NOT   actor @79 in_car @87
004D: jump_if_false SCRASH2_520
0006: @73 =  1  ;; integer values

:SCRASH2_520
00D6: if  0
051C: @87 $PLAYER_ACTOR 
004D: jump_if_false SCRASH2_524
0006: @73 =  1  ;; integer values

:SCRASH2_524
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false SCRASH2_528
0006: @73 =  1  ;; integer values

:SCRASH2_528
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_536
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_1562

:SCRASH2_536
0002: jump SCRASH2_542

:SCRASH2_537
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_1562

:SCRASH2_542
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SCRASH2_547
05D3: unknown_action_sequence @78  833.4493 -1374.261 -1.5078  4 -1 
000A: @35 +=  1  ;; integer values

:SCRASH2_547
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SCRASH2_558
062E: @78  1491 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_558
0605: unknown_action_sequence @78 "ROADCROSS" "PED"  4.0  0  0  0  0 -1 
0085: @104 = @46  ;; integer values and handles
000A: @104 +=  250  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_558
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SCRASH2_568
00D6: if  0
001D:   @46 > @104  ;; integer values  
004D: jump_if_false SCRASH2_568
00D6: if  0
8611:   NOT @78 "ROADCROSS" 
004D: jump_if_false SCRASH2_568
000A: @35 +=  1  ;; integer values

:SCRASH2_568
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SCRASH2_576
0050: gosub SCRASH2_1587
00D6: if  0
0039:   @101 ==  7  ;; integer values
004D: jump_if_false SCRASH2_576
000A: @35 +=  1  ;; integer values

:SCRASH2_576
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SCRASH2_583
0605: unknown_action_sequence @78 "ROADCROSS" "PED"  4.0  0  0  0  0 -1 
0085: @104 = @46  ;; integer values and handles
000A: @104 +=  250  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_583
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SCRASH2_595
00D6: if  0
001D:   @46 > @104  ;; integer values  
004D: jump_if_false SCRASH2_595
00D6: if  0
8611:   NOT @78 "ROADCROSS" 
004D: jump_if_false SCRASH2_595
0006: @101 =  8  ;; integer values
0006: @102 =  8  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_595
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SCRASH2_613
0050: gosub SCRASH2_1587
00D6: if  0
0039:   @101 ==  10  ;; integer values
004D: jump_if_false SCRASH2_613
0006: @143 =  1  ;; integer values
0085: @105 = @46  ;; integer values and handles
000A: @105 +=  60000  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH2_610
00BC: text_highpriority 'SCR2_20'  10000 ms  1
0002: jump SCRASH2_611

:SCRASH2_610
00BC: text_highpriority 'SCR2_06'  10000 ms  1

:SCRASH2_611
0006: @163 =  1  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_613
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SCRASH2_629
0050: gosub SCRASH2_1587
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false SCRASH2_629
0615: @56 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0605: unknown_action_sequence -1 "ROADCROSS" "PED"  4.0  0  0  0  0 -1 
0616: @56 
0618: @78 @56 
061B: @56 
0085: @104 = @46  ;; integer values and handles
000A: @104 +=  250  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_629
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SCRASH2_649
0050: gosub SCRASH2_1587
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false SCRASH2_649
00D6: if  0
001D:   @46 > @104  ;; integer values  
004D: jump_if_false SCRASH2_649
062E: @78 -1 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_649
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false SCRASH2_648
000A: @35 +=  1  ;; integer values
0002: jump SCRASH2_649

:SCRASH2_648
000E: @35 -=  1  ;; integer values

:SCRASH2_649
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false SCRASH2_664
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false SCRASH2_662
0615: @56 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
0605: unknown_action_sequence -1 "HIKER_POSE" "MISC"  4.0  0  0  0  1 -1 
0616: @56 
0618: @78 @56 
061B: @56 
0002: jump SCRASH2_663

:SCRASH2_662
05D3: unknown_action_sequence @78  821.7603 -1334.683  12.5391  6 -2 

:SCRASH2_663
000A: @35 +=  1  ;; integer values

:SCRASH2_664
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false SCRASH2_699
0050: gosub SCRASH2_1587
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false SCRASH2_690
0006: @73 =  0  ;; integer values
00D6: if  1
0039:   @158 ==  1  ;; integer values
01AF:   car @87  0 ()near_point  803.7784 -1342.926  12.5469 radius  7.0  7.0  2.0
004D: jump_if_false SCRASH2_677
0006: @73 =  1  ;; integer values

:SCRASH2_677
00D6: if  1
0039:   @158 ==  0  ;; integer values
01AF:   car @87  0 ()near_point  824.4391 -1330.707  12.4174 radius  7.0  7.0  2.0
004D: jump_if_false SCRASH2_682
0006: @73 =  1  ;; integer values

:SCRASH2_682
00D6: if  1
0039:   @73 ==  1  ;; integer values
01C1:   car @87 stopped
004D: jump_if_false SCRASH2_689
05CA: unknown_action_sequence @78 @87 -2  2 
0006: @154 =  1  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_689
0002: jump SCRASH2_699

:SCRASH2_690
00D6: if  0
0611: @78 "HIKER_POSE" 
004D: jump_if_false SCRASH2_699
00D6: if  0
001D:   @46 > @109  ;; integer values  
004D: jump_if_false SCRASH2_699
0605: unknown_action_sequence @78 "ROADCROSS" "PED"  4.0  0  0  0  0  100 
0085: @109 = @46  ;; integer values and handles
000A: @109 +=  250  ;; integer values

:SCRASH2_699
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false SCRASH2_710
062E: @78  1482 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_710
0216: set_car @87 taxi_available_light_to  0 (off)
0006: @126 =  0  ;; integer values
0085: @88 = @87  ;; integer values and handles
0006: @35 =  99  ;; integer values

:SCRASH2_710
00D6: if  0
0039:   @170 ==  0  ;; integer values
004D: jump_if_false SCRASH2_719
0247: request_model  420
038B: load_requested_models
00D6: if  0
0248:   model  420 available
004D: jump_if_false SCRASH2_719
0006: @170 =  1  ;; integer values

:SCRASH2_719
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false SCRASH2_731
00D6: if  0
001D:   @46 > @103  ;; integer values  
004D: jump_if_false SCRASH2_731
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false SCRASH2_729
06DD: set_train @81 speed  30.0 

:SCRASH2_729
06DA: (unknown)
0006: @166 =  0  ;; integer values

:SCRASH2_731
00D6: if  1
0039:   @143 ==  1  ;; integer values
0039:   @142 ==  0  ;; integer values
004D: jump_if_false SCRASH2_749
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  812.4495 -1343.488  12.532 radius  80.0  80.0  20.0
004D: jump_if_false SCRASH2_743
0006: @142 =  1  ;; integer values
0050: gosub SCRASH2_1556
0050: gosub SCRASH2_1562
0216: set_car @87 taxi_available_light_to  1 (on)
0002: jump SCRASH2_749

:SCRASH2_743
00D6: if  0
001D:   @46 > @105  ;; integer values  
004D: jump_if_false SCRASH2_749
0006: @37 =  1  ;; integer values
0006: @45 =  3  ;; integer values
0051: return

:SCRASH2_749
00D6: if  1
0039:   @141 ==  0  ;; integer values
0039:   @168 ==  1  ;; integer values
004D: jump_if_false SCRASH2_757
00D6: if  0
01AF:   car @87  0 ()near_point  796.9285 -1374.867  12.3949 radius  10.0  10.0  2.0
004D: jump_if_false SCRASH2_757
0006: @141 =  1  ;; integer values

:SCRASH2_757
0050: gosub SCRASH2_1939
0050: gosub SCRASH2_1952
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false SCRASH2_763
0051: return

:SCRASH2_763
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SCRASH2_767
0050: gosub SCRASH2_2457

:SCRASH2_767
0051: return

:SCRASH2_768
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SCRASH2_789
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_1679
073B: @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: @87  2.0  30000  1  1  1  20 
00BC: text_highpriority 'SCR2_07'  5000 ms  1
000A: @35 +=  1  ;; integer values

:SCRASH2_789
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false SCRASH2_795
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:SCRASH2_795
00D6: if  0
051A:   unknown_actor @78 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SCRASH2_801
0006: @37 =  1  ;; integer values
0006: @45 =  7  ;; integer values
0051: return

:SCRASH2_801
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false SCRASH2_810
00D6: if  0
001D:   @46 > @118  ;; integer values  
004D: jump_if_false SCRASH2_809
0006: @37 =  1  ;; integer values
0006: @45 =  7  ;; integer values

:SCRASH2_809
0051: return

:SCRASH2_810
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false SCRASH2_853
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false SCRASH2_817
0006: @157 =  1  ;; integer values

:SCRASH2_817
00D6: if  0
80DB:   NOT   actor @79 in_car @87
004D: jump_if_false SCRASH2_821
0006: @157 =  1  ;; integer values

:SCRASH2_821
00D6: if  0
051C: @87 $PLAYER_ACTOR 
004D: jump_if_false SCRASH2_835
0006: @73 =  1  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SCRASH2_834
06AC: $PLAYER_ACTOR @70 
00D6: if  0
0023:    13.0 > @70  ;; floating-point values
004D: jump_if_false SCRASH2_834
0006: @73 =  0  ;; integer values
054F: @87 

:SCRASH2_834
0085: @157 = @73  ;; integer values and handles

:SCRASH2_835
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false SCRASH2_839
0006: @157 =  1  ;; integer values

:SCRASH2_839
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false SCRASH2_852
00D6: if  0
00DF:   actor @78 driving
004D: jump_if_false SCRASH2_848
0006: @37 =  1  ;; integer values
0006: @45 =  7  ;; integer values
0002: jump SCRASH2_851

:SCRASH2_848
0085: @118 = @46  ;; integer values and handles
000A: @118 +=  1000  ;; integer values
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  9999.0  10000 

:SCRASH2_851
0051: return

:SCRASH2_852
0002: jump SCRASH2_858

:SCRASH2_853
0006: @157 =  1  ;; integer values
0085: @118 = @46  ;; integer values and handles
000A: @118 +=  1000  ;; integer values
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  9999.0  10000 
0051: return

:SCRASH2_858
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SCRASH2_870
00D6: if  1
8039:   NOT   @100 ==  1  ;; integer values
8039:   NOT   @100 ==  3  ;; integer values
004D: jump_if_false SCRASH2_870
00D6: if  0
00FE:   actor @78  0 ()near_point @132 @133 @134 radius  4.0  4.0  4.0
004D: jump_if_false SCRASH2_870
0151: remove_status_text $7238
0006: @35 =  99  ;; integer values

:SCRASH2_870
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false SCRASH2_879
00D6: if  0
00FE:   actor @78  0 ()near_point  369.3609 -1671.889  31.811 radius  14.0  6.0  4.0
004D: jump_if_false SCRASH2_879
0006: @149 =  1  ;; integer values
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0

:SCRASH2_879
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false SCRASH2_887
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  369.3609 -1671.889  31.811 radius  14.0  4.0  4.0
004D: jump_if_false SCRASH2_886
0006: @150 =  1  ;; integer values

:SCRASH2_886
0002: jump SCRASH2_891

:SCRASH2_887
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  370.2572 -1656.79  31.7201 radius  14.0  4.0  4.0
004D: jump_if_false SCRASH2_891
0006: @150 =  0  ;; integer values

:SCRASH2_891
0050: gosub SCRASH2_2080
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false SCRASH2_896
0051: return

:SCRASH2_896
00D6: if  2
0039:   @151 ==  0  ;; integer values
0039:   @149 ==  1  ;; integer values
0039:   @150 ==  1  ;; integer values
004D: jump_if_false SCRASH2_903
0006: @151 =  1  ;; integer values
00BC: text_highpriority 'SCR2_18'  10000 ms  1

:SCRASH2_903
0050: gosub SCRASH2_1849
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SCRASH2_908
0050: gosub SCRASH2_2457

:SCRASH2_908
0051: return

:SCRASH2_909
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false SCRASH2_914
0006: @144 =  1  ;; integer values
0164: disable_marker @92

:SCRASH2_914
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false SCRASH2_922
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false SCRASH2_922
0006: @145 =  1  ;; integer values
0164: disable_marker @93

:SCRASH2_922
00D6: if  1
0039:   @144 ==  1  ;; integer values
0039:   @145 ==  1  ;; integer values
004D: jump_if_false SCRASH2_927
0006: @35 =  99  ;; integer values

:SCRASH2_927
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SCRASH2_967
0050: gosub SCRASH2_1879
0187: @93 = create_marker_above_actor @80
0615: @56 
05D3: unknown_action_sequence -1  359.4136 -2036.943  6.836  4 -2 
05D3: unknown_action_sequence -1  362.2674 -2035.844  6.836  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  270.0 
0616: @56 
0618: @80 @56 
061B: @56 
0615: @56 
05D3: unknown_action_sequence -1  363.1874 -2035.844  6.836  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0616: @56 
0618: @78 @56 
061B: @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
00D6: if  0
0038:   $5289 ==  0  ;; integer values
004D: jump_if_false SCRASH2_963
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_966

:SCRASH2_963
0006: @164 =  1  ;; integer values
0006: @165 =  1  ;; integer values
0006: @112 =  0  ;; integer values

:SCRASH2_966
000A: @35 +=  1  ;; integer values

:SCRASH2_967
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SCRASH2_983
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_983
062E: @78 -1 @40 
00D6: if  0
04A4: @40  1 
004D: jump_if_false SCRASH2_983
062E: @80 -1 @40 
00D6: if  0
04A4: @40  1 
004D: jump_if_false SCRASH2_983
000A: @35 +=  1  ;; integer values

:SCRASH2_983
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SCRASH2_1003
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1003
062E: @78 -1 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_1003
062E: @80 -1 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_1003
07CD: unknown_action_sequence @80  362.2674 -2035.844  6.836  270.0  4.0 
07CD: unknown_action_sequence @78  363.1874 -2035.844  6.836  90.0  4.0 
0085: @104 = @46  ;; integer values and handles
000A: @104 +=  250  ;; integer values
000A: @35 +=  1  ;; integer values

:SCRASH2_1003
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SCRASH2_1020
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1020
00D6: if  0
001D:   @46 > @104  ;; integer values  
004D: jump_if_false SCRASH2_1020
0605: unknown_action_sequence @78 "PRTIAL_HNDSHK_BIZ_01" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence @80 "PRTIAL_HNDSHK_BIZ_01" "GANGS"  4.0  0  0  0  0 -1 
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_1020
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SCRASH2_1035
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1035
00D6: if  0
001D:   @46 > @104  ;; integer values  
004D: jump_if_false SCRASH2_1035
00D6: if  1
8611:   NOT @78 "PRTIAL_HNDSHK_BIZ_01" 
8611:   NOT @80 "PRTIAL_HNDSHK_BIZ_01" 
004D: jump_if_false SCRASH2_1035
000A: @35 +=  1  ;; integer values

:SCRASH2_1035
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SCRASH2_1047
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1047
0605: unknown_action_sequence @78 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0209: @50 = random_int  2000  5000
0085: @104 = @46  ;; integer values and handles
005A: @104 += @50  ;; integer values 
000A: @35 +=  1  ;; integer values

:SCRASH2_1047
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SCRASH2_1059
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1059
00D6: if  0
001D:   @46 > @104  ;; integer values  
004D: jump_if_false SCRASH2_1059
0687: @78 
000A: @35 +=  1  ;; integer values

:SCRASH2_1059
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SCRASH2_1071
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1071
0605: unknown_action_sequence @80 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0209: @50 = random_int  5000  10000
0085: @104 = @46  ;; integer values and handles
005A: @104 += @50  ;; integer values 
000A: @35 +=  1  ;; integer values

:SCRASH2_1071
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SCRASH2_1083
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1083
00D6: if  0
001D:   @46 > @104  ;; integer values  
004D: jump_if_false SCRASH2_1083
0687: @80 
0006: @35 =  5  ;; integer values

:SCRASH2_1083
00D6: if  0
0039:   @35 ==  20  ;; integer values
004D: jump_if_false SCRASH2_1108
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1096
0615: @56 
05D3: unknown_action_sequence -1  361.2376 -2047.841  6.836  4 -2 
05D3: unknown_action_sequence -1  354.2802 -2049.696  6.836  4 -2 
05D3: unknown_action_sequence -1  354.8605 -2057.588  6.836  4 -2 
0616: @56 
0618: @80 @56 
061B: @56 

:SCRASH2_1096
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false SCRASH2_1106
0615: @56 
05D3: unknown_action_sequence -1  361.2376 -2047.841  6.836  4 -2 
05D3: unknown_action_sequence -1  354.2802 -2049.696  6.836  4 -2 
05D3: unknown_action_sequence -1  354.863 -2060.05  6.836  4 -2 
0616: @56 
0618: @78 @56 
061B: @56 

:SCRASH2_1106
00BC: text_highpriority 'SCR2_05'  10000 ms  1
000A: @35 +=  1  ;; integer values

:SCRASH2_1108
00D6: if  0
0039:   @35 ==  21  ;; integer values
004D: jump_if_false SCRASH2_1124
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1124
062E: @78 -1 @40 
00D6: if  0
04A4: @40  1 
004D: jump_if_false SCRASH2_1124
062E: @80 -1 @40 
00D6: if  0
04A4: @40  1 
004D: jump_if_false SCRASH2_1124
000A: @35 +=  1  ;; integer values

:SCRASH2_1124
00D6: if  0
0039:   @35 ==  22  ;; integer values
004D: jump_if_false SCRASH2_1144
00D6: if  1
8118:   NOT   actor @78 dead
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1144
062E: @78 -1 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_1144
062E: @80 -1 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_1144
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_1144
00D6: if  0
0039:   @35 ==  30  ;; integer values
004D: jump_if_false SCRASH2_1160
0006: @98 =  3  ;; integer values
0006: @99 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false SCRASH2_1153
0687: @78 

:SCRASH2_1153
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false SCRASH2_1157
0687: @80 

:SCRASH2_1157
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_1160
00D6: if  0
0039:   @35 ==  31  ;; integer values
004D: jump_if_false SCRASH2_1165
0050: gosub SCRASH2_1889
0050: gosub SCRASH2_1911

:SCRASH2_1165
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1231
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1173
0006: @146 =  1  ;; integer values
00BC: text_highpriority 'SCR2_10'  10000 ms  1

:SCRASH2_1173
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1181
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1181
0006: @146 =  1  ;; integer values
00BC: text_highpriority 'SCR2_11'  10000 ms  1

:SCRASH2_1181
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1189
00D6: if  0
051A:   unknown_actor @78 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SCRASH2_1189
0006: @146 =  1  ;; integer values
00BC: text_highpriority 'SCR2_14'  10000 ms  1

:SCRASH2_1189
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1197
00D6: if  0
051A:   unknown_actor @80 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SCRASH2_1197
0006: @146 =  1  ;; integer values
00BC: text_highpriority 'SCR2_15'  10000 ms  1

:SCRASH2_1197
00D6: if  1
0039:   @146 ==  0  ;; integer values
0039:   @148 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1207
00D6: if  0
02D6: $PLAYER_ACTOR  349.8409 -2088.798  409.7505 -1869.887  0 
004D: jump_if_false SCRASH2_1207
0006: @148 =  1  ;; integer values
0085: @107 = @46  ;; integer values and handles
000A: @107 +=  1000  ;; integer values

:SCRASH2_1207
00D6: if  1
0039:   @146 ==  0  ;; integer values
0039:   @148 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1216
00D6: if  0
001D:   @46 > @107  ;; integer values  
004D: jump_if_false SCRASH2_1216
0006: @146 =  1  ;; integer values
00BC: text_highpriority 'SCR2_12'  10000 ms  1

:SCRASH2_1216
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1227
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  0
0023:    30.0 > @70  ;; floating-point values
004D: jump_if_false SCRASH2_1227
0006: @146 =  1  ;; integer values
00BC: text_highpriority 'SCR2_13'  10000 ms  1

:SCRASH2_1227
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1231
0006: @35 =  30  ;; integer values

:SCRASH2_1231
00D6: if  1
0039:   @146 ==  0  ;; integer values
0039:   @147 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1240
00D6: if  0
001D:   @46 > @106  ;; integer values  
004D: jump_if_false SCRASH2_1240
0006: @147 =  1  ;; integer values
0006: @35 =  20  ;; integer values

:SCRASH2_1240
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1273
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1258
00D6: if  0
80A3:   NOT   actor @78  0 ()in_rectangle  349.8409 -2088.798  409.7505 -1869.887
004D: jump_if_false SCRASH2_1258
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  0
0021:   @70 >  200.0  ;; floating-point values
004D: jump_if_false SCRASH2_1258
0006: @37 =  1  ;; integer values
0006: @45 =  5  ;; integer values
0051: return

:SCRASH2_1258
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1273
00D6: if  0
80A3:   NOT   actor @80  0 ()in_rectangle  349.8409 -2088.798  409.7505 -1869.887
004D: jump_if_false SCRASH2_1273
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  0
0021:   @70 >  200.0  ;; floating-point values
004D: jump_if_false SCRASH2_1273
0006: @37 =  1  ;; integer values
0006: @45 =  6  ;; integer values
0051: return

:SCRASH2_1273
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1283
00D6: if  0
001D:   @46 > @112  ;; integer values  
004D: jump_if_false SCRASH2_1283
0512: permanent_text_box 'SNIPER1'
0006: @164 =  1  ;; integer values
0085: @112 = @46  ;; integer values and handles
000A: @112 +=  15000  ;; integer values

:SCRASH2_1283
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1297
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1297
00D6: if  0
001D:   @46 > @112  ;; integer values  
004D: jump_if_false SCRASH2_1297
03E6: remove_text_box
0512: permanent_text_box 'SNIPER2'
0006: @165 =  1  ;; integer values
0085: @112 = @46  ;; integer values and handles
000A: @112 +=  10000  ;; integer values

:SCRASH2_1297
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1308
00D6: if  0
0019:   @112 >  0  ;; integer values
004D: jump_if_false SCRASH2_1308
00D6: if  0
001D:   @46 > @112  ;; integer values  
004D: jump_if_false SCRASH2_1308
03E6: remove_text_box
0006: @112 =  0  ;; integer values

:SCRASH2_1308
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SCRASH2_1312
0050: gosub SCRASH2_2457

:SCRASH2_1312
0051: return

:SCRASH2_1313
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  358  3 ammo  5 at @57 @58 @59
03DC: @94 = create_marker_above_pickup @95
0051: return

:SCRASH2_1319
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 track  11 unknown  0 
0006: @166 =  1  ;; integer values
0051: return

:SCRASH2_1326
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  147 at @57 @58 @59
0173: set_actor @78 z_angle_to @63
0770: @78  1 
0006: @167 =  1  ;; integer values
0051: return

:SCRASH2_1336
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1340
0051: return

:SCRASH2_1340
00D6: if  0
8039:   NOT   @41 ==  5  ;; integer values
004D: jump_if_false SCRASH2_1344
0051: return

:SCRASH2_1344
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_1359
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1364
0006: @120 =  0  ;; integer values
0051: return

:SCRASH2_1364
00D6: if  0
8039:   NOT   @41 ==  3  ;; integer values
004D: jump_if_false SCRASH2_1368
0051: return

:SCRASH2_1368
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_1382
00D6: if  0
8039:   NOT   @41 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1386
0051: return

:SCRASH2_1386
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_1400
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1404
0051: return

:SCRASH2_1404
00D6: if  0
8039:   NOT   @41 ==  7  ;; integer values
004D: jump_if_false SCRASH2_1408
0051: return

:SCRASH2_1408
0007: @70 =  25.0  ;; floating-point values
00D6: if  0
002D:   @121 >= @120  ;; integer values 
004D: jump_if_false SCRASH2_1423
00D6: if  0
001B:    80 > @119  ;; integer values
004D: jump_if_false SCRASH2_1422
02E3: @71 = car @81 speed
000B: @71 +=  2.0  ;; floating-point values
00D6: if  0
0021:   @71 >  25.0  ;; floating-point values
004D: jump_if_false SCRASH2_1421
0007: @71 =  25.0  ;; floating-point values

:SCRASH2_1421
06DC: set_train @81 acc @71 

:SCRASH2_1422
0002: jump SCRASH2_1430

:SCRASH2_1423
02E3: @71 = car @81 speed
000B: @71 +=  2.0  ;; floating-point values
00D6: if  0
0021:   @71 >  25.0  ;; floating-point values
004D: jump_if_false SCRASH2_1429
0007: @71 =  25.0  ;; floating-point values

:SCRASH2_1429
06DC: set_train @81 acc @71 

:SCRASH2_1430
06DD: set_train @81 speed @70 
0051: return

:SCRASH2_1432
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1441
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1439
0002: jump SCRASH2_1440

:SCRASH2_1439
0085: @122 = @120  ;; integer values and handles

:SCRASH2_1440
0051: return

:SCRASH2_1441
00D6: if  0
001B:    5 > @120  ;; integer values
004D: jump_if_false SCRASH2_1445
0051: return

:SCRASH2_1445
0051: return

:SCRASH2_1446
0006: @73 =  1  ;; integer values
0006: @48 =  0  ;; integer values

:SCRASH2_1448
00D6: if  0
8039:   NOT   @123(@48,3i) == -2  ;; integer values
004D: jump_if_false SCRASH2_1452
0006: @73 =  0  ;; integer values

:SCRASH2_1452
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false SCRASH2_1448
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1459
0051: return

:SCRASH2_1459
0006: @48 =  0  ;; integer values

:SCRASH2_1460
00D6: if  0
0039:   @123(@48,3i) == -1  ;; integer values
004D: jump_if_false SCRASH2_1482

:SCRASH2_1463
0209: @123(@48,3i) = random_int  0  5
0006: @73 =  0  ;; integer values
0006: @49 =  0  ;; integer values

:SCRASH2_1466
00D6: if  0
001D:   @48 > @49  ;; integer values  
004D: jump_if_false SCRASH2_1478
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1476
00D6: if  0
003B:   @123(@48,3i) == @123(@49,3i)  ;; integer values 
004D: jump_if_false SCRASH2_1476
0006: @73 =  1  ;; integer values

:SCRASH2_1476
000A: @49 +=  1  ;; integer values
0002: jump SCRASH2_1466

:SCRASH2_1478
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1482
0002: jump SCRASH2_1463

:SCRASH2_1482
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false SCRASH2_1460
0006: @48 =  0  ;; integer values

:SCRASH2_1486
0006: @73 =  0  ;; integer values
0871: init_jump_table @123(@48,3i) total_jumps  5  0 SCRASH2_1513 jumps  0 SCRASH2_1488  1 SCRASH2_1493  2 SCRASH2_1498  3 SCRASH2_1503  4 SCRASH2_1508 -1 SCRASH2_1513 -1 SCRASH2_1513 

:SCRASH2_1488
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1982.442 -598.0178  24.7266 radius  8.0  8.0  2.0
004D: jump_if_false SCRASH2_1492
0006: @73 =  1  ;; integer values

:SCRASH2_1492
0002: jump SCRASH2_1513

:SCRASH2_1493
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1827.173 -1332.306  12.9453 radius  8.0  8.0  2.0
004D: jump_if_false SCRASH2_1497
0006: @73 =  1  ;; integer values

:SCRASH2_1497
0002: jump SCRASH2_1513

:SCRASH2_1498
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -946.4463 -1497.618  89.28716 radius  8.0  8.0  2.0
004D: jump_if_false SCRASH2_1502
0006: @73 =  1  ;; integer values

:SCRASH2_1502
0002: jump SCRASH2_1513

:SCRASH2_1503
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -620.5595 -1144.572  42.0616 radius  8.0  8.0  2.0
004D: jump_if_false SCRASH2_1507
0006: @73 =  1  ;; integer values

:SCRASH2_1507
0002: jump SCRASH2_1513

:SCRASH2_1508
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  98.3887 -1021.795  21.2188 radius  8.0  8.0  2.0
004D: jump_if_false SCRASH2_1512
0006: @73 =  1  ;; integer values

:SCRASH2_1512
0002: jump SCRASH2_1513

:SCRASH2_1513
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1546
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_1545 jumps  0 SCRASH2_1520  1 SCRASH2_1525  2 SCRASH2_1530  3 SCRASH2_1535  4 SCRASH2_1540 -1 SCRASH2_1545 -1 SCRASH2_1545 

:SCRASH2_1520
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 track @50 unknown  1 
06DC: set_train @84(@48,3i) acc @70 
06DD: set_train @84(@48,3i) speed @70 
0002: jump SCRASH2_1545

:SCRASH2_1525
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 track @50 unknown  1 
06DC: set_train @84(@48,3i) acc @70 
06DD: set_train @84(@48,3i) speed @70 
0002: jump SCRASH2_1545

:SCRASH2_1530
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 track @50 unknown  1 
06DC: set_train @84(@48,3i) acc @70 
06DD: set_train @84(@48,3i) speed @70 
0002: jump SCRASH2_1545

:SCRASH2_1535
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 track @50 unknown  1 
06DC: set_train @84(@48,3i) acc @70 
06DD: set_train @84(@48,3i) speed @70 
0002: jump SCRASH2_1545

:SCRASH2_1540
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 track @50 unknown  1 
06DC: set_train @84(@48,3i) acc @70 
06DD: set_train @84(@48,3i) speed @70 
0002: jump SCRASH2_1545

:SCRASH2_1545
0006: @123(@48,3i) = -2  ;; integer values

:SCRASH2_1546
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false SCRASH2_1486
0051: return

:SCRASH2_1550
078A: @83 = create_carriage_on_train @81 position  2 
0129: @78 = create_actor  4  147 in_car @83 driverseat
060B: unknown_actor_use_entity @78 @96 
05CD: unknown_action_sequence @78 @83 
0006: @167 =  1  ;; integer values
0051: return

:SCRASH2_1556
0006: @158 =  1  ;; integer values
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  685.9716 -1433.523  11.0857  965.9512 -1379.386  14.9731
004D: jump_if_false SCRASH2_1561
0006: @158 =  0  ;; integer values

:SCRASH2_1561
0051: return

:SCRASH2_1562
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1570
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_1574

:SCRASH2_1570
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_1574
0395: clear_area  1 at @57 @58 @59 range  10.0
00A5: @87 = create_car  420 at @57 @58 @59
0175: set_car @87 z_angle_to @63
0129: @79 = create_actor  4  18 in_car @87 driverseat
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1583
05D1: unknown_action_sequence @79 @87  801.0299 -1337.929  12.3906  12.0  0  0  4 
0002: jump SCRASH2_1585

:SCRASH2_1583
05D1: unknown_action_sequence @79 @87  824.4391 -1330.707  12.4174  12.0  0  0  4 
0006: @141 =  1  ;; integer values

:SCRASH2_1585
0006: @168 =  1  ;; integer values
0051: return

:SCRASH2_1587
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1625
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1595
062E: @78  1492 @40 
0002: jump SCRASH2_1596

:SCRASH2_1595
062E: @78  1471 @40 

:SCRASH2_1596
00D6: if  0
001D:   @46 > @117  ;; integer values  
004D: jump_if_false SCRASH2_1624
00D6: if  1
84A4:   NOT @40  1 
84A4:   NOT @40  0 
004D: jump_if_false SCRASH2_1624
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1617
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: @57 @58 @63 

:SCRASH2_1617
05BF: unknown_action_sequence @78 $PLAYER_ACTOR -2 
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1624
05D4: unknown_action_sequence @78 unknown_angle @63 
0085: @117 = @46  ;; integer values and handles
000A: @117 +=  250  ;; integer values

:SCRASH2_1624
0051: return

:SCRASH2_1625
0871: init_jump_table @101 total_jumps  11  1 SCRASH2_1677 jumps  0 SCRASH2_1627  1 SCRASH2_1655  2 SCRASH2_1658  3 SCRASH2_1640  4 SCRASH2_1648  5 SCRASH2_1630  6 SCRASH2_1633 
0872: jump_table_jumps  7 SCRASH2_1665  8 SCRASH2_1666  9 SCRASH2_1669  10 SCRASH2_1676 -1 SCRASH2_1678 -1 SCRASH2_1678 -1 SCRASH2_1678 -1 SCRASH2_1678 -1 SCRASH2_1678 

:SCRASH2_1627
0006: @101 =  5  ;; integer values
0006: @102 =  5  ;; integer values
0002: jump SCRASH2_1678

:SCRASH2_1630
05D3: unknown_action_sequence @78  828.2594 -1358.995 -1.5078  4 -2 
0006: @101 =  6  ;; integer values
0002: jump SCRASH2_1678

:SCRASH2_1633
00D6: if  0
00FE:   actor @78  0 ()near_point  828.2594 -1358.995 -1.5078 radius  1.2  1.2  1.2
004D: jump_if_false SCRASH2_1639
0006: @101 =  3  ;; integer values
0006: @102 =  3  ;; integer values
0006: @126 =  2  ;; integer values

:SCRASH2_1639
0002: jump SCRASH2_1678

:SCRASH2_1640
0615: @56 
05D3: unknown_action_sequence -1  837.388 -1346.233  6.1719  4 -2 
05D3: unknown_action_sequence -1  836.6295 -1342.926  6.1719  4 -2 
0616: @56 
0618: @78 @56 
061B: @56 
0006: @101 =  4  ;; integer values
0002: jump SCRASH2_1678

:SCRASH2_1648
00D6: if  0
00FE:   actor @78  0 ()near_point  836.6295 -1342.926  6.1719 radius  1.2  1.2  1.2
004D: jump_if_false SCRASH2_1654
0006: @101 =  1  ;; integer values
0006: @102 =  1  ;; integer values
0006: @126 =  3  ;; integer values

:SCRASH2_1654
0002: jump SCRASH2_1678

:SCRASH2_1655
05D3: unknown_action_sequence @78  822.0569 -1342.302  12.519  4 -2 
0006: @101 =  2  ;; integer values
0002: jump SCRASH2_1678

:SCRASH2_1658
00D6: if  0
00FE:   actor @78  0 ()near_point  822.0569 -1342.302  12.519 radius  1.2  1.2  1.2
004D: jump_if_false SCRASH2_1664
0006: @101 =  7  ;; integer values
0006: @102 =  7  ;; integer values
0006: @126 =  4  ;; integer values

:SCRASH2_1664
0002: jump SCRASH2_1678

:SCRASH2_1665
0002: jump SCRASH2_1678

:SCRASH2_1666
05D3: unknown_action_sequence @78  803.7784 -1340.535  12.5469  4 -2 
0006: @101 =  9  ;; integer values
0002: jump SCRASH2_1678

:SCRASH2_1669
00D6: if  0
00FE:   actor @78  0 ()near_point  803.7784 -1340.535  12.5469 radius  1.2  1.2  1.2
004D: jump_if_false SCRASH2_1675
0006: @101 =  10  ;; integer values
0006: @102 =  10  ;; integer values
0006: @126 =  5  ;; integer values

:SCRASH2_1675
0002: jump SCRASH2_1678

:SCRASH2_1676
0002: jump SCRASH2_1678

:SCRASH2_1677
0662: write_debug_message "UNKNOWN_STATION_WALK_STATUS" 

:SCRASH2_1678
0051: return

:SCRASH2_1679
0006: @73 =  1  ;; integer values
0006: @74 =  1  ;; integer values
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1685
0006: @73 =  0  ;; integer values

:SCRASH2_1685
0871: init_jump_table @127 total_jumps  14  1 SCRASH2_1739 jumps  0 SCRASH2_1687  1 SCRASH2_1701  2 SCRASH2_1703  3 SCRASH2_1705  4 SCRASH2_1707  5 SCRASH2_1709  6 SCRASH2_1711 
0872: jump_table_jumps  7 SCRASH2_1713  8 SCRASH2_1715  9 SCRASH2_1717  10 SCRASH2_1719  11 SCRASH2_1721  12 SCRASH2_1723  13 SCRASH2_1725 -1 SCRASH2_1740 -1 SCRASH2_1740 

:SCRASH2_1687
0209: @50 = random_int  0  3
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1692
0006: @127 =  1  ;; integer values

:SCRASH2_1692
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1696
0006: @127 =  2  ;; integer values

:SCRASH2_1696
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false SCRASH2_1700
0006: @127 =  3  ;; integer values

:SCRASH2_1700
0002: jump SCRASH2_1740

:SCRASH2_1701
0006: @127 =  4  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1703
0006: @127 =  6  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1705
0006: @127 =  7  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1707
0006: @127 =  9  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1709
0006: @127 =  10  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1711
0006: @127 =  5  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1713
0006: @127 =  12  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1715
0006: @127 =  13  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1717
0006: @127 =  8  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1719
0006: @127 =  13  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1721
0006: @127 =  13  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1723
0006: @127 =  11  ;; integer values
0002: jump SCRASH2_1740

:SCRASH2_1725
0209: @50 = random_int  0  3
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1730
0006: @127 =  9  ;; integer values

:SCRASH2_1730
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1734
0006: @127 =  5  ;; integer values

:SCRASH2_1734
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false SCRASH2_1738
0006: @127 =  12  ;; integer values

:SCRASH2_1738
0002: jump SCRASH2_1740

:SCRASH2_1739
0662: write_debug_message "UNKNOWN_CURRENT_TAXI_WAYPOINT" 

:SCRASH2_1740
00D6: if  0
0039:   @127 ==  13  ;; integer values
004D: jump_if_false SCRASH2_1745
0006: @73 =  0  ;; integer values
0006: @74 =  0  ;; integer values

:SCRASH2_1745
0871: init_jump_table @127 total_jumps  14  0 SCRASH2_1801 jumps  0 SCRASH2_1747  1 SCRASH2_1749  2 SCRASH2_1753  3 SCRASH2_1757  4 SCRASH2_1761  5 SCRASH2_1765  6 SCRASH2_1769 
0872: jump_table_jumps  7 SCRASH2_1773  8 SCRASH2_1777  9 SCRASH2_1781  10 SCRASH2_1785  11 SCRASH2_1789  12 SCRASH2_1793  13 SCRASH2_1797 -1 SCRASH2_1801 -1 SCRASH2_1801 

:SCRASH2_1747
0662: write_debug_message "TAXI_WAYPOINT_STILL_NONE" 
0002: jump SCRASH2_1801

:SCRASH2_1749
0007: @135 =  728.2346  ;; floating-point values
0007: @136 = -1068.529  ;; floating-point values
0007: @137 =  21.3149  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1753
0007: @135 =  885.8015  ;; floating-point values
0007: @136 = -1152.047  ;; floating-point values
0007: @137 =  22.7156  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1757
0007: @135 =  623.9262  ;; floating-point values
0007: @136 = -1356.336  ;; floating-point values
0007: @137 =  12.4009  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1761
0007: @135 =  554.1271  ;; floating-point values
0007: @136 = -1327.217  ;; floating-point values
0007: @137 =  12.3984  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1765
0007: @135 =  552.7402  ;; floating-point values
0007: @136 = -1401.848  ;; floating-point values
0007: @137 =  14.0907  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1769
0007: @135 =  913.4064  ;; floating-point values
0007: @136 = -1381.039  ;; floating-point values
0007: @137 =  12.3208  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1773
0007: @135 =  807.6411  ;; floating-point values
0007: @136 = -1737.392  ;; floating-point values
0007: @137 =  12.3906  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1777
0007: @135 =  318.3799  ;; floating-point values
0007: @136 = -1464.926  ;; floating-point values
0007: @137 =  33.003  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1781
0007: @135 =  461.6126  ;; floating-point values
0007: @136 = -1433.671  ;; floating-point values
0007: @137 =  23.2117  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1785
0007: @135 =  484.8509  ;; floating-point values
0007: @136 = -1579.22  ;; floating-point values
0007: @137 =  20.2086  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1789
0007: @135 =  570.8074  ;; floating-point values
0007: @136 = -1580.052  ;; floating-point values
0007: @137 =  15.0078  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1793
0007: @135 =  673.4271  ;; floating-point values
0007: @136 = -1737.34  ;; floating-point values
0007: @137 =  12.4441  ;; floating-point values
0002: jump SCRASH2_1801

:SCRASH2_1797
0087: @135 = @132  ;; floating-point values only
0087: @136 = @133  ;; floating-point values only
0087: @137 = @134  ;; floating-point values only
0002: jump SCRASH2_1801

:SCRASH2_1801
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1814
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1809
0006: @73 =  0  ;; integer values
0002: jump SCRASH2_1814

:SCRASH2_1809
0209: @50 = random_int  0  3
00D6: if  0
001D:   @50 > @128  ;; integer values  
004D: jump_if_false SCRASH2_1814
0006: @73 =  0  ;; integer values

:SCRASH2_1814
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1819
0006: @128 =  0  ;; integer values
0002: jump SCRASH2_1820

:SCRASH2_1819
000A: @128 +=  1  ;; integer values

:SCRASH2_1820
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SCRASH2_1847
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1828
05D1: unknown_action_sequence @79 -1 @135 @136 @137  25.0  1  0  2 
0002: jump SCRASH2_1847

:SCRASH2_1828
00D6: if  0
0039:   @127 ==  13  ;; integer values
004D: jump_if_false SCRASH2_1833
0006: @50 =  15  ;; integer values
0002: jump SCRASH2_1840

:SCRASH2_1833
0085: @50 = @129  ;; integer values and handles
0012: @50 *=  3  ;; integer values 
000A: @50 +=  18  ;; integer values
00D6: if  0
0019:   @50 >  25  ;; integer values
004D: jump_if_false SCRASH2_1840
0006: @50 =  25  ;; integer values

:SCRASH2_1840
0093: @70 = integer_to_float @50  
00D6: if  0
001B:    2 > @129  ;; integer values
004D: jump_if_false SCRASH2_1846
05D1: unknown_action_sequence @79 -1 @135 @136 @137 @70  1  0  5 
0002: jump SCRASH2_1847

:SCRASH2_1846
05D1: unknown_action_sequence @79 -1 @135 @136 @137 @70  1  0  2 

:SCRASH2_1847
000A: @129 +=  1  ;; integer values
0051: return

:SCRASH2_1849
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false SCRASH2_1853
0051: return

:SCRASH2_1853
00D6: if  0
80DB:   NOT   actor @78 in_car @87
004D: jump_if_false SCRASH2_1857
0051: return

:SCRASH2_1857
00D6: if  0
0119:   car @87 wrecked
004D: jump_if_false SCRASH2_1861
0051: return

:SCRASH2_1861
00D6: if  0
8039:   NOT   @127 ==  13  ;; integer values
004D: jump_if_false SCRASH2_1868
00D6: if  0
01AF:   car @87  0 ()near_point @135 @136 @137 radius  18.0  18.0  4.0
004D: jump_if_false SCRASH2_1868
0050: gosub SCRASH2_1679

:SCRASH2_1868
00D6: if  0
0039:   @127 ==  13  ;; integer values
004D: jump_if_false SCRASH2_1878
00D6: if  0
01AF:   car @87  0 ()near_point  370.0204 -1647.647  31.7173 radius  14.0  14.0  4.0
004D: jump_if_false SCRASH2_1878
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1878
0050: gosub SCRASH2_1679

:SCRASH2_1878
0051: return

:SCRASH2_1879
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  46 at @57 @58 @59
0173: set_actor @80 z_angle_to @63
0770: @80  1 
0006: @169 =  1  ;; integer values
0051: return

:SCRASH2_1889
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1893
0051: return

:SCRASH2_1893
0871: init_jump_table @98 total_jumps  2  0 SCRASH2_1910 jumps  3 SCRASH2_1894  4 SCRASH2_1899 -1 SCRASH2_1910 -1 SCRASH2_1910 -1 SCRASH2_1910 -1 SCRASH2_1910 -1 SCRASH2_1910 

:SCRASH2_1894
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  4000.0  3600000 
0006: @98 =  4  ;; integer values
0085: @108 = @46  ;; integer values and handles
000A: @108 +=  250  ;; integer values
0002: jump SCRASH2_1910

:SCRASH2_1899
00D6: if  0
001D:   @46 > @108  ;; integer values  
004D: jump_if_false SCRASH2_1909
062E: @78  1501 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_1909
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  4000.0  3600000 
0085: @108 = @46  ;; integer values and handles
000A: @108 +=  250  ;; integer values

:SCRASH2_1909
0002: jump SCRASH2_1910

:SCRASH2_1910
0051: return

:SCRASH2_1911
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1915
0051: return

:SCRASH2_1915
0871: init_jump_table @99 total_jumps  2  0 SCRASH2_1934 jumps  3 SCRASH2_1916  4 SCRASH2_1923 -1 SCRASH2_1934 -1 SCRASH2_1934 -1 SCRASH2_1934 -1 SCRASH2_1934 -1 SCRASH2_1934 

:SCRASH2_1916
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_1934

:SCRASH2_1923
00D6: if  0
001D:   @46 > @110  ;; integer values  
004D: jump_if_false SCRASH2_1933
062E: @80  1588 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false SCRASH2_1933
0634: unknown_action_sequence @80 $PLAYER_ACTOR  4  4000  34 
0085: @110 = @46  ;; integer values and handles
000A: @110 +=  250  ;; integer values

:SCRASH2_1933
0002: jump SCRASH2_1934

:SCRASH2_1934
0051: return

:SCRASH2_1935
0006: @126 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @153 =  0  ;; integer values
0051: return

:SCRASH2_1939
0871: init_jump_table @126 total_jumps  6  1 SCRASH2_1950 jumps  0 SCRASH2_1940  1 SCRASH2_1945  2 SCRASH2_1946  3 SCRASH2_1947  4 SCRASH2_1948  5 SCRASH2_1949 -1 SCRASH2_1951 

:SCRASH2_1940
00D6: if  0
00FE:   actor @78  0 ()near_point  833.4493 -1374.261 -1.5078 radius  1.2  1.2  1.2
004D: jump_if_false SCRASH2_1944
0006: @126 =  1  ;; integer values

:SCRASH2_1944
0002: jump SCRASH2_1951

:SCRASH2_1945
0002: jump SCRASH2_1951

:SCRASH2_1946
0002: jump SCRASH2_1951

:SCRASH2_1947
0002: jump SCRASH2_1951

:SCRASH2_1948
0002: jump SCRASH2_1951

:SCRASH2_1949
0002: jump SCRASH2_1951

:SCRASH2_1950
0662: write_debug_message "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_1951
0051: return

:SCRASH2_1952
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1956
0051: return

:SCRASH2_1956
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false SCRASH2_1960
0006: @156 =  1  ;; integer values

:SCRASH2_1960
0006: @73 =  0  ;; integer values
0871: init_jump_table @126 total_jumps  6  1 SCRASH2_1994 jumps  0 SCRASH2_1962  1 SCRASH2_1963  2 SCRASH2_1968  3 SCRASH2_1974  4 SCRASH2_1980  5 SCRASH2_1986 -1 SCRASH2_1995 

:SCRASH2_1962
0002: jump SCRASH2_1995

:SCRASH2_1963
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  783.9064 -1393.156 -2.7078  858.4905 -1322.64 -.3006
004D: jump_if_false SCRASH2_1967
0006: @73 =  1  ;; integer values

:SCRASH2_1967
0002: jump SCRASH2_1995

:SCRASH2_1968
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  825.3654 -1359.666 -2.7078  842.8153 -1338.893  7.3875
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  820.1507 -1365.766 -2.7078  831.27 -1354.908 -.3078
004D: jump_if_false SCRASH2_1973
0006: @73 =  1  ;; integer values

:SCRASH2_1973
0002: jump SCRASH2_1995

:SCRASH2_1974
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  819.6318 -1344.258  4.9875  842.2764 -1338.742  13.7162
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  816.749 -1345.116  8.8156  829.4735 -1338.895  13.7281
004D: jump_if_false SCRASH2_1979
0006: @73 =  1  ;; integer values

:SCRASH2_1979
0002: jump SCRASH2_1995

:SCRASH2_1980
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  787.7994 -1357.323  11.3391  827.1069 -1309.406  13.7625
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  816.749 -1345.116  8.8156  829.4735 -1338.895  13.7281
004D: jump_if_false SCRASH2_1985
0006: @73 =  1  ;; integer values

:SCRASH2_1985
0002: jump SCRASH2_1995

:SCRASH2_1986
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false SCRASH2_1993
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  787.0083 -1376.24  11.3391  809.962 -1310.506  13.8144
004D: jump_if_false SCRASH2_1993
0006: @73 =  1  ;; integer values

:SCRASH2_1993
0002: jump SCRASH2_1995

:SCRASH2_1994
0662: write_debug_message "UNKNOWN_SUSPICION_AREA" 

:SCRASH2_1995
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false SCRASH2_1999
0085: @156 = @73  ;; integer values and handles

:SCRASH2_1999
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2005
0085: @118 = @46  ;; integer values and handles
000A: @118 +=  1000  ;; integer values
05DD: unknown_action_sequence @78 $PLAYER_ACTOR  9999.0  10000 

:SCRASH2_2005
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2023
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  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2019
00D6: if  0
0021:   @72 >  10.0  ;; floating-point values
004D: jump_if_false SCRASH2_2018
0006: @73 =  0  ;; integer values

:SCRASH2_2018
0002: jump SCRASH2_2023

:SCRASH2_2019
00D6: if  0
0021:   @72 >  8.0  ;; floating-point values
004D: jump_if_false SCRASH2_2023
0006: @73 =  0  ;; integer values

:SCRASH2_2023
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2055
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2039
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  60  ;; integer values
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2036
00BC: text_highpriority 'SCR2_08'  30000 ms  1
0006: @160 =  1  ;; integer values

:SCRASH2_2036
0006: @153 =  1  ;; integer values
0006: @100 =  1  ;; integer values
0002: jump SCRASH2_2054

:SCRASH2_2039
00D6: if  0
001D:   @46 > @114  ;; integer values  
004D: jump_if_false SCRASH2_2054
0008: $7238 +=  1  ;; integer values
00D6: if  0
0018:   $7238 >  100  ;; integer values
004D: jump_if_false SCRASH2_2052
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_2054

:SCRASH2_2052
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  60  ;; integer values

:SCRASH2_2054
0002: jump SCRASH2_2079

:SCRASH2_2055
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2066
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_2079

:SCRASH2_2066
00D6: if  0
0018:   $7238 >  0  ;; integer values
004D: jump_if_false SCRASH2_2079
00D6: if  1
0019:   @114 >  0  ;; integer values
001D:   @46 > @114  ;; integer values  
004D: jump_if_false SCRASH2_2079
000C: $7238 -=  1  ;; integer values
00D6: if  0
001A:    0 > $7238  ;; integer values
004D: jump_if_false SCRASH2_2079
0004: $7238 =  0  ;; integer values
0006: @114 =  0  ;; integer values

:SCRASH2_2079
0051: return

:SCRASH2_2080
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2088
00D6: if  0
001D:   @46 > @116  ;; integer values  
004D: jump_if_false SCRASH2_2088
0006: @152 =  0  ;; integer values
0006: @116 =  0  ;; integer values

:SCRASH2_2088
0006: @162 =  0  ;; integer values
00D6: if  21
0039:   @100 ==  3  ;; integer values
0039:   @100 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2094
0006: @162 =  1  ;; integer values

:SCRASH2_2094
0006: @73 =  0  ;; integer values
0006: @74 =  0  ;; integer values
0006: @159 =  0  ;; integer values
00D6: if  1
0039:   @150 ==  1  ;; integer values
0039:   @149 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2109
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  0
0025:   @72 > @70  ;; floating-point values  
004D: jump_if_false SCRASH2_2109
0006: @159 =  1  ;; integer values

:SCRASH2_2109
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2139
00D6: if  0
8039:   NOT   @100 ==  3  ;; integer values
004D: jump_if_false SCRASH2_2123
00D6: if  0
8039:   NOT   @100 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2120
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  60  ;; integer values

:SCRASH2_2120
0006: @100 =  3  ;; integer values
00BC: text_highpriority 'SCR2_23'  30000 ms  1
0002: jump SCRASH2_2138

:SCRASH2_2123
00D6: if  0
001D:   @46 > @114  ;; integer values  
004D: jump_if_false SCRASH2_2138
0008: $7238 +=  1  ;; integer values
00D6: if  0
0018:   $7238 >  100  ;; integer values
004D: jump_if_false SCRASH2_2136
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_2138

:SCRASH2_2136
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  60  ;; integer values

:SCRASH2_2138
0051: return

:SCRASH2_2139
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2157
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  0
0033:    40.0 >= @72  ;; floating-point values 
004D: jump_if_false SCRASH2_2153
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2152
0006: @73 =  1  ;; integer values

:SCRASH2_2152
0002: jump SCRASH2_2157

:SCRASH2_2153
00D6: if  0
0031:   @72 >=  100.0  ;; floating-point values 
004D: jump_if_false SCRASH2_2157
0006: @74 =  1  ;; integer values

:SCRASH2_2157
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2169
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false SCRASH2_2169
00D6: if  1
0039:   @73 ==  0  ;; integer values
0039:   @74 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2169
03EB: clear_small_messages_only
0006: @100 =  0  ;; integer values

:SCRASH2_2169
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2207
00D6: if  0
8039:   NOT   @100 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2191
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  60  ;; integer values
00D6: if  0
8039:   NOT   @100 ==  3  ;; integer values
004D: jump_if_false SCRASH2_2186
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2185
00BC: text_highpriority 'SCR2_08'  30000 ms  1
0006: @160 =  1  ;; integer values

:SCRASH2_2185
0002: jump SCRASH2_2188

:SCRASH2_2186
00BC: text_highpriority 'SCR2_08'  30000 ms  1
0006: @160 =  1  ;; integer values

:SCRASH2_2188
0006: @153 =  1  ;; integer values
0006: @100 =  1  ;; integer values
0002: jump SCRASH2_2206

:SCRASH2_2191
00D6: if  0
001D:   @46 > @114  ;; integer values  
004D: jump_if_false SCRASH2_2206
0008: $7238 +=  1  ;; integer values
00D6: if  0
0018:   $7238 >  100  ;; integer values
004D: jump_if_false SCRASH2_2204
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_2206

:SCRASH2_2204
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  60  ;; integer values

:SCRASH2_2206
0002: jump SCRASH2_2212

:SCRASH2_2207
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2212
03EB: clear_small_messages_only
0006: @100 =  0  ;; integer values

:SCRASH2_2212
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2220
00D6: if  1
0039:   @149 ==  1  ;; integer values
0039:   @150 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2220
0006: @74 =  0  ;; integer values

:SCRASH2_2220
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2256
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2231
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_2255

:SCRASH2_2231
00D6: if  0
001D:   @46 > @113  ;; integer values  
004D: jump_if_false SCRASH2_2246
000E: @130 -=  1  ;; integer values
00D6: if  0
001B:    0 > @130  ;; integer values
004D: jump_if_false SCRASH2_2244
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_2246

:SCRASH2_2244
0085: @113 = @46  ;; integer values and handles
000A: @113 +=  1000  ;; integer values

:SCRASH2_2246
00D6: if  1
0019:   @130 >  10  ;; integer values
0031:   @72 >=  140.0  ;; floating-point values 
004D: jump_if_false SCRASH2_2251
00BC: text_highpriority 'SCR2_16'  30000 ms  1

:SCRASH2_2251
00D6: if  0
0039:   @130 ==  10  ;; integer values
004D: jump_if_false SCRASH2_2255
00BC: text_highpriority 'SCR2_16'  30000 ms  1

:SCRASH2_2255
0002: jump SCRASH2_2261

:SCRASH2_2256
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false SCRASH2_2261
03D5: remove_text 'SCR2_16'
0006: @100 =  0  ;; integer values

:SCRASH2_2261
00D6: if  1
8039:   NOT   @100 ==  1  ;; integer values
8039:   NOT   @100 ==  3  ;; integer values
004D: jump_if_false SCRASH2_2286
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2271
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  40  ;; integer values
0002: jump SCRASH2_2286

:SCRASH2_2271
00D6: if  0
0018:   $7238 >  0  ;; integer values
004D: jump_if_false SCRASH2_2286
00D6: if  0
001D:   @46 > @114  ;; integer values  
004D: jump_if_false SCRASH2_2286
000C: $7238 -=  1  ;; integer values
00D6: if  0
001A:    0 > $7238  ;; integer values
004D: jump_if_false SCRASH2_2284
0004: $7238 =  0  ;; integer values
0006: @114 =  0  ;; integer values
0002: jump SCRASH2_2286

:SCRASH2_2284
0085: @114 = @46  ;; integer values and handles
000A: @114 +=  40  ;; integer values

:SCRASH2_2286
0051: return

:SCRASH2_2287
03C4: set_status_text_to $7238  1 (bar) 'SCR2_52'
0051: return

:SCRASH2_2289
00D6: if  0
0736:  32 
004D: jump_if_false SCRASH2_2298
000A: @47 +=  1  ;; integer values
00D6: if  0
0019:   @47 >  2  ;; integer values
004D: jump_if_false SCRASH2_2297
0006: @47 =  0  ;; integer values

:SCRASH2_2297
086A: (unknown)

:SCRASH2_2298
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2322
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false SCRASH2_2306
02E3: @70 = car @81 speed
0090: $7245 = float_to_integer @70  

:SCRASH2_2306
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" 
065D: $7240 "M_GOALS" 
065D: $7243 "M_MISSION_TIMER" 
065D: $7244 "TRAIN_DISTANCE" 
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false SCRASH2_2321
065D: $7245 "TRAIN_SPEED" 

:SCRASH2_2321
065D: $7246 "PLAYER_FROM_LS" 

:SCRASH2_2322
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false SCRASH2_2325

:SCRASH2_2325
00D6: if  0
0736:  98 
004D: jump_if_false SCRASH2_2329
0006: @38 =  1  ;; integer values

:SCRASH2_2329
00D6: if  0
0736:  80 
004D: jump_if_false SCRASH2_2340
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2338
0006: @39 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump SCRASH2_2340

:SCRASH2_2338
0006: @39 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:SCRASH2_2340
0051: return

:SCRASH2_2341
00D6: if  0
8736:   NOT  74 
004D: jump_if_false SCRASH2_2345
0051: return

:SCRASH2_2345
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2351
0395: clear_area  1 at -2063.547  253.2754  34.3043 range  .5
00A1: put_actor $PLAYER_ACTOR at -2063.547  253.2754  34.3043
0173: set_actor $PLAYER_ACTOR z_angle_to  0.0

:SCRASH2_2351
00D6: if  1
0039:   @34 ==  2  ;; integer values
001B:    4 > @35  ;; integer values
004D: jump_if_false SCRASH2_2377
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2363
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 track  11 unknown  0 
06DC: set_train @81 acc  0.0 
06DD: set_train @81 speed  0.0 
0006: @166 =  1  ;; integer values

:SCRASH2_2363
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false SCRASH2_2367
078A: @82 = create_carriage_on_train @81 position  1 

:SCRASH2_2367
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false SCRASH2_2371
05CA: unknown_action_sequence @78 @82  100 -1 

:SCRASH2_2371
0395: clear_area  1 at -1989.161  208.5921  26.6797 range  .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_2377
00D6: if  1
0039:   @34 ==  3  ;; integer values
001B:    4 > @35  ;; integer values
004D: jump_if_false SCRASH2_2393
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2389
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false SCRASH2_2388
07C7: put_train @81 at  779.9327 -1334.155 -2.534 

:SCRASH2_2388
0002: jump SCRASH2_2390

:SCRASH2_2389
0006: @35 =  4  ;; integer values

:SCRASH2_2390
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_2393
00D6: if  1
0039:   @34 ==  4  ;; integer values
001B:    11 > @35  ;; integer values
004D: jump_if_false SCRASH2_2428
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false SCRASH2_2402
00A1: put_actor @78 at  803.7784 -1342.926  12.5469
0173: set_actor @78 z_angle_to  92.3748

:SCRASH2_2402
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2411
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false SCRASH2_2410
00AB: put_car @87 at  799.7784 -1342.926  12.5469
0175: set_car @87 z_angle_to  7.9128

:SCRASH2_2410
0002: jump SCRASH2_2416

:SCRASH2_2411
0395: clear_area  1 at  799.7784 -1342.926  12.5469 range  10.0
00A5: @87 = create_car  420 at  799.7784 -1342.926  12.5469
0175: set_car @87 z_angle_to  7.9128
0129: @79 = create_actor  4  18 in_car @87 driverseat
0006: @168 =  1  ;; integer values

:SCRASH2_2416
00D6: if  1
8119:   NOT   car @81 wrecked
0039:   @166 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2423
06DD: set_train @81 speed  30.0 
07BE: release_train @81 
0006: @166 =  0  ;; integer values

:SCRASH2_2423
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_2428
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false SCRASH2_2444
0007: @132 =  366.4698  ;; floating-point values
0007: @133 = -2030.643  ;; floating-point values
0007: @134 =  6.6582  ;; floating-point values
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false SCRASH2_2440
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_2440
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_2444
0051: return

:SCRASH2_2445
000A: @41 +=  1  ;; integer values
00D6: if  0
0019:   @41 >  9  ;; integer values
004D: jump_if_false SCRASH2_2450
0006: @41 =  0  ;; integer values

:SCRASH2_2450
0051: return

:SCRASH2_2451
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_2457
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:SCRASH2_2462
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02E4: load_cutscene_data 'SCRASH2'

:SCRASH2_2464
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SCRASH2_2469
0001: wait  0 ms
0002: jump SCRASH2_2464

:SCRASH2_2469
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 (back)  1000 ms

:SCRASH2_2475
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SCRASH2_2480
0001: wait  0 ms
0002: jump SCRASH2_2475

:SCRASH2_2480
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:SCRASH2_2482
00D6: if  0
016B:   fading
004D: jump_if_false SCRASH2_2487
0001: wait  0 ms
0002: jump SCRASH2_2482

:SCRASH2_2487
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
0051: return

:SCRASH2_2494
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false SCRASH2_2499
0001: wait  0 ms
0002: jump SCRASH2_2494

:SCRASH2_2499
0050: gosub SCRASH2_2519
0050: gosub SCRASH2_2553
0395: clear_area  0 at -1978.85  169.6607  26.6953 range  3.0
00A5: @89 = create_car  468 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  .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 (unfrozen)
06D7:  0 
09FF: -2026.061  148.828  27.8359 
0A45:  .4 
0001: wait  1000 ms
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
0050: gosub SCRASH2_2457
0051: return

:SCRASH2_2519
0247: request_model  538
0247: request_model  570
0247: request_model  537
0247: request_model  569
0247: request_model  468
0247: request_model  147
0247: request_model  18
0247: request_model  46
0247: request_model  358
0247: request_model  346
038B: load_requested_models

:SCRASH2_2530
00D6: if  24
8248:   NOT   model  538 available
8248:   NOT   model  570 available
8248:   NOT   model  537 available
8248:   NOT   model  569 available
8248:   NOT   model  468 available
004D: jump_if_false SCRASH2_2539
0001: wait  0 ms
0002: jump SCRASH2_2530

:SCRASH2_2539
00D6: if  22
8248:   NOT   model  147 available
8248:   NOT   model  18 available
8248:   NOT   model  46 available
004D: jump_if_false SCRASH2_2546
0001: wait  0 ms
0002: jump SCRASH2_2539

:SCRASH2_2546
00D6: if  21
8248:   NOT   model  358 available
8248:   NOT   model  346 available
004D: jump_if_false SCRASH2_2552
0001: wait  0 ms
0002: jump SCRASH2_2546

:SCRASH2_2552
0051: return

:SCRASH2_2553
04ED: load_animation "MISC"
04ED: load_animation "GANGS"

:SCRASH2_2555
00D6: if  21
84EE:   NOT   animation "MISC" loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SCRASH2_2561
0001: wait  0 ms
0002: jump SCRASH2_2555

:SCRASH2_2561
0051: return

:SCRASH2_2562
00BA: text_styled 'M_FAIL'  5000 ms  1
03EB: clear_small_messages_only
0871: init_jump_table @45 total_jumps  7  0 SCRASH2_2579 jumps  1 SCRASH2_2565  2 SCRASH2_2567  3 SCRASH2_2569  4 SCRASH2_2571  5 SCRASH2_2573  6 SCRASH2_2575  7 SCRASH2_2577 

:SCRASH2_2565
00BC: text_highpriority 'SCR2_80'  5000 ms  1
0002: jump SCRASH2_2579

:SCRASH2_2567
00BC: text_highpriority 'SCR2_81'  5000 ms  1
0002: jump SCRASH2_2579

:SCRASH2_2569
00BC: text_highpriority 'SCR2_82'  5000 ms  1
0002: jump SCRASH2_2579

:SCRASH2_2571
00BC: text_highpriority 'SCR2_83'  5000 ms  1
0002: jump SCRASH2_2579

:SCRASH2_2573
00BC: text_highpriority 'SCR2_84'  5000 ms  1
0002: jump SCRASH2_2579

:SCRASH2_2575
00BC: text_highpriority 'SCR2_85'  5000 ms  1
0002: jump SCRASH2_2579

:SCRASH2_2577
00BC: text_highpriority 'SCR2_86'  5000 ms  1
0002: jump SCRASH2_2579

:SCRASH2_2579
0006: @155 =  1  ;; integer values
0051: return

:SCRASH2_2581
03EB: clear_small_messages_only
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'SCRA_2'
030C: set_mission_points +=  1
0008: $SCRASH_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $532
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere $537 at $547 $548 $549
0006: @155 =  0  ;; integer values
0051: return

:SCRASH2_2593
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SCRASH2_2609
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2609
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false SCRASH2_2604
0555: remove_weapon  34 from_actor $PLAYER_ACTOR 
0002: jump SCRASH2_2609

:SCRASH2_2604
041A: @50 = actor $PLAYER_ACTOR weapon  34 ammo
00D6: if  0
001D:   @50 > @131  ;; integer values  
004D: jump_if_false SCRASH2_2609
017B: set_actor $PLAYER_ACTOR weapon  34 ammo_to @131  

:SCRASH2_2609
00D6: if  1
0039:   @168 ==  1  ;; integer values
8119:   NOT   car @87 wrecked
004D: jump_if_false SCRASH2_2614
0216: set_car @87 taxi_available_light_to  0 (off)

:SCRASH2_2614
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false SCRASH2_2618
0687: @79 

:SCRASH2_2618
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false SCRASH2_2622
0647: unknown_action_sequence @78 

:SCRASH2_2622
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  346
0249: release_model  358
0006: @48 =  0  ;; integer values

:SCRASH2_2630
07BE: release_train @84(@48,3i) 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false SCRASH2_2630
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false SCRASH2_2642
00D6: if  0
8119:   NOT   car @81 wrecked
004D: jump_if_false SCRASH2_2642
06DD: set_train @81 speed  30.0 
07BE: release_train @81 

:SCRASH2_2642
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  538
0249: release_model  570
0249: release_model  537
0249: release_model  569
0249: release_model  420
0249: release_model  468
0249: release_model  147
0249: release_model  18
0249: release_model  46
0249: release_model  358
0249: release_model  346
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
06D0:  1 
06D7:  1 
01BD: $184 = current_time_in_ms
091D:  789.595 -1387.97  11.5469  807.2843 -1334.546  13.725 
091D:  804.9978 -1414.032  11.3801  908.0844 -1386.618  13.5524 
091D:  802.1913 -1335.066  11.1828  911.4662 -1313.045  13.7469 
0A45: -1.0 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 53---------------
; Originally: Mountain Cloud Boys


:WUZI1_1
03A4: name_thread 'WUZI1'
0050: gosub WUZI1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false WUZI1_7
0050: gosub WUZI1_3352

:WUZI1_7
0050: gosub WUZI1_3363
004E: end_thread

:WUZI1_9
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'
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
00D6: if  0
0039:   @71 ==  99  ;; integer values
004D: jump_if_false WUZI1_30
009A: @35 = create_actor  8  290 at  2752.341 -1948.867  16.3125
00A5: @104 = create_car  419 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_30
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false WUZI1_35
0002: jump WUZI1_3354

:WUZI1_35
00D6: if  0
0735:  88 
004D: jump_if_false WUZI1_43
00A1: put_actor $PLAYER_ACTOR at -2175.735  653.6188  48.4453
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_43
00A1: put_actor @35 at -2176.735  653.6188  48.4453

:WUZI1_43
00D6: if  0
0735:  90 
004D: jump_if_false WUZI1_51
00A1: put_actor $PLAYER_ACTOR at -2247.749  649.4075  48.4375
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_51
00A1: put_actor @35 at -2246.749  649.4075  48.4375

:WUZI1_51
0871: init_jump_table @71 total_jumps  11  0 WUZI1_77 jumps  0 WUZI1_53  1 WUZI1_56  2 WUZI1_59  3 WUZI1_61  4 WUZI1_63  5 WUZI1_65  6 WUZI1_67 
0872: jump_table_jumps  7 WUZI1_69  8 WUZI1_71  9 WUZI1_73  10 WUZI1_75 -1 WUZI1_77 -1 WUZI1_77 -1 WUZI1_77 -1 WUZI1_77 -1 WUZI1_77 

:WUZI1_53
0050: gosub WUZI1_282
0006: @71 =  1  ;; integer values
0002: jump WUZI1_77

:WUZI1_56
0050: gosub WUZI1_148
0006: @71 =  2  ;; integer values
0002: jump WUZI1_77

:WUZI1_59
0050: gosub WUZI1_336
0002: jump WUZI1_77

:WUZI1_61
0050: gosub WUZI1_884
0002: jump WUZI1_77

:WUZI1_63
0050: gosub WUZI1_1579
0002: jump WUZI1_77

:WUZI1_65
0050: gosub WUZI1_1642
0002: jump WUZI1_77

:WUZI1_67
0050: gosub WUZI1_1933
0002: jump WUZI1_77

:WUZI1_69
0050: gosub WUZI1_2009
0002: jump WUZI1_77

:WUZI1_71
0050: gosub WUZI1_2243
0002: jump WUZI1_77

:WUZI1_73
0050: gosub WUZI1_2365
0002: jump WUZI1_77

:WUZI1_75
0002: jump WUZI1_3354
0002: jump WUZI1_77

:WUZI1_77
0050: gosub WUZI1_97
0050: gosub WUZI1_108
0050: gosub WUZI1_2790
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00A0: store_actor $PLAYER_ACTOR position_to @228 @229 @230
00D6: if  22
0039:   @71 ==  2  ;; integer values
0039:   @71 ==  4  ;; integer values
0039:   @71 ==  6  ;; integer values
004D: jump_if_false WUZI1_91
0050: gosub WUZI1_2431
0050: gosub WUZI1_2739
0050: gosub WUZI1_2772
0050: gosub WUZI1_2789

:WUZI1_91
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false WUZI1_95
0002: jump WUZI1_3352

:WUZI1_95
0002: jump WUZI1_30
0051: return

:WUZI1_97
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false WUZI1_107
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false WUZI1_107
00BE: text_clear_all
00BB: text_lowpriority 'WZ1_40'  5000 ms  1
0006: @36 =  1  ;; integer values
0002: jump WUZI1_3352

:WUZI1_107
0051: return

:WUZI1_108
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false WUZI1_147
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false WUZI1_127
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_127
00D6: if  0
86EE:   NOT   actor @35 in_group $PLAYER_GROUP 
004D: jump_if_false WUZI1_127
0006: @72 =  0  ;; integer values
0164: disable_marker @108
0187: @108 = create_marker_above_actor @35
07E0: @108  1 
018B: show_on_radar @107  0
00BE: text_clear_all
00BB: text_lowpriority 'WZ1_41'  4000 ms  1

:WUZI1_127
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false WUZI1_147
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_147
00D6: if  0
06EE:   actor @35 in_group $PLAYER_GROUP 
004D: jump_if_false WUZI1_138
0006: @72 =  1  ;; integer values
0002: jump WUZI1_147

:WUZI1_138
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35 radius  6.0  6.0  0
004D: jump_if_false WUZI1_147
09DD:  1 
0631: put_actor @35 in_group $PLAYER_GROUP 
07CB: @35  0 
0164: disable_marker @108
018B: show_on_radar @107  3
0006: @72 =  1  ;; integer values

:WUZI1_147
0051: return

:WUZI1_148
0006: @191 =  4  ;; integer values
023C: load_special_actor  1 'WUZIMU'
0247: request_model  352
0247: request_model  121
0247: request_model  122
0247: request_model  123
0247: request_model  117
0247: request_model  118
0247: request_model  358
0247: request_model  405
0247: request_model  468
0247: request_model  58
04ED: load_animation "WUZI"
07C0:  169 
07C0:  139 

:WUZI1_163
00D6: if  25
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  352 available
8248:   NOT   model  358 available
8248:   NOT   model  121 available
8248:   NOT   model  122 available
8248:   NOT   model  123 available
004D: jump_if_false WUZI1_173
0001: wait  0 ms
0002: jump WUZI1_163

:WUZI1_173
00D6: if  24
8248:   NOT   model  405 available
8248:   NOT   model  468 available
8248:   NOT   model  117 available
8248:   NOT   model  118 available
8248:   NOT   model  58 available
004D: jump_if_false WUZI1_182
0001: wait  0 ms
0002: jump WUZI1_173

:WUZI1_182
00D6: if  21
87C1:   NOT  169 
87C1:   NOT  139 
004D: jump_if_false WUZI1_188
0001: wait  0 ms
0002: jump WUZI1_182

:WUZI1_188
0746:  4  24  0 
0746:  1  25  0 
0746:  4  24  25 
0746:  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  0
03CA:   object $2666 exists
004D: jump_if_false WUZI1_203
0108: destroy_object $2666

:WUZI1_203
029B: $2666 = init_object #CT_GATEXR at -2179.353  661.232  50.214
07F7: $2666  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_maby_cops_density  .2
010D: set_player $PLAYER_CHAR wanted_level_to  0
0006: @73 =  1  ;; integer values
06D0:  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  290 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: @35  250 
0006: @161 =  250  ;; integer values
0446: (unknown) @35  0 
0296: unload_special_actor  1
018A: @107 = create_checkpoint_at -2244.995  642.8972  48.4077
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false WUZI1_263
00A1: put_actor $PLAYER_ACTOR at -2155.266  645.0895  51.3516
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0

:WUZI1_263
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_272
0245: set_actor @35 walk_style_to "BLINDMAN"
060B: unknown_actor_use_entity @35 @34 
0568: @35  1
09DD:  1 
0631: put_actor @35 in_group $PLAYER_GROUP 
0006: @72 =  1  ;; integer values

:WUZI1_272
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0A0B: -2155.266  645.0895  51.3516  270.0 
04E4: unknown_refresh_game_renderer_at -2155.0  645.0
016A: fade  1 (back)  1000 ms
03CB: set_camera -2155.266  645.0895  51.3
0006: @71 =  2  ;; integer values
0006: @42 =  0  ;; integer values
0051: return

:WUZI1_282
054C: use_GXT_table 'WUZI1'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'WOOZI1A'

:WUZI1_286
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false WUZI1_291
0001: wait  0 ms
0002: jump WUZI1_286

:WUZI1_291
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:WUZI1_293
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false WUZI1_298
0001: wait  0 ms
0002: jump WUZI1_293

:WUZI1_298
00D6: if  0
08D0: (unknown)
004D: jump_if_false WUZI1_302
0006: @238 =  1  ;; integer values

:WUZI1_302
016A: fade  0 ()  0 ms

:WUZI1_303
00D6: if  0
016B:   fading
004D: jump_if_false WUZI1_308
0001: wait  0 ms
0002: jump WUZI1_303

:WUZI1_308
02EA: end_cutscene
00D6: if  0
0039:   @238 ==  0  ;; integer values
004D: jump_if_false WUZI1_332
02E4: load_cutscene_data 'WOOZI1B'

:WUZI1_313
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false WUZI1_318
0001: wait  0 ms
0002: jump WUZI1_313

:WUZI1_318
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:WUZI1_320
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false WUZI1_325
0001: wait  0 ms
0002: jump WUZI1_320

:WUZI1_325
016A: fade  0 ()  0 ms

:WUZI1_326
00D6: if  0
016B:   fading
004D: jump_if_false WUZI1_331
0001: wait  0 ms
0002: jump WUZI1_326

:WUZI1_331
02EA: end_cutscene

:WUZI1_332
04BB: select_interior  0  ;; select render area
0169: set_fade_color  0  0  0
0001: wait  0 ms
0051: return

:WUZI1_336
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false WUZI1_496
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false WUZI1_349
0006: @637 =  1  ;; integer values
0006: @638 =  2  ;; integer values
0006: @75 =  1  ;; integer values
00D6: if  0
03CA:   object $2666 exists
004D: jump_if_false WUZI1_349
0453: object $2666 set_rotation  0.0  0.0  330.0

:WUZI1_349
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false WUZI1_357
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_357
00BB: text_lowpriority 'WZ1_1'  8000 ms  1
0006: @75 =  2  ;; integer values

:WUZI1_357
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false WUZI1_496
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false WUZI1_369
00D6: if  21
0022:    627.0 > $70  ;; floating-point values
0020:   $70 >  657.0  ;; floating-point values
004D: jump_if_false WUZI1_369
0006: @43 =  1  ;; integer values

:WUZI1_369
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false WUZI1_378
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_378
0006: @637 =  3  ;; integer values
0006: @638 =  2  ;; integer values
0006: @43 =  2  ;; integer values

:WUZI1_378
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false WUZI1_385
00D6: if  0
0022:   -2164.0 > $69  ;; floating-point values
004D: jump_if_false WUZI1_385
0006: @43 =  3  ;; integer values

:WUZI1_385
00D6: if  0
0039:   @43 ==  3  ;; integer values
004D: jump_if_false WUZI1_394
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_394
0006: @637 =  5  ;; integer values
0006: @638 =  3  ;; integer values
0006: @43 =  4  ;; integer values

:WUZI1_394
00D6: if  0
0039:   @43 ==  4  ;; integer values
004D: jump_if_false WUZI1_402
00D6: if  1
0022:    707.0 > $70  ;; floating-point values
0020:   $70 >  587.0  ;; floating-point values
004D: jump_if_false WUZI1_402
0006: @43 =  5  ;; integer values

:WUZI1_402
00D6: if  0
0039:   @43 ==  5  ;; integer values
004D: jump_if_false WUZI1_411
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_411
0006: @637 =  9  ;; integer values
0006: @638 =  2  ;; integer values
0006: @43 =  6  ;; integer values

:WUZI1_411
00D6: if  0
0039:   @43 ==  7  ;; integer values
004D: jump_if_false WUZI1_419
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_419
0633: unknown_action_sequence $PLAYER_ACTOR 
0006: @43 =  8  ;; integer values

:WUZI1_419
00D6: if  0
0039:   @43 ==  8  ;; integer values
004D: jump_if_false WUZI1_437
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_432
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @43 =  11  ;; integer values
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_431
06C9: @35 

:WUZI1_431
0002: jump WUZI1_437

:WUZI1_432
062E: $PLAYER_ACTOR  1587 @195 
00D6: if  0
04A4: @195  7 
004D: jump_if_false WUZI1_437
0633: unknown_action_sequence $PLAYER_ACTOR 

:WUZI1_437
00D6: if  0
0039:   @239 ==  1  ;; integer values
004D: jump_if_false WUZI1_447
00D6: if  1
0039:   @636 ==  1  ;; integer values
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_447
0006: @637 =  11  ;; integer values
0006: @638 =  2  ;; integer values
0006: @239 =  2  ;; integer values

:WUZI1_447
00D6: if  0
0039:   @239 ==  2  ;; integer values
004D: jump_if_false WUZI1_457
00D6: if  1
0039:   @636 ==  1  ;; integer values
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_457
00BB: text_lowpriority 'WZ1_B4'  5000 ms  1
0006: @38 =  1  ;; integer values
0006: @239 =  3  ;; integer values

:WUZI1_457
00D6: if  0
001B:    7 > @43  ;; integer values
004D: jump_if_false WUZI1_496
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false WUZI1_496
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_496
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2248.077  651.3163  48.3815 radius  4.0  4.0  4.0
004D: jump_if_false WUZI1_496
00D6: if  0
80FE:   NOT   actor @35  0 ()near_point -2248.077  651.3163  48.3815 radius  6.0  6.0  6.0
004D: jump_if_false WUZI1_474
00BC: text_highpriority 'WZ1_2'  1000 ms  1
0002: jump WUZI1_496

:WUZI1_474
0006: @239 =  1  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_492
0811: $48 = actor $PLAYER_ACTOR car
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  600 
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  600  ;; integer values
00D6: if  0
00DF:   actor @35 driving
004D: jump_if_false WUZI1_492
0615: @132 
05B9: unknown_action_sequence -1  1000 
0633: unknown_action_sequence -1 
0616: @132 
0618: @35 @132 
061B: @132 

:WUZI1_492
0006: @636 =  6  ;; integer values
0164: disable_marker @107
0006: @43 =  7  ;; integer values
0006: @73 =  0  ;; integer values

:WUZI1_496
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false WUZI1_514
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_514
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_514
0615: @132 
05B9: unknown_action_sequence -1  300 
05F5: unknown_action_sequence -1 -2244.439  643.4277  48.4375  4 -2 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @132 
0618: @35 @132 
061B: @132 
0006: @253 =  20  ;; integer values
0006: @38 =  2  ;; integer values

:WUZI1_514
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false WUZI1_883
00D6: if  0
0039:   @240 ==  0  ;; integer values
004D: jump_if_false WUZI1_555
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0022:    646.0 > $70  ;; floating-point values
004D: jump_if_false WUZI1_555
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: @132 
05B9: unknown_action_sequence -1  2000 
05DC: unknown_action_sequence -1 -2181.969  645.0695  48.4453  80.0  30000 
0616: @132 
0618: @243 @132 
061B: @132 
05D3: unknown_action_sequence @244 -2190.978  646.0287  48.4453  4 -2 
05D3: unknown_action_sequence @245 -2192.964  644.2189  48.4453  4 -2 
0615: @132 
0639: unknown_action_sequence -1 @247 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  8.0  0  0  0  0  6000 
0616: @132 
0618: @246 @132 
061B: @132 
0615: @132 
0639: unknown_action_sequence -1 @246 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  8.0  0  0  0  0  6000 
0616: @132 
0618: @247 @132 
061B: @132 
05D3: unknown_action_sequence @248 -2200.941  644.4352  48.4429  4 -2 
05D3: unknown_action_sequence @249 -2213.171  638.7413  48.4496  4 -2 
0006: @240 =  1  ;; integer values

:WUZI1_555
00D6: if  0
0019:   @240 >  0  ;; integer values
004D: jump_if_false WUZI1_658
0085: @251 = @32  ;; integer values and handles
0062: @251 -= @250  ;; integer values 
00D6: if  0
0039:   @252 ==  0  ;; integer values
004D: jump_if_false WUZI1_571
00D6: if  0
0019:   @251 >  3500  ;; integer values
004D: jump_if_false WUZI1_571
00D6: if  0
8118:   NOT   actor @244 dead
004D: jump_if_false WUZI1_570
05DC: unknown_action_sequence @244 -2181.969  645.0695  48.4453  80.0  30000 

:WUZI1_570
0006: @252 =  1  ;; integer values

:WUZI1_571
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false WUZI1_588
00D6: if  0
0019:   @251 >  6000  ;; integer values
004D: jump_if_false WUZI1_588
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false WUZI1_587
0615: @132 
05DC: unknown_action_sequence -1 -2181.969  645.0695  48.4453  80.0  5000 
05BB: unknown_action_sequence -1  0  500 
05DC: unknown_action_sequence -1 -2181.969  645.0695  48.4453  80.0  30000 
0616: @132 
0618: @245 @132 
061B: @132 

:WUZI1_587
0006: @252 =  2  ;; integer values

:WUZI1_588
00D6: if  0
0039:   @252 ==  2  ;; integer values
004D: jump_if_false WUZI1_599
00D6: if  0
0019:   @251 >  9000  ;; integer values
004D: jump_if_false WUZI1_599
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false WUZI1_598
05DC: unknown_action_sequence @246 -2181.969  645.0695  48.4453  80.0  30000 

:WUZI1_598
0006: @252 =  3  ;; integer values

:WUZI1_599
00D6: if  0
0039:   @252 ==  3  ;; integer values
004D: jump_if_false WUZI1_616
00D6: if  0
0019:   @251 >  8000  ;; integer values
004D: jump_if_false WUZI1_616
00D6: if  0
8118:   NOT   actor @247 dead
004D: jump_if_false WUZI1_615
0615: @132 
05DC: unknown_action_sequence -1 -2181.969  645.0695  48.4453  80.0  3000 
05BB: unknown_action_sequence -1  0  500 
05DC: unknown_action_sequence -1 -2181.969  645.0695  48.4453  80.0  30000 
0616: @132 
0618: @247 @132 
061B: @132 

:WUZI1_615
0006: @252 =  4  ;; integer values

:WUZI1_616
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false WUZI1_627
00D6: if  0
0019:   @251 >  10000  ;; integer values
004D: jump_if_false WUZI1_627
00D6: if  0
8118:   NOT   actor @248 dead
004D: jump_if_false WUZI1_626
05DC: unknown_action_sequence @248 -2181.969  645.0695  48.4453  80.0  30000 

:WUZI1_626
0006: @252 =  5  ;; integer values

:WUZI1_627
00D6: if  0
0039:   @252 ==  5  ;; integer values
004D: jump_if_false WUZI1_638
00D6: if  0
0019:   @251 >  12000  ;; integer values
004D: jump_if_false WUZI1_638
00D6: if  0
8118:   NOT   actor @249 dead
004D: jump_if_false WUZI1_637
05DC: unknown_action_sequence @249 -2181.969  645.0695  48.4453  80.0  30000 

:WUZI1_637
0006: @252 =  6  ;; integer values

:WUZI1_638
00D6: if  0
0039:   @252 ==  6  ;; integer values
004D: jump_if_false WUZI1_658
00D6: if  0
0019:   @251 >  52000  ;; integer values
004D: jump_if_false WUZI1_658
0006: @130 =  0  ;; integer values

:WUZI1_645
00D6: if  0
001B:    7 > @130  ;; integer values
004D: jump_if_false WUZI1_657
00D6: if  0
8118:   NOT   actor @243(@130,7i) dead
004D: jump_if_false WUZI1_655
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: unknown_action_sequence @243(@130,7i) 
022B: create_forbidden_for_peds_cube -2239.251  636.6675  53.1933 -2165.047  720.0577  49.5456

:WUZI1_655
000A: @130 +=  1  ;; integer values
0002: jump WUZI1_645

:WUZI1_657
0006: @252 =  7  ;; integer values

:WUZI1_658
00D6: if  0
0039:   @240 ==  1  ;; integer values
004D: jump_if_false WUZI1_696
00D6: if  1
0019:   @251 >  12000  ;; integer values
001B:    22000 > @251  ;; integer values
004D: jump_if_false WUZI1_696
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_696
00A0: store_actor @35 position_to $73 $74 $75
00D6: if  1
0020:   $73 > -2240.276  ;; floating-point values
0022:   -2227.0 > $73  ;; floating-point values
004D: jump_if_false WUZI1_696
00D6: if  0
0104:   actor @35 near_actor $PLAYER_ACTOR radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false WUZI1_696
0687: @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: @132 
05C8: unknown_action_sequence -1 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  5000 
05B9: unknown_action_sequence -1  1000 
05B9: unknown_action_sequence -1  0 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05BB: unknown_action_sequence -1  0  500 
0616: @132 
0618: @35 @132 
061B: @132 
0006: @637 =  69  ;; integer values
0006: @638 =  4  ;; integer values
0006: @240 =  2  ;; integer values
0006: @253 =  21  ;; integer values

:WUZI1_696
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false WUZI1_723
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_723
062E: @35 -1 @158 
00D6: if  0
04A4: @158  7 
004D: jump_if_false WUZI1_723
00D6: if  1
0039:   @637 ==  0  ;; integer values
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_723
0615: @132 
0605: unknown_action_sequence -1 "WUZI_GRND_CHK" "WUZI"  4.0  0  0  0  0 -1 
05B9: unknown_action_sequence -1  1000 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0  4000 
05D3: unknown_action_sequence -1 -2214.083  641.1605  48.4489  4 -2 
0616: @132 
0618: @35 @132 
061B: @132 
0708: unknown_add_entity_item @34  44 
0006: @637 =  73  ;; integer values
0006: @638 =  3  ;; integer values
0006: @253 =  20  ;; integer values

:WUZI1_723
00D6: if  0
0039:   @253 ==  20  ;; integer values
004D: jump_if_false WUZI1_763
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_763
062E: @35 -1 @158 
00D6: if  0
04A4: @158  7 
004D: jump_if_false WUZI1_763
00D6: if  1
0039:   @637 ==  0  ;; integer values
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_763
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  0
0104:   actor @35 near_actor $PLAYER_ACTOR radius  13.0  13.0  10.0 sphere  0
004D: jump_if_false WUZI1_746
0006: @254 =  1  ;; integer values
0002: jump WUZI1_747

:WUZI1_746
0006: @254 =  0  ;; integer values

:WUZI1_747
0615: @132 
0605: unknown_action_sequence -1 "WUZI_GRND_CHK" "WUZI"  4.0  0  0  0  0 -1 
05B9: unknown_action_sequence -1  1000 
00D6: if  0
0039:   @254 ==  1  ;; integer values
004D: jump_if_false WUZI1_755
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0  3500 

:WUZI1_755
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @132 
0618: @35 @132 
061B: @132 
0708: unknown_add_entity_item @34  44 
0006: @637 =  73  ;; integer values
0006: @638 =  3  ;; integer values
0006: @253 =  21  ;; integer values

:WUZI1_763
00D6: if  0
0039:   @253 ==  21  ;; integer values
004D: jump_if_false WUZI1_805
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_805
062E: @35  1560 @158 
00A0: store_actor @35 position_to $73 $74 $75
00D6: if  0
0020:   $73 > -2181.276  ;; floating-point values
004D: jump_if_false WUZI1_781
0615: @132 
05D3: unknown_action_sequence -1 -2172.958  644.4861  48.4453  6 -2 
05BB: unknown_action_sequence -1  0  500 
0616: @132 
0618: @35 @132 
061B: @132 
0006: @253 =  22  ;; integer values

:WUZI1_781
00D6: if  1
0022:   -2243.0 > $73  ;; floating-point values
0039:   @257 ==  1  ;; integer values
004D: jump_if_false WUZI1_797
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: @132 
05B9: unknown_action_sequence -1  1000 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @132 
0618: @35 @132 
061B: @132 

:WUZI1_797
00D6: if  0
0020:   $73 > -2240.0  ;; floating-point values
004D: jump_if_false WUZI1_805
00D6: if  21
0039:   @257 ==  0  ;; integer values
0039:   @257 ==  2  ;; integer values
004D: jump_if_false WUZI1_805
0006: @257 =  1  ;; integer values

:WUZI1_805
00D6: if  0
0039:   @253 ==  22  ;; integer values
004D: jump_if_false WUZI1_826
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_826
062E: @35  1560 @158 
00D6: if  0
04A4: @158  1 
004D: jump_if_false WUZI1_826
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false WUZI1_826
0646: @35 @132 
00D6: if  21
0039:   @132 ==  1  ;; integer values
04A4: @158  7 
004D: jump_if_false WUZI1_826
09D5: @35  345  1  0  0 @256 
0006: @253 =  23  ;; integer values
0006: @255 =  1  ;; integer values

:WUZI1_826
00D6: if  0
0039:   @253 ==  23  ;; integer values
004D: jump_if_false WUZI1_847
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_847
062E: @35  1560 @158 
00D6: if  0
04A4: @158  7 
004D: jump_if_false WUZI1_847
0615: @132 
05C8: unknown_action_sequence -1 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  5000 
05B9: unknown_action_sequence -1  4000 
05D3: unknown_action_sequence -1 -2176.184  653.9911  48.4453  4 -2 
0616: @132 
0618: @35 @132 
061B: @132 
0006: @637 =  78  ;; integer values
0006: @638 =  4  ;; integer values
0006: @253 =  10  ;; integer values

:WUZI1_847
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_883
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false WUZI1_859
00D6: if  0
80DF:   NOT   actor @35 driving
004D: jump_if_false WUZI1_859
0187: @108 = create_marker_above_actor @35
07E0: @108  1 
0006: @78 =  1  ;; integer values

:WUZI1_859
00D6: if  1
0039:   @637 ==  0  ;; integer values
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_883
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2175.872  659.7667  49.4793 radius  6.0  6.0  6.0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2191.513  711.8201  63.4591 -2171.859  648.7307  48.1132
004D: jump_if_false WUZI1_883
0006: @71 =  3  ;; integer values
0006: @42 =  0  ;; integer values
0085: @266 = @32  ;; integer values and handles
000A: @266 +=  1500  ;; integer values
06C9: @35 
0164: disable_marker @108
0006: @130 =  0  ;; integer values

:WUZI1_874
00D6: if  0
001B:    7 > @130  ;; integer values
004D: jump_if_false WUZI1_883
00D6: if  0
056D:   unknown_actor @243(@130,7i) dead_but_valid
004D: jump_if_false WUZI1_881
009B: destroy_actor_instantly @243(@130,7i)

:WUZI1_881
000A: @130 +=  1  ;; integer values
0002: jump WUZI1_874

:WUZI1_883
0051: return

:WUZI1_884
03C7: unknown_maby_cops_density  .1
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI1_891

:WUZI1_891
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false WUZI1_899
0006: @39 =  1  ;; integer values
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WUZI1_899
0006: @40 =  1  ;; integer values

:WUZI1_899
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WUZI1_912
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false WUZI1_911
00D6: if  0
001D:   @32 > @266  ;; integer values  
004D: jump_if_false WUZI1_911
0006: @42 =  13  ;; integer values
0006: @159 =  0  ;; integer values
0006: @636 =  6  ;; integer values

:WUZI1_911
0002: jump WUZI1_916

:WUZI1_912
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false WUZI1_916
0006: @40 =  0  ;; integer values

:WUZI1_916
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false WUZI1_1036
041D: set_camera_near_clip  .1 
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
088D: -2175.213  662.718  50.8582  10.5 -70  0 
0470: @196 = actor $PLAYER_ACTOR armed_weapon unknown
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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: $2666  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
07C0:  169 
00A5: @100 = create_car  405 at -2183.575  705.0761  52.8984
00A5: @99 = create_car  405 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: unknown_car @99 flag  1
0519: unknown_car @100 flag  1
073C: @99  0 
073C: @99  0 
073C: @99  0 
073C: @99  3 
073C: @99  3 
073C: @99  3 
073C: @99  5 
073C: @99  1 
073C: @99  1 
073C: @99  1 
073C: @99  2 
073C: @99  2 
0730: @99  1 
0730: @99  1 
0730: @99  5 
0730: @99  4 
0730: @99  4 
0730: @99  1 
0730: @99  1 
0730: @99  5 
073C: @100  0 
073C: @100  0 
073C: @100  3 
073C: @100  3 
073C: @100  5 
0730: @100  1 
0730: @100  1 
0730: @100  5 
073C: @100  1 
073C: @100  1 
073C: @100  0 
073C: @100  0 
073C: @100  2 
073C: @100  2 
0730: @100  1 
0730: @100  1 
0730: @100  5 
0657: @99  3 
0657: @99  5 
0657: @100  3 
04FE: deflate_tire  1 on_car @100
04E1: open_and_freeze_trunk_of_car @100
067F: @99  2 
08CB: @99  0  0  0 
08CB: @100  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: create_fire_at -2183.575  705.0761  52.8984  3  2 @258 
02CF: create_fire_at -2174.429  703.2332  52.8918  5  2 @259 
0828:  0 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1032
0792: $PLAYER_ACTOR 
0792: @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: unknown_action_sequence $PLAYER_ACTOR -2173.952  657.6135  49.8762  4 -2 
0615: @132 
05D3: unknown_action_sequence -1 -2174.468  658.379  48.4453  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  72.0 
0605: unknown_action_sequence -1 "WUZI_GREET_WUZI" "WUZI"  4.0  0  1  1  0 -1 
0616: @132 
0618: @35 @132 
061B: @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_1032
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_1036
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false WUZI1_1066
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1066
05D6: clear_scmpath
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1053
05D7: add_point_to_scmpath -2175.939  662.5935  48.7831 
05D7: add_point_to_scmpath -2175.389  658.0797  48.4453 
0615: @132 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0616: @132 
0618: @35 @132 
061B: @132 

:WUZI1_1053
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: @132 
05B9: unknown_action_sequence -1  1200 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0616: @132 
0618: $PLAYER_ACTOR @132 
061B: @132 
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  3000  ;; integer values
0006: @42 =  2  ;; integer values
0006: @92 =  1  ;; integer values

:WUZI1_1066
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false WUZI1_1073
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1073
0006: @42 =  3  ;; integer values

:WUZI1_1073
00D6: if  0
0039:   @42 ==  3  ;; integer values
004D: jump_if_false WUZI1_1108
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1108
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  117 at -2177.462  698.151  52.923
009A: @135 = create_actor  4  118 at -2182.442  704.3199  52.8984
009A: @136 = create_actor  4  117 at -2176.552  702.9572  52.8984
009A: @137 = create_actor  4  118 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  117
0249: release_model  118
05BE: unknown_action_sequence @135 
05BE: unknown_action_sequence @136 
05BE: unknown_action_sequence @137 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1105
0792: $PLAYER_ACTOR 
0792: @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: unknown_action_sequence $PLAYER_ACTOR "CS_PLYR_PT1" "WUZI"  1000.0  0  1  1  0 -2 
0605: unknown_action_sequence @35 "CS_WUZI_PT1" "WUZI"  1000.0  0  1  1  0 -2 

:WUZI1_1105
0006: @42 =  4  ;; integer values
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  3000  ;; integer values

:WUZI1_1108
00D6: if  0
0039:   @42 ==  4  ;; integer values
004D: jump_if_false WUZI1_1125
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1125
00D6: if  0
8118:   NOT   actor @134 dead
004D: jump_if_false WUZI1_1125
00A1: put_actor @134 at -2177.602  698.151  53.0
0173: set_actor @134 z_angle_to  77.5
0812: unknown_action_sequence @134 "CS_DEAD_GUY" "WUZI"  1000.0  0  0  0  1 -2 
04D7: lock_actor @134 in_current_position  1
0619: @134  0 
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  766  ;; integer values
0006: @42 =  5  ;; integer values

:WUZI1_1125
00D6: if  0
0039:   @42 ==  5  ;; integer values
004D: jump_if_false WUZI1_1146
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1146
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1146
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: $PLAYER_ACTOR 
0792: @35 
0812: unknown_action_sequence $PLAYER_ACTOR "CS_PLYR_PT2" "WUZI"  1000.0  0  1  1  0 -2 
0812: unknown_action_sequence @35 "CS_WUZI_PT2" "WUZI"  1000.0  0  1  1  0 -2 
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  2234  ;; integer values

:WUZI1_1146
00D6: if  0
0039:   @42 ==  6  ;; integer values
004D: jump_if_false WUZI1_1162
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1162
00D6: if  0
8118:   NOT   actor @134 dead
004D: jump_if_false WUZI1_1162
00A1: put_actor @134 at -2177.602  698.151  53.0
0812: unknown_action_sequence @134 "CS_DEAD_GUY" "WUZI"  1000.0  0  0  0  1 -2 
04D7: lock_actor @134 in_current_position  1
0619: @134  0 
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  3833  ;; integer values
0006: @42 =  7  ;; integer values

:WUZI1_1162
00D6: if  0
0039:   @42 ==  7  ;; integer values
004D: jump_if_false WUZI1_1205
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1205
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1205
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  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1180
01B2: give_actor @35 weapon  28 ammo  5000  ;; Load the weapon model before using this

:WUZI1_1180
00A5: @101 = create_car  405 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  121 in_car @101 driverseat
01C8: @139 = create_actor  24  122 in_car @101 passenger_seat  0
01C8: @140 = create_actor  24  123 in_car @101 passenger_seat  1
01C8: @141 = create_actor  24  122 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:  4  24  0 
0746:  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  117 at -2180.265  712.9368  52.905
0085: @742 = @156  ;; integer values and handles
0173: set_actor @156 z_angle_to  180.0

:WUZI1_1205
00D6: if  0
0039:   @42 ==  8  ;; integer values
004D: jump_if_false WUZI1_1224
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1224
00D6: if  0
8118:   NOT   actor @156 dead
004D: jump_if_false WUZI1_1224
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1219
01B9: set_actor @35 armed_weapon_to  28
0635: unknown_action_sequence @35 @156  4000 

:WUZI1_1219
0635: unknown_action_sequence $PLAYER_ACTOR @156  4000 
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  2000  ;; integer values
0006: @42 =  9  ;; integer values
0006: @260 =  1  ;; integer values

:WUZI1_1224
00D6: if  0
0039:   @42 ==  9  ;; integer values
004D: jump_if_false WUZI1_1250
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1250
00D6: if  0
8118:   NOT   actor @156 dead
004D: jump_if_false WUZI1_1247
05C4: unknown_action_sequence @156  5000 
0615: @132 
05B9: unknown_action_sequence -1  6000 
0605: unknown_action_sequence -1 "FLEE_LKAROUND_01" "PED"  8.0  0  0  0  0 -1 
0616: @132 
0618: $PLAYER_ACTOR @132 
061B: @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_1247
04AF: @281 = unknown_wav_reference  28000 
0085: @283 = @32  ;; integer values and handles
000A: @283 +=  6000  ;; integer values

:WUZI1_1250
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false WUZI1_1267
00D6: if  0
0039:   @263 ==  0  ;; integer values
004D: jump_if_false WUZI1_1258
097A: -2178.554  704.7785  54.2349  1153 
0006: @263 =  1  ;; integer values

:WUZI1_1258
00D6: if  0
034E: unknown_move_object @50 to -2178.87  711.556  57.523 unknown_angle  0.0  0.0  .08  0
004D: jump_if_false WUZI1_1267
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false WUZI1_1267
097A: -2178.554  704.7785  54.2349  1154 
0006: @263 =  2  ;; integer values
0006: @260 =  2  ;; integer values

:WUZI1_1267
00D6: if  0
0039:   @261 ==  1  ;; integer values
004D: jump_if_false WUZI1_1274
00D6: if  0
001D:   @32 > @262  ;; integer values  
004D: jump_if_false WUZI1_1274
0006: @261 =  2  ;; integer values

:WUZI1_1274
00D6: if  0
0039:   @261 ==  2  ;; integer values
004D: jump_if_false WUZI1_1290
00D6: if  0
0039:   @263 ==  3  ;; integer values
004D: jump_if_false WUZI1_1282
097A: -2178.554  704.7785  54.2349  1153 
0006: @263 =  4  ;; integer values

:WUZI1_1282
00D6: if  0
034E: unknown_move_object @50 to -2178.87  711.556  54.523 unknown_angle  0.0  0.0  .08  0
004D: jump_if_false WUZI1_1290
00D6: if  0
0039:   @263 ==  4  ;; integer values
004D: jump_if_false WUZI1_1290
097A: -2178.554  704.7785  54.2349  1154 
0006: @263 =  5  ;; integer values

:WUZI1_1290
00D6: if  0
0039:   @42 ==  10  ;; integer values
004D: jump_if_false WUZI1_1299
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1299
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  1000  ;; integer values
0006: @42 =  11  ;; integer values

:WUZI1_1299
00D6: if  0
0039:   @42 ==  11  ;; integer values
004D: jump_if_false WUZI1_1320
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1320
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  0
8118:   NOT   actor @134 dead
004D: jump_if_false WUZI1_1311
0223: set_actor @134 health_to  0

:WUZI1_1311
00D6: if  1
8119:   NOT   car @101 wrecked
8118:   NOT   actor @138 dead
004D: jump_if_false WUZI1_1316
05EB: @101  169 

:WUZI1_1316
07F7: $2666  1 
0006: @42 =  14  ;; integer values
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  600  ;; integer values

:WUZI1_1320
00D6: if  0
0039:   @42 ==  14  ;; integer values
004D: jump_if_false WUZI1_1331
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1331
0723: $2666  0 
097A: -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_1331
00D6: if  0
0039:   @42 ==  12  ;; integer values
004D: jump_if_false WUZI1_1350
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1350
00D6: if  0
8118:   NOT   actor @138 dead
004D: jump_if_false WUZI1_1350
00D6: if  0
8119:   NOT   car @101 wrecked
004D: jump_if_false WUZI1_1350
068B: @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_1350
00D6: if  0
0039:   @42 ==  13  ;; integer values
004D: jump_if_false WUZI1_1376
00D6: if  0
8118:   NOT   actor @138 dead
004D: jump_if_false WUZI1_1369
00D6: if  0
80DF:   NOT   actor @138 driving
004D: jump_if_false WUZI1_1369
062E: @138  1560 @158 
00D6: if  0
04A4: @158  7 
004D: jump_if_false WUZI1_1369
0615: @132 
04EB: unknown_action_sequence -1  1 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0616: @132 
0618: @138 @132 
061B: @132 

:WUZI1_1369
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1376
0006: @42 =  15  ;; integer values
016A: fade  0 ()  1000 ms
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  1000  ;; integer values

:WUZI1_1376
00D6: if  0
0039:   @42 ==  15  ;; integer values
004D: jump_if_false WUZI1_1578
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_1578
0006: @92 =  0  ;; integer values
00D6: if  0
03CA:   object $2666 exists
004D: jump_if_false WUZI1_1387
0108: destroy_object $2666

:WUZI1_1387
00D6: if  0
8119:   NOT   car @101 wrecked
004D: jump_if_false WUZI1_1392
00AB: put_car @101 at -2174.727  673.9934  51.8769
0175: set_car @101 z_angle_to  337.6978

:WUZI1_1392
0247: request_model  117
0247: request_model  118
07C0:  169 

:WUZI1_1395
00D6: if  22
8248:   NOT   model  117 available
8248:   NOT   model  118 available
87C1:   NOT  169 
004D: jump_if_false WUZI1_1402
0001: wait  0 ms
0002: jump WUZI1_1395

:WUZI1_1402
00D6: if  0
0119:   car @101 wrecked
004D: jump_if_false WUZI1_1406
00A5: @101 = create_car  405 at -2174.727  673.9934  51.8769

:WUZI1_1406
00D6: if  0
8119:   NOT   car @101 wrecked
004D: jump_if_false WUZI1_1414
00D6: if  0
860E:   NOT @101 
004D: jump_if_false WUZI1_1413
05EB: @101  169 

:WUZI1_1413
06C5: @101 

:WUZI1_1414
009B: destroy_actor_instantly @138
009B: destroy_actor_instantly @139
009B: destroy_actor_instantly @140
009B: destroy_actor_instantly @141
00D6: if  0
8118:   NOT   actor @138 dead
004D: jump_if_false WUZI1_1428
00D6: if  0
00DF:   actor @138 driving
004D: jump_if_false WUZI1_1426
0362: remove_actor @138 from_car_and_place_at -2176.649  669.7497  50.7274
0002: jump WUZI1_1427

:WUZI1_1426
00A1: put_actor @138 at -2176.649  669.7497  50.7274

:WUZI1_1427
0002: jump WUZI1_1429

:WUZI1_1428
009A: @138 = create_actor  24  121 at -2176.649  669.7497  50.7274

:WUZI1_1429
0173: set_actor @138 z_angle_to  34.4985
00D6: if  0
8118:   NOT   actor @139 dead
004D: jump_if_false WUZI1_1440
00D6: if  0
00DF:   actor @139 driving
004D: jump_if_false WUZI1_1438
0362: remove_actor @139 from_car_and_place_at -2172.771  671.1902  51.1101
0002: jump WUZI1_1439

:WUZI1_1438
00A1: put_actor @139 at -2172.771  671.1902  51.1101

:WUZI1_1439
0002: jump WUZI1_1441

:WUZI1_1440
009A: @139 = create_actor  24  122 at -2172.771  671.1902  51.1101

:WUZI1_1441
0173: set_actor @139 z_angle_to  28.6454
00D6: if  0
8118:   NOT   actor @140 dead
004D: jump_if_false WUZI1_1452
00D6: if  0
00DF:   actor @140 driving
004D: jump_if_false WUZI1_1450
0362: remove_actor @140 from_car_and_place_at -2176.143  676.2279  52.4792
0002: jump WUZI1_1451

:WUZI1_1450
00A1: put_actor @140 at -2176.143  676.2279  52.4792

:WUZI1_1451
0002: jump WUZI1_1453

:WUZI1_1452
009A: @140 = create_actor  24  123 at -2176.143  676.2279  52.4792

:WUZI1_1453
0173: set_actor @140 z_angle_to  6.8518
00D6: if  0
8118:   NOT   actor @141 dead
004D: jump_if_false WUZI1_1464
00D6: if  0
00DF:   actor @141 driving
004D: jump_if_false WUZI1_1462
0362: remove_actor @141 from_car_and_place_at -2177.82  675.736  52.3458
0002: jump WUZI1_1463

:WUZI1_1462
00A1: put_actor @141 at -2177.82  675.736  52.3458

:WUZI1_1463
0002: jump WUZI1_1465

:WUZI1_1464
009A: @141 = create_actor  24  122 at -2177.82  675.736  52.3458

:WUZI1_1465
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: @138  30.0  8 
074E: @139  30.0  8 
074E: @140  30.0  8 
074E: @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: @138  40.0 
060F: @139  40.0 
060F: @140  40.0 
060F: @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  117 at -2177.946  670.3361  50.8814
009A: @135 = create_actor  4  118 at -2182.442  704.3199  52.8984
009A: @136 = create_actor  4  117 at -2176.552  702.9572  52.8984
009A: @137 = create_actor  4  118 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  117
0249: release_model  118
05BE: unknown_action_sequence @134 
05BE: unknown_action_sequence @135 
05BE: unknown_action_sequence @136 
05BE: unknown_action_sequence @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: @138  0 
0856: @139  0 
0350: unknown_actor @138 not_scared_flag  1
0350: unknown_actor @139 not_scared_flag  1
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false WUZI1_1524
00A5: @99 = create_car  405 at -2174.429  703.2332  52.8918
0175: set_car @99 z_angle_to  218.7637
070C: @99 

:WUZI1_1524
00D6: if  0
8119:   NOT   car @100 wrecked
004D: jump_if_false WUZI1_1530
00A5: @100 = create_car  405 at -2183.575  705.0761  52.8984
0175: set_car @100 z_angle_to  347.2325
070C: @100 

:WUZI1_1530
0249: release_model  352
0249: release_model  121
0249: release_model  123
00D6: if  0
03CA:   object @50 exists
004D: jump_if_false WUZI1_1537
01BC: put_object @50 at -2178.87  711.556  54.523

:WUZI1_1537
0001: wait  1000 ms
00BE: text_clear_all
088D: -2175.213  662.718  50.8582  10.5 -70  1 
088D: -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 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1562
0792: @35 
0792: $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_1562
0004: $7247 =  100  ;; integer values
03C4: set_status_text_to $7247  1 (bar) 'WZ1_19'
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1571
0187: @108 = create_marker_above_actor @35
07E0: @108  1 
09DD:  1 
0631: put_actor @35 in_group $PLAYER_GROUP 

:WUZI1_1571
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 (back)  1000 ms
0001: wait  1000 ms

:WUZI1_1578
0051: return

:WUZI1_1579
00D6: if  0
0039:   @264 ==  0  ;; integer values
004D: jump_if_false WUZI1_1588
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_1588
0006: @637 =  30  ;; integer values
0006: @264 =  1  ;; integer values
0006: @73 =  1  ;; integer values

:WUZI1_1588
00D6: if  0
0039:   @264 ==  1  ;; integer values
004D: jump_if_false WUZI1_1596
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_1596
00BB: text_lowpriority 'WZ1_B1'  4000 ms  1
0006: @264 =  2  ;; integer values

:WUZI1_1596
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false WUZI1_1628
00D6: if  0
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_1628
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1628
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false WUZI1_1614
00D6: if  1
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
80A4:   NOT   actor @35  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
004D: jump_if_false WUZI1_1614
00BB: text_lowpriority 'WZ1_B3'  5000 ms  1
0006: @265 =  1  ;; integer values

:WUZI1_1614
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false WUZI1_1628
00D6: if  1
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
00A4:   actor @35  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
004D: jump_if_false WUZI1_1622
0006: @265 =  0  ;; integer values

:WUZI1_1622
00D6: if  1
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -2100.185  779.1667  93.8637 -2279.236  534.3701  7.2048
80A4:   NOT   actor @35  0 ()in_cube -2100.185  779.1667  93.8637 -2279.236  534.3701  7.2048
004D: jump_if_false WUZI1_1628
00BB: text_lowpriority 'VAL_A9'  4000 ms  1
0006: @36 =  1  ;; integer values

:WUZI1_1628
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2179.776  654.5721  51.7195 -2172.287  632.6477  48.3312
004D: jump_if_false WUZI1_1641
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_1641
0051: return

:WUZI1_1642
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false WUZI1_1650
0006: @39 =  1  ;; integer values
00D6: if  0
08D0: (unknown)
004D: jump_if_false WUZI1_1650
0006: @40 =  1  ;; integer values

:WUZI1_1650
00D6: if  0
08D0: (unknown)
004D: jump_if_false WUZI1_1663
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false WUZI1_1662
00D6: if  0
001D:   @32 > @266  ;; integer values  
004D: jump_if_false WUZI1_1662
0006: @42 =  8  ;; integer values
0006: @159 =  0  ;; integer values
0006: @636 =  6  ;; integer values

:WUZI1_1662
0002: jump WUZI1_1667

:WUZI1_1663
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false WUZI1_1667
0006: @40 =  0  ;; integer values

:WUZI1_1667
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false WUZI1_1714
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1714
0006: @42 =  1  ;; integer values
0006: @637 =  47  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8119:   NOT   car @101 wrecked
004D: jump_if_false WUZI1_1688
00D6: if  0
00B1:   car @101  0 ()in_cube -2182.094  653.1942  50.6565 -2173.951  636.2528  47.0812
004D: jump_if_false WUZI1_1688
00AB: put_car @101 at -2175.715  636.0  48.445
0175: set_car @101 z_angle_to  306.9228

:WUZI1_1688
009A: @146 = create_actor  24  121 at -2218.225  636.991  53.9509
074E: @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: @146  20 
0667: unknown_action_sequence @146 -2182.917  645.9363  48.9215 -2 
0173: set_actor @146 z_angle_to  289.0
04EB: unknown_action_sequence @146  1 
00D6: if  0
8119:   NOT   car @102 wrecked
004D: jump_if_false WUZI1_1706
00D6: if  0
00B0:   car @102  0 ()in_rectangle -2187.034  633.111 -2172.262  660.5647
004D: jump_if_false WUZI1_1706
00AB: put_car @102 at -2176.387  641.4572  50.5019
0175: set_car @102 z_angle_to  320.0

:WUZI1_1706
00D6: if  0
8119:   NOT   car @103 wrecked
004D: jump_if_false WUZI1_1714
00D6: if  0
00B0:   car @103  0 ()in_rectangle -2187.034  633.111 -2172.262  660.5647
004D: jump_if_false WUZI1_1714
00AB: put_car @103 at -2175.383  640.9232  50.5734
0175: set_car @103 z_angle_to  320.0

:WUZI1_1714
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false WUZI1_1731
0792: $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  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1726
0792: @35 
00A1: put_actor @35 at -2175.697  650.9794  48.4429
05D3: unknown_action_sequence @35 -2179.958  641.7931  48.4453  4 -2 

:WUZI1_1726
00A1: put_actor $PLAYER_ACTOR at -2176.897  650.9794  48.4429
05D3: unknown_action_sequence $PLAYER_ACTOR -2180.958  641.7931  48.4453  4 -2 
0006: @42 =  2  ;; integer values
0085: @41 = @32  ;; integer values and handles
000A: @41 +=  2500  ;; integer values

:WUZI1_1731
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false WUZI1_1745
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1745
00D6: if  0
8118:   NOT   actor @146 dead
004D: jump_if_false WUZI1_1741
0668: unknown_action_sequence @146 -2179.924  646.69  48.4548  200 

:WUZI1_1741
0085: @41 = @32  ;; integer values and handles
000A: @41 +=  300  ;; integer values
0006: @42 =  3  ;; integer values
0006: @75 =  0  ;; integer values

:WUZI1_1745
00D6: if  0
0039:   @42 ==  3  ;; integer values
004D: jump_if_false WUZI1_1772
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false WUZI1_1762
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1762
0673: unknown_action_sequence $PLAYER_ACTOR -1.0 -1.0  1000 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1759
05C3: @35 

:WUZI1_1759
0085: @41 = @32  ;; integer values and handles
000A: @41 +=  400  ;; integer values
0006: @75 =  1  ;; integer values

:WUZI1_1762
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false WUZI1_1772
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1772
0006: @42 =  4  ;; integer values
0006: @637 =  36  ;; integer values
0085: @41 = @32  ;; integer values and handles
000A: @41 +=  1000  ;; integer values

:WUZI1_1772
00D6: if  0
0039:   @42 ==  4  ;; integer values
004D: jump_if_false WUZI1_1789
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1789
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  0
8118:   NOT   actor @146 dead
004D: jump_if_false WUZI1_1786
0667: unknown_action_sequence @146 -2184.709  635.0774  49.4781 -2 

:WUZI1_1786
0085: @41 = @32  ;; integer values and handles
000A: @41 +=  2500  ;; integer values
0006: @42 =  5  ;; integer values

:WUZI1_1789
00D6: if  0
0039:   @42 ==  5  ;; integer values
004D: jump_if_false WUZI1_1834
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1834
009A: @147 = create_actor  24  122 at -2219.587  643.4511  48.4472
009A: @148 = create_actor  24  123 at -2223.587  642.4511  48.4472
009A: @149 = create_actor  24  122 at -2227.587  644.4511  48.4472
009A: @150 = create_actor  24  123 at -2230.587  643.4511  48.4472
074E: @147  30.0  8 
074E: @148  30.0  8 
074E: @149  30.0  8 
074E: @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: unknown_action_sequence @147 -2194.902  645.9846  48.4453  6 -2 
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: @132 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05D4: unknown_action_sequence -1 unknown_angle  270.0 
0616: @132 
0618: @148 @132 
061B: @132 
05D3: unknown_action_sequence @149 -2204.851  641.7612  48.4429  6 -2 
05D3: unknown_action_sequence @150 -2214.371  641.3669  48.4515  6 -2 
0085: @41 = @32  ;; integer values and handles
000A: @41 +=  500  ;; integer values
0006: @42 =  6  ;; integer values

:WUZI1_1834
00D6: if  0
0039:   @42 ==  6  ;; integer values
004D: jump_if_false WUZI1_1846
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1846
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_1846
00D6: if  0
0039:   @42 ==  7  ;; integer values
004D: jump_if_false WUZI1_1853
00D6: if  0
001D:   @32 > @41  ;; integer values  
004D: jump_if_false WUZI1_1853
0006: @42 =  8  ;; integer values

:WUZI1_1853
00D6: if  0
0039:   @42 ==  8  ;; integer values
004D: jump_if_false WUZI1_1932
00D6: if  0
856D:   NOT   unknown_actor @146 dead_but_valid
004D: jump_if_false WUZI1_1866
009A: @146 = create_actor  24  123 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: @146  20 
0173: set_actor @146 z_angle_to  289.0
04EB: unknown_action_sequence @146  1 

:WUZI1_1866
00D6: if  0
8118:   NOT   actor @146 dead
004D: jump_if_false WUZI1_1870
02E2: set_actor @146 weapon_accuracy_to  50

:WUZI1_1870
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  121 at -2203.491  647.0372  48.4453
009A: @148 = create_actor  24  122 at -2200.694  637.1932  48.4429
009A: @149 = create_actor  24  123 at -2196.943  635.1917  48.4429
009A: @150 = create_actor  24  121 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: @147  85 
07DD: @148  85 
07DD: @149  85 
07DD: @150  85 
05C5: unknown_action_sequence @147  1000 
05C5: unknown_action_sequence @149  3000 
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: @147  40.0 
060F: @148  40.0 
060F: @149  40.0 
060F: @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  121 at -2205.344  648.4099  48.4429
074E: @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  0
8118:   NOT   actor @146 dead
004D: jump_if_false WUZI1_1919
0164: disable_marker @119
0187: @119 = create_marker_above_actor @146

:WUZI1_1919
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_1932
0051: return

:WUZI1_1933
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false WUZI1_1965
00D6: if  0
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_1965
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_1965
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false WUZI1_1951
00D6: if  1
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
80A4:   NOT   actor @35  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
004D: jump_if_false WUZI1_1951
00BB: text_lowpriority 'WZ1_B3'  5000 ms  1
0006: @265 =  1  ;; integer values

:WUZI1_1951
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false WUZI1_1965
00D6: if  1
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
00A4:   actor @35  0 ()in_cube -2170.185  719.1667  63.8637 -2239.236  594.3701  37.2048
004D: jump_if_false WUZI1_1959
0006: @265 =  0  ;; integer values

:WUZI1_1959
00D6: if  1
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -2100.185  779.1667  93.8637 -2279.236  534.3701  7.2048
80A4:   NOT   actor @35  0 ()in_cube -2100.185  779.1667  93.8637 -2279.236  534.3701  7.2048
004D: jump_if_false WUZI1_1965
00BB: text_lowpriority 'VAL_A9'  4000 ms  1
0006: @36 =  1  ;; integer values

:WUZI1_1965
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false WUZI1_1979
00D6: if  0
8118:   NOT   actor @146 dead
004D: jump_if_false WUZI1_1979
00D6: if  0
02E0:   actor @146 aggressive
004D: jump_if_false WUZI1_1979
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_1979
0006: @637 =  36  ;; integer values
0006: @267 =  1  ;; integer values

:WUZI1_1979
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false WUZI1_1993
00D6: if  0
8118:   NOT   actor @146 dead
004D: jump_if_false WUZI1_1993
00D6: if  0
02E0:   actor @146 aggressive
004D: jump_if_false WUZI1_1993
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_1993
0006: @637 =  43  ;; integer values
0006: @267 =  2  ;; integer values

:WUZI1_1993
00D6: if  0
0039:   @95 ==  10  ;; integer values
004D: jump_if_false WUZI1_2008
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  117
0249: release_model  118
0249: release_model  358
0249: release_model  468
04EF: release_animation "WUZI"
0873:  169 
0873:  139 
0006: @265 =  0  ;; integer values

:WUZI1_2008
0051: return

:WUZI1_2009
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false WUZI1_2033
00D6: if  0
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_2033
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_2033
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2022
06C9: @35 

:WUZI1_2022
0151: remove_status_text $7247
04ED: load_animation "GANGS"
04ED: load_animation "CAR_CHAT"
07C0:  136 
07C0:  137 
07C0:  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_2033
00D6: if  0
0039:   @42 ==  6  ;; integer values
004D: jump_if_false WUZI1_2117
00D6: if  0
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_2117
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_2117
00D6: if  3
001D:   @32 > @159  ;; integer values  
07C1:  136 
07C1:  137 
07C1:  138 
004D: jump_if_false WUZI1_2117
0006: @754 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2056
020A: set_car @104 door_status_to  1
0519: unknown_car @104 flag  0
00AB: put_car @104 at -2218.93  642.3626  48.4475
0175: set_car @104 z_angle_to  267.1711

:WUZI1_2056
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_2062
0811: $48 = actor $PLAYER_ACTOR car

:WUZI1_2062
0792: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2068
0792: @35 
04EB: unknown_action_sequence @35  0 

:WUZI1_2068
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false WUZI1_2072
00A6: destroy_car $48

:WUZI1_2072
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  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2089
00A1: put_actor $PLAYER_ACTOR at -2212.38  643.0919  48.4466
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
05CB: unknown_action_sequence $PLAYER_ACTOR @104 -2 
02AC: set_car @104 immunities  1  1  1  1  1
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2089
07DD: @35  80 
077A: @35  4  24 
00A1: put_actor @35 at -2217.78  640.998  48.4549
0173: set_actor @35 z_angle_to  77.0
05CA: unknown_action_sequence @35 @104  2600  0 

:WUZI1_2089
0006: @130 =  0  ;; integer values

:WUZI1_2090
00D6: if  0
001B:    18 > @130  ;; integer values
004D: jump_if_false WUZI1_2096
01C2: remove_references_to_actor @138(@130,18i)  ;; Like turning an actor into a random pedestrian
000A: @130 +=  1  ;; integer values
0002: jump WUZI1_2090

:WUZI1_2096
00A5: @105 = create_car  405 at -2245.343  715.4953  48.4375
0175: set_car @105 z_angle_to  180.0
0129: @138 = create_actor  24  122 in_car @105 driverseat
01C8: @139 = create_actor  24  123 in_car @105 passenger_seat  0
01B2: give_actor @139 weapon  28 ammo  5000  ;; Load the weapon model before using this
05EB: @105  136 
00A5: @106 = create_car  405 at -2251.676  612.6026  42.259
0175: set_car @106 z_angle_to  0.0
0129: @140 = create_actor  24  121 in_car @106 driverseat
01C8: @141 = create_actor  24  122 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_2117
00D6: if  0
0039:   @42 ==  7  ;; integer values
004D: jump_if_false WUZI1_2126
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_2126
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_2126
00D6: if  0
0039:   @42 ==  8  ;; integer values
004D: jump_if_false WUZI1_2138
00D6: if  1
8119:   NOT   car @105 wrecked
8118:   NOT   actor @138 dead
004D: jump_if_false WUZI1_2138
00AA: store_car @105 position_to $73 $74 $75
00D6: if  0
0022:    653.8901 > $74  ;; floating-point values
004D: jump_if_false WUZI1_2138
0006: @42 =  9  ;; integer values

:WUZI1_2138
00D6: if  0
0039:   @42 ==  9  ;; integer values
004D: jump_if_false WUZI1_2152
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_2152
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2147

:WUZI1_2147
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FL" "CAR_CHAT"  4.0  0  0  0  0  3000 
0006: @637 =  60  ;; integer values
0006: @42 =  10  ;; integer values
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  3200  ;; integer values

:WUZI1_2152
00D6: if  0
0039:   @42 ==  10  ;; integer values
004D: jump_if_false WUZI1_2171
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_2171
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2171
01EC: make_car @104 very_heavy  1
05EB: @104  138 
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false WUZI1_2168
05EC: @105 
05EB: @105  137 

:WUZI1_2168
0006: @42 =  11  ;; integer values
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  2000  ;; integer values

:WUZI1_2171
00D6: if  0
0039:   @42 ==  11  ;; integer values
004D: jump_if_false WUZI1_2187
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_2187
015F: set_camera_position -2251.02  649.9792  52.244  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false WUZI1_2183
00AA: store_car @105 position_to $73 $74 $75
0160: point_camera $73 $74 $75  2

:WUZI1_2183
097A: -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_2187
00D6: if  0
0039:   @42 ==  12  ;; integer values
004D: jump_if_false WUZI1_2197
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_2197
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_2197
00D6: if  0
0039:   @42 ==  13  ;; integer values
004D: jump_if_false WUZI1_2226
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  1
8119:   NOT   car @104 wrecked
8119:   NOT   car @105 wrecked
004D: jump_if_false WUZI1_2222
00AA: store_car @105 position_to $73 $74 $75
00AA: store_car @104 position_to @228 @229 @230
0087: @268 = @228  ;; floating-point values only
0065: @268 -= $73  ;; floating-point values 
0087: @269 = @229  ;; floating-point values only
0065: @269 -= $74  ;; 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 += $73  ;; floating-point values 
005D: @269 += $74  ;; floating-point values 
0160: point_camera @268 @269 $75  2

:WUZI1_2222
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_2226
0006: @42 =  14  ;; integer values

:WUZI1_2226
00D6: if  0
0039:   @42 ==  14  ;; integer values
004D: jump_if_false WUZI1_2242
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2238
01EC: make_car @104 very_heavy  0
02AC: set_car @104 immunities  0  0  0  0  0

:WUZI1_2238
0006: @71 =  8  ;; integer values
0006: @38 =  0  ;; integer values
0006: @637 =  63  ;; integer values
0164: disable_marker @108

:WUZI1_2242
0051: return

:WUZI1_2243
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false WUZI1_2284
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2255
077A: @35  4  24 
07DD: @35  80 
01B2: give_actor @35 weapon  28 ammo  99999  ;; Load the weapon model before using this

:WUZI1_2255
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2272
00D6: if  1
8119:   NOT   car @105 wrecked
8118:   NOT   actor @138 dead
004D: jump_if_false WUZI1_2265
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_2265
00D6: if  1
8119:   NOT   car @106 wrecked
8118:   NOT   actor @140 dead
004D: jump_if_false WUZI1_2272
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_2272
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2277
0224: set_car @104 health_to  3000
053F: set_car @104 tires_vulnerable  0

:WUZI1_2277
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_car_density_to  1.0

:WUZI1_2284
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false WUZI1_2338
00D6: if  0
0039:   @272 ==  0  ;; integer values
004D: jump_if_false WUZI1_2295
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_2295
0006: @272 =  1  ;; integer values
00BB: text_lowpriority 'WZ1_37'  4000 ms  1

:WUZI1_2295
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false WUZI1_2308
00D6: if  0
0118:   actor @138 dead
004D: jump_if_false WUZI1_2308
00D6: if  0
0039:   @273 ==  0  ;; integer values
004D: jump_if_false WUZI1_2306
0006: @273 =  1  ;; integer values
0006: @637 =  64  ;; integer values

:WUZI1_2306
0164: disable_marker @109
0006: @81 =  0  ;; integer values

:WUZI1_2308
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false WUZI1_2321
00D6: if  0
0118:   actor @140 dead
004D: jump_if_false WUZI1_2321
00D6: if  0
0039:   @273 ==  0  ;; integer values
004D: jump_if_false WUZI1_2319
0006: @273 =  1  ;; integer values
0006: @637 =  64  ;; integer values

:WUZI1_2319
0164: disable_marker @110
0006: @82 =  0  ;; integer values

:WUZI1_2321
00D6: if  1
0039:   @81 ==  0  ;; integer values
0039:   @82 ==  0  ;; integer values
004D: jump_if_false WUZI1_2338
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2338
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @35 radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false WUZI1_2338
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_2338
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false WUZI1_2364
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_2349
00D6: if  0
0039:   @274 ==  0  ;; integer values
004D: jump_if_false WUZI1_2349
0006: @274 =  1  ;; integer values
00BB: text_lowpriority 'WZ1_39'  4000 ms  1

:WUZI1_2349
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false WUZI1_2364
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2150.165  642.3364  51.2188 radius  4.0  4.0  4.0
004D: jump_if_false WUZI1_2364
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2364
00D6: if  0
00FE:   actor @35  0 ()near_point -2150.165  642.3364  51.2188 radius  8.0  8.0  8.0
004D: jump_if_false WUZI1_2364
0006: @71 =  9  ;; integer values
0006: @42 =  0  ;; integer values
0006: @637 =  68  ;; integer values

:WUZI1_2364
0051: return

:WUZI1_2365
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false WUZI1_2378
0006: @73 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_2375
0811: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:WUZI1_2375
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  3000  ;; integer values
0006: @42 =  1  ;; integer values

:WUZI1_2378
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false WUZI1_2414
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_2414
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 (on)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_2393
0811: $48 = actor $PLAYER_ACTOR car
00AB: put_car $48 at -2150.165  642.3364  51.2188
0175: set_car $48 z_angle_to  0.0

:WUZI1_2393
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2411
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  0
00DF:   actor @35 driving
004D: jump_if_false WUZI1_2410
06C9: @35 
0615: @132 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @132 
0618: @35 @132 
061B: @132 
0002: jump WUZI1_2411

:WUZI1_2410
05D8: AS_assign_scmpath to_actor @35 flags  6  0 

:WUZI1_2411
0006: @42 =  2  ;; integer values
0085: @159 = @32  ;; integer values and handles
000A: @159 +=  5000  ;; integer values

:WUZI1_2414
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false WUZI1_2430
00D6: if  0
001D:   @32 > @159  ;; integer values  
004D: jump_if_false WUZI1_2430
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2427
009B: destroy_actor_instantly @35

:WUZI1_2427
0006: @37 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @71 =  10  ;; integer values

:WUZI1_2430
0051: return

:WUZI1_2431
00D6: if  0
0019:   @200 >  0  ;; integer values
004D: jump_if_false WUZI1_2452
0006: @130 =  0  ;; integer values
0006: @95 =  0  ;; integer values

:WUZI1_2436
00D6: if  0
001B:    18 > @130  ;; integer values
004D: jump_if_false WUZI1_2452
00D6: if  0
056D:   unknown_actor @138(@130,18i) dead_but_valid
004D: jump_if_false WUZI1_2450
00D6: if  0
0118:   actor @138(@130,18i) dead
004D: jump_if_false WUZI1_2450
0164: disable_marker @111(@130,18i)
00D6: if  0
0019:   @130 >  7  ;; integer values
004D: jump_if_false WUZI1_2450
000A: @95 +=  1  ;; integer values

:WUZI1_2450
000A: @130 +=  1  ;; integer values
0002: jump WUZI1_2436

:WUZI1_2452
00D6: if  0
0039:   @200 ==  1  ;; integer values
004D: jump_if_false WUZI1_2524
00D6: if  21
0022:    676.0 > $70  ;; floating-point values
0023:    676.0 > @229  ;; floating-point values
004D: jump_if_false WUZI1_2524
00A5: @102 = create_car  468 at -2191.274  644.4189  48.4453
00A5: @103 = create_car  468 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  468
07C0:  139 
0129: @142 = create_actor  24  123 in_car @102 driverseat
01C8: @143 = create_actor  24  121 in_car @102 passenger_seat  0
0129: @144 = create_actor  24  122 in_car @103 driverseat
01C8: @145 = create_actor  24  123 in_car @103 passenger_seat  0
0249: release_model  121
0249: release_model  122
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: @142  0 
087E: @143  0 
087E: @144  0 
087E: @145  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: @142  40.0 
060F: @143  40.0 
060F: @144  40.0 
060F: @145  40.0 
074E: @142  30.0  8 
074E: @143  30.0  8 
074E: @144  30.0  8 
074E: @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: @132 
05D1: unknown_action_sequence -1 @102 -2177.164  645.6417  48.4453  15.0  2  0  3 
06C7: unknown_action_sequence -1 @102  4  2000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2172.865  652.5621  48.4429  6  4000 
0638: unknown_action_sequence -1  1 
0616: @132 
0618: @142 @132 
061B: @132 
0615: @132 
05D1: unknown_action_sequence -1 @103 -2174.811  644.3727  48.4453  15.0  2  0  3 
06C7: unknown_action_sequence -1 @103  4  2000 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2176.99  650.9326  48.4429  6  3000 
04EB: unknown_action_sequence -1  1 
0616: @132 
0618: @144 @132 
061B: @132 
0006: @200 =  2  ;; integer values

:WUZI1_2524
00D6: if  0
0039:   @200 ==  2  ;; integer values
004D: jump_if_false WUZI1_2558
0006: @129 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @142 dead
004D: jump_if_false WUZI1_2532
0811: @129 = actor @142 car

:WUZI1_2532
00D6: if  21
0039:   @129 == -1  ;; integer values
0118:   actor @142 dead
004D: jump_if_false WUZI1_2558
00D6: if  0
8118:   NOT   actor @143 dead
004D: jump_if_false WUZI1_2543
00D6: if  0
00DF:   actor @143 driving
004D: jump_if_false WUZI1_2543
0633: unknown_action_sequence @143 

:WUZI1_2543
00D6: if  0
8118:   NOT   actor @144 dead
004D: jump_if_false WUZI1_2550
00D6: if  0
00DF:   actor @144 driving
004D: jump_if_false WUZI1_2550
0633: unknown_action_sequence @144 

:WUZI1_2550
00D6: if  0
8118:   NOT   actor @145 dead
004D: jump_if_false WUZI1_2557
00D6: if  0
00DF:   actor @145 driving
004D: jump_if_false WUZI1_2557
0633: unknown_action_sequence @145 

:WUZI1_2557
0006: @200 =  3  ;; integer values

:WUZI1_2558
00D6: if  0
0039:   @200 ==  4  ;; integer values
004D: jump_if_false WUZI1_2738
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false WUZI1_2579
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false WUZI1_2579
00D6: if  21
0022:   -2193.0 > $69  ;; floating-point values
0023:   -2193.0 > @228  ;; floating-point values
004D: jump_if_false WUZI1_2579
0006: @93 =  1  ;; integer values
0615: @132 
0605: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0616: @132 
0618: @151 @132 
061B: @132 

:WUZI1_2579
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2171.857  658.2869  52.1667 -2240.303  631.7034  48.0251
004D: jump_if_false WUZI1_2616
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI1_2601
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false WUZI1_2600
0006: @84 =  1  ;; integer values
0006: @130 =  9  ;; integer values

:WUZI1_2590
00D6: if  0
001B:    13 > @130  ;; integer values
004D: jump_if_false WUZI1_2600
00D6: if  0
8118:   NOT   actor @138(@130,18i) dead
004D: jump_if_false WUZI1_2598
02E2: set_actor @138(@130,18i) weapon_accuracy_to  100
074D: unknown_action_sequence @138(@130,18i) $PLAYER_ACTOR -2 

:WUZI1_2598
000A: @130 +=  1  ;; integer values
0002: jump WUZI1_2590

:WUZI1_2600
0002: jump WUZI1_2616

:WUZI1_2601
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false WUZI1_2616
0006: @84 =  0  ;; integer values
0006: @130 =  9  ;; integer values

:WUZI1_2606
00D6: if  0
001B:    13 > @130  ;; integer values
004D: jump_if_false WUZI1_2616
00D6: if  0
8118:   NOT   actor @138(@130,18i) dead
004D: jump_if_false WUZI1_2614
02E2: set_actor @138(@130,18i) weapon_accuracy_to  80
0687: @138(@130,18i) 

:WUZI1_2614
000A: @130 +=  1  ;; integer values
0002: jump WUZI1_2606

:WUZI1_2616
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false WUZI1_2649
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false WUZI1_2649
0209: @130 = random_int  9  13
0006: @91 =  0  ;; integer values

:WUZI1_2624
00D6: if  0
001B:    4 > @91  ;; integer values
004D: jump_if_false WUZI1_2647
0085: @131 = @130  ;; integer values and handles
000E: @131 -=  9  ;; integer values
00D6: if  1
8118:   NOT   actor @138(@130,18i) dead
0039:   @87(@131,4i) ==  0  ;; integer values
004D: jump_if_false WUZI1_2640
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_2645

:WUZI1_2640
000A: @130 +=  1  ;; integer values
00D6: if  0
0019:   @130 >  12  ;; integer values
004D: jump_if_false WUZI1_2645
0006: @130 =  9  ;; integer values

:WUZI1_2645
000A: @91 +=  1  ;; integer values
0002: jump WUZI1_2624

:WUZI1_2647
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  10000  ;; integer values

:WUZI1_2649
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false WUZI1_2694
00D6: if  21
0022:   -2197.0 > $69  ;; floating-point values
0019:   @95 >  1  ;; integer values
004D: jump_if_false WUZI1_2694
0006: @94 =  1  ;; integer values
009A: @152 = create_actor  24  123 at -2205.861  625.282  48.4396
009A: @153 = create_actor  24  121 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  405 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  121 in_car @104 driverseat
01C8: @155 = create_actor  24  122 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: @152  40.0 
060F: @153  40.0 
060F: @154  40.0 
060F: @155  40.0 
074E: @152  30.0  8 
074E: @153  30.0  8 
074E: @154  30.0  8 
074E: @155  30.0  8 
05EB: @104  139 

:WUZI1_2694
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false WUZI1_2727
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2727
00AA: store_car @104 position_to $73 $74 $75
00D6: if  0
0020:   $73 > -2227.0  ;; floating-point values
004D: jump_if_false WUZI1_2727
0006: @94 =  2  ;; integer values
00D6: if  0
8118:   NOT   actor @154 dead
004D: jump_if_false WUZI1_2716
05D6: clear_scmpath
05D7: add_point_to_scmpath -2214.633  642.2872  48.447 
0615: @132 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @132 
0618: @154 @132 
061B: @132 

:WUZI1_2716
00D6: if  0
8118:   NOT   actor @154 dead
004D: jump_if_false WUZI1_2727
05D6: clear_scmpath
05D7: add_point_to_scmpath -2214.373  639.3536  48.4511 
0615: @132 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
0616: @132 
0618: @155 @132 
061B: @132 

:WUZI1_2727
00D6: if  0
0039:   @94 ==  2  ;; integer values
004D: jump_if_false WUZI1_2738
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_2738
00D6: if  0
860E:   NOT @104 
004D: jump_if_false WUZI1_2738
0006: @94 =  3  ;; integer values
0519: unknown_car @104 flag  1

:WUZI1_2738
0051: return

:WUZI1_2739
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2770
00D6: if  0
02E0:   actor @35 aggressive
004D: jump_if_false WUZI1_2770
00D6: if  0
001D:   @32 > @277  ;; integer values  
004D: jump_if_false WUZI1_2770
00D6: if  0
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_2770
00D6: if  0
001B:    6 > @275  ;; integer values
004D: jump_if_false WUZI1_2770
0209: @276 = random_int  0  6

:WUZI1_2755
00D6: if  0
0039:   @232(@276,6i) ==  0  ;; integer values
004D: jump_if_false WUZI1_2764
000A: @276 +=  1  ;; integer values
00D6: if  0
0019:   @276 >  5  ;; integer values
004D: jump_if_false WUZI1_2763
0006: @276 =  0  ;; integer values

:WUZI1_2763
0002: jump WUZI1_2755

:WUZI1_2764
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_2770
0051: return
0051: return

:WUZI1_2772
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false WUZI1_2788
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_2788
0085: @278 = @161  ;; integer values and handles
0226: @161 = actor @35 health
00D6: if  0
803B:   NOT   @161 == @278  ;; integer values 
004D: jump_if_false WUZI1_2785
0085: @278 = @161  ;; integer values and handles
0006: @279 =  1  ;; integer values

:WUZI1_2785
008A: $7247 = @161  ;; integer values and handles
0010: $7247 *=  100  ;; integer values
0014: $7247 /=  250  ;; integer values

:WUZI1_2788
0051: return

:WUZI1_2789
0051: return

:WUZI1_2790
00D6: if  0
8039:   NOT   @281 ==  0  ;; integer values
004D: jump_if_false WUZI1_2823
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false WUZI1_2799
040D: unload_wav  3
03CF: load_wav @281 as  3
0006: @280 =  1  ;; integer values

:WUZI1_2799
00D6: if  0
0039:   @280 ==  1  ;; integer values
004D: jump_if_false WUZI1_2810
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false WUZI1_2810
00D6: if  0
001D:   @32 > @283  ;; integer values  
004D: jump_if_false WUZI1_2810
03D1: play_wav  3
0006: @280 =  2  ;; integer values

:WUZI1_2810
00D6: if  21
0039:   @280 ==  2  ;; integer values
08D0: (unknown)
004D: jump_if_false WUZI1_2823
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false WUZI1_2823
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_2823
00D6: if  0
8039:   NOT   @285 ==  0  ;; integer values
004D: jump_if_false WUZI1_2852
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false WUZI1_2834
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_2834
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false WUZI1_2852
00D6: if  1
001D:   @32 > @750  ;; integer values  
0039:   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_2852
0085: @637 = @309(@288,20i)  ;; integer values and handles
000A: @288 +=  1  ;; integer values
000E: @329 -=  1  ;; integer values
00D6: if  0
0039:   @329 ==  0  ;; integer values
004D: jump_if_false WUZI1_2850
0006: @285 =  0  ;; integer values
0006: @286 =  0  ;; integer values
0002: jump WUZI1_2852

:WUZI1_2850
0085: @750 = @287  ;; integer values and handles
005A: @750 += @289(@288,20i)  ;; integer values 

:WUZI1_2852
0871: init_jump_table @636 total_jumps  7  0 WUZI1_3351 jumps  0 WUZI1_2853  1 WUZI1_3141  2 WUZI1_3265  3 WUZI1_3282  4 WUZI1_3296  5 WUZI1_3316  6 WUZI1_3334 

:WUZI1_2853
00D6: if  0
0039:   @636 ==  1  ;; integer values
004D: jump_if_false WUZI1_2858
009A: @748 = create_actor  8  290 at  2752.341 -1948.867  16.3125
009A: @752 = create_actor  8  290 at  2752.341 -1948.867  16.3125

:WUZI1_2858
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: s@333 = 'WUZ1_AA'  ;; 8-byte strings
05AA: s@335 = 'WUZ1_AB'  ;; 8-byte strings
05AA: s@337 = 'WUZ1_CA'  ;; 8-byte strings
05AA: s@339 = 'WUZ1_CB'  ;; 8-byte strings
05AA: s@341 = 'WUZ1_CC'  ;; 8-byte strings
05AA: s@343 = 'WUZ1_CD'  ;; 8-byte strings
05AA: s@345 = 'WUZ1_CE'  ;; 8-byte strings
05AA: s@349 = 'WUZ1_CG'  ;; 8-byte strings
05AA: s@351 = 'WUZ1_CH'  ;; 8-byte strings
05AA: s@353 = 'WUZ1_DA'  ;; 8-byte strings
05AA: s@355 = 'WUZ1_DD'  ;; 8-byte strings
05AA: s@357 = 'WUZ1_DB'  ;; 8-byte strings
05AA: s@359 = 'WUZ1_DC'  ;; 8-byte strings
05AA: s@361 = 'WUZ1_LA'  ;; 8-byte strings
05AA: s@363 = 'WUZ1_LC'  ;; 8-byte strings
05AA: s@365 = 'WUZ1_KD'  ;; 8-byte strings
05AA: s@367 = 'WUZ1_MA'  ;; 8-byte strings
05AA: s@369 = 'WUZ1_MB'  ;; 8-byte strings
05AA: s@371 = 'WUZ1_MC'  ;; 8-byte strings
05AA: s@373 = 'WUZ1_MD'  ;; 8-byte strings
05AA: s@375 = 'WUZ1_ME'  ;; 8-byte strings
05AA: s@377 = 'WUZ1_MF'  ;; 8-byte strings
05AA: s@379 = 'WUZ1_MG'  ;; 8-byte strings
05AA: s@381 = 'WUZ1_MH'  ;; 8-byte strings
05AA: s@383 = 'WUZ1_MJ'  ;; 8-byte strings
05AA: s@387 = 'WUZ1_MH'  ;; 8-byte strings
05AA: s@389 = 'WUZ1_MJ'  ;; 8-byte strings
05AA: s@391 = 'WUZ1_NA'  ;; 8-byte strings
05AA: s@393 = 'WUZ1_NB'  ;; 8-byte strings
05AA: s@395 = 'WUZ1_NC'  ;; 8-byte strings
05AA: s@397 = 'WUZ1_ND'  ;; 8-byte strings
05AA: s@399 = 'WUZ1_NE'  ;; 8-byte strings
05AA: s@401 = 'WUZ1_NF'  ;; 8-byte strings
05AA: s@403 = 'WUZ1_NG'  ;; 8-byte strings
05AA: s@405 = 'WUZ1_NH'  ;; 8-byte strings
05AA: s@407 = 'WUZ1_NJ'  ;; 8-byte strings
05AA: s@409 = 'WUZ1_NK'  ;; 8-byte strings
05AA: s@411 = 'WUZ1_NL'  ;; 8-byte strings
05AA: s@413 = 'WUZ1_NM'  ;; 8-byte strings
05AA: s@415 = 'WUZ1_NN'  ;; 8-byte strings
05AA: s@417 = 'WUZ1_NO'  ;; 8-byte strings
05AA: s@419 = 'WUZ1_NP'  ;; 8-byte strings
05AA: s@421 = 'WUZ1_NQ'  ;; 8-byte strings
05AA: s@423 = 'WUZ1_OA'  ;; 8-byte strings
05AA: s@425 = 'WUZ1_OB'  ;; 8-byte strings
05AA: s@427 = 'WUZ1_OC'  ;; 8-byte strings
05AA: s@429 = 'WUZ1_OD'  ;; 8-byte strings
05AA: s@431 = 'WUZ1_OE'  ;; 8-byte strings
05AA: s@433 = 'WUZ1_OF'  ;; 8-byte strings
05AA: s@435 = 'WUZ1_OG'  ;; 8-byte strings
05AA: s@437 = 'WUZ1_OH'  ;; 8-byte strings
05AA: s@439 = 'WUZ1_OJ'  ;; 8-byte strings
05AA: s@441 = 'WUZ1_OK'  ;; 8-byte strings
05AA: s@443 = 'WUZ1_OL'  ;; 8-byte strings
05AA: s@445 = 'WUZ1_OM'  ;; 8-byte strings
05AA: s@447 = 'WUZ1_ON'  ;; 8-byte strings
05AA: s@449 = 'WUZ1_OO'  ;; 8-byte strings
05AA: s@451 = 'WUZ1_OP'  ;; 8-byte strings
05AA: s@453 = 'WUZ1_OQ'  ;; 8-byte strings
05AA: s@455 = 'WUZ1_OR'  ;; 8-byte strings
05AA: s@457 = 'WUZ1_PA'  ;; 8-byte strings
05AA: s@459 = 'WUZ1_PB'  ;; 8-byte strings
05AA: s@461 = 'WUZ1_QA'  ;; 8-byte strings
05AA: s@463 = 'WUZ1_RA'  ;; 8-byte strings
05AA: s@465 = 'WUZ1_QB'  ;; 8-byte strings
05AA: s@467 = 'WUZ1_RD'  ;; 8-byte strings
05AA: s@469 = 'WUZ1_EA'  ;; 8-byte strings
05AA: s@471 = 'WUZ1_EB'  ;; 8-byte strings
05AA: s@473 = 'WUZ1_EC'  ;; 8-byte strings
05AA: s@475 = 'WUZ1_EE'  ;; 8-byte strings
05AA: s@477 = 'WUZ1_GJ'  ;; 8-byte strings
05AA: s@479 = 'WUZ1_JA'  ;; 8-byte strings
05AA: s@481 = 'WUZ1_JB'  ;; 8-byte strings
05AA: s@485 = 'WUZ1_GC'  ;; 8-byte strings
05AA: s@487 = 'WUZ1_KA'  ;; 8-byte strings
05AA: s@489 = 'WUZ1_KB'  ;; 8-byte strings
05AA: s@491 = 'WUZ1_KC'  ;; 8-byte strings
05AA: s@493 = 'WUZ1_KD'  ;; 8-byte strings
05AA: s@495 = 'WUZ1_GE'  ;; 8-byte strings
05AA: s@497 = 'WUZ1_GF'  ;; 8-byte strings
05AA: s@499 = 'WUZ1_FA'  ;; 8-byte strings
05AA: s@501 = 'WUZ1_FB'  ;; 8-byte strings
05AA: s@503 = 'WUZ1_FC'  ;; 8-byte strings
05AA: s@505 = 'WUZ1_FD'  ;; 8-byte strings
05AA: s@507 = 'WUZ1_FE'  ;; 8-byte strings
05AA: s@509 = 'WUZ1_HA'  ;; 8-byte strings
05AA: s@511 = 'WUZ1_HB'  ;; 8-byte strings
05AA: s@513 = 'WUZ1_HC'  ;; 8-byte strings
05AA: s@515 = 'WUZ1_OM'  ;; 8-byte strings
05AA: s@517 = '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_3351

:WUZI1_3141
00D6: if  0
8039:   NOT   @637 ==  0  ;; integer values
004D: jump_if_false WUZI1_3264
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false WUZI1_3264
00D6: if  0
001D:   @32 > @755  ;; integer values  
004D: jump_if_false WUZI1_3264
00D6: if  1
03D2:   wav  1 ended
03D2:   wav  2 ended
004D: jump_if_false WUZI1_3264
00D6: if  0
003B:   @632 == @637  ;; integer values 
004D: jump_if_false WUZI1_3159
0006: @634 =  1  ;; integer values
0002: jump WUZI1_3168

:WUZI1_3159
00D6: if  0
003B:   @633 == @637  ;; integer values 
004D: jump_if_false WUZI1_3164
0006: @634 =  2  ;; integer values
0002: jump WUZI1_3168

:WUZI1_3164
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_3168
00D6: if  0
03D0:   wav @634 loaded
004D: jump_if_false WUZI1_3263
0085: @747 = @639(@637,100i)  ;; integer values and handles
0085: @748 = @739(@747,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @754 ==  1  ;; integer values
004D: jump_if_false WUZI1_3200
0006: @751 =  1  ;; integer values
0006: @753 =  0  ;; integer values

:WUZI1_3178
00D6: if  0
001B:    7 > @751  ;; integer values
004D: jump_if_false WUZI1_3200
0085: @752 = @739(@751,7i)  ;; integer values and handles
00D6: if  0
8039:   NOT   @752 ==  0  ;; integer values
004D: jump_if_false WUZI1_3198
00D6: if  0
803B:   NOT   @752 == @748  ;; integer values 
004D: jump_if_false WUZI1_3198
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3198
00D6: if  0
8118:   NOT   actor @752 dead
004D: jump_if_false WUZI1_3198
00D6: if  0
0104:   actor @748 near_actor @752 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false WUZI1_3198
000A: @753 +=  1  ;; integer values

:WUZI1_3198
000A: @751 +=  1  ;; integer values
0002: jump WUZI1_3178

:WUZI1_3200
00D6: if  22
0039:   @754 ==  1  ;; integer values
0019:   @753 >  0  ;; integer values
0039:   @639(@637,100i) ==  0  ;; integer values
004D: jump_if_false WUZI1_3261
00D6: if  0
8039:   NOT   @639(@637,100i) ==  0  ;; integer values
004D: jump_if_false WUZI1_3222
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3222
00D6: if  0
0038:   $7248 ==  0  ;; integer values
004D: jump_if_false WUZI1_3215
0949: link_wav @634 to_actor @748 

:WUZI1_3215
00D6: if  0
894D:   NOT @748 
004D: jump_if_false WUZI1_3221
0006: @746 =  1  ;; integer values
0967: @748  15000 
0002: jump WUZI1_3222

:WUZI1_3221
094E: @748  0 

:WUZI1_3222
00D6: if  0
0039:   @639(@637,100i) ==  0  ;; integer values
004D: jump_if_false WUZI1_3226
0006: @746 =  1  ;; integer values

:WUZI1_3226
00D6: if  0
0039:   @746 ==  1  ;; integer values
004D: jump_if_false WUZI1_3260
00D6: if  0
8039:   NOT   @748 ==  0  ;; integer values
004D: jump_if_false WUZI1_3236
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3236
0A09: @748  1 

:WUZI1_3236
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  0
8039:   NOT   @531(@637,100i) ==  0  ;; integer values
004D: jump_if_false WUZI1_3260
00D6: if  0
0039:   @634 ==  1  ;; integer values
004D: jump_if_false WUZI1_3255
00D6: if  0
803B:   NOT   @633 == @637  ;; integer values 
004D: jump_if_false WUZI1_3254
03CF: load_wav @531(@637,100i) as  2
0085: @633 = @637  ;; integer values and handles

:WUZI1_3254
0002: jump WUZI1_3260

:WUZI1_3255
00D6: if  0
803B:   NOT   @632 == @637  ;; integer values 
004D: jump_if_false WUZI1_3260
03CF: load_wav @531(@637,100i) as  1
0085: @632 = @637  ;; integer values and handles

:WUZI1_3260
0002: jump WUZI1_3262

:WUZI1_3261
0006: @636 =  6  ;; integer values

:WUZI1_3262
0002: jump WUZI1_3264

:WUZI1_3263
03CF: load_wav @531(@637,100i) as @634

:WUZI1_3264
0002: jump WUZI1_3351

:WUZI1_3265
00D6: if  0
03D2:   wav @634 ended
004D: jump_if_false WUZI1_3274
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3272
0A09: @748  0 

:WUZI1_3272
000A: @636 +=  1  ;; integer values
0002: jump WUZI1_3281

:WUZI1_3274
00D6: if  0
056D:   unknown_actor @748 dead_but_valid
004D: jump_if_false WUZI1_3281
00D6: if  0
0118:   actor @748 dead
004D: jump_if_false WUZI1_3281
000A: @636 +=  1  ;; integer values

:WUZI1_3281
0002: jump WUZI1_3351

:WUZI1_3282
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3286
0A09: @748  0 

:WUZI1_3286
040D: unload_wav @634
0006: @631(@634,3i) =  0  ;; integer values
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3294
0968: @748 
094F: @748 

:WUZI1_3294
000A: @636 +=  1  ;; integer values
0002: jump WUZI1_3351

:WUZI1_3296
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3300
0A09: @748  0 

:WUZI1_3300
000A: @637 +=  1  ;; integer values
00D6: if  0
8039:   NOT   @531(@637,100i) ==  0  ;; integer values
004D: jump_if_false WUZI1_3306
03CF: load_wav @531(@637,100i) as @634
0085: @631(@634,3i) = @637  ;; integer values and handles

:WUZI1_3306
000E: @638 -=  1  ;; integer values
00D6: if  0
8019:   NOT   @638 >  0  ;; integer values
004D: jump_if_false WUZI1_3313
0006: @637 =  0  ;; integer values
0006: @638 =  0  ;; integer values
0002: jump WUZI1_3314

:WUZI1_3313
0085: @637 = @635  ;; integer values and handles

:WUZI1_3314
0006: @636 =  1  ;; integer values
0002: jump WUZI1_3351

:WUZI1_3316
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3320
0A09: @748  0 

:WUZI1_3320
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  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3333
094F: @748 

:WUZI1_3333
0002: jump WUZI1_3351

:WUZI1_3334
00D6: if  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3338
0A09: @748  0 

:WUZI1_3338
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  0
8118:   NOT   actor @748 dead
004D: jump_if_false WUZI1_3350
094F: @748 

:WUZI1_3350
0002: jump WUZI1_3351

:WUZI1_3351
0051: return

:WUZI1_3352
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:WUZI1_3354
01E3: text_1number_styled 'M_PASSS'  5000  5000 ms  1
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'
0008: $WUZI_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:WUZI1_3363
0006: @130 =  0  ;; integer values

:WUZI1_3364
00D6: if  0
001B:    18 > @130  ;; integer values
004D: jump_if_false WUZI1_3376
0164: disable_marker @111(@130,18i)
00D6: if  0
8118:   NOT   actor @138(@130,18i) dead
004D: jump_if_false WUZI1_3374
05E2: unknown_action_sequence @138(@130,18i) $PLAYER_ACTOR 
0961: @138(@130,18i)  1 
01C2: remove_references_to_actor @138(@130,18i)  ;; Like turning an actor into a random pedestrian

:WUZI1_3374
000A: @130 +=  1  ;; integer values
0002: jump WUZI1_3364

:WUZI1_3376
03E6: remove_text_box
00D6: if  0
8119:   NOT   car @104 wrecked
004D: jump_if_false WUZI1_3383
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_3383
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WUZI1_3387
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:WUZI1_3387
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0296: unload_special_actor  1
0249: release_model  352
0249: release_model  121
0249: release_model  122
0249: release_model  123
0249: release_model  358
0249: release_model  405
0249: release_model  117
0249: release_model  118
0249: release_model  58
0249: release_model  468
04EF: release_animation "SWAT"
04EF: release_animation "WUZI"
04EF: release_animation "GANGS"
04EF: release_animation "CAR_CHAT"
0873:  136 
0873:  137 
0873:  138 
0873:  139 
0873:  169 
091E: -2239.251  636.6675  53.1933 -2165.047  720.0577  49.5456 
0151: remove_status_text $7247
06D7:  1 
03C7: unknown_maby_cops_density  1.0
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false WUZI1_3417
0A09: $PLAYER_ACTOR  0 

:WUZI1_3417
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false WUZI1_3421
034F: destroy_actor_with_fade @35  ;; The actor fades away like a ghost

:WUZI1_3421
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_car_density_to  1.0
02D1: unknown_remove_fire @258
02D1: unknown_remove_fire @259
065C: unknown_create_def_entity @34  ; unknown_destroy
06D0:  1 
0004: $ON_MISSION =  0  ;; integer values
088D: -2175.213  662.718  50.8582  10.5 -70  1 
088D: -2175.213  662.718  50.8582  10.5 -213  1 
00D8: mission_cleanup
0051: return

;-------------Mission 54---------------
; Originally: Ran Fa Li


:FARLIE4_1
03A4: name_thread 'FARLIE4'
0050: gosub FARLIE4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false FARLIE4_7
0050: gosub FARLIE4_870

:FARLIE4_7
0050: gosub FARLIE4_963
004E: end_thread

:FARLIE4_9
054C: use_GXT_table 'FARLIE4'
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:FARLIE4_12
00D6: if  0
016B:   fading
004D: jump_if_false FARLIE4_17
0001: wait  0 ms
0002: jump FARLIE4_12

:FARLIE4_17
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'FARL_4A'

:FARLIE4_19
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FARLIE4_24
0001: wait  0 ms
0002: jump FARLIE4_19

:FARLIE4_24
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:FARLIE4_27
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FARLIE4_32
0001: wait  0 ms
0002: jump FARLIE4_27

:FARLIE4_32
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:FARLIE4_34
00D6: if  0
016B:   fading
004D: jump_if_false FARLIE4_39
0001: wait  0 ms
0002: jump FARLIE4_34

:FARLIE4_39
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_48
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_48
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
01E8: create_forbidden_for_cars_cube -1478.294 -65.4014  0.0 -1395.423  2.7054  10.0
0746:  4  24  0 
0746:  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  352

:FARLIE4_65
00D6: if  0
8248:   NOT   model  352 available
004D: jump_if_false FARLIE4_70
0001: wait  0 ms
0002: jump FARLIE4_65

:FARLIE4_70
00D6: if  1
8491:   NOT   actor $PLAYER_ACTOR has_weapon  28 
8491:   NOT   actor $PLAYER_ACTOR has_weapon  29 
004D: jump_if_false FARLIE4_76
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_76
0006: @32 =  0  ;; integer values
0006: @140 =  2  ;; integer values
00BC: text_highpriority 'F4_T0'  9000 ms  1

:FARLIE4_79
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_113
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false FARLIE4_87
0002: jump FARLIE4_897

:FARLIE4_87
0050: gosub FARLIE4_1026
0050: gosub FARLIE4_1124
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1409.9 -303.4  4.5 radius  4.0  4.0  4.0
004D: jump_if_false FARLIE4_112
0247: request_model  475
0247: request_model  410

:FARLIE4_94
00D6: if  21
8248:   NOT   model  475 available
8248:   NOT   model  410 available
004D: jump_if_false FARLIE4_100
0001: wait  0 ms
0002: jump FARLIE4_94

:FARLIE4_100
0006: @141 =  1  ;; integer values
0164: disable_marker @41
00A5: @34 = create_car  410 at -1425.512 -21.2813  5.0078
0175: set_car @34 z_angle_to  88.7848
0519: unknown_car @34 flag  1
0186: @35 = create_marker_above_car @34
07E0: @35  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
0002: jump FARLIE4_114

:FARLIE4_112
0002: jump FARLIE4_79

:FARLIE4_113
0002: jump FARLIE4_870

:FARLIE4_114
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_140
0001: wait  0 ms
0050: gosub FARLIE4_1026
0050: gosub FARLIE4_1124
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_129
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false FARLIE4_129
00D9: $48 = actor $PLAYER_ACTOR car

:FARLIE4_129
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_139
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false FARLIE4_139
018B: show_on_radar @35  0
018B: show_on_radar @37  3
0519: unknown_car @34 flag  0
0002: jump FARLIE4_141

:FARLIE4_139
0002: jump FARLIE4_114

:FARLIE4_140
0002: jump FARLIE4_870

:FARLIE4_141
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0247: request_model  121
0247: request_model  122
0247: request_model  521
0247: request_model  352
0247: request_model  414
0247: request_model  330
0247: request_model  475
0247: request_model  543

:FARLIE4_150
00D6: if  25
8248:   NOT   model  121 available
8248:   NOT   model  122 available
8248:   NOT   model  521 available
8248:   NOT   model  352 available
8248:   NOT   model  414 available
8248:   NOT   model  330 available
004D: jump_if_false FARLIE4_160
0001: wait  0 ms
0002: jump FARLIE4_150

:FARLIE4_160
040D: unload_wav  3
03CF: load_wav  28000 as  3

:FARLIE4_162
00D6: if  22
83D0:   NOT   wav  3 loaded
8248:   NOT   model  475 available
8248:   NOT   model  543 available
004D: jump_if_false FARLIE4_169
0001: wait  0 ms
0002: jump FARLIE4_162

:FARLIE4_169
01EB: set_car_density_to  0.0

:FARLIE4_170
0050: gosub FARLIE4_949
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false FARLIE4_181
00D6: if  0
01AF:   car $48  0 ()near_point -1429.618 -21.2788  5.0078 radius  10.0  10.0  10.0
004D: jump_if_false FARLIE4_180
0763: $48 
00AB: put_car $48 at -1425.615 -16.4956  5.0078
0175: set_car $48 z_angle_to  271.5388

:FARLIE4_180
0001: wait  500 ms

:FARLIE4_181
0395: clear_area  1 at -1412.56 -138.0878  5.0 range  200.0
0050: gosub FARLIE4_939
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  414 at -1414.173 -50.4918  5.0
0175: set_car @49 z_angle_to  0.0
0129: @59 = create_actor  24  121 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  2
8119:   NOT   car @49 wrecked
8118:   NOT   actor @59 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_201
0615: @142 
05D1: unknown_action_sequence -1 @49 -1414.428 -32.5711  5.0069  15.0  2  0  2 
05CD: unknown_action_sequence -1 @49 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @142 
0618: @59 @142 

:FARLIE4_201
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_205
0227: @43 = car @34 health

:FARLIE4_205
008A: $7250 = @43  ;; integer values and handles
0014: $7250 /=  30  ;; integer values
03C4: set_status_text_to $7250  1 (bar) 'F4_D'
0050: gosub FARLIE4_956
00BC: text_highpriority 'F4_T5'  5000 ms  1
0006: @33 =  0  ;; integer values

:FARLIE4_211
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false FARLIE4_220
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false FARLIE4_219
0002: jump FARLIE4_234

:FARLIE4_219
0002: jump FARLIE4_211

:FARLIE4_220
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false FARLIE4_224
03D1: play_wav  3

:FARLIE4_224
0006: @33 =  0  ;; integer values

:FARLIE4_225
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false FARLIE4_234
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false FARLIE4_233
0002: jump FARLIE4_234

:FARLIE4_233
0002: jump FARLIE4_225

:FARLIE4_234
0050: gosub FARLIE4_943
00BC: text_highpriority 'F4_T8'  4000 ms  1
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_240
0519: unknown_car @34 flag  0

:FARLIE4_240
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_869
0001: wait  0 ms
0050: gosub FARLIE4_1026
0050: gosub FARLIE4_1124
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_254
00D6: if  0
0A15: @34 
004D: jump_if_false FARLIE4_254
0224: set_car @34 health_to  3000

:FARLIE4_254
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_277
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false FARLIE4_267
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false FARLIE4_266
018B: show_on_radar @35  0
018B: show_on_radar @37  3
0006: @40 =  1  ;; integer values

:FARLIE4_266
0002: jump FARLIE4_274

:FARLIE4_267
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false FARLIE4_274
018B: show_on_radar @35  3
018B: show_on_radar @37  0
00BC: text_highpriority 'F4_T4'  4000 ms  1
0006: @40 =  0  ;; integer values

:FARLIE4_274
0227: @43 = car @34 health
008A: $7250 = @43  ;; integer values and handles
0014: $7250 /=  30  ;; integer values

:FARLIE4_277
00D6: if  22
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1467.032 -133.7941  5.0078 radius  60.0  60.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1347.11 -49.7249  5.0078 radius  20.0  20.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1421.344 -238.9247  5.0 radius  20.0  20.0  10.0
004D: jump_if_false FARLIE4_303
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false FARLIE4_303
0395: clear_area  1 at -1474.466 -162.8309  5.0234 range  10.0
00A5: @51 = create_car  414 at -1474.466 -162.8309  5.0234
0175: set_car @51 z_angle_to  272.5542
0129: @61 = create_actor  24  121 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  2
8119:   NOT   car @51 wrecked
8118:   NOT   actor @61 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_302
0615: @144 
05D1: unknown_action_sequence -1 @51 -1464.862 -162.4026  5.0226  25.0  2  0  2 
05CD: unknown_action_sequence -1 @51 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @144 
0618: @61 @144 

:FARLIE4_302
0006: @79 =  1  ;; integer values

:FARLIE4_303
00D6: if  22
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1423.849 -135.7411  5.0078 radius  20.0  20.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1347.11 -49.7249  5.0078 radius  20.0  20.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1421.344 -238.9247  5.0 radius  20.0  20.0  10.0
004D: jump_if_false FARLIE4_329
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false FARLIE4_329
0395: clear_area  1 at -1387.268 -126.9234  5.0078 range  10.0
00A5: @50 = create_car  414 at -1387.268 -126.9234  5.0078
0175: set_car @50 z_angle_to  180.2388
0129: @60 = create_actor  24  121 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  2
8119:   NOT   car @50 wrecked
8118:   NOT   actor @60 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_328
0615: @143 
05D1: unknown_action_sequence -1 @50 -1387.225 -135.6199  5.0078  25.0  2  0  2 
05CD: unknown_action_sequence -1 @50 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @143 
0618: @60 @143 

:FARLIE4_328
0006: @80 =  1  ;; integer values

:FARLIE4_329
00D6: if  22
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1427.269 -238.5722  5.0234 radius  20.0  20.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1347.11 -49.7249  5.0078 radius  20.0  20.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1421.344 -238.9247  5.0 radius  20.0  20.0  10.0
004D: jump_if_false FARLIE4_354
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false FARLIE4_354
0395: clear_area  1 at -1387.792 -230.1776  5.0078 range  10.0
00A5: @52 = create_car  414 at -1387.792 -230.1776  5.0078
0175: set_car @52 z_angle_to  179.5878
0129: @62 = create_actor  24  121 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  1
8119:   NOT   car @52 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_353
0615: @145 
05D1: unknown_action_sequence -1 @52 -1387.862 -240.3811  5.0078  25.0  2  0  2 
05CD: unknown_action_sequence -1 @52 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @145 
0618: @62 @145 

:FARLIE4_353
0006: @89 =  1  ;; integer values

:FARLIE4_354
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1399.686 -184.757  5.3047 radius  5.0  5.0  10.0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false FARLIE4_366
009A: @44 = create_actor  24  122 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: unknown_action_sequence @44  1 
0006: @81 =  1  ;; integer values

:FARLIE4_366
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1400.184 -205.7361  5.3047 radius  5.0  5.0  10.0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false FARLIE4_378
009A: @45 = create_actor  24  121 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: unknown_action_sequence @45  0 
0006: @82 =  1  ;; integer values

:FARLIE4_378
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1407.187 -239.4782  5.3047 radius  20.0  20.0  10.0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false FARLIE4_420
009A: @69 = create_actor  24  122 at -1407.076 -358.3559  8.3099
0173: set_actor @69 z_angle_to  9.5994
009A: @70 = create_actor  24  121 at -1476.887 -291.53  8.7087
0173: set_actor @70 z_angle_to  258.9856
0006: @36 =  0  ;; integer values

:FARLIE4_387
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: unknown_action_sequence @69(@36,10i)  1 
05E2: unknown_action_sequence @69(@36,10i) $PLAYER_ACTOR 
04EB: unknown_action_sequence @69(@36,10i)  1 
000A: @36 +=  1  ;; integer values
0029:   @36 >=  2  ;; integer values
004D: jump_if_false FARLIE4_387
00A5: @52 = create_car  414 at -1478.896 -470.3535  10.9926
0175: set_car @52 z_angle_to  11.1921
009A: @99 = create_actor  24  122 at -1478.188 -476.1086  11.1411
0173: set_actor @99 z_angle_to  277.8792
009A: @100 = create_actor  24  122 at -1479.535 -466.4356  11.0
0173: set_actor @100 z_angle_to  263.3237
00A5: @53 = create_car  414 at -1586.022 -359.7679  10.9926
0175: set_car @53 z_angle_to  248.7342
009A: @101 = create_actor  24  122 at -1582.225 -362.0264  11.0
0173: set_actor @101 z_angle_to  356.2877
009A: @102 = create_actor  24  122 at -1590.694 -357.4667  11.1411
0173: set_actor @102 z_angle_to  323.3828
0006: @36 =  0  ;; integer values

:FARLIE4_410
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: unknown_action_sequence @99(@36,10i)  1 
05E2: unknown_action_sequence @99(@36,10i) $PLAYER_ACTOR 
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false FARLIE4_410
0006: @83 =  1  ;; integer values

:FARLIE4_420
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1570.888 -455.6748  5.0 radius  25.0  25.0  10.0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false FARLIE4_441
01EB: set_car_density_to  1.0
009B: destroy_actor_instantly @44
009B: destroy_actor_instantly @45
0006: @36 =  0  ;; integer values

:FARLIE4_428
009B: destroy_actor_instantly @59(@36,10i)
00D6: if  0
8119:   NOT   car @49(@36,10i) wrecked
004D: jump_if_false FARLIE4_436
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @49(@36,10i)
004D: jump_if_false FARLIE4_436
00A6: destroy_car @49(@36,10i)

:FARLIE4_436
009B: destroy_actor_instantly @69(@36,10i)
000A: @36 +=  1  ;; integer values
0029:   @36 >=  3  ;; integer values
004D: jump_if_false FARLIE4_428
0006: @84 =  1  ;; integer values

:FARLIE4_441
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2258.519  124.3485  34.3125 radius  150.0  150.0  10.0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false FARLIE4_468
0395: clear_area  1 at -2258.519  124.3485  34.3125 range  10.0
00A5: @109 = create_car  521 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  121 in_car @109 driverseat
01C8: @120 = create_actor  24  122 in_car @109 passenger_seat  0
08C6: @119  0 
08C6: @120  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: unknown_action_sequence @120 $PLAYER_ACTOR -1  0.0  0.0  0.0  999.0  8  0  50 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_467
06E1: unknown_action_sequence @119 @109 @34  29  100.0  2 

:FARLIE4_467
0006: @85 =  1  ;; integer values

:FARLIE4_468
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1817.805 -552.1889  15.0039 radius  150.0  150.0  10.0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false FARLIE4_500
0395: clear_area  1 at -1817.805 -552.1889  15.0039 range  10.0
00A5: @110 = create_car  521 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  121 in_car @110 driverseat
01C8: @122 = create_actor  24  122 in_car @110 passenger_seat  0
08C6: @121  0 
08C6: @122  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: unknown_action_sequence @122 $PLAYER_ACTOR -1  0.0  0.0  0.0  999.0  8  0  50 
060B: unknown_actor_use_entity @122 @46 
060B: unknown_actor_use_entity @121 @46 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_499
0615: @38 
05B9: unknown_action_sequence -1  5000 
06E1: unknown_action_sequence -1 @110 @34  30  100.0  2 
0616: @38 
0618: @121 @38 
061B: @38 

:FARLIE4_499
0006: @86 =  1  ;; integer values

:FARLIE4_500
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1818.385 -621.8912  15.312 radius  150.0  150.0  10.0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false FARLIE4_532
0395: clear_area  1 at -1818.385 -621.8912  15.312 range  10.0
00A5: @111 = create_car  521 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  121 in_car @111 driverseat
01C8: @124 = create_actor  24  122 in_car @111 passenger_seat  0
08C6: @123  0 
08C6: @124  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: unknown_action_sequence @124 $PLAYER_ACTOR -1  0.0  0.0  0.0  999.0  8  0  50 
060B: unknown_actor_use_entity @124 @46 
060B: unknown_actor_use_entity @123 @46 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_531
0615: @38 
05B9: unknown_action_sequence -1  5000 
06E1: unknown_action_sequence -1 @111 @34  29  100.0  2 
0616: @38 
0618: @123 @38 
061B: @38 

:FARLIE4_531
0006: @87 =  1  ;; integer values

:FARLIE4_532
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2211.62  580.9911  34.1691 radius  300.0  300.0  10.0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false FARLIE4_558
0395: clear_area  1 at -2211.62  580.9911  34.1691 range  10.0
00A5: @162 = create_car  410 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  121 in_car @162 driverseat
01C8: @148 = create_actor  24  122 in_car @162 passenger_seat  0
08C6: @148  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: unknown_action_sequence @148 $PLAYER_ACTOR -1  0.0  0.0  0.0  999.0  8  0  50 
060B: unknown_actor_use_entity @148 @46 
060B: unknown_actor_use_entity @147 @46 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_557
06E1: unknown_action_sequence @147 @162 @34  30  100.0  2 

:FARLIE4_557
0006: @157 =  1  ;; integer values

:FARLIE4_558
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1850.127  1096.324  44.2969 radius  300.0  300.0  10.0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false FARLIE4_583
0395: clear_area  1 at -1850.127  1096.324  44.2969 range  10.0
00A5: @163 = create_car  475 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  121 in_car @163 driverseat
01C8: @150 = create_actor  24  122 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: unknown_action_sequence @150 $PLAYER_ACTOR -1  0.0  0.0  0.0  999.0  8  0  50 
060B: unknown_actor_use_entity @150 @46 
060B: unknown_actor_use_entity @149 @46 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_582
06E1: unknown_action_sequence @149 @163 @34  29  100.0  2 

:FARLIE4_582
0006: @158 =  1  ;; integer values

:FARLIE4_583
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1740.369  1404.461  6.1875 radius  300.0  300.0  10.0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false FARLIE4_608
0395: clear_area  1 at -1740.369  1404.461  6.1875 range  10.0
00A5: @164 = create_car  543 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  121 in_car @164 driverseat
01C8: @152 = create_actor  24  122 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: unknown_action_sequence @152 $PLAYER_ACTOR -1  0.0  0.0  0.0  999.0  8  0  50 
060B: unknown_actor_use_entity @152 @46 
060B: unknown_actor_use_entity @151 @46 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_607
06E1: unknown_action_sequence @151 @164 @34  30  100.0  2 

:FARLIE4_607
0006: @159 =  1  ;; integer values

:FARLIE4_608
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1892.652  745.0367  44.2969 radius  300.0  300.0  10.0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false FARLIE4_634
0395: clear_area  1 at -1892.652  745.0367  44.2969 range  10.0
00A5: @165 = create_car  475 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  121 in_car @165 driverseat
01C8: @154 = create_actor  24  122 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: unknown_action_sequence @153 $PLAYER_ACTOR -1  0.0  0.0  0.0  999.0  8  0  50 
060B: unknown_actor_use_entity @154 @46 
060B: unknown_actor_use_entity @153 @46 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_633
06E1: unknown_action_sequence @154 @165 @34  29  100.0  2 

:FARLIE4_633
0006: @160 =  1  ;; integer values

:FARLIE4_634
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2154.206  576.4759  34.1719 radius  150.0  150.0  10.0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false FARLIE4_649
0395: clear_area  1 at -1818.385 -621.8912  15.312 range  10.0
009A: @183 = create_actor  24  121 at -2154.206  576.4759  34.1719
00A5: @182 = create_car  521 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: unknown_action_sequence @183  1 
0006: @88 =  1  ;; integer values

:FARLIE4_649
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2245.675  303.3215  34.3203 radius  150.0  150.0  10.0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false FARLIE4_664
0395: clear_area  1 at -2245.675  303.3215  34.3203 range  10.0
009A: @185 = create_actor  24  121 at -2245.675  303.3215  34.3203
00A5: @184 = create_car  521 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: unknown_action_sequence @185  1 
0006: @88 =  1  ;; integer values

:FARLIE4_664
00D6: if  0
8118:   NOT   actor @119 dead
004D: jump_if_false FARLIE4_676
00D6: if  0
80DF:   NOT   actor @119 driving
004D: jump_if_false FARLIE4_675
05BE: unknown_action_sequence @119 
00D6: if  0
075C:   marker @129 enabled
004D: jump_if_false FARLIE4_675
0164: disable_marker @129

:FARLIE4_675
0002: jump FARLIE4_680

:FARLIE4_676
00D6: if  0
075C:   marker @129 enabled
004D: jump_if_false FARLIE4_680
0164: disable_marker @129

:FARLIE4_680
00D6: if  0
8118:   NOT   actor @121 dead
004D: jump_if_false FARLIE4_691
00D6: if  0
80DF:   NOT   actor @121 driving
004D: jump_if_false FARLIE4_690
00D6: if  0
075C:   marker @130 enabled
004D: jump_if_false FARLIE4_690
0164: disable_marker @130

:FARLIE4_690
0002: jump FARLIE4_695

:FARLIE4_691
00D6: if  0
075C:   marker @130 enabled
004D: jump_if_false FARLIE4_695
0164: disable_marker @130

:FARLIE4_695
00D6: if  0
8118:   NOT   actor @123 dead
004D: jump_if_false FARLIE4_706
00D6: if  0
80DF:   NOT   actor @123 driving
004D: jump_if_false FARLIE4_705
00D6: if  0
075C:   marker @131 enabled
004D: jump_if_false FARLIE4_705
0164: disable_marker @131

:FARLIE4_705
0002: jump FARLIE4_710

:FARLIE4_706
00D6: if  0
075C:   marker @131 enabled
004D: jump_if_false FARLIE4_710
0164: disable_marker @131

:FARLIE4_710
00D6: if  0
8118:   NOT   actor @147 dead
004D: jump_if_false FARLIE4_721
00D6: if  0
80DF:   NOT   actor @147 driving
004D: jump_if_false FARLIE4_720
00D6: if  0
075C:   marker @167 enabled
004D: jump_if_false FARLIE4_720
0164: disable_marker @167

:FARLIE4_720
0002: jump FARLIE4_725

:FARLIE4_721
00D6: if  0
075C:   marker @167 enabled
004D: jump_if_false FARLIE4_725
0164: disable_marker @167

:FARLIE4_725
00D6: if  0
8118:   NOT   actor @149 dead
004D: jump_if_false FARLIE4_736
00D6: if  0
80DF:   NOT   actor @149 driving
004D: jump_if_false FARLIE4_735
00D6: if  0
075C:   marker @168 enabled
004D: jump_if_false FARLIE4_735
0164: disable_marker @168

:FARLIE4_735
0002: jump FARLIE4_740

:FARLIE4_736
00D6: if  0
075C:   marker @168 enabled
004D: jump_if_false FARLIE4_740
0164: disable_marker @168

:FARLIE4_740
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false FARLIE4_751
00D6: if  0
80DF:   NOT   actor @151 driving
004D: jump_if_false FARLIE4_750
00D6: if  0
075C:   marker @169 enabled
004D: jump_if_false FARLIE4_750
0164: disable_marker @169

:FARLIE4_750
0002: jump FARLIE4_755

:FARLIE4_751
00D6: if  0
075C:   marker @169 enabled
004D: jump_if_false FARLIE4_755
0164: disable_marker @169

:FARLIE4_755
00D6: if  0
8118:   NOT   actor @153 dead
004D: jump_if_false FARLIE4_766
00D6: if  0
80DF:   NOT   actor @153 driving
004D: jump_if_false FARLIE4_765
00D6: if  0
075C:   marker @170 enabled
004D: jump_if_false FARLIE4_765
0164: disable_marker @170

:FARLIE4_765
0002: jump FARLIE4_770

:FARLIE4_766
00D6: if  0
075C:   marker @170 enabled
004D: jump_if_false FARLIE4_770
0164: disable_marker @170

:FARLIE4_770
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_816
0006: @36 =  0  ;; integer values

:FARLIE4_774
00D6: if  0
8118:   NOT   actor @119(@36,10i) dead
004D: jump_if_false FARLIE4_781
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @119(@36,10i) radius  10.0  10.0  0
004D: jump_if_false FARLIE4_781
0050: gosub FARLIE4_1066

:FARLIE4_781
00D6: if  0
8118:   NOT   actor @99(@36,10i) dead
004D: jump_if_false FARLIE4_788
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @99(@36,10i) radius  10.0  10.0  0
004D: jump_if_false FARLIE4_788
0050: gosub FARLIE4_1066

:FARLIE4_788
000A: @36 +=  1  ;; integer values
0029:   @36 >=  4  ;; integer values
004D: jump_if_false FARLIE4_774
0006: @36 =  0  ;; integer values

:FARLIE4_792
00D6: if  0
8118:   NOT   actor @69(@36,10i) dead
004D: jump_if_false FARLIE4_799
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @69(@36,10i) radius  10.0  10.0  0
004D: jump_if_false FARLIE4_799
0050: gosub FARLIE4_1066

:FARLIE4_799
000A: @36 +=  1  ;; integer values
0029:   @36 >=  2  ;; integer values
004D: jump_if_false FARLIE4_792
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FARLIE4_809
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @44 radius  10.0  10.0  0
004D: jump_if_false FARLIE4_809
0050: gosub FARLIE4_1066

:FARLIE4_809
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FARLIE4_816
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @45 radius  10.0  10.0  0
004D: jump_if_false FARLIE4_816
0050: gosub FARLIE4_1066

:FARLIE4_816
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FARLIE4_868
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false FARLIE4_868
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1742.273  1422.631  6.1842 radius  4.0  4.0  4.0
004D: jump_if_false FARLIE4_868
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub FARLIE4_949
00D6: if  0
8119:   NOT   car @109 wrecked
004D: jump_if_false FARLIE4_831
00A6: destroy_car @109

:FARLIE4_831
00D6: if  0
8119:   NOT   car @110 wrecked
004D: jump_if_false FARLIE4_835
00A6: destroy_car @110

:FARLIE4_835
00D6: if  0
8119:   NOT   car @111 wrecked
004D: jump_if_false FARLIE4_839
00A6: destroy_car @111

:FARLIE4_839
00D6: if  0
8119:   NOT   car @162 wrecked
004D: jump_if_false FARLIE4_843
00A6: destroy_car @162

:FARLIE4_843
00D6: if  0
8119:   NOT   car @163 wrecked
004D: jump_if_false FARLIE4_847
00A6: destroy_car @163

:FARLIE4_847
00D6: if  0
8119:   NOT   car @164 wrecked
004D: jump_if_false FARLIE4_851
00A6: destroy_car @164

:FARLIE4_851
00D6: if  0
8119:   NOT   car @165 wrecked
004D: jump_if_false FARLIE4_855
00A6: destroy_car @165

:FARLIE4_855
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_860
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_860
0151: remove_status_text $7250
00A6: destroy_car @34
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0001: wait  2000 ms
0050: gosub FARLIE4_956
0002: jump FARLIE4_897

:FARLIE4_868
0002: jump FARLIE4_240

:FARLIE4_869
0002: jump FARLIE4_870

:FARLIE4_870
00D6: if  0
075C:   marker @37 enabled
004D: jump_if_false FARLIE4_874
0164: disable_marker @37

:FARLIE4_874
00D6: if  0
075C:   marker @35 enabled
004D: jump_if_false FARLIE4_878
0164: disable_marker @35

:FARLIE4_878
00D6: if  0
075C:   marker @129 enabled
004D: jump_if_false FARLIE4_882
0164: disable_marker @129

:FARLIE4_882
00D6: if  0
075C:   marker @130 enabled
004D: jump_if_false FARLIE4_886
0164: disable_marker @130

:FARLIE4_886
00D6: if  0
075C:   marker @131 enabled
004D: jump_if_false FARLIE4_890
0164: disable_marker @131

:FARLIE4_890
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  1
0119:   car @34 wrecked
0039:   @141 ==  1  ;; integer values
004D: jump_if_false FARLIE4_896
00BC: text_highpriority 'F4_F'  4000 ms  1

:FARLIE4_896
0051: return

:FARLIE4_897
0008: $WUZI_MISSIONS_PASSED +=  1  ;; integer values
00D6: if  0
075C:   marker @37 enabled
004D: jump_if_false FARLIE4_902
0164: disable_marker @37

:FARLIE4_902
00D6: if  0
075C:   marker @35 enabled
004D: jump_if_false FARLIE4_906
0164: disable_marker @35

:FARLIE4_906
0318: set_latest_mission_passed 'FAR_4'
030C: set_mission_points +=  1
0394: play_music  1
01E3: text_1number_styled 'M_PASSS'  6000  5000 ms  1
0109: player $PLAYER_CHAR money +=  6000
0998: add_respect  15 
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
075C:   marker @129 enabled
004D: jump_if_false FARLIE4_917
0164: disable_marker @129

:FARLIE4_917
00D6: if  0
075C:   marker @130 enabled
004D: jump_if_false FARLIE4_921
0164: disable_marker @130

:FARLIE4_921
00D6: if  0
075C:   marker @131 enabled
004D: jump_if_false FARLIE4_925
0164: disable_marker @131

:FARLIE4_925
00D6: if  0
8119:   NOT   car @109 wrecked
004D: jump_if_false FARLIE4_929
00A6: destroy_car @109

:FARLIE4_929
00D6: if  0
8119:   NOT   car @110 wrecked
004D: jump_if_false FARLIE4_933
00A6: destroy_car @110

:FARLIE4_933
00D6: if  0
8119:   NOT   car @111 wrecked
004D: jump_if_false FARLIE4_937
00A6: destroy_car @111

:FARLIE4_937
0050: gosub FARLIE4_956
0051: return

:FARLIE4_939
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0051: return

:FARLIE4_943
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0051: return

:FARLIE4_949
016A: fade  0 ()  500 ms

:FARLIE4_950
00D6: if  0
016B:   fading
004D: jump_if_false FARLIE4_955
0001: wait  0 ms
0002: jump FARLIE4_950

:FARLIE4_955
0051: return

:FARLIE4_956
016A: fade  1 (back)  500 ms

:FARLIE4_957
00D6: if  0
016B:   fading
004D: jump_if_false FARLIE4_962
0001: wait  0 ms
0002: jump FARLIE4_957

:FARLIE4_962
0051: return

:FARLIE4_963
0004: $ON_MISSION =  0  ;; integer values
0151: remove_status_text $7250
091D: -1478.294 -65.4014  0.0 -1395.423  2.7054  10.0 
0249: release_model  121
0249: release_model  122
0249: release_model  521
0249: release_model  352
0249: release_model  414
0249: release_model  475
0249: release_model  330
0249: release_model  410
0249: release_model  543
01BD: $184 = current_time_in_ms
00D6: if  0
075C:   marker @37 enabled
004D: jump_if_false FARLIE4_980
0164: disable_marker @37

:FARLIE4_980
00D6: if  0
075C:   marker @35 enabled
004D: jump_if_false FARLIE4_984
0164: disable_marker @35

:FARLIE4_984
00D6: if  0
075C:   marker @41 enabled
004D: jump_if_false FARLIE4_988
0164: disable_marker @41

:FARLIE4_988
00D6: if  0
075C:   marker @129 enabled
004D: jump_if_false FARLIE4_992
0164: disable_marker @129

:FARLIE4_992
00D6: if  0
075C:   marker @130 enabled
004D: jump_if_false FARLIE4_996
0164: disable_marker @130

:FARLIE4_996
00D6: if  0
075C:   marker @131 enabled
004D: jump_if_false FARLIE4_1000
0164: disable_marker @131

:FARLIE4_1000
00D6: if  0
075C:   marker @167 enabled
004D: jump_if_false FARLIE4_1004
0164: disable_marker @167

:FARLIE4_1004
00D6: if  0
075C:   marker @168 enabled
004D: jump_if_false FARLIE4_1008
0164: disable_marker @168

:FARLIE4_1008
00D6: if  0
075C:   marker @169 enabled
004D: jump_if_false FARLIE4_1012
0164: disable_marker @169

:FARLIE4_1012
00D6: if  0
075C:   marker @170 enabled
004D: jump_if_false FARLIE4_1016
0164: disable_marker @170

:FARLIE4_1016
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_1024
00D6: if  1
03B0:   garage 'FDORSFE' door_open
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -2161.628  654.652  51.3706 radius  10.0  10.0  10.0
004D: jump_if_false FARLIE4_1024
0361: close_garage 'FDORSFE'

:FARLIE4_1024
00D8: mission_cleanup
0051: return

:FARLIE4_1026
00D6: if  0
0736:  66 
004D: jump_if_false FARLIE4_1034
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_1034
00A1: put_actor $PLAYER_ACTOR at -1403.283 -395.7443  11.0
0173: set_actor $PLAYER_ACTOR z_angle_to  343.9661

:FARLIE4_1034
00D6: if  0
0736:  68 
004D: jump_if_false FARLIE4_1042
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false FARLIE4_1042
00D9: @186 = actor $PLAYER_ACTOR car
04E1: open_and_freeze_trunk_of_car @186

:FARLIE4_1042
00D6: if  0
0736:  70 
004D: jump_if_false FARLIE4_1046
0002: jump FARLIE4_141

:FARLIE4_1046
00D6: if  0
0736:  75 
004D: jump_if_false FARLIE4_1053
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_1053
05BE: unknown_action_sequence $PLAYER_ACTOR 

:FARLIE4_1053
00D6: if  0
0736:  72 
004D: jump_if_false FARLIE4_1061
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FARLIE4_1061
035F: set_actor $PLAYER_ACTOR armour_to  100
055E: set_player $PLAYER_CHAR max_health +=  100

:FARLIE4_1061
00D6: if  0
0736:  90 
004D: jump_if_false FARLIE4_1065
0002: jump FARLIE4_170

:FARLIE4_1065
0051: return

:FARLIE4_1066
00D6: if  0
0019:   @33 >  15000  ;; integer values
004D: jump_if_false FARLIE4_1119
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false FARLIE4_1119
0871: init_jump_table $7249 total_jumps  8  0 FARLIE4_1114 jumps  0 FARLIE4_1074  1 FARLIE4_1079  2 FARLIE4_1084  3 FARLIE4_1089  4 FARLIE4_1094  5 FARLIE4_1099  6 FARLIE4_1104 
0872: jump_table_jumps  7 FARLIE4_1109 -1 FARLIE4_1114 -1 FARLIE4_1114 -1 FARLIE4_1114 -1 FARLIE4_1114 -1 FARLIE4_1114 -1 FARLIE4_1114 -1 FARLIE4_1114 -1 FARLIE4_1114 

:FARLIE4_1074
05AA: s@177 = 'FAR4_AA'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15400 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1079
05AA: s@177 = 'FAR4_AB'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15401 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1084
05AA: s@177 = 'FAR4_AC'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15402 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1089
05AA: s@177 = 'FAR4_AD'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15403 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1094
05AA: s@177 = 'FAR4_AE'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15404 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1099
05AA: s@177 = 'FAR4_AG'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15406 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1104
05AA: s@177 = 'FAR4_AH'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15407 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1109
05AA: s@177 = 'FAR4_AJ'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  15408 
0050: gosub FARLIE4_1120
0006: @33 =  0  ;; integer values
0002: jump FARLIE4_1114

:FARLIE4_1114
0008: $7249 +=  1  ;; integer values
00D6: if  0
0038:   $7249 ==  8  ;; integer values
004D: jump_if_false FARLIE4_1119
0004: $7249 =  0  ;; integer values

:FARLIE4_1119
0051: return

:FARLIE4_1120
040D: unload_wav  1
03CF: load_wav @139 as  1
0006: @140 =  0  ;; integer values
0051: return

:FARLIE4_1124
00D6: if  1
03D0:   wav  1 loaded
0039:   @140 ==  0  ;; integer values
004D: jump_if_false FARLIE4_1131
03D1: play_wav  1
00BC: text_highpriority s@177  10000 ms  1
0006: @140 =  1  ;; integer values

:FARLIE4_1131
00D6: if  1
03D2:   wav  1 ended
0039:   @140 ==  1  ;; integer values
004D: jump_if_false FARLIE4_1138
040D: unload_wav  1
03D5: remove_text s@177
0006: @140 =  2  ;; integer values

:FARLIE4_1138
0051: return

;-------------Mission 55---------------
; Originally: Lure


:DRIV6_1
03A4: name_thread 'DRIV6'
0050: gosub DRIV6_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DRIV6_7
0050: gosub DRIV6_1463

:DRIV6_7
0050: gosub DRIV6_1474
004E: end_thread

:DRIV6_9
0317: increment_mission_attempts
054C: use_GXT_table 'FARLIE5'
0004: $ON_MISSION =  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_22
00D6: if  0
001D:   @50 > @104  ;; integer values  
004D: jump_if_false DRIV6_35
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_22

:DRIV6_35
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_59
00D6: if  0
016B:   fading
004D: jump_if_false DRIV6_64
0001: wait  0 ms
0002: jump DRIV6_59

:DRIV6_64
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'FARL_5A'

:DRIV6_66
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DRIV6_71
0001: wait  0 ms
0002: jump DRIV6_66

:DRIV6_71
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DRIV6_73
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DRIV6_78
0001: wait  0 ms
0002: jump DRIV6_73

:DRIV6_78
016A: fade  0 ()  0 ms

:DRIV6_79
00D6: if  0
016B:   fading
004D: jump_if_false DRIV6_84
0001: wait  0 ms
0002: jump DRIV6_79

:DRIV6_84
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
04BB: select_interior  0  ;; select render area
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false DRIV6_100
00A5: @34 = create_car  489 at  0.0  0.0 -100.0
0006: @104 =  0  ;; integer values

:DRIV6_92
00D6: if  0
001D:   @50 > @104  ;; integer values  
004D: jump_if_false DRIV6_100
00A5: @52(@104,14i) = create_car  468 at @94 @95 -100.0
0129: @66(@104,14i) = create_actor  24  123 in_car @52(@104,14i) driverseat
01C8: @80(@104,14i) = create_actor  24  122 in_car @52(@104,14i) passenger_seat  0
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_92

:DRIV6_100
0247: request_model  468
0247: request_model  123
0247: request_model  122
0247: request_model  353

:DRIV6_104
00D6: if  23
8248:   NOT   model  468 available
8248:   NOT   model  123 available
8248:   NOT   model  122 available
8248:   NOT   model  353 available
004D: jump_if_false DRIV6_112
0001: wait  0 ms
0002: jump DRIV6_104

:DRIV6_112
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_518
0186: @262 = create_marker_above_car @34
07E0: @262  1 
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'DRV6_8'  10000 ms  0

:DRIV6_127
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DRIV6_132
0002: jump DRIV6_1465

:DRIV6_132
00D6: if  0
8039:   NOT   @137 ==  1  ;; integer values
004D: jump_if_false DRIV6_150
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_150
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRIV6_150
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
00BB: text_lowpriority 'DRV6_17'  7000 ms  0
00D6: if  0
0038:   $5294 ==  1  ;; integer values
004D: jump_if_false DRIV6_150
0950: -1990.65 -2428.65  30.77  225.0 

:DRIV6_150
00D6: if  1
0039:   @137 ==  1  ;; integer values
8039:   NOT   @139 ==  1  ;; integer values
004D: jump_if_false DRIV6_188
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_188
00D6: if  1
8039:   NOT   @138 ==  1  ;; integer values
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1990.65 -2428.65 radius  50.0  50.0
004D: jump_if_false DRIV6_163
03D5: remove_text 'DRV6_19'
0006: @138 =  1  ;; integer values

:DRIV6_163
00D6: if  1
8038:   NOT   $5294 ==  1  ;; integer values
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1963.84 -2441.49 radius  25.0  25.0
004D: jump_if_false DRIV6_168
0004: $5294 =  1  ;; integer values

:DRIV6_168
00D6: if  0
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_188
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0951: (unknown)
0164: disable_marker @263
0050: gosub DRIV6_552
018A: @264 = create_checkpoint_at -1867.14 -2442.39  31.24
0165: set_marker @264 color_to  0
06D5:  0 -1867.14 -2442.39  31.24 -1178.32 -2638.85  10.8  4.0 @41 
03C4: set_status_text_to $1936  1 (bar) 'DRV6_18'
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
00BB: text_lowpriority 'DRV6_17'  7000 ms  0
00BB: text_lowpriority 'DRV6_4'  10000 ms  0
00BB: text_lowpriority 'DRV6_15'  10000 ms  0
0006: @139 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:DRIV6_188
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false DRIV6_424
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false DRIV6_195
0110: clear_player $PLAYER_CHAR wanted_level

:DRIV6_195
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_424
00D6: if  1
8039:   NOT   @261 ==  1  ;; integer values
0019:   @33 >  2000  ;; integer values
004D: jump_if_false DRIV6_209
00D6: if  1
8118:   NOT   actor @80 dead
8118:   NOT   actor @81 dead
004D: jump_if_false DRIV6_209
0713: unknown_action_sequence @80 $PLAYER_ACTOR -1  0.0  0.0  0.0  999999.0  8  0  60 
0713: unknown_action_sequence @81 $PLAYER_ACTOR -1  0.0  0.0  0.0  999999.0  8  0  60 
0006: @261 =  1  ;; integer values

:DRIV6_209
00D6: if  0
01F4:   car @34 flipped
004D: jump_if_false DRIV6_218
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false DRIV6_217
02AC: set_car @34 immunities  0  0  0  0  0
0006: @252 =  0  ;; integer values

:DRIV6_217
0002: jump DRIV6_223

:DRIV6_218
00D6: if  0
8039:   NOT   @252 ==  1  ;; integer values
004D: jump_if_false DRIV6_223
02AC: set_car @34 immunities  0  1  1  1  1
0006: @252 =  1  ;; integer values

:DRIV6_223
0050: gosub DRIV6_876
00D6: if  0
8038:   NOT   $7254 ==  1  ;; integer values
004D: jump_if_false DRIV6_242
00D6: if  0
8038:   NOT   $7251 ==  1  ;; integer values
004D: jump_if_false DRIV6_236
00D6: if  0
01AD:   car @34  0 ()near_point -1181.93 -2642.33  300.0  300.0
004D: jump_if_false DRIV6_235
0050: gosub DRIV6_1006
0004: $7251 =  1  ;; integer values

:DRIV6_235
0002: jump DRIV6_241

:DRIV6_236
00D6: if  0
81AD:   NOT   car @34  0 ()near_point -1181.93 -2642.33  300.0  300.0
004D: jump_if_false DRIV6_241
0050: gosub DRIV6_1026
0004: $7251 =  0  ;; integer values

:DRIV6_241
0002: jump DRIV6_246

:DRIV6_242
00D6: if  0
0038:   $7251 ==  1  ;; integer values
004D: jump_if_false DRIV6_246
0004: $7251 =  0  ;; integer values

:DRIV6_246
00D6: if  0
0038:   $7255 ==  1  ;; integer values
004D: jump_if_false DRIV6_264
00D6: if  0
8038:   NOT   $7252 ==  1  ;; integer values
004D: jump_if_false DRIV6_258
00D6: if  0
01AD:   car @34  0 ()near_point -519.74 -2782.11  214.0  214.0
004D: jump_if_false DRIV6_257
0050: gosub DRIV6_1006
0004: $7252 =  1  ;; integer values

:DRIV6_257
0002: jump DRIV6_263

:DRIV6_258
00D6: if  0
81AD:   NOT   car @34  0 ()near_point -519.74 -2782.11  214.0  214.0
004D: jump_if_false DRIV6_263
0050: gosub DRIV6_1026
0004: $7252 =  0  ;; integer values

:DRIV6_263
0002: jump DRIV6_268

:DRIV6_264
00D6: if  0
0038:   $7252 ==  1  ;; integer values
004D: jump_if_false DRIV6_268
0004: $7252 =  0  ;; integer values

:DRIV6_268
00D6: if  0
8039:   NOT   @253 ==  1  ;; integer values
004D: jump_if_false DRIV6_280
00D6: if  0
01AF:   car @34  0 ()near_point -1867.14 -2442.39  31.24 radius  6.0  6.0  3.0
004D: jump_if_false DRIV6_280
0164: disable_marker @264
06D6: @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:  0 -1178.32 -2638.85  10.8 -654.95 -2469.35  33.3  4.0 @41 

:DRIV6_280
00D6: if  1
0039:   @253 ==  1  ;; integer values
8038:   NOT   $7253 ==  1  ;; integer values
004D: jump_if_false DRIV6_294
00D6: if  0
01AF:   car @34  0 ()near_point -1178.32 -2638.85  10.8 radius  6.0  6.0  3.0
004D: jump_if_false DRIV6_294
0164: disable_marker @264
06D6: @41 
0050: gosub DRIV6_698
0004: $7253 =  1  ;; integer values
018A: @264 = create_checkpoint_at -654.95 -2469.35  33.3
0165: set_marker @264 color_to  0
06D5:  0 -654.95 -2469.35  33.3 -309.54 -2248.81  29.59  4.0 @41 

:DRIV6_294
00D6: if  1
0038:   $7253 ==  1  ;; integer values
8038:   NOT   $7254 ==  1  ;; integer values
004D: jump_if_false DRIV6_308
00D6: if  0
01AF:   car @34  0 ()near_point -654.95 -2469.35  33.3 radius  6.0  6.0  3.0
004D: jump_if_false DRIV6_308
0164: disable_marker @264
06D6: @41 
0050: gosub DRIV6_698
0004: $7254 =  1  ;; integer values
018A: @264 = create_checkpoint_at -309.54 -2248.81  29.59
0165: set_marker @264 color_to  0
06D5:  0 -309.54 -2248.81  29.59 -165.7 -2421.71  35.1  4.0 @41 

:DRIV6_308
00D6: if  1
0038:   $7254 ==  1  ;; integer values
8039:   NOT   @254 ==  1  ;; integer values
004D: jump_if_false DRIV6_322
00D6: if  0
01AF:   car @34  0 ()near_point -309.54 -2248.81  29.59 radius  6.0  6.0  3.0
004D: jump_if_false DRIV6_322
0164: disable_marker @264
06D6: @41 
0050: gosub DRIV6_698
0006: @254 =  1  ;; integer values
018A: @264 = create_checkpoint_at -165.7 -2421.71  35.1
0165: set_marker @264 color_to  0
06D5:  0 -165.7 -2421.71  35.1 -191.26 -2822.52  42.09  4.0 @41 

:DRIV6_322
00D6: if  1
0039:   @254 ==  1  ;; integer values
8039:   NOT   @255 ==  1  ;; integer values
004D: jump_if_false DRIV6_336
00D6: if  0
01AF:   car @34  0 ()near_point -165.7 -2421.71  35.1 radius  6.0  6.0  3.0
004D: jump_if_false DRIV6_336
0164: disable_marker @264
06D6: @41 
0050: gosub DRIV6_698
0006: @255 =  1  ;; integer values
018A: @264 = create_checkpoint_at -191.26 -2822.52  42.09
0165: set_marker @264 color_to  0
06D5:  0 -191.26 -2822.52  42.09 -946.91 -2844.84  67.36  4.0 @41 

:DRIV6_336
00D6: if  1
0039:   @255 ==  1  ;; integer values
8038:   NOT   $7255 ==  1  ;; integer values
004D: jump_if_false DRIV6_350
00D6: if  0
01AF:   car @34  0 ()near_point -191.26 -2822.52  42.09 radius  6.0  6.0  3.0
004D: jump_if_false DRIV6_350
0164: disable_marker @264
06D6: @41 
0050: gosub DRIV6_698
0004: $7255 =  1  ;; integer values
018A: @264 = create_checkpoint_at -946.91 -2844.84  67.36
0165: set_marker @264 color_to  0
06D5:  0 -946.91 -2844.84  67.36 @38 @39 @40  4.0 @41 

:DRIV6_350
00D6: if  1
0038:   $7255 ==  1  ;; integer values
8038:   NOT   $7256 ==  1  ;; integer values
004D: jump_if_false DRIV6_364
00D6: if  0
01AF:   car @34  0 ()near_point -946.91 -2844.84  67.36 radius  6.0  6.0  3.0
004D: jump_if_false DRIV6_364
0164: disable_marker @264
06D6: @41 
0050: gosub DRIV6_698
0004: $7256 =  1  ;; integer values
018A: @265 = create_checkpoint_at @38 @39 @40
0165: set_marker @265 color_to  0
06D5:  2 @38 @39 @40  0.0  0.0  0.0  4.0 @41 

:DRIV6_364
00D6: if  0
001B:    100 > @100  ;; integer values
004D: jump_if_false DRIV6_374
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_374
00D6: if  0
002B:    45 >= @100  ;; integer values 
004D: jump_if_false DRIV6_384
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRIV6_382
08A6: @34  2  0.0 
08A6: @34  3  0.0 

:DRIV6_382
095E: @34  2  0  0.0 
095E: @34  3  0  0.0 

:DRIV6_384
00D6: if  1
0019:   @100 >  45  ;; integer values
002B:    80 >= @100  ;; integer values 
004D: jump_if_false DRIV6_395
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DRIV6_393
08A6: @34  2  0.0 
08A6: @34  3  0.0 

:DRIV6_393
095E: @34  2  2  0.0 
095E: @34  3  2  0.0 

:DRIV6_395
00D6: if  1
0019:   @100 >  80  ;; integer values
001B:    100 > @100  ;; integer values
004D: jump_if_false DRIV6_401
095E: @34  2  3 -1.0 
095E: @34  3  3 -1.0 

:DRIV6_401
00D6: if  0
0029:   @100 >=  100  ;; integer values
004D: jump_if_false DRIV6_406
095E: @34  2  4 -1.0 
095E: @34  3  4 -1.0 

:DRIV6_406
00D6: if  1
0019:   @100 >  80  ;; integer values
8039:   NOT   @256 ==  1  ;; integer values
004D: jump_if_false DRIV6_412
00BC: text_highpriority 'DRV6_6'  7000 ms  0
0006: @256 =  1  ;; integer values

:DRIV6_412
00D6: if  1
0029:   @100 >=  100  ;; integer values
8039:   NOT   @257 ==  1  ;; integer values
004D: jump_if_false DRIV6_420
0151: remove_status_text $1936
00BC: text_highpriority 'DRV6_16'  5000 ms  0
0006: @32 =  0  ;; integer values
0006: @257 =  1  ;; integer values

:DRIV6_420
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false DRIV6_424
0050: gosub DRIV6_1059

:DRIV6_424
00D6: if  0
8039:   NOT   @137 ==  1  ;; integer values
004D: jump_if_false DRIV6_433
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false DRIV6_433
00BE: text_clear_all
00BC: text_highpriority 'DRV6_11'  5000 ms  0
0002: jump DRIV6_1463

:DRIV6_433
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false DRIV6_481
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV6_481
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false DRIV6_478
0050: gosub DRIV6_1119
0006: @266 =  0  ;; integer values
0006: @104 =  0  ;; integer values

:DRIV6_445
00D6: if  1
001D:   @49 > @104  ;; integer values  
8039:   NOT   @266 ==  1  ;; integer values
004D: jump_if_false DRIV6_465
00D6: if  0
8118:   NOT   actor @66(@104,14i) dead
004D: jump_if_false DRIV6_456
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @66(@104,14i) radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false DRIV6_456
0006: @266 =  1  ;; integer values

:DRIV6_456
00D6: if  0
8118:   NOT   actor @80(@104,14i) dead
004D: jump_if_false DRIV6_463
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @80(@104,14i) radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false DRIV6_463
0006: @266 =  1  ;; integer values

:DRIV6_463
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_445

:DRIV6_465
00D6: if  0
0039:   @266 ==  1  ;; integer values
004D: jump_if_false DRIV6_477
0006: @135 =  0  ;; integer values
0050: gosub DRIV6_1397
0006: @132 =  1  ;; integer values

:DRIV6_471
00D6: if  0
001D:   @133 > @132  ;; integer values  
004D: jump_if_false DRIV6_477
0001: wait  0 ms
0050: gosub DRIV6_1425
0002: jump DRIV6_471

:DRIV6_477
0050: gosub DRIV6_1089

:DRIV6_478
00BE: text_clear_all
00BC: text_highpriority 'DRV6_7'  5000 ms  0
0002: jump DRIV6_1463

:DRIV6_481
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false DRIV6_517
00D6: if  1
0039:   @257 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false DRIV6_506
0006: @135 =  0  ;; integer values
0050: gosub DRIV6_1397

:DRIV6_490
00D6: if  0
001B:    1 > @132  ;; integer values
004D: jump_if_false DRIV6_496
0001: wait  0 ms
0050: gosub DRIV6_1425
0002: jump DRIV6_490

:DRIV6_496
00D6: if  0
001D:   @133 > @132  ;; integer values  
004D: jump_if_false DRIV6_502
0001: wait  0 ms
0050: gosub DRIV6_1425
0002: jump DRIV6_496

:DRIV6_502
0050: gosub DRIV6_1089
00BE: text_clear_all
00BC: text_highpriority 'DRV6_7'  5000 ms  0
0002: jump DRIV6_1463

:DRIV6_506
00D6: if  0
0038:   $7256 ==  1  ;; integer values
004D: jump_if_false DRIV6_517
00D6: if  0
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_517
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @265
06D6: @41 
0050: gosub DRIV6_1167
0002: jump DRIV6_1465

:DRIV6_517
0002: jump DRIV6_127

:DRIV6_518
0247: request_model  489

:DRIV6_519
00D6: if  0
8248:   NOT   model  489 available
004D: jump_if_false DRIV6_524
0001: wait  0 ms
0002: jump DRIV6_519

:DRIV6_524
0395: clear_area  0 at -2149.95  644.31  52.35 range  100.0
00A5: @34 = create_car  489 at -2149.95  644.31  52.35
0175: set_car @34 z_angle_to  180.0
03AB: (unknown) @34  1 
053F: set_car @34 tires_vulnerable  0
0224: set_car @34 health_to  9000
0852: @34  0 
0051: return

:DRIV6_532
00A5: @52 = create_car  468 at -2015.66 -2408.82  30.28
0175: set_car @52 z_angle_to  229.35
00A5: @53 = create_car  468 at -2017.07 -2410.37  30.3
0175: set_car @53 z_angle_to  225.81
0006: @104 =  0  ;; integer values

:DRIV6_537
00D6: if  0
001B:    2 > @104  ;; integer values
004D: jump_if_false DRIV6_550
0129: @66(@104,14i) = create_actor  24  123 in_car @52(@104,14i) driverseat
01C8: @80(@104,14i) = create_actor  24  122 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: @66(@104,14i)  2 
08C6: @80(@104,14i)  2 
000A: @49 +=  1  ;; integer values
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_537

:DRIV6_550
000A: @98 +=  1  ;; integer values
0051: return

:DRIV6_552
016A: fade  0 ()  1000 ms

:DRIV6_553
00D6: if  0
016B:   fading
004D: jump_if_false DRIV6_558
0001: wait  0 ms
0002: jump DRIV6_553

:DRIV6_558
0395: clear_area  0 at @35 @36 @37 range  300.0
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_567
00AB: put_car @34 at @35 @36 @37
0175: set_car @34 z_angle_to  241.85

:DRIV6_567
0050: gosub DRIV6_532
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 (back)  1000 ms

:DRIV6_571
00D6: if  0
016B:   fading
004D: jump_if_false DRIV6_576
0001: wait  0 ms
0002: jump DRIV6_571

:DRIV6_576
0006: @259 =  1  ;; integer values
0707: unknown_bunnyjump DRIV6_647 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_591
00D6: if  1
8118:   NOT   actor @66 dead
8119:   NOT   car @52 wrecked
004D: jump_if_false DRIV6_586
05D1: unknown_action_sequence @66 @52 -1977.97 -2435.05  30.3  30.0  2  0  2 

:DRIV6_586
00D6: if  1
8118:   NOT   actor @67 dead
8119:   NOT   car @53 wrecked
004D: jump_if_false DRIV6_591
05D1: unknown_action_sequence @67 @53 -1979.45 -2437.47  30.3  30.0  2  0  2 

:DRIV6_591
0006: @33 =  0  ;; integer values

:DRIV6_592
00D6: if  0
001B:    2500 > @33  ;; integer values
004D: jump_if_false DRIV6_597
0001: wait  0 ms
0002: jump DRIV6_592

:DRIV6_597
00D6: if  0
8119:   NOT   car @52 wrecked
004D: jump_if_false DRIV6_602
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_602
00D6: if  0
8119:   NOT   car @52 wrecked
004D: jump_if_false DRIV6_607
00AB: put_car @52 at -1985.6 -2435.14  30.3
0175: set_car @52 z_angle_to  254.67

:DRIV6_607
00D6: if  0
8119:   NOT   car @53 wrecked
004D: jump_if_false DRIV6_612
00AB: put_car @53 at -1986.37 -2437.8  30.3
0175: set_car @53 z_angle_to  250.82

:DRIV6_612
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_629
00D6: if  2
8118:   NOT   actor @66 dead
8118:   NOT   actor @80 dead
8119:   NOT   car @52 wrecked
004D: jump_if_false DRIV6_622
04E0: car @52 abandon_path_radius  250
06E1: unknown_action_sequence @66 @52 @34  29  10.0  2 

:DRIV6_622
00D6: if  2
8118:   NOT   actor @67 dead
8118:   NOT   actor @81 dead
8119:   NOT   car @53 wrecked
004D: jump_if_false DRIV6_629
04E0: car @53 abandon_path_radius  250
06E1: unknown_action_sequence @67 @53 @34  30  10.0  2 

:DRIV6_629
00D6: if  3
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_646
00D6: if  0
00DB:   actor @66 in_car @52
004D: jump_if_false DRIV6_643
00D6: if  0
0204:   actor @66 near_car_in_car @34 radius  15.0  15.0 unknown  0  
004D: jump_if_false DRIV6_642
0006: @260 =  1  ;; integer values

:DRIV6_642
0002: jump DRIV6_644

:DRIV6_643
0006: @260 =  1  ;; integer values

:DRIV6_644
0001: wait  0 ms
0002: jump DRIV6_629

:DRIV6_646
0006: @259 =  0  ;; integer values

:DRIV6_647
0701: (unknown)
00D6: if  0
0039:   @259 ==  1  ;; integer values
004D: jump_if_false DRIV6_670
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_670
00D6: if  2
8118:   NOT   actor @66 dead
8118:   NOT   actor @80 dead
8119:   NOT   car @52 wrecked
004D: jump_if_false DRIV6_662
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_662
00D6: if  2
8118:   NOT   actor @67 dead
8118:   NOT   actor @81 dead
8119:   NOT   car @53 wrecked
004D: jump_if_false DRIV6_670
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_670
00D6: if  0
8119:   NOT   car @52 wrecked
004D: jump_if_false DRIV6_674
04E0: car @52 abandon_path_radius  20

:DRIV6_674
00D6: if  0
8119:   NOT   car @53 wrecked
004D: jump_if_false DRIV6_678
04E0: car @53 abandon_path_radius  20

:DRIV6_678
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_693
00D6: if  2
8118:   NOT   actor @66 dead
8118:   NOT   actor @80 dead
8119:   NOT   car @52 wrecked
004D: jump_if_false DRIV6_687
06E1: unknown_action_sequence @66 @52 @34  29  30.0  2 

:DRIV6_687
00D6: if  2
8118:   NOT   actor @67 dead
8118:   NOT   actor @81 dead
8119:   NOT   car @53 wrecked
004D: jump_if_false DRIV6_693
06E1: unknown_action_sequence @67 @53 @34  30  30.0  2 

:DRIV6_693
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:DRIV6_698
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_875
0006: @51 =  0  ;; integer values
0006: @104 =  0  ;; integer values

:DRIV6_703
00D6: if  0
001D:   @49 > @104  ;; integer values  
004D: jump_if_false DRIV6_719
00D6: if  0
8119:   NOT   car @52(@104,14i) wrecked
004D: jump_if_false DRIV6_717
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @52(@104,14i) radius  100.0  100.0 unknown  0
004D: jump_if_false DRIV6_714
000A: @51 +=  1  ;; integer values
0002: jump DRIV6_717

:DRIV6_714
00A6: destroy_car @52(@104,14i)
009B: destroy_actor_instantly @66(@104,14i)
009B: destroy_actor_instantly @80(@104,14i)

:DRIV6_717
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_703

:DRIV6_719
00D6: if  0
8019:   NOT   @51 >  2  ;; integer values
004D: jump_if_false DRIV6_875
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_727
00D6: if  0
001D:   @105 > @104  ;; integer values  
004D: jump_if_false DRIV6_874
00D6: if  1
0039:   @253 ==  1  ;; integer values
8038:   NOT   $7253 ==  1  ;; integer values
004D: jump_if_false DRIV6_748
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_741
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_741
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_748
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_748
00D6: if  1
0038:   $7253 ==  1  ;; integer values
8038:   NOT   $7254 ==  1  ;; integer values
004D: jump_if_false DRIV6_766
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_759
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_759
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_766
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_766
00D6: if  1
0038:   $7254 ==  1  ;; integer values
8039:   NOT   @254 ==  1  ;; integer values
004D: jump_if_false DRIV6_784
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_777
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_777
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_784
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_784
00D6: if  1
0039:   @254 ==  1  ;; integer values
8039:   NOT   @255 ==  1  ;; integer values
004D: jump_if_false DRIV6_802
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_795
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_795
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_802
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_802
00D6: if  1
0039:   @255 ==  1  ;; integer values
8038:   NOT   $7255 ==  1  ;; integer values
004D: jump_if_false DRIV6_820
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_813
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_813
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_820
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_820
00D6: if  1
0038:   $7255 ==  1  ;; integer values
8038:   NOT   $7256 ==  1  ;; integer values
004D: jump_if_false DRIV6_838
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_831
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_831
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_838
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_838
0395: clear_area  1 at @94 @95 @96 range  5.0
00A5: @52(@104,14i) = create_car  468 at @94 @95 @96
0129: @66(@104,14i) = create_actor  24  123 in_car @52(@104,14i) driverseat
01C8: @80(@104,14i) = create_actor  24  122 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: @66(@104,14i)  2 
08C6: @80(@104,14i)  2 
00D6: if  21
0038:   $7251 ==  1  ;; integer values
0038:   $7252 ==  1  ;; integer values
004D: jump_if_false DRIV6_853
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  31  30.0  2 
0002: jump DRIV6_861

:DRIV6_853
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_857
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  29  30.0  2 

:DRIV6_857
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_861
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  30  30.0  2 

:DRIV6_861
01B2: give_actor @80(@104,14i) weapon  29 ammo  99999  ;; Load the weapon model before using this
0713: unknown_action_sequence @80(@104,14i) $PLAYER_ACTOR -1  0.0  0.0  0.0  999999.0  8  0  60 
00D6: if  1
0038:   $7254 ==  1  ;; integer values
8039:   NOT   @254 ==  1  ;; integer values
004D: jump_if_false DRIV6_869
04BA: set_car @52(@104,14i) speed_instantly  30.0
0002: jump DRIV6_870

:DRIV6_869
04BA: set_car @52(@104,14i) speed_instantly  70.0

:DRIV6_870
000A: @49 +=  1  ;; integer values
000A: @104 +=  1  ;; integer values
000A: @106 +=  1  ;; integer values
0002: jump DRIV6_727

:DRIV6_874
000A: @98 +=  1  ;; integer values

:DRIV6_875
0051: return

:DRIV6_876
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1005
0006: @104 =  0  ;; integer values

:DRIV6_880
00D6: if  0
001D:   @49 > @104  ;; integer values  
004D: jump_if_false DRIV6_1005
00D6: if  0
8119:   NOT   car @52(@104,14i) wrecked
004D: jump_if_false DRIV6_1003
00D6: if  1
0118:   actor @66(@104,14i) dead
8039:   NOT   @168(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_891
0006: @168(@104,14i) =  1  ;; integer values

:DRIV6_891
00D6: if  1
0118:   actor @80(@104,14i) dead
8039:   NOT   @182(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_896
0006: @182(@104,14i) =  1  ;; integer values

:DRIV6_896
00D6: if  2
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_904
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_904
00D6: if  2
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_917
00D6: if  0
00DB:   actor @80(@104,14i) in_car @52(@104,14i)
004D: jump_if_false DRIV6_916
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_916
0006: @210(@104,14i) =  1  ;; integer values

:DRIV6_917
00D6: if  1
8118:   NOT   actor @66(@104,14i) dead
0039:   @196(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_934
00D6: if  0
80DB:   NOT   actor @66(@104,14i) in_car @52(@104,14i)
004D: jump_if_false DRIV6_930
00D6: if  0
0039:   @224(@104,14i) ==  0  ;; integer values
004D: jump_if_false DRIV6_929
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  17  30.0  2 
0006: @224(@104,14i) =  1  ;; integer values

:DRIV6_929
0002: jump DRIV6_934

:DRIV6_930
00D6: if  0
0039:   @224(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_934
0006: @224(@104,14i) =  0  ;; integer values

:DRIV6_934
00D6: if  1
8118:   NOT   actor @80(@104,14i) dead
0039:   @210(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_951
00D6: if  0
80DB:   NOT   actor @80(@104,14i) in_car @52(@104,14i)
004D: jump_if_false DRIV6_947
00D6: if  0
0039:   @238(@104,14i) ==  0  ;; integer values
004D: jump_if_false DRIV6_946
06E1: unknown_action_sequence @80(@104,14i) @52(@104,14i) @34  17  30.0  2 
0006: @238(@104,14i) =  1  ;; integer values

:DRIV6_946
0002: jump DRIV6_951

:DRIV6_947
00D6: if  0
0039:   @238(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_951
0006: @238(@104,14i) =  0  ;; integer values

:DRIV6_951
00D6: if  1
8118:   NOT   actor @66(@104,14i) dead
8118:   NOT   actor @80(@104,14i) dead
004D: jump_if_false DRIV6_998
00D6: if  1
80DB:   NOT   actor @66(@104,14i) in_car @52(@104,14i)
0039:   @140(@104,14i) ==  0  ;; integer values
004D: jump_if_false DRIV6_961
05CB: unknown_action_sequence @66(@104,14i) @52(@104,14i)  10000 
0006: @140(@104,14i) =  1  ;; integer values

:DRIV6_961
00D6: if  1
80DB:   NOT   actor @80(@104,14i) in_car @52(@104,14i)
0039:   @154(@104,14i) ==  0  ;; integer values
004D: jump_if_false DRIV6_967
05CA: unknown_action_sequence @80(@104,14i) @52(@104,14i)  10000  0 
0006: @154(@104,14i) =  1  ;; integer values

:DRIV6_967
00D6: if  1
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_998
00D6: if  21
0039:   @140(@104,14i) ==  1  ;; integer values
0039:   @154(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_998
00D6: if  21
0038:   $7251 ==  1  ;; integer values
0038:   $7252 ==  1  ;; integer values
004D: jump_if_false DRIV6_981
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  31  30.0  2 
0002: jump DRIV6_995

:DRIV6_981
0085: @106 = @104  ;; integer values and handles

:DRIV6_982
00D6: if  0
0029:   @106 >=  2  ;; integer values
004D: jump_if_false DRIV6_987
000E: @106 -=  2  ;; integer values
0002: jump DRIV6_982

:DRIV6_987
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_991
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  29  30.0  2 

:DRIV6_991
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_995
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  30  30.0  2 

:DRIV6_995
0713: unknown_action_sequence @80(@104,14i) $PLAYER_ACTOR -1  0.0  0.0  0.0  999999.0  8  0  60 
0006: @140(@104,14i) =  0  ;; integer values
0006: @154(@104,14i) =  0  ;; integer values

:DRIV6_998
00D6: if  1
0118:   actor @66(@104,14i) dead
0118:   actor @80(@104,14i) dead
004D: jump_if_false DRIV6_1003
00AF: set_car @52(@104,14i) driver_behaviour_to  0

:DRIV6_1003
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_880

:DRIV6_1005
0051: return

:DRIV6_1006
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1025
0006: @104 =  0  ;; integer values

:DRIV6_1010
00D6: if  0
001D:   @49 > @104  ;; integer values  
004D: jump_if_false DRIV6_1025
00D6: if  2
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_1023
00D6: if  1
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_1023
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  31  30.0  2 

:DRIV6_1023
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_1010

:DRIV6_1025
0051: return

:DRIV6_1026
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1058
0006: @104 =  0  ;; integer values

:DRIV6_1030
00D6: if  0
001D:   @49 > @104  ;; integer values  
004D: jump_if_false DRIV6_1058
00D6: if  2
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_1056
00D6: if  1
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_1056
0085: @106 = @104  ;; integer values and handles

:DRIV6_1043
00D6: if  0
0029:   @106 >=  2  ;; integer values
004D: jump_if_false DRIV6_1048
000E: @106 -=  2  ;; integer values
0002: jump DRIV6_1043

:DRIV6_1048
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV6_1052
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  29  30.0  2 

:DRIV6_1052
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV6_1056
06E1: unknown_action_sequence @66(@104,14i) @52(@104,14i) @34  30  30.0  2 

:DRIV6_1056
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_1030

:DRIV6_1058
0051: return

:DRIV6_1059
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1088
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_1066
00D6: if  1
001D:   @49 > @104  ;; integer values  
0039:   @258 ==  1  ;; integer values
004D: jump_if_false DRIV6_1084
00D6: if  0
8119:   NOT   car @52(@104,14i) wrecked
004D: jump_if_false DRIV6_1082
046C: @48 = car @52(@104,14i) driver
00D6: if  0
8039:   NOT   @48 == -1  ;; integer values
004D: jump_if_false DRIV6_1082
00D6: if  21
01AF:   car @52(@104,14i)  0 ()near_point @42 @43 @44 radius  5.0  5.0  5.0
01AF:   car @52(@104,14i)  0 ()near_point @45 @46 @47 radius  5.0  5.0  5.0
004D: jump_if_false DRIV6_1082
0006: @258 =  0  ;; integer values

:DRIV6_1082
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_1066

:DRIV6_1084
00D6: if  0
0039:   @258 ==  1  ;; integer values
004D: jump_if_false DRIV6_1088
0006: @32 =  0  ;; integer values

:DRIV6_1088
0051: return

:DRIV6_1089
0006: @104 =  0  ;; integer values

:DRIV6_1090
00D6: if  0
001D:   @49 > @104  ;; integer values  
004D: jump_if_false DRIV6_1118
00D6: if  0
8119:   NOT   car @52(@104,14i) wrecked
004D: jump_if_false DRIV6_1116
00D6: if  0
8118:   NOT   actor @66(@104,14i) dead
004D: jump_if_false DRIV6_1102
05D1: unknown_action_sequence @66(@104,14i) @52(@104,14i) -2148.62  1063.98  79.73  20.0  0  0  2 
0961: @66(@104,14i)  1 
0002: jump DRIV6_1112

:DRIV6_1102
00D6: if  0
8118:   NOT   actor @80(@104,14i) dead
004D: jump_if_false DRIV6_1112
00D6: if  0
00DB:   actor @80(@104,14i) in_car @52(@104,14i)
004D: jump_if_false DRIV6_1111
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_1111
05D1: unknown_action_sequence @80(@104,14i) @52(@104,14i) -2148.62  1063.98  79.73  20.0  0  0  2 

:DRIV6_1112
00D6: if  0
8118:   NOT   actor @80(@104,14i) dead
004D: jump_if_false DRIV6_1116
0961: @80(@104,14i)  1 

:DRIV6_1116
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_1090

:DRIV6_1118
0051: return

:DRIV6_1119
0006: @104 =  0  ;; integer values

:DRIV6_1120
00D6: if  0
001D:   @49 > @104  ;; integer values  
004D: jump_if_false DRIV6_1156
00D6: if  0
8119:   NOT   car @52(@104,14i) wrecked
004D: jump_if_false DRIV6_1154
00D6: if  0
8118:   NOT   actor @66(@104,14i) dead
004D: jump_if_false DRIV6_1136
05BF: unknown_action_sequence @66(@104,14i) $PLAYER_ACTOR  5000 
00D6: if  0
00DB:   actor @66(@104,14i) in_car @52(@104,14i)
004D: jump_if_false DRIV6_1135
06C7: unknown_action_sequence @66(@104,14i) @52(@104,14i)  6  2000000 
0002: jump DRIV6_1136

:DRIV6_1135
05CB: unknown_action_sequence @66(@104,14i) @52(@104,14i) -1 

:DRIV6_1136
00D6: if  0
8118:   NOT   actor @80(@104,14i) dead
004D: jump_if_false DRIV6_1154
05BF: unknown_action_sequence @80(@104,14i) $PLAYER_ACTOR  5000 
00D6: if  0
0039:   @210(@104,14i) ==  1  ;; integer values
004D: jump_if_false DRIV6_1150
00D6: if  0
00DB:   actor @80(@104,14i) in_car @52(@104,14i)
004D: jump_if_false DRIV6_1148
06C7: unknown_action_sequence @80(@104,14i) @52(@104,14i)  6  2000000 
0002: jump DRIV6_1149

:DRIV6_1148
05CB: unknown_action_sequence @80(@104,14i) @52(@104,14i) -1 

:DRIV6_1149
0002: jump DRIV6_1154

:DRIV6_1150
00D6: if  0
80DB:   NOT   actor @80(@104,14i) in_car @52(@104,14i)
004D: jump_if_false DRIV6_1154
05CA: unknown_action_sequence @80(@104,14i) @52(@104,14i) -1  0 

:DRIV6_1154
000A: @104 +=  1  ;; integer values
0002: jump DRIV6_1120

:DRIV6_1156
0051: return

:DRIV6_1157
0006: @104 =  0  ;; integer values

:DRIV6_1158
00D6: if  0
001D:   @49 > @104  ;; integer values  
004D: jump_if_false DRIV6_1166
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_1158

:DRIV6_1166
0051: return

:DRIV6_1167
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1171
020A: set_car @34 door_status_to  2

:DRIV6_1171
016A: fade  0 ()  1000 ms

:DRIV6_1172
00D6: if  0
016B:   fading
004D: jump_if_false DRIV6_1177
0001: wait  0 ms
0002: jump DRIV6_1172

:DRIV6_1177
0395: clear_area  0 at @38 @39 @40 range  100.0
0050: gosub DRIV6_1157
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
0247: request_model  330

:DRIV6_1183
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false DRIV6_1188
0001: wait  0 ms
0002: jump DRIV6_1183

:DRIV6_1188
029B: @267 = init_object  330 at -1561.4 -2721.1  47.57
0750: @267  0 
070A: unknown_action_sequence $PLAYER_ACTOR @267  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1199
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: @34  2  0.0 
08A6: @34  3  0.0 

:DRIV6_1199
04ED: load_animation "CAR_CHAT"
03CF: load_wav  23000 as  3

:DRIV6_1201
00D6: if  21
84EE:   NOT   animation "CAR_CHAT" loaded
83D0:   NOT   wav  3 loaded
004D: jump_if_false DRIV6_1207
0001: wait  0 ms
0002: jump DRIV6_1201

:DRIV6_1207
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 (back)  1000 ms

:DRIV6_1210
00D6: if  0
016B:   fading
004D: jump_if_false DRIV6_1219
00D6: if  0
03CA:   object @267 exists
004D: jump_if_false DRIV6_1217
0750: @267  0 

:DRIV6_1217
0001: wait  0 ms
0002: jump DRIV6_1210

:DRIV6_1219
0006: @259 =  1  ;; integer values
0707: unknown_bunnyjump DRIV6_1375 
0615: @101 
0605: unknown_action_sequence -1 "CARFONE_IN" "CAR_CHAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA_TO_B" "CAR_CHAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPB" "CAR_CHAT"  4.0  1  0  0  0 -1 
0616: @101 
0618: $PLAYER_ACTOR @101 
061B: @101 
03D1: play_wav  3
0006: @32 =  0  ;; integer values

:DRIV6_1230
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false DRIV6_1239
00D6: if  0
03CA:   object @267 exists
004D: jump_if_false DRIV6_1237
0750: @267  0 

:DRIV6_1237
0001: wait  0 ms
0002: jump DRIV6_1230

:DRIV6_1239
0750: @267  1 
040D: unload_wav  3
0006: @135 =  1  ;; integer values
0050: gosub DRIV6_1397
0006: @32 =  0  ;; integer values
062E: $PLAYER_ACTOR  1560 @102 
00D6: if  0
84A4:   NOT @102  7 
004D: jump_if_false DRIV6_1250
0646: $PLAYER_ACTOR @103 
0002: jump DRIV6_1251

:DRIV6_1250
0006: @103 =  2  ;; integer values

:DRIV6_1251
00D6: if  21
001B:    2 > @103  ;; integer values
0039:   @132 ==  0  ;; integer values
004D: jump_if_false DRIV6_1268
0001: wait  0 ms
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DRIV6_1260
0050: gosub DRIV6_1425

:DRIV6_1260
062E: $PLAYER_ACTOR  1560 @102 
00D6: if  0
84A4:   NOT @102  7 
004D: jump_if_false DRIV6_1266
0646: $PLAYER_ACTOR @103 
0002: jump DRIV6_1267

:DRIV6_1266
0006: @103 =  2  ;; integer values

:DRIV6_1267
0002: jump DRIV6_1251

:DRIV6_1268
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1275
0407: create_coordinate @107 @108 @109 from_car @34 offset  .4  .51  .65
015F: set_camera_position @107 @108 @109  0.0  0.0  0.0
0407: create_coordinate @107 @108 @109 from_car @34 offset -.13  .22  .54
0160: point_camera @107 @108 @109  2

:DRIV6_1275
0605: unknown_action_sequence $PLAYER_ACTOR "CARFONE_LOOPB" "CAR_CHAT"  4.0  1  0  0  0 -1 

:DRIV6_1276
00D6: if  0
002B:    1 >= @132  ;; integer values 
004D: jump_if_false DRIV6_1282
0001: wait  0 ms
0050: gosub DRIV6_1425
0002: jump DRIV6_1276

:DRIV6_1282
0615: @101 
0605: unknown_action_sequence -1 "CARFONE_LOOPB_TO_A" "CAR_CHAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  4.0  1  0  0  0 -1 
0616: @101 
0618: $PLAYER_ACTOR @101 
061B: @101 

:DRIV6_1288
00D6: if  0
002B:    4 >= @132  ;; integer values 
004D: jump_if_false DRIV6_1294
0001: wait  0 ms
0050: gosub DRIV6_1425
0002: jump DRIV6_1288

:DRIV6_1294
0615: @101 
0605: unknown_action_sequence -1 "CARFONE_LOOPA_TO_B" "CAR_CHAT"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPB" "CAR_CHAT"  4.0  1  0  0  0 -1 
0616: @101 
0618: $PLAYER_ACTOR @101 
061B: @101 

:DRIV6_1300
00D6: if  0
002B:    5 >= @132  ;; integer values 
004D: jump_if_false DRIV6_1312
0001: wait  0 ms
0050: gosub DRIV6_1425
00D6: if  1
0039:   @131 ==  2  ;; integer values
8039:   NOT   @134 ==  1  ;; integer values
004D: jump_if_false DRIV6_1311
0967: $PLAYER_ACTOR  4000 
0006: @134 =  1  ;; integer values

:DRIV6_1311
0002: jump DRIV6_1300

:DRIV6_1312
00A5: @268 = create_car  468 at -1565.89 -2748.32  48.21
0175: set_car @268 z_angle_to  58.42
0129: @269 = create_actor  24  123 in_car @268 driverseat
0001: wait  1000 ms
00D6: if  1
8118:   NOT   actor @269 dead
8119:   NOT   car @268 wrecked
004D: jump_if_false DRIV6_1321
05D1: unknown_action_sequence @269 @268 -1574.23 -2742.62  48.2  20.0  1  0  3 

:DRIV6_1321
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  0
8118:   NOT   actor @269 dead
004D: jump_if_false DRIV6_1338
062E: @269  1489 @102 

:DRIV6_1327
00D6: if  0
84A4:   NOT @102  7 
004D: jump_if_false DRIV6_1338
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @269 dead
004D: jump_if_false DRIV6_1336
062E: @269  1489 @102 
0002: jump DRIV6_1337

:DRIV6_1336
04AF: @102 = unknown_wav_reference  7 

:DRIV6_1337
0002: jump DRIV6_1327

:DRIV6_1338
00D6: if  0
8118:   NOT   actor @269 dead
004D: jump_if_false DRIV6_1343
05BF: unknown_action_sequence @269 $PLAYER_ACTOR  3000 
0001: wait  3000 ms

:DRIV6_1343
00D6: if  0
8118:   NOT   actor @269 dead
004D: jump_if_false DRIV6_1347
06A9: unknown_action_sequence @269 -1572.73 -2747.12  48.2 -2 

:DRIV6_1347
00D6: if  0
001D:   @133 > @132  ;; integer values  
004D: jump_if_false DRIV6_1366
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @269 dead
004D: jump_if_false DRIV6_1362
0050: gosub DRIV6_1425
00D6: if  1
0039:   @131 ==  2  ;; integer values
8039:   NOT   @134 ==  1  ;; integer values
004D: jump_if_false DRIV6_1361
0967: @269  10000 
0006: @134 =  1  ;; integer values

:DRIV6_1361
0002: jump DRIV6_1365

:DRIV6_1362
040D: unload_wav  1
00BE: text_clear_all
0085: @132 = @133  ;; integer values and handles

:DRIV6_1365
0002: jump DRIV6_1347

:DRIV6_1366
00D6: if  1
8118:   NOT   actor @269 dead
8119:   NOT   car @268 wrecked
004D: jump_if_false DRIV6_1373
0968: @269 
0647: unknown_action_sequence @269 
05D1: unknown_action_sequence @269 @268 -1630.35 -2721.17  48.62  20.0  0  0  2 

:DRIV6_1373
0001: wait  3000 ms
0006: @259 =  0  ;; integer values

:DRIV6_1375
0701: (unknown)
00D6: if  0
0039:   @259 ==  1  ;; integer values
004D: jump_if_false DRIV6_1379

:DRIV6_1379
0687: $PLAYER_ACTOR 
0968: $PLAYER_ACTOR 
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: $PLAYER_ACTOR  0 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1392
020A: set_car @34 door_status_to  1

:DRIV6_1392
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:DRIV6_1397
0871: init_jump_table @135 total_jumps  2  1 DRIV6_1420 jumps  0 DRIV6_1398  1 DRIV6_1404 -1 DRIV6_1421 -1 DRIV6_1421 -1 DRIV6_1421 -1 DRIV6_1421 -1 DRIV6_1421 

:DRIV6_1398
05AA: s@110 = 'FAR5_AB'  ;; 8-byte strings
05AA: s@112 = '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_1421

:DRIV6_1404
05AA: s@110 = 'MTG02A'  ;; 8-byte strings
05AA: s@112 = 'MTG02B'  ;; 8-byte strings
05AA: s@114 = 'MTG02C'  ;; 8-byte strings
05AA: s@116 = 'MTG02D'  ;; 8-byte strings
05AA: s@118 = 'MTG02E'  ;; 8-byte strings
05AA: s@120 = 'MTG02F'  ;; 8-byte strings
05AA: s@122 = '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_1421

:DRIV6_1420
0002: jump DRIV6_1421

:DRIV6_1421
0006: @131 =  0  ;; integer values
0006: @132 =  0  ;; integer values
0006: @134 =  0  ;; integer values
0051: return

:DRIV6_1425
00D6: if  21
0039:   @131 ==  0  ;; integer values
0039:   @131 ==  1  ;; integer values
004D: jump_if_false DRIV6_1436
00D6: if  0
001D:   @133 > @132  ;; integer values  
004D: jump_if_false DRIV6_1436
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DRIV6_1436
0050: gosub DRIV6_1448

:DRIV6_1436
00D6: if  0
0039:   @131 ==  2  ;; integer values
004D: jump_if_false DRIV6_1447
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRIV6_1447
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_1447
0051: return

:DRIV6_1448
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false DRIV6_1453
03CF: load_wav @124(@132,7i) as  1
0006: @131 =  1  ;; integer values

:DRIV6_1453
00D6: if  0
0039:   @131 ==  1  ;; integer values
004D: jump_if_false DRIV6_1462
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRIV6_1462
00BC: text_highpriority @110(@132,7s)  10000 ms  1
03D1: play_wav  1
0006: @131 =  2  ;; integer values

:DRIV6_1462
0051: return

:DRIV6_1463
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DRIV6_1465
0008: $WUZI_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'FAR_5'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  8000  5000 ms  1
0109: player $PLAYER_CHAR money +=  8000
0998: add_respect  20 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:DRIV6_1474
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV6_1479
02AC: set_car @34 immunities  0  0  0  0  0
0852: @34  1 

:DRIV6_1479
0249: release_model  489
0249: release_model  468
0249: release_model  123
0249: release_model  122
0249: release_model  353
0249: release_model  330
04EF: release_animation "CAR_CHAT"
0164: disable_marker @262
0164: disable_marker @263
0164: disable_marker @264
0164: disable_marker @265
0050: gosub DRIV6_1089
06D6: @41 
0151: remove_status_text $1936
061B: @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: $184 = current_time_in_ms
01EB: set_car_density_to  1.0
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 56---------------
; Originally: Amphibious Assault


:WUZI2_1
03A4: name_thread 'WUZI2'
0050: gosub WUZI2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false WUZI2_7
0050: gosub WUZI2_3053

:WUZI2_7
0050: gosub WUZI2_3068
004E: end_thread

:WUZI2_9
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
050F: @257 
054C: use_GXT_table 'WUZI2'
0652: $7263 = stat  225 (lung capasity)  ; integer
00D6: if  0
8735:   NOT  81 
004D: jump_if_false WUZI2_45
00D6: if  0
002A:    50 >= $7263  ;; integer values
004D: jump_if_false WUZI2_45
0004: $7263 =  1  ;; integer values
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'W2_ALT'

:WUZI2_23
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false WUZI2_28
0001: wait  0 ms
0002: jump WUZI2_23

:WUZI2_28
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:WUZI2_30
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false WUZI2_35
0001: wait  0 ms
0002: jump WUZI2_30

:WUZI2_35
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:WUZI2_37
00D6: if  0
016B:   fading
004D: jump_if_false WUZI2_42
0001: wait  0 ms
0002: jump WUZI2_37

:WUZI2_42
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0002: jump WUZI2_3068

:WUZI2_45
0004: $7263 =  0  ;; integer values
07B4: $PLAYER_CHAR  0 
08F4:  0 
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'WOOZIE2'

:WUZI2_50
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false WUZI2_55
0001: wait  0 ms
0002: jump WUZI2_50

:WUZI2_55
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:WUZI2_57
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false WUZI2_62
0001: wait  0 ms
0002: jump WUZI2_57

:WUZI2_62
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:WUZI2_64
00D6: if  0
016B:   fading
004D: jump_if_false WUZI2_69
0001: wait  0 ms
0002: jump WUZI2_64

:WUZI2_69
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
08F4:  99 
004F: create_thread A_CONT_1 
0247: request_model  121
0247: request_model  122
0247: request_model  123
0247: request_model  454
0247: request_model  355
0247: request_model  335
0247: request_model #A51_SPOTBASE
0247: request_model #A51_SPOTHOUSING
0247: request_model #A51_SPOTBULB
04ED: load_animation "DAM_JUMP"

:WUZI2_83
00D6: if  25
8248:   NOT   model  121 available
8248:   NOT   model  122 available
8248:   NOT   model  123 available
8248:   NOT   model  454 available
8248:   NOT   model  355 available
8248:   NOT   model  335 available
004D: jump_if_false WUZI2_93
0001: wait  0 ms
0002: jump WUZI2_83

:WUZI2_93
00D6: if  23
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_101
0001: wait  0 ms
0002: jump WUZI2_93

:WUZI2_101
060A: unknown_create_entity  4 @34 
060A: unknown_create_entity  0 @35 
0746:  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 (unfrozen)
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 (back)  1500 ms
018A: @36 = create_checkpoint_at -1641.995  1309.217  6.1764
00BC: text_highpriority 'WZI2_1'  8000 ms  1
0006: @40 =  0  ;; integer values
0006: @253 =  0  ;; integer values
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false WUZI2_126
00A5: @290($7257,2i) = create_car  454 at  0.0  0.0  0.0
009A: @436($7257,7i) = create_actor  4  121 at  0.0  0.0  0.0
0187: @443($7257,8i) = create_marker_above_actor @436($7257,7i)
00A5: @413($7257,2i) = create_car  454 at  0.0  0.0  0.0
009A: @417($7257,6i) = create_actor  4  121 at  0.0  0.0  0.0
0187: @259 = create_marker_above_actor @417($7257,6i)
06B1:  0.0  0.0  0.0  0.0  0.0  0.0  0.0  0.0 @383($7257,6i) 
06D5:  3  0.0  0.0  0.0  0.0  0.0  0.0  0.0 @276 

:WUZI2_126
05AA: s@127 = 'WUZ2_AA'  ;; 8-byte strings
04AF: @58 = unknown_wav_reference  44000 
05AA: s@129 = 'WUZ2_NA'  ;; 8-byte strings
04AF: @59 = unknown_wav_reference  44036 
05AA: s@131 = 'WUZ2_ZA'  ;; 8-byte strings
04AF: @60 = unknown_wav_reference  44083 
05AA: s@133 = 'WUZ2_AB'  ;; 8-byte strings
04AF: @61 = unknown_wav_reference  44001 
05AA: s@135 = 'WUZ2_NB'  ;; 8-byte strings
04AF: @62 = unknown_wav_reference  44037 
05AA: s@137 = 'WUZ2_ZB'  ;; 8-byte strings
04AF: @63 = unknown_wav_reference  44084 
05AA: s@139 = 'WUZ2_AC'  ;; 8-byte strings
04AF: @64 = unknown_wav_reference  44002 
05AA: s@141 = 'WUZ2_NC'  ;; 8-byte strings
04AF: @65 = unknown_wav_reference  44038 
05AA: s@143 = 'WUZ2_ZC'  ;; 8-byte strings
04AF: @66 = unknown_wav_reference  44085 
05AA: s@145 = 'WUZ2_BA'  ;; 8-byte strings
04AF: @67 = unknown_wav_reference  44003 
05AA: s@147 = 'WUZ2_OA'  ;; 8-byte strings
04AF: @68 = unknown_wav_reference  44039 
05AA: s@149 = 'WUZ2_ZD'  ;; 8-byte strings
04AF: @69 = unknown_wav_reference  44086 
05AA: s@151 = 'WUZ2_BB'  ;; 8-byte strings
04AF: @70 = unknown_wav_reference  44004 
05AA: s@153 = 'WUZ2_OB'  ;; 8-byte strings
04AF: @71 = unknown_wav_reference  44040 
05AA: s@155 = 'WUZ2_ZE'  ;; 8-byte strings
04AF: @72 = unknown_wav_reference  44087 
05AA: s@157 = 'WUZ2_BC'  ;; 8-byte strings
04AF: @73 = unknown_wav_reference  44005 
05AA: s@159 = 'WUZ2_OC'  ;; 8-byte strings
04AF: @74 = unknown_wav_reference  44041 
05AA: s@161 = 'WUZ2_ZF'  ;; 8-byte strings
04AF: @75 = unknown_wav_reference  44088 
05AA: s@163 = 'WUZ2_CA'  ;; 8-byte strings
04AF: @76 = unknown_wav_reference  44006 
05AA: s@165 = 'WUZ2_PA'  ;; 8-byte strings
04AF: @77 = unknown_wav_reference  44042 
05AA: s@167 = 'WUZ2_ZG'  ;; 8-byte strings
04AF: @78 = unknown_wav_reference  44089 
05AA: s@169 = 'WUZ2_CB'  ;; 8-byte strings
04AF: @79 = unknown_wav_reference  44007 
05AA: s@171 = 'WUZ2_PB'  ;; 8-byte strings
04AF: @80 = unknown_wav_reference  44043 
05AA: s@173 = 'WUZ2_ZH'  ;; 8-byte strings
04AF: @81 = unknown_wav_reference  44090 
05AA: s@175 = 'WUZ2_CC'  ;; 8-byte strings
04AF: @82 = unknown_wav_reference  44008 
05AA: s@177 = 'WUZ2_PC'  ;; 8-byte strings
04AF: @83 = unknown_wav_reference  44044 
05AA: s@179 = 'WUZ2_ZJ'  ;; 8-byte strings
04AF: @84 = unknown_wav_reference  44091 
05AA: s@181 = 'WUZ2_DA'  ;; 8-byte strings
04AF: @85 = unknown_wav_reference  44009 
05AA: s@183 = 'WUZ2_QA'  ;; 8-byte strings
04AF: @86 = unknown_wav_reference  44045 
05AA: s@185 = 'WUZ2_ZK'  ;; 8-byte strings
04AF: @87 = unknown_wav_reference  44092 
05AA: s@187 = 'WUZ2_DB'  ;; 8-byte strings
04AF: @88 = unknown_wav_reference  44010 
05AA: s@189 = 'WUZ2_QB'  ;; 8-byte strings
04AF: @89 = unknown_wav_reference  44046 
05AA: s@191 = 'WUZ2_ZL'  ;; 8-byte strings
04AF: @90 = unknown_wav_reference  44093 
05AA: s@193 = 'WUZ2_DC'  ;; 8-byte strings
04AF: @91 = unknown_wav_reference  44011 
05AA: s@195 = 'WUZ2_QC'  ;; 8-byte strings
04AF: @92 = unknown_wav_reference  44047 
05AA: s@197 = 'WUZ2_ZM'  ;; 8-byte strings
04AF: @93 = unknown_wav_reference  44094 
05AA: s@199 = 'WUZ2_EA'  ;; 8-byte strings
04AF: @94 = unknown_wav_reference  44012 
05AA: s@201 = 'WUZ2_RA'  ;; 8-byte strings
04AF: @95 = unknown_wav_reference  44048 
05AA: s@203 = 'WUZ2_ZN'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  44095 
05AA: s@205 = 'WUZ2_EB'  ;; 8-byte strings
04AF: @97 = unknown_wav_reference  44013 
05AA: s@207 = 'WUZ2_RB'  ;; 8-byte strings
04AF: @98 = unknown_wav_reference  44049 
05AA: s@209 = 'WUZ2_ZO'  ;; 8-byte strings
04AF: @99 = unknown_wav_reference  44096 
05AA: s@211 = 'WUZ2_EC'  ;; 8-byte strings
04AF: @100 = unknown_wav_reference  44014 
05AA: s@213 = 'WUZ2_RC'  ;; 8-byte strings
04AF: @101 = unknown_wav_reference  44050 
05AA: s@215 = 'WUZ2_ZP'  ;; 8-byte strings
04AF: @102 = unknown_wav_reference  44097 
05AA: s@217 = 'WUZ2_FA'  ;; 8-byte strings
04AF: @103 = unknown_wav_reference  44015 
05AA: s@219 = 'WUZ2_SA'  ;; 8-byte strings
04AF: @104 = unknown_wav_reference  44051 
05AA: s@221 = 'WUZ2_ZQ'  ;; 8-byte strings
04AF: @105 = unknown_wav_reference  44098 
05AA: s@223 = 'WUZ2_FB'  ;; 8-byte strings
04AF: @106 = unknown_wav_reference  44016 
05AA: s@225 = 'WUZ2_SB'  ;; 8-byte strings
04AF: @107 = unknown_wav_reference  44052 
05AA: s@227 = 'WUZ2_ZR'  ;; 8-byte strings
04AF: @108 = unknown_wav_reference  44099 
05AA: s@229 = 'WUZ2_FC'  ;; 8-byte strings
04AF: @109 = unknown_wav_reference  44017 
05AA: s@231 = 'WUZ2_SC'  ;; 8-byte strings
04AF: @110 = unknown_wav_reference  44053 
05AA: s@233 = 'WUZ2_ZS'  ;; 8-byte strings
04AF: @111 = unknown_wav_reference  44100 
05AA: s@235 = 'WUZ2_GA'  ;; 8-byte strings
04AF: @112 = unknown_wav_reference  44018 
05AA: s@237 = 'WUZ2_TA'  ;; 8-byte strings
04AF: @113 = unknown_wav_reference  44054 
05AA: s@239 = 'WUZ2_ZT'  ;; 8-byte strings
04AF: @114 = unknown_wav_reference  44101 
05AA: s@241 = 'WUZ2_GB'  ;; 8-byte strings
04AF: @115 = unknown_wav_reference  44019 
05AA: s@243 = 'WUZ2_TB'  ;; 8-byte strings
04AF: @116 = unknown_wav_reference  44055 
05AA: s@245 = 'WUZ2_ZU'  ;; 8-byte strings
04AF: @117 = unknown_wav_reference  44102 
05AA: s@247 = 'WUZ2_GC'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  44020 
05AA: s@249 = 'WUZ2_TC'  ;; 8-byte strings
04AF: @119 = unknown_wav_reference  44056 
05AA: s@251 = '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_256
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false WUZI2_261
0002: jump WUZI2_3059

:WUZI2_261
00D6: if  0
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_267
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @36
0002: jump WUZI2_268

:WUZI2_267
0002: jump WUZI2_256

:WUZI2_268
016A: fade  0 ()  500 ms

:WUZI2_269
00D6: if  0
016B:   fading
004D: jump_if_false WUZI2_274
0001: wait  0 ms
0002: jump WUZI2_269

:WUZI2_274
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_922
0050: gosub WUZI2_2200
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI2_285
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1640.9  1310.6  6.1797
0002: jump WUZI2_286

:WUZI2_285
00A1: put_actor $PLAYER_ACTOR at -1640.9  1310.6  6.1797

:WUZI2_286
0173: set_actor $PLAYER_ACTOR z_angle_to  315.0
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_2143
06AB: $PLAYER_ACTOR  1 
016A: fade  1 (back)  500 ms

:WUZI2_296
00D6: if  0
016B:   fading
004D: jump_if_false WUZI2_301
0001: wait  0 ms
0002: jump WUZI2_296

:WUZI2_301
0707: unknown_bunnyjump WUZI2_318 
00BC: text_highpriority 'WZI2_2'  6500 ms  1
0006: @32 =  0  ;; integer values

:WUZI2_304
00D6: if  0
001B:    6500 > @32  ;; integer values
004D: jump_if_false WUZI2_309
0001: wait  0 ms
0002: jump WUZI2_304

:WUZI2_309
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
0006: @32 =  0  ;; integer values

:WUZI2_313
00D6: if  0
001B:    6500 > @32  ;; integer values
004D: jump_if_false WUZI2_318
0001: wait  0 ms
0002: jump WUZI2_313

:WUZI2_318
0701: (unknown)
00BE: text_clear_all
0707: unknown_bunnyjump WUZI2_406 
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_324
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false WUZI2_329
0001: wait  0 ms
0002: jump WUZI2_324

:WUZI2_329
0605: unknown_action_sequence $PLAYER_ACTOR "SF_JUMPWALL" "DAM_JUMP"  1000.0  0  0  0  0  0 
0006: @32 =  0  ;; integer values

:WUZI2_331
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false WUZI2_336
0001: wait  0 ms
0002: jump WUZI2_331

:WUZI2_336
015D: set_gamespeed  .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: $75 = -2.925  ;; floating-point values
0006: @32 =  0  ;; integer values
0006: @254 =  0  ;; integer values

:WUZI2_342
00D6: if  0
0020:   $75 > -3.2406  ;; floating-point values
004D: jump_if_false WUZI2_369
0001: wait  0 ms
000D: $75 -=  .003  ;; floating-point values
00D6: if  0
0022:   -3.2406 > $75  ;; floating-point values
004D: jump_if_false WUZI2_351
0005: $75 = -3.2406  ;; floating-point values

:WUZI2_351
0160: point_camera -1636.729  1315.748 $75  2
00D6: if  1
0019:   @32 >  200  ;; integer values
001B:    2 > @254  ;; integer values
004D: jump_if_false WUZI2_368
00D6: if  0
0039:   @254 ==  0  ;; integer values
004D: jump_if_false WUZI2_365
092E: -1637.354  1314.11  1 $73 
064B: "WATER_SPLASH" -1637.354  1314.11 $73  1 @255 
064B: "WATER_RIPPLES" -1637.354  1314.11 $73  1 @256 
097A: -1637.354  1314.11 $73  1144 
000A: @254 +=  1  ;; integer values
0002: jump WUZI2_368

:WUZI2_365
064C: @255 
064C: @256 
000A: @254 +=  1  ;; integer values

:WUZI2_368
0002: jump WUZI2_342

:WUZI2_369
0005: $75 =  .2  ;; floating-point values

:WUZI2_370
00D6: if  0
0022:    .5 > $75  ;; floating-point values
004D: jump_if_false WUZI2_381
0001: wait  0 ms
0009: $75 +=  .014  ;; floating-point values
00D6: if  0
0020:   $75 >  .5  ;; floating-point values
004D: jump_if_false WUZI2_379
0005: $75 =  .5  ;; floating-point values

:WUZI2_379
015D: set_gamespeed $75
0002: jump WUZI2_370

:WUZI2_381
0650: @255 
0650: @256 

:WUZI2_383
00D6: if  0
0611: $PLAYER_ACTOR "SF_JUMPWALL" 
004D: jump_if_false WUZI2_388
0001: wait  0 ms
0002: jump WUZI2_383

:WUZI2_388
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_391
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false WUZI2_396
0001: wait  0 ms
0002: jump WUZI2_391

:WUZI2_396
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_401
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false WUZI2_406
0001: wait  0 ms
0002: jump WUZI2_401

:WUZI2_406
0701: (unknown)
06AB: $PLAYER_ACTOR  0 
0650: @255 
0650: @256 
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08A8:  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  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false WUZI2_427
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_428

:WUZI2_427
015A: restore_camera

:WUZI2_428
04EF: release_animation "DAM_JUMP"
0006: @47 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'WZI2_8'  8000 ms  1
018A: @36 = create_checkpoint_at -1449.642  1501.135  .7366
0004: $7264 =  0  ;; integer values
0004: $7265 =  0  ;; integer values
05AA: s@260 = 'WZI2_A0'  ;; 8-byte strings
05AA: s@262 = 'WZI2_A1'  ;; 8-byte strings
05AA: s@264 = 'WZI2_A2'  ;; 8-byte strings
05AA: s@266 = 'WZI2_A3'  ;; 8-byte strings
05AA: s@268 = 'WZI2_A4'  ;; 8-byte strings
05AA: s@270 = 'WZI2_A5'  ;; 8-byte strings
05AA: s@272 = 'WZI2_A6'  ;; 8-byte strings
05AA: s@274 = 'WZI2_A7'  ;; 8-byte strings
00D6: if  0
0039:   @379 ==  0  ;; integer values
004D: jump_if_false WUZI2_447
032B: @258 = create_weapon_pickup  335  3 ammo  1 at -1595.0  1345.0 -7.5

:WUZI2_447
0006: @33 =  0  ;; integer values

:WUZI2_448
0001: wait  0 ms
0050: gosub WUZI2_1826
00D6: if  0
0039:   @373 ==  2  ;; integer values
004D: jump_if_false WUZI2_455
0164: disable_marker @259
0002: jump WUZI2_786

:WUZI2_455
0050: gosub WUZI2_880
00D6: if  0
0039:   @289 ==  2  ;; integer values
004D: jump_if_false WUZI2_460
0002: jump WUZI2_647

:WUZI2_460
0871: init_jump_table $7264 total_jumps  4  0 WUZI2_557 jumps  0 WUZI2_461  1 WUZI2_516  2 WUZI2_531  3 WUZI2_551 -1 WUZI2_557 -1 WUZI2_557 -1 WUZI2_557 

:WUZI2_461
00D6: if  1
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -1602.782  1320.688 -8.0 -1606.119  1331.51  1.0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false WUZI2_505
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
00BE: text_clear_all
0925: (unknown)
092F:  1 
0930:  1 
0920: -1600.998  1323.041  1.9093 -1600.314  1322.414 -2.0672  6000  1 
0936: -1598.525  1318.594  2.3701 -1598.525  1318.594 -2.3701  6000  1 
00BC: text_highpriority 'WZI2_5'  8000 ms  1
0006: @32 =  0  ;; integer values

:WUZI2_476
00D6: if  0
001B:    800 > @32  ;; integer values
004D: jump_if_false WUZI2_481
0001: wait  0 ms
0002: jump WUZI2_476

:WUZI2_481
0707: unknown_bunnyjump WUZI2_495 

:WUZI2_482
00D6: if  0
0934: (unknown)
004D: jump_if_false WUZI2_487
0001: wait  0 ms
0002: jump WUZI2_482

:WUZI2_487
0006: @32 =  0  ;; integer values

:WUZI2_488
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false WUZI2_493
0001: wait  0 ms
0002: jump WUZI2_488

:WUZI2_493
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_495
0701: (unknown)
00BE: text_clear_all
0925: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0008: $7264 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump WUZI2_515

:WUZI2_505
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -1611.833  1334.313  .8012 -1615.812  1329.394 -7.9862
004D: jump_if_false WUZI2_510
0004: $7264 =  3  ;; integer values
0002: jump WUZI2_515

:WUZI2_510
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1549.125  1339.961 radius  3.5  3.5
004D: jump_if_false WUZI2_515
0006: @282 =  0  ;; integer values
0002: jump WUZI2_617

:WUZI2_515
0002: jump WUZI2_557

:WUZI2_516
00D6: if  0
05FD: $PLAYER_ACTOR -1611.833  1334.313  .8012 -1615.812  1329.394 -7.9862  2.0  0 
004D: jump_if_false WUZI2_525
00D6: if  0
0039:   @287 ==  1  ;; integer values
004D: jump_if_false WUZI2_523
00BC: text_highpriority 'WZI2_6'  5000 ms  1

:WUZI2_523
0008: $7264 +=  1  ;; integer values
0002: jump WUZI2_530

:WUZI2_525
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1549.125  1339.961 radius  3.5  3.5
004D: jump_if_false WUZI2_530
0006: @282 =  0  ;; integer values
0002: jump WUZI2_617

:WUZI2_530
0002: jump WUZI2_557

:WUZI2_531
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1612.208  1349.552 radius  3.5  3.5
004D: jump_if_false WUZI2_545
03E6: remove_text_box
00D6: if  0
0039:   @379 ==  0  ;; integer values
004D: jump_if_false WUZI2_542
00BC: text_highpriority 'WZI2_7'  6000 ms  1
03DC: @259 = create_marker_above_pickup @258
0006: @33 =  0  ;; integer values
0002: jump WUZI2_543

:WUZI2_542
0006: @33 =  6001  ;; integer values

:WUZI2_543
0008: $7264 +=  1  ;; integer values
0002: jump WUZI2_550

:WUZI2_545
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1549.125  1339.961 radius  3.5  3.5
004D: jump_if_false WUZI2_550
0006: @282 =  0  ;; integer values
0002: jump WUZI2_617

:WUZI2_550
0002: jump WUZI2_557

:WUZI2_551
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1549.125  1339.961 radius  3.5  3.5
004D: jump_if_false WUZI2_556
0006: @282 =  0  ;; integer values
0002: jump WUZI2_617

:WUZI2_556
0002: jump WUZI2_557

:WUZI2_557
0050: gosub WUZI2_560
0050: gosub WUZI2_2168
0002: jump WUZI2_448

:WUZI2_560
0871: init_jump_table @278 total_jumps  2  0 WUZI2_576 jumps  0 WUZI2_561  1 WUZI2_573 -1 WUZI2_576 -1 WUZI2_576 -1 WUZI2_576 -1 WUZI2_576 -1 WUZI2_576 

:WUZI2_561
00D6: if  0
00ED:   actor $PLAYER_ACTOR @279 near_point_on_foot @280 @281 radius  4.0  4.0
004D: jump_if_false WUZI2_572
06D6: @276 
097A: -1000.0 -1000.0 -1000.0  1058 
00D6: if  0
001B:    6 > @277  ;; integer values
004D: jump_if_false WUZI2_571
000A: @278 +=  1  ;; integer values
0002: jump WUZI2_572

:WUZI2_571
0006: @278 = -1  ;; integer values

:WUZI2_572
0002: jump WUZI2_576

:WUZI2_573
0050: gosub WUZI2_577
000E: @278 -=  1  ;; integer values
0002: jump WUZI2_576

:WUZI2_576
0051: return

:WUZI2_577
000A: @277 +=  1  ;; integer values
0871: init_jump_table @277 total_jumps  7  0 WUZI2_616 jumps  1 WUZI2_579  2 WUZI2_583  3 WUZI2_588  4 WUZI2_592  5 WUZI2_602  6 WUZI2_606  7 WUZI2_611 

:WUZI2_579
0007: @280 = -1604.522  ;; floating-point values
0007: @281 =  1312.674  ;; floating-point values
0006: @279 =  1  ;; integer values
0002: jump WUZI2_616

:WUZI2_583
0007: @280 = -1611.557  ;; floating-point values
0007: @281 =  1330.789  ;; floating-point values
06D5:  3 @280 @281 -2.2294 -1610.672  1330.324 -2.2294  .8 @276 
0006: @279 =  0  ;; integer values
0002: jump WUZI2_616

:WUZI2_588
0007: @280 = -1626.098  ;; floating-point values
0007: @281 =  1343.811  ;; floating-point values
0006: @279 =  1  ;; integer values
0002: jump WUZI2_616

:WUZI2_592
00D6: if  0
0019:   @379 >  0  ;; integer values
004D: jump_if_false WUZI2_601
0007: @280 = -1596.333  ;; floating-point values
0007: @281 =  1345.053  ;; floating-point values
06D5:  3 @280 @281 -6.2933 -1597.272  1345.396 -6.2933  .8 @276 
0006: @279 =  0  ;; integer values
0002: jump WUZI2_616
0002: jump WUZI2_602

:WUZI2_601
000A: @277 +=  1  ;; integer values

:WUZI2_602
0007: @280 = -1576.722  ;; floating-point values
0007: @281 =  1338.477  ;; floating-point values
0006: @279 =  1  ;; integer values
0002: jump WUZI2_616

:WUZI2_606
0007: @280 = -1559.138  ;; floating-point values
0007: @281 =  1333.954  ;; floating-point values
06D5:  3 @280 @281 -5.3882 -1560.119  1334.147 -5.3819  1.2 @276 
0006: @279 =  0  ;; integer values
0002: jump WUZI2_616

:WUZI2_611
0007: @280 = -1548.216  ;; floating-point values
0007: @281 =  1342.198  ;; floating-point values
06D5:  3 @280 @281 -7.0752 -1548.608  1341.277 -7.0752  1.2 @276 
0006: @279 =  0  ;; integer values
0002: jump WUZI2_616

:WUZI2_616
0051: return

:WUZI2_617
0001: wait  0 ms
0050: gosub WUZI2_880
00D6: if  0
0039:   @289 ==  2  ;; integer values
004D: jump_if_false WUZI2_623
0002: jump WUZI2_647

:WUZI2_623
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false WUZI2_639
00D6: if  0
0039:   @282 ==  0  ;; integer values
004D: jump_if_false WUZI2_638
00D6: if  0
85FD:   NOT $PLAYER_ACTOR -1558.932  1338.285 -5.0 -1563.078  1329.29  5.0  10.0  0 
004D: jump_if_false WUZI2_637
00D6: if  0
0039:   @289 ==  0  ;; integer values
004D: jump_if_false WUZI2_636
0002: jump WUZI2_647

:WUZI2_636
0002: jump WUZI2_638

:WUZI2_637
0006: @282 =  1  ;; integer values

:WUZI2_638
0002: jump WUZI2_646

:WUZI2_639
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false WUZI2_646
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1549.125  1339.961 radius  3.5  3.5
004D: jump_if_false WUZI2_646
0006: @282 =  0  ;; integer values

:WUZI2_646
0002: jump WUZI2_617

:WUZI2_647
0004: $7276 = -2  ;; integer values
03E6: remove_text_box
00BE: text_clear_all
0164: disable_marker @259
06D6: @276 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8039:   NOT   @289 ==  2  ;; integer values
004D: jump_if_false WUZI2_730
0373: set_camera_directly_behind_player
0006: @32 =  0  ;; integer values

:WUZI2_659
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false WUZI2_664
0001: wait  0 ms
0002: jump WUZI2_659

:WUZI2_664
068D: @51 @52 @53 
068E: @54 @55 @56 
00D6: if  0
8119:   NOT   car @291 wrecked
004D: jump_if_false WUZI2_670
00AA: store_car @291 position_to $73 $74 $75

:WUZI2_670
0925: (unknown)
092F:  1 
0930:  1 
0920: @54 @55 @56 $73 $74 $75  3500  1 
0936: @51 @52 @53 @51 @52 @53  3500  1 
00BC: text_highpriority 'WZI2_40'  8000 ms  1
0006: @32 =  0  ;; integer values

:WUZI2_677
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false WUZI2_682
0001: wait  0 ms
0002: jump WUZI2_677

:WUZI2_682
0707: unknown_bunnyjump WUZI2_728 
0001: wait  0 ms

:WUZI2_684
00D6: if  0
0934: (unknown)
004D: jump_if_false WUZI2_689
0001: wait  0 ms
0002: jump WUZI2_684

:WUZI2_689
00D6: if  0
8119:   NOT   car @290 wrecked
004D: jump_if_false WUZI2_693
00AA: store_car @290 position_to $69 $70 $71

:WUZI2_693
0925: (unknown)
092F:  1 
0930:  1 
0920: $73 $74 $75 $69 $70 $71  3000  0 
0936: @51 @52 @53 @51 @52 @53  3000  0 
0001: wait  0 ms

:WUZI2_699
00D6: if  0
0934: (unknown)
004D: jump_if_false WUZI2_706
0001: wait  0 ms
0050: gosub WUZI2_1001
0050: gosub WUZI2_1356
0002: jump WUZI2_699

:WUZI2_706
00BC: text_highpriority 'WZI2_41'  8000 ms  1
0925: (unknown)
092F:  1 
0930:  1 
0920: $69 $70 $71 @54 @55 @56  4500  1 
0936: @51 @52 @53 @51 @52 @53  4500  1 
0001: wait  0 ms

:WUZI2_713
00D6: if  0
0934: (unknown)
004D: jump_if_false WUZI2_720
0001: wait  0 ms
0050: gosub WUZI2_1001
0050: gosub WUZI2_1356
0002: jump WUZI2_713

:WUZI2_720
0006: @32 =  0  ;; integer values

:WUZI2_721
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false WUZI2_728
0001: wait  0 ms
0050: gosub WUZI2_1001
0050: gosub WUZI2_1356
0002: jump WUZI2_721

:WUZI2_728
0701: (unknown)
0002: jump WUZI2_750

:WUZI2_730
0707: unknown_bunnyjump WUZI2_749 
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
0006: @32 =  0  ;; integer values

:WUZI2_735
00D6: if  0
001B:    6000 > @32  ;; integer values
004D: jump_if_false WUZI2_740
0001: wait  0 ms
0002: jump WUZI2_735

:WUZI2_740
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
0006: @32 =  0  ;; integer values

:WUZI2_744
00D6: if  0
001B:    6000 > @32  ;; integer values
004D: jump_if_false WUZI2_749
0001: wait  0 ms
0002: jump WUZI2_744

:WUZI2_749
0701: (unknown)

:WUZI2_750
00BC: text_highpriority 'WZI2_8'  6000 ms  1
00D6: if  0
8119:   NOT   car @290 wrecked
004D: jump_if_false WUZI2_756
0186: @292 = create_marker_above_car @290
018B: show_on_radar @292  2

:WUZI2_756
00D6: if  0
8119:   NOT   car @291 wrecked
004D: jump_if_false WUZI2_761
0186: @293 = create_marker_above_car @291
018B: show_on_radar @293  2

:WUZI2_761
06C4: @383 @407 
06C4: @384 @408 
06C4: @385 @409 
06C4: @386 @410 
00D6: if  0
8119:   NOT   car @413 wrecked
004D: jump_if_false WUZI2_770
0186: @415 = create_marker_above_car @413
018B: show_on_radar @415  2

:WUZI2_770
00D6: if  0
8119:   NOT   car @414 wrecked
004D: jump_if_false WUZI2_775
0186: @416 = create_marker_above_car @414
018B: show_on_radar @416  2

:WUZI2_775
00BC: text_highpriority 'WZI2_8'  6000 ms  1
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: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006: @283 =  0  ;; integer values

:WUZI2_786
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: $7268(1) += @38  ;; integer values 
00D6: if  0
8039:   NOT   @373 ==  2  ;; integer values
004D: jump_if_false WUZI2_813
0050: gosub WUZI2_880
0050: gosub WUZI2_1001
0050: gosub WUZI2_1356
0050: gosub WUZI2_1429
0050: gosub WUZI2_1600
00D6: if  0
0018:   $7272 >  35  ;; integer values
004D: jump_if_false WUZI2_810
00D6: if  0
0039:   @284 ==  0  ;; integer values
004D: jump_if_false WUZI2_809
0006: @284 =  1  ;; integer values

:WUZI2_809
0050: gosub WUZI2_2278

:WUZI2_810
0050: gosub WUZI2_2168
0050: gosub WUZI2_1826
0002: jump WUZI2_814

:WUZI2_813
0050: gosub WUZI2_1926

:WUZI2_814
0050: gosub WUZI2_2388
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false WUZI2_832
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false WUZI2_831
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false WUZI2_831
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1447.128  1501.241 radius  6.0  6.0
004D: jump_if_false WUZI2_831
03E6: remove_text_box
0512: permanent_text_box 'WZI2_C0'
0006: @33 =  0  ;; integer values
000A: @283 +=  1  ;; integer values

:WUZI2_831
0002: jump WUZI2_878

:WUZI2_832
00D6: if  0
0039:   @283 ==  1  ;; integer values
004D: jump_if_false WUZI2_849
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false WUZI2_839
03E6: remove_text_box

:WUZI2_839
00D6: if  0
84AD:   NOT $PLAYER_ACTOR
004D: jump_if_false WUZI2_848
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1449.642  1501.135  .7366 radius  2.0  2.0  2.0
004D: jump_if_false WUZI2_848
03E6: remove_text_box
0050: gosub WUZI2_2571
000A: @283 +=  1  ;; integer values

:WUZI2_848
0002: jump WUZI2_878

:WUZI2_849
0050: gosub WUZI2_2740
0050: gosub WUZI2_2854
0050: gosub WUZI2_2914
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false WUZI2_874
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1372.733  1495.55  .8578 radius  1.2  1.2  2.0
004D: jump_if_false WUZI2_873
00D6: if  0
8039:   NOT   @522 ==  2  ;; integer values
004D: jump_if_false WUZI2_872
00BC: text_highpriority 'WZI2_30'  1000 ms  1
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false WUZI2_871
00BE: text_clear_all
00BC: text_highpriority 'WZI2_32'  6000 ms  1
0164: disable_marker @36
018A: @36 = create_checkpoint_at -1508.558  1296.067  .397
0006: @48 =  1  ;; integer values
0050: gosub WUZI2_2156

:WUZI2_871
0002: jump WUZI2_873

:WUZI2_872
00BC: text_highpriority 'WZI2_31'  3000 ms  1

:WUZI2_873
0002: jump WUZI2_878

:WUZI2_874
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1508.558  1296.067  .397 radius  1.2  1.2  2.0
004D: jump_if_false WUZI2_878
0002: jump WUZI2_3059

:WUZI2_878
0050: gosub WUZI2_2458
0002: jump WUZI2_786

:WUZI2_880
0006: @287 =  0  ;; integer values
0006: @286 =  0  ;; integer values
00D6: if  0
0965:   actor $PLAYER_ACTOR in_water
004D: jump_if_false WUZI2_913
0966: $PLAYER_ACTOR @285 
00D6: if  0
04A4: @285  4 
004D: jump_if_false WUZI2_896
0006: @287 =  1  ;; integer values
00D6: if  0
002A:    0 >= $7276  ;; integer values
004D: jump_if_false WUZI2_895
0004: $7277 =  1  ;; integer values
0004: $7276 = -2  ;; integer values

:WUZI2_895
0002: jump WUZI2_900

:WUZI2_896
00D6: if  0
04A4: @285  2 
004D: jump_if_false WUZI2_900
0006: @286 =  1  ;; integer values

:WUZI2_900
00D6: if  0
0039:   @289 ==  1  ;; integer values
004D: jump_if_false WUZI2_912
00D6: if  23
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_911
0006: @289 =  0  ;; integer values
0002: jump WUZI2_912

:WUZI2_911
0006: @289 =  2  ;; integer values

:WUZI2_912
0002: jump WUZI2_921

:WUZI2_913
00D6: if  0
0039:   @289 ==  0  ;; integer values
004D: jump_if_false WUZI2_917
0006: @289 =  1  ;; integer values

:WUZI2_917
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI2_921
0006: @286 =  1  ;; integer values

:WUZI2_921
0051: return

:WUZI2_922
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 =  .1  ;; floating-point values
00A5: @290 = create_car  454 at -1585.0  1375.0  1.0
0323: unknown_car @290 flag  1
0129: @300 = create_actor  24  121 in_car @290 driverseat
009A: @308 = create_actor  24  121 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @308  1 
02E2: set_actor @308 weapon_accuracy_to  80
07DD: @308  20 
0007: @322 =  0.0  ;; floating-point values
009A: @309 = create_actor  24  122 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @309  1 
02E2: set_actor @309 weapon_accuracy_to  80
07DD: @309  20 
0007: @323 = -90.0  ;; floating-point values
009A: @310 = create_actor  24  123 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @310  1 
02E2: set_actor @310 weapon_accuracy_to  80
07DD: @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  454 at -1505.0  1335.0  1.0
0323: unknown_car @291 flag  1
0129: @301 = create_actor  24  121 in_car @291 driverseat
009A: @311 = create_actor  24  121 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @311  1 
02E2: set_actor @311 weapon_accuracy_to  80
07DD: @311  20 
0007: @325 =  0.0  ;; floating-point values
009A: @312 = create_actor  24  122 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @312  1 
02E2: set_actor @312 weapon_accuracy_to  80
07DD: @312  20 
0007: @326 = -90.0  ;; floating-point values
009A: @313 = create_actor  24  123 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @313  1 
02E2: set_actor @313 weapon_accuracy_to  80
07DD: @313  20 
0007: @327 =  140.0  ;; floating-point values
0006: @295 =  0  ;; integer values
0006: @297 =  11  ;; integer values
0004: $7266(1) =  0  ;; integer values
0004: $7271 =  0  ;; integer values
0051: return

:WUZI2_1001
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0004: $7274 = -1  ;; integer values
0004: $7275 = -1  ;; integer values
0004: $7257 =  0  ;; integer values

:WUZI2_1005
00D6: if  0
001A:    7 > $7257  ;; integer values
004D: jump_if_false WUZI2_1015
00D6: if  0
0027:   @331($7257,7f) > $73  ;; floating-point values only
004D: jump_if_false WUZI2_1013
0084: $7274 = $7257  ;; integer values and handles
0004: $7257 =  7  ;; integer values

:WUZI2_1013
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_1005

:WUZI2_1015
00D6: if  0
0038:   $7274 == -1  ;; integer values
004D: jump_if_false WUZI2_1019
0004: $7274 =  7  ;; integer values

:WUZI2_1019
0004: $7257 =  0  ;; integer values

:WUZI2_1020
00D6: if  0
001A:    5 > $7257  ;; integer values
004D: jump_if_false WUZI2_1030
00D6: if  0
0027:   @338($7257,5f) > $74  ;; floating-point values only
004D: jump_if_false WUZI2_1028
0084: $7275 = $7257  ;; integer values and handles
0004: $7257 =  5  ;; integer values

:WUZI2_1028
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_1020

:WUZI2_1030
00D6: if  0
0038:   $7275 == -1  ;; integer values
004D: jump_if_false WUZI2_1034
0004: $7275 =  5  ;; integer values

:WUZI2_1034
0010: $7275 *=  8  ;; integer values
0084: $7272 = $7274  ;; integer values and handles
0058: $7272 += $7275  ;; integer values
00D6: if  0
803A:   NOT   $7272 == $7273  ;; integer values and handles
004D: jump_if_false WUZI2_1042
0050: gosub WUZI2_1043
0084: $7273 = $7272  ;; integer values and handles

:WUZI2_1042
0051: return

:WUZI2_1043
0871: init_jump_table $7272 total_jumps  48  0 WUZI2_1342 jumps  0 WUZI2_1049  1 WUZI2_1049  2 WUZI2_1057  3 WUZI2_1057  4 WUZI2_1065  5 WUZI2_1073  6 WUZI2_1081 
0872: jump_table_jumps  7 WUZI2_1081  8 WUZI2_1089  9 WUZI2_1097  10 WUZI2_1097  11 WUZI2_1105  12 WUZI2_1113  13 WUZI2_1121  14 WUZI2_1129  15 WUZI2_1081 
0872: jump_table_jumps  16 WUZI2_1137  17 WUZI2_1145  18 WUZI2_1153  19 WUZI2_1161  20 WUZI2_1169  21 WUZI2_1177  22 WUZI2_1192  23 WUZI2_1207  24 WUZI2_1215 
0872: jump_table_jumps  25 WUZI2_1223  26 WUZI2_1231  27 WUZI2_1246  28 WUZI2_1266  29 WUZI2_1192  30 WUZI2_1177  31 WUZI2_1274  32 WUZI2_1282  33 WUZI2_1290 
0872: jump_table_jumps  34 WUZI2_1246  35 WUZI2_1231  36 WUZI2_1303  37 WUZI2_1316  38 WUZI2_1329  39 WUZI2_1329  40 WUZI2_1282  41 WUZI2_1282  42 WUZI2_1290 
0872: jump_table_jumps  43 WUZI2_1303  44 WUZI2_1303  45 WUZI2_1316  46 WUZI2_1329  47 WUZI2_1329 -1 WUZI2_1342 -1 WUZI2_1342 -1 WUZI2_1342 -1 WUZI2_1342 

:WUZI2_1049
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_1342

:WUZI2_1057
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_1342

:WUZI2_1065
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_1342

:WUZI2_1073
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_1342

:WUZI2_1081
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_1342

:WUZI2_1089
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_1342

:WUZI2_1097
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_1342

:WUZI2_1105
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_1342

:WUZI2_1113
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_1342

:WUZI2_1121
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_1342

:WUZI2_1129
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_1342

:WUZI2_1137
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_1342

:WUZI2_1145
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_1342

:WUZI2_1153
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_1342

:WUZI2_1161
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_1342

:WUZI2_1169
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_1342

:WUZI2_1177
0006: @360 =  27  ;; integer values
0006: @362 =  2  ;; integer values
0006: @364 =  2  ;; integer values
00D6: if  0
0038:   $7273 ==  29  ;; integer values
004D: jump_if_false WUZI2_1187
0006: @361 =  22  ;; integer values
0006: @363 =  5  ;; integer values
0006: @365 =  1  ;; integer values
0002: jump WUZI2_1190

:WUZI2_1187
0006: @361 =  29  ;; integer values
0006: @363 =  4  ;; integer values
0006: @365 =  2  ;; integer values

:WUZI2_1190
0004: $7270 =  1  ;; integer values
0002: jump WUZI2_1342

:WUZI2_1192
0006: @360 =  27  ;; integer values
0006: @362 =  2  ;; integer values
0006: @364 =  2  ;; integer values
00D6: if  0
0038:   $7273 ==  30  ;; integer values
004D: jump_if_false WUZI2_1202
0006: @361 =  21  ;; integer values
0006: @363 =  4  ;; integer values
0006: @365 =  1  ;; integer values
0002: jump WUZI2_1205

:WUZI2_1202
0006: @361 =  30  ;; integer values
0006: @363 =  5  ;; integer values
0006: @365 =  2  ;; integer values

:WUZI2_1205
0004: $7270 =  1  ;; integer values
0002: jump WUZI2_1342

:WUZI2_1207
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_1342

:WUZI2_1215
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_1342

:WUZI2_1223
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_1342

:WUZI2_1231
00D6: if  0
0038:   $7273 ==  34  ;; integer values
004D: jump_if_false WUZI2_1238
0006: @360 =  27  ;; integer values
0006: @362 =  2  ;; integer values
0006: @364 =  2  ;; integer values
0002: jump WUZI2_1241

:WUZI2_1238
0006: @360 =  34  ;; integer values
0006: @362 =  1  ;; integer values
0006: @364 =  3  ;; integer values

:WUZI2_1241
0006: @361 =  28  ;; integer values
0006: @363 =  3  ;; integer values
0006: @365 =  2  ;; integer values
0004: $7270 =  0  ;; integer values
0002: jump WUZI2_1342

:WUZI2_1246
00D6: if  0
0038:   $7273 ==  35  ;; integer values
004D: jump_if_false WUZI2_1253
0006: @360 =  26  ;; integer values
0006: @362 =  1  ;; integer values
0006: @364 =  2  ;; integer values
0002: jump WUZI2_1256

:WUZI2_1253
0006: @360 =  35  ;; integer values
0006: @362 =  2  ;; integer values
0006: @364 =  3  ;; integer values

:WUZI2_1256
0006: @361 =  28  ;; integer values
0006: @363 =  3  ;; integer values
0006: @365 =  2  ;; integer values
00D6: if  0
0038:   $7272 ==  27  ;; integer values
004D: jump_if_false WUZI2_1264
0004: $7270 =  2  ;; integer values
0002: jump WUZI2_1265

:WUZI2_1264
0004: $7270 =  0  ;; integer values

:WUZI2_1265
0002: jump WUZI2_1342

:WUZI2_1266
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_1342

:WUZI2_1274
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_1342

:WUZI2_1282
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_1342

:WUZI2_1290
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  0
0038:   $7270 ==  33  ;; integer values
004D: jump_if_false WUZI2_1301
0004: $7270 =  0  ;; integer values
0002: jump WUZI2_1302

:WUZI2_1301
0004: $7270 =  3  ;; integer values

:WUZI2_1302
0002: jump WUZI2_1342

:WUZI2_1303
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  0
0038:   $7270 ==  36  ;; integer values
004D: jump_if_false WUZI2_1314
0004: $7270 =  5  ;; integer values
0002: jump WUZI2_1315

:WUZI2_1314
0004: $7270 =  3  ;; integer values

:WUZI2_1315
0002: jump WUZI2_1342

:WUZI2_1316
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  0
0038:   $7270 ==  37  ;; integer values
004D: jump_if_false WUZI2_1327
0004: $7270 =  4  ;; integer values
0002: jump WUZI2_1328

:WUZI2_1327
0004: $7270 = -1  ;; integer values

:WUZI2_1328
0002: jump WUZI2_1342

:WUZI2_1329
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  0
001A:    40 > $7270  ;; integer values
004D: jump_if_false WUZI2_1340
0004: $7270 =  4  ;; integer values
0002: jump WUZI2_1341

:WUZI2_1340
0004: $7270 = -1  ;; integer values

:WUZI2_1341
0002: jump WUZI2_1342

:WUZI2_1342
0004: $7257 =  0  ;; integer values

:WUZI2_1343
00D6: if  0
001A:    2 > $7257  ;; integer values
004D: jump_if_false WUZI2_1355
00D6: if  0
803B:   NOT   @296($7257,2i) == @360($7257,2i)  ;; integer values 
004D: jump_if_false WUZI2_1353
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_1353
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_1343

:WUZI2_1355
0051: return

:WUZI2_1356
0004: $7257 =  0  ;; integer values

:WUZI2_1357
00D6: if  0
001A:    2 > $7257  ;; integer values
004D: jump_if_false WUZI2_1428
00D6: if  0
8119:   NOT   car @290($7257,2i) wrecked
004D: jump_if_false WUZI2_1426
0871: init_jump_table @294($7257,2i) total_jumps  3  0 WUZI2_1426 jumps  1 WUZI2_1364  2 WUZI2_1372  3 WUZI2_1416 -1 WUZI2_1426 -1 WUZI2_1426 -1 WUZI2_1426 -1 WUZI2_1426 

:WUZI2_1364
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_1426

:WUZI2_1372
0085: @366 = @353($7257,2i)  ;; integer values and handles
0085: @367 = @355($7257,2i)  ;; integer values and handles
00D6: if  0
01AD:   car @290($7257,2i)  0 ()near_point @343(@366,6f) @349(@367,4f)  8.0  8.0
004D: jump_if_false WUZI2_1380
02E3: @314($7257,2f) = car @290($7257,2i) speed
000A: @294($7257,2i) +=  1  ;; integer values
0002: jump WUZI2_1415

:WUZI2_1380
00D6: if  0
0025:   @357 > @314($7257,2f)  ;; floating-point values  
004D: jump_if_false WUZI2_1385
005B: @314($7257,2f) += @358  ;; floating-point values 
04BA: set_car @290($7257,2i) speed_instantly @314($7257,2f)

:WUZI2_1385
00AA: store_car @290($7257,2i) position_to @316($7257,2f) @318($7257,2f) $75
0174: @320($7257,2f) = car @290($7257,2i) z_angle
0088: $73 = @343(@366,6f)  ;; floating-point values only
0067: $73 -= @316($7257,2f)  ;; floating-point values
0088: $74 = @349(@367,4f)  ;; floating-point values only
0067: $74 -= @318($7257,2f)  ;; floating-point values

:WUZI2_1391
00D6: if  0
0031:   @320($7257,2f) >=  180.0  ;; floating-point values 
004D: jump_if_false WUZI2_1396
000B: @320($7257,2f) += -360.0  ;; floating-point values
0002: jump WUZI2_1391

:WUZI2_1396
0604: $73 $74 $72 

:WUZI2_1397
00D6: if  0
0030:   $72 >=  180.0  ;; floating-point values
004D: jump_if_false WUZI2_1402
0009: $72 += -360.0  ;; floating-point values
0002: jump WUZI2_1397

:WUZI2_1402
0086: $75 = $72  ;; floating-point values only
0067: $75 -= @320($7257,2f)  ;; floating-point values
00D6: if  0
0032:   -180.0 >= $75  ;; floating-point values
004D: jump_if_false WUZI2_1408
0009: $75 +=  360.0  ;; floating-point values

:WUZI2_1408
00D6: if  0
0030:   $75 >=  180.0  ;; floating-point values
004D: jump_if_false WUZI2_1412
0009: $75 += -360.0  ;; floating-point values

:WUZI2_1412
0075: $75 /= @359  ;; floating-point values 
005D: @320($7257,2f) += $75  ;; floating-point values 
0175: set_car @290($7257,2i) z_angle_to @320($7257,2f)

:WUZI2_1415
0002: jump WUZI2_1426

:WUZI2_1416
0063: @314($7257,2f) -= @358  ;; floating-point values 
04BA: set_car @290($7257,2i) speed_instantly @314($7257,2f)
00D6: if  0
0023:    2.5 > @314($7257,2f)  ;; floating-point values
004D: jump_if_false WUZI2_1425
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_1425
0002: jump WUZI2_1426

:WUZI2_1426
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_1357

:WUZI2_1428
0051: return

:WUZI2_1429
0004: $7257 =  0  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71

:WUZI2_1431
00D6: if  0
001A:    2 > $7257  ;; integer values
004D: jump_if_false WUZI2_1584
00D6: if  0
8119:   NOT   car @290($7257,2i) wrecked
004D: jump_if_false WUZI2_1574
0006: @368($7257,2i) =  0  ;; integer values
0871: init_jump_table $7257 total_jumps  2  0 WUZI2_1471 jumps  0 WUZI2_1439  1 WUZI2_1456 -1 WUZI2_1471 -1 WUZI2_1471 -1 WUZI2_1471 -1 WUZI2_1471 -1 WUZI2_1471 

:WUZI2_1439
00D6: if  21
0038:   $7270 ==  0  ;; integer values
0038:   $7270 ==  2  ;; integer values
004D: jump_if_false WUZI2_1445
0006: @368($7257,2i) =  1  ;; integer values
0002: jump WUZI2_1455

:WUZI2_1445
00D6: if  21
0038:   $7270 ==  3  ;; integer values
0038:   $7270 ==  5  ;; integer values
004D: jump_if_false WUZI2_1455
00AA: store_car @290($7257,2i) position_to $73 $74 $75
0509: $68 = distance between point $69 $70 and point $73 $74
00D6: if  0
0022:    29.0 > $68  ;; floating-point values
004D: jump_if_false WUZI2_1455
0006: @368($7257,2i) =  1  ;; integer values

:WUZI2_1455
0002: jump WUZI2_1471

:WUZI2_1456
00D6: if  21
0038:   $7270 ==  1  ;; integer values
0038:   $7270 ==  2  ;; integer values
004D: jump_if_false WUZI2_1462
0006: @368($7257,2i) =  1  ;; integer values
0002: jump WUZI2_1470

:WUZI2_1462
00D6: if  21
0038:   $7270 ==  4  ;; integer values
0038:   $7270 ==  5  ;; integer values
004D: jump_if_false WUZI2_1470
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @290($7257,2i) radius  30.0  30.0 unknown  0
004D: jump_if_false WUZI2_1470
0006: @368($7257,2i) =  1  ;; integer values

:WUZI2_1470
0002: jump WUZI2_1471

:WUZI2_1471
0871: init_jump_table $7266($7257,2i) total_jumps  5  0 WUZI2_1573 jumps  0 WUZI2_1472  1 WUZI2_1508  2 WUZI2_1522  3 WUZI2_1541  4 WUZI2_1561 -1 WUZI2_1573 -1 WUZI2_1573 

:WUZI2_1472
00D6: if  0
0038:   $7277 ==  0  ;; integer values
004D: jump_if_false WUZI2_1507
00D6: if  21
0039:   @368($7257,2i) ==  0  ;; integer values
0039:   @287 ==  1  ;; integer values
004D: jump_if_false WUZI2_1495
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_1483
00D6: if  0
001C:   $7262 > $7261  ;; integer values
004D: jump_if_false WUZI2_1494
00D6: if  0
8118:   NOT   actor @308($7261,6i) dead
004D: jump_if_false WUZI2_1492
0088: $72 = @320($7257,2f)  ;; floating-point values only
0067: $72 -= @322($7261,6f)  ;; floating-point values
0173: set_actor @308($7261,6i) z_angle_to $72

:WUZI2_1492
0008: $7261 +=  1  ;; integer values
0002: jump WUZI2_1483

:WUZI2_1494
0002: jump WUZI2_1507

:WUZI2_1495
00D6: if  21
0039:   @286 ==  1  ;; integer values
0028:   $7276 >=  3  ;; integer values
004D: jump_if_false WUZI2_1502
0050: gosub WUZI2_1585
0004: $7266($7257,2i) =  3  ;; integer values
0002: jump WUZI2_1507

:WUZI2_1502
00D6: if  0
002A:    0 >= $7276  ;; integer values
004D: jump_if_false WUZI2_1506
0006: @288 =  0  ;; integer values

:WUZI2_1506
0008: $7266($7257,2i) +=  1  ;; integer values

:WUZI2_1507
0002: jump WUZI2_1573

:WUZI2_1508
00D6: if  21
0039:   @368($7257,2i) ==  0  ;; integer values
0039:   @287 ==  1  ;; integer values
004D: jump_if_false WUZI2_1515
0004: $7268($7257,2i) =  0  ;; integer values
0008: $7266($7257,2i) +=  1  ;; integer values
0002: jump WUZI2_1521

:WUZI2_1515
00D6: if  21
0019:   @288 >  6000  ;; integer values
0039:   @286 ==  1  ;; integer values
004D: jump_if_false WUZI2_1521
0050: gosub WUZI2_1585
0004: $7266($7257,2i) =  3  ;; integer values

:WUZI2_1521
0002: jump WUZI2_1573

:WUZI2_1522
00D6: if  21
0039:   @368($7257,2i) ==  0  ;; integer values
0039:   @287 ==  1  ;; integer values
004D: jump_if_false WUZI2_1531
00D6: if  0
0018:   $7268($7257,2i) >  3000  ;; integer values
004D: jump_if_false WUZI2_1530
0004: $7266($7257,2i) =  0  ;; integer values

:WUZI2_1530
0002: jump WUZI2_1540

:WUZI2_1531
00D6: if  1
001A:    3 > $7276  ;; integer values
0039:   @286 ==  0  ;; integer values
004D: jump_if_false WUZI2_1538
0006: @288 =  0  ;; integer values
000C: $7266($7257,2i) -=  1  ;; integer values
0002: jump WUZI2_1540

:WUZI2_1538
0050: gosub WUZI2_1585
0004: $7266($7257,2i) =  3  ;; integer values

:WUZI2_1540
0002: jump WUZI2_1573

:WUZI2_1541
00D6: if  21
0039:   @368($7257,2i) ==  0  ;; integer values
0039:   @287 ==  1  ;; integer values
004D: jump_if_false WUZI2_1560
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_1549
00D6: if  0
001C:   $7262 > $7261  ;; integer values
004D: jump_if_false WUZI2_1558
00D6: if  0
8118:   NOT   actor @308($7261,6i) dead
004D: jump_if_false WUZI2_1556
0687: @308($7261,6i) 

:WUZI2_1556
0008: $7261 +=  1  ;; integer values
0002: jump WUZI2_1549

:WUZI2_1558
0004: $7268($7257,2i) =  0  ;; integer values
0008: $7266($7257,2i) +=  1  ;; integer values

:WUZI2_1560
0002: jump WUZI2_1573

:WUZI2_1561
00D6: if  21
0039:   @368($7257,2i) ==  0  ;; integer values
0039:   @287 ==  1  ;; integer values
004D: jump_if_false WUZI2_1570
00D6: if  0
0018:   $7268($7257,2i) >  5000  ;; integer values
004D: jump_if_false WUZI2_1569
0004: $7266($7257,2i) =  0  ;; integer values

:WUZI2_1569
0002: jump WUZI2_1572

:WUZI2_1570
0050: gosub WUZI2_1585
0004: $7266($7257,2i) =  3  ;; integer values

:WUZI2_1572
0002: jump WUZI2_1573

:WUZI2_1573
0002: jump WUZI2_1582

:WUZI2_1574
00D6: if  0
075C:   marker @292($7257,2i) enabled
004D: jump_if_false WUZI2_1578
0164: disable_marker @292($7257,2i)

:WUZI2_1578
00D6: if  0
8038:   NOT   $7266($7257,2i) ==  0  ;; integer values
004D: jump_if_false WUZI2_1582
0004: $7266($7257,2i) =  0  ;; integer values

:WUZI2_1582
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_1431

:WUZI2_1584
0051: return

:WUZI2_1585
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_1589
00D6: if  0
001C:   $7262 > $7261  ;; integer values
004D: jump_if_false WUZI2_1599
00D6: if  0
8118:   NOT   actor @308($7261,6i) dead
004D: jump_if_false WUZI2_1597
0687: @308($7261,6i) 
05E2: unknown_action_sequence @308($7261,6i) $PLAYER_ACTOR 

:WUZI2_1597
0008: $7261 +=  1  ;; integer values
0002: jump WUZI2_1589

:WUZI2_1599
0051: return

:WUZI2_1600
0871: init_jump_table $7276 total_jumps  7  0 WUZI2_1751 jumps -2 WUZI2_1601 -1 WUZI2_1607  0 WUZI2_1613  1 WUZI2_1637  2 WUZI2_1664  3 WUZI2_1695  4 WUZI2_1714 

:WUZI2_1601
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false WUZI2_1606
00A0: store_actor $PLAYER_ACTOR position_to @370 @371 $75
0004: $7276 = -1  ;; integer values

:WUZI2_1606
0002: jump WUZI2_1751

:WUZI2_1607
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @370 @371 radius  2.5  2.5
004D: jump_if_false WUZI2_1612
0004: $7277 =  0  ;; integer values
0004: $7276 =  0  ;; integer values

:WUZI2_1612
0002: jump WUZI2_1751

:WUZI2_1613
00D6: if  21
0018:   $7266 >  0  ;; integer values
0018:   $7266(1) >  0  ;; integer values
004D: jump_if_false WUZI2_1636
00D6: if  1
001A:    3 > $7266  ;; integer values
001A:    3 > $7266(1)  ;; integer values
004D: jump_if_false WUZI2_1629
0006: @123 =  0  ;; integer values
0050: gosub WUZI2_2116
0004: $7276 =  1  ;; integer values
00D6: if  0
0038:   $7278 ==  0  ;; integer values
004D: jump_if_false WUZI2_1628
0004: $7278 =  1  ;; integer values

:WUZI2_1628
0002: jump WUZI2_1636

:WUZI2_1629
0006: @123 =  18  ;; integer values
0050: gosub WUZI2_2116
0004: $7276 =  3  ;; integer values
00D6: if  0
0038:   $7278 ==  0  ;; integer values
004D: jump_if_false WUZI2_1636
0004: $7278 =  1  ;; integer values

:WUZI2_1636
0002: jump WUZI2_1751

:WUZI2_1637
00D6: if  21
0028:   $7266 >=  3  ;; integer values
0028:   $7266(1) >=  3  ;; integer values
004D: jump_if_false WUZI2_1645
0006: @123 =  18  ;; integer values
0050: gosub WUZI2_2116
0004: $7276 =  3  ;; integer values
0002: jump WUZI2_1663

:WUZI2_1645
00D6: if  1
8038:   NOT   $7266 ==  1  ;; integer values
8038:   NOT   $7266(1) ==  1  ;; integer values
004D: jump_if_false WUZI2_1663
00D6: if  21
0038:   $7266 ==  2  ;; integer values
0038:   $7266(1) ==  2  ;; integer values
004D: jump_if_false WUZI2_1655
0004: $7276 =  2  ;; integer values
0002: jump WUZI2_1663

:WUZI2_1655
00D6: if  21
0038:   $7266 ==  0  ;; integer values
0038:   $7266(1) ==  0  ;; integer values
004D: jump_if_false WUZI2_1663
0006: @123 =  9  ;; integer values
0050: gosub WUZI2_2116
0004: $7277 =  1  ;; integer values
0004: $7276 = -2  ;; integer values

:WUZI2_1663
0002: jump WUZI2_1751

:WUZI2_1664
00D6: if  21
0028:   $7266 >=  3  ;; integer values
0028:   $7266(1) >=  3  ;; integer values
004D: jump_if_false WUZI2_1672
0006: @123 =  18  ;; integer values
0050: gosub WUZI2_2116
0004: $7276 =  3  ;; integer values
0002: jump WUZI2_1694

:WUZI2_1672
00D6: if  1
8038:   NOT   $7266 ==  2  ;; integer values
8038:   NOT   $7266(1) ==  2  ;; integer values
004D: jump_if_false WUZI2_1694
00D6: if  21
0038:   $7266 ==  1  ;; integer values
0038:   $7266(1) ==  1  ;; integer values
004D: jump_if_false WUZI2_1685
0006: @123 =  0  ;; integer values
0050: gosub WUZI2_2132
0050: gosub WUZI2_2116
0004: $7276 =  1  ;; integer values
0002: jump WUZI2_1694

:WUZI2_1685
00D6: if  21
0038:   $7266 ==  0  ;; integer values
0038:   $7266(1) ==  0  ;; integer values
004D: jump_if_false WUZI2_1694
0006: @123 =  9  ;; integer values
0050: gosub WUZI2_2116
0050: gosub WUZI2_2132
0004: $7277 =  1  ;; integer values
0004: $7276 = -2  ;; integer values

:WUZI2_1694
0002: jump WUZI2_1751

:WUZI2_1695
00D6: if  1
8038:   NOT   $7266 ==  3  ;; integer values
8038:   NOT   $7266(1) ==  3  ;; integer values
004D: jump_if_false WUZI2_1713
00D6: if  21
0038:   $7266 ==  4  ;; integer values
0038:   $7266(1) ==  4  ;; integer values
004D: jump_if_false WUZI2_1713
0006: @123 =  27  ;; integer values
00D6: if  0
0038:   $7266 ==  4  ;; integer values
004D: jump_if_false WUZI2_1709
0006: @125 =  0  ;; integer values
0002: jump WUZI2_1710

:WUZI2_1709
0006: @125 =  1  ;; integer values

:WUZI2_1710
0050: gosub WUZI2_2116
0004: $7276 =  4  ;; integer values
0050: gosub WUZI2_2132

:WUZI2_1713
0002: jump WUZI2_1751

:WUZI2_1714
00D6: if  1
8038:   NOT   $7266 ==  4  ;; integer values
8038:   NOT   $7266(1) ==  4  ;; integer values
004D: jump_if_false WUZI2_1750
00D6: if  21
0038:   $7266 ==  3  ;; integer values
0038:   $7266(1) ==  3  ;; integer values
004D: jump_if_false WUZI2_1742
00D6: if  0
0038:   $7266 ==  3  ;; integer values
004D: jump_if_false WUZI2_1732
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false WUZI2_1730
0006: @123 =  45  ;; integer values
0002: jump WUZI2_1731

:WUZI2_1730
0006: @123 =  45  ;; integer values

:WUZI2_1731
0002: jump WUZI2_1738

:WUZI2_1732
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false WUZI2_1737
0006: @123 =  45  ;; integer values
0002: jump WUZI2_1738

:WUZI2_1737
0006: @123 =  45  ;; integer values

:WUZI2_1738
0050: gosub WUZI2_2132
0050: gosub WUZI2_2116
0004: $7276 =  3  ;; integer values
0002: jump WUZI2_1750

:WUZI2_1742
00D6: if  1
0038:   $7266 ==  0  ;; integer values
0038:   $7266(1) ==  0  ;; integer values
004D: jump_if_false WUZI2_1750
0006: @123 =  36  ;; integer values
0050: gosub WUZI2_2116
0004: $7277 =  1  ;; integer values
0004: $7276 = -2  ;; integer values

:WUZI2_1750
0002: jump WUZI2_1751

:WUZI2_1751
0871: init_jump_table $7278 total_jumps  6  0 WUZI2_1825 jumps  0 WUZI2_1752  1 WUZI2_1759  2 WUZI2_1763  3 WUZI2_1778  4 WUZI2_1793  5 WUZI2_1808 -1 WUZI2_1825 

:WUZI2_1752
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false WUZI2_1758
0512: permanent_text_box 'WZI2_42'
0006: @33 =  0  ;; integer values
000A: @284 +=  1  ;; integer values

:WUZI2_1758
0002: jump WUZI2_1825

:WUZI2_1759
0512: permanent_text_box 'WZI2_36'
0006: @33 =  0  ;; integer values
0008: $7278 +=  1  ;; integer values
0002: jump WUZI2_1825

:WUZI2_1763
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false WUZI2_1777
03E6: remove_text_box
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false WUZI2_1774
0512: permanent_text_box 'WZI2_42'
0006: @33 =  0  ;; integer values
000A: @284 +=  1  ;; integer values
0002: jump WUZI2_1777

:WUZI2_1774
0512: permanent_text_box 'WZI2_37'
0006: @33 =  0  ;; integer values
0008: $7278 +=  1  ;; integer values

:WUZI2_1777
0002: jump WUZI2_1825

:WUZI2_1778
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false WUZI2_1792
03E6: remove_text_box
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false WUZI2_1789
0512: permanent_text_box 'WZI2_42'
0006: @33 =  0  ;; integer values
000A: @284 +=  1  ;; integer values
0002: jump WUZI2_1792

:WUZI2_1789
0512: permanent_text_box 'WZI2_38'
0006: @33 =  0  ;; integer values
0008: $7278 +=  1  ;; integer values

:WUZI2_1792
0002: jump WUZI2_1825

:WUZI2_1793
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false WUZI2_1807
03E6: remove_text_box
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false WUZI2_1804
0512: permanent_text_box 'WZI2_42'
0006: @33 =  0  ;; integer values
000A: @284 +=  1  ;; integer values
0002: jump WUZI2_1807

:WUZI2_1804
0512: permanent_text_box 'WZI2_39'
0006: @33 =  0  ;; integer values
0008: $7278 +=  1  ;; integer values

:WUZI2_1807
0002: jump WUZI2_1825

:WUZI2_1808
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false WUZI2_1824
03E6: remove_text_box
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false WUZI2_1820
0512: permanent_text_box 'WZI2_42'
0006: @33 =  0  ;; integer values
000A: @284 +=  1  ;; integer values
0008: $7278 +=  1  ;; integer values
0002: jump WUZI2_1824

:WUZI2_1820
00D6: if  0
0039:   @284 ==  2  ;; integer values
004D: jump_if_false WUZI2_1824
0008: $7278 +=  1  ;; integer values

:WUZI2_1824
0002: jump WUZI2_1825

:WUZI2_1825
0051: return

:WUZI2_1826
0006: @372 =  0  ;; integer values

:WUZI2_1827
00D6: if  0
001B:    6 > @372  ;; integer values
004D: jump_if_false WUZI2_1844
00D6: if  0
8118:   NOT   actor @308(@372,6i) dead
004D: jump_if_false WUZI2_1841
00D6: if  0
051A:   unknown_actor @308(@372,6i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false WUZI2_1839
0006: @373 =  1  ;; integer values
0006: @372 =  6  ;; integer values
0002: jump WUZI2_1840

:WUZI2_1839
000A: @372 +=  1  ;; integer values

:WUZI2_1840
0002: jump WUZI2_1843

:WUZI2_1841
0006: @373 =  1  ;; integer values
0006: @372 =  6  ;; integer values

:WUZI2_1843
0002: jump WUZI2_1827

:WUZI2_1844
00D6: if  0
0039:   @373 ==  0  ;; integer values
004D: jump_if_false WUZI2_1865
0006: @372 =  0  ;; integer values

:WUZI2_1848
00D6: if  0
001B:    6 > @372  ;; integer values
004D: jump_if_false WUZI2_1865
00D6: if  0
8118:   NOT   actor @417(@372,6i) dead
004D: jump_if_false WUZI2_1862
00D6: if  0
051A:   unknown_actor @417(@372,6i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false WUZI2_1860
0006: @373 =  1  ;; integer values
0006: @372 =  6  ;; integer values
0002: jump WUZI2_1861

:WUZI2_1860
000A: @372 +=  1  ;; integer values

:WUZI2_1861
0002: jump WUZI2_1864

:WUZI2_1862
0006: @373 =  1  ;; integer values
0006: @372 =  6  ;; integer values

:WUZI2_1864
0002: jump WUZI2_1848

:WUZI2_1865
00D6: if  0
0039:   @373 ==  1  ;; integer values
004D: jump_if_false WUZI2_1870
0050: gosub WUZI2_1871
0006: @373 =  2  ;; integer values

:WUZI2_1870
0051: return

:WUZI2_1871
03E6: remove_text_box
00BE: text_clear_all
00D6: if  0
8119:   NOT   car @290 wrecked
004D: jump_if_false WUZI2_1881
00D6: if  0
875C:   NOT   marker @292 enabled
004D: jump_if_false WUZI2_1881
0186: @292 = create_marker_above_car @290
018B: show_on_radar @292  2

:WUZI2_1881
00D6: if  0
8119:   NOT   car @291 wrecked
004D: jump_if_false WUZI2_1889
00D6: if  0
875C:   NOT   marker @293 enabled
004D: jump_if_false WUZI2_1889
0186: @293 = create_marker_above_car @291
018B: show_on_radar @293  2

:WUZI2_1889
00D6: if  0
8119:   NOT   car @413 wrecked
004D: jump_if_false WUZI2_1897
00D6: if  0
875C:   NOT   marker @415 enabled
004D: jump_if_false WUZI2_1897
0186: @415 = create_marker_above_car @413
018B: show_on_radar @415  2

:WUZI2_1897
00D6: if  0
8119:   NOT   car @414 wrecked
004D: jump_if_false WUZI2_1905
00D6: if  0
875C:   NOT   marker @416 enabled
004D: jump_if_false WUZI2_1905
0186: @416 = create_marker_above_car @414
018B: show_on_radar @416  2

:WUZI2_1905
0006: @372 =  0  ;; integer values

:WUZI2_1906
00D6: if  0
001B:    6 > @372  ;; integer values
004D: jump_if_false WUZI2_1921
00D6: if  0
8118:   NOT   actor @308(@372,6i) dead
004D: jump_if_false WUZI2_1914
02E2: set_actor @308(@372,6i) weapon_accuracy_to  80
07DD: @308(@372,6i)  50 

:WUZI2_1914
00D6: if  0
8118:   NOT   actor @417(@372,6i) dead
004D: jump_if_false WUZI2_1919
02E2: set_actor @417(@372,6i) weapon_accuracy_to  80
07DD: @417(@372,6i)  50 

:WUZI2_1919
000A: @372 +=  1  ;; integer values
0002: jump WUZI2_1906

:WUZI2_1921
0006: @374 =  0  ;; integer values
0006: @375 =  0  ;; integer values
0006: @376 =  0  ;; integer values
0006: @377 =  0  ;; integer values
0051: return

:WUZI2_1926
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
8119:   NOT   car @290 wrecked
004D: jump_if_false WUZI2_1970
00D6: if  0
0039:   @374 ==  0  ;; integer values
004D: jump_if_false WUZI2_1953
00D6: if  0
01AD:   car @290  0 ()near_point $69 $70  75.0  75.0
004D: jump_if_false WUZI2_1952
00D6: if  0
8118:   NOT   actor @308 dead
004D: jump_if_false WUZI2_1941
0687: @308 
05E2: unknown_action_sequence @308 $PLAYER_ACTOR 

:WUZI2_1941
00D6: if  0
8118:   NOT   actor @309 dead
004D: jump_if_false WUZI2_1946
0687: @309 
05E2: unknown_action_sequence @309 $PLAYER_ACTOR 

:WUZI2_1946
00D6: if  0
8118:   NOT   actor @310 dead
004D: jump_if_false WUZI2_1951
0687: @310 
05E2: unknown_action_sequence @310 $PLAYER_ACTOR 

:WUZI2_1951
0006: @374 =  1  ;; integer values

:WUZI2_1952
0002: jump WUZI2_1969

:WUZI2_1953
00D6: if  0
81AD:   NOT   car @290  0 ()near_point $69 $70  85.0  85.0
004D: jump_if_false WUZI2_1969
00D6: if  0
8118:   NOT   actor @308 dead
004D: jump_if_false WUZI2_1960
0687: @308 

:WUZI2_1960
00D6: if  0
8118:   NOT   actor @309 dead
004D: jump_if_false WUZI2_1964
0687: @309 

:WUZI2_1964
00D6: if  0
8118:   NOT   actor @310 dead
004D: jump_if_false WUZI2_1968
0687: @310 

:WUZI2_1968
0006: @374 =  0  ;; integer values

:WUZI2_1969
0002: jump WUZI2_1974

:WUZI2_1970
00D6: if  0
075C:   marker @292 enabled
004D: jump_if_false WUZI2_1974
0164: disable_marker @292

:WUZI2_1974
00D6: if  0
8119:   NOT   car @291 wrecked
004D: jump_if_false WUZI2_2017
00D6: if  0
0039:   @375 ==  0  ;; integer values
004D: jump_if_false WUZI2_2000
00D6: if  0
01AD:   car @291  0 ()near_point $69 $70  75.0  75.0
004D: jump_if_false WUZI2_1999
00D6: if  0
8118:   NOT   actor @311 dead
004D: jump_if_false WUZI2_1988
0687: @311 
05E2: unknown_action_sequence @311 $PLAYER_ACTOR 

:WUZI2_1988
00D6: if  0
8118:   NOT   actor @312 dead
004D: jump_if_false WUZI2_1993
0687: @312 
05E2: unknown_action_sequence @312 $PLAYER_ACTOR 

:WUZI2_1993
00D6: if  0
8118:   NOT   actor @313 dead
004D: jump_if_false WUZI2_1998
0687: @313 
05E2: unknown_action_sequence @313 $PLAYER_ACTOR 

:WUZI2_1998
0006: @375 =  1  ;; integer values

:WUZI2_1999
0002: jump WUZI2_2016

:WUZI2_2000
00D6: if  0
81AD:   NOT   car @291  0 ()near_point $69 $70  85.0  85.0
004D: jump_if_false WUZI2_2016
00D6: if  0
8118:   NOT   actor @311 dead
004D: jump_if_false WUZI2_2007
0687: @311 

:WUZI2_2007
00D6: if  0
8118:   NOT   actor @312 dead
004D: jump_if_false WUZI2_2011
0687: @312 

:WUZI2_2011
00D6: if  0
8118:   NOT   actor @313 dead
004D: jump_if_false WUZI2_2015
0687: @313 

:WUZI2_2015
0006: @375 =  0  ;; integer values

:WUZI2_2016
0002: jump WUZI2_2021

:WUZI2_2017
00D6: if  0
075C:   marker @293 enabled
004D: jump_if_false WUZI2_2021
0164: disable_marker @293

:WUZI2_2021
00D6: if  0
8119:   NOT   car @413 wrecked
004D: jump_if_false WUZI2_2064
00D6: if  0
0039:   @376 ==  0  ;; integer values
004D: jump_if_false WUZI2_2047
00D6: if  0
01AD:   car @413  0 ()near_point $69 $70  75.0  75.0
004D: jump_if_false WUZI2_2046
00D6: if  0
8118:   NOT   actor @417 dead
004D: jump_if_false WUZI2_2035
0687: @417 
05E2: unknown_action_sequence @417 $PLAYER_ACTOR 

:WUZI2_2035
00D6: if  0
8118:   NOT   actor @418 dead
004D: jump_if_false WUZI2_2040
0687: @418 
05E2: unknown_action_sequence @418 $PLAYER_ACTOR 

:WUZI2_2040
00D6: if  0
8118:   NOT   actor @419 dead
004D: jump_if_false WUZI2_2045
0687: @419 
05E2: unknown_action_sequence @419 $PLAYER_ACTOR 

:WUZI2_2045
0006: @376 =  1  ;; integer values

:WUZI2_2046
0002: jump WUZI2_2063

:WUZI2_2047
00D6: if  0
81AD:   NOT   car @413  0 ()near_point $69 $70  85.0  85.0
004D: jump_if_false WUZI2_2063
00D6: if  0
8118:   NOT   actor @417 dead
004D: jump_if_false WUZI2_2054
0687: @417 

:WUZI2_2054
00D6: if  0
8118:   NOT   actor @418 dead
004D: jump_if_false WUZI2_2058
0687: @418 

:WUZI2_2058
00D6: if  0
8118:   NOT   actor @419 dead
004D: jump_if_false WUZI2_2062
0687: @419 

:WUZI2_2062
0006: @376 =  0  ;; integer values

:WUZI2_2063
0002: jump WUZI2_2068

:WUZI2_2064
00D6: if  0
075C:   marker @415 enabled
004D: jump_if_false WUZI2_2068
0164: disable_marker @415

:WUZI2_2068
00D6: if  0
8119:   NOT   car @414 wrecked
004D: jump_if_false WUZI2_2111
00D6: if  0
0039:   @377 ==  0  ;; integer values
004D: jump_if_false WUZI2_2094
00D6: if  0
01AD:   car @414  0 ()near_point $69 $70  75.0  75.0
004D: jump_if_false WUZI2_2093
00D6: if  0
8118:   NOT   actor @420 dead
004D: jump_if_false WUZI2_2082
0687: @420 
05E2: unknown_action_sequence @420 $PLAYER_ACTOR 

:WUZI2_2082
00D6: if  0
8118:   NOT   actor @421 dead
004D: jump_if_false WUZI2_2087
0687: @421 
05E2: unknown_action_sequence @421 $PLAYER_ACTOR 

:WUZI2_2087
00D6: if  0
8118:   NOT   actor @422 dead
004D: jump_if_false WUZI2_2092
0687: @422 
05E2: unknown_action_sequence @422 $PLAYER_ACTOR 

:WUZI2_2092
0006: @377 =  1  ;; integer values

:WUZI2_2093
0002: jump WUZI2_2110

:WUZI2_2094
00D6: if  0
81AD:   NOT   car @414  0 ()near_point $69 $70  85.0  85.0
004D: jump_if_false WUZI2_2110
00D6: if  0
8118:   NOT   actor @420 dead
004D: jump_if_false WUZI2_2101
0687: @420 

:WUZI2_2101
00D6: if  0
8118:   NOT   actor @421 dead
004D: jump_if_false WUZI2_2105
0687: @421 

:WUZI2_2105
00D6: if  0
8118:   NOT   actor @422 dead
004D: jump_if_false WUZI2_2109
0687: @422 

:WUZI2_2109
0006: @377 =  0  ;; integer values

:WUZI2_2110
0002: jump WUZI2_2115

:WUZI2_2111
00D6: if  0
075C:   marker @416 enabled
004D: jump_if_false WUZI2_2115
0164: disable_marker @416

:WUZI2_2115
0051: return

:WUZI2_2116
0085: @57 = @122  ;; integer values and handles
0012: @57 *=  3  ;; integer values 
005A: @57 += @121  ;; integer values 
005A: @57 += @123  ;; integer values 
00D6: if  0
0039:   @368 ==  1  ;; integer values
004D: jump_if_false WUZI2_2125
0085: @378 = @121  ;; integer values and handles
0002: jump WUZI2_2127

:WUZI2_2125
0085: @378 = @121  ;; integer values and handles
000A: @378 +=  3  ;; integer values

:WUZI2_2127
008A: $1276 = @58(@57,63i)  ;; integer values and handles
05A9: s$1281 = @127(@57,63s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2 @124 @308(@378,6i) 
000A: @124 +=  1  ;; integer values
0051: return

:WUZI2_2132
000A: @121 +=  1  ;; integer values
00D6: if  0
0039:   @121 ==  3  ;; integer values
004D: jump_if_false WUZI2_2142
0006: @121 =  0  ;; integer values
000A: @122 +=  1  ;; integer values
00D6: if  0
0039:   @122 ==  3  ;; integer values
004D: jump_if_false WUZI2_2142
0006: @122 =  0  ;; integer values

:WUZI2_2142
0051: return

:WUZI2_2143
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2 weapon @380 ammo @381 model @381
00D6: if  0
04A4: @380  0 
004D: jump_if_false WUZI2_2149
0006: @379 =  0  ;; integer values
0002: jump WUZI2_2155

:WUZI2_2149
00D6: if  0
04A4: @380  4 
004D: jump_if_false WUZI2_2154
0006: @379 =  1  ;; integer values
0002: jump WUZI2_2155

:WUZI2_2154
0006: @379 =  2  ;; integer values

:WUZI2_2155
0051: return

:WUZI2_2156
0004: $7261 =  0  ;; integer values

:WUZI2_2157
00D6: if  0
001A:    6 > $7261  ;; integer values
004D: jump_if_false WUZI2_2167
00D6: if  0
8118:   NOT   actor @308($7261,6i) dead
004D: jump_if_false WUZI2_2165
02E2: set_actor @308($7261,6i) weapon_accuracy_to  30
07DD: @308($7261,6i)  30 

:WUZI2_2165
0008: $7261 +=  1  ;; integer values
0002: jump WUZI2_2157

:WUZI2_2167
0051: return

:WUZI2_2168
00D6: if  0
0039:   @382 ==  1  ;; integer values
004D: jump_if_false WUZI2_2190
00D6: if  1
0735:  71 
0019:   @33 >  200  ;; integer values
004D: jump_if_false WUZI2_2177
0006: @33 =  0  ;; integer values
0006: @382 =  0  ;; integer values

:WUZI2_2177
0052: @331 @338  2.0 @337 @338  2.0 
0052: @331 @339  2.0 @337 @339  2.0 
0052: @331 @340  2.0 @337 @340  2.0 
0052: @331 @341  2.0 @337 @341  2.0 
0052: @331 @342  2.0 @337 @342  2.0 
0052: @331 @338  2.0 @331 @342  2.0 
0052: @332 @338  2.0 @332 @342  2.0 
0052: @333 @338  2.0 @333 @342  2.0 
0052: @334 @338  2.0 @334 @342  2.0 
0052: @335 @338  2.0 @335 @342  2.0 
0052: @336 @338  2.0 @336 @342  2.0 
0052: @337 @338  2.0 @337 @342  2.0 
0002: jump WUZI2_2199

:WUZI2_2190
00D6: if  0
0039:   @382 ==  0  ;; integer values
004D: jump_if_false WUZI2_2199
00D6: if  1
0735:  71 
0019:   @33 >  200  ;; integer values
004D: jump_if_false WUZI2_2199
0006: @33 =  0  ;; integer values
0006: @382 =  1  ;; integer values

:WUZI2_2199
0051: return

:WUZI2_2200
06B1: -1474.145  1484.038  11.3824 -1465.154  1463.004 -.5  25.0  1.0 @383 
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: @383 @389 @395 @401  0.0  1.181  .768 
071F: @401  1000 
06B4: @383 -1465.154  1463.004 -.5 -1489.672  1472.11 -.5  .1 
0941: @383  0 
0006: @428 =  0  ;; integer values
06B1: -1474.198  1494.927  11.6265 -1459.363  1514.413 -.5  25.0  1.0 @384 
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: @384 @390 @396 @402  0.0  1.181  .768 
071F: @402  1000 
06B4: @384 -1459.363  1514.413 -.5 -1491.379  1501.308 -.5  .08 
0941: @384  0 
0006: @429 =  0  ;; integer values
06B1: -1369.279  1484.219  14.3425 -1351.936  1504.435 -.5  25.0  1.0 @385 
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: @385 @391 @397 @403  0.0  1.181  .768 
071F: @403  1000 
06B4: @385 -1347.143  1476.63 -.5 -1370.499  1465.479 -.5  .08 
0941: @385  0 
0006: @430 =  0  ;; integer values
06B1: -1368.467  1494.225  14.3425 -1347.143  1476.63 -.5  25.0  1.0 @386 
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: @386 @392 @398 @404  0.0  1.181  .768 
071F: @404  1000 
06B4: @386 -1351.936  1504.435 -.5 -1377.028  1515.729 -.5  .1 
0941: @386  0 
0006: @431 =  0  ;; integer values
00A5: @413 = create_car  454 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  123 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @417  1 
02E2: set_actor @417 weapon_accuracy_to  80
07DD: @417  20 
009A: @418 = create_actor  24  122 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @418  1 
02E2: set_actor @418 weapon_accuracy_to  80
07DD: @418  20 
009A: @419 = create_actor  24  121 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @419  1 
02E2: set_actor @419 weapon_accuracy_to  80
07DD: @419  20 
00A5: @414 = create_car  454 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  123 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @420  1 
02E2: set_actor @420 weapon_accuracy_to  80
07DD: @420  20 
009A: @421 = create_actor  24  122 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @421  1 
02E2: set_actor @421 weapon_accuracy_to  80
07DD: @421  20 
009A: @422 = create_actor  24  121 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 unknown  0 angle  360.0 with_weapon  30
0638: unknown_action_sequence @422  1 
02E2: set_actor @422 weapon_accuracy_to  80
07DD: @422  20 
0006: @423 =  0  ;; integer values
0051: return

:WUZI2_2278
0871: init_jump_table @423 total_jumps  2  0 WUZI2_2352 jumps  0 WUZI2_2279  1 WUZI2_2326 -1 WUZI2_2352 -1 WUZI2_2352 -1 WUZI2_2352 -1 WUZI2_2352 -1 WUZI2_2352 

:WUZI2_2279
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false WUZI2_2325
00D6: if  0
87A9:   NOT $PLAYER_ACTOR @424 
004D: jump_if_false WUZI2_2314
00D6: if  0
84AD:   NOT $PLAYER_ACTOR
004D: jump_if_false WUZI2_2312
00D6: if  0
8119:   NOT   car @413 wrecked
004D: jump_if_false WUZI2_2300
00D6: if  0
0547: $PLAYER_ACTOR @413 
004D: jump_if_false WUZI2_2300
0006: @123 =  18  ;; integer values
0050: gosub WUZI2_2116
0006: @425 =  0  ;; integer values
0050: gosub WUZI2_2353
0006: @423 =  1  ;; integer values
0002: jump WUZI2_2352

:WUZI2_2300
00D6: if  0
8119:   NOT   car @414 wrecked
004D: jump_if_false WUZI2_2311
00D6: if  0
0547: $PLAYER_ACTOR @414 
004D: jump_if_false WUZI2_2311
0006: @123 =  18  ;; integer values
0050: gosub WUZI2_2116
0006: @425 =  1  ;; integer values
0050: gosub WUZI2_2353
0006: @423 =  1  ;; integer values

:WUZI2_2311
0002: jump WUZI2_2313

:WUZI2_2312
0002: jump WUZI2_2352

:WUZI2_2313
0002: jump WUZI2_2325

:WUZI2_2314
0006: @123 =  18  ;; integer values
0050: gosub WUZI2_2116
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0022:   -1430.0 > $69  ;; floating-point values
004D: jump_if_false WUZI2_2322
0006: @425 =  0  ;; integer values
0002: jump WUZI2_2323

:WUZI2_2322
0006: @425 =  1  ;; integer values

:WUZI2_2323
0050: gosub WUZI2_2353
0006: @423 =  1  ;; integer values

:WUZI2_2325
0002: jump WUZI2_2352

:WUZI2_2326
00D6: if  0
8119:   NOT   car @413(@425,2i) wrecked
004D: jump_if_false WUZI2_2348
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false WUZI2_2341
00AA: store_car @413(@425,2i) position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0509: $68 = distance between point $73 $74 and point $69 $70
00D6: if  0
0022:    55.0 > $68  ;; floating-point values
004D: jump_if_false WUZI2_2339
0002: jump WUZI2_2352

:WUZI2_2339
0006: @123 =  36  ;; integer values
0002: jump WUZI2_2342

:WUZI2_2341
0006: @123 =  27  ;; integer values

:WUZI2_2342
0050: gosub WUZI2_2116
000A: @425 +=  2  ;; integer values
0050: gosub WUZI2_2353
0050: gosub WUZI2_2132
0006: @423 =  0  ;; integer values
0002: jump WUZI2_2351

:WUZI2_2348
000A: @425 +=  2  ;; integer values
0050: gosub WUZI2_2353
0006: @423 =  0  ;; integer values

:WUZI2_2351
0002: jump WUZI2_2352

:WUZI2_2352
0051: return

:WUZI2_2353
0006: @427 =  0  ;; integer values
0871: init_jump_table @425 total_jumps  4  0 WUZI2_2387 jumps  0 WUZI2_2355  1 WUZI2_2371  2 WUZI2_2355  3 WUZI2_2371 -1 WUZI2_2387 -1 WUZI2_2387 -1 WUZI2_2387 

:WUZI2_2355
0006: @426 =  0  ;; integer values

:WUZI2_2356
00D6: if  0
001B:    3 > @426  ;; integer values
004D: jump_if_false WUZI2_2370
00D6: if  0
8118:   NOT   actor @417(@426,6i) dead
004D: jump_if_false WUZI2_2368
0687: @417(@426,6i) 
00D6: if  0
0039:   @425 ==  0  ;; integer values
004D: jump_if_false WUZI2_2367
05E2: unknown_action_sequence @417(@426,6i) $PLAYER_ACTOR 

:WUZI2_2367
000A: @427 +=  1  ;; integer values

:WUZI2_2368
000A: @426 +=  1  ;; integer values
0002: jump WUZI2_2356

:WUZI2_2370
0002: jump WUZI2_2387

:WUZI2_2371
0006: @426 =  3  ;; integer values

:WUZI2_2372
00D6: if  0
001B:    6 > @426  ;; integer values
004D: jump_if_false WUZI2_2386
00D6: if  0
8118:   NOT   actor @417(@426,6i) dead
004D: jump_if_false WUZI2_2384
0687: @417(@426,6i) 
00D6: if  0
0039:   @425 ==  1  ;; integer values
004D: jump_if_false WUZI2_2383
05E2: unknown_action_sequence @417(@426,6i) $PLAYER_ACTOR 

:WUZI2_2383
000A: @427 +=  1  ;; integer values

:WUZI2_2384
000A: @426 +=  1  ;; integer values
0002: jump WUZI2_2372

:WUZI2_2386
0002: jump WUZI2_2387

:WUZI2_2387
0051: return

:WUZI2_2388
0004: $7257 =  0  ;; integer values

:WUZI2_2389
00D6: if  0
001A:    4 > $7257  ;; integer values
004D: jump_if_false WUZI2_2405
00D6: if  1
0039:   @428($7257,6i) ==  0  ;; integer values
03CA:   object @401($7257,6i) exists
004D: jump_if_false WUZI2_2403
071E: @401($7257,6i) @434 
00D6: if  0
001B:    1000 > @434  ;; integer values
004D: jump_if_false WUZI2_2403
06B2: @383($7257,6i) 
0164: disable_marker @407($7257,6i)
000A: @428($7257,6i) +=  1  ;; integer values

:WUZI2_2403
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2389

:WUZI2_2405
0051: return
00D6: if  0
0018:   $7265 >  0  ;; integer values
004D: jump_if_false WUZI2_2453
00D6: if  1
0038:   $7265 ==  1  ;; integer values
0018:   $7276 >  0  ;; integer values
004D: jump_if_false WUZI2_2423
00D6: if  1
0019:   @33 >  6500  ;; integer values
001A:    4 > $7264  ;; integer values
004D: jump_if_false WUZI2_2418
0008: $7264 +=  1  ;; integer values

:WUZI2_2418
03E6: remove_text_box
0512: permanent_text_box 'WZI2_B4'
0006: @33 =  0  ;; integer values
0008: $7265 +=  1  ;; integer values
0002: jump WUZI2_2452

:WUZI2_2423
00D6: if  0
001A:    5 > $7264  ;; integer values
004D: jump_if_false WUZI2_2452
0871: init_jump_table $7264 total_jumps  3  1 WUZI2_2444 jumps -2 WUZI2_2427 -1 WUZI2_2431  4 WUZI2_2438 -1 WUZI2_2452 -1 WUZI2_2452 -1 WUZI2_2452 -1 WUZI2_2452 

:WUZI2_2427
00BC: text_highpriority 'WZI2_8'  7000 ms  1
0006: @33 =  0  ;; integer values
0008: $7264 +=  1  ;; integer values
0002: jump WUZI2_2452

:WUZI2_2431
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false WUZI2_2437
00BC: text_highpriority 'WZI2_9'  8000 ms  1
0006: @33 =  6500  ;; integer values
0008: $7264 +=  1  ;; integer values

:WUZI2_2437
0002: jump WUZI2_2452

:WUZI2_2438
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false WUZI2_2443
03E6: remove_text_box
0008: $7264 +=  1  ;; integer values

:WUZI2_2443
0002: jump WUZI2_2452

:WUZI2_2444
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false WUZI2_2451
03E6: remove_text_box
0512: permanent_text_box @260($7264,8s)
0006: @33 =  0  ;; integer values
0008: $7264 +=  1  ;; integer values

:WUZI2_2451
0002: jump WUZI2_2452

:WUZI2_2452
0002: jump WUZI2_2457

:WUZI2_2453
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false WUZI2_2457
0004: $7265 =  1  ;; integer values

:WUZI2_2457
0051: return

:WUZI2_2458
0871: init_jump_table @435 total_jumps  2  0 WUZI2_2476 jumps  0 WUZI2_2459  1 WUZI2_2469 -1 WUZI2_2476 -1 WUZI2_2476 -1 WUZI2_2476 -1 WUZI2_2476 -1 WUZI2_2476 

:WUZI2_2459
00D6: if  0
84AD:   NOT $PLAYER_ACTOR
004D: jump_if_false WUZI2_2468
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -1491.319  1505.334  0.0 -1352.436  1475.738  15.0
004D: jump_if_false WUZI2_2468
0050: gosub WUZI2_2531
000A: @435 +=  1  ;; integer values
0002: jump WUZI2_2476

:WUZI2_2468
0002: jump WUZI2_2476

:WUZI2_2469
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false WUZI2_2475
0050: gosub WUZI2_2477
000E: @435 -=  1  ;; integer values
0002: jump WUZI2_2476

:WUZI2_2475
0002: jump WUZI2_2476

:WUZI2_2476
0051: return

:WUZI2_2477
0004: $7257 =  0  ;; integer values

:WUZI2_2478
00D6: if  0
001A:    5 > $7257  ;; integer values
004D: jump_if_false WUZI2_2484
0164: disable_marker @443($7257,8i)
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2478

:WUZI2_2484
075B:  0 
00D6: if  0
8119:   NOT   car @290 wrecked
004D: jump_if_false WUZI2_2493
00D6: if  0
875C:   NOT   marker @292 enabled
004D: jump_if_false WUZI2_2493
0186: @292 = create_marker_above_car @290
018B: show_on_radar @292  2

:WUZI2_2493
00D6: if  0
8119:   NOT   car @291 wrecked
004D: jump_if_false WUZI2_2501
00D6: if  0
875C:   NOT   marker @293 enabled
004D: jump_if_false WUZI2_2501
0186: @293 = create_marker_above_car @291
018B: show_on_radar @293  2

:WUZI2_2501
00D6: if  0
8119:   NOT   car @413 wrecked
004D: jump_if_false WUZI2_2509
00D6: if  0
875C:   NOT   marker @415 enabled
004D: jump_if_false WUZI2_2509
0186: @415 = create_marker_above_car @413
018B: show_on_radar @415  2

:WUZI2_2509
00D6: if  0
8119:   NOT   car @414 wrecked
004D: jump_if_false WUZI2_2517
00D6: if  0
875C:   NOT   marker @416 enabled
004D: jump_if_false WUZI2_2517
0186: @416 = create_marker_above_car @414
018B: show_on_radar @416  2

:WUZI2_2517
0004: $7257 =  0  ;; integer values

:WUZI2_2518
00D6: if  0
001A:    4 > $7257  ;; integer values
004D: jump_if_false WUZI2_2530
00D6: if  0
0039:   @428($7257,6i) ==  0  ;; integer values
004D: jump_if_false WUZI2_2528
00D6: if  0
875C:   NOT   marker @407($7257,6i) enabled
004D: jump_if_false WUZI2_2528
06C4: @383($7257,6i) @407($7257,6i) 

:WUZI2_2528
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2518

:WUZI2_2530
0051: return

:WUZI2_2531
00D6: if  0
8119:   NOT   car @290 wrecked
004D: jump_if_false WUZI2_2535
0164: disable_marker @292

:WUZI2_2535
00D6: if  0
8119:   NOT   car @291 wrecked
004D: jump_if_false WUZI2_2539
0164: disable_marker @293

:WUZI2_2539
00D6: if  0
8119:   NOT   car @413 wrecked
004D: jump_if_false WUZI2_2543
0164: disable_marker @415

:WUZI2_2543
00D6: if  0
8119:   NOT   car @414 wrecked
004D: jump_if_false WUZI2_2547
0164: disable_marker @416

:WUZI2_2547
0004: $7257 =  0  ;; integer values

:WUZI2_2548
00D6: if  0
001A:    4 > $7257  ;; integer values
004D: jump_if_false WUZI2_2554
0164: disable_marker @407($7257,6i)
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2548

:WUZI2_2554
075B:  90 
0004: $7257 =  0  ;; integer values

:WUZI2_2556
00D6: if  0
001A:    5 > $7257  ;; integer values
004D: jump_if_false WUZI2_2570
00D6: if  0
8118:   NOT   actor @436($7257,7i) dead
004D: jump_if_false WUZI2_2568
00D6: if  0
875C:   NOT   marker @443($7257,8i) enabled
004D: jump_if_false WUZI2_2568
0187: @443($7257,8i) = create_marker_above_actor @436($7257,7i)
018B: show_on_radar @443($7257,8i)  2
07BF: @443($7257,8i)  1 

:WUZI2_2568
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2556

:WUZI2_2570
0051: return

:WUZI2_2571
03E6: remove_text_box
00BE: text_clear_all
00D6: if  0
0039:   @379 ==  0  ;; integer values
004D: jump_if_false WUZI2_2577
0215: destroy_pickup @258

:WUZI2_2577
0050: gosub WUZI2_2143
00D6: if  0
8039:   NOT   @379 ==  1  ;; integer values
004D: jump_if_false WUZI2_2582
032B: @258 = create_weapon_pickup  335  3 ammo  1 at -1456.289  1497.905  6.7

:WUZI2_2582
0164: disable_marker @36
018A: @36 = create_checkpoint_at -1372.733  1495.55  .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  121 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: @443  1 
07DD: @436  80 
060F: @436  80.0 
0006: @451 =  0  ;; integer values
009A: @437 = create_actor  25  122 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: @444  1 
07DD: @437  80 
060F: @437  80.0 
0006: @452 =  0  ;; integer values
009A: @438 = create_actor  25  123 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: @445  1 
07DD: @438  80 
060F: @438  80.0 
0006: @453 =  0  ;; integer values
009A: @439 = create_actor  25  121 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: @446  1 
07DD: @439  80 
060F: @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 =  .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 =  .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 =  .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 =  .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 =  .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 =  .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 =  .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 =  .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  123 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: @447  1 
07DD: @440  80 
060F: @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  122 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: @448  1 
07DD: @441  80 
060F: @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  121 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: @449  1 
07DD: @442  80 
060F: @442  80.0 
0006: @457 =  0  ;; integer values
00BC: text_highpriority 'WZI2_35'  7000 ms  1
0006: @522 =  0  ;; integer values
0004: $7257 =  0  ;; integer values

:WUZI2_2729
00D6: if  0
001A:    4 > $7257  ;; integer values
004D: jump_if_false WUZI2_2738
00D6: if  0
8118:   NOT   actor @436($7257,7i) dead
004D: jump_if_false WUZI2_2736
060B: unknown_actor_use_entity @436($7257,7i) @34 

:WUZI2_2736
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2729

:WUZI2_2738
0006: @283 =  1  ;; integer values
0051: return

:WUZI2_2740
0004: $7257 =  0  ;; integer values
0006: @530 =  0  ;; integer values
0006: @531 =  0  ;; integer values
0006: @531 =  0  ;; integer values

:WUZI2_2744
00D6: if  0
001A:    7 > $7257  ;; integer values
004D: jump_if_false WUZI2_2822
00D6: if  0
8118:   NOT   actor @436($7257,7i) dead
004D: jump_if_false WUZI2_2815
0871: init_jump_table @523($7257,7i) total_jumps  3  0 WUZI2_2814 jumps  0 WUZI2_2751  1 WUZI2_2778  2 WUZI2_2799 -1 WUZI2_2814 -1 WUZI2_2814 -1 WUZI2_2814 -1 WUZI2_2814 

:WUZI2_2751
00D6: if  21
074F: @436($7257,7i)  62 
074F: @436($7257,7i)  63 
004D: jump_if_false WUZI2_2766
00D6: if  0
874F:   NOT @436($7257,7i)  36 
004D: jump_if_false WUZI2_2762
0006: @523($7257,7i) =  1  ;; integer values
0006: @451($7257,7i) = -1  ;; integer values
000A: @531 +=  1  ;; integer values
0002: jump WUZI2_2765

:WUZI2_2762
0006: @523($7257,7i) =  2  ;; integer values
0006: @451($7257,7i) = -1  ;; integer values
000A: @531 +=  1  ;; integer values

:WUZI2_2765
0002: jump WUZI2_2777

:WUZI2_2766
00D6: if  23
074F: @436($7257,7i)  36 
074F: @436($7257,7i)  15 
074F: @436($7257,7i)  9 
074F: @436($7257,7i)  31 
004D: jump_if_false WUZI2_2776
0006: @523($7257,7i) =  2  ;; integer values
0006: @451($7257,7i) = -1  ;; integer values
000A: @531 +=  1  ;; integer values
0002: jump WUZI2_2777

:WUZI2_2776
000A: @530 +=  1  ;; integer values

:WUZI2_2777
0002: jump WUZI2_2814

:WUZI2_2778
00D6: if  23
074F: @436($7257,7i)  36 
074F: @436($7257,7i)  15 
074F: @436($7257,7i)  9 
074F: @436($7257,7i)  31 
004D: jump_if_false WUZI2_2789
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_2798

:WUZI2_2789
00D6: if  21
074F: @436($7257,7i)  63 
074F: @436($7257,7i)  62 
004D: jump_if_false WUZI2_2795
000A: @531 +=  1  ;; integer values
0002: jump WUZI2_2798

:WUZI2_2795
0006: @523($7257,7i) =  0  ;; integer values
0006: @451($7257,7i) =  0  ;; integer values
000A: @530 +=  1  ;; integer values

:WUZI2_2798
0002: jump WUZI2_2814

:WUZI2_2799
00D6: if  25
074F: @436($7257,7i)  36 
074F: @436($7257,7i)  63 
074F: @436($7257,7i)  15 
074F: @436($7257,7i)  9 
074F: @436($7257,7i)  31 
074F: @436($7257,7i)  62 
004D: jump_if_false WUZI2_2810
008B: @532 = $7257  ;; integer values and handles
000A: @531 +=  1  ;; integer values
0002: jump WUZI2_2813

:WUZI2_2810
0006: @523($7257,7i) =  0  ;; integer values
0006: @451($7257,7i) =  0  ;; integer values
000A: @530 +=  1  ;; integer values

:WUZI2_2813
0002: jump WUZI2_2814

:WUZI2_2814
0002: jump WUZI2_2820

:WUZI2_2815
00D6: if  0
8039:   NOT   @523($7257,7i) == -1  ;; integer values
004D: jump_if_false WUZI2_2820
0164: disable_marker @443($7257,8i)
0006: @523($7257,7i) = -1  ;; integer values

:WUZI2_2820
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2744

:WUZI2_2822
0871: init_jump_table @522 total_jumps  3  0 WUZI2_2853 jumps  0 WUZI2_2823  1 WUZI2_2833  2 WUZI2_2843 -1 WUZI2_2853 -1 WUZI2_2853 -1 WUZI2_2853 -1 WUZI2_2853 

:WUZI2_2823
00D6: if  0
0019:   @531 >  0  ;; integer values
004D: jump_if_false WUZI2_2828
0006: @522 =  2  ;; integer values
0002: jump WUZI2_2832

:WUZI2_2828
00D6: if  0
0019:   @531 >  0  ;; integer values
004D: jump_if_false WUZI2_2832
0006: @522 =  1  ;; integer values

:WUZI2_2832
0002: jump WUZI2_2853

:WUZI2_2833
00D6: if  0
0019:   @531 >  0  ;; integer values
004D: jump_if_false WUZI2_2838
0006: @522 =  2  ;; integer values
0002: jump WUZI2_2842

:WUZI2_2838
00D6: if  0
0039:   @531 ==  0  ;; integer values
004D: jump_if_false WUZI2_2842
0006: @522 =  0  ;; integer values

:WUZI2_2842
0002: jump WUZI2_2853

:WUZI2_2843
00D6: if  1
0039:   @531 ==  0  ;; integer values
0039:   @531 ==  0  ;; integer values
004D: jump_if_false WUZI2_2852
0006: @522 =  0  ;; integer values
00D6: if  1
8118:   NOT   actor @436(@532,7i) dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false WUZI2_2852

:WUZI2_2852
0002: jump WUZI2_2853

:WUZI2_2853
0051: return

:WUZI2_2854
0004: $7257 =  0  ;; integer values

:WUZI2_2855
00D6: if  0
001A:    4 > $7257  ;; integer values
004D: jump_if_false WUZI2_2913
00D6: if  0
8039:   NOT   @451($7257,7i) == -1  ;; integer values
004D: jump_if_false WUZI2_2911
00D6: if  0
8118:   NOT   actor @436($7257,7i) dead
004D: jump_if_false WUZI2_2911
0871: init_jump_table @451($7257,7i) total_jumps  5  0 WUZI2_2911 jumps  0 WUZI2_2865  1 WUZI2_2874  2 WUZI2_2886  3 WUZI2_2903  4 WUZI2_2910 -1 WUZI2_2911 -1 WUZI2_2911 

:WUZI2_2865
0615: @43 
0603: unknown_action_sequence -1 @466($7257,4f) @470($7257,4f) @474($7257,4f)  4 -2 
05D4: unknown_action_sequence -1 unknown_angle @478($7257,4f) 
05BA: unknown_action_sequence -1  5000 
0616: @43 
0618: @436($7257,7i) @43 
061B: @43 
000A: @451($7257,7i) +=  1  ;; integer values
0002: jump WUZI2_2911

:WUZI2_2874
0646: @436($7257,7i) @44 
00D6: if  0
0039:   @44 ==  2  ;; integer values
004D: jump_if_false WUZI2_2885
00D6: if  0
00ED:   actor @436($7257,7i)  0 ()near_point_on_foot @466($7257,4f) @470($7257,4f) radius  2.0  2.0
004D: jump_if_false WUZI2_2883
000A: @451($7257,7i) +=  1  ;; integer values
0002: jump WUZI2_2885

:WUZI2_2883
0687: @436($7257,7i) 
000E: @451($7257,7i) -=  1  ;; integer values

:WUZI2_2885
0002: jump WUZI2_2911

:WUZI2_2886
0209: @45 = random_int  7000  15000
0209: @46 = random_int  0  500
0687: @436($7257,7i) 
0615: @43 
05BA: unknown_action_sequence -1 @45 
00D6: if  0
001B:    250 > @46  ;; integer values
004D: jump_if_false WUZI2_2896
05C9: unknown_action_sequence -1  8000 
0002: jump WUZI2_2897

:WUZI2_2896
05C8: unknown_action_sequence -1 

:WUZI2_2897
05BA: unknown_action_sequence -1  5000 
0616: @43 
0618: @436($7257,7i) @43 
061B: @43 
000A: @451($7257,7i) +=  1  ;; integer values
0002: jump WUZI2_2911

:WUZI2_2903
0646: @436($7257,7i) @44 
00D6: if  0
0039:   @44 ==  2  ;; integer values
004D: jump_if_false WUZI2_2909
0687: @436($7257,7i) 
000E: @451($7257,7i) -=  1  ;; integer values

:WUZI2_2909
0002: jump WUZI2_2911

:WUZI2_2910
0002: jump WUZI2_2911

:WUZI2_2911
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_2855

:WUZI2_2913
0051: return

:WUZI2_2914
0004: $7257 =  4  ;; integer values
0004: $7258 =  0  ;; integer values

:WUZI2_2916
00D6: if  0
001A:    7 > $7257  ;; integer values
004D: jump_if_false WUZI2_2989
00D6: if  0
8039:   NOT   @451($7257,7i) == -1  ;; integer values
004D: jump_if_false WUZI2_2986
00D6: if  0
8118:   NOT   actor @436($7257,7i) dead
004D: jump_if_false WUZI2_2986
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_2986 jumps  0 WUZI2_2928  1 WUZI2_2949  2 WUZI2_2961  3 WUZI2_2976  4 WUZI2_2985 -1 WUZI2_2986 -1 WUZI2_2986 

:WUZI2_2928
0615: @43 

:WUZI2_2929
00D6: if  0
002C:   $7260 >= $7259  ;; integer values 
004D: jump_if_false WUZI2_2935
0603: unknown_action_sequence -1 @482($7259,10f) @492($7259,10f) @502($7259,10f)  4 -2 
0008: $7259 +=  1  ;; integer values
0002: jump WUZI2_2929

:WUZI2_2935
00D6: if  0
0038:   $7257 ==  6  ;; integer values
004D: jump_if_false WUZI2_2941
0643: @43  1 
0006: @451($7257,7i) =  90  ;; integer values
0002: jump WUZI2_2945

:WUZI2_2941
05D4: unknown_action_sequence -1 unknown_angle @512($7260,10f) 
05BA: unknown_action_sequence -1  5000 
05BA: unknown_action_sequence -1  5000 
000A: @451($7257,7i) +=  1  ;; integer values

:WUZI2_2945
0616: @43 
0618: @436($7257,7i) @43 
061B: @43 
0002: jump WUZI2_2986

:WUZI2_2949
008B: @533 = $7260  ;; integer values and handles
0064: @533 -= $7259  ;; integer values 
000A: @533 +=  3  ;; integer values
0646: @436($7257,7i) @44 
00D6: if  0
003B:   @44 == @533  ;; integer values 
004D: jump_if_false WUZI2_2960
00D6: if  0
0038:   $7257 ==  4  ;; integer values
004D: jump_if_false WUZI2_2959

:WUZI2_2959
000A: @451($7257,7i) +=  1  ;; integer values

:WUZI2_2960
0002: jump WUZI2_2986

:WUZI2_2961
0615: @43 

:WUZI2_2962
00D6: if  0
002C:   $7260 >= $7259  ;; integer values 
004D: jump_if_false WUZI2_2968
0603: unknown_action_sequence -1 @482($7260,10f) @492($7260,10f) @502($7260,10f)  4 -2 
000C: $7260 -=  1  ;; integer values
0002: jump WUZI2_2962

:WUZI2_2968
05D4: unknown_action_sequence -1 unknown_angle @512($7259,10f) 
05BA: unknown_action_sequence -1  5000 
05BA: unknown_action_sequence -1  5000 
000A: @451($7257,7i) +=  1  ;; integer values
0616: @43 
0618: @436($7257,7i) @43 
061B: @43 
0002: jump WUZI2_2986

:WUZI2_2976
008B: @533 = $7260  ;; integer values and handles
0064: @533 -= $7259  ;; integer values 
000A: @533 +=  3  ;; integer values
0646: @436($7257,7i) @44 
00D6: if  0
003B:   @44 == @533  ;; integer values 
004D: jump_if_false WUZI2_2984
0006: @451($7257,7i) =  0  ;; integer values

:WUZI2_2984
0002: jump WUZI2_2986

:WUZI2_2985
0002: jump WUZI2_2986

:WUZI2_2986
0008: $7257 +=  1  ;; integer values
0008: $7258 +=  1  ;; integer values
0002: jump WUZI2_2916

:WUZI2_2989
0051: return
0004: $7257 =  0  ;; integer values
0006: @574 =  1  ;; integer values
0470: @573 = actor $PLAYER_ACTOR armed_weapon unknown

:WUZI2_2993
00D6: if  0
001A:    13 > $7257  ;; integer values
004D: jump_if_false WUZI2_3000
04B8: get_weapon_data player $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_2993

:WUZI2_3000
0051: return
0004: $7257 =  0  ;; integer values

:WUZI2_3002
00D6: if  0
001A:    13 > $7257  ;; integer values
004D: jump_if_false WUZI2_3012
00D6: if  0
8039:   NOT   @534($7257,13i) ==  0  ;; integer values
004D: jump_if_false WUZI2_3010
0247: request_model @560($7257,13i)
000A: @575 +=  1  ;; integer values

:WUZI2_3010
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_3002

:WUZI2_3012
00D6: if  0
803B:   NOT   @576 == @575  ;; integer values 
004D: jump_if_false WUZI2_3031
0001: wait  0 ms
0006: @576 =  0  ;; integer values
0004: $7257 =  0  ;; integer values

:WUZI2_3018
00D6: if  0
001A:    13 > $7257  ;; integer values
004D: jump_if_false WUZI2_3030
00D6: if  0
8039:   NOT   @534($7257,13i) ==  0  ;; integer values
004D: jump_if_false WUZI2_3028
00D6: if  0
0248:   model @560($7257,13i) available
004D: jump_if_false WUZI2_3028
000A: @576 +=  1  ;; integer values

:WUZI2_3028
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_3018

:WUZI2_3030
0002: jump WUZI2_3012

:WUZI2_3031
048F: $PLAYER_ACTOR
0004: $7257 =  0  ;; integer values
0006: @574 =  1  ;; integer values

:WUZI2_3034
00D6: if  0
001A:    13 > $7257  ;; integer values
004D: jump_if_false WUZI2_3041
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_3034

:WUZI2_3041
01B9: set_actor $PLAYER_ACTOR armed_weapon_to @573
0004: $7257 =  0  ;; integer values

:WUZI2_3043
00D6: if  0
001A:    13 > $7257  ;; integer values
004D: jump_if_false WUZI2_3052
00D6: if  0
8039:   NOT   @534($7257,13i) ==  0  ;; integer values
004D: jump_if_false WUZI2_3050
0249: release_model @560($7257,13i)

:WUZI2_3050
0008: $7257 +=  1  ;; integer values
0002: jump WUZI2_3043

:WUZI2_3052
0051: return

:WUZI2_3053
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false WUZI2_3058
00BC: text_highpriority s@41  5000 ms  1

:WUZI2_3058
0051: return

:WUZI2_3059
0008: $WUZI_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'WUZI_2'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  11000  5000 ms  1
0109: player $PLAYER_CHAR money +=  11000
0998: add_respect  25 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:WUZI2_3068
00D6: if  0
0038:   $7263 ==  0  ;; integer values
004D: jump_if_false WUZI2_3133
01F0: set_max_wanted_level_to @257
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WUZI2_3077
07B4: $PLAYER_CHAR  1 
08F4:  99 

:WUZI2_3077
004F: create_thread A_TERM_1 
0164: disable_marker @259
0215: destroy_pickup @258
01BD: $184 = current_time_in_ms
091D: -1328.999  1239.997 -5.0 -1655.868  1638.755  10.0 
0249: release_model  121
0249: release_model  122
0249: release_model  123
0249: release_model  454
0249: release_model  355
0249: release_model  335
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_3094
00D6: if  0
001A:    5 > $7257  ;; integer values
004D: jump_if_false WUZI2_3101
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_3094

:WUZI2_3101
0004: $7257 =  0  ;; integer values

:WUZI2_3102
00D6: if  0
001A:    4 > $7257  ;; integer values
004D: jump_if_false WUZI2_3111
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_3102

:WUZI2_3111
0004: $7257 =  0  ;; integer values

:WUZI2_3112
00D6: if  0
001A:    6 > $7257  ;; integer values
004D: jump_if_false WUZI2_3119
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_3112

:WUZI2_3119
0004: $7257 =  0  ;; integer values

:WUZI2_3120
00D6: if  0
001A:    2 > $7257  ;; integer values
004D: jump_if_false WUZI2_3131
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_3120

:WUZI2_3131
01B7: release_weather
0002: jump WUZI2_3152

:WUZI2_3133
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WUZI2_3137
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:WUZI2_3137
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_3141
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false WUZI2_3146
0001: wait  0 ms
0002: jump WUZI2_3141

:WUZI2_3146
016A: fade  1 (back)  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WUZI2_3151
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:WUZI2_3151
00BC: text_highpriority 'WZI2_60'  8000 ms  1

:WUZI2_3152
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 57---------------
; Originally: The Da Nang Thang


:WUZI5_1
03A4: name_thread 'WUZI5'
0050: gosub WUZI5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false WUZI5_7
0050: gosub WUZI5_2406

:WUZI5_7
0050: gosub WUZI5_2418
004E: end_thread

:WUZI5_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'WUZI4'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false WUZI5_24
009A: @36(@94,17i) = create_actor  28  118 at -2433.5  1536.3  16.4
009A: @58 = create_actor  28  118 at -2433.5  1536.3  16.4
009A: @59(@96,4i) = create_actor  28  118 at -2389.2  1537.1  1.1
032B: @63 = create_weapon_pickup  342  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  473 at -2430.7  1563.6  0.0
00A5: @54 = create_car  473 at -2442.4  1564.6  0.0
00A5: @55 = create_car  473 at -2426.9  1570.6  0.0

:WUZI5_24
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_65
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false WUZI5_70
0001: wait  0 ms
0002: jump WUZI5_65

:WUZI5_70
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:WUZI5_72
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false WUZI5_77
0001: wait  0 ms
0002: jump WUZI5_72

:WUZI5_77
016A: fade  0 ()  0 ms

:WUZI5_78
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_83
0001: wait  0 ms
0002: jump WUZI5_78

:WUZI5_83
04BB: select_interior  0  ;; select render area
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08F6: (unknown)
0169: set_fade_color  0  0  0
01B6: set_weather  6
0001: wait  0 ms
0247: request_model  118
0247: request_model  487
04ED: load_animation "CAR_CHAT"
038B: load_requested_models
0632: release_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
0746:  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  487 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  118 in_car @34 driverseat
0568: @35  1
0588: @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_112
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false WUZI5_117
0002: jump WUZI5_2408

:WUZI5_117
010D: set_player $PLAYER_CHAR wanted_level_to  0
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_123
0002: jump WUZI5_2406

:WUZI5_123
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false WUZI5_256
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_160
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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: $PLAYER_ACTOR  1 
0615: @156 
05CA: unknown_action_sequence -1 @34 -1  0 
0616: @156 
0618: $PLAYER_ACTOR @156 
061B: @156 
0A0B: -2168.7  634.9  70.3  248.0 
016A: fade  1 (back)  500 ms

:WUZI5_147
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_152
0001: wait  0 ms
0002: jump WUZI5_147

:WUZI5_152
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_157
0002: jump WUZI5_2406

:WUZI5_157
0006: @92 =  1  ;; integer values
0707: unknown_bunnyjump WUZI5_189 
0006: @91 =  1  ;; integer values

:WUZI5_160
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false WUZI5_173
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false WUZI5_173
0605: unknown_action_sequence @35 "CAR_SC1_FL" "CAR_CHAT"  8.0  0  0  0  0  8000 
0605: unknown_action_sequence $PLAYER_ACTOR "CAR_SC1_FR" "CAR_CHAT"  6.0  0  0  0  0  8500 
0006: @113 =  1  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
0006: @32 =  0  ;; integer values
0006: @91 =  2  ;; integer values

:WUZI5_173
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false WUZI5_182
00D6: if  0
0019:   @32 >  9000  ;; integer values
004D: jump_if_false WUZI5_182
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_182
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false WUZI5_256
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_256
0006: @92 =  0  ;; integer values

:WUZI5_189
0701: (unknown)
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_195
0002: jump WUZI5_2406

:WUZI5_195
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_202
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @113 =  0  ;; integer values

:WUZI5_202
016A: fade  0 ()  1000 ms

:WUZI5_203
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_209
0001: wait  0 ms
07C0:  25 
0002: jump WUZI5_203

:WUZI5_209
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_214
0002: jump WUZI5_2406

:WUZI5_214
0247: request_model  362
0247: request_model  359
0247: request_model  372
0247: request_model  121
0247: request_model  122
07C0:  25 
038B: load_requested_models
00BE: text_clear_all
0687: $PLAYER_ACTOR 
06AB: $PLAYER_ACTOR  0 
0792: $PLAYER_ACTOR 
0464: put_actor $PLAYER_ACTOR into_turret_on_car @34 at_car_offset -1.4  1.0 -.1 unknown  1 angle  90.0 with_weapon  38
05EB: @34  25 
0706: @34  750.0 
0825: @34 
04EF: release_animation "CAR_CHAT"
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_240
02AC: set_car @34 immunities  1  1  1  1  1

:WUZI5_240
0A0B: -1735.7  1303.5  7.1  120.8 
016A: fade  1 (back)  2000 ms

:WUZI5_242
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_248
0001: wait  0 ms
07C0:  25 
0002: jump WUZI5_242

:WUZI5_248
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_253
0002: jump WUZI5_2406

:WUZI5_253
0006: @32 =  0  ;; integer values
0006: @91 =  0  ;; integer values
0006: @90 =  1  ;; integer values

:WUZI5_256
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false WUZI5_541
00D6: if  0
0735:  81 
004D: jump_if_false WUZI5_276
00D6: if  0
001B:    2 > @95  ;; integer values
004D: jump_if_false WUZI5_267
0050: gosub WUZI5_2491
0002: jump WUZI5_276

:WUZI5_267
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_276
00D6: if  0
060E: @34 
004D: jump_if_false WUZI5_275
05EC: @34 
0564: @34

:WUZI5_275
0006: @91 =  3  ;; integer values

:WUZI5_276
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false WUZI5_286
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false WUZI5_286
0006: @113 =  2  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
0006: @114 =  1  ;; integer values

:WUZI5_286
00D6: if  0
001B:    2 > @95  ;; integer values
004D: jump_if_false WUZI5_294
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2409.1  1541.0 radius  200.0  200.0
004D: jump_if_false WUZI5_293
0050: gosub WUZI5_2491

:WUZI5_293
0002: jump WUZI5_296

:WUZI5_294
0050: gosub WUZI5_2569
0050: gosub WUZI5_2860

:WUZI5_296
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_405
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_310
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2287.1  1582.8 radius  3.0  3.0
004D: jump_if_false WUZI5_310
0006: @113 =  3  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
06FD: @34  .6 
0006: @91 =  1  ;; integer values

:WUZI5_310
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false WUZI5_330
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2483.3  1509.6 radius  3.0  3.0
004D: jump_if_false WUZI5_330
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: @156 
05D3: unknown_action_sequence -1 -2431.0  1530.4  30.8  6 -1 
0672: unknown_action_sequence -1 @34 
0616: @156 
0618: @58 @156 
061B: @156 
0006: @32 =  0  ;; integer values
0006: @91 =  2  ;; integer values

:WUZI5_330
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false WUZI5_341
00D6: if  0
0019:   @32 >  1800  ;; integer values
004D: jump_if_false WUZI5_341
0006: @113 =  4  ;; integer values
0006: @115 =  0  ;; integer values
0006: @116 =  2  ;; integer values
0050: gosub WUZI5_3091
0006: @91 =  3  ;; integer values

:WUZI5_341
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false WUZI5_352
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2401.0  1499.1 radius  3.0  3.0
004D: jump_if_false WUZI5_352
015B:  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_352
00D6: if  0
0019:   @91 >  3  ;; integer values
004D: jump_if_false WUZI5_371
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 =  .2  ;; floating-point values
0007: @154 =  1.0  ;; floating-point values
0007: @155 =  1.0  ;; floating-point values
095C: @144 @145 @146 @147 @148 @149 @150 @151 @152 @153 @154 @155 

:WUZI5_371
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false WUZI5_398
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2381.0  1489.0 radius  3.0  3.0
004D: jump_if_false WUZI5_398
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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_3091
06FD: @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: unknown_bunnyjump WUZI5_412 
0006: @91 =  5  ;; integer values

:WUZI5_398
00D6: if  0
0039:   @91 ==  5  ;; integer values
004D: jump_if_false WUZI5_405
00D6: if  0
01AD:   car @34  0 ()near_point -2360.0  1481.5  5.0  5.0
004D: jump_if_false WUZI5_405
0006: @91 =  6  ;; integer values

:WUZI5_405
00D6: if  0
001B:    7 > @91  ;; integer values
004D: jump_if_false WUZI5_541
00D6: if  0
02BF:   car @34 sunk
004D: jump_if_false WUZI5_541
0006: @92 =  0  ;; integer values

:WUZI5_412
0701: (unknown)
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_418
0002: jump WUZI5_2406

:WUZI5_418
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_435
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @113 =  0  ;; integer values
016A: fade  0 ()  500 ms

:WUZI5_426
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_431
0001: wait  0 ms
0002: jump WUZI5_426

:WUZI5_431
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_435
06C5: @34 

:WUZI5_435
015B:  0  0  0 
016A: fade  0 ()  1000 ms

:WUZI5_437
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_442
0001: wait  0 ms
0002: jump WUZI5_437

:WUZI5_442
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
09F5:  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  362
0249: release_model  359
0249: release_model  487
0249: release_model  118
0247: request_model  342
0247: request_model  335
0247: request_model  349
038B: load_requested_models
048F: $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: $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  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_471
0687: @36 

:WUZI5_471
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_475
0687: @37 

:WUZI5_475
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false WUZI5_479
0687: @38 

:WUZI5_479
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false WUZI5_483
0687: @39 

:WUZI5_483
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false WUZI5_487
0687: @40 

:WUZI5_487
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false WUZI5_492
0687: @41 
04EB: unknown_action_sequence @41  1 

:WUZI5_492
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false WUZI5_496
0687: @43 

:WUZI5_496
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  0
0019:   @100 >  25  ;; integer values
004D: jump_if_false WUZI5_518
0016: @100 /=  4  ;; integer values 
0012: @100 *=  3  ;; integer values 
00D6: if  0
001B:    25 > @100  ;; integer values
004D: jump_if_false WUZI5_517
0006: @100 =  25  ;; integer values

:WUZI5_517
0223: set_actor $PLAYER_ACTOR health_to @100

:WUZI5_518
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0687: $PLAYER_ACTOR 
00BE: text_clear_all
03A1: unknown_clear_point -2329.1  1528.7  0.0 radius  4.0
016A: fade  1 (back)  2000 ms

:WUZI5_528
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_535
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_528

:WUZI5_535
0006: @113 =  12  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
0006: @114 =  0  ;; integer values
0006: @91 =  0  ;; integer values
0006: @90 =  2  ;; integer values

:WUZI5_541
00D6: if  0
0039:   @90 ==  2  ;; integer values
004D: jump_if_false WUZI5_854
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_562
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2329.1  1528.7  0.0 radius  4.0  4.0  4.0
004D: jump_if_false WUZI5_554
016A: fade  0 ()  500 ms
0006: @32 =  0  ;; integer values
0006: @91 =  1  ;; integer values
0002: jump WUZI5_562

:WUZI5_554
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false WUZI5_562
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_562
00BC: text_highpriority 'WUZ4_02'  7000 ms  1
0006: @114 =  1  ;; integer values

:WUZI5_562
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false WUZI5_734
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false WUZI5_734
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
0247: request_model #KMB_CONTAINER_RED
038B: load_requested_models
04ED: load_animation "SWAT"

:WUZI5_578
00D6: if  0
84EE:   NOT   animation "SWAT" loaded
004D: jump_if_false WUZI5_583
0001: wait  0 ms
0002: jump WUZI5_578

:WUZI5_583
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: @71  0 
0001: wait  0 ms
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_593
0002: jump WUZI5_2406

:WUZI5_593
0792: $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: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_605
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: unknown_action_sequence @36 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 

:WUZI5_605
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_612
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: unknown_action_sequence @37 -2 

:WUZI5_612
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  0
8118:   NOT   actor @39 dead
004D: jump_if_false WUZI5_641
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false WUZI5_641
0677: unknown_action_sequence @40 @39  1  1 
0677: unknown_action_sequence @39 @40  0  1 

:WUZI5_641
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  121 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: @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: unknown_action_sequence @48 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
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: @51  1 
01B2: give_actor @51 weapon  32 ammo  30000  ;; Load the weapon model before using this
05C9: unknown_action_sequence @51 -2 
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: @52  1 
01B2: give_actor @52 weapon  32 ammo  30000  ;; Load the weapon model before using this
05C9: unknown_action_sequence @52 -2 
0615: @156 
05D3: unknown_action_sequence -1 -2334.7  1529.8  16.3  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  126.8 
05C9: unknown_action_sequence -1 -2 
0616: @156 
0618: @46 @156 
061B: @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 (back)  500 ms
0006: @113 =  5  ;; integer values
0006: @115 =  0  ;; integer values
0006: @116 =  1  ;; integer values
0050: gosub WUZI5_3091
0006: @32 =  0  ;; integer values
0006: @91 =  2  ;; integer values

:WUZI5_734
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false WUZI5_743
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false WUZI5_743
0006: @92 =  1  ;; integer values
0707: unknown_bunnyjump WUZI5_780 
0006: @91 =  3  ;; integer values

:WUZI5_743
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false WUZI5_757
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_757
00D6: if  0
0019:   @32 >  3200  ;; integer values
004D: jump_if_false WUZI5_757
0006: @113 =  5  ;; integer values
0006: @115 =  1  ;; integer values
0006: @116 =  2  ;; integer values
0050: gosub WUZI5_3091
0006: @91 =  4  ;; integer values

:WUZI5_757
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false WUZI5_773
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false WUZI5_773
0792: $PLAYER_ACTOR 
0615: @156 
078F: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  85.1 
0616: @156 
0618: $PLAYER_ACTOR @156 
061B: @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_773
00D6: if  0
0039:   @91 ==  5  ;; integer values
004D: jump_if_false WUZI5_854
00D6: if  0
0019:   @32 >  8500  ;; integer values
004D: jump_if_false WUZI5_854
0006: @92 =  0  ;; integer values

:WUZI5_780
0701: (unknown)
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_799
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @113 =  0  ;; integer values
016A: fade  0 ()  500 ms

:WUZI5_789
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_794
0001: wait  0 ms
0002: jump WUZI5_789

:WUZI5_794
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_799
0002: jump WUZI5_2406

:WUZI5_799
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false WUZI5_803
060B: unknown_actor_use_entity @46 @159 

:WUZI5_803
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false WUZI5_807
060B: unknown_actor_use_entity @51 @159 

:WUZI5_807
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false WUZI5_811
060B: unknown_actor_use_entity @52 @159 

:WUZI5_811
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_815
060B: unknown_actor_use_entity @36 @159 

:WUZI5_815
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_819
060B: unknown_actor_use_entity @37 @159 

:WUZI5_819
0687: $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
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:  0 
0A09: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_851
016A: fade  1 (back)  500 ms

:WUZI5_841
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_846
0001: wait  0 ms
0002: jump WUZI5_841

:WUZI5_846
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_851
0002: jump WUZI5_2406

:WUZI5_851
0006: @114 =  0  ;; integer values
0006: @91 =  0  ;; integer values
0006: @90 =  3  ;; integer values

:WUZI5_854
00D6: if  0
0039:   @90 ==  3  ;; integer values
004D: jump_if_false WUZI5_1284
00D6: if  0
0735:  81 
004D: jump_if_false WUZI5_861
00A1: put_actor $PLAYER_ACTOR at -2437.5  1538.4  10.7

:WUZI5_861
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_880
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2428.6  1532.6  12.2 -2441.3  1549.9  8.0
004D: jump_if_false WUZI5_876
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2437.6  1541.5  6.4 radius  1.2  1.2  1.2
004D: jump_if_false WUZI5_870

:WUZI5_870
00D6: if  0
8A29:   NOT $PLAYER_CHAR 
004D: jump_if_false WUZI5_875
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @91 =  1  ;; integer values

:WUZI5_875
0002: jump WUZI5_880

:WUZI5_876
0050: gosub WUZI5_2890
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2437.6  1541.5  6.4 radius  1.2  1.2  1.2
004D: jump_if_false WUZI5_880

:WUZI5_880
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false WUZI5_1023
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2437.6  1541.5  6.4 radius  1.2  1.2  1.2
004D: jump_if_false WUZI5_886

:WUZI5_886
00D6: if  0
02A0:   actor $PLAYER_ACTOR stopped  
004D: jump_if_false WUZI5_1023
016A: fade  0 ()  500 ms

:WUZI5_890
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_895
0001: wait  0 ms
0002: jump WUZI5_890

:WUZI5_895
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_900
0002: jump WUZI5_2406

:WUZI5_900
09F5:  1 
0395: clear_area  1 at -2374.4  1548.5  1.1 range  1.0
009A: @45 = create_actor  25  122 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  349
0249: release_model  335
0108: destroy_object @71
0249: release_model #KMB_CONTAINER_RED
04ED: load_animation "PARK"

:WUZI5_913
00D6: if  0
84EE:   NOT   animation "PARK" loaded
004D: jump_if_false WUZI5_918
0001: wait  0 ms
0002: jump WUZI5_913

:WUZI5_918
032B: @73 = create_weapon_pickup  372  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_921
0001: wait  0 ms
00D6: if  0
001B:    15 > @94  ;; integer values
004D: jump_if_false WUZI5_931
00D6: if  0
8039:   NOT   @94 ==  9  ;; integer values
004D: jump_if_false WUZI5_929
009B: destroy_actor_instantly @36(@94,17i)

:WUZI5_929
000A: @94 +=  1  ;; integer values
0002: jump WUZI5_921

:WUZI5_931
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  210
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  121 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  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_998
0615: @156 
05D3: unknown_action_sequence -1 -2372.5  1551.0  1.1  4 -1 
0616: @156 
0618: @45 @156 
061B: @156 
0164: disable_marker @80
0187: @80 = create_marker_above_actor @45

:WUZI5_998
0395: clear_area  1 at -2370.3  1551.9  1.2 range  30.0
009A: @62 = create_actor  28  210 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: @62  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 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
0792: $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 (back)  500 ms

:WUZI5_1014
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1019
0001: wait  0 ms
0002: jump WUZI5_1014

:WUZI5_1019
0006: @92 =  1  ;; integer values
0707: unknown_bunnyjump WUZI5_1177 
0006: @32 =  0  ;; integer values
0006: @91 =  2  ;; integer values

:WUZI5_1023
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false WUZI5_1036
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_1036
00D6: if  0
00EC:   actor @45  0 ()near_point -2372.5  1551.0 radius  1.0  1.0
004D: jump_if_false WUZI5_1036
0006: @113 =  6  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
0006: @91 =  3  ;; integer values

:WUZI5_1036
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false WUZI5_1051
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_1051
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_1051
0615: @156 
05D3: unknown_action_sequence -1 -2376.8  1546.7  1.1  4 -1 
0616: @156 
0618: @45 @156 
061B: @156 
0006: @91 =  4  ;; integer values

:WUZI5_1051
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false WUZI5_1116
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false WUZI5_1116
016A: fade  0 ()  500 ms

:WUZI5_1058
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1063
0001: wait  0 ms
0002: jump WUZI5_1058

:WUZI5_1063
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1068
0002: jump WUZI5_2406

:WUZI5_1068
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_1077
0615: @156 
05D3: unknown_action_sequence -1 -2410.7  1548.2  1.1  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0616: @156 
0618: @36 @156 
061B: @156 

:WUZI5_1077
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_1087
0615: @156 
05B9: unknown_action_sequence -1  10 
05D3: unknown_action_sequence -1 -2409.9  1551.0  1.1  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  181.1 
0616: @156 
0618: @37 @156 
061B: @156 

:WUZI5_1087
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false WUZI5_1097
0615: @156 
05B9: unknown_action_sequence -1  15 
05D3: unknown_action_sequence -1 -2406.3  1554.0  1.1  4 -1 
05D3: unknown_action_sequence -1 -2406.7  1553.8  1.1  4 -1 
0616: @156 
0618: @38 @156 
061B: @156 

:WUZI5_1097
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 (back)  500 ms

:WUZI5_1100
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1105
0001: wait  0 ms
0002: jump WUZI5_1100

:WUZI5_1105
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1110
0002: jump WUZI5_2406

:WUZI5_1110
0006: @113 =  7  ;; integer values
0006: @115 =  0  ;; integer values
0006: @116 =  1  ;; integer values
0050: gosub WUZI5_3091
0006: @32 =  0  ;; integer values
0006: @91 =  5  ;; integer values

:WUZI5_1116
00D6: if  0
0039:   @91 ==  5  ;; integer values
004D: jump_if_false WUZI5_1162
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_1162
062E: @36  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false WUZI5_1162
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_1135
0615: @156 
0667: unknown_action_sequence -1 -2417.5  1548.2  2.1  5000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @36 @156 
061B: @156 

:WUZI5_1135
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_1147
0615: @156 
05D3: unknown_action_sequence -1 -2405.0  1551.0  1.1  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  261.2 
078F: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @37 @156 
061B: @156 

:WUZI5_1147
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false WUZI5_1157
0615: @156 
05D3: unknown_action_sequence -1 -2394.0  1554.4  1.1  7 -1 
05D3: unknown_action_sequence -1 -2393.5  1545.1  1.1  7 -1 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
0616: @156 
0618: @38 @156 
061B: @156 

:WUZI5_1157
0006: @113 =  7  ;; integer values
0006: @115 =  1  ;; integer values
0006: @116 =  2  ;; integer values
0050: gosub WUZI5_3091
0006: @91 =  6  ;; integer values

:WUZI5_1162
00D6: if  0
0039:   @91 ==  6  ;; integer values
004D: jump_if_false WUZI5_1170
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_1170
0006: @32 =  0  ;; integer values
0006: @91 =  7  ;; integer values

:WUZI5_1170
00D6: if  0
0039:   @91 ==  7  ;; integer values
004D: jump_if_false WUZI5_1284
00D6: if  0
0019:   @32 >  800  ;; integer values
004D: jump_if_false WUZI5_1284
0006: @92 =  0  ;; integer values

:WUZI5_1177
0701: (unknown)
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1183
0002: jump WUZI5_2406

:WUZI5_1183
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_1222
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @113 =  0  ;; integer values
016A: fade  0 ()  500 ms

:WUZI5_1191
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1196
0001: wait  0 ms
0002: jump WUZI5_1191

:WUZI5_1196
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1201
0002: jump WUZI5_2406

:WUZI5_1201
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_1208
0792: @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_1208
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_1215
0792: @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_1215
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false WUZI5_1222
0792: @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_1222
040D: unload_wav  3
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_1227
060B: unknown_actor_use_entity @36 @157 

:WUZI5_1227
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_1231
060B: unknown_actor_use_entity @37 @157 

:WUZI5_1231
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false WUZI5_1235
060B: unknown_actor_use_entity @38 @157 

:WUZI5_1235
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false WUZI5_1239
060B: unknown_actor_use_entity @39 @157 

:WUZI5_1239
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false WUZI5_1243
060B: unknown_actor_use_entity @40 @157 

:WUZI5_1243
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false WUZI5_1247
060B: unknown_actor_use_entity @41 @157 

:WUZI5_1247
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_1254
0687: @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_1254
0792: $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:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
00BC: text_highpriority 'WUZ4_05'  4000 ms  1
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_1281
016A: fade  1 (back)  500 ms

:WUZI5_1271
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1276
0001: wait  0 ms
0002: jump WUZI5_1271

:WUZI5_1276
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1281
0002: jump WUZI5_2406

:WUZI5_1281
0006: @114 =  0  ;; integer values
0006: @91 =  0  ;; integer values
0006: @90 =  4  ;; integer values

:WUZI5_1284
00D6: if  0
0039:   @90 ==  4  ;; integer values
004D: jump_if_false WUZI5_1857
00D6: if  0
001B:    5 > @91  ;; integer values
004D: jump_if_false WUZI5_1315
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2381.7  1546.2  0.0 -2365.1  1556.1  6.5
004D: jump_if_false WUZI5_1315
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_1304
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false WUZI5_1304
0006: @113 =  9  ;; integer values
0006: @115 =  0  ;; integer values
0006: @116 =  1  ;; integer values
0050: gosub WUZI5_3091
0006: @114 =  1  ;; integer values

:WUZI5_1304
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_1315
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false WUZI5_1315
0006: @113 =  9  ;; integer values
0006: @115 =  1  ;; integer values
0006: @116 =  2  ;; integer values
0050: gosub WUZI5_3091
0006: @114 =  2  ;; integer values

:WUZI5_1315
00D6: if  0
0118:   actor @62 dead
004D: jump_if_false WUZI5_1321
00BE: text_clear_all
00BC: text_highpriority 'WUZ4_03'  4000 ms  1
0002: jump WUZI5_2406

:WUZI5_1321
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_1367
00D6: if  0
0735:  81 
004D: jump_if_false WUZI5_1332
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_1331
0321: kill_actor @45

:WUZI5_1331
00A1: put_actor $PLAYER_ACTOR at -2374.0  1551.0  2.0

:WUZI5_1332
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_1366
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2370.4  1533.6  1.1 -2408.5  1537.4  5.2
004D: jump_if_false WUZI5_1343
0668: unknown_action_sequence @45 -2400.1  1535.3  1.1  500 
0006: @113 =  8  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
0006: @91 =  1  ;; integer values

:WUZI5_1343
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2375.1  1556.2  1.1 -2379.2  1537.3  5.2
004D: jump_if_false WUZI5_1351
0668: unknown_action_sequence @45 -2377.0  1552.4  1.1  500 
0006: @113 =  8  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
0006: @91 =  1  ;; integer values

:WUZI5_1351
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -2375.1  1556.2  1.1 -2379.2  1537.3  5.2
004D: jump_if_false WUZI5_1365
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -2370.4  1533.6  1.1 -2408.5  1537.4  5.2
004D: jump_if_false WUZI5_1365
00D6: if  0
051A:   unknown_actor @45 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false WUZI5_1365
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: unknown_action_sequence @45 $PLAYER_ACTOR 
0006: @91 =  3  ;; integer values

:WUZI5_1365
0002: jump WUZI5_1367

:WUZI5_1366
0006: @91 =  3  ;; integer values

:WUZI5_1367
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false WUZI5_1387
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_1386
062E: @45  1640 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false WUZI5_1385
01B2: give_actor @45 weapon  32 ammo  30000  ;; Load the weapon model before using this
0615: @156 
05D3: unknown_action_sequence -1 -2377.4  1539.1  1.1  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0616: @156 
0618: @45 @156 
061B: @156 
0006: @91 =  2  ;; integer values

:WUZI5_1385
0002: jump WUZI5_1387

:WUZI5_1386
0006: @91 =  3  ;; integer values

:WUZI5_1387
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false WUZI5_1419
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_1418
062E: @45  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false WUZI5_1417
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2370.4  1533.6  0.0 -2408.5  1537.4  4.0
051A:   unknown_actor $PLAYER_ACTOR hit_by_actor @45
004D: jump_if_false WUZI5_1408
0615: @156 
06E3: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @45 @156 
061B: @156 
0006: @91 =  3  ;; integer values

:WUZI5_1408
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2375.1  1556.2  1.1 -2379.2  1537.3  5.2
004D: jump_if_false WUZI5_1417
0615: @156 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @45 @156 
061B: @156 
0006: @91 =  3  ;; integer values

:WUZI5_1417
0002: jump WUZI5_1419

:WUZI5_1418
0006: @91 =  3  ;; integer values

:WUZI5_1419
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false WUZI5_1437
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false WUZI5_1437
035D: toggle_object @79 targetable  1 
0164: disable_marker @80
0188: @80 = create_marker_above_object @79
00D6: if  0
03CA:   object @79 exists
004D: jump_if_false WUZI5_1436
071E: @79 @160 
00D6: if  0
801B:   NOT    999 > @160  ;; integer values
004D: jump_if_false WUZI5_1436
00BC: text_highpriority 'WUZ4_09'  11000 ms  1

:WUZI5_1436
0006: @91 =  4  ;; integer values

:WUZI5_1437
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false WUZI5_1453
00D6: if  0
03CA:   object @79 exists
004D: jump_if_false WUZI5_1451
071E: @79 @160 
00D6: if  0
001B:    999 > @160  ;; integer values
004D: jump_if_false WUZI5_1450
0723: @79  0 
0006: @32 =  0  ;; integer values
0006: @91 =  5  ;; integer values

:WUZI5_1450
0002: jump WUZI5_1453

:WUZI5_1451
0006: @32 =  0  ;; integer values
0006: @91 =  5  ;; integer values

:WUZI5_1453
00D6: if  0
0039:   @91 ==  5  ;; integer values
004D: jump_if_false WUZI5_1526
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false WUZI5_1526
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
09F5:  1 
0108: destroy_object @79
0708: unknown_add_entity_item @158  13 
0708: unknown_add_entity_item @158  44 
0249: release_model  342
03CF: load_wav  1819 as  3

:WUZI5_1473
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false WUZI5_1478
0001: wait  0 ms
0002: jump WUZI5_1473

:WUZI5_1478
0247: request_model  339
0247: request_model  49
0247: request_model  58
04ED: load_animation "GANGS"
038B: load_requested_models
0050: gosub WUZI5_2871
0792: $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: @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: @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: @70  1 
0395: clear_area  1 at -2471.5  1548.2  32.2 range  1.0
009A: @65 = create_actor  25  49 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: @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: unknown_action_sequence @65 "TAI_CHI_LOOP" "PARK"  4.0  1  0  0  0 -1 
0006: @92 =  1  ;; integer values
0707: unknown_bunnyjump WUZI5_1705 
097A: -2371.55  1552.66  1.245  1110 
0006: @32 =  0  ;; integer values
0006: @91 =  6  ;; integer values

:WUZI5_1526
00D6: if  0
0039:   @91 ==  6  ;; integer values
004D: jump_if_false WUZI5_1591
00D6: if  0
03CA:   object @77 exists
004D: jump_if_false WUZI5_1533
034D:   object @77 at_angle  180.0 then_rotate_by_angle  2.0 flag  0

:WUZI5_1533
00D6: if  0
03CA:   object @78 exists
004D: jump_if_false WUZI5_1537
034D:   object @78 at_angle  360.0 then_rotate_by_angle  2.0 flag  0

:WUZI5_1537
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_1548
0615: @156 
05B9: unknown_action_sequence -1  1000 
05D3: unknown_action_sequence -1 -2372.8  1551.8  1.1  4 -1 
05D3: unknown_action_sequence -1 -2374.4  1551.9  1.1  4 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @62 @156 
061B: @156 

:WUZI5_1548
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false WUZI5_1591
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false WUZI5_1562
0615: @156 
05B9: unknown_action_sequence -1  900 
05D3: unknown_action_sequence -1 -2372.8  1552.1  1.1  4 -1 
05D3: unknown_action_sequence -1 -2373.4  1553.3  1.1  4 -1 
0605: unknown_action_sequence -1 "IDLE_TIRED" "PED"  4.0  0  0  0  0  4000 
0616: @156 
0618: @59 @156 
061B: @156 

:WUZI5_1562
00D6: if  0
8118:   NOT   actor @60 dead
004D: jump_if_false WUZI5_1573
0615: @156 
05B9: unknown_action_sequence -1  2000 
05D3: unknown_action_sequence -1 -2372.8  1552.1  1.1  4 -1 
05D3: unknown_action_sequence -1 -2374.1  1550.6  1.1  4 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @60 @156 
061B: @156 

:WUZI5_1573
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false WUZI5_1583
0615: @156 
05B9: unknown_action_sequence -1  2500 
05D3: unknown_action_sequence -1 -2372.8  1552.1  1.1  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  6.7 
0616: @156 
0618: @61 @156 
061B: @156 

:WUZI5_1583
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: $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_1591
00D6: if  0
0039:   @91 ==  7  ;; integer values
004D: jump_if_false WUZI5_1611
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_1611
062E: @62  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false WUZI5_1611
0615: @156 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKE" "GANGS"  4.0  0  0  0  0 -1 
0616: @156 
0618: @62 @156 
061B: @156 
0006: @113 =  10  ;; integer values
0006: @115 =  0  ;; integer values
0006: @116 =  2  ;; integer values
0050: gosub WUZI5_3091
0006: @91 =  8  ;; integer values

:WUZI5_1611
00D6: if  0
0039:   @91 ==  8  ;; integer values
004D: jump_if_false WUZI5_1657
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false WUZI5_1657
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_1657
016A: fade  0 ()  500 ms

:WUZI5_1621
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1626
0001: wait  0 ms
0002: jump WUZI5_1621

:WUZI5_1626
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1631
0002: jump WUZI5_2406

:WUZI5_1631
03CB: set_camera -2465.5  1547.1  22.7
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false WUZI5_1641
0615: @156 
05D3: unknown_action_sequence -1 -2468.9  1547.2  22.7  4 -1 
05D3: unknown_action_sequence -1 -2465.5  1547.1  22.7  4 -1 
0616: @156 
0618: @70 @156 
061B: @156 

:WUZI5_1641
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 (back)  500 ms

:WUZI5_1644
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1649
0001: wait  0 ms
0002: jump WUZI5_1644

:WUZI5_1649
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1654
0002: jump WUZI5_2406

:WUZI5_1654
097A: -2468.0  1547.3  22.8  1111 
0006: @32 =  0  ;; integer values
0006: @91 =  9  ;; integer values

:WUZI5_1657
00D6: if  0
0039:   @91 ==  9  ;; integer values
004D: jump_if_false WUZI5_1698
00D6: if  0
03CA:   object $2702 exists
004D: jump_if_false WUZI5_1664
034D:   object $2702 at_angle  90.0 then_rotate_by_angle  2.0 flag  0

:WUZI5_1664
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false WUZI5_1698
016A: fade  0 ()  500 ms

:WUZI5_1668
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1673
0001: wait  0 ms
0002: jump WUZI5_1668

:WUZI5_1673
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1678
0002: jump WUZI5_2406

:WUZI5_1678
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 (back)  500 ms

:WUZI5_1682
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1687
0001: wait  0 ms
0002: jump WUZI5_1682

:WUZI5_1687
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1692
0002: jump WUZI5_2406

:WUZI5_1692
0006: @113 =  10  ;; integer values
0006: @115 =  2  ;; integer values
0006: @116 =  3  ;; integer values
0050: gosub WUZI5_3091
0006: @32 =  0  ;; integer values
0006: @91 =  10  ;; integer values

:WUZI5_1698
00D6: if  0
0039:   @91 ==  10  ;; integer values
004D: jump_if_false WUZI5_1857
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false WUZI5_1857
0006: @92 =  0  ;; integer values

:WUZI5_1705
0701: (unknown)
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1711
0002: jump WUZI5_2406

:WUZI5_1711
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_1729
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @113 =  0  ;; integer values
016A: fade  0 ()  500 ms

:WUZI5_1719
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1724
0001: wait  0 ms
0002: jump WUZI5_1719

:WUZI5_1724
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1729
0002: jump WUZI5_2406

:WUZI5_1729
040D: unload_wav  3
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false WUZI5_1749
0792: @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: @156 
05D3: unknown_action_sequence -1 -2377.1  1546.4  1.1  4 -1 
05D3: unknown_action_sequence -1 -2377.2  1535.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2404.0  1534.8  1.1  4 -1 
05D3: unknown_action_sequence -1 -2407.6  1544.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.1  1546.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.4  1554.2  1.1  4 -1 
05D3: unknown_action_sequence -1 -2405.2  1554.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2432.3  1544.7  1.1  4 -1 
0616: @156 
0618: @59 @156 
061B: @156 

:WUZI5_1749
00D6: if  0
8118:   NOT   actor @60 dead
004D: jump_if_false WUZI5_1768
0792: @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: @156 
05D3: unknown_action_sequence -1 -2377.1  1546.4  1.1  4 -1 
05D3: unknown_action_sequence -1 -2377.2  1535.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2404.0  1534.8  1.1  4 -1 
05D3: unknown_action_sequence -1 -2407.6  1544.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.1  1546.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.4  1554.2  1.1  4 -1 
05D3: unknown_action_sequence -1 -2405.2  1554.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2430.6  1543.7  1.1  4 -1 
0616: @156 
0618: @60 @156 
061B: @156 

:WUZI5_1768
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false WUZI5_1787
0792: @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: @156 
05D3: unknown_action_sequence -1 -2377.1  1546.4  1.1  4 -1 
05D3: unknown_action_sequence -1 -2377.2  1535.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2404.0  1534.8  1.1  4 -1 
05D3: unknown_action_sequence -1 -2407.6  1544.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.1  1546.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.4  1554.2  1.1  4 -1 
05D3: unknown_action_sequence -1 -2405.2  1554.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2430.4  1545.8  1.1  4 -1 
0616: @156 
0618: @61 @156 
061B: @156 

:WUZI5_1787
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_1806
0792: @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: @156 
05D3: unknown_action_sequence -1 -2377.1  1546.4  1.1  4 -1 
05D3: unknown_action_sequence -1 -2377.2  1535.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2404.0  1534.8  1.1  4 -1 
05D3: unknown_action_sequence -1 -2407.6  1544.3  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.1  1546.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2393.4  1554.2  1.1  4 -1 
05D3: unknown_action_sequence -1 -2405.2  1554.5  1.1  4 -1 
05D3: unknown_action_sequence -1 -2428.4  1544.6  1.1  4 -1 
0616: @156 
0618: @62 @156 
061B: @156 

:WUZI5_1806
00D6: if  0
03CA:   object @77 exists
004D: jump_if_false WUZI5_1810
034D:   object @77 at_angle  180.0 then_rotate_by_angle  360.0 flag  0

:WUZI5_1810
00D6: if  0
03CA:   object @78 exists
004D: jump_if_false WUZI5_1814
034D:   object @78 at_angle  360.0 then_rotate_by_angle  360.0 flag  0

:WUZI5_1814
00D6: if  0
03CA:   object $2702 exists
004D: jump_if_false WUZI5_1818
034D:   object $2702 at_angle  90.0 then_rotate_by_angle  100.0 flag  0

:WUZI5_1818
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false WUZI5_1823
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_1823
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_1827
0687: @65 

:WUZI5_1827
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:  0 
0223: set_actor $PLAYER_ACTOR health_to  100
04EF: release_animation "PARK"
04EF: release_animation "GANGS"
00BE: text_clear_all
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'BRIDGE'  7000 ms  1
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_1855
016A: fade  1 (back)  500 ms

:WUZI5_1845
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1850
0001: wait  0 ms
0002: jump WUZI5_1845

:WUZI5_1850
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1855
0002: jump WUZI5_2406

:WUZI5_1855
0006: @91 =  0  ;; integer values
0006: @90 =  5  ;; integer values

:WUZI5_1857
00D6: if  0
0039:   @90 ==  5  ;; integer values
004D: jump_if_false WUZI5_2167
00D6: if  0
0039:   @90 ==  5  ;; integer values
004D: jump_if_false WUZI5_1875
00D6: if  0
001B:    4 > @96  ;; integer values
004D: jump_if_false WUZI5_1874
00D6: if  0
0118:   actor @59(@96,4i) dead
004D: jump_if_false WUZI5_1872
00BE: text_clear_all
00BC: text_highpriority 'WUZ4_03'  4000 ms  1
0002: jump WUZI5_2406

:WUZI5_1872
000A: @96 +=  1  ;; integer values
0002: jump WUZI5_1875

:WUZI5_1874
0006: @96 =  0  ;; integer values

:WUZI5_1875
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_1969
00D6: if  0
0735:  81 
004D: jump_if_false WUZI5_1882
00A1: put_actor $PLAYER_ACTOR at -2477.4  1537.0  27.8

:WUZI5_1882
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2476.4  1538.0  29.8 -2479.2  1550.5  35.2
004D: jump_if_false WUZI5_1969
016A: fade  0 ()  1000 ms

:WUZI5_1886
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1891
0001: wait  0 ms
0002: jump WUZI5_1886

:WUZI5_1891
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1896
0002: jump WUZI5_2406

:WUZI5_1896
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  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  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_1923
0792: @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: unknown_action_sequence @65 @75  0.0  0.0  0.0  5  16 "NULL" "NULL"  0 

:WUZI5_1923
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false WUZI5_1928
060B: unknown_actor_use_entity @68 @158 
0792: @68 

:WUZI5_1928
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false WUZI5_1933
060B: unknown_actor_use_entity @69 @158 
0792: @69 

:WUZI5_1933
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false WUZI5_1938
060B: unknown_actor_use_entity @70 @158 
0792: @70 

:WUZI5_1938
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_1942
04C4: create_coordinate @140 @141 @142 from_actor @65 offset  0.0  4.0 -1.0

:WUZI5_1942
0615: @156 
05D3: unknown_action_sequence -1 -2477.9  1543.7  31.7  4 -1 
05D3: unknown_action_sequence -1 @140 @141 @142  4 -1 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_1949
0639: unknown_action_sequence -1 @65 

:WUZI5_1949
0616: @156 
0618: $PLAYER_ACTOR @156 
061B: @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 (back)  1000 ms

:WUZI5_1955
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_1960
0001: wait  0 ms
0002: jump WUZI5_1955

:WUZI5_1960
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_1965
0002: jump WUZI5_2406

:WUZI5_1965
0006: @32 =  0  ;; integer values
0006: @92 =  1  ;; integer values
0707: unknown_bunnyjump WUZI5_2041 
0006: @91 =  1  ;; integer values

:WUZI5_1969
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false WUZI5_2000
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false WUZI5_2000
0006: @113 =  13  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
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  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_2000
00D6: if  0
03CA:   object @75 exists
004D: jump_if_false WUZI5_2000
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: @65 
0605: unknown_action_sequence @65 "KAT_THROW_K" "MISC"  1000.0  0  0  0  0 -1 
0792: $PLAYER_ACTOR 
0605: unknown_action_sequence $PLAYER_ACTOR "KAT_THROW_P" "MISC"  1000.0  0  0  0  0 -1 
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_2000
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false WUZI5_2031
00D6: if  0
03CA:   object @74 exists
004D: jump_if_false WUZI5_2031
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_2031
00D6: if  0
0611: $PLAYER_ACTOR "KAT_THROW_P" 
004D: jump_if_false WUZI5_2022
0613: $PLAYER_ACTOR "KAT_THROW_P" @143 
00D6: if  0
0837: @74 "KAT_THROW_O" 
004D: jump_if_false WUZI5_2018
083A: @74 "KAT_THROW_O" @143 
0002: jump WUZI5_2022

:WUZI5_2018
00D6: if  0
075A: @74 "KAT_THROW_O" "MISC"  10000.0  0  0 
004D: jump_if_false WUZI5_2022
0836: @74 "KAT_THROW_O"  0.0 

:WUZI5_2022
00D6: if  0
0611: $PLAYER_ACTOR "KAT_THROW_P" 
004D: jump_if_false WUZI5_2031
0613: $PLAYER_ACTOR "KAT_THROW_P" @143 
00D6: if  0
0043:   @143 ==  1.0  ;; floating-point values
004D: jump_if_false WUZI5_2031
0108: destroy_object @74
0006: @91 =  4  ;; integer values

:WUZI5_2031
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false WUZI5_2149
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false WUZI5_2149
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false WUZI5_2149
0006: @92 =  0  ;; integer values

:WUZI5_2041
0701: (unknown)
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_2047
0002: jump WUZI5_2406

:WUZI5_2047
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_2075
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @113 =  0  ;; integer values
016A: fade  0 ()  500 ms

:WUZI5_2055
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_2060
0001: wait  0 ms
0002: jump WUZI5_2055

:WUZI5_2060
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_2065
0002: jump WUZI5_2406

:WUZI5_2065
0108: destroy_object @75
0108: destroy_object @74
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_2071
0792: @65 

:WUZI5_2071
0792: $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_2075
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false WUZI5_2082
0792: @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_2082
00D6: if  0
8118:   NOT   actor @60 dead
004D: jump_if_false WUZI5_2089
0792: @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_2089
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false WUZI5_2096
0792: @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_2096
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_2103
0792: @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_2103
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_2110
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: unknown_action_sequence @65 $PLAYER_ACTOR 
060B: unknown_actor_use_entity @65 @157 

:WUZI5_2110
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false WUZI5_2115
060B: unknown_actor_use_entity @68 @157 
0792: @68 

:WUZI5_2115
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false WUZI5_2120
060B: unknown_actor_use_entity @69 @157 
0792: @69 

:WUZI5_2120
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false WUZI5_2125
060B: unknown_actor_use_entity @70 @157 
0792: @70 

:WUZI5_2125
09F5:  0 
01B2: give_actor $PLAYER_ACTOR weapon  8 ammo  1  ;; Load the weapon model before using this
06AB: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  8
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false WUZI5_2148
016A: fade  1 (back)  500 ms

:WUZI5_2138
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_2143
0001: wait  0 ms
0002: jump WUZI5_2138

:WUZI5_2143
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_2148
0002: jump WUZI5_2406

:WUZI5_2148
0006: @91 =  5  ;; integer values

:WUZI5_2149
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false WUZI5_2153
0164: disable_marker @80

:WUZI5_2153
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false WUZI5_2167
00BE: text_clear_all
0164: disable_marker @80
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_2163
0187: @80 = create_marker_above_actor @62
07E0: @80  1 

:WUZI5_2163
00BC: text_highpriority 'WUZ4_11'  4000 ms  1
0006: @91 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @90 =  6  ;; integer values

:WUZI5_2167
00D6: if  0
0039:   @90 ==  6  ;; integer values
004D: jump_if_false WUZI5_2281
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_2194
00D6: if  0
001B:    4 > @96  ;; integer values
004D: jump_if_false WUZI5_2184
00D6: if  0
0118:   actor @59(@96,4i) dead
004D: jump_if_false WUZI5_2182
00BE: text_clear_all
00BC: text_highpriority 'WUZ4_03'  4000 ms  1
0002: jump WUZI5_2406

:WUZI5_2182
000A: @96 +=  1  ;; integer values
0002: jump WUZI5_2185

:WUZI5_2184
0006: @96 =  0  ;; integer values

:WUZI5_2185
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_2194
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @62 radius  4.0  4.0  4.0 sphere  0
004D: jump_if_false WUZI5_2194
0164: disable_marker @80
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @91 =  1  ;; integer values

:WUZI5_2194
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false WUZI5_2204
016A: fade  0 ()  2000 ms

:WUZI5_2198
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_2203
0001: wait  0 ms
0002: jump WUZI5_2198

:WUZI5_2203
0006: @91 =  2  ;; integer values

:WUZI5_2204
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false WUZI5_2253
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @113 =  0  ;; integer values
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  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  473
038B: load_requested_models
0395: clear_area  1 at -2430.7  1563.6  0.0 range  5.0
00A5: @53 = create_car  473 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  473 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  473 at -2426.9  1570.6  0.0
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false WUZI5_2229
0464: put_actor @59 into_turret_on_car @54 at_car_offset  .5 -1.0  1.0 unknown  0 angle  360.0 with_weapon  0

:WUZI5_2229
00D6: if  0
8118:   NOT   actor @60 dead
004D: jump_if_false WUZI5_2233
0464: put_actor @60 into_turret_on_car @54 at_car_offset -.5 -1.0  1.0 unknown  0 angle  360.0 with_weapon  0

:WUZI5_2233
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false WUZI5_2237
036A: put_actor @61 in_car @54

:WUZI5_2237
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_2241
036A: put_actor @62 in_car @55

:WUZI5_2241
036A: put_actor $PLAYER_ACTOR in_car @53
0006: @113 =  11  ;; integer values
0006: @115 =  0  ;; integer values
0050: gosub WUZI5_3091
016A: fade  1 (back)  2000 ms

:WUZI5_2246
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_2251
0001: wait  0 ms
0002: jump WUZI5_2246

:WUZI5_2251
0006: @32 =  0  ;; integer values
0006: @91 =  3  ;; integer values

:WUZI5_2253
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false WUZI5_2268
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false WUZI5_2268
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false WUZI5_2263
0477: set_car @54 animation  9  5000 ms

:WUZI5_2263
00D6: if  0
8119:   NOT   car @55 wrecked
004D: jump_if_false WUZI5_2267
0477: set_car @55 animation  9  5000 ms

:WUZI5_2267
0006: @91 =  4  ;; integer values

:WUZI5_2268
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false WUZI5_2281
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false WUZI5_2281
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_2408

:WUZI5_2281
00D6: if  0
0019:   @90 >  2  ;; integer values
004D: jump_if_false WUZI5_2404
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false WUZI5_2295
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false WUZI5_2295
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
0006: @103 =  1  ;; integer values

:WUZI5_2295
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false WUZI5_2341
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2329.1  1528.7  0.0 radius  4.0  4.0  4.0
004D: jump_if_false WUZI5_2341
00BE: text_clear_all
016A: fade  0 ()  500 ms

:WUZI5_2303
00D6: if  0
016B:   fading
004D: jump_if_false WUZI5_2308
0001: wait  0 ms
0002: jump WUZI5_2303

:WUZI5_2308
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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: @71  0 
0001: wait  0 ms
0050: gosub WUZI5_2475
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false WUZI5_2326
0002: jump WUZI5_2406

:WUZI5_2326
0792: $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: $PLAYER_ACTOR 
0615: @156 
078F: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0616: @156 
0618: $PLAYER_ACTOR @156 
061B: @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 (back)  500 ms
0006: @103 =  2  ;; integer values

:WUZI5_2341
00D6: if  0
0039:   @103 ==  2  ;; integer values
004D: jump_if_false WUZI5_2404
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false WUZI5_2404
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  0
0039:   @90 ==  3  ;; integer values
004D: jump_if_false WUZI5_2361
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false WUZI5_2361
018A: @80 = create_checkpoint_at -2437.9  1551.9  16.3
00BC: text_highpriority 'WUZ4_01'  7000 ms  1

:WUZI5_2361
00D6: if  0
0039:   @90 ==  4  ;; integer values
004D: jump_if_false WUZI5_2378
00D6: if  0
001B:    4 > @91  ;; integer values
004D: jump_if_false WUZI5_2373
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_2372
0187: @80 = create_marker_above_actor @45
00BC: text_highpriority 'WUZ4_05'  4000 ms  1

:WUZI5_2372
0002: jump WUZI5_2378

:WUZI5_2373
00D6: if  0
03CA:   object @79 exists
004D: jump_if_false WUZI5_2378
0188: @80 = create_marker_above_object @79
00BC: text_highpriority 'WUZ4_09'  11000 ms  1

:WUZI5_2378
00D6: if  0
0039:   @90 ==  5  ;; integer values
004D: jump_if_false WUZI5_2387
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_2386
0187: @80 = create_marker_above_actor @65
0168: show_on_radar @80  1

:WUZI5_2386
00BC: text_highpriority 'BRIDGE'  7000 ms  1

:WUZI5_2387
00D6: if  0
0039:   @90 ==  6  ;; integer values
004D: jump_if_false WUZI5_2396
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_2395
0187: @80 = create_marker_above_actor @62
07E0: @80  1 

:WUZI5_2395
00BC: text_highpriority 'WUZ4_11'  4000 ms  1

:WUZI5_2396
0249: release_model #KMB_CONTAINER_RED
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @103 =  0  ;; integer values

:WUZI5_2404
0050: gosub WUZI5_3218
0002: jump WUZI5_112

:WUZI5_2406
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:WUZI5_2408
0008: $WUZI_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $524
01E3: text_1number_styled 'M_PASSS'  15000  5000 ms  1
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'
030C: set_mission_points +=  1
0051: return

:WUZI5_2418
00D6: if  0
0844: s$706 
004D: jump_if_false WUZI5_2422
02EB: restore_camera_with_jumpcut

:WUZI5_2422
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  362
0249: release_model  372
0249: release_model  359
0249: release_model  349
0249: release_model  335
0249: release_model  339
0249: release_model  342
0249: release_model  487
0249: release_model  473
0249: release_model  118
0249: release_model  58
0249: release_model  49
0249: release_model  210
0249: release_model  121
0249: release_model  122
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false WUZI5_2460
0A09: $PLAYER_ACTOR  0 

:WUZI5_2460
09F5:  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: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:WUZI5_2475
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false WUZI5_2490
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false WUZI5_2484
00BE: text_clear_all
00BC: text_highpriority 'WUZ4_07'  7000 ms  1
0006: @93 =  1  ;; integer values

:WUZI5_2484
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false WUZI5_2490
00BE: text_clear_all
00BC: text_highpriority 'WUZ4_08'  7000 ms  1
0006: @93 =  1  ;; integer values

:WUZI5_2490
0051: return

:WUZI5_2491
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false WUZI5_2553
032B: @63 = create_weapon_pickup  372  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  .6
060B: unknown_actor_use_entity @37 @157 
0350: unknown_actor @37 not_scared_flag  1
0677: unknown_action_sequence @36 @37  1  1 
0677: unknown_action_sequence @37 @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_2553
00D6: if  0
0039:   @95 ==  1  ;; integer values
004D: jump_if_false WUZI5_2568
00D6: if  0
001B:    9 > @94  ;; integer values
004D: jump_if_false WUZI5_2567
00D6: if  0
8118:   NOT   actor @36(@94,17i) dead
004D: jump_if_false WUZI5_2565
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_2565
000A: @94 +=  1  ;; integer values
0002: jump WUZI5_2568

:WUZI5_2567
0006: @95 =  2  ;; integer values

:WUZI5_2568
0051: return

:WUZI5_2569
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_2619
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false WUZI5_2590
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2283.6  1582.6 radius  3.0  3.0
004D: jump_if_false WUZI5_2590
0615: @156 
099F: unknown_action_sequence -1  1 
0637: unknown_action_sequence -1 -2355.1  1560.0  25.0  6  .5  1.0 $PLAYER_ACTOR 
05D4: unknown_action_sequence -1 unknown_angle  360.0 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2586
0672: unknown_action_sequence -1 @34 

:WUZI5_2586
0616: @156 
0618: @36 @156 
061B: @156 
0006: @104 =  1  ;; integer values

:WUZI5_2590
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false WUZI5_2604
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2392.0  1588.0 radius  3.0  3.0
004D: jump_if_false WUZI5_2604
0615: @156 
05B9: unknown_action_sequence -1  500 
05D3: unknown_action_sequence -1 -2357.6  1529.6  25.0  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  183.9 
0616: @156 
0618: @36 @156 
061B: @156 
0006: @104 =  2  ;; integer values

:WUZI5_2604
00D6: if  0
0039:   @104 ==  2  ;; integer values
004D: jump_if_false WUZI5_2619
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2402.6  1499.2 radius  3.0  3.0
004D: jump_if_false WUZI5_2619
0615: @156 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2615
0672: unknown_action_sequence -1 @34 

:WUZI5_2615
0616: @156 
0618: @36 @156 
061B: @156 
0006: @104 =  3  ;; integer values

:WUZI5_2619
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_2669
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false WUZI5_2641
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2283.6  1582.6 radius  3.0  3.0
004D: jump_if_false WUZI5_2641
0615: @156 
099F: unknown_action_sequence -1  1 
0637: unknown_action_sequence -1 -2348.2  1546.4  25.0  6  .5  1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 -2344.1  1555.8  25.0  6  .5  1.0 $PLAYER_ACTOR 
05D4: unknown_action_sequence -1 unknown_angle  360.0 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2637
0672: unknown_action_sequence -1 @34 

:WUZI5_2637
0616: @156 
0618: @37 @156 
061B: @156 
0006: @105 =  1  ;; integer values

:WUZI5_2641
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false WUZI5_2654
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2392.0  1588.0 radius  3.0  3.0
004D: jump_if_false WUZI5_2654
0615: @156 
05D3: unknown_action_sequence -1 -2350.5  1531.5  25.0  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  155.6 
0616: @156 
0618: @37 @156 
061B: @156 
0006: @105 =  2  ;; integer values

:WUZI5_2654
00D6: if  0
0039:   @105 ==  2  ;; integer values
004D: jump_if_false WUZI5_2669
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2402.6  1499.2 radius  3.0  3.0
004D: jump_if_false WUZI5_2669
0615: @156 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2665
0672: unknown_action_sequence -1 @34 

:WUZI5_2665
0616: @156 
0618: @37 @156 
061B: @156 
0006: @105 =  3  ;; integer values

:WUZI5_2669
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false WUZI5_2719
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false WUZI5_2690
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2283.6  1582.6 radius  3.0  3.0
004D: jump_if_false WUZI5_2690
0615: @156 
099F: unknown_action_sequence -1  1 
0637: unknown_action_sequence -1 -2372.1  1557.4  31.8  6  .5  1.0 $PLAYER_ACTOR 
05D4: unknown_action_sequence -1 unknown_angle  360.0 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2686
0672: unknown_action_sequence -1 @34 

:WUZI5_2686
0616: @156 
0618: @38 @156 
061B: @156 
0006: @106 =  1  ;; integer values

:WUZI5_2690
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false WUZI5_2705
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2365.4  1586.9 radius  3.0  3.0
004D: jump_if_false WUZI5_2705
0615: @156 
0637: unknown_action_sequence -1 -2394.4  1558.4  31.8  6  .5  1.0 $PLAYER_ACTOR 
05D4: unknown_action_sequence -1 unknown_angle  66.2 
05BC: unknown_action_sequence -1  1 
0637: unknown_action_sequence -1 -2423.0  1561.0  31.8  6  .5  1.0 $PLAYER_ACTOR 
0616: @156 
0618: @38 @156 
061B: @156 
0006: @106 =  2  ;; integer values

:WUZI5_2705
00D6: if  0
0039:   @106 ==  2  ;; integer values
004D: jump_if_false WUZI5_2719
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2473.8  1585.5 radius  3.0  3.0
004D: jump_if_false WUZI5_2719
0615: @156 
05D4: unknown_action_sequence -1 unknown_angle  177.3 
05BC: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 -2422.1  1547.9  22.1  6 -1 
0616: @156 
0618: @38 @156 
061B: @156 
0006: @106 =  3  ;; integer values

:WUZI5_2719
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false WUZI5_2759
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false WUZI5_2739
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2351.3  1586.2 radius  3.0  3.0
004D: jump_if_false WUZI5_2739
0615: @156 
099F: unknown_action_sequence -1  1 
0637: unknown_action_sequence -1 -2426.7  1560.3  31.8  6  .5  1.0 $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2735
0672: unknown_action_sequence -1 @34 

:WUZI5_2735
0616: @156 
0618: @39 @156 
061B: @156 
0006: @107 =  1  ;; integer values

:WUZI5_2739
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false WUZI5_2759
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2504.6  .8 radius  3.0  3.0
004D: jump_if_false WUZI5_2759
0615: @156 
05D3: unknown_action_sequence -1 -2437.7  1560.7  16.3  6 -1 
05D3: unknown_action_sequence -1 -2435.9  1550.9  16.3  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
05D3: unknown_action_sequence -1 -2435.9  1532.3  16.3  6 -1 
05D3: unknown_action_sequence -1 -2437.5  1528.7  16.3  6 -1 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2755
0672: unknown_action_sequence -1 @34 

:WUZI5_2755
0616: @156 
0618: @39 @156 
061B: @156 
0006: @107 =  2  ;; integer values

:WUZI5_2759
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false WUZI5_2781
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false WUZI5_2781
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2448.6  1590.3 radius  3.0  3.0
004D: jump_if_false WUZI5_2781
0615: @156 
099F: unknown_action_sequence -1  1 
0637: unknown_action_sequence -1 -2494.1  1560.7  16.3  6  .5  1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 -2505.2  1557.4  16.3  6  .5  1.0 $PLAYER_ACTOR 
0637: unknown_action_sequence -1 -2505.5  1532.1  16.3  6  .5  1.0 $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2777
0672: unknown_action_sequence -1 @34 

:WUZI5_2777
0616: @156 
0618: @40 @156 
061B: @156 
0006: @108 =  1  ;; integer values

:WUZI5_2781
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false WUZI5_2800
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false WUZI5_2800
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2448.6  1590.3 radius  3.0  3.0
004D: jump_if_false WUZI5_2800
0615: @156 
099F: unknown_action_sequence -1  1 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2796
0672: unknown_action_sequence -1 @34 

:WUZI5_2796
0616: @156 
0618: @41 @156 
061B: @156 
0006: @109 =  1  ;; integer values

:WUZI5_2800
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false WUZI5_2820
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false WUZI5_2820
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2493.5  1571.8 radius  3.0  3.0
004D: jump_if_false WUZI5_2820
0615: @156 
099F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 -2501.4  1539.5  23.2  6 -1 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2816
0672: unknown_action_sequence -1 @34 

:WUZI5_2816
0616: @156 
0618: @42 @156 
061B: @156 
0006: @110 =  1  ;; integer values

:WUZI5_2820
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false WUZI5_2840
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false WUZI5_2840
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2493.5  1571.8 radius  3.0  3.0
004D: jump_if_false WUZI5_2840
0615: @156 
099F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 -2500.9  1535.4  23.2  6 -1 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2836
0672: unknown_action_sequence -1 @34 

:WUZI5_2836
0616: @156 
0618: @43 @156 
061B: @156 
0006: @111 =  1  ;; integer values

:WUZI5_2840
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false WUZI5_2859
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false WUZI5_2859
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2493.5  1571.8 radius  3.0  3.0
004D: jump_if_false WUZI5_2859
0615: @156 
099F: unknown_action_sequence -1  1 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false WUZI5_2855
0672: unknown_action_sequence -1 @34 

:WUZI5_2855
0616: @156 
0618: @44 @156 
061B: @156 
0006: @112 =  1  ;; integer values

:WUZI5_2859
0051: return

:WUZI5_2860
00D6: if  0
001B:    9 > @94  ;; integer values
004D: jump_if_false WUZI5_2869
00D6: if  0
0118:   actor @36(@94,17i) dead
004D: jump_if_false WUZI5_2867
0164: disable_marker @81(@94,9i)

:WUZI5_2867
000A: @94 +=  1  ;; integer values
0002: jump WUZI5_2870

:WUZI5_2869
0006: @94 =  0  ;; integer values

:WUZI5_2870
0051: return

:WUZI5_2871
0395: clear_area  1 at -2369.3  1551.9  1.2 range  1.0
009A: @59 = create_actor  28  58 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: @59  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  58 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: @60  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  210 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: @61  1
060B: unknown_actor_use_entity @61 @158 
0051: return

:WUZI5_2890
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false WUZI5_2942
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2282.4  1510.9  50.0 -2534.6  1578.5  15.0
004D: jump_if_false WUZI5_2903
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false WUZI5_2903
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  23
004D: jump_if_false WUZI5_2903
0006: @101 =  1  ;; integer values

:WUZI5_2903
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -2385.2  1539.7 -2393.0  1558.9
004D: jump_if_false WUZI5_2907
0006: @101 =  1  ;; integer values

:WUZI5_2907
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false WUZI5_2914
00D6: if  0
02E0:   actor @46 aggressive
004D: jump_if_false WUZI5_2914
0006: @101 =  1  ;; integer values

:WUZI5_2914
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false WUZI5_2921
00D6: if  0
02E0:   actor @51 aggressive
004D: jump_if_false WUZI5_2921
0006: @101 =  1  ;; integer values

:WUZI5_2921
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false WUZI5_2928
00D6: if  0
02E0:   actor @52 aggressive
004D: jump_if_false WUZI5_2928
0006: @101 =  1  ;; integer values

:WUZI5_2928
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_2935
00D6: if  0
02E0:   actor @36 aggressive
004D: jump_if_false WUZI5_2935
0006: @101 =  1  ;; integer values

:WUZI5_2935
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_2942
00D6: if  0
02E0:   actor @37 aggressive
004D: jump_if_false WUZI5_2942
0006: @101 =  1  ;; integer values

:WUZI5_2942
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false WUZI5_3003
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false WUZI5_2949
0639: unknown_action_sequence @46 $PLAYER_ACTOR 

:WUZI5_2949
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false WUZI5_2953
0639: unknown_action_sequence @51 $PLAYER_ACTOR 

:WUZI5_2953
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false WUZI5_2957
0639: unknown_action_sequence @52 $PLAYER_ACTOR 

:WUZI5_2957
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false WUZI5_2971
0615: @156 
07BC: unknown_action_sequence -1 @158 
05D3: unknown_action_sequence -1 -2351.0  1549.4  22.2  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
078F: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 -2351.2  1547.1  25.0  6 -1 
07BC: unknown_action_sequence -1 @157 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @36 @156 
061B: @156 

:WUZI5_2971
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false WUZI5_2975
0639: unknown_action_sequence @37 $PLAYER_ACTOR 

:WUZI5_2975
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false WUZI5_2984
0615: @156 
05D3: unknown_action_sequence -1 -2385.5  1543.1  25.0  6 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @38 @156 
061B: @156 

:WUZI5_2984
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false WUZI5_2993
0615: @156 
05D3: unknown_action_sequence -1 -2385.8  1540.6  25.0  6 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @39 @156 
061B: @156 

:WUZI5_2993
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false WUZI5_3002
0615: @156 
05D3: unknown_action_sequence -1 -2392.1  1556.0  25.0  6 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @40 @156 
061B: @156 

:WUZI5_3002
0006: @101 =  2  ;; integer values

:WUZI5_3003
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false WUZI5_3019
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false WUZI5_3014
00D6: if  0
051A:   unknown_actor @48 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false WUZI5_3013
0006: @101 =  3  ;; integer values

:WUZI5_3013
0002: jump WUZI5_3015

:WUZI5_3014
0006: @101 =  3  ;; integer values

:WUZI5_3015
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -2400.0  1561.0 -2409.8  1540.0
004D: jump_if_false WUZI5_3019
0006: @101 =  3  ;; integer values

:WUZI5_3019
00D6: if  0
0039:   @101 ==  3  ;; integer values
004D: jump_if_false WUZI5_3034
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false WUZI5_3033
0615: @156 
04EB: unknown_action_sequence -1  1 
05B9: unknown_action_sequence -1  500 
05D3: unknown_action_sequence -1 -2401.1  1539.8  25.0  6 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @48 @156 
061B: @156 

:WUZI5_3033
0006: @101 =  4  ;; integer values

:WUZI5_3034
00D6: if  0
0039:   @101 ==  4  ;; integer values
004D: jump_if_false WUZI5_3078
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -2416.4  1535.3 -2431.6  1542.1
004D: jump_if_false WUZI5_3078
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false WUZI5_3056
0615: @156 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
0209: @102 = random_int  1500  4000
07A5: unknown_action_sequence -1 $PLAYER_ACTOR @102 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1 -2420.4  1553.4  25.0  180.0 -.1 "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @156  1 
0616: @156 
0618: @42 @156 
061B: @156 

:WUZI5_3056
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false WUZI5_3066
0615: @156 
078F: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @157 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @49 @156 
061B: @156 

:WUZI5_3066
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false WUZI5_3077
0615: @156 
05B9: unknown_action_sequence -1  1500 
078F: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @157 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @156 
0618: @50 @156 
061B: @156 

:WUZI5_3077
0006: @101 =  5  ;; integer values

:WUZI5_3078
00D6: if  0
0039:   @101 ==  5  ;; integer values
004D: jump_if_false WUZI5_3090
00D6: if  21
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -2418.9  1546.4 -2435.6  1559.0
051A:   unknown_actor @42 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false WUZI5_3090
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false WUZI5_3090
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 
0006: @101 =  6  ;; integer values

:WUZI5_3090
0051: return

:WUZI5_3091
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false WUZI5_3105
05AA: s@117 = 'WUZ4_KA'  ;; 8-byte strings
05AA: s@119 = 'WUZ4_KB'  ;; 8-byte strings
05AA: s@121 = 'WUZ4_KC'  ;; 8-byte strings
05AA: s@123 = 'WUZ4_KD'  ;; 8-byte strings
05AA: s@125 = '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_3105
00D6: if  0
0039:   @113 ==  2  ;; integer values
004D: jump_if_false WUZI5_3119
05AA: s@117 = 'WUZ4_LA'  ;; 8-byte strings
05AA: s@119 = 'WUZ4_LB'  ;; 8-byte strings
05AA: s@121 = 'WUZ4_LC'  ;; 8-byte strings
05AA: s@123 = 'WUZ4_LD'  ;; 8-byte strings
05AA: s@125 = '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_3119
00D6: if  0
0039:   @113 ==  3  ;; integer values
004D: jump_if_false WUZI5_3133
05AA: s@117 = 'WUZ4_MA'  ;; 8-byte strings
05AA: s@119 = 'WUZ4_MB'  ;; 8-byte strings
05AA: s@121 = 'WUZ4_MC'  ;; 8-byte strings
05AA: s@123 = 'WUZ4_MD'  ;; 8-byte strings
05AA: s@125 = '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_3133
00D6: if  0
0039:   @113 ==  4  ;; integer values
004D: jump_if_false WUZI5_3147
05AA: s@117 = 'WUZ4_NA'  ;; 8-byte strings
05AA: s@119 = 'WUZ4_NB'  ;; 8-byte strings
05AA: s@121 = 'WUZ4_NC'  ;; 8-byte strings
05AA: s@123 = 'WUZ4_NE'  ;; 8-byte strings
05AA: s@125 = '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_3147
00D6: if  0
0039:   @113 ==  5  ;; integer values
004D: jump_if_false WUZI5_3155
05AA: s@117 = 'WUZ4_AA'  ;; 8-byte strings
05AA: s@119 = '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_3155
00D6: if  0
0039:   @113 ==  6  ;; integer values
004D: jump_if_false WUZI5_3161
05AA: s@117 = 'WUZ4_FA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  44209 
0006: @135 =  1  ;; integer values

:WUZI5_3161
00D6: if  0
0039:   @113 ==  7  ;; integer values
004D: jump_if_false WUZI5_3169
05AA: s@117 = 'WUZ4_CA'  ;; 8-byte strings
05AA: s@119 = '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_3169
00D6: if  0
0039:   @113 ==  8  ;; integer values
004D: jump_if_false WUZI5_3175
05AA: s@117 = 'WUZ4_HA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  44214 
0006: @135 =  1  ;; integer values

:WUZI5_3175
00D6: if  0
0039:   @113 ==  9  ;; integer values
004D: jump_if_false WUZI5_3183
05AA: s@117 = 'WUZ4_JA'  ;; 8-byte strings
05AA: s@119 = '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_3183
00D6: if  0
0039:   @113 ==  10  ;; integer values
004D: jump_if_false WUZI5_3193
05AA: s@117 = 'WUZ4_JC'  ;; 8-byte strings
05AA: s@119 = 'WUZ4_JD'  ;; 8-byte strings
05AA: s@121 = '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_3193
00D6: if  0
0039:   @113 ==  11  ;; integer values
004D: jump_if_false WUZI5_3199
05AA: s@117 = 'WUZ4_JF'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  44220 
0006: @135 =  1  ;; integer values

:WUZI5_3199
00D6: if  0
0039:   @113 ==  12  ;; integer values
004D: jump_if_false WUZI5_3207
05AA: s@117 = 'WUZ4_OA'  ;; 8-byte strings
05AA: s@119 = 'WUZ4_ZA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  44244 
04AF: @130 = unknown_wav_reference  44247 
0006: @135 =  2  ;; integer values

:WUZI5_3207
00D6: if  0
0039:   @113 ==  13  ;; integer values
004D: jump_if_false WUZI5_3213
05AA: s@117 = 'WUZ4_PA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  44246 
0006: @135 =  1  ;; integer values

:WUZI5_3213
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_3218
00D6: if  24
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_3233
00D6: if  0
001D:   @135 > @115  ;; integer values  
004D: jump_if_false WUZI5_3232
0050: gosub WUZI5_3309
0050: gosub WUZI5_3325
0050: gosub WUZI5_3350
0002: jump WUZI5_3233

:WUZI5_3232
0006: @113 =  0  ;; integer values

:WUZI5_3233
00D6: if  24
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_3248
00D6: if  0
001D:   @135 > @115  ;; integer values  
004D: jump_if_false WUZI5_3247
0050: gosub WUZI5_3309
0050: gosub WUZI5_3325
0050: gosub WUZI5_3350
0002: jump WUZI5_3248

:WUZI5_3247
0006: @113 =  0  ;; integer values

:WUZI5_3248
00D6: if  0
0039:   @113 ==  8  ;; integer values
004D: jump_if_false WUZI5_3268
00D6: if  0
001D:   @135 > @115  ;; integer values  
004D: jump_if_false WUZI5_3267
0050: gosub WUZI5_3309
0050: gosub WUZI5_3325
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false WUZI5_3261
0050: gosub WUZI5_3350
0002: jump WUZI5_3266

:WUZI5_3261
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_3266
0002: jump WUZI5_3268

:WUZI5_3267
0006: @113 =  0  ;; integer values

:WUZI5_3268
00D6: if  0
0039:   @113 ==  9  ;; integer values
004D: jump_if_false WUZI5_3288
00D6: if  0
001D:   @135 > @115  ;; integer values  
004D: jump_if_false WUZI5_3287
0050: gosub WUZI5_3309
0050: gosub WUZI5_3325
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false WUZI5_3281
0050: gosub WUZI5_3350
0002: jump WUZI5_3286

:WUZI5_3281
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_3286
0002: jump WUZI5_3288

:WUZI5_3287
0006: @113 =  0  ;; integer values

:WUZI5_3288
00D6: if  0
0039:   @113 ==  13  ;; integer values
004D: jump_if_false WUZI5_3308
00D6: if  0
001D:   @135 > @115  ;; integer values  
004D: jump_if_false WUZI5_3307
0050: gosub WUZI5_3309
0050: gosub WUZI5_3325
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false WUZI5_3301
0050: gosub WUZI5_3350
0002: jump WUZI5_3306

:WUZI5_3301
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_3306
0002: jump WUZI5_3308

:WUZI5_3307
0006: @113 =  0  ;; integer values

:WUZI5_3308
0051: return

:WUZI5_3309
00D6: if  0
001D:   @135 > @138  ;; integer values  
004D: jump_if_false WUZI5_3324
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false WUZI5_3318
03CF: load_wav @129(@138,6i) as  1
000A: @138 +=  1  ;; integer values
0006: @136 =  1  ;; integer values

:WUZI5_3318
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false WUZI5_3324
03CF: load_wav @129(@138,6i) as  2
000A: @138 +=  1  ;; integer values
0006: @137 =  1  ;; integer values

:WUZI5_3324
0051: return

:WUZI5_3325
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false WUZI5_3337
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false WUZI5_3337
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false WUZI5_3337
03D1: play_wav  1
00BC: text_highpriority @117(@115,6s)  4500 ms  1
0006: @136 =  2  ;; integer values

:WUZI5_3337
00D6: if  0
0039:   @139 ==  2  ;; integer values
004D: jump_if_false WUZI5_3349
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false WUZI5_3349
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false WUZI5_3349
03D1: play_wav  2
00BC: text_highpriority @117(@115,6s)  4500 ms  1
0006: @137 =  2  ;; integer values

:WUZI5_3349
0051: return

:WUZI5_3350
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false WUZI5_3360
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false WUZI5_3360
03D5: remove_text @117(@115,6s)
000A: @115 +=  1  ;; integer values
0006: @139 =  2  ;; integer values
0006: @136 =  0  ;; integer values

:WUZI5_3360
00D6: if  0
0039:   @137 ==  2  ;; integer values
004D: jump_if_false WUZI5_3370
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false WUZI5_3370
03D5: remove_text @117(@115,6s)
000A: @115 +=  1  ;; integer values
0006: @139 =  1  ;; integer values
0006: @137 =  0  ;; integer values

:WUZI5_3370
0051: return

;-------------Mission 58---------------
; Originally: Photo Opportunity


:SYN1_1
03A4: name_thread 'SYN1'
0050: gosub SYN1_168
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SYN1_7
0050: gosub SYN1_1929

:SYN1_7
0050: gosub SYN1_1946
004E: end_thread

:SYN1_9
0247: request_model  567
023C: load_special_actor  1 'CESAR'
04ED: load_animation "BOMBER"
038B: load_requested_models

:SYN1_13
00D6: if  22
8248:   NOT   model  567 available
823D:   NOT   special_actor  1 loaded
84EE:   NOT   animation "BOMBER" loaded
004D: jump_if_false SYN1_20
0001: wait  0 ms
0002: jump SYN1_13

:SYN1_20
0051: return
018A: @379 = create_checkpoint_at $7279 $7280 $7281
018A: @51 = create_checkpoint_at @48 @49 @50

:SYN1_23
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  567 numberplate "_LVA4L__" 
00A5: @377 = create_car  567 at $7279 $7280 $7281
009A: @376 = create_actor  4  290 at -51.6293 -430.562  .5721
0175: set_car @377 z_angle_to $7282
0173: set_actor @376 z_angle_to  154.672
0568: @376  1
0732:  567 
0229: set_car @377 color_to  3  3
0164: disable_marker @379
0187: @379 = create_marker_above_actor @376
07E0: @379  1 
0051: return
0129: @148 = create_actor  4  290 in_car @377 driverseat
0186: @381 = create_marker_above_car @377

:SYN1_42
0247: request_model  510
038B: load_requested_models

:SYN1_44
00D6: if  0
8248:   NOT   model  510 available
004D: jump_if_false SYN1_49
0001: wait  0 ms
0002: jump SYN1_44

:SYN1_49
00A5: @386 = create_car  510 at @387 @388 @389
0175: set_car @386 z_angle_to @390
0519: unknown_car @386 flag  1
0338: @386  0 
0858: $PLAYER_CHAR  135.0  135.0 
06A7: $PLAYER_ACTOR @386 -.2  .5  0.0  1  110.0  70.0  43 
0858: $PLAYER_CHAR  135.0  135.0 
041E: set_radio_station  11 
0918: @386  0 
0051: return

:SYN1_59
0247: request_model  600
07C0:  190 
023C: load_special_actor  2 'RYDER2'
0247: request_model  102
038B: load_requested_models

:SYN1_64
00D6: if  23
8248:   NOT   model  600 available
8248:   NOT   model  102 available
823D:   NOT   special_actor  2 loaded
87C1:   NOT  190 
004D: jump_if_false SYN1_72
0001: wait  0 ms
0002: jump SYN1_64

:SYN1_72
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  600 numberplate "_SHERM__" 
0395: clear_area  1 at @402 @403 @404 range  5.0
00A5: @392 = create_car  600 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  291 in_car @392 driverseat
01C8: @394 = create_actor  4  102 in_car @392 passenger_seat  0
060A: unknown_create_entity  0 @343 
060B: unknown_actor_use_entity @391 @343 
0051: return

:SYN1_87
0247: request_model  477
07C0:  191 
023C: load_special_actor  3 'TBONE'
038B: load_requested_models

:SYN1_91
00D6: if  22
8248:   NOT   model  477 available
823D:   NOT   special_actor  3 loaded
87C1:   NOT  191 
004D: jump_if_false SYN1_98
0001: wait  0 ms
0002: jump SYN1_91

:SYN1_98
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  477 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  292 in_car @407 driverseat
05EB: @407  191 
06FD: @407  .6 
0051: return

:SYN1_111
0247: request_model  575
0247: request_model  478
07C0:  193 
07C0:  194 
023C: load_special_actor  5 'JIZZY'
0247: request_model  237
038B: load_requested_models

:SYN1_118
00D6: if  25
8248:   NOT   model  575 available
8248:   NOT   model  237 available
8248:   NOT   model  478 available
823D:   NOT   special_actor  5 loaded
87C1:   NOT  193 
87C1:   NOT  194 
004D: jump_if_false SYN1_128
0001: wait  0 ms
0002: jump SYN1_118

:SYN1_128
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  575 numberplate "HO_2_HO_" 
00A5: @421 = create_car  575 at @432 @433 @434
00A5: @424 = create_car  478 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  237 in_car @421 driverseat
01C8: @420 = create_actor  4  294 in_car @421 passenger_seat  0
05EB: @421  193 
0051: return

:SYN1_144
0247: request_model  421
07C0:  192 
023C: load_special_actor  4 'TORINO'
038B: load_requested_models

:SYN1_148
00D6: if  22
8248:   NOT   model  421 available
823D:   NOT   special_actor  4 loaded
87C1:   NOT  192 
004D: jump_if_false SYN1_155
0001: wait  0 ms
0002: jump SYN1_148

:SYN1_155
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  421 numberplate "_OMEGA__" 
0395: clear_area  1 at @446 @447 @448 range  5.0
00A5: @437 = create_car  421 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  293 in_car @437 driverseat
05EB: @437  192 
0051: return

:SYN1_168
054C: use_GXT_table 'SYN1'
0317: increment_mission_attempts
0004: $ON_MISSION =  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: s@154 = 'MCES10A'  ;; 8-byte strings
05AA: s@156 = 'MCES10B'  ;; 8-byte strings
05AA: s@158 = 'MCES10C'  ;; 8-byte strings
05AA: s@160 = 'MCES10D'  ;; 8-byte strings
05AA: s@162 = 'MCES10E'  ;; 8-byte strings
05AA: s@164 = 'MCES10F'  ;; 8-byte strings
05AA: s@166 = 'MCES10G'  ;; 8-byte strings
05AA: s@168 = 'MCES10H'  ;; 8-byte strings
05AA: s@170 = 'MCES10J'  ;; 8-byte strings
05AA: s@172 = 'CESX_AB'  ;; 8-byte strings
05AA: s@182 = 'SYN1_FC'  ;; 8-byte strings
05AA: s@184 = 'SYN1_FD'  ;; 8-byte strings
05AA: s@186 = 'SYN1_IA'  ;; 8-byte strings
05AA: s@188 = 'SYN1_ZA'  ;; 8-byte strings
05AA: s@192 = 'SYN1_ZC'  ;; 8-byte strings
05AA: s@194 = 'SYN1_ZD'  ;; 8-byte strings
05AA: s@196 = 'SYN1_ZE'  ;; 8-byte strings
05AA: s@200 = 'SYN1_ZG'  ;; 8-byte strings
05AA: s@206 = 'SYN1_ZK'  ;; 8-byte strings
05AA: s@208 = 'SYN1_ZL'  ;; 8-byte strings
05AA: s@210 = 'SYN1_ZM'  ;; 8-byte strings
05AA: s@212 = 'SYN1_ZN'  ;; 8-byte strings
05AA: s@216 = 'SYN1_ZP'  ;; 8-byte strings
05AA: s@218 = 'SYN1_ZQ'  ;; 8-byte strings
05AA: s@220 = 'SYN1_ZR'  ;; 8-byte strings
05AA: s@224 = 'SYN1_ZT'  ;; 8-byte strings
05AA: s@226 = 'SYN1_ZU'  ;; 8-byte strings
05AA: s@230 = 'SYN1_ZW'  ;; 8-byte strings
05AA: s@232 = 'SYN1_ZX'  ;; 8-byte strings
05AA: s@234 = 'SYN1_ZY'  ;; 8-byte strings
05AA: s@236 = 'SYN1_ZZ'  ;; 8-byte strings
05AA: s@238 = 'SYN1_YA'  ;; 8-byte strings
05AA: s@240 = 'SYN1_YB'  ;; 8-byte strings
05AA: s@246 = 'SYN1_YE'  ;; 8-byte strings
05AA: s@248 = 'SYN1_YF'  ;; 8-byte strings
05AA: s@252 = 'SYN1_YH'  ;; 8-byte strings
05AA: s@254 = 'SYN1_YJ'  ;; 8-byte strings
05AA: s@256 = '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  0
0038:   $2199 ==  0  ;; integer values
004D: jump_if_false SYN1_370
0004: $2199 =  1  ;; integer values

:SYN1_370
0247: request_model  330
0247: request_model  367
038B: load_requested_models

:SYN1_373
00D6: if  21
8248:   NOT   model  367 available
8248:   NOT   model  330 available
004D: jump_if_false SYN1_379
0001: wait  0 ms
0002: jump SYN1_373

:SYN1_379
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 (frozen)
0729: unknown_action_sequence $PLAYER_ACTOR  1 
02A3: toggle_widescreen  1 (on)
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_9
016A: fade  1 (back)  300 ms

:SYN1_391
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_396
0001: wait  0 ms
0002: jump SYN1_391

:SYN1_396
0925: (unknown)
092F:  1 
0930:  1 
0936: -2024.469  136.6788  39.4814 -2030.399  144.5236  29.1601  3500  1 
0920: -2025.135  137.4221  39.5473 -2030.797  145.4357  29.0639  3500  1 

:SYN1_401
0001: wait  0 ms
00D6: if  0
8039:   NOT   @334 ==  0  ;; integer values
004D: jump_if_false SYN1_469
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_413
00D6: if  0
03D0:   wav @333 loaded
004D: jump_if_false SYN1_412
040D: unload_wav @333

:SYN1_412
0006: @336 =  1  ;; integer values

:SYN1_413
00D6: if  0
0039:   @336 ==  1  ;; integer values
004D: jump_if_false SYN1_419
03CF: load_wav @272(@334,60i) as @332
0050: gosub SYN1_2128
0006: @336 =  2  ;; integer values

:SYN1_419
00D6: if  0
0039:   @336 ==  2  ;; integer values
004D: jump_if_false SYN1_435
00D6: if  0
03D0:   wav @332 loaded
004D: jump_if_false SYN1_435
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false SYN1_432
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false SYN1_432
0967: @148  10000 

:SYN1_432
03D1: play_wav @332
00BC: text_highpriority @152(@334,60s)  10000 ms  1
0006: @336 =  3  ;; integer values

:SYN1_435
00D6: if  0
0039:   @336 ==  3  ;; integer values
004D: jump_if_false SYN1_469
00D6: if  0
03D2:   wav @332 ended
004D: jump_if_false SYN1_460
03D5: remove_text @152(@334,60s)
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false SYN1_449
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false SYN1_449
0968: @148 

:SYN1_449
00D6: if  0
0039:   @332 ==  1  ;; integer values
004D: jump_if_false SYN1_455
0006: @332 =  2  ;; integer values
0006: @333 =  1  ;; integer values
0002: jump SYN1_457

:SYN1_455
0006: @332 =  1  ;; integer values
0006: @333 =  2  ;; integer values

:SYN1_457
0006: @334 =  0  ;; integer values
0006: @336 =  0  ;; integer values
0002: jump SYN1_469

:SYN1_460
00D6: if  0
83D0:   NOT   wav @333 loaded
004D: jump_if_false SYN1_469
00D6: if  0
001B:    60 > @334  ;; integer values
004D: jump_if_false SYN1_469
0085: @335 = @334  ;; integer values and handles
000A: @335 +=  1  ;; integer values
03CF: load_wav @272(@335,60i) as @333

:SYN1_469
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false SYN1_478
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_478
0006: @334 =  1  ;; integer values
0006: @39 =  1  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_478
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false SYN1_493
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_493
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_493
0006: @334 =  2  ;; integer values
0006: @39 =  2  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_493
00D6: if  0
0039:   @39 ==  2  ;; integer values
004D: jump_if_false SYN1_508
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_508
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_508
0006: @334 =  3  ;; integer values
0006: @39 =  3  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_508
00D6: if  0
0039:   @39 ==  3  ;; integer values
004D: jump_if_false SYN1_523
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_523
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_523
0006: @334 =  4  ;; integer values
0006: @39 =  4  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_523
00D6: if  0
0039:   @39 ==  4  ;; integer values
004D: jump_if_false SYN1_543
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_543
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_543
0925: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @334 =  5  ;; integer values
0006: @39 =  5  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_543
00D6: if  0
0039:   @39 ==  5  ;; integer values
004D: jump_if_false SYN1_558
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_558
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_558
0006: @334 =  6  ;; integer values
0006: @39 =  6  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_558
00D6: if  0
0039:   @39 ==  6  ;; integer values
004D: jump_if_false SYN1_573
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_573
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_573
0006: @334 =  7  ;; integer values
0006: @39 =  7  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_573
00D6: if  0
0039:   @39 ==  7  ;; integer values
004D: jump_if_false SYN1_588
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_588
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_588
0006: @334 =  8  ;; integer values
0006: @39 =  8  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_588
00D6: if  0
0039:   @39 ==  8  ;; integer values
004D: jump_if_false SYN1_603
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_603
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_603
0006: @334 =  9  ;; integer values
0006: @39 =  9  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_603
00D6: if  21
0039:   @39 ==  9  ;; integer values
0039:   @39 ==  10  ;; integer values
004D: jump_if_false SYN1_623
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_623
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_623
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
062E: $PLAYER_ACTOR  1833 @365 
00D6: if  0
84A4:   NOT @365  7 
004D: jump_if_false SYN1_622
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:SYN1_622
0002: jump SYN1_634

:SYN1_623
00D6: if  21
00E1:   key_pressed  0  15
00E1:   key_pressed  0  16
004D: jump_if_false SYN1_633
0925: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006: @39 =  10  ;; integer values

:SYN1_633
0002: jump SYN1_401

:SYN1_634
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SYN1_639
0002: jump SYN1_1932

:SYN1_639
00D6: if  0
0735:  49 
004D: jump_if_false SYN1_644
0004: $2206 =  1  ;; integer values
0004: $2207 =  1  ;; integer values

:SYN1_644
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SYN1_670
00D6: if  0
0735:  32 
004D: jump_if_false SYN1_670
016A: fade  0 ()  100 ms

:SYN1_651
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_656
0001: wait  0 ms
0002: jump SYN1_651

:SYN1_656
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_42
0050: gosub SYN1_59
016A: fade  1 (back)  100 ms

:SYN1_663
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_668
0001: wait  0 ms
0002: jump SYN1_663

:SYN1_668
0006: @34 =  5  ;; integer values
0006: @35 =  1  ;; integer values

:SYN1_670
00D6: if  0
8039:   NOT   @334 ==  0  ;; integer values
004D: jump_if_false SYN1_760
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_681
00D6: if  0
03D0:   wav @333 loaded
004D: jump_if_false SYN1_680
040D: unload_wav @333

:SYN1_680
0006: @336 =  1  ;; integer values

:SYN1_681
00D6: if  0
0039:   @336 ==  1  ;; integer values
004D: jump_if_false SYN1_687
03CF: load_wav @272(@334,60i) as @332
0050: gosub SYN1_2128
0006: @336 =  2  ;; integer values

:SYN1_687
00D6: if  0
0039:   @336 ==  2  ;; integer values
004D: jump_if_false SYN1_703
00D6: if  0
03D0:   wav @332 loaded
004D: jump_if_false SYN1_703
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false SYN1_700
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false SYN1_700
0967: @148  10000 

:SYN1_700
03D1: play_wav @332
00BC: text_highpriority @152(@334,60s)  10000 ms  1
0006: @336 =  3  ;; integer values

:SYN1_703
00D6: if  0
0039:   @336 ==  3  ;; integer values
004D: jump_if_false SYN1_760
00D6: if  0
03D2:   wav @332 ended
004D: jump_if_false SYN1_751
03D5: remove_text @152(@334,60s)
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false SYN1_717
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false SYN1_717
0968: @148 

:SYN1_717
00D6: if  0
0039:   @332 ==  1  ;; integer values
004D: jump_if_false SYN1_723
0006: @332 =  2  ;; integer values
0006: @333 =  1  ;; integer values
0002: jump SYN1_725

:SYN1_723
0006: @332 =  1  ;; integer values
0006: @333 =  2  ;; integer values

:SYN1_725
00D6: if  1
0039:   @334 ==  10  ;; integer values
0039:   @36 ==  2  ;; integer values
004D: jump_if_false SYN1_733
0006: @334 =  0  ;; integer values
0006: @336 =  0  ;; integer values
0006: @36 =  3  ;; integer values
0002: jump SYN1_735

:SYN1_733
0006: @334 =  0  ;; integer values
0006: @336 =  0  ;; integer values

:SYN1_735
00D6: if  0
0039:   @337 ==  1  ;; integer values
004D: jump_if_false SYN1_739
0006: @337 =  2  ;; integer values

:SYN1_739
00D6: if  0
0039:   @337 ==  0  ;; integer values
004D: jump_if_false SYN1_743
0006: @337 =  1  ;; integer values

:SYN1_743
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false SYN1_750
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false SYN1_750
0006: @35 =  0  ;; integer values

:SYN1_750
0002: jump SYN1_760

:SYN1_751
00D6: if  0
83D0:   NOT   wav @333 loaded
004D: jump_if_false SYN1_760
00D6: if  0
001B:    60 > @334  ;; integer values
004D: jump_if_false SYN1_760
0085: @335 = @334  ;; integer values and handles
000A: @335 +=  1  ;; integer values
03CF: load_wav @272(@335,60i) as @333

:SYN1_760
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false SYN1_769
018A: @379 = create_checkpoint_at $7279 $7280 $7281
08FB: @379  1 
01BD: @151 = current_time_in_ms
00BB: text_lowpriority 'SYN1_02'  10000 ms  1
0006: @147 =  11  ;; integer values
0006: @34 =  1  ;; integer values

:SYN1_769
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false SYN1_777
00D6: if  0
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_777
0050: gosub SYN1_2005
0050: gosub SYN1_2077

:SYN1_777
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SYN1_899
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN1_810
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN1_810
03C0: @366 = actor $PLAYER_ACTOR car
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_810
00D6: if  0
0039:   @147 ==  11  ;; integer values
004D: jump_if_false SYN1_810
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1  ;; integer values
004D: jump_if_false SYN1_810
00D6: if  0
0038:   $2206 ==  1  ;; integer values
004D: jump_if_false SYN1_803
0950: -85.518 -413.1554  .4297  240.0212 

:SYN1_803
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false SYN1_807
00BB: text_lowpriority 'SYN1_02'  10000 ms  1

:SYN1_807
01BD: @151 = current_time_in_ms
0006: @147 =  12  ;; integer values
0006: @35 =  1  ;; integer values

:SYN1_810
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SYN1_829
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false SYN1_829
0729: unknown_action_sequence $PLAYER_ACTOR  0 
00D6: if  0
8119:   NOT   car @366 wrecked
004D: jump_if_false SYN1_821
020A: set_car @366 door_status_to  1

:SYN1_821
0006: @147 =  12  ;; integer values
0006: @35 =  1  ;; integer values
0050: gosub SYN1_23
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_828
0605: unknown_action_sequence @376 "BOM_PLANT_LOOP" "BOMBER"  4.0  1  0  0  0 -1 

:SYN1_828
0006: @36 =  1  ;; integer values

:SYN1_829
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SYN1_847
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $7279 $7280 $7281 radius  150.0  150.0  150.0
004D: jump_if_false SYN1_847
0729: unknown_action_sequence $PLAYER_ACTOR  0 
00D6: if  0
8119:   NOT   car @366 wrecked
004D: jump_if_false SYN1_840
020A: set_car @366 door_status_to  1

:SYN1_840
0050: gosub SYN1_23
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_845
0605: unknown_action_sequence @376 "BOM_PLANT_LOOP" "BOMBER"  4.0  1  0  0  0 -1 

:SYN1_845
0006: @147 =  12  ;; integer values
0006: @36 =  1  ;; integer values

:SYN1_847
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false SYN1_899
00D6: if  1
8118:   NOT   actor @376 dead
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_899
00D6: if  1
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_870
00BC: text_highpriority 'SYN1_15'  100 ms  1
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false SYN1_870
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_870
062E: @376  1541 @380 
00D6: if  0
04A4: @380  7 
004D: jump_if_false SYN1_870
0605: unknown_action_sequence @376 "BOM_PLANT_LOOP" "BOMBER"  4.0  1  0  0  0 -1 

:SYN1_870
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @376 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false SYN1_899
0687: @376 
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false SYN1_878
0006: @41 =  1  ;; integer values

:SYN1_878
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN1_899
00D6: if  0
86EE:   NOT   actor @376 in_group $PLAYER_GROUP 
004D: jump_if_false SYN1_899
00D6: if  0
0038:   $2206 ==  0  ;; integer values
004D: jump_if_false SYN1_888
0004: $2206 =  1  ;; integer values

:SYN1_888
09DD:  1 
0631: put_actor @376 in_group $PLAYER_GROUP 
0164: disable_marker @379
0186: @381 = create_marker_above_car @377
07E0: @381  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_899
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SYN1_911
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false SYN1_911
00D6: if  0
0118:   actor @376 dead
004D: jump_if_false SYN1_911
00BE: text_clear_all
00BB: text_lowpriority 'SYN1_06'  5000 ms  1
0002: jump SYN1_1929

:SYN1_911
00D6: if  21
0039:   @34 ==  2  ;; integer values
0039:   @34 ==  3  ;; integer values
004D: jump_if_false SYN1_927
00D6: if  0
0118:   actor @376 dead
004D: jump_if_false SYN1_921
00BE: text_clear_all
00BB: text_lowpriority 'SYN1_06'  5000 ms  1
0002: jump SYN1_1929

:SYN1_921
00D6: if  0
0119:   car @377 wrecked
004D: jump_if_false SYN1_927
00BE: text_clear_all
00BB: text_lowpriority 'SYN1_08'  5000 ms  1
0002: jump SYN1_1929

:SYN1_927
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false SYN1_1065
00D6: if  2
0039:   @367 ==  1  ;; integer values
0039:   @368 ==  1  ;; integer values
0039:   @147 ==  12  ;; integer values
004D: jump_if_false SYN1_937
0006: @147 =  2  ;; integer values
0002: jump SYN1_972

:SYN1_937
00D6: if  0
0019:   @147 >  5  ;; integer values
004D: jump_if_false SYN1_972
00D6: if  0
0039:   @368 ==  1  ;; integer values
004D: jump_if_false SYN1_952
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false SYN1_952
00D6: if  1
0039:   @336 ==  0  ;; integer values
0039:   @334 ==  0  ;; integer values
004D: jump_if_false SYN1_952
0006: @334 =  10  ;; integer values
0006: @36 =  2  ;; integer values

:SYN1_952
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false SYN1_962
00D6: if  2
0039:   @368 ==  0  ;; integer values
0039:   @334 ==  0  ;; integer values
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_962
00BC: text_highpriority 'SYN1_15'  100 ms  1
041E: set_radio_station  0 

:SYN1_962
00D6: if  0
0039:   @36 ==  3  ;; integer values
004D: jump_if_false SYN1_972
00D6: if  2
0039:   @368 ==  1  ;; integer values
0039:   @334 ==  0  ;; integer values
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_972
00BC: text_highpriority 'SYN1_07'  100 ms  1
041E: set_radio_station  0 

:SYN1_972
00D6: if  1
8118:   NOT   actor @376 dead
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1024
00D6: if  0
00DB:   actor @376 in_car @377
004D: jump_if_false SYN1_1024
00D6: if  0
0039:   @147 ==  2  ;; integer values
004D: jump_if_false SYN1_994
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  3500  ;; integer values
004D: jump_if_false SYN1_994
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_994
0006: @334 =  15  ;; integer values
01BD: @151 = current_time_in_ms
0006: @147 =  3  ;; integer values

:SYN1_994
00D6: if  0
0039:   @147 ==  3  ;; integer values
004D: jump_if_false SYN1_1009
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_1009
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1009
0006: @334 =  16  ;; integer values
01BD: @151 = current_time_in_ms
0006: @147 =  4  ;; integer values

:SYN1_1009
00D6: if  0
0039:   @147 ==  4  ;; integer values
004D: jump_if_false SYN1_1024
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_1024
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1024
00BB: text_lowpriority 'SYN1_13'  10000 ms  1
01BD: @151 = current_time_in_ms
0006: @147 =  5  ;; integer values

:SYN1_1024
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN1_1065
00D6: if  1
8118:   NOT   actor @376 dead
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1065
00D6: if  0
00DB:   actor @376 in_car @377
004D: jump_if_false SYN1_1065
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @377
004D: jump_if_false SYN1_1065
00D6: if  0
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_1065
00D6: if  0
0038:   $2207 ==  0  ;; integer values
004D: jump_if_false SYN1_1044
0004: $2207 =  1  ;; integer values

:SYN1_1044
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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
0006: @34 =  3  ;; integer values
00D6: if  0
06EE:   actor @376 in_group $PLAYER_GROUP 
004D: jump_if_false SYN1_1065
06C9: @376 
0615: @385 
05CD: unknown_action_sequence -1 @377 
05D3: unknown_action_sequence -1 -2160.515 -2413.449  29.625  4 -2 
05D3: unknown_action_sequence -1 -2162.452 -2414.229  29.6328  4 -2 
05D3: unknown_action_sequence -1 -2165.884 -2411.885  31.625  4 -2 
05D3: unknown_action_sequence -1 -2168.957 -2409.118  33.618  4 -2 
05D3: unknown_action_sequence -1 -2170.84 -2414.24  33.2969  4 -2 
05D3: unknown_action_sequence -1 -2167.741 -2416.953  33.2969  4 -2 
05D3: unknown_action_sequence -1 -2168.362 -2419.44  33.2969  4 -2 
0616: @385 
0618: @376 @385 

:SYN1_1065
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false SYN1_1116
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  500  ;; integer values
004D: jump_if_false SYN1_1075
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:SYN1_1075
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @387 @388 @389 radius  1.2  1.2  2.0
004D: jump_if_false SYN1_1116
016A: fade  0 ()  100 ms

:SYN1_1079
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1084
0001: wait  0 ms
0002: jump SYN1_1079

:SYN1_1084
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1093
02AC: set_car @377 immunities  1  1  1  1  1
0224: set_car @377 health_to  1000
01EB: set_car_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_1093
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_1097
02AB: set_actor @376 immunities  1  1  1  1  1

:SYN1_1097
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'
0050: gosub SYN1_42
0050: gosub SYN1_59
016A: fade  1 (back)  100 ms

:SYN1_1107
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1112
0001: wait  0 ms
0002: jump SYN1_1107

:SYN1_1112
0006: @34 =  5  ;; integer values
0006: @35 =  0  ;; integer values
01BD: @151 = current_time_in_ms
00BC: text_highpriority 'SYN1_12'  10000 ms  1

:SYN1_1116
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false SYN1_1667
0801: @146 
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN1_1144
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  8000  ;; integer values
004D: jump_if_false SYN1_1136
00D6: if  0
8119:   NOT   car @392 wrecked
004D: jump_if_false SYN1_1136
00D6: if  0
860E:   NOT @392 
004D: jump_if_false SYN1_1136
05EB: @392  190 

:SYN1_1136
00D6: if  0
0019:   @149 >  10000  ;; integer values
004D: jump_if_false SYN1_1144
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1144
0006: @334 =  17  ;; integer values
0006: @35 =  1  ;; integer values

:SYN1_1144
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN1_1165
00D6: if  1
8119:   NOT   car @392 wrecked
8118:   NOT   actor @391 dead
004D: jump_if_false SYN1_1165
00D6: if  0
860E:   NOT @392 
004D: jump_if_false SYN1_1165
0615: @397 
05CD: unknown_action_sequence -1 @392 
05D3: unknown_action_sequence -1 -2151.475 -2442.065  29.6328  4 -2 
05D3: unknown_action_sequence -1 -2157.388 -2441.616  29.625  4 -2 
05D3: unknown_action_sequence -1 -2162.471 -2444.574  29.625  4 -2 
05D3: unknown_action_sequence -1 -2167.308 -2451.878  29.625  4 -2 
05D3: unknown_action_sequence -1 -2166.517 -2456.966  29.625  4 -2 
05D3: unknown_action_sequence -1 -2160.42 -2461.468  29.6328  4 -2 
0616: @397 
0618: @391 @397 
0006: @35 =  2  ;; integer values

:SYN1_1165
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN1_1181
00D6: if  1
8119:   NOT   car @392 wrecked
8118:   NOT   actor @391 dead
004D: jump_if_false SYN1_1181
00D6: if  0
80DB:   NOT   actor @391 in_car @392
004D: jump_if_false SYN1_1181
0187: @393 = create_marker_above_actor @391
00D6: if  0
04C5:   actor @391 photographed
004D: jump_if_false SYN1_1179

:SYN1_1179
00BC: text_highpriority 'SYN1_04'  5000 ms  1
0006: @35 =  3  ;; integer values

:SYN1_1181
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN1_1206
00D6: if  0
8118:   NOT   actor @391 dead
004D: jump_if_false SYN1_1206
062E: @391  1560 @395 
00D6: if  0
04A4: @395  7 
004D: jump_if_false SYN1_1206
016A: fade  0 ()  500 ms

:SYN1_1192
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1197
0001: wait  0 ms
0002: jump SYN1_1192

:SYN1_1197
00D6: if  0
8119:   NOT   car @386 wrecked
004D: jump_if_false SYN1_1206
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
0002: jump SYN1_1929

:SYN1_1206
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN1_1244
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false SYN1_1244
00D6: if  0
8118:   NOT   actor @391 dead
004D: jump_if_false SYN1_1244
00D6: if  0
04C5:   actor @391 photographed
004D: jump_if_false SYN1_1244
00D6: if  0
0023:    20.0 > @146  ;; floating-point values
004D: jump_if_false SYN1_1240
0172: @401 = actor @391 z_angle
00D6: if  21
0025:   @401 > @339  ;; floating-point values  
0025:   @338 > @401  ;; floating-point values  
004D: jump_if_false SYN1_1235
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1234
00BE: text_clear_all
0164: disable_marker @393
0050: gosub SYN1_87
0006: @337 =  0  ;; integer values
0006: @35 =  4  ;; integer values

:SYN1_1234
0002: jump SYN1_1239

:SYN1_1235
00BB: text_lowpriority 'SYN1_10'  3000 ms  1
00D6: if  0
04C5:   actor @391 photographed
004D: jump_if_false SYN1_1239

:SYN1_1239
0002: jump SYN1_1244

:SYN1_1240
00BB: text_lowpriority 'SYN1_05'  3000 ms  1
00D6: if  0
04C5:   actor @391 photographed
004D: jump_if_false SYN1_1244

:SYN1_1244
00D6: if  1
0019:   @35 >  3  ;; integer values
001B:    7 > @35  ;; integer values
004D: jump_if_false SYN1_1267
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false SYN1_1267
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1267
00D6: if  0
0039:   @337 ==  0  ;; integer values
004D: jump_if_false SYN1_1258
0006: @334 =  20  ;; integer values

:SYN1_1258
00D6: if  0
0039:   @337 ==  1  ;; integer values
004D: jump_if_false SYN1_1262
0006: @334 =  22  ;; integer values

:SYN1_1262
00D6: if  0
0039:   @337 ==  2  ;; integer values
004D: jump_if_false SYN1_1267
0006: @334 =  27  ;; integer values
0006: @40 =  1  ;; integer values

:SYN1_1267
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN1_1288
00D6: if  1
8119:   NOT   car @407 wrecked
8118:   NOT   actor @406 dead
004D: jump_if_false SYN1_1288
00D6: if  0
860E:   NOT @407 
004D: jump_if_false SYN1_1288
0615: @411 
05CD: unknown_action_sequence -1 @407 
05D3: unknown_action_sequence -1 -2156.689 -2441.712  29.625  4 -2 
05D3: unknown_action_sequence -1 -2161.142 -2444.186  29.625  4 -2 
05D3: unknown_action_sequence -1 -2165.83 -2449.476  29.625  4 -2 
05D3: unknown_action_sequence -1 -2167.138 -2454.51  29.6328  4 -2 
05D3: unknown_action_sequence -1 -2164.094 -2458.863  29.625  4 -2 
05D3: unknown_action_sequence -1 -2161.336 -2460.522  29.6328  4 -2 
0616: @411 
0618: @406 @411 
0006: @35 =  5  ;; integer values

:SYN1_1288
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN1_1304
00D6: if  1
8119:   NOT   car @407 wrecked
8118:   NOT   actor @406 dead
004D: jump_if_false SYN1_1304
00D6: if  0
80DB:   NOT   actor @406 in_car @407
004D: jump_if_false SYN1_1304
0187: @408 = create_marker_above_actor @406
00D6: if  0
04C5:   actor @406 photographed
004D: jump_if_false SYN1_1302

:SYN1_1302
00BC: text_highpriority 'SYN1_04'  5000 ms  1
0006: @35 =  6  ;; integer values

:SYN1_1304
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN1_1329
00D6: if  0
8118:   NOT   actor @406 dead
004D: jump_if_false SYN1_1329
062E: @406  1560 @409 
00D6: if  0
04A4: @409  7 
004D: jump_if_false SYN1_1329
016A: fade  0 ()  500 ms

:SYN1_1315
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1320
0001: wait  0 ms
0002: jump SYN1_1315

:SYN1_1320
00D6: if  0
8119:   NOT   car @386 wrecked
004D: jump_if_false SYN1_1329
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
0002: jump SYN1_1929

:SYN1_1329
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN1_1367
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false SYN1_1367
00D6: if  0
8118:   NOT   actor @406 dead
004D: jump_if_false SYN1_1367
00D6: if  0
04C5:   actor @406 photographed
004D: jump_if_false SYN1_1367
00D6: if  0
0023:    20.0 > @146  ;; floating-point values
004D: jump_if_false SYN1_1363
0172: @415 = actor @406 z_angle
00D6: if  21
0025:   @415 > @339  ;; floating-point values  
0025:   @338 > @415  ;; floating-point values  
004D: jump_if_false SYN1_1358
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1357
00BE: text_clear_all
0164: disable_marker @408
0050: gosub SYN1_144
0006: @337 =  0  ;; integer values
0006: @35 =  7  ;; integer values

:SYN1_1357
0002: jump SYN1_1362

:SYN1_1358
00BB: text_lowpriority 'SYN1_10'  3000 ms  1
00D6: if  0
04C5:   actor @406 photographed
004D: jump_if_false SYN1_1362

:SYN1_1362
0002: jump SYN1_1367

:SYN1_1363
00BB: text_lowpriority 'SYN1_05'  3000 ms  1
00D6: if  0
04C5:   actor @406 photographed
004D: jump_if_false SYN1_1367

:SYN1_1367
00D6: if  1
0019:   @35 >  6  ;; integer values
001B:    10 > @35  ;; integer values
004D: jump_if_false SYN1_1390
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false SYN1_1390
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1390
00D6: if  0
0039:   @337 ==  0  ;; integer values
004D: jump_if_false SYN1_1381
0006: @334 =  32  ;; integer values

:SYN1_1381
00D6: if  0
0039:   @337 ==  1  ;; integer values
004D: jump_if_false SYN1_1385
0006: @334 =  33  ;; integer values

:SYN1_1385
00D6: if  0
0039:   @337 ==  2  ;; integer values
004D: jump_if_false SYN1_1390
0006: @334 =  30  ;; integer values
0006: @40 =  2  ;; integer values

:SYN1_1390
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SYN1_1429
00D6: if  1
8119:   NOT   car @437 wrecked
8118:   NOT   actor @436 dead
004D: jump_if_false SYN1_1429
00D6: if  0
060E: @437 
004D: jump_if_false SYN1_1417
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  0
0339:   objects_in_cube @356 @357 @358 @362 @363 @364  0  0  1  0  0
004D: jump_if_false SYN1_1417
05EC: @437 

:SYN1_1417
00D6: if  0
860E:   NOT @437 
004D: jump_if_false SYN1_1429
0615: @441 
05CD: unknown_action_sequence -1 @437 
05D3: unknown_action_sequence -1 -2176.855 -2453.54  29.4688  4 -2 
05D3: unknown_action_sequence -1 -2172.517 -2453.834  29.625  4 -2 
05D3: unknown_action_sequence -1 -2169.383 -2456.08  29.625  4 -2 
05D3: unknown_action_sequence -1 -2162.812 -2459.839  29.6328  4 -2 
0616: @441 
0618: @436 @441 
0006: @35 =  8  ;; integer values

:SYN1_1429
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SYN1_1445
00D6: if  1
8119:   NOT   car @437 wrecked
8118:   NOT   actor @436 dead
004D: jump_if_false SYN1_1445
00D6: if  0
80DB:   NOT   actor @436 in_car @437
004D: jump_if_false SYN1_1445
0187: @438 = create_marker_above_actor @436
00D6: if  0
04C5:   actor @436 photographed
004D: jump_if_false SYN1_1443

:SYN1_1443
00BC: text_highpriority 'SYN1_04'  5000 ms  1
0006: @35 =  9  ;; integer values

:SYN1_1445
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SYN1_1470
00D6: if  0
8118:   NOT   actor @436 dead
004D: jump_if_false SYN1_1470
062E: @436  1560 @439 
00D6: if  0
04A4: @439  7 
004D: jump_if_false SYN1_1470
016A: fade  0 ()  500 ms

:SYN1_1456
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1461
0001: wait  0 ms
0002: jump SYN1_1456

:SYN1_1461
00D6: if  0
8119:   NOT   car @386 wrecked
004D: jump_if_false SYN1_1470
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
0002: jump SYN1_1929

:SYN1_1470
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SYN1_1508
00D6: if  0
0039:   @40 ==  2  ;; integer values
004D: jump_if_false SYN1_1508
00D6: if  0
8118:   NOT   actor @436 dead
004D: jump_if_false SYN1_1508
00D6: if  0
04C5:   actor @436 photographed
004D: jump_if_false SYN1_1508
00D6: if  0
0023:    20.0 > @146  ;; floating-point values
004D: jump_if_false SYN1_1504
0172: @445 = actor @436 z_angle
00D6: if  21
0025:   @445 > @339  ;; floating-point values  
0025:   @338 > @445  ;; floating-point values  
004D: jump_if_false SYN1_1499
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1498
00BE: text_clear_all
0164: disable_marker @438
0050: gosub SYN1_111
0006: @337 =  0  ;; integer values
0006: @35 =  10  ;; integer values

:SYN1_1498
0002: jump SYN1_1503

:SYN1_1499
00BB: text_lowpriority 'SYN1_10'  3000 ms  1
00D6: if  0
04C5:   actor @436 photographed
004D: jump_if_false SYN1_1503

:SYN1_1503
0002: jump SYN1_1508

:SYN1_1504
00BB: text_lowpriority 'SYN1_05'  3000 ms  1
00D6: if  0
04C5:   actor @436 photographed
004D: jump_if_false SYN1_1508

:SYN1_1508
00D6: if  1
0019:   @35 >  9  ;; integer values
001B:    13 > @35  ;; integer values
004D: jump_if_false SYN1_1531
00D6: if  0
0039:   @40 ==  2  ;; integer values
004D: jump_if_false SYN1_1531
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1531
00D6: if  0
0039:   @337 ==  0  ;; integer values
004D: jump_if_false SYN1_1522
0006: @334 =  42  ;; integer values

:SYN1_1522
00D6: if  0
0039:   @337 ==  1  ;; integer values
004D: jump_if_false SYN1_1526
0006: @334 =  43  ;; integer values

:SYN1_1526
00D6: if  0
0039:   @337 ==  2  ;; integer values
004D: jump_if_false SYN1_1531
0006: @334 =  39  ;; integer values
0006: @40 =  3  ;; integer values

:SYN1_1531
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false SYN1_1551
00D6: if  1
8119:   NOT   car @421 wrecked
8118:   NOT   actor @420 dead
004D: jump_if_false SYN1_1551
00D6: if  0
860E:   NOT @421 
004D: jump_if_false SYN1_1551
0615: @427 
05CD: unknown_action_sequence -1 @421 
05D3: unknown_action_sequence -1 -2173.391 -2445.985  29.4688  4 -2 
05BA: unknown_action_sequence -1  1500 
05D3: unknown_action_sequence -1 -2170.468 -2449.186  29.4688  4 -2 
05D3: unknown_action_sequence -1 -2167.974 -2454.974  29.625  4 -2 
05D3: unknown_action_sequence -1 -2163.539 -2458.753  29.625  4 -2 
0616: @427 
0618: @420 @427 
0006: @35 =  11  ;; integer values

:SYN1_1551
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false SYN1_1567
00D6: if  1
8119:   NOT   car @421 wrecked
8118:   NOT   actor @420 dead
004D: jump_if_false SYN1_1567
00D6: if  0
80DB:   NOT   actor @420 in_car @421
004D: jump_if_false SYN1_1567
0187: @422 = create_marker_above_actor @420
00D6: if  0
04C5:   actor @420 photographed
004D: jump_if_false SYN1_1565

:SYN1_1565
00BC: text_highpriority 'SYN1_04'  5000 ms  1
0006: @35 =  12  ;; integer values

:SYN1_1567
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false SYN1_1606
00D6: if  0
8118:   NOT   actor @420 dead
004D: jump_if_false SYN1_1606
062E: @420  1560 @425 
00D6: if  0
84A4:   NOT @425  7 
004D: jump_if_false SYN1_1588
0646: @420 @426 
00D6: if  0
0039:   @426 ==  1  ;; integer values
004D: jump_if_false SYN1_1588
00D6: if  0
8119:   NOT   car @421 wrecked
004D: jump_if_false SYN1_1588
00D6: if  0
860E:   NOT @421 
004D: jump_if_false SYN1_1588
05EB: @421  194 

:SYN1_1588
00D6: if  0
04A4: @425  7 
004D: jump_if_false SYN1_1606
016A: fade  0 ()  500 ms

:SYN1_1592
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1597
0001: wait  0 ms
0002: jump SYN1_1592

:SYN1_1597
00D6: if  0
8119:   NOT   car @386 wrecked
004D: jump_if_false SYN1_1606
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
0002: jump SYN1_1929

:SYN1_1606
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false SYN1_1643
00D6: if  0
0039:   @40 ==  3  ;; integer values
004D: jump_if_false SYN1_1643
00D6: if  0
8118:   NOT   actor @420 dead
004D: jump_if_false SYN1_1643
00D6: if  0
04C5:   actor @420 photographed
004D: jump_if_false SYN1_1643
00D6: if  0
0023:    20.0 > @146  ;; floating-point values
004D: jump_if_false SYN1_1639
0172: @431 = actor @420 z_angle
00D6: if  21
0025:   @431 > @339  ;; floating-point values  
0025:   @338 > @431  ;; floating-point values  
004D: jump_if_false SYN1_1634
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1633
00BE: text_clear_all
0164: disable_marker @422
0006: @337 =  0  ;; integer values
0006: @35 =  13  ;; integer values

:SYN1_1633
0002: jump SYN1_1638

:SYN1_1634
00BB: text_lowpriority 'SYN1_10'  3000 ms  1
00D6: if  0
04C5:   actor @420 photographed
004D: jump_if_false SYN1_1638

:SYN1_1638
0002: jump SYN1_1643

:SYN1_1639
00BB: text_lowpriority 'SYN1_05'  3000 ms  1
00D6: if  0
04C5:   actor @420 photographed
004D: jump_if_false SYN1_1643

:SYN1_1643
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false SYN1_1667
00D6: if  0
0039:   @40 ==  3  ;; integer values
004D: jump_if_false SYN1_1667
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1667
00D6: if  0
0039:   @337 ==  0  ;; integer values
004D: jump_if_false SYN1_1656
0006: @334 =  40  ;; integer values

:SYN1_1656
00D6: if  0
0039:   @337 ==  1  ;; integer values
004D: jump_if_false SYN1_1660
0006: @334 =  41  ;; integer values

:SYN1_1660
00D6: if  0
0039:   @337 ==  2  ;; integer values
004D: jump_if_false SYN1_1667
0006: @334 =  29  ;; integer values
0006: @40 =  4  ;; integer values
0006: @34 =  6  ;; integer values
0006: @35 = -3  ;; integer values

:SYN1_1667
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false SYN1_1928
00D6: if  0
0039:   @35 == -3  ;; integer values
004D: jump_if_false SYN1_1705
00D6: if  0
0039:   @334 ==  0  ;; integer values
004D: jump_if_false SYN1_1705
016A: fade  0 ()  150 ms

:SYN1_1677
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1682
0001: wait  0 ms
0002: jump SYN1_1677

:SYN1_1682
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_1705
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if  0
8119:   NOT   car @386 wrecked
004D: jump_if_false SYN1_1693
00A6: destroy_car @386

:SYN1_1693
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: @340 
05D3: unknown_action_sequence -1 -2169.03 -2409.327  33.618  4 -2 
05D3: unknown_action_sequence -1 -2165.388 -2411.746  31.625  4 -2 
05D3: unknown_action_sequence -1 -2161.814 -2414.811  29.625  6 -2 
0616: @340 
0006: @35 = -2  ;; integer values

:SYN1_1705
00D6: if  0
0039:   @35 == -2  ;; integer values
004D: jump_if_false SYN1_1721
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_1721
0618: @376 @340 
0618: $PLAYER_ACTOR @340 
016A: fade  1 (back)  150 ms

:SYN1_1714
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1719
0001: wait  0 ms
0002: jump SYN1_1714

:SYN1_1719
01BD: @151 = current_time_in_ms
0006: @35 = -1  ;; integer values

:SYN1_1721
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false SYN1_1731
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  4500  ;; integer values
004D: jump_if_false SYN1_1731
0006: @35 =  0  ;; integer values

:SYN1_1731
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN1_1778
016A: fade  0 ()  250 ms

:SYN1_1735
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1740
0001: wait  0 ms
0002: jump SYN1_1735

:SYN1_1740
00D6: if  1
8119:   NOT   car @377 wrecked
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_1778
00BE: text_clear_all
036A: put_actor $PLAYER_ACTOR in_car @377
0430: @376 @377  0 
0249: release_model  575
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:  197 

:SYN1_1753
00D6: if  0
87C1:   NOT  197 
004D: jump_if_false SYN1_1758
0001: wait  0 ms
0002: jump SYN1_1753

:SYN1_1758
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1763
05EB: @377  197 
01BD: @151 = current_time_in_ms

:SYN1_1763
016A: fade  1 (back)  100 ms

:SYN1_1764
00D6: if  0
016B:   fading
004D: jump_if_false SYN1_1769
0001: wait  0 ms
0002: jump SYN1_1764

:SYN1_1769
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_1776
00D6: if  0
06EE:   actor @376 in_group $PLAYER_GROUP 
004D: jump_if_false SYN1_1776
06C9: @376 

:SYN1_1776
0006: @35 =  1  ;; integer values
0006: @36 =  1  ;; integer values

:SYN1_1778
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN1_1822
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1822
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false SYN1_1795
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_1795
0160: point_camera -2152.869 -2416.838  30.285  1
0006: @36 =  2  ;; integer values

:SYN1_1795
00D6: if  0
0039:   @36 ==  2  ;; integer values
004D: jump_if_false SYN1_1804
00D6: if  0
0019:   @149 >  6000  ;; integer values
004D: jump_if_false SYN1_1804
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_1804
00D6: if  0
860E:   NOT @377 
004D: jump_if_false SYN1_1822
00D6: if  1
8119:   NOT   car @377 wrecked
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_1822
05CD: unknown_action_sequence $PLAYER_ACTOR @377 
05BF: unknown_action_sequence @376 $PLAYER_ACTOR -2 
0395: clear_area  1 at @63 @78 @93 range  50.0
07C0:  198 

:SYN1_1815
00D6: if  0
87C1:   NOT  198 
004D: jump_if_false SYN1_1820
0001: wait  0 ms
0002: jump SYN1_1815

:SYN1_1820
01BD: @151 = current_time_in_ms
0006: @35 =  2  ;; integer values

:SYN1_1822
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN1_1847
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  2000  ;; integer values
004D: jump_if_false SYN1_1847
00D6: if  2
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @376 dead
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1847
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1847
0676: unknown_action_sequence @376 @377 
0006: @334 =  50  ;; integer values
05BF: unknown_action_sequence $PLAYER_ACTOR @376 -2 
0639: unknown_action_sequence $PLAYER_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_1847
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN1_1867
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_1867
00D6: if  1
8118:   NOT   actor @376 dead
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1867
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1867
0006: @334 =  51  ;; integer values
05BF: unknown_action_sequence @376 $PLAYER_ACTOR -2 
0006: @35 =  4  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_1867
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN1_1878
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1  ;; integer values
004D: jump_if_false SYN1_1878
0006: @35 =  5  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_1878
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN1_1903
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  1000  ;; integer values
004D: jump_if_false SYN1_1903
00D6: if  1
8118:   NOT   actor @376 dead
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1903
00D6: if  0
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_1903
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: @377  198 
05D3: unknown_action_sequence $PLAYER_ACTOR -2249.509 -2562.956  30.9255  4 -2 
0006: @35 =  6  ;; integer values
01BD: @151 = current_time_in_ms

:SYN1_1903
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN1_1928
01BD: @150 = current_time_in_ms
0085: @149 = @150  ;; integer values and handles
0062: @149 -= @151  ;; integer values 
00D6: if  0
0019:   @149 >  3000  ;; integer values
004D: jump_if_false SYN1_1928
00D6: if  1
8118:   NOT   actor @376 dead
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1928
00D6: if  0
860E:   NOT @377 
004D: jump_if_false SYN1_1928
0687: $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 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump SYN1_1932
0006: @35 =  7  ;; integer values

:SYN1_1928
0002: jump SYN1_634

:SYN1_1929
016A: fade  1 (back)  500 ms
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SYN1_1932
016A: fade  1 (back)  500 ms
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SYND_1'
030C: set_mission_points +=  1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYN1_1940
01B2: give_actor $PLAYER_ACTOR weapon  43 ammo  24  ;; Load the weapon model before using this

:SYN1_1940
0394: play_music  1
01E3: text_1number_styled 'M_PASSR'  15  5000 ms  1
0998: add_respect  15 
0110: clear_player $PLAYER_CHAR wanted_level
0629: change_stat  316 to  1  ; integer see statdisp.dat
0051: return

:SYN1_1946
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN1_1950
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0

:SYN1_1950
00D6: if  0
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_1954
02AB: set_actor @376 immunities  0  0  0  0  0

:SYN1_1954
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  0
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_1978
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @377
004D: jump_if_false SYN1_1978
00A6: destroy_car @377

:SYN1_1978
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  600
0249: release_model  477
0249: release_model  421
0249: release_model  575
0249: release_model  237
0249: release_model  367
0249: release_model  330
0249: release_model  567
0249: release_model  510
0249: release_model  102
0249: release_model  478
01EB: set_car_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: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:SYN1_2005
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN1_2076
00D6: if  0
0039:   @367 ==  0  ;; integer values
004D: jump_if_false SYN1_2039
00D6: if  0
0039:   @368 ==  1  ;; integer values
004D: jump_if_false SYN1_2022
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false SYN1_2022
00D6: if  1
0039:   @334 ==  0  ;; integer values
0039:   @336 ==  0  ;; integer values
004D: jump_if_false SYN1_2022
00BC: text_highpriority 'SYN1_07'  100 ms  1

:SYN1_2022
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false SYN1_2039
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @377
004D: jump_if_false SYN1_2039
0164: disable_marker @381
00D9: @366 = actor $PLAYER_ACTOR car
00D6: if  0
0039:   @368 ==  1  ;; integer values
004D: jump_if_false SYN1_2034
018A: @51 = create_checkpoint_at @48 @49 @50

:SYN1_2034
00D6: if  0
0039:   @147 ==  5  ;; integer values
004D: jump_if_false SYN1_2038
00BB: text_lowpriority 'SYN1_13'  10000 ms  1

:SYN1_2038
0006: @367 =  1  ;; integer values

:SYN1_2039
00D6: if  0
0039:   @367 ==  1  ;; integer values
004D: jump_if_false SYN1_2076
00D6: if  1
8119:   NOT   car @377 wrecked
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_2076
00D6: if  0
0039:   @368 ==  1  ;; integer values
004D: jump_if_false SYN1_2063
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false SYN1_2062
00D6: if  0
00DB:   actor @376 in_car @377
004D: jump_if_false SYN1_2061
00D6: if  0
0038:   $2207 ==  1  ;; integer values
004D: jump_if_false SYN1_2059
09E0: -2201.912 -2279.036  29.4688  230.5228 @377 

:SYN1_2059
0006: @38 =  1  ;; integer values
0002: jump SYN1_2062

:SYN1_2061
0951: (unknown)

:SYN1_2062
0002: jump SYN1_2065

:SYN1_2063
0006: @38 =  0  ;; integer values
0951: (unknown)

:SYN1_2065
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @377
004D: jump_if_false SYN1_2076
00D6: if  0
0039:   @368 ==  1  ;; integer values
004D: jump_if_false SYN1_2075
0164: disable_marker @51
0164: disable_marker @381
0186: @381 = create_marker_above_car @377
07E0: @381  1 

:SYN1_2075
0006: @367 =  0  ;; integer values

:SYN1_2076
0051: return

:SYN1_2077
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @376 dead
004D: jump_if_false SYN1_2127
00D6: if  0
0039:   @368 ==  0  ;; integer values
004D: jump_if_false SYN1_2106
00D6: if  0
86EE:   NOT   actor @376 in_group $PLAYER_GROUP 
004D: jump_if_false SYN1_2105
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @376 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false SYN1_2104
00D6: if  0
0039:   @367 ==  1  ;; integer values
004D: jump_if_false SYN1_2096
0164: disable_marker @51
018A: @51 = create_checkpoint_at @48 @49 @50
0002: jump SYN1_2099

:SYN1_2096
0164: disable_marker @381
0186: @381 = create_marker_above_car @377
07E0: @381  1 

:SYN1_2099
09DD:  1 
0631: put_actor @376 in_group $PLAYER_GROUP 
0164: disable_marker @379
0006: @42 =  1  ;; integer values
0006: @368 =  1  ;; integer values

:SYN1_2104
0002: jump SYN1_2106

:SYN1_2105
0006: @368 =  1  ;; integer values

:SYN1_2106
00D6: if  0
0039:   @368 ==  1  ;; integer values
004D: jump_if_false SYN1_2127
00D6: if  0
86EE:   NOT   actor @376 in_group $PLAYER_GROUP 
004D: jump_if_false SYN1_2127
00D6: if  0
0039:   @367 ==  1  ;; integer values
004D: jump_if_false SYN1_2117
0164: disable_marker @51
0002: jump SYN1_2118

:SYN1_2117
0164: disable_marker @381

:SYN1_2118
0951: (unknown)
00BE: text_clear_all
0187: @379 = create_marker_above_actor @376
07E0: @379  1 
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false SYN1_2126
00BC: text_highpriority 'SYN1_02'  10000 ms  1

:SYN1_2126
0006: @368 =  0  ;; integer values

:SYN1_2127
0051: return

:SYN1_2128
00D6: if  25
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_2137
0006: @148 =  0  ;; integer values

:SYN1_2137
00D6: if  23
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_2144
008B: @148 = $PLAYER_ACTOR  ;; integer values and handles

:SYN1_2144
00D6: if  21
0039:   @334 ==  11  ;; integer values
0039:   @334 ==  14  ;; integer values
004D: jump_if_false SYN1_2149
008B: @148 = $PLAYER_ACTOR  ;; integer values and handles

:SYN1_2149
00D6: if  21
0039:   @334 ==  12  ;; integer values
0039:   @334 ==  13  ;; integer values
004D: jump_if_false SYN1_2154
0006: @148 =  0  ;; integer values

:SYN1_2154
00D6: if  0
0039:   @334 ==  15  ;; integer values
004D: jump_if_false SYN1_2158
008B: @148 = $PLAYER_ACTOR  ;; integer values and handles

:SYN1_2158
00D6: if  0
0039:   @334 ==  16  ;; integer values
004D: jump_if_false SYN1_2162
0085: @148 = @376  ;; integer values and handles

:SYN1_2162
00D6: if  25
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_2171
0085: @148 = @376  ;; integer values and handles

:SYN1_2171
00D6: if  25
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_2180
008B: @148 = $PLAYER_ACTOR  ;; integer values and handles

:SYN1_2180
00D6: if  23
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_2187
008B: @148 = $PLAYER_ACTOR  ;; integer values and handles

:SYN1_2187
00D6: if  22
0039:   @334 ==  31  ;; integer values
0039:   @334 ==  33  ;; integer values
0039:   @334 ==  35  ;; integer values
004D: jump_if_false SYN1_2193
0085: @148 = @376  ;; integer values and handles

:SYN1_2193
00D6: if  25
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_2202
0006: @148 =  0  ;; integer values

:SYN1_2202
00D6: if  24
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_2210
0006: @148 =  0  ;; integer values

:SYN1_2210
00D6: if  23
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_2217
008B: @148 = $PLAYER_ACTOR  ;; integer values and handles

:SYN1_2217
00D6: if  21
0039:   @334 ==  49  ;; integer values
0039:   @334 ==  51  ;; integer values
004D: jump_if_false SYN1_2222
0085: @148 = @376  ;; integer values and handles

:SYN1_2222
0051: return

;-------------Mission 59---------------
; Originally: Jizzy


:SYN2_1
03A4: name_thread 'SYN2'
0050: gosub SYN2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SYN2_7
0050: gosub SYN2_3621

:SYN2_7
0050: gosub SYN2_3643
004E: end_thread

:SYN2_9
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
0006: @34 =  0  ;; integer values
0006: @35 =  0  ;; integer values
0006: @36 =  0  ;; integer values
0006: @37 =  0  ;; integer values

:SYN2_15
00D6: if  0
0736:  83 
004D: jump_if_false SYN2_19
0006: @36 =  1  ;; integer values

:SYN2_19
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_67
0871: init_jump_table @34 total_jumps  9  0 SYN2_53 jumps  0 SYN2_35  1 SYN2_37  2 SYN2_39  3 SYN2_41  4 SYN2_43  5 SYN2_45  6 SYN2_47 
0872: jump_table_jumps  7 SYN2_49  8 SYN2_51 -1 SYN2_53 -1 SYN2_53 -1 SYN2_53 -1 SYN2_53 -1 SYN2_53 -1 SYN2_53 -1 SYN2_53 

:SYN2_35
0050: gosub SYN2_132
0002: jump SYN2_53

:SYN2_37
0050: gosub SYN2_305
0002: jump SYN2_53

:SYN2_39
0050: gosub SYN2_365
0002: jump SYN2_53

:SYN2_41
0050: gosub SYN2_610
0002: jump SYN2_53

:SYN2_43
0050: gosub SYN2_980
0002: jump SYN2_53

:SYN2_45
0050: gosub SYN2_1587
0002: jump SYN2_53

:SYN2_47
0050: gosub SYN2_2066
0002: jump SYN2_53

:SYN2_49
0050: gosub SYN2_2626
0002: jump SYN2_53

:SYN2_51
0050: gosub SYN2_3204
0002: jump SYN2_53

:SYN2_53
0050: gosub SYN2_3381
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false SYN2_65
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false SYN2_62
0002: jump SYN2_15
0002: jump SYN2_64

:SYN2_62
0050: gosub SYN2_3623
0051: return

:SYN2_64
0002: jump SYN2_67

:SYN2_65
0050: gosub SYN2_3621
0051: return

:SYN2_67
00D6: if  0
0736:  88 
004D: jump_if_false SYN2_78
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SYN2_76
0006: @56 =  1  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump SYN2_78

:SYN2_76
0006: @56 =  0  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:SYN2_78
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SYN2_131
00D6: if  0
0735:  32 
004D: jump_if_false SYN2_90
086A: (unknown)
000A: @57 +=  1  ;; integer values
00D6: if  0
0019:   @57 >  3  ;; integer values
004D: jump_if_false SYN2_90
0006: @57 =  0  ;; integer values

:SYN2_90
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false SYN2_109
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 = $ACTOR_SPEECH_AUDIO_PLAYING  ;; integer values and handles
008A: $7297 = @54  ;; integer values and handles
008A: $7298 = @247  ;; integer values and handles
065D: $7291 "M_STAGE" 
065D: $7292 "M_GOALS" 
065D: $7293 "CONVOY_PROGRESS" 
065D: $7294 "TIMERA" 
065D: $7295 "ON_CUTSCENE_DUTY" 
065D: $7296 "AUDIO_LINE_IS_ACTIVE" 
065D: $7297 "DIALOGUE_TIMER" 
065D: $7298 "DIALOGUE_FLAG" 

:SYN2_109
00D6: if  0
0039:   @57 ==  2  ;; integer values
004D: jump_if_false SYN2_124
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 = $7300  ;; integer values and handles
008A: $7296 = @33  ;; integer values and handles
065D: $7291 "SYN2_MISSION_ATTEMPTS" 
065D: $7292 "THIS_CAR_HEALTH" 
065D: $7293 "LAST_CAR_HEALTH" 
065D: $7294 "PLAYER_HAS_ATTACKED_CONVOY" 
065D: $7295 "SYN2_TIME_UNTIL_BACKUP" 
065D: $7296 "TIMERB" 

:SYN2_124
00D6: if  0
0039:   @57 ==  3  ;; integer values
004D: jump_if_false SYN2_131
008A: $7291 = @81  ;; integer values and handles
0088: $7288 = @266  ;; floating-point values only
065D: $7291 "RICH_BACKUP_TIMER" 
065E: $7288 "LIMO_PLAYBACK_SPEED" 

:SYN2_131
0051: return

:SYN2_132
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false SYN2_135

:SYN2_135
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_284
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_284
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_292
054C: use_GXT_table 'SYN2'
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
000A: @35 +=  1  ;; integer values

:SYN2_292
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN2_299
03C7: unknown_maby_cops_density  .5
0732:  575 
0732:  545 
0006: @35 =  99  ;; integer values

:SYN2_299
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_304
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:SYN2_304
0051: return

:SYN2_305
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_315
00D6: if  0
8038:   NOT   $1905 ==  0  ;; integer values
004D: jump_if_false SYN2_314
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0002: jump SYN2_315

:SYN2_314
000A: @35 +=  1  ;; integer values

:SYN2_315
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_360
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:SYN2_320
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_325
0001: wait  0 ms
0002: jump SYN2_320

:SYN2_325
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'SYND_2A'

:SYN2_327
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SYN2_332
0001: wait  0 ms
0002: jump SYN2_327

:SYN2_332
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SYN2_334
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SYN2_339
0001: wait  0 ms
0002: jump SYN2_334

:SYN2_339
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:SYN2_342
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_347
0001: wait  0 ms
0002: jump SYN2_342

:SYN2_347
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 (back)  500 ms

:SYN2_353
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_358
0001: wait  0 ms
0002: jump SYN2_353

:SYN2_358
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @35 =  99  ;; integer values

:SYN2_360
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_364
0006: @36 =  1  ;; integer values

:SYN2_364
0051: return

:SYN2_365
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_402
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:SYN2_370
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_375
0001: wait  0 ms
0002: jump SYN2_370

:SYN2_375
07B4: $PLAYER_CHAR  0 
08F4:  0 
04BB: select_interior  3  ;; select render area
02E4: load_cutscene_data 'SYND_2B'

:SYN2_379
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SYN2_384
0001: wait  0 ms
0002: jump SYN2_379

:SYN2_384
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SYN2_386
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SYN2_391
0001: wait  0 ms
0002: jump SYN2_386

:SYN2_391
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:SYN2_394
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_399
0001: wait  0 ms
0002: jump SYN2_394

:SYN2_399
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:SYN2_402
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_462
0247: request_model  575
0247: request_model  64
023C: load_special_actor  1 'JIZZY'
04ED: load_animation "GANGS"
038B: load_requested_models

:SYN2_410
00D6: if  23
8248:   NOT   model  575 available
8248:   NOT   model  64 available
823D:   NOT   special_actor  1 loaded
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false SYN2_418
0001: wait  0 ms
0002: jump SYN2_410

:SYN2_418
0247: request_model  330
04ED: load_animation "CAR_CHAT"

:SYN2_420
00D6: if  21
8248:   NOT   model  330 available
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false SYN2_426
0001: wait  0 ms
0002: jump SYN2_420

:SYN2_426
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  290 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  575 numberplate "HO_2_HO_" 
00A5: @59 = create_car  575 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: @59  0 
01C8: @67 = create_actor  22  64 in_car @59 passenger_seat  0
09F6: @67  0 
039E: (unknown) @67  1 
0446: (unknown) @67  0 
0568: @67  1
060B: unknown_actor_use_entity @67 @231 
0249: release_model  64
053F: set_car @59 tires_vulnerable  0
0186: @61 = create_marker_above_car @59
07E0: @61  1 
041D: set_camera_near_clip  .1 
02A3: toggle_widescreen  1 (on)
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: -2618.0  1396.0  7.0  211.0 
016A: fade  1 (back)  1000 ms

:SYN2_455
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_460
0001: wait  0 ms
0002: jump SYN2_455

:SYN2_460
000A: @35 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:SYN2_462
00D6: if  1
0019:   @35 >  1  ;; integer values
001B:    7 > @35  ;; integer values
004D: jump_if_false SYN2_470
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN2_470
0006: @35 =  7  ;; integer values

:SYN2_470
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN2_479
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false SYN2_477
05D3: unknown_action_sequence @58 -2623.422  1404.91  6.1537  4  15000 

:SYN2_477
05D3: unknown_action_sequence $PLAYER_ACTOR -2622.127  1405.632  6.1587  4  15000 
000A: @35 +=  1  ;; integer values

:SYN2_479
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN2_491
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false SYN2_491
062E: @58  1491 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false SYN2_491
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_491
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN2_519
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  0
8118:   NOT   actor @58 dead
004D: jump_if_false SYN2_501
00A1: put_actor @58 at -2624.049  1402.888  6.1406
0173: set_actor @58 z_angle_to  248.4552

:SYN2_501
00A1: put_actor $PLAYER_ACTOR at -2622.974  1402.176  6.1322
0173: set_actor $PLAYER_ACTOR z_angle_to  86.0103
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false SYN2_517
0615: @53 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKA" "GANGS"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKE" "GANGS"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKG" "GANGS"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  1 -1 
0616: @53 
0618: @58 @53 
061B: @53 

:SYN2_517
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_519
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN2_531
00D6: if  0
0019:   @247 >  6  ;; integer values
004D: jump_if_false SYN2_531
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false SYN2_531
05D3: unknown_action_sequence @58 -2623.359  1410.786  6.1629  4  15000 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_531
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN2_539
00D6: if  1
0019:   @32 >  1500  ;; integer values
0019:   @247 >  6  ;; integer values
004D: jump_if_false SYN2_539
000A: @35 +=  1  ;; integer values

:SYN2_539
00D6: if  1
0019:   @35 >  1  ;; integer values
001B:    7 > @35  ;; integer values
004D: jump_if_false SYN2_583
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_583
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false SYN2_583
0871: init_jump_table @247 total_jumps  7  0 SYN2_582 jumps  0 SYN2_550  1 SYN2_555  2 SYN2_560  3 SYN2_565  4 SYN2_570  5 SYN2_575  6 SYN2_580 

:SYN2_550
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39004
004F: create_thread AUDIOL_1 @58  0  1  1  0 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_582

:SYN2_555
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39005
004F: create_thread AUDIOL_1 @58  0  1  1  0 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_582

:SYN2_560
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39006
004F: create_thread AUDIOL_1 @58  0  1  1  0 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_582

:SYN2_565
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39007
004F: create_thread AUDIOL_1 @58  0  1  1  0 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_582

:SYN2_570
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39008
004F: create_thread AUDIOL_1 @58  0  1  1  0 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_582

:SYN2_575
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_BF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39009
004F: create_thread AUDIOL_1 @58  0  1  1  0 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_582

:SYN2_580
000A: @247 +=  1  ;; integer values
0002: jump SYN2_582

:SYN2_582
0006: @54 =  0  ;; integer values

:SYN2_583
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SYN2_604
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false SYN2_594
009B: destroy_actor_instantly @58

:SYN2_594
04EF: release_animation "GANGS"
0296: unload_special_actor  1
0792: $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 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @35 =  99  ;; integer values

:SYN2_604
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_609
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:SYN2_609
0051: return

:SYN2_610
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false SYN2_614
018A: @60 = create_checkpoint_at  0.0  0.0  0.0

:SYN2_614
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_623
0006: @65 =  0  ;; integer values
0006: @66 =  0  ;; integer values
0004: $7299 =  540000  ;; integer values
00BC: text_highpriority 'SYN2_37'  7000 ms  1
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_623
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_652
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_647
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_647
0164: disable_marker @61
018A: @60 = create_checkpoint_at -1929.954  724.0631  44.3047
00BC: text_highpriority 'SYN2_01'  7000 ms  1
0247: request_model  352

:SYN2_636
00D6: if  0
8248:   NOT   model  352 available
004D: jump_if_false SYN2_641
0001: wait  0 ms
0002: jump SYN2_636

:SYN2_641
0563: set_player $PLAYER_CHAR driveby_ammo_to  250
0249: release_model  352
0006: @280 = -1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @65 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_647
00D6: if  0
0019:   @32 >  60000  ;; integer values
004D: jump_if_false SYN2_652
00BC: text_highpriority 'SYN2_37'  7000 ms  1
0006: @32 =  0  ;; integer values

:SYN2_652
00D6: if  0
0019:   @35 >  1  ;; integer values
004D: jump_if_false SYN2_668
00D6: if  0
075C:   marker @61 enabled
004D: jump_if_false SYN2_663
00D6: if  0
075C:   marker @60 enabled
004D: jump_if_false SYN2_662
0164: disable_marker @60

:SYN2_662
0002: jump SYN2_668

:SYN2_663
00D6: if  0
875C:   NOT   marker @60 enabled
004D: jump_if_false SYN2_668
018A: @60 = create_checkpoint_at -1929.954  724.0631  44.3047
0165: set_marker @60 color_to  4

:SYN2_668
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN2_797
00D6: if  0
075C:   marker @60 enabled
004D: jump_if_false SYN2_691
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_691
00D6: if  0
01AF:   car @59  1 (in-sphere)near_point -1929.954  724.0631  44.3047 radius  4.0  4.0  4.0
004D: jump_if_false SYN2_691
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_691
00D6: if  0
09D0: @59 
004D: jump_if_false SYN2_691
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @60
000A: @35 +=  1  ;; integer values

:SYN2_691
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SYN2_698
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false SYN2_698
00A1: put_actor $PLAYER_ACTOR at -1929.954  724.0631  44.3047

:SYN2_698
00D6: if  0
001B:    8 > @65  ;; integer values
004D: jump_if_false SYN2_769
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false SYN2_769
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_769
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_769
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_769
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_769
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false SYN2_769
0871: init_jump_table @65 total_jumps  8  0 SYN2_769 jumps  0 SYN2_721  1 SYN2_727  2 SYN2_733  3 SYN2_739  4 SYN2_745  5 SYN2_751  6 SYN2_757 
0872: jump_table_jumps  7 SYN2_763 -1 SYN2_769 -1 SYN2_769 -1 SYN2_769 -1 SYN2_769 -1 SYN2_769 -1 SYN2_769 -1 SYN2_769 -1 SYN2_769 

:SYN2_721
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LM'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39070
004F: create_thread AUDIOL_1 @67  0  1  1  0 
0006: @54 = -4000  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_727
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LN'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39071
004F: create_thread AUDIOL_1 @67  0  1  1  0 
0006: @54 = -2000  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_733
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39072
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
0006: @54 =  0  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_739
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LP'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39073
004F: create_thread AUDIOL_1 @67  0  1  1  0 
0006: @54 =  0  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_745
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LQ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39074
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
0006: @54 =  0  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_751
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LR'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39075
004F: create_thread AUDIOL_1 @67  0  1  1  0 
0006: @54 =  0  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_757
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LS'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39076
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
0006: @54 =  0  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_763
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LT'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39077
004F: create_thread AUDIOL_1 @67  0  1  1  0 
0006: @54 =  0  ;; integer values
000A: @65 +=  1  ;; integer values
0002: jump SYN2_769

:SYN2_769
00D6: if  0
0039:   @280 == -1  ;; integer values
004D: jump_if_false SYN2_777
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false SYN2_777
0006: @280 =  0  ;; integer values
0006: @73 =  30000  ;; integer values

:SYN2_777
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false SYN2_797
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_797
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_792
00D6: if  0
0019:   @73 >  30000  ;; integer values
004D: jump_if_false SYN2_791
00BC: text_highpriority 'SYN_M_1'  5000 ms  1
0006: @73 =  0  ;; integer values

:SYN2_791
0002: jump SYN2_797

:SYN2_792
00D6: if  0
001B:    30000 > @73  ;; integer values
004D: jump_if_false SYN2_797
00BE: text_clear_all
0006: @73 =  30000  ;; integer values

:SYN2_797
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN2_807
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_807
00D6: if  0
01C1:   car @59 stopped
004D: jump_if_false SYN2_807
000A: @35 +=  1  ;; integer values

:SYN2_807
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN2_837
0006: @283 = -1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_831
0615: @53 
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_827
05CD: unknown_action_sequence -1 @59 

:SYN2_827
05D3: unknown_action_sequence -1 -1921.505  719.3201  44.4375  4  20000 
0616: @53 
0618: @67 @53 
061B: @53 

:SYN2_831
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LU'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39078
004F: create_thread AUDIOL_1 @67  0  1  1  0 
000A: @35 +=  1  ;; integer values

:SYN2_837
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN2_849
00D6: if  1
0019:   @32 >  1000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_849
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_849
00D6: if  1
0019:   @35 >  5  ;; integer values
001B:    99 > @35  ;; integer values
004D: jump_if_false SYN2_911
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_911
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false SYN2_911
0871: init_jump_table @247 total_jumps  8  0 SYN2_910 jumps  0 SYN2_861  1 SYN2_868  2 SYN2_875  3 SYN2_882  4 SYN2_889  5 SYN2_896  6 SYN2_903 
0872: jump_table_jumps  7 SYN2_908 -1 SYN2_910 -1 SYN2_910 -1 SYN2_910 -1 SYN2_910 -1 SYN2_910 -1 SYN2_910 -1 SYN2_910 -1 SYN2_910 

:SYN2_861
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39010
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  39011 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_868
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39011
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39012 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_875
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39012
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39013 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_882
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39013
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39014 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_889
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39014
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39015 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_896
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39015
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39016 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_903
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_CG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39016
004F: create_thread AUDIOL_1 -1  0  1  1  1 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_908
000A: @247 +=  1  ;; integer values
0002: jump SYN2_910

:SYN2_910
0006: @54 =  0  ;; integer values

:SYN2_911
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN2_927
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SYN2_919
000A: @35 +=  1  ;; integer values
0002: jump SYN2_927

:SYN2_919
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_927
062E: @67  1560 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false SYN2_927
000A: @35 +=  1  ;; integer values

:SYN2_927
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SYN2_942
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  .01 
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_940
0792: @67 
00A1: put_actor @67 at -1920.479  716.6052  45.6103
0173: set_actor @67 z_angle_to  190.583
05D3: unknown_action_sequence @67 -1919.606  712.0557  45.6103  4  20000 

:SYN2_940
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_942
00D6: if  1
0019:   @35 >  4  ;; integer values
0019:   @33 >  3000  ;; integer values
004D: jump_if_false SYN2_950
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN2_950
0006: @35 =  99  ;; integer values

:SYN2_950
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SYN2_960
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SYN2_960
0006: @279 =  0  ;; integer values
0050: gosub SYN2_3464
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_960
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SYN2_968
00D6: if  1
0019:   @32 >  4000  ;; integer values
0019:   @247 >  7  ;; integer values
004D: jump_if_false SYN2_968
0006: @35 =  99  ;; integer values

:SYN2_968
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_979
0050: gosub SYN2_3591
0164: disable_marker @61
0164: disable_marker @60
009B: destroy_actor_instantly @67
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:SYN2_979
0051: return

:SYN2_980
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_1038
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
014E: set_timer_to $7301 type  1
0247: request_model  237
0247: request_model  249
0247: request_model  545
0247: request_model  346

:SYN2_992
00D6: if  23
8248:   NOT   model  237 available
8248:   NOT   model  249 available
8248:   NOT   model  545 available
8248:   NOT   model  346 available
004D: jump_if_false SYN2_1000
0001: wait  0 ms
0002: jump SYN2_992

:SYN2_1000
03CF: load_wav  20600 as  3

:SYN2_1001
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false SYN2_1006
0001: wait  0 ms
0002: jump SYN2_1001

:SYN2_1006
009A: @71 = create_actor  4  249 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: @71  300 
0223: set_actor @71 health_to  300
009A: @68 = create_actor  5  237 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: @68  1
00A5: @77 = create_car  545 at -2481.059 -126.9303  24.625
0175: set_car @77 z_angle_to  102.8779
0224: set_car @77 health_to  600
05BF: unknown_action_sequence @71 @68 -2 
0615: @53 
05D3: unknown_action_sequence -1 -2430.044 -133.1959  34.3525  4  10000 
0639: unknown_action_sequence -1 @68 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 
05D3: unknown_action_sequence -1 -2429.976 -135.4876  34.3525  4  10000 
05D3: unknown_action_sequence -1 -2428.162 -135.4792  34.3525  4  10000 
05D3: unknown_action_sequence -1 -2427.918 -133.4192  34.3525  4  10000 
0643: @53  1 
0616: @53 
0618: @71 @53 
061B: @53 
022B: create_forbidden_for_peds_cube -2431.114 -169.4874  33.0 -2426.513 -117.2969  36.0
0638: unknown_action_sequence @68  1 
05BF: unknown_action_sequence @68 @71 -2 
0006: @233 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1038
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_1178
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1118
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_1118
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false SYN2_1118
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @71 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false SYN2_1086
0871: init_jump_table @233 total_jumps  6  0 SYN2_1084 jumps  0 SYN2_1054  1 SYN2_1059  2 SYN2_1064  3 SYN2_1069  4 SYN2_1074  5 SYN2_1079 -1 SYN2_1084 

:SYN2_1054
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_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1084

:SYN2_1059
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_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1084

:SYN2_1064
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_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1084

:SYN2_1069
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_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1084

:SYN2_1074
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_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1084

:SYN2_1079
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_1 @71  1  1  1  0 
0006: @233 =  0  ;; integer values
0002: jump SYN2_1084

:SYN2_1084
0006: @54 = -4000  ;; integer values
0002: jump SYN2_1118

:SYN2_1086
0871: init_jump_table @233 total_jumps  6  0 SYN2_1117 jumps  0 SYN2_1087  1 SYN2_1092  2 SYN2_1097  3 SYN2_1102  4 SYN2_1107  5 SYN2_1112 -1 SYN2_1117 

:SYN2_1087
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39063
004F: create_thread AUDIOL_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1117

:SYN2_1092
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39064
004F: create_thread AUDIOL_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1117

:SYN2_1097
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39065
004F: create_thread AUDIOL_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1117

:SYN2_1102
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LI'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39066
004F: create_thread AUDIOL_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1117

:SYN2_1107
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LJ'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39067
004F: create_thread AUDIOL_1 @71  1  1  1  0 
000A: @233 +=  1  ;; integer values
0002: jump SYN2_1117

:SYN2_1112
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LK'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39068
004F: create_thread AUDIOL_1 @71  1  1  1  0 
0006: @233 =  0  ;; integer values
0002: jump SYN2_1117

:SYN2_1117
0006: @54 = -4000  ;; integer values

:SYN2_1118
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SYN2_1125
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false SYN2_1125
00A1: put_actor $PLAYER_ACTOR at -2421.182 -15.8972  34.1601

:SYN2_1125
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false SYN2_1138
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1137
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @71 radius  10.0  10.0  10.0 sphere  0
004D: jump_if_false SYN2_1137
000A: @35 +=  1  ;; integer values
014F: stop_timer $7301
0002: jump SYN2_1178

:SYN2_1137
0002: jump SYN2_1147

:SYN2_1138
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1147
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @71 radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false SYN2_1147
000A: @35 +=  1  ;; integer values
014F: stop_timer $7301
0002: jump SYN2_1178

:SYN2_1147
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1156
00D6: if  0
051A:   unknown_actor @71 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN2_1156
000A: @35 +=  1  ;; integer values
014F: stop_timer $7301
0002: jump SYN2_1178

:SYN2_1156
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1165
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @71
004D: jump_if_false SYN2_1165
000A: @35 +=  1  ;; integer values
014F: stop_timer $7301
0002: jump SYN2_1178

:SYN2_1165
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false SYN2_1171
000A: @35 +=  1  ;; integer values
014F: stop_timer $7301
0002: jump SYN2_1178

:SYN2_1171
00D6: if  0
002A:    0 >= $7301  ;; integer values
004D: jump_if_false SYN2_1178
014F: stop_timer $7301
0050: gosub SYN2_3591
00BC: text_highpriority 'SYN_F_6'  5000 ms  1
0006: @37 =  1  ;; integer values

:SYN2_1178
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN2_1201
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false SYN2_1187
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39058
004F: create_thread AUDIOL_1 @68  0  1  1  0 

:SYN2_1187
0164: disable_marker @60
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1194
01B2: give_actor @71 weapon  22 ammo  9999  ;; Load the weapon model before using this
0187: @64 = create_marker_above_actor @71
05BF: unknown_action_sequence @71 $PLAYER_ACTOR  3000 

:SYN2_1194
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1200
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump SYN2_1201

:SYN2_1200
000A: @35 +=  1  ;; integer values

:SYN2_1201
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN2_1252
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1250
00D6: if  1
0019:   @32 >  1000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_1249
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false SYN2_1249
0687: @71 
0687: @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_1236 jumps  0 SYN2_1220  1 SYN2_1224  2 SYN2_1228  3 SYN2_1232 -1 SYN2_1236 -1 SYN2_1236 -1 SYN2_1236 

:SYN2_1220
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39059
004F: create_thread AUDIOL_1 @71  0  1  1  0 
0002: jump SYN2_1236

:SYN2_1224
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39060
004F: create_thread AUDIOL_1 @71  0  1  1  0 
0002: jump SYN2_1236

:SYN2_1228
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39061
004F: create_thread AUDIOL_1 @71  0  1  1  0 
0002: jump SYN2_1236

:SYN2_1232
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39062
004F: create_thread AUDIOL_1 @71  0  1  1  0 
0002: jump SYN2_1236

:SYN2_1236
02E2: set_actor @71 weapon_accuracy_to  90
07DD: @71  100 
0615: @53 
074D: unknown_action_sequence -1 $PLAYER_ACTOR  3000 
05D3: unknown_action_sequence -1 @206(@230,8f) @214(@230,8f) @222(@230,8f)  7  9999999 
0616: @53 
0618: @71 @53 
061B: @53 
0006: @234 =  0  ;; integer values
0050: gosub SYN2_3447
0006: @235 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1249
0002: jump SYN2_1252

:SYN2_1250
0050: gosub SYN2_3447
000A: @35 +=  1  ;; integer values

:SYN2_1252
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN2_1337
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false SYN2_1266
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_1266
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_1266
00BB: text_lowpriority 'SYN2_38'  7000 ms  1
000A: @235 +=  1  ;; integer values

:SYN2_1266
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1336
00D6: if  0
00FF:   actor @71  0 ()near_point_on_foot @206(@230,8f) @214(@230,8f) @222(@230,8f) radius  1.5  1.5  2.0
004D: jump_if_false SYN2_1308
000A: @230 +=  1  ;; integer values
00D6: if  0
001B:    8 > @230  ;; integer values
004D: jump_if_false SYN2_1285
00D6: if  22
0039:   @230 ==  1  ;; integer values
0039:   @230 ==  5  ;; integer values
0039:   @230 ==  7  ;; integer values
004D: jump_if_false SYN2_1283
0637: unknown_action_sequence @71 @206(@230,8f) @214(@230,8f) @222(@230,8f)  7  0.0  0.0 $PLAYER_ACTOR 
0002: jump SYN2_1284

:SYN2_1283
05D3: unknown_action_sequence @71 @206(@230,8f) @214(@230,8f) @222(@230,8f)  7  99999 

:SYN2_1284
0002: jump SYN2_1307

:SYN2_1285
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SYN2_1305
00A0: store_actor @71 position_to $73 $74 $75
00D6: if  0
01AF:   car @77  0 ()near_point $73 $74 $75 radius  10.0  10.0  4.0
004D: jump_if_false SYN2_1302
0687: @71 
0615: @53 
05CB: unknown_action_sequence -1 @77  20000 
05D1: unknown_action_sequence -1 @77 -2599.287 -127.2555  3.1797  15.0  0  0  3 
05D2: unknown_action_sequence -1 @77  15.0  3 
0616: @53 
0618: @71 @53 
061B: @53 
000A: @35 +=  1  ;; integer values
0002: jump SYN2_1304

:SYN2_1302
0751: unknown_action_sequence @71 $PLAYER_ACTOR  100000.0  999999  1  3000  5000  50.0 
000A: @35 +=  1  ;; integer values

:SYN2_1304
0002: jump SYN2_1307

:SYN2_1305
0751: unknown_action_sequence @71 $PLAYER_ACTOR  100000.0  999999  1  3000  5000  50.0 
000A: @35 +=  1  ;; integer values

:SYN2_1307
0002: jump SYN2_1335

:SYN2_1308
00D6: if  0
0039:   @230 ==  0  ;; integer values
004D: jump_if_false SYN2_1335
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2430.879 -167.3782  32.3125 -2426.916 -143.2979  36.3125
004D: jump_if_false SYN2_1327
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00A0: store_actor @71 position_to @47 @48 @49
00D6: if  0
0027:   @48 > $74  ;; floating-point values only
004D: jump_if_false SYN2_1326
0615: @53 
074D: unknown_action_sequence -1 $PLAYER_ACTOR  3000 
0751: unknown_action_sequence -1 $PLAYER_ACTOR  100000.0  999999  1  3000  5000  50.0 
0616: @53 
0618: @71 @53 
061B: @53 
000A: @35 +=  1  ;; integer values

:SYN2_1326
0002: jump SYN2_1335

:SYN2_1327
00D6: if  0
0039:   @234 ==  0  ;; integer values
004D: jump_if_false SYN2_1335
00D6: if  0
051A:   unknown_actor $PLAYER_ACTOR hit_by_actor @71
004D: jump_if_false SYN2_1335
05D3: unknown_action_sequence @71 @206 @214 @222  7  99999 
000A: @234 +=  1  ;; integer values

:SYN2_1335
0002: jump SYN2_1337

:SYN2_1336
000A: @35 +=  1  ;; integer values

:SYN2_1337
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN2_1398
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false SYN2_1358
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1358
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SYN2_1358
00D6: if  0
00DB:   actor @71 in_car @77
004D: jump_if_false SYN2_1358
0226: @41 = actor @71 health
00D6: if  0
0019:   @41 >  100  ;; integer values
004D: jump_if_false SYN2_1357
0223: set_actor @71 health_to  100

:SYN2_1357
0006: @79 =  1  ;; integer values

:SYN2_1358
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false SYN2_1364
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump SYN2_1388

:SYN2_1364
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false SYN2_1376
00D6: if  0
00DB:   actor @71 in_car @77
004D: jump_if_false SYN2_1376
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @71 radius  15.0  15.0  15.0  0  
004D: jump_if_false SYN2_1375
00AD: set_car @77 max_speed_to  25.0
0002: jump SYN2_1376

:SYN2_1375
00AD: set_car @77 max_speed_to  15.0

:SYN2_1376
00D6: if  0
80DF:   NOT   actor @71 driving
004D: jump_if_false SYN2_1388
062E: @71  1560 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false SYN2_1388
062E: @71  1873 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false SYN2_1388
0751: unknown_action_sequence @71 $PLAYER_ACTOR  100000.0  999999  0  0  0  50.0 

:SYN2_1388
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SYN2_1398
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false SYN2_1398
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_1398
05BE: unknown_action_sequence @71 

:SYN2_1398
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN2_1439
00BE: text_clear_all
0164: disable_marker @64
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_1428
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1427
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1422
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false SYN2_1419
00BC: text_highpriority 'SYN_M_1'  7000 ms  1
0A16:  3 @59 
03D1: play_wav  3
0006: @90 =  1  ;; integer values

:SYN2_1419
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump SYN2_1427

:SYN2_1422
0A16:  3 @59 
03D1: play_wav  3
0006: @90 =  1  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1427
0002: jump SYN2_1439

:SYN2_1428
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1439
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1439
0006: @32 =  0  ;; integer values
0A16:  3 @59 
03D1: play_wav  3
0006: @90 =  1  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1439
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SYN2_1447
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SYN2_1447
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1447
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SYN2_1462
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SYN2_1462
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1462
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1462
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1462
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SYN2_1475
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1475
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1475
040D: unload_wav  3
0006: @90 =  0  ;; integer values
00BE: text_clear_all
000A: @35 +=  1  ;; integer values

:SYN2_1475
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false SYN2_1495
0006: @283 = -1  ;; integer values
0006: @279 =  1  ;; integer values
00BE: text_clear_all
016A: fade  0 ()  150 ms

:SYN2_1482
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_1487
0001: wait  0 ms
0002: jump SYN2_1482

:SYN2_1487
0050: gosub SYN2_3464
016A: fade  1 (back)  150 ms

:SYN2_1489
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_1494
0001: wait  0 ms
0002: jump SYN2_1489

:SYN2_1494
000A: @35 +=  1  ;; integer values

:SYN2_1495
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false SYN2_1504
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_1504
0006: @247 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1504
00D6: if  1
0019:   @35 >  11  ;; integer values
001B:    99 > @35  ;; integer values
004D: jump_if_false SYN2_1566
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_1566
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false SYN2_1566
0871: init_jump_table @247 total_jumps  8  0 SYN2_1565 jumps  0 SYN2_1516  1 SYN2_1523  2 SYN2_1530  3 SYN2_1537  4 SYN2_1544  5 SYN2_1551  6 SYN2_1558 
0872: jump_table_jumps  7 SYN2_1563 -1 SYN2_1565 -1 SYN2_1565 -1 SYN2_1565 -1 SYN2_1565 -1 SYN2_1565 -1 SYN2_1565 -1 SYN2_1565 -1 SYN2_1565 

:SYN2_1516
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39017
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  39018 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1523
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39018
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39019 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1530
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39019
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39020 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1537
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39020
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39021 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1544
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39021
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39022 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1551
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39022
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39023 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1558
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_DG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39023
004F: create_thread AUDIOL_1 -1  0  1  1  1 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1563
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1565

:SYN2_1565
0006: @54 =  0  ;; integer values

:SYN2_1566
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false SYN2_1574
00D6: if  21
0019:   @247 >  7  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false SYN2_1574
0006: @35 =  99  ;; integer values

:SYN2_1574
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_1586
0050: gosub SYN2_3591
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  237
0249: release_model  249
0249: release_model  545
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:SYN2_1586
0051: return

:SYN2_1587
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_1595
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
0006: @88 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1595
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_1671
0247: request_model  483
0247: request_model  72
0247: request_model  73
0247: request_model  245
0247: request_model  346

:SYN2_1603
00D6: if  24
8248:   NOT   model  483 available
8248:   NOT   model  72 available
8248:   NOT   model  73 available
8248:   NOT   model  245 available
8248:   NOT   model  346 available
004D: jump_if_false SYN2_1612
0001: wait  0 ms
0002: jump SYN2_1603

:SYN2_1612
03CF: load_wav  20600 as  3

:SYN2_1613
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false SYN2_1618
0001: wait  0 ms
0002: jump SYN2_1613

:SYN2_1618
009A: @75 = create_actor  4  72 at -1911.919 -629.212  23.6093
0173: set_actor @75 z_angle_to  180.0
009A: @76 = create_actor  4  72 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  245 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: @69  1
08AF: @69  120 
0223: set_actor @69 health_to  120
00A5: @74 = create_car  483 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: @74  2 
0657: @74  3 
0657: @74  5 
060B: unknown_actor_use_entity @75 @232 
060B: unknown_actor_use_entity @76 @232 
060B: unknown_actor_use_entity @69 @231 
077A: @76  4  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'
04ED: load_animation "CRACK"
04ED: load_animation "MISC"

:SYN2_1645
00D6: if  21
84EE:   NOT   animation "CRACK" loaded
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false SYN2_1651
0001: wait  0 ms
0002: jump SYN2_1645

:SYN2_1651
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false SYN2_1655
0812: unknown_action_sequence @69 "CRCKDETH2" "CRACK"  4.0  1  0  0  0 -1 

:SYN2_1655
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false SYN2_1670
0615: @53 
0605: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "BITCHSLAP" "MISC"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "BITCHSLAP" "MISC"  4.0  0  0  0  1 -1 
0643: @53  1 
0616: @53 
0618: @75 @53 
061B: @53 

:SYN2_1670
000A: @35 +=  1  ;; integer values

:SYN2_1671
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false SYN2_1683
062E: @75  1560 @41 
00D6: if  0
84A4:   NOT @41  7 
004D: jump_if_false SYN2_1683
00D6: if  0
0019:   @55 >  3000  ;; integer values
004D: jump_if_false SYN2_1683
0947: @75  89 @41 
0006: @55 =  0  ;; integer values

:SYN2_1683
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN2_1707
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SYN2_1693
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false SYN2_1693
00A1: put_actor $PLAYER_ACTOR at -1904.041 -602.5592  23.6067

:SYN2_1693
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1911.919 -629.912  23.6093 radius  40.0  40.0  5.0
004D: jump_if_false SYN2_1707
0164: disable_marker @60
00BC: text_highpriority 'SYN2_15'  10000 ms  1
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false SYN2_1702
0187: @62 = create_marker_above_actor @75

:SYN2_1702
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false SYN2_1706
0187: @63 = create_marker_above_actor @76

:SYN2_1706
000A: @35 +=  1  ;; integer values

:SYN2_1707
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN2_1730
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false SYN2_1717
00D6: if  0
075C:   marker @62 enabled
004D: jump_if_false SYN2_1717
0164: disable_marker @62

:SYN2_1717
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false SYN2_1724
00D6: if  0
075C:   marker @63 enabled
004D: jump_if_false SYN2_1724
0164: disable_marker @63

:SYN2_1724
00D6: if  1
0118:   actor @75 dead
0118:   actor @76 dead
004D: jump_if_false SYN2_1730
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:SYN2_1730
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN2_1785
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_1785
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false SYN2_1763
0889: @75 @238 @239 @240 
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false SYN2_1744
00A0: store_actor @69 position_to $73 $74 $75

:SYN2_1744
0087: @50 = @238  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @239  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
0087: @52 = @240  ;; floating-point values only
0065: @52 -= $75  ;; floating-point values 
0509: @44 = distance between point @238 @239 and point $73 $74
00D6: if  0
0021:   @44 >  .01  ;; floating-point values
004D: jump_if_false SYN2_1756
0073: @50 /= @44  ;; floating-point values 
0073: @51 /= @44  ;; floating-point values 

:SYN2_1756
0013: @50 *= -.5  ;; floating-point values 
0013: @51 *= -.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_1763
0615: @53 
0812: unknown_action_sequence -1 "GETUP" "PED"  6.0  0  0  0  1  0 
05D3: unknown_action_sequence -1 @241 @242 @243  6  99999 
06BA: unknown_action_sequence -1 @238 @239 @240 
0812: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "FIGHTA_G" "PED"  4.0  0  0  0  0 -1 
0616: @53 
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false SYN2_1779
0332: set_actor @69 bleeding_to  0 (false)
0350: unknown_actor @69 not_scared_flag  0
0618: @69 @53 
0006: @88 =  1  ;; integer values

:SYN2_1779
061B: @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_1785
00D6: if  0
0019:   @35 >  4  ;; integer values
004D: jump_if_false SYN2_1829
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false SYN2_1829
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN2_1804
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false SYN2_1799
0947: @69  89 @41 
0006: @33 =  0  ;; integer values

:SYN2_1799
062E: @69  1560 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false SYN2_1804
000A: @88 +=  1  ;; integer values

:SYN2_1804
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false SYN2_1829
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false SYN2_1823
00D6: if  0
0205:   actor @69 near_car @74 radius  30.0  30.0  10.0 unknown  0
004D: jump_if_false SYN2_1819
0615: @53 
0772: unknown_action_sequence -1 @74  20000  5.0 
05CB: unknown_action_sequence -1 @74  999999 
05D2: unknown_action_sequence -1 @74  40.0  2 
0616: @53 
0002: jump SYN2_1822

:SYN2_1819
0615: @53 
05DE: unknown_action_sequence -1 
0616: @53 

:SYN2_1822
0002: jump SYN2_1826

:SYN2_1823
0615: @53 
05DE: unknown_action_sequence -1 
0616: @53 

:SYN2_1826
0618: @69 @53 
061B: @53 
000A: @88 +=  1  ;; integer values

:SYN2_1829
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN2_1859
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_1851
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1850
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1848
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false SYN2_1845
00BC: text_highpriority 'SYN_M_1'  999999 ms  1

:SYN2_1845
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump SYN2_1850

:SYN2_1848
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1850
0002: jump SYN2_1859

:SYN2_1851
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1859
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1859
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1859
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN2_1881
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1869
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1869
03D5: remove_text 'SYN_M_1'

:SYN2_1869
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false SYN2_1881
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1879
00AA: store_car @59 position_to $73 $74 $75
0A16:  3 @59 
03D1: play_wav  3
0006: @90 =  1  ;; integer values

:SYN2_1879
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1881
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SYN2_1904
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1891
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1891
03D5: remove_text 'SYN_M_1'

:SYN2_1891
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SYN2_1904
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1904
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1904
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @283 = -1  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1904
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SYN2_1917
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_1917
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_1917
040D: unload_wav  3
0006: @90 =  0  ;; integer values
00BE: text_clear_all
000A: @35 +=  1  ;; integer values

:SYN2_1917
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SYN2_1937
0006: @283 = -1  ;; integer values
0006: @279 =  2  ;; integer values
00BE: text_clear_all
016A: fade  0 ()  150 ms

:SYN2_1924
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_1929
0001: wait  0 ms
0002: jump SYN2_1924

:SYN2_1929
0050: gosub SYN2_3464
016A: fade  1 (back)  150 ms

:SYN2_1931
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_1936
0001: wait  0 ms
0002: jump SYN2_1931

:SYN2_1936
000A: @35 +=  1  ;; integer values

:SYN2_1937
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false SYN2_1946
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_1946
0006: @247 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_1946
00D6: if  1
0019:   @35 >  10  ;; integer values
001B:    99 > @35  ;; integer values
004D: jump_if_false SYN2_2000
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_2000
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false SYN2_2000
0871: init_jump_table @247 total_jumps  7  0 SYN2_1999 jumps  0 SYN2_1957  1 SYN2_1964  2 SYN2_1971  3 SYN2_1978  4 SYN2_1985  5 SYN2_1992  6 SYN2_1997 

:SYN2_1957
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39027
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  39028 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1999

:SYN2_1964
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39028
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39029 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1999

:SYN2_1971
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39029
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39030 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1999

:SYN2_1978
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39030
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39031 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1999

:SYN2_1985
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39031
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39032 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1999

:SYN2_1992
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_FF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39032
004F: create_thread AUDIOL_1 -1  0  1  2  1 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1999

:SYN2_1997
000A: @247 +=  1  ;; integer values
0002: jump SYN2_1999

:SYN2_1999
0006: @54 =  0  ;; integer values

:SYN2_2000
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false SYN2_2008
00D6: if  21
0019:   @247 >  6  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false SYN2_2008
0006: @35 =  99  ;; integer values

:SYN2_2008
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_2026
0050: gosub SYN2_3591
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  483
0249: release_model  72
0249: release_model  73
0249: release_model  245
0249: release_model  346
04EF: release_animation "CRACK"
04EF: release_animation "MISC"
0164: disable_marker @61
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:SYN2_2026
00D6: if  0
056D:   unknown_actor @69 dead_but_valid
004D: jump_if_false SYN2_2052
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false SYN2_2052
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false SYN2_2045
00D6: if  21
0611: @75 "FIGHTA_G" 
0611: @75 "BITCHSLAP" 
004D: jump_if_false SYN2_2045
0226: $7302 = actor @69 health
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false SYN2_2045
0008: $7302 += -1  ;; integer values
0006: @33 =  0  ;; integer values

:SYN2_2045
00D6: if  0
002A:    1 >= $7302  ;; integer values
004D: jump_if_false SYN2_2051
0004: $7302 =  1  ;; integer values
05BE: unknown_action_sequence @69 
0002: jump SYN2_2052

:SYN2_2051
0223: set_actor @69 health_to $7302

:SYN2_2052
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false SYN2_2065
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false SYN2_2065
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @69 radius  50.0  50.0  0
004D: jump_if_false SYN2_2065
00D6: if  0
82CB:   NOT   actor @68 bounding_sphere_visible
004D: jump_if_false SYN2_2065
009B: destroy_actor_instantly @68

:SYN2_2065
0051: return

:SYN2_2066
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false SYN2_2074
00A5: @255 = create_car  413 at  0.0  0.0  0.0
009A: @259 = create_actor  4  7 at  0.0  0.0  0.0
009A: @246 = create_actor  4  7 at  0.0  0.0  0.0
00A5: @244 = create_car  413 at  0.0  0.0  0.0
009A: @67 = create_actor  4  7 at  0.0  0.0  0.0

:SYN2_2074
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_2104
00D6: if  0
856E:   NOT @59 
004D: jump_if_false SYN2_2100
00D6: if  0
8248:   NOT   model  575 available
004D: jump_if_false SYN2_2089
0247: request_model  575

:SYN2_2084
00D6: if  0
8248:   NOT   model  575 available
004D: jump_if_false SYN2_2089
0001: wait  0 ms
0002: jump SYN2_2084

:SYN2_2089
00A5: @59 = create_car  575 at -1894.308  712.9404  44.2969
0175: set_car @59 z_angle_to  0.0
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYN2_2095
036A: put_actor $PLAYER_ACTOR in_car @59

:SYN2_2095
060A: unknown_create_entity  0 @231 
03CB: set_camera -1900.754  645.3122  35.4401
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  0 ms

:SYN2_2100
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
000A: @35 +=  1  ;; integer values

:SYN2_2104
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_2149
00D6: if  0
075C:   marker @60 enabled
004D: jump_if_false SYN2_2139
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_2138
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_2136
00D6: if  0
01AF:   car @59  1 (in-sphere)near_point -1964.372  724.4017  44.2969 radius  4.0  4.0  4.0
004D: jump_if_false SYN2_2135
00D6: if  0
09D0: @59 
004D: jump_if_false SYN2_2135
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:SYN2_2125
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_2130
0001: wait  0 ms
0002: jump SYN2_2125

:SYN2_2130
0164: disable_marker @60
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
000A: @35 +=  1  ;; integer values

:SYN2_2135
0002: jump SYN2_2138

:SYN2_2136
0164: disable_marker @60
00BB: text_lowpriority 'SYN_M_1'  7000 ms  1

:SYN2_2138
0002: jump SYN2_2149

:SYN2_2139
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_2149
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_2149
018A: @60 = create_checkpoint_at -1964.372  724.4017  44.2969
0165: set_marker @60 color_to  4
03D5: remove_text 'SYN_M_1'
00BB: text_lowpriority 'SYN2_19'  7000 ms  1

:SYN2_2149
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN2_2221
01EB: set_car_density_to  0.0
0395: clear_area  1 at -1964.372  724.4017  44.2969 range  100.0
0247: request_model  409
0247: request_model  579
0247: request_model  64
0247: request_model  166
0247: request_model  68
0247: request_model  346
0247: request_model  353
07C0:  539 
07C0:  540 
07C0:  541 

:SYN2_2164
00D6: if  24
8248:   NOT   model  409 available
8248:   NOT   model  64 available
8248:   NOT   model  579 available
8248:   NOT   model  166 available
8248:   NOT   model  68 available
004D: jump_if_false SYN2_2173
0001: wait  0 ms
0002: jump SYN2_2164

:SYN2_2173
00D6: if  22
87C1:   NOT  539 
87C1:   NOT  540 
87C1:   NOT  541 
004D: jump_if_false SYN2_2180
0001: wait  0 ms
0002: jump SYN2_2173

:SYN2_2180
00D6: if  21
8248:   NOT   model  346 available
8248:   NOT   model  353 available
004D: jump_if_false SYN2_2186
0001: wait  0 ms
0002: jump SYN2_2180

:SYN2_2186
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_2191
00AB: put_car @59 at -1964.372  724.4017  44.2969
0175: set_car @59 z_angle_to  266.5514

:SYN2_2191
00A5: @244 = create_car  409 at -1973.811  728.3975  44.2969
0175: set_car @244 z_angle_to  269.8438
0129: @245 = create_actor  4  166 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: @244  540 
0706: @244  3.0 
02AA: set_car @244 immune_to_nonplayer  1
00A5: @255 = create_car  579 at -1987.811  728.3975  44.2969
0175: set_car @255 z_angle_to  269.8438
0129: @259 = create_actor  4  166 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: @255  541 
0706: @255  3.0 
01C8: @248 = create_actor  4  166 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 (on)
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 $73 $74 $75 from_car @244 offset -5.0 -2.0  0.0
0160: point_camera $73 $74 $75  2
016A: fade  1 (back)  500 ms
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_2221
00D6: if  0
0019:   @35 >  2  ;; integer values
004D: jump_if_false SYN2_2228
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN2_2228
0006: @35 =  99  ;; integer values

:SYN2_2228
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN2_2242
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2236
0407: create_coordinate $73 $74 $75 from_car @244 offset -5.0 -2.0  0.0
0160: point_camera $73 $74 $75  2

:SYN2_2236
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SYN2_2242
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_2242
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN2_2259
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2259
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2259
00D6: if  1
860E:   NOT @244 
860E:   NOT @255 
004D: jump_if_false SYN2_2259
0001: wait  1500 ms
0006: @247 =  0  ;; integer values
0006: @33 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_2259
00D6: if  0
0029:   @35 >=  5  ;; integer values
004D: jump_if_false SYN2_2310
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false SYN2_2310
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_2310
0871: init_jump_table @247 total_jumps  6  0 SYN2_2309 jumps  0 SYN2_2269  1 SYN2_2276  2 SYN2_2283  3 SYN2_2290  4 SYN2_2297  5 SYN2_2304 -1 SYN2_2309 

:SYN2_2269
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39039
004F: create_thread AUDIOL_1 @246  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  39040 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_2309

:SYN2_2276
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39040
004F: create_thread AUDIOL_1 @246  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39041 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_2309

:SYN2_2283
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39041
004F: create_thread AUDIOL_1 @246  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39042 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_2309

:SYN2_2290
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39042
004F: create_thread AUDIOL_1 @246  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39043 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_2309

:SYN2_2297
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39043
004F: create_thread AUDIOL_1 @246  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39044 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_2309

:SYN2_2304
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_HF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39044
004F: create_thread AUDIOL_1 @245  0  1  2  1 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_2309

:SYN2_2309
0006: @33 =  0  ;; integer values

:SYN2_2310
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN2_2374
0395: clear_area  1 at -1924.487  724.8195  45.134 range  100.0
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2323
00AB: put_car @244 at -1924.487  725.2195  45.134
0175: set_car @244 z_angle_to  270.0
0657: @244  5 
0519: unknown_car @244 flag  1

:SYN2_2323
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2329
00AB: put_car @255 at -1932.387  725.1635  45.2749
0175: set_car @255 z_angle_to  270.0
0519: unknown_car @255 flag  1

:SYN2_2329
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2335
0792: @245 
00A1: put_actor @245 at -1924.224  723.2358  44.4453
0173: set_actor @245 z_angle_to  159.4748

:SYN2_2335
009A: @67 = create_actor  5  64 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: @53 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2346
05CA: unknown_action_sequence -1 @244  20000  2 

:SYN2_2346
0616: @53 
0618: @67 @53 
061B: @53 
0568: @67  1
060B: unknown_actor_use_entity @67 @231 
009A: @246 = create_actor  4  68 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: @53 
05B9: unknown_action_sequence -1  500 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_2367
0639: unknown_action_sequence -1 @67 

:SYN2_2367
0616: @53 
0618: @246 @53 
061B: @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_2374
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false SYN2_2413
00D6: if  0
0019:   @32 >  7050  ;; integer values
004D: jump_if_false SYN2_2413
015F: set_camera_position -1933.54  728.0091  46.4366  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2413
0158: camera_on_vehicle @244  15  2
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2389
0519: unknown_car @255 flag  0

:SYN2_2389
0519: unknown_car @244 flag  0
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_2395
0792: @67 
0430: @67 @244  1 

:SYN2_2395
0657: @244  5 
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false SYN2_2403
0792: @246 
00A1: put_actor @246 at -1927.08  723.2823  44.4453
0173: set_actor @246 z_angle_to  299.9935
05CA: unknown_action_sequence @246 @244  20000  2 

:SYN2_2403
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2412
0792: @245 
0647: unknown_action_sequence @245 
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2412
05CB: unknown_action_sequence @245 @244  5000 

:SYN2_2412
000A: @35 +=  1  ;; integer values

:SYN2_2413
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false SYN2_2437
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2437
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2437
00D6: if  0
00DB:   actor @245 in_car @244
004D: jump_if_false SYN2_2437
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false SYN2_2437
00D6: if  0
00DB:   actor @246 in_car @244
004D: jump_if_false SYN2_2437
00D6: if  0
0019:   @247 >  5  ;; integer values
004D: jump_if_false SYN2_2437
05D1: unknown_action_sequence @245 @244 -1902.027  726.5126  45.2216  20.0  2  0  3 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_2437
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false SYN2_2452
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SYN2_2452
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_2450
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2450
05D1: unknown_action_sequence @259 @255 -1902.027  726.5126  45.2216  18.0  2  0  3 

:SYN2_2450
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_2452
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false SYN2_2459
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN2_2459
0006: @35 =  99  ;; integer values

:SYN2_2459
00D6: if  0
0736:  79 
004D: jump_if_false SYN2_2473
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_2473
04C4: create_coordinate $73 $74 $75 from_actor @67 offset -1.0  0.0  0.0
0172: $72 = actor @67 z_angle
03A9: write_debug_newline
DEFINE TABLE Tables\Table99.bin
03A8: write_debug_float $73 
03A8: write_debug_float $74 
03A8: write_debug_float $75 
03A8: write_debug_float $72 

:SYN2_2473
00D6: if  0
0039:   @35 ==  888  ;; integer values
004D: jump_if_false SYN2_2515
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_2515
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2497
00D6: if  0
01C1:   car @244 stopped
004D: jump_if_false SYN2_2497
00D6: if  0
06AA: @244 
004D: jump_if_false SYN2_2497
0752: @244 
00AA: store_car @244 position_to $73 $74 $75
0174: $72 = car @244 z_angle
03A9: write_debug_newline
DEFINE TABLE Tables\Table100.bin
03A8: write_debug_float $73 
03A8: write_debug_float $74 
03A8: write_debug_float $75 
03A8: write_debug_float $72 

:SYN2_2497
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2515
00D6: if  0
01C1:   car @255 stopped
004D: jump_if_false SYN2_2515
00D6: if  0
06AA: @255 
004D: jump_if_false SYN2_2515
0752: @255 
00AA: store_car @255 position_to $73 $74 $75
0174: $72 = car @255 z_angle
03A9: write_debug_newline
DEFINE TABLE Tables\Table101.bin
03A8: write_debug_float $73 
03A8: write_debug_float $74 
03A8: write_debug_float $75 
03A8: write_debug_float $72 

:SYN2_2515
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_2625
00D6: if  0
856D:   NOT   unknown_actor @246 dead_but_valid
004D: jump_if_false SYN2_2523
009A: @246 = create_actor  4  68 at  0.0  0.0  0.0
060B: unknown_actor_use_entity @246 @231 

:SYN2_2523
00D6: if  0
856D:   NOT   unknown_actor @67 dead_but_valid
004D: jump_if_false SYN2_2528
009A: @67 = create_actor  5  64 at  0.0  0.0  0.0
060B: unknown_actor_use_entity @67 @231 

:SYN2_2528
0249: release_model  409
0249: release_model  579
0249: release_model  64
0249: release_model  166
0249: release_model  68
0249: release_model  346
0249: release_model  353
004F: create_thread CLEANAU_1 
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2555
00D6: if  0
060E: @255 
004D: jump_if_false SYN2_2549
05EC: @255 

:SYN2_2549
0519: unknown_car @255 flag  0
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_2555
0792: @259 
036A: put_actor @259 in_car @255

:SYN2_2555
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2563
00D6: if  0
060E: @244 
004D: jump_if_false SYN2_2562
05EC: @244 

:SYN2_2562
0519: unknown_car @244 flag  0

:SYN2_2563
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2582
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2571
0792: @245 
036A: put_actor @245 in_car @244

:SYN2_2571
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_2576
0792: @67 
0430: @67 @244  1 

:SYN2_2576
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false SYN2_2581
0792: @246 
0430: @246 @244  2 

:SYN2_2581
0508: @244

:SYN2_2582
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2598
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2598
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_2598
0705: @255  539 
0706: @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_2598
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2616
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: unknown_car @244 flag  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: @244  539 
0706: @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_2616
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values

:SYN2_2625
0051: return

:SYN2_2626
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_2668
0732:  409 
0732:  579 
0007: @252 =  15.0  ;; floating-point values
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false SYN2_2637
0187: @249 = create_marker_above_actor @246
09F6: @246  0 

:SYN2_2637
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN2_2641
09F6: @67  0 

:SYN2_2641
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2645
09F6: @245  0 

:SYN2_2645
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_2649
0187: @263 = create_marker_above_actor @259

:SYN2_2649
00D6: if  0
8118:   NOT   actor @248 dead
004D: jump_if_false SYN2_2653
0187: @264 = create_marker_above_actor @248

:SYN2_2653
0006: @250 =  0  ;; integer values
0006: @251 =  0  ;; integer values
0004: $7300 =  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
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2664
020A: set_car @244 door_status_to  2

:SYN2_2664
01EB: set_car_density_to  .65
03DE: set_pedestrians_density_multiplier_to  1.0
0006: @265 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_2668
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false SYN2_2677
00D6: if  0
075C:   marker @61 enabled
004D: jump_if_false SYN2_2676
00BB: text_lowpriority 'SYN_M_1'  5000 ms  1
0006: @265 =  1  ;; integer values

:SYN2_2676
0002: jump SYN2_2683

:SYN2_2677
00D6: if  0
875C:   NOT   marker @61 enabled
004D: jump_if_false SYN2_2683
03D5: remove_text 'SYN_M_1'
00BB: text_lowpriority 'SYN2_70'  5000 ms  1
0006: @265 =  0  ;; integer values

:SYN2_2683
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_3191
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2803
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false SYN2_2706
00D6: if  0
060E: @244 
004D: jump_if_false SYN2_2697
0007: @266 =  .3  ;; floating-point values
0002: jump SYN2_2705

:SYN2_2697
00D6: if  0
8039:   NOT   @268 ==  1  ;; integer values
004D: jump_if_false SYN2_2705
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2705
05D2: unknown_action_sequence @245 @244  50.0  2 
0006: @268 =  1  ;; integer values

:SYN2_2705
0002: jump SYN2_2746

:SYN2_2706
00D6: if  0
060E: @244 
004D: jump_if_false SYN2_2738
0407: create_coordinate $73 $74 $75 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 $73 $74 and point @47 @48
0407: create_coordinate $73 $74 $75 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 $73 $74 and point @47 @48
00D6: if  0
0025:   @45 > @44  ;; floating-point values  
004D: jump_if_false SYN2_2720
0079: @266 += unknown_inaccurate_float_timer  .1  ;; floating-point 
0002: jump SYN2_2737

:SYN2_2720
00AA: store_car @244 position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @47 @48 @49
050A: @44 = distance_between $73 $74 $75 and @47 @48 @49 
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @244 radius  20.0  20.0 unknown  0
004D: jump_if_false SYN2_2728
0079: @266 += unknown_inaccurate_float_timer  .05  ;; floating-point 
0002: jump SYN2_2732

:SYN2_2728
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @244 radius  25.0  25.0 unknown  0
004D: jump_if_false SYN2_2732
0079: @266 += unknown_inaccurate_float_timer -.01  ;; floating-point 

:SYN2_2732
00D6: if  0
0023:    .6 > @266  ;; floating-point values
004D: jump_if_false SYN2_2736
0007: @266 =  .6  ;; floating-point values

:SYN2_2736
0087: @267 = @44  ;; floating-point values only

:SYN2_2737
0002: jump SYN2_2746

:SYN2_2738
00D6: if  0
8039:   NOT   @268 ==  1  ;; integer values
004D: jump_if_false SYN2_2746
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2746
05D2: unknown_action_sequence @245 @244  50.0  2 
0006: @268 =  1  ;; integer values

:SYN2_2746
00D6: if  0
0021:   @266 >  1.5  ;; floating-point values
004D: jump_if_false SYN2_2750
0007: @266 =  1.5  ;; floating-point values

:SYN2_2750
00D6: if  0
060E: @244 
004D: jump_if_false SYN2_2754
06FD: @244 @266 

:SYN2_2754
00D6: if  0
018F:   unknown_car_check @244
004D: jump_if_false SYN2_2765
00D6: if  0
82CA:   NOT   car @244 bounding_sphere_visible
004D: jump_if_false SYN2_2765
00AA: store_car @244 position_to $73 $74 $75
0174: $72 = car @244 z_angle
0009: $75 +=  1.0  ;; floating-point values
00AB: put_car @244 at $73 $74 $75
0175: set_car @244 z_angle_to $72

:SYN2_2765
00D6: if  0
03CE:   car @244 stuck
004D: jump_if_false SYN2_2803
00D6: if  0
82CA:   NOT   car @244 bounding_sphere_visible
004D: jump_if_false SYN2_2802
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @244 radius  20.0  20.0  20.0 unknown  0
004D: jump_if_false SYN2_2797
00AA: store_car @244 position_to $73 $74 $75
0006: @41 =  1  ;; integer values

:SYN2_2776
00D6: if  0
001B:    20 > @41  ;; integer values
004D: jump_if_false SYN2_2792
04D3: unknown_race_stuff $73 $74 $75 @41 @47 @48 @49
00D6: if  0
80C2:   NOT   sphere_onscreen @47 @48 @49  5.0
004D: jump_if_false SYN2_2790
00D6: if  0
838A:   NOT   car_in_cube @47 @48 @49  5.0  5.0  5.0
004D: jump_if_false SYN2_2788
0006: @41 =  25  ;; integer values
0002: jump SYN2_2789

:SYN2_2788
000A: @41 +=  1  ;; integer values

:SYN2_2789
0002: jump SYN2_2791

:SYN2_2790
000A: @41 +=  1  ;; integer values

:SYN2_2791
0002: jump SYN2_2776

:SYN2_2792
00D6: if  0
0039:   @41 ==  25  ;; integer values
004D: jump_if_false SYN2_2796
00AB: put_car @244 at $73 $74 $75

:SYN2_2796
0002: jump SYN2_2801

:SYN2_2797
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false SYN2_2801
06C7: unknown_action_sequence @245 @244  3  1000 

:SYN2_2801
0002: jump SYN2_2803

:SYN2_2802
04BA: set_car @244 speed_instantly -10.0

:SYN2_2803
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2890
00D6: if  0
060E: @255 
004D: jump_if_false SYN2_2841
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2839
0407: create_coordinate $73 $74 $75 from_car @244 offset  0.0 -10.0  0.0
00AA: store_car @255 position_to @47 @48 @49
0509: @44 = distance between point $73 $74 and point @47 @48
0407: create_coordinate $73 $74 $75 from_car @244 offset  0.0 -20.0  0.0
00AA: store_car @255 position_to @47 @48 @49
0509: @45 = distance between point $73 $74 and point @47 @48
00D6: if  0
0025:   @45 > @44  ;; floating-point values  
004D: jump_if_false SYN2_2829
0407: create_coordinate $73 $74 $75 from_car @244 offset  0.0 -15.0  0.0
00D6: if  0
81AF:   NOT   car @255  0 ()near_point $73 $74 $75 radius  5.0  5.0  5.0
004D: jump_if_false SYN2_2827
0079: @269 += unknown_inaccurate_float_timer -.2  ;; floating-point 
0002: jump SYN2_2828

:SYN2_2827
0087: @269 = @266  ;; floating-point values only

:SYN2_2828
0002: jump SYN2_2836

:SYN2_2829
00D6: if  0
8039:   NOT   @271 ==  2  ;; integer values
004D: jump_if_false SYN2_2834
00AE: unknown_set_car @255 to_ignore_traffic_lights  3
0006: @271 =  2  ;; integer values

:SYN2_2834
0087: @269 = @266  ;; floating-point values only
000B: @269 +=  3.0  ;; floating-point values

:SYN2_2836
06FD: @255 @269 
00AA: store_car @244 position_to @273 @274 @275
0002: jump SYN2_2840

:SYN2_2839
05EC: @255 

:SYN2_2840
0002: jump SYN2_2890

:SYN2_2841
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2854
00D6: if  0
8039:   NOT   @271 ==  99  ;; integer values
004D: jump_if_false SYN2_2852
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_2852
06E1: unknown_action_sequence @259 @255 @244  31  100.0  3 
0006: @271 =  99  ;; integer values

:SYN2_2852
00AA: store_car @244 position_to @273 @274 @275
0002: jump SYN2_2890

:SYN2_2854
00D6: if  0
001B:    100 > @271  ;; integer values
004D: jump_if_false SYN2_2863
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_2862
05D1: unknown_action_sequence @259 @255 @273 @274 @275  40.0  0  0  2 
0006: @271 =  100  ;; integer values

:SYN2_2862
0002: jump SYN2_2890

:SYN2_2863
00D6: if  0
01AF:   car @255  0 ()near_point @273 @274 @275 radius  20.0  20.0  10.0
004D: jump_if_false SYN2_2890
00D6: if  0
8039:   NOT   @271 ==  101  ;; integer values
004D: jump_if_false SYN2_2890
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_2879
0615: @53 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
085B: unknown_action_sequence -1  1 
0616: @53 
0618: @259 @53 
061B: @53 

:SYN2_2879
00D6: if  0
8118:   NOT   actor @248 dead
004D: jump_if_false SYN2_2889
0615: @53 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
085B: unknown_action_sequence -1  1 
0616: @53 
0618: @248 @53 
061B: @53 

:SYN2_2889
0006: @271 =  101  ;; integer values

:SYN2_2890
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false SYN2_2937
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2902
00D6: if  0
051C: @244 $PLAYER_ACTOR 
004D: jump_if_false SYN2_2902
0006: @250 =  1  ;; integer values
0006: @276 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SYN2_2902
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_2910
00D6: if  0
051C: @255 $PLAYER_ACTOR 
004D: jump_if_false SYN2_2910
0006: @250 =  1  ;; integer values
0006: @276 =  1  ;; integer values

:SYN2_2910
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2923
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @244 radius  30.0  30.0  30.0 unknown  0
004D: jump_if_false SYN2_2922
00D6: if  0
0019:   @89 >  5000  ;; integer values
004D: jump_if_false SYN2_2921
0006: @276 =  1  ;; integer values
0006: @250 =  1  ;; integer values

:SYN2_2921
0002: jump SYN2_2923

:SYN2_2922
0006: @89 =  0  ;; integer values

:SYN2_2923
00D6: if  0
0039:   @250 ==  1  ;; integer values
004D: jump_if_false SYN2_2937
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2930
00AE: unknown_set_car @244 to_ignore_traffic_lights  2

:SYN2_2930
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2937
0227: @82 = car @244 health
0085: @83 = @82  ;; integer values and handles
000E: @83 -=  100  ;; integer values
0006: @81 =  0  ;; integer values

:SYN2_2937
00D6: if  1
0019:   @276 >  0  ;; integer values
001B:    7 > @276  ;; integer values
004D: jump_if_false SYN2_2998
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false SYN2_2998
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false SYN2_2998
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @246 radius  20.0  20.0  20.0 sphere  0
004D: jump_if_false SYN2_2998
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_2998
0871: init_jump_table @276 total_jumps  6  0 SYN2_2998 jumps  1 SYN2_2954  2 SYN2_2962  3 SYN2_2970  4 SYN2_2978  5 SYN2_2986  6 SYN2_2992 -1 SYN2_2998 

:SYN2_2954
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39045
004F: create_thread AUDIOL_1 @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_2998

:SYN2_2962
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39046
004F: create_thread AUDIOL_1 @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_2998

:SYN2_2970
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39049
004F: create_thread AUDIOL_1 @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_2998

:SYN2_2978
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39050
004F: create_thread AUDIOL_1 @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_2998

:SYN2_2986
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_JG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39051
004F: create_thread AUDIOL_1 @246  0  1  1  1 
000A: @276 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump SYN2_2998

:SYN2_2992
000A: @276 +=  1  ;; integer values
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_2997
054F: @244 

:SYN2_2997
0002: jump SYN2_2998

:SYN2_2998
00D6: if  1
0039:   @276 ==  7  ;; integer values
0019:   @278 >  10000  ;; integer values
004D: jump_if_false SYN2_3041
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_3041
00D6: if  0
051C: @244 $PLAYER_ACTOR 
004D: jump_if_false SYN2_3041
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false SYN2_3040
000A: @277 +=  1  ;; integer values
00D6: if  0
0019:   @277 >  4  ;; integer values
004D: jump_if_false SYN2_3016
0006: @277 =  0  ;; integer values

:SYN2_3016
0871: init_jump_table @277 total_jumps  5  0 SYN2_3037 jumps  0 SYN2_3017  1 SYN2_3021  2 SYN2_3025  3 SYN2_3029  4 SYN2_3033 -1 SYN2_3037 -1 SYN2_3037 

:SYN2_3017
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39053
004F: create_thread AUDIOL_1 @246  0  1  1  0 
0002: jump SYN2_3037

:SYN2_3021
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39054
004F: create_thread AUDIOL_1 @246  0  1  1  0 
0002: jump SYN2_3037

:SYN2_3025
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39055
004F: create_thread AUDIOL_1 @246  0  1  1  0 
0002: jump SYN2_3037

:SYN2_3029
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39056
004F: create_thread AUDIOL_1 @246  0  1  1  0 
0002: jump SYN2_3037

:SYN2_3033
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_KE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39057
004F: create_thread AUDIOL_1 @246  0  1  1  0 
0002: jump SYN2_3037

:SYN2_3037
0006: @278 =  0  ;; integer values
054F: @244 
0002: jump SYN2_3041

:SYN2_3040
054F: @244 

:SYN2_3041
00D6: if  0
0039:   @250 ==  1  ;; integer values
004D: jump_if_false SYN2_3080
00D6: if  0
8118:   NOT   actor @248 dead
004D: jump_if_false SYN2_3080
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_3080
00D6: if  0
8118:   NOT   actor @259 dead
004D: jump_if_false SYN2_3069
00D6: if  0
00DB:   actor @248 in_car @255
004D: jump_if_false SYN2_3057
0002: jump SYN2_3068

:SYN2_3057
062E: @248  1560 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false SYN2_3068
0615: @53 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
085B: unknown_action_sequence -1  1 
0616: @53 
0618: @248 @53 
061B: @53 

:SYN2_3068
0002: jump SYN2_3080

:SYN2_3069
062E: @248  1560 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false SYN2_3080
0615: @53 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
085B: unknown_action_sequence -1  1 
0616: @53 
0618: @248 @53 
061B: @53 

:SYN2_3080
0006: @41 =  0  ;; integer values

:SYN2_3081
00D6: if  0
001B:    2 > @41  ;; integer values
004D: jump_if_false SYN2_3138
00D6: if  0
056E: @255(@41,4i) 
004D: jump_if_false SYN2_3136
00D6: if  0
8119:   NOT   car @255(@41,4i) wrecked
004D: jump_if_false SYN2_3136
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_3136
00AA: store_car @244 position_to $73 $74 $75
00D6: if  0
81AF:   NOT   car @255(@41,4i)  0 ()near_point $73 $74 $75 radius  80.0  80.0  80.0
004D: jump_if_false SYN2_3136
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
81AF:   NOT   car @255(@41,4i)  0 ()near_point $73 $74 $75 radius  40.0  40.0  40.0
004D: jump_if_false SYN2_3136
00D6: if  0
82CA:   NOT   car @255(@41,4i) bounding_sphere_visible
004D: jump_if_false SYN2_3136
0407: create_coordinate $73 $74 $75 from_car @244 offset  0.0 -15.0  0.0
0006: @42 =  1  ;; integer values

:SYN2_3106
00D6: if  0
001B:    20 > @42  ;; integer values
004D: jump_if_false SYN2_3122
04D3: unknown_race_stuff $73 $74 $75 @42 @47 @48 @49
00D6: if  0
80C2:   NOT   sphere_onscreen @47 @48 @49  5.0
004D: jump_if_false SYN2_3120
00D6: if  0
838A:   NOT   car_in_cube @47 @48 @49  5.0  5.0  5.0
004D: jump_if_false SYN2_3118
0006: @42 =  25  ;; integer values
0002: jump SYN2_3119

:SYN2_3118
000A: @42 +=  1  ;; integer values

:SYN2_3119
0002: jump SYN2_3121

:SYN2_3120
000A: @42 +=  1  ;; integer values

:SYN2_3121
0002: jump SYN2_3106

:SYN2_3122
00D6: if  0
0039:   @42 ==  25  ;; integer values
004D: jump_if_false SYN2_3136
00AB: put_car @255(@41,4i) at @47 @48 @49
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_3130
00AA: store_car @244 position_to $73 $74 $75

:SYN2_3130
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @47  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @48  ;; floating-point values 
0604: @50 @51 $72 
0175: set_car @255(@41,4i) z_angle_to $72

:SYN2_3136
000A: @41 +=  1  ;; integer values
0002: jump SYN2_3081

:SYN2_3138
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SYN2_3148
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false SYN2_3148
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false SYN2_3148
0224: set_car @244 health_to  499

:SYN2_3148
0006: @41 =  0  ;; integer values
00D6: if  0
0118:   actor @246 dead
004D: jump_if_false SYN2_3157
00D6: if  0
075C:   marker @249 enabled
004D: jump_if_false SYN2_3156
0164: disable_marker @249

:SYN2_3156
000A: @41 +=  1  ;; integer values

:SYN2_3157
00D6: if  0
0118:   actor @259 dead
004D: jump_if_false SYN2_3165
00D6: if  0
075C:   marker @263 enabled
004D: jump_if_false SYN2_3164
0164: disable_marker @263

:SYN2_3164
000A: @41 +=  1  ;; integer values

:SYN2_3165
00D6: if  0
0118:   actor @248 dead
004D: jump_if_false SYN2_3173
00D6: if  0
075C:   marker @264 enabled
004D: jump_if_false SYN2_3172
0164: disable_marker @264

:SYN2_3172
000A: @41 +=  1  ;; integer values

:SYN2_3173
00D6: if  0
0039:   @41 ==  3  ;; integer values
004D: jump_if_false SYN2_3177
0006: @35 =  99  ;; integer values

:SYN2_3177
00D6: if  0
8118:   NOT   actor @246 dead
004D: jump_if_false SYN2_3191
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @246 radius  150.0  150.0  0
004D: jump_if_false SYN2_3190
00D6: if  0
0019:   @87 >  20000  ;; integer values
004D: jump_if_false SYN2_3189
0050: gosub SYN2_3591
00BC: text_highpriority 'SYN2_71'  5000 ms  1
0006: @37 =  1  ;; integer values

:SYN2_3189
0002: jump SYN2_3191

:SYN2_3190
0006: @87 =  0  ;; integer values

:SYN2_3191
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_3203
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values
03CF: load_wav  20600 as  3

:SYN2_3198
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false SYN2_3203
0001: wait  0 ms
0002: jump SYN2_3198

:SYN2_3203
0051: return

:SYN2_3204
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false SYN2_3223
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SYN2_3223
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3221
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_3217
00BB: text_lowpriority 'SYN_M_1'  7000 ms  1

:SYN2_3217
00AA: store_car @59 position_to $73 $74 $75
0A16:  3 @59 
03D1: play_wav  3
0006: @90 =  1  ;; integer values

:SYN2_3221
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_3223
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false SYN2_3240
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3240
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_3240
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN2_3239
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @283 = -1  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_3239
03D5: remove_text 'SYN_M_1'

:SYN2_3240
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false SYN2_3253
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3253
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_3253
00BE: text_clear_all
040D: unload_wav  3
0006: @90 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_3253
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false SYN2_3281
0006: @279 =  0  ;; integer values
0006: @283 = -1  ;; integer values
00BE: text_clear_all
016A: fade  0 ()  150 ms

:SYN2_3260
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_3265
0001: wait  0 ms
0002: jump SYN2_3260

:SYN2_3265
0050: gosub SYN2_3464
016A: fade  1 (back)  150 ms

:SYN2_3267
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_3272
0001: wait  0 ms
0002: jump SYN2_3267

:SYN2_3272
00D6: if  0
8119:   NOT   car @255 wrecked
004D: jump_if_false SYN2_3276
00A6: destroy_car @255

:SYN2_3276
00D6: if  0
8119:   NOT   car @256 wrecked
004D: jump_if_false SYN2_3280
00A6: destroy_car @256

:SYN2_3280
000A: @35 +=  1  ;; integer values

:SYN2_3281
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false SYN2_3290
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN2_3290
0006: @247 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:SYN2_3290
00D6: if  1
0019:   @35 >  4  ;; integer values
001B:    99 > @35  ;; integer values
004D: jump_if_false SYN2_3344
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false SYN2_3344
00D6: if  0
0019:   @54 >  1000  ;; integer values
004D: jump_if_false SYN2_3344
0871: init_jump_table @247 total_jumps  7  0 SYN2_3343 jumps  0 SYN2_3301  1 SYN2_3308  2 SYN2_3315  3 SYN2_3322  4 SYN2_3329  5 SYN2_3336  6 SYN2_3341 

:SYN2_3301
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39033
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  39034 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_3343

:SYN2_3308
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39034
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39035 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_3343

:SYN2_3315
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39035
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39036 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_3343

:SYN2_3322
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39036
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  39038 as  1
000A: @247 +=  1  ;; integer values
0002: jump SYN2_3343

:SYN2_3329
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39038
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  39037 as  2
000A: @247 +=  1  ;; integer values
0002: jump SYN2_3343

:SYN2_3336
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_GE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39037
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
000A: @247 +=  1  ;; integer values
0002: jump SYN2_3343

:SYN2_3341
000A: @247 +=  1  ;; integer values
0002: jump SYN2_3343

:SYN2_3343
0006: @54 =  0  ;; integer values

:SYN2_3344
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false SYN2_3352
00D6: if  21
0019:   @247 >  6  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false SYN2_3352
0006: @35 =  99  ;; integer values

:SYN2_3352
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false SYN2_3380
016A: fade  0 ()  500 ms

:SYN2_3356
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_3361
0001: wait  0 ms
0002: jump SYN2_3356

:SYN2_3361
0050: gosub SYN2_3591
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3367
00AA: store_car @59 position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  15.0

:SYN2_3367
016A: fade  1 (back)  500 ms

:SYN2_3368
00D6: if  0
016B:   fading
004D: jump_if_false SYN2_3373
0001: wait  0 ms
0002: jump SYN2_3368

:SYN2_3373
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  0  ;; integer values
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false SYN2_3378
010D: set_player $PLAYER_CHAR wanted_level_to  2

:SYN2_3378
0006: @36 =  1  ;; integer values
000A: @34 +=  1  ;; integer values

:SYN2_3380
0051: return

:SYN2_3381
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN2_3388
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false SYN2_3388
03D1: play_wav  3

:SYN2_3388
00D6: if  0
001B:    7 > @34  ;; integer values
004D: jump_if_false SYN2_3400
00D6: if  0
056D:   unknown_actor @67 dead_but_valid
004D: jump_if_false SYN2_3400
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false SYN2_3400
0050: gosub SYN2_3591
00BC: text_highpriority 'SYN_F_5'  5000 ms  1
0006: @37 =  1  ;; integer values

:SYN2_3400
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false SYN2_3409
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false SYN2_3409
0050: gosub SYN2_3591
00BC: text_highpriority 'SYN_F_5'  5000 ms  1
0006: @37 =  1  ;; integer values

:SYN2_3409
00D6: if  0
056D:   unknown_actor @69 dead_but_valid
004D: jump_if_false SYN2_3418
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false SYN2_3418
0050: gosub SYN2_3591
00BC: text_highpriority 'SYN_F_5'  5000 ms  1
0006: @37 =  1  ;; integer values

:SYN2_3418
00D6: if  0
056E: @59 
004D: jump_if_false SYN2_3427
00D6: if  0
0119:   car @59 wrecked
004D: jump_if_false SYN2_3427
0050: gosub SYN2_3591
00BC: text_highpriority 'SYN_F_2'  5000 ms  1
0006: @37 =  1  ;; integer values

:SYN2_3427
00D6: if  0
0019:   @34 >  2  ;; integer values
004D: jump_if_false SYN2_3446
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3446
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @59
004D: jump_if_false SYN2_3442
00D6: if  0
875C:   NOT   marker @61 enabled
004D: jump_if_false SYN2_3441
0186: @61 = create_marker_above_car @59
07E0: @61  1 

:SYN2_3441
0002: jump SYN2_3446

:SYN2_3442
00D6: if  0
075C:   marker @61 enabled
004D: jump_if_false SYN2_3446
0164: disable_marker @61

:SYN2_3446
0051: return

:SYN2_3447
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false SYN2_3463
0687: @68 
0615: @53 
05C5: unknown_action_sequence -1  2000 
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false SYN2_3457
05DD: unknown_action_sequence -1 @71  100.0  60000 

:SYN2_3457
05DE: unknown_action_sequence -1 
0616: @53 
0618: @68 @53 
061B: @53 
0006: @78 =  0  ;; integer values
0006: @86 =  99  ;; integer values

:SYN2_3463
0051: return

:SYN2_3464
0006: @280 =  1  ;; integer values
0470: @285 = actor $PLAYER_ACTOR armed_weapon unknown
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  1 
004D: jump_if_false SYN2_3478
0555: remove_weapon  1 from_actor $PLAYER_ACTOR 
0006: @284 =  1  ;; integer values
0247: request_model  331

:SYN2_3472
00D6: if  0
8248:   NOT   model  331 available
004D: jump_if_false SYN2_3477
0001: wait  0 ms
0002: jump SYN2_3472

:SYN2_3477
0002: jump SYN2_3479

:SYN2_3478
0006: @284 =  0  ;; integer values

:SYN2_3479
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false SYN2_3489
04ED: load_animation "CAR_CHAT"

:SYN2_3484
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false SYN2_3489
0001: wait  0 ms
0002: jump SYN2_3484

:SYN2_3489
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false SYN2_3498
0247: request_model  330

:SYN2_3493
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false SYN2_3498
0001: wait  0 ms
0002: jump SYN2_3493

:SYN2_3498
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3507
0407: create_coordinate $73 $74 $75 from_car @59 offset -.49  .05  .183
0395: clear_area  1 at $73 $74 $75 range  2.0
00AA: store_car @59 position_to $73 $74 $75
0174: $72 = car @59 z_angle
00AB: put_car @59 at $73 $74 $75
0175: set_car @59 z_angle_to $72

:SYN2_3507
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3514
0519: unknown_car @59 flag  1
0508: @59

:SYN2_3514
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false SYN2_3523
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3523
0407: create_coordinate $73 $74 $75 from_car @59 offset  .01  .75  .77
0407: create_coordinate @50 @51 @52 from_car @59 offset -.36  .12  .66

:SYN2_3523
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false SYN2_3531
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3531
0407: create_coordinate $73 $74 $75 from_car @59 offset -.04  .68  .69
0407: create_coordinate @50 @51 @52 from_car @59 offset -.55 -.29  .64

:SYN2_3531
00D6: if  0
0039:   @279 ==  2  ;; integer values
004D: jump_if_false SYN2_3539
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3539
0407: create_coordinate $73 $74 $75 from_car @59 offset  .51 -.9  .84
0407: create_coordinate @50 @51 @52 from_car @59 offset -.41 -.14  .64

:SYN2_3539
0107: @85 = create_object  330 at $73 $74 $75
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3545
0464: put_actor $PLAYER_ACTOR into_turret_on_car @59 at_car_offset -.49  .05  .183 unknown  0 angle  0.0 with_weapon  0

:SYN2_3545
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false SYN2_3558
0615: @53 
070A: unknown_action_sequence -1 @85  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_OUT" "CAR_CHAT"  4.0  0  0  0  1 -1 
0616: @53 

:SYN2_3558
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false SYN2_3570
0615: @53 
070A: unknown_action_sequence -1 @85  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA_TO_B" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPB" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPB_TO_A" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  4.0  1  0  0  1 -1 
0616: @53 

:SYN2_3570
00D6: if  0
0039:   @279 ==  2  ;; integer values
004D: jump_if_false SYN2_3583
0615: @53 
070A: unknown_action_sequence -1 @85  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  10000.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA_TO_B" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPB" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPB_TO_A" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_LOOPA" "CAR_CHAT"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "CARFONE_OUT" "CAR_CHAT"  4.0  0  0  0  1 -1 
0616: @53 

:SYN2_3583
0618: $PLAYER_ACTOR @53 
061B: @53 
0001: wait  0 ms
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0160: point_camera @50 @51 @52  2
041D: set_camera_near_clip  .01 
0006: @32 =  0  ;; integer values
0051: return

:SYN2_3591
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false SYN2_3600
01B2: give_actor $PLAYER_ACTOR weapon  1 ammo  1  ;; Load the weapon model before using this
0006: @284 =  0  ;; integer values
0249: release_model  331

:SYN2_3600
01B9: set_actor $PLAYER_ACTOR armed_weapon_to @285
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3614
0519: unknown_car @59 flag  0
00D6: if  0
0039:   @280 ==  1  ;; integer values
004D: jump_if_false SYN2_3614
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @59
0108: destroy_object @85

:SYN2_3614
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0164: disable_marker @263
0164: disable_marker @264
0006: @280 =  0  ;; integer values
0051: return

:SYN2_3621
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SYN2_3623
00D6: if  0
0038:   $1905 ==  0  ;; integer values
004D: jump_if_false SYN2_3634
0164: disable_marker $526
0164: disable_marker $533
0164: disable_marker $532
02A7: $526 = create_icon_marker_and_sphere $535 at $559 $560 $561
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
0004: $1905 =  1  ;; integer values
00BC: text_highpriority 'SYN2_60'  10000 ms  1
0002: jump SYN2_3642

:SYN2_3634
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SYND_2'
01E3: text_1number_styled 'M_PASSS'  3000  5000 ms  1
0109: player $PLAYER_CHAR money +=  3000
0998: add_respect  20 
0394: play_music  1
0629: change_stat  313 to  1  ; integer see statdisp.dat
030C: set_mission_points +=  1

:SYN2_3642
0051: return

:SYN2_3643
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYN2_3648
07B4: $PLAYER_CHAR  0 
08F4:  0 

:SYN2_3648
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
040D: unload_wav  3
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false SYN2_3656
053F: set_car @59 tires_vulnerable  1

:SYN2_3656
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYN2_3660
0687: $PLAYER_ACTOR 

:SYN2_3660
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  330
0249: release_model  575
0249: release_model  64
0296: unload_special_actor  1
04EF: release_animation "GANGS"
0249: release_model  237
0249: release_model  249
0249: release_model  545
0249: release_model  483
0249: release_model  72
0249: release_model  73
0249: release_model  245
0249: release_model  346
04EF: release_animation "CRACK"
04EF: release_animation "FIGHT_D"
04EF: release_animation "MISC"
0249: release_model  409
0249: release_model  579
0249: release_model  64
0249: release_model  166
0249: release_model  68
0249: release_model  409
0249: release_model  579
0249: release_model  64
0249: release_model  166
0249: release_model  68
0249: release_model  346
0249: release_model  353
0249: release_model  330
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 $7300
014F: stop_timer $7301
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
0733:  575 
0733:  545 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 60---------------
; Originally: Outrider


:SYN3_1
03A4: name_thread 'SYN3'
0050: gosub SYN3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SYN3_7
0050: gosub SYN3_2393

:SYN3_7
0050: gosub SYN3_2406
004E: end_thread

:SYN3_9
0317: increment_mission_attempts
054C: use_GXT_table 'SYN3'
0004: $ON_MISSION =  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_37
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_45
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_37

:SYN3_45
0006: @97 =  0  ;; integer values

:SYN3_46
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_53
0006: @155(@97,6i) =  0  ;; integer values
0006: @183(@97,6i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_46

:SYN3_53
0006: @97 =  0  ;; integer values

:SYN3_54
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_60
0006: @152(@97,3i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_54

:SYN3_60
0006: @97 =  0  ;; integer values

:SYN3_61
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_68
0006: @164(@97,6i) =  0  ;; integer values
0006: @189(@97,6i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_61

:SYN3_68
0006: @97 =  0  ;; integer values

:SYN3_69
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_75
0006: @161(@97,3i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_69

:SYN3_75
0006: @97 =  0  ;; integer values

:SYN3_76
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_84
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_76

:SYN3_84
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_90
00D6: if  0
001B:    4 > @97  ;; integer values
004D: jump_if_false SYN3_96
0006: @199(@97,4i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_90

:SYN3_96
0006: @205 =  0  ;; integer values
0006: @97 =  0  ;; integer values

:SYN3_98
00D6: if  0
001B:    4 > @97  ;; integer values
004D: jump_if_false SYN3_104
0006: @206(@97,4i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_98

:SYN3_104
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_111
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_116
0001: wait  0 ms
0002: jump SYN3_111

:SYN3_116
0A0E:  1 
00D6: if  0
0039:   @211 ==  1  ;; integer values
004D: jump_if_false SYN3_125
00A5: @35 = create_car  468 at  0.0  0.0 -100.0
0186: @214 = create_marker_above_car @35
00A5: @36 = create_car  440 at  0.0  0.0 -100.0
0129: @37 = create_actor  24  173 in_car @36 driverseat
0186: @215 = create_marker_above_car @36

:SYN3_125
0247: request_model  421
0247: request_model  359
0247: request_model  358
0247: request_model  468
0247: request_model  330
0247: request_model #BODYARMOUR

:SYN3_131
00D6: if  25
8248:   NOT   model  421 available
8248:   NOT   model  359 available
8248:   NOT   model  358 available
8248:   NOT   model  468 available
8248:   NOT   model  330 available
8248:   NOT   model #BODYARMOUR available
004D: jump_if_false SYN3_141
0001: wait  0 ms
0002: jump SYN3_131

:SYN3_141
050F: @248 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_2235
0729: unknown_action_sequence $PLAYER_ACTOR  1 
016A: fade  1 (back)  1000 ms

:SYN3_154
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_159
0001: wait  0 ms
0002: jump SYN3_154

:SYN3_159
0001: wait  1500 ms

:SYN3_160
00D6: if  0
001B:    2 > @129  ;; integer values
004D: jump_if_false SYN3_181
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYN3_176
0050: gosub SYN3_2281
00D6: if  2
0039:   @128 ==  2  ;; integer values
0039:   @129 ==  1  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
004D: jump_if_false SYN3_175
0967: $PLAYER_ACTOR  10000 
0006: @131 =  1  ;; integer values

:SYN3_175
0002: jump SYN3_180

:SYN3_176
040D: unload_wav  1
00BE: text_clear_all
0006: @131 =  0  ;; integer values
0085: @129 = @130  ;; integer values and handles

:SYN3_180
0002: jump SYN3_160

:SYN3_181
0968: $PLAYER_ACTOR 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)

:SYN3_187
00D6: if  0
001D:   @130 > @129  ;; integer values  
004D: jump_if_false SYN3_215
0001: wait  0 ms
00D6: if  3
0256:   player $PLAYER_CHAR defined
84AD:   NOT $PLAYER_ACTOR
8818:   NOT $PLAYER_ACTOR 
80E1:   NOT   key_pressed  0  15
004D: jump_if_false SYN3_206
0050: gosub SYN3_2281
00D6: if  2
0039:   @128 ==  2  ;; integer values
0039:   @129 ==  7  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
004D: jump_if_false SYN3_205
0967: $PLAYER_ACTOR  10000 
0006: @131 =  1  ;; integer values

:SYN3_205
0002: jump SYN3_214

:SYN3_206
040D: unload_wav  1
00BE: text_clear_all
0006: @131 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYN3_213
0968: $PLAYER_ACTOR 

:SYN3_213
0085: @129 = @130  ;; integer values and handles

:SYN3_214
0002: jump SYN3_187

:SYN3_215
0968: $PLAYER_ACTOR 
062E: $PLAYER_ACTOR  1833 @95 
00D6: if  0
84A4:   NOT @95  7 
004D: jump_if_false SYN3_221
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:SYN3_221
0249: release_model  330
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0001: wait  2500 ms
0674: set_car_model  421 numberplate "_OMEGA__" 
00A5: @34 = create_car  421 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: @212  1 
0519: unknown_car @34 flag  1
00BC: text_highpriority 'SYN3_18'  10000 ms  0

:SYN3_232
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SYN3_237
0002: jump SYN3_2395

:SYN3_237
00D6: if  1
8039:   NOT   @134 ==  1  ;; integer values
8119:   NOT   car @34 wrecked
004D: jump_if_false SYN3_364
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @34 radius  10.0  10.0  10.0 unknown  0
004D: jump_if_false SYN3_364
0164: disable_marker @212
0006: @134 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms

:SYN3_249
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_254
0001: wait  0 ms
0002: jump SYN3_249

:SYN3_254
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN3_258
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1672.64  404.17  6.18

:SYN3_258
0395: clear_area  0 at -1665.27  412.923  6.192 range  50.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false SYN3_263
0338: @34  0 

:SYN3_263
03EF: player $PLAYER_CHAR make_safe
02E4: load_cutscene_data 'SYND_3A'

:SYN3_265
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SYN3_270
0001: wait  0 ms
0002: jump SYN3_265

:SYN3_270
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SYN3_272
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SYN3_277
0001: wait  0 ms
0002: jump SYN3_272

:SYN3_277
016A: fade  0 ()  0 ms

:SYN3_278
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_283
0001: wait  0 ms
0002: jump SYN3_278

:SYN3_283
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
023C: load_special_actor  1 'TORINO'
023C: load_special_actor  2 'TBONE'

:SYN3_287
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false SYN3_293
0001: wait  0 ms
0002: jump SYN3_287

:SYN3_293
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false SYN3_328
0338: @34  1 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN3_301
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1665.27  412.923 -4.192

:SYN3_301
036A: put_actor $PLAYER_ACTOR in_car @34
0006: @137 =  1  ;; integer values
0519: unknown_car @34 flag  0
01C8: @100 = create_actor  24  290 in_car @34 passenger_seat  0
0223: set_actor @100 health_to  500
08AF: @100  500 
0568: @100  1
0446: (unknown) @100  0 
039E: (unknown) @100  1 
0526: unknown_actor @100  1
09F6: @100  0 
01C8: @101 = create_actor  24  291 in_car @34 passenger_seat  1
0223: set_actor @101 health_to  500
08AF: @101  500 
0568: @101  1
0446: (unknown) @101  0 
039E: (unknown) @101  1 
0526: unknown_actor @101  1
09F6: @101  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: @100  3 
077C: @100  4 
077C: @101  3 
077C: @101  4 

:SYN3_328
041A: @91 = actor $PLAYER_ACTOR weapon  35 ammo
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false SYN3_333
041A: @91 = actor $PLAYER_ACTOR weapon  36 ammo

:SYN3_333
0006: @92 =  20  ;; integer values
0062: @92 -= @91  ;; integer values 
00D6: if  0
0019:   @92 >  0  ;; integer values
004D: jump_if_false SYN3_341
032B: @89 = create_weapon_pickup  359  3 ammo @92 at -1831.0 -21.43  15.16
03DC: @247 = create_marker_above_pickup @89
0002: jump SYN3_342

:SYN3_341
0006: @135 =  1  ;; integer values

:SYN3_342
041A: @93 = actor $PLAYER_ACTOR weapon  34 ammo
0006: @94 =  40  ;; integer values
0062: @94 -= @93  ;; integer values 
00D6: if  0
0019:   @94 >  0  ;; integer values
004D: jump_if_false SYN3_349
032B: @90 = create_weapon_pickup  358  3 ammo @94 at -1837.0 -21.43  15.16

:SYN3_349
0249: release_model  359
0249: release_model  358
0050: gosub SYN3_816
00A5: @35 = create_car  468 at -1830.16 -17.64  14.79
0175: set_car @35 z_angle_to  268.78
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
018A: @213 = create_checkpoint_at @42 @43 @44
00BC: text_highpriority 'SYN3_1'  10000 ms  0
00D6: if  0
8039:   NOT   @135 ==  1  ;; integer values
004D: jump_if_false SYN3_364

:SYN3_364
00D6: if  2
0039:   @134 ==  1  ;; integer values
8039:   NOT   @136 ==  1  ;; integer values
8119:   NOT   car @34 wrecked
004D: jump_if_false SYN3_434
00D6: if  1
0039:   @137 ==  1  ;; integer values
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false SYN3_410
0164: disable_marker @213
0186: @212 = create_marker_above_car @34
07E0: @212  1 
0050: gosub SYN3_2319
00D6: if  0
0118:   actor @100 dead
004D: jump_if_false SYN3_383
040D: unload_wav  2
00BC: text_highpriority 'SYN3_27'  4000 ms  0
0002: jump SYN3_2393

:SYN3_383
00D6: if  0
0118:   actor @101 dead
004D: jump_if_false SYN3_388
00BC: text_highpriority 'SYN3_28'  4000 ms  0
0002: jump SYN3_2393

:SYN3_388
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false SYN3_393
00BC: text_highpriority 'SYN3_19'  4000 ms  0
0002: jump SYN3_2393

:SYN3_393
00D6: if  0
0119:   car @36 wrecked
004D: jump_if_false SYN3_398
00BC: text_highpriority 'SYN3_15'  4000 ms  0
0002: jump SYN3_2393

:SYN3_398
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false SYN3_403
00BC: text_highpriority 'SYN3_16'  4000 ms  0
0002: jump SYN3_2393

:SYN3_403
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false SYN3_408
00BC: text_highpriority 'SYN3_14'  4000 ms  0
0002: jump SYN3_2393

:SYN3_408
00BC: text_highpriority 'SYN3_26'  7000 ms  0
0006: @137 =  0  ;; integer values

:SYN3_410
00D6: if  1
0039:   @137 ==  0  ;; integer values
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false SYN3_418
0164: disable_marker @212
018A: @213 = create_checkpoint_at @42 @43 @44
00BC: text_highpriority 'SYN3_1'  7000 ms  0
0006: @137 =  1  ;; integer values

:SYN3_418
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false SYN3_434
00D6: if  0
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_434
0164: disable_marker @213
0006: @136 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0050: gosub SYN3_2020
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false SYN3_433
0186: @214 = create_marker_above_car @35
07E0: @214  1 

:SYN3_433
00BC: text_highpriority 'SYN3_25'  10000 ms  0

:SYN3_434
00D6: if  1
0039:   @136 ==  1  ;; integer values
8039:   NOT   @138 ==  1  ;; integer values
004D: jump_if_false SYN3_469
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false SYN3_469
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false SYN3_469
0164: disable_marker @214
0050: gosub SYN3_838
0006: @138 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_453
0186: @215 = create_marker_above_car @36
07E0: @215  1 
018B: show_on_radar @215  2

:SYN3_453
018A: @216 = create_checkpoint_at -2007.75  533.24  33.91
08FB: @216  2 
00BC: text_highpriority 'SYN3_2'  10000 ms  0
0006: @141 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0050: gosub SYN3_864
0050: gosub SYN3_1027
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:  0 
0213: @249 = create_pickup #BODYARMOUR type  3 at -2060.03  304.18  35.81
0006: @140 =  0  ;; integer values
0050: gosub SYN3_1843

:SYN3_469
00D6: if  0
8039:   NOT   @139 ==  1  ;; integer values
004D: jump_if_false SYN3_815
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false SYN3_483
00D6: if  0
8039:   NOT   @135 ==  1  ;; integer values
004D: jump_if_false SYN3_483
00D6: if  0
0214:   pickup @89 picked_up
004D: jump_if_false SYN3_483
0164: disable_marker @247
0006: @135 =  1  ;; integer values

:SYN3_483
00D6: if  1
0039:   @138 ==  1  ;; integer values
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_748
00D6: if  1
8039:   NOT   @141 ==  1  ;; integer values
0029:   @33 >=  10000  ;; integer values
004D: jump_if_false SYN3_498
00D6: if  0
075C:   marker @247 enabled
004D: jump_if_false SYN3_496
00BC: text_highpriority 'SYN3_3'  7000 ms  0
0002: jump SYN3_497

:SYN3_496
00BC: text_highpriority 'SYN3_4'  7000 ms  0

:SYN3_497
0006: @141 =  1  ;; integer values

:SYN3_498
00D6: if  21
0029:   @57 >=  1  ;; integer values
0039:   @57 == -1  ;; integer values
004D: jump_if_false SYN3_519
00D6: if  21
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1999.7  527.27 radius  150.0  150.0
01AD:   car @36  0 ()near_point -1999.7  527.27  100.0  100.0
004D: jump_if_false SYN3_512
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false SYN3_511
0050: gosub SYN3_1111
0006: @142 =  0  ;; integer values

:SYN3_511
0002: jump SYN3_517

:SYN3_512
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false SYN3_517
0050: gosub SYN3_1027
0006: @142 =  1  ;; integer values

:SYN3_517
0006: @198 =  0  ;; integer values
0050: gosub SYN3_1487

:SYN3_519
00D6: if  21
0029:   @57 >=  2  ;; integer values
0039:   @57 == -1  ;; integer values
004D: jump_if_false SYN3_540
00D6: if  21
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2085.74  320.74 radius  150.0  150.0
01AD:   car @36  0 ()near_point -2085.74  320.74  100.0  100.0
004D: jump_if_false SYN3_533
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false SYN3_532
0050: gosub SYN3_1132
0006: @143 =  0  ;; integer values

:SYN3_532
0002: jump SYN3_538

:SYN3_533
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false SYN3_538
0050: gosub SYN3_1048
0006: @143 =  1  ;; integer values

:SYN3_538
0006: @198 =  1  ;; integer values
0050: gosub SYN3_1487

:SYN3_540
00D6: if  21
0029:   @57 >=  3  ;; integer values
0039:   @57 == -1  ;; integer values
004D: jump_if_false SYN3_561
00D6: if  21
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2146.62  146.06 radius  150.0  150.0
01AD:   car @36  0 ()near_point -2146.62  146.06  100.0  100.0
004D: jump_if_false SYN3_554
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false SYN3_553
0050: gosub SYN3_1153
0006: @144 =  0  ;; integer values

:SYN3_553
0002: jump SYN3_559

:SYN3_554
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false SYN3_559
0050: gosub SYN3_1069
0006: @144 =  1  ;; integer values

:SYN3_559
0006: @198 =  2  ;; integer values
0050: gosub SYN3_1487

:SYN3_561
00D6: if  21
0029:   @57 >=  4  ;; integer values
0039:   @57 == -1  ;; integer values
004D: jump_if_false SYN3_582
00D6: if  21
00EC:   actor $PLAYER_ACTOR  0 ()near_point -2166.92  48.75 radius  150.0  150.0
01AD:   car @36  0 ()near_point -2166.92  48.75  100.0  100.0
004D: jump_if_false SYN3_575
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false SYN3_574
0050: gosub SYN3_1174
0006: @145 =  0  ;; integer values

:SYN3_574
0002: jump SYN3_580

:SYN3_575
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false SYN3_580
0050: gosub SYN3_1090
0006: @145 =  1  ;; integer values

:SYN3_580
0006: @198 =  3  ;; integer values
0050: gosub SYN3_1487

:SYN3_582
0050: gosub SYN3_1264
0050: gosub SYN3_1680
00D6: if  0
8039:   NOT   @205 ==  1  ;; integer values
004D: jump_if_false SYN3_609
0871: init_jump_table @57 total_jumps  4  1 SYN3_608 jumps  1 SYN3_588  2 SYN3_593  3 SYN3_598  4 SYN3_603 -1 SYN3_609 -1 SYN3_609 -1 SYN3_609 

:SYN3_588
00D6: if  0
01AD:   car @36  0 ()near_point -2007.75  533.24  10.0  10.0
004D: jump_if_false SYN3_592
0006: @205 =  1  ;; integer values

:SYN3_592
0002: jump SYN3_609

:SYN3_593
00D6: if  0
01AD:   car @36  0 ()near_point -2079.24  323.74  15.0  15.0
004D: jump_if_false SYN3_597
0006: @205 =  1  ;; integer values

:SYN3_597
0002: jump SYN3_609

:SYN3_598
00D6: if  0
01AD:   car @36  0 ()near_point -2149.62  152.06  10.0  10.0
004D: jump_if_false SYN3_602
0006: @205 =  1  ;; integer values

:SYN3_602
0002: jump SYN3_609

:SYN3_603
00D6: if  0
01AD:   car @36  0 ()near_point -2169.42  54.75  10.0  10.0
004D: jump_if_false SYN3_607
0006: @205 =  1  ;; integer values

:SYN3_607
0002: jump SYN3_609

:SYN3_608
0002: jump SYN3_609

:SYN3_609
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false SYN3_613
00AD: set_car @36 max_speed_to  0.0

:SYN3_613
0871: init_jump_table @57 total_jumps  4  1 SYN3_642 jumps  1 SYN3_614  2 SYN3_621  3 SYN3_628  4 SYN3_635 -1 SYN3_643 -1 SYN3_643 -1 SYN3_643 

:SYN3_614
00D6: if  1
8039:   NOT   @206 ==  1  ;; integer values
01AD:   car @36  0 ()near_point -2007.75  533.24  60.0  60.0
004D: jump_if_false SYN3_620
00BC: text_highpriority 'SYN3_9'  10000 ms  0
0006: @206 =  1  ;; integer values

:SYN3_620
0002: jump SYN3_643

:SYN3_621
00D6: if  1
8039:   NOT   @207 ==  1  ;; integer values
01AD:   car @36  0 ()near_point -2079.24  323.74  60.0  60.0
004D: jump_if_false SYN3_627
00BC: text_highpriority 'SYN3_9'  10000 ms  0
0006: @207 =  1  ;; integer values

:SYN3_627
0002: jump SYN3_643

:SYN3_628
00D6: if  1
8039:   NOT   @208 ==  1  ;; integer values
01AD:   car @36  0 ()near_point -2149.62  152.06  60.0  60.0
004D: jump_if_false SYN3_634
00BC: text_highpriority 'SYN3_9'  10000 ms  0
0006: @208 =  1  ;; integer values

:SYN3_634
0002: jump SYN3_643

:SYN3_635
00D6: if  1
8039:   NOT   @209 ==  1  ;; integer values
01AD:   car @36  0 ()near_point -2169.42  54.75  60.0  60.0
004D: jump_if_false SYN3_641
00BC: text_highpriority 'SYN3_9'  10000 ms  0
0006: @209 =  1  ;; integer values

:SYN3_641
0002: jump SYN3_643

:SYN3_642
0002: jump SYN3_643

:SYN3_643
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false SYN3_664
0050: gosub SYN3_1349
00D6: if  21
0039:   @176 ==  1  ;; integer values
00B0:   car @36  0 ()in_rectangle -2016.3  434.74 -1960.98  454.11
004D: jump_if_false SYN3_664
0050: gosub SYN3_1431
0050: gosub SYN3_913
0050: gosub SYN3_1048
0006: @143 =  1  ;; integer values
0050: gosub SYN3_1195
0006: @57 =  2  ;; integer values
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false SYN3_662
00AD: set_car @36 max_speed_to @56
0006: @205 =  0  ;; integer values

:SYN3_662
00BC: text_highpriority 'SYN3_5'  10000 ms  0
0050: gosub SYN3_1843

:SYN3_664
00D6: if  1
0039:   @57 ==  2  ;; integer values
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_686
0050: gosub SYN3_1366
00D6: if  21
0039:   @177 ==  1  ;; integer values
00B0:   car @36  0 ()in_rectangle -2133.87  308.44 -2124.45  330.0
004D: jump_if_false SYN3_686
0050: gosub SYN3_1442
0050: gosub SYN3_958
0050: gosub SYN3_1069
0006: @144 =  1  ;; integer values
0050: gosub SYN3_1218
0006: @57 =  3  ;; integer values
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false SYN3_684
00AD: set_car @36 max_speed_to @56
0006: @205 =  0  ;; integer values

:SYN3_684
00BC: text_highpriority 'SYN3_5'  10000 ms  0
0050: gosub SYN3_1843

:SYN3_686
00D6: if  1
0039:   @57 ==  3  ;; integer values
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_708
0050: gosub SYN3_1390
00D6: if  21
0039:   @178 ==  1  ;; integer values
00B0:   car @36  0 ()in_rectangle -2171.21  90.96 -2151.63  92.36
004D: jump_if_false SYN3_708
0050: gosub SYN3_1459
0050: gosub SYN3_997
0050: gosub SYN3_1090
0006: @145 =  1  ;; integer values
0050: gosub SYN3_1241
0006: @57 =  4  ;; integer values
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false SYN3_706
00AD: set_car @36 max_speed_to @56
0006: @205 =  0  ;; integer values

:SYN3_706
00BC: text_highpriority 'SYN3_7'  10000 ms  0
0050: gosub SYN3_1843

:SYN3_708
00D6: if  1
0039:   @57 ==  4  ;; integer values
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_726
0050: gosub SYN3_1414
00D6: if  21
0039:   @179 ==  1  ;; integer values
00B0:   car @36  0 ()in_rectangle -2177.54  7.1 -2157.29  19.76
004D: jump_if_false SYN3_726
0050: gosub SYN3_1476
0006: @57 = -1  ;; integer values
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false SYN3_724
00AD: set_car @36 max_speed_to @56
0006: @205 =  0  ;; integer values

:SYN3_724
00BC: text_highpriority 'SYN3_8'  10000 ms  0
0050: gosub SYN3_1843

:SYN3_726
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false SYN3_740
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false SYN3_738
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false SYN3_737
0164: disable_marker @214
0006: @140 =  0  ;; integer values

:SYN3_737
0002: jump SYN3_740

:SYN3_738
0164: disable_marker @214
0006: @140 =  0  ;; integer values

:SYN3_740
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN3_748
00D9: @99 = actor $PLAYER_ACTOR car
00D6: if  0
8039:   NOT   @210 ==  1  ;; integer values
004D: jump_if_false SYN3_748
0006: @210 =  1  ;; integer values

:SYN3_748
00D6: if  0
8039:   NOT   @136 ==  1  ;; integer values
004D: jump_if_false SYN3_769
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false SYN3_764
00D6: if  0
0118:   actor @100 dead
004D: jump_if_false SYN3_759
00BC: text_highpriority 'SYN3_27'  4000 ms  0
0002: jump SYN3_2393

:SYN3_759
00D6: if  0
0118:   actor @101 dead
004D: jump_if_false SYN3_764
00BC: text_highpriority 'SYN3_28'  4000 ms  0
0002: jump SYN3_2393

:SYN3_764
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false SYN3_769
00BC: text_highpriority 'SYN3_19'  4000 ms  0
0002: jump SYN3_2393

:SYN3_769
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false SYN3_790
00D6: if  0
0119:   car @36 wrecked
004D: jump_if_false SYN3_777
00BC: text_highpriority 'SYN3_15'  4000 ms  0
0002: jump SYN3_2393

:SYN3_777
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false SYN3_782
00BC: text_highpriority 'SYN3_16'  4000 ms  0
0002: jump SYN3_2393

:SYN3_782
00D6: if  0
8039:   NOT   @138 ==  1  ;; integer values
004D: jump_if_false SYN3_790
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false SYN3_790
00BC: text_highpriority 'SYN3_14'  4000 ms  0
0002: jump SYN3_2393

:SYN3_790
00D6: if  2
0039:   @138 ==  1  ;; integer values
8119:   NOT   car @36 wrecked
8118:   NOT   actor @37 dead
004D: jump_if_false SYN3_815
062E: @37  1560 @95 
00D6: if  0
04A4: @95  7 
004D: jump_if_false SYN3_807
00D6: if  1
01AF:   car @36  0 ()near_point @45 @46 @47 radius  35.0  35.0  5.0
00EC:   actor $PLAYER_ACTOR  0 ()near_point @45 @46 radius  20.0  20.0
004D: jump_if_false SYN3_806
0006: @139 =  1  ;; integer values
0050: gosub SYN3_1855
0002: jump SYN3_2395

:SYN3_806
0002: jump SYN3_815

:SYN3_807
00D6: if  1
01AF:   car @36  0 ()near_point @45 @46 @47 radius  20.0  20.0  5.0
00EC:   actor $PLAYER_ACTOR  0 ()near_point @45 @46 radius  20.0  20.0
004D: jump_if_false SYN3_815
05D1: unknown_action_sequence @37 @36 @45 @46 @47 @56  0  0  2 
0006: @139 =  1  ;; integer values
0050: gosub SYN3_1855
0002: jump SYN3_2395

:SYN3_815
0002: jump SYN3_232

:SYN3_816
0247: request_model  440
0247: request_model  173

:SYN3_818
00D6: if  21
8248:   NOT   model  440 available
8248:   NOT   model  173 available
004D: jump_if_false SYN3_824
0001: wait  0 ms
0002: jump SYN3_818

:SYN3_824
00A5: @36 = create_car  440 at @38 @39 @40
0129: @37 = create_actor  24  173 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: @36  0 
0249: release_model  440
0249: release_model  173
0249: release_model  468
0051: return

:SYN3_838
00D6: if  1
8119:   NOT   car @36 wrecked
8118:   NOT   actor @37 dead
004D: jump_if_false SYN3_863
0615: @98 
05D6: clear_scmpath
05D7: add_point_to_scmpath -1814.77 -.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: @98 
0618: @37 @98 
061B: @98 

:SYN3_863
0051: return

:SYN3_864
0247: request_model  492
0247: request_model  123
0247: request_model  122
0247: request_model  353

:SYN3_868
00D6: if  23
8248:   NOT   model  492 available
8248:   NOT   model  123 available
8248:   NOT   model  122 available
8248:   NOT   model  353 available
004D: jump_if_false SYN3_876
0001: wait  0 ms
0002: jump SYN3_868

:SYN3_876
0164: disable_marker @216
009A: @61 = create_actor  25  123 at -2000.75  537.24  33.91
009A: @62 = create_actor  25  122 at -2007.75  543.24  33.91
009A: @63 = create_actor  25  123 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_883
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_894
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_883

:SYN3_894
00A5: @58 = create_car  492 at -2000.75  527.24  33.91
00A5: @59 = create_car  492 at -2007.75  533.24  33.91
00A5: @60 = create_car  492 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_901
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_912
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_901

:SYN3_912
0051: return

:SYN3_913
0247: request_model  355

:SYN3_914
00D6: if  0
8248:   NOT   model  355 available
004D: jump_if_false SYN3_919
0001: wait  0 ms
0002: jump SYN3_914

:SYN3_919
00A5: @64 = create_car  492 at -2085.74  314.74  33.97
00A5: @65 = create_car  492 at -2079.24  323.74  33.97
00A5: @66 = create_car  492 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_926
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_935
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_926

:SYN3_935
009A: @67 = create_actor  25  123 at -2075.74  314.74  33.97
009A: @68 = create_actor  25  122 at -2069.24  323.74  33.97
009A: @69 = create_actor  25  123 at -2075.74  326.74  33.97
009A: @70 = create_actor  25  122 at -2076.97  309.56  40.99
009A: @71 = create_actor  25  123 at -2073.97  309.56  40.99
009A: @72 = create_actor  25  122 at -2063.46  309.56  40.99
0006: @97 =  0  ;; integer values

:SYN3_942
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_957
060B: unknown_actor_use_entity @67(@97,6i) @88 
0350: unknown_actor @67(@97,6i) not_scared_flag  1
00D6: if  0
0029:   @97 >=  3  ;; integer values
004D: jump_if_false SYN3_952
01B2: give_actor @67(@97,6i) weapon  30 ammo  99999  ;; Load the weapon model before using this
0002: jump SYN3_954

:SYN3_952
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_954
02A9: set_actor @67(@97,6i) immune_to_nonplayer  1
000A: @97 +=  1  ;; integer values
0002: jump SYN3_942

:SYN3_957
0051: return

:SYN3_958
00A5: @73 = create_car  492 at -2141.12  146.06  34.07
00A5: @74 = create_car  492 at -2149.62  152.06  34.07
00A5: @75 = create_car  492 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_965
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_974
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_965

:SYN3_974
009A: @76 = create_actor  25  123 at -2141.12  156.06  34.07
009A: @77 = create_actor  25  122 at -2149.62  162.06  34.07
009A: @78 = create_actor  25  123 at -2153.12  156.06  34.07
009A: @79 = create_actor  25  123 at -2135.68  164.2  41.29
009A: @80 = create_actor  25  122 at -2135.69  160.93  41.29
009A: @81 = create_actor  25  123 at -2135.24  153.77  40.72
0006: @97 =  0  ;; integer values

:SYN3_981
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_996
060B: unknown_actor_use_entity @76(@97,6i) @88 
0350: unknown_actor @76(@97,6i) not_scared_flag  1
00D6: if  0
0029:   @97 >=  3  ;; integer values
004D: jump_if_false SYN3_992
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_993

:SYN3_992
01B2: give_actor @76(@97,6i) weapon  29 ammo  99999  ;; Load the weapon model before using this

:SYN3_993
02A9: set_actor @76(@97,6i) immune_to_nonplayer  1
000A: @97 +=  1  ;; integer values
0002: jump SYN3_981

:SYN3_996
0051: return

:SYN3_997
00A5: @82 = create_car  492 at -2161.42  48.75  35.04
00A5: @83 = create_car  492 at -2169.42  54.75  35.04
00A5: @84 = create_car  492 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_1004
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1013
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_1004

:SYN3_1013
009A: @85 = create_actor  25  123 at -2161.42  58.75  35.04
009A: @86 = create_actor  25  122 at -2169.42  64.75  35.04
009A: @87 = create_actor  25  123 at -2173.42  58.75  35.04
0006: @97 =  0  ;; integer values

:SYN3_1017
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1026
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_1017

:SYN3_1026
0051: return

:SYN3_1027
0006: @97 =  0  ;; integer values

:SYN3_1028
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1037
00D6: if  0
8119:   NOT   car @58(@97,3i) wrecked
004D: jump_if_false SYN3_1035
0574: @58(@97,3i)  1

:SYN3_1035
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1028

:SYN3_1037
0006: @97 =  0  ;; integer values

:SYN3_1038
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1047
00D6: if  0
8118:   NOT   actor @61(@97,3i) dead
004D: jump_if_false SYN3_1045
0575: @61(@97,3i)  1 

:SYN3_1045
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1038

:SYN3_1047
0051: return

:SYN3_1048
0006: @97 =  0  ;; integer values

:SYN3_1049
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1058
00D6: if  0
8119:   NOT   car @64(@97,3i) wrecked
004D: jump_if_false SYN3_1056
0574: @64(@97,3i)  1

:SYN3_1056
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1049

:SYN3_1058
0006: @97 =  0  ;; integer values

:SYN3_1059
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1068
00D6: if  0
8118:   NOT   actor @67(@97,6i) dead
004D: jump_if_false SYN3_1066
0575: @67(@97,6i)  1 

:SYN3_1066
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1059

:SYN3_1068
0051: return

:SYN3_1069
0006: @97 =  0  ;; integer values

:SYN3_1070
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1079
00D6: if  0
8119:   NOT   car @73(@97,3i) wrecked
004D: jump_if_false SYN3_1077
0574: @73(@97,3i)  1

:SYN3_1077
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1070

:SYN3_1079
0006: @97 =  0  ;; integer values

:SYN3_1080
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1089
00D6: if  0
8118:   NOT   actor @76(@97,6i) dead
004D: jump_if_false SYN3_1087
0575: @76(@97,6i)  1 

:SYN3_1087
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1080

:SYN3_1089
0051: return

:SYN3_1090
0006: @97 =  0  ;; integer values

:SYN3_1091
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1100
00D6: if  0
8119:   NOT   car @82(@97,3i) wrecked
004D: jump_if_false SYN3_1098
0574: @82(@97,3i)  1

:SYN3_1098
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1091

:SYN3_1100
0006: @97 =  0  ;; integer values

:SYN3_1101
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1110
00D6: if  0
8118:   NOT   actor @85(@97,3i) dead
004D: jump_if_false SYN3_1108
0575: @85(@97,3i)  1 

:SYN3_1108
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1101

:SYN3_1110
0051: return

:SYN3_1111
0006: @97 =  0  ;; integer values

:SYN3_1112
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1121
00D6: if  0
8119:   NOT   car @58(@97,3i) wrecked
004D: jump_if_false SYN3_1119
0574: @58(@97,3i)  0

:SYN3_1119
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1112

:SYN3_1121
0006: @97 =  0  ;; integer values

:SYN3_1122
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1131
00D6: if  0
8118:   NOT   actor @61(@97,3i) dead
004D: jump_if_false SYN3_1129
0575: @61(@97,3i)  0 

:SYN3_1129
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1122

:SYN3_1131
0051: return

:SYN3_1132
0006: @97 =  0  ;; integer values

:SYN3_1133
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1142
00D6: if  0
8119:   NOT   car @64(@97,3i) wrecked
004D: jump_if_false SYN3_1140
0574: @64(@97,3i)  0

:SYN3_1140
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1133

:SYN3_1142
0006: @97 =  0  ;; integer values

:SYN3_1143
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1152
00D6: if  0
8118:   NOT   actor @67(@97,6i) dead
004D: jump_if_false SYN3_1150
0575: @67(@97,6i)  0 

:SYN3_1150
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1143

:SYN3_1152
0051: return

:SYN3_1153
0006: @97 =  0  ;; integer values

:SYN3_1154
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1163
00D6: if  0
8119:   NOT   car @73(@97,3i) wrecked
004D: jump_if_false SYN3_1161
0574: @73(@97,3i)  0

:SYN3_1161
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1154

:SYN3_1163
0006: @97 =  0  ;; integer values

:SYN3_1164
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1173
00D6: if  0
8118:   NOT   actor @76(@97,6i) dead
004D: jump_if_false SYN3_1171
0575: @76(@97,6i)  0 

:SYN3_1171
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1164

:SYN3_1173
0051: return

:SYN3_1174
0006: @97 =  0  ;; integer values

:SYN3_1175
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1184
00D6: if  0
8119:   NOT   car @82(@97,3i) wrecked
004D: jump_if_false SYN3_1182
0574: @82(@97,3i)  0

:SYN3_1182
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1175

:SYN3_1184
0006: @97 =  0  ;; integer values

:SYN3_1185
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1194
00D6: if  0
8118:   NOT   actor @85(@97,3i) dead
004D: jump_if_false SYN3_1192
0575: @85(@97,3i)  0 

:SYN3_1192
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1185

:SYN3_1194
0051: return

:SYN3_1195
0006: @97 =  0  ;; integer values

:SYN3_1196
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1206
00D6: if  0
8119:   NOT   car @64(@97,3i) wrecked
004D: jump_if_false SYN3_1204
0186: @223(@97,3i) = create_marker_above_car @64(@97,3i)
0006: @152(@97,3i) =  1  ;; integer values

:SYN3_1204
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1196

:SYN3_1206
0006: @97 =  0  ;; integer values

:SYN3_1207
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1217
00D6: if  0
8118:   NOT   actor @67(@97,6i) dead
004D: jump_if_false SYN3_1215
0187: @226(@97,6i) = create_marker_above_actor @67(@97,6i)
0006: @155(@97,6i) =  1  ;; integer values

:SYN3_1215
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1207

:SYN3_1217
0051: return

:SYN3_1218
0006: @97 =  0  ;; integer values

:SYN3_1219
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1229
00D6: if  0
8119:   NOT   car @73(@97,3i) wrecked
004D: jump_if_false SYN3_1227
0186: @232(@97,3i) = create_marker_above_car @73(@97,3i)
0006: @161(@97,3i) =  1  ;; integer values

:SYN3_1227
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1219

:SYN3_1229
0006: @97 =  0  ;; integer values

:SYN3_1230
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1240
00D6: if  0
8118:   NOT   actor @76(@97,6i) dead
004D: jump_if_false SYN3_1238
0187: @235(@97,6i) = create_marker_above_actor @76(@97,6i)
0006: @164(@97,6i) =  1  ;; integer values

:SYN3_1238
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1230

:SYN3_1240
0051: return

:SYN3_1241
0006: @97 =  0  ;; integer values

:SYN3_1242
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1252
00D6: if  0
8119:   NOT   car @82(@97,3i) wrecked
004D: jump_if_false SYN3_1250
0186: @241(@97,3i) = create_marker_above_car @82(@97,3i)
0006: @170(@97,3i) =  1  ;; integer values

:SYN3_1250
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1242

:SYN3_1252
0006: @97 =  0  ;; integer values

:SYN3_1253
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1263
00D6: if  0
8118:   NOT   actor @85(@97,3i) dead
004D: jump_if_false SYN3_1261
0187: @244(@97,3i) = create_marker_above_actor @85(@97,3i)
0006: @173(@97,3i) =  1  ;; integer values

:SYN3_1261
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1253

:SYN3_1263
0051: return

:SYN3_1264
0006: @97 =  0  ;; integer values

:SYN3_1265
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1282
00D6: if  1
0039:   @149(@97,3i) ==  1  ;; integer values
0118:   actor @61(@97,3i) dead
004D: jump_if_false SYN3_1274
0164: disable_marker @220(@97,3i)
0006: @149(@97,3i) =  0  ;; integer values

:SYN3_1274
00D6: if  1
0039:   @146(@97,3i) ==  1  ;; integer values
0119:   car @58(@97,3i) wrecked
004D: jump_if_false SYN3_1280
0164: disable_marker @217(@97,3i)
0006: @146(@97,3i) =  0  ;; integer values

:SYN3_1280
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1265

:SYN3_1282
0006: @97 =  0  ;; integer values

:SYN3_1283
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1294
00D6: if  1
0039:   @155(@97,6i) ==  1  ;; integer values
0118:   actor @67(@97,6i) dead
004D: jump_if_false SYN3_1292
0164: disable_marker @226(@97,6i)
0006: @155(@97,6i) =  0  ;; integer values

:SYN3_1292
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1283

:SYN3_1294
0006: @97 =  0  ;; integer values

:SYN3_1295
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1306
00D6: if  1
0039:   @152(@97,3i) ==  1  ;; integer values
0119:   car @64(@97,3i) wrecked
004D: jump_if_false SYN3_1304
0164: disable_marker @223(@97,3i)
0006: @152(@97,3i) =  0  ;; integer values

:SYN3_1304
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1295

:SYN3_1306
0006: @97 =  0  ;; integer values

:SYN3_1307
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1318
00D6: if  1
0039:   @164(@97,6i) ==  1  ;; integer values
0118:   actor @76(@97,6i) dead
004D: jump_if_false SYN3_1316
0164: disable_marker @235(@97,6i)
0006: @164(@97,6i) =  0  ;; integer values

:SYN3_1316
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1307

:SYN3_1318
0006: @97 =  0  ;; integer values

:SYN3_1319
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1330
00D6: if  1
0039:   @161(@97,3i) ==  1  ;; integer values
0119:   car @73(@97,3i) wrecked
004D: jump_if_false SYN3_1328
0164: disable_marker @232(@97,3i)
0006: @161(@97,3i) =  0  ;; integer values

:SYN3_1328
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1319

:SYN3_1330
0006: @97 =  0  ;; integer values

:SYN3_1331
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1348
00D6: if  1
0039:   @173(@97,3i) ==  1  ;; integer values
0118:   actor @85(@97,3i) dead
004D: jump_if_false SYN3_1340
0164: disable_marker @244(@97,3i)
0006: @173(@97,3i) =  0  ;; integer values

:SYN3_1340
00D6: if  1
0039:   @170(@97,3i) ==  1  ;; integer values
0119:   car @82(@97,3i) wrecked
004D: jump_if_false SYN3_1346
0164: disable_marker @241(@97,3i)
0006: @170(@97,3i) =  0  ;; integer values

:SYN3_1346
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1331

:SYN3_1348
0051: return

:SYN3_1349
0006: @176 =  1  ;; integer values
0006: @97 =  0  ;; integer values

:SYN3_1351
00D6: if  1
001B:    3 > @97  ;; integer values
0039:   @176 ==  1  ;; integer values
004D: jump_if_false SYN3_1365
00D6: if  0
8118:   NOT   actor @61(@97,3i) dead
004D: jump_if_false SYN3_1359
0006: @176 =  0  ;; integer values

:SYN3_1359
00D6: if  0
8119:   NOT   car @58(@97,3i) wrecked
004D: jump_if_false SYN3_1363
0006: @176 =  0  ;; integer values

:SYN3_1363
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1351

:SYN3_1365
0051: return

:SYN3_1366
0006: @177 =  1  ;; integer values
0006: @97 =  0  ;; integer values

:SYN3_1368
00D6: if  1
001B:    6 > @97  ;; integer values
0039:   @177 ==  1  ;; integer values
004D: jump_if_false SYN3_1378
00D6: if  0
8118:   NOT   actor @67(@97,6i) dead
004D: jump_if_false SYN3_1376
0006: @177 =  0  ;; integer values

:SYN3_1376
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1368

:SYN3_1378
0006: @97 =  0  ;; integer values

:SYN3_1379
00D6: if  1
001B:    3 > @97  ;; integer values
0039:   @177 ==  1  ;; integer values
004D: jump_if_false SYN3_1389
00D6: if  0
8119:   NOT   car @64(@97,3i) wrecked
004D: jump_if_false SYN3_1387
0006: @177 =  0  ;; integer values

:SYN3_1387
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1379

:SYN3_1389
0051: return

:SYN3_1390
0006: @178 =  1  ;; integer values
0006: @97 =  0  ;; integer values

:SYN3_1392
00D6: if  1
001B:    6 > @97  ;; integer values
0039:   @178 ==  1  ;; integer values
004D: jump_if_false SYN3_1402
00D6: if  0
8118:   NOT   actor @76(@97,6i) dead
004D: jump_if_false SYN3_1400
0006: @178 =  0  ;; integer values

:SYN3_1400
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1392

:SYN3_1402
0006: @97 =  0  ;; integer values

:SYN3_1403
00D6: if  1
001B:    3 > @97  ;; integer values
0039:   @178 ==  1  ;; integer values
004D: jump_if_false SYN3_1413
00D6: if  0
8119:   NOT   car @73(@97,3i) wrecked
004D: jump_if_false SYN3_1411
0006: @178 =  0  ;; integer values

:SYN3_1411
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1403

:SYN3_1413
0051: return

:SYN3_1414
0006: @179 =  1  ;; integer values
0006: @97 =  0  ;; integer values

:SYN3_1416
00D6: if  1
001B:    3 > @97  ;; integer values
0039:   @179 ==  1  ;; integer values
004D: jump_if_false SYN3_1430
00D6: if  0
8118:   NOT   actor @85(@97,3i) dead
004D: jump_if_false SYN3_1424
0006: @179 =  0  ;; integer values

:SYN3_1424
00D6: if  0
8119:   NOT   car @82(@97,3i) wrecked
004D: jump_if_false SYN3_1428
0006: @179 =  0  ;; integer values

:SYN3_1428
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1416

:SYN3_1430
0051: return

:SYN3_1431
0006: @97 =  0  ;; integer values

:SYN3_1432
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1441
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_1432

:SYN3_1441
0051: return

:SYN3_1442
0006: @97 =  0  ;; integer values

:SYN3_1443
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1450
0164: disable_marker @226(@97,6i)
0006: @155(@97,6i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1443

:SYN3_1450
0006: @97 =  0  ;; integer values

:SYN3_1451
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1458
0164: disable_marker @223(@97,3i)
0006: @152(@97,3i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1451

:SYN3_1458
0051: return

:SYN3_1459
0006: @97 =  0  ;; integer values

:SYN3_1460
00D6: if  0
001B:    6 > @97  ;; integer values
004D: jump_if_false SYN3_1467
0164: disable_marker @235(@97,6i)
0006: @164(@97,6i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1460

:SYN3_1467
0006: @97 =  0  ;; integer values

:SYN3_1468
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1475
0164: disable_marker @232(@97,3i)
0006: @161(@97,3i) =  0  ;; integer values
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1468

:SYN3_1475
0051: return

:SYN3_1476
0006: @97 =  0  ;; integer values

:SYN3_1477
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1486
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_1477

:SYN3_1486
0051: return

:SYN3_1487
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_1639
0871: init_jump_table @198 total_jumps  4  1 SYN3_1495 jumps  0 SYN3_1491  1 SYN3_1493  2 SYN3_1493  3 SYN3_1491 -1 SYN3_1497 -1 SYN3_1497 -1 SYN3_1497 

:SYN3_1491
0006: @250 =  3  ;; integer values
0002: jump SYN3_1497

:SYN3_1493
0006: @250 =  6  ;; integer values
0002: jump SYN3_1497

:SYN3_1495
0006: @198 = -1  ;; integer values
0002: jump SYN3_1497

:SYN3_1497
00D6: if  0
0039:   @198 == -1  ;; integer values
004D: jump_if_false SYN3_1501
0051: return

:SYN3_1501
0006: @97 =  0  ;; integer values

:SYN3_1502
00D6: if  0
001D:   @250 > @97  ;; integer values  
004D: jump_if_false SYN3_1537
0871: init_jump_table @198 total_jumps  4  1 SYN3_1534 jumps  0 SYN3_1506  1 SYN3_1513  2 SYN3_1520  3 SYN3_1527 -1 SYN3_1535 -1 SYN3_1535 -1 SYN3_1535 

:SYN3_1506
0085: @251(@97,6i) = @61(@97,3i)  ;; integer values and handles
0085: @260(@97,6i) = @180(@97,3i)  ;; integer values and handles
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1512
0085: @257(@97,3i) = @58(@97,3i)  ;; integer values and handles

:SYN3_1512
0002: jump SYN3_1535

:SYN3_1513
0085: @251(@97,6i) = @67(@97,6i)  ;; integer values and handles
0085: @260(@97,6i) = @183(@97,6i)  ;; integer values and handles
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1519
0085: @257(@97,3i) = @64(@97,3i)  ;; integer values and handles

:SYN3_1519
0002: jump SYN3_1535

:SYN3_1520
0085: @251(@97,6i) = @76(@97,6i)  ;; integer values and handles
0085: @260(@97,6i) = @189(@97,6i)  ;; integer values and handles
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1526
0085: @257(@97,3i) = @73(@97,3i)  ;; integer values and handles

:SYN3_1526
0002: jump SYN3_1535

:SYN3_1527
0085: @251(@97,6i) = @85(@97,3i)  ;; integer values and handles
0085: @260(@97,6i) = @195(@97,3i)  ;; integer values and handles
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1533
0085: @257(@97,3i) = @82(@97,3i)  ;; integer values and handles

:SYN3_1533
0002: jump SYN3_1535

:SYN3_1534
0002: jump SYN3_1535

:SYN3_1535
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1502

:SYN3_1537
00D6: if  0
8039:   NOT   @199(@198,4i) ==  1  ;; integer values
004D: jump_if_false SYN3_1541
0050: gosub SYN3_1640

:SYN3_1541
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_1544
00D6: if  0
001D:   @250 > @97  ;; integer values  
004D: jump_if_false SYN3_1623
00D6: if  0
8118:   NOT   actor @251(@97,6i) dead
004D: jump_if_false SYN3_1621
00A0: store_actor @251(@97,6i) position_to @51 @52 @53
0509: @54 = distance between point @38 @39 and point @51 @52
00D6: if  0
0023:    35.0 > @54  ;; floating-point values
004D: jump_if_false SYN3_1566
00D6: if  0
8039:   NOT   @260(@97,6i) ==  3  ;; integer values
004D: jump_if_false SYN3_1565
02E2: set_actor @251(@97,6i) weapon_accuracy_to  85
062E: @251(@97,6i)  1650 @95 
00D6: if  0
04A4: @95  7 
004D: jump_if_false SYN3_1564
0672: unknown_action_sequence @251(@97,6i) @36 

:SYN3_1564
0006: @260(@97,6i) =  3  ;; integer values

:SYN3_1565
0002: jump SYN3_1621

:SYN3_1566
0509: @55 = distance between point @48 @49 and point @51 @52
00D6: if  1
0023:    35.0 > @55  ;; floating-point values
0039:   @199(@198,4i) ==  1  ;; integer values
004D: jump_if_false SYN3_1582
00D6: if  0
8039:   NOT   @260(@97,6i) ==  2  ;; integer values
004D: jump_if_false SYN3_1581
02E2: set_actor @251(@97,6i) weapon_accuracy_to  60
062E: @251(@97,6i)  1506 @95 
00D6: if  0
04A4: @95  7 
004D: jump_if_false SYN3_1580
05E2: unknown_action_sequence @251(@97,6i) $PLAYER_ACTOR 

:SYN3_1580
0006: @260(@97,6i) =  2  ;; integer values

:SYN3_1581
0002: jump SYN3_1621

:SYN3_1582
00D6: if  0
0039:   @199(@198,4i) ==  1  ;; integer values
004D: jump_if_false SYN3_1599
00D6: if  0
8039:   NOT   @260(@97,6i) ==  1  ;; integer values
004D: jump_if_false SYN3_1590
02E2: set_actor @251(@97,6i) weapon_accuracy_to  60
0006: @260(@97,6i) =  1  ;; integer values

:SYN3_1590
00D6: if  0
0039:   @260(@97,6i) ==  1  ;; integer values
004D: jump_if_false SYN3_1598
062E: @251(@97,6i)  1640 @95 
00D6: if  0
04A4: @95  7 
004D: jump_if_false SYN3_1598
0668: unknown_action_sequence @251(@97,6i) @48 @49 @50  10000 

:SYN3_1598
0002: jump SYN3_1621

:SYN3_1599
00D6: if  0
8039:   NOT   @260(@97,6i) ==  0  ;; integer values
004D: jump_if_false SYN3_1604
02E2: set_actor @251(@97,6i) weapon_accuracy_to  60
0006: @260(@97,6i) =  0  ;; integer values

:SYN3_1604
00D6: if  0
0039:   @260(@97,6i) ==  0  ;; integer values
004D: jump_if_false SYN3_1621
00D6: if  0
0023:    35.0 > @55  ;; floating-point values
004D: jump_if_false SYN3_1616
062E: @251(@97,6i)  1589 @95 
00D6: if  0
04A4: @95  7 
004D: jump_if_false SYN3_1615
0635: unknown_action_sequence @251(@97,6i) $PLAYER_ACTOR  9999999 

:SYN3_1615
0002: jump SYN3_1621

:SYN3_1616
062E: @251(@97,6i)  1639 @95 
00D6: if  0
04A4: @95  7 
004D: jump_if_false SYN3_1621
0667: unknown_action_sequence @251(@97,6i) @48 @49 @50  9999999 

:SYN3_1621
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1544

:SYN3_1623
0006: @97 =  0  ;; integer values

:SYN3_1624
00D6: if  0
001D:   @250 > @97  ;; integer values  
004D: jump_if_false SYN3_1639
0871: init_jump_table @198 total_jumps  4  1 SYN3_1636 jumps  0 SYN3_1628  1 SYN3_1630  2 SYN3_1632  3 SYN3_1634 -1 SYN3_1637 -1 SYN3_1637 -1 SYN3_1637 

:SYN3_1628
0085: @180(@97,3i) = @260(@97,6i)  ;; integer values and handles
0002: jump SYN3_1637

:SYN3_1630
0085: @183(@97,6i) = @260(@97,6i)  ;; integer values and handles
0002: jump SYN3_1637

:SYN3_1632
0085: @189(@97,6i) = @260(@97,6i)  ;; integer values and handles
0002: jump SYN3_1637

:SYN3_1634
0085: @195(@97,3i) = @260(@97,6i)  ;; integer values and handles
0002: jump SYN3_1637

:SYN3_1636
0002: jump SYN3_1637

:SYN3_1637
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1624

:SYN3_1639
0051: return

:SYN3_1640
0006: @97 =  0  ;; integer values

:SYN3_1641
00D6: if  1
001D:   @250 > @97  ;; integer values  
8039:   NOT   @199(@198,4i) ==  1  ;; integer values
004D: jump_if_false SYN3_1679
00D6: if  0
8118:   NOT   actor @251(@97,6i) dead
004D: jump_if_false SYN3_1668
080E: @251(@97,6i) @96 
00A0: store_actor @251(@97,6i) position_to $69 $70 $71
0089: @266 = $69  ;; floating-point values only
000F: @266 -=  10.0  ;; floating-point values
0089: @267 = $70  ;; floating-point values only
000F: @267 -=  10.0  ;; floating-point values
0089: @268 = $71  ;; floating-point values only
000F: @268 -=  10.0  ;; floating-point values
0089: @269 = $69  ;; floating-point values only
000B: @269 +=  10.0  ;; floating-point values
0089: @270 = $70  ;; floating-point values only
000B: @270 +=  10.0  ;; floating-point values
0089: @271 = $71  ;; floating-point values only
000B: @271 +=  10.0  ;; floating-point values
00D6: if  21
04A4: @96  49 
02EE:   projectile_in_cube @266 @267 @268 @269 @270 @271  
004D: jump_if_false SYN3_1667
0006: @199(@198,4i) =  1  ;; integer values

:SYN3_1667
0002: jump SYN3_1669

:SYN3_1668
0006: @199(@198,4i) =  1  ;; integer values

:SYN3_1669
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN3_1677
00D6: if  1
0119:   car @257(@97,3i) wrecked
8039:   NOT   @199(@198,4i) ==  1  ;; integer values
004D: jump_if_false SYN3_1677
0006: @199(@198,4i) =  1  ;; integer values

:SYN3_1677
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1641

:SYN3_1679
0051: return

:SYN3_1680
00D6: if  1
8119:   NOT   car @36 wrecked
8118:   NOT   actor @37 dead
004D: jump_if_false SYN3_1842
00D6: if  0
0039:   @57 ==  1  ;; integer values
004D: jump_if_false SYN3_1718
0050: gosub SYN3_1349
00D6: if  0
0039:   @176 ==  1  ;; integer values
004D: jump_if_false SYN3_1697
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1696
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1696
0002: jump SYN3_1718

:SYN3_1697
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1702
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1702
0006: @97 =  0  ;; integer values

:SYN3_1703
00D6: if  1
001B:    3 > @97  ;; integer values
8039:   NOT   @203 ==  0  ;; integer values
004D: jump_if_false SYN3_1718
00D6: if  0
8119:   NOT   car @58(@97,3i) wrecked
004D: jump_if_false SYN3_1716
00D6: if  1
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_1716
01EC: make_car @36 very_heavy  0
0006: @203 =  0  ;; integer values

:SYN3_1716
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1703

:SYN3_1718
00D6: if  0
0039:   @57 ==  2  ;; integer values
004D: jump_if_false SYN3_1752
0050: gosub SYN3_1366
00D6: if  0
0039:   @177 ==  1  ;; integer values
004D: jump_if_false SYN3_1731
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1730
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1730
0002: jump SYN3_1752

:SYN3_1731
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1736
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1736
0006: @97 =  0  ;; integer values

:SYN3_1737
00D6: if  1
001B:    3 > @97  ;; integer values
8039:   NOT   @203 ==  0  ;; integer values
004D: jump_if_false SYN3_1752
00D6: if  0
8119:   NOT   car @64(@97,3i) wrecked
004D: jump_if_false SYN3_1750
00D6: if  1
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_1750
01EC: make_car @36 very_heavy  0
0006: @203 =  0  ;; integer values

:SYN3_1750
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1737

:SYN3_1752
00D6: if  0
0039:   @57 ==  3  ;; integer values
004D: jump_if_false SYN3_1786
0050: gosub SYN3_1390
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false SYN3_1765
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1764
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1764
0002: jump SYN3_1786

:SYN3_1765
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1770
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1770
0006: @97 =  0  ;; integer values

:SYN3_1771
00D6: if  1
001B:    3 > @97  ;; integer values
8039:   NOT   @203 ==  0  ;; integer values
004D: jump_if_false SYN3_1786
00D6: if  0
8119:   NOT   car @73(@97,3i) wrecked
004D: jump_if_false SYN3_1784
00D6: if  1
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_1784
01EC: make_car @36 very_heavy  0
0006: @203 =  0  ;; integer values

:SYN3_1784
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1771

:SYN3_1786
00D6: if  0
0039:   @57 ==  4  ;; integer values
004D: jump_if_false SYN3_1820
0050: gosub SYN3_1414
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false SYN3_1799
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1798
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1798
0002: jump SYN3_1820

:SYN3_1799
00D6: if  0
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1804
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1804
0006: @97 =  0  ;; integer values

:SYN3_1805
00D6: if  1
001B:    3 > @97  ;; integer values
8039:   NOT   @203 ==  0  ;; integer values
004D: jump_if_false SYN3_1820
00D6: if  0
8119:   NOT   car @82(@97,3i) wrecked
004D: jump_if_false SYN3_1818
00D6: if  1
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_1818
01EC: make_car @36 very_heavy  0
0006: @203 =  0  ;; integer values

:SYN3_1818
000A: @97 +=  1  ;; integer values
0002: jump SYN3_1805

:SYN3_1820
00D6: if  1
0039:   @57 == -1  ;; integer values
8039:   NOT   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1826
01EC: make_car @36 very_heavy  1
0006: @203 =  1  ;; integer values

:SYN3_1826
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false SYN3_1836
00AE: unknown_set_car @36 to_ignore_traffic_lights  2
00D6: if  0
8039:   NOT   @204 ==  1  ;; integer values
004D: jump_if_false SYN3_1835
02AC: set_car @36 immunities  0  1  0  1  0
0006: @204 =  1  ;; integer values

:SYN3_1835
0002: jump SYN3_1842

:SYN3_1836
00AE: unknown_set_car @36 to_ignore_traffic_lights  1
00D6: if  0
0039:   @204 ==  1  ;; integer values
004D: jump_if_false SYN3_1842
02AC: set_car @36 immunities  0  1  0  0  0
0006: @204 =  0  ;; integer values

:SYN3_1842
0051: return

:SYN3_1843
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false SYN3_1854
00D6: if  1
80DB:   NOT   actor $PLAYER_ACTOR in_car @35
8039:   NOT   @140 ==  1  ;; integer values
004D: jump_if_false SYN3_1854
0186: @214 = create_marker_above_car @35
07E0: @214  1 
018B: show_on_radar @214  1
0006: @140 =  1  ;; integer values

:SYN3_1854
0051: return

:SYN3_1855
016A: fade  0 ()  1000 ms

:SYN3_1856
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_1861
0001: wait  0 ms
0002: jump SYN3_1856

:SYN3_1861
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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: -2170.58 -206.92  34.57  270.0 
00BE: text_clear_all
06AB: $PLAYER_ACTOR  1 
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_1872
00AB: put_car @36 at -2170.58 -206.92  34.57
0175: set_car @36 z_angle_to  91.13

:SYN3_1872
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN3_1883
0792: @37 
00D6: if  0
00DF:   actor @37 driving
004D: jump_if_false SYN3_1881
0362: remove_actor @37 from_car_and_place_at -2170.45 -209.19  34.37
0002: jump SYN3_1882

:SYN3_1881
00A1: put_actor @37 at -2170.45 -209.19  34.37

:SYN3_1882
0173: set_actor @37 z_angle_to  207.63

:SYN3_1883
0006: @272 =  0  ;; integer values
00D6: if  0
0039:   @210 ==  1  ;; integer values
004D: jump_if_false SYN3_1899
00D6: if  0
8119:   NOT   car @99 wrecked
004D: jump_if_false SYN3_1895
00D6: if  21
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_1895
0006: @272 =  1  ;; integer values

:SYN3_1895
00D6: if  0
0039:   @272 ==  0  ;; integer values
004D: jump_if_false SYN3_1899
00A6: destroy_car @99

:SYN3_1899
0792: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN3_1905
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2169.44 -210.34  34.37
0002: jump SYN3_1906

:SYN3_1905
00A1: put_actor $PLAYER_ACTOR at -2169.44 -210.34  34.37

:SYN3_1906
0173: set_actor $PLAYER_ACTOR z_angle_to  48.2
00D6: if  1
0039:   @272 ==  1  ;; integer values
8119:   NOT   car @99 wrecked
004D: jump_if_false SYN3_1916
00D6: if  0
01AD:   car @99  0 ()near_point -2170.45 -209.19  20.0  20.0
004D: jump_if_false SYN3_1916
00AB: put_car @99 at -2154.28 -275.18 -100.0
0175: set_car @99 z_angle_to  270.0

:SYN3_1916
0001: wait  1000 ms
02A3: toggle_widescreen  1 (on)
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN3_1923
05BF: unknown_action_sequence $PLAYER_ACTOR @37 -2 
05BF: unknown_action_sequence @37 $PLAYER_ACTOR -2 

:SYN3_1923
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 (back)  1000 ms

:SYN3_1926
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_1931
0001: wait  0 ms
0002: jump SYN3_1926

:SYN3_1931
0006: @133 =  1  ;; integer values
0707: unknown_bunnyjump SYN3_1963 
0006: @132 =  2  ;; integer values
0050: gosub SYN3_2235
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 

:SYN3_1936
00D6: if  0
001B:    1 > @129  ;; integer values
004D: jump_if_false SYN3_1948
0001: wait  0 ms
0050: gosub SYN3_2281
00D6: if  1
0039:   @128 ==  2  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
004D: jump_if_false SYN3_1947
0967: $PLAYER_ACTOR  10000 
0006: @131 =  1  ;; integer values

:SYN3_1947
0002: jump SYN3_1936

:SYN3_1948
0968: $PLAYER_ACTOR 

:SYN3_1949
00D6: if  0
001D:   @130 > @129  ;; integer values  
004D: jump_if_false SYN3_1961
0001: wait  0 ms
0050: gosub SYN3_2281
00D6: if  1
0039:   @128 ==  2  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
004D: jump_if_false SYN3_1960
0967: $PLAYER_ACTOR  10000 
0006: @131 =  1  ;; integer values

:SYN3_1960
0002: jump SYN3_1949

:SYN3_1961
0968: $PLAYER_ACTOR 
0006: @133 =  0  ;; integer values

:SYN3_1963
0701: (unknown)
016A: fade  0 ()  1000 ms

:SYN3_1965
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_1970
0001: wait  0 ms
0002: jump SYN3_1965

:SYN3_1970
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false SYN3_1973

:SYN3_1973
0968: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0792: $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  1
0039:   @272 ==  1  ;; integer values
8119:   NOT   car @99 wrecked
004D: jump_if_false SYN3_1990
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_1992

:SYN3_1990
00A1: put_actor $PLAYER_ACTOR at -2127.08 -87.75 -100.0
0173: set_actor $PLAYER_ACTOR z_angle_to  0.0

:SYN3_1992
0164: disable_marker @214
0164: disable_marker @247
0164: disable_marker @215
0249: release_model  492
0249: release_model  123
0249: release_model  122
0249: release_model  353
0249: release_model  440
0249: release_model  173
0249: release_model  355
091D: -2005.23  517.16  33.0 -2002.69  554.12  36.0 
091D: -2097.8  319.42  33.0 -2035.57  321.05  36.0 
091D: -2150.18  138.75  33.0 -2145.71  160.84  36.0 
091D: -2168.24  42.13  33.0 -2165.99  61.7  36.0 
06D7:  1 
06AB: $PLAYER_ACTOR  0 
0001: wait  1000 ms
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1000 ms

:SYN3_2014
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_2019
0001: wait  0 ms
0002: jump SYN3_2014

:SYN3_2019
0051: return

:SYN3_2020
016A: fade  0 ()  1000 ms

:SYN3_2021
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_2026
0001: wait  0 ms
0002: jump SYN3_2021

:SYN3_2026
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01EB: set_car_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: $PLAYER_ACTOR  1 
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false SYN3_2041
00AB: put_car @36 at @38 @39 @40
0175: set_car @36 z_angle_to @41

:SYN3_2041
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false SYN3_2046
00AB: put_car @35 at -1830.16 -17.64  14.79
0175: set_car @35 z_angle_to  268.78

:SYN3_2046
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false SYN3_2056
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN3_2053
036A: put_actor $PLAYER_ACTOR in_car @34

:SYN3_2053
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_2056
04ED: load_animation "CAR_CHAT"

:SYN3_2057
00D6: if  0
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false SYN3_2062
0001: wait  0 ms
0002: jump SYN3_2057

:SYN3_2062
0006: @132 =  1  ;; integer values
0050: gosub SYN3_2235
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2072
0605: unknown_action_sequence @100 "CAR_SC3_FR" "CAR_CHAT"  4.0  0  0  0  0 -1 
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SYN3_2072
05BF: unknown_action_sequence @101 @100 -2 

:SYN3_2072
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 (back)  1000 ms

:SYN3_2075
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_2080
0001: wait  0 ms
0002: jump SYN3_2075

:SYN3_2080
0006: @133 =  1  ;; integer values
0707: unknown_bunnyjump SYN3_2193 

:SYN3_2082
00D6: if  0
001B:    1 > @129  ;; integer values
004D: jump_if_false SYN3_2095
0001: wait  0 ms
0050: gosub SYN3_2281
00D6: if  2
0039:   @128 ==  2  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2094
0967: @100  10000 
0006: @131 =  1  ;; integer values

:SYN3_2094
0002: jump SYN3_2082

:SYN3_2095
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2100
0968: @100 
05BF: unknown_action_sequence $PLAYER_ACTOR @100 -1 

:SYN3_2100
00D6: if  0
001B:    2 > @129  ;; integer values
004D: jump_if_false SYN3_2113
0001: wait  0 ms
0050: gosub SYN3_2281
00D6: if  2
0039:   @128 ==  2  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2112
0967: @100  10000 
0006: @131 =  1  ;; integer values

:SYN3_2112
0002: jump SYN3_2100

:SYN3_2113
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2117
0968: @100 

:SYN3_2117
00D6: if  0
001B:    3 > @129  ;; integer values
004D: jump_if_false SYN3_2130
0001: wait  0 ms
0050: gosub SYN3_2281
00D6: if  2
0039:   @128 ==  2  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2129
0967: @100  10000 
0006: @131 =  1  ;; integer values

:SYN3_2129
0002: jump SYN3_2117

:SYN3_2130
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2134
0968: @100 

:SYN3_2134
0647: unknown_action_sequence $PLAYER_ACTOR 
0001: wait  200 ms
0633: unknown_action_sequence $PLAYER_ACTOR 
0001: wait  500 ms
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2142
05BF: unknown_action_sequence @100 $PLAYER_ACTOR -1 

:SYN3_2142
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SYN3_2147
0647: unknown_action_sequence @101 

:SYN3_2147
0006: @129 =  5  ;; integer values

:SYN3_2148
00D6: if  0
001B:    6 > @129  ;; integer values
004D: jump_if_false SYN3_2161
0001: wait  0 ms
0050: gosub SYN3_2281
00D6: if  2
0039:   @128 ==  2  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2160
0967: @100  10000 
0006: @131 =  1  ;; integer values

:SYN3_2160
0002: jump SYN3_2148

:SYN3_2161
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2165
0968: @100 

:SYN3_2165
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SYN3_2169
05BF: unknown_action_sequence @101 $PLAYER_ACTOR -1 

:SYN3_2169
0001: wait  1000 ms

:SYN3_2170
00D6: if  0
001D:   @130 > @129  ;; integer values  
004D: jump_if_false SYN3_2183
0001: wait  0 ms
0050: gosub SYN3_2281
00D6: if  2
0039:   @128 ==  2  ;; integer values
8039:   NOT   @131 ==  1  ;; integer values
8118:   NOT   actor @101 dead
004D: jump_if_false SYN3_2182
0967: @101  10000 
0006: @131 =  1  ;; integer values

:SYN3_2182
0002: jump SYN3_2170

:SYN3_2183
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false SYN3_2187
0968: @101 

:SYN3_2187
0001: wait  1000 ms
00D6: if  0
8118:   NOT   actor @100 dead
004D: jump_if_false SYN3_2192
0647: unknown_action_sequence @100 

:SYN3_2192
0006: @133 =  0  ;; integer values

:SYN3_2193
0701: (unknown)
016A: fade  0 ()  700 ms

:SYN3_2195
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_2200
0001: wait  0 ms
0002: jump SYN3_2195

:SYN3_2200
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false SYN3_2203

:SYN3_2203
06AB: $PLAYER_ACTOR  0 
0647: unknown_action_sequence $PLAYER_ACTOR 
0687: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN3_2211
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1816.19 -1.19  14.15
0002: jump SYN3_2212

:SYN3_2211
00A1: put_actor $PLAYER_ACTOR at -1816.19 -1.19  14.15

:SYN3_2212
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_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
01F0: set_max_wanted_level_to  0
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1000 ms

:SYN3_2229
00D6: if  0
016B:   fading
004D: jump_if_false SYN3_2234
0001: wait  0 ms
0002: jump SYN3_2229

:SYN3_2234
0051: return

:SYN3_2235
0871: init_jump_table @132 total_jumps  3  1 SYN3_2276 jumps  0 SYN3_2236  1 SYN3_2254  2 SYN3_2270 -1 SYN3_2277 -1 SYN3_2277 -1 SYN3_2277 -1 SYN3_2277 

:SYN3_2236
05AA: s@104 = 'MJIZ01A'  ;; 8-byte strings
05AA: s@106 = 'MJIZ01B'  ;; 8-byte strings
05AA: s@108 = 'MJIZ01C'  ;; 8-byte strings
05AA: s@110 = 'MJIZ01D'  ;; 8-byte strings
05AA: s@112 = 'MJIZ01E'  ;; 8-byte strings
05AA: s@114 = 'MJIZ01F'  ;; 8-byte strings
05AA: s@116 = 'MJIZ01G'  ;; 8-byte strings
05AA: s@118 = '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_2277

:SYN3_2254
05AA: s@104 = 'SYN3_CA'  ;; 8-byte strings
05AA: s@106 = 'SYN3_CB'  ;; 8-byte strings
05AA: s@108 = 'SYN3_CC'  ;; 8-byte strings
05AA: s@110 = 'SYN3_CD'  ;; 8-byte strings
05AA: s@112 = 'SYN3_CE'  ;; 8-byte strings
05AA: s@114 = 'SYN3_CF'  ;; 8-byte strings
05AA: s@116 = '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_2277

:SYN3_2270
05AA: s@104 = 'SYN3_EA'  ;; 8-byte strings
05AA: s@106 = '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_2277

:SYN3_2276
0002: jump SYN3_2277

:SYN3_2277
0006: @128 =  0  ;; integer values
0006: @129 =  0  ;; integer values
0006: @131 =  0  ;; integer values
0051: return

:SYN3_2281
00D6: if  21
0039:   @128 ==  0  ;; integer values
0039:   @128 ==  1  ;; integer values
004D: jump_if_false SYN3_2292
00D6: if  0
001D:   @130 > @129  ;; integer values  
004D: jump_if_false SYN3_2292
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false SYN3_2292
0050: gosub SYN3_2304

:SYN3_2292
00D6: if  0
0039:   @128 ==  2  ;; integer values
004D: jump_if_false SYN3_2303
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SYN3_2303
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_2303
0051: return

:SYN3_2304
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false SYN3_2309
03CF: load_wav @120(@129,8i) as  1
0006: @128 =  1  ;; integer values

:SYN3_2309
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false SYN3_2318
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SYN3_2318
00BC: text_highpriority @104(@129,8s)  10000 ms  1
03D1: play_wav  1
0006: @128 =  2  ;; integer values

:SYN3_2318
0051: return

:SYN3_2319
040D: unload_wav  2
0871: init_jump_table @103 total_jumps  5  1 SYN3_2331 jumps  0 SYN3_2321  1 SYN3_2323  2 SYN3_2325  3 SYN3_2327  4 SYN3_2329 -1 SYN3_2332 -1 SYN3_2332 

:SYN3_2321
03CF: load_wav  40802 as  2
0002: jump SYN3_2332

:SYN3_2323
03CF: load_wav  40801 as  2
0002: jump SYN3_2332

:SYN3_2325
03CF: load_wav  40803 as  2
0002: jump SYN3_2332

:SYN3_2327
03CF: load_wav  40800 as  2
0002: jump SYN3_2332

:SYN3_2329
03CF: load_wav  40804 as  2
0002: jump SYN3_2332

:SYN3_2331
0002: jump SYN3_2332

:SYN3_2332
0968: $PLAYER_ACTOR 
040D: unload_wav  1

:SYN3_2334
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false SYN3_2354
0001: wait  0 ms
00D6: if  25
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_2347
0051: return

:SYN3_2347
00D6: if  1
8039:   NOT   @135 ==  1  ;; integer values
0214:   pickup @89 picked_up
004D: jump_if_false SYN3_2353
0164: disable_marker @247
0006: @135 =  1  ;; integer values

:SYN3_2353
0002: jump SYN3_2334

:SYN3_2354
03D1: play_wav  2
0871: init_jump_table @103 total_jumps  5  1 SYN3_2366 jumps  0 SYN3_2356  1 SYN3_2358  2 SYN3_2360  3 SYN3_2362  4 SYN3_2364 -1 SYN3_2367 -1 SYN3_2367 

:SYN3_2356
00BC: text_highpriority 'TORX_AC'  3000 ms  1
0002: jump SYN3_2367

:SYN3_2358
00BC: text_highpriority 'TORX_AB'  3000 ms  1
0002: jump SYN3_2367

:SYN3_2360
00BC: text_highpriority 'TORX_AD'  3000 ms  1
0002: jump SYN3_2367

:SYN3_2362
00BC: text_highpriority 'TORX_AA'  3000 ms  1
0002: jump SYN3_2367

:SYN3_2364
00BC: text_highpriority 'TORX_AE'  3000 ms  1
0002: jump SYN3_2367

:SYN3_2366
0002: jump SYN3_2367

:SYN3_2367
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false SYN3_2387
0001: wait  0 ms
00D6: if  25
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_2380
0051: return

:SYN3_2380
00D6: if  1
8039:   NOT   @135 ==  1  ;; integer values
0214:   pickup @89 picked_up
004D: jump_if_false SYN3_2386
0164: disable_marker @247
0006: @135 =  1  ;; integer values

:SYN3_2386
0002: jump SYN3_2367

:SYN3_2387
000A: @103 +=  1  ;; integer values
00D6: if  0
0019:   @103 >  4  ;; integer values
004D: jump_if_false SYN3_2392
0006: @103 =  0  ;; integer values

:SYN3_2392
0051: return

:SYN3_2393
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SYN3_2395
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'SYND_3'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  9000  5000 ms  1
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
0164: disable_marker $526
0051: return

:SYN3_2406
0249: release_model  421
0249: release_model  468
0249: release_model  440
0249: release_model  173
0249: release_model  359
0249: release_model  358
0249: release_model  492
0249: release_model  123
0249: release_model  122
0249: release_model  353
0249: release_model  355
0249: release_model  330
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_1431
0050: gosub SYN3_1442
0050: gosub SYN3_1459
0050: gosub SYN3_1476
061B: @98 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SYN3_2438
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
06AB: $PLAYER_ACTOR  0 

:SYN3_2438
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: -2005.23  517.16  33.0 -2002.69  554.12  36.0 
091D: -2097.8  319.42  33.0 -2035.57  321.05  36.0 
091D: -2150.18  138.75  33.0 -2145.71  160.84  36.0 
091D: -2168.24  42.13  33.0 -2165.99  61.7  36.0 
06D7:  1 
065C: unknown_create_def_entity @88  ; unknown_destroy
065C: unknown_create_def_entity @102  ; unknown_destroy
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false SYN3_2454
0519: unknown_car @34 flag  0

:SYN3_2454
01F0: set_max_wanted_level_to @248
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 61---------------
; Originally: Ice Cold Killa


:SYND4_1
03A4: name_thread 'SYND4'
0050: gosub SYND4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SYND4_7
0050: gosub SYND4_1483

:SYND4_7
0050: gosub SYND4_1539
004E: end_thread

:SYND4_9
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 
07FB: set_interior 'PDOMES2' accessible  0 
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:SYND4_26
00D6: if  0
016B:   fading
004D: jump_if_false SYND4_31
0001: wait  0 ms
0002: jump SYND4_26

:SYND4_31
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_35
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SYND4_40
0001: wait  0 ms
0002: jump SYND4_35

:SYND4_40
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:SYND4_43
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SYND4_48
0001: wait  0 ms
0002: jump SYND4_43

:SYND4_48
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:SYND4_50
00D6: if  0
016B:   fading
004D: jump_if_false SYND4_55
0001: wait  0 ms
0002: jump SYND4_50

:SYND4_55
02EA: end_cutscene
0860: link_actor $PLAYER_ACTOR to_interior  0 
04BB: select_interior  0  ;; select render area
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_64
08C7: $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_64
0169: set_fade_color  0  0  0
0247: request_model  347
0247: request_model  163
0247: request_model  164
0247: request_model  409
0247: request_model  352
0247: request_model  575
0247: request_model  409
0247: request_model  71
0746:  4  24  0 
0746:  3  25  0 
0746:  1  25  25 
060A: unknown_create_entity  0 @55 
060A: unknown_create_entity  2 @47 
060A: unknown_create_entity  2 @88 

:SYND4_79
00D6: if  24
8248:   NOT   model  347 available
8248:   NOT   model  163 available
8248:   NOT   model  164 available
8248:   NOT   model  409 available
8248:   NOT   model  352 available
004D: jump_if_false SYND4_88
0001: wait  0 ms
0002: jump SYND4_79

:SYND4_88
00D6: if  22
8248:   NOT   model  409 available
8248:   NOT   model  575 available
8248:   NOT   model  71 available
004D: jump_if_false SYND4_95
0001: wait  0 ms
0002: jump SYND4_88

:SYND4_95
0A0B: -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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_111
0615: @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: unknown_action_sequence -1 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
05D6: clear_scmpath
0616: @58 

:SYND4_111
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_130
0615: @120 
0603: unknown_action_sequence -1 -2664.286  1420.904  905.2812  4 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @120 
0615: @121 
0603: unknown_action_sequence -1 -2662.241  1418.222  905.277  4 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @121 
0615: @122 
0603: unknown_action_sequence -1 -2671.858  1420.603  905.2812  4 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @122 
0615: @123 
0603: unknown_action_sequence -1 -2667.221  1421.774  905.2812  4 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @123 

:SYND4_130
0615: @72 
0603: unknown_action_sequence -1 -2674.171  1394.553  917.3582  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  94.4524 
0643: @72  1 
0616: @72 
0615: @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: @81 
0615: @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: @73 
0615: @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: @67 
0615: @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: @57 
0615: @42 
05C9: unknown_action_sequence -1  4000 
05B9: unknown_action_sequence -1  1000 
05C8: unknown_action_sequence -1 
0643: @42  1 
0616: @42 
0615: @68 
0638: unknown_action_sequence -1  1 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0643: @68  1 
0616: @68 
00A5: @62 = create_car  409 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  409 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  575 numberplate "HO_2_HO_" 
00A5: @64 = create_car  575 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: @124 
0603: unknown_action_sequence -1 -2622.981  1413.107  6.1137  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  196.019 
0643: @124  1 
0616: @124 
0615: @125 
0603: unknown_action_sequence -1 -2626.409  1411.96  6.1094  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  190.6977 
0643: @125  1 
0616: @125 
009A: @49 = create_actor  25  163 at -2622.981  1413.107  6.1137
0173: set_actor @49 z_angle_to  196.019
009A: @50 = create_actor  25  164 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: @49 @124 
0618: @50 @125 
018A: @59 = create_checkpoint_at -2623.937  1410.79  6.1152
018A: @60 = create_checkpoint_at -2636.385  1402.485  905.4609
08DC: @60 -2661.74  1423.483  100.0 
018B: show_on_radar @60  0
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_242
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_242
0006: @32 =  0  ;; integer values
0169: set_fade_color  0  0  0
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
00BC: text_highpriority 'SYN4_20'  9000 ms  1

:SYND4_247
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_427
0001: wait  0 ms
0050: gosub SYND4_1641
0050: gosub SYND4_1753
00D6: if  0
0735:  83 
004D: jump_if_false SYND4_257
0002: jump SYND4_1514

:SYND4_257
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false SYND4_294
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYND4_277
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @49
004D: jump_if_false SYND4_277
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYND4_271
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:SYND4_271
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_276
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:SYND4_276
0006: @117 =  1  ;; integer values

:SYND4_277
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_294
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @50
004D: jump_if_false SYND4_294
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYND4_288
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:SYND4_288
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_293
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:SYND4_293
0006: @117 =  1  ;; integer values

:SYND4_294
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_422
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -2623.937  1410.79  6.1152 radius  1.2  1.2  1.2
004D: jump_if_false SYND4_422
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_304
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:SYND4_304
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_1611
00D6: if  1
8118:   NOT   actor @49 dead
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_400
00D6: if  1
851A:   NOT   unknown_actor @49 hit_by_actor $PLAYER_ACTOR
851A:   NOT   unknown_actor @50 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYND4_400
05BF: unknown_action_sequence @50 $PLAYER_ACTOR  6000 
0050: gosub SYND4_1611
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_323
08C7: $PLAYER_ACTOR -2624.112  1410.473  6.1149 
0173: set_actor $PLAYER_ACTOR z_angle_to  13.4662

:SYND4_323
05BF: unknown_action_sequence @49 $PLAYER_ACTOR  6000 
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_389 jumps  0 SYND4_329  1 SYND4_349  2 SYND4_369 -1 SYND4_389 -1 SYND4_389 -1 SYND4_389 -1 SYND4_389 

:SYND4_329
040D: unload_wav  1
03CF: load_wav  39411 as  1

:SYND4_331
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYND4_336
0001: wait  0 ms
0002: jump SYND4_331

:SYND4_336
03D1: play_wav  1
00BC: text_highpriority 'SYN4_BA'  4000 ms  1
0006: @33 =  0  ;; integer values

:SYND4_339
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false SYND4_348
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_347
0002: jump SYND4_414

:SYND4_347
0002: jump SYND4_339

:SYND4_348
0002: jump SYND4_389

:SYND4_349
040D: unload_wav  1
03CF: load_wav  39412 as  1

:SYND4_351
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYND4_356
0001: wait  0 ms
0002: jump SYND4_351

:SYND4_356
03D1: play_wav  1
00BC: text_highpriority 'SYN4_BB'  4000 ms  1
0006: @33 =  0  ;; integer values

:SYND4_359
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false SYND4_368
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_367
0002: jump SYND4_414

:SYND4_367
0002: jump SYND4_359

:SYND4_368
0002: jump SYND4_389

:SYND4_369
040D: unload_wav  1
03CF: load_wav  39413 as  1

:SYND4_371
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYND4_376
0001: wait  0 ms
0002: jump SYND4_371

:SYND4_376
03D1: play_wav  1
00BC: text_highpriority 'SYN4_BC'  4000 ms  1
0006: @33 =  0  ;; integer values

:SYND4_379
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false SYND4_388
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_387
0002: jump SYND4_414

:SYND4_387
0002: jump SYND4_379

:SYND4_388
0002: jump SYND4_389

:SYND4_389
0006: @33 =  0  ;; integer values

:SYND4_390
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false SYND4_400
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_399
0006: @70 =  1  ;; integer values
0002: jump SYND4_414

:SYND4_399
0002: jump SYND4_390

:SYND4_400
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
0876:  2682.42  1420.237  28.0 -2630.365  1411.699  28.0  3  0 
0006: @33 =  0  ;; integer values

:SYND4_405
00D6: if  0
001B:    5000 > @33  ;; integer values
004D: jump_if_false SYND4_414
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_413
0002: jump SYND4_414

:SYND4_413
0002: jump SYND4_405

:SYND4_414
0050: gosub SYND4_1618
018A: @61 = create_checkpoint_at -2661.924  1424.278  22.8906
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false SYND4_420
00BC: text_highpriority 'SYN4_12'  5000 ms  1

:SYND4_420
0221: set_player $PLAYER_CHAR trapped_in_car  0
0002: jump SYND4_428

:SYND4_422
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2660.145  1419.211  22.8906 radius  5.0  5.0  5.0
004D: jump_if_false SYND4_426
0002: jump SYND4_428

:SYND4_426
0002: jump SYND4_247

:SYND4_427
0002: jump SYND4_1483

:SYND4_428
0247: request_model  28
0247: request_model  30
0247: request_model  40
0247: request_model  63
0247: request_model  19
0247: request_model  352
0247: request_model  214
0247: request_model  346
023C: load_special_actor  1 'JIZZY'
0247: request_model  246
04ED: load_animation "SWAT"

:SYND4_439
00D6: if  24
8248:   NOT   model  28 available
8248:   NOT   model  30 available
8248:   NOT   model  40 available
8248:   NOT   model  63 available
8248:   NOT   model  19 available
004D: jump_if_false SYND4_448
0001: wait  0 ms
0002: jump SYND4_439

:SYND4_448
00D6: if  25
8248:   NOT   model  352 available
8248:   NOT   model  214 available
8248:   NOT   model  346 available
823D:   NOT   special_actor  1 loaded
84EE:   NOT   animation "SWAT" loaded
8248:   NOT   model  246 available
004D: jump_if_false SYND4_458
0001: wait  0 ms
0002: jump SYND4_448

:SYND4_458
00D6: if  0
004D: jump_if_false SYND4_462
0001: wait  0 ms
0002: jump SYND4_458

:SYND4_462
009A: @39 = create_actor  23  290 at -2669.127  1426.919  905.4609
0860: link_actor @39 to_interior  3 
0245: set_actor @39 walk_style_to "GANG1"
0746:  4  23  0 
0173: set_actor @39 z_angle_to  238.0256
060F: @39  5.0 
060B: unknown_actor_use_entity @39 @55 
009A: @44 = create_actor  5  63 at -2667.656  1425.854  905.4609
0860: link_actor @44 to_interior  3 
0173: set_actor @44 z_angle_to  76.4221
0568: @44  1
0677: unknown_action_sequence @39 @44  1  1 
0677: unknown_action_sequence @44 @39  0  1 
0187: @43 = create_marker_above_actor @39
018B: show_on_radar @43  0
0615: @79 
06B0: unknown_action_sequence -1  200000 
05C9: unknown_action_sequence -1  2000 
0643: @79  1 
0616: @79 
0615: @80 
05B9: unknown_action_sequence -1  1000 
0618: -1 @79 
0616: @80 
009A: @34 = create_actor  24  28 at -2665.236  1429.884  905.4609
0173: set_actor @34 z_angle_to  133.1702
0618: @34 @80 
009A: @35 = create_actor  24  30 at -2667.102  1430.024  905.4609
0173: set_actor @35 z_angle_to  180.876
0618: @35 @79 
009A: @36 = create_actor  24  28 at -2665.064  1428.402  905.4609
0173: set_actor @36 z_angle_to  106.0457
0618: @36 @79 
009A: @37 = create_actor  24  63 at -2668.117  1429.933  905.4609
0173: set_actor @37 z_angle_to  180.876
0618: @37 @80 
0615: @112 
0603: unknown_action_sequence -1 -2655.508  1410.566  905.2734  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  263.3926 
05B9: unknown_action_sequence -1  2000 
0603: unknown_action_sequence -1 -2655.892  1406.675  905.2734  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  181.7338 
05B9: unknown_action_sequence -1  2000 
0643: @112  1 
0616: @112 
0615: @113 
0603: unknown_action_sequence -1 -2660.268  1413.959  905.2734  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  348.451 
05B9: unknown_action_sequence -1  2000 
0603: unknown_action_sequence -1 -2662.841  1413.732  905.2808  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  96.5734 
05B9: unknown_action_sequence -1  2000 
0643: @113  1 
0616: @113 
009A: @102 = create_actor  26  214 at -2655.508  1410.566  905.2734
0173: set_actor @102 z_angle_to  263.3926
009A: @103 = create_actor  26  214 at -2660.268  1413.959  905.2734
0173: set_actor @103 z_angle_to  348.451
0618: @102 @112 
0618: @103 @113 
009A: @104 = create_actor  26  28 at -2657.269  1403.575  905.2812
0173: set_actor @104 z_angle_to  271.0479
009A: @105 = create_actor  26  63 at -2654.617  1404.656  905.2812
0173: set_actor @105 z_angle_to  87.3589
0677: unknown_action_sequence @104 @105  1  1 
0677: unknown_action_sequence @105 @104  1  1 
0006: @40 =  0  ;; integer values

:SYND4_529
00D6: if  0
8118:   NOT   actor @34(@40,5i) dead
004D: jump_if_false SYND4_538
0860: link_actor @34(@40,5i) to_interior  3 
0770: @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_538
00D6: if  0
8118:   NOT   actor @102(@40,10i) dead
004D: jump_if_false SYND4_542
0860: link_actor @102(@40,10i) to_interior  3 

:SYND4_542
000A: @40 +=  1  ;; integer values
0029:   @40 >=  4  ;; integer values
004D: jump_if_false SYND4_529
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
018A: @54 = create_checkpoint_at -2655.075  1431.789  912.4016
08DC: @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_554
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_636
0001: wait  0 ms
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false SYND4_595
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYND4_578
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @49
004D: jump_if_false SYND4_578
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYND4_572
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:SYND4_572
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_577
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:SYND4_577
0006: @117 =  1  ;; integer values

:SYND4_578
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_595
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @50
004D: jump_if_false SYND4_595
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYND4_589
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:SYND4_589
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_594
0792: $PLAYER_ACTOR 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:SYND4_594
0006: @117 =  1  ;; integer values

:SYND4_595
00D6: if  0
0736:  83 
004D: jump_if_false SYND4_599
0002: jump SYND4_1514

:SYND4_599
0050: gosub SYND4_1641
0050: gosub SYND4_1753
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2661.01  1415.384  921.1953 radius  20.0  20.0  20.0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false SYND4_635
07FB: set_interior 'PDOMES' accessible  0 
00D6: if  0
075C:   marker @59 enabled
004D: jump_if_false SYND4_610
0164: disable_marker @59

:SYND4_610
0164: disable_marker @61
018A: @45 = create_checkpoint_at -2667.368  1427.435  905.4609
08DC: @45 -2661.74  1423.483  100.0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_619
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR -2661.055  1416.019  921.1953 
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:SYND4_619
0006: @48 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYND4_624
009B: destroy_actor_instantly @49

:SYND4_624
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYND4_628
009B: destroy_actor_instantly @50

:SYND4_628
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_632
0173: set_actor $PLAYER_ACTOR z_angle_to  197.6688

:SYND4_632
00BC: text_highpriority 'SYN4_99'  4000 ms  1
03C7: unknown_maby_cops_density  0.0
0002: jump SYND4_637

:SYND4_635
0002: jump SYND4_554

:SYND4_636
0002: jump SYND4_1483

:SYND4_637
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1482
0001: wait  0 ms
0050: gosub SYND4_1641
0050: gosub SYND4_1753
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false SYND4_899
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false SYND4_651
0006: @115 =  1  ;; integer values
0002: jump SYND4_1483

:SYND4_651
0006: @40 =  0  ;; integer values

:SYND4_652
00D6: if  0
051A:   unknown_actor @34(@40,5i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYND4_658
00BC: text_highpriority 'SYN4_08'  4000 ms  1
0006: @83 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SYND4_658
000A: @40 +=  1  ;; integer values
0029:   @40 >=  4  ;; integer values
004D: jump_if_false SYND4_652
00D6: if  0
051A:   unknown_actor @39 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYND4_667
00BC: text_highpriority 'SYN4_06'  4000 ms  1
0006: @83 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SYND4_667
00D6: if  0
051A:   unknown_actor @44 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYND4_673
00BC: text_highpriority 'SYN4_08'  4000 ms  1
0006: @83 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SYND4_673
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2668.716  1421.846  905.277 radius  15.0  15.0  15.0
004D: jump_if_false SYND4_899
07FB: set_interior 'PDOMES2' accessible  1 
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:SYND4_679
00D6: if  0
016B:   fading
004D: jump_if_false SYND4_684
0001: wait  0 ms
0002: jump SYND4_679

:SYND4_684
0006: @40 =  0  ;; integer values

:SYND4_685
009B: destroy_actor_instantly @34(@40,5i)
000A: @40 +=  1  ;; integer values
0029:   @40 >=  4  ;; integer values
004D: jump_if_false SYND4_685
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false SYND4_693
009B: destroy_actor_instantly @44

:SYND4_693
00D6: if  0
075C:   marker @43 enabled
004D: jump_if_false SYND4_697
0164: disable_marker @43

:SYND4_697
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_701
009B: destroy_actor_instantly @39

:SYND4_701
02E4: load_cutscene_data 'SYND_4B'

:SYND4_702
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SYND4_707
0001: wait  0 ms
0002: jump SYND4_702

:SYND4_707
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:SYND4_709
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SYND4_714
0001: wait  0 ms
0002: jump SYND4_709

:SYND4_714
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:SYND4_717
00D6: if  0
016B:   fading
004D: jump_if_false SYND4_722
0001: wait  0 ms
0002: jump SYND4_717

:SYND4_722
0050: gosub SYND4_1611
009A: @39 = create_actor  23  290 at -2669.127  1426.919  905.4609
0860: link_actor @39 to_interior  3 
0245: set_actor @39 walk_style_to "GANG1"
0746:  4  23  0 
0173: set_actor @39 z_angle_to  238.0256
060F: @39  5.0 
060B: unknown_actor_use_entity @39 @55 
009A: @34 = create_actor  24  28 at -2665.236  1429.884  905.4609
0173: set_actor @34 z_angle_to  133.1702
0618: @34 @80 
009A: @35 = create_actor  24  30 at -2667.102  1430.024  905.4609
0173: set_actor @35 z_angle_to  180.876
0618: @35 @79 
009A: @36 = create_actor  24  28 at -2665.064  1428.402  905.4609
0173: set_actor @36 z_angle_to  106.0457
0618: @36 @79 
009A: @37 = create_actor  24  63 at -2668.117  1429.933  905.4609
0173: set_actor @37 z_angle_to  180.876
0618: @37 @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_746
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_746
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_757
015F: set_camera_position -2669.57  1410.871  907.8965  0.0  0.0  0.0
0159: camera_on_ped @39  15  2

:SYND4_757
009A: @87 = create_actor  24  163 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 (back)  0 ms

:SYND4_763
00D6: if  0
016B:   fading
004D: jump_if_false SYND4_768
0001: wait  0 ms
0002: jump SYND4_763

:SYND4_768
00BC: text_highpriority 'SYN4_05'  4000 ms  1
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SYND4_773
0618: @87 @73 

:SYND4_773
0006: @40 =  0  ;; integer values

:SYND4_774
00D6: if  0
8118:   NOT   actor @102(@40,10i) dead
004D: jump_if_false SYND4_779
0792: @102(@40,10i) 
05C5: unknown_action_sequence @102(@40,10i) -2 

:SYND4_779
000A: @40 +=  1  ;; integer values
0029:   @40 >=  4  ;; integer values
004D: jump_if_false SYND4_774
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_793
0687: @39 
08C7: @39 -2664.462  1421.766  905.277 
0173: set_actor @39 z_angle_to  249.6271
0618: @39 @73 
035F: set_actor @39 armour_to  150
0223: set_actor @39 health_to  300
08AF: @39  300 
0446: (unknown) @39  0 

:SYND4_793
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_800
0792: $PLAYER_ACTOR 
08C7: $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_800
0001: wait  1000 ms
0006: @33 =  0  ;; integer values

:SYND4_802
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false SYND4_811
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_810
0002: jump SYND4_811

:SYND4_810
0002: jump SYND4_802

:SYND4_811
0050: gosub SYND4_1618
0615: @128 
0603: unknown_action_sequence -1 -2639.277  1409.022  905.4646  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  63.4408 
0616: @128 
0615: @126 
0618: -1 @128 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0638: unknown_action_sequence -1  0 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @126  1 
0616: @126 
0615: @127 
0603: unknown_action_sequence -1 -2639.352  1402.766  905.4646  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  73.286 
0616: @127 
0615: @129 
0618: -1 @127 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0638: unknown_action_sequence -1  0 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @129  1 
0616: @129 
009A: @130 = create_actor  24  163 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: @130 @126 
009A: @131 = create_actor  24  164 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: @131 @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  0
8118:   NOT   actor @34 dead
004D: jump_if_false SYND4_861
08C7: @34 -2671.761  1420.303  905.2812 
0173: set_actor @34 z_angle_to  214.6866

:SYND4_861
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYND4_866
08C7: @35 -2665.095  1421.339  905.2812 
0173: set_actor @35 z_angle_to  167.6077

:SYND4_866
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_876
0792: @39 
018B: show_on_radar @43  0
08C7: @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_876
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SYND4_883
0792: @87 
08C7: @87 -2625.836  1404.75  6.0938 
0173: set_actor @87 z_angle_to  279.9147
0860: link_actor @87 to_interior  0 

:SYND4_883
0746:  4  24  0 
0006: @40 =  0  ;; integer values

:SYND4_885
00D6: if  0
8118:   NOT   actor @34(@40,5i) dead
004D: jump_if_false SYND4_891
0792: @34(@40,5i) 
05E2: unknown_action_sequence @34(@40,5i) $PLAYER_ACTOR 
060B: unknown_actor_use_entity @34(@40,5i) @47 

:SYND4_891
000A: @40 +=  1  ;; integer values
0029:   @40 >=  4  ;; integer values
004D: jump_if_false SYND4_885
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_899
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2640.998  1406.275  905.4609 radius  8.0  8.0  8.0
004D: jump_if_false SYND4_916
00D6: if  1
8118:   NOT   actor @130 dead
0039:   @98 ==  0  ;; integer values
004D: jump_if_false SYND4_909
0792: @130 
05E2: unknown_action_sequence @130 $PLAYER_ACTOR 
0006: @98 =  1  ;; integer values

:SYND4_909
00D6: if  1
8118:   NOT   actor @131 dead
0039:   @99 ==  0  ;; integer values
004D: jump_if_false SYND4_916
0792: @131 
05E2: unknown_action_sequence @131 $PLAYER_ACTOR 
0006: @99 =  1  ;; integer values

:SYND4_916
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false SYND4_1391
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false SYND4_1097
00D6: if  1
0118:   actor @39 dead
0039:   @85 ==  0  ;; integer values
004D: jump_if_false SYND4_931
00D6: if  0
075C:   marker @60 enabled
004D: jump_if_false SYND4_930
0164: disable_marker @60

:SYND4_930
0002: jump SYND4_1514

:SYND4_931
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_947
00D6: if  1
00FE:   actor @39  0 ()near_point -2636.385  1402.485  905.4609 radius  2.0  2.0  2.0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false SYND4_947
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_947
0687: @39 
018B: show_on_radar @43  0
08C7: @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_947
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2624.8  1411.54  6.1015 radius  4.0  4.0  4.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2661.85  1426.39  22.8985 radius  4.0  4.0  4.0
004D: jump_if_false SYND4_1097
0050: gosub SYND4_1627
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_957
08C7: @39 -2621.465  1411.338  6.1094 
04D7: lock_actor @39 in_current_position  0

:SYND4_957
07FB: set_interior 'PDOMES' accessible  0 
07FB: set_interior 'PDOMES2' accessible  0 
0994: -2686.415  1235.572  54.4297 
0994: -2671.298  1236.492  54.4297 
00D6: if  0
0119:   car @64 wrecked
004D: jump_if_false SYND4_982
00A6: destroy_car @64
0395: clear_area  1 at -2611.471  1409.036  6.1335 range  20.0
0247: request_model  448
0247: request_model  155

:SYND4_968
00D6: if  21
8248:   NOT   model  448 available
8248:   NOT   model  155 available
004D: jump_if_false SYND4_974
0001: wait  0 ms
0002: jump SYND4_968

:SYND4_974
00A5: @64 = create_car  448 at -2611.471  1409.036  6.1335
0175: set_car @64 z_angle_to  274.4727
0129: @132 = create_actor  4  155 in_car @64 driverseat
009B: destroy_actor_instantly @87
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_982
08C6: @39  3 

:SYND4_982
0615: @75 
05CB: unknown_action_sequence -1 @64  5000 
05B9: unknown_action_sequence -1  1000 
05D2: unknown_action_sequence -1 @64  20.0  2 
0616: @75 
0615: @76 
05CD: unknown_action_sequence -1 @64 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1097
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  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1006
08C7: @39 -2624.485  1411.353  6.1015 
0173: set_actor @39 z_angle_to  267.9166

:SYND4_1006
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SYND4_1017
0792: @87 
08C7: @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: @87  30 

:SYND4_1017
009B: destroy_actor_instantly @44
0006: @40 =  0  ;; integer values

:SYND4_1019
009B: destroy_actor_instantly @34(@40,5i)
000A: @40 +=  1  ;; integer values
0029:   @40 >=  4  ;; integer values
004D: jump_if_false SYND4_1019
0050: gosub SYND4_1611
00D6: if  1
8118:   NOT   actor @39 dead
8119:   NOT   car @64 wrecked
004D: jump_if_false SYND4_1032
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: @39 
0618: @39 @75 

:SYND4_1032
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SYND4_1037
0792: @87 
05CA: unknown_action_sequence @87 @64  5000  0 

:SYND4_1037
0050: gosub SYND4_1634
0006: @33 =  0  ;; integer values

:SYND4_1039
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false SYND4_1048
0001: wait  0 ms
00D6: if  1
00E1:   key_pressed  0  16
0118:   actor @132 dead
004D: jump_if_false SYND4_1047

:SYND4_1047
0002: jump SYND4_1039

:SYND4_1048
0006: @85 =  1  ;; integer values
0050: gosub SYND4_1618
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1055
08C7: $PLAYER_ACTOR -2627.1  1410.399  6.1015 
0173: set_actor $PLAYER_ACTOR z_angle_to  279.1925

:SYND4_1055
0615: @133 
05B9: unknown_action_sequence -1  4000 
0713: unknown_action_sequence -1 $PLAYER_ACTOR -1  0.0  0.0  0.0  10.0  8  0  30 
0643: @133  1 
0616: @133 
00D6: if  0
8119:   NOT   car @64 wrecked
004D: jump_if_false SYND4_1091
00D6: if  1
8118:   NOT   actor @87 dead
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1073
00D6: if  0
80DB:   NOT   actor @87 in_car @64
004D: jump_if_false SYND4_1071
0430: @87 @64  0 

:SYND4_1071
0688: unknown_action_sequence @87  1  1  1 
0618: @87 @133 

:SYND4_1073
00D6: if  1
8118:   NOT   actor @39 dead
8119:   NOT   car @64 wrecked
004D: jump_if_false SYND4_1091
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  0
80DB:   NOT   actor @39 in_car @64
004D: jump_if_false SYND4_1091
00D6: if  0
8118:   NOT   actor @132 dead
004D: jump_if_false SYND4_1090
00D6: if  0
00DF:   actor @132 driving
004D: jump_if_false SYND4_1090
009B: destroy_actor_instantly @132

:SYND4_1090
036A: put_actor @39 in_car @64

:SYND4_1091
00BE: text_clear_all
018B: show_on_radar @43  3
00BC: text_highpriority 'SYN4_02'  10000 ms  1
0006: @32 =  0  ;; integer values
03C7: unknown_maby_cops_density  1.0
0006: @41 =  2  ;; integer values

:SYND4_1097
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1116
00A0: store_actor @39 position_to $7304 $7306 $7303
00D6: if  0
00DF:   actor @39 driving
004D: jump_if_false SYND4_1105
03C0: $48 = actor @39 car

:SYND4_1105
080E: @39 $7313 
00D6: if  0
04A3:   unknown $7313 ==  7
004D: jump_if_false SYND4_1111
0687: @39 
0751: unknown_action_sequence @39 $PLAYER_ACTOR  200.0  9999999  1  3000  1000  10.0 

:SYND4_1111
00D6: if  0
04A3:   unknown $7313 ==  17
004D: jump_if_false SYND4_1116
0687: @39 
0751: unknown_action_sequence @39 $PLAYER_ACTOR  200.0  9999999  1  3000  1000  10.0 

:SYND4_1116
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false SYND4_1130
080E: @87 $7313 
00D6: if  0
04A3:   unknown $7313 ==  17
004D: jump_if_false SYND4_1125
0687: @87 
05E2: unknown_action_sequence @87 $PLAYER_ACTOR 

:SYND4_1125
00D6: if  0
04A3:   unknown $7313 ==  7
004D: jump_if_false SYND4_1130
0687: @87 
05E2: unknown_action_sequence @87 $PLAYER_ACTOR 

:SYND4_1130
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false SYND4_1164
0227: @90 = car $48 health
00D6: if  0
001B:    200 > @90  ;; integer values
004D: jump_if_false SYND4_1149
0006: @89 =  1  ;; integer values
00D6: if  1
8118:   NOT   actor @87 dead
0039:   @93 ==  0  ;; integer values
004D: jump_if_false SYND4_1148
0615: @134 
0622: AS_unknown_remove_actor -1 from_car $48 
05BE: unknown_action_sequence -1 
0616: @134 
0618: @87 @134 
0006: @93 =  1  ;; integer values

:SYND4_1148
0002: jump SYND4_1150

:SYND4_1149
0006: @89 =  0  ;; integer values

:SYND4_1150
00D6: if  2
0495:   unknown_car_check $48
0039:   @94 ==  0  ;; integer values
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1164
0615: @135 
0622: AS_unknown_remove_actor -1 from_car $48 
0751: unknown_action_sequence -1 $PLAYER_ACTOR  200.0  9999999  1  3000  1000  10.0 
0643: @135  1 
0616: @135 
060B: unknown_actor_use_entity @39 @55 
0006: @33 =  0  ;; integer values
0618: @39 @135 
0006: @94 =  1  ;; integer values

:SYND4_1164
00D6: if  0
0039:   @41 ==  2  ;; integer values
004D: jump_if_false SYND4_1231
00D6: if  1
0119:   car @64 wrecked
0039:   @77 ==  0  ;; integer values
004D: jump_if_false SYND4_1173
00BC: text_highpriority 'SYN4_32'  5000 ms  1
0002: jump SYND4_1483

:SYND4_1173
00D6: if  1
8119:   NOT   car @64 wrecked
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1183
00D6: if  0
00DB:   actor @39 in_car @64
004D: jump_if_false SYND4_1182
0006: @77 =  0  ;; integer values
0002: jump SYND4_1183

:SYND4_1182
0006: @77 =  1  ;; integer values

:SYND4_1183
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1218
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $7304 $7306 $7303 radius  20.0  20.0  20.0
004D: jump_if_false SYND4_1204
00D6: if  1
8119:   NOT   car @64 wrecked
0039:   @86 ==  0  ;; integer values
004D: jump_if_false SYND4_1203
00D6: if  0
8495:   NOT   unknown_car_check @64
004D: jump_if_false SYND4_1203
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false SYND4_1201
06E1: unknown_action_sequence @39 @64 -1  1  25.0  2 
0002: jump SYND4_1202

:SYND4_1201
06E1: unknown_action_sequence @39 @64 -1  1  32.0  2 

:SYND4_1202
0006: @86 =  1  ;; integer values

:SYND4_1203
0002: jump SYND4_1218

:SYND4_1204
00D6: if  1
8119:   NOT   car @64 wrecked
0039:   @86 ==  1  ;; integer values
004D: jump_if_false SYND4_1218
00D6: if  0
8495:   NOT   unknown_car_check @64
004D: jump_if_false SYND4_1218
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false SYND4_1216
06E1: unknown_action_sequence @39 @64 -1  1  23.0  2 
0002: jump SYND4_1217

:SYND4_1216
06E1: unknown_action_sequence @39 @64 -1  1  28.0  2 

:SYND4_1217
0006: @86 =  0  ;; integer values

:SYND4_1218
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1231
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $7304 $7306 $7303 radius  150.0  150.0  150.0
004D: jump_if_false SYND4_1226
00BC: text_highpriority 'SYN4_29'  4000 ms  1
0002: jump SYND4_1483

:SYND4_1226
00D6: if  1
80DF:   NOT   actor @39 driving
0039:   @91 ==  0  ;; integer values
004D: jump_if_false SYND4_1231
0006: @91 =  1  ;; integer values

:SYND4_1231
00D6: if  2
8118:   NOT   actor @39 dead
8119:   NOT   car @64 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1327
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYND4_1327
00D9: @84 = actor $PLAYER_ACTOR car
000A: @92 +=  1  ;; integer values
00D6: if  0
0019:   @92 >  100  ;; integer values
004D: jump_if_false SYND4_1246
054F: @64 
0006: @92 =  0  ;; integer values

:SYND4_1246
00D6: if  1
8119:   NOT   car @84 wrecked
0019:   @32 >  12000  ;; integer values
004D: jump_if_false SYND4_1327
00D6: if  0
051D:   cars @64 and @84 collided
004D: jump_if_false SYND4_1327
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false SYND4_1327
000A: @100 +=  1  ;; integer values
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false SYND4_1263
05AA: s@118 = 'SYN4_AA'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39400 
0050: gosub SYND4_1749

:SYND4_1263
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false SYND4_1269
05AA: s@118 = 'SYN4_AB'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39401 
0050: gosub SYND4_1749

:SYND4_1269
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false SYND4_1275
05AA: s@118 = 'SYN4_AC'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39402 
0050: gosub SYND4_1749

:SYND4_1275
00D6: if  0
0039:   @100 ==  4  ;; integer values
004D: jump_if_false SYND4_1281
05AA: s@118 = 'SYN4_AD'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39403 
0050: gosub SYND4_1749

:SYND4_1281
00D6: if  0
0039:   @100 ==  5  ;; integer values
004D: jump_if_false SYND4_1287
05AA: s@118 = 'SYN4_AE'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39404 
0050: gosub SYND4_1749

:SYND4_1287
00D6: if  0
0039:   @100 ==  6  ;; integer values
004D: jump_if_false SYND4_1293
05AA: s@118 = 'SYN4_AF'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39405 
0050: gosub SYND4_1749

:SYND4_1293
00D6: if  0
0039:   @100 ==  7  ;; integer values
004D: jump_if_false SYND4_1299
05AA: s@118 = 'SYN4_AG'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39406 
0050: gosub SYND4_1749

:SYND4_1299
00D6: if  0
0039:   @100 ==  8  ;; integer values
004D: jump_if_false SYND4_1305
05AA: s@118 = 'SYN4_AH'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39407 
0050: gosub SYND4_1749

:SYND4_1305
00D6: if  0
0039:   @100 ==  9  ;; integer values
004D: jump_if_false SYND4_1311
05AA: s@118 = 'SYN4_AJ'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39408 
0050: gosub SYND4_1749

:SYND4_1311
00D6: if  0
0039:   @100 ==  10  ;; integer values
004D: jump_if_false SYND4_1317
05AA: s@118 = 'SYN4_AK'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39409 
0050: gosub SYND4_1749

:SYND4_1317
00D6: if  0
0039:   @100 ==  11  ;; integer values
004D: jump_if_false SYND4_1324
05AA: s@118 = 'SYN4_AL'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  39410 
0050: gosub SYND4_1749
0006: @100 =  0  ;; integer values

:SYND4_1324
0006: @32 =  0  ;; integer values
0006: @92 =  0  ;; integer values
054F: @64 

:SYND4_1327
00D6: if  1
0118:   actor @39 dead
0039:   @56 ==  0  ;; integer values
004D: jump_if_false SYND4_1347
00D6: if  0
075C:   marker @43 enabled
004D: jump_if_false SYND4_1335
0164: disable_marker @43

:SYND4_1335
0247: request_model #MOBILE1993B

:SYND4_1336
00D6: if  0
8248:   NOT   model #MOBILE1993B available
004D: jump_if_false SYND4_1341
0001: wait  0 ms
0002: jump SYND4_1336

:SYND4_1341
02CE: @136 = ground_z $7304 $7306 $7303
000B: @136 +=  .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
0006: @56 =  1  ;; integer values

:SYND4_1347
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false SYND4_1351
024F: create_corona  .2  9  0 with_color  200  200  200 at_point $7304 $7306 @136

:SYND4_1351
00D6: if  2
00FE:   actor $PLAYER_ACTOR  0 ()near_point $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_1369
00BE: text_clear_all
0108: destroy_object @78
00D6: if  0
075C:   marker @69 enabled
004D: jump_if_false SYND4_1362
0164: disable_marker @69

:SYND4_1362
00D6: if  0
075C:   marker @43 enabled
004D: jump_if_false SYND4_1366
0164: disable_marker @43

:SYND4_1366
00BC: text_highpriority 'SYN4_11'  2000 ms  1
0006: @33 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:SYND4_1369
00D6: if  2
0039:   @56 ==  2  ;; integer values
0019:   @33 >  2000  ;; integer values
895D:   NOT $PLAYER_ACTOR 
004D: jump_if_false SYND4_1391
0050: gosub SYND4_1611

:SYND4_1375
0247: request_model  330

:SYND4_1376
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false SYND4_1381
0001: wait  0 ms
0002: jump SYND4_1376

:SYND4_1381
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1387
0687: $PLAYER_ACTOR 
0729: unknown_action_sequence $PLAYER_ACTOR  1 

:SYND4_1387
0001: wait  2000 ms
0050: gosub SYND4_1618
0006: @46 =  2  ;; integer values
0006: @33 =  0  ;; integer values

:SYND4_1391
00D6: if  0
0039:   @46 ==  2  ;; integer values
004D: jump_if_false SYND4_1481
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false SYND4_1399
0006: @95 =  6  ;; integer values
0006: @95 =  6  ;; integer values

:SYND4_1399
00D6: if  1
0039:   @97 ==  2  ;; integer values
0039:   @95 ==  0  ;; integer values
004D: jump_if_false SYND4_1411
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1407
0967: $PLAYER_ACTOR  10000 

:SYND4_1407
05AA: s@118 = 'MCES11A'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  25314 
0050: gosub SYND4_1749
0006: @95 =  1  ;; integer values

:SYND4_1411
00D6: if  1
0039:   @97 ==  2  ;; integer values
0039:   @95 ==  1  ;; integer values
004D: jump_if_false SYND4_1423
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1419
0968: $PLAYER_ACTOR 

:SYND4_1419
05AA: s@118 = 'MCES11B'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  25315 
0050: gosub SYND4_1749
0006: @95 =  2  ;; integer values

:SYND4_1423
00D6: if  1
0039:   @97 ==  2  ;; integer values
0039:   @95 ==  2  ;; integer values
004D: jump_if_false SYND4_1435
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1431
0967: $PLAYER_ACTOR  10000 

:SYND4_1431
05AA: s@118 = 'MCES11C'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  25316 
0050: gosub SYND4_1749
0006: @95 =  3  ;; integer values

:SYND4_1435
00D6: if  1
0039:   @97 ==  2  ;; integer values
0039:   @95 ==  3  ;; integer values
004D: jump_if_false SYND4_1447
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1443
0968: $PLAYER_ACTOR 

:SYND4_1443
05AA: s@118 = 'MCES11D'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  25317 
0050: gosub SYND4_1749
0006: @95 =  4  ;; integer values

:SYND4_1447
00D6: if  1
0039:   @97 ==  2  ;; integer values
0039:   @95 ==  4  ;; integer values
004D: jump_if_false SYND4_1455
05AA: s@118 = 'MCES11E'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  25318 
0050: gosub SYND4_1749
0006: @95 =  5  ;; integer values

:SYND4_1455
00D6: if  1
0039:   @97 ==  2  ;; integer values
0039:   @95 ==  5  ;; integer values
004D: jump_if_false SYND4_1467
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1463
0967: $PLAYER_ACTOR  10000 

:SYND4_1463
05AA: s@118 = 'MCES11F'  ;; 8-byte strings
04AF: @96 = unknown_wav_reference  25319 
0050: gosub SYND4_1749
0006: @95 =  6  ;; integer values

:SYND4_1467
00D6: if  1
0039:   @97 ==  2  ;; integer values
0039:   @95 ==  6  ;; integer values
004D: jump_if_false SYND4_1481
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1475
0968: $PLAYER_ACTOR 

:SYND4_1475
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1479
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:SYND4_1479
0050: gosub SYND4_1618
0002: jump SYND4_1514

:SYND4_1481
0002: jump SYND4_637

:SYND4_1482
0002: jump SYND4_1483

:SYND4_1483
00D6: if  0
075C:   marker @43 enabled
004D: jump_if_false SYND4_1487
0164: disable_marker @43

:SYND4_1487
00D6: if  0
075C:   marker @45 enabled
004D: jump_if_false SYND4_1491
0164: disable_marker @45

:SYND4_1491
00D6: if  0
075C:   marker @54 enabled
004D: jump_if_false SYND4_1495
0164: disable_marker @54

:SYND4_1495
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  21
0039:   @41 ==  1  ;; integer values
0039:   @115 ==  1  ;; integer values
004D: jump_if_false SYND4_1512
0050: gosub SYND4_1627
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1511
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: $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_1511
0050: gosub SYND4_1634

:SYND4_1512
0373: set_camera_directly_behind_player
0051: return

:SYND4_1514
00BE: text_clear_all
00D6: if  0
075C:   marker @43 enabled
004D: jump_if_false SYND4_1519
0164: disable_marker @43

:SYND4_1519
00D6: if  0
075C:   marker @45 enabled
004D: jump_if_false SYND4_1523
0164: disable_marker @45

:SYND4_1523
00D6: if  0
075C:   marker @54 enabled
004D: jump_if_false SYND4_1527
0164: disable_marker @54

:SYND4_1527
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASSS'  12000  5000 ms  1
0109: player $PLAYER_CHAR money +=  12000
0164: disable_marker $526
0998: add_respect  30 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'SYND_4'
030C: set_mission_points +=  1
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere $537 at -1717.05  1280.91  6.23
0051: return

:SYND4_1539
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1543
0968: $PLAYER_ACTOR 

:SYND4_1543
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1547
034F: destroy_actor_with_fade @39  ;; The actor fades away like a ghost

:SYND4_1547
07FB: set_interior 'PDOMES' accessible  0 
07FB: set_interior 'PDOMES2' accessible  0 
03C7: unknown_maby_cops_density  1.0
0995: (unknown)
00D6: if  0
075C:   marker @69 enabled
004D: jump_if_false SYND4_1555
0164: disable_marker @69

:SYND4_1555
00D6: if  0
075C:   marker @59 enabled
004D: jump_if_false SYND4_1559
0164: disable_marker @59

:SYND4_1559
00D6: if  0
075C:   marker @43 enabled
004D: jump_if_false SYND4_1563
0164: disable_marker @43

:SYND4_1563
00D6: if  0
075C:   marker @45 enabled
004D: jump_if_false SYND4_1567
0164: disable_marker @45

:SYND4_1567
00D6: if  0
075C:   marker @54 enabled
004D: jump_if_false SYND4_1571
0164: disable_marker @54

:SYND4_1571
00D6: if  0
075C:   marker @60 enabled
004D: jump_if_false SYND4_1575
0164: disable_marker @60

:SYND4_1575
00D6: if  0
075C:   marker @61 enabled
004D: jump_if_false SYND4_1579
0164: disable_marker @61

:SYND4_1579
01BD: $184 = current_time_in_ms
0249: release_model  347
0249: release_model  28
0249: release_model  30
0249: release_model  63
0249: release_model  40
0249: release_model  330
0249: release_model  352
0249: release_model #MOBILE1993B
0249: release_model #WAREHOUSE_DOOR2B
0249: release_model  409
0249: release_model  19
0249: release_model  409
0249: release_model  575
0249: release_model  163
0249: release_model  164
0249: release_model  71
0249: release_model  214
0249: release_model  346
0249: release_model  448
0249: release_model  155
0249: release_model  246
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1605
0110: clear_player $PLAYER_CHAR wanted_level

:SYND4_1605
04EF: release_animation "SWAT"
0296: unload_special_actor  1
0004: $ON_MISSION =  0  ;; integer values
01B7: release_weather
00D8: mission_cleanup
0051: return

:SYND4_1611
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1617
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:SYND4_1617
0051: return

:SYND4_1618
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1626
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut

:SYND4_1626
0051: return

:SYND4_1627
016A: fade  0 ()  500 ms

:SYND4_1628
00D6: if  0
016B:   fading
004D: jump_if_false SYND4_1633
0001: wait  0 ms
0002: jump SYND4_1628

:SYND4_1633
0051: return

:SYND4_1634
016A: fade  1 (back)  500 ms

:SYND4_1635
00D6: if  0
016B:   fading
004D: jump_if_false SYND4_1640
0001: wait  0 ms
0002: jump SYND4_1635

:SYND4_1640
0051: return

:SYND4_1641
00D6: if  0
0736:  65 
004D: jump_if_false SYND4_1649
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1649
08C7: $PLAYER_ACTOR -2623.977  1404.812  6.111 
0173: set_actor $PLAYER_ACTOR z_angle_to  352.628

:SYND4_1649
00D6: if  0
0736:  81 
004D: jump_if_false SYND4_1656
00D6: if  0
8119:   NOT   car @64 wrecked
004D: jump_if_false SYND4_1656
0519: unknown_car @64 flag  1

:SYND4_1656
00D6: if  0
0736:  68 
004D: jump_if_false SYND4_1661
077E: $7314 = active_interior
065D: $7314 "AREA_NAME" 

:SYND4_1661
00D6: if  0
0736:  70 
004D: jump_if_false SYND4_1665
0876: -2616.109  1408.629  6.5 -2618.498  1415.866  6.5  3  0 

:SYND4_1665
00D6: if  0
0736:  71 
004D: jump_if_false SYND4_1674
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1674
08C7: $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_1674
00D6: if  0
0736:  69 
004D: jump_if_false SYND4_1683
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1683
08C7: $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_1683
00D6: if  0
0736:  75 
004D: jump_if_false SYND4_1690
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYND4_1690
065D: $7311 "HEALTH" 

:SYND4_1690
00D6: if  0
0736:  90 
004D: jump_if_false SYND4_1694
0002: jump SYND4_1375

:SYND4_1694
00D6: if  0
0736:  87 
004D: jump_if_false SYND4_1701
00D6: if  0
8119:   NOT   car @64 wrecked
004D: jump_if_false SYND4_1701
0224: set_car @64 health_to  200

:SYND4_1701
00D6: if  0
0736:  66 
004D: jump_if_false SYND4_1748
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1708
0223: set_actor @39 health_to  1

:SYND4_1708
0050: gosub SYND4_1611
08C7: @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  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1718
0792: @39 
05BC: unknown_action_sequence @39  0 

:SYND4_1718
0001: wait  1000 ms
015D: set_gamespeed  .4
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYND4_1725
015F: set_camera_position -2630.056  1557.202  18.3729  0.0  0.0  0.0
0159: camera_on_ped @39  15  2

:SYND4_1725
0006: @33 =  0  ;; integer values

:SYND4_1726
00D6: if  0
001B:    750 > @33  ;; integer values
004D: jump_if_false SYND4_1735
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_1734
0002: jump SYND4_1746

:SYND4_1734
0002: jump SYND4_1726

:SYND4_1735
015D: set_gamespeed  1.0
0006: @33 =  0  ;; integer values

:SYND4_1737
00D6: if  0
001B:    1500 > @33  ;; integer values
004D: jump_if_false SYND4_1746
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYND4_1745
0002: jump SYND4_1746

:SYND4_1745
0002: jump SYND4_1737

:SYND4_1746
0050: gosub SYND4_1618
00BC: text_highpriority 'SYN4_29'  4000 ms  1

:SYND4_1748
0051: return

:SYND4_1749
040D: unload_wav  1
03CF: load_wav @96 as  1
0006: @97 =  0  ;; integer values
0051: return

:SYND4_1753
00D6: if  1
03D0:   wav  1 loaded
0039:   @97 ==  0  ;; integer values
004D: jump_if_false SYND4_1760
03D1: play_wav  1
00BC: text_highpriority s@118  10000 ms  1
0006: @97 =  1  ;; integer values

:SYND4_1760
00D6: if  1
03D2:   wav  1 ended
0039:   @97 ==  1  ;; integer values
004D: jump_if_false SYND4_1767
040D: unload_wav  1
03D5: remove_text s@118
0006: @97 =  2  ;; integer values

:SYND4_1767
0051: return

;-------------Mission 62---------------
; Originally: Toreno's Last Flight


:SYN6_1
03A4: name_thread 'SYN6'
0050: gosub SYN6_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SYN6_7
0050: gosub SYN6_1212

:SYN6_7
0050: gosub SYN6_1224
004E: end_thread

:SYN6_9
0004: $ON_MISSION =  1  ;; integer values
0004: $1522 =  1  ;; integer values
0317: increment_mission_attempts
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03CB: set_camera -2034.255  176.5  27.8359
016A: fade  0 ()  2000 ms

:SYN6_15
00D6: if  0
016B:   fading
004D: jump_if_false SYN6_20
0001: wait  0 ms
0002: jump SYN6_15

:SYN6_20
04BB: select_interior  0  ;; select render area
054C: use_GXT_table 'SYN6'
0247: request_model  487
0247: request_model  521
0247: request_model  355
0247: request_model  346
0247: request_model  24
0247: request_model  25
0247: request_model  359
0247: request_model  413
0247: request_model  330
0247: request_model  348
038B: load_requested_models

:SYN6_33
00D6: if  24
8248:   NOT   model  487 available
8248:   NOT   model  521 available
8248:   NOT   model  355 available
8248:   NOT   model  346 available
8248:   NOT   model  24 available
004D: jump_if_false SYN6_42
0001: wait  0 ms
0002: jump SYN6_33

:SYN6_42
00D6: if  24
8248:   NOT   model  359 available
8248:   NOT   model  25 available
8248:   NOT   model  413 available
8248:   NOT   model  330 available
8248:   NOT   model  348 available
004D: jump_if_false SYN6_51
0001: wait  0 ms
0002: jump SYN6_42

:SYN6_51
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false SYN6_56
0001: wait  0 ms
0002: jump SYN6_51

:SYN6_56
009A: @47 = create_actor  4  24 at -1691.72  703.6754  29.6065
009A: @48 = create_actor  4  25 at -1701.061  712.767  23.8976
009A: @49 = create_actor  4  25 at -1688.372  687.4631  20.615
009A: @50 = create_actor  4  25 at -1686.15  701.9777  29.6065
009A: @51 = create_actor  4  24 at -1681.696  680.8264  18.8009
009A: @52 = create_actor  4  25 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: unknown_action_sequence @50  1 
04EB: unknown_action_sequence @50  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_73
00D6: if  0
001B:    5 > @77  ;; integer values
004D: jump_if_false SYN6_82
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: @47(@77,6i)  4  0 
0770: @47(@77,6i)  1 
000A: @77 +=  1  ;; integer values
0002: jump SYN6_73

:SYN6_82
01B2: give_actor @52 weapon  35 ammo  9999  ;; Load the weapon model before using this
02A9: set_actor @52 immune_to_nonplayer  1
077A: @52  4  0 
0770: @52  1 
087E: @52  0 
0638: unknown_action_sequence @52  1 
02E2: set_actor @52 weapon_accuracy_to  100
07DD: @52  50 
081A: @52  0 
032B: @63 = create_weapon_pickup  359  3 ammo  60 at -1688.86  695.3077  30.3452
032B: @64 = create_weapon_pickup  355  3 ammo  120 at -1683.497  716.2739  30.6452
00A5: @53 = create_car  487 at -1680.502  705.6951  29.6065
0825: @53 
0175: set_car @53 z_angle_to  90.0
0657: @53  5 
0657: @53  4 
02AC: set_car @53 immunities  1  1  1  1  1
0229: set_car @53 color_to  10  125
00A5: @57 = create_car  521 at -1705.198  682.3814  23.8906
0249: release_model  521
0175: set_car @57 z_angle_to  181.5462
053F: set_car @57 tires_vulnerable  0
00A5: @58 = create_car  413 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: @58  4 
0249: release_model  413
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: s@106 = 'MWUZ01A'  ;; 8-byte strings
05AA: s@108 = 'MWUZ01B'  ;; 8-byte strings
05AA: s@110 = 'MWUZ01C'  ;; 8-byte strings
05AA: s@112 = 'MWUZ01D'  ;; 8-byte strings
05AA: s@114 = 'MWUZ01E'  ;; 8-byte strings
05AA: s@116 = 'MWUZ01F'  ;; 8-byte strings
05AA: s@118 = 'MWUZ01G'  ;; 8-byte strings
05AA: s@120 = 'MWUZ01H'  ;; 8-byte strings
05AA: s@122 = 'MWUZ01J'  ;; 8-byte strings
05AA: s@124 = '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 (on)
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: $PLAYER_ACTOR  1 
0A0B: -2024.137  149.9411  27.8359  348.3137 
0001: wait  0 ms
016A: fade  1 (back)  2500 ms
0A0B: -2024.137  149.9411  27.8359  348.3137 
0001: wait  0 ms
05D3: unknown_action_sequence $PLAYER_ACTOR -2026.674  148.8807  27.8359  4 -2 

:SYN6_172
00D6: if  0
016B:   fading
004D: jump_if_false SYN6_177
0001: wait  0 ms
0002: jump SYN6_172

:SYN6_177
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false SYN6_181
03D1: play_wav  3

:SYN6_181
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_186
0001: wait  0 ms
00D6: if  0
8039:   NOT   @142 ==  0  ;; integer values
004D: jump_if_false SYN6_241
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false SYN6_199
00D6: if  0
03D0:   wav @141 loaded
004D: jump_if_false SYN6_197
040D: unload_wav @141

:SYN6_197
0006: @144 =  1  ;; integer values
0006: @145 =  1  ;; integer values

:SYN6_199
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false SYN6_204
03CF: load_wav @128(@142,12i) as @140
0006: @144 =  2  ;; integer values

:SYN6_204
00D6: if  0
0039:   @144 ==  2  ;; integer values
004D: jump_if_false SYN6_213
00D6: if  0
03D0:   wav @140 loaded
004D: jump_if_false SYN6_213
03D1: play_wav @140
00BC: text_highpriority @104(@142,12s)  10000 ms  1
0006: @144 =  3  ;; integer values

:SYN6_213
00D6: if  0
0039:   @144 ==  3  ;; integer values
004D: jump_if_false SYN6_241
00D6: if  0
03D2:   wav @140 ended
004D: jump_if_false SYN6_232
03D5: remove_text @104(@142,12s)
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false SYN6_226
0006: @140 =  2  ;; integer values
0006: @141 =  1  ;; integer values
0002: jump SYN6_228

:SYN6_226
0006: @140 =  1  ;; integer values
0006: @141 =  2  ;; integer values

:SYN6_228
0006: @142 =  0  ;; integer values
0006: @144 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0002: jump SYN6_241

:SYN6_232
00D6: if  0
83D0:   NOT   wav @141 loaded
004D: jump_if_false SYN6_241
00D6: if  0
001B:    10 > @142  ;; integer values
004D: jump_if_false SYN6_241
0085: @143 = @142  ;; integer values and handles
000A: @143 +=  1  ;; integer values
03CF: load_wav @128(@143,12i) as @141

:SYN6_241
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false SYN6_245
0003: shake_camera  20

:SYN6_245
00D6: if  0
8039:   NOT   @84 == -13  ;; integer values
004D: jump_if_false SYN6_354
00D6: if  0
0019:   @84 >  4  ;; integer values
004D: jump_if_false SYN6_275
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false SYN6_263
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false SYN6_263

:SYN6_257
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false SYN6_262
0001: wait  0 ms
0002: jump SYN6_257

:SYN6_262
0006: @84 =  100  ;; integer values

:SYN6_263
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false SYN6_275
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN6_275

:SYN6_269
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN6_274
0001: wait  0 ms
0002: jump SYN6_269

:SYN6_274
0006: @84 =  10  ;; integer values

:SYN6_275
00D6: if  0
0039:   @84 ==  4  ;; integer values
004D: jump_if_false SYN6_284
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN6_284
0687: $PLAYER_ACTOR 
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0006: @84 =  5  ;; integer values

:SYN6_284
00D6: if  0
0039:   @84 ==  5  ;; integer values
004D: jump_if_false SYN6_293
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SYN6_293
0006: @142 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @84 =  7  ;; integer values

:SYN6_293
00D6: if  0
0039:   @84 ==  7  ;; integer values
004D: jump_if_false SYN6_301
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false SYN6_301
0006: @84 =  10  ;; integer values
0006: @32 =  0  ;; integer values

:SYN6_301
00D6: if  0
0039:   @84 ==  10  ;; integer values
004D: jump_if_false SYN6_312
0006: @86 =  0  ;; integer values
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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_312
00D6: if  0
0019:   @84 >  10  ;; integer values
004D: jump_if_false SYN6_354
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false SYN6_354
0871: init_jump_table @84 total_jumps  10  0 SYN6_354 jumps  15 SYN6_320  20 SYN6_323  30 SYN6_326  40 SYN6_329  50 SYN6_332  60 SYN6_335  70 SYN6_338 
0872: jump_table_jumps  80 SYN6_341  90 SYN6_344  100 SYN6_347 -1 SYN6_354 -1 SYN6_354 -1 SYN6_354 -1 SYN6_354 -1 SYN6_354 -1 SYN6_354 

:SYN6_320
0006: @142 =  2  ;; integer values
0006: @84 =  20  ;; integer values
0002: jump SYN6_354

:SYN6_323
0006: @142 =  3  ;; integer values
0006: @84 =  30  ;; integer values
0002: jump SYN6_354

:SYN6_326
0006: @142 =  4  ;; integer values
0006: @84 =  40  ;; integer values
0002: jump SYN6_354

:SYN6_329
0006: @142 =  5  ;; integer values
0006: @84 =  50  ;; integer values
0002: jump SYN6_354

:SYN6_332
0006: @142 =  6  ;; integer values
0006: @84 =  60  ;; integer values
0002: jump SYN6_354

:SYN6_335
0006: @142 =  7  ;; integer values
0006: @84 =  70  ;; integer values
0002: jump SYN6_354

:SYN6_338
0006: @142 =  8  ;; integer values
0006: @84 =  90  ;; integer values
0002: jump SYN6_354

:SYN6_341
0006: @142 =  9  ;; integer values
0006: @84 =  90  ;; integer values
0002: jump SYN6_354

:SYN6_344
0006: @142 =  10  ;; integer values
0006: @84 =  100  ;; integer values
0002: jump SYN6_354

:SYN6_347
0006: @142 =  0  ;; integer values
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0249: release_model  330
06AB: $PLAYER_ACTOR  0 
00BC: text_highpriority 'SYN6_01'  6000 ms  1
0006: @84 =  110  ;; integer values
0002: jump SYN6_354

:SYN6_354
00D6: if  0
0039:   @84 ==  110  ;; integer values
004D: jump_if_false SYN6_362
0687: $PLAYER_ACTOR 
06AB: $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_362
00D6: if  0
0735:  83 
004D: jump_if_false SYN6_366
0002: jump SYN6_1214

:SYN6_366
00D6: if  0
0735:  80 
004D: jump_if_false SYN6_370
010D: set_player $PLAYER_CHAR wanted_level_to  2

:SYN6_370
00D6: if  0
0735:  79 
004D: jump_if_false SYN6_374
010D: set_player $PLAYER_CHAR wanted_level_to  0

:SYN6_374
01BD: $16 = current_time_in_ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false SYN6_379
0002: jump SYN6_1212

:SYN6_379
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false SYN6_387
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN6_387
0006: @60 =  6  ;; integer values
0006: @78 =  0  ;; integer values

:SYN6_387
00D6: if  0
0039:   @60 == -99  ;; integer values
004D: jump_if_false SYN6_391
00A5: @149 = create_car  487 at -1680.502  705.6951  29.6065

:SYN6_391
00D6: if  0
0039:   @60 == -1  ;; integer values
004D: jump_if_false SYN6_508
00D6: if  0
0735:  87 
004D: jump_if_false SYN6_402
0395: clear_area  0 at -1704.324  637.5129  23.8959 range  .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_402
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1699.991  686.4141  20.0 radius  60.0  60.0  80.0
004D: jump_if_false SYN6_412
0006: @84 = -13  ;; integer values
0687: $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_412
00D6: if  0
0039:   @60 == -1  ;; integer values
004D: jump_if_false SYN6_428
00D6: if  0
056D:   unknown_actor @47 dead_but_valid
004D: jump_if_false SYN6_428
00D6: if  0
051A:   unknown_actor @47 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN6_428
0006: @84 = -13  ;; integer values
0687: $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_428
00D6: if  0
0039:   @60 == -1  ;; integer values
004D: jump_if_false SYN6_444
00D6: if  0
056D:   unknown_actor @48 dead_but_valid
004D: jump_if_false SYN6_444
00D6: if  0
051A:   unknown_actor @48 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN6_444
0006: @84 = -13  ;; integer values
0687: $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_444
00D6: if  0
0039:   @60 == -1  ;; integer values
004D: jump_if_false SYN6_460
00D6: if  0
056D:   unknown_actor @49 dead_but_valid
004D: jump_if_false SYN6_460
00D6: if  0
051A:   unknown_actor @49 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN6_460
0006: @84 = -13  ;; integer values
0687: $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_460
00D6: if  0
0039:   @60 == -1  ;; integer values
004D: jump_if_false SYN6_476
00D6: if  0
056D:   unknown_actor @50 dead_but_valid
004D: jump_if_false SYN6_476
00D6: if  0
051A:   unknown_actor @50 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN6_476
0006: @84 = -13  ;; integer values
0687: $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_476
00D6: if  0
0039:   @60 == -1  ;; integer values
004D: jump_if_false SYN6_492
00D6: if  0
056D:   unknown_actor @51 dead_but_valid
004D: jump_if_false SYN6_492
00D6: if  0
051A:   unknown_actor @51 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN6_492
0006: @84 = -13  ;; integer values
0687: $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_492
00D6: if  0
0039:   @60 == -1  ;; integer values
004D: jump_if_false SYN6_508
00D6: if  0
056D:   unknown_actor @52 dead_but_valid
004D: jump_if_false SYN6_508
00D6: if  0
051A:   unknown_actor @52 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN6_508
0006: @84 = -13  ;; integer values
0687: $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_508
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false SYN6_547
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false SYN6_526
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false SYN6_526
0687: @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: @52 
0668: unknown_action_sequence @52 @69 @70 @71 -1 
0006: @73 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:SYN6_526
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN6_531
0687: @47 
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 

:SYN6_531
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN6_536
0687: @48 
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 

:SYN6_536
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYN6_541
0687: @49 
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:SYN6_541
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false SYN6_546
0687: @51 
05E2: unknown_action_sequence @51 $PLAYER_ACTOR 

:SYN6_546
0006: @72 =  2  ;; integer values

:SYN6_547
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false SYN6_560
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false SYN6_560
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false SYN6_560
0687: @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_560
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false SYN6_567
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false SYN6_567
0006: @73 =  0  ;; integer values

:SYN6_567
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false SYN6_571
0006: @65 =  1  ;; integer values

:SYN6_571
00D6: if  0
001B:    2 > @65  ;; integer values
004D: jump_if_false SYN6_599
00D6: if  0
0019:   @60 >  4  ;; integer values
004D: jump_if_false SYN6_599
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false SYN6_588
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_588
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @149 radius  250.0  250.0  100.0 unknown  0
004D: jump_if_false SYN6_588
05ED: @149 
0006: @80 =  1  ;; integer values

:SYN6_588
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false SYN6_599
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_599
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @149 radius  250.0  250.0  100.0 unknown  0
004D: jump_if_false SYN6_599
05EE: @149 
0006: @80 =  0  ;; integer values

:SYN6_599
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false SYN6_615
00D6: if  0
0214:   pickup @63 picked_up
004D: jump_if_false SYN6_615
00BE: text_clear_all
00BC: text_highpriority 'SYN6_20'  6000 ms  1
0164: disable_marker @62
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_614
0186: @34 = create_marker_above_car @149
03C4: set_status_text_to $7315  1 (bar) 'SYN6_05'
05EE: @149 

:SYN6_614
0006: @65 =  2  ;; integer values

:SYN6_615
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false SYN6_618

:SYN6_618
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false SYN6_648
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false SYN6_634
00D6: if  0
05FC: $PLAYER_ACTOR -1695.668  693.7705  29.5938 -1665.865  693.7705  59.5943  28.0  0 
004D: jump_if_false SYN6_634
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN6_632
00D9: @90 = actor $PLAYER_ACTOR car
0006: @91 =  1  ;; integer values

:SYN6_632
0006: @92 =  1  ;; integer values
000A: @60 +=  1  ;; integer values

:SYN6_634
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false SYN6_641
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1683.82  686.5125  23.9687 radius  2.0  2.0  2.0
004D: jump_if_false SYN6_641
000A: @60 +=  1  ;; integer values

:SYN6_641
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false SYN6_648
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1683.797  692.3915  27.586 radius  5.0  5.0  2.0
004D: jump_if_false SYN6_648
000A: @60 +=  1  ;; integer values

:SYN6_648
00D6: if  0
0019:   @60 >  1  ;; integer values
004D: jump_if_false SYN6_676
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false SYN6_676
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1448.006 -1533.036 radius  200.0  200.0
004D: jump_if_false SYN6_676
009A: @41 = create_actor  4  24 at -1450.256 -1543.012  100.7579
009A: @42 = create_actor  4  24 at -1422.854 -1542.103  100.7514
009A: @43 = create_actor  4  24 at -1431.096 -1506.962  100.7262
009A: @44 = create_actor  4  24 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_666
00D6: if  0
001B:    4 > @77  ;; integer values
004D: jump_if_false SYN6_675
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: @41(@77,6i)  4  0 
0770: @41(@77,6i)  1 
000A: @77 +=  1  ;; integer values
0002: jump SYN6_666

:SYN6_675
000A: @61 +=  1  ;; integer values

:SYN6_676
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false SYN6_773
00D6: if  0
07C1:  110 
004D: jump_if_false SYN6_772
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SYN6_771
03D5: remove_text 'SYN6_02'
00A6: destroy_car @53
00A5: @149 = create_car  487 at -1680.502  705.6951  29.6065
0825: @149 
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: unknown_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: @149  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  24 in_car @149 driverseat
0770: @150  1 
01C8: @151 = create_actor  4  24 in_car @149 passenger_seat  1
01C8: @152 = create_actor  4  24 in_car @149 passenger_seat  2
0657: @149  5 
0657: @149  4 
0006: @39 =  0  ;; integer values

:SYN6_707
00D6: if  0
001B:    2 > @39  ;; integer values
004D: jump_if_false SYN6_720
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: (unknown) @151(@39,2i)  0 
0223: set_actor @151(@39,2i) health_to  300
0770: @151(@39,2i)  1 
0223: set_actor @151(@39,2i) health_to  500
000A: @39 +=  1  ;; integer values
0002: jump SYN6_707

:SYN6_720
00D6: if  0
00DB:   actor @151 in_car @149
004D: jump_if_false SYN6_729
00AA: store_car @149 position_to $73 $74 $75
0362: remove_actor @151 from_car_and_place_at $73 $74 $75
0465: remove_actor @151 from_turret_mode
0856: @151  1 
0464: put_actor @151 into_turret_on_car @149 at_car_offset -1.0 -.3  0.0 unknown  1 angle  180.0 with_weapon  30
0173: set_actor @151 z_angle_to  200.0

:SYN6_729
00D6: if  0
00DB:   actor @152 in_car @149
004D: jump_if_false SYN6_738
00AA: store_car @149 position_to $73 $74 $75
0362: remove_actor @152 from_car_and_place_at $73 $74 $75
0465: remove_actor @152 from_turret_mode
0856: @152  1 
0464: put_actor @152 into_turret_on_car @149 at_car_offset  1.2 -.3  0.0 unknown  3 angle  180.0 with_weapon  30
0639: unknown_action_sequence @152 $PLAYER_ACTOR 

:SYN6_738
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position -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  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SYN6_751
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_762

:SYN6_751
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false SYN6_761
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false SYN6_760
00AB: put_car @90 at -1667.77  728.9113  49.8973
0175: set_car @90 z_angle_to  135.4521
0519: unknown_car @90 flag  1

:SYN6_760
0002: jump SYN6_762

:SYN6_761
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:SYN6_762
0169: set_fade_color  1  0  0
05EB: @149  110 
04EB: unknown_action_sequence @151  1 
04EB: unknown_action_sequence @152  1 
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYN6_769

:SYN6_769
06FD: @149  3.0 
000A: @60 +=  1  ;; integer values

:SYN6_771
0002: jump SYN6_773

:SYN6_772
07C0:  110 

:SYN6_773
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_1005
00D6: if  0
0039:   @60 ==  2  ;; integer values
004D: jump_if_false SYN6_784
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SYN6_784
000A: @60 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:SYN6_784
00D6: if  0
0039:   @60 ==  3  ;; integer values
004D: jump_if_false SYN6_788
000A: @60 +=  1  ;; integer values

:SYN6_788
00D6: if  0
0039:   @60 ==  4  ;; integer values
004D: jump_if_false SYN6_799
00D6: if  0
0019:   @33 >  1100  ;; integer values
004D: jump_if_false SYN6_799
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_798
06FD: @149  .85 

:SYN6_798
000A: @60 +=  1  ;; integer values

:SYN6_799
00D6: if  0
0039:   @60 ==  5  ;; integer values
004D: jump_if_false SYN6_813
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false SYN6_809
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_809
00D6: if  0
0019:   @33 >  6500  ;; integer values
004D: jump_if_false SYN6_813
000A: @60 +=  1  ;; integer values

:SYN6_813
00D6: if  0
0039:   @60 ==  6  ;; integer values
004D: jump_if_false SYN6_896
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SYN6_896
00D6: if  0
0119:   car @57 wrecked
004D: jump_if_false SYN6_826
01C3: remove_references_to_car @57  ;; Like turning a car into any random car
00A5: @57 = create_car  521 at -1705.198  682.3814  23.8906
0175: set_car @57 z_angle_to  181.5462
0002: jump SYN6_832

:SYN6_826
00D6: if  0
81AD:   NOT   car @57  0 ()near_point -1703.949  690.2634  20.0  20.0
004D: jump_if_false SYN6_832
01C3: remove_references_to_car @57  ;; Like turning a car into any random car
00A5: @57 = create_car  521 at -1705.198  682.3814  23.8906
0175: set_car @57 z_angle_to  181.5462

:SYN6_832
0006: @78 =  0  ;; integer values
03D5: remove_text 'SYN6_03'
0169: set_fade_color  1  0  0
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
00BC: text_highpriority 'SYN6_03'  8000 ms  1
03F4:  1 (set) cars_can_be_damaged
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_849
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false SYN6_845

:SYN6_845
00D6: if  0
860E:   NOT @149 
004D: jump_if_false SYN6_849
05EB: @149  110 

:SYN6_849
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 (unfrozen)
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_866
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false SYN6_865
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false SYN6_864
0519: unknown_car @90 flag  0

:SYN6_864
0002: jump SYN6_866

:SYN6_865
04D7: lock_actor $PLAYER_ACTOR in_current_position  0

:SYN6_866
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false SYN6_872
0687: @52 
085B: unknown_action_sequence @52  1 
05E2: unknown_action_sequence @52 $PLAYER_ACTOR 

:SYN6_872
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYN6_879
0687: @50 
04EB: unknown_action_sequence @50  0 
085B: unknown_action_sequence @50  1 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:SYN6_879
06FD: @149  1.0 
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_892
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false SYN6_892
06FD: @149  1.5 
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false SYN6_891
01B2: give_actor @151 weapon  35 ammo  9999  ;; Load the weapon model before using this

:SYN6_891
0224: set_car @149 health_to  3000

:SYN6_892
0004: $7315 =  100  ;; integer values
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  5000  ;; integer values
0006: @60 =  8  ;; integer values

:SYN6_896
00D6: if  0
0039:   @60 ==  9  ;; integer values
004D: jump_if_false SYN6_904
00D6: if  0
01AF:   car @149  0 ()near_point -1437.098 -1527.995  100.7504 radius  10.0  10.0  4.0
004D: jump_if_false SYN6_904
05EC: @149 
000A: @60 +=  1  ;; integer values

:SYN6_904
00D6: if  0
0039:   @60 ==  10  ;; integer values
004D: jump_if_false SYN6_931
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_931
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @149 radius  40.0  40.0  40.0 unknown  0
004D: jump_if_false SYN6_931
00BC: text_highpriority 'SYN6_07'  5000 ms  1
000A: @60 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false SYN6_922
04EB: unknown_action_sequence @151  0 
0465: remove_actor @151 from_turret_mode
0687: @151 
05E2: unknown_action_sequence @151 $PLAYER_ACTOR 

:SYN6_922
00D6: if  0
8118:   NOT   actor @152 dead
004D: jump_if_false SYN6_929
04EB: unknown_action_sequence @152  0 
0687: @152 
0465: remove_actor @152 from_turret_mode
05E2: unknown_action_sequence @152 $PLAYER_ACTOR 

:SYN6_929
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_931
00D6: if  0
0039:   @60 ==  10  ;; integer values
004D: jump_if_false SYN6_958
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_958
00D6: if  0
051C: @149 $PLAYER_ACTOR 
004D: jump_if_false SYN6_958
00BC: text_highpriority 'SYN6_07'  5000 ms  1
000A: @60 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false SYN6_949
04EB: unknown_action_sequence @151  0 
0465: remove_actor @151 from_turret_mode
0687: @151 
05E2: unknown_action_sequence @151 $PLAYER_ACTOR 

:SYN6_949
00D6: if  0
8118:   NOT   actor @152 dead
004D: jump_if_false SYN6_956
04EB: unknown_action_sequence @152  0 
0687: @152 
0465: remove_actor @152 from_turret_mode
05E2: unknown_action_sequence @152 $PLAYER_ACTOR 

:SYN6_956
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_958
00D6: if  0
0039:   @60 ==  11  ;; integer values
004D: jump_if_false SYN6_986
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SYN6_967
0687: @41 
0961: @41  1 
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:SYN6_967
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false SYN6_973
0687: @42 
0961: @42  1 
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 

:SYN6_973
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false SYN6_979
0687: @43 
0961: @43  1 
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 

:SYN6_979
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false SYN6_985
0687: @44 
0961: @44  1 
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 

:SYN6_985
000A: @60 +=  1  ;; integer values

:SYN6_986
00D6: if  0
0039:   @60 ==  8  ;; integer values
004D: jump_if_false SYN6_1005
00D6: if  0
07C1:  111 
004D: jump_if_false SYN6_1004
00D6: if  0
860E:   NOT @149 
004D: jump_if_false SYN6_1003
00D6: if  0
0039:   @60 ==  8  ;; integer values
004D: jump_if_false SYN6_1001
05EB: @149  111 
000A: @60 +=  1  ;; integer values
0002: jump SYN6_1003

:SYN6_1001
00BC: text_highpriority 'SYN6_06'  5000 ms  1
0002: jump SYN6_1212

:SYN6_1003
0002: jump SYN6_1005

:SYN6_1004
07C0:  111 

:SYN6_1005
00D6: if  0
0019:   @60 >  4  ;; integer values
004D: jump_if_false SYN6_1192
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_1108
0006: @79 =  0  ;; integer values
0227: $7315 = car @149 health
000C: $7315 -=  250  ;; integer values
0014: $7315 /=  10  ;; integer values
00D6: if  0
0018:   $7315 >  100  ;; integer values
004D: jump_if_false SYN6_1019
0004: $7315 =  100  ;; integer values

:SYN6_1019
00D6: if  0
001A:    1 > $7315  ;; integer values
004D: jump_if_false SYN6_1034
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false SYN6_1033
00D6: if  0
8039:   NOT   @60 ==  99  ;; integer values
004D: jump_if_false SYN6_1033
05EC: @149 
0564: @149
0006: @60 =  99  ;; integer values
0006: @83 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SYN6_1033
0004: $7315 =  0  ;; integer values

:SYN6_1034
00D6: if  0
0019:   @60 >  7  ;; integer values
004D: jump_if_false SYN6_1062
00D6: if  0
8039:   NOT   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_1062
00D6: if  0
8039:   NOT   @91 ==  1  ;; integer values
004D: jump_if_false SYN6_1062
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false SYN6_1051
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @149 radius  100.0  100.0 unknown  0
004D: jump_if_false SYN6_1051
06FD: @149  .75 
0006: @79 =  1  ;; integer values

:SYN6_1051
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false SYN6_1062
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @149 radius  200.0  200.0 unknown  0
004D: jump_if_false SYN6_1060
06FD: @149  .5 
0006: @79 =  1  ;; integer values
0002: jump SYN6_1062

:SYN6_1060
06FD: @149  .3 
0006: @79 =  1  ;; integer values

:SYN6_1062
00D6: if  0
001B:    10 > @60  ;; integer values
004D: jump_if_false SYN6_1095
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false SYN6_1077
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_1077
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @149 radius  560.0  560.0  500.0 unknown  0
004D: jump_if_false SYN6_1077
00BE: text_clear_all
00BC: text_highpriority 'SYN6_12'  6000 ms  1
0006: @81 =  1  ;; integer values

:SYN6_1077
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false SYN6_1089
00D6: if  0
8119:   NOT   car @149 wrecked
004D: jump_if_false SYN6_1089
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @149 radius  400.0  400.0  400.0 unknown  0
004D: jump_if_false SYN6_1089
00BE: text_clear_all
00BC: text_highpriority 'SYN6_13'  6000 ms  1
0006: @81 =  0  ;; integer values

:SYN6_1089
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @149 radius  700.0  700.0 unknown  0
004D: jump_if_false SYN6_1095
00BE: text_clear_all
00BC: text_highpriority 'SYN6_08'  6000 ms  1
0002: jump SYN6_1212

:SYN6_1095
00D6: if  0
0019:   @60 >  10  ;; integer values
004D: jump_if_false SYN6_1107
00D6: if  0
8039:   NOT   @60 ==  99  ;; integer values
004D: jump_if_false SYN6_1107
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @149 radius  100.0  100.0  50.0 unknown  0
004D: jump_if_false SYN6_1107
00BE: text_clear_all
00BC: text_highpriority 'SYN6_10'  6000 ms  1
0002: jump SYN6_1212

:SYN6_1107
0002: jump SYN6_1117

:SYN6_1108
00BE: text_clear_all
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false SYN6_1117
0006: @60 =  99  ;; integer values
05EC: @149 
0564: @149
0006: @83 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:SYN6_1117
00D6: if  0
001B:    10 > @60  ;; integer values
004D: jump_if_false SYN6_1192
0006: @39 =  0  ;; integer values

:SYN6_1121
00D6: if  0
001B:    2 > @39  ;; integer values
004D: jump_if_false SYN6_1192
00D6: if  0
8118:   NOT   actor @151(@39,2i) dead
004D: jump_if_false SYN6_1189
0226: @38 = actor @151(@39,2i) health
00D6: if  0
0039:   @93(@39,3i) ==  0  ;; integer values
004D: jump_if_false SYN6_1137
00D6: if  0
001B:    50 > @38  ;; integer values
004D: jump_if_false SYN6_1137
04EB: unknown_action_sequence @151(@39,2i)  0 
0006: @93(@39,3i) =  1  ;; integer values
0465: remove_actor @151(@39,2i) from_turret_mode

:SYN6_1137
00D6: if  0
0019:   @60 >  6  ;; integer values
004D: jump_if_false SYN6_1188
00D6: if  0
8118:   NOT   actor @152 dead
004D: jump_if_false SYN6_1152
062E: @152  1957 @88 
00D6: if  0
04A4: @88  7 
004D: jump_if_false SYN6_1152
00D6: if  0
00F2:   actor @152 near_actor $PLAYER_ACTOR radius  60.0  60.0  0
004D: jump_if_false SYN6_1152
01B9: set_actor @152 armed_weapon_to  30
07A5: unknown_action_sequence @152 $PLAYER_ACTOR  4000 

:SYN6_1152
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false SYN6_1188
062E: @151  1957 @87 
00D6: if  0
04A4: @87  7 
004D: jump_if_false SYN6_1188
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_1176
00D6: if  0
00F2:   actor @151 near_actor $PLAYER_ACTOR radius  160.0  160.0  0
004D: jump_if_false SYN6_1175
00D6: if  0
8039:   NOT   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_1169
01B9: set_actor @151 armed_weapon_to  24

:SYN6_1169
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_1174
01B9: set_actor @151 armed_weapon_to  30
02E2: set_actor @151 weapon_accuracy_to  100

:SYN6_1174
07A5: unknown_action_sequence @151 $PLAYER_ACTOR  4000 

:SYN6_1175
0002: jump SYN6_1188

:SYN6_1176
00D6: if  0
00F2:   actor @151 near_actor $PLAYER_ACTOR radius  60.0  60.0  0
004D: jump_if_false SYN6_1188
00D6: if  0
8039:   NOT   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_1183
01B9: set_actor @151 armed_weapon_to  24

:SYN6_1183
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false SYN6_1187
01B9: set_actor @151 armed_weapon_to  30

:SYN6_1187
07A5: unknown_action_sequence @151 $PLAYER_ACTOR  4000 

:SYN6_1188
0002: jump SYN6_1190

:SYN6_1189
0465: remove_actor @151(@39,2i) from_turret_mode

:SYN6_1190
000A: @39 +=  1  ;; integer values
0002: jump SYN6_1121

:SYN6_1192
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false SYN6_1211
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SYN6_1211
00D6: if  0
8118:   NOT   actor @151 dead
004D: jump_if_false SYN6_1203
04EB: unknown_action_sequence @151  0 
0465: remove_actor @151 from_turret_mode

:SYN6_1203
00D6: if  0
8118:   NOT   actor @152 dead
004D: jump_if_false SYN6_1208
04EB: unknown_action_sequence @152  0 
0465: remove_actor @152 from_turret_mode

:SYN6_1208
00BE: text_clear_all
00BC: text_highpriority 'SYN6_09'  6000 ms  1
0002: jump SYN6_1214

:SYN6_1211
0002: jump SYN6_186

:SYN6_1212
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SYN6_1214
0164: disable_marker $533
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASSS'  18000  5000 ms  1
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'
030C: set_mission_points +=  1
0051: return

:SYN6_1224
0004: $1522 =  2  ;; integer values
040D: unload_wav  3
0164: disable_marker @34
0164: disable_marker @62
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN6_1232
0555: remove_weapon  35 from_actor $PLAYER_ACTOR 

:SYN6_1232
0151: remove_status_text $7315
0249: release_model  359
0249: release_model  487
0249: release_model  521
0249: release_model  355
0249: release_model  346
0249: release_model  24
0249: release_model  25
0249: release_model  413
0249: release_model  330
0249: release_model  348
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 63---------------
; Originally: Yay Ka-Boom-Boom


:SYN7_1
03A4: name_thread 'SYN7'
0050: gosub SYN7_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SYN7_7
0050: gosub SYN7_1692

:SYN7_7
0050: gosub SYN7_1703
004E: end_thread

:SYN7_9
054C: use_GXT_table 'SYN7'
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:SYN7_12
00D6: if  0
016B:   fading
004D: jump_if_false SYN7_17
0001: wait  0 ms
0002: jump SYN7_12

:SYN7_17
0776: init_objects_in_object_group "CRACK" 
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #CRACKFACT_SFS  1
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #CF_EXT_DEM_SFS  0
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #LODCRACKFACT_SFS  1
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #LODEXT_DEM_SFS  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_26
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false SYN7_31
0001: wait  0 ms
0002: jump SYN7_26

:SYN7_31
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:SYN7_34
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false SYN7_39
0001: wait  0 ms
0002: jump SYN7_34

:SYN7_39
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:SYN7_41
00D6: if  0
016B:   fading
004D: jump_if_false SYN7_46
0001: wait  0 ms
0002: jump SYN7_41

:SYN7_46
02EA: end_cutscene
0860: link_actor $PLAYER_ACTOR to_interior  0 
04BB: select_interior  0  ;; select render area
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_56
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 (frozen)

:SYN7_56
0169: set_fade_color  0  0  0
0004: $ON_MISSION =  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_122

:SYN7_67
0615: @130 
0603: unknown_action_sequence -1 -2160.533 -247.0836  35.5234  4 -1 
0605: unknown_action_sequence -1 "WASH_UP" "INT_HOUSE"  1.0  1  0  0  0 -1 
0643: @130  1 
0616: @130 
0615: @131 
0603: unknown_action_sequence -1 -2163.767 -249.1202  35.5234  4 -1 
05B9: unknown_action_sequence -1  1000 
0605: unknown_action_sequence -1 "WASH_UP" "INT_HOUSE"  1.0  1  0  0  0 -1 
0643: @131  1 
0616: @131 
0615: @132 
0603: unknown_action_sequence -1 -2167.631 -249.1143  35.5234  4 -1 
05B9: unknown_action_sequence -1  500 
0605: unknown_action_sequence -1 "WASH_UP" "INT_HOUSE"  1.0  1  0  0  0 -1 
0643: @132  1 
0616: @132 
0615: @133 
0603: unknown_action_sequence -1 -2157.0 -248.9899  35.5234  4 -1 
05B9: unknown_action_sequence -1  250 
0605: unknown_action_sequence -1 "WASH_UP" "INT_HOUSE"  1.0  1  0  0  0 -1 
0643: @133  1 
0616: @133 
009A: @86 = create_actor  24  144 at -2146.045 -242.5144  35.5234
0173: set_actor @86 z_angle_to  90.433
081A: @86  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: @86  30 
060B: unknown_actor_use_entity @86 @36 
009A: @87 = create_actor  5  145 at -2160.533 -247.0836  35.5234
0173: set_actor @87 z_angle_to  176.3351
0618: @87 @130 
009A: @88 = create_actor  5  145 at -2163.767 -249.1202  35.5234
0173: set_actor @88 z_angle_to  11.5708
0618: @88 @131 
009A: @89 = create_actor  4  146 at -2167.631 -249.1143  35.5234
0173: set_actor @89 z_angle_to  1.311
0618: @89 @132 
009A: @90 = create_actor  4  146 at -2157.0 -248.9899  35.5234
0173: set_actor @90 z_angle_to  .8891
0618: @90 @133 
0006: @47 =  0  ;; integer values

:SYN7_110
00D6: if  0
8039:   NOT   @47 ==  0  ;; integer values
004D: jump_if_false SYN7_118
00D6: if  0
8118:   NOT   actor @86(@47,8i) dead
004D: jump_if_false SYN7_118
0770: @86(@47,8i)  0 
060B: unknown_actor_use_entity @86(@47,8i) @34 

:SYN7_118
000A: @47 +=  1  ;; integer values
0029:   @47 >=  5  ;; integer values
004D: jump_if_false SYN7_110
0051: return

:SYN7_122
06F0: $PLAYER_GROUP  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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_132
0173: set_actor $PLAYER_ACTOR z_angle_to  280.0

:SYN7_132
018A: @40 = create_checkpoint_at -1688.901  1035.95  43.7187
0247: request_model  549
0247: request_model  50
04ED: load_animation "CAR"
0247: request_model  330
0247: request_model #HEALTH
0247: request_model  346

:SYN7_139
00D6: if  24
8248:   NOT   model  549 available
8248:   NOT   model  50 available
84EE:   NOT   animation "CAR" loaded
8248:   NOT   model  330 available
8248:   NOT   model #HEALTH available
004D: jump_if_false SYN7_148
0001: wait  0 ms
0002: jump SYN7_139

:SYN7_148
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false SYN7_153
0001: wait  0 ms
0002: jump SYN7_148

:SYN7_153
0213: @121 = create_pickup #HEALTH type  3 at -2182.652 -247.3813  36.4
016A: fade  1 (back)  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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  549 numberplate "TIMEBOMB" 
00A5: @38 = create_car  549 at -1688.901  1035.95  44.6
0878: @38  12.0 
0519: unknown_car @38 flag  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  50 at -1689.12  1038.2  44.2
0223: set_actor @37 health_to  800
08AF: @37  800 
0568: @37  1
0619: @37  0 
0173: set_actor @37 z_angle_to  0.0
0605: unknown_action_sequence @37 "FIXN_CAR_LOOP" "CAR"  4.0  1  0  0  1  0 
02E2: set_actor @37 weapon_accuracy_to  100
060B: unknown_actor_use_entity @37 @35 
03DE: set_pedestrians_density_multiplier_to  .5
01EB: set_car_density_to  1.0
0746:  1  24  24 
0746:  4  24  0 
0746:  4  0  24 
0006: @33 =  0  ;; integer values
03CF: load_wav  23000 as  3

:SYN7_183
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false SYN7_188
0001: wait  0 ms
0002: jump SYN7_183

:SYN7_188
03D1: play_wav  3
0050: gosub SYN7_1782
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_196
0729: unknown_action_sequence $PLAYER_ACTOR  1 

:SYN7_196
0001: wait  2000 ms
00BC: text_highpriority 'MTG01A'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  29400 as  1

:SYN7_200
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_205
0001: wait  0 ms
0002: jump SYN7_200

:SYN7_205
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:SYN7_207
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SYN7_212
0001: wait  0 ms
0002: jump SYN7_207

:SYN7_212
0001: wait  500 ms
0050: gosub SYN7_1790

:SYN7_214
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1633
0001: wait  0 ms
0050: gosub SYN7_1814
0050: gosub SYN7_1857
00D6: if  2
00E1:   key_pressed  0  15
8039:   NOT   @113 ==  8  ;; integer values
8039:   NOT   @113 ==  0  ;; integer values
004D: jump_if_false SYN7_226
0006: @113 =  7  ;; integer values

:SYN7_226
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  0  ;; integer values
004D: jump_if_false SYN7_234
05AA: s@127 = 'MTG01B'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  29401 
0050: gosub SYN7_1853
0006: @113 =  1  ;; integer values

:SYN7_234
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  1  ;; integer values
004D: jump_if_false SYN7_246
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_242
0967: $PLAYER_ACTOR  5000 

:SYN7_242
05AA: s@127 = 'MTG01C'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  29402 
0050: gosub SYN7_1853
0006: @113 =  2  ;; integer values

:SYN7_246
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  2  ;; integer values
004D: jump_if_false SYN7_258
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_254
0968: $PLAYER_ACTOR 

:SYN7_254
05AA: s@127 = 'MTG01D'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  29403 
0050: gosub SYN7_1853
0006: @113 =  3  ;; integer values

:SYN7_258
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  3  ;; integer values
004D: jump_if_false SYN7_270
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_266
0967: $PLAYER_ACTOR  5000 

:SYN7_266
05AA: s@127 = 'MTG01E'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  29404 
0050: gosub SYN7_1853
0006: @113 =  4  ;; integer values

:SYN7_270
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  4  ;; integer values
004D: jump_if_false SYN7_282
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_278
0968: $PLAYER_ACTOR 

:SYN7_278
05AA: s@127 = 'MTG01F'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  29405 
0050: gosub SYN7_1853
0006: @113 =  5  ;; integer values

:SYN7_282
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  5  ;; integer values
004D: jump_if_false SYN7_290
05AA: s@127 = 'MTG01G'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  29406 
0050: gosub SYN7_1853
0006: @113 =  6  ;; integer values

:SYN7_290
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  6  ;; integer values
004D: jump_if_false SYN7_302
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_298
0967: $PLAYER_ACTOR  5000 

:SYN7_298
05AA: s@127 = 'MTG01H'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  29407 
0050: gosub SYN7_1853
0006: @113 =  7  ;; integer values

:SYN7_302
00D6: if  1
0039:   @117 ==  2  ;; integer values
0039:   @113 ==  7  ;; integer values
004D: jump_if_false SYN7_317
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_310
0968: $PLAYER_ACTOR 

:SYN7_310
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_314
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:SYN7_314
0249: release_model  330
00BC: text_highpriority 'SYN7_01'  9000 ms  1
0006: @113 =  8  ;; integer values

:SYN7_317
00D6: if  0
0736:  83 
004D: jump_if_false SYN7_321
0002: jump SYN7_1645

:SYN7_321
06AC: $PLAYER_ACTOR $7317 
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2129.308 -129.0417  34.3203 radius  50.0  50.0  500.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2149.624 -244.8758  35.5234 radius  98.0  98.0  500.0
004D: jump_if_false SYN7_329
0004: $7319 =  1  ;; integer values
03C7: unknown_maby_cops_density  0.0
0002: jump SYN7_331

:SYN7_329
0004: $7319 =  0  ;; integer values
03C7: unknown_maby_cops_density  1.0

:SYN7_331
00D6: if  1
0039:   @48 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_722
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1699.484  1030.651  44.2187 radius  4.0  4.0  4.0
004D: jump_if_false SYN7_722
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_342
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:SYN7_342
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN7_347
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:SYN7_347
0006: @113 =  8  ;; integer values
0050: gosub SYN7_1782
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN7_357
0633: unknown_action_sequence $PLAYER_ACTOR 
0001: wait  2000 ms
0002: jump SYN7_358

:SYN7_357
05D3: unknown_action_sequence $PLAYER_ACTOR -1696.49  1034.98  45.11  4  2000 

:SYN7_358
0050: gosub SYN7_1800
03CF: load_wav  1825 as  3

:SYN7_360
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false SYN7_365
0001: wait  0 ms
0002: jump SYN7_360

:SYN7_365
0247: request_model  145
0247: request_model  146
0247: request_model  144
0247: request_model  48
0247: request_model  46
0247: request_model  352
0247: request_model  412
04ED: load_animation "INT_HOUSE"

:SYN7_373
00D6: if  24
8248:   NOT   model  145 available
8248:   NOT   model  146 available
8248:   NOT   model  144 available
8248:   NOT   model  48 available
8248:   NOT   model  46 available
004D: jump_if_false SYN7_382
0001: wait  0 ms
0002: jump SYN7_373

:SYN7_382
00D6: if  22
8248:   NOT   model  352 available
8248:   NOT   model  412 available
84EE:   NOT   animation "INT_HOUSE" loaded
004D: jump_if_false SYN7_389
0001: wait  0 ms
0002: jump SYN7_382

:SYN7_389
07C0:  483 

:SYN7_390
00D6: if  0
87C1:   NOT  483 
004D: jump_if_false SYN7_395
0001: wait  0 ms
0002: jump SYN7_390

:SYN7_395
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_403
0615: @137 
05D3: unknown_action_sequence -1 -1692.068  1036.196  44.2109  4 -2 
0639: unknown_action_sequence -1 @37 
04EB: unknown_action_sequence -1  1 
0616: @137 

:SYN7_403
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_417
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false SYN7_413
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN7_413
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1693.32  1034.32  44.2109

:SYN7_413
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: $PLAYER_ACTOR @137 

:SYN7_417
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 (back)  1000 ms
0006: @32 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_429
0186: @39 = create_marker_above_car @38
018B: show_on_radar @39  0
07E0: @39  1 

:SYN7_429
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_433
09F1: @37  1152 

:SYN7_433
040D: unload_wav  1
03CF: load_wav  39800 as  1

:SYN7_435
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_440
0001: wait  0 ms
0002: jump SYN7_435

:SYN7_440
03D1: play_wav  1
00BC: text_highpriority 'SYN7_AA'  3000 ms  1
0006: @32 =  0  ;; integer values

:SYN7_443
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false SYN7_452
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_451
0002: jump SYN7_662

:SYN7_451
0002: jump SYN7_443

:SYN7_452
040D: unload_wav  1
03CF: load_wav  39801 as  1

:SYN7_454
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_459
0001: wait  0 ms
0002: jump SYN7_454

:SYN7_459
03D1: play_wav  1
00BC: text_highpriority 'SYN7_AB'  2000 ms  1
0006: @32 =  0  ;; integer values

:SYN7_462
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false SYN7_471
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_470
0002: jump SYN7_662

:SYN7_470
0002: jump SYN7_462

:SYN7_471
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_477
0615: @138 
0605: unknown_action_sequence -1 "FIXN_CAR_OUT" "CAR"  4.0  0  0  0  1  0 
0616: @138 

:SYN7_477
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_484
04EB: unknown_action_sequence $PLAYER_ACTOR  0 
05D3: unknown_action_sequence $PLAYER_ACTOR -1690.423  1034.002  44.2109  4  6000 
05CB: unknown_action_sequence $PLAYER_ACTOR @38 -1 

:SYN7_484
0006: @32 =  0  ;; integer values

:SYN7_485
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false SYN7_494
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_493
0002: jump SYN7_662

:SYN7_493
0002: jump SYN7_485

:SYN7_494
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_498
0618: @37 @138 

:SYN7_498
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_502
09F1: @37  1151 

:SYN7_502
0006: @32 =  0  ;; integer values

:SYN7_503
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false SYN7_512
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_511
0002: jump SYN7_662

:SYN7_511
0002: jump SYN7_503

:SYN7_512
040D: unload_wav  1
03CF: load_wav  39802 as  1

:SYN7_514
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_519
0001: wait  0 ms
0002: jump SYN7_514

:SYN7_519
03D1: play_wav  1
00BC: text_highpriority 'SYN7_AC'  3000 ms  1
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_525
0967: @37  5000 

:SYN7_525
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  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_532
0619: @37  1 
0639: unknown_action_sequence @37 $PLAYER_ACTOR 

:SYN7_532
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_544
00AB: put_car @38 at -1688.901  1034.95  43.7187
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_543
05BF: unknown_action_sequence $PLAYER_ACTOR @37  5000 
0605: unknown_action_sequence @37 "IDLE_CHAT" "PED"  1.0  0  0  0  0 -1 
00A1: put_actor @37 at -1689.12  1036.9  44.3187
0173: set_actor @37 z_angle_to  180.0

:SYN7_543
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0

:SYN7_544
0006: @33 =  0  ;; integer values

:SYN7_545
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SYN7_554
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_553
0002: jump SYN7_662

:SYN7_553
0002: jump SYN7_545

:SYN7_554
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_558
0968: @37 

:SYN7_558
0006: @32 =  0  ;; integer values

:SYN7_559
00D6: if  0
001B:    2500 > @32  ;; integer values
004D: jump_if_false SYN7_568
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_567
0002: jump SYN7_662

:SYN7_567
0002: jump SYN7_559

:SYN7_568
040D: unload_wav  1
03CF: load_wav  39803 as  1

:SYN7_570
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_575
0001: wait  0 ms
0002: jump SYN7_570

:SYN7_575
03D1: play_wav  1
00BC: text_highpriority 'SYN7_AD'  4000 ms  1
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_581
0967: @37  5000 

:SYN7_581
0006: @33 =  0  ;; integer values

:SYN7_582
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SYN7_591
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_590
0002: jump SYN7_662

:SYN7_590
0002: jump SYN7_582

:SYN7_591
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_595
0968: @37 

:SYN7_595
040D: unload_wav  1
03CF: load_wav  39804 as  1

:SYN7_597
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_602
0001: wait  0 ms
0002: jump SYN7_597

:SYN7_602
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_606
0967: $PLAYER_ACTOR  5000 

:SYN7_606
03D1: play_wav  1
00BC: text_highpriority 'SYN7_AE'  4000 ms  1
0006: @33 =  0  ;; integer values

:SYN7_609
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false SYN7_618
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_617
0002: jump SYN7_662

:SYN7_617
0002: jump SYN7_609

:SYN7_618
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_622
0968: $PLAYER_ACTOR 

:SYN7_622
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_630
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN7_630
0687: @37 
0603: unknown_action_sequence @37 -1683.17  1037.342  45.2173  4 -1 

:SYN7_630
0006: @32 =  0  ;; integer values

:SYN7_631
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false SYN7_640
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_639
0002: jump SYN7_662

:SYN7_639
0002: jump SYN7_631

:SYN7_640
0050: gosub SYN7_1800
00BE: text_clear_all
0395: clear_area  1 at -1704.693  1027.476  44.211 range  30.0
0A0B: -1696.585  1038.498  44.2173  150.0018 
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_649
0519: unknown_car @38 flag  0
05EB: @38  483 

:SYN7_649
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_1807
0006: @32 =  0  ;; integer values

:SYN7_653
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false SYN7_662
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false SYN7_661
0002: jump SYN7_662

:SYN7_661
0002: jump SYN7_653

:SYN7_662
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_666
0968: $PLAYER_ACTOR 

:SYN7_666
009B: destroy_actor_instantly @37
04EF: release_animation "CAR"
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_676
0519: unknown_car @38 flag  0
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false SYN7_676
036A: put_actor $PLAYER_ACTOR in_car @38

:SYN7_676
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_687
00D6: if  0
060E: @38 
004D: jump_if_false SYN7_684
06C5: @38 
0002: jump SYN7_687

:SYN7_684
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_687
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_1790
00BC: text_highpriority 'SYN7_03'  7000 ms  1
0615: @139 
0603: unknown_action_sequence -1 -2128.848 -79.3918  34.2565  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
0643: @139  1 
0616: @139 
0615: @140 
0603: unknown_action_sequence -1 -2128.848 -79.3918  34.2565  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
0643: @140  1 
0616: @140 
009A: @42 = create_actor  24  144 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  48 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: @42 @139 
0618: @43 @140 
0006: @47 =  0  ;; integer values

:SYN7_712
02E2: set_actor @42(@47,3i) weapon_accuracy_to  40
060B: unknown_actor_use_entity @42(@47,3i) @36 
077A: @42(@47,3i)  4  0 
077A: @42(@47,3i)  1  24 
060F: @42(@47,3i)  150.0 
0770: @42(@47,3i)  1 
000A: @47 +=  1  ;; integer values
0029:   @47 >=  2  ;; integer values
004D: jump_if_false SYN7_712
0006: @48 =  1  ;; integer values

:SYN7_722
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false SYN7_946
00D6: if  2
00FE:   actor $PLAYER_ACTOR  0 ()near_point -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_748
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false SYN7_748
0050: gosub SYN7_67
00BC: text_highpriority 'SYN7_52'  4000 ms  1
0006: @83 =  1  ;; integer values
00D6: if  0
075C:   marker @41 enabled
004D: jump_if_false SYN7_740
018B: show_on_radar @41  0

:SYN7_740
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false SYN7_744
0187: @84 = create_marker_above_actor @42

:SYN7_744
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false SYN7_748
0187: @85 = create_marker_above_actor @43

:SYN7_748
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false SYN7_759
00D6: if  0
00FE:   actor @43  0 ()near_point -2126.911 -79.3953  34.2567 radius  10.0  10.0  10.0
004D: jump_if_false SYN7_756
0006: @115 =  1  ;; integer values
0002: jump SYN7_759

:SYN7_756
091E: -2175.817 -55.8818  27.0 -2059.205 -99.4399  37.0 
091E: -2107.98 -71.8985  30.0 -2160.256 -89.7108  37.0 
0006: @115 =  0  ;; integer values

:SYN7_759
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false SYN7_770
00D6: if  0
00FE:   actor @42  0 ()near_point -2126.911 -79.3953  34.2567 radius  10.0  10.0  10.0
004D: jump_if_false SYN7_767
0006: @114 =  1  ;; integer values
0002: jump SYN7_770

:SYN7_767
091E: -2175.817 -55.8818  27.0 -2059.205 -99.4399  37.0 
091E: -2107.98 -71.8985  30.0 -2160.256 -89.7108  37.0 
0006: @114 =  0  ;; integer values

:SYN7_770
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false SYN7_787
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false SYN7_780
00D6: if  0
075C:   marker @84 enabled
004D: jump_if_false SYN7_780
0164: disable_marker @84

:SYN7_780
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false SYN7_787
00D6: if  0
075C:   marker @85 enabled
004D: jump_if_false SYN7_787
0164: disable_marker @85

:SYN7_787
077E: @120 = active_interior
00D6: if  2
0118:   actor @42 dead
0118:   actor @43 dead
0039:   @120 ==  0  ;; integer values
004D: jump_if_false SYN7_946
0050: gosub SYN7_1800
04ED: load_animation "ON_LOOKERS"

:SYN7_795
00D6: if  0
84EE:   NOT   animation "ON_LOOKERS" loaded
004D: jump_if_false SYN7_800
0001: wait  0 ms
0002: jump SYN7_795

:SYN7_800
0050: gosub SYN7_1782
009A: @52 = create_actor  24  46 at -2125.871 -97.1422  34.3281
081A: @52  2 
01B2: give_actor @52 weapon  22 ammo  9999  ;; Load the weapon model before using this
0605: unknown_action_sequence @52 "POINT_LOOP" "ON_LOOKERS"  8.0  1  0  0  1  3000 
00D6: if  21
0039:   @115 ==  1  ;; integer values
0039:   @114 ==  1  ;; integer values
004D: jump_if_false SYN7_812
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_814

:SYN7_812
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_814
0050: gosub SYN7_1807
0209: $7320 = random_int  0  3
0871: init_jump_table $7320 total_jumps  3  0 SYN7_847 jumps  0 SYN7_817  1 SYN7_827  2 SYN7_837 -1 SYN7_847 -1 SYN7_847 -1 SYN7_847 -1 SYN7_847 

:SYN7_817
040D: unload_wav  1
03CF: load_wav  39805 as  1

:SYN7_819
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_824
0001: wait  0 ms
0002: jump SYN7_819

:SYN7_824
03D1: play_wav  1
00BC: text_highpriority 'SYN7_BA'  4000 ms  1
0002: jump SYN7_847

:SYN7_827
040D: unload_wav  1
03CF: load_wav  39806 as  1

:SYN7_829
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_834
0001: wait  0 ms
0002: jump SYN7_829

:SYN7_834
03D1: play_wav  1
00BC: text_highpriority 'SYN7_BB'  4000 ms  1
0002: jump SYN7_847

:SYN7_837
040D: unload_wav  1
03CF: load_wav  39807 as  1

:SYN7_839
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_844
0001: wait  0 ms
0002: jump SYN7_839

:SYN7_844
03D1: play_wav  1
00BC: text_highpriority 'SYN7_BC'  4000 ms  1
0002: jump SYN7_847

:SYN7_847
0001: wait  4000 ms
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_858
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false SYN7_858
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_858
0395: clear_area  1 at -2129.256 -74.4958  34.1719 range  100.0
009A: @50 = create_actor  24  144 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  48 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  48 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  46 at -2100.096 -157.8681  34.3273
081A: @54  2 
01B2: give_actor @54 weapon  22 ammo  9999  ;; Load the weapon model before using this
009A: @55 = create_actor  24  144 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_872
00D6: if  0
8118:   NOT   actor @50(@47,10i) dead
004D: jump_if_false SYN7_881
07DD: @50(@47,10i)  30 
02E2: set_actor @50(@47,10i) weapon_accuracy_to  30
0770: @50(@47,10i)  1 
060B: unknown_actor_use_entity @50(@47,10i) @36 
077A: @50(@47,10i)  4  0 
077A: @50(@47,10i)  1  24 

:SYN7_881
000A: @47 +=  1  ;; integer values
0029:   @47 >=  6  ;; integer values
004D: jump_if_false SYN7_872
0615: @141 
05D3: unknown_action_sequence -1 -2126.144 -82.2896  34.3203  6 -1 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR -1  5.0 
0616: @141 
0618: @50 @141 
0618: @51 @141 
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false SYN7_895
0792: @52 
0605: unknown_action_sequence @52 "POINT_LOOP" "ON_LOOKERS"  8.0  1  0  0  1  3000 

:SYN7_895
05D9: unknown_action_sequence @53 $PLAYER_ACTOR -1  5.0 
05D9: unknown_action_sequence @54 $PLAYER_ACTOR -1  5.0 
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_931 jumps  0 SYN7_901  1 SYN7_911  2 SYN7_921 -1 SYN7_931 -1 SYN7_931 -1 SYN7_931 -1 SYN7_931 

:SYN7_901
040D: unload_wav  1
03CF: load_wav  39808 as  1

:SYN7_903
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_908
0001: wait  0 ms
0002: jump SYN7_903

:SYN7_908
03D1: play_wav  1
00BC: text_highpriority 'SYN7_CA'  4000 ms  1
0002: jump SYN7_931

:SYN7_911
040D: unload_wav  1
03CF: load_wav  39809 as  1

:SYN7_913
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_918
0001: wait  0 ms
0002: jump SYN7_913

:SYN7_918
03D1: play_wav  1
00BC: text_highpriority 'SYN7_CB'  4000 ms  1
0002: jump SYN7_931

:SYN7_921
040D: unload_wav  1
03CF: load_wav  39810 as  1

:SYN7_923
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false SYN7_928
0001: wait  0 ms
0002: jump SYN7_923

:SYN7_928
03D1: play_wav  1
00BC: text_highpriority 'SYN7_CC'  4000 ms  1
0002: jump SYN7_931

:SYN7_931
0001: wait  4000 ms
0050: gosub SYN7_1790
0164: disable_marker @41
018A: @70 = create_checkpoint_at -2175.243 -209.7745  34.3281
00D6: if  1
8119:   NOT   car @38 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_943
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false SYN7_943
018B: show_on_radar @70  0

:SYN7_943
0006: @33 =  0  ;; integer values
097B: @45  1100 
0006: @48 =  2  ;; integer values

:SYN7_946
00D6: if  2
0039:   @48 ==  2  ;; integer values
8119:   NOT   car @38 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_998
00D6: if  0
03CA:   object @45 exists
004D: jump_if_false SYN7_965
01BB: store_object @45 position_to $73 $74 $75
00D6: if  0
0022:   -2117.0 > $73  ;; floating-point values
004D: jump_if_false SYN7_960
034E: unknown_move_object @45 to -2117.0 -80.8  34.3281 unknown_angle  .2  0.0  0.0  0
0002: jump SYN7_965

:SYN7_960
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false SYN7_965
097B: @45  1101 
0006: @122 =  1  ;; integer values

:SYN7_965
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2138.212 -201.8113  34.3281 radius  20.0  20.0  20.0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false SYN7_981
00BC: text_highpriority 'SYN7_35'  4000 ms  1
0006: @47 =  0  ;; integer values

:SYN7_971
009B: destroy_actor_instantly @50(@47,10i)
000A: @47 +=  1  ;; integer values
0029:   @47 >=  6  ;; integer values
004D: jump_if_false SYN7_971
0006: @47 =  0  ;; integer values

:SYN7_976
009B: destroy_actor_instantly @42(@47,3i)
000A: @47 +=  1  ;; integer values
0029:   @47 >=  2  ;; integer values
004D: jump_if_false SYN7_976
0006: @72 =  1  ;; integer values

:SYN7_981
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false SYN7_998
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2181.76 -209.4146  35.5234 radius  4.0  4.0  4.0
004D: jump_if_false SYN7_991
00BC: text_highpriority 'SYN7_34'  6000 ms  1
0164: disable_marker @70
018A: @71 = create_checkpoint_at -2184.059 -263.4215  35.5234
0006: @48 =  3  ;; integer values

:SYN7_991
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2184.983 -218.1104  35.5234 radius  4.0  4.0  4.0
004D: jump_if_false SYN7_998
00BC: text_highpriority 'SYN7_34'  6000 ms  1
0164: disable_marker @70
018A: @71 = create_checkpoint_at -2184.059 -263.4215  35.5234
0006: @48 =  3  ;; integer values

:SYN7_998
00D6: if  2
0039:   @48 ==  3  ;; integer values
8119:   NOT   car @38 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1153
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false SYN7_1152
00D6: if  2
00FE:   actor $PLAYER_ACTOR  0 ()near_point -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_1034
0209: $7320 = random_int  0  5
0871: init_jump_table $7320 total_jumps  5  0 SYN7_1033 jumps  0 SYN7_1013  1 SYN7_1017  2 SYN7_1021  3 SYN7_1025  4 SYN7_1029 -1 SYN7_1033 -1 SYN7_1033 

:SYN7_1013
05AA: s@127 = 'SYN7_DA'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  39811 
0050: gosub SYN7_1853
0002: jump SYN7_1033

:SYN7_1017
05AA: s@127 = 'SYN7_DB'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  39812 
0050: gosub SYN7_1853
0002: jump SYN7_1033

:SYN7_1021
05AA: s@127 = 'SYN7_DC'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  39813 
0050: gosub SYN7_1853
0002: jump SYN7_1033

:SYN7_1025
05AA: s@127 = 'SYN7_DD'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  39814 
0050: gosub SYN7_1853
0002: jump SYN7_1033

:SYN7_1029
05AA: s@127 = 'SYN7_DE'  ;; 8-byte strings
04AF: @118 = unknown_wav_reference  39815 
0050: gosub SYN7_1853
0002: jump SYN7_1033

:SYN7_1033
0006: @94 =  1  ;; integer values

:SYN7_1034
00D6: if  0
00FE:   actor $PLAYER_ACTOR @73 near_point -2184.059 -263.4215  35.5234 radius  4.0  4.0  4.0
004D: jump_if_false SYN7_1149
0512: permanent_text_box 'SYN7_20'
0006: @73 =  0  ;; integer values
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false SYN7_1148
0006: @48 =  4  ;; integer values
03E6: remove_text_box
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_1052
0519: unknown_car @38 flag  1
0919: @38  0 
0615: @74 
05CD: unknown_action_sequence -1 @38 
0616: @74 

:SYN7_1052
0615: @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: @142 
009A: @60 = create_actor  24  144 at -2140.931 -253.9011  39.7195
0173: set_actor @60 z_angle_to  150.6317
0618: @60 @142 
061B: @142 
0615: @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: @142 
009A: @61 = create_actor  24  48 at -2162.236 -230.954  35.522
0173: set_actor @61 z_angle_to  231.2343
0618: @61 @142 
061B: @142 
0615: @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: @142 
009A: @62 = create_actor  24  46 at -2168.337 -228.406  35.522
0173: set_actor @62 z_angle_to  294.489
0618: @62 @142 
061B: @142 
0615: @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: @142 
009A: @63 = create_actor  24  46 at -2168.74 -231.348  35.5234
0173: set_actor @63 z_angle_to  278.3553
0618: @63 @142 
061B: @142 
009A: @64 = create_actor  24  46 at -2162.417 -227.2437  35.5143
0173: set_actor @64 z_angle_to  196.0546
0638: unknown_action_sequence @64  1 
0006: @47 =  0  ;; integer values

:SYN7_1105
07DD: @60(@47,10i)  30 
02E2: set_actor @60(@47,10i) weapon_accuracy_to  30
0770: @60(@47,10i)  1 
00D6: if  0
0039:   @47 ==  4  ;; integer values
004D: jump_if_false SYN7_1114
081A: @60(@47,10i)  2 
01B2: give_actor @60(@47,10i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump SYN7_1116

:SYN7_1114
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_1116
060B: unknown_actor_use_entity @60(@47,10i) @36 
077A: @60(@47,10i)  4  0 
077A: @60(@47,10i)  1  24 
000A: @47 +=  1  ;; integer values
0029:   @47 >=  5  ;; integer values
004D: jump_if_false SYN7_1105
0050: gosub SYN7_1782
009B: destroy_actor_instantly @87
009B: destroy_actor_instantly @88
009B: destroy_actor_instantly @89
009B: destroy_actor_instantly @90
0A0B: -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  0
8118:   NOT   actor @64 dead
004D: jump_if_false SYN7_1134
0605: unknown_action_sequence @64 "POINT_LOOP" "ON_LOOKERS"  8.0  0  0  0  0  4000 

:SYN7_1134
00BC: text_highpriority 'SYN7_37'  4000 ms  1
03C7: unknown_maby_cops_density  0.0
0001: wait  4000 ms
0050: gosub SYN7_1790
00D6: if  1
8119:   NOT   car @38 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1143
05CD: unknown_action_sequence $PLAYER_ACTOR @38 

:SYN7_1143
0164: disable_marker @71
03C3: set_timer_with_text_to $7318 type  1 text 'SYN7_18'
018A: @75 = create_checkpoint_at -2162.964 -225.5678  35.5156
0006: @32 =  0  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level

:SYN7_1148
0002: jump SYN7_1151

:SYN7_1149
03E6: remove_text_box
0006: @73 =  1  ;; integer values

:SYN7_1151
0002: jump SYN7_1153

:SYN7_1152
03E6: remove_text_box

:SYN7_1153
00D6: if  0
0039:   @48 ==  4  ;; integer values
004D: jump_if_false SYN7_1330
00D6: if  1
0019:   @32 >  4000  ;; integer values
0039:   @78 ==  0  ;; integer values
004D: jump_if_false SYN7_1161
0006: @78 =  1  ;; integer values

:SYN7_1161
00D6: if  0
0038:   $7318 ==  0  ;; integer values
004D: jump_if_false SYN7_1166
0006: @76 =  1  ;; integer values
0002: jump SYN7_1305

:SYN7_1166
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2162.964 -225.5678  35.5156 radius  1.2  1.2  1.2
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2186.166 -216.9555  35.5143 radius  6.0  6.0  6.0
004D: jump_if_false SYN7_1330
0050: gosub SYN7_1800
0050: gosub SYN7_1782
03CB: set_camera -2187.505 -263.5027  36.5551
0A0B: -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_1807
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false SYN7_1184
08CB: @38  1  1  1 

:SYN7_1184
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  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2163.6 -225.62  36.0 radius  10.0  10.0  10.0
004D: jump_if_false SYN7_1213
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN7_1210
00D9: $48 = 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 $48
0002: jump SYN7_1211

:SYN7_1210
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373  35.4984

:SYN7_1211
0173: set_actor $PLAYER_ACTOR z_angle_to  0.0
0006: @77 =  0  ;; integer values

:SYN7_1213
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2186.166 -216.9555  35.5143 radius  10.0  10.0  10.0
004D: jump_if_false SYN7_1228
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN7_1224
00D9: $48 = 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 $48
0002: jump SYN7_1225

:SYN7_1224
00A1: put_actor $PLAYER_ACTOR at -2162.734 -225.3373  35.4984

:SYN7_1225
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_1228
0050: gosub SYN7_1800
0777: destroy_objects_in_object_group "CRACK" 
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #CRACKFACT_SFS  0
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #CF_EXT_DEM_SFS  1
0363: toggle_model_render_at -2166.86 -236.5  40.86 radius  40.0 object #LODCRACKFACT_SFS  0
0363: toggle_model_render_at -2185.49 -215.55  34.31 radius  40.0 object #LODEXT_DEM_SFS  1
0001: wait  1000 ms
00D6: if  0
0039:   @77 ==  0  ;; integer values
004D: jump_if_false SYN7_1243
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1243
00A1: put_actor $PLAYER_ACTOR at -2160.729 -220.985  34.3203
0173: set_actor $PLAYER_ACTOR z_angle_to  336.7796

:SYN7_1243
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false SYN7_1251
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1251
00A1: put_actor $PLAYER_ACTOR at -2175.513 -214.8866  34.3203
0173: set_actor $PLAYER_ACTOR z_angle_to  298.3929

:SYN7_1251
0050: gosub SYN7_1634
0A0B: -2162.283 -220.5315  34.3203  324.4546 
0050: gosub SYN7_1790
009A: @95 = create_actor  24  144 at -2132.044 -168.6656  34.3273
0173: set_actor @95 z_angle_to  168.3635
05D3: unknown_action_sequence @95 -2141.766 -206.9254  34.3203  6 -1 
009A: @96 = create_actor  24  48 at -2136.878 -167.5268  34.3203
0173: set_actor @96 z_angle_to  172.0629
05D3: unknown_action_sequence @96 -2141.766 -206.9254  34.3203  6 -1 
00A5: @105 = create_car  412 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  144 in_car @105 driverseat
01C8: @98 = create_actor  24  144 in_car @105 passenger_seat  0
009A: @99 = create_actor  24  144 at -2103.291 -133.9342  34.3273
0173: set_actor @99 z_angle_to  170.6763
009A: @100 = create_actor  24  48 at -2107.37 -146.9669  34.3273
0173: set_actor @100 z_angle_to  174.6227
009A: @101 = create_actor  24  48 at -2145.116 -181.3902  37.6913
0173: set_actor @101 z_angle_to  176.688
0638: unknown_action_sequence @101  1 
04EB: unknown_action_sequence @101  1 
009A: @102 = create_actor  24  48 at -2111.808 -159.8649  34.3273
0173: set_actor @102 z_angle_to  138.7297
0638: unknown_action_sequence @102  1 
0006: @47 =  0  ;; integer values

:SYN7_1278
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: @95(@47,10i)  30 
060B: unknown_actor_use_entity @95(@47,10i) @36 
077A: @95(@47,10i)  4  0 
077A: @95(@47,10i)  1  24 
060F: @95(@47,10i)  70.0 
0770: @95(@47,10i)  1 
000A: @47 +=  1  ;; integer values
0029:   @47 >=  8  ;; integer values
004D: jump_if_false SYN7_1278
07C0:  485 

:SYN7_1290
00D6: if  0
87C1:   NOT  485 
004D: jump_if_false SYN7_1295
0001: wait  0 ms
0002: jump SYN7_1290

:SYN7_1295
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false SYN7_1300
05EB: @105  485 
05ED: @105 

:SYN7_1300
0050: gosub SYN7_1807
00D6: if  1
0039:   @76 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1328

:SYN7_1305
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0006: @47 =  0  ;; integer values

:SYN7_1307
05BE: unknown_action_sequence $PLAYER_ACTOR 
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0208: $7316 = random_float -3.0  3.0
0059: $73 += $7316  ;; floating-point values
0059: $74 += $7316  ;; floating-point values
020C: create_explosion_with_radius  0 at $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0208: $7316 = random_float -3.0  3.0
0059: $73 += $7316  ;; floating-point values
0059: $74 += $7316  ;; floating-point values
020C: create_explosion_with_radius  0 at $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0208: $7316 = random_float -3.0  3.0
0059: $73 += $7316  ;; floating-point values
0059: $74 += $7316  ;; floating-point values
020C: create_explosion_with_radius  0 at $73 $74 $75
0001: wait  500 ms
000A: @47 +=  1  ;; integer values
0029:   @47 >=  4  ;; integer values
004D: jump_if_false SYN7_1307
0002: jump SYN7_1692

:SYN7_1328
00BC: text_highpriority 'SYN7_23'  4000 ms  1
0006: @48 =  5  ;; integer values

:SYN7_1330
00D6: if  0
0039:   @48 ==  5  ;; integer values
004D: jump_if_false SYN7_1525
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false SYN7_1352
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2118.54 -169.3188  34.3273 radius  10.0  10.0  10.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2118.54 -169.3188  34.3273 radius  10.0  10.0  10.0
004D: jump_if_false SYN7_1352
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false SYN7_1351
0615: @126 
0638: unknown_action_sequence -1  0 
04EB: unknown_action_sequence -1  1 
06E3: unknown_action_sequence -1  0 
04EB: unknown_action_sequence -1  1 
0616: @126 
0618: @102 @126 
061B: @126 

:SYN7_1351
0006: @124 =  1  ;; integer values

:SYN7_1352
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false SYN7_1370
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false SYN7_1370
00D6: if  0
860E:   NOT @105 
004D: jump_if_false SYN7_1370
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false SYN7_1365
05CD: unknown_action_sequence @97 @105 

:SYN7_1365
00D6: if  0
8118:   NOT   actor @98 dead
004D: jump_if_false SYN7_1369
05CD: unknown_action_sequence @98 @105 

:SYN7_1369
0006: @123 =  2  ;; integer values

:SYN7_1370
00D6: if  1
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -2097.723 -109.9725  30.0 -2155.992 -122.742  40.0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false SYN7_1383
00D6: if  1
8119:   NOT   car @105 wrecked
060E: @105 
004D: jump_if_false SYN7_1382
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false SYN7_1382
05EE: @105 

:SYN7_1382
0006: @123 =  1  ;; integer values

:SYN7_1383
00D6: if  1
0038:   $7319 ==  0  ;; integer values
0039:   @123 ==  0  ;; integer values
004D: jump_if_false SYN7_1398
00D6: if  1
8119:   NOT   car @105 wrecked
060E: @105 
004D: jump_if_false SYN7_1395
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false SYN7_1395
05EE: @105 

:SYN7_1395
0006: @32 =  0  ;; integer values
0006: @79 =  1  ;; integer values
0006: @123 =  1  ;; integer values

:SYN7_1398
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2127.37 -85.497  35.5234 radius  20.0  20.0  10.0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false SYN7_1405
0006: @32 =  0  ;; integer values
0006: @79 =  1  ;; integer values
00BC: text_highpriority 'SYN7_13'  3000 ms  1

:SYN7_1405
00D6: if  1
0019:   @32 >  4500  ;; integer values
0039:   @79 ==  1  ;; integer values
004D: jump_if_false SYN7_1442
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false SYN7_1417
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false SYN7_1417
0186: @107 = create_marker_above_car @105
07E0: @107  1 

:SYN7_1417
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
0006: @79 =  2  ;; integer values
009A: @108 = create_actor  24  48 at -2107.37 -146.9669  34.3273
0173: set_actor @108 z_angle_to  174.6227
009A: @109 = create_actor  24  144 at -2107.37 -146.9669  34.3273
0173: set_actor @109 z_angle_to  174.6227
009A: @110 = create_actor  24  48 at -2136.109 -180.0674  34.3203
0173: set_actor @110 z_angle_to  297.2213
009A: @111 = create_actor  24  144 at -2140.6 -169.5873  34.3203
0173: set_actor @111 z_angle_to  258.2443
009A: @112 = create_actor  24  144 at -2143.463 -147.7724  35.3922
0173: set_actor @112 z_angle_to  209.4012
0006: @47 =  0  ;; integer values

:SYN7_1433
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: @108(@47,5i)  4  0 
077A: @108(@47,5i)  1  24 
060F: @108(@47,5i)  70.0 
0770: @108(@47,5i)  1 
000A: @47 +=  1  ;; integer values
0029:   @47 >=  5  ;; integer values
004D: jump_if_false SYN7_1433

:SYN7_1442
00D6: if  1
0019:   @32 >  10000  ;; integer values
0039:   @79 ==  2  ;; integer values
004D: jump_if_false SYN7_1447
0006: @79 =  3  ;; integer values

:SYN7_1447
00D6: if  0
0119:   car @105 wrecked
004D: jump_if_false SYN7_1455
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false SYN7_1454
0164: disable_marker @107

:SYN7_1454
018B: show_on_radar @81  3

:SYN7_1455
00D6: if  0
8119:   NOT   car @105 wrecked
004D: jump_if_false SYN7_1473
00D6: if  1
80DB:   NOT   actor $PLAYER_ACTOR in_car @105
0019:   @79 >  1  ;; integer values
004D: jump_if_false SYN7_1468
018B: show_on_radar @107  3
00D6: if  0
075C:   marker @81 enabled
004D: jump_if_false SYN7_1467
018B: show_on_radar @81  0

:SYN7_1467
0002: jump SYN7_1473

:SYN7_1468
018B: show_on_radar @107  0
00D6: if  0
075C:   marker @81 enabled
004D: jump_if_false SYN7_1473
018B: show_on_radar @81  3

:SYN7_1473
00D6: if  0
0038:   $7319 ==  0  ;; integer values
004D: jump_if_false SYN7_1491
00D6: if  0
075C:   marker @41 enabled
004D: jump_if_false SYN7_1480
0164: disable_marker @41

:SYN7_1480
00D6: if  0
075C:   marker @81 enabled
004D: jump_if_false SYN7_1484
0164: disable_marker @81

:SYN7_1484
00D6: if  0
075C:   marker @81 enabled
004D: jump_if_false SYN7_1488
0164: disable_marker @107

:SYN7_1488
0006: @48 =  6  ;; integer values
018A: @82 = create_checkpoint_at -2029.603  156.7249  27.8429
00BC: text_highpriority 'SYN7_39'  6000 ms  1

:SYN7_1491
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2149.364 -111.5658  40.9064 radius  3.0  3.0  3.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2143.429 -111.1119  41.0391 radius  3.0  3.0  3.0
004D: jump_if_false SYN7_1525
00D6: if  1
0020:   $7317 >  10.0  ;; floating-point values
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN7_1525
00D9: $48 = actor $PLAYER_ACTOR car
04BA: set_car $48 speed_instantly  25.0
02A3: toggle_widescreen  1 (on)
03E6: remove_text_box
00BE: text_clear_all
015D: set_gamespeed  .4
0173: set_actor $PLAYER_ACTOR z_angle_to  .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 (off)
02EB: restore_camera_with_jumpcut
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -2146.676 -90.7008  40.5966 radius  4.0  4.0  6.0
004D: jump_if_false SYN7_1525
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1520
00A1: put_actor $PLAYER_ACTOR at -2152.423 -75.3105  34.3203
0173: set_actor $PLAYER_ACTOR z_angle_to  357.8863

:SYN7_1520
0373: set_camera_directly_behind_player
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false SYN7_1525
04BA: set_car $48 speed_instantly  0.0

:SYN7_1525
00D6: if  0
03CA:   object @45 exists
004D: jump_if_false SYN7_1534
01BB: store_object @45 position_to $73 $74 $75
00D6: if  1
0020:   $73 > -2127.0  ;; floating-point values
0039:   @79 ==  1  ;; integer values
004D: jump_if_false SYN7_1534
034E: unknown_move_object @45 to -2127.0 -80.8  34.3281 unknown_angle  .2  0.0  0.0  0

:SYN7_1534
00D6: if  0
0039:   @48 ==  6  ;; integer values
004D: jump_if_false SYN7_1546
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false SYN7_1541
0164: disable_marker @107

:SYN7_1541
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -2029.603  156.7249  27.8429 radius  4.0  4.0  4.0
004D: jump_if_false SYN7_1546
0164: disable_marker @82
0002: jump SYN7_1645

:SYN7_1546
00D6: if  2
8119:   NOT   car @38 wrecked
8039:   NOT   @48 ==  0  ;; integer values
8019:   NOT   @48 >  3  ;; integer values
004D: jump_if_false SYN7_1590
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false SYN7_1573
00BC: text_highpriority 'SYN7_32'  100 ms  1
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false SYN7_1572
018B: show_on_radar @39  3
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false SYN7_1563
018B: show_on_radar @41  0

:SYN7_1563
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false SYN7_1567
018B: show_on_radar @70  0

:SYN7_1567
00D6: if  0
0039:   @48 ==  3  ;; integer values
004D: jump_if_false SYN7_1571
018B: show_on_radar @71  0

:SYN7_1571
0006: @49 =  1  ;; integer values

:SYN7_1572
0002: jump SYN7_1590

:SYN7_1573
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false SYN7_1590
018B: show_on_radar @39  0
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false SYN7_1581
018B: show_on_radar @41  3

:SYN7_1581
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false SYN7_1585
018B: show_on_radar @70  3

:SYN7_1585
00D6: if  0
0039:   @48 ==  3  ;; integer values
004D: jump_if_false SYN7_1589
018B: show_on_radar @71  3

:SYN7_1589
0006: @49 =  0  ;; integer values

:SYN7_1590
00D6: if  1
0119:   car @38 wrecked
001B:    4 > @48  ;; integer values
004D: jump_if_false SYN7_1596
00BC: text_highpriority 'SYN7_36'  4000 ms  1
0002: jump SYN7_1692

:SYN7_1596
00D6: if  2
0119:   car @105 wrecked
0029:   @48 >=  5  ;; integer values
0029:   @79 >=  2  ;; integer values
004D: jump_if_false SYN7_1632
00D6: if  0
8039:   NOT   @48 ==  6  ;; integer values
004D: jump_if_false SYN7_1605
00BC: text_highpriority 'SYN7_53'  4000 ms  1

:SYN7_1605
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false SYN7_1609
0164: disable_marker @107

:SYN7_1609
00D6: if  0
0038:   $7319 ==  1  ;; integer values
004D: jump_if_false SYN7_1632
01C3: remove_references_to_car @105  ;; Like turning a car into any random car
0006: @125 =  1  ;; integer values
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -2116.264 -200.0631  34.3273 radius  30.0  30.0  30.0
004D: jump_if_false SYN7_1625
0395: clear_area  1 at -2116.264 -200.0631  34.3273 range  10.0
00A5: @105 = create_car  412 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: @107  1 
0002: jump SYN7_1632

:SYN7_1625
0395: clear_area  1 at -2116.264 -200.0631  34.3273 range  10.0
00A5: @105 = create_car  412 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: @107  1 

:SYN7_1632
0002: jump SYN7_214

:SYN7_1633
0002: jump SYN7_1692

:SYN7_1634
0006: @47 =  0  ;; integer values

:SYN7_1635
009B: destroy_actor_instantly @86(@47,8i)
000A: @47 +=  1  ;; integer values
0029:   @47 >=  5  ;; integer values
004D: jump_if_false SYN7_1635
0006: @47 =  0  ;; integer values

:SYN7_1640
009B: destroy_actor_instantly @60(@47,10i)
000A: @47 +=  1  ;; integer values
0029:   @47 >=  5  ;; integer values
004D: jump_if_false SYN7_1640
0051: return

:SYN7_1645
0164: disable_marker $533
0777: destroy_objects_in_object_group "BARRIERS2" 
01E3: text_1number_styled 'M_PASSS'  25000  5000 ms  1
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'
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
0629: change_stat  181 (islands unlocked) to  2  ; integer see statdisp.dat
0629: change_stat  305 to  1  ; integer see statdisp.dat
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  .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_1692
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1701
00D6: if  0
0741: $PLAYER_ACTOR 
004D: jump_if_false SYN7_1700
016E: override_restart at -1605.792  716.8598  11.0241  355.2978

:SYN7_1700
0002: jump SYN7_1702

:SYN7_1701
016E: override_restart at -2670.285  616.4364  13.4531  183.1042

:SYN7_1702
0051: return

:SYN7_1703
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1707
0968: $PLAYER_ACTOR 

:SYN7_1707
0873:  483 
0873:  485 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
014F: stop_timer $7318
091D: -2175.817 -55.8818  27.0 -2059.205 -99.4399  37.0 
091E: -2175.817 -55.8818  27.0 -2059.205 -99.4399  37.0 
091E: -2107.98 -71.8985  30.0 -2160.256 -89.7108  37.0 
00D6: if  0
075C:   marker @40 enabled
004D: jump_if_false SYN7_1719
0164: disable_marker @40

:SYN7_1719
00D6: if  0
075C:   marker @39 enabled
004D: jump_if_false SYN7_1723
0164: disable_marker @39

:SYN7_1723
00D6: if  0
075C:   marker @41 enabled
004D: jump_if_false SYN7_1727
0164: disable_marker @41

:SYN7_1727
00D6: if  0
075C:   marker @70 enabled
004D: jump_if_false SYN7_1731
0164: disable_marker @70

:SYN7_1731
00D6: if  0
075C:   marker @71 enabled
004D: jump_if_false SYN7_1735
0164: disable_marker @71

:SYN7_1735
00D6: if  0
075C:   marker @75 enabled
004D: jump_if_false SYN7_1739
0164: disable_marker @75

:SYN7_1739
00D6: if  0
075C:   marker @81 enabled
004D: jump_if_false SYN7_1743
0164: disable_marker @81

:SYN7_1743
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false SYN7_1747
0164: disable_marker @107

:SYN7_1747
0006: @47 =  0  ;; integer values

:SYN7_1748
00D6: if  0
075C:   marker @84(@47,2i) enabled
004D: jump_if_false SYN7_1752
0164: disable_marker @84(@47,2i)

:SYN7_1752
000A: @47 +=  1  ;; integer values
0029:   @47 >=  2  ;; integer values
004D: jump_if_false SYN7_1748
00D6: if  0
048C:   unknown_pickup_exists_at -2182.652 -247.3813  36.4
004D: jump_if_false SYN7_1759
0215: destroy_pickup @121

:SYN7_1759
0004: $ON_MISSION =  0  ;; integer values
06F0: $PLAYER_GROUP  30.0 
01BD: $184 = current_time_in_ms
031A: remove_all_fires
0249: release_model  549
0249: release_model  50
04EF: release_animation "CAR"
04EF: release_animation "ON_LOOKERS"
04EF: release_animation "INT_HOUSE"
0249: release_model  144
0249: release_model  48
0249: release_model  46
0249: release_model  352
0249: release_model  412
0249: release_model #DYN_RAMP
0249: release_model  330
0249: release_model  145
0249: release_model  146
0249: release_model  344
0249: release_model #HEALTH
0249: release_model  346
00D8: mission_cleanup
0051: return

:SYN7_1782
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1789
00BE: text_clear_all
03E6: remove_text_box
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:SYN7_1789
0051: return

:SYN7_1790
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1799
00BE: text_clear_all
03E6: remove_text_box
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:SYN7_1799
0051: return

:SYN7_1800
016A: fade  0 ()  500 ms

:SYN7_1801
00D6: if  0
016B:   fading
004D: jump_if_false SYN7_1806
0001: wait  0 ms
0002: jump SYN7_1801

:SYN7_1806
0051: return

:SYN7_1807
016A: fade  1 (back)  500 ms

:SYN7_1808
00D6: if  0
016B:   fading
004D: jump_if_false SYN7_1813
0001: wait  0 ms
0002: jump SYN7_1808

:SYN7_1813
0051: return

:SYN7_1814
00D6: if  0
0736:  89 
004D: jump_if_false SYN7_1827
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1823
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_1823
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1827
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:SYN7_1827
00D6: if  0
0736:  68 
004D: jump_if_false SYN7_1835
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1835
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422  34.1563
0173: set_actor $PLAYER_ACTOR z_angle_to  94.0454

:SYN7_1835
00D6: if  0
0736:  70 
004D: jump_if_false SYN7_1840
0777: destroy_objects_in_object_group "CRACK" 
0776: init_objects_in_object_group "FUKDCRAK" 

:SYN7_1840
00D6: if  0
0736:  75 
004D: jump_if_false SYN7_1848
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN7_1848
00A1: put_actor $PLAYER_ACTOR at -2064.057 -68.6422  34.1563
0173: set_actor $PLAYER_ACTOR z_angle_to  94.0454

:SYN7_1848
00D6: if  0
0736:  76 
004D: jump_if_false SYN7_1852
0006: @48 =  5  ;; integer values

:SYN7_1852
0051: return

:SYN7_1853
040D: unload_wav  1
03CF: load_wav @118 as  1
0006: @117 =  0  ;; integer values
0051: return

:SYN7_1857
00D6: if  1
03D0:   wav  1 loaded
0039:   @117 ==  0  ;; integer values
004D: jump_if_false SYN7_1864
03D1: play_wav  1
00BC: text_highpriority s@127  10000 ms  1
0006: @117 =  1  ;; integer values

:SYN7_1864
00D6: if  1
03D2:   wav  1 ended
0039:   @117 ==  1  ;; integer values
004D: jump_if_false SYN7_1871
040D: unload_wav  1
03D5: remove_text s@127
0006: @117 =  2  ;; integer values

:SYN7_1871
0051: return

;-------------Mission 64---------------
; Originally: Pier 69


:SYN5_1
03A4: name_thread 'SYN5'
0050: gosub SYN5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false SYN5_7
0050: gosub SYN5_2856

:SYN5_7
0050: gosub SYN5_2870
004E: end_thread

:SYN5_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'SYN5'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false SYN5_40
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  120 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  293 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  600 at -1774.2  1376.8  5.7
0129: $132 = create_actor  25  291 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  566 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  566 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  487 at -1583.3  1420.2  25.7
01C8: @34 = create_actor  25  292 in_car @58 passenger_seat  0

:SYN5_40
00BE: text_clear_all
0A0E:  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_104
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_109
0001: wait  0 ms
0002: jump SYN5_104

:SYN5_109
08F5: (unknown)
023C: load_special_actor  1 'CESAR'
0247: request_model  358
0247: request_model  429
0247: request_model #SNIPER_ANIM
04ED: load_animation "MISC"
0247: request_model  173
0247: request_model  174
0247: request_model  330
0247: request_model  372
0247: request_model  120
0247: request_model  117
0247: request_model  567
038B: load_requested_models
0632: release_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
060A: unknown_create_entity  2 @196 
0746:  0  24  0 
0746:  4  24  25 
0746:  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  567 numberplate "_LVA4L__" 
00A5: @77 = create_car  567 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: $133 = create_actor  24  290 at -1720.7  1277.3  16.9
0173: set_actor $133 z_angle_to  317.9
01B2: give_actor $133 weapon  34 ammo  12  ;; Load the weapon model before using this
0568: $133  1
060B: unknown_actor_use_entity $133 @197 
02A9: set_actor $133 immune_to_nonplayer  1
0350: unknown_actor $133 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 $133
07E0: @79  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:  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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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:  0 
0006: @32 =  0  ;; integer values
016A: fade  1 (back)  500 ms

:SYN5_162
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false SYN5_167
0002: jump SYN5_2858

:SYN5_167
010D: set_player $PLAYER_CHAR wanted_level_to  0
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_173
0002: jump SYN5_1120

:SYN5_173
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_177
0002: jump SYN5_2856

:SYN5_177
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false SYN5_305
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_196
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SYN5_196
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false SYN5_196
0006: @132 =  1  ;; integer values
0006: @134 =  0  ;; integer values
0050: gosub SYN5_3696
0006: @133 =  1  ;; integer values
0006: @89 =  1  ;; integer values
0707: unknown_bunnyjump SYN5_211 
0006: @88 =  1  ;; integer values

:SYN5_196
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_204
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_204
0006: @32 =  0  ;; integer values
0006: @88 =  2  ;; integer values

:SYN5_204
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false SYN5_240
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN5_240
0006: @89 =  0  ;; integer values

:SYN5_211
0701: (unknown)
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_217
0002: jump SYN5_1120

:SYN5_217
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_221
0002: jump SYN5_2856

:SYN5_221
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false SYN5_228
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @132 =  0  ;; integer values

:SYN5_228
0395: clear_area  1 at -1721.4  1276.2  16.9 range  1.0
00A1: put_actor $133 at -1721.4  1276.2  16.9
0173: set_actor $133 z_angle_to  326.3
00BC: text_highpriority 'SYN5_01'  7000 ms  1
08F6: (unknown)
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @88 =  3  ;; integer values

:SYN5_240
00D6: if  0
0039:   @88 ==  3  ;; integer values
004D: jump_if_false SYN5_305
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $133 radius  4.0  4.0  4.0 sphere  0
004D: jump_if_false SYN5_297
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  567
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
09F5:  1 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false SYN5_261
00A1: put_actor $PLAYER_ACTOR at -1728.0  1257.4  16.9
0173: set_actor $PLAYER_ACTOR z_angle_to  42.2

:SYN5_261
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_3546
00A5: @75 = create_car  429 at -1690.0  1318.0  7.0
0175: set_car @75 z_angle_to  57.0
0519: unknown_car @75 flag  1
020A: set_car @75 door_status_to  2
0395: clear_area  1 at -1721.4  1276.2  16.9 range  5.0
0792: $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: $133 
00A1: put_actor $133 at -1721.4  1276.2  16.9
0173: set_actor $133 z_angle_to  326.3
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  34 
004D: jump_if_false SYN5_281
048F: $133
0006: @127 =  1  ;; integer values

:SYN5_281
0006: @89 =  1  ;; integer values
0707: unknown_bunnyjump SYN5_658 
0615: @195 
05D3: unknown_action_sequence -1 -1720.79  1275.4  16.9  4 -1 
0616: @195 
0618: $PLAYER_ACTOR @195 
061B: @195 
0164: disable_marker @79
0006: @132 =  2  ;; integer values
0006: @134 =  0  ;; integer values
0006: @135 =  2  ;; integer values
0050: gosub SYN5_3696
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_297
00D6: if  0
0735:  81 
004D: jump_if_false SYN5_305
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_305
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false SYN5_847
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_333
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_333
0639: unknown_action_sequence $PLAYER_ACTOR $133 
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false SYN5_327
0615: @195 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "IDLE_ARMED" "PED"  4.0  0  0  0  1 -1 
0616: @195 
0618: $133 @195 
061B: @195 
0107: @73 = create_object #SNIPER_ANIM at -1714.2  1266.5  18.3
0002: jump SYN5_332

:SYN5_327
0615: @195 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @195 
0618: $133 @195 
061B: @195 

:SYN5_332
0006: @88 =  1  ;; integer values

:SYN5_333
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_355
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_355
062E: $133  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_355
04C4: create_coordinate @191 @192 @193 from_actor $133 offset  0.0  1.0 -1.0
00A1: put_actor $PLAYER_ACTOR at @191 @192 @193
0172: @191 = actor $133 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_3696
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_355
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false SYN5_374
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false SYN5_370
04C4: create_coordinate @191 @192 @193 from_actor $133 offset  0.0  .5  0.0
048F: $133
01BC: put_object @73 at @191 @192 @193
0172: @191 = actor $PLAYER_ACTOR z_angle
0177: set_object @73 z_angle_to @191
0605: unknown_action_sequence $133 "PASS_RIFLE_PED" "MISC"  1000.0  0  0  0  0 -1 
0605: unknown_action_sequence $PLAYER_ACTOR "PASS_RIFLE_PLY" "MISC"  1000.0  0  0  0  0 -1 
0006: @88 =  3  ;; integer values
0002: jump SYN5_374

:SYN5_370
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_374
0006: @88 =  3  ;; integer values

:SYN5_374
00D6: if  0
0039:   @88 ==  3  ;; integer values
004D: jump_if_false SYN5_406
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false SYN5_405
00D6: if  0
03CA:   object @73 exists
004D: jump_if_false SYN5_404
00D6: if  0
0611: $PLAYER_ACTOR "PASS_RIFLE_PLY" 
004D: jump_if_false SYN5_396
0613: $PLAYER_ACTOR "PASS_RIFLE_PLY" @131 
00D6: if  0
0837: @73 "PASS_RIFLE_O" 
004D: jump_if_false SYN5_392
083A: @73 "PASS_RIFLE_O" @131 
0002: jump SYN5_396

:SYN5_392
00D6: if  0
075A: @73 "PASS_RIFLE_O" "MISC"  10000.0  0  0 
004D: jump_if_false SYN5_396
0836: @73 "PASS_RIFLE_O"  0.0 

:SYN5_396
00D6: if  0
0611: $PLAYER_ACTOR "PASS_RIFLE_PLY" 
004D: jump_if_false SYN5_404
0613: $PLAYER_ACTOR "PASS_RIFLE_PLY" @194 
00D6: if  0
0043:   @194 ==  1.0  ;; floating-point values
004D: jump_if_false SYN5_404
0006: @88 =  4  ;; integer values

:SYN5_404
0002: jump SYN5_406

:SYN5_405
0006: @88 =  4  ;; integer values

:SYN5_406
00D6: if  0
0039:   @88 ==  4  ;; integer values
004D: jump_if_false SYN5_426
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false SYN5_413
0108: destroy_object @73

:SYN5_413
041A: @91 = actor $PLAYER_ACTOR weapon  34 ammo
00D6: if  0
001B:    24 > @91  ;; integer values
004D: jump_if_false SYN5_420
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_421

:SYN5_420
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  34

:SYN5_421
0667: unknown_action_sequence $PLAYER_ACTOR -1715.4  1287.5  16.5 -1 
05D4: unknown_action_sequence $133 unknown_angle  332.1 
0050: gosub SYN5_2965
0006: @32 =  0  ;; integer values
0006: @88 =  5  ;; integer values

:SYN5_426
00D6: if  0
0039:   @88 ==  5  ;; integer values
004D: jump_if_false SYN5_462
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN5_462
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_462
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_445
0615: @195 
05D3: unknown_action_sequence -1 -1711.1  1354.0  16.0  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  200.0 
05C9: unknown_action_sequence -1 -1 
0616: @195 
0618: @45 @195 
061B: @195 

:SYN5_445
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_454
0615: @195 
05D3: unknown_action_sequence -1 -1686.6  1376.2  13.8  4 -1 
05C9: unknown_action_sequence -1 -1 
0616: @195 
0618: @46 @195 
061B: @195 

:SYN5_454
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_3696
0006: @32 =  0  ;; integer values
0006: @88 =  6  ;; integer values

:SYN5_462
00D6: if  0
0039:   @88 ==  6  ;; integer values
004D: jump_if_false SYN5_489
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SYN5_489
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_479
0615: @195 
05D3: unknown_action_sequence -1 -1682.7  1343.1  16.2  4 -1 
05D3: unknown_action_sequence -1 -1672.7  1342.6  16.2  4 -1 
0173: set_actor @48 z_angle_to  4.0
05C9: unknown_action_sequence -1 -1 
0616: @195 
0618: @48 @195 
061B: @195 

:SYN5_479
041D: set_camera_near_clip  .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_3696
0050: gosub SYN5_3032
0006: @32 =  0  ;; integer values
0006: @88 =  7  ;; integer values

:SYN5_489
00D6: if  0
0039:   @88 ==  7  ;; integer values
004D: jump_if_false SYN5_512
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SYN5_512
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_512
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_502
0337: unknown_actor $415 flag  1

:SYN5_502
041D: set_camera_near_clip  .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: unknown_action_sequence $133  1 
0006: @132 =  2  ;; integer values
0006: @134 =  6  ;; integer values
0006: @135 =  7  ;; integer values
0050: gosub SYN5_3696
0006: @32 =  0  ;; integer values
0006: @88 =  8  ;; integer values

:SYN5_512
00D6: if  0
0039:   @88 ==  8  ;; integer values
004D: jump_if_false SYN5_527
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN5_527
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_527
0006: @132 =  2  ;; integer values
0006: @134 =  7  ;; integer values
0006: @135 =  9  ;; integer values
0050: gosub SYN5_3696
0006: @32 =  0  ;; integer values
0006: @88 =  9  ;; integer values

:SYN5_527
00D6: if  0
0039:   @88 ==  9  ;; integer values
004D: jump_if_false SYN5_543
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_543
062E: $133  1833 $416 
00D6: if  0
04A3:   unknown $416 ==  1
004D: jump_if_false SYN5_538
0729: unknown_action_sequence $133  0 

:SYN5_538
0006: @132 =  2  ;; integer values
0006: @134 =  9  ;; integer values
0006: @135 =  11  ;; integer values
0050: gosub SYN5_3696
0006: @88 =  10  ;; integer values

:SYN5_543
00D6: if  0
0039:   @88 ==  10  ;; integer values
004D: jump_if_false SYN5_598
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_598
062E: $133  1833 $416 
00D6: if  0
04A3:   unknown $416 ==  1
004D: jump_if_false SYN5_554
0729: unknown_action_sequence $133  0 

:SYN5_554
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SYN5_564
0615: @195 
05D3: unknown_action_sequence -1 -1683.4  1326.9  6.0  4 -1 
05D3: unknown_action_sequence -1 -1673.4  1335.0  6.2  4 -1 
04EB: unknown_action_sequence -1  0 
0616: @195 
0618: @36 @195 
061B: @195 

:SYN5_564
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_574
0615: @195 
05B9: unknown_action_sequence -1  500 
05D3: unknown_action_sequence -1 -1684.8  1324.7  6.0  4 -1 
05D3: unknown_action_sequence -1 -1675.7  1336.1  6.2  4 -1 
0616: @195 
0618: $415 @195 
061B: @195 

:SYN5_574
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN5_584
0615: @195 
05B9: unknown_action_sequence -1  700 
05D3: unknown_action_sequence -1 -1687.2  1323.8  6.0  4 -1 
05D3: unknown_action_sequence -1 -1676.0  1334.0  6.2  4 -1 
0616: @195 
0618: @37 @195 
061B: @195 

:SYN5_584
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false SYN5_594
0615: @195 
05B9: unknown_action_sequence -1  800 
05D3: unknown_action_sequence -1 -1689.0  1325.4  6.0  4 -1 
05D3: unknown_action_sequence -1 -1678.0  1333.7  6.2  4 -1 
0616: @195 
0618: @38 @195 
061B: @195 

:SYN5_594
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_598
00D6: if  0
0039:   @88 ==  11  ;; integer values
004D: jump_if_false SYN5_651
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false SYN5_651
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_614
00A1: put_actor $415 at -1681.4  1326.4  6.2
0173: set_actor $415 z_angle_to  300.1
0615: @195 
05D3: unknown_action_sequence -1 -1671.6  1339.0  6.2  4 -1 
0616: @195 
0618: $415 @195 
061B: @195 

:SYN5_614
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SYN5_624
00A1: put_actor @36 at -1684.1  1324.1  6.2
0173: set_actor @36 z_angle_to  311.1
0615: @195 
05D3: unknown_action_sequence -1 -1671.6  1339.0  6.2  4 -1 
0616: @195 
0618: @36 @195 
061B: @195 

:SYN5_624
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN5_634
00A1: put_actor @37 at -1683.0  1321.7  6.2
0173: set_actor @37 z_angle_to  333.4
0615: @195 
05D3: unknown_action_sequence -1 -1671.6  1339.0  6.2  4 -1 
0616: @195 
0618: @37 @195 
061B: @195 

:SYN5_634
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false SYN5_644
00A1: put_actor @38 at -1685.4  1323.6  6.2
0173: set_actor @38 z_angle_to  323.8
0615: @195 
05D3: unknown_action_sequence -1 -1671.6  1339.0  6.2  4 -1 
0616: @195 
0618: @38 @195 
061B: @195 

:SYN5_644
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_3696
0006: @88 =  12  ;; integer values

:SYN5_651
00D6: if  0
0039:   @88 ==  12  ;; integer values
004D: jump_if_false SYN5_847
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_847
0006: @89 =  0  ;; integer values

:SYN5_658
0701: (unknown)
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @132 =  0  ;; integer values
016A: fade  0 ()  500 ms

:SYN5_664
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_669
0001: wait  0 ms
0002: jump SYN5_664

:SYN5_669
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_674
0002: jump SYN5_1120

:SYN5_674
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_678
0002: jump SYN5_2856

:SYN5_678
041D: set_camera_near_clip  .9 
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false SYN5_719
041A: @91 = actor $PLAYER_ACTOR weapon  34 ammo
00D6: if  0
001B:    24 > @91  ;; integer values
004D: jump_if_false SYN5_687
01B2: give_actor $PLAYER_ACTOR weapon  34 ammo  24  ;; Load the weapon model before using this

:SYN5_687
0108: destroy_object @73
048F: $133
00BE: text_clear_all
062E: $133  1833 $416 
00D6: if  0
04A3:   unknown $416 ==  1
004D: jump_if_false SYN5_695
0729: unknown_action_sequence $133  0 

:SYN5_695
0792: $133 
0173: set_actor $133 z_angle_to  332.1
0173: set_actor $PLAYER_ACTOR z_angle_to  332.1
0050: gosub SYN5_2965
0050: gosub SYN5_3032
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_704
0337: unknown_actor $415 flag  1

:SYN5_704
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_709
00A1: put_actor @45 at -1711.1  1354.0  16.0
0173: set_actor @45 z_angle_to  200.0

:SYN5_709
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_714
00A1: put_actor @46 at -1686.6  1376.2  13.8
0173: set_actor @46 z_angle_to  200.0

:SYN5_714
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_719
00A1: put_actor @48 at -1672.7  1342.6  16.2
0173: set_actor @48 z_angle_to  4.0

:SYN5_719
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_732
0792: $415 
00A1: put_actor $415 at -1681.9  1335.8  16.2
0173: set_actor $415 z_angle_to  337.1
0615: @195 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1 -1681.7  1335.5  16.2  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  331.0 
0616: @195 
0618: $415 @195 
061B: @195 

:SYN5_732
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SYN5_745
0792: @36 
00A1: put_actor @36 at -1688.2  1334.3  16.2
0173: set_actor @36 z_angle_to  257.0
0615: @195 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1 -1686.1  1334.1  16.2  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  294.0 
0616: @195 
0618: @36 @195 
061B: @195 

:SYN5_745
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN5_758
0792: @37 
00A1: put_actor @37 at -1685.8  1336.4  16.2
0173: set_actor @37 z_angle_to  320.0
0615: @195 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1 -1683.9  1338.4  16.2  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  316.8 
0616: @195 
0618: @37 @195 
061B: @195 

:SYN5_758
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false SYN5_771
0792: @38 
00A1: put_actor @38 at -1688.3  1335.6  16.2
0173: set_actor @38 z_angle_to  312.6
0615: @195 
04EB: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1 -1685.2  1340.5  16.2  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  310.0 
0616: @195 
0618: @38 @195 
061B: @195 

:SYN5_771
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_776
0187: @80 = create_marker_above_actor @45
0168: show_on_radar @80  1

:SYN5_776
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_781
0187: @81 = create_marker_above_actor @46
0168: show_on_radar @81  1

:SYN5_781
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_786
0187: @82 = create_marker_above_actor @47
0168: show_on_radar @82  1

:SYN5_786
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_791
0187: @83 = create_marker_above_actor @48
0168: show_on_radar @83  1

:SYN5_791
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYN5_796
0187: @84 = create_marker_above_actor @49
0168: show_on_radar @84  1

:SYN5_796
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYN5_801
0187: @85 = create_marker_above_actor @50
0168: show_on_radar @85  1

:SYN5_801
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYN5_806
00A1: put_actor @49 at -1669.5  1346.0  15.2
0173: set_actor @49 z_angle_to  142.0

:SYN5_806
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_811
00A1: put_actor @46 at -1694.7  1369.7  15.9
0173: set_actor @46 z_angle_to  129.8

:SYN5_811
00A1: put_actor $PLAYER_ACTOR at -1720.4  1275.5  16.9
0173: set_actor $PLAYER_ACTOR z_angle_to  328.4
06AB: $PLAYER_ACTOR  0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  34
0792: $PLAYER_ACTOR 
0108: destroy_object @73
0249: release_model #SNIPER_ANIM
04EF: release_animation "MISC"
0249: release_model  330
01C3: remove_references_to_car @75  ;; Like turning a car into any random car
0249: release_model  429
09F5:  0 
0A09: $133  1 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'SYN5_02'  7000 ms  1
016A: fade  1 (back)  500 ms

:SYN5_831
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_836
0001: wait  0 ms
0002: jump SYN5_831

:SYN5_836
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_840
0002: jump SYN5_1120

:SYN5_840
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_844
0002: jump SYN5_2856

:SYN5_844
0006: @32 =  0  ;; integer values
0006: @88 =  0  ;; integer values
0006: @87 =  3  ;; integer values

:SYN5_847
00D6: if  0
0039:   @87 ==  3  ;; integer values
004D: jump_if_false SYN5_1120
00D6: if  0
0735:  81 
004D: jump_if_false SYN5_883
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_858
02A9: set_actor @45 immune_to_nonplayer  0
0321: kill_actor @45

:SYN5_858
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_863
02A9: set_actor @46 immune_to_nonplayer  0
0321: kill_actor @46

:SYN5_863
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_868
02A9: set_actor @47 immune_to_nonplayer  0
0321: kill_actor @47

:SYN5_868
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_873
02A9: set_actor @48 immune_to_nonplayer  0
0321: kill_actor @48

:SYN5_873
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYN5_878
02A9: set_actor @49 immune_to_nonplayer  0
0321: kill_actor @49

:SYN5_878
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYN5_883
02A9: set_actor @50 immune_to_nonplayer  0
0321: kill_actor @50

:SYN5_883
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_1095
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_1001
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false SYN5_900
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false SYN5_900
0006: @132 =  3  ;; integer values
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values
0050: gosub SYN5_3696
0006: @92 =  1  ;; integer values

:SYN5_900
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false SYN5_911
00D6: if  0
001B:    3 > @93  ;; integer values
004D: jump_if_false SYN5_911
0006: @132 =  3  ;; integer values
0006: @134 =  3  ;; integer values
0006: @135 =  4  ;; integer values
0050: gosub SYN5_3696
0006: @92 =  2  ;; integer values

:SYN5_911
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false SYN5_922
00D6: if  0
001B:    2 > @93  ;; integer values
004D: jump_if_false SYN5_922
0006: @132 =  3  ;; integer values
0006: @134 =  4  ;; integer values
0006: @135 =  5  ;; integer values
0050: gosub SYN5_3696
0006: @92 =  3  ;; integer values

:SYN5_922
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_933
00D6: if  0
0039:   @92 ==  3  ;; integer values
004D: jump_if_false SYN5_933
0006: @132 =  3  ;; integer values
0006: @134 =  2  ;; integer values
0006: @135 =  3  ;; integer values
0050: gosub SYN5_3696
0006: @92 =  4  ;; integer values

:SYN5_933
00D6: if  0
0039:   @92 ==  4  ;; integer values
004D: jump_if_false SYN5_944
00D6: if  0
001B:    1 > @93  ;; integer values
004D: jump_if_false SYN5_944
0006: @132 =  3  ;; integer values
0006: @134 =  5  ;; integer values
0006: @135 =  6  ;; integer values
0050: gosub SYN5_3696
0006: @92 =  5  ;; integer values

:SYN5_944
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false SYN5_948
0006: @98 =  3  ;; integer values

:SYN5_948
00D6: if  0
0039:   @98 ==  3  ;; integer values
004D: jump_if_false SYN5_966
00D6: if  0
001B:    3 > @99  ;; integer values
004D: jump_if_false SYN5_966
00D6: if  22
8118:   NOT   actor @48 dead
8118:   NOT   actor @49 dead
8118:   NOT   actor @50 dead
004D: jump_if_false SYN5_965
0006: @132 =  4  ;; integer values
0006: @134 =  3  ;; integer values
0006: @135 =  4  ;; integer values
0050: gosub SYN5_3696
0006: @98 =  4  ;; integer values
0002: jump SYN5_966

:SYN5_965
0006: @98 =  5  ;; integer values

:SYN5_966
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_982
00D6: if  0
0039:   @98 ==  4  ;; integer values
004D: jump_if_false SYN5_982
00D6: if  2
0118:   actor @48 dead
0118:   actor @49 dead
0118:   actor @50 dead
004D: jump_if_false SYN5_982
0006: @132 =  4  ;; integer values
0006: @134 =  4  ;; integer values
0006: @135 =  5  ;; integer values
0050: gosub SYN5_3696
0006: @98 =  6  ;; integer values

:SYN5_982
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_1001
00D6: if  0
0039:   @98 ==  5  ;; integer values
004D: jump_if_false SYN5_1001
00D6: if  0
001B:    3 > @99  ;; integer values
004D: jump_if_false SYN5_1001
00D6: if  22
8118:   NOT   actor @45 dead
8118:   NOT   actor @46 dead
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_1001
0006: @132 =  4  ;; integer values
0006: @134 =  4  ;; integer values
0006: @135 =  5  ;; integer values
0050: gosub SYN5_3696
0006: @98 =  6  ;; integer values

:SYN5_1001
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SYN5_1009
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false SYN5_1009
02A9: set_actor @36 immune_to_nonplayer  0
0321: kill_actor @36

:SYN5_1009
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN5_1017
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false SYN5_1017
02A9: set_actor @37 immune_to_nonplayer  0
0321: kill_actor @37

:SYN5_1017
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false SYN5_1025
00D6: if  0
0019:   @32 >  30000  ;; integer values
004D: jump_if_false SYN5_1025
02A9: set_actor @38 immune_to_nonplayer  0
0321: kill_actor @38

:SYN5_1025
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_1033
00D6: if  0
0019:   @32 >  40000  ;; integer values
004D: jump_if_false SYN5_1033
02A9: set_actor $415 immune_to_nonplayer  0
0006: @87 =  10  ;; integer values

:SYN5_1033
00D6: if  0
001B:    6 > @106  ;; integer values
004D: jump_if_false SYN5_1047
00D6: if  0
0039:   @100(@106,6i) ==  0  ;; integer values
004D: jump_if_false SYN5_1045
00D6: if  0
0118:   actor @45(@106,6i) dead
004D: jump_if_false SYN5_1045
0164: disable_marker @80(@106,6i)
000E: @99 -=  1  ;; integer values
0006: @100(@106,6i) =  1  ;; integer values

:SYN5_1045
000A: @106 +=  1  ;; integer values
0002: jump SYN5_1048

:SYN5_1047
0006: @106 =  0  ;; integer values

:SYN5_1048
00D6: if  0
001B:    3 > @97  ;; integer values
004D: jump_if_false SYN5_1061
00D6: if  0
0039:   @94(@97,3i) ==  0  ;; integer values
004D: jump_if_false SYN5_1059
00D6: if  0
0118:   actor @36(@97,3i) dead
004D: jump_if_false SYN5_1059
000E: @93 -=  1  ;; integer values
0006: @94(@97,3i) =  1  ;; integer values

:SYN5_1059
000A: @97 +=  1  ;; integer values
0002: jump SYN5_1062

:SYN5_1061
0006: @97 =  0  ;; integer values

:SYN5_1062
0050: gosub SYN5_3251
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false SYN5_1095
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false SYN5_1095
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false SYN5_1095
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false SYN5_1095
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false SYN5_1095
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false SYN5_1095
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_1095
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_1120
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN5_1120
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BE: text_clear_all
016A: fade  0 ()  500 ms

:SYN5_1104
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1109
0001: wait  0 ms
0002: jump SYN5_1104

:SYN5_1109
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1114
0002: jump SYN5_1120

:SYN5_1114
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1118
0002: jump SYN5_2856

:SYN5_1118
0006: @88 =  0  ;; integer values
0006: @87 =  4  ;; integer values

:SYN5_1120
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1213
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false SYN5_1180
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_1180
016A: fade  0 ()  500 ms

:SYN5_1131
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1136
0001: wait  0 ms
0002: jump SYN5_1131

:SYN5_1136
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
009B: destroy_actor_instantly $415
009B: destroy_actor_instantly $133
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  120 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 (back)  500 ms

:SYN5_1156
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1161
0001: wait  0 ms
0002: jump SYN5_1156

:SYN5_1161
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_1165
0812: unknown_action_sequence $415 "KO_SHOT_STOM" "PED"  4.0  0  0  0  1 -1 

:SYN5_1165
00D6: if  0
0019:   @93 >  0  ;; integer values
004D: jump_if_false SYN5_1173
0006: @132 =  5  ;; integer values
0006: @134 =  3  ;; integer values
0006: @135 =  4  ;; integer values
0050: gosub SYN5_3696
0002: jump SYN5_1178

:SYN5_1173
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_3696

:SYN5_1178
0006: @33 =  0  ;; integer values
0006: @88 =  1  ;; integer values

:SYN5_1180
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_1213
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_1213
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false SYN5_1213
016A: fade  0 ()  500 ms

:SYN5_1190
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1195
0001: wait  0 ms
0002: jump SYN5_1190

:SYN5_1195
00A0: store_actor $PLAYER_ACTOR position_to @191 @192 @193
03CB: set_camera @191 @192 @193
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
00BA: text_styled 'M_FAIL'  5000 ms  1
00BC: text_highpriority 'SYN5_05'  5500 ms  1
016A: fade  1 (back)  500 ms

:SYN5_1207
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1212
0001: wait  0 ms
0002: jump SYN5_1207

:SYN5_1212
0002: jump SYN5_2856

:SYN5_1213
00D6: if  0
0039:   @87 ==  4  ;; integer values
004D: jump_if_false SYN5_2126
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_1318
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @132 =  0  ;; integer values
07C0:  27 
07C0:  28 
0247: request_model  600
0247: request_model  566
0247: request_model  487
0247: request_model  413
0247: request_model  102
0247: request_model  103
023C: load_special_actor  2 'RYDER2'
023C: load_special_actor  3 'TORINO'
023C: load_special_actor  4 'TBONE'
0247: request_model  343
0247: request_model  355
038B: load_requested_models
09F5:  1 
0A09: $133  0 
00A5: @76 = create_car  413 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: @76  27 
0706: @76  35.0 
0792: $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: unknown_action_sequence $415 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0  30000 
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SYN5_1257
0792: @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: unknown_action_sequence @36 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0  30000 

:SYN5_1257
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN5_1265
0792: @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: unknown_action_sequence @37 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0  30000 

:SYN5_1265
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false SYN5_1273
0792: @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: unknown_action_sequence @38 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0  30000 

:SYN5_1273
0395: clear_area  1 at -1721.4  1276.2  16.9 range  5.0
0792: $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: $133 
00A1: put_actor $133 at -1721.4  1276.2  16.9
0173: set_actor $133 z_angle_to  326.3
041A: @91 = actor $PLAYER_ACTOR weapon  34 ammo
00D6: if  0
001B:    24 > @91  ;; integer values
004D: jump_if_false SYN5_1287
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_1288

:SYN5_1287
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  34

:SYN5_1288
0395: clear_area  1 at -1706.4  1327.1  6.4 range  100.0
01EB: set_car_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 (on)
08F5: (unknown)
016A: fade  1 (back)  1000 ms

:SYN5_1296
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1301
0001: wait  0 ms
0002: jump SYN5_1296

:SYN5_1301
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1306
0002: jump SYN5_1120

:SYN5_1306
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1310
0002: jump SYN5_2856

:SYN5_1310
0006: @132 =  7  ;; integer values
0006: @134 =  0  ;; integer values
0006: @135 =  1  ;; integer values
0050: gosub SYN5_3696
0006: @89 =  1  ;; integer values
0707: unknown_bunnyjump SYN5_1812 
0006: @32 =  0  ;; integer values
0006: @88 =  1  ;; integer values

:SYN5_1318
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_1439
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_1439
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SYN5_1439
016A: fade  0 ()  500 ms

:SYN5_1328
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1333
0001: wait  0 ms
0002: jump SYN5_1328

:SYN5_1333
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1338
0002: jump SYN5_1120

:SYN5_1338
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1342
0002: jump SYN5_2856

:SYN5_1342
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SYN5_1347
0657: @76  4 
0657: @76  5 

:SYN5_1347
0050: gosub SYN5_3105
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_1358
0615: @195 
05D3: unknown_action_sequence -1 -1709.4  1345.3  6.2  4 -1 
05D3: unknown_action_sequence -1 -1697.7  1349.2  6.2  4 -1 
05D3: unknown_action_sequence -1 -1676.1  1360.3  6.2  4 -1 
0616: @195 
0618: @35 @195 
061B: @195 

:SYN5_1358
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_1368
0615: @195 
05D3: unknown_action_sequence -1 -1709.4  1346.3  6.2  4 -1 
05D3: unknown_action_sequence -1 -1697.7  1350.2  6.2  4 -1 
05D3: unknown_action_sequence -1 -1676.1  1361.3  6.2  4 -1 
0616: @195 
0618: @45 @195 
061B: @195 

:SYN5_1368
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_1378
0615: @195 
05D3: unknown_action_sequence -1 -1709.4  1343.3  6.2  4 -1 
05D3: unknown_action_sequence -1 -1697.7  1351.2  6.2  4 -1 
05D3: unknown_action_sequence -1 -1676.1  1362.3  6.2  4 -1 
0616: @195 
0618: @46 @195 
061B: @195 

:SYN5_1378
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_1388
0615: @195 
05D3: unknown_action_sequence -1 -1709.4  1342.3  6.2  4 -1 
05D3: unknown_action_sequence -1 -1697.7  1352.2  6.2  4 -1 
05D3: unknown_action_sequence -1 -1676.1  1363.3  6.2  4 -1 
0616: @195 
0618: @47 @195 
061B: @195 

:SYN5_1388
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_1398
0615: @195 
05D3: unknown_action_sequence -1 -1709.4  1341.3  6.2  4 -1 
05D3: unknown_action_sequence -1 -1697.7  1353.2  6.2  4 -1 
05D3: unknown_action_sequence -1 -1676.1  1364.3  6.2  4 -1 
0616: @195 
0618: @48 @195 
061B: @195 

:SYN5_1398
0050: gosub SYN5_3156
0615: @195 
05D1: unknown_action_sequence -1 @55 -1704.0  1333.5  5.9  20.0  2  0  3 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -1676.9  1360.6  6.2  4 -1 
0616: @195 
0618: $132 @195 
061B: @195 
0615: @195 
05D1: unknown_action_sequence -1 @56 -1706.6  1340.2  5.9  20.0  2  0  3 
0616: @195 
0618: @41 @195 
061B: @195 
0615: @195 
05D1: unknown_action_sequence -1 @57 -1718.4  1345.7  6.2  20.0  2  0  3 
0616: @195 
0618: @43 @195 
061B: @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 (back)  2000 ms

:SYN5_1419
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1424
0001: wait  0 ms
0002: jump SYN5_1419

:SYN5_1424
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1429
0002: jump SYN5_1120

:SYN5_1429
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1433
0002: jump SYN5_2856

:SYN5_1433
0006: @132 =  7  ;; integer values
0006: @134 =  2  ;; integer values
0006: @135 =  3  ;; integer values
0050: gosub SYN5_3696
0006: @32 =  0  ;; integer values
0006: @88 =  2  ;; integer values

:SYN5_1439
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false SYN5_1454
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false SYN5_1454
0050: gosub SYN5_3232
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_3696
0006: @32 =  0  ;; integer values
0006: @88 =  3  ;; integer values

:SYN5_1454
00D6: if  0
0039:   @88 ==  3  ;; integer values
004D: jump_if_false SYN5_1477
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_1477
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_1477
00D6: if  0
80DF:   NOT   actor $132 driving
004D: jump_if_false SYN5_1477
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYN5_1475
0615: @195 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -1665.0  1370.9  6.2  4 -1 
0616: @195 
0618: @39 @195 
061B: @195 

:SYN5_1475
0006: @32 =  0  ;; integer values
0006: @88 =  4  ;; integer values

:SYN5_1477
00D6: if  0
0039:   @88 ==  4  ;; integer values
004D: jump_if_false SYN5_1577
016A: fade  0 ()  1000 ms

:SYN5_1481
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1486
0001: wait  0 ms
0002: jump SYN5_1481

:SYN5_1486
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1491
0002: jump SYN5_1120

:SYN5_1491
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1495
0002: jump SYN5_2856

:SYN5_1495
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_1502
0792: @35 
00A1: put_actor @35 at -1629.2  1414.2  6.2
0173: set_actor @35 z_angle_to  87.6
06AB: @35  1 

:SYN5_1502
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_1510
0792: @45 
00A1: put_actor @45 at -1629.3  1412.4  6.2
0173: set_actor @45 z_angle_to  76.7
0605: unknown_action_sequence @45 "SEAT_IDLE" "PED"  1000.0  0  0  0  1 -1 
01B2: give_actor @45 weapon  32 ammo  30000  ;; Load the weapon model before using this

:SYN5_1510
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_1517
0792: @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_1517
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_1524
0792: @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_1524
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_1531
0792: @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_1531
0677: unknown_action_sequence @47 @48  1  1 
0677: unknown_action_sequence @48 @47  0  1 
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_1540
0792: $132 
00A1: put_actor $132 at -1636.5  1412.5  6.2
0173: set_actor $132 z_angle_to  280.9
06AB: $132  1 

:SYN5_1540
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYN5_1552
0792: @39 
00A1: put_actor @39 at -1634.9  1408.3  6.2
0173: set_actor @39 z_angle_to  293.5
0615: @195 
05D3: unknown_action_sequence -1 -1629.6  1411.7  6.2  4 -1 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  1000.0  1  0  0  0 -1 
0616: @195 
0618: @39 @195 
061B: @195 

:SYN5_1552
0823: $132 @35  .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 (back)  2000 ms

:SYN5_1557
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1562
0001: wait  0 ms
0002: jump SYN5_1557

:SYN5_1562
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1567
0002: jump SYN5_1120

:SYN5_1567
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1571
0002: jump SYN5_2856

:SYN5_1571
0006: @132 =  7  ;; integer values
0006: @134 =  7  ;; integer values
0006: @135 =  8  ;; integer values
0050: gosub SYN5_3696
0006: @32 =  0  ;; integer values
0006: @88 =  5  ;; integer values

:SYN5_1577
00D6: if  0
0039:   @88 ==  5  ;; integer values
004D: jump_if_false SYN5_1589
00D6: if  0
0019:   @32 >  3500  ;; integer values
004D: jump_if_false SYN5_1589
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false SYN5_1589
05EB: @58  28 
0706: @58  10.0 
0006: @88 =  6  ;; integer values

:SYN5_1589
00D6: if  0
0039:   @88 ==  6  ;; integer values
004D: jump_if_false SYN5_1644
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false SYN5_1644
016A: fade  0 ()  500 ms

:SYN5_1596
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1601
0001: wait  0 ms
0002: jump SYN5_1596

:SYN5_1601
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1606
0002: jump SYN5_1120

:SYN5_1606
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1610
0002: jump SYN5_2856

:SYN5_1610
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_1614
0173: set_actor $132 z_angle_to  150.0

:SYN5_1614
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYN5_1618
0173: set_actor @39 z_angle_to  150.0

:SYN5_1618
0925: (unknown)
0930:  1 
092F:  1 
0936: -1657.1  1666.8  3.4 -1599.1  1432.0  15.1  11000  1 
0920: -1676.2  1618.2  11.4 -1614.1  1428.9  15.4  11000  1 
03CB: set_camera -1657.1  1666.8  3.4
016A: fade  1 (back)  500 ms

:SYN5_1625
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1630
0001: wait  0 ms
0002: jump SYN5_1625

:SYN5_1630
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1635
0002: jump SYN5_1120

:SYN5_1635
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1639
0002: jump SYN5_2856

:SYN5_1639
0006: @132 =  7  ;; integer values
0006: @134 =  8  ;; integer values
0006: @135 =  10  ;; integer values
0050: gosub SYN5_3696
0006: @88 =  7  ;; integer values

:SYN5_1644
00D6: if  0
0039:   @88 ==  7  ;; integer values
004D: jump_if_false SYN5_1663
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false SYN5_1663
00D6: if  0
01AD:   car @58  0 ()near_point -1629.1  1429.5  3.0  3.0
004D: jump_if_false SYN5_1663
00D6: if  0
060E: @58 
004D: jump_if_false SYN5_1657
05EC: @58 

:SYN5_1657
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_3696
0006: @88 =  8  ;; integer values

:SYN5_1663
00D6: if  0
0039:   @88 ==  8  ;; integer values
004D: jump_if_false SYN5_1679
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_1679
0925: (unknown)
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false SYN5_1679
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_1679
00D6: if  0
0039:   @88 ==  9  ;; integer values
004D: jump_if_false SYN5_1752
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN5_1752
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_1694
0687: @35 
0615: @195 
05D3: unknown_action_sequence -1 -1628.8  1421.7  6.2  6 -1 
0616: @195 
0618: @35 @195 
061B: @195 

:SYN5_1694
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_1703
0687: @45 
0615: @195 
05D3: unknown_action_sequence -1 -1626.8  1419.7  6.2  6 -1 
0616: @195 
0618: @45 @195 
061B: @195 

:SYN5_1703
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_1712
0687: @46 
0615: @195 
05D3: unknown_action_sequence -1 -1630.8  1423.7  6.2  6 -1 
0616: @195 
0618: @46 @195 
061B: @195 

:SYN5_1712
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_1721
0687: @47 
0615: @195 
05D3: unknown_action_sequence -1 -1632.8  1425.7  6.2  6 -1 
0616: @195 
0618: @47 @195 
061B: @195 

:SYN5_1721
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_1730
0687: @48 
0615: @195 
05D3: unknown_action_sequence -1 -1634.0  1423.0  6.2  6 -1 
0616: @195 
0618: @48 @195 
061B: @195 

:SYN5_1730
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_1736
01B2: give_actor $132 weapon  17 ammo  1  ;; Load the weapon model before using this
01B9: set_actor $132 armed_weapon_to  17
0668: unknown_action_sequence $132 -1652.5  1396.0  6.2  500 

:SYN5_1736
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYN5_1746
01B2: give_actor @39 weapon  17 ammo  1  ;; Load the weapon model before using this
01B9: set_actor @39 armed_weapon_to  17
0615: @195 
05B9: unknown_action_sequence -1  500 
0616: @195 
0618: @39 @195 
061B: @195 

:SYN5_1746
0006: @132 =  7  ;; integer values
0006: @134 =  11  ;; integer values
0006: @135 =  12  ;; integer values
0050: gosub SYN5_3696
0006: @32 =  0  ;; integer values
0006: @88 =  10  ;; integer values

:SYN5_1752
00D6: if  0
0039:   @88 ==  10  ;; integer values
004D: jump_if_false SYN5_1764
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYN5_1764
062E: @39  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_1764
0668: unknown_action_sequence @39 -1653.1  1400.0  7.0  500 
0006: @88 =  11  ;; integer values

:SYN5_1764
00D6: if  0
0039:   @88 ==  11  ;; integer values
004D: jump_if_false SYN5_1794
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_1794
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN5_1794
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_1794
062E: $132  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_1794
0615: @195 
05B9: unknown_action_sequence -1  500 
05D3: unknown_action_sequence -1 -1649.1  1395.0  7.0  6 -1 
0616: @195 
0618: $132 @195 
061B: @195 
0006: @132 =  7  ;; integer values
0006: @134 =  12  ;; integer values
0006: @135 =  14  ;; integer values
0050: gosub SYN5_3696
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_1794
00D6: if  0
0039:   @88 ==  12  ;; integer values
004D: jump_if_false SYN5_1805
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false SYN5_1805
064B: "TEARGASAD" -1656.5  1398.0  6.2  1 @59 
064C: @59 
064B: "TEARGASAD" -1656.0  1393.0  7.0  1 @60 
064C: @60 
0006: @88 =  13  ;; integer values

:SYN5_1805
00D6: if  0
0039:   @88 ==  13  ;; integer values
004D: jump_if_false SYN5_2126
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false SYN5_2126
0006: @89 =  0  ;; integer values

:SYN5_1812
0701: (unknown)
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false SYN5_1820
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @132 =  0  ;; integer values

:SYN5_1820
016A: fade  0 ()  500 ms

:SYN5_1821
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_1826
0001: wait  0 ms
0002: jump SYN5_1821

:SYN5_1826
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_1831
0002: jump SYN5_1120

:SYN5_1831
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_1835
0002: jump SYN5_2856

:SYN5_1835
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false SYN5_1874
0925: (unknown)
0050: gosub SYN5_3105
0050: gosub SYN5_3156
00D6: if  0
8119:   NOT   car @55 wrecked
004D: jump_if_false SYN5_1846
00AB: put_car @55 at -1702.9  1335.5  5.9
0175: set_car @55 z_angle_to  271.8

:SYN5_1846
00D6: if  0
8119:   NOT   car @56 wrecked
004D: jump_if_false SYN5_1851
00AB: put_car @56 at -1706.6  1340.2  5.9
0175: set_car @56 z_angle_to  271.8

:SYN5_1851
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false SYN5_1856
00AB: put_car @57 at -1718.4  1345.7  6.2
0175: set_car @57 z_angle_to  231.8

:SYN5_1856
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false SYN5_1867
0657: @76  4 
0657: @76  5 
00D6: if  0
060E: @76 
004D: jump_if_false SYN5_1865
05EC: @76 

:SYN5_1865
00AB: put_car @76 at -1722.3  1365.6  6.2
0175: set_car @76 z_angle_to  325.6

:SYN5_1867
0873:  27 
0650: @59 
0650: @60 
064B: "TEARGASAD" -1656.5  1398.0  6.2  1 @59 
064C: @59 
064B: "TEARGASAD" -1656.0  1393.0  7.0  1 @60 
064C: @60 

:SYN5_1874
0792: $415 
0792: $133 
0792: $PLAYER_ACTOR 
01B2: give_actor $133 weapon  32 ammo  30000  ;; Load the weapon model before using this
060B: unknown_actor_use_entity $133 @196 
0668: unknown_action_sequence $415 -1685.2  1363.1  7.8 -1 
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SYN5_1884
0668: unknown_action_sequence @36 -1682.2  1364.1  7.8 -1 

:SYN5_1884
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN5_1888
0668: unknown_action_sequence @37 -1694.2  1355.1  7.8 -1 

:SYN5_1888
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false SYN5_1892
0668: unknown_action_sequence @38 -1704.2  1343.1  7.8 -1 

:SYN5_1892
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_1926
0792: @35 
00D6: if  0
80DF:   NOT   actor @35 driving
004D: jump_if_false SYN5_1901
00A1: put_actor @35 at -1618.9  1401.8  6.2
0002: jump SYN5_1902

:SYN5_1901
0362: remove_actor @35 from_car_and_place_at -1618.9  1401.8  6.2

:SYN5_1902
0173: set_actor @35 z_angle_to  110.5
06AB: @35  0 
0615: @198 
0637: unknown_action_sequence -1 -1619.3  1412.1  6.2  6  1.0  .5 $PLAYER_ACTOR 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  4000 
0616: @198 
0615: @199 
0637: unknown_action_sequence -1 -1635.0  1430.4  6.2  6  1.0  .5 $PLAYER_ACTOR 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  4000 
0616: @199 
0615: @200 
0618: -1 @198 
0618: -1 @199 
0618: -1 @199 
0618: -1 @198 
0643: @200  1 
0616: @200 
0618: @35 @200 
061B: @198 
061B: @199 
061B: @200 
0187: @79 = create_marker_above_actor @35

:SYN5_1926
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYN5_1939
0792: @39 
00A1: put_actor @39 at -1631.2  1410.3  6.2
0173: set_actor @39 z_angle_to  137.6
0615: @195 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @195 
0618: @39 @195 
061B: @195 

:SYN5_1939
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: @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: @40  1 
0615: @195 
0668: unknown_action_sequence -1 -1684.9  1353.3  13.6 -2 
0616: @195 
0618: @40 @195 
061B: @195 
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false SYN5_1965
0792: @41 
0350: unknown_actor @41 not_scared_flag  0
0816: @41  1 
0615: @195 
05F5: unknown_action_sequence -1 -1690.4  1367.5  8.8  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  230.5 
0668: unknown_action_sequence -1 -1684.9  1353.3  13.6 -2 
0616: @195 
0618: @41 @195 
061B: @195 

:SYN5_1965
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false SYN5_1978
0792: @42 
0350: unknown_actor @42 not_scared_flag  0
0816: @42  1 
0615: @195 
05F5: unknown_action_sequence -1 -1690.9  1363.8  8.8  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  230.5 
0668: unknown_action_sequence -1 -1684.9  1353.3  13.6 -2 
0616: @195 
0618: @42 @195 
061B: @195 

:SYN5_1978
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false SYN5_1991
0792: @43 
0350: unknown_actor @43 not_scared_flag  0
0816: @43  1 
0615: @195 
05F5: unknown_action_sequence -1 -1698.8  1352.4  6.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  251.5 
0668: unknown_action_sequence -1 -1684.9  1353.3  13.6 -2 
0616: @195 
0618: @43 @195 
061B: @195 

:SYN5_1991
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false SYN5_2004
0792: @44 
0350: unknown_actor @44 not_scared_flag  0
0816: @44  1 
0615: @195 
05F5: unknown_action_sequence -1 -1682.5  1364.4  6.2  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  182.5 
0668: unknown_action_sequence -1 -1684.9  1353.3  13.6 -2 
0616: @195 
0618: @44 @195 
061B: @195 

:SYN5_2004
064B: "TEARGASAD" -1657.8  1405.0  7.0  1 @61 
064C: @61 
064B: "TEARGASAD" -1643.3  1390.7  7.0  1 @62 
064C: @62 
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_2018
0792: @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: @45  1 
01B2: give_actor @45 weapon  32 ammo  30000  ;; Load the weapon model before using this
05E2: unknown_action_sequence @45 $PLAYER_ACTOR 

:SYN5_2018
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_2026
0792: @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: unknown_action_sequence @46 $PLAYER_ACTOR 

:SYN5_2026
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_2034
0792: @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: unknown_action_sequence @47 $PLAYER_ACTOR 

:SYN5_2034
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_2044
0792: @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: @48  1 
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 

:SYN5_2044
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: @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: unknown_action_sequence @51 $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: @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: unknown_action_sequence @52 $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: @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: unknown_action_sequence @53 $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: @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: unknown_action_sequence @54 $PLAYER_ACTOR 
00A6: destroy_car @58
009B: destroy_actor_instantly $132
0873:  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  487
0249: release_model  600
0249: release_model  566
0249: release_model  413
01C3: remove_references_to_car @75  ;; Like turning a car into any random car
0249: release_model  429
01EB: set_car_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:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 
07B3: $PLAYER_GROUP  1 
0006: @126 =  1  ;; integer values
09F5:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
00BC: text_highpriority 'SYN5_06'  4000 ms  1
016A: fade  1 (back)  500 ms

:SYN5_2110
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_2115
0001: wait  0 ms
0002: jump SYN5_2110

:SYN5_2115
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_2120
0002: jump SYN5_1120

:SYN5_2120
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_2124
0002: jump SYN5_2856

:SYN5_2124
0006: @88 =  0  ;; integer values
0006: @87 =  5  ;; integer values

:SYN5_2126
00D6: if  0
0039:   @87 ==  5  ;; integer values
004D: jump_if_false SYN5_2623
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_2180
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1708.6  1331.1 radius  200.0  200.0
004D: jump_if_false SYN5_2137
03DE: set_pedestrians_density_multiplier_to  0.0
0002: jump SYN5_2138

:SYN5_2137
03DE: set_pedestrians_density_multiplier_to  1.0

:SYN5_2138
0050: gosub SYN5_3518
00D6: if  0
0735:  81 
004D: jump_if_false SYN5_2147
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_2147
02A9: set_actor @35 immune_to_nonplayer  0
0321: kill_actor @35

:SYN5_2147
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false SYN5_2180
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false SYN5_2180
00BE: text_clear_all
0164: disable_marker @79
016A: fade  0 ()  1000 ms

:SYN5_2157
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_2162
0001: wait  0 ms
0002: jump SYN5_2157

:SYN5_2162
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_2167
0002: jump SYN5_1120

:SYN5_2167
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_2171
0002: jump SYN5_2856

:SYN5_2171
04ED: load_animation "DANCING"
04ED: load_animation "KISSING"
04ED: load_animation "MISC"
04ED: load_animation "RYDER"
0247: request_model #DYN_WOODPILE2
0247: request_model  452
023C: load_special_actor  2 'RYDER2'
038B: load_requested_models
0006: @88 =  1  ;; integer values

:SYN5_2180
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_2373
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
09F5:  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  293 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 (true)
060B: unknown_actor_use_entity @35 @197 
0615: @195 
0605: unknown_action_sequence -1 "RYD_DIE_PT1" "RYDER"  1000.0  0  1  1  0 -1 
0616: @195 
0618: @35 @195 
061B: @195 
0792: $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  0
0019:   @91 >  0  ;; integer values
004D: jump_if_false SYN5_2218
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  29
0002: jump SYN5_2230

:SYN5_2218
041A: @91 = actor $PLAYER_ACTOR weapon  28 ammo
00D6: if  0
0019:   @91 >  0  ;; integer values
004D: jump_if_false SYN5_2224
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  28
0002: jump SYN5_2230

:SYN5_2224
041A: @91 = actor $PLAYER_ACTOR weapon  32 ammo
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false SYN5_2229
01B2: give_actor $PLAYER_ACTOR weapon  32 ammo  300  ;; Load the weapon model before using this

:SYN5_2229
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  32

:SYN5_2230
0615: @195 
05D3: unknown_action_sequence -1 -1632.2  1419.3  6.2  4 -1 
0616: @195 
0618: $PLAYER_ACTOR @195 
061B: @195 
0373: set_camera_directly_behind_player
015A: restore_camera
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false SYN5_2241
06C9: $133 

:SYN5_2241
0792: $133 
00A1: put_actor $133 at -1638.1  1408.8  6.2
0173: set_actor $133 z_angle_to  325.8
060B: unknown_actor_use_entity $133 @197 
01B2: give_actor $133 weapon  32 ammo  30000  ;; Load the weapon model before using this
0615: @195 
05D3: unknown_action_sequence -1 -1630.5  1417.9  6.2  4 -1 
0616: @195 
0618: $133 @195 
061B: @195 
0792: $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: @195 
05D3: unknown_action_sequence -1 -1640.2  1414.0  6.2  4 -1 
0639: unknown_action_sequence -1 @35 
0616: @195 
0618: $415 @195 
061B: @195 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false SYN5_2273
060B: unknown_actor_use_entity @39 @197 
0792: @39 
0615: @195 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05C4: unknown_action_sequence -1  50000 
0616: @195 
0618: @39 @195 
061B: @195 

:SYN5_2273
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  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_2289
060B: unknown_actor_use_entity @45 @197 
0792: @45 
0615: @195 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05C4: unknown_action_sequence -1  50000 
0616: @195 
0618: @45 @195 
061B: @195 

:SYN5_2289
009B: destroy_actor_instantly @46
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_2301
060B: unknown_actor_use_entity @47 @197 
0792: @47 
0615: @195 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05C4: unknown_action_sequence -1  50000 
0616: @195 
0618: @47 @195 
061B: @195 

:SYN5_2301
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_2312
060B: unknown_actor_use_entity @48 @197 
0792: @48 
0615: @195 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05C4: unknown_action_sequence -1  50000 
0616: @195 
0618: @48 @195 
061B: @195 

:SYN5_2312
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @38
009A: $132 = create_actor  25  291 at -1633.1  1394.1  6.2
02E2: set_actor $132 weapon_accuracy_to @130
0173: set_actor $132 z_angle_to  268.0
060B: unknown_actor_use_entity $132 @197 
02A9: set_actor $132 immune_to_nonplayer  1
0446: (unknown) $132  0 
035F: set_actor $132 armour_to  100
0376: @67 = create_random_actor -1502.8  1379.5  3.1
0173: set_actor @67 z_angle_to  123.3
0605: unknown_action_sequence @67 "DAN_LOOP_A" "DANCING"  4.0  1  0  0  0 -1 
0376: @68 = create_random_actor -1503.2  1377.3  3.1
0173: set_actor @68 z_angle_to  37.1
0605: unknown_action_sequence @68 "DAN_LOOP_A" "DANCING"  4.0  1  0  0  0 -1 
0376: @69 = create_random_actor -1506.0  1375.2  3.1
0173: set_actor @69 z_angle_to  291.9
0605: unknown_action_sequence @69 "DAN_LOOP_A" "DANCING"  4.0  1  0  0  0 -1 
0376: @70 = create_random_actor -1509.2  1379.3  2.8
0376: @71 = create_random_actor -1510.2  1379.3  2.8
0639: unknown_action_sequence @70 @71 
0605: unknown_action_sequence @70 "GRLFRD_KISS_03" "KISSING"  4.0  1  0  0  0 -1 
0639: unknown_action_sequence @71 @70 
0605: unknown_action_sequence @71 "PLAYA_KISS_03" "KISSING"  4.0  1  0  0  0 -1 
02CF: create_fire_at -1505.0  1379.2  2.1  0  1 @72 
029B: @78 = init_object #DYN_WOODPILE2 at -1505.0  1379.2  2.1
08D2: @78  .5 
07F7: @78  0 
00A5: @65 = create_car  452 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  452 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 (back)  1000 ms

:SYN5_2351
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_2356
0001: wait  0 ms
0002: jump SYN5_2351

:SYN5_2356
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_2361
0002: jump SYN5_1120

:SYN5_2361
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_2365
0002: jump SYN5_2856

:SYN5_2365
0006: @89 =  1  ;; integer values
0707: unknown_bunnyjump SYN5_2534 
0006: @132 =  8  ;; integer values
0006: @134 =  0  ;; integer values
0006: @135 =  1  ;; integer values
0050: gosub SYN5_3696
0006: @32 =  0  ;; integer values
0006: @88 =  2  ;; integer values

:SYN5_2373
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false SYN5_2389
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_2389
00D6: if  0
00EC:   actor @35  0 ()near_point -1626.6  1421.8 radius  1.0  1.0
004D: jump_if_false SYN5_2389
0792: @35 
00A1: put_actor @35 at -1624.4  1423.8  6.2
0173: set_actor @35 z_angle_to  135.0
0812: unknown_action_sequence @35 "RYD_DIE_PT2" "RYDER"  1000.0  0  0  0  1 -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_2389
00D6: if  0
0039:   @88 ==  3  ;; integer values
004D: jump_if_false SYN5_2404
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_2404
00D6: if  0
0611: @35 "RYD_DIE_PT2" 
004D: jump_if_false SYN5_2404
0613: @35 "RYD_DIE_PT2" @194 
00D6: if  0
0021:   @194 >  .783  ;; floating-point values
004D: jump_if_false SYN5_2404
0393: @35 "RYD_DIE_PT2"  0.0 
0006: @88 =  4  ;; integer values

:SYN5_2404
00D6: if  0
0039:   @88 ==  4  ;; integer values
004D: jump_if_false SYN5_2430
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_2430
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_2430
0615: @195 
0639: unknown_action_sequence -1 @35 
074D: unknown_action_sequence -1 @35  1000 
0616: @195 
0618: $PLAYER_ACTOR @195 
061B: @195 
0615: @195 
0639: unknown_action_sequence -1 @35 
074D: unknown_action_sequence -1 @35  1000 
0616: @195 
0618: $133 @195 
061B: @195 
00D6: if  0
0611: @35 "RYD_DIE_PT2" 
004D: jump_if_false SYN5_2429
0393: @35 "RYD_DIE_PT2"  1.0 

:SYN5_2429
0006: @88 =  5  ;; integer values

:SYN5_2430
00D6: if  0
0039:   @88 ==  5  ;; integer values
004D: jump_if_false SYN5_2446
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_2446
00D6: if  0
0611: @35 "RYD_DIE_PT2" 
004D: jump_if_false SYN5_2446
0613: @35 "RYD_DIE_PT2" @194 
00D6: if  0
0021:   @194 >  .98  ;; floating-point values
004D: jump_if_false SYN5_2446
00A1: put_actor @35 at -1622.1  1425.5  6.2
0006: @32 =  0  ;; integer values
0006: @88 =  6  ;; integer values

:SYN5_2446
00D6: if  0
0039:   @88 ==  6  ;; integer values
004D: jump_if_false SYN5_2467
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN5_2467
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2465
0615: @195 
05D3: unknown_action_sequence -1 -1621.0  1396.0  7.4  6 -1 
0616: @195 
0618: $132 @195 
061B: @195 
0159: camera_on_ped $132  15  2
0006: @132 =  8  ;; integer values
0006: @134 =  1  ;; integer values
0006: @135 =  4  ;; integer values
0050: gosub SYN5_3696

:SYN5_2465
0006: @32 =  0  ;; integer values
0006: @88 =  7  ;; integer values

:SYN5_2467
00D6: if  0
0039:   @88 ==  7  ;; integer values
004D: jump_if_false SYN5_2488
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2488
062E: $132  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_2488
0615: @195 
05D3: unknown_action_sequence -1 -1614.82  1397.204  7.277  6 -1 
07CD: unknown_action_sequence -1 -1614.82  1397.204  7.277  287.0  .9 
0812: unknown_action_sequence -1 "RUN_DIVE" "MISC"  4.0  0  0  0  1 -1 
0616: @195 
0618: $132 @195 
061B: @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_2488
00D6: if  0
0039:   @88 ==  8  ;; integer values
004D: jump_if_false SYN5_2499
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_2499
0006: @132 =  8  ;; integer values
0006: @134 =  4  ;; integer values
0006: @135 =  6  ;; integer values
0050: gosub SYN5_3696
0006: @88 =  9  ;; integer values

:SYN5_2499
00D6: if  0
0039:   @88 ==  9  ;; integer values
004D: jump_if_false SYN5_2514
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2514
00D6: if  0
0611: $132 "RUN_DIVE" 
004D: jump_if_false SYN5_2514
0613: $132 "RUN_DIVE" @194 
00D6: if  0
0021:   @194 >  .98  ;; floating-point values
004D: jump_if_false SYN5_2514
0006: @32 =  0  ;; integer values
0006: @88 =  10  ;; integer values

:SYN5_2514
00D6: if  0
0039:   @88 ==  10  ;; integer values
004D: jump_if_false SYN5_2523
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false SYN5_2523
097A: -1609.2  1401.7  5.8  1144 
0006: @32 =  0  ;; integer values
0006: @88 =  11  ;; integer values

:SYN5_2523
00D6: if  0
0039:   @88 ==  11  ;; integer values
004D: jump_if_false SYN5_2530
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false SYN5_2530
0006: @88 =  12  ;; integer values

:SYN5_2530
00D6: if  0
0039:   @88 ==  12  ;; integer values
004D: jump_if_false SYN5_2623
0006: @89 =  0  ;; integer values

:SYN5_2534
0701: (unknown)
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_2540
0002: jump SYN5_1120

:SYN5_2540
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_2544
0002: jump SYN5_2856

:SYN5_2544
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false SYN5_2569
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @132 =  0  ;; integer values
016A: fade  0 ()  500 ms

:SYN5_2552
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_2557
0001: wait  0 ms
0002: jump SYN5_2552

:SYN5_2557
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_2562
0002: jump SYN5_1120

:SYN5_2562
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_2566
0002: jump SYN5_2856

:SYN5_2566
009B: destroy_actor_instantly @35
0792: $PLAYER_ACTOR 
0792: $133 

:SYN5_2569
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2582
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false SYN5_2582
04D8: $132  0
0792: $132 
00A1: put_actor $132 at -1543.9  1401.6  0.0
0407: create_coordinate @191 @192 @193 from_car @65 offset -1.0  2.0  0.0
07E1: $132 @191 @192 @193 
0A28: $132  2.3 
0187: @79 = create_marker_above_actor $132

:SYN5_2582
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  600
0249: release_model  566
0249: release_model  117
0249: release_model  102
0249: release_model  103
0249: release_model  173
0249: release_model  174
05D3: unknown_action_sequence $133 -1616.5  1402.9  6.2  4 -2 
05D3: unknown_action_sequence $415 -1615.5  1398.4  6.2  4 -2 
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
09F5:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  500 ms

:SYN5_2606
00D6: if  0
016B:   fading
004D: jump_if_false SYN5_2611
0001: wait  0 ms
0002: jump SYN5_2606

:SYN5_2611
0050: gosub SYN5_2933
00D6: if  0
0039:   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_2616
0002: jump SYN5_1120

:SYN5_2616
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false SYN5_2620
0002: jump SYN5_2856

:SYN5_2620
0006: @133 =  0  ;; integer values
0006: @88 =  0  ;; integer values
0006: @87 =  6  ;; integer values

:SYN5_2623
00D6: if  0
0039:   @87 ==  6  ;; integer values
004D: jump_if_false SYN5_2817
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false SYN5_2635
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false SYN5_2635
03D5: remove_text 'SYN5_07'
00BC: text_highpriority 'SYN5_08'  7000 ms  1
0006: @133 =  1  ;; integer values

:SYN5_2635
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false SYN5_2648
00D6: if  0
8119:   NOT   car @66 wrecked
004D: jump_if_false SYN5_2648
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @66 radius  10.0  10.0 unknown  0
004D: jump_if_false SYN5_2648
0186: @86 = create_marker_above_car @66
07E0: @86  1 
00BC: text_highpriority 'SYN5_11'  7000 ms  1
0006: @133 =  2  ;; integer values

:SYN5_2648
00D6: if  0
0039:   @133 ==  2  ;; integer values
004D: jump_if_false SYN5_2671
00D6: if  0
8119:   NOT   car @66 wrecked
004D: jump_if_false SYN5_2666
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @66
004D: jump_if_false SYN5_2666
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN5_2665
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_3696

:SYN5_2665
0006: @133 =  3  ;; integer values

:SYN5_2666
00D6: if  0
04A7: $PLAYER_ACTOR 
004D: jump_if_false SYN5_2671
0164: disable_marker @86
0006: @133 =  3  ;; integer values

:SYN5_2671
00D6: if  0
0039:   @133 ==  3  ;; integer values
004D: jump_if_false SYN5_2682
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_2682
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_2682
00BC: text_highpriority 'SYN5_12'  7000 ms  1
0006: @133 =  4  ;; integer values

:SYN5_2682
00D6: if  0
0039:   @133 ==  4  ;; integer values
004D: jump_if_false SYN5_2713
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_2713
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2713
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false SYN5_2713
00D6: if  0
00DB:   actor $132 in_car @65
004D: jump_if_false SYN5_2713
00D6: if  0
8119:   NOT   car @66 wrecked
004D: jump_if_false SYN5_2713
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @66
004D: jump_if_false SYN5_2713
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $132 radius  15.0  15.0  0
004D: jump_if_false SYN5_2713
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2713
0006: @132 =  11  ;; integer values
0006: @134 =  0  ;; integer values
0050: gosub SYN5_3696
0006: @133 =  5  ;; integer values

:SYN5_2713
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_2735
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2735
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false SYN5_2735
00D6: if  0
80EC:   NOT   actor $132  0 ()near_point @191 @192 radius  2.0  2.0
004D: jump_if_false SYN5_2733
062E: $132  2017 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_2732
0407: create_coordinate @191 @192 @193 from_car @65 offset -1.0  2.0  0.0
07E1: $132 @191 @192 @193 
0A28: $132  2.3 

:SYN5_2732
0002: jump SYN5_2735

:SYN5_2733
036A: put_actor $132 in_car @65
0006: @88 =  1  ;; integer values

:SYN5_2735
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_2753
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2753
00D6: if  21
00F2:   actor $PLAYER_ACTOR near_actor $132 radius  20.0  20.0  0
051A:   unknown_actor $132 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SYN5_2746
0006: @88 =  2  ;; integer values

:SYN5_2746
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false SYN5_2753
00D6: if  0
051C: @65 $PLAYER_ACTOR 
004D: jump_if_false SYN5_2753
0006: @88 =  2  ;; integer values

:SYN5_2753
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false SYN5_2771
00D6: if  0
0039:   @125 ==  4  ;; integer values
004D: jump_if_false SYN5_2771
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2771
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor $132 radius  250.0  250.0  0
004D: jump_if_false SYN5_2771
00D6: if  0
82CB:   NOT   actor $132 bounding_sphere_visible
004D: jump_if_false SYN5_2771
00BE: text_clear_all
00BC: text_highpriority 'SYN5_09'  4000 ms  1
0002: jump SYN5_2856

:SYN5_2771
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_2807
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false SYN5_2785
00D6: if  0
00DB:   actor $132 in_car @65
004D: jump_if_false SYN5_2784
00D6: if  0
0019:   @88 >  1  ;; integer values
004D: jump_if_false SYN5_2784
0050: gosub SYN5_3413

:SYN5_2784
0002: jump SYN5_2807

:SYN5_2785
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false SYN5_2791
07E1: $132 -1491.2  1387.4  0.0 
0A28: $132  2.3 
0006: @125 =  1  ;; integer values

:SYN5_2791
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false SYN5_2807
062E: $132  2017 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_2807
0615: @195 
0638: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 -1497.2  1383.5  1.6  6  1 
05D4: unknown_action_sequence -1 unknown_angle  64.5 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @195 
0618: $132 @195 
061B: @195 
0006: @125 =  2  ;; integer values

:SYN5_2807
00D6: if  0
0119:   car @66 wrecked
004D: jump_if_false SYN5_2811
0164: disable_marker @86

:SYN5_2811
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SYN5_2817
0006: @32 =  0  ;; integer values
0006: @88 =  0  ;; integer values
0006: @87 =  7  ;; integer values

:SYN5_2817
00D6: if  0
0039:   @87 ==  7  ;; integer values
004D: jump_if_false SYN5_2854
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false SYN5_2843
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_2843
00D6: if  0
04A7: $PLAYER_ACTOR 
004D: jump_if_false SYN5_2842
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
09F5:  1 
0006: @132 =  10  ;; integer values
0006: @134 =  0  ;; integer values
0050: gosub SYN5_3696
0006: @88 =  1  ;; integer values
0002: jump SYN5_2843

:SYN5_2842
0002: jump SYN5_2858

:SYN5_2843
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false SYN5_2854
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false SYN5_2854
09F5:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump SYN5_2858

:SYN5_2854
0050: gosub SYN5_3867
0002: jump SYN5_162

:SYN5_2856
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:SYN5_2858
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASSS'  15000  5000 ms  1
0109: player $PLAYER_CHAR money +=  15000
0998: add_respect  40 
0164: disable_marker $526
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'SYND_5'
030C: set_mission_points +=  1
0164: disable_marker $533
02A7: $533 = create_icon_marker_and_sphere $537 at $547 $548 $549
0051: return

:SYN5_2870
00D6: if  0
0844: s$706 
004D: jump_if_false SYN5_2874
02EB: restore_camera_with_jumpcut

:SYN5_2874
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: @59 
0650: @60 
0650: @61 
0650: @62 
0249: release_model  600
0249: release_model  566
0249: release_model  487
0249: release_model  452
0249: release_model  102
0249: release_model  103
0249: release_model  120
0249: release_model  117
0249: release_model  173
0249: release_model  174
0249: release_model  358
0249: release_model  372
0249: release_model  413
0249: release_model  330
0249: release_model  429
0249: release_model #SNIPER_ANIM
0249: release_model  343
0249: release_model  567
0249: release_model #DYN_WOODPILE2
0249: release_model  355
02D1: unknown_remove_fire @72
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SYN5_2917
0A09: $PLAYER_ACTOR  0 

:SYN5_2917
09F5:  0 
01B7: release_weather
034F: destroy_actor_with_fade $133  ;; The actor fades away like a ghost
034F: destroy_actor_with_fade $132  ;; 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: -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:  1 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:SYN5_2933
00D6: if  0
001B:    10 > @87  ;; integer values
004D: jump_if_false SYN5_2942
00D6: if  0
0118:   actor $133 dead
004D: jump_if_false SYN5_2942
00BE: text_clear_all
00BC: text_highpriority 'SYN5_04'  7000 ms  1
0006: @90 =  1  ;; integer values

:SYN5_2942
00D6: if  0
0039:   @87 ==  3  ;; integer values
004D: jump_if_false SYN5_2951
00D6: if  0
0118:   actor $415 dead
004D: jump_if_false SYN5_2951
00BE: text_clear_all
0006: @88 =  0  ;; integer values
0006: @87 =  10  ;; integer values

:SYN5_2951
00D6: if  21
0039:   @87 ==  2  ;; integer values
0019:   @87 >  3  ;; integer values
004D: jump_if_false SYN5_2964
00D6: if  0
8039:   NOT   @87 ==  10  ;; integer values
004D: jump_if_false SYN5_2964
00D6: if  0
0118:   actor $415 dead
004D: jump_if_false SYN5_2964
00BE: text_clear_all
00BC: text_highpriority 'SYN5_05'  7000 ms  1
0006: @90 =  1  ;; integer values

:SYN5_2964
0051: return

:SYN5_2965
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false SYN5_2976
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_2976
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false SYN5_2987
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_2987
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false SYN5_2998
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_2998
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false SYN5_3009
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_3009
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false SYN5_3020
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_3020
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false SYN5_3031
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_3031
0051: return

:SYN5_3032
00D6: if  0
0118:   actor $415 dead
004D: jump_if_false SYN5_3050
009A: $415 = create_actor  24  120 at -1687.4  1321.1  6.2
0173: set_actor $415 z_angle_to  326.8
0337: unknown_actor $415 flag  0
01B2: give_actor $415 weapon  32 ammo  30000  ;; Load the weapon model before using this
0568: $415  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: @195 
099F: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
0616: @195 
0618: $415 @195 
061B: @195 

:SYN5_3050
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false SYN5_3068
009A: @36 = create_actor  24  117 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: unknown_action_sequence @36  360000000 
0568: @36  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: @195 
099F: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
0616: @195 
0618: @36 @195 
061B: @195 

:SYN5_3068
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false SYN5_3086
009A: @37 = create_actor  24  117 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: unknown_action_sequence @37  360000000 
0568: @37  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: @195 
099F: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
0616: @195 
0618: @37 @195 
061B: @195 

:SYN5_3086
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false SYN5_3104
009A: @38 = create_actor  24  117 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: unknown_action_sequence @38  360000000 
0568: @38  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: @195 
099F: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1000.0  0  0  0  1 -1 
0616: @195 
0618: @38 @195 
061B: @195 

:SYN5_3104
0051: return

:SYN5_3105
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false SYN5_3115
009A: @35 = create_actor  25  293 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_3115
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false SYN5_3124
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_3124
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false SYN5_3134
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_3134
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false SYN5_3144
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_3144
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false SYN5_3155
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_3155
0051: return

:SYN5_3156
00D6: if  0
0119:   car @55 wrecked
004D: jump_if_false SYN5_3164
0674: set_car_model  600 numberplate "_SHERM__" 
00A5: @55 = create_car  600 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_3164
00D6: if  0
0118:   actor $132 dead
004D: jump_if_false SYN5_3174
0129: $132 = create_actor  25  291 in_car @55 driverseat
02E2: set_actor $132 weapon_accuracy_to @130
01B2: give_actor $132 weapon  30 ammo  30000  ;; Load the weapon model before using this
060B: unknown_actor_use_entity $132 @197 
02A9: set_actor $132 immune_to_nonplayer  1
0446: (unknown) $132  0 
035F: set_actor $132 armour_to  100

:SYN5_3174
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false SYN5_3183
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_3183
00D6: if  0
0119:   car @56 wrecked
004D: jump_if_false SYN5_3189
00A5: @56 = create_car  566 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_3189
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false SYN5_3198
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_3198
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false SYN5_3207
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_3207
00D6: if  0
0119:   car @57 wrecked
004D: jump_if_false SYN5_3213
00A5: @57 = create_car  566 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_3213
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false SYN5_3222
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_3222
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false SYN5_3231
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_3231
0051: return

:SYN5_3232
00D6: if  0
0119:   car @58 wrecked
004D: jump_if_false SYN5_3242
00A5: @58 = create_car  487 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: @58  3 
0825: @58 
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_3242
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false SYN5_3250
01C8: @34 = create_actor  25  292 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: (unknown) @34  0 
02A9: set_actor @34 immune_to_nonplayer  1

:SYN5_3250
0051: return

:SYN5_3251
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false SYN5_3270
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false SYN5_3270
0615: @195 
05D3: unknown_action_sequence -1 -1705.8  1359.5  16.2  6 -1 
05D3: unknown_action_sequence -1 -1701.3  1356.7  16.2  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  236.7 
07BC: unknown_action_sequence -1 @196 
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_3266
05E2: unknown_action_sequence -1 $415 

:SYN5_3266
0616: @195 
0618: @45 @195 
061B: @195 
0006: @115 =  1  ;; integer values

:SYN5_3270
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false SYN5_3288
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false SYN5_3288
0615: @195 
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_3284
05D3: unknown_action_sequence -1 -1703.3  1361.5  16.2  6 -1 
05D3: unknown_action_sequence -1 -1699.8  1357.9  16.2  6 -1 
07BC: unknown_action_sequence -1 @196 
05E2: unknown_action_sequence -1 $415 

:SYN5_3284
0616: @195 
0618: @46 @195 
061B: @195 
0006: @116 =  1  ;; integer values

:SYN5_3288
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false SYN5_3306
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false SYN5_3306
0615: @195 
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_3302
05D3: unknown_action_sequence -1 -1689.2  1371.8  14.0  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  202.3 
07BC: unknown_action_sequence -1 @196 
0668: unknown_action_sequence -1 -1687.6  1367.1  15.0 -2 

:SYN5_3302
0616: @195 
0618: @47 @195 
061B: @195 
0006: @117 =  1  ;; integer values

:SYN5_3306
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false SYN5_3323
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false SYN5_3323
0615: @195 
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_3319
05D4: unknown_action_sequence -1 unknown_angle  107.3 
07BC: unknown_action_sequence -1 @196 
05E2: unknown_action_sequence -1 $415 

:SYN5_3319
0616: @195 
0618: @48 @195 
061B: @195 
0006: @118 =  1  ;; integer values

:SYN5_3323
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false SYN5_3340
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false SYN5_3340
0615: @195 
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_3336
05D3: unknown_action_sequence -1 -1674.2  1345.9  16.2  6 -1 
07BC: unknown_action_sequence -1 @196 
05E2: unknown_action_sequence -1 $415 

:SYN5_3336
0616: @195 
0618: @49 @195 
061B: @195 
0006: @119 =  1  ;; integer values

:SYN5_3340
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false SYN5_3360
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false SYN5_3360
099F: unknown_action_sequence @50  1 
0615: @195 
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_3356
05D3: unknown_action_sequence -1 -1643.6  1368.7  17.8  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  136.5 
05BC: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1 -1661.5  1354.3  15.1  6 -1 
05E2: unknown_action_sequence -1 $415 

:SYN5_3356
0616: @195 
0618: @50 @195 
061B: @195 
0006: @120 =  1  ;; integer values

:SYN5_3360
00D6: if  0
8118:   NOT   actor $415 dead
004D: jump_if_false SYN5_3373
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false SYN5_3373
0615: @195 
04EB: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @196 
0616: @195 
0618: $415 @195 
061B: @195 
0006: @121 =  1  ;; integer values

:SYN5_3373
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false SYN5_3386
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false SYN5_3386
0615: @195 
04EB: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @196 
0616: @195 
0618: @36 @195 
061B: @195 
0006: @122 =  1  ;; integer values

:SYN5_3386
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false SYN5_3399
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false SYN5_3399
0615: @195 
04EB: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @196 
0616: @195 
0618: @37 @195 
061B: @195 
0006: @123 =  1  ;; integer values

:SYN5_3399
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false SYN5_3412
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false SYN5_3412
0615: @195 
04EB: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @196 
0616: @195 
0618: @38 @195 
061B: @195 
0006: @124 =  1  ;; integer values

:SYN5_3412
0051: return

:SYN5_3413
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_3517
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false SYN5_3517
00D6: if  0
00DB:   actor $132 in_car @65
004D: jump_if_false SYN5_3517
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false SYN5_3440
04D8: $132  1
0615: @195 
05D1: unknown_action_sequence -1 @65 -1500.087  1396.939 -.7305  15.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -1347.703  1319.215  .0282  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -1250.07  1178.178 -.1243  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -1158.0  1033.016 -.1089  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -1054.175  920.3442  .0405  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -1005.599  787.5093  .2581  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -883.1418  608.1723 -.1191  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -735.4338  521.1882 -.1478  30.0  0  0  2 
0616: @195 
0618: $132 @195 
061B: @195 
0006: @125 =  1  ;; integer values
0051: return

:SYN5_3440
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false SYN5_3461
062E: $132  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_3461
0615: @195 
05D1: unknown_action_sequence -1 @65 -572.1049  467.9407  .3352  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -404.1097  430.3622  .3394  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -233.5327  424.5564  .2022  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65 -63.8903  409.6541  .0351  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  106.3031  423.1877 -.0997  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  274.607  452.5373  .0679  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  442.7346  482.1971  .239  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  611.5419  513.3603  .1773  30.0  0  0  2 
0616: @195 
0618: $132 @195 
061B: @195 
0006: @125 =  2  ;; integer values
0051: return

:SYN5_3461
00D6: if  0
0039:   @125 ==  2  ;; integer values
004D: jump_if_false SYN5_3482
062E: $132  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_3482
0615: @195 
05D1: unknown_action_sequence -1 @65  779.744  547.2416  .1644  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  945.0496  589.466  .0676  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  1113.117  620.2682 -.0797  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  1282.496  600.009 -.1302  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  1451.739  568.6847 -.1388  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  1620.593  536.4412 -.0845  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  1789.897  510.063 -.3449  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  1959.206  491.1599 -.0624  30.0  0  0  2 
0616: @195 
0618: $132 @195 
061B: @195 
0006: @125 =  3  ;; integer values
0051: return

:SYN5_3482
00D6: if  0
0039:   @125 ==  3  ;; integer values
004D: jump_if_false SYN5_3501
062E: $132  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false SYN5_3501
0615: @195 
05D1: unknown_action_sequence -1 @65  2130.127  479.1175  .132  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  2301.982  467.9901 -.1513  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  2471.664  456.259 -.0586  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  2641.982  442.9174  .4767  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  2812.748  425.1894  .0436  30.0  0  0  2 
05D1: unknown_action_sequence -1 @65  2982.472  401.9557 -.7104  100.0  0  0  2 
06C7: unknown_action_sequence -1 @65  9  860000 
0616: @195 
0618: $132 @195 
061B: @195 
0006: @125 =  4  ;; integer values

:SYN5_3501
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @65 radius  50.0  50.0 unknown  0
004D: jump_if_false SYN5_3506
02DB: set_boat @65 speed_to  40.0
0002: jump SYN5_3517

:SYN5_3506
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @65 radius  100.0  100.0 unknown  0
004D: jump_if_false SYN5_3511
02DB: set_boat @65 speed_to  30.0
0002: jump SYN5_3517

:SYN5_3511
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @65 radius  180.0  180.0 unknown  0
004D: jump_if_false SYN5_3516
02DB: set_boat @65 speed_to  20.0
0002: jump SYN5_3517

:SYN5_3516
02DB: set_boat @65 speed_to  10.0

:SYN5_3517
0051: return

:SYN5_3518
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false SYN5_3528
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false SYN5_3528
0164: disable_marker @79
0187: @79 = create_marker_above_actor $133
07E0: @79  1 
0006: @126 =  0  ;; integer values

:SYN5_3528
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false SYN5_3545
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $133 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false SYN5_3545
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false SYN5_3539
09DD:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 

:SYN5_3539
0164: disable_marker @79
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false SYN5_3544
0187: @79 = create_marker_above_actor @35

:SYN5_3544
0006: @126 =  1  ;; integer values

:SYN5_3545
0051: return

:SYN5_3546
0209: @129 = random_int  1  37
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false SYN5_3551
0674: set_car_model @128 numberplate "GOT_M00_" 

:SYN5_3551
00D6: if  0
0039:   @129 ==  2  ;; integer values
004D: jump_if_false SYN5_3555
0674: set_car_model @128 numberplate "M00TV_4U" 

:SYN5_3555
00D6: if  0
0039:   @129 ==  3  ;; integer values
004D: jump_if_false SYN5_3559
0674: set_car_model @128 numberplate "MATHEW_2" 

:SYN5_3559
00D6: if  0
0039:   @129 ==  4  ;; integer values
004D: jump_if_false SYN5_3563
0674: set_car_model @128 numberplate "D4_DEW0R" 

:SYN5_3563
00D6: if  0
0039:   @129 ==  5  ;; integer values
004D: jump_if_false SYN5_3567
0674: set_car_model @128 numberplate "D0DE_777" 

:SYN5_3567
00D6: if  0
0039:   @129 ==  6  ;; integer values
004D: jump_if_false SYN5_3571
0674: set_car_model @128 numberplate "DAM0_666" 

:SYN5_3571
00D6: if  0
0039:   @129 ==  7  ;; integer values
004D: jump_if_false SYN5_3575
0674: set_car_model @128 numberplate "C0NEY_88" 

:SYN5_3575
00D6: if  0
0039:   @129 ==  8  ;; integer values
004D: jump_if_false SYN5_3579
0674: set_car_model @128 numberplate "PRE4CHER" 

:SYN5_3579
00D6: if  0
0039:   @129 ==  9  ;; integer values
004D: jump_if_false SYN5_3583
0674: set_car_model @128 numberplate "DBP_4NDY" 

:SYN5_3583
00D6: if  0
0039:   @129 ==  10  ;; integer values
004D: jump_if_false SYN5_3587
0674: set_car_model @128 numberplate "EV1L_SLY" 

:SYN5_3587
00D6: if  0
0039:   @129 ==  11  ;; integer values
004D: jump_if_false SYN5_3591
0674: set_car_model @128 numberplate "N1_R4V3N" 

:SYN5_3591
00D6: if  0
0039:   @129 ==  12  ;; integer values
004D: jump_if_false SYN5_3595
0674: set_car_model @128 numberplate "D1VX_Z00" 

:SYN5_3595
00D6: if  0
0039:   @129 ==  13  ;; integer values
004D: jump_if_false SYN5_3599
0674: set_car_model @128 numberplate "MR_B3NN" 

:SYN5_3599
00D6: if  0
0039:   @129 ==  14  ;; integer values
004D: jump_if_false SYN5_3603
0674: set_car_model @128 numberplate "R3D_R4SP" 

:SYN5_3603
00D6: if  0
0039:   @129 ==  15  ;; integer values
004D: jump_if_false SYN5_3607
0674: set_car_model @128 numberplate "LA_B0MBA" 

:SYN5_3607
00D6: if  0
0039:   @129 ==  16  ;; integer values
004D: jump_if_false SYN5_3611
0674: set_car_model @128 numberplate "L3337_0G" 

:SYN5_3611
00D6: if  0
0039:   @129 ==  17  ;; integer values
004D: jump_if_false SYN5_3615
0674: set_car_model @128 numberplate "BUDD4H_X" 

:SYN5_3615
00D6: if  0
0039:   @129 ==  18  ;; integer values
004D: jump_if_false SYN5_3619
0674: set_car_model @128 numberplate "T3H_BUCK" 

:SYN5_3619
00D6: if  0
0039:   @129 ==  19  ;; integer values
004D: jump_if_false SYN5_3623
0674: set_car_model @128 numberplate "CHUNKY_1" 

:SYN5_3623
00D6: if  0
0039:   @129 ==  20  ;; integer values
004D: jump_if_false SYN5_3627
0674: set_car_model @128 numberplate "EV1L_BNZ" 

:SYN5_3627
00D6: if  0
0039:   @129 ==  21  ;; integer values
004D: jump_if_false SYN5_3631
0674: set_car_model @128 numberplate "S4ND_M4N" 

:SYN5_3631
00D6: if  0
0039:   @129 ==  22  ;; integer values
004D: jump_if_false SYN5_3635
0674: set_car_model @128 numberplate "RKK_DBP1" 

:SYN5_3635
00D6: if  0
0039:   @129 ==  23  ;; integer values
004D: jump_if_false SYN5_3639
0674: set_car_model @128 numberplate "RE1_K0KU" 

:SYN5_3639
00D6: if  0
0039:   @129 ==  24  ;; integer values
004D: jump_if_false SYN5_3643
0674: set_car_model @128 numberplate "S3XY_JUD" 

:SYN5_3643
00D6: if  0
0039:   @129 ==  25  ;; integer values
004D: jump_if_false SYN5_3647
0674: set_car_model @128 numberplate "SUNRA_93" 

:SYN5_3647
00D6: if  0
0039:   @129 ==  26  ;; integer values
004D: jump_if_false SYN5_3651
0674: set_car_model @128 numberplate "UG_FUX69" 

:SYN5_3651
00D6: if  0
0039:   @129 ==  27  ;; integer values
004D: jump_if_false SYN5_3655
0674: set_car_model @128 numberplate "LI0N_CUM" 

:SYN5_3655
00D6: if  0
0039:   @129 ==  28  ;; integer values
004D: jump_if_false SYN5_3659
0674: set_car_model @128 numberplate "RKK_PWND" 

:SYN5_3659
00D6: if  0
0039:   @129 ==  29  ;; integer values
004D: jump_if_false SYN5_3663
0674: set_car_model @128 numberplate "HAZE_B0B" 

:SYN5_3663
00D6: if  0
0039:   @129 ==  30  ;; integer values
004D: jump_if_false SYN5_3667
0674: set_car_model @128 numberplate "T3H_FLUF" 

:SYN5_3667
00D6: if  0
0039:   @129 ==  31  ;; integer values
004D: jump_if_false SYN5_3671
0674: set_car_model @128 numberplate "BM_4NDY_" 

:SYN5_3671
00D6: if  0
0039:   @129 ==  32  ;; integer values
004D: jump_if_false SYN5_3675
0674: set_car_model @128 numberplate "BM_D34N_" 

:SYN5_3675
00D6: if  0
0039:   @129 ==  33  ;; integer values
004D: jump_if_false SYN5_3679
0674: set_car_model @128 numberplate "BM_L4C3Y" 

:SYN5_3679
00D6: if  0
0039:   @129 ==  34  ;; integer values
004D: jump_if_false SYN5_3683
0674: set_car_model @128 numberplate "BM_D3V__" 

:SYN5_3683
00D6: if  0
0039:   @129 ==  35  ;; integer values
004D: jump_if_false SYN5_3687
0674: set_car_model @128 numberplate "NU_SK00L" 

:SYN5_3687
00D6: if  0
0039:   @129 ==  36  ;; integer values
004D: jump_if_false SYN5_3691
0674: set_car_model @128 numberplate "G4L_AVET" 

:SYN5_3691
00D6: if  0
0039:   @129 ==  37  ;; integer values
004D: jump_if_false SYN5_3695
0674: set_car_model @128 numberplate "M0J0_J0J" 

:SYN5_3695
0051: return

:SYN5_3696
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false SYN5_3702
05AA: s@136 = 'SYN5_AA'  ;; 8-byte strings
04AF: @168 = unknown_wav_reference  39600 
0006: @184 =  1  ;; integer values

:SYN5_3702
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false SYN5_3734
05AA: s@136 = 'SYN5_BA'  ;; 8-byte strings
05AA: s@138 = 'SYN5_BB'  ;; 8-byte strings
05AA: s@140 = 'SYN5_BC'  ;; 8-byte strings
05AA: s@142 = 'SYN5_BD'  ;; 8-byte strings
05AA: s@144 = 'SYN5_BE'  ;; 8-byte strings
05AA: s@146 = 'SYN5_BF'  ;; 8-byte strings
05AA: s@148 = 'MOBRING'  ;; 8-byte strings
05AA: s@150 = 'SYN5_BG'  ;; 8-byte strings
05AA: s@152 = 'SYN5_BH'  ;; 8-byte strings
05AA: s@154 = 'SYN5_BJ'  ;; 8-byte strings
05AA: s@156 = 'SYN5_BK'  ;; 8-byte strings
05AA: s@158 = 'SYN5_BL'  ;; 8-byte strings
05AA: s@160 = 'SYN5_BM'  ;; 8-byte strings
05AA: s@162 = '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_3734
00D6: if  0
0039:   @132 ==  3  ;; integer values
004D: jump_if_false SYN5_3748
05AA: s@138 = 'SYN5_CB'  ;; 8-byte strings
05AA: s@140 = 'SYN5_CC'  ;; 8-byte strings
05AA: s@142 = 'SYN5_CD'  ;; 8-byte strings
05AA: s@144 = 'SYN5_CE'  ;; 8-byte strings
05AA: s@146 = '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_3748
00D6: if  0
0039:   @132 ==  4  ;; integer values
004D: jump_if_false SYN5_3762
05AA: s@136 = 'SYN5_DA'  ;; 8-byte strings
05AA: s@138 = 'SYN5_DB'  ;; 8-byte strings
05AA: s@140 = 'SYN5_DC'  ;; 8-byte strings
05AA: s@142 = 'SYN5_DD'  ;; 8-byte strings
05AA: s@144 = '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_3762
00D6: if  0
0039:   @132 ==  5  ;; integer values
004D: jump_if_false SYN5_3774
05AA: s@136 = 'SYN5_EA'  ;; 8-byte strings
05AA: s@138 = 'SYN5_EB'  ;; 8-byte strings
05AA: s@140 = 'SYN5_EC'  ;; 8-byte strings
05AA: s@142 = '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_3774
00D6: if  0
0039:   @132 ==  7  ;; integer values
004D: jump_if_false SYN5_3800
05AA: s@136 = 'SYN5_GZ'  ;; 8-byte strings
05AA: s@140 = 'SYN5_GC'  ;; 8-byte strings
05AA: s@142 = 'SYN5_GD'  ;; 8-byte strings
05AA: s@144 = 'SYN5_GE'  ;; 8-byte strings
05AA: s@150 = 'SYN5_GH'  ;; 8-byte strings
05AA: s@152 = 'SYN5_GJ'  ;; 8-byte strings
05AA: s@154 = 'SYN5_GK'  ;; 8-byte strings
05AA: s@156 = 'SYN5_GL'  ;; 8-byte strings
05AA: s@158 = 'SYN5_GM'  ;; 8-byte strings
05AA: s@160 = 'SYN5_GX'  ;; 8-byte strings
05AA: s@162 = '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_3800
00D6: if  0
0039:   @132 ==  8  ;; integer values
004D: jump_if_false SYN5_3816
05AA: s@136 = 'SYN5_HH'  ;; 8-byte strings
05AA: s@138 = 'SYN5_HA'  ;; 8-byte strings
05AA: s@140 = 'SYN5_HB'  ;; 8-byte strings
05AA: s@142 = 'SYN5_HC'  ;; 8-byte strings
05AA: s@144 = 'SYN5_HK'  ;; 8-byte strings
05AA: s@146 = '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_3816
00D6: if  0
0039:   @132 ==  9  ;; integer values
004D: jump_if_false SYN5_3826
05AA: s@136 = 'SYN5_JA'  ;; 8-byte strings
05AA: s@138 = 'SYN5_JB'  ;; 8-byte strings
05AA: s@140 = '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_3826
00D6: if  0
0039:   @132 ==  10  ;; integer values
004D: jump_if_false SYN5_3842
05AA: s@136 = 'MOBRING'  ;; 8-byte strings
05AA: s@138 = 'SYN5_KA'  ;; 8-byte strings
05AA: s@140 = 'SYN5_KB'  ;; 8-byte strings
05AA: s@142 = 'SYN5_KC'  ;; 8-byte strings
05AA: s@144 = 'SYN5_KD'  ;; 8-byte strings
05AA: s@146 = '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_3842
00D6: if  0
0039:   @132 ==  11  ;; integer values
004D: jump_if_false SYN5_3850
05AA: s@136 = 'SYN5_HE'  ;; 8-byte strings
05AA: s@138 = 'SYN5_HF'  ;; 8-byte strings
04AF: @168 = unknown_wav_reference  39653 
04AF: @169 = unknown_wav_reference  39654 
0006: @184 =  2  ;; integer values

:SYN5_3850
00D6: if  0
0039:   @132 ==  14  ;; integer values
004D: jump_if_false SYN5_3862
05AA: s@136 = 'CESX_BA'  ;; 8-byte strings
05AA: s@138 = 'CESX_BB'  ;; 8-byte strings
05AA: s@140 = 'CESX_BC'  ;; 8-byte strings
05AA: s@142 = '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_3862
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_3867
00D6: if  25
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_3883
00D6: if  0
001D:   @184 > @134  ;; integer values  
004D: jump_if_false SYN5_3882
0050: gosub SYN5_4033
0050: gosub SYN5_4049
0050: gosub SYN5_4074
0002: jump SYN5_3883

:SYN5_3882
0006: @132 =  0  ;; integer values

:SYN5_3883
00D6: if  21
0039:   @132 ==  3  ;; integer values
0039:   @132 ==  4  ;; integer values
004D: jump_if_false SYN5_3904
00D6: if  0
001D:   @184 > @134  ;; integer values  
004D: jump_if_false SYN5_3903
0050: gosub SYN5_4033
0050: gosub SYN5_4049
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false SYN5_3897
0050: gosub SYN5_4074
0002: jump SYN5_3902

:SYN5_3897
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_3902
0002: jump SYN5_3904

:SYN5_3903
0006: @132 =  0  ;; integer values

:SYN5_3904
00D6: if  0
0039:   @132 ==  9  ;; integer values
004D: jump_if_false SYN5_3924
00D6: if  0
001D:   @184 > @134  ;; integer values  
004D: jump_if_false SYN5_3923
0050: gosub SYN5_4033
0050: gosub SYN5_4049
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false SYN5_3917
0050: gosub SYN5_4074
0002: jump SYN5_3922

:SYN5_3917
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_3922
0002: jump SYN5_3924

:SYN5_3923
0006: @132 =  0  ;; integer values

:SYN5_3924
00D6: if  0
0039:   @132 ==  11  ;; integer values
004D: jump_if_false SYN5_3944
00D6: if  0
001D:   @184 > @134  ;; integer values  
004D: jump_if_false SYN5_3943
0050: gosub SYN5_4033
0050: gosub SYN5_4049
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false SYN5_3937
0050: gosub SYN5_4074
0002: jump SYN5_3942

:SYN5_3937
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_3942
0002: jump SYN5_3944

:SYN5_3943
0006: @132 =  0  ;; integer values

:SYN5_3944
00D6: if  0
0039:   @87 ==  5  ;; integer values
004D: jump_if_false SYN5_4032
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false SYN5_4032
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false SYN5_3954
0002: jump SYN5_3972

:SYN5_3954
00D6: if  0
001B:    14 > @132  ;; integer values
004D: jump_if_false SYN5_3972
00D6: if  0
001D:   @184 > @134  ;; integer values  
004D: jump_if_false SYN5_3961
000A: @134 +=  1  ;; integer values

:SYN5_3961
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_3696

:SYN5_3972
00D6: if  0
0039:   @132 ==  14  ;; integer values
004D: jump_if_false SYN5_3999
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false SYN5_3997
00D6: if  0
001D:   @184 > @134  ;; integer values  
004D: jump_if_false SYN5_3994
0050: gosub SYN5_4033
0050: gosub SYN5_4049
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false SYN5_3988
0050: gosub SYN5_4074
0002: jump SYN5_3993

:SYN5_3988
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_3993
0002: jump SYN5_3996

:SYN5_3994
00BB: text_lowpriority 'SYN5_10'  7000 ms  1
0006: @132 =  15  ;; integer values

:SYN5_3996
0002: jump SYN5_3999

:SYN5_3997
00BB: text_lowpriority 'SYN5_10'  7000 ms  1
0006: @132 =  15  ;; integer values

:SYN5_3999
00D6: if  0
0039:   @132 ==  15  ;; integer values
004D: jump_if_false SYN5_4008
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false SYN5_4008
0006: @132 =  16  ;; integer values
0006: @134 =  0  ;; integer values
00BE: text_clear_all

:SYN5_4008
00D6: if  0
0039:   @132 ==  16  ;; integer values
004D: jump_if_false SYN5_4032
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false SYN5_4024
0006: @33 =  0  ;; integer values
0085: @132 = @189  ;; integer values and handles
0085: @134 = @190  ;; integer values and handles
0050: gosub SYN5_3696
00D6: if  0
0039:   @189 ==  0  ;; integer values
004D: jump_if_false SYN5_4023
00BC: text_highpriority 'SYN5_06'  4000 ms  1
0006: @33 =  0  ;; integer values

:SYN5_4023
0002: jump SYN5_4032

:SYN5_4024
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_3696

:SYN5_4032
0051: return

:SYN5_4033
00D6: if  0
001D:   @184 > @187  ;; integer values  
004D: jump_if_false SYN5_4048
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false SYN5_4042
03CF: load_wav @168(@187,16i) as  1
000A: @187 +=  1  ;; integer values
0006: @185 =  1  ;; integer values

:SYN5_4042
00D6: if  0
0039:   @186 ==  0  ;; integer values
004D: jump_if_false SYN5_4048
03CF: load_wav @168(@187,16i) as  2
000A: @187 +=  1  ;; integer values
0006: @186 =  1  ;; integer values

:SYN5_4048
0051: return

:SYN5_4049
00D6: if  0
0039:   @188 ==  1  ;; integer values
004D: jump_if_false SYN5_4061
00D6: if  0
0039:   @185 ==  1  ;; integer values
004D: jump_if_false SYN5_4061
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false SYN5_4061
03D1: play_wav  1
00BC: text_highpriority @136(@134,16s)  4500 ms  1
0006: @185 =  2  ;; integer values

:SYN5_4061
00D6: if  0
0039:   @188 ==  2  ;; integer values
004D: jump_if_false SYN5_4073
00D6: if  0
0039:   @186 ==  1  ;; integer values
004D: jump_if_false SYN5_4073
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false SYN5_4073
03D1: play_wav  2
00BC: text_highpriority @136(@134,16s)  4500 ms  1
0006: @186 =  2  ;; integer values

:SYN5_4073
0051: return

:SYN5_4074
00D6: if  0
0039:   @185 ==  2  ;; integer values
004D: jump_if_false SYN5_4084
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false SYN5_4084
03D5: remove_text @136(@134,16s)
000A: @134 +=  1  ;; integer values
0006: @188 =  2  ;; integer values
0006: @185 =  0  ;; integer values

:SYN5_4084
00D6: if  0
0039:   @186 ==  2  ;; integer values
004D: jump_if_false SYN5_4094
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false SYN5_4094
03D5: remove_text @136(@134,16s)
000A: @134 +=  1  ;; integer values
0006: @188 =  1  ;; integer values
0006: @186 =  0  ;; integer values

:SYN5_4094
0051: return

;-------------Mission 65---------------
; Originally: T-Bone Mendez


:DRIV2_1
03A4: name_thread 'DRIV2'
0050: gosub DRIV2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DRIV2_7
0050: gosub DRIV2_1471

:DRIV2_7
0050: gosub DRIV2_1482
004E: end_thread

:DRIV2_9
0317: increment_mission_attempts
054C: use_GXT_table 'FARLIE2'
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
0006: @37 =  4  ;; integer values
0004: $1935 =  0  ;; integer values
0006: @119 =  0  ;; integer values

:DRIV2_16
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_33
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_16

:DRIV2_33
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_80
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_85
0001: wait  0 ms
0002: jump DRIV2_80

:DRIV2_85
04BB: select_interior  3  ;; select render area
02E4: load_cutscene_data 'FARL_2A'

:DRIV2_87
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DRIV2_92
0001: wait  0 ms
0002: jump DRIV2_87

:DRIV2_92
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DRIV2_94
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DRIV2_99
0001: wait  0 ms
0002: jump DRIV2_94

:DRIV2_99
016A: fade  0 ()  0 ms

:DRIV2_100
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_105
0001: wait  0 ms
0002: jump DRIV2_100

:DRIV2_105
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
04BB: select_interior  0  ;; select render area
0247: request_model  521
0247: request_model  498
0247: request_model #KMB_PACKET
0247: request_model  100
0247: request_model  47
0247: request_model  352

:DRIV2_114
00D6: if  25
8248:   NOT   model  521 available
8248:   NOT   model  498 available
8248:   NOT   model #KMB_PACKET available
8248:   NOT   model  100 available
8248:   NOT   model  47 available
8248:   NOT   model  352 available
004D: jump_if_false DRIV2_124
0001: wait  0 ms
0002: jump DRIV2_114

:DRIV2_124
04ED: load_animation "BIKES"
04ED: load_animation "MISC"

:DRIV2_126
00D6: if  21
84EE:   NOT   animation "BIKES" loaded
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false DRIV2_132
0001: wait  0 ms
0002: jump DRIV2_126

:DRIV2_132
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 (unfrozen)
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false DRIV2_157
00A5: @34 = create_car  498 at  0.0  0.0 -100.0
0186: @184 = create_marker_above_car @34
0006: @119 =  0  ;; integer values

:DRIV2_148
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_157
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  100 at  0.0  0.0 -100.0
00A5: @58(@119,4i) = create_car  521 at  0.0  0.0 -100.0
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_148

:DRIV2_157
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: @184  1 
00BC: text_highpriority 'DRV3_11'  10000 ms  0

:DRIV2_161
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DRIV2_166
0002: jump DRIV2_1473

:DRIV2_166
00D6: if  0
8039:   NOT   @127 ==  1  ;; integer values
004D: jump_if_false DRIV2_300
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV2_177
00D9: @36 = actor $PLAYER_ACTOR car
00D6: if  0
8039:   NOT   @174 ==  1  ;; integer values
004D: jump_if_false DRIV2_177
0006: @174 =  1  ;; integer values

:DRIV2_177
00D6: if  1
8039:   NOT   @122 ==  1  ;; integer values
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1814.82  381.4 radius  200.0  200.0
004D: jump_if_false DRIV2_184
0164: disable_marker @184
0050: gosub DRIV2_449
0006: @122 =  1  ;; integer values

:DRIV2_184
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false DRIV2_300
077E: @121 = active_interior
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false DRIV2_290
0006: @119 =  0  ;; integer values

:DRIV2_192
00D6: if  1
001D:   @37 > @119  ;; integer values  
8039:   NOT   @128 ==  1  ;; integer values
004D: jump_if_false DRIV2_206
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_204
080E: @54(@119,4i) @110 
00D6: if  0
04A4: @110  49 
004D: jump_if_false DRIV2_204
0006: @128 =  1  ;; integer values

:DRIV2_204
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_192

:DRIV2_206
00D6: if  0
8039:   NOT   @128 ==  1  ;; integer values
004D: jump_if_false DRIV2_290
00D6: if  1
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_215
0006: @129 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:DRIV2_215
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false DRIV2_290
0006: @119 =  0  ;; integer values

:DRIV2_219
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_286
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_284
00A0: store_actor @54(@119,4i) position_to $69 $70 $71
0089: @186 = $69  ;; floating-point values only
000F: @186 -=  3.0  ;; floating-point values
0089: @187 = $69  ;; floating-point values only
000B: @187 +=  3.0  ;; floating-point values
0089: @188 = $70  ;; floating-point values only
000F: @188 -=  3.0  ;; floating-point values
0089: @189 = $70  ;; floating-point values only
000B: @189 +=  3.0  ;; floating-point values
0089: @190 = $71  ;; floating-point values only
000F: @190 -=  3.0  ;; floating-point values
0089: @191 = $71  ;; floating-point values only
000B: @191 +=  3.0  ;; floating-point values
00D6: if  25
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_284
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRIV2_250
05BE: unknown_action_sequence @54 

:DRIV2_250
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false DRIV2_254
05BE: unknown_action_sequence @55 

:DRIV2_254
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false DRIV2_258
05BE: unknown_action_sequence @56 

:DRIV2_258
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false DRIV2_262
05BE: unknown_action_sequence @57 

:DRIV2_262
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false DRIV2_266
020B: explode_car @58

:DRIV2_266
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false DRIV2_270
020B: explode_car @59

:DRIV2_270
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false DRIV2_274
020B: explode_car @60

:DRIV2_274
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DRIV2_278
020B: explode_car @61

:DRIV2_278
0108: destroy_object @38
0108: destroy_object @39
0108: destroy_object @40
0108: destroy_object @41
00BC: text_highpriority 'DRV3_9'  5000 ms  0
0002: jump DRIV2_1471

:DRIV2_284
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_219

:DRIV2_286
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DRIV2_290
0006: @128 =  1  ;; integer values

:DRIV2_290
00D6: if  21
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1814.82  381.4 radius  50.0  50.0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false DRIV2_300
0164: disable_marker @184
0050: gosub DRIV2_1015
0006: @127 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0512: permanent_text_box 'DRV3_H'
0006: @33 =  0  ;; integer values

:DRIV2_300
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false DRIV2_448
00D6: if  0
8039:   NOT   @171 ==  1  ;; integer values
004D: jump_if_false DRIV2_311
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false DRIV2_311
03E6: remove_text_box
0006: @171 =  1  ;; integer values

:DRIV2_311
00D6: if  0
8039:   NOT   @173 ==  1  ;; integer values
004D: jump_if_false DRIV2_344
00D6: if  21
047A: $PLAYER_ACTOR
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false DRIV2_343
0006: @119 =  0  ;; integer values

:DRIV2_319
00D6: if  1
001D:   @37 > @119  ;; integer values  
8039:   NOT   @173 ==  1  ;; integer values
004D: jump_if_false DRIV2_343
00D6: if  1
03CA:   object @38(@119,4i) exists
8039:   NOT   @123(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_341
00D6: if  21
0685: @38(@119,4i) 
0737: -1 @38(@119,4i) 
004D: jump_if_false DRIV2_341
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @38(@119,4i) radius  10.0  10.0 unknown  0
004D: jump_if_false DRIV2_341
0512: permanent_text_box 'DRV3_H'
0006: @173 =  1  ;; integer values
00D6: if  0
8039:   NOT   @171 ==  1  ;; integer values
004D: jump_if_false DRIV2_340
0006: @171 =  1  ;; integer values

:DRIV2_340
0006: @33 =  0  ;; integer values

:DRIV2_341
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_319

:DRIV2_343
0002: jump DRIV2_352

:DRIV2_344
00D6: if  0
8039:   NOT   @172 ==  1  ;; integer values
004D: jump_if_false DRIV2_352
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false DRIV2_352
03E6: remove_text_box
0006: @172 =  1  ;; integer values

:DRIV2_352
0050: gosub DRIV2_564
0050: gosub DRIV2_690
0050: gosub DRIV2_750
0050: gosub DRIV2_776
0050: gosub DRIV2_795
00D6: if  1
8039:   NOT   @155 ==  1  ;; integer values
8039:   NOT   @166 ==  1  ;; integer values
004D: jump_if_false DRIV2_380
00D6: if  0
0019:   @32 >  280000  ;; integer values
004D: jump_if_false DRIV2_380
0050: gosub DRIV2_891
0006: @155 =  1  ;; integer values
00D6: if  23
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_380
0085: @192 = @37  ;; integer values and handles
0064: @192 -= $1935  ;; integer values 
00D6: if  0
0019:   @192 >  1  ;; integer values
004D: jump_if_false DRIV2_379
00BC: text_highpriority 'DRV3_5'  10000 ms  0
0002: jump DRIV2_380

:DRIV2_379
00BC: text_highpriority 'DRV3_6'  10000 ms  0

:DRIV2_380
0050: gosub DRIV2_909
0050: gosub DRIV2_814
0050: gosub DRIV2_949
0050: gosub DRIV2_865
0006: @119 =  0  ;; integer values

:DRIV2_385
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_407
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_405
062E: @54(@119,4i) -1 @111(@119,4i) 
00D6: if  1
0039:   @115(@119,4i) ==  0  ;; integer values
04A4: @111(@119,4i)  7 
004D: jump_if_false DRIV2_398
077A: @54(@119,4i)  4  0 
0006: @115(@119,4i) =  1  ;; integer values

:DRIV2_398
00D6: if  1
0039:   @115(@119,4i) ==  1  ;; integer values
84A4:   NOT @111(@119,4i)  7 
004D: jump_if_false DRIV2_405
077C: @54(@119,4i)  4 
077C: @54(@119,4i)  3 
0006: @115(@119,4i) =  0  ;; integer values

:DRIV2_405
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_385

:DRIV2_407
00D6: if  1
003C:   $1935 == @37  ;; integer values 
8039:   NOT   @166 ==  1  ;; integer values
004D: jump_if_false DRIV2_414
018A: @185 = create_checkpoint_at @93 @94 @95
00BC: text_highpriority 'DRV3_10'  7000 ms  0
0006: @166 =  1  ;; integer values

:DRIV2_414
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false DRIV2_422
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @93 @94 @95 radius  4.0  4.0  2.0
004D: jump_if_false DRIV2_422
0050: gosub DRIV2_1256
0002: jump DRIV2_1473

:DRIV2_422
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false DRIV2_436
0050: gosub DRIV2_928
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false DRIV2_436
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false DRIV2_434
0050: gosub DRIV2_1327

:DRIV2_434
00BC: text_highpriority 'DRV3_7'  5000 ms  0
0002: jump DRIV2_1471

:DRIV2_436
0050: gosub DRIV2_987
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false DRIV2_442
00BC: text_highpriority 'DRV3_8'  5000 ms  0
0002: jump DRIV2_1471

:DRIV2_442
0050: gosub DRIV2_1001
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false DRIV2_448
00BC: text_highpriority 'DRV3_9'  5000 ms  0
0002: jump DRIV2_1471

:DRIV2_448
0002: jump DRIV2_161

:DRIV2_449
0395: clear_area  1 at -1814.82  381.4  17.09 range  100.0
0506: vehicle_model  498 set_next_variation  0  0
00A5: @34 = create_car  498 at -1814.82  381.4  9.96
0175: set_car @34 z_angle_to  33.27
0689: @34  4  0 
0657: @34  5 
02AC: set_car @34 immunities  1  1  1  1  1
0186: @184 = create_marker_above_car @34
07E0: @184  1 
00A5: @58 = create_car  521 at -1814.86  376.0  15.68
0175: set_car @58 z_angle_to  26.65
00A5: @59 = create_car  521 at -1817.44  380.33  15.68
0175: set_car @59 z_angle_to  23.76
00A5: @60 = create_car  521 at -1818.09  377.08  15.68
0175: set_car @60 z_angle_to  32.17
00A5: @61 = create_car  521 at -1816.66  374.73  15.68
0175: set_car @61 z_angle_to  30.21
0006: @119 =  0  ;; integer values

:DRIV2_467
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_475
02AA: set_car @58(@119,4i) immune_to_nonplayer  1
053F: set_car @58(@119,4i) tires_vulnerable  0
0519: unknown_car @58(@119,4i) flag  1
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_467

:DRIV2_475
00A5: @35 = create_car  521 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  100 at -1811.85  375.88  15.68
0173: set_actor @54 z_angle_to  27.32
0129: @55 = create_actor  24  100 in_car @59 driverseat
0129: @56 = create_actor  24  47 in_car @60 driverseat
0129: @57 = create_actor  24  47 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_487
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_501
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_499
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: @54(@119,4i)  2 
02A9: set_actor @54(@119,4i) immune_to_nonplayer  1
077C: @54(@119,4i)  4 
077C: @54(@119,4i)  3 

:DRIV2_499
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_487

:DRIV2_501
0006: @119 =  0  ;; integer values

:DRIV2_502
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_521
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_515
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false DRIV2_514
02AB: set_actor @54(@119,4i) immunities  1  1  1  1  1
0337: unknown_actor @54(@119,4i) flag  0
0002: jump DRIV2_515

:DRIV2_514
02AB: set_actor @54(@119,4i) immunities  0  1  1  1  1

:DRIV2_515
00D6: if  0
8119:   NOT   car @58(@119,4i) wrecked
004D: jump_if_false DRIV2_519
02AC: set_car @58(@119,4i) immunities  1  1  1  1  1

:DRIV2_519
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_502

:DRIV2_521
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_524
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_546
00D6: if  0
8039:   NOT   @119 ==  0  ;; integer values
004D: jump_if_false DRIV2_534
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) offset  0.0 -.9  .5   0.0  0.0  0.0 
0085: @159(@119,4i) = @164  ;; integer values and handles
0002: jump DRIV2_540

:DRIV2_534
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRIV2_540
070A: unknown_action_sequence @54 @38  0.0  0.0  0.0  5  16 "NULL" "NULL"  0 
0085: @159 = @165  ;; integer values and handles
0750: @38  0 

:DRIV2_540
0382: set_object @38(@119,4i) collision_detection  1
0392: object @38(@119,4i) toggle_in_moving_list  1
09CA: @38(@119,4i)  1  1  1  1  1 
07F7: @38(@119,4i)  0 
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_524

:DRIV2_546
0051: return

:DRIV2_547
0006: @119 =  0  ;; integer values

:DRIV2_548
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_563
00D6: if  1
8119:   NOT   car @58(@119,4i) wrecked
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_561
00D6: if  1
00DB:   actor @54(@119,4i) in_car @58(@119,4i)
003B:   @130(@119,4i) == @134  ;; integer values 
004D: jump_if_false DRIV2_561
05D1: unknown_action_sequence @54(@119,4i) @58(@119,4i) @78(@119,4f) @82(@119,4f) @86(@119,4f) @62(@119,4f)  0  0  2 
0085: @130(@119,4i) = @137  ;; integer values and handles

:DRIV2_561
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_548

:DRIV2_563
0051: return

:DRIV2_564
0006: @119 =  0  ;; integer values

:DRIV2_565
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_683
00D6: if  1
03CA:   object @38(@119,4i) exists
8039:   NOT   @123(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_681
00D6: if  21
0685: @38(@119,4i) 
0737: -1 @38(@119,4i) 
004D: jump_if_false DRIV2_658
00D6: if  0
0474: $PLAYER_ACTOR @38(@119,4i)  2.0  2.0  2.0  0 
004D: jump_if_false DRIV2_640
00D6: if  21
047A: $PLAYER_ACTOR
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false DRIV2_640
00D6: if  1
00E1:   key_pressed  0  4
8039:   NOT   @167 ==  1  ;; integer values
004D: jump_if_false DRIV2_629
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  0
08E3: @38(@119,4i) @104 @105 @106 @107  3.0  0 
004D: jump_if_false DRIV2_607
00D6: if  0
047A: $PLAYER_ACTOR
004D: jump_if_false DRIV2_597
0605: unknown_action_sequence $PLAYER_ACTOR "BIKES_SNATCH_L" "BIKES"  4.0  0  0  0  0  220 
0002: jump DRIV2_606

:DRIV2_597
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) +=  .25  ;; floating-point values
00D6: if  0
0035:   @98 >= @50(@119,4f)  ;; floating-point values 
004D: jump_if_false DRIV2_605
0605: unknown_action_sequence $PLAYER_ACTOR "PICKUP_BOX" "MISC"  4.0  0  0  0  0  180 
0002: jump DRIV2_606

:DRIV2_605
0605: unknown_action_sequence $PLAYER_ACTOR "GRAB_L" "MISC"  4.0  0  0  0  0  180 

:DRIV2_606
0002: jump DRIV2_621

:DRIV2_607
00D6: if  0
047A: $PLAYER_ACTOR
004D: jump_if_false DRIV2_612
0605: unknown_action_sequence $PLAYER_ACTOR "BIKES_SNATCH_R" "BIKES"  4.0  0  0  0  0  220 
0002: jump DRIV2_621

:DRIV2_612
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) +=  .25  ;; floating-point values
00D6: if  0
0035:   @98 >= @50(@119,4f)  ;; floating-point values 
004D: jump_if_false DRIV2_620
0605: unknown_action_sequence $PLAYER_ACTOR "PICKUP_BOX" "MISC"  4.0  0  0  0  0  180 
0002: jump DRIV2_621

:DRIV2_620
0605: unknown_action_sequence $PLAYER_ACTOR "GRAB_R" "MISC"  4.0  0  0  0  0  180 

:DRIV2_621
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
0006: @123(@119,4i) =  1  ;; integer values
0008: $1935 +=  1  ;; integer values
0002: jump DRIV2_640

:DRIV2_629
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false DRIV2_635
00BC: text_highpriority 'DRV3_3'  1 ms  0
0006: @168 =  1  ;; integer values
0002: jump DRIV2_640

:DRIV2_635
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false DRIV2_640
00BC: text_highpriority 'DRV3_3'  1 ms  0
0006: @168 =  1  ;; integer values

:DRIV2_640
00D6: if  0
8039:   NOT   @123(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_657
00D6: if  0
8119:   NOT   car @58(@119,4i) wrecked
004D: jump_if_false DRIV2_657
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @58(@119,4i)
0685: @38(@119,4i) 
004D: jump_if_false DRIV2_657
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
0006: @123(@119,4i) =  1  ;; integer values
0008: $1935 +=  1  ;; integer values

:DRIV2_657
0002: jump DRIV2_672

:DRIV2_658
00D6: if  0
0179:   actor $PLAYER_ACTOR picked_up_object @38(@119,4i)  
004D: jump_if_false DRIV2_672
00D6: if  21
047A: $PLAYER_ACTOR
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false DRIV2_672
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
0006: @123(@119,4i) =  1  ;; integer values
0008: $1935 +=  1  ;; integer values

:DRIV2_672
00D6: if  0
0039:   @123(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_681
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_681
01B2: give_actor @54(@119,4i) weapon  28 ammo  99999  ;; Load the weapon model before using this
05E2: unknown_action_sequence @54(@119,4i) $PLAYER_ACTOR 
0006: @147(@119,4i) =  1  ;; integer values

:DRIV2_681
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_565

:DRIV2_683
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false DRIV2_688
0006: @167 =  1  ;; integer values
0002: jump DRIV2_689

:DRIV2_688
0006: @167 =  0  ;; integer values

:DRIV2_689
0051: return

:DRIV2_690
0006: @119 =  0  ;; integer values

:DRIV2_691
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_749
00D6: if  2
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_747
0227: @66(@119,4i) = car @58(@119,4i) health
00D6: if  0
0685: @38(@119,4i) 
004D: jump_if_false DRIV2_714
00D6: if  0
0204:   actor $PLAYER_ACTOR near_car_in_car @58(@119,4i) radius  2.0  2.0 unknown  0  
004D: jump_if_false DRIV2_713
0085: @74 = @70(@119,4i)  ;; integer values and handles
0062: @74 -= @66(@119,4i)  ;; integer values 
00D6: if  0
0029:   @74 >=  2  ;; integer values
004D: jump_if_false DRIV2_713
0682: @38(@119,4i)  0.0  0.0  0.0  0 
0085: @159(@119,4i) = @163  ;; integer values and handles

:DRIV2_713
0002: jump DRIV2_746

:DRIV2_714
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_746
00D6: if  0
8737:   NOT @54(@119,4i) -1 
004D: jump_if_false DRIV2_746
00D6: if  0
8039:   NOT   @143(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_729
00D6: if  0
03CA:   object @38(@119,4i) exists
004D: jump_if_false DRIV2_728
06E2: @54(@119,4i) @38(@119,4i) -1  1.0 
0006: @143(@119,4i) =  1  ;; integer values

:DRIV2_728
0002: jump DRIV2_746

:DRIV2_729
062E: @54(@119,4i)  1762 @109 
00D6: if  0
04A4: @109  7 
004D: jump_if_false DRIV2_741
00D6: if  0
03CA:   object @38(@119,4i) exists
004D: jump_if_false DRIV2_738
070A: unknown_action_sequence @54(@119,4i) @38(@119,4i)  0.0  0.0  0.0  5  1 "NULL" "NULL"  0 
0085: @159(@119,4i) = @165  ;; integer values and handles

:DRIV2_738
0006: @143(@119,4i) =  0  ;; integer values
0006: @139(@119,4i) =  0  ;; integer values
0002: jump DRIV2_746

:DRIV2_741
00D6: if  0
83CA:   NOT   object @38(@119,4i) exists
004D: jump_if_false DRIV2_746
0006: @143(@119,4i) =  0  ;; integer values
0006: @139(@119,4i) =  0  ;; integer values

:DRIV2_746
0085: @70(@119,4i) = @66(@119,4i)  ;; integer values and handles

:DRIV2_747
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_691

:DRIV2_749
0051: return

:DRIV2_750
0006: @119 =  0  ;; integer values

:DRIV2_751
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_775
00D6: if  0
03CA:   object @38(@119,4i) exists
004D: jump_if_false DRIV2_773
00D6: if  2
8685:   NOT @38(@119,4i) 
8737:   NOT -1 @38(@119,4i) 
05A3: @38(@119,4i) 
004D: jump_if_false DRIV2_768
00D6: if  0
8039:   NOT   @175(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_767
0550: unknown_keep_object @38(@119,4i) in_memory  1
0006: @175(@119,4i) =  1  ;; integer values

:DRIV2_767
0002: jump DRIV2_773

:DRIV2_768
00D6: if  0
0039:   @175(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_773
0550: unknown_keep_object @38(@119,4i) in_memory  0
0006: @175(@119,4i) =  0  ;; integer values

:DRIV2_773
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_751

:DRIV2_775
0051: return

:DRIV2_776
0006: @119 =  0  ;; integer values

:DRIV2_777
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_794
00D6: if  2
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_792
00D6: if  2
00DB:   actor @54(@119,4i) in_car @58(@119,4i)
003B:   @130(@119,4i) == @135  ;; integer values 
80EE:   NOT   actor @54(@119,4i)  0 ()near_point_in_car @75 @76 radius  400.0  400.0
004D: jump_if_false DRIV2_792
05D1: unknown_action_sequence @54(@119,4i) @58(@119,4i) @75 @76 @77 @62(@119,4f)  0  0  2 
0085: @130(@119,4i) = @136  ;; integer values and handles

:DRIV2_792
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_777

:DRIV2_794
0051: return

:DRIV2_795
0006: @119 =  0  ;; integer values

:DRIV2_796
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_813
00D6: if  2
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_811
00D6: if  2
00DB:   actor @54(@119,4i) in_car @58(@119,4i)
003B:   @130(@119,4i) == @136  ;; integer values 
00EE:   actor @54(@119,4i)  0 ()near_point_in_car @75 @76 radius  200.0  200.0
004D: jump_if_false DRIV2_811
05D2: unknown_action_sequence @54(@119,4i) @58(@119,4i) @62(@119,4f)  2 
0085: @130(@119,4i) = @135  ;; integer values and handles

:DRIV2_811
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_796

:DRIV2_813
0051: return

:DRIV2_814
0006: @119 =  0  ;; integer values

:DRIV2_815
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_864
00D6: if  3
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_862
00D6: if  0
80DB:   NOT   actor @54(@119,4i) in_car @58(@119,4i)
004D: jump_if_false DRIV2_833
00D6: if  0
0039:   @139(@119,4i) ==  0  ;; integer values
004D: jump_if_false DRIV2_832
05CB: unknown_action_sequence @54(@119,4i) @58(@119,4i) -1 
0006: @139(@119,4i) =  1  ;; integer values

:DRIV2_832
0002: jump DRIV2_862

:DRIV2_833
00D6: if  0
0039:   @139(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_862
00D6: if  0
003B:   @130(@119,4i) == @135  ;; integer values 
004D: jump_if_false DRIV2_840
05D2: unknown_action_sequence @54(@119,4i) @58(@119,4i) @62(@119,4f)  2 

:DRIV2_840
00D6: if  0
003B:   @130(@119,4i) == @136  ;; integer values 
004D: jump_if_false DRIV2_844
05D1: unknown_action_sequence @54(@119,4i) @58(@119,4i) @75 @76 @77 @62(@119,4f)  0  0  2 

:DRIV2_844
00D6: if  0
003B:   @130(@119,4i) == @137  ;; integer values 
004D: jump_if_false DRIV2_848
05D1: unknown_action_sequence @54(@119,4i) @58(@119,4i) @78(@119,4f) @82(@119,4f) @86(@119,4f) @62(@119,4f)  0  0  2 

:DRIV2_848
00D6: if  0
003B:   @130(@119,4i) == @138  ;; integer values 
004D: jump_if_false DRIV2_852
05D1: unknown_action_sequence @54(@119,4i) @58(@119,4i) @90 @91 @92 @62(@119,4f)  0  0  2 

:DRIV2_852
00D6: if  0
03CA:   object @38(@119,4i) exists
004D: jump_if_false DRIV2_861
00D6: if  0
0737: @54(@119,4i) @38(@119,4i) 
004D: jump_if_false DRIV2_861
070B: @54(@119,4i)  0 
0681: attach_object @38(@119,4i) to_car @58(@119,4i) offset  0.0 -.9  .5   0.0  0.0  0.0 
0085: @159(@119,4i) = @164  ;; integer values and handles

:DRIV2_861
0006: @139(@119,4i) =  0  ;; integer values

:DRIV2_862
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_815

:DRIV2_864
0051: return

:DRIV2_865
0006: @119 =  0  ;; integer values

:DRIV2_866
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_890
00D6: if  2
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_888
00D6: if  0
0039:   @151(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_883
00D6: if  0
80F2:   NOT   actor @54(@119,4i) near_actor $PLAYER_ACTOR radius  40.0  40.0  0
004D: jump_if_false DRIV2_882
06E1: unknown_action_sequence @54(@119,4i) @58(@119,4i) -1  2 @62(@119,4f)  2 
0006: @151(@119,4i) =  0  ;; integer values

:DRIV2_882
0002: jump DRIV2_888

:DRIV2_883
00D6: if  0
00F2:   actor @54(@119,4i) near_actor $PLAYER_ACTOR radius  10.0  10.0  0
004D: jump_if_false DRIV2_888
05E2: unknown_action_sequence @54(@119,4i) $PLAYER_ACTOR 
0006: @151(@119,4i) =  1  ;; integer values

:DRIV2_888
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_866

:DRIV2_890
0051: return

:DRIV2_891
0006: @119 =  0  ;; integer values

:DRIV2_892
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_908
00D6: if  1
8119:   NOT   car @58(@119,4i) wrecked
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_906
00D6: if  2
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_906
05D1: unknown_action_sequence @54(@119,4i) @58(@119,4i) @90 @91 @92 @62(@119,4f)  0  0  2 
0085: @130(@119,4i) = @138  ;; integer values and handles

:DRIV2_906
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_892

:DRIV2_908
0051: return

:DRIV2_909
0006: @119 =  0  ;; integer values

:DRIV2_910
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_927
00D6: if  1
8119:   NOT   car @58(@119,4i) wrecked
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_925
00D6: if  3
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_925
05D2: unknown_action_sequence @54(@119,4i) @58(@119,4i) @62(@119,4f)  2 
0085: @130(@119,4i) = @135  ;; integer values and handles

:DRIV2_925
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_910

:DRIV2_927
0051: return

:DRIV2_928
0006: @119 =  0  ;; integer values

:DRIV2_929
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_948
00D6: if  2
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_946
00D6: if  1
0685: @38(@119,4i) 
00DB:   actor @54(@119,4i) in_car @58(@119,4i)
004D: jump_if_false DRIV2_946
00D6: if  0
04E5:   unknown_object @38(@119,4i) near_point @90 @91 radius  20.0  7.0 unknown  0
004D: jump_if_false DRIV2_946
0006: @156 =  1  ;; integer values
0085: @120 = @119  ;; integer values and handles

:DRIV2_946
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_929

:DRIV2_948
0051: return

:DRIV2_949
00A0: store_actor $PLAYER_ACTOR position_to @96 @97 @98
0006: @119 =  0  ;; integer values

:DRIV2_951
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_986
00D6: if  1
8119:   NOT   car @58(@119,4i) wrecked
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_984
00D6: if  1
00DB:   actor @54(@119,4i) in_car @58(@119,4i)
8039:   NOT   @147(@119,4i) ==  1  ;; integer values
004D: jump_if_false DRIV2_984
00D6: if  1
003B:   @130(@119,4i) == @138  ;; integer values 
01AD:   car @58(@119,4i)  0 ()near_point @90 @91  25.0  25.0
004D: jump_if_false DRIV2_968
0007: @62(@119,4f) =  15.0  ;; floating-point values
0002: jump DRIV2_983

:DRIV2_968
00AA: store_car @58(@119,4i) position_to @100 @101 @102
050A: @99 = distance_between @96 @97 @98 and @100 @101 @102 
00D6: if  0
0023:    0.0 > @99  ;; floating-point values
004D: jump_if_false DRIV2_974
0007: @99 =  0.0  ;; floating-point values

:DRIV2_974
00D6: if  0
0033:    50.0 >= @99  ;; floating-point values 
004D: jump_if_false DRIV2_982
0087: @62(@119,4f) = @99  ;; floating-point values only
0013: @62(@119,4f) *=  .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_983

:DRIV2_982
0007: @62(@119,4f) =  20.0  ;; floating-point values

:DRIV2_983
00AD: set_car @58(@119,4i) max_speed_to @62(@119,4f)

:DRIV2_984
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_951

:DRIV2_986
0051: return

:DRIV2_987
0006: @119 =  0  ;; integer values

:DRIV2_988
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1000
00D6: if  0
03CA:   object @38(@119,4i) exists
004D: jump_if_false DRIV2_998
00D6: if  0
04E7:   object @38(@119,4i) in_water
004D: jump_if_false DRIV2_998
0006: @157 =  1  ;; integer values

:DRIV2_998
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_988

:DRIV2_1000
0051: return

:DRIV2_1001
0006: @119 =  0  ;; integer values

:DRIV2_1002
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1014
00D6: if  2
0119:   car @58(@119,4i) wrecked
03CA:   object @38(@119,4i) exists
003B:   @159(@119,4i) == @164  ;; integer values 
004D: jump_if_false DRIV2_1012
0108: destroy_object @38(@119,4i)
0006: @158 =  1  ;; integer values

:DRIV2_1012
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1002

:DRIV2_1014
0051: return

:DRIV2_1015
0395: clear_area  0 at -1814.82  381.4  17.09 range  100.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV2_1023
00A1: put_actor $PLAYER_ACTOR at -1771.94  336.35  8.94
0173: set_actor $PLAYER_ACTOR z_angle_to  49.66

:DRIV2_1023
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false DRIV2_1031
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false DRIV2_1031
00AB: put_car @36 at -1766.6  330.71  8.23
0175: set_car @36 z_angle_to  45.1

:DRIV2_1031
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false DRIV2_1039
0337: unknown_actor @54 flag  1
00D6: if  0
03CA:   object @38 exists
004D: jump_if_false DRIV2_1039
0750: @38  1 

:DRIV2_1039
0006: @119 =  0  ;; integer values

:DRIV2_1040
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1049
00D6: if  0
8119:   NOT   car @58(@119,4i) wrecked
004D: jump_if_false DRIV2_1047
0519: unknown_car @58(@119,4i) flag  0

:DRIV2_1047
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1040

:DRIV2_1049
0006: @169 =  1  ;; integer values
0006: @170 =  0  ;; integer values
0707: unknown_bunnyjump DRIV2_1142 
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  1
8118:   NOT   actor @54 dead
8119:   NOT   car @58 wrecked
004D: jump_if_false DRIV2_1059
05CB: unknown_action_sequence @54 @58 -1 

:DRIV2_1059
0006: @194 =  0  ;; integer values

:DRIV2_1060
00D6: if  1
8039:   NOT   @194 ==  1  ;; integer values
8118:   NOT   actor @54 dead
004D: jump_if_false DRIV2_1074
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @54 dead
8119:   NOT   car @58 wrecked
004D: jump_if_false DRIV2_1073
00D6: if  0
00DB:   actor @54 in_car @58
004D: jump_if_false DRIV2_1073
0006: @194 =  1  ;; integer values

:DRIV2_1073
0002: jump DRIV2_1060

:DRIV2_1074
0001: wait  1000 ms
091D: -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  0
8119:   NOT   car @58 wrecked
004D: jump_if_false DRIV2_1091
0158: camera_on_vehicle @58  15  2
00D6: if  1
8118:   NOT   actor @54 dead
03CA:   object @38 exists
004D: jump_if_false DRIV2_1091
00D6: if  0
0737: @54 @38 
004D: jump_if_false DRIV2_1089
070B: @54  0 

:DRIV2_1089
0681: attach_object @38 to_car @58 offset  0.0 -.9  .5   0.0  0.0  0.0 
0085: @159 = @164  ;; integer values and handles

:DRIV2_1091
00D6: if  1
8119:   NOT   car @59 wrecked
8118:   NOT   actor @55 dead
004D: jump_if_false DRIV2_1096
05D1: unknown_action_sequence @55 @59 -1854.74  533.22  33.12 @63  0  0  2 

:DRIV2_1096
0001: wait  150 ms
00D6: if  1
8119:   NOT   car @60 wrecked
8118:   NOT   actor @56 dead
004D: jump_if_false DRIV2_1102
05D1: unknown_action_sequence @56 @60 -1854.74  533.22  33.12 @64  0  0  2 

:DRIV2_1102
0001: wait  150 ms
00D6: if  1
8119:   NOT   car @58 wrecked
8118:   NOT   actor @54 dead
004D: jump_if_false DRIV2_1108
05D1: unknown_action_sequence @54 @58 -1854.74  533.22  33.12 @62  0  0  2 

:DRIV2_1108
0001: wait  100 ms
00D6: if  1
8119:   NOT   car @61 wrecked
8118:   NOT   actor @57 dead
004D: jump_if_false DRIV2_1114
05D1: unknown_action_sequence @57 @61 -1854.74  533.22  33.12 @65  0  0  2 

:DRIV2_1114
0001: wait  7000 ms
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV2_1120
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1820.72  382.73  16.04
0002: jump DRIV2_1121

:DRIV2_1120
00A1: put_actor $PLAYER_ACTOR at -1820.72  382.73  16.04

:DRIV2_1121
0173: set_actor $PLAYER_ACTOR z_angle_to  326.45
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV2_1126
05CB: unknown_action_sequence $PLAYER_ACTOR @35 -1 

:DRIV2_1126
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_1129
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false DRIV2_1140
0001: wait  0 ms
00D6: if  1
0019:   @33 >  0  ;; integer values
8039:   NOT   @170 ==  1  ;; integer values
004D: jump_if_false DRIV2_1139
00BC: text_highpriority 'DRV3_2'  10000 ms  0
0006: @170 =  1  ;; integer values

:DRIV2_1139
0002: jump DRIV2_1129

:DRIV2_1140
0050: gosub DRIV2_547
0006: @169 =  0  ;; integer values

:DRIV2_1142
0701: (unknown)
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false DRIV2_1200
091D: -2014.82  181.4 -13.0 -1614.82  581.4  47.0 
00D6: if  1
8118:   NOT   actor @54 dead
8119:   NOT   car @58 wrecked
004D: jump_if_false DRIV2_1167
00D6: if  0
80DB:   NOT   actor @54 in_car @58
004D: jump_if_false DRIV2_1155
036A: put_actor @54 in_car @58

:DRIV2_1155
00D6: if  0
03CA:   object @38 exists
004D: jump_if_false DRIV2_1167
00D6: if  0
8685:   NOT @38 
004D: jump_if_false DRIV2_1167
00D6: if  0
0737: @54 @38 
004D: jump_if_false DRIV2_1165
070B: @54  0 

:DRIV2_1165
0681: attach_object @38 to_car @58 offset  0.0 -.9  .5   0.0  0.0  0.0 
0085: @159 = @164  ;; integer values and handles

:DRIV2_1167
00D6: if  1
8119:   NOT   car @58 wrecked
8118:   NOT   actor @54 dead
004D: jump_if_false DRIV2_1172
00AB: put_car @58 at -1894.59  582.43  34.56

:DRIV2_1172
00D6: if  1
8119:   NOT   car @59 wrecked
8118:   NOT   actor @55 dead
004D: jump_if_false DRIV2_1177
00AB: put_car @59 at -1893.56  574.34  34.55

:DRIV2_1177
00D6: if  1
8119:   NOT   car @60 wrecked
8118:   NOT   actor @56 dead
004D: jump_if_false DRIV2_1182
00AB: put_car @60 at -1899.96  581.25  34.56

:DRIV2_1182
00D6: if  1
8119:   NOT   car @61 wrecked
8118:   NOT   actor @57 dead
004D: jump_if_false DRIV2_1187
00AB: put_car @61 at -1898.95  574.08  34.56

:DRIV2_1187
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV2_1195
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV2_1194
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -1819.01  386.28  6.58

:DRIV2_1194
036A: put_actor $PLAYER_ACTOR in_car @35

:DRIV2_1195
0050: gosub DRIV2_547
00D6: if  0
8039:   NOT   @170 ==  1  ;; integer values
004D: jump_if_false DRIV2_1200
00BC: text_highpriority 'DRV3_2'  10000 ms  0

:DRIV2_1200
0006: @119 =  0  ;; integer values

:DRIV2_1201
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1211
00D6: if  0
03CA:   object @38(@119,4i) exists
004D: jump_if_false DRIV2_1209
0188: @180(@119,4i) = create_marker_above_object @38(@119,4i)
0165: set_marker @180(@119,4i) color_to  0

:DRIV2_1209
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1201

:DRIV2_1211
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV2_1215
02AC: set_car @34 immunities  0  0  0  0  0

:DRIV2_1215
0006: @119 =  0  ;; integer values

:DRIV2_1216
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1229
00D6: if  0
8118:   NOT   actor @54(@119,4i) dead
004D: jump_if_false DRIV2_1223
02AB: set_actor @54(@119,4i) immunities  0  0  0  0  0

:DRIV2_1223
00D6: if  0
8119:   NOT   car @58(@119,4i) wrecked
004D: jump_if_false DRIV2_1227
02AC: set_car @58(@119,4i) immunities  0  0  0  0  0

:DRIV2_1227
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1216

:DRIV2_1229
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV2_1233
02AC: set_car @35 immunities  0  0  0  0  0

:DRIV2_1233
0006: @119 =  0  ;; integer values

:DRIV2_1234
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1243
00D6: if  0
8119:   NOT   car @58(@119,4i) wrecked
004D: jump_if_false DRIV2_1241
0587: @58(@119,4i)  0

:DRIV2_1241
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1234

:DRIV2_1243
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV2_1247
0587: @35  0

:DRIV2_1247
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV2_1251
0587: @34  0

:DRIV2_1251
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:DRIV2_1256
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:DRIV2_1258
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1263
0001: wait  0 ms
0002: jump DRIV2_1258

:DRIV2_1263
0395: clear_area  0 at @93 @94 @95 range  50.0
00BE: text_clear_all
06AB: $PLAYER_ACTOR  1 
02A3: toggle_widescreen  1 (on)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV2_1280
00D9: @35 = actor $PLAYER_ACTOR car
00AB: put_car @35 at @93 @94 @95
0175: set_car @35 z_angle_to  340.37
0615: @195 
05CD: unknown_action_sequence -1 @35 
05D3: unknown_action_sequence -1 -2625.96  1417.82  6.15  4 -1 
0616: @195 
0618: $PLAYER_ACTOR @195 
061B: @195 
0002: jump DRIV2_1284

:DRIV2_1280
00A6: destroy_car @35
00A1: put_actor $PLAYER_ACTOR at @93 @94 @95
0173: set_actor $PLAYER_ACTOR z_angle_to  10.0
05D3: unknown_action_sequence $PLAYER_ACTOR -2625.96  1417.82  6.15  4 -1 

:DRIV2_1284
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 (back)  1000 ms

:DRIV2_1287
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1292
0001: wait  0 ms
0002: jump DRIV2_1287

:DRIV2_1292
0006: @169 =  1  ;; integer values
0707: unknown_bunnyjump DRIV2_1296 
0001: wait  2000 ms
0006: @169 =  0  ;; integer values

:DRIV2_1296
0701: (unknown)
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false DRIV2_1300

:DRIV2_1300
00D6: if  0
8039:   NOT   @169 ==  1  ;; integer values
004D: jump_if_false DRIV2_1309
016A: fade  0 ()  1000 ms

:DRIV2_1304
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1309
0001: wait  0 ms
0002: jump DRIV2_1304

:DRIV2_1309
06AB: $PLAYER_ACTOR  0 
0792: $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 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
8039:   NOT   @169 ==  1  ;; integer values
004D: jump_if_false DRIV2_1325
016A: fade  1 (back)  1000 ms

:DRIV2_1320
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1325
0001: wait  0 ms
0002: jump DRIV2_1320

:DRIV2_1325
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:DRIV2_1327
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:DRIV2_1329
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1334
0001: wait  0 ms
0002: jump DRIV2_1329

:DRIV2_1334
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_1337
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1356
00D6: if  0
803B:   NOT   @119 == @120  ;; integer values 
004D: jump_if_false DRIV2_1354
009B: destroy_actor_instantly @54(@119,4i)
00D6: if  0
8119:   NOT   car @58(@119,4i) wrecked
004D: jump_if_false DRIV2_1352
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @58(@119,4i)
004D: jump_if_false DRIV2_1351
00A6: destroy_car @58(@119,4i)

:DRIV2_1351
0002: jump DRIV2_1353

:DRIV2_1352
00A6: destroy_car @58(@119,4i)

:DRIV2_1353
0108: destroy_object @38(@119,4i)

:DRIV2_1354
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1337

:DRIV2_1356
077E: @121 = active_interior
00A0: store_actor $PLAYER_ACTOR position_to @96 @97 @98
0172: @103 = actor $PLAYER_ACTOR z_angle
092E: @96 @97  0 @197 
02CE: @196 = ground_z @96 @97 @98
00D6: if  0
0025:   @197 > @196  ;; floating-point values  
004D: jump_if_false DRIV2_1365
0087: @196 = @197  ;; floating-point values only

:DRIV2_1365
00A1: put_actor $PLAYER_ACTOR at -2762.82  98.13 -100.0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV2_1371
00D9: @35 = actor $PLAYER_ACTOR car
0175: set_car @35 z_angle_to  354.04

:DRIV2_1371
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 (on)
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  1
8118:   NOT   actor @54(@120,4i) dead
8119:   NOT   car @58(@120,4i) wrecked
004D: jump_if_false DRIV2_1396
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  0
80DB:   NOT   actor @54(@120,4i) in_car @58(@120,4i)
004D: jump_if_false DRIV2_1393
00D6: if  0
00DF:   actor @54(@120,4i) driving
004D: jump_if_false DRIV2_1392
0362: remove_actor @54(@120,4i) from_car_and_place_at -2720.92  83.65 -6.31

:DRIV2_1392
036A: put_actor @54(@120,4i) in_car @58(@120,4i)

:DRIV2_1393
04E0: car @58(@120,4i) abandon_path_radius  2
05D1: unknown_action_sequence @54(@120,4i) @58(@120,4i) -2730.11  65.22  3.91  10.0  0  0  2 
04BA: set_car @58(@120,4i) speed_instantly  7.0

:DRIV2_1396
00A6: destroy_car @34
016A: fade  1 (back)  500 ms

:DRIV2_1398
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1403
0001: wait  0 ms
0002: jump DRIV2_1398

:DRIV2_1403
0006: @169 =  1  ;; integer values
0707: unknown_bunnyjump DRIV2_1428 
00D6: if  0
8118:   NOT   actor @54(@120,4i) dead
004D: jump_if_false DRIV2_1409
00A0: store_actor @54(@120,4i) position_to @100 @101 @102

:DRIV2_1409
00D6: if  0
0021:   @101 >  71.36  ;; floating-point values
004D: jump_if_false DRIV2_1420
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @54(@120,4i) dead
004D: jump_if_false DRIV2_1418
00A0: store_actor @54(@120,4i) position_to @100 @101 @102
0002: jump DRIV2_1419

:DRIV2_1418
0007: @101 =  71.36  ;; floating-point values

:DRIV2_1419
0002: jump DRIV2_1409

:DRIV2_1420
0361: close_garage 'TBON'

:DRIV2_1421
00D6: if  0
83B1:   NOT   garage 'TBON' door_closed
004D: jump_if_false DRIV2_1426
0001: wait  0 ms
0002: jump DRIV2_1421

:DRIV2_1426
0001: wait  1000 ms
0006: @169 =  0  ;; integer values

:DRIV2_1428
0701: (unknown)
016A: fade  0 ()  1000 ms

:DRIV2_1430
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1435
0001: wait  0 ms
0002: jump DRIV2_1430

:DRIV2_1435
009B: destroy_actor_instantly @54(@120,4i)
00A6: destroy_car @58(@120,4i)
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false DRIV2_1449
00D6: if  0
83B1:   NOT   garage 'TBON' door_closed
004D: jump_if_false DRIV2_1449
0361: close_garage 'TBON'

:DRIV2_1444
00D6: if  0
83B1:   NOT   garage 'TBON' door_closed
004D: jump_if_false DRIV2_1449
0001: wait  0 ms
0002: jump DRIV2_1444

:DRIV2_1449
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV2_1459
00D9: @35 = actor $PLAYER_ACTOR car
0175: set_car @35 z_angle_to @103
0002: jump DRIV2_1460

:DRIV2_1459
0173: set_actor $PLAYER_ACTOR z_angle_to @103

:DRIV2_1460
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1000 ms

:DRIV2_1465
00D6: if  0
016B:   fading
004D: jump_if_false DRIV2_1470
0001: wait  0 ms
0002: jump DRIV2_1465

:DRIV2_1470
0051: return

:DRIV2_1471
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DRIV2_1473
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'FAR_2'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  5000  5000 ms  1
0109: player $PLAYER_CHAR money +=  5000
0998: add_respect  20 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:DRIV2_1482
0249: release_model  498
0249: release_model  521
0249: release_model #KMB_PACKET
0249: release_model  100
0249: release_model  47
0249: release_model  352
04EF: release_animation "BIKES"
04EF: release_animation "MISC"
0006: @119 =  0  ;; integer values

:DRIV2_1491
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1504
0164: disable_marker @180(@119,4i)
00D6: if  0
03CA:   object @38(@119,4i) exists
004D: jump_if_false DRIV2_1502
00D6: if  0
82CC:   NOT   unknown_object @38(@119,4i) bounding_sphere_visible
004D: jump_if_false DRIV2_1502
0108: destroy_object @38(@119,4i)

:DRIV2_1502
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1491

:DRIV2_1504
0164: disable_marker @184
0164: disable_marker @185
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DRIV2_1510
02AC: set_car @34 immunities  0  0  0  0  0

:DRIV2_1510
0006: @119 =  0  ;; integer values

:DRIV2_1511
00D6: if  0
001D:   @37 > @119  ;; integer values  
004D: jump_if_false DRIV2_1521
00D6: if  0
8119:   NOT   car @58(@119,4i) wrecked
004D: jump_if_false DRIV2_1519
02AC: set_car @58(@119,4i) immunities  0  0  0  0  0
0519: unknown_car @58(@119,4i) flag  0

:DRIV2_1519
000A: @119 +=  1  ;; integer values
0002: jump DRIV2_1511

:DRIV2_1521
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV2_1525
02AC: set_car @35 immunities  0  0  0  0  0

:DRIV2_1525
065C: unknown_create_def_entity @193  ; unknown_destroy
061B: @195 
03E6: remove_text_box
091D: -2014.82  181.4 -13.0 -1614.82  581.4  47.0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DRIV2_1533
06AB: $PLAYER_ACTOR  0 

:DRIV2_1533
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 66---------------
; Originally: Mike Toreno


:DRIV3_1
03A4: name_thread 'DRIV3'
0050: gosub DRIV3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DRIV3_7
0050: gosub DRIV3_2210

:DRIV3_7
0050: gosub DRIV3_2212
004E: end_thread

:DRIV3_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms
0169: set_fade_color  0  0  0

:DRIV3_15
00D6: if  0
016B:   fading
004D: jump_if_false DRIV3_20
0001: wait  0 ms
0002: jump DRIV3_15

:DRIV3_20
054C: use_GXT_table 'FARLIE3'
04BB: select_interior  3  ;; select render area
02E4: load_cutscene_data 'FARL_3A'

:DRIV3_23
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DRIV3_28
0001: wait  0 ms
0002: jump DRIV3_23

:DRIV3_28
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DRIV3_30
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DRIV3_35
0001: wait  0 ms
0002: jump DRIV3_30

:DRIV3_35
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:DRIV3_38
00D6: if  0
016B:   fading
004D: jump_if_false DRIV3_43
0001: wait  0 ms
0002: jump DRIV3_38

:DRIV3_43
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  0
075C:   marker $2653 enabled
004D: jump_if_false DRIV3_92
0164: disable_marker $2653

:DRIV3_92
032B: @55 = create_weapon_pickup  348  15 ammo  30 at -1542.022 -437.7364  5.9258
05A9: s$7322 = 'FAR3_CA'  ;; 8-byte strings
05A9: s$7322(1) = 'FAR3_CB'  ;; 8-byte strings
05A9: s$7322(2) = 'FAR3_DA'  ;; 8-byte strings
05A9: s$7322(3) = 'FAR3_CC'  ;; 8-byte strings
05A9: s$7322(4) = 'FAR3_DB'  ;; 8-byte strings
05A9: s$7322(5) = 'FAR3_EA'  ;; 8-byte strings
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$7322(6) = 'FAR3_CF'  ;; 8-byte strings
05A9: s$7322(7) = 'FAR3_CD'  ;; 8-byte strings
05A9: s$7322(8) = 'FAR3_DC'  ;; 8-byte strings
05A9: s$7322(9) = 'FAR3_EB'  ;; 8-byte strings
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$7322(10) = 'FAR3_CJ'  ;; 8-byte strings
05A9: s$7322(11) = 'FAR3_CK'  ;; 8-byte strings
05A9: s$7322(12) = 'FAR3_DD'  ;; 8-byte strings
05A9: s$7322(13) = 'FAR3_DE'  ;; 8-byte strings
05A9: s$7322(14) = 'FAR3_EC'  ;; 8-byte strings
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$7322(15) = 'FAR3_HA'  ;; 8-byte strings
05A9: s$7322(16) = 'FAR3_HB'  ;; 8-byte strings
05A9: s$7322(17) = 'FAR3_HC'  ;; 8-byte strings
04AF: @148 = unknown_wav_reference  15225 
04AF: @149 = unknown_wav_reference  15226 
04AF: @150 = unknown_wav_reference  15227 
05A9: s$7322(18) = 'FAR3_JA'  ;; 8-byte strings
05A9: s$7322(19) = 'FAR3_JB'  ;; 8-byte strings
05A9: s$7322(20) = 'FAR3_JC'  ;; 8-byte strings
05A9: s$7322(21) = 'FAR3_JD'  ;; 8-byte strings
05A9: s$7322(22) = 'FAR3_JE'  ;; 8-byte strings
05A9: s$7322(23) = 'FAR3_JF'  ;; 8-byte strings
05A9: s$7322(24) = 'FAR3_JG'  ;; 8-byte strings
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$7322(25) = 'FAR3_MA'  ;; 8-byte strings
05A9: s$7322(26) = 'FAR3_MB'  ;; 8-byte strings
05A9: s$7322(27) = 'FAR3_MC'  ;; 8-byte strings
05A9: s$7322(28) = 'FAR3_MD'  ;; 8-byte strings
05A9: s$7322(29) = 'FAR3_ME'  ;; 8-byte strings
05A9: s$7322(30) = 'FAR3_MF'  ;; 8-byte strings
05A9: s$7322(31) = 'FAR3_MG'  ;; 8-byte strings
05A9: s$7322(32) = 'FAR3_MH'  ;; 8-byte strings
05A9: s$7322(33) = 'FAR3_MJ'  ;; 8-byte strings
05A9: s$7322(34) = 'FAR3_MK'  ;; 8-byte strings
05A9: s$7322(35) = 'FAR3_ML'  ;; 8-byte strings
05A9: s$7322(36) = 'FAR3_MM'  ;; 8-byte strings
05A9: s$7322(37) = 'FAR3_MN'  ;; 8-byte strings
05A9: s$7322(38) = 'FAR3_MO'  ;; 8-byte strings
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  352
0247: request_model  482
023C: load_special_actor  2 'TBONE'
038B: load_requested_models

:DRIV3_177
00D6: if  22
823D:   NOT   special_actor  2 loaded
8248:   NOT   model  352 available
8248:   NOT   model  482 available
004D: jump_if_false DRIV3_184
0001: wait  0 ms
0002: jump DRIV3_177

:DRIV3_184
0173: set_actor $PLAYER_ACTOR z_angle_to  214.0
0373: set_camera_directly_behind_player

:DRIV3_186
0001: wait  0 ms
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false DRIV3_191
0050: gosub DRIV3_212

:DRIV3_191
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false DRIV3_195
0050: gosub DRIV3_923

:DRIV3_195
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false DRIV3_199
0050: gosub DRIV3_1133

:DRIV3_199
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false DRIV3_203
0050: gosub DRIV3_1523

:DRIV3_203
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false DRIV3_207
0002: jump DRIV3_2197

:DRIV3_207
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_211
0002: jump DRIV3_2210

:DRIV3_211
0002: jump DRIV3_186

:DRIV3_212
0209: @54 = random_int  1  4
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false DRIV3_223
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_223
00D6: if  0
0039:   @54 ==  2  ;; integer values
004D: jump_if_false DRIV3_233
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_233
00D6: if  0
0039:   @54 ==  3  ;; integer values
004D: jump_if_false DRIV3_243
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_243
0247: request_model  426

:DRIV3_244
00D6: if  0
8248:   NOT   model  426 available
004D: jump_if_false DRIV3_249
0001: wait  0 ms
0002: jump DRIV3_244

:DRIV3_249
00A5: @38 = create_car  426 at -2620.0  1398.0  6.5
0175: set_car @38 z_angle_to  204.0
0186: @114 = create_marker_above_car @38
07E0: @114  1 
0224: set_car @38 health_to  2500
0956: @113 = get_respect
08F4: @113 
09DD:  2 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DRIV3_261
0A09: $PLAYER_ACTOR  1 

:DRIV3_261
009A: @53 = create_actor  25  291 at -2623.64  1403.9  6.2
09F6: @53  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: $PLAYER_CHAR  1 
0A09: @53  1 
05CA: unknown_action_sequence @53 @38 -1  0 
04D8: @53  1
077A: @53  1  0 
077A: @53  4  24 
060B: unknown_actor_use_entity @53 @87 
01B2: give_actor @53 weapon  28 ammo  1000  ;; Load the weapon model before using this
0568: @53  1
02A9: set_actor @53 immune_to_nonplayer  1
0A0B: -2623.64  1403.9  6.2  214.0 
016A: fade  1 (back)  1000 ms

:DRIV3_277
00D6: if  0
016B:   fading
004D: jump_if_false DRIV3_282
0001: wait  0 ms
0002: jump DRIV3_277

:DRIV3_282
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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'
040D: unload_wav  1
03CF: load_wav  15218 as  1

:DRIV3_289
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_294
0001: wait  0 ms
0002: jump DRIV3_289

:DRIV3_294
00BC: text_highpriority 'FAR3_FA'  10000 ms  1
03D1: play_wav  1

:DRIV3_296
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_301
0001: wait  0 ms
0002: jump DRIV3_296

:DRIV3_301
03D5: remove_text 'FAR3_FA'
00BC: text_highpriority 'DRI2_1'  5000 ms  1
0247: request_model  121
0247: request_model  122
0247: request_model  123

:DRIV3_306
00D6: if  22
8248:   NOT   model  121 available
8248:   NOT   model  122 available
8248:   NOT   model  123 available
004D: jump_if_false DRIV3_313
0001: wait  0 ms
0002: jump DRIV3_306

:DRIV3_313
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false DRIV3_366

:DRIV3_316
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false DRIV3_366
0001: wait  0 ms
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false DRIV3_331
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
0051: return

:DRIV3_331
00D6: if  0
0119:   car @38 wrecked
004D: jump_if_false DRIV3_335
0002: jump DRIV3_366

:DRIV3_335
00D6: if  0
0735:  83 
004D: jump_if_false DRIV3_345
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_345
00D6: if  0
002A:    0 >= $1796  ;; integer values
004D: jump_if_false DRIV3_365
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
040D: unload_wav  1
03CF: load_wav  15221 as  1

:DRIV3_352
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_357
0001: wait  0 ms
0002: jump DRIV3_352

:DRIV3_357
00BC: text_highpriority 'FAR3_FD'  10000 ms  1
03D1: play_wav  1

:DRIV3_359
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_364
0001: wait  0 ms
0002: jump DRIV3_359

:DRIV3_364
0051: return

:DRIV3_365
0002: jump DRIV3_316

:DRIV3_366
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_374
03D5: remove_text 'DRI2_1'
00D6: if  0
86EE:   NOT   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_374
0631: put_actor @53 in_group $PLAYER_GROUP 

:DRIV3_374
0164: disable_marker @114
0249: release_model  426
0006: @33 =  0  ;; integer values
04CE: @116 = create_icon_marker_without_sphere  3 at @71 @72 @73
0164: disable_marker @116
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DRIV3_604

:DRIV3_382
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @71 @72 @73 radius  35.0  35.0  35.0
004D: jump_if_false DRIV3_604
0001: wait  0 ms
0050: gosub DRIV3_2007
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_391
0051: return

:DRIV3_391
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRIV3_603
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_398
00D9: @38 = actor $PLAYER_ACTOR car

:DRIV3_398
00D6: if  1
0028:   $7321 >=  0  ;; integer values
001A:    6 > $7321  ;; integer values
004D: jump_if_false DRIV3_403
0050: gosub DRIV3_2141

:DRIV3_403
00D6: if  0
0038:   $7321 ==  6  ;; integer values
004D: jump_if_false DRIV3_427
00D6: if  0
0019:   @32 >  15000  ;; integer values
004D: jump_if_false DRIV3_427
040D: unload_wav  1
03CF: load_wav  15224 as  1

:DRIV3_411
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_416
0001: wait  0 ms
0002: jump DRIV3_411

:DRIV3_416
00BC: text_highpriority 'FAR3_GC'  10000 ms  1
03D1: play_wav  1

:DRIV3_418
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_423
0001: wait  0 ms
0002: jump DRIV3_418

:DRIV3_423
03D5: remove_text 'FAR3_GC'
0006: @32 =  0  ;; integer values
0004: $7321 =  7  ;; integer values
0006: @102 =  0  ;; integer values

:DRIV3_427
00D6: if  0
0038:   $7321 ==  7  ;; integer values
004D: jump_if_false DRIV3_439
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_439
00D6: if  1
0154:   actor $PLAYER_ACTOR in_zone 'DOH'
0154:   actor @53 in_zone 'DOH'
004D: jump_if_false DRIV3_439
0004: $7321 =  8  ;; integer values
0006: @132 =  6  ;; integer values

:DRIV3_439
00D6: if  1
0028:   $7321 >=  8  ;; integer values
001A:    12 > $7321  ;; integer values
004D: jump_if_false DRIV3_444
0050: gosub DRIV3_2141

:DRIV3_444
00D6: if  0
0038:   $7321 ==  12  ;; integer values
004D: jump_if_false DRIV3_468
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false DRIV3_468
040D: unload_wav  1
03CF: load_wav  15223 as  1

:DRIV3_452
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_457
0001: wait  0 ms
0002: jump DRIV3_452

:DRIV3_457
00BC: text_highpriority 'FAR3_GB'  10000 ms  1
03D1: play_wav  1

:DRIV3_459
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_464
0001: wait  0 ms
0002: jump DRIV3_459

:DRIV3_464
03D5: remove_text 'FAR3_GB'
0006: @32 =  0  ;; integer values
0004: $7321 =  13  ;; integer values
0006: @102 =  0  ;; integer values

:DRIV3_468
00D6: if  0
0038:   $7321 ==  13  ;; integer values
004D: jump_if_false DRIV3_481
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_481
00D6: if  1
0154:   actor $PLAYER_ACTOR in_zone 'EASB'
0154:   actor @53 in_zone 'EASB'
004D: jump_if_false DRIV3_481
0004: $7321 =  14  ;; integer values
0006: @132 =  10  ;; integer values
0006: @32 =  0  ;; integer values

:DRIV3_481
00D6: if  1
0028:   $7321 >=  14  ;; integer values
001A:    19 > $7321  ;; integer values
004D: jump_if_false DRIV3_486
0050: gosub DRIV3_2141

:DRIV3_486
00D6: if  0
0038:   $7321 ==  19  ;; integer values
004D: jump_if_false DRIV3_509
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false DRIV3_509
0006: @32 =  0  ;; integer values
0004: $7321 =  20  ;; integer values
040D: unload_wav  1
03CF: load_wav  15207 as  1

:DRIV3_496
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_501
0001: wait  0 ms
0002: jump DRIV3_496

:DRIV3_501
00BC: text_highpriority 'FAR3_CH'  10000 ms  1
03D1: play_wav  1

:DRIV3_503
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_508
0001: wait  0 ms
0002: jump DRIV3_503

:DRIV3_508
03D5: remove_text 'FAR3_CH'

:DRIV3_509
00D6: if  0
0038:   $7321 ==  20  ;; integer values
004D: jump_if_false DRIV3_533
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false DRIV3_533
0006: @32 =  0  ;; integer values
0004: $7321 =  21  ;; integer values
040D: unload_wav  1
03CF: load_wav  15222 as  1

:DRIV3_519
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_524
0001: wait  0 ms
0002: jump DRIV3_519

:DRIV3_524
00BC: text_highpriority 'FAR3_GA'  10000 ms  1
03D1: play_wav  1

:DRIV3_526
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_531
0001: wait  0 ms
0002: jump DRIV3_526

:DRIV3_531
03D5: remove_text 'FAR3_GA'
0006: @102 =  0  ;; integer values

:DRIV3_533
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false DRIV3_558
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false DRIV3_558
00D6: if  0
002A:    200000 >= $1796  ;; integer values
004D: jump_if_false DRIV3_558
040D: unload_wav  1
03CF: load_wav  15219 as  1

:DRIV3_544
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_549
0001: wait  0 ms
0002: jump DRIV3_544

:DRIV3_549
00BC: text_highpriority 'FAR3_FB'  10000 ms  1
03D1: play_wav  1

:DRIV3_551
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_556
0001: wait  0 ms
0002: jump DRIV3_551

:DRIV3_556
03D5: remove_text 'FAR3_FB'
0006: @103 =  1  ;; integer values

:DRIV3_558
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false DRIV3_583
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false DRIV3_583
00D6: if  0
002A:    100000 >= $1796  ;; integer values
004D: jump_if_false DRIV3_583
040D: unload_wav  1
03CF: load_wav  15220 as  1

:DRIV3_569
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_574
0001: wait  0 ms
0002: jump DRIV3_569

:DRIV3_574
00BC: text_highpriority 'FAR3_FC'  10000 ms  1
03D1: play_wav  1

:DRIV3_576
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_581
0001: wait  0 ms
0002: jump DRIV3_576

:DRIV3_581
03D5: remove_text 'FAR3_FC'
0006: @103 =  2  ;; integer values

:DRIV3_583
00D6: if  0
002A:    0 >= $1796  ;; integer values
004D: jump_if_false DRIV3_603
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
040D: unload_wav  1
03CF: load_wav  15221 as  1

:DRIV3_590
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_595
0001: wait  0 ms
0002: jump DRIV3_590

:DRIV3_595
00BC: text_highpriority 'FAR3_FD'  10000 ms  1
03D1: play_wav  1

:DRIV3_597
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_602
0001: wait  0 ms
0002: jump DRIV3_597

:DRIV3_602
0051: return

:DRIV3_603
0002: jump DRIV3_382

:DRIV3_604
03E6: remove_text_box
0164: disable_marker @116
0164: disable_marker @127
0247: request_model  463

:DRIV3_608
00D6: if  0
8248:   NOT   model  463 available
004D: jump_if_false DRIV3_613
0001: wait  0 ms
0002: jump DRIV3_608

:DRIV3_613
03C4: set_status_text_to $1797  1 (bar) 'DRI2_17'
00A5: @35 = create_car  482 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  123 in_car @35 driverseat
02AB: set_actor @41 immunities  1  0  0  0  0
0446: (unknown) @41  0 
060B: unknown_actor_use_entity @41 @86 
077A: @41  4  0 
077A: @41  1  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_630
00D6: if  0
001B:    3 > @131  ;; integer values
004D: jump_if_false DRIV3_652
00D6: if  21
0039:   @131 ==  0  ;; integer values
0039:   @131 ==  2  ;; integer values
004D: jump_if_false DRIV3_638
01C8: @42(@131,9i) = create_actor  24  121 in_car @35 passenger_seat @131

:DRIV3_638
00D6: if  0
0039:   @131 ==  1  ;; integer values
004D: jump_if_false DRIV3_642
01C8: @42(@131,9i) = create_actor  24  122 in_car @35 passenger_seat @131

:DRIV3_642
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  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false DRIV3_650
060B: unknown_actor_use_entity @42 @86 
077A: @42  4  0 
077A: @42  1  24 

:DRIV3_650
000A: @131 +=  1  ;; integer values
0002: jump DRIV3_630

:DRIV3_652
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_675
0407: create_coordinate @77 @78 @79 from_car @35 offset  2.0 -6.0 -.3
00A5: @36 = create_car  463 at @77 @78 @79
0175: set_car @36 z_angle_to @84
0129: @51 = create_actor  24  122 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: @51  4  0 
077A: @51  1  24 
04E0: car @36 abandon_path_radius  255
0407: create_coordinate @77 @78 @79 from_car @35 offset -2.0 -6.0 -.3
00A5: @37 = create_car  463 at @77 @78 @79
0175: set_car @37 z_angle_to @84
0129: @52 = create_actor  24  121 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: @52  4  0 
077A: @52  1  24 
04E0: car @37 abandon_path_radius  255

:DRIV3_675
00D6: if  0
8038:   NOT   $7321 ==  21  ;; integer values
004D: jump_if_false DRIV3_680
0006: @132 =  18  ;; integer values
0004: $7321 =  24  ;; integer values

:DRIV3_680
00D6: if  0
8039:   NOT   @98 ==  1  ;; integer values
004D: jump_if_false DRIV3_920
0001: wait  0 ms
0050: gosub DRIV3_2007
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_689
0051: return

:DRIV3_689
00D6: if  1
0028:   $7321 >=  21  ;; integer values
001A:    24 > $7321  ;; integer values
004D: jump_if_false DRIV3_695
0006: @102 =  1  ;; integer values
0050: gosub DRIV3_2141

:DRIV3_695
00D6: if  1
0028:   $7321 >=  24  ;; integer values
002A:    30 >= $7321  ;; integer values
004D: jump_if_false DRIV3_701
0050: gosub DRIV3_2141
0006: @102 =  1  ;; integer values

:DRIV3_701
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false DRIV3_711
00D6: if  0
0038:   $7321 ==  31  ;; integer values
004D: jump_if_false DRIV3_710
00BC: text_highpriority 'DRI2_18'  5000 ms  1
0004: $7321 =  32  ;; integer values
0006: @32 =  0  ;; integer values

:DRIV3_710
0002: jump DRIV3_712

:DRIV3_711
0004: $7321 =  32  ;; integer values

:DRIV3_712
00D6: if  0
0038:   $7321 ==  32  ;; integer values
004D: jump_if_false DRIV3_720
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false DRIV3_720
0006: @102 =  0  ;; integer values
0004: $7321 =  33  ;; integer values

:DRIV3_720
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_915
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point @65 @66 @67 radius  30.0  30.0  30.0
01AF:   car @35  0 ()near_point @62 @63 @64 radius  40.0  40.0  40.0
004D: jump_if_false DRIV3_728
0006: @98 =  1  ;; integer values

:DRIV3_728
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false DRIV3_770
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point @65 @66 @67 radius  100.0  100.0  100.0
02CA:   car @35 bounding_sphere_visible
004D: jump_if_false DRIV3_770
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false DRIV3_739
05D1: unknown_action_sequence @41 @35 @62 @63 @64  25.0  1  0  3 

:DRIV3_739
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false DRIV3_743
05F2: @36 @35 

:DRIV3_743
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false DRIV3_747
05F1: @37 @35 

:DRIV3_747
040D: unload_wav  1
03CF: load_wav  15238 as  1

:DRIV3_749
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_754
0001: wait  0 ms
0002: jump DRIV3_749

:DRIV3_754
00BC: text_highpriority 'FAR3_KD'  10000 ms  1
03D1: play_wav  1

:DRIV3_756
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_761
0001: wait  0 ms
0002: jump DRIV3_756

:DRIV3_761
03D5: remove_text 'FAR3_KD'
018B: show_on_radar @115  3
014F: stop_timer $1796
0151: remove_status_text $1797
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_769
00D9: @38 = actor $PLAYER_ACTOR car

:DRIV3_769
0006: @95 =  1  ;; integer values

:DRIV3_770
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_810
00D6: if  21
0039:   @95 ==  1  ;; integer values
0039:   @95 ==  2  ;; integer values
004D: jump_if_false DRIV3_783
00D6: if  0
01AF:   car @35  0 ()near_point @62 @63 @64 radius  20.0  20.0  20.0
004D: jump_if_false DRIV3_783
00AD: set_car @35 max_speed_to  0.0
00AF: set_car @35 driver_behaviour_to  11
0006: @95 =  3  ;; integer values

:DRIV3_783
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_787
00AA: store_car @35 position_to @65 @66 @67

:DRIV3_787
00A0: store_actor $PLAYER_ACTOR position_to @68 @69 @70
050A: @88 = distance_between @68 @69 @70 and @65 @66 @67 
00D6: if  21
0039:   @54 ==  3  ;; integer values
0039:   @54 ==  2  ;; integer values
004D: jump_if_false DRIV3_802
00D6: if  0
0021:   @88 >  1000.0  ;; floating-point values
004D: jump_if_false DRIV3_798
0007: @88 =  1000.0  ;; floating-point values
0002: jump DRIV3_801

:DRIV3_798
0007: @129 =  1000.0  ;; floating-point values
0063: @129 -= @88  ;; floating-point values 
0017: @129 /=  10.0  ;; floating-point values 

:DRIV3_801
0002: jump DRIV3_810

:DRIV3_802
00D6: if  0
0021:   @88 >  500.0  ;; floating-point values
004D: jump_if_false DRIV3_807
0007: @88 =  500.0  ;; floating-point values
0002: jump DRIV3_810

:DRIV3_807
0007: @129 =  500.0  ;; floating-point values
0063: @129 -= @88  ;; floating-point values 
0017: @129 /=  5.0  ;; floating-point values 

:DRIV3_810
00D6: if  0
0021:   @129 >  0.0  ;; floating-point values
004D: jump_if_false DRIV3_814
0090: $1797 = float_to_integer @129  

:DRIV3_814
00D6: if  0
8039:   NOT   @95 ==  1  ;; integer values
004D: jump_if_false DRIV3_900
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRIV3_890
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false DRIV3_845
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false DRIV3_845
00D6: if  0
002A:    200000 >= $1796  ;; integer values
004D: jump_if_false DRIV3_845
040D: unload_wav  1
03CF: load_wav  15219 as  1

:DRIV3_831
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_836
0001: wait  0 ms
0002: jump DRIV3_831

:DRIV3_836
00BC: text_highpriority 'FAR3_FB'  10000 ms  1
03D1: play_wav  1

:DRIV3_838
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_843
0001: wait  0 ms
0002: jump DRIV3_838

:DRIV3_843
03D5: remove_text 'FAR3_FB'
0006: @103 =  1  ;; integer values

:DRIV3_845
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false DRIV3_870
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false DRIV3_870
00D6: if  0
002A:    100000 >= $1796  ;; integer values
004D: jump_if_false DRIV3_870
040D: unload_wav  1
03CF: load_wav  15220 as  1

:DRIV3_856
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_861
0001: wait  0 ms
0002: jump DRIV3_856

:DRIV3_861
00BC: text_highpriority 'FAR3_FC'  10000 ms  1
03D1: play_wav  1

:DRIV3_863
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_868
0001: wait  0 ms
0002: jump DRIV3_863

:DRIV3_868
03D5: remove_text 'FAR3_FC'
0006: @103 =  2  ;; integer values

:DRIV3_870
00D6: if  0
002A:    0 >= $1796  ;; integer values
004D: jump_if_false DRIV3_890
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
040D: unload_wav  1
03CF: load_wav  15221 as  1

:DRIV3_877
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_882
0001: wait  0 ms
0002: jump DRIV3_877

:DRIV3_882
00BC: text_highpriority 'FAR3_FD'  10000 ms  1
03D1: play_wav  1

:DRIV3_884
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_889
0001: wait  0 ms
0002: jump DRIV3_884

:DRIV3_889
0051: return

:DRIV3_890
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false DRIV3_900
00D6: if  0
002A:    0 >= $1796  ;; integer values
004D: jump_if_false DRIV3_900
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_5'  5000 ms  1
0051: return

:DRIV3_900
00D6: if  0
0039:   @95 ==  1  ;; integer values
004D: jump_if_false DRIV3_914
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_914
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @35 radius  400.0  400.0  400.0 unknown  0
004D: jump_if_false DRIV3_914
0006: @90 =  0  ;; integer values
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_26'  5000 ms  1
0051: return

:DRIV3_914
0002: jump DRIV3_919

:DRIV3_915
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_5'  5000 ms  1
0051: return

:DRIV3_919
0002: jump DRIV3_680

:DRIV3_920
0006: @89 =  0  ;; integer values
0006: @90 =  1  ;; integer values
0051: return

:DRIV3_923
0615: @173 
05CD: unknown_action_sequence -1 @35 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @173 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_931
00D9: @38 = actor $PLAYER_ACTOR car

:DRIV3_931
0006: @131 =  0  ;; integer values

:DRIV3_932
00D6: if  0
001B:    3 > @131  ;; integer values
004D: jump_if_false DRIV3_958
00D6: if  0
8118:   NOT   actor @42(@131,9i) dead
004D: jump_if_false DRIV3_952
0187: @124(@131,3i) = create_marker_above_actor @42(@131,9i)
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_947
0618: @42(@131,9i) @173 
060B: unknown_actor_use_entity @42(@131,9i) @86 
077A: @42(@131,9i)  4  0 
077A: @42(@131,9i)  1  24 
0002: jump DRIV3_951

:DRIV3_947
0006: @90 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_5'  5000 ms  1
0051: return

:DRIV3_951
0002: jump DRIV3_956

:DRIV3_952
0006: @90 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_5'  5000 ms  1
0051: return

:DRIV3_956
000A: @131 +=  1  ;; integer values
0002: jump DRIV3_932

:DRIV3_958
00D6: if  0
075C:   marker @115 enabled
004D: jump_if_false DRIV3_962
018B: show_on_radar @115  2

:DRIV3_962
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false DRIV3_969
02AB: set_actor @41 immunities  0  0  0  0  0
0446: (unknown) @41  1 
0187: @117 = create_marker_above_actor @41
0618: @41 @173 

:DRIV3_969
061B: @173 
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1027
0519: unknown_car @35 flag  1
020A: set_car @35 door_status_to  2
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false DRIV3_1001
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1001
00D6: if  0
8205:   NOT   actor @51 near_car @35 radius  40.0  40.0  40.0 unknown  0
004D: jump_if_false DRIV3_991
0223: set_actor @51 health_to  0
01C2: remove_references_to_actor @51  ;; Like turning an actor into a random pedestrian
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false DRIV3_990
01C3: remove_references_to_car @36  ;; Like turning a car into any random car

:DRIV3_990
0002: jump DRIV3_1001

:DRIV3_991
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false DRIV3_1001
0615: @173 
05CD: unknown_action_sequence -1 @36 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @173 
0618: @51 @173 
061B: @173 
0187: @118 = create_marker_above_actor @51

:DRIV3_1001
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false DRIV3_1027
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1027
00D6: if  0
8205:   NOT   actor @52 near_car @35 radius  40.0  40.0  40.0 unknown  0
004D: jump_if_false DRIV3_1017
0223: set_actor @52 health_to  0
01C2: remove_references_to_actor @52  ;; Like turning an actor into a random pedestrian
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false DRIV3_1016
01C3: remove_references_to_car @37  ;; Like turning a car into any random car

:DRIV3_1016
0002: jump DRIV3_1027

:DRIV3_1017
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false DRIV3_1027
0615: @173 
05CD: unknown_action_sequence -1 @37 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @173 
0618: @52 @173 
061B: @173 
0187: @119 = create_marker_above_actor @52

:DRIV3_1027
00BC: text_highpriority 'DRI2_12'  5000 ms  1

:DRIV3_1028
00D6: if  0
0018:   $1796 >  0  ;; integer values
004D: jump_if_false DRIV3_1128
0001: wait  0 ms
0050: gosub DRIV3_2007
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_1037
0051: return

:DRIV3_1037
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRIV3_1065
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @62 @63 @64 radius  100.0  100.0  100.0
004D: jump_if_false DRIV3_1065
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false DRIV3_1048
00BC: text_highpriority 'DRI2_47'  5000 ms  1
0006: @105 =  1  ;; integer values

:DRIV3_1048
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false DRIV3_1065
00D6: if  0
0039:   @95 ==  1  ;; integer values
004D: jump_if_false DRIV3_1065
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1065
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @35 radius  400.0  400.0  400.0 unknown  0
004D: jump_if_false DRIV3_1065
0006: @90 =  0  ;; integer values
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_26'  5000 ms  1
0051: return

:DRIV3_1065
0006: @131 =  0  ;; integer values

:DRIV3_1066
00D6: if  0
001B:    3 > @131  ;; integer values
004D: jump_if_false DRIV3_1078
00D6: if  0
0118:   actor @42(@131,9i) dead
004D: jump_if_false DRIV3_1076
00D6: if  0
075C:   marker @124(@131,3i) enabled
004D: jump_if_false DRIV3_1076
0164: disable_marker @124(@131,3i)

:DRIV3_1076
000A: @131 +=  1  ;; integer values
0002: jump DRIV3_1066

:DRIV3_1078
0006: @131 =  0  ;; integer values

:DRIV3_1079
00D6: if  0
001B:    2 > @131  ;; integer values
004D: jump_if_false DRIV3_1091
00D6: if  0
0118:   actor @51(@131,2i) dead
004D: jump_if_false DRIV3_1089
00D6: if  0
075C:   marker @118(@131,2i) enabled
004D: jump_if_false DRIV3_1089
0164: disable_marker @118(@131,2i)

:DRIV3_1089
000A: @131 +=  1  ;; integer values
0002: jump DRIV3_1079

:DRIV3_1091
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false DRIV3_1098
00D6: if  0
075C:   marker @117 enabled
004D: jump_if_false DRIV3_1098
0164: disable_marker @117

:DRIV3_1098
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1123
00D6: if  3
0118:   actor @42 dead
0118:   actor @43 dead
0118:   actor @44 dead
0118:   actor @41 dead
004D: jump_if_false DRIV3_1122
0164: disable_marker @124
0164: disable_marker @125
0164: disable_marker @126
0164: disable_marker @117
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false DRIV3_1122
0164: disable_marker @118
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false DRIV3_1122
0164: disable_marker @119
0006: @90 =  0  ;; integer values
0006: @94 =  1  ;; integer values
0051: return

:DRIV3_1122
0002: jump DRIV3_1127

:DRIV3_1123
0006: @90 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_5'  5000 ms  1
0051: return

:DRIV3_1127
0002: jump DRIV3_1028

:DRIV3_1128
0006: @90 =  0  ;; integer values
0006: @93 =  1  ;; integer values
020B: explode_car @35
00BC: text_highpriority 'DRI2_5'  5000 ms  1
0051: return

:DRIV3_1133
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false DRIV3_1346
0006: @178 =  0  ;; integer values
0001: wait  2000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0001: wait  2000 ms
016A: fade  0 ()  1000 ms

:DRIV3_1142
00D6: if  0
016B:   fading
004D: jump_if_false DRIV3_1147
0001: wait  0 ms
0002: jump DRIV3_1142

:DRIV3_1147
0247: request_model  409

:DRIV3_1148
00D6: if  0
8248:   NOT   model  409 available
004D: jump_if_false DRIV3_1153
0001: wait  0 ms
0002: jump DRIV3_1148

:DRIV3_1153
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1160
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 -.2
00A5: @34 = create_car  409 at @77 @78 @79

:DRIV3_1160
0249: release_model  409
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1220
00D6: if  0
075C:   marker @115 enabled
004D: jump_if_false DRIV3_1168
018B: show_on_radar @115  3

:DRIV3_1168
0407: create_coordinate @77 @78 @79 from_car @35 offset  6.0 -6.5 -.5
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_1174
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at @77 @78 @79
0002: jump DRIV3_1175

:DRIV3_1174
00A1: put_actor $PLAYER_ACTOR at @77 @78 @79

:DRIV3_1175
0407: create_coordinate @77 @78 @79 from_car @35 offset -1.0 -3.5 -.2
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false DRIV3_1181
0407: create_coordinate @77 @78 @79 from_car @35 offset -8.0 -8.0 -.9
00AB: put_car @36 at @77 @78 @79

:DRIV3_1181
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false DRIV3_1186
0407: create_coordinate @77 @78 @79 from_car @35 offset  8.0 -8.0 -.9
00AB: put_car @37 at @77 @78 @79

:DRIV3_1186
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false DRIV3_1191
0407: create_coordinate @77 @78 @79 from_car @35 offset  15.0 -20.0 -.9
00AB: put_car @38 at @77 @78 @79

:DRIV3_1191
0407: create_coordinate @77 @78 @79 from_car @35 offset -2.0 -6.5 -.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: load_special_actor  1 'TORINO'

:DRIV3_1196
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false DRIV3_1201
0001: wait  0 ms
0002: jump DRIV3_1196

:DRIV3_1201
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1219
0407: create_coordinate @77 @78 @79 from_car @35 offset -6.0 -20.0  0.0
009A: @40 = create_actor  25  290 at @77 @78 @79
04D8: @40  1
0A09: @40  1 
09F6: @40  0 
0350: unknown_actor @40 not_scared_flag  1
0172: @85 = actor @40 z_angle
077A: @40  1  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: @40  1
02A9: set_actor @40 immune_to_nonplayer  1
05CD: unknown_action_sequence @40 @35 
0224: set_car @35 health_to  1000

:DRIV3_1219
0002: jump DRIV3_1224

:DRIV3_1220
0006: @94 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_22'  5000 ms  1
0051: return

:DRIV3_1224
0249: release_model  121
0249: release_model  122
0249: release_model  123
0249: release_model  352
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1240
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1240
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DRIV3_1240
0337: unknown_actor $PLAYER_ACTOR flag  0
0337: unknown_actor @53 flag  0
0337: unknown_actor @40 flag  0

:DRIV3_1240
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1262
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1261
00D6: if  0
06EE:   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1250
06C9: @53 

:DRIV3_1250
0407: create_coordinate @77 @78 @79 from_car @35 offset  6.0 -20.0  0.0
00D6: if  0
00DF:   actor @53 driving
004D: jump_if_false DRIV3_1256
0362: remove_actor @53 from_car_and_place_at @77 @78 @79
0002: jump DRIV3_1257

:DRIV3_1256
00A1: put_actor @53 at @77 @78 @79

:DRIV3_1257
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_1261
0002: jump DRIV3_1266

:DRIV3_1262
0006: @94 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_22'  5000 ms  1
0051: return

:DRIV3_1266
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_1278
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DRIV3_1283
0001: wait  0 ms
0002: jump DRIV3_1278

:DRIV3_1283
016A: fade  1 (back)  1000 ms
0395: clear_area  1 at @56 @57 @58 range  1500.0
02E7: start_cutscene

:DRIV3_1286
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DRIV3_1292
0001: wait  0 ms
0395: clear_area  1 at @56 @57 @58 range  1500.0
0002: jump DRIV3_1286

:DRIV3_1292
02EA: end_cutscene
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1297
0337: unknown_actor @53 flag  1

:DRIV3_1297
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1301
0337: unknown_actor @40 flag  1

:DRIV3_1301
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DRIV3_1305
0337: unknown_actor $PLAYER_ACTOR flag  1

:DRIV3_1305
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1322
0519: unknown_car @35 flag  0
020A: set_car @35 door_status_to  2
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1314
0672: unknown_action_sequence @40 @35 

:DRIV3_1314
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1322
00D6: if  0
06EE:   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1321
06C9: @53 

:DRIV3_1321
0672: unknown_action_sequence @53 @35 

:DRIV3_1322
016A: fade  0 ()  0 ms
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1330
0407: create_coordinate @77 @78 @79 from_car @35 offset  6.0 -6.5 -.5
00AA: store_car @35 position_to @56 @57 @58
0604: @56 @57 @83 
06BA: unknown_action_sequence $PLAYER_ACTOR @56 @57 @58 

:DRIV3_1330
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 (back)  1000 ms

:DRIV3_1335
00D6: if  0
016B:   fading
004D: jump_if_false DRIV3_1340
0001: wait  0 ms
0002: jump DRIV3_1335

:DRIV3_1340
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00BC: text_highpriority 'DRI2_33'  10000 ms  1
0006: @99 =  1  ;; integer values

:DRIV3_1346
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1350
0002: jump DRIV3_1354

:DRIV3_1350
0006: @94 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_22'  5000 ms  1
0051: return

:DRIV3_1354
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false DRIV3_1365
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
0051: return

:DRIV3_1365
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false DRIV3_1427
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false DRIV3_1427
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: $PLAYER_GROUP  30.0 
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1386
0350: unknown_actor @40 not_scared_flag  0
00D6: if  0
86EE:   NOT   actor @40 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1384
0631: put_actor @40 in_group $PLAYER_GROUP 

:DRIV3_1384
02AB: set_actor @40 immunities  0  0  0  0  0
0002: jump DRIV3_1390

:DRIV3_1386
0006: @94 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_22'  5000 ms  1
0051: return

:DRIV3_1390
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1398
0350: unknown_actor @53 not_scared_flag  0
00D6: if  0
86EE:   NOT   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1398
0631: put_actor @53 in_group $PLAYER_GROUP 

:DRIV3_1398
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1427
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1427
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @40 radius  30.0  30.0  30.0 sphere  0
004D: jump_if_false DRIV3_1427
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @53 radius  30.0  30.0  30.0 sphere  0
004D: jump_if_false DRIV3_1427
00BC: text_highpriority 'DRI2_4'  5000 ms  1
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DRIV3_1416
00BB: text_lowpriority 'DRI2_34'  10000 ms  1
0002: jump DRIV3_1417

:DRIV3_1416
00BB: text_lowpriority 'DRI2_24'  10000 ms  1

:DRIV3_1417
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DRIV3_1422
018A: @123 = create_checkpoint_at -1734.05 -579.94  15.56
0002: jump DRIV3_1427

:DRIV3_1422
018A: @120 = create_checkpoint_at @59 @60 @61
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false DRIV3_1427
0006: @108 =  1  ;; integer values

:DRIV3_1427
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false DRIV3_1447
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1447
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1447
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_1447
00D6: if  0
00DF:   actor @40 driving
004D: jump_if_false DRIV3_1447
00D6: if  0
00DF:   actor @53 driving
004D: jump_if_false DRIV3_1447
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0006: @107 =  1  ;; integer values

:DRIV3_1447
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false DRIV3_1460
0050: gosub DRIV3_1929
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_1455
0051: return

:DRIV3_1455
0050: gosub DRIV3_2007
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_1460
0051: return

:DRIV3_1460
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @56 @57 @58 radius  150.0  150.0  150.0
004D: jump_if_false DRIV3_1468
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false DRIV3_1467
0006: @97 =  1  ;; integer values

:DRIV3_1467
0002: jump DRIV3_1472

:DRIV3_1468
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false DRIV3_1472
0006: @97 =  0  ;; integer values

:DRIV3_1472
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DRIV3_1476
00AA: store_car @35 position_to @56 @57 @58

:DRIV3_1476
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false DRIV3_1522
0164: disable_marker @115
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @53 radius  30.0  30.0  30.0 sphere  0
004D: jump_if_false DRIV3_1515
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DRIV3_1492
00D6: if  0
875C:   NOT   marker @123 enabled
004D: jump_if_false DRIV3_1491
018A: @123 = create_checkpoint_at -1734.05 -579.94  15.56
00BC: text_highpriority 'DRI2_34'  5000 ms  1

:DRIV3_1491
0002: jump DRIV3_1501

:DRIV3_1492
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false DRIV3_1501
018A: @120 = create_checkpoint_at @59 @60 @61
00BC: text_highpriority 'DRI2_25'  5000 ms  1
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false DRIV3_1501
0006: @108 =  1  ;; integer values

:DRIV3_1501
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1508
00D6: if  0
86EE:   NOT   actor @40 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1508
0631: put_actor @40 in_group $PLAYER_GROUP 

:DRIV3_1508
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1515
00D6: if  0
86EE:   NOT   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1515
0631: put_actor @53 in_group $PLAYER_GROUP 

:DRIV3_1515
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  482
0249: release_model  409
0006: @91 =  1  ;; integer values
0006: @94 =  0  ;; integer values
0051: return

:DRIV3_1522
0051: return

:DRIV3_1523
0050: gosub DRIV3_1929
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_1528
0051: return

:DRIV3_1528
0050: gosub DRIV3_2007
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false DRIV3_1533
0051: return

:DRIV3_1533
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DRIV3_1537
0050: gosub DRIV3_1839

:DRIV3_1537
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false DRIV3_1557
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1557
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1557
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_1557
00D6: if  0
00DF:   actor @40 driving
004D: jump_if_false DRIV3_1557
00D6: if  0
00DF:   actor @53 driving
004D: jump_if_false DRIV3_1557
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0006: @107 =  1  ;; integer values

:DRIV3_1557
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1634
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false DRIV3_1634
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_1633
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false DRIV3_1632
00D9: @38 = actor $PLAYER_ACTOR car
01EA: @39 = car @38 max_passengers
00D6: if  0
001B:    2 > @39  ;; integer values
004D: jump_if_false DRIV3_1631
040D: unload_wav  1
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false DRIV3_1592
03CF: load_wav  15241 as  1

:DRIV3_1579
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_1584
0001: wait  0 ms
0002: jump DRIV3_1579

:DRIV3_1584
00BC: text_highpriority 'FAR3_LC'  10000 ms  1
03D1: play_wav  1

:DRIV3_1586
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_1591
0001: wait  0 ms
0002: jump DRIV3_1586

:DRIV3_1591
03D5: remove_text 'FAR3_LC'

:DRIV3_1592
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false DRIV3_1609
03CF: load_wav  15239 as  1

:DRIV3_1596
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_1601
0001: wait  0 ms
0002: jump DRIV3_1596

:DRIV3_1601
00BC: text_highpriority 'FAR3_LA'  10000 ms  1
03D1: play_wav  1

:DRIV3_1603
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_1608
0001: wait  0 ms
0002: jump DRIV3_1603

:DRIV3_1608
03D5: remove_text 'FAR3_LA'

:DRIV3_1609
00D6: if  0
0039:   @111 ==  2  ;; integer values
004D: jump_if_false DRIV3_1626
03CF: load_wav  15240 as  1

:DRIV3_1613
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_1618
0001: wait  0 ms
0002: jump DRIV3_1613

:DRIV3_1618
00BC: text_highpriority 'FAR3_LB'  10000 ms  1
03D1: play_wav  1

:DRIV3_1620
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_1625
0001: wait  0 ms
0002: jump DRIV3_1620

:DRIV3_1625
03D5: remove_text 'FAR3_LB'

:DRIV3_1626
000A: @111 +=  1  ;; integer values
00D6: if  0
0029:   @111 >=  3  ;; integer values
004D: jump_if_false DRIV3_1631
0006: @111 =  0  ;; integer values

:DRIV3_1631
0006: @112 =  1  ;; integer values

:DRIV3_1632
0002: jump DRIV3_1634

:DRIV3_1633
0006: @112 =  0  ;; integer values

:DRIV3_1634
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DRIV3_1648
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1734.05 -579.94  15.56 radius  20.0  20.0  20.0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @62 @63 @64 radius  600.0  600.0  600.0
004D: jump_if_false DRIV3_1648
0006: @100 =  1  ;; integer values
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  3
004D: jump_if_false DRIV3_1646
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:DRIV3_1646
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0006: @107 =  1  ;; integer values

:DRIV3_1648
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false DRIV3_1838
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRIV3_1838
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DRIV3_1685
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1734.05 -579.94  15.56 radius  20.0  20.0  20.0
004D: jump_if_false DRIV3_1682
00D6: if  0
075C:   marker @123 enabled
004D: jump_if_false DRIV3_1682
0164: disable_marker @123
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  3
004D: jump_if_false DRIV3_1668
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:DRIV3_1668
02A8: @128 = create_marker  63 at @80 @81 @82
00BB: text_lowpriority 'DRI2_46'  5000 ms  1
0006: @104 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1676
077B: @40  1  6 
077A: @40  4  6 

:DRIV3_1676
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1681
077B: @53  1  6 
077A: @53  4  6 

:DRIV3_1681
0006: @100 =  1  ;; integer values

:DRIV3_1682
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1734.05 -579.94  15.56 radius  4.0  4.0  4.0
004D: jump_if_false DRIV3_1685

:DRIV3_1685
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false DRIV3_1838
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DRIV3_1720
00D6: if  1
0028:   $7321 >=  33  ;; integer values
001A:    47 > $7321  ;; integer values
004D: jump_if_false DRIV3_1720
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DRIV3_1720
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1720
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1720
00D6: if  0
00DF:   actor @53 driving
004D: jump_if_false DRIV3_1720
00D6: if  0
00DF:   actor @40 driving
004D: jump_if_false DRIV3_1720
00D6: if  0
0038:   $7321 ==  33  ;; integer values
004D: jump_if_false DRIV3_1719
0006: @132 =  25  ;; integer values
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false DRIV3_1718
0050: gosub DRIV3_2141

:DRIV3_1718
0002: jump DRIV3_1720

:DRIV3_1719
0050: gosub DRIV3_2141

:DRIV3_1720
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @59 @60 @61 radius  4.0  4.0  4.0
004D: jump_if_false DRIV3_1838
0006: @91 =  0  ;; integer values
0006: @92 =  1  ;; integer values
0006: @178 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:DRIV3_1730
00D6: if  0
001B:    8000 > @32  ;; integer values
004D: jump_if_false DRIV3_1831
0001: wait  0 ms
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DRIV3_1758
04C4: create_coordinate @77 @78 @79 from_actor $PLAYER_ACTOR offset  3.0  8.0  .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_1743
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_1748
0001: wait  0 ms
0002: jump DRIV3_1743

:DRIV3_1748
00BC: text_highpriority 'FAR3_NA'  10000 ms  1
03D1: play_wav  1

:DRIV3_1750
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_1755
0001: wait  0 ms
0002: jump DRIV3_1750

:DRIV3_1755
03D5: remove_text 'FAR3_NA'
0006: @178 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:DRIV3_1758
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DRIV3_1795
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false DRIV3_1795
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1795
04C4: create_coordinate @77 @78 @79 from_actor @40 offset  3.0 -2.0  .5
015F: set_camera_position @77 @78 @79  0.0  0.0  0.0
0159: camera_on_ped @40  15  2
00D6: if  0
06EE:   actor @40 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1774
06C9: @40 

:DRIV3_1774
00D6: if  0
00DF:   actor @40 driving
004D: jump_if_false DRIV3_1778
0633: unknown_action_sequence @40 

:DRIV3_1778
040D: unload_wav  1
03CF: load_wav  15258 as  1

:DRIV3_1780
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DRIV3_1785
0001: wait  0 ms
0002: jump DRIV3_1780

:DRIV3_1785
00BC: text_highpriority 'FAR3_NB'  10000 ms  1
03D1: play_wav  1

:DRIV3_1787
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DRIV3_1792
0001: wait  0 ms
0002: jump DRIV3_1787

:DRIV3_1792
03D5: remove_text 'FAR3_NB'
0006: @33 =  0  ;; integer values
0006: @178 =  2  ;; integer values

:DRIV3_1795
00D6: if  0
0039:   @178 ==  2  ;; integer values
004D: jump_if_false DRIV3_1818
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false DRIV3_1818
0006: @178 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1806
05D3: unknown_action_sequence @40 -2624.57  1410.46  6.5  4 -1 

:DRIV3_1806
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1818
00D6: if  0
06EE:   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1813
06C9: @53 

:DRIV3_1813
00D6: if  0
00DF:   actor @53 driving
004D: jump_if_false DRIV3_1818
0633: unknown_action_sequence @53 
0006: @33 =  0  ;; integer values

:DRIV3_1818
00D6: if  0
0039:   @178 ==  3  ;; integer values
004D: jump_if_false DRIV3_1830
00D6: if  0
0019:   @33 >  200  ;; integer values
004D: jump_if_false DRIV3_1830
0006: @178 =  4  ;; integer values
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1829
05D3: unknown_action_sequence @53 -2625.57  1409.46  6.5  4 -1 

:DRIV3_1829
0006: @33 =  0  ;; integer values

:DRIV3_1830
0002: jump DRIV3_1730

:DRIV3_1831
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 (unfrozen)
02A3: toggle_widescreen  0 (off)

:DRIV3_1838
0051: return

:DRIV3_1839
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DRIV3_1928
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false DRIV3_1877
00D6: if  1
0039:   @110 ==  0  ;; integer values
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRIV3_1877
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false DRIV3_1877
0006: @104 =  1  ;; integer values
00D6: if  0
875C:   NOT   marker @128 enabled
004D: jump_if_false DRIV3_1858
02A8: @128 = create_marker  63 at @80 @81 @82
00BB: text_lowpriority 'DRI2_46'  5000 ms  1

:DRIV3_1858
00D6: if  0
075C:   marker @123 enabled
004D: jump_if_false DRIV3_1862
0164: disable_marker @123

:DRIV3_1862
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false DRIV3_1866
0164: disable_marker @120

:DRIV3_1866
0709: unknown_set_entity_item @87  36  1022  0.0  100.0  0.0  0.0  1  0 
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1872
077A: @40  4  6 
077B: @40  1  6 

:DRIV3_1872
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1877
077A: @53  4  6 
077B: @53  1  6 

:DRIV3_1877
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false DRIV3_1928
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false DRIV3_1928
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_1898
077B: @40  4  6 
00D6: if  0
06EE:   actor @40 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1891
06C9: @40 

:DRIV3_1891
0687: @40 
00D6: if  0
86EE:   NOT   actor @40 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1897
0631: put_actor @40 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 

:DRIV3_1897
077A: @40  1  6 

:DRIV3_1898
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_1912
077B: @53  4  6 
00D6: if  0
06EE:   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1906
06C9: @53 

:DRIV3_1906
0687: @53 
00D6: if  0
86EE:   NOT   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1912
0631: put_actor @53 in_group $PLAYER_GROUP 
0940: $PLAYER_GROUP  1 

:DRIV3_1912
0708: unknown_add_entity_item @87  36 
0006: @104 =  0  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false DRIV3_1924
018A: @120 = create_checkpoint_at @59 @60 @61
00BC: text_highpriority 'DRI2_25'  5000 ms  1
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false DRIV3_1924
0006: @108 =  1  ;; integer values

:DRIV3_1924
00D6: if  0
075C:   marker @128 enabled
004D: jump_if_false DRIV3_1928
0164: disable_marker @128

:DRIV3_1928
0051: return

:DRIV3_1929
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DRIV3_2001
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false DRIV3_1954
00D6: if  0
86EE:   NOT   actor @40 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1954
00BC: text_highpriority 'DRI2_3'  5000 ms  1
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false DRIV3_1943
0164: disable_marker @120

:DRIV3_1943
00D6: if  0
075C:   marker @123 enabled
004D: jump_if_false DRIV3_1947
0164: disable_marker @123

:DRIV3_1947
00D6: if  0
075C:   marker @127 enabled
004D: jump_if_false DRIV3_1951
0164: disable_marker @127

:DRIV3_1951
0187: @121 = create_marker_above_actor @40
07E0: @121  1 
0006: @110 =  1  ;; integer values

:DRIV3_1954
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false DRIV3_2000
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @40 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false DRIV3_2000
00D6: if  0
86EE:   NOT   actor @40 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_1964
0631: put_actor @40 in_group $PLAYER_GROUP 

:DRIV3_1964
0006: @110 =  0  ;; integer values
0164: disable_marker @121
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRIV3_2000
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DRIV3_1995
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false DRIV3_1985
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false DRIV3_1984
018A: @120 = create_checkpoint_at @59 @60 @61
00BC: text_highpriority 'DRI2_25'  5000 ms  1
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false DRIV3_1984
0006: @108 =  1  ;; integer values

:DRIV3_1984
0002: jump DRIV3_1994

:DRIV3_1985
00D6: if  0
875C:   NOT   marker @128 enabled
004D: jump_if_false DRIV3_1989
02A8: @128 = create_marker  63 at @80 @81 @82

:DRIV3_1989
00BC: text_highpriority 'DRI2_46'  5000 ms  1
00D6: if  0
075C:   marker @123 enabled
004D: jump_if_false DRIV3_1994
0164: disable_marker @123

:DRIV3_1994
0002: jump DRIV3_2000

:DRIV3_1995
00D6: if  0
875C:   NOT   marker @123 enabled
004D: jump_if_false DRIV3_1999
018A: @123 = create_checkpoint_at -1734.05 -579.94  15.56

:DRIV3_1999
00BC: text_highpriority 'DRI2_34'  5000 ms  1

:DRIV3_2000
0002: jump DRIV3_2006

:DRIV3_2001
0006: @94 =  0  ;; integer values
0006: @94 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'DRI2_22'  5000 ms  1
0051: return

:DRIV3_2006
0051: return

:DRIV3_2007
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_2133
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DRIV3_2036
00D6: if  0
86EE:   NOT   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_2036
00BC: text_highpriority 'DRI2_32'  5000 ms  1
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false DRIV3_2021
0164: disable_marker @120

:DRIV3_2021
00D6: if  0
075C:   marker @127 enabled
004D: jump_if_false DRIV3_2025
0164: disable_marker @127

:DRIV3_2025
00D6: if  0
075C:   marker @123 enabled
004D: jump_if_false DRIV3_2029
0164: disable_marker @123

:DRIV3_2029
00D6: if  0
075C:   marker @116 enabled
004D: jump_if_false DRIV3_2033
0164: disable_marker @116

:DRIV3_2033
0187: @122 = create_marker_above_actor @53
07E0: @122  1 
0006: @109 =  1  ;; integer values

:DRIV3_2036
00D6: if  0
0039:   @109 ==  1  ;; integer values
004D: jump_if_false DRIV3_2132
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false DRIV3_2126
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @53 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false DRIV3_2125
00D6: if  0
86EE:   NOT   actor @53 in_group $PLAYER_GROUP 
004D: jump_if_false DRIV3_2049
0631: put_actor @53 in_group $PLAYER_GROUP 

:DRIV3_2049
0006: @109 =  0  ;; integer values
0164: disable_marker @122
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false DRIV3_2088
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false DRIV3_2088
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false DRIV3_2083
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false DRIV3_2073
00D6: if  0
875C:   NOT   marker @120 enabled
004D: jump_if_false DRIV3_2072
018A: @120 = create_checkpoint_at @59 @60 @61
00BC: text_highpriority 'DRI2_25'  5000 ms  1
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false DRIV3_2072
0006: @108 =  1  ;; integer values

:DRIV3_2072
0002: jump DRIV3_2082

:DRIV3_2073
00D6: if  0
875C:   NOT   marker @128 enabled
004D: jump_if_false DRIV3_2077
02A8: @128 = create_marker  63 at @80 @81 @82

:DRIV3_2077
00BC: text_highpriority 'DRI2_46'  5000 ms  1
00D6: if  0
075C:   marker @123 enabled
004D: jump_if_false DRIV3_2082
0164: disable_marker @123

:DRIV3_2082
0002: jump DRIV3_2088

:DRIV3_2083
00D6: if  0
875C:   NOT   marker @123 enabled
004D: jump_if_false DRIV3_2087
018A: @123 = create_checkpoint_at -1734.05 -579.94  15.56

:DRIV3_2087
00BC: text_highpriority 'DRI2_34'  5000 ms  1

:DRIV3_2088
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false DRIV3_2125
00D6: if  1
0028:   $7321 >=  5  ;; integer values
001A:    8 > $7321  ;; integer values
004D: jump_if_false DRIV3_2099
00D6: if  0
875C:   NOT   marker @127 enabled
004D: jump_if_false DRIV3_2099
018A: @127 = create_checkpoint_at -2071.0  209.0  35.0

:DRIV3_2099
00D6: if  1
0028:   $7321 >=  9  ;; integer values
001A:    15 > $7321  ;; integer values
004D: jump_if_false DRIV3_2107
00D6: if  0
875C:   NOT   marker @127 enabled
004D: jump_if_false DRIV3_2107
018A: @127 = create_checkpoint_at -1772.0  152.0  152.0

:DRIV3_2107
00D6: if  1
0028:   $7321 >=  15  ;; integer values
001A:    24 > $7321  ;; integer values
004D: jump_if_false DRIV3_2115
00D6: if  0
875C:   NOT   marker @127 enabled
004D: jump_if_false DRIV3_2115
018A: @116 = create_checkpoint_at @71 @72 @73

:DRIV3_2115
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false DRIV3_2125
00D6: if  0
002A:    0 >= $1796  ;; integer values
004D: jump_if_false DRIV3_2125
0006: @89 =  0  ;; integer values
0006: @93 =  1  ;; integer values
00BC: text_highpriority 'FAR3_FD'  5000 ms  1
0051: return

:DRIV3_2125
0002: jump DRIV3_2132

:DRIV3_2126
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
0051: return

:DRIV3_2132
0002: jump DRIV3_2140

:DRIV3_2133
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
0051: return
0051: return

:DRIV3_2140
0051: return

:DRIV3_2141
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false DRIV3_2147
040D: unload_wav  1
03CF: load_wav @133(@132,40i) as  1
0006: @106 =  1  ;; integer values

:DRIV3_2147
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false DRIV3_2185
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DRIV3_2185
03D1: play_wav  1
00BC: text_highpriority $7322(@132,40s)  10000 ms  1
00D6: if  0
0038:   $7321 ==  0  ;; integer values
004D: jump_if_false DRIV3_2159
0006: @102 =  1  ;; integer values

:DRIV3_2159
00D6: if  0
0038:   $7321 ==  5  ;; integer values
004D: jump_if_false DRIV3_2166
00D6: if  0
875C:   NOT   marker @127 enabled
004D: jump_if_false DRIV3_2166
018A: @127 = create_checkpoint_at -2071.0  209.0  35.0

:DRIV3_2166
00D6: if  0
0038:   $7321 ==  8  ;; integer values
004D: jump_if_false DRIV3_2171
0164: disable_marker @127
0006: @102 =  1  ;; integer values

:DRIV3_2171
00D6: if  0
0038:   $7321 ==  11  ;; integer values
004D: jump_if_false DRIV3_2175
018A: @127 = create_checkpoint_at -1772.0  152.0  152.0

:DRIV3_2175
00D6: if  0
0038:   $7321 ==  14  ;; integer values
004D: jump_if_false DRIV3_2180
0006: @102 =  1  ;; integer values
0164: disable_marker @127

:DRIV3_2180
00D6: if  0
0038:   $7321 ==  18  ;; integer values
004D: jump_if_false DRIV3_2184
018A: @116 = create_checkpoint_at @71 @72 @73

:DRIV3_2184
0006: @106 =  2  ;; integer values

:DRIV3_2185
00D6: if  0
0039:   @106 ==  2  ;; integer values
004D: jump_if_false DRIV3_2196
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DRIV3_2196
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_2196
0051: return

:DRIV3_2197
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $526
01E3: text_1number_styled 'M_PASSS'  7000  5000 ms  1
0109: player $PLAYER_CHAR money +=  7000
0998: add_respect  25 
0008: $SYNDICATE_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'FAR_3'
030C: set_mission_points +=  1
0164: disable_marker $526
02A7: $526 = create_icon_marker_and_sphere $535 at $547 $548 $549
0629: change_stat  311 to  1  ; integer see statdisp.dat
0051: return

:DRIV3_2210
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DRIV3_2212
0004: $ON_MISSION =  0  ;; integer values
0004: $1800 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DRIV3_2218
0A09: $PLAYER_ACTOR  0 

:DRIV3_2218
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0249: release_model  352
0249: release_model  482
0249: release_model  121
0249: release_model  122
0249: release_model  123
0215: destroy_pickup @55
0249: release_model  409
0006: @131 =  0  ;; integer values

:DRIV3_2227
00D6: if  0
001B:    3 > @131  ;; integer values
004D: jump_if_false DRIV3_2233
01C2: remove_references_to_actor @42(@131,9i)  ;; Like turning an actor into a random pedestrian
000A: @131 +=  1  ;; integer values
0002: jump DRIV3_2227

:DRIV3_2233
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  463
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  426
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: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 67---------------
; Originally: Zeroing In


:STEAL1_1
03A4: name_thread 'STEAL1'
0050: gosub STEAL1_71
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false STEAL1_7
0050: gosub STEAL1_972

:STEAL1_7
0050: gosub STEAL1_984
004E: end_thread

:STEAL1_9
0247: request_model  558
0247: request_model  41
038B: load_requested_models

:STEAL1_12
00D6: if  21
8248:   NOT   model  558 available
8248:   NOT   model  41 available
004D: jump_if_false STEAL1_18
0001: wait  0 ms
0002: jump STEAL1_12

:STEAL1_18
0732:  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  558 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  41 at @445 @446 @447
0173: set_actor @443 z_angle_to @448
0587: @435  0
0161: tie_marker @436 to_car @435  4  1
0229: set_car @435 color_to  5  1
0051: return

:STEAL1_38
0249: release_model  558
0051: return
018A: $2588 = create_checkpoint_at  0.0  0.0  0.0

:STEAL1_41
0247: request_model  602

:STEAL1_42
00D6: if  0
8248:   NOT   model  602 available
004D: jump_if_false STEAL1_47
0001: wait  0 ms
0002: jump STEAL1_42

:STEAL1_47
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  602 at @450 @451 @452
0175: set_car @449 z_angle_to @453
036A: put_actor $PLAYER_ACTOR in_car @449
0051: return

:STEAL1_56
023C: load_special_actor  1 'ZERO'
04ED: load_animation "CAR_CHAT"

:STEAL1_58
00D6: if  21
823D:   NOT   special_actor  1 loaded
84EE:   NOT   animation "CAR_CHAT" loaded
004D: jump_if_false STEAL1_64
0001: wait  0 ms
0002: jump STEAL1_58

:STEAL1_64
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  290 at @455 @456 @457
0051: return

:STEAL1_71
0317: increment_mission_attempts
0004: $ON_MISSION =  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: s@372 = 'STL1_AA'  ;; 8-byte strings
05AA: s@374 = 'STL1_AB'  ;; 8-byte strings
05AA: s@376 = 'STL1_AC'  ;; 8-byte strings
05AA: s@378 = 'STL1_AD'  ;; 8-byte strings
05AA: s@380 = '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_195
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false STEAL1_200
0001: wait  0 ms
0002: jump STEAL1_195

:STEAL1_200
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:STEAL1_202
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false STEAL1_207
0001: wait  0 ms
0002: jump STEAL1_202

:STEAL1_207
016A: fade  0 ()  0 ms

:STEAL1_208
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_213
0001: wait  0 ms
0002: jump STEAL1_208

:STEAL1_213
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:STEAL1_216
0001: wait  0 ms
00D6: if  0
8039:   NOT   @400 ==  0  ;; integer values
004D: jump_if_false STEAL1_269
00D6: if  0
0039:   @401 ==  0  ;; integer values
004D: jump_if_false STEAL1_228
00D6: if  0
03D0:   wav @403 loaded
004D: jump_if_false STEAL1_227
040D: unload_wav @403

:STEAL1_227
0006: @401 =  1  ;; integer values

:STEAL1_228
00D6: if  0
0039:   @401 ==  1  ;; integer values
004D: jump_if_false STEAL1_233
03CF: load_wav @383(@400,17i) as @402
0006: @401 =  2  ;; integer values

:STEAL1_233
00D6: if  0
0039:   @401 ==  2  ;; integer values
004D: jump_if_false STEAL1_242
00D6: if  0
03D0:   wav @402 loaded
004D: jump_if_false STEAL1_242
03D1: play_wav @402
00BC: text_highpriority @370(@400,6s)  10000 ms  1
0006: @401 =  3  ;; integer values

:STEAL1_242
00D6: if  0
0039:   @401 ==  3  ;; integer values
004D: jump_if_false STEAL1_269
00D6: if  0
03D2:   wav @402 ended
004D: jump_if_false STEAL1_260
03D5: remove_text @370(@400,6s)
00D6: if  0
0039:   @402 ==  1  ;; integer values
004D: jump_if_false STEAL1_255
0006: @402 =  2  ;; integer values
0006: @403 =  1  ;; integer values
0002: jump STEAL1_257

:STEAL1_255
0006: @402 =  1  ;; integer values
0006: @403 =  2  ;; integer values

:STEAL1_257
0006: @400 =  0  ;; integer values
0006: @401 =  0  ;; integer values
0002: jump STEAL1_269

:STEAL1_260
00D6: if  0
83D0:   NOT   wav @403 loaded
004D: jump_if_false STEAL1_269
00D6: if  0
001B:    60 > @400  ;; integer values
004D: jump_if_false STEAL1_269
0085: @404 = @400  ;; integer values and handles
000A: @404 +=  1  ;; integer values
03CF: load_wav @383(@404,17i) as @403

:STEAL1_269
00D6: if  0
0735:  83 
004D: jump_if_false STEAL1_273
0002: jump STEAL1_974

:STEAL1_273
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false STEAL1_294
00D6: if  0
001B:    3 > @34  ;; integer values
004D: jump_if_false STEAL1_294
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL1_287
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL1_287
00D9: @449 = actor $PLAYER_ACTOR car
0006: @35 =  1  ;; integer values

:STEAL1_287
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL1_294
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL1_294
0006: @35 =  0  ;; integer values

:STEAL1_294
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false STEAL1_503
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false STEAL1_336
0395: clear_area  1 at @352 @353 @354 range  25.0
0360: open_garage 'HBGDSFS'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_41
0050: gosub STEAL1_56
0050: gosub STEAL1_9
0050: gosub STEAL1_1023
0A0B: -2029.904  179.7978  29.0075  130.0 
016A: fade  1 (back)  500 ms

:STEAL1_312
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_317
0001: wait  0 ms
0002: jump STEAL1_312

:STEAL1_317
00D6: if  1
8119:   NOT   car @449 wrecked
8118:   NOT   actor @454 dead
004D: jump_if_false STEAL1_336
00D6: if  0
0039:   @401 ==  0  ;; integer values
004D: jump_if_false STEAL1_336
0006: @400 =  1  ;; integer values
0615: @366 
05D3: unknown_action_sequence -1 -2032.55  176.89  28.95  4 -2 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "CAR_TALKM_IN" "CAR_CHAT"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "CAR_TALKM_LOOP" "CAR_CHAT"  4.0  0  0  0  0  0 
0605: unknown_action_sequence -1 "CAR_TALKM_OUT" "CAR_CHAT"  4.0  0  0  0  0  0 
0616: @366 
0618: @454 @366 
05D1: unknown_action_sequence $PLAYER_ACTOR @449 @352 @353 @354  12.0  1  0  2 
01BD: @80 = current_time_in_ms
0006: @37 =  1  ;; integer values

:STEAL1_336
00D6: if  0
0019:   @37 >  0  ;; integer values
004D: jump_if_false STEAL1_350
01BD: @81 = current_time_in_ms
0085: @82 = @81  ;; integer values and handles
0062: @82 -= @80  ;; integer values 
00D6: if  0
0019:   @82 >  1000  ;; integer values
004D: jump_if_false STEAL1_350
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false STEAL1_350
000E: @80 -=  10000  ;; integer values
0006: @37 =  5  ;; integer values

:STEAL1_350
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false STEAL1_365
01BD: @81 = current_time_in_ms
0085: @82 = @81  ;; integer values and handles
0062: @82 -= @80  ;; integer values 
00D6: if  0
0019:   @82 >  1000  ;; integer values
004D: jump_if_false STEAL1_365
00D6: if  0
0039:   @401 ==  0  ;; integer values
004D: jump_if_false STEAL1_365
0006: @400 =  2  ;; integer values
01BD: @80 = current_time_in_ms
0006: @37 =  2  ;; integer values

:STEAL1_365
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false STEAL1_382
01BD: @81 = current_time_in_ms
0085: @82 = @81  ;; integer values and handles
0062: @82 -= @80  ;; integer values 
00D6: if  0
0019:   @82 >  1000  ;; integer values
004D: jump_if_false STEAL1_382
00D6: if  0
0039:   @401 ==  0  ;; integer values
004D: jump_if_false STEAL1_382
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_382
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false STEAL1_422
00D6: if  1
8119:   NOT   car @435 wrecked
8118:   NOT   actor @443 dead
004D: jump_if_false STEAL1_422
01BD: @81 = current_time_in_ms
0085: @82 = @81  ;; integer values and handles
0062: @82 -= @80  ;; integer values 
00D6: if  0
0019:   @82 >  1000  ;; integer values
004D: jump_if_false STEAL1_422
00D6: if  0
0039:   @401 ==  0  ;; integer values
004D: jump_if_false STEAL1_422
00BE: text_clear_all
016A: fade  0 ()  100 ms

:STEAL1_400
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_405
0001: wait  0 ms
0002: jump STEAL1_400

:STEAL1_405
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: -2022.518  322.6858  34.6179  50.0 
016A: fade  1 (back)  100 ms

:STEAL1_409
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_414
0001: wait  0 ms
0002: jump STEAL1_409

:STEAL1_414
0006: @400 =  4  ;; integer values
00D6: if  1
8119:   NOT   car @435 wrecked
8118:   NOT   actor @443 dead
004D: jump_if_false STEAL1_422
05CB: unknown_action_sequence @443 @435 -1 
01BD: @80 = current_time_in_ms
0006: @37 =  4  ;; integer values

:STEAL1_422
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false STEAL1_445
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_445
00D6: if  0
8118:   NOT   actor @443 dead
004D: jump_if_false STEAL1_445
00D6: if  0
0448:   actor @443 in_car @435
004D: jump_if_false STEAL1_445
00D6: if  0
0039:   @401 ==  0  ;; integer values
004D: jump_if_false STEAL1_445
0006: @400 =  5  ;; integer values
01BD: @80 = current_time_in_ms
0615: @369 
05D1: unknown_action_sequence -1 @435 @125 @185 @245  30.0  0  0  2 
05D1: unknown_action_sequence -1 @435 @126 @186 @246  30.0  0  0  2 
0616: @369 
0618: @443 @369 
0006: @37 =  5  ;; integer values

:STEAL1_445
00D6: if  0
0039:   @37 ==  5  ;; integer values
004D: jump_if_false STEAL1_503
01BD: @81 = current_time_in_ms
0085: @82 = @81  ;; integer values and handles
0062: @82 -= @80  ;; integer values 
00D6: if  0
0019:   @82 >  1000  ;; integer values
004D: jump_if_false STEAL1_503
00D6: if  0
0039:   @401 ==  0  ;; integer values
004D: jump_if_false STEAL1_503
00BE: text_clear_all
016A: fade  0 ()  500 ms

:STEAL1_459
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_464
0001: wait  0 ms
0002: jump STEAL1_459

:STEAL1_464
0361: close_garage 'HBGDSFS'
0687: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @449 wrecked
004D: jump_if_false STEAL1_474
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_474
03CF: load_wav  45400 as  3

:STEAL1_475
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false STEAL1_480
0001: wait  0 ms
0002: jump STEAL1_475

:STEAL1_480
00D6: if  1
8119:   NOT   car @435 wrecked
8118:   NOT   actor @443 dead
004D: jump_if_false STEAL1_488
00D6: if  0
80DB:   NOT   actor @443 in_car @435
004D: jump_if_false STEAL1_488
036A: put_actor @443 in_car @435

:STEAL1_488
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  602
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:STEAL1_496
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_501
0001: wait  0 ms
0002: jump STEAL1_496

:STEAL1_501
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @34 =  1  ;; integer values

:STEAL1_503
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false STEAL1_519
00D6: if  2
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @435 wrecked
8118:   NOT   actor @443 dead
004D: jump_if_false STEAL1_519
00D6: if  0
00DB:   actor @443 in_car @435
004D: jump_if_false STEAL1_519
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BB: text_lowpriority 'STL1_03'  7000 ms  1
072F: @435  1.0  2000  1  1  1  2 
05D1: unknown_action_sequence @443 @435 @126 @186 @246  35.0  0  0  2 
0006: @34 =  2  ;; integer values

:STEAL1_519
00D6: if  0
0119:   car @435 wrecked
004D: jump_if_false STEAL1_525
00BE: text_clear_all
00BC: text_highpriority 'STL1_07'  5000 ms  1
0002: jump STEAL1_972

:STEAL1_525
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false STEAL1_752
00D6: if  2
8119:   NOT   car @435 wrecked
8118:   NOT   actor @443 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false STEAL1_748
00D6: if  0
0735:  32 
004D: jump_if_false STEAL1_538
0006: @40 =  3  ;; integer values
0477: set_car @435 animation  6  2000 ms

:STEAL1_538
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @443 radius  50.0  50.0  50.0 sphere  0
004D: jump_if_false STEAL1_546
00D6: if  0
0022:    45.0 > $7405  ;; floating-point values
004D: jump_if_false STEAL1_545
0009: $7405 +=  .1  ;; floating-point values

:STEAL1_545
0002: jump STEAL1_550

:STEAL1_546
00D6: if  0
0020:   $7405 >  30.0  ;; floating-point values
004D: jump_if_false STEAL1_550
000D: $7405 -=  .1  ;; floating-point values

:STEAL1_550
00AD: set_car @435 max_speed_to $7405
02E3: @442 = car @435 speed
00AA: store_car @435 position_to @438 @439 @440
00D6: if  0
001C:   $7404 > $7402  ;; integer values
004D: jump_if_false STEAL1_563
00D6: if  0
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_562
0008: $7402 +=  1  ;; integer values
0008: $7403 +=  1  ;; integer values
05D1: unknown_action_sequence @443 @435 @124($7402,60f) @184($7402,60f) @244($7402,60f) $7405  0  0  2 

:STEAL1_562
0002: jump STEAL1_582

:STEAL1_563
00D6: if  0
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_569
05D2: unknown_action_sequence @443 @435  35.0  2 
0008: $7402 +=  1  ;; integer values
0008: $7403 +=  1  ;; integer values

:STEAL1_569
00D6: if  0
001C:   $7402 > $7404  ;; integer values
004D: jump_if_false STEAL1_582
00D6: if  0
82CA:   NOT   car @435 bounding_sphere_visible
004D: jump_if_false STEAL1_582
00A0: store_actor $PLAYER_ACTOR position_to @349 @350 @351
0509: @87 = distance between point @438 @439 and point @349 @350
00D6: if  0
0021:   @87 >  200.0  ;; floating-point values
004D: jump_if_false STEAL1_582
00BC: text_highpriority 'STL1_09'  5000 ms  1
0002: jump STEAL1_972

:STEAL1_582
00D6: if  1
0039:   @40 ==  2  ;; integer values
0039:   @49 ==  0  ;; integer values
004D: jump_if_false STEAL1_593
01BD: @95 = current_time_in_ms
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @438 @439 @440 radius  7.0  7.0  7.0
004D: jump_if_false STEAL1_592
0006: @49 =  1  ;; integer values
0002: jump STEAL1_593

:STEAL1_592
0006: @49 =  0  ;; integer values

:STEAL1_593
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false STEAL1_631
00D6: if  0
0021:   @442 >  10.0  ;; floating-point values
004D: jump_if_false STEAL1_631
06A2: @435 @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: unknown_car @435 unknown_cosine @355
02F9: unknown_car @435 unknown_sinus @356
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  0
0021:   @364 >  2.2  ;; floating-point values
004D: jump_if_false STEAL1_629
0477: set_car @435 animation  6  2000 ms
0006: @40 =  3  ;; integer values
0006: @49 =  0  ;; integer values
0002: jump STEAL1_631

:STEAL1_629
0006: @40 =  2  ;; integer values
0006: @49 =  0  ;; integer values

:STEAL1_631
00D6: if  0
0039:   @40 ==  3  ;; integer values
004D: jump_if_false STEAL1_650
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_650
00BE: text_clear_all
0687: @443 
00AD: set_car @435 max_speed_to  0.0
00BC: text_highpriority 'STL1_05'  5000 ms  1
03CD: car @435 remove_from_stuck_car_check
0164: disable_marker @436
0186: @436 = create_marker_above_car @435
07E0: @436  1 
00D6: if  0
01C1:   car @435 stopped
004D: jump_if_false STEAL1_650
05CF: @443 @435 @438 @439 @440 
0006: @34 =  3  ;; integer values

:STEAL1_650
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false STEAL1_668
0164: disable_marker @436
00AA: store_car @435 position_to @445 @446 @447
018A: @436 = create_checkpoint_at @445 @446 @447
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @438 @439 @440 radius  25.0  25.0  25.0
004D: jump_if_false STEAL1_660
03D1: play_wav  3

:STEAL1_660
0006: @62 =  255  ;; integer values
0006: @63 =  0  ;; integer values
0006: @64 =  0  ;; integer values
0006: @65 =  255  ;; integer values
0050: gosub STEAL1_998
01BD: @80 = current_time_in_ms
01BD: @84 = current_time_in_ms
0006: @40 =  1  ;; integer values

:STEAL1_668
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false STEAL1_723
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  0
0019:   @83 >  1000  ;; integer values
004D: jump_if_false STEAL1_684
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false STEAL1_684
00BB: text_lowpriority 'STL1_03'  8000 ms  1
0006: @52 =  1  ;; integer values

:STEAL1_684
00D6: if  0
0019:   @82 >  30  ;; integer values
004D: jump_if_false STEAL1_689
0050: gosub STEAL1_998
01BD: @80 = current_time_in_ms

:STEAL1_689
00D6: if  0
8118:   NOT   actor @443 dead
004D: jump_if_false STEAL1_714
00D6: if  21
00EC:   actor $PLAYER_ACTOR  0 ()near_point @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_706
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false STEAL1_701
03E5: text_box 'STL1_04'
0006: @51 =  1  ;; integer values

:STEAL1_701
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_706
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @443 radius  20.0  20.0  20.0  0  
004D: jump_if_false STEAL1_714
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false STEAL1_714
00BC: text_highpriority 'STL1_02'  12000 ms  1
0006: @51 =  2  ;; integer values

:STEAL1_714
00D6: if  0
001B:    128 > @65  ;; integer values
004D: jump_if_false STEAL1_718
00BC: text_highpriority 'STL1_10'  100 ms  1

:STEAL1_718
00D6: if  0
003B:   @65 == @69  ;; integer values 
004D: jump_if_false STEAL1_723
00BC: text_highpriority 'STL1_09'  7000 ms  1
0002: jump STEAL1_972

:STEAL1_723
00D6: if  0
0039:   @40 ==  2  ;; integer values
004D: jump_if_false STEAL1_748
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_748
00D6: if  0
0021:   @87 >  200.0  ;; floating-point values
004D: jump_if_false STEAL1_733
0006: @40 =  0  ;; integer values

:STEAL1_733
01BD: @81 = current_time_in_ms
0085: @82 = @81  ;; integer values and handles
0062: @82 -= @80  ;; integer values 
00D6: if  0
0019:   @82 >  2000  ;; integer values
004D: jump_if_false STEAL1_743
00D6: if  0
82CA:   NOT   car @435 bounding_sphere_visible
004D: jump_if_false STEAL1_743
0006: @40 =  0  ;; integer values

:STEAL1_743
00D6: if  0
82CA:   NOT   car @435 bounding_sphere_visible
004D: jump_if_false STEAL1_748
0006: @40 =  0  ;; integer values
0002: jump STEAL1_748

:STEAL1_748
00D6: if  0
0118:   actor @443 dead
004D: jump_if_false STEAL1_752
0006: @34 =  3  ;; integer values

:STEAL1_752
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false STEAL1_938
00D6: if  1
8119:   NOT   car @435 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false STEAL1_938
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false STEAL1_764
020A: set_car @435 door_status_to  1
0006: @50 =  1  ;; integer values

:STEAL1_764
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false STEAL1_781
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @435
004D: jump_if_false STEAL1_781
0164: disable_marker @436
00BC: text_highpriority 'STL1_06'  5000 ms  1
018A: @53 = create_checkpoint_at @352 @353 @354
02FA: garage 'HBGDSFS' change_to_type  19
07C0:  171 

:STEAL1_775
00D6: if  0
87C1:   NOT  171 
004D: jump_if_false STEAL1_780
0001: wait  0 ms
0002: jump STEAL1_775

:STEAL1_780
0006: @50 =  2  ;; integer values

:STEAL1_781
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false STEAL1_812
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_812
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @435
004D: jump_if_false STEAL1_812
00D6: if  0
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_812
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @435
004D: jump_if_false STEAL1_812
0395: clear_area  1 at @352 @353 @354 range  25.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_812
00D6: if  0
0039:   @50 ==  21  ;; integer values
004D: jump_if_false STEAL1_826
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_826
00D6: if  0
03B0:   garage 'HBGDSFS' door_open
004D: jump_if_false STEAL1_826
0395: clear_area  1 at @352 @353 @354 range  25.0
05EB: @435  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_826
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false STEAL1_841
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_841
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @435
004D: jump_if_false STEAL1_841
00D6: if  0
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_841
0361: close_garage 'HBGDSFS'
00BE: text_clear_all
0006: @50 =  32  ;; integer values

:STEAL1_841
00D6: if  0
0039:   @50 ==  31  ;; integer values
004D: jump_if_false STEAL1_853
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_853
0615: @367 
05CD: unknown_action_sequence -1 @435 
05D3: unknown_action_sequence -1 -2035.471  176.6342  27.8359  4 -2 
0616: @367 
0618: $PLAYER_ACTOR @367 
0006: @50 =  32  ;; integer values

:STEAL1_853
00D6: if  0
0039:   @50 ==  32  ;; integer values
004D: jump_if_false STEAL1_867
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_867
0361: close_garage 'HBGDSFS'
016A: fade  0 ()  1500 ms

:STEAL1_861
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_866
0001: wait  0 ms
0002: jump STEAL1_861

:STEAL1_866
0006: @50 =  41  ;; integer values

:STEAL1_867
00D6: if  0
0039:   @50 ==  41  ;; integer values
004D: jump_if_false STEAL1_918
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_876
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_885
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false STEAL1_884
004E: end_thread

:STEAL1_884
0002: jump STEAL1_876

:STEAL1_885
0A0B: -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 (back)  500 ms
00BC: text_highpriority 'JAP_MOD'  6000 ms  1
0001: wait  6000 ms
00BC: text_highpriority 'WANG_C'  6000 ms  1
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:STEAL1_895
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_904
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false STEAL1_903
004E: end_thread

:STEAL1_903
0002: jump STEAL1_895

:STEAL1_904
0A0B: @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 (back)  500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0299: activate_garage 'MDS1SFS'  
0164: disable_marker $2588
04CE: $2588 = create_icon_marker_without_sphere  27 at -2728.5  212.2  3.4
0004: $1499 =  1  ;; integer values
0006: @50 =  4  ;; integer values

:STEAL1_918
00D6: if  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false STEAL1_938
00D6: if  0
03B1:   garage 'HBGDSFS' door_closed
004D: jump_if_false STEAL1_938
02A3: toggle_widescreen  0 (off)
0792: $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 (back)  500 ms

:STEAL1_932
00D6: if  0
016B:   fading
004D: jump_if_false STEAL1_937
0001: wait  0 ms
0002: jump STEAL1_932

:STEAL1_937
0002: jump STEAL1_974

:STEAL1_938
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false STEAL1_971
00D6: if  1
0019:   @50 >  1  ;; integer values
001B:    4 > @50  ;; integer values
004D: jump_if_false STEAL1_971
00D6: if  0
8119:   NOT   car @435 wrecked
004D: jump_if_false STEAL1_971
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL1_960
00BC: text_highpriority 'STL1_11'  100 ms  1
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @435
004D: jump_if_false STEAL1_960
0164: disable_marker @436
0164: disable_marker @53
00BC: text_highpriority 'STL1_06'  5000 ms  1
018A: @53 = create_checkpoint_at @352 @353 @354
0006: @35 =  1  ;; integer values

:STEAL1_960
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL1_971
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @435
004D: jump_if_false STEAL1_971
0164: disable_marker @53
0164: disable_marker @436
0186: @436 = create_marker_above_car @435
07E0: @436  1 
0006: @35 =  0  ;; integer values

:STEAL1_971
0002: jump STEAL1_216

:STEAL1_972
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:STEAL1_974
0008: $STEAL_MISSIONS_PASSED +=  1  ;; integer values
014C: set_parked_car_generator $2790 cars_to_generate_to  101
0318: set_latest_mission_passed 'STEAL_1'
030C: set_mission_points +=  1
0394: play_music  1
01E3: text_1number_styled 'M_PASSS'  5000  5000 ms  1
0109: player $PLAYER_CHAR money +=  5000
0998: add_respect  5 
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:STEAL1_984
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_38
0249: release_model  602
0249: release_model  41
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:STEAL1_998
00D6: if  0
001B:    255 > @63  ;; integer values
004D: jump_if_false STEAL1_1003
000A: @63 +=  1  ;; integer values
000A: @64 +=  1  ;; integer values

:STEAL1_1003
00D6: if  0
0039:   @63 ==  255  ;; integer values
004D: jump_if_false STEAL1_1007
000E: @65 -=  1  ;; integer values

:STEAL1_1007
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_1023
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_1
03A4: name_thread 'STEAL2'
0050: gosub STEAL2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false STEAL2_7
0050: gosub STEAL2_3240

:STEAL2_7
0050: gosub STEAL2_3253
004E: end_thread

:STEAL2_9
0004: $ON_MISSION =  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_47
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false STEAL2_52
0001: wait  0 ms
0002: jump STEAL2_47

:STEAL2_52
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:STEAL2_54
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false STEAL2_59
0001: wait  0 ms
0002: jump STEAL2_54

:STEAL2_59
016A: fade  0 ()  0 ms

:STEAL2_60
00D6: if  0
016B:   fading
004D: jump_if_false STEAL2_65
0001: wait  0 ms
0002: jump STEAL2_60

:STEAL2_65
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 (frozen)
08F6: (unknown)
0169: set_fade_color  0  0  0
0001: wait  0 ms
0247: request_model  560
0247: request_model  562
0247: request_model  147
06E9: request_car_component #NTO_B_S 
023C: load_special_actor  1 'CESAR'
038B: load_requested_models
0632: release_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
0A20: $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: $133 = create_actor  24  290 at -2032.3  161.9  28.0
0568: $133  1
060B: unknown_actor_use_entity $133 @170 
09DD:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 
07B3: $PLAYER_GROUP  1 
060B: unknown_actor_use_entity $133 @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_3495
00A5: @34 = create_car  562 at -1656.2  1210.2  12.3
03AB: (unknown) @34  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: unknown_car @34 flag  1
06E7: $48 = 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_3495
00A5: @35 = create_car  560 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: unknown_car @35 flag  1
06E7: $48 = add_car_component #NTO_B_S to_car @35 
06D7:  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 (unfrozen)
016A: fade  1 (back)  500 ms
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 

:STEAL2_126
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false STEAL2_131
0002: jump STEAL2_3242

:STEAL2_131
0050: gosub STEAL2_3289
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false STEAL2_136
0002: jump STEAL2_3240

:STEAL2_136
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false STEAL2_755
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_216
0050: gosub STEAL2_3308
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_150
0006: @112 =  1  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0006: @114 =  1  ;; integer values

:STEAL2_150
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_161
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_161
00BB: text_lowpriority 'STE2_01'  7000 ms  1
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @33 =  0  ;; integer values
0006: @114 =  2  ;; integer values

:STEAL2_161
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_177
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false STEAL2_177
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_177
0006: @112 =  2  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0006: @33 =  0  ;; integer values
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  3  ;; integer values

:STEAL2_177
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false STEAL2_190
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false STEAL2_190
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_190
0006: @112 =  3  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0006: @114 =  4  ;; integer values

:STEAL2_190
00D6: if  0
0039:   @114 ==  4  ;; integer values
004D: jump_if_false STEAL2_199
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_199
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  5  ;; integer values

:STEAL2_199
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_216
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -1632.9  1207.4  6.1 radius  4.0  4.0  4.0
004D: jump_if_false STEAL2_216
00D6: if  0
00FE:   actor $133  1 (in-sphere)near_point -1632.9  1207.4  6.1 radius  4.0  4.0  4.0
004D: jump_if_false STEAL2_216
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @112 =  0  ;; integer values
0006: @100 =  1  ;; integer values

:STEAL2_216
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_264
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  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  147 at -1656.7  1213.8  12.7
0173: set_actor @96 z_angle_to  132.3
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_236
06C9: $133 
0687: $133 

:STEAL2_236
0615: @171 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -1642.3  1204.1  6.2  4 -1 
05D3: unknown_action_sequence -1 -1651.2  1204.0  6.2  4 -1 
05D3: unknown_action_sequence -1 -1663.5  1204.2  6.2  4 -1 
0616: @171 
0618: $PLAYER_ACTOR @171 
061B: @171 
0615: @171 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -1640.3  1204.4  6.2  4 -1 
05D3: unknown_action_sequence -1 -1651.7  1205.0  6.2  4 -1 
05D3: unknown_action_sequence -1 -1662.3  1204.8  6.2  4 -1 
0616: @171 
0618: $133 @171 
061B: @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_3845
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: unknown_bunnyjump STEAL2_363 
0006: @32 =  0  ;; integer values
0006: @114 =  0  ;; integer values
0006: @100 =  2  ;; integer values

:STEAL2_264
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false STEAL2_324
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_279
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_279
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_3845
0006: @114 =  1  ;; integer values

:STEAL2_279
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_291
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_291
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_3845
0006: @114 =  2  ;; integer values

:STEAL2_291
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false STEAL2_324
0792: $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: $133 
0395: clear_area  1 at -1659.8  1205.0  11.4 range  1.0
00A1: put_actor $133 at -1659.8  1205.0  11.4
0173: set_actor $133 z_angle_to  91.3
0615: @171 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -1662.6  1202.6  12.7  4 -1 
05D3: unknown_action_sequence -1 -1666.0  1208.8  12.7  4 -1 
05CB: unknown_action_sequence -1 @35 -1 
0616: @171 
0618: $PLAYER_ACTOR @171 
061B: @171 
0615: @171 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -1662.7  1204.8  12.7  4 -1 
05D3: unknown_action_sequence -1 -1662.9  1206.5  12.7  4 -1 
05D3: unknown_action_sequence -1 -1660.3  1208.8  12.7  4 -1 
05B9: unknown_action_sequence -1  1000 
05CB: unknown_action_sequence -1 @34 -1 
0616: @171 
0618: $133 @171 
061B: @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_324
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false STEAL2_339
062E: $133  1560 $416 
00D6: if  0
84A3:   NOT   unknown $416 ==  7
004D: jump_if_false STEAL2_339
0646: $133 @107 
00D6: if  0
0039:   @107 ==  2  ;; integer values
004D: jump_if_false STEAL2_339
0006: @112 =  5  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0006: @100 =  4  ;; integer values

:STEAL2_339
00D6: if  0
0039:   @100 ==  4  ;; integer values
004D: jump_if_false STEAL2_356
00D6: if  0
0039:   @113 ==  2  ;; integer values
004D: jump_if_false STEAL2_356
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false STEAL2_355
0615: @171 
05D3: unknown_action_sequence -1 -1660.6  1210.1  12.7  6 -1 
05D3: unknown_action_sequence -1 -1664.0  1205.3  12.7  6 -1 
05D3: unknown_action_sequence -1 -1651.3  1203.2  6.2  6 -1 
0616: @171 
0618: @96 @171 
061B: @171 

:STEAL2_355
0006: @100 =  5  ;; integer values

:STEAL2_356
00D6: if  0
0039:   @100 ==  5  ;; integer values
004D: jump_if_false STEAL2_639
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_639
0006: @101 =  0  ;; integer values

:STEAL2_363
0701: (unknown)
0050: gosub STEAL2_3289
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false STEAL2_369
0002: jump STEAL2_3240

:STEAL2_369
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false STEAL2_396
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @112 =  0  ;; integer values
016A: fade  0 ()  500 ms

:STEAL2_377
00D6: if  0
016B:   fading
004D: jump_if_false STEAL2_382
0001: wait  0 ms
0002: jump STEAL2_377

:STEAL2_382
0050: gosub STEAL2_3289
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false STEAL2_387
0002: jump STEAL2_3240

:STEAL2_387
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false STEAL2_392
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_392
0792: $133 
036A: put_actor $133 in_car @34
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @35

:STEAL2_396
00D6: if  0
00DB:   actor $133 in_car @34
004D: jump_if_false STEAL2_639
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false STEAL2_639
0519: unknown_car @34 flag  0
0519: unknown_car @35 flag  0
01C2: remove_references_to_actor @96  ;; Like turning an actor into a random pedestrian
0249: release_model  147
0247: request_model  414
0247: request_model #CARDBOARDBOX
0247: request_model  449
038B: load_requested_models
0506: vehicle_model  414 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_3495
00A5: @36 = create_car  414 at -1580.1  938.2  6.8
0175: set_car @36 z_angle_to  90.0
0587: @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:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_450
0395: clear_area  1 at -1626.9  1202.5  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @60
0587: @38  1
054A: unknown_actor @60 flag  0

:STEAL2_450
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_463
0395: clear_area  1 at -1609.2  1160.4  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @61
0587: @39  1
054A: unknown_actor @61 flag  0

:STEAL2_463
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_476
0395: clear_area  1 at -1600.9  1111.7  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @62
0587: @40  1
054A: unknown_actor @62 flag  0

:STEAL2_476
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_489
0395: clear_area  1 at -1608.2  1094.0  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @63
0587: @41  1
054A: unknown_actor @63 flag  0

:STEAL2_489
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_502
0395: clear_area  1 at -1608.2  1046.5  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @64
0587: @42  1
054A: unknown_actor @64 flag  0

:STEAL2_502
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_515
0395: clear_area  1 at -1595.7  1012.0  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @65
0587: @43  1
054A: unknown_actor @65 flag  0

:STEAL2_515
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_528
0395: clear_area  1 at -1540.5  959.8  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @66
0587: @44  1
054A: unknown_actor @66 flag  0

:STEAL2_528
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_541
0395: clear_area  1 at -1556.0  995.6  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @67
0587: @45  1
054A: unknown_actor @67 flag  0

:STEAL2_541
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_554
0395: clear_area  1 at -1587.6  1036.7  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @68
0587: @46  1
054A: unknown_actor @68 flag  0

:STEAL2_554
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_567
0395: clear_area  1 at -1579.6  1140.1  5.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @70
0587: @48  1
054A: unknown_actor @70 flag  0

:STEAL2_567
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 track  9 unknown  0 
06DC: set_train @95 acc  0.0 
06DD: set_train @95 speed  0.0 
020A: set_car @95 door_status_to  2
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_585
0395: clear_area  1 at -1592.8  934.7  6.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @71
0587: @49  1
054A: unknown_actor @71 flag  0

:STEAL2_585
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_598
0395: clear_area  1 at -1608.8  934.3  6.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @72
0587: @50  1
054A: unknown_actor @72 flag  0

:STEAL2_598
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_611
0395: clear_area  1 at -1704.4  916.0  23.4 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @73
0587: @51  1
054A: unknown_actor @73 flag  0

:STEAL2_611
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: @171 
05D3: unknown_action_sequence -1 -1645.5  1214.0  6.2  4 -1 
0605: unknown_action_sequence -1 "COWER" "PED"  4.0  1  0  0  0  30000 
0616: @171 
0618: @97 @171 
061B: @171 
01EB: set_car_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  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false STEAL2_637
016A: fade  1 (back)  500 ms

:STEAL2_627
00D6: if  0
016B:   fading
004D: jump_if_false STEAL2_632
0001: wait  0 ms
0002: jump STEAL2_627

:STEAL2_632
0050: gosub STEAL2_3289
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false STEAL2_637
0002: jump STEAL2_3240

:STEAL2_637
0006: @32 =  0  ;; integer values
0006: @100 =  6  ;; integer values

:STEAL2_639
00D6: if  0
0039:   @100 ==  6  ;; integer values
004D: jump_if_false STEAL2_679
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false STEAL2_679
00D6: if  0
00EC:   actor @97  0 ()near_point -1646.0  1214.4 radius  2.0  2.0
004D: jump_if_false STEAL2_679
05EB: @34  70 
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false STEAL2_653
05EB: @38  71 

:STEAL2_653
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_657
05EB: @39  72 

:STEAL2_657
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false STEAL2_661
05EB: @40  73 

:STEAL2_661
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false STEAL2_665
05EB: @41  74 

:STEAL2_665
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false STEAL2_669
05EB: @42  75 

:STEAL2_669
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_673
05EB: @43  76 

:STEAL2_673
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false STEAL2_677
05EB: @95  77 

:STEAL2_677
0006: @32 =  0  ;; integer values
0006: @100 =  7  ;; integer values

:STEAL2_679
00D6: if  0
0039:   @100 ==  7  ;; integer values
004D: jump_if_false STEAL2_689
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false STEAL2_689
0006: @112 =  6  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0006: @100 =  8  ;; integer values

:STEAL2_689
00D6: if  0
0039:   @100 ==  8  ;; integer values
004D: jump_if_false STEAL2_746
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false STEAL2_746
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false STEAL2_699
05DD: unknown_action_sequence @97 $PLAYER_ACTOR  200.0  600000 

:STEAL2_699
05ED: @34 
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false STEAL2_704
05ED: @38 

:STEAL2_704
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_708
05ED: @39 

:STEAL2_708
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false STEAL2_712
05ED: @40 

:STEAL2_712
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false STEAL2_716
05ED: @41 

:STEAL2_716
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false STEAL2_720
05ED: @42 

:STEAL2_720
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_724
05ED: @43 

:STEAL2_724
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false STEAL2_728
05ED: @95 

:STEAL2_728
03DE: set_pedestrians_density_multiplier_to  .5
09F5:  0 
0186: @98 = create_marker_above_car @34
07E0: @98  1 
01C2: remove_references_to_actor @97  ;; Like turning an actor into a random pedestrian
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BB: text_lowpriority 'STE2_02'  7000 ms  1
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_746
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_755
00D6: if  0
0735:  81 
004D: jump_if_false STEAL2_755
03CB: set_camera -1638.7  1199.4  6.2
00A1: put_actor $PLAYER_ACTOR at -1638.7  1199.4  6.2
00A1: put_actor $133 at -1639.7  1199.4  6.2

:STEAL2_755
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false STEAL2_911
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_773
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_773
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false STEAL2_773
0006: @112 =  7  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_773
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_782
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_782
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  2  ;; integer values

:STEAL2_782
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_785

:STEAL2_785
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_792
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1656.2  1210.2  12.3 radius  7.0  7.0  7.0
004D: jump_if_false STEAL2_792
0006: @100 =  1  ;; integer values

:STEAL2_792
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_847
05EE: @34 
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false STEAL2_800
05EE: @38 

:STEAL2_800
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_804
05EE: @39 

:STEAL2_804
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false STEAL2_808
05EE: @40 

:STEAL2_808
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false STEAL2_812
05EE: @41 

:STEAL2_812
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false STEAL2_816
05EE: @42 

:STEAL2_816
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_820
05EE: @43 

:STEAL2_820
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false STEAL2_824
05EE: @95 

:STEAL2_824
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false STEAL2_829
00AD: set_car @44 max_speed_to  15.0
00A8: set_car @44 to_psycho_driver

:STEAL2_829
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false STEAL2_834
00AD: set_car @45 max_speed_to  15.0
00A8: set_car @45 to_psycho_driver

:STEAL2_834
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false STEAL2_839
00AD: set_car @46 max_speed_to  15.0
00A8: set_car @46 to_psycho_driver

:STEAL2_839
00D6: if  0
8119:   NOT   car @48 wrecked
004D: jump_if_false STEAL2_844
00AD: set_car @48 max_speed_to  15.0
00A8: set_car @48 to_psycho_driver

:STEAL2_844
0247: request_model  597
0247: request_model  281
0006: @100 =  2  ;; integer values

:STEAL2_847
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false STEAL2_911
0050: gosub STEAL2_3365
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_911
05EB: @34  79 
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false STEAL2_859
05EB: @95  78 

:STEAL2_859
00D6: if  0
8119:   NOT   car @49 wrecked
004D: jump_if_false STEAL2_865
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_865
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false STEAL2_871
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_871
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false STEAL2_877
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_877
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  414
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_911
00D6: if  0
0039:   @99 ==  2  ;; integer values
004D: jump_if_false STEAL2_1159
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_928
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_928
0006: @112 =  8  ;; integer values
0006: @113 =  0  ;; integer values
0006: @159 =  1  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_928
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_942
00D6: if  0
01AD:   car @34  0 ()near_point -1702.4  921.4  3.0  3.0
004D: jump_if_false STEAL2_942
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_942
0006: @112 =  8  ;; integer values
0006: @113 =  1  ;; integer values
0006: @159 =  2  ;; integer values
0050: gosub STEAL2_3845
0006: @114 =  2  ;; integer values

:STEAL2_942
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_951
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_951
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  3  ;; integer values

:STEAL2_951
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_954

:STEAL2_954
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_960
0247: request_model  597
0247: request_model  281
0006: @100 =  1  ;; integer values

:STEAL2_960
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_1124
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_976
0395: clear_area  1 at -1802.9  853.6  23.4 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @59
0587: @37  1
054A: unknown_actor @59 flag  0

:STEAL2_976
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_989
0395: clear_area  1 at -1852.2  836.7  33.8 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @61
0587: @39  1
054A: unknown_actor @61 flag  0

:STEAL2_989
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1002
0395: clear_area  1 at -1876.7  836.3  33.8 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @62
0587: @40  1
054A: unknown_actor @62 flag  0

:STEAL2_1002
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1015
0395: clear_area  1 at -1903.1  826.2  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @64
0587: @42  1
054A: unknown_actor @64 flag  0

:STEAL2_1015
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1028
0395: clear_area  1 at -1915.7  836.6  34.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @65
0587: @43  1
054A: unknown_actor @65 flag  0

:STEAL2_1028
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1041
0395: clear_area  1 at -1902.8  866.4  34.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @66
0587: @44  1
054A: unknown_actor @66 flag  0

:STEAL2_1041
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1054
0395: clear_area  1 at -1902.7  882.1  34.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @67
0587: @45  1
054A: unknown_actor @67 flag  0

:STEAL2_1054
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: unknown_action_sequence @68 @69  1  1 
0677: unknown_action_sequence @69 @68  0  1 
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1075
0395: clear_area  1 at -1988.1  933.5  43.9 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @79
0587: @57  1
054A: unknown_actor @79 flag  0

:STEAL2_1075
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1088
0395: clear_area  1 at -2007.7  1039.2  55.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @74
0587: @52  1
054A: unknown_actor @74 flag  0

:STEAL2_1088
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1101
0395: clear_area  1 at -2009.2  962.6  44.1 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @75
0587: @53  1
054A: unknown_actor @75 flag  0

:STEAL2_1101
00D6: if  0
0248:   model  597 available
004D: jump_if_false STEAL2_1112
0395: clear_area  1 at -1998.2  825.3  44.1 range  5.0
00A5: @54 = create_car  597 at -1998.2  825.3  44.1
0175: set_car @54 z_angle_to  6.4
0129: @76 = create_actor  24  281 in_car @54 driverseat
00AE: unknown_set_car @54 to_ignore_traffic_lights  2
020A: set_car @54 door_status_to  2
0587: @54  1
054A: unknown_actor @76 flag  0

:STEAL2_1112
00D6: if  0
0248:   model  597 available
004D: jump_if_false STEAL2_1123
0395: clear_area  1 at -1997.5  815.6  44.1 range  5.0
00A5: @55 = create_car  597 at -1997.5  815.6  44.1
0175: set_car @55 z_angle_to  1.0
0129: @77 = create_actor  24  281 in_car @55 driverseat
00AE: unknown_set_car @55 to_ignore_traffic_lights  2
020A: set_car @55 door_status_to  2
0587: @55  1
054A: unknown_actor @77 flag  0

:STEAL2_1123
0006: @100 =  2  ;; integer values

:STEAL2_1124
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false STEAL2_1159
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_1159
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: @34  81 
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false STEAL2_1137
05EB: @95  80 

:STEAL2_1137
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false STEAL2_1143
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_1143
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_1149
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_1149
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false STEAL2_1154
04BA: set_car @40 speed_instantly  15.0
00AD: set_car @40 max_speed_to  15.0

:STEAL2_1154
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_1159
00D6: if  0
0039:   @99 ==  3  ;; integer values
004D: jump_if_false STEAL2_1231
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_1179
00D6: if  0
01AD:   car @34  0 ()near_point -1855.2  916.9  3.0  3.0
004D: jump_if_false STEAL2_1179
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1179
0006: @112 =  8  ;; integer values
0006: @113 =  2  ;; integer values
0006: @159 =  3  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_1179
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_1188
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1188
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  2  ;; integer values

:STEAL2_1188
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_1191

:STEAL2_1191
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_1195
0006: @100 =  1  ;; integer values

:STEAL2_1195
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_1231
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_1231
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  0
8119:   NOT   car @95 wrecked
004D: jump_if_false STEAL2_1226
05EB: @95  83 

:STEAL2_1226
05EB: @34  84 
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  4  ;; integer values

:STEAL2_1231
00D6: if  0
0039:   @99 ==  4  ;; integer values
004D: jump_if_false STEAL2_1552
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_1248
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1248
0006: @112 =  8  ;; integer values
0006: @113 =  3  ;; integer values
0006: @159 =  4  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_1248
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_1256
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1256
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @114 =  2  ;; integer values

:STEAL2_1256
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_1265
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1265
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  3  ;; integer values

:STEAL2_1265
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_1268

:STEAL2_1268
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_1424
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1284
0395: clear_area  1 at -2350.7  1091.2  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @58
0587: @36  1
054A: unknown_actor @58 flag  0

:STEAL2_1284
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1297
0395: clear_area  1 at -2347.8  1081.2  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @59
0587: @37  1
054A: unknown_actor @59 flag  0

:STEAL2_1297
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1311
0395: clear_area  1 at -2124.1  1080.8  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @60
0714: @38  1 
0587: @38  1
054A: unknown_actor @60 flag  0

:STEAL2_1311
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1325
0395: clear_area  1 at -2132.0  1059.0  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @61
0466: unknown_car @39 flag  1
0587: @39  1
054A: unknown_actor @61 flag  0

:STEAL2_1325
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1339
0395: clear_area  1 at -2166.7  1050.8  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @62
0714: @40  1 
0587: @40  1
054A: unknown_actor @62 flag  0

:STEAL2_1339
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1353
0395: clear_area  1 at -2231.0  1059.8  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @63
0466: unknown_car @41 flag  1
0587: @41  1
054A: unknown_actor @63 flag  0

:STEAL2_1353
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1367
0395: clear_area  1 at -2299.5  1052.1  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @64
0714: @42  1 
0587: @42  1
054A: unknown_actor @64 flag  0

:STEAL2_1367
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1381
0395: clear_area  1 at -2338.1  1066.2  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @65
0466: unknown_car @43 flag  1
0587: @43  1
054A: unknown_actor @65 flag  0

:STEAL2_1381
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1395
0395: clear_area  1 at -2344.3  1058.8  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @66
0714: @44  1 
0587: @44  1
054A: unknown_actor @66 flag  0

:STEAL2_1395
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1409
0395: clear_area  1 at -2446.5  1097.0  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @67
0466: unknown_car @45 flag  1
0587: @45  1
054A: unknown_actor @67 flag  0

:STEAL2_1409
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1423
0395: clear_area  1 at -2427.5  1087.2  54.2 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @68
0714: @46  1 
0587: @46  1
054A: unknown_actor @68 flag  0

:STEAL2_1423
0006: @100 =  1  ;; integer values

:STEAL2_1424
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_1467
00D6: if  0
01AD:   car @34  0 ()near_point -1990.0  838.0  3.0  3.0
004D: jump_if_false STEAL2_1467
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false STEAL2_1434
05EB: @51  85 

:STEAL2_1434
00D6: if  0
8119:   NOT   car @52 wrecked
004D: jump_if_false STEAL2_1440
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_1440
00D6: if  0
8119:   NOT   car @53 wrecked
004D: jump_if_false STEAL2_1446
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_1446
00D6: if  0
8119:   NOT   car @54 wrecked
004D: jump_if_false STEAL2_1456
04BA: set_car @54 speed_instantly  15.0
00AD: set_car @54 max_speed_to  40.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL2_1456
07F8: @54 @34  10.0 
0397: car @54 siren =  1 (on)  

:STEAL2_1456
00D6: if  0
8119:   NOT   car @55 wrecked
004D: jump_if_false STEAL2_1466
04BA: set_car @55 speed_instantly  15.0
00AD: set_car @55 max_speed_to  40.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL2_1466
07F8: @55 @34  20.0 
0397: car @55 siren =  1 (on)  

:STEAL2_1466
0006: @100 =  2  ;; integer values

:STEAL2_1467
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false STEAL2_1552
0247: request_model  437
0247: request_model  461
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_1552
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  449
05EB: @34  86 
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false STEAL2_1492
05EB: @38  87 

:STEAL2_1492
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false STEAL2_1499
00D6: if  0
860E:   NOT @51 
004D: jump_if_false STEAL2_1499
05EC: @51 

:STEAL2_1499
0873:  85 
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_1506
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_1506
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false STEAL2_1512
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_1512
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false STEAL2_1518
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_1518
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false STEAL2_1524
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_1524
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_1530
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_1530
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false STEAL2_1536
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_1536
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false STEAL2_1542
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_1542
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false STEAL2_1548
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_1548
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  5  ;; integer values

:STEAL2_1552
00D6: if  0
0039:   @99 ==  5  ;; integer values
004D: jump_if_false STEAL2_1740
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_1569
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1569
0006: @112 =  8  ;; integer values
0006: @113 =  4  ;; integer values
0006: @159 =  5  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_1569
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_1575
03E5: text_box 'STE2_03'
09E9: @34 
0006: @114 =  2  ;; integer values

:STEAL2_1575
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_1589
00D6: if  0
01AD:   car @34  0 ()near_point -2319.8  1080.2  3.0  3.0
004D: jump_if_false STEAL2_1589
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1589
0006: @112 =  8  ;; integer values
0006: @113 =  5  ;; integer values
0006: @159 =  6  ;; integer values
0050: gosub STEAL2_3845
0006: @114 =  3  ;; integer values

:STEAL2_1589
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false STEAL2_1598
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1598
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  4  ;; integer values

:STEAL2_1598
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_1601

:STEAL2_1601
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_1683
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1617
0395: clear_area  1 at -2503.3  1237.0  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @69
0587: @47  1
054A: unknown_actor @69 flag  0

:STEAL2_1617
0395: clear_area  1 at -2741.5  1058.2  48.1 range  5.0
00A5: @50 = create_car  461 at -2741.5  1058.2  48.1
0175: set_car @50 z_angle_to  337.2
0560: @50 @72
0587: @50  1
054A: unknown_actor @72 flag  0
0395: clear_area  1 at -2513.7  1246.2  34.1 range  5.0
00A5: @52 = create_car  437 at -2513.7  1246.2  34.1
0175: set_car @52 z_angle_to  82.5
0560: @52 @74
0587: @52  1
020A: set_car @52 door_status_to  2
054A: unknown_actor @74 flag  0
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1643
0395: clear_area  1 at -2471.6  1219.7  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @75
0587: @53  1
054A: unknown_actor @75 flag  0

:STEAL2_1643
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1656
0395: clear_area  1 at -2459.1  1224.3  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @76
0587: @54  1
054A: unknown_actor @76 flag  0

:STEAL2_1656
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1669
0395: clear_area  1 at -2458.1  1234.3  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @77
0587: @55  1
054A: unknown_actor @77 flag  0

:STEAL2_1669
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1682
0395: clear_area  1 at -2474.5  1196.9  34.4 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @78
0587: @56  1
054A: unknown_actor @78 flag  0

:STEAL2_1682
0006: @100 =  1  ;; integer values

:STEAL2_1683
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_1740
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_1740
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  0
8119:   NOT   car @47 wrecked
004D: jump_if_false STEAL2_1717
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_1717
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false STEAL2_1721
05EB: @50  91 

:STEAL2_1721
00D6: if  0
8119:   NOT   car @52 wrecked
004D: jump_if_false STEAL2_1725
05EB: @52  90 

:STEAL2_1725
00D6: if  0
8119:   NOT   car @53 wrecked
004D: jump_if_false STEAL2_1729
05EB: @53  89 

:STEAL2_1729
00D6: if  0
8119:   NOT   car @56 wrecked
004D: jump_if_false STEAL2_1735
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_1735
05EB: @34  88 
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  6  ;; integer values

:STEAL2_1740
00D6: if  0
0039:   @99 ==  6  ;; integer values
004D: jump_if_false STEAL2_1854
0050: gosub STEAL2_3365
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_1747

:STEAL2_1747
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_1802
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1763
0395: clear_area  1 at -2533.8  1242.8  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @70
0587: @48  1
054A: unknown_actor @70 flag  0

:STEAL2_1763
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1776
0395: clear_area  1 at -2594.0  1213.9  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @71
0587: @49  1
054A: unknown_actor @71 flag  0

:STEAL2_1776
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1789
0395: clear_area  1 at -2732.9  1098.0  45.0 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @73
0587: @51  1
054A: unknown_actor @73 flag  0

:STEAL2_1789
00D6: if  0
8119:   NOT   car @48 wrecked
004D: jump_if_false STEAL2_1795
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_1795
00D6: if  0
8119:   NOT   car @49 wrecked
004D: jump_if_false STEAL2_1801
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_1801
0006: @100 =  1  ;; integer values

:STEAL2_1802
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_1821
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false STEAL2_1820
00D6: if  0
01AD:   car @34  0 ()near_point -2599.3  1206.5  3.0  3.0
004D: jump_if_false STEAL2_1819
00D6: if  0
060E: @50 
004D: jump_if_false STEAL2_1818
05EC: @50 
01C3: remove_references_to_car @50  ;; Like turning a car into any random car
0006: @100 =  2  ;; integer values
0002: jump STEAL2_1819

:STEAL2_1818
0006: @100 =  2  ;; integer values

:STEAL2_1819
0002: jump STEAL2_1821

:STEAL2_1820
0006: @100 =  2  ;; integer values

:STEAL2_1821
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false STEAL2_1854
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_1854
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:  91 
05EB: @34  92 
0249: release_model  461
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  7  ;; integer values

:STEAL2_1854
00D6: if  0
0039:   @99 ==  7  ;; integer values
004D: jump_if_false STEAL2_2189
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_1870
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1870
0006: @112 =  9  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_1870
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_1884
00D6: if  0
01AD:   car @34  0 ()near_point -2622.2  999.7  3.0  3.0
004D: jump_if_false STEAL2_1884
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1884
0006: @112 =  8  ;; integer values
0006: @113 =  7  ;; integer values
0006: @159 =  8  ;; integer values
0050: gosub STEAL2_3845
0006: @114 =  2  ;; integer values

:STEAL2_1884
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_1898
00D6: if  0
01AD:   car @34  0 ()near_point -2608.9  913.3  3.0  3.0
004D: jump_if_false STEAL2_1898
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1898
0006: @112 =  8  ;; integer values
0006: @113 =  8  ;; integer values
0006: @159 =  9  ;; integer values
0050: gosub STEAL2_3845
0006: @114 =  3  ;; integer values

:STEAL2_1898
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false STEAL2_1907
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_1907
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  4  ;; integer values

:STEAL2_1907
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_1910

:STEAL2_1910
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2110
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1926
0395: clear_area  1 at -2595.6  1006.4  76.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @58
0587: @36  1
054A: unknown_actor @58 flag  0

:STEAL2_1926
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1939
0395: clear_area  1 at -2595.6  1000.9  76.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @59
0587: @37  1
054A: unknown_actor @59 flag  0

:STEAL2_1939
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1952
0395: clear_area  1 at -2604.0  963.9  76.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @60
0587: @38  1
054A: unknown_actor @60 flag  0

:STEAL2_1952
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1965
0395: clear_area  1 at -2616.4  905.6  64.5 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @61
0587: @39  1
054A: unknown_actor @61 flag  0

:STEAL2_1965
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_1978
0395: clear_area  1 at -2536.9  911.1  63.5 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @62
0587: @40  1
054A: unknown_actor @62 flag  0

:STEAL2_1978
00D6: if  0
0248:   model  597 available
004D: jump_if_false STEAL2_1989
0395: clear_area  1 at -2609.3  1012.8  76.8 range  5.0
00A5: @41 = create_car  597 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  281 in_car @41 driverseat
00AE: unknown_set_car @41 to_ignore_traffic_lights  2
0587: @41  1
054A: unknown_actor @63 flag  0

:STEAL2_1989
00D6: if  0
0248:   model  597 available
004D: jump_if_false STEAL2_2000
0395: clear_area  1 at -2603.7  1011.2  76.8 range  5.0
00A5: @42 = create_car  597 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  281 in_car @42 driverseat
00AE: unknown_set_car @42 to_ignore_traffic_lights  2
0587: @42  1
054A: unknown_actor @64 flag  0

:STEAL2_2000
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2014
0395: clear_area  1 at -2590.0  705.9  26.6 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @65
00AE: unknown_set_car @43 to_ignore_traffic_lights  4
0587: @43  1
054A: unknown_actor @65 flag  0

:STEAL2_2014
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2028
0395: clear_area  1 at -2463.0  710.6  33.9 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @66
00AE: unknown_set_car @44 to_ignore_traffic_lights  4
0587: @44  1
054A: unknown_actor @66 flag  0

:STEAL2_2028
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2041
0395: clear_area  1 at -2501.6  562.7  13.1 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @67
0587: @45  1
054A: unknown_actor @67 flag  0

:STEAL2_2041
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2055
0395: clear_area  1 at -2390.9  581.7  23.9 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @68
00AE: unknown_set_car @46 to_ignore_traffic_lights  4
0587: @46  1
054A: unknown_actor @68 flag  0

:STEAL2_2055
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2068
0395: clear_area  1 at -2361.7  510.9  27.9 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @69
0587: @47  1
054A: unknown_actor @69 flag  0

:STEAL2_2068
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2081
0395: clear_area  1 at -2281.3  569.6  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @70
0587: @48  1
054A: unknown_actor @70 flag  0

:STEAL2_2081
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2095
0395: clear_area  1 at -2358.9  569.9  23.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @71
00AE: unknown_set_car @49 to_ignore_traffic_lights  4
0587: @49  1
054A: unknown_actor @71 flag  0

:STEAL2_2095
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2109
0395: clear_area  1 at -2373.1  569.6  23.4 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @72
00AE: unknown_set_car @50 to_ignore_traffic_lights  4
0587: @50  1
054A: unknown_actor @72 flag  0

:STEAL2_2109
0006: @100 =  1  ;; integer values

:STEAL2_2110
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_2143
00D6: if  0
01AD:   car @34  0 ()near_point -2610.7  992.2  3.0  3.0
004D: jump_if_false STEAL2_2143
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false STEAL2_2122
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_2122
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false STEAL2_2132
04BA: set_car @41 speed_instantly  15.0
00AD: set_car @41 max_speed_to  40.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL2_2132
07F8: @41 @34  10.0 
0397: car @41 siren =  1 (on)  

:STEAL2_2132
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false STEAL2_2142
04BA: set_car @42 speed_instantly  15.0
00AD: set_car @42 max_speed_to  40.0
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL2_2142
07F8: @42 @34  20.0 
0397: car @42 siren =  1 (on)  

:STEAL2_2142
0006: @100 =  2  ;; integer values

:STEAL2_2143
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false STEAL2_2160
00D6: if  0
01AD:   car @34  0 ()near_point -2610.4  922.8  3.0  3.0
004D: jump_if_false STEAL2_2160
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_2153
05EB: @39  93 

:STEAL2_2153
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false STEAL2_2159
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_2159
0006: @100 =  3  ;; integer values

:STEAL2_2160
00D6: if  0
0039:   @100 ==  3  ;; integer values
004D: jump_if_false STEAL2_2189
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_2189
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  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_2180
05EB: @43  95 

:STEAL2_2180
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false STEAL2_2184
05EB: @44  96 

:STEAL2_2184
05EB: @34  94 
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  8  ;; integer values

:STEAL2_2189
00D6: if  0
0039:   @99 ==  8  ;; integer values
004D: jump_if_false STEAL2_2280
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_2209
00D6: if  0
01AD:   car @34  0 ()near_point -2528.9  737.7  3.0  3.0
004D: jump_if_false STEAL2_2209
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2209
0006: @112 =  8  ;; integer values
0006: @113 =  9  ;; integer values
0006: @159 =  10  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_2209
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_2218
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2218
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  2  ;; integer values

:STEAL2_2218
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_2221

:STEAL2_2221
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2225
0006: @100 =  1  ;; integer values

:STEAL2_2225
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_2280
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_2280
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  0
8119:   NOT   car @45 wrecked
004D: jump_if_false STEAL2_2245
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_2245
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false STEAL2_2251
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_2251
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false STEAL2_2257
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_2257
00D6: if  0
8119:   NOT   car @48 wrecked
004D: jump_if_false STEAL2_2263
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_2263
00D6: if  0
8119:   NOT   car @49 wrecked
004D: jump_if_false STEAL2_2269
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_2269
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false STEAL2_2275
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_2275
05EB: @34  97 
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  9  ;; integer values

:STEAL2_2280
00D6: if  0
0039:   @99 ==  9  ;; integer values
004D: jump_if_false STEAL2_2498
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_2296
00D6: if  0
01AD:   car @34  0 ()near_point -2528.6  656.4  3.0  3.0
004D: jump_if_false STEAL2_2296
0006: @112 =  10  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_2296
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_2310
00D6: if  0
01AD:   car @34  0 ()near_point -2375.0  566.2  3.0  3.0
004D: jump_if_false STEAL2_2310
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2310
0006: @112 =  8  ;; integer values
0006: @113 =  10  ;; integer values
0006: @159 =  11  ;; integer values
0050: gosub STEAL2_3845
0006: @114 =  2  ;; integer values

:STEAL2_2310
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_2318
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2318
0110: clear_player $PLAYER_CHAR wanted_level
0006: @114 =  3  ;; integer values

:STEAL2_2318
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false STEAL2_2327
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2327
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  4  ;; integer values

:STEAL2_2327
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_2330

:STEAL2_2330
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2436
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2346
0395: clear_area  1 at -2269.1  5748.0  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @58
0587: @36  1
054A: unknown_actor @58 flag  0

:STEAL2_2346
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2359
0395: clear_area  1 at -2251.1  561.9  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @59
0587: @37  1
054A: unknown_actor @59 flag  0

:STEAL2_2359
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2372
0395: clear_area  1 at -2212.5  569.9  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @60
0587: @38  1
054A: unknown_actor @60 flag  0

:STEAL2_2372
0395: clear_area  1 at -2229.4  532.7  34.0 range  5.0
00A5: @39 = create_car  437 at -2229.4  532.7  34.0
0175: set_car @39 z_angle_to  180.3
0560: @39 @61
0587: @39  1
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2390
0395: clear_area  1 at -2342.8  505.3  28.3 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @63
0587: @41  1
054A: unknown_actor @63 flag  0

:STEAL2_2390
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2403
0395: clear_area  1 at -2293.5  505.4  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @64
0587: @42  1
054A: unknown_actor @64 flag  0

:STEAL2_2403
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2416
0395: clear_area  1 at -2238.9  511.2  34.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @65
0587: @43  1
054A: unknown_actor @65 flag  0

:STEAL2_2416
09B2:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2429
0395: clear_area  1 at -2224.0  496.6  33.7 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @66
0587: @44  1
054A: unknown_actor @66 flag  0

:STEAL2_2429
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_2436
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_2498
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_2498
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  0
8119:   NOT   car @36 wrecked
004D: jump_if_false STEAL2_2460
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_2460
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false STEAL2_2466
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_2466
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false STEAL2_2472
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_2472
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false STEAL2_2478
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_2478
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_2484
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_2484
05EB: @34  98 
0249: release_model  437
0249: release_model  449
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  486
0247: request_model  524
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_2498
00D6: if  0
0039:   @99 ==  10  ;; integer values
004D: jump_if_false STEAL2_2624
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_2518
00D6: if  0
01AD:   car @34  0 ()near_point -2264.5  546.1  3.0  3.0
004D: jump_if_false STEAL2_2518
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2518
0006: @112 =  8  ;; integer values
0006: @113 =  11  ;; integer values
0006: @159 =  12  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_2518
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_2526
00D6: if  0
01AD:   car @34  0 ()near_point -2224.1  454.8  3.0  3.0
004D: jump_if_false STEAL2_2526
00BC: text_highpriority 'STE2_04'  4000 ms  1
0006: @114 =  2  ;; integer values

:STEAL2_2526
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_2535
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2535
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  3  ;; integer values

:STEAL2_2535
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_2538

:STEAL2_2538
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2545
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_2545
0006: @100 =  1  ;; integer values

:STEAL2_2545
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_2624
00D6: if  0
00EE:   actor $PLAYER_ACTOR  0 ()near_point_in_car -2213.9  453.0 radius  5.0  5.0
004D: jump_if_false STEAL2_2624
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:  1 @108 @109 
00D6: if  0
0029:   @108 >=  0  ;; integer values
004D: jump_if_false STEAL2_2582
0395: clear_area  1 at -2228.8  521.1  33.8 range  5.0
0085: @110 = @108  ;; integer values and handles
0050: gosub STEAL2_3495
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 @68
0587: @46  1
054A: unknown_actor @68 flag  0

:STEAL2_2582
00D6: if  0
0248:   model  597 available
004D: jump_if_false STEAL2_2593
0395: clear_area  1 at -2149.4  462.0  33.8 range  5.0
00A5: @47 = create_car  597 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  281 in_car @47 driverseat
00AE: unknown_set_car @47 to_ignore_traffic_lights  2
0587: @47  1
054A: unknown_actor @69 flag  0

:STEAL2_2593
00D6: if  0
0248:   model  597 available
004D: jump_if_false STEAL2_2604
0395: clear_area  1 at -2148.8  444.0  33.8 range  5.0
00A5: @48 = create_car  597 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  281 in_car @48 driverseat
00AE: unknown_set_car @48 to_ignore_traffic_lights  2
0587: @48  1
054A: unknown_actor @70 flag  0

:STEAL2_2604
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL2_2608
05EB: @34  65 

:STEAL2_2608
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false STEAL2_2613
05EB: @47  66 
0397: car @47 siren =  1 (on)  

:STEAL2_2613
00D6: if  0
8119:   NOT   car @48 wrecked
004D: jump_if_false STEAL2_2618
05EB: @48  67 
0397: car @48 siren =  1 (on)  

:STEAL2_2618
03D5: remove_text 'STE2_04'
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_2624
00D6: if  0
0039:   @99 ==  11  ;; integer values
004D: jump_if_false STEAL2_2757
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_2639
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false STEAL2_2639
0006: @112 =  11  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_2639
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_2647
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2647
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @114 =  2  ;; integer values

:STEAL2_2647
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_2656
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2656
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  3  ;; integer values

:STEAL2_2656
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_2659

:STEAL2_2659
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2746
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  0
0248:   model  486 available
004D: jump_if_false STEAL2_2733
00A5: @36 = create_car  486 at -2084.6  501.2  34.4
0175: set_car @36 z_angle_to  269.7
0587: @36  1

:STEAL2_2733
00D6: if  0
0248:   model  486 available
004D: jump_if_false STEAL2_2739
00A5: @37 = create_car  486 at -2045.1  500.9  34.3
0175: set_car @37 z_angle_to  156.1
0587: @37  1

:STEAL2_2739
00D6: if  0
0248:   model  524 available
004D: jump_if_false STEAL2_2745
00A5: @38 = create_car  524 at -2048.3  508.4  35.0
0175: set_car @38 z_angle_to  88.4
0587: @38  1

:STEAL2_2745
0006: @100 =  1  ;; integer values

:STEAL2_2746
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_2757
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_2757
05EB: @34  99 
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  12  ;; integer values

:STEAL2_2757
00D6: if  0
0039:   @99 ==  12  ;; integer values
004D: jump_if_false STEAL2_2793
0050: gosub STEAL2_3365
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_2764

:STEAL2_2764
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false STEAL2_2767

:STEAL2_2767
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2771
0006: @100 =  1  ;; integer values

:STEAL2_2771
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_2793
00D6: if  0
860E:   NOT @34 
004D: jump_if_false STEAL2_2793
01EB: set_car_density_to  1.0
0615: @171 
05D1: unknown_action_sequence -1 @34 -2009.7  192.2  26.0  45.0  1  1  2 
05D1: unknown_action_sequence -1 @34 -2031.7  180.1  27.4  10.0  1  1  2 
0616: @171 
0618: $133 @171 
061B: @171 
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false STEAL2_2789
0164: disable_marker @98
018A: @98 = create_checkpoint_at -2024.7  179.4  27.4

:STEAL2_2789
0006: @114 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @100 =  0  ;; integer values
0006: @99 =  13  ;; integer values

:STEAL2_2793
00D6: if  0
0039:   @99 ==  13  ;; integer values
004D: jump_if_false STEAL2_2917
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false STEAL2_2821
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2821
0006: @112 =  12  ;; integer values
0006: @113 =  0  ;; integer values
0050: gosub STEAL2_3845
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false STEAL2_2818
00D6: if  0
8119:   NOT   car @48 wrecked
004D: jump_if_false STEAL2_2818
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @47 radius  30.0  30.0 unknown  0
004D: jump_if_false STEAL2_2818
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @48 radius  30.0  30.0 unknown  0
004D: jump_if_false STEAL2_2818
0110: clear_player $PLAYER_CHAR wanted_level

:STEAL2_2818
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @114 =  1  ;; integer values

:STEAL2_2821
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false STEAL2_2829
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2829
00BB: text_lowpriority 'STE2_05'  4000 ms  1
0006: @114 =  2  ;; integer values

:STEAL2_2829
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false STEAL2_2838
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false STEAL2_2838
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @114 =  3  ;; integer values

:STEAL2_2838
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2907
062E: $133  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false STEAL2_2907
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_2907
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false STEAL2_2917
00D6: if  0
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_2917
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @100 =  0  ;; integer values
0006: @99 =  14  ;; integer values

:STEAL2_2917
00D6: if  0
0039:   @99 ==  14  ;; integer values
004D: jump_if_false STEAL2_3043
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_2990
016A: fade  0 ()  500 ms

:STEAL2_2924
00D6: if  0
016B:   fading
004D: jump_if_false STEAL2_2929
0001: wait  0 ms
0002: jump STEAL2_2924

:STEAL2_2929
0360: open_garage 'HBGDSFS'

:STEAL2_2930
00D6: if  0
83B0:   NOT   garage 'HBGDSFS' door_open
004D: jump_if_false STEAL2_2935
0001: wait  0 ms
0002: jump STEAL2_2930

:STEAL2_2935
0050: gosub STEAL2_3289
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false STEAL2_2940
0002: jump STEAL2_3240

:STEAL2_2940
04BB: select_interior  1  ;; select render area
09F5:  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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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: -2045.4  173.1  27.8  309.5 
0860: link_actor $133 to_interior  1 
0792: $133 
00A1: put_actor $133 at -2045.4  173.1  27.8
0173: set_actor $133 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  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false STEAL2_2969
036A: put_actor $PLAYER_ACTOR in_car @35

:STEAL2_2969
0615: @171 
05D1: unknown_action_sequence -1 @35 -2044.4  177.6  27.6  5.0  1  1  2 
0633: unknown_action_sequence -1 
0639: unknown_action_sequence -1 $133 
0616: @171 
0618: $PLAYER_ACTOR @171 
061B: @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 (back)  1000 ms

:STEAL2_2979
00D6: if  0
016B:   fading
004D: jump_if_false STEAL2_2984
0001: wait  0 ms
0002: jump STEAL2_2979

:STEAL2_2984
0050: gosub STEAL2_3289
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false STEAL2_2989
0002: jump STEAL2_3240

:STEAL2_2989
0006: @100 =  1  ;; integer values

:STEAL2_2990
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false STEAL2_2998
00D6: if  0
00B0:   car @35  0 ()in_rectangle -2039.3  175.1 -2041.9  181.6
004D: jump_if_false STEAL2_2998
0605: unknown_action_sequence $133 "STRETCH" "PLAYIDLES"  1000.0  0  0  0  0 -1 
0006: @100 =  2  ;; integer values

:STEAL2_2998
00D6: if  0
0039:   @100 ==  2  ;; integer values
004D: jump_if_false STEAL2_3043
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false STEAL2_3043
016A: fade  0 ()  500 ms

:STEAL2_3006
00D6: if  0
016B:   fading
004D: jump_if_false STEAL2_3011
0001: wait  0 ms
0002: jump STEAL2_3006

:STEAL2_3011
0361: close_garage 'HBGDSFS'

:STEAL2_3012
00D6: if  0
83B1:   NOT   garage 'HBGDSFS' door_closed
004D: jump_if_false STEAL2_3017
0001: wait  0 ms
0002: jump STEAL2_3012

:STEAL2_3017
0050: gosub STEAL2_3289
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false STEAL2_3022
0002: jump STEAL2_3240

:STEAL2_3022
09F5:  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: -2045.4  173.1  27.8  309.5 
0792: $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 (back)  500 ms
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
06AB: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:STEAL2_3037
00D6: if  0
016B:   fading
004D: jump_if_false STEAL2_3042
0001: wait  0 ms
0002: jump STEAL2_3037

:STEAL2_3042
0002: jump STEAL2_3242

:STEAL2_3043
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false STEAL2_3086
00D6: if  0
87C1:   NOT  70 
004D: jump_if_false STEAL2_3050
07C0:  70 

:STEAL2_3050
00D6: if  0
87C1:   NOT  71 
004D: jump_if_false STEAL2_3054
07C0:  71 

:STEAL2_3054
00D6: if  0
87C1:   NOT  72 
004D: jump_if_false STEAL2_3058
07C0:  72 

:STEAL2_3058
00D6: if  0
87C1:   NOT  73 
004D: jump_if_false STEAL2_3062
07C0:  73 

:STEAL2_3062
00D6: if  0
87C1:   NOT  74 
004D: jump_if_false STEAL2_3066
07C0:  74 

:STEAL2_3066
00D6: if  0
87C1:   NOT  75 
004D: jump_if_false STEAL2_3070
07C0:  75 

:STEAL2_3070
00D6: if  0
87C1:   NOT  76 
004D: jump_if_false STEAL2_3074
07C0:  76 

:STEAL2_3074
00D6: if  0
87C1:   NOT  77 
004D: jump_if_false STEAL2_3078
07C0:  77 

:STEAL2_3078
00D6: if  0
87C1:   NOT  78 
004D: jump_if_false STEAL2_3082
07C0:  78 

:STEAL2_3082
00D6: if  0
87C1:   NOT  79 
004D: jump_if_false STEAL2_3086
07C0:  79 

:STEAL2_3086
00D6: if  0
0039:   @99 ==  2  ;; integer values
004D: jump_if_false STEAL2_3109
00D6: if  0
87C1:   NOT  80 
004D: jump_if_false STEAL2_3093
07C0:  80 

:STEAL2_3093
00D6: if  0
87C1:   NOT  81 
004D: jump_if_false STEAL2_3097
07C0:  81 

:STEAL2_3097
00D6: if  0
87C1:   NOT  83 
004D: jump_if_false STEAL2_3101
07C0:  83 

:STEAL2_3101
00D6: if  0
87C1:   NOT  84 
004D: jump_if_false STEAL2_3105
07C0:  84 

:STEAL2_3105
00D6: if  0
87C1:   NOT  85 
004D: jump_if_false STEAL2_3109
07C0:  85 

:STEAL2_3109
00D6: if  0
0039:   @99 ==  4  ;; integer values
004D: jump_if_false STEAL2_3120
00D6: if  0
87C1:   NOT  86 
004D: jump_if_false STEAL2_3116
07C0:  86 

:STEAL2_3116
00D6: if  0
87C1:   NOT  87 
004D: jump_if_false STEAL2_3120
07C0:  87 

:STEAL2_3120
00D6: if  0
0039:   @99 ==  5  ;; integer values
004D: jump_if_false STEAL2_3139
00D6: if  0
87C1:   NOT  88 
004D: jump_if_false STEAL2_3127
07C0:  88 

:STEAL2_3127
00D6: if  0
87C1:   NOT  89 
004D: jump_if_false STEAL2_3131
07C0:  89 

:STEAL2_3131
00D6: if  0
87C1:   NOT  90 
004D: jump_if_false STEAL2_3135
07C0:  90 

:STEAL2_3135
00D6: if  0
87C1:   NOT  91 
004D: jump_if_false STEAL2_3139
07C0:  91 

:STEAL2_3139
00D6: if  0
0039:   @99 ==  6  ;; integer values
004D: jump_if_false STEAL2_3150
00D6: if  0
87C1:   NOT  92 
004D: jump_if_false STEAL2_3146
07C0:  92 

:STEAL2_3146
00D6: if  0
87C1:   NOT  93 
004D: jump_if_false STEAL2_3150
07C0:  93 

:STEAL2_3150
00D6: if  0
0039:   @99 ==  7  ;; integer values
004D: jump_if_false STEAL2_3169
00D6: if  0
87C1:   NOT  94 
004D: jump_if_false STEAL2_3157
07C0:  94 

:STEAL2_3157
00D6: if  0
87C1:   NOT  95 
004D: jump_if_false STEAL2_3161
07C0:  95 

:STEAL2_3161
00D6: if  0
87C1:   NOT  96 
004D: jump_if_false STEAL2_3165
07C0:  96 

:STEAL2_3165
00D6: if  0
87C1:   NOT  97 
004D: jump_if_false STEAL2_3169
07C0:  97 

:STEAL2_3169
00D6: if  0
0039:   @99 ==  8  ;; integer values
004D: jump_if_false STEAL2_3188
00D6: if  0
87C1:   NOT  98 
004D: jump_if_false STEAL2_3176
07C0:  98 

:STEAL2_3176
00D6: if  0
87C1:   NOT  65 
004D: jump_if_false STEAL2_3180
07C0:  65 

:STEAL2_3180
00D6: if  0
87C1:   NOT  66 
004D: jump_if_false STEAL2_3184
07C0:  66 

:STEAL2_3184
00D6: if  0
87C1:   NOT  67 
004D: jump_if_false STEAL2_3188
07C0:  67 

:STEAL2_3188
00D6: if  0
0039:   @99 ==  11  ;; integer values
004D: jump_if_false STEAL2_3195
00D6: if  0
87C1:   NOT  99 
004D: jump_if_false STEAL2_3195
07C0:  99 

:STEAL2_3195
00D6: if  0
0019:   @99 >  0  ;; integer values
004D: jump_if_false STEAL2_3231
00D6: if  0
001B:    13 > @99  ;; integer values
004D: jump_if_false STEAL2_3231
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @34 radius  150.0  150.0 unknown  0
004D: jump_if_false STEAL2_3210
00D6: if  0
82CA:   NOT   car @34 bounding_sphere_visible
004D: jump_if_false STEAL2_3210
00BE: text_clear_all
00BC: text_highpriority 'STE2_06'  4000 ms  1
0002: jump STEAL2_3240

:STEAL2_3210
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @35 radius  120.0  120.0 unknown  0
004D: jump_if_false STEAL2_3219
00D6: if  0
82CA:   NOT   car @35 bounding_sphere_visible
004D: jump_if_false STEAL2_3219
00BE: text_clear_all
00BC: text_highpriority 'STE2_09'  4000 ms  1
0002: jump STEAL2_3240

:STEAL2_3219
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false STEAL2_3231
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @35 radius  160.0  160.0 unknown  0
004D: jump_if_false STEAL2_3231
00D6: if  0
82CA:   NOT   car @35 bounding_sphere_visible
004D: jump_if_false STEAL2_3231
00BE: text_clear_all
00BC: text_highpriority 'STE2_08'  4000 ms  1
0002: jump STEAL2_3240

:STEAL2_3231
00D6: if  0
0019:   @99 >  0  ;; integer values
004D: jump_if_false STEAL2_3238
00D6: if  0
001B:    14 > @99  ;; integer values
004D: jump_if_false STEAL2_3238
0050: gosub STEAL2_3333

:STEAL2_3238
0050: gosub STEAL2_3645
0002: jump STEAL2_126

:STEAL2_3240
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:STEAL2_3242
0008: $STEAL_MISSIONS_PASSED +=  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
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'
030C: set_mission_points +=  1
0051: return

:STEAL2_3253
00D6: if  0
0844: s$706 
004D: jump_if_false STEAL2_3257
02EB: restore_camera_with_jumpcut

:STEAL2_3257
034F: destroy_actor_with_fade $133  ;; The actor fades away like a ghost
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false STEAL2_3262
0A09: $PLAYER_ACTOR  0 

:STEAL2_3262
09F5:  0 
0249: release_model  560
0249: release_model  562
0249: release_model  147
0249: release_model  414
0249: release_model #CARDBOARDBOX
0249: release_model  449
0249: release_model  597
0249: release_model  281
0249: release_model  437
0249: release_model  461
06EB: release_car_component #NTO_B_S 
0249: release_model  486
0249: release_model  524
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: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:STEAL2_3289
00D6: if  0
0118:   actor $133 dead
004D: jump_if_false STEAL2_3295
00BE: text_clear_all
00BC: text_highpriority 'STE2_07'  4000 ms  1
0006: @102 =  1  ;; integer values

:STEAL2_3295
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false STEAL2_3301
00BE: text_clear_all
00BC: text_highpriority 'STE2_08'  4000 ms  1
0006: @102 =  1  ;; integer values

:STEAL2_3301
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false STEAL2_3307
00BE: text_clear_all
00BC: text_highpriority 'STE2_08'  4000 ms  1
0006: @102 =  1  ;; integer values

:STEAL2_3307
0051: return

:STEAL2_3308
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false STEAL2_3318
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_3318
0164: disable_marker @98
0187: @98 = create_marker_above_actor $133
07E0: @98  1 
0006: @104 =  0  ;; integer values

:STEAL2_3318
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false STEAL2_3332
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $133 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false STEAL2_3332
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_3329
09DD:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 

:STEAL2_3329
0164: disable_marker @98
018A: @98 = create_checkpoint_at -1632.9  1207.4  6.1
0006: @104 =  1  ;; integer values

:STEAL2_3332
0051: return

:STEAL2_3333
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false STEAL2_3351
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false STEAL2_3351
03D5: remove_text 'IN_VEH'
0164: disable_marker @98
00D6: if  0
0039:   @99 ==  13  ;; integer values
004D: jump_if_false STEAL2_3347
018A: @98 = create_checkpoint_at -2024.7  179.4  27.4
00BB: text_lowpriority 'STE2_05'  4000 ms  1
0002: jump STEAL2_3350

:STEAL2_3347
0186: @98 = create_marker_above_car @34
07E0: @98  1 
00BB: text_lowpriority 'STE2_02'  7000 ms  1

:STEAL2_3350
0006: @105 =  1  ;; integer values

:STEAL2_3351
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false STEAL2_3364
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false STEAL2_3364
03D5: remove_text 'STE2_05'
03D5: remove_text 'STE2_02'
00BB: text_lowpriority 'STE2_11'  7000 ms  1
0164: disable_marker @98
0186: @98 = create_marker_above_car @35
07E0: @98  1 
0006: @105 =  0  ;; integer values

:STEAL2_3364
0051: return

:STEAL2_3365
00A0: store_actor $PLAYER_ACTOR position_to @162 @163 $75
00AA: store_car @34 position_to @164 @165 $75
0509: @166 = distance between point @162 @163 and point @164 @165
00D6: if  0
0023:    21.0 > @166  ;; floating-point values
004D: jump_if_false STEAL2_3376
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_3381

:STEAL2_3376
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_3381
000B: @166 +=  .3  ;; floating-point values
0087: @168 = @166  ;; floating-point values only
00D6: if  0
0021:   @168 >  2.0  ;; floating-point values
004D: jump_if_false STEAL2_3387
0007: @168 =  2.0  ;; floating-point values

:STEAL2_3387
00D6: if  0
0023:    .5 > @168  ;; floating-point values
004D: jump_if_false STEAL2_3391
0007: @168 =  .5  ;; floating-point values

:STEAL2_3391
00D6: if  0
060E: @34 
004D: jump_if_false STEAL2_3395
06FD: @34 @168 

:STEAL2_3395
00D6: if  0
8119:   NOT   car @95 wrecked
004D: jump_if_false STEAL2_3402
00D6: if  0
060E: @95 
004D: jump_if_false STEAL2_3402
06FD: @95 @168 

:STEAL2_3402
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false STEAL2_3447
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false STEAL2_3412
00D6: if  0
060E: @38 
004D: jump_if_false STEAL2_3412
06FD: @38 @168 

:STEAL2_3412
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_3419
00D6: if  0
060E: @39 
004D: jump_if_false STEAL2_3419
06FD: @39 @168 

:STEAL2_3419
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false STEAL2_3426
00D6: if  0
060E: @40 
004D: jump_if_false STEAL2_3426
06FD: @40 @168 

:STEAL2_3426
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false STEAL2_3433
00D6: if  0
060E: @41 
004D: jump_if_false STEAL2_3433
06FD: @41 @168 

:STEAL2_3433
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false STEAL2_3440
00D6: if  0
060E: @42 
004D: jump_if_false STEAL2_3440
06FD: @42 @168 

:STEAL2_3440
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_3447
00D6: if  0
060E: @43 
004D: jump_if_false STEAL2_3447
06FD: @43 @168 

:STEAL2_3447
00D6: if  0
0039:   @99 ==  4  ;; integer values
004D: jump_if_false STEAL2_3454
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false STEAL2_3454
06FD: @51 @168 

:STEAL2_3454
00D6: if  0
0039:   @99 ==  5  ;; integer values
004D: jump_if_false STEAL2_3461
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false STEAL2_3461
06FD: @38 @168 

:STEAL2_3461
00D6: if  0
0039:   @99 ==  6  ;; integer values
004D: jump_if_false STEAL2_3476
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false STEAL2_3468
06FD: @50 @168 

:STEAL2_3468
00D6: if  0
8119:   NOT   car @52 wrecked
004D: jump_if_false STEAL2_3472
06FD: @52 @168 

:STEAL2_3472
00D6: if  0
8119:   NOT   car @53 wrecked
004D: jump_if_false STEAL2_3476
06FD: @53 @168 

:STEAL2_3476
00D6: if  0
0039:   @99 ==  7  ;; integer values
004D: jump_if_false STEAL2_3483
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL2_3483
06FD: @39 @168 

:STEAL2_3483
00D6: if  0
0039:   @99 ==  8  ;; integer values
004D: jump_if_false STEAL2_3494
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false STEAL2_3490
06FD: @43 @168 

:STEAL2_3490
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false STEAL2_3494
06FD: @44 @168 

:STEAL2_3494
0051: return

:STEAL2_3495
0209: @111 = random_int  1  37
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false STEAL2_3500
0674: set_car_model @110 numberplate "GOT_M00_" 

:STEAL2_3500
00D6: if  0
0039:   @111 ==  2  ;; integer values
004D: jump_if_false STEAL2_3504
0674: set_car_model @110 numberplate "M00TV_4U" 

:STEAL2_3504
00D6: if  0
0039:   @111 ==  3  ;; integer values
004D: jump_if_false STEAL2_3508
0674: set_car_model @110 numberplate "MATHEW_2" 

:STEAL2_3508
00D6: if  0
0039:   @111 ==  4  ;; integer values
004D: jump_if_false STEAL2_3512
0674: set_car_model @110 numberplate "D4_DEW0R" 

:STEAL2_3512
00D6: if  0
0039:   @111 ==  5  ;; integer values
004D: jump_if_false STEAL2_3516
0674: set_car_model @110 numberplate "D0DE_777" 

:STEAL2_3516
00D6: if  0
0039:   @111 ==  6  ;; integer values
004D: jump_if_false STEAL2_3520
0674: set_car_model @110 numberplate "DAM0_666" 

:STEAL2_3520
00D6: if  0
0039:   @111 ==  7  ;; integer values
004D: jump_if_false STEAL2_3524
0674: set_car_model @110 numberplate "C0NEY_88" 

:STEAL2_3524
00D6: if  0
0039:   @111 ==  8  ;; integer values
004D: jump_if_false STEAL2_3528
0674: set_car_model @110 numberplate "PRE4CHER" 

:STEAL2_3528
00D6: if  0
0039:   @111 ==  9  ;; integer values
004D: jump_if_false STEAL2_3532
0674: set_car_model @110 numberplate "DBP_4NDY" 

:STEAL2_3532
00D6: if  0
0039:   @111 ==  10  ;; integer values
004D: jump_if_false STEAL2_3536
0674: set_car_model @110 numberplate "EV1L_SLY" 

:STEAL2_3536
00D6: if  0
0039:   @111 ==  11  ;; integer values
004D: jump_if_false STEAL2_3540
0674: set_car_model @110 numberplate "N1_R4V3N" 

:STEAL2_3540
00D6: if  0
0039:   @111 ==  12  ;; integer values
004D: jump_if_false STEAL2_3544
0674: set_car_model @110 numberplate "D1VX_Z00" 

:STEAL2_3544
00D6: if  0
0039:   @111 ==  13  ;; integer values
004D: jump_if_false STEAL2_3548
0674: set_car_model @110 numberplate "MR_B3NN" 

:STEAL2_3548
00D6: if  0
0039:   @111 ==  14  ;; integer values
004D: jump_if_false STEAL2_3552
0674: set_car_model @110 numberplate "R3D_R4SP" 

:STEAL2_3552
00D6: if  0
0039:   @111 ==  15  ;; integer values
004D: jump_if_false STEAL2_3556
0674: set_car_model @110 numberplate "LA_B0MBA" 

:STEAL2_3556
00D6: if  0
0039:   @111 ==  16  ;; integer values
004D: jump_if_false STEAL2_3560
0674: set_car_model @110 numberplate "L3337_0G" 

:STEAL2_3560
00D6: if  0
0039:   @111 ==  17  ;; integer values
004D: jump_if_false STEAL2_3564
0674: set_car_model @110 numberplate "BUDD4H_X" 

:STEAL2_3564
00D6: if  0
0039:   @111 ==  18  ;; integer values
004D: jump_if_false STEAL2_3568
0674: set_car_model @110 numberplate "T3H_BUCK" 

:STEAL2_3568
00D6: if  0
0039:   @111 ==  19  ;; integer values
004D: jump_if_false STEAL2_3572
0674: set_car_model @110 numberplate "CHUNKY_1" 

:STEAL2_3572
00D6: if  0
0039:   @111 ==  20  ;; integer values
004D: jump_if_false STEAL2_3576
0674: set_car_model @110 numberplate "EV1L_BNZ" 

:STEAL2_3576
00D6: if  0
0039:   @111 ==  21  ;; integer values
004D: jump_if_false STEAL2_3580
0674: set_car_model @110 numberplate "S4ND_M4N" 

:STEAL2_3580
00D6: if  0
0039:   @111 ==  22  ;; integer values
004D: jump_if_false STEAL2_3584
0674: set_car_model @110 numberplate "RKK_DBP1" 

:STEAL2_3584
00D6: if  0
0039:   @111 ==  23  ;; integer values
004D: jump_if_false STEAL2_3588
0674: set_car_model @110 numberplate "RE1_K0KU" 

:STEAL2_3588
00D6: if  0
0039:   @111 ==  24  ;; integer values
004D: jump_if_false STEAL2_3592
0674: set_car_model @110 numberplate "S3XY_JUD" 

:STEAL2_3592
00D6: if  0
0039:   @111 ==  25  ;; integer values
004D: jump_if_false STEAL2_3596
0674: set_car_model @110 numberplate "SUNRA_93" 

:STEAL2_3596
00D6: if  0
0039:   @111 ==  26  ;; integer values
004D: jump_if_false STEAL2_3600
0674: set_car_model @110 numberplate "UG_FUX69" 

:STEAL2_3600
00D6: if  0
0039:   @111 ==  27  ;; integer values
004D: jump_if_false STEAL2_3604
0674: set_car_model @110 numberplate "LI0N_CUM" 

:STEAL2_3604
00D6: if  0
0039:   @111 ==  28  ;; integer values
004D: jump_if_false STEAL2_3608
0674: set_car_model @110 numberplate "RKK_PWND" 

:STEAL2_3608
00D6: if  0
0039:   @111 ==  29  ;; integer values
004D: jump_if_false STEAL2_3612
0674: set_car_model @110 numberplate "HAZE_B0B" 

:STEAL2_3612
00D6: if  0
0039:   @111 ==  30  ;; integer values
004D: jump_if_false STEAL2_3616
0674: set_car_model @110 numberplate "T3H_FLUF" 

:STEAL2_3616
00D6: if  0
0039:   @111 ==  31  ;; integer values
004D: jump_if_false STEAL2_3620
0674: set_car_model @110 numberplate "BM_4NDY_" 

:STEAL2_3620
00D6: if  0
0039:   @111 ==  32  ;; integer values
004D: jump_if_false STEAL2_3624
0674: set_car_model @110 numberplate "BM_D34N_" 

:STEAL2_3624
00D6: if  0
0039:   @111 ==  33  ;; integer values
004D: jump_if_false STEAL2_3628
0674: set_car_model @110 numberplate "BM_L4C3Y" 

:STEAL2_3628
00D6: if  0
0039:   @111 ==  34  ;; integer values
004D: jump_if_false STEAL2_3632
0674: set_car_model @110 numberplate "BM_D3V__" 

:STEAL2_3632
00D6: if  0
0039:   @111 ==  35  ;; integer values
004D: jump_if_false STEAL2_3636
0674: set_car_model @110 numberplate "NU_SK00L" 

:STEAL2_3636
00D6: if  0
0039:   @111 ==  36  ;; integer values
004D: jump_if_false STEAL2_3640
0674: set_car_model @110 numberplate "G4L_AVET" 

:STEAL2_3640
00D6: if  0
0039:   @111 ==  37  ;; integer values
004D: jump_if_false STEAL2_3644
0674: set_car_model @110 numberplate "M0J0_J0J" 

:STEAL2_3644
0051: return

:STEAL2_3645
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false STEAL2_3665
00D6: if  0
001D:   @154 > @113  ;; integer values  
004D: jump_if_false STEAL2_3664
0050: gosub STEAL2_4030
0050: gosub STEAL2_4046
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false STEAL2_3658
0050: gosub STEAL2_4071
0002: jump STEAL2_3663

:STEAL2_3658
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_3663
0002: jump STEAL2_3665

:STEAL2_3664
0006: @112 =  0  ;; integer values

:STEAL2_3665
00D6: if  22
0039:   @112 ==  4  ;; integer values
0039:   @112 ==  5  ;; integer values
0039:   @112 ==  6  ;; integer values
004D: jump_if_false STEAL2_3678
00D6: if  0
001D:   @154 > @113  ;; integer values  
004D: jump_if_false STEAL2_3677
0050: gosub STEAL2_4030
0050: gosub STEAL2_4046
0050: gosub STEAL2_4071
0002: jump STEAL2_3678

:STEAL2_3677
0006: @112 =  0  ;; integer values

:STEAL2_3678
00D6: if  25
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_3703
00D6: if  0
001D:   @154 > @113  ;; integer values  
004D: jump_if_false STEAL2_3702
0050: gosub STEAL2_4030
0050: gosub STEAL2_4046
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false STEAL2_3696
0050: gosub STEAL2_4071
0002: jump STEAL2_3701

:STEAL2_3696
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_3701
0002: jump STEAL2_3703

:STEAL2_3702
0006: @112 =  0  ;; integer values

:STEAL2_3703
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false STEAL2_3844
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false STEAL2_3844
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_3766
00D6: if  0
0104:   actor $133 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false STEAL2_3765
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $133 has_objective
004D: jump_if_false STEAL2_3740
00D6: if  21
0039:   @112 ==  2  ;; integer values
0039:   @112 ==  3  ;; integer values
004D: jump_if_false STEAL2_3740
00D6: if  0
001D:   @154 > @113  ;; integer values  
004D: jump_if_false STEAL2_3739
0050: gosub STEAL2_4030
0050: gosub STEAL2_4046
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false STEAL2_3733
0050: gosub STEAL2_4071
0002: jump STEAL2_3738

:STEAL2_3733
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_3738
0002: jump STEAL2_3740

:STEAL2_3739
0006: @112 =  0  ;; integer values

:STEAL2_3740
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $133 driving
004D: jump_if_false STEAL2_3765
00D6: if  21
0039:   @112 ==  2  ;; integer values
0039:   @112 ==  3  ;; integer values
004D: jump_if_false STEAL2_3765
00D6: if  0
001D:   @154 > @113  ;; integer values  
004D: jump_if_false STEAL2_3764
0050: gosub STEAL2_4030
0050: gosub STEAL2_4046
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false STEAL2_3758
0050: gosub STEAL2_4071
0002: jump STEAL2_3763

:STEAL2_3758
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_3763
0002: jump STEAL2_3765

:STEAL2_3764
0006: @112 =  0  ;; integer values

:STEAL2_3765
0002: jump STEAL2_3784

:STEAL2_3766
00D6: if  0
001B:    14 > @112  ;; integer values
004D: jump_if_false STEAL2_3784
00D6: if  0
001D:   @154 > @113  ;; integer values  
004D: jump_if_false STEAL2_3773
000A: @113 +=  1  ;; integer values

:STEAL2_3773
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_3845

:STEAL2_3784
00D6: if  0
0039:   @112 ==  14  ;; integer values
004D: jump_if_false STEAL2_3811
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_3809
00D6: if  0
001D:   @154 > @113  ;; integer values  
004D: jump_if_false STEAL2_3806
0050: gosub STEAL2_4030
0050: gosub STEAL2_4046
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false STEAL2_3800
0050: gosub STEAL2_4071
0002: jump STEAL2_3805

:STEAL2_3800
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_3805
0002: jump STEAL2_3808

:STEAL2_3806
00BB: text_lowpriority 'STE2_10'  7000 ms  1
0006: @112 =  15  ;; integer values

:STEAL2_3808
0002: jump STEAL2_3811

:STEAL2_3809
00BB: text_lowpriority 'STE2_10'  7000 ms  1
0006: @112 =  15  ;; integer values

:STEAL2_3811
00D6: if  0
0039:   @112 ==  15  ;; integer values
004D: jump_if_false STEAL2_3820
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_3820
0006: @112 =  16  ;; integer values
0006: @113 =  0  ;; integer values
00BE: text_clear_all

:STEAL2_3820
00D6: if  0
0039:   @112 ==  16  ;; integer values
004D: jump_if_false STEAL2_3844
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL2_3836
0006: @33 =  0  ;; integer values
0085: @112 = @160  ;; integer values and handles
0085: @113 = @161  ;; integer values and handles
0050: gosub STEAL2_3845
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false STEAL2_3835
00BB: text_lowpriority 'STE2_01'  7000 ms  1
0006: @33 =  0  ;; integer values

:STEAL2_3835
0002: jump STEAL2_3844

:STEAL2_3836
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_3845

:STEAL2_3844
0051: return

:STEAL2_3845
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false STEAL2_3851
05AA: s@115 = 'STL2_AA'  ;; 8-byte strings
04AF: @141 = unknown_wav_reference  36800 
0006: @154 =  1  ;; integer values

:STEAL2_3851
00D6: if  0
0039:   @112 ==  2  ;; integer values
004D: jump_if_false STEAL2_3879
05AA: s@115 = 'STL2_BA'  ;; 8-byte strings
05AA: s@117 = 'STL2_BB'  ;; 8-byte strings
05AA: s@119 = 'STL2_BC'  ;; 8-byte strings
05AA: s@121 = 'STL2_BD'  ;; 8-byte strings
05AA: s@123 = 'STL2_BE'  ;; 8-byte strings
05AA: s@125 = 'STL2_BF'  ;; 8-byte strings
05AA: s@127 = 'STL2_BG'  ;; 8-byte strings
05AA: s@129 = 'STL2_BH'  ;; 8-byte strings
05AA: s@131 = 'STL2_BJ'  ;; 8-byte strings
05AA: s@133 = 'STL2_BK'  ;; 8-byte strings
05AA: s@135 = 'STL2_BL'  ;; 8-byte strings
05AA: s@137 = '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_3879
00D6: if  0
0039:   @112 ==  3  ;; integer values
004D: jump_if_false STEAL2_3897
05AA: s@115 = 'STL2_CA'  ;; 8-byte strings
05AA: s@117 = 'STL2_CB'  ;; 8-byte strings
05AA: s@119 = 'STL2_CC'  ;; 8-byte strings
05AA: s@121 = 'STL2_CD'  ;; 8-byte strings
05AA: s@123 = 'STL2_CE'  ;; 8-byte strings
05AA: s@125 = 'STL2_CF'  ;; 8-byte strings
05AA: s@127 = '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_3897
00D6: if  0
0039:   @112 ==  4  ;; integer values
004D: jump_if_false STEAL2_3919
05AA: s@115 = 'STL2_DA'  ;; 8-byte strings
05AA: s@117 = 'STL2_DB'  ;; 8-byte strings
05AA: s@119 = 'STL2_DC'  ;; 8-byte strings
05AA: s@121 = 'STL2_DD'  ;; 8-byte strings
05AA: s@123 = 'STL2_DE'  ;; 8-byte strings
05AA: s@125 = 'STL2_DF'  ;; 8-byte strings
05AA: s@127 = 'STL2_DH'  ;; 8-byte strings
05AA: s@129 = 'STL2_DJ'  ;; 8-byte strings
05AA: s@131 = '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_3919
00D6: if  0
0039:   @112 ==  5  ;; integer values
004D: jump_if_false STEAL2_3933
05AA: s@115 = 'STL2_EA'  ;; 8-byte strings
05AA: s@117 = 'STL2_EB'  ;; 8-byte strings
05AA: s@119 = 'STL2_EC'  ;; 8-byte strings
05AA: s@121 = 'STL2_ED'  ;; 8-byte strings
05AA: s@123 = '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_3933
00D6: if  0
0039:   @112 ==  6  ;; integer values
004D: jump_if_false STEAL2_3939
05AA: s@115 = 'STL2_EF'  ;; 8-byte strings
04AF: @141 = unknown_wav_reference  36834 
0006: @154 =  1  ;; integer values

:STEAL2_3939
00D6: if  0
0039:   @112 ==  7  ;; integer values
004D: jump_if_false STEAL2_3949
05AA: s@115 = 'STL2_FA'  ;; 8-byte strings
05AA: s@117 = 'STL2_FB'  ;; 8-byte strings
05AA: s@119 = '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_3949
00D6: if  0
0039:   @112 ==  8  ;; integer values
004D: jump_if_false STEAL2_3975
05AA: s@115 = 'STL2_FD'  ;; 8-byte strings
05AA: s@117 = 'STL2_FE'  ;; 8-byte strings
05AA: s@119 = 'STL2_FF'  ;; 8-byte strings
05AA: s@121 = 'STL2_FG'  ;; 8-byte strings
05AA: s@123 = 'STL2_FH'  ;; 8-byte strings
05AA: s@125 = 'STL2_FJ'  ;; 8-byte strings
05AA: s@129 = 'STL2_FO'  ;; 8-byte strings
05AA: s@131 = 'STL2_FP'  ;; 8-byte strings
05AA: s@133 = 'STL2_FQ'  ;; 8-byte strings
05AA: s@135 = 'STL2_HB'  ;; 8-byte strings
05AA: s@137 = '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_3975
00D6: if  0
0039:   @112 ==  9  ;; integer values
004D: jump_if_false STEAL2_3985
05AA: s@115 = 'STL2_FL'  ;; 8-byte strings
05AA: s@117 = 'STL2_FM'  ;; 8-byte strings
05AA: s@119 = '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_3985
00D6: if  0
0039:   @112 ==  10  ;; integer values
004D: jump_if_false STEAL2_3997
05AA: s@115 = 'STL2_FR'  ;; 8-byte strings
05AA: s@117 = 'STL2_GA'  ;; 8-byte strings
05AA: s@119 = 'STL2_GB'  ;; 8-byte strings
05AA: s@121 = '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_3997
00D6: if  0
0039:   @112 ==  11  ;; integer values
004D: jump_if_false STEAL2_4005
05AA: s@115 = 'STL2_HD'  ;; 8-byte strings
05AA: s@117 = 'STL2_HE'  ;; 8-byte strings
04AF: @141 = unknown_wav_reference  36857 
04AF: @142 = unknown_wav_reference  36858 
0006: @154 =  2  ;; integer values

:STEAL2_4005
00D6: if  0
0039:   @112 ==  12  ;; integer values
004D: jump_if_false STEAL2_4013
05AA: s@115 = 'STL2_HF'  ;; 8-byte strings
05AA: s@117 = 'STL2_HG'  ;; 8-byte strings
04AF: @141 = unknown_wav_reference  36859 
04AF: @142 = unknown_wav_reference  36860 
0006: @154 =  2  ;; integer values

:STEAL2_4013
00D6: if  0
0039:   @112 ==  14  ;; integer values
004D: jump_if_false STEAL2_4025
05AA: s@115 = 'CESX_BA'  ;; 8-byte strings
05AA: s@117 = 'CESX_BB'  ;; 8-byte strings
05AA: s@119 = 'CESX_BC'  ;; 8-byte strings
05AA: s@121 = '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_4025
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_4030
00D6: if  0
001D:   @154 > @157  ;; integer values  
004D: jump_if_false STEAL2_4045
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false STEAL2_4039
03CF: load_wav @141(@157,13i) as  1
000A: @157 +=  1  ;; integer values
0006: @155 =  1  ;; integer values

:STEAL2_4039
00D6: if  0
0039:   @156 ==  0  ;; integer values
004D: jump_if_false STEAL2_4045
03CF: load_wav @141(@157,13i) as  2
000A: @157 +=  1  ;; integer values
0006: @156 =  1  ;; integer values

:STEAL2_4045
0051: return

:STEAL2_4046
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false STEAL2_4058
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false STEAL2_4058
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false STEAL2_4058
03D1: play_wav  1
00BC: text_highpriority @115(@113,13s)  4500 ms  1
0006: @155 =  2  ;; integer values

:STEAL2_4058
00D6: if  0
0039:   @158 ==  2  ;; integer values
004D: jump_if_false STEAL2_4070
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false STEAL2_4070
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false STEAL2_4070
03D1: play_wav  2
00BC: text_highpriority @115(@113,13s)  4500 ms  1
0006: @156 =  2  ;; integer values

:STEAL2_4070
0051: return

:STEAL2_4071
00D6: if  0
0039:   @155 ==  2  ;; integer values
004D: jump_if_false STEAL2_4081
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL2_4081
03D5: remove_text @115(@113,13s)
000A: @113 +=  1  ;; integer values
0006: @158 =  2  ;; integer values
0006: @155 =  0  ;; integer values

:STEAL2_4081
00D6: if  0
0039:   @156 ==  2  ;; integer values
004D: jump_if_false STEAL2_4091
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false STEAL2_4091
03D5: remove_text @115(@113,13s)
000A: @113 +=  1  ;; integer values
0006: @158 =  1  ;; integer values
0006: @156 =  0  ;; integer values

:STEAL2_4091
0051: return

;-------------Mission 69---------------
; Originally: Customs Fast Track


:STEAL4_1
03A4: name_thread 'STEAL4'
0050: gosub STEAL4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false STEAL4_7
0050: gosub STEAL4_4039

:STEAL4_7
0050: gosub STEAL4_4139
004E: end_thread

:STEAL4_9
0004: $ON_MISSION =  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_15
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false STEAL4_20
0006: @36 =  1  ;; integer values

:STEAL4_20
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  9  ;; integer values
004D: jump_if_false STEAL4_25
0006: @39 =  0  ;; integer values

:STEAL4_25
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_92
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false STEAL4_39
0002: jump STEAL4_74

:STEAL4_39
00D6: if  0
0736:  138 
004D: jump_if_false STEAL4_48
0006: @34 =  10  ;; integer values
0006: @35 =  0  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL4_48
00D9: @86 = actor $PLAYER_ACTOR car

:STEAL4_48
0871: init_jump_table @34 total_jumps  11  0 STEAL4_72 jumps  0 STEAL4_50  1 STEAL4_52  2 STEAL4_54  3 STEAL4_56  4 STEAL4_58  5 STEAL4_60  6 STEAL4_62 
0872: jump_table_jumps  7 STEAL4_64  8 STEAL4_66  9 STEAL4_68  10 STEAL4_70 -1 STEAL4_72 -1 STEAL4_72 -1 STEAL4_72 -1 STEAL4_72 -1 STEAL4_72 

:STEAL4_50
0050: gosub STEAL4_158
0002: jump STEAL4_72

:STEAL4_52
0050: gosub STEAL4_299
0002: jump STEAL4_72

:STEAL4_54
0050: gosub STEAL4_481
0002: jump STEAL4_72

:STEAL4_56
0050: gosub STEAL4_646
0002: jump STEAL4_72

:STEAL4_58
0050: gosub STEAL4_1007
0002: jump STEAL4_72

:STEAL4_60
0050: gosub STEAL4_1393
0002: jump STEAL4_72

:STEAL4_62
0050: gosub STEAL4_1683
0002: jump STEAL4_72

:STEAL4_64
0050: gosub STEAL4_1962
0002: jump STEAL4_72

:STEAL4_66
0050: gosub STEAL4_2671
0002: jump STEAL4_72

:STEAL4_68
0050: gosub STEAL4_2672
0002: jump STEAL4_72

:STEAL4_70
0050: gosub STEAL4_2991
0002: jump STEAL4_72

:STEAL4_72
0050: gosub STEAL4_4230
0050: gosub STEAL4_3473

:STEAL4_74
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false STEAL4_91
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false STEAL4_88
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false STEAL4_85
0002: jump STEAL4_15
0002: jump STEAL4_87

:STEAL4_85
0050: gosub STEAL4_4126
0051: return

:STEAL4_87
0002: jump STEAL4_90

:STEAL4_88
0050: gosub STEAL4_4039
0051: return

:STEAL4_90
0002: jump STEAL4_92

:STEAL4_91
0051: return

:STEAL4_92
00D6: if  0
0736:  88 
004D: jump_if_false STEAL4_103
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false STEAL4_101
0006: @65 =  1  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump STEAL4_103

:STEAL4_101
0006: @65 =  0  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:STEAL4_103
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false STEAL4_157
00D6: if  0
0736:  32 
004D: jump_if_false STEAL4_115
086A: (unknown)
000A: @66 +=  1  ;; integer values
00D6: if  0
0019:   @66 >  2  ;; integer values
004D: jump_if_false STEAL4_115
0006: @66 =  0  ;; integer values

:STEAL4_115
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false STEAL4_134
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" 
065D: $7407 "M_GOALS" 
065D: $7408 "PLAYER_ON_FOOT" 
065D: $7409 "CONVERSATION_FLAG" 
065D: $7410 "ACTIVE_CONVERSATION" 
065D: $7411 "CONVERSATION_STATUS" 
065D: $7412 "CRANE_HELP_FLAG" 
065D: $7413 "CRANE_HELP_TIMER" 

:STEAL4_134
00D6: if  0
0039:   @66 ==  2  ;; integer values
004D: jump_if_false STEAL4_143
065E: $2738 "MAGNO_ARM_ROTATE_Y" 
065E: $2736 "MAGNO_CABIN_H" 
065E: $2737 "MAGNO_ARM_H" 
065E: $2733 "MAGNO_BASE_X" 
065E: $2734 "MAGNO_BASE_Y" 
065E: $10496 "CRANE_ROPE_LENGTH" 

:STEAL4_143
00D6: if  0
0039:   @67 ==  0  ;; integer values
004D: jump_if_false STEAL4_152
00D6: if  0
0736:  80 
004D: jump_if_false STEAL4_151
0662: write_debug_message "LEVEL_PAUSED" 
0006: @67 =  1  ;; integer values

:STEAL4_151
0002: jump STEAL4_157

:STEAL4_152
00D6: if  0
0736:  80 
004D: jump_if_false STEAL4_157
0662: write_debug_message "LEVEL_UNPAUSED" 
0006: @67 =  0  ;; integer values

:STEAL4_157
0051: return

:STEAL4_158
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false STEAL4_172
00A5: @83 = create_car  413 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  413 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_172
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL4_290
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 (frozen)
016A: fade  0 ()  1000 ms

:STEAL4_198
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_203
0001: wait  0 ms
0002: jump STEAL4_198

:STEAL4_203
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_208
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false STEAL4_213
0001: wait  0 ms
0002: jump STEAL4_208

:STEAL4_213
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:STEAL4_215
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false STEAL4_220
0001: wait  0 ms
0002: jump STEAL4_215

:STEAL4_220
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:STEAL4_223
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_228
0001: wait  0 ms
0002: jump STEAL4_223

:STEAL4_228
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: load_special_actor  1 'CESAR'
0247: request_model  567

:STEAL4_233
00D6: if  21
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  567 available
004D: jump_if_false STEAL4_239
0001: wait  0 ms
0002: jump STEAL4_233

:STEAL4_239
0674: set_car_model  567 numberplate "LVA4L" 
00A5: @82 = create_car  567 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  567
01C8: @68 = create_actor  25  290 in_car @82 passenger_seat  0
0568: @68  1
04D8: @68  0
0223: set_actor @68 health_to  400
08AF: @68  400 
039E: (unknown) @68  1 
0446: (unknown) @68  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 (unfrozen)
06D7:  0 
07B4: $PLAYER_CHAR  0 
08F4:  0 
0A20: $PLAYER_CHAR  1 
060A: unknown_create_entity  2 @171 
060A: unknown_create_entity  0 @168 
060A: unknown_create_entity  0 @172 
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false STEAL4_267
01BB: store_object $2727 position_to $2733 $2734 $2735

:STEAL4_267
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 =  84.79579  ;; floating-point values
0005: $10496 =  .639  ;; floating-point values
0050: gosub STEAL4_3886
0006: @43 =  0  ;; integer values

:STEAL4_275
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false STEAL4_281
0006: @141(@43,10i) =  0  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_275

:STEAL4_281
02A3: toggle_widescreen  0 (off)
03C7: unknown_maby_cops_density  .001
016A: fade  1 (back)  1000 ms

:STEAL4_284
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_289
0001: wait  0 ms
0002: jump STEAL4_284

:STEAL4_289
000A: @35 +=  1  ;; integer values

:STEAL4_290
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL4_298
00BC: text_highpriority 'ST4_05'  5000 ms  1
0006: @32 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:STEAL4_298
0051: return

:STEAL4_299
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL4_325
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_314
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false STEAL4_323
00D6: if  0
03CA:   object @92(@43,9i) exists
004D: jump_if_false STEAL4_321
0550: unknown_keep_object @92(@43,9i) in_memory  1

:STEAL4_321
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_314

:STEAL4_323
041E: set_radio_station  0 
000A: @35 +=  1  ;; integer values

:STEAL4_325
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL4_349
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_336
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false STEAL4_336
0006: @153 =  1  ;; integer values
0006: @56 =  1  ;; integer values

:STEAL4_336
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_349
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false STEAL4_349
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_348
0631: put_actor @68 in_group $PLAYER_GROUP 
04D8: @68  0
0006: @126 =  1  ;; integer values

:STEAL4_348
000A: @35 +=  1  ;; integer values

:STEAL4_349
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false STEAL4_370
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_370
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_370
00D6: if  0
00DB:   actor @68 in_car @82
004D: jump_if_false STEAL4_370
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false STEAL4_370
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
0006: @56 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:STEAL4_370
00D6: if  0
0019:   @35 >  2  ;; integer values
004D: jump_if_false STEAL4_381
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_381
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false STEAL4_381
0006: @153 =  2  ;; integer values
0006: @56 =  1  ;; integer values

:STEAL4_381
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false STEAL4_429
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_400
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_400
00D6: if  0
00DB:   actor @68 in_car @82
004D: jump_if_false STEAL4_400
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false STEAL4_400
00D6: if  0
01AD:   car @82  0 ()near_point -1585.63  90.3697  100.0  100.0
004D: jump_if_false STEAL4_400
0006: @35 =  99  ;; integer values

:STEAL4_400
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false STEAL4_419
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false STEAL4_419
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_419
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false STEAL4_419
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_419
00D6: if  0
00DB:   actor @68 in_car @82
004D: jump_if_false STEAL4_419
00AB: put_car @82 at -1585.63  90.3  5.0

:STEAL4_419
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_429
00D6: if  0
00ED:   actor @68  0 ()near_point_on_foot -1585.63  90.3697 radius  70.0  70.0
004D: jump_if_false STEAL4_429
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1585.63  90.3697 radius  70.0  70.0
004D: jump_if_false STEAL4_429
0006: @35 =  99  ;; integer values

:STEAL4_429
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false STEAL4_434
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:STEAL4_434
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_466
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_466
00D6: if  0
00DB:   actor @68 in_car @82
004D: jump_if_false STEAL4_458
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false STEAL4_452
00D6: if  0
8039:   NOT   @133 ==  1  ;; integer values
004D: jump_if_false STEAL4_451
0006: @133 =  1  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_451
0002: jump STEAL4_457

:STEAL4_452
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false STEAL4_457
0006: @133 =  0  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_457
0002: jump STEAL4_466

:STEAL4_458
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false STEAL4_466
00D6: if  0
8039:   NOT   @133 ==  1  ;; integer values
004D: jump_if_false STEAL4_466
0006: @133 =  1  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_466
0050: gosub STEAL4_3799
00D6: if  0
8039:   NOT   @126 ==  1  ;; integer values
004D: jump_if_false STEAL4_475
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false STEAL4_474
0164: disable_marker @108

:STEAL4_474
0002: jump STEAL4_480

:STEAL4_475
00D6: if  0
875C:   NOT   marker @108 enabled
004D: jump_if_false STEAL4_480
018A: @108 = create_checkpoint_at -1585.63  90.3697  2.7752
00BC: text_highpriority 'ST4_43'  7000 ms  1

:STEAL4_480
0051: return

:STEAL4_481
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL4_490
00BE: text_clear_all
00BC: text_highpriority 'ST4_13'  5000 ms  1
0004: $1912 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_490
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL4_562
0006: @138 =  0  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_502
00D6: if  0
0019:   @32 >  5500  ;; integer values
004D: jump_if_false STEAL4_502
0006: @153 =  3  ;; integer values
000A: @56 +=  1  ;; integer values

:STEAL4_502
00D6: if  0
8039:   NOT   @126 ==  1  ;; integer values
004D: jump_if_false STEAL4_511
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false STEAL4_510
0164: disable_marker @108
0004: $1912 =  1  ;; integer values

:STEAL4_510
0002: jump STEAL4_517

:STEAL4_511
00D6: if  0
875C:   NOT   marker @108 enabled
004D: jump_if_false STEAL4_517
018A: @108 = create_checkpoint_at -1585.63  90.3697  2.7752
00BC: text_highpriority 'ST4_13'  7000 ms  1
0004: $1912 =  0  ;; integer values

:STEAL4_517
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_561
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  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_534
06C9: @68 
0792: @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: @68  0

:STEAL4_534
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_549
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false STEAL4_558
00D6: if  0
03CA:   object @92(@43,9i) exists
004D: jump_if_false STEAL4_556
0550: unknown_keep_object @92(@43,9i) in_memory  0

:STEAL4_556
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_549

:STEAL4_558
0050: gosub STEAL4_3799
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_562

:STEAL4_561
0050: gosub STEAL4_3799

:STEAL4_562
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false STEAL4_575
0050: gosub STEAL4_4645
0898:  0  0  0 
0004: $1912 =  1  ;; integer values
02A3: toggle_widescreen  1 (on)
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_575
00D6: if  1
0019:   @35 >  2  ;; integer values
001B:    6 > @35  ;; integer values
004D: jump_if_false STEAL4_593
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false STEAL4_589
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false STEAL4_588
0050: gosub STEAL4_4645
0006: @35 =  6  ;; integer values
0006: @138 =  1  ;; integer values

:STEAL4_588
0002: jump STEAL4_593

:STEAL4_589
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false STEAL4_593
0006: @138 =  0  ;; integer values

:STEAL4_593
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false STEAL4_601
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false STEAL4_601
0006: @153 =  4  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_601
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false STEAL4_608
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false STEAL4_608
000A: @35 +=  1  ;; integer values

:STEAL4_608
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false STEAL4_616
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_616
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false STEAL4_623
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false STEAL4_623
000A: @35 +=  1  ;; integer values

:STEAL4_623
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false STEAL4_634
0004: $1919 =  1  ;; integer values
0004: $1911 =  1  ;; integer values
0826:  0 
0581: toggle_radar  0 (off)
02A3: toggle_widescreen  0 (off)
0004: $1912 =  0  ;; integer values
0898:  1  1  1 
0006: @35 =  99  ;; integer values

:STEAL4_634
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false STEAL4_645
0247: request_model  589

:STEAL4_638
00D6: if  0
8248:   NOT   model  589 available
004D: jump_if_false STEAL4_643
0001: wait  0 ms
0002: jump STEAL4_638

:STEAL4_643
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:STEAL4_645
0051: return

:STEAL4_646
00D6: if  1
0019:   @35 >  0  ;; integer values
001B:    3 > @35  ;; integer values
004D: jump_if_false STEAL4_665
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false STEAL4_661
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false STEAL4_660
0004: $1919 =  1  ;; integer values
0004: $1911 =  1  ;; integer values
0006: @138 =  1  ;; integer values
0006: @35 =  3  ;; integer values

:STEAL4_660
0002: jump STEAL4_665

:STEAL4_661
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false STEAL4_665
0006: @138 =  0  ;; integer values

:STEAL4_665
0871: init_jump_table @35 total_jumps  9  0 STEAL4_982 jumps  0 STEAL4_667  1 STEAL4_701  2 STEAL4_709  3 STEAL4_718  4 STEAL4_738  5 STEAL4_771  6 STEAL4_835 
0872: jump_table_jumps  7 STEAL4_941  99 STEAL4_979 -1 STEAL4_982 -1 STEAL4_982 -1 STEAL4_982 -1 STEAL4_982 -1 STEAL4_982 -1 STEAL4_982 -1 STEAL4_982 

:STEAL4_667
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false STEAL4_688
00D6: if  0
8039:   NOT   @133 ==  3  ;; integer values
004D: jump_if_false STEAL4_675
0006: @133 =  3  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_675
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'
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_686
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_686
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_700

:STEAL4_688
00D6: if  0
8039:   NOT   @133 ==  3  ;; integer values
004D: jump_if_false STEAL4_693
0006: @133 =  3  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_693
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_699
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_699
0006: @35 =  3  ;; integer values

:STEAL4_700
0002: jump STEAL4_982

:STEAL4_701
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false STEAL4_708
0004: $1919 =  1  ;; integer values
0004: $1911 =  1  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_708
0002: jump STEAL4_982

:STEAL4_709
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false STEAL4_717
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_717
0002: jump STEAL4_982

:STEAL4_718
0826:  1 
0581: toggle_radar  1 (on)
03E6: remove_text_box
0898:  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
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_982

:STEAL4_738
0798: $2729 @83 @69 @91 
00D6: if  22
003B:   @91 == @92  ;; integer values 
003B:   @91 == @93  ;; integer values 
003B:   @91 == @94  ;; integer values 
004D: jump_if_false STEAL4_770
0085: @106 = @91  ;; integer values and handles
0898:  1  1  0 
0006: @128 =  1  ;; integer values
00D6: if  0
075C:   marker @109 enabled
004D: jump_if_false STEAL4_751
0164: disable_marker @109

:STEAL4_751
00D6: if  0
075C:   marker @110 enabled
004D: jump_if_false STEAL4_755
0164: disable_marker @110

:STEAL4_755
00D6: if  0
075C:   marker @111 enabled
004D: jump_if_false STEAL4_759
0164: disable_marker @111

:STEAL4_759
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
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_770
0002: jump STEAL4_982

:STEAL4_771
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_804
04E6:   unknown_object @106 near_point @156 @157 @158 radius  5.0  5.0  3.0 unknown  1
00D6: if  0
04E5:   unknown_object @106 near_point @156 @157 radius  6.0  6.0 unknown  0
004D: jump_if_false STEAL4_784
00D6: if  0
8039:   NOT   @128 ==  0  ;; integer values
004D: jump_if_false STEAL4_783
0898:  1  1  1 
0006: @128 =  0  ;; integer values

:STEAL4_783
0002: jump STEAL4_789

:STEAL4_784
00D6: if  0
8039:   NOT   @128 ==  1  ;; integer values
004D: jump_if_false STEAL4_789
0898:  1  1  0 
0006: @128 =  1  ;; integer values

:STEAL4_789
00D6: if  0
04E6:   unknown_object @106 near_point @156 @157 @158 radius  6.0  6.0  6.0 unknown  0
004D: jump_if_false STEAL4_799
00D6: if  0
8039:   NOT   @132 ==  4  ;; integer values
004D: jump_if_false STEAL4_798
03E6: remove_text_box
0512: permanent_text_box 'ST4_H03'
0006: @132 =  4  ;; integer values

:STEAL4_798
0002: jump STEAL4_804

:STEAL4_799
00D6: if  0
0039:   @132 ==  4  ;; integer values
004D: jump_if_false STEAL4_804
03E6: remove_text_box
0006: @132 =  0  ;; integer values

:STEAL4_804
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_834
0798: $2729 @83 @69 @91 
00D6: if  0
803B:   NOT   @91 == @106  ;; integer values 
004D: jump_if_false STEAL4_834
0006: @32 =  0  ;; integer values
0085: @104 = @106  ;; integer values and handles
00BE: text_clear_all
03E6: remove_text_box
00D6: if  0
075C:   marker @109 enabled
004D: jump_if_false STEAL4_819
0164: disable_marker @109

:STEAL4_819
00D6: if  0
075C:   marker @110 enabled
004D: jump_if_false STEAL4_823
0164: disable_marker @110

:STEAL4_823
00D6: if  0
075C:   marker @111 enabled
004D: jump_if_false STEAL4_827
0164: disable_marker @111

:STEAL4_827
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false STEAL4_831
0164: disable_marker @108

:STEAL4_831
000A: @35 +=  1  ;; integer values
0006: @139 =  0  ;; integer values
0007: @173 =  0.0  ;; floating-point values

:STEAL4_834
0002: jump STEAL4_982

:STEAL4_835
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false STEAL4_858
00D6: if  0
04DA:   has_object @106 collided
004D: jump_if_false STEAL4_858
00D6: if  0
0021:   @173 >  14.0  ;; floating-point values
004D: jump_if_false STEAL4_857
01BB: store_object @106 position_to $73 $74 $75
0674: set_car_model  589 numberplate "N13_LLF" 
00A5: @84 = create_car  589 at $73 $74 $75
0229: set_car @84 color_to  11  0
0939: @84 @106  0.0  0.0 -.8  0.0  0.0  180.0 
050E: @106 @84
0723: @106  1 
00D6: if  0
8119:   NOT   car @84 wrecked
004D: jump_if_false STEAL4_856
0684: @84  0.0  0.0  0.0  0 
020B: explode_car @84

:STEAL4_856
0006: @140 =  1  ;; integer values

:STEAL4_857
0006: @139 =  2  ;; integer values

:STEAL4_858
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_870
05A8: @106 @173 
00D6: if  0
0021:   @173 >  5.0  ;; floating-point values
004D: jump_if_false STEAL4_870
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false STEAL4_870
04D9: object @106 set_scripted_collision_check  1
0006: @139 =  1  ;; integer values

:STEAL4_870
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false STEAL4_940
00D6: if  0
8039:   NOT   @140 ==  1  ;; integer values
004D: jump_if_false STEAL4_938
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_937
00D6: if  21
05A3: @106 
0019:   @32 >  2000  ;; integer values
004D: jump_if_false STEAL4_937
03E6: remove_text_box
0004: $1912 =  1  ;; integer values
016A: fade  0 ()  150 ms

:STEAL4_886
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_891
0001: wait  0 ms
0002: jump STEAL4_886

:STEAL4_891
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_895
0797: $2729  .5 

:STEAL4_895
0799: $2729 
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  589 numberplate "N13_LLF" 
00A5: @84 = create_car  589 at  0.0  0.0  0.0
0229: set_car @84 color_to  11  0
0249: release_model  589
0939: @84 @101  0.0  0.0 -.8  0.0  0.0  180.0 
050E: @101 @84
0006: @135 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_911
00A1: put_actor @68 at -1619.436  68.7884  2.5495
0173: set_actor @68 z_angle_to  0.0

:STEAL4_911
02A3: toggle_widescreen  1 (on)
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:  0  0  0 
03CB: set_camera @156 @157 @158
016A: fade  1 (back)  150 ms

:STEAL4_917
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_922
0001: wait  0 ms
0002: jump STEAL4_917

:STEAL4_922
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_926
05C8: unknown_action_sequence @68 

:STEAL4_926
040D: unload_wav  1
03CF: load_wav  37012 as  1

:STEAL4_928
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false STEAL4_933
0001: wait  0 ms
0002: jump STEAL4_928

:STEAL4_933
03D1: play_wav  1
00BC: text_highpriority 'STL4_FA'  5000 ms  1
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_937
0002: jump STEAL4_940

:STEAL4_938
0001: wait  2000 ms
0006: @37 =  1  ;; integer values

:STEAL4_940
0002: jump STEAL4_982

:STEAL4_941
00D6: if  21
0019:   @32 >  5000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false STEAL4_978
0004: $1911 =  1  ;; integer values
0004: $1912 =  0  ;; integer values
040D: unload_wav  1
016A: fade  1 (back)  0 ms
02A3: toggle_widescreen  0 (off)
0898:  1  1  1 
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false STEAL4_955
0188: @109 = create_marker_above_object @92

:STEAL4_955
00D6: if  0
03CA:   object @93 exists
004D: jump_if_false STEAL4_959
0188: @110 = create_marker_above_object @93

:STEAL4_959
00D6: if  0
03CA:   object @94 exists
004D: jump_if_false STEAL4_963
0188: @111 = create_marker_above_object @94

:STEAL4_963
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_972
0615: @49 
05D3: unknown_action_sequence -1 -1642.827  54.0446  2.5495  6  10000 
05D4: unknown_action_sequence -1 unknown_angle  306.0 
0616: @49 
0618: @68 @49 
061B: @49 

:STEAL4_972
00BE: text_clear_all
00BB: text_lowpriority 'ST4_T04'  7000 ms  1
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @132 =  0  ;; integer values
0006: @35 =  99  ;; integer values

:STEAL4_978
0002: jump STEAL4_982

:STEAL4_979
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0002: jump STEAL4_982

:STEAL4_982
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false STEAL4_1006
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false STEAL4_1006
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false STEAL4_995
03E5: text_box 'ST4_H10'
0006: @141 =  1  ;; integer values
0002: jump STEAL4_1006

:STEAL4_995
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false STEAL4_1001
03E5: text_box 'ST4_H05'
0006: @142 =  1  ;; integer values
0002: jump STEAL4_1006

:STEAL4_1001
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false STEAL4_1006
03E5: text_box 'ST4_H07'
0006: @143 =  1  ;; integer values

:STEAL4_1006
0051: return

:STEAL4_1007
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL4_1032
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @132 =  0  ;; integer values
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false STEAL4_1017
0550: unknown_keep_object @92 in_memory  1

:STEAL4_1017
00D6: if  0
03CA:   object @93 exists
004D: jump_if_false STEAL4_1021
0550: unknown_keep_object @93 in_memory  1

:STEAL4_1021
00D6: if  0
03CA:   object @94 exists
004D: jump_if_false STEAL4_1025
0550: unknown_keep_object @94 in_memory  1

:STEAL4_1025
00D6: if  0
0038:   $7414 ==  0  ;; integer values
004D: jump_if_false STEAL4_1030
0006: @151 =  0  ;; integer values
0002: jump STEAL4_1031

:STEAL4_1030
0209: @151 = random_int  0  2

:STEAL4_1031
000A: @35 +=  1  ;; integer values

:STEAL4_1032
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL4_1068
0798: $2729 @83 @69 @91 
00D6: if  22
003B:   @91 == @92  ;; integer values 
003B:   @91 == @93  ;; integer values 
003B:   @91 == @94  ;; integer values 
004D: jump_if_false STEAL4_1068
0550: unknown_keep_object @91 in_memory  0
0085: @106 = @91  ;; integer values and handles
0898:  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
00D6: if  0
075C:   marker @109 enabled
004D: jump_if_false STEAL4_1053
0164: disable_marker @109

:STEAL4_1053
00D6: if  0
075C:   marker @110 enabled
004D: jump_if_false STEAL4_1057
0164: disable_marker @110

:STEAL4_1057
00D6: if  0
075C:   marker @111 enabled
004D: jump_if_false STEAL4_1061
0164: disable_marker @111

:STEAL4_1061
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_1068
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false STEAL4_1089
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false STEAL4_1082
0247: request_model  404
00D6: if  0
0248:   model  404 available
004D: jump_if_false STEAL4_1081
0006: @32 =  20000  ;; integer values
000A: @35 +=  1  ;; integer values
00BC: text_highpriority 'ST4_T06'  7000 ms  1

:STEAL4_1081
0002: jump STEAL4_1089

:STEAL4_1082
0247: request_model  559
00D6: if  0
0248:   model  559 available
004D: jump_if_false STEAL4_1089
0006: @32 =  20000  ;; integer values
000A: @35 +=  1  ;; integer values
00BC: text_highpriority 'ST4_T06'  7000 ms  1

:STEAL4_1089
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false STEAL4_1159
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1129
04E6:   unknown_object @106 near_point @160 @161 @162 radius  5.0  5.0  3.0 unknown  1
00D6: if  0
04E5:   unknown_object @106 near_point @160 @161 radius  6.0  6.0 unknown  0
004D: jump_if_false STEAL4_1105
00D6: if  0
8039:   NOT   @128 ==  0  ;; integer values
004D: jump_if_false STEAL4_1104
0898:  1  1  1 
0006: @128 =  0  ;; integer values

:STEAL4_1104
0002: jump STEAL4_1110

:STEAL4_1105
00D6: if  0
8039:   NOT   @128 ==  1  ;; integer values
004D: jump_if_false STEAL4_1110
0898:  1  1  0 
0006: @128 =  1  ;; integer values

:STEAL4_1110
00D6: if  0
04E6:   unknown_object @106 near_point @160 @161 @162 radius  6.0  6.0  6.0 unknown  0
004D: jump_if_false STEAL4_1120
00D6: if  0
8039:   NOT   @132 ==  2  ;; integer values
004D: jump_if_false STEAL4_1119
03E6: remove_text_box
0512: permanent_text_box 'ST4_H03'
0006: @132 =  2  ;; integer values

:STEAL4_1119
0002: jump STEAL4_1129

:STEAL4_1120
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false STEAL4_1129
00D6: if  0
0019:   @61 >  10000  ;; integer values
004D: jump_if_false STEAL4_1127
00BE: text_clear_all

:STEAL4_1127
03E6: remove_text_box
0006: @132 =  0  ;; integer values

:STEAL4_1129
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1159
0798: $2729 @83 @69 @91 
00D6: if  0
803B:   NOT   @91 == @106  ;; integer values 
004D: jump_if_false STEAL4_1159
0898:  1  1  1 
0006: @128 =  0  ;; integer values
0085: @104 = @106  ;; integer values and handles
00D6: if  0
075C:   marker @109 enabled
004D: jump_if_false STEAL4_1143
0164: disable_marker @109

:STEAL4_1143
00D6: if  0
075C:   marker @110 enabled
004D: jump_if_false STEAL4_1147
0164: disable_marker @110

:STEAL4_1147
00D6: if  0
075C:   marker @111 enabled
004D: jump_if_false STEAL4_1151
0164: disable_marker @111

:STEAL4_1151
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false STEAL4_1155
0164: disable_marker @108

:STEAL4_1155
0006: @32 =  0  ;; integer values
0006: @139 =  0  ;; integer values
0006: @140 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_1159
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false STEAL4_1223
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false STEAL4_1194
00D6: if  0
04DA:   has_object @106 collided
004D: jump_if_false STEAL4_1194
00D6: if  0
0021:   @173 >  14.0  ;; floating-point values
004D: jump_if_false STEAL4_1193
01BB: store_object @106 position_to $73 $74 $75
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false STEAL4_1177
00A5: @86 = create_car  404 at $73 $74 $75
0002: jump STEAL4_1178

:STEAL4_1177
00A5: @86 = create_car  559 at $73 $74 $75

:STEAL4_1178
0939: @86 @106  0.0  0.0 -.8  0.0  0.0  180.0 
050E: @106 @86
0723: @106  1 
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1186
0684: @86  0.0  0.0  0.0  0 
020B: explode_car @86

:STEAL4_1186
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false STEAL4_1191
0249: release_model  404
0002: jump STEAL4_1192

:STEAL4_1191
0249: release_model  559

:STEAL4_1192
0006: @140 =  1  ;; integer values

:STEAL4_1193
0006: @139 =  2  ;; integer values

:STEAL4_1194
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1206
05A8: @106 @173 
00D6: if  0
0021:   @173 >  5.0  ;; floating-point values
004D: jump_if_false STEAL4_1206
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false STEAL4_1206
04D9: object @106 set_scripted_collision_check  1
0006: @139 =  1  ;; integer values

:STEAL4_1206
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false STEAL4_1223
00D6: if  0
8039:   NOT   @140 ==  1  ;; integer values
004D: jump_if_false STEAL4_1221
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1220
00D6: if  21
05A3: @106 
0019:   @32 >  2000  ;; integer values
004D: jump_if_false STEAL4_1220
000A: @35 +=  1  ;; integer values

:STEAL4_1220
0002: jump STEAL4_1223

:STEAL4_1221
0001: wait  2000 ms
0006: @37 =  1  ;; integer values

:STEAL4_1223
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false STEAL4_1350
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false STEAL4_1304
03E6: remove_text_box
00BE: text_clear_all
016A: fade  0 ()  150 ms

:STEAL4_1232
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_1237
0001: wait  0 ms
0002: jump STEAL4_1232

:STEAL4_1237
02A3: toggle_widescreen  1 (on)
0004: $1912 =  1  ;; integer values
0898:  0  0  0 
0799: $2729 
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  404 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: @102 @85
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1254
00A1: put_actor @68 at -1631.028  54.3581  2.5495
0173: set_actor @68 z_angle_to  5.3011

:STEAL4_1254
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  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_1260
0797: $2729  .5 

:STEAL4_1260
016A: fade  1 (back)  150 ms

:STEAL4_1261
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_1266
0001: wait  0 ms
0002: jump STEAL4_1261

:STEAL4_1266
040D: unload_wav  1
03CF: load_wav  37013 as  1

:STEAL4_1268
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false STEAL4_1273
0001: wait  0 ms
0002: jump STEAL4_1268

:STEAL4_1273
03D1: play_wav  1
00BC: text_highpriority 'STL4_FB'  5000 ms  1
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false STEAL4_1286
00AA: store_car @85 position_to $73 $74 $75
0174: $72 = car @85 z_angle
03A9: write_debug_newline
DEFINE TABLE Tables\Table102.bin
03A8: write_debug_float $73 
03A8: write_debug_float $74 
03A8: write_debug_float $75 
03A8: write_debug_float $72 

:STEAL4_1286
0006: @43 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:STEAL4_1288
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false STEAL4_1301
00D6: if  21
00E1:   key_pressed  0  16
0019:   @32 >  5000  ;; integer values
004D: jump_if_false STEAL4_1299
016A: fade  1 (back)  0 ms
000A: @35 +=  1  ;; integer values
0006: @43 =  1  ;; integer values
0002: jump STEAL4_1300

:STEAL4_1299
0001: wait  0 ms

:STEAL4_1300
0002: jump STEAL4_1288

:STEAL4_1301
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0002: jump STEAL4_1350

:STEAL4_1304
03E6: remove_text_box
00BE: text_clear_all
016A: fade  0 ()  150 ms

:STEAL4_1307
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_1312
0001: wait  0 ms
0002: jump STEAL4_1307

:STEAL4_1312
02A3: toggle_widescreen  1 (on)
0004: $1912 =  1  ;; integer values
0898:  0  0  0 
0799: $2729 
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  559 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: @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  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_1330
0797: $2729  .5 

:STEAL4_1330
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false STEAL4_1334
01BB: store_object $2727 position_to $2733 $2734 $2735

:STEAL4_1334
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 =  60.87417  ;; floating-point values
0005: $10496 =  .639  ;; floating-point values
0050: gosub STEAL4_3886
0050: gosub STEAL4_1930
016A: fade  1 (back)  150 ms

:STEAL4_1343
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_1348
0001: wait  0 ms
0002: jump STEAL4_1343

:STEAL4_1348
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_1350
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false STEAL4_1368
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false STEAL4_1368
00D6: if  21
876F:   NOT (unknown)
00E1:   key_pressed  0  16
004D: jump_if_false STEAL4_1368
016A: fade  1 (back)  0 ms
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1366
00AB: put_car @86 at @174 @175 @176
0175: set_car @86 z_angle_to @177

:STEAL4_1366
0006: @35 =  0  ;; integer values
000A: @34 +=  2  ;; integer values

:STEAL4_1368
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false STEAL4_1392
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false STEAL4_1392
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false STEAL4_1381
03E5: text_box 'ST4_H10'
0006: @141 =  1  ;; integer values
0002: jump STEAL4_1392

:STEAL4_1381
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false STEAL4_1387
03E5: text_box 'ST4_H05'
0006: @142 =  1  ;; integer values
0002: jump STEAL4_1392

:STEAL4_1387
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false STEAL4_1392
03E5: text_box 'ST4_H07'
0006: @143 =  1  ;; integer values

:STEAL4_1392
0051: return

:STEAL4_1393
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL4_1449
0004: $1911 =  1  ;; integer values
0004: $1912 =  0  ;; integer values
0898:  1  1  1 
040D: unload_wav  1
02A3: toggle_widescreen  0 (off)
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false STEAL4_1405
0188: @109 = create_marker_above_object @92

:STEAL4_1405
00D6: if  0
03CA:   object @93 exists
004D: jump_if_false STEAL4_1409
0188: @110 = create_marker_above_object @93

:STEAL4_1409
00D6: if  0
03CA:   object @94 exists
004D: jump_if_false STEAL4_1413
0188: @111 = create_marker_above_object @94

:STEAL4_1413
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1422
0615: @49 
05D3: unknown_action_sequence -1 -1658.476  33.234  2.8213  6  10000 
05D4: unknown_action_sequence -1 unknown_angle  299.6011 
0616: @49 
0618: @68 @49 
061B: @49 

:STEAL4_1422
00BE: text_clear_all
00BB: text_lowpriority 'ST4_T04'  7000 ms  1
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @132 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1436
0615: @49 
05D3: unknown_action_sequence -1 -1650.464  44.1144  2.5495  6  10000 
05D4: unknown_action_sequence -1 unknown_angle  317.7216 
0616: @49 
0618: @68 @49 
061B: @49 

:STEAL4_1436
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false STEAL4_1440
0550: unknown_keep_object @92 in_memory  1

:STEAL4_1440
00D6: if  0
03CA:   object @93 exists
004D: jump_if_false STEAL4_1444
0550: unknown_keep_object @93 in_memory  1

:STEAL4_1444
00D6: if  0
03CA:   object @94 exists
004D: jump_if_false STEAL4_1448
0550: unknown_keep_object @94 in_memory  1

:STEAL4_1448
000A: @35 +=  1  ;; integer values

:STEAL4_1449
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL4_1485
0798: $2729 @83 @69 @91 
00D6: if  22
003B:   @91 == @92  ;; integer values 
003B:   @91 == @93  ;; integer values 
003B:   @91 == @94  ;; integer values 
004D: jump_if_false STEAL4_1485
0550: unknown_keep_object @91 in_memory  0
0085: @106 = @91  ;; integer values and handles
0898:  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
00D6: if  0
075C:   marker @109 enabled
004D: jump_if_false STEAL4_1470
0164: disable_marker @109

:STEAL4_1470
00D6: if  0
075C:   marker @110 enabled
004D: jump_if_false STEAL4_1474
0164: disable_marker @110

:STEAL4_1474
00D6: if  0
075C:   marker @111 enabled
004D: jump_if_false STEAL4_1478
0164: disable_marker @111

:STEAL4_1478
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_1485
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false STEAL4_1495
0247: request_model  559
00D6: if  0
0248:   model  559 available
004D: jump_if_false STEAL4_1495
0006: @32 =  20000  ;; integer values
000A: @35 +=  1  ;; integer values
00BC: text_highpriority 'ST4_T06'  7000 ms  1

:STEAL4_1495
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false STEAL4_1565
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1535
04E6:   unknown_object @106 near_point @164 @165 @166 radius  5.0  5.0  3.0 unknown  1
00D6: if  0
04E5:   unknown_object @106 near_point @164 @165 radius  6.0  6.0 unknown  0
004D: jump_if_false STEAL4_1511
00D6: if  0
8039:   NOT   @128 ==  0  ;; integer values
004D: jump_if_false STEAL4_1510
0898:  1  1  1 
0006: @128 =  0  ;; integer values

:STEAL4_1510
0002: jump STEAL4_1516

:STEAL4_1511
00D6: if  0
8039:   NOT   @128 ==  1  ;; integer values
004D: jump_if_false STEAL4_1516
0898:  1  1  0 
0006: @128 =  1  ;; integer values

:STEAL4_1516
00D6: if  0
04E6:   unknown_object @106 near_point @164 @165 @166 radius  6.0  6.0  6.0 unknown  0
004D: jump_if_false STEAL4_1526
00D6: if  0
8039:   NOT   @132 ==  2  ;; integer values
004D: jump_if_false STEAL4_1525
03E6: remove_text_box
0512: permanent_text_box 'ST4_H03'
0006: @132 =  2  ;; integer values

:STEAL4_1525
0002: jump STEAL4_1535

:STEAL4_1526
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false STEAL4_1535
00D6: if  0
0019:   @61 >  10000  ;; integer values
004D: jump_if_false STEAL4_1533
00BE: text_clear_all

:STEAL4_1533
03E6: remove_text_box
0006: @132 =  0  ;; integer values

:STEAL4_1535
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1565
0798: $2729 @83 @69 @91 
00D6: if  0
803B:   NOT   @91 == @106  ;; integer values 
004D: jump_if_false STEAL4_1565
0898:  1  1  1 
0006: @128 =  0  ;; integer values
0085: @104 = @106  ;; integer values and handles
00D6: if  0
075C:   marker @109 enabled
004D: jump_if_false STEAL4_1549
0164: disable_marker @109

:STEAL4_1549
00D6: if  0
075C:   marker @110 enabled
004D: jump_if_false STEAL4_1553
0164: disable_marker @110

:STEAL4_1553
00D6: if  0
075C:   marker @111 enabled
004D: jump_if_false STEAL4_1557
0164: disable_marker @111

:STEAL4_1557
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false STEAL4_1561
0164: disable_marker @108

:STEAL4_1561
0006: @32 =  0  ;; integer values
0006: @139 =  0  ;; integer values
0006: @140 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_1565
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false STEAL4_1619
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false STEAL4_1590
00D6: if  0
04DA:   has_object @106 collided
004D: jump_if_false STEAL4_1590
00D6: if  0
0021:   @173 >  14.0  ;; floating-point values
004D: jump_if_false STEAL4_1589
01BB: store_object @106 position_to $73 $74 $75
00A5: @86 = create_car  559 at $73 $74 $75
0939: @86 @106  0.0  0.0 -.8  0.0  0.0  180.0 
050E: @106 @86
0723: @106  1 
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1587
0684: @86  0.0  0.0  0.0  0 
020B: explode_car @86

:STEAL4_1587
0249: release_model  559
0006: @140 =  1  ;; integer values

:STEAL4_1589
0006: @139 =  2  ;; integer values

:STEAL4_1590
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1602
05A8: @106 @173 
00D6: if  0
0021:   @173 >  5.0  ;; floating-point values
004D: jump_if_false STEAL4_1602
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false STEAL4_1602
04D9: object @106 set_scripted_collision_check  1
0006: @139 =  1  ;; integer values

:STEAL4_1602
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false STEAL4_1619
00D6: if  0
8039:   NOT   @140 ==  1  ;; integer values
004D: jump_if_false STEAL4_1617
00D6: if  0
03CA:   object @106 exists
004D: jump_if_false STEAL4_1616
00D6: if  21
05A3: @106 
0019:   @32 >  2000  ;; integer values
004D: jump_if_false STEAL4_1616
000A: @35 +=  1  ;; integer values

:STEAL4_1616
0002: jump STEAL4_1619

:STEAL4_1617
0001: wait  2000 ms
0006: @37 =  1  ;; integer values

:STEAL4_1619
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false STEAL4_1664
03E6: remove_text_box
00BE: text_clear_all
016A: fade  0 ()  150 ms

:STEAL4_1625
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_1630
0001: wait  0 ms
0002: jump STEAL4_1625

:STEAL4_1630
02A3: toggle_widescreen  1 (on)
0898:  0  0  0 
0004: $1912 =  1  ;; integer values
0799: $2729 
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  559 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: @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  0
03CA:   object $2727 exists
004D: jump_if_false STEAL4_1648
01BB: store_object $2727 position_to $2733 $2734 $2735

:STEAL4_1648
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 =  60.87417  ;; floating-point values
0005: $10496 =  .4  ;; floating-point values
0050: gosub STEAL4_3886
0050: gosub STEAL4_1930
016A: fade  1 (back)  150 ms

:STEAL4_1657
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_1662
0001: wait  0 ms
0002: jump STEAL4_1657

:STEAL4_1662
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_1664
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false STEAL4_1682
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false STEAL4_1682
00D6: if  21
876F:   NOT (unknown)
00E1:   key_pressed  0  16
004D: jump_if_false STEAL4_1682
016A: fade  1 (back)  0 ms
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1680
00AB: put_car @86 at @174 @175 @176
0175: set_car @86 z_angle_to @177

:STEAL4_1680
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:STEAL4_1682
0051: return

:STEAL4_1683
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false STEAL4_1688
009A: @70 = create_actor  4  7 at  0.0  0.0  0.0
00A5: @87 = create_car  413 at  0.0  0.0  0.0

:STEAL4_1688
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL4_1705
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1703
0615: @49 
05D1: unknown_action_sequence -1 @87 -1686.422  25.8359  2.7752  15.0  0  0  3 
05D1: unknown_action_sequence -1 @87 -1643.394  19.6494  3.6706  15.0  0  0  3 
0616: @49 
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_1702
0618: @70 @49 

:STEAL4_1702
061B: @49 

:STEAL4_1703
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:STEAL4_1705
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false STEAL4_1712
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false STEAL4_1712
0006: @35 =  99  ;; integer values

:STEAL4_1712
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL4_1729
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false STEAL4_1729
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1722
00AA: store_car @87 position_to $73 $74 $75

:STEAL4_1722
03CB: set_camera $73 $74 $75
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1728
00AB: put_car @86 at @174 @175 @176
0175: set_car @86 z_angle_to @177

:STEAL4_1728
000A: @35 +=  1  ;; integer values

:STEAL4_1729
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false STEAL4_1744
00D6: if  0
001B:    6000 > @32  ;; integer values
004D: jump_if_false STEAL4_1742
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1739
0407: create_coordinate $73 $74 $75 from_car @87 offset  2.0 -3.0  0.0

:STEAL4_1739
015F: set_camera_position -1680.086  28.3067  3.8465  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2
0002: jump STEAL4_1744

:STEAL4_1742
015F: set_camera_position -1643.223  13.6026  4.1338  0.0  0.0  0.0
000A: @35 +=  1  ;; integer values

:STEAL4_1744
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false STEAL4_1773
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1751
0407: create_coordinate $73 $74 $75 from_car @87 offset -6.0  1.0  1.0

:STEAL4_1751
0160: point_camera $73 $74 $75  2
00D6: if  0
001B:    20000 > @32  ;; integer values
004D: jump_if_false STEAL4_1766
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_1765
062E: @70  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false STEAL4_1765
0006: @56 =  0  ;; integer values
0006: @194 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_1765
0002: jump STEAL4_1773

:STEAL4_1766
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_1770
0687: @70 

:STEAL4_1770
000A: @35 +=  1  ;; integer values
0006: @56 =  0  ;; integer values
0006: @194 =  0  ;; integer values

:STEAL4_1773
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false STEAL4_1834
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_1794
0615: @49 
05B9: unknown_action_sequence -1  1800 
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1785
05CD: unknown_action_sequence -1 @87 

:STEAL4_1785
05D3: unknown_action_sequence -1 -1638.836  27.1035  2.8213  6  999999 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1791
05E2: unknown_action_sequence -1 @68 

:STEAL4_1791
0616: @49 
0618: @70 @49 
061B: @49 

:STEAL4_1794
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_1812
0615: @49 
05B9: unknown_action_sequence -1  0 
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1803
05CD: unknown_action_sequence -1 @87 

:STEAL4_1803
05D3: unknown_action_sequence -1 -1639.676  29.1963  2.8213  6  999999 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1809
05E2: unknown_action_sequence -1 @68 

:STEAL4_1809
0616: @49 
0618: @71 @49 
061B: @49 

:STEAL4_1812
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_1830
0615: @49 
05B9: unknown_action_sequence -1  1000 
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1821
05CD: unknown_action_sequence -1 @87 

:STEAL4_1821
05D3: unknown_action_sequence -1 -1641.28  27.2014  2.8213  6  999999 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1827
05E2: unknown_action_sequence -1 @68 

:STEAL4_1827
0616: @49 
0618: @72 @49 
061B: @49 

:STEAL4_1830
0006: @56 =  0  ;; integer values
0006: @194 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:STEAL4_1834
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false STEAL4_1857
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_1857
00D6: if  0
80DF:   NOT   actor @70 driving
004D: jump_if_false STEAL4_1857
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_1857
05AA: s@189 = '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_4708
00D6: if  0
0039:   @194 ==  4  ;; integer values
004D: jump_if_false STEAL4_1857
0006: @194 =  0  ;; integer values
000A: @56 +=  1  ;; integer values
0006: @35 =  99  ;; integer values

:STEAL4_1857
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false STEAL4_1929
0005: $2737 =  130.0  ;; floating-point values
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_1866
00AB: put_car @87 at -1642.876  19.5037  2.5547
0175: set_car @87 z_angle_to  259.5122

:STEAL4_1866
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_1884
0792: @70 
00A1: put_actor @70 at -1638.836  27.1035  2.8213
0173: set_actor @70 z_angle_to  0.0
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1877
05D9: unknown_action_sequence -1 @68  10000  25.0 

:STEAL4_1877
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1881
05E2: unknown_action_sequence -1 @68 

:STEAL4_1881
0616: @49 
0618: @70 @49 
061B: @49 

:STEAL4_1884
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_1902
0792: @71 
00A1: put_actor @71 at -1639.676  29.1963  2.8213
0173: set_actor @71 z_angle_to  0.0
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1895
05D9: unknown_action_sequence -1 @68  10000  20.0 

:STEAL4_1895
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1899
05E2: unknown_action_sequence -1 @68 

:STEAL4_1899
0616: @49 
0618: @71 @49 
061B: @49 

:STEAL4_1902
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_1920
0792: @72 
00A1: put_actor @72 at -1641.28  27.2014  2.8213
0173: set_actor @72 z_angle_to  0.0
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1913
05D9: unknown_action_sequence -1 @68  10000  18.0 

:STEAL4_1913
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1917
05E2: unknown_action_sequence -1 @68 

:STEAL4_1917
0616: @49 
0618: @72 @49 
061B: @49 

:STEAL4_1920
00BE: text_clear_all
03E6: remove_text_box
0004: $1911 =  1  ;; integer values
0004: $1913 =  0  ;; integer values
02A3: toggle_widescreen  0 (off)
0898:  1  1  1 
0004: $1912 =  0  ;; integer values
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values

:STEAL4_1929
0051: return

:STEAL4_1930
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1937
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1937
036A: put_actor @68 in_car @86

:STEAL4_1937
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1941
01B2: give_actor @68 weapon  22 ammo  9999  ;; Load the weapon model before using this

:STEAL4_1941
040D: unload_wav  1
03CF: load_wav  37011 as  1

:STEAL4_1943
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false STEAL4_1948
0001: wait  0 ms
0002: jump STEAL4_1943

:STEAL4_1948
03D1: play_wav  1
00BC: text_highpriority 'STL4_EA'  5000 ms  1
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1960
00AD: set_car @86 max_speed_to  3.5
0224: set_car @86 health_to  2000
053F: set_car @86 tires_vulnerable  0
0957: @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_1960
0050: gosub STEAL4_3836
0051: return

:STEAL4_1962
0871: init_jump_table @35 total_jumps  8  0 STEAL4_2549 jumps  0 STEAL4_1964  1 STEAL4_1979  2 STEAL4_2008  3 STEAL4_2175  4 STEAL4_2216  5 STEAL4_2236  6 STEAL4_2300 
0872: jump_table_jumps  99 STEAL4_2546 -1 STEAL4_2549 -1 STEAL4_2549 -1 STEAL4_2549 -1 STEAL4_2549 -1 STEAL4_2549 -1 STEAL4_2549 -1 STEAL4_2549 -1 STEAL4_2549 

:STEAL4_1964
00BE: text_clear_all
00D6: if  0
8039:   NOT   @133 ==  2  ;; integer values
004D: jump_if_false STEAL4_1970
0006: @133 =  2  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_1970
0006: @194 =  0  ;; integer values
04F7: status_text $7415  1 line  1 'ST4_30'
03E5: text_box 'ST4_H09'
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_1977
060B: unknown_actor_use_entity @68 @168 

:STEAL4_1977
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_2549

:STEAL4_1979
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2005
0615: @49 
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_1987
05CD: unknown_action_sequence -1 @86 

:STEAL4_1987
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_1991
05E2: unknown_action_sequence -1 @70 

:STEAL4_1991
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_1995
05E2: unknown_action_sequence -1 @71 

:STEAL4_1995
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_1999
05E2: unknown_action_sequence -1 @72 

:STEAL4_1999
0616: @49 
0618: @68 @49 
061B: @49 
0006: @56 =  0  ;; integer values
0006: @194 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_2005
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump STEAL4_2549

:STEAL4_2008
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_2022
05AA: s@189 = '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_4708
00D6: if  0
0039:   @194 ==  4  ;; integer values
004D: jump_if_false STEAL4_2022
0006: @194 =  0  ;; integer values
000A: @56 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:STEAL4_2022
00D6: if  0
0019:   @32 >  45000  ;; integer values
004D: jump_if_false STEAL4_2027
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_2033

:STEAL4_2027
00D6: if  2
0118:   actor @70 dead
0118:   actor @71 dead
0118:   actor @72 dead
004D: jump_if_false STEAL4_2033
000A: @35 +=  1  ;; integer values

:STEAL4_2033
00D6: if  0
8038:   NOT   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_2105
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false STEAL4_2104
03E6: remove_text_box
0006: @43 =  0  ;; integer values

:STEAL4_2041
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false STEAL4_2061
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_2059
02E2: set_actor @70(@43,6i) weapon_accuracy_to  30
0226: @44 = actor @70(@43,6i) health
00D6: if  0
001B:    200 > @44  ;; integer values
004D: jump_if_false STEAL4_2058
000A: @44 +=  100  ;; integer values
00D6: if  0
0019:   @44 >  200  ;; integer values
004D: jump_if_false STEAL4_2057
0006: @44 =  200  ;; integer values

:STEAL4_2057
0223: set_actor @70(@43,6i) health_to @44

:STEAL4_2058
0687: @70(@43,6i) 

:STEAL4_2059
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_2041

:STEAL4_2061
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_2074
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2069
05D9: unknown_action_sequence -1 @68  10000  20.0 

:STEAL4_2069
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @49 
0618: @70 @49 
061B: @49 

:STEAL4_2074
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_2087
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2082
05D9: unknown_action_sequence -1 @68  10000  24.0 

:STEAL4_2082
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @49 
0618: @71 @49 
061B: @49 

:STEAL4_2087
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_2103
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2095
05D9: unknown_action_sequence -1 @68  10000  22.0 

:STEAL4_2095
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2100
05E2: unknown_action_sequence -1 @68 

:STEAL4_2100
0616: @49 
0618: @72 @49 
061B: @49 

:STEAL4_2103
0006: @124 =  1  ;; integer values

:STEAL4_2104
0002: jump STEAL4_2174

:STEAL4_2105
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false STEAL4_2174
0512: permanent_text_box 'ST4_H09'
0006: @43 =  0  ;; integer values

:STEAL4_2110
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false STEAL4_2125
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_2123
02E2: set_actor @70(@43,6i) weapon_accuracy_to  40
0226: @44 = actor @70(@43,6i) health
00D6: if  0
0019:   @44 >  50  ;; integer values
004D: jump_if_false STEAL4_2122
0223: set_actor @70(@43,6i) health_to  50

:STEAL4_2122
0687: @70(@43,6i) 

:STEAL4_2123
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_2110

:STEAL4_2125
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_2141
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2133
05D9: unknown_action_sequence -1 @68  10000  20.0 

:STEAL4_2133
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2138
05E2: unknown_action_sequence -1 @68 

:STEAL4_2138
0616: @49 
0618: @70 @49 
061B: @49 

:STEAL4_2141
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_2157
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2149
05D9: unknown_action_sequence -1 @68  10000  22.0 

:STEAL4_2149
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2154
05E2: unknown_action_sequence -1 @68 

:STEAL4_2154
0616: @49 
0618: @71 @49 
061B: @49 

:STEAL4_2157
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_2173
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2165
05D9: unknown_action_sequence -1 @68  10000  24.0 

:STEAL4_2165
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2170
05E2: unknown_action_sequence -1 @68 

:STEAL4_2170
0616: @49 
0618: @72 @49 
061B: @49 

:STEAL4_2173
0006: @124 =  0  ;; integer values

:STEAL4_2174
0002: jump STEAL4_2549

:STEAL4_2175
0395: clear_area  1 at -1711.59  44.8495  2.7813 range  20.0
00A5: @88 = create_car  405 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  24 in_car @88 driverseat
01C8: @74 = create_actor  24  24 in_car @88 passenger_seat  0
01C8: @75 = create_actor  24  24 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  0
8119:   NOT   car @88 wrecked
004D: jump_if_false STEAL4_2198
0615: @49 
05D1: unknown_action_sequence -1 @88 -1686.422  25.8359  2.7752  15.0  0  0  3 
05D1: unknown_action_sequence -1 @88 -1647.938  27.2328  2.5408  15.0  0  0  3 
0616: @49 
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false STEAL4_2197
0618: @73 @49 

:STEAL4_2197
061B: @49 

:STEAL4_2198
0006: @43 =  3  ;; integer values

:STEAL4_2199
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_2212
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_2210
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: (unknown) @70(@43,6i)  0 

:STEAL4_2210
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_2199

:STEAL4_2212
0006: @32 =  0  ;; integer values
0006: @194 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_2549

:STEAL4_2216
00D6: if  0
001B:    15000 > @32  ;; integer values
004D: jump_if_false STEAL4_2230
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false STEAL4_2228
062E: @73  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false STEAL4_2227
000A: @35 +=  1  ;; integer values

:STEAL4_2227
0002: jump STEAL4_2229

:STEAL4_2228
000A: @35 +=  1  ;; integer values

:STEAL4_2229
0002: jump STEAL4_2235

:STEAL4_2230
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false STEAL4_2234
0687: @73 

:STEAL4_2234
000A: @35 +=  1  ;; integer values

:STEAL4_2235
0002: jump STEAL4_2549

:STEAL4_2236
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false STEAL4_2255
0615: @49 
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false STEAL4_2244
05CD: unknown_action_sequence -1 @88 

:STEAL4_2244
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2248
05D9: unknown_action_sequence -1 @68  10000  20.0 

:STEAL4_2248
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2252
05E2: unknown_action_sequence -1 @68 

:STEAL4_2252
0616: @49 
0618: @73 @49 
061B: @49 

:STEAL4_2255
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false STEAL4_2275
0615: @49 
05B9: unknown_action_sequence -1  1000 
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false STEAL4_2264
05CD: unknown_action_sequence -1 @88 

:STEAL4_2264
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2268
05D9: unknown_action_sequence -1 @68  10000  22.0 

:STEAL4_2268
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2272
05E2: unknown_action_sequence -1 @68 

:STEAL4_2272
0616: @49 
0618: @74 @49 
061B: @49 

:STEAL4_2275
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false STEAL4_2295
0615: @49 
05B9: unknown_action_sequence -1  1500 
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false STEAL4_2284
05CD: unknown_action_sequence -1 @88 

:STEAL4_2284
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2288
05D9: unknown_action_sequence -1 @68  10000  24.0 

:STEAL4_2288
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2292
05E2: unknown_action_sequence -1 @68 

:STEAL4_2292
0616: @49 
0618: @75 @49 
061B: @49 

:STEAL4_2295
0006: @32 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @194 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_2549

:STEAL4_2300
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_2313
05AA: s@189 = '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_4708
00D6: if  0
0039:   @194 ==  4  ;; integer values
004D: jump_if_false STEAL4_2313
0006: @194 =  0  ;; integer values
000A: @56 +=  1  ;; integer values

:STEAL4_2313
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false STEAL4_2326
05AA: s@189 = '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_4708
00D6: if  0
0039:   @194 ==  4  ;; integer values
004D: jump_if_false STEAL4_2326
0006: @194 =  0  ;; integer values
000A: @56 +=  1  ;; integer values

:STEAL4_2326
00D6: if  4
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_2337
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false STEAL4_2337
0006: @35 =  99  ;; integer values

:STEAL4_2337
00D6: if  0
8038:   NOT   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_2431
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false STEAL4_2430
03E6: remove_text_box
0006: @43 =  0  ;; integer values

:STEAL4_2345
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_2365
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_2363
02E2: set_actor @70(@43,6i) weapon_accuracy_to  30
0226: @44 = actor @70(@43,6i) health
00D6: if  0
001B:    200 > @44  ;; integer values
004D: jump_if_false STEAL4_2362
000A: @44 +=  100  ;; integer values
00D6: if  0
0019:   @44 >  200  ;; integer values
004D: jump_if_false STEAL4_2361
0006: @44 =  200  ;; integer values

:STEAL4_2361
0223: set_actor @70(@43,6i) health_to @44

:STEAL4_2362
0687: @70(@43,6i) 

:STEAL4_2363
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_2345

:STEAL4_2365
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_2375
0615: @49 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  10000  30.0 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @49 
0618: @70 @49 
061B: @49 

:STEAL4_2375
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_2385
0615: @49 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  10000  32.0 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @49 
0618: @71 @49 
061B: @49 

:STEAL4_2385
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_2397
0615: @49 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2394
05E2: unknown_action_sequence -1 @68 

:STEAL4_2394
0616: @49 
0618: @72 @49 
061B: @49 

:STEAL4_2397
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false STEAL4_2407
0615: @49 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  10000  34.0 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @49 
0618: @73 @49 
061B: @49 

:STEAL4_2407
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false STEAL4_2417
0615: @49 
05D9: unknown_action_sequence -1 $PLAYER_ACTOR  10000  28.0 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @49 
0618: @74 @49 
061B: @49 

:STEAL4_2417
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false STEAL4_2429
0615: @49 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2426
05E2: unknown_action_sequence -1 @68 

:STEAL4_2426
0616: @49 
0618: @75 @49 
061B: @49 

:STEAL4_2429
0006: @124 =  1  ;; integer values

:STEAL4_2430
0002: jump STEAL4_2545

:STEAL4_2431
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false STEAL4_2545
0512: permanent_text_box 'ST4_H09'
0006: @43 =  0  ;; integer values

:STEAL4_2436
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_2451
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_2449
02E2: set_actor @70(@43,6i) weapon_accuracy_to  40
0226: @44 = actor @70(@43,6i) health
00D6: if  0
0019:   @44 >  50  ;; integer values
004D: jump_if_false STEAL4_2448
0223: set_actor @70(@43,6i) health_to  50

:STEAL4_2448
0687: @70(@43,6i) 

:STEAL4_2449
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_2436

:STEAL4_2451
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_2467
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2459
05D9: unknown_action_sequence -1 @68  10000  28.0 

:STEAL4_2459
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2464
05E2: unknown_action_sequence -1 @68 

:STEAL4_2464
0616: @49 
0618: @70 @49 
061B: @49 

:STEAL4_2467
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_2482
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2475
05D9: unknown_action_sequence -1 @68  10000  32.0 

:STEAL4_2475
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2479
05E2: unknown_action_sequence -1 @68 

:STEAL4_2479
0616: @49 
0618: @71 @49 
061B: @49 

:STEAL4_2482
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_2498
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2490
05D9: unknown_action_sequence -1 @68  10000  26.0 

:STEAL4_2490
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2495
05E2: unknown_action_sequence -1 @68 

:STEAL4_2495
0616: @49 
0618: @72 @49 
061B: @49 

:STEAL4_2498
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false STEAL4_2513
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2506
05D9: unknown_action_sequence -1 @68  10000  29.0 

:STEAL4_2506
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2510
05E2: unknown_action_sequence -1 @68 

:STEAL4_2510
0616: @49 
0618: @73 @49 
061B: @49 

:STEAL4_2513
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false STEAL4_2528
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2521
05D9: unknown_action_sequence -1 @68  10000  24.0 

:STEAL4_2521
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2525
05E2: unknown_action_sequence -1 @68 

:STEAL4_2525
0616: @49 
0618: @74 @49 
061B: @49 

:STEAL4_2528
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false STEAL4_2544
0615: @49 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2536
05D9: unknown_action_sequence -1 @68  10000  20.0 

:STEAL4_2536
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2541
05E2: unknown_action_sequence -1 @68 

:STEAL4_2541
0616: @49 
0618: @75 @49 
061B: @49 

:STEAL4_2544
0006: @124 =  0  ;; integer values

:STEAL4_2545
0002: jump STEAL4_2549

:STEAL4_2546
0006: @35 =  0  ;; integer values
000A: @34 +=  2  ;; integer values
0002: jump STEAL4_2549

:STEAL4_2549
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2596
062E: @68  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false STEAL4_2596
0615: @49 
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_2563
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @70 
0002: jump STEAL4_2592

:STEAL4_2563
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_2569
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @71 
0002: jump STEAL4_2592

:STEAL4_2569
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_2575
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @72 
0002: jump STEAL4_2592

:STEAL4_2575
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false STEAL4_2581
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @73 
0002: jump STEAL4_2592

:STEAL4_2581
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false STEAL4_2587
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @74 
0002: jump STEAL4_2592

:STEAL4_2587
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false STEAL4_2592
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @75 

:STEAL4_2592
05B9: unknown_action_sequence -1  1000 
0616: @49 
0618: @68 @49 
061B: @49 

:STEAL4_2596
00D6: if  0
001B:    6 > @39  ;; integer values
004D: jump_if_false STEAL4_2629
0085: @43 = @39  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_2629
00D6: if  0
03CA:   object @105 exists
004D: jump_if_false STEAL4_2629
00D6: if  0
85A3:   NOT @105 
004D: jump_if_false STEAL4_2629
05A8: @105 @46 
00D6: if  0
0021:   @46 >  4.0  ;; floating-point values
004D: jump_if_false STEAL4_2621
00D6: if  0
023B: has_actor_collided_with_object @70(@43,6i) @105  
004D: jump_if_false STEAL4_2621
062E: @70(@43,6i)  1470 @45 
00D6: if  0
04A4: @45  7 
004D: jump_if_false STEAL4_2621
05BE: unknown_action_sequence @70(@43,6i) 

:STEAL4_2621
00D6: if  0
0475: @70(@43,6i) @105  2.0  2.0  2.0  0 
004D: jump_if_false STEAL4_2629
062E: @70(@43,6i)  1470 @45 
00D6: if  0
04A4: @45  7 
004D: jump_if_false STEAL4_2629
05BE: unknown_action_sequence @70(@43,6i) 

:STEAL4_2629
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false STEAL4_2654
00D6: if  0
056E: @87 
004D: jump_if_false STEAL4_2643
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_2643
00AA: store_car @87 position_to $73 $74 $75
00D6: if  0
0022:    0.0 > $75  ;; floating-point values
004D: jump_if_false STEAL4_2643
020B: explode_car @87

:STEAL4_2643
00D6: if  0
056E: @88 
004D: jump_if_false STEAL4_2654
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false STEAL4_2654
00AA: store_car @88 position_to $73 $74 $75
00D6: if  0
0022:    0.0 > $75  ;; floating-point values
004D: jump_if_false STEAL4_2654
020B: explode_car @88

:STEAL4_2654
00D6: if  0
0039:   @39 ==  2  ;; integer values
004D: jump_if_false STEAL4_2670
0006: @43 =  0  ;; integer values

:STEAL4_2658
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_2670
00D6: if  0
0118:   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_2668
00D6: if  0
075C:   marker @112(@43,6i) enabled
004D: jump_if_false STEAL4_2668
0164: disable_marker @112(@43,6i)

:STEAL4_2668
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_2658

:STEAL4_2670
0051: return

:STEAL4_2671
0051: return

:STEAL4_2672
00D6: if  0
8038:   NOT   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_2681
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false STEAL4_2680
03E6: remove_text_box
0006: @124 =  1  ;; integer values

:STEAL4_2680
0002: jump STEAL4_2686

:STEAL4_2681
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false STEAL4_2686
0512: permanent_text_box 'ST4_H09'
0006: @124 =  0  ;; integer values

:STEAL4_2686
0871: init_jump_table @35 total_jumps  11  0 STEAL4_2968 jumps  0 STEAL4_2688  1 STEAL4_2691  2 STEAL4_2696  3 STEAL4_2705  4 STEAL4_2742  5 STEAL4_2747  6 STEAL4_2809 
0872: jump_table_jumps  7 STEAL4_2839  8 STEAL4_2862  9 STEAL4_2952  99 STEAL4_2965 -1 STEAL4_2968 -1 STEAL4_2968 -1 STEAL4_2968 -1 STEAL4_2968 -1 STEAL4_2968 

:STEAL4_2688
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_2968

:STEAL4_2691
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false STEAL4_2695
000A: @35 +=  1  ;; integer values

:STEAL4_2695
0002: jump STEAL4_2968

:STEAL4_2696
00D6: if  0
8038:   NOT   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_2701
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0002: jump STEAL4_2702

:STEAL4_2701
0004: $1912 =  1  ;; integer values

:STEAL4_2702
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_2968

:STEAL4_2705
00D6: if  0
0019:   @32 >  0  ;; integer values
004D: jump_if_false STEAL4_2741
02A3: toggle_widescreen  1 (on)
0004: $1912 =  1  ;; integer values
0898:  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  24 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  24 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_2720
00D6: if  0
001B:    2 > @43  ;; integer values
004D: jump_if_false STEAL4_2729
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_2720

:STEAL4_2729
05D3: unknown_action_sequence @80 -1664.113  34.4836  2.5869  6  999999 
05D3: unknown_action_sequence @81 -1662.306  31.2954  2.5869  6  999999 
040D: unload_wav  1
03CF: load_wav  37017 as  1

:STEAL4_2733
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false STEAL4_2738
0001: wait  0 ms
0002: jump STEAL4_2733

:STEAL4_2738
03D1: play_wav  1
00BC: text_highpriority 'STL4_GC'  5000 ms  1
000A: @35 +=  1  ;; integer values

:STEAL4_2741
0002: jump STEAL4_2968

:STEAL4_2742
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_2746
000A: @35 +=  1  ;; integer values

:STEAL4_2746
0002: jump STEAL4_2968

:STEAL4_2747
02A3: toggle_widescreen  0 (off)
0898:  1  1  1 
0004: $1912 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false STEAL4_2755
00A1: put_actor @80 at -1657.398  32.9707  2.8213
0173: set_actor @80 z_angle_to  320.0

:STEAL4_2755
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false STEAL4_2760
00A1: put_actor @81 at -1655.264  31.706  2.8213
0173: set_actor @81 z_angle_to  320.0

:STEAL4_2760
0006: @43 =  0  ;; integer values

:STEAL4_2761
00D6: if  0
001B:    2 > @43  ;; integer values
004D: jump_if_false STEAL4_2779
00D6: if  0
8118:   NOT   actor @80(@43,2i) dead
004D: jump_if_false STEAL4_2777
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: @80(@43,2i)  4  25 
077A: @80(@43,2i)  4  0 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2777
05D9: unknown_action_sequence @80(@43,2i) @68  10000  20.0 

:STEAL4_2777
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_2761

:STEAL4_2779
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2786
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false STEAL4_2786
05E2: unknown_action_sequence @68 @80 

:STEAL4_2786
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_2792
0004: $1912 =  0  ;; integer values
0004: $1911 =  1  ;; integer values
0002: jump STEAL4_2794

:STEAL4_2792
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:STEAL4_2794
00BE: text_clear_all
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2803
00D6: if  0
875C:   NOT   marker @119 enabled
004D: jump_if_false STEAL4_2803
0186: @119 = create_marker_above_car @86
07E0: @119  1 

:STEAL4_2803
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2807
0709: unknown_set_entity_item @168  12  603  0.0  100.0  0.0  100.0  0  1 

:STEAL4_2807
000A: @35 +=  1  ;; integer values
0002: jump STEAL4_2968

:STEAL4_2809
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2838
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2838
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_2831
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @68 radius  15.0  15.0  5.0 sphere  0
004D: jump_if_false STEAL4_2831
0615: @49 
0772: unknown_action_sequence -1 @86  999999  10.0 
05CA: unknown_action_sequence -1 @86  999999  0 
0616: @49 
0618: @68 @49 
061B: @49 
0006: @32 =  30000  ;; integer values
0006: @56 =  0  ;; integer values
0006: @194 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:STEAL4_2831
00D6: if  1
0118:   actor @80 dead
0118:   actor @81 dead
004D: jump_if_false STEAL4_2838
000A: @35 +=  1  ;; integer values
0006: @56 =  0  ;; integer values
0006: @194 =  0  ;; integer values

:STEAL4_2838
0002: jump STEAL4_2968

:STEAL4_2839
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2861
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2861
00D6: if  0
80DB:   NOT   actor @68 in_car @86
004D: jump_if_false STEAL4_2858
0615: @49 
0772: unknown_action_sequence -1 @86  999999  10.0 
05CA: unknown_action_sequence -1 @86  999999  0 
0616: @49 
0618: @68 @49 
061B: @49 
0006: @32 =  30000  ;; integer values
000A: @35 +=  1  ;; integer values
0209: @56 = random_int  0  2
0002: jump STEAL4_2861

:STEAL4_2858
0006: @32 =  30000  ;; integer values
000A: @35 +=  1  ;; integer values
0209: @56 = random_int  0  2

:STEAL4_2861
0002: jump STEAL4_2968

:STEAL4_2862
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_2875
05AA: s@189 = '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_4708
00D6: if  0
0039:   @194 ==  4  ;; integer values
004D: jump_if_false STEAL4_2875
0006: @194 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:STEAL4_2875
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false STEAL4_2888
05AA: s@189 = '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_4708
00D6: if  0
0039:   @194 ==  4  ;; integer values
004D: jump_if_false STEAL4_2888
0006: @194 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:STEAL4_2888
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2915
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_2915
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2915
00D6: if  0
80DB:   NOT   actor @68 in_car @86
004D: jump_if_false STEAL4_2915
00D6: if  0
0019:   @32 >  35000  ;; integer values
004D: jump_if_false STEAL4_2905
00BC: text_highpriority 'ST4_29'  5000 ms  1
0006: @32 =  0  ;; integer values

:STEAL4_2905
062E: @68  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false STEAL4_2915
0615: @49 
0772: unknown_action_sequence -1 @86  999999  10.0 
05CA: unknown_action_sequence -1 @86  999999  0 
0616: @49 
0618: @68 @49 
061B: @49 

:STEAL4_2915
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false STEAL4_2935
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2935
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2935
00D6: if  0
00DB:   actor @68 in_car @86
004D: jump_if_false STEAL4_2935
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_2935
00D6: if  0
0019:   @32 >  30000  ;; integer values
004D: jump_if_false STEAL4_2935
00BC: text_highpriority 'ST4_28'  5000 ms  1
0006: @32 =  0  ;; integer values

:STEAL4_2935
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false STEAL4_2951
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2951
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2951
00D6: if  0
00DB:   actor @68 in_car @86
004D: jump_if_false STEAL4_2951
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_2951
000A: @35 +=  1  ;; integer values

:STEAL4_2951
0002: jump STEAL4_2968

:STEAL4_2952
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2962
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_2962
00D6: if  0
00DB:   actor @68 in_car @86
004D: jump_if_false STEAL4_2962
09F6: @68  0 

:STEAL4_2962
0151: remove_status_text $7415
0006: @35 =  99  ;; integer values
0002: jump STEAL4_2968

:STEAL4_2965
0006: @35 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0002: jump STEAL4_2968

:STEAL4_2968
00D6: if  0
0019:   @35 >  3  ;; integer values
004D: jump_if_false STEAL4_2990
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false STEAL4_2982
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2981
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_2981
0164: disable_marker @119

:STEAL4_2981
0002: jump STEAL4_2990

:STEAL4_2982
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_2990
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_2990
0186: @119 = create_marker_above_car @86
07E0: @119  1 

:STEAL4_2990
0051: return

:STEAL4_2991
00D6: if  0
8038:   NOT   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_3000
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false STEAL4_2999
03E6: remove_text_box
0006: @124 =  1  ;; integer values

:STEAL4_2999
0002: jump STEAL4_3005

:STEAL4_3000
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false STEAL4_3005
0512: permanent_text_box 'ST4_H09'
0006: @124 =  0  ;; integer values

:STEAL4_3005
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false STEAL4_3009
018A: @119 = create_checkpoint_at  0.0  0.0  0.0

:STEAL4_3009
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STEAL4_3029
00BC: text_highpriority 'ST4_26'  5000 ms  1
0164: disable_marker @108
018A: @108 = create_checkpoint_at -2024.7  179.4  27.4
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false STEAL4_3019
0164: disable_marker @120

:STEAL4_3019
00D6: if  0
075C:   marker @121 enabled
004D: jump_if_false STEAL4_3023
0164: disable_marker @121

:STEAL4_3023
0006: @32 =  20000  ;; integer values
0006: @33 =  0  ;; integer values
0006: @56 =  0  ;; integer values
0006: @62 =  0  ;; integer values
03C7: unknown_maby_cops_density  1.0
000A: @35 +=  1  ;; integer values

:STEAL4_3029
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STEAL4_3232
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false STEAL4_3041
00D6: if  0
0019:   @62 >  5500  ;; integer values
004D: jump_if_false STEAL4_3040
0006: @153 =  5  ;; integer values
000A: @56 +=  1  ;; integer values

:STEAL4_3040
0002: jump STEAL4_3078

:STEAL4_3041
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false STEAL4_3053
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false STEAL4_3052
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3051
0227: @137 = car @86 health

:STEAL4_3051
000A: @56 +=  1  ;; integer values

:STEAL4_3052
0002: jump STEAL4_3078

:STEAL4_3053
00D6: if  0
0039:   @56 ==  2  ;; integer values
004D: jump_if_false STEAL4_3065
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3064
0227: @43 = car @86 health
00D6: if  0
001D:   @137 > @43  ;; integer values  
004D: jump_if_false STEAL4_3064
000A: @56 +=  1  ;; integer values

:STEAL4_3064
0002: jump STEAL4_3078

:STEAL4_3065
00D6: if  0
0039:   @56 ==  3  ;; integer values
004D: jump_if_false STEAL4_3071
0006: @153 =  7  ;; integer values
000A: @56 +=  1  ;; integer values
0002: jump STEAL4_3078

:STEAL4_3071
00D6: if  0
0039:   @56 ==  4  ;; integer values
004D: jump_if_false STEAL4_3078
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false STEAL4_3078
000A: @56 +=  1  ;; integer values

:STEAL4_3078
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3103
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_3103
00D6: if  0
01AF:   car @86  1 (in-sphere)near_point -2024.7  179.4  27.4 radius  4.0  4.0  4.0
004D: jump_if_false STEAL4_3103
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3103
00D6: if  0
00DB:   actor @68 in_car @86
004D: jump_if_false STEAL4_3102
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_3101
00D6: if  0
09D0: @86 
004D: jump_if_false STEAL4_3101
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:STEAL4_3101
0002: jump STEAL4_3103

:STEAL4_3102
00BC: text_highpriority 'ST4_27'  6000 ms  1

:STEAL4_3103
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3116
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3116
00D6: if  0
00DB:   actor @68 in_car @86
004D: jump_if_false STEAL4_3116
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false STEAL4_3116
0164: disable_marker @107

:STEAL4_3116
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3189
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3189
00D6: if  0
00DB:   actor @68 in_car @86
004D: jump_if_false STEAL4_3189
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_3180
00D6: if  0
875C:   NOT   marker @119 enabled
004D: jump_if_false STEAL4_3135
0186: @119 = create_marker_above_car @86
07E0: @119  1 
00BC: text_highpriority 'ST4_05'  5000 ms  1
0002: jump STEAL4_3135

:STEAL4_3135
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false STEAL4_3139
0164: disable_marker @108

:STEAL4_3139
00D6: if  3
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  30000  ;; integer values
004D: jump_if_false STEAL4_3179
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @68 radius  20.0  20.0  5.0 sphere  0
004D: jump_if_false STEAL4_3179
000A: @178 +=  1  ;; integer values
00D6: if  0
0019:   @178 >  5  ;; integer values
004D: jump_if_false STEAL4_3153
0006: @178 =  0  ;; integer values

:STEAL4_3153
0871: init_jump_table @178 total_jumps  6  0 STEAL4_3178 jumps  0 STEAL4_3154  1 STEAL4_3158  2 STEAL4_3162  3 STEAL4_3166  4 STEAL4_3170  5 STEAL4_3174 -1 STEAL4_3178 

:STEAL4_3154
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  10400
004F: create_thread AUDIOL_1 @68  0  0  1  0 
0002: jump STEAL4_3178

:STEAL4_3158
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  10401
004F: create_thread AUDIOL_1 @68  0  0  1  0 
0002: jump STEAL4_3178

:STEAL4_3162
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  10402
004F: create_thread AUDIOL_1 @68  0  0  1  0 
0002: jump STEAL4_3178

:STEAL4_3166
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  10403
004F: create_thread AUDIOL_1 @68  0  0  1  0 
0002: jump STEAL4_3178

:STEAL4_3170
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  10404
004F: create_thread AUDIOL_1 @68  0  0  1  0 
0002: jump STEAL4_3178

:STEAL4_3174
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'CESX_AF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  10405
004F: create_thread AUDIOL_1 @68  0  0  1  0 
0002: jump STEAL4_3178

:STEAL4_3178
0006: @32 =  0  ;; integer values

:STEAL4_3179
0002: jump STEAL4_3189

:STEAL4_3180
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false STEAL4_3184
0164: disable_marker @119

:STEAL4_3184
00D6: if  0
875C:   NOT   marker @108 enabled
004D: jump_if_false STEAL4_3189
018A: @108 = create_checkpoint_at -2024.7  179.4  27.4
00BC: text_highpriority 'ST4_26'  7000 ms  1

:STEAL4_3189
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3205
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_3200
00D6: if  0
075C:   marker @119 enabled
004D: jump_if_false STEAL4_3199
0164: disable_marker @119

:STEAL4_3199
0002: jump STEAL4_3205

:STEAL4_3200
00D6: if  0
875C:   NOT   marker @119 enabled
004D: jump_if_false STEAL4_3205
0186: @119 = create_marker_above_car @86
07E0: @119  1 

:STEAL4_3205
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3232
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_3232
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3232
00D6: if  0
80DB:   NOT   actor @68 in_car @86
004D: jump_if_false STEAL4_3227
00D6: if  0
0019:   @33 >  20000  ;; integer values
004D: jump_if_false STEAL4_3222
00BC: text_highpriority 'ST4_27'  7000 ms  1
0006: @33 =  0  ;; integer values

:STEAL4_3222
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false STEAL4_3226
0164: disable_marker @108

:STEAL4_3226
0002: jump STEAL4_3232

:STEAL4_3227
00D6: if  0
875C:   NOT   marker @108 enabled
004D: jump_if_false STEAL4_3232
018A: @108 = create_checkpoint_at -2024.7  179.4  27.4
00BC: text_highpriority 'ST4_26'  7000 ms  1

:STEAL4_3232
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false STEAL4_3378
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:STEAL4_3237
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3242
0001: wait  0 ms
0002: jump STEAL4_3237

:STEAL4_3242
0360: open_garage 'HBGDSFS'

:STEAL4_3243
00D6: if  0
83B0:   NOT   garage 'HBGDSFS' door_open
004D: jump_if_false STEAL4_3248
0001: wait  0 ms
0002: jump STEAL4_3243

:STEAL4_3248
04BB: select_interior  1  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STEAL4_3253
0860: link_actor $PLAYER_ACTOR to_interior  1 

:STEAL4_3253
0A0B: -2045.4  173.1  27.8  309.5 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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: $73 = -2045.2  ;; floating-point values
005F: $73 += @50  ;; floating-point values 
0005: $74 =  170.8  ;; floating-point values
005F: $74 += @51  ;; floating-point values 
0005: $75 =  29.4  ;; floating-point values
005F: $75 += @52  ;; floating-point values 
0604: @50 @51 $72 
0A0B: $73 $74 $75 $72 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3281
0860: link_actor @68 to_interior  1 

:STEAL4_3281
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3285
0840: link_car @86 to_interior  1 

:STEAL4_3285
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3292
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_3292
036A: put_actor $PLAYER_ACTOR in_car @86

:STEAL4_3292
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3297
00AB: put_car @86 at -2033.8  178.6  27.6
0175: set_car @86 z_angle_to  90.0

:STEAL4_3297
0615: @49 
05D1: unknown_action_sequence -1 @86 -2044.4  177.6  27.6  5.0  1  1  2 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2034.731  177.1182  27.8359  4  50000 
0616: @49 
0618: $PLAYER_ACTOR @49 
061B: @49 
016A: fade  1 (back)  500 ms

:STEAL4_3305
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3310
0001: wait  0 ms
0002: jump STEAL4_3305

:STEAL4_3310
0209: @43 = random_int  0  2
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false STEAL4_3324
040D: unload_wav  1
03CF: load_wav  37034 as  1

:STEAL4_3316
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false STEAL4_3321
0001: wait  0 ms
0002: jump STEAL4_3316

:STEAL4_3321
03D1: play_wav  1
00BC: text_highpriority 'STL4_NA'  5000 ms  1
0002: jump STEAL4_3333

:STEAL4_3324
040D: unload_wav  1
03CF: load_wav  37035 as  1

:STEAL4_3326
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false STEAL4_3331
0001: wait  0 ms
0002: jump STEAL4_3326

:STEAL4_3331
03D1: play_wav  1
00BC: text_highpriority 'STL4_NB'  5000 ms  1

:STEAL4_3333
0006: @32 =  0  ;; integer values

:STEAL4_3334
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false STEAL4_3361
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3359
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3359
00D6: if  0
00DB:   actor @68 in_car @86
004D: jump_if_false STEAL4_3359
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @86
004D: jump_if_false STEAL4_3359
062E: @68  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false STEAL4_3359
0615: @49 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2034.731  177.1182  27.8359  4  50000 
0616: @49 
0618: @68 @49 
061B: @49 

:STEAL4_3359
0001: wait  0 ms
0002: jump STEAL4_3334

:STEAL4_3361
00D6: if  0
8019:   NOT   @32 >  5000  ;; integer values
004D: jump_if_false STEAL4_3366
0001: wait  0 ms
0002: jump STEAL4_3361

:STEAL4_3366
016A: fade  0 ()  1000 ms

:STEAL4_3367
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3372
0001: wait  0 ms
0002: jump STEAL4_3367

:STEAL4_3372
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STEAL4_3377
0860: link_actor $PLAYER_ACTOR to_interior  0 

:STEAL4_3377
000A: @35 +=  1  ;; integer values

:STEAL4_3378
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false STEAL4_3472
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3389
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_3389
0792: $PLAYER_ACTOR 
009B: destroy_actor_instantly @68
00A6: destroy_car @86
00BE: text_clear_all
0361: close_garage 'HBGDSFS'

:STEAL4_3394
00D6: if  0
83B1:   NOT   garage 'HBGDSFS' door_closed
004D: jump_if_false STEAL4_3399
0001: wait  0 ms
0002: jump STEAL4_3394

:STEAL4_3399
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: -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 (on)
0004: $1185 =  1  ;; integer values
004F: create_thread IMPEXPM_1 
0004: $1909 =  1  ;; integer values

:STEAL4_3408
00D6: if  0
8248:   NOT   model #NF_BLACKBOARD available
004D: jump_if_false STEAL4_3413
0001: wait  0 ms
0002: jump STEAL4_3408

:STEAL4_3413
03E6: remove_text_box
016A: fade  1 (back)  1500 ms

:STEAL4_3415
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3420
0001: wait  0 ms
0002: jump STEAL4_3415

:STEAL4_3420
03E6: remove_text_box
00BC: text_highpriority 'ST4_45'  5000 ms  1
0001: wait  5000 ms
00BC: text_highpriority 'ST4_46'  5000 ms  1
0001: wait  5000 ms
016A: fade  0 ()  500 ms

:STEAL4_3426
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3431
0001: wait  0 ms
0002: jump STEAL4_3426

:STEAL4_3431
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: -1554.782 -59.6013  75.193  0.0 
016A: fade  1 (back)  500 ms

:STEAL4_3435
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3440
0001: wait  0 ms
0002: jump STEAL4_3435

:STEAL4_3440
00BC: text_highpriority 'ST4_47'  5000 ms  1
0001: wait  5000 ms
00BC: text_highpriority 'ST4_48'  5000 ms  1
0001: wait  5000 ms
016A: fade  0 ()  500 ms

:STEAL4_3445
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3450
0001: wait  0 ms
0002: jump STEAL4_3445

:STEAL4_3450
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: -2045.4  173.1  27.8  309.5 

:STEAL4_3454
00D6: if  0
04F0:   unknown_actor_check $PLAYER_ACTOR
004D: jump_if_false STEAL4_3459
0001: wait  0 ms
0002: jump STEAL4_3454

:STEAL4_3459
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 (off)
016A: fade  1 (back)  1000 ms

:STEAL4_3465
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_3470
0001: wait  0 ms
0002: jump STEAL4_3465

:STEAL4_3470
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @36 =  1  ;; integer values

:STEAL4_3472
0051: return

:STEAL4_3473
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_3484
0798: $2729 @83 @69 @91 
00D6: if  0
8039:   NOT   @91 == -1  ;; integer values
004D: jump_if_false STEAL4_3484
00D6: if  0
803B:   NOT   @105 == @91  ;; integer values 
004D: jump_if_false STEAL4_3484
0085: @105 = @91  ;; integer values and handles

:STEAL4_3484
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3505
00D6: if  0
03CA:   object @105 exists
004D: jump_if_false STEAL4_3505
00D6: if  0
85A3:   NOT @105 
004D: jump_if_false STEAL4_3505
05A8: @105 @46 
00D6: if  0
0021:   @46 >  4.0  ;; floating-point values
004D: jump_if_false STEAL4_3505
00D6: if  0
023B: has_actor_collided_with_object @68 @105  
004D: jump_if_false STEAL4_3505
062E: @68  1470 @45 
00D6: if  0
04A4: @45  7 
004D: jump_if_false STEAL4_3505
05BE: unknown_action_sequence @68 

:STEAL4_3505
00D6: if  0
0039:   @39 ==  8  ;; integer values
004D: jump_if_false STEAL4_3547
00D6: if  0
0039:   @135 ==  1  ;; integer values
004D: jump_if_false STEAL4_3547
00D6: if  0
03CA:   object @101 exists
004D: jump_if_false STEAL4_3547
00D6: if  0
056E: @84 
004D: jump_if_false STEAL4_3547
00D6: if  0
8119:   NOT   car @84 wrecked
004D: jump_if_false STEAL4_3547
0400: create_coordinate $73 $74 $75 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 = $75  ;; 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: @50 @51 @53 @54 @46 
00D6: if  1
0027:   @59 > $75  ;; floating-point values only
0021:   @46 >  120.0  ;; floating-point values
004D: jump_if_false STEAL4_3547
00AA: store_car @84 position_to $73 $74 $75
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 -= $73  ;; floating-point values 
0087: @180 = @58  ;; floating-point values only
0065: @180 -= $74  ;; floating-point values 
0087: @181 = @59  ;; floating-point values only
0065: @181 -= $75  ;; floating-point values 
000B: @181 +=  .1  ;; floating-point values
0013: @179 *=  .05  ;; floating-point values 
0013: @180 *=  .05  ;; floating-point values 
0013: @181 *=  .05  ;; floating-point values 
0684: @84  0.0  0.0  0.0  0 
0006: @64 =  0  ;; integer values
000A: @135 +=  1  ;; integer values

:STEAL4_3547
00D6: if  0
0039:   @135 ==  2  ;; integer values
004D: jump_if_false STEAL4_3559
00D6: if  0
001B:    300 > @64  ;; integer values
004D: jump_if_false STEAL4_3558
00D6: if  0
8119:   NOT   car @84 wrecked
004D: jump_if_false STEAL4_3557
07D5: @84 @179 @180 @181  0.0  0.0  0.0 

:STEAL4_3557
0002: jump STEAL4_3559

:STEAL4_3558
000A: @135 +=  1  ;; integer values

:STEAL4_3559
00D6: if  0
0039:   @39 ==  9  ;; integer values
004D: jump_if_false STEAL4_3601
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false STEAL4_3601
00D6: if  0
03CA:   object @102 exists
004D: jump_if_false STEAL4_3601
00D6: if  0
056E: @85 
004D: jump_if_false STEAL4_3601
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false STEAL4_3601
0400: create_coordinate $73 $74 $75 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 = $75  ;; 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: @50 @51 @53 @54 @46 
00D6: if  1
0027:   @59 > $75  ;; floating-point values only
0021:   @46 >  120.0  ;; floating-point values
004D: jump_if_false STEAL4_3601
00AA: store_car @85 position_to $73 $74 $75
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 -= $73  ;; floating-point values 
0087: @180 = @58  ;; floating-point values only
0065: @180 -= $74  ;; floating-point values 
0087: @181 = @59  ;; floating-point values only
0065: @181 -= $75  ;; floating-point values 
000B: @181 +=  .1  ;; floating-point values
0013: @179 *=  .05  ;; floating-point values 
0013: @180 *=  .05  ;; floating-point values 
0013: @181 *=  .05  ;; floating-point values 
0684: @85  0.0  0.0  0.0  0 
0006: @64 =  0  ;; integer values
000A: @136 +=  1  ;; integer values

:STEAL4_3601
00D6: if  0
0039:   @135 ==  2  ;; integer values
004D: jump_if_false STEAL4_3613
00D6: if  0
001B:    300 > @64  ;; integer values
004D: jump_if_false STEAL4_3612
00D6: if  0
8119:   NOT   car @85 wrecked
004D: jump_if_false STEAL4_3611
07D5: @85 @179 @180 @181  0.0  0.0  0.0 

:STEAL4_3611
0002: jump STEAL4_3613

:STEAL4_3612
000A: @136 +=  1  ;; integer values

:STEAL4_3613
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_3672
0798: $2729 @83 @69 @91 
00D6: if  0
0039:   @91 == -1  ;; integer values
004D: jump_if_false STEAL4_3672
00D6: if  0
03CA:   object @105 exists
004D: jump_if_false STEAL4_3672
00D6: if  0
0021:   @182 >  15.0  ;; floating-point values
004D: jump_if_false STEAL4_3671
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_3633
00D6: if  0
0897: @82 @105 
004D: jump_if_false STEAL4_3633
020B: explode_car @82

:STEAL4_3633
00D6: if  0
8119:   NOT   car @84 wrecked
004D: jump_if_false STEAL4_3643
00D6: if  0
8686:   NOT @84 
004D: jump_if_false STEAL4_3643
00D6: if  0
0897: @84 @105 
004D: jump_if_false STEAL4_3643
020B: explode_car @84

:STEAL4_3643
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false STEAL4_3650
00D6: if  0
0897: @86 @105 
004D: jump_if_false STEAL4_3650
020B: explode_car @86

:STEAL4_3650
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_3657
00D6: if  0
0897: @87 @105 
004D: jump_if_false STEAL4_3657
020B: explode_car @87

:STEAL4_3657
00D6: if  0
8119:   NOT   car @88 wrecked
004D: jump_if_false STEAL4_3664
00D6: if  0
0897: @88 @105 
004D: jump_if_false STEAL4_3664
020B: explode_car @88

:STEAL4_3664
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false STEAL4_3671
00D6: if  0
0897: @89 @105 
004D: jump_if_false STEAL4_3671
020B: explode_car @89

:STEAL4_3671
05A8: @105 @182 

:STEAL4_3672
00D6: if  0
0039:   @39 ==  4  ;; integer values
004D: jump_if_false STEAL4_3693
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL4_3693
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_3691
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false STEAL4_3690
03C0: @43 = actor $PLAYER_ACTOR car
00D6: if  0
803B:   NOT   @43 == @86  ;; integer values 
004D: jump_if_false STEAL4_3690
01C3: remove_references_to_car @82  ;; Like turning a car into any random car
00D9: @82 = actor $PLAYER_ACTOR car

:STEAL4_3690
0002: jump STEAL4_3693

:STEAL4_3691
01C3: remove_references_to_car @82  ;; Like turning a car into any random car
00D9: @82 = actor $PLAYER_ACTOR car

:STEAL4_3693
00D6: if  0
0039:   @39 ==  5  ;; integer values
004D: jump_if_false STEAL4_3711
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false STEAL4_3711
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3711
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  0
0021:   @46 >  100.0  ;; floating-point values
004D: jump_if_false STEAL4_3710
0007: @46 =  100.0  ;; floating-point values

:STEAL4_3710
0090: $7415 = float_to_integer @46  

:STEAL4_3711
00D6: if  0
0039:   @39 ==  6  ;; integer values
004D: jump_if_false STEAL4_3724
00D6: if  0
056E: @89 
004D: jump_if_false STEAL4_3724
00D6: if  0
0119:   car @89 wrecked
004D: jump_if_false STEAL4_3724
00D6: if  0
075C:   marker @118 enabled
004D: jump_if_false STEAL4_3724
0164: disable_marker @118

:STEAL4_3724
00D6: if  0
0039:   @39 ==  8  ;; integer values
004D: jump_if_false STEAL4_3754
0006: @43 =  0  ;; integer values

:STEAL4_3728
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_3740
00D6: if  0
075C:   marker @112(@43,6i) enabled
004D: jump_if_false STEAL4_3738
00D6: if  0
0118:   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_3738
0164: disable_marker @112(@43,6i)

:STEAL4_3738
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_3728

:STEAL4_3740
00D6: if  0
075C:   marker @120 enabled
004D: jump_if_false STEAL4_3747
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false STEAL4_3747
0164: disable_marker @120

:STEAL4_3747
00D6: if  0
075C:   marker @121 enabled
004D: jump_if_false STEAL4_3754
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false STEAL4_3754
0164: disable_marker @121

:STEAL4_3754
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false STEAL4_3766
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_3766
0798: $2729 @83 @69 @91 
00D6: if  0
8039:   NOT   @83 == -1  ;; integer values
004D: jump_if_false STEAL4_3766
0898:  1  1  1 
0006: @128 =  2  ;; integer values

:STEAL4_3766
00D6: if  0
0039:   @128 ==  2  ;; integer values
004D: jump_if_false STEAL4_3778
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_3778
0798: $2729 @83 @69 @91 
00D6: if  0
0039:   @83 == -1  ;; integer values
004D: jump_if_false STEAL4_3778
0898:  1  1  0 
0006: @128 =  1  ;; integer values

:STEAL4_3778
00D6: if  0
0039:   @39 ==  7  ;; integer values
004D: jump_if_false STEAL4_3798
00D6: if  0
056E: @86 
004D: jump_if_false STEAL4_3790
00D6: if  0
0119:   car @86 wrecked
004D: jump_if_false STEAL4_3790
0001: wait  2000 ms
0006: @37 =  1  ;; integer values
0006: @140 =  2  ;; integer values

:STEAL4_3790
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false STEAL4_3798
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_3798
0006: @37 =  1  ;; integer values
0006: @140 =  3  ;; integer values

:STEAL4_3798
0051: return

:STEAL4_3799
00D6: if  0
0039:   @126 ==  1  ;; integer values
004D: jump_if_false STEAL4_3818
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3818
00D6: if  0
86EE:   NOT   actor @68 in_group $PLAYER_GROUP 
004D: jump_if_false STEAL4_3818
00D6: if  0
8038:   NOT   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_3812
00BC: text_highpriority 'ST4_42'  5000 ms  1

:STEAL4_3812
000A: @126 +=  1  ;; integer values
00D6: if  0
8039:   NOT   @133 ==  1  ;; integer values
004D: jump_if_false STEAL4_3818
0006: @133 =  1  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_3818
00D6: if  0
0039:   @126 ==  2  ;; integer values
004D: jump_if_false STEAL4_3835
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3835
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @68 radius  15.0  15.0  5.0 sphere  0
004D: jump_if_false STEAL4_3835
0631: put_actor @68 in_group $PLAYER_GROUP 
04D8: @68  0
0006: @126 =  1  ;; integer values
00D6: if  0
8039:   NOT   @133 ==  3  ;; integer values
004D: jump_if_false STEAL4_3835
0006: @133 =  3  ;; integer values
0050: gosub STEAL4_4011

:STEAL4_3835
0051: return

:STEAL4_3836
0247: request_model  405
0247: request_model  346
0247: request_model  24

:STEAL4_3839
00D6: if  23
8248:   NOT   model  559 available
8248:   NOT   model  405 available
8248:   NOT   model  346 available
8248:   NOT   model  24 available
004D: jump_if_false STEAL4_3847
0001: wait  0 ms
0002: jump STEAL4_3839

:STEAL4_3847
0395: clear_area  1 at -1711.59  44.8495  2.7813 range  20.0
00A5: @87 = create_car  405 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  24 in_car @87 driverseat
01C8: @71 = create_actor  24  24 in_car @87 passenger_seat  0
01C8: @72 = create_actor  24  24 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_3858
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false STEAL4_3871
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_3869
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: (unknown) @70(@43,6i)  0 

:STEAL4_3869
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_3858

:STEAL4_3871
0395: clear_area  1 at -1697.04  14.7378  2.7813 range  5.0
0051: return
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_3885
0615: @49 
05D1: unknown_action_sequence -1 @87 -1686.422  25.8359  2.7752  15.0  0  0  3 
05D1: unknown_action_sequence -1 @87 -1643.394  19.6494  3.6706  15.0  0  0  3 
0616: @49 
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_3884
0618: @70 @49 

:STEAL4_3884
061B: @49 

:STEAL4_3885
0051: return

:STEAL4_3886
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false STEAL4_3890
0815: $2727 $2733 $2734 $2735 

:STEAL4_3890
00D6: if  0
03CA:   object $2730 exists
004D: jump_if_false STEAL4_3894
0815: $2730 $2733 $2734 $2735 

:STEAL4_3894
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false STEAL4_3908
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false STEAL4_3908
0400: create_coordinate $73 $74 $75 from_object $2727 offset  0.0  0.0  0.0
0177: set_object $2728 z_angle_to $2736
0815: $2728 $73 $74 $75 
00D6: if  0
03CA:   object $2731 exists
004D: jump_if_false STEAL4_3908
0177: set_object $2731 z_angle_to $2736
0815: $2731 $73 $74 $75 

:STEAL4_3908
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_3923
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false STEAL4_3923
0400: create_coordinate $73 $74 $75 from_object $2728 offset  0.0 -2.185  8.51
0176: $2737 = object $2728 z_angle
0815: $2729 $73 $74 $75 
0453: object $2729 set_rotation $2738  0.0 $2737
00D6: if  0
03CA:   object $2732 exists
004D: jump_if_false STEAL4_3923
0815: $2732 $73 $74 $75 
0453: object $2732 set_rotation $2738  0.0 $2737

:STEAL4_3923
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_3928
0797: $2729 $10496 
0796: $2729 $10496 

:STEAL4_3928
0799: $2729 
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false STEAL4_3933
0797: $2729 $10496 

:STEAL4_3933
0051: return
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false STEAL4_3950
0792: @70 
00A1: put_actor @70 at -1638.942  26.9517  3.0869
0173: set_actor @70 z_angle_to  339.6872
0615: @49 
05D3: unknown_action_sequence -1 -1638.836  27.1035  2.8213  6  999999 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3947
05E2: unknown_action_sequence -1 @68 

:STEAL4_3947
0616: @49 
0618: @70 @49 
061B: @49 

:STEAL4_3950
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false STEAL4_3966
0792: @71 
00A1: put_actor @71 at -1639.896  21.6694  3.0869
0173: set_actor @71 z_angle_to  359.1165
0615: @49 
05D3: unknown_action_sequence -1 -1639.896  21.6694  3.5869  6  999999 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3963
05E2: unknown_action_sequence -1 @68 

:STEAL4_3963
0616: @49 
0618: @71 @49 
061B: @49 

:STEAL4_3966
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false STEAL4_3982
0792: @72 
00A1: put_actor @72 at -1641.346  27.048  3.0869
0173: set_actor @72 z_angle_to  331.6584
0615: @49 
05D3: unknown_action_sequence -1 -1641.346  27.048  3.5869  6  999999 
085B: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_3979
05E2: unknown_action_sequence -1 @68 

:STEAL4_3979
0616: @49 
0618: @72 @49 
061B: @49 

:STEAL4_3982
00D6: if  0
8119:   NOT   car @87 wrecked
004D: jump_if_false STEAL4_3987
00AB: put_car @87 at -1642.706  19.5606  3.4189
0175: set_car @87 z_angle_to  263.1502

:STEAL4_3987
0006: @43 =  0  ;; integer values

:STEAL4_3988
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false STEAL4_3997
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_3995
060B: unknown_actor_use_entity @70(@43,6i) @171 

:STEAL4_3995
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_3988

:STEAL4_3997
0051: return
0871: init_jump_table @131 total_jumps  2  1 STEAL4_4005 jumps  0 STEAL4_3999  1 STEAL4_4002 -1 STEAL4_4005 -1 STEAL4_4005 -1 STEAL4_4005 -1 STEAL4_4005 -1 STEAL4_4005 

:STEAL4_3999
00BC: text_highpriority 'ST4_11'  6000 ms  1
000A: @131 +=  1  ;; integer values
0002: jump STEAL4_4005

:STEAL4_4002
00BC: text_highpriority 'ST4_12'  6000 ms  1
000A: @131 +=  1  ;; integer values
0002: jump STEAL4_4005

:STEAL4_4005
00D6: if  0
0019:   @131 >  1  ;; integer values
004D: jump_if_false STEAL4_4009
0006: @131 =  0  ;; integer values

:STEAL4_4009
0006: @60 =  0  ;; integer values
0051: return

:STEAL4_4011
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false STEAL4_4038
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4038
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false STEAL4_4021
0164: disable_marker @107

:STEAL4_4021
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false STEAL4_4026
0187: @107 = create_marker_above_actor @68
07E0: @107  1 

:STEAL4_4026
00D6: if  0
0039:   @133 ==  2  ;; integer values
004D: jump_if_false STEAL4_4032
0187: @107 = create_marker_above_actor @68
07E0: @107  1 
018B: show_on_radar @107  2

:STEAL4_4032
00D6: if  0
0039:   @133 ==  3  ;; integer values
004D: jump_if_false STEAL4_4038
0187: @107 = create_marker_above_actor @68
07E0: @107  1 
018B: show_on_radar @107  0

:STEAL4_4038
0051: return

:STEAL4_4039
00BE: text_clear_all
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false STEAL4_4116
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:STEAL4_4045
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_4050
0001: wait  0 ms
0002: jump STEAL4_4045

:STEAL4_4050
0151: remove_status_text $7415
0004: $1915 =  1  ;; integer values
0871: init_jump_table @140 total_jumps  3  0 STEAL4_4100 jumps  1 STEAL4_4053  2 STEAL4_4067  3 STEAL4_4081 -1 STEAL4_4100 -1 STEAL4_4100 -1 STEAL4_4100 -1 STEAL4_4100 

:STEAL4_4053
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_4066
0423: car @82 improve_handling  2.0
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4061
036A: put_actor @68 in_car @82

:STEAL4_4061
00AA: store_car @82 position_to $73 $74 $75
02C1: set $73 $74 $75 to_car_path_coords_closest_to $73 $74 $75
00AB: put_car @82 at $73 $74 $75
0175: set_car @82 z_angle_to  130.0
05D2: unknown_action_sequence @68 @82  40.0  2 

:STEAL4_4066
0002: jump STEAL4_4100

:STEAL4_4067
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false STEAL4_4080
0423: car @82 improve_handling  2.0
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4075
036A: put_actor @68 in_car @82

:STEAL4_4075
00AA: store_car @82 position_to $73 $74 $75
02C1: set $73 $74 $75 to_car_path_coords_closest_to $73 $74 $75
00AB: put_car @82 at $73 $74 $75
0175: set_car @82 z_angle_to  130.0
05D2: unknown_action_sequence @68 @82  40.0  2 

:STEAL4_4080
0002: jump STEAL4_4100

:STEAL4_4081
0006: @43 =  0  ;; integer values

:STEAL4_4082
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_4091
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_4089
05E2: unknown_action_sequence @70(@43,6i) $PLAYER_ACTOR 

:STEAL4_4089
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_4082

:STEAL4_4091
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false STEAL4_4095
05E2: unknown_action_sequence @80 $PLAYER_ACTOR 

:STEAL4_4095
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false STEAL4_4099
05E2: unknown_action_sequence @81 $PLAYER_ACTOR 

:STEAL4_4099
0002: jump STEAL4_4100

:STEAL4_4100
00D6: if  0
056E: @86 
004D: jump_if_false STEAL4_4104
00A6: destroy_car @86

:STEAL4_4104
00D6: if  0
8119:   NOT   car @84 wrecked
004D: jump_if_false STEAL4_4108
00A6: destroy_car @84

:STEAL4_4108
016A: fade  1 (back)  1000 ms

:STEAL4_4109
00D6: if  0
016B:   fading
004D: jump_if_false STEAL4_4114
0001: wait  0 ms
0002: jump STEAL4_4109

:STEAL4_4114
0008: $7414 +=  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:STEAL4_4116
0871: init_jump_table @140 total_jumps  3  0 STEAL4_4123 jumps  1 STEAL4_4117  2 STEAL4_4119  3 STEAL4_4121 -1 STEAL4_4123 -1 STEAL4_4123 -1 STEAL4_4123 -1 STEAL4_4123 

:STEAL4_4117
00BC: text_highpriority 'ST4_44'  5000 ms  1
0002: jump STEAL4_4123

:STEAL4_4119
00BC: text_highpriority 'ST4_03'  5000 ms  1
0002: jump STEAL4_4123

:STEAL4_4121
00BC: text_highpriority 'ST4_02'  5000 ms  1
0002: jump STEAL4_4123

:STEAL4_4123
00BA: text_styled 'M_FAIL'  5000 ms  1
0004: $1912 =  1  ;; integer values
0051: return

:STEAL4_4126
00BE: text_clear_all
04BB: select_interior  0  ;; select render area
01E3: text_1number_styled 'M_PASSS' @152  5000 ms  1
0109: player $PLAYER_CHAR money += @152
0998: add_respect  5 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0008: $STEAL_MISSIONS_PASSED +=  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'
0051: return

:STEAL4_4139
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STEAL4_4143
0860: link_actor $PLAYER_ACTOR to_interior  0 

:STEAL4_4143
04BB: select_interior  0  ;; select render area
004F: create_thread CLEANAU_1 
03E6: remove_text_box
0826:  1 
0581: toggle_radar  1 (on)
0004: $1185 =  0  ;; integer values
0004: $1910 =  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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STEAL4_4167
0A20: $PLAYER_CHAR  0 
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false STEAL4_4163
05E2: unknown_action_sequence @80 $PLAYER_ACTOR 

:STEAL4_4163
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false STEAL4_4167
05E2: unknown_action_sequence @81 $PLAYER_ACTOR 

:STEAL4_4167
08F4:  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_4171
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_4184
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STEAL4_4181
00D6: if  0
8118:   NOT   actor @70(@43,6i) dead
004D: jump_if_false STEAL4_4181
05E2: unknown_action_sequence @70(@43,6i) $PLAYER_ACTOR 

:STEAL4_4181
01C2: remove_references_to_actor @70(@43,6i)  ;; Like turning an actor into a random pedestrian
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_4171

:STEAL4_4184
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:  1 
0296: unload_special_actor  1
0249: release_model  589
0249: release_model  567
0249: release_model  559
0249: release_model  458
0249: release_model  346
0249: release_model  405
0249: release_model  537
0249: release_model  569
0249: release_model  24
0249: release_model  404
0164: disable_marker @107
0164: disable_marker @118
0164: disable_marker @108
0006: @43 =  0  ;; integer values

:STEAL4_4209
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false STEAL4_4215
0164: disable_marker @112(@43,6i)
000A: @43 +=  1  ;; integer values
0002: jump STEAL4_4209

:STEAL4_4215
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_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:STEAL4_4230
0871: init_jump_table @153 total_jumps  7  1 STEAL4_4245 jumps  1 STEAL4_4231  2 STEAL4_4233  3 STEAL4_4235  4 STEAL4_4237  5 STEAL4_4239  6 STEAL4_4241  7 STEAL4_4243 

:STEAL4_4231
0050: gosub STEAL4_4251
0002: jump STEAL4_4250

:STEAL4_4233
0050: gosub STEAL4_4304
0002: jump STEAL4_4250

:STEAL4_4235
0050: gosub STEAL4_4369
0002: jump STEAL4_4250

:STEAL4_4237
0050: gosub STEAL4_4410
0002: jump STEAL4_4250

:STEAL4_4239
0050: gosub STEAL4_4445
0002: jump STEAL4_4250

:STEAL4_4241
0050: gosub STEAL4_4520
0002: jump STEAL4_4250

:STEAL4_4243
0050: gosub STEAL4_4580
0002: jump STEAL4_4250

:STEAL4_4245
00D6: if  0
8039:   NOT   @154 ==  0  ;; integer values
004D: jump_if_false STEAL4_4249
0006: @154 =  0  ;; integer values

:STEAL4_4249
0002: jump STEAL4_4250

:STEAL4_4250
0051: return

:STEAL4_4251
0871: init_jump_table @154 total_jumps  5  0 STEAL4_4287 jumps  0 STEAL4_4252  1 STEAL4_4255  2 STEAL4_4267  3 STEAL4_4279  4 STEAL4_4281 -1 STEAL4_4287 -1 STEAL4_4287 

:STEAL4_4252
0006: @188 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0002: jump STEAL4_4287

:STEAL4_4255
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4262
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @68 radius  15.0  15.0  0
004D: jump_if_false STEAL4_4262
0006: @154 =  2  ;; integer values

:STEAL4_4262
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4266
0006: @154 =  3  ;; integer values

:STEAL4_4266
0002: jump STEAL4_4287

:STEAL4_4267
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4274
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @68 radius  10.0  10.0  0
004D: jump_if_false STEAL4_4274
0006: @154 =  1  ;; integer values

:STEAL4_4274
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4278
0006: @154 =  3  ;; integer values

:STEAL4_4278
0002: jump STEAL4_4287

:STEAL4_4279
0006: @153 =  0  ;; integer values
0002: jump STEAL4_4287

:STEAL4_4281
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4286
0006: @154 =  3  ;; integer values
0006: @153 =  0  ;; integer values

:STEAL4_4286
0002: jump STEAL4_4287

:STEAL4_4287
0871: init_jump_table @155 total_jumps  2  1 STEAL4_4300 jumps  0 STEAL4_4288  1 STEAL4_4294 -1 STEAL4_4303 -1 STEAL4_4303 -1 STEAL4_4303 -1 STEAL4_4303 -1 STEAL4_4303 

:STEAL4_4288
05AA: s@183 = '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_4650
0002: jump STEAL4_4303

:STEAL4_4294
05AA: s@183 = '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_4650
0002: jump STEAL4_4303

:STEAL4_4300
0006: @154 =  3  ;; integer values
0050: gosub STEAL4_4650
0002: jump STEAL4_4303

:STEAL4_4303
0051: return

:STEAL4_4304
0871: init_jump_table @154 total_jumps  5  0 STEAL4_4340 jumps  0 STEAL4_4305  1 STEAL4_4308  2 STEAL4_4320  3 STEAL4_4332  4 STEAL4_4334 -1 STEAL4_4340 -1 STEAL4_4340 

:STEAL4_4305
0006: @188 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0002: jump STEAL4_4340

:STEAL4_4308
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4315
00D6: if  0
8104:   NOT   actor @68 near_actor $PLAYER_ACTOR radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false STEAL4_4315
0006: @154 =  2  ;; integer values

:STEAL4_4315
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4319
0006: @154 =  3  ;; integer values

:STEAL4_4319
0002: jump STEAL4_4340

:STEAL4_4320
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4327
00D6: if  0
0104:   actor @68 near_actor $PLAYER_ACTOR radius  5.0  5.0  5.0 sphere  0
004D: jump_if_false STEAL4_4327
0006: @154 =  1  ;; integer values

:STEAL4_4327
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4331
0006: @154 =  3  ;; integer values

:STEAL4_4331
0002: jump STEAL4_4340

:STEAL4_4332
0006: @153 =  0  ;; integer values
0002: jump STEAL4_4340

:STEAL4_4334
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4339
0006: @154 =  3  ;; integer values
0006: @153 =  0  ;; integer values

:STEAL4_4339
0002: jump STEAL4_4340

:STEAL4_4340
0871: init_jump_table @155 total_jumps  4  1 STEAL4_4365 jumps  0 STEAL4_4341  1 STEAL4_4347  2 STEAL4_4353  3 STEAL4_4359 -1 STEAL4_4368 -1 STEAL4_4368 -1 STEAL4_4368 

:STEAL4_4341
05AA: s@183 = '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_4650
0002: jump STEAL4_4368

:STEAL4_4347
05AA: s@183 = '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_4650
0002: jump STEAL4_4368

:STEAL4_4353
05AA: s@183 = '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_4650
0002: jump STEAL4_4368

:STEAL4_4359
05AA: s@183 = '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_4650
0002: jump STEAL4_4368

:STEAL4_4365
0006: @154 =  3  ;; integer values
0050: gosub STEAL4_4650
0002: jump STEAL4_4368

:STEAL4_4368
0051: return

:STEAL4_4369
0871: init_jump_table @154 total_jumps  5  0 STEAL4_4387 jumps  0 STEAL4_4370  1 STEAL4_4373  2 STEAL4_4378  3 STEAL4_4379  4 STEAL4_4381 -1 STEAL4_4387 -1 STEAL4_4387 

:STEAL4_4370
0006: @188 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0002: jump STEAL4_4387

:STEAL4_4373
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4377
0006: @154 =  3  ;; integer values

:STEAL4_4377
0002: jump STEAL4_4387

:STEAL4_4378
0002: jump STEAL4_4387

:STEAL4_4379
0006: @153 =  0  ;; integer values
0002: jump STEAL4_4387

:STEAL4_4381
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4386
0006: @154 =  3  ;; integer values
0006: @153 =  0  ;; integer values

:STEAL4_4386
0002: jump STEAL4_4387

:STEAL4_4387
0871: init_jump_table @155 total_jumps  3  1 STEAL4_4406 jumps  0 STEAL4_4388  1 STEAL4_4394  2 STEAL4_4400 -1 STEAL4_4409 -1 STEAL4_4409 -1 STEAL4_4409 -1 STEAL4_4409 

:STEAL4_4388
05AA: s@183 = '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_4650
0002: jump STEAL4_4409

:STEAL4_4394
05AA: s@183 = '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_4650
0002: jump STEAL4_4409

:STEAL4_4400
05AA: s@183 = '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_4650
0002: jump STEAL4_4409

:STEAL4_4406
0006: @154 =  3  ;; integer values
0050: gosub STEAL4_4650
0002: jump STEAL4_4409

:STEAL4_4409
0051: return

:STEAL4_4410
0871: init_jump_table @154 total_jumps  5  0 STEAL4_4428 jumps  0 STEAL4_4411  1 STEAL4_4414  2 STEAL4_4419  3 STEAL4_4420  4 STEAL4_4422 -1 STEAL4_4428 -1 STEAL4_4428 

:STEAL4_4411
0006: @188 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0002: jump STEAL4_4428

:STEAL4_4414
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4418
0006: @154 =  3  ;; integer values

:STEAL4_4418
0002: jump STEAL4_4428

:STEAL4_4419
0002: jump STEAL4_4428

:STEAL4_4420
0006: @153 =  0  ;; integer values
0002: jump STEAL4_4428

:STEAL4_4422
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4427
0006: @154 =  3  ;; integer values
0006: @153 =  0  ;; integer values

:STEAL4_4427
0002: jump STEAL4_4428

:STEAL4_4428
0871: init_jump_table @155 total_jumps  2  1 STEAL4_4441 jumps  0 STEAL4_4429  1 STEAL4_4435 -1 STEAL4_4444 -1 STEAL4_4444 -1 STEAL4_4444 -1 STEAL4_4444 -1 STEAL4_4444 

:STEAL4_4429
05AA: s@183 = '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_4650
0002: jump STEAL4_4444

:STEAL4_4435
05AA: s@183 = '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_4650
0002: jump STEAL4_4444

:STEAL4_4441
0006: @154 =  3  ;; integer values
0050: gosub STEAL4_4650
0002: jump STEAL4_4444

:STEAL4_4444
0051: return

:STEAL4_4445
0871: init_jump_table @154 total_jumps  5  0 STEAL4_4491 jumps  0 STEAL4_4446  1 STEAL4_4449  2 STEAL4_4467  3 STEAL4_4483  4 STEAL4_4485 -1 STEAL4_4491 -1 STEAL4_4491 

:STEAL4_4446
0006: @188 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0002: jump STEAL4_4491

:STEAL4_4449
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL4_4454
0006: @154 =  2  ;; integer values
0002: jump STEAL4_4462

:STEAL4_4454
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4462
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
80DB:   NOT   actor @68 in_car $48
004D: jump_if_false STEAL4_4462
0006: @154 =  2  ;; integer values

:STEAL4_4462
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4466
0006: @154 =  3  ;; integer values

:STEAL4_4466
0002: jump STEAL4_4491

:STEAL4_4467
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL4_4478
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4478
00D6: if  0
00DB:   actor @68 in_car $48
004D: jump_if_false STEAL4_4478
0006: @154 =  1  ;; integer values

:STEAL4_4478
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4482
0006: @154 =  3  ;; integer values

:STEAL4_4482
0002: jump STEAL4_4491

:STEAL4_4483
0006: @153 =  0  ;; integer values
0002: jump STEAL4_4491

:STEAL4_4485
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4490
0006: @154 =  3  ;; integer values
0006: @153 =  0  ;; integer values

:STEAL4_4490
0002: jump STEAL4_4491

:STEAL4_4491
0871: init_jump_table @155 total_jumps  4  1 STEAL4_4516 jumps  0 STEAL4_4492  1 STEAL4_4498  2 STEAL4_4504  3 STEAL4_4510 -1 STEAL4_4519 -1 STEAL4_4519 -1 STEAL4_4519 

:STEAL4_4492
05AA: s@183 = '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_4650
0002: jump STEAL4_4519

:STEAL4_4498
05AA: s@183 = '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_4650
0002: jump STEAL4_4519

:STEAL4_4504
05AA: s@183 = '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_4650
0002: jump STEAL4_4519

:STEAL4_4510
05AA: s@183 = '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_4650
0002: jump STEAL4_4519

:STEAL4_4516
0006: @154 =  3  ;; integer values
0050: gosub STEAL4_4650
0002: jump STEAL4_4519

:STEAL4_4519
0051: return

:STEAL4_4520
0871: init_jump_table @154 total_jumps  5  0 STEAL4_4551 jumps  0 STEAL4_4521  1 STEAL4_4524  2 STEAL4_4542  3 STEAL4_4543  4 STEAL4_4545 -1 STEAL4_4551 -1 STEAL4_4551 

:STEAL4_4521
0006: @188 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0002: jump STEAL4_4551

:STEAL4_4524
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL4_4529
0006: @154 =  3  ;; integer values
0002: jump STEAL4_4537

:STEAL4_4529
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4537
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
80DB:   NOT   actor @68 in_car $48
004D: jump_if_false STEAL4_4537
0006: @154 =  3  ;; integer values

:STEAL4_4537
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4541
0006: @154 =  3  ;; integer values

:STEAL4_4541
0002: jump STEAL4_4551

:STEAL4_4542
0002: jump STEAL4_4551

:STEAL4_4543
0006: @153 =  0  ;; integer values
0002: jump STEAL4_4551

:STEAL4_4545
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4550
0006: @154 =  3  ;; integer values
0006: @153 =  0  ;; integer values

:STEAL4_4550
0002: jump STEAL4_4551

:STEAL4_4551
0871: init_jump_table @155 total_jumps  4  1 STEAL4_4576 jumps  0 STEAL4_4552  1 STEAL4_4558  2 STEAL4_4564  3 STEAL4_4570 -1 STEAL4_4579 -1 STEAL4_4579 -1 STEAL4_4579 

:STEAL4_4552
05AA: s@183 = '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_4650
0002: jump STEAL4_4579

:STEAL4_4558
05AA: s@183 = '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_4650
0002: jump STEAL4_4579

:STEAL4_4564
05AA: s@183 = '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_4650
0002: jump STEAL4_4579

:STEAL4_4570
05AA: s@183 = '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_4650
0002: jump STEAL4_4579

:STEAL4_4576
0006: @154 =  3  ;; integer values
0050: gosub STEAL4_4650
0002: jump STEAL4_4579

:STEAL4_4579
0051: return

:STEAL4_4580
0871: init_jump_table @154 total_jumps  5  0 STEAL4_4611 jumps  0 STEAL4_4581  1 STEAL4_4584  2 STEAL4_4602  3 STEAL4_4603  4 STEAL4_4605 -1 STEAL4_4611 -1 STEAL4_4611 

:STEAL4_4581
0006: @188 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0002: jump STEAL4_4611

:STEAL4_4584
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL4_4589
0006: @154 =  3  ;; integer values
0002: jump STEAL4_4597

:STEAL4_4589
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false STEAL4_4597
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
80DB:   NOT   actor @68 in_car $48
004D: jump_if_false STEAL4_4597
0006: @154 =  3  ;; integer values

:STEAL4_4597
00D6: if  0
0118:   actor @68 dead
004D: jump_if_false STEAL4_4601
0006: @154 =  3  ;; integer values

:STEAL4_4601
0002: jump STEAL4_4611

:STEAL4_4602
0002: jump STEAL4_4611

:STEAL4_4603
0006: @153 =  0  ;; integer values
0002: jump STEAL4_4611

:STEAL4_4605
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4610
0006: @154 =  3  ;; integer values
0006: @153 =  0  ;; integer values

:STEAL4_4610
0002: jump STEAL4_4611

:STEAL4_4611
0871: init_jump_table @155 total_jumps  4  1 STEAL4_4636 jumps  0 STEAL4_4612  1 STEAL4_4618  2 STEAL4_4624  3 STEAL4_4630 -1 STEAL4_4639 -1 STEAL4_4639 -1 STEAL4_4639 

:STEAL4_4612
05AA: s@183 = '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_4650
0002: jump STEAL4_4639

:STEAL4_4618
05AA: s@183 = '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_4650
0002: jump STEAL4_4639

:STEAL4_4624
05AA: s@183 = '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_4650
0002: jump STEAL4_4639

:STEAL4_4630
05AA: s@183 = '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_4650
0002: jump STEAL4_4639

:STEAL4_4636
0006: @154 =  3  ;; integer values
0050: gosub STEAL4_4650
0002: jump STEAL4_4639

:STEAL4_4639
0051: return
00D6: if  0
8039:   NOT   @153 ==  0  ;; integer values
004D: jump_if_false STEAL4_4644
0006: @154 =  4  ;; integer values

:STEAL4_4644
0051: return

:STEAL4_4645
00D6: if  0
8039:   NOT   @153 ==  0  ;; integer values
004D: jump_if_false STEAL4_4649
0006: @154 =  3  ;; integer values

:STEAL4_4649
0051: return

:STEAL4_4650
00D6: if  0
8039:   NOT   @154 ==  3  ;; integer values
004D: jump_if_false STEAL4_4697
0871: init_jump_table @188 total_jumps  6  0 STEAL4_4696 jumps -1 STEAL4_4654  0 STEAL4_4656  1 STEAL4_4663  2 STEAL4_4670  3 STEAL4_4683  4 STEAL4_4690 -1 STEAL4_4696 

:STEAL4_4654
009A: @186 = create_actor  4  7 at  0.0  0.0  0.0
0002: jump STEAL4_4696

:STEAL4_4656
040D: unload_wav  1
03CF: load_wav @185 as  1
00D6: if  0
8118:   NOT   actor @186 dead
004D: jump_if_false STEAL4_4661

:STEAL4_4661
000A: @188 +=  1  ;; integer values
0002: jump STEAL4_4696

:STEAL4_4663
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false STEAL4_4669
03D1: play_wav  1
00BC: text_highpriority s@183  3000 ms  1
000A: @188 +=  1  ;; integer values

:STEAL4_4669
0002: jump STEAL4_4696

:STEAL4_4670
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4675
000A: @188 +=  1  ;; integer values
0002: jump STEAL4_4682

:STEAL4_4675
00D6: if  0
056D:   unknown_actor @186 dead_but_valid
004D: jump_if_false STEAL4_4682
00D6: if  0
0118:   actor @186 dead
004D: jump_if_false STEAL4_4682
000A: @188 +=  1  ;; integer values

:STEAL4_4682
0002: jump STEAL4_4696

:STEAL4_4683
040D: unload_wav  1
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @186 dead
004D: jump_if_false STEAL4_4688

:STEAL4_4688
000A: @188 +=  1  ;; integer values
0002: jump STEAL4_4696

:STEAL4_4690
00D6: if  0
8039:   NOT   @154 ==  2  ;; integer values
004D: jump_if_false STEAL4_4695
000A: @155 +=  1  ;; integer values
0006: @188 =  0  ;; integer values

:STEAL4_4695
0002: jump STEAL4_4696

:STEAL4_4696
0002: jump STEAL4_4707

:STEAL4_4697
00D6: if  0
8039:   NOT   @188 ==  0  ;; integer values
004D: jump_if_false STEAL4_4701
040D: unload_wav  1

:STEAL4_4701
00D6: if  0
8118:   NOT   actor @186 dead
004D: jump_if_false STEAL4_4704

:STEAL4_4704
03D5: remove_text s@183
0006: @188 =  0  ;; integer values
0006: @155 =  0  ;; integer values

:STEAL4_4707
0051: return

:STEAL4_4708
0871: init_jump_table @194 total_jumps  5  0 STEAL4_4757 jumps -1 STEAL4_4709  0 STEAL4_4711  1 STEAL4_4719  2 STEAL4_4736  3 STEAL4_4749 -1 STEAL4_4757 -1 STEAL4_4757 

:STEAL4_4709
009A: @192 = create_actor  4  7 at  0.0  0.0  0.0
0002: jump STEAL4_4757

:STEAL4_4711
040D: unload_wav  1
03CF: load_wav @191 as  1
00D6: if  0
8118:   NOT   actor @192 dead
004D: jump_if_false STEAL4_4717
094E: @192  0 

:STEAL4_4717
000A: @194 +=  1  ;; integer values
0002: jump STEAL4_4757

:STEAL4_4719
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false STEAL4_4735
00D6: if  0
8118:   NOT   actor @192 dead
004D: jump_if_false STEAL4_4732
00D6: if  0
894D:   NOT @192 
004D: jump_if_false STEAL4_4732
00D6: if  0
0039:   @193 ==  1  ;; integer values
004D: jump_if_false STEAL4_4732
0949: link_wav  1 to_actor @192 

:STEAL4_4732
03D1: play_wav  1
00BC: text_highpriority s@189  10000 ms  1
000A: @194 +=  1  ;; integer values

:STEAL4_4735
0002: jump STEAL4_4757

:STEAL4_4736
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL4_4741
000A: @194 +=  1  ;; integer values
0002: jump STEAL4_4748

:STEAL4_4741
00D6: if  0
056D:   unknown_actor @192 dead_but_valid
004D: jump_if_false STEAL4_4748
00D6: if  0
0118:   actor @192 dead
004D: jump_if_false STEAL4_4748
000A: @194 +=  1  ;; integer values

:STEAL4_4748
0002: jump STEAL4_4757

:STEAL4_4749
040D: unload_wav  1
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @192 dead
004D: jump_if_false STEAL4_4755
094F: @192 

:STEAL4_4755
000A: @194 +=  1  ;; integer values
0002: jump STEAL4_4757

:STEAL4_4757
0051: return

;-------------Mission 70---------------
; Originally: Puncture Wounds


:STEAL5_1
03A4: name_thread 'STEAL5'
0050: gosub STEAL5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false STEAL5_7
0050: gosub STEAL5_703

:STEAL5_7
0050: gosub STEAL5_717
004E: end_thread

:STEAL5_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'STEAL5'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false STEAL5_17
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_17
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_55
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false STEAL5_60
0001: wait  0 ms
0002: jump STEAL5_55

:STEAL5_60
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:STEAL5_62
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false STEAL5_67
0001: wait  0 ms
0002: jump STEAL5_62

:STEAL5_67
016A: fade  0 ()  0 ms

:STEAL5_68
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_73
0001: wait  0 ms
0002: jump STEAL5_68

:STEAL5_73
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 (frozen)
08F6: (unknown)
0169: set_fade_color  0  0  0
0001: wait  0 ms
0247: request_model  561
0247: request_model  549
0247: request_model  40
0247: request_model #TEMP_STINGER2
0247: request_model  330
03CF: load_wav  1822 as  3

:STEAL5_86
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false STEAL5_91
0001: wait  0 ms
0002: jump STEAL5_86

:STEAL5_91
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_956
00A5: @39 = create_car  549 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_956
00A5: @34 = create_car  561 at -1913.5 -593.8  36.9
0175: set_car @34 z_angle_to  180.0
0294: unknown_car @34 flag  0
073B: @34  1 
020A: set_car @34 door_status_to  3
0587: @34  0
0186: @40 = create_marker_above_car @34
07E0: @40  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: @34  .5  4000  1  1  1  7 
0129: @35 = create_actor  5  40 in_car @34 driverseat
0588: @35  1
054A: unknown_actor @35 flag  0
03C4: set_status_text_to $7416  0 (number) 'STE5_04'
00BC: text_highpriority 'STE5_12'  7000 ms  1
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 (unfrozen)
02FA: garage 'AMUMIS' change_to_type  19
016A: fade  1 (back)  500 ms
0006: @33 =  0  ;; integer values

:STEAL5_125
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false STEAL5_130
0002: jump STEAL5_705

:STEAL5_130
0050: gosub STEAL5_740
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false STEAL5_135
0002: jump STEAL5_703

:STEAL5_135
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false STEAL5_142
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false STEAL5_142
0050: gosub STEAL5_756

:STEAL5_142
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false STEAL5_239
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false STEAL5_160
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false STEAL5_160
0164: disable_marker @40
0186: @40 = create_marker_above_car @39
07E0: @40  1 
00D6: if  0
0019:   @33 >  14000  ;; integer values
004D: jump_if_false STEAL5_158
00BC: text_highpriority 'STE5_06'  4000 ms  1

:STEAL5_158
03E6: remove_text_box
0006: @45 =  0  ;; integer values

:STEAL5_160
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false STEAL5_174
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false STEAL5_174
0164: disable_marker @40
0186: @40 = create_marker_above_car @34
07E0: @40  0 
00D6: if  0
0019:   @33 >  14000  ;; integer values
004D: jump_if_false STEAL5_173
00BC: text_highpriority 'STE5_07'  4000 ms  1

:STEAL5_173
0006: @45 =  1  ;; integer values

:STEAL5_174
00D6: if  0
0019:   @33 >  14000  ;; integer values
004D: jump_if_false STEAL5_192
00D6: if  0
0038:   $7416 ==  3  ;; integer values
004D: jump_if_false STEAL5_191
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false STEAL5_188
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false STEAL5_187
0512: permanent_text_box 'STE5_03'

:STEAL5_187
0002: jump STEAL5_189

:STEAL5_188
03E6: remove_text_box

:STEAL5_189
0006: @47 =  1  ;; integer values
0002: jump STEAL5_192

:STEAL5_191
03E6: remove_text_box

:STEAL5_192
00D6: if  0
0038:   $7416 ==  0  ;; integer values
004D: jump_if_false STEAL5_201
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false STEAL5_201
00BE: text_clear_all
00BC: text_highpriority 'STE5_05'  4000 ms  1
0002: jump STEAL5_703

:STEAL5_201
0050: gosub STEAL5_878
0050: gosub STEAL5_893
0050: gosub STEAL5_903
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false STEAL5_214
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false STEAL5_214
00BC: text_highpriority 'STE5_01'  7000 ms  1
01E4: text_1number_lowpriority 'STE5_02'  3  7000 ms  1
0006: @33 =  0  ;; integer values
0006: @42 =  1  ;; integer values

:STEAL5_214
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false STEAL5_239
00D6: if  0
0496:   tire  2 on_car @34 deflated
004D: jump_if_false STEAL5_239
020A: set_car @34 door_status_to  1
03CD: car @34 remove_from_stuck_car_check
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false STEAL5_239
0615: @89 
0633: unknown_action_sequence -1 
05DD: unknown_action_sequence -1 $PLAYER_ACTOR  100.0  100000 
0616: @89 
0618: @35 @89 
061B: @89 
0164: disable_marker @40
0186: @40 = create_marker_above_car @34
07E0: @40  1 
039C: (unknown) @34  0 
00BC: text_highpriority 'STE5_13'  7000 ms  1
0006: @32 =  0  ;; integer values
0006: @42 =  0  ;; integer values
0006: @41 =  1  ;; integer values

:STEAL5_239
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false STEAL5_419
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false STEAL5_253
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL5_252
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @34 radius  5.0  5.0 unknown  0
004D: jump_if_false STEAL5_252
0006: @42 =  1  ;; integer values

:STEAL5_252
0050: gosub STEAL5_756

:STEAL5_253
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false STEAL5_275
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 (frozen)
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
09F5:  1 
0006: @43 =  1  ;; integer values
0707: unknown_bunnyjump STEAL5_347 
0729: unknown_action_sequence $PLAYER_ACTOR  1 
03E6: remove_text_box
0151: remove_status_text $7416
0006: @51 =  3  ;; integer values
0006: @53 =  0  ;; integer values
0050: gosub STEAL5_1106
0006: @32 =  0  ;; integer values
0006: @42 =  2  ;; integer values

:STEAL5_275
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false STEAL5_288
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false STEAL5_288
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false STEAL5_288
0006: @51 =  1  ;; integer values
0006: @53 =  0  ;; integer values
0050: gosub STEAL5_1106
0006: @42 =  3  ;; integer values

:STEAL5_288
00D6: if  0
0039:   @42 ==  3  ;; integer values
004D: jump_if_false STEAL5_296
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false STEAL5_296
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0006: @42 =  4  ;; integer values

:STEAL5_296
00D6: if  0
0039:   @42 ==  4  ;; integer values
004D: jump_if_false STEAL5_329
062E: $PLAYER_ACTOR  1833 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false STEAL5_329
0615: @89 
0772: unknown_action_sequence -1 @34 -2  1.0 
0616: @89 
0618: $PLAYER_ACTOR @89 
061B: @89 
043C: unknown_set_game_sounds  0
0A2C:  0 
016A: fade  0 ()  700 ms

:STEAL5_311
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_316
0001: wait  0 ms
0002: jump STEAL5_311

:STEAL5_316
03CF: load_wav  32000 as  3

:STEAL5_317
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false STEAL5_322
0001: wait  0 ms
0002: jump STEAL5_317

:STEAL5_322
0050: gosub STEAL5_740
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false STEAL5_327
0002: jump STEAL5_703

:STEAL5_327
0006: @32 =  0  ;; integer values
0006: @42 =  5  ;; integer values

:STEAL5_329
00D6: if  0
0039:   @42 ==  5  ;; integer values
004D: jump_if_false STEAL5_340
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false STEAL5_340
03D1: play_wav  3
0006: @51 =  2  ;; integer values
0006: @53 =  0  ;; integer values
0050: gosub STEAL5_1106
0006: @42 =  6  ;; integer values

:STEAL5_340
00D6: if  0
0039:   @42 ==  6  ;; integer values
004D: jump_if_false STEAL5_419
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false STEAL5_419
0006: @43 =  0  ;; integer values

:STEAL5_347
0701: (unknown)
0050: gosub STEAL5_740
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false STEAL5_353
0002: jump STEAL5_703

:STEAL5_353
043C: unknown_set_game_sounds  1
0A2C:  1 
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false STEAL5_374
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0006: @51 =  0  ;; integer values
016A: fade  0 ()  500 ms

:STEAL5_363
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_368
0001: wait  0 ms
0002: jump STEAL5_363

:STEAL5_368
0050: gosub STEAL5_740
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false STEAL5_373
0002: jump STEAL5_703

:STEAL5_373
00BE: text_clear_all

:STEAL5_374
040D: unload_wav  3
0792: $PLAYER_ACTOR 
009B: destroy_actor_instantly @35
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_386
036A: put_actor $PLAYER_ACTOR in_car @34
02AA: set_car @34 immune_to_nonplayer  0
0699: @34  2 
0699: @34  0 
0699: @34  1 
0699: @34  3 

:STEAL5_386
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  549
0249: release_model  40
0249: release_model #TEMP_STINGER2
02AA: set_car @34 immune_to_nonplayer  0
09F5:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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
016A: fade  1 (back)  500 ms

:STEAL5_407
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_412
0001: wait  0 ms
0002: jump STEAL5_407

:STEAL5_412
0050: gosub STEAL5_740
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false STEAL5_417
0002: jump STEAL5_703

:STEAL5_417
0006: @42 =  0  ;; integer values
0006: @41 =  2  ;; integer values

:STEAL5_419
00D6: if  0
0039:   @41 ==  2  ;; integer values
004D: jump_if_false STEAL5_590
00D6: if  0
0735:  81 
004D: jump_if_false STEAL5_430
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_430
00AB: put_car @34 at -2011.8  176.5  26.6
0175: set_car @34 z_angle_to  97.7

:STEAL5_430
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false STEAL5_486
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_486
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false STEAL5_486
00D6: if  0
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_486
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:STEAL5_444
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_449
0001: wait  0 ms
0002: jump STEAL5_444

:STEAL5_449
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 (frozen)
02A3: toggle_widescreen  1 (on)
06AB: $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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_466
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_466
0A0B: -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 (back)  1000 ms

:STEAL5_470
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_475
0001: wait  0 ms
0002: jump STEAL5_470

:STEAL5_475
0360: open_garage 'HBGDSFS'

:STEAL5_476
00D6: if  0
83B0:   NOT   garage 'HBGDSFS' door_open
004D: jump_if_false STEAL5_481
0001: wait  0 ms
0002: jump STEAL5_476

:STEAL5_481
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_485
05D1: unknown_action_sequence $PLAYER_ACTOR @34 -2045.4  178.3  27.6  10.0  0  0  3 

:STEAL5_485
0006: @42 =  1  ;; integer values

:STEAL5_486
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false STEAL5_504
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_504
062E: $PLAYER_ACTOR  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false STEAL5_504
0615: @89 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 -2035.471  176.6342  27.8359  4 -1 
0616: @89 
0618: $PLAYER_ACTOR @89 
061B: @89 
0006: @32 =  0  ;; integer values
0006: @42 =  2  ;; integer values

:STEAL5_504
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false STEAL5_564
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false STEAL5_564
016A: fade  0 ()  500 ms

:STEAL5_511
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_516
0001: wait  0 ms
0002: jump STEAL5_511

:STEAL5_516
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: -2045.4  173.1  27.8  309.5 
00BE: text_clear_all
0792: $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: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0361: close_garage 'HBGDSFS'

:STEAL5_532
00D6: if  0
83B1:   NOT   garage 'HBGDSFS' door_closed
004D: jump_if_false STEAL5_537
0001: wait  0 ms
0002: jump STEAL5_532

:STEAL5_537
04A6: $1938 = create_asset_money_pickup_at -1969.463  289.5335  34.6719 money $1937 $1937
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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 (back)  500 ms

:STEAL5_544
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_549
0001: wait  0 ms
0002: jump STEAL5_544

:STEAL5_549
0394: play_music  1
00BA: text_styled 'ASS_ACQ'  5000 ms  6
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
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:STEAL5_557
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_562
0001: wait  0 ms
0002: jump STEAL5_557

:STEAL5_562
016A: fade  1 (back)  500 ms
0002: jump STEAL5_705

:STEAL5_564
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false STEAL5_576
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false STEAL5_576
0164: disable_marker @40
0186: @40 = create_marker_above_car @34
07E0: @40  1 
00BE: text_clear_all
00BC: text_highpriority 'STE5_08'  4000 ms  1
0006: @45 =  0  ;; integer values

:STEAL5_576
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false STEAL5_590
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false STEAL5_590
0164: disable_marker @40
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false STEAL5_587
018A: @40 = create_checkpoint_at -2033.1  178.6  27.8

:STEAL5_587
00BE: text_clear_all
00BC: text_highpriority 'STE5_11'  7000 ms  1
0006: @45 =  1  ;; integer values

:STEAL5_590
00D6: if  0
0039:   @41 ==  10  ;; integer values
004D: jump_if_false STEAL5_701
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false STEAL5_657
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false STEAL5_657
00BE: text_clear_all
016A: fade  0 ()  500 ms

:STEAL5_602
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_607
0001: wait  0 ms
0002: jump STEAL5_602

:STEAL5_607
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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  0
8118:   NOT   actor @35 dead
004D: jump_if_false STEAL5_624
0687: @35 

:STEAL5_624
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_634
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_634
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
016A: fade  1 (back)  500 ms

:STEAL5_638
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_643
0001: wait  0 ms
0002: jump STEAL5_638

:STEAL5_643
0360: open_garage 'AMUMIS'

:STEAL5_644
00D6: if  0
83B0:   NOT   garage 'AMUMIS' door_open
004D: jump_if_false STEAL5_649
0001: wait  0 ms
0002: jump STEAL5_644

:STEAL5_649
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false STEAL5_656
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_656
05D1: unknown_action_sequence @35 @34 -2108.0 -2464.2  29.6  10.0  0  0  3 

:STEAL5_656
0006: @50 =  1  ;; integer values

:STEAL5_657
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false STEAL5_701
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false STEAL5_701
062E: @35  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false STEAL5_701
0361: close_garage 'AMUMIS'

:STEAL5_668
00D6: if  0
83B1:   NOT   garage 'AMUMIS' door_closed
004D: jump_if_false STEAL5_673
0001: wait  0 ms
0002: jump STEAL5_668

:STEAL5_673
016A: fade  0 ()  500 ms

:STEAL5_674
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_679
0001: wait  0 ms
0002: jump STEAL5_674

:STEAL5_679
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: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
00BA: text_styled 'M_FAIL'  5000 ms  1
00BC: text_highpriority 'STE5_14'  5500 ms  1
016A: fade  1 (back)  500 ms

:STEAL5_695
00D6: if  0
016B:   fading
004D: jump_if_false STEAL5_700
0001: wait  0 ms
0002: jump STEAL5_695

:STEAL5_700
0002: jump STEAL5_703

:STEAL5_701
0050: gosub STEAL5_1139
0002: jump STEAL5_125

:STEAL5_703
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:STEAL5_705
0008: $STEAL_MISSIONS_PASSED +=  1  ;; integer values
0164: disable_marker $525
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
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'
030C: set_mission_points +=  1
0051: return

:STEAL5_717
00D6: if  0
0844: s$706 
004D: jump_if_false STEAL5_721
02EB: restore_camera_with_jumpcut

:STEAL5_721
043C: unknown_set_game_sounds  1
0164: disable_marker @40
040D: unload_wav  3
0151: remove_status_text $7416
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false STEAL5_729
0A09: $PLAYER_ACTOR  0 

:STEAL5_729
09F5:  0 
0108: destroy_object @36
0249: release_model  330
0249: release_model  561
0249: release_model  549
0249: release_model  40
0249: release_model #TEMP_STINGER2
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:STEAL5_740
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false STEAL5_746
00BE: text_clear_all
00BC: text_highpriority 'STE5_09'  4000 ms  1
0006: @44 =  1  ;; integer values

:STEAL5_746
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false STEAL5_755
00D6: if  0
0119:   car @39 wrecked
004D: jump_if_false STEAL5_755
00BE: text_clear_all
00BC: text_highpriority 'STE5_10'  7000 ms  1
0006: @44 =  1  ;; integer values

:STEAL5_755
0051: return

:STEAL5_756
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false STEAL5_788
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false STEAL5_788
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false STEAL5_784
00D6: if  0
0018:   $7416 >  0  ;; integer values
004D: jump_if_false STEAL5_783
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false STEAL5_782
0108: destroy_object @36
0407: create_coordinate @83 @84 @85 from_car @39 offset  0.0 -3.0 -.5
0174: $72 = car @39 z_angle
0009: $72 +=  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 $72
097A: @83 @84 @85  1125 
0006: @78 =  1  ;; integer values
000C: $7416 -=  1  ;; integer values
0006: @32 =  0  ;; integer values

:STEAL5_782
0002: jump STEAL5_784

:STEAL5_783
0151: remove_status_text $7416

:STEAL5_784
00D6: if  0
8038:   NOT   $7416 ==  3  ;; integer values
004D: jump_if_false STEAL5_788
03E6: remove_text_box

:STEAL5_788
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false STEAL5_797
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false STEAL5_797
0407: create_coordinate @83 @84 @85 from_car @39 offset  0.0 -3.0 -.5
097A: @83 @84 @85  1104 
0006: @78 =  2  ;; integer values

:STEAL5_797
00D6: if  0
03CA:   object @36 exists
004D: jump_if_false STEAL5_873
0400: create_coordinate @79 @81 @85 from_object @36 offset -.5  2.5  0.0
0400: create_coordinate @80 @82 @85 from_object @36 offset -.5 -2.5  0.0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false STEAL5_825
03C0: @38 = actor $PLAYER_ACTOR car
00D6: if  0
05F8: $PLAYER_ACTOR @79 @81 @80 @82  1.0  0 
004D: jump_if_false STEAL5_825
00D6: if  0
8496:   NOT   tire  2 on_car @38 deflated
004D: jump_if_false STEAL5_813
04FE: deflate_tire  2 on_car @38

:STEAL5_813
00D6: if  0
8496:   NOT   tire  0 on_car @38 deflated
004D: jump_if_false STEAL5_817
04FE: deflate_tire  0 on_car @38

:STEAL5_817
00D6: if  0
8496:   NOT   tire  1 on_car @38 deflated
004D: jump_if_false STEAL5_821
04FE: deflate_tire  1 on_car @38

:STEAL5_821
00D6: if  0
8496:   NOT   tire  3 on_car @38 deflated
004D: jump_if_false STEAL5_825
04FE: deflate_tire  3 on_car @38

:STEAL5_825
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false STEAL5_847
00D6: if  0
05F8: @35 @79 @81 @80 @82  1.0  0 
004D: jump_if_false STEAL5_847
00D6: if  0
8496:   NOT   tire  2 on_car @34 deflated
004D: jump_if_false STEAL5_835
04FE: deflate_tire  2 on_car @34

:STEAL5_835
00D6: if  0
8496:   NOT   tire  0 on_car @34 deflated
004D: jump_if_false STEAL5_839
04FE: deflate_tire  0 on_car @34

:STEAL5_839
00D6: if  0
8496:   NOT   tire  1 on_car @34 deflated
004D: jump_if_false STEAL5_843
04FE: deflate_tire  1 on_car @34

:STEAL5_843
00D6: if  0
8496:   NOT   tire  3 on_car @34 deflated
004D: jump_if_false STEAL5_847
04FE: deflate_tire  3 on_car @34

:STEAL5_847
09C0: @79 @81 @80 @82  1.0 -1 @37 
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false STEAL5_873
00D6: if  0
803B:   NOT   @37 == @34  ;; integer values 
004D: jump_if_false STEAL5_873
00D6: if  0
803B:   NOT   @37 == @39  ;; integer values 
004D: jump_if_false STEAL5_873
00D6: if  0
8496:   NOT   tire  2 on_car @37 deflated
004D: jump_if_false STEAL5_861
04FE: deflate_tire  2 on_car @37

:STEAL5_861
00D6: if  0
8496:   NOT   tire  0 on_car @37 deflated
004D: jump_if_false STEAL5_865
04FE: deflate_tire  0 on_car @37

:STEAL5_865
00D6: if  0
8496:   NOT   tire  1 on_car @37 deflated
004D: jump_if_false STEAL5_869
04FE: deflate_tire  1 on_car @37

:STEAL5_869
00D6: if  0
8496:   NOT   tire  3 on_car @37 deflated
004D: jump_if_false STEAL5_873
04FE: deflate_tire  3 on_car @37

:STEAL5_873
00D6: if  0
0735:  81 
004D: jump_if_false STEAL5_877
04FE: deflate_tire  2 on_car @34

:STEAL5_877
0051: return

:STEAL5_878
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_892
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @34 radius  60.0  60.0 unknown  0
004D: jump_if_false STEAL5_886
00AD: set_car @34 max_speed_to  50.0
0002: jump STEAL5_892

:STEAL5_886
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @34 radius  100.0  100.0 unknown  0
004D: jump_if_false STEAL5_891
00AD: set_car @34 max_speed_to  20.0
0002: jump STEAL5_892

:STEAL5_891
00AD: set_car @34 max_speed_to  15.0

:STEAL5_892
0051: return

:STEAL5_893
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STEAL5_902
00D6: if  0
02CA:   car @34 bounding_sphere_visible
004D: jump_if_false STEAL5_901
039C: (unknown) @34  0 
0002: jump STEAL5_902

:STEAL5_901
039C: (unknown) @34  1 

:STEAL5_902
0051: return

:STEAL5_903
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false STEAL5_955
00D6: if  0
00DB:   actor @35 in_car @34
004D: jump_if_false STEAL5_955
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false STEAL5_925
0615: @89 
05D1: unknown_action_sequence -1 @34 -1913.1 -593.8  38.3  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1912.6 -744.7  44.7  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1914.2 -894.9  45.0  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1914.3 -1045.0  38.3  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1907.9 -1195.2  39.5  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1910.7 -1345.3  40.4  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1795.1 -1442.4  35.5  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1658.5 -1506.1  35.7  20.0  0  0  2 
0616: @89 
0618: @35 @89 
061B: @89 
0006: @46 =  1  ;; integer values

:STEAL5_925
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false STEAL5_945
062E: @35  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false STEAL5_945
0615: @89 
05D1: unknown_action_sequence -1 @34 -1704.1 -1649.1  36.3  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1832.4 -1727.6  29.2  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -1954.5 -1815.3  34.4  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -2046.9 -1932.7  52.4  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -2106.8 -2070.0  63.5  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -2213.2 -2175.1  42.2  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -2160.4 -2315.1  30.5  20.0  0  0  2 
05D1: unknown_action_sequence -1 @34 -2120.2 -2456.7  29.6  20.0  0  0  2 
0616: @89 
0618: @35 @89 
061B: @89 
0006: @46 =  2  ;; integer values

:STEAL5_945
00D6: if  0
0039:   @46 ==  2  ;; integer values
004D: jump_if_false STEAL5_955
062E: @35  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false STEAL5_955
0006: @50 =  0  ;; integer values
0006: @41 =  10  ;; integer values
0006: @46 =  3  ;; integer values

:STEAL5_955
0051: return

:STEAL5_956
0209: @48 = random_int  1  37
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false STEAL5_961
0674: set_car_model @49 numberplate "GOT_M00_" 

:STEAL5_961
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false STEAL5_965
0674: set_car_model @49 numberplate "M00TV_4U" 

:STEAL5_965
00D6: if  0
0039:   @48 ==  3  ;; integer values
004D: jump_if_false STEAL5_969
0674: set_car_model @49 numberplate "MATHEW_2" 

:STEAL5_969
00D6: if  0
0039:   @48 ==  4  ;; integer values
004D: jump_if_false STEAL5_973
0674: set_car_model @49 numberplate "D4_DEW0R" 

:STEAL5_973
00D6: if  0
0039:   @48 ==  5  ;; integer values
004D: jump_if_false STEAL5_977
0674: set_car_model @49 numberplate "D0DE_777" 

:STEAL5_977
00D6: if  0
0039:   @48 ==  6  ;; integer values
004D: jump_if_false STEAL5_981
0674: set_car_model @49 numberplate "DAM0_666" 

:STEAL5_981
00D6: if  0
0039:   @48 ==  7  ;; integer values
004D: jump_if_false STEAL5_985
0674: set_car_model @49 numberplate "C0NEY_88" 

:STEAL5_985
00D6: if  0
0039:   @48 ==  8  ;; integer values
004D: jump_if_false STEAL5_989
0674: set_car_model @49 numberplate "PRE4CHER" 

:STEAL5_989
00D6: if  0
0039:   @48 ==  9  ;; integer values
004D: jump_if_false STEAL5_993
0674: set_car_model @49 numberplate "DBP_4NDY" 

:STEAL5_993
00D6: if  0
0039:   @48 ==  10  ;; integer values
004D: jump_if_false STEAL5_997
0674: set_car_model @49 numberplate "EV1L_SLY" 

:STEAL5_997
00D6: if  0
0039:   @48 ==  11  ;; integer values
004D: jump_if_false STEAL5_1001
0674: set_car_model @49 numberplate "N1_R4V3N" 

:STEAL5_1001
00D6: if  0
0039:   @48 ==  12  ;; integer values
004D: jump_if_false STEAL5_1005
0674: set_car_model @49 numberplate "D1VX_Z00" 

:STEAL5_1005
00D6: if  0
0039:   @48 ==  13  ;; integer values
004D: jump_if_false STEAL5_1009
0674: set_car_model @49 numberplate "MR_B3NN" 

:STEAL5_1009
00D6: if  0
0039:   @48 ==  14  ;; integer values
004D: jump_if_false STEAL5_1013
0674: set_car_model @49 numberplate "R3D_R4SP" 

:STEAL5_1013
00D6: if  0
0039:   @48 ==  15  ;; integer values
004D: jump_if_false STEAL5_1017
0674: set_car_model @49 numberplate "LA_B0MBA" 

:STEAL5_1017
00D6: if  0
0039:   @48 ==  16  ;; integer values
004D: jump_if_false STEAL5_1021
0674: set_car_model @49 numberplate "L3337_0G" 

:STEAL5_1021
00D6: if  0
0039:   @48 ==  17  ;; integer values
004D: jump_if_false STEAL5_1025
0674: set_car_model @49 numberplate "BUDD4H_X" 

:STEAL5_1025
00D6: if  0
0039:   @48 ==  18  ;; integer values
004D: jump_if_false STEAL5_1029
0674: set_car_model @49 numberplate "T3H_BUCK" 

:STEAL5_1029
00D6: if  0
0039:   @48 ==  19  ;; integer values
004D: jump_if_false STEAL5_1033
0674: set_car_model @49 numberplate "CHUNKY_1" 

:STEAL5_1033
00D6: if  0
0039:   @48 ==  20  ;; integer values
004D: jump_if_false STEAL5_1037
0674: set_car_model @49 numberplate "EV1L_BNZ" 

:STEAL5_1037
00D6: if  0
0039:   @48 ==  21  ;; integer values
004D: jump_if_false STEAL5_1041
0674: set_car_model @49 numberplate "S4ND_M4N" 

:STEAL5_1041
00D6: if  0
0039:   @48 ==  22  ;; integer values
004D: jump_if_false STEAL5_1045
0674: set_car_model @49 numberplate "RKK_DBP1" 

:STEAL5_1045
00D6: if  0
0039:   @48 ==  23  ;; integer values
004D: jump_if_false STEAL5_1049
0674: set_car_model @49 numberplate "RE1_K0KU" 

:STEAL5_1049
00D6: if  0
0039:   @48 ==  24  ;; integer values
004D: jump_if_false STEAL5_1053
0674: set_car_model @49 numberplate "S3XY_JUD" 

:STEAL5_1053
00D6: if  0
0039:   @48 ==  25  ;; integer values
004D: jump_if_false STEAL5_1057
0674: set_car_model @49 numberplate "SUNRA_93" 

:STEAL5_1057
00D6: if  0
0039:   @48 ==  26  ;; integer values
004D: jump_if_false STEAL5_1061
0674: set_car_model @49 numberplate "UG_FUX69" 

:STEAL5_1061
00D6: if  0
0039:   @48 ==  27  ;; integer values
004D: jump_if_false STEAL5_1065
0674: set_car_model @49 numberplate "LI0N_CUM" 

:STEAL5_1065
00D6: if  0
0039:   @48 ==  28  ;; integer values
004D: jump_if_false STEAL5_1069
0674: set_car_model @49 numberplate "RKK_PWND" 

:STEAL5_1069
00D6: if  0
0039:   @48 ==  29  ;; integer values
004D: jump_if_false STEAL5_1073
0674: set_car_model @49 numberplate "HAZE_B0B" 

:STEAL5_1073
00D6: if  0
0039:   @48 ==  30  ;; integer values
004D: jump_if_false STEAL5_1077
0674: set_car_model @49 numberplate "T3H_FLUF" 

:STEAL5_1077
00D6: if  0
0039:   @48 ==  31  ;; integer values
004D: jump_if_false STEAL5_1081
0674: set_car_model @49 numberplate "BM_4NDY_" 

:STEAL5_1081
00D6: if  0
0039:   @48 ==  32  ;; integer values
004D: jump_if_false STEAL5_1085
0674: set_car_model @49 numberplate "BM_D34N_" 

:STEAL5_1085
00D6: if  0
0039:   @48 ==  33  ;; integer values
004D: jump_if_false STEAL5_1089
0674: set_car_model @49 numberplate "BM_L4C3Y" 

:STEAL5_1089
00D6: if  0
0039:   @48 ==  34  ;; integer values
004D: jump_if_false STEAL5_1093
0674: set_car_model @49 numberplate "BM_D3V__" 

:STEAL5_1093
00D6: if  0
0039:   @48 ==  35  ;; integer values
004D: jump_if_false STEAL5_1097
0674: set_car_model @49 numberplate "NU_SK00L" 

:STEAL5_1097
00D6: if  0
0039:   @48 ==  36  ;; integer values
004D: jump_if_false STEAL5_1101
0674: set_car_model @49 numberplate "G4L_AVET" 

:STEAL5_1101
00D6: if  0
0039:   @48 ==  37  ;; integer values
004D: jump_if_false STEAL5_1105
0674: set_car_model @49 numberplate "M0J0_J0J" 

:STEAL5_1105
0051: return

:STEAL5_1106
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false STEAL5_1120
05AA: s@55 = 'STL5_AA'  ;; 8-byte strings
05AA: s@57 = 'STL5_AB'  ;; 8-byte strings
05AA: s@59 = 'STL5_AC'  ;; 8-byte strings
05AA: s@61 = 'STL5_AD'  ;; 8-byte strings
05AA: s@63 = '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_1120
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false STEAL5_1128
05AA: s@55 = 'STL5_AF'  ;; 8-byte strings
05AA: s@57 = 'STL5_AG'  ;; 8-byte strings
04AF: @67 = unknown_wav_reference  37205 
04AF: @68 = unknown_wav_reference  37206 
0006: @73 =  2  ;; integer values

:STEAL5_1128
00D6: if  0
0039:   @51 ==  3  ;; integer values
004D: jump_if_false STEAL5_1134
05AA: s@55 = 'MOBRING'  ;; 8-byte strings
04AF: @67 = unknown_wav_reference  23000 
0006: @73 =  1  ;; integer values

:STEAL5_1134
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_1139
00D6: if  22
0039:   @51 ==  1  ;; integer values
0039:   @51 ==  2  ;; integer values
0039:   @51 ==  3  ;; integer values
004D: jump_if_false STEAL5_1152
00D6: if  0
001D:   @73 > @53  ;; integer values  
004D: jump_if_false STEAL5_1151
0050: gosub STEAL5_1153
0050: gosub STEAL5_1169
0050: gosub STEAL5_1194
0002: jump STEAL5_1152

:STEAL5_1151
0006: @51 =  0  ;; integer values

:STEAL5_1152
0051: return

:STEAL5_1153
00D6: if  0
001D:   @73 > @76  ;; integer values  
004D: jump_if_false STEAL5_1168
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false STEAL5_1162
03CF: load_wav @67(@76,6i) as  1
000A: @76 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:STEAL5_1162
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false STEAL5_1168
03CF: load_wav @67(@76,6i) as  2
000A: @76 +=  1  ;; integer values
0006: @75 =  1  ;; integer values

:STEAL5_1168
0051: return

:STEAL5_1169
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false STEAL5_1181
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false STEAL5_1181
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false STEAL5_1181
03D1: play_wav  1
00BC: text_highpriority @55(@53,6s)  4500 ms  1
0006: @74 =  2  ;; integer values

:STEAL5_1181
00D6: if  0
0039:   @77 ==  2  ;; integer values
004D: jump_if_false STEAL5_1193
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false STEAL5_1193
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false STEAL5_1193
03D1: play_wav  2
00BC: text_highpriority @55(@53,6s)  4500 ms  1
0006: @75 =  2  ;; integer values

:STEAL5_1193
0051: return

:STEAL5_1194
00D6: if  0
0039:   @74 ==  2  ;; integer values
004D: jump_if_false STEAL5_1204
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false STEAL5_1204
03D5: remove_text @55(@53,6s)
000A: @53 +=  1  ;; integer values
0006: @77 =  2  ;; integer values
0006: @74 =  0  ;; integer values

:STEAL5_1204
00D6: if  0
0039:   @75 ==  2  ;; integer values
004D: jump_if_false STEAL5_1214
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false STEAL5_1214
03D5: remove_text @55(@53,6s)
000A: @53 +=  1  ;; integer values
0006: @77 =  1  ;; integer values
0006: @75 =  0  ;; integer values

:STEAL5_1214
0051: return

;-------------Mission 71---------------
; Originally: Back to School


:DSKOOL_1
03A4: name_thread 'DSKOOL'
0050: gosub DSKOOL_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DSKOOL_7
0050: gosub DSKOOL_3302

:DSKOOL_7
0050: gosub DSKOOL_3325
004E: end_thread

:DSKOOL_9
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $86 ==  0  ;; integer values
004D: jump_if_false DSKOOL_14
0317: increment_mission_attempts

:DSKOOL_14
054C: use_GXT_table 'DS'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false DSKOOL_28
00A5: $198 = create_car  429 at $277 $278 $257
00A5: $196 = create_car  429 at $277 $278 $257
00A5: $197 = create_car  429 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_28
0169: set_fade_color  0  0  0
00BE: text_clear_all
0A0E:  1 
0001: wait  0 ms
016A: fade  0 ()  500 ms

:DSKOOL_33
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_38
0001: wait  0 ms
0002: jump DSKOOL_33

:DSKOOL_38
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  411
0247: request_model  496
0247: request_model  429
0247: request_model  597
0247: request_model  281
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  420
0247: request_model  506
0390: 'LD_DRV' 
038F:  1 "BRONZE" 
038F:  2 "SILVER" 
038F:  3 "GOLD" 
038F:  4 "RIBB" 
038F:  5 "TVCORN" 
038F:  6 "NAWARD" 
038F:  7 "RIBBW" 
038F:  8 "BLKDOT" 
038F:  9 "TVBASE" 
038F:  10 "NAWTXT" 
038B: load_requested_models
03CB: set_camera -2031.1 -118.2  1034.2
03D6: remove_big_text 'FAR_1'
09D2:  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'  
00D6: if  0
0038:   $1499 ==  1  ;; integer values
004D: jump_if_false DSKOOL_104
02B9: deactivate_garage 'MDS1SFS'  
02B9: deactivate_garage 'VECMOD'  

:DSKOOL_104
0A14:  1 
00D6: if  0
0038:   $5187 ==  0  ;; integer values
004D: jump_if_false DSKOOL_182

:DSKOOL_108
00D6: if  0
0038:   $5187 ==  0  ;; integer values
004D: jump_if_false DSKOOL_182
0001: wait  0 ms
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DSKOOL_144
0004: $53 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
06AB: $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  50
038B: load_requested_models
0395: clear_area  1 at -2033.2 -116.5  1034.2 range  30.0
009A: @91 = create_actor  24  50 at -2033.2 -116.5  1034.2
0A09: @91  1 
060B: unknown_actor_use_entity @91 @49 
0173: set_actor @91 z_angle_to  270.0
0568: @91  1
0961: @91  1 
05BA: unknown_action_sequence @91 -2 
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_5492
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false DSKOOL_140
0967: @91  20000 

:DSKOOL_140
016A: fade  1 (back)  1000 ms
0707: unknown_bunnyjump DSKOOL_150 
0006: @32 =  0  ;; integer values
0006: @39 =  1  ;; integer values

:DSKOOL_144
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false DSKOOL_180
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false DSKOOL_180

:DSKOOL_150
0701: (unknown)
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false DSKOOL_155
0968: @91 

:DSKOOL_155
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @61 =  0  ;; integer values
016A: fade  0 ()  500 ms

:DSKOOL_160
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_165
0001: wait  0 ms
0002: jump DSKOOL_160

:DSKOOL_165
00BE: text_clear_all
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @39 =  0  ;; integer values
0004: $5187 =  1  ;; integer values
016A: fade  1 (back)  500 ms

:DSKOOL_174
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_179
0001: wait  0 ms
0002: jump DSKOOL_174

:DSKOOL_179
0002: jump DSKOOL_3302

:DSKOOL_180
0050: gosub DSKOOL_5476
0002: jump DSKOOL_108

:DSKOOL_182
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
00BE: text_clear_all
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0050: gosub DSKOOL_4038
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  0
001A:    17 > $53  ;; integer values
004D: jump_if_false DSKOOL_197
008A: $247 = @50  ;; integer values and handles

:DSKOOL_197
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_201
0004: $247 =  4  ;; integer values

:DSKOOL_201
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false DSKOOL_205
0004: $247 =  7  ;; integer values

:DSKOOL_205
00D6: if  0
0038:   $247 ==  8  ;; integer values
004D: jump_if_false DSKOOL_209
0004: $247 =  9  ;; integer values

:DSKOOL_209
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_213
0004: $247 =  13  ;; integer values

:DSKOOL_213
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_218
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false DSKOOL_223
0001: wait  0 ms
0002: jump DSKOOL_218

:DSKOOL_223
03D1: play_wav  3
04FA: reset_interior_colors  0
0826:  0 
0581: toggle_radar  0 (off)
016A: fade  1 (back)  500 ms
0050: gosub DSKOOL_3494

:DSKOOL_229
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_235
0001: wait  0 ms
0050: gosub DSKOOL_3494
0002: jump DSKOOL_229

:DSKOOL_235
0050: gosub DSKOOL_3494

:DSKOOL_236
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DSKOOL_241
0002: jump DSKOOL_3308

:DSKOOL_241
0050: gosub DSKOOL_3494
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DSKOOL_391
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false DSKOOL_291
000E: @50 -=  1  ;; integer values
000C: $247 -=  1  ;; integer values
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false DSKOOL_256
0006: @50 =  2  ;; integer values

:DSKOOL_256
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false DSKOOL_260
0006: @50 =  5  ;; integer values

:DSKOOL_260
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false DSKOOL_264
0006: @50 =  7  ;; integer values

:DSKOOL_264
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false DSKOOL_268
0006: @50 =  11  ;; integer values

:DSKOOL_268
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_272
0004: $247 =  2  ;; integer values

:DSKOOL_272
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false DSKOOL_276
0004: $247 =  5  ;; integer values

:DSKOOL_276
00D6: if  0
0038:   $247 ==  8  ;; integer values
004D: jump_if_false DSKOOL_280
0004: $247 =  7  ;; integer values

:DSKOOL_280
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_284
0004: $247 =  11  ;; integer values

:DSKOOL_284
00D6: if  0
0018:   $53 >  1  ;; integer values
004D: jump_if_false DSKOOL_291
00D6: if  0
001B:    4 > @34  ;; integer values
004D: jump_if_false DSKOOL_291
0006: @34 =  3  ;; integer values

:DSKOOL_291
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false DSKOOL_336
000A: @50 +=  1  ;; integer values
0008: $247 +=  1  ;; integer values
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false DSKOOL_301
0006: @50 =  4  ;; integer values

:DSKOOL_301
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false DSKOOL_305
0006: @50 =  7  ;; integer values

:DSKOOL_305
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false DSKOOL_309
0006: @50 =  9  ;; integer values

:DSKOOL_309
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false DSKOOL_313
0006: @50 =  13  ;; integer values

:DSKOOL_313
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_317
0004: $247 =  4  ;; integer values

:DSKOOL_317
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false DSKOOL_321
0004: $247 =  7  ;; integer values

:DSKOOL_321
00D6: if  0
0038:   $247 ==  8  ;; integer values
004D: jump_if_false DSKOOL_325
0004: $247 =  9  ;; integer values

:DSKOOL_325
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_329
0004: $247 =  13  ;; integer values

:DSKOOL_329
00D6: if  0
0018:   $53 >  1  ;; integer values
004D: jump_if_false DSKOOL_336
00D6: if  0
001B:    4 > @34  ;; integer values
004D: jump_if_false DSKOOL_336
0006: @34 =  3  ;; integer values

:DSKOOL_336
00D6: if  0
001A:    1 > $247  ;; integer values
004D: jump_if_false DSKOOL_341
0084: $247 = $53  ;; integer values and handles
008B: @50 = $53  ;; integer values and handles

:DSKOOL_341
00D6: if  0
001C:   $247 > $53  ;; integer values
004D: jump_if_false DSKOOL_346
0004: $247 =  1  ;; integer values
0006: @50 =  1  ;; integer values

:DSKOOL_346
00D6: if  0
0018:   $53 >  1  ;; integer values
004D: jump_if_false DSKOOL_363

:DSKOOL_349
00D6: if  0
001A:   -100 > $17  ;; integer values
004D: jump_if_false DSKOOL_356
0001: wait  0 ms
0050: gosub DSKOOL_3494
0494: get_joystick_data  0 $17 $18 $19 $20
0002: jump DSKOOL_349

:DSKOOL_356
00D6: if  0
0018:   $17 >  100  ;; integer values
004D: jump_if_false DSKOOL_363
0001: wait  0 ms
0050: gosub DSKOOL_3494
0494: get_joystick_data  0 $17 $18 $19 $20
0002: jump DSKOOL_356

:DSKOOL_363
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false DSKOOL_369
0001: wait  0 ms
0050: gosub DSKOOL_3494
0002: jump DSKOOL_363

:DSKOOL_369
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false DSKOOL_375
0001: wait  0 ms
0050: gosub DSKOOL_3494
0002: jump DSKOOL_369

:DSKOOL_375
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DSKOOL_391
00D6: if  23
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_386
0006: @39 =  1  ;; integer values
0002: jump DSKOOL_391

:DSKOOL_386
00D6: if  0
001B:    4 > @34  ;; integer values
004D: jump_if_false DSKOOL_390
0006: @34 =  3  ;; integer values

:DSKOOL_390
0002: jump DSKOOL_527

:DSKOOL_391
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false DSKOOL_440
00D6: if  0
001B:    4 > @34  ;; integer values
004D: jump_if_false DSKOOL_398
0006: @34 =  3  ;; integer values

:DSKOOL_398
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_402
0006: @34 =  5  ;; integer values

:DSKOOL_402
0050: gosub DSKOOL_3996
0340: set_text_draw_color  255  255  255  255
033E: text_draw  320.0  160.0 'DS1_59'
0050: gosub DSKOOL_3996
0342: set_text_draw_centered  0
0340: set_text_draw_color  255  255  255  255
033E: text_draw  100.0  205.0 'DS1_60'
0050: gosub DSKOOL_3996
0342: set_text_draw_centered  0
0340: set_text_draw_color  255  255  255  255
033E: text_draw  101.0  231.0 'DS1_61'
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false DSKOOL_419
0002: jump DSKOOL_527

:DSKOOL_419
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false DSKOOL_440
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_427
0004: $247 =  3  ;; integer values

:DSKOOL_427
00D6: if  0
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_431
0004: $247 =  6  ;; integer values

:DSKOOL_431
00D6: if  0
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_435
0004: $247 =  8  ;; integer values

:DSKOOL_435
00D6: if  0
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_439
0004: $247 =  12  ;; integer values

:DSKOOL_439
0002: jump DSKOOL_527

:DSKOOL_440
00D6: if  0
0735:  81 
004D: jump_if_false DSKOOL_462
00D6: if  0
0038:   $86 ==  0  ;; integer values
004D: jump_if_false DSKOOL_461
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: $86 =  1  ;; integer values

:DSKOOL_461
0004: $53 =  16  ;; integer values

:DSKOOL_462
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_525
0050: gosub DSKOOL_3494
016A: fade  0 ()  500 ms

:DSKOOL_467
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_474
0050: gosub DSKOOL_3494
0001: wait  0 ms
0050: gosub DSKOOL_3494
0002: jump DSKOOL_467

:DSKOOL_474
0050: gosub DSKOOL_3494
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_491
00D6: if  0
060E: $198 
004D: jump_if_false DSKOOL_491
05EC: $198 

:DSKOOL_491
00A6: destroy_car $198
0395: clear_area  1 at -2051.0 -174.0  34.0 range  300.0
014F: stop_timer $253
0396:  0 (clear) 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:  1 
0873:  2 
0873:  3 
0873:  4 
0873:  5 
0873:  7 
0873:  9 
0873:  10 
0873:  11 
0873:  13 
0873:  14 
0873:  15 
0873:  16 
0050: gosub DSKOOL_4646
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms

:DSKOOL_519
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_524
0001: wait  0 ms
0002: jump DSKOOL_519

:DSKOOL_524
0002: jump DSKOOL_3302

:DSKOOL_525
0050: gosub DSKOOL_3820
0002: jump DSKOOL_236

:DSKOOL_527
016A: fade  0 ()  500 ms

:DSKOOL_528
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_534
0001: wait  0 ms
0050: gosub DSKOOL_3494
0002: jump DSKOOL_528

:DSKOOL_534
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_538
05EC: $198 

:DSKOOL_538
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 (clear) 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_4646
0006: @34 =  5  ;; integer values
0826:  1 
0581: toggle_radar  1 (on)
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false DSKOOL_781

:DSKOOL_558
0050: gosub DSKOOL_4017

:DSKOOL_559
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  33000  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  411 at $255 $256 $257
0175: set_car $198 z_angle_to  180.0
0050: gosub DSKOOL_4656
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_575
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_574
0560: $198 @55

:DSKOOL_574
0051: return

:DSKOOL_575
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
00BC: text_highpriority 'DS1_44'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_580
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_586
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_771

:DSKOOL_586
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_591
0002: jump DSKOOL_3302

:DSKOOL_591
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_601
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_599
00BA: text_styled 'DS1_88'  5000 ms  4
00BC: text_highpriority 'DS1_44'  5000 ms  4

:DSKOOL_599
0050: gosub DSKOOL_4155
0002: jump DSKOOL_780

:DSKOOL_601
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_780
0050: gosub DSKOOL_4205
0174: $258 = car $198 z_angle
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false DSKOOL_617
00D6: if  0
0020:   $258 >  80.0  ;; floating-point values
004D: jump_if_false DSKOOL_617
00D6: if  0
0022:    90.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_617
0004: $274 =  1  ;; integer values
0006: @40 =  1  ;; integer values

:DSKOOL_617
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false DSKOOL_650
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false DSKOOL_630
00D6: if  0
0020:   $258 >  350.0  ;; floating-point values
004D: jump_if_false DSKOOL_630
00D6: if  0
0022:    360.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_630
0004: $274 =  2  ;; integer values

:DSKOOL_630
00D6: if  0
0038:   $274 ==  2  ;; integer values
004D: jump_if_false DSKOOL_640
00D6: if  0
0020:   $258 >  270.0  ;; floating-point values
004D: jump_if_false DSKOOL_640
00D6: if  0
0022:    280.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_640
0004: $274 =  3  ;; integer values

:DSKOOL_640
00D6: if  0
0038:   $274 ==  3  ;; integer values
004D: jump_if_false DSKOOL_650
00D6: if  0
0020:   $258 >  170.0  ;; floating-point values
004D: jump_if_false DSKOOL_650
00D6: if  0
0022:    180.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_650
0004: $274 =  4  ;; integer values

:DSKOOL_650
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false DSKOOL_661
00D6: if  0
0020:   $258 >  270.0  ;; floating-point values
004D: jump_if_false DSKOOL_661
00D6: if  0
0022:    280.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_661
0006: @40 =  2  ;; integer values
0004: $274 =  1  ;; integer values

:DSKOOL_661
00D6: if  0
0039:   @40 ==  2  ;; integer values
004D: jump_if_false DSKOOL_694
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false DSKOOL_674
00D6: if  0
0020:   $258 >  350.0  ;; floating-point values
004D: jump_if_false DSKOOL_674
00D6: if  0
0022:    360.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_674
0004: $274 =  2  ;; integer values

:DSKOOL_674
00D6: if  0
0038:   $274 ==  2  ;; integer values
004D: jump_if_false DSKOOL_684
00D6: if  0
0020:   $258 >  80.0  ;; floating-point values
004D: jump_if_false DSKOOL_684
00D6: if  0
0022:    90.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_684
0004: $274 =  3  ;; integer values

:DSKOOL_684
00D6: if  0
0038:   $274 ==  3  ;; integer values
004D: jump_if_false DSKOOL_694
00D6: if  0
0020:   $258 >  170.0  ;; floating-point values
004D: jump_if_false DSKOOL_694
00D6: if  0
0022:    180.0 > $258  ;; floating-point values
004D: jump_if_false DSKOOL_694
0004: $274 =  4  ;; integer values

:DSKOOL_694
00D6: if  22
80E1:   NOT   key_pressed  0  16
80E1:   NOT   key_pressed  0  14
0038:   $253 ==  0  ;; integer values
004D: jump_if_false DSKOOL_780
0050: gosub DSKOOL_4211
0050: gosub DSKOOL_4216
00D6: if  0
0038:   $274 ==  4  ;; integer values
004D: jump_if_false DSKOOL_705
0004: $266 =  100  ;; integer values

:DSKOOL_705
00D6: if  0
0038:   $274 ==  3  ;; integer values
004D: jump_if_false DSKOOL_709
0004: $266 =  75  ;; integer values

:DSKOOL_709
00D6: if  0
0038:   $274 ==  2  ;; integer values
004D: jump_if_false DSKOOL_713
0004: $266 =  50  ;; integer values

:DSKOOL_713
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false DSKOOL_717
0004: $266 =  25  ;; integer values

:DSKOOL_717
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false DSKOOL_721
0004: $266 =  0  ;; integer values

:DSKOOL_721
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_728
0004: $271 =  0  ;; integer values

:DSKOOL_728
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false DSKOOL_732
0004: $271 =  0  ;; integer values

:DSKOOL_732
0050: gosub DSKOOL_4249
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $107  ;; integer values
004D: jump_if_false DSKOOL_742
008B: @47 = $107  ;; integer values and handles
0084: $107 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_743

:DSKOOL_742
0006: @45 =  0  ;; integer values

:DSKOOL_743
00D6: if  0
0038:   $53 ==  1  ;; integer values
004D: jump_if_false DSKOOL_753
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_753
0006: @41 =  2  ;; integer values
0004: $53 =  2  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  2  ;; integer values

:DSKOOL_753
0006: @32 =  0  ;; integer values

:DSKOOL_754
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_764
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_764
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_771

:DSKOOL_764
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_770
0002: jump DSKOOL_771

:DSKOOL_770
0002: jump DSKOOL_754

:DSKOOL_771
0050: gosub DSKOOL_4600
0050: gosub DSKOOL_4646
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_779
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_780

:DSKOOL_779
0002: jump DSKOOL_558

:DSKOOL_780
0002: jump DSKOOL_580

:DSKOOL_781
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false DSKOOL_959

:DSKOOL_784
0050: gosub DSKOOL_4017

:DSKOOL_785
0005: $258 =  0.0  ;; floating-point values
0004: $253 =  11000  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  496 at $255 $256 $257
0175: set_car $198 z_angle_to  180.0
0050: gosub DSKOOL_4656
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_801
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_800
0560: $198 @55

:DSKOOL_800
0051: return

:DSKOOL_801
0407: create_coordinate $309 $310 $71 from_car $198 offset -2.0  82.0  0.0
0407: create_coordinate $311 $312 $71 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
00BC: text_highpriority 'DS1_45'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_808
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_814
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_949

:DSKOOL_814
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_819
0002: jump DSKOOL_3302

:DSKOOL_819
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_829
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_827
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_45'  5000 ms  4

:DSKOOL_827
0050: gosub DSKOOL_4155
0002: jump DSKOOL_958

:DSKOOL_829
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_958
0050: gosub DSKOOL_4205
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false DSKOOL_840
00D6: if  0
00B0:   car $198  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false DSKOOL_840
0004: $274 =  1  ;; integer values

:DSKOOL_840
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_958
0050: gosub DSKOOL_4211
0050: gosub DSKOOL_4216
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false DSKOOL_849
0004: $267 =  0  ;; integer values

:DSKOOL_849
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_856
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_899

:DSKOOL_856
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_861
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_899

:DSKOOL_861
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_868
00D6: if  0
001A:    21 > $252  ;; integer values
004D: jump_if_false DSKOOL_868
0004: $266 =  100  ;; integer values

:DSKOOL_868
00D6: if  0
0018:   $252 >  179  ;; integer values
004D: jump_if_false DSKOOL_880
00D6: if  0
001A:    340 > $252  ;; integer values
004D: jump_if_false DSKOOL_880
0084: $273 = $252  ;; integer values and handles
000C: $273 -=  180  ;; integer values
008D: $276 = integer_to_float $273
0011: $276 *=  .62  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_899

:DSKOOL_880
00D6: if  0
0018:   $252 >  339  ;; integer values
004D: jump_if_false DSKOOL_887
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_887
0004: $266 =  100  ;; integer values

:DSKOOL_887
00D6: if  0
0018:   $252 >  20  ;; integer values
004D: jump_if_false DSKOOL_899
00D6: if  0
001A:    180 > $252  ;; integer values
004D: jump_if_false DSKOOL_899
008D: $276 = integer_to_float $252
0011: $276 *=  .62  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump DSKOOL_899

:DSKOOL_899
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_903
0004: $266 =  0  ;; integer values

:DSKOOL_903
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_910
0004: $271 =  0  ;; integer values

:DSKOOL_910
0050: gosub DSKOOL_4249
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $105  ;; integer values
004D: jump_if_false DSKOOL_920
008B: @47 = $105  ;; integer values and handles
0084: $105 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_921

:DSKOOL_920
0006: @45 =  0  ;; integer values

:DSKOOL_921
00D6: if  0
0038:   $53 ==  2  ;; integer values
004D: jump_if_false DSKOOL_931
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_931
0006: @41 =  2  ;; integer values
0004: $53 =  4  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  4  ;; integer values

:DSKOOL_931
0006: @32 =  0  ;; integer values

:DSKOOL_932
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_942
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_942
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_949

:DSKOOL_942
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_948
0002: jump DSKOOL_949

:DSKOOL_948
0002: jump DSKOOL_932

:DSKOOL_949
0050: gosub DSKOOL_4600
0050: gosub DSKOOL_4646
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_957
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_958

:DSKOOL_957
0002: jump DSKOOL_784

:DSKOOL_958
0002: jump DSKOOL_808

:DSKOOL_959
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_1184

:DSKOOL_963
0050: gosub DSKOOL_4017

:DSKOOL_964
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  6000  ;; integer values
0050: gosub DSKOOL_4038
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_971
0009: $255 +=  20.0  ;; floating-point values

:DSKOOL_971
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_975
000D: $255 -=  20.0  ;; floating-point values

:DSKOOL_975
00A5: $198 = create_car  429 at $255 $256 $257
0175: set_car $198 z_angle_to $258
0050: gosub DSKOOL_4656
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_988
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_987
0560: $198 @55

:DSKOOL_987
0051: return

:DSKOOL_988
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_993
0407: create_coordinate $305 $306 $257 from_car $198 offset  40.0  37.0  0.0
0002: jump DSKOOL_994

:DSKOOL_993
0407: create_coordinate $303 $304 $257 from_car $198 offset -40.0  37.0  0.0

:DSKOOL_994
00BE: text_clear_all
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_32'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_998
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1004
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1174

:DSKOOL_1004
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1009
0002: jump DSKOOL_3302

:DSKOOL_1009
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1019
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1017
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_32'  5000 ms  4

:DSKOOL_1017
0050: gosub DSKOOL_4155
0002: jump DSKOOL_1183

:DSKOOL_1019
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1183
0050: gosub DSKOOL_4205
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_1183
0050: gosub DSKOOL_4211
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_1033
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
0002: jump DSKOOL_1035

:DSKOOL_1033
0086: $255 = $303  ;; floating-point values only
0086: $256 = $304  ;; floating-point values only

:DSKOOL_1035
0050: gosub DSKOOL_4216
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1043
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_1124

:DSKOOL_1043
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_1048
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_1124

:DSKOOL_1048
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_1088
00D6: if  0
0038:   $252 ==  90  ;; integer values
004D: jump_if_false DSKOOL_1056
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_1124

:DSKOOL_1056
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_1066
00D6: if  0
001A:    85 > $252  ;; integer values
004D: jump_if_false DSKOOL_1066
008D: $276 = integer_to_float $252
0011: $276 *=  1.16  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_1124

:DSKOOL_1066
00D6: if  0
0018:   $252 >  84  ;; integer values
004D: jump_if_false DSKOOL_1073
00D6: if  0
001A:    96 > $252  ;; integer values
004D: jump_if_false DSKOOL_1073
0004: $266 =  100  ;; integer values

:DSKOOL_1073
00D6: if  0
0018:   $252 >  95  ;; integer values
004D: jump_if_false DSKOOL_1087
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_1087
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_1124

:DSKOOL_1087
0002: jump DSKOOL_1124

:DSKOOL_1088
00D6: if  0
0038:   $252 ==  270  ;; integer values
004D: jump_if_false DSKOOL_1093
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_1124

:DSKOOL_1093
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_1103
00D6: if  0
001A:    265 > $252  ;; integer values
004D: jump_if_false DSKOOL_1103
008D: $276 = integer_to_float $252
0011: $276 *=  .37  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_1124

:DSKOOL_1103
00D6: if  0
0018:   $252 >  264  ;; integer values
004D: jump_if_false DSKOOL_1110
00D6: if  0
001A:    276 > $252  ;; integer values
004D: jump_if_false DSKOOL_1110
0004: $266 =  100  ;; integer values

:DSKOOL_1110
00D6: if  0
0018:   $252 >  275  ;; integer values
004D: jump_if_false DSKOOL_1124
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_1124
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_1124

:DSKOOL_1124
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_1128
0004: $266 =  0  ;; integer values

:DSKOOL_1128
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1135
0004: $271 =  0  ;; integer values

:DSKOOL_1135
0050: gosub DSKOOL_4249
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $98  ;; integer values
004D: jump_if_false DSKOOL_1145
008B: @47 = $98  ;; integer values and handles
0084: $98 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_1146

:DSKOOL_1145
0006: @45 =  0  ;; integer values

:DSKOOL_1146
00D6: if  0
0038:   $53 ==  4  ;; integer values
004D: jump_if_false DSKOOL_1156
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_1156
0006: @41 =  2  ;; integer values
0004: $53 =  5  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  5  ;; integer values

:DSKOOL_1156
0006: @32 =  0  ;; integer values

:DSKOOL_1157
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1167
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1167
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1174

:DSKOOL_1167
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1173
0002: jump DSKOOL_1174

:DSKOOL_1173
0002: jump DSKOOL_1157

:DSKOOL_1174
0050: gosub DSKOOL_4600
0050: gosub DSKOOL_4646
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1182
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_1183

:DSKOOL_1182
0002: jump DSKOOL_963

:DSKOOL_1183
0002: jump DSKOOL_998

:DSKOOL_1184
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false DSKOOL_1381

:DSKOOL_1187
0050: gosub DSKOOL_4017

:DSKOOL_1188
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  6000  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  597 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 -.5
0407: create_coordinate $277 $278 $257 from_car $198 offset -2.0  40.0 -.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_4656
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1208
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1207
0129: @55 = create_actor  24  281 in_car $198 driverseat

:DSKOOL_1207
0051: return

:DSKOOL_1208
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
00BC: text_highpriority 'DS1_30'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_1213
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1219
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1370

:DSKOOL_1219
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1224
0002: jump DSKOOL_3302

:DSKOOL_1224
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1234
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1232
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_30'  5000 ms  4

:DSKOOL_1232
0050: gosub DSKOOL_4155
0002: jump DSKOOL_1380

:DSKOOL_1234
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1380
0050: gosub DSKOOL_4205
00D6: if  0
00B0:   car $198  0 ()in_rectangle $255 $256 $277 $278
004D: jump_if_false DSKOOL_1245
00D6: if  0
8496:   NOT   tire  3 on_car $198 deflated
004D: jump_if_false DSKOOL_1245
04FE: deflate_tire  3 on_car $198

:DSKOOL_1245
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_1380
0050: gosub DSKOOL_4211
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
00AA: store_car $198 position_to $69 $70 $71
0509: $259 = distance between point $69 $70 and point $255 $256
00D6: if  0
0020:   $259 >  1.0  ;; floating-point values
004D: jump_if_false DSKOOL_1267
00D6: if  0
0022:    10.0 > $259  ;; floating-point values
004D: jump_if_false DSKOOL_1265
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_1266

:DSKOOL_1265
0004: $267 =  0  ;; integer values

:DSKOOL_1266
0002: jump DSKOOL_1268

:DSKOOL_1267
0004: $267 =  100  ;; integer values

:DSKOOL_1268
00D6: if  0
8496:   NOT   tire  3 on_car $198 deflated
004D: jump_if_false DSKOOL_1272
0004: $267 =  0  ;; integer values

:DSKOOL_1272
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1279
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_1320

:DSKOOL_1279
00D6: if  0
0038:   $252 ==  180  ;; integer values
004D: jump_if_false DSKOOL_1284
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_1320

:DSKOOL_1284
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_1289
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_1320

:DSKOOL_1289
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_1299
00D6: if  0
001A:    175 > $252  ;; integer values
004D: jump_if_false DSKOOL_1299
008D: $276 = integer_to_float $252
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_1320

:DSKOOL_1299
00D6: if  0
0018:   $252 >  174  ;; integer values
004D: jump_if_false DSKOOL_1306
00D6: if  0
001A:    186 > $252  ;; integer values
004D: jump_if_false DSKOOL_1306
0004: $266 =  100  ;; integer values

:DSKOOL_1306
00D6: if  0
0018:   $252 >  185  ;; integer values
004D: jump_if_false DSKOOL_1320
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_1320
0084: $273 = $252  ;; integer values and handles
000C: $273 -=  180  ;; integer values
008D: $276 = integer_to_float $273
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump DSKOOL_1320

:DSKOOL_1320
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_1324
0004: $266 =  0  ;; integer values

:DSKOOL_1324
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1331
0004: $271 =  0  ;; integer values

:DSKOOL_1331
0050: gosub DSKOOL_4249
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $96  ;; integer values
004D: jump_if_false DSKOOL_1341
008B: @47 = $96  ;; integer values and handles
0084: $96 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_1342

:DSKOOL_1341
0006: @45 =  0  ;; integer values

:DSKOOL_1342
00D6: if  0
0038:   $53 ==  5  ;; integer values
004D: jump_if_false DSKOOL_1352
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_1352
0006: @41 =  2  ;; integer values
0004: $53 =  7  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  7  ;; integer values

:DSKOOL_1352
0006: @32 =  0  ;; integer values

:DSKOOL_1353
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1363
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1363
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1370

:DSKOOL_1363
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1369
0002: jump DSKOOL_1370

:DSKOOL_1369
0002: jump DSKOOL_1353

:DSKOOL_1370
0050: gosub DSKOOL_4600
0108: destroy_object @59
0050: gosub DSKOOL_4646
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1379
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_1380

:DSKOOL_1379
0002: jump DSKOOL_1187

:DSKOOL_1380
0002: jump DSKOOL_1213

:DSKOOL_1381
00D6: if  21
0038:   $247 ==  6  ;; integer values
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_1613

:DSKOOL_1385
0050: gosub DSKOOL_4017

:DSKOOL_1386
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  0  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  429 at $255 $256 $257
0175: set_car $198 z_angle_to $258
0050: gosub DSKOOL_4656
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false DSKOOL_1404
0407: create_coordinate $309 $310 $71 from_car $198 offset -4.0  50.0  0.0
0407: create_coordinate $311 $312 $71 from_car $198 offset  4.0  44.0  0.0
0407: create_coordinate $313 $314 $71 from_car $198 offset  12.0  38.0  0.0
0407: create_coordinate $315 $316 $71 from_car $198 offset  4.0  44.0  0.0
0407: create_coordinate $317 $318 $71 from_car $198 offset  4.0  2.0  0.0
0407: create_coordinate $319 $320 $71 from_car $198 offset  12.0 -4.0  0.0
0407: create_coordinate $321 $322 $71 from_car $198 offset  4.0  2.0  0.0
0407: create_coordinate $323 $324 $71 from_car $198 offset -4.0  8.0  0.0
0107: @59 = create_object #AD_FINISH at -2050.5 -135.5  34.35

:DSKOOL_1404
00D6: if  0
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_1419
0407: create_coordinate $309 $310 $71 from_car $198 offset  4.0  44.0  0.0
0407: create_coordinate $311 $312 $71 from_car $198 offset  12.0  50.0  0.0
0407: create_coordinate $313 $314 $71 from_car $198 offset  4.0  44.0  0.0
0407: create_coordinate $315 $316 $71 from_car $198 offset -4.0  38.0  0.0
0407: create_coordinate $317 $318 $71 from_car $198 offset  4.0  2.0  0.0
0407: create_coordinate $319 $320 $71 from_car $198 offset -4.0 -4.0  0.0
0407: create_coordinate $321 $322 $71 from_car $198 offset  4.0  2.0  0.0
0407: create_coordinate $323 $324 $71 from_car $198 offset  12.0  8.0  0.0
0407: create_coordinate $277 $278 $71 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 $71
0175: set_car $198 z_angle_to $258

:DSKOOL_1419
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1429
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1428
0560: $198 @55

:DSKOOL_1428
0051: return

:DSKOOL_1429
00BE: text_clear_all
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_29'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_1433
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1439
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1602

:DSKOOL_1439
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1444
0002: jump DSKOOL_3302

:DSKOOL_1444
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1454
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1452
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_29'  5000 ms  4

:DSKOOL_1452
0050: gosub DSKOOL_4155
0002: jump DSKOOL_1612

:DSKOOL_1454
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1612
00D6: if  0
0018:   $253 >  90000  ;; integer values
004D: jump_if_false DSKOOL_1461
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DSKOOL_1461
00D6: if  0
0038:   $273 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1468
00D6: if  0
00B0:   car $198  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false DSKOOL_1468
0004: $273 =  1  ;; integer values

:DSKOOL_1468
00D6: if  0
0038:   $273 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1475
00D6: if  0
00B0:   car $198  0 ()in_rectangle $313 $314 $315 $316
004D: jump_if_false DSKOOL_1475
0004: $273 =  2  ;; integer values

:DSKOOL_1475
00D6: if  0
0038:   $273 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1482
00D6: if  0
00B0:   car $198  0 ()in_rectangle $317 $318 $319 $320
004D: jump_if_false DSKOOL_1482
0004: $273 =  3  ;; integer values

:DSKOOL_1482
00D6: if  0
0038:   $273 ==  3  ;; integer values
004D: jump_if_false DSKOOL_1490
00D6: if  0
00B0:   car $198  0 ()in_rectangle $321 $322 $323 $324
004D: jump_if_false DSKOOL_1490
0008: $254 +=  1  ;; integer values
0004: $273 =  0  ;; integer values

:DSKOOL_1490
00BE: text_clear_all
00D6: if  0
001A:    4 > $254  ;; integer values
004D: jump_if_false DSKOOL_1498
0084: $275 = $254  ;; integer values and handles
0008: $275 +=  1  ;; integer values
01E5: text_1number_highpriority 'DS1_73' $275  5000 ms  4
0002: jump DSKOOL_1499

:DSKOOL_1498
00BC: text_highpriority 'DS1_74'  5000 ms  4

:DSKOOL_1499
00D6: if  21
01C1:   car $198 stopped
0038:   $254 ==  5  ;; integer values
004D: jump_if_false DSKOOL_1612
0050: gosub DSKOOL_4211
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  0
001A:    5 > $254  ;; integer values
004D: jump_if_false DSKOOL_1519
0004: $270 =  0  ;; integer values
0002: jump DSKOOL_1553

:DSKOOL_1519
00D6: if  0
001A:    36000 > $273  ;; integer values
004D: jump_if_false DSKOOL_1523
0004: $270 =  100  ;; integer values

:DSKOOL_1523
00D6: if  0
0028:   $273 >=  36000  ;; integer values
004D: jump_if_false DSKOOL_1536
00D6: if  0
001A:    40000 > $273  ;; integer values
004D: jump_if_false DSKOOL_1536
0084: $274 = $273  ;; integer values and handles
000C: $274 -=  35999  ;; integer values
008D: $276 = integer_to_float $274
0011: $276 *=  .0075  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $270 =  100  ;; integer values
0060: $270 -= $273  ;; integer values

:DSKOOL_1536
00D6: if  0
0028:   $273 >=  40000  ;; integer values
004D: jump_if_false DSKOOL_1549
00D6: if  0
001A:    45000 > $273  ;; integer values
004D: jump_if_false DSKOOL_1549
0084: $274 = $273  ;; integer values and handles
000C: $274 -=  39999  ;; integer values
008D: $276 = integer_to_float $274
0011: $276 *=  .0138  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $270 =  70  ;; integer values
0060: $270 -= $273  ;; integer values

:DSKOOL_1549
00D6: if  0
0028:   $273 >=  45000  ;; integer values
004D: jump_if_false DSKOOL_1553
0004: $270 =  0  ;; integer values

:DSKOOL_1553
00D6: if  0
001A:    1 > $270  ;; integer values
004D: jump_if_false DSKOOL_1557
0004: $270 =  0  ;; integer values

:DSKOOL_1557
00D6: if  0
0018:   $270 >  99  ;; integer values
004D: jump_if_false DSKOOL_1561
0004: $270 =  100  ;; integer values

:DSKOOL_1561
0084: $271 = $270  ;; integer values and handles
0050: gosub DSKOOL_4249
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $94  ;; integer values
004D: jump_if_false DSKOOL_1572
008B: @47 = $94  ;; integer values and handles
0084: $94 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_1573

:DSKOOL_1572
0006: @45 =  0  ;; integer values

:DSKOOL_1573
00D6: if  0
0038:   $53 ==  7  ;; integer values
004D: jump_if_false DSKOOL_1583
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_1583
0006: @41 =  2  ;; integer values
0004: $53 =  9  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  9  ;; integer values

:DSKOOL_1583
0004: $254 =  6  ;; integer values
0006: @32 =  0  ;; integer values

:DSKOOL_1585
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1595
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1595
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1602

:DSKOOL_1595
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1601
0002: jump DSKOOL_1602

:DSKOOL_1601
0002: jump DSKOOL_1585

:DSKOOL_1602
0050: gosub DSKOOL_4600
0108: destroy_object @59
0050: gosub DSKOOL_4646
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1611
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_1612

:DSKOOL_1611
0002: jump DSKOOL_1385

:DSKOOL_1612
0002: jump DSKOOL_1433

:DSKOOL_1613
00D6: if  21
0038:   $247 ==  8  ;; integer values
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_1812

:DSKOOL_1617
0050: gosub DSKOOL_4017

:DSKOOL_1618
0247: request_model  429

:DSKOOL_1619
00D6: if  0
8248:   NOT   model  429 available
004D: jump_if_false DSKOOL_1624
0001: wait  0 ms
0002: jump DSKOOL_1619

:DSKOOL_1624
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  11000  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  429 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_4656
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1642
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1641
0560: $198 @55

:DSKOOL_1641
0051: return

:DSKOOL_1642
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
00BC: text_highpriority 'DS1_36'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_1648
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1654
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1801

:DSKOOL_1654
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1659
0002: jump DSKOOL_3302

:DSKOOL_1659
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1669
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1667
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_36'  5000 ms  4

:DSKOOL_1667
0050: gosub DSKOOL_4155
0002: jump DSKOOL_1811

:DSKOOL_1669
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1811
00D6: if  0
80B0:   NOT   car $198  0 ()in_rectangle -2042.0 -126.0 -2058.0 -220.0
004D: jump_if_false DSKOOL_1676
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DSKOOL_1676
00D6: if  0
0038:   $254 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1683
00D6: if  0
01AF:   car $198  1 (in-sphere)near_point $282 $283 $284 radius  4.0  4.0  4.0
004D: jump_if_false DSKOOL_1683
0004: $254 =  1  ;; integer values

:DSKOOL_1683
00D6: if  0
0038:   $254 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1690
00D6: if  0
01B0:   car $198 stopped  1 (in-sphere)near_point $255 $256 $257 radius  4.0  4.0  4.0
004D: jump_if_false DSKOOL_1690
0004: $254 =  2  ;; integer values

:DSKOOL_1690
0050: gosub DSKOOL_4205
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_1811
0050: gosub DSKOOL_4211
00D6: if  0
0018:   $254 >  0  ;; integer values
004D: jump_if_false DSKOOL_1700
0050: gosub DSKOOL_4216
0002: jump DSKOOL_1701

:DSKOOL_1700
0004: $267 =  0  ;; integer values

:DSKOOL_1701
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1708
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_1751

:DSKOOL_1708
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_1713
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_1751

:DSKOOL_1713
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_1720
00D6: if  0
001A:    21 > $252  ;; integer values
004D: jump_if_false DSKOOL_1720
0004: $266 =  100  ;; integer values

:DSKOOL_1720
00D6: if  0
0018:   $252 >  179  ;; integer values
004D: jump_if_false DSKOOL_1732
00D6: if  0
001A:    340 > $252  ;; integer values
004D: jump_if_false DSKOOL_1732
0084: $273 = $252  ;; integer values and handles
000C: $273 -=  180  ;; integer values
008D: $276 = integer_to_float $273
0011: $276 *=  .62  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_1751

:DSKOOL_1732
00D6: if  0
0018:   $252 >  339  ;; integer values
004D: jump_if_false DSKOOL_1739
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_1739
0004: $266 =  100  ;; integer values

:DSKOOL_1739
00D6: if  0
0018:   $252 >  20  ;; integer values
004D: jump_if_false DSKOOL_1751
00D6: if  0
001A:    180 > $252  ;; integer values
004D: jump_if_false DSKOOL_1751
008D: $276 = integer_to_float $252
0011: $276 *=  .62  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump DSKOOL_1751

:DSKOOL_1751
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_1755
0004: $266 =  0  ;; integer values

:DSKOOL_1755
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1762
0004: $271 =  0  ;; integer values

:DSKOOL_1762
0050: gosub DSKOOL_4249
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $103  ;; integer values
004D: jump_if_false DSKOOL_1772
008B: @47 = $103  ;; integer values and handles
0084: $103 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_1773

:DSKOOL_1772
0006: @45 =  0  ;; integer values

:DSKOOL_1773
00D6: if  0
0038:   $53 ==  9  ;; integer values
004D: jump_if_false DSKOOL_1783
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_1783
0006: @41 =  2  ;; integer values
0004: $53 =  10  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  10  ;; integer values

:DSKOOL_1783
0006: @32 =  0  ;; integer values

:DSKOOL_1784
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1794
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1794
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_1801

:DSKOOL_1794
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1800
0002: jump DSKOOL_1801

:DSKOOL_1800
0002: jump DSKOOL_1784

:DSKOOL_1801
0050: gosub DSKOOL_4600
0108: destroy_object @59
0050: gosub DSKOOL_4646
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1810
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_1811

:DSKOOL_1810
0002: jump DSKOOL_1617

:DSKOOL_1811
0002: jump DSKOOL_1648

:DSKOOL_1812
00D6: if  0
0038:   $247 ==  10  ;; integer values
004D: jump_if_false DSKOOL_2074

:DSKOOL_1815
0050: gosub DSKOOL_4017

:DSKOOL_1816
0005: $258 =  270.0  ;; floating-point values
0004: $253 =  6000  ;; integer values
0050: gosub DSKOOL_4038
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  429 at $277 $278 $257
0175: set_car $196 z_angle_to $258
0519: unknown_car $196 flag  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  429 at $277 $278 $257
0175: set_car $197 z_angle_to $258
0519: unknown_car $197 flag  1
0086: $277 = $255  ;; floating-point values only
0086: $278 = $256  ;; floating-point values only
00A5: $198 = create_car  429 at $277 $278 $257
0175: set_car $198 z_angle_to  180.0
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1847
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_1846
0560: $198 @55

:DSKOOL_1846
0051: return

:DSKOOL_1847
00BE: text_clear_all
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_1'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_1851
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_1857
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2063

:DSKOOL_1857
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_1862
0002: jump DSKOOL_3302

:DSKOOL_1862
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1872
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_1870
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_1'  5000 ms  4

:DSKOOL_1870
0050: gosub DSKOOL_4155
0002: jump DSKOOL_2073

:DSKOOL_1872
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2073
0050: gosub DSKOOL_4205
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_2073
0050: gosub DSKOOL_4211
000D: $256 -=  75.0  ;; floating-point values
00AA: store_car $198 position_to $69 $70 $71
0509: $259 = distance between point $69 $70 and point $255 $256
00D6: if  0
0020:   $259 >  .5  ;; floating-point values
004D: jump_if_false DSKOOL_1897
00D6: if  0
0022:    5.0 > $259  ;; floating-point values
004D: jump_if_false DSKOOL_1895
000D: $259 -=  .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_1896

:DSKOOL_1895
0004: $267 =  0  ;; integer values

:DSKOOL_1896
0002: jump DSKOOL_1898

:DSKOOL_1897
0004: $267 =  100  ;; integer values

:DSKOOL_1898
0058: $271 += $267  ;; integer values
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1906
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_1985

:DSKOOL_1906
00D6: if  0
0038:   $252 ==  90  ;; integer values
004D: jump_if_false DSKOOL_1911
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_1985

:DSKOOL_1911
00D6: if  0
0038:   $252 ==  180  ;; integer values
004D: jump_if_false DSKOOL_1916
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_1985

:DSKOOL_1916
00D6: if  0
0038:   $252 ==  270  ;; integer values
004D: jump_if_false DSKOOL_1921
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_1985

:DSKOOL_1921
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_1931
00D6: if  0
001A:    85 > $252  ;; integer values
004D: jump_if_false DSKOOL_1931
008D: $276 = integer_to_float $252
0011: $276 *=  1.16  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_1985

:DSKOOL_1931
00D6: if  0
0018:   $252 >  84  ;; integer values
004D: jump_if_false DSKOOL_1938
00D6: if  0
001A:    96 > $252  ;; integer values
004D: jump_if_false DSKOOL_1938
0004: $266 =  100  ;; integer values

:DSKOOL_1938
00D6: if  0
0018:   $252 >  95  ;; integer values
004D: jump_if_false DSKOOL_1952
00D6: if  0
001A:    180 > $252  ;; integer values
004D: jump_if_false DSKOOL_1952
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_1985

:DSKOOL_1952
00D6: if  0
0018:   $252 >  180  ;; integer values
004D: jump_if_false DSKOOL_1964
00D6: if  0
001A:    265 > $252  ;; integer values
004D: jump_if_false DSKOOL_1964
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_1985

:DSKOOL_1964
00D6: if  0
0018:   $252 >  264  ;; integer values
004D: jump_if_false DSKOOL_1971
00D6: if  0
001A:    276 > $252  ;; integer values
004D: jump_if_false DSKOOL_1971
0004: $266 =  100  ;; integer values

:DSKOOL_1971
00D6: if  0
0018:   $252 >  275  ;; integer values
004D: jump_if_false DSKOOL_1985
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_1985
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_1985

:DSKOOL_1985
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_1989
0004: $266 =  0  ;; integer values

:DSKOOL_1989
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_1996
0004: $271 =  0  ;; integer values

:DSKOOL_1996
0050: gosub DSKOOL_4235
0004: $269 =  200  ;; integer values
00D6: if  0
8119:   NOT   car $196 wrecked
004D: jump_if_false DSKOOL_2009
0227: $261 = car $196 health
0004: $264 =  1000  ;; integer values
0060: $264 -= $261  ;; integer values
0014: $264 /=  10  ;; integer values
00D6: if  0
0018:   $264 >  100  ;; integer values
004D: jump_if_false DSKOOL_2009
0004: $264 =  100  ;; integer values

:DSKOOL_2009
00D6: if  0
8119:   NOT   car $197 wrecked
004D: jump_if_false DSKOOL_2020
0227: $262 = car $197 health
0004: $265 =  1000  ;; integer values
0060: $265 -= $262  ;; integer values
0014: $265 /=  10  ;; integer values
00D6: if  0
0018:   $265 >  100  ;; integer values
004D: jump_if_false DSKOOL_2020
0004: $265 =  100  ;; integer values

:DSKOOL_2020
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_4346
00D6: if  0
001C:   $271 > $91  ;; integer values
004D: jump_if_false DSKOOL_2034
008B: @47 = $91  ;; integer values and handles
0084: $91 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_2035

:DSKOOL_2034
0006: @45 =  0  ;; integer values

:DSKOOL_2035
00D6: if  0
0038:   $53 ==  10  ;; integer values
004D: jump_if_false DSKOOL_2045
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_2045
0006: @41 =  2  ;; integer values
0004: $53 =  11  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  11  ;; integer values

:DSKOOL_2045
0006: @32 =  0  ;; integer values

:DSKOOL_2046
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2056
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2056
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2063

:DSKOOL_2056
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2062
0002: jump DSKOOL_2063

:DSKOOL_2062
0002: jump DSKOOL_2046

:DSKOOL_2063
0050: gosub DSKOOL_4600
00A6: destroy_car $196
00A6: destroy_car $197
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2072
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_2073

:DSKOOL_2072
0002: jump DSKOOL_1815

:DSKOOL_2073
0002: jump DSKOOL_1851

:DSKOOL_2074
00D6: if  0
0038:   $247 ==  11  ;; integer values
004D: jump_if_false DSKOOL_2282

:DSKOOL_2077
0050: gosub DSKOOL_4017

:DSKOOL_2078
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  0  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  429 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 $71 from_car $198 offset -50.0  30.0  0.0
0407: create_coordinate $311 $312 $71 from_car $198 offset  50.0  200.0  0.0
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2102
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2101
0560: $198 @55

:DSKOOL_2101
0051: return

:DSKOOL_2102
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
00BC: text_highpriority 'DS1_34'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_2107
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2113
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2272

:DSKOOL_2113
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2118
0002: jump DSKOOL_3302

:DSKOOL_2118
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2128
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2126
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_34'  5000 ms  4

:DSKOOL_2126
0050: gosub DSKOOL_4155
0002: jump DSKOOL_2281

:DSKOOL_2128
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2281
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point $305 $306 $257 radius  4.0  4.0  4.0
004D: jump_if_false DSKOOL_2134

:DSKOOL_2134
00D6: if  0
00B0:   car $198  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false DSKOOL_2145
06BE: $198 $276 
00D6: if  0
0022:    4.0 > $276  ;; floating-point values
004D: jump_if_false DSKOOL_2145
00D6: if  0
0020:   $276 > -4.0  ;; floating-point values
004D: jump_if_false DSKOOL_2145
0221: set_player $PLAYER_CHAR trapped_in_car  1

:DSKOOL_2145
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_2281
0050: gosub DSKOOL_4211
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_2281
0050: gosub DSKOOL_4211
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
00AA: store_car $198 position_to $69 $70 $71
0509: $259 = distance between point $69 $70 and point $255 $256
00D6: if  0
0020:   $259 >  1.0  ;; floating-point values
004D: jump_if_false DSKOOL_2171
00D6: if  0
0022:    10.0 > $259  ;; floating-point values
004D: jump_if_false DSKOOL_2169
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_2170

:DSKOOL_2169
0004: $267 =  0  ;; integer values

:DSKOOL_2170
0002: jump DSKOOL_2172

:DSKOOL_2171
0004: $267 =  100  ;; integer values

:DSKOOL_2172
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2179
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_2220

:DSKOOL_2179
00D6: if  0
0038:   $252 ==  180  ;; integer values
004D: jump_if_false DSKOOL_2184
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_2220

:DSKOOL_2184
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_2189
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_2220

:DSKOOL_2189
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_2199
00D6: if  0
001A:    175 > $252  ;; integer values
004D: jump_if_false DSKOOL_2199
008D: $276 = integer_to_float $252
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_2220

:DSKOOL_2199
00D6: if  0
0018:   $252 >  174  ;; integer values
004D: jump_if_false DSKOOL_2206
00D6: if  0
001A:    186 > $252  ;; integer values
004D: jump_if_false DSKOOL_2206
0004: $266 =  100  ;; integer values

:DSKOOL_2206
00D6: if  0
0018:   $252 >  185  ;; integer values
004D: jump_if_false DSKOOL_2220
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_2220
0084: $273 = $252  ;; integer values and handles
000C: $273 -=  180  ;; integer values
008D: $276 = integer_to_float $273
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump DSKOOL_2220

:DSKOOL_2220
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_2224
0004: $266 =  0  ;; integer values

:DSKOOL_2224
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2231
0004: $271 =  0  ;; integer values

:DSKOOL_2231
0050: gosub DSKOOL_4235
0084: $272 = $268  ;; integer values and handles
0060: $271 -= $272  ;; integer values
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $101  ;; integer values
004D: jump_if_false DSKOOL_2243
008B: @47 = $101  ;; integer values and handles
0084: $101 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_2244

:DSKOOL_2243
0006: @45 =  0  ;; integer values

:DSKOOL_2244
00D6: if  0
0038:   $53 ==  11  ;; integer values
004D: jump_if_false DSKOOL_2254
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_2254
0006: @41 =  2  ;; integer values
0004: $53 =  13  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  13  ;; integer values

:DSKOOL_2254
0006: @32 =  0  ;; integer values

:DSKOOL_2255
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2265
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2265
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2272

:DSKOOL_2265
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2271
0002: jump DSKOOL_2272

:DSKOOL_2271
0002: jump DSKOOL_2255

:DSKOOL_2272
0050: gosub DSKOOL_4600
0108: destroy_object @58
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2280
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_2281

:DSKOOL_2280
0002: jump DSKOOL_2077

:DSKOOL_2281
0002: jump DSKOOL_2107

:DSKOOL_2282
00D6: if  21
0038:   $247 ==  12  ;; integer values
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_2472

:DSKOOL_2286
0050: gosub DSKOOL_4017

:DSKOOL_2287
0005: $258 =  0.0  ;; floating-point values
0004: $253 =  6000  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  420 at $255 $256 $257
0175: set_car $198 z_angle_to $258
08F3: $198  0 
0050: gosub DSKOOL_4656
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2304
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2303
0560: $198 @55

:DSKOOL_2303
0051: return

:DSKOOL_2304
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_2309
0407: create_coordinate $305 $306 $257 from_car $198 offset  6.5 -40.0  0.0
0002: jump DSKOOL_2310

:DSKOOL_2309
0407: create_coordinate $303 $304 $257 from_car $198 offset -6.5 -40.0  0.0

:DSKOOL_2310
00BE: text_clear_all
00BA: text_styled 'DSREVE'  5000 ms  4
00BC: text_highpriority 'DS1_28'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_2314
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2320
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2462

:DSKOOL_2320
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2325
0002: jump DSKOOL_3302

:DSKOOL_2325
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2335
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2333
00BA: text_styled 'DSREVE'  5000 ms  4
00BC: text_highpriority 'DS1_28'  5000 ms  4

:DSKOOL_2333
0050: gosub DSKOOL_4155
0002: jump DSKOOL_2471

:DSKOOL_2335
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2471
0050: gosub DSKOOL_4205
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_2471
0050: gosub DSKOOL_4211
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_2349
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
0002: jump DSKOOL_2351

:DSKOOL_2349
0086: $255 = $303  ;; floating-point values only
0086: $256 = $304  ;; floating-point values only

:DSKOOL_2351
0050: gosub DSKOOL_4216
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_2360
00D6: if  0
80B0:   NOT   car $198  0 ()in_rectangle -2046.9 -161.4 -2041.2 -174.5
004D: jump_if_false DSKOOL_2359
0004: $267 =  0  ;; integer values

:DSKOOL_2359
0002: jump DSKOOL_2364

:DSKOOL_2360
00D6: if  0
80B0:   NOT   car $198  0 ()in_rectangle -2054.2 -161.4 -2060.0 -174.5
004D: jump_if_false DSKOOL_2364
0004: $267 =  0  ;; integer values

:DSKOOL_2364
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2371
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_2412

:DSKOOL_2371
00D6: if  0
0038:   $252 ==  180  ;; integer values
004D: jump_if_false DSKOOL_2376
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_2412

:DSKOOL_2376
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_2381
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_2412

:DSKOOL_2381
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_2391
00D6: if  0
001A:    175 > $252  ;; integer values
004D: jump_if_false DSKOOL_2391
008D: $276 = integer_to_float $252
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_2412

:DSKOOL_2391
00D6: if  0
0018:   $252 >  174  ;; integer values
004D: jump_if_false DSKOOL_2398
00D6: if  0
001A:    186 > $252  ;; integer values
004D: jump_if_false DSKOOL_2398
0004: $266 =  100  ;; integer values

:DSKOOL_2398
00D6: if  0
0018:   $252 >  185  ;; integer values
004D: jump_if_false DSKOOL_2412
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_2412
0084: $273 = $252  ;; integer values and handles
000C: $273 -=  180  ;; integer values
008D: $276 = integer_to_float $273
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump DSKOOL_2412

:DSKOOL_2412
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_2416
0004: $266 =  0  ;; integer values

:DSKOOL_2416
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2423
0004: $271 =  0  ;; integer values

:DSKOOL_2423
0050: gosub DSKOOL_4249
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $92  ;; integer values
004D: jump_if_false DSKOOL_2433
008B: @47 = $92  ;; integer values and handles
0084: $92 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_2434

:DSKOOL_2433
0006: @45 =  0  ;; integer values

:DSKOOL_2434
00D6: if  0
0038:   $53 ==  13  ;; integer values
004D: jump_if_false DSKOOL_2444
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_2444
0006: @41 =  2  ;; integer values
0004: $53 =  14  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  14  ;; integer values

:DSKOOL_2444
0006: @32 =  0  ;; integer values

:DSKOOL_2445
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2455
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2455
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2462

:DSKOOL_2455
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2461
0002: jump DSKOOL_2462

:DSKOOL_2461
0002: jump DSKOOL_2445

:DSKOOL_2462
0050: gosub DSKOOL_4600
0050: gosub DSKOOL_4646
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2470
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_2471

:DSKOOL_2470
0002: jump DSKOOL_2286

:DSKOOL_2471
0002: jump DSKOOL_2314

:DSKOOL_2472
00D6: if  0
0038:   $247 ==  14  ;; integer values
004D: jump_if_false DSKOOL_2695

:DSKOOL_2475
0050: gosub DSKOOL_4017

:DSKOOL_2476
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  0  ;; integer values
0050: gosub DSKOOL_4038
00A5: $198 = create_car  597 at $255 $256 $257
0175: set_car $198 z_angle_to $258
08F3: $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  597 at $277 $278 $257
0175: set_car $196 z_angle_to $258
0560: $196 @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 $71 from_car $198 offset -12.0 -4.0  0.0
0407: create_coordinate $311 $312 $71 from_car $198 offset  12.0  100.0  0.0
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2504
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2503
0129: @55 = create_actor  24  281 in_car $198 driverseat

:DSKOOL_2503
0051: return

:DSKOOL_2504
00BE: text_clear_all
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_35'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_2508
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2514
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2682

:DSKOOL_2514
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2519
0002: jump DSKOOL_3302

:DSKOOL_2519
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2529
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2527
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_35'  5000 ms  4

:DSKOOL_2527
0050: gosub DSKOOL_4155
0002: jump DSKOOL_2694

:DSKOOL_2529
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2694
00D6: if  0
8119:   NOT   car $196 wrecked
004D: jump_if_false DSKOOL_2694
00D6: if  0
80B0:   NOT   car $196  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false DSKOOL_2540
0519: unknown_car $196 flag  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DSKOOL_2540
00D6: if  0
80B0:   NOT   car $198  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false DSKOOL_2545
0519: unknown_car $196 flag  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DSKOOL_2545
0174: $251 = car $196 z_angle
00D6: if  21
0020:   $251 >  340.0  ;; floating-point values
0022:    20.0 > $251  ;; floating-point values
004D: jump_if_false DSKOOL_2552
0519: unknown_car $196 flag  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DSKOOL_2552
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_2694
0519: unknown_car $196 flag  1
0050: gosub DSKOOL_4211
00AA: store_car $196 position_to $255 $256 $257
00AA: store_car $198 position_to $69 $70 $71
0509: $259 = distance between point $69 $70 and point $255 $256
00D6: if  0
0020:   $259 >  4.0  ;; floating-point values
004D: jump_if_false DSKOOL_2574
00D6: if  0
0022:    11.0 > $259  ;; floating-point values
004D: jump_if_false DSKOOL_2572
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_2573

:DSKOOL_2572
0004: $267 =  0  ;; integer values

:DSKOOL_2573
0002: jump DSKOOL_2575

:DSKOOL_2574
0004: $267 =  100  ;; integer values

:DSKOOL_2575
0058: $271 += $267  ;; integer values
0174: $251 = car $196 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2583
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_2626

:DSKOOL_2583
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_2588
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_2626

:DSKOOL_2588
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_2595
00D6: if  0
001A:    21 > $252  ;; integer values
004D: jump_if_false DSKOOL_2595
0004: $266 =  100  ;; integer values

:DSKOOL_2595
00D6: if  0
0018:   $252 >  179  ;; integer values
004D: jump_if_false DSKOOL_2607
00D6: if  0
001A:    340 > $252  ;; integer values
004D: jump_if_false DSKOOL_2607
0084: $273 = $252  ;; integer values and handles
000C: $273 -=  180  ;; integer values
008D: $276 = integer_to_float $273
0011: $276 *=  .62  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_2626

:DSKOOL_2607
00D6: if  0
0018:   $252 >  339  ;; integer values
004D: jump_if_false DSKOOL_2614
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_2614
0004: $266 =  100  ;; integer values

:DSKOOL_2614
00D6: if  0
0018:   $252 >  20  ;; integer values
004D: jump_if_false DSKOOL_2626
00D6: if  0
001A:    180 > $252  ;; integer values
004D: jump_if_false DSKOOL_2626
008D: $276 = integer_to_float $252
0011: $276 *=  .62  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump DSKOOL_2626

:DSKOOL_2626
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_2630
0004: $266 =  0  ;; integer values

:DSKOOL_2630
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2637
0004: $271 =  0  ;; integer values

:DSKOOL_2637
0050: gosub DSKOOL_4235
00D6: if  0
001A:    3 > $268  ;; integer values
004D: jump_if_false DSKOOL_2642
0004: $268 =  0  ;; integer values

:DSKOOL_2642
0084: $272 = $268  ;; integer values and handles
0060: $271 -= $272  ;; integer values
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $102  ;; integer values
004D: jump_if_false DSKOOL_2653
008B: @47 = $102  ;; integer values and handles
0084: $102 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_2654

:DSKOOL_2653
0006: @45 =  0  ;; integer values

:DSKOOL_2654
00D6: if  0
0038:   $53 ==  14  ;; integer values
004D: jump_if_false DSKOOL_2664
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_2664
0006: @41 =  2  ;; integer values
0004: $53 =  15  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  15  ;; integer values

:DSKOOL_2664
0006: @32 =  0  ;; integer values

:DSKOOL_2665
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2675
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2675
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_2682

:DSKOOL_2675
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2681
0002: jump DSKOOL_2682

:DSKOOL_2681
0002: jump DSKOOL_2665

:DSKOOL_2682
0050: gosub DSKOOL_4600
00A6: destroy_car $196
0108: destroy_object @59
0108: destroy_object @57
009B: destroy_actor_instantly @56
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2693
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_2694

:DSKOOL_2693
0002: jump DSKOOL_2475

:DSKOOL_2694
0002: jump DSKOOL_2508

:DSKOOL_2695
00D6: if  0
0038:   $247 ==  15  ;; integer values
004D: jump_if_false DSKOOL_3069

:DSKOOL_2698
0050: gosub DSKOOL_4017

:DSKOOL_2699
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  6000  ;; integer values
0050: gosub DSKOOL_4038
0086: $278 = $256  ;; floating-point values only
0009: $278 +=  20.0  ;; floating-point values
00A5: $198 = create_car  429 at $255 $278 $257
0175: set_car $198 z_angle_to $258
0852: $198  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  411 at $277 $278 $257
0175: set_car $196 z_angle_to $258
0519: unknown_car $196 flag  1
0086: $278 = $256  ;; floating-point values only
000D: $278 -=  80.0  ;; floating-point values
00A5: $197 = create_car  411 at $277 $278 $257
0175: set_car $197 z_angle_to $258
0519: unknown_car $197 flag  1
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2733
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_2732
0560: $198 @55

:DSKOOL_2732
0051: return

:DSKOOL_2733
00BE: text_clear_all
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_33'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_2737
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_2743
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_3057

:DSKOOL_2743
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2748
0002: jump DSKOOL_3302

:DSKOOL_2748
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2758
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2756
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_33'  5000 ms  4

:DSKOOL_2756
0050: gosub DSKOOL_4155
0002: jump DSKOOL_3068

:DSKOOL_2758
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_3068
0050: gosub DSKOOL_4205
00D6: if  0
0038:   $254 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2769
00D6: if  0
00B1:   car $198  0 ()in_cube -2047.0 -186.0  37.2 -2054.0 -190.0  39.0
004D: jump_if_false DSKOOL_2769
0004: $254 =  1  ;; integer values

:DSKOOL_2769
00D6: if  0
0038:   $254 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2782
0224: set_car $198 health_to  1000
00D6: if  0
81F3:   NOT   car $198 airborne
004D: jump_if_false DSKOOL_2782
00D6: if  0
01F4:   car $198 flipped
004D: jump_if_false DSKOOL_2782
0224: set_car $198 health_to  700
0852: $198  1 
0004: $254 =  2  ;; integer values

:DSKOOL_2782
00D6: if  0
81F3:   NOT   car $198 airborne
004D: jump_if_false DSKOOL_2789
00D6: if  0
01F4:   car $198 flipped
004D: jump_if_false DSKOOL_2789
0221: set_player $PLAYER_CHAR trapped_in_car  1

:DSKOOL_2789
00D6: if  0
80B0:   NOT   car $198  0 ()in_rectangle -2042.0 -100.0 -2058.0 -280.0
004D: jump_if_false DSKOOL_2793
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DSKOOL_2793
0174: $251 = car $198 z_angle
00D6: if  21
0020:   $251 >  200.0  ;; floating-point values
0022:    160.0 > $251  ;; floating-point values
004D: jump_if_false DSKOOL_2799
0005: $276 =  1.0  ;; floating-point values

:DSKOOL_2799
06BE: $198 @36 
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2811
00D6: if  0
0021:   @36 >  5.0  ;; floating-point values
004D: jump_if_false DSKOOL_2807
0006: @38 =  1  ;; integer values

:DSKOOL_2807
00D6: if  0
0023:   -5.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2811
0006: @38 =  2  ;; integer values

:DSKOOL_2811
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2862
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2821
00D6: if  0
0021:   @36 >  90.0  ;; floating-point values
004D: jump_if_false DSKOOL_2821
0006: @37 =  1  ;; integer values

:DSKOOL_2821
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2828
00D6: if  0
0021:   @36 >  170.0  ;; floating-point values
004D: jump_if_false DSKOOL_2828
0006: @37 =  2  ;; integer values

:DSKOOL_2828
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2838
00D6: if  0
0023:    0.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2838
00D6: if  0
0021:   @36 > -170.0  ;; floating-point values
004D: jump_if_false DSKOOL_2838
0006: @37 =  3  ;; integer values

:DSKOOL_2838
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false DSKOOL_2852
00D6: if  0
0023:    0.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2848
00D6: if  0
0021:   @36 > -90.0  ;; floating-point values
004D: jump_if_false DSKOOL_2848
0006: @37 =  4  ;; integer values

:DSKOOL_2848
00D6: if  0
0021:   @36 >  10.0  ;; floating-point values
004D: jump_if_false DSKOOL_2852
0006: @37 =  0  ;; integer values

:DSKOOL_2852
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false DSKOOL_2862
00D6: if  0
0023:    0.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2862
00D6: if  0
0021:   @36 > -5.0  ;; floating-point values
004D: jump_if_false DSKOOL_2862
0006: @37 =  5  ;; integer values

:DSKOOL_2862
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2913
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2872
00D6: if  0
0023:   -90.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2872
0006: @37 =  1  ;; integer values

:DSKOOL_2872
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2879
00D6: if  0
0023:   -170.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2879
0006: @37 =  2  ;; integer values

:DSKOOL_2879
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2889
00D6: if  0
0021:   @36 >  0.0  ;; floating-point values
004D: jump_if_false DSKOOL_2889
00D6: if  0
0023:    170.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2889
0006: @37 =  3  ;; integer values

:DSKOOL_2889
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false DSKOOL_2903
00D6: if  0
0021:   @36 >  0.0  ;; floating-point values
004D: jump_if_false DSKOOL_2899
00D6: if  0
0023:    90.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2899
0006: @37 =  4  ;; integer values

:DSKOOL_2899
00D6: if  0
0023:   -10.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2903
0006: @37 =  0  ;; integer values

:DSKOOL_2903
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false DSKOOL_2913
00D6: if  0
0021:   @36 >  0.0  ;; floating-point values
004D: jump_if_false DSKOOL_2913
00D6: if  0
0023:    5.0 > @36  ;; floating-point values
004D: jump_if_false DSKOOL_2913
0006: @37 =  5  ;; integer values

:DSKOOL_2913
00D6: if  0
01C1:   car $198 stopped
004D: jump_if_false DSKOOL_3068
0050: gosub DSKOOL_4211
00D6: if  0
0039:   @37 ==  5  ;; integer values
004D: jump_if_false DSKOOL_2921
0004: $267 =  100  ;; integer values

:DSKOOL_2921
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false DSKOOL_2925
0004: $267 =  80  ;; integer values

:DSKOOL_2925
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false DSKOOL_2929
0004: $267 =  60  ;; integer values

:DSKOOL_2929
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false DSKOOL_2933
0004: $267 =  40  ;; integer values

:DSKOOL_2933
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false DSKOOL_2937
0004: $267 =  20  ;; integer values

:DSKOOL_2937
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2941
0004: $267 =  0  ;; integer values

:DSKOOL_2941
00D6: if  0
0038:   $254 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2945
0004: $267 =  0  ;; integer values

:DSKOOL_2945
00D6: if  0
01F4:   car $198 flipped
004D: jump_if_false DSKOOL_2949
0004: $267 =  0  ;; integer values

:DSKOOL_2949
00D6: if  0
80B0:   NOT   car $198  0 ()in_rectangle -2042.0 -215.0 -2058.0 -280.0
004D: jump_if_false DSKOOL_2953
0004: $267 =  0  ;; integer values

:DSKOOL_2953
0174: $251 = car $198 z_angle
008C: $252 = float_to_integer $251
00D6: if  0
0038:   $252 ==  0  ;; integer values
004D: jump_if_false DSKOOL_2960
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_3001

:DSKOOL_2960
00D6: if  0
0038:   $252 ==  180  ;; integer values
004D: jump_if_false DSKOOL_2965
0004: $266 =  100  ;; integer values
0002: jump DSKOOL_3001

:DSKOOL_2965
00D6: if  0
0038:   $252 ==  360  ;; integer values
004D: jump_if_false DSKOOL_2970
0004: $266 =  0  ;; integer values
0002: jump DSKOOL_3001

:DSKOOL_2970
00D6: if  0
0018:   $252 >  0  ;; integer values
004D: jump_if_false DSKOOL_2980
00D6: if  0
001A:    175 > $252  ;; integer values
004D: jump_if_false DSKOOL_2980
008D: $276 = integer_to_float $252
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump DSKOOL_3001

:DSKOOL_2980
00D6: if  0
0018:   $252 >  174  ;; integer values
004D: jump_if_false DSKOOL_2987
00D6: if  0
001A:    186 > $252  ;; integer values
004D: jump_if_false DSKOOL_2987
0004: $266 =  100  ;; integer values

:DSKOOL_2987
00D6: if  0
0018:   $252 >  185  ;; integer values
004D: jump_if_false DSKOOL_3001
00D6: if  0
001A:    360 > $252  ;; integer values
004D: jump_if_false DSKOOL_3001
0084: $273 = $252  ;; integer values and handles
000C: $273 -=  180  ;; integer values
008D: $276 = integer_to_float $273
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump DSKOOL_3001

:DSKOOL_3001
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false DSKOOL_3005
0004: $266 =  0  ;; integer values

:DSKOOL_3005
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3012
0004: $271 =  0  ;; integer values

:DSKOOL_3012
0050: gosub DSKOOL_4235
00D6: if  0
001A:    2 > $268  ;; integer values
004D: jump_if_false DSKOOL_3017
0004: $268 =  0  ;; integer values

:DSKOOL_3017
0084: $272 = $268  ;; integer values and handles
0060: $271 -= $272  ;; integer values
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $100  ;; integer values
004D: jump_if_false DSKOOL_3028
008B: @47 = $100  ;; integer values and handles
0084: $100 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_3029

:DSKOOL_3028
0006: @45 =  0  ;; integer values

:DSKOOL_3029
00D6: if  0
0038:   $53 ==  15  ;; integer values
004D: jump_if_false DSKOOL_3039
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_3039
0006: @41 =  2  ;; integer values
0004: $53 =  16  ;; integer values
0004: $325 =  2  ;; integer values
0006: @50 =  16  ;; integer values

:DSKOOL_3039
0006: @32 =  0  ;; integer values

:DSKOOL_3040
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3050
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_3050
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_3057

:DSKOOL_3050
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3056
0002: jump DSKOOL_3057

:DSKOOL_3056
0002: jump DSKOOL_3040

:DSKOOL_3057
0050: gosub DSKOOL_4600
00A6: destroy_car $196
00A6: destroy_car $197
0108: destroy_object @57
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3067
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_3068

:DSKOOL_3067
0002: jump DSKOOL_2698

:DSKOOL_3068
0002: jump DSKOOL_2737

:DSKOOL_3069
00D6: if  0
0038:   $247 ==  16  ;; integer values
004D: jump_if_false DSKOOL_3302

:DSKOOL_3072
0050: gosub DSKOOL_4017

:DSKOOL_3073
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  0  ;; integer values
0050: gosub DSKOOL_4038
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  506 at $255 $256 $257
0175: set_car $198 z_angle_to  0.0
039C: (unknown) $198  1 
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3095
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  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_3094
0560: $198 @55

:DSKOOL_3094
0051: return

:DSKOOL_3095
00BE: text_clear_all
01EB: set_car_density_to  .5
03CB: set_camera $255 $256 $257
018A: @35 = create_checkpoint_at $282 $283 $284
06D5:  0 $282 $283 $284 $255 $256 $257  5.0 @42 
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_31'  5000 ms  4
0050: gosub DSKOOL_4123

:DSKOOL_3103
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_3109
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_3253

:DSKOOL_3109
0050: gosub DSKOOL_4137
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3114
0002: jump DSKOOL_3302

:DSKOOL_3114
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3118
0002: jump DSKOOL_3253

:DSKOOL_3118
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3128
00D6: if  0
8038:   NOT   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3126
00BA: text_styled 'DSTART'  5000 ms  4
00BC: text_highpriority 'DS1_31'  5000 ms  4

:DSKOOL_3126
0050: gosub DSKOOL_4155
0002: jump DSKOOL_3301

:DSKOOL_3128
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_3301
00D6: if  0
0018:   $253 >  260000  ;; integer values
004D: jump_if_false DSKOOL_3135
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DSKOOL_3135
00D6: if  0
0038:   $254 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3146
00D6: if  0
01AF:   car $198  0 ()near_point $282 $283 $284 radius  4.0  4.0  4.0
004D: jump_if_false DSKOOL_3146
0164: disable_marker @35
018A: @35 = create_checkpoint_at $255 $256 $257
06D6: @42 
06D5:  1 $255 $256 $257 $255 $256 $257  5.0 @42 
0004: $254 =  1  ;; integer values

:DSKOOL_3146
00D6: if  0
0038:   $254 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3154
00D6: if  0
01AF:   car $198  0 ()near_point $255 $256 $257 radius  4.0  4.0  4.0
004D: jump_if_false DSKOOL_3154
0164: disable_marker @35
0004: $254 =  2  ;; integer values

:DSKOOL_3154
00BE: text_clear_all
00D6: if  23
01C1:   car $198 stopped
0038:   $254 ==  2  ;; integer values
02BF:   car $198 sunk
0028:   $253 >=  140000  ;; integer values
004D: jump_if_false DSKOOL_3301
0050: gosub DSKOOL_4211
06D6: @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  0
001A:    2 > $254  ;; integer values
004D: jump_if_false DSKOOL_3178
0004: $270 =  0  ;; integer values
0002: jump DSKOOL_3212

:DSKOOL_3178
00D6: if  0
001A:    100000 > $273  ;; integer values
004D: jump_if_false DSKOOL_3182
0004: $270 =  100  ;; integer values

:DSKOOL_3182
00D6: if  0
0028:   $273 >=  100000  ;; integer values
004D: jump_if_false DSKOOL_3195
00D6: if  0
001A:    120000 > $273  ;; integer values
004D: jump_if_false DSKOOL_3195
0084: $274 = $273  ;; integer values and handles
000C: $274 -=  99999  ;; integer values
008D: $276 = integer_to_float $274
0011: $276 *=  .0015  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $270 =  100  ;; integer values
0060: $270 -= $273  ;; integer values

:DSKOOL_3195
00D6: if  0
0028:   $273 >=  120000  ;; integer values
004D: jump_if_false DSKOOL_3208
00D6: if  0
001A:    140000 > $273  ;; integer values
004D: jump_if_false DSKOOL_3208
0084: $274 = $273  ;; integer values and handles
000C: $274 -=  119999  ;; integer values
008D: $276 = integer_to_float $274
0011: $276 *=  .0035  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $270 =  70  ;; integer values
0060: $270 -= $273  ;; integer values

:DSKOOL_3208
00D6: if  0
0028:   $273 >=  140000  ;; integer values
004D: jump_if_false DSKOOL_3212
0004: $270 =  0  ;; integer values

:DSKOOL_3212
00D6: if  0
001A:    1 > $270  ;; integer values
004D: jump_if_false DSKOOL_3216
0004: $270 =  0  ;; integer values

:DSKOOL_3216
00D6: if  0
0018:   $270 >  99  ;; integer values
004D: jump_if_false DSKOOL_3220
0004: $270 =  100  ;; integer values

:DSKOOL_3220
0084: $271 = $270  ;; integer values and handles
0050: gosub DSKOOL_4235
0084: $272 = $268  ;; integer values and handles
0060: $271 -= $272  ;; integer values
0050: gosub DSKOOL_4346
00D6: if  0
001C:   $271 > $97  ;; integer values
004D: jump_if_false DSKOOL_3233
008B: @47 = $97  ;; integer values and handles
0084: $97 = $271  ;; integer values and handles
0006: @41 =  1  ;; integer values
0050: gosub DSKOOL_4400
0002: jump DSKOOL_3234

:DSKOOL_3233
0006: @45 =  0  ;; integer values

:DSKOOL_3234
0004: $254 =  5  ;; integer values
0006: @32 =  0  ;; integer values

:DSKOOL_3236
0001: wait  0 ms
0050: gosub DSKOOL_4352
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3246
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DSKOOL_3246
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_3253

:DSKOOL_3246
0050: gosub DSKOOL_4441
0050: gosub DSKOOL_4586
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3252
0002: jump DSKOOL_3253

:DSKOOL_3252
0002: jump DSKOOL_3236

:DSKOOL_3253
00D6: if  0
0038:   $86 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3290
00D6: if  0
0038:   $53 ==  16  ;; integer values
004D: jump_if_false DSKOOL_3290
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_3290
016A: fade  0 ()  500 ms

:DSKOOL_3263
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_3268
0001: wait  0 ms
0002: jump DSKOOL_3263

:DSKOOL_3268
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: $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: $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 (clear) useless_flag
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms

:DSKOOL_3284
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_3289
0001: wait  0 ms
0002: jump DSKOOL_3284

:DSKOOL_3289
0002: jump DSKOOL_3308

:DSKOOL_3290
0050: gosub DSKOOL_4600
0164: disable_marker @35
06D6: @42 
01EB: set_car_density_to  1.0
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3300
00BE: text_clear_all
0002: jump DSKOOL_182
0002: jump DSKOOL_3301

:DSKOOL_3300
0002: jump DSKOOL_3072

:DSKOOL_3301
0002: jump DSKOOL_3103

:DSKOOL_3302
00BE: text_clear_all
00D6: if  0
0038:   $325 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3307
00BA: text_styled 'M_FAIL'  5000 ms  1

:DSKOOL_3307
0051: return

:DSKOOL_3308
00D6: if  0
0038:   $86 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3324
0164: disable_marker $596
0570: $596 = create_asset_radar_marker_with_icon  36 at $577 $578 $579
018B: show_on_radar $596  2
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
0624:  160  40.0 
0394: play_music  2
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'FAR_1'
030C: set_mission_points +=  1
0004: $86 =  1  ;; integer values

:DSKOOL_3324
0051: return

:DSKOOL_3325
00D6: if  0
0038:   $7417 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $107 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $105 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $98 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $96 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $94 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $103 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $91 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $101 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $92 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $102 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $100 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
00D6: if  0
0028:   $97 >=  70  ;; integer values
004D: jump_if_false DSKOOL_3366
014C: set_parked_car_generator $5178 cars_to_generate_to  101
0004: $7417 =  1  ;; integer values

:DSKOOL_3366
00D6: if  0
0038:   $7418 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $107 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $105 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $98 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $96 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $94 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $103 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $91 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $101 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $92 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $102 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $100 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
00D6: if  0
0028:   $97 >=  85  ;; integer values
004D: jump_if_false DSKOOL_3407
014C: set_parked_car_generator $5183 cars_to_generate_to  101
0004: $7418 =  1  ;; integer values

:DSKOOL_3407
00D6: if  0
0038:   $7419 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $107 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $105 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $98 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $96 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $94 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $103 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $91 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $101 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $92 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $102 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $100 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
00D6: if  0
0038:   $97 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3448
014C: set_parked_car_generator $5184 cars_to_generate_to  101
0004: $7419 =  1  ;; integer values

:DSKOOL_3448
014F: stop_timer $253
03F0: text_draw_toggle  0
01B7: release_weather
0249: release_model  429
0249: release_model  420
0249: release_model #TRAFFICCONE
0249: release_model  50
0249: release_model  496
0249: release_model  411
0249: release_model  506
0249: release_model  597
0249: release_model  281
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: -2015.37 -76.08  10.0 -2078.3 -66.75  50.0 
09EC:  0 
097A:  0.0  0.0  0.0  1184 
0299: activate_garage 'BODLAWN'  
0299: activate_garage 'MODLAST'  
0299: activate_garage 'MDSSFSE'  
00D6: if  0
0038:   $1499 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3477
0299: activate_garage 'MDS1SFS'  
0299: activate_garage 'VECMOD'  

:DSKOOL_3477
0A14:  0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DSKOOL_3482
0A09: $PLAYER_ACTOR  0 

:DSKOOL_3482
09F5:  0 
0391: (unknown)
01EB: set_car_density_to  1.0
0826:  1 
0581: toggle_radar  1 (on)
0164: disable_marker @35
06D6: @42 
09D2:  1 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:DSKOOL_3494
03E3:  1 
038D:  8  320.0  225.0  612.0  438.0  0  0  0 @44 
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3509
00D6: if  0
001B:    255 > @44  ;; integer values
004D: jump_if_false DSKOOL_3508
000A: @44 +=  5  ;; integer values
00D6: if  0
0019:   @44 >  255  ;; integer values
004D: jump_if_false DSKOOL_3507
0006: @44 =  255  ;; integer values

:DSKOOL_3507
0002: jump DSKOOL_3509

:DSKOOL_3508
0006: @43 =  2  ;; integer values

:DSKOOL_3509
00D6: if  0
0039:   @43 ==  3  ;; integer values
004D: jump_if_false DSKOOL_3522
00D6: if  0
0019:   @44 >  0  ;; integer values
004D: jump_if_false DSKOOL_3521
000E: @44 -=  5  ;; integer values
00D6: if  0
001B:    0 > @44  ;; integer values
004D: jump_if_false DSKOOL_3520
0006: @44 =  0  ;; integer values

:DSKOOL_3520
0002: jump DSKOOL_3522

:DSKOOL_3521
0006: @43 =  0  ;; integer values

:DSKOOL_3522
03E3:  1 
038D:  8  320.0  0.0  640.0  197.0  0  0  0  255 
0050: gosub DSKOOL_4006
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3532
033E: text_draw  322.0  31.0 'DS_P'
008B: @46 = $107  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3532
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3538
033E: text_draw  322.0  31.0 'DS_O'
008B: @46 = $105  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3538
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_3544
033E: text_draw  322.0  31.0 'DS_I'
008B: @46 = $98  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3544
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_3550
033E: text_draw  322.0  31.0 'DS_I'
008B: @46 = $98  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3550
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false DSKOOL_3556
033E: text_draw  322.0  31.0 'DS_F'
008B: @46 = $96  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3556
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false DSKOOL_3562
033E: text_draw  322.0  31.0 'DS_E'
008B: @46 = $94  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3562
00D6: if  0
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_3568
033E: text_draw  322.0  31.0 'DS_E'
008B: @46 = $94  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3568
00D6: if  0
0038:   $247 ==  8  ;; integer values
004D: jump_if_false DSKOOL_3574
033E: text_draw  322.0  31.0 'DS_N'
008B: @46 = $103  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3574
00D6: if  0
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_3580
033E: text_draw  322.0  31.0 'DS_N'
008B: @46 = $103  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3580
00D6: if  0
0038:   $247 ==  10  ;; integer values
004D: jump_if_false DSKOOL_3586
033E: text_draw  322.0  31.0 'DS_A'
008B: @46 = $91  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3586
00D6: if  0
0038:   $247 ==  11  ;; integer values
004D: jump_if_false DSKOOL_3592
033E: text_draw  322.0  31.0 'DS_K'
008B: @46 = $101  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3592
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_3598
033E: text_draw  322.0  31.0 'DS_C'
008B: @46 = $92  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3598
00D6: if  0
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_3604
033E: text_draw  322.0  31.0 'DS_C'
008B: @46 = $92  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3604
00D6: if  0
0038:   $247 ==  14  ;; integer values
004D: jump_if_false DSKOOL_3610
033E: text_draw  322.0  31.0 'DS_L'
008B: @46 = $102  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3610
00D6: if  0
0038:   $247 ==  15  ;; integer values
004D: jump_if_false DSKOOL_3616
033E: text_draw  322.0  31.0 'DS_J'
008B: @46 = $100  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3616
00D6: if  0
0038:   $247 ==  16  ;; integer values
004D: jump_if_false DSKOOL_3622
033E: text_draw  322.0  31.0 'DS_G'
008B: @46 = $97  ;; integer values and handles
0050: gosub DSKOOL_3716

:DSKOOL_3622
0050: gosub DSKOOL_3975
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false DSKOOL_3631
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  360.0 'DS1_53'
0002: jump DSKOOL_3633

:DSKOOL_3631
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  360.0 'DS1_53'

:DSKOOL_3633
00D6: if  0
8039:   NOT   @39 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3673
0050: gosub DSKOOL_3975
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false DSKOOL_3645
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  340.0 'DS1_54'
0002: jump DSKOOL_3647

:DSKOOL_3645
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  340.0 'DS1_54'

:DSKOOL_3647
00D6: if  0
8038:   NOT   $53 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3662
0050: gosub DSKOOL_3975
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false DSKOOL_3659
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'DS1_52'
0002: jump DSKOOL_3661

:DSKOOL_3659
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'DS1_52'

:DSKOOL_3661
0002: jump DSKOOL_3673

:DSKOOL_3662
0050: gosub DSKOOL_3975
0904:  8 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false DSKOOL_3671
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'DS1_52'
0002: jump DSKOOL_3673

:DSKOOL_3671
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'DS1_52'

:DSKOOL_3673
0050: gosub DSKOOL_3975
033F: set_text_draw_letter_width_height  .32  1.25
0904:  4 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  150.0  360.0 'DS1_63'
00D6: if  0
8039:   NOT   @39 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3702
0050: gosub DSKOOL_3975
0904:  4 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  150.0  340.0 'SCH_PRS'
00D6: if  0
8038:   NOT   $53 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3694
0050: gosub DSKOOL_3975
0904:  4 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  537.4  340.0 'DS1_62'

:DSKOOL_3694
00D6: if  0
0038:   $53 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3702
0050: gosub DSKOOL_3975
0904:  4 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  537.4  340.0 'DS1_62'

:DSKOOL_3702
033F: set_text_draw_letter_width_height  .52  1.45
03E3:  1 
038D:  5  160.0  112.0  320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  160.0  317.0  320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  112.0 -320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  317.0 -320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  9  160.0  435.0  320.0  17.0  150  150  150  255 
03E3:  1 
038D:  9  480.0  435.0 -320.0  17.0  150  150  150  255 
0051: return

:DSKOOL_3716
03E3:  1 
038D:  8  320.0  430.0  640.0  250.0  0  0  0  255 
00D6: if  0
001B:    70 > @46  ;; integer values
004D: jump_if_false DSKOOL_3722
0006: @45 =  1  ;; integer values

:DSKOOL_3722
00D6: if  0
0019:   @46 >  69  ;; integer values
004D: jump_if_false DSKOOL_3729
00D6: if  0
001B:    85 > @46  ;; integer values
004D: jump_if_false DSKOOL_3729
0006: @45 =  2  ;; integer values

:DSKOOL_3729
00D6: if  0
0019:   @46 >  84  ;; integer values
004D: jump_if_false DSKOOL_3736
00D6: if  0
001B:    100 > @46  ;; integer values
004D: jump_if_false DSKOOL_3736
0006: @45 =  3  ;; integer values

:DSKOOL_3736
00D6: if  0
0039:   @46 ==  100  ;; integer values
004D: jump_if_false DSKOOL_3740
0006: @45 =  4  ;; integer values

:DSKOOL_3740
0050: gosub DSKOOL_3975
03E4: set_text_draw_align_right  0
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
00D6: if  0
0019:   @45 >  1  ;; integer values
004D: jump_if_false DSKOOL_3749
045A: text_draw_1number  217.0  75.0 'DS1_58' @46
0002: jump DSKOOL_3769

:DSKOOL_3749
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false DSKOOL_3753
033E: text_draw  175.0  75.0 'DS1_67'

:DSKOOL_3753
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false DSKOOL_3757
033E: text_draw  83.0  75.0 'DS1_67'

:DSKOOL_3757
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false DSKOOL_3761
033E: text_draw  89.0  75.0 'DS1_67'

:DSKOOL_3761
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false DSKOOL_3765
033E: text_draw  147.0  75.0 'DS1_67'

:DSKOOL_3765
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false DSKOOL_3769
033E: text_draw  65.0  75.0 'DS1_67'

:DSKOOL_3769
00D6: if  0
0019:   @45 >  1  ;; integer values
004D: jump_if_false DSKOOL_3777
03E3:  1 
038D:  4  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  4  395.0  306.0  60.0  60.0  180  180  180  255 
0002: jump DSKOOL_3781

:DSKOOL_3777
03E3:  1 
038D:  7  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  7  395.0  306.0  60.0  60.0  180  180  180  255 

:DSKOOL_3781
03E3:  1 
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3795
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false DSKOOL_3790
038D:  6  320.0  307.0  110.0  95.0  160  160  160  255 
0002: jump DSKOOL_3791

:DSKOOL_3790
038D:  10  320.0  307.0  110.0  95.0  160  160  160  255 

:DSKOOL_3791
0050: gosub DSKOOL_3975
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  266.0  375.0 'DS1_68'

:DSKOOL_3795
00D6: if  0
0039:   @45 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3803
038D:  1  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub DSKOOL_3975
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  280.0  375.0 'DS1_57'

:DSKOOL_3803
00D6: if  0
0039:   @45 ==  3  ;; integer values
004D: jump_if_false DSKOOL_3811
038D:  2  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub DSKOOL_3975
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  283.0  375.0 'DS1_56'

:DSKOOL_3811
00D6: if  0
0039:   @45 ==  4  ;; integer values
004D: jump_if_false DSKOOL_3819
038D:  3  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub DSKOOL_3975
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  294.0  375.0 'DS1_55'

:DSKOOL_3819
0051: return

:DSKOOL_3820
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DSKOOL_3872
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3827
0050: gosub DSKOOL_559

:DSKOOL_3827
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3831
0050: gosub DSKOOL_785

:DSKOOL_3831
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_3835
0050: gosub DSKOOL_964

:DSKOOL_3835
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false DSKOOL_3839
0050: gosub DSKOOL_1188

:DSKOOL_3839
00D6: if  0
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_3843
0050: gosub DSKOOL_1386

:DSKOOL_3843
00D6: if  0
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_3847
0050: gosub DSKOOL_1618

:DSKOOL_3847
00D6: if  0
0038:   $247 ==  10  ;; integer values
004D: jump_if_false DSKOOL_3851
0050: gosub DSKOOL_1816

:DSKOOL_3851
00D6: if  0
0038:   $247 ==  11  ;; integer values
004D: jump_if_false DSKOOL_3855
0050: gosub DSKOOL_2078

:DSKOOL_3855
00D6: if  0
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_3859
0050: gosub DSKOOL_2287

:DSKOOL_3859
00D6: if  0
0038:   $247 ==  14  ;; integer values
004D: jump_if_false DSKOOL_3863
0050: gosub DSKOOL_2476

:DSKOOL_3863
00D6: if  0
0038:   $247 ==  15  ;; integer values
004D: jump_if_false DSKOOL_3867
0050: gosub DSKOOL_2699

:DSKOOL_3867
00D6: if  0
0038:   $247 ==  16  ;; integer values
004D: jump_if_false DSKOOL_3871
0050: gosub DSKOOL_3073

:DSKOOL_3871
0006: @34 =  1  ;; integer values

:DSKOOL_3872
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false DSKOOL_3914
00D6: if  0
0038:   $247 ==  14  ;; integer values
004D: jump_if_false DSKOOL_3903
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_3902
00D6: if  0
87C1:   NOT  14 
004D: jump_if_false DSKOOL_3885
07C0:  14 

:DSKOOL_3885
00D6: if  0
87C1:   NOT  3 
004D: jump_if_false DSKOOL_3889
07C0:  3 

:DSKOOL_3889
00D6: if  0
07C1:  14 
004D: jump_if_false DSKOOL_3902
00D6: if  0
07C1:  3 
004D: jump_if_false DSKOOL_3902
05EB: $198  14 
00D6: if  0
8119:   NOT   car $196 wrecked
004D: jump_if_false DSKOOL_3900
05EB: $196  3 

:DSKOOL_3900
0006: @43 =  3  ;; integer values
0006: @34 =  2  ;; integer values

:DSKOOL_3902
0002: jump DSKOOL_3914

:DSKOOL_3903
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_3914
00D6: if  0
87C1:   NOT $247 
004D: jump_if_false DSKOOL_3911
07C0: $247 
0002: jump DSKOOL_3914

:DSKOOL_3911
05EB: $198 $247 
0006: @43 =  3  ;; integer values
0006: @34 =  2  ;; integer values

:DSKOOL_3914
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3928
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_3926
00D6: if  0
860E:   NOT $198 
004D: jump_if_false DSKOOL_3925
0006: @43 =  1  ;; integer values
0006: @34 =  4  ;; integer values

:DSKOOL_3925
0002: jump DSKOOL_3928

:DSKOOL_3926
0006: @43 =  1  ;; integer values
0006: @34 =  4  ;; integer values

:DSKOOL_3928
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false DSKOOL_3933
0006: @43 =  1  ;; integer values
0006: @34 =  4  ;; integer values

:DSKOOL_3933
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DSKOOL_3974
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false DSKOOL_3974
00D6: if  0
0038:   $247 ==  14  ;; integer values
004D: jump_if_false DSKOOL_3946
00D6: if  0
8119:   NOT   car $196 wrecked
004D: jump_if_false DSKOOL_3946
05EC: $196 

:DSKOOL_3946
05EC: $198 
00A6: destroy_car $198
0395: clear_area  1 at $327 $328 $329 range  300.0
014F: stop_timer $253
0396:  0 (clear) 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:  1 
0873:  2 
0873:  3 
0873:  4 
0873:  5 
0873:  7 
0873:  9 
0873:  10 
0873:  11 
0873:  13 
0873:  14 
0873:  15 
0873:  16 
0050: gosub DSKOOL_4646
0006: @34 =  0  ;; integer values

:DSKOOL_3974
0051: return

:DSKOOL_3975
03E0:  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  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:DSKOOL_3986
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  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:DSKOOL_3996
03E0:  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  .8  2.6
060D:  2  0  0  0  255 
0051: return

:DSKOOL_4006
03E0:  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:  3  0  0  0  255 
0349: text_draw_style =  3  
0051: return

:DSKOOL_4017
016A: fade  0 ()  500 ms

:DSKOOL_4018
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_4023
0001: wait  0 ms
0002: jump DSKOOL_4018

:DSKOOL_4023
00D6: if  0
0038:   $247 ==  16  ;; integer values
004D: jump_if_false DSKOOL_4029
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0002: jump DSKOOL_4031

:DSKOOL_4029
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0

:DSKOOL_4031
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_4038
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_4123
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 (back)  500 ms

:DSKOOL_4130
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_4135
0001: wait  0 ms
0002: jump DSKOOL_4130

:DSKOOL_4135
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:DSKOOL_4137
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_4148
00D6: if  0
0038:   $249 ==  1  ;; integer values
004D: jump_if_false DSKOOL_4147
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $198
004D: jump_if_false DSKOOL_4147
0004: $325 =  1  ;; integer values

:DSKOOL_4147
0002: jump DSKOOL_4154

:DSKOOL_4148
00D6: if  0
02BF:   car $198 sunk
004D: jump_if_false DSKOOL_4153
0004: $325 =  2  ;; integer values
0002: jump DSKOOL_4154

:DSKOOL_4153
0004: $325 =  1  ;; integer values

:DSKOOL_4154
0051: return

:DSKOOL_4155
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_4162
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $198
004D: jump_if_false DSKOOL_4162
02E3: $250 = car $198 speed

:DSKOOL_4162
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false DSKOOL_4204
00D6: if  0
0020:   $250 >  .5  ;; floating-point values
004D: jump_if_false DSKOOL_4204
00BE: text_clear_all
00D6: if  25
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_4180
014E: set_timer_to $253 type  1
0890: $253  3 

:DSKOOL_4180
00D6: if  24
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_4189
014E: set_timer_to $253 type  1
0890: $253  3 

:DSKOOL_4189
00D6: if  22
0038:   $247 ==  6  ;; integer values
0038:   $247 ==  7  ;; integer values
0038:   $247 ==  16  ;; integer values
004D: jump_if_false DSKOOL_4195
014E: set_timer_to $253 type  0

:DSKOOL_4195
00D6: if  0
0038:   $247 ==  14  ;; integer values
004D: jump_if_false DSKOOL_4203
00D6: if  0
8119:   NOT   car $196 wrecked
004D: jump_if_false DSKOOL_4203
04BA: set_car $196 speed_instantly  6.0
0477: set_car $196 animation  9  864000000 ms

:DSKOOL_4203
0004: $249 =  1  ;; integer values

:DSKOOL_4204
0051: return

:DSKOOL_4205
00D6: if  0
0038:   $253 ==  0  ;; integer values
004D: jump_if_false DSKOOL_4210
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0221: set_player $PLAYER_CHAR trapped_in_car  1

:DSKOOL_4210
0051: return

:DSKOOL_4211
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0519: unknown_car $198 flag  1
0396:  1 (set) useless_flag
097A:  0.0  0.0  0.0  1183 
0051: return

:DSKOOL_4216
00AA: store_car $198 position_to $69 $70 $71
0509: $259 = distance between point $69 $70 and point $255 $256
00D6: if  0
0020:   $259 >  .5  ;; floating-point values
004D: jump_if_false DSKOOL_4232
00D6: if  0
0022:    10.0 > $259  ;; floating-point values
004D: jump_if_false DSKOOL_4230
000D: $259 -=  .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_4231

:DSKOOL_4230
0004: $267 =  0  ;; integer values

:DSKOOL_4231
0002: jump DSKOOL_4233

:DSKOOL_4232
0004: $267 =  100  ;; integer values

:DSKOOL_4233
0058: $271 += $267  ;; integer values
0051: return

:DSKOOL_4235
0227: $260 = car $198 health
0004: $268 =  1000  ;; integer values
0060: $268 -= $260  ;; integer values
00D6: if  0
0038:   $247 ==  16  ;; integer values
004D: jump_if_false DSKOOL_4243
0014: $268 /=  10  ;; integer values
0002: jump DSKOOL_4244

:DSKOOL_4243
0014: $268 /=  2  ;; integer values

:DSKOOL_4244
00D6: if  0
0018:   $268 >  100  ;; integer values
004D: jump_if_false DSKOOL_4248
0004: $268 =  100  ;; integer values

:DSKOOL_4248
0051: return

:DSKOOL_4249
0004: $272 =  0  ;; integer values
0004: $200 =  0  ;; integer values
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false DSKOOL_4263

:DSKOOL_4254
00D6: if  0
001A:    15 > $200  ;; integer values
004D: jump_if_false DSKOOL_4263
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false DSKOOL_4261
0008: $272 +=  10  ;; integer values

:DSKOOL_4261
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4254

:DSKOOL_4263
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4275

:DSKOOL_4266
00D6: if  0
001A:    25 > $200  ;; integer values
004D: jump_if_false DSKOOL_4275
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false DSKOOL_4273
0008: $272 +=  10  ;; integer values

:DSKOOL_4273
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4266

:DSKOOL_4275
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_4288

:DSKOOL_4279
00D6: if  0
001A:    46 > $200  ;; integer values
004D: jump_if_false DSKOOL_4288
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false DSKOOL_4286
0008: $272 +=  10  ;; integer values

:DSKOOL_4286
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4279

:DSKOOL_4288
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false DSKOOL_4300

:DSKOOL_4291
00D6: if  0
001A:    37 > $200  ;; integer values
004D: jump_if_false DSKOOL_4300
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false DSKOOL_4298
0008: $272 +=  10  ;; integer values

:DSKOOL_4298
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4291

:DSKOOL_4300
00D6: if  21
0038:   $247 ==  6  ;; integer values
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_4313

:DSKOOL_4304
00D6: if  0
001A:    42 > $200  ;; integer values
004D: jump_if_false DSKOOL_4313
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false DSKOOL_4311
0008: $272 +=  10  ;; integer values

:DSKOOL_4311
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4304

:DSKOOL_4313
00D6: if  21
0038:   $247 ==  8  ;; integer values
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_4326

:DSKOOL_4317
00D6: if  0
001A:    30 > $200  ;; integer values
004D: jump_if_false DSKOOL_4326
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false DSKOOL_4324
0008: $272 +=  10  ;; integer values

:DSKOOL_4324
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4317

:DSKOOL_4326
00D6: if  21
0038:   $247 ==  12  ;; integer values
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_4339

:DSKOOL_4330
00D6: if  0
001A:    31 > $200  ;; integer values
004D: jump_if_false DSKOOL_4339
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false DSKOOL_4337
0008: $272 +=  10  ;; integer values

:DSKOOL_4337
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4330

:DSKOOL_4339
0010: $272 *=  2  ;; integer values
00D6: if  0
0018:   $272 >  90  ;; integer values
004D: jump_if_false DSKOOL_4344
0004: $272 =  100  ;; integer values

:DSKOOL_4344
0060: $271 -= $272  ;; integer values
0051: return

:DSKOOL_4346
00D6: if  0
001A:    1 > $271  ;; integer values
004D: jump_if_false DSKOOL_4350
0004: $271 =  0  ;; integer values

:DSKOOL_4350
00D6: if  0
00E1:   key_pressed  0  19 ;; submission
004D: jump_if_false DSKOOL_4350B
0004: $271 =  100  ;; integer values

:DSKOOL_4350B
00BE: text_clear_all
0051: return

:DSKOOL_4352
00D6: if  0
8119:   NOT   car $198 wrecked
004D: jump_if_false DSKOOL_4399
00D6: if  0
0038:   $333 ==  0  ;; integer values
004D: jump_if_false DSKOOL_4374
00AA: store_car $198 position_to $330 $331 $332
0009: $332 +=  5.0  ;; floating-point values
0407: create_coordinate $330 $331 $75 from_car $198 offset  15.0  0.0  5.0
015F: set_camera_position $330 $331 $332  0.0  0.0  0.0
0A39: @60 
00D6: if  22
0039:   @60 ==  1  ;; integer values
0039:   @60 ==  2  ;; integer values
0039:   @60 ==  3  ;; integer values
004D: jump_if_false DSKOOL_4370
0158: camera_on_vehicle $198  15  1
0002: jump DSKOOL_4371

:DSKOOL_4370
0158: camera_on_vehicle $198  15  2

:DSKOOL_4371
0460: set_camera_pointing_time  50.0  2000
09EC:  1 
0004: $333 =  1  ;; integer values

:DSKOOL_4374
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DSKOOL_4388
00D6: if  0
001B:    6000 > @32  ;; integer values
004D: jump_if_false DSKOOL_4388
00D6: if  0
0038:   $333 ==  1  ;; integer values
004D: jump_if_false DSKOOL_4388
0407: create_coordinate $330 $331 $75 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_4388
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false DSKOOL_4399
00D6: if  0
0038:   $333 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4399
0407: create_coordinate $330 $331 $75 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_4399
0051: return

:DSKOOL_4400
0006: @45 =  0  ;; integer values
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DSKOOL_4415
00D6: if  0
001A:    85 > $271  ;; integer values
004D: jump_if_false DSKOOL_4415
00D6: if  1
0019:   @47 >  69  ;; integer values
001B:    85 > @47  ;; integer values
004D: jump_if_false DSKOOL_4413
0006: @45 =  0  ;; integer values
0002: jump DSKOOL_4415

:DSKOOL_4413
097A:  0.0  0.0  0.0  1058 
0006: @45 =  2  ;; integer values

:DSKOOL_4415
00D6: if  0
0018:   $271 >  84  ;; integer values
004D: jump_if_false DSKOOL_4429
00D6: if  0
001A:    100 > $271  ;; integer values
004D: jump_if_false DSKOOL_4429
00D6: if  1
0019:   @47 >  84  ;; integer values
001B:    100 > @47  ;; integer values
004D: jump_if_false DSKOOL_4427
0006: @45 =  0  ;; integer values
0002: jump DSKOOL_4429

:DSKOOL_4427
097A:  0.0  0.0  0.0  1058 
0006: @45 =  3  ;; integer values

:DSKOOL_4429
00D6: if  0
0038:   $271 ==  100  ;; integer values
004D: jump_if_false DSKOOL_4440
00D6: if  0
0039:   @47 ==  100  ;; integer values
004D: jump_if_false DSKOOL_4437
0006: @45 =  0  ;; integer values
0002: jump DSKOOL_4440

:DSKOOL_4437
0624:  160  30.0 
097A:  0.0  0.0  0.0  1058 
0006: @45 =  4  ;; integer values

:DSKOOL_4440
0051: return

:DSKOOL_4441
0826:  0 
0581: toggle_radar  0 (off)
00BE: text_clear_all
014F: stop_timer $253
00D6: if  0
001B:    2 > @45  ;; integer values
004D: jump_if_false DSKOOL_4450
0937:  160.0  220.0  490.0  400.0 'DS1_65'  3 
0002: jump DSKOOL_4451

:DSKOOL_4450
0937:  160.0  200.0  490.0  400.0 'DUMMY'  3 

:DSKOOL_4451
00D6: if  22
0038:   $247 ==  6  ;; integer values
0038:   $247 ==  7  ;; integer values
0038:   $247 ==  16  ;; integer values
004D: jump_if_false DSKOOL_4478
0050: gosub DSKOOL_3986
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  255.0 'DS1_72'
0050: gosub DSKOOL_3986
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0018:   $302 >  9  ;; integer values
004D: jump_if_false DSKOOL_4468
045B: text_draw_2numbers  450.0  255.0 'DS1_21' $301 $302
0002: jump DSKOOL_4469

:DSKOOL_4468
045B: text_draw_2numbers  450.0  255.0 'DS1_22' $301 $302

:DSKOOL_4469
0050: gosub DSKOOL_3986
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  275.0 'DS1_23'
0050: gosub DSKOOL_3986
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
0002: jump DSKOOL_4494

:DSKOOL_4478
0050: gosub DSKOOL_3986
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  255.0 'DS1_5'
0050: gosub DSKOOL_3986
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
0050: gosub DSKOOL_3986
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  275.0 'DS1_6'
0050: gosub DSKOOL_3986
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

:DSKOOL_4494
0050: gosub DSKOOL_3986
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  295.0 'DS1_7'
0050: gosub DSKOOL_3986
03E4: set_text_draw_align_right  1
0904:  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
0050: gosub DSKOOL_3986
0904:  3 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  315.0 'DS1_10'
0050: gosub DSKOOL_3986
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
00D6: if  21
0039:   @41 ==  1  ;; integer values
0039:   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4538
00D6: if  0
0019:   @45 >  0  ;; integer values
004D: jump_if_false DSKOOL_4538
038D:  4  250.0  199.0 -60.0  60.0  180  180  180  255 
038D:  4  392.0  199.0  60.0  60.0  180  180  180  255 
00D6: if  0
0039:   @45 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4524
038D:  1  320.0  200.0  110.0  95.0  160  160  160  255 

:DSKOOL_4524
00D6: if  0
0039:   @45 ==  3  ;; integer values
004D: jump_if_false DSKOOL_4528
038D:  2  320.0  200.0  110.0  95.0  160  160  160  255 

:DSKOOL_4528
00D6: if  0
0039:   @45 ==  4  ;; integer values
004D: jump_if_false DSKOOL_4532
038D:  3  320.0  200.0  110.0  95.0  160  160  160  255 

:DSKOOL_4532
0050: gosub DSKOOL_4006
081C:  2  0  0  0  255 
033F: set_text_draw_letter_width_height  1.0  3.4
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  323.0  65.0 'DS1_47'

:DSKOOL_4538
00D6: if  21
0039:   @41 ==  1  ;; integer values
0039:   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4547
0050: gosub DSKOOL_4006
081C:  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'

:DSKOOL_4547
00D6: if  0
8039:   NOT   @41 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4571
0050: gosub DSKOOL_3986
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  340.0  345.0 'SCH_PRS'
0050: gosub DSKOOL_3986
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  345.0 'DS1_66'
0050: gosub DSKOOL_3986
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  340.0  365.0 'DS1_63'
0050: gosub DSKOOL_3986
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  365.0 'DS1_53'
0002: jump DSKOOL_4585

:DSKOOL_4571
0050: gosub DSKOOL_3986
033F: set_text_draw_letter_width_height  .52  1.45
0340: set_text_draw_color  255  255  255  255
033E: text_draw  180.0  345.0 'DS1_71'
0050: gosub DSKOOL_3986
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  340.0  365.0 'SCH_PRS'
0050: gosub DSKOOL_3986
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @51 @52 @53 @54 
0340: set_text_draw_color @51 @52 @53 @54
033E: text_draw  180.0  365.0 'DS1_66'

:DSKOOL_4585
0051: return

:DSKOOL_4586
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DSKOOL_4595
00D6: if  0
0038:   $12 ==  1  ;; integer values
004D: jump_if_false DSKOOL_4594
0004: $12 =  0  ;; integer values
0004: $326 =  1  ;; integer values

:DSKOOL_4594
0002: jump DSKOOL_4599

:DSKOOL_4595
00D6: if  0
0038:   $12 ==  0  ;; integer values
004D: jump_if_false DSKOOL_4599
0004: $12 =  1  ;; integer values

:DSKOOL_4599
0051: return

:DSKOOL_4600
097A:  0.0  0.0  0.0  1184 
00BE: text_clear_all
016A: fade  0 ()  500 ms

:DSKOOL_4603
00D6: if  0
016B:   fading
004D: jump_if_false DSKOOL_4608
0001: wait  0 ms
0002: jump DSKOOL_4603

:DSKOOL_4608
00BE: text_clear_all
03D6: remove_big_text 'DS1_46'
03D6: remove_big_text 'DS1_47'
09EC:  0 
0221: set_player $PLAYER_CHAR trapped_in_car  0
0792: $PLAYER_ACTOR 
00D6: if  0
0038:   $325 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4625
00BE: text_clear_all
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DSKOOL_4623
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329
0002: jump DSKOOL_4624

:DSKOOL_4623
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329

:DSKOOL_4624
0002: jump DSKOOL_4631

:DSKOOL_4625
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DSKOOL_4630
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $327 $328 $329
0002: jump DSKOOL_4631

:DSKOOL_4630
00A1: put_actor $PLAYER_ACTOR at $327 $328 $329

:DSKOOL_4631
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 (clear) useless_flag
0826:  1 
0581: toggle_radar  1 (on)
0051: return

:DSKOOL_4646
00BE: text_clear_all
0004: $200 =  0  ;; integer values

:DSKOOL_4648
00D6: if  0
001A:    46 > $200  ;; integer values
004D: jump_if_false DSKOOL_4655
00BE: text_clear_all
0108: destroy_object $201($200,46i)
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4648

:DSKOOL_4655
0051: return

:DSKOOL_4656
0004: $200 =  0  ;; integer values
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false DSKOOL_4666

:DSKOOL_4660
00D6: if  0
001A:    15 > $200  ;; integer values
004D: jump_if_false DSKOOL_4666
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  100.0
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4660

:DSKOOL_4666
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4675

:DSKOOL_4669
00D6: if  0
001A:    25 > $200  ;; integer values
004D: jump_if_false DSKOOL_4675
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  100.0
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4669

:DSKOOL_4675
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_4685

:DSKOOL_4679
00D6: if  0
001A:    46 > $200  ;; integer values
004D: jump_if_false DSKOOL_4685
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  100.0
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4679

:DSKOOL_4685
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false DSKOOL_4694

:DSKOOL_4688
00D6: if  0
001A:    37 > $200  ;; integer values
004D: jump_if_false DSKOOL_4694
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  100.0
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4688

:DSKOOL_4694
00D6: if  21
0038:   $247 ==  6  ;; integer values
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_4704

:DSKOOL_4698
00D6: if  0
001A:    42 > $200  ;; integer values
004D: jump_if_false DSKOOL_4704
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  100.0
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4698

:DSKOOL_4704
00D6: if  21
0038:   $247 ==  8  ;; integer values
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_4714

:DSKOOL_4708
00D6: if  0
001A:    30 > $200  ;; integer values
004D: jump_if_false DSKOOL_4714
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  100.0
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4708

:DSKOOL_4714
00D6: if  21
0038:   $247 ==  12  ;; integer values
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_4724

:DSKOOL_4718
00D6: if  0
001A:    31 > $200  ;; integer values
004D: jump_if_false DSKOOL_4724
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  100.0
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4718

:DSKOOL_4724
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false DSKOOL_4803
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 -.5
02CE: $284 = ground_z $280 $281  40.0
0009: $284 +=  .4  ;; floating-point values

:DSKOOL_4732
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  0
0042:   $279 ==  0.0  ;; floating-point values
004D: jump_if_false DSKOOL_4742
01BC: put_object $201 at $282 $283 $284

:DSKOOL_4742
00D6: if  0
0042:   $279 ==  24.0  ;; floating-point values
004D: jump_if_false DSKOOL_4746
01BC: put_object $201(1) at $282 $283 $284

:DSKOOL_4746
00D6: if  0
0042:   $279 ==  48.0  ;; floating-point values
004D: jump_if_false DSKOOL_4750
01BC: put_object $201(2) at $282 $283 $284

:DSKOOL_4750
00D6: if  0
0042:   $279 ==  72.0  ;; floating-point values
004D: jump_if_false DSKOOL_4754
01BC: put_object $201(3) at $282 $283 $284

:DSKOOL_4754
00D6: if  0
0042:   $279 ==  96.0  ;; floating-point values
004D: jump_if_false DSKOOL_4758
01BC: put_object $201(4) at $282 $283 $284

:DSKOOL_4758
00D6: if  0
0042:   $279 ==  120.0  ;; floating-point values
004D: jump_if_false DSKOOL_4762
01BC: put_object $201(5) at $282 $283 $284

:DSKOOL_4762
00D6: if  0
0042:   $279 ==  144.0  ;; floating-point values
004D: jump_if_false DSKOOL_4766
01BC: put_object $201(6) at $282 $283 $284

:DSKOOL_4766
00D6: if  0
0042:   $279 ==  168.0  ;; floating-point values
004D: jump_if_false DSKOOL_4770
01BC: put_object $201(7) at $282 $283 $284

:DSKOOL_4770
00D6: if  0
0042:   $279 ==  192.0  ;; floating-point values
004D: jump_if_false DSKOOL_4774
01BC: put_object $201(8) at $282 $283 $284

:DSKOOL_4774
00D6: if  0
0042:   $279 ==  216.0  ;; floating-point values
004D: jump_if_false DSKOOL_4778
01BC: put_object $201(9) at $282 $283 $284

:DSKOOL_4778
00D6: if  0
0042:   $279 ==  240.0  ;; floating-point values
004D: jump_if_false DSKOOL_4782
01BC: put_object $201(10) at $282 $283 $284

:DSKOOL_4782
00D6: if  0
0042:   $279 ==  264.0  ;; floating-point values
004D: jump_if_false DSKOOL_4786
01BC: put_object $201(11) at $282 $283 $284

:DSKOOL_4786
00D6: if  0
0042:   $279 ==  288.0  ;; floating-point values
004D: jump_if_false DSKOOL_4790
01BC: put_object $201(12) at $282 $283 $284

:DSKOOL_4790
00D6: if  0
0042:   $279 ==  312.0  ;; floating-point values
004D: jump_if_false DSKOOL_4794
01BC: put_object $201(13) at $282 $283 $284

:DSKOOL_4794
00D6: if  0
0042:   $279 ==  336.0  ;; floating-point values
004D: jump_if_false DSKOOL_4798
01BC: put_object $201(14) at $282 $283 $284

:DSKOOL_4798
0009: $279 +=  24.0  ;; floating-point values
00D6: if  0
0022:    360.0 > $279  ;; floating-point values
004D: jump_if_false DSKOOL_4803
0002: jump DSKOOL_4732

:DSKOOL_4803
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false DSKOOL_4873
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 -.5
02CE: $284 = ground_z $280 $281  40.0
0009: $284 +=  .4  ;; floating-point values

:DSKOOL_4811
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  0
0042:   $279 ==  120.0  ;; floating-point values
004D: jump_if_false DSKOOL_4821
01BC: put_object $201 at $282 $283 $284

:DSKOOL_4821
00D6: if  0
0042:   $279 ==  150.0  ;; floating-point values
004D: jump_if_false DSKOOL_4825
01BC: put_object $201(1) at $282 $283 $284

:DSKOOL_4825
00D6: if  0
0042:   $279 ==  180.0  ;; floating-point values
004D: jump_if_false DSKOOL_4829
01BC: put_object $201(2) at $282 $283 $284

:DSKOOL_4829
00D6: if  0
0042:   $279 ==  210.0  ;; floating-point values
004D: jump_if_false DSKOOL_4833
01BC: put_object $201(3) at $282 $283 $284

:DSKOOL_4833
00D6: if  0
0042:   $279 ==  240.0  ;; floating-point values
004D: jump_if_false DSKOOL_4837
01BC: put_object $201(4) at $282 $283 $284

:DSKOOL_4837
0009: $279 +=  30.0  ;; floating-point values
00D6: if  0
0022:    271.0 > $279  ;; floating-point values
004D: jump_if_false DSKOOL_4842
0002: jump DSKOOL_4811

:DSKOOL_4842
035C: place_object $201(7) relative_to_car $198 offset -7.0  74.0 -.5
035C: place_object $201(8) relative_to_car $198 offset  7.0  74.0 -.5
035C: place_object $201(9) relative_to_car $198 offset -7.0  78.0 -.5
035C: place_object $201(10) relative_to_car $198 offset  7.0  78.0 -.5
035C: place_object $201(11) relative_to_car $198 offset -7.0  82.0 -.5
035C: place_object $201(12) relative_to_car $198 offset  7.0  82.0 -.5
035C: place_object $201(13) relative_to_car $198 offset -7.0  86.0 -.5
035C: place_object $201(14) relative_to_car $198 offset  7.0  86.0 -.5
035C: place_object $201(15) relative_to_car $198 offset  0.0  82.0 -.5
035C: place_object $201(16) relative_to_car $198 offset -3.0  4.0 -.5
035C: place_object $201(17) relative_to_car $198 offset  3.0  4.0 -.5
035C: place_object $201(18) relative_to_car $198 offset -3.0  0.0 -.5
035C: place_object $201(19) relative_to_car $198 offset  3.0  0.0 -.5
035C: place_object $201(20) relative_to_car $198 offset -3.0 -4.0 -.5
035C: place_object $201(21) relative_to_car $198 offset  3.0 -4.0 -.5
035C: place_object $201(22) relative_to_car $198 offset  0.0 -4.0 -.5
035C: place_object $201(23) relative_to_car $198 offset  0.0  74.0 -.5
035C: place_object $201(24) relative_to_car $198 offset  0.0  78.0 -.5
0004: $200 =  7  ;; integer values

:DSKOOL_4861
00D6: if  0
001A:    25 > $200  ;; integer values
004D: jump_if_false DSKOOL_4873
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_4871
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_4871
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4861

:DSKOOL_4873
00D6: if  21
0038:   $247 ==  12  ;; integer values
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_4905
035C: place_object $201 relative_to_car $198 offset  0.0  4.0 -.5
035C: place_object $201(1) relative_to_car $198 offset -3.0  4.0 -.5
035C: place_object $201(2) relative_to_car $198 offset  3.0  4.0 -.5
035C: place_object $201(3) relative_to_car $198 offset -3.0  0.0 -.5
035C: place_object $201(4) relative_to_car $198 offset  3.0  0.0 -.5
035C: place_object $201(5) relative_to_car $198 offset -3.0 -4.0 -.5
035C: place_object $201(6) relative_to_car $198 offset  3.0 -4.0 -.5
035C: place_object $201(7) relative_to_car $198 offset -3.0 -8.0 -.5
035C: place_object $201(8) relative_to_car $198 offset  3.0 -8.0 -.5
035C: place_object $201(9) relative_to_car $198 offset -3.0 -12.0 -.5
035C: place_object $201(10) relative_to_car $198 offset  3.0 -12.0 -.5
035C: place_object $201(11) relative_to_car $198 offset -3.0 -16.0 -.5
035C: place_object $201(12) relative_to_car $198 offset  3.0 -16.0 -.5
035C: place_object $201(13) relative_to_car $198 offset -3.0 -20.0 -.5
035C: place_object $201(14) relative_to_car $198 offset  3.0 -20.0 -.5
0004: $200 =  0  ;; integer values

:DSKOOL_4893
00D6: if  0
001A:    15 > $200  ;; integer values
004D: jump_if_false DSKOOL_4905
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_4903
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_4903
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4893

:DSKOOL_4905
00D6: if  0
0038:   $247 ==  12  ;; integer values
004D: jump_if_false DSKOOL_4937
035C: place_object $201(15) relative_to_car $198 offset -3.0 -24.0 -.5
035C: place_object $201(16) relative_to_car $198 offset  6.0 -22.0 -.5
035C: place_object $201(17) relative_to_car $198 offset  0.0 -28.0 -.5
035C: place_object $201(18) relative_to_car $198 offset  8.0 -24.0 -.5
035C: place_object $201(19) relative_to_car $198 offset  3.0 -30.0 -.5
035C: place_object $201(20) relative_to_car $198 offset  10.0 -26.0 -.5
035C: place_object $201(21) relative_to_car $198 offset  4.0 -32.0 -.5
035C: place_object $201(22) relative_to_car $198 offset  10.0 -30.0 -.5
035C: place_object $201(23) relative_to_car $198 offset  9.0 -32.0 -.5
035C: place_object $201(24) relative_to_car $198 offset  4.0 -36.0 -.5
035C: place_object $201(25) relative_to_car $198 offset  9.0 -36.0 -.5
035C: place_object $201(26) relative_to_car $198 offset  4.0 -40.0 -.5
035C: place_object $201(27) relative_to_car $198 offset  9.0 -40.0 -.5
035C: place_object $201(28) relative_to_car $198 offset  4.0 -44.0 -.5
035C: place_object $201(29) relative_to_car $198 offset  9.0 -44.0 -.5
035C: place_object $201(30) relative_to_car $198 offset  6.5 -44.0 -.5
0004: $200 =  15  ;; integer values

:DSKOOL_4925
00D6: if  0
001A:    31 > $200  ;; integer values
004D: jump_if_false DSKOOL_4937
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_4935
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_4935
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4925

:DSKOOL_4937
00D6: if  0
0038:   $247 ==  13  ;; integer values
004D: jump_if_false DSKOOL_4969
035C: place_object $201(15) relative_to_car $198 offset  3.0 -24.0 -.5
035C: place_object $201(16) relative_to_car $198 offset -6.0 -22.0 -.5
035C: place_object $201(17) relative_to_car $198 offset  0.0 -28.0 -.5
035C: place_object $201(18) relative_to_car $198 offset -8.0 -24.0 -.5
035C: place_object $201(19) relative_to_car $198 offset -3.0 -30.0 -.5
035C: place_object $201(20) relative_to_car $198 offset -10.0 -26.0 -.5
035C: place_object $201(21) relative_to_car $198 offset -4.0 -32.0 -.5
035C: place_object $201(22) relative_to_car $198 offset -10.0 -30.0 -.5
035C: place_object $201(23) relative_to_car $198 offset -9.0 -32.0 -.5
035C: place_object $201(24) relative_to_car $198 offset -4.0 -36.0 -.5
035C: place_object $201(25) relative_to_car $198 offset -9.0 -36.0 -.5
035C: place_object $201(26) relative_to_car $198 offset -4.0 -40.0 -.5
035C: place_object $201(27) relative_to_car $198 offset -9.0 -40.0 -.5
035C: place_object $201(28) relative_to_car $198 offset -4.0 -44.0 -.5
035C: place_object $201(29) relative_to_car $198 offset -9.0 -44.0 -.5
035C: place_object $201(30) relative_to_car $198 offset -6.5 -44.0 -.5
0004: $200 =  15  ;; integer values

:DSKOOL_4957
00D6: if  0
001A:    31 > $200  ;; integer values
004D: jump_if_false DSKOOL_4969
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_4967
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_4967
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4957

:DSKOOL_4969
00D6: if  21
0038:   $247 ==  6  ;; integer values
0038:   $247 ==  7  ;; integer values
004D: jump_if_false DSKOOL_5113
035C: place_object $201 relative_to_car $198 offset -4.0  8.0 -.5
035C: place_object $201(1) relative_to_car $198 offset  4.0  8.0 -.5
035C: place_object $201(2) relative_to_car $198 offset -4.0  2.0 -.5
035C: place_object $201(3) relative_to_car $198 offset  4.0  2.0 -.5
035C: place_object $201(4) relative_to_car $198 offset -4.0 -4.0 -.5
035C: place_object $201(5) relative_to_car $198 offset -4.0  14.0 -.5
035C: place_object $201(6) relative_to_car $198 offset  4.0  14.0 -.5
035C: place_object $201(7) relative_to_car $198 offset -4.0  20.0 -.5
035C: place_object $201(8) relative_to_car $198 offset  4.0  20.0 -.5
035C: place_object $201(9) relative_to_car $198 offset -4.0  26.0 -.5
035C: place_object $201(10) relative_to_car $198 offset  4.0  26.0 -.5
035C: place_object $201(11) relative_to_car $198 offset -4.0  32.0 -.5
035C: place_object $201(12) relative_to_car $198 offset  4.0  32.0 -.5
035C: place_object $201(13) relative_to_car $198 offset -4.0  38.0 -.5
035C: place_object $201(14) relative_to_car $198 offset  4.0  38.0 -.5
035C: place_object $201(15) relative_to_car $198 offset -4.0  44.0 -.5
035C: place_object $201(16) relative_to_car $198 offset  4.0  44.0 -.5
035C: place_object $201(17) relative_to_car $198 offset -4.0  50.0 -.5
0004: $200 =  0  ;; integer values

:DSKOOL_4992
00D6: if  0
001A:    18 > $200  ;; integer values
004D: jump_if_false DSKOOL_5004
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5002
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5002
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_4992

:DSKOOL_5004
0005: $279 =  90.0  ;; floating-point values
0407: create_coordinate $280 $281 $284 from_car $198 offset  4.0  50.0 -.5
02CE: $284 = ground_z $280 $281  40.0
0009: $284 +=  .4  ;; floating-point values

:DSKOOL_5008
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  0
0042:   $279 ==  126.0  ;; floating-point values
004D: jump_if_false DSKOOL_5018
01BC: put_object $201(18) at $282 $283 $284

:DSKOOL_5018
00D6: if  0
0042:   $279 ==  144.0  ;; floating-point values
004D: jump_if_false DSKOOL_5022
01BC: put_object $201(19) at $282 $283 $284

:DSKOOL_5022
00D6: if  0
0042:   $279 ==  162.0  ;; floating-point values
004D: jump_if_false DSKOOL_5026
01BC: put_object $201(20) at $282 $283 $284

:DSKOOL_5026
00D6: if  0
0042:   $279 ==  180.0  ;; floating-point values
004D: jump_if_false DSKOOL_5030
01BC: put_object $201(21) at $282 $283 $284

:DSKOOL_5030
00D6: if  0
0042:   $279 ==  198.0  ;; floating-point values
004D: jump_if_false DSKOOL_5034
01BC: put_object $201(22) at $282 $283 $284

:DSKOOL_5034
00D6: if  0
0042:   $279 ==  216.0  ;; floating-point values
004D: jump_if_false DSKOOL_5038
01BC: put_object $201(23) at $282 $283 $284

:DSKOOL_5038
00D6: if  0
0042:   $279 ==  234.0  ;; floating-point values
004D: jump_if_false DSKOOL_5042
01BC: put_object $201(24) at $282 $283 $284

:DSKOOL_5042
0009: $279 +=  18.0  ;; floating-point values
00D6: if  0
0022:    271.0 > $279  ;; floating-point values
004D: jump_if_false DSKOOL_5047
0002: jump DSKOOL_5008

:DSKOOL_5047
035C: place_object $201(25) relative_to_car $198 offset  12.0  8.0 -.5
035C: place_object $201(26) relative_to_car $198 offset  12.0  2.0 -.5
035C: place_object $201(27) relative_to_car $198 offset  12.0 -4.0 -.5
035C: place_object $201(28) relative_to_car $198 offset  12.0  14.0 -.5
035C: place_object $201(29) relative_to_car $198 offset  12.0  20.0 -.5
035C: place_object $201(30) relative_to_car $198 offset  12.0  26.0 -.5
035C: place_object $201(31) relative_to_car $198 offset  12.0  32.0 -.5
035C: place_object $201(32) relative_to_car $198 offset  12.0  38.0 -.5
035C: place_object $201(33) relative_to_car $198 offset  12.0  44.0 -.5
035C: place_object $201(34) relative_to_car $198 offset  12.0  50.0 -.5
0004: $200 =  25  ;; integer values

:DSKOOL_5058
00D6: if  0
001A:    35 > $200  ;; integer values
004D: jump_if_false DSKOOL_5070
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5068
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5068
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5058

:DSKOOL_5070
0005: $279 =  270.0  ;; floating-point values
0407: create_coordinate $280 $281 $284 from_car $198 offset  4.0 -4.0 -.5
02CE: $284 = ground_z $280 $281  40.0
0009: $284 +=  .4  ;; floating-point values

:DSKOOL_5074
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  0
0042:   $279 ==  306.0  ;; floating-point values
004D: jump_if_false DSKOOL_5084
01BC: put_object $201(35) at $282 $283 $284

:DSKOOL_5084
00D6: if  0
0042:   $279 ==  324.0  ;; floating-point values
004D: jump_if_false DSKOOL_5088
01BC: put_object $201(36) at $282 $283 $284

:DSKOOL_5088
00D6: if  0
0042:   $279 ==  342.0  ;; floating-point values
004D: jump_if_false DSKOOL_5092
01BC: put_object $201(37) at $282 $283 $284

:DSKOOL_5092
00D6: if  0
0042:   $279 ==  360.0  ;; floating-point values
004D: jump_if_false DSKOOL_5096
01BC: put_object $201(38) at $282 $283 $284

:DSKOOL_5096
00D6: if  0
0042:   $279 ==  378.0  ;; floating-point values
004D: jump_if_false DSKOOL_5100
01BC: put_object $201(39) at $282 $283 $284

:DSKOOL_5100
00D6: if  0
0042:   $279 ==  396.0  ;; floating-point values
004D: jump_if_false DSKOOL_5104
01BC: put_object $201(40) at $282 $283 $284

:DSKOOL_5104
00D6: if  0
0042:   $279 ==  414.0  ;; floating-point values
004D: jump_if_false DSKOOL_5108
01BC: put_object $201(41) at $282 $283 $284

:DSKOOL_5108
0009: $279 +=  18.0  ;; floating-point values
00D6: if  0
0022:    451.0 > $279  ;; floating-point values
004D: jump_if_false DSKOOL_5113
0002: jump DSKOOL_5074

:DSKOOL_5113
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false DSKOOL_5166
035C: place_object $201 relative_to_car $198 offset  2.0  40.0 -.5
035C: place_object $201(1) relative_to_car $198 offset -2.0  40.0 -.5
035C: place_object $201(2) relative_to_car $198 offset  3.0  44.0 -.5
035C: place_object $201(3) relative_to_car $198 offset -3.0  44.0 -.5
035C: place_object $201(4) relative_to_car $198 offset  3.0  48.0 -.5
035C: place_object $201(5) relative_to_car $198 offset -3.0  48.0 -.5
035C: place_object $201(6) relative_to_car $198 offset  3.0  52.0 -.5
035C: place_object $201(7) relative_to_car $198 offset -3.0  52.0 -.5
035C: place_object $201(8) relative_to_car $198 offset  3.0  56.0 -.5
035C: place_object $201(9) relative_to_car $198 offset -3.0  56.0 -.5
035C: place_object $201(10) relative_to_car $198 offset  4.0  60.0 -.5
035C: place_object $201(11) relative_to_car $198 offset -2.0  60.0 -.5
035C: place_object $201(12) relative_to_car $198 offset  5.0  64.0 -.5
035C: place_object $201(13) relative_to_car $198 offset -1.0  64.0 -.5
035C: place_object $201(14) relative_to_car $198 offset  6.0  68.0 -.5
035C: place_object $201(15) relative_to_car $198 offset  0.0  68.0 -.5
035C: place_object $201(16) relative_to_car $198 offset  6.0  72.0 -.5
035C: place_object $201(17) relative_to_car $198 offset  0.0  72.0 -.5
035C: place_object $201(18) relative_to_car $198 offset  6.0  76.0 -.5
035C: place_object $201(19) relative_to_car $198 offset  0.0  76.0 -.5
035C: place_object $201(20) relative_to_car $198 offset  6.0  80.0 -.5
035C: place_object $201(21) relative_to_car $198 offset  0.0  80.0 -.5
035C: place_object $201(22) relative_to_car $198 offset  5.0  84.0 -.5
035C: place_object $201(23) relative_to_car $198 offset -1.0  84.0 -.5
035C: place_object $201(24) relative_to_car $198 offset  4.0  88.0 -.5
035C: place_object $201(25) relative_to_car $198 offset -2.0  88.0 -.5
035C: place_object $201(26) relative_to_car $198 offset  3.0  92.0 -.5
035C: place_object $201(27) relative_to_car $198 offset -3.0  92.0 -.5
035C: place_object $201(28) relative_to_car $198 offset  3.0  96.0 -.5
035C: place_object $201(29) relative_to_car $198 offset -3.0  96.0 -.5
035C: place_object $201(30) relative_to_car $198 offset  3.0  100.0 -.5
035C: place_object $201(31) relative_to_car $198 offset -3.0  100.0 -.5
035C: place_object $201(32) relative_to_car $198 offset  3.0  104.0 -.5
035C: place_object $201(33) relative_to_car $198 offset -3.0  104.0 -.5
035C: place_object $201(34) relative_to_car $198 offset  3.0  108.0 -.5
035C: place_object $201(35) relative_to_car $198 offset -3.0  108.0 -.5
035C: place_object $201(36) relative_to_car $198 offset  0.0  108.0 -.5
0004: $200 =  0  ;; integer values

:DSKOOL_5154
00D6: if  0
001A:    37 > $200  ;; integer values
004D: jump_if_false DSKOOL_5166
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5164
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5164
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5154

:DSKOOL_5166
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_5219
035C: place_object $201 relative_to_car $198 offset -4.0  4.0 -.5
035C: place_object $201(1) relative_to_car $198 offset  4.0  4.0 -.5
035C: place_object $201(2) relative_to_car $198 offset -4.0  0.0 -.5
035C: place_object $201(3) relative_to_car $198 offset  4.0  0.0 -.5
035C: place_object $201(4) relative_to_car $198 offset -4.0 -4.0 -.5
035C: place_object $201(5) relative_to_car $198 offset  4.0 -4.0 -.5
035C: place_object $201(6) relative_to_car $198 offset  0.0 -4.0 -.5
035C: place_object $201(7) relative_to_car $198 offset -4.0  8.0 -.5
035C: place_object $201(8) relative_to_car $198 offset  4.0  8.0 -.5
035C: place_object $201(9) relative_to_car $198 offset -4.0  12.0 -.5
035C: place_object $201(10) relative_to_car $198 offset  4.0  12.0 -.5
035C: place_object $201(11) relative_to_car $198 offset -4.0  16.0 -.5
035C: place_object $201(12) relative_to_car $198 offset  4.0  16.0 -.5
035C: place_object $201(13) relative_to_car $198 offset -4.0  20.0 -.5
035C: place_object $201(14) relative_to_car $198 offset  4.0  20.0 -.5
035C: place_object $201(15) relative_to_car $198 offset -4.0  24.0 -.5
035C: place_object $201(16) relative_to_car $198 offset  4.0  24.0 -.5
035C: place_object $201(17) relative_to_car $198 offset -4.0  28.0 -.5
035C: place_object $201(18) relative_to_car $198 offset  4.0  28.0 -.5
035C: place_object $201(19) relative_to_car $198 offset -4.0  32.0 -.5
035C: place_object $201(20) relative_to_car $198 offset  4.0  32.0 -.5
0004: $200 =  0  ;; integer values

:DSKOOL_5192
00D6: if  0
001A:    21 > $200  ;; integer values
004D: jump_if_false DSKOOL_5204
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5202
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5202
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5192

:DSKOOL_5204
0005: $279 =  90.0  ;; floating-point values
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_5210
0407: create_coordinate $280 $281 $284 from_car $198 offset  4.0  30.0 -.5
0002: jump DSKOOL_5211

:DSKOOL_5210
0407: create_coordinate $280 $281 $284 from_car $198 offset -4.0  30.0 -.5

:DSKOOL_5211
02CE: $284 = ground_z $280 $281  40.0
0009: $284 +=  .4  ;; floating-point values

:DSKOOL_5213
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_5219
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_5234
00D6: if  0
0042:   $279 ==  126.0  ;; floating-point values
004D: jump_if_false DSKOOL_5226
01BC: put_object $201(21) at $282 $283 $284

:DSKOOL_5226
00D6: if  0
0042:   $279 ==  144.0  ;; floating-point values
004D: jump_if_false DSKOOL_5230
01BC: put_object $201(22) at $282 $283 $284

:DSKOOL_5230
00D6: if  0
0042:   $279 ==  162.0  ;; floating-point values
004D: jump_if_false DSKOOL_5234
01BC: put_object $201(23) at $282 $283 $284

:DSKOOL_5234
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_5249
00D6: if  0
0042:   $279 ==  198.0  ;; floating-point values
004D: jump_if_false DSKOOL_5241
01BC: put_object $201(21) at $282 $283 $284

:DSKOOL_5241
00D6: if  0
0042:   $279 ==  216.0  ;; floating-point values
004D: jump_if_false DSKOOL_5245
01BC: put_object $201(22) at $282 $283 $284

:DSKOOL_5245
00D6: if  0
0042:   $279 ==  234.0  ;; floating-point values
004D: jump_if_false DSKOOL_5249
01BC: put_object $201(23) at $282 $283 $284

:DSKOOL_5249
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_5270
00D6: if  0
0042:   $279 ==  180.0  ;; floating-point values
004D: jump_if_false DSKOOL_5257
01BC: put_object $201(24) at $282 $283 $284

:DSKOOL_5257
0009: $279 +=  18.0  ;; floating-point values
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_5266
00D6: if  0
0022:    181.0 > $279  ;; floating-point values
004D: jump_if_false DSKOOL_5265
0002: jump DSKOOL_5213

:DSKOOL_5265
0002: jump DSKOOL_5270

:DSKOOL_5266
00D6: if  0
0022:    235.0 > $279  ;; floating-point values
004D: jump_if_false DSKOOL_5270
0002: jump DSKOOL_5213

:DSKOOL_5270
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false DSKOOL_5307
035C: place_object $201(25) relative_to_car $198 offset  8.0  40.0 -.5
035C: place_object $201(26) relative_to_car $198 offset  8.0  32.0 -.5
035C: place_object $201(27) relative_to_car $198 offset  12.0  40.0 -.5
035C: place_object $201(28) relative_to_car $198 offset  12.0  32.0 -.5
035C: place_object $201(29) relative_to_car $198 offset  16.0  40.0 -.5
035C: place_object $201(30) relative_to_car $198 offset  16.0  32.0 -.5
035C: place_object $201(31) relative_to_car $198 offset  20.0  40.0 -.5
035C: place_object $201(32) relative_to_car $198 offset  20.0  33.0 -.5
035C: place_object $201(33) relative_to_car $198 offset  24.0  40.0 -.5
035C: place_object $201(34) relative_to_car $198 offset  24.0  33.0 -.5
035C: place_object $201(35) relative_to_car $198 offset  28.0  40.0 -.5
035C: place_object $201(36) relative_to_car $198 offset  28.0  34.0 -.5
035C: place_object $201(37) relative_to_car $198 offset  32.0  40.0 -.5
035C: place_object $201(38) relative_to_car $198 offset  32.0  34.0 -.5
035C: place_object $201(39) relative_to_car $198 offset  36.0  39.0 -.5
035C: place_object $201(40) relative_to_car $198 offset  36.0  35.0 -.5
035C: place_object $201(41) relative_to_car $198 offset  40.0  39.0 -.5
035C: place_object $201(42) relative_to_car $198 offset  40.0  35.0 -.5
035C: place_object $201(43) relative_to_car $198 offset  44.0  39.0 -.5
035C: place_object $201(44) relative_to_car $198 offset  44.0  35.0 -.5
035C: place_object $201(45) relative_to_car $198 offset  44.0  37.0 -.5
0004: $200 =  25  ;; integer values

:DSKOOL_5295
00D6: if  0
001A:    46 > $200  ;; integer values
004D: jump_if_false DSKOOL_5307
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5305
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5305
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5295

:DSKOOL_5307
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false DSKOOL_5344
035C: place_object $201(25) relative_to_car $198 offset -8.0  40.0 -.5
035C: place_object $201(26) relative_to_car $198 offset -8.0  32.0 -.5
035C: place_object $201(27) relative_to_car $198 offset -12.0  40.0 -.5
035C: place_object $201(28) relative_to_car $198 offset -12.0  32.0 -.5
035C: place_object $201(29) relative_to_car $198 offset -16.0  40.0 -.5
035C: place_object $201(30) relative_to_car $198 offset -16.0  32.0 -.5
035C: place_object $201(31) relative_to_car $198 offset -20.0  40.0 -.5
035C: place_object $201(32) relative_to_car $198 offset -20.0  33.0 -.5
035C: place_object $201(33) relative_to_car $198 offset -24.0  40.0 -.5
035C: place_object $201(34) relative_to_car $198 offset -24.0  33.0 -.5
035C: place_object $201(35) relative_to_car $198 offset -28.0  40.0 -.5
035C: place_object $201(36) relative_to_car $198 offset -28.0  34.0 -.5
035C: place_object $201(37) relative_to_car $198 offset -32.0  40.0 -.5
035C: place_object $201(38) relative_to_car $198 offset -32.0  34.0 -.5
035C: place_object $201(39) relative_to_car $198 offset -36.0  39.0 -.5
035C: place_object $201(40) relative_to_car $198 offset -36.0  35.0 -.5
035C: place_object $201(41) relative_to_car $198 offset -40.0  39.0 -.5
035C: place_object $201(42) relative_to_car $198 offset -40.0  35.0 -.5
035C: place_object $201(43) relative_to_car $198 offset -44.0  39.0 -.5
035C: place_object $201(44) relative_to_car $198 offset -44.0  35.0 -.5
035C: place_object $201(45) relative_to_car $198 offset -44.0  37.0 -.5
0004: $200 =  25  ;; integer values

:DSKOOL_5332
00D6: if  0
001A:    46 > $200  ;; integer values
004D: jump_if_false DSKOOL_5344
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5342
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5342
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5332

:DSKOOL_5344
00D6: if  0
0038:   $247 ==  8  ;; integer values
004D: jump_if_false DSKOOL_5375
035C: place_object $201 relative_to_car $198 offset -8.0  20.0 -.5
035C: place_object $201(1) relative_to_car $198 offset -6.0  20.0 -.5
035C: place_object $201(2) relative_to_car $198 offset -4.0  20.0 -.5
035C: place_object $201(3) relative_to_car $198 offset -2.0  20.0 -.5
035C: place_object $201(4) relative_to_car $198 offset  0.0  20.0 -.5
035C: place_object $201(5) relative_to_car $198 offset  7.0  40.0 -.5
035C: place_object $201(6) relative_to_car $198 offset  5.0  40.0 -.5
035C: place_object $201(7) relative_to_car $198 offset  3.0  40.0 -.5
035C: place_object $201(8) relative_to_car $198 offset  1.0  40.0 -.5
035C: place_object $201(9) relative_to_car $198 offset -1.0  40.0 -.5
035C: place_object $201(10) relative_to_car $198 offset -8.0  60.0 -.5
035C: place_object $201(11) relative_to_car $198 offset -6.0  60.0 -.5
035C: place_object $201(12) relative_to_car $198 offset -4.0  60.0 -.5
035C: place_object $201(13) relative_to_car $198 offset -2.0  60.0 -.5
035C: place_object $201(14) relative_to_car $198 offset  0.0  60.0 -.5
0004: $200 =  0  ;; integer values

:DSKOOL_5363
00D6: if  0
001A:    15 > $200  ;; integer values
004D: jump_if_false DSKOOL_5375
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5373
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5373
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5363

:DSKOOL_5375
00D6: if  0
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_5406
035C: place_object $201 relative_to_car $198 offset  7.0  20.0 -.5
035C: place_object $201(1) relative_to_car $198 offset  5.0  20.0 -.5
035C: place_object $201(2) relative_to_car $198 offset  3.0  20.0 -.5
035C: place_object $201(3) relative_to_car $198 offset  1.0  20.0 -.5
035C: place_object $201(4) relative_to_car $198 offset -1.0  20.0 -.5
035C: place_object $201(5) relative_to_car $198 offset -8.0  40.0 -.5
035C: place_object $201(6) relative_to_car $198 offset -6.0  40.0 -.5
035C: place_object $201(7) relative_to_car $198 offset -4.0  40.0 -.5
035C: place_object $201(8) relative_to_car $198 offset -2.0  40.0 -.5
035C: place_object $201(9) relative_to_car $198 offset  0.0  40.0 -.5
035C: place_object $201(10) relative_to_car $198 offset  7.0  60.0 -.5
035C: place_object $201(11) relative_to_car $198 offset  5.0  60.0 -.5
035C: place_object $201(12) relative_to_car $198 offset  3.0  60.0 -.5
035C: place_object $201(13) relative_to_car $198 offset  1.0  60.0 -.5
035C: place_object $201(14) relative_to_car $198 offset -1.0  60.0 -.5
0004: $200 =  0  ;; integer values

:DSKOOL_5394
00D6: if  0
001A:    15 > $200  ;; integer values
004D: jump_if_false DSKOOL_5406
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5404
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5404
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5394

:DSKOOL_5406
00D6: if  21
0038:   $247 ==  8  ;; integer values
0038:   $247 ==  9  ;; integer values
004D: jump_if_false DSKOOL_5475
0005: $285 =  8.0  ;; floating-point values
0005: $279 =  90.0  ;; floating-point values
0407: create_coordinate $280 $281 $284 from_car $198 offset -.5  81.0 -.5
02CE: $284 = ground_z $280 $281  40.0
0009: $284 +=  .4  ;; floating-point values

:DSKOOL_5415
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  0
0042:   $279 ==  90.0  ;; floating-point values
004D: jump_if_false DSKOOL_5425
01BC: put_object $201(23) at $282 $283 $284

:DSKOOL_5425
00D6: if  0
0042:   $279 ==  120.0  ;; floating-point values
004D: jump_if_false DSKOOL_5429
01BC: put_object $201(24) at $282 $283 $284

:DSKOOL_5429
00D6: if  0
0042:   $279 ==  150.0  ;; floating-point values
004D: jump_if_false DSKOOL_5433
01BC: put_object $201(25) at $282 $283 $284

:DSKOOL_5433
00D6: if  0
0042:   $279 ==  180.0  ;; floating-point values
004D: jump_if_false DSKOOL_5437
01BC: put_object $201(26) at $282 $283 $284

:DSKOOL_5437
00D6: if  0
0042:   $279 ==  210.0  ;; floating-point values
004D: jump_if_false DSKOOL_5441
01BC: put_object $201(27) at $282 $283 $284

:DSKOOL_5441
00D6: if  0
0042:   $279 ==  240.0  ;; floating-point values
004D: jump_if_false DSKOOL_5445
01BC: put_object $201(28) at $282 $283 $284

:DSKOOL_5445
00D6: if  0
0042:   $279 ==  270.0  ;; floating-point values
004D: jump_if_false DSKOOL_5449
01BC: put_object $201(29) at $282 $283 $284

:DSKOOL_5449
0009: $279 +=  30.0  ;; floating-point values
00D6: if  0
0022:    271.0 > $279  ;; floating-point values
004D: jump_if_false DSKOOL_5454
0002: jump DSKOOL_5415

:DSKOOL_5454
035C: place_object $201(15) relative_to_car $198 offset  0.0  80.0 -.5
035C: place_object $201(16) relative_to_car $198 offset -3.0  4.0 -.5
035C: place_object $201(17) relative_to_car $198 offset  3.0  4.0 -.5
035C: place_object $201(18) relative_to_car $198 offset -3.0  0.0 -.5
035C: place_object $201(19) relative_to_car $198 offset  3.0  0.0 -.5
035C: place_object $201(20) relative_to_car $198 offset -3.0 -4.0 -.5
035C: place_object $201(21) relative_to_car $198 offset  3.0 -4.0 -.5
035C: place_object $201(22) relative_to_car $198 offset  0.0 -4.0 -.5
0004: $200 =  15  ;; integer values

:DSKOOL_5463
00D6: if  0
001A:    23 > $200  ;; integer values
004D: jump_if_false DSKOOL_5475
00D6: if  0
03CA:   object $201($200,46i) exists
004D: jump_if_false DSKOOL_5473
01BB: store_object $201($200,46i) position_to $282 $283 $284
02CE: $284 = ground_z $282 $283  40.0
0009: $284 +=  .4  ;; floating-point values
01BC: put_object $201($200,46i) at $282 $283 $284

:DSKOOL_5473
0008: $200 +=  1  ;; integer values
0002: jump DSKOOL_5463

:DSKOOL_5475
0051: return

:DSKOOL_5476
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false DSKOOL_5491
00D6: if  0
001D:   @86 > @62  ;; integer values  
004D: jump_if_false DSKOOL_5486
0050: gosub DSKOOL_5511
0050: gosub DSKOOL_5527
0050: gosub DSKOOL_5552
0002: jump DSKOOL_5491

:DSKOOL_5486
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false DSKOOL_5490
0968: @91 

:DSKOOL_5490
0006: @61 =  0  ;; integer values

:DSKOOL_5491
0051: return

:DSKOOL_5492
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false DSKOOL_5506
05AA: s@65 = 'MEC_D1'  ;; 8-byte strings
05AA: s@67 = 'MEC_D2'  ;; 8-byte strings
05AA: s@69 = 'MEC_D3'  ;; 8-byte strings
05AA: s@71 = 'MEC_D4'  ;; 8-byte strings
05AA: s@73 = '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_5506
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_5511
00D6: if  0
001D:   @86 > @89  ;; integer values  
004D: jump_if_false DSKOOL_5526
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false DSKOOL_5520
03CF: load_wav @79(@89,7i) as  1
000A: @89 +=  1  ;; integer values
0006: @87 =  1  ;; integer values

:DSKOOL_5520
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false DSKOOL_5526
03CF: load_wav @79(@89,7i) as  2
000A: @89 +=  1  ;; integer values
0006: @88 =  1  ;; integer values

:DSKOOL_5526
0051: return

:DSKOOL_5527
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false DSKOOL_5539
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false DSKOOL_5539
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DSKOOL_5539
03D1: play_wav  1
00BC: text_highpriority @65(@62,7s)  4500 ms  1
0006: @87 =  2  ;; integer values

:DSKOOL_5539
00D6: if  0
0039:   @90 ==  2  ;; integer values
004D: jump_if_false DSKOOL_5551
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false DSKOOL_5551
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false DSKOOL_5551
03D1: play_wav  2
00BC: text_highpriority @65(@62,7s)  4500 ms  1
0006: @88 =  2  ;; integer values

:DSKOOL_5551
0051: return

:DSKOOL_5552
00D6: if  0
0039:   @87 ==  2  ;; integer values
004D: jump_if_false DSKOOL_5562
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DSKOOL_5562
03D5: remove_text @65(@62,7s)
000A: @62 +=  1  ;; integer values
0006: @90 =  2  ;; integer values
0006: @87 =  0  ;; integer values

:DSKOOL_5562
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false DSKOOL_5572
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false DSKOOL_5572
03D5: remove_text @65(@62,7s)
000A: @62 +=  1  ;; integer values
0006: @90 =  1  ;; integer values
0006: @88 =  0  ;; integer values

:DSKOOL_5572
0051: return

;-------------Mission 72---------------
; Originally: Air Raid


:M_72_1
0050: gosub M_72_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_72_6
0050: gosub ZERO1_2143

:M_72_6
0050: gosub ZERO1_2176
004E: end_thread

:M_72_8
0004: $ON_MISSION =  1  ;; integer values
08E7:  1 
08F4:  0 
0317: increment_mission_attempts
03A4: name_thread 'ZERO1'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
054C: use_GXT_table 'ZERO1'
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO1_6
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_11
0001: wait  0 ms
0002: jump ZERO1_6

:ZERO1_11
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  21
0019:   @359 >  21  ;; integer values
001B:    4 > @359  ;; integer values
004D: jump_if_false ZERO1_20
0006: @359 =  5  ;; integer values
00C0: set_current_time @359 @360

:ZERO1_20
02E4: load_cutscene_data 'ZERO_1'
0247: request_model  366

:ZERO1_22
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false ZERO1_27
0001: wait  0 ms
0002: jump ZERO1_22

:ZERO1_27
02E7: start_cutscene
0001: wait  200 ms
016A: fade  1 (back)  1000 ms

:ZERO1_30
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false ZERO1_35
0001: wait  0 ms
0002: jump ZERO1_30

:ZERO1_35
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:ZERO1_38
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_43
0001: wait  0 ms
0002: jump ZERO1_38

:ZERO1_43
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_car_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 (frozen)
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'
03C4: set_status_text_to $7421  1 (bar) 'ZER1_20'
01BD: @357 = current_time_in_ms
0006: @328 =  0  ;; integer values

:ZERO1_133
00D6: if  0
001B:    4 > @328  ;; integer values
004D: jump_if_false ZERO1_139
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_133

:ZERO1_139
00D6: if  0
8248:   NOT   model  366 available
004D: jump_if_false ZERO1_144
0001: wait  0 ms
0002: jump ZERO1_139

:ZERO1_144
023C: load_special_actor  1 'ZERO'

:ZERO1_145
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false ZERO1_150
0001: wait  0 ms
0002: jump ZERO1_145

:ZERO1_150
02A3: toggle_widescreen  1 (on)
0925: (unknown)
092F:  1 
0930:  1 
0936: -2261.838  118.3496  55.8344 -2248.468  121.3517  60.4838  6800  1 
0920: -2261.123  118.8753  55.3739 -2247.61  121.8521  60.3731  6800  1 
04ED: load_animation "ON_LOOKERS"
0A0B: -2259.838  122.3496  40.8344  290.0 

:ZERO1_158
00D6: if  0
84EE:   NOT   animation "ON_LOOKERS" loaded
004D: jump_if_false ZERO1_163
0001: wait  0 ms
0002: jump ZERO1_158

:ZERO1_163
0001: wait  1000 ms
016A: fade  1 (back)  500 ms
0169: set_fade_color  0  0  0

:ZERO1_166
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_171
0001: wait  0 ms
0002: jump ZERO1_166

:ZERO1_171
009A: @55 = create_actor  4  290 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  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_189
0615: @369 
05D3: unknown_action_sequence -1 -2231.323  129.7854  56.5985  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
0605: unknown_action_sequence -1 "LKUP_LOOP" "ON_LOOKERS"  4.0  1  0  0  1  0 
0616: @369 
0618: @55 @369 
061B: @369 

:ZERO1_189
0615: @369 
05D3: unknown_action_sequence -1 -2239.703  119.9904  56.5985  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
0616: @369 
0618: $PLAYER_ACTOR @369 
061B: @369 
03CF: load_wav  44600 as  1

:ZERO1_196
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_201
0001: wait  0 ms
0002: jump ZERO1_196

:ZERO1_201
00BC: text_highpriority 'ZER1_AA'  10000 ms  1
03D1: play_wav  1

:ZERO1_203
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_208
0001: wait  0 ms
0002: jump ZERO1_203

:ZERO1_208
03D5: remove_text 'ZER1_AA'
0247: request_model #WONGS_ERECTION2
0247: request_model  464
0247: request_model  362
0247: request_model #RCBOMB

:ZERO1_213
00D6: if  23
8248:   NOT   model #WONGS_ERECTION2 available
8248:   NOT   model  464 available
8248:   NOT   model #RCBOMB available
8248:   NOT   model  362 available
004D: jump_if_false ZERO1_221
0001: wait  0 ms
0002: jump ZERO1_213

:ZERO1_221
0006: @328 =  0  ;; integer values

:ZERO1_222
00D6: if  0
001B:    8 > @328  ;; integer values
004D: jump_if_false ZERO1_229
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_222

:ZERO1_229
0001: wait  0 ms
00D6: if  0
0039:   @147 ==  1  ;; integer values
004D: jump_if_false ZERO1_234
0050: gosub ZERO1_345

:ZERO1_234
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false ZERO1_238
0050: gosub ZERO1_623

:ZERO1_238
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false ZERO1_242
0002: jump ZERO1_2134

:ZERO1_242
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_246
0002: jump ZERO1_2143

:ZERO1_246
0002: jump ZERO1_229

:ZERO1_247
0395: clear_area  1 at -2208.1  175.86  40.46 range  25.0
00D6: if  0
001B:    4 > @328  ;; integer values
004D: jump_if_false ZERO1_288
00A5: @35(@328,10i) = create_car  464 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: @35(@328,10i) 
04BA: set_car @35(@328,10i) speed_instantly  14.0
00D6: if  0
875C:   NOT   marker @178(@328,10i) enabled
004D: jump_if_false ZERO1_264
0186: @178(@328,10i) = create_marker_above_car @35(@328,10i)
018B: show_on_radar @178(@328,10i)  2
0002: jump ZERO1_267

:ZERO1_264
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_267
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) offset  0.0  0.0 -.3   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: @35(@328,10i) -.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  0
0019:   @330 >  3  ;; integer values
004D: jump_if_false ZERO1_286
0006: @330 =  0  ;; integer values

:ZERO1_286
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03C7: unknown_maby_cops_density  .001

:ZERO1_288
0051: return

:ZERO1_289
00D6: if  21
0019:   @328 >  4  ;; integer values
0039:   @328 ==  4  ;; integer values
004D: jump_if_false ZERO1_344
00A5: @35(@328,10i) = create_car  464 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  0
875C:   NOT   marker @178(@328,10i) enabled
004D: jump_if_false ZERO1_304
0186: @178(@328,10i) = create_marker_above_car @35(@328,10i)
018B: show_on_radar @178(@328,10i)  2
0002: jump ZERO1_307

:ZERO1_304
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_307
03A2: (unknown) @35(@328,10i)  3 
0175: set_car @35(@328,10i) z_angle_to  258.0
0745: @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) offset  0.0  0.0 -.3   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: @35(@328,10i) -.8 
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_344
00D6: if  0
0039:   @361 ==  0  ;; integer values
004D: jump_if_false ZERO1_344
03CF: load_wav  44608 as  1

:ZERO1_330
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_335
0001: wait  0 ms
0002: jump ZERO1_330

:ZERO1_335
00BC: text_highpriority 'ZER1_BD'  10000 ms  1
03D1: play_wav  1

:ZERO1_337
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_342
0001: wait  0 ms
0002: jump ZERO1_337

:ZERO1_342
03D5: remove_text 'ZER1_BD'
0006: @361 =  1  ;; integer values

:ZERO1_344
0051: return

:ZERO1_345
0006: @32 =  0  ;; integer values
00D6: if  0
0038:   $7420 ==  0  ;; integer values
004D: jump_if_false ZERO1_586
0006: @177 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:ZERO1_351
00D6: if  0
8039:   NOT   @177 ==  10  ;; integer values
004D: jump_if_false ZERO1_531
0001: wait  0 ms
00D6: if  0
0039:   @177 ==  0  ;; integer values
004D: jump_if_false ZERO1_387
03CF: load_wav  44601 as  1

:ZERO1_359
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_364
0001: wait  0 ms
0002: jump ZERO1_359

:ZERO1_364
00BC: text_highpriority 'ZER1_AB'  10000 ms  1
03D1: play_wav  1

:ZERO1_366
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_371
0001: wait  0 ms
0002: jump ZERO1_366

:ZERO1_371
03D5: remove_text 'ZER1_AC'
03CF: load_wav  44602 as  1

:ZERO1_373
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_378
0001: wait  0 ms
0002: jump ZERO1_373

:ZERO1_378
00BC: text_highpriority 'ZER1_AC'  10000 ms  1
03D1: play_wav  1

:ZERO1_380
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_385
0001: wait  0 ms
0002: jump ZERO1_380

:ZERO1_385
03D5: remove_text 'ZER1_AC'
0006: @177 =  1  ;; integer values

:ZERO1_387
00D6: if  0
0019:   @33 >  4500  ;; integer values
004D: jump_if_false ZERO1_412
00D6: if  0
0039:   @177 ==  1  ;; integer values
004D: jump_if_false ZERO1_412
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_399
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_404
0001: wait  0 ms
0002: jump ZERO1_399

:ZERO1_404
00BC: text_highpriority 'ZER1_BA'  10000 ms  1
03D1: play_wav  1

:ZERO1_406
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_411
0001: wait  0 ms
0002: jump ZERO1_406

:ZERO1_411
03D5: remove_text 'ZER1_BA'

:ZERO1_412
00D6: if  0
0019:   @33 >  7500  ;; integer values
004D: jump_if_false ZERO1_450
00D6: if  0
0039:   @177 ==  2  ;; integer values
004D: jump_if_false ZERO1_450
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  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_425
0605: unknown_action_sequence @55 "POINTUP_IN" "ON_LOOKERS"  4.0  0  0  0  1  0 

:ZERO1_425
03CF: load_wav  44606 as  1
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false ZERO1_437
0006: @328 =  0  ;; integer values

:ZERO1_430
00D6: if  0
001B:    2 > @328  ;; integer values
004D: jump_if_false ZERO1_437
0001: wait  0 ms
0050: gosub ZERO1_247
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_430

:ZERO1_437
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_442
0001: wait  0 ms
0002: jump ZERO1_437

:ZERO1_442
00BC: text_highpriority 'ZER1_BB'  10000 ms  1
03D1: play_wav  1

:ZERO1_444
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_449
0001: wait  0 ms
0002: jump ZERO1_444

:ZERO1_449
03D5: remove_text 'ZER1_BB'

:ZERO1_450
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false ZERO1_494
00D6: if  0
0039:   @177 ==  3  ;; integer values
004D: jump_if_false ZERO1_494
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false ZERO1_494
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  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_465
0159: camera_on_ped @55  15  2

:ZERO1_465
03CF: load_wav  44603 as  1

:ZERO1_466
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_471
0001: wait  0 ms
0002: jump ZERO1_466

:ZERO1_471
00BC: text_highpriority 'ZER1_AD'  10000 ms  1
03D1: play_wav  1

:ZERO1_473
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_478
0001: wait  0 ms
0002: jump ZERO1_473

:ZERO1_478
03D5: remove_text 'ZER1_AD'
03CF: load_wav  44604 as  1

:ZERO1_480
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_485
0001: wait  0 ms
0002: jump ZERO1_480

:ZERO1_485
00BC: text_highpriority 'ZER1_AE'  10000 ms  1
03D1: play_wav  1

:ZERO1_487
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_492
0001: wait  0 ms
0002: jump ZERO1_487

:ZERO1_492
03D5: remove_text 'ZER1_AE'
0006: @177 =  4  ;; integer values

:ZERO1_494
00D6: if  0
0019:   @33 >  17000  ;; integer values
004D: jump_if_false ZERO1_510
00D6: if  0
0039:   @177 ==  4  ;; integer values
004D: jump_if_false ZERO1_510
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  0
03CA:   object @34 exists
004D: jump_if_false ZERO1_507
0655: unknown_action_sequence $PLAYER_ACTOR @34  3000 

:ZERO1_507
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

:ZERO1_510
00D6: if  0
08D0: (unknown)
004D: jump_if_false ZERO1_526
0006: @177 =  10  ;; integer values
040D: unload_wav  1
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false ZERO1_526
0006: @328 =  0  ;; integer values

:ZERO1_519
00D6: if  0
001B:    2 > @328  ;; integer values
004D: jump_if_false ZERO1_526
0001: wait  0 ms
0050: gosub ZERO1_247
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_519

:ZERO1_526
00D6: if  0
0019:   @33 >  20000  ;; integer values
004D: jump_if_false ZERO1_530
0006: @177 =  10  ;; integer values

:ZERO1_530
0002: jump ZERO1_351

:ZERO1_531
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO1_537
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_537
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false ZERO1_543
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_543
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object @34 offset -.25 -.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: $PLAYER_CHAR  270.0  300.0 
0687: $PLAYER_ACTOR 
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
010D: set_player $PLAYER_CHAR wanted_level_to  0
0925: (unknown)
015A: restore_camera
00D6: if  0
03CA:   object @34 exists
004D: jump_if_false ZERO1_558
0750: @34  0 

:ZERO1_558
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_562
01B2: give_actor @55 weapon  42 ammo  1000  ;; Load the weapon model before using this

:ZERO1_562
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
03E5: text_box 'ZER1_24'
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_581
03CF: load_wav  44609 as  1

:ZERO1_568
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_573
0001: wait  0 ms
0002: jump ZERO1_568

:ZERO1_573
00BC: text_highpriority 'ZER1_BE'  10000 ms  1
03D1: play_wav  1

:ZERO1_575
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_580
0001: wait  0 ms
0002: jump ZERO1_575

:ZERO1_580
03D5: remove_text 'ZER1_BE'

:ZERO1_581
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03C7: unknown_maby_cops_density  .001
0006: @147 =  0  ;; integer values
0006: @148 =  1  ;; integer values
0051: return

:ZERO1_586
00D6: if  0
0038:   $7420 ==  1  ;; integer values
004D: jump_if_false ZERO1_619
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false ZERO1_615
0006: @328 =  0  ;; integer values

:ZERO1_593
00D6: if  0
001B:    4 > @328  ;; integer values
004D: jump_if_false ZERO1_614
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_605
0224: set_car @35(@328,10i) health_to  20
00D6: if  0
82CA:   NOT   car @35(@328,10i) bounding_sphere_visible
004D: jump_if_false ZERO1_605
00A6: destroy_car @35(@328,10i)

:ZERO1_605
01C3: remove_references_to_car @35(@328,10i)  ;; Like turning a car into any random car
00D6: if  0
075C:   marker @178(@328,10i) enabled
004D: jump_if_false ZERO1_610
0164: disable_marker @178(@328,10i)

:ZERO1_610
03CD: car @35(@328,10i) remove_from_stuck_car_check
0050: gosub ZERO1_247
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_593

:ZERO1_614
0006: @151 =  1  ;; integer values

:ZERO1_615
0006: @147 =  0  ;; integer values
0006: @148 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0051: return

:ZERO1_619
0006: @147 =  0  ;; integer values
0006: @148 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0051: return

:ZERO1_623
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false ZERO1_632
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  1  ;; integer values
0006: @150 =  0  ;; integer values
0051: return

:ZERO1_632
0050: gosub ZERO1_1702
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_641
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_641
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false ZERO1_649
0006: @148 =  0  ;; integer values
0006: @150 =  1  ;; integer values
040D: unload_wav  1
00BC: text_highpriority 'ZER1_25'  5000 ms  1
0051: return

:ZERO1_649
0006: @328 =  0  ;; integer values

:ZERO1_650
00D6: if  0
001B:    8 > @328  ;; integer values
004D: jump_if_false ZERO1_1087
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1084
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_726
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false ZERO1_675
00D6: if  0
874F:   NOT @55  59 
004D: jump_if_false ZERO1_675
0615: @369 
0605: unknown_action_sequence -1 "SHOUT_01" "ON_LOOKERS"  4.0  0  0  0  1  0 
06BA: unknown_action_sequence -1 @268(@328,10f) @278(@328,10f) @288(@328,10f) 
0605: unknown_action_sequence -1 "LKUP_POINT" "ON_LOOKERS"  4.0  0  0  0  1  0 
05C8: unknown_action_sequence -1 
0616: @369 
0618: @55 @369 
061B: @369 
0006: @165 =  1  ;; integer values

:ZERO1_675
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false ZERO1_683
062E: @55  1560 @56 
00D6: if  0
04A4: @56  7 
004D: jump_if_false ZERO1_683
0006: @165 =  0  ;; integer values

:ZERO1_683
00D6: if  0
0039:   @364 ==  1  ;; integer values
004D: jump_if_false ZERO1_700
00D6: if  0
031D:   actor @55 hit_by_weapon  38
004D: jump_if_false ZERO1_700
0467: unknown_actor @55
040D: unload_wav  1
03CF: load_wav  44620 as  1

:ZERO1_692
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_697
0001: wait  0 ms
0002: jump ZERO1_692

:ZERO1_697
00BC: text_highpriority 'ZER1_DB'  5000 ms  1
03D1: play_wav  1
0006: @364 =  0  ;; integer values

:ZERO1_700
00D6: if  0
0039:   @364 ==  0  ;; integer values
004D: jump_if_false ZERO1_725
00D6: if  0
031D:   actor @55 hit_by_weapon  38
004D: jump_if_false ZERO1_725
0467: unknown_actor @55
040D: unload_wav  1
03CF: load_wav  44619 as  1

:ZERO1_709
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_722
0001: wait  0 ms
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false ZERO1_721
0006: @148 =  0  ;; integer values
0006: @150 =  1  ;; integer values
040D: unload_wav  1
00BC: text_highpriority 'ZER1_25'  5000 ms  1
0051: return

:ZERO1_721
0002: jump ZERO1_709

:ZERO1_722
00BC: text_highpriority 'ZER1_DA'  5000 ms  1
03D1: play_wav  1
0006: @364 =  1  ;; integer values

:ZERO1_725
0002: jump ZERO1_731

:ZERO1_726
0006: @148 =  0  ;; integer values
0006: @150 =  1  ;; integer values
040D: unload_wav  1
00BC: text_highpriority 'ZER1_25'  5000 ms  1
0051: return

:ZERO1_731
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1082
00D6: if  0
0039:   @152(@328,8i) ==  0  ;; integer values
004D: jump_if_false ZERO1_750
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  0
0019:   @346(@328,10i) >  45000  ;; integer values
004D: jump_if_false ZERO1_750
020B: explode_car @35(@328,10i)
0006: @152(@328,8i) =  1  ;; integer values
0006: @167(@328,10i) =  0  ;; integer values
00D6: if  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_750
0108: destroy_object @188(@328,10i)

:ZERO1_750
00D6: if  0
0039:   @152(@328,8i) ==  0  ;; integer values
004D: jump_if_false ZERO1_766
00D6: if  0
06FC: @35(@328,10i) 
004D: jump_if_false ZERO1_766
00D6: if  0
03CE:   car @35(@328,10i) stuck
004D: jump_if_false ZERO1_766
020B: explode_car @35(@328,10i)
00D6: if  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_764
0108: destroy_object @188(@328,10i)

:ZERO1_764
0006: @152(@328,8i) =  1  ;; integer values
0006: @167(@328,10i) =  0  ;; integer values

:ZERO1_766
00D6: if  0
0039:   @152(@328,8i) ==  0  ;; integer values
004D: jump_if_false ZERO1_779
00D6: if  0
81F3:   NOT   car @35(@328,10i) airborne
004D: jump_if_false ZERO1_779
020B: explode_car @35(@328,10i)
00D6: if  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_777
0108: destroy_object @188(@328,10i)

:ZERO1_777
0006: @152(@328,8i) =  1  ;; integer values
0006: @167(@328,10i) =  0  ;; integer values

:ZERO1_779
00D6: if  0
0039:   @152(@328,8i) ==  0  ;; integer values
004D: jump_if_false ZERO1_792
00D6: if  0
031E:   vehicle @35(@328,10i) hit_by_weapon  38
004D: jump_if_false ZERO1_792
00D6: if  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_789
0108: destroy_object @188(@328,10i)

:ZERO1_789
0224: set_car @35(@328,10i) health_to  20
0006: @152(@328,8i) =  1  ;; integer values
0006: @167(@328,10i) =  0  ;; integer values

:ZERO1_792
00D6: if  0
0039:   @152(@328,8i) ==  0  ;; integer values
004D: jump_if_false ZERO1_806
00D6: if  0
0039:   @167(@328,10i) ==  0  ;; integer values
004D: jump_if_false ZERO1_806
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_805
00D6: if  0
01AF:   car @35(@328,10i)  0 ()near_point @77(@329,4f) @81(@329,4f) @85(@329,4f) radius  18.0  18.0  40.0
004D: jump_if_false ZERO1_805
0006: @167(@328,10i) =  1  ;; integer values

:ZERO1_805
0002: jump ZERO1_806

:ZERO1_806
00D6: if  0
0039:   @167(@328,10i) ==  1  ;; integer values
004D: jump_if_false ZERO1_818
0050: gosub ZERO1_1407
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_818
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_818
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_826
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_826
00D6: if  0
0019:   @167(@328,10i) >  2  ;; integer values
004D: jump_if_false ZERO1_843
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_843
00D6: if  0
01AD:   car @35(@328,10i)  0 ()near_point @60(@328,8f) @68(@328,8f)  30.0  30.0
004D: jump_if_false ZERO1_843
00A6: destroy_car @35(@328,10i)
00D6: if  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_840
0108: destroy_object @188(@328,10i)

:ZERO1_840
0006: @152(@328,8i) =  1  ;; integer values
0006: @167(@328,10i) =  0  ;; integer values
0051: return

:ZERO1_843
00D6: if  0
0039:   @167(@328,10i) ==  2  ;; integer values
004D: jump_if_false ZERO1_855
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_855
00D6: if  0
01AD:   car @35(@328,10i)  0 ()near_point @95(@328,8f) @103(@328,8f)  7.0  7.0
004D: jump_if_false ZERO1_855
04D2: unknown_RC_car @35(@328,10i) race_to @119(@328,8f) @127(@328,8f) @135(@328,8f)  5.0  .5 
0742: @35(@328,10i) -1.1 
0006: @167(@328,10i) =  3  ;; integer values

:ZERO1_855
00D6: if  0
0039:   @167(@328,10i) ==  3  ;; integer values
004D: jump_if_false ZERO1_867
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_867
00D6: if  0
01AD:   car @35(@328,10i)  0 ()near_point @119(@328,8f) @127(@328,8f)  7.0  7.0
004D: jump_if_false ZERO1_867
04D2: unknown_RC_car @35(@328,10i) race_to @77(@329,4f) @81(@329,4f) @76  3.0  0.0 
0742: @35(@328,10i) -.9 
0006: @167(@328,10i) =  4  ;; integer values

:ZERO1_867
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1080
00D6: if  0
01AF:   car @35(@328,10i)  0 ()near_point @77(@329,4f) @81(@329,4f) @85(@329,4f) radius  4.0  4.0  11.0
004D: jump_if_false ZERO1_1079
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  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_881
0108: destroy_object @188(@328,10i)

:ZERO1_881
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_902
00D6: if  0
0039:   @362 ==  0  ;; integer values
004D: jump_if_false ZERO1_902
03CF: load_wav  44617 as  1

:ZERO1_888
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_893
0001: wait  0 ms
0002: jump ZERO1_888

:ZERO1_893
00BC: text_highpriority 'ZER1_BN'  10000 ms  1
03D1: play_wav  1

:ZERO1_895
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_900
0001: wait  0 ms
0002: jump ZERO1_895

:ZERO1_900
03D5: remove_text 'ZER1_BN'
0006: @362 =  1  ;; integer values

:ZERO1_902
0006: @152(@328,8i) =  1  ;; integer values
0006: @167(@328,10i) =  0  ;; integer values
00D6: if  0
0039:   @329 ==  3  ;; integer values
004D: jump_if_false ZERO1_943
00D6: if  0
0019:   @334 >  5  ;; integer values
004D: jump_if_false ZERO1_912
000E: @334 -=  5  ;; integer values
0002: jump ZERO1_943

:ZERO1_912
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: create_fire_at @77(@329,4f) @81(@329,4f) @85(@329,4f)  5  3 @365(@329,4i) 
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @150 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_939
03CF: load_wav  44621 as  1

:ZERO1_926
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_931
0001: wait  0 ms
0002: jump ZERO1_926

:ZERO1_931
00BC: text_highpriority 'ZER1_EA'  10000 ms  1
03D1: play_wav  1

:ZERO1_933
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_938
0001: wait  0 ms
0002: jump ZERO1_933

:ZERO1_938
03D5: remove_text 'ZER1_EA'

:ZERO1_939
0151: remove_status_text $7421
014F: stop_timer $7422
00BC: text_highpriority 'ZER1_19'  5000 ms  1
0051: return

:ZERO1_943
00D6: if  0
0039:   @329 ==  2  ;; integer values
004D: jump_if_false ZERO1_1009
00D6: if  0
0019:   @333 >  5  ;; integer values
004D: jump_if_false ZERO1_951
000E: @333 -=  5  ;; integer values
0002: jump ZERO1_1009

:ZERO1_951
0006: @162 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1009
0050: gosub ZERO1_1745
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_964
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_964
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1009
03CF: load_wav  44614 as  1

:ZERO1_968
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_973
0001: wait  0 ms
0002: jump ZERO1_968

:ZERO1_973
00BC: text_highpriority 'ZER1_BK'  10000 ms  1
03D1: play_wav  1

:ZERO1_975
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_980
0001: wait  0 ms
0002: jump ZERO1_975

:ZERO1_980
03D5: remove_text 'ZER1_BK'
03CF: load_wav  44615 as  1

:ZERO1_982
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_987
0001: wait  0 ms
0002: jump ZERO1_982

:ZERO1_987
00BC: text_highpriority 'ZER1_BL'  10000 ms  1
03D1: play_wav  1

:ZERO1_989
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_994
0001: wait  0 ms
0002: jump ZERO1_989

:ZERO1_994
03D5: remove_text 'ZER1_BL'
03CF: load_wav  44616 as  1

:ZERO1_996
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1001
0001: wait  0 ms
0002: jump ZERO1_996

:ZERO1_1001
00BC: text_highpriority 'ZER1_BM'  10000 ms  1
03D1: play_wav  1

:ZERO1_1003
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1008
0001: wait  0 ms
0002: jump ZERO1_1003

:ZERO1_1008
03D5: remove_text 'ZER1_BM'

:ZERO1_1009
00D6: if  0
0039:   @329 ==  1  ;; integer values
004D: jump_if_false ZERO1_1044
00D6: if  0
0019:   @332 >  5  ;; integer values
004D: jump_if_false ZERO1_1017
000E: @332 -=  5  ;; integer values
0002: jump ZERO1_1044

:ZERO1_1017
0006: @161 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1044
0050: gosub ZERO1_1745
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_1030
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_1030
03CF: load_wav  44613 as  1

:ZERO1_1031
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1036
0001: wait  0 ms
0002: jump ZERO1_1031

:ZERO1_1036
00BC: text_highpriority 'ZER1_BJ'  10000 ms  1
03D1: play_wav  1

:ZERO1_1038
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1043
0001: wait  0 ms
0002: jump ZERO1_1038

:ZERO1_1043
03D5: remove_text 'ZER1_BJ'

:ZERO1_1044
00D6: if  0
0039:   @329 ==  0  ;; integer values
004D: jump_if_false ZERO1_1079
00D6: if  0
0019:   @331 >  5  ;; integer values
004D: jump_if_false ZERO1_1052
000E: @331 -=  5  ;; integer values
0002: jump ZERO1_1079

:ZERO1_1052
0006: @160 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1079
0050: gosub ZERO1_1745
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_1065
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_1065
03CF: load_wav  44611 as  1

:ZERO1_1066
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1071
0001: wait  0 ms
0002: jump ZERO1_1066

:ZERO1_1071
00BC: text_highpriority 'ZER1_BG'  10000 ms  1
03D1: play_wav  1

:ZERO1_1073
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1078
0001: wait  0 ms
0002: jump ZERO1_1073

:ZERO1_1078
03D5: remove_text 'ZER1_BG'

:ZERO1_1079
0002: jump ZERO1_1081

:ZERO1_1080
0006: @152(@328,8i) =  1  ;; integer values

:ZERO1_1081
0002: jump ZERO1_1083

:ZERO1_1082
0006: @152(@328,8i) =  1  ;; integer values

:ZERO1_1083
0002: jump ZERO1_1085

:ZERO1_1084
0006: @152(@328,8i) =  1  ;; integer values

:ZERO1_1085
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_650

:ZERO1_1087
00D6: if  0
001A:    1 > $7420  ;; integer values
004D: jump_if_false ZERO1_1162
0006: @328 =  0  ;; integer values

:ZERO1_1091
00D6: if  0
001B:    4 > @328  ;; integer values
004D: jump_if_false ZERO1_1119
00D6: if  0
0039:   @152(@328,8i) ==  1  ;; integer values
004D: jump_if_false ZERO1_1117
00D6: if  0
075C:   marker @178(@328,10i) enabled
004D: jump_if_false ZERO1_1101
0164: disable_marker @178(@328,10i)

:ZERO1_1101
00D6: if  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_1105
0108: destroy_object @188(@328,10i)

:ZERO1_1105
03CD: car @35(@328,10i) remove_from_stuck_car_check
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1115
00D6: if  0
02CA:   car @35(@328,10i) bounding_sphere_visible
004D: jump_if_false ZERO1_1114
01C3: remove_references_to_car @35(@328,10i)  ;; Like turning a car into any random car
0002: jump ZERO1_1115

:ZERO1_1114
00A6: destroy_car @35(@328,10i)

:ZERO1_1115
01C3: remove_references_to_car @35(@328,10i)  ;; Like turning a car into any random car
0008: $7420 +=  1  ;; integer values

:ZERO1_1117
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_1091

:ZERO1_1119
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false ZERO1_1161
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false ZERO1_1161
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false ZERO1_1161
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false ZERO1_1161
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_1141
00D6: if  0
001B:    4 > @328  ;; integer values
004D: jump_if_false ZERO1_1161
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1148
0224: set_car @35(@328,10i) health_to  20

:ZERO1_1148
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1157
00D6: if  0
02CA:   car @35(@328,10i) bounding_sphere_visible
004D: jump_if_false ZERO1_1156
01C3: remove_references_to_car @35(@328,10i)  ;; Like turning a car into any random car
0002: jump ZERO1_1157

:ZERO1_1156
00A6: destroy_car @35(@328,10i)

:ZERO1_1157
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_1141

:ZERO1_1161
0002: jump ZERO1_1265

:ZERO1_1162
0006: @328 =  0  ;; integer values

:ZERO1_1163
00D6: if  0
001B:    4 > @328  ;; integer values
004D: jump_if_false ZERO1_1267
00D6: if  0
0039:   @152(@328,8i) ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
075C:   marker @178(@328,10i) enabled
004D: jump_if_false ZERO1_1173
0164: disable_marker @178(@328,10i)

:ZERO1_1173
00D6: if  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_1177
0108: destroy_object @188(@328,10i)

:ZERO1_1177
03CD: car @35(@328,10i) remove_from_stuck_car_check
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1187
00D6: if  0
02CA:   car @35(@328,10i) bounding_sphere_visible
004D: jump_if_false ZERO1_1186
01C3: remove_references_to_car @35(@328,10i)  ;; Like turning a car into any random car
0002: jump ZERO1_1187

:ZERO1_1186
00A6: destroy_car @35(@328,10i)

:ZERO1_1187
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  1
001A:    210000 > $7422  ;; integer values
0018:   $7422 >  190000  ;; integer values
004D: jump_if_false ZERO1_1200
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false ZERO1_1200
0050: gosub ZERO1_247
0006: @33 =  0  ;; integer values

:ZERO1_1200
00D6: if  1
001A:    190000 > $7422  ;; integer values
0018:   $7422 >  120000  ;; integer values
004D: jump_if_false ZERO1_1209
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false ZERO1_1209
0050: gosub ZERO1_247
0006: @33 =  0  ;; integer values

:ZERO1_1209
00D6: if  1
001A:    120000 > $7422  ;; integer values
0018:   $7422 >  0  ;; integer values
004D: jump_if_false ZERO1_1218
00D6: if  0
0019:   @33 >  3500  ;; integer values
004D: jump_if_false ZERO1_1218
0050: gosub ZERO1_247
0006: @33 =  0  ;; integer values

:ZERO1_1218
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false ZERO1_1265
0050: gosub ZERO1_247
00D6: if  0
0039:   @363 ==  0  ;; integer values
004D: jump_if_false ZERO1_1264
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1264
03CF: load_wav  44618 as  1

:ZERO1_1250
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1255
0001: wait  0 ms
0002: jump ZERO1_1250

:ZERO1_1255
00BC: text_highpriority 'ZER1_CA'  10000 ms  1
03D1: play_wav  1

:ZERO1_1257
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1262
0001: wait  0 ms
0002: jump ZERO1_1257

:ZERO1_1262
03D5: remove_text 'ZER1_CA'
0006: @363 =  1  ;; integer values

:ZERO1_1264
0006: @33 =  0  ;; integer values

:ZERO1_1265
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_1163

:ZERO1_1267
00D6: if  0
001A:    210000 > $7422  ;; integer values
004D: jump_if_false ZERO1_1387
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false ZERO1_1387
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false ZERO1_1387
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false ZERO1_1387
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false ZERO1_1387
00D6: if  0
075C:   marker @182 enabled
004D: jump_if_false ZERO1_1286
0164: disable_marker @182

:ZERO1_1286
00D6: if  0
075C:   marker @183 enabled
004D: jump_if_false ZERO1_1290
0164: disable_marker @183

:ZERO1_1290
00D6: if  0
075C:   marker @184 enabled
004D: jump_if_false ZERO1_1294
0164: disable_marker @184

:ZERO1_1294
00D6: if  0
075C:   marker @185 enabled
004D: jump_if_false ZERO1_1298
0164: disable_marker @185

:ZERO1_1298
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false ZERO1_1302
0224: set_car @39 health_to  10

:ZERO1_1302
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false ZERO1_1306
0224: set_car @40 health_to  10

:ZERO1_1306
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false ZERO1_1310
0224: set_car @41 health_to  10

:ZERO1_1310
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false ZERO1_1314
0224: set_car @42 health_to  10

:ZERO1_1314
00D6: if  0
03CA:   object @192 exists
004D: jump_if_false ZERO1_1318
0108: destroy_object @192

:ZERO1_1318
00D6: if  0
03CA:   object @193 exists
004D: jump_if_false ZERO1_1322
0108: destroy_object @193

:ZERO1_1322
00D6: if  0
03CA:   object @194 exists
004D: jump_if_false ZERO1_1326
0108: destroy_object @194

:ZERO1_1326
00D6: if  0
03CA:   object @195 exists
004D: jump_if_false ZERO1_1330
0108: destroy_object @195

:ZERO1_1330
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false ZERO1_1339
00D6: if  0
02CA:   car @39 bounding_sphere_visible
004D: jump_if_false ZERO1_1338
01C3: remove_references_to_car @39  ;; Like turning a car into any random car
0002: jump ZERO1_1339

:ZERO1_1338
00A6: destroy_car @39

:ZERO1_1339
01C3: remove_references_to_car @39  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false ZERO1_1349
00D6: if  0
02CA:   car @40 bounding_sphere_visible
004D: jump_if_false ZERO1_1348
01C3: remove_references_to_car @40  ;; Like turning a car into any random car
0002: jump ZERO1_1349

:ZERO1_1348
00A6: destroy_car @40

:ZERO1_1349
01C3: remove_references_to_car @40  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false ZERO1_1359
00D6: if  0
02CA:   car @41 bounding_sphere_visible
004D: jump_if_false ZERO1_1358
01C3: remove_references_to_car @41  ;; Like turning a car into any random car
0002: jump ZERO1_1359

:ZERO1_1358
00A6: destroy_car @41

:ZERO1_1359
01C3: remove_references_to_car @41  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false ZERO1_1369
00D6: if  0
02CA:   car @42 bounding_sphere_visible
004D: jump_if_false ZERO1_1368
01C3: remove_references_to_car @42  ;; Like turning a car into any random car
0002: jump ZERO1_1369

:ZERO1_1368
00A6: destroy_car @42

:ZERO1_1369
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  0
0019:   @350 >  45000  ;; integer values
004D: jump_if_false ZERO1_1387
0006: @328 =  4  ;; integer values

:ZERO1_1381
00D6: if  0
001B:    8 > @328  ;; integer values
004D: jump_if_false ZERO1_1387
0050: gosub ZERO1_289
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_1381

:ZERO1_1387
00D6: if  0
002A:    1 >= $7422  ;; integer values
004D: jump_if_false ZERO1_1406
0006: @328 =  0  ;; integer values

:ZERO1_1391
00D6: if  0
001B:    8 > @328  ;; integer values
004D: jump_if_false ZERO1_1401
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1399
020B: explode_car @35(@328,10i)
01C3: remove_references_to_car @35(@328,10i)  ;; Like turning a car into any random car

:ZERO1_1399
000A: @328 +=  1  ;; integer values
0002: jump ZERO1_1391

:ZERO1_1401
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  1  ;; integer values
0006: @150 =  0  ;; integer values
0051: return

:ZERO1_1406
0051: return

:ZERO1_1407
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  0
03CA:   object @188(@328,10i) exists
004D: jump_if_false ZERO1_1434
0087: @238(@328,10f) = @288(@328,10f)  ;; floating-point values only
0063: @238(@328,10f) -= @318(@328,10f)  ;; floating-point values 
00D6: if  0
0021:   @238(@328,10f) >  .5  ;; floating-point values
004D: jump_if_false ZERO1_1426
0363: toggle_model_render_at @268(@328,10f) @278(@328,10f) @288(@328,10f) radius  10.0 object #RCBOMB  1
007F: @258(@328,10f) -= unknown_inaccurate_float_timer  .05  ;; floating-point 
00D6: if  0
0023:   -.5 > @258(@328,10f)  ;; floating-point values
004D: jump_if_false ZERO1_1425
0007: @258(@328,10f) = -.5  ;; floating-point values
0006: @248(@328,10i) =  1  ;; integer values

:ZERO1_1425
0002: jump ZERO1_1434

:ZERO1_1426
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  0
0021:   @258(@328,10f) >  0.0  ;; floating-point values
004D: jump_if_false ZERO1_1434
0007: @258(@328,10f) =  0.0  ;; floating-point values
0363: toggle_model_render_at @268(@328,10f) @278(@328,10f) @288(@328,10f) radius  10.0 object #RCBOMB  0

:ZERO1_1434
00D6: if  0
0039:   @167(@328,10i) ==  1  ;; integer values
004D: jump_if_false ZERO1_1470
01BD: @218(@328,10i) = current_time_in_ms
00D6: if  0
001D:   @218(@328,10i) > @228(@328,10i)  ;; integer values  
004D: jump_if_false ZERO1_1470
00D6: if  0
0039:   @208(@328,10i) ==  0  ;; integer values
004D: jump_if_false ZERO1_1463
00D6: if  0
0039:   @248(@328,10i) ==  1  ;; integer values
004D: jump_if_false ZERO1_1462
000F: @258(@328,10f) -=  .5  ;; floating-point values
0682: @188(@328,10i)  0.0  0.0  0.0  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_1462
0002: jump ZERO1_1470

:ZERO1_1463
00D6: if  0
0039:   @208(@328,10i) ==  2  ;; integer values
004D: jump_if_false ZERO1_1470
00D6: if  0
001D:   @218(@328,10i) > @298(@328,10i)  ;; integer values  
004D: jump_if_false ZERO1_1470
0006: @208(@328,10i) =  0  ;; integer values

:ZERO1_1470
00D6: if  0
0039:   @208(@328,10i) ==  1  ;; integer values
004D: jump_if_false ZERO1_1701
00D6: if  0
03CA:   object @198(@328,10i) exists
004D: jump_if_false ZERO1_1701
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) +=  .5  ;; floating-point values
00D6: if  0
0023:    6.0 > @318(@328,10f)  ;; floating-point values
004D: jump_if_false ZERO1_1483
0007: @318(@328,10f) =  6.0  ;; floating-point values

:ZERO1_1483
00D6: if  22
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_1701
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  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1516
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false ZERO1_1516
03CF: load_wav  44607 as  1

:ZERO1_1502
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1507
0001: wait  0 ms
0002: jump ZERO1_1502

:ZERO1_1507
00BC: text_highpriority 'ZER1_BC'  10000 ms  1
03D1: play_wav  1

:ZERO1_1509
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1514
0001: wait  0 ms
0002: jump ZERO1_1509

:ZERO1_1514
03D5: remove_text 'ZER1_BC'
0006: @166 =  1  ;; integer values

:ZERO1_1516
00D6: if  0
8119:   NOT   car @35(@328,10i) wrecked
004D: jump_if_false ZERO1_1530
0087: @76 = @85(@329,4f)  ;; floating-point values only
000B: @76 +=  4.0  ;; floating-point values
00D6: if  0
01AD:   car @35(@328,10i)  0 ()near_point -2235.66  182.43  50.0  50.0
004D: jump_if_false ZERO1_1526
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_1527

:ZERO1_1526
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_1527
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  .5 
0742: @35(@328,10i) -.9 

:ZERO1_1530
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false ZERO1_1572
00D6: if  0
03CA:   object @45 exists
004D: jump_if_false ZERO1_1572
00D6: if  0
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_1572
00D6: if  0
0019:   @331 >  5  ;; integer values
004D: jump_if_false ZERO1_1544
000E: @331 -=  5  ;; integer values
0002: jump ZERO1_1572

:ZERO1_1544
0006: @160 =  1  ;; integer values
0050: gosub ZERO1_1745
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_1554
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_1554
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1572
03CF: load_wav  44611 as  1

:ZERO1_1558
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1563
0001: wait  0 ms
0002: jump ZERO1_1558

:ZERO1_1563
00BC: text_highpriority 'ZER1_BG'  10000 ms  1
03D1: play_wav  1

:ZERO1_1565
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1570
0001: wait  0 ms
0002: jump ZERO1_1565

:ZERO1_1570
03D5: remove_text 'ZER1_BG'
0006: @331 =  0  ;; integer values

:ZERO1_1572
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false ZERO1_1614
00D6: if  0
03CA:   object @46 exists
004D: jump_if_false ZERO1_1614
00D6: if  0
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_1614
00D6: if  0
0019:   @332 >  5  ;; integer values
004D: jump_if_false ZERO1_1586
000E: @332 -=  5  ;; integer values
0002: jump ZERO1_1614

:ZERO1_1586
0006: @161 =  1  ;; integer values
0050: gosub ZERO1_1745
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_1596
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_1596
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1614
03CF: load_wav  44613 as  1

:ZERO1_1600
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1605
0001: wait  0 ms
0002: jump ZERO1_1600

:ZERO1_1605
00BC: text_highpriority 'ZER1_BJ'  10000 ms  1
03D1: play_wav  1

:ZERO1_1607
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1612
0001: wait  0 ms
0002: jump ZERO1_1607

:ZERO1_1612
03D5: remove_text 'ZER1_BJ'
0006: @332 =  0  ;; integer values

:ZERO1_1614
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false ZERO1_1656
00D6: if  0
03CA:   object @47 exists
004D: jump_if_false ZERO1_1656
00D6: if  0
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_1656
00D6: if  0
0019:   @333 >  5  ;; integer values
004D: jump_if_false ZERO1_1628
000E: @333 -=  5  ;; integer values
0002: jump ZERO1_1656

:ZERO1_1628
0006: @162 =  1  ;; integer values
0050: gosub ZERO1_1745
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO1_1638
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @150 =  1  ;; integer values
0051: return

:ZERO1_1638
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1656
03CF: load_wav  44614 as  1

:ZERO1_1642
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1647
0001: wait  0 ms
0002: jump ZERO1_1642

:ZERO1_1647
00BC: text_highpriority 'ZER1_BK'  10000 ms  1
03D1: play_wav  1

:ZERO1_1649
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1654
0001: wait  0 ms
0002: jump ZERO1_1649

:ZERO1_1654
03D5: remove_text 'ZER1_BK'
0006: @333 =  0  ;; integer values

:ZERO1_1656
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false ZERO1_1701
00D6: if  0
03CA:   object @48 exists
004D: jump_if_false ZERO1_1701
00D6: if  0
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_1701
00D6: if  0
0019:   @334 >  5  ;; integer values
004D: jump_if_false ZERO1_1670
000E: @334 -=  5  ;; integer values
0002: jump ZERO1_1701

:ZERO1_1670
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: create_fire_at @77(@329,4f) @81(@329,4f) @85(@329,4f)  5  3 @365(@329,4i) 
0006: @334 =  0  ;; integer values
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @150 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1697
03CF: load_wav  44621 as  1

:ZERO1_1684
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1689
0001: wait  0 ms
0002: jump ZERO1_1684

:ZERO1_1689
00BC: text_highpriority 'ZER1_EA'  10000 ms  1
03D1: play_wav  1

:ZERO1_1691
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1696
0001: wait  0 ms
0002: jump ZERO1_1691

:ZERO1_1696
03D5: remove_text 'ZER1_EA'

:ZERO1_1697
0151: remove_status_text $7421
014F: stop_timer $7422
00BC: text_highpriority 'ZER1_19'  5000 ms  1
0051: return

:ZERO1_1701
0051: return

:ZERO1_1702
00D6: if  21
0019:   @329 >  3  ;; integer values
002A:    5 >= $7421  ;; integer values
004D: jump_if_false ZERO1_1740
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values
0006: @150 =  1  ;; integer values
00D6: if  0
03CA:   object @45(@329,10i) exists
004D: jump_if_false ZERO1_1718
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: create_fire_at @77(@329,4f) @81(@329,4f) @85(@329,4f)  5  3 @365(@329,4i) 

:ZERO1_1718
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1735
03CF: load_wav  44621 as  1

:ZERO1_1722
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1727
0001: wait  0 ms
0002: jump ZERO1_1722

:ZERO1_1727
00BC: text_highpriority 'ZER1_EA'  10000 ms  1
03D1: play_wav  1

:ZERO1_1729
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1734
0001: wait  0 ms
0002: jump ZERO1_1729

:ZERO1_1734
03D5: remove_text 'ZER1_EA'

:ZERO1_1735
0151: remove_status_text $7421
014F: stop_timer $7422
00BC: text_highpriority 'ZER1_19'  5000 ms  1
0051: return
0002: jump ZERO1_1744

:ZERO1_1740
008A: $7421 = @331  ;; integer values and handles
005E: $7421 += @332  ;; integer values 
005E: $7421 += @333  ;; integer values 
005E: $7421 += @334  ;; integer values 

:ZERO1_1744
0051: return

:ZERO1_1745
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: create_fire_at @77(@329,4f) @81(@329,4f) @85(@329,4f)  5  3 @365(@329,4i) 
00D6: if  1
001B:    4 > @329  ;; integer values
0029:   @329 >=  0  ;; integer values
004D: jump_if_false ZERO1_1856
000A: @329 +=  1  ;; integer values
00D6: if  0
0039:   @329 ==  1  ;; integer values
004D: jump_if_false ZERO1_1775
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_1775
00D6: if  0
0039:   @329 ==  2  ;; integer values
004D: jump_if_false ZERO1_1794
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_1794
00D6: if  0
0039:   @329 ==  3  ;; integer values
004D: jump_if_false ZERO1_1814
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_1814
0087: @76 = @85(@329,4f)  ;; floating-point values only
000B: @76 +=  10.0  ;; floating-point values
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO1_1821
04D2: unknown_RC_car @35 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @336 = current_time_in_ms

:ZERO1_1821
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false ZERO1_1826
04D2: unknown_RC_car @36 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @337 = current_time_in_ms

:ZERO1_1826
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false ZERO1_1831
04D2: unknown_RC_car @37 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @338 = current_time_in_ms

:ZERO1_1831
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false ZERO1_1836
04D2: unknown_RC_car @38 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @339 = current_time_in_ms

:ZERO1_1836
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false ZERO1_1841
04D2: unknown_RC_car @39 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @340 = current_time_in_ms

:ZERO1_1841
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false ZERO1_1846
04D2: unknown_RC_car @40 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @341 = current_time_in_ms

:ZERO1_1846
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false ZERO1_1851
04D2: unknown_RC_car @41 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @342 = current_time_in_ms

:ZERO1_1851
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false ZERO1_1856
04D2: unknown_RC_car @42 race_to @77(@329,4f) @81(@329,4f) @76 -1.0  .5 
01BD: @343 = current_time_in_ms

:ZERO1_1856
0051: return
0186: @178(@328,10i) = create_marker_above_car @35(@328,10i)
018B: show_on_radar @178(@328,10i)  2
0051: return

:ZERO1_1860
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
0110: clear_player $PLAYER_CHAR wanted_level

:ZERO1_1863
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_1868
0001: wait  0 ms
0002: jump ZERO1_1863

:ZERO1_1868
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0858: $PLAYER_CHAR  270.0  270.0 
04ED: load_animation "CASINO"

:ZERO1_1872
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false ZERO1_1877
0001: wait  0 ms
0002: jump ZERO1_1872

:ZERO1_1877
04EF: release_animation "ON_LOOKERS"
0708: unknown_add_entity_item @335  59 
0668: unknown_action_sequence $PLAYER_ACTOR -2237.22  170.55  58.45  3000 
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false ZERO1_1886
009A: @55 = create_actor  4  290 at -2235.0  123.0  57.1
0223: set_actor @55 health_to  1000
0173: set_actor @55 z_angle_to  160.0

:ZERO1_1886
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1903
0687: @55 
00A1: put_actor @55 at -2235.0  123.0  57.1
0173: set_actor @55 z_angle_to  160.0
0615: @369 
05D3: unknown_action_sequence -1 -2237.93  121.4  57.0  6 -1 
0605: unknown_action_sequence -1 "MANWIND" "CASINO"  4.0  1  0  0  0  2000 
05D4: unknown_action_sequence -1 unknown_angle  100.0 
05C8: unknown_action_sequence -1 
0677: unknown_action_sequence -1 $PLAYER_ACTOR  1  1 
0616: @369 
0618: @55 @369 
061B: @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_1903
016A: fade  1 (back)  1000 ms
0169: set_fade_color  0  0  0

:ZERO1_1905
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_1910
0001: wait  0 ms
0002: jump ZERO1_1905

:ZERO1_1910
03CF: load_wav  44624 as  1

:ZERO1_1911
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1916
0001: wait  0 ms
0002: jump ZERO1_1911

:ZERO1_1916
00BC: text_highpriority 'ZER1_FA'  10000 ms  1
03D1: play_wav  1

:ZERO1_1918
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1923
0001: wait  0 ms
0002: jump ZERO1_1918

:ZERO1_1923
03D5: remove_text 'ZER1_FA'
03CF: load_wav  44625 as  1

:ZERO1_1925
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1930
0001: wait  0 ms
0002: jump ZERO1_1925

:ZERO1_1930
00BC: text_highpriority 'ZER1_FB'  10000 ms  1
03D1: play_wav  1

:ZERO1_1932
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1937
0001: wait  0 ms
0002: jump ZERO1_1932

:ZERO1_1937
03D5: remove_text 'ZER1_FB'
0006: @177 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:ZERO1_1941
00D6: if  0
8039:   NOT   @177 ==  10  ;; integer values
004D: jump_if_false ZERO1_2107
0001: wait  0 ms
00D6: if  0
0039:   @177 ==  0  ;; integer values
004D: jump_if_false ZERO1_2003
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false ZERO1_2003
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  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1959
05BF: unknown_action_sequence $PLAYER_ACTOR @55  3500 

:ZERO1_1959
03CF: load_wav  44626 as  1

:ZERO1_1960
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1965
0001: wait  0 ms
0002: jump ZERO1_1960

:ZERO1_1965
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1969
0967: @55  10000 

:ZERO1_1969
00BC: text_highpriority 'ZER1_FC'  10000 ms  1
03D1: play_wav  1

:ZERO1_1971
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1976
0001: wait  0 ms
0002: jump ZERO1_1971

:ZERO1_1976
03D5: remove_text 'ZER1_FC'
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1981
0968: @55 

:ZERO1_1981
03CF: load_wav  44627 as  1

:ZERO1_1982
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_1987
0001: wait  0 ms
0002: jump ZERO1_1982

:ZERO1_1987
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_1991
0967: @55  10000 

:ZERO1_1991
00BC: text_highpriority 'ZER1_FD'  10000 ms  1
03D1: play_wav  1

:ZERO1_1993
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_1998
0001: wait  0 ms
0002: jump ZERO1_1993

:ZERO1_1998
03D5: remove_text 'ZER1_FD'
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2003
0968: @55 

:ZERO1_2003
00D6: if  0
0039:   @177 ==  1  ;; integer values
004D: jump_if_false ZERO1_2014
00D6: if  0
0019:   @32 >  100  ;; integer values
004D: jump_if_false ZERO1_2014
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_2014
00D6: if  0
0039:   @177 ==  2  ;; integer values
004D: jump_if_false ZERO1_2102
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false ZERO1_2102
0006: @177 =  3  ;; integer values
0006: @32 =  0  ;; integer values
0615: @369 
05D4: unknown_action_sequence -1 unknown_angle  270.0 
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2028
0677: unknown_action_sequence -1 @55  0  1 

:ZERO1_2028
0616: @369 
0618: $PLAYER_ACTOR @369 
061B: @369 
03CF: load_wav  44628 as  1

:ZERO1_2032
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_2037
0001: wait  0 ms
0002: jump ZERO1_2032

:ZERO1_2037
00BC: text_highpriority 'ZER1_FE'  10000 ms  1
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2042
0967: @55  10000 

:ZERO1_2042
03D1: play_wav  1

:ZERO1_2043
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_2048
0001: wait  0 ms
0002: jump ZERO1_2043

:ZERO1_2048
03D5: remove_text 'ZER1_FE'
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2053
0968: @55 

:ZERO1_2053
03CF: load_wav  44630 as  1

:ZERO1_2054
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_2059
0001: wait  0 ms
0002: jump ZERO1_2054

:ZERO1_2059
00BC: text_highpriority 'ZER1_FG'  10000 ms  1
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2064
0967: @55  10000 

:ZERO1_2064
03D1: play_wav  1

:ZERO1_2065
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_2070
0001: wait  0 ms
0002: jump ZERO1_2065

:ZERO1_2070
03D5: remove_text 'ZER1_FG'
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2075
0968: @55 

:ZERO1_2075
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2079
05C8: unknown_action_sequence @55 

:ZERO1_2079
03CF: load_wav  44629 as  1

:ZERO1_2080
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO1_2085
0001: wait  0 ms
0002: jump ZERO1_2080

:ZERO1_2085
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2089
0967: @55  10000 

:ZERO1_2089
00BC: text_highpriority 'ZER1_FF'  10000 ms  1
03D1: play_wav  1

:ZERO1_2091
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO1_2096
0001: wait  0 ms
0002: jump ZERO1_2091

:ZERO1_2096
03D5: remove_text 'ZER1_FF'
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false ZERO1_2101
0968: @55 

:ZERO1_2101
0006: @177 =  10  ;; integer values

:ZERO1_2102
00D6: if  0
0019:   @33 >  14000  ;; integer values
004D: jump_if_false ZERO1_2106
0006: @177 =  10  ;; integer values

:ZERO1_2106
0002: jump ZERO1_1941

:ZERO1_2107
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:ZERO1_2109
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_2114
0001: wait  0 ms
0002: jump ZERO1_2109

:ZERO1_2114
02A3: toggle_widescreen  0 (off)
0151: remove_status_text $7421
014F: stop_timer $7422
0465: remove_actor $PLAYER_ACTOR from_turret_mode
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO1_2124
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203
05D4: unknown_action_sequence $PLAYER_ACTOR unknown_angle  90.0 

:ZERO1_2124
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 (back)  1000 ms

:ZERO1_2128
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_2133
0001: wait  0 ms
0002: jump ZERO1_2128

:ZERO1_2133
0051: return

:ZERO1_2134
0050: gosub ZERO1_1860
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01E3: text_1number_styled 'M_PASS'  3000  100 ms  1
0109: player $PLAYER_CHAR money +=  3000
0394: play_music  1
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'ZERO_1'
0008: $ZEROS_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:ZERO1_2143
00BA: text_styled 'M_FAIL'  5000 ms  1
0001: wait  5000 ms
016A: fade  0 ()  500 ms
0169: set_fade_color  0  0  0

:ZERO1_2147
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_2152
0001: wait  0 ms
0002: jump ZERO1_2147

:ZERO1_2152
0151: remove_status_text $7421
014F: stop_timer $7422
0465: remove_actor $PLAYER_ACTOR from_turret_mode
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO1_2162
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203
05D4: unknown_action_sequence $PLAYER_ACTOR unknown_angle  90.0 

:ZERO1_2162
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 (back)  1000 ms

:ZERO1_2166
00D6: if  0
016B:   fading
004D: jump_if_false ZERO1_2171
0001: wait  0 ms
0002: jump ZERO1_2166

:ZERO1_2171
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO1_2175
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:ZERO1_2175
0051: return

:ZERO1_2176
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01B7: release_weather
0169: set_fade_color  0  0  0
031A: remove_all_fires
0004: $ON_MISSION =  0  ;; integer values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03C7: unknown_maby_cops_density  1.0
04DB: exit_rc_mode  ; on foot version
01EB: set_car_density_to  1.0
0249: release_model  464
0249: release_model  465
0249: release_model  362
0249: release_model #WONGS_ERECTION
0249: release_model #RCBOMB
0249: release_model #WONGS_ERECTION2
0249: release_model #MINIGUN_BASE
0249: release_model  366
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:  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: $184 = 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...


:M_73_1
0050: gosub M_73_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_73_6
0050: gosub ZERO2_1294

:M_73_6
0050: gosub ZERO2_1295
004E: end_thread

:M_73_8
0006: @119 =  0  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
03A4: name_thread 'ZERO2'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
054C: use_GXT_table 'ZERO2'
09B9:  0 
0169: set_fade_color  0  0  0
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
04BB: select_interior  6  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01B6: set_weather  5
02E4: load_cutscene_data 'ZERO_2'

:ZERO2_11
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false ZERO2_16
0001: wait  0 ms
0002: jump ZERO2_11

:ZERO2_16
02E7: start_cutscene
016A: fade  1 (back)  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:ZERO2_19
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false ZERO2_24
0001: wait  0 ms
0002: jump ZERO2_19

:ZERO2_24
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:ZERO2_28
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_33
0001: wait  0 ms
0002: jump ZERO2_28

:ZERO2_33
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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 =  999  ;; integer values
0006: @32 =  0  ;; integer values
0006: @129 =  0  ;; integer values
08E7:  1 
0247: request_model  464
0247: request_model  459
0247: request_model  352
0247: request_model  510
0247: request_model  468
023C: load_special_actor  1 'ZERO'
038B: load_requested_models

:ZERO2_98
00D6: if  24
8248:   NOT   model  464 available
8248:   NOT   model  459 available
8248:   NOT   model  352 available
8248:   NOT   model  510 available
8248:   NOT   model  468 available
004D: jump_if_false ZERO2_107
0001: wait  0 ms
0002: jump ZERO2_98

:ZERO2_107
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false ZERO2_112
0001: wait  0 ms
0002: jump ZERO2_107

:ZERO2_112
060A: unknown_create_entity  0 @56 

:ZERO2_113
0001: wait  0 ms
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false ZERO2_118
0050: gosub ZERO2_131

:ZERO2_118
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false ZERO2_122
0050: gosub ZERO2_974

:ZERO2_122
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false ZERO2_126
0002: jump ZERO2_1289

:ZERO2_126
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false ZERO2_130
0002: jump ZERO2_1294

:ZERO2_130
0002: jump ZERO2_113

:ZERO2_131
0395: clear_area  1 at @87 @88 @89 range  1000.0
00A5: @35 = create_car  459 at -2250.9  124.6  28.48
0587: @35  0
0519: unknown_car @35 flag  1
0657: @35  4 
0657: @35  5 
036A: put_actor $PLAYER_ACTOR in_car @35
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO2_146
01C8: @57 = create_actor  4  290 in_car @35 passenger_seat  0
0224: set_car @35 health_to  1000
02AC: set_car @35 immunities  1  1  1  1  1

:ZERO2_146
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
046E: put_player $PLAYER_CHAR in_RC_mode_at @83 @84 @85 angle  40.09 RC_model  464
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  11000
02AC: set_car @34 immunities  1  1  1  1  1
0006: @129 =  0  ;; integer values

:ZERO2_155
00D6: if  0
001B:    5 > @129  ;; integer values
004D: jump_if_false ZERO2_205
0001: wait  0 ms
0395: clear_area  1 at @63(@129,5f) @68(@129,5f) @73(@129,5f) range  1000.0
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false ZERO2_165
00A5: @46(@129,5i) = create_car  468 at @63(@129,5f) @68(@129,5f) @73(@129,5f)
0224: set_car @46(@129,5i) health_to  1000

:ZERO2_165
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false ZERO2_170
00A5: @46(@129,5i) = create_car  510 at @63(@129,5f) @68(@129,5f) @73(@129,5f)
0224: set_car @46(@129,5i) health_to  1500

:ZERO2_170
00D6: if  0
0039:   @129 ==  2  ;; integer values
004D: jump_if_false ZERO2_175
00A5: @46(@129,5i) = create_car  459 at @63(@129,5f) @68(@129,5f) @73(@129,5f)
0224: set_car @46(@129,5i) health_to  1500

:ZERO2_175
00D6: if  0
0039:   @129 ==  3  ;; integer values
004D: jump_if_false ZERO2_180
00A5: @46(@129,5i) = create_car  459 at @63(@129,5f) @68(@129,5f) @73(@129,5f)
0224: set_car @46(@129,5i) health_to  1500

:ZERO2_180
00D6: if  0
0039:   @129 ==  4  ;; integer values
004D: jump_if_false ZERO2_186
00A5: @46(@129,5i) = create_car  459 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_186
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) @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: @46(@129,5i)  0
00D6: if  21
0039:   @129 ==  3  ;; integer values
0039:   @129 ==  0  ;; integer values
004D: jump_if_false ZERO2_201
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_201
05D2: unknown_action_sequence @36(@129,5i) @46(@129,5i)  3.0  0 
0006: @103(@129,5i) =  0  ;; integer values
000A: @129 +=  1  ;; integer values
0002: jump ZERO2_155

:ZERO2_205
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_car_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:  1 
0930:  1 
0936: -2273.841  45.5794  37.0987 -2280.652  50.3058  35.7357  5000  1 
0920: -2273.297  46.4174  37.1385 -2280.054  51.104  35.6677  5000  1 
02A3: toggle_widescreen  1 (on)
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0A0B: -2273.841  45.5794  37.0987  310.0 
0169: set_fade_color  0  0  0
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms
0006: @120 =  0  ;; integer values

:ZERO2_224
00D6: if  0
8039:   NOT   @120 ==  10  ;; integer values
004D: jump_if_false ZERO2_293
0001: wait  0 ms
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false ZERO2_247
0006: @120 =  1  ;; integer values
0707: unknown_bunnyjump ZERO2_293 
03CF: load_wav  44801 as  1

:ZERO2_234
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_239
0001: wait  0 ms
0002: jump ZERO2_234

:ZERO2_239
00BC: text_highpriority 'ZER2_AB'  10000 ms  1
03D1: play_wav  1

:ZERO2_241
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_246
0001: wait  0 ms
0002: jump ZERO2_241

:ZERO2_246
03D5: remove_text 'ZER2_AB'

:ZERO2_247
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false ZERO2_265
0006: @120 =  2  ;; integer values
03CF: load_wav  44802 as  1

:ZERO2_252
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_257
0001: wait  0 ms
0002: jump ZERO2_252

:ZERO2_257
00BC: text_highpriority 'ZER2_AC'  10000 ms  1
03D1: play_wav  1

:ZERO2_259
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_264
0001: wait  0 ms
0002: jump ZERO2_259

:ZERO2_264
03D5: remove_text 'ZER2_AC'

:ZERO2_265
00D6: if  0
0039:   @120 ==  2  ;; integer values
004D: jump_if_false ZERO2_283
0006: @120 =  3  ;; integer values
03CF: load_wav  44803 as  1

:ZERO2_270
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_275
0001: wait  0 ms
0002: jump ZERO2_270

:ZERO2_275
00BC: text_highpriority 'ZER2_AD'  10000 ms  1
03D1: play_wav  1

:ZERO2_277
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_282
0001: wait  0 ms
0002: jump ZERO2_277

:ZERO2_282
03D5: remove_text 'ZER2_AD'

:ZERO2_283
00D6: if  0
08D0: (unknown)
004D: jump_if_false ZERO2_288
040D: unload_wav  1
0006: @120 =  10  ;; integer values

:ZERO2_288
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false ZERO2_292
0006: @120 =  10  ;; integer values

:ZERO2_292
0002: jump ZERO2_224

:ZERO2_293
0701: (unknown)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_296
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_301
0001: wait  0 ms
0002: jump ZERO2_296

:ZERO2_301
0925: (unknown)
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO2_308
00AB: put_car @35 at -2233.9  122.6  700.48
0175: set_car @35 z_angle_to  90.0
0519: unknown_car @35 flag  1

:ZERO2_308
041E: set_radio_station  6 
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO2_313
0508: @35

:ZERO2_313
02A3: toggle_widescreen  0 (off)
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
02EB: restore_camera_with_jumpcut
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_324
0158: camera_on_vehicle @34  18  2
0519: unknown_car @34 flag  0
0001: wait  0 ms
032A: unknown  1

:ZERO2_324
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:ZERO2_326
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_331
0001: wait  0 ms
0002: jump ZERO2_326

:ZERO2_331
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @129 =  0  ;; integer values

:ZERO2_333
00D6: if  0
001B:    5 > @129  ;; integer values
004D: jump_if_false ZERO2_342
00D6: if  0
8118:   NOT   actor @36(@129,5i) dead
004D: jump_if_false ZERO2_340
0187: @123(@129,5i) = create_marker_above_actor @36(@129,5i)

:ZERO2_340
000A: @129 +=  1  ;; integer values
0002: jump ZERO2_333

:ZERO2_342
03C4: set_status_text_to $7423  1 (bar) 'ZER2_28'
040D: unload_wav  1
03CF: load_wav  44800 as  1

:ZERO2_345
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_350
0001: wait  0 ms
0002: jump ZERO2_345

:ZERO2_350
00BC: text_highpriority 'ZER2_AA'  10000 ms  1
03D1: play_wav  1

:ZERO2_352
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_357
0001: wait  0 ms
0002: jump ZERO2_352

:ZERO2_357
03D5: remove_text 'ZER2_AA'
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_953

:ZERO2_361
00D6: if  0
8039:   NOT   @110 ==  1  ;; integer values
004D: jump_if_false ZERO2_953
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_378
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ZERO2_376
;;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_376
00AA: store_car @34 position_to @83 @84 @85
07EF: @83 @84 @85 @58 

:ZERO2_378
00D6: if  21
04A4: @58  1 
04A4: @58  3 
004D: jump_if_false ZERO2_384
020B: explode_car @34
020B: explode_car @34

:ZERO2_384
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false ZERO2_390
03E5: text_box 'ZER2_1'
0006: @119 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:ZERO2_390
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false ZERO2_400
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false ZERO2_400
03E6: remove_text_box
03E5: text_box 'ZER2_2'
0006: @119 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:ZERO2_400
00D6: if  0
0039:   @119 ==  2  ;; integer values
004D: jump_if_false ZERO2_410
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false ZERO2_410
03E6: remove_text_box
03E5: text_box 'ZER2_30'
0006: @119 =  3  ;; integer values
0006: @32 =  0  ;; integer values

:ZERO2_410
00D6: if  0
0039:   @119 ==  3  ;; integer values
004D: jump_if_false ZERO2_419
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false ZERO2_419
03E6: remove_text_box
00BC: text_highpriority 'ZER2_14'  10000 ms  1
0006: @119 =  4  ;; integer values

:ZERO2_419
00D6: if  0
0735:  83 
004D: jump_if_false ZERO2_432
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_432
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false ZERO2_453
00D6: if  0
002A:    50 >= $7423  ;; integer values
004D: jump_if_false ZERO2_453
0006: @122 =  1  ;; integer values
03CF: load_wav  44811 as  1

:ZERO2_440
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_445
0001: wait  0 ms
0002: jump ZERO2_440

:ZERO2_445
00BC: text_highpriority 'ZER2_DA'  10000 ms  1
03D1: play_wav  1

:ZERO2_447
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_452
0001: wait  0 ms
0002: jump ZERO2_447

:ZERO2_452
03D5: remove_text 'ZER2_DA'

:ZERO2_453
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false ZERO2_474
00D6: if  0
002A:    10 >= $7423  ;; integer values
004D: jump_if_false ZERO2_474
0006: @122 =  2  ;; integer values
03CF: load_wav  44812 as  1

:ZERO2_461
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_466
0001: wait  0 ms
0002: jump ZERO2_461

:ZERO2_466
00BC: text_highpriority 'ZER2_DB'  10000 ms  1
03D1: play_wav  1

:ZERO2_468
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_473
0001: wait  0 ms
0002: jump ZERO2_468

:ZERO2_473
03D5: remove_text 'ZER2_DB'

:ZERO2_474
00D6: if  0
002A:    0 >= $7423  ;; integer values
004D: jump_if_false ZERO2_536
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_482
0918: @34  0 
01EC: make_car @34 very_heavy  1

:ZERO2_482
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 (frozen)
00BC: text_highpriority 'ZER2_42'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
03CF: load_wav  44623 as  1

:ZERO2_494
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_499
0001: wait  0 ms
0002: jump ZERO2_494

:ZERO2_499
03D1: play_wav  1

:ZERO2_500
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_509
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_508
04BA: set_car @34 speed_instantly  0.0

:ZERO2_508
0002: jump ZERO2_500

:ZERO2_509
04DB: exit_rc_mode  ; on foot version
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_520
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_518
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_519

:ZERO2_518
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_519
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_520
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_522
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_527
0001: wait  0 ms
0002: jump ZERO2_522

:ZERO2_527
03CB: set_camera -2245.026  126.895  34.3047
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:ZERO2_530
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_535
0001: wait  0 ms
0002: jump ZERO2_530

:ZERO2_535
0051: return

:ZERO2_536
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false ZERO2_588
0151: remove_status_text $7423
0006: @101 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @96 =  0  ;; integer values
00BC: text_highpriority 'ZER2_8'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
03CF: load_wav  44622 as  1

:ZERO2_546
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_551
0001: wait  0 ms
0002: jump ZERO2_546

:ZERO2_551
03D1: play_wav  1

:ZERO2_552
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_561
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_560
04BA: set_car @34 speed_instantly  0.0

:ZERO2_560
0002: jump ZERO2_552

:ZERO2_561
04DB: exit_rc_mode  ; on foot version
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_572
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_570
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_571

:ZERO2_570
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_571
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_572
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_574
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_579
0001: wait  0 ms
0002: jump ZERO2_574

:ZERO2_579
03CB: set_camera -2245.026  126.895  34.3047
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:ZERO2_582
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_587
0001: wait  0 ms
0002: jump ZERO2_582

:ZERO2_587
0051: return

:ZERO2_588
0006: @129 =  0  ;; integer values

:ZERO2_589
00D6: if  0
001B:    5 > @129  ;; integer values
004D: jump_if_false ZERO2_936
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_684
00AA: store_car @34 position_to @83 @84 @85
00D6: if  0
0039:   @111(@129,5i) ==  0  ;; integer values
004D: jump_if_false ZERO2_684
00D6: if  0
8118:   NOT   actor @36(@129,5i) dead
004D: jump_if_false ZERO2_606
00D6: if  0
0039:   @103(@129,5i) ==  1  ;; integer values
004D: jump_if_false ZERO2_605

:ZERO2_605
0002: jump ZERO2_684

:ZERO2_606
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  21
0039:   @129 ==  3  ;; integer values
0039:   @129 ==  0  ;; integer values
004D: jump_if_false ZERO2_614
01C2: remove_references_to_actor @51(@129,5i)  ;; Like turning an actor into a random pedestrian

:ZERO2_614
000A: @121 +=  1  ;; integer values
0006: @111(@129,5i) =  1  ;; integer values
00D6: if  0
0039:   @121 ==  1  ;; integer values
004D: jump_if_false ZERO2_633
03CF: load_wav  44806 as  1

:ZERO2_620
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_625
0001: wait  0 ms
0002: jump ZERO2_620

:ZERO2_625
00BC: text_highpriority 'ZER2_CA'  10000 ms  1
03D1: play_wav  1

:ZERO2_627
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_632
0001: wait  0 ms
0002: jump ZERO2_627

:ZERO2_632
03D5: remove_text 'ZER2_CA'

:ZERO2_633
00D6: if  0
0039:   @121 ==  2  ;; integer values
004D: jump_if_false ZERO2_650
03CF: load_wav  44808 as  1

:ZERO2_637
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_642
0001: wait  0 ms
0002: jump ZERO2_637

:ZERO2_642
00BC: text_highpriority 'ZER2_CC'  10000 ms  1
03D1: play_wav  1

:ZERO2_644
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_649
0001: wait  0 ms
0002: jump ZERO2_644

:ZERO2_649
03D5: remove_text 'ZER2_CC'

:ZERO2_650
00D6: if  0
0039:   @121 ==  3  ;; integer values
004D: jump_if_false ZERO2_667
03CF: load_wav  44809 as  1

:ZERO2_654
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_659
0001: wait  0 ms
0002: jump ZERO2_654

:ZERO2_659
00BC: text_highpriority 'ZER2_CD'  10000 ms  1
03D1: play_wav  1

:ZERO2_661
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_666
0001: wait  0 ms
0002: jump ZERO2_661

:ZERO2_666
03D5: remove_text 'ZER2_CD'

:ZERO2_667
00D6: if  0
0039:   @121 ==  4  ;; integer values
004D: jump_if_false ZERO2_684
03CF: load_wav  44810 as  1

:ZERO2_671
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_676
0001: wait  0 ms
0002: jump ZERO2_671

:ZERO2_676
00BC: text_highpriority 'ZER2_CE'  10000 ms  1
03D1: play_wav  1

:ZERO2_678
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_683
0001: wait  0 ms
0002: jump ZERO2_678

:ZERO2_683
03D5: remove_text 'ZER2_CE'

:ZERO2_684
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_885
01BD: @95 = current_time_in_ms
00D6: if  0
81AF:   NOT   car @34  0 ()near_point @91 @92 @93 radius  1.5  1.5  1.5
004D: jump_if_false ZERO2_695
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_695
00D6: if  0
01AF:   car @34  0 ()near_point @91 @92 @93 radius  1.5  1.5  1.5
004D: jump_if_false ZERO2_763
00D6: if  0
001D:   @95 > @94  ;; integer values  
004D: jump_if_false ZERO2_763
00D6: if  0
0019:   @119 >  3  ;; integer values
004D: jump_if_false ZERO2_763
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false ZERO2_709
03E5: text_box 'ZER2_4'
0006: @117 =  1  ;; integer values

:ZERO2_709
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false ZERO2_763
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 (frozen)
00BC: text_highpriority 'ZER2_8'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
0224: set_car @34 health_to  1
0151: remove_status_text $7423
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_733
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_731
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_732

:ZERO2_731
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_732
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_733
020C: create_explosion_with_radius  0 at @91 @92 @93
03CF: load_wav  44623 as  1

:ZERO2_735
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_740
0001: wait  0 ms
0002: jump ZERO2_735

:ZERO2_740
03D1: play_wav  1

:ZERO2_741
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_746
0001: wait  0 ms
0002: jump ZERO2_741

:ZERO2_746
04DB: exit_rc_mode  ; on foot version
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_749
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_754
0001: wait  0 ms
0002: jump ZERO2_749

:ZERO2_754
03CB: set_camera -2245.026  126.895  34.3047
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:ZERO2_757
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_762
0001: wait  0 ms
0002: jump ZERO2_757

:ZERO2_762
0051: return

:ZERO2_763
00D6: if  0
8119:   NOT   car @46(@129,5i) wrecked
004D: jump_if_false ZERO2_884
00D6: if  0
0039:   @103(@129,5i) ==  0  ;; integer values
004D: jump_if_false ZERO2_856
00D6: if  21
051D:   cars @46(@129,5i) and @34 collided
031E:   vehicle @46(@129,5i) hit_by_weapon  31
004D: jump_if_false ZERO2_856
0006: @103(@129,5i) =  1  ;; integer values
00D6: if  21
0039:   @129 ==  2  ;; integer values
0039:   @129 ==  1  ;; integer values
004D: jump_if_false ZERO2_818
00D6: if  0
8118:   NOT   actor @36(@129,5i) dead
004D: jump_if_false ZERO2_817
05CF: @36(@129,5i) @46(@129,5i) @83 @84 @85 
0672: unknown_action_sequence @36(@129,5i) @34 
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false ZERO2_800
03CF: load_wav  44805 as  1

:ZERO2_787
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_792
0001: wait  0 ms
0002: jump ZERO2_787

:ZERO2_792
00BC: text_highpriority 'ZER2_BB'  10000 ms  1
03D1: play_wav  1

:ZERO2_794
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_799
0001: wait  0 ms
0002: jump ZERO2_794

:ZERO2_799
03D5: remove_text 'ZER2_BB'

:ZERO2_800
00D6: if  0
0039:   @129 ==  2  ;; integer values
004D: jump_if_false ZERO2_817
03CF: load_wav  44804 as  1

:ZERO2_804
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_809
0001: wait  0 ms
0002: jump ZERO2_804

:ZERO2_809
00BC: text_highpriority 'ZER2_BA'  10000 ms  1
03D1: play_wav  1

:ZERO2_811
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_816
0001: wait  0 ms
0002: jump ZERO2_811

:ZERO2_816
03D5: remove_text 'ZER2_BA'

:ZERO2_817
0002: jump ZERO2_828

:ZERO2_818
00D6: if  0
8119:   NOT   car @46(@129,5i) wrecked
004D: jump_if_false ZERO2_828
00D6: if  0
8118:   NOT   actor @36(@129,5i) dead
004D: jump_if_false ZERO2_828
00D6: if  0
8039:   NOT   @129 ==  4  ;; integer values
004D: jump_if_false ZERO2_828
05D2: unknown_action_sequence @36(@129,5i) @46(@129,5i)  12.0  3 

:ZERO2_828
00D6: if  21
0039:   @129 ==  3  ;; integer values
0039:   @129 ==  0  ;; integer values
004D: jump_if_false ZERO2_839
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_839
00D6: if  0
8118:   NOT   actor @51(@129,5i) dead
004D: jump_if_false ZERO2_839
0713: unknown_action_sequence @51(@129,5i) -1 @34  0.0  0.0  0.0  1000.0  8  0  100 

:ZERO2_839
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false ZERO2_856
03CF: load_wav  44631 as  1

:ZERO2_843
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_848
0001: wait  0 ms
0002: jump ZERO2_843

:ZERO2_848
00BC: text_highpriority 'ZER1_FH'  10000 ms  1
03D1: play_wav  1

:ZERO2_850
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_855
0001: wait  0 ms
0002: jump ZERO2_850

:ZERO2_855
03D5: remove_text 'ZER1_FH'

:ZERO2_856
00D6: if  0
0039:   @119 ==  4  ;; integer values
004D: jump_if_false ZERO2_884
00D6: if  0
8119:   NOT   car @46(@129,5i) wrecked
004D: jump_if_false ZERO2_884
00D6: if  0
01AF:   car @46(@129,5i)  0 ()near_point @83 @84 @85 radius  50.0  50.0  50.0
004D: jump_if_false ZERO2_873
00D6: if  0
02CA:   car @46(@129,5i) bounding_sphere_visible
004D: jump_if_false ZERO2_873
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false ZERO2_873
00BB: text_lowpriority 'ZER2_7'  5000 ms  1
0006: @98 =  1  ;; integer values

:ZERO2_873
00D6: if  0
01AF:   car @46(@129,5i)  0 ()near_point @83 @84 @85 radius  30.0  30.0  30.0
004D: jump_if_false ZERO2_884
00D6: if  0
02CA:   car @46(@129,5i) bounding_sphere_visible
004D: jump_if_false ZERO2_884
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false ZERO2_884
03E5: text_box 'ZER2_30'
0006: @98 =  2  ;; integer values

:ZERO2_884
0002: jump ZERO2_934

:ZERO2_885
0006: @101 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @96 =  0  ;; integer values
00BC: text_highpriority 'ZER2_8'  5000 ms  1
0151: remove_status_text $7423
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_900
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_898
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_899

:ZERO2_898
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_899
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_900
00BA: text_styled 'M_FAIL'  5000 ms  1
03CF: load_wav  44622 as  1

:ZERO2_902
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_907
0001: wait  0 ms
0002: jump ZERO2_902

:ZERO2_907
03D1: play_wav  1

:ZERO2_908
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_917
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_916
04BA: set_car @34 speed_instantly  0.0

:ZERO2_916
0002: jump ZERO2_908

:ZERO2_917
04DB: exit_rc_mode  ; on foot version
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_920
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_925
0001: wait  0 ms
0002: jump ZERO2_920

:ZERO2_925
03CB: set_camera -2245.026  126.895  34.3047
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:ZERO2_928
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_933
0001: wait  0 ms
0002: jump ZERO2_928

:ZERO2_933
0051: return

:ZERO2_934
000A: @129 +=  1  ;; integer values
0002: jump ZERO2_589

:ZERO2_936
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false ZERO2_952
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false ZERO2_952
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false ZERO2_952
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false ZERO2_952
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false ZERO2_952
0006: @110 =  1  ;; integer values

:ZERO2_952
0002: jump ZERO2_361

:ZERO2_953
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_959
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_964
0001: wait  0 ms
0002: jump ZERO2_959

:ZERO2_964
00BC: text_highpriority 'ZER2_EB'  10000 ms  1
03D1: play_wav  1

:ZERO2_966
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_971
0001: wait  0 ms
0002: jump ZERO2_966

:ZERO2_971
03D5: remove_text 'ZER2_EB'
00BC: text_highpriority 'ZER2_41'  5000 ms  1
0051: return

:ZERO2_974
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_1134
02E3: @62 = car @34 speed
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ZERO2_986
;;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_986
00D6: if  21
04A4: @58  1 
04A4: @58  3 
004D: jump_if_false ZERO2_992
020B: explode_car @34
020B: explode_car @34

:ZERO2_992
01BD: @95 = current_time_in_ms
00D6: if  0
81AF:   NOT   car @34  0 ()near_point @91 @92 @93 radius  1.5  1.5  1.5
004D: jump_if_false ZERO2_1000
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_1000
00D6: if  0
01AF:   car @34  0 ()near_point @91 @92 @93 radius  1.5  1.5  1.5
004D: jump_if_false ZERO2_1072
00D6: if  0
001D:   @95 > @94  ;; integer values  
004D: jump_if_false ZERO2_1072
00D6: if  0
0019:   @119 >  3  ;; integer values
004D: jump_if_false ZERO2_1072
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false ZERO2_1014
03E5: text_box 'ZER2_4'
0006: @117 =  1  ;; integer values

:ZERO2_1014
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false ZERO2_1072
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 (frozen)
00BC: text_highpriority 'ZER2_8'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
0224: set_car @34 health_to  1
0151: remove_status_text $7423
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_1038
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_1036
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_1037

:ZERO2_1036
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_1037
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_1038
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_1044
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_1049
0001: wait  0 ms
0002: jump ZERO2_1044

:ZERO2_1049
03D1: play_wav  1

:ZERO2_1050
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_1055
0001: wait  0 ms
0002: jump ZERO2_1050

:ZERO2_1055
04DB: exit_rc_mode  ; on foot version
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_1058
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_1063
0001: wait  0 ms
0002: jump ZERO2_1058

:ZERO2_1063
03CB: set_camera -2245.026  126.895  34.3047
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:ZERO2_1066
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_1071
0001: wait  0 ms
0002: jump ZERO2_1066

:ZERO2_1071
0051: return

:ZERO2_1072
00D6: if  0
01AF:   car @34  1 (in-sphere)near_point -2237.31  140.08  57.23 radius  4.0  4.0  4.0
004D: jump_if_false ZERO2_1133
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @96 =  0  ;; integer values
0006: @100 =  1  ;; integer values
0006: @116 =  0  ;; integer values
0006: @108 =  0  ;; integer values
0918: @34  0 
01EC: make_car @34 very_heavy  1
01E3: text_1number_styled 'M_PASS'  5000  5000 ms  1
0109: player $PLAYER_CHAR money +=  5000
0394: play_music  1
03CF: load_wav  44818 as  1

:ZERO2_1086
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_1091
0001: wait  0 ms
0002: jump ZERO2_1086

:ZERO2_1091
00BC: text_highpriority 'ZER2_FB'  10000 ms  1
03D1: play_wav  1

:ZERO2_1093
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_1098
0001: wait  0 ms
0002: jump ZERO2_1093

:ZERO2_1098
03D5: remove_text 'ZER2_FB'
03CF: load_wav  44819 as  1

:ZERO2_1100
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_1105
0001: wait  0 ms
0002: jump ZERO2_1100

:ZERO2_1105
00BC: text_highpriority 'ZER2_FC'  10000 ms  1
03D1: play_wav  1

:ZERO2_1107
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_1112
0001: wait  0 ms
0002: jump ZERO2_1107

:ZERO2_1112
03D5: remove_text 'ZER2_FC'
04DB: exit_rc_mode  ; on foot version
0151: remove_status_text $7423
03CB: set_camera -2245.026  126.895  34.3047
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_1126
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_1124
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_1125

:ZERO2_1124
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_1125
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_1126
0001: wait  1200 ms

:ZERO2_1127
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_1132
0001: wait  0 ms
0002: jump ZERO2_1127

:ZERO2_1132
0051: return

:ZERO2_1133
0002: jump ZERO2_1183

:ZERO2_1134
0006: @101 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @96 =  0  ;; integer values
00BA: text_styled 'M_FAIL'  5000 ms  1
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_1149
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_1147
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_1148

:ZERO2_1147
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_1148
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_1149
03CF: load_wav  44622 as  1

:ZERO2_1150
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_1155
0001: wait  0 ms
0002: jump ZERO2_1150

:ZERO2_1155
03D1: play_wav  1

:ZERO2_1156
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_1165
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_1164
04BA: set_car @34 speed_instantly  0.0

:ZERO2_1164
0002: jump ZERO2_1156

:ZERO2_1165
04DB: exit_rc_mode  ; on foot version
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_1168
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_1173
0001: wait  0 ms
0002: jump ZERO2_1168

:ZERO2_1173
03CB: set_camera -2245.026  126.895  34.3047
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:ZERO2_1176
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_1181
0001: wait  0 ms
0002: jump ZERO2_1176

:ZERO2_1181
00BC: text_highpriority 'ZER2_8'  10000 ms  1
0051: return

:ZERO2_1183
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false ZERO2_1204
00D6: if  0
002A:    50 >= $7423  ;; integer values
004D: jump_if_false ZERO2_1204
0006: @122 =  1  ;; integer values
03CF: load_wav  44811 as  1

:ZERO2_1191
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_1196
0001: wait  0 ms
0002: jump ZERO2_1191

:ZERO2_1196
00BC: text_highpriority 'ZER2_DA'  10000 ms  1
03D1: play_wav  1

:ZERO2_1198
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_1203
0001: wait  0 ms
0002: jump ZERO2_1198

:ZERO2_1203
03D5: remove_text 'ZER2_DA'

:ZERO2_1204
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false ZERO2_1225
00D6: if  0
002A:    20 >= $7423  ;; integer values
004D: jump_if_false ZERO2_1225
0006: @122 =  2  ;; integer values
03CF: load_wav  44812 as  1

:ZERO2_1212
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_1217
0001: wait  0 ms
0002: jump ZERO2_1212

:ZERO2_1217
00BC: text_highpriority 'ZER2_DB'  10000 ms  1
03D1: play_wav  1

:ZERO2_1219
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_1224
0001: wait  0 ms
0002: jump ZERO2_1219

:ZERO2_1224
03D5: remove_text 'ZER2_DB'

:ZERO2_1225
00D6: if  0
002A:    0 >= $7423  ;; integer values
004D: jump_if_false ZERO2_1288
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_1233
0918: @34  0 
01EC: make_car @34 very_heavy  1

:ZERO2_1233
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 (frozen)
00BC: text_highpriority 'ZER2_42'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
0006: @32 =  0  ;; integer values
0151: remove_status_text $7423
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false ZERO2_1255
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_1253
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -2244.444  136.8633  34.3203
0002: jump ZERO2_1254

:ZERO2_1253
00A1: put_actor $PLAYER_ACTOR at -2244.444  136.8633  34.3203

:ZERO2_1254
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:ZERO2_1255
03CF: load_wav  44623 as  1

:ZERO2_1256
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false ZERO2_1261
0001: wait  0 ms
0002: jump ZERO2_1256

:ZERO2_1261
03D1: play_wav  1

:ZERO2_1262
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false ZERO2_1271
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false ZERO2_1270
04BA: set_car @34 speed_instantly  0.0

:ZERO2_1270
0002: jump ZERO2_1262

:ZERO2_1271
04DB: exit_rc_mode  ; on foot version
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:ZERO2_1274
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_1279
0001: wait  0 ms
0002: jump ZERO2_1274

:ZERO2_1279
03CB: set_camera -2245.026  126.895  34.3047
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:ZERO2_1282
00D6: if  0
016B:   fading
004D: jump_if_false ZERO2_1287
0001: wait  0 ms
0002: jump ZERO2_1282

:ZERO2_1287
0051: return

:ZERO2_1288
0051: return

:ZERO2_1289
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'ZERO_2'
030C: set_mission_points +=  1
0008: $ZEROS_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:ZERO2_1294
0051: return

:ZERO2_1295
08E7:  0 
0925: (unknown)
09B9:  1 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ZERO2_1307
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false ZERO2_1307
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_1307
0004: $ON_MISSION =  0  ;; integer values
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false ZERO2_1315
0224: set_car @35 health_to  300
0587: @35  1
02AC: set_car @35 immunities  0  0  0  0  0

:ZERO2_1315
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  459
0249: release_model  464
0249: release_model  352
0249: release_model  510
0249: release_model  468
0296: unload_special_actor  1
034F: destroy_actor_with_fade @57  ;; The actor fades away like a ghost
0151: remove_status_text $7423
01BD: $184 = current_time_in_ms
00BE: text_clear_all
00D8: mission_cleanup
0051: return

;-------------Mission 74---------------
; Originally: New Model Army


:ZERO4_1
03A4: name_thread 'ZERO4'
0050: gosub ZERO4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false ZERO4_7
0050: gosub ZERO4_2992

:ZERO4_7
0050: gosub ZERO4_2996
004E: end_thread

:ZERO4_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_22
0001: wait  0 ms
00D6: if  0
0736:  32 
004D: jump_if_false ZERO4_32
000A: @66 +=  1  ;; integer values
00D6: if  0
0019:   @66 >  8  ;; integer values
004D: jump_if_false ZERO4_31
0006: @66 =  0  ;; integer values

:ZERO4_31
086A: (unknown)

:ZERO4_32
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false ZERO4_51
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" 
065D: $7425 "M_GOALS" 
065D: $7426 "DIALOGUE_FLAG" 
065D: $7427 "DIALOGUE_TIMER" 
065D: $7428 "HELP_FLAG" 
065D: $7429 "HELP_TIMER" 
065D: $7430 "TIMERA" 
065D: $7431 "TIMERB" 

:ZERO4_51
00D6: if  0
0039:   @66 ==  2  ;; integer values
004D: jump_if_false ZERO4_70
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" 
065D: $7425 "PCAR_LIVES_LEFT" 
065D: $7426 "FIRST_BRIDGE" 
065D: $7427 "SECOND_BRIDGE" 
065D: $7428 "FIRST_BRIDGE_LAID" 
065D: $7429 "SECOND_BRIDGE_LAID" 
065D: $7430 "FIRST_BRIDGE_PLANK" 
065D: $7431 "SECOND_BRIDGE_PLANK" 

:ZERO4_70
00D6: if  0
0039:   @66 ==  3  ;; integer values
004D: jump_if_false ZERO4_89
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" 
065D: $7425 "PCAR_IS_OBSTRUCTED" 
065D: $7426 "BOMB_IS_ARMED" 
065D: $7427 "HELI_IS_CARRYING" 
065D: $7428 "CIRCLE_IS_PRESSED" 
065D: $7429 "RC_BOMB_TIMER" 
065D: $7430 "PHELI_PICKUP_TIMER" 
065D: $7431 "OHELI_FLAG" 

:ZERO4_89
00D6: if  0
0039:   @66 ==  4  ;; integer values
004D: jump_if_false ZERO4_108
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 = $7433  ;; integer values and handles
065D: $7424 "OHELI_ROCK" 
065D: $7425 "OHELI_GOTO" 
065D: $7426 "PHELI_LIVES" 
065D: $7427 "OTANK_FLAG[0]" 
065D: $7428 "OTANK_FLAG[1]" 
065D: $7429 "OTANK_FLAG[2]" 
065D: $7430 "RESPAWNED_TANKS" 
065D: $7431 "Z4_PCAR_HEALTH" 

:ZERO4_108
00D6: if  0
0039:   @66 ==  5  ;; integer values
004D: jump_if_false ZERO4_127
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]" 
065D: $7425 "OTANK_GOTO[1]" 
065D: $7426 "OTANK_GOTO[2]" 
065D: $7427 "LAST_HEALTH" 
065D: $7428 "BANDIT_TAKING_DAMAGE" 
065D: $7429 "PCAR_TIMER" 
065D: $7430 "PCAR_HALTED" 
065D: $7431 "PCAR_R3_PRESSED" 

:ZERO4_127
00D6: if  0
0039:   @66 ==  6  ;; integer values
004D: jump_if_false ZERO4_144
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 = $7432  ;; integer values and handles
008A: $7429 = @155  ;; integer values and handles
008A: $7430 = @156  ;; integer values and handles
065D: $7424 "OTANK_TARGET[0]" 
065D: $7425 "OTANK_TARGET[1]" 
065D: $7426 "OTANK_TARGET[2]" 
065D: $7427 "CARRIED_OBJECT" 
065D: $7428 "ZERO4_TIMER" 
065D: $7429 "GET_PLANK1" 
065D: $7430 "GET_PLANK2" 

:ZERO4_144
00D6: if  0
0039:   @66 ==  7  ;; integer values
004D: jump_if_false ZERO4_163
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" 
065D: $7425 "FIRST_TIME_STUCK_AT_RIVER" 
065D: $7426 "PLANK_BLIP" 
065D: $7427 "STUCK_AT_RIVER_DIALOGUE" 
065D: $7428 "OBSTRUCT_AUDIO1" 
065D: $7429 "OBSTRUCT_AUDIO2" 
065D: $7430 "PLAY_FIRST_TIME_BLOCKED_AUDIO" 
065D: $7431 "BOMB_BLIP" 

:ZERO4_163
00D6: if  0
0039:   @66 ==  8  ;; integer values
004D: jump_if_false ZERO4_176
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" 
065D: $7425 "BOMB_TANK_DIALOGUE" 
065D: $7426 "DEAD_DIALOGUE" 
065D: $7427 "NEARLY_DEAD_DIALOGUE" 
065D: $7428 "STUCK_AT_RIVER" 

:ZERO4_176
00D6: if  0
0736:  98 
004D: jump_if_false ZERO4_180
0006: @38 =  1  ;; integer values

:ZERO4_180
00D6: if  0
0736:  83 
004D: jump_if_false ZERO4_185
0050: gosub ZERO4_2772
0006: @36 =  1  ;; integer values

:ZERO4_185
00D6: if  0
0736:  80 
004D: jump_if_false ZERO4_196
00D6: if  0
0039:   @67 ==  0  ;; integer values
004D: jump_if_false ZERO4_194
0006: @67 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump ZERO4_196

:ZERO4_194
0006: @67 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:ZERO4_196
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false ZERO4_200
0002: jump ZERO4_2724

:ZERO4_200
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  9  ;; integer values
004D: jump_if_false ZERO4_205
0006: @39 =  0  ;; integer values

:ZERO4_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: @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  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false ZERO4_670
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false ZERO4_237
00A5: @68 = create_car  413 at  0.0  0.0  0.0
00A5: @69 = create_car  413 at  0.0  0.0  0.0
00A5: @70 = create_car  413 at  0.0  0.0  0.0
00A5: @75 = create_car  413 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  7 at  0.0  0.0  0.0
00A5: @76 = create_car  413 at  0.0  0.0  0.0
00A5: @543 = create_car  413 at  0.0  0.0  0.0

:ZERO4_237
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: $7433 =  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_273
00D6: if  0
001B:    12 > @43  ;; integer values
004D: jump_if_false ZERO4_279
0006: @143(@43,12i) =  0  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_273

:ZERO4_279
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_1 
040D: unload_wav  1
040D: unload_wav  2
0050: gosub ZERO4_2983

:ZERO4_670
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false ZERO4_924
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false ZERO4_814
054C: use_GXT_table 'ZERO4'
04BB: select_interior  6  ;; select render area
02E4: load_cutscene_data 'ZERO_4'

:ZERO4_679
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false ZERO4_684
0001: wait  0 ms
0002: jump ZERO4_679

:ZERO4_684
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:ZERO4_686
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false ZERO4_691
0001: wait  0 ms
0002: jump ZERO4_686

:ZERO4_691
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:ZERO4_694
00D6: if  0
016B:   fading
004D: jump_if_false ZERO4_699
0001: wait  0 ms
0002: jump ZERO4_694

:ZERO4_699
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09AC:  1 
09AD:  2 
0253: save_current_time
01B6: set_weather  6
0110: clear_player $PLAYER_CHAR wanted_level
03C7: unknown_maby_cops_density  .1
0247: request_model  441
0247: request_model  501
0247: request_model  481
0247: request_model  564
038B: load_requested_models

:ZERO4_712
00D6: if  23
8248:   NOT   model  441 available
8248:   NOT   model  501 available
8248:   NOT   model  481 available
8248:   NOT   model  564 available
004D: jump_if_false ZERO4_720
0001: wait  0 ms
0002: jump ZERO4_712

:ZERO4_720
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  481 at -1004.097  1000.788  1349.749
0519: unknown_car @69 flag  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  441 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  1  1  1  1  1
0224: set_car @68 health_to  20000
00A5: @70 = create_car  501 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 offset  0.0  0.0 -.2   0.0  0.0  0.0 
0382: set_object @94 collision_detection  1
0519: unknown_car @70 flag  1
00AB: put_car @70 at -973.759  1077.152  1346.399
0825: @70 
04A2: heli @70 fly_to -973.759  1077.152  1344.399 speed  344.0  3.0
00A5: @71 = create_car  501 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: @98  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 offset  0.0  0.0 -.2   0.0  0.0  0.0 
0382: set_object @95 collision_detection  1
0825: @71 
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  564 at -1076.873  1046.542  1343.365
00A5: @73 = create_car  564 at -1073.193  1070.426  1341.375
00A5: @74 = create_car  564 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_car_density_to  0.0
0898:  0  0  0 
0826:  0 
0581: toggle_radar  1 (on)
075B:  100 
03CB: set_camera -975.6997  1061.162  344.7998
02A3: toggle_widescreen  1 (on)
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 (back)  500 ms

:ZERO4_802
00D6: if  0
016B:   fading
004D: jump_if_false ZERO4_807
0001: wait  0 ms
0002: jump ZERO4_802

:ZERO4_807
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @62 =  0  ;; integer values
040D: unload_wav  1
040D: unload_wav  2
0004: $ACTOR_SPEECH_AUDIO_PLAYING =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:ZERO4_814
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false ZERO4_860
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false ZERO4_860
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_860
0871: init_jump_table @62 total_jumps  6  0 ZERO4_858 jumps  0 ZERO4_824  1 ZERO4_830  2 ZERO4_836  3 ZERO4_842  4 ZERO4_848  5 ZERO4_854 -1 ZERO4_858 

:ZERO4_824
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45200
004F: create_thread AUDIOL_1 -1  0  1  1  0 
040D: unload_wav  2
03CF: load_wav  45201 as  2
0002: jump ZERO4_858

:ZERO4_830
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45201
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  45202 as  1
0002: jump ZERO4_858

:ZERO4_836
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45202
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  45203 as  2
0002: jump ZERO4_858

:ZERO4_842
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45203
004F: create_thread AUDIOL_1 -1  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  45204 as  1
0002: jump ZERO4_858

:ZERO4_848
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45204
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  45205 as  2
0002: jump ZERO4_858

:ZERO4_854
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_AF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45205
004F: create_thread AUDIOL_1 -1  0  1  2  1 
0002: jump ZERO4_858

:ZERO4_858
000A: @62 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:ZERO4_860
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false ZERO4_871
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false ZERO4_871
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_871
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false ZERO4_882
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false ZERO4_882
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_882
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false ZERO4_890
00D6: if  1
0019:   @62 >  6  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_890
0006: @35 =  99  ;; integer values

:ZERO4_890
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false ZERO4_897
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ZERO4_897
0006: @35 =  99  ;; integer values

:ZERO4_897
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false ZERO4_924
004F: create_thread CLEANAU_1 
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 (off)
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_916
0519: unknown_car @70 flag  0
00AB: put_car @70 at -973.759  1077.152  1349.399
0175: set_car @70 z_angle_to  90.0

:ZERO4_916
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false ZERO4_920
0519: unknown_car @71 flag  0

:ZERO4_920
0001: wait  0 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0050: gosub ZERO4_2983

:ZERO4_924
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false ZERO4_2724
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false ZERO4_962
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_936
0186: @97 = create_marker_above_car @68
07E0: @97  1 
0168: show_on_radar @97  2

:ZERO4_936
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_940
0715: put_player $PLAYER_CHAR in_RC_mode_in_car @70  ; on foot version

:ZERO4_940
048A: enable_rc_car_detonation  0  ; or opcode 04D6h
04D6: enable_rc_car_detonation  0  ; or opcode 048Ah
07C0:  521 

:ZERO4_943
00D6: if  0
87C1:   NOT  521 
004D: jump_if_false ZERO4_948
0001: wait  0 ms
0002: jump ZERO4_943

:ZERO4_948
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_953
05EB: @68  521 
06FD: @68  .5 

:ZERO4_953
0006: @110 =  0  ;; integer values
0006: @111 =  3  ;; integer values
0006: @127 =  3  ;; integer values
0004: $7432 =  4800000  ;; integer values
03C3: set_timer_with_text_to $7432 type  1 text 'Z4_M11'
04F7: status_text $7433  1 line  1 'Z4_M06'
0006: @65 = -1000  ;; integer values
0006: @64 =  10000  ;; integer values
000A: @35 +=  1  ;; integer values

:ZERO4_962
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false ZERO4_2720
07DF: -963.0789  1006.746 -1152.824  1105.155 
00D6: if  0
87C1:   NOT  521 
004D: jump_if_false ZERO4_971
07C0:  521 
0002: jump ZERO4_2720

:ZERO4_971
00C0: set_current_time  0  30
0006: @43 =  0  ;; integer values

:ZERO4_973
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_986
00D6: if  0
03CA:   object @77(@43,10i) exists
004D: jump_if_false ZERO4_984
01BB: store_object @77(@43,10i) position_to $73 $74 $75
00D6: if  0
0022:    1335.0 > $75  ;; floating-point values
004D: jump_if_false ZERO4_984
0108: destroy_object @77(@43,10i)

:ZERO4_984
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_973

:ZERO4_986
0006: @43 =  0  ;; integer values

:ZERO4_987
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_1001
00D6: if  0
03CA:   object @87(@43,5i) exists
004D: jump_if_false ZERO4_999
01BB: store_object @87(@43,5i) position_to $73 $74 $75
00D6: if  0
0022:    1335.0 > $75  ;; floating-point values
004D: jump_if_false ZERO4_999
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_999
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_987

:ZERO4_1001
0006: @43 =  0  ;; integer values

:ZERO4_1002
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false ZERO4_1018
00D6: if  0
056E: @72(@43,3i) 
004D: jump_if_false ZERO4_1016
00D6: if  0
8119:   NOT   car @72(@43,3i) wrecked
004D: jump_if_false ZERO4_1016
00AA: store_car @72(@43,3i) position_to $73 $74 $75
00D6: if  0
0022:    1335.0 > $75  ;; floating-point values
004D: jump_if_false ZERO4_1016
020B: explode_car @72(@43,3i)

:ZERO4_1016
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1002

:ZERO4_1018
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false ZERO4_1026
01BB: store_object @92 position_to $73 $74 $75
00D6: if  0
0022:    1335.0 > $75  ;; floating-point values
004D: jump_if_false ZERO4_1026
0108: destroy_object @92

:ZERO4_1026
00D6: if  2
0039:   @159 ==  0  ;; integer values
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false ZERO4_1082
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_1082
0407: create_coordinate $73 $74 $75 from_car @70 offset  0.0  0.0 -1.0
0006: @43 =  0  ;; integer values

:ZERO4_1036
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_1051
00D6: if  0
03CA:   object @77(@43,10i) exists
004D: jump_if_false ZERO4_1049
00D6: if  0
04E6:   unknown_object @77(@43,10i) near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false ZERO4_1049
03E6: remove_text_box
03E5: text_box 'Z4_H13'
000A: @159 +=  1  ;; integer values
0006: @43 =  10  ;; integer values

:ZERO4_1049
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1036

:ZERO4_1051
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false ZERO4_1070
0006: @43 =  0  ;; integer values

:ZERO4_1055
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_1070
00D6: if  0
03CA:   object @87(@43,5i) exists
004D: jump_if_false ZERO4_1068
00D6: if  0
04E6:   unknown_object @87(@43,5i) near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false ZERO4_1068
03E6: remove_text_box
03E5: text_box 'Z4_H13'
000A: @159 +=  1  ;; integer values
0006: @43 =  5  ;; integer values

:ZERO4_1068
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1055

:ZERO4_1070
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false ZERO4_1082
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false ZERO4_1082
00D6: if  0
04E6:   unknown_object @92 near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false ZERO4_1082
03E6: remove_text_box
03E5: text_box 'Z4_H13'
000A: @159 +=  1  ;; integer values

:ZERO4_1082
00D6: if  1
0039:   @159 ==  1  ;; integer values
876F:   NOT (unknown)
004D: jump_if_false ZERO4_1091
00D6: if  0
8039:   NOT   @142 ==  0  ;; integer values
004D: jump_if_false ZERO4_1091
000A: @159 +=  1  ;; integer values
03E5: text_box 'Z4_H14'

:ZERO4_1091
00D6: if  3
0039:   @143 ==  0  ;; integer values
0019:   @65 >  1000  ;; integer values
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false ZERO4_1100
03E5: text_box 'Z4_H1'
0006: @65 =  0  ;; integer values
000A: @143 +=  1  ;; integer values

:ZERO4_1100
00D6: if  4
0039:   @143 ==  1  ;; integer values
0019:   @65 >  1000  ;; integer values
876F:   NOT (unknown)
88FE:   NOT (unknown)
0019:   @110 >  18  ;; integer values
004D: jump_if_false ZERO4_1110
03E5: text_box 'Z4_H4'
0006: @65 =  0  ;; integer values
000A: @143 +=  1  ;; integer values

:ZERO4_1110
00D6: if  2
0019:   @65 >  1000  ;; integer values
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false ZERO4_1140
0871: init_jump_table @542 total_jumps  6  0 ZERO4_1140 jumps  0 ZERO4_1116  1 ZERO4_1120  2 ZERO4_1124  3 ZERO4_1128  4 ZERO4_1132  5 ZERO4_1136 -1 ZERO4_1140 

:ZERO4_1116
03E5: text_box 'Z4_H17'
0006: @65 =  0  ;; integer values
000A: @542 +=  1  ;; integer values
0002: jump ZERO4_1140

:ZERO4_1120
03E5: text_box 'Z4_H18'
0006: @65 =  0  ;; integer values
000A: @542 +=  1  ;; integer values
0002: jump ZERO4_1140

:ZERO4_1124
03E5: text_box 'Z4_H19'
0006: @65 =  0  ;; integer values
000A: @542 +=  1  ;; integer values
0002: jump ZERO4_1140

:ZERO4_1128
03E5: text_box 'Z4_H20'
0006: @65 =  0  ;; integer values
000A: @542 +=  1  ;; integer values
0002: jump ZERO4_1140

:ZERO4_1132
03E5: text_box 'Z4_H21'
0006: @65 =  0  ;; integer values
000A: @542 +=  1  ;; integer values
0002: jump ZERO4_1140

:ZERO4_1136
03E5: text_box 'Z4_H22'
0006: @65 =  0  ;; integer values
000A: @542 +=  1  ;; integer values
0002: jump ZERO4_1140

:ZERO4_1140
00D6: if  0
8039:   NOT   @120 ==  0  ;; integer values
004D: jump_if_false ZERO4_1150
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false ZERO4_1150
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false ZERO4_1150
000A: @165 +=  1  ;; integer values

:ZERO4_1150
00D6: if  3
0039:   @165 ==  1  ;; integer values
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_1207
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false ZERO4_1182
00D6: if  0
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1182
0209: @163 = random_int  0  3
0209: @164 = random_int  0  3
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false ZERO4_1169
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45206

:ZERO4_1169
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false ZERO4_1174
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45207

:ZERO4_1174
00D6: if  0
0039:   @163 ==  2  ;; integer values
004D: jump_if_false ZERO4_1179
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45208

:ZERO4_1179
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @64 =  0  ;; integer values
000A: @165 +=  1  ;; integer values

:ZERO4_1182
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false ZERO4_1207
00D6: if  0
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1207
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false ZERO4_1193
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45209

:ZERO4_1193
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false ZERO4_1198
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45210

:ZERO4_1198
00D6: if  0
0039:   @163 ==  2  ;; integer values
004D: jump_if_false ZERO4_1203
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_CC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45211

:ZERO4_1203
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @64 =  0  ;; integer values
000A: @165 +=  1  ;; integer values
0006: @163 =  0  ;; integer values

:ZERO4_1207
00D6: if  1
0039:   @165 ==  2  ;; integer values
8039:   NOT   @120 ==  0  ;; integer values
004D: jump_if_false ZERO4_1221
00D6: if  0
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1221
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false ZERO4_1221
03E5: text_box 'Z4_H5'
000A: @165 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1221
00D6: if  0
0039:   @165 ==  3  ;; integer values
004D: jump_if_false ZERO4_1257
00D6: if  4
0039:   @120 ==  1  ;; integer values
876F:   NOT (unknown)
88FE:   NOT (unknown)
0019:   @64 >  10000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_1257
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false ZERO4_1257
000A: @163 +=  1  ;; integer values
00D6: if  0
0019:   @163 >  4  ;; integer values
004D: jump_if_false ZERO4_1239
0006: @163 =  0  ;; integer values

:ZERO4_1239
0871: init_jump_table @163 total_jumps  5  0 ZERO4_1255 jumps  0 ZERO4_1240  1 ZERO4_1243  2 ZERO4_1246  3 ZERO4_1249  4 ZERO4_1252 -1 ZERO4_1255 -1 ZERO4_1255 

:ZERO4_1240
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45212
0002: jump ZERO4_1255

:ZERO4_1243
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45213
0002: jump ZERO4_1255

:ZERO4_1246
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45214
0002: jump ZERO4_1255

:ZERO4_1249
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45215
0002: jump ZERO4_1255

:ZERO4_1252
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_DE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45216
0002: jump ZERO4_1255

:ZERO4_1255
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @64 =  0  ;; integer values

:ZERO4_1257
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false ZERO4_1266
00D6: if  2
0119:   car @72 wrecked
0119:   car @73 wrecked
0119:   car @74 wrecked
004D: jump_if_false ZERO4_1266
0006: @172 =  1  ;; integer values

:ZERO4_1266
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false ZERO4_1406
00D6: if  0
0019:   @110 >  42  ;; integer values
004D: jump_if_false ZERO4_1288
00D6: if  0
0039:   @167 ==  0  ;; integer values
004D: jump_if_false ZERO4_1288
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_1288
00D6: if  0
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1288
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45217
004F: create_thread AUDIOL_1 -1  0  1  1  0 
000A: @167 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1288
00D6: if  0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false ZERO4_1304
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_1304
00D6: if  0
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1304
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_EB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45218
004F: create_thread AUDIOL_1 -1  0  1  1  0 
000A: @167 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1304
00D6: if  0
0039:   @167 ==  2  ;; integer values
004D: jump_if_false ZERO4_1326
00D6: if  3
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1326
00D6: if  0
0039:   @549 ==  0  ;; integer values
004D: jump_if_false ZERO4_1325
00BC: text_highpriority 'Z4_M26'  7000 ms  1
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false ZERO4_1324
0188: @166 = create_marker_above_object @92
07E0: @166  1 
000A: @167 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1324
0002: jump ZERO4_1326

:ZERO4_1325
000A: @167 +=  1  ;; integer values

:ZERO4_1326
00D6: if  0
0039:   @167 ==  3  ;; integer values
004D: jump_if_false ZERO4_1344
00D6: if  3
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1344
00D6: if  0
8039:   NOT   @549 ==  0  ;; integer values
004D: jump_if_false ZERO4_1344
00D6: if  0
075C:   marker @166 enabled
004D: jump_if_false ZERO4_1342
0164: disable_marker @166

:ZERO4_1342
00BC: text_highpriority 'Z4_M27'  7000 ms  1
000A: @167 +=  1  ;; integer values

:ZERO4_1344
00D6: if  0
0039:   @167 ==  4  ;; integer values
004D: jump_if_false ZERO4_1355
00D6: if  2
876F:   NOT (unknown)
88FE:   NOT (unknown)
0039:   @549 ==  0  ;; integer values
004D: jump_if_false ZERO4_1355
03E5: text_box 'Z4_H11'
000A: @167 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1355
00D6: if  0
0039:   @167 ==  5  ;; integer values
004D: jump_if_false ZERO4_1405
00D6: if  4
876F:   NOT (unknown)
88FE:   NOT (unknown)
0019:   @64 >  10000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0039:   @545 ==  1  ;; integer values
004D: jump_if_false ZERO4_1405
000A: @168 +=  1  ;; integer values
00D6: if  0
0019:   @168 >  5  ;; integer values
004D: jump_if_false ZERO4_1370
0006: @168 =  0  ;; integer values

:ZERO4_1370
0006: @43 =  0  ;; integer values

:ZERO4_1371
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false ZERO4_1380
00D6: if  0
8119:   NOT   car @72(@43,3i) wrecked
004D: jump_if_false ZERO4_1378
0006: @43 =  99  ;; integer values

:ZERO4_1378
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1371

:ZERO4_1380
00D6: if  0
0039:   @43 ==  99  ;; integer values
004D: jump_if_false ZERO4_1404
0871: init_jump_table @168 total_jumps  6  0 ZERO4_1402 jumps  0 ZERO4_1384  1 ZERO4_1387  2 ZERO4_1390  3 ZERO4_1393  4 ZERO4_1396  5 ZERO4_1399 -1 ZERO4_1402 

:ZERO4_1384
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45219
0002: jump ZERO4_1402

:ZERO4_1387
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45220
0002: jump ZERO4_1402

:ZERO4_1390
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45221
0002: jump ZERO4_1402

:ZERO4_1393
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45222
0002: jump ZERO4_1402

:ZERO4_1396
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45223
0002: jump ZERO4_1402

:ZERO4_1399
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_FF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45224
0002: jump ZERO4_1402

:ZERO4_1402
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @64 =  0  ;; integer values

:ZERO4_1404
0006: @545 =  0  ;; integer values

:ZERO4_1405
0002: jump ZERO4_1410

:ZERO4_1406
00D6: if  0
075C:   marker @166 enabled
004D: jump_if_false ZERO4_1410
0164: disable_marker @166

:ZERO4_1410
00D6: if  0
075C:   marker @166 enabled
004D: jump_if_false ZERO4_1417
00D6: if  0
0685: @92 
004D: jump_if_false ZERO4_1417
0164: disable_marker @166

:ZERO4_1417
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false ZERO4_1434
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false ZERO4_1434
00D6: if  3
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1434
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_GA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45225
004F: create_thread AUDIOL_1 -1  0  1  1  0 
000A: @160 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1434
00D6: if  0
0039:   @160 ==  1  ;; integer values
004D: jump_if_false ZERO4_1456
00D6: if  3
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @64 >  1000  ;; integer values
004D: jump_if_false ZERO4_1456
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false ZERO4_1454
00D6: if  0
8039:   NOT   @548 ==  1  ;; integer values
004D: jump_if_false ZERO4_1454
00BC: text_highpriority 'Z4_M28'  7000 ms  1
00D6: if  0
03CA:   object @89 exists
004D: jump_if_false ZERO4_1454
0188: @161 = create_marker_above_object @89

:ZERO4_1454
000A: @160 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1456
00D6: if  0
0039:   @160 ==  2  ;; integer values
004D: jump_if_false ZERO4_1476
00D6: if  4
876F:   NOT (unknown)
88FE:   NOT (unknown)
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @64 >  1000  ;; integer values
0039:   @548 ==  1  ;; integer values
004D: jump_if_false ZERO4_1476
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false ZERO4_1470
00BC: text_highpriority 'Z4_M29'  7000 ms  1

:ZERO4_1470
00D6: if  0
075C:   marker @161 enabled
004D: jump_if_false ZERO4_1474
0164: disable_marker @161

:ZERO4_1474
000A: @160 +=  1  ;; integer values
0006: @64 =  0  ;; integer values

:ZERO4_1476
00D6: if  3
0039:   @160 ==  3  ;; integer values
0039:   @171 ==  1  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @64 >  10000  ;; integer values
004D: jump_if_false ZERO4_1503
00D6: if  1
876F:   NOT (unknown)
88FE:   NOT (unknown)
004D: jump_if_false ZERO4_1503
000A: @162 +=  1  ;; integer values
00D6: if  0
0019:   @162 >  2  ;; integer values
004D: jump_if_false ZERO4_1491
0006: @162 =  0  ;; integer values

:ZERO4_1491
0871: init_jump_table @162 total_jumps  3  0 ZERO4_1501 jumps  0 ZERO4_1492  1 ZERO4_1495  2 ZERO4_1498 -1 ZERO4_1501 -1 ZERO4_1501 -1 ZERO4_1501 -1 ZERO4_1501 

:ZERO4_1492
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45226
0002: jump ZERO4_1501

:ZERO4_1495
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45227
0002: jump ZERO4_1501

:ZERO4_1498
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_HC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45228
0002: jump ZERO4_1501

:ZERO4_1501
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @64 =  0  ;; integer values

:ZERO4_1503
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_1554
0227: @43 = car @68 health
00D6: if  0
001B:    1400 > @43  ;; integer values
004D: jump_if_false ZERO4_1554
00D6: if  3
876F:   NOT (unknown)
88FE:   NOT (unknown)
0019:   @64 >  10000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_1554
00AA: store_car @68 position_to $73 $74 $75
0089: @56 = $73  ;; floating-point values only
000F: @56 -=  5.0  ;; floating-point values
0089: @57 = $74  ;; floating-point values only
000F: @57 -=  5.0  ;; floating-point values
0089: @58 = $75  ;; floating-point values only
000F: @58 -=  5.0  ;; floating-point values
0089: @59 = $73  ;; floating-point values only
000B: @59 +=  5.0  ;; floating-point values
0089: @60 = $74  ;; floating-point values only
000B: @60 +=  5.0  ;; floating-point values
0089: @61 = $75  ;; floating-point values only
000B: @61 +=  5.0  ;; floating-point values
00D6: if  0
8356:   NOT   explosion_type  11 in_cube @56 @57 @58 @59 @60 @61  
004D: jump_if_false ZERO4_1550
000A: @170 +=  1  ;; integer values
00D6: if  0
0019:   @170 >  2  ;; integer values
004D: jump_if_false ZERO4_1537
0006: @170 =  0  ;; integer values

:ZERO4_1537
0871: init_jump_table @170 total_jumps  3  0 ZERO4_1547 jumps  0 ZERO4_1538  1 ZERO4_1541  2 ZERO4_1544 -1 ZERO4_1547 -1 ZERO4_1547 -1 ZERO4_1547 -1 ZERO4_1547 

:ZERO4_1538
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45235
0002: jump ZERO4_1547

:ZERO4_1541
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45236
0002: jump ZERO4_1547

:ZERO4_1544
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_KC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45237
0002: jump ZERO4_1547

:ZERO4_1547
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @64 =  0  ;; integer values
0002: jump ZERO4_1554

:ZERO4_1550
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45240
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @64 =  0  ;; integer values

:ZERO4_1554
00D6: if  1
0039:   @149 ==  99  ;; integer values
0039:   @150 ==  0  ;; integer values
004D: jump_if_false ZERO4_1565
00D6: if  0
0039:   @111 ==  3  ;; integer values
004D: jump_if_false ZERO4_1565
03E6: remove_text_box
03E5: text_box 'Z4_H12'
000A: @150 +=  1  ;; integer values
0006: @65 =  0  ;; integer values

:ZERO4_1565
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false ZERO4_1569
0006: @150 =  99  ;; integer values

:ZERO4_1569
00D6: if  0
0119:   car @70 wrecked
004D: jump_if_false ZERO4_1608
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false ZERO4_1598
00D6: if  0
03CA:   object @142 exists
004D: jump_if_false ZERO4_1590
0682: @142  0.0  0.0  0.0  0 
0382: set_object @94 collision_detection  1
0006: @122 =  0  ;; integer values
0006: @103 =  0  ;; integer values
00D6: if  0
003B:   @142 == @92  ;; integer values 
004D: jump_if_false ZERO4_1588
0006: @121 =  1  ;; integer values
04D9: object @92 set_scripted_collision_check  1
0006: @102 =  0  ;; integer values

:ZERO4_1588
0006: @142 =  0  ;; integer values
0002: jump ZERO4_1598

:ZERO4_1590
00D6: if  0
056E: @76 
004D: jump_if_false ZERO4_1598
0684: @76  0.0  0.0  0.0  0 
0382: set_object @94 collision_detection  1
0006: @122 =  0  ;; integer values
0006: @103 =  0  ;; integer values
0006: @76 =  0  ;; integer values

:ZERO4_1598
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  0
0019:   @127 >  0  ;; integer values
004D: jump_if_false ZERO4_1607
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_1607
0006: @70 =  0  ;; integer values

:ZERO4_1608
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_1619
00D6: if  0
0039:   @544 ==  1  ;; integer values
004D: jump_if_false ZERO4_1619
00D6: if  0
0019:   @109 >  10000  ;; integer values
004D: jump_if_false ZERO4_1619
02AC: set_car @70 immunities  1  1  1  1  1
0006: @544 =  0  ;; integer values

:ZERO4_1619
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false ZERO4_1658
00D6: if  0
8039:   NOT   @127 ==  0  ;; integer values
004D: jump_if_false ZERO4_1658
015A: restore_camera
0980: -973.759  1077.152  1350.399  200.0 
00A5: @70 = create_car  501 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: @70 
0840: link_car @70 to_interior  10 
0715: put_player $PLAYER_CHAR in_RC_mode_in_car @70  ; on foot version
00D6: if  0
0039:   @127 ==  2  ;; integer values
004D: jump_if_false ZERO4_1639
00BC: text_highpriority 'Z4_M14'  5000 ms  1

:ZERO4_1639
00D6: if  0
0039:   @127 ==  1  ;; integer values
004D: jump_if_false ZERO4_1643
00BC: text_highpriority 'Z4_M23'  5000 ms  1

:ZERO4_1643
00D6: if  0
83CA:   NOT   object @94 exists
004D: jump_if_false ZERO4_1647
0107: @94 = create_object #MINI_MAGNET at -973.759  1077.152  1344.399

:ZERO4_1647
0681: attach_object @94 to_car @70 offset  0.0  0.0 -.2   0.0  0.0  0.0 
0382: set_object @94 collision_detection  1
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false ZERO4_1654
0338: @70  0 
0750: @94  0 

:ZERO4_1654
00D6: if  0
056E: @543 
004D: jump_if_false ZERO4_1658
00A6: destroy_car @543

:ZERO4_1658
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false ZERO4_1699
00A5: @68 = create_car  441 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: @68  521 
06FD: @68  .5 
0186: @97 = create_marker_above_car @68
07E0: @97  1 
0224: set_car @68 health_to  2000
0168: show_on_radar @97  2
00D6: if  0
0039:   @111 ==  2  ;; integer values
004D: jump_if_false ZERO4_1685
0209: @43 = random_int  0  2
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false ZERO4_1682
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45242
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0002: jump ZERO4_1685

:ZERO4_1682
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45243
004F: create_thread AUDIOL_1 -1  0  1  1  0 

:ZERO4_1685
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false ZERO4_1699
0209: @43 = random_int  0  2
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false ZERO4_1696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45244
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0002: jump ZERO4_1699

:ZERO4_1696
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_MD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45245
004F: create_thread AUDIOL_1 -1  0  1  1  0 

:ZERO4_1699
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_1762
0227: @43 = car @68 health
00D6: if  0
001B:    1000 > @43  ;; integer values
004D: jump_if_false ZERO4_1762
00AA: store_car @68 position_to $73 $74 $75
0089: @56 = $73  ;; floating-point values only
000F: @56 -=  5.0  ;; floating-point values
0089: @57 = $74  ;; floating-point values only
000F: @57 -=  5.0  ;; floating-point values
0089: @58 = $75  ;; floating-point values only
000F: @58 -=  5.0  ;; floating-point values
0089: @59 = $73  ;; floating-point values only
000B: @59 +=  5.0  ;; floating-point values
0089: @60 = $74  ;; floating-point values only
000B: @60 +=  5.0  ;; floating-point values
0089: @61 = $75  ;; floating-point values only
000B: @61 +=  5.0  ;; floating-point values
020B: explode_car @68
00D6: if  0
8356:   NOT   explosion_type  11 in_cube @56 @57 @58 @59 @60 @61  
004D: jump_if_false ZERO4_1746
000A: @169 +=  1  ;; integer values
00D6: if  0
0019:   @169 >  2  ;; integer values
004D: jump_if_false ZERO4_1728
0006: @169 =  0  ;; integer values

:ZERO4_1728
0871: init_jump_table @169 total_jumps  3  0 ZERO4_1738 jumps  0 ZERO4_1729  1 ZERO4_1732  2 ZERO4_1735 -1 ZERO4_1738 -1 ZERO4_1738 -1 ZERO4_1738 -1 ZERO4_1738 

:ZERO4_1729
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45238
0002: jump ZERO4_1738

:ZERO4_1732
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45239
0002: jump ZERO4_1738

:ZERO4_1735
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45241
0002: jump ZERO4_1738

:ZERO4_1738
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0001: wait  100 ms

:ZERO4_1740
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  1  ;; integer values
004D: jump_if_false ZERO4_1745
0001: wait  0 ms
0002: jump ZERO4_1740

:ZERO4_1745
0002: jump ZERO4_1755

:ZERO4_1746
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_LC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45240
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0001: wait  100 ms

:ZERO4_1750
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  1  ;; integer values
004D: jump_if_false ZERO4_1755
0001: wait  0 ms
0002: jump ZERO4_1750

:ZERO4_1755
01C3: remove_references_to_car @68  ;; Like turning a car into any random car
05EC: @68 
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_1762
00D6: if  0
056E: @71 
004D: jump_if_false ZERO4_1789
00D6: if  0
0119:   car @71 wrecked
004D: jump_if_false ZERO4_1789
00D6: if  0
03CA:   object @95 exists
004D: jump_if_false ZERO4_1772
0108: destroy_object @95

:ZERO4_1772
00D6: if  0
03CA:   object @77(@125,10i) exists
004D: jump_if_false ZERO4_1788
00D6: if  0
0685: @77(@125,10i) 
004D: jump_if_false ZERO4_1788
0682: @77(@125,10i)  0.0  0.0  0.0  0 
0382: set_object @77(@125,10i) collision_detection  1
00D6: if  0
09FC: @77(@125,10i) 
004D: jump_if_false ZERO4_1788
01BB: store_object @77(@125,10i) position_to $73 $74 $75
0176: $72 = object @77(@125,10i) z_angle
0009: $75 +=  1.0  ;; floating-point values
01BC: put_object @77(@125,10i) at $73 $74 $75
0177: set_object @77(@125,10i) z_angle_to $72

:ZERO4_1788
0006: @71 =  0  ;; integer values

:ZERO4_1789
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false ZERO4_1814
0006: @43 =  0  ;; integer values

:ZERO4_1793
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_1814
00D6: if  0
03CA:   object @87(@43,5i) exists
004D: jump_if_false ZERO4_1812
00D6: if  0
8685:   NOT @87(@43,5i) 
004D: jump_if_false ZERO4_1812
00D6: if  0
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_1812
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: unknown_keep_object @87(@43,5i) in_memory  1
097B: @87(@43,5i)  1009 
0006: @115 =  1  ;; integer values
0085: @117 = @43  ;; integer values and handles
0006: @43 =  5  ;; integer values

:ZERO4_1812
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1793

:ZERO4_1814
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false ZERO4_1826
00D6: if  0
03CA:   object @87(@117,5i) exists
004D: jump_if_false ZERO4_1826
00D6: if  0
0685: @87(@117,5i) 
004D: jump_if_false ZERO4_1826
0550: unknown_keep_object @87(@117,5i) in_memory  0
0006: @115 =  0  ;; integer values
0006: @117 = -1  ;; integer values

:ZERO4_1826
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_1852
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false ZERO4_1843
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false ZERO4_1842
00D6: if  0
01AF:   car @68  0 ()near_point -1041.83  1044.25  1341.42 radius  1.5  1.5  1.5
004D: jump_if_false ZERO4_1842
05ED: @68 
0006: @119 =  1  ;; integer values
0006: @155 =  1  ;; integer values
0006: @171 =  1  ;; integer values

:ZERO4_1842
0002: jump ZERO4_1852

:ZERO4_1843
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false ZERO4_1852
00D6: if  0
01AF:   car @68  0 ()near_point -1041.83  1044.25  1341.42 radius  1.5  1.5  1.5
004D: jump_if_false ZERO4_1852
05EE: @68 
0006: @119 =  0  ;; integer values
0006: @171 =  0  ;; integer values

:ZERO4_1852
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false ZERO4_1860
00D6: if  0
0039:   @147 ==  99  ;; integer values
004D: jump_if_false ZERO4_1860
00BC: text_highpriority 'Z4_M20'  7000 ms  1
000A: @155 +=  1  ;; integer values

:ZERO4_1860
00D6: if  0
0039:   @155 ==  2  ;; integer values
004D: jump_if_false ZERO4_1886
00D6: if  0
03CA:   object @142 exists
004D: jump_if_false ZERO4_1886
0006: @43 =  0  ;; integer values
0006: @44 =  0  ;; integer values

:ZERO4_1868
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_1881
00D6: if  0
03CA:   object @87(@43,5i) exists
004D: jump_if_false ZERO4_1879
00D6: if  0
003B:   @87(@43,5i) == @142  ;; integer values 
004D: jump_if_false ZERO4_1879
0006: @44 =  1  ;; integer values
0006: @43 =  5  ;; integer values

:ZERO4_1879
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1868

:ZERO4_1881
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false ZERO4_1886
00BC: text_highpriority 'Z4_M21'  7000 ms  1
000A: @155 +=  1  ;; integer values

:ZERO4_1886
00D6: if  0
0039:   @155 ==  3  ;; integer values
004D: jump_if_false ZERO4_1894
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false ZERO4_1894
00BE: text_clear_all
0006: @155 =  99  ;; integer values

:ZERO4_1894
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false ZERO4_1919
0006: @43 =  0  ;; integer values

:ZERO4_1898
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_1919
00D6: if  0
03CA:   object @87(@43,5i) exists
004D: jump_if_false ZERO4_1917
00D6: if  0
8685:   NOT @87(@43,5i) 
004D: jump_if_false ZERO4_1917
00D6: if  0
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_1917
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: unknown_keep_object @87(@43,5i) in_memory  1
097B: @87(@43,5i)  1009 
0006: @116 =  1  ;; integer values
0085: @118 = @43  ;; integer values and handles
0006: @43 =  5  ;; integer values

:ZERO4_1917
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1898

:ZERO4_1919
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false ZERO4_1931
00D6: if  0
03CA:   object @87(@118,5i) exists
004D: jump_if_false ZERO4_1931
00D6: if  0
0685: @87(@118,5i) 
004D: jump_if_false ZERO4_1931
0550: unknown_keep_object @87(@118,5i) in_memory  0
0006: @116 =  0  ;; integer values
0006: @118 = -1  ;; integer values

:ZERO4_1931
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_1957
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false ZERO4_1948
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false ZERO4_1947
00D6: if  0
01AF:   car @68  0 ()near_point -1064.09  1074.37  1341.32 radius  1.5  1.5  1.5
004D: jump_if_false ZERO4_1947
05ED: @68 
0006: @171 =  1  ;; integer values
0006: @119 =  1  ;; integer values
0006: @156 =  1  ;; integer values

:ZERO4_1947
0002: jump ZERO4_1957

:ZERO4_1948
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false ZERO4_1957
00D6: if  0
01AF:   car @68  0 ()near_point -1064.09  1074.37  1341.32 radius  1.5  1.5  1.5
004D: jump_if_false ZERO4_1957
05EE: @68 
0006: @171 =  0  ;; integer values
0006: @119 =  0  ;; integer values

:ZERO4_1957
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false ZERO4_1962
00BC: text_highpriority 'Z4_M20'  7000 ms  1
000A: @156 +=  1  ;; integer values

:ZERO4_1962
00D6: if  0
0039:   @156 ==  2  ;; integer values
004D: jump_if_false ZERO4_1988
00D6: if  0
03CA:   object @142 exists
004D: jump_if_false ZERO4_1988
0006: @43 =  0  ;; integer values
0006: @44 =  0  ;; integer values

:ZERO4_1970
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_1983
00D6: if  0
03CA:   object @87(@43,5i) exists
004D: jump_if_false ZERO4_1981
00D6: if  0
003B:   @87(@43,5i) == @142  ;; integer values 
004D: jump_if_false ZERO4_1981
0006: @44 =  1  ;; integer values
0006: @43 =  5  ;; integer values

:ZERO4_1981
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_1970

:ZERO4_1983
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false ZERO4_1988
00BC: text_highpriority 'Z4_M21'  7000 ms  1
000A: @156 +=  1  ;; integer values

:ZERO4_1988
00D6: if  0
0039:   @156 ==  3  ;; integer values
004D: jump_if_false ZERO4_1996
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false ZERO4_1996
00BE: text_clear_all
0006: @156 =  99  ;; integer values

:ZERO4_1996
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false ZERO4_2159
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false ZERO4_2074
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false ZERO4_2073
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_2073
0006: @108 =  0  ;; integer values
0006: @157 =  0  ;; integer values
0407: create_coordinate $73 $74 $75 from_car @68 offset  0.0  2.0  0.0
0006: @43 =  0  ;; integer values

:ZERO4_2012
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_2033
00D6: if  0
03CA:   object @77(@43,10i) exists
004D: jump_if_false ZERO4_2031
00D6: if  0
04E6:   unknown_object @77(@43,10i) near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false ZERO4_2031
01BB: store_object @77(@43,10i) position_to @56 @57 @58
0509: @46 = distance between point $73 $74 and point @56 @57
00D6: if  0
0023:    .8 > @46  ;; floating-point values
004D: jump_if_false ZERO4_2031
05ED: @68 
0006: @119 =  1  ;; integer values
0006: @120 =  1  ;; integer values
0006: @157 =  1  ;; integer values
0002: jump ZERO4_2073

:ZERO4_2031
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2012

:ZERO4_2033
0006: @43 =  0  ;; integer values

:ZERO4_2034
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false ZERO4_2059
00D6: if  0
056E: @72(@43,3i) 
004D: jump_if_false ZERO4_2057
00D6: if  0
8119:   NOT   car @72(@43,3i) wrecked
004D: jump_if_false ZERO4_2057
00D6: if  0
01AF:   car @72(@43,3i)  0 ()near_point $73 $74 $75 radius  2.0  2.0  2.0
004D: jump_if_false ZERO4_2057
00AA: store_car @72(@43,3i) position_to @56 @57 @58
0509: @46 = distance between point $73 $74 and point @56 @57
00D6: if  0
0023:    .9 > @46  ;; floating-point values
004D: jump_if_false ZERO4_2057
05ED: @68 
0006: @119 =  1  ;; integer values
0006: @120 =  1  ;; integer values
0006: @157 =  2  ;; integer values
00BC: text_highpriority 'Z4_M18'  5000 ms  1
0002: jump ZERO4_2073

:ZERO4_2057
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2034

:ZERO4_2059
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_2069
00D6: if  0
01AF:   car @70  0 ()near_point $73 $74 $75 radius  1.0  1.0  1.0
004D: jump_if_false ZERO4_2069
05ED: @68 
0006: @119 =  1  ;; integer values
0006: @120 =  1  ;; integer values
0002: jump ZERO4_2073

:ZERO4_2069
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false ZERO4_2073
0006: @108 =  30000  ;; integer values

:ZERO4_2073
0002: jump ZERO4_2159

:ZERO4_2074
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false ZERO4_2159
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_2159
0407: create_coordinate $73 $74 $75 from_car @68 offset  0.0  2.0  0.0
0006: @120 =  0  ;; integer values
0006: @43 =  0  ;; integer values

:ZERO4_2083
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_2102
00D6: if  0
03CA:   object @77(@43,10i) exists
004D: jump_if_false ZERO4_2100
00D6: if  0
04E6:   unknown_object @77(@43,10i) near_point $73 $74 $75 radius  2.0  2.0  2.0 unknown  0
004D: jump_if_false ZERO4_2100
01BB: store_object @77(@43,10i) position_to @56 @57 @58
0509: @46 = distance between point $73 $74 and point @56 @57
00D6: if  0
0023:    .9 > @46  ;; floating-point values
004D: jump_if_false ZERO4_2100
0006: @120 =  1  ;; integer values
0006: @157 =  1  ;; integer values
0002: jump ZERO4_2159

:ZERO4_2100
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2083

:ZERO4_2102
0006: @43 =  0  ;; integer values

:ZERO4_2103
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false ZERO4_2125
00D6: if  0
056E: @72(@43,3i) 
004D: jump_if_false ZERO4_2123
00D6: if  0
8119:   NOT   car @72(@43,3i) wrecked
004D: jump_if_false ZERO4_2123
00D6: if  0
01AF:   car @72(@43,3i)  0 ()near_point $73 $74 $75 radius  1.0  1.0  1.0
004D: jump_if_false ZERO4_2123
00AA: store_car @72(@43,3i) position_to @56 @57 @58
0509: @46 = distance between point $73 $74 and point @56 @57
00D6: if  0
0023:    .8 > @46  ;; floating-point values
004D: jump_if_false ZERO4_2123
0006: @120 =  1  ;; integer values
0006: @157 =  2  ;; integer values
0002: jump ZERO4_2159

:ZERO4_2123
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2103

:ZERO4_2125
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_2133
00D6: if  0
01AF:   car @70  0 ()near_point $73 $74 $75 radius  1.0  1.0  1.0
004D: jump_if_false ZERO4_2133
0006: @120 =  1  ;; integer values
0002: jump ZERO4_2159

:ZERO4_2133
00D6: if  2
0039:   @120 ==  1  ;; integer values
0019:   @108 >  30000  ;; integer values
001B:    3 > @158  ;; integer values
004D: jump_if_false ZERO4_2147
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false ZERO4_2142
00BB: text_lowpriority 'Z4_M18'  5000 ms  1

:ZERO4_2142
00D6: if  0
0039:   @157 ==  2  ;; integer values
004D: jump_if_false ZERO4_2146
00BB: text_lowpriority 'Z4_M25'  5000 ms  1

:ZERO4_2146
0006: @108 =  0  ;; integer values

:ZERO4_2147
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false ZERO4_2159
05EE: @68 
0006: @119 =  0  ;; integer values
0006: @157 =  0  ;; integer values
00BE: text_clear_all
00D6: if  1
0019:   @108 >  1000  ;; integer values
001B:    30000 > @108  ;; integer values
004D: jump_if_false ZERO4_2159
000A: @158 +=  1  ;; integer values

:ZERO4_2159
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false ZERO4_2223
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_2223
00D6: if  0
031E:   vehicle @68 hit_by_weapon  28
004D: jump_if_false ZERO4_2170
0006: @545 =  1  ;; integer values
0468: @68

:ZERO4_2170
0227: $7433 = car @68 health
0008: $7433 += -1000  ;; integer values
008F: @46 = integer_to_float $7433  
0017: @46 /=  1000.0  ;; floating-point values 
0013: @46 *=  100.0  ;; floating-point values 
0090: $7433 = float_to_integer @46  
00D6: if  0
001F:   @135 > $7433  ;; integer values
004D: jump_if_false ZERO4_2181
0006: @136 =  1  ;; integer values
0006: @107 =  0  ;; integer values

:ZERO4_2181
008B: @135 = $7433  ;; integer values and handles
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false ZERO4_2196
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false ZERO4_2190
05EE: @68 
0006: @119 =  0  ;; integer values

:ZERO4_2190
00D6: if  0
060E: @68 
004D: jump_if_false ZERO4_2196
06FD: @68 -.2 
000A: @136 +=  1  ;; integer values
0006: @107 =  0  ;; integer values

:ZERO4_2196
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false ZERO4_2204
00D6: if  0
0019:   @107 >  4000  ;; integer values
004D: jump_if_false ZERO4_2204
000A: @136 +=  1  ;; integer values
0006: @107 =  0  ;; integer values

:ZERO4_2204
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false ZERO4_2212
06FD: @68  .5 
05ED: @68 
0006: @119 =  1  ;; integer values
0006: @107 =  0  ;; integer values
000A: @136 +=  1  ;; integer values

:ZERO4_2212
00D6: if  0
0039:   @136 ==  4  ;; integer values
004D: jump_if_false ZERO4_2223
00D6: if  0
0019:   @107 >  4000  ;; integer values
004D: jump_if_false ZERO4_2223
05EE: @68 
0006: @119 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0006: @107 =  0  ;; integer values
0006: @120 =  0  ;; integer values

:ZERO4_2223
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_2324
00D6: if  0
0039:   @546 ==  1  ;; integer values
004D: jump_if_false ZERO4_2324
00D6: if  0
8039:   NOT   @122 ==  0  ;; integer values
004D: jump_if_false ZERO4_2323
00D6: if  0
0039:   @548 ==  1  ;; integer values
004D: jump_if_false ZERO4_2277
00AA: store_car @70 position_to @56 @57 @58
02CE: @58 = ground_z @56 @57 @58
0006: @43 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @142 offset  0.0  1.7  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2245
0006: @43 =  1  ;; integer values

:ZERO4_2245
0400: create_coordinate $73 $74 $75 from_object @142 offset  0.0 -1.7  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2252
0006: @43 =  1  ;; integer values

:ZERO4_2252
0400: create_coordinate $73 $74 $75 from_object @142 offset  .2  0.0  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2259
0006: @43 =  1  ;; integer values

:ZERO4_2259
0400: create_coordinate $73 $74 $75 from_object @142 offset -.2  0.0  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2266
0006: @43 =  1  ;; integer values

:ZERO4_2266
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false ZERO4_2275
0382: set_object @142 collision_detection  0
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_2274
07D5: @70  0.0  0.0  .005  0.0  0.0  0.0 

:ZERO4_2274
0002: jump ZERO4_2277

:ZERO4_2275
0382: set_object @142 collision_detection  1
0006: @546 =  0  ;; integer values

:ZERO4_2277
00D6: if  0
0039:   @547 ==  1  ;; integer values
004D: jump_if_false ZERO4_2322
00AA: store_car @70 position_to @56 @57 @58
02CE: @58 = ground_z @56 @57 @58
0006: @43 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @142 offset  0.0  1.0  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2290
0006: @43 =  1  ;; integer values

:ZERO4_2290
0400: create_coordinate $73 $74 $75 from_object @142 offset  0.0 -1.0  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2297
0006: @43 =  1  ;; integer values

:ZERO4_2297
0400: create_coordinate $73 $74 $75 from_object @142 offset  1.0  0.0  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2304
0006: @43 =  1  ;; integer values

:ZERO4_2304
0400: create_coordinate $73 $74 $75 from_object @142 offset -1.0  0.0  0.0
0089: @46 = $75  ;; floating-point values only
000B: @46 +=  .5  ;; floating-point values
00D6: if  0
0027:   @58 > $75  ;; floating-point values only
004D: jump_if_false ZERO4_2311
0006: @43 =  1  ;; integer values

:ZERO4_2311
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false ZERO4_2320
0382: set_object @142 collision_detection  0
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_2319
07D5: @70  0.0  0.0  .005  0.0  0.0  0.0 

:ZERO4_2319
0002: jump ZERO4_2322

:ZERO4_2320
0382: set_object @142 collision_detection  1
0006: @546 =  0  ;; integer values

:ZERO4_2322
0002: jump ZERO4_2324

:ZERO4_2323
0006: @546 =  0  ;; integer values

:ZERO4_2324
00D6: if  0
8119:   NOT   car @70 wrecked
004D: jump_if_false ZERO4_2469
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false ZERO4_2427
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false ZERO4_2422
00D6: if  1
00E1:   key_pressed  0  17
0019:   @103 >  1000  ;; integer values
004D: jump_if_false ZERO4_2420
0006: @123 =  1  ;; integer values
0407: create_coordinate $73 $74 $75 from_car @70 offset  0.0  0.0 -1.0
0006: @43 =  0  ;; integer values

:ZERO4_2340
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_2373
00D6: if  0
03CA:   object @77(@43,10i) exists
004D: jump_if_false ZERO4_2371
00D6: if  0
04E6:   unknown_object @77(@43,10i) near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false ZERO4_2371
0006: @44 =  0  ;; integer values
00D6: if  0
0685: @77(@43,10i) 
004D: jump_if_false ZERO4_2354
0006: @44 =  1  ;; integer values

:ZERO4_2354
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false ZERO4_2371
0085: @142 = @77(@43,10i)  ;; integer values and handles
0176: @46 = object @77(@43,10i) z_angle
0681: attach_object @142 to_car @70 offset  0.0  0.0 -1.2   0.0  90.0  0.0 
00D6: if  0
03CA:   object @142 exists
004D: jump_if_false ZERO4_2364
097B: @142  1009 

:ZERO4_2364
0382: set_object @94 collision_detection  1
050E: @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_2419

:ZERO4_2371
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2340

:ZERO4_2373
0006: @43 =  0  ;; integer values

:ZERO4_2374
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_2398
00D6: if  0
03CA:   object @87(@43,5i) exists
004D: jump_if_false ZERO4_2396
00D6: if  0
04E6:   unknown_object @87(@43,5i) near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false ZERO4_2396
0085: @142 = @87(@43,5i)  ;; integer values and handles
0681: attach_object @142 to_car @70 offset  0.0  0.0 -1.0   0.0  0.0  0.0 
00D6: if  0
03CA:   object @142 exists
004D: jump_if_false ZERO4_2389
097B: @142  1009 

:ZERO4_2389
0382: set_object @94 collision_detection  1
050E: @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_2419

:ZERO4_2396
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2374

:ZERO4_2398
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false ZERO4_2419
00D6: if  0
04E6:   unknown_object @92 near_point $73 $74 $75 radius  1.0  1.0  1.0 unknown  0
004D: jump_if_false ZERO4_2419
0085: @142 = @92  ;; integer values and handles
0681: attach_object @142 to_car @70 offset  0.0  0.0 -1.0   0.0  0.0  0.0 
00D6: if  0
03CA:   object @142 exists
004D: jump_if_false ZERO4_2414
00D6: if  0
09FC: @142 
004D: jump_if_false ZERO4_2413
07D5: @70  0.0  0.0  .1  0.0  0.0  0.0 

:ZERO4_2413
097B: @142  1009 

:ZERO4_2414
0382: set_object @94 collision_detection  1
050E: @142 @70
0006: @122 =  1  ;; integer values
0006: @549 =  1  ;; integer values
0002: jump ZERO4_2419

:ZERO4_2419
0002: jump ZERO4_2421

:ZERO4_2420
0006: @123 =  0  ;; integer values

:ZERO4_2421
0002: jump ZERO4_2426

:ZERO4_2422
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false ZERO4_2426
0006: @123 =  0  ;; integer values

:ZERO4_2426
0002: jump ZERO4_2469

:ZERO4_2427
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false ZERO4_2435
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false ZERO4_2434
0006: @123 =  0  ;; integer values

:ZERO4_2434
0002: jump ZERO4_2469

:ZERO4_2435
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false ZERO4_2469
00D6: if  0
03CA:   object @142 exists
004D: jump_if_false ZERO4_2460
00D6: if  0
89FC:   NOT @142 
004D: jump_if_false ZERO4_2459
0682: @142  0.0  0.0  0.0  0 
0382: set_object @94 collision_detection  1
0006: @122 =  0  ;; integer values
0006: @103 =  0  ;; integer values
00D6: if  0
003B:   @142 == @92  ;; integer values 
004D: jump_if_false ZERO4_2454
0006: @121 =  1  ;; integer values
04D9: object @92 set_scripted_collision_check  1
0006: @102 =  0  ;; integer values

:ZERO4_2454
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_2459
0002: jump ZERO4_2469

:ZERO4_2460
00D6: if  0
056E: @76 
004D: jump_if_false ZERO4_2469
0684: @76  0.0  0.0  0.0  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_2469
00D6: if  0
03CA:   object @92 exists
004D: jump_if_false ZERO4_2487
00D6: if  0
0039:   @121 ==  1  ;; integer values
004D: jump_if_false ZERO4_2486
00D6: if  21
04DA:   has_object @92 collided
0019:   @102 >  10000  ;; integer values
004D: jump_if_false ZERO4_2486
00D6: if  0
0019:   @102 >  500  ;; integer values
004D: jump_if_false ZERO4_2486
01BB: store_object @92 position_to $73 $74 $75
020C: create_explosion_with_radius  11 at $73 $74 $75
0108: destroy_object @92
0006: @121 =  0  ;; integer values

:ZERO4_2486
0002: jump ZERO4_2490

:ZERO4_2487
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_2490
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_2515
0085: @43 = @110  ;; integer values and handles

:ZERO4_2494
00D6: if  0
001B:    117 > @43  ;; integer values
004D: jump_if_false ZERO4_2511
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_2508
00D6: if  0
01AD:   car @68  0 ()near_point @191(@43,117f) @308(@43,117f)  1.0  1.0
004D: jump_if_false ZERO4_2506
0085: @110 = @43  ;; integer values and handles
000A: @110 +=  1  ;; integer values
0002: jump ZERO4_2507

:ZERO4_2506
0006: @43 =  117  ;; integer values

:ZERO4_2507
0002: jump ZERO4_2509

:ZERO4_2508
0006: @110 =  0  ;; integer values

:ZERO4_2509
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2494

:ZERO4_2511
00D6: if  0
0019:   @110 >  116  ;; integer values
004D: jump_if_false ZERO4_2515
0006: @110 =  116  ;; integer values

:ZERO4_2515
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false ZERO4_2633
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false ZERO4_2560
0006: @125 = -1  ;; integer values
0006: @43 =  3  ;; integer values

:ZERO4_2523
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_2533
00D6: if  0
83CA:   NOT   object @77(@43,10i) exists
004D: jump_if_false ZERO4_2531
0085: @125 = @43  ;; integer values and handles
0006: @43 =  10  ;; integer values

:ZERO4_2531
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2523

:ZERO4_2533
00D6: if  0
0019:   @125 > -1  ;; integer values
004D: jump_if_false ZERO4_2546
0107: @77(@125,10i) = create_object #BARREL2 at  0.0  0.0  0.0
0681: attach_object @77(@125,10i) to_car @71 offset  0.0  0.0 -1.2   0.0  90.0  0.0 
00D6: if  0
03CA:   object @77(@125,10i) exists
004D: jump_if_false ZERO4_2542
097B: @77(@125,10i)  1009 

:ZERO4_2542
0382: set_object @95 collision_detection  0
050E: @77(@125,10i) @71
000A: @124 +=  1  ;; integer values
0002: jump ZERO4_2560

:ZERO4_2546
0006: @43 =  3  ;; integer values

:ZERO4_2547
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_2560
00D6: if  0
03CA:   object @77(@43,10i) exists
004D: jump_if_false ZERO4_2558
00D6: if  0
82CC:   NOT   unknown_object @77(@43,10i) bounding_sphere_visible
004D: jump_if_false ZERO4_2558
0108: destroy_object @77(@43,10i)
0006: @43 =  10  ;; integer values

:ZERO4_2558
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2547

:ZERO4_2560
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false ZERO4_2573
0085: @126 = @110  ;; integer values and handles
000A: @126 +=  30  ;; integer values
00D6: if  0
0019:   @126 >  114  ;; integer values
004D: jump_if_false ZERO4_2569
0006: @126 =  114  ;; integer values

:ZERO4_2569
04DF: @71  0
0853: @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_2573
00D6: if  0
0039:   @124 ==  2  ;; integer values
004D: jump_if_false ZERO4_2602
00D6: if  0
01AF:   car @71  0 ()near_point @191(@126,117f) @308(@126,117f) @425(@126,117f) radius  5.0  5.0  15.0
004D: jump_if_false ZERO4_2592
00D6: if  0
001D:   @110 > @126  ;; integer values  
004D: jump_if_false ZERO4_2590
0085: @126 = @110  ;; integer values and handles
000A: @126 +=  10  ;; integer values
00D6: if  0
0019:   @126 >  114  ;; integer values
004D: jump_if_false ZERO4_2588
0006: @126 =  114  ;; integer values

:ZERO4_2588
04A2: heli @71 fly_to @191(@126,117f) @308(@126,117f) @425(@126,117f) speed  5.0  352.0
0002: jump ZERO4_2591

:ZERO4_2590
000A: @124 +=  1  ;; integer values

:ZERO4_2591
0002: jump ZERO4_2602

:ZERO4_2592
00D6: if  0
001D:   @110 > @126  ;; integer values  
004D: jump_if_false ZERO4_2602
0085: @126 = @110  ;; integer values and handles
000A: @126 +=  10  ;; integer values
00D6: if  0
0019:   @126 >  114  ;; integer values
004D: jump_if_false ZERO4_2601
0006: @126 =  114  ;; integer values

:ZERO4_2601
04A2: heli @71 fly_to @191(@126,117f) @308(@126,117f) @425(@126,117f) speed  5.0  352.0

:ZERO4_2602
00D6: if  0
0039:   @124 ==  3  ;; integer values
004D: jump_if_false ZERO4_2607
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_2607
00D6: if  0
0039:   @124 ==  4  ;; integer values
004D: jump_if_false ZERO4_2614
00D6: if  0
01AF:   car @71  0 ()near_point @191(@126,117f) @308(@126,117f) @425(@126,117f) radius  1.5  1.5  5.0
004D: jump_if_false ZERO4_2614
000A: @124 +=  1  ;; integer values

:ZERO4_2614
00D6: if  0
0039:   @124 ==  5  ;; integer values
004D: jump_if_false ZERO4_2620
0682: @77(@125,10i)  0.0  0.0  0.0  0 
0382: set_object @95 collision_detection  1
000A: @124 +=  1  ;; integer values

:ZERO4_2620
00D6: if  0
0039:   @124 ==  6  ;; integer values
004D: jump_if_false ZERO4_2625
04A2: heli @71 fly_to -1131.694  1041.791  1345.141 speed  5.0  350.0
000A: @124 +=  1  ;; integer values

:ZERO4_2625
00D6: if  0
0039:   @124 ==  7  ;; integer values
004D: jump_if_false ZERO4_2632
00D6: if  0
01AD:   car @71  0 ()near_point -1131.694  1041.791  4.0  4.0
004D: jump_if_false ZERO4_2632
0006: @124 =  0  ;; integer values

:ZERO4_2632
0002: jump ZERO4_2639

:ZERO4_2633
00D6: if  0
8039:   NOT   @124 ==  99  ;; integer values
004D: jump_if_false ZERO4_2639
01C3: remove_references_to_car @71  ;; Like turning a car into any random car
0164: disable_marker @98
0006: @124 =  99  ;; integer values

:ZERO4_2639
0006: @43 =  0  ;; integer values

:ZERO4_2640
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false ZERO4_2681
00D6: if  0
8119:   NOT   car @72(@43,3i) wrecked
004D: jump_if_false ZERO4_2679
0006: @44 =  0  ;; integer values

:ZERO4_2647
00D6: if  0
001B:    10 > @44  ;; integer values
004D: jump_if_false ZERO4_2679
00D6: if  0
03CA:   object @77(@44,10i) exists
004D: jump_if_false ZERO4_2677
00D6: if  0
0897: @72(@43,3i) @77(@44,10i) 
004D: jump_if_false ZERO4_2677
05A8: @77(@44,10i) @46 
00D6: if  0
0021:   @46 >  5.0  ;; floating-point values
004D: jump_if_false ZERO4_2667
0227: @45 = car @72(@43,3i) health
000A: @45 += -200  ;; integer values
00D6: if  0
002B:    0 >= @45  ;; integer values 
004D: jump_if_false ZERO4_2666
0006: @45 =  1  ;; integer values

:ZERO4_2666
0224: set_car @72(@43,3i) health_to @45

:ZERO4_2667
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false ZERO4_2677
00D6: if  0
003B:   @142 == @77(@44,10i)  ;; integer values 
004D: jump_if_false ZERO4_2677
0682: @142  0.0  0.0  0.0  0 
0382: set_object @94 collision_detection  1
0006: @122 =  0  ;; integer values
0006: @103 =  0  ;; integer values

:ZERO4_2677
000A: @44 +=  1  ;; integer values
0002: jump ZERO4_2647

:ZERO4_2679
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_2640

:ZERO4_2681
0006: @44 =  0  ;; integer values

:ZERO4_2682
00D6: if  0
001B:    3 > @44  ;; integer values
004D: jump_if_false ZERO4_2689
0085: @551 = @44  ;; integer values and handles
0050: gosub ZERO4_2816
000A: @44 +=  1  ;; integer values
0002: jump ZERO4_2682

:ZERO4_2689
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_2697
00D6: if  0
01AF:   car @68  0 ()near_point -1131.6  1057.7  1345.7 radius  2.5  2.5  2.0
004D: jump_if_false ZERO4_2697
0050: gosub ZERO4_2772
0006: @36 =  1  ;; integer values

:ZERO4_2697
00D6: if  0
0736:  70 
004D: jump_if_false ZERO4_2702
0050: gosub ZERO4_2742
0006: @37 =  1  ;; integer values

:ZERO4_2702
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false ZERO4_2708
0050: gosub ZERO4_2742
00BC: text_highpriority 'Z4_M15'  5000 ms  1
0006: @37 =  1  ;; integer values

:ZERO4_2708
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false ZERO4_2714
0050: gosub ZERO4_2742
00BC: text_highpriority 'Z4_M13'  5000 ms  1
0006: @37 =  1  ;; integer values

:ZERO4_2714
00D6: if  0
002A:    0 >= $7432  ;; integer values
004D: jump_if_false ZERO4_2720
0050: gosub ZERO4_2742
00BC: text_highpriority 'Z4_M12'  5000 ms  1
0006: @37 =  1  ;; integer values

:ZERO4_2720
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false ZERO4_2724
0050: gosub ZERO4_2983

:ZERO4_2724
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false ZERO4_2741
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false ZERO4_2738
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false ZERO4_2735
0002: jump ZERO4_22
0002: jump ZERO4_2737

:ZERO4_2735
0050: gosub ZERO4_2995
0051: return

:ZERO4_2737
0002: jump ZERO4_2740

:ZERO4_2738
0050: gosub ZERO4_2992
0051: return

:ZERO4_2740
0002: jump ZERO4_2742

:ZERO4_2741
0051: return

:ZERO4_2742
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
03E6: remove_text_box
014F: stop_timer $7432
0151: remove_status_text $7433
0001: wait  100 ms
0209: @62 = random_int  0  3
0871: init_jump_table @62 total_jumps  3  0 ZERO4_2761 jumps  0 ZERO4_2752  1 ZERO4_2755  2 ZERO4_2758 -1 ZERO4_2761 -1 ZERO4_2761 -1 ZERO4_2761 -1 ZERO4_2761 

:ZERO4_2752
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45246
0002: jump ZERO4_2761

:ZERO4_2755
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45247
0002: jump ZERO4_2761

:ZERO4_2758
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_NC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45248
0002: jump ZERO4_2761

:ZERO4_2761
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0001: wait  100 ms

:ZERO4_2763
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  1  ;; integer values
004D: jump_if_false ZERO4_2768
0001: wait  0 ms
0002: jump ZERO4_2763

:ZERO4_2768
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
0051: return

:ZERO4_2772
014F: stop_timer $7432
0151: remove_status_text $7433
0006: @62 =  0  ;; integer values

:ZERO4_2775
00D6: if  0
0039:   @550 ==  0  ;; integer values
004D: jump_if_false ZERO4_2815
0001: wait  0 ms
00D6: if  1
0019:   @33 >  1000  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false ZERO4_2814
0871: init_jump_table @62 total_jumps  8  0 ZERO4_2808 jumps  0 ZERO4_2785  1 ZERO4_2788  2 ZERO4_2791  3 ZERO4_2794  4 ZERO4_2797  5 ZERO4_2800  6 ZERO4_2803 
0872: jump_table_jumps  7 ZERO4_2806 -1 ZERO4_2808 -1 ZERO4_2808 -1 ZERO4_2808 -1 ZERO4_2808 -1 ZERO4_2808 -1 ZERO4_2808 -1 ZERO4_2808 -1 ZERO4_2808 

:ZERO4_2785
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45249
0002: jump ZERO4_2808

:ZERO4_2788
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45250
0002: jump ZERO4_2808

:ZERO4_2791
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45251
0002: jump ZERO4_2808

:ZERO4_2794
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45252
0002: jump ZERO4_2808

:ZERO4_2797
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45253
0002: jump ZERO4_2808

:ZERO4_2800
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45254
0002: jump ZERO4_2808

:ZERO4_2803
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'ZER4_OG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  45255
0002: jump ZERO4_2808

:ZERO4_2806
0006: @550 =  1  ;; integer values
0002: jump ZERO4_2808

:ZERO4_2808
00D6: if  0
0039:   @550 ==  0  ;; integer values
004D: jump_if_false ZERO4_2814
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0006: @33 =  0  ;; integer values
000A: @62 +=  1  ;; integer values

:ZERO4_2814
0002: jump ZERO4_2775

:ZERO4_2815
0051: return

:ZERO4_2816
00D6: if  0
8119:   NOT   car @72(@551,3i) wrecked
004D: jump_if_false ZERO4_2976
00D6: if  0
0039:   @139(@551,3i) ==  0  ;; integer values
004D: jump_if_false ZERO4_2890
00D6: if  0
003B:   @39 == @551  ;; integer values 
004D: jump_if_false ZERO4_2889
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false ZERO4_2833
00AA: store_car @68 position_to $73 $74 $75
00D6: if  0
01AF:   car @72(@551,3i)  0 ()near_point $73 $74 $75 radius  10.0  10.0  3.0
004D: jump_if_false ZERO4_2833
0085: @139(@551,3i) = @68  ;; integer values and handles

:ZERO4_2833
00D6: if  0
8039:   NOT   @128(@551,3i) ==  99  ;; integer values
004D: jump_if_false ZERO4_2889
00D6: if  0
0039:   @139(@551,3i) ==  0  ;; integer values
004D: jump_if_false ZERO4_2889
00D6: if  0
0039:   @128(@551,3i) ==  0  ;; integer values
004D: jump_if_false ZERO4_2856
0085: @43 = @131(@551,3i)  ;; integer values and handles
00D6: if  0
0039:   @551 ==  0  ;; integer values
004D: jump_if_false ZERO4_2847
02C2: car @72(@551,3i) drive_to_point @173(@43,2f) @175(@43,2f) @177(@43,2f)

:ZERO4_2847
00D6: if  0
0039:   @551 ==  1  ;; integer values
004D: jump_if_false ZERO4_2851
02C2: car @72(@551,3i) drive_to_point @179(@43,2f) @181(@43,2f) @183(@43,2f)

:ZERO4_2851
00D6: if  0
0039:   @551 ==  2  ;; integer values
004D: jump_if_false ZERO4_2855
02C2: car @72(@551,3i) drive_to_point @185(@43,2f) @187(@43,2f) @189(@43,2f)

:ZERO4_2855
000A: @128(@551,3i) +=  1  ;; integer values

:ZERO4_2856
00D6: if  0
0039:   @128(@551,3i) ==  1  ;; integer values
004D: jump_if_false ZERO4_2889
0085: @43 = @131(@551,3i)  ;; integer values and handles
00D6: if  0
0039:   @551 ==  0  ;; integer values
004D: jump_if_false ZERO4_2868
00D6: if  0
01AF:   car @72(@551,3i)  0 ()near_point @173(@43,2f) @175(@43,2f) @177(@43,2f) radius  2.0  2.0  1.0
004D: jump_if_false ZERO4_2868
000A: @131(@551,3i) +=  1  ;; integer values
0006: @128(@551,3i) =  0  ;; integer values

:ZERO4_2868
00D6: if  0
0039:   @551 ==  1  ;; integer values
004D: jump_if_false ZERO4_2876
00D6: if  0
01AF:   car @72(@551,3i)  0 ()near_point @179(@43,2f) @181(@43,2f) @183(@43,2f) radius  2.0  2.0  1.0
004D: jump_if_false ZERO4_2876
000A: @131(@551,3i) +=  1  ;; integer values
0006: @128(@551,3i) =  0  ;; integer values

:ZERO4_2876
00D6: if  0
0039:   @551 ==  2  ;; integer values
004D: jump_if_false ZERO4_2884
00D6: if  0
01AF:   car @72(@551,3i)  0 ()near_point @185(@43,2f) @187(@43,2f) @189(@43,2f) radius  2.0  2.0  1.0
004D: jump_if_false ZERO4_2884
000A: @131(@551,3i) +=  1  ;; integer values
0006: @128(@551,3i) =  0  ;; integer values

:ZERO4_2884
00D6: if  0
0019:   @131(@551,3i) >  1  ;; integer values
004D: jump_if_false ZERO4_2889
0006: @128(@551,3i) =  99  ;; integer values
0006: @131(@551,3i) =  0  ;; integer values

:ZERO4_2889
0002: jump ZERO4_2975

:ZERO4_2890
00D6: if  0
8119:   NOT   car @139(@551,3i) wrecked
004D: jump_if_false ZERO4_2974
00AA: store_car @139(@551,3i) position_to $73 $74 $75
00D6: if  0
01AF:   car @72(@551,3i)  0 ()near_point $73 $74 $75 radius  10.0  10.0  3.0
004D: jump_if_false ZERO4_2972
0174: @46 = car @72(@551,3i) z_angle
00AA: store_car @72(@551,3i) position_to @56 @57 @58
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0604: @50 @51 @47 
0087: @48 = @47  ;; floating-point values only
0063: @48 -= @46  ;; floating-point values 
00D6: if  0
0021:   @48 >  180.0  ;; floating-point values
004D: jump_if_false ZERO4_2910
000B: @48 += -360.0  ;; floating-point values

:ZERO4_2910
00D6: if  0
0023:   -180.0 > @48  ;; floating-point values
004D: jump_if_false ZERO4_2914
000B: @48 +=  360.0  ;; floating-point values

:ZERO4_2914
0013: @48 *=  .1  ;; floating-point values 
005B: @46 += @48  ;; floating-point values 
0175: set_car @72(@551,3i) z_angle_to @46
00D6: if  0
0019:   @104(@551,3i) >  500  ;; integer values
004D: jump_if_false ZERO4_2971
00AA: store_car @139(@551,3i) position_to $73 $74 $75
00AA: store_car @72(@551,3i) position_to @56 @57 @58
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; floating-point values only
0063: @52 -= @58  ;; floating-point values 
0407: create_coordinate $73 $74 $75 from_car @72(@551,3i) offset  0.0  1.0  0.0
0089: @53 = $73  ;; floating-point values only
0063: @53 -= @56  ;; floating-point values 
0089: @54 = $74  ;; floating-point values only
0063: @54 -= @57  ;; floating-point values 
0089: @55 = $75  ;; floating-point values only
0063: @55 -= @58  ;; floating-point values 
05A4: @50 @51 @53 @54 @46 
00D6: if  0
0023:    5.0 > @46  ;; floating-point values
004D: jump_if_false ZERO4_2971
05A4:  1.0 @52  1.0  0.0 @46 
00D6: if  0
0023:    45.0 > @46  ;; floating-point values
004D: jump_if_false ZERO4_2971
0407: create_coordinate @552 @553 @554 from_car @72(@551,3i) offset  0.0  1.5  .35
00AA: store_car @139(@551,3i) position_to $73 $74 $75
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @552  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @553  ;; floating-point values 
0089: @52 = $75  ;; floating-point values only
0063: @52 -= @554  ;; floating-point values 
050A: @46 = distance_between $73 $74 $75 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  0
003B:   @139(@551,3i) == @68  ;; integer values 
004D: jump_if_false ZERO4_2968
00BC: text_highpriority 'Z4_M19'  5000 ms  1

:ZERO4_2968
09F7: @72(@551,3i)  1157 
06BC: @552 @553 @554 @555 @556 @557  50 
0006: @104(@551,3i) =  0  ;; integer values

:ZERO4_2971
0002: jump ZERO4_2973

:ZERO4_2972
0006: @139(@551,3i) =  0  ;; integer values

:ZERO4_2973
0002: jump ZERO4_2975

:ZERO4_2974
0006: @139(@551,3i) =  0  ;; integer values

:ZERO4_2975
0002: jump ZERO4_2982

:ZERO4_2976
00D6: if  0
075C:   marker @99(@551,3i) enabled
004D: jump_if_false ZERO4_2981
0164: disable_marker @99(@551,3i)
0006: @104(@551,3i) =  0  ;; integer values

:ZERO4_2981
01C3: remove_references_to_car @72(@551,3i)  ;; Like turning a car into any random car

:ZERO4_2982
0051: return

:ZERO4_2983
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_2992
00BA: text_styled 'M_FAIL'  5000 ms  1
0001: wait  5000 ms
0051: return

:ZERO4_2995
0051: return

:ZERO4_2996
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:ZERO4_2998
00D6: if  0
016B:   fading
004D: jump_if_false ZERO4_3003
0001: wait  0 ms
0002: jump ZERO4_2998

:ZERO4_3003
004F: create_thread CLEANAU_1 
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 (unfrozen)
0792: $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_3014
00D6: if  0
04F0:   unknown_actor_check $PLAYER_ACTOR
004D: jump_if_false ZERO4_3019
0001: wait  0 ms
0002: jump ZERO4_3014

:ZERO4_3019
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:  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_3034
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false ZERO4_3040
0108: destroy_object @77(@43,10i)
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_3034

:ZERO4_3040
0006: @43 =  0  ;; integer values

:ZERO4_3041
00D6: if  0
001B:    5 > @43  ;; integer values
004D: jump_if_false ZERO4_3047
0108: destroy_object @87(@43,5i)
000A: @43 +=  1  ;; integer values
0002: jump ZERO4_3041

:ZERO4_3047
0108: destroy_object @92
0826:  1 
014F: stop_timer $7432
0151: remove_status_text $7433
0249: release_model  441
0249: release_model  564
0249: release_model  501
0249: release_model  481
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_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
075B:  0 
0254: restore_current_time
01B7: release_weather
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false ZERO4_3100
04A6: $1908 = create_asset_money_pickup_at -2243.007  136.9601  34.8203 money $1907 $1907
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  0 ()  500 ms

:ZERO4_3073
00D6: if  0
016B:   fading
004D: jump_if_false ZERO4_3078
0001: wait  0 ms
0002: jump ZERO4_3073

:ZERO4_3078
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 (back)  500 ms

:ZERO4_3082
00D6: if  0
016B:   fading
004D: jump_if_false ZERO4_3087
0001: wait  0 ms
0002: jump ZERO4_3082

:ZERO4_3087
0394: play_music  1
00BA: text_styled 'ASS_ACQ'  5000 ms  6
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
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:ZERO4_3095
00D6: if  0
016B:   fading
004D: jump_if_false ZERO4_3100
0001: wait  0 ms
0002: jump ZERO4_3095

:ZERO4_3100
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BE: text_clear_all
04DB: exit_rc_mode  ; on foot version
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false ZERO4_3116
01E3: text_1number_styled 'M_PASS'  7000  5000 ms  1
0318: set_latest_mission_passed 'ZERO_4'
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: $ZEROS_MISSIONS_PASSED +=  1  ;; integer values

:ZERO4_3116
01BD: $184 = current_time_in_ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 75---------------
; Originally: Monster


:TORENO1_1
03A4: name_thread 'TORENO1'
0050: gosub TORENO1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false TORENO1_7
0050: gosub TORENO1_1472

:TORENO1_7
0050: gosub TORENO1_1484
004E: end_thread

:TORENO1_9
0004: $ON_MISSION =  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_15
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false TORENO1_20
0001: wait  0 ms
0002: jump TORENO1_15

:TORENO1_20
0395: clear_area  1 at -694.4335  964.9288  11.2431 range  100.0
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:TORENO1_23
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false TORENO1_28
0001: wait  0 ms
0002: jump TORENO1_23

:TORENO1_28
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:TORENO1_30
00D6: if  0
016B:   fading
004D: jump_if_false TORENO1_35
0001: wait  0 ms
0002: jump TORENO1_30

:TORENO1_35
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 =  .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 =  .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 =  .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 =  .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_190
00D6: if  0
001B:    34 > @34  ;; integer values
004D: jump_if_false TORENO1_196
000F: @160(@34,35f) -=  1.0  ;; floating-point values
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_190

:TORENO1_196
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$7444(1) = 'DES1_BA'  ;; 8-byte strings
05A9: s$7444(2) = 'DES1_BB'  ;; 8-byte strings
05A9: s$7444(3) = 'DES1_BC'  ;; 8-byte strings
05A9: s$7444(4) = 'DES1_BD'  ;; 8-byte strings
05A9: s$7444(5) = 'DES1_BE'  ;; 8-byte strings
05A9: s$7444(6) = 'DES1_BF'  ;; 8-byte strings
05A9: s$7444(7) = 'DES1_BG'  ;; 8-byte strings
05A9: s$7444(8) = 'DES1_BH'  ;; 8-byte strings
05A9: s$7444(9) = 'DES1_CA'  ;; 8-byte strings
05A9: s$7444(10) = 'DES1_CB'  ;; 8-byte strings
05A9: s$7444(11) = 'DES1_CC'  ;; 8-byte strings
05A9: s$7444(12) = 'DES1_CD'  ;; 8-byte strings
05A9: s$7444(13) = 'DES1_CE'  ;; 8-byte strings
05A9: s$7444(14) = 'DES1_CF'  ;; 8-byte strings
05A9: s$7444(15) = 'DES1_CG'  ;; 8-byte strings
05A9: s$7444(16) = 'DES1_BJ'  ;; 8-byte strings
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
05A9: s$7436 = 'DES1_46'  ;; 8-byte strings
05A9: s$7438 = 'DES1_47'  ;; 8-byte strings
05A9: s$7440 = 'DES1_48'  ;; 8-byte strings
05A9: s$7442 = 'DES1_49'  ;; 8-byte strings
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_253
00D6: if  0
016B:   fading
004D: jump_if_false TORENO1_258
0001: wait  0 ms
0002: jump TORENO1_253

:TORENO1_258
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0247: request_model  444
0247: request_model  25
04ED: load_animation "GANGS"

:TORENO1_263
00D6: if  22
8248:   NOT   model  444 available
8248:   NOT   model  25 available
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false TORENO1_270
0001: wait  0 ms
0002: jump TORENO1_263

:TORENO1_270
0395: clear_area  1 at -694.4335  964.9288  11.2431 range  50.0
00A5: @80 = create_car  444 at -694.4335  964.9288  11.2431
0175: set_car @80 z_angle_to  85.85
0519: unknown_car @80 flag  1
009A: @81 = create_actor  24  25 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:  0 
09BA:  0 
016A: fade  1 (back)  1500 ms

:TORENO1_284
00D6: if  0
016B:   fading
004D: jump_if_false TORENO1_289
0001: wait  0 ms
0002: jump TORENO1_284

:TORENO1_289
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_294
05BF: unknown_action_sequence $PLAYER_ACTOR @81  20000 
0687: @81 

:TORENO1_294
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: unknown_bunnyjump TORENO1_559 

:TORENO1_301
0001: wait  0 ms
00D6: if  0
0039:   @228 ==  0  ;; integer values
004D: jump_if_false TORENO1_559
00D6: if  0
8039:   NOT   @224 ==  0  ;; integer values
004D: jump_if_false TORENO1_362
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_316
00D6: if  0
03D0:   wav @226 loaded
004D: jump_if_false TORENO1_315
040D: unload_wav @226

:TORENO1_315
0006: @227 =  1  ;; integer values

:TORENO1_316
00D6: if  0
0039:   @227 ==  1  ;; integer values
004D: jump_if_false TORENO1_321
03CF: load_wav @207(@224,17i) as @225
0006: @227 =  2  ;; integer values

:TORENO1_321
00D6: if  0
0039:   @227 ==  2  ;; integer values
004D: jump_if_false TORENO1_330
00D6: if  0
03D0:   wav @225 loaded
004D: jump_if_false TORENO1_330
03D1: play_wav @225
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0006: @227 =  3  ;; integer values

:TORENO1_330
00D6: if  0
0039:   @227 ==  3  ;; integer values
004D: jump_if_false TORENO1_362
00D6: if  0
03D2:   wav @225 ended
004D: jump_if_false TORENO1_353
03D5: remove_text $7444(@224,17s)
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_341
0968: @81 

:TORENO1_341
0968: $PLAYER_ACTOR 
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false TORENO1_348
0006: @225 =  2  ;; integer values
0006: @226 =  1  ;; integer values
0002: jump TORENO1_350

:TORENO1_348
0006: @225 =  1  ;; integer values
0006: @226 =  2  ;; integer values

:TORENO1_350
0006: @224 =  0  ;; integer values
0006: @227 =  0  ;; integer values
0002: jump TORENO1_362

:TORENO1_353
00D6: if  0
83D0:   NOT   wav @226 loaded
004D: jump_if_false TORENO1_362
00D6: if  0
001B:    8 > @224  ;; integer values
004D: jump_if_false TORENO1_362
0085: @233 = @224  ;; integer values and handles
000A: @233 +=  1  ;; integer values
03CF: load_wav @207(@233,17i) as @226

:TORENO1_362
0871: init_jump_table @229 total_jumps  9  1 TORENO1_543 jumps  0 TORENO1_364  1 TORENO1_377  2 TORENO1_396  3 TORENO1_415  4 TORENO1_434  5 TORENO1_460  6 TORENO1_476 
0872: jump_table_jumps  7 TORENO1_496  8 TORENO1_520 -1 TORENO1_558 -1 TORENO1_558 -1 TORENO1_558 -1 TORENO1_558 -1 TORENO1_558 -1 TORENO1_558 -1 TORENO1_558 

:TORENO1_364
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_376
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_373
0968: @81 
0967: @81  4000 
0605: unknown_action_sequence @81 "PRTIAL_GNGTLKA" "GANGS"  4.0  0  0  0  0 -1 

:TORENO1_373
0006: @224 =  1  ;; integer values
0006: @229 =  1  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_376
0002: jump TORENO1_558

:TORENO1_377
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_395
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_395
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_392
0968: @81 
0967: @81  4000 
0605: unknown_action_sequence @81 "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  0 -1 

:TORENO1_392
0006: @224 =  2  ;; integer values
0006: @229 =  2  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_395
0002: jump TORENO1_558

:TORENO1_396
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_414
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_414
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_411
0968: @81 
0967: @81  4000 
0605: unknown_action_sequence @81 "PRTIAL_GNGTLKF" "GANGS"  4.0  0  0  0  0 -1 

:TORENO1_411
0006: @224 =  3  ;; integer values
0006: @229 =  3  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_414
0002: jump TORENO1_558

:TORENO1_415
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_433
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_433
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_430
0968: @81 
0967: @81  4000 
0605: unknown_action_sequence @81 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 

:TORENO1_430
0006: @224 =  4  ;; integer values
0006: @229 =  4  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_433
0002: jump TORENO1_558

:TORENO1_434
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_459
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_459
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_450
0968: @81 
0967: $PLAYER_ACTOR  4000 
0687: @81 
0687: @81 

:TORENO1_450
0615: @87 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKF" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  0 -1 
0616: @87 
0618: $PLAYER_ACTOR @87 
061B: @87 
0006: @224 =  5  ;; integer values
0006: @229 =  5  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_459
0002: jump TORENO1_558

:TORENO1_460
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_475
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_475
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  4000 
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  0 -1 
0006: @224 =  16  ;; integer values
0006: @229 =  6  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_475
0002: jump TORENO1_558

:TORENO1_476
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_495
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_495
0687: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_492
0968: $PLAYER_ACTOR 
0967: @81  4000 
0605: unknown_action_sequence @81 "PRTIAL_GNGTLKH" "GANGS"  4.0  0  0  0  0 -1 

:TORENO1_492
0006: @224 =  6  ;; integer values
0006: @229 =  7  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_495
0002: jump TORENO1_558

:TORENO1_496
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_519
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_519
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_516
0968: @81 
0967: @81  4000 
0615: @87 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKE" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  0 -1 
0616: @87 
0618: @81 @87 
061B: @87 

:TORENO1_516
0006: @224 =  7  ;; integer values
0006: @229 =  8  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_519
0002: jump TORENO1_558

:TORENO1_520
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_542
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_542
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_534
0687: @81 
0605: unknown_action_sequence @81 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 

:TORENO1_534
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_539
0968: @81 
0967: @81  4000 

:TORENO1_539
0006: @224 =  8  ;; integer values
0006: @229 =  9  ;; integer values
01BD: @232 = current_time_in_ms

:TORENO1_542
0002: jump TORENO1_558

:TORENO1_543
01BD: @231 = current_time_in_ms
0085: @230 = @231  ;; integer values and handles
0062: @230 -= @232  ;; integer values 
00D6: if  0
0019:   @230 >  1000  ;; integer values
004D: jump_if_false TORENO1_557
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_557
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_556
0968: @81 

:TORENO1_556
0006: @228 =  1  ;; integer values

:TORENO1_557
0002: jump TORENO1_558

:TORENO1_558
0002: jump TORENO1_301

:TORENO1_559
0701: (unknown)
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_564
0968: @81 

:TORENO1_564
0968: $PLAYER_ACTOR 
040D: unload_wav @225
040D: unload_wav @226
0687: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_572
0687: @81 

:TORENO1_572
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: unknown_bunnyjump TORENO1_591 
00D6: if  0
0019:   @49 >  9  ;; integer values
004D: jump_if_false TORENO1_585
02FD: text_2numbers_lowpriority 'DES1_69' @48 @49  4000 ms  1
0002: jump TORENO1_586

:TORENO1_585
02FD: text_2numbers_lowpriority 'DES1_70' @48 @49  4000 ms  1

:TORENO1_586
00D6: if  0
076F: (unknown)
004D: jump_if_false TORENO1_591
0001: wait  0 ms
0002: jump TORENO1_586

:TORENO1_591
0701: (unknown)
00BE: text_clear_all
016A: fade  0 ()  1000 ms

:TORENO1_594
00D6: if  0
016B:   fading
004D: jump_if_false TORENO1_599
0001: wait  0 ms
0002: jump TORENO1_594

:TORENO1_599
009B: destroy_actor_instantly @81
00A1: put_actor $PLAYER_ACTOR at -691.7533  960.2396  11.209
0707: unknown_bunnyjump TORENO1_603 
03F0: text_draw_toggle  1

:TORENO1_603
0701: (unknown)
00BE: text_clear_all
08DA: @206 
04EF: release_animation "GANGS"
0647: unknown_action_sequence $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut
0687: $PLAYER_ACTOR 
00BB: text_lowpriority 'DES1_10'  10000 ms  1
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false TORENO1_618
0519: unknown_car @80 flag  0
009B: destroy_actor_instantly @81
0186: @82 = create_marker_above_car @80
07E0: @82  1 

:TORENO1_618
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 (off)
016A: fade  1 (back)  1000 ms

:TORENO1_623
00D6: if  0
016B:   fading
004D: jump_if_false TORENO1_628
0001: wait  0 ms
0002: jump TORENO1_623

:TORENO1_628
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:TORENO1_629
0001: wait  0 ms
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TORENO1_667
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false TORENO1_664
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @80
004D: jump_if_false TORENO1_660
00BE: text_clear_all
0164: disable_marker @82
018A: @82 = create_checkpoint_at -719.5559  980.5707  11.1371
08FB: @82  2 
06D5:  0 -719.5559  980.5707  11.1371 @90(@88,35f) @125(@88,35f) @160(@88,35f)  6.0 @199 
00BB: text_lowpriority 'DES1_58'  5000 ms  1
0293: @38 = current_controls
00D6: if  0
001B:    2 > @38  ;; integer values
004D: jump_if_false TORENO1_651
0512: permanent_text_box 'DES1_59'
0002: jump TORENO1_657

:TORENO1_651
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false TORENO1_656
0512: permanent_text_box 'DES1_60'
0002: jump TORENO1_657

:TORENO1_656
0512: permanent_text_box 'DES1_61'

:TORENO1_657
0006: @85 =  1  ;; integer values
0006: @83 =  1  ;; integer values
0002: jump TORENO1_663

:TORENO1_660
00BE: text_clear_all
03E6: remove_text_box
00BB: text_lowpriority 'DES1_10'  1000 ms  1

:TORENO1_663
0002: jump TORENO1_667

:TORENO1_664
00BE: text_clear_all
00BB: text_lowpriority 'DES1_11'  2000 ms  1
0002: jump TORENO1_1472

:TORENO1_667
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false TORENO1_728
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false TORENO1_725
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @80
004D: jump_if_false TORENO1_713
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false TORENO1_698
00BE: text_clear_all
00BB: text_lowpriority 'DES1_58'  5000 ms  1
0164: disable_marker @82
018A: @82 = create_checkpoint_at -719.5559  980.5707  11.1371
06D5:  0 -719.5559  980.5707  11.1371 @90(@88,35f) @125(@88,35f) @160(@88,35f)  6.0 @199 
08FB: @82  2 
0293: @38 = current_controls
00D6: if  0
001B:    2 > @38  ;; integer values
004D: jump_if_false TORENO1_691
0512: permanent_text_box 'DES1_59'
0002: jump TORENO1_697

:TORENO1_691
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false TORENO1_696
0512: permanent_text_box 'DES1_60'
0002: jump TORENO1_697

:TORENO1_696
0512: permanent_text_box 'DES1_61'

:TORENO1_697
0006: @85 =  1  ;; integer values

:TORENO1_698
00D6: if  0
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_712
00BE: text_clear_all
018C: play_sound  1058 at -719.5559  980.5707  11.1371
0164: disable_marker @82
06D6: @199 
01BD: @43 = current_time_in_ms
0006: @89 =  1  ;; integer values
06D5:  0 @90(@88,35f) @125(@88,35f) @160(@88,35f) @90(@89,35f) @125(@89,35f) @160(@89,35f)  6.0 @199 
018A: @82 = create_checkpoint_at @90(@88,35f) @125(@88,35f) @160(@88,35f)
08FB: @82  2 
0006: @86 =  1  ;; integer values
0006: @83 =  2  ;; integer values

:TORENO1_712
0002: jump TORENO1_724

:TORENO1_713
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false TORENO1_723
0164: disable_marker @82
06D6: @199 
0186: @82 = create_marker_above_car @80
07E0: @82  1 
0006: @85 =  0  ;; integer values
03E6: remove_text_box
00BE: text_clear_all

:TORENO1_723
00BB: text_lowpriority 'DES1_10'  4000 ms  1

:TORENO1_724
0002: jump TORENO1_728

:TORENO1_725
00BE: text_clear_all
00BB: text_lowpriority 'DES1_11'  2000 ms  1
0002: jump TORENO1_1472

:TORENO1_728
00D6: if  0
0039:   @83 ==  2  ;; integer values
004D: jump_if_false TORENO1_890
038E: @58 @65 @72 @79  0  0  0  255 
038E: @57 @64 @71 @78  180  180  180  255 
038E: @52 @59 @66 @73  0  0  0  255 
0085: @37 = @89  ;; integer values and handles
0050: gosub TORENO1_1452
033F: set_text_draw_letter_width_height @69 @76
0342: set_text_draw_centered  1
00D6: if  0
0039:   @37 ==  11  ;; integer values
004D: jump_if_false TORENO1_742
0348: set_text_draw_proportional  0

:TORENO1_742
045B: text_draw_2numbers  583.7526 @62 'DES1_67' @37 @36
0050: gosub TORENO1_1452
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_1452
00D6: if  0
001D:   @47 > @204  ;; integer values  
004D: jump_if_false TORENO1_754
0340: set_text_draw_color  180  0  0  255

:TORENO1_754
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  21
0039:   @49 ==  11  ;; integer values
0039:   @48 ==  11  ;; integer values
004D: jump_if_false TORENO1_767
0348: set_text_draw_proportional  0

:TORENO1_767
00D6: if  0
0019:   @48 >  99  ;; integer values
004D: jump_if_false TORENO1_773
00BE: text_clear_all
00BB: text_lowpriority 'DES1_28'  4000 ms  1
0002: jump TORENO1_1472

:TORENO1_773
00D6: if  0
0019:   @49 >  9  ;; integer values
004D: jump_if_false TORENO1_778
045B: text_draw_2numbers @56 @63 'DES1_65' @48 @49
0002: jump TORENO1_779

:TORENO1_778
045B: text_draw_2numbers @56 @63 'DES1_66' @48 @49

:TORENO1_779
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false TORENO1_833
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @80
004D: jump_if_false TORENO1_817
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false TORENO1_795
06D6: @199 
0164: disable_marker @82
0186: @82 = create_marker_above_car @80
07E0: @82  1 
01BD: @50 = current_time_in_ms
0006: @86 =  0  ;; integer values
0002: jump TORENO1_816

:TORENO1_795
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  0
0019:   @49 >  0  ;; integer values
004D: jump_if_false TORENO1_813
00BE: text_clear_all
09C1:  0 
00D6: if  0
001B:    2 > @49  ;; integer values
004D: jump_if_false TORENO1_811
01E4: text_1number_lowpriority 'DES1_26' @49  4000 ms  1
0002: jump TORENO1_812

:TORENO1_811
01E4: text_1number_lowpriority 'DES1_25' @49  4000 ms  1

:TORENO1_812
0002: jump TORENO1_816

:TORENO1_813
00BE: text_clear_all
00BB: text_lowpriority 'DES1_27'  4000 ms  1
0002: jump TORENO1_1472

:TORENO1_816
0002: jump TORENO1_832

:TORENO1_817
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false TORENO1_832
0164: disable_marker @82
00BE: text_clear_all
00BB: text_lowpriority 'DES1_44'  4000 ms  1
00D6: if  0
002D:   @195 >= @89  ;; integer values 
004D: jump_if_false TORENO1_828
06D5:  0 @90(@88,35f) @125(@88,35f) @160(@88,35f) @90(@89,35f) @125(@89,35f) @160(@89,35f)  6.0 @199 
0002: jump TORENO1_829

:TORENO1_828
06D5:  1 @90(@88,35f) @125(@88,35f) @160(@88,35f) @90(@195,35f) @125(@195,35f) @160(@195,35f)  6.0 @199 

:TORENO1_829
018A: @82 = create_checkpoint_at @90(@88,35f) @125(@88,35f) @160(@88,35f)
08FB: @82  2 
0006: @86 =  1  ;; integer values

:TORENO1_832
0002: jump TORENO1_836

:TORENO1_833
00BE: text_clear_all
00BB: text_lowpriority 'DES1_43'  4000 ms  1
0002: jump TORENO1_1472

:TORENO1_836
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false TORENO1_890
00D6: if  0
001D:   @195 > @88  ;; integer values  
004D: jump_if_false TORENO1_877
00D6: if  0
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_876
03E6: remove_text_box
018C: play_sound  1058 at @90(@88,35f) @125(@88,35f) @160(@88,35f)
06D6: @199 
0164: disable_marker @82
000A: @88 +=  1  ;; integer values
0085: @89 = @88  ;; integer values and handles
000A: @89 +=  1  ;; integer values
00D6: if  0
001D:   @88 > @195  ;; integer values  
004D: jump_if_false TORENO1_856
0085: @88 = @195  ;; integer values and handles

:TORENO1_856
00D6: if  0
002D:   @195 >= @89  ;; integer values 
004D: jump_if_false TORENO1_863
06D5:  0 @90(@88,35f) @125(@88,35f) @160(@88,35f) @90(@89,35f) @125(@89,35f) @160(@89,35f)  6.0 @199 
018A: @82 = create_checkpoint_at @90(@88,35f) @125(@88,35f) @160(@88,35f)
08FB: @82  2 
0002: jump TORENO1_866

:TORENO1_863
06D5:  1 @90(@88,35f) @125(@88,35f) @160(@88,35f) @90(@195,35f) @125(@195,35f) @160(@195,35f)  6.0 @199 
018A: @82 = create_checkpoint_at @90(@88,35f) @125(@88,35f) @160(@88,35f)
08FB: @82  2 

:TORENO1_866
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false TORENO1_876
0227: @39 = car @80 health
000A: @39 +=  200  ;; integer values
00D6: if  0
0019:   @39 >  1000  ;; integer values
004D: jump_if_false TORENO1_875
0006: @39 =  1000  ;; integer values

:TORENO1_875
0224: set_car @80 health_to @39

:TORENO1_876
0002: jump TORENO1_890

:TORENO1_877
00D6: if  0
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_890
06D6: @199 
0164: disable_marker @82
0050: gosub TORENO1_911
00D6: if  0
001B:    5 > @205  ;; integer values
004D: jump_if_false TORENO1_888
0002: jump TORENO1_1474
0002: jump TORENO1_890

:TORENO1_888
00BC: text_highpriority 'DES1_68'  5000 ms  1
0002: jump TORENO1_1472

:TORENO1_890
00D6: if  0
0735:  135 
004D: jump_if_false TORENO1_894
000E: @43 -=  1000  ;; integer values

:TORENO1_894
00D6: if  0
0735:  97 
004D: jump_if_false TORENO1_899
00A0: store_actor $PLAYER_ACTOR position_to @196 @197 @198
00A1: put_actor $PLAYER_ACTOR at @196 @197 @198

:TORENO1_899
00D6: if  0
0735:  32 
004D: jump_if_false TORENO1_906
0006: @45 =  360000  ;; integer values
0006: @43 =  0  ;; integer values
0050: gosub TORENO1_911
0002: jump TORENO1_1474

:TORENO1_906
00D6: if  0
0735:  83 
004D: jump_if_false TORENO1_910
0002: jump TORENO1_1474

:TORENO1_910
0002: jump TORENO1_629

:TORENO1_911
01BD: @45 = current_time_in_ms
016A: fade  0 ()  1000 ms
0247: request_model  25
04ED: load_animation "GANGS"
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)

:TORENO1_917
00D6: if  0
016B:   fading
004D: jump_if_false TORENO1_922
0001: wait  0 ms
0002: jump TORENO1_917

:TORENO1_922
00D6: if  21
8248:   NOT   model  25 available
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false TORENO1_928
0001: wait  0 ms
0002: jump TORENO1_922

:TORENO1_928
0395: clear_area  1 at -684.8021  948.1096  11.125 range  100.0
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false TORENO1_934
00AB: put_car @80 at -680.7953  953.2972  11.125
0175: set_car @80 z_angle_to  238.0439

:TORENO1_934
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TORENO1_939
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -684.8021  948.1096  11.125
0002: jump TORENO1_940

:TORENO1_939
00A1: put_actor $PLAYER_ACTOR at -684.8021  948.1096  11.125

:TORENO1_940
0173: set_actor $PLAYER_ACTOR z_angle_to  124.6699
009A: @81 = create_actor  26  25 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 (back)  1500 ms

:TORENO1_956
00D6: if  0
016B:   fading
004D: jump_if_false TORENO1_961
0001: wait  0 ms
0002: jump TORENO1_956

:TORENO1_961
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false TORENO1_966
02FD: text_2numbers_lowpriority 'DES1_32' @48 @49  4000 ms  1
0002: jump TORENO1_967

:TORENO1_966
02FD: text_2numbers_lowpriority 'DES1_33' @48 @49  4000 ms  1

:TORENO1_967
0006: @205 =  5  ;; integer values
0006: @34 =  0  ;; integer values

:TORENO1_969
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_978
00D6: if  0
001D:   @200(@34,5i) > @46  ;; integer values  
004D: jump_if_false TORENO1_976
000E: @205 -=  1  ;; integer values

:TORENO1_976
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_969

:TORENO1_978
0871: init_jump_table @205 total_jumps  5  1 TORENO1_1204 jumps  0 TORENO1_979  1 TORENO1_1024  2 TORENO1_1069  3 TORENO1_1114  4 TORENO1_1159 -1 TORENO1_1238 -1 TORENO1_1238 

:TORENO1_979
08D4: 'DES1_34'  354.0  200.0  80.0  3  0  1  0 @206 
08DB: @206  0 'DES1_52' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  1 'DES1_53' 'DES1_50' s$7434 s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  2 'DES1_54' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0006: @34 =  0  ;; integer values

:TORENO1_984
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_992
0085: @35 = @34  ;; integer values and handles
000A: @35 +=  1  ;; integer values
08EE: @206  0 @34 'DES1_51' @35 
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_984

:TORENO1_992
0006: @40 =  0  ;; integer values
0006: @34 =  0  ;; integer values

:TORENO1_994
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1023
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false TORENO1_1007
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_1015

:TORENO1_1007
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: @206 @34  0 
000A: @40 +=  1  ;; integer values

:TORENO1_1015
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false TORENO1_1020
08EF: @206  2 @34 'DES1_66' @48 @49 
0002: jump TORENO1_1021

:TORENO1_1020
08EF: @206  2 @34 'DES1_65' @48 @49 

:TORENO1_1021
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_994

:TORENO1_1023
0002: jump TORENO1_1238

:TORENO1_1024
08D4: 'DES1_34'  354.0  200.0  80.0  3  0  1  0 @206 
08DB: @206  0 'DES1_52' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  1 'DES1_53' s$7434 'DES1_50' s$7436 s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  2 'DES1_54' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0006: @34 =  0  ;; integer values

:TORENO1_1029
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1037
0085: @35 = @34  ;; integer values and handles
000A: @35 +=  1  ;; integer values
08EE: @206  0 @34 'DES1_51' @35 
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1029

:TORENO1_1037
0006: @34 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:TORENO1_1039
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1068
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TORENO1_1052
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_1060

:TORENO1_1052
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: @206 @34  0 
000A: @40 +=  1  ;; integer values

:TORENO1_1060
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false TORENO1_1065
08EF: @206  2 @34 'DES1_66' @48 @49 
0002: jump TORENO1_1066

:TORENO1_1065
08EF: @206  2 @34 'DES1_65' @48 @49 

:TORENO1_1066
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1039

:TORENO1_1068
0002: jump TORENO1_1238

:TORENO1_1069
08D4: 'DES1_34'  354.0  200.0  80.0  3  0  1  0 @206 
08DB: @206  0 'DES1_52' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  1 'DES1_53' s$7434 s$7436 'DES1_50' s$7438 s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  2 'DES1_54' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0006: @34 =  0  ;; integer values

:TORENO1_1074
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1082
0085: @35 = @34  ;; integer values and handles
000A: @35 +=  1  ;; integer values
08EE: @206  0 @34 'DES1_51' @35 
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1074

:TORENO1_1082
0006: @40 =  0  ;; integer values
0006: @34 =  0  ;; integer values

:TORENO1_1084
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1113
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false TORENO1_1097
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_1105

:TORENO1_1097
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: @206 @34  0 
000A: @40 +=  1  ;; integer values

:TORENO1_1105
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false TORENO1_1110
08EF: @206  2 @34 'DES1_66' @48 @49 
0002: jump TORENO1_1111

:TORENO1_1110
08EF: @206  2 @34 'DES1_65' @48 @49 

:TORENO1_1111
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1084

:TORENO1_1113
0002: jump TORENO1_1238

:TORENO1_1114
08D4: 'DES1_34'  354.0  200.0  80.0  3  0  1  0 @206 
08DB: @206  0 'DES1_52' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  1 'DES1_53' s$7434 s$7436 s$7438 'DES1_50' s$7440 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  2 'DES1_54' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0006: @34 =  0  ;; integer values

:TORENO1_1119
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1127
0085: @35 = @34  ;; integer values and handles
000A: @35 +=  1  ;; integer values
08EE: @206  0 @34 'DES1_51' @35 
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1119

:TORENO1_1127
0006: @34 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:TORENO1_1129
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1158
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false TORENO1_1142
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_1150

:TORENO1_1142
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: @206 @34  0 
000A: @40 +=  1  ;; integer values

:TORENO1_1150
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false TORENO1_1155
08EF: @206  2 @34 'DES1_66' @48 @49 
0002: jump TORENO1_1156

:TORENO1_1155
08EF: @206  2 @34 'DES1_65' @48 @49 

:TORENO1_1156
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1129

:TORENO1_1158
0002: jump TORENO1_1238

:TORENO1_1159
08D4: 'DES1_34'  354.0  200.0  80.0  3  0  1  0 @206 
08DB: @206  0 'DES1_52' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  1 'DES1_53' s$7434 s$7436 s$7438 s$7440 'DES1_50' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  2 'DES1_54' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0006: @34 =  0  ;; integer values

:TORENO1_1164
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1172
0085: @35 = @34  ;; integer values and handles
000A: @35 +=  1  ;; integer values
08EE: @206  0 @34 'DES1_51' @35 
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1164

:TORENO1_1172
0006: @34 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:TORENO1_1174
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1203
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false TORENO1_1187
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_1195

:TORENO1_1187
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: @206 @34  0 
000A: @40 +=  1  ;; integer values

:TORENO1_1195
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false TORENO1_1200
08EF: @206  2 @34 'DES1_66' @48 @49 
0002: jump TORENO1_1201

:TORENO1_1200
08EF: @206  2 @34 'DES1_65' @48 @49 

:TORENO1_1201
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1174

:TORENO1_1203
0002: jump TORENO1_1238

:TORENO1_1204
08D4: 'DES1_34'  354.0  200.0  80.0  3  0  1  0 @206 
08DB: @206  0 'DES1_52' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  1 'DES1_53' s$7434 s$7436 s$7438 s$7440 s$7442 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @206  2 'DES1_54' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0006: @34 =  0  ;; integer values

:TORENO1_1209
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1217
0085: @35 = @34  ;; integer values and handles
000A: @35 +=  1  ;; integer values
08EE: @206  0 @34 'DES1_51' @35 
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1209

:TORENO1_1217
0006: @34 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:TORENO1_1219
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false TORENO1_1237
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  0
001B:    10 > @49  ;; integer values
004D: jump_if_false TORENO1_1234
08EF: @206  2 @34 'DES1_66' @48 @49 
0002: jump TORENO1_1235

:TORENO1_1234
08EF: @206  2 @34 'DES1_65' @48 @49 

:TORENO1_1235
000A: @34 +=  1  ;; integer values
0002: jump TORENO1_1219

:TORENO1_1237
0002: jump TORENO1_1238

:TORENO1_1238
00D6: if  0
076F: (unknown)
004D: jump_if_false TORENO1_1243
0001: wait  0 ms
0002: jump TORENO1_1238

:TORENO1_1243
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_1250
0001: wait  0 ms
00D6: if  0
0039:   @228 ==  0  ;; integer values
004D: jump_if_false TORENO1_1356
00D6: if  0
8039:   NOT   @224 ==  0  ;; integer values
004D: jump_if_false TORENO1_1297
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1265
00D6: if  0
03D0:   wav @226 loaded
004D: jump_if_false TORENO1_1264
040D: unload_wav @226

:TORENO1_1264
0006: @227 =  1  ;; integer values

:TORENO1_1265
00D6: if  0
0039:   @227 ==  1  ;; integer values
004D: jump_if_false TORENO1_1270
03CF: load_wav @207(@224,17i) as @225
0006: @227 =  2  ;; integer values

:TORENO1_1270
00D6: if  0
0039:   @227 ==  2  ;; integer values
004D: jump_if_false TORENO1_1279
00D6: if  0
03D0:   wav @225 loaded
004D: jump_if_false TORENO1_1279
03D1: play_wav @225
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0006: @227 =  3  ;; integer values

:TORENO1_1279
00D6: if  0
0039:   @227 ==  3  ;; integer values
004D: jump_if_false TORENO1_1297
00D6: if  0
03D2:   wav @225 ended
004D: jump_if_false TORENO1_1297
03D5: remove_text $7444(@224,17s)
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false TORENO1_1292
0006: @225 =  2  ;; integer values
0006: @226 =  1  ;; integer values
0002: jump TORENO1_1294

:TORENO1_1292
0006: @225 =  1  ;; integer values
0006: @226 =  2  ;; integer values

:TORENO1_1294
0006: @224 =  0  ;; integer values
0006: @227 =  0  ;; integer values
0006: @228 =  1  ;; integer values

:TORENO1_1297
00D6: if  0
0039:   @229 ==  0  ;; integer values
004D: jump_if_false TORENO1_1355
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_1306
0968: @81 
0967: @81  4000 
0605: unknown_action_sequence @81 "PRTIAL_GNGTLKF" "GANGS"  4.0  0  0  0  0 -1 

:TORENO1_1306
0871: init_jump_table @205 total_jumps  5  1 TORENO1_1347 jumps  0 TORENO1_1307  1 TORENO1_1315  2 TORENO1_1323  3 TORENO1_1331  4 TORENO1_1339 -1 TORENO1_1355 -1 TORENO1_1355 

:TORENO1_1307
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1312
0006: @224 =  9  ;; integer values
0006: @229 =  1  ;; integer values

:TORENO1_1312
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0006: @42 =  5000  ;; integer values
0002: jump TORENO1_1355

:TORENO1_1315
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1320
0006: @224 =  15  ;; integer values
0006: @229 =  1  ;; integer values

:TORENO1_1320
0006: @42 =  4000  ;; integer values
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0002: jump TORENO1_1355

:TORENO1_1323
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1328
0006: @224 =  10  ;; integer values
0006: @229 =  1  ;; integer values

:TORENO1_1328
0006: @42 =  3000  ;; integer values
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0002: jump TORENO1_1355

:TORENO1_1331
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1336
0006: @224 =  14  ;; integer values
0006: @229 =  1  ;; integer values

:TORENO1_1336
0006: @42 =  2000  ;; integer values
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0002: jump TORENO1_1355

:TORENO1_1339
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1344
0006: @224 =  11  ;; integer values
0006: @229 =  1  ;; integer values

:TORENO1_1344
0006: @42 =  1000  ;; integer values
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0002: jump TORENO1_1355

:TORENO1_1347
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1352
0006: @224 =  13  ;; integer values
0006: @229 =  1  ;; integer values

:TORENO1_1352
0006: @42 =  0  ;; integer values
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0002: jump TORENO1_1355

:TORENO1_1355
0002: jump TORENO1_1250

:TORENO1_1356
08DA: @206 
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_1368
05BF: unknown_action_sequence $PLAYER_ACTOR @81  4000 
0687: @81 
0615: @87 
05D3: unknown_action_sequence -1 -688.0  944.0  14.0  4  20000 
05D3: unknown_action_sequence -1 -688.0  938.0  14.0  4  3000 
0616: @87 
0618: @81 @87 
061B: @87 

:TORENO1_1368
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  0
001B:    5 > @205  ;; integer values
004D: jump_if_false TORENO1_1429
0006: @84 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_1380
0968: @81 
0967: @81  4000 

:TORENO1_1380
0006: @224 =  12  ;; integer values

:TORENO1_1381
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false TORENO1_1429
00D6: if  0
8039:   NOT   @224 ==  0  ;; integer values
004D: jump_if_false TORENO1_1427
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false TORENO1_1395
00D6: if  0
03D0:   wav @226 loaded
004D: jump_if_false TORENO1_1394
040D: unload_wav @226

:TORENO1_1394
0006: @227 =  1  ;; integer values

:TORENO1_1395
00D6: if  0
0039:   @227 ==  1  ;; integer values
004D: jump_if_false TORENO1_1400
03CF: load_wav @207(@224,17i) as @225
0006: @227 =  2  ;; integer values

:TORENO1_1400
00D6: if  0
0039:   @227 ==  2  ;; integer values
004D: jump_if_false TORENO1_1409
00D6: if  0
03D0:   wav @225 loaded
004D: jump_if_false TORENO1_1409
03D1: play_wav @225
00BC: text_highpriority $7444(@224,17s)  10000 ms  1
0006: @227 =  3  ;; integer values

:TORENO1_1409
00D6: if  0
0039:   @227 ==  3  ;; integer values
004D: jump_if_false TORENO1_1427
00D6: if  0
03D2:   wav @225 ended
004D: jump_if_false TORENO1_1427
03D5: remove_text $7444(@224,17s)
00D6: if  0
0039:   @225 ==  1  ;; integer values
004D: jump_if_false TORENO1_1422
0006: @225 =  2  ;; integer values
0006: @226 =  1  ;; integer values
0002: jump TORENO1_1424

:TORENO1_1422
0006: @225 =  1  ;; integer values
0006: @226 =  2  ;; integer values

:TORENO1_1424
0006: @224 =  0  ;; integer values
0006: @227 =  0  ;; integer values
0006: @84 =  1  ;; integer values

:TORENO1_1427
0001: wait  0 ms
0002: jump TORENO1_1381

:TORENO1_1429
0006: @84 =  0  ;; integer values

:TORENO1_1430
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false TORENO1_1445
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false TORENO1_1442
062E: @81  1560 @41 
00D6: if  0
04A4: @41  7 
004D: jump_if_false TORENO1_1441
0006: @84 =  1  ;; integer values

:TORENO1_1441
0002: jump TORENO1_1443

:TORENO1_1442
0006: @84 =  1  ;; integer values

:TORENO1_1443
0001: wait  0 ms
0002: jump TORENO1_1430

:TORENO1_1445
0687: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
009B: destroy_actor_instantly @81
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0051: return

:TORENO1_1452
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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:  2  0  0  0  180 
0051: return
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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:  2  0  0  0  180 
0051: return

:TORENO1_1472
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:TORENO1_1474
01E3: text_1number_styled 'M_PASS' @42  5000 ms  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 see statdisp.dat
0318: set_latest_mission_passed 'DESERT1'
030C: set_mission_points +=  1
0164: disable_marker $580
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:TORENO1_1484
01BD: $184 = current_time_in_ms
03F0: text_draw_toggle  0
01C3: remove_references_to_car @80  ;; Like turning a car into any random car
08DA: @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: @199 
0249: release_model  444
0249: release_model  25
0249: release_model  348
04EF: release_animation "ON_LOOKERS"
04EF: release_animation "GANGS"
01EB: set_car_density_to  1.0
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 76---------------
; Originally: Highjack


:TORENO2_1
03A4: name_thread 'TORENO2'
0050: gosub TORENO2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false TORENO2_7
0050: gosub TORENO2_1300

:TORENO2_7
0050: gosub TORENO2_1312
004E: end_thread

:TORENO2_9
0004: $ON_MISSION =  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_80
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false TORENO2_85
0001: wait  0 ms
0002: jump TORENO2_80

:TORENO2_85
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:TORENO2_87
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false TORENO2_92
0001: wait  0 ms
0002: jump TORENO2_87

:TORENO2_92
016A: fade  0 ()  0 ms

:TORENO2_93
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_98
0001: wait  0 ms
0002: jump TORENO2_93

:TORENO2_98
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08F6: (unknown)
01B7: release_weather
0169: set_fade_color  0  0  0
0001: wait  0 ms
0247: request_model  514
0247: request_model  461
0247: request_model  584
0247: request_model  567
04ED: load_animation "BIKELEAP"
023C: load_special_actor  1 'CESAR'
0606: -1695.1  587.6 -1771.3 -1310.0 
0632: release_group $PLAYER_GROUP 
07B4: $PLAYER_CHAR  0 
0A20: $PLAYER_CHAR  1 
038B: load_requested_models
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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:  403 
0732:  409 
0732:  413 
0732:  414 
0732:  418 
0732:  423 
0732:  428 
0732:  431 
0732:  437 
0732:  440 
0732:  455 
0732:  456 
0732:  458 
0732:  482 
0732:  483 
0732:  489 
0732:  498 
0732:  499 
0732:  508 
0732:  524 
0732:  525 
0732:  527 
0732:  552 
0732:  582 
0732:  588 
0732:  461 
0732:  462 
0732:  463 
0732:  468 
0732:  509 
0732:  510 
0732:  521 
0732:  522 
0732:  581 
0732:  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  461 numberplate "PREACHER" 
00A5: @36 = create_car  461 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  567 numberplate "_LVA4L__" 
00A5: @39 = create_car  567 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: $133 = create_actor  24  290 at -703.7  932.4  11.4
09F6: $133  0 
0173: set_actor $133 z_angle_to  214.6
0568: $133  1
02A9: set_actor $133 immune_to_nonplayer  1
039E: (unknown) $133  1 
07E5: unknown_copy_entity  65542 @126 
060B: unknown_actor_use_entity $133 @126 
07A1:  4 
0615: @125 
06A8: unknown_action_sequence -1 $PLAYER_ACTOR  10000  3.0  0.0 
05B9: unknown_action_sequence -1  5300 
05D3: unknown_action_sequence -1 -710.0  938.4  11.4  4 -1 
0616: @125 
0618: $133 @125 
061B: @125 
07A1:  4 
0615: @125 
06A8: unknown_action_sequence -1 $133  10000  5.0  0.0 
05B9: unknown_action_sequence -1  5000 
05D3: unknown_action_sequence -1 -708.0  937.9  11.4  4 -1 
0616: @125 
0618: $PLAYER_ACTOR @125 
061B: @125 
09F5:  1 
0006: @43 =  1  ;; integer values
0707: unknown_bunnyjump TORENO2_233 
03CF: load_wav  19400 as  3

:TORENO2_196
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false TORENO2_201
0001: wait  0 ms
0002: jump TORENO2_196

:TORENO2_201
0006: @33 =  0  ;; integer values
016A: fade  1 (back)  500 ms

:TORENO2_203
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false TORENO2_208
0002: jump TORENO2_1302

:TORENO2_208
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_213
0002: jump TORENO2_1300

:TORENO2_213
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false TORENO2_293
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false TORENO2_226
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false TORENO2_226
0006: @73 =  1  ;; integer values
0006: @74 =  0  ;; integer values
0050: gosub TORENO2_1949
0006: @42 =  1  ;; integer values

:TORENO2_226
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false TORENO2_293
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_293
0006: @43 =  0  ;; integer values

:TORENO2_233
0701: (unknown)
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_239
0002: jump TORENO2_1300

:TORENO2_239
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false TORENO2_257
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @73 =  0  ;; integer values
016A: fade  0 ()  500 ms

:TORENO2_247
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_252
0001: wait  0 ms
0002: jump TORENO2_247

:TORENO2_252
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_257
0002: jump TORENO2_1300

:TORENO2_257
0792: $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: $133 
00A1: put_actor $133 at -708.0  937.9  11.4
0173: set_actor $133 z_angle_to  47.9
09DD:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 
0006: @46 =  1  ;; integer values
07B4: $PLAYER_CHAR  0 
07B3: $PLAYER_GROUP  1 
0186: @40 = create_marker_above_car @36
07E0: @40  1 
00BC: text_highpriority 'TOR1_01'  7000 ms  1
09F5:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false TORENO2_291
016A: fade  1 (back)  500 ms

:TORENO2_281
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_286
0001: wait  0 ms
0002: jump TORENO2_281

:TORENO2_286
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_291
0002: jump TORENO2_1300

:TORENO2_291
0006: @42 =  0  ;; integer values
0006: @41 =  1  ;; integer values

:TORENO2_293
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false TORENO2_334
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false TORENO2_332
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false TORENO2_332
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_332
00A5: @34 = create_car  514 at -1687.8  537.7  36.8
0175: set_car @34 z_angle_to  137.0
00A5: @37 = create_car  584 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 @35
02AA: set_car @34 immune_to_nonplayer  1
054A: unknown_actor @35 flag  0
00AD: set_car @34 max_speed_to  0.0
00AE: unknown_set_car @34 to_ignore_traffic_lights  2
0714: @34  1 
01C3: remove_references_to_car @39  ;; Like turning a car into any random car
0249: release_model  567
00BE: text_clear_all
0A09: $133  1 
0006: @73 =  2  ;; integer values
0006: @74 =  0  ;; integer values
0050: gosub TORENO2_1949
0164: disable_marker @40
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TORENO2_330
0186: @40 = create_marker_above_car @34

:TORENO2_330
0006: @75 =  0  ;; integer values
0006: @41 =  2  ;; integer values

:TORENO2_332
0050: gosub TORENO2_1468
0050: gosub TORENO2_1424

:TORENO2_334
00D6: if  0
0039:   @41 ==  2  ;; integer values
004D: jump_if_false TORENO2_673
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TORENO2_349
00D6: if  0
00DF:   actor $133 driving
004D: jump_if_false TORENO2_349
00D6: if  0
0735:  81 
004D: jump_if_false TORENO2_349
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_349
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false TORENO2_357
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_357
00BC: text_highpriority 'TOR1_04'  7000 ms  1
0006: @75 =  1  ;; integer values

:TORENO2_357
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false TORENO2_415
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_415
00D6: if  0
00DB:   actor $133 in_car @36
004D: jump_if_false TORENO2_415
00D6: if  0
05FC: $PLAYER_ACTOR -1042.5  1016.4  15.3 -810.5  1300.7  50.0  250.0  0 
004D: jump_if_false TORENO2_380
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false TORENO2_379
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_379
0006: @73 =  3  ;; integer values
0006: @74 =  0  ;; integer values
0050: gosub TORENO2_1949
0006: @105 =  1  ;; integer values

:TORENO2_379
0002: jump TORENO2_381

:TORENO2_380
0006: @105 =  0  ;; integer values

:TORENO2_381
00D6: if  0
05FC: $PLAYER_ACTOR -881.0  1029.0  50.9 -970.2  955.7  33.0 -20.0  0 
004D: jump_if_false TORENO2_397
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false TORENO2_396
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_396
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_1949
0006: @106 =  1  ;; integer values

:TORENO2_396
0002: jump TORENO2_398

:TORENO2_397
0006: @106 =  0  ;; integer values

:TORENO2_398
00D6: if  0
05FC: $PLAYER_ACTOR -774.9  1445.6  10.0 -1187.0  1275.6  50.0 -250.0  0 
004D: jump_if_false TORENO2_414
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false TORENO2_413
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_413
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_1949
0006: @107 =  1  ;; integer values

:TORENO2_413
0002: jump TORENO2_415

:TORENO2_414
0006: @107 =  0  ;; integer values

:TORENO2_415
00D6: if  0
001B:    2 > @75  ;; integer values
004D: jump_if_false TORENO2_429
00D6: if  0
05FC: $PLAYER_ACTOR -1143.8  1041.0  50.9 -1393.7  797.3  33.0 -60.0  0 
004D: jump_if_false TORENO2_429
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_429
0006: @73 =  6  ;; integer values
0006: @74 =  1  ;; integer values
0006: @108 =  6  ;; integer values
0050: gosub TORENO2_1949
0006: @75 =  3  ;; integer values

:TORENO2_429
00D6: if  0
0039:   @75 ==  3  ;; integer values
004D: jump_if_false TORENO2_450
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_450
00D6: if  0
0204:   actor $PLAYER_ACTOR near_car_in_car @34 radius  180.0  180.0 unknown  0  
004D: jump_if_false TORENO2_450
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_450
00D6: if  0
00DB:   actor $133 in_car @36
004D: jump_if_false TORENO2_450
0A09: $PLAYER_ACTOR  1 
0006: @73 =  6  ;; integer values
0006: @74 =  0  ;; integer values
0006: @108 =  1  ;; integer values
0050: gosub TORENO2_1949
0006: @75 =  4  ;; integer values

:TORENO2_450
00D6: if  0
0039:   @75 ==  4  ;; integer values
004D: jump_if_false TORENO2_458
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_458
0A09: $PLAYER_ACTOR  0 
0006: @75 =  5  ;; integer values

:TORENO2_458
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false TORENO2_476
00D6: if  0
0204:   actor $PLAYER_ACTOR near_car_in_car @34 radius  180.0  180.0 unknown  0  
004D: jump_if_false TORENO2_475
04BA: set_car @34 speed_instantly  35.0
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false TORENO2_473
0615: @125 
05D1: unknown_action_sequence -1 @34 -1914.6 -1187.7  30.0  15.0  0  0  3 
0616: @125 
0618: @35 @125 
061B: @125 

:TORENO2_473
0006: @42 =  1  ;; integer values
0002: jump TORENO2_476

:TORENO2_475
0175: set_car @34 z_angle_to  137.0

:TORENO2_476
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false TORENO2_488
00D6: if  0
0207:   actor $PLAYER_ACTOR near_car_in_car @34 radius  20.0  20.0  20.0 unknown  0  
004D: jump_if_false TORENO2_488
00D6: if  0
00DB:   actor $133 in_car @36
004D: jump_if_false TORENO2_488
00BC: text_highpriority 'TOR1_10'  11000 ms  1
00AD: set_car @34 max_speed_to  37.0
0006: @42 =  2  ;; integer values

:TORENO2_488
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false TORENO2_668
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_668
00D6: if  0
00DB:   actor $133 in_car @36
004D: jump_if_false TORENO2_668
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  0
05FE: $PLAYER_ACTOR @111 @112 @113 @114 @115 @116  3.0  0 
004D: jump_if_false TORENO2_537
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false TORENO2_509
0605: unknown_action_sequence $133 "BK_RDY_IN" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @51 =  2  ;; integer values
00BC: text_highpriority 'HOLD_1'  7000 ms  1
0006: @47 =  1  ;; integer values

:TORENO2_509
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false TORENO2_536
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false TORENO2_518
01BD: @60 = current_time_in_ms
0006: @61 =  1  ;; integer values
0002: jump TORENO2_536

:TORENO2_518
01BD: @59 = current_time_in_ms
0085: @58 = @59  ;; integer values and handles
0062: @58 -= @60  ;; integer values 
00D6: if  0
0019:   @58 >  3500  ;; integer values
004D: jump_if_false TORENO2_529
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0683: @36 @34 -2.692  2.484 -1.0  0.0  0.0  0.0 
0006: @42 =  0  ;; integer values
0006: @54 =  0  ;; integer values
0006: @41 =  3  ;; integer values

:TORENO2_529
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false TORENO2_536
00D6: if  0
0019:   @58 >  1000  ;; integer values
004D: jump_if_false TORENO2_536
0006: @54 =  1  ;; integer values

:TORENO2_536
0002: jump TORENO2_540

:TORENO2_537
03D5: remove_text 'HOLD_1'
0006: @61 =  0  ;; integer values
0006: @47 =  0  ;; integer values

:TORENO2_540
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  0
05FE: $PLAYER_ACTOR @111 @112 @113 @114 @115 @116  3.0  0 
004D: jump_if_false TORENO2_578
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false TORENO2_577
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false TORENO2_563
00D6: if  0
0611: $133 "BK_BLNCE_IN" 
004D: jump_if_false TORENO2_561
0613: $133 "BK_BLNCE_IN" @52 
00D6: if  0
0043:   @52 ==  1.0  ;; floating-point values
004D: jump_if_false TORENO2_560
0605: unknown_action_sequence $133 "BK_BLNCE_IN" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @51 =  1  ;; integer values

:TORENO2_560
0002: jump TORENO2_563

:TORENO2_561
0605: unknown_action_sequence $133 "BK_BLNCE_IN" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @51 =  1  ;; integer values

:TORENO2_563
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false TORENO2_568
0605: unknown_action_sequence $133 "BK_RDY_OUT" "BIKELEAP"  4.0  0  0  0  0 -1 
0006: @51 =  1  ;; integer values

:TORENO2_568
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_576
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_1949

:TORENO2_576
0006: @48 =  1  ;; integer values

:TORENO2_577
0002: jump TORENO2_579

:TORENO2_578
0006: @48 =  0  ;; integer values

:TORENO2_579
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  0
05FE: $PLAYER_ACTOR @111 @112 @113 @114 @115 @116  3.0  0 
004D: jump_if_false TORENO2_617
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false TORENO2_616
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false TORENO2_602
00D6: if  0
0611: $133 "BK_BLNCE_IN" 
004D: jump_if_false TORENO2_600
0613: $133 "BK_BLNCE_IN" @52 
00D6: if  0
0043:   @52 ==  1.0  ;; floating-point values
004D: jump_if_false TORENO2_599
0605: unknown_action_sequence $133 "BK_BLNCE_IN" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @51 =  1  ;; integer values

:TORENO2_599
0002: jump TORENO2_602

:TORENO2_600
0605: unknown_action_sequence $133 "BK_BLNCE_IN" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @51 =  1  ;; integer values

:TORENO2_602
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false TORENO2_607
0605: unknown_action_sequence $133 "BK_RDY_OUT" "BIKELEAP"  4.0  0  0  0  0 -1 
0006: @51 =  1  ;; integer values

:TORENO2_607
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_615
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_1949

:TORENO2_615
0006: @49 =  1  ;; integer values

:TORENO2_616
0002: jump TORENO2_618

:TORENO2_617
0006: @49 =  0  ;; integer values

:TORENO2_618
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  0
05FE: $PLAYER_ACTOR @111 @112 @113 @114 @115 @116  3.0  0 
004D: jump_if_false TORENO2_656
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false TORENO2_655
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false TORENO2_641
00D6: if  0
0611: $133 "BK_BLNCE_IN" 
004D: jump_if_false TORENO2_639
0613: $133 "BK_BLNCE_IN" @52 
00D6: if  0
0043:   @52 ==  1.0  ;; floating-point values
004D: jump_if_false TORENO2_638
0605: unknown_action_sequence $133 "BK_BLNCE_IN" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @51 =  1  ;; integer values

:TORENO2_638
0002: jump TORENO2_641

:TORENO2_639
0605: unknown_action_sequence $133 "BK_BLNCE_IN" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @51 =  1  ;; integer values

:TORENO2_641
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false TORENO2_646
0605: unknown_action_sequence $133 "BK_RDY_OUT" "BIKELEAP"  4.0  0  0  0  0 -1 
0006: @51 =  1  ;; integer values

:TORENO2_646
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false TORENO2_654
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_1949

:TORENO2_654
0006: @50 =  1  ;; integer values

:TORENO2_655
0002: jump TORENO2_657

:TORENO2_656
0006: @50 =  0  ;; integer values

:TORENO2_657
00D6: if  3
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_668
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false TORENO2_668
0605: unknown_action_sequence $133 "BK_BLNCE_OUT" "BIKELEAP"  4.0  0  0  0  0 -1 
0006: @51 =  0  ;; integer values

:TORENO2_668
0050: gosub TORENO2_1498
0050: gosub TORENO2_1424
0050: gosub TORENO2_1468
0050: gosub TORENO2_1510
0050: gosub TORENO2_1525

:TORENO2_673
00D6: if  0
0039:   @41 ==  3  ;; integer values
004D: jump_if_false TORENO2_979
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false TORENO2_682
06C9: $133 
0605: unknown_action_sequence $133 "BK_JMP" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @42 =  1  ;; integer values

:TORENO2_682
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false TORENO2_693
00D6: if  0
0611: $133 "BK_JMP" 
004D: jump_if_false TORENO2_693
0613: $133 "BK_JMP" @52 
00D6: if  0
0043:   @52 ==  1.0  ;; floating-point values
004D: jump_if_false TORENO2_693
0006: @42 =  2  ;; integer values

:TORENO2_693
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false TORENO2_708
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TORENO2_700
09C9: $133 @36 

:TORENO2_700
0464: put_actor $133 into_turret_on_car @34 at_car_offset -1.0  0.0  0.0 unknown  3 angle  360.0 with_weapon  0
0605: unknown_action_sequence $133 "TRUCK_GETIN" "BIKELEAP"  1000.0  0  0  0  1 -1 
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false TORENO2_706
0684: @36  0.0  0.0  0.0  0 

:TORENO2_706
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @42 =  3  ;; integer values

:TORENO2_708
00D6: if  0
0019:   @42 >  3  ;; integer values
004D: jump_if_false TORENO2_713
0174: @53 = car @34 z_angle
0173: set_actor $133 z_angle_to @53

:TORENO2_713
00D6: if  0
0039:   @42 ==  3  ;; integer values
004D: jump_if_false TORENO2_725
00D6: if  0
0611: $133 "TRUCK_GETIN" 
004D: jump_if_false TORENO2_725
0613: $133 "TRUCK_GETIN" @52 
00D6: if  0
0021:   @52 >  .41  ;; floating-point values
004D: jump_if_false TORENO2_725
0006: @56 =  1  ;; integer values
0006: @42 =  4  ;; integer values

:TORENO2_725
00D6: if  0
0039:   @42 ==  4  ;; integer values
004D: jump_if_false TORENO2_741
00D6: if  0
0611: $133 "TRUCK_GETIN" 
004D: jump_if_false TORENO2_741
0613: $133 "TRUCK_GETIN" @52 
00D6: if  0
0021:   @52 >  .66  ;; floating-point values
004D: jump_if_false TORENO2_741
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false TORENO2_741
0605: unknown_action_sequence @35 "TRUCK_DRIVER" "BIKELEAP"  4.0  0  0  0  1 -1 
0006: @54 =  1  ;; integer values
0006: @42 =  5  ;; integer values

:TORENO2_741
00D6: if  0
0039:   @42 ==  5  ;; integer values
004D: jump_if_false TORENO2_759
00D6: if  0
0611: $133 "TRUCK_GETIN" 
004D: jump_if_false TORENO2_759
0613: $133 "TRUCK_GETIN" @52 
00D6: if  0
0043:   @52 ==  1.0  ;; floating-point values
004D: jump_if_false TORENO2_759
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false TORENO2_757
0362: remove_actor @35 from_car_and_place_at  0.0  0.0  0.0
0430: @35 @34 -1 
0605: unknown_action_sequence @35 "STRUGGLE_DRIVER" "BIKELEAP"  1000.0  1  0  0  1 -1 

:TORENO2_757
0605: unknown_action_sequence $133 "STRUGGLE_CESAR" "BIKELEAP"  1000.0  1  0  0  1 -1 
0006: @42 =  6  ;; integer values

:TORENO2_759
00D6: if  0
0039:   @42 ==  6  ;; integer values
004D: jump_if_false TORENO2_776
00D6: if  0
0039:   @54 ==  16  ;; integer values
004D: jump_if_false TORENO2_776
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false TORENO2_776
0687: $133 
0687: @35 
0615: @125 
0622: AS_unknown_remove_actor -1 from_car @34 
0616: @125 
0618: @35 @125 
061B: @125 
0006: @42 =  8  ;; integer values

:TORENO2_776
00D6: if  0
0039:   @42 ==  8  ;; integer values
004D: jump_if_false TORENO2_805
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false TORENO2_805
00D6: if  0
80DF:   NOT   actor @35 driving
004D: jump_if_false TORENO2_805
0477: set_car @34 animation  0 -1 ms
02AA: set_car @34 immune_to_nonplayer  0
0762: @35 
0465: remove_actor $133 from_turret_mode
0430: $133 @34 -1 
0006: @45 =  1  ;; integer values
020A: set_car @34 door_status_to  1
0249: release_model  461
04EF: release_animation "BIKELEAP"
0607: (unknown)
00BE: text_clear_all
0164: disable_marker @40
0186: @40 = create_marker_above_car @34
07E0: @40  1 
0A09: $133  0 
00BC: text_highpriority 'TOR1_11'  4000 ms  1
0006: @42 =  0  ;; integer values
0006: @73 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @41 =  4  ;; integer values

:TORENO2_805
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false TORENO2_813
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_813
00D6: if  0
0039:   @54 ==  2  ;; integer values
004D: jump_if_false TORENO2_824
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false TORENO2_824
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_824
00D6: if  0
0039:   @54 ==  3  ;; integer values
004D: jump_if_false TORENO2_835
00D6: if  0
0019:   @32 >  300  ;; integer values
004D: jump_if_false TORENO2_835
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_835
00D6: if  0
0039:   @54 ==  4  ;; integer values
004D: jump_if_false TORENO2_846
00D6: if  0
0019:   @32 >  200  ;; integer values
004D: jump_if_false TORENO2_846
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_846
00D6: if  0
0039:   @54 ==  5  ;; integer values
004D: jump_if_false TORENO2_857
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false TORENO2_857
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_857
00D6: if  0
0039:   @54 ==  6  ;; integer values
004D: jump_if_false TORENO2_868
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false TORENO2_868
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_868
00D6: if  0
0039:   @54 ==  7  ;; integer values
004D: jump_if_false TORENO2_879
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TORENO2_879
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_879
00D6: if  0
0039:   @54 ==  8  ;; integer values
004D: jump_if_false TORENO2_890
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false TORENO2_890
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_890
00D6: if  0
0039:   @54 ==  9  ;; integer values
004D: jump_if_false TORENO2_901
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TORENO2_901
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_901
00D6: if  0
0039:   @54 ==  10  ;; integer values
004D: jump_if_false TORENO2_912
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false TORENO2_912
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_912
00D6: if  0
0039:   @54 ==  11  ;; integer values
004D: jump_if_false TORENO2_923
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TORENO2_923
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_923
00D6: if  0
0039:   @54 ==  12  ;; integer values
004D: jump_if_false TORENO2_934
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false TORENO2_934
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_934
00D6: if  0
0039:   @54 ==  13  ;; integer values
004D: jump_if_false TORENO2_945
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TORENO2_945
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_945
00D6: if  0
0039:   @54 ==  14  ;; integer values
004D: jump_if_false TORENO2_956
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false TORENO2_956
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_956
00D6: if  0
0039:   @54 ==  15  ;; integer values
004D: jump_if_false TORENO2_967
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false TORENO2_967
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_967
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false TORENO2_977
00D6: if  0
88A7:   NOT @34  2 
004D: jump_if_false TORENO2_976
000B: @124 +=  .1  ;; floating-point values
08A6: @34  2 @124 
0002: jump TORENO2_977

:TORENO2_976
0006: @56 =  2  ;; integer values

:TORENO2_977
0050: gosub TORENO2_1525
0050: gosub TORENO2_1498

:TORENO2_979
00D6: if  0
0039:   @41 ==  4  ;; integer values
004D: jump_if_false TORENO2_1049
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TORENO2_993
00D6: if  0
00DF:   actor $133 driving
004D: jump_if_false TORENO2_993
00D6: if  0
0735:  81 
004D: jump_if_false TORENO2_993
0006: @42 =  0  ;; integer values
0006: @41 =  5  ;; integer values

:TORENO2_993
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false TORENO2_1016
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1016
00D6: if  0
07AB:   car @37 attached_to_car @34 
004D: jump_if_false TORENO2_1007
0164: disable_marker @40
018A: @40 = create_checkpoint_at -2016.5  157.7  26.7
00BB: text_lowpriority 'TOR1_06'  7000 ms  1
0006: @55 =  1  ;; integer values
0002: jump TORENO2_1012

:TORENO2_1007
0164: disable_marker @40
0186: @40 = create_marker_above_car @37
07E0: @40  1 
00BB: text_lowpriority 'TOR1_21'  7000 ms  1
0006: @55 =  0  ;; integer values

:TORENO2_1012
041E: set_radio_station  0 
0006: @45 =  1  ;; integer values
0006: @42 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:TORENO2_1016
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false TORENO2_1049
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false TORENO2_1035
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false TORENO2_1035
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false TORENO2_1035
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false TORENO2_1035
0006: @73 =  11  ;; integer values
0006: @74 =  0  ;; integer values
0050: gosub TORENO2_1949
0006: @75 =  1  ;; integer values

:TORENO2_1035
00D6: if  0
07AB:   car @37 attached_to_car @34 
004D: jump_if_false TORENO2_1047
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1047
00D6: if  0
01AF:   car @34  1 (in-sphere)near_point -2016.5  157.7  26.7 radius  4.0  4.0  4.0
004D: jump_if_false TORENO2_1047
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @42 =  0  ;; integer values
0006: @41 =  5  ;; integer values

:TORENO2_1047
0050: gosub TORENO2_1368
0050: gosub TORENO2_1395

:TORENO2_1049
00D6: if  0
0039:   @41 ==  5  ;; integer values
004D: jump_if_false TORENO2_1194
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false TORENO2_1065
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0221: set_player $PLAYER_CHAR trapped_in_car  1
00BE: text_clear_all
016A: fade  0 ()  500 ms

:TORENO2_1059
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_1064
0001: wait  0 ms
0002: jump TORENO2_1059

:TORENO2_1064
0006: @42 =  1  ;; integer values

:TORENO2_1065
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false TORENO2_1144
04ED: load_animation "POLICE"

:TORENO2_1069
00D6: if  0
84EE:   NOT   animation "POLICE" loaded
004D: jump_if_false TORENO2_1074
0001: wait  0 ms
0002: jump TORENO2_1069

:TORENO2_1074
0360: open_garage 'HBGDSFS'

:TORENO2_1075
00D6: if  0
83B0:   NOT   garage 'HBGDSFS' door_open
004D: jump_if_false TORENO2_1080
0001: wait  0 ms
0002: jump TORENO2_1075

:TORENO2_1080
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_1085
0002: jump TORENO2_1300

:TORENO2_1085
04E4: unknown_refresh_game_renderer_at -1998.7  178.4
0A0B: -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_car_density_to  0.0
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false TORENO2_1099
00D6: if  0
07AB:   car @37 attached_to_car @34 
004D: jump_if_false TORENO2_1099
07AC: @37 @34 
00AB: put_car @37 at -1998.7  178.4  26.3
0175: set_car @37 z_angle_to  88.7

:TORENO2_1099
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_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_1107
0002: jump TORENO2_1300

:TORENO2_1107
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false TORENO2_1111
0893: put_trailer @37 on_cab @34 

:TORENO2_1111
0792: $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: @125 
0605: unknown_action_sequence -1 "COPTRAF_COME" "POLICE"  4.0  0  0  0  0 -1 
0616: @125 
0618: $PLAYER_ACTOR @125 
061B: @125 
0792: $133 
036A: put_actor $133 in_car @34
05D1: unknown_action_sequence $133 @34 -2053.3  178.8  27.8  10.0  0  0  3 
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @73 =  0  ;; integer values
09F5:  1 
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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 (back)  2000 ms

:TORENO2_1133
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_1138
0001: wait  0 ms
0002: jump TORENO2_1133

:TORENO2_1138
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_1143
0002: jump TORENO2_1300

:TORENO2_1143
0006: @42 =  2  ;; integer values

:TORENO2_1144
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false TORENO2_1159
062E: $PLAYER_ACTOR  1541 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false TORENO2_1159
0615: @125 
0605: unknown_action_sequence -1 "COPTRAF_COME" "POLICE"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "COPTRAF_LEFT" "POLICE"  4.0  0  0  0  0 -1 
0616: @125 
0618: $PLAYER_ACTOR @125 
061B: @125 
0006: @32 =  0  ;; integer values
0006: @42 =  3  ;; integer values

:TORENO2_1159
00D6: if  0
0039:   @42 ==  3  ;; integer values
004D: jump_if_false TORENO2_1194
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false TORENO2_1194
016A: fade  0 ()  500 ms

:TORENO2_1166
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_1171
0001: wait  0 ms
0002: jump TORENO2_1166

:TORENO2_1171
0296: unload_special_actor  1
00A6: destroy_car @34
00A6: destroy_car @37
0361: close_garage 'HBGDSFS'

:TORENO2_1175
00D6: if  0
83B1:   NOT   garage 'HBGDSFS' door_closed
004D: jump_if_false TORENO2_1180
0001: wait  0 ms
0002: jump TORENO2_1175

:TORENO2_1180
09F5:  0 
016A: fade  1 (back)  500 ms
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
06AB: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:TORENO2_1188
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_1193
0001: wait  0 ms
0002: jump TORENO2_1188

:TORENO2_1193
0002: jump TORENO2_1302

:TORENO2_1194
00D6: if  0
001B:    3 > @41  ;; integer values
004D: jump_if_false TORENO2_1205
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false TORENO2_1205
00D6: if  0
01AD:   car @34  0 ()near_point -1914.6 -1187.7  5.0  5.0
004D: jump_if_false TORENO2_1205
0006: @42 =  0  ;; integer values
0006: @41 =  6  ;; integer values

:TORENO2_1205
00D6: if  0
0039:   @41 ==  6  ;; integer values
004D: jump_if_false TORENO2_1298
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false TORENO2_1282
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false TORENO2_1282
00BE: text_clear_all
016A: fade  0 ()  500 ms

:TORENO2_1217
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_1222
0001: wait  0 ms
0002: jump TORENO2_1217

:TORENO2_1222
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_1227
0002: jump TORENO2_1300

:TORENO2_1227
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1915.0 -977.8 -2013.4 -1074.8
004D: jump_if_false TORENO2_1241
00A1: put_actor $PLAYER_ACTOR at -1984.5 -1072.9  31.5

:TORENO2_1241
00D6: if  0
00A3:   actor $133  0 ()in_rectangle -1915.0 -977.8 -2013.4 -1074.8
004D: jump_if_false TORENO2_1245
00A1: put_actor $133 at -1984.5 -1074.9  31.5

:TORENO2_1245
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  0
8119:   NOT   car @37 wrecked
004D: jump_if_false TORENO2_1256
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_1256
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false TORENO2_1267
0615: @125 
05D1: unknown_action_sequence -1 @34 -1984.8 -1022.1  31.6  15.0  0  0  3 
05D1: unknown_action_sequence -1 @34 -1954.4 -1007.4  31.6  15.0  0  0  3 
05D1: unknown_action_sequence -1 @34 -1943.6 -1040.1  31.6  15.0  2  0  3 
05D1: unknown_action_sequence -1 @34 -1946.6 -1018.0  31.6  15.0  2  0  3 
0616: @125 
0618: @35 @125 
061B: @125 

:TORENO2_1267
00BC: text_highpriority 'TOR1_12'  11000 ms  1
016A: fade  1 (back)  1000 ms

:TORENO2_1269
00D6: if  0
016B:   fading
004D: jump_if_false TORENO2_1275
0001: wait  0 ms
0050: gosub TORENO2_1498
0002: jump TORENO2_1269

:TORENO2_1275
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_1280
0002: jump TORENO2_1300

:TORENO2_1280
0707: unknown_bunnyjump TORENO2_1289 
0006: @42 =  1  ;; integer values

:TORENO2_1282
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false TORENO2_1298
0050: gosub TORENO2_1498
00D6: if  0
01AD:   car @34  0 ()near_point -1943.6 -1040.1  5.0  5.0
004D: jump_if_false TORENO2_1298

:TORENO2_1289
0701: (unknown)
0050: gosub TORENO2_1337
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false TORENO2_1295
0002: jump TORENO2_1300

:TORENO2_1295
00BE: text_clear_all
00BC: text_highpriority 'TOR1_12'  4000 ms  1
0002: jump TORENO2_1300

:TORENO2_1298
0050: gosub TORENO2_1607
0002: jump TORENO2_203

:TORENO2_1300
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:TORENO2_1302
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASS'  7000  5000 ms  1
0109: player $PLAYER_CHAR money +=  7000
0629: change_stat  326 to  1  ; integer see statdisp.dat
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'DESERT2'
0164: disable_marker $580
030C: set_mission_points +=  1
0051: return

:TORENO2_1312
00D6: if  0
0844: s$706 
004D: jump_if_false TORENO2_1316
02EB: restore_camera_with_jumpcut

:TORENO2_1316
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TORENO2_1320
0A09: $PLAYER_ACTOR  0 

:TORENO2_1320
09F5:  0 
0607: (unknown)
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0249: release_model  514
0249: release_model  461
0249: release_model  584
0249: release_model  567
034F: destroy_actor_with_fade $133  ;; 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: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:TORENO2_1337
00D6: if  0
001B:    3 > @41  ;; integer values
004D: jump_if_false TORENO2_1346
00D6: if  0
0119:   car @36 wrecked
004D: jump_if_false TORENO2_1346
00BE: text_clear_all
00BC: text_highpriority 'TOR1_02'  4000 ms  1
0006: @44 =  1  ;; integer values

:TORENO2_1346
00D6: if  0
0019:   @41 >  1  ;; integer values
004D: jump_if_false TORENO2_1361
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false TORENO2_1355
00BE: text_clear_all
00BC: text_highpriority 'TOR1_14'  4000 ms  1
0006: @44 =  1  ;; integer values

:TORENO2_1355
00D6: if  0
0119:   car @37 wrecked
004D: jump_if_false TORENO2_1361
00BE: text_clear_all
00BC: text_highpriority 'TOR1_14'  4000 ms  1
0006: @44 =  1  ;; integer values

:TORENO2_1361
00D6: if  0
0118:   actor $133 dead
004D: jump_if_false TORENO2_1367
00BE: text_clear_all
00BC: text_highpriority 'TOR1_03'  4000 ms  1
0006: @44 =  1  ;; integer values

:TORENO2_1367
0051: return

:TORENO2_1368
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false TORENO2_1384
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1384
00D6: if  0
87AB:   NOT   car @37 attached_to_car @34 
004D: jump_if_false TORENO2_1381
0164: disable_marker @40
0186: @40 = create_marker_above_car @37
07E0: @40  1 
0002: jump TORENO2_1383

:TORENO2_1381
0164: disable_marker @40
018A: @40 = create_checkpoint_at -2016.5  157.7  26.7

:TORENO2_1383
0006: @45 =  1  ;; integer values

:TORENO2_1384
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false TORENO2_1394
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1394
0164: disable_marker @40
0186: @40 = create_marker_above_car @34
07E0: @40  1 
0006: @45 =  0  ;; integer values

:TORENO2_1394
0051: return

:TORENO2_1395
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false TORENO2_1423
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false TORENO2_1423
0224: set_car @37 health_to  1000
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false TORENO2_1413
00D6: if  0
87AB:   NOT   car @37 attached_to_car @34 
004D: jump_if_false TORENO2_1413
0164: disable_marker @40
0186: @40 = create_marker_above_car @37
07E0: @40  1 
00BC: text_highpriority 'TOR1_21'  4000 ms  1
0006: @55 =  0  ;; integer values

:TORENO2_1413
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false TORENO2_1423
00D6: if  0
07AB:   car @37 attached_to_car @34 
004D: jump_if_false TORENO2_1423
0164: disable_marker @40
018A: @40 = create_checkpoint_at -2016.5  157.7  26.7
00BB: text_lowpriority 'TOR1_06'  4000 ms  1
0006: @55 =  1  ;; integer values

:TORENO2_1423
0051: return

:TORENO2_1424
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false TORENO2_1467
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false TORENO2_1450
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_1450
03D5: remove_text @76(@74,8s)
03D5: remove_text 'TOR1_20'
0164: disable_marker @40
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TORENO2_1440
0186: @40 = create_marker_above_car @34

:TORENO2_1440
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false TORENO2_1449
00D6: if  0
00DB:   actor $133 in_car @36
004D: jump_if_false TORENO2_1448
00BC: text_highpriority 'TOR1_05'  4000 ms  1
0002: jump TORENO2_1449

:TORENO2_1448
00BC: text_highpriority 'TOR1_16'  4000 ms  1

:TORENO2_1449
0006: @45 =  1  ;; integer values

:TORENO2_1450
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false TORENO2_1467
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_1467
03D5: remove_text @76(@74,8s)
03D5: remove_text 'TOR1_10'
03D5: remove_text 'TOR1_16'
0164: disable_marker @40
0186: @40 = create_marker_above_car @36
07E0: @40  1 
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false TORENO2_1466
00BC: text_highpriority 'TOR1_20'  4000 ms  1

:TORENO2_1466
0006: @45 =  0  ;; integer values

:TORENO2_1467
0051: return

:TORENO2_1468
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false TORENO2_1478
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false TORENO2_1478
0164: disable_marker @40
0187: @40 = create_marker_above_actor $133
07E0: @40  1 
0006: @46 =  0  ;; integer values

:TORENO2_1478
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false TORENO2_1497
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $133 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false TORENO2_1497
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false TORENO2_1489
09DD:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 

:TORENO2_1489
0164: disable_marker @40
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_1495
0006: @45 =  1  ;; integer values
0002: jump TORENO2_1496

:TORENO2_1495
0006: @45 =  0  ;; integer values

:TORENO2_1496
0006: @46 =  1  ;; integer values

:TORENO2_1497
0051: return

:TORENO2_1498
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TORENO2_1509
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false TORENO2_1509
0224: set_car @37 health_to  1000
00D6: if  0
87AB:   NOT   car @37 attached_to_car @34 
004D: jump_if_false TORENO2_1509
0893: put_trailer @37 on_cab @34 

:TORENO2_1509
0051: return

:TORENO2_1510
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TORENO2_1524
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @34 radius  20.0  20.0 unknown  0
004D: jump_if_false TORENO2_1518
00AD: set_car @34 max_speed_to  37.0
0002: jump TORENO2_1524

:TORENO2_1518
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @34 radius  40.0  40.0 unknown  0
004D: jump_if_false TORENO2_1523
00AD: set_car @34 max_speed_to  20.0
0002: jump TORENO2_1524

:TORENO2_1523
00AD: set_car @34 max_speed_to  15.0

:TORENO2_1524
0051: return

:TORENO2_1525
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false TORENO2_1606
0407: create_coordinate @120 @121 $75 from_car @34 offset -3.0  2.0  0.0
0407: create_coordinate @122 @123 $75 from_car @34 offset  3.0  11.0  0.0
053E: @38 = get_random_car_with_actors -1 in_area @120 @121 @122 @123
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false TORENO2_1606
00D6: if  0
803B:   NOT   @38 == @36  ;; integer values 
004D: jump_if_false TORENO2_1606
0227: @57 = car @38 health
00D6: if  0
0019:   @57 >  500  ;; integer values
004D: jump_if_false TORENO2_1606
02E3: @69 = car @34 speed
0013: @69 *=  .02  ;; floating-point values 
02F8: unknown_car @34 unknown_cosine @120
02F9: unknown_car @34 unknown_sinus @121
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  0
0023:    2.5 > @68  ;; floating-point values
004D: jump_if_false TORENO2_1604
00D6: if  0
0021:   @68 > -2.5  ;; floating-point values
004D: jump_if_false TORENO2_1604
00D6: if  0
0021:   @68 >  0.0  ;; floating-point values
004D: jump_if_false TORENO2_1569
0007: @68 =  1.0  ;; floating-point values
0002: jump TORENO2_1570

:TORENO2_1569
0007: @68 = -1.0  ;; floating-point values

:TORENO2_1570
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 *=  .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 *=  .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 +=  .008  ;; floating-point values
0013: @64 *=  .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: @38 @62 @63 @64 @65 @66 @67 
0224: set_car @38 health_to  499

:TORENO2_1604
054F: @38 
01C3: remove_references_to_car @38  ;; Like turning a car into any random car

:TORENO2_1606
0051: return

:TORENO2_1607
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TORENO2_1618
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1617
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
0050: gosub TORENO2_2131
0002: jump TORENO2_1618

:TORENO2_1617
0006: @73 =  0  ;; integer values

:TORENO2_1618
00D6: if  21
0039:   @41 ==  1  ;; integer values
0039:   @41 ==  2  ;; integer values
004D: jump_if_false TORENO2_1826
00D6: if  21
001B:    14 > @41  ;; integer values
0039:   @41 ==  16  ;; integer values
004D: jump_if_false TORENO2_1826
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false TORENO2_1741
00D6: if  0
0104:   actor $133 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false TORENO2_1740
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $133 has_objective
004D: jump_if_false TORENO2_1660
00D6: if  24
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_1660
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1659
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false TORENO2_1653
0050: gosub TORENO2_2131
0002: jump TORENO2_1658

:TORENO2_1653
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_1658
0002: jump TORENO2_1660

:TORENO2_1659
0006: @73 =  0  ;; integer values

:TORENO2_1660
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $133 driving
004D: jump_if_false TORENO2_1688
00D6: if  24
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_1688
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1687
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false TORENO2_1681
0050: gosub TORENO2_2131
0002: jump TORENO2_1686

:TORENO2_1681
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_1686
0002: jump TORENO2_1688

:TORENO2_1687
0006: @73 =  0  ;; integer values

:TORENO2_1688
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $133 has_objective
004D: jump_if_false TORENO2_1714
00D6: if  22
0039:   @73 ==  7  ;; integer values
0039:   @73 ==  9  ;; integer values
0039:   @73 ==  10  ;; integer values
004D: jump_if_false TORENO2_1714
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1713
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false TORENO2_1707
0050: gosub TORENO2_2131
0002: jump TORENO2_1712

:TORENO2_1707
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_1712
0002: jump TORENO2_1714

:TORENO2_1713
0006: @73 =  0  ;; integer values

:TORENO2_1714
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $133 driving
004D: jump_if_false TORENO2_1740
00D6: if  22
0039:   @73 ==  7  ;; integer values
0039:   @73 ==  9  ;; integer values
0039:   @73 ==  10  ;; integer values
004D: jump_if_false TORENO2_1740
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1739
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false TORENO2_1733
0050: gosub TORENO2_2131
0002: jump TORENO2_1738

:TORENO2_1733
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_1738
0002: jump TORENO2_1740

:TORENO2_1739
0006: @73 =  0  ;; integer values

:TORENO2_1740
0002: jump TORENO2_1759

:TORENO2_1741
00D6: if  0
001B:    14 > @73  ;; integer values
004D: jump_if_false TORENO2_1759
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1748
000A: @74 +=  1  ;; integer values

:TORENO2_1748
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_1949

:TORENO2_1759
00D6: if  0
0039:   @73 ==  14  ;; integer values
004D: jump_if_false TORENO2_1786
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false TORENO2_1784
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1781
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false TORENO2_1775
0050: gosub TORENO2_2131
0002: jump TORENO2_1780

:TORENO2_1775
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_1780
0002: jump TORENO2_1783

:TORENO2_1781
00BB: text_lowpriority 'TOR1_13'  4000 ms  1
0006: @73 =  15  ;; integer values

:TORENO2_1783
0002: jump TORENO2_1786

:TORENO2_1784
00BB: text_lowpriority 'TOR1_13'  4000 ms  1
0006: @73 =  15  ;; integer values

:TORENO2_1786
00D6: if  0
0039:   @73 ==  15  ;; integer values
004D: jump_if_false TORENO2_1795
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false TORENO2_1795
0006: @73 =  16  ;; integer values
0006: @74 =  0  ;; integer values
00BE: text_clear_all

:TORENO2_1795
00D6: if  0
0039:   @73 ==  16  ;; integer values
004D: jump_if_false TORENO2_1826
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false TORENO2_1818
0006: @33 =  0  ;; integer values
0085: @73 = @109  ;; integer values and handles
0085: @74 = @110  ;; integer values and handles
0050: gosub TORENO2_1949
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false TORENO2_1817
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false TORENO2_1813
00BB: text_lowpriority 'TOR1_05'  7000 ms  1
0002: jump TORENO2_1814

:TORENO2_1813
00BB: text_lowpriority 'TOR1_20'  4000 ms  1

:TORENO2_1814
0006: @33 =  0  ;; integer values
0006: @74 =  0  ;; integer values
0006: @73 =  0  ;; integer values

:TORENO2_1817
0002: jump TORENO2_1826

:TORENO2_1818
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_1949

:TORENO2_1826
00D6: if  0
0039:   @41 ==  4  ;; integer values
004D: jump_if_false TORENO2_1948
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false TORENO2_1948
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1855
00D6: if  0
0039:   @73 ==  11  ;; integer values
004D: jump_if_false TORENO2_1855
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1854
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false TORENO2_1848
0050: gosub TORENO2_2131
0002: jump TORENO2_1853

:TORENO2_1848
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_1853
0002: jump TORENO2_1855

:TORENO2_1854
0006: @73 =  0  ;; integer values

:TORENO2_1855
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1876
00D6: if  0
001B:    17 > @73  ;; integer values
004D: jump_if_false TORENO2_1876
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1865
000A: @74 +=  1  ;; integer values

:TORENO2_1865
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_1949

:TORENO2_1876
00D6: if  0
0039:   @73 ==  17  ;; integer values
004D: jump_if_false TORENO2_1909
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1900
00D6: if  0
001D:   @100 > @74  ;; integer values  
004D: jump_if_false TORENO2_1898
0050: gosub TORENO2_2090
0050: gosub TORENO2_2106
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false TORENO2_1892
0050: gosub TORENO2_2131
0002: jump TORENO2_1897

:TORENO2_1892
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_1897
0002: jump TORENO2_1900

:TORENO2_1898
00BB: text_lowpriority 'TOR1_11'  4000 ms  1
0006: @73 =  18  ;; integer values

:TORENO2_1900
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1909
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_1909
00D6: if  0
0039:   @73 ==  18  ;; integer values
004D: jump_if_false TORENO2_1918
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1918
0006: @73 =  19  ;; integer values
0006: @74 =  0  ;; integer values
00BE: text_clear_all

:TORENO2_1918
00D6: if  0
0039:   @73 ==  19  ;; integer values
004D: jump_if_false TORENO2_1948
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1937
0006: @33 =  0  ;; integer values
0085: @73 = @109  ;; integer values and handles
0085: @74 = @110  ;; integer values and handles
0050: gosub TORENO2_1949
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false TORENO2_1937
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false TORENO2_1936
00BB: text_lowpriority 'TOR1_06'  4000 ms  1
0002: jump TORENO2_1937

:TORENO2_1936
00BB: text_lowpriority 'TOR1_21'  4000 ms  1

:TORENO2_1937
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false TORENO2_1948
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_1949

:TORENO2_1948
0051: return

:TORENO2_1949
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TORENO2_1965
05AA: s@76 = 'DES2_AA'  ;; 8-byte strings
05AA: s@78 = 'DES2_AB'  ;; 8-byte strings
05AA: s@80 = 'DES2_AC'  ;; 8-byte strings
05AA: s@82 = 'DES2_AD'  ;; 8-byte strings
05AA: s@84 = 'DES2_AE'  ;; 8-byte strings
05AA: s@86 = '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_1965
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false TORENO2_1973
05AA: s@76 = 'DES2_BA'  ;; 8-byte strings
05AA: s@78 = 'DES2_BB'  ;; 8-byte strings
04AF: @92 = unknown_wav_reference  13006 
04AF: @93 = unknown_wav_reference  13007 
0006: @100 =  2  ;; integer values

:TORENO2_1973
00D6: if  0
0039:   @73 ==  3  ;; integer values
004D: jump_if_false TORENO2_1979
05AA: s@76 = 'DES2_BC'  ;; 8-byte strings
04AF: @92 = unknown_wav_reference  13008 
0006: @100 =  1  ;; integer values

:TORENO2_1979
00D6: if  0
0039:   @73 ==  4  ;; integer values
004D: jump_if_false TORENO2_1989
05AA: s@76 = 'DES2_CA'  ;; 8-byte strings
05AA: s@78 = 'DES2_CB'  ;; 8-byte strings
05AA: s@80 = '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_1989
00D6: if  0
0039:   @73 ==  5  ;; integer values
004D: jump_if_false TORENO2_1999
05AA: s@76 = 'DES2_DA'  ;; 8-byte strings
05AA: s@78 = 'DES2_DB'  ;; 8-byte strings
05AA: s@80 = '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_1999
00D6: if  0
0039:   @73 ==  6  ;; integer values
004D: jump_if_false TORENO2_2015
05AA: s@76 = 'DES2_EA'  ;; 8-byte strings
05AA: s@78 = 'DES2_EB'  ;; 8-byte strings
05AA: s@80 = 'DES2_EC'  ;; 8-byte strings
05AA: s@82 = 'DES2_ED'  ;; 8-byte strings
05AA: s@84 = 'DES2_EE'  ;; 8-byte strings
05AA: s@86 = '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_2015
00D6: if  0
0039:   @73 ==  7  ;; integer values
004D: jump_if_false TORENO2_2025
05AA: s@76 = 'DES2_FA'  ;; 8-byte strings
05AA: s@78 = 'DES2_FB'  ;; 8-byte strings
05AA: s@80 = '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_2025
00D6: if  0
0039:   @73 ==  9  ;; integer values
004D: jump_if_false TORENO2_2035
05AA: s@76 = 'DES2_HA'  ;; 8-byte strings
05AA: s@78 = 'DES2_HB'  ;; 8-byte strings
05AA: s@80 = '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_2035
00D6: if  0
0039:   @73 ==  10  ;; integer values
004D: jump_if_false TORENO2_2045
05AA: s@76 = 'DES2_JA'  ;; 8-byte strings
05AA: s@78 = 'DES2_JB'  ;; 8-byte strings
05AA: s@80 = '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_2045
00D6: if  0
0039:   @73 ==  11  ;; integer values
004D: jump_if_false TORENO2_2051
05AA: s@76 = 'DES2_KA'  ;; 8-byte strings
04AF: @92 = unknown_wav_reference  13033 
0006: @100 =  1  ;; integer values

:TORENO2_2051
00D6: if  0
0039:   @73 ==  12  ;; integer values
004D: jump_if_false TORENO2_2057
05AA: s@76 = 'DES2_LA'  ;; 8-byte strings
04AF: @92 = unknown_wav_reference  13038 
0006: @100 =  1  ;; integer values

:TORENO2_2057
00D6: if  0
0039:   @73 ==  14  ;; integer values
004D: jump_if_false TORENO2_2069
05AA: s@76 = 'CESX_BA'  ;; 8-byte strings
05AA: s@78 = 'CESX_BB'  ;; 8-byte strings
05AA: s@80 = 'CESX_BC'  ;; 8-byte strings
05AA: s@82 = '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_2069
00D6: if  0
0039:   @73 ==  17  ;; integer values
004D: jump_if_false TORENO2_2085
05AA: s@76 = 'CESX_AA'  ;; 8-byte strings
05AA: s@78 = 'CESX_AB'  ;; 8-byte strings
05AA: s@80 = 'CESX_AC'  ;; 8-byte strings
05AA: s@82 = 'CESX_AD'  ;; 8-byte strings
05AA: s@84 = 'CESX_AE'  ;; 8-byte strings
05AA: s@86 = '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_2085
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_2090
00D6: if  0
001D:   @100 > @103  ;; integer values  
004D: jump_if_false TORENO2_2105
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false TORENO2_2099
03CF: load_wav @92(@103,8i) as  1
000A: @103 +=  1  ;; integer values
0006: @101 =  1  ;; integer values

:TORENO2_2099
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false TORENO2_2105
03CF: load_wav @92(@103,8i) as  2
000A: @103 +=  1  ;; integer values
0006: @102 =  1  ;; integer values

:TORENO2_2105
0051: return

:TORENO2_2106
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false TORENO2_2118
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false TORENO2_2118
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false TORENO2_2118
03D1: play_wav  1
00BC: text_highpriority @76(@74,8s)  4500 ms  1
0006: @101 =  2  ;; integer values

:TORENO2_2118
00D6: if  0
0039:   @104 ==  2  ;; integer values
004D: jump_if_false TORENO2_2130
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false TORENO2_2130
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false TORENO2_2130
03D1: play_wav  2
00BC: text_highpriority @76(@74,8s)  4500 ms  1
0006: @102 =  2  ;; integer values

:TORENO2_2130
0051: return

:TORENO2_2131
00D6: if  0
0039:   @101 ==  2  ;; integer values
004D: jump_if_false TORENO2_2141
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false TORENO2_2141
03D5: remove_text @76(@74,8s)
000A: @74 +=  1  ;; integer values
0006: @104 =  2  ;; integer values
0006: @101 =  0  ;; integer values

:TORENO2_2141
00D6: if  0
0039:   @102 ==  2  ;; integer values
004D: jump_if_false TORENO2_2151
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false TORENO2_2151
03D5: remove_text @76(@74,8s)
000A: @74 +=  1  ;; integer values
0006: @104 =  1  ;; integer values
0006: @102 =  0  ;; integer values

:TORENO2_2151
0051: return

;-------------Mission 77---------------
; Originally: Interdiction


:DES3_1
03A4: name_thread 'DES3'
0050: gosub DES3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DES3_7
0050: gosub DES3_3342

:DES3_7
0050: gosub DES3_3359
004E: end_thread

:DES3_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_24
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false DES3_29
0006: @36 =  1  ;; integer values

:DES3_29
000A: @39 +=  1  ;; integer values
00D6: if  0
0019:   @39 >  10  ;; integer values
004D: jump_if_false DES3_34
0006: @39 =  0  ;; integer values

:DES3_34
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_81
0871: init_jump_table @34 total_jumps  7  0 DES3_62 jumps  0 DES3_48  1 DES3_50  2 DES3_52  3 DES3_54  4 DES3_56  5 DES3_58  6 DES3_60 

:DES3_48
0050: gosub DES3_232
0002: jump DES3_62

:DES3_50
0050: gosub DES3_278
0002: jump DES3_62

:DES3_52
0050: gosub DES3_584
0002: jump DES3_62

:DES3_54
0050: gosub DES3_697
0002: jump DES3_62

:DES3_56
0050: gosub DES3_1258
0002: jump DES3_62

:DES3_58
0050: gosub DES3_1490
0002: jump DES3_62

:DES3_60
0050: gosub DES3_1691
0002: jump DES3_62

:DES3_62
0050: gosub DES3_1996

:DES3_63
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false DES3_80
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false DES3_77
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false DES3_74
0002: jump DES3_24
0002: jump DES3_76

:DES3_74
0050: gosub DES3_3344
0051: return

:DES3_76
0002: jump DES3_79

:DES3_77
0050: gosub DES3_3342
0051: return

:DES3_79
0002: jump DES3_81

:DES3_80
0051: return

:DES3_81
00D6: if  0
0736:  88 
004D: jump_if_false DES3_92
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false DES3_90
0006: @68 =  1  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_ON" 
0002: jump DES3_92

:DES3_90
0006: @68 =  0  ;; integer values
0662: write_debug_message "LEVEL_DEBUG_OFF" 

:DES3_92
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false DES3_231
00D6: if  0
0736:  32 
004D: jump_if_false DES3_104
000A: @69 +=  1  ;; integer values
00D6: if  0
0019:   @69 >  6  ;; integer values
004D: jump_if_false DES3_103
0006: @69 =  0  ;; integer values

:DES3_103
086A: (unknown)

:DES3_104
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false DES3_123
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" 
065D: $7480 "M_GOALS" 
065D: $7481 "DIALOGUE_FLAG" 
065D: $7482 "DIALOGUE_TIMER" 
065D: $7483 "HELP_FLAG" 
065D: $7484 "HELP_TIMER" 
065D: $7485 "TIMERA" 
065D: $7486 "TIMERB" 

:DES3_123
00D6: if  0
0039:   @69 ==  2  ;; integer values
004D: jump_if_false DES3_142
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" 
065D: $7480 "BRAVO_PED_FLAG[0]" 
065D: $7481 "BRAVO_PED_FLAG[1]" 
065D: $7482 "BRAVO_PED_FLAG[2]" 
065D: $7483 "BRAVO_PED_FLAG[3]" 
065D: $7484 "ALPHA_HELIS_FUCKED" 
065D: $7485 "BRAVO_HELIS_FUCKED" 
065D: $7486 "TOTAL_FUCKED_HELIS" 

:DES3_142
00D6: if  0
0039:   @69 ==  3  ;; integer values
004D: jump_if_false DES3_159
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" 
065D: $7480 "ALPHA_HELI_GOALS" 
065D: $7481 "ALPHA_PED_FLAG[0]" 
065D: $7482 "ALPHA_PED_FLAG[1]" 
065D: $7483 "ALPHA_PED_FLAG[2]" 
065D: $7484 "ALPHA_PED_FLAG[3]" 
065D: $7485 "ALPHA_HELI_CONTROL" 

:DES3_159
00D6: if  0
0039:   @69 ==  4  ;; integer values
004D: jump_if_false DES3_174
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]" 
065D: $7480 "ALPHA_PED_ATTACHED[1]" 
065D: $7481 "ALPHA_PED_ATTACHED[2]" 
065D: $7482 "ALPHA_PED_ATTACHED[3]" 
065E: $7491 "FED_DISTANCE" 
065D: $7484 "FED_TIMER" 

:DES3_174
00D6: if  0
0039:   @69 ==  5  ;; integer values
004D: jump_if_false DES3_193
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: $7487 "SWING_SPEED_X" 
065E: $7488 "SWING_ACCEL_X" 
065E: $7489 "SWING_ROT_X" 
065E: $7490 "SWING_DEST_X" 
065E: $7491 "SWING_DIST_X" 
065E: $7492 "SWING_ANGLE_FOR_XY" 
065E: $7493 "SWING_DIRECT_DIST" 
065E: $7494 "SWING_2D_DIST" 

:DES3_193
00D6: if  0
0039:   @69 ==  6  ;; integer values
004D: jump_if_false DES3_212
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: $7487 "SWING_ANGLE_FOR_Z" 
065E: $7488 "SWING_DIST_Z" 
065D: $7481 "BRAVO_HELI_AI" 
065D: $7482 "BRAVO_HELI_GOALS" 
065D: $7483 "BRAVO_PILOT" 
065D: $7484 "BRAVO_HELI" 
065D: $7485 "TOTAL_CREATED_HELIS" 
065D: $7486 "BRAVO_HELI_CONTROL" 

:DES3_212
00D6: if  0
0736:  98 
004D: jump_if_false DES3_216
0006: @38 =  1  ;; integer values

:DES3_216
00D6: if  0
0736:  80 
004D: jump_if_false DES3_227
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false DES3_225
0006: @70 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump DES3_227

:DES3_225
0006: @70 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:DES3_227
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false DES3_231
0002: jump DES3_63

:DES3_231
0051: return

:DES3_232
00D6: if  0
0039:   @35 == -1  ;; integer values
004D: jump_if_false DES3_249
00A5: @74 = create_car  413 at  0.0  0.0  0.0
00A5: @75 = create_car  413 at  0.0  0.0  0.0
00A5: @76 = create_car  413 at  0.0  0.0  0.0
00A5: @285 = create_car  413 at  0.0  0.0  0.0
00A5: @286 = create_car  413 at  0.0  0.0  0.0
00A5: @78 = create_car  413 at  0.0  0.0  0.0
009A: @81 = create_actor  4  7 at  0.0  0.0  0.0
009A: @82 = create_actor  4  7 at  0.0  0.0  0.0
009A: @83 = create_actor  4  7 at  0.0  0.0  0.0
009A: @84 = create_actor  4  7 at  0.0  0.0  0.0
009A: @88 = create_actor  4  7 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_249
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_257
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_265
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_257

:DES3_265
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_1 
040D: unload_wav  1
040D: unload_wav  2
054C: use_GXT_table 'DSERT3'
0050: gosub DES3_3333
0051: return

:DES3_278
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DES3_364
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:DES3_283
00D6: if  0
016B:   fading
004D: jump_if_false DES3_288
0001: wait  0 ms
0002: jump DES3_283

:DES3_288
0395: clear_area  1 at -691.0  941.0  13.0 range  10.0
02E4: load_cutscene_data 'DESERT3'

:DES3_290
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DES3_295
0001: wait  0 ms
0002: jump DES3_290

:DES3_295
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DES3_297
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DES3_302
0001: wait  0 ms
0002: jump DES3_297

:DES3_302
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:DES3_304
00D6: if  0
016B:   fading
004D: jump_if_false DES3_309
0001: wait  0 ms
0002: jump DES3_304

:DES3_309
02EA: end_cutscene
0395: clear_area  1 at -701.5853  965.8546  11.3768 range  5.0
0247: request_model  424

:DES3_312
00D6: if  0
8248:   NOT   model  424 available
004D: jump_if_false DES3_317
0001: wait  0 ms
0002: jump DES3_312

:DES3_317
00A5: $48 = create_car  424 at -701.5853  965.8546  11.3768
0175: set_car $48 z_angle_to  90.4785
0249: release_model  424
041E: set_radio_station  10 
00D6: if  0
0018:   $7478 >  0  ;; integer values
004D: jump_if_false DES3_325
0950: -426.8536  2213.783  41.4297  9.9101 

:DES3_325
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
0247: request_model  568
0247: request_model  471
0247: request_model  468
0247: request_model  360
038B: load_requested_models

:DES3_337
00D6: if  23
8248:   NOT   model  568 available
8248:   NOT   model  471 available
8248:   NOT   model  468 available
8248:   NOT   model  360 available
004D: jump_if_false DES3_345
0001: wait  0 ms
0002: jump DES3_337

:DES3_345
016A: fade  1 (back)  500 ms

:DES3_346
00D6: if  0
016B:   fading
004D: jump_if_false DES3_351
0001: wait  0 ms
0002: jump DES3_346

:DES3_351
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00A5: @71 = create_car  471 at -434.5365  2237.567  41.869
00A5: @72 = create_car  468 at -426.2288  2240.41  41.4297
00A5: @73 = create_car  568 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  471
0249: release_model  468
0249: release_model  568
040D: unload_wav  1
03CF: load_wav  13200 as  1
000A: @35 +=  1  ;; integer values

:DES3_364
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DES3_399
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false DES3_374
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false DES3_374
00A1: put_actor $PLAYER_ACTOR at -424.6452  2207.541  41.4297

:DES3_374
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -429.025  2226.223  41.4297 radius  4.0  4.0  4.0
004D: jump_if_false DES3_399
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DES3_394
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  1
84A9:   NOT $PLAYER_ACTOR 
84AB:   NOT $PLAYER_ACTOR 
004D: jump_if_false DES3_391
00D6: if  0
09D0: $48 
004D: jump_if_false DES3_390
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:DES3_390
0002: jump DES3_393

:DES3_391
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:DES3_393
0002: jump DES3_399

:DES3_394
00D6: if  0
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_399
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:DES3_399
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DES3_429
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DES3_428
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  1
84A9:   NOT $PLAYER_ACTOR 
84AB:   NOT $PLAYER_ACTOR 
004D: jump_if_false DES3_415
00D6: if  0
01C1:   car $48 stopped
004D: jump_if_false DES3_414
000A: @35 +=  1  ;; integer values

:DES3_414
0002: jump DES3_427

:DES3_415
016A: fade  0 ()  500 ms

:DES3_416
00D6: if  0
016B:   fading
004D: jump_if_false DES3_421
0001: wait  0 ms
0002: jump DES3_416

:DES3_421
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false DES3_426
00AB: put_car $48 at -429.025  2226.223  41.4297

:DES3_426
000A: @35 +=  1  ;; integer values

:DES3_427
0002: jump DES3_429

:DES3_428
000A: @35 +=  1  ;; integer values

:DES3_429
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DES3_457
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DES3_437
0006: @134 =  1  ;; integer values
0002: jump DES3_438

:DES3_437
0006: @134 =  0  ;; integer values

:DES3_438
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $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: unknown_action_sequence $PLAYER_ACTOR -432.3058  2234.374  41.4697  4  5000 
016A: fade  1 (back)  500 ms

:DES3_450
00D6: if  0
016B:   fading
004D: jump_if_false DES3_455
0001: wait  0 ms
0002: jump DES3_450

:DES3_455
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_457
00D6: if  0
0019:   @35 >  3  ;; integer values
004D: jump_if_false DES3_473
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DES3_469
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false DES3_468
0006: @35 =  99  ;; integer values
0006: @134 =  1  ;; integer values

:DES3_468
0002: jump DES3_473

:DES3_469
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false DES3_473
0006: @134 =  0  ;; integer values

:DES3_473
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DES3_486
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DES3_486
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13200
004F: create_thread AUDIOL_1 -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_486
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false DES3_505
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_505
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_505
015F: set_camera_position -433.6039  2235.21  43.11  0.0  0.0  0.0
0160: point_camera -432.6751  2234.851  43.0197  2
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13201
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  13202 as  1
05C9: unknown_action_sequence $PLAYER_ACTOR  2000 
0006: @33 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_505
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false DES3_526
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_526
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_526
015F: set_camera_position -430.2061  2236.695  42.8085  0.0  0.0  0.0
0160: point_camera -429.379  2237.234  42.9687  2
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13202
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  13203 as  2
0925: (unknown)
0931:  1 
0922:  70.0  100.0  10000  1 
0006: @33 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_526
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false DES3_542
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_542
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_542
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13203
004F: create_thread AUDIOL_1 -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_542
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false DES3_556
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_556
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_556
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_AE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13204
004F: create_thread AUDIOL_1 -1  0  1  1  1 
0006: @33 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_556
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false DES3_566
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_566
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_566
0006: @35 =  99  ;; integer values

:DES3_566
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DES3_583
0008: $7478 +=  1  ;; integer values
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0792: $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 $48  ;; Like turning a car into any random car
0925: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0050: gosub DES3_3333

:DES3_583
0051: return

:DES3_584
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DES3_592
032B: @97 = create_weapon_pickup  359  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
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_592
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DES3_616
00D6: if  21
0214:   pickup @97 picked_up
0019:   @32 >  7000  ;; integer values
004D: jump_if_false DES3_616
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
04ED: load_animation "BOMBER"

:DES3_604
00D6: if  0
84EE:   NOT   animation "BOMBER" loaded
004D: jump_if_false DES3_609
0001: wait  0 ms
0002: jump DES3_604

:DES3_609
0247: request_model  343

:DES3_610
00D6: if  0
8248:   NOT   model  343 available
004D: jump_if_false DES3_615
0001: wait  0 ms
0002: jump DES3_610

:DES3_615
000A: @35 +=  1  ;; integer values

:DES3_616
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DES3_651
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false DES3_626
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false DES3_626
00A1: put_actor $PLAYER_ACTOR at -798.1865  2419.41  155.9362

:DES3_626
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -804.5877  2377.843  151.7558 radius  4.0  4.0  4.0
004D: jump_if_false DES3_651
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DES3_646
03C0: @80 = actor $PLAYER_ACTOR car
00D6: if  1
84A9:   NOT $PLAYER_ACTOR 
84AB:   NOT $PLAYER_ACTOR 
004D: jump_if_false DES3_643
00D6: if  0
09D0: @80 
004D: jump_if_false DES3_642
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:DES3_642
0002: jump DES3_645

:DES3_643
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:DES3_645
0002: jump DES3_651

:DES3_646
00D6: if  0
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_651
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
000A: @35 +=  1  ;; integer values

:DES3_651
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DES3_681
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DES3_680
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  1
84A9:   NOT $PLAYER_ACTOR 
84AB:   NOT $PLAYER_ACTOR 
004D: jump_if_false DES3_667
00D6: if  0
01C1:   car $48 stopped
004D: jump_if_false DES3_666
000A: @35 +=  1  ;; integer values

:DES3_666
0002: jump DES3_679

:DES3_667
016A: fade  0 ()  500 ms

:DES3_668
00D6: if  0
016B:   fading
004D: jump_if_false DES3_673
0001: wait  0 ms
0002: jump DES3_668

:DES3_673
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false DES3_678
00AB: put_car $48 at -804.5877  2377.843  151.7558

:DES3_678
000A: @35 +=  1  ;; integer values

:DES3_679
0002: jump DES3_681

:DES3_680
000A: @35 +=  1  ;; integer values

:DES3_681
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DES3_692
016A: fade  0 ()  500 ms

:DES3_685
00D6: if  0
016B:   fading
004D: jump_if_false DES3_690
0001: wait  0 ms
0002: jump DES3_685

:DES3_690
0164: disable_marker @101
0006: @35 =  99  ;; integer values

:DES3_692
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DES3_696
0050: gosub DES3_3333

:DES3_696
0051: return

:DES3_697
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DES3_746
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DES3_704
0006: @134 =  1  ;; integer values

:DES3_704
0006: @100 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0247: request_model  487
0247: request_model  165
0247: request_model  166
0247: request_model  61
0247: request_model  355
0247: request_model  417
04ED: load_animation "BOMBER"
038B: load_requested_models

:DES3_714
00D6: if  25
8248:   NOT   model  487 available
8248:   NOT   model  165 available
8248:   NOT   model  166 available
8248:   NOT   model  61 available
8248:   NOT   model  355 available
8248:   NOT   model  417 available
004D: jump_if_false DES3_724
0001: wait  0 ms
0002: jump DES3_714

:DES3_724
00D6: if  0
84EE:   NOT   animation "BOMBER" loaded
004D: jump_if_false DES3_729
0001: wait  0 ms
0002: jump DES3_724

:DES3_729
07C0:  530 
07C0:  531 
07C0:  532 
07C0:  533 
07C0:  534 
07C0:  535 

:DES3_735
00D6: if  25
87C1:   NOT  530 
87C1:   NOT  531 
87C1:   NOT  532 
87C1:   NOT  533 
87C1:   NOT  534 
87C1:   NOT  535 
004D: jump_if_false DES3_745
0001: wait  0 ms
0002: jump DES3_735

:DES3_745
000A: @35 +=  1  ;; integer values

:DES3_746
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false DES3_762
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DES3_758
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false DES3_757
0006: @35 =  99  ;; integer values
0006: @134 =  1  ;; integer values

:DES3_757
0002: jump DES3_762

:DES3_758
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false DES3_762
0006: @134 =  0  ;; integer values

:DES3_762
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DES3_783
0792: $PLAYER_ACTOR 
06AB: $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: unknown_action_sequence $PLAYER_ACTOR -800.8441  2408.354  155.4525  4  10000 
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 (on)
016A: fade  1 (back)  500 ms

:DES3_776
00D6: if  0
016B:   fading
004D: jump_if_false DES3_781
0001: wait  0 ms
0002: jump DES3_776

:DES3_781
000A: @35 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:DES3_783
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DES3_791
00D6: if  21
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -800.8441  2408.354  155.4525 radius  1.0  1.0  2.0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DES3_791
000A: @35 +=  1  ;; integer values

:DES3_791
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DES3_803
0107: @94 = create_object  343 at  0.0  0.0  0.0
0615: @49 
070A: unknown_action_sequence -1 @94  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0605: unknown_action_sequence -1 "BOM_PLANT_IN" "BOMBER"  4.0  0  0  0  1 -1 
0605: unknown_action_sequence -1 "BOM_PLANT_LOOP" "BOMBER"  4.0  0  0  0  0 -1 
0616: @49 
0618: $PLAYER_ACTOR @49 
061B: @49 
000A: @35 +=  1  ;; integer values

:DES3_803
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DES3_812
00D6: if  0
0611: $PLAYER_ACTOR "BOM_PLANT_LOOP" 
004D: jump_if_false DES3_812
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_812
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false DES3_832
062E: $PLAYER_ACTOR  1560 @43 
00D6: if  0
04A4: @43  7 
004D: jump_if_false DES3_832
070B: $PLAYER_ACTOR  0 
0550: unknown_keep_object @94 in_memory  1
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  0.0  1.0  0.0
02CE: $75 = ground_z $73 $74 $75
0009: $75 +=  .05  ;; floating-point values
01BC: put_object @94 at $73 $74 $75
066D: "SMOKE_FLARE" @94  0.0  0.0  .1  1 @100 
064C: @100 
0687: $PLAYER_ACTOR 
0006: @32 =  0  ;; integer values
040D: unload_wav  1
03CF: load_wav  13205 as  1
000A: @35 +=  1  ;; integer values

:DES3_832
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false DES3_839
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false DES3_839
000A: @35 +=  1  ;; integer values

:DES3_839
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false DES3_853
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: $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: unknown_action_sequence $PLAYER_ACTOR -782.2095  2417.027  156.1289  4  5000 
0925: (unknown)
0931:  1 
0922:  70.0  100.0  10000  1 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_853
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false DES3_867
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DES3_867
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13205
004F: create_thread AUDIOL_1 -1  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  13206 as  2
06A9: unknown_action_sequence $PLAYER_ACTOR -809.4514  2426.515  158.8622  99999 
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_867
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false DES3_883
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DES3_883
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_883
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13206
004F: create_thread AUDIOL_1 $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_883
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false DES3_893
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false DES3_893
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_893
000A: @35 +=  1  ;; integer values

:DES3_893
00D6: if  0
0039:   @35 ==  11  ;; integer values
004D: jump_if_false DES3_983
016A: fade  0 ()  500 ms

:DES3_897
00D6: if  0
016B:   fading
004D: jump_if_false DES3_902
0001: wait  0 ms
0002: jump DES3_897

:DES3_902
051E: @196 
041E: set_radio_station  11 
00D6: if  0
056E: @71 
004D: jump_if_false DES3_914
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false DES3_914
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @71 radius  100.0  100.0 unknown  0
004D: jump_if_false DES3_914
01C3: remove_references_to_car @71  ;; Like turning a car into any random car

:DES3_914
00D6: if  0
056E: @73 
004D: jump_if_false DES3_924
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false DES3_924
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @73 radius  100.0  100.0 unknown  0
004D: jump_if_false DES3_924
01C3: remove_references_to_car @73  ;; Like turning a car into any random car

:DES3_924
00D6: if  0
056E: @72 
004D: jump_if_false DES3_934
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false DES3_934
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @72 radius  100.0  100.0 unknown  0
004D: jump_if_false DES3_934
01C3: remove_references_to_car @72  ;; Like turning a car into any random car

:DES3_934
0005: $73 = -778.9708  ;; floating-point values
0009: $73 +=  779.9253  ;; floating-point values
0005: $74 =  2418.629  ;; floating-point values
000D: $74 -=  2418.338  ;; floating-point values
0604: $73 $74 $72 
0A0B: -1373.0  2004.0  108.0 $72 
0050: gosub DES3_2143
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_952
05EB: @74  530 
0407: create_coordinate $73 $74 $75 from_car @74 offset  0.0 -20.0  0.0
00A5: @77 = create_car  417 at $73 $74 $75
0825: @77 
05EB: @77  531 
0338: @77  0 
02A3: toggle_widescreen  1 (on)
0430: $PLAYER_ACTOR @74  0 

:DES3_952
0006: @108 =  0  ;; integer values
0006: @62 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false DES3_960
0A1C: @77  1 
00AA: store_car @77 position_to $73 $74 $75
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0

:DES3_960
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_965
0407: create_coordinate $73 $74 $75 from_car @74 offset  5.0 -10.0  0.0
0160: point_camera $73 $74 $75  2

:DES3_965
016A: fade  1 (back)  500 ms

:DES3_966
00D6: if  0
016B:   fading
004D: jump_if_false DES3_981
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false DES3_974
00AA: store_car @77 position_to $73 $74 $75
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0

:DES3_974
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_979
0407: create_coordinate $73 $74 $75 from_car @74 offset  5.0 -10.0  0.0
0160: point_camera $73 $74 $75  2

:DES3_979
0001: wait  0 ms
0002: jump DES3_966

:DES3_981
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_983
00D6: if  0
0039:   @35 ==  12  ;; integer values
004D: jump_if_false DES3_1002
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false DES3_991
00AA: store_car @77 position_to $73 $74 $75
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0

:DES3_991
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_996
0407: create_coordinate $73 $74 $75 from_car @74 offset  5.0 -10.0  0.0
0160: point_camera $73 $74 $75  2

:DES3_996
00D6: if  0
0019:   @32 >  11700  ;; integer values
004D: jump_if_false DES3_1002
016A: fade  0 ()  300 ms
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_1002
00D6: if  0
0039:   @35 ==  13  ;; integer values
004D: jump_if_false DES3_1022
00D6: if  0
016B:   fading
004D: jump_if_false DES3_1019
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false DES3_1013
00AA: store_car @77 position_to $73 $74 $75
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0

:DES3_1013
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1018
0407: create_coordinate $73 $74 $75 from_car @74 offset  5.0 -10.0  0.0
0160: point_camera $73 $74 $75  2

:DES3_1018
0002: jump DES3_1022

:DES3_1019
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_1022
00D6: if  0
0039:   @35 ==  14  ;; integer values
004D: jump_if_false DES3_1083
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1032
00D6: if  0
060E: @74 
004D: jump_if_false DES3_1032
05EC: @74 

:DES3_1032
0050: gosub DES3_2228
0050: gosub DES3_2876
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_1039
05EB: @75  532 
05ED: @75 

:DES3_1039
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_1044
05EB: @76  533 
05ED: @76 

:DES3_1044
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1049
05EB: @74  535 
05ED: @74 

:DES3_1049
015F: set_camera_position -798.5942  2436.184  172.1772  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1054
0407: create_coordinate $73 $74 $75 from_car @74 offset -15.0  5.0 -3.0

:DES3_1054
0160: point_camera $73 $74 $75  2
0A0B: -778.0  2465.0  168.0  45.0 
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_1060
05EE: @75 

:DES3_1060
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_1064
05EE: @76 

:DES3_1064
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1068
05EE: @74 

:DES3_1068
016A: fade  1 (back)  300 ms

:DES3_1069
00D6: if  0
016B:   fading
004D: jump_if_false DES3_1079
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1076
0407: create_coordinate $73 $74 $75 from_car @74 offset -15.0  5.0 -3.0

:DES3_1076
0160: point_camera $73 $74 $75  2
0001: wait  0 ms
0002: jump DES3_1069

:DES3_1079
0006: @62 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_1083
00D6: if  0
0039:   @35 ==  15  ;; integer values
004D: jump_if_false DES3_1206
00D6: if  0
8039:   NOT   @62 ==  7  ;; integer values
004D: jump_if_false DES3_1169
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1093
0407: create_coordinate $73 $74 $75 from_car @74 offset -15.0  5.0 -3.0

:DES3_1093
0160: point_camera $73 $74 $75  2
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_1168
0871: init_jump_table @62 total_jumps  7  0 DES3_1168 jumps  0 DES3_1098  1 DES3_1109  2 DES3_1120  3 DES3_1131  4 DES3_1142  5 DES3_1153  6 DES3_1162 

:DES3_1098
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1108
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13207
004F: create_thread AUDIOL_1 -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_1108
0002: jump DES3_1168

:DES3_1109
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1119
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13208
004F: create_thread AUDIOL_1 -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_1119
0002: jump DES3_1168

:DES3_1120
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1130
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13209
004F: create_thread AUDIOL_1 -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_1130
0002: jump DES3_1168

:DES3_1131
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1141
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BF'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13210
004F: create_thread AUDIOL_1 -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_1141
0002: jump DES3_1168

:DES3_1142
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1152
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BG'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13211
004F: create_thread AUDIOL_1 $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_1152
0002: jump DES3_1168

:DES3_1153
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1161
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_BH'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13212
004F: create_thread AUDIOL_1 -1  0  1  2  1 
0006: @33 =  0  ;; integer values
000A: @62 +=  1  ;; integer values

:DES3_1161
0002: jump DES3_1168

:DES3_1162
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1167
0006: @33 =  0  ;; integer values
000A: @62 +=  1  ;; integer values

:DES3_1167
0002: jump DES3_1168

:DES3_1168
0002: jump DES3_1206

:DES3_1169
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false DES3_1201
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1176
0407: create_coordinate $73 $74 $75 from_car @74 offset -15.0  5.0 -3.0

:DES3_1176
0160: point_camera $73 $74 $75  2
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_1184
00D6: if  0
060E: @75 
004D: jump_if_false DES3_1184
05EC: @75 

:DES3_1184
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_1191
00D6: if  0
060E: @76 
004D: jump_if_false DES3_1191
05EC: @76 

:DES3_1191
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1198
00D6: if  0
060E: @74 
004D: jump_if_false DES3_1198
05EC: @74 

:DES3_1198
016A: fade  0 ()  150 ms
000A: @35 +=  1  ;; integer values
0002: jump DES3_1206

:DES3_1201
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1205
0407: create_coordinate $73 $74 $75 from_car @74 offset -15.0  5.0 -3.0

:DES3_1205
0160: point_camera $73 $74 $75  2

:DES3_1206
00D6: if  0
0039:   @35 ==  16  ;; integer values
004D: jump_if_false DES3_1219
00D6: if  0
016B:   fading
004D: jump_if_false DES3_1218
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1216
0407: create_coordinate $73 $74 $75 from_car @74 offset -15.0  5.0 -3.0

:DES3_1216
0160: point_camera $73 $74 $75  2
0002: jump DES3_1219

:DES3_1218
0006: @35 =  99  ;; integer values

:DES3_1219
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DES3_1257
016A: fade  0 ()  0 ms
00D6: if  0
03CA:   object @94 exists
004D: jump_if_false DES3_1236
00D6: if  0
0737: $PLAYER_ACTOR @94 
004D: jump_if_false DES3_1230
070B: $PLAYER_ACTOR  1 

:DES3_1230
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false DES3_1235
066D: "SMOKE_FLARE" @94  0.0  0.0  .1  1 @100 
064C: @100 

:DES3_1235
0002: jump DES3_1244

:DES3_1236
0005: $73 = -800.8441  ;; floating-point values
0005: $74 =  2408.354  ;; floating-point values
0005: $75 =  155.4525  ;; floating-point values
02CE: $75 = ground_z $73 $74 $75
0009: $75 +=  1.0  ;; floating-point values
0107: @94 = create_object  343 at $73 $74 $75
066D: "SMOKE_FLARE" @94  0.0  0.0  .1  1 @100 
064C: @100 

:DES3_1244
0925: (unknown)
0792: $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  0
056E: @77 
004D: jump_if_false DES3_1253
00A6: destroy_car @77

:DES3_1253
0050: gosub DES3_2155
0050: gosub DES3_2329
0050: gosub DES3_2997
0050: gosub DES3_3333

:DES3_1257
0051: return

:DES3_1258
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DES3_1344
0247: request_model  487
0247: request_model  165
0247: request_model  166
0247: request_model  61
0247: request_model  355
0247: request_model  417

:DES3_1267
00D6: if  25
8248:   NOT   model  487 available
8248:   NOT   model  165 available
8248:   NOT   model  166 available
8248:   NOT   model  61 available
8248:   NOT   model  355 available
8248:   NOT   model  417 available
004D: jump_if_false DES3_1277
0001: wait  0 ms
0002: jump DES3_1267

:DES3_1277
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_2228
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_2876
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_2143
0792: $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 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
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
03C4: set_status_text_to $7495  1 (bar) 'AIR1_17'
00D6: if  0
8119:   NOT   car @71 wrecked
004D: jump_if_false DES3_1315
08F2: @71  0 

:DES3_1315
00D6: if  0
8119:   NOT   car @72 wrecked
004D: jump_if_false DES3_1319
08F2: @72  0 

:DES3_1319
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false DES3_1323
08F2: @73  0 

:DES3_1323
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1327
08F2: @74  0 

:DES3_1327
0213: @98 = create_pickup #HEALTH type  3 at -770.752  2423.63  157.0753
032B: @99 = create_weapon_pickup  359  3 ammo  20 at -808.1523  2430.788  156.9872
0828:  3 
03C7: unknown_maby_cops_density  .5
01F0: set_max_wanted_level_to  2
096A:  0 
0006: @197 =  0  ;; integer values
0006: @129 =  1  ;; integer values
0006: @130 =  1  ;; integer values
041E: set_radio_station @196 
016A: fade  1 (back)  150 ms

:DES3_1338
00D6: if  0
016B:   fading
004D: jump_if_false DES3_1343
0001: wait  0 ms
0002: jump DES3_1338

:DES3_1343
000A: @35 +=  1  ;; integer values

:DES3_1344
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1390
00D6: if  0
0019:   @139 >  50  ;; integer values
004D: jump_if_false DES3_1385
0227: @43 = car @74 health
00D6: if  0
0019:   @43 >  100  ;; integer values
004D: jump_if_false DES3_1384
0006: @43 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_1363
00AA: store_car @75 position_to $73 $74 $75
00D6: if  0
01AF:   car @74  0 ()near_point $73 $74 $75 radius  40.0  40.0  40.0
004D: jump_if_false DES3_1363
0006: @43 =  1  ;; integer values

:DES3_1363
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false DES3_1374
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_1374
00AA: store_car @76 position_to $73 $74 $75
00D6: if  0
01AF:   car @74  0 ()near_point $73 $74 $75 radius  40.0  40.0  40.0
004D: jump_if_false DES3_1374
0006: @43 =  1  ;; integer values

:DES3_1374
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false DES3_1384
0227: @43 = car @74 health
000A: @43 += -5  ;; integer values
00D6: if  0
001B:    0 > @43  ;; integer values
004D: jump_if_false DES3_1383
0006: @43 =  1  ;; integer values

:DES3_1383
0224: set_car @74 health_to @43

:DES3_1384
0006: @139 =  0  ;; integer values

:DES3_1385
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_1390
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DES3_1472
00D6: if  0
0039:   @133 ==  5  ;; integer values
004D: jump_if_false DES3_1401
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false DES3_1401
04AF: @109 = unknown_wav_reference  5 
000A: @197 +=  1  ;; integer values

:DES3_1401
00D6: if  0
001B:    5 > @133  ;; integer values
004D: jump_if_false DES3_1419
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false DES3_1419
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false DES3_1419
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_2228
04AF: @109 = unknown_wav_reference  0 
0006: @112 =  0  ;; integer values
000A: @129 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:DES3_1419
00D6: if  0
001B:    5 > @133  ;; integer values
004D: jump_if_false DES3_1437
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false DES3_1437
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false DES3_1437
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_2876
04AF: @110 = unknown_wav_reference  0 
0006: @113 =  0  ;; integer values
000A: @130 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:DES3_1437
00D6: if  0
0019:   @129 >  0  ;; integer values
004D: jump_if_false DES3_1447
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false DES3_1447
000A: @127 +=  1  ;; integer values
000A: @131 +=  1  ;; integer values
0006: @129 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:DES3_1447
00D6: if  0
0019:   @130 >  0  ;; integer values
004D: jump_if_false DES3_1457
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false DES3_1457
000A: @128 +=  1  ;; integer values
000A: @131 +=  1  ;; integer values
0006: @130 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:DES3_1457
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false DES3_1464
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false DES3_1464
0006: @131 =  5  ;; integer values

:DES3_1464
00D6: if  0
0039:   @131 ==  5  ;; integer values
004D: jump_if_false DES3_1469
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_1469
0050: gosub DES3_2167
0050: gosub DES3_2352
0050: gosub DES3_3020

:DES3_1472
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DES3_1479
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false DES3_1479
0006: @35 =  99  ;; integer values

:DES3_1479
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DES3_1489
03C7: unknown_maby_cops_density  1.0
01F0: set_max_wanted_level_to  6
0151: remove_status_text $7495
0050: gosub DES3_2155
0050: gosub DES3_2329
0050: gosub DES3_2997
0050: gosub DES3_3333

:DES3_1489
0051: return

:DES3_1490
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DES3_1539
0247: request_model  417
0247: request_model  61
0247: request_model  355
0247: request_model #KMB_HOLDALL
0247: request_model #KMB_PARACHUTE
0247: request_model  508
0247: request_model  68
0247: request_model  75
0247: request_model  568

:DES3_1502
00D6: if  24
8248:   NOT   model  417 available
8248:   NOT   model  61 available
8248:   NOT   model  355 available
8248:   NOT   model #KMB_HOLDALL available
8248:   NOT   model #KMB_PARACHUTE available
004D: jump_if_false DES3_1511
0001: wait  0 ms
0002: jump DES3_1502

:DES3_1511
00D6: if  21
8248:   NOT   model  508 available
8248:   NOT   model  568 available
004D: jump_if_false DES3_1517
0001: wait  0 ms
0002: jump DES3_1511

:DES3_1517
07C0:  536 
07C0:  537 
07C0:  538 

:DES3_1520
00D6: if  22
87C1:   NOT  536 
87C1:   NOT  537 
87C1:   NOT  538 
004D: jump_if_false DES3_1527
0001: wait  0 ms
0002: jump DES3_1520

:DES3_1527
0050: gosub DES3_2143
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1532
05EB: @74  536 

:DES3_1532
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
02A3: toggle_widescreen  1 (on)
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_1539
00D6: if  1
0019:   @35 >  0  ;; integer values
0019:   @32 >  3000  ;; integer values
004D: jump_if_false DES3_1547
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DES3_1547
0006: @35 =  99  ;; integer values

:DES3_1547
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DES3_1573
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false DES3_1559
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1558
0407: create_coordinate $73 $74 $75 from_car @74 offset  3.0 -5.0 -2.0
0160: point_camera $73 $74 $75  2

:DES3_1558
0002: jump DES3_1573

:DES3_1559
016A: fade  0 ()  300 ms

:DES3_1560
00D6: if  0
016B:   fading
004D: jump_if_false DES3_1565
0001: wait  0 ms
0002: jump DES3_1560

:DES3_1565
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1572
00D6: if  0
060E: @74 
004D: jump_if_false DES3_1572
05EC: @74 

:DES3_1572
000A: @35 +=  1  ;; integer values

:DES3_1573
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DES3_1595
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_1595
016A: fade  1 (back)  300 ms
085E: @74  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: @74  100.0 
0107: @96 = create_object #KMB_HOLDALL at  0.0  0.0  0.0
0681: attach_object @96 to_car @74 offset  0.0 -2.0 -.5   0.0  0.0  0.0 
0750: @96  0 
0107: @95 = create_object #WOODENBOX at  0.0  0.0  0.0
0681: attach_object @95 to_car @74 offset  0.0  0.0 -2.5   0.0  0.0  0.0 
0750: @95  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_1595
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DES3_1619
00D6: if  0
03CA:   object @95 exists
004D: jump_if_false DES3_1602
0400: create_coordinate $73 $74 $75 from_object @95 offset @142 @143 @144

:DES3_1602
0160: point_camera $73 $74 $75  2
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false DES3_1619
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  0
03CA:   object @96 exists
004D: jump_if_false DES3_1612
0682: @96  0.0  0.0  0.0  0 

:DES3_1612
0750: @96  1 
00D6: if  0
03CA:   object @95 exists
004D: jump_if_false DES3_1617
0682: @95  0.0  0.0  0.0  0 

:DES3_1617
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_1619
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DES3_1642
00D6: if  0
0019:   @32 >  1200  ;; integer values
004D: jump_if_false DES3_1636
0007: @208 =  264.2501  ;; floating-point values
0007: @209 =  2877.011  ;; floating-point values
0007: @210 =  13.7096  ;; floating-point values
0050: gosub DES3_2021
00D6: if  0
03CA:   object @96 exists
004D: jump_if_false DES3_1634
01BB: store_object @96 position_to $73 $74 $75
097A: $73 $74 $75  1039 

:DES3_1634
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_1636
00D6: if  0
03CA:   object @95 exists
004D: jump_if_false DES3_1642
059F: @95 $73 $74 $75 
0011: $75 *= -.1  ;; floating-point values
038C: object @95 scatter  0.0  0.0 $75

:DES3_1642
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false DES3_1656
0050: gosub DES3_2067
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DES3_1650
0006: @35 =  99  ;; integer values

:DES3_1650
00D6: if  0
03CA:   object @95 exists
004D: jump_if_false DES3_1656
059F: @95 $73 $74 $75 
0011: $75 *= -.5  ;; floating-point values
038C: object @95 scatter  0.0  0.0 $75

:DES3_1656
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DES3_1690
016A: fade  1 (back)  0 ms
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false DES3_1665
0186: @107 = create_marker_above_car @80
0002: jump DES3_1669

:DES3_1665
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  568 at -804.5877  2377.843  151.7558
0186: @107 = create_marker_above_car @80

:DES3_1669
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  20.0
07E0: @107  1 
0249: release_model  568
00A5: @79 = create_car  508 at -680.7584  2466.081  114.9057
0175: set_car @79 z_angle_to  75.939
0129: @92 = create_actor  4  68 in_car @79 driverseat
01C8: @93 = create_actor  5  75 in_car @79 passenger_seat  0
05D1: unknown_action_sequence @92 @79 -726.9384  2357.388  125.5138  10.0  0  1  2 
0249: release_model  68
0249: release_model  75
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 (off)
0001: wait  0 ms
0108: destroy_object @96
0108: destroy_object @95
0050: gosub DES3_2155
0050: gosub DES3_3333

:DES3_1690
0051: return

:DES3_1691
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DES3_1732
00BC: text_highpriority 'AIR1_09'  7000 ms  1
0247: request_model  487
0247: request_model  61
0247: request_model  355
0247: request_model #KMB_HOLDALL
0247: request_model #KMB_PARACHUTE
0247: request_model  165
0247: request_model  166

:DES3_1702
00D6: if  25
8248:   NOT   model  487 available
8248:   NOT   model  61 available
8248:   NOT   model  355 available
8248:   NOT   model #KMB_HOLDALL available
8248:   NOT   model  165 available
8248:   NOT   model  166 available
004D: jump_if_false DES3_1712
0001: wait  0 ms
0002: jump DES3_1702

:DES3_1712
00D6: if  0
8248:   NOT   model #KMB_PARACHUTE available
004D: jump_if_false DES3_1717
0001: wait  0 ms
0002: jump DES3_1712

:DES3_1717
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  0
03CA:   object @96 exists
004D: jump_if_false DES3_1727
0108: destroy_object @96

:DES3_1727
0050: gosub DES3_2021
0188: @105 = create_marker_above_object @96
08D2: @96  .3 
096A:  1 
000A: @35 +=  1  ;; integer values

:DES3_1732
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DES3_1760
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false DES3_1742
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false DES3_1742
00A1: put_actor $PLAYER_ACTOR at  417.0  2493.0  27.83

:DES3_1742
00D6: if  0
0039:   @226 ==  0  ;; integer values
004D: jump_if_false DES3_1760
00D6: if  0
03CA:   object @96 exists
004D: jump_if_false DES3_1760
01BB: store_object @96 position_to $73 $74 $75
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  1.5  1.5  1.5
004D: jump_if_false DES3_1760
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false DES3_1756
0164: disable_marker @107

:DES3_1756
0108: destroy_object @96
0164: disable_marker @105
0006: @32 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_1760
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DES3_1776
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13213
004F: create_thread AUDIOL_1 -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_1776
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false DES3_1792
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_1792
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1792
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13214
004F: create_thread AUDIOL_1 $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_1792
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false DES3_1808
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_1808
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1808
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13215
004F: create_thread AUDIOL_1 $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_1808
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false DES3_1822
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_1822
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1822
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'DES3_CD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  13216
004F: create_thread AUDIOL_1 -1  0  1  2  1 
000A: @35 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:DES3_1822
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false DES3_1838
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DES3_1838
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false DES3_1838
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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_1838
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false DES3_1845
00BC: text_highpriority 'AIR1_10'  7000 ms  1
018A: @101 = create_checkpoint_at -394.8462  2226.622  41.4259
0006: @198 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DES3_1845
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false DES3_1887
00D6: if  0
0039:   @198 ==  0  ;; integer values
004D: jump_if_false DES3_1857
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -394.8462  2226.622  41.4259 radius  25.0  25.0  20.0
004D: jump_if_false DES3_1856
0360: open_garage 'GHOSTDR'
0006: @198 =  1  ;; integer values

:DES3_1856
0002: jump DES3_1862

:DES3_1857
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -394.8462  2226.622  41.4259 radius  40.0  40.0  20.0
004D: jump_if_false DES3_1862
0361: close_garage 'GHOSTDR'
0006: @198 =  0  ;; integer values

:DES3_1862
00D6: if  0
075C:   marker @101 enabled
004D: jump_if_false DES3_1882
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DES3_1877
00D6: if  0
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_1876
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
09D0: $48 
004D: jump_if_false DES3_1876
000A: @35 +=  1  ;; integer values

:DES3_1876
0002: jump DES3_1881

:DES3_1877
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -394.8462  2226.622  41.4259 radius  1.2  1.2  2.0
004D: jump_if_false DES3_1881
000A: @35 +=  1  ;; integer values

:DES3_1881
0002: jump DES3_1887

:DES3_1882
00D6: if  0
0019:   @32 >  60000  ;; integer values
004D: jump_if_false DES3_1887
00BC: text_highpriority 'AIR1_11'  7000 ms  1
0006: @32 =  0  ;; integer values

:DES3_1887
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false DES3_1909
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0361: close_garage 'GHOSTDR'
016A: fade  0 ()  1000 ms

:DES3_1893
00D6: if  0
016B:   fading
004D: jump_if_false DES3_1898
0001: wait  0 ms
0002: jump DES3_1893

:DES3_1898
0792: $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_1903
00D6: if  0
83B1:   NOT   garage 'GHOSTDR' door_closed
004D: jump_if_false DES3_1908
0001: wait  0 ms
0002: jump DES3_1903

:DES3_1908
0006: @36 =  1  ;; integer values

:DES3_1909
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false DES3_1928
00D6: if  0
056E: @75 
004D: jump_if_false DES3_1928
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_1928
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
81AF:   NOT   car @75  0 ()near_point $73 $74 $75 radius  100.0  100.0  100.0
004D: jump_if_false DES3_1924
07BB: @75  10 
0002: jump DES3_1928

:DES3_1924
0004: $7496 =  100  ;; integer values
03C4: set_status_text_to $7496  1 (bar) 'AIR1_12'
0006: @132 =  1  ;; integer values
00BC: text_highpriority 'AIR1_11'  7000 ms  1

:DES3_1928
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false DES3_1972
00D6: if  0
056E: @75 
004D: jump_if_false DES3_1972
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_1969
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00AA: store_car @75 position_to @56 @57 @58
050A: @140 = distance_between $73 $74 $75 and @56 @57 @58 
00D6: if  0
0023:    175.0 > @140  ;; floating-point values
004D: jump_if_false DES3_1952
00D6: if  0
001A:    100 > $7496  ;; integer values
004D: jump_if_false DES3_1951
00D6: if  0
0019:   @137 >  100  ;; integer values
004D: jump_if_false DES3_1951
0008: $7496 +=  1  ;; integer values
0006: @137 =  0  ;; integer values

:DES3_1951
0002: jump DES3_1960

:DES3_1952
00D6: if  0
0018:   $7496 >  0  ;; integer values
004D: jump_if_false DES3_1960
00D6: if  0
0019:   @137 >  100  ;; integer values
004D: jump_if_false DES3_1960
0008: $7496 += -1  ;; integer values
0006: @137 =  0  ;; integer values

:DES3_1960
00D6: if  0
0038:   $7496 ==  0  ;; integer values
004D: jump_if_false DES3_1968
04AF: @109 = unknown_wav_reference  99 
0006: @112 =  0  ;; integer values
00BC: text_highpriority 'AIR1_10'  7000 ms  1
0006: @132 =  2  ;; integer values
0151: remove_status_text $7496

:DES3_1968
0002: jump DES3_1972

:DES3_1969
00BC: text_highpriority 'AIR1_10'  7000 ms  1
0006: @132 =  2  ;; integer values
0151: remove_status_text $7496

:DES3_1972
00D6: if  0
0019:   @35 >  1  ;; integer values
004D: jump_if_false DES3_1987
00D6: if  0
075C:   marker @101 enabled
004D: jump_if_false DES3_1983
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false DES3_1982
0164: disable_marker @101

:DES3_1982
0002: jump DES3_1987

:DES3_1983
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false DES3_1987
018A: @101 = create_checkpoint_at -450.9301  2238.45  43.4409

:DES3_1987
00D6: if  0
0039:   @39 ==  3  ;; integer values
004D: jump_if_false DES3_1994
00D6: if  0
056E: @75 
004D: jump_if_false DES3_1994
0050: gosub DES3_2352

:DES3_1994
0050: gosub DES3_2067
0051: return

:DES3_1996
00D6: if  0
075C:   marker @107 enabled
004D: jump_if_false DES3_2008
00D6: if  0
8119:   NOT   car @80 wrecked
004D: jump_if_false DES3_2007
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @80
004D: jump_if_false DES3_2006
0164: disable_marker @107

:DES3_2006
0002: jump DES3_2008

:DES3_2007
0164: disable_marker @107

:DES3_2008
00D6: if  0
056E: @74 
004D: jump_if_false DES3_2016
00D6: if  0
0119:   car @74 wrecked
004D: jump_if_false DES3_2016
0006: @37 =  1  ;; integer values
00BC: text_highpriority 'AIR1_08'  5000 ms  1

:DES3_2016
00D6: if  0
0039:   @39 ==  7  ;; integer values
004D: jump_if_false DES3_2020
0050: gosub DES3_3278

:DES3_2020
0051: return

:DES3_2021
00D6: if  0
03CA:   object @96 exists
004D: jump_if_false DES3_2027
01BB: store_object @96 position_to @214 @215 @216
000B: @216 +=  6.679  ;; floating-point values
0108: destroy_object @96

:DES3_2027
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 =  .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: @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: @50 @51 @53 @54 @221 
0006: @226 =  1  ;; integer values
0051: return

:DES3_2067
00D6: if  0
0039:   @226 ==  1  ;; integer values
004D: jump_if_false DES3_2142
00D6: if  0
0019:   @224 >  1000  ;; integer values
004D: jump_if_false DES3_2127
00D6: if  0
03CA:   object @96 exists
004D: jump_if_false DES3_2126
00D6: if  0
0021:   @205 >  180.0  ;; floating-point values
004D: jump_if_false DES3_2080
0007: @205 = -180.0  ;; floating-point values

:DES3_2080
00D6: if  0
0023:   -180.0 > @205  ;; floating-point values
004D: jump_if_false DES3_2084
0007: @205 =  180.0  ;; floating-point values

:DES3_2084
00D6: if  0
0031:   @205 >=  0.0  ;; floating-point values 
004D: jump_if_false DES3_2089
0007: @202 = -.01  ;; floating-point values
0002: jump DES3_2090

:DES3_2089
0007: @202 =  .01  ;; floating-point values

:DES3_2090
007B: @199 += unknown_inaccurate_float_timer @202  ;; floating-point 
00D6: if  0
0021:   @199 >  1.0  ;; floating-point values
004D: jump_if_false DES3_2095
0007: @199 =  1.0  ;; floating-point values

:DES3_2095
00D6: if  0
0023:   -1.0 > @199  ;; floating-point values
004D: jump_if_false DES3_2099
0007: @199 = -1.0  ;; floating-point values

:DES3_2099
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: $73 = @214  ;; floating-point values only
005F: $73 += @50  ;; floating-point values 
0088: $74 = @215  ;; floating-point values only
005F: $74 += @51  ;; floating-point values 
0088: $75 = @216  ;; floating-point values only
005F: $75 += @52  ;; floating-point values 
0089: @145 = $73  ;; floating-point values only
0089: @146 = $74  ;; floating-point values only
0089: @147 = $75  ;; floating-point values only
00D6: if  0
0025:   @210 > @147  ;; floating-point values  
004D: jump_if_false DES3_2124
0087: @147 = @210  ;; floating-point values only

:DES3_2124
01BC: put_object @96 at @145 @146 @147
0453: object @96 set_rotation @205  0.0  90.0

:DES3_2126
0002: jump DES3_2142

:DES3_2127
01BB: store_object @96 position_to @145 @146 @147
02CE: @147 = ground_z @145 @146 @147
000B: @147 +=  .5  ;; floating-point values
00D6: if  0
0025:   @210 > @147  ;; floating-point values  
004D: jump_if_false DES3_2134
0087: @147 = @210  ;; floating-point values only

:DES3_2134
0108: destroy_object @96
0164: disable_marker @105
029B: @96 = init_object #KMB_HOLDALL at @145 @146 @147
08D2: @96  .3 
0188: @105 = create_marker_above_object @96
0550: unknown_keep_object @96 in_memory  1
0382: set_object @96 collision_detection  0
0006: @226 =  0  ;; integer values

:DES3_2142
0051: return

:DES3_2143
00A5: @74 = create_car  417 at @227 @228 @229
0175: set_car @74 z_angle_to @230
0825: @74 
04DF: @74  1
0129: @81 = create_actor  24  61 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: @104  1 
0587: @74  0
02AA: set_car @74 immune_to_nonplayer  1
0051: return

:DES3_2155
00D6: if  0
056D:   unknown_actor @81 dead_but_valid
004D: jump_if_false DES3_2159
009B: destroy_actor_instantly @81

:DES3_2159
00D6: if  0
056E: @74 
004D: jump_if_false DES3_2163
00A6: destroy_car @74

:DES3_2163
0249: release_model  417
0249: release_model  61
0164: disable_marker @104
0051: return

:DES3_2167
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_2227
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false DES3_2227
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false DES3_2204
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: @74  1 
000A: @114 +=  1  ;; integer values

:DES3_2204
00D6: if  0
01AF:   car @74  0 ()near_point @151(@108,15f) @166(@108,15f) @181(@108,15f) radius  10.0  10.0  10.0
004D: jump_if_false DES3_2218
0209: @43 = random_int  0  8
00D6: if  0
003B:   @43 == @108  ;; integer values 
004D: jump_if_false DES3_2216
000A: @43 +=  1  ;; integer values
00D6: if  0
0019:   @43 >  7  ;; integer values
004D: jump_if_false DES3_2216
0006: @43 =  0  ;; integer values

:DES3_2216
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_2218
0227: @43 = car @74 health
00D6: if  0
002B:    300 >= @43  ;; integer values 
004D: jump_if_false DES3_2227
00D6: if  0
8039:   NOT   @111 ==  99  ;; integer values
004D: jump_if_false DES3_2227
0564: @74
0006: @111 =  99  ;; integer values

:DES3_2227
0051: return

:DES3_2228
00D6: if  0
856E:   NOT @75 
004D: jump_if_false DES3_2234
00A5: @75 = create_car  487 at  0.0  0.0  0.0
08F2: @75  1 
0587: @75  0

:DES3_2234
00D6: if  0
856D:   NOT   unknown_actor @82 dead_but_valid
004D: jump_if_false DES3_2238
0129: @82 = create_actor  25  166 in_car @75 driverseat

:DES3_2238
00D6: if  0
856D:   NOT   unknown_actor @84 dead_but_valid
004D: jump_if_false DES3_2242
009A: @84 = create_actor  25  165 at  0.0  0.0  0.0

:DES3_2242
00D6: if  0
856D:   NOT   unknown_actor @85 dead_but_valid
004D: jump_if_false DES3_2246
009A: @85 = create_actor  25  166 at  0.0  0.0  0.0

:DES3_2246
00D6: if  0
856D:   NOT   unknown_actor @86 dead_but_valid
004D: jump_if_false DES3_2250
009A: @86 = create_actor  25  165 at  0.0  0.0  0.0

:DES3_2250
00D6: if  0
856D:   NOT   unknown_actor @87 dead_but_valid
004D: jump_if_false DES3_2254
009A: @87 = create_actor  25  166 at  0.0  0.0  0.0

:DES3_2254
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2264
00AB: put_car @75 at @231 @232 @233
0175: set_car @75 z_angle_to @234
0825: @75 
0229: set_car @75 color_to  0  0
04DF: @75  1
02AA: set_car @75 immune_to_nonplayer  1
020A: set_car @75 door_status_to  2

:DES3_2264
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DES3_2271
054A: unknown_actor @82 flag  0
039E: (unknown) @82  1 
054A: unknown_actor @82 flag  0
060B: unknown_actor_use_entity @82 @66 

:DES3_2271
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2317
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false DES3_2279
0464: put_actor @84 into_turret_on_car @75 at_car_offset  1.0  1.25 -.1 unknown  3 angle  310.0 with_weapon  30
0006: @123 =  1  ;; integer values

:DES3_2279
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false DES3_2284
0464: put_actor @85 into_turret_on_car @75 at_car_offset  1.1 -.3 -.1 unknown  3 angle  310.0 with_weapon  30
0006: @124 =  1  ;; integer values

:DES3_2284
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false DES3_2289
0464: put_actor @86 into_turret_on_car @75 at_car_offset -1.0  1.25 -.1 unknown  1 angle  50.0 with_weapon  30
0006: @125 =  1  ;; integer values

:DES3_2289
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DES3_2294
0464: put_actor @87 into_turret_on_car @75 at_car_offset -1.1 -.3 -.1 unknown  1 angle  50.0 with_weapon  30
0006: @126 =  1  ;; integer values

:DES3_2294
0006: @43 =  0  ;; integer values

:DES3_2295
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_2317
00D6: if  0
8118:   NOT   actor @84(@43,4i) dead
004D: jump_if_false DES3_2315
07DD: @84(@43,4i)  20 
02E2: set_actor @84(@43,4i) weapon_accuracy_to  27
00D6: if  21
0039:   @43 ==  0  ;; integer values
0039:   @43 ==  2  ;; integer values
004D: jump_if_false DES3_2310
08AF: @84(@43,4i)  125 
0223: set_actor @84(@43,4i) health_to  125
0002: jump DES3_2312

:DES3_2310
08AF: @84(@43,4i)  100 
0223: set_actor @84(@43,4i) health_to  100

:DES3_2312
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_2315
000A: @43 +=  1  ;; integer values
0002: jump DES3_2295

:DES3_2317
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2325
00D6: if  0
075C:   marker @102 enabled
004D: jump_if_false DES3_2324
0164: disable_marker @102

:DES3_2324
0186: @102 = create_marker_above_car @75

:DES3_2325
04AF: @109 = unknown_wav_reference  0 
0006: @112 =  0  ;; integer values
000A: @133 +=  1  ;; integer values
0051: return

:DES3_2329
00D6: if  0
056D:   unknown_actor @82 dead_but_valid
004D: jump_if_false DES3_2333
009B: destroy_actor_instantly @82

:DES3_2333
0006: @43 =  0  ;; integer values

:DES3_2334
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_2343
00D6: if  0
056D:   unknown_actor @84(@43,4i) dead_but_valid
004D: jump_if_false DES3_2341
009B: destroy_actor_instantly @84(@43,4i)

:DES3_2341
000A: @43 +=  1  ;; integer values
0002: jump DES3_2334

:DES3_2343
00D6: if  0
056E: @75 
004D: jump_if_false DES3_2347
00A6: destroy_car @75

:DES3_2347
0249: release_model  487
0249: release_model  165
0249: release_model  166
0249: release_model  355
0051: return

:DES3_2352
00D6: if  0
0019:   @32 >  240000  ;; integer values
004D: jump_if_false DES3_2361
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2361
020B: explode_car @75
020B: explode_car @75
0006: @32 =  0  ;; integer values

:DES3_2361
0871: init_jump_table @109 total_jumps  3  0 DES3_2687 jumps  0 DES3_2362  4 DES3_2669  5 DES3_2420 -1 DES3_2687 -1 DES3_2687 -1 DES3_2687 -1 DES3_2687 

:DES3_2362
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2419
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false DES3_2374
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_2374
0726: @75 -1 @74  20.0 
000A: @112 +=  1  ;; integer values
0006: @135 =  0  ;; integer values

:DES3_2374
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false DES3_2411
00D6: if  0
001B:    10000 > @135  ;; integer values
004D: jump_if_false DES3_2408
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_2407
00AA: store_car @74 position_to $73 $74 $75
0407: create_coordinate $73 $74 $75 from_car @74 offset  10.0 -10.0  5.0
00D6: if  0
81AF:   NOT   car @75  0 ()near_point $73 $74 $75 radius  50.0  50.0  50.0
004D: jump_if_false DES3_2407
00AA: store_car @75 position_to @56 @57 @58
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; floating-point values only
0063: @52 -= @58  ;; floating-point values 
050A: $68 = distance_between $73 $74 $75 and @56 @57 @58 
00D6: if  0
0020:   $68 >  .01  ;; floating-point values
004D: jump_if_false DES3_2406
0077: @50 /= $68  ;; floating-point values
0077: @51 /= $68  ;; floating-point values
0077: @52 /= $68  ;; floating-point values
0013: @50 *=  .01  ;; floating-point values 
0013: @51 *=  .01  ;; floating-point values 
0013: @52 *=  .01  ;; floating-point values 
07D5: @75 @50 @51 @52  0.0  0.0  0.0 

:DES3_2406
0002: jump DES3_2407

:DES3_2407
0002: jump DES3_2411

:DES3_2408
0726: @75 $PLAYER_ACTOR -1  20.0 
000A: @112 +=  1  ;; integer values
0006: @135 =  0  ;; integer values

:DES3_2411
00D6: if  0
0039:   @112 ==  2  ;; integer values
004D: jump_if_false DES3_2419
00D6: if  0
0019:   @135 >  25000  ;; integer values
004D: jump_if_false DES3_2419
0006: @112 =  0  ;; integer values
0006: @135 =  0  ;; integer values

:DES3_2419
0002: jump DES3_2687

:DES3_2420
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2617
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false DES3_2432
0780: @75 $PLAYER_ACTOR -1  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_2432
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false DES3_2455
00D6: if  0
0039:   @39 ==  10  ;; integer values
004D: jump_if_false DES3_2455
00A0: store_actor $PLAYER_ACTOR position_to @56 @57 @58
00D6: if  0
01AD:   car @75  0 ()near_point @56 @57  20.0  20.0
004D: jump_if_false DES3_2455
00AA: store_car @75 position_to $73 $74 $75
02CE: @46 = ground_z $73 $74 $75
0087: @47 = @58  ;; floating-point values only
0063: @47 -= @46  ;; floating-point values 
00D6: if  0
0023:    5.0 > @47  ;; floating-point values
004D: jump_if_false DES3_2455
0089: @148 = $73  ;; floating-point values only
0089: @149 = $74  ;; 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_2455
00D6: if  0
0039:   @112 ==  2  ;; integer values
004D: jump_if_false DES3_2497
00D6: if  0
01AF:   car @75  0 ()near_point @148 @149 @150 radius  4.0  4.0  8.0
004D: jump_if_false DES3_2475
02E3: @46 = car @75 speed
00D6: if  0
0021:   @46 >  1.0  ;; floating-point values
004D: jump_if_false DES3_2471
06A2: @75 @50 @51 @52 
0013: @50 *= -.001  ;; floating-point values 
0013: @51 *= -.001  ;; floating-point values 
0013: @52 *= -.001  ;; floating-point values 
07D5: @75 @50 @51 @52  0.0  0.0  0.0 
0002: jump DES3_2474

:DES3_2471
0519: unknown_car @75 flag  1
0006: @135 =  0  ;; integer values
000A: @112 +=  1  ;; integer values

:DES3_2474
0002: jump DES3_2497

:DES3_2475
02E3: @46 = car @75 speed
00D6: if  0
0023:    10.0 > @46  ;; floating-point values
004D: jump_if_false DES3_2497
00AA: store_car @75 position_to $73 $74 $75
0087: @50 = @148  ;; floating-point values only
0065: @50 -= $73  ;; floating-point values 
0087: @51 = @149  ;; floating-point values only
0065: @51 -= $74  ;; floating-point values 
0087: @52 = @150  ;; floating-point values only
0065: @52 -= $75  ;; floating-point values 
050A: $68 = distance_between $73 $74 $75 and @148 @149 @150 
00D6: if  0
0020:   $68 >  .01  ;; floating-point values
004D: jump_if_false DES3_2497
0077: @50 /= $68  ;; floating-point values
0077: @51 /= $68  ;; floating-point values
0077: @52 /= $68  ;; floating-point values
0013: @50 *=  .01  ;; floating-point values 
0013: @51 *=  .01  ;; floating-point values 
0013: @52 *=  .01  ;; floating-point values 
07D5: @75 @50 @51 @52  0.0  0.0  0.0 

:DES3_2497
00D6: if  0
0039:   @112 ==  3  ;; integer values
004D: jump_if_false DES3_2522
00D6: if  0
0019:   @135 >  1500  ;; integer values
004D: jump_if_false DES3_2522
0519: unknown_car @75 flag  1
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false DES3_2520
0407: create_coordinate $73 $74 $75 from_car @75 offset  1.0  1.25 -.1
009B: destroy_actor_instantly @84
0503: unknown_gas_smoke  25  165 $73 $74 $75 @84 
07DD: @84  30 
02E2: set_actor @84 weapon_accuracy_to  27
08AF: @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: @84  2000.0 
0006: @123 =  0  ;; integer values
0006: @115 =  1  ;; integer values

:DES3_2520
0006: @135 =  0  ;; integer values
000A: @112 +=  1  ;; integer values

:DES3_2522
00D6: if  0
0039:   @112 ==  4  ;; integer values
004D: jump_if_false DES3_2545
00D6: if  0
0019:   @135 >  0  ;; integer values
004D: jump_if_false DES3_2545
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false DES3_2543
0407: create_coordinate $73 $74 $75 from_car @75 offset  1.1 -.3 -.1
009B: destroy_actor_instantly @85
0503: unknown_gas_smoke  25  166 $73 $74 $75 @85 
07DD: @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: @85  2000.0 
0006: @124 =  0  ;; integer values
0006: @116 =  1  ;; integer values

:DES3_2543
0006: @135 =  0  ;; integer values
000A: @112 +=  1  ;; integer values

:DES3_2545
00D6: if  0
0039:   @112 ==  5  ;; integer values
004D: jump_if_false DES3_2569
00D6: if  0
0019:   @135 >  2000  ;; integer values
004D: jump_if_false DES3_2569
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false DES3_2567
0407: create_coordinate $73 $74 $75 from_car @75 offset -1.0  1.25 -.1
009B: destroy_actor_instantly @86
0503: unknown_gas_smoke  25  165 $73 $74 $75 @86 
07DD: @86  30 
02E2: set_actor @86 weapon_accuracy_to  27
08AF: @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: @86  2000.0 
0006: @125 =  0  ;; integer values
0006: @117 =  1  ;; integer values

:DES3_2567
0006: @135 =  0  ;; integer values
000A: @112 +=  1  ;; integer values

:DES3_2569
00D6: if  0
0039:   @112 ==  6  ;; integer values
004D: jump_if_false DES3_2592
00D6: if  0
0019:   @135 >  500  ;; integer values
004D: jump_if_false DES3_2592
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false DES3_2590
0407: create_coordinate $73 $74 $75 from_car @75 offset -1.1 -.3 -.1
009B: destroy_actor_instantly @87
0503: unknown_gas_smoke  25  165 $73 $74 $75 @87 
07DD: @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: @87  2000.0 
0006: @126 =  0  ;; integer values
0006: @118 =  1  ;; integer values

:DES3_2590
0006: @135 =  0  ;; integer values
000A: @112 +=  1  ;; integer values

:DES3_2592
00D6: if  0
0039:   @112 ==  7  ;; integer values
004D: jump_if_false DES3_2613
00D6: if  21
0039:   @115 ==  2  ;; integer values
0118:   actor @84 dead
004D: jump_if_false DES3_2613
00D6: if  21
0039:   @116 ==  2  ;; integer values
0118:   actor @85 dead
004D: jump_if_false DES3_2613
00D6: if  21
0039:   @117 ==  2  ;; integer values
0118:   actor @86 dead
004D: jump_if_false DES3_2613
00D6: if  21
0039:   @118 ==  2  ;; integer values
0118:   actor @87 dead
004D: jump_if_false DES3_2613
0006: @135 =  0  ;; integer values
000A: @112 +=  1  ;; integer values

:DES3_2613
00D6: if  0
0039:   @112 ==  8  ;; integer values
004D: jump_if_false DES3_2617
0006: @109 =  99  ;; integer values

:DES3_2617
0085: @43 = @39  ;; integer values and handles
000E: @43 -=  5  ;; integer values
00D6: if  1
001B:    4 > @43  ;; integer values
0019:   @43 > -1  ;; integer values
004D: jump_if_false DES3_2668
00D6: if  0
056D:   unknown_actor @84(@43,4i) dead_but_valid
004D: jump_if_false DES3_2668
00D6: if  0
8118:   NOT   actor @84(@43,4i) dead
004D: jump_if_false DES3_2668
00D6: if  0
0039:   @123(@43,4i) ==  0  ;; integer values
004D: jump_if_false DES3_2668
00D6: if  0
0039:   @115(@43,4i) ==  0  ;; integer values
004D: jump_if_false DES3_2640
062E: @84(@43,4i)  1506 @44 
00D6: if  0
04A4: @44  7 
004D: jump_if_false DES3_2640
05E2: unknown_action_sequence @84(@43,4i) $PLAYER_ACTOR 

:DES3_2640
00D6: if  0
0039:   @115(@43,4i) ==  1  ;; integer values
004D: jump_if_false DES3_2650
062E: @84(@43,4i)  1283 @44 
00D6: if  0
04A4: @44  7 
004D: jump_if_false DES3_2650
060B: unknown_actor_use_entity @84(@43,4i) @67 
077A: @84(@43,4i)  4  0 
000A: @115(@43,4i) +=  1  ;; integer values

:DES3_2650
00D6: if  0
0039:   @115(@43,4i) ==  2  ;; integer values
004D: jump_if_false DES3_2661
0687: @84(@43,4i) 
0615: @49 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @49 
0618: @84(@43,4i) @49 
061B: @49 
000A: @115(@43,4i) +=  1  ;; integer values

:DES3_2661
00D6: if  0
0039:   @115(@43,4i) ==  3  ;; integer values
004D: jump_if_false DES3_2668
0085: @263 = @84(@43,4i)  ;; integer values and handles
0050: gosub DES3_3261
0006: @84(@43,4i) =  0  ;; integer values
0006: @115(@43,4i) =  0  ;; integer values

:DES3_2668
0002: jump DES3_2687

:DES3_2669
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2686
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false DES3_2677
0780: @75 $PLAYER_ACTOR -1  25.0  15.0 
000A: @112 +=  1  ;; integer values

:DES3_2677
02E3: @46 = car @75 speed
00D6: if  0
0023:    5.0 > @46  ;; floating-point values
004D: jump_if_false DES3_2686
06A2: @75 @50 @51 @52 
0013: @50 *=  .0001  ;; floating-point values 
0013: @51 *=  .0001  ;; floating-point values 
0013: @52 *=  .0001  ;; floating-point values 
07D5: @75 @50 @51 @52  0.0  0.0  0.0 

:DES3_2686
0002: jump DES3_2687

:DES3_2687
00D6: if  0
0039:   @109 ==  99  ;; integer values
004D: jump_if_false DES3_2722
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2722
08F2: @75  0 
0519: unknown_car @75 flag  0
0227: @43 = car @75 health
00D6: if  0
002B:    300 >= @43  ;; integer values 
004D: jump_if_false DES3_2709
01C2: remove_references_to_actor @82  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DES3_2704
060B: unknown_actor_use_entity @82 @66 

:DES3_2704
0564: @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_2718

:DES3_2709
01C2: remove_references_to_actor @82  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DES3_2714
060B: unknown_actor_use_entity @82 @66 

:DES3_2714
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_2718
00D6: if  0
075C:   marker @102 enabled
004D: jump_if_false DES3_2722
0164: disable_marker @102

:DES3_2722
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2742
00D6: if  1
0039:   @123 ==  1  ;; integer values
0118:   actor @84 dead
004D: jump_if_false DES3_2742
00D6: if  1
0039:   @124 ==  1  ;; integer values
0118:   actor @85 dead
004D: jump_if_false DES3_2742
00D6: if  1
0039:   @125 ==  1  ;; integer values
0118:   actor @86 dead
004D: jump_if_false DES3_2742
00D6: if  1
0039:   @126 ==  1  ;; integer values
0118:   actor @87 dead
004D: jump_if_false DES3_2742
0006: @109 =  99  ;; integer values

:DES3_2742
0085: @43 = @39  ;; integer values and handles
000E: @43 -=  5  ;; integer values
00D6: if  1
001B:    4 > @43  ;; integer values
0019:   @43 > -1  ;; integer values
004D: jump_if_false DES3_2819
00D6: if  0
056D:   unknown_actor @84(@43,4i) dead_but_valid
004D: jump_if_false DES3_2819
00D6: if  0
8118:   NOT   actor @84(@43,4i) dead
004D: jump_if_false DES3_2819
00D6: if  0
0039:   @123(@43,4i) ==  1  ;; integer values
004D: jump_if_false DES3_2819
00D6: if  0
0039:   @115(@43,4i) ==  0  ;; integer values
004D: jump_if_false DES3_2774
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false DES3_2773
0687: @84(@43,4i) 
0615: @49 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @81 
0638: unknown_action_sequence -1  1 
0616: @49 
0618: @84(@43,4i) @49 
061B: @49 
000A: @115(@43,4i) +=  1  ;; integer values
0002: jump DES3_2774

:DES3_2773
000A: @115(@43,4i) +=  1  ;; integer values

:DES3_2774
00D6: if  0
0039:   @115(@43,4i) ==  1  ;; integer values
004D: jump_if_false DES3_2795
00D6: if  22
0039:   @43 ==  1  ;; integer values
0039:   @43 ==  3  ;; integer values
0039:   @109 ==  4  ;; integer values
004D: jump_if_false DES3_2795
00D6: if  0
0104:   actor @84(@43,4i) near_actor $PLAYER_ACTOR radius  60.0  60.0  60.0 sphere  0
004D: jump_if_false DES3_2795
0687: @84(@43,4i) 
0615: @49 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
0616: @49 
0618: @84(@43,4i) @49 
061B: @49 
07DD: @84(@43,4i)  100 
000A: @115(@43,4i) +=  1  ;; integer values

:DES3_2795
00D6: if  0
0039:   @115(@43,4i) ==  2  ;; integer values
004D: jump_if_false DES3_2819
00D6: if  22
0039:   @43 ==  1  ;; integer values
0039:   @43 ==  3  ;; integer values
0039:   @109 ==  4  ;; integer values
004D: jump_if_false DES3_2819
00D6: if  0
8104:   NOT   actor @84(@43,4i) near_actor $PLAYER_ACTOR radius  80.0  80.0  80.0 sphere  0
004D: jump_if_false DES3_2819
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false DES3_2819
0687: @84(@43,4i) 
0615: @49 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @81 
0638: unknown_action_sequence -1  1 
0616: @49 
0618: @84(@43,4i) @49 
061B: @49 
07DD: @84(@43,4i)  20 
0006: @115(@43,4i) =  1  ;; integer values

:DES3_2819
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false DES3_2830
0227: @43 = car @75 health
00D6: if  0
002B:    300 >= @43  ;; integer values 
004D: jump_if_false DES3_2830
00D6: if  0
8039:   NOT   @109 ==  99  ;; integer values
004D: jump_if_false DES3_2830
0006: @109 =  99  ;; integer values

:DES3_2830
0006: @43 =  0  ;; integer values

:DES3_2831
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_2847
00D6: if  0
056D:   unknown_actor @84(@43,4i) dead_but_valid
004D: jump_if_false DES3_2845
00D6: if  0
0118:   actor @84(@43,4i) dead
004D: jump_if_false DES3_2845
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_3261
0006: @84(@43,4i) =  0  ;; integer values

:DES3_2845
000A: @43 +=  1  ;; integer values
0002: jump DES3_2831

:DES3_2847
00D6: if  1
0119:   car @75 wrecked
8039:   NOT   @75 ==  0  ;; integer values
004D: jump_if_false DES3_2875
01C2: remove_references_to_actor @82  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false DES3_2856
060B: unknown_actor_use_entity @82 @66 

:DES3_2856
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_2860
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_2871
00D6: if  0
056D:   unknown_actor @84(@43,4i) dead_but_valid
004D: jump_if_false DES3_2869
0085: @263 = @84(@43,4i)  ;; integer values and handles
0050: gosub DES3_3261
0006: @84(@43,4i) =  0  ;; integer values

:DES3_2869
000A: @43 +=  1  ;; integer values
0002: jump DES3_2860

:DES3_2871
00D6: if  0
075C:   marker @102 enabled
004D: jump_if_false DES3_2875
0164: disable_marker @102

:DES3_2875
0051: return

:DES3_2876
00D6: if  0
056E: @76 
004D: jump_if_false DES3_2881
01C3: remove_references_to_car @76  ;; Like turning a car into any random car
0006: @76 =  0  ;; integer values

:DES3_2881
00D6: if  0
856E:   NOT @76 
004D: jump_if_false DES3_2887
00A5: @76 = create_car  487 at  0.0  0.0  0.0
08F2: @76  1 
0587: @76  0

:DES3_2887
00D6: if  0
056D:   unknown_actor @83 dead_but_valid
004D: jump_if_false DES3_2896
01C2: remove_references_to_actor @83  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DES3_2895
060B: unknown_actor_use_entity @83 @66 

:DES3_2895
0006: @83 =  0  ;; integer values

:DES3_2896
00D6: if  0
856D:   NOT   unknown_actor @83 dead_but_valid
004D: jump_if_false DES3_2900
0129: @83 = create_actor  25  166 in_car @76 driverseat

:DES3_2900
0006: @43 =  0  ;; integer values

:DES3_2901
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_2911
00D6: if  0
056D:   unknown_actor @88(@43,4i) dead_but_valid
004D: jump_if_false DES3_2909
01C2: remove_references_to_actor @88(@43,4i)  ;; Like turning an actor into a random pedestrian
0006: @88(@43,4i) =  0  ;; integer values

:DES3_2909
000A: @43 +=  1  ;; integer values
0002: jump DES3_2901

:DES3_2911
00D6: if  0
856D:   NOT   unknown_actor @88 dead_but_valid
004D: jump_if_false DES3_2915
009A: @88 = create_actor  25  165 at  0.0  0.0  0.0

:DES3_2915
00D6: if  0
856D:   NOT   unknown_actor @89 dead_but_valid
004D: jump_if_false DES3_2919
009A: @89 = create_actor  25  166 at  0.0  0.0  0.0

:DES3_2919
00D6: if  0
856D:   NOT   unknown_actor @90 dead_but_valid
004D: jump_if_false DES3_2923
009A: @90 = create_actor  25  165 at  0.0  0.0  0.0

:DES3_2923
00D6: if  0
856D:   NOT   unknown_actor @91 dead_but_valid
004D: jump_if_false DES3_2927
009A: @91 = create_actor  25  166 at  0.0  0.0  0.0

:DES3_2927
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_2937
00AB: put_car @76 at @259 @260 @261
0175: set_car @76 z_angle_to @262
0825: @76 
0229: set_car @76 color_to  0  0
04DF: @76  1
02AA: set_car @76 immune_to_nonplayer  1
020A: set_car @76 door_status_to  2

:DES3_2937
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DES3_2944
054A: unknown_actor @83 flag  0
039E: (unknown) @83  1 
054A: unknown_actor @83 flag  0
060B: unknown_actor_use_entity @83 @66 

:DES3_2944
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_2985
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false DES3_2951
0464: put_actor @88 into_turret_on_car @76 at_car_offset  1.0  1.25  .2 unknown  3 angle  310.0 with_weapon  30

:DES3_2951
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false DES3_2955
0464: put_actor @89 into_turret_on_car @76 at_car_offset  1.1 -.3  .2 unknown  3 angle  310.0 with_weapon  30

:DES3_2955
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false DES3_2959
0464: put_actor @90 into_turret_on_car @76 at_car_offset -1.0  1.25  .2 unknown  1 angle  50.0 with_weapon  30

:DES3_2959
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false DES3_2963
0464: put_actor @91 into_turret_on_car @76 at_car_offset -1.1 -.3  .2 unknown  1 angle  50.0 with_weapon  30

:DES3_2963
0006: @43 =  0  ;; integer values

:DES3_2964
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_2985
00D6: if  0
8118:   NOT   actor @88(@43,4i) dead
004D: jump_if_false DES3_2983
07DD: @88(@43,4i)  30 
02E2: set_actor @88(@43,4i) weapon_accuracy_to  27
00D6: if  21
0039:   @43 ==  0  ;; integer values
0039:   @43 ==  2  ;; integer values
004D: jump_if_false DES3_2979
08AF: @88(@43,4i)  125 
0223: set_actor @88(@43,4i) health_to  125
0002: jump DES3_2980

:DES3_2979
0223: set_actor @88(@43,4i) health_to  100

:DES3_2980
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_2983
000A: @43 +=  1  ;; integer values
0002: jump DES3_2964

:DES3_2985
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_2993
00D6: if  0
075C:   marker @103 enabled
004D: jump_if_false DES3_2992
0164: disable_marker @103

:DES3_2992
0186: @103 = create_marker_above_car @76

:DES3_2993
0006: @110 =  0  ;; integer values
0006: @113 =  0  ;; integer values
000A: @133 +=  1  ;; integer values
0051: return

:DES3_2997
00D6: if  0
056D:   unknown_actor @83 dead_but_valid
004D: jump_if_false DES3_3001
009B: destroy_actor_instantly @83

:DES3_3001
0006: @43 =  0  ;; integer values

:DES3_3002
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_3011
00D6: if  0
056D:   unknown_actor @88(@43,4i) dead_but_valid
004D: jump_if_false DES3_3009
009B: destroy_actor_instantly @88(@43,4i)

:DES3_3009
000A: @43 +=  1  ;; integer values
0002: jump DES3_3002

:DES3_3011
00D6: if  0
056E: @76 
004D: jump_if_false DES3_3015
00A6: destroy_car @76

:DES3_3015
0249: release_model  487
0249: release_model  165
0249: release_model  166
0249: release_model  355
0051: return

:DES3_3020
00D6: if  0
0019:   @33 >  240000  ;; integer values
004D: jump_if_false DES3_3029
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_3029
020B: explode_car @76
020B: explode_car @76
0006: @33 =  0  ;; integer values

:DES3_3029
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_3118
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false DES3_3087
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false DES3_3044
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_3044
0726: @76 -1 @74  20.0 
000A: @113 +=  1  ;; integer values
0006: @136 =  0  ;; integer values

:DES3_3044
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false DES3_3079
00D6: if  0
001B:    15000 > @136  ;; integer values
004D: jump_if_false DES3_3076
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false DES3_3075
0407: create_coordinate $73 $74 $75 from_car @74 offset -10.0 -10.0  0.0
00D6: if  0
81AF:   NOT   car @76  0 ()near_point $73 $74 $75 radius  50.0  50.0  50.0
004D: jump_if_false DES3_3075
00AA: store_car @76 position_to @56 @57 @58
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; floating-point values only
0063: @52 -= @58  ;; floating-point values 
050A: $68 = distance_between $73 $74 $75 and @56 @57 @58 
00D6: if  0
0020:   $68 >  .01  ;; floating-point values
004D: jump_if_false DES3_3075
0077: @50 /= $68  ;; floating-point values
0077: @51 /= $68  ;; floating-point values
0077: @52 /= $68  ;; floating-point values
0013: @50 *=  .01  ;; floating-point values 
0013: @51 *=  .01  ;; floating-point values 
0013: @52 *=  .01  ;; floating-point values 
07D5: @76 @50 @51 @52  0.0  0.0  0.0 

:DES3_3075
0002: jump DES3_3079

:DES3_3076
0726: @76 $PLAYER_ACTOR -1  20.0 
000A: @113 +=  1  ;; integer values
0006: @136 =  0  ;; integer values

:DES3_3079
00D6: if  0
0039:   @113 ==  2  ;; integer values
004D: jump_if_false DES3_3087
00D6: if  0
0019:   @136 >  35000  ;; integer values
004D: jump_if_false DES3_3087
0006: @113 =  0  ;; integer values
0006: @136 =  0  ;; integer values

:DES3_3087
00D6: if  0
0039:   @110 ==  99  ;; integer values
004D: jump_if_false DES3_3118
0519: unknown_car @76 flag  0
0227: @43 = car @76 health
00D6: if  0
002B:    300 >= @43  ;; integer values 
004D: jump_if_false DES3_3105
01C2: remove_references_to_actor @83  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DES3_3100
060B: unknown_actor_use_entity @83 @66 

:DES3_3100
0564: @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_3114

:DES3_3105
01C2: remove_references_to_actor @83  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DES3_3110
060B: unknown_actor_use_entity @83 @66 

:DES3_3110
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_3114
00D6: if  0
075C:   marker @103 enabled
004D: jump_if_false DES3_3118
0164: disable_marker @103

:DES3_3118
0085: @43 = @39  ;; integer values and handles
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_3186
00D6: if  0
056D:   unknown_actor @88(@43,4i) dead_but_valid
004D: jump_if_false DES3_3186
00D6: if  0
8118:   NOT   actor @88(@43,4i) dead
004D: jump_if_false DES3_3186
00D6: if  0
0039:   @119(@43,4i) ==  0  ;; integer values
004D: jump_if_false DES3_3143
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false DES3_3143
0687: @88(@43,4i) 
0615: @49 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @81 
0638: unknown_action_sequence -1  1 
0616: @49 
0618: @88(@43,4i) @49 
061B: @49 
000A: @119(@43,4i) +=  1  ;; integer values

:DES3_3143
00D6: if  0
0039:   @119(@43,4i) ==  1  ;; integer values
004D: jump_if_false DES3_3163
00D6: if  21
0039:   @43 ==  1  ;; integer values
0039:   @43 ==  3  ;; integer values
004D: jump_if_false DES3_3163
00D6: if  0
0104:   actor @88(@43,4i) near_actor $PLAYER_ACTOR radius  60.0  60.0  60.0 sphere  0
004D: jump_if_false DES3_3163
0687: @88(@43,4i) 
0615: @49 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
0616: @49 
0618: @88(@43,4i) @49 
061B: @49 
07DD: @88(@43,4i)  100 
000A: @119(@43,4i) +=  1  ;; integer values

:DES3_3163
00D6: if  0
0039:   @119(@43,4i) ==  2  ;; integer values
004D: jump_if_false DES3_3186
00D6: if  21
0039:   @43 ==  1  ;; integer values
0039:   @43 ==  3  ;; integer values
004D: jump_if_false DES3_3186
00D6: if  0
8104:   NOT   actor @88(@43,4i) near_actor $PLAYER_ACTOR radius  80.0  80.0  80.0 sphere  0
004D: jump_if_false DES3_3186
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false DES3_3186
0687: @88(@43,4i) 
0615: @49 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @81 
0638: unknown_action_sequence -1  1 
0616: @49 
0618: @88(@43,4i) @49 
061B: @49 
07DD: @88(@43,4i)  30 
0006: @119(@43,4i) =  1  ;; integer values

:DES3_3186
00D6: if  0
0039:   @39 ==  4  ;; integer values
004D: jump_if_false DES3_3205
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_3205
00D6: if  0
0118:   actor @88 dead
004D: jump_if_false DES3_3205
00D6: if  0
0118:   actor @89 dead
004D: jump_if_false DES3_3205
00D6: if  0
0118:   actor @90 dead
004D: jump_if_false DES3_3205
00D6: if  0
0118:   actor @91 dead
004D: jump_if_false DES3_3205
0006: @110 =  99  ;; integer values

:DES3_3205
00D6: if  0
8119:   NOT   car @76 wrecked
004D: jump_if_false DES3_3217
0227: @43 = car @76 health
00D6: if  0
002B:    300 >= @43  ;; integer values 
004D: jump_if_false DES3_3217
00D6: if  0
8039:   NOT   @110 ==  99  ;; integer values
004D: jump_if_false DES3_3217
0006: @110 =  99  ;; integer values
08F2: @76  0 

:DES3_3217
0085: @43 = @39  ;; integer values and handles
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_3232
00D6: if  0
056D:   unknown_actor @88(@43,4i) dead_but_valid
004D: jump_if_false DES3_3232
00D6: if  0
0118:   actor @88(@43,4i) dead
004D: jump_if_false DES3_3232
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_3261
0006: @88(@43,4i) =  0  ;; integer values

:DES3_3232
00D6: if  1
0119:   car @76 wrecked
8039:   NOT   @76 ==  0  ;; integer values
004D: jump_if_false DES3_3260
01C2: remove_references_to_actor @83  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false DES3_3241
060B: unknown_actor_use_entity @83 @66 

:DES3_3241
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_3245
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false DES3_3256
00D6: if  0
056D:   unknown_actor @88(@43,4i) dead_but_valid
004D: jump_if_false DES3_3254
0085: @263 = @88(@43,4i)  ;; integer values and handles
0050: gosub DES3_3261
0006: @88(@43,4i) =  0  ;; integer values

:DES3_3254
000A: @43 +=  1  ;; integer values
0002: jump DES3_3245

:DES3_3256
00D6: if  0
075C:   marker @103 enabled
004D: jump_if_false DES3_3260
0164: disable_marker @103

:DES3_3260
0051: return

:DES3_3261
0006: @264 =  0  ;; integer values
00D6: if  0
0039:   @264 == -1  ;; integer values
004D: jump_if_false DES3_3266
009A: @265 = create_actor  4  7 at  0.0  0.0  0.0

:DES3_3266
00D6: if  0
001B:    20 > @264  ;; integer values
004D: jump_if_false DES3_3277
00D6: if  0
856D:   NOT   unknown_actor @265(@264,20i) dead_but_valid
004D: jump_if_false DES3_3275
0085: @265(@264,20i) = @263  ;; integer values and handles
0006: @264 =  20  ;; integer values
0002: jump DES3_3276

:DES3_3275
000A: @264 +=  1  ;; integer values

:DES3_3276
0002: jump DES3_3266

:DES3_3277
0051: return

:DES3_3278
0006: @264 =  0  ;; integer values

:DES3_3279
00D6: if  0
001B:    20 > @264  ;; integer values
004D: jump_if_false DES3_3291
00D6: if  0
056D:   unknown_actor @265(@264,20i) dead_but_valid
004D: jump_if_false DES3_3289
00D6: if  0
0118:   actor @265(@264,20i) dead
004D: jump_if_false DES3_3289
034F: destroy_actor_with_fade @265(@264,20i)  ;; The actor fades away like a ghost

:DES3_3289
000A: @264 +=  1  ;; integer values
0002: jump DES3_3279

:DES3_3291
0006: @264 =  0  ;; integer values

:DES3_3292
00D6: if  0
001B:    4 > @264  ;; integer values
004D: jump_if_false DES3_3313
00D6: if  0
056D:   unknown_actor @84(@264,4i) dead_but_valid
004D: jump_if_false DES3_3303
00D6: if  0
0118:   actor @84(@264,4i) dead
004D: jump_if_false DES3_3303
034F: destroy_actor_with_fade @84(@264,4i)  ;; The actor fades away like a ghost
0006: @84(@264,4i) =  0  ;; integer values

:DES3_3303
00D6: if  0
056D:   unknown_actor @88(@264,4i) dead_but_valid
004D: jump_if_false DES3_3311
00D6: if  0
0118:   actor @88(@264,4i) dead
004D: jump_if_false DES3_3311
034F: destroy_actor_with_fade @88(@264,4i)  ;; The actor fades away like a ghost
0006: @88(@264,4i) =  0  ;; integer values

:DES3_3311
000A: @264 +=  1  ;; integer values
0002: jump DES3_3292

:DES3_3313
0051: return
00D6: if  0
8119:   NOT   car @286 wrecked
004D: jump_if_false DES3_3318
00AA: store_car @286 position_to $73 $74 $75

:DES3_3318
00D6: if  0
8119:   NOT   car @285 wrecked
004D: jump_if_false DES3_3332
00AA: store_car @285 position_to @56 @57 @58
0089: @50 = $73  ;; floating-point values only
0063: @50 -= @56  ;; floating-point values 
0089: @51 = $74  ;; floating-point values only
0063: @51 -= @57  ;; floating-point values 
0089: @52 = $75  ;; floating-point values only
0063: @52 -= @58  ;; floating-point values 
0013: @50 *= -.0001  ;; floating-point values 
0013: @51 *= -.0001  ;; floating-point values 
0013: @52 *= -.0001  ;; floating-point values 
07D5: @285 @50 @51 @52  0.0  0.0  0.0 

:DES3_3332
0051: return

:DES3_3333
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_3342
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DES3_3344
01E3: text_1number_styled 'M_PASS'  1000  5000 ms  1
0109: player $PLAYER_CHAR money +=  1000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'DESERT3'
030C: set_mission_points +=  1
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
0629: change_stat  330 to  1  ; integer see statdisp.dat
016A: fade  1 (back)  1000 ms

:DES3_3353
00D6: if  0
016B:   fading
004D: jump_if_false DES3_3358
0001: wait  0 ms
0002: jump DES3_3353

:DES3_3358
0051: return

:DES3_3359
00D6: if  0
83B1:   NOT   garage 'GHOSTDR' door_closed
004D: jump_if_false DES3_3363
0361: close_garage 'GHOSTDR'

:DES3_3363
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
0249: release_model  568
0249: release_model  471
0249: release_model  468
0249: release_model  343
0249: release_model  360
0249: release_model  165
0249: release_model  166
0249: release_model  61
0249: release_model  355
0249: release_model  487
0249: release_model #KMB_HOLDALL
0249: release_model  417
0249: release_model  508
0249: release_model #KMB_PARACHUTE
0249: release_model  68
0249: release_model  75
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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DES3_3400
06AB: $PLAYER_ACTOR  0 

:DES3_3400
065C: unknown_create_def_entity @66  ; unknown_destroy
065C: unknown_create_def_entity @67  ; unknown_destroy
0650: @100 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
01BD: $184 = current_time_in_ms
096A:  1 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 78---------------
; Originally: Verdant Meadows


:DESERT4_1
03A4: name_thread 'DESERT4'
0050: gosub DESERT4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DESERT4_7
0050: gosub DESERT4_45

:DESERT4_7
0050: gosub DESERT4_63
004E: end_thread

:DESERT4_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_16
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DESERT4_21
0001: wait  0 ms
0002: jump DESERT4_16

:DESERT4_21
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DESERT4_23
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DESERT4_28
0001: wait  0 ms
0002: jump DESERT4_23

:DESERT4_28
016A: fade  0 ()  0 ms

:DESERT4_29
00D6: if  0
016B:   fading
004D: jump_if_false DESERT4_34
0001: wait  0 ms
0002: jump DESERT4_29

:DESERT4_34
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 (unfrozen)
03CB: set_camera -696.0359  948.1198  11.276
016A: fade  1 (back)  1000 ms
0001: wait  1000 ms
00BC: text_highpriority 'BUY_AIR'  10000 ms  1
0002: jump DESERT4_47

:DESERT4_45
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DESERT4_47
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'DESERT4'
0164: disable_marker $580
014C: set_parked_car_generator $5179 cars_to_generate_to  101
014C: set_parked_car_generator $5180 cars_to_generate_to  101
004F: create_thread BUY3_1 
0164: disable_marker $55
0570: $55 = create_asset_radar_marker_with_icon  31 at $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2) $BUY_ASSET_PICKUP_Z(2)
018B: show_on_radar $55  2
0164: disable_marker $581
02A7: $581 = create_icon_marker_and_sphere $587 at $666 $667 $668
018B: show_on_radar $581  2
0629: change_stat  325 to  1  ; integer see statdisp.dat
01F0: set_max_wanted_level_to  6
030C: set_mission_points +=  1
0051: return

:DESERT4_63
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 79---------------
; Originally: N.O.E.


:DESERT6_1
03A4: name_thread 'DESERT6'
0050: gosub DESERT6_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DESERT6_7
0050: gosub DESERT6_1305

:DESERT6_7
0050: gosub DESERT6_1323
004E: end_thread

:DESERT6_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_36
0006: @87(@48,3i) =  0  ;; integer values
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false DESERT6_36
0006: @48 =  0  ;; integer values

:DESERT6_41
0006: @184(@48,2i) =  0  ;; integer values
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false DESERT6_41
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  0
0039:   @34 == -99  ;; integer values
004D: jump_if_false DESERT6_82
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: @125 = create_car  476 at  0.0  0.0  0.0
0006: @48 =  0  ;; integer values

:DESERT6_61
00A5: @126(@48,2i) = create_car  520 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false DESERT6_61
0006: @48 =  0  ;; integer values

:DESERT6_66
009A: @123(@48,2i) = create_actor  4  43 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false DESERT6_66
0006: @48 =  0  ;; integer values

:DESERT6_71
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_71
0186: @133 = create_marker_above_car @125
018A: @132 = create_checkpoint_at  0.0  0.0  0.0
0006: @48 =  0  ;; integer values

:DESERT6_78
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_78

:DESERT6_82
054C: use_GXT_table 'DSERT6'
0050: gosub DESERT6_1213
060A: unknown_create_entity  0 @136 
0050: gosub DESERT6_1251

:DESERT6_86
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DESERT6_92
0006: @36 =  1  ;; integer values
0002: jump DESERT6_127

:DESERT6_92
0050: gosub DESERT6_1127
0050: gosub DESERT6_1171
00D6: if  21
0039:   @38 ==  1  ;; integer values
0039:   @39 ==  1  ;; integer values
004D: jump_if_false DESERT6_99
0002: jump DESERT6_127

:DESERT6_99
0050: gosub DESERT6_1196
0050: gosub DESERT6_1202
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT6_106
0006: @37 =  1  ;; integer values
0002: jump DESERT6_127

:DESERT6_106
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false DESERT6_110
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:DESERT6_110
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false DESERT6_114
0050: gosub DESERT6_147

:DESERT6_114
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false DESERT6_118
0050: gosub DESERT6_175

:DESERT6_118
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false DESERT6_122
0050: gosub DESERT6_397

:DESERT6_122
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT6_126
0006: @36 =  1  ;; integer values

:DESERT6_126
0050: gosub DESERT6_876

:DESERT6_127
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false DESERT6_144
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false DESERT6_141
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false DESERT6_138
0002: jump DESERT6_86
0002: jump DESERT6_140

:DESERT6_138
0050: gosub DESERT6_1315
0051: return

:DESERT6_140
0002: jump DESERT6_143

:DESERT6_141
0050: gosub DESERT6_1305
0051: return

:DESERT6_143
0002: jump DESERT6_145

:DESERT6_144
0051: return

:DESERT6_145
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return

:DESERT6_147
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DESERT6_156
00BC: text_highpriority 'DES6_00'  7000 ms  1
0050: gosub DESERT6_826
0006: @81 =  1  ;; integer values
0050: gosub DESERT6_980
041E: set_radio_station  11 
000A: @35 +=  1  ;; integer values

:DESERT6_156
00D6: if  0
0119:   car @125 wrecked
004D: jump_if_false DESERT6_162
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:DESERT6_162
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DESERT6_170
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @125
004D: jump_if_false DESERT6_170
0164: disable_marker @133
0006: @35 =  99  ;; integer values

:DESERT6_170
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DESERT6_174
0050: gosub DESERT6_1208

:DESERT6_174
0051: return

:DESERT6_175
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DESERT6_207
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:  3 @159 @160 @161 @159 @70 @161  25.0 @152 
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'
0819: $PLAYER_ACTOR @162 
0006: @48 =  0  ;; integer values

:DESERT6_199
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_199
03CF: load_wav  30600 as  3
0A24:  1 
000A: @35 +=  1  ;; integer values

:DESERT6_207
00D6: if  0
0119:   car @125 wrecked
004D: jump_if_false DESERT6_221
0006: @48 =  0  ;; integer values

:DESERT6_211
00D6: if  0
03CA:   object @128(@48,4i) exists
004D: jump_if_false DESERT6_215
0108: destroy_object @128(@48,4i)

:DESERT6_215
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false DESERT6_211
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:DESERT6_221
0050: gosub DESERT6_640
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false DESERT6_226
0051: return

:DESERT6_226
00D6: if  0
0038:   $7499 ==  0  ;; integer values
004D: jump_if_false DESERT6_232
0006: @37 =  1  ;; integer values
0006: @45 =  3  ;; integer values
0051: return

:DESERT6_232
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DESERT6_245
00D6: if  0
001D:   @46 > @137  ;; integer values  
004D: jump_if_false DESERT6_245
0819: $PLAYER_ACTOR @70 
0063: @70 -= @162  ;; floating-point values 
00D6: if  0
0021:   @70 >  2.0  ;; floating-point values
004D: jump_if_false DESERT6_245
03C4: set_status_text_to $7497  1 (bar) 'DES6_50'
000A: @35 +=  1  ;; integer values

:DESERT6_245
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DESERT6_268
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  1
00A4:   actor $PLAYER_ACTOR  0 ()in_cube @57 @58 @59 @60 @61 @62
00DB:   actor $PLAYER_ACTOR in_car @125
004D: jump_if_false DESERT6_268
0164: disable_marker @132
06D6: @152 
0050: gosub DESERT6_844
0006: @35 =  99  ;; integer values

:DESERT6_268
0050: gosub DESERT6_548
0050: gosub DESERT6_689
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false DESERT6_277
00D6: if  0
001D:   @46 > @140  ;; integer values  
004D: jump_if_false DESERT6_277
0006: @166 =  1  ;; integer values

:DESERT6_277
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false DESERT6_285
0050: gosub DESERT6_748
0006: @50 =  30  ;; integer values
0012: @50 *=  1000  ;; integer values 
0085: @140 = @46  ;; integer values and handles
005A: @140 += @50  ;; integer values 

:DESERT6_285
0050: gosub DESERT6_796
00D6: if  0
0039:   @168 ==  0  ;; integer values
004D: jump_if_false DESERT6_302
00A0: store_actor $PLAYER_ACTOR position_to @57 @58 @59
050A: @72 = distance_between @57 @58 @59 and @159 @160 @161 
00D6: if  0
0023:    500.0 > @72  ;; floating-point values
004D: jump_if_false DESERT6_302
00D6: if  0
00C2:   sphere_onscreen @159 @160 @161  5.0
004D: jump_if_false DESERT6_302
00BC: text_highpriority 'DES6_09'  7000 ms  1
0006: @168 =  1  ;; integer values
0006: @169 =  1  ;; integer values
0085: @144 = @46  ;; integer values and handles
000A: @144 +=  7000  ;; integer values

:DESERT6_302
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false DESERT6_309
00D6: if  0
001D:   @46 > @144  ;; integer values  
004D: jump_if_false DESERT6_309
0006: @169 =  0  ;; integer values

:DESERT6_309
00D6: if  0
88B7:   NOT @85  2 
004D: jump_if_false DESERT6_324
00D6: if  1
08B7: @85  1 
0039:   @80 ==  0  ;; integer values
004D: jump_if_false DESERT6_319
0006: @81 =  2  ;; integer values
0050: gosub DESERT6_980
0002: jump DESERT6_324

:DESERT6_319
00D6: if  1
0039:   @80 ==  1  ;; integer values
0028:   $7497 >=  40  ;; integer values
004D: jump_if_false DESERT6_324
0050: gosub DESERT6_1011

:DESERT6_324
00D6: if  2
0039:   @163 ==  1  ;; integer values
0039:   @165 ==  0  ;; integer values
0039:   @169 ==  0  ;; integer values
004D: jump_if_false DESERT6_336
00D6: if  3
88B7:   NOT @85  2 
0039:   @80 ==  2  ;; integer values
0039:   @79 ==  1  ;; integer values
0028:   $7497 >=  40  ;; integer values
004D: jump_if_false DESERT6_336
0050: gosub DESERT6_1004

:DESERT6_336
00D6: if  2
88B7:   NOT @85  3 
08B7: @85  2 
0039:   @80 ==  0  ;; integer values
004D: jump_if_false DESERT6_343
0006: @81 =  3  ;; integer values
0050: gosub DESERT6_980

:DESERT6_343
00D6: if  3
0039:   @165 ==  1  ;; integer values
88B7:   NOT @85  3 
0039:   @80 ==  3  ;; integer values
0039:   @79 ==  1  ;; integer values
004D: jump_if_false DESERT6_350
0050: gosub DESERT6_1004

:DESERT6_350
00D6: if  0
0039:   @167 ==  0  ;; integer values
004D: jump_if_false DESERT6_359
00D6: if  1
08B7: @85  3 
8039:   NOT   @79 ==  2  ;; integer values
004D: jump_if_false DESERT6_359
00BC: text_highpriority 'DES6_06'  7000 ms  1
0006: @167 =  1  ;; integer values

:DESERT6_359
00D6: if  0
0039:   @180 ==  0  ;; integer values
004D: jump_if_false DESERT6_374
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -67.0004  1646.886  423.298  2132.188
004D: jump_if_false DESERT6_374
00D6: if  21
04AB: $PLAYER_ACTOR 
04A9: $PLAYER_ACTOR 
004D: jump_if_false DESERT6_374
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false DESERT6_374
00BC: text_highpriority 'AREA51'  7000 ms  1
0006: @180 =  1  ;; integer values

:DESERT6_374
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false DESERT6_384
00D6: if  0
001D:   @46 > @137  ;; integer values  
004D: jump_if_false DESERT6_384
0050: gosub DESERT6_1004
0085: @137 = @46  ;; integer values and handles
000A: @137 +=  5000  ;; integer values
0006: @181 =  1  ;; integer values

:DESERT6_384
00D6: if  0
0039:   @183 ==  0  ;; integer values
004D: jump_if_false DESERT6_392
00D6: if  0
08B7: @85  1 
004D: jump_if_false DESERT6_392
03E5: text_box 'DES6_12'
0006: @183 =  1  ;; integer values

:DESERT6_392
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DESERT6_396
0050: gosub DESERT6_1208

:DESERT6_396
0051: return

:DESERT6_397
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DESERT6_423
00BC: text_highpriority 'DES6_10'  5000 ms  1
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_423
00D6: if  0
0119:   car @125 wrecked
004D: jump_if_false DESERT6_429
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:DESERT6_429
0050: gosub DESERT6_640
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false DESERT6_434
0051: return

:DESERT6_434
00D6: if  0
0038:   $7499 ==  0  ;; integer values
004D: jump_if_false DESERT6_440
0006: @37 =  1  ;; integer values
0006: @45 =  3  ;; integer values
0051: return

:DESERT6_440
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false DESERT6_456
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @159 @160 @161 radius  10.0  10.0  10.0
00D6: if  3
00A4:   actor $PLAYER_ACTOR  0 ()in_cube @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_456
0164: disable_marker @132
0050: gosub DESERT6_1004
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @165 =  0  ;; integer values
0006: @141 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:DESERT6_456
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false DESERT6_464
00D6: if  0
08B7: @85  4 
004D: jump_if_false DESERT6_464
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @35 =  99  ;; integer values

:DESERT6_464
0050: gosub DESERT6_548
0050: gosub DESERT6_689
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false DESERT6_473
00D6: if  0
001D:   @46 > @140  ;; integer values  
004D: jump_if_false DESERT6_473
0006: @166 =  1  ;; integer values

:DESERT6_473
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false DESERT6_481
0050: gosub DESERT6_748
0006: @50 =  30  ;; integer values
0012: @50 *=  1000  ;; integer values 
0085: @140 = @46  ;; integer values and handles
005A: @140 += @50  ;; integer values 

:DESERT6_481
0050: gosub DESERT6_796
00D6: if  0
0039:   @170 ==  0  ;; integer values
004D: jump_if_false DESERT6_495
00A0: store_actor $PLAYER_ACTOR position_to @57 @58 @59
050A: @72 = distance_between @57 @58 @59 and @159 @160 @161 
00D6: if  0
0023:    500.0 > @72  ;; floating-point values
004D: jump_if_false DESERT6_495
00BC: text_highpriority 'DES6_11'  7000 ms  1
0006: @170 =  1  ;; integer values
0006: @171 =  1  ;; integer values
0085: @145 = @46  ;; integer values and handles
000A: @145 +=  7000  ;; integer values

:DESERT6_495
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false DESERT6_505
00D6: if  0
001D:   @46 > @145  ;; integer values  
004D: jump_if_false DESERT6_504
0006: @171 =  0  ;; integer values
03D5: remove_text 'DES6_11'
0002: jump DESERT6_505

:DESERT6_504
00BC: text_highpriority 'DES6_11'  7000 ms  1

:DESERT6_505
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false DESERT6_509
0050: gosub DESERT6_852

:DESERT6_509
00D6: if  2
0039:   @170 ==  1  ;; integer values
8039:   NOT   @80 ==  4  ;; integer values
88B7:   NOT @85  4 
004D: jump_if_false DESERT6_520
0871: init_jump_table @79 total_jumps  2  0 DESERT6_520 jumps  0 DESERT6_515  1 DESERT6_518 -1 DESERT6_520 -1 DESERT6_520 -1 DESERT6_520 -1 DESERT6_520 -1 DESERT6_520 

:DESERT6_515
0006: @81 =  4  ;; integer values
0050: gosub DESERT6_980
0002: jump DESERT6_520

:DESERT6_518
0050: gosub DESERT6_1011
0002: jump DESERT6_520

:DESERT6_520
00D6: if  0
0039:   @180 ==  0  ;; integer values
004D: jump_if_false DESERT6_535
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -67.0004  1646.886  423.298  2132.188
004D: jump_if_false DESERT6_535
00D6: if  21
04AB: $PLAYER_ACTOR 
04A9: $PLAYER_ACTOR 
004D: jump_if_false DESERT6_535
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false DESERT6_535
00BC: text_highpriority 'AREA51'  7000 ms  1
0006: @180 =  1  ;; integer values

:DESERT6_535
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false DESERT6_539
0050: gosub DESERT6_1208

:DESERT6_539
0051: return

:DESERT6_540
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  476 at @57 @58 @59
0175: set_car @125 z_angle_to @63
0051: return

:DESERT6_548
00AA: store_car @125 position_to @57 @58 @59
02CE: @70 = ground_z @57 @58 @59
092E: @57 @58  0 @71 
00D6: if  0
0025:   @71 > @70  ;; floating-point values  
004D: jump_if_false DESERT6_555
0087: @70 = @71  ;; floating-point values only

:DESERT6_555
0087: @71 = @59  ;; floating-point values only
0063: @71 -= @70  ;; floating-point values 
00D6: if  0
0021:   @71 >  40.0  ;; floating-point values
004D: jump_if_false DESERT6_602
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false DESERT6_594
00D6: if  0
001D:   @46 > @138  ;; integer values  
004D: jump_if_false DESERT6_584
0008: $7497 +=  1  ;; integer values
00D6: if  0
0018:   $7497 >  100  ;; integer values
004D: jump_if_false DESERT6_571
0004: $7497 =  100  ;; integer values

:DESERT6_571
00D6: if  1
0038:   $7497 ==  100  ;; integer values
0039:   @165 ==  0  ;; integer values
004D: jump_if_false DESERT6_582
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_582
0085: @138 = @46  ;; integer values and handles
000A: @138 +=  80  ;; integer values

:DESERT6_584
00D6: if  2
0039:   @165 ==  0  ;; integer values
0039:   @169 ==  0  ;; integer values
0039:   @179 ==  0  ;; integer values
004D: jump_if_false DESERT6_593
00D6: if  0
8039:   NOT   @79 ==  2  ;; integer values
004D: jump_if_false DESERT6_593
00BC: text_highpriority 'DES6_07'  1000 ms  1

:DESERT6_593
0002: jump DESERT6_601

:DESERT6_594
00D6: if  0
0021:   @71 >  41.0  ;; floating-point values
004D: jump_if_false DESERT6_601
0006: @163 =  1  ;; integer values
0085: @138 = @46  ;; integer values and handles
000A: @138 +=  80  ;; integer values
03D1: play_wav  3

:DESERT6_601
0002: jump DESERT6_639

:DESERT6_602
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false DESERT6_625
0006: @163 =  0  ;; integer values
00D6: if  0
0018:   $7497 >  0  ;; integer values
004D: jump_if_false DESERT6_612
0085: @138 = @46  ;; integer values and handles
000A: @138 +=  40  ;; integer values
0002: jump DESERT6_613

:DESERT6_612
0006: @138 =  0  ;; integer values

:DESERT6_613
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false DESERT6_620
0006: @50 =  10  ;; integer values
0012: @50 *=  1000  ;; integer values 
0085: @141 = @46  ;; integer values and handles
005A: @141 += @50  ;; integer values 

:DESERT6_620
0006: @165 =  0  ;; integer values
0006: @140 =  0  ;; integer values
03D5: remove_text 'DES6_07'
040D: unload_wav  3
0002: jump DESERT6_639

:DESERT6_625
00D6: if  0
0018:   $7497 >  0  ;; integer values
004D: jump_if_false DESERT6_639
00D6: if  0
001D:   @46 > @138  ;; integer values  
004D: jump_if_false DESERT6_639
000C: $7497 -=  1  ;; integer values
00D6: if  0
0038:   $7497 ==  0  ;; integer values
004D: jump_if_false DESERT6_637
0006: @138 =  0  ;; integer values
0002: jump DESERT6_639

:DESERT6_637
0085: @138 = @46  ;; integer values and handles
000A: @138 +=  40  ;; integer values

:DESERT6_639
0051: return

:DESERT6_640
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @125
004D: jump_if_false DESERT6_679
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false DESERT6_668
00D6: if  0
001D:   @46 > @139  ;; integer values  
004D: jump_if_false DESERT6_667
00D6: if  0
0038:   $7498 ==  0  ;; integer values
004D: jump_if_false DESERT6_656
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return
0002: jump DESERT6_667

:DESERT6_656
000C: $7498 -=  1  ;; integer values
0085: @139 = @46  ;; integer values and handles
000A: @139 +=  1000  ;; integer values
03EB: clear_small_messages_only
09C1:  0 
00D6: if  0
0038:   $7498 ==  1  ;; integer values
004D: jump_if_false DESERT6_666
01E5: text_1number_highpriority 'DES6_04' $7498  1500 ms  1
0002: jump DESERT6_667

:DESERT6_666
01E5: text_1number_highpriority 'DES6_03' $7498  1500 ms  1

:DESERT6_667
0002: jump DESERT6_678

:DESERT6_668
0004: $7498 =  30  ;; integer values
0085: @139 = @46  ;; integer values and handles
000A: @139 +=  1000  ;; integer values
09C1:  0 
01E5: text_1number_highpriority 'DES6_03' $7498  1500 ms  1
0164: disable_marker @132
0186: @133 = create_marker_above_car @125
07E0: @133  1 
040D: unload_wav  3
0006: @164 =  1  ;; integer values

:DESERT6_678
0002: jump DESERT6_688

:DESERT6_679
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false DESERT6_688
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_688
0051: return

:DESERT6_689
0006: @179 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:DESERT6_691
0006: @73 =  0  ;; integer values
00D6: if  0
0039:   @184(@48,2i) ==  1  ;; integer values
004D: jump_if_false DESERT6_744
0006: @179 =  1  ;; integer values
00D6: if  21
0119:   car @126(@48,2i) wrecked
0118:   actor @123(@48,2i) dead
004D: jump_if_false DESERT6_701
0006: @73 =  1  ;; integer values

:DESERT6_701
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false DESERT6_708
00D6: if  0
02BF:   car @126(@48,2i) sunk
004D: jump_if_false DESERT6_708
0006: @73 =  1  ;; integer values

:DESERT6_708
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false DESERT6_731
00D6: if  0
0039:   @177(@48,2i) ==  1  ;; integer values
004D: jump_if_false DESERT6_725
00D6: if  0
01F3:   car @126(@48,2i) airborne
004D: jump_if_false DESERT6_720
0006: @177(@48,2i) =  0  ;; integer values
0006: @150(@48,2i) =  0  ;; integer values
0002: jump DESERT6_724

:DESERT6_720
00D6: if  0
001D:   @46 > @150(@48,2i)  ;; integer values  
004D: jump_if_false DESERT6_724
0006: @73 =  1  ;; integer values

:DESERT6_724
0002: jump DESERT6_731

:DESERT6_725
00D6: if  0
81F3:   NOT   car @126(@48,2i) airborne
004D: jump_if_false DESERT6_731
0006: @177(@48,2i) =  1  ;; integer values
0085: @150(@48,2i) = @46  ;; integer values and handles
000A: @150(@48,2i) +=  5000  ;; integer values

:DESERT6_731
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false DESERT6_744
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  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false DESERT6_743
0085: @140 = @46  ;; integer values and handles
000A: @140 +=  2000  ;; integer values

:DESERT6_743
0051: return

:DESERT6_744
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false DESERT6_691
0051: return

:DESERT6_748
00A0: store_actor $PLAYER_ACTOR position_to @57 @58 @59
0006: @48 =  0  ;; integer values

:DESERT6_750
00D6: if  0
0039:   @184(@48,2i) ==  0  ;; integer values
004D: jump_if_false DESERT6_792
0209: @50 = random_int  150  200
0093: @70 = integer_to_float @50  
0209: @51 = random_int  0  2
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false DESERT6_761
005B: @57 += @70  ;; floating-point values 
0002: jump DESERT6_762

:DESERT6_761
0063: @57 -= @70  ;; floating-point values 

:DESERT6_762
0209: @50 = random_int  150  200
0093: @70 = integer_to_float @50  
0209: @51 = random_int  0  2
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false DESERT6_770
005B: @58 += @70  ;; floating-point values 
0002: jump DESERT6_771

:DESERT6_770
0063: @58 -= @70  ;; floating-point values 

:DESERT6_771
02CE: @70 = ground_z @57 @58 @59
092E: @57 @58  0 @71 
00D6: if  0
0025:   @71 > @70  ;; floating-point values  
004D: jump_if_false DESERT6_777
0087: @70 = @71  ;; floating-point values only

:DESERT6_777
0087: @59 = @70  ;; floating-point values only
000B: @59 +=  200.0  ;; floating-point values
00A5: @126(@48,2i) = create_car  520 at @57 @58 @59
0745: @126(@48,2i) 
070E: @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  43 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_792
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false DESERT6_750
0051: return

:DESERT6_796
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false DESERT6_800
0051: return

:DESERT6_800
00D6: if  0
001D:   @141 > @46  ;; integer values  
004D: jump_if_false DESERT6_804
0051: return

:DESERT6_804
00D6: if  0
0039:   @182 ==  0  ;; integer values
004D: jump_if_false DESERT6_808
0051: return

:DESERT6_808
00A0: store_actor $PLAYER_ACTOR position_to @60 @61 @62
0006: @48 =  0  ;; integer values

:DESERT6_810
00D6: if  0
0039:   @184(@48,2i) ==  1  ;; integer values
004D: jump_if_false DESERT6_822
00AA: store_car @126(@48,2i) position_to @57 @58 @59
050A: @70 = distance_between @57 @58 @59 and @60 @61 @62 
00D6: if  0
0021:   @70 >  250.0  ;; floating-point values
004D: jump_if_false DESERT6_822
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_822
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false DESERT6_810
0051: return

:DESERT6_826
00D6: if  0
0119:   car @125 wrecked
004D: jump_if_false DESERT6_830
0051: return

:DESERT6_830
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 offset -.75  .3 -1.05   88.0  0.0  0.0 
0681: attach_object @129 to_car @125 offset -.25  .3 -1.1   88.0  0.0  0.0 
0681: attach_object @130 to_car @125 offset  .25  .3 -1.1   88.0  0.0  0.0 
0681: attach_object @131 to_car @125 offset  .75  .3 -1.05   88.0  0.0  0.0 
0006: @48 =  0  ;; integer values

:DESERT6_839
0382: set_object @128(@48,4i) collision_detection  0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false DESERT6_839
0051: return

:DESERT6_844
0006: @172 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:DESERT6_846
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_846
0051: return

:DESERT6_852
0006: @48 =  0  ;; integer values

:DESERT6_853
00D6: if  0
0039:   @173(@48,4i) ==  0  ;; integer values
004D: jump_if_false DESERT6_863
00D6: if  0
001D:   @46 > @146(@48,4i)  ;; integer values  
004D: jump_if_false DESERT6_863
0682: @128(@48,4i)  0.0  0.0  0.0  1 
0392: object @128(@48,4i) toggle_in_moving_list  1
097B: @128(@48,4i)  1009 
0006: @173(@48,4i) =  1  ;; integer values

:DESERT6_863
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false DESERT6_853
0006: @48 =  0  ;; integer values

:DESERT6_867
00D6: if  0
0039:   @173(@48,4i) ==  0  ;; integer values
004D: jump_if_false DESERT6_871
0051: return

:DESERT6_871
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false DESERT6_867
0006: @172 =  1  ;; integer values
0051: return

:DESERT6_876
0871: init_jump_table @79 total_jumps  5  1 DESERT6_880 jumps  0 DESERT6_877  1 DESERT6_877  2 DESERT6_878  3 DESERT6_877  4 DESERT6_877 -1 DESERT6_882 -1 DESERT6_882 

:DESERT6_877
0002: jump DESERT6_882

:DESERT6_878
0050: gosub DESERT6_904
0002: jump DESERT6_882

:DESERT6_880
0662: write_debug_message "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return

:DESERT6_882
0051: return

:DESERT6_883
00D6: if  0
003B:   @84 == @83  ;; integer values 
004D: jump_if_false DESERT6_887
0051: return

:DESERT6_887
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  0
003B:   @84 == @83  ;; integer values 
004D: jump_if_false DESERT6_895
0051: return

:DESERT6_895
000A: @50 +=  1  ;; integer values
00D6: if  0
0019:   @50 >  2  ;; integer values
004D: jump_if_false DESERT6_900
0051: return

:DESERT6_900
0006: @87(@50,3i) =  1  ;; integer values
03CF: load_wav @90(@84,11i) as @50
000A: @84 +=  1  ;; integer values
0051: return

:DESERT6_904
0050: gosub DESERT6_1031
00D6: if  0
0039:   @79 ==  3  ;; integer values
004D: jump_if_false DESERT6_910
0050: gosub DESERT6_933
0051: return

:DESERT6_910
0871: init_jump_table @87(@78,3i) total_jumps  4  1 DESERT6_930 jumps  0 DESERT6_911  1 DESERT6_913  2 DESERT6_919  3 DESERT6_924 -1 DESERT6_932 -1 DESERT6_932 -1 DESERT6_932 

:DESERT6_911
0051: return
0002: jump DESERT6_932

:DESERT6_913
00D6: if  0
83D0:   NOT   wav @78 loaded
004D: jump_if_false DESERT6_917
0051: return

:DESERT6_917
0006: @87(@78,3i) =  2  ;; integer values
0002: jump DESERT6_932

:DESERT6_919
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_932

:DESERT6_924
00D6: if  0
83D2:   NOT   wav @78 ended
004D: jump_if_false DESERT6_928
0051: return

:DESERT6_928
0050: gosub DESERT6_942
0002: jump DESERT6_932

:DESERT6_930
0662: write_debug_message "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return

:DESERT6_932
0051: return

:DESERT6_933
0006: @50 =  1  ;; integer values

:DESERT6_934
00D6: if  0
002B:    2 >= @50  ;; integer values 
004D: jump_if_false DESERT6_940
040D: unload_wav @50
000A: @50 +=  1  ;; integer values
0002: jump DESERT6_934

:DESERT6_940
0050: gosub DESERT6_961
0051: return

:DESERT6_942
0006: @87(@78,3i) =  0  ;; integer values
000A: @82 +=  1  ;; integer values
00D6: if  0
003B:   @82 == @83  ;; integer values 
004D: jump_if_false DESERT6_949
0050: gosub DESERT6_961
0051: return

:DESERT6_949
00D6: if  0
001D:   @83 > @84  ;; integer values  
004D: jump_if_false DESERT6_955
0006: @87(@78,3i) =  1  ;; integer values
03CF: load_wav @90(@84,11i) as @78
000A: @84 +=  1  ;; integer values

:DESERT6_955
000A: @78 +=  1  ;; integer values
00D6: if  0
0019:   @78 >  2  ;; integer values
004D: jump_if_false DESERT6_960
0006: @78 =  1  ;; integer values

:DESERT6_960
0051: return

:DESERT6_961
08BF: @85 @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_970
00D6: if  0
001B:    2 > @50  ;; integer values
004D: jump_if_false DESERT6_976
0006: @87(@50,3i) =  0  ;; integer values
000A: @50 +=  1  ;; integer values
0002: jump DESERT6_970

:DESERT6_976
03EB: clear_small_messages_only
0085: @86 = @46  ;; integer values and handles
000A: @86 +=  120  ;; integer values
0051: return

:DESERT6_980
00D6: if  0
8039:   NOT   @79 ==  0  ;; integer values
004D: jump_if_false DESERT6_984
0050: gosub DESERT6_1011

:DESERT6_984
00D6: if  0
001D:   @86 > @46  ;; integer values  
004D: jump_if_false DESERT6_988
0051: return

:DESERT6_988
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_996
00D6: if  0
001B:    2 > @50  ;; integer values
004D: jump_if_false DESERT6_1002
0006: @87(@50,3i) =  0  ;; integer values
000A: @50 +=  1  ;; integer values
0002: jump DESERT6_996

:DESERT6_1002
0050: gosub DESERT6_1017
0051: return

:DESERT6_1004
00D6: if  0
8039:   NOT   @79 ==  1  ;; integer values
004D: jump_if_false DESERT6_1009
0662: write_debug_message "A_CONVERSATION_HAS_NOT_BEEN_PREPARED" 
0051: return

:DESERT6_1009
0006: @79 =  2  ;; integer values
0051: return

:DESERT6_1011
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false DESERT6_1015
0051: return

:DESERT6_1015
0050: gosub DESERT6_933
0051: return

:DESERT6_1017
0871: init_jump_table @80 total_jumps  4  1 DESERT6_1026 jumps  1 DESERT6_1018  2 DESERT6_1020  3 DESERT6_1022  4 DESERT6_1024 -1 DESERT6_1028 -1 DESERT6_1028 -1 DESERT6_1028 

:DESERT6_1018
0050: gosub DESERT6_1047
0002: jump DESERT6_1028

:DESERT6_1020
0050: gosub DESERT6_1087
0002: jump DESERT6_1028

:DESERT6_1022
0050: gosub DESERT6_1103
0002: jump DESERT6_1028

:DESERT6_1024
0050: gosub DESERT6_1122
0002: jump DESERT6_1028

:DESERT6_1026
0662: write_debug_message "UNKNOWN_CONVERSATION" 
0051: return

:DESERT6_1028
0050: gosub DESERT6_883
0006: @79 =  1  ;; integer values
0051: return

:DESERT6_1031
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT6_1036
0006: @79 =  3  ;; integer values
0051: return

:DESERT6_1036
00D6: if  0
0119:   car @125 wrecked
004D: jump_if_false DESERT6_1041
0006: @79 =  3  ;; integer values
0051: return

:DESERT6_1041
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @125
004D: jump_if_false DESERT6_1046
0006: @79 =  3  ;; integer values
0051: return

:DESERT6_1046
0051: return

:DESERT6_1047
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  0
0019:   @50 >  11  ;; integer values
004D: jump_if_false DESERT6_1085
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_1085
0085: @83 = @50  ;; integer values and handles
0051: return

:DESERT6_1087
0209: @50 = random_int  0  4
0871: init_jump_table @50 total_jumps  4  0 DESERT6_1101 jumps  0 DESERT6_1089  1 DESERT6_1092  2 DESERT6_1095  3 DESERT6_1098 -1 DESERT6_1101 -1 DESERT6_1101 -1 DESERT6_1101 

:DESERT6_1089
04AF: @90 = unknown_wav_reference  13411 
05AA: s@101 = 'DES6_BA'  ;; 8-byte strings
0002: jump DESERT6_1101

:DESERT6_1092
04AF: @90 = unknown_wav_reference  13412 
05AA: s@101 = 'DES6_BB'  ;; 8-byte strings
0002: jump DESERT6_1101

:DESERT6_1095
04AF: @90 = unknown_wav_reference  13413 
05AA: s@101 = 'DES6_BC'  ;; 8-byte strings
0002: jump DESERT6_1101

:DESERT6_1098
04AF: @90 = unknown_wav_reference  13414 
05AA: s@101 = 'DES6_BD'  ;; 8-byte strings
0002: jump DESERT6_1101

:DESERT6_1101
0006: @83 =  1  ;; integer values
0051: return

:DESERT6_1103
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  0
0019:   @50 >  11  ;; integer values
004D: jump_if_false DESERT6_1120
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:DESERT6_1120
0085: @83 = @50  ;; integer values and handles
0051: return

:DESERT6_1122
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_1127
00D6: if  0
0736:  32 
004D: jump_if_false DESERT6_1136
000A: @47 +=  1  ;; integer values
00D6: if  0
0019:   @47 >  2  ;; integer values
004D: jump_if_false DESERT6_1135
0006: @47 =  0  ;; integer values

:DESERT6_1135
086A: (unknown)

:DESERT6_1136
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false DESERT6_1152
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" 
065D: $7501 "M_GOALS" 
065D: $7502 "M_MISSION_TIMER" 
065D: $7503 "CONVERSATION" 
065D: $7504 "CONVERSATIONSPLAYED" 

:DESERT6_1152
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false DESERT6_1155

:DESERT6_1155
00D6: if  0
0736:  98 
004D: jump_if_false DESERT6_1159
0006: @38 =  1  ;; integer values

:DESERT6_1159
00D6: if  0
0736:  80 
004D: jump_if_false DESERT6_1170
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false DESERT6_1168
0006: @39 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump DESERT6_1170

:DESERT6_1168
0006: @39 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:DESERT6_1170
0051: return

:DESERT6_1171
00D6: if  0
8736:   NOT  74 
004D: jump_if_false DESERT6_1175
0051: return

:DESERT6_1175
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false DESERT6_1189
00D6: if  0
001B:    2 > @35  ;; integer values
004D: jump_if_false DESERT6_1186
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_1189

:DESERT6_1186
0164: disable_marker @132
06D6: @152 
0006: @35 =  99  ;; integer values

:DESERT6_1189
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false DESERT6_1195
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_1195
0051: return

:DESERT6_1196
000A: @41 +=  1  ;; integer values
00D6: if  0
0019:   @41 >  9  ;; integer values
004D: jump_if_false DESERT6_1201
0006: @41 =  0  ;; integer values

:DESERT6_1201
0051: return

:DESERT6_1202
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_1208
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:DESERT6_1213
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT6_1217
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:DESERT6_1217
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:DESERT6_1219
00D6: if  0
016B:   fading
004D: jump_if_false DESERT6_1224
0001: wait  0 ms
0002: jump DESERT6_1219

:DESERT6_1224
0395: clear_area  1 at  335.0  2529.0  16.0 range  20.0
02E4: load_cutscene_data 'DESERT6'

:DESERT6_1226
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DESERT6_1231
0001: wait  0 ms
0002: jump DESERT6_1226

:DESERT6_1231
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
01B5: force_weather  17

:DESERT6_1235
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DESERT6_1240
0001: wait  0 ms
0002: jump DESERT6_1235

:DESERT6_1240
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:DESERT6_1242
00D6: if  0
016B:   fading
004D: jump_if_false DESERT6_1247
0001: wait  0 ms
0002: jump DESERT6_1242

:DESERT6_1247
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0051: return

:DESERT6_1251
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false DESERT6_1256
0001: wait  0 ms
0002: jump DESERT6_1251

:DESERT6_1256
014C: set_parked_car_generator $1956 cars_to_generate_to  0
014C: set_parked_car_generator $1957 cars_to_generate_to  0
014C: set_parked_car_generator $1958 cars_to_generate_to  0
0395: clear_area  0 at  368.1973  2519.421  15.5961 range  300.0
0050: gosub DESERT6_1282
0050: gosub DESERT6_1304
0050: gosub DESERT6_540
0186: @133 = create_marker_above_car @125
07E0: @133  1 
0395: clear_area  0 at  331.9908  2533.767  15.8044 range  .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:  0 
0001: wait  500 ms
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT6_1279
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:DESERT6_1279
09FF:  322.8019  2530.124  15.8089 
0050: gosub DESERT6_1208
0051: return

:DESERT6_1282
0247: request_model  476
0247: request_model  520
0247: request_model  43
0247: request_model #AMMO_CAPSULE
038B: load_requested_models

:DESERT6_1287
00D6: if  21
8248:   NOT   model  476 available
8248:   NOT   model  520 available
004D: jump_if_false DESERT6_1293
0001: wait  0 ms
0002: jump DESERT6_1287

:DESERT6_1293
00D6: if  0
8248:   NOT   model  43 available
004D: jump_if_false DESERT6_1298
0001: wait  0 ms
0002: jump DESERT6_1293

:DESERT6_1298
00D6: if  0
8248:   NOT   model #AMMO_CAPSULE available
004D: jump_if_false DESERT6_1303
0001: wait  0 ms
0002: jump DESERT6_1298

:DESERT6_1303
0051: return

:DESERT6_1304
0051: return

:DESERT6_1305
00BA: text_styled 'M_FAIL'  5000 ms  1
03EB: clear_small_messages_only
0871: init_jump_table @45 total_jumps  3  0 DESERT6_1314 jumps  1 DESERT6_1308  2 DESERT6_1310  3 DESERT6_1312 -1 DESERT6_1314 -1 DESERT6_1314 -1 DESERT6_1314 -1 DESERT6_1314 

:DESERT6_1308
00BC: text_highpriority 'DES6_99'  5000 ms  1
0002: jump DESERT6_1314

:DESERT6_1310
00BC: text_highpriority 'DES6_98'  5000 ms  1
0002: jump DESERT6_1314

:DESERT6_1312
00BC: text_highpriority 'DES6_97'  5000 ms  1
0002: jump DESERT6_1314

:DESERT6_1314
0051: return

:DESERT6_1315
01E3: text_1number_styled 'M_PASS'  15000  5000 ms  1
0109: player $PLAYER_CHAR money +=  15000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'DESERT6'
030C: set_mission_points +=  1
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:DESERT6_1323
01C3: remove_references_to_car @125  ;; Like turning a car into any random car
0006: @48 =  0  ;; integer values

:DESERT6_1325
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_1325
0006: @48 =  0  ;; integer values

:DESERT6_1331
0108: destroy_object @128(@48,4i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false DESERT6_1331
0164: disable_marker @133
0164: disable_marker @132
0006: @48 =  0  ;; integer values

:DESERT6_1338
0164: disable_marker @134(@48,2i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false DESERT6_1338
0151: remove_status_text $7497
014F: stop_timer $7499
06D6: @152 
040D: unload_wav  3
0249: release_model  476
0249: release_model  520
0249: release_model  43
0249: release_model #AMMO_CAPSULE
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
0923:  1 
01B7: release_weather
0A24:  0 
01BD: $184 = current_time_in_ms
00D6: if  0
0038:   $1959 ==  1  ;; integer values
004D: jump_if_false DESERT6_1361
014C: set_parked_car_generator $1956 cars_to_generate_to  101

:DESERT6_1361
00D6: if  0
0038:   $1960 ==  1  ;; integer values
004D: jump_if_false DESERT6_1365
014C: set_parked_car_generator $1957 cars_to_generate_to  101

:DESERT6_1365
00D6: if  0
0038:   $1961 ==  1  ;; integer values
004D: jump_if_false DESERT6_1369
014C: set_parked_car_generator $1958 cars_to_generate_to  101

:DESERT6_1369
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 80---------------
; Originally: Stowaway


:DESERT9_1
03A4: name_thread 'DESERT9'
0050: gosub DESERT9_10

:DESERT9_3
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DESERT9_7
0050: gosub DESERT9_2669

:DESERT9_7
0050: gosub DESERT9_2684

:DESERT9_8
00D8: mission_cleanup
004E: end_thread

:DESERT9_10
0317: increment_mission_attempts
054C: use_GXT_table 'DSERT9'
03C7: unknown_maby_cops_density  0.0
08F4:  0 
0860: link_actor $PLAYER_ACTOR to_interior  0 
0004: $ON_MISSION =  1  ;; integer values
07FB: set_interior 'DESHOUS' accessible  0 
0007: @150 =  100.0  ;; floating-point values
00D6: if  0
0043:   @150 ==  0.0  ;; floating-point values
004D: jump_if_false DESERT9_33
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  461 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  371 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_33
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DESERT9_38
0002: jump DESERT9_2672

:DESERT9_38
00D6: if  0
0735:  68 
004D: jump_if_false DESERT9_50

:DESERT9_41
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false DESERT9_47
0247: request_model  371
0001: wait  0 ms
0002: jump DESERT9_41

:DESERT9_47
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_50
0871: init_jump_table @68 total_jumps  12  0 DESERT9_76 jumps  0 DESERT9_52  2 DESERT9_60  3 DESERT9_62  4 DESERT9_64  5 DESERT9_66  6 DESERT9_68  7 DESERT9_70 
0872: jump_table_jumps  8 DESERT9_72  9 DESERT9_74  20 DESERT9_54  21 DESERT9_56  22 DESERT9_58 -1 DESERT9_76 -1 DESERT9_76 -1 DESERT9_76 -1 DESERT9_76 

:DESERT9_52
0050: gosub DESERT9_83
0002: jump DESERT9_76

:DESERT9_54
0050: gosub DESERT9_87
0002: jump DESERT9_76

:DESERT9_56
0050: gosub DESERT9_469
0002: jump DESERT9_76

:DESERT9_58
0050: gosub DESERT9_502
0002: jump DESERT9_76

:DESERT9_60
0050: gosub DESERT9_693
0002: jump DESERT9_76

:DESERT9_62
0050: gosub DESERT9_845
0002: jump DESERT9_76

:DESERT9_64
0050: gosub DESERT9_1309
0002: jump DESERT9_76

:DESERT9_66
0050: gosub DESERT9_1545
0002: jump DESERT9_76

:DESERT9_68
0050: gosub DESERT9_1576
0002: jump DESERT9_76

:DESERT9_70
0050: gosub DESERT9_1587
0002: jump DESERT9_76

:DESERT9_72
0050: gosub DESERT9_1662
0002: jump DESERT9_76

:DESERT9_74
0050: gosub DESERT9_1736
0002: jump DESERT9_76

:DESERT9_76
0050: gosub DESERT9_2648
0050: gosub DESERT9_80
0050: gosub DESERT9_2477
0002: jump DESERT9_33

:DESERT9_80
0871: init_jump_table @68 total_jumps  1  0 DESERT9_82 jumps  2 DESERT9_81 -1 DESERT9_82 -1 DESERT9_82 -1 DESERT9_82 -1 DESERT9_82 -1 DESERT9_82 -1 DESERT9_82 

:DESERT9_81
0002: jump DESERT9_82

:DESERT9_82
0051: return

:DESERT9_83
0746:  4  24  0 
0746:  1  25  0 
0006: @68 =  20  ;; integer values
0051: return

:DESERT9_87
0169: set_fade_color  0  0  0
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false DESERT9_94
0860: link_actor $PLAYER_ACTOR to_interior  0 
016A: fade  0 ()  1000 ms
0006: @71 =  1  ;; integer values

:DESERT9_94
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false DESERT9_115
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DESERT9_115
0792: $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: $PLAYER_ACTOR  222.7755  2508.972  15.5214 
0247: request_model  592
0247: request_model  422
0247: request_model  165
0247: request_model  352
0247: request_model  166
07C0:  450 
07C0:  168 
07C0:  452 
07C0:  453 
038B: load_requested_models
0006: @71 =  1  ;; integer values

:DESERT9_115
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false DESERT9_155
00D6: if  4
0248:   model  592 available
0248:   model  422 available
0248:   model  165 available
0248:   model  352 available
0248:   model  166 available
004D: jump_if_false DESERT9_155
00D6: if  3
07C1:  450 
07C1:  168 
07C1:  452 
07C1:  453 
004D: jump_if_false DESERT9_155
00A5: @34 = create_car  592 at  339.9034  2499.805  15.4884
00A5: @36 = create_car  422 at -22.1321  2504.942  15.2566
00A5: @37 = create_car  422 at -15.9009  2507.28  15.2543
00A5: @38 = create_car  422 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  166 in_car @36 driverseat
0129: @41 = create_actor  24  165 in_car @37 driverseat
0129: @42 = create_actor  24  165 in_car @38 driverseat
01C8: @43 = create_actor  24  165 in_car @36 passenger_seat  0
01C8: @44 = create_actor  24  166 in_car @37 passenger_seat  0
009A: @45 = create_actor  24  165 at -28.1475  2492.807  15.2513
009A: @46 = create_actor  24  166 at -28.1475  2493.807  15.2513
009A: @47 = create_actor  24  166 at -28.1475  2494.807  15.2513
0464: put_actor @45 into_turret_on_car @36 at_car_offset  .5 -1.0  .4 unknown  0 angle  10.0 with_weapon  28
0464: put_actor @46 into_turret_on_car @37 at_car_offset -.5 -1.0  .4 unknown  0 angle  10.0 with_weapon  28
0464: put_actor @47 into_turret_on_car @37 at_car_offset  .5 -1.0  .4 unknown  0 angle  10.0 with_weapon  28
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  1500  ;; integer values
0006: @71 =  2  ;; integer values

:DESERT9_155
00D6: if  0
0039:   @71 ==  2  ;; integer values
004D: jump_if_false DESERT9_195
00D6: if  0
001D:   @86 > @32  ;; integer values  
004D: jump_if_false DESERT9_195
00D6: if  3
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_195
00D6: if  3
07C1:  450 
07C1:  168 
07C1:  452 
07C1:  453 
004D: jump_if_false DESERT9_191
05EB: @36  450 
05EB: @37  453 
05EB: @38  452 
05EB: @34  168 
0918: @34  1 
06FD: @36  .8 
06FD: @37  .9 
06FD: @38  .8 
015F: set_camera_position -123.0824  2533.057  21.679  0.0  0.0  0.0
0A0B: -123.0824  2533.057  21.679  100.0 
04E4: unknown_refresh_game_renderer_at -123.0824  2533.057
016A: fade  1 (back)  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_195

:DESERT9_191
07C0:  450 
07C0:  168 
07C0:  452 
07C0:  453 

:DESERT9_195
00D6: if  0
0039:   @71 ==  3  ;; integer values
004D: jump_if_false DESERT9_235
00D6: if  3
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_235
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 $73 $74 $75
005D: @148 += $73  ;; floating-point values 
005D: @149 += $74  ;; floating-point values 
005D: @150 += $75  ;; floating-point values 
00AA: store_car @37 position_to $73 $74 $75
005D: @148 += $73  ;; floating-point values 
005D: @149 += $74  ;; floating-point values 
005D: @150 += $75  ;; floating-point values 
00AA: store_car @38 position_to $73 $74 $75
005D: @148 += $73  ;; floating-point values 
005D: @149 += $74  ;; floating-point values 
005D: @150 += $75  ;; 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  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_227
0006: @71 =  4  ;; integer values

:DESERT9_227
00D6: if  0
8039:   NOT   @155 ==  0  ;; integer values
004D: jump_if_false DESERT9_235
00D6: if  0
001D:   @32 > @155  ;; integer values  
004D: jump_if_false DESERT9_235
0006: @626 =  1  ;; integer values
0006: @155 =  0  ;; integer values

:DESERT9_235
00D6: if  0
0039:   @71 ==  4  ;; integer values
004D: jump_if_false DESERT9_276
00D6: if  2
8119:   NOT   car @36 wrecked
8119:   NOT   car @37 wrecked
8119:   NOT   car @38 wrecked
004D: jump_if_false DESERT9_263
00D6: if  2
8118:   NOT   actor @40 dead
8118:   NOT   actor @41 dead
8118:   NOT   actor @42 dead
004D: jump_if_false DESERT9_263
05EC: @36 
05EC: @37 
05EC: @38 
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: unknown_action_sequence @40 @36  400.2219  2504.942  15.4766  12.0  2  0  3 
05D1: unknown_action_sequence @41 @37  400.2219  2510.28  15.4766  12.0  2  0  3 
05D1: unknown_action_sequence @42 @38  400.2219  2497.011  15.4766  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_263
06FD: @34  .7 
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
0615: @66 
0605: unknown_action_sequence -1 "FLEE_LKAROUND_01" "PED"  8.0  0  0  0  0 -1 
0616: @66 
0618: $PLAYER_ACTOR @66 
061B: @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_276
00D6: if  0
0039:   @71 ==  5  ;; integer values
004D: jump_if_false DESERT9_323
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_323
00D6: if  2
8119:   NOT   car @36 wrecked
8119:   NOT   car @37 wrecked
8119:   NOT   car @38 wrecked
004D: jump_if_false DESERT9_304
00D6: if  2
8118:   NOT   actor @40 dead
8118:   NOT   actor @41 dead
8118:   NOT   actor @42 dead
004D: jump_if_false DESERT9_304
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: unknown_action_sequence @40 @36  400.2219  2504.942  15.4766  30.0  2  0  3 
05D1: unknown_action_sequence @41 @37  400.2219  2510.28  15.4766  30.0  2  0  3 
05D1: unknown_action_sequence @42 @38  400.2219  2497.011  15.4766  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_304
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_308
05EC: @34 

:DESERT9_308
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_318
0918: @34  1 
0825: @34 

:DESERT9_318
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_323
00D6: if  0
0039:   @71 ==  6  ;; integer values
004D: jump_if_false DESERT9_351
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_340
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: $73 = @74  ;; floating-point values only
005F: $73 += @156  ;; floating-point values 
0017: @156 /=  14.0  ;; floating-point values 
0088: $75 = @76  ;; floating-point values only
0067: $75 -= @156  ;; floating-point values
088C: @34 $73 @75 $75 

:DESERT9_340
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_351
00A1: put_actor $PLAYER_ACTOR at  403.0466  2522.19  15.4843
05D3: unknown_action_sequence $PLAYER_ACTOR  415.1068  2528.624  15.5375  6 -2 
0A0B:  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_351
00D6: if  0
0039:   @71 ==  7  ;; integer values
004D: jump_if_false DESERT9_386
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_386
0006: @71 =  8  ;; integer values
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_386
00AB: put_car @34 at  380.6384  2503.927  15.4884
00D6: if  2
8119:   NOT   car @36 wrecked
8119:   NOT   car @37 wrecked
8119:   NOT   car @38 wrecked
004D: jump_if_false DESERT9_378
00D6: if  2
8118:   NOT   actor @40 dead
8118:   NOT   actor @41 dead
8118:   NOT   actor @42 dead
004D: jump_if_false DESERT9_378
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: unknown_action_sequence @40 @36  430.2219  2504.942  15.4766  13.0  2  0  3 
05D1: unknown_action_sequence @41 @37  430.2219  2507.28  15.4766  13.0  2  0  3 
05D1: unknown_action_sequence @42 @38  430.2219  2501.011  15.4766  13.0  2  0  3 

:DESERT9_378
0175: set_car @34 z_angle_to  270.0
04BA: set_car @34 speed_instantly  7.0
0825: @34 
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_386
00D6: if  0
0039:   @71 ==  8  ;; integer values
004D: jump_if_false DESERT9_398
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_398
016A: fade  0 ()  800 ms
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_398
05EC: @34 
0006: @71 =  9  ;; integer values

:DESERT9_398
00D6: if  0
0039:   @71 ==  9  ;; integer values
004D: jump_if_false DESERT9_448
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DESERT9_448
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_408
05EC: @34 

:DESERT9_408
00D6: if  2
8119:   NOT   car @36 wrecked
8119:   NOT   car @37 wrecked
8119:   NOT   car @38 wrecked
004D: jump_if_false DESERT9_416
05EC: @36 
05EC: @37 
05EC: @38 

:DESERT9_416
0249: release_model  592
0249: release_model  422
0249: release_model  165
0249: release_model  352
0249: release_model  166
0873:  450 
0873:  168 
0873:  452 
0873:  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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_441
00AB: put_car @34 at  394.6384  2497.927  15.4884
0175: set_car @34 z_angle_to  90.0

:DESERT9_441
0006: @71 =  0  ;; integer values
00D6: if  0
0019:   @157 >  0  ;; integer values
004D: jump_if_false DESERT9_447
0006: @68 =  22  ;; integer values
0002: jump DESERT9_448

:DESERT9_447
0006: @68 =  21  ;; integer values

:DESERT9_448
00D6: if  0
08D0: (unknown)
004D: jump_if_false DESERT9_459
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DESERT9_459
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false DESERT9_459
016A: fade  0 ()  600 ms
0006: @157 =  1  ;; integer values

:DESERT9_459
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false DESERT9_468
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DESERT9_468
0006: @629 =  5  ;; integer values
0006: @157 =  2  ;; integer values
0006: @71 =  9  ;; integer values

:DESERT9_468
0051: return

:DESERT9_469
02E4: load_cutscene_data 'DESERT9'

:DESERT9_470
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DESERT9_475
0001: wait  0 ms
0002: jump DESERT9_470

:DESERT9_475
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DESERT9_477
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DESERT9_482
0001: wait  0 ms
0002: jump DESERT9_477

:DESERT9_482
00D6: if  0
08D0: (unknown)
004D: jump_if_false DESERT9_489
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false DESERT9_489
0006: @157 =  2  ;; integer values

:DESERT9_489
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  0 ()  0 ms

:DESERT9_492
00D6: if  0
016B:   fading
004D: jump_if_false DESERT9_497
0001: wait  0 ms
0002: jump DESERT9_492

:DESERT9_497
02EA: end_cutscene
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @68 =  22  ;; integer values
0051: return

:DESERT9_502
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false DESERT9_520
0860: link_actor $PLAYER_ACTOR to_interior  0 
0247: request_model  592
0247: request_model  422
0247: request_model  165
0247: request_model  352
0247: request_model  166
0247: request_model  461
0247: request_model  363
0247: request_model  364
04ED: load_animation "AIRPORT"
04ED: load_animation "CARRY"
07C0:  149 
07C0:  135 
07C0:  134 
0006: @71 =  1  ;; integer values

:DESERT9_520
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false DESERT9_540
00D6: if  5
0248:   model  422 available
0248:   model  165 available
0248:   model  352 available
0248:   model  166 available
0248:   model  461 available
07C1:  134 
004D: jump_if_false DESERT9_540
00D6: if  5
0248:   model  363 available
0248:   model  364 available
04EE:   animation "AIRPORT" loaded
04EE:   animation "CARRY" loaded
07C1:  149 
07C1:  135 
004D: jump_if_false DESERT9_540
0006: @71 =  2  ;; integer values

:DESERT9_540
00D6: if  0
0039:   @71 ==  2  ;; integer values
004D: jump_if_false DESERT9_598
00A5: @36 = create_car  422 at  366.764  2512.655  15.5677
00A5: @37 = create_car  422 at  367.134  2490.174  15.4884
00A5: @38 = create_car  422 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  166 at  359.7588  2511.474  15.5501
009A: @41 = create_actor  24  165 at  369.7111  2505.838  15.4921
009A: @42 = create_actor  24  165 at  363.5374  2497.674  15.4921
01C8: @43 = create_actor  24  165 in_car @36 passenger_seat  0
01C8: @44 = create_actor  24  166 in_car @37 passenger_seat  0
009A: @45 = create_actor  24  165 at  363.6662  2500.094  15.4921
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_559
0175: set_car @34 z_angle_to  90.0

:DESERT9_559
08A4: @34  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: @36  2 
0657: @36  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  461 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: unknown_action_sequence @40 "IDLE_ARMED" "PED"  4.0  1  0  0  0  0 
0605: unknown_action_sequence @41 "IDLE_ARMED" "PED"  4.0  1  0  0  0  0 
0605: unknown_action_sequence @42 "IDLE_ARMED" "PED"  4.0  1  0  0  0  0 
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  461
0249: release_model  422
0249: release_model  165
0249: release_model  352
0249: release_model  346
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_592
05EB: @34  149 
06FD: @34  0.0 

:DESERT9_592
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_598
00D6: if  0
0039:   @71 ==  3  ;; integer values
004D: jump_if_false DESERT9_625
00D6: if  0
001D:   @86 > @32  ;; integer values  
004D: jump_if_false DESERT9_625
00D6: if  1
8118:   NOT   actor @45 dead
03CA:   object @52 exists
004D: jump_if_false DESERT9_614
0615: @66 
07C9: unknown_action_sequence -1 @52 
05D3: unknown_action_sequence -1  360.2195  2500.023  15.4921  4 -2 
0616: @66 
0618: @45 @66 
061B: @66 

:DESERT9_614
016A: fade  1 (back)  1000 ms
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false DESERT9_621
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  4000  ;; integer values
0002: jump DESERT9_622

:DESERT9_621
0006: @86 =  0  ;; integer values

:DESERT9_622
0006: @71 =  4  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'DES9_3'  4000 ms  1

:DESERT9_625
00D6: if  0
0039:   @71 ==  4  ;; integer values
004D: jump_if_false DESERT9_648
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_648
02A3: toggle_widescreen  1 (on)
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  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_639
05CB: unknown_action_sequence $PLAYER_ACTOR @35 -2 

:DESERT9_639
00BB: text_lowpriority 'DES9_4'  3000 ms  1
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false DESERT9_646
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  3000  ;; integer values
0002: jump DESERT9_647

:DESERT9_646
0006: @86 =  0  ;; integer values

:DESERT9_647
0006: @71 =  5  ;; integer values

:DESERT9_648
00D6: if  0
0039:   @71 ==  5  ;; integer values
004D: jump_if_false DESERT9_681
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_681
00BE: text_clear_all
00BB: text_lowpriority 'DES9_44'  4000 ms  1
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_664
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DESERT9_664
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @35

:DESERT9_664
0107: @56 = create_object #KB_BARREL at  0.0  0.0  0.0
0382: set_object @56 collision_detection  0
0750: @56  0 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_671
0681: attach_object @56 to_car @34 offset  0.0 -15.223 -1.489   0.0  0.0  0.0 

:DESERT9_671
041A: @158 = actor $PLAYER_ACTOR weapon  39 ammo
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false DESERT9_676
01B2: give_actor $PLAYER_ACTOR weapon  39 ammo  1  ;; Load the weapon model before using this

:DESERT9_676
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_681
00D6: if  0
0039:   @71 ==  6  ;; integer values
004D: jump_if_false DESERT9_692
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_692
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
00BB: text_lowpriority 'DES9_A4'  4000 ms  1
0006: @68 =  2  ;; integer values

:DESERT9_692
0051: return

:DESERT9_693
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0019:   @73 >  0  ;; integer values
004D: jump_if_false DESERT9_709
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_709
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  0
0023:   -83.0 > @74  ;; floating-point values
004D: jump_if_false DESERT9_709
0006: @68 =  8  ;; integer values
0006: @71 =  0  ;; integer values

:DESERT9_709
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_745
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  0
0021:   @154 >  2.0  ;; floating-point values
004D: jump_if_false DESERT9_721
0007: @154 =  2.0  ;; floating-point values

:DESERT9_721
00D6: if  0
0023:    .2 > @154  ;; floating-point values
004D: jump_if_false DESERT9_725
0007: @154 =  .2  ;; floating-point values

:DESERT9_725
088B: @35 @154 
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  0
0021:   @160 >  1.0  ;; floating-point values
004D: jump_if_false DESERT9_738
0007: @160 =  1.0  ;; floating-point values

:DESERT9_738
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_745
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false DESERT9_757
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_757
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  412.6561  2530.908  15.617 radius  5.0  5.0  5.0
004D: jump_if_false DESERT9_757
0085: @72 = @32  ;; integer values and handles
000A: @72 +=  8000  ;; integer values
0006: @73 =  2  ;; integer values

:DESERT9_757
00D6: if  0
0039:   @73 ==  2  ;; integer values
004D: jump_if_false DESERT9_788
00D6: if  22
00DF:   actor $PLAYER_ACTOR driving
001D:   @32 > @72  ;; integer values  
00FE:   actor $PLAYER_ACTOR  0 ()near_point  354.8564  2500.152  18.3701 radius  50.0  50.0  50.0
004D: jump_if_false DESERT9_788
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_788
0085: @72 = @32  ;; integer values and handles
000A: @72 +=  1350  ;; integer values
0006: @73 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DESERT9_775
05E2: unknown_action_sequence @40 $PLAYER_ACTOR 

:DESERT9_775
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false DESERT9_780
04EB: unknown_action_sequence @41  1 
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:DESERT9_780
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DESERT9_784
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 

:DESERT9_784
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false DESERT9_788
0792: @45 

:DESERT9_788
00D6: if  0
0039:   @73 ==  3  ;; integer values
004D: jump_if_false DESERT9_796
00D6: if  0
001D:   @32 > @72  ;; integer values  
004D: jump_if_false DESERT9_796
06FD: @34  1.0 
0006: @73 =  4  ;; integer values

:DESERT9_796
00D6: if  0
0039:   @73 ==  4  ;; integer values
004D: jump_if_false DESERT9_844
01BB: store_object @56 position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @148 @149 @150
0509: @146 = distance between point $73 $74 and point @148 @149
0007: @162 =  200.0  ;; floating-point values
0073: @162 /= @146  ;; floating-point values 
00D6: if  0
0021:   @162 >  1.0  ;; floating-point values
004D: jump_if_false DESERT9_808
0007: @162 =  1.0  ;; floating-point values

:DESERT9_808
00D6: if  0
0023:    .3 > @162  ;; floating-point values
004D: jump_if_false DESERT9_812
0007: @162 =  .3  ;; floating-point values

:DESERT9_812
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_816
06FD: @34 @162 

:DESERT9_816
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point $73 $74 $75 radius  15.0  15.0  5.0
004D: jump_if_false DESERT9_825
00D6: if  0
001B:    2 > @163  ;; integer values
004D: jump_if_false DESERT9_824
0050: gosub DESERT9_1972
0006: @163 =  1  ;; integer values

:DESERT9_824
0002: jump DESERT9_829

:DESERT9_825
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false DESERT9_829
0006: @163 =  2  ;; integer values

:DESERT9_829
00D6: if  0
0474: $PLAYER_ACTOR @56  4.0  1.0  1.0  0 
004D: jump_if_false DESERT9_844
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_844
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false DESERT9_844
08C6: $PLAYER_ACTOR  1 
0164: disable_marker @152
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @71 =  20  ;; integer values
0006: @68 =  3  ;; integer values
041E: set_radio_station  11 

:DESERT9_844
0051: return

:DESERT9_845
0006: @439 =  1  ;; integer values
00D6: if  0
08D0: (unknown)
004D: jump_if_false DESERT9_861
00D6: if  0
001B:    11 > @71  ;; integer values
004D: jump_if_false DESERT9_854
0006: @86 =  0  ;; integer values
0006: @71 =  11  ;; integer values

:DESERT9_854
00D6: if  1
0019:   @71 >  19  ;; integer values
001B:    23 > @71  ;; integer values
004D: jump_if_false DESERT9_861
0006: @86 =  0  ;; integer values
0006: @71 =  24  ;; integer values
0006: @65 =  1  ;; integer values

:DESERT9_861
00D6: if  0
0039:   @71 ==  20  ;; integer values
004D: jump_if_false DESERT9_886
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_886
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
060E: @34 
004D: jump_if_false DESERT9_873
05EC: @34 

:DESERT9_873
05EB: @34  135 
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_879
0519: unknown_car @35 flag  1
0338: @35  0 

:DESERT9_879
0337: unknown_actor $PLAYER_ACTOR flag  0
00A6: destroy_car @36
00A6: destroy_car @37
00A6: destroy_car @38
0249: release_model  422
04ED: load_animation "AIRPORT"
0006: @71 =  21  ;; integer values

:DESERT9_886
00D6: if  0
0039:   @71 ==  21  ;; integer values
004D: jump_if_false DESERT9_897
0925: (unknown)
092F:  1 
0930:  1 
0936:  66.4737  2494.118  17.9816 -43.8545  2492.902  19.8651  5500  1 
0920:  67.4593  2494.287  17.9942 -44.3218  2493.184  20.7031  5500  1 
0006: @71 =  22  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  4500  ;; integer values

:DESERT9_897
00D6: if  0
0039:   @71 ==  22  ;; integer values
004D: jump_if_false DESERT9_905
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_905
016A: fade  0 ()  1000 ms
0006: @71 =  23  ;; integer values

:DESERT9_905
00D6: if  0
0039:   @71 ==  23  ;; integer values
004D: jump_if_false DESERT9_912
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DESERT9_912
0006: @71 =  0  ;; integer values

:DESERT9_912
00D6: if  0
0039:   @71 ==  24  ;; integer values
004D: jump_if_false DESERT9_917
016A: fade  0 ()  1000 ms
0006: @71 =  25  ;; integer values

:DESERT9_917
00D6: if  0
0039:   @71 ==  25  ;; integer values
004D: jump_if_false DESERT9_925
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DESERT9_925
0006: @71 =  0  ;; integer values
0006: @65 =  1  ;; integer values

:DESERT9_925
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false DESERT9_1006
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_933
0519: unknown_car @35 flag  0
0338: @35  1 

:DESERT9_933
04BB: select_interior  9  ;; select render area
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_938
0860: link_actor $PLAYER_ACTOR to_interior  9 

:DESERT9_938
009B: destroy_actor_instantly @44
009A: @44 = create_actor  26  165 at  316.0887  983.9927  1958.138
0173: set_actor @44 z_angle_to  90.0
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_945
0860: link_actor @44 to_interior  9 

:DESERT9_945
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_950
00A1: put_actor @44 at  317.081  979.907  1960.108
0173: set_actor @44 z_angle_to  90.0

:DESERT9_950
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_954
0840: link_car @35 to_interior  9 

:DESERT9_954
0581: toggle_radar  0 (off)
0107: @85 = create_object #D9_RUNWAY at  305.191  1030.752  1938.134
07C0:  150 
07C0:  152 

:DESERT9_958
00D6: if  21
87C1:   NOT  150 
87C1:   NOT  152 
004D: jump_if_false DESERT9_964
0001: wait  0 ms
0002: jump DESERT9_958

:DESERT9_964
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_981
00AB: put_car @35 at  331.8417  1038.314  1956.177
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false DESERT9_972
036A: put_actor $PLAYER_ACTOR in_car @35

:DESERT9_972
00BE: text_clear_all
0860: link_actor $PLAYER_ACTOR to_interior  9 
0337: unknown_actor $PLAYER_ACTOR flag  1
05EB: @35  150 
06C5: @35 
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false DESERT9_981
036A: put_actor $PLAYER_ACTOR in_car @35

:DESERT9_981
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  371

:DESERT9_992
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false DESERT9_997
0001: wait  0 ms
0002: jump DESERT9_992

:DESERT9_997
016A: fade  1 (back)  600 ms
00BB: text_lowpriority 'DES9_A5'  4000 ms  1
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false DESERT9_1005
0006: @71 =  11  ;; integer values
0006: @86 =  0  ;; integer values
0002: jump DESERT9_1006

:DESERT9_1005
0006: @71 =  1  ;; integer values

:DESERT9_1006
00D6: if  1
0019:   @71 >  0  ;; integer values
001B:    20 > @71  ;; integer values
004D: jump_if_false DESERT9_1011
0050: gosub DESERT9_2079

:DESERT9_1011
00D6: if  0
0039:   @435 ==  0  ;; integer values
004D: jump_if_false DESERT9_1018
00D6: if  0
001D:   @32 > @168  ;; integer values  
004D: jump_if_false DESERT9_1018
0006: @435 =  1  ;; integer values

:DESERT9_1018
00D6: if  0
03CA:   object @85 exists
004D: jump_if_false DESERT9_1023
01BB: store_object @85 position_to @164 @165 @166
000B: @165 +=  .05  ;; floating-point values

:DESERT9_1023
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false DESERT9_1033
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1033
0633: unknown_action_sequence $PLAYER_ACTOR 
0006: @71 =  2  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  300  ;; integer values

:DESERT9_1033
00D6: if  0
0039:   @71 ==  2  ;; integer values
004D: jump_if_false DESERT9_1048
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1048
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_1043
00A6: destroy_car @34

:DESERT9_1043
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_1048
00D6: if  0
0039:   @71 ==  3  ;; integer values
004D: jump_if_false DESERT9_1063
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1063
0108: destroy_object @85
0925: (unknown)
092F:  1 
0930:  1 
0936:  317.7203  1027.3  1949.071  317.7203  1027.3  1949.071  1000  1 
0920:  316.9413  1026.675  1949.027  317.3408  1026.377  1949.13  1000  1 
0006: @71 =  4  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  1500  ;; integer values

:DESERT9_1063
00D6: if  0
0039:   @71 ==  4  ;; integer values
004D: jump_if_false DESERT9_1101
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  0
0021:   @312 >  1020.214  ;; floating-point values
004D: jump_if_false DESERT9_1089
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_1080
05EB: @35  152 

:DESERT9_1080
0673: unknown_action_sequence $PLAYER_ACTOR  1.0  0.0  1000 
0006: @71 =  6  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  2000  ;; integer values
0925: (unknown)
092F:  1 
0930:  1 
0936:  317.7203  1027.3  1949.071  317.7203  1027.3  1949.071  2000  1 
0920:  317.3408  1026.377  1949.13  317.1811  1027.991  1948.589  2000  1 

:DESERT9_1089
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_1101
00D6: if  0
0039:   @71 ==  5  ;; integer values
004D: jump_if_false DESERT9_1105
01BB: store_object @96 position_to @292 @312 @332

:DESERT9_1105
00D6: if  0
0039:   @71 ==  6  ;; integer values
004D: jump_if_false DESERT9_1114
01BB: store_object @96 position_to @292 @312 @332
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1114
0006: @71 =  11  ;; integer values
00BE: text_clear_all

:DESERT9_1114
00D6: if  0
0039:   @71 ==  7  ;; integer values
004D: jump_if_false DESERT9_1129
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  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_1129
00A1: put_actor @44 at  315.7535  983.4348  1958.265
0173: set_actor @44 z_angle_to  0.0
0605: unknown_action_sequence @44 "FUCKU" "PED"  4.0  0  0  0  0  3000 

:DESERT9_1129
00D6: if  0
0039:   @71 ==  8  ;; integer values
004D: jump_if_false DESERT9_1155
00D6: if  0
0248:   model  371 available
004D: jump_if_false DESERT9_1154
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1153
00BE: text_clear_all
00BB: text_lowpriority 'DES9_45'  4000 ms  1
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: $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  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_1150
01B2: give_actor @44 weapon  46 ammo  1  ;; Load the weapon model before using this
0A27: @44  1 

:DESERT9_1150
0006: @71 =  9  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  4000  ;; integer values

:DESERT9_1153
0002: jump DESERT9_1155

:DESERT9_1154
0247: request_model  371

:DESERT9_1155
00D6: if  0
0039:   @71 ==  9  ;; integer values
004D: jump_if_false DESERT9_1179
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1179
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  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_1175
00A1: put_actor @44 at  317.4929  981.1245  1958.806
0173: set_actor @44 z_angle_to  90.0

:DESERT9_1168
00D6: if  0
84EE:   NOT   animation "AIRPORT" loaded
004D: jump_if_false DESERT9_1174
04ED: load_animation "AIRPORT"
0001: wait  0 ms
0002: jump DESERT9_1168

:DESERT9_1174
0605: unknown_action_sequence @44 "THRW_BARL_THRW" "AIRPORT"  4.0  0  0  0  0 -1 

:DESERT9_1175
00BB: text_lowpriority 'DES9_46'  4000 ms  1
0006: @71 =  10  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  1100  ;; integer values

:DESERT9_1179
00D6: if  0
0039:   @71 ==  10  ;; integer values
004D: jump_if_false DESERT9_1189
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1189
0006: @435 =  2  ;; integer values
0006: @71 =  11  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  2900  ;; integer values

:DESERT9_1189
00D6: if  0
0039:   @71 ==  11  ;; integer values
004D: jump_if_false DESERT9_1308
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1308
0247: request_model  371

:DESERT9_1196
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false DESERT9_1201
0001: wait  0 ms
0002: jump DESERT9_1196

:DESERT9_1201
0925: (unknown)
0792: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DESERT9_1208
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  318.1163  1024.791  1948.729
0002: jump DESERT9_1209

:DESERT9_1208
00A1: put_actor $PLAYER_ACTOR at  318.1163  1024.791  1948.729

:DESERT9_1209
0173: set_actor $PLAYER_ACTOR z_angle_to  121.0
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_1219
00D6: if  0
060E: @35 
004D: jump_if_false DESERT9_1217
05EC: @35 

:DESERT9_1217
00A6: destroy_car @35
0249: release_model  461

:DESERT9_1219
0173: set_actor $PLAYER_ACTOR z_angle_to  225.0
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_1224
00A1: put_actor @44 at  317.4565  980.5405  1958.935

:DESERT9_1224
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_1231
00D6: if  0
060E: @35 
004D: jump_if_false DESERT9_1231
05EC: @35 

:DESERT9_1231
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0108: destroy_object @85
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_1240
00A6: destroy_car @34

:DESERT9_1240
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DESERT9_1244
06AF: $PLAYER_CHAR  1 

:DESERT9_1244
064B: "CLOUDFAST"  315.2994  1028.151  1936.464  1 @174 
064C: @174 
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  165 at  313.4011  1012.37  1951.588
009A: @41 = create_actor  26  166 at  312.5008  1004.962  1953.297
009A: @42 = create_actor  26  165 at  318.7976  988.7245  1957.044
009A: @43 = create_actor  26  166 at  313.1324  991.6313  1956.374
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_1259
0519: unknown_car @35 flag  0
0338: @35  1 

:DESERT9_1259
0337: unknown_actor $PLAYER_ACTOR flag  1
07DD: @40  100 
07DD: @41  100 
07DD: @42  100 
07DD: @43  100 
081A: @40  2 
081A: @41  2 
081A: @42  2 
081A: @43  2 
081A: @44  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  0
8118:   NOT   actor @40 dead
004D: jump_if_false DESERT9_1277
0860: link_actor @40 to_interior  9 

:DESERT9_1277
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false DESERT9_1281
0860: link_actor @41 to_interior  9 

:DESERT9_1281
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DESERT9_1285
0860: link_actor @42 to_interior  9 

:DESERT9_1285
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DESERT9_1289
0860: link_actor @43 to_interior  9 

:DESERT9_1289
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_1299
00A1: put_actor @44 at  317.881  979.907  1960.108
00D6: if  0
8491:   NOT   actor @44 has_weapon  46 
004D: jump_if_false DESERT9_1299
01B2: give_actor @44 weapon  46 ammo  1  ;; Load the weapon model before using this
0A27: @44  1 
07DD: @44  100 

:DESERT9_1299
0006: @68 =  4  ;; integer values
0006: @178 =  0  ;; integer values
0006: @439 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_1306
02AB: set_actor $PLAYER_ACTOR immunities  0  1  1  0  0

:DESERT9_1306
0006: @171 =  1  ;; integer values
0004: $1511 =  1  ;; integer values

:DESERT9_1308
0051: return

:DESERT9_1309
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0735:  49 
004D: jump_if_false DESERT9_1317
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_1317
05E9: @35  152 

:DESERT9_1317
00D6: if  0
0735:  50 
004D: jump_if_false DESERT9_1327
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_1327
00D6: if  0
06AA: @35 
004D: jump_if_false DESERT9_1327
0752: @35 

:DESERT9_1327
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DESERT9_1359
00D6: if  22
0A3A: $PLAYER_CHAR -258 
0A3A: $PLAYER_CHAR -259 
0A3A: $PLAYER_CHAR -260 
004D: jump_if_false DESERT9_1337
0A3B: $PLAYER_CHAR 
020C: create_explosion_with_radius  7 at  316.0  1000.0  1954.6

:DESERT9_1337
00D6: if  0
0356:   explosion_type -1 in_cube  325.0714  967.935  1971.838  310.7184  1047.574  1939.683  
004D: jump_if_false DESERT9_1359
0006: @178 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_1345
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1

:DESERT9_1345
0007: @159 =  972.5745  ;; floating-point values
0006: @88 =  0  ;; integer values

:DESERT9_1347
00D6: if  0
0033:    1050.574 >= @159  ;; floating-point values 
004D: jump_if_false DESERT9_1359
0087: @160 = @159  ;; floating-point values only
000F: @160 -=  5.0  ;; floating-point values
00D6: if  0
0356:   explosion_type -1 in_cube  325.0714 @159  1971.838  310.7184 @160  1939.683  
004D: jump_if_false DESERT9_1356
0006: @462(@88,15i) =  1  ;; integer values

:DESERT9_1356
000A: @88 +=  1  ;; integer values
000B: @159 +=  5.0  ;; floating-point values
0002: jump DESERT9_1347

:DESERT9_1359
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DESERT9_1363
0050: gosub DESERT9_2409

:DESERT9_1363
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false DESERT9_1371
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false DESERT9_1371
00BB: text_lowpriority 'DES9_27'  4000 ms  1
0006: @173 =  1  ;; integer values

:DESERT9_1371
00D6: if  0
0039:   @173 ==  1  ;; integer values
004D: jump_if_false DESERT9_1387
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false DESERT9_1387
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  46
00BE: text_clear_all
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false DESERT9_1385
00BB: text_lowpriority 'DES9_A1'  4000 ms  1
00BB: text_lowpriority 'DES9_A2'  4000 ms  1
0002: jump DESERT9_1386

:DESERT9_1385
00BB: text_lowpriority 'DES9_26'  4000 ms  1

:DESERT9_1386
0006: @173 =  2  ;; integer values

:DESERT9_1387
00D6: if  0
0039:   @180 ==  0  ;; integer values
004D: jump_if_false DESERT9_1399
00D6: if  0
0022:    1942.27 > $71  ;; floating-point values
004D: jump_if_false DESERT9_1399
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_1397
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1

:DESERT9_1397
0006: @180 =  1  ;; integer values
09D9: (unknown)

:DESERT9_1399
00D6: if  0
0039:   @173 ==  2  ;; integer values
004D: jump_if_false DESERT9_1423
00D6: if  0
0022:    1940.27 > $71  ;; floating-point values
004D: jump_if_false DESERT9_1423
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false DESERT9_1417
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_1416
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  46
0650: @174 
0006: @68 =  9  ;; integer values
0006: @71 =  0  ;; integer values
0004: $1902 =  1  ;; integer values

:DESERT9_1416
0002: jump DESERT9_1423

:DESERT9_1417
00BE: text_clear_all
00BB: text_lowpriority 'DES9_39'  4000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
0050: gosub DESERT9_2684
04BB: select_interior  0  ;; select render area
0002: jump DESERT9_8

:DESERT9_1423
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_1455
00A0: store_actor @44 position_to @148 @149 @150
00D6: if  1
0023:    1940.0 > @150  ;; floating-point values
8818:   NOT $PLAYER_ACTOR 
004D: jump_if_false DESERT9_1455
00BE: text_clear_all
00BB: text_lowpriority 'DES9_29'  5000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
0215: destroy_pickup $8269
0001: wait  1000 ms
016A: fade  0 ()  1000 ms

:DESERT9_1437
00D6: if  0
016B:   fading
004D: jump_if_false DESERT9_1442
0001: wait  0 ms
0002: jump DESERT9_1437

:DESERT9_1442
04BB: select_interior  0  ;; select render area
0792: $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_2684
0001: wait  1500 ms
016A: fade  1 (back)  1000 ms

:DESERT9_1449
00D6: if  0
016B:   fading
004D: jump_if_false DESERT9_1454
0001: wait  0 ms
0002: jump DESERT9_1449

:DESERT9_1454
0002: jump DESERT9_8

:DESERT9_1455
00D6: if  1
0022:    1938.0 > $71  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_1537
00BE: text_clear_all
00D6: if  0
001B:    2 > @173  ;; integer values
004D: jump_if_false DESERT9_1537
016A: fade  0 ()  1000 ms

:DESERT9_1464
00D6: if  0
016B:   fading
004D: jump_if_false DESERT9_1469
0001: wait  0 ms
0002: jump DESERT9_1464

:DESERT9_1469
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  445
0247: request_model  91
04ED: load_animation "PARACHUTE"

:DESERT9_1475
00D6: if  22
8248:   NOT   model  445 available
8248:   NOT   model  91 available
84EE:   NOT   animation "PARACHUTE" loaded
004D: jump_if_false DESERT9_1482
0001: wait  0 ms
0002: jump DESERT9_1475

:DESERT9_1482
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at  122.3556  1069.892  99.6832
00A5: @181 = create_car  445 at  119.3556  1069.892  13.665
01C8: @182 = create_actor  4  91 in_car @181 passenger_seat  0
0249: release_model  91
0249: release_model  445
0249: release_model  363
0249: release_model  364
0175: set_car @181 z_angle_to  180.0
00A1: put_actor $PLAYER_ACTOR at  119.3  1070.47  189.3266
083C: $PLAYER_ACTOR  0.0  0.0  0.0 
016A: fade  1 (back)  1000 ms

:DESERT9_1498
00D6: if  0
016B:   fading
004D: jump_if_false DESERT9_1503
0001: wait  0 ms
0002: jump DESERT9_1498

:DESERT9_1503
00A1: put_actor $PLAYER_ACTOR at  119.3  1070.47  80.3266
083C: $PLAYER_ACTOR  0.0  0.0  0.0 

:DESERT9_1505
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_1536
0819: $PLAYER_ACTOR @184 
00D6: if  1
0023:    4.8 > @184  ;; floating-point values
0039:   @183 ==  0  ;; integer values
004D: jump_if_false DESERT9_1534
0006: @183 =  1  ;; integer values
0829: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
00D6: if  0
8119:   NOT   car @181 wrecked
004D: jump_if_false DESERT9_1534
0689: @181  2  1 
0689: @181  4  1 
0689: @181  3  1 
04FE: deflate_tire  0 on_car @181
04FE: deflate_tire  2 on_car @181
04FE: deflate_tire  1 on_car @181
0730: @181  4 
0730: @181  0 
0730: @181  6 
0730: @181  6 
07D5: @181  0.0  0.0 -.15  0.0  0.0  0.0 
00D6: if  0
8118:   NOT   actor @182 dead
004D: jump_if_false DESERT9_1534
0687: @182 
05CF: @182 @181  119.3556  1069.892  13.665 

:DESERT9_1534
0001: wait  0 ms
0002: jump DESERT9_1505

:DESERT9_1536
04EF: release_animation "PARACHUTE"

:DESERT9_1537
00D6: if  0
0020:   $70 >  1033.0  ;; floating-point values
004D: jump_if_false DESERT9_1542
0003: shake_camera  40
0002: jump DESERT9_1543

:DESERT9_1542
0003: shake_camera  10

:DESERT9_1543
0050: gosub DESERT9_2079
0051: return

:DESERT9_1545
02A3: toggle_widescreen  1 (on)
0004: $1511 =  1  ;; integer values

:DESERT9_1547
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false DESERT9_1562
04BB: select_interior  0  ;; select render area
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_1555
00A6: destroy_car @34

:DESERT9_1555
00A5: @34 = create_car  592 at  316.212  1003.495  1957.529
05EB: @34  134 
0175: set_car @34 z_angle_to  180.0
067C: $PLAYER_ACTOR  0.0  2.0 -2.0  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_1562
00D6: if  0
0039:   @185 ==  1  ;; integer values
004D: jump_if_false DESERT9_1573
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1573
0004: $1511 =  0  ;; integer values
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0051: return

:DESERT9_1573
0001: wait  0 ms
0002: jump DESERT9_1547
0051: return

:DESERT9_1576
04BB: select_interior  0  ;; select render area

:DESERT9_1577
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DESERT9_1582
0002: jump DESERT9_2672

:DESERT9_1582
00D6: if  0
0735:  84 
004D: jump_if_false DESERT9_1585

:DESERT9_1585
0002: jump DESERT9_1577
0051: return

:DESERT9_1587
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false DESERT9_1596
00A5: @186 = create_car  592 at  339.9034  2499.805  15.4884
05EB: @186  134 
06FD: @186  1.0 
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  1000  ;; integer values
0006: @71 =  1  ;; integer values

:DESERT9_1596
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false DESERT9_1622
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1622
00BE: text_clear_all
00BB: text_lowpriority 'DES9_42'  5000 ms  1
0337: unknown_actor $PLAYER_ACTOR flag  0
04BB: select_interior  0  ;; select render area
00A5: @34 = create_car  592 at  339.9034  2499.805  15.4884
02AC: set_car @34 immunities  1  1  1  1  1
05EB: @34  134 
0224: set_car @34 health_to  350
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DESERT9_1616
06FD: @186  .5 
067A: @186  15.0  15.0  10.0 @34  15.0  2 
0338: @186  0 

:DESERT9_1616
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @203 =  1  ;; integer values
0006: @71 =  3  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  5000  ;; integer values

:DESERT9_1622
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false DESERT9_1641
00D6: if  0
001D:   @32 > @204  ;; integer values  
004D: jump_if_false DESERT9_1641
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_1641
00AA: store_car @34 position_to $73 $74 $75
00D6: if  0
001B:    6 > @206  ;; integer values
004D: jump_if_false DESERT9_1637
020C: create_explosion_with_radius  7 at $73 $74 $75
0002: jump DESERT9_1638

:DESERT9_1637
0565: create_temporary_explosion_fire $73 $74 $75  7

:DESERT9_1638
000A: @206 +=  1  ;; integer values
0209: @204 = random_int  100  250
005A: @204 += @32  ;; integer values 

:DESERT9_1641
00D6: if  0
0039:   @71 ==  3  ;; integer values
004D: jump_if_false DESERT9_1651
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1651
0006: @71 =  4  ;; integer values
016A: fade  0 ()  1000 ms
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  1000  ;; integer values

:DESERT9_1651
00D6: if  0
0039:   @71 ==  4  ;; integer values
004D: jump_if_false DESERT9_1661
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DESERT9_1661
0970: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump DESERT9_3

:DESERT9_1661
0051: return

:DESERT9_1662
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false DESERT9_1722
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_1722
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06FD: @34  1.0 
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false DESERT9_1680
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false DESERT9_1680
00A6: destroy_car @36

:DESERT9_1680
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DESERT9_1684
00A6: destroy_car @186

:DESERT9_1684
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false DESERT9_1691
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false DESERT9_1691
00A6: destroy_car @37

:DESERT9_1691
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false DESERT9_1698
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false DESERT9_1698
00A6: destroy_car @38

:DESERT9_1698
0006: @414 =  0  ;; integer values

:DESERT9_1699
00D6: if  0
001B:    8 > @414  ;; integer values
004D: jump_if_false DESERT9_1705
009B: destroy_actor_instantly @40(@414,8i)
000A: @414 +=  1  ;; integer values
0002: jump DESERT9_1699

:DESERT9_1705
0006: @414 =  0  ;; integer values

:DESERT9_1706
00D6: if  0
001B:    15 > @414  ;; integer values
004D: jump_if_false DESERT9_1712
0108: destroy_object @225(@414,15i)
000A: @414 +=  1  ;; integer values
0002: jump DESERT9_1706

:DESERT9_1712
0006: @414 =  0  ;; integer values

:DESERT9_1713
00D6: if  0
001B:    5 > @414  ;; integer values
004D: jump_if_false DESERT9_1719
0108: destroy_object @49(@414,6i)
000A: @414 +=  1  ;; integer values
0002: jump DESERT9_1713

:DESERT9_1719
0006: @71 =  1  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  3000  ;; integer values

:DESERT9_1722
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false DESERT9_1735
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1735
00BB: text_lowpriority 'DES9_32'  4000 ms  1
00BA: text_styled 'M_FAIL'  5000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
0002: jump DESERT9_3

:DESERT9_1735
0051: return

:DESERT9_1736
008A: $7508 = @32  ;; integer values and handles
0060: $7508 -= $7509  ;; integer values
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false DESERT9_1777
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_1745
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1

:DESERT9_1745
008A: $7509 = @32  ;; integer values and handles
008A: $7508 = @32  ;; integer values and handles
0060: $7508 -= $7509  ;; integer values
083D: $PLAYER_ACTOR $73 $74 $75 
00A5: @186 = create_car  592 at  339.9034  2499.805  15.4884
05EB: @186  134 
06FD: @186  .5 
00A1: put_actor $PLAYER_ACTOR at  177.9967  1099.621  1977.491
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0
083C: $PLAYER_ACTOR $73 -30.0 $75 
0338: @186  1 
08A4: @186  1.0 
04BB: select_interior  0  ;; select render area
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  46
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_1777
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false DESERT9_1796
00D6: if  0
001D:   @32 > @204  ;; integer values  
004D: jump_if_false DESERT9_1796
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DESERT9_1796
00AA: store_car @186 position_to $73 $74 $75
00D6: if  0
001B:    6 > @206  ;; integer values
004D: jump_if_false DESERT9_1792
020C: create_explosion_with_radius  7 at $73 $74 $75
0002: jump DESERT9_1793

:DESERT9_1792
0565: create_temporary_explosion_fire $73 $74 $75  7

:DESERT9_1793
000A: @206 +=  1  ;; integer values
0209: @204 = random_int  100  250
005A: @204 += @32  ;; integer values 

:DESERT9_1796
00D6: if  0
8039:   NOT   @69 ==  1  ;; integer values
004D: jump_if_false DESERT9_1807
00D6: if  0
0039:   @205 ==  0  ;; integer values
004D: jump_if_false DESERT9_1807
00D6: if  0
0018:   $7508 >  4070  ;; integer values
004D: jump_if_false DESERT9_1807
0050: gosub DESERT9_2672
0006: @205 =  1  ;; integer values

:DESERT9_1807
00D6: if  0
0018:   $7508 >  8070  ;; integer values
004D: jump_if_false DESERT9_1815
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0002: jump DESERT9_3

:DESERT9_1815
00D6: if  0
0039:   @71 ==  999  ;; integer values
004D: jump_if_false DESERT9_1845
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 $73 $74 $75
0089: @187 = $73  ;; floating-point values only
0087: @189 = @196  ;; floating-point values only
0013: @189 *=  7.5  ;; floating-point values 
005D: @189 += $75  ;; floating-point values 
000F: @189 -=  2.5  ;; floating-point values
0089: @188 = $74  ;; 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_1845
00D6: if  0
0039:   @71 ==  40  ;; integer values
004D: jump_if_false DESERT9_1850
0085: @88 = @32  ;; integer values and handles
0006: @71 =  41  ;; integer values

:DESERT9_1850
00D6: if  0
8039:   NOT   @69 ==  1  ;; integer values
004D: jump_if_false DESERT9_1868
00D6: if  0
0039:   @71 ==  41  ;; integer values
004D: jump_if_false DESERT9_1868
008A: $7510 = @32  ;; integer values and handles
0066: $7510 -= @88  ;; integer values 
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1868
0006: @71 =  42  ;; integer values
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0050: gosub DESERT9_2672
0002: jump DESERT9_3

:DESERT9_1868
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false DESERT9_1894
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1894
00BE: text_clear_all
00BB: text_lowpriority 'DES9_42'  5000 ms  1
0337: unknown_actor $PLAYER_ACTOR flag  0
04BB: select_interior  0  ;; select render area
00A5: @34 = create_car  592 at  339.9034  2499.805  15.4884
02AC: set_car @34 immunities  1  1  1  1  1
05EB: @34  134 
0224: set_car @34 health_to  350
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DESERT9_1888
06FD: @186  .5 
067A: @186  15.0  15.0  10.0 @34  15.0  2 
0338: @186  0 

:DESERT9_1888
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_1894
00D6: if  0
0039:   @71 ==  10  ;; integer values
004D: jump_if_false DESERT9_1901
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_1901
00D6: if  0
0039:   @71 ==  11  ;; integer values
004D: jump_if_false DESERT9_1908
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_1908
00D6: if  0
0039:   @71 ==  12  ;; integer values
004D: jump_if_false DESERT9_1915
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_1915
00D6: if  0
0039:   @71 ==  2  ;; integer values
004D: jump_if_false DESERT9_1918

:DESERT9_1918
00D6: if  0
0039:   @71 ==  3  ;; integer values
004D: jump_if_false DESERT9_1927
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1927
0006: @71 =  4  ;; integer values
0085: @86 = @32  ;; integer values and handles
000A: @86 +=  6000  ;; integer values

:DESERT9_1927
00D6: if  0
0039:   @71 ==  4  ;; integer values
004D: jump_if_false DESERT9_1935
00D6: if  0
001D:   @32 > @86  ;; integer values  
004D: jump_if_false DESERT9_1935
0970: (unknown)
0002: jump DESERT9_3

:DESERT9_1935
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 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_1943

:DESERT9_1943
0085: @57 = @32  ;; integer values and handles
000A: @57 +=  4000  ;; integer values

:DESERT9_1945
0001: wait  0 ms
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false DESERT9_1956
00D6: if  0
001D:   @32 > @57  ;; integer values  
004D: jump_if_false DESERT9_1956
016A: fade  0 ()  1000 ms
0085: @57 = @32  ;; integer values and handles
000A: @57 +=  1000  ;; integer values
0006: @58 =  1  ;; integer values

:DESERT9_1956
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false DESERT9_1970
00D6: if  0
001D:   @32 > @57  ;; integer values  
004D: jump_if_false DESERT9_1970
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  0 ms
00BB: text_lowpriority 'DES9_32'  5000 ms  1
0050: gosub DESERT9_2669
0002: jump DESERT9_3

:DESERT9_1970
0002: jump DESERT9_1945
0051: return

:DESERT9_1972
00D6: if  0
0039:   @207 ==  0  ;; integer values
004D: jump_if_false DESERT9_2021
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_2006
00D6: if  0
001B:    15 > @255  ;; integer values
004D: jump_if_false DESERT9_2020
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_2006

:DESERT9_2020
0006: @207 =  1  ;; integer values

:DESERT9_2021
00D6: if  0
0039:   @207 ==  1  ;; integer values
004D: jump_if_false DESERT9_2078
00D6: if  0
001B:    15 > @224  ;; integer values
004D: jump_if_false DESERT9_2078
00D6: if  0
001D:   @32 > @208(@224,15i)  ;; integer values  
004D: jump_if_false DESERT9_2078
0006: @277 =  0  ;; integer values

:DESERT9_2031
00D6: if  0
001B:    15 > @277  ;; integer values
004D: jump_if_false DESERT9_2047
00D6: if  0
03CA:   object @225(@277,15i) exists
004D: jump_if_false DESERT9_2045
00D6: if  0
82CC:   NOT   unknown_object @225(@277,15i) bounding_sphere_visible
004D: jump_if_false DESERT9_2045
01BB: store_object @225(@277,15i) position_to $73 $74 $75
00D6: if  0
0024:   $73 > $69  ;; floating-point values only
004D: jump_if_false DESERT9_2045
0108: destroy_object @225(@277,15i)

:DESERT9_2045
000A: @277 +=  1  ;; integer values
0002: jump DESERT9_2031

:DESERT9_2047
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_2051
02E3: @259 = car @34 speed

:DESERT9_2051
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  0
0039:   @240(@224,15i) ==  1  ;; integer values
004D: jump_if_false DESERT9_2070
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: @225(@224,15i)  0.0 @151  0.0 

:DESERT9_2070
00D6: if  0
0039:   @240(@224,15i) ==  2  ;; integer values
004D: jump_if_false DESERT9_2077
00A5: @256 = create_car  422 at @257 @75 @258
0175: set_car @256 z_angle_to  270.0
04BA: set_car @256 speed_instantly @260
07DB: @256  0.0  23.0  0.0 

:DESERT9_2077
000A: @224 +=  1  ;; integer values

:DESERT9_2078
0051: return

:DESERT9_2079
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false DESERT9_2139
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 = -.996  ;; floating-point values
0007: @291 =  .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_2139
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false DESERT9_2170
0006: @393 =  0  ;; integer values
0006: @392 =  0  ;; integer values

:DESERT9_2144
00D6: if  0
001B:    4 > @392  ;; integer values
004D: jump_if_false DESERT9_2169
0007: @440 =  0.0  ;; floating-point values

:DESERT9_2148
00D6: if  0
0023:    5.0 > @440  ;; floating-point values
004D: jump_if_false DESERT9_2167
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: unknown_keep_object @91(@393,20i) in_memory  1
000A: @393 +=  1  ;; integer values
000B: @440 +=  1.0  ;; floating-point values
0002: jump DESERT9_2148

:DESERT9_2167
000A: @392 +=  1  ;; integer values
0002: jump DESERT9_2144

:DESERT9_2169
0006: @111 =  2  ;; integer values

:DESERT9_2170
00D6: if  0
0039:   @111 ==  2  ;; integer values
004D: jump_if_false DESERT9_2408
0006: @414 =  0  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0039:   @439 ==  0  ;; integer values
004D: jump_if_false DESERT9_2186
00D6: if  0
0032:    990.0 >= $70  ;; floating-point values
004D: jump_if_false DESERT9_2186
0006: @439 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_2186
077A: @44  4  0 

:DESERT9_2186
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false DESERT9_2197
00D6: if  0
0022:    1021.0 > $70  ;; floating-point values
004D: jump_if_false DESERT9_2197
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false DESERT9_2197
077A: @40  4  0 
0006: @60 =  1  ;; integer values

:DESERT9_2197
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false DESERT9_2208
00D6: if  0
0022:    1011.0 > $70  ;; floating-point values
004D: jump_if_false DESERT9_2208
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false DESERT9_2208
077A: @41  4  0 
0006: @61 =  1  ;; integer values

:DESERT9_2208
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false DESERT9_2219
00D6: if  0
0022:    1000.0 > $70  ;; floating-point values
004D: jump_if_false DESERT9_2219
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false DESERT9_2219
077A: @42  4  0 
0006: @62 =  1  ;; integer values

:DESERT9_2219
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false DESERT9_2230
00D6: if  0
0022:    1000.0 > $70  ;; floating-point values
004D: jump_if_false DESERT9_2230
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DESERT9_2230
077A: @43  4  0 
0006: @63 =  1  ;; integer values

:DESERT9_2230
00D6: if  0
0039:   @439 ==  0  ;; integer values
004D: jump_if_false DESERT9_2253
00D6: if  21
0022:    1021.0 > $70  ;; floating-point values
0039:   @435 ==  1  ;; integer values
004D: jump_if_false DESERT9_2253
00D6: if  0
001D:   @32 > @436  ;; integer values  
004D: jump_if_false DESERT9_2253
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  0
8118:   NOT   actor @44 dead
004D: jump_if_false DESERT9_2253
00D6: if  0
04EE:   animation "AIRPORT" loaded
004D: jump_if_false DESERT9_2252
0605: unknown_action_sequence @44 "THRW_BARL_THRW" "AIRPORT"  4.0  0  0  0  0  3000 
0002: jump DESERT9_2253

:DESERT9_2252
04ED: load_animation "AIRPORT"

:DESERT9_2253
00D6: if  0
001B:    20 > @414  ;; integer values
004D: jump_if_false DESERT9_2408
00D6: if  0
002D:   @435 >= @352(@414,20i)  ;; integer values 
004D: jump_if_false DESERT9_2406
00D6: if  0
0039:   @415(@414,20i) ==  0  ;; integer values
004D: jump_if_false DESERT9_2273
0085: @438 = @437  ;; integer values and handles
005A: @438 += @372(@414,20i)  ;; integer values 
00D6: if  0
001D:   @32 > @438  ;; integer values  
004D: jump_if_false DESERT9_2273
0006: @415(@414,20i) =  1  ;; integer values
00D6: if  0
0039:   @414 ==  5  ;; integer values
004D: jump_if_false DESERT9_2273
01BC: put_object @96 at  315.1264  986.6496  1957.926
0006: @415(@414,20i) =  6  ;; integer values

:DESERT9_2273
00D6: if  0
0039:   @415(@414,20i) ==  1  ;; integer values
004D: jump_if_false DESERT9_2283
00D6: if  0
001B:    10 > @414  ;; integer values
004D: jump_if_false DESERT9_2281
0006: @415(@414,20i) =  2  ;; integer values
0002: jump DESERT9_2282

:DESERT9_2281
0006: @415(@414,20i) =  3  ;; integer values

:DESERT9_2282
0382: set_object @91(@414,20i) collision_detection  0

:DESERT9_2283
00D6: if  0
0039:   @415(@414,20i) ==  2  ;; integer values
004D: jump_if_false DESERT9_2290
00D6: if  0
034E: unknown_move_object @91(@414,20i) to @292(@414,20f)  981.691  1959.418 unknown_angle  0.0  .183  .0412  0
004D: jump_if_false DESERT9_2290
0006: @415(@414,20i) =  4  ;; integer values

:DESERT9_2290
00D6: if  0
0039:   @415(@414,20i) ==  3  ;; integer values
004D: jump_if_false DESERT9_2297
00D6: if  0
034E: unknown_move_object @91(@414,20i) to @292(@414,20f)  981.909  1960.339 unknown_angle  0.0  .183  .0412  0
004D: jump_if_false DESERT9_2297
0006: @415(@414,20i) =  5  ;; integer values

:DESERT9_2297
00D6: if  0
0039:   @415(@414,20i) ==  4  ;; integer values
004D: jump_if_false DESERT9_2304
00D6: if  0
034E: unknown_move_object @91(@414,20i) to @292(@414,20f)  984.242  1958.532 unknown_angle  0.0  .287  .1  0
004D: jump_if_false DESERT9_2304
0006: @415(@414,20i) =  5  ;; integer values

:DESERT9_2304
00D6: if  0
0039:   @415(@414,20i) ==  5  ;; integer values
004D: jump_if_false DESERT9_2311
00D6: if  0
034E: unknown_move_object @91(@414,20i) to @292(@414,20f)  984.242  1958.532 unknown_angle  0.0  .21  .162  0
004D: jump_if_false DESERT9_2311
0006: @415(@414,20i) =  6  ;; integer values

:DESERT9_2311
00D6: if  0
0039:   @415(@414,20i) ==  6  ;; integer values
004D: jump_if_false DESERT9_2318
00D6: if  0
034E: unknown_move_object @91(@414,20i) to @292(@414,20f)  1027.961  1948.424 unknown_angle  0.0  .244  .0564  0
004D: jump_if_false DESERT9_2318
0006: @415(@414,20i) =  7  ;; integer values

:DESERT9_2318
00D6: if  0
0039:   @415(@414,20i) ==  7  ;; integer values
004D: jump_if_false DESERT9_2325
00D6: if  0
034E: unknown_move_object @91(@414,20i) to @292(@414,20f)  1039.494  1942.693 unknown_angle  0.0  .432  .2145  0
004D: jump_if_false DESERT9_2325
0006: @415(@414,20i) =  8  ;; integer values

:DESERT9_2325
00D6: if  0
0039:   @415(@414,20i) ==  8  ;; integer values
004D: jump_if_false DESERT9_2332
00D6: if  0
034E: unknown_move_object @91(@414,20i) to @292(@414,20f)  1086.909  1908.631 unknown_angle  0.0  .882  .6645  0
004D: jump_if_false DESERT9_2332
0006: @415(@414,20i) =  9  ;; integer values

:DESERT9_2332
00D6: if  0
0039:   @415(@414,20i) ==  9  ;; integer values
004D: jump_if_false DESERT9_2337
0750: @91(@414,20i)  0 
0006: @415(@414,20i) =  10  ;; integer values

:DESERT9_2337
00D6: if  0
001D:   @32 > @113  ;; integer values  
004D: jump_if_false DESERT9_2366
00D6: if  1
801B:   NOT    2 > @415(@414,20i)  ;; integer values
8029:   NOT   @415(@414,20i) >=  8  ;; integer values
004D: jump_if_false DESERT9_2366
01BB: store_object @91(@414,20i) position_to @292(@414,20f) @144 @145
0089: @148 = $69  ;; floating-point values only
0063: @148 -= @292(@414,20f)  ;; floating-point values 
0089: @149 = $70  ;; floating-point values only
0063: @149 -= @144  ;; floating-point values 
0089: @150 = $71  ;; floating-point values only
0063: @150 -= @145  ;; floating-point values 
0097: make @148 absolute_float  
00D6: if  0
0023:    .6 > @148  ;; floating-point values
004D: jump_if_false DESERT9_2366
00D6: if  1
0023:    .5 > @149  ;; floating-point values
0021:   @149 >  0.0  ;; floating-point values
004D: jump_if_false DESERT9_2366
00D6: if  0
0023:    .6 > @150  ;; floating-point values
004D: jump_if_false DESERT9_2366
0792: $PLAYER_ACTOR 
05BB: unknown_action_sequence $PLAYER_ACTOR  0  0 
0085: @113 = @32  ;; integer values and handles
000A: @113 +=  1500  ;; integer values

:DESERT9_2366
0006: @444 =  0  ;; integer values

:DESERT9_2367
00D6: if  0
001B:    4 > @444  ;; integer values
004D: jump_if_false DESERT9_2400
00D6: if  0
8118:   NOT   actor @40(@444,8i) dead
004D: jump_if_false DESERT9_2398
00D6: if  1
801B:   NOT    2 > @415(@414,20i)  ;; integer values
8029:   NOT   @415(@414,20i) >=  8  ;; integer values
004D: jump_if_false DESERT9_2398
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  0
0023:    .6 > @148  ;; floating-point values
004D: jump_if_false DESERT9_2398
00D6: if  1
0023:    .5 > @149  ;; floating-point values
0021:   @149 >  0.0  ;; floating-point values
004D: jump_if_false DESERT9_2398
00D6: if  0
0023:    .6 > @150  ;; floating-point values
004D: jump_if_false DESERT9_2398
0792: @40(@444,8i) 
05BB: unknown_action_sequence @40(@444,8i)  0  0 

:DESERT9_2398
000A: @444 +=  1  ;; integer values
0002: jump DESERT9_2367

:DESERT9_2400
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  0
0043:   @116(@414,20f) ==  360.0  ;; floating-point values
004D: jump_if_false DESERT9_2406
0007: @116(@414,20f) =  0.0  ;; floating-point values

:DESERT9_2406
000A: @414 +=  1  ;; integer values
0002: jump DESERT9_2253

:DESERT9_2408
0051: return

:DESERT9_2409
0006: @88 =  0  ;; integer values

:DESERT9_2410
00D6: if  0
001B:    15 > @88  ;; integer values
004D: jump_if_false DESERT9_2468
00D6: if  0
0039:   @462(@88,15i) ==  1  ;; integer values
004D: jump_if_false DESERT9_2419
0085: @447(@88,15i) = @32  ;; integer values and handles
000A: @447(@88,15i) +=  120  ;; integer values
0006: @462(@88,15i) =  2  ;; integer values

:DESERT9_2419
00D6: if  0
0039:   @462(@88,15i) ==  2  ;; integer values
004D: jump_if_false DESERT9_2466
00D6: if  0
001D:   @32 > @447(@88,15i)  ;; integer values  
004D: jump_if_false DESERT9_2466
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  0
001B:    0 > @89  ;; integer values
004D: jump_if_false DESERT9_2434
0006: @89 =  0  ;; integer values

:DESERT9_2434
00D6: if  0
0019:   @90 >  14  ;; integer values
004D: jump_if_false DESERT9_2438
0006: @90 =  14  ;; integer values

:DESERT9_2438
00D6: if  0
0039:   @462(@89,15i) ==  0  ;; integer values
004D: jump_if_false DESERT9_2442
0006: @462(@89,15i) =  1  ;; integer values

:DESERT9_2442
00D6: if  0
0039:   @462(@90,15i) ==  0  ;; integer values
004D: jump_if_false DESERT9_2446
0006: @462(@90,15i) =  1  ;; integer values

:DESERT9_2446
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  1
0027:   @160 > $70  ;; floating-point values only
0026:   $70 > @159  ;; floating-point values 
004D: jump_if_false DESERT9_2461
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false DESERT9_2461
0006: @69 =  1  ;; integer values

:DESERT9_2461
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_2466
000A: @88 +=  1  ;; integer values
0002: jump DESERT9_2410

:DESERT9_2468
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false DESERT9_2476
05BB: unknown_action_sequence $PLAYER_ACTOR  0  0 
0006: @68 =  7  ;; integer values
0006: @71 =  0  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'DES9_42'  4000 ms  1

:DESERT9_2476
0051: return

:DESERT9_2477
00D6: if  0
8039:   NOT   @477 ==  0  ;; integer values
004D: jump_if_false DESERT9_2505
00D6: if  0
0039:   @478 ==  0  ;; integer values
004D: jump_if_false DESERT9_2488
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_2488
00D6: if  0
0039:   @478 ==  1  ;; integer values
004D: jump_if_false DESERT9_2505
00D6: if  0
001D:   @32 > @682  ;; integer values  
004D: jump_if_false DESERT9_2505
0085: @626 = @491(@480,10i)  ;; integer values and handles
000A: @480 +=  1  ;; integer values
000E: @501 -=  1  ;; integer values
00D6: if  0
0039:   @501 ==  0  ;; integer values
004D: jump_if_false DESERT9_2503
0006: @477 =  0  ;; integer values
0006: @478 =  0  ;; integer values
0002: jump DESERT9_2505

:DESERT9_2503
0085: @682 = @479  ;; integer values and handles
005A: @682 += @481(@480,10i)  ;; integer values 

:DESERT9_2505
0871: init_jump_table @629 total_jumps  6  0 DESERT9_2647 jumps  0 DESERT9_2506  1 DESERT9_2519  2 DESERT9_2596  3 DESERT9_2609  4 DESERT9_2619  5 DESERT9_2634 -1 DESERT9_2647 

:DESERT9_2506
05AA: s@504 = 'DES9_BA'  ;; 8-byte strings
05AA: s@506 = '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_2647

:DESERT9_2519
00D6: if  0
8039:   NOT   @626 ==  0  ;; integer values
004D: jump_if_false DESERT9_2595
00D6: if  0
001D:   @32 > @630  ;; integer values  
004D: jump_if_false DESERT9_2595
00D6: if  1
03D2:   wav  1 ended
03D2:   wav  2 ended
004D: jump_if_false DESERT9_2595
00D6: if  0
003B:   @623 == @626  ;; integer values 
004D: jump_if_false DESERT9_2534
0006: @625 =  1  ;; integer values
0002: jump DESERT9_2543

:DESERT9_2534
00D6: if  0
003B:   @624 == @626  ;; integer values 
004D: jump_if_false DESERT9_2539
0006: @625 =  2  ;; integer values
0002: jump DESERT9_2543

:DESERT9_2539
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_2543
00D6: if  0
03D0:   wav @625 loaded
004D: jump_if_false DESERT9_2594
00D6: if  0
8039:   NOT   @631(@626,40i) ==  0  ;; integer values
004D: jump_if_false DESERT9_2562
0085: @679 = @631(@626,40i)  ;; integer values and handles
0085: @680 = @671(@679,7i)  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @680 dead
004D: jump_if_false DESERT9_2562
0949: link_wav @625 to_actor @680 
00D6: if  0
894D:   NOT @680 
004D: jump_if_false DESERT9_2561
0006: @678 =  1  ;; integer values
0967: @680  15000 
0002: jump DESERT9_2562

:DESERT9_2561
094E: @680  0 

:DESERT9_2562
00D6: if  0
0039:   @631(@626,40i) ==  0  ;; integer values
004D: jump_if_false DESERT9_2566
0006: @678 =  1  ;; integer values

:DESERT9_2566
00D6: if  0
0039:   @678 ==  1  ;; integer values
004D: jump_if_false DESERT9_2593
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  0
8039:   NOT   @582(@626,40i) ==  0  ;; integer values
004D: jump_if_false DESERT9_2593
00D6: if  0
0039:   @625 ==  1  ;; integer values
004D: jump_if_false DESERT9_2588
00D6: if  0
803B:   NOT   @624 == @626  ;; integer values 
004D: jump_if_false DESERT9_2587
03CF: load_wav @582(@626,40i) as  2
0085: @624 = @626  ;; integer values and handles

:DESERT9_2587
0002: jump DESERT9_2593

:DESERT9_2588
00D6: if  0
803B:   NOT   @623 == @626  ;; integer values 
004D: jump_if_false DESERT9_2593
03CF: load_wav @582(@626,40i) as  1
0085: @623 = @626  ;; integer values and handles

:DESERT9_2593
0002: jump DESERT9_2595

:DESERT9_2594
03CF: load_wav @582(@626,40i) as @625

:DESERT9_2595
0002: jump DESERT9_2647

:DESERT9_2596
00D6: if  0
03D2:   wav @625 ended
004D: jump_if_false DESERT9_2601
000A: @629 +=  1  ;; integer values
0002: jump DESERT9_2608

:DESERT9_2601
00D6: if  0
056D:   unknown_actor @680 dead_but_valid
004D: jump_if_false DESERT9_2608
00D6: if  0
0118:   actor @680 dead
004D: jump_if_false DESERT9_2608
000A: @629 +=  1  ;; integer values

:DESERT9_2608
0002: jump DESERT9_2647

:DESERT9_2609
040D: unload_wav @625
0006: @622(@625,3i) =  0  ;; integer values
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @680 dead
004D: jump_if_false DESERT9_2617
0968: @680 
094F: @680 

:DESERT9_2617
000A: @629 +=  1  ;; integer values
0002: jump DESERT9_2647

:DESERT9_2619
000A: @626 +=  1  ;; integer values
00D6: if  0
8039:   NOT   @582(@626,40i) ==  0  ;; integer values
004D: jump_if_false DESERT9_2625
03CF: load_wav @582(@626,40i) as @625
0085: @622(@625,3i) = @626  ;; integer values and handles

:DESERT9_2625
000E: @628 -=  1  ;; integer values
00D6: if  0
8019:   NOT   @628 >  0  ;; integer values
004D: jump_if_false DESERT9_2631
0006: @626 =  0  ;; integer values
0002: jump DESERT9_2632

:DESERT9_2631
0085: @626 = @627  ;; integer values and handles

:DESERT9_2632
0006: @629 =  1  ;; integer values
0002: jump DESERT9_2647

:DESERT9_2634
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  0
8118:   NOT   actor @680 dead
004D: jump_if_false DESERT9_2646
094F: @680 

:DESERT9_2646
0002: jump DESERT9_2647

:DESERT9_2647
0051: return

:DESERT9_2648
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false DESERT9_2668
00D6: if  0
0039:   @684 ==  0  ;; integer values
004D: jump_if_false DESERT9_2658
0085: @683 = @32  ;; integer values and handles
000A: @683 +=  5000  ;; integer values
00BB: text_lowpriority 'DES9_A9'  4000 ms  1
0006: @684 =  1  ;; integer values

:DESERT9_2658
00D6: if  0
0039:   @684 ==  1  ;; integer values
004D: jump_if_false DESERT9_2668
00D6: if  0
001D:   @32 > @683  ;; integer values  
004D: jump_if_false DESERT9_2668
0085: @683 = @32  ;; integer values and handles
000A: @683 +=  4500  ;; integer values
00BB: text_lowpriority 'DES9_A6'  4500 ms  1
0006: @684 =  2  ;; integer values

:DESERT9_2668
0051: return

:DESERT9_2669
00BA: text_styled 'M_FAIL'  5000 ms  1
0215: destroy_pickup $8269
0051: return

:DESERT9_2672
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  40 
004D: jump_if_false DESERT9_2676
0555: remove_weapon  40 from_actor $PLAYER_ACTOR 

:DESERT9_2676
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'DESERT9'
01E3: text_1number_styled 'M_PASS'  20000  5000 ms  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_2684
0004: $1902 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_2689
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0

:DESERT9_2689
0881: $PLAYER_CHAR  1 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_2696
0860: link_actor $PLAYER_ACTOR to_interior  0 
04BB: select_interior  0  ;; select render area
0337: unknown_actor $PLAYER_ACTOR flag  1

:DESERT9_2696
0925: (unknown)
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DESERT9_2703
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
06AF: $PLAYER_CHAR  0 

:DESERT9_2703
07FB: set_interior 'DESHOUS' accessible  1 
0249: release_model  445
0249: release_model  91
0249: release_model  461
0249: release_model  592
0249: release_model  422
0249: release_model  165
0249: release_model  352
0249: release_model  346
0249: release_model  166
0249: release_model  364
0249: release_model  363
0249: release_model  371
04EF: release_animation "AIRPORT"
04EF: release_animation "CARRY"
0249: release_model  335
0873:  150 
0873:  152 
0873:  149 
0873:  167 
0873:  168 
0296: unload_special_actor  1
0873:  149 
0006: @414 =  0  ;; integer values

:DESERT9_2727
00D6: if  0
001B:    8 > @414  ;; integer values
004D: jump_if_false DESERT9_2736
00D6: if  0
8118:   NOT   actor @40(@414,8i) dead
004D: jump_if_false DESERT9_2734
009B: destroy_actor_instantly @40(@414,8i)

:DESERT9_2734
000A: @414 +=  1  ;; integer values
0002: jump DESERT9_2727

:DESERT9_2736
0006: @414 =  0  ;; integer values

:DESERT9_2737
00D6: if  0
001B:    15 > @414  ;; integer values
004D: jump_if_false DESERT9_2743
0108: destroy_object @225(@414,15i)
000A: @414 +=  1  ;; integer values
0002: jump DESERT9_2737

:DESERT9_2743
031A: remove_all_fires
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false DESERT9_2751
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false DESERT9_2751
00A6: destroy_car @36

:DESERT9_2751
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DESERT9_2755
00A6: destroy_car @186

:DESERT9_2755
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false DESERT9_2762
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false DESERT9_2762
00A6: destroy_car @37

:DESERT9_2762
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false DESERT9_2769
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false DESERT9_2769
00A6: destroy_car @38

:DESERT9_2769
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DESERT9_2773
00A6: destroy_car @34

:DESERT9_2773
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT9_2782
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false DESERT9_2782
0840: link_car @35 to_interior  0 
0338: @35  1 
01C3: remove_references_to_car @35  ;; Like turning a car into any random car

:DESERT9_2782
00D6: if  0
8039:   NOT   @68 ==  9  ;; integer values
004D: jump_if_false DESERT9_2790
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DESERT9_2789
00A6: destroy_car @186

:DESERT9_2789
0002: jump DESERT9_2794

:DESERT9_2790
00D6: if  0
8119:   NOT   car @186 wrecked
004D: jump_if_false DESERT9_2794
01C3: remove_references_to_car @186  ;; Like turning a car into any random car

:DESERT9_2794
0650: @174 
0164: disable_marker @152
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DESERT9_2800
06AF: $PLAYER_CHAR  0 

:DESERT9_2800
08C6: $PLAYER_ACTOR  0 
0164: disable_marker @152
0164: disable_marker @153
0581: toggle_radar  1 (on)
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
0004: $1511 =  0  ;; integer values
0051: return
0051: return

;-------------Mission 81---------------
; Originally: Black Project


:MAF4_1
03A4: name_thread 'MAF4'
0050: gosub MAF4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MAF4_7
0050: gosub MAF4_3029

:MAF4_7
0050: gosub MAF4_3052
004E: end_thread

:MAF4_9
0317: increment_mission_attempts
0001: wait  0 ms
054C: use_GXT_table 'DSERT8'
01B6: set_weather  18
0652: @34 = stat  21 (fat)  ; integer
00D6: if  0
0019:   @34 >  600  ;; integer values
004D: jump_if_false MAF4_48
02E4: load_cutscene_data 'D8_ALT'

:MAF4_18
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MAF4_23
0001: wait  0 ms
0002: jump MAF4_18

:MAF4_23
0395: clear_area  0 at  405.2136  2525.9  16.4918 range  7.5
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MAF4_26
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MAF4_31
0001: wait  0 ms
0002: jump MAF4_26

:MAF4_31
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:MAF4_33
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_38
0001: wait  0 ms
0002: jump MAF4_33

:MAF4_38
02EA: end_cutscene
0395: clear_area  0 at  419.4488  2529.914  15.6219 range  .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 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump MAF4_3052
0002: jump MAF4_70

:MAF4_48
0395: clear_area  0 at $604 $605 $606 range  100.0
02E4: load_cutscene_data 'DESERT8'

:MAF4_50
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MAF4_55
0001: wait  0 ms
0002: jump MAF4_50

:MAF4_55
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MAF4_57
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MAF4_62
0001: wait  0 ms
0002: jump MAF4_57

:MAF4_62
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:MAF4_65
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_70
0001: wait  0 ms
0002: jump MAF4_65

:MAF4_70
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_116
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_122
0006: @167(@165,7i) =  0  ;; integer values
000A: @165 +=  1  ;; integer values
0002: jump MAF4_116

:MAF4_122
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_maby_cops_density  0.0
0169: set_fade_color  0  0  0
0001: wait  500 ms
0247: request_model  287
0247: request_model  356
0247: request_model #A51_SPOTBULB
0247: request_model #A51_SPOTHOUSING
0247: request_model #A51_SPOTBASE
0247: request_model  483
023C: load_special_actor  1 'TRUTH'
07C0:  340 
07C0:  341 
0247: request_model  335
0247: request_model  347
0247: request_model  358
0247: request_model  369
03CF: load_wav  1809 as  3
03CF: load_wav  41418 as  2
03CF: load_wav  13642 as  1
038B: load_requested_models

:MAF4_179
00D6: if  25
8248:   NOT   model  287 available
8248:   NOT   model  356 available
8248:   NOT   model #A51_SPOTBULB available
8248:   NOT   model #A51_SPOTHOUSING available
8248:   NOT   model #A51_SPOTBASE available
8248:   NOT   model  483 available
004D: jump_if_false MAF4_189
0001: wait  0 ms
0002: jump MAF4_179

:MAF4_189
00D6: if  25
823D:   NOT   special_actor  1 loaded
87C1:   NOT  340 
87C1:   NOT  341 
8248:   NOT   model  335 available
8248:   NOT   model  347 available
8248:   NOT   model  358 available
004D: jump_if_false MAF4_199
0001: wait  0 ms
0002: jump MAF4_189

:MAF4_199
00D6: if  23
83D0:   NOT   wav  3 loaded
83D0:   NOT   wav  2 loaded
8248:   NOT   model  369 available
83D0:   NOT   wav  1 loaded
004D: jump_if_false MAF4_207
0001: wait  0 ms
0002: jump MAF4_199

:MAF4_207
0A24:  1 
0A0B:  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:  4  24  0 
0746:  0  24  24 
0746:  0  26  24 
0746:  0  24  26 
00A5: @107 = create_car  483 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: @107  0 
01C8: @106 = create_actor  23  290 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_car_density_to  .1
03DE: set_pedestrians_density_multiplier_to  .1
075B:  75 
09D7: $PLAYER_CHAR  1 
00C0: set_current_time  23  30
0006: @32 =  0  ;; integer values
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0489: unknown_actor $PLAYER_ACTOR flag  1
016A: fade  1 (back)  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:  1 
0108: destroy_object $5177
0395: clear_area  0 at  22.4045  1881.61  400.0 range  400.0
0110: clear_player $PLAYER_CHAR wanted_level

:MAF4_250
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false MAF4_255
0002: jump MAF4_3035

:MAF4_255
00D6: if  0
001B:    5 > @164  ;; integer values
004D: jump_if_false MAF4_1174
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false MAF4_270
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_270
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MAF4_270
05EB: @107  340 
05BF: unknown_action_sequence $PLAYER_ACTOR @106  10000 
0006: @164 =  1  ;; integer values

:MAF4_270
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false MAF4_287
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_287
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MAF4_287
00D6: if  0
860E:   NOT @107 
004D: jump_if_false MAF4_287
0006: @176 =  0  ;; integer values
0006: @177 =  0  ;; integer values
0707: unknown_bunnyjump MAF4_769 
0006: @32 =  0  ;; integer values
0006: @164 =  2  ;; integer values

:MAF4_287
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false MAF4_323
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MAF4_323
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_323
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MAF4_323
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @107
004D: jump_if_false MAF4_323
03D1: play_wav  1
00BC: text_highpriority 'DES8_LA'  3000 ms  1

:MAF4_304
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false MAF4_309
0001: wait  0 ms
0002: jump MAF4_304

:MAF4_309
03CF: load_wav  13643 as  1
03D1: play_wav  2
00BC: text_highpriority 'TRUX_AS'  2500 ms  1

:MAF4_312
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false MAF4_317
0001: wait  0 ms
0002: jump MAF4_312

:MAF4_317
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_321
05CD: unknown_action_sequence $PLAYER_ACTOR @107 

:MAF4_321
0006: @32 =  0  ;; integer values
0006: @164 =  3  ;; integer values

:MAF4_323
00D6: if  0
0039:   @164 ==  3  ;; integer values
004D: jump_if_false MAF4_363
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_363
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MAF4_363
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @107
004D: jump_if_false MAF4_363
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false MAF4_363
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false MAF4_363
00D6: if  0
00DB:   actor @106 in_car @107
004D: jump_if_false MAF4_345
0676: unknown_action_sequence @106 @107 

:MAF4_345
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_349
05C0: unknown_action_sequence $PLAYER_ACTOR @107  5000 

:MAF4_349
03D1: play_wav  1
00BC: text_highpriority 'DES8_LC'  2000 ms  1

:MAF4_351
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false MAF4_356
0001: wait  0 ms
0002: jump MAF4_351

:MAF4_356
0001: wait  350 ms
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_361
05EB: @107  341 

:MAF4_361
0006: @32 =  0  ;; integer values
0006: @164 =  4  ;; integer values

:MAF4_363
00D6: if  0
0039:   @164 ==  4  ;; integer values
004D: jump_if_false MAF4_1174
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false MAF4_1174
06B1:  161.513  1932.982  35.391 @49 @56 @63  12.5  .5 @35 
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: @35 @93 @92 @42  0.0  1.181  .768 
071F: @42  5000 
0875: @42  1 
066D: "SHOOTLIGHT" @42  0.0  1.181  .768  1 @136 
06B1:  233.067  1934.892  33.139 @50 @57 @64  10.5  .5 @36 
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: @36 @95 @94 @43  0.0  1.181  .768 
071F: @43  5000 
0875: @43  1 
066D: "SHOOTLIGHT" @43  0.0  1.181  .768  1 @137 
06B1:  266.713  1894.979  34.139 @51 @58 @65  10.5  .5 @37 
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: @37 @97 @96 @44  0.0  1.181  .768 
071F: @44  5000 
0875: @44  1 
066D: "SHOOTLIGHT" @44  0.0  1.181  .768  1 @138 
06B1:  261.97  1808.07  34.05 @52 @59 @66  10.5  .5 @38 
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: @38 @99 @98 @45  0.0  1.181  .768 
071F: @45  5000 
0875: @45  1 
066D: "SHOOTLIGHT" @45  0.0  1.181  .768  1 @139 
06B1:  164.228  1837.892  34.05 @53 @60 @67  10.5  .5 @39 
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: @39 @101 @100 @46  0.0  1.181  .768 
071F: @46  5000 
0875: @46  1 
066D: "SHOOTLIGHT" @46  0.0  1.181  .768  1 @140 
06B1:  103.887  1901.057  35.723 @54 @61 @68  10.5  .5 @40 
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: @40 @103 @102 @47  0.0  1.181  .768 
071F: @47  5000 
0875: @47  1 
066D: "SHOOTLIGHT" @47  0.0  1.181  .768  1 @141 
06B1:  261.97  1808.07  36.05 @55 @62 @69  10.5  .5 @41 
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: @41 @105 @104 @48  0.0  1.181  .768 
071F: @48  5000 
0875: @48  1 
066D: "SHOOTLIGHT" @48  0.0  1.181  .768  1 @142 
0050: gosub MAF4_3000
0006: @178 =  1  ;; integer values
009A: @109 = create_actor  24  287 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: @109  200.0 
0754: (unknown)
0755:  114.51  1914.793  18.8 "ROADCROSS" "PED" 
0755:  112.39  1931.193  18.77 "ROADCROSS" "PED" 
0817: @109  4  3 
0187: @205 = create_marker_above_actor @109
07BF: @205  1 
018B: show_on_radar @205  2
074E: @109  20.0  1 
009A: @110 = create_actor  24  287 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: @110  200.0 
0754: (unknown)
0755:  124.716  1890.25  18.33 "NONE" "NONE" 
0755:  159.0  1887.9  19.5 "ROADCROSS" "PED" 
0755:  161.32  1914.42  18.6 "NONE" "NONE" 
0755:  125.135  1916.59  18.9 "ROADCROSS" "PED" 
0817: @110  4  3 
0187: @206 = create_marker_above_actor @110
07BF: @206  1 
018B: show_on_radar @206  2
02E2: set_actor @110 weapon_accuracy_to  85
074E: @110  30.0  1 
009A: @111 = create_actor  24  287 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: @111  200.0 
0754: (unknown)
0755:  130.62  1855.297  17.73 "ROADCROSS" "PED" 
0755:  102.09  1858.6  17.7 "NONE" "NONE" 
0755:  102.94  1839.78  17.6 "ROADCROSS" "PED" 
0755:  131.37  1821.139  17.6 "NONE" "NONE" 
0817: @111  4  3 
0187: @207 = create_marker_above_actor @111
07BF: @207  1 
018B: show_on_radar @207  2
02E2: set_actor @111 weapon_accuracy_to  80
074E: @111  30.0  1 
009A: @112 = create_actor  24  287 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: @112  200.0 
0187: @208 = create_marker_above_actor @112
07BF: @208  1 
018B: show_on_radar @208  2
02E2: set_actor @112 weapon_accuracy_to  85
074E: @112  30.0  1 
009A: @113 = create_actor  24  287 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: @113  200.0 
0754: (unknown)
0755:  168.0187  1916.279  18.37 "ROADCROSS" "PED" 
0755:  189.91  1916.399  17.64 "ROADCROSS" "PED" 
0817: @113  4  3 
0187: @209 = create_marker_above_actor @113
07BF: @209  1 
018B: show_on_radar @209  2
02E2: set_actor @113 weapon_accuracy_to  85
074E: @113  30.0  1 
009A: @114 = create_actor  24  287 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: @114  200.0 
0754: (unknown)
0755:  131.24  1811.194  17.6 "ROADCROSS" "PED" 
0755:  191.535  1809.588  17.641 "ROADCROSS" "PED" 
0817: @114  4  3 
0187: @210 = create_marker_above_actor @114
07BF: @210  1 
018B: show_on_radar @210  2
02E2: set_actor @114 weapon_accuracy_to  85
074E: @114  30.0  1 
009A: @115 = create_actor  24  287 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: @115  200.0 
0754: (unknown)
0755:  231.095  1872.9  17.64 "ROADCROSS" "PED" 
0755:  195.36  1872.92  17.64 "ROADCROSS" "PED" 
0817: @115  4  3 
0187: @211 = create_marker_above_actor @115
07BF: @211  1 
018B: show_on_radar @211  2
02E2: set_actor @115 weapon_accuracy_to  85
074E: @115  20.0  1 
009A: @116 = create_actor  24  287 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: @116  200.0 
0754: (unknown)
0755:  107.065  1865.8  17.78 "ROADCROSS" "PED" 
0755:  126.78  1864.25  17.8 "NONE" "NONE" 
0755:  127.842  1885.04  18.027 "ROADCROSS" "PED" 
0755:  108.673  1886.18  18.04 "NONE" "NONE" 
0817: @116  4  3 
0187: @212 = create_marker_above_actor @116
07BF: @212  1 
018B: show_on_radar @212  2
02E2: set_actor @116 weapon_accuracy_to  85
074E: @116  30.0  1 
009A: @117 = create_actor  24  287 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: @117  200.0 
0754: (unknown)
0755:  174.25  1866.51  20.7 "ROADCROSS" "PED" 
0755:  173.671  1886.841  20.9 "ROADCROSS" "PED" 
0817: @117  4  3 
0187: @213 = create_marker_above_actor @117
07BF: @213  1 
018B: show_on_radar @213  2
02E2: set_actor @117 weapon_accuracy_to  85
074E: @117  30.0  1 
009A: @118 = create_actor  24  287 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: @118  200.0 
0754: (unknown)
0755:  250.99  1906.56  20.6 "ROADCROSS" "PED" 
0755:  249.99  1874.78  20.6 "ROADCROSS" "PED" 
0817: @118  4  3 
0187: @214 = create_marker_above_actor @118
07BF: @214  1 
018B: show_on_radar @214  2
02E2: set_actor @118 weapon_accuracy_to  85
074E: @118  30.0  1 
009A: @119 = create_actor  24  287 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: @119  200.0 
0754: (unknown)
0755:  204.475  1915.9  17.64 "ROADCROSS" "PED" 
0755:  204.628  1904.521  17.64 "NONE" "NONE" 
0755:  221.645  1905.13  17.64 "ROADCROSS" "PED" 
0755:  224.26  1916.79  17.64 "NONE" "NONE" 
0817: @119  4  3 
0187: @215 = create_marker_above_actor @119
07BF: @215  1 
018B: show_on_radar @215  2
02E2: set_actor @119 weapon_accuracy_to  85
074E: @119  30.0  1 
009A: @120 = create_actor  24  287 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: @120  200.0 
0187: @216 = create_marker_above_actor @120
07BF: @216  1 
018B: show_on_radar @216  2
02E2: set_actor @120 weapon_accuracy_to  85
074E: @120  30.0  1 
009A: @121 = create_actor  24  287 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: @121  200.0 
0754: (unknown)
0755:  266.9  1822.3  17.64 "ROADCROSS" "PED" 
0755:  268.027  1862.269  17.64 "ROADCROSS" "PED" 
0817: @121  4  3 
0187: @217 = create_marker_above_actor @121
07BF: @217  1 
018B: show_on_radar @217  2
02E2: set_actor @121 weapon_accuracy_to  85
074E: @121  30.0  1 
009A: @122 = create_actor  24  287 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: @122  200.0 
0754: (unknown)
0755:  198.711  1857.64  19.633 "ROADCROSS" "PED" 
0755:  221.16  1858.28  20.63 "ROADCROSS" "PED" 
0817: @122  4  3 
0187: @218 = create_marker_above_actor @122
07BF: @218  1 
018B: show_on_radar @218  2
02E2: set_actor @122 weapon_accuracy_to  90
074E: @122  30.0  1 
009A: @123 = create_actor  24  287 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: @123  200.0 
0754: (unknown)
0755:  250.31  1821.924  17.64 "ROADCROSS" "PED" 
0755:  218.45  1820.78  17.64 "NONE" "NONE" 
0817: @123  4  3 
0187: @219 = create_marker_above_actor @123
07BF: @219  1 
018B: show_on_radar @219  2
02E2: set_actor @123 weapon_accuracy_to  80
074E: @123  30.0  1 
016A: fade  0 ()  100 ms

:MAF4_626
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_631
0001: wait  0 ms
0002: jump MAF4_626

:MAF4_631
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:  312.659  1806.521  26.272  60.2 
016A: fade  1 (back)  100 ms
00BC: text_highpriority 'DST8_1'  7000 ms  1
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_639
00D6: if  0
001B:    7000 > @32  ;; integer values
004D: jump_if_false MAF4_644
0001: wait  0 ms
0002: jump MAF4_639

:MAF4_644
00BC: text_highpriority 'DST8_18'  8000 ms  1
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_648
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false MAF4_653
0001: wait  0 ms
0002: jump MAF4_648

:MAF4_653
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_656
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false MAF4_661
0001: wait  0 ms
0002: jump MAF4_656

:MAF4_661
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
00BB: text_lowpriority 'DST8_47'  4000 ms  1
00BB: text_lowpriority 'DST8_48'  4000 ms  1
0006: @32 =  0  ;; integer values

:MAF4_667
00D6: if  0
001B:    12000 > @32  ;; integer values
004D: jump_if_false MAF4_672
0001: wait  0 ms
0002: jump MAF4_667

:MAF4_672
009A: @124 = create_actor  26  287 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: unknown_action_sequence @124  1 
0223: set_actor @124 health_to  10
0187: @220 = create_marker_above_actor @124
07BF: @220  1 
018B: show_on_radar @220  2
060B: unknown_actor_use_entity @124 @162 
009A: @125 = create_actor  26  287 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: unknown_action_sequence @125  1 
0223: set_actor @125 health_to  10
0187: @221 = create_marker_above_actor @125
07BF: @221  1 
018B: show_on_radar @221  2
060B: unknown_actor_use_entity @125 @162 
009A: @126 = create_actor  26  287 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: unknown_action_sequence @126  1 
0223: set_actor @126 health_to  10
0187: @222 = create_marker_above_actor @126
07BF: @222  1 
018B: show_on_radar @222  2
060B: unknown_actor_use_entity @126 @162 
009A: @127 = create_actor  26  287 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: unknown_action_sequence @127  1 
0223: set_actor @127 health_to  10
0187: @223 = create_marker_above_actor @127
07BF: @223  1 
018B: show_on_radar @223  2
060B: unknown_actor_use_entity @127 @162 
009A: @128 = create_actor  26  287 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: unknown_action_sequence @128  1 
0223: set_actor @128 health_to  10
0187: @224 = create_marker_above_actor @128
07BF: @224  1 
018B: show_on_radar @224  2
060B: unknown_actor_use_entity @128 @162 
009A: @129 = create_actor  26  287 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: unknown_action_sequence @129  1 
0223: set_actor @129 health_to  10
0187: @225 = create_marker_above_actor @129
07BF: @225  1 
018B: show_on_radar @225  2
060B: unknown_actor_use_entity @129 @162 
009A: @130 = create_actor  26  287 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: unknown_action_sequence @130  1 
0223: set_actor @130 health_to  10
0187: @226 = create_marker_above_actor @130
07BF: @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
0006: @32 =  0  ;; integer values

:MAF4_746
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false MAF4_751
0001: wait  0 ms
0002: jump MAF4_746

:MAF4_751
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:  1 
0936:  112.0028  1893.846  19.5192  112.0028  1893.846  35.5192  6000  1 
00BC: text_highpriority 'DST8_22'  6500 ms  1
0006: @32 =  0  ;; integer values

:MAF4_758
00D6: if  0
001B:    6500 > @32  ;; integer values
004D: jump_if_false MAF4_763
0001: wait  0 ms
0002: jump MAF4_758

:MAF4_763
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_769
0701: (unknown)
00D6: if  0
0039:   @176 ==  0  ;; integer values
004D: jump_if_false MAF4_1148
016A: fade  0 ()  250 ms
00BE: text_clear_all

:MAF4_775
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_780
0001: wait  0 ms
0002: jump MAF4_775

:MAF4_780
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_787
00D6: if  0
060E: @107 
004D: jump_if_false MAF4_787
05EC: @107 

:MAF4_787
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MAF4_792
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_792
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  483
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BE: text_clear_all
00D6: if  0
0039:   @177 ==  0  ;; integer values
004D: jump_if_false MAF4_810
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_810
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false MAF4_870
06B1:  161.513  1932.982  35.391 @49 @56 @63  12.5  .5 @35 
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: @35 @93 @92 @42  0.0  1.181  .768 
071F: @42  5000 
0875: @42  1 
066D: "SHOOTLIGHT" @42  0.0  1.181  .768  1 @136 
06B1:  233.067  1934.892  33.139 @50 @57 @64  10.5  .5 @36 
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: @36 @95 @94 @43  0.0  1.181  .768 
071F: @43  5000 
0875: @43  1 
066D: "SHOOTLIGHT" @43  0.0  1.181  .768  1 @137 
06B1:  266.713  1894.979  34.139 @51 @58 @65  10.5  .5 @37 
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: @37 @97 @96 @44  0.0  1.181  .768 
071F: @44  5000 
0875: @44  1 
066D: "SHOOTLIGHT" @44  0.0  1.181  .768  1 @138 
06B1:  261.97  1808.07  34.05 @52 @59 @66  10.5  .5 @38 
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: @38 @99 @98 @45  0.0  1.181  .768 
071F: @45  5000 
0875: @45  1 
066D: "SHOOTLIGHT" @45  0.0  1.181  .768  1 @139 
06B1:  164.228  1837.892  34.05 @53 @60 @67  10.5  .5 @39 
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: @39 @101 @100 @46  0.0  1.181  .768 
071F: @46  5000 
0875: @46  1 
066D: "SHOOTLIGHT" @46  0.0  1.181  .768  1 @140 
06B1:  103.887  1901.057  35.723 @54 @61 @68  10.5  .5 @40 
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: @40 @103 @102 @47  0.0  1.181  .768 
071F: @47  5000 
0875: @47  1 
066D: "SHOOTLIGHT" @47  0.0  1.181  .768  1 @141 
06B1:  261.97  1808.07  36.05 @55 @62 @69  10.5  .5 @41 
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: @41 @105 @104 @48  0.0  1.181  .768 
071F: @48  5000 
0875: @48  1 
066D: "SHOOTLIGHT" @48  0.0  1.181  .768  1 @142 
0050: gosub MAF4_3000

:MAF4_870
0006: @165 =  0  ;; integer values

:MAF4_871
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_878
009B: destroy_actor_instantly @109(@165,22i)
0164: disable_marker @205(@165,22i)
000A: @165 +=  1  ;; integer values
0002: jump MAF4_871

:MAF4_878
009A: @109 = create_actor  24  287 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: @109  200.0 
0754: (unknown)
0755:  114.51  1914.793  18.8 "ROADCROSS" "PED" 
0755:  112.39  1931.193  18.77 "ROADCROSS" "PED" 
0817: @109  4  3 
0187: @205 = create_marker_above_actor @109
07BF: @205  1 
018B: show_on_radar @205  2
074E: @109  20.0  1 
009A: @110 = create_actor  24  287 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: @110  200.0 
0754: (unknown)
0755:  124.716  1890.25  18.33 "NONE" "NONE" 
0755:  159.0  1887.9  19.5 "ROADCROSS" "PED" 
0755:  161.32  1914.42  18.6 "NONE" "NONE" 
0755:  125.135  1916.59  18.9 "ROADCROSS" "PED" 
0817: @110  4  3 
0187: @206 = create_marker_above_actor @110
07BF: @206  1 
018B: show_on_radar @206  2
02E2: set_actor @110 weapon_accuracy_to  80
074E: @110  30.0  1 
009A: @111 = create_actor  24  287 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: @111  200.0 
0754: (unknown)
0755:  130.62  1855.297  17.73 "ROADCROSS" "PED" 
0755:  102.09  1858.6  17.7 "NONE" "NONE" 
0755:  102.94  1839.78  17.6 "ROADCROSS" "PED" 
0755:  131.37  1821.139  17.6 "NONE" "NONE" 
0817: @111  4  3 
0187: @207 = create_marker_above_actor @111
07BF: @207  1 
018B: show_on_radar @207  2
02E2: set_actor @111 weapon_accuracy_to  80
074E: @111  30.0  1 
009A: @112 = create_actor  24  287 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: @112  200.0 
0187: @208 = create_marker_above_actor @112
07BF: @208  1 
018B: show_on_radar @208  2
02E2: set_actor @112 weapon_accuracy_to  85
074E: @112  30.0  1 
009A: @113 = create_actor  24  287 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: @113  200.0 
0754: (unknown)
0755:  168.0187  1916.279  18.37 "ROADCROSS" "PED" 
0755:  189.91  1916.399  17.64 "ROADCROSS" "PED" 
0817: @113  4  3 
0187: @209 = create_marker_above_actor @113
07BF: @209  1 
018B: show_on_radar @209  2
02E2: set_actor @113 weapon_accuracy_to  85
074E: @113  30.0  1 
009A: @114 = create_actor  24  287 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: @114  200.0 
0754: (unknown)
0755:  131.24  1811.194  17.6 "ROADCROSS" "PED" 
0755:  191.535  1809.588  17.641 "ROADCROSS" "PED" 
0817: @114  4  3 
0187: @210 = create_marker_above_actor @114
07BF: @210  1 
018B: show_on_radar @210  2
02E2: set_actor @114 weapon_accuracy_to  85
074E: @114  30.0  1 
009A: @115 = create_actor  24  287 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: @115  200.0 
0754: (unknown)
0755:  231.095  1872.9  17.64 "ROADCROSS" "PED" 
0755:  195.36  1872.92  17.64 "ROADCROSS" "PED" 
0817: @115  4  3 
0187: @211 = create_marker_above_actor @115
07BF: @211  1 
018B: show_on_radar @211  2
02E2: set_actor @115 weapon_accuracy_to  85
074E: @115  20.0  1 
009A: @116 = create_actor  24  287 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: @116  200.0 
0754: (unknown)
0755:  107.065  1865.8  17.78 "ROADCROSS" "PED" 
0755:  126.78  1864.25  17.8 "NONE" "NONE" 
0755:  127.842  1885.04  18.027 "ROADCROSS" "PED" 
0755:  108.673  1886.18  18.04 "NONE" "NONE" 
0817: @116  4  3 
0187: @212 = create_marker_above_actor @116
07BF: @212  1 
018B: show_on_radar @212  2
02E2: set_actor @116 weapon_accuracy_to  85
074E: @116  30.0  1 
009A: @117 = create_actor  24  287 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: @117  200.0 
0754: (unknown)
0755:  174.25  1866.51  20.7 "ROADCROSS" "PED" 
0755:  173.671  1886.841  20.9 "ROADCROSS" "PED" 
0817: @117  4  3 
0187: @213 = create_marker_above_actor @117
07BF: @213  1 
018B: show_on_radar @213  2
02E2: set_actor @117 weapon_accuracy_to  85
074E: @117  30.0  1 
009A: @118 = create_actor  24  287 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: @118  200.0 
0754: (unknown)
0755:  250.99  1906.56  20.6 "ROADCROSS" "PED" 
0755:  249.99  1874.78  20.6 "ROADCROSS" "PED" 
0817: @118  4  3 
0187: @214 = create_marker_above_actor @118
07BF: @214  1 
018B: show_on_radar @214  2
02E2: set_actor @118 weapon_accuracy_to  85
074E: @118  30.0  1 
009A: @119 = create_actor  24  287 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: @119  200.0 
0754: (unknown)
0755:  204.475  1915.9  17.64 "ROADCROSS" "PED" 
0755:  204.628  1904.521  17.64 "NONE" "NONE" 
0755:  221.645  1905.13  17.64 "ROADCROSS" "PED" 
0755:  224.26  1916.79  17.64 "NONE" "NONE" 
0817: @119  4  3 
0187: @215 = create_marker_above_actor @119
07BF: @215  1 
018B: show_on_radar @215  2
02E2: set_actor @119 weapon_accuracy_to  85
074E: @119  30.0  1 
009A: @120 = create_actor  24  287 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: @120  200.0 
0187: @216 = create_marker_above_actor @120
07BF: @216  1 
018B: show_on_radar @216  2
02E2: set_actor @120 weapon_accuracy_to  85
074E: @120  30.0  1 
009A: @121 = create_actor  24  287 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: @121  200.0 
0754: (unknown)
0755:  266.9  1822.3  17.64 "ROADCROSS" "PED" 
0755:  268.027  1862.269  17.64 "ROADCROSS" "PED" 
0817: @121  4  3 
0187: @217 = create_marker_above_actor @121
07BF: @217  1 
018B: show_on_radar @217  2
02E2: set_actor @121 weapon_accuracy_to  85
074E: @121  30.0  1 
009A: @122 = create_actor  24  287 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: @122  200.0 
0754: (unknown)
0755:  198.711  1857.64  19.633 "ROADCROSS" "PED" 
0755:  221.16  1858.28  20.63 "ROADCROSS" "PED" 
0817: @122  4  3 
0187: @218 = create_marker_above_actor @122
07BF: @218  1 
018B: show_on_radar @218  2
02E2: set_actor @122 weapon_accuracy_to  90
074E: @122  30.0  1 
009A: @123 = create_actor  24  287 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: @123  200.0 
0754: (unknown)
0755:  250.31  1821.924  17.64 "ROADCROSS" "PED" 
0755:  218.45  1820.78  17.64 "NONE" "NONE" 
0817: @123  4  3 
0187: @219 = create_marker_above_actor @123
07BF: @219  1 
018B: show_on_radar @219  2
02E2: set_actor @123 weapon_accuracy_to  80
074E: @123  30.0  1 
009A: @124 = create_actor  26  287 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: unknown_action_sequence @124  1 
0223: set_actor @124 health_to  10
0187: @220 = create_marker_above_actor @124
07BF: @220  1 
018B: show_on_radar @220  2
060B: unknown_actor_use_entity @124 @162 
009A: @125 = create_actor  26  287 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: unknown_action_sequence @125  1 
0223: set_actor @125 health_to  10
0187: @221 = create_marker_above_actor @125
07BF: @221  1 
018B: show_on_radar @221  2
060B: unknown_actor_use_entity @125 @162 
009A: @126 = create_actor  26  287 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: unknown_action_sequence @126  1 
0223: set_actor @126 health_to  10
0187: @222 = create_marker_above_actor @126
07BF: @222  1 
018B: show_on_radar @222  2
060B: unknown_actor_use_entity @126 @162 
009A: @127 = create_actor  26  287 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: unknown_action_sequence @127  1 
0223: set_actor @127 health_to  10
0187: @223 = create_marker_above_actor @127
07BF: @223  1 
018B: show_on_radar @223  2
060B: unknown_actor_use_entity @127 @162 
009A: @128 = create_actor  26  287 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: unknown_action_sequence @128  1 
0223: set_actor @128 health_to  10
0187: @224 = create_marker_above_actor @128
07BF: @224  1 
018B: show_on_radar @224  2
060B: unknown_actor_use_entity @128 @162 
009A: @129 = create_actor  26  287 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: unknown_action_sequence @129  1 
0223: set_actor @129 health_to  10
0187: @225 = create_marker_above_actor @129
07BF: @225  1 
018B: show_on_radar @225  2
060B: unknown_actor_use_entity @129 @162 
009A: @130 = create_actor  26  287 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: unknown_action_sequence @130  1 
0223: set_actor @130 health_to  10
0187: @226 = create_marker_above_actor @130
07BF: @226  1 
018B: show_on_radar @226  2
060B: unknown_actor_use_entity @130 @162 
0A0B:  69.91  1916.007  16.648  273.4 
016A: fade  1 (back)  250 ms

:MAF4_1148
0792: $PLAYER_ACTOR 
00C0: set_current_time  21  30
00BE: text_clear_all
0925: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BE: text_clear_all
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_1164
00D6: if  0
060E: @107 
004D: jump_if_false MAF4_1164
05EC: @107 

:MAF4_1164
009B: destroy_actor_instantly @106
00A6: destroy_car @107
0296: unload_special_actor  1
0249: release_model  483
018A: @227 = create_checkpoint_at  211.604  1811.091  20.8
00BC: text_highpriority 'DST8_38'  5000 ms  1
00BB: text_lowpriority 'DST8_7'  5000 ms  1
040D: unload_wav  2
03CF: load_wav  13600 as  2
0006: @164 =  5  ;; integer values

:MAF4_1174
00D6: if  0
0039:   @164 ==  5  ;; integer values
004D: jump_if_false MAF4_1825
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false MAF4_1185
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  45
004D: jump_if_false MAF4_1185
03E5: text_box 'DST8_37'
0006: @192 =  1  ;; integer values

:MAF4_1185
00D6: if  0
0039:   @195 ==  0  ;; integer values
004D: jump_if_false MAF4_1214
00BF: @134 = current_time_hours, @135 = current_time_minutes
00D6: if  0
0039:   @134 ==  5  ;; integer values
004D: jump_if_false MAF4_1214
00D6: if  0
0019:   @135 >  29  ;; integer values
004D: jump_if_false MAF4_1214
016A: fade  0 ()  500 ms
0006: @193 =  1  ;; integer values

:MAF4_1197
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_1202
0001: wait  0 ms
0002: jump MAF4_1197

:MAF4_1202
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 (back)  500 ms
00BC: text_highpriority 'DST8_41'  5000 ms  1

:MAF4_1207
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_1212
0001: wait  0 ms
0002: jump MAF4_1207

:MAF4_1212
0002: jump MAF4_3029
0006: @195 =  1  ;; integer values

:MAF4_1214
00D6: if  0
0039:   @193 ==  0  ;; integer values
004D: jump_if_false MAF4_1254
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false MAF4_1225
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  52.5  1952.11  295.92  1775.93
004D: jump_if_false MAF4_1225
00BC: text_highpriority 'DST8_39'  5000 ms  1
0006: @194 =  1  ;; integer values

:MAF4_1225
00D6: if  0
0039:   @194 ==  1  ;; integer values
004D: jump_if_false MAF4_1254
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  52.5  1952.11  295.92  1775.93
004D: jump_if_false MAF4_1233
0006: @194 =  0  ;; integer values
0002: jump MAF4_1254

:MAF4_1233
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  36.9  1961.82  319.56  1760.29
004D: jump_if_false MAF4_1254
016A: fade  0 ()  500 ms

:MAF4_1237
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_1242
0001: wait  0 ms
0002: jump MAF4_1237

:MAF4_1242
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 (back)  500 ms
00BC: text_highpriority 'DST8_40'  5000 ms  1

:MAF4_1247
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_1252
0001: wait  0 ms
0002: jump MAF4_1247

:MAF4_1252
0002: jump MAF4_3029
0006: @194 =  2  ;; integer values

:MAF4_1254
00D6: if  0
001B:    3 > @175  ;; integer values
004D: jump_if_false MAF4_1350
00D6: if  0
001B:    2 > @175  ;; integer values
004D: jump_if_false MAF4_1349
00D6: if  0
0039:   @182 ==  0  ;; integer values
004D: jump_if_false MAF4_1267
00D6: if  0
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_1267
0006: @182 =  1  ;; integer values

:MAF4_1267
00D6: if  0
0039:   @182 ==  1  ;; integer values
004D: jump_if_false MAF4_1349
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false MAF4_1279
0164: disable_marker @227
018A: @227 = create_checkpoint_at  214.0  1872.0  12.14
00BC: text_highpriority 'DST8_8'  5000 ms  1
0006: @33 =  0  ;; integer values
097A:  213.85  1874.68  14.12  1007 
0006: @179 =  1  ;; integer values

:MAF4_1279
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false MAF4_1296
00D6: if  0
0039:   @180 ==  0  ;; integer values
004D: jump_if_false MAF4_1289
00D6: if  0
034E: unknown_move_object $2667 to  219.941  1874.571  13.903 unknown_angle  .1  0.0  0.0  0
004D: jump_if_false MAF4_1289
0006: @180 =  1  ;; integer values

:MAF4_1289
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false MAF4_1296
00D6: if  0
034E: unknown_move_object $2668 to  207.842  1874.571  13.903 unknown_angle  .1  0.0  0.0  0
004D: jump_if_false MAF4_1296
0006: @181 =  1  ;; integer values

:MAF4_1296
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false MAF4_1307
00D6: if  0
0039:   @180 ==  1  ;; integer values
004D: jump_if_false MAF4_1307
00D6: if  0
0039:   @181 ==  1  ;; integer values
004D: jump_if_false MAF4_1307
097A:  213.85  1874.68  14.12  1008 
0006: @179 =  2  ;; integer values

:MAF4_1307
00D6: if  0
0039:   @179 ==  2  ;; integer values
004D: jump_if_false MAF4_1315
00D6: if  0
0019:   @33 >  30000  ;; integer values
004D: jump_if_false MAF4_1315
097A:  213.85  1874.68  14.12  1007 
0006: @179 =  3  ;; integer values

:MAF4_1315
00D6: if  0
0039:   @179 ==  3  ;; integer values
004D: jump_if_false MAF4_1332
00D6: if  0
0039:   @180 ==  1  ;; integer values
004D: jump_if_false MAF4_1325
00D6: if  0
034E: unknown_move_object $2667 to  215.941  1874.571  13.903 unknown_angle  .1  0.0  0.0  0
004D: jump_if_false MAF4_1325
0006: @180 =  0  ;; integer values

:MAF4_1325
00D6: if  0
0039:   @181 ==  1  ;; integer values
004D: jump_if_false MAF4_1332
00D6: if  0
034E: unknown_move_object $2668 to  211.842  1874.571  13.903 unknown_angle  .1  0.0  0.0  0
004D: jump_if_false MAF4_1332
0006: @181 =  0  ;; integer values

:MAF4_1332
00D6: if  0
0039:   @179 ==  3  ;; integer values
004D: jump_if_false MAF4_1349
00D6: if  0
0039:   @180 ==  0  ;; integer values
004D: jump_if_false MAF4_1349
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false MAF4_1349
097A:  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
0006: @179 =  0  ;; integer values
0006: @180 =  0  ;; integer values
0006: @180 =  0  ;; integer values
0006: @182 =  0  ;; integer values

:MAF4_1349
0002: jump MAF4_1364

:MAF4_1350
00D6: if  0
0039:   @180 ==  5  ;; integer values
004D: jump_if_false MAF4_1357
00D6: if  0
034E: unknown_move_object $2667 to  215.941  1874.571  13.903 unknown_angle  .1  0.0  0.0  0
004D: jump_if_false MAF4_1357
0006: @180 =  6  ;; integer values

:MAF4_1357
00D6: if  0
0039:   @181 ==  5  ;; integer values
004D: jump_if_false MAF4_1364
00D6: if  0
034E: unknown_move_object $2668 to  211.842  1874.571  13.903 unknown_angle  .1  0.0  0.0  0
004D: jump_if_false MAF4_1364
0006: @181 =  6  ;; integer values

:MAF4_1364
00D6: if  0
0039:   @191 ==  0  ;; integer values
004D: jump_if_false MAF4_1381
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  254.37  1850.1  21.7  207.08  1873.36  10.0
004D: jump_if_false MAF4_1381
0006: @165 =  0  ;; integer values

:MAF4_1371
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_1380
00D6: if  0
06B3: @35(@165,7i) 
004D: jump_if_false MAF4_1378
0A02: @35(@165,7i)  0 

:MAF4_1378
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1371

:MAF4_1380
0006: @191 =  1  ;; integer values

:MAF4_1381
00D6: if  0
0039:   @191 ==  1  ;; integer values
004D: jump_if_false MAF4_1398
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube  254.37  1850.1  21.7  207.08  1873.36  10.0
004D: jump_if_false MAF4_1398
0006: @165 =  0  ;; integer values

:MAF4_1388
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_1397
00D6: if  0
06B3: @35(@165,7i) 
004D: jump_if_false MAF4_1395
0A02: @35(@165,7i)  1 

:MAF4_1395
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1388

:MAF4_1397
0006: @191 =  0  ;; integer values

:MAF4_1398
0006: @165 =  0  ;; integer values

:MAF4_1399
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_1421
00D6: if  0
0039:   @167(@165,7i) ==  0  ;; integer values
004D: jump_if_false MAF4_1419
00D6: if  0
03CA:   object @42(@165,7i) exists
004D: jump_if_false MAF4_1419
071E: @42(@165,7i) @91 
00D6: if  0
001B:    5000 > @91  ;; integer values
004D: jump_if_false MAF4_1419
00D6: if  0
06B3: @35(@165,7i) 
004D: jump_if_false MAF4_1419
06B2: @35(@165,7i) 
064F: @136(@165,7i) 
000A: @174 +=  1  ;; integer values
0006: @167(@165,7i) =  1  ;; integer values

:MAF4_1419
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1399

:MAF4_1421
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MAF4_1442
0006: @165 =  0  ;; integer values

:MAF4_1425
00D6: if  1
001B:    7 > @165  ;; integer values
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MAF4_1442
00D6: if  0
06B3: @35(@165,7i) 
004D: jump_if_false MAF4_1440
00D6: if  0
06B7: @35(@165,7i) $PLAYER_ACTOR 
004D: jump_if_false MAF4_1440
0006: @198 =  1  ;; integer values
0006: @199 =  0  ;; integer values
0050: gosub MAF4_3011
0006: @32 =  0  ;; integer values
0006: @175 =  1  ;; integer values

:MAF4_1440
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1425

:MAF4_1442
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false MAF4_1468
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false MAF4_1468
0006: @165 =  0  ;; integer values
0006: @175 =  0  ;; integer values

:MAF4_1450
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_1462
00D6: if  0
06B3: @35(@165,7i) 
004D: jump_if_false MAF4_1460
00D6: if  0
06B7: @35(@165,7i) $PLAYER_ACTOR 
004D: jump_if_false MAF4_1460
0006: @175 =  2  ;; integer values

:MAF4_1460
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1450

:MAF4_1462
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false MAF4_1468
0006: @198 =  2  ;; integer values
0006: @201 =  0  ;; integer values
0050: gosub MAF4_3000

:MAF4_1468
00D6: if  1
0019:   @174 >  2  ;; integer values
001B:    2 > @175  ;; integer values
004D: jump_if_false MAF4_1473
0006: @175 =  2  ;; integer values

:MAF4_1473
00D6: if  0
0039:   @175 ==  2  ;; integer values
004D: jump_if_false MAF4_1495
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_1481
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_1491
00D6: if  0
8118:   NOT   actor @109(@165,22i) dead
004D: jump_if_false MAF4_1489
0085: @153 = @109(@165,22i)  ;; integer values and handles
0050: gosub MAF4_3022

:MAF4_1489
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1481

:MAF4_1491
0050: gosub MAF4_3011
0006: @180 =  5  ;; integer values
0006: @181 =  5  ;; integer values
0006: @175 =  3  ;; integer values

:MAF4_1495
0006: @165 =  0  ;; integer values

:MAF4_1496
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_1509
00D6: if  0
0118:   actor @109(@165,22i) dead
004D: jump_if_false MAF4_1507
00D6: if  0
075C:   marker @205(@165,22i) enabled
004D: jump_if_false MAF4_1507
0164: disable_marker @205(@165,22i)
01C2: remove_references_to_actor @109(@165,22i)  ;; Like turning an actor into a random pedestrian

:MAF4_1507
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1496

:MAF4_1509
00D6: if  0
0039:   @175 ==  3  ;; integer values
004D: jump_if_false MAF4_1519
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  246.0  1862.64 radius  5.0  5.0
004D: jump_if_false MAF4_1519
03E5: text_box 'DST8_10'
0164: disable_marker @227
018A: @227 = create_checkpoint_at  224.99  1859.18  12.31
0006: @175 =  4  ;; integer values

:MAF4_1519
0050: gosub MAF4_2975
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false MAF4_1549
00D6: if  0
0039:   @199 ==  0  ;; integer values
004D: jump_if_false MAF4_1549
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1549
00D6: if  0
0019:   @200 >  1  ;; integer values
004D: jump_if_false MAF4_1535
04AF: @156 = unknown_wav_reference  13604 
05AA: s@157 = 'DES8_BD'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_1535
00D6: if  0
0039:   @200 ==  1  ;; integer values
004D: jump_if_false MAF4_1542
04AF: @156 = unknown_wav_reference  13602 
05AA: s@157 = 'DES8_BB'  ;; 8-byte strings
0050: gosub MAF4_2968
000A: @200 +=  1  ;; integer values

:MAF4_1542
00D6: if  0
0039:   @200 ==  0  ;; integer values
004D: jump_if_false MAF4_1549
04AF: @156 = unknown_wav_reference  13601 
05AA: s@157 = 'DES8_BA'  ;; 8-byte strings
0050: gosub MAF4_2968
000A: @200 +=  1  ;; integer values

:MAF4_1549
00D6: if  0
0039:   @198 ==  2  ;; integer values
004D: jump_if_false MAF4_1578
00D6: if  0
0039:   @201 ==  0  ;; integer values
004D: jump_if_false MAF4_1578
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1578
00D6: if  0
0019:   @202 >  1  ;; integer values
004D: jump_if_false MAF4_1564
04AF: @156 = unknown_wav_reference  13607 
05AA: s@157 = 'DES8_CC'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_1564
00D6: if  0
0039:   @202 ==  1  ;; integer values
004D: jump_if_false MAF4_1571
04AF: @156 = unknown_wav_reference  13606 
05AA: s@157 = 'DES8_CB'  ;; 8-byte strings
0050: gosub MAF4_2968
000A: @202 +=  1  ;; integer values

:MAF4_1571
00D6: if  0
0039:   @202 ==  0  ;; integer values
004D: jump_if_false MAF4_1578
04AF: @156 = unknown_wav_reference  13605 
05AA: s@157 = 'DES8_CA'  ;; 8-byte strings
0050: gosub MAF4_2968
000A: @202 +=  1  ;; integer values

:MAF4_1578
00D6: if  0
0039:   @198 ==  3  ;; integer values
004D: jump_if_false MAF4_1613
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false MAF4_1590
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1590
04AF: @156 = unknown_wav_reference  13611 
05AA: s@157 = 'DES8_DC'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_1590
00D6: if  0
0039:   @196 ==  1  ;; integer values
004D: jump_if_false MAF4_1599
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1599
04AF: @156 = unknown_wav_reference  13617 
05AA: s@157 = 'DES8_EE'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_1599
00D6: if  0
0039:   @196 ==  2  ;; integer values
004D: jump_if_false MAF4_1608
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1608
04AF: @156 = unknown_wav_reference  13616 
05AA: s@157 = 'DES8_ED'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_1608
00D6: if  0
0039:   @196 ==  3  ;; integer values
004D: jump_if_false MAF4_1613
00BC: text_highpriority 'DST8_14'  7000 ms  1
0006: @196 =  4  ;; integer values

:MAF4_1613
00D6: if  0
0039:   @183 ==  0  ;; integer values
004D: jump_if_false MAF4_1825
00D6: if  23
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  207.917  1874.33  10.0  2224.917  1868.78  14.6
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  224.99  1859.18  12.31 radius  8.0  8.0  2.0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  201.99  1874.7  12.3  225.47  1851.43  14.31
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  226.38  1872.33  12.93 radius  4.0  4.0  3.5
004D: jump_if_false MAF4_1825
016A: fade  0 ()  250 ms
040D: unload_wav  1
00BE: text_clear_all

:MAF4_1625
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_1630
0001: wait  0 ms
0002: jump MAF4_1625

:MAF4_1630
0108: destroy_object $5177
0107: $5177 = create_object #A51_VENTCOVERB at  245.968  1862.843  19.49
0453: object $5177 set_rotation  0.0  0.0 -140.998
01C7: remove_object_from_mission_cleanup_list $5177
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0249: release_model #A51_SPOTBULB
0249: release_model #A51_SPOTHOUSING
0249: release_model #A51_SPOTBASE
0249: release_model  483
0296: unload_special_actor  1
0873:  340 
0873:  341 
0249: release_model  335
0249: release_model  347
0247: request_model  583
0247: request_model  70
0247: request_model  468
038B: load_requested_models

:MAF4_1649
00D6: if  22
8248:   NOT   model  583 available
8248:   NOT   model  70 available
8248:   NOT   model  468 available
004D: jump_if_false MAF4_1656
0001: wait  0 ms
0002: jump MAF4_1649

:MAF4_1656
00BE: text_clear_all
0006: @165 =  0  ;; integer values

:MAF4_1658
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_1665
06B2: @35(@165,7i) 
0108: destroy_object @42(@165,7i)
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1658

:MAF4_1665
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_1680
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_1687
009B: destroy_actor_instantly @109(@165,22i)
0164: disable_marker @205(@165,22i)
000A: @165 +=  1  ;; integer values
0002: jump MAF4_1680

:MAF4_1687
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  225.0  1859.0 radius  5.0  5.0
004D: jump_if_false MAF4_1693
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_1695

:MAF4_1693
00A1: put_actor $PLAYER_ACTOR at  214.14  1872.388  12.14
0173: set_actor $PLAYER_ACTOR z_angle_to  267.68

:MAF4_1695
0108: destroy_object $2667
0108: destroy_object $2668
029B: $2667 = init_object #A51_BLASTDOORR at  215.941  1874.571  13.903
0177: set_object $2667 z_angle_to  0.0
029B: $2668 = init_object #A51_BLASTDOORL at  211.842  1874.571  13.903
0177: set_object $2668 z_angle_to  0.0
01C7: remove_object_from_mission_cleanup_list $2667
01C7: remove_object_from_mission_cleanup_list $2668
0164: disable_marker @227
009A: @110 = create_actor  24  287 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: @110  5.0 
0187: @206 = create_marker_above_actor @110
018B: show_on_radar @206  2
0605: unknown_action_sequence @110 "ROADCROSS" "PED"  4.0  1  0  0  0 -1 
07BF: @206  1 
009A: @111 = create_actor  24  287 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: @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: unknown_action_sequence @111 "ROADCROSS" "PED"  4.0  1  0  0  0 -1 
07BF: @207  1 
009A: @112 = create_actor  24  287 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: @112  5.0 
0187: @208 = create_marker_above_actor @112
018B: show_on_radar @208  2
07BF: @208  1 
009A: @113 = create_actor  24  287 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: @113  5.0 
0754: (unknown)
0755:  261.6897  1860.464  7.765 "ROADCROSS" "PED" 
0755:  256.1913  1859.627  7.765 "ROADCROSS" "PED" 
0755:  256.0048  1870.207  7.79 "ROADCROSS" "PED" 
0755:  261.9116  1870.728  7.7578 "ROADCROSS" "PED" 
0817: @113  4  3 
0187: @209 = create_marker_above_actor @113
018B: show_on_radar @209  2
07BF: @209  1 
00A5: @132 = create_car  583 at  241.0877  1843.951  7.7578
0175: set_car @132 z_angle_to  268.7216
009A: @114 = create_actor  24  287 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: @114  5.0 
0754: (unknown)
0755:  255.3062  1846.276  7.7734 "ROADCROSS" "PED" 
0755:  243.0288  1846.451  7.765 "ROADCROSS" "PED" 
0817: @114  4  3 
0187: @210 = create_marker_above_actor @114
018B: show_on_radar @210  2
07BF: @210  1 
018A: @228 = create_checkpoint_at  267.015  1862.51  7.76
07BF: @228  1 
09EB: $PLAYER_CHAR  0 
03CB: set_camera  248.83  1827.63  7.46
0A0B:  282.28  1814.04  7.54  326.0 
016A: fade  1 (back)  500 ms
075B:  100 
009A: @131 = create_actor  24  287 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: unknown_action_sequence @131 "ROADCROSS" "PED"  4.0  0  0  0  0  1000 
0707: unknown_bunnyjump MAF4_1811 
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
0006: @32 =  0  ;; integer values

:MAF4_1776
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false MAF4_1781
0001: wait  0 ms
0002: jump MAF4_1776

:MAF4_1781
0A0B:  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
0006: @32 =  0  ;; integer values

:MAF4_1786
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false MAF4_1791
0001: wait  0 ms
0002: jump MAF4_1786

:MAF4_1791
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_1795
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false MAF4_1800
0001: wait  0 ms
0002: jump MAF4_1795

:MAF4_1800
0A0B:  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
0006: @32 =  0  ;; integer values

:MAF4_1806
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false MAF4_1811
0001: wait  0 ms
0002: jump MAF4_1806

:MAF4_1811
0701: (unknown)
009B: destroy_actor_instantly @131
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority 'DST8_45'  5000 ms  1
097A:  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_1825
00D6: if  0
0039:   @183 ==  1  ;; integer values
004D: jump_if_false MAF4_2641
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false MAF4_1835
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false MAF4_1835
0006: @203 =  2  ;; integer values

:MAF4_1835
00D6: if  0
0039:   @203 ==  2  ;; integer values
004D: jump_if_false MAF4_2054
0050: gosub MAF4_2975
00D6: if  0
001B:    3 > @184  ;; integer values
004D: jump_if_false MAF4_2030
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false MAF4_1851
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1851
04AF: @156 = unknown_wav_reference  13620 
05AA: s@157 = 'DES8_FB'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_1851
00D6: if  0
0039:   @196 ==  1  ;; integer values
004D: jump_if_false MAF4_1861
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1861
04AF: @156 = unknown_wav_reference  13621 
05AA: s@157 = 'DES8_FC'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1861
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false MAF4_1874
00D6: if  0
0039:   @196 ==  2  ;; integer values
004D: jump_if_false MAF4_1874
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1874
04AF: @156 = unknown_wav_reference  13625 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1874
00D6: if  0
0019:   @33 >  7500  ;; integer values
004D: jump_if_false MAF4_1887
00D6: if  0
0039:   @196 ==  3  ;; integer values
004D: jump_if_false MAF4_1887
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1887
04AF: @156 = unknown_wav_reference  13626 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1887
00D6: if  0
0019:   @33 >  5500  ;; integer values
004D: jump_if_false MAF4_1900
00D6: if  0
0039:   @196 ==  4  ;; integer values
004D: jump_if_false MAF4_1900
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1900
04AF: @156 = unknown_wav_reference  13631 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1900
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false MAF4_1913
00D6: if  0
0039:   @196 ==  5  ;; integer values
004D: jump_if_false MAF4_1913
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1913
04AF: @156 = unknown_wav_reference  13622 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1913
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false MAF4_1926
00D6: if  0
0039:   @196 ==  6  ;; integer values
004D: jump_if_false MAF4_1926
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1926
04AF: @156 = unknown_wav_reference  13632 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1926
00D6: if  0
0019:   @33 >  12500  ;; integer values
004D: jump_if_false MAF4_1939
00D6: if  0
0039:   @196 ==  7  ;; integer values
004D: jump_if_false MAF4_1939
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1939
04AF: @156 = unknown_wav_reference  13628 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1939
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false MAF4_1952
00D6: if  0
0039:   @196 ==  8  ;; integer values
004D: jump_if_false MAF4_1952
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1952
04AF: @156 = unknown_wav_reference  13624 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1952
00D6: if  0
0019:   @33 >  25000  ;; integer values
004D: jump_if_false MAF4_1965
00D6: if  0
0039:   @196 ==  9  ;; integer values
004D: jump_if_false MAF4_1965
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1965
04AF: @156 = unknown_wav_reference  13633 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1965
00D6: if  0
0019:   @33 >  15000  ;; integer values
004D: jump_if_false MAF4_1978
00D6: if  0
0039:   @196 ==  10  ;; integer values
004D: jump_if_false MAF4_1978
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1978
04AF: @156 = unknown_wav_reference  13634 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1978
00D6: if  0
0019:   @33 >  20000  ;; integer values
004D: jump_if_false MAF4_1991
00D6: if  0
0039:   @196 ==  11  ;; integer values
004D: jump_if_false MAF4_1991
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_1991
04AF: @156 = unknown_wav_reference  13627 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_1991
00D6: if  0
0019:   @33 >  15000  ;; integer values
004D: jump_if_false MAF4_2004
00D6: if  0
0039:   @196 ==  12  ;; integer values
004D: jump_if_false MAF4_2004
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2004
04AF: @156 = unknown_wav_reference  13635 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_2004
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false MAF4_2017
00D6: if  0
0039:   @196 ==  13  ;; integer values
004D: jump_if_false MAF4_2017
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2017
04AF: @156 = unknown_wav_reference  13623 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_2017
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false MAF4_2030
00D6: if  0
0039:   @196 ==  14  ;; integer values
004D: jump_if_false MAF4_2030
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2030
04AF: @156 = unknown_wav_reference  13629 
05AA: s@157 = 'DUMMY'  ;; 8-byte strings
0050: gosub MAF4_2968
0006: @33 =  0  ;; integer values

:MAF4_2030
00D6: if  0
0039:   @187 ==  2  ;; integer values
004D: jump_if_false MAF4_2054
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false MAF4_2045
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false MAF4_2045
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2045
04AF: @156 = unknown_wav_reference  13636 
05AA: s@157 = 'DST8_34'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_2045
00D6: if  0
0039:   @196 ==  1  ;; integer values
004D: jump_if_false MAF4_2054
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2054
04AF: @156 = unknown_wav_reference  13637 
05AA: s@157 = 'DES8_HB'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_2054
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false MAF4_2137
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  266.53  1849.53  8.0  237.01  1837.55  10.52
004D: jump_if_false MAF4_2137
009A: @115 = create_actor  24  287 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: @115  5.0 
0754: (unknown)
0755:  248.8298  1835.772  6.5471 "ROADCROSS" "PED" 
0755:  248.5208  1809.681  6.5619 "ROADCROSS" "PED" 
0817: @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: @211  1 
009A: @116 = create_actor  24  287 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: @116  5.0 
0187: @212 = create_marker_above_actor @116
018B: show_on_radar @212  2
0605: unknown_action_sequence @116 "ROADCROSS" "PED"  4.0  1  0  0  0  6000 
07BF: @212  1 
02E2: set_actor @116 weapon_accuracy_to  80
009A: @117 = create_actor  24  287 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: @117  5.0 
0754: (unknown)
0755:  249.63  1816.64  4.71 "ROADCROSS" "PED" 
0755:  249.41  1825.84  4.7 "ROADCROSS" "PED" 
0817: @117  4  3 
0187: @213 = create_marker_above_actor @117
018B: show_on_radar @213  2
07BF: @213  1 
009A: @118 = create_actor  24  287 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: @118  5.0 
0754: (unknown)
0755:  236.0416  1803.518  6.4219 "ROADCROSS" "PED" 
0755:  243.165  1803.049  6.4219 "ROADCROSS" "PED" 
0755:  236.0416  1803.518  6.4219 "ROADCROSS" "PED" 
0755:  236.5669  1813.103  6.4213 "ROADCROSS" "PED" 
0817: @118  4  3 
0187: @214 = create_marker_above_actor @118
018B: show_on_radar @214  2
07BF: @214  1 
009A: @120 = create_actor  24  287 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: @120  5.0 
0754: (unknown)
0755:  265.829  1816.31  4.7 "ROADCROSS" "PED" 
0755:  284.416  1816.59  4.72 "ROADCROSS" "PED" 
0817: @120  4  3 
0187: @216 = create_marker_above_actor @120
018B: show_on_radar @216  2
07BF: @216  1 
009A: @121 = create_actor  24  70 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: unknown_action_sequence @121 "ATM" "PED"  4.0  1  0  0  0 -1 
009A: @122 = create_actor  24  70 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: unknown_action_sequence @122 "ATM" "PED"  4.0  1  0  0  0 -1 
009A: @123 = create_actor  24  70 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: unknown_action_sequence @123 "ATM" "PED"  4.0  1  0  0  0 -1 
0006: @184 =  1  ;; integer values

:MAF4_2137
00D6: if  0
0039:   @184 ==  1  ;; integer values
004D: jump_if_false MAF4_2208
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  301.6813  1821.801  7.1396  272.5243  1826.948  10.3607
004D: jump_if_false MAF4_2208
009A: @124 = create_actor  24  287 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: @124  5.0 
0754: (unknown)
0755:  292.8436  1839.781  6.7266 "ROADCROSS" "PED" 
0755:  280.7216  1840.162  6.7266 "ROADCROSS" "PED" 
0817: @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: @220  1 
009A: @125 = create_actor  24  287 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: @125  5.0 
0754: (unknown)
0755:  328.527  1839.673  6.8281 "ROADCROSS" "PED" 
0755:  301.3004  1839.902  6.7266 "ROADCROSS" "PED" 
0817: @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: @221  1 
009A: @126 = create_actor  24  287 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: @126  5.0 
0754: (unknown)
0755:  317.411  1855.274  6.7341 "ROADCROSS" "PED" 
0755:  329.3857  1855.295  6.8357 "ROADCROSS" "PED" 
0817: @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: @222  1 
009A: @127 = create_actor  24  287 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: @127  5.0 
0754: (unknown)
0755:  297.3482  1868.002  7.7578 "ROADCROSS" "PED" 
0755:  298.3582  1856.054  6.8281 "ROADCROSS" "PED" 
0817: @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: @223  1 
009A: @128 = create_actor  24  287 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: @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: @224  1 
029B: @143 = init_object #A51_LABDOOR at  268.66  1864.059  7.5
01C7: remove_object_from_mission_cleanup_list @143
09CA: @143  1  1  1  1  1 
0006: @184 =  2  ;; integer values

:MAF4_2208
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false MAF4_2219
00D6: if  0
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_2219
0006: @32 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0173: set_actor $PLAYER_ACTOR z_angle_to  92.24
0605: unknown_action_sequence $PLAYER_ACTOR "ATM" "PED"  8.0  0  0  0  0  500 
0006: @185 =  1  ;; integer values

:MAF4_2219
00D6: if  0
0039:   @185 ==  1  ;; integer values
004D: jump_if_false MAF4_2230
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false MAF4_2230
0687: $PLAYER_ACTOR 
00BC: text_highpriority 'DES8_21'  4000 ms  1
07A8:  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @185 =  2  ;; integer values

:MAF4_2230
0006: @165 =  0  ;; integer values

:MAF4_2231
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_2244
00D6: if  0
0118:   actor @109(@165,22i) dead
004D: jump_if_false MAF4_2242
00D6: if  0
075C:   marker @205(@165,22i) enabled
004D: jump_if_false MAF4_2242
0164: disable_marker @205(@165,22i)
01C2: remove_references_to_actor @109(@165,22i)  ;; Like turning an actor into a random pedestrian

:MAF4_2242
000A: @165 +=  1  ;; integer values
0002: jump MAF4_2231

:MAF4_2244
00D6: if  0
0039:   @184 ==  2  ;; integer values
004D: jump_if_false MAF4_2259
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  287.0  1870.0  9.0 radius  6.0  6.0  6.0
004D: jump_if_false MAF4_2259
00BC: text_highpriority 'DST8_46'  5000 ms  1
009A: @133 = create_actor  24  70 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: unknown_action_sequence @133  1 
0605: unknown_action_sequence @133 "ATM" "PED"  8.0  1  0  0  0  1000 
0006: @186 =  1  ;; integer values
0006: @184 =  3  ;; integer values

:MAF4_2259
00D6: if  0
0039:   @186 ==  1  ;; integer values
004D: jump_if_false MAF4_2288
00D6: if  0
8118:   NOT   actor @133 dead
004D: jump_if_false MAF4_2284
00D6: if  23
051A:   unknown_actor @133 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @133
02D6: $PLAYER_ACTOR  282.25  1852.36  264.28  1863.69  0 
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  282.25  1852.36  264.28  1863.69
004D: jump_if_false MAF4_2283
05C4: unknown_action_sequence @133  20000 
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false MAF4_2278
0949: link_wav  2 to_actor @133 
03D1: play_wav  2
00BC: text_highpriority 'DES8_AA'  2000 ms  1

:MAF4_2278
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
0006: @186 =  2  ;; integer values

:MAF4_2283
0002: jump MAF4_2288

:MAF4_2284
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
0006: @186 =  2  ;; integer values

:MAF4_2288
00D6: if  0
0039:   @186 ==  2  ;; integer values
004D: jump_if_false MAF4_2305
00D6: if  0
0118:   actor @133 dead
004D: jump_if_false MAF4_2300
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false MAF4_2300
040D: unload_wav  2
03D5: remove_text 'DST8_25'
0006: @204 =  1  ;; integer values

:MAF4_2300
00D6: if  0
0214:   pickup @145 picked_up
004D: jump_if_false MAF4_2305
0164: disable_marker @229
0006: @186 =  3  ;; integer values

:MAF4_2305
00D6: if  0
0039:   @184 ==  3  ;; integer values
004D: jump_if_false MAF4_2321
00D6: if  0
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_2321
00D6: if  0
0039:   @186 ==  3  ;; integer values
004D: jump_if_false MAF4_2320
0173: set_actor $PLAYER_ACTOR z_angle_to  6.3
0006: @32 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0605: unknown_action_sequence $PLAYER_ACTOR "ATM" "PED"  8.0  0  0  0  0  500 
0006: @184 =  4  ;; integer values
0002: jump MAF4_2321

:MAF4_2320
00BC: text_highpriority 'DST8_24'  5000 ms  1

:MAF4_2321
00D6: if  0
0039:   @184 ==  4  ;; integer values
004D: jump_if_false MAF4_2464
00D6: if  0
03CA:   object @143 exists
004D: jump_if_false MAF4_2464
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false MAF4_2464
0006: @187 =  1  ;; integer values
00D6: if  0
03CA:   object @143 exists
004D: jump_if_false MAF4_2335
097B: @143  1035 

:MAF4_2335
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: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
009A: @115 = create_actor  24  287 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: unknown_action_sequence @115  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: @211  1 
0085: @153 = @115  ;; integer values and handles
0050: gosub MAF4_3022
009A: @118 = create_actor  24  287 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: unknown_action_sequence @118  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: @214  1 
0085: @153 = @118  ;; integer values and handles
0050: gosub MAF4_3022
009A: @122 = create_actor  24  287 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: unknown_action_sequence @122  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: @218  1 
0085: @153 = @122  ;; integer values and handles
0050: gosub MAF4_3022
009A: @123 = create_actor  24  287 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: unknown_action_sequence @123  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: @219  1 
0085: @153 = @123  ;; integer values and handles
0050: gosub MAF4_3022
009A: @110 = create_actor  24  287 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: unknown_action_sequence @110  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: @206  1 
0085: @153 = @110  ;; integer values and handles
0050: gosub MAF4_3022
009A: @111 = create_actor  24  287 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: unknown_action_sequence @111  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: @207  1 
0085: @153 = @111  ;; integer values and handles
0050: gosub MAF4_3022
009A: @112 = create_actor  24  287 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: unknown_action_sequence @112  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: @208  1 
0085: @153 = @112  ;; integer values and handles
0050: gosub MAF4_3022
009A: @113 = create_actor  24  287 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: unknown_action_sequence @113  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: @209  1 
0085: @153 = @113  ;; integer values and handles
0050: gosub MAF4_3022
009A: @114 = create_actor  24  287 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: unknown_action_sequence @114  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: @210  1 
0085: @153 = @114  ;; integer values and handles
0050: gosub MAF4_3022
01C3: remove_references_to_car @132  ;; Like turning a car into any random car
0249: release_model  583
032B: @144 = create_weapon_pickup  370  3 ammo  0 at  268.7  1884.1 -30.085
0164: disable_marker @228
03DC: @228 = create_marker_above_pickup @144
07BF: @228  1 
00BE: text_clear_all
00BC: text_highpriority 'DST8_34'  5000 ms  1
0006: @184 =  5  ;; integer values

:MAF4_2464
00D6: if  0
0039:   @187 ==  1  ;; integer values
004D: jump_if_false MAF4_2478
00D6: if  0
03CA:   object @143 exists
004D: jump_if_false MAF4_2478
00D6: if  0
034E: unknown_move_object @143 to  268.66  1864.059  12.2 unknown_angle  0.0  0.0  .08  0
004D: jump_if_false MAF4_2478
097B: @143  1036 
0006: @196 =  0  ;; integer values
0006: @197 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @187 =  2  ;; integer values

:MAF4_2478
00D6: if  0
0039:   @184 ==  5  ;; integer values
004D: jump_if_false MAF4_2573
00D6: if  0
0214:   pickup @144 picked_up
004D: jump_if_false MAF4_2573
0164: disable_marker @228
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: $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  352
0247: request_model  483
023C: load_special_actor  1 'TRUTH'
00BC: text_highpriority 'DST8_26'  7000 ms  1

:MAF4_2498
00D6: if  22
8248:   NOT   model  352 available
8248:   NOT   model  483 available
823D:   NOT   special_actor  1 loaded
004D: jump_if_false MAF4_2505
0001: wait  0 ms
0002: jump MAF4_2498

:MAF4_2505
00A6: destroy_car @132
0249: release_model  583
0006: @165 =  0  ;; integer values

:MAF4_2508
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_2515
009B: destroy_actor_instantly @109(@165,22i)
0164: disable_marker @205(@165,22i)
000A: @165 +=  1  ;; integer values
0002: jump MAF4_2508

:MAF4_2515
009A: @112 = create_actor  24  287 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: unknown_action_sequence @112  1 
0223: set_actor @112 health_to  50
02E2: set_actor @112 weapon_accuracy_to  30
009A: @113 = create_actor  24  287 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: unknown_action_sequence @113  1 
0223: set_actor @113 health_to  50
02E2: set_actor @113 weapon_accuracy_to  30
009A: @114 = create_actor  24  287 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: unknown_action_sequence @114  1 
0223: set_actor @114 health_to  50
02E2: set_actor @114 weapon_accuracy_to  40
009A: @115 = create_actor  24  287 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: unknown_action_sequence @115  1 
0223: set_actor @115 health_to  50
02E2: set_actor @115 weapon_accuracy_to  30
009A: @116 = create_actor  24  287 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: unknown_action_sequence @116  1 
0223: set_actor @116 health_to  50
02E2: set_actor @116 weapon_accuracy_to  40
009A: @117 = create_actor  24  287 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: unknown_action_sequence @117  1 
0223: set_actor @117 health_to  50
02E2: set_actor @117 weapon_accuracy_to  30
009A: @118 = create_actor  24  287 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: unknown_action_sequence @118  1 
0223: set_actor @118 health_to  50
02E2: set_actor @118 weapon_accuracy_to  30
009A: @119 = create_actor  24  287 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: unknown_action_sequence @119  1 
0223: set_actor @119 health_to  50
02E2: set_actor @119 weapon_accuracy_to  40
009A: @120 = create_actor  24  287 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: unknown_action_sequence @120  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_2573
00D6: if  0
0039:   @189 ==  1  ;; integer values
004D: jump_if_false MAF4_2583
00D6: if  0
03CA:   object $2670 exists
004D: jump_if_false MAF4_2583
00D6: if  0
034E: unknown_move_object $2670 to  276.14  1884.06  15.924 unknown_angle  .05  0.0  0.0  0
004D: jump_if_false MAF4_2583
0006: @189 =  2  ;; integer values

:MAF4_2583
00D6: if  0
0039:   @184 ==  6  ;; integer values
004D: jump_if_false MAF4_2593
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MAF4_2593
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_2593
00D6: if  0
0039:   @184 ==  7  ;; integer values
004D: jump_if_false MAF4_2641
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false MAF4_2641
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01BC: put_object $2670 at  276.14  1884.06  15.924
07CC: $PLAYER_CHAR  0 
00BE: text_clear_all
0164: disable_marker @228
075B:  0 
018A: @228 = create_checkpoint_at  268.9  1884.33  19.91
009A: @109 = create_actor  24  287 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: unknown_action_sequence @109  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_3022
009A: @110 = create_actor  24  287 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: unknown_action_sequence @110  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_3022
009A: @111 = create_actor  24  287 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: unknown_action_sequence @111  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_3022
0006: @183 =  2  ;; integer values
0006: @188 =  1  ;; integer values
0006: @184 =  8  ;; integer values

:MAF4_2641
00D6: if  0
0039:   @183 ==  2  ;; integer values
004D: jump_if_false MAF4_2967
00D6: if  0
0039:   @187 ==  3  ;; integer values
004D: jump_if_false MAF4_2675
0050: gosub MAF4_2975
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false MAF4_2657
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2657
04AF: @156 = unknown_wav_reference  13638 
05AA: s@157 = 'DST8_35'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_2657
00D6: if  0
0039:   @196 ==  1  ;; integer values
004D: jump_if_false MAF4_2666
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2666
04AF: @156 = unknown_wav_reference  13639 
05AA: s@157 = 'DES8_JB'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_2666
00D6: if  0
0039:   @196 ==  2  ;; integer values
004D: jump_if_false MAF4_2675
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2675
04AF: @156 = unknown_wav_reference  13640 
05AA: s@157 = 'DES8_JC'  ;; 8-byte strings
0050: gosub MAF4_2968

:MAF4_2675
00D6: if  0
001B:    8 > @188  ;; integer values
004D: jump_if_false MAF4_2737
00D6: if  0
0039:   @188 ==  1  ;; integer values
004D: jump_if_false MAF4_2684
03E5: text_box 'DST8_27'
0006: @33 =  0  ;; integer values
0006: @188 =  2  ;; integer values

:MAF4_2684
00D6: if  0
0039:   @188 ==  2  ;; integer values
004D: jump_if_false MAF4_2693
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false MAF4_2693
03E5: text_box 'DST8_28'
0006: @33 =  0  ;; integer values
0006: @188 =  3  ;; integer values

:MAF4_2693
00D6: if  0
0039:   @188 ==  3  ;; integer values
004D: jump_if_false MAF4_2702
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false MAF4_2702
03E5: text_box 'DST8_29'
0006: @33 =  0  ;; integer values
0006: @188 =  4  ;; integer values

:MAF4_2702
00D6: if  0
0039:   @188 ==  4  ;; integer values
004D: jump_if_false MAF4_2711
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false MAF4_2711
03E5: text_box 'DST8_30'
0006: @33 =  0  ;; integer values
0006: @188 =  5  ;; integer values

:MAF4_2711
00D6: if  0
0039:   @188 ==  5  ;; integer values
004D: jump_if_false MAF4_2720
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false MAF4_2720
03E5: text_box 'DST8_31'
0006: @33 =  0  ;; integer values
0006: @188 =  6  ;; integer values

:MAF4_2720
00D6: if  0
0039:   @188 ==  6  ;; integer values
004D: jump_if_false MAF4_2729
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false MAF4_2729
03E5: text_box 'DST8_33'
0006: @33 =  0  ;; integer values
0006: @188 =  7  ;; integer values

:MAF4_2729
00D6: if  0
0039:   @188 ==  7  ;; integer values
004D: jump_if_false MAF4_2737
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false MAF4_2737
0006: @33 =  0  ;; integer values
0006: @188 =  8  ;; integer values

:MAF4_2737
00D6: if  0
0039:   @184 ==  8  ;; integer values
004D: jump_if_false MAF4_2808
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  268.73  1883.96  17.85 radius  30.0  30.0  10.0
004D: jump_if_false MAF4_2808
097A:  0.0  0.0  0.0  1006 
0006: @187 =  3  ;; integer values
0006: @196 =  0  ;; integer values
0006: @197 =  0  ;; integer values
097A:  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: @42  5000 
0875: @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: @43  5000 
0875: @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: @44  5000 
0875: @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: @45  5000 
0875: @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: @46  5000 
0875: @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: @47  5000 
0875: @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: @48  5000 
0875: @48  1 
0006: @165 =  0  ;; integer values

:MAF4_2784
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_2793
00D6: if  0
8118:   NOT   actor @109(@165,22i) dead
004D: jump_if_false MAF4_2791
05E2: unknown_action_sequence @109(@165,22i) $PLAYER_ACTOR 

:MAF4_2791
000A: @165 +=  1  ;; integer values
0002: jump MAF4_2784

:MAF4_2793
0164: disable_marker @228
018A: @228 = create_checkpoint_at -794.8  2425.184  156.124
00BC: text_highpriority 'DST8_35'  7000 ms  1
00A5: @107 = create_car  483 at -783.169  2430.03  156.23
0574: @107  1
0175: set_car @107 z_angle_to  171.04
0229: set_car @107 color_to  1  1
06ED: @107  0 
0129: @106 = create_actor  23  290 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: @107  0 
0006: @190 =  1  ;; integer values
0006: @184 =  9  ;; integer values

:MAF4_2808
00D6: if  0
0039:   @184 ==  9  ;; integer values
004D: jump_if_false MAF4_2824
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  276.14  1884.06 radius  100.0  100.0
004D: jump_if_false MAF4_2824
0006: @165 =  0  ;; integer values

:MAF4_2815
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_2823
01C2: remove_references_to_actor @109(@165,22i)  ;; Like turning an actor into a random pedestrian
0249: release_model  287
0249: release_model  356
000A: @165 +=  1  ;; integer values
0002: jump MAF4_2815

:MAF4_2823
0006: @184 =  10  ;; integer values

:MAF4_2824
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false MAF4_2841
00D6: if  0
8118:   NOT   actor @106 dead
004D: jump_if_false MAF4_2841
00D6: if  0
00F2:   actor @106 near_actor $PLAYER_ACTOR radius  200.0  200.0  0
004D: jump_if_false MAF4_2841
097A:  268.73  1883.96  17.85  1006 
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_2838
0574: @107  0

:MAF4_2838
00A5: @108 = create_car  468 at -776.66  2426.41  156.11
0175: set_car @108 z_angle_to  175.776
0006: @190 =  2  ;; integer values

:MAF4_2841
00D6: if  0
0039:   @190 ==  2  ;; integer values
004D: jump_if_false MAF4_2870
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -791.14  2425.33  156.2 radius  3.0  3.0  3.0
004D: jump_if_false MAF4_2870
0395: clear_area  1 at -810.94  2360.42  150.81 range  200.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_2855
00D6: if  21
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false MAF4_2861
0001: wait  0 ms
0002: jump MAF4_2855

:MAF4_2861
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_2866
0001: wait  0 ms
0002: jump MAF4_2861

:MAF4_2866
00A1: put_actor $PLAYER_ACTOR at -791.178  2425.34  156.16
0173: set_actor $PLAYER_ACTOR z_angle_to  256.615
0792: $PLAYER_ACTOR 
0006: @190 =  3  ;; integer values

:MAF4_2870
00D6: if  0
0039:   @190 ==  3  ;; integer values
004D: jump_if_false MAF4_2946
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 (back)  250 ms
03D1: play_wav  1
00BC: text_highpriority 'TRUX_BH'  2000 ms  1

:MAF4_2879
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false MAF4_2884
0001: wait  0 ms
0002: jump MAF4_2879

:MAF4_2884
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
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 

:MAF4_2890
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false MAF4_2895
0001: wait  0 ms
0002: jump MAF4_2890

:MAF4_2895
0792: $PLAYER_ACTOR 
040D: unload_wav  2
03CF: load_wav  13645 as  2

:MAF4_2898
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false MAF4_2903
0001: wait  0 ms
0002: jump MAF4_2898

:MAF4_2903
03D1: play_wav  1
00BC: text_highpriority 'DES8_MC'  3000 ms  1

:MAF4_2905
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false MAF4_2910
0001: wait  0 ms
0002: jump MAF4_2905

:MAF4_2910
040D: unload_wav  1
03CF: load_wav  13646 as  1
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_2918
00A7: car @107 drive_to -810.94  2360.42  150.81
0006: @32 =  0  ;; integer values
0006: @190 =  4  ;; integer values

:MAF4_2918
00D6: if  0
8119:   NOT   car @107 wrecked
004D: jump_if_false MAF4_2922
05C0: unknown_action_sequence $PLAYER_ACTOR @107  5000 

:MAF4_2922
00D6: if  0
83D0:   NOT   wav  2 loaded
004D: jump_if_false MAF4_2927
0001: wait  0 ms
0002: jump MAF4_2922

:MAF4_2927
03D1: play_wav  2
00BC: text_highpriority 'DES8_MD'  2000 ms  1

:MAF4_2929
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false MAF4_2934
0001: wait  0 ms
0002: jump MAF4_2929

:MAF4_2934
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false MAF4_2939
0001: wait  0 ms
0002: jump MAF4_2934

:MAF4_2939
03D1: play_wav  1
00BC: text_highpriority 'DES8_ME'  2000 ms  1

:MAF4_2941
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false MAF4_2946
0001: wait  0 ms
0002: jump MAF4_2941

:MAF4_2946
00D6: if  0
0039:   @190 ==  4  ;; integer values
004D: jump_if_false MAF4_2967
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false MAF4_2967
016A: fade  0 ()  500 ms

:MAF4_2953
00D6: if  0
016B:   fading
004D: jump_if_false MAF4_2958
0001: wait  0 ms
0002: jump MAF4_2953

:MAF4_2958
0792: $PLAYER_ACTOR 
00A6: destroy_car @107
009B: destroy_actor_instantly @106
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms
0002: jump MAF4_3035
0006: @190 =  5  ;; integer values

:MAF4_2967
0002: jump MAF4_250

:MAF4_2968
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false MAF4_2974
03CF: load_wav @156 as  1
05AA: s@154 = s@157  ;; 8-byte strings
0006: @197 =  1  ;; integer values

:MAF4_2974
0051: return

:MAF4_2975
00D6: if  0
0039:   @197 ==  1  ;; integer values
004D: jump_if_false MAF4_2987
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false MAF4_2987
00D6: if  0
85AE:   NOT   s@154 == 'DUMMY'  ;; 8-byte strings
004D: jump_if_false MAF4_2985
00BC: text_highpriority s@154  4000 ms  1

:MAF4_2985
03D1: play_wav  1
0006: @197 =  2  ;; integer values

:MAF4_2987
00D6: if  0
0039:   @197 ==  2  ;; integer values
004D: jump_if_false MAF4_2999
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false MAF4_2999
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_2999
0051: return

:MAF4_3000
0006: @165 =  0  ;; integer values

:MAF4_3001
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_3010
00D6: if  0
06B3: @35(@165,7i) 
004D: jump_if_false MAF4_3008
06B4: @35(@165,7i) @49(@165,7f) @56(@165,7f) @63(@165,7f) @70(@165,7f) @77(@165,7f) @84(@165,7f)  .3 

:MAF4_3008
000A: @165 +=  1  ;; integer values
0002: jump MAF4_3001

:MAF4_3010
0051: return

:MAF4_3011
0006: @166 =  0  ;; integer values

:MAF4_3012
00D6: if  0
001B:    7 > @166  ;; integer values
004D: jump_if_false MAF4_3021
00D6: if  0
06B3: @35(@166,7i) 
004D: jump_if_false MAF4_3019
06B6: @35(@166,7i) $PLAYER_ACTOR  .125 

:MAF4_3019
000A: @166 +=  1  ;; integer values
0002: jump MAF4_3012

:MAF4_3021
0051: return

:MAF4_3022
0615: @152 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @152 
0618: @153 @152 
061B: @152 
0051: return

:MAF4_3029
00BA: text_styled 'M_FAIL'  5000 ms  1
0108: destroy_object $5177
0107: $5177 = create_object #A51_VENTCOVERB at  245.968  1862.843  19.49
0453: object $5177 set_rotation  0.0  0.0 -140.998
01C7: remove_object_from_mission_cleanup_list $5177
0051: return

:MAF4_3035
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
0629: change_stat  332 to  1  ; integer see statdisp.dat
032B: $3242 = create_weapon_pickup  351  15 ammo  30 at  297.8289  1846.622  6.7266
032B: $3243 = create_weapon_pickup  370  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  369  3 ammo  1 at  212.8813  1811.005  21.4187
032B: $3250 = create_weapon_pickup  369  3 ammo  1 at  1270.52 -795.5929  1084.254
032B: $3251 = create_weapon_pickup  369  3 ammo  1 at -350.499  1608.437  75.642
032B: $3252 = create_weapon_pickup  369  3 ammo  1 at -2224.68  129.1278  1035.62
0164: disable_marker $581
0318: set_latest_mission_passed 'DESERT8'
0394: play_music  1
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSD'  1  5000 ms  1
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $581
0051: return

:MAF4_3052
0004: $ON_MISSION =  0  ;; integer values
0249: release_model  287
0249: release_model  356
0249: release_model #A51_SPOTBULB
0249: release_model #A51_SPOTHOUSING
0249: release_model #A51_SPOTBASE
0249: release_model  483
0249: release_model  335
0249: release_model  347
0249: release_model  583
0249: release_model  70
0249: release_model  468
0249: release_model  352
0249: release_model  358
0249: release_model  369
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
075B:  0 
01B7: release_weather
09D7: $PLAYER_CHAR  0 
0A24:  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MAF4_3078
0489: unknown_actor $PLAYER_ACTOR flag  0
07CC: $PLAYER_CHAR  0 

:MAF4_3078
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:  0 
00D6: if  0
03CA:   object $2670 exists
004D: jump_if_false MAF4_3094
01BC: put_object $2670 at  268.664  1884.06  15.925

:MAF4_3094
0108: destroy_object $2667
0108: destroy_object $2668
029B: $2667 = init_object #A51_BLASTDOORR at  215.941  1874.571  13.903
0177: set_object $2667 z_angle_to  0.0
029B: $2668 = init_object #A51_BLASTDOORL at  211.842  1874.571  13.903
0177: set_object $2668 z_angle_to  0.0
01C7: remove_object_from_mission_cleanup_list $2667
01C7: remove_object_from_mission_cleanup_list $2668
0006: @165 =  0  ;; integer values

:MAF4_3103
00D6: if  0
001B:    22 > @165  ;; integer values
004D: jump_if_false MAF4_3109
0164: disable_marker @205(@165,22i)
000A: @165 +=  1  ;; integer values
0002: jump MAF4_3103

:MAF4_3109
0164: disable_marker @227
0164: disable_marker @228
0164: disable_marker @229
0006: @165 =  0  ;; integer values

:MAF4_3113
00D6: if  0
001B:    7 > @165  ;; integer values
004D: jump_if_false MAF4_3120
06B2: @35(@165,7i) 
0108: destroy_object @42(@165,7i)
000A: @165 +=  1  ;; integer values
0002: jump MAF4_3113

:MAF4_3120
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_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
07A8:  1 
03C7: unknown_maby_cops_density  1.0
01B7: release_weather
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 82---------------
; Originally: Green Goo


:M_82_1
0050: gosub M_82_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_82_6
0050: gosub DES10_370

:M_82_6
0050: gosub DES10_412
004E: end_thread

:M_82_8
0004: $ON_MISSION =  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 (fat)  ; integer
00D6: if  0
0019:   @57 >  600  ;; integer values
004D: jump_if_false DES10_41
02E4: load_cutscene_data 'D10_ALT'

:DES10_11
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DES10_16
0001: wait  0 ms
0002: jump DES10_11

:DES10_16
0395: clear_area  0 at  405.2136  2525.9  16.4918 range  7.5
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DES10_19
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DES10_24
0001: wait  0 ms
0002: jump DES10_19

:DES10_24
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:DES10_26
00D6: if  0
016B:   fading
004D: jump_if_false DES10_31
0001: wait  0 ms
0002: jump DES10_26

:DES10_31
02EA: end_cutscene
0395: clear_area  0 at  419.4488  2529.914  15.6219 range  .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 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return
0002: jump DES10_63

:DES10_41
02E4: load_cutscene_data 'DES_10A'

:DES10_42
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DES10_47
0001: wait  0 ms
0002: jump DES10_42

:DES10_47
0395: clear_area  0 at  419.6919  2529.914  16.6612 range  6.86
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DES10_50
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DES10_55
0001: wait  0 ms
0002: jump DES10_50

:DES10_55
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:DES10_57
00D6: if  0
016B:   fading
004D: jump_if_false DES10_62
0001: wait  0 ms
0002: jump DES10_57

:DES10_62
02EA: end_cutscene

:DES10_63
01B7: release_weather
0247: request_model  352
0247: request_model  537
0247: request_model  569
0247: request_model  353
0247: request_model  432
0247: request_model  287
0247: request_model  370
038B: load_requested_models

:DES10_72
00D6: if  25
8248:   NOT   model  352 available
8248:   NOT   model  537 available
8248:   NOT   model  569 available
8248:   NOT   model  353 available
8248:   NOT   model  432 available
8248:   NOT   model  287 available
004D: jump_if_false DES10_82
0001: wait  0 ms
0002: jump DES10_72

:DES10_82
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false DES10_87
0001: wait  0 ms
0002: jump DES10_82

:DES10_87
06D7:  0 
0395: clear_area  0 at  419.4488  2529.914  15.6219 range  .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_CHAR  0 
07A7: $PLAYER_ACTOR 
01B2: give_actor $PLAYER_ACTOR weapon  28 ammo  2000  ;; Load the weapon model before using this

:DES10_96
00D6: if  0
8248:   NOT   model  370 available
004D: jump_if_false DES10_101
0001: wait  0 ms
0002: jump DES10_96

:DES10_101
08F6: (unknown)
016A: fade  1 (back)  1500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
06D8: @58 = create_train_at  2120.257  2694.058  9.8359 track  13 unknown  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
00AA: store_car @58 position_to $73 $74 $75
0009: $75 +=  10.0  ;; floating-point values
0006: @44 =  0  ;; integer values

:DES10_112
00D6: if  0
001B:    12 > @44  ;; integer values
004D: jump_if_false DES10_125
009A: @66(@44,12i) = create_actor  4  287 at $73 $74 $75
0638: unknown_action_sequence @66(@44,12i)  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: unknown_action_sequence @66(@44,12i) $PLAYER_ACTOR 
077A: @66(@44,12i)  4  0 
060F: @66(@44,12i)  150.0 
0588: @66(@44,12i)  0
000A: @44 +=  1  ;; integer values
0002: jump DES10_112

:DES10_125
0464: put_actor @66 into_turret_on_car @58 at_car_offset -.0032 -8.3584 -.055 unknown  3 angle  360.0 with_weapon  29
0464: put_actor @67 into_turret_on_car @58 at_car_offset  .1129  6.521  1.9285 unknown  1 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 -.014 -7.179 -.055 unknown  3 angle  360.0 with_weapon  29
0464: put_actor @69 into_turret_on_car @59 at_car_offset -1.0891  .6968 -.055 unknown  1 angle  360.0 with_weapon  29
029B: @78 = init_object #KMILITARY_CRATE at $73 $74 $75
0681: attach_object @78 to_car @59 offset -.0485  5.578 -1.0661   0.0  0.0  90.1967 
035D: toggle_object @78 targetable  1 
071F: @78  180 
0188: @81 = create_marker_above_object @78
029B: @84 = init_object #KMILITARY_BASE at $73 $74 $75
0681: attach_object @84 to_car @59 offset -.0485  5.578 -1.0661   0.0  0.0  90.1967 
029B: @85 = init_object #BLOCKPALLET at $73 $74 $75
0681: attach_object @85 to_car @59 offset  .2634  1.2508 -.3321   0.0  0.0  90.1967 
029B: @86 = init_object #TEMP_CRATE1 at $73 $74 $75
0681: attach_object @86 to_car @59 offset  1.1025 -7.3122 -1.0766   0.0  0.0  90.1967 
029B: @87 = init_object #TEMP_CRATE1 at $73 $74 $75
0681: attach_object @87 to_car @59 offset  .8835 -6.5365 -1.1047   0.0  0.0  93.7464 
029B: @88 = init_object #TEMP_CRATE1 at $73 $74 $75
0681: attach_object @88 to_car @59 offset  1.1395 -5.6969 -1.0827   0.0  0.0  83.6459 
029B: @89 = init_object #K_SMASHBOXES at $73 $74 $75
0681: attach_object @89 to_car @59 offset  .4817 -1.5356 -1.0651   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 -.014 -7.179 -.055 unknown  3 angle  360.0 with_weapon  29
0464: put_actor @71 into_turret_on_car @60 at_car_offset -1.0891  .6968 -.055 unknown  1 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  .3372 -1.3877 -.055 unknown  3 angle  360.0 with_weapon  29
0464: put_actor @73 into_turret_on_car @61 at_car_offset -.0956  2.1291 -.055 unknown  3 angle  360.0 with_weapon  29
029B: @79 = init_object #KMILITARY_CRATE at $73 $74 $75
0681: attach_object @79 to_car @61 offset -.0403  4.0293 -1.0661   0.0  0.0  90.1967 
035D: toggle_object @79 targetable  1 
071F: @79  180 
0188: @82 = create_marker_above_object @79
029B: @90 = init_object #KMILITARY_BASE at $73 $74 $75
0681: attach_object @90 to_car @61 offset -.0403  4.0293 -1.0661   0.0  0.0  2.7605 
029B: @91 = init_object #K_CARGO1 at $73 $74 $75
0681: attach_object @91 to_car @61 offset -.0177  .6971 -1.0662   0.0  0.0  91.0 
029B: @92 = init_object #K_SMASHBOXES at $73 $74 $75
0681: attach_object @92 to_car @61 offset -.0228 -2.9213 -1.0651   0.0  0.0  87.9095 
029B: @93 = init_object #K_SMASHBOXES at $73 $74 $75
0681: attach_object @93 to_car @61 offset  .1054  6.4364 -1.0651   0.0  0.0  89.7187 
029B: @96 = init_object #K_CARGO4 at $73 $74 $75
0681: attach_object @96 to_car @61 offset  .4192 -6.0624 -1.0628   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 -.516  7.4724 -.055 unknown  3 angle  360.0 with_weapon  29
00A5: @103 = create_car  432 at $73 $74 $75
020A: set_car @103 door_status_to  2
0683: @103 @62  0.0  0.0  0.0  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  .2861 -5.3712 -.055 unknown  3 angle  360.0 with_weapon  29
0464: put_actor @76 into_turret_on_car @63 at_car_offset -.2277  7.3808 -.055 unknown  3 angle  360.0 with_weapon  29
0464: put_actor @77 into_turret_on_car @63 at_car_offset  .6604  3.8015 -.055 unknown  3 angle  360.0 with_weapon  29
029B: @80 = init_object #KMILITARY_CRATE at $73 $74 $75
0681: attach_object @80 to_car @63 offset  .0853  5.9501 -1.0583   0.0  0.0  90.1967 
035D: toggle_object @80 targetable  1 
071F: @80  180 
0188: @83 = create_marker_above_object @80
029B: @97 = init_object #KMILITARY_BASE at $73 $74 $75
0681: attach_object @97 to_car @63 offset  .0853  5.9501 -1.0583   0.0  0.0  92.239 
029B: @98 = init_object #K_CARGO4 at $73 $74 $75
0681: attach_object @98 to_car @63 offset -.8464 -6.5879 -1.0628   0.0  0.0  .12 
029B: @100 = init_object #K_CARGO1 at $73 $74 $75
0681: attach_object @100 to_car @63 offset  .8877  .1707 -1.0564   0.0  0.0  177.5167 
029B: @101 = init_object #K_CARGO1 at $73 $74 $75
0681: attach_object @101 to_car @63 offset -.6907  .205 -1.0662   0.0  0.0  179.6863 
029B: @102 = init_object #K_CARGO1 at $73 $74 $75
0681: attach_object @102 to_car @63 offset  .0036  2.2326 -1.0644   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: $16 = current_time_in_ms
008B: @36 = $16  ;; 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_203
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0735:  83 
004D: jump_if_false DES10_209
0002: jump DES10_372

:DES10_209
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false DES10_213
06DD: set_train @58 speed  10.0 

:DES10_213
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false DES10_221
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @58 radius  150.0  150.0 unknown  0
004D: jump_if_false DES10_221
00BC: text_highpriority 'DE10_06'  5000 ms  1
000A: @109 +=  1  ;; integer values

:DES10_221
0006: @44 =  0  ;; integer values

:DES10_222
00D6: if  0
001B:    3 > @44  ;; integer values
004D: jump_if_false DES10_355
00D6: if  0
0039:   @104(@44,3i) ==  0  ;; integer values
004D: jump_if_false DES10_233
00D6: if  0
03CA:   object @78(@44,3i) exists
004D: jump_if_false DES10_233
000A: @107 +=  1  ;; integer values
000A: @104(@44,3i) +=  1  ;; integer values

:DES10_233
00D6: if  0
0039:   @104(@44,3i) ==  1  ;; integer values
004D: jump_if_false DES10_242
00D6: if  0
0366:   object @78(@44,3i) blown_up
004D: jump_if_false DES10_242
0164: disable_marker @81(@44,3i)
000A: @108 +=  1  ;; integer values
000A: @104(@44,3i) +=  1  ;; integer values

:DES10_242
00D6: if  0
0039:   @104(@44,3i) ==  2  ;; integer values
004D: jump_if_false DES10_286
00D6: if  0
003B:   @108 == @107  ;; integer values 
004D: jump_if_false DES10_283
01BB: store_object @78(@44,3i) position_to $73 $74 $75
0009: $75 +=  1.0  ;; floating-point values
0108: destroy_object @78(@44,3i)
029B: @78(@44,3i) = init_object #GREEN_GLOOP at $73 $74 $75
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false DES10_260
00D6: if  0
8119:   NOT   car @59 wrecked
004D: jump_if_false DES10_259
0681: attach_object @78(@44,3i) to_car @59 offset -.0485  5.578 -.0661   0.0  0.0  90.1967 

:DES10_259
0002: jump DES10_272

:DES10_260
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false DES10_268
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false DES10_267
0681: attach_object @78(@44,3i) to_car @61 offset -.0485  5.578 -.0661   0.0  0.0  90.1967 

:DES10_267
0002: jump DES10_272

:DES10_268
00D6: if  0
8119:   NOT   car @63 wrecked
004D: jump_if_false DES10_272
0681: attach_object @78(@44,3i) to_car @63 offset -.0485  5.578 -.0661   0.0  0.0  90.1967 

:DES10_272
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
03CF: load_wav  40600 as  3
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false DES10_281
097C:  3 @78(@44,3i) 
03D1: play_wav  3

:DES10_281
0006: @104(@44,3i) =  4  ;; integer values
0002: jump DES10_286

:DES10_283
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
000A: @104(@44,3i) +=  1  ;; integer values

:DES10_286
00D6: if  0
0039:   @104(@44,3i) ==  4  ;; integer values
004D: jump_if_false DES10_311
01BB: store_object @78(@44,3i) position_to $73 $74 $75
005B: @110 += @111  ;; floating-point values 
00D6: if  0
0021:   @110 >  .2  ;; floating-point values
004D: jump_if_false DES10_295
0007: @111 = -.01  ;; floating-point values

:DES10_295
00D6: if  0
0023:    0.0 > @110  ;; floating-point values
004D: jump_if_false DES10_300
0007: @110 =  0.0  ;; floating-point values
0007: @111 =  .01  ;; floating-point values

:DES10_300
04D5: create_corona_at $73 $74 $75 radius @110 type  2 flare  2 RGB  0  255  0
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 $75 radius  1.5  1.5  1.5
004D: jump_if_false DES10_311
0108: destroy_object @78(@44,3i)
040D: unload_wav  3
00BC: text_highpriority 'DE10_04'  5000 ms  1
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_311
00D6: if  0
0039:   @104(@44,3i) ==  5  ;; integer values
004D: jump_if_false DES10_353
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  408.7383  2515.838  15.4918 radius  1.5  1.5  1.5
004D: jump_if_false DES10_353
016A: fade  0 ()  1000 ms

:DES10_318
00D6: if  0
016B:   fading
004D: jump_if_false DES10_323
0001: wait  0 ms
0002: jump DES10_318

:DES10_323
0792: $PLAYER_ACTOR 
02E4: load_cutscene_data 'DES_10B'

:DES10_325
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DES10_330
0001: wait  0 ms
0002: jump DES10_325

:DES10_330
0395: clear_area  0 at  398.7038  2529.735  16.563 range  7.35
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DES10_333
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DES10_338
0001: wait  0 ms
0002: jump DES10_333

:DES10_338
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:DES10_340
00D6: if  0
016B:   fading
004D: jump_if_false DES10_345
0001: wait  0 ms
0002: jump DES10_340

:DES10_345
02EA: end_cutscene
0395: clear_area  0 at  402.8737  2531.582  15.5558 range  .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 (unfrozen)
0002: jump DES10_372

:DES10_353
000A: @44 +=  1  ;; integer values
0002: jump DES10_222

:DES10_355
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false DES10_369
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false DES10_369
00D6: if  0
001E:   $16 > @36  ;; integer values
004D: jump_if_false DES10_369
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @58 radius  300.0  300.0 unknown  0
004D: jump_if_false DES10_369
00BC: text_highpriority 'DE10_05'  5000 ms  1
0002: jump DES10_370

:DES10_369
0002: jump DES10_203

:DES10_370
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:DES10_372
0004: $7511 =  10000  ;; integer values
0213: @112 = create_pickup  370 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 (frozen)
0001: wait  0 ms
02A3: toggle_widescreen  1 (on)
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 (back)  500 ms

:DES10_382
00D6: if  0
016B:   fading
004D: jump_if_false DES10_387
0001: wait  0 ms
0002: jump DES10_382

:DES10_387
0394: play_music  1
00BA: text_styled 'ASS_ACQ'  5000 ms  6
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
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:DES10_395
00D6: if  0
016B:   fading
004D: jump_if_false DES10_400
0001: wait  0 ms
0002: jump DES10_395

:DES10_400
016A: fade  1 (back)  500 ms
0629: change_stat  333 to  1  ; integer see statdisp.dat
02EB: restore_camera_with_jumpcut
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASS'  20000  5000 ms  1
0109: player $PLAYER_CHAR money +=  20000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'DESER10'
030C: set_mission_points +=  1
0164: disable_marker $581
0051: return

:DES10_412
00D6: if  0
003B:   @108 == @107  ;; integer values 
004D: jump_if_false DES10_416
040D: unload_wav  3

:DES10_416
0164: disable_marker @81
0164: disable_marker @82
0164: disable_marker @83
0249: release_model  352
0249: release_model  537
0249: release_model  569
0249: release_model  353
0249: release_model  432
0249: release_model  287
0249: release_model  370
06D7:  1 
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 83---------------
; Originally: Learning to Fly


:DESERT5_1
03A4: name_thread 'DESERT5'
0050: gosub DESERT5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DESERT5_7
0050: gosub DESERT5_3820

:DESERT5_7
0050: gosub DESERT5_3847
004E: end_thread

:DESERT5_9
03D5: remove_text 'M_FAIL'
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
8038:   NOT   $87 ==  1  ;; integer values
004D: jump_if_false DESERT5_15
0317: increment_mission_attempts

:DESERT5_15
054C: use_GXT_table 'DSERT5'
0169: set_fade_color  0  0  0
0001: wait  0 ms
016A: fade  0 ()  500 ms

:DESERT5_19
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_24
0001: wait  0 ms
0002: jump DESERT5_19

:DESERT5_24
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  0
0039:   @219 ==  1  ;; integer values
004D: jump_if_false DESERT5_117
00A5: @35 = create_car  476 at  0.0  0.0 -100.0
009A: @70 = create_actor  24  0 at  0.0  0.0 -100.0
0006: @156 =  0  ;; integer values

:DESERT5_111
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_117
00A5: @60(@156,3i) = create_car  514 at  0.0  0.0 -100.0
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_111

:DESERT5_117
0A0E:  1 
03BA: clear_cars_from_cube @44 @45  0.0 @46 @47  50.0
08F8:  0 
07A8:  0 
096A:  0 
050F: @239 
01F0: set_max_wanted_level_to  0
0247: request_model  476
0247: request_model  425
0247: request_model  514
0247: request_model  400
0247: request_model  513
08A9: load_external_script  1 (PARACHUTE) 
038B: load_requested_models

:DESERT5_131
00D6: if  24
8248:   NOT   model  476 available
8248:   NOT   model  425 available
8248:   NOT   model  514 available
8248:   NOT   model  400 available
8248:   NOT   model  513 available
004D: jump_if_false DESERT5_140
0001: wait  0 ms
0002: jump DESERT5_131

:DESERT5_140
00D6: if  0
88AB:   NOT   external_script  1 (PARACHUTE) loaded
004D: jump_if_false DESERT5_145
0001: wait  0 ms
0002: jump DESERT5_140

:DESERT5_145
0390: 'LD_DRV' 
038F:  1 "BRFLY" 
038F:  2 "SILFLY" 
038F:  3 "GOLFLY" 
038F:  4 "RIBB" 
038F:  5 "TVCORN" 
038F:  6 "NAWARD" 
038F:  7 "RIBBW" 
038F:  8 "BLKDOT" 
038F:  9 "TVBASE" 
038F:  10 "NAWTXT" 
08A8:  1 
00D6: if  0
0038:   $1954 ==  0  ;; integer values
004D: jump_if_false DESERT5_343
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: s@179 = 'MTOR04A'  ;; 8-byte strings
05AA: s@181 = 'MTOR04B'  ;; 8-byte strings
05AA: s@183 = 'MTOR04C'  ;; 8-byte strings
05AA: s@185 = 'MTOR04D'  ;; 8-byte strings
05AA: s@187 = 'MTOR04E'  ;; 8-byte strings
05AA: s@189 = 'MTOR04F'  ;; 8-byte strings
05AA: s@191 = 'MTOR04G'  ;; 8-byte strings
05AA: s@193 = 'MTOR04H'  ;; 8-byte strings
05AA: s@195 = 'MTOR04J'  ;; 8-byte strings
05AA: s@197 = 'MTOR04K'  ;; 8-byte strings
05AA: s@199 = 'MTOR04L'  ;; 8-byte strings
05AA: s@201 = '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 (frozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  1 (on)
0247: request_model  330
03CF: load_wav  23000 as  3

:DESERT5_196
00D6: if  21
8248:   NOT   model  330 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false DESERT5_202
0001: wait  0 ms
0002: jump DESERT5_196

:DESERT5_202
0729: unknown_action_sequence $PLAYER_ACTOR  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 (back)  1000 ms

:DESERT5_207
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_212
0001: wait  0 ms
0002: jump DESERT5_207

:DESERT5_212
0006: @240 =  1  ;; integer values
0707: unknown_bunnyjump DESERT5_309 
0001: wait  600 ms
040D: unload_wav  3
0001: wait  1000 ms
0006: @216 =  0  ;; integer values

:DESERT5_218
00D6: if  0
001B:    1 > @216  ;; integer values
004D: jump_if_false DESERT5_224
0001: wait  0 ms
0050: gosub DESERT5_3782
0002: jump DESERT5_218

:DESERT5_224
00D6: if  0
001B:    2 > @216  ;; integer values
004D: jump_if_false DESERT5_236
0001: wait  0 ms
0050: gosub DESERT5_3782
00D6: if  1
0039:   @215 ==  2  ;; integer values
8039:   NOT   @218 ==  1  ;; integer values
004D: jump_if_false DESERT5_235
0967: $PLAYER_ACTOR  10000 
0006: @218 =  1  ;; integer values

:DESERT5_235
0002: jump DESERT5_224

:DESERT5_236
0968: $PLAYER_ACTOR 

:DESERT5_237
00D6: if  0
001B:    3 > @216  ;; integer values
004D: jump_if_false DESERT5_249
0001: wait  0 ms
0050: gosub DESERT5_3782
00D6: if  1
0039:   @215 ==  2  ;; integer values
8039:   NOT   @218 ==  1  ;; integer values
004D: jump_if_false DESERT5_248
0967: $PLAYER_ACTOR  10000 
0006: @218 =  1  ;; integer values

:DESERT5_248
0002: jump DESERT5_237

:DESERT5_249
0968: $PLAYER_ACTOR 

:DESERT5_250
00D6: if  0
001B:    5 > @216  ;; integer values
004D: jump_if_false DESERT5_256
0001: wait  0 ms
0050: gosub DESERT5_3782
0002: jump DESERT5_250

:DESERT5_256
00D6: if  0
001B:    6 > @216  ;; integer values
004D: jump_if_false DESERT5_268
0001: wait  0 ms
0050: gosub DESERT5_3782
00D6: if  1
0039:   @215 ==  2  ;; integer values
8039:   NOT   @218 ==  1  ;; integer values
004D: jump_if_false DESERT5_267
0967: $PLAYER_ACTOR  10000 
0006: @218 =  1  ;; integer values

:DESERT5_267
0002: jump DESERT5_256

:DESERT5_268
0968: $PLAYER_ACTOR 

:DESERT5_269
00D6: if  0
001B:    8 > @216  ;; integer values
004D: jump_if_false DESERT5_283
0001: wait  0 ms
0050: gosub DESERT5_3782
00D6: if  2
0039:   @215 ==  2  ;; integer values
0039:   @216 ==  7  ;; integer values
8039:   NOT   @218 ==  1  ;; integer values
004D: jump_if_false DESERT5_282
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_282
0002: jump DESERT5_269

:DESERT5_283
00D6: if  0
001B:    10 > @216  ;; integer values
004D: jump_if_false DESERT5_289
0001: wait  0 ms
0050: gosub DESERT5_3782
0002: jump DESERT5_283

:DESERT5_289
00D6: if  0
001B:    11 > @216  ;; integer values
004D: jump_if_false DESERT5_301
0001: wait  0 ms
0050: gosub DESERT5_3782
00D6: if  1
0039:   @215 ==  2  ;; integer values
8039:   NOT   @218 ==  1  ;; integer values
004D: jump_if_false DESERT5_300
0967: $PLAYER_ACTOR  10000 
0006: @218 =  1  ;; integer values

:DESERT5_300
0002: jump DESERT5_289

:DESERT5_301
0968: $PLAYER_ACTOR 

:DESERT5_302
00D6: if  0
001D:   @217 > @216  ;; integer values  
004D: jump_if_false DESERT5_308
0001: wait  0 ms
0050: gosub DESERT5_3782
0002: jump DESERT5_302

:DESERT5_308
0006: @240 =  0  ;; integer values

:DESERT5_309
0701: (unknown)
00D6: if  0
8039:   NOT   @240 ==  1  ;; integer values
004D: jump_if_false DESERT5_314
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:DESERT5_314
016A: fade  0 ()  1000 ms

:DESERT5_315
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_320
0001: wait  0 ms
0002: jump DESERT5_315

:DESERT5_320
00D6: if  0
0039:   @240 ==  1  ;; integer values
004D: jump_if_false DESERT5_324
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:DESERT5_324
0968: $PLAYER_ACTOR 
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 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1000 ms

:DESERT5_337
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_342
0001: wait  0 ms
0002: jump DESERT5_337

:DESERT5_342
0002: jump DESERT5_3820

:DESERT5_343
00A1: put_actor $PLAYER_ACTOR at  412.38  2533.65  18.18
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0

:DESERT5_345
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
00BE: text_clear_all
01EB: set_car_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  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false DESERT5_365
0006: @34 =  4  ;; integer values

:DESERT5_365
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false DESERT5_369
0006: @34 =  6  ;; integer values

:DESERT5_369
0826:  0 
0581: toggle_radar  0 (off)
03CF: load_wav  3800 as  3

:DESERT5_372
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false DESERT5_377
0001: wait  0 ms
0002: jump DESERT5_372

:DESERT5_377
016A: fade  1 (back)  1000 ms
0050: gosub DESERT5_2650

:DESERT5_379
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_385
0001: wait  0 ms
0050: gosub DESERT5_2650
0002: jump DESERT5_379

:DESERT5_385
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false DESERT5_390
0002: jump DESERT5_3827

:DESERT5_390
0050: gosub DESERT5_2650
00D6: if  0
0039:   @230 ==  0  ;; integer values
004D: jump_if_false DESERT5_471
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false DESERT5_416
000E: @34 -=  1  ;; integer values
000C: $1953 -=  1  ;; integer values
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false DESERT5_405
0006: @34 =  2  ;; integer values

:DESERT5_405
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false DESERT5_409
0006: @34 =  4  ;; integer values

:DESERT5_409
00D6: if  0
0018:   $1952 >  1  ;; integer values
004D: jump_if_false DESERT5_416
00D6: if  0
001B:    4 > @231  ;; integer values
004D: jump_if_false DESERT5_416
0006: @231 =  3  ;; integer values

:DESERT5_416
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false DESERT5_437
000A: @34 +=  1  ;; integer values
0008: $1953 +=  1  ;; integer values
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false DESERT5_426
0006: @34 =  4  ;; integer values

:DESERT5_426
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false DESERT5_430
0006: @34 =  6  ;; integer values

:DESERT5_430
00D6: if  0
0018:   $1952 >  1  ;; integer values
004D: jump_if_false DESERT5_437
00D6: if  0
001B:    4 > @231  ;; integer values
004D: jump_if_false DESERT5_437
0006: @231 =  3  ;; integer values

:DESERT5_437
00D6: if  0
001B:    1 > @34  ;; integer values
004D: jump_if_false DESERT5_442
008B: @34 = $1952  ;; integer values and handles
0084: $1953 = $1952  ;; integer values and handles

:DESERT5_442
00D6: if  0
001F:   @34 > $1952  ;; integer values
004D: jump_if_false DESERT5_447
0006: @34 =  1  ;; integer values
0004: $1953 =  1  ;; integer values

:DESERT5_447
00D6: if  23
001A:   -100 > $17  ;; integer values
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  10
00E1:   key_pressed  0  11
004D: jump_if_false DESERT5_457
0001: wait  0 ms
0050: gosub DESERT5_2650
0494: get_joystick_data  0 $17 $18 $19 $20
0002: jump DESERT5_447

:DESERT5_457
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_471
00D6: if  21
0039:   @34 ==  4  ;; integer values
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_466
0006: @230 =  1  ;; integer values
0002: jump DESERT5_471

:DESERT5_466
00D6: if  0
001B:    4 > @231  ;; integer values
004D: jump_if_false DESERT5_470
0006: @231 =  3  ;; integer values

:DESERT5_470
0002: jump DESERT5_524

:DESERT5_471
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false DESERT5_512
00D6: if  0
001B:    4 > @231  ;; integer values
004D: jump_if_false DESERT5_478
0006: @231 =  3  ;; integer values

:DESERT5_478
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_482
0006: @231 =  5  ;; integer values

:DESERT5_482
0050: gosub DESERT5_3120
0340: set_text_draw_color  255  255  255  255
033E: text_draw  320.0  140.0 'DES5_FH'
0050: gosub DESERT5_3120
0342: set_text_draw_centered  0
0340: set_text_draw_color  255  255  255  255
033E: text_draw  182.0  185.0 'DES5_FI'
0050: gosub DESERT5_3120
0342: set_text_draw_centered  0
0340: set_text_draw_color  255  255  255  255
033E: text_draw  182.0  211.0 'DES5_FJ'
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false DESERT5_499
0002: jump DESERT5_524

:DESERT5_499
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false DESERT5_512
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT5_507
0006: @34 =  3  ;; integer values

:DESERT5_507
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_511
0006: @34 =  5  ;; integer values

:DESERT5_511
0002: jump DESERT5_524

:DESERT5_512
00D6: if  0
0735:  81 
004D: jump_if_false DESERT5_517
0004: $1952 =  12  ;; integer values
0004: $87 =  1  ;; integer values

:DESERT5_517
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_521
0002: jump DESERT5_3820

:DESERT5_521
01B6: set_weather  17
0050: gosub DESERT5_2899
0002: jump DESERT5_385

:DESERT5_524
016A: fade  0 ()  500 ms

:DESERT5_525
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_531
0001: wait  0 ms
0050: gosub DESERT5_2650
0002: jump DESERT5_525

:DESERT5_531
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_535
05EC: @35 

:DESERT5_535
00A6: destroy_car @35
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly @70
0006: @156 =  0  ;; integer values

:DESERT5_539
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_545
00A6: destroy_car @60(@156,3i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_539

:DESERT5_545
040D: unload_wav  3
0395: clear_area  1 at $327 $328 $329 range  500.0
014F: stop_timer $253
0396:  0 (clear) useless_flag
0006: @231 =  5  ;; integer values
0826:  1 
0581: toggle_radar  1 (on)
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false DESERT5_743

:DESERT5_555
0050: gosub DESERT5_3151

:DESERT5_556
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  476 at @50 @51 @52
0175: set_car @35 z_angle_to  90.0
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_573
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_573
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_1A'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_577
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_584
0006: @232 =  2  ;; integer values
0002: jump DESERT5_735

:DESERT5_584
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_595
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_594
0006: @232 =  2  ;; integer values
0002: jump DESERT5_735
0002: jump DESERT5_595

:DESERT5_594
0002: jump DESERT5_3820

:DESERT5_595
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_605
00BC: text_highpriority 'DES5_1A'  5000 ms  4
0050: gosub DESERT5_3200
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false DESERT5_604
00BC: text_highpriority 'DES5_1B'  10000 ms  4

:DESERT5_604
0002: jump DESERT5_742

:DESERT5_605
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_742
00D6: if  0
8038:   NOT   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_631
00D6: if  0
8038:   NOT   $7523 ==  1  ;; integer values
004D: jump_if_false DESERT5_620
077D: @35 $7513 
00D6: if  0
0032:    5.0 >= $7513  ;; floating-point values
004D: jump_if_false DESERT5_620
0004: $7523 =  1  ;; integer values
00BC: text_highpriority 'DES5_1C'  10000 ms  4

:DESERT5_620
00AA: store_car @35 position_to @37 @38 @39
00D6: if  0
0031:   @39 >=  25.0  ;; floating-point values 
004D: jump_if_false DESERT5_627
0004: $7524 =  1  ;; integer values
00BC: text_highpriority 'DES5_1I'  10000 ms  4
0002: jump DESERT5_631

:DESERT5_627
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle @44 @45 @46 @47
004D: jump_if_false DESERT5_631
0006: @236 =  1  ;; integer values

:DESERT5_631
00D6: if  0
0038:   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_671
00D6: if  0
8039:   NOT   @157 ==  1  ;; integer values
004D: jump_if_false DESERT5_649
091F: @35 @151 
00D6: if  0
0021:   @151 >  0.0  ;; floating-point values
004D: jump_if_false DESERT5_648
0006: @157 =  1  ;; integer values
018A: @220 = create_checkpoint_at @73 @76 @79
06D5:  3 @73 @76 @79  0.0 @76 @79 @129 @118 
0006: @116 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'DES5_1F'  7000 ms  4
00BB: text_lowpriority 'DES5_1J'  10000 ms  4

:DESERT5_648
0002: jump DESERT5_671

:DESERT5_649
00D6: if  0
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_671
0164: disable_marker @220
06D6: @118 
097A: -1000.0 -1000.0 -1000.0  1058 
000A: @116 +=  1  ;; integer values
00D6: if  0
001B:    3 > @116  ;; integer values
004D: jump_if_false DESERT5_670
018A: @220 = create_checkpoint_at @73(@116,3f) @76(@116,3f) @79(@116,3f)
06D5:  3 @73(@116,3f) @76(@116,3f) @79(@116,3f)  0.0 @76(@116,3f) @79(@116,3f) @129 @118 
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false DESERT5_665
00BC: text_highpriority 'DES5_1G'  10000 ms  4

:DESERT5_665
00D6: if  0
0039:   @116 ==  2  ;; integer values
004D: jump_if_false DESERT5_669
00BC: text_highpriority 'DES5_1H'  10000 ms  4

:DESERT5_669
0002: jump DESERT5_671

:DESERT5_670
0006: @235 =  1  ;; integer values

:DESERT5_671
00D6: if  0
0038:   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_678
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_678
0006: @236 =  1  ;; integer values

:DESERT5_678
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_682
0006: @236 =  1  ;; integer values

:DESERT5_682
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_742
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  30  ;; integer values
0006: @148 =  45  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_701

:DESERT5_697
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_701
00D6: if  0
001C:   $271 > $1942  ;; integer values
004D: jump_if_false DESERT5_708
008B: @237 = $1942  ;; integer values and handles
0084: $1942 = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_708
00D6: if  0
0038:   $1952 ==  1  ;; integer values
004D: jump_if_false DESERT5_719
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_719
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  2  ;; integer values
0004: $1953 =  2  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_719
0050: gosub DESERT5_3560

:DESERT5_720
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_735
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_730
0006: @232 =  2  ;; integer values
0002: jump DESERT5_735

:DESERT5_730
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_734
0002: jump DESERT5_735

:DESERT5_734
0002: jump DESERT5_720

:DESERT5_735
0050: gosub DESERT5_3498
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_741
0002: jump DESERT5_345
0002: jump DESERT5_742

:DESERT5_741
0002: jump DESERT5_555

:DESERT5_742
0002: jump DESERT5_577

:DESERT5_743
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false DESERT5_931

:DESERT5_746
0050: gosub DESERT5_3151

:DESERT5_747
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  476 at @53 @54 @55
0175: set_car @35 z_angle_to  270.0
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_764
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_764
08E6: @35  1 
0519: unknown_car @35 flag  1
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_2J'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_770
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_777
0006: @232 =  2  ;; integer values
0002: jump DESERT5_923

:DESERT5_777
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_788
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_787
0006: @232 =  2  ;; integer values
0002: jump DESERT5_923
0002: jump DESERT5_788

:DESERT5_787
0002: jump DESERT5_3820

:DESERT5_788
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_802
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_801
0519: unknown_car @35 flag  0
04BA: set_car @35 speed_instantly  30.0
018A: @220 = create_checkpoint_at @82 @83 @84
06D5:  3 @82 @83 @84 -200.0 @83 @84 @129 @118 
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'
00BC: text_highpriority 'DES5_2J'  5000 ms  4
0006: @233 =  1  ;; integer values

:DESERT5_801
0002: jump DESERT5_930

:DESERT5_802
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_930
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false DESERT5_829
00D6: if  0
8039:   NOT   @158 ==  1  ;; integer values
004D: jump_if_false DESERT5_817
091F: @35 @151 
00D6: if  0
0023:    1.0 > @151  ;; floating-point values
004D: jump_if_false DESERT5_817
0006: @158 =  1  ;; integer values
00BC: text_highpriority 'DES5_2C'  5000 ms  4

:DESERT5_817
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @82 @83 @84 radius @129 @129 @129 sphere  0
004D: jump_if_false DESERT5_828
0164: disable_marker @220
06D6: @118 
097A: -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
00BB: text_lowpriority 'DES5_2D'  7000 ms  4

:DESERT5_828
0002: jump DESERT5_849

:DESERT5_829
01AC:   car @35 stopped  1 (in-sphere)in_cube  288.0 @45  16.0  328.0 @47  18.0  
00D6: if  0
8039:   NOT   @160 ==  1  ;; integer values
004D: jump_if_false DESERT5_843
00AA: store_car @35 position_to @37 @38 @39
00D6: if  0
0033:    17.66 >= @39  ;; floating-point values 
004D: jump_if_false DESERT5_842
0006: @160 =  1  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'DES5_2E'  7000 ms  4
00BB: text_lowpriority 'DES5_2F'  7000 ms  4
00BB: text_lowpriority 'DES5_2G'  7000 ms  4

:DESERT5_842
0002: jump DESERT5_849

:DESERT5_843
00D6: if  2
01AB:   car @35 stopped  0 ()in_rectangle @44 @45 @46 @47  
81F3:   NOT   car @35 airborne
81F4:   NOT   car @35 flipped
004D: jump_if_false DESERT5_849
0006: @235 =  1  ;; integer values

:DESERT5_849
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_866
00D6: if  0
8039:   NOT   @159 ==  1  ;; integer values
004D: jump_if_false DESERT5_857
0006: @236 =  1  ;; integer values
0002: jump DESERT5_866

:DESERT5_857
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle @44 @45 @46 @47
004D: jump_if_false DESERT5_862
0006: @236 =  1  ;; integer values
0002: jump DESERT5_866

:DESERT5_862
00D6: if  0
01F4:   car @35 flipped
004D: jump_if_false DESERT5_866
0006: @236 =  1  ;; integer values

:DESERT5_866
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_870
0006: @236 =  1  ;; integer values

:DESERT5_870
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_930
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  25  ;; integer values
0006: @148 =  40  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_889

:DESERT5_885
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_889
00D6: if  0
001C:   $271 > $1942(1)  ;; integer values
004D: jump_if_false DESERT5_896
008B: @237 = $1942(1)  ;; integer values and handles
0084: $1942(1) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_896
00D6: if  0
0038:   $1952 ==  2  ;; integer values
004D: jump_if_false DESERT5_907
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_907
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  4  ;; integer values
0004: $1953 =  4  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_907
0050: gosub DESERT5_3560

:DESERT5_908
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_923
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_918
0006: @232 =  2  ;; integer values
0002: jump DESERT5_923

:DESERT5_918
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_922
0002: jump DESERT5_923

:DESERT5_922
0002: jump DESERT5_908

:DESERT5_923
0050: gosub DESERT5_3498
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_929
0002: jump DESERT5_345
0002: jump DESERT5_930

:DESERT5_929
0002: jump DESERT5_746

:DESERT5_930
0002: jump DESERT5_770

:DESERT5_931
00D6: if  21
0039:   @34 ==  3  ;; integer values
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT5_1125

:DESERT5_935
0050: gosub DESERT5_3151

:DESERT5_936
0050: gosub DESERT5_2587
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  476 at @50 @51 @52
0175: set_car @35 z_angle_to  90.0
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_954
08E6: @35  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_954
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_1A'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_958
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_965
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1110

:DESERT5_965
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_976
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_975
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1110
0002: jump DESERT5_976

:DESERT5_975
0002: jump DESERT5_3820

:DESERT5_976
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_992
00BC: text_highpriority 'DES5_1A'  5000 ms  4
0050: gosub DESERT5_3200
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false DESERT5_991
0006: @116 =  0  ;; integer values
018A: @220 = create_checkpoint_at @85 @93 @101
06D5:  3 @85 @93 @101  0.0 @93 @101 @129 @119 
06D5:  3 @86 @94 @102 @85 @93 @101 @129 @120 
00BC: text_highpriority 'DES5_3B'  10000 ms  4
00BB: text_lowpriority 'DES5_3C'  7000 ms  4
00BB: text_lowpriority 'DES5_3D'  10000 ms  4

:DESERT5_991
0002: jump DESERT5_1124

:DESERT5_992
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1124
00D6: if  0
8038:   NOT   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_1003
00AA: store_car @35 position_to @37 @38 @39
00D6: if  0
0031:   @39 >=  25.0  ;; floating-point values 
004D: jump_if_false DESERT5_1003
0004: $7524 =  1  ;; integer values

:DESERT5_1003
00D6: if  0
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_1046
0164: disable_marker @220
06D6: @119(@116,8i) 
097A: -1000.0 -1000.0 -1000.0  1058 
000A: @116 +=  1  ;; integer values
00D6: if  0
001B:    8 > @116  ;; integer values
004D: jump_if_false DESERT5_1045
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  0
001B:    8 > @117  ;; integer values
004D: jump_if_false DESERT5_1020
06D5:  3 @85(@117,8f) @93(@117,8f) @101(@117,8f) @85(@116,8f) @93(@116,8f) @101(@116,8f) @129 @119(@117,8i) 

:DESERT5_1020
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false DESERT5_1029
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT5_1028
00BC: text_highpriority 'DES5_3F'  10000 ms  4
0002: jump DESERT5_1029

:DESERT5_1028
00BC: text_highpriority 'DES5_3E'  10000 ms  4

:DESERT5_1029
00D6: if  0
0039:   @116 ==  2  ;; integer values
004D: jump_if_false DESERT5_1038
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT5_1037
00BC: text_highpriority 'DES5_3G'  10000 ms  4
0002: jump DESERT5_1038

:DESERT5_1037
00BC: text_highpriority 'DES5_3H'  10000 ms  4

:DESERT5_1038
00D6: if  0
0039:   @116 ==  3  ;; integer values
004D: jump_if_false DESERT5_1044
00BC: text_highpriority 'DES5_3K'  10000 ms  4
00BB: text_lowpriority 'DES5_3L'  7000 ms  4
00BB: text_lowpriority 'DES5_3M'  10000 ms  4

:DESERT5_1044
0002: jump DESERT5_1046

:DESERT5_1045
0006: @235 =  1  ;; integer values

:DESERT5_1046
00D6: if  0
0038:   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_1053
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_1053
0006: @236 =  1  ;; integer values

:DESERT5_1053
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_1057
0006: @236 =  1  ;; integer values

:DESERT5_1057
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_1124
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  60  ;; integer values
0006: @148 =  75  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_1076

:DESERT5_1072
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_1076
00D6: if  0
001C:   $271 > $1942(2)  ;; integer values
004D: jump_if_false DESERT5_1083
008B: @237 = $1942(2)  ;; integer values and handles
0084: $1942(2) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_1083
00D6: if  0
0038:   $1952 ==  4  ;; integer values
004D: jump_if_false DESERT5_1094
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_1094
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  6  ;; integer values
0004: $1953 =  6  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_1094
0050: gosub DESERT5_3560

:DESERT5_1095
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_1110
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1105
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1110

:DESERT5_1105
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_1109
0002: jump DESERT5_1110

:DESERT5_1109
0002: jump DESERT5_1095

:DESERT5_1110
0050: gosub DESERT5_3498
0006: @156 =  0  ;; integer values

:DESERT5_1112
00D6: if  0
001B:    8 > @156  ;; integer values
004D: jump_if_false DESERT5_1118
06D6: @119(@156,8i) 
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_1112

:DESERT5_1118
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_1123
0002: jump DESERT5_345
0002: jump DESERT5_1124

:DESERT5_1123
0002: jump DESERT5_935

:DESERT5_1124
0002: jump DESERT5_958

:DESERT5_1125
00D6: if  21
0039:   @34 ==  5  ;; integer values
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_1346

:DESERT5_1129
0050: gosub DESERT5_3151

:DESERT5_1130
0050: gosub DESERT5_2587
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  476 at @50 @51 @52
0175: set_car @35 z_angle_to  90.0
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_1149
08E6: @35  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_1149
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_1A'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_1153
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1160
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1331

:DESERT5_1160
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_1171
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_1170
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1331
0002: jump DESERT5_1171

:DESERT5_1170
0002: jump DESERT5_3820

:DESERT5_1171
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_1185
00BC: text_highpriority 'DES5_1A'  5000 ms  4
0050: gosub DESERT5_3200
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false DESERT5_1184
0006: @116 =  0  ;; integer values
018A: @220 = create_checkpoint_at @85 @93 @101
06D5:  3 @85 @93 @101  0.0 @93 @101 @129 @119 
06D5:  3 @86 @94 @102 @85 @93 @101 @129 @120 
00BC: text_highpriority 'DES5_3B'  10000 ms  4

:DESERT5_1184
0002: jump DESERT5_1345

:DESERT5_1185
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1345
00D6: if  0
8038:   NOT   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_1196
00AA: store_car @35 position_to @37 @38 @39
00D6: if  0
0031:   @39 >=  25.0  ;; floating-point values 
004D: jump_if_false DESERT5_1196
0004: $7524 =  1  ;; integer values

:DESERT5_1196
00D6: if  0
8039:   NOT   @161 ==  1  ;; integer values
004D: jump_if_false DESERT5_1249
00D6: if  0
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_1248
0164: disable_marker @220
06D6: @119(@116,8i) 
097A: -1000.0 -1000.0 -1000.0  1058 
000A: @116 +=  1  ;; integer values
00D6: if  0
001B:    8 > @116  ;; integer values
004D: jump_if_false DESERT5_1239
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  0
001B:    8 > @117  ;; integer values
004D: jump_if_false DESERT5_1216
06D5:  3 @85(@117,8f) @93(@117,8f) @101(@117,8f) @85(@116,8f) @93(@116,8f) @101(@116,8f) @129 @119(@117,8i) 

:DESERT5_1216
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false DESERT5_1225
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_1224
00BC: text_highpriority 'DES5_3H'  10000 ms  4
0002: jump DESERT5_1225

:DESERT5_1224
00BC: text_highpriority 'DES5_3G'  10000 ms  4

:DESERT5_1225
00D6: if  0
0039:   @116 ==  2  ;; integer values
004D: jump_if_false DESERT5_1234
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_1233
00BC: text_highpriority 'DES5_3G'  10000 ms  4
0002: jump DESERT5_1234

:DESERT5_1233
00BC: text_highpriority 'DES5_3H'  10000 ms  4

:DESERT5_1234
00D6: if  0
0039:   @116 ==  3  ;; integer values
004D: jump_if_false DESERT5_1238
00BC: text_highpriority 'DES5_3K'  10000 ms  4

:DESERT5_1238
0002: jump DESERT5_1248

:DESERT5_1239
0006: @161 =  1  ;; integer values
018A: @220 = create_checkpoint_at  308.0 @45 @52
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_1246
00BC: text_highpriority 'DES5_5I'  10000 ms  4
0002: jump DESERT5_1247

:DESERT5_1246
00BC: text_highpriority 'DES5_5H'  10000 ms  4

:DESERT5_1247
00BB: text_lowpriority 'DES5_5J'  10000 ms  4

:DESERT5_1248
0002: jump DESERT5_1256

:DESERT5_1249
01AC:   car @35 stopped  1 (in-sphere)in_cube  288.0 @45  16.0  328.0 @47  18.0  
00D6: if  2
01AB:   car @35 stopped  0 ()in_rectangle @44 @45 @46 @47  
81F3:   NOT   car @35 airborne
81F4:   NOT   car @35 flipped
004D: jump_if_false DESERT5_1256
0006: @235 =  1  ;; integer values

:DESERT5_1256
00D6: if  1
0038:   $7524 ==  1  ;; integer values
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_1274
00D6: if  0
8039:   NOT   @161 ==  1  ;; integer values
004D: jump_if_false DESERT5_1265
0006: @236 =  1  ;; integer values
0002: jump DESERT5_1274

:DESERT5_1265
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle @44 @45 @46 @47
004D: jump_if_false DESERT5_1270
0006: @236 =  1  ;; integer values
0002: jump DESERT5_1274

:DESERT5_1270
00D6: if  0
01F4:   car @35 flipped
004D: jump_if_false DESERT5_1274
0006: @236 =  1  ;; integer values

:DESERT5_1274
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_1278
0006: @236 =  1  ;; integer values

:DESERT5_1278
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_1345
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  80  ;; integer values
0006: @148 =  95  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_1297

:DESERT5_1293
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_1297
00D6: if  0
001C:   $271 > $1942(3)  ;; integer values
004D: jump_if_false DESERT5_1304
008B: @237 = $1942(3)  ;; integer values and handles
0084: $1942(3) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_1304
00D6: if  0
0038:   $1952 ==  6  ;; integer values
004D: jump_if_false DESERT5_1315
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_1315
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  7  ;; integer values
0004: $1953 =  7  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_1315
0050: gosub DESERT5_3560

:DESERT5_1316
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_1331
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1326
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1331

:DESERT5_1326
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_1330
0002: jump DESERT5_1331

:DESERT5_1330
0002: jump DESERT5_1316

:DESERT5_1331
0050: gosub DESERT5_3498
0006: @156 =  0  ;; integer values

:DESERT5_1333
00D6: if  0
001B:    8 > @156  ;; integer values
004D: jump_if_false DESERT5_1339
06D6: @119(@156,8i) 
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_1333

:DESERT5_1339
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_1344
0002: jump DESERT5_345
0002: jump DESERT5_1345

:DESERT5_1344
0002: jump DESERT5_1129

:DESERT5_1345
0002: jump DESERT5_1153

:DESERT5_1346
00D6: if  0
0039:   @34 ==  7  ;; integer values
004D: jump_if_false DESERT5_1538

:DESERT5_1349
0050: gosub DESERT5_3151

:DESERT5_1350
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  425 at @50 @51  15.07
0175: set_car @35 z_angle_to  270.0
00A9: set_car @35 to_normal_driver
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_1369
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_1369
0006: @241 =  1  ;; integer values

:DESERT5_1370
00D6: if  0
0039:   @241 ==  1  ;; integer values
004D: jump_if_false DESERT5_1382
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1381
00D6: if  0
01C1:   car @35 stopped
004D: jump_if_false DESERT5_1381
0006: @241 =  0  ;; integer values

:DESERT5_1381
0002: jump DESERT5_1370

:DESERT5_1382
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_7A'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_1386
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1393
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1530

:DESERT5_1393
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_1404
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_1403
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1530
0002: jump DESERT5_1404

:DESERT5_1403
0002: jump DESERT5_3820

:DESERT5_1404
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_1418
00BC: text_highpriority 'DES5_7A'  10000 ms  4
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1417
00D6: if  0
01F3:   car @35 airborne
004D: jump_if_false DESERT5_1417
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'
00BC: text_highpriority 'DES5_7B'  10000 ms  4
0006: @233 =  1  ;; integer values

:DESERT5_1417
0002: jump DESERT5_1537

:DESERT5_1418
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1537
00D6: if  0
8038:   NOT   $7525 ==  1  ;; integer values
004D: jump_if_false DESERT5_1431
00AA: store_car @35 position_to @37 @38 @39
00D6: if  0
0035:   @39 >= @132  ;; floating-point values 
004D: jump_if_false DESERT5_1431
0004: $7525 =  1  ;; integer values
00BC: text_highpriority 'DES5_7C'  5000 ms  4
00BB: text_lowpriority 'DES5_7D'  10000 ms  4

:DESERT5_1431
00D6: if  0
0038:   $7525 ==  1  ;; integer values
004D: jump_if_false DESERT5_1458
00D6: if  0
8039:   NOT   @234 ==  1  ;; integer values
004D: jump_if_false DESERT5_1451
0174: @40 = car @35 z_angle
00D6: if  1
0031:   @40 >=  80.0  ;; floating-point values 
0033:    100.0 >= @40  ;; floating-point values 
004D: jump_if_false DESERT5_1450
0006: @234 =  1  ;; integer values
018A: @220 = create_checkpoint_at @109 @110 @111
06D5:  3 @109 @110 @111  0.0 @110 @111 @129 @118 
00BE: text_clear_all
00BC: text_highpriority 'DES5_7F'  10000 ms  4
00BB: text_lowpriority 'DES5_7G'  10000 ms  4
00BB: text_lowpriority 'DES5_7H'  10000 ms  4
00BB: text_lowpriority 'DES5_7I'  10000 ms  4

:DESERT5_1450
0002: jump DESERT5_1458

:DESERT5_1451
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @109 @110 @111 radius @129 @129 @129 sphere  0
004D: jump_if_false DESERT5_1458
0164: disable_marker @220
06D6: @118 
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @235 =  1  ;; integer values

:DESERT5_1458
00D6: if  0
8038:   NOT   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_1466
00AA: store_car @35 position_to @37 @38 @39
00D6: if  0
0031:   @39 >=  25.0  ;; floating-point values 
004D: jump_if_false DESERT5_1466
0004: $7524 =  1  ;; integer values

:DESERT5_1466
00D6: if  0
0038:   $7524 ==  1  ;; integer values
004D: jump_if_false DESERT5_1473
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_1473
0006: @236 =  1  ;; integer values

:DESERT5_1473
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_1477
0006: @236 =  1  ;; integer values

:DESERT5_1477
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_1537
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  45  ;; integer values
0006: @148 =  60  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_1496

:DESERT5_1492
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_1496
00D6: if  0
001C:   $271 > $1942(4)  ;; integer values
004D: jump_if_false DESERT5_1503
008B: @237 = $1942(4)  ;; integer values and handles
0084: $1942(4) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_1503
00D6: if  0
0038:   $1952 ==  7  ;; integer values
004D: jump_if_false DESERT5_1514
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_1514
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  8  ;; integer values
0004: $1953 =  8  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_1514
0050: gosub DESERT5_3560

:DESERT5_1515
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_1530
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1525
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1530

:DESERT5_1525
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_1529
0002: jump DESERT5_1530

:DESERT5_1529
0002: jump DESERT5_1515

:DESERT5_1530
0050: gosub DESERT5_3498
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_1536
0002: jump DESERT5_345
0002: jump DESERT5_1537

:DESERT5_1536
0002: jump DESERT5_1349

:DESERT5_1537
0002: jump DESERT5_1386

:DESERT5_1538
00D6: if  0
0039:   @34 ==  8  ;; integer values
004D: jump_if_false DESERT5_1699

:DESERT5_1541
0050: gosub DESERT5_3151

:DESERT5_1542
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  425 at @53 @54 @55
0175: set_car @35 z_angle_to  270.0
0825: @35 
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_1558
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_1558
0519: unknown_car @35 flag  1
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_8A'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_1563
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1570
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1691

:DESERT5_1570
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_1581
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_1580
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1691
0002: jump DESERT5_1581

:DESERT5_1580
0002: jump DESERT5_3820

:DESERT5_1581
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_1595
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1594
0519: unknown_car @35 flag  0
04BA: set_car @35 speed_instantly  15.0
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'
00BC: text_highpriority 'DES5_8A'  10000 ms  4
00BB: text_lowpriority 'DES5_8B'  10000 ms  4
018A: @220 = create_checkpoint_at @56 @57 @58
0006: @233 =  1  ;; integer values

:DESERT5_1594
0002: jump DESERT5_1698

:DESERT5_1595
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1698
00D6: if  0
8039:   NOT   @162 ==  1  ;; integer values
004D: jump_if_false DESERT5_1610
00D6: if  0
00EE:   actor $PLAYER_ACTOR  0 ()near_point_in_car @56 @57 radius  300.0  300.0
004D: jump_if_false DESERT5_1609
0006: @162 =  1  ;; integer values
00BC: text_highpriority 'DES5_8G'  4000 ms  4
00BB: text_lowpriority 'DES5_8C'  10000 ms  4
00BB: text_lowpriority 'DES5_8D'  10000 ms  4
00BB: text_lowpriority 'DES5_8E'  10000 ms  4

:DESERT5_1609
0002: jump DESERT5_1617

:DESERT5_1610
01B0:   car @35 stopped  1 (in-sphere)near_point @56 @57 @58 radius  26.31  26.31  26.31
00D6: if  2
01AB:   car @35 stopped  0 ()in_rectangle @44 @45 @46 @47  
81F3:   NOT   car @35 airborne
81F4:   NOT   car @35 flipped
004D: jump_if_false DESERT5_1617
0006: @235 =  1  ;; integer values

:DESERT5_1617
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_1634
00D6: if  0
8039:   NOT   @162 ==  1  ;; integer values
004D: jump_if_false DESERT5_1625
0006: @236 =  1  ;; integer values
0002: jump DESERT5_1634

:DESERT5_1625
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle @44 @45 @46 @47
004D: jump_if_false DESERT5_1630
0006: @236 =  1  ;; integer values
0002: jump DESERT5_1634

:DESERT5_1630
00D6: if  0
01F4:   car @35 flipped
004D: jump_if_false DESERT5_1634
0006: @236 =  1  ;; integer values

:DESERT5_1634
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_1638
0006: @236 =  1  ;; integer values

:DESERT5_1638
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_1698
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  30  ;; integer values
0006: @148 =  45  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_1657

:DESERT5_1653
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_1657
00D6: if  0
001C:   $271 > $1942(5)  ;; integer values
004D: jump_if_false DESERT5_1664
008B: @237 = $1942(5)  ;; integer values and handles
0084: $1942(5) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_1664
00D6: if  0
0038:   $1952 ==  8  ;; integer values
004D: jump_if_false DESERT5_1675
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_1675
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  9  ;; integer values
0004: $1953 =  9  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_1675
0050: gosub DESERT5_3560

:DESERT5_1676
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_1691
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1686
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1691

:DESERT5_1686
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_1690
0002: jump DESERT5_1691

:DESERT5_1690
0002: jump DESERT5_1676

:DESERT5_1691
0050: gosub DESERT5_3498
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_1697
0002: jump DESERT5_345
0002: jump DESERT5_1698

:DESERT5_1697
0002: jump DESERT5_1541

:DESERT5_1698
0002: jump DESERT5_1563

:DESERT5_1699
00D6: if  0
0039:   @34 ==  9  ;; integer values
004D: jump_if_false DESERT5_1985

:DESERT5_1702
0050: gosub DESERT5_3151

:DESERT5_1703
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  425 at @53 @54 @55
0175: set_car @35 z_angle_to  270.0
0825: @35 
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_1730
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_1720
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_1728
00A5: @60(@156,3i) = create_car  514 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_1720

:DESERT5_1728
0006: @33 =  0  ;; integer values
0051: return

:DESERT5_1730
0519: unknown_car @35 flag  1
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_9A'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_1735
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1741
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1958

:DESERT5_1741
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_1752
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_1751
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1958
0002: jump DESERT5_1752

:DESERT5_1751
0002: jump DESERT5_3820

:DESERT5_1752
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_1777
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1776
0519: unknown_car @35 flag  0
04BA: set_car @35 speed_instantly  15.0
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'
00BC: text_highpriority 'DES5_9A'  10000 ms  4
00BB: text_lowpriority 'DES5_9B'  10000 ms  4
0007: @69 =  418.5  ;; floating-point values
0006: @156 =  0  ;; integer values

:DESERT5_1765
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_1774
00A5: @60(@156,3i) = create_car  514 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_1765

:DESERT5_1774
0006: @59 =  0  ;; integer values
0006: @233 =  1  ;; integer values

:DESERT5_1776
0002: jump DESERT5_1984

:DESERT5_1777
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_1984
00D6: if  0
8039:   NOT   @169 ==  1  ;; integer values
004D: jump_if_false DESERT5_1877
0006: @168 =  1  ;; integer values
0871: init_jump_table @59 total_jumps  2  1 DESERT5_1874 jumps  0 DESERT5_1785  1 DESERT5_1849 -1 DESERT5_1876 -1 DESERT5_1876 -1 DESERT5_1876 -1 DESERT5_1876 -1 DESERT5_1876 

:DESERT5_1785
0006: @156 =  0  ;; integer values

:DESERT5_1786
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_1801
00D6: if  0
0119:   car @60(@156,3i) wrecked
004D: jump_if_false DESERT5_1798
00D6: if  0
0039:   @163(@156,3i) ==  1  ;; integer values
004D: jump_if_false DESERT5_1797
0164: disable_marker @221(@156,3i)
0006: @163(@156,3i) =  0  ;; integer values

:DESERT5_1797
0002: jump DESERT5_1799

:DESERT5_1798
0006: @168 =  0  ;; integer values

:DESERT5_1799
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_1786

:DESERT5_1801
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false DESERT5_1848
0006: @59 =  1  ;; integer values
00A5: @64 = create_car  400 at  22.61  2322.06  22.35
00A5: @65 = create_car  400 at  74.58  2375.99  16.52
0129: @67 = create_actor  24  7 in_car @64 driverseat
0129: @68 = create_actor  24  7 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: @71 
06BB: AS_assign_scmpath_to_actor -1 in_car @64 speed  10.0 
0643: @71  1 
0616: @71 
0618: @67 @71 
061B: @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: @72 
06BB: AS_assign_scmpath_to_actor -1 in_car @65 speed  10.0 
0643: @72  1 
0616: @72 
0618: @68 @72 
061B: @72 
0006: @156 =  0  ;; integer values

:DESERT5_1832
00D6: if  0
001D:   @66 > @156  ;; integer values  
004D: jump_if_false DESERT5_1840
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_1832

:DESERT5_1840
00BC: text_highpriority 'DES5_9D'  10000 ms  4
0006: @156 =  0  ;; integer values

:DESERT5_1842
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_1848
01C3: remove_references_to_car @60(@156,3i)  ;; Like turning a car into any random car
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_1842

:DESERT5_1848
0002: jump DESERT5_1876

:DESERT5_1849
0006: @156 =  0  ;; integer values

:DESERT5_1850
00D6: if  0
001D:   @66 > @156  ;; integer values  
004D: jump_if_false DESERT5_1865
00D6: if  0
0119:   car @64(@156,2i) wrecked
004D: jump_if_false DESERT5_1862
00D6: if  0
0039:   @166(@156,2i) ==  1  ;; integer values
004D: jump_if_false DESERT5_1861
0164: disable_marker @224(@156,2i)
0006: @166(@156,2i) =  0  ;; integer values

:DESERT5_1861
0002: jump DESERT5_1863

:DESERT5_1862
0006: @168 =  0  ;; integer values

:DESERT5_1863
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_1850

:DESERT5_1865
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false DESERT5_1873
0006: @59 = -1  ;; integer values
018A: @220 = create_checkpoint_at @56 @57 @58
00BC: text_highpriority 'DES5_9E'  10000 ms  4
00BB: text_lowpriority 'DES5_5J'  10000 ms  4
0006: @169 =  1  ;; integer values

:DESERT5_1873
0002: jump DESERT5_1876

:DESERT5_1874
0006: @169 =  1  ;; integer values
0002: jump DESERT5_1876

:DESERT5_1876
0002: jump DESERT5_1884

:DESERT5_1877
01B0:   car @35 stopped  1 (in-sphere)near_point @56 @57 @58 radius  26.31  26.31  26.31
00D6: if  2
01AB:   car @35 stopped  0 ()in_rectangle @44 @45 @46 @47  
81F3:   NOT   car @35 airborne
81F4:   NOT   car @35 flipped
004D: jump_if_false DESERT5_1884
0006: @235 =  1  ;; integer values

:DESERT5_1884
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_1901
00D6: if  0
8039:   NOT   @169 ==  1  ;; integer values
004D: jump_if_false DESERT5_1892
0006: @236 =  1  ;; integer values
0002: jump DESERT5_1901

:DESERT5_1892
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle @44 @45 @46 @47
004D: jump_if_false DESERT5_1897
0006: @236 =  1  ;; integer values
0002: jump DESERT5_1901

:DESERT5_1897
00D6: if  0
01F4:   car @35 flipped
004D: jump_if_false DESERT5_1901
0006: @236 =  1  ;; integer values

:DESERT5_1901
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_1905
0006: @236 =  1  ;; integer values

:DESERT5_1905
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_1984
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  80  ;; integer values
0006: @148 =  105  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_1924

:DESERT5_1920
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_1924
00D6: if  0
001C:   $271 > $1942(6)  ;; integer values
004D: jump_if_false DESERT5_1931
008B: @237 = $1942(6)  ;; integer values and handles
0084: $1942(6) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_1931
00D6: if  0
0038:   $1952 ==  9  ;; integer values
004D: jump_if_false DESERT5_1942
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_1942
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  10  ;; integer values
0004: $1953 =  10  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_1942
0050: gosub DESERT5_3560

:DESERT5_1943
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_1958
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_1953
0006: @232 =  2  ;; integer values
0002: jump DESERT5_1958

:DESERT5_1953
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_1957
0002: jump DESERT5_1958

:DESERT5_1957
0002: jump DESERT5_1943

:DESERT5_1958
0050: gosub DESERT5_3498
061B: @71 
061B: @72 
0006: @156 =  0  ;; integer values

:DESERT5_1962
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_1969
00A6: destroy_car @60(@156,3i)
0164: disable_marker @221(@156,3i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_1962

:DESERT5_1969
0006: @156 =  0  ;; integer values

:DESERT5_1970
00D6: if  0
001D:   @66 > @156  ;; integer values  
004D: jump_if_false DESERT5_1978
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_1970

:DESERT5_1978
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_1983
0002: jump DESERT5_345
0002: jump DESERT5_1984

:DESERT5_1983
0002: jump DESERT5_1702

:DESERT5_1984
0002: jump DESERT5_1735

:DESERT5_1985
00D6: if  0
0039:   @34 ==  10  ;; integer values
004D: jump_if_false DESERT5_2202

:DESERT5_1988
0050: gosub DESERT5_3151

:DESERT5_1989
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  513 at @53 @113 @114
0175: set_car @35 z_angle_to  270.0
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_2005
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_2005
0519: unknown_car @35 flag  1
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_AA'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_2010
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_2017
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2192

:DESERT5_2017
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_2028
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_2027
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2192
0002: jump DESERT5_2028

:DESERT5_2027
0002: jump DESERT5_3820

:DESERT5_2028
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_2044
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_2043
0519: unknown_car @35 flag  0
04BA: set_car @35 speed_instantly  20.0
0006: @233 =  1  ;; integer values
018A: @220 = create_checkpoint_at @112 @113 @114
06D5:  3 @112 @113 @114  0.0 @113 @114 @129 @127 
06D5:  3 @115 @113 @114  0.0 @113 @114 @129 @128 
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'
00BC: text_highpriority 'DES5_AA'  7000 ms  4
00BB: text_lowpriority 'DES5_AB'  10000 ms  4

:DESERT5_2043
0002: jump DESERT5_2201

:DESERT5_2044
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_2201
00D6: if  0
8039:   NOT   @173 ==  1  ;; integer values
004D: jump_if_false DESERT5_2062
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @112 @113 @114 radius @129 @129 @129 sphere  0
004D: jump_if_false DESERT5_2061
0164: disable_marker @220
06D6: @127 
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @173 =  1  ;; integer values
00BC: text_highpriority 'DES5_AC'  5000 ms  4
077D: @35 $7514 
0005: $7516 =  0.0  ;; floating-point values
0005: $7521 =  0.0  ;; floating-point values

:DESERT5_2061
0002: jump DESERT5_2131

:DESERT5_2062
00D6: if  0
8039:   NOT   @174 ==  1  ;; integer values
004D: jump_if_false DESERT5_2124
06BE: @35 $7517 
00D6: if  0
0022:    0.0 > $7517  ;; floating-point values
004D: jump_if_false DESERT5_2070
0009: $7517 +=  360.0  ;; floating-point values

:DESERT5_2070
083F: @35 $7522 
00D6: if  0
0030:   $7522 >=  0.0  ;; floating-point values
004D: jump_if_false DESERT5_2080
00D6: if  1
0030:   $7517 >=  20.0  ;; floating-point values
0032:    340.0 >= $7517  ;; floating-point values
004D: jump_if_false DESERT5_2079
0006: @236 =  1  ;; integer values

:DESERT5_2079
0002: jump DESERT5_2085

:DESERT5_2080
00D6: if  21
0032:    160.0 >= $7517  ;; floating-point values
0030:   $7517 >=  200.0  ;; floating-point values
004D: jump_if_false DESERT5_2085
0006: @236 =  1  ;; integer values

:DESERT5_2085
077D: @35 $7513 
0086: $7515 = $7513  ;; floating-point values only
0061: $7515 -= $7514  ;; floating-point values
0086: $7514 = $7513  ;; floating-point values only
00D6: if  0
0020:   $7515 >  180.0  ;; floating-point values
004D: jump_if_false DESERT5_2093
000D: $7515 -=  360.0  ;; floating-point values

:DESERT5_2093
00D6: if  0
0022:   -180.0 > $7515  ;; floating-point values
004D: jump_if_false DESERT5_2097
0009: $7515 +=  360.0  ;; floating-point values

:DESERT5_2097
00D6: if  0
0022:    0.0 > $7515  ;; floating-point values
004D: jump_if_false DESERT5_2102
0059: $7521 += $7515  ;; floating-point values
0002: jump DESERT5_2110

:DESERT5_2102
00D6: if  0
0022:    0.0 > $7521  ;; floating-point values
004D: jump_if_false DESERT5_2107
0059: $7521 += $7515  ;; floating-point values
0002: jump DESERT5_2110

:DESERT5_2107
0059: $7516 += $7521  ;; floating-point values
0005: $7521 =  0.0  ;; floating-point values
0059: $7516 += $7515  ;; floating-point values

:DESERT5_2110
00D6: if  0
0022:   -20.0 > $7521  ;; floating-point values
004D: jump_if_false DESERT5_2114
0006: @236 =  1  ;; integer values

:DESERT5_2114
00D6: if  0
8039:   NOT   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_2123
00D6: if  0
0030:   $7516 >=  360.0  ;; floating-point values
004D: jump_if_false DESERT5_2123
0006: @174 =  1  ;; integer values
018A: @220 = create_checkpoint_at @115 @113 @114
00BC: text_highpriority 'DES5_AD'  10000 ms  4

:DESERT5_2123
0002: jump DESERT5_2131

:DESERT5_2124
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @115 @113 @114 radius @129 @129 @129 sphere  0
004D: jump_if_false DESERT5_2131
0164: disable_marker @220
06D6: @128 
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @235 =  1  ;; integer values

:DESERT5_2131
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_2135
0006: @236 =  1  ;; integer values

:DESERT5_2135
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_2139
0006: @236 =  1  ;; integer values

:DESERT5_2139
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_2201
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  21  ;; integer values
0006: @148 =  27  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_2158

:DESERT5_2154
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_2158
00D6: if  0
001C:   $271 > $1942(7)  ;; integer values
004D: jump_if_false DESERT5_2165
008B: @237 = $1942(7)  ;; integer values and handles
0084: $1942(7) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_2165
00D6: if  0
0038:   $1952 ==  10  ;; integer values
004D: jump_if_false DESERT5_2176
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_2176
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  11  ;; integer values
0004: $1953 =  11  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_2176
0050: gosub DESERT5_3560

:DESERT5_2177
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_2192
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_2187
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2192

:DESERT5_2187
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_2191
0002: jump DESERT5_2192

:DESERT5_2191
0002: jump DESERT5_2177

:DESERT5_2192
0050: gosub DESERT5_3498
06D6: @127 
06D6: @128 
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_2200
0002: jump DESERT5_345
0002: jump DESERT5_2201

:DESERT5_2200
0002: jump DESERT5_1988

:DESERT5_2201
0002: jump DESERT5_2010

:DESERT5_2202
00D6: if  0
0039:   @34 ==  11  ;; integer values
004D: jump_if_false DESERT5_2406

:DESERT5_2205
0050: gosub DESERT5_3151

:DESERT5_2206
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  513 at @53 @113 @114
0175: set_car @35 z_angle_to  270.0
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_2222
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_2222
0519: unknown_car @35 flag  1
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_AA'  5000 ms  4
0050: gosub DESERT5_3160

:DESERT5_2227
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_2234
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2396

:DESERT5_2234
0050: gosub DESERT5_3187
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false DESERT5_2245
00D6: if  0
02BF:   car @35 sunk
004D: jump_if_false DESERT5_2244
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2396
0002: jump DESERT5_2245

:DESERT5_2244
0002: jump DESERT5_3820

:DESERT5_2245
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_2261
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_2260
0519: unknown_car @35 flag  0
04BA: set_car @35 speed_instantly  20.0
0006: @233 =  1  ;; integer values
018A: @220 = create_checkpoint_at @112 @113 @114
06D5:  3 @112 @113 @114  0.0 @113 @114 @129 @127 
06D5:  3 @115 @113 @114  0.0 @113 @114 @129 @128 
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'
00BC: text_highpriority 'DES5_AA'  7000 ms  4
00BB: text_lowpriority 'DES5_BB'  10000 ms  4

:DESERT5_2260
0002: jump DESERT5_2405

:DESERT5_2261
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_2405
00D6: if  0
8039:   NOT   @173 ==  1  ;; integer values
004D: jump_if_false DESERT5_2284
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @112 @113 @114 radius @129 @129 @129 sphere  0
004D: jump_if_false DESERT5_2283
0164: disable_marker @220
06D6: @127 
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @173 =  1  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'DES5_BC'  5000 ms  4
06BE: @35 $7518 
00D6: if  0
0022:    0.0 > $7518  ;; floating-point values
004D: jump_if_false DESERT5_2281
0009: $7518 +=  360.0  ;; floating-point values

:DESERT5_2281
0005: $7520 =  0.0  ;; floating-point values
0005: $7521 =  0.0  ;; floating-point values

:DESERT5_2283
0002: jump DESERT5_2335

:DESERT5_2284
00D6: if  0
8039:   NOT   @174 ==  1  ;; integer values
004D: jump_if_false DESERT5_2328
06BE: @35 $7517 
00D6: if  0
0022:    0.0 > $7517  ;; floating-point values
004D: jump_if_false DESERT5_2292
0009: $7517 +=  360.0  ;; floating-point values

:DESERT5_2292
0086: $7519 = $7517  ;; floating-point values only
0061: $7519 -= $7518  ;; floating-point values
0086: $7518 = $7517  ;; floating-point values only
00D6: if  0
0020:   $7519 >  180.0  ;; floating-point values
004D: jump_if_false DESERT5_2299
000D: $7519 -=  360.0  ;; floating-point values

:DESERT5_2299
00D6: if  0
0022:   -180.0 > $7519  ;; floating-point values
004D: jump_if_false DESERT5_2303
0009: $7519 +=  360.0  ;; floating-point values

:DESERT5_2303
00D6: if  0
0022:    0.0 > $7519  ;; floating-point values
004D: jump_if_false DESERT5_2308
0059: $7521 += $7519  ;; floating-point values
0002: jump DESERT5_2316

:DESERT5_2308
00D6: if  0
0022:    0.0 > $7521  ;; floating-point values
004D: jump_if_false DESERT5_2313
0059: $7521 += $7519  ;; floating-point values
0002: jump DESERT5_2316

:DESERT5_2313
0059: $7520 += $7521  ;; floating-point values
0005: $7521 =  0.0  ;; floating-point values
0059: $7520 += $7519  ;; floating-point values

:DESERT5_2316
00D6: if  0
0022:   -20.0 > $7521  ;; floating-point values
004D: jump_if_false DESERT5_2321
0006: @236 =  1  ;; integer values
0002: jump DESERT5_2327

:DESERT5_2321
00D6: if  0
0030:   $7520 >=  360.0  ;; floating-point values
004D: jump_if_false DESERT5_2327
0006: @174 =  1  ;; integer values
018A: @220 = create_checkpoint_at @115 @113 @114
00BC: text_highpriority 'DES5_AD'  10000 ms  4

:DESERT5_2327
0002: jump DESERT5_2335

:DESERT5_2328
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @115 @113 @114 radius @129 @129 @129 sphere  0
004D: jump_if_false DESERT5_2335
0164: disable_marker @220
06D6: @128 
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @235 =  1  ;; integer values

:DESERT5_2335
00D6: if  0
81F3:   NOT   car @35 airborne
004D: jump_if_false DESERT5_2339
0006: @236 =  1  ;; integer values

:DESERT5_2339
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_2343
0006: @236 =  1  ;; integer values

:DESERT5_2343
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_2405
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  18  ;; integer values
0006: @148 =  23  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_2362

:DESERT5_2358
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_2362
00D6: if  0
001C:   $271 > $1942(8)  ;; integer values
004D: jump_if_false DESERT5_2369
008B: @237 = $1942(8)  ;; integer values and handles
0084: $1942(8) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_2369
00D6: if  0
0038:   $1952 ==  11  ;; integer values
004D: jump_if_false DESERT5_2380
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_2380
0623: add  60 to_stats  223
0006: @238 =  2  ;; integer values
0004: $1952 =  12  ;; integer values
0004: $1953 =  12  ;; integer values
0006: @232 =  2  ;; integer values

:DESERT5_2380
0050: gosub DESERT5_3560

:DESERT5_2381
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_2396
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_2391
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2396

:DESERT5_2391
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_2395
0002: jump DESERT5_2396

:DESERT5_2395
0002: jump DESERT5_2381

:DESERT5_2396
0050: gosub DESERT5_3498
06D6: @127 
06D6: @128 
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_2404
0002: jump DESERT5_345
0002: jump DESERT5_2405

:DESERT5_2404
0002: jump DESERT5_2205

:DESERT5_2405
0002: jump DESERT5_2227

:DESERT5_2406
00D6: if  0
0039:   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_2587

:DESERT5_2409
0050: gosub DESERT5_3151

:DESERT5_2410
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  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_2431
009A: @70 = create_actor  24  0 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 (PARACHUTE) -1 -10.0  10.0 -5.0 -2.0  10.0  12.0  1 @70 
08A9: load_external_script  1 (PARACHUTE) 
067E: @70  0.0 -5.0  4.0 @70  0.0  2 
0051: return

:DESERT5_2431
00A1: put_actor $PLAYER_ACTOR at @139 @140 @141
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0
0247: request_model  371

:DESERT5_2434
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false DESERT5_2439
0001: wait  0 ms
0002: jump DESERT5_2434

:DESERT5_2439
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_2447
00D6: if  0
001A:    2 > $1497  ;; integer values
004D: jump_if_false DESERT5_2452
0001: wait  0 ms
0002: jump DESERT5_2447

:DESERT5_2452
0107: @135 = create_object #BASEJUMP_TARGET at @136 @137 @138
0177: set_object @135 z_angle_to  90.0
06D5:  3 @136 @137 @138 @136 @137  900.0  6.5 @143 
0001: wait  500 ms
00BE: text_clear_all
00BC: text_highpriority 'DES5_CA'  7000 ms  4
00BB: text_lowpriority 'DES5_CI'  10000 ms  4
0050: gosub DESERT5_3160

:DESERT5_2460
0001: wait  0 ms
01B6: set_weather  17
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_2467
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2568

:DESERT5_2467
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false DESERT5_2474
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'
018A: @220 = create_checkpoint_at @136 @137 @138
0006: @233 =  1  ;; integer values
0002: jump DESERT5_2586

:DESERT5_2474
00D6: if  0
8039:   NOT   @176 ==  1  ;; integer values
004D: jump_if_false DESERT5_2495
00D6: if  0
8039:   NOT   @175 ==  1  ;; integer values
004D: jump_if_false DESERT5_2486
00A0: store_actor $PLAYER_ACTOR position_to @41 @42 @43
00D6: if  0
0033:    300.0 >= @43  ;; floating-point values 
004D: jump_if_false DESERT5_2486
0006: @175 =  1  ;; integer values
00BC: text_highpriority 'DES5_CC'  10000 ms  4

:DESERT5_2486
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false DESERT5_2495
0006: @176 =  1  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'DES5_CD'  7000 ms  4
00BB: text_lowpriority 'DES5_CF'  7000 ms  4
00BB: text_lowpriority 'DES5_CH'  7000 ms  4
00BB: text_lowpriority 'DES5_CE'  7000 ms  4

:DESERT5_2495
00D6: if  0
0039:   @176 ==  1  ;; integer values
004D: jump_if_false DESERT5_2509
00D6: if  0
0038:   $1498 ==  1  ;; integer values
004D: jump_if_false DESERT5_2509
00A0: store_actor $PLAYER_ACTOR position_to @41 @42 @43
0509: @142 = distance between point @41 @42 and point @136 @137
00D6: if  0
0033:    10.0 >= @142  ;; floating-point values 
004D: jump_if_false DESERT5_2508
0006: @235 =  1  ;; integer values
0002: jump DESERT5_2509

:DESERT5_2508
0006: @235 =  1  ;; integer values

:DESERT5_2509
00D6: if  0
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point -450.0 @49 radius  1250.0  1250.0
004D: jump_if_false DESERT5_2513
0006: @235 =  1  ;; integer values

:DESERT5_2513
00D6: if  21
0039:   @235 ==  1  ;; integer values
0039:   @236 ==  1  ;; integer values
004D: jump_if_false DESERT5_2586
0050: gosub DESERT5_3231
0050: gosub DESERT5_3328
0050: gosub DESERT5_3424
0006: @147 =  55  ;; integer values
0006: @148 =  70  ;; integer values
0050: gosub DESERT5_3449
0050: gosub DESERT5_3473
0002: jump DESERT5_2532

:DESERT5_2528
0004: $301 =  0  ;; integer values
0004: $267 =  0  ;; integer values
0006: @145 =  0  ;; integer values
0004: $271 =  0  ;; integer values

:DESERT5_2532
00D6: if  0
001C:   $271 > $1942(9)  ;; integer values
004D: jump_if_false DESERT5_2539
008B: @237 = $1942(9)  ;; integer values and handles
0084: $1942(9) = $271  ;; integer values and handles
0006: @238 =  1  ;; integer values
0050: gosub DESERT5_3239

:DESERT5_2539
00D6: if  0
8038:   NOT   $87 ==  1  ;; integer values
004D: jump_if_false DESERT5_2552
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_2552
0006: @238 =  2  ;; integer values
0004: $1952 =  12  ;; integer values
0004: $1953 =  12  ;; integer values
0006: @232 =  2  ;; integer values
0623: add  60 to_stats  223
0004: $87 =  1  ;; integer values
0006: @177 =  1  ;; integer values

:DESERT5_2552
0050: gosub DESERT5_3560

:DESERT5_2553
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false DESERT5_2568
0001: wait  0 ms
0050: gosub DESERT5_3750
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DESERT5_2563
0006: @232 =  2  ;; integer values
0002: jump DESERT5_2568

:DESERT5_2563
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DESERT5_2567
0002: jump DESERT5_2568

:DESERT5_2567
0002: jump DESERT5_2553

:DESERT5_2568
0050: gosub DESERT5_3498
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
00D6: if  0
0039:   @177 ==  1  ;; integer values
004D: jump_if_false DESERT5_2580
016A: fade  1 (back)  500 ms

:DESERT5_2574
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_2579
0001: wait  0 ms
0002: jump DESERT5_2574

:DESERT5_2579
0002: jump DESERT5_3827

:DESERT5_2580
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_2585
0002: jump DESERT5_345
0002: jump DESERT5_2586

:DESERT5_2585
0002: jump DESERT5_2409

:DESERT5_2586
0002: jump DESERT5_2460

:DESERT5_2587
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  21
0039:   @34 ==  3  ;; integer values
0039:   @34 ==  5  ;; integer values
004D: jump_if_false DESERT5_2603
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_2607

:DESERT5_2603
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_2607
0087: @102 = @101  ;; floating-point values only
0087: @107 = @101  ;; floating-point values only
0007: @130 =  350.0  ;; floating-point values
00D6: if  21
0039:   @34 ==  3  ;; integer values
0039:   @34 ==  5  ;; integer values
004D: jump_if_false DESERT5_2616
0007: @131 =  270.0  ;; floating-point values
0002: jump DESERT5_2617

:DESERT5_2616
0007: @131 =  90.0  ;; floating-point values

:DESERT5_2617
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_2621
00D6: if  0
002B:    5 >= @156  ;; integer values 
004D: jump_if_false DESERT5_2640
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  21
0039:   @34 ==  3  ;; integer values
0039:   @34 ==  5  ;; integer values
004D: jump_if_false DESERT5_2637
000F: @131 -=  60.0  ;; floating-point values
0002: jump DESERT5_2638

:DESERT5_2637
000B: @131 +=  60.0  ;; floating-point values

:DESERT5_2638
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_2621

:DESERT5_2640
0087: @92 = @85  ;; floating-point values only
0087: @100 = @93  ;; floating-point values only
0087: @108 = @101  ;; floating-point values only
00D6: if  21
0039:   @34 ==  5  ;; integer values
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_2649
000B: @92 +=  20.0  ;; floating-point values
000F: @108 -=  30.0  ;; floating-point values

:DESERT5_2649
0051: return

:DESERT5_2650
03E3:  1 
038D:  8  320.0  225.0  612.0  438.0  0  0  0 @227 
00D6: if  0
0039:   @226 ==  1  ;; integer values
004D: jump_if_false DESERT5_2665
00D6: if  0
001B:    255 > @227  ;; integer values
004D: jump_if_false DESERT5_2664
000A: @227 +=  5  ;; integer values
00D6: if  0
0019:   @227 >  255  ;; integer values
004D: jump_if_false DESERT5_2663
0006: @227 =  255  ;; integer values

:DESERT5_2663
0002: jump DESERT5_2665

:DESERT5_2664
0006: @226 =  2  ;; integer values

:DESERT5_2665
00D6: if  0
0039:   @226 ==  3  ;; integer values
004D: jump_if_false DESERT5_2678
00D6: if  0
0019:   @227 >  0  ;; integer values
004D: jump_if_false DESERT5_2677
000E: @227 -=  5  ;; integer values
00D6: if  0
001B:    0 > @227  ;; integer values
004D: jump_if_false DESERT5_2676
0006: @227 =  0  ;; integer values

:DESERT5_2676
0002: jump DESERT5_2678

:DESERT5_2677
0006: @226 =  0  ;; integer values

:DESERT5_2678
03E3:  1 
038D:  8  320.0  0.0  640.0  197.0  0  0  0  255 
0050: gosub DESERT5_3130
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false DESERT5_2688
033E: text_draw  322.0  31.0 'DES5_MA'
008B: @228 = $1942  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2688
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false DESERT5_2694
033E: text_draw  322.0  31.0 'DES5_MB'
008B: @228 = $1942(1)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2694
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false DESERT5_2700
033E: text_draw  322.0  31.0 'DES5_MC'
008B: @228 = $1942(2)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2700
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT5_2706
033E: text_draw  322.0  31.0 'DES5_MC'
008B: @228 = $1942(2)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2706
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false DESERT5_2712
033E: text_draw  322.0  31.0 'DES5_MD'
008B: @228 = $1942(3)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2712
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_2718
033E: text_draw  322.0  31.0 'DES5_MD'
008B: @228 = $1942(3)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2718
00D6: if  0
0039:   @34 ==  7  ;; integer values
004D: jump_if_false DESERT5_2724
033E: text_draw  322.0  31.0 'DES5_ME'
008B: @228 = $1942(4)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2724
00D6: if  0
0039:   @34 ==  8  ;; integer values
004D: jump_if_false DESERT5_2730
033E: text_draw  322.0  31.0 'DES5_MF'
008B: @228 = $1942(5)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2730
00D6: if  0
0039:   @34 ==  9  ;; integer values
004D: jump_if_false DESERT5_2736
033E: text_draw  322.0  31.0 'DES5_MG'
008B: @228 = $1942(6)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2736
00D6: if  0
0039:   @34 ==  10  ;; integer values
004D: jump_if_false DESERT5_2742
033E: text_draw  322.0  31.0 'DES5_MH'
008B: @228 = $1942(7)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2742
00D6: if  0
0039:   @34 ==  11  ;; integer values
004D: jump_if_false DESERT5_2748
033E: text_draw  322.0  31.0 'DES5_MI'
008B: @228 = $1942(8)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2748
00D6: if  0
0039:   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_2754
033E: text_draw  322.0  31.0 'DES5_MJ'
008B: @228 = $1942(9)  ;; integer values and handles
0050: gosub DESERT5_2808

:DESERT5_2754
0050: gosub DESERT5_3109
0904:  6 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  360.0 'DES5_FO'
00D6: if  0
8039:   NOT   @230 ==  1  ;; integer values
004D: jump_if_false DESERT5_2777
0050: gosub DESERT5_3109
0904:  6 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  340.0 'DES5_FP'
0050: gosub DESERT5_3109
00D6: if  0
8038:   NOT   $1952 ==  1  ;; integer values
004D: jump_if_false DESERT5_2773
0904:  6 @152 @153 @154 @155 
0002: jump DESERT5_2774

:DESERT5_2773
0904:  8 @152 @153 @154 @155 

:DESERT5_2774
0340: set_text_draw_color @152 @153 @154 @155
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'DES5_FN'

:DESERT5_2777
0050: gosub DESERT5_3109
0904:  4 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  150.0  360.0 'DES5_FL'
00D6: if  0
8039:   NOT   @230 ==  1  ;; integer values
004D: jump_if_false DESERT5_2795
0050: gosub DESERT5_3109
0904:  4 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  150.0  340.0 'SCH_PRS'
0050: gosub DESERT5_3109
0904:  4 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  537.4  340.0 'DES5_FK'

:DESERT5_2795
03E3:  1 
038D:  5  160.0  112.0  320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  160.0  317.0  320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  112.0 -320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  317.0 -320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  9  160.0  435.0  320.0  17.0  150  150  150  255 
03E3:  1 
038D:  9  480.0  435.0 -320.0  17.0  150  150  150  255 
0051: return

:DESERT5_2808
03E3:  1 
038D:  8  320.0  430.0  640.0  250.0  0  0  0  255 
00D6: if  0
001B:    70 > @228  ;; integer values
004D: jump_if_false DESERT5_2814
0006: @229 =  1  ;; integer values

:DESERT5_2814
00D6: if  0
0019:   @228 >  69  ;; integer values
004D: jump_if_false DESERT5_2821
00D6: if  0
001B:    85 > @228  ;; integer values
004D: jump_if_false DESERT5_2821
0006: @229 =  2  ;; integer values

:DESERT5_2821
00D6: if  0
0019:   @228 >  84  ;; integer values
004D: jump_if_false DESERT5_2828
00D6: if  0
001B:    100 > @228  ;; integer values
004D: jump_if_false DESERT5_2828
0006: @229 =  3  ;; integer values

:DESERT5_2828
00D6: if  0
0039:   @228 ==  100  ;; integer values
004D: jump_if_false DESERT5_2832
0006: @229 =  4  ;; integer values

:DESERT5_2832
0050: gosub DESERT5_3109
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
0904:  3 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
00D6: if  0
0019:   @229 >  1  ;; integer values
004D: jump_if_false DESERT5_2842
045A: text_draw_1number  320.0  75.0 'DES5_FQ' @228
0002: jump DESERT5_2843

:DESERT5_2842
033E: text_draw  320.0  75.0 'DES5_FR'

:DESERT5_2843
00D6: if  0
0019:   @229 >  1  ;; integer values
004D: jump_if_false DESERT5_2851
03E3:  1 
038D:  4  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  4  395.0  306.0  60.0  60.0  180  180  180  255 
0002: jump DESERT5_2855

:DESERT5_2851
03E3:  1 
038D:  7  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  7  395.0  306.0  60.0  60.0  180  180  180  255 

:DESERT5_2855
03E3:  1 
00D6: if  0
0039:   @229 ==  1  ;; integer values
004D: jump_if_false DESERT5_2871
09FB: @242 = unknown_get_display_mode_or_gxt_file_used
00D6: if  0
04A4: @242  0 
004D: jump_if_false DESERT5_2865
038D:  6  320.0  307.0  110.0  95.0  160  160  160  255 
0002: jump DESERT5_2866

:DESERT5_2865
038D:  10  320.0  307.0  110.0  95.0  160  160  160  255 

:DESERT5_2866
0050: gosub DESERT5_3109
0342: set_text_draw_centered  1
0904:  3 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033E: text_draw  320.0  375.0 'DES5_FS'

:DESERT5_2871
00D6: if  0
0039:   @229 ==  2  ;; integer values
004D: jump_if_false DESERT5_2880
038D:  1  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub DESERT5_3109
0342: set_text_draw_centered  1
0904:  3 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033E: text_draw  320.0  375.0 'DES5_FF'

:DESERT5_2880
00D6: if  0
0039:   @229 ==  3  ;; integer values
004D: jump_if_false DESERT5_2889
038D:  2  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub DESERT5_3109
0342: set_text_draw_centered  1
0904:  3 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033E: text_draw  320.0  375.0 'DES5_FE'

:DESERT5_2889
00D6: if  0
0039:   @229 ==  4  ;; integer values
004D: jump_if_false DESERT5_2898
038D:  3  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub DESERT5_3109
0342: set_text_draw_centered  1
0904:  3 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033E: text_draw  320.0  375.0 'DES5_FD'

:DESERT5_2898
0051: return

:DESERT5_2899
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false DESERT5_2944
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false DESERT5_2906
0050: gosub DESERT5_556

:DESERT5_2906
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false DESERT5_2910
0050: gosub DESERT5_747

:DESERT5_2910
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT5_2914
0050: gosub DESERT5_936

:DESERT5_2914
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_2918
0050: gosub DESERT5_1130

:DESERT5_2918
00D6: if  0
0039:   @34 ==  7  ;; integer values
004D: jump_if_false DESERT5_2922
0050: gosub DESERT5_1350

:DESERT5_2922
00D6: if  0
0039:   @34 ==  8  ;; integer values
004D: jump_if_false DESERT5_2926
0050: gosub DESERT5_1542

:DESERT5_2926
00D6: if  0
0039:   @34 ==  9  ;; integer values
004D: jump_if_false DESERT5_2930
0050: gosub DESERT5_1703

:DESERT5_2930
00D6: if  0
0039:   @34 ==  10  ;; integer values
004D: jump_if_false DESERT5_2934
0050: gosub DESERT5_1989

:DESERT5_2934
00D6: if  0
0039:   @34 ==  11  ;; integer values
004D: jump_if_false DESERT5_2938
0050: gosub DESERT5_2206

:DESERT5_2938
00D6: if  0
0039:   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_2942
0050: gosub DESERT5_2410

:DESERT5_2942
03D1: play_wav  3
0006: @231 =  1  ;; integer values

:DESERT5_2944
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false DESERT5_2989
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_2976
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_2973
0006: @150 =  589  ;; integer values
005A: @150 += @34  ;; integer values 
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false DESERT5_2959
000E: @150 -=  1  ;; integer values

:DESERT5_2959
00D6: if  0
0029:   @34 >=  6  ;; integer values
004D: jump_if_false DESERT5_2963
000E: @150 -=  2  ;; integer values

:DESERT5_2963
00D6: if  0
87C1:   NOT @150 
004D: jump_if_false DESERT5_2968
07C0: @150 
0002: jump DESERT5_2972

:DESERT5_2968
05EB: @35 @150 
0050: gosub DESERT5_3088
0006: @226 =  3  ;; integer values
0006: @231 =  2  ;; integer values

:DESERT5_2972
0002: jump DESERT5_2975

:DESERT5_2973
0006: @226 =  3  ;; integer values
0006: @231 =  2  ;; integer values

:DESERT5_2975
0002: jump DESERT5_2989

:DESERT5_2976
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false DESERT5_2987
00D6: if  0
0611: @70 "FALL_SKYDIVE" 
004D: jump_if_false DESERT5_2986
04D7: lock_actor @70 in_current_position  0
0006: @33 =  0  ;; integer values
0006: @226 =  3  ;; integer values
0006: @231 =  2  ;; integer values

:DESERT5_2986
0002: jump DESERT5_2989

:DESERT5_2987
0006: @226 =  3  ;; integer values
0006: @231 =  2  ;; integer values

:DESERT5_2989
00D6: if  0
0039:   @231 ==  2  ;; integer values
004D: jump_if_false DESERT5_3047
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3035
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3032
00D6: if  0
860E:   NOT @35 
004D: jump_if_false DESERT5_3005
0519: unknown_car @35 flag  1
0006: @226 =  1  ;; integer values
0006: @231 =  4  ;; integer values
0002: jump DESERT5_3031

:DESERT5_3005
0825: @35 
00D6: if  0
0039:   @34 ==  9  ;; integer values
004D: jump_if_false DESERT5_3031
0541: fire_guns_on_vehicle @35
00D6: if  2
8039:   NOT   @172 ==  1  ;; integer values
8119:   NOT   car @62 wrecked
0019:   @33 >  3000  ;; integer values
004D: jump_if_false DESERT5_3017
070C: @62 
0006: @172 =  1  ;; integer values

:DESERT5_3017
00D6: if  2
8039:   NOT   @171 ==  1  ;; integer values
8119:   NOT   car @61 wrecked
0019:   @33 >  4500  ;; integer values
004D: jump_if_false DESERT5_3024
070C: @61 
0006: @171 =  1  ;; integer values

:DESERT5_3024
00D6: if  2
8039:   NOT   @170 ==  1  ;; integer values
8119:   NOT   car @60 wrecked
0019:   @33 >  6000  ;; integer values
004D: jump_if_false DESERT5_3031
070C: @60 
0006: @170 =  1  ;; integer values

:DESERT5_3031
0002: jump DESERT5_3034

:DESERT5_3032
0006: @226 =  1  ;; integer values
0006: @231 =  4  ;; integer values

:DESERT5_3034
0002: jump DESERT5_3047

:DESERT5_3035
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false DESERT5_3045
00D6: if  0
0019:   @33 >  15000  ;; integer values
004D: jump_if_false DESERT5_3044
04D7: lock_actor @70 in_current_position  1
0006: @226 =  1  ;; integer values
0006: @231 =  4  ;; integer values

:DESERT5_3044
0002: jump DESERT5_3047

:DESERT5_3045
0006: @226 =  1  ;; integer values
0006: @231 =  4  ;; integer values

:DESERT5_3047
00D6: if  0
0039:   @231 ==  3  ;; integer values
004D: jump_if_false DESERT5_3056
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3054
0519: unknown_car @35 flag  1

:DESERT5_3054
0006: @226 =  1  ;; integer values
0006: @231 =  4  ;; integer values

:DESERT5_3056
00D6: if  0
0039:   @231 ==  4  ;; integer values
004D: jump_if_false DESERT5_3087
00D6: if  0
0039:   @226 ==  2  ;; integer values
004D: jump_if_false DESERT5_3087
05EC: @35 
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly @70
00A6: destroy_car @35
0006: @156 =  0  ;; integer values

:DESERT5_3067
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_3073
00A6: destroy_car @60(@156,3i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3067

:DESERT5_3073
0873:  590 
0873:  591 
0873:  592 
0873:  593 
0873:  594 
0873:  595 
0873:  596 
0873:  597 
0873:  598 
040D: unload_wav  3
0395: clear_area  1 at $327 $328 $329 range  300.0
014F: stop_timer $253
0396:  0 (clear) useless_flag
0006: @231 =  0  ;; integer values

:DESERT5_3087
0051: return

:DESERT5_3088
0871: init_jump_table @34 total_jumps  10  1 DESERT5_3106 jumps  1 DESERT5_3090  2 DESERT5_3092  3 DESERT5_3094  4 DESERT5_3094  5 DESERT5_3096  6 DESERT5_3096  7 DESERT5_3098 
0872: jump_table_jumps  9 DESERT5_3100  10 DESERT5_3102  11 DESERT5_3104 -1 DESERT5_3107 -1 DESERT5_3107 -1 DESERT5_3107 -1 DESERT5_3107 -1 DESERT5_3107 -1 DESERT5_3107 

:DESERT5_3090
03CB: set_camera  172.6  2466.14  17.05
0002: jump DESERT5_3107

:DESERT5_3092
03CB: set_camera  27.29  2466.31  16.76
0002: jump DESERT5_3107

:DESERT5_3094
0A0B: -1251.02  2301.32  120.44  60.0 
0002: jump DESERT5_3107

:DESERT5_3096
03CB: set_camera -394.09  2601.47  134.89
0002: jump DESERT5_3107

:DESERT5_3098
03CB: set_camera  323.02  2446.81  117.65
0002: jump DESERT5_3107

:DESERT5_3100
03CB: set_camera  365.5  2339.25  63.23
0002: jump DESERT5_3107

:DESERT5_3102
03CB: set_camera  269.53  2445.3  88.46
0002: jump DESERT5_3107

:DESERT5_3104
03CB: set_camera  292.95  2445.3  93.46
0002: jump DESERT5_3107

:DESERT5_3106
0002: jump DESERT5_3107

:DESERT5_3107
0A0B:  412.38  2533.65  18.18  90.0 
0051: return

:DESERT5_3109
03E0:  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  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:DESERT5_3120
03E0:  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  .8  2.6
060D:  2  0  0  0  255 
0051: return

:DESERT5_3130
03E0:  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:  3  0  0  0  255 
0349: text_draw_style =  3  
0051: return

:DESERT5_3141
03E0:  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:  3  0  0  0  255 
0349: text_draw_style =  3  
0051: return

:DESERT5_3151
016A: fade  0 ()  500 ms

:DESERT5_3152
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_3157
0001: wait  0 ms
0002: jump DESERT5_3152

:DESERT5_3157
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0051: return

:DESERT5_3160
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3167
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3167
036A: put_actor $PLAYER_ACTOR in_car @35

:DESERT5_3167
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
04E4: unknown_refresh_game_renderer_at $69 $70
03CB: set_camera $69 $70 $71
0001: wait  0 ms
00D6: if  0
8039:   NOT   @34 ==  9  ;; integer values
004D: jump_if_false DESERT5_3175
01B6: set_weather  17

:DESERT5_3175
0826:  1 
0581: toggle_radar  1 (on)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  500 ms

:DESERT5_3180
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_3185
0001: wait  0 ms
0002: jump DESERT5_3180

:DESERT5_3185
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:DESERT5_3187
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3198
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false DESERT5_3197
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false DESERT5_3197
0006: @232 =  1  ;; integer values

:DESERT5_3197
0002: jump DESERT5_3199

:DESERT5_3198
0006: @232 =  1  ;; integer values

:DESERT5_3199
0051: return

:DESERT5_3200
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3207
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false DESERT5_3207
02E3: $7526 = car @35 speed

:DESERT5_3207
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false DESERT5_3224
00D6: if  0
0020:   $7526 >  .1  ;; floating-point values
004D: jump_if_false DESERT5_3224
00BE: text_clear_all
00D6: if  24
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_3223
03C3: set_timer_with_text_to $253 type  0 text 'DES5_T4'

:DESERT5_3223
0006: @233 =  1  ;; integer values

:DESERT5_3224
0051: return
00D6: if  0
0038:   $253 ==  0  ;; integer values
004D: jump_if_false DESERT5_3230
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0221: set_player $PLAYER_CHAR trapped_in_car  1

:DESERT5_3230
0051: return

:DESERT5_3231
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3236
0002: jump DESERT5_3237

:DESERT5_3236
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:DESERT5_3237
0396:  1 (set) useless_flag
0051: return

:DESERT5_3239
0006: @229 =  0  ;; integer values
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false DESERT5_3253
00D6: if  0
001A:    85 > $271  ;; integer values
004D: jump_if_false DESERT5_3253
00D6: if  1
0019:   @237 >  69  ;; integer values
001B:    85 > @237  ;; integer values
004D: jump_if_false DESERT5_3252
0006: @229 =  0  ;; integer values
0002: jump DESERT5_3253

:DESERT5_3252
0006: @229 =  2  ;; integer values

:DESERT5_3253
00D6: if  0
0018:   $271 >  84  ;; integer values
004D: jump_if_false DESERT5_3266
00D6: if  0
001A:    100 > $271  ;; integer values
004D: jump_if_false DESERT5_3266
00D6: if  1
0019:   @237 >  84  ;; integer values
001B:    100 > @237  ;; integer values
004D: jump_if_false DESERT5_3265
0006: @229 =  0  ;; integer values
0002: jump DESERT5_3266

:DESERT5_3265
0006: @229 =  3  ;; integer values

:DESERT5_3266
00D6: if  0
0038:   $271 ==  100  ;; integer values
004D: jump_if_false DESERT5_3275
00D6: if  0
0039:   @237 ==  100  ;; integer values
004D: jump_if_false DESERT5_3274
0006: @229 =  0  ;; integer values
0002: jump DESERT5_3275

:DESERT5_3274
0006: @229 =  4  ;; integer values

:DESERT5_3275
0006: @243 =  1  ;; integer values
0006: @244 =  1  ;; integer values
0006: @245 =  1  ;; integer values
0006: @156 =  0  ;; integer values

:DESERT5_3279
00D6: if  0
001B:    10 > @156  ;; integer values
004D: jump_if_false DESERT5_3308
00D6: if  0
8038:   NOT   $1959 ==  1  ;; integer values
004D: jump_if_false DESERT5_3290
00D6: if  1
001A:    70 > $1942(@156,10i)  ;; integer values
0039:   @243 ==  1  ;; integer values
004D: jump_if_false DESERT5_3290
0006: @243 =  0  ;; integer values

:DESERT5_3290
00D6: if  0
8038:   NOT   $1960 ==  1  ;; integer values
004D: jump_if_false DESERT5_3298
00D6: if  1
001A:    85 > $1942(@156,10i)  ;; integer values
0039:   @244 ==  1  ;; integer values
004D: jump_if_false DESERT5_3298
0006: @244 =  0  ;; integer values

:DESERT5_3298
00D6: if  0
8038:   NOT   $1961 ==  1  ;; integer values
004D: jump_if_false DESERT5_3306
00D6: if  1
001A:    100 > $1942(@156,10i)  ;; integer values
0039:   @245 ==  1  ;; integer values
004D: jump_if_false DESERT5_3306
0006: @245 =  0  ;; integer values

:DESERT5_3306
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3279

:DESERT5_3308
00D6: if  1
8038:   NOT   $1959 ==  1  ;; integer values
0039:   @243 ==  1  ;; integer values
004D: jump_if_false DESERT5_3314
014C: set_parked_car_generator $1956 cars_to_generate_to  101
0004: $1959 =  1  ;; integer values

:DESERT5_3314
00D6: if  1
8038:   NOT   $1960 ==  1  ;; integer values
0039:   @244 ==  1  ;; integer values
004D: jump_if_false DESERT5_3320
014C: set_parked_car_generator $1957 cars_to_generate_to  101
0004: $1960 =  1  ;; integer values

:DESERT5_3320
00D6: if  1
8038:   NOT   $1961 ==  1  ;; integer values
0039:   @245 ==  1  ;; integer values
004D: jump_if_false DESERT5_3327
014C: set_parked_car_generator $1958 cars_to_generate_to  101
014C: set_parked_car_generator $5189(25) cars_to_generate_to  101
0004: $1961 =  1  ;; integer values

:DESERT5_3327
0051: return

:DESERT5_3328
00D6: if  25
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_3338
0004: $267 =  100  ;; integer values
0002: jump DESERT5_3415

:DESERT5_3338
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3389
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3387
0004: $267 =  100  ;; integer values
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false DESERT5_3352
00D6: if  0
81AC:   NOT   car @35 stopped  0 ()in_cube  288.0 @45  16.0  328.0 @47  18.0  
004D: jump_if_false DESERT5_3352
000C: $267 -=  50  ;; integer values

:DESERT5_3352
00D6: if  21
0039:   @34 ==  5  ;; integer values
0039:   @34 ==  6  ;; integer values
004D: jump_if_false DESERT5_3360
00D6: if  0
81AC:   NOT   car @35 stopped  1 (in-sphere)in_cube  288.0 @45  16.0  328.0 @47  18.0  
004D: jump_if_false DESERT5_3360
000C: $267 -=  50  ;; integer values

:DESERT5_3360
00D6: if  0
0039:   @34 ==  8  ;; integer values
004D: jump_if_false DESERT5_3367
00D6: if  0
81B0:   NOT   car @35 stopped  1 (in-sphere)near_point @56 @57 @58 radius  26.31  26.31  26.31
004D: jump_if_false DESERT5_3367
000C: $267 -=  50  ;; integer values

:DESERT5_3367
00D6: if  0
0039:   @34 ==  9  ;; integer values
004D: jump_if_false DESERT5_3374
00D6: if  0
81B0:   NOT   car @35 stopped  1 (in-sphere)near_point @56 @57 @58 radius  26.31  26.31  26.31
004D: jump_if_false DESERT5_3374
000C: $267 -=  50  ;; integer values

:DESERT5_3374
0174: @40 = car @35 z_angle
00D6: if  21
8031:   NOT   @40 >=  260.0  ;; floating-point values 
8033:   NOT    280.0 >= @40  ;; floating-point values 
004D: jump_if_false DESERT5_3386
00D6: if  1
0031:   @40 >=  181.0  ;; floating-point values 
0033:    359.0 >= @40  ;; floating-point values 
004D: jump_if_false DESERT5_3385
000C: $267 -=  10  ;; integer values
0002: jump DESERT5_3386

:DESERT5_3385
000C: $267 -=  25  ;; integer values

:DESERT5_3386
0002: jump DESERT5_3388

:DESERT5_3387
0004: $267 =  0  ;; integer values

:DESERT5_3388
0002: jump DESERT5_3415

:DESERT5_3389
00D6: if  0
0033:    .8 >= @142  ;; floating-point values 
004D: jump_if_false DESERT5_3394
0004: $267 =  100  ;; integer values
0002: jump DESERT5_3415

:DESERT5_3394
00D6: if  0
0033:    2.1 >= @142  ;; floating-point values 
004D: jump_if_false DESERT5_3399
0004: $267 =  85  ;; integer values
0002: jump DESERT5_3415

:DESERT5_3399
00D6: if  0
0033:    4.0 >= @142  ;; floating-point values 
004D: jump_if_false DESERT5_3404
0004: $267 =  75  ;; integer values
0002: jump DESERT5_3415

:DESERT5_3404
00D6: if  0
0033:    6.0 >= @142  ;; floating-point values 
004D: jump_if_false DESERT5_3409
0004: $267 =  70  ;; integer values
0002: jump DESERT5_3415

:DESERT5_3409
00D6: if  0
0033:    10.0 >= @142  ;; floating-point values 
004D: jump_if_false DESERT5_3414
0004: $267 =  35  ;; integer values
0002: jump DESERT5_3415

:DESERT5_3414
0004: $267 =  0  ;; integer values

:DESERT5_3415
00D6: if  0
001A:    0 > $267  ;; integer values
004D: jump_if_false DESERT5_3419
0004: $267 =  0  ;; integer values

:DESERT5_3419
00D6: if  0
0018:   $267 >  100  ;; integer values
004D: jump_if_false DESERT5_3423
0004: $267 =  100  ;; integer values

:DESERT5_3423
0051: return

:DESERT5_3424
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3447
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3445
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  0
001B:    0 > @145  ;; integer values
004D: jump_if_false DESERT5_3440
0006: @145 =  0  ;; integer values

:DESERT5_3440
00D6: if  0
0019:   @145 >  100  ;; integer values
004D: jump_if_false DESERT5_3444
0006: @145 =  100  ;; integer values

:DESERT5_3444
0002: jump DESERT5_3446

:DESERT5_3445
0006: @145 =  100  ;; integer values

:DESERT5_3446
0002: jump DESERT5_3448

:DESERT5_3447
0006: @145 =  0  ;; integer values

:DESERT5_3448
0051: return

:DESERT5_3449
0084: $301 = $253  ;; integer values and handles
0014: $301 /=  1000  ;; integer values
00D6: if  0
002F:   @147 >= $301  ;; integer values
004D: jump_if_false DESERT5_3456
0006: @146 =  100  ;; integer values
0002: jump DESERT5_3472

:DESERT5_3456
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  0
001B:    0 > @146  ;; integer values
004D: jump_if_false DESERT5_3468
0006: @146 =  0  ;; integer values

:DESERT5_3468
00D6: if  0
0019:   @146 >  100  ;; integer values
004D: jump_if_false DESERT5_3472
0006: @146 =  100  ;; integer values

:DESERT5_3472
0051: return

:DESERT5_3473
008A: $271 = @146  ;; integer values and handles
00D6: if  25
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_3484
0058: $271 += $267  ;; integer values
0014: $271 /=  2  ;; integer values

:DESERT5_3484
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3488
0066: $271 -= @145  ;; integer values 

:DESERT5_3488
00D6: if  0
001A:    0 > $271  ;; integer values
004D: jump_if_false DESERT5_3492
0004: $271 =  0  ;; integer values

:DESERT5_3492
00D6: if  0
0018:   $271 >  100  ;; integer values
004D: jump_if_false DESERT5_3496
0004: $271 =  100  ;; integer values

:DESERT5_3496
00D6: if  0
00E1:   key_pressed  0  19 ;; submission
004D: jump_if_false DESERT5_3496B
0004: $271 =  100  ;; integer values
0004: @237 =  0  ;; integer values

:DESERT5_3496B
00BE: text_clear_all
0051: return

:DESERT5_3498
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
097A: -1000.0 -1000.0 -1000.0  1188 
016A: fade  0 ()  500 ms

:DESERT5_3501
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_3507
0001: wait  0 ms
0050: gosub DESERT5_3750
0002: jump DESERT5_3501

:DESERT5_3507
08DA: @144 
03E6: remove_text_box
00BE: text_clear_all
03D6: remove_big_text 'DES5_SA'
03D6: remove_big_text 'DES5_SB'
033F: set_text_draw_letter_width_height  1.0  1.0
0221: set_player $PLAYER_CHAR trapped_in_car  0
00D6: if  0
0039:   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3520
0108: destroy_object @135
0555: remove_weapon  46 from_actor $PLAYER_ACTOR 
0249: release_model  371

:DESERT5_3520
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly @70
0792: $PLAYER_ACTOR 
0164: disable_marker @220
06D6: @118 
06D6: @143 
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_3530
00BE: text_clear_all

:DESERT5_3530
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3537
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false DESERT5_3537
0519: unknown_car @35 flag  1

:DESERT5_3537
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  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3546
0519: unknown_car @35 flag  0

:DESERT5_3546
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DESERT5_3552
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  412.38  2533.65  18.18
0002: jump DESERT5_3553

:DESERT5_3552
00A1: put_actor $PLAYER_ACTOR at  412.38  2533.65  18.18

:DESERT5_3553
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 (clear) useless_flag
0051: return

:DESERT5_3560
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  200 ms

:DESERT5_3562
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_3567
0001: wait  0 ms
0002: jump DESERT5_3562

:DESERT5_3567
03E6: remove_text_box
00BE: text_clear_all
014F: stop_timer $253
0164: disable_marker @220
06D6: @118 
00D6: if  23
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_3585
0006: @156 =  0  ;; integer values

:DESERT5_3579
00D6: if  0
001B:    8 > @156  ;; integer values
004D: jump_if_false DESERT5_3585
06D6: @119(@156,8i) 
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3579

:DESERT5_3585
00D6: if  0
0039:   @34 ==  9  ;; integer values
004D: jump_if_false DESERT5_3602
0006: @156 =  0  ;; integer values

:DESERT5_3589
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_3595
0164: disable_marker @221(@156,3i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3589

:DESERT5_3595
0006: @156 =  0  ;; integer values

:DESERT5_3596
00D6: if  0
001D:   @66 > @156  ;; integer values  
004D: jump_if_false DESERT5_3602
0164: disable_marker @224(@156,2i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3596

:DESERT5_3602
00D6: if  21
0039:   @34 ==  10  ;; integer values
0039:   @34 ==  11  ;; integer values
004D: jump_if_false DESERT5_3608
06D6: @127 
06D6: @128 

:DESERT5_3608
00D6: if  0
0039:   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3616
0108: destroy_object @135
06D6: @143 
0555: remove_weapon  46 from_actor $PLAYER_ACTOR 
0249: release_model  371
0792: $PLAYER_ACTOR 

:DESERT5_3616
02EB: restore_camera_with_jumpcut
009B: destroy_actor_instantly @70
00D6: if  0
0039:   @232 ==  2  ;; integer values
004D: jump_if_false DESERT5_3622
00BE: text_clear_all

:DESERT5_3622
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3629
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false DESERT5_3629
0519: unknown_car @35 flag  1

:DESERT5_3629
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  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3638
0519: unknown_car @35 flag  0

:DESERT5_3638
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DESERT5_3644
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  412.38  2533.65  18.18
0002: jump DESERT5_3645

:DESERT5_3644
00A1: put_actor $PLAYER_ACTOR at  412.38  2533.65  18.18

:DESERT5_3645
0173: set_actor $PLAYER_ACTOR z_angle_to  90.0
00A6: destroy_car @35
0826:  0 
0581: toggle_radar  0 (off)
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: 'DUMMY'  184.0  200.0  128.0  2  0  1  0 @144 
08DB: @144  1 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: @144  0  1 
08D6: @144  1  0 
09DB: @144  0  192 
09DB: @144  1  64 
0006: @270 =  0  ;; integer values
00D6: if  1
0019:   @238 >  0  ;; integer values
0019:   @229 >  0  ;; integer values
004D: jump_if_false DESERT5_3664
05AA: @246(@270,12s) = 'DUMMY'  ;; 8-byte strings
000A: @270 +=  1  ;; integer values

:DESERT5_3664
05AA: @246(@270,12s) = 'DES5_S3'  ;; 8-byte strings
08EE: @144  1 @270 'DES5_SC' $301 
000A: @270 +=  1  ;; integer values
00D6: if  25
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_3678
05AA: @246(@270,12s) = 'DES5_S5'  ;; 8-byte strings
08EE: @144  1 @270 'DES5_SD' $267 
000A: @270 +=  1  ;; integer values

:DESERT5_3678
00D6: if  0
8039:   NOT   @34 ==  12  ;; integer values
004D: jump_if_false DESERT5_3684
05AA: @246(@270,12s) = 'DES5_S6'  ;; 8-byte strings
08EE: @144  1 @270 'DES5_SD' @145 
000A: @270 +=  1  ;; integer values

:DESERT5_3684
05AA: @246(@270,12s) = 'DES5_S7'  ;; 8-byte strings
08EE: @144  1 @270 'DES5_SD' $271 
000A: @270 +=  1  ;; integer values
00D6: if  0
0039:   @238 ==  2  ;; integer values
004D: jump_if_false DESERT5_3723
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  0
8038:   NOT   $1955 ==  1  ;; integer values
004D: jump_if_false DESERT5_3723
0652: @271 = stat  223 (pilot skill)  ; integer
00D6: if  0
0029:   @271 >=  180  ;; integer values
004D: jump_if_false DESERT5_3723
0004: $1955 =  1  ;; integer values
0006: @156 =  0  ;; integer values

:DESERT5_3703
00D6: if  0
002B:    24 >= @156  ;; integer values 
004D: jump_if_false DESERT5_3713
00D6: if  1
8039:   NOT   @156 ==  8  ;; integer values
8039:   NOT   @156 ==  9  ;; integer values
004D: jump_if_false DESERT5_3711
014C: set_parked_car_generator $5189(@156,28i) cars_to_generate_to  101

:DESERT5_3711
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3703

:DESERT5_3713
014C: set_parked_car_generator $5189(27) cars_to_generate_to  101
0006: @156 =  0  ;; integer values

:DESERT5_3715
00D6: if  0
002B:    11 >= @156  ;; integer values 
004D: jump_if_false DESERT5_3721
014C: set_parked_car_generator $5217(@156,12i) cars_to_generate_to  0
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3715

:DESERT5_3721
05AA: @246(@270,12s) = 'DES5_SG'  ;; 8-byte strings
000A: @270 +=  1  ;; integer values

:DESERT5_3723
05AA: @246(@270,12s) = 'DUMMY'  ;; 8-byte strings
000A: @270 +=  1  ;; integer values
00D6: if  0
0039:   @238 ==  2  ;; integer values
004D: jump_if_false DESERT5_3730
05AA: @246(@270,12s) = 'DES5_S8'  ;; 8-byte strings
0002: jump DESERT5_3731

:DESERT5_3730
05AA: @246(@270,12s) = 'DES5_SE'  ;; 8-byte strings

:DESERT5_3731
000A: @270 +=  1  ;; integer values
05AA: @246(@270,12s) = 'DES5_S9'  ;; 8-byte strings
000A: @270 +=  1  ;; integer values

:DESERT5_3734
00D6: if  0
001B:    12 > @270  ;; integer values
004D: jump_if_false DESERT5_3740
05AA: @246(@270,12s) = 'DUMMY'  ;; 8-byte strings
000A: @270 +=  1  ;; integer values
0002: jump DESERT5_3734

:DESERT5_3740
08DB: @144  0 'DUMMY' s@246 s@248 s@250 s@252 s@254 s@256 s@258 s@260 s@262 s@264 s@266 s@268 
097A: -1000.0 -1000.0 -1000.0  1187 
016A: fade  1 (back)  500 ms

:DESERT5_3743
00D6: if  0
016B:   fading
004D: jump_if_false DESERT5_3749
0001: wait  0 ms
0050: gosub DESERT5_3750
0002: jump DESERT5_3743

:DESERT5_3749
0051: return

:DESERT5_3750
00D6: if  21
0039:   @238 ==  1  ;; integer values
0039:   @238 ==  2  ;; integer values
004D: jump_if_false DESERT5_3781
0050: gosub DESERT5_3141
0340: set_text_draw_color  255  255  255  255
033E: text_draw  320.0  120.0 'DES5_SB'
00D6: if  0
0019:   @229 >  0  ;; integer values
004D: jump_if_false DESERT5_3781
0050: gosub DESERT5_3141
0904:  6 @152 @153 @154 @155 
0340: set_text_draw_color @152 @153 @154 @155
033E: text_draw  320.0  85.0 'DES5_SA'
03E3:  1 
038D:  4  261.7  200.0 -50.0  50.0  180  180  180  255 
03E3:  1 
038D:  4  378.3  200.0  50.0  50.0  180  180  180  255 
03E3:  1 
00D6: if  0
0039:   @229 ==  2  ;; integer values
004D: jump_if_false DESERT5_3773
038D:  1  320.0  200.0  91.7  79.2  160  160  160  255 

:DESERT5_3773
00D6: if  0
0039:   @229 ==  3  ;; integer values
004D: jump_if_false DESERT5_3777
038D:  2  320.0  200.0  91.7  79.2  160  160  160  255 

:DESERT5_3777
00D6: if  0
0039:   @229 ==  4  ;; integer values
004D: jump_if_false DESERT5_3781
038D:  3  320.0  200.0  91.7  79.2  160  160  160  255 

:DESERT5_3781
0051: return

:DESERT5_3782
00D6: if  21
0039:   @215 ==  0  ;; integer values
0039:   @215 ==  1  ;; integer values
004D: jump_if_false DESERT5_3793
00D6: if  0
001D:   @217 > @216  ;; integer values  
004D: jump_if_false DESERT5_3793
00D6: if  0
0019:   @33 >  200  ;; integer values
004D: jump_if_false DESERT5_3793
0050: gosub DESERT5_3805

:DESERT5_3793
00D6: if  0
0039:   @215 ==  2  ;; integer values
004D: jump_if_false DESERT5_3804
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false DESERT5_3804
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_3804
0051: return

:DESERT5_3805
00D6: if  0
0039:   @215 ==  0  ;; integer values
004D: jump_if_false DESERT5_3810
03CF: load_wav @203(@216,12i) as  1
0006: @215 =  1  ;; integer values

:DESERT5_3810
00D6: if  0
0039:   @215 ==  1  ;; integer values
004D: jump_if_false DESERT5_3819
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false DESERT5_3819
00BC: text_highpriority @179(@216,12s)  10000 ms  1
03D1: play_wav  1
0006: @215 =  2  ;; integer values

:DESERT5_3819
0051: return

:DESERT5_3820
00BE: text_clear_all
00D6: if  21
0039:   @232 ==  1  ;; integer values
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false DESERT5_3826
00BA: text_styled 'M_FAIL'  5000 ms  1

:DESERT5_3826
0051: return

:DESERT5_3827
00D6: if  0
8038:   NOT   $87 ==  1  ;; integer values
004D: jump_if_false DESERT5_3831
0004: $87 =  1  ;; integer values

:DESERT5_3831
00D6: if  0
0038:   $87 ==  1  ;; integer values
004D: jump_if_false DESERT5_3846
0318: set_latest_mission_passed 'DESERT5'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  5  5000 ms  1
0629: change_stat  331 to  1  ; integer see statdisp.dat
0998: add_respect  5 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $592
0570: $592 = create_asset_radar_marker_with_icon $591 at $666 $667 $668
0164: disable_marker $581
02A7: $581 = create_icon_marker_and_sphere $587 at $604 $605 $606
0008: $TORENO_MISSIONS_PASSED +=  1  ;; integer values

:DESERT5_3846
0051: return

:DESERT5_3847
0249: release_model  476
0249: release_model  425
0249: release_model  514
0249: release_model  400
0249: release_model  513
0249: release_model  371
0249: release_model  330
090F: end_external_script  1 (PARACHUTE) 
0391: (unknown)
0164: disable_marker @220
06D6: @118 
0006: @156 =  0  ;; integer values

:DESERT5_3859
00D6: if  0
001B:    8 > @156  ;; integer values
004D: jump_if_false DESERT5_3865
06D6: @119(@156,8i) 
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3859

:DESERT5_3865
06D6: @127 
06D6: @128 
06D6: @143 
0006: @156 =  0  ;; integer values

:DESERT5_3869
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_3875
0164: disable_marker @221(@156,3i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3869

:DESERT5_3875
0006: @156 =  0  ;; integer values

:DESERT5_3876
00D6: if  0
001D:   @66 > @156  ;; integer values  
004D: jump_if_false DESERT5_3882
0164: disable_marker @224(@156,2i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3876

:DESERT5_3882
03E6: remove_text_box
03D6: remove_big_text 'DES5_SA'
03D6: remove_big_text 'DES5_SB'
061B: @71 
061B: @72 
08A8:  0 
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
03F0: text_draw_toggle  0
08DA: @144 
0108: destroy_object @135
0004: $1510 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false DESERT5_3898
05EC: @35 

:DESERT5_3898
00A6: destroy_car @35
0006: @156 =  0  ;; integer values

:DESERT5_3900
00D6: if  0
001D:   @63 > @156  ;; integer values  
004D: jump_if_false DESERT5_3906
00A6: destroy_car @60(@156,3i)
000A: @156 +=  1  ;; integer values
0002: jump DESERT5_3900

:DESERT5_3906
0873:  590 
0873:  591 
0873:  592 
0873:  593 
0873:  594 
0873:  595 
0873:  596 
0873:  597 
0873:  598 
040D: unload_wav  3
097A: -1000.0 -1000.0 -1000.0  1188 
014F: stop_timer $253
0396:  0 (clear) useless_flag
01B7: release_weather
0581: toggle_radar  1 (on)
08F8:  1 
07A8:  1 
096A:  1 
01F0: set_max_wanted_level_to @239
00D6: if  0
0844: s$706 
004D: jump_if_false DESERT5_3929
02EB: restore_camera_with_jumpcut

:DESERT5_3929
009B: destroy_actor_instantly @70
0373: set_camera_directly_behind_player
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 84---------------
; Originally: Fender Ketchup


:CASINO1_1
03A4: name_thread 'CASINO1'
0050: gosub CASINO1_60
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO1_7
0050: gosub CASINO1_2588

:CASINO1_7
0050: gosub CASINO1_2599
004E: end_thread

:CASINO1_9
03CB: set_camera @326 @327 @328
023C: load_special_actor  1 'SINDACO'
0247: request_model  533
04ED: load_animation "CAR"
038B: load_requested_models

:CASINO1_14
00D6: if  22
8248:   NOT   model  533 available
823D:   NOT   special_actor  1 loaded
84EE:   NOT   animation "CAR" loaded
004D: jump_if_false CASINO1_21
0001: wait  0 ms
0002: jump CASINO1_14

:CASINO1_21
0051: return

:CASINO1_22
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  533 at @326 @327 @328
0175: set_car @322 z_angle_to @329
053F: set_car @322 tires_vulnerable  0
009A: @324 = create_actor  23  290 at  0.0  0.0  0.0
0464: put_actor @324 into_turret_on_car @322 at_car_offset  0.0  1.266  .391 unknown  0 angle  0.0 with_weapon  0
0223: set_actor @324 health_to  300
0812: unknown_action_sequence @324 "TYD2CAR_LOW" "CAR"  4.0  0  0  0  1  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_43
0249: release_model  533
0051: return

:CASINO1_45
0247: request_model  118

:CASINO1_46
00D6: if  0
8248:   NOT   model  118 available
004D: jump_if_false CASINO1_51
0001: wait  0 ms
0002: jump CASINO1_46

:CASINO1_51
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  118 at @337 @338 @339
0173: set_actor @334 z_angle_to @340
0051: return

:CASINO1_58
009B: destroy_actor_instantly @334
0051: return

:CASINO1_60
0317: increment_mission_attempts
0004: $ON_MISSION =  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 =  .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: s@104 = 'CAS1_AA'  ;; 8-byte strings
05AA: s@106 = 'CAS1_AB'  ;; 8-byte strings
05AA: s@108 = 'CAS1_AC'  ;; 8-byte strings
05AA: s@110 = 'CAS1_AD'  ;; 8-byte strings
05AA: s@112 = 'CAS1_AE'  ;; 8-byte strings
05AA: s@114 = 'CAS1_BA'  ;; 8-byte strings
05AA: s@116 = 'CAS1_BB'  ;; 8-byte strings
05AA: s@118 = 'CAS1_BC'  ;; 8-byte strings
05AA: s@120 = 'CAS1_BD'  ;; 8-byte strings
05AA: s@122 = 'CAS1_BE'  ;; 8-byte strings
05AA: s@124 = 'CAS1_CA'  ;; 8-byte strings
05AA: s@126 = 'CAS1_CB'  ;; 8-byte strings
05AA: s@128 = 'CAS1_CC'  ;; 8-byte strings
05AA: s@130 = 'CAS1_CD'  ;; 8-byte strings
05AA: s@132 = 'CAS1_CE'  ;; 8-byte strings
05AA: s@134 = 'CAS1_DA'  ;; 8-byte strings
05AA: s@136 = 'CAS1_DB'  ;; 8-byte strings
05AA: s@138 = 'CAS1_DC'  ;; 8-byte strings
05AA: s@140 = 'CAS1_DD'  ;; 8-byte strings
05AA: s@142 = 'CAS1_DE'  ;; 8-byte strings
05AA: s@144 = 'CAS1_EA'  ;; 8-byte strings
05AA: s@146 = 'CAS1_EB'  ;; 8-byte strings
05AA: s@148 = 'CAS1_EC'  ;; 8-byte strings
05AA: s@150 = 'CAS1_ED'  ;; 8-byte strings
05AA: s@152 = 'CAS1_EE'  ;; 8-byte strings
05AA: s@154 = 'CAS1_EF'  ;; 8-byte strings
05AA: s@156 = 'CAS1_EG'  ;; 8-byte strings
05AA: s@158 = 'CAS1_EH'  ;; 8-byte strings
05AA: s@160 = 'CAS1_EI'  ;; 8-byte strings
05AA: s@162 = 'CAS1_EJ'  ;; 8-byte strings
05AA: s@164 = 'CAS1_EK'  ;; 8-byte strings
05AA: s@166 = 'CAS1_EL'  ;; 8-byte strings
05AA: s@168 = 'CAS1_EM'  ;; 8-byte strings
05AA: s@170 = 'CAS1_EN'  ;; 8-byte strings
05AA: s@172 = 'CAS1_EO'  ;; 8-byte strings
05AA: s@174 = 'CAS1_EP'  ;; 8-byte strings
05AA: s@176 = 'CAS1_EQ'  ;; 8-byte strings
05AA: s@180 = 'CAS1_ES'  ;; 8-byte strings
05AA: s@182 = 'CAS1_ET'  ;; 8-byte strings
05AA: s@184 = 'CAS1_EU'  ;; 8-byte strings
05AA: s@186 = 'CAS1_EV'  ;; 8-byte strings
05AA: s@190 = 'CAS1_EX'  ;; 8-byte strings
05AA: s@192 = 'CAS1_EY'  ;; 8-byte strings
05AA: s@194 = 'CAS1_EZ'  ;; 8-byte strings
05AA: s@196 = 'CAS1_FA'  ;; 8-byte strings
05AA: s@198 = 'CAS1_FB'  ;; 8-byte strings
05AA: s@200 = 'CAS1_GA'  ;; 8-byte strings
05AA: s@202 = 'CAS1_GB'  ;; 8-byte strings
05AA: s@204 = 'CAS1_GC'  ;; 8-byte strings
05AA: s@206 = 'CAS1_GD'  ;; 8-byte strings
05AA: s@208 = 'CAS1_GE'  ;; 8-byte strings
05AA: s@210 = 'CAS1_HA'  ;; 8-byte strings
05AA: s@212 = 'CAS1_HB'  ;; 8-byte strings
05AA: s@214 = 'CAS1_HC'  ;; 8-byte strings
05AA: s@216 = 'CAS1_HD'  ;; 8-byte strings
05AA: s@218 = 'CAS1_HE'  ;; 8-byte strings
05AA: s@220 = 'CAS1_JA'  ;; 8-byte strings
05AA: s@222 = 'CAS1_JB'  ;; 8-byte strings
05AA: s@224 = 'CAS1B00'  ;; 8-byte strings
05AA: s@226 = 'CAS1B02'  ;; 8-byte strings
05AA: s@228 = 'CAS1B03'  ;; 8-byte strings
05AA: s@230 = 'CAS1B04'  ;; 8-byte strings
05AA: s@232 = 'CAS1B05'  ;; 8-byte strings
05AA: s@234 = '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: $PLAYER_CHAR  0 
016A: fade  0 ()  500 ms

:CASINO1_228
00D6: if  0
016B:   fading
004D: jump_if_false CASINO1_233
0001: wait  0 ms
0002: jump CASINO1_228

:CASINO1_233
04BB: select_interior  11  ;; select render area
02E4: load_cutscene_data 'CAS_1A'

:CASINO1_235
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO1_240
0001: wait  0 ms
0002: jump CASINO1_235

:CASINO1_240
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO1_242
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO1_247
0001: wait  0 ms
0002: jump CASINO1_242

:CASINO1_247
016A: fade  0 ()  0 ms

:CASINO1_248
00D6: if  0
016B:   fading
004D: jump_if_false CASINO1_253
0001: wait  0 ms
0002: jump CASINO1_248

:CASINO1_253
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
010D: set_player $PLAYER_CHAR wanted_level_to  0
04BB: select_interior  0  ;; select render area
08AD: $PLAYER_ACTOR  2016.422  1017.102  10.0 
0822:  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_266
00D6: if  0
8248:   NOT   model #TRDCSGRGDOOR_LVS available
004D: jump_if_false CASINO1_271
0001: wait  0 ms
0002: jump CASINO1_266

:CASINO1_271
0050: gosub CASINO1_9
0050: gosub CASINO1_22
0A0B:  1908.156  977.3071  10.2294  136.9741 
02A3: toggle_widescreen  1 (on)
0001: wait  150 ms
016A: fade  1 (back)  1500 ms

:CASINO1_277
00D6: if  0
016B:   fading
004D: jump_if_false CASINO1_282
0001: wait  0 ms
0002: jump CASINO1_277

:CASINO1_282
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_286
05BF: unknown_action_sequence $PLAYER_ACTOR @324  100000 

:CASINO1_286
0001: wait  0 ms
00D6: if  0
8039:   NOT   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_387
00D6: if  0
0039:   @307 ==  0  ;; integer values
004D: jump_if_false CASINO1_298
00D6: if  0
03D0:   wav @304 loaded
004D: jump_if_false CASINO1_297
040D: unload_wav @304

:CASINO1_297
0006: @307 =  1  ;; integer values

:CASINO1_298
00D6: if  0
0039:   @307 ==  1  ;; integer values
004D: jump_if_false CASINO1_303
03CF: load_wav @236(@305,67i) as @303
0006: @307 =  2  ;; integer values

:CASINO1_303
00D6: if  0
0039:   @307 ==  2  ;; integer values
004D: jump_if_false CASINO1_328
00D6: if  0
03D0:   wav @303 loaded
004D: jump_if_false CASINO1_328
00D6: if  21
0039:   @305 ==  61  ;; integer values
0039:   @305 ==  63  ;; integer values
004D: jump_if_false CASINO1_317
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_317
0967: @324  10000 

:CASINO1_317
00D6: if  21
0039:   @305 ==  62  ;; integer values
0039:   @305 ==  64  ;; integer values
004D: jump_if_false CASINO1_325
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO1_325
0967: $PLAYER_ACTOR  10000 

:CASINO1_325
03D1: play_wav @303
00BC: text_highpriority @102(@305,67s)  10000 ms  1
0006: @307 =  3  ;; integer values

:CASINO1_328
00D6: if  0
0039:   @307 ==  3  ;; integer values
004D: jump_if_false CASINO1_387
00D6: if  0
03D2:   wav @303 ended
004D: jump_if_false CASINO1_378
03D5: remove_text @102(@305,67s)
00D6: if  21
0039:   @305 ==  61  ;; integer values
0039:   @305 ==  63  ;; integer values
004D: jump_if_false CASINO1_343
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_343
0968: @324 

:CASINO1_343
00D6: if  21
0039:   @305 ==  62  ;; integer values
0039:   @305 ==  64  ;; integer values
004D: jump_if_false CASINO1_351
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO1_351
0968: $PLAYER_ACTOR 

:CASINO1_351
00D6: if  0
0039:   @303 ==  1  ;; integer values
004D: jump_if_false CASINO1_357
0006: @303 =  2  ;; integer values
0006: @304 =  1  ;; integer values
0002: jump CASINO1_359

:CASINO1_357
0006: @303 =  1  ;; integer values
0006: @304 =  2  ;; integer values

:CASINO1_359
0006: @305 =  0  ;; integer values
0006: @307 =  0  ;; integer values
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CASINO1_365
0006: @35 =  1  ;; integer values

:CASINO1_365
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CASINO1_369
0006: @35 =  5  ;; integer values

:CASINO1_369
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CASINO1_373
0006: @35 =  4  ;; integer values

:CASINO1_373
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CASINO1_377
0006: @35 =  8  ;; integer values

:CASINO1_377
0002: jump CASINO1_387

:CASINO1_378
00D6: if  0
83D0:   NOT   wav @304 loaded
004D: jump_if_false CASINO1_387
00D6: if  0
001B:    66 > @305  ;; integer values
004D: jump_if_false CASINO1_387
0085: @306 = @305  ;; integer values and handles
000A: @306 +=  1  ;; integer values
03CF: load_wav @236(@306,67i) as @304

:CASINO1_387
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_398
00D6: if  0
0611: @324 "TYD2CAR_LOW" 
004D: jump_if_false CASINO1_398
0613: @324 "TYD2CAR_LOW" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_398
0812: unknown_action_sequence @324 "TYD2CAR_LOW" "CAR"  4.0  0  0  0  1  0 

:CASINO1_398
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false CASINO1_405
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO1_405
0006: @35 =  10  ;; integer values

:CASINO1_405
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CASINO1_413
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_413
0006: @305 =  61  ;; integer values

:CASINO1_413
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CASINO1_418
05D3: unknown_action_sequence $PLAYER_ACTOR  1905.45  973.9371  9.8127  4 -2 
0006: @35 =  2  ;; integer values

:CASINO1_418
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CASINO1_432
062E: $PLAYER_ACTOR  1491 @97 
00D6: if  0
04A4: @97  7 
004D: jump_if_false CASINO1_432
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_432
0639: unknown_action_sequence $PLAYER_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_432
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CASINO1_440
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_440
0006: @305 =  62  ;; integer values

:CASINO1_440
00D6: if  21
0039:   @35 ==  4  ;; integer values
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CASINO1_445
034E: unknown_move_object $2658 to  1903.383  967.62  15.438 unknown_angle  0.0  0.0  .1  0

:CASINO1_445
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false CASINO1_449
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .05  0

:CASINO1_449
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CASINO1_457
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_457
0006: @305 =  63  ;; integer values

:CASINO1_457
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false CASINO1_465
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_465
05CB: unknown_action_sequence $PLAYER_ACTOR @322 -2 
0006: @35 =  6  ;; integer values

:CASINO1_465
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false CASINO1_476
062E: $PLAYER_ACTOR  1483 @97 
00D6: if  0
04A4: @97  7 
004D: jump_if_false CASINO1_476
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: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .1  0
0006: @35 =  7  ;; integer values

:CASINO1_476
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CASINO1_484
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_484
0006: @305 =  64  ;; integer values

:CASINO1_484
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false CASINO1_492
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_492
05D1: unknown_action_sequence $PLAYER_ACTOR @322  1903.27  955.95  9.8203  10.0  1  0  2 
0006: @35 =  9  ;; integer values

:CASINO1_492
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false CASINO1_500
062E: $PLAYER_ACTOR  1489 @97 
00D6: if  0
04A4: @97  7 
004D: jump_if_false CASINO1_500
0006: @35 =  10  ;; integer values

:CASINO1_500
00D6: if  0
8039:   NOT   @35 ==  10  ;; integer values
004D: jump_if_false CASINO1_504
0002: jump CASINO1_286

:CASINO1_504
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_515
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  0
00DB:   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_514
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1903.27  955.95  9.8203

:CASINO1_514
036A: put_actor $PLAYER_ACTOR in_car @322

:CASINO1_515
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @35 =  0  ;; integer values

:CASINO1_522
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false CASINO1_527
0002: jump CASINO1_2590

:CASINO1_527
00D6: if  0
0735:  32 
004D: jump_if_false CASINO1_531
0004: $7528 =  100  ;; integer values

:CASINO1_531
00D6: if  0
8039:   NOT   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_583
00D6: if  0
0039:   @307 ==  0  ;; integer values
004D: jump_if_false CASINO1_542
00D6: if  0
03D0:   wav @304 loaded
004D: jump_if_false CASINO1_541
040D: unload_wav @304

:CASINO1_541
0006: @307 =  1  ;; integer values

:CASINO1_542
00D6: if  0
0039:   @307 ==  1  ;; integer values
004D: jump_if_false CASINO1_547
03CF: load_wav @236(@305,67i) as @303
0006: @307 =  2  ;; integer values

:CASINO1_547
00D6: if  0
0039:   @307 ==  2  ;; integer values
004D: jump_if_false CASINO1_556
00D6: if  0
03D0:   wav @303 loaded
004D: jump_if_false CASINO1_556
03D1: play_wav @303
00BC: text_highpriority @102(@305,67s)  10000 ms  1
0006: @307 =  3  ;; integer values

:CASINO1_556
00D6: if  0
0039:   @307 ==  3  ;; integer values
004D: jump_if_false CASINO1_583
00D6: if  0
03D2:   wav @303 ended
004D: jump_if_false CASINO1_574
03D5: remove_text @102(@305,67s)
00D6: if  0
0039:   @303 ==  1  ;; integer values
004D: jump_if_false CASINO1_569
0006: @303 =  2  ;; integer values
0006: @304 =  1  ;; integer values
0002: jump CASINO1_571

:CASINO1_569
0006: @303 =  1  ;; integer values
0006: @304 =  2  ;; integer values

:CASINO1_571
0006: @305 =  0  ;; integer values
0006: @307 =  0  ;; integer values
0002: jump CASINO1_583

:CASINO1_574
00D6: if  0
83D0:   NOT   wav @304 loaded
004D: jump_if_false CASINO1_583
00D6: if  0
001B:    66 > @305  ;; integer values
004D: jump_if_false CASINO1_583
0085: @306 = @305  ;; integer values and handles
000A: @306 +=  1  ;; integer values
03CF: load_wav @236(@306,67i) as @304

:CASINO1_583
00D6: if  25
0154:   actor $PLAYER_ACTOR in_zone 'PINT'
0154:   actor $PLAYER_ACTOR in_zone 'BINT'
0154:   actor $PLAYER_ACTOR in_zone 'JTN'
0154:   actor $PLAYER_ACTOR in_zone 'JTS'
0154:   actor $PLAYER_ACTOR in_zone 'JTW'
0154:   actor $PLAYER_ACTOR in_zone 'JTE'
004D: jump_if_false CASINO1_605
00D6: if  1
0039:   @98 ==  0  ;; integer values
0039:   @38 ==  0  ;; integer values
004D: jump_if_false CASINO1_598
00BB: text_lowpriority 'CAS1_10'  5000 ms  1
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3
0006: @38 =  1  ;; integer values

:CASINO1_598
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false CASINO1_605
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  2
004D: jump_if_false CASINO1_605
0006: @38 =  0  ;; integer values

:CASINO1_605
00D6: if  0
0039:   @34 == -1  ;; integer values
004D: jump_if_false CASINO1_657
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .05  0
00D6: if  0
0038:   $2200 ==  0  ;; integer values
004D: jump_if_false CASINO1_655
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_654
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_654
00D6: if  0
0038:   $7529 ==  0  ;; integer values
004D: jump_if_false CASINO1_636
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_629
0006: @305 =  65  ;; integer values
0008: $7529 +=  1  ;; integer values
01BD: @101 = current_time_in_ms

:CASINO1_629
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_636
01BD: @101 = current_time_in_ms

:CASINO1_636
00D6: if  0
0038:   $7529 ==  1  ;; integer values
004D: jump_if_false CASINO1_654
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_647
0006: @305 =  66  ;; integer values
0008: $7529 +=  1  ;; integer values
0006: @34 =  0  ;; integer values
01BD: @101 = current_time_in_ms

:CASINO1_647
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_654
01BD: @101 = current_time_in_ms

:CASINO1_654
0002: jump CASINO1_657

:CASINO1_655
01BC: put_object $2658 at  1903.383  967.82  11.438
0006: @34 =  0  ;; integer values

:CASINO1_657
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false CASINO1_677
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_677
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_677
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_677
00BE: text_clear_all
00BB: text_lowpriority 'CAS1_11'  5000 ms  1
00BB: text_lowpriority 'CAS1_12'  5000 ms  1
0006: @98 =  2  ;; integer values
0006: @34 =  2  ;; integer values
0006: @36 =  1  ;; integer values

:CASINO1_677
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false CASINO1_728
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_728
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO1_706
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_706
00BE: text_clear_all
0822:  0 
01BD: @101 = current_time_in_ms
0164: disable_marker @323
0164: disable_marker @50
00D6: if  1
0019:   @34 >  0  ;; integer values
001B:    4 > @34  ;; integer values
004D: jump_if_false CASINO1_701
0151: remove_status_text $7528
03C4: set_status_text_to $7528  1 (bar) 'CAS1_05'

:CASINO1_701
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false CASINO1_705
018A: @50 = create_checkpoint_at @79 @80 @81

:CASINO1_705
0006: @36 =  1  ;; integer values

:CASINO1_706
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO1_728
00D6: if  0
8448:   NOT   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_728
00BE: text_clear_all
0822:  1 
0164: disable_marker @323
0186: @323 = create_marker_above_car @322
07E0: @323  1 
00D6: if  1
0019:   @34 >  0  ;; integer values
001B:    4 > @34  ;; integer values
004D: jump_if_false CASINO1_722
0151: remove_status_text $7528

:CASINO1_722
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false CASINO1_726
0164: disable_marker @50

:CASINO1_726
00BC: text_highpriority 'CAS1_01'  7500 ms  2
0006: @36 =  0  ;; integer values

:CASINO1_728
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false CASINO1_758
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_758
03C4: set_status_text_to $7528  1 (bar) 'CAS1_05'
0209: @37 = random_int  0  4
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false CASINO1_742
03E5: text_box 'CAS1_06'
0006: @34 =  3  ;; integer values

:CASINO1_742
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false CASINO1_747
03E5: text_box 'CAS1_07'
0006: @34 =  3  ;; integer values

:CASINO1_747
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false CASINO1_752
03E5: text_box 'CAS1_08'
0006: @34 =  3  ;; integer values

:CASINO1_752
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false CASINO1_757
03E5: text_box 'CAS1_09'
0006: @34 =  3  ;; integer values

:CASINO1_757
01BD: @74 = current_time_in_ms

:CASINO1_758
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false CASINO1_2134
00D6: if  2
8119:   NOT   car @322 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_2134
00D6: if  0
0039:   @335 ==  0  ;; integer values
004D: jump_if_false CASINO1_780
00D6: if  0
8118:   NOT   actor @334 dead
004D: jump_if_false CASINO1_780
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1910.75  960.74  10.86 radius  15.0  15.0  15.0
004D: jump_if_false CASINO1_780
00D6: if  0
82CB:   NOT   actor @334 bounding_sphere_visible
004D: jump_if_false CASINO1_780
0050: gosub CASINO1_58
0006: @335 =  1  ;; integer values

:CASINO1_780
00D6: if  0
09BB: @322  0 
004D: jump_if_false CASINO1_787
05BE: unknown_action_sequence @324 
0465: remove_actor @324 from_turret_mode
00BC: text_highpriority 'CAS1_04'  5000 ms  1
0002: jump CASINO1_2588

:CASINO1_787
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_2134
00D6: if  0
001B:    8 > @49  ;; integer values
004D: jump_if_false CASINO1_821
01BD: @73 = current_time_in_ms
0085: @72 = @73  ;; integer values and handles
0062: @72 -= @74  ;; integer values 
00D6: if  0
0019:   @72 >  30000  ;; integer values
004D: jump_if_false CASINO1_821
0209: @37 = random_int  0  4
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false CASINO1_805
03E5: text_box 'CAS1_06'
01BD: @74 = current_time_in_ms

:CASINO1_805
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false CASINO1_810
03E5: text_box 'CAS1_07'
01BD: @74 = current_time_in_ms

:CASINO1_810
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false CASINO1_815
03E5: text_box 'CAS1_08'
01BD: @74 = current_time_in_ms

:CASINO1_815
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false CASINO1_820
03E5: text_box 'CAS1_09'
01BD: @74 = current_time_in_ms

:CASINO1_820
000A: @49 +=  1  ;; integer values

:CASINO1_821
00D6: if  0
0018:   $7528 >  100  ;; integer values
004D: jump_if_false CASINO1_830
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_830
00D6: if  2
0039:   @39 ==  0  ;; integer values
0039:   @41 ==  0  ;; integer values
0039:   @40 ==  0  ;; integer values
004D: jump_if_false CASINO1_844
00D6: if  0
0021:   @71 >  15.0  ;; floating-point values
004D: jump_if_false CASINO1_844
00D6: if  0
00E1:   key_pressed  0  6
004D: jump_if_false CASINO1_844
0174: @331 = car @322 z_angle
0007: @333 =  0.0  ;; floating-point values
0006: @39 =  1  ;; integer values

:CASINO1_844
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false CASINO1_877
00D6: if  0
00E1:   key_pressed  0  6
004D: jump_if_false CASINO1_855
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_855
00D6: if  0
80E1:   NOT   key_pressed  0  6
004D: jump_if_false CASINO1_877
00D6: if  0
0023:    0.0 > @333  ;; floating-point values
004D: jump_if_false CASINO1_862
000B: @333 +=  360.0  ;; floating-point values

:CASINO1_862
00D6: if  0
0021:   @333 >  0.0  ;; floating-point values
004D: jump_if_false CASINO1_876
00D6: if  1
0021:   @333 >  14.0  ;; floating-point values
0023:    210.0 > @333  ;; floating-point values
004D: jump_if_false CASINO1_871
0008: $7528 +=  7  ;; integer values
0002: jump CASINO1_876

:CASINO1_871
00D6: if  1
0021:   @333 >  90.0  ;; floating-point values
0023:    270.0 > @333  ;; floating-point values
004D: jump_if_false CASINO1_876
0008: $7528 +=  3  ;; integer values

:CASINO1_876
0006: @39 =  0  ;; integer values

:CASINO1_877
00D6: if  2
0039:   @40 ==  0  ;; integer values
0039:   @39 ==  0  ;; integer values
0039:   @41 ==  0  ;; integer values
004D: jump_if_false CASINO1_887
00D6: if  0
01F3:   car @322 airborne
004D: jump_if_false CASINO1_887
01BD: @53 = current_time_in_ms
0006: @40 =  1  ;; integer values

:CASINO1_887
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false CASINO1_899
00D6: if  0
81F3:   NOT   car @322 airborne
004D: jump_if_false CASINO1_899
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_899
00D6: if  3
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_921
00D6: if  0
0023:    1.0 > @71  ;; floating-point values
004D: jump_if_false CASINO1_921
00D6: if  1
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false CASINO1_921
01BD: @52 = current_time_in_ms
0085: @51 = @52  ;; integer values and handles
0062: @51 -= @53  ;; integer values 
00D6: if  0
0019:   @51 >  3000  ;; integer values
004D: jump_if_false CASINO1_921
0007: @69 =  0.0  ;; floating-point values
0007: @70 =  .15  ;; floating-point values
0006: @41 =  1  ;; integer values

:CASINO1_921
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false CASINO1_951
0494: get_joystick_data  0 @91 @92 @93 @94
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false CASINO1_929
0006: @41 =  0  ;; integer values

:CASINO1_929
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CASINO1_933
0006: @41 =  0  ;; integer values

:CASINO1_933
00D6: if  1
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false CASINO1_951
00D6: if  0
803B:   NOT   @91 == @95  ;; integer values 
004D: jump_if_false CASINO1_951
00D6: if  1
0031:   @69 >=  0.0  ;; floating-point values 
0031:   @70 >=  0.0  ;; floating-point values 
004D: jump_if_false CASINO1_951
01BD: @53 = current_time_in_ms
005B: @69 += @70  ;; floating-point values 
000F: @70 -=  .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_951
02E3: @71 = car @322 speed
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASINO1_963
00D6: if  0
0021:   @71 >  30.0  ;; floating-point values
004D: jump_if_false CASINO1_963
00D6: if  0
001B:    40 > @58  ;; integer values
004D: jump_if_false CASINO1_963
01BD: @65 = current_time_in_ms
0006: @42 =  1  ;; integer values

:CASINO1_963
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASINO1_979
01BD: @64 = current_time_in_ms
0085: @63 = @64  ;; integer values and handles
0062: @63 -= @65  ;; integer values 
00D6: if  0
0019:   @63 >  600  ;; integer values
004D: jump_if_false CASINO1_975
01BD: @65 = current_time_in_ms
000A: @58 +=  1  ;; integer values
0008: $7528 +=  1  ;; integer values

:CASINO1_975
00D6: if  0
0023:    30.0 > @71  ;; floating-point values
004D: jump_if_false CASINO1_979
0006: @42 =  0  ;; integer values

:CASINO1_979
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CASINO1_989
00D6: if  0
0018:   $1294 >  0  ;; integer values
004D: jump_if_false CASINO1_989
008B: @55 = $1302  ;; integer values and handles
0016: @55 /=  5  ;; integer values 
005E: $7528 += @55  ;; integer values 
0006: @43 =  1  ;; integer values

:CASINO1_989
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false CASINO1_996
00D6: if  0
0038:   $1294 ==  0  ;; integer values
004D: jump_if_false CASINO1_996
0006: @43 =  0  ;; integer values

:CASINO1_996
00D6: if  1
0039:   @44 ==  0  ;; integer values
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO1_1071
00D6: if  0
0021:   @71 >  15.0  ;; floating-point values
004D: jump_if_false CASINO1_1069
0494: get_joystick_data  0 @91 @92 @93 @94
00D6: if  0
8039:   NOT   @91 ==  0  ;; integer values
004D: jump_if_false CASINO1_1066
000A: @56 +=  1  ;; integer values
00D6: if  0
0019:   @56 >  20  ;; integer values
004D: jump_if_false CASINO1_1065
00D6: if  21
0019:   @91 >  96  ;; integer values
001B:   -96 > @91  ;; integer values
004D: jump_if_false CASINO1_1065
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false CASINO1_1065
00D6: if  0
001B:    20 > @57  ;; integer values
004D: jump_if_false CASINO1_1023
0008: $7528 +=  1  ;; integer values
000A: @57 +=  1  ;; integer values

:CASINO1_1023
00D6: if  0
0019:   @91 >  0  ;; integer values
004D: jump_if_false CASINO1_1044
00D6: if  0
0611: @324 "TYD2CAR_TURNL" 
004D: jump_if_false CASINO1_1038
0613: @324 "TYD2CAR_TURNL" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_1037
0812: unknown_action_sequence @324 "TYD2CAR_TURNR" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  1  ;; integer values
0006: @56 =  0  ;; integer values
0006: @45 =  1  ;; integer values

:CASINO1_1037
0002: jump CASINO1_1044

:CASINO1_1038
00D6: if  0
8611:   NOT @324 "TYD2CAR_TURNR" 
004D: jump_if_false CASINO1_1044
0812: unknown_action_sequence @324 "TYD2CAR_TURNR" "CAR"  4.0  0  0  0  1  0 
0006: @56 =  0  ;; integer values
0006: @45 =  1  ;; integer values

:CASINO1_1044
00D6: if  0
001B:    0 > @91  ;; integer values
004D: jump_if_false CASINO1_1065
00D6: if  0
0611: @324 "TYD2CAR_TURNR" 
004D: jump_if_false CASINO1_1059
0613: @324 "TYD2CAR_TURNR" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_1058
0812: unknown_action_sequence @324 "TYD2CAR_TURNL" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  1  ;; integer values
0006: @56 =  0  ;; integer values
0006: @45 =  1  ;; integer values

:CASINO1_1058
0002: jump CASINO1_1065

:CASINO1_1059
00D6: if  0
8611:   NOT @324 "TYD2CAR_TURNL" 
004D: jump_if_false CASINO1_1065
0812: unknown_action_sequence @324 "TYD2CAR_TURNL" "CAR"  4.0  0  0  0  1  0 
0006: @56 =  0  ;; integer values
0006: @45 =  1  ;; integer values

:CASINO1_1065
0002: jump CASINO1_1068

:CASINO1_1066
0006: @45 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:CASINO1_1068
0002: jump CASINO1_1071

:CASINO1_1069
0006: @45 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:CASINO1_1071
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO1_1085
00D6: if  0
0021:   @71 >  15.0  ;; floating-point values
004D: jump_if_false CASINO1_1085
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CASINO1_1085
00D6: if  21
00E1:   key_pressed  0  14
00E1:   key_pressed  0  6
004D: jump_if_false CASINO1_1085
0006: @46 =  1  ;; integer values

:CASINO1_1085
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false CASINO1_1102
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CASINO1_1102
00D6: if  21
00E1:   key_pressed  0  14
00E1:   key_pressed  0  6
004D: jump_if_false CASINO1_1102
000A: @78 +=  1  ;; integer values
00D6: if  0
0019:   @78 >  12  ;; integer values
004D: jump_if_false CASINO1_1102
0812: unknown_action_sequence @324 "TYD2CAR_BUMP" "CAR"  4.0  0  0  0  1  0 
01BD: @77 = current_time_in_ms
0006: @46 =  2  ;; integer values

:CASINO1_1102
00D6: if  0
0039:   @46 ==  2  ;; integer values
004D: jump_if_false CASINO1_1121
01BD: @76 = current_time_in_ms
0085: @75 = @76  ;; integer values and handles
0062: @75 -= @77  ;; integer values 
00D6: if  0
0019:   @75 >  1000  ;; integer values
004D: jump_if_false CASINO1_1121
00D6: if  0
0611: @324 "TYD2CAR_BUMP" 
004D: jump_if_false CASINO1_1121
0613: @324 "TYD2CAR_BUMP" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_1121
0008: $7528 +=  1  ;; integer values
0006: @78 =  0  ;; integer values
0006: @46 =  0  ;; integer values

:CASINO1_1121
00D6: if  0
0021:   @71 >  30.0  ;; floating-point values
004D: jump_if_false CASINO1_1161
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 -=  .1  ;; floating-point values
0087: @83 = @89  ;; floating-point values only
000F: @83 -=  .1  ;; floating-point values
0087: @84 = @90  ;; floating-point values only
000F: @84 -=  .1  ;; floating-point values
0087: @85 = @88  ;; floating-point values only
000B: @85 +=  .1  ;; floating-point values
0087: @86 = @89  ;; floating-point values only
000B: @86 +=  .1  ;; floating-point values
0087: @87 = @90  ;; floating-point values only
000B: @87 +=  .1  ;; floating-point values
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false CASINO1_1145
00D6: if  0
0339:   objects_in_cube @82 @83 @84 @85 @86 @87  0  1  0  0  0
004D: jump_if_false CASINO1_1145
01BD: @68 = current_time_in_ms
0006: @48 =  1  ;; integer values

:CASINO1_1145
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false CASINO1_1161
01BD: @67 = current_time_in_ms
0085: @66 = @67  ;; integer values and handles
0062: @66 -= @68  ;; integer values 
00D6: if  0
0019:   @66 >  50  ;; integer values
004D: jump_if_false CASINO1_1161
00D6: if  0
0339:   objects_in_cube @82 @83 @84 @85 @86 @87  0  1  0  0  0
004D: jump_if_false CASINO1_1160
0008: $7528 +=  1  ;; integer values
0006: @48 =  0  ;; integer values
0002: jump CASINO1_1161

:CASINO1_1160
0006: @48 =  0  ;; integer values

:CASINO1_1161
00D6: if  23
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_1188
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO1_1188
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  5000  ;; integer values
004D: jump_if_false CASINO1_1188
0209: $7529 = random_int  0  6
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_1188
00D6: if  0
001A:    6 > $7529  ;; integer values
004D: jump_if_false CASINO1_1187
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_1188

:CASINO1_1187
000C: $7529 -=  1  ;; integer values

:CASINO1_1188
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false CASINO1_1922
00D6: if  0
0038:   $7529 ==  0  ;; integer values
004D: jump_if_false CASINO1_1208
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1199
0006: @305 =  27  ;; integer values

:CASINO1_1199
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1208
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1208
00D6: if  0
0038:   $7529 ==  1  ;; integer values
004D: jump_if_false CASINO1_1225
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1216
0006: @305 =  28  ;; integer values

:CASINO1_1216
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1225
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1225
00D6: if  0
0038:   $7529 ==  2  ;; integer values
004D: jump_if_false CASINO1_1242
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1233
0006: @305 =  29  ;; integer values

:CASINO1_1233
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1242
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1242
00D6: if  0
0038:   $7529 ==  3  ;; integer values
004D: jump_if_false CASINO1_1259
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1250
0006: @305 =  30  ;; integer values

:CASINO1_1250
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1259
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1259
00D6: if  0
0038:   $7529 ==  4  ;; integer values
004D: jump_if_false CASINO1_1276
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1267
0006: @305 =  31  ;; integer values

:CASINO1_1267
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1276
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1276
00D6: if  0
0038:   $7529 ==  5  ;; integer values
004D: jump_if_false CASINO1_1293
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1284
0006: @305 =  32  ;; integer values

:CASINO1_1284
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1293
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1293
00D6: if  0
0038:   $7529 ==  6  ;; integer values
004D: jump_if_false CASINO1_1310
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1301
0006: @305 =  33  ;; integer values

:CASINO1_1301
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1310
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1310
00D6: if  0
0038:   $7529 ==  7  ;; integer values
004D: jump_if_false CASINO1_1327
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1318
0006: @305 =  21  ;; integer values

:CASINO1_1318
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1327
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1327
00D6: if  0
0038:   $7529 ==  8  ;; integer values
004D: jump_if_false CASINO1_1344
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1335
0006: @305 =  22  ;; integer values

:CASINO1_1335
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1344
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1344
00D6: if  0
0038:   $7529 ==  9  ;; integer values
004D: jump_if_false CASINO1_1361
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1352
0006: @305 =  23  ;; integer values

:CASINO1_1352
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1361
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1361
00D6: if  0
0038:   $7529 ==  10  ;; integer values
004D: jump_if_false CASINO1_1378
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1369
0006: @305 =  45  ;; integer values

:CASINO1_1369
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1378
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1378
00D6: if  0
0038:   $7529 ==  11  ;; integer values
004D: jump_if_false CASINO1_1395
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1386
0006: @305 =  46  ;; integer values

:CASINO1_1386
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1395
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1395
00D6: if  0
0038:   $7529 ==  12  ;; integer values
004D: jump_if_false CASINO1_1412
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1403
0006: @305 =  47  ;; integer values

:CASINO1_1403
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1412
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1412
00D6: if  0
0038:   $7529 ==  13  ;; integer values
004D: jump_if_false CASINO1_1429
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1420
0006: @305 =  48  ;; integer values

:CASINO1_1420
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1429
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1429
00D6: if  0
0038:   $7529 ==  14  ;; integer values
004D: jump_if_false CASINO1_1446
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1437
0006: @305 =  24  ;; integer values

:CASINO1_1437
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1446
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1446
00D6: if  0
0038:   $7529 ==  15  ;; integer values
004D: jump_if_false CASINO1_1463
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1454
0006: @305 =  25  ;; integer values

:CASINO1_1454
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1463
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1463
00D6: if  0
0038:   $7529 ==  16  ;; integer values
004D: jump_if_false CASINO1_1480
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1471
0006: @305 =  26  ;; integer values

:CASINO1_1471
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1480
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1480
00D6: if  0
0038:   $7529 ==  17  ;; integer values
004D: jump_if_false CASINO1_1497
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1488
0006: @305 =  34  ;; integer values

:CASINO1_1488
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1497
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1497
00D6: if  0
0038:   $7529 ==  18  ;; integer values
004D: jump_if_false CASINO1_1514
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1505
0006: @305 =  35  ;; integer values

:CASINO1_1505
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1514
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1514
00D6: if  0
0038:   $7529 ==  19  ;; integer values
004D: jump_if_false CASINO1_1531
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1522
0006: @305 =  36  ;; integer values

:CASINO1_1522
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1531
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1531
00D6: if  0
0038:   $7529 ==  20  ;; integer values
004D: jump_if_false CASINO1_1548
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1539
0006: @305 =  37  ;; integer values

:CASINO1_1539
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1548
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1548
00D6: if  0
0038:   $7529 ==  21  ;; integer values
004D: jump_if_false CASINO1_1565
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1556
0006: @305 =  40  ;; integer values

:CASINO1_1556
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1565
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1565
00D6: if  0
0038:   $7529 ==  22  ;; integer values
004D: jump_if_false CASINO1_1582
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1573
0006: @305 =  39  ;; integer values

:CASINO1_1573
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1582
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1582
00D6: if  0
0038:   $7529 ==  23  ;; integer values
004D: jump_if_false CASINO1_1599
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1590
0006: @305 =  40  ;; integer values

:CASINO1_1590
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1599
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1599
00D6: if  0
0038:   $7529 ==  24  ;; integer values
004D: jump_if_false CASINO1_1616
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1607
0006: @305 =  41  ;; integer values

:CASINO1_1607
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1616
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1616
00D6: if  0
0038:   $7529 ==  25  ;; integer values
004D: jump_if_false CASINO1_1633
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1624
0006: @305 =  42  ;; integer values

:CASINO1_1624
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1633
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1633
00D6: if  0
0038:   $7529 ==  26  ;; integer values
004D: jump_if_false CASINO1_1650
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1641
0006: @305 =  44  ;; integer values

:CASINO1_1641
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1650
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1650
00D6: if  0
0038:   $7529 ==  27  ;; integer values
004D: jump_if_false CASINO1_1667
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1658
0006: @305 =  44  ;; integer values

:CASINO1_1658
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1667
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1667
00D6: if  0
0038:   $7529 ==  28  ;; integer values
004D: jump_if_false CASINO1_1684
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1675
0006: @305 =  6  ;; integer values

:CASINO1_1675
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1684
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1684
00D6: if  0
0038:   $7529 ==  29  ;; integer values
004D: jump_if_false CASINO1_1701
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1692
0006: @305 =  7  ;; integer values

:CASINO1_1692
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1701
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1701
00D6: if  0
0038:   $7529 ==  30  ;; integer values
004D: jump_if_false CASINO1_1718
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1709
0006: @305 =  8  ;; integer values

:CASINO1_1709
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1718
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1718
00D6: if  0
0038:   $7529 ==  31  ;; integer values
004D: jump_if_false CASINO1_1735
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1726
0006: @305 =  9  ;; integer values

:CASINO1_1726
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1735
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1735
00D6: if  0
0038:   $7529 ==  32  ;; integer values
004D: jump_if_false CASINO1_1752
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1743
0006: @305 =  10  ;; integer values

:CASINO1_1743
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1752
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1752
00D6: if  0
0038:   $7529 ==  33  ;; integer values
004D: jump_if_false CASINO1_1769
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1760
0006: @305 =  11  ;; integer values

:CASINO1_1760
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1769
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1769
00D6: if  0
0038:   $7529 ==  34  ;; integer values
004D: jump_if_false CASINO1_1786
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1777
0006: @305 =  12  ;; integer values

:CASINO1_1777
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1786
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1786
00D6: if  0
0038:   $7529 ==  35  ;; integer values
004D: jump_if_false CASINO1_1803
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1794
0006: @305 =  13  ;; integer values

:CASINO1_1794
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1803
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1803
00D6: if  0
0038:   $7529 ==  36  ;; integer values
004D: jump_if_false CASINO1_1820
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1811
0006: @305 =  14  ;; integer values

:CASINO1_1811
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1820
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1820
00D6: if  0
0038:   $7529 ==  37  ;; integer values
004D: jump_if_false CASINO1_1837
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1828
0006: @305 =  15  ;; integer values

:CASINO1_1828
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1837
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1837
00D6: if  0
0038:   $7529 ==  38  ;; integer values
004D: jump_if_false CASINO1_1854
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1845
0006: @305 =  16  ;; integer values

:CASINO1_1845
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1854
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1854
00D6: if  0
0038:   $7529 ==  39  ;; integer values
004D: jump_if_false CASINO1_1871
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1862
0006: @305 =  17  ;; integer values

:CASINO1_1862
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1871
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1871
00D6: if  0
0038:   $7529 ==  40  ;; integer values
004D: jump_if_false CASINO1_1888
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1879
0006: @305 =  18  ;; integer values

:CASINO1_1879
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1888
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1888
00D6: if  0
0038:   $7529 ==  41  ;; integer values
004D: jump_if_false CASINO1_1905
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1896
0006: @305 =  19  ;; integer values

:CASINO1_1896
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1905
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1905
00D6: if  0
0038:   $7529 ==  42  ;; integer values
004D: jump_if_false CASINO1_1922
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_1913
0006: @305 =  20  ;; integer values

:CASINO1_1913
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1922
0084: $7530 = $7529  ;; integer values and handles
01BD: @101 = current_time_in_ms
0006: @98 =  2  ;; integer values

:CASINO1_1922
00D6: if  0
0039:   @98 ==  2  ;; integer values
004D: jump_if_false CASINO1_1932
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_1932
0006: @98 =  0  ;; integer values

:CASINO1_1932
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO1_1998
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  10000  ;; integer values
004D: jump_if_false CASINO1_1998
00D6: if  1
0028:   $7528 >=  0  ;; integer values
001A:    34 > $7528  ;; integer values
004D: jump_if_false CASINO1_1960
0209: $7529 = random_int  28  32
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_1960
00D6: if  0
001A:    32 > $7529  ;; integer values
004D: jump_if_false CASINO1_1956
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_1960

:CASINO1_1956
00D6: if  0
0018:   $7529 >  28  ;; integer values
004D: jump_if_false CASINO1_1960
000C: $7529 -=  1  ;; integer values

:CASINO1_1960
00D6: if  1
0018:   $7528 >  33  ;; integer values
001A:    67 > $7528  ;; integer values
004D: jump_if_false CASINO1_1979
0209: $7529 = random_int  33  37
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_1979
00D6: if  0
001A:    37 > $7529  ;; integer values
004D: jump_if_false CASINO1_1975
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_1979

:CASINO1_1975
00D6: if  0
0018:   $7529 >  33  ;; integer values
004D: jump_if_false CASINO1_1979
000C: $7529 -=  1  ;; integer values

:CASINO1_1979
00D6: if  1
0018:   $7528 >  66  ;; integer values
001A:    100 > $7528  ;; integer values
004D: jump_if_false CASINO1_1998
0209: $7529 = random_int  38  42
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_1998
00D6: if  0
001A:    42 > $7529  ;; integer values
004D: jump_if_false CASINO1_1994
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_1998

:CASINO1_1994
00D6: if  0
0018:   $7529 >  38  ;; integer values
004D: jump_if_false CASINO1_1998
000C: $7529 -=  1  ;; integer values

:CASINO1_1998
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASINO1_2025
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO1_2025
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  5000  ;; integer values
004D: jump_if_false CASINO1_2025
0209: $7529 = random_int  7  9
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_2025
00D6: if  0
001A:    9 > $7529  ;; integer values
004D: jump_if_false CASINO1_2021
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_2025

:CASINO1_2021
00D6: if  0
0018:   $7529 >  7  ;; integer values
004D: jump_if_false CASINO1_2025
000C: $7529 -=  1  ;; integer values

:CASINO1_2025
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false CASINO1_2052
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO1_2052
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  5000  ;; integer values
004D: jump_if_false CASINO1_2052
0209: $7529 = random_int  14  16
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_2052
00D6: if  0
001A:    16 > $7529  ;; integer values
004D: jump_if_false CASINO1_2048
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_2052

:CASINO1_2048
00D6: if  0
0018:   $7529 >  14  ;; integer values
004D: jump_if_false CASINO1_2052
000C: $7529 -=  1  ;; integer values

:CASINO1_2052
00D6: if  21
0039:   @46 ==  2  ;; integer values
0039:   @48 ==  1  ;; integer values
004D: jump_if_false CASINO1_2080
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO1_2080
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  5000  ;; integer values
004D: jump_if_false CASINO1_2080
0209: $7529 = random_int  17  24
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_2080
00D6: if  0
001A:    24 > $7529  ;; integer values
004D: jump_if_false CASINO1_2076
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_2080

:CASINO1_2076
00D6: if  0
0018:   $7529 >  17  ;; integer values
004D: jump_if_false CASINO1_2080
000C: $7529 -=  1  ;; integer values

:CASINO1_2080
00D6: if  0
0495:   unknown_car_check @322
004D: jump_if_false CASINO1_2107
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO1_2107
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  5000  ;; integer values
004D: jump_if_false CASINO1_2107
0209: $7529 = random_int  10  13
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_2107
00D6: if  0
001A:    13 > $7529  ;; integer values
004D: jump_if_false CASINO1_2103
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_2107

:CASINO1_2103
00D6: if  0
0018:   $7529 >  10  ;; integer values
004D: jump_if_false CASINO1_2107
000C: $7529 -=  1  ;; integer values

:CASINO1_2107
00D6: if  0
01F4:   car @322 flipped
004D: jump_if_false CASINO1_2134
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO1_2134
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  5000  ;; integer values
004D: jump_if_false CASINO1_2134
0209: $7529 = random_int  25  27
01BD: @101 = current_time_in_ms
0006: @98 =  1  ;; integer values
00D6: if  0
003A:   $7529 == $7530  ;; integer values and handles
004D: jump_if_false CASINO1_2134
00D6: if  0
001A:    27 > $7529  ;; integer values
004D: jump_if_false CASINO1_2130
0008: $7529 +=  1  ;; integer values
0002: jump CASINO1_2134

:CASINO1_2130
00D6: if  0
0018:   $7529 >  25  ;; integer values
004D: jump_if_false CASINO1_2134
000C: $7529 -=  1  ;; integer values

:CASINO1_2134
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_2297
00D6: if  1
0028:   $7528 >=  0  ;; integer values
001A:    34 > $7528  ;; integer values
004D: jump_if_false CASINO1_2188
00D6: if  1
0039:   @45 ==  0  ;; integer values
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO1_2188
00D6: if  0
0611: @324 "TYD2CAR_LOW" 
004D: jump_if_false CASINO1_2155
0613: @324 "TYD2CAR_LOW" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2154
0812: unknown_action_sequence @324 "TYD2CAR_LOW" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  1  ;; integer values

:CASINO1_2154
0002: jump CASINO1_2188

:CASINO1_2155
00D6: if  0
0611: @324 "TYD2CAR_TURNR" 
004D: jump_if_false CASINO1_2163
0613: @324 "TYD2CAR_TURNR" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2163
0812: unknown_action_sequence @324 "TYD2CAR_LOW" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2163
00D6: if  0
0611: @324 "TYD2CAR_TURNL" 
004D: jump_if_false CASINO1_2171
0613: @324 "TYD2CAR_TURNL" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2171
0812: unknown_action_sequence @324 "TYD2CAR_LOW" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2171
00D6: if  0
0611: @324 "TYD2CAR_BUMP" 
004D: jump_if_false CASINO1_2179
0613: @324 "TYD2CAR_BUMP" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2179
0812: unknown_action_sequence @324 "TYD2CAR_LOW" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2179
00D6: if  0
0611: @324 "TYD2CAR_MED" 
004D: jump_if_false CASINO1_2188
0613: @324 "TYD2CAR_MED" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2188
0812: unknown_action_sequence @324 "TYD2CAR_LOW" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  2  ;; integer values

:CASINO1_2188
00D6: if  1
0018:   $7528 >  33  ;; integer values
001A:    67 > $7528  ;; integer values
004D: jump_if_false CASINO1_2246
00D6: if  1
0039:   @45 ==  0  ;; integer values
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO1_2246
00D6: if  0
0611: @324 "TYD2CAR_MED" 
004D: jump_if_false CASINO1_2206
0613: @324 "TYD2CAR_MED" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2205
0812: unknown_action_sequence @324 "TYD2CAR_MED" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  2  ;; integer values

:CASINO1_2205
0002: jump CASINO1_2246

:CASINO1_2206
00D6: if  0
0611: @324 "TYD2CAR_TURNR" 
004D: jump_if_false CASINO1_2214
0613: @324 "TYD2CAR_TURNR" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2214
0812: unknown_action_sequence @324 "TYD2CAR_MED" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2214
00D6: if  0
0611: @324 "TYD2CAR_TURNL" 
004D: jump_if_false CASINO1_2222
0613: @324 "TYD2CAR_TURNL" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2222
0812: unknown_action_sequence @324 "TYD2CAR_MED" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2222
00D6: if  0
0611: @324 "TYD2CAR_BUMP" 
004D: jump_if_false CASINO1_2230
0613: @324 "TYD2CAR_BUMP" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2230
0812: unknown_action_sequence @324 "TYD2CAR_MED" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2230
00D6: if  0
0611: @324 "TYD2CAR_HIGH" 
004D: jump_if_false CASINO1_2238
0613: @324 "TYD2CAR_HIGH" @96 
00D6: if  0
0021:   @96 >  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2238
0812: unknown_action_sequence @324 "TYD2CAR_MED" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2238
00D6: if  0
0611: @324 "TYD2CAR_LOW" 
004D: jump_if_false CASINO1_2246
0613: @324 "TYD2CAR_LOW" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2246
0812: unknown_action_sequence @324 "TYD2CAR_MED" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2246
00D6: if  1
0018:   $7528 >  66  ;; integer values
001A:    100 > $7528  ;; integer values
004D: jump_if_false CASINO1_2297
00D6: if  1
0039:   @45 ==  0  ;; integer values
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO1_2297
00D6: if  0
0611: @324 "TYD2CAR_HIGH" 
004D: jump_if_false CASINO1_2264
0613: @324 "TYD2CAR_HIGH" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2263
0812: unknown_action_sequence @324 "TYD2CAR_HIGH" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  3  ;; integer values

:CASINO1_2263
0002: jump CASINO1_2297

:CASINO1_2264
00D6: if  0
0611: @324 "TYD2CAR_TURNR" 
004D: jump_if_false CASINO1_2272
0613: @324 "TYD2CAR_TURNR" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2272
0812: unknown_action_sequence @324 "TYD2CAR_HIGH" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2272
00D6: if  0
0611: @324 "TYD2CAR_TURNL" 
004D: jump_if_false CASINO1_2280
0613: @324 "TYD2CAR_TURNL" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2280
0812: unknown_action_sequence @324 "TYD2CAR_HIGH" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2280
00D6: if  0
0611: @324 "TYD2CAR_BUMP" 
004D: jump_if_false CASINO1_2288
0613: @324 "TYD2CAR_BUMP" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2288
0812: unknown_action_sequence @324 "TYD2CAR_HIGH" "CAR"  4.0  0  0  0  1  0 

:CASINO1_2288
00D6: if  0
0611: @324 "TYD2CAR_MED" 
004D: jump_if_false CASINO1_2297
0613: @324 "TYD2CAR_MED" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2297
0812: unknown_action_sequence @324 "TYD2CAR_HIGH" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  2  ;; integer values

:CASINO1_2297
00D6: if  0
0019:   @34 >  3  ;; integer values
004D: jump_if_false CASINO1_2317
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false CASINO1_2305
0812: unknown_action_sequence @324 "TYD2CAR_HIGH" "CAR"  4.0  0  0  0  1  0 
0006: @47 =  1  ;; integer values

:CASINO1_2305
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false CASINO1_2317
00D6: if  0
0611: @324 "TYD2CAR_HIGH" 
004D: jump_if_false CASINO1_2317
0613: @324 "TYD2CAR_HIGH" @96 
00D6: if  0
0043:   @96 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO1_2317
0812: unknown_action_sequence @324 "TYD2CAR_HIGH" "CAR"  4.0  0  0  0  1  0 
0004: $7527 =  2  ;; integer values

:CASINO1_2317
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false CASINO1_2454
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_2454
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_2421
00D6: if  0
0038:   $7529 ==  0  ;; integer values
004D: jump_if_false CASINO1_2344
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_2337
0006: @305 =  49  ;; integer values
0008: $7529 +=  1  ;; integer values
01BD: @101 = current_time_in_ms

:CASINO1_2337
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_2344
01BD: @101 = current_time_in_ms

:CASINO1_2344
00D6: if  0
0038:   $7529 ==  1  ;; integer values
004D: jump_if_false CASINO1_2361
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_2354
0006: @305 =  50  ;; integer values
0008: $7529 +=  1  ;; integer values
01BD: @101 = current_time_in_ms

:CASINO1_2354
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_2361
01BD: @101 = current_time_in_ms

:CASINO1_2361
00D6: if  0
0038:   $7529 ==  2  ;; integer values
004D: jump_if_false CASINO1_2378
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_2371
0006: @305 =  51  ;; integer values
0008: $7529 +=  1  ;; integer values
01BD: @101 = current_time_in_ms

:CASINO1_2371
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_2378
01BD: @101 = current_time_in_ms

:CASINO1_2378
00D6: if  0
0038:   $7529 ==  3  ;; integer values
004D: jump_if_false CASINO1_2395
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_2388
0006: @305 =  52  ;; integer values
0008: $7529 +=  1  ;; integer values
01BD: @101 = current_time_in_ms

:CASINO1_2388
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_2395
01BD: @101 = current_time_in_ms

:CASINO1_2395
00D6: if  0
0038:   $7529 ==  4  ;; integer values
004D: jump_if_false CASINO1_2412
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_2405
0006: @305 =  53  ;; integer values
0008: $7529 +=  1  ;; integer values
01BD: @101 = current_time_in_ms

:CASINO1_2405
01BD: @99 = current_time_in_ms
0085: @100 = @99  ;; integer values and handles
0062: @100 -= @101  ;; integer values 
00D6: if  0
0019:   @100 >  500  ;; integer values
004D: jump_if_false CASINO1_2412
01BD: @101 = current_time_in_ms

:CASINO1_2412
00D6: if  0
0038:   $7529 ==  5  ;; integer values
004D: jump_if_false CASINO1_2421
00D6: if  1
0039:   @307 ==  0  ;; integer values
0039:   @305 ==  0  ;; integer values
004D: jump_if_false CASINO1_2421
00BB: text_lowpriority 'CAS1_03'  7000 ms  1
0008: $7529 +=  1  ;; integer values

:CASINO1_2421
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @322
004D: jump_if_false CASINO1_2454
00D6: if  0
0039:   @335 ==  1  ;; integer values
004D: jump_if_false CASINO1_2431
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1910.75  960.74  10.86 radius  100.0  100.0  100.0
004D: jump_if_false CASINO1_2431
0006: @335 =  2  ;; integer values

:CASINO1_2431
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @79 @80 @81 radius  4.0  4.0  4.0
004D: jump_if_false CASINO1_2454
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO1_2454
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 
00D6: if  1
8118:   NOT   actor @324 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO1_2454
016A: fade  0 ()  300 ms

:CASINO1_2445
00D6: if  0
016B:   fading
004D: jump_if_false CASINO1_2450
0001: wait  0 ms
0002: jump CASINO1_2445

:CASINO1_2450
0395: clear_area  1 at @79 @80 @81 range  35.0
0050: gosub CASINO1_45
0006: @34 =  5  ;; integer values
0006: @35 =  0  ;; integer values

:CASINO1_2454
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false CASINO1_2565
00D6: if  1
0019:   @35 >  0  ;; integer values
001B:    3 > @35  ;; integer values
004D: jump_if_false CASINO1_2462
034E: unknown_move_object $2658 to  1903.383  967.62  15.438 unknown_angle  0.0  0.0  .1  0

:CASINO1_2462
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CASINO1_2498
00D6: if  1
8119:   NOT   car @322 wrecked
8118:   NOT   actor @334 dead
004D: jump_if_false CASINO1_2498
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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:  179 

:CASINO1_2474
00D6: if  0
87C1:   NOT  179 
004D: jump_if_false CASINO1_2479
0001: wait  0 ms
0002: jump CASINO1_2474

:CASINO1_2479
00D6: if  1
8119:   NOT   car @322 wrecked
8118:   NOT   actor @334 dead
004D: jump_if_false CASINO1_2498
05EB: @322  179 
05ED: @322 
016A: fade  1 (back)  300 ms

:CASINO1_2486
00D6: if  0
016B:   fading
004D: jump_if_false CASINO1_2491
0001: wait  0 ms
0002: jump CASINO1_2486

:CASINO1_2491
00D6: if  1
8119:   NOT   car @322 wrecked
8118:   NOT   actor @334 dead
004D: jump_if_false CASINO1_2498
05CD: unknown_action_sequence $PLAYER_ACTOR @322 
05CB: unknown_action_sequence @334 @322 -1 
0006: @35 =  1  ;; integer values

:CASINO1_2498
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false CASINO1_2532
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  15.438 unknown_angle  0.0  0.0  .05  0
004D: jump_if_false CASINO1_2504

:CASINO1_2504
00D6: if  1
8119:   NOT   car @322 wrecked
8118:   NOT   actor @334 dead
004D: jump_if_false CASINO1_2532
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false CASINO1_2517
062E: $PLAYER_ACTOR  1593 @97 
00D6: if  0
04A4: @97  7 
004D: jump_if_false CASINO1_2517
0639: unknown_action_sequence $PLAYER_ACTOR @334 
05BF: unknown_action_sequence $PLAYER_ACTOR @334 -2 

:CASINO1_2517
00D6: if  0
00DB:   actor @334 in_car @322
004D: jump_if_false CASINO1_2527
0647: unknown_action_sequence $PLAYER_ACTOR 
05D3: unknown_action_sequence $PLAYER_ACTOR  1900.727  951.1921  9.8203  4 -2 
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: @322 
0006: @35 =  2  ;; integer values
0002: jump CASINO1_2532

:CASINO1_2527
062E: @334  1483 @336 
00D6: if  0
04A4: @336  7 
004D: jump_if_false CASINO1_2532
05CB: unknown_action_sequence @334 @322 -1 

:CASINO1_2532
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false CASINO1_2543
00D6: if  0
8119:   NOT   car @322 wrecked
004D: jump_if_false CASINO1_2543
00D6: if  0
860E:   NOT @322 
004D: jump_if_false CASINO1_2543
01BD: @53 = current_time_in_ms
0006: @35 =  3  ;; integer values

:CASINO1_2543
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false CASINO1_2554
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .2  0
01BD: @52 = current_time_in_ms
0085: @51 = @52  ;; integer values and handles
0062: @51 -= @53  ;; integer values 
00D6: if  0
0019:   @51 >  1250  ;; integer values
004D: jump_if_false CASINO1_2554
0006: @35 =  4  ;; integer values

:CASINO1_2554
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false CASINO1_2565
01BC: put_object $2658 at  1903.383  967.82  11.438
0792: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006: @35 =  5  ;; integer values
0002: jump CASINO1_2590

:CASINO1_2565
00D6: if  0
0019:   @34 > -2  ;; integer values
004D: jump_if_false CASINO1_2587
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_2579
0226: @325 = actor @324 health
00D6: if  0
0039:   @325 ==  0  ;; integer values
004D: jump_if_false CASINO1_2579
05BE: unknown_action_sequence @324 
0465: remove_actor @324 from_turret_mode
00BC: text_highpriority 'CAS1_04'  5000 ms  1
0002: jump CASINO1_2588

:CASINO1_2579
00D6: if  0
02BF:   car @322 sunk
004D: jump_if_false CASINO1_2587
0004: $7527 =  999  ;; integer values
05BE: unknown_action_sequence @324 
0465: remove_actor @324 from_turret_mode
00BC: text_highpriority 'CAS1_04'  5000 ms  1
0002: jump CASINO1_2588

:CASINO1_2587
0002: jump CASINO1_522

:CASINO1_2588
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CASINO1_2590
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASINO1'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  5000  5000 ms  1
0109: player $PLAYER_CHAR money +=  5000
0998: add_respect  10 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:CASINO1_2599
0050: gosub CASINO1_43
00D6: if  0
8118:   NOT   actor @324 dead
004D: jump_if_false CASINO1_2604
06A5: @324  10000 

:CASINO1_2604
01BC: put_object $2658 at  1903.383  967.62  11.438
0164: disable_marker @323
0164: disable_marker @50
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false CASINO1_2613
009B: destroy_actor_instantly @334
009B: destroy_actor_instantly @324
00A6: destroy_car @322

:CASINO1_2613
0249: release_model  533
0249: release_model  118
0296: unload_special_actor  1
04EF: release_animation "CAR"
065C: unknown_create_def_entity @320  ; unknown_destroy
0822:  1 
0151: remove_status_text $7528
00D6: if  0
0038:   $2200 ==  0  ;; integer values
004D: jump_if_false CASINO1_2624
0004: $2200 =  1  ;; integer values

:CASINO1_2624
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 85---------------
; Originally: Explosive Situation


:CASINO2_1
03A4: name_thread 'CASINO2'
0050: gosub CASINO2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO2_7
0050: gosub CASINO2_1840

:CASINO2_7
0050: gosub CASINO2_1860
004E: end_thread

:CASINO2_9
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 =  .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: $ON_MISSION =  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:  1  24  24 
0746:  1  24  25 
0746:  1  25  24 
0746:  1  25  25 
0746:  4  24  0 
0746:  4  25  0 
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CASINO2_64
00D6: if  0
016B:   fading
004D: jump_if_false CASINO2_69
0001: wait  0 ms
0002: jump CASINO2_64

:CASINO2_69
02E4: load_cutscene_data 'CAS_2'

:CASINO2_70
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO2_75
0001: wait  0 ms
0002: jump CASINO2_70

:CASINO2_75
04BB: select_interior  11  ;; select render area
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:CASINO2_79
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO2_84
0001: wait  0 ms
0002: jump CASINO2_79

:CASINO2_84
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:CASINO2_86
00D6: if  0
016B:   fading
004D: jump_if_false CASINO2_91
0001: wait  0 ms
0002: jump CASINO2_86

:CASINO2_91
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0732:  406 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_104
08AD: $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_104
0247: request_model  260

:CASINO2_105
00D6: if  0
8248:   NOT   model  260 available
004D: jump_if_false CASINO2_110
0001: wait  0 ms
0002: jump CASINO2_105

:CASINO2_110
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
009A: @182 = create_actor  4  260 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
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_maby_cops_density  0.0

:CASINO2_135
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_163
0001: wait  0 ms
0050: gosub CASINO2_2060
00D6: if  0
0735:  83 
004D: jump_if_false CASINO2_144
0002: jump CASINO2_1842

:CASINO2_144
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  811.1817  843.9733  8.9859 radius  4.0  4.0  4.0
004D: jump_if_false CASINO2_162
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:CASINO2_149
00D6: if  0
016B:   fading
004D: jump_if_false CASINO2_154
0001: wait  0 ms
0002: jump CASINO2_149

:CASINO2_154
0164: disable_marker @186
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO2_161
00D9: @83 = actor $PLAYER_ACTOR car
03A2: (unknown) @83  3 
0477: set_car @83 animation  5  1500 ms

:CASINO2_161
0002: jump CASINO2_165

:CASINO2_162
0002: jump CASINO2_135

:CASINO2_163
0001: wait  1000 ms
0002: jump CASINO2_1840

:CASINO2_165
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  330
0247: request_model  153
0247: request_model  71
0247: request_model  260
0247: request_model  346
0247: request_model  337
0247: request_model  530
0247: request_model  406

:CASINO2_191
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false CASINO2_196
0001: wait  0 ms
0002: jump CASINO2_191

:CASINO2_196
00D6: if  23
8248:   NOT   model  153 available
8248:   NOT   model  71 available
8248:   NOT   model  260 available
8248:   NOT   model  346 available
004D: jump_if_false CASINO2_204
0001: wait  0 ms
0002: jump CASINO2_196

:CASINO2_204
00D6: if  22
8248:   NOT   model  337 available
8248:   NOT   model  530 available
8248:   NOT   model  406 available
004D: jump_if_false CASINO2_211
0001: wait  0 ms
0002: jump CASINO2_204

:CASINO2_211
00A5: @254 = create_car  406 at  684.158  899.4011 -41.382
0175: set_car @254 z_angle_to  50.0
0615: @250 
0603: unknown_action_sequence -1  661.397  917.1706 -41.4059  4 -1 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  1.0  1  0  0  0 -1 
0643: @250  1 
0616: @250 
0615: @251 
0603: unknown_action_sequence -1  662.605  916.313 -41.4059  4 -1 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 
0643: @251  1 
0616: @251 
0615: @215 
0603: unknown_action_sequence -1  661.397  917.1706 -41.4059  4 -1 
0643: @215  1 
0616: @215 
0615: @212 
0603: unknown_action_sequence -1  590.1505  875.5482 -43.4973  4 -1 
05C9: unknown_action_sequence -1  40000 
0643: @212  1 
0616: @212 
0615: @72 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @72 
0615: @59 
0603: unknown_action_sequence -1  416.7344  894.5847  1.64  6 -1 
0616: @59 
0615: @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: @185 
0615: @217 
0638: unknown_action_sequence -1  1 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0643: @217  1 
0616: @217 
0615: @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: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @206 
0615: @55 
05BA: unknown_action_sequence -1  4000 
05C8: unknown_action_sequence -1 
05C9: unknown_action_sequence -1  4000 
0643: @55  1 
0616: @55 
0615: @56 
0603: unknown_action_sequence -1  625.9337  831.7066 -43.9531  4 -1 
05C9: unknown_action_sequence -1  2000 
0603: unknown_action_sequence -1  629.7086  863.9051 -43.9456  4 -1 
05C9: unknown_action_sequence -1  2000 
0603: unknown_action_sequence -1  633.362  899.4764 -43.8397  4 -1 
05C9: unknown_action_sequence -1  2000 
0643: @56  1 
0616: @56 
0615: @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: @57  1 
0616: @57 
0615: @58 
0603: unknown_action_sequence -1  580.5311  830.0402 -30.9456  4 -1 
05C9: unknown_action_sequence -1  2000 
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: unknown_action_sequence -1  2000 
0643: @58  1 
0616: @58 
0615: @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: @205  1 
0616: @205 
0615: @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: @211  1 
0616: @211 
0615: @221 
0603: unknown_action_sequence -1  420.7673  866.2073  5.7531  6 -1 
0638: unknown_action_sequence -1  1 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0616: @221 
0615: @222 
0603: unknown_action_sequence -1  413.9022  863.8785  7.0415  6 -1 
0638: unknown_action_sequence -1  1 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0616: @222 
009A: @198 = create_actor  24  153 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: @198  200 
0638: unknown_action_sequence @198  1 
0729: unknown_action_sequence @198  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  530 at  640.8603  810.404 -43.9531
0175: set_car @187 z_angle_to  250.0977
08A4: @187  .5 
0615: @190 
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_359
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: @190  1 

:CASINO2_359
0616: @190 
009A: @43 = create_actor  24  260 at  625.9337  831.7066 -43.9531
0173: set_actor @43 z_angle_to  156.9796
060B: unknown_actor_use_entity @43 @53 
0618: @43 @56 
009A: @44 = create_actor  25  260 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: @44 @57 
009A: @45 = create_actor  24  260 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  260 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  260 at  583.0614  849.4081 -43.5974
0173: set_actor @47 z_angle_to  26.0656
060B: unknown_actor_use_entity @47 @53 
0618: @47 @205 
009A: @49 = create_actor  25  71 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: @49 @211 
009A: @50 = create_actor  25  71 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: @50 @212 
009A: @51 = create_actor  24  260 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  260 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_401
00D6: if  0
8118:   NOT   actor @43(@35,10i) dead
004D: jump_if_false CASINO2_405
060F: @43(@35,10i)  15.0 

:CASINO2_405
000A: @35 +=  1  ;; integer values
0029:   @35 >=  10  ;; integer values
004D: jump_if_false CASINO2_401
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_414
0129: @183 = create_actor  24  260 in_car @187 driverseat
060B: unknown_actor_use_entity @183 @53 
0618: @183 @190 

:CASINO2_414
0373: set_camera_directly_behind_player
0006: @35 =  0  ;; integer values

:CASINO2_416
029B: @109(@35,4i) = init_object #DYNAMITE at @84(@35,4f) @88(@35,4f) @92(@35,4f)
09CA: @109(@35,4i)  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: @113(@35,4i)  1000 
000A: @35 +=  1  ;; integer values
0029:   @35 >=  4  ;; integer values
004D: jump_if_false CASINO2_416
069A: @112 @116  0.0  0.0  .4  0.0  0.0  0.0 
069A: @124 @116  0.0  0.0  0.0  0.0  0.0  0.0 
0681: attach_object @116 to_car @187 offset  0.0  .8 -.3   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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_462
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO2_462
00D9: @83 = actor $PLAYER_ACTOR car
03A2: (unknown) @83  3 
0477: set_car @83 animation  5  1500 ms

:CASINO2_462
0050: gosub CASINO2_2033
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_476
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO2_473
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_474

:CASINO2_473
00A1: put_actor $PLAYER_ACTOR at  775.5965  834.8624  4.8713

:CASINO2_474
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_476
0A0B:  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_2053
00BC: text_highpriority 'PD_01'  4500 ms  1
0006: @32 =  0  ;; integer values

:CASINO2_483
00D6: if  0
001B:    4500 > @32  ;; integer values
004D: jump_if_false CASINO2_492
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_491
0002: jump CASINO2_552

:CASINO2_491
0002: jump CASINO2_483

:CASINO2_492
0A0B:  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
0006: @32 =  0  ;; integer values

:CASINO2_497
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CASINO2_506
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_505
0002: jump CASINO2_552

:CASINO2_505
0002: jump CASINO2_497

:CASINO2_506
00D6: if  1
8118:   NOT   actor @51 dead
8118:   NOT   actor @52 dead
004D: jump_if_false CASINO2_512
0618: @51 @251 
0618: @52 @250 

:CASINO2_512
0006: @32 =  0  ;; integer values

:CASINO2_513
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false CASINO2_522
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_521
0002: jump CASINO2_552

:CASINO2_521
0002: jump CASINO2_513

:CASINO2_522
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
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false CASINO2_529
0605: unknown_action_sequence @46 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 

:CASINO2_529
0006: @32 =  0  ;; integer values

:CASINO2_530
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false CASINO2_539
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_538
0002: jump CASINO2_552

:CASINO2_538
0002: jump CASINO2_530

:CASINO2_539
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
0006: @32 =  0  ;; integer values

:CASINO2_543
00D6: if  0
001B:    6000 > @32  ;; integer values
004D: jump_if_false CASINO2_552
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_551
0002: jump CASINO2_552

:CASINO2_551
0002: jump CASINO2_543

:CASINO2_552
00D6: if  1
8118:   NOT   actor @51 dead
8118:   NOT   actor @52 dead
004D: jump_if_false CASINO2_558
0618: @51 @251 
0618: @52 @250 

:CASINO2_558
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false CASINO2_562
0605: unknown_action_sequence @46 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 

:CASINO2_562
0050: gosub CASINO2_2045
0050: gosub CASINO2_2038
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_570
0792: $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_570
0050: gosub CASINO2_2053
00BE: text_clear_all
0004: $7531 =  150000  ;; integer values
03C3: set_timer_with_text_to $7531 type  1 text 'PD_25'
0002: jump CASINO2_872

:CASINO2_575
0247: request_model  117
0247: request_model  410
04ED: load_animation "CARRY"

:CASINO2_578
00D6: if  22
8248:   NOT   model  117 available
8248:   NOT   model  410 available
84EE:   NOT   animation "CARRY" loaded
004D: jump_if_false CASINO2_585
0001: wait  0 ms
0002: jump CASINO2_578

:CASINO2_585
009A: @48 = create_actor  25  71 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: @48 @58 
0395: clear_area  1 at  1032.678  741.7072  9.8044 range  10.0
00A5: @223 = create_car  410 at  1032.678  741.7072  9.8044
020A: set_car @223 door_status_to  2
0519: unknown_car @223 flag  1
04E1: open_and_freeze_trunk_of_car @223
0175: set_car @223 z_angle_to  292.6477
009A: @224 = create_actor  4  117 at  1029.173  740.8435  9.8018
0173: set_actor @224 z_angle_to  63.6493
0446: (unknown) @224  0 
0568: @224  1
02A9: set_actor @224 immune_to_nonplayer  1
060B: unknown_actor_use_entity @224 @127 
0247: request_model  428
0247: request_model  349

:CASINO2_605
00D6: if  21
8248:   NOT   model  428 available
8248:   NOT   model  349 available
004D: jump_if_false CASINO2_611
0001: wait  0 ms
0002: jump CASINO2_605

:CASINO2_611
0395: clear_area  1 at  812.6123  845.2352  9.1419 range  20.0
00A5: @73 = create_car  428 at  812.6123  845.2352  9.1419
0175: set_car @73 z_angle_to  101.1888
00A5: @74 = create_car  428 at  812.4752  840.8808  8.9765
0175: set_car @74 z_angle_to  101.8471
00A5: @75 = create_car  428 at  422.5194  856.283  6.1078
0175: set_car @75 z_angle_to  33.0215
0129: @62 = create_actor  25  71 in_car @73 driverseat
01C8: @63 = create_actor  25  71 in_car @73 passenger_seat  0
0129: @64 = create_actor  25  71 in_car @74 driverseat
01C8: @65 = create_actor  25  71 in_car @74 passenger_seat  0
0006: @35 =  0  ;; integer values

:CASINO2_623
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_623
0395: clear_area  1 at  783.6387  841.395  4.8177 range  20.0
05D1: unknown_action_sequence @62 @73  783.6387  841.395  4.8177  20.0  2  0  2 
05D1: unknown_action_sequence @64 @74  781.6849  833.6969  4.8296  20.0  2  0  2 
0006: @131 =  1  ;; integer values
00BE: text_clear_all
0050: gosub CASINO2_2045
0006: @35 =  0  ;; integer values

:CASINO2_636
00D6: if  2
8039:   NOT   @35 ==  5  ;; integer values
8039:   NOT   @35 ==  6  ;; integer values
8039:   NOT   @35 ==  7  ;; integer values
004D: jump_if_false CASINO2_645
00D6: if  0
8118:   NOT   actor @43(@35,10i) dead
004D: jump_if_false CASINO2_645
009B: destroy_actor_instantly @43(@35,10i)

:CASINO2_645
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false CASINO2_653
00D6: if  0
8118:   NOT   actor @43(@35,10i) dead
004D: jump_if_false CASINO2_653
0792: @43(@35,10i) 
05E2: unknown_action_sequence @43(@35,10i) $PLAYER_ACTOR 

:CASINO2_653
000A: @35 +=  1  ;; integer values
0029:   @35 >=  10  ;; integer values
004D: jump_if_false CASINO2_636
00D6: if  0
8118:   NOT   actor @182 dead
004D: jump_if_false CASINO2_660
009B: destroy_actor_instantly @182

:CASINO2_660
00D6: if  0
8118:   NOT   actor @183 dead
004D: jump_if_false CASINO2_664
009B: destroy_actor_instantly @183

:CASINO2_664
00D6: if  0
8118:   NOT   actor @198 dead
004D: jump_if_false CASINO2_668
009B: destroy_actor_instantly @198

:CASINO2_668
0247: request_model  468

:CASINO2_669
00D6: if  0
8248:   NOT   model  468 available
004D: jump_if_false CASINO2_674
0001: wait  0 ms
0002: jump CASINO2_669

:CASINO2_674
00A5: @82 = create_car  468 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: @192  1 
0050: gosub CASINO2_2033
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_2053
0006: @32 =  0  ;; integer values

:CASINO2_687
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CASINO2_696
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_695
0002: jump CASINO2_800

:CASINO2_695
0002: jump CASINO2_687

:CASINO2_696
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
0006: @32 =  0  ;; integer values

:CASINO2_700
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false CASINO2_709
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_708
0002: jump CASINO2_800

:CASINO2_708
0002: jump CASINO2_700

:CASINO2_709
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false CASINO2_713
068B: @74 

:CASINO2_713
0006: @32 =  0  ;; integer values

:CASINO2_714
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false CASINO2_723
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_722
0002: jump CASINO2_800

:CASINO2_722
0002: jump CASINO2_714

:CASINO2_723
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false CASINO2_727
068B: @73 

:CASINO2_727
0006: @32 =  0  ;; integer values

:CASINO2_728
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CASINO2_737
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_736
0002: jump CASINO2_800

:CASINO2_736
0002: jump CASINO2_728

:CASINO2_737
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
0006: @32 =  0  ;; integer values

:CASINO2_741
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false CASINO2_750
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_749
0002: jump CASINO2_800

:CASINO2_749
0002: jump CASINO2_741

:CASINO2_750
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_753
00D6: if  0
001B:    100 > @32  ;; integer values
004D: jump_if_false CASINO2_762
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_761
0002: jump CASINO2_800

:CASINO2_761
0002: jump CASINO2_753

:CASINO2_762
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_766
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false CASINO2_775
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_774
0002: jump CASINO2_800

:CASINO2_774
0002: jump CASINO2_766

:CASINO2_775
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_778
00D6: if  0
001B:    100 > @32  ;; integer values
004D: jump_if_false CASINO2_787
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_786
0002: jump CASINO2_800

:CASINO2_786
0002: jump CASINO2_778

:CASINO2_787
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_791
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false CASINO2_800
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_799
0002: jump CASINO2_800

:CASINO2_799
0002: jump CASINO2_791

:CASINO2_800
0050: gosub CASINO2_2045
00BE: text_clear_all
0050: gosub CASINO2_2038
0050: gosub CASINO2_2053
0177: set_object @60 z_angle_to  115.0
0177: set_object @61 z_angle_to -65.0
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false CASINO2_810
00AB: put_car @73 at  783.6387  841.395  4.8177

:CASINO2_810
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false CASINO2_814
00AB: put_car @74 at  781.6849  833.6969  4.8296

:CASINO2_814
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  0
8118:   NOT   actor @62 dead
004D: jump_if_false CASINO2_830
00D6: if  0
80DF:   NOT   actor @62 driving
004D: jump_if_false CASINO2_828
00A1: put_actor @62 at  781.9483  848.7029  4.828
0173: set_actor @62 z_angle_to  20.7251
0002: jump CASINO2_830

:CASINO2_828
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_830
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false CASINO2_841
00D6: if  0
80DF:   NOT   actor @63 driving
004D: jump_if_false CASINO2_839
00A1: put_actor @63 at  777.5142  849.4856  4.8551
0173: set_actor @63 z_angle_to  22.0536
0002: jump CASINO2_841

:CASINO2_839
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_841
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false CASINO2_852
00D6: if  0
80DF:   NOT   actor @64 driving
004D: jump_if_false CASINO2_850
00A1: put_actor @64 at  773.2135  821.8822  4.3934
0173: set_actor @64 z_angle_to  168.8133
0002: jump CASINO2_852

:CASINO2_850
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_852
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CASINO2_863
00D6: if  0
80DF:   NOT   actor @65 driving
004D: jump_if_false CASINO2_861
00A1: put_actor @65 at  778.8481  819.9525  4.3237
0173: set_actor @65 z_angle_to  156.0701
0002: jump CASINO2_863

:CASINO2_861
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_863
0006: @35 =  0  ;; integer values

:CASINO2_864
00D6: if  0
8118:   NOT   actor @62(@35,10i) dead
004D: jump_if_false CASINO2_868
0618: @62(@35,10i) @72 

:CASINO2_868
000A: @35 +=  1  ;; integer values
0029:   @35 >=  4  ;; integer values
004D: jump_if_false CASINO2_864
0051: return

:CASINO2_872
0006: @33 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'PD_26'  7000 ms  1

:CASINO2_875
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1778
0001: wait  0 ms
000A: @256 +=  1  ;; integer values
00D6: if  0
0736:  83 
004D: jump_if_false CASINO2_884
0002: jump CASINO2_1842

:CASINO2_884
0050: gosub CASINO2_2060
0050: gosub CASINO2_2294
0050: gosub CASINO2_2316
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_891
00A0: store_actor $PLAYER_ACTOR position_to @218 @219 @220

:CASINO2_891
0050: gosub CASINO2_2018
00D6: if  1
002A:    22000 >= $7531  ;; integer values
0039:   @234 ==  0  ;; integer values
004D: jump_if_false CASINO2_900
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false CASINO2_899

:CASINO2_899
0006: @234 =  1  ;; integer values

:CASINO2_900
00D6: if  1
002A:    20000 >= $7531  ;; integer values
0039:   @234 ==  1  ;; integer values
004D: jump_if_false CASINO2_911
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false CASINO2_910
05AA: s@264 = 'CAS2_BA'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7415 
0050: gosub CASINO2_2290

:CASINO2_910
0006: @234 =  2  ;; integer values

:CASINO2_911
00D6: if  1
002A:    6000 >= $7531  ;; integer values
0039:   @234 ==  2  ;; integer values
004D: jump_if_false CASINO2_922
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false CASINO2_921
05AA: s@264 = 'CAS2_BB'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7416 
0050: gosub CASINO2_2290

:CASINO2_921
0006: @234 =  3  ;; integer values

:CASINO2_922
00D6: if  1
002A:    3800 >= $7531  ;; integer values
0039:   @234 ==  3  ;; integer values
004D: jump_if_false CASINO2_933
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false CASINO2_932
05AA: s@264 = 'CAS2_BC'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7417 
0050: gosub CASINO2_2290

:CASINO2_932
0006: @234 =  4  ;; integer values

:CASINO2_933
00D6: if  1
002A:    2800 >= $7531  ;; integer values
0039:   @234 ==  4  ;; integer values
004D: jump_if_false CASINO2_944
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false CASINO2_943
05AA: s@264 = 'CAS2_BD'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7418 
0050: gosub CASINO2_2290

:CASINO2_943
0006: @234 =  5  ;; integer values

:CASINO2_944
00D6: if  1
0119:   car @254 wrecked
0039:   @81 ==  0  ;; integer values
004D: jump_if_false CASINO2_950
00BC: text_highpriority 'PD_33'  4000 ms  1
0002: jump CASINO2_1840

:CASINO2_950
00D6: if  1
8118:   NOT   actor @198 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_961
00D6: if  1
02E0:   actor @198 aggressive
0039:   @259 ==  0  ;; integer values
004D: jump_if_false CASINO2_961
0792: @198 
0729: unknown_action_sequence @198  0 
0006: @259 =  1  ;; integer values

:CASINO2_961
00D6: if  1
002A:    1800 >= $7531  ;; integer values
8118:   NOT   actor @198 dead
004D: jump_if_false CASINO2_1017
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false CASINO2_1015
0050: gosub CASINO2_2033
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_976
00D6: if  21
83D0:   NOT   wav  1 loaded
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false CASINO2_982
0001: wait  0 ms
0002: jump CASINO2_976

:CASINO2_982
03D1: play_wav  1
00BC: text_highpriority 'CAS2_BE'  2000 ms  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:CASINO2_986
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false CASINO2_995
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_994
0002: jump CASINO2_1012

:CASINO2_994
0002: jump CASINO2_986

:CASINO2_995
00D6: if  0
8118:   NOT   actor @198 dead
004D: jump_if_false CASINO2_1002
0792: @198 
060B: unknown_actor_use_entity @198 @53 
0173: set_actor @198 z_angle_to  270.0
0605: unknown_action_sequence @198 "PLUNGER_01" "MISC"  1.0  1  0  0  0 -1 

:CASINO2_1002
0006: @32 =  0  ;; integer values

:CASINO2_1003
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CASINO2_1012
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_1011
0002: jump CASINO2_1012

:CASINO2_1011
0002: jump CASINO2_1003

:CASINO2_1012
04EF: release_animation "MISC"
0050: gosub CASINO2_1944
0050: gosub CASINO2_2038

:CASINO2_1015
00BC: text_highpriority 'PD_19'  4000 ms  1
0002: jump CASINO2_1840

:CASINO2_1017
00D6: if  1
0118:   actor @198 dead
0039:   @189 ==  0  ;; integer values
004D: jump_if_false CASINO2_1023
014F: stop_timer $7531
0006: @189 =  1  ;; integer values

:CASINO2_1023
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1030
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO2_1030
00D9: @193 = actor $PLAYER_ACTOR car

:CASINO2_1030
00D6: if  2
8119:   NOT   car @193 wrecked
8119:   NOT   car @187 wrecked
0039:   @196 ==  1  ;; integer values
004D: jump_if_false CASINO2_1078
00D6: if  1
051D:   cars @187 and @193 collided
0039:   @194 ==  0  ;; integer values
004D: jump_if_false CASINO2_1078
0006: @194 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_1057
00D6: if  0
03CA:   object @124 exists
004D: jump_if_false CASINO2_1047
0382: set_object @124 collision_detection  0

:CASINO2_1047
00D6: if  0
03CA:   object @112 exists
004D: jump_if_false CASINO2_1053
0382: set_object @112 collision_detection  0
0682: @112  0.0  0.0  0.0  0 
035C: place_object @112 relative_to_car @187 offset  0.0  1.8 -.4

:CASINO2_1053
00D6: if  0
03CA:   object @116 exists
004D: jump_if_false CASINO2_1057
0382: set_object @116 collision_detection  0

:CASINO2_1057
0723: @116  1 
0108: destroy_object @124
0087: @100 = @95  ;; floating-point values only
000B: @100 +=  .3  ;; floating-point values
0165: set_marker @104 color_to  0
064B: "EXPLOSION_CRATE" @87 @91 @95  1 @213 
097B: @116  1159 
064F: @213 
0006: @120 =  1  ;; integer values
0006: @36 =  2  ;; integer values
000A: @126 +=  1  ;; integer values
00D6: if  1
8118:   NOT   actor @183 dead
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_1078
00D6: if  1
00DB:   actor @183 in_car @187
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_1078
05CD: unknown_action_sequence @183 @187 
05E2: unknown_action_sequence @183 $PLAYER_ACTOR 

:CASINO2_1078
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  429.469  916.0814  .9027 radius  20.0  20.0  20.0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false CASINO2_1093
009A: @66 = create_actor  25  71 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: @66 @217 
009A: @67 = create_actor  25  71 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: @67 @217 
0006: @227 =  1  ;; integer values

:CASINO2_1093
00D6: if  0
03CA:   object @112 exists
004D: jump_if_false CASINO2_1097
01BB: store_object @112 position_to @87 @91 @95

:CASINO2_1097
00D6: if  2
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  530
8039:   NOT   @188 ==  2  ;; integer values
8039:   NOT   @120 ==  1  ;; integer values
004D: jump_if_false CASINO2_1114
0512: permanent_text_box 'PD_17'
00D9: $48 = actor $PLAYER_ACTOR car
00D6: if  0
03CA:   object @124 exists
004D: jump_if_false CASINO2_1107

:CASINO2_1107
00D6: if  0
03CA:   object @112 exists
004D: jump_if_false CASINO2_1110

:CASINO2_1110
00D6: if  0
03CA:   object @116 exists
004D: jump_if_false CASINO2_1113

:CASINO2_1113
0002: jump CASINO2_1127

:CASINO2_1114
00D6: if  0
03CA:   object @124 exists
004D: jump_if_false CASINO2_1117

:CASINO2_1117
00D6: if  0
03CA:   object @112 exists
004D: jump_if_false CASINO2_1120

:CASINO2_1120
00D6: if  0
03CA:   object @116 exists
004D: jump_if_false CASINO2_1123

:CASINO2_1123
00D6: if  0
8039:   NOT   @79 ==  4  ;; integer values
004D: jump_if_false CASINO2_1127
03E6: remove_text_box

:CASINO2_1127
00D6: if  21
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  406
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  486
004D: jump_if_false CASINO2_1145
0006: @35 =  0  ;; integer values

:CASINO2_1132
00D6: if  0
03CA:   object @113(@35,4i) exists
004D: jump_if_false CASINO2_1136
0382: set_object @113(@35,4i) collision_detection  0

:CASINO2_1136
00D6: if  0
03CA:   object @121(@35,4i) exists
004D: jump_if_false CASINO2_1140
0382: set_object @121(@35,4i) collision_detection  0

:CASINO2_1140
000A: @35 +=  1  ;; integer values
0029:   @35 >=  4  ;; integer values
004D: jump_if_false CASINO2_1132
0006: @196 =  1  ;; integer values
0002: jump CASINO2_1158

:CASINO2_1145
0006: @35 =  0  ;; integer values

:CASINO2_1146
00D6: if  0
03CA:   object @113(@35,4i) exists
004D: jump_if_false CASINO2_1150
0382: set_object @113(@35,4i) collision_detection  1

:CASINO2_1150
00D6: if  0
03CA:   object @121(@35,4i) exists
004D: jump_if_false CASINO2_1154
0382: set_object @121(@35,4i) collision_detection  1

:CASINO2_1154
000A: @35 +=  1  ;; integer values
0029:   @35 >=  4  ;; integer values
004D: jump_if_false CASINO2_1146
0006: @196 =  0  ;; integer values

:CASINO2_1158
0006: @35 =  0  ;; integer values

:CASINO2_1159
00D6: if  0
8118:   NOT   actor @43(@35,10i) dead
004D: jump_if_false CASINO2_1215
00A0: store_actor @43(@35,10i) position_to @231 @232 @233
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @231 @232 @233 radius  15.0  15.0  3.0
004D: jump_if_false CASINO2_1215
00D6: if  2
0039:   @129 ==  0  ;; integer values
0019:   @256 >  300  ;; integer values
0039:   @131 ==  0  ;; integer values
004D: jump_if_false CASINO2_1211
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO2_1211
0006: @249 =  0  ;; integer values

:CASINO2_1175
0209: @130 = random_int  0  6
00D6: if  0
003B:   @130 == @248  ;; integer values 
004D: jump_if_false CASINO2_1184
000A: @249 +=  1  ;; integer values
00D6: if  0
001B:    5 > @249  ;; integer values
004D: jump_if_false CASINO2_1184
0002: jump CASINO2_1175

:CASINO2_1184
0871: init_jump_table @130 total_jumps  6  0 CASINO2_1209 jumps  0 CASINO2_1185  1 CASINO2_1189  2 CASINO2_1193  3 CASINO2_1197  4 CASINO2_1201  5 CASINO2_1205 -1 CASINO2_1209 

:CASINO2_1185
05AA: s@264 = 'CAS2_AA'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7400 
0050: gosub CASINO2_2290
0002: jump CASINO2_1209

:CASINO2_1189
05AA: s@264 = 'CAS2_AB'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7401 
0050: gosub CASINO2_2290
0002: jump CASINO2_1209

:CASINO2_1193
05AA: s@264 = 'CAS2_AC'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7402 
0050: gosub CASINO2_2290
0002: jump CASINO2_1209

:CASINO2_1197
05AA: s@264 = 'CAS2_AJ'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7409 
0050: gosub CASINO2_2290
0002: jump CASINO2_1209

:CASINO2_1201
05AA: s@264 = 'CAS2_AK'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7410 
0050: gosub CASINO2_2290
0002: jump CASINO2_1209

:CASINO2_1205
05AA: s@264 = 'CAS2_AL'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7411 
0050: gosub CASINO2_2290
0002: jump CASINO2_1209

:CASINO2_1209
0085: @248 = @130  ;; integer values and handles
0006: @256 =  0  ;; integer values

:CASINO2_1211
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false CASINO2_1215
0006: @128 =  1  ;; integer values

:CASINO2_1215
000A: @35 +=  1  ;; integer values
0029:   @35 >=  10  ;; integer values
004D: jump_if_false CASINO2_1159
0006: @35 =  0  ;; integer values

:CASINO2_1219
00D6: if  2
00FE:   actor $PLAYER_ACTOR  0 ()near_point @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_1248
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO2_1248
0209: @130 = random_int  0  3
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false CASINO2_1234
05AA: s@264 = 'CAS2_AD'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7403 
0050: gosub CASINO2_2290

:CASINO2_1234
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false CASINO2_1240
05AA: s@264 = 'CAS2_AE'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7404 
0050: gosub CASINO2_2290

:CASINO2_1240
00D6: if  0
0039:   @130 ==  2  ;; integer values
004D: jump_if_false CASINO2_1246
05AA: s@264 = 'CAS2_AF'  ;; 8-byte strings
04AF: @247 = unknown_wav_reference  7405 
0050: gosub CASINO2_2290

:CASINO2_1246
0006: @128 =  2  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO2_1248
00D6: if  0
0039:   @117(@35,4i) ==  0  ;; integer values
004D: jump_if_false CASINO2_1316
00D6: if  0
03CA:   object @112 exists
004D: jump_if_false CASINO2_1255
01BB: store_object @112 position_to @87 @91 @95

:CASINO2_1255
00D6: if  1
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_1306
00D6: if  21
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  406
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  486
004D: jump_if_false CASINO2_1306
00D6: if  2
0039:   @35 ==  3  ;; integer values
8119:   NOT   car @187 wrecked
8118:   NOT   actor @183 dead
004D: jump_if_false CASINO2_1272
00D6: if  0
00DB:   actor @183 in_car @187
004D: jump_if_false CASINO2_1272
05CD: unknown_action_sequence @183 @187 

:CASINO2_1272
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CASINO2_1287
00D6: if  1
8118:   NOT   actor @51 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1281
0792: @51 
0618: @51 @206 

:CASINO2_1281
00D6: if  1
8118:   NOT   actor @52 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1287
0792: @52 
0618: @52 @206 

:CASINO2_1287
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false CASINO2_1292
00BC: text_highpriority 'PD_29'  4000 ms  1
0006: @225 =  1  ;; integer values

:CASINO2_1292
015B:  0  300  200 
0723: @113(@35,4i)  1 
0087: @100 = @92(@35,4f)  ;; floating-point values only
000B: @100 +=  .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: "EXPLOSION_CRATE" @84(@35,4f) @88(@35,4f) @92(@35,4f)  1 @37(@35,4i) 
064F: @37(@35,4i) 
097B: @113(@35,4i)  1140 
0006: @117(@35,4i) =  1  ;; integer values
0006: @36 =  2  ;; integer values
000A: @126 +=  1  ;; integer values
0050: gosub CASINO2_1826

:CASINO2_1306
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point @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_1316
00D6: if  1
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  406
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  486
004D: jump_if_false CASINO2_1316
00BC: text_highpriority 'PD_02'  4000 ms  1
0006: @36 =  1  ;; integer values

:CASINO2_1316
00D6: if  1
0039:   @105(@35,4i) ==  0  ;; integer values
0039:   @117(@35,4i) ==  1  ;; integer values
004D: jump_if_false CASINO2_1341
0087: @100 = @92(@35,4f)  ;; floating-point values only
000B: @100 +=  .3  ;; floating-point values
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @84(@35,4f) @88(@35,4f) @92(@35,4f) radius  1.5  1.5  1.5
004D: jump_if_false CASINO2_1341
0006: @80 =  0  ;; integer values
00D6: if  21
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  406
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  486
004D: jump_if_false CASINO2_1331
0006: @80 =  1  ;; integer values

:CASINO2_1331
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false CASINO2_1341
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:  0  200  100 
0050: gosub CASINO2_1788
0006: @126 =  5  ;; integer values

:CASINO2_1341
000A: @35 +=  1  ;; integer values
0029:   @35 >=  4  ;; integer values
004D: jump_if_false CASINO2_1219
00D6: if  0
0039:   @126 ==  4  ;; integer values
004D: jump_if_false CASINO2_1355
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false CASINO2_1352
0792: @50 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 

:CASINO2_1352
00BC: text_highpriority 'PD_12'  4000 ms  1
0006: @81 =  1  ;; integer values
0006: @126 =  5  ;; integer values

:CASINO2_1355
00D6: if  1
0039:   @79 ==  3  ;; integer values
0039:   @235 ==  0  ;; integer values
004D: jump_if_false CASINO2_1532
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CASINO2_1370
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @82
0039:   @203 ==  0  ;; integer values
004D: jump_if_false CASINO2_1370
018B: show_on_radar @132  2
06D5:  0 @138 @144 @150 @156 @162 @168  4.0 @174 
00BC: text_highpriority 'PD_23'  4000 ms  1
0006: @203 =  1  ;; integer values

:CASINO2_1370
00D6: if  0
8119:   NOT   car @82 wrecked
004D: jump_if_false CASINO2_1411
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false CASINO2_1381
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO2_1380
0006: @255 =  1  ;; integer values

:CASINO2_1380
0002: jump CASINO2_1386

:CASINO2_1381
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO2_1386
00BC: text_highpriority 'PD_X'  4000 ms  1
0006: @255 =  0  ;; integer values

:CASINO2_1386
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @82
004D: jump_if_false CASINO2_1401
00D6: if  0
0039:   @216 ==  0  ;; integer values
004D: jump_if_false CASINO2_1400
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1398
018B: show_on_radar @132($7532,6i)  2
06D6: @174($7532,6i) 
06D5:  0 @138($7532,6f) @144($7532,6f) @150($7532,6f) @156($7532,6f) @162($7532,6f) @168($7532,6f)  4.0 @174($7532,6i) 

:CASINO2_1398
018B: show_on_radar @192  0
0006: @216 =  1  ;; integer values

:CASINO2_1400
0002: jump CASINO2_1411

:CASINO2_1401
00D6: if  0
0039:   @216 ==  1  ;; integer values
004D: jump_if_false CASINO2_1411
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1409
018B: show_on_radar @132($7532,6i)  0
06D6: @174($7532,6i) 

:CASINO2_1409
018B: show_on_radar @192  3
0006: @216 =  0  ;; integer values

:CASINO2_1411
00D6: if  0
0039:   @216 ==  1  ;; integer values
004D: jump_if_false CASINO2_1490
00D6: if  1
0023:   -4.0 > @220  ;; floating-point values
0018:   $7532 >  4  ;; integer values
004D: jump_if_false CASINO2_1427
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1423
018B: show_on_radar @132($7532,6i)  0
06D6: @174($7532,6i) 

:CASINO2_1423
018B: show_on_radar @136  2
06D5:  0 @142 @148 @154 @160 @166 @172  4.0 @178 
018B: show_on_radar @204  0
0004: $7532 =  4  ;; integer values

:CASINO2_1427
00D6: if  1
0023:   -16.0 > @220  ;; floating-point values
0018:   $7532 >  3  ;; integer values
004D: jump_if_false CASINO2_1440
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1436
018B: show_on_radar @132($7532,6i)  0
06D6: @174($7532,6i) 

:CASINO2_1436
018B: show_on_radar @135  2
06D5:  0 @141 @147 @153 @159 @165 @171  4.0 @177 
018B: show_on_radar @204  0
0004: $7532 =  3  ;; integer values

:CASINO2_1440
00D6: if  1
0023:   -30.0 > @220  ;; floating-point values
0018:   $7532 >  2  ;; integer values
004D: jump_if_false CASINO2_1453
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1449
018B: show_on_radar @132($7532,6i)  0
06D6: @174($7532,6i) 

:CASINO2_1449
018B: show_on_radar @134  2
06D5:  0 @140 @146 @152 @158 @164 @170  4.0 @176 
018B: show_on_radar @204  0
0004: $7532 =  2  ;; integer values

:CASINO2_1453
00D6: if  1
0023:   -40.0 > @220  ;; floating-point values
8038:   NOT   $7532 ==  0  ;; integer values
004D: jump_if_false CASINO2_1466
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1462
018B: show_on_radar @132($7532,6i)  0
06D6: @174($7532,6i) 

:CASINO2_1462
018B: show_on_radar @132  2
06D5:  0 @138 @144 @150 @156 @162 @168  4.0 @174 
018B: show_on_radar @204  0
0004: $7532 =  0  ;; integer values

:CASINO2_1466
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1490
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point @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_1490
018B: show_on_radar @132($7532,6i)  0
06D6: @174($7532,6i) 
0008: $7532 +=  1  ;; integer values
00D6: if  0
001A:    6 > $7532  ;; integer values
004D: jump_if_false CASINO2_1481
06D5:  0 @138($7532,6f) @144($7532,6f) @150($7532,6f) @156($7532,6f) @162($7532,6f) @168($7532,6f)  4.0 @174($7532,6i) 
018B: show_on_radar @132($7532,6i)  2

:CASINO2_1481
00D6: if  0
0038:   $7532 ==  6  ;; integer values
004D: jump_if_false CASINO2_1490
018B: show_on_radar @204  3
00D6: if  0
0039:   @226 ==  0  ;; integer values
004D: jump_if_false CASINO2_1490
00BC: text_highpriority 'PD_28'  7000 ms  1
0006: @226 =  1  ;; integer values

:CASINO2_1490
00D6: if  1
0119:   car @82 wrecked
0039:   @235 ==  0  ;; integer values
004D: jump_if_false CASINO2_1521
01C3: remove_references_to_car @82  ;; Like turning a car into any random car
00D6: if  0
075C:   marker @192 enabled
004D: jump_if_false CASINO2_1499
0164: disable_marker @192

:CASINO2_1499
00D6: if  0
0039:   @260 ==  0  ;; integer values
004D: jump_if_false CASINO2_1510
0395: clear_area  1 at  639.3412  850.4575 -43.9534 range  15.0
00A5: @82 = create_car  468 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: @192  1 
0006: @260 =  1  ;; integer values
0002: jump CASINO2_1517

:CASINO2_1510
0395: clear_area  1 at  583.0051  881.9482 -45.0648 range  15.0
00A5: @82 = create_car  468 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: @192  1 
0006: @260 =  0  ;; integer values

:CASINO2_1517
00D6: if  0
0039:   @258 ==  0  ;; integer values
004D: jump_if_false CASINO2_1521
00BC: text_highpriority 'PD_34'  4000 ms  1

:CASINO2_1521
00D6: if  1
8119:   NOT   car @82 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1532
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00AA: store_car @82 position_to $73 $74 @266
000F: @266 -=  6.0  ;; floating-point values
00D6: if  0
0027:   @266 > $75  ;; floating-point values only
004D: jump_if_false CASINO2_1532
020B: explode_car @82

:CASINO2_1532
00D6: if  0
0019:   @79 >  0  ;; integer values
004D: jump_if_false CASINO2_1739
00D6: if  1
0019:   @32 >  3000  ;; integer values
0039:   @79 ==  1  ;; integer values
004D: jump_if_false CASINO2_1541
00BC: text_highpriority 'PD_22'  4000 ms  1
0006: @79 =  2  ;; integer values

:CASINO2_1541
00D6: if  1
0019:   @32 >  7000  ;; integer values
0039:   @79 ==  2  ;; integer values
004D: jump_if_false CASINO2_1547
0050: gosub CASINO2_575
0006: @79 =  3  ;; integer values

:CASINO2_1547
00D6: if  0
0039:   @79 ==  3  ;; integer values
004D: jump_if_false CASINO2_1560
00D6: if  0
0119:   car @223 wrecked
004D: jump_if_false CASINO2_1555
00BC: text_highpriority 'PD_30'  4000 ms  1
0002: jump CASINO2_1840

:CASINO2_1555
00D6: if  0
0118:   actor @224 dead
004D: jump_if_false CASINO2_1560
00BC: text_highpriority 'PD_31'  4000 ms  1
0002: jump CASINO2_1840

:CASINO2_1560
00D6: if  0
8039:   NOT   @79 ==  4  ;; integer values
004D: jump_if_false CASINO2_1739
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1030.157  744.3469  9.7922 radius  2.0  2.0  2.0
004D: jump_if_false CASINO2_1739
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
075C:   marker @204 enabled
004D: jump_if_false CASINO2_1571
0164: disable_marker @204

:CASINO2_1571
0006: @35 =  0  ;; integer values

:CASINO2_1572
00D6: if  0
075C:   marker @132(@35,6i) enabled
004D: jump_if_false CASINO2_1576
0164: disable_marker @132(@35,6i)

:CASINO2_1576
000A: @35 +=  1  ;; integer values
0029:   @35 >=  5  ;; integer values
004D: jump_if_false CASINO2_1572
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1736
0050: gosub CASINO2_2045
0395: clear_area  1 at  1023.937  738.5938  9.808 range  30.0
00D6: if  0
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_1589
0519: unknown_car @223 flag  0

:CASINO2_1589
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1601
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO2_1600
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_1601

:CASINO2_1600
00A1: put_actor $PLAYER_ACTOR at  1028.168  741.3518  9.7989

:CASINO2_1601
00D6: if  0
8118:   NOT   actor @224 dead
004D: jump_if_false CASINO2_1607
0792: @224 
00A1: put_actor @224 at  1029.173  740.8435  9.8018
0173: set_actor @224 z_angle_to  63.6493

:CASINO2_1607
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: @229 @228  .2  0.0 -.2  0.0  90.0  40.0 
069A: @230 @228  .3  0.0  0.0  0.0  45.0  60.0 
00D6: if  0
8118:   NOT   actor @224 dead
004D: jump_if_false CASINO2_1621
07C9: unknown_action_sequence @224 @228 

:CASINO2_1621
0050: gosub CASINO2_2033
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_2053
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1630
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  1.0  0  0  0  0 -1 

:CASINO2_1630
00BC: text_highpriority 'CAS2_CA'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  7420 as  1

:CASINO2_1633
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CASINO2_1638
0001: wait  0 ms
0002: jump CASINO2_1633

:CASINO2_1638
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:CASINO2_1640
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CASINO2_1645
0001: wait  0 ms
0002: jump CASINO2_1640

:CASINO2_1645
00BC: text_highpriority 'CAS2_CB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  7421 as  1

:CASINO2_1648
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false CASINO2_1653
0001: wait  0 ms
0002: jump CASINO2_1648

:CASINO2_1653
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:CASINO2_1655
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CASINO2_1660
0001: wait  0 ms
0002: jump CASINO2_1655

:CASINO2_1660
0006: @32 =  0  ;; integer values

:CASINO2_1661
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CASINO2_1670
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_1669
0002: jump CASINO2_1711

:CASINO2_1669
0002: jump CASINO2_1661

:CASINO2_1670
0050: gosub CASINO2_2045
00D6: if  0
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_1675
00A6: destroy_car @223

:CASINO2_1675
00A5: @223 = create_car  410 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  0
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_1681
0158: camera_on_vehicle @223  15  2

:CASINO2_1681
00D6: if  21
8118:   NOT   actor @224 dead
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_1690
0108: destroy_object @229
0108: destroy_object @230
0108: destroy_object @228
036A: put_actor @224 in_car @223
05D1: unknown_action_sequence @224 @223  1052.568  754.0004  9.8094  25.0  2  0  3 

:CASINO2_1690
0006: @32 =  0  ;; integer values

:CASINO2_1691
00D6: if  0
001B:    10 > @32  ;; integer values
004D: jump_if_false CASINO2_1700
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_1699
0002: jump CASINO2_1711

:CASINO2_1699
0002: jump CASINO2_1691

:CASINO2_1700
0050: gosub CASINO2_2053
0006: @32 =  0  ;; integer values

:CASINO2_1702
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false CASINO2_1711
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_1710
0002: jump CASINO2_1711

:CASINO2_1710
0002: jump CASINO2_1702

:CASINO2_1711
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1715
0792: $PLAYER_ACTOR 

:CASINO2_1715
00D6: if  0
03CA:   object @228 exists
004D: jump_if_false CASINO2_1719
0108: destroy_object @228

:CASINO2_1719
00D6: if  0
03CA:   object @229 exists
004D: jump_if_false CASINO2_1723
0108: destroy_object @229

:CASINO2_1723
00D6: if  0
03CA:   object @230 exists
004D: jump_if_false CASINO2_1727
0108: destroy_object @230

:CASINO2_1727
00D6: if  0
8118:   NOT   actor @224 dead
004D: jump_if_false CASINO2_1731
009B: destroy_actor_instantly @224

:CASINO2_1731
00D6: if  0
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_1735
00A6: destroy_car @223

:CASINO2_1735
0050: gosub CASINO2_2038

:CASINO2_1736
03E5: text_box 'PD_32'
0006: @79 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:CASINO2_1739
00D6: if  1
0039:   @79 ==  4  ;; integer values
0019:   @32 >  4000  ;; integer values
004D: jump_if_false CASINO2_1744
0002: jump CASINO2_1842

:CASINO2_1744
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  454.5292  804.0931  5.3702 radius  2.0  2.0  2.0
004D: jump_if_false CASINO2_1748
0006: @258 =  1  ;; integer values

:CASINO2_1748
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  447.3409  811.1259  5.4896 radius  2.0  2.0  2.0
004D: jump_if_false CASINO2_1752
0006: @258 =  0  ;; integer values

:CASINO2_1752
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  562.4489  871.3499 -17.0245 radius  250.0  250.0  250.0
004D: jump_if_false CASINO2_1757
0006: @257 =  0  ;; integer values
0002: jump CASINO2_1758

:CASINO2_1757
0006: @257 =  1  ;; integer values

:CASINO2_1758
00D6: if  2
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  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_1777
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false CASINO2_1777
018B: show_on_radar @132($7532,6i)  0
018B: show_on_radar @192($7532,1i)  0
06D6: @174($7532,6i) 
0004: $7532 =  6  ;; integer values
018B: show_on_radar @204  3
00D6: if  0
0039:   @226 ==  0  ;; integer values
004D: jump_if_false CASINO2_1776
00BC: text_highpriority 'PD_28'  4000 ms  1
0006: @226 =  1  ;; integer values

:CASINO2_1776
0006: @235 =  1  ;; integer values

:CASINO2_1777
0002: jump CASINO2_875

:CASINO2_1778
0002: jump CASINO2_1840

:CASINO2_1779
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASINO2_1786
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false CASINO2_1786
00BB: text_lowpriority 'CAS4_AD'  4000 ms  1

:CASINO2_1786
0006: @42 =  1  ;; integer values
0051: return

:CASINO2_1788
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false CASINO2_1797
0050: gosub CASINO2_1779
00BB: text_lowpriority 'PD_05'  4000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1797
09F1: $PLAYER_ACTOR  1150 

:CASINO2_1797
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false CASINO2_1805
00BC: text_highpriority 'PD_06'  4000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1805
09F1: $PLAYER_ACTOR  1150 

:CASINO2_1805
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false CASINO2_1813
00BC: text_highpriority 'PD_07'  4000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1813
09F1: $PLAYER_ACTOR  1150 

:CASINO2_1813
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false CASINO2_1824
00BC: text_highpriority 'PD_08'  4000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1821
09F1: $PLAYER_ACTOR  1150 

:CASINO2_1821
0006: @32 =  0  ;; integer values
0006: @79 =  1  ;; integer values
014F: stop_timer $7531

:CASINO2_1824
000A: @34 +=  1  ;; integer values
0051: return

:CASINO2_1826
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false CASINO2_1830
0746:  4  24  0 

:CASINO2_1830
0051: return
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false CASINO2_1835
0006: @41 =  1  ;; integer values

:CASINO2_1835
0051: return
00BA: text_styled 'M_FAIL'  5000 ms  1
00BC: text_highpriority 'PD_09'  4000 ms  1
0001: wait  4000 ms
0051: return

:CASINO2_1840
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CASINO2_1842
004F: create_thread HEIST_1 
004F: create_thread QUARRYS_1 
0164: disable_marker $595
02A7: $595 = create_icon_marker_and_sphere $594 at $610 $611 $612
08DC: $595  2024.39  1008.62  20.0 
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASEEN2'
01E3: text_1number_styled 'M_PASSS'  7000  5000 ms  1
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_1860
00D6: if  0
0018:   $1513 >  0  ;; integer values
004D: jump_if_false CASINO2_1864
0004: $1513 =  6  ;; integer values

:CASINO2_1864
0004: $10493 =  0  ;; integer values
014F: stop_timer $7531
0006: @35 =  0  ;; integer values

:CASINO2_1867
00D6: if  0
075C:   marker @101(@35,4i) enabled
004D: jump_if_false CASINO2_1871
0164: disable_marker @101(@35,4i)

:CASINO2_1871
000A: @35 +=  1  ;; integer values
0029:   @35 >=  4  ;; integer values
004D: jump_if_false CASINO2_1867
0006: @35 =  0  ;; integer values

:CASINO2_1875
00D6: if  0
075C:   marker @132(@35,6i) enabled
004D: jump_if_false CASINO2_1879
0164: disable_marker @132(@35,6i)

:CASINO2_1879
000A: @35 +=  1  ;; integer values
0029:   @35 >=  5  ;; integer values
004D: jump_if_false CASINO2_1875
00D6: if  0
075C:   marker @204 enabled
004D: jump_if_false CASINO2_1886
0164: disable_marker @204

:CASINO2_1886
00D6: if  0
075C:   marker @192 enabled
004D: jump_if_false CASINO2_1890
0164: disable_marker @192

:CASINO2_1890
00D6: if  0
075C:   marker @186 enabled
004D: jump_if_false CASINO2_1894
0164: disable_marker @186

:CASINO2_1894
00D6: if  0
8119:   NOT   car @73 wrecked
004D: jump_if_false CASINO2_1898
00A6: destroy_car @73

:CASINO2_1898
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false CASINO2_1902
00A6: destroy_car @74

:CASINO2_1902
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false CASINO2_1906
00A6: destroy_car @75

:CASINO2_1906
00D6: if  0
03CA:   object @60 exists
004D: jump_if_false CASINO2_1910
0177: set_object @60 z_angle_to  0.0

:CASINO2_1910
00D6: if  0
03CA:   object @61 exists
004D: jump_if_false CASINO2_1914
0177: set_object @61 z_angle_to  15.0

:CASINO2_1914
00D6: if  0
03CA:   object @77 exists
004D: jump_if_false CASINO2_1918
0108: destroy_object @77

:CASINO2_1918
00D6: if  0
03CA:   object @76 exists
004D: jump_if_false CASINO2_1922
0108: destroy_object @76

:CASINO2_1922
0249: release_model  260
0249: release_model  330
0249: release_model  153
0249: release_model  71
0249: release_model  346
0249: release_model  337
0249: release_model  530
0249: release_model  117
0249: release_model  410
0249: release_model  428
0249: release_model  349
0249: release_model  468
0249: release_model  406
04EF: release_animation "CARRY"
04EF: release_animation "MISC"
01BD: $184 = current_time_in_ms
0110: clear_player $PLAYER_CHAR wanted_level
0733:  406 
01B7: release_weather
00D8: mission_cleanup
0004: $ON_MISSION =  0  ;; integer values
0051: return

:CASINO2_1944
0006: @35 =  0  ;; integer values

:CASINO2_1945
00D6: if  0
03CA:   object @109(@35,4i) exists
004D: jump_if_false CASINO2_2014
0871: init_jump_table @35 total_jumps  4  0 CASINO2_1999 jumps  0 CASINO2_1949  1 CASINO2_1960  2 CASINO2_1963  3 CASINO2_1966 -1 CASINO2_1999 -1 CASINO2_1999 -1 CASINO2_1999 

:CASINO2_1949
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false CASINO2_1953
009B: destroy_actor_instantly @51

:CASINO2_1953
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false CASINO2_1957
009B: destroy_actor_instantly @52

:CASINO2_1957
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_1999

:CASINO2_1960
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_1999

:CASINO2_1963
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_1999

:CASINO2_1966
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_1995
00D6: if  2
8119:   NOT   car @187 wrecked
0039:   @188 ==  0  ;; integer values
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  530
004D: jump_if_false CASINO2_1995
00D6: if  0
03CA:   object @124 exists
004D: jump_if_false CASINO2_1979
0682: @124  0.0  0.0  0.0  0 
035C: place_object @124 relative_to_car @187 offset  0.0  1.8 -.6

:CASINO2_1979
00D6: if  0
03CA:   object @112 exists
004D: jump_if_false CASINO2_1984
0682: @112  0.0  0.0  0.0  0 
035C: place_object @112 relative_to_car @187 offset  0.0  1.8 -.6

:CASINO2_1984
00D6: if  0
03CA:   object @116 exists
004D: jump_if_false CASINO2_1989
0682: @116  0.0  0.0  0.0  0 
035C: place_object @116 relative_to_car @187 offset  0.0  1.8 -.6

:CASINO2_1989
00D6: if  0
8118:   NOT   actor @183 dead
004D: jump_if_false CASINO2_1994
0792: @183 
009B: destroy_actor_instantly @183

:CASINO2_1994
00A6: destroy_car @187

:CASINO2_1995
01BB: store_object @112 position_to $73 $74 $75
015F: set_camera_position  635.8651  827.8486 -34.5451  0.0  0.0  0.0
0160: point_camera $73 $74 $75  2
0002: jump CASINO2_1999

:CASINO2_1999
00D6: if  0
03CA:   object @121(@35,4i) exists
004D: jump_if_false CASINO2_2003
0550: unknown_keep_object @121(@35,4i) in_memory  1

:CASINO2_2003
01BB: store_object @109(@35,4i) position_to $73 $74 $75
0948: $73 $74 $75  11  5.0 
064B: "EXPLOSION_SMALL" $73 $74 $75  1 @199(@35,4i) 
064F: @199(@35,4i) 
0108: destroy_object @109(@35,4i)
00D6: if  0
0039:   @117(@35,4i) ==  0  ;; integer values
004D: jump_if_false CASINO2_2012
0723: @113(@35,4i)  1 

:CASINO2_2012
0001: wait  2000 ms
0650: @199(@35,4i) 

:CASINO2_2014
000A: @35 +=  1  ;; integer values
0029:   @35 >=  4  ;; integer values
004D: jump_if_false CASINO2_1945
0051: return

:CASINO2_2018
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false CASINO2_2025
00D6: if  0
00FE:   actor @51  0 ()near_point  718.7523  918.5203 -19.886 radius  3.0  3.0  3.0
004D: jump_if_false CASINO2_2025
034F: destroy_actor_with_fade @51  ;; The actor fades away like a ghost

:CASINO2_2025
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false CASINO2_2032
00D6: if  0
00FE:   actor @52  0 ()near_point  718.7523  918.5203 -19.886 radius  3.0  3.0  3.0
004D: jump_if_false CASINO2_2032
034F: destroy_actor_with_fade @52  ;; The actor fades away like a ghost

:CASINO2_2032
0051: return

:CASINO2_2033
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0051: return

:CASINO2_2038
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:CASINO2_2045
016A: fade  0 ()  500 ms

:CASINO2_2046
00D6: if  0
016B:   fading
004D: jump_if_false CASINO2_2051
0001: wait  0 ms
0002: jump CASINO2_2046

:CASINO2_2051
00BE: text_clear_all
0051: return

:CASINO2_2053
016A: fade  1 (back)  500 ms

:CASINO2_2054
00D6: if  0
016B:   fading
004D: jump_if_false CASINO2_2059
0001: wait  0 ms
0002: jump CASINO2_2054

:CASINO2_2059
0051: return

:CASINO2_2060
00D6: if  0
0736:  81 
004D: jump_if_false CASINO2_2069
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_2069
0681: attach_object @124 to_car @187 offset -.4  0.0  0.0   0.0  90.0  90.0 
0681: attach_object @112 to_car @187 offset  0.0  0.0  0.0   0.0  90.0  90.0 
0681: attach_object @116 to_car @187 offset -.4  0.0  0.0   0.0  90.0  90.0 

:CASINO2_2069
00D6: if  0
0736:  66 
004D: jump_if_false CASINO2_2102
0247: request_model  117
0247: request_model  410
04ED: load_animation "CARRY"

:CASINO2_2075
00D6: if  22
8248:   NOT   model  117 available
8248:   NOT   model  410 available
84EE:   NOT   animation "CARRY" loaded
004D: jump_if_false CASINO2_2082
0001: wait  0 ms
0002: jump CASINO2_2075

:CASINO2_2082
0395: clear_area  1 at  1032.678  741.7072  9.8044 range  10.0
00A5: @223 = create_car  410 at  1032.678  741.7072  9.8044
020A: set_car @223 door_status_to  2
0519: unknown_car @223 flag  1
04E1: open_and_freeze_trunk_of_car @223
0175: set_car @223 z_angle_to  292.6477
009A: @224 = create_actor  4  117 at  1029.173  740.8435  9.8018
0173: set_actor @224 z_angle_to  63.6493
0446: (unknown) @224  0 
0568: @224  1
02A9: set_actor @224 immune_to_nonplayer  1
060B: unknown_actor_use_entity @224 @127 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_2102
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_2102
00D6: if  0
0736:  87 
004D: jump_if_false CASINO2_2111
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_2111
0681: attach_object @124 to_car @187 offset -.6  0.0  0.0   0.0  90.0  90.0 
0681: attach_object @112 to_car @187 offset  0.0  .5  0.0   0.0  90.0  90.0 
0681: attach_object @116 to_car @187 offset -.6  0.0  0.0   0.0  90.0  90.0 

:CASINO2_2111
00D6: if  0
0736:  69 
004D: jump_if_false CASINO2_2120
00D6: if  0
8119:   NOT   car @187 wrecked
004D: jump_if_false CASINO2_2120
0681: attach_object @124 to_car @187 offset -1.0  0.0  0.0   0.0  90.0  90.0 
0681: attach_object @112 to_car @187 offset  0.0 -1.0  0.0   0.0  90.0  90.0 
0681: attach_object @116 to_car @187 offset -1.0  0.0  0.0   0.0  90.0  90.0 

:CASINO2_2120
00D6: if  0
0736:  80 
004D: jump_if_false CASINO2_2124
0004: $7531 =  25000  ;; integer values

:CASINO2_2124
00D6: if  0
0736:  89 
004D: jump_if_false CASINO2_2134
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_2134
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_2134
00D6: if  0
0736:  68 
004D: jump_if_false CASINO2_2147
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_2147
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO2_2147
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_2147
00D6: if  0
0736:  70 
004D: jump_if_false CASINO2_2156
00A5: @75 = create_car  428 at  428.4801  840.5771  5.5835
0175: set_car @75 z_angle_to  28.5847
0249: release_model  428
0129: @66 = create_actor  25  71 in_car @75 driverseat
01C8: @67 = create_actor  25  71 in_car @75 passenger_seat  0
0249: release_model  71

:CASINO2_2156
00D6: if  0
0736:  75 
004D: jump_if_false CASINO2_2167
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_2166
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_2166
018C: play_sound  1058 at  0.0  0.0  0.0

:CASINO2_2167
00D6: if  0
0736:  72 
004D: jump_if_false CASINO2_2289
0247: request_model  117
0247: request_model  410

:CASINO2_2172
00D6: if  21
8248:   NOT   model  117 available
8248:   NOT   model  410 available
004D: jump_if_false CASINO2_2178
0001: wait  0 ms
0002: jump CASINO2_2172

:CASINO2_2178
0395: clear_area  1 at  1032.678  741.7072  9.8044 range  10.0
00A5: @223 = create_car  410 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  117 at  1029.173  740.8435  9.8018
0173: set_actor @224 z_angle_to  63.6493
0050: gosub CASINO2_2045
0395: clear_area  1 at  1032.678  741.7072  9.8044 range  10.0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO2_2192
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1028.168  741.3518  9.7989
0002: jump CASINO2_2193

:CASINO2_2192
00A1: put_actor $PLAYER_ACTOR at  1028.168  741.3518  9.7989

:CASINO2_2193
00D6: if  0
8118:   NOT   actor @224 dead
004D: jump_if_false CASINO2_2198
00A1: put_actor @224 at  1029.173  740.8435  9.8018
0173: set_actor @224 z_angle_to  63.6493

:CASINO2_2198
0173: set_actor $PLAYER_ACTOR z_angle_to  232.6414
04ED: load_animation "CARRY"

:CASINO2_2200
00D6: if  0
84EE:   NOT   animation "CARRY" loaded
004D: jump_if_false CASINO2_2205
0001: wait  0 ms
0002: jump CASINO2_2200

:CASINO2_2205
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: @229 @228  .2  0.0 -.2  0.0  90.0  40.0 
069A: @230 @228  .3  0.0  0.0  0.0  45.0  60.0 
0792: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @224 dead
004D: jump_if_false CASINO2_2219
07C9: unknown_action_sequence @224 @228 

:CASINO2_2219
0050: gosub CASINO2_2033
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_2053
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO2_2227
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  1.0  0  0  0  0 -1 

:CASINO2_2227
00BC: text_highpriority 'PD_32'  4000 ms  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:CASINO2_2230
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false CASINO2_2239
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_2238
0002: jump CASINO2_2280

:CASINO2_2238
0002: jump CASINO2_2230

:CASINO2_2239
0050: gosub CASINO2_2045
00D6: if  0
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_2244
00A6: destroy_car @223

:CASINO2_2244
00A5: @223 = create_car  410 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  0
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_2250
0158: camera_on_vehicle @223  15  2

:CASINO2_2250
00D6: if  21
8118:   NOT   actor @224 dead
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_2259
0108: destroy_object @228
0108: destroy_object @229
0108: destroy_object @230
036A: put_actor @224 in_car @223
05D1: unknown_action_sequence @224 @223  1065.901  775.0016  9.8227  25.0  2  0  3 

:CASINO2_2259
0006: @32 =  0  ;; integer values

:CASINO2_2260
00D6: if  0
001B:    10 > @32  ;; integer values
004D: jump_if_false CASINO2_2269
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_2268
0002: jump CASINO2_1711

:CASINO2_2268
0002: jump CASINO2_2260

:CASINO2_2269
0050: gosub CASINO2_2053
0006: @32 =  0  ;; integer values

:CASINO2_2271
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CASINO2_2280
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO2_2279
0002: jump CASINO2_1711

:CASINO2_2279
0002: jump CASINO2_2271

:CASINO2_2280
00D6: if  0
8118:   NOT   actor @224 dead
004D: jump_if_false CASINO2_2284
009B: destroy_actor_instantly @224

:CASINO2_2284
00D6: if  0
8119:   NOT   car @223 wrecked
004D: jump_if_false CASINO2_2288
00A6: destroy_car @223

:CASINO2_2288
0050: gosub CASINO2_2038

:CASINO2_2289
0051: return

:CASINO2_2290
040D: unload_wav  1
03CF: load_wav @247 as  1
0006: @246 =  0  ;; integer values
0051: return

:CASINO2_2294
00D6: if  1
03D0:   wav  1 loaded
0039:   @246 ==  0  ;; integer values
004D: jump_if_false CASINO2_2304
03D1: play_wav  1
00D6: if  0
85AE:   NOT   s@264 == 'DUMMY'  ;; 8-byte strings
004D: jump_if_false CASINO2_2303
00BC: text_highpriority s@264  10000 ms  1

:CASINO2_2303
0006: @246 =  1  ;; integer values

:CASINO2_2304
00D6: if  1
03D2:   wav  1 ended
0039:   @246 ==  1  ;; integer values
004D: jump_if_false CASINO2_2311
040D: unload_wav  1
03D5: remove_text s@264
0006: @246 =  2  ;; integer values

:CASINO2_2311
0051: return
040D: unload_wav  3
03CF: load_wav @261 as  3
0006: @262 =  0  ;; integer values
0051: return

:CASINO2_2316
00D6: if  1
03D0:   wav  3 loaded
0039:   @262 ==  0  ;; integer values
004D: jump_if_false CASINO2_2323
03D7: set_wav  3 location  591.091  877.4084 -43.4973
03D1: play_wav  3
0006: @262 =  1  ;; integer values

:CASINO2_2323
00D6: if  1
03D2:   wav  3 ended
0039:   @262 ==  1  ;; integer values
004D: jump_if_false CASINO2_2329
040D: unload_wav  3
0006: @262 =  2  ;; integer values

:CASINO2_2329
0051: return

;-------------Mission 86---------------
; Originally: You've had your Chips


:CASINO3_1
03A4: name_thread 'CASINO3'
0050: gosub CASINO3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO3_7
0050: gosub CASINO3_1746

:CASINO3_7
0050: gosub CASINO3_1759
004E: end_thread

:CASINO3_9
0317: increment_mission_attempts
054C: use_GXT_table 'CASINO3'
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
04BB: select_interior  11  ;; select render area
08AD: $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_18
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO3_23
0001: wait  0 ms
0002: jump CASINO3_18

:CASINO3_23
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO3_25
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO3_30
0001: wait  0 ms
0002: jump CASINO3_25

:CASINO3_30
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO3_32
00D6: if  0
016B:   fading
004D: jump_if_false CASINO3_37
0001: wait  0 ms
0002: jump CASINO3_32

:CASINO3_37
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  401
0247: request_model  445
0247: request_model  50
0247: request_model  50
0247: request_model  336
0247: request_model  346
0247: request_model  351
0247: request_model  352
0247: request_model  124
0247: request_model  125
0247: request_model  126
0247: request_model  127
0247: request_model  530
038B: load_requested_models

:CASINO3_56
00D6: if  21
8248:   NOT   model  346 available
8248:   NOT   model  401 available
004D: jump_if_false CASINO3_62
0001: wait  0 ms
0002: jump CASINO3_56

:CASINO3_62
00D6: if  24
8248:   NOT   model  50 available
8248:   NOT   model  124 available
8248:   NOT   model  125 available
8248:   NOT   model  351 available
8248:   NOT   model  352 available
004D: jump_if_false CASINO3_71
0001: wait  0 ms
0002: jump CASINO3_62

:CASINO3_71
00D6: if  22
8248:   NOT   model  530 available
8248:   NOT   model  127 available
8248:   NOT   model  127 available
004D: jump_if_false CASINO3_78
0001: wait  0 ms
0002: jump CASINO3_71

:CASINO3_78
00D6: if  22
8248:   NOT   model  50 available
8248:   NOT   model  336 available
8248:   NOT   model  445 available
004D: jump_if_false CASINO3_85
0001: wait  0 ms
0002: jump CASINO3_78

:CASINO3_85
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: s@195 = 'CAS3_AA'  ;; 8-byte strings
05AA: s@197 = 'CAS3_AB'  ;; 8-byte strings
05AA: s@199 = 'CAS3_AC'  ;; 8-byte strings
05AA: s@201 = 'CAS3_AD'  ;; 8-byte strings
05AA: s@203 = 'CAS3_BA'  ;; 8-byte strings
05AA: s@205 = 'CAS3_BB'  ;; 8-byte strings
05AA: s@207 = 'CAS3_BC'  ;; 8-byte strings
05AA: s@209 = 'CAS3_BD'  ;; 8-byte strings
05AA: s@211 = 'CAS3_BE'  ;; 8-byte strings
05AA: s@213 = 'CAS3_CA'  ;; 8-byte strings
05AA: s@215 = 'CAS3_CB'  ;; 8-byte strings
05AA: s@217 = '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 
00D6: if  0
0039:   @55 == -13  ;; integer values
004D: jump_if_false CASINO3_156
00A5: @179 = create_car  445 at  1029.856  2142.858  9.813

:CASINO3_156
0382: set_object $2658 collision_detection  1
00A5: @57 = create_car  401 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  445 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  530 at  1063.887  2134.724  9.8203
0175: set_car @60 z_angle_to  252.0755
00A5: @61 = create_car  530 at  1060.146  2083.986  9.8203
0175: set_car @61 z_angle_to  233.609
0129: @76 = create_actor  4  50 in_car @61 driverseat
01B2: give_actor @76 weapon  28 ammo  2000  ;; Load the weapon model before using this
054A: unknown_actor @76 flag  1
0249: release_model  401
0249: release_model  530
0129: @71 = create_actor  24  124 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: unknown_actor @71 flag  0
01C8: @72 = create_actor  24  125 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: unknown_actor @72 flag  0
009A: @81 = create_actor  24  127 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  125 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  124 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  126 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  50 at  1056.655  2108.551  9.8203
0173: set_actor @74 z_angle_to  186.9465
060B: unknown_actor_use_entity @74 @73 
054A: unknown_actor @74 flag  1
009A: @75 = create_actor  24  50 at  1092.606  2116.912  9.8203
0173: set_actor @75 z_angle_to  116.0465
060B: unknown_actor_use_entity @75 @73 
054A: unknown_actor @75 flag  1
029B: @257 = init_object #CJ_CHIP_MAKER_BITS at  1074.903  2139.611  10.7203
09CA: @257  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: @258  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: @259  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: @260  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: @261  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: @262  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: @263  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: @264  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: @265  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_261
00D6: if  0
001B:    9 > @284  ;; integer values
004D: jump_if_false CASINO3_268
0006: @275(@284,9i) =  0  ;; integer values
071F: @257(@284,9i)  1000 
000A: @284 +=  1  ;; integer values
0002: jump CASINO3_261

:CASINO3_268
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:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:CASINO3_282
00D6: if  0
016B:   fading
004D: jump_if_false CASINO3_287
0001: wait  0 ms
0002: jump CASINO3_282

:CASINO3_287
00BC: text_highpriority 'CA3_1'  10000 ms  1
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BA:  1 

:CASINO3_292
0001: wait  0 ms
00D6: if  0
03CA:   object $2664 exists
004D: jump_if_false CASINO3_297
01BC: put_object $2664 at  1055.629  2087.67  .299

:CASINO3_297
00D6: if  0
8039:   NOT   @240 ==  0  ;; integer values
004D: jump_if_false CASINO3_351
00D6: if  0
0039:   @242 ==  0  ;; integer values
004D: jump_if_false CASINO3_309
00D6: if  0
03D0:   wav @239 loaded
004D: jump_if_false CASINO3_307
040D: unload_wav @239

:CASINO3_307
0006: @242 =  1  ;; integer values
0006: @243 =  1  ;; integer values

:CASINO3_309
00D6: if  0
0039:   @242 ==  1  ;; integer values
004D: jump_if_false CASINO3_314
03CF: load_wav @223(@240,15i) as @238
0006: @242 =  2  ;; integer values

:CASINO3_314
00D6: if  0
0039:   @242 ==  2  ;; integer values
004D: jump_if_false CASINO3_323
00D6: if  0
03D0:   wav @238 loaded
004D: jump_if_false CASINO3_323
03D1: play_wav @238
00BC: text_highpriority @193(@240,15s)  10000 ms  1
0006: @242 =  3  ;; integer values

:CASINO3_323
00D6: if  0
0039:   @242 ==  3  ;; integer values
004D: jump_if_false CASINO3_351
00D6: if  0
03D2:   wav @238 ended
004D: jump_if_false CASINO3_342
03D5: remove_text @193(@240,15s)
00D6: if  0
0039:   @238 ==  1  ;; integer values
004D: jump_if_false CASINO3_336
0006: @238 =  2  ;; integer values
0006: @239 =  1  ;; integer values
0002: jump CASINO3_338

:CASINO3_336
0006: @238 =  1  ;; integer values
0006: @239 =  2  ;; integer values

:CASINO3_338
0006: @240 =  0  ;; integer values
0006: @242 =  0  ;; integer values
0006: @243 =  0  ;; integer values
0002: jump CASINO3_351

:CASINO3_342
00D6: if  0
83D0:   NOT   wav @239 loaded
004D: jump_if_false CASINO3_351
00D6: if  0
001B:    10 > @240  ;; integer values
004D: jump_if_false CASINO3_351
0085: @241 = @240  ;; integer values and handles
000A: @241 +=  1  ;; integer values
03CF: load_wav @223(@241,15i) as @239

:CASINO3_351
00D6: if  0
0735:  83 
004D: jump_if_false CASINO3_355
0002: jump CASINO3_1748

:CASINO3_355
0453: object @106 set_rotation  0.0  0.0 @139
00D6: if  0
8039:   NOT   @36 ==  1  ;; integer values
004D: jump_if_false CASINO3_360
000B: @139 +=  .2  ;; floating-point values

:CASINO3_360
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO3_364
000B: @139 +=  .4  ;; floating-point values

:CASINO3_364
00D6: if  0
0021:   @139 >  359.0  ;; floating-point values
004D: jump_if_false CASINO3_368
0007: @139 =  0.0  ;; floating-point values

:CASINO3_368
0453: object @107 set_rotation  0.0  0.0 @140
000B: @140 +=  .25  ;; floating-point values
00D6: if  0
0021:   @140 >  359.0  ;; floating-point values
004D: jump_if_false CASINO3_374
0007: @140 =  0.0  ;; floating-point values

:CASINO3_374
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO3_390
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_390

:CASINO3_380
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_385
0001: wait  0 ms
0002: jump CASINO3_380

:CASINO3_385
00D6: if  0
0019:   @150 >  1  ;; integer values
004D: jump_if_false CASINO3_390
0006: @150 =  10  ;; integer values
0006: @36 =  0  ;; integer values

:CASINO3_390
00D6: if  0
0735:  87 
004D: jump_if_false CASINO3_396
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_396
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false CASINO3_409
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_409

:CASINO3_402
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_407
0001: wait  0 ms
0002: jump CASINO3_402

:CASINO3_407
0006: @153 =  5  ;; integer values
0006: @155 =  0  ;; integer values

:CASINO3_409
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false CASINO3_422
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_422

:CASINO3_415
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_420
0001: wait  0 ms
0002: jump CASINO3_415

:CASINO3_420
0006: @154 =  5  ;; integer values
0006: @156 =  0  ;; integer values

:CASINO3_422
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false CASINO3_435
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_435

:CASINO3_428
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CASINO3_433
0001: wait  0 ms
0002: jump CASINO3_428

:CASINO3_433
0006: @55 =  40  ;; integer values
0006: @157 =  0  ;; integer values

:CASINO3_435
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false CASINO3_443
00D6: if  0
0038:   $2001 ==  1  ;; integer values
004D: jump_if_false CASINO3_443
0950:  1009.683  1987.64  9.6796  1.816 
0006: @171 =  0  ;; integer values

:CASINO3_443
00D6: if  0
0039:   @53 ==  5  ;; integer values
004D: jump_if_false CASINO3_465
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_460
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @71 radius  100.0  100.0  0
004D: jump_if_false CASINO3_460
0951: (unknown)
0006: @171 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'CA3_2'  6000 ms  1
0006: @53 =  10  ;; integer values
050F: @34 
01F0: set_max_wanted_level_to  0
0004: $2001 =  1  ;; integer values

:CASINO3_460
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1009.683  1987.64  9.6796 radius  25.0  25.0  5.0
004D: jump_if_false CASINO3_465
0951: (unknown)
0006: @171 =  0  ;; integer values

:CASINO3_465
00D6: if  0
0039:   @53 ==  10  ;; integer values
004D: jump_if_false CASINO3_497
00D6: if  0
05F6: $PLAYER_ACTOR  1048.428  2093.521  1048.822  2081.844  15.0  0 
004D: jump_if_false CASINO3_473
0006: @55 =  1  ;; integer values
0006: @53 =  99  ;; integer values

:CASINO3_473
00D6: if  0
05F6: $PLAYER_ACTOR  1055.174  2064.71  1054.835  21099.81  15.0  0 
004D: jump_if_false CASINO3_481
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false CASINO3_481
0006: @170 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO3_481
00D6: if  0
056D:   unknown_actor @76 dead_but_valid
004D: jump_if_false CASINO3_489
00D6: if  0
051A:   unknown_actor @76 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false CASINO3_489
0006: @55 =  1  ;; integer values
0006: @53 =  99  ;; integer values

:CASINO3_489
00D6: if  0
0039:   @170 ==  1  ;; integer values
004D: jump_if_false CASINO3_497
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false CASINO3_497
0006: @55 =  1  ;; integer values
0006: @53 =  99  ;; integer values

:CASINO3_497
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false CASINO3_541
00D6: if  0
001B:    0 > @53  ;; integer values
004D: jump_if_false CASINO3_541
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false CASINO3_514
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_514
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_514
05D1: unknown_action_sequence @76 @61  1030.442  2106.319  9.8203  10.0  2  0  2 
0006: @151 =  1  ;; integer values

:CASINO3_514
00D6: if  0
0039:   @151 ==  1  ;; integer values
004D: jump_if_false CASINO3_528
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_528
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_528
00D6: if  0
01AF:   car @61  0 ()near_point  1030.442  2106.319  9.8203 radius  3.0  3.0  3.0
004D: jump_if_false CASINO3_528
0006: @151 =  2  ;; integer values
05D1: unknown_action_sequence @76 @61  1060.146  2084.986  9.8203  10.0  2  0  2 

:CASINO3_528
00D6: if  0
0039:   @151 ==  2  ;; integer values
004D: jump_if_false CASINO3_541
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_541
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_541
00D6: if  0
01AF:   car @61  0 ()near_point  1060.146  2084.986  9.8203 radius  5.0  5.0  3.0
004D: jump_if_false CASINO3_541
0006: @151 =  0  ;; integer values

:CASINO3_541
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false CASINO3_837
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false CASINO3_696
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false CASINO3_600
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
016A: fade  0 ()  500 ms

:CASINO3_553
00D6: if  0
016B:   fading
004D: jump_if_false CASINO3_558
0001: wait  0 ms
0002: jump CASINO3_553

:CASINO3_558
009A: @89 = create_actor  24  127 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  124 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 (on)
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 (back)  500 ms

:CASINO3_572
00D6: if  0
016B:   fading
004D: jump_if_false CASINO3_577
0001: wait  0 ms
0002: jump CASINO3_572

:CASINO3_577
0006: @32 =  0  ;; integer values
0006: @153 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CASINO3_585
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_585
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASINO3_591
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_591
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO3_600
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO3_600
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_600
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false CASINO3_623
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CASINO3_607
0006: @155 =  1  ;; integer values

:CASINO3_607
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false CASINO3_623
0006: @240 =  8  ;; integer values
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CASINO3_616
0687: @89 
0639: unknown_action_sequence @89 $PLAYER_ACTOR 

:CASINO3_616
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASINO3_622
05D6: clear_scmpath
05D7: add_point_to_scmpath  1082.375  2090.25  14.35044 
05D8: AS_assign_scmpath to_actor @87 flags  4  0 

:CASINO3_622
0006: @153 =  2  ;; integer values

:CASINO3_623
00D6: if  0
0039:   @153 ==  2  ;; integer values
004D: jump_if_false CASINO3_651
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false CASINO3_651
0006: @240 =  9  ;; integer values
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CASINO3_637
0687: @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_637
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_644
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_644
05D1: unknown_action_sequence @76 @61  1076.809  2080.526  9.8203  9.0  2  0  2 

:CASINO3_644
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASINO3_649
0687: @87 
0635: unknown_action_sequence @87 $PLAYER_ACTOR  4000 

:CASINO3_649
0006: @153 =  3  ;; integer values
0006: @32 =  0  ;; integer values

:CASINO3_651
00D6: if  0
0039:   @153 ==  3  ;; integer values
004D: jump_if_false CASINO3_669
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CASINO3_669
0006: @153 =  5  ;; integer values
0006: @155 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_669
0687: @76 
0615: @167 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  1088.783  2077.572  9.8203  6 -1 
0616: @167 
0618: @76 @167 
061B: @167 

:CASINO3_669
00D6: if  0
0039:   @153 ==  5  ;; integer values
004D: jump_if_false CASINO3_696
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_680
00D6: if  0
0449:   actor @76 in_a_car
004D: jump_if_false CASINO3_680
0362: remove_actor @76 from_car_and_place_at  1088.783  2077.572  9.8203

:CASINO3_680
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_685
00AB: put_car @61 at  1076.809  2080.526  9.8203
0175: set_car @61 z_angle_to  273.0

:CASINO3_685
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0687: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false CASINO3_692
02AC: set_car @58 immunities  0  0  0  0  0

:CASINO3_692
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0006: @55 =  2  ;; integer values
0006: @141 =  1  ;; integer values

:CASINO3_696
00D6: if  0
0019:   @149 >  0  ;; integer values
004D: jump_if_false CASINO3_837
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false CASINO3_742
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:CASINO3_705
00D6: if  0
016B:   fading
004D: jump_if_false CASINO3_710
0001: wait  0 ms
0002: jump CASINO3_705

:CASINO3_710
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  127 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  124 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 (frozen)
02A3: toggle_widescreen  1 (on)
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 (back)  500 ms

:CASINO3_725
00D6: if  0
016B:   fading
004D: jump_if_false CASINO3_730
0001: wait  0 ms
0002: jump CASINO3_725

:CASINO3_730
0006: @32 =  0  ;; integer values
0006: @154 =  1  ;; integer values
0006: @240 =  7  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false CASINO3_742
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO3_742
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_742
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false CASINO3_787
00D6: if  0
0019:   @32 >  300  ;; integer values
004D: jump_if_false CASINO3_781
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false CASINO3_781
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASINO3_756
0687: @87 
06C2: unknown_action_sequence @87  1079.871  2079.303  14.3516  4  .5  .5 $PLAYER_ACTOR  0.0  0.0  0.0 

:CASINO3_756
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_763
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_763
05D1: unknown_action_sequence @76 @61  1076.809  2080.526  9.8203  9.0  2  0  2 

:CASINO3_763
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_774
0687: @71 
0615: @168 
05D3: unknown_action_sequence -1  1064.677  2094.79  13.6896  6 -1 
04EB: unknown_action_sequence -1  1 
0616: @168 
0618: @71 @168 
061B: @168 
0638: unknown_action_sequence @71  1 

:CASINO3_774
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_779
04EB: unknown_action_sequence @72  1 
0638: unknown_action_sequence @72  1 

:CASINO3_779
0006: @156 =  1  ;; integer values
0006: @169 =  1  ;; integer values

:CASINO3_781
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false CASINO3_787
0006: @240 =  6  ;; integer values
0006: @154 =  3  ;; integer values
0006: @32 =  0  ;; integer values

:CASINO3_787
00D6: if  0
0039:   @154 ==  3  ;; integer values
004D: jump_if_false CASINO3_805
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false CASINO3_805
0006: @154 =  5  ;; integer values
0006: @156 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_805
0687: @76 
0615: @167 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  1088.783  2077.572  9.8203  6 -1 
0616: @167 
0618: @76 @167 
061B: @167 

:CASINO3_805
00D6: if  0
0039:   @154 ==  5  ;; integer values
004D: jump_if_false CASINO3_837
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASINO3_814
0687: @87 
00A1: put_actor @87 at  1079.871  2079.303  14.3516

:CASINO3_814
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_821
00D6: if  0
0449:   actor @76 in_a_car
004D: jump_if_false CASINO3_821
0362: remove_actor @76 from_car_and_place_at  1088.783  2077.572  9.8203

:CASINO3_821
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_826
00AB: put_car @61 at  1076.809  2080.526  9.8203
0175: set_car @61 z_angle_to  273.0

:CASINO3_826
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0687: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false CASINO3_833
02AC: set_car @58 immunities  0  0  0  0  0

:CASINO3_833
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0006: @55 =  2  ;; integer values
0006: @141 =  1  ;; integer values

:CASINO3_837
00D6: if  0
0039:   @55 ==  2  ;; integer values
004D: jump_if_false CASINO3_871
0164: disable_marker @37
0006: @284 =  0  ;; integer values

:CASINO3_842
00D6: if  0
001B:    9 > @284  ;; integer values
004D: jump_if_false CASINO3_853
0006: @275(@284,9i) =  0  ;; integer values
0188: @40(@284,11i) = create_marker_above_object @257(@284,9i)
09CA: @257(@284,9i)  0  0  0  0  0 
0168: show_on_radar @40(@284,11i)  2
071F: @257(@284,9i)  1000 
035D: toggle_object @257(@284,9i) targetable  1 
000A: @284 +=  1  ;; integer values
0002: jump CASINO3_842

:CASINO3_853
00BE: text_clear_all
00BC: text_highpriority 'CA3_7'  6000 ms  1
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_860
0687: @76 
05E2: unknown_action_sequence @76 $PLAYER_ACTOR 

:CASINO3_860
00D6: if  0
0019:   @149 >  0  ;; integer values
004D: jump_if_false CASINO3_865
0050: gosub CASINO3_1644
0006: @55 =  4  ;; integer values

:CASINO3_865
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false CASINO3_870
0050: gosub CASINO3_1565
0006: @55 =  4  ;; integer values

:CASINO3_870
0050: gosub CASINO3_1737

:CASINO3_871
00D6: if  0
0039:   @55 ==  8  ;; integer values
004D: jump_if_false CASINO3_891
00BC: text_highpriority 'CA3_23'  6000 ms  1
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  126
0249: release_model  50
0247: request_model  117
0247: request_model  118
0247: request_model  421
0006: @55 =  9  ;; integer values

:CASINO3_884
00D6: if  22
8248:   NOT   model  117 available
8248:   NOT   model  421 available
8248:   NOT   model  118 available
004D: jump_if_false CASINO3_891
0001: wait  0 ms
0002: jump CASINO3_884

:CASINO3_891
00D6: if  0
0039:   @55 ==  9  ;; integer values
004D: jump_if_false CASINO3_932
077E: @35 = active_interior
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false CASINO3_902
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false CASINO3_902
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:CASINO3_902
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1918.59  958.3391  9.8203 radius  4.0  4.0  2.0
004D: jump_if_false CASINO3_932
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO3_922
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
02A0:   actor $PLAYER_ACTOR stopped  
004D: jump_if_false CASINO3_921
00A5: @69 = create_car  421 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  0
8119:   NOT   car @69 wrecked
004D: jump_if_false CASINO3_920
0129: @68 = create_actor  25  117 in_car @69 driverseat
01C8: @67 = create_actor  25  118 in_car @69 passenger_seat  1

:CASINO3_920
0006: @55 =  15  ;; integer values

:CASINO3_921
0002: jump CASINO3_932

:CASINO3_922
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A5: @69 = create_car  421 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  0
8119:   NOT   car @69 wrecked
004D: jump_if_false CASINO3_931
0129: @68 = create_actor  25  117 in_car @69 driverseat
01C8: @67 = create_actor  25  118 in_car @69 passenger_seat  1

:CASINO3_931
0006: @55 =  15  ;; integer values

:CASINO3_932
00D6: if  0
0039:   @55 ==  15  ;; integer values
004D: jump_if_false CASINO3_963
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 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
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 (on)
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: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO3_958
0615: @166 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  1913.682  962.0125  9.8203  4 -1 
0616: @166 
0618: $PLAYER_ACTOR @166 
061B: @166 
0002: jump CASINO3_963

:CASINO3_958
0615: @166 
05D3: unknown_action_sequence -1  1913.682  962.0125  9.8203  4 -1 
0616: @166 
0618: $PLAYER_ACTOR @166 
061B: @166 

:CASINO3_963
00D6: if  0
0039:   @55 ==  17  ;; integer values
004D: jump_if_false CASINO3_971
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false CASINO3_971
0006: @55 =  20  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1035 

:CASINO3_971
00D6: if  0
0039:   @55 ==  20  ;; integer values
004D: jump_if_false CASINO3_995
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  15.438 unknown_angle  0.0  0.0  .02  0
004D: jump_if_false CASINO3_978
034E: unknown_move_object $2658 to  1903.383  967.62  15.438 unknown_angle  0.0  0.0  .02  0

:CASINO3_978
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false CASINO3_995
0006: @55 =  30  ;; integer values
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false CASINO3_995
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false CASINO3_995
05D1: unknown_action_sequence @68 @69  1909.04  959.7415  9.8203  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: -1000.0 -1000.0 -1000.0  1036 

:CASINO3_995
00D6: if  0
0039:   @55 ==  30  ;; integer values
004D: jump_if_false CASINO3_1018
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false CASINO3_1018
00D6: if  0
01AD:   car @69  0 ()near_point  1909.04  959.7415  3.0  3.0
004D: jump_if_false CASINO3_1012
0006: @55 =  35  ;; integer values
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false CASINO3_1009
05BF: unknown_action_sequence @67 $PLAYER_ACTOR -1 

:CASINO3_1009
0006: @240 =  10  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1035 
0006: @32 =  0  ;; integer values

:CASINO3_1012
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false CASINO3_1018
0006: @55 =  35  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1035 
0006: @32 =  0  ;; integer values

:CASINO3_1018
00D6: if  0
0039:   @55 ==  35  ;; integer values
004D: jump_if_false CASINO3_1032
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0
004D: jump_if_false CASINO3_1025
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0

:CASINO3_1025
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false CASINO3_1032
0006: @55 =  36  ;; integer values
0006: @32 =  0  ;; integer values
0006: @247 =  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1036 

:CASINO3_1032
00D6: if  0
0019:   @247 >  0  ;; integer values
004D: jump_if_false CASINO3_1045
00D6: if  0
0039:   @243 ==  0  ;; integer values
004D: jump_if_false CASINO3_1045
0871: init_jump_table @247 total_jumps  2  0 CASINO3_1045 jumps  1 CASINO3_1039  2 CASINO3_1042 -1 CASINO3_1045 -1 CASINO3_1045 -1 CASINO3_1045 -1 CASINO3_1045 -1 CASINO3_1045 

:CASINO3_1039
0006: @240 =  11  ;; integer values
0006: @247 =  2  ;; integer values
0002: jump CASINO3_1045

:CASINO3_1042
0006: @240 =  12  ;; integer values
0006: @247 =  0  ;; integer values
0002: jump CASINO3_1045

:CASINO3_1045
00D6: if  0
0039:   @55 ==  36  ;; integer values
004D: jump_if_false CASINO3_1072
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0
004D: jump_if_false CASINO3_1052
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0

:CASINO3_1052
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CASINO3_1072
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false CASINO3_1072
00D6: if  0
8119:   NOT   car @69 wrecked
004D: jump_if_false CASINO3_1072
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false CASINO3_1072
0687: @68 
0006: @55 =  37  ;; integer values
05D1: unknown_action_sequence @68 @69  1915.04  940.7415  9.8203  10.0  2  0  2 
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false CASINO3_1072
05BF: unknown_action_sequence $PLAYER_ACTOR @67 -1 

:CASINO3_1072
00D6: if  0
0039:   @55 ==  37  ;; integer values
004D: jump_if_false CASINO3_1083
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0
004D: jump_if_false CASINO3_1079
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0

:CASINO3_1079
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false CASINO3_1083
0006: @55 =  40  ;; integer values

:CASINO3_1083
00D6: if  0
0039:   @55 ==  40  ;; integer values
004D: jump_if_false CASINO3_1113
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0
004D: jump_if_false CASINO3_1090
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .02  0

:CASINO3_1090
0006: @157 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false CASINO3_1096
0792: @67 
009B: destroy_actor_instantly @67

:CASINO3_1096
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false CASINO3_1101
0792: @68 
009B: destroy_actor_instantly @68

:CASINO3_1101
00A6: destroy_car @69
02A3: toggle_widescreen  0 (off)
0792: $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
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_1748

:CASINO3_1113
00D6: if  0
001B:    1 > @55  ;; integer values
004D: jump_if_false CASINO3_1200
00D6: if  0
05F6: $PLAYER_ACTOR  1030.105  2095.714  1054.818  2098.778  30.0  0 
004D: jump_if_false CASINO3_1141
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false CASINO3_1130
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_1130
00D6: if  0
09ED: @71 $PLAYER_ACTOR 
004D: jump_if_false CASINO3_1130
0006: @149 =  1  ;; integer values
0006: @150 =  1  ;; integer values

:CASINO3_1130
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false CASINO3_1141
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_1141
00D6: if  0
09ED: @72 $PLAYER_ACTOR 
004D: jump_if_false CASINO3_1141
0006: @149 =  1  ;; integer values
0006: @150 =  1  ;; integer values

:CASINO3_1141
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false CASINO3_1152
00D6: if  0
056D:   unknown_actor @71 dead_but_valid
004D: jump_if_false CASINO3_1152
00D6: if  0
051A:   unknown_actor @71 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false CASINO3_1152
0006: @149 =  1  ;; integer values
0006: @150 =  1  ;; integer values

:CASINO3_1152
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false CASINO3_1163
00D6: if  0
056D:   unknown_actor @72 dead_but_valid
004D: jump_if_false CASINO3_1163
00D6: if  0
051A:   unknown_actor @72 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false CASINO3_1163
0006: @149 =  1  ;; integer values
0006: @150 =  1  ;; integer values

:CASINO3_1163
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false CASINO3_1174
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false CASINO3_1174
00D6: if  0
051C: @58 $PLAYER_ACTOR 
004D: jump_if_false CASINO3_1174
0006: @149 =  1  ;; integer values
0006: @150 =  1  ;; integer values

:CASINO3_1174
00D6: if  0
0039:   @149 ==  3  ;; integer values
004D: jump_if_false CASINO3_1187
00D6: if  0
056D:   unknown_actor @71 dead_but_valid
004D: jump_if_false CASINO3_1187
00D6: if  0
051A:   unknown_actor @71 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false CASINO3_1187
0006: @149 =  4  ;; integer values
0050: gosub CASINO3_1546
0006: @55 =  1  ;; integer values
0006: @53 =  99  ;; integer values

:CASINO3_1187
00D6: if  0
0039:   @149 ==  3  ;; integer values
004D: jump_if_false CASINO3_1200
00D6: if  0
056D:   unknown_actor @72 dead_but_valid
004D: jump_if_false CASINO3_1200
00D6: if  0
051A:   unknown_actor @72 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false CASINO3_1200
0006: @149 =  4  ;; integer values
0050: gosub CASINO3_1546
0006: @55 =  1  ;; integer values
0006: @53 =  99  ;; integer values

:CASINO3_1200
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false CASINO3_1225
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_1215
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_1215
05BF: unknown_action_sequence @71 @72 -1 

:CASINO3_1215
0006: @240 =  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @150 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO3_1225
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_1225
05D1: unknown_action_sequence @76 @61  1076.804  2080.491  9.8203  9.0  2  0  2 

:CASINO3_1225
00D6: if  0
0039:   @150 ==  3  ;; integer values
004D: jump_if_false CASINO3_1238
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false CASINO3_1232
0006: @36 =  1  ;; integer values

:CASINO3_1232
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false CASINO3_1238
0006: @150 =  5  ;; integer values
0006: @240 =  2  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO3_1238
00D6: if  0
0039:   @150 ==  5  ;; integer values
004D: jump_if_false CASINO3_1256
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false CASINO3_1256
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_1254
0687: @71 
0615: @137 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  1062.345  2087.318  9.8203  6  10000 
0616: @137 
0618: @71 @137 
061B: @137 

:CASINO3_1254
0006: @150 =  6  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO3_1256
00D6: if  0
0039:   @150 ==  6  ;; integer values
004D: jump_if_false CASINO3_1277
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false CASINO3_1277
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false CASINO3_1277
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_1275
0687: @72 
0615: @138 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  1056.874  2084.136  9.8203  6  10000 
0616: @138 
0618: @72 @138 
061B: @138 

:CASINO3_1275
0006: @33 =  0  ;; integer values
0006: @150 =  8  ;; integer values

:CASINO3_1277
00D6: if  0
0039:   @150 ==  8  ;; integer values
004D: jump_if_false CASINO3_1284
00D6: if  0
0019:   @33 >  3700  ;; integer values
004D: jump_if_false CASINO3_1284
0006: @150 =  10  ;; integer values

:CASINO3_1284
00D6: if  0
0039:   @150 ==  10  ;; integer values
004D: jump_if_false CASINO3_1313
02A3: toggle_widescreen  0 (off)
0006: @36 =  0  ;; integer values
0173: set_actor $PLAYER_ACTOR z_angle_to  228.0
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_1296
0792: @71 
00A1: put_actor @71 at  1073.558  2094.412  13.6896
0173: set_actor @71 z_angle_to  83.0

:CASINO3_1296
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_1302
0792: @72 
00A1: put_actor @72 at  1066.096  2098.85  13.7429
0173: set_actor @72 z_angle_to  132.0

:CASINO3_1302
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false CASINO3_1306
00AB: put_car @61 at  1076.804  2080.491  9.8203

:CASINO3_1306
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BE: text_clear_all
00BC: text_highpriority 'CA3_8'  6000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @150 =  99  ;; integer values
0006: @149 =  99  ;; integer values

:CASINO3_1313
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false CASINO3_1378
0006: @284 =  0  ;; integer values

:CASINO3_1317
00D6: if  0
001B:    9 > @284  ;; integer values
004D: jump_if_false CASINO3_1356
00D6: if  0
0039:   @275(@284,9i) ==  0  ;; integer values
004D: jump_if_false CASINO3_1354
071E: @257(@284,9i) @52 
00D6: if  0
08FF: @257(@284,9i)  27 
004D: jump_if_false CASINO3_1328
0006: @52 =  0  ;; integer values

:CASINO3_1328
00D6: if  0
08FF: @257(@284,9i)  25 
004D: jump_if_false CASINO3_1332
0006: @52 =  0  ;; integer values

:CASINO3_1332
00D6: if  0
08FF: @257(@284,9i)  26 
004D: jump_if_false CASINO3_1336
0006: @52 =  0  ;; integer values

:CASINO3_1336
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false CASINO3_1354
01BB: store_object @257(@284,9i) position_to @125 @126 @127
064B: "OVERHEAT_CAR_ELECTRIC" @125 @126 @127  1 @248(@284,9i) 
000B: @127 +=  1.0  ;; floating-point values
0948: @125 @126 @127  11  1.0 
0723: @257(@284,9i)  1 
0164: disable_marker @40(@284,11i)
035D: toggle_object @257(@284,9i) targetable  0 
00D6: if  0
8039:   NOT   @51 ==  99  ;; integer values
004D: jump_if_false CASINO3_1350
0650: @248(@51,9i) 

:CASINO3_1350
064C: @248(@284,9i) 
0085: @51 = @284  ;; integer values and handles
000A: @275(@284,9i) +=  1  ;; integer values
000A: @117 +=  1  ;; integer values

:CASINO3_1354
000A: @284 +=  1  ;; integer values
0002: jump CASINO3_1317

:CASINO3_1356
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false CASINO3_1373
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false CASINO3_1373
00D6: if  0
00FE:   actor @81  0 ()near_point  1067.581  2122.251  9.8203 radius  1.5  1.5  3.0
004D: jump_if_false CASINO3_1373
0687: @81 
0615: @129 
0638: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  5000  60 
0616: @129 
0618: @81 @129 
061B: @129 
0006: @148 =  1  ;; integer values

:CASINO3_1373
00D6: if  0
0039:   @117 ==  9  ;; integer values
004D: jump_if_false CASINO3_1378
0006: @55 =  8  ;; integer values
0006: @141 =  99  ;; integer values

:CASINO3_1378
00D6: if  0
0039:   @186 ==  0  ;; integer values
004D: jump_if_false CASINO3_1431
00D6: if  0
0039:   @117 ==  3  ;; integer values
004D: jump_if_false CASINO3_1431
009A: @172 = create_actor  24  50 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  0
8118:   NOT   actor @172 dead
004D: jump_if_false CASINO3_1400
0687: @172 
0615: @175 
05D3: unknown_action_sequence -1  1038.716  2082.798  13.9297  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @175 
0618: @172 @175 
061B: @175 

:CASINO3_1400
009A: @173 = create_actor  24  50 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  0
8118:   NOT   actor @173 dead
004D: jump_if_false CASINO3_1414
0687: @173 
0615: @176 
05D3: unknown_action_sequence -1  1038.426  2098.644  9.8203  6 -2 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @176 
0618: @173 @176 
061B: @176 

:CASINO3_1414
009A: @174 = create_actor  24  50 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  0
8118:   NOT   actor @174 dead
004D: jump_if_false CASINO3_1430
0687: @174 
0615: @177 
05D3: unknown_action_sequence -1  1068.708  2085.24  9.8203  6 -2 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @177 
0618: @174 @177 
061B: @177 

:CASINO3_1430
0006: @186 =  1  ;; integer values

:CASINO3_1431
00D6: if  0
0039:   @187 ==  0  ;; integer values
004D: jump_if_false CASINO3_1446
00D6: if  0
0019:   @117 >  5  ;; integer values
004D: jump_if_false CASINO3_1446
0674: set_car_model  445 numberplate "G1RUYHUN" 
00A5: @179 = create_car  445 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: unknown_car @179 flag  1
053F: set_car @179 tires_vulnerable  0
0006: @187 =  1  ;; integer values

:CASINO3_1446
00D6: if  0
0039:   @187 ==  1  ;; integer values
004D: jump_if_false CASINO3_1474
00D6: if  0
0019:   @117 >  5  ;; integer values
004D: jump_if_false CASINO3_1474
00D6: if  0
8119:   NOT   car @179 wrecked
004D: jump_if_false CASINO3_1474
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @179 radius  25.0  25.0 unknown  0
004D: jump_if_false CASINO3_1474
0129: @178 = create_actor  24  124 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  125 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: unknown_action_sequence @180 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  0  90 
01C8: @181 = create_actor  24  127 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: unknown_action_sequence @181 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  0  90 
0519: unknown_car @179 flag  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_1474
00D6: if  0
0039:   @187 ==  2  ;; integer values
004D: jump_if_false CASINO3_1499
00D6: if  0
0019:   @33 >  6500  ;; integer values
004D: jump_if_false CASINO3_1499
00D6: if  0
8119:   NOT   car @179 wrecked
004D: jump_if_false CASINO3_1499
00D6: if  0
8118:   NOT   actor @178 dead
004D: jump_if_false CASINO3_1499
00D6: if  0
01C1:   car @179 stopped
004D: jump_if_false CASINO3_1499
02AC: set_car @179 immunities  0  0  0  0  0
0687: @178 
0615: @182 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @182 
0618: @178 @182 
061B: @182 
0006: @187 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO3_1499
00D6: if  0
0039:   @187 ==  3  ;; integer values
004D: jump_if_false CASINO3_1522
00D6: if  0
0019:   @33 >  15000  ;; integer values
004D: jump_if_false CASINO3_1522
00D6: if  0
8119:   NOT   car @179 wrecked
004D: jump_if_false CASINO3_1522
00D6: if  0
8118:   NOT   actor @181 dead
004D: jump_if_false CASINO3_1522
00D6: if  0
01C1:   car @179 stopped
004D: jump_if_false CASINO3_1522
0687: @181 
0615: @184 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @184 
0618: @181 @184 
061B: @184 
0006: @187 =  4  ;; integer values

:CASINO3_1522
00D6: if  0
0039:   @187 ==  4  ;; integer values
004D: jump_if_false CASINO3_1545
00D6: if  0
0019:   @33 >  25000  ;; integer values
004D: jump_if_false CASINO3_1545
00D6: if  0
8119:   NOT   car @179 wrecked
004D: jump_if_false CASINO3_1545
00D6: if  0
8118:   NOT   actor @180 dead
004D: jump_if_false CASINO3_1545
00D6: if  0
01C1:   car @179 stopped
004D: jump_if_false CASINO3_1545
0687: @180 
0615: @183 
0633: unknown_action_sequence -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @183 
0618: @180 @183 
061B: @183 
0006: @187 =  5  ;; integer values

:CASINO3_1545
0002: jump CASINO3_292

:CASINO3_1546
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_1550
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 

:CASINO3_1550
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_1554
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 

:CASINO3_1554
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO3_1560
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_1560
009A: @88 = create_actor  24  124 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_1565
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false CASINO3_1643
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASINO3_1578
0687: @87 
0615: @135 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @135 
0618: @87 @135 
061B: @135 

:CASINO3_1578
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false CASINO3_1588
0615: @129 
05D3: unknown_action_sequence -1  1067.581  2122.251  9.8203  6 -2 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @129 
0618: @81 @129 
061B: @129 

:CASINO3_1588
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false CASINO3_1598
0615: @128 
0637: unknown_action_sequence -1  1085.596  2106.83  9.8203  6  100.0  2.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @128 
0618: @82 @128 
061B: @128 

:CASINO3_1598
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false CASINO3_1608
0615: @130 
0637: unknown_action_sequence -1  1082.391  2091.13  14.3504  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @130 
0618: @83 @130 
061B: @130 

:CASINO3_1608
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CASINO3_1614
0687: @89 
05E2: unknown_action_sequence @89 $PLAYER_ACTOR 
0638: unknown_action_sequence @89  1 

:CASINO3_1614
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO3_1620
0687: @74 
01B2: give_actor @74 weapon  22 ammo  2000  ;; Load the weapon model before using this
05E2: unknown_action_sequence @74 $PLAYER_ACTOR 

:CASINO3_1620
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO3_1634
0687: @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: @79 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @79 
0618: @75 @79 
061B: @79 

:CASINO3_1634
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_1638
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 

:CASINO3_1638
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_1642
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 

:CASINO3_1642
0006: @144 =  1  ;; integer values

:CASINO3_1643
0051: return

:CASINO3_1644
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false CASINO3_1736
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASINO3_1657
0687: @87 
0615: @135 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @135 
0618: @87 @135 
061B: @135 

:CASINO3_1657
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false CASINO3_1667
0687: @88 
0615: @136 
05BC: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @136 
0618: @88 @136 
061B: @136 

:CASINO3_1667
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO3_1678
01B2: give_actor @74 weapon  22 ammo  2000  ;; Load the weapon model before using this
0687: @74 
0615: @78 
05BC: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @78 
0618: @74 @78 
061B: @78 

:CASINO3_1678
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO3_1692
01B2: give_actor @75 weapon  28 ammo  2000  ;; Load the weapon model before using this
0687: @75 
00A1: put_actor @75 at  1057.055  2122.319  13.6896
0173: set_actor @75 z_angle_to  279.0
0615: @79 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @79 
0618: @75 @79 
061B: @79 

:CASINO3_1692
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false CASINO3_1702
0615: @129 
05D3: unknown_action_sequence -1  1067.581  2122.251  9.8203  6 -2 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @129 
0618: @81 @129 
061B: @129 

:CASINO3_1702
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false CASINO3_1711
0615: @128 
0637: unknown_action_sequence -1  1085.596  2106.83  9.8203  6  100.0  2.0 $PLAYER_ACTOR 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @128 
0618: @82 @128 
061B: @128 

:CASINO3_1711
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false CASINO3_1721
0615: @130 
0637: unknown_action_sequence -1  1082.391  2091.13  14.3504  6  100.0  1.0 $PLAYER_ACTOR 
0638: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @130 
0618: @83 @130 
061B: @130 

:CASINO3_1721
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false CASINO3_1727
0687: @89 
0638: unknown_action_sequence @89  1 
05E2: unknown_action_sequence @89 $PLAYER_ACTOR 

:CASINO3_1727
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO3_1731
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 

:CASINO3_1731
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO3_1735
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 

:CASINO3_1735
0006: @144 =  1  ;; integer values

:CASINO3_1736
0051: return

:CASINO3_1737
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false CASINO3_1745
0615: @131 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @131 
0618: @80 @131 
061B: @131 

:CASINO3_1745
0051: return

:CASINO3_1746
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CASINO3_1748
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASINO3'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  10000  5000 ms  1
0998: add_respect  20 
0109: player $PLAYER_CHAR money +=  10000
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $582
02A7: $582 = create_icon_marker_and_sphere $588 at  2026.603  1007.735  9.8127
0051: return

:CASINO3_1759
00D6: if  0
8119:   NOT   car @58 wrecked
004D: jump_if_false CASINO3_1763
02AC: set_car @58 immunities  0  0  0  0  0

:CASINO3_1763
00D6: if  0
8119:   NOT   car @179 wrecked
004D: jump_if_false CASINO3_1767
02AC: set_car @179 immunities  0  0  0  0  0

:CASINO3_1767
00D6: if  0
03CA:   object $2658 exists
004D: jump_if_false CASINO3_1772
01BC: put_object $2658 at  1903.383  967.62  11.438
0177: set_object $2658 z_angle_to  0.0

:CASINO3_1772
01F0: set_max_wanted_level_to @34
01BD: $184 = current_time_in_ms
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
03CA:   object $2664 exists
004D: jump_if_false CASINO3_1779
01BC: put_object $2664 at  1055.629  2087.67  12.469

:CASINO3_1779
0164: disable_marker @37
0164: disable_marker @39
0006: @284 =  0  ;; integer values

:CASINO3_1782
00D6: if  0
001B:    9 > @284  ;; integer values
004D: jump_if_false CASINO3_1788
0164: disable_marker @40(@284,11i)
000A: @284 +=  1  ;; integer values
0002: jump CASINO3_1782

:CASINO3_1788
00D6: if  0
8039:   NOT   @51 ==  99  ;; integer values
004D: jump_if_false CASINO3_1792
0650: @248(@51,9i) 

:CASINO3_1792
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0249: release_model  117
0249: release_model  118
0249: release_model  421
0249: release_model  50
0249: release_model  351
0249: release_model  346
0249: release_model  336
0249: release_model  352
0249: release_model  445
0249: release_model  401
0249: release_model  530
031A: remove_all_fires
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 87---------------
; Originally: Fish in a Barrel


:CASINO7_1
03A4: name_thread 'CASINO7'
0050: gosub CASINO7_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO7_7
0050: gosub CASINO7_46

:CASINO7_7
0050: gosub CASINO7_55
004E: end_thread

:CASINO7_9
054C: use_GXT_table 'CASINO7'
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
0001: wait  0 ms
04BB: select_interior  11  ;; select render area
02E4: load_cutscene_data 'CAS_7B'

:CASINO7_15
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO7_20
0001: wait  0 ms
0002: jump CASINO7_15

:CASINO7_20
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO7_22
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO7_27
0001: wait  0 ms
0002: jump CASINO7_22

:CASINO7_27
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO7_29
00D6: if  0
016B:   fading
004D: jump_if_false CASINO7_34
0001: wait  0 ms
0002: jump CASINO7_29

:CASINO7_34
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0169: set_fade_color  0  0  0
08AD: $PLAYER_ACTOR  2016.422  1017.102  10.0 
04E4: unknown_refresh_game_renderer_at  2025.8  1007.87
0A0B:  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 (unfrozen)
016A: fade  1 (back)  2000 ms
0002: jump CASINO7_48

:CASINO7_46
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CASINO7_48
0164: disable_marker $582
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASINO7'
0629: change_stat  306 to  1  ; integer see statdisp.dat
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
0051: return

:CASINO7_55
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 88---------------
; Originally: Don Peyote


:CASINO4_1
03A4: name_thread 'CASINO4'
0050: gosub CASINO4_16
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO4_7
0050: gosub CASINO4_6073

:CASINO4_7
0050: gosub CASINO4_6085
004E: end_thread
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms

:CASINO4_11
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_16
0001: wait  0 ms
0002: jump CASINO4_11

:CASINO4_16
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
01B5: force_weather  10
054C: use_GXT_table 'CASINO4'
02E4: load_cutscene_data 'CAS_4A'

:CASINO4_21
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO4_26
0001: wait  0 ms
0002: jump CASINO4_21

:CASINO4_26
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  0
0039:   @295 ==  99  ;; integer values
004D: jump_if_false CASINO4_41
00A5: @289 = create_car @291 at  2044.621  1110.198  9.6719
0560: @289 @290
0560: @289 @73
0560: @289 @75
0560: @289 @74
0560: @289 @76
064B: "PUKE" @95 @96 @97  1 @136 
064B: "PUKE" @95 @96 @97  1 @137 

:CASINO4_41
08F5: (unknown)
02E7: start_cutscene
016A: fade  1 (back)  1000 ms
0006: @32 =  0  ;; integer values

:CASINO4_45
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO4_101
01BD: @293 = current_time_in_ms
0085: @296 = @293  ;; integer values and handles
0062: @296 -= @294  ;; integer values 
00D6: if  0
0019:   @296 >  15000  ;; integer values
004D: jump_if_false CASINO4_99
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CASINO4_99
0871: init_jump_table @295 total_jumps  4  1 CASINO4_97 jumps  0 CASINO4_58  1 CASINO4_71  2 CASINO4_77  3 CASINO4_90 -1 CASINO4_98 -1 CASINO4_98 -1 CASINO4_98 

:CASINO4_58
09B2:  1 @291 @292 
00D6: if  0
8039:   NOT   @291 == -1  ;; integer values
004D: jump_if_false CASINO4_69
00A5: @289 = create_car @291 at  2051.544  1100.511  9.6719
0594: @289  0
0175: set_car @289 z_angle_to  183.2183
0560: @289 @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_69
000A: @295 +=  1  ;; integer values
0002: jump CASINO4_98

:CASINO4_71
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_98

:CASINO4_77
09B2:  1 @291 @292 
00D6: if  0
8039:   NOT   @291 == -1  ;; integer values
004D: jump_if_false CASINO4_88
00A5: @289 = create_car @291 at  2051.544  1100.511  9.6719
0594: @289  0
0175: set_car @289 z_angle_to  183.2183
0560: @289 @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_88
000A: @295 +=  1  ;; integer values
0002: jump CASINO4_98

:CASINO4_90
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_98
0006: @295 =  0  ;; integer values

:CASINO4_97
0002: jump CASINO4_98

:CASINO4_98
0006: @32 =  0  ;; integer values

:CASINO4_99
0001: wait  0 ms
0002: jump CASINO4_45

:CASINO4_101
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO4_103
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_108
0001: wait  0 ms
0002: jump CASINO4_103

:CASINO4_108
02EA: end_cutscene
08F6: (unknown)
01B7: release_weather
01EB: set_car_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 (frozen)
016A: fade  0 ()  1500 ms

:CASINO4_119
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_124
0001: wait  0 ms
0002: jump CASINO4_119

:CASINO4_124
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: load_special_actor  1 'MACCER'
023C: load_special_actor  2 'PAUL'
038B: load_requested_models

:CASINO4_130
00D6: if  21
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
004D: jump_if_false CASINO4_136
0001: wait  0 ms
0002: jump CASINO4_130

:CASINO4_136
02A3: toggle_widescreen  0 (off)
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_168
00D6: if  0
001B:    4 > @99  ;; integer values
004D: jump_if_false CASINO4_174
0006: @101(@99,4i) =  0  ;; integer values
000A: @99 +=  1  ;; integer values
0002: jump CASINO4_168

:CASINO4_174
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$7533(7) = 'CAS4_BA'  ;; 8-byte strings
05A9: s$7533(8) = 'CAS4_BB'  ;; 8-byte strings
05A9: s$7533(9) = 'CAS4_CA'  ;; 8-byte strings
05A9: s$7533(10) = 'CAS4_CB'  ;; 8-byte strings
05A9: s$7533(11) = 'CAS4_CC'  ;; 8-byte strings
05A9: s$7533(12) = 'CAS4_CD'  ;; 8-byte strings
05A9: s$7533(13) = 'CAS4_CE'  ;; 8-byte strings
05A9: s$7533(14) = 'CAS4_CF'  ;; 8-byte strings
05A9: s$7533(15) = 'CAS4_CG'  ;; 8-byte strings
05A9: s$7533(16) = 'CAS4_CH'  ;; 8-byte strings
05A9: s$7533(17) = 'CAS4_CJ'  ;; 8-byte strings
05A9: s$7533(18) = 'CAS4_CK'  ;; 8-byte strings
05A9: s$7533(19) = 'CAS4_CL'  ;; 8-byte strings
05A9: s$7533(20) = 'CAS4_DA'  ;; 8-byte strings
05A9: s$7533(21) = 'CAS4_DB'  ;; 8-byte strings
05A9: s$7533(22) = 'CAS4_DC'  ;; 8-byte strings
05A9: s$7533(23) = 'CAS4_DD'  ;; 8-byte strings
05A9: s$7533(24) = 'CAS4_DE'  ;; 8-byte strings
05A9: s$7533(25) = 'CAS4_EA'  ;; 8-byte strings
05A9: s$7533(26) = 'CAS4_EB'  ;; 8-byte strings
05A9: s$7533(27) = 'CAS4_EC'  ;; 8-byte strings
05A9: s$7533(28) = 'CAS4_ED'  ;; 8-byte strings
05A9: s$7533(29) = 'CAS4_EE'  ;; 8-byte strings
05A9: s$7533(30) = 'CAS4_EF'  ;; 8-byte strings
05A9: s$7533(31) = 'CAS4_EG'  ;; 8-byte strings
05A9: s$7533(32) = 'CAS4_EH'  ;; 8-byte strings
05A9: s$7533(33) = 'CAS4_FA'  ;; 8-byte strings
05A9: s$7533(34) = 'CAS4_FB'  ;; 8-byte strings
05A9: s$7533(35) = 'CAS4_FC'  ;; 8-byte strings
05A9: s$7533(36) = 'CAS4_GA'  ;; 8-byte strings
05A9: s$7533(37) = 'CAS4_GB'  ;; 8-byte strings
05A9: s$7533(38) = 'CAS4_HA'  ;; 8-byte strings
05A9: s$7533(39) = 'CAS4_HB'  ;; 8-byte strings
05A9: s$7533(40) = 'CAS4_HC'  ;; 8-byte strings
05A9: s$7533(41) = 'CAS4_HD'  ;; 8-byte strings
05A9: s$7533(42) = 'CAS4_JA'  ;; 8-byte strings
05A9: s$7533(43) = 'CAS4_JB'  ;; 8-byte strings
05A9: s$7533(44) = 'CAS4_JC'  ;; 8-byte strings
05A9: s$7533(45) = 'CAS4_JD'  ;; 8-byte strings
05A9: s$7533(46) = 'CAS4_KA'  ;; 8-byte strings
05A9: s$7533(47) = 'CAS4_KB'  ;; 8-byte strings
05A9: s$7533(48) = 'CAS4_KC'  ;; 8-byte strings
05A9: s$7533(49) = 'CAS4_KD'  ;; 8-byte strings
05A9: s$7533(50) = 'CAS4_KE'  ;; 8-byte strings
05A9: s$7533(51) = 'CAS4_KF'  ;; 8-byte strings
05A9: s$7533(52) = 'CAS4_KG'  ;; 8-byte strings
05A9: s$7533(53) = 'CAS4_KH'  ;; 8-byte strings
05A9: s$7533(54) = 'CAS4_KJ'  ;; 8-byte strings
05A9: s$7533(55) = 'CAS4_LA'  ;; 8-byte strings
05A9: s$7533(56) = 'CAS4_LB'  ;; 8-byte strings
05A9: s$7533(57) = 'CAS4_LC'  ;; 8-byte strings
05A9: s$7533(58) = 'CAS4_LD'  ;; 8-byte strings
05A9: s$7533(59) = 'CAS4_LE'  ;; 8-byte strings
05A9: s$7533(60) = 'CAS4_MA'  ;; 8-byte strings
05A9: s$7533(61) = 'CAS4_NA'  ;; 8-byte strings
05A9: s$7533(62) = 'CAS4_NB'  ;; 8-byte strings
05A9: s$7533(63) = 'CAS4_NC'  ;; 8-byte strings
05A9: s$7533(64) = 'CAS4_ND'  ;; 8-byte strings
05A9: s$7533(65) = 'CAS4_NE'  ;; 8-byte strings
05A9: s$7533(66) = 'CAS4_NF'  ;; 8-byte strings
05A9: s$7533(67) = 'CAS4_NG'  ;; 8-byte strings
05A9: s$7533(68) = 'CAS4_NH'  ;; 8-byte strings
05A9: s$7533(69) = 'CAS4_NJ'  ;; 8-byte strings
05A9: s$7533(70) = 'CAS4_OA'  ;; 8-byte strings
05A9: s$7533(71) = 'CAS4_OB'  ;; 8-byte strings
05A9: s$7533(72) = 'CAS4_OC'  ;; 8-byte strings
05A9: s$7533(73) = 'CAS4_OD'  ;; 8-byte strings
05A9: s$7533(74) = 'CAS4_OE'  ;; 8-byte strings
05A9: s$7533(75) = 'CAS4_OF'  ;; 8-byte strings
05A9: s$7533(76) = 'CAS4_OG'  ;; 8-byte strings
05A9: s$7533(77) = 'CAS4_OH'  ;; 8-byte strings
05A9: s$7533(78) = 'CAS4_OJ'  ;; 8-byte strings
05A9: s$7533(79) = 'CAS4_OK'  ;; 8-byte strings
05A9: s$7533(80) = 'CAS4_OL'  ;; 8-byte strings
05A9: s$7533(81) = 'CAS4_OM'  ;; 8-byte strings
05A9: s$7533(82) = 'CAS4_PA'  ;; 8-byte strings
05A9: s$7533(83) = 'CAS4_PB'  ;; 8-byte strings
05A9: s$7533(85) = 'CAS4_PD'  ;; 8-byte strings
05A9: s$7533(86) = 'CAS4_PE'  ;; 8-byte strings
05A9: s$7533(87) = 'CAS4_PF'  ;; 8-byte strings
05A9: s$7533(88) = 'CAS4_PG'  ;; 8-byte strings
05A9: s$7533(89) = 'CAS4_PH'  ;; 8-byte strings
05A9: s$7533(90) = 'CAS4_PJ'  ;; 8-byte strings
05A9: s$7533(91) = 'CAS4_PK'  ;; 8-byte strings
05A9: s$7533(92) = 'CAS4_QA'  ;; 8-byte strings
05A9: s$7533(93) = 'CAS4_QB'  ;; 8-byte strings
05A9: s$7533(94) = 'CAS4_RA'  ;; 8-byte strings
05A9: s$7533(95) = 'CAS4_RB'  ;; 8-byte strings
05A9: s$7533(97) = 'CAS4_RD'  ;; 8-byte strings
05A9: s$7533(98) = 'CAS4_RE'  ;; 8-byte strings
05A9: s$7533(99) = 'CAS4_SA'  ;; 8-byte strings
05A9: s$7533(100) = 'CAS4_TA'  ;; 8-byte strings
05A9: s$7533(101) = 'CAS4_TB'  ;; 8-byte strings
05A9: s$7533(102) = 'CAS4_TC'  ;; 8-byte strings
05A9: s$7533(103) = 'CAS4_FD'  ;; 8-byte strings
05A9: s$7533(104) = 'CAS4_FE'  ;; 8-byte strings
05A9: s$7533(105) = 'CAS4_FF'  ;; 8-byte strings
05A9: s$7533(106) = 'CAS4_FG'  ;; 8-byte strings
05A9: s$7533(107) = 'CAS4_FH'  ;; 8-byte strings
05A9: s$7533(108) = 'CAS4_FJ'  ;; 8-byte strings
05A9: s$7533(109) = 'CAS4_FK'  ;; 8-byte strings
05A9: s$7533(110) = 'CAS4_FL'  ;; 8-byte strings
05A9: s$7533(111) = 'MACX_AF'  ;; 8-byte strings
05A9: s$7533(112) = 'MACX_AG'  ;; 8-byte strings
05A9: s$7533(113) = 'MACX_AI'  ;; 8-byte strings
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: $PLAYER_CHAR  0 
08F4:  1 
09DD:  2 
0001: wait  1000 ms

:CASINO4_441
0001: wait  0 ms
00D6: if  0
0735:  49 
004D: jump_if_false CASINO4_446
00A1: put_actor $PLAYER_ACTOR at -725.0  2392.69  128.0

:CASINO4_446
00D6: if  0
0735:  50 
004D: jump_if_false CASINO4_450
00A1: put_actor $PLAYER_ACTOR at -45.0  2322.0  23.0

:CASINO4_450
00D6: if  0
0735:  51 
004D: jump_if_false CASINO4_454
00A1: put_actor $PLAYER_ACTOR at  2062.0  1362.0  10.7

:CASINO4_454
00D6: if  0
0735:  71 
004D: jump_if_false CASINO4_458
0006: @32 =  27000  ;; integer values

:CASINO4_458
00D6: if  0
0735:  99 
004D: jump_if_false CASINO4_469
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_469
00D6: if  0
0735:  32 
004D: jump_if_false CASINO4_558
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  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_484
0006: @252 =  103  ;; integer values
0006: @257 =  103  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_484
0001: wait  0 ms
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false CASINO4_558
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_540
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_499
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_498
040D: unload_wav @254

:CASINO4_498
0006: @255 =  1  ;; integer values

:CASINO4_499
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_504
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_504
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_513
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_513
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_513
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_540
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_531
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_526
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_528

:CASINO4_526
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_528
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_540

:CASINO4_531
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_540
00D6: if  0
001B:    102 > @252  ;; integer values
004D: jump_if_false CASINO4_540
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_540
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_557
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_557
00D6: if  0
001B:    110 > @257  ;; integer values
004D: jump_if_false CASINO4_556
000A: @257 +=  1  ;; integer values
0085: @252 = @257  ;; integer values and handles
01BD: @260 = current_time_in_ms
0002: jump CASINO4_557

:CASINO4_556
0006: @256 =  1  ;; integer values

:CASINO4_557
0002: jump CASINO4_484

:CASINO4_558
00D6: if  0
0735:  48 
004D: jump_if_false CASINO4_563
0006: @32 =  27000  ;; integer values
0006: @33 =  27000  ;; integer values

:CASINO4_563
00D6: if  0
0735:  83 
004D: jump_if_false CASINO4_567
0002: jump CASINO4_6075

:CASINO4_567
00D6: if  1
0039:   @47 ==  0  ;; integer values
0039:   @48 ==  0  ;; integer values
004D: jump_if_false CASINO4_593

:CASINO4_571
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_576
0001: wait  0 ms
0002: jump CASINO4_571

:CASINO4_576
018A: @66 = create_checkpoint_at -735.0  2398.69  126.0
08FB: @66  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
0006: @48 =  1  ;; integer values
016A: fade  1 (back)  1500 ms

:CASINO4_583
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_588
0001: wait  0 ms
0002: jump CASINO4_583

:CASINO4_588
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $2878 ==  1  ;; integer values
004D: jump_if_false CASINO4_593
0950: -698.0  2398.0  131.0  60.0 

:CASINO4_593
00D6: if  1
0039:   @47 ==  0  ;; integer values
0039:   @48 ==  1  ;; integer values
004D: jump_if_false CASINO4_650
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_601
00D9: @77 = actor $PLAYER_ACTOR car

:CASINO4_601
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -735.0  2398.69  126.0 radius  4.0  4.0  2.0
004D: jump_if_false CASINO4_607
0164: disable_marker @66
0006: @47 =  1  ;; integer values
0002: jump CASINO4_650

:CASINO4_607
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false CASINO4_650
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -735.0  2398.69  126.0 radius  100.0  100.0  100.0
004D: jump_if_false CASINO4_650
00D6: if  0
0038:   $2878 ==  0  ;; integer values
004D: jump_if_false CASINO4_617
0004: $2878 =  1  ;; integer values

:CASINO4_617
04ED: load_animation "SUNBATHE"

:CASINO4_618
00D6: if  0
84EE:   NOT   animation "SUNBATHE" loaded
004D: jump_if_false CASINO4_623
0001: wait  0 ms
0002: jump CASINO4_618

:CASINO4_623
009A: @71 = create_actor  23  290 at -751.1198  2395.199  128.2378
0173: set_actor @71 z_angle_to  246.0
060B: unknown_actor_use_entity @71 @38 
0568: @71  1
0446: (unknown) @71  0 
009A: @72 = create_actor  23  291 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: @72  1
0446: (unknown) @72  0 
0615: @81 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0605: unknown_action_sequence -1 "SBATHE_F_LIEB2SIT" "SUNBATHE"  60000.0  0  0  0  1 -1 
0616: @81 
0618: @72 @81 
061B: @81 
0615: @80 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0605: unknown_action_sequence -1 "SBATHE_F_LIEB2SIT" "SUNBATHE"  60000.0  0  0  0  1 -1 
0616: @80 
0618: @71 @80 
061B: @80 
077A: @71  0  0 
077A: @72  0  0 
0006: @44 =  1  ;; integer values

:CASINO4_650
00D6: if  1
0039:   @47 ==  1  ;; integer values
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CASINO4_782
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:CASINO4_656
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_661
0001: wait  0 ms
0002: jump CASINO4_656

:CASINO4_661
02A3: toggle_widescreen  1 (on)
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_671
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_676
0001: wait  0 ms
0002: jump CASINO4_671

:CASINO4_676
0395: clear_area  1 at -738.0978  2391.592  127.9015 range  100.0
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_684
00D6: if  0
01AF:   car @77  0 ()near_point -738.0  2391.0  127.0 radius  10.0  10.0  5.0
004D: jump_if_false CASINO4_684
00AB: put_car @77 at -735.0  2398.69  126.0

:CASINO4_684
03EF: player $PLAYER_CHAR make_safe
02E4: load_cutscene_data 'CAS_4B'

:CASINO4_686
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO4_691
0001: wait  0 ms
0002: jump CASINO4_686

:CASINO4_691
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO4_693
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO4_698
0001: wait  0 ms
0002: jump CASINO4_693

:CASINO4_698
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO4_701
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_706
0001: wait  0 ms
0002: jump CASINO4_701

:CASINO4_706
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  290 at -751.1198  2395.199  128.2378
060B: unknown_actor_use_entity @71 @38 
0568: @71  1
0446: (unknown) @71  0 
009A: @72 = create_actor  23  291 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: @72  1
0446: (unknown) @72  0 
077A: @71  0  0 
077A: @72  0  0 
08AF: @72  200 
0223: set_actor @72 health_to  200
08AF: @71  200 
0223: set_actor @71 health_to  200
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_732
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_732
0247: request_model  478
0247: request_model  32
0247: request_model  34
04ED: load_animation "SMOKING"
0247: request_model  346
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_748
0687: $PLAYER_ACTOR 
0687: @72 
0687: @71 
0187: @68 = create_marker_above_actor @71
07E0: @68  1 
0187: @67 = create_marker_above_actor @72
07E0: @67  1 

:CASINO4_748
00D6: if  24
8248:   NOT   model  478 available
8248:   NOT   model  32 available
8248:   NOT   model  34 available
84EE:   NOT   animation "SMOKING" loaded
84EE:   NOT   animation "COLT45" loaded
004D: jump_if_false CASINO4_757
0001: wait  0 ms
0002: jump CASINO4_748

:CASINO4_757
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_762
00A1: put_actor $PLAYER_ACTOR at -738.0603  2388.346  125.1527
0002: jump CASINO4_763

:CASINO4_762
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -738.0603  2388.346  125.1527

:CASINO4_763
0173: set_actor $PLAYER_ACTOR z_angle_to  176.0
04ED: load_animation "PAULNMAC"

:CASINO4_765
00D6: if  0
84EE:   NOT   animation "PAULNMAC" loaded
004D: jump_if_false CASINO4_770
0001: wait  0 ms
0002: jump CASINO4_765

:CASINO4_770
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
016A: fade  1 (back)  1500 ms

:CASINO4_774
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_779
0001: wait  0 ms
0002: jump CASINO4_774

:CASINO4_779
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BE: text_clear_all
0006: @49 =  1  ;; integer values

:CASINO4_782
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASINO4_803
00D6: if  21
0118:   actor @72 dead
0118:   actor @71 dead
004D: jump_if_false CASINO4_803
00BE: text_clear_all
00D6: if  1
0118:   actor @71 dead
0118:   actor @72 dead
004D: jump_if_false CASINO4_796
00BB: text_lowpriority 'CAS4_47'  3000 ms  1
0002: jump CASINO4_802

:CASINO4_796
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false CASINO4_801
00BB: text_lowpriority 'CAS4_05'  3000 ms  1
0002: jump CASINO4_802

:CASINO4_801
00BB: text_lowpriority 'CAS4_04'  3000 ms  1

:CASINO4_802
0002: jump CASINO4_6073

:CASINO4_803
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false CASINO4_3010
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false CASINO4_3010
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false CASINO4_823
00D9: @77 = actor $PLAYER_ACTOR car
01EA: @135 = car @77 max_passengers
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false CASINO4_818
000E: @135 -=  1  ;; integer values

:CASINO4_818
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false CASINO4_822
000E: @135 -=  1  ;; integer values

:CASINO4_822
0002: jump CASINO4_879

:CASINO4_823
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_851
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_851
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false CASINO4_842
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_842
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_839
0633: unknown_action_sequence @72 

:CASINO4_839
0187: @67 = create_marker_above_actor @72
07E0: @67  1 
0006: @119 =  0  ;; integer values

:CASINO4_842
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_851
062E: @72  1587 @90 
00D6: if  1
84A4:   NOT @90  1 
84A4:   NOT @90  0 
004D: jump_if_false CASINO4_851
0633: unknown_action_sequence @72 

:CASINO4_851
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_876
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false CASINO4_867
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_867
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_864
0633: unknown_action_sequence @71 

:CASINO4_864
0187: @68 = create_marker_above_actor @71
07E0: @68  1 
0006: @120 =  0  ;; integer values

:CASINO4_867
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_876
062E: @71  1587 @90 
00D6: if  1
84A4:   NOT @90  1 
84A4:   NOT @90  0 
004D: jump_if_false CASINO4_876
0633: unknown_action_sequence @71 

:CASINO4_876
0006: @130 =  0  ;; integer values
0006: @131 =  0  ;; integer values
0006: @135 =  0  ;; integer values

:CASINO4_879
00D6: if  0
0019:   @121 >  0  ;; integer values
004D: jump_if_false CASINO4_896
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_896
00D6: if  0
0019:   @135 >  1  ;; integer values
004D: jump_if_false CASINO4_896
0687: @72 
0687: @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_896
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false CASINO4_1086
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_1085
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_992
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false CASINO4_981
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @72 radius  8.0  8.0  5.0  0  
004D: jump_if_false CASINO4_974
00D6: if  0
0019:   @135 >  0  ;; integer values
004D: jump_if_false CASINO4_937
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_936
00D6: if  0
0448:   actor @72 in_car @77
004D: jump_if_false CASINO4_924
0164: disable_marker @67
000E: @135 -=  1  ;; integer values
0006: @119 =  1  ;; integer values
0002: jump CASINO4_936

:CASINO4_924
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false CASINO4_930
05CA: unknown_action_sequence @72 @77 -2 -1 
0006: @130 =  1  ;; integer values
0002: jump CASINO4_936

:CASINO4_930
062E: @72  1482 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_936
0687: @72 
05CA: unknown_action_sequence @72 @77 -2 -1 

:CASINO4_936
0002: jump CASINO4_973

:CASINO4_937
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false CASINO4_973
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false CASINO4_973
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_949
0187: @68 = create_marker_above_actor @71
07E0: @68  1 
0006: @120 =  0  ;; integer values

:CASINO4_949
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false CASINO4_973
0615: @89 
05D9: unknown_action_sequence -1 @71 -1  2.0 
0639: unknown_action_sequence -1 @71 
0616: @89 
0618: @72 @89 
061B: @89 
0615: @89 
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_963
0633: unknown_action_sequence -1 

:CASINO4_963
05D9: unknown_action_sequence -1 @72 -1  2.0 
0639: unknown_action_sequence -1 @72 
0616: @89 
0618: @71 @89 
061B: @89 
00BE: text_clear_all
00BB: text_lowpriority 'CAS4_44'  10000 ms  1
0006: @282 =  1  ;; integer values
0006: @132 =  6  ;; integer values
0006: @121 =  1  ;; integer values

:CASINO4_973
0002: jump CASINO4_980

:CASINO4_974
062E: @72  1482 @90 
00D6: if  0
04A4: @90  1 
004D: jump_if_false CASINO4_979
0687: @72 

:CASINO4_979
0006: @130 =  0  ;; integer values

:CASINO4_980
0002: jump CASINO4_992

:CASINO4_981
00D6: if  0
8106:   NOT   actor $PLAYER_ACTOR near_actor_in_car @72 radius  10.0  10.0  5.0  0  
004D: jump_if_false CASINO4_992
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_988
0633: unknown_action_sequence @72 

:CASINO4_988
0187: @67 = create_marker_above_actor @72
07E0: @67  1 
0006: @130 =  0  ;; integer values
0006: @119 =  0  ;; integer values

:CASINO4_992
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false CASINO4_1085
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_1085
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false CASINO4_1074
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @71 radius  8.0  8.0  5.0  0  
004D: jump_if_false CASINO4_1067
00D6: if  0
0019:   @135 >  0  ;; integer values
004D: jump_if_false CASINO4_1030
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_1029
00D6: if  0
0448:   actor @71 in_car @77
004D: jump_if_false CASINO4_1017
0164: disable_marker @68
000E: @135 -=  1  ;; integer values
0006: @120 =  1  ;; integer values
0002: jump CASINO4_1029

:CASINO4_1017
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false CASINO4_1023
05CA: unknown_action_sequence @71 @77 -2 -1 
0006: @131 =  1  ;; integer values
0002: jump CASINO4_1029

:CASINO4_1023
062E: @71  1482 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_1029
0687: @71 
05CA: unknown_action_sequence @71 @77 -2 -1 

:CASINO4_1029
0002: jump CASINO4_1066

:CASINO4_1030
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false CASINO4_1066
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false CASINO4_1066
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_1042
0187: @67 = create_marker_above_actor @72
07E0: @67  1 
0006: @119 =  0  ;; integer values

:CASINO4_1042
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false CASINO4_1066
0615: @89 
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_1050
0633: unknown_action_sequence -1 

:CASINO4_1050
05D9: unknown_action_sequence -1 @71 -1  2.0 
0639: unknown_action_sequence -1 @71 
0616: @89 
0618: @72 @89 
061B: @89 
0615: @89 
05D9: unknown_action_sequence -1 @72 -1  2.0 
0639: unknown_action_sequence -1 @72 
0616: @89 
0618: @71 @89 
061B: @89 
00BE: text_clear_all
00BB: text_lowpriority 'CAS4_44'  10000 ms  1
0006: @282 =  2  ;; integer values
0006: @132 =  6  ;; integer values
0006: @121 =  1  ;; integer values

:CASINO4_1066
0002: jump CASINO4_1073

:CASINO4_1067
062E: @71  1482 @90 
00D6: if  0
04A4: @90  1 
004D: jump_if_false CASINO4_1073
0687: @71 
0006: @131 =  0  ;; integer values

:CASINO4_1073
0002: jump CASINO4_1085

:CASINO4_1074
00D6: if  0
8106:   NOT   actor $PLAYER_ACTOR near_actor_in_car @71 radius  10.0  10.0  5.0  0  
004D: jump_if_false CASINO4_1085
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_1081
0633: unknown_action_sequence @71 

:CASINO4_1081
0187: @68 = create_marker_above_actor @71
07E0: @68  1 
0006: @131 =  0  ;; integer values
0006: @120 =  0  ;; integer values

:CASINO4_1085
0002: jump CASINO4_1309

:CASINO4_1086
00D6: if  0
0039:   @121 ==  1  ;; integer values
004D: jump_if_false CASINO4_1106
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_1105
062E: @71  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_1105
062E: @72  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_1105
04C4: create_coordinate @40 @41 @42 from_actor @71 offset  0.0  1.5  0.0
07CD: unknown_action_sequence @72 @40 @41 @42 @43  .5 
0050: gosub CASINO4_5138
0006: @121 =  2  ;; integer values

:CASINO4_1105
0002: jump CASINO4_1309

:CASINO4_1106
00D6: if  0
0039:   @121 ==  2  ;; integer values
004D: jump_if_false CASINO4_1309
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_1161
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1120
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_1119
040D: unload_wav @254

:CASINO4_1119
0006: @255 =  1  ;; integer values

:CASINO4_1120
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_1125
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_1125
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_1134
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_1134
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_1134
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_1161
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_1152
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_1147
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_1149

:CASINO4_1147
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_1149
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_1161

:CASINO4_1152
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_1161
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_1161
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_1161
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false CASINO4_1242
00D6: if  0
0039:   @275 ==  0  ;; integer values
004D: jump_if_false CASINO4_1241
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1241
0871: init_jump_table @274 total_jumps  5  1 CASINO4_1230 jumps  0 CASINO4_1171  1 CASINO4_1178  2 CASINO4_1191  3 CASINO4_1204  4 CASINO4_1217 -1 CASINO4_1241 -1 CASINO4_1241 

:CASINO4_1171
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1177
0006: @252 =  9  ;; integer values
0006: @274 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1177
0002: jump CASINO4_1241

:CASINO4_1178
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1190
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1190
0006: @252 =  10  ;; integer values
0006: @274 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1190
0002: jump CASINO4_1241

:CASINO4_1191
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1203
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1203
0006: @252 =  11  ;; integer values
0006: @274 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1203
0002: jump CASINO4_1241

:CASINO4_1204
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1216
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1216
0006: @252 =  12  ;; integer values
0006: @274 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1216
0002: jump CASINO4_1241

:CASINO4_1217
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1229
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1229
0006: @252 =  19  ;; integer values
0006: @274 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1229
0002: jump CASINO4_1241

:CASINO4_1230
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1240
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1240
0006: @275 =  1  ;; integer values

:CASINO4_1240
0002: jump CASINO4_1241

:CASINO4_1241
0002: jump CASINO4_1309

:CASINO4_1242
00D6: if  0
0039:   @282 ==  2  ;; integer values
004D: jump_if_false CASINO4_1309
00D6: if  0
0039:   @277 ==  0  ;; integer values
004D: jump_if_false CASINO4_1309
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1309
0871: init_jump_table @276 total_jumps  4  1 CASINO4_1298 jumps  0 CASINO4_1252  1 CASINO4_1259  2 CASINO4_1272  3 CASINO4_1285 -1 CASINO4_1309 -1 CASINO4_1309 -1 CASINO4_1309 

:CASINO4_1252
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1258
0006: @252 =  13  ;; integer values
0006: @276 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1258
0002: jump CASINO4_1309

:CASINO4_1259
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1271
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1271
0006: @252 =  14  ;; integer values
0006: @276 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1271
0002: jump CASINO4_1309

:CASINO4_1272
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1284
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1284
0006: @252 =  15  ;; integer values
0006: @276 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1284
0002: jump CASINO4_1309

:CASINO4_1285
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1297
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1297
0006: @252 =  16  ;; integer values
0006: @276 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1297
0002: jump CASINO4_1309

:CASINO4_1298
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1308
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1308
0006: @277 =  1  ;; integer values

:CASINO4_1308
0002: jump CASINO4_1309

:CASINO4_1309
00D6: if  21
0118:   actor @72 dead
0118:   actor @71 dead
004D: jump_if_false CASINO4_1327
00BE: text_clear_all
00D6: if  1
0118:   actor @71 dead
0118:   actor @72 dead
004D: jump_if_false CASINO4_1320
00BB: text_lowpriority 'CAS4_47'  3000 ms  1
0002: jump CASINO4_1326

:CASINO4_1320
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false CASINO4_1325
00BB: text_lowpriority 'CAS4_05'  3000 ms  1
0002: jump CASINO4_1326

:CASINO4_1325
00BB: text_lowpriority 'CAS4_04'  3000 ms  1

:CASINO4_1326
0002: jump CASINO4_6073

:CASINO4_1327
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false CASINO4_1420
00D6: if  1
0039:   @119 ==  0  ;; integer values
0039:   @120 ==  0  ;; integer values
004D: jump_if_false CASINO4_1360
00D6: if  0
0019:   @135 >  1  ;; integer values
004D: jump_if_false CASINO4_1349
00D6: if  0
8039:   NOT   @132 ==  0  ;; integer values
004D: jump_if_false CASINO4_1348
03D5: remove_text 'CAS4_19'
03D5: remove_text 'CAS4_03'
03D5: remove_text 'CAS4_02'
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1348
00BB: text_lowpriority 'CAS4_37'  7000 ms  1
0006: @132 =  0  ;; integer values

:CASINO4_1348
0002: jump CASINO4_1360

:CASINO4_1349
00D6: if  0
8039:   NOT   @132 ==  1  ;; integer values
004D: jump_if_false CASINO4_1360
03D5: remove_text 'CAS4_37'
03D5: remove_text 'CAS4_03'
03D5: remove_text 'CAS4_02'
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1360
00BB: text_lowpriority 'CAS4_19'  7000 ms  1
0006: @132 =  1  ;; integer values

:CASINO4_1360
00D6: if  1
0039:   @119 ==  1  ;; integer values
0039:   @120 ==  0  ;; integer values
004D: jump_if_false CASINO4_1390
00D6: if  0
0019:   @135 >  0  ;; integer values
004D: jump_if_false CASINO4_1379
00D6: if  0
8039:   NOT   @132 ==  2  ;; integer values
004D: jump_if_false CASINO4_1378
03D5: remove_text 'CAS4_19'
03D5: remove_text 'CAS4_37'
03D5: remove_text 'CAS4_02'
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1378
00BB: text_lowpriority 'CAS4_03'  7000 ms  1
0006: @132 =  2  ;; integer values

:CASINO4_1378
0002: jump CASINO4_1390

:CASINO4_1379
00D6: if  0
8039:   NOT   @132 ==  3  ;; integer values
004D: jump_if_false CASINO4_1390
03D5: remove_text 'CAS4_37'
03D5: remove_text 'CAS4_03'
03D5: remove_text 'CAS4_02'
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1390
00BB: text_lowpriority 'CAS4_19'  7000 ms  1
0006: @132 =  3  ;; integer values

:CASINO4_1390
00D6: if  1
0039:   @119 ==  0  ;; integer values
0039:   @120 ==  1  ;; integer values
004D: jump_if_false CASINO4_1420
00D6: if  0
0019:   @135 >  0  ;; integer values
004D: jump_if_false CASINO4_1409
00D6: if  0
8039:   NOT   @132 ==  4  ;; integer values
004D: jump_if_false CASINO4_1408
03D5: remove_text 'CAS4_19'
03D5: remove_text 'CAS4_03'
03D5: remove_text 'CAS4_37'
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1408
00BB: text_lowpriority 'CAS4_02'  7000 ms  1
0006: @132 =  4  ;; integer values

:CASINO4_1408
0002: jump CASINO4_1420

:CASINO4_1409
00D6: if  0
8039:   NOT   @132 ==  5  ;; integer values
004D: jump_if_false CASINO4_1420
03D5: remove_text 'CAS4_37'
03D5: remove_text 'CAS4_03'
03D5: remove_text 'CAS4_02'
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1420
00BB: text_lowpriority 'CAS4_19'  7000 ms  1
0006: @132 =  5  ;; integer values

:CASINO4_1420
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false CASINO4_2448
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false CASINO4_2416
00D6: if  0
0019:   @32 >  30000  ;; integer values
004D: jump_if_false CASINO4_2415
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_1490
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1440
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_1439
040D: unload_wav @254

:CASINO4_1439
0006: @255 =  1  ;; integer values

:CASINO4_1440
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_1445
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_1445
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_1463
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_1463
03D1: play_wav @253
00D6: if  0
8039:   NOT   @252 ==  65  ;; integer values
004D: jump_if_false CASINO4_1462
00D6: if  0
8039:   NOT   @252 ==  67  ;; integer values
004D: jump_if_false CASINO4_1462
00D6: if  0
8039:   NOT   @252 ==  78  ;; integer values
004D: jump_if_false CASINO4_1462
00BC: text_highpriority $7533(@252,114s)  10000 ms  1

:CASINO4_1462
0006: @255 =  3  ;; integer values

:CASINO4_1463
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_1490
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_1481
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_1476
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_1478

:CASINO4_1476
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_1478
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_1490

:CASINO4_1481
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_1490
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_1490
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_1490
00D6: if  0
8039:   NOT   @287 ==  0  ;; integer values
004D: jump_if_false CASINO4_1530
00D6: if  0
0039:   @288 ==  0  ;; integer values
004D: jump_if_false CASINO4_1501
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false CASINO4_1500
040D: unload_wav  3

:CASINO4_1500
0006: @288 =  1  ;; integer values

:CASINO4_1501
00D6: if  0
0039:   @288 ==  1  ;; integer values
004D: jump_if_false CASINO4_1506
03CF: load_wav @285(@287,2i) as  3
0006: @288 =  2  ;; integer values

:CASINO4_1506
00D6: if  0
0039:   @288 ==  2  ;; integer values
004D: jump_if_false CASINO4_1521
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false CASINO4_1521
00D6: if  0
0039:   @287 ==  1  ;; integer values
004D: jump_if_false CASINO4_1519
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_1519
0949: link_wav  3 to_actor @71 

:CASINO4_1519
03D1: play_wav  3
0006: @288 =  3  ;; integer values

:CASINO4_1521
00D6: if  0
0039:   @288 ==  3  ;; integer values
004D: jump_if_false CASINO4_1530
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false CASINO4_1530
040D: unload_wav  3
0006: @287 =  0  ;; integer values
0006: @288 =  0  ;; integer values

:CASINO4_1530
00D6: if  0
001B:    5 > @122  ;; integer values
004D: jump_if_false CASINO4_2062
00D6: if  1
8118:   NOT   actor @72 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2061
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false CASINO4_1664
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false CASINO4_1663
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_1663
0871: init_jump_table @280 total_jumps  8  1 CASINO4_1648 jumps  0 CASINO4_1548  1 CASINO4_1557  2 CASINO4_1570  3 CASINO4_1583  4 CASINO4_1596  5 CASINO4_1609  6 CASINO4_1622 
0872: jump_table_jumps  7 CASINO4_1635 -1 CASINO4_1663 -1 CASINO4_1663 -1 CASINO4_1663 -1 CASINO4_1663 -1 CASINO4_1663 -1 CASINO4_1663 -1 CASINO4_1663 -1 CASINO4_1663 

:CASINO4_1548
0A09: @72  1 
0A09: @71  1 
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1556
0006: @252 =  62  ;; integer values
0006: @280 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1556
0002: jump CASINO4_1663

:CASINO4_1557
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1569
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1569
0006: @252 =  63  ;; integer values
0006: @280 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1569
0002: jump CASINO4_1663

:CASINO4_1570
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1582
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1582
0006: @252 =  64  ;; integer values
0006: @280 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1582
0002: jump CASINO4_1663

:CASINO4_1583
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1595
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1595
0006: @252 =  65  ;; integer values
0006: @280 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1595
0002: jump CASINO4_1663

:CASINO4_1596
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1608
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1608
0006: @252 =  66  ;; integer values
0006: @280 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1608
0002: jump CASINO4_1663

:CASINO4_1609
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1621
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1621
0006: @252 =  67  ;; integer values
0006: @280 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1621
0002: jump CASINO4_1663

:CASINO4_1622
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1634
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1634
0006: @252 =  68  ;; integer values
0006: @280 =  7  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1634
0002: jump CASINO4_1663

:CASINO4_1635
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1647
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1647
0006: @252 =  69  ;; integer values
0006: @280 =  8  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1647
0002: jump CASINO4_1663

:CASINO4_1648
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1662
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1662
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_1662
0002: jump CASINO4_1663

:CASINO4_1663
0002: jump CASINO4_2061

:CASINO4_1664
00D6: if  0
0039:   @122 ==  1  ;; integer values
004D: jump_if_false CASINO4_1853
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false CASINO4_1837
0871: init_jump_table @280 total_jumps  12  1 CASINO4_1822 jumps  0 CASINO4_1672  1 CASINO4_1679  2 CASINO4_1692  3 CASINO4_1705  4 CASINO4_1718  5 CASINO4_1731  6 CASINO4_1744 
0872: jump_table_jumps  7 CASINO4_1757  8 CASINO4_1770  9 CASINO4_1783  10 CASINO4_1796  11 CASINO4_1809 -1 CASINO4_1836 -1 CASINO4_1836 -1 CASINO4_1836 -1 CASINO4_1836 

:CASINO4_1672
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1678
0006: @252 =  70  ;; integer values
0006: @280 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1678
0002: jump CASINO4_1836

:CASINO4_1679
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1691
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1691
0006: @252 =  71  ;; integer values
0006: @280 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1691
0002: jump CASINO4_1836

:CASINO4_1692
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1704
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1704
0006: @252 =  72  ;; integer values
0006: @280 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1704
0002: jump CASINO4_1836

:CASINO4_1705
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1717
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1717
0006: @252 =  73  ;; integer values
0006: @280 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1717
0002: jump CASINO4_1836

:CASINO4_1718
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1730
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1730
0006: @252 =  74  ;; integer values
0006: @280 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1730
0002: jump CASINO4_1836

:CASINO4_1731
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1743
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1743
0006: @252 =  75  ;; integer values
0006: @280 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1743
0002: jump CASINO4_1836

:CASINO4_1744
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1756
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1756
0006: @252 =  76  ;; integer values
0006: @280 =  7  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1756
0002: jump CASINO4_1836

:CASINO4_1757
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1769
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1769
0006: @252 =  77  ;; integer values
0006: @280 =  8  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1769
0002: jump CASINO4_1836

:CASINO4_1770
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1782
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1782
0006: @252 =  78  ;; integer values
0006: @280 =  9  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1782
0002: jump CASINO4_1836

:CASINO4_1783
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1795
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1795
0006: @252 =  79  ;; integer values
0006: @280 =  10  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1795
0002: jump CASINO4_1836

:CASINO4_1796
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1808
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1808
0006: @252 =  80  ;; integer values
0006: @280 =  11  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1808
0002: jump CASINO4_1836

:CASINO4_1809
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1821
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1821
0006: @252 =  81  ;; integer values
0006: @280 =  12  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1821
0002: jump CASINO4_1836

:CASINO4_1822
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1835
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1835
0006: @32 =  0  ;; integer values
0006: @124 =  0  ;; integer values
0006: @128 =  1  ;; integer values
0006: @122 =  9999  ;; integer values

:CASINO4_1835
0002: jump CASINO4_1836

:CASINO4_1836
0002: jump CASINO4_1852

:CASINO4_1837
00D6: if  1
04EE:   animation "FOOD" loaded
01C1:   car @77 stopped
004D: jump_if_false CASINO4_1852
0407: create_coordinate @95 @96 @97 from_car @77 offset  4.0  2.0  0.0
0615: @89 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 @95 @96 @97  7  5000 
0605: unknown_action_sequence -1 "EAT_VOMIT_P" "FOOD"  1004.0  0  0  0  0 -1 
05CA: unknown_action_sequence -1 @77 -2 -1 
0616: @89 
0618: @72 @89 
061B: @89 
0006: @122 =  2  ;; integer values
0006: @124 =  1  ;; integer values

:CASINO4_1852
0002: jump CASINO4_2061

:CASINO4_1853
00D6: if  0
8039:   NOT   @122 ==  3  ;; integer values
004D: jump_if_false CASINO4_1970
00D6: if  0
001B:    3 > @122  ;; integer values
004D: jump_if_false CASINO4_1970
0871: init_jump_table @280 total_jumps  8  1 CASINO4_1959 jumps  0 CASINO4_1861  1 CASINO4_1868  2 CASINO4_1881  3 CASINO4_1894  4 CASINO4_1907  5 CASINO4_1920  6 CASINO4_1933 
0872: jump_table_jumps  7 CASINO4_1946 -1 CASINO4_1970 -1 CASINO4_1970 -1 CASINO4_1970 -1 CASINO4_1970 -1 CASINO4_1970 -1 CASINO4_1970 -1 CASINO4_1970 -1 CASINO4_1970 

:CASINO4_1861
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1867
0006: @252 =  70  ;; integer values
0006: @280 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1867
0002: jump CASINO4_1970

:CASINO4_1868
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1880
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1880
0006: @252 =  71  ;; integer values
0006: @280 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1880
0002: jump CASINO4_1970

:CASINO4_1881
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1893
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1893
0006: @252 =  72  ;; integer values
0006: @280 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1893
0002: jump CASINO4_1970

:CASINO4_1894
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1906
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1906
0006: @252 =  73  ;; integer values
0006: @280 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1906
0002: jump CASINO4_1970

:CASINO4_1907
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1919
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1919
0006: @252 =  74  ;; integer values
0006: @280 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1919
0002: jump CASINO4_1970

:CASINO4_1920
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1932
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1932
0006: @252 =  75  ;; integer values
0006: @280 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1932
0002: jump CASINO4_1970

:CASINO4_1933
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1945
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1945
0006: @252 =  76  ;; integer values
0006: @280 =  7  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1945
0002: jump CASINO4_1970

:CASINO4_1946
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1958
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1958
0006: @252 =  77  ;; integer values
0006: @280 =  8  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_1958
0002: jump CASINO4_1970

:CASINO4_1959
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_1969
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_1969
0006: @281 =  1  ;; integer values

:CASINO4_1969
0002: jump CASINO4_1970

:CASINO4_1970
00D6: if  0
0039:   @122 ==  2  ;; integer values
004D: jump_if_false CASINO4_1993
062E: @72  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_1983
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_1992

:CASINO4_1983
00D6: if  0
0611: @72 "EAT_VOMIT_P" 
004D: jump_if_false CASINO4_1992
04C4: create_coordinate @95 @96 @97 from_actor @72 offset  .355 -.116  .048
0613: @72 "EAT_VOMIT_P" @94 
064B: "PUKE" @95 @96 @97  1 @136 
0006: @134 =  0  ;; integer values
0007: @94 =  0.0  ;; floating-point values
0006: @122 =  3  ;; integer values

:CASINO4_1992
0002: jump CASINO4_2061

:CASINO4_1993
00D6: if  0
0039:   @122 ==  3  ;; integer values
004D: jump_if_false CASINO4_2046
062E: @72  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_2011
04EF: release_animation "FOOD"
0006: @122 =  5  ;; integer values
0006: @128 =  1  ;; integer values
0006: @124 =  0  ;; integer values
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false CASINO4_2010
064E: @136 
0650: @136 
0006: @134 =  0  ;; integer values

:CASINO4_2010
0006: @32 =  0  ;; integer values

:CASINO4_2011
00D6: if  0
8043:   NOT   @94 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO4_2039
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false CASINO4_2027
00D6: if  0
0031:   @94 >=  .42  ;; floating-point values 
004D: jump_if_false CASINO4_2027
064C: @136 
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2026
0006: @252 =  78  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2026
0006: @134 =  1  ;; integer values

:CASINO4_2027
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_2037
00D6: if  0
0611: @72 "EAT_VOMIT_P" 
004D: jump_if_false CASINO4_2035
0613: @72 "EAT_VOMIT_P" @94 
0002: jump CASINO4_2036

:CASINO4_2035
0007: @94 =  1.0  ;; floating-point values

:CASINO4_2036
0002: jump CASINO4_2038

:CASINO4_2037
0007: @94 =  1.0  ;; floating-point values

:CASINO4_2038
0002: jump CASINO4_2045

:CASINO4_2039
064E: @136 
0650: @136 
0006: @32 =  0  ;; integer values
0006: @134 =  0  ;; integer values
0006: @124 =  0  ;; integer values
0006: @122 =  4  ;; integer values

:CASINO4_2045
0002: jump CASINO4_2061

:CASINO4_2046
062E: @72  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_2061
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  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false CASINO4_2061
064E: @136 
0650: @136 
0006: @134 =  0  ;; integer values

:CASINO4_2061
0002: jump CASINO4_2415

:CASINO4_2062
00D6: if  0
001B:    5 > @123  ;; integer values
004D: jump_if_false CASINO4_2406
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2405
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false CASINO4_2155
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false CASINO4_2153
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_2153
0871: init_jump_table @278 total_jumps  5  1 CASINO4_2138 jumps  0 CASINO4_2079  1 CASINO4_2086  2 CASINO4_2099  3 CASINO4_2112  4 CASINO4_2125 -1 CASINO4_2153 -1 CASINO4_2153 

:CASINO4_2079
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2085
0006: @252 =  50  ;; integer values
0006: @278 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2085
0002: jump CASINO4_2153

:CASINO4_2086
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2098
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2098
0006: @252 =  51  ;; integer values
0006: @278 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2098
0002: jump CASINO4_2153

:CASINO4_2099
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2111
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2111
0006: @252 =  52  ;; integer values
0006: @278 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2111
0002: jump CASINO4_2153

:CASINO4_2112
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2124
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2124
0006: @252 =  53  ;; integer values
0006: @278 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2124
0002: jump CASINO4_2153

:CASINO4_2125
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2137
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2137
0006: @252 =  54  ;; integer values
0006: @278 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2137
0002: jump CASINO4_2153

:CASINO4_2138
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2152
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2152
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_2152
0002: jump CASINO4_2153

:CASINO4_2153
0006: @279 =  0  ;; integer values
0002: jump CASINO4_2405

:CASINO4_2155
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false CASINO4_2274
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false CASINO4_2256
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_2255
0871: init_jump_table @278 total_jumps  6  1 CASINO4_2238 jumps  0 CASINO4_2165  1 CASINO4_2172  2 CASINO4_2185  3 CASINO4_2199  4 CASINO4_2212  5 CASINO4_2225 -1 CASINO4_2255 

:CASINO4_2165
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2171
0006: @252 =  55  ;; integer values
0006: @278 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2171
0002: jump CASINO4_2255

:CASINO4_2172
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2184
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2184
0006: @252 =  56  ;; integer values
0006: @278 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2184
0002: jump CASINO4_2255

:CASINO4_2185
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2198
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2198
0006: @252 =  57  ;; integer values
0006: @278 =  5  ;; integer values
0006: @287 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2198
0002: jump CASINO4_2255

:CASINO4_2199
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2211
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2211
0006: @252 =  58  ;; integer values
0006: @278 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2211
0002: jump CASINO4_2255

:CASINO4_2212
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2224
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2224
0006: @252 =  58  ;; integer values
0006: @278 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2224
0002: jump CASINO4_2255

:CASINO4_2225
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2237
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2237
0006: @252 =  59  ;; integer values
0006: @278 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2237
0002: jump CASINO4_2255

:CASINO4_2238
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2254
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2254
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_2254
0002: jump CASINO4_2255

:CASINO4_2255
0002: jump CASINO4_2273

:CASINO4_2256
00D6: if  1
04EE:   animation "PAULNMAC" loaded
01C1:   car @77 stopped
004D: jump_if_false CASINO4_2273
0407: create_coordinate @95 @96 @97 from_car @77 offset  4.0  2.0  0.0
0615: @89 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1 @95 @96 @97  7  5000 
0605: unknown_action_sequence -1 "PISS_IN" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PISS_LOOP" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PISS_OUT" "PAULNMAC"  4.0  0  0  0  0 -1 
05CA: unknown_action_sequence -1 @77 -2 -1 
0616: @89 
0618: @71 @89 
061B: @89 
0006: @123 =  2  ;; integer values
0006: @125 =  1  ;; integer values

:CASINO4_2273
0002: jump CASINO4_2405

:CASINO4_2274
00D6: if  0
0039:   @123 ==  2  ;; integer values
004D: jump_if_false CASINO4_2309
062E: @71  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_2284
0006: @123 =  5  ;; integer values
0006: @125 =  0  ;; integer values
0002: jump CASINO4_2308

:CASINO4_2284
00D6: if  0
04A4: @90  1 
004D: jump_if_false CASINO4_2298
0646: @71 @90 
00D6: if  0
0019:   @90 >  4  ;; integer values
004D: jump_if_false CASINO4_2298
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false CASINO4_2298
064E: @137 
0650: @137 
040D: unload_wav  3
0006: @133 =  0  ;; integer values

:CASINO4_2298
00D6: if  0
0611: @71 "PISS_IN" 
004D: jump_if_false CASINO4_2308
04C4: create_coordinate @95 @96 @97 from_actor @71 offset  0.0  0.0 -.2
0613: @71 "PISS_IN" @94 
066A: "PETROLCAN" @71  0.0  .116  .048 @95 @96 @97  1 @137 
0883: @137 @71  1 
0007: @94 =  0.0  ;; floating-point values
0006: @123 =  3  ;; integer values
0006: @133 =  0  ;; integer values

:CASINO4_2308
0002: jump CASINO4_2405

:CASINO4_2309
00D6: if  0
0039:   @123 ==  3  ;; integer values
004D: jump_if_false CASINO4_2363
062E: @71  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_2326
0006: @123 =  5  ;; integer values
0006: @125 =  0  ;; integer values
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false CASINO4_2325
064E: @137 
0650: @137 
040D: unload_wav  3
0006: @133 =  0  ;; integer values

:CASINO4_2325
0002: jump CASINO4_2340

:CASINO4_2326
00D6: if  0
04A4: @90  1 
004D: jump_if_false CASINO4_2340
0646: @71 @90 
00D6: if  0
0019:   @90 >  4  ;; integer values
004D: jump_if_false CASINO4_2340
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false CASINO4_2340
064E: @137 
0650: @137 
040D: unload_wav  3
0006: @133 =  0  ;; integer values

:CASINO4_2340
00D6: if  0
0611: @71 "PISS_IN" 
004D: jump_if_false CASINO4_2362
0613: @71 "PISS_IN" @94 
00D6: if  0
8043:   NOT   @94 ==  1.0  ;; floating-point values
004D: jump_if_false CASINO4_2362
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false CASINO4_2362
00D6: if  0
0031:   @94 >=  .6  ;; floating-point values 
004D: jump_if_false CASINO4_2362
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2358
0006: @252 =  60  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2358
064C: @137 
0006: @287 =  1  ;; integer values
0006: @133 =  1  ;; integer values
0006: @123 =  4  ;; integer values

:CASINO4_2362
0002: jump CASINO4_2405

:CASINO4_2363
062E: @71  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_2377
0006: @123 =  5  ;; integer values
0006: @125 =  0  ;; integer values
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false CASINO4_2376
064E: @137 
0650: @137 
040D: unload_wav  3
0006: @133 =  0  ;; integer values

:CASINO4_2376
0002: jump CASINO4_2391

:CASINO4_2377
00D6: if  0
04A4: @90  1 
004D: jump_if_false CASINO4_2391
0646: @71 @90 
00D6: if  0
0019:   @90 >  4  ;; integer values
004D: jump_if_false CASINO4_2391
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false CASINO4_2391
064E: @137 
0650: @137 
040D: unload_wav  3
0006: @133 =  0  ;; integer values

:CASINO4_2391
00D6: if  0
0611: @71 "PISS_OUT" 
004D: jump_if_false CASINO4_2405
0613: @71 "PISS_OUT" @94 
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false CASINO4_2405
00D6: if  0
0031:   @94 >=  .42  ;; floating-point values 
004D: jump_if_false CASINO4_2405
064E: @137 
0650: @137 
040D: unload_wav  3
0006: @133 =  0  ;; integer values

:CASINO4_2405
0002: jump CASINO4_2415

:CASINO4_2406
0006: @125 =  0  ;; integer values
0006: @126 =  1  ;; integer values
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2415
0A09: $PLAYER_ACTOR  0 
0A09: @72  0 
0A09: @71  0 

:CASINO4_2415
0002: jump CASINO4_2447

:CASINO4_2416
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false CASINO4_2431
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_2424
0687: @71 
0A09: @71  0 

:CASINO4_2424
064E: @137 
0650: @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_2431
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false CASINO4_2447
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_2439
0687: @72 
0A09: @72  0 

:CASINO4_2439
064E: @136 
0650: @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_2447
0002: jump CASINO4_2460

:CASINO4_2448
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false CASINO4_2454
064E: @137 
0650: @137 
0006: @133 =  0  ;; integer values

:CASINO4_2454
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false CASINO4_2460
064E: @136 
0650: @136 
0006: @134 =  0  ;; integer values

:CASINO4_2460
00D6: if  1
0039:   @120 ==  1  ;; integer values
0039:   @119 ==  1  ;; integer values
004D: jump_if_false CASINO4_2489
0006: @129 =  1  ;; integer values
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false CASINO4_2488
00D6: if  1
0039:   @124 ==  0  ;; integer values
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CASINO4_2488
00D6: if  2
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2488
00D6: if  1
0448:   actor @72 in_car @77
0448:   actor @71 in_car @77
004D: jump_if_false CASINO4_2488
0006: @32 =  0  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'CAS4_16'  8000 ms  1
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_2488
0002: jump CASINO4_2712

:CASINO4_2489
0006: @129 =  0  ;; integer values
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false CASINO4_2495
0164: disable_marker @70
0006: @52 =  0  ;; integer values

:CASINO4_2495
00D6: if  0
0039:   @272 ==  0  ;; integer values
004D: jump_if_false CASINO4_2554
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_2554
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2509
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_2508
040D: unload_wav @254

:CASINO4_2508
0006: @255 =  1  ;; integer values

:CASINO4_2509
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_2514
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_2514
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_2527
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_2527
03D1: play_wav @253
00D6: if  21
0039:   @252 ==  7  ;; integer values
0039:   @252 ==  8  ;; integer values
004D: jump_if_false CASINO4_2526
00BC: text_highpriority $7533(@252,114s)  10000 ms  1

:CASINO4_2526
0006: @255 =  3  ;; integer values

:CASINO4_2527
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_2554
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_2545
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_2540
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_2542

:CASINO4_2540
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_2542
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_2554

:CASINO4_2545
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_2554
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_2554
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_2554
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_2712
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_2712
00D6: if  21
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_2708
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_2652
0006: @284 =  0  ;; integer values
0006: @283 =  1  ;; integer values
00D6: if  0
0039:   @272 ==  0  ;; integer values
004D: jump_if_false CASINO4_2651
00D6: if  1
0039:   @120 ==  1  ;; integer values
0039:   @119 ==  0  ;; integer values
004D: jump_if_false CASINO4_2600
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @72 radius  10.0  10.0  5.0 sphere  0
004D: jump_if_false CASINO4_2600
0871: init_jump_table @273 total_jumps  1  1 CASINO4_2588 jumps  0 CASINO4_2581 -1 CASINO4_2600 -1 CASINO4_2600 -1 CASINO4_2600 -1 CASINO4_2600 -1 CASINO4_2600 -1 CASINO4_2600 

:CASINO4_2581
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2587
0006: @252 =  40  ;; integer values
0006: @273 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2587
0002: jump CASINO4_2600

:CASINO4_2588
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2599
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2599
0006: @273 =  0  ;; integer values
0006: @272 =  1  ;; integer values

:CASINO4_2599
0002: jump CASINO4_2600

:CASINO4_2600
00D6: if  1
0039:   @120 ==  0  ;; integer values
0039:   @119 ==  1  ;; integer values
004D: jump_if_false CASINO4_2627
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @71 radius  10.0  10.0  5.0 sphere  0
004D: jump_if_false CASINO4_2627
0871: init_jump_table @273 total_jumps  1  1 CASINO4_2615 jumps  0 CASINO4_2608 -1 CASINO4_2627 -1 CASINO4_2627 -1 CASINO4_2627 -1 CASINO4_2627 -1 CASINO4_2627 -1 CASINO4_2627 

:CASINO4_2608
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2614
0006: @252 =  39  ;; integer values
0006: @273 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2614
0002: jump CASINO4_2627

:CASINO4_2615
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2626
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2626
0006: @273 =  0  ;; integer values
0006: @272 =  1  ;; integer values

:CASINO4_2626
0002: jump CASINO4_2627

:CASINO4_2627
00D6: if  1
0039:   @120 ==  0  ;; integer values
0039:   @119 ==  0  ;; integer values
004D: jump_if_false CASINO4_2651
0871: init_jump_table @273 total_jumps  1  1 CASINO4_2639 jumps  0 CASINO4_2632 -1 CASINO4_2651 -1 CASINO4_2651 -1 CASINO4_2651 -1 CASINO4_2651 -1 CASINO4_2651 -1 CASINO4_2651 

:CASINO4_2632
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2638
0006: @252 =  38  ;; integer values
0006: @273 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2638
0002: jump CASINO4_2651

:CASINO4_2639
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2650
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2650
0006: @273 =  0  ;; integer values
0006: @272 =  1  ;; integer values

:CASINO4_2650
0002: jump CASINO4_2651

:CASINO4_2651
0002: jump CASINO4_2707

:CASINO4_2652
0006: @272 =  0  ;; integer values
0006: @273 =  0  ;; integer values
00D6: if  0
0039:   @284 ==  0  ;; integer values
004D: jump_if_false CASINO4_2707
0871: init_jump_table @283 total_jumps  2  1 CASINO4_2689 jumps  0 CASINO4_2658  1 CASINO4_2670 -1 CASINO4_2707 -1 CASINO4_2707 -1 CASINO4_2707 -1 CASINO4_2707 -1 CASINO4_2707 

:CASINO4_2658
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2669
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_2666
0968: @71 
0967: @71  3000 

:CASINO4_2666
0006: @252 =  7  ;; integer values
0006: @283 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2669
0002: jump CASINO4_2707

:CASINO4_2670
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2688
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2688
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_2685
0968: @71 
0967: @72  3000 

:CASINO4_2685
0006: @252 =  8  ;; integer values
0006: @283 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2688
0002: jump CASINO4_2707

:CASINO4_2689
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2706
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2706
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_2704
0968: @71 
0968: @72 

:CASINO4_2704
0006: @283 =  0  ;; integer values
0006: @284 =  1  ;; integer values

:CASINO4_2706
0002: jump CASINO4_2707

:CASINO4_2707
0002: jump CASINO4_2712

:CASINO4_2708
0006: @272 =  0  ;; integer values
0006: @273 =  0  ;; integer values
0006: @284 =  0  ;; integer values
0006: @283 =  1  ;; integer values

:CASINO4_2712
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false CASINO4_3010
00D6: if  1
0039:   @124 ==  0  ;; integer values
0039:   @125 ==  0  ;; integer values
004D: jump_if_false CASINO4_3005
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false CASINO4_3004
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_2774
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2733
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_2732
040D: unload_wav @254

:CASINO4_2732
0006: @255 =  1  ;; integer values

:CASINO4_2733
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_2738
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_2738
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_2747
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_2747
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_2747
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_2774
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_2765
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_2760
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_2762

:CASINO4_2760
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_2762
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_2774

:CASINO4_2765
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_2774
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_2774
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_2774
00D6: if  0
0039:   @263 ==  0  ;; integer values
004D: jump_if_false CASINO4_2870
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_2869
0871: init_jump_table @262 total_jumps  5  1 CASINO4_2847 jumps  0 CASINO4_2781  1 CASINO4_2795  2 CASINO4_2808  3 CASINO4_2821  4 CASINO4_2834 -1 CASINO4_2869 -1 CASINO4_2869 

:CASINO4_2781
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2794
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2791
0A09: @72  1 
0A09: @71  1 
0A09: $PLAYER_ACTOR  1 

:CASINO4_2791
0006: @252 =  20  ;; integer values
0006: @262 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2794
0002: jump CASINO4_2869

:CASINO4_2795
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2807
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2807
0006: @252 =  21  ;; integer values
0006: @262 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2807
0002: jump CASINO4_2869

:CASINO4_2808
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2820
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2820
0006: @252 =  22  ;; integer values
0006: @262 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2820
0002: jump CASINO4_2869

:CASINO4_2821
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2833
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2833
0006: @252 =  23  ;; integer values
0006: @262 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2833
0002: jump CASINO4_2869

:CASINO4_2834
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2846
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2846
0006: @252 =  24  ;; integer values
0006: @262 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2846
0002: jump CASINO4_2869

:CASINO4_2847
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2868
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2868
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2863
0A09: @72  0 
0A09: @71  0 
0A09: $PLAYER_ACTOR  0 

:CASINO4_2863
0006: @263 =  1  ;; integer values
00D6: if  0
0019:   @32 >  25000  ;; integer values
004D: jump_if_false CASINO4_2868
0006: @32 =  25000  ;; integer values

:CASINO4_2868
0002: jump CASINO4_2869

:CASINO4_2869
0002: jump CASINO4_3004

:CASINO4_2870
00D6: if  1
0039:   @265 ==  0  ;; integer values
0039:   @128 ==  1  ;; integer values
004D: jump_if_false CASINO4_3004
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_3004
0871: init_jump_table @264 total_jumps  8  1 CASINO4_2983 jumps  0 CASINO4_2879  1 CASINO4_2892  2 CASINO4_2905  3 CASINO4_2918  4 CASINO4_2931  5 CASINO4_2944  6 CASINO4_2957 
0872: jump_table_jumps  7 CASINO4_2970 -1 CASINO4_3004 -1 CASINO4_3004 -1 CASINO4_3004 -1 CASINO4_3004 -1 CASINO4_3004 -1 CASINO4_3004 -1 CASINO4_3004 -1 CASINO4_3004 

:CASINO4_2879
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2891
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2888
0A09: @72  1 
0A09: @71  1 

:CASINO4_2888
0006: @252 =  25  ;; integer values
0006: @264 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2891
0002: jump CASINO4_3004

:CASINO4_2892
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2904
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2904
0006: @252 =  26  ;; integer values
0006: @264 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2904
0002: jump CASINO4_3004

:CASINO4_2905
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2917
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2917
0006: @252 =  27  ;; integer values
0006: @264 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2917
0002: jump CASINO4_3004

:CASINO4_2918
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2930
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2930
0006: @252 =  28  ;; integer values
0006: @264 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2930
0002: jump CASINO4_3004

:CASINO4_2931
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2943
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2943
0006: @252 =  29  ;; integer values
0006: @264 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2943
0002: jump CASINO4_3004

:CASINO4_2944
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2956
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2956
0006: @252 =  30  ;; integer values
0006: @264 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2956
0002: jump CASINO4_3004

:CASINO4_2957
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2969
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2969
0006: @252 =  31  ;; integer values
0006: @264 =  7  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2969
0002: jump CASINO4_3004

:CASINO4_2970
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_2982
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_2982
0006: @252 =  32  ;; integer values
0006: @264 =  8  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_2982
0002: jump CASINO4_3004

:CASINO4_2983
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3003
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3003
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_2998
0A09: @72  0 
0A09: @71  0 

:CASINO4_2998
0006: @265 =  1  ;; integer values
00D6: if  0
0019:   @32 >  25000  ;; integer values
004D: jump_if_false CASINO4_3003
0006: @32 =  25000  ;; integer values

:CASINO4_3003
0002: jump CASINO4_3004

:CASINO4_3004
0002: jump CASINO4_3010

:CASINO4_3005
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false CASINO4_3010
0164: disable_marker @70
0006: @52 =  0  ;; integer values

:CASINO4_3010
00D6: if  1
0039:   @49 ==  1  ;; integer values
0039:   @60 ==  0  ;; integer values
004D: jump_if_false CASINO4_3030
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -32.0  2337.0  24.0 radius  100.0  100.0  20.0
004D: jump_if_false CASINO4_3030
0674: set_car_model  478 numberplate "__TIM___" 
00A5: @78 = create_car  478 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: unknown_car @78 flag  1
0674: set_car_model  478 numberplate "_TAMMY__" 
00A5: @79 = create_car  478 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: unknown_car @79 flag  1
03F5: unknown_prepare_car @79 for_explosion flag  0
0006: @60 =  1  ;; integer values

:CASINO4_3030
00D6: if  2
0039:   @52 ==  1  ;; integer values
0039:   @51 ==  0  ;; integer values
0039:   @49 ==  1  ;; integer values
004D: jump_if_false CASINO4_3879
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3879
00D6: if  2
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point -24.0  2331.0  24.0 radius  4.0  4.0  2.0
00FE:   actor @72  0 ()near_point -24.0  2331.0  24.0 radius  4.0  4.0  2.0
00FE:   actor @71  0 ()near_point -24.0  2331.0  24.0 radius  4.0  4.0  2.0
004D: jump_if_false CASINO4_3879
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
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  346

:CASINO4_3057
00D6: if  21
84EE:   NOT   animation "SMOKING" loaded
8248:   NOT   model  346 available
004D: jump_if_false CASINO4_3063
0001: wait  0 ms
0002: jump CASINO4_3057

:CASINO4_3063
009A: @73 = create_actor  25  32 at -32.3702  2348.239  23.1328
0173: set_actor @73 z_angle_to  180.1098
0770: @73  1 
01B2: give_actor @73 weapon  22 ammo  3000  ;; Load the weapon model before using this
0615: @109 
0605: unknown_action_sequence -1 "M_SMKSTND_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
0616: @109 
0618: @73 @109 
061B: @109 
009A: @74 = create_actor  25  34 at -34.288  2350.204  23.1328
0173: set_actor @74 z_angle_to  177.5823
0770: @74  1 
01B2: give_actor @74 weapon  22 ammo  3000  ;; Load the weapon model before using this
0615: @109 
0605: unknown_action_sequence -1 "M_SMKLEAN_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
0616: @109 
0618: @74 @109 
061B: @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  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3112
0395: clear_area  1 at -25.7433  2334.629  23.1328 range  100.0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_3096
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_3097

:CASINO4_3096
00A1: put_actor $PLAYER_ACTOR at -25.7433  2334.629  23.1328

:CASINO4_3097
0173: set_actor $PLAYER_ACTOR z_angle_to  35.8419
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_3103
0362: remove_actor @72 from_car_and_place_at -23.6752  2335.531  23.1328
0002: jump CASINO4_3104

:CASINO4_3103
00A1: put_actor @72 at -23.6752  2334.531  23.1328

:CASINO4_3104
0173: set_actor @72 z_angle_to  35.8419
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_3110
0362: remove_actor @71 from_car_and_place_at -27.9403  2335.105  23.1328
0002: jump CASINO4_3111

:CASINO4_3110
00A1: put_actor @71 at -27.9403  2334.105  23.1328

:CASINO4_3111
0173: set_actor @71 z_angle_to  35.8419

:CASINO4_3112
0615: @82 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_3117
0633: unknown_action_sequence -1 

:CASINO4_3117
05D3: unknown_action_sequence -1 -31.7411  2342.68  23.125  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  35.5196 
0616: @82 
0618: $PLAYER_ACTOR @82 
061B: @82 
0708: unknown_add_entity_item @38  13 
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3139
02AB: set_actor @71 immunities  1  1  1  1  1
06C9: @71 
0615: @80 
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_3133
0633: unknown_action_sequence -1 

:CASINO4_3133
05D3: unknown_action_sequence -1 -33.0398  2342.354  23.125  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  37.553 
0616: @80 
0618: @71 @80 
061B: @80 
060B: unknown_actor_use_entity @71 @38 

:CASINO4_3139
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3155
02AB: set_actor @72 immunities  1  1  1  1  1
06C9: @72 
0615: @81 
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_3149
0633: unknown_action_sequence -1 

:CASINO4_3149
05D3: unknown_action_sequence -1 -30.0669  2344.002  23.125  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  19.556 
0616: @81 
0618: @72 @81 
061B: @81 
060B: unknown_actor_use_entity @72 @38 

:CASINO4_3155
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_3166
0001: wait  0 ms
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false CASINO4_3286
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_3222
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3181
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_3180
040D: unload_wav @254

:CASINO4_3180
0006: @255 =  1  ;; integer values

:CASINO4_3181
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_3186
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_3186
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_3195
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_3195
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_3195
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_3222
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_3213
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_3208
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_3210

:CASINO4_3208
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_3210
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_3222

:CASINO4_3213
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_3222
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_3222
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_3222
0871: init_jump_table @257 total_jumps  3  1 CASINO4_3270 jumps  0 CASINO4_3223  1 CASINO4_3232  2 CASINO4_3251 -1 CASINO4_3285 -1 CASINO4_3285 -1 CASINO4_3285 -1 CASINO4_3285 

:CASINO4_3223
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3231
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  3000 
0006: @252 =  33  ;; integer values
0006: @257 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3231
0002: jump CASINO4_3285

:CASINO4_3232
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3250
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3250
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3246
0968: @71 
0967: @71  3000 

:CASINO4_3246
0006: @252 =  34  ;; integer values
0006: @257 =  2  ;; integer values
0707: unknown_bunnyjump CASINO4_3665 
01BD: @260 = current_time_in_ms

:CASINO4_3250
0002: jump CASINO4_3285

:CASINO4_3251
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3269
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3269
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3266
0968: @71 
0967: @72  3000 

:CASINO4_3266
0006: @252 =  35  ;; integer values
0006: @257 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3269
0002: jump CASINO4_3285

:CASINO4_3270
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3284
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3284
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3283
0968: @72 

:CASINO4_3283
0006: @256 =  1  ;; integer values

:CASINO4_3284
0002: jump CASINO4_3285

:CASINO4_3285
0002: jump CASINO4_3166

:CASINO4_3286
0006: @53 =  0  ;; integer values

:CASINO4_3287
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false CASINO4_3297
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point -31.7411  2342.68  23.125 radius  3.0  3.0  3.0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false CASINO4_3295
0006: @53 =  1  ;; integer values

:CASINO4_3295
0001: wait  0 ms
0002: jump CASINO4_3287

:CASINO4_3297
00A1: put_actor $PLAYER_ACTOR at -31.7411  2342.68  23.125
0173: set_actor $PLAYER_ACTOR z_angle_to  37.553
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3305
0687: @72 
00A1: put_actor @72 at -30.0669  2344.002  23.125
0173: set_actor @72 z_angle_to  19.556

:CASINO4_3305
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3311
0687: @71 
00A1: put_actor @71 at -33.0398  2342.354  23.125
0173: set_actor @71 z_angle_to  37.553

:CASINO4_3311
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  31
0247: request_model  33
04ED: load_animation "MISC"
00D6: if  1
8118:   NOT   actor @73 dead
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO4_3326
0615: @82 
05BF: unknown_action_sequence -1 @73  3000 
05BF: unknown_action_sequence -1 @74  3000 
0616: @82 
0618: $PLAYER_ACTOR @82 
061B: @82 

:CASINO4_3326
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_3336
0001: wait  0 ms
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false CASINO4_3665
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_3408
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3351
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_3350
040D: unload_wav @254

:CASINO4_3350
0006: @255 =  1  ;; integer values

:CASINO4_3351
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_3356
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_3356
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_3365
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_3365
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_3365
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_3408
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_3399
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_3378
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_3380

:CASINO4_3378
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_3380
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO4_3384
0968: @75 

:CASINO4_3384
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_3388
0968: @73 

:CASINO4_3388
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO4_3392
0968: @76 

:CASINO4_3392
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO4_3396
0968: @74 

:CASINO4_3396
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_3408

:CASINO4_3399
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_3408
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_3408
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_3408
0871: init_jump_table @257 total_jumps  8  1 CASINO4_3653 jumps  0 CASINO4_3410  1 CASINO4_3421  2 CASINO4_3456  3 CASINO4_3473  4 CASINO4_3553  5 CASINO4_3570  6 CASINO4_3599 
0872: jump_table_jumps  7 CASINO4_3626 -1 CASINO4_3664 -1 CASINO4_3664 -1 CASINO4_3664 -1 CASINO4_3664 -1 CASINO4_3664 -1 CASINO4_3664 -1 CASINO4_3664 -1 CASINO4_3664 

:CASINO4_3410
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3420
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_3417
0967: @73  10000 

:CASINO4_3417
0006: @252 =  103  ;; integer values
0006: @257 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3420
0002: jump CASINO4_3664

:CASINO4_3421
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3455
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3455
00D6: if  0
04EE:   animation "MISC" loaded
004D: jump_if_false CASINO4_3454
0647: unknown_action_sequence $PLAYER_ACTOR 
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3446
05BF: unknown_action_sequence $PLAYER_ACTOR @71  6000 
05BF: unknown_action_sequence @72 @71  6000 
0615: @82 
05BF: unknown_action_sequence -1 @72  3000 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  3000 
0616: @82 
0618: @71 @82 
061B: @82 

:CASINO4_3446
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO4_3450
0967: @74  10000 

:CASINO4_3450
0006: @252 =  104  ;; integer values
0006: @257 =  2  ;; integer values
01BD: @260 = current_time_in_ms
0002: jump CASINO4_3455

:CASINO4_3454
04ED: load_animation "MISC"

:CASINO4_3455
0002: jump CASINO4_3664

:CASINO4_3456
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3472
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3472
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO4_3469
0967: @74  10000 

:CASINO4_3469
0006: @252 =  105  ;; integer values
0006: @257 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3472
0002: jump CASINO4_3664

:CASINO4_3473
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3552
00D6: if  21
8248:   NOT   model  31 available
8248:   NOT   model  33 available
004D: jump_if_false CASINO4_3486
0247: request_model  31
0247: request_model  33
0002: jump CASINO4_3552

:CASINO4_3486
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3552
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3496
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence @72 
0647: unknown_action_sequence @71 

:CASINO4_3496
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3513
0615: @82 
05BA: unknown_action_sequence -1  2000 
0605: unknown_action_sequence -1 "PLYR_SHKHEAD" "MISC"  4.0  0  0  0  0 -1 
0616: @82 
0618: @71 @82 
061B: @82 
05BF: unknown_action_sequence $PLAYER_ACTOR @71  6000 
0615: @82 
05BA: unknown_action_sequence -1  3000 
05C8: unknown_action_sequence -1 
0616: @82 
0618: @72 @82 
061B: @82 

:CASINO4_3513
0647: unknown_action_sequence $PLAYER_ACTOR 
009A: @76 = create_actor  25  31 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: @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: @109 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @109 
0618: @76 @109 
061B: @109 
009A: @75 = create_actor  25  33 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: @109 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @109 
0618: @75 @109 
061B: @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  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO4_3549
0967: @75  10000 

:CASINO4_3549
0006: @252 =  106  ;; integer values
0006: @257 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3552
0002: jump CASINO4_3664

:CASINO4_3553
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3569
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3569
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO4_3566
0967: @75  10000 

:CASINO4_3566
0006: @252 =  107  ;; integer values
0006: @257 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3569
0002: jump CASINO4_3664

:CASINO4_3570
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3598
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3598
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO4_3595
062E: @76  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_3594
0605: unknown_action_sequence @76 "SCRATCHBALLS_01" "MISC"  4.0  1  0  0  0 -1 
0006: @252 =  108  ;; integer values
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO4_3592
0967: @76  10000 

:CASINO4_3592
0006: @257 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3594
0002: jump CASINO4_3598

:CASINO4_3595
0006: @252 =  108  ;; integer values
0006: @257 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3598
0002: jump CASINO4_3664

:CASINO4_3599
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3625
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3625
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  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO4_3614
0605: unknown_action_sequence @75 "SCRATCHBALLS_01" "MISC"  4.0  1  0  0  0 -1 

:CASINO4_3614
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_3618
0605: unknown_action_sequence @73 "M_SMK_OUT" "SMOKING"  4.0  0  0  0  0 -1 

:CASINO4_3618
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_3622
0967: @73  10000 

:CASINO4_3622
0006: @252 =  109  ;; integer values
0006: @257 =  7  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3625
0002: jump CASINO4_3664

:CASINO4_3626
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3652
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3652
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_3645
0615: @109 
0605: unknown_action_sequence -1 "ROADCROSS" "PED"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "COLT45_RELOAD" "COLT45"  4.0  0  0  0  0 -1 
0635: unknown_action_sequence -1 $PLAYER_ACTOR  6000 
0616: @109 
0618: @73 @109 
061B: @109 

:CASINO4_3645
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_3649
0967: @73  10000 

:CASINO4_3649
0006: @252 =  110  ;; integer values
0006: @257 =  8  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_3652
0002: jump CASINO4_3664

:CASINO4_3653
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_3663
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3663
0006: @256 =  1  ;; integer values

:CASINO4_3663
0002: jump CASINO4_3664

:CASINO4_3664
0002: jump CASINO4_3336

:CASINO4_3665
0701: (unknown)
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_3670
00D6: if  24
8248:   NOT   model  32 available
8248:   NOT   model  34 available
8248:   NOT   model  31 available
8248:   NOT   model  33 available
8248:   NOT   model  346 available
004D: jump_if_false CASINO4_3683
0001: wait  0 ms
0247: request_model  34
0247: request_model  31
0247: request_model  33
0247: request_model  346
0002: jump CASINO4_3670

:CASINO4_3683
009B: destroy_actor_instantly @73
01C2: remove_references_to_actor @73  ;; Like turning an actor into a random pedestrian
009A: @73 = create_actor  25  32 at -32.3702  2348.239  23.125
0173: set_actor @73 z_angle_to  180.1098
0770: @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  34 at -34.288  2350.204  23.125
0173: set_actor @74 z_angle_to  177.5823
0770: @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  31 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: @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  33 at -36.1799  2348.412  23.125
0173: set_actor @75 z_angle_to  265.8938
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_3710
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -31.7411  2342.68  23.125
0002: jump CASINO4_3711

:CASINO4_3710
00A1: put_actor $PLAYER_ACTOR at -31.7411  2342.68  23.125

:CASINO4_3711
0173: set_actor $PLAYER_ACTOR z_angle_to  37.553
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3723
0687: @72 
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_3721
0362: remove_actor @72 from_car_and_place_at -30.0669  2344.002  23.125
0002: jump CASINO4_3722

:CASINO4_3721
00A1: put_actor @72 at -30.0669  2344.002  23.125

:CASINO4_3722
0173: set_actor @72 z_angle_to  19.556

:CASINO4_3723
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3734
0687: @71 
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_3732
0362: remove_actor @71 from_car_and_place_at -33.0398  2342.354  23.125
0002: jump CASINO4_3733

:CASINO4_3732
00A1: put_actor @71 at -33.0398  2342.354  23.125

:CASINO4_3733
0173: set_actor @71 z_angle_to  37.553

:CASINO4_3734
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3740
04EB: unknown_action_sequence @71  1 
04EB: unknown_action_sequence @72  1 

:CASINO4_3740
00A0: store_actor $PLAYER_ACTOR position_to @34 @35 @36
00D6: if  1
8118:   NOT   actor @73 dead
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_3755
0519: unknown_car @79 flag  0
0615: @83 
0668: unknown_action_sequence -1 @34 @35 @36  5000 
05D3: unknown_action_sequence -1 -46.3592  2346.976  23.1348  6  10000 
05CA: unknown_action_sequence -1 @79  3000  0 
0713: unknown_action_sequence -1 $PLAYER_ACTOR -1  0.0  0.0  0.0  10.0  8  1  50 
0616: @83 
0618: @73 @83 
061B: @83 
0002: jump CASINO4_3763

:CASINO4_3755
00D6: if  21
0119:   car @79 wrecked
0118:   actor @76 dead
004D: jump_if_false CASINO4_3763
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_3763
05E2: unknown_action_sequence @73 $PLAYER_ACTOR 

:CASINO4_3763
00D6: if  1
8118:   NOT   actor @74 dead
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_3777
0519: unknown_car @78 flag  0
0615: @84 
0668: unknown_action_sequence -1 @34 @35 @36  5000 
05D3: unknown_action_sequence -1 -44.9959  2346.381  23.1348  6  10000 
05CA: unknown_action_sequence -1 @78  3000  0 
0713: unknown_action_sequence -1 $PLAYER_ACTOR -1  0.0  0.0  0.0  10.0  8  1  50 
0616: @84 
0618: @74 @84 
061B: @84 
0002: jump CASINO4_3785

:CASINO4_3777
00D6: if  21
0119:   car @78 wrecked
0118:   actor @75 dead
004D: jump_if_false CASINO4_3785
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO4_3785
05E2: unknown_action_sequence @74 $PLAYER_ACTOR 

:CASINO4_3785
00D6: if  1
8118:   NOT   actor @75 dead
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_3798
0519: unknown_car @78 flag  0
0615: @86 
0668: unknown_action_sequence -1 @34 @35 @36  5000 
05D3: unknown_action_sequence -1 -44.9959  2346.381  23.1348  6  10000 
05CB: unknown_action_sequence -1 @78  3000 
0616: @86 
0618: @75 @86 
061B: @86 
0002: jump CASINO4_3803

:CASINO4_3798
00D6: if  1
0119:   car @78 wrecked
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO4_3803
05E2: unknown_action_sequence @75 $PLAYER_ACTOR 

:CASINO4_3803
00D6: if  1
8118:   NOT   actor @76 dead
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_3816
0519: unknown_car @79 flag  0
0615: @85 
0668: unknown_action_sequence -1 @34 @35 @36  5000 
05D3: unknown_action_sequence -1 -46.3592  2346.976  23.1348  6  10000 
05CB: unknown_action_sequence -1 @79  3000 
0616: @85 
0618: @76 @85 
061B: @85 
0002: jump CASINO4_3821

:CASINO4_3816
00D6: if  1
0119:   car @79 wrecked
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO4_3821
05E2: unknown_action_sequence @76 $PLAYER_ACTOR 

:CASINO4_3821
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_3827
03F5: unknown_prepare_car @78 for_explosion flag  1
02AA: set_car @78 immune_to_nonplayer  1

:CASINO4_3827
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_3832
03F5: unknown_prepare_car @79 for_explosion flag  1
02AA: set_car @79 immune_to_nonplayer  1

:CASINO4_3832
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3842
0687: $PLAYER_ACTOR 
0687: @72 
0687: @71 
0647: unknown_action_sequence $PLAYER_ACTOR 
0647: unknown_action_sequence @72 
0647: unknown_action_sequence @71 

:CASINO4_3842
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  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3862
00D6: if  0
86EE:   NOT   actor @72 in_group $PLAYER_GROUP 
004D: jump_if_false CASINO4_3858
0631: put_actor @72 in_group $PLAYER_GROUP 

:CASINO4_3858
00D6: if  0
86EE:   NOT   actor @71 in_group $PLAYER_GROUP 
004D: jump_if_false CASINO4_3862
0631: put_actor @71 in_group $PLAYER_GROUP 

:CASINO4_3862
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO4_3877
018A: @69 = create_checkpoint_at  2175.21  1679.37  9.85
00BC: text_highpriority 'CAS4_06'  8000 ms  1
0006: @46 =  1  ;; integer values

:CASINO4_3877
0006: @51 =  1  ;; integer values
0006: @132 =  9999999  ;; integer values

:CASINO4_3879
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false CASINO4_4451
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_3916
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false CASINO4_3907
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @71 radius  20.0  20.0  0
004D: jump_if_false CASINO4_3906
06C9: @71 
00D6: if  0
80DF:   NOT   actor @71 driving
004D: jump_if_false CASINO4_3897
05BD: unknown_action_sequence @71  60000 
0002: jump CASINO4_3903

:CASINO4_3897
0615: @80 
0633: unknown_action_sequence -1 
05BD: unknown_action_sequence -1  60000 
0616: @80 
0618: @71 @80 
061B: @80 

:CASINO4_3903
0187: @68 = create_marker_above_actor @71
07E0: @68  1 
0006: @120 =  0  ;; integer values

:CASINO4_3906
0002: jump CASINO4_3916

:CASINO4_3907
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @71 radius  5.0  5.0  0
004D: jump_if_false CASINO4_3916
00D6: if  0
86EE:   NOT   actor @71 in_group $PLAYER_GROUP 
004D: jump_if_false CASINO4_3914
0631: put_actor @71 in_group $PLAYER_GROUP 

:CASINO4_3914
0164: disable_marker @68
0006: @120 =  1  ;; integer values

:CASINO4_3916
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_3950
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false CASINO4_3941
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @72 radius  20.0  20.0  0
004D: jump_if_false CASINO4_3940
06C9: @72 
00D6: if  0
80DF:   NOT   actor @72 driving
004D: jump_if_false CASINO4_3931
05BD: unknown_action_sequence @72  60000 
0002: jump CASINO4_3937

:CASINO4_3931
0615: @80 
0633: unknown_action_sequence -1 
05BD: unknown_action_sequence -1  60000 
0616: @80 
0618: @72 @80 
061B: @80 

:CASINO4_3937
0187: @67 = create_marker_above_actor @72
07E0: @67  1 
0006: @119 =  0  ;; integer values

:CASINO4_3940
0002: jump CASINO4_3950

:CASINO4_3941
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @72 radius  5.0  5.0  0
004D: jump_if_false CASINO4_3950
00D6: if  0
86EE:   NOT   actor @72 in_group $PLAYER_GROUP 
004D: jump_if_false CASINO4_3948
0631: put_actor @72 in_group $PLAYER_GROUP 

:CASINO4_3948
0164: disable_marker @67
0006: @119 =  1  ;; integer values

:CASINO4_3950
00D6: if  1
0039:   @119 ==  1  ;; integer values
0039:   @120 ==  1  ;; integer values
004D: jump_if_false CASINO4_4322
00D6: if  0
0039:   @269 ==  0  ;; integer values
004D: jump_if_false CASINO4_4313
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_4009
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_3968
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_3967
040D: unload_wav @254

:CASINO4_3967
0006: @255 =  1  ;; integer values

:CASINO4_3968
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_3973
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_3973
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_3982
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_3982
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_3982
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_4009
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_4000
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_3995
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_3997

:CASINO4_3995
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_3997
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_4009

:CASINO4_4000
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_4009
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_4009
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_4009
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_4313
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false CASINO4_4161
00D6: if  0
0039:   @271 ==  0  ;; integer values
004D: jump_if_false CASINO4_4052
0871: init_jump_table @270 total_jumps  2  1 CASINO4_4039 jumps  0 CASINO4_4019  1 CASINO4_4026 -1 CASINO4_4051 -1 CASINO4_4051 -1 CASINO4_4051 -1 CASINO4_4051 -1 CASINO4_4051 

:CASINO4_4019
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4025
0006: @252 =  36  ;; integer values
0006: @270 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4025
0002: jump CASINO4_4051

:CASINO4_4026
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4038
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4038
0006: @252 =  37  ;; integer values
0006: @270 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4038
0002: jump CASINO4_4051

:CASINO4_4039
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4050
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4050
0006: @271 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO4_4050
0002: jump CASINO4_4051

:CASINO4_4051
0002: jump CASINO4_4160

:CASINO4_4052
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_4160
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_4160
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false CASINO4_4160
0871: init_jump_table @266 total_jumps  6  1 CASINO4_4141 jumps  0 CASINO4_4062  1 CASINO4_4076  2 CASINO4_4089  3 CASINO4_4102  4 CASINO4_4115  5 CASINO4_4128 -1 CASINO4_4160 

:CASINO4_4062
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4075
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_4072
0A09: @72  1 
0A09: @71  1 
0A09: $PLAYER_ACTOR  1 

:CASINO4_4072
0006: @252 =  46  ;; integer values
0006: @266 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4075
0002: jump CASINO4_4160

:CASINO4_4076
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4088
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4088
0006: @252 =  47  ;; integer values
0006: @266 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4088
0002: jump CASINO4_4160

:CASINO4_4089
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4101
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4101
0006: @252 =  48  ;; integer values
0006: @266 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4101
0002: jump CASINO4_4160

:CASINO4_4102
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4114
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4114
0006: @252 =  49  ;; integer values
0006: @266 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4114
0002: jump CASINO4_4160

:CASINO4_4115
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4127
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4127
0006: @252 =  92  ;; integer values
0006: @266 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4127
0002: jump CASINO4_4160

:CASINO4_4128
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4140
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4140
0006: @252 =  93  ;; integer values
0006: @266 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4140
0002: jump CASINO4_4160

:CASINO4_4141
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4159
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4159
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_4157
0A09: @72  0 
0A09: @71  0 
0A09: $PLAYER_ACTOR  0 

:CASINO4_4157
0006: @267 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO4_4159
0002: jump CASINO4_4160

:CASINO4_4160
0002: jump CASINO4_4313

:CASINO4_4161
00D6: if  0
0039:   @269 ==  0  ;; integer values
004D: jump_if_false CASINO4_4313
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_4313
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_4313
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false CASINO4_4313
0871: init_jump_table @268 total_jumps  10  1 CASINO4_4295 jumps  0 CASINO4_4175  1 CASINO4_4189  2 CASINO4_4202  3 CASINO4_4204  4 CASINO4_4217  5 CASINO4_4230  6 CASINO4_4243 
0872: jump_table_jumps  7 CASINO4_4256  8 CASINO4_4269  9 CASINO4_4282 -1 CASINO4_4313 -1 CASINO4_4313 -1 CASINO4_4313 -1 CASINO4_4313 -1 CASINO4_4313 -1 CASINO4_4313 

:CASINO4_4175
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4188
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_4185
0A09: @72  1 
0A09: @71  1 
0A09: $PLAYER_ACTOR  1 

:CASINO4_4185
0006: @252 =  82  ;; integer values
0006: @268 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4188
0002: jump CASINO4_4313

:CASINO4_4189
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4201
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4201
0006: @252 =  83  ;; integer values
0006: @268 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4201
0002: jump CASINO4_4313

:CASINO4_4202
0006: @268 =  3  ;; integer values
0002: jump CASINO4_4313

:CASINO4_4204
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4216
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4216
0006: @252 =  85  ;; integer values
0006: @268 =  4  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4216
0002: jump CASINO4_4313

:CASINO4_4217
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4229
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4229
0006: @252 =  86  ;; integer values
0006: @268 =  5  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4229
0002: jump CASINO4_4313

:CASINO4_4230
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4242
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4242
0006: @252 =  87  ;; integer values
0006: @268 =  6  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4242
0002: jump CASINO4_4313

:CASINO4_4243
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4255
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4255
0006: @252 =  88  ;; integer values
0006: @268 =  7  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4255
0002: jump CASINO4_4313

:CASINO4_4256
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4268
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4268
0006: @252 =  89  ;; integer values
0006: @268 =  8  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4268
0002: jump CASINO4_4313

:CASINO4_4269
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4281
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4281
0006: @252 =  90  ;; integer values
0006: @268 =  9  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4281
0002: jump CASINO4_4313

:CASINO4_4282
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4294
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4294
0006: @252 =  91  ;; integer values
0006: @268 =  10  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4294
0002: jump CASINO4_4313

:CASINO4_4295
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4312
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4312
00D6: if  1
8118:   NOT   actor @71 dead
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_4311
0A09: @72  0 
0A09: @71  0 
0A09: $PLAYER_ACTOR  0 

:CASINO4_4311
0006: @269 =  1  ;; integer values

:CASINO4_4312
0002: jump CASINO4_4313

:CASINO4_4313
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO4_4321
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
0006: @46 =  1  ;; integer values

:CASINO4_4321
0002: jump CASINO4_4451

:CASINO4_4322
00D6: if  0
0039:   @46 ==  1  ;; integer values
004D: jump_if_false CASINO4_4327
0164: disable_marker @69
0006: @46 =  0  ;; integer values

:CASINO4_4327
00D6: if  1
0039:   @119 ==  0  ;; integer values
0039:   @120 ==  0  ;; integer values
004D: jump_if_false CASINO4_4337
00D6: if  0
8039:   NOT   @132 ==  0  ;; integer values
004D: jump_if_false CASINO4_4337
00BE: text_clear_all
00BB: text_lowpriority 'CAS4_37'  7000 ms  1
0006: @132 =  0  ;; integer values

:CASINO4_4337
00D6: if  1
0039:   @119 ==  1  ;; integer values
0039:   @120 ==  0  ;; integer values
004D: jump_if_false CASINO4_4347
00D6: if  0
8039:   NOT   @132 ==  1  ;; integer values
004D: jump_if_false CASINO4_4347
00BE: text_clear_all
00BB: text_lowpriority 'CAS4_03'  7000 ms  1
0006: @132 =  1  ;; integer values

:CASINO4_4347
00D6: if  1
0039:   @119 ==  0  ;; integer values
0039:   @120 ==  1  ;; integer values
004D: jump_if_false CASINO4_4357
00D6: if  0
8039:   NOT   @132 ==  2  ;; integer values
004D: jump_if_false CASINO4_4357
00BE: text_clear_all
00BB: text_lowpriority 'CAS4_02'  7000 ms  1
0006: @132 =  2  ;; integer values

:CASINO4_4357
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_4451
00D6: if  0
0039:   @272 ==  0  ;; integer values
004D: jump_if_false CASINO4_4451
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_4415
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4374
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_4373
040D: unload_wav @254

:CASINO4_4373
0006: @255 =  1  ;; integer values

:CASINO4_4374
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_4379
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_4379
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_4388
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_4388
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_4388
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_4415
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_4406
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_4401
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_4403

:CASINO4_4401
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_4403
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_4415

:CASINO4_4406
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_4415
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_4415
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_4415
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO4_4451
0871: init_jump_table @273 total_jumps  2  1 CASINO4_4439 jumps  0 CASINO4_4419  1 CASINO4_4426 -1 CASINO4_4451 -1 CASINO4_4451 -1 CASINO4_4451 -1 CASINO4_4451 -1 CASINO4_4451 

:CASINO4_4419
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4425
0006: @252 =  40  ;; integer values
0006: @273 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4425
0002: jump CASINO4_4451

:CASINO4_4426
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4438
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4438
0006: @252 =  41  ;; integer values
0006: @273 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4438
0002: jump CASINO4_4451

:CASINO4_4439
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4450
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4450
0006: @273 =  0  ;; integer values
0006: @272 =  1  ;; integer values

:CASINO4_4450
0002: jump CASINO4_4451

:CASINO4_4451
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false CASINO4_4523
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_4458
00D9: @77 = actor $PLAYER_ACTOR car

:CASINO4_4458
00D6: if  1
8118:   NOT   actor @73 dead
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_4467
00D6: if  0
00DB:   actor @73 in_car @79
004D: jump_if_false CASINO4_4466
0006: @55 =  1  ;; integer values

:CASINO4_4466
0002: jump CASINO4_4468

:CASINO4_4467
0006: @55 =  1  ;; integer values

:CASINO4_4468
00D6: if  1
0039:   @55 ==  1  ;; integer values
0039:   @64 ==  0  ;; integer values
004D: jump_if_false CASINO4_4484
00D6: if  2
8118:   NOT   actor @76 dead
8119:   NOT   car @79 wrecked
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_4484
0615: @87 
05D1: unknown_action_sequence -1 @79 -44.86  2345.23  23.16  30.0  2  0  3 
06E1: unknown_action_sequence -1 @79 @77  3  35.0  2 
0616: @87 
0618: @76 @87 
061B: @87 
0006: @64 =  1  ;; integer values

:CASINO4_4484
00D6: if  1
8118:   NOT   actor @74 dead
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_4493
00D6: if  0
00DB:   actor @74 in_car @78
004D: jump_if_false CASINO4_4492
0006: @54 =  1  ;; integer values

:CASINO4_4492
0002: jump CASINO4_4494

:CASINO4_4493
0006: @54 =  1  ;; integer values

:CASINO4_4494
00D6: if  1
0039:   @54 ==  1  ;; integer values
0039:   @65 ==  0  ;; integer values
004D: jump_if_false CASINO4_4510
00D6: if  2
8118:   NOT   actor @75 dead
8119:   NOT   car @78 wrecked
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_4510
0615: @88 
05D1: unknown_action_sequence -1 @78 -50.86  2349.23  23.16  30.0  2  0  3 
06E1: unknown_action_sequence -1 @78 @77  3  35.0  2 
0616: @88 
0618: @75 @88 
061B: @88 
0006: @65 =  1  ;; integer values

:CASINO4_4510
00D6: if  1
0039:   @54 ==  1  ;; integer values
0039:   @55 ==  1  ;; integer values
004D: jump_if_false CASINO4_4523
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_4520
02AB: set_actor @72 immunities  0  0  0  0  1
02AB: set_actor @71 immunities  0  0  0  0  1

:CASINO4_4520
0708: unknown_add_entity_item @38  49 
0708: unknown_add_entity_item @38  15 
0006: @51 =  2  ;; integer values

:CASINO4_4523
00D6: if  1
0039:   @51 ==  2  ;; integer values
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO4_4715
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false CASINO4_4532
0006: @61 =  0  ;; integer values
0002: jump CASINO4_4541

:CASINO4_4532
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_4541
00D6: if  0
00DB:   actor @76 in_car @79
004D: jump_if_false CASINO4_4540
0006: @61 =  1  ;; integer values
0002: jump CASINO4_4541

:CASINO4_4540
0006: @61 =  0  ;; integer values

:CASINO4_4541
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false CASINO4_4546
0006: @62 =  0  ;; integer values
0002: jump CASINO4_4557

:CASINO4_4546
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_4556
00D6: if  0
00DB:   actor @75 in_car @78
004D: jump_if_false CASINO4_4554
0006: @62 =  1  ;; integer values
0002: jump CASINO4_4555

:CASINO4_4554
0006: @62 =  0  ;; integer values

:CASINO4_4555
0002: jump CASINO4_4557

:CASINO4_4556
0006: @62 =  0  ;; integer values

:CASINO4_4557
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASINO4_4584
00D6: if  22
0119:   car @79 wrecked
80DF:   NOT   actor @73 driving
0039:   @61 ==  0  ;; integer values
004D: jump_if_false CASINO4_4584
062E: @73  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4584
062E: @73  1506 @90 
00D6: if  1
84A4:   NOT @90  0 
84A4:   NOT @90  1 
004D: jump_if_false CASINO4_4580
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false CASINO4_4579
05E2: unknown_action_sequence @73 $PLAYER_ACTOR 
0006: @56 =  1  ;; integer values

:CASINO4_4579
0002: jump CASINO4_4584

:CASINO4_4580
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4584
0006: @56 =  0  ;; integer values

:CASINO4_4584
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO4_4610
00D6: if  21
0119:   car @79 wrecked
0039:   @61 ==  0  ;; integer values
004D: jump_if_false CASINO4_4610
062E: @76  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4610
062E: @76  1506 @90 
00D6: if  1
84A4:   NOT @90  0 
84A4:   NOT @90  1 
004D: jump_if_false CASINO4_4606
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false CASINO4_4605
05E2: unknown_action_sequence @76 $PLAYER_ACTOR 
0006: @58 =  1  ;; integer values

:CASINO4_4605
0002: jump CASINO4_4610

:CASINO4_4606
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4610
0006: @58 =  0  ;; integer values

:CASINO4_4610
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false CASINO4_4637
00D6: if  22
0119:   car @78 wrecked
80DF:   NOT   actor @74 driving
0039:   @62 ==  0  ;; integer values
004D: jump_if_false CASINO4_4637
062E: @74  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4637
062E: @74  1506 @90 
00D6: if  1
84A4:   NOT @90  0 
84A4:   NOT @90  1 
004D: jump_if_false CASINO4_4633
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false CASINO4_4632
05E2: unknown_action_sequence @74 $PLAYER_ACTOR 
0006: @59 =  1  ;; integer values

:CASINO4_4632
0002: jump CASINO4_4637

:CASINO4_4633
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4637
0006: @59 =  0  ;; integer values

:CASINO4_4637
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO4_4663
00D6: if  21
0119:   car @78 wrecked
0039:   @62 ==  0  ;; integer values
004D: jump_if_false CASINO4_4663
062E: @75  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4663
062E: @75  1506 @90 
00D6: if  1
84A4:   NOT @90  0 
84A4:   NOT @90  1 
004D: jump_if_false CASINO4_4659
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false CASINO4_4658
05E2: unknown_action_sequence @75 $PLAYER_ACTOR 
0006: @57 =  1  ;; integer values

:CASINO4_4658
0002: jump CASINO4_4663

:CASINO4_4659
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_4663
0006: @57 =  0  ;; integer values

:CASINO4_4663
00D6: if  1
8118:   NOT   actor @76 dead
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_4689
00D6: if  0
00DB:   actor @76 in_car @79
004D: jump_if_false CASINO4_4689
00AD: set_car @79 max_speed_to  35.0
00D6: if  1
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_4689
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false CASINO4_4689
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  0
838A:   NOT   car_in_cube @95 @96 @97  4.0  4.0  3.0
004D: jump_if_false CASINO4_4689
00D6: if  0
80C2:   NOT   sphere_onscreen @95 @96 @97  4.0
004D: jump_if_false CASINO4_4689
00AB: put_car @79 at @95 @96 @97
039F: car @79 race_to @91 @92
00AF: set_car @79 driver_behaviour_to  3

:CASINO4_4689
00D6: if  1
8118:   NOT   actor @75 dead
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_4715
00D6: if  0
00DB:   actor @75 in_car @78
004D: jump_if_false CASINO4_4715
00AD: set_car @78 max_speed_to  35.0
00D6: if  1
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_4715
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false CASINO4_4715
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  0
838A:   NOT   car_in_cube @95 @96 @97  4.0  4.0  3.0
004D: jump_if_false CASINO4_4715
00D6: if  0
80C2:   NOT   sphere_onscreen @95 @96 @97  4.0
004D: jump_if_false CASINO4_4715
00AB: put_car @78 at @95 @96 @97
039F: car @78 race_to @91 @92
00AF: set_car @78 driver_behaviour_to  3

:CASINO4_4715
0006: @99 =  0  ;; integer values
0006: @100 =  0  ;; integer values

:CASINO4_4717
00D6: if  0
001B:    4 > @99  ;; integer values
004D: jump_if_false CASINO4_4729
00D6: if  0
0118:   actor @113(@99,4i) dead
004D: jump_if_false CASINO4_4725
0006: @101(@99,4i) =  1  ;; integer values
0002: jump CASINO4_4727

:CASINO4_4725
0006: @101(@99,4i) =  0  ;; integer values
000A: @100 +=  1  ;; integer values

:CASINO4_4727
000A: @99 +=  1  ;; integer values
0002: jump CASINO4_4717

:CASINO4_4729
00D6: if  21
0039:   @46 ==  1  ;; integer values
0039:   @45 ==  1  ;; integer values
004D: jump_if_false CASINO4_5137
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5137
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false CASINO4_4760
00D6: if  1
0019:   @100 >  0  ;; integer values
0039:   @98 ==  0  ;; integer values
004D: jump_if_false CASINO4_4751
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2175.21  1679.37  9.85 radius  4.0  4.0  2.0
004D: jump_if_false CASINO4_4750
0050: gosub CASINO4_5167
0006: @98 =  1  ;; integer values
0006: @45 =  1  ;; integer values

:CASINO4_4750
0002: jump CASINO4_4759

:CASINO4_4751
00D6: if  2
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2175.21  1679.37  9.85 radius  4.0  4.0  2.0
00FE:   actor @72  0 ()near_point  2175.21  1679.37  9.85 radius  6.0  6.0  2.0
00FE:   actor @71  0 ()near_point  2175.21  1679.37  9.85 radius  6.0  6.0  2.0
004D: jump_if_false CASINO4_4759
0164: disable_marker @69
0006: @45 =  1  ;; integer values
00BE: text_clear_all

:CASINO4_4759
0002: jump CASINO4_5137

:CASINO4_4760
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5137
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1500 ms

:CASINO4_4767
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_4772
0001: wait  0 ms
0002: jump CASINO4_4767

:CASINO4_4772
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 (on)
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  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_4816
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_4790
0362: remove_actor @71 from_car_and_place_at  2179.708  1680.568  10.0469
0002: jump CASINO4_4791

:CASINO4_4790
00A1: put_actor @71 at  2179.708  1680.568  10.0469

:CASINO4_4791
0173: set_actor @71 z_angle_to  266.3517
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_4797
0362: remove_actor @72 from_car_and_place_at  2179.708  1677.568  10.0469
0002: jump CASINO4_4798

:CASINO4_4797
00A1: put_actor @72 at  2179.708  1677.568  10.0469

:CASINO4_4798
0173: set_actor @72 z_angle_to  266.3517
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_4804
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2179.759  1678.957  10.0469
0002: jump CASINO4_4805

:CASINO4_4804
00A1: put_actor $PLAYER_ACTOR at  2179.759  1678.957  10.0469

:CASINO4_4805
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: unknown_action_sequence $PLAYER_ACTOR  2187.0  1680.0  11.4  4 -1 
06C9: @71 
05D3: unknown_action_sequence @71  2187.0  1680.0  11.4  4 -1 
06C9: @72 
05D3: unknown_action_sequence @72  2187.0  1680.0  11.4  4 -1 

:CASINO4_4816
016A: fade  1 (back)  1000 ms

:CASINO4_4817
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_4822
0001: wait  0 ms
0002: jump CASINO4_4817

:CASINO4_4822
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_4833
0001: wait  0 ms
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false CASINO4_4918
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_4889
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4848
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_4847
040D: unload_wav @254

:CASINO4_4847
0006: @255 =  1  ;; integer values

:CASINO4_4848
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_4853
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_4853
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_4862
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_4862
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_4862
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_4889
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_4880
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_4875
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_4877

:CASINO4_4875
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_4877
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_4889

:CASINO4_4880
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_4889
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_4889
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_4889
0871: init_jump_table @257 total_jumps  1  1 CASINO4_4902 jumps  0 CASINO4_4890 -1 CASINO4_4917 -1 CASINO4_4917 -1 CASINO4_4917 -1 CASINO4_4917 -1 CASINO4_4917 -1 CASINO4_4917 

:CASINO4_4890
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4901
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_4898
0968: @72 
0967: @72  3000 

:CASINO4_4898
0006: @252 =  99  ;; integer values
0006: @257 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_4901
0002: jump CASINO4_4917

:CASINO4_4902
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_4916
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_4916
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_4915
0968: @72 

:CASINO4_4915
0006: @256 =  1  ;; integer values

:CASINO4_4916
0002: jump CASINO4_4917

:CASINO4_4917
0002: jump CASINO4_4833

:CASINO4_4918
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false CASINO4_4935
0001: wait  0 ms
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2187.0  1680.0 radius  2.0  2.0
004D: jump_if_false CASINO4_4926
0006: @50 =  1  ;; integer values

:CASINO4_4926
00D6: if  0
0019:   @32 >  15000  ;; integer values
004D: jump_if_false CASINO4_4934
00D6: if  0
838A:   NOT   car_in_cube  2195.35  1680.058  11.4  1.5  1.5  3.0
004D: jump_if_false CASINO4_4933
00A1: put_actor $PLAYER_ACTOR at  2187.0  1680.0  11.4

:CASINO4_4933
0006: @50 =  1  ;; integer values

:CASINO4_4934
0002: jump CASINO4_4918

:CASINO4_4935
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CASINO4_4937
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_4942
0001: wait  0 ms
0002: jump CASINO4_4937

:CASINO4_4942
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  478
0249: release_model  31
0249: release_model  32
0249: release_model  33
0249: release_model  34
0249: release_model  34
0249: release_model  346
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_4965
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO4_4970
0001: wait  0 ms
0002: jump CASINO4_4965

:CASINO4_4970
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO4_4972
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO4_4977
0001: wait  0 ms
0002: jump CASINO4_4972

:CASINO4_4977
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO4_4980
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_4985
0001: wait  0 ms
0002: jump CASINO4_4980

:CASINO4_4985
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  330

:CASINO4_4996
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false CASINO4_5001
0001: wait  0 ms
0002: jump CASINO4_4996

:CASINO4_5001
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
016A: fade  1 (back)  1500 ms

:CASINO4_5007
00D6: if  0
016B:   fading
004D: jump_if_false CASINO4_5012
0001: wait  0 ms
0002: jump CASINO4_5007

:CASINO4_5012
0729: unknown_action_sequence $PLAYER_ACTOR  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: unknown_bunnyjump CASINO4_5120 

:CASINO4_5025
0001: wait  0 ms
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false CASINO4_5120
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_5081
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5040
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_5039
040D: unload_wav @254

:CASINO4_5039
0006: @255 =  1  ;; integer values

:CASINO4_5040
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_5045
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_5045
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_5054
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_5054
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_5054
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_5081
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_5072
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_5067
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_5069

:CASINO4_5067
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_5069
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_5081

:CASINO4_5072
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_5081
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_5081
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_5081
0871: init_jump_table @257 total_jumps  3  1 CASINO4_5107 jumps  0 CASINO4_5082  1 CASINO4_5091  2 CASINO4_5100 -1 CASINO4_5119 -1 CASINO4_5119 -1 CASINO4_5119 -1 CASINO4_5119 

:CASINO4_5082
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5090
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  3000 
0006: @252 =  100  ;; integer values
0006: @257 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5090
0002: jump CASINO4_5119

:CASINO4_5091
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5099
0006: @252 =  101  ;; integer values
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  3000 
0006: @257 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5099
0002: jump CASINO4_5119

:CASINO4_5100
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5106
0006: @252 =  102  ;; integer values
0006: @257 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5106
0002: jump CASINO4_5119

:CASINO4_5107
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_5118
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5118
0968: $PLAYER_ACTOR 
0006: @256 =  1  ;; integer values

:CASINO4_5118
0002: jump CASINO4_5119

:CASINO4_5119
0002: jump CASINO4_5025

:CASINO4_5120
0701: (unknown)
08F6: (unknown)
0968: $PLAYER_ACTOR 
040D: unload_wav @253
040D: unload_wav @254
062E: $PLAYER_ACTOR  1833 @90 
00D6: if  0
84A4:   NOT @90  7 
004D: jump_if_false CASINO4_5130
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:CASINO4_5130
0249: release_model  330
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump CASINO4_6075
0006: @49 =  1  ;; integer values

:CASINO4_5137
0002: jump CASINO4_441

:CASINO4_5138
00D6: if  1
8118:   NOT   actor @71 dead
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5166
0615: @89 
05D9: unknown_action_sequence -1 @71 -1  1.2 
0639: unknown_action_sequence -1 @71 
0605: unknown_action_sequence -1 "PNM_LOOP_A" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_ARGUE2_A" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_LOOP_A" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_ARGUE1_A" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_LOOP_A" "PAULNMAC"  4.0  0  0  0  0 -1 
0643: @89  1 
0616: @89 
0618: @72 @89 
061B: @89 
0615: @89 
05D9: unknown_action_sequence -1 @72 -1  1.2 
0639: unknown_action_sequence -1 @72 
0605: unknown_action_sequence -1 "PNM_LOOP_B" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_ARGUE2_B" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_LOOP_B" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_ARGUE1_B" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PNM_LOOP_B" "PAULNMAC"  4.0  0  0  0  0 -1 
0643: @89  1 
0616: @89 
0618: @71 @89 
061B: @89 

:CASINO4_5166
0051: return

:CASINO4_5167
06AD: unknown_group_use_entity $PLAYER_GROUP -1 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03C7: unknown_maby_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_5176
00D6: if  0
001B:    4 > @99  ;; integer values
004D: jump_if_false CASINO4_5190
00D6: if  0
0118:   actor @113(@99,4i) dead
004D: jump_if_false CASINO4_5184
0006: @101(@99,4i) =  1  ;; integer values
0002: jump CASINO4_5188

:CASINO4_5184
0687: @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_5188
000A: @99 +=  1  ;; integer values
0002: jump CASINO4_5176

:CASINO4_5190
00D6: if  0
0019:   @100 >  0  ;; integer values
004D: jump_if_false CASINO4_6072
0164: disable_marker @69
0006: @46 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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_car_density_to  0.0
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_5217
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false CASINO4_5217
00D6: if  0
00DB:   actor @75 in_car @78
004D: jump_if_false CASINO4_5217
00AB: put_car @78 at  2096.136  1643.952  9.7768
0175: set_car @78 z_angle_to  270.9418
05D1: unknown_action_sequence @75 @78  2158.518  1681.402  9.8047  30.0  1  0  1 

:CASINO4_5217
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_5229
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO4_5229
00D6: if  0
00DB:   actor @76 in_car @79
004D: jump_if_false CASINO4_5229
00AB: put_car @79 at  2080.934  1643.649  9.6757
0175: set_car @79 z_angle_to  271.0448
05D1: unknown_action_sequence @76 @79  2154.275  1664.964  9.8125  30.0  1  0  1 

:CASINO4_5229
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_5295
00D9: @77 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_5294
00AF: set_car @77 driver_behaviour_to  11
0006: @53 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO4_5239
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false CASINO4_5294
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false CASINO4_5288
00D6: if  0
8119:   NOT   car @77 wrecked
004D: jump_if_false CASINO4_5288
00D6: if  0
01C1:   car @77 stopped
004D: jump_if_false CASINO4_5288
0615: @109 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_5256
0633: unknown_action_sequence -1 

:CASINO4_5256
05D3: unknown_action_sequence -1  2171.0  1671.0  11.0  4 -1 
0616: @109 
0618: $PLAYER_ACTOR @109 
061B: @109 
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5273
06C9: @71 
0615: @109 
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_5269
0633: unknown_action_sequence -1 

:CASINO4_5269
05D3: unknown_action_sequence -1  2172.0  1669.0  10.8125  4 -1 
0616: @109 
0618: @71 @109 
061B: @109 

:CASINO4_5273
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5286
06C9: @72 
0615: @109 
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_5282
0633: unknown_action_sequence -1 

:CASINO4_5282
05D3: unknown_action_sequence -1  2170.0  1673.0  10.8203  4 -1 
0616: @109 
0618: @72 @109 
061B: @109 

:CASINO4_5286
0006: @53 =  1  ;; integer values
0006: @63 =  1  ;; integer values

:CASINO4_5288
00D6: if  0
0019:   @33 >  20000  ;; integer values
004D: jump_if_false CASINO4_5292
0006: @53 =  1  ;; integer values

:CASINO4_5292
0001: wait  0 ms
0002: jump CASINO4_5239

:CASINO4_5294
0002: jump CASINO4_5328

:CASINO4_5295
0615: @109 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_5300
0633: unknown_action_sequence -1 

:CASINO4_5300
05D3: unknown_action_sequence -1  2165.612  1680.619  9.8047  4 -1 
0616: @109 
0618: $PLAYER_ACTOR @109 
061B: @109 
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5316
0615: @109 
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_5312
0633: unknown_action_sequence -1 

:CASINO4_5312
05D3: unknown_action_sequence -1  2166.443  1678.606  9.8125  4 -1 
0616: @109 
0618: @71 @109 
061B: @109 

:CASINO4_5316
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5328
0615: @109 
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_5324
0633: unknown_action_sequence -1 

:CASINO4_5324
05D3: unknown_action_sequence -1  2166.706  1683.291  9.8203  4 -1 
0616: @109 
0618: @72 @109 
061B: @109 

:CASINO4_5328
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_5343
0001: wait  0 ms
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false CASINO4_5493
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_5400
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5358
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_5357
040D: unload_wav @254

:CASINO4_5357
0006: @255 =  1  ;; integer values

:CASINO4_5358
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_5363
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_5363
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_5372
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_5372
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_5372
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_5400
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_5391
0968: $PLAYER_ACTOR 
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_5386
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_5388

:CASINO4_5386
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_5388
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_5400

:CASINO4_5391
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_5400
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_5400
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_5400
0871: init_jump_table @257 total_jumps  2  1 CASINO4_5423 jumps  0 CASINO4_5401  1 CASINO4_5409 -1 CASINO4_5443 -1 CASINO4_5443 -1 CASINO4_5443 -1 CASINO4_5443 -1 CASINO4_5443 

:CASINO4_5401
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5408
0967: $PLAYER_ACTOR  3000 
0006: @252 =  94  ;; integer values
0006: @257 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5408
0002: jump CASINO4_5443

:CASINO4_5409
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_5422
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5422
0967: $PLAYER_ACTOR  3000 
0006: @252 =  95  ;; integer values
0006: @257 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5422
0002: jump CASINO4_5443

:CASINO4_5423
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_5442
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5442
00D6: if  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false CASINO4_5442
00D6: if  0
0039:   @301 ==  1  ;; integer values
004D: jump_if_false CASINO4_5442
00D6: if  0
0039:   @302 ==  1  ;; integer values
004D: jump_if_false CASINO4_5442
0006: @256 =  1  ;; integer values

:CASINO4_5442
0002: jump CASINO4_5443

:CASINO4_5443
062E: $PLAYER_ACTOR  1560 @90 
00D6: if  0
04A4: @90  7 
004D: jump_if_false CASINO4_5448
0006: @300 =  1  ;; integer values

:CASINO4_5448
00D6: if  0
0039:   @301 ==  0  ;; integer values
004D: jump_if_false CASINO4_5468
00D6: if  0
8119:   NOT   car @79 wrecked
004D: jump_if_false CASINO4_5467
046C: @303 = car @79 driver
00D6: if  0
8039:   NOT   @303 == -1  ;; integer values
004D: jump_if_false CASINO4_5465
00D6: if  0
01AF:   car @79  0 ()near_point  2154.275  1664.964  9.8125 radius  4.0  4.0  3.0
004D: jump_if_false CASINO4_5464
00AF: set_car @79 driver_behaviour_to  11
068B: @79 
0006: @301 =  1  ;; integer values

:CASINO4_5464
0002: jump CASINO4_5466

:CASINO4_5465
0006: @301 =  1  ;; integer values

:CASINO4_5466
0002: jump CASINO4_5468

:CASINO4_5467
0006: @301 =  1  ;; integer values

:CASINO4_5468
00D6: if  0
0039:   @302 ==  0  ;; integer values
004D: jump_if_false CASINO4_5488
00D6: if  0
8119:   NOT   car @78 wrecked
004D: jump_if_false CASINO4_5487
046C: @303 = car @78 driver
00D6: if  0
8039:   NOT   @303 == -1  ;; integer values
004D: jump_if_false CASINO4_5485
00D6: if  0
01AF:   car @78  0 ()near_point  2158.518  1681.402  9.8047 radius  4.0  4.0  3.0
004D: jump_if_false CASINO4_5484
00AF: set_car @78 driver_behaviour_to  11
068B: @78 
0006: @302 =  1  ;; integer values

:CASINO4_5484
0002: jump CASINO4_5486

:CASINO4_5485
0006: @300 =  1  ;; integer values

:CASINO4_5486
0002: jump CASINO4_5488

:CASINO4_5487
0006: @302 =  1  ;; integer values

:CASINO4_5488
00D6: if  0
0019:   @33 >  20000  ;; integer values
004D: jump_if_false CASINO4_5492
0006: @256 =  1  ;; integer values

:CASINO4_5492
0002: jump CASINO4_5343

:CASINO4_5493
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  478

:CASINO4_5496
00D6: if  21
84EE:   NOT   animation "GANGS" loaded
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false CASINO4_5504
04ED: load_animation "GANGS"
04ED: load_animation "MISC"
0001: wait  0 ms
0002: jump CASINO4_5496

:CASINO4_5504
0395: clear_area  1 at  2175.21  1679.37  9.85 range  50.0
0792: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO4_5511
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2171.0  1671.0  9.8125
0002: jump CASINO4_5512

:CASINO4_5511
00A1: put_actor $PLAYER_ACTOR at  2171.0  1671.0  9.8125

:CASINO4_5512
0173: set_actor $PLAYER_ACTOR z_angle_to  109.2628
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5526
060B: unknown_actor_use_entity @72 @37 
0006: @119 =  0  ;; integer values
0792: @72 
00D6: if  0
00DF:   actor @72 driving
004D: jump_if_false CASINO4_5524
0362: remove_actor @72 from_car_and_place_at  2170.0  1673.0  9.8125
0002: jump CASINO4_5525

:CASINO4_5524
00A1: put_actor @72 at  2170.0  1673.0  9.8125

:CASINO4_5525
0173: set_actor @72 z_angle_to  153.2628

:CASINO4_5526
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5539
060B: unknown_actor_use_entity @71 @38 
0006: @120 =  0  ;; integer values
0792: @71 
00D6: if  0
00DF:   actor @71 driving
004D: jump_if_false CASINO4_5537
0362: remove_actor @71 from_car_and_place_at  2172.0  1669.0  9.8125
0002: jump CASINO4_5538

:CASINO4_5537
00A1: put_actor @71 at  2172.0  1669.0  9.8125

:CASINO4_5538
0173: set_actor @71 z_angle_to  133.2628

:CASINO4_5539
00A0: store_actor $PLAYER_ACTOR position_to @91 @92 @93
00D6: if  0
8118:   NOT   actor @113 dead
004D: jump_if_false CASINO4_5556
00D6: if  0
00DF:   actor @113 driving
004D: jump_if_false CASINO4_5548
0362: remove_actor @113 from_car_and_place_at  2163.43  1660.721  9.8203
0002: jump CASINO4_5549

:CASINO4_5548
00A1: put_actor @113 at  2163.43  1660.721  9.8203

:CASINO4_5549
0173: set_actor @113 z_angle_to  327.8448
0615: @109 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "SCRATCHBALLS_01" "MISC"  4.0  1  0  0  0 -1 
0616: @109 
0618: @113 @109 
061B: @109 

:CASINO4_5556
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false CASINO4_5572
00D6: if  0
00DF:   actor @114 driving
004D: jump_if_false CASINO4_5564
0362: remove_actor @114 from_car_and_place_at  2162.691  1664.223  9.8203
0002: jump CASINO4_5565

:CASINO4_5564
00A1: put_actor @114 at  2162.691  1664.223  9.8203

:CASINO4_5565
0173: set_actor @114 z_angle_to  355.144
0615: @109 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "SCRATCHBALLS_01" "MISC"  4.0  1  0  0  0 -1 
0616: @109 
0618: @114 @109 
061B: @109 

:CASINO4_5572
00D6: if  0
8118:   NOT   actor @115 dead
004D: jump_if_false CASINO4_5588
00D6: if  0
00DF:   actor @115 driving
004D: jump_if_false CASINO4_5580
0362: remove_actor @115 from_car_and_place_at  2166.566  1661.498  9.8203
0002: jump CASINO4_5581

:CASINO4_5580
00A1: put_actor @115 at  2166.566  1661.498  9.8203

:CASINO4_5581
0173: set_actor @115 z_angle_to  343.0
0615: @109 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "SCRATCHBALLS_01" "MISC"  4.0  1  0  0  0 -1 
0616: @109 
0618: @115 @109 
061B: @109 

:CASINO4_5588
00D6: if  0
8118:   NOT   actor @116 dead
004D: jump_if_false CASINO4_5604
00D6: if  0
00DF:   actor @116 driving
004D: jump_if_false CASINO4_5596
0362: remove_actor @116 from_car_and_place_at  2160.908  1664.875  9.8047
0002: jump CASINO4_5597

:CASINO4_5596
00A1: put_actor @116 at  2160.908  1664.875  9.8047

:CASINO4_5597
0173: set_actor @116 z_angle_to  315.7
0615: @109 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "SCRATCHBALLS_01" "MISC"  4.0  1  0  0  0 -1 
0616: @109 
0618: @116 @109 
061B: @109 

:CASINO4_5604
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: unknown_bunnyjump CASINO4_5761 

:CASINO4_5618
0001: wait  0 ms
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false CASINO4_5761
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_5674
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5633
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_5632
040D: unload_wav @254

:CASINO4_5632
0006: @255 =  1  ;; integer values

:CASINO4_5633
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_5638
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_5638
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_5647
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_5647
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_5647
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_5674
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_5665
03D5: remove_text $7533(@252,114s)
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_5660
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_5662

:CASINO4_5660
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_5662
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_5674

:CASINO4_5665
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_5674
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_5674
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_5674
0871: init_jump_table @257 total_jumps  3  1 CASINO4_5745 jumps  0 CASINO4_5675  1 CASINO4_5691  2 CASINO4_5724 -1 CASINO4_5760 -1 CASINO4_5760 -1 CASINO4_5760 -1 CASINO4_5760 

:CASINO4_5675
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5690
0006: @257 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5687
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5686
05BF: unknown_action_sequence @71 @72  10000 

:CASINO4_5686
05BF: unknown_action_sequence $PLAYER_ACTOR @72  10000 

:CASINO4_5687
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5690

:CASINO4_5690
0002: jump CASINO4_5760

:CASINO4_5691
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_5723
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5723
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5704
0967: @71  3000 

:CASINO4_5704
0006: @252 =  97  ;; integer values
0006: @257 =  2  ;; integer values
0006: @299 =  0  ;; integer values

:CASINO4_5707
00D6: if  0
001B:    4 > @299  ;; integer values
004D: jump_if_false CASINO4_5716
00D6: if  0
8118:   NOT   actor @113(@299,4i) dead
004D: jump_if_false CASINO4_5714
05D3: unknown_action_sequence @113(@299,4i)  2167.999  1666.121  9.8203  4 -1 

:CASINO4_5714
000A: @299 +=  1  ;; integer values
0002: jump CASINO4_5707

:CASINO4_5716
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5719

:CASINO4_5719
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5722

:CASINO4_5722
01BD: @260 = current_time_in_ms

:CASINO4_5723
0002: jump CASINO4_5760

:CASINO4_5724
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_5744
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5744
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5737
0968: @71 

:CASINO4_5737
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5741
0967: @72  3000 

:CASINO4_5741
0006: @252 =  98  ;; integer values
0006: @257 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5744
0002: jump CASINO4_5760

:CASINO4_5745
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_5759
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5759
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5758
0968: @72 

:CASINO4_5758
0006: @256 =  1  ;; integer values

:CASINO4_5759
0002: jump CASINO4_5760

:CASINO4_5760
0002: jump CASINO4_5618

:CASINO4_5761
0701: (unknown)
08F6: (unknown)
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5767
0968: @71 

:CASINO4_5767
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5771
0968: @72 

:CASINO4_5771
040D: unload_wav @253
040D: unload_wav @254
0006: @99 =  3  ;; integer values

:CASINO4_5774
00D6: if  0
0019:   @99 > -1  ;; integer values
004D: jump_if_false CASINO4_5793
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5791
00D6: if  0
8118:   NOT   actor @113(@99,4i) dead
004D: jump_if_false CASINO4_5791
0647: unknown_action_sequence @71 
05E2: unknown_action_sequence @71 @113(@99,4i) 
0085: @298 = @113(@99,4i)  ;; integer values and handles
077A: @71  4  25 
0187: @117 = create_marker_above_actor @71
07E0: @117  1 
0168: show_on_radar @117  2
0006: @99 = -1  ;; integer values

:CASINO4_5791
000E: @99 -=  1  ;; integer values
0002: jump CASINO4_5774

:CASINO4_5793
0006: @99 =  0  ;; integer values

:CASINO4_5794
00D6: if  0
001B:    4 > @99  ;; integer values
004D: jump_if_false CASINO4_5813
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5811
00D6: if  0
8118:   NOT   actor @113(@99,4i) dead
004D: jump_if_false CASINO4_5811
0647: unknown_action_sequence @72 
05E2: unknown_action_sequence @72 @113(@99,4i) 
0085: @297 = @113(@99,4i)  ;; integer values and handles
077A: @72  4  25 
0187: @118 = create_marker_above_actor @72
07E0: @118  1 
0168: show_on_radar @118  2
0006: @99 =  4  ;; integer values

:CASINO4_5811
000A: @99 +=  1  ;; integer values
0002: jump CASINO4_5794

:CASINO4_5813
0006: @99 =  0  ;; integer values

:CASINO4_5814
00D6: if  0
001B:    4 > @99  ;; integer values
004D: jump_if_false CASINO4_5839
00D6: if  0
8118:   NOT   actor @113(@99,4i) dead
004D: jump_if_false CASINO4_5837
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: @113(@99,4i)  4  23 
077A: @113(@99,4i)  4  0 
00D6: if  0
001B:    2 > @99  ;; integer values
004D: jump_if_false CASINO4_5833
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5832
05E2: unknown_action_sequence @113(@99,4i) @72 

:CASINO4_5832
0002: jump CASINO4_5837

:CASINO4_5833
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5837
05E2: unknown_action_sequence @113(@99,4i) @71 

:CASINO4_5837
000A: @99 +=  1  ;; integer values
0002: jump CASINO4_5814

:CASINO4_5839
02EB: restore_camera_with_jumpcut
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0687: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
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_5860
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false CASINO4_6058
00D6: if  0
8039:   NOT   @252 ==  0  ;; integer values
004D: jump_if_false CASINO4_5925
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5874
00D6: if  0
03D0:   wav @254 loaded
004D: jump_if_false CASINO4_5873
040D: unload_wav @254

:CASINO4_5873
0006: @255 =  1  ;; integer values

:CASINO4_5874
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false CASINO4_5879
03CF: load_wav @138(@252,114i) as @253
0006: @255 =  2  ;; integer values

:CASINO4_5879
00D6: if  0
0039:   @255 ==  2  ;; integer values
004D: jump_if_false CASINO4_5888
00D6: if  0
03D0:   wav @253 loaded
004D: jump_if_false CASINO4_5888
03D1: play_wav @253
00BC: text_highpriority $7533(@252,114s)  10000 ms  1
0006: @255 =  3  ;; integer values

:CASINO4_5888
00D6: if  0
0039:   @255 ==  3  ;; integer values
004D: jump_if_false CASINO4_5925
00D6: if  0
03D2:   wav @253 ended
004D: jump_if_false CASINO4_5916
03D5: remove_text $7533(@252,114s)
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5900
0968: @71 
0A09: @71  0 

:CASINO4_5900
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5905
0968: @72 
0A09: @72  0 

:CASINO4_5905
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false CASINO4_5911
0006: @253 =  2  ;; integer values
0006: @254 =  1  ;; integer values
0002: jump CASINO4_5913

:CASINO4_5911
0006: @253 =  1  ;; integer values
0006: @254 =  2  ;; integer values

:CASINO4_5913
0006: @252 =  0  ;; integer values
0006: @255 =  0  ;; integer values
0002: jump CASINO4_5925

:CASINO4_5916
00D6: if  0
83D0:   NOT   wav @254 loaded
004D: jump_if_false CASINO4_5925
00D6: if  0
001B:    110 > @252  ;; integer values
004D: jump_if_false CASINO4_5925
0085: @261 = @252  ;; integer values and handles
000A: @261 +=  1  ;; integer values
03CF: load_wav @138(@261,114i) as @254

:CASINO4_5925
0871: init_jump_table @257 total_jumps  3  1 CASINO4_5977 jumps  0 CASINO4_5926  1 CASINO4_5941  2 CASINO4_5959 -1 CASINO4_5988 -1 CASINO4_5988 -1 CASINO4_5988 -1 CASINO4_5988 

:CASINO4_5926
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false CASINO4_5940
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5940
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5937
0A09: @71  1 
0967: @71  3000 

:CASINO4_5937
0006: @252 =  112  ;; integer values
0006: @257 =  1  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5940
0002: jump CASINO4_5988

:CASINO4_5941
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  7000  ;; integer values
004D: jump_if_false CASINO4_5958
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5958
0006: @252 =  17  ;; integer values
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_5956
0A09: @72  1 
0967: @72  3000 

:CASINO4_5956
0006: @257 =  2  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5958
0002: jump CASINO4_5988

:CASINO4_5959
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  7000  ;; integer values
004D: jump_if_false CASINO4_5976
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5976
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_5973
0A09: @71  1 
0967: @71  3000 

:CASINO4_5973
0006: @252 =  111  ;; integer values
0006: @257 =  3  ;; integer values
01BD: @260 = current_time_in_ms

:CASINO4_5976
0002: jump CASINO4_5988

:CASINO4_5977
01BD: @259 = current_time_in_ms
0085: @258 = @259  ;; integer values and handles
0062: @258 -= @260  ;; integer values 
00D6: if  0
0019:   @258 >  1000  ;; integer values
004D: jump_if_false CASINO4_5987
00D6: if  0
0039:   @255 ==  0  ;; integer values
004D: jump_if_false CASINO4_5987
0006: @256 =  1  ;; integer values

:CASINO4_5987
0002: jump CASINO4_5988

:CASINO4_5988
0006: @99 =  0  ;; integer values

:CASINO4_5989
00D6: if  0
001B:    4 > @99  ;; integer values
004D: jump_if_false CASINO4_6040
00D6: if  0
0039:   @101(@99,4i) ==  0  ;; integer values
004D: jump_if_false CASINO4_6038
00D6: if  0
0118:   actor @113(@99,4i) dead
004D: jump_if_false CASINO4_6038
00D6: if  0
003B:   @298 == @113(@99,4i)  ;; integer values 
004D: jump_if_false CASINO4_6016
0006: @299 =  3  ;; integer values

:CASINO4_6002
00D6: if  0
0019:   @299 > -1  ;; integer values
004D: jump_if_false CASINO4_6016
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_6014
00D6: if  0
8118:   NOT   actor @113(@299,4i) dead
004D: jump_if_false CASINO4_6014
05E2: unknown_action_sequence @71 @113(@299,4i) 
0085: @298 = @113(@299,4i)  ;; integer values and handles
0006: @299 = -1  ;; integer values

:CASINO4_6014
000E: @299 -=  1  ;; integer values
0002: jump CASINO4_6002

:CASINO4_6016
00D6: if  0
003B:   @297 == @113(@99,4i)  ;; integer values 
004D: jump_if_false CASINO4_6034
0006: @299 =  0  ;; integer values

:CASINO4_6020
00D6: if  0
001B:    4 > @299  ;; integer values
004D: jump_if_false CASINO4_6034
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO4_6032
00D6: if  0
8118:   NOT   actor @113(@299,4i) dead
004D: jump_if_false CASINO4_6032
05E2: unknown_action_sequence @72 @113(@299,4i) 
0085: @297 = @113(@299,4i)  ;; integer values and handles
0006: @299 =  4  ;; integer values

:CASINO4_6032
000A: @299 +=  1  ;; integer values
0002: jump CASINO4_6020

:CASINO4_6034
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_6038
000A: @99 +=  1  ;; integer values
0002: jump CASINO4_5989

:CASINO4_6040
00D6: if  0
001B:    1 > @100  ;; integer values
004D: jump_if_false CASINO4_6050
0006: @53 =  1  ;; integer values
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO4_6050
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_6050
00D6: if  21
0118:   actor @72 dead
0118:   actor @71 dead
004D: jump_if_false CASINO4_6056
00BE: text_clear_all
0006: @53 =  1  ;; integer values

:CASINO4_6056
0001: wait  0 ms
0002: jump CASINO4_5860

:CASINO4_6058
040D: unload_wav @254
040D: unload_wav @253
03C7: unknown_maby_cops_density  1.0
0164: disable_marker @118
0164: disable_marker @117
00D6: if  1
8118:   NOT   actor @72 dead
8118:   NOT   actor @71 dead
004D: jump_if_false CASINO4_6072
0968: @71 
0968: @72 
0792: @72 
0792: @71 
07B3: $PLAYER_GROUP  0 

:CASINO4_6072
0051: return

:CASINO4_6073
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:CASINO4_6075
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0629: change_stat  317 to  1  ; integer see statdisp.dat
0318: set_latest_mission_passed 'CASINO4'
01E3: text_1number_styled 'M_PASSR'  5  5000 ms  1
0394: play_music  1
0998: add_respect  5 
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
0164: disable_marker $582
0051: return

:CASINO4_6085
01BD: $184 = current_time_in_ms
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASINO4_6091
0A09: $PLAYER_ACTOR  0 

:CASINO4_6091
0650: @136 
0650: @137 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_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  478
0249: release_model  330
0249: release_model  31
0249: release_model  32
0249: release_model  33
0249: release_model  34
0249: release_model  34
0249: release_model  346
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: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 89---------------
; Originally: Intensive Care


:CASINO5_1
03A4: name_thread 'CASINO5'
0050: gosub CASINO5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO5_7
0050: gosub CASINO5_1472

:CASINO5_7
0050: gosub CASINO5_1478
004E: end_thread

:CASINO5_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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: $PLAYER_ACTOR  2233.5  1712.8  9.8203 
07B4: $PLAYER_CHAR  0 
08F4:  0 
0004: $1249 =  1  ;; integer values
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'CAS_5A'

:CASINO5_20
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO5_25
0001: wait  0 ms
0002: jump CASINO5_20

:CASINO5_25
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO5_27
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO5_32
0001: wait  0 ms
0002: jump CASINO5_27

:CASINO5_32
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO5_35
00D6: if  0
016B:   fading
004D: jump_if_false CASINO5_40
0001: wait  0 ms
0002: jump CASINO5_35

:CASINO5_40
04BB: select_interior  0  ;; select render area
08F4:  99 
004F: create_thread A_CONT_1 
03CB: set_camera  2175.412  1681.548  9.8203
0247: request_model  416
0247: request_model  470
0247: request_model  275
0247: request_model  124
0247: request_model  125
023C: load_special_actor  1 'SINDACO'
0247: request_model  353
04ED: load_animation "GANGS"

:CASINO5_52
00D6: if  24
8248:   NOT   model  416 available
8248:   NOT   model  470 available
8248:   NOT   model  275 available
8248:   NOT   model  124 available
8248:   NOT   model  125 available
004D: jump_if_false CASINO5_61
0001: wait  0 ms
0002: jump CASINO5_52

:CASINO5_61
00D6: if  22
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  353 available
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false CASINO5_68
0001: wait  0 ms
0002: jump CASINO5_61

:CASINO5_68
060A: unknown_create_entity  2 @47 
060A: unknown_create_entity  1 @49 
060A: unknown_create_entity  0 @48 
0746:  4  24  0 
0006: @54 =  0  ;; integer values
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false CASINO5_79
009A: @72 = create_actor  24  124 at  0.0  0.0  0.0
009A: @99(@40,2i) = create_actor  24  124 at  0.0  0.0  0.0
00A5: @97(@40,2i) = create_car  416 at  0.0  0.0  0.0

:CASINO5_79
0169: set_fade_color  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  0 ms
00BC: text_highpriority 'CAS5_00'  8000 ms  1
018A: @44 = create_checkpoint_at  1604.158  1838.765  9.828
05AA: s@140 = 'CAS5_AA'  ;; 8-byte strings
04AF: @124 = unknown_wav_reference  8000 
05AA: s@142 = 'CAS5_AB'  ;; 8-byte strings
04AF: @125 = unknown_wav_reference  8001 
05AA: s@144 = 'CAS5_BA'  ;; 8-byte strings
04AF: @126 = unknown_wav_reference  8002 
05AA: s@146 = 'CAS5_BB'  ;; 8-byte strings
04AF: @127 = unknown_wav_reference  8003 
05AA: s@148 = 'CAS5_BC'  ;; 8-byte strings
04AF: @128 = unknown_wav_reference  8004 
05AA: s@150 = 'CAS5_BD'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  8005 
05AA: s@152 = 'CAS5_BE'  ;; 8-byte strings
04AF: @130 = unknown_wav_reference  8006 
05AA: s@154 = 'CAS5_CA'  ;; 8-byte strings
04AF: @131 = unknown_wav_reference  8007 
05AA: s@156 = 'CAS5_CB'  ;; 8-byte strings
04AF: @132 = unknown_wav_reference  8008 
05AA: s@158 = 'CAS5_CC'  ;; 8-byte strings
04AF: @133 = unknown_wav_reference  8009 
05AA: s@160 = 'CAS5_CD'  ;; 8-byte strings
04AF: @134 = unknown_wav_reference  8010 
05AA: s@162 = 'CAS5_CE'  ;; 8-byte strings
04AF: @135 = unknown_wav_reference  8011 
05AA: s@164 = 'CAS5_CF'  ;; 8-byte strings
04AF: @136 = unknown_wav_reference  8012 
05AA: s@166 = 'CAS5_CG'  ;; 8-byte strings
04AF: @137 = unknown_wav_reference  8013 
05AA: s@168 = 'CAS5_DA'  ;; 8-byte strings
04AF: @138 = unknown_wav_reference  8014 
05AA: s@170 = 'CAS5_DB'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  8015 
0085: @122 = @123  ;; integer values and handles
0006: @33 =  0  ;; integer values

:CASINO5_121
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false CASINO5_126
0002: jump CASINO5_1460

:CASINO5_126
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false CASINO5_140
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1604.158  1838.765  9.828 radius  120.0  120.0  120.0
004D: jump_if_false CASINO5_140
0395: clear_area  1 at  1604.158  1838.765  9.828 range  30.0
0732:  470 
0674: set_car_model  470 numberplate "H_CARMAN" 
0395: clear_area  1 at  1624.598  1850.607  9.828 range  8.0
00A5: @55 = create_car  470 at  1624.598  1850.607  9.828
0175: set_car @55 z_angle_to  180.0
03AB: (unknown) @55  1 
000A: @56 +=  1  ;; integer values

:CASINO5_140
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1604.158  1838.765  9.828 radius  4.0  4.0  4.0
004D: jump_if_false CASINO5_158
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO5_157
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  400 ms

:CASINO5_149
00D6: if  0
016B:   fading
004D: jump_if_false CASINO5_154
0001: wait  0 ms
0002: jump CASINO5_149

:CASINO5_154
0164: disable_marker @44
0002: jump CASINO5_160
0002: jump CASINO5_158

:CASINO5_157
00BC: text_highpriority 'CAS5_01'  4000 ms  1

:CASINO5_158
0050: gosub CASINO5_1139
0002: jump CASINO5_121

:CASINO5_160
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO5_168
0004: $1285 = -2  ;; integer values

:CASINO5_168
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO5_172
0004: $1285(1) = -2  ;; integer values

:CASINO5_172
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 (back)  0 ms
0615: @42 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  1606.106  1825.065  9.828  6 -1 
05BA: unknown_action_sequence -1  100 
0616: @42 
0618: $PLAYER_ACTOR @42 
061B: @42 
0006: @43 =  0  ;; integer values
0006: @46 =  0  ;; integer values

:CASINO5_185
00D6: if  0
001B:    2 > @43  ;; integer values
004D: jump_if_false CASINO5_191
0001: wait  0 ms
0646: $PLAYER_ACTOR @43 
0002: jump CASINO5_185

:CASINO5_191
0707: unknown_bunnyjump CASINO5_228 
0006: @123 =  4  ;; integer values

:CASINO5_193
00D6: if  0
001B:    7 > @122  ;; integer values
004D: jump_if_false CASINO5_199
0001: wait  0 ms
0050: gosub CASINO5_1139
0002: jump CASINO5_193

:CASINO5_199
0615: @42 
05BA: unknown_action_sequence -1  3800 
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false CASINO5_205
05CB: unknown_action_sequence -1 @50 -1 

:CASINO5_205
0616: @42 
0618: $PLAYER_ACTOR @42 
061B: @42 
0006: @40 =  0  ;; integer values

:CASINO5_209
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false CASINO5_221
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false CASINO5_220
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false CASINO5_220
0006: @40 =  1  ;; integer values

:CASINO5_220
0002: jump CASINO5_209

:CASINO5_221
0006: @46 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:CASINO5_223
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false CASINO5_228
0001: wait  0 ms
0002: jump CASINO5_223

:CASINO5_228
0701: (unknown)
00BE: text_clear_all
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO5_234
0004: $1285 = -2  ;; integer values

:CASINO5_234
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO5_238
0004: $1285(1) = -2  ;; integer values

:CASINO5_238
00D6: if  21
89DE:   NOT $PLAYER_ACTOR 
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO5_247
0792: $PLAYER_ACTOR 
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false CASINO5_247
036A: put_actor $PLAYER_ACTOR in_car @50

:CASINO5_247
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority 'CAS5_03'  8000 ms  1
0994:  2066.25  956.0  9.125 
0994:  2048.625  953.8749  9.125 
0994:  2032.5  973.25  9.5 
0994:  2027.25  1093.125  9.625 
0994:  2030.125  1273.0  9.625 
0994:  2029.0  1453.25  9.625 
0994:  2033.75  1713.125  9.625 
0994:  2112.125  1863.125  9.75 
0994:  2104.0  1969.125  9.75 
0994:  2108.25  2022.0  9.625 
0994:  2107.625  2113.125  9.625 
0994:  2091.25  2283.125  9.625 
0994:  2005.625  2393.25  9.625 
0994:  1605.375  2589.75  9.625 
0994:  1477.375  2563.125  9.625 
0994:  1385.625  2575.0  9.625 
0994:  1293.875  2574.625  9.625 
0994:  1528.125  2773.125  9.625 
0994:  2127.375  2792.875  9.625 
0994:  2397.375  2713.125  9.625 
0994:  2404.625  2513.125  9.625 
0994:  2628.625  2301.75  9.625 
0994:  2787.25  2303.5  9.625 
0994:  2860.125  2293.0  9.625 
0994:  2796.125  2135.375  9.75 
0994:  2796.125  2090.875  9.625 
0994:  2638.375  2135.375  9.625 
0994:  2638.375  2090.875  9.75 
0994:  2621.625  1473.125  9.625 
0994:  2645.375  1313.125  9.75 
0994:  2547.25  923.125  9.625 
0994:  2287.25  957.8749  9.625 
0994:  2147.25  963.2499  9.625 
0395: clear_area  1 at  2152.029  1912.456  9.6797 range  10.0
00A5: @57 = create_car  416 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: @57  0
0129: @66 = create_actor  24  275 in_car @57 driverseat
039E: (unknown) @66  1 
060B: unknown_actor_use_entity @66 @48 
01C8: @69 = create_actor  24  275 in_car @57 passenger_seat  0
039E: (unknown) @69  1 
060B: unknown_actor_use_entity @69 @48 
05D2: unknown_action_sequence @66 @57  15.0  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  416 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: @58  0
0129: @67 = create_actor  24  275 in_car @58 driverseat
039E: (unknown) @67  1 
060B: unknown_actor_use_entity @67 @48 
01C8: @70 = create_actor  24  275 in_car @58 passenger_seat  0
039E: (unknown) @70  1 
060B: unknown_actor_use_entity @70 @48 
05D2: unknown_action_sequence @67 @58  15.0  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  416 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: @59  0
0129: @68 = create_actor  24  275 in_car @59 driverseat
039E: (unknown) @68  1 
060B: unknown_actor_use_entity @68 @48 
01C8: @71 = create_actor  24  275 in_car @59 passenger_seat  0
039E: (unknown) @71  1 
060B: unknown_actor_use_entity @71 @48 
05D2: unknown_action_sequence @68 @59  15.0  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_337
0001: wait  0 ms
0006: @40 =  0  ;; integer values

:CASINO5_339
00D6: if  0
001B:    3 > @40  ;; integer values
004D: jump_if_false CASINO5_806
00D6: if  1
8119:   NOT   car @57(@40,3i) wrecked
001B:    6 > @63(@40,3i)  ;; integer values
004D: jump_if_false CASINO5_804
0871: init_jump_table @63(@40,3i) total_jumps  6  0 CASINO5_804 jumps  0 CASINO5_347  1 CASINO5_432  2 CASINO5_501  3 CASINO5_559  4 CASINO5_569  5 CASINO5_641 -1 CASINO5_804 

:CASINO5_347
00D6: if  21
0118:   actor @66(@40,3i) dead
0118:   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_357
0006: @77 =  0  ;; integer values
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false CASINO5_356
0050: gosub CASINO5_847

:CASINO5_356
0002: jump CASINO5_376

:CASINO5_357
00D6: if  0
051C: @57(@40,3i) $PLAYER_ACTOR 
004D: jump_if_false CASINO5_366
0006: @77 =  1  ;; integer values
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false CASINO5_365
0050: gosub CASINO5_847

:CASINO5_365
0002: jump CASINO5_376

:CASINO5_366
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false CASINO5_375
00D6: if  1
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_375
00BC: text_highpriority 'CAS5_04'  8000 ms  1
0006: @78 =  1  ;; integer values

:CASINO5_375
0002: jump CASINO5_804

:CASINO5_376
00D6: if  0
0039:   @77 ==  0  ;; integer values
004D: jump_if_false CASINO5_386
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false CASINO5_384
00BC: text_highpriority 'CAS5_07'  8000 ms  1
0002: jump CASINO5_385

:CASINO5_384
00BC: text_highpriority 'CAS5_08'  8000 ms  1

:CASINO5_385
0002: jump CASINO5_392

:CASINO5_386
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false CASINO5_391
00BC: text_highpriority 'CAS5_05'  8000 ms  1
0002: jump CASINO5_392

:CASINO5_391
00BC: text_highpriority 'CAS5_06'  8000 ms  1

:CASINO5_392
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  0
8118:   NOT   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_411
0687: @66(@40,3i) 
0615: @42 
0633: unknown_action_sequence -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  1500 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKH" "GANGS"  1000.0  0  0  0  0  2000 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKG" "GANGS"  1000.0  0  0  0  0  2000 
05BA: unknown_action_sequence -1  5000 
0616: @42 
0618: @66(@40,3i) @42 
061B: @42 
000A: @81(@40,3i) +=  1  ;; integer values

:CASINO5_411
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_426
0687: @69(@40,3i) 
0615: @42 
0633: unknown_action_sequence -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  1500 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKB" "GANGS"  1000.0  0  0  0  0  2000 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKC" "GANGS"  1000.0  0  0  0  0  2000 
05BA: unknown_action_sequence -1  5000 
0616: @42 
0618: @69(@40,3i) @42 
061B: @42 
000A: @81(@40,3i) +=  2  ;; integer values

:CASINO5_426
00D6: if  0
0039:   @81(@40,3i) ==  0  ;; integer values
004D: jump_if_false CASINO5_431
0006: @63(@40,3i) =  3  ;; integer values
0002: jump CASINO5_804

:CASINO5_431
000A: @63(@40,3i) +=  1  ;; integer values

:CASINO5_432
00D6: if  21
0039:   @81(@40,3i) ==  1  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_454
00D6: if  0
8118:   NOT   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_449
00D6: if  0
80DF:   NOT   actor @66(@40,3i) driving
004D: jump_if_false CASINO5_448
0646: @66(@40,3i) @43 
00D6: if  0
0039:   @43 ==  5  ;; integer values
004D: jump_if_false CASINO5_448
05CB: unknown_action_sequence @66(@40,3i) @57(@40,3i) -2 
000E: @81(@40,3i) -=  1  ;; integer values

:CASINO5_448
0002: jump CASINO5_454

:CASINO5_449
00D6: if  21
0039:   @81(@40,3i) ==  1  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_454
000E: @81(@40,3i) -=  1  ;; integer values

:CASINO5_454
00D6: if  21
0039:   @81(@40,3i) ==  2  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_481
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_476
00D6: if  0
80DF:   NOT   actor @69(@40,3i) driving
004D: jump_if_false CASINO5_475
0646: @69(@40,3i) @43 
00D6: if  0
0039:   @43 ==  5  ;; integer values
004D: jump_if_false CASINO5_475
00D6: if  0
0118:   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_473
05CB: unknown_action_sequence @69(@40,3i) @57(@40,3i) -2 
0002: jump CASINO5_474

:CASINO5_473
05CA: unknown_action_sequence @69(@40,3i) @57(@40,3i) -2  0 

:CASINO5_474
000E: @81(@40,3i) -=  2  ;; integer values

:CASINO5_475
0002: jump CASINO5_481

:CASINO5_476
00D6: if  21
0039:   @81(@40,3i) ==  2  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_481
000E: @81(@40,3i) -=  2  ;; integer values

:CASINO5_481
00D6: if  0
0039:   @81(@40,3i) ==  0  ;; integer values
004D: jump_if_false CASINO5_500
00D6: if  0
8118:   NOT   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_488
000A: @81(@40,3i) +=  1  ;; integer values

:CASINO5_488
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_492
000A: @81(@40,3i) +=  2  ;; integer values

:CASINO5_492
00D6: if  0
0039:   @81(@40,3i) ==  0  ;; integer values
004D: jump_if_false CASINO5_498
0006: @63(@40,3i) =  3  ;; integer values
0002: jump CASINO5_804
0002: jump CASINO5_499

:CASINO5_498
000A: @63(@40,3i) +=  1  ;; integer values

:CASINO5_499
0002: jump CASINO5_501

:CASINO5_500
0002: jump CASINO5_804

:CASINO5_501
00D6: if  21
0039:   @81(@40,3i) ==  1  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_518
00D6: if  0
8118:   NOT   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_513
00D6: if  0
00DB:   actor @66(@40,3i) in_car @57(@40,3i)
004D: jump_if_false CASINO5_512
000E: @81(@40,3i) -=  1  ;; integer values

:CASINO5_512
0002: jump CASINO5_518

:CASINO5_513
00D6: if  21
0039:   @81(@40,3i) ==  1  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_518
000E: @81(@40,3i) -=  1  ;; integer values

:CASINO5_518
00D6: if  21
0039:   @81(@40,3i) ==  2  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_535
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_530
00D6: if  0
00DB:   actor @69(@40,3i) in_car @57(@40,3i)
004D: jump_if_false CASINO5_529
000E: @81(@40,3i) -=  2  ;; integer values

:CASINO5_529
0002: jump CASINO5_535

:CASINO5_530
00D6: if  21
0039:   @81(@40,3i) ==  2  ;; integer values
0039:   @81(@40,3i) ==  3  ;; integer values
004D: jump_if_false CASINO5_535
000E: @81(@40,3i) -=  2  ;; integer values

:CASINO5_535
00D6: if  0
0039:   @81(@40,3i) ==  0  ;; integer values
004D: jump_if_false CASINO5_558
00D6: if  0
8118:   NOT   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_543
05D2: unknown_action_sequence @66(@40,3i) @57(@40,3i)  15.0  0 
0002: jump CASINO5_556

:CASINO5_543
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_556
046C: @87 = car @57(@40,3i) driver
0615: @42 
00D6: if  0
803B:   NOT   @87 == @69(@40,3i)  ;; integer values 
004D: jump_if_false CASINO5_552
0676: unknown_action_sequence -1 @57(@40,3i) 

:CASINO5_552
05D2: unknown_action_sequence -1 @57(@40,3i)  15.0  0 
0616: @42 
0618: @69(@40,3i) @42 
061B: @42 

:CASINO5_556
000A: @63(@40,3i) +=  1  ;; integer values
0002: jump CASINO5_559

:CASINO5_558
0002: jump CASINO5_804

:CASINO5_559
00D6: if  21
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_564
0002: jump CASINO5_804

:CASINO5_564
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_804

:CASINO5_569
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO5_638
00D6: if  21
0118:   actor @66(@40,3i) dead
0118:   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_579
00BC: text_highpriority 'CAS5_10'  8000 ms  1
0006: @63(@40,3i) =  5  ;; integer values
0002: jump CASINO5_637

:CASINO5_579
00D6: if  0
051C: @57(@40,3i) $PLAYER_ACTOR 
004D: jump_if_false CASINO5_585
00BC: text_highpriority 'CAS5_09'  8000 ms  1
0006: @63(@40,3i) =  5  ;; integer values
0002: jump CASINO5_637

:CASINO5_585
00D6: if  0
0019:   @32 >  120000  ;; integer values
004D: jump_if_false CASINO5_619
00D6: if  21
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_598
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @57(@40,3i)
004D: jump_if_false CASINO5_596
0006: @89 =  1  ;; integer values

:CASINO5_596
0002: jump CASINO5_804
0002: jump CASINO5_618

:CASINO5_598
0164: disable_marker @60(@40,3i)
00D6: if  0
056D:   unknown_actor @72 dead_but_valid
004D: jump_if_false CASINO5_603
009B: destroy_actor_instantly @72

:CASINO5_603
00D6: if  0
056D:   unknown_actor @66(@40,3i) dead_but_valid
004D: jump_if_false CASINO5_607
009B: destroy_actor_instantly @66(@40,3i)

:CASINO5_607
00D6: if  0
056D:   unknown_actor @69(@40,3i) dead_but_valid
004D: jump_if_false CASINO5_611
009B: destroy_actor_instantly @69(@40,3i)

:CASINO5_611
00D6: if  0
056E: @57(@40,3i) 
004D: jump_if_false CASINO5_615
00A6: destroy_car @57(@40,3i)

:CASINO5_615
0006: @51 =  1  ;; integer values
05AA: s@52 = 'CAS5_32'  ;; 8-byte strings
0002: jump CASINO5_1472

:CASINO5_618
0002: jump CASINO5_637

:CASINO5_619
00D6: if  0
001B:    2 > @79  ;; integer values
004D: jump_if_false CASINO5_636
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false CASINO5_631
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO5_630
00BC: text_highpriority 'CAS5_30'  8000 ms  1
000A: @79 +=  1  ;; integer values

:CASINO5_630
0002: jump CASINO5_636

:CASINO5_631
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false CASINO5_636
00BC: text_highpriority 'CAS5_31'  8000 ms  1
000A: @79 +=  1  ;; integer values

:CASINO5_636
0002: jump CASINO5_804

:CASINO5_637
0002: jump CASINO5_641

:CASINO5_638
0006: @51 =  1  ;; integer values
05AA: s@52 = 'CAS5_17'  ;; 8-byte strings
0002: jump CASINO5_1472

:CASINO5_641
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO5_800
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false CASINO5_695
0006: @41 =  0  ;; integer values

:CASINO5_648
00D6: if  0
001B:    3 > @41  ;; integer values
004D: jump_if_false CASINO5_661
00D6: if  0
803B:   NOT   @40 == @41  ;; integer values 
004D: jump_if_false CASINO5_659
0164: disable_marker @60(@41,3i)
00D6: if  0
001B:    3 > @63(@41,3i)  ;; integer values
004D: jump_if_false CASINO5_659
0006: @63(@41,3i) =  3  ;; integer values

:CASINO5_659
000A: @41 +=  1  ;; integer values
0002: jump CASINO5_648

:CASINO5_661
0249: release_model  275
04EF: release_animation "GANGS"
0247: request_model  405
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false CASINO5_689
00D6: if  0
8118:   NOT   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_678
0687: @66(@40,3i) 
05D2: unknown_action_sequence @66(@40,3i) @57(@40,3i)  25.0  2 
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_676
0713: unknown_action_sequence @69(@40,3i) $PLAYER_ACTOR -1  0.0  0.0  0.0  300.0  1  1  35 

:CASINO5_676
0006: @88 =  0  ;; integer values
0002: jump CASINO5_689

:CASINO5_678
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_689
0687: @69(@40,3i) 
0615: @42 
0676: unknown_action_sequence -1 @57(@40,3i) 
05D2: unknown_action_sequence -1 @57(@40,3i)  25.0  2 
0616: @42 
0618: @69(@40,3i) @42 
061B: @42 
0006: @88 =  1  ;; integer values

:CASINO5_689
0397: car @57(@40,3i) siren =  1 (on)  
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_799

:CASINO5_695
0227: @90 = car @57(@40,3i) health
00D6: if  0
051C: @57(@40,3i) $PLAYER_ACTOR 
004D: jump_if_false CASINO5_712
0085: @91 = @96  ;; integer values and handles
0062: @91 -= @90  ;; integer values 
00D6: if  0
031E:   vehicle @57(@40,3i) hit_by_weapon  57
004D: jump_if_false CASINO5_710
0016: @91 /=  20  ;; integer values 
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false CASINO5_709
0006: @91 =  1  ;; integer values

:CASINO5_709
0002: jump CASINO5_711

:CASINO5_710
0012: @91 *=  2  ;; integer values 

:CASINO5_711
005A: @92 += @91  ;; integer values 

:CASINO5_712
0224: set_car @57(@40,3i) health_to @96
054F: @57(@40,3i) 
00D6: if  0
001B:    200 > @92  ;; integer values
004D: jump_if_false CASINO5_742
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @57(@40,3i)
004D: jump_if_false CASINO5_741
00D6: if  0
0118:   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_739
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_738
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false CASINO5_737
0687: @69(@40,3i) 
0615: @42 
0676: unknown_action_sequence -1 @57(@40,3i) 
05D2: unknown_action_sequence -1 @57(@40,3i)  25.0  2 
0616: @42 
0618: @69(@40,3i) @42 
061B: @42 
0006: @88 =  1  ;; integer values

:CASINO5_737
0002: jump CASINO5_804

:CASINO5_738
0002: jump CASINO5_740

:CASINO5_739
0002: jump CASINO5_804

:CASINO5_740
0002: jump CASINO5_742

:CASINO5_741
0006: @89 =  1  ;; integer values

:CASINO5_742
0224: set_car @57(@40,3i) health_to  3000
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false CASINO5_747
0477: set_car @57(@40,3i) animation  6  5000 ms

:CASINO5_747
00D6: if  0
8118:   NOT   actor @66(@40,3i) dead
004D: jump_if_false CASINO5_759
0687: @66(@40,3i) 
0615: @42 
05CD: unknown_action_sequence -1 @57(@40,3i) 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @42 
0618: @66(@40,3i) @42 
061B: @42 
0002: jump CASINO5_759

:CASINO5_759
00D6: if  0
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_771
0687: @69(@40,3i) 
0615: @42 
05CD: unknown_action_sequence -1 @57(@40,3i) 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @42 
0618: @69(@40,3i) @42 
061B: @42 
0002: jump CASINO5_771

:CASINO5_771
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false CASINO5_786
0164: disable_marker @60(@40,3i)
0186: @60(@40,3i) = create_marker_above_car @57(@40,3i)
07E0: @60(@40,3i)  1 
020A: set_car @57(@40,3i) door_status_to  1
00D6: if  21
8118:   NOT   actor @66(@40,3i) dead
8118:   NOT   actor @69(@40,3i) dead
004D: jump_if_false CASINO5_784
00BC: text_highpriority 'CAS5_11'  8000 ms  1
0002: jump CASINO5_785

:CASINO5_784
00BC: text_highpriority 'CAS5_12'  8000 ms  1

:CASINO5_785
0002: jump CASINO5_787

:CASINO5_786
0164: disable_marker @60(@40,3i)

:CASINO5_787
01EB: set_car_density_to  .6
03DE: set_pedestrians_density_multiplier_to  .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_970

:CASINO5_799
0002: jump CASINO5_803

:CASINO5_800
0006: @51 =  1  ;; integer values
05AA: s@52 = 'CAS5_17'  ;; 8-byte strings
0002: jump CASINO5_1472

:CASINO5_803
0002: jump CASINO5_804

:CASINO5_804
000A: @40 +=  1  ;; integer values
0002: jump CASINO5_339

:CASINO5_806
0050: gosub CASINO5_808
0002: jump CASINO5_337

:CASINO5_808
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false CASINO5_846
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0006: @40 =  0  ;; integer values

:CASINO5_813
00D6: if  0
001B:    3 > @40  ;; integer values
004D: jump_if_false CASINO5_845
00D6: if  0
8119:   NOT   car @57(@40,3i) wrecked
004D: jump_if_false CASINO5_843
00D6: if  0
0039:   @63(@40,3i) ==  0  ;; integer values
004D: jump_if_false CASINO5_838
00AA: store_car @57(@40,3i) position_to $73 $74 $75
0509: $68 = distance between point $69 $70 and point $73 $74
0871: init_jump_table @93(@40,3i) total_jumps  2  0 CASINO5_837 jumps  0 CASINO5_825  1 CASINO5_831 -1 CASINO5_837 -1 CASINO5_837 -1 CASINO5_837 -1 CASINO5_837 -1 CASINO5_837 

:CASINO5_825
00D6: if  0
0022:    120.0 > $68  ;; floating-point values
004D: jump_if_false CASINO5_830
0587: @57(@40,3i)  1
000A: @93(@40,3i) +=  1  ;; integer values

:CASINO5_830
0002: jump CASINO5_837

:CASINO5_831
00D6: if  0
0020:   $68 >  140.0  ;; floating-point values
004D: jump_if_false CASINO5_836
0587: @57(@40,3i)  0
000E: @93(@40,3i) -=  1  ;; integer values

:CASINO5_836
0002: jump CASINO5_837

:CASINO5_837
0002: jump CASINO5_843

:CASINO5_838
00D6: if  0
0039:   @93(@40,3i) ==  0  ;; integer values
004D: jump_if_false CASINO5_843
0587: @57(@40,3i)  1
0006: @93(@40,3i) =  1  ;; integer values

:CASINO5_843
000A: @40 +=  1  ;; integer values
0002: jump CASINO5_813

:CASINO5_845
0006: @33 =  0  ;; integer values

:CASINO5_846
0051: return

:CASINO5_847
0209: @45 = random_int  0  2
0871: init_jump_table @40 total_jumps  3  0 CASINO5_870 jumps  0 CASINO5_849  1 CASINO5_856  2 CASINO5_863 -1 CASINO5_870 -1 CASINO5_870 -1 CASINO5_870 -1 CASINO5_870 

:CASINO5_849
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false CASINO5_854
0006: @74 =  1  ;; integer values
0002: jump CASINO5_855

:CASINO5_854
0006: @74 =  2  ;; integer values

:CASINO5_855
0002: jump CASINO5_870

:CASINO5_856
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false CASINO5_861
0006: @74 =  0  ;; integer values
0002: jump CASINO5_862

:CASINO5_861
0006: @74 =  2  ;; integer values

:CASINO5_862
0002: jump CASINO5_870

:CASINO5_863
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false CASINO5_868
0006: @74 =  0  ;; integer values
0002: jump CASINO5_869

:CASINO5_868
0006: @74 =  1  ;; integer values

:CASINO5_869
0002: jump CASINO5_870

:CASINO5_870
00D6: if  0
8119:   NOT   car @57(@74,3i) wrecked
004D: jump_if_false CASINO5_904
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  0
8118:   NOT   actor @66(@74,3i) dead
004D: jump_if_false CASINO5_881
0687: @66(@74,3i) 
009B: destroy_actor_instantly @66(@74,3i)

:CASINO5_881
0129: @66(@74,3i) = create_actor  24  124 in_car @57(@74,3i) driverseat
039E: (unknown) @66(@74,3i)  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  0
8118:   NOT   actor @69(@74,3i) dead
004D: jump_if_false CASINO5_891
0687: @69(@74,3i) 
009B: destroy_actor_instantly @69(@74,3i)

:CASINO5_891
01C8: @69(@74,3i) = create_actor  24  125 in_car @57(@74,3i) passenger_seat  0
039E: (unknown) @69(@74,3i)  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  290 in_car @57(@74,3i) passenger_seat  1
0526: unknown_actor @72  1
0982: @72  1 
060B: unknown_actor_use_entity @72 @48 
09F6: @72  0 
0006: @32 =  0  ;; integer values
0006: @79 =  0  ;; integer values
0006: @63(@74,3i) =  4  ;; integer values

:CASINO5_904
0051: return

:CASINO5_905
0006: @105 =  0  ;; integer values

:CASINO5_906
00D6: if  0
001B:    2 > @105  ;; integer values
004D: jump_if_false CASINO5_969
00D6: if  1
8118:   NOT   actor @99(@105,2i) dead
8119:   NOT   car @97(@105,2i) wrecked
004D: jump_if_false CASINO5_939
0871: init_jump_table @101(@105,2i) total_jumps  2  0 CASINO5_938 jumps  1 CASINO5_914  2 CASINO5_931 -1 CASINO5_938 -1 CASINO5_938 -1 CASINO5_938 -1 CASINO5_938 -1 CASINO5_938 

:CASINO5_914
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false CASINO5_919
0050: gosub CASINO5_1104
0002: jump CASINO5_930

:CASINO5_919
00AA: store_car @97(@105,2i) position_to $73 $74 $75
0509: $75 = distance between point  1074.461  2392.227 and point $73 $74
0509: $68 = distance between point  1010.673  1487.184 and point $73 $74
0687: @99(@105,2i) 
00D6: if  0
0024:   $68 > $75  ;; floating-point values only
004D: jump_if_false CASINO5_928
05D1: unknown_action_sequence @99(@105,2i) @97(@105,2i)  1074.461  2392.227  9.6796  25.0  0  0  2 
0002: jump CASINO5_929

:CASINO5_928
05D1: unknown_action_sequence @99(@105,2i) @97(@105,2i)  1010.673  1487.184  9.6797  25.0  0  0  2 

:CASINO5_929
0006: @101(@105,2i) =  2  ;; integer values

:CASINO5_930
0002: jump CASINO5_938

:CASINO5_931
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false CASINO5_937
0006: @101(@105,2i) =  1  ;; integer values
0687: @99(@105,2i) 
06E1: unknown_action_sequence @99(@105,2i) @97(@105,2i) @57(@74,3i)  3  32.0  2 

:CASINO5_937
0002: jump CASINO5_938

:CASINO5_938
0002: jump CASINO5_967

:CASINO5_939
0871: init_jump_table @101(@105,2i) total_jumps  2  1 CASINO5_940 jumps -1 CASINO5_944  0 CASINO5_945 -1 CASINO5_967 -1 CASINO5_967 -1 CASINO5_967 -1 CASINO5_967 -1 CASINO5_967 

:CASINO5_940
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_967

:CASINO5_944
0002: jump CASINO5_967

:CASINO5_945
00D6: if  0
0019:   @103(@105,2i) >  9000  ;; integer values
004D: jump_if_false CASINO5_966
00D6: if  0
0248:   model  405 available
004D: jump_if_false CASINO5_966
0050: gosub CASINO5_1120
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false CASINO5_966
00A5: @97(@105,2i) = create_car  405 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: @97(@105,2i)  0 
0224: set_car @97(@105,2i) health_to  5000
0129: @99(@105,2i) = create_actor  24  125 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: (unknown) @99(@105,2i)  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_966
0002: jump CASINO5_967

:CASINO5_967
000A: @105 +=  1  ;; integer values
0002: jump CASINO5_906

:CASINO5_969
0051: return

:CASINO5_970
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO5_1100
00D6: if  0
8119:   NOT   car @57(@74,3i) wrecked
004D: jump_if_false CASINO5_1099
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @57(@74,3i)
004D: jump_if_false CASINO5_1022
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false CASINO5_999
0164: disable_marker @60(@74,3i)
018A: @44 = create_checkpoint_at  981.4241  2132.469  9.8203
00D6: if  0
0039:   @77 ==  0  ;; integer values
004D: jump_if_false CASINO5_997
00BC: text_highpriority 'CAS5_13'  8000 ms  1
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  470
0002: jump CASINO5_998

:CASINO5_997
00BC: text_highpriority 'CAS5_14'  8000 ms  1

:CASINO5_998
0006: @110 =  1  ;; integer values

:CASINO5_999
00D6: if  0
00EE:   actor $PLAYER_ACTOR  0 ()near_point_in_car  981.4241  2132.469 radius @109 @109
004D: jump_if_false CASINO5_1012
00D6: if  0
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_1006
0002: jump CASINO5_1223

:CASINO5_1006
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false CASINO5_1011
0007: @109 =  120.0  ;; floating-point values
0006: @106 =  1  ;; integer values

:CASINO5_1011
0002: jump CASINO5_1017

:CASINO5_1012
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false CASINO5_1017
0007: @109 =  100.0  ;; floating-point values
0006: @106 =  0  ;; integer values

:CASINO5_1017
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false CASINO5_1021
0050: gosub CASINO5_1139

:CASINO5_1021
0002: jump CASINO5_1065

:CASINO5_1022
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false CASINO5_1030
0164: disable_marker @44
0186: @60(@74,3i) = create_marker_above_car @57(@74,3i)
07E0: @60(@74,3i)  1 
00BC: text_highpriority 'CAS5_15'  8000 ms  1
0006: @110 =  0  ;; integer values

:CASINO5_1030
00D6: if  0
001B:    2 > @111  ;; integer values
004D: jump_if_false CASINO5_1065
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false CASINO5_1049
00D6: if  0
8118:   NOT   actor @66(@74,3i) dead
004D: jump_if_false CASINO5_1047
00D6: if  0
80DF:   NOT   actor @66(@74,3i) driving
004D: jump_if_false CASINO5_1046
04AE: unknown $1276 radar_icon_or_model  8016
05A9: s$1281 = 'CAS5_EA'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @66(@74,3i) 
000A: @111 +=  1  ;; integer values

:CASINO5_1046
0002: jump CASINO5_1048

:CASINO5_1047
000A: @111 +=  1  ;; integer values

:CASINO5_1048
0002: jump CASINO5_1065

:CASINO5_1049
00D6: if  0
8118:   NOT   actor @69(@74,3i) dead
004D: jump_if_false CASINO5_1064
00D6: if  0
80DF:   NOT   actor @69(@74,3i) driving
004D: jump_if_false CASINO5_1063
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO5_1063
0004: $1285($1288,2i) = -4  ;; integer values
04AE: unknown $1276 radar_icon_or_model  8017
05A9: s$1281 = 'CAS5_EB'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @69(@74,3i) 
000A: @111 +=  1  ;; integer values

:CASINO5_1063
0002: jump CASINO5_1065

:CASINO5_1064
000A: @111 +=  1  ;; integer values

:CASINO5_1065
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false CASINO5_1092
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false CASINO5_1076
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @97 radius  10.0  10.0 unknown  0
004D: jump_if_false CASINO5_1076
00BC: text_highpriority 'CAS5_16'  8000 ms  1
0006: @112 =  1  ;; integer values

:CASINO5_1076
00D6: if  0
0039:   @112 ==  0  ;; integer values
004D: jump_if_false CASINO5_1087
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false CASINO5_1087
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @98 radius  10.0  10.0 unknown  0
004D: jump_if_false CASINO5_1087
00BC: text_highpriority 'CAS5_16'  8000 ms  1
0006: @112 =  1  ;; integer values

:CASINO5_1087
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false CASINO5_1092
0006: @33 =  0  ;; integer values
0006: @123 =  7  ;; integer values

:CASINO5_1092
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_905

:CASINO5_1099
0002: jump CASINO5_1103

:CASINO5_1100
0006: @51 =  1  ;; integer values
05AA: s@52 = 'CAS5_17'  ;; 8-byte strings
0002: jump CASINO5_1472

:CASINO5_1103
0002: jump CASINO5_970

:CASINO5_1104
00D6: if  0
0019:   @103(@105,2i) >  500  ;; integer values
004D: jump_if_false CASINO5_1119
00D6: if  1
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_1118
0050: gosub CASINO5_1120
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false CASINO5_1118
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_1118
0006: @103(@105,2i) =  0  ;; integer values

:CASINO5_1119
0051: return

:CASINO5_1120
0006: @113 =  1  ;; integer values
0006: @114 =  0  ;; integer values

:CASINO5_1122
00D6: if  1
001B:    10 > @113  ;; integer values
0039:   @114 ==  0  ;; integer values
004D: jump_if_false CASINO5_1138
04C4: create_coordinate @115 @116 @117 from_actor $PLAYER_ACTOR offset  0.0 @107(@105,2f)  0.0
06F8: @115 @116 @117 @113 @118 @119 @120 @121 
00D6: if  0
838A:   NOT   car_in_cube @118 @119 @120  5.0  5.0  5.0
004D: jump_if_false CASINO5_1136
00D6: if  0
80C2:   NOT   sphere_onscreen @118 @119 @120  5.0
004D: jump_if_false CASINO5_1136
0395: clear_area  1 at @118 @119 @120 range  5.0
0006: @114 =  1  ;; integer values

:CASINO5_1136
000A: @113 +=  1  ;; integer values
0002: jump CASINO5_1122

:CASINO5_1138
0051: return

:CASINO5_1139
0871: init_jump_table @123 total_jumps  9  0 CASINO5_1222 jumps  0 CASINO5_1141  1 CASINO5_1146  2 CASINO5_1157  4 CASINO5_1163  5 CASINO5_1174  7 CASINO5_1180  8 CASINO5_1186 
0872: jump_table_jumps  9 CASINO5_1207  10 CASINO5_1217 -1 CASINO5_1222 -1 CASINO5_1222 -1 CASINO5_1222 -1 CASINO5_1222 -1 CASINO5_1222 -1 CASINO5_1222 -1 CASINO5_1222 

:CASINO5_1141
00D6: if  0
0019:   @33 >  8500  ;; integer values
004D: jump_if_false CASINO5_1145
000A: @123 +=  1  ;; integer values

:CASINO5_1145
0002: jump CASINO5_1222

:CASINO5_1146
00D6: if  0
001B:    2 > @122  ;; integer values
004D: jump_if_false CASINO5_1155
008A: $1276 = @124(@122,16i)  ;; integer values and handles
05A9: s$1281 = @140(@122,16s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  0  100 
000A: @122 +=  1  ;; integer values
000A: @123 +=  1  ;; integer values
0002: jump CASINO5_1157

:CASINO5_1155
0006: @123 =  3  ;; integer values
0002: jump CASINO5_1222

:CASINO5_1157
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO5_1162
0006: @123 =  1  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO5_1162
0002: jump CASINO5_1222

:CASINO5_1163
00D6: if  0
001B:    7 > @122  ;; integer values
004D: jump_if_false CASINO5_1172
008A: $1276 = @124(@122,16i)  ;; integer values and handles
05A9: s$1281 = @140(@122,16s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  0  100 
000A: @122 +=  1  ;; integer values
000A: @123 +=  1  ;; integer values
0002: jump CASINO5_1174

:CASINO5_1172
0006: @123 =  6  ;; integer values
0002: jump CASINO5_1222

:CASINO5_1174
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO5_1179
0006: @123 =  4  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO5_1179
0002: jump CASINO5_1222

:CASINO5_1180
00D6: if  0
0019:   @33 >  8500  ;; integer values
004D: jump_if_false CASINO5_1185
0209: @122 = random_int  7  14
000A: @123 +=  1  ;; integer values

:CASINO5_1185
0002: jump CASINO5_1222

:CASINO5_1186
00D6: if  0
8119:   NOT   car @97 wrecked
004D: jump_if_false CASINO5_1194
00D6: if  0
051D:   cars @57(@74,3i) and @97 collided
004D: jump_if_false CASINO5_1193
0006: @123 =  9  ;; integer values

:CASINO5_1193
054F: @97 

:CASINO5_1194
00D6: if  0
8119:   NOT   car @98 wrecked
004D: jump_if_false CASINO5_1205
00D6: if  0
8039:   NOT   @123 ==  9  ;; integer values
004D: jump_if_false CASINO5_1204
00D6: if  0
051D:   cars @57(@74,3i) and @98 collided
004D: jump_if_false CASINO5_1204
0006: @123 =  9  ;; integer values

:CASINO5_1204
054F: @98 

:CASINO5_1205
054F: @57(@74,3i) 
0002: jump CASINO5_1222

:CASINO5_1207
008A: $1276 = @124(@122,16i)  ;; integer values and handles
05A9: s$1281 = @140(@122,16s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @72 
0006: @123 =  10  ;; integer values
000A: @122 +=  1  ;; integer values
00D6: if  0
0039:   @122 ==  14  ;; integer values
004D: jump_if_false CASINO5_1216
0006: @122 =  7  ;; integer values

:CASINO5_1216
0006: @33 =  0  ;; integer values

:CASINO5_1217
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false CASINO5_1221
0006: @123 =  8  ;; integer values

:CASINO5_1221
0002: jump CASINO5_1222

:CASINO5_1222
0051: return

:CASINO5_1223
016A: fade  0 ()  0 ms

:CASINO5_1224
00D6: if  0
016B:   fading
004D: jump_if_false CASINO5_1229
0001: wait  0 ms
0002: jump CASINO5_1224

:CASINO5_1229
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 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car @57(@74,3i) wrecked
004D: jump_if_false CASINO5_1237
0224: set_car @57(@74,3i) health_to  3000

:CASINO5_1237
0247: request_model  126
0247: request_model  127
0247: request_model #CJ_WHEELCHAIR1

:CASINO5_1240
00D6: if  22
8248:   NOT   model  126 available
8248:   NOT   model  127 available
8248:   NOT   model #CJ_WHEELCHAIR1 available
004D: jump_if_false CASINO5_1247
0001: wait  0 ms
0002: jump CASINO5_1240

:CASINO5_1247
00D6: if  0
8119:   NOT   car @57(@74,3i) wrecked
004D: jump_if_false CASINO5_1255
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  126 in_car @57(@74,3i) driverseat
060B: unknown_actor_use_entity @172 @48 

:CASINO5_1255
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 (back)  500 ms

:CASINO5_1258
00D6: if  0
016B:   fading
004D: jump_if_false CASINO5_1263
0001: wait  0 ms
0002: jump CASINO5_1258

:CASINO5_1263
00D6: if  1
8119:   NOT   car @57(@74,3i) wrecked
8118:   NOT   actor @172 dead
004D: jump_if_false CASINO5_1274
0615: @42 
06C7: unknown_action_sequence -1 @57(@74,3i)  22  500 
06C7: unknown_action_sequence -1 @57(@74,3i)  6  300 
05BA: unknown_action_sequence -1  8000 
0616: @42 
0618: @172 @42 
061B: @42 

:CASINO5_1274
0006: @46 =  0  ;; integer values

:CASINO5_1275
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO5_1288
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @172 dead
004D: jump_if_false CASINO5_1287
0646: @172 @43 
00D6: if  0
0019:   @43 >  0  ;; integer values
004D: jump_if_false CASINO5_1287
0006: @46 =  1  ;; integer values

:CASINO5_1287
0002: jump CASINO5_1275

:CASINO5_1288
00D6: if  1
8118:   NOT   actor @172 dead
8119:   NOT   car @57(@74,3i) wrecked
004D: jump_if_false CASINO5_1316
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: @172 
0615: @42 
05D3: unknown_action_sequence -1  974.2065  2140.108  9.8203  4 -2 
05C0: unknown_action_sequence -1 @57(@74,3i)  8000 
05BA: unknown_action_sequence -1  8000 
0616: @42 
0618: @172 @42 
061B: @42 
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO5_1306
036A: put_actor $PLAYER_ACTOR in_car @57(@74,3i)

:CASINO5_1306
009A: @173 = create_actor  24  127 at  975.8311  2144.959  9.8203
0173: set_actor @173 z_angle_to  162.2693
060B: unknown_actor_use_entity @173 @48 
0615: @42 
05D3: unknown_action_sequence -1  975.0208  2141.366  9.8203  4 -2 
05BF: unknown_action_sequence -1 @173  8000 
05BA: unknown_action_sequence -1  8000 
0616: @42 
0618: @173 @42 
061B: @42 

:CASINO5_1316
0006: @46 =  0  ;; integer values

:CASINO5_1317
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO5_1330
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @172 dead
004D: jump_if_false CASINO5_1329
0646: @172 @43 
00D6: if  0
0019:   @43 >  0  ;; integer values
004D: jump_if_false CASINO5_1329
0006: @46 =  1  ;; integer values

:CASINO5_1329
0002: jump CASINO5_1317

:CASINO5_1330
04AE: unknown $1276 radar_icon_or_model  8014
05A9: s$1281 = 'CAS5_DA'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  200 @172 
0006: @46 =  0  ;; integer values

:CASINO5_1334
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO5_1347
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @173 dead
004D: jump_if_false CASINO5_1346
0646: @173 @43 
00D6: if  0
0019:   @43 >  0  ;; integer values
004D: jump_if_false CASINO5_1346
0006: @46 =  1  ;; integer values

:CASINO5_1346
0002: jump CASINO5_1334

:CASINO5_1347
00D6: if  0
8038:   NOT   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO5_1352
0001: wait  0 ms
0002: jump CASINO5_1347

:CASINO5_1352
04AE: unknown $1276 radar_icon_or_model  8015
05A9: s$1281 = 'CAS5_DB'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  200 @173 
0006: @32 =  0  ;; integer values

:CASINO5_1356
00D6: if  0
001B:    4500 > @32  ;; integer values
004D: jump_if_false CASINO5_1361
0001: wait  0 ms
0002: jump CASINO5_1356

:CASINO5_1361
016A: fade  0 ()  0 ms

:CASINO5_1362
00D6: if  0
016B:   fading
004D: jump_if_false CASINO5_1367
0001: wait  0 ms
0002: jump CASINO5_1362

:CASINO5_1367
0107: @174 = create_object #CJ_WHEELCHAIR1 at  971.5  2140.5  9.8203
0177: set_object @174 z_angle_to  180.0
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO5_1375
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 -.575  .525  2  0.0  0
0605: unknown_action_sequence @72 "SEAT_DOWN" "PED"  9.0  0  0  0  1 -1 

:CASINO5_1375
00D6: if  0
8118:   NOT   actor @172 dead
004D: jump_if_false CASINO5_1380
00A1: put_actor @172 at  972.5  2140.5  9.8203
0173: set_actor @172 z_angle_to  0.0

:CASINO5_1380
00D6: if  0
8118:   NOT   actor @173 dead
004D: jump_if_false CASINO5_1385
00A1: put_actor @173 at  971.5  2139.5  9.8203
0173: set_actor @173 z_angle_to  0.0

:CASINO5_1385
0006: @46 =  0  ;; integer values

:CASINO5_1386
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false CASINO5_1399
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false CASINO5_1398
00D6: if  0
0611: @72 "SEAT_DOWN" 
004D: jump_if_false CASINO5_1398
0614: @72 "SEAT_DOWN"  1.0 
0006: @46 =  1  ;; integer values

:CASINO5_1398
0002: jump CASINO5_1386

:CASINO5_1399
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_1402
00D6: if  0
001B:    200 > @32  ;; integer values
004D: jump_if_false CASINO5_1407
0001: wait  0 ms
0002: jump CASINO5_1402

:CASINO5_1407
00D6: if  0
8118:   NOT   actor @172 dead
004D: jump_if_false CASINO5_1411
0687: @172 

:CASINO5_1411
016A: fade  1 (back)  500 ms

:CASINO5_1412
00D6: if  0
016B:   fading
004D: jump_if_false CASINO5_1417
0001: wait  0 ms
0002: jump CASINO5_1412

:CASINO5_1417
00D6: if  0
8118:   NOT   actor @172 dead
004D: jump_if_false CASINO5_1421
05D3: unknown_action_sequence @172  972.8889  2148.039  9.8203  4 -2 

:CASINO5_1421
00D6: if  0
8119:   NOT   car @57(@74,3i) wrecked
004D: jump_if_false CASINO5_1425
05D1: unknown_action_sequence $PLAYER_ACTOR @57(@74,3i)  991.3741  2136.312  9.8203  5.0  0  0  0 

:CASINO5_1425
0006: @32 =  0  ;; integer values

:CASINO5_1426
00D6: if  0
001B:    1700 > @32  ;; integer values
004D: jump_if_false CASINO5_1431
0001: wait  0 ms
0002: jump CASINO5_1426

:CASINO5_1431
016A: fade  0 ()  1000 ms

:CASINO5_1432
00D6: if  0
016B:   fading
004D: jump_if_false CASINO5_1437
0001: wait  0 ms
0002: jump CASINO5_1432

:CASINO5_1437
00D6: if  0
8119:   NOT   car @57(@74,3i) wrecked
004D: jump_if_false CASINO5_1443
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_1443
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: $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  1 (on)
0006: @32 =  0  ;; integer values

:CASINO5_1454
00D6: if  0
001B:    200 > @32  ;; integer values
004D: jump_if_false CASINO5_1459
0001: wait  0 ms
0002: jump CASINO5_1454

:CASINO5_1459
016A: fade  1 (back)  0 ms

:CASINO5_1460
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASINO5'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  5000  5000 ms  1
0109: player $PLAYER_CHAR money +=  5000
0998: add_respect  5 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $583
02A7: $583 = create_icon_marker_and_sphere $444 at $613 $614 $615
004F: create_thread VCRASH_1 
0051: return

:CASINO5_1472
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false CASINO5_1477
00BC: text_highpriority s@52  5000 ms  1

:CASINO5_1477
0051: return

:CASINO5_1478
004F: create_thread A_TERM_1 
0995: (unknown)
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASINO5_1485
07B4: $PLAYER_CHAR  1 
08F4:  99 

:CASINO5_1485
01EB: set_car_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:  470 
0296: unload_special_actor  1
0249: release_model  275
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0249: release_model  470
0249: release_model  416
0249: release_model  405
0249: release_model  353
0249: release_model #CJ_WHEELCHAIR1
04EF: release_animation "GANGS"
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 90---------------
; Originally: The Meat Business


:CASINO6_1
03A4: name_thread 'CASINO6'
0050: gosub CASINO6_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO6_7
0050: gosub CASINO6_3645

:CASINO6_7
0050: gosub CASINO6_3730
004E: end_thread

:CASINO6_9
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
07FB: set_interior 'ABATOIR' accessible  1 
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 (frozen)
07B4: $PLAYER_CHAR  0 
08F4:  0 
0004: $1249 =  1  ;; integer values
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'CAS_6A'

:CASINO6_22
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO6_27
0001: wait  0 ms
0002: jump CASINO6_22

:CASINO6_27
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO6_29
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO6_34
0001: wait  0 ms
0002: jump CASINO6_29

:CASINO6_34
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO6_36
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_41
0001: wait  0 ms
0002: jump CASINO6_36

:CASINO6_41
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
08F4:  99 
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false CASINO6_50
00A5: @316 = create_car  405 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_50
07B4: $PLAYER_CHAR  0 
004F: create_thread A_CONT_1 
0860: link_actor $PLAYER_ACTOR to_interior  0 
0A0B:  2179.934  1684.148  10.0533  108.0825 
060A: unknown_create_entity  0 @34 
060A: unknown_create_entity  2 @35 
0746:  4  23  25 
0746:  0  23  0 
0746:  4  25  23 
0746:  4  25  0 
07AF: @310 = player $PLAYER_CHAR group
07B3: @310  1 
023C: load_special_actor  1 'ROSE'

:CASINO6_63
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false CASINO6_68
0001: wait  0 ms
0002: jump CASINO6_63

:CASINO6_68
009A: @39 = create_actor  23  290 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: @40  1 
060B: unknown_actor_use_entity @39 @34 
0568: @39  1
0446: (unknown) @39  0 
0223: set_actor @39 health_to  300
087F: @39  1 
0631: put_actor @39 in_group @310 
07DD: @39  100 
018A: @218 = create_checkpoint_at  967.3132  2161.154  9.8203
00BC: text_highpriority 'CAS6_10'  8000 ms  1
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0213: @231 = create_pickup #HEALTH type  3 at  958.9762  2096.836  1011.1
016A: fade  1 (back)  500 ms

:CASINO6_88
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_93
0001: wait  0 ms
0002: jump CASINO6_88

:CASINO6_93
05AA: s@366 = 'CAS6_AA'  ;; 8-byte strings
04AF: @320 = unknown_wav_reference  8200 
008B: @343 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@368 = 'CAS6_AB'  ;; 8-byte strings
04AF: @321 = unknown_wav_reference  8201 
0085: @344 = @39  ;; integer values and handles
05AA: s@370 = 'CAS6_AC'  ;; 8-byte strings
04AF: @322 = unknown_wav_reference  8202 
0085: @345 = @39  ;; integer values and handles
05AA: s@372 = 'CAS6_AD'  ;; 8-byte strings
04AF: @323 = unknown_wav_reference  8203 
0085: @346 = @39  ;; integer values and handles
05AA: s@374 = 'CAS6_AE'  ;; 8-byte strings
04AF: @324 = unknown_wav_reference  8204 
008B: @347 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@376 = 'CAS6_AF'  ;; 8-byte strings
04AF: @325 = unknown_wav_reference  8205 
0085: @348 = @39  ;; integer values and handles
05AA: s@378 = 'CAS6_BA'  ;; 8-byte strings
04AF: @326 = unknown_wav_reference  8206 
0085: @349 = @39  ;; integer values and handles
05AA: s@380 = 'CAS6_BB'  ;; 8-byte strings
04AF: @327 = unknown_wav_reference  8207 
0085: @350 = @39  ;; integer values and handles
05AA: s@382 = 'CAS6_BC'  ;; 8-byte strings
04AF: @328 = unknown_wav_reference  8208 
0085: @351 = @39  ;; integer values and handles
05AA: s@384 = 'CAS6_BD'  ;; 8-byte strings
04AF: @329 = unknown_wav_reference  8209 
008B: @352 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@386 = 'CAS6_BE'  ;; 8-byte strings
04AF: @330 = unknown_wav_reference  8210 
0085: @353 = @39  ;; integer values and handles
05AA: s@388 = 'CAS6_BF'  ;; 8-byte strings
04AF: @331 = unknown_wav_reference  8211 
0085: @354 = @39  ;; integer values and handles
05AA: s@390 = 'CAS6_BH'  ;; 8-byte strings
04AF: @332 = unknown_wav_reference  8212 
0085: @355 = @39  ;; integer values and handles
05AA: s@392 = 'CAS6_BK'  ;; 8-byte strings
04AF: @333 = unknown_wav_reference  8213 
008B: @356 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@394 = 'CAS6_BL'  ;; 8-byte strings
04AF: @334 = unknown_wav_reference  8214 
0085: @357 = @39  ;; integer values and handles
05AA: s@396 = 'CAS6_BM'  ;; 8-byte strings
04AF: @335 = unknown_wav_reference  8215 
0085: @358 = @39  ;; integer values and handles
05AA: s@398 = 'CAS6_BN'  ;; 8-byte strings
04AF: @336 = unknown_wav_reference  8216 
0085: @359 = @39  ;; integer values and handles
05AA: s@400 = 'CAS6_CA'  ;; 8-byte strings
04AF: @337 = unknown_wav_reference  8217 
0085: @360 = @39  ;; integer values and handles
05AA: s@402 = 'CAS6_CB'  ;; 8-byte strings
04AF: @338 = unknown_wav_reference  8218 
0085: @361 = @39  ;; integer values and handles
0006: @33 =  0  ;; integer values

:CASINO6_151
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_212
00D6: if  0
0735:  83 
004D: jump_if_false CASINO6_164
07FB: set_interior 'ABATOIR' accessible  1 
0004: $1012 =  0  ;; integer values
0004: $1013 =  0  ;; integer values
05A9: s$1014 = 'ABATOIR'  ;; 8-byte strings
004F: create_thread ENTEXT_1 
0002: jump CASINO6_3628

:CASINO6_164
077E: @286 = active_interior
00D6: if  0
8039:   NOT   @286 ==  0  ;; integer values
004D: jump_if_false CASINO6_182
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  967.3132  2161.154 radius  5.0  5.0
004D: jump_if_false CASINO6_176
0002: jump CASINO6_327
0002: jump CASINO6_182

:CASINO6_176
04D7: lock_actor @39 in_current_position  1
0164: disable_marker @218
0164: disable_marker @40
06C9: @39 
0006: @315 =  0  ;; integer values
0002: jump CASINO6_216

:CASINO6_182
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  967.3132  2161.154 radius  30.0  30.0
004D: jump_if_false CASINO6_208
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @39 radius  30.0  30.0  0
004D: jump_if_false CASINO6_198
00D6: if  0
001B:    2 > @317  ;; integer values
004D: jump_if_false CASINO6_192
0006: @317 =  2  ;; integer values

:CASINO6_192
00D6: if  0
0039:   @232 ==  0  ;; integer values
004D: jump_if_false CASINO6_197
07FB: set_interior 'ABATOIR' accessible  0 
0006: @232 =  1  ;; integer values

:CASINO6_197
0002: jump CASINO6_208

:CASINO6_198
00D6: if  0
001B:    5 > @319  ;; integer values
004D: jump_if_false CASINO6_203
0006: @318 =  17  ;; integer values
0006: @319 =  5  ;; integer values

:CASINO6_203
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false CASINO6_208
07FB: set_interior 'ABATOIR' accessible  1 
0006: @232 =  0  ;; integer values

:CASINO6_208
0050: gosub CASINO6_3445
0050: gosub CASINO6_304
0050: gosub CASINO6_240
0002: jump CASINO6_215

:CASINO6_212
0006: @227 =  1  ;; integer values
05AA: s@228 = 'CAS6_F0'  ;; 8-byte strings
0002: jump CASINO6_3645

:CASINO6_215
0002: jump CASINO6_151

:CASINO6_216
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_236
077E: @286 = active_interior
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false CASINO6_235
04D7: lock_actor @39 in_current_position  0
087F: @39  1 
0631: put_actor @39 in_group @310 
0164: disable_marker @40
0187: @40 = create_marker_above_actor @39
07E0: @40  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_151

:CASINO6_235
0002: jump CASINO6_239

:CASINO6_236
0006: @227 =  1  ;; integer values
05AA: s@228 = 'CAS6_F0'  ;; 8-byte strings
0002: jump CASINO6_3645

:CASINO6_239
0002: jump CASINO6_216

:CASINO6_240
0871: init_jump_table @319 total_jumps  7  0 CASINO6_303 jumps  0 CASINO6_241  1 CASINO6_246  2 CASINO6_260  3 CASINO6_272  4 CASINO6_283  5 CASINO6_289  6 CASINO6_297 

:CASINO6_241
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false CASINO6_245
000A: @319 +=  1  ;; integer values

:CASINO6_245
0002: jump CASINO6_303

:CASINO6_246
00D6: if  0
001B:    6 > @318  ;; integer values
004D: jump_if_false CASINO6_258
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @39 radius  20.0  20.0  0
004D: jump_if_false CASINO6_257
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_257
0002: jump CASINO6_260

:CASINO6_258
0006: @319 =  3  ;; integer values
0002: jump CASINO6_303

:CASINO6_260
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_271
00D6: if  0
0039:   @315 ==  1  ;; integer values
004D: jump_if_false CASINO6_269
0006: @318 =  6  ;; integer values
0006: @319 =  3  ;; integer values
0002: jump CASINO6_270

:CASINO6_269
0006: @319 =  1  ;; integer values

:CASINO6_270
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_271
0002: jump CASINO6_303

:CASINO6_272
00D6: if  0
0039:   @315 ==  1  ;; integer values
004D: jump_if_false CASINO6_283
00D6: if  0
001B:    17 > @318  ;; integer values
004D: jump_if_false CASINO6_283
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_283
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_288
0006: @319 =  3  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_288
0002: jump CASINO6_303

:CASINO6_289
00D6: if  0
001B:    19 > @318  ;; integer values
004D: jump_if_false CASINO6_297
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_297
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_302
0006: @319 =  5  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_302
0002: jump CASINO6_303

:CASINO6_303
0051: return

:CASINO6_304
0871: init_jump_table @317 total_jumps  4  0 CASINO6_326 jumps  0 CASINO6_305  1 CASINO6_312  2 CASINO6_317  3 CASINO6_321 -1 CASINO6_326 -1 CASINO6_326 -1 CASINO6_326 

:CASINO6_305
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @39 radius  60.0  60.0  0
004D: jump_if_false CASINO6_311
00BC: text_highpriority 'CAS6_11'  8000 ms  1
0006: @32 =  0  ;; integer values
000A: @317 +=  1  ;; integer values

:CASINO6_311
0002: jump CASINO6_326

:CASINO6_312
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false CASINO6_316
000E: @317 -=  1  ;; integer values

:CASINO6_316
0002: jump CASINO6_326

:CASINO6_317
00BC: text_highpriority 'CAS6_12'  8000 ms  1
0006: @32 =  0  ;; integer values
000A: @317 +=  1  ;; integer values
0002: jump CASINO6_326

:CASINO6_321
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false CASINO6_325
0006: @317 =  0  ;; integer values

:CASINO6_325
0002: jump CASINO6_326

:CASINO6_326
0051: return

:CASINO6_327
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
8119:   NOT   car @316 wrecked
004D: jump_if_false CASINO6_370
00D6: if  0
00B0:   car @316  0 ()in_rectangle  960.4431  2087.975  996.5055  2182.152
004D: jump_if_false CASINO6_368
00D6: if  0
81F4:   NOT   car @316 flipped
004D: jump_if_false CASINO6_368
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: @316 @237 @238 
0006: @216 =  0  ;; integer values

:CASINO6_344
00D6: if  0
001B:    4 > @216  ;; integer values
004D: jump_if_false CASINO6_353
00D6: if  0
0496:   tire @216 on_car @316 deflated
004D: jump_if_false CASINO6_351
08BF: @239 @216 

:CASINO6_351
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_344

:CASINO6_353
00D6: if  0
0A01: @234 
004D: jump_if_false CASINO6_367
0006: @216 =  0  ;; integer values

:CASINO6_357
00D6: if  0
001B:    6 > @216  ;; integer values
004D: jump_if_false CASINO6_366
00D6: if  0
09BB: @316 @216 
004D: jump_if_false CASINO6_364
08BF: @240 @216 

:CASINO6_364
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_357

:CASINO6_366
0002: jump CASINO6_368

:CASINO6_367
0006: @240 = -1  ;; integer values

:CASINO6_368
0A30: @316 
0249: release_model @234

:CASINO6_370
0006: @286 =  0  ;; integer values

:CASINO6_371
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false CASINO6_377
0001: wait  0 ms
09E8: @286 = actor $PLAYER_ACTOR active_interior
0002: jump CASINO6_371

:CASINO6_377
016A: fade  0 ()  0 ms

:CASINO6_378
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_383
0001: wait  0 ms
0002: jump CASINO6_378

:CASINO6_383
08C7: $PLAYER_ACTOR  963.7808  2165.35  1010.031 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AF: $PLAYER_CHAR  1 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_398
00D6: if  0
80DF:   NOT   actor @39 driving
004D: jump_if_false CASINO6_394
00A1: put_actor @39 at  963.8596  2162.615  1010.031
0002: jump CASINO6_395

:CASINO6_394
0362: remove_actor @39 from_car_and_place_at  963.8596  2162.615  1010.031

:CASINO6_395
04D7: lock_actor @39 in_current_position  1
0164: disable_marker @40
06C9: @39 

:CASINO6_398
0164: disable_marker @218
00D6: if  0
8119:   NOT   car @316 wrecked
004D: jump_if_false CASINO6_403
00A6: destroy_car @316

:CASINO6_403
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_409
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO6_414
0001: wait  0 ms
0002: jump CASINO6_409

:CASINO6_414
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO6_416
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO6_421
0001: wait  0 ms
0002: jump CASINO6_416

:CASINO6_421
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO6_424
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_429
0001: wait  0 ms
0002: jump CASINO6_424

:CASINO6_429
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false CASINO6_453
02E4: load_cutscene_data 'CAS6B_2'

:CASINO6_433
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO6_438
0001: wait  0 ms
0002: jump CASINO6_433

:CASINO6_438
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO6_440
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO6_445
0001: wait  0 ms
0002: jump CASINO6_440

:CASINO6_445
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO6_448
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_453
0001: wait  0 ms
0002: jump CASINO6_448

:CASINO6_453
02A3: toggle_widescreen  1 (on)
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  124
0247: request_model  125
0247: request_model  126
0247: request_model  127
0247: request_model  344
0247: request_model  353
0247: request_model  341
0247: request_model  336
0247: request_model  366
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_479
00D6: if  24
8248:   NOT   model  124 available
8248:   NOT   model  125 available
8248:   NOT   model  126 available
8248:   NOT   model  127 available
8248:   NOT   model  344 available
004D: jump_if_false CASINO6_488
0001: wait  0 ms
0002: jump CASINO6_479

:CASINO6_488
00D6: if  24
8248:   NOT   model  353 available
8248:   NOT   model  341 available
8248:   NOT   model  336 available
8248:   NOT   model  366 available
8248:   NOT   model #BODYARMOUR available
004D: jump_if_false CASINO6_497
0001: wait  0 ms
0002: jump CASINO6_488

:CASINO6_497
00D6: if  25
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_507
0001: wait  0 ms
0002: jump CASINO6_497

:CASINO6_507
00D6: if  22
8248:   NOT   model #CJ_MEAT_1 available
8248:   NOT   model #CJ_MEAT_2 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false CASINO6_514
0001: wait  0 ms
0002: jump CASINO6_507

:CASINO6_514
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  2 weapon @220 ammo @230 model @230
00D6: if  0
04A4: @220  9 
004D: jump_if_false CASINO6_521
04AF: @220 = unknown_wav_reference  5 
0249: release_model  341
0002: jump CASINO6_522

:CASINO6_521
04AF: @220 = unknown_wav_reference  9 

:CASINO6_522
0828:  0 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_537
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: @40  968.3954  2160.965  1.0 
07E0: @40  1 
060B: unknown_actor_use_entity @39 @34 
0223: set_actor @39 health_to  300

:CASINO6_537
03C4: set_status_text_to $7761  1 (bar) 'CAS6_C0'
0006: @41 =  0  ;; integer values
0006: @42 =  0  ;; integer values
0006: @44 =  0  ;; integer values
0006: @51 =  0  ;; integer values
0213: @37 = create_pickup  366 type  3 at  962.9547  2101.918  1011.0
029B: @43 = init_object  366 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:  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 *=  3.141593  ;; floating-point values 
0017: @178 /=  360.0  ;; floating-point values 
0007: @176 =  0.0  ;; floating-point values
0007: @177 = -.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: unknown_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: @154  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: @142 @154  0.0  0.0  0.0  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: @155  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: @143 @155  0.0  0.0  0.0  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: @156  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: @144 @156  0.0  0.0  0.0  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: @202  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: unknown_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 =  .001  ;; floating-point values
0006: @289 = -1  ;; integer values
0615: @206 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
05BA: unknown_action_sequence -1  800 
0616: @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_665
00D6: if  0
001D:   @140 > @216  ;; integer values  
004D: jump_if_false CASINO6_671
0006: @111(@216,29i) = -1  ;; integer values
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_665

:CASINO6_671
009A: @53 = create_actor  25  126 at  937.3484  2112.078  1010.031
0173: set_actor @53 z_angle_to  264.0
0223: set_actor @53 health_to  200
08AF: @53  200 
0187: @82 = create_marker_above_actor @53
018B: show_on_radar @82  2
08DC: @82  968.3954  2160.965  1.0 
0638: unknown_action_sequence @53  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  127 at  937.135  2108.94  1010.031
0173: set_actor @54 z_angle_to  271.5
0223: set_actor @54 health_to  200
08AF: @54  200 
0187: @83 = create_marker_above_actor @54
018B: show_on_radar @83  2
08DC: @83  968.3954  2160.965  1.0 
0638: unknown_action_sequence @54  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  124 at  939.319  2124.888  1010.031
0173: set_actor @55 z_angle_to  195.0
0223: set_actor @53 health_to  200
08AF: @53  200 
0187: @84 = create_marker_above_actor @55
018B: show_on_radar @84  2
08DC: @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: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
05BA: unknown_action_sequence -1  800 
0638: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  940.5833  2116.169  1010.031  6 -1 
05BC: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @39 
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @55 @290 
061B: @290 
009A: @56 = create_actor  25  125 at  937.819  2137.487  1010.03
0173: set_actor @56 z_angle_to  188.0
0223: set_actor @53 health_to  200
08AF: @53  200 
0187: @85 = create_marker_above_actor @56
018B: show_on_radar @85  2
08DC: @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: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
05BA: unknown_action_sequence -1  800 
0638: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  940.5833  2116.169  1010.031  6 -1 
05BC: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @39 
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @56 @290 
061B: @290 
009A: @57 = create_actor  25  127 at  948.0  2124.0  1010.031
0173: set_actor @57 z_angle_to  135.0
0223: set_actor @57 health_to  200
08AF: @57  200 
0187: @86 = create_marker_above_actor @57
018B: show_on_radar @86  2
08DC: @86  968.3954  2160.965  1.0 
0638: unknown_action_sequence @57  1 
02E2: set_actor @57 weapon_accuracy_to  30
0006: @115 =  0  ;; integer values
029B: @254 = init_object  344 at  948.0  2124.0  1010.031
0392: object @254 toggle_in_moving_list  0
0382: set_object @254 collision_detection  0
070A: unknown_action_sequence @57 @254  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
066D: "FIRE" @254  0.0  0.0  .6  1 @256 
0615: @290 
05BA: unknown_action_sequence -1  200 
0605: unknown_action_sequence -1 "UZI_RELOAD" "UZI"  4.0  0  0  0  0  300 
0605: unknown_action_sequence -1 "WEAPON_START_THROW" "GRENADE"  10.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "WEAPON_THROW" "GRENADE"  10.0  0  0  0  0 -1 
05BA: unknown_action_sequence -1  500 
0603: unknown_action_sequence -1  944.032  2119.907  1010.031  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @290 
0618: @57 @290 
061B: @290 
009A: @58 = create_actor  25  125 at  940.7016  2138.933  1010.031
0173: set_actor @58 z_angle_to  180.0
0223: set_actor @58 health_to  200
08AF: @58  200 
0187: @87 = create_marker_above_actor @58
018B: show_on_radar @87  2
08DC: @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_2414
009A: @59 = create_actor  25  124 at  938.9517  2132.403  1010.031
0173: set_actor @59 z_angle_to  170.0
0223: set_actor @59 health_to  200
08AF: @59  200 
0187: @88 = create_marker_above_actor @59
018B: show_on_radar @88  2
08DC: @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_2414
009A: @60 = create_actor  25  126 at  942.4279  2129.262  1011.228
0173: set_actor @60 z_angle_to  180.0
0223: set_actor @60 health_to  200
08AF: @60  200 
0187: @89 = create_marker_above_actor @60
018B: show_on_radar @89  2
08DC: @89  968.3954  2160.965  1.0 
04EB: unknown_action_sequence @60  1 
0638: unknown_action_sequence @60  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  125 at  941.8554  2141.05  1010.03
0173: set_actor @61 z_angle_to  198.3264
0223: set_actor @61 health_to  200
08AF: @61  200 
0187: @90 = create_marker_above_actor @61
018B: show_on_radar @90  2
08DC: @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_2414
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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 =  .2  ;; floating-point values
015D: set_gamespeed @280
0006: @32 =  0  ;; integer values

:CASINO6_850
00D6: if  0
001B:    100 > @32  ;; integer values
004D: jump_if_false CASINO6_855
0001: wait  0 ms
0002: jump CASINO6_850

:CASINO6_855
016A: fade  1 (back)  0 ms
0707: unknown_bunnyjump CASINO6_1064 
0007: @274 =  .25  ;; floating-point values
006B: @274 *= @280  ;; floating-point values
0007: @276 = -.0001  ;; floating-point values
006B: @276 *= @280  ;; floating-point values
0007: @278 =  .4  ;; floating-point values
006B: @278 *= @280  ;; floating-point values
0007: @275 =  .2  ;; floating-point values
006B: @275 *= @280  ;; floating-point values
0007: @277 = -.05  ;; floating-point values
006B: @277 *= @280  ;; floating-point values
006B: @277 *= @280  ;; floating-point values
0007: @279 =  0.0  ;; floating-point values

:CASINO6_869
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false CASINO6_883
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false CASINO6_881
00D6: if  0
0611: @57 "UZI_RELOAD" 
004D: jump_if_false CASINO6_880
0006: @281 =  1  ;; integer values

:CASINO6_880
0002: jump CASINO6_882

:CASINO6_881
0006: @281 =  1  ;; integer values

:CASINO6_882
0002: jump CASINO6_869

:CASINO6_883
064C: @256 

:CASINO6_884
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false CASINO6_898
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false CASINO6_896
00D6: if  0
0611: @57 "WEAPON_THROW" 
004D: jump_if_false CASINO6_895
0006: @281 =  1  ;; integer values

:CASINO6_895
0002: jump CASINO6_897

:CASINO6_896
0006: @281 =  1  ;; integer values

:CASINO6_897
0002: jump CASINO6_884

:CASINO6_898
0006: @281 =  0  ;; integer values

:CASINO6_899
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false CASINO6_917
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false CASINO6_915
00D6: if  0
0611: @57 "WEAPON_THROW" 
004D: jump_if_false CASINO6_914
0613: @57 "WEAPON_THROW" @282 
00D6: if  0
0031:   @282 >=  .3  ;; floating-point values 
004D: jump_if_false CASINO6_914
0006: @281 =  1  ;; integer values

:CASINO6_914
0002: jump CASINO6_916

:CASINO6_915
0006: @281 =  1  ;; integer values

:CASINO6_916
0002: jump CASINO6_899

:CASINO6_917
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false CASINO6_931
01BB: store_object @254 position_to @268 @269 @270
070B: @57  0 
0650: @256 
0108: destroy_object @254
0006: @219 =  1  ;; integer values
029B: @255 = init_object  344 at @268 @269 @270
066D: "FIRE" @255  0.0  0.0  .6  1 @257 
064C: @257 
0007: @271 =  0.0  ;; floating-point values
0007: @272 =  0.0  ;; floating-point values
0007: @273 =  0.0  ;; floating-point values

:CASINO6_931
02F7: @198 = sinus  241.0 ;; cosine swapped with sinus
02F6: @199 = cosine  241.0  ;; sinus swapped with cosine
0005: $75 =  5000.0  ;; floating-point values

:CASINO6_934
00D6: if  0
8032:   NOT    1010.031 >= $75  ;; floating-point values
004D: jump_if_false CASINO6_984
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: $73 = @268  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @269  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 
0088: $75 = @270  ;; floating-point values only
005F: $75 += @279  ;; floating-point values 
01BC: put_object @255 at $73 $74 $75
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: $73 = @268  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @269  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 
015F: set_camera_position $73 $74 @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: $73 = @268  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @269  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 
0160: point_camera $73 $74 @270  2
00D6: if  0
0032:    1010.5 >= $75  ;; floating-point values
004D: jump_if_false CASINO6_983
0550: unknown_keep_object @255 in_memory  1

:CASINO6_983
0002: jump CASINO6_934

:CASINO6_984
0650: @257 
0108: destroy_object @255
0249: release_model  344
0006: @219 =  2  ;; integer values
064B: "EXPLOSION_MOLOTOV" $73 $74  1010.0  1 @258 
064F: @258 
08FD:  1 
02CF: create_fire_at  940.35  2114.0  1010.03  0  2 @259 
0006: @219 =  3  ;; integer values
02CF: create_fire_at  941.1  2114.0  1010.03  0  1 @260 
0006: @219 =  4  ;; integer values
02CF: create_fire_at  941.5  2114.0  1010.03  0  1 @261 
0006: @219 =  5  ;; integer values
02CF: create_fire_at  942.3  2114.0  1010.03  0  1 @262 
0006: @219 =  6  ;; integer values
02CF: create_fire_at  942.9  2114.0  1010.03  0  1 @263 
0006: @219 =  7  ;; integer values
02CF: create_fire_at  943.65  2114.0  1010.03  0  2 @264 
0006: @219 =  8  ;; integer values
0006: @32 =  0  ;; integer values

:CASINO6_1004
00D6: if  0
001B:    220 > @32  ;; integer values
004D: jump_if_false CASINO6_1032
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: $73 = @268  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @269  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 
015F: set_camera_position $73 $74 @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: $73 = @268  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @269  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 
0160: point_camera $73 $74 @270  2
0002: jump CASINO6_1004

:CASINO6_1032
0007: @285 =  61.0  ;; floating-point values
068D: @224 @225 @226 
0006: @32 =  0  ;; integer values

:CASINO6_1035
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false CASINO6_1040
0001: wait  0 ms
0002: jump CASINO6_1035

:CASINO6_1040
0006: @32 =  0  ;; integer values

:CASINO6_1041
00D6: if  0
001B:    700 > @32  ;; integer values
004D: jump_if_false CASINO6_1058
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: $73 = @224  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @225  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 
0160: point_camera $73 $74 @270  2
000F: @285 -=  .25  ;; floating-point values
0002: jump CASINO6_1041

:CASINO6_1058
0006: @32 =  0  ;; integer values

:CASINO6_1059
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false CASINO6_1064
0001: wait  0 ms
0002: jump CASINO6_1059

:CASINO6_1064
0701: (unknown)
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0871: init_jump_table @219 total_jumps  8  0 CASINO6_1086 jumps  0 CASINO6_1070  1 CASINO6_1076  2 CASINO6_1079  3 CASINO6_1080  4 CASINO6_1081  5 CASINO6_1082  6 CASINO6_1083 
0872: jump_table_jumps  7 CASINO6_1084 -1 CASINO6_1086 -1 CASINO6_1086 -1 CASINO6_1086 -1 CASINO6_1086 -1 CASINO6_1086 -1 CASINO6_1086 -1 CASINO6_1086 -1 CASINO6_1086 

:CASINO6_1070
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false CASINO6_1074
070B: @57  0 

:CASINO6_1074
0650: @256 
0108: destroy_object @254

:CASINO6_1076
0650: @257 
0108: destroy_object @255
0249: release_model  344

:CASINO6_1079
02CF: create_fire_at  940.35  2114.0  1010.03  0  2 @259 

:CASINO6_1080
02CF: create_fire_at  941.1  2114.0  1010.03  0  1 @260 

:CASINO6_1081
02CF: create_fire_at  941.5  2114.0  1010.03  0  1 @261 

:CASINO6_1082
02CF: create_fire_at  942.3  2114.0  1010.03  0  1 @262 

:CASINO6_1083
02CF: create_fire_at  942.9  2114.0  1010.03  0  1 @263 

:CASINO6_1084
02CF: create_fire_at  943.65  2114.0  1010.03  0  2 @264 
0002: jump CASINO6_1086

:CASINO6_1086
0650: @258 
03E6: remove_text_box
03E5: text_box 'CAS6_G0'
0006: @32 =  0  ;; integer values
08FD:  0 
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
07FB: set_interior 'ABATOIR' accessible  0 
0006: @265 =  0  ;; integer values
0006: @266 =  0  ;; integer values
0006: @267 =  0  ;; integer values
015D: set_gamespeed  1.0
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false CASINO6_1111
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_2448

:CASINO6_1111
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false CASINO6_1122
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_2448

:CASINO6_1122
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false CASINO6_1132
0687: @55 
00A1: put_actor @55 at  941.481  2111.887  1010.031
0173: set_actor @55 z_angle_to  260.0
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_1132
05E2: unknown_action_sequence @55 @39 

:CASINO6_1132
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false CASINO6_1153
0687: @56 
00A1: put_actor @56 at  939.6515  2123.306  1010.031
0173: set_actor @56 z_angle_to  187.5
0615: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
05BA: unknown_action_sequence -1  800 
0638: unknown_action_sequence -1  0 
05D3: unknown_action_sequence -1  940.5833  2116.169  1010.031  6 -1 
05BC: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_1149
05E2: unknown_action_sequence -1 @39 

:CASINO6_1149
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @56 @290 
061B: @290 

:CASINO6_1153
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false CASINO6_1164
0687: @57 
00A1: put_actor @57 at  944.032  2119.907  1010.031
0173: set_actor @57 z_angle_to  160.0
04EB: unknown_action_sequence @57  1 
0638: unknown_action_sequence @57  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: unknown_action_sequence @57 $PLAYER_ACTOR 

:CASINO6_1164
00D6: if  0
8118:   NOT   actor @60 dead
004D: jump_if_false CASINO6_1168
05E2: unknown_action_sequence @60 $PLAYER_ACTOR 

:CASINO6_1168
05AA: s@366 = 'CAS6_EP'  ;; 8-byte strings
04AF: @320 = unknown_wav_reference  8235 
008B: @343 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@368 = 'CAS6_EQ'  ;; 8-byte strings
04AF: @321 = unknown_wav_reference  8236 
008B: @344 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@370 = 'CAS6_ED'  ;; 8-byte strings
04AF: @322 = unknown_wav_reference  8224 
0085: @345 = @39  ;; integer values and handles
05AA: s@372 = 'CAS6_DA'  ;; 8-byte strings
04AF: @323 = unknown_wav_reference  8219 
0085: @346 = @39  ;; integer values and handles
05AA: s@374 = 'CAS6_DB'  ;; 8-byte strings
04AF: @324 = unknown_wav_reference  8220 
008B: @347 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@376 = 'CAS6_ET'  ;; 8-byte strings
04AF: @325 = unknown_wav_reference  8239 
0085: @348 = @39  ;; integer values and handles
05AA: s@378 = 'CAS6_EU'  ;; 8-byte strings
04AF: @326 = unknown_wav_reference  8240 
008B: @349 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@380 = 'CAS6_EA'  ;; 8-byte strings
04AF: @327 = unknown_wav_reference  8221 
0085: @350 = @39  ;; integer values and handles
05AA: s@382 = 'CAS6_EB'  ;; 8-byte strings
04AF: @328 = unknown_wav_reference  8222 
0085: @351 = @39  ;; integer values and handles
05AA: s@384 = 'CAS6_EC'  ;; 8-byte strings
04AF: @329 = unknown_wav_reference  8223 
0085: @352 = @39  ;; integer values and handles
05AA: s@386 = 'CAS6_GH'  ;; 8-byte strings
04AF: @330 = unknown_wav_reference  8250 
0085: @353 = @39  ;; integer values and handles
05AA: s@388 = 'CAS6_GJ'  ;; 8-byte strings
04AF: @331 = unknown_wav_reference  8251 
0085: @354 = @39  ;; integer values and handles
05AA: s@390 = 'CAS6_GK'  ;; 8-byte strings
04AF: @332 = unknown_wav_reference  8252 
0085: @355 = @39  ;; integer values and handles
05AA: s@392 = '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_1211
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_1283
00D6: if  0
0735:  83 
004D: jump_if_false CASINO6_1224
07FB: set_interior 'ABATOIR' accessible  1 
0004: $1012 =  0  ;; integer values
0004: $1013 =  0  ;; integer values
05A9: s$1014 = 'ABATOIR'  ;; 8-byte strings
004F: create_thread ENTEXT_1 
0002: jump CASINO6_3628

:CASINO6_1224
00D6: if  0
0039:   @227 ==  2  ;; integer values
004D: jump_if_false CASINO6_1228
0002: jump CASINO6_3645

:CASINO6_1228
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_1290
0050: gosub CASINO6_1706
0050: gosub CASINO6_2336
0050: gosub CASINO6_2479
0050: gosub CASINO6_2706
00D6: if  0
8039:   NOT   @302 ==  2  ;; integer values
004D: jump_if_false CASINO6_1246
0050: gosub CASINO6_2915

:CASINO6_1246
0226: @216 = actor @39 health
008A: $7761 = @216  ;; integer values and handles
0014: $7761 /=  3  ;; integer values
00D6: if  0
803B:   NOT   @141 == @140  ;; integer values 
004D: jump_if_false CASINO6_1273
0006: @216 =  0  ;; integer values

:CASINO6_1253
00D6: if  0
001D:   @140 > @216  ;; integer values  
004D: jump_if_false CASINO6_1272
00D6: if  0
8039:   NOT   @111(@216,29i) == -1  ;; integer values
004D: jump_if_false CASINO6_1270
00D6: if  0
0118:   actor @53(@216,29i) dead
004D: jump_if_false CASINO6_1270
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  0
003B:   @141 == @140  ;; integer values 
004D: jump_if_false CASINO6_1270
060B: unknown_actor_use_entity @39 @34 

:CASINO6_1270
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_1253

:CASINO6_1272
0002: jump CASINO6_1279

:CASINO6_1273
0050: gosub CASINO6_3132
077E: @286 = active_interior
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false CASINO6_1279
0002: jump CASINO6_3228

:CASINO6_1279
0050: gosub CASINO6_2929
0050: gosub CASINO6_2879
0050: gosub CASINO6_3033
0002: jump CASINO6_1289

:CASINO6_1283
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false CASINO6_1288
0006: @227 =  1  ;; integer values
05AA: s@228 = 'CAS6_F0'  ;; 8-byte strings

:CASINO6_1288
0002: jump CASINO6_3645

:CASINO6_1289
0002: jump CASINO6_1211

:CASINO6_1290
0871: init_jump_table @287 total_jumps  5  0 CASINO6_1705 jumps  0 CASINO6_1291  1 CASINO6_1438  2 CASINO6_1543  3 CASINO6_1673  4 CASINO6_1689 -1 CASINO6_1705 -1 CASINO6_1705 

:CASINO6_1291
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  935.0  2114.0  947.0  2116.0
004D: jump_if_false CASINO6_1437
000A: @287 +=  1  ;; integer values
009A: @62 = create_actor  25  124 at  944.947  2146.821  1010.03
0173: set_actor @62 z_angle_to  180.0
0223: set_actor @62 health_to  200
08AF: @62  200 
0187: @91 = create_marker_above_actor @62
018B: show_on_radar @91  2
08DC: @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_2414
009A: @63 = create_actor  25  125 at  938.7369  2146.927  1010.031
0173: set_actor @63 z_angle_to  180.0
0223: set_actor @63 health_to  200
08AF: @63  200 
0187: @92 = create_marker_above_actor @63
018B: show_on_radar @92  2
08DC: @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_2414
009A: @64 = create_actor  25  126 at  938.8906  2150.719  1010.031
0173: set_actor @64 z_angle_to  222.0
0223: set_actor @64 health_to  200
08AF: @64  200 
0187: @93 = create_marker_above_actor @64
018B: show_on_radar @93  2
08DC: @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_2448
009A: @65 = create_actor  25  125 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: @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: @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_2414
009A: @66 = create_actor  25  126 at  932.7236  2146.784  1010.031
0173: set_actor @66 z_angle_to  220.0
0223: set_actor @66 health_to  150
08AF: @66  150 
0187: @95 = create_marker_above_actor @66
018B: show_on_radar @95  2
08DC: @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_2414
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false CASINO6_1408
00D6: if  0
001B:    2 > @41  ;; integer values
004D: jump_if_false CASINO6_1399
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_1403

:CASINO6_1399
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_1403
0085: @291 = @53  ;; integer values and handles
0006: @292 =  0  ;; integer values
0006: @293 =  1  ;; integer values
0687: @53 
0050: gosub CASINO6_2431

:CASINO6_1408
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false CASINO6_1437
00D6: if  0
001B:    2 > @41  ;; integer values
004D: jump_if_false CASINO6_1419
0007: @295 =  943.3311  ;; floating-point values
0007: @296 =  2111.713  ;; floating-point values
0007: @297 =  1010.031  ;; floating-point values
0007: @298 =  .2979  ;; floating-point values
0002: jump CASINO6_1437

:CASINO6_1419
0085: @291 = @54  ;; integer values and handles
0006: @292 =  0  ;; integer values
0006: @293 =  1  ;; integer values
0687: @54 
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false CASINO6_1432
0007: @295 =  943.3311  ;; floating-point values
0007: @296 =  2111.713  ;; floating-point values
0007: @297 =  1010.031  ;; floating-point values
0007: @298 =  .2979  ;; floating-point values
0050: gosub CASINO6_2414
0002: jump CASINO6_1437

:CASINO6_1432
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_2431

:CASINO6_1437
0002: jump CASINO6_1705

:CASINO6_1438
00D6: if  21
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  930.0  2120.0  952.25  2125.0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  952.25  2140.0  967.0  2147.0
004D: jump_if_false CASINO6_1542
000A: @287 +=  1  ;; integer values
009A: @67 = create_actor  25  124 at  951.3571  2143.16  1010.031
0173: set_actor @67 z_angle_to  90.0
0223: set_actor @67 health_to  200
08AF: @67  200 
0187: @96 = create_marker_above_actor @67
018B: show_on_radar @96  2
08DC: @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_2448
009A: @68 = create_actor  25  127 at  932.6479  2144.118  1010.031
0173: set_actor @68 z_angle_to  270.0
0223: set_actor @68 health_to  200
08AF: @68  200 
0187: @97 = create_marker_above_actor @68
018B: show_on_radar @97  2
08DC: @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_2448
009A: @69 = create_actor  25  126 at  950.7346  2156.716  1010.03
0173: set_actor @69 z_angle_to  135.0
0223: set_actor @69 health_to  150
08AF: @69  150 
0187: @98 = create_marker_above_actor @69
018B: show_on_radar @98  2
08DC: @98  968.3954  2160.965  1.0 
0638: unknown_action_sequence @69  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: unknown_action_sequence @69 $PLAYER_ACTOR 
0006: @127 =  0  ;; integer values
009A: @70 = create_actor  25  125 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: @99  968.3954  2160.965  1.0 
0638: unknown_action_sequence @70  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: unknown_action_sequence @70 $PLAYER_ACTOR 
0006: @128 =  0  ;; integer values
009A: @71 = create_actor  25  124 at  942.5138  2165.1  1011.228
0173: set_actor @71 z_angle_to  180.0
0223: set_actor @71 health_to  150
08AF: @71  150 
0187: @100 = create_marker_above_actor @71
018B: show_on_radar @100  2
08DC: @100  968.3954  2160.965  1.0 
0638: unknown_action_sequence @71  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: @71  60 
04EB: unknown_action_sequence @71  1 
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 
0006: @129 =  0  ;; integer values
009A: @72 = create_actor  25  125 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: @101  968.3954  2160.965  1.0 
0638: unknown_action_sequence @72  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: unknown_action_sequence @72 $PLAYER_ACTOR 
0006: @130 =  0  ;; integer values
009A: @73 = create_actor  25  126 at  934.5824  2172.318  1010.03
0173: set_actor @73 z_angle_to  197.0
0223: set_actor @73 health_to  150
08AF: @73  150 
0187: @102 = create_marker_above_actor @73
018B: show_on_radar @102  2
08DC: @102  968.3954  2160.965  1.0 
0638: unknown_action_sequence @73  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: unknown_action_sequence @73 $PLAYER_ACTOR 
0006: @131 =  0  ;; integer values

:CASINO6_1542
0002: jump CASINO6_1705

:CASINO6_1543
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  951.5627  2146.944  932.642  2141.283
004D: jump_if_false CASINO6_1672
000A: @287 +=  1  ;; integer values
009A: @74 = create_actor  25  127 at  954.0464  2157.825  1010.031
0173: set_actor @74 z_angle_to  30.0
0223: set_actor @74 health_to  150
08AF: @74  150 
0187: @103 = create_marker_above_actor @74
018B: show_on_radar @103  2
08DC: @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_2448
009A: @75 = create_actor  25  124 at  952.8911  2165.843  1010.031
0173: set_actor @75 z_angle_to  180.0
0223: set_actor @75 health_to  150
08AF: @75  150 
0187: @104 = create_marker_above_actor @75
018B: show_on_radar @104  2
08DC: @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: @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_2448
009A: @76 = create_actor  25  126 at  953.709  2167.353  1010.031
0173: set_actor @76 z_angle_to  180.0
0223: set_actor @76 health_to  150
08AF: @76  150 
0187: @105 = create_marker_above_actor @76
018B: show_on_radar @105  2
08DC: @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_2448
009A: @77 = create_actor  25  127 at  955.1686  2155.968  1013.643
0173: set_actor @77 z_angle_to  25.0
0223: set_actor @77 health_to  150
08AF: @77  150 
0187: @106 = create_marker_above_actor @77
018B: show_on_radar @106  2
08DC: @106  968.3954  2160.965  1.0 
0638: unknown_action_sequence @77  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: unknown_action_sequence @77  1 
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 
0006: @135 =  0  ;; integer values
009A: @78 = create_actor  25  124 at  957.3302  2172.359  1011.832
0173: set_actor @78 z_angle_to  88.0
0223: set_actor @78 health_to  150
08AF: @78  150 
0187: @107 = create_marker_above_actor @78
018B: show_on_radar @107  2
08DC: @107  968.3954  2160.965  1.0 
0638: unknown_action_sequence @78  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: unknown_action_sequence @78  1 
05E2: unknown_action_sequence @78 $PLAYER_ACTOR 
0006: @136 =  0  ;; integer values
009A: @79 = create_actor  25  126 at  955.526  2175.984  1010.031
0173: set_actor @79 z_angle_to  169.0
0223: set_actor @79 health_to  150
08AF: @79  150 
0187: @108 = create_marker_above_actor @79
018B: show_on_radar @108  2
08DC: @108  968.3954  2160.965  1.0 
0638: unknown_action_sequence @79  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: unknown_action_sequence @79  1 
05E2: unknown_action_sequence @79 $PLAYER_ACTOR 
0006: @137 =  0  ;; integer values
009A: @80 = create_actor  25  125 at  959.0216  2172.0  1010.031
0173: set_actor @80 z_angle_to  283.0
0223: set_actor @80 health_to  150
08AF: @80  150 
0187: @109 = create_marker_above_actor @80
018B: show_on_radar @109  2
08DC: @109  968.3954  2160.965  1.0 
0638: unknown_action_sequence @80  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: unknown_action_sequence @80  1 
05E2: unknown_action_sequence @80 $PLAYER_ACTOR 
0006: @138 =  0  ;; integer values
009A: @81 = create_actor  25  126 at  958.8845  2152.117  1011.832
0173: set_actor @81 z_angle_to  0.0
0223: set_actor @81 health_to  150
08AF: @81  150 
0187: @110 = create_marker_above_actor @81
018B: show_on_radar @110  2
08DC: @110  968.3954  2160.965  1.0 
0638: unknown_action_sequence @81  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: unknown_action_sequence @81  1 
05E2: unknown_action_sequence @81 $PLAYER_ACTOR 
0006: @139 =  0  ;; integer values

:CASINO6_1672
0002: jump CASINO6_1705

:CASINO6_1673
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  952.7594  2156.424  955.3043  2166.761
004D: jump_if_false CASINO6_1688
000A: @287 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false CASINO6_1688
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_2414

:CASINO6_1688
0002: jump CASINO6_1705

:CASINO6_1689
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  961.765  2174.899  965.3094  2171.588
004D: jump_if_false CASINO6_1704
000A: @287 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false CASINO6_1704
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_2414

:CASINO6_1704
0002: jump CASINO6_1705

:CASINO6_1705
0051: return

:CASINO6_1706
0871: init_jump_table @41 total_jumps  23  0 CASINO6_2335 jumps  0 CASINO6_1709  1 CASINO6_1713  2 CASINO6_1763  3 CASINO6_1820  4 CASINO6_1865  5 CASINO6_1902  6 CASINO6_1919 
0872: jump_table_jumps  7 CASINO6_1952  8 CASINO6_1960  9 CASINO6_1977  10 CASINO6_1985  11 CASINO6_1997  12 CASINO6_2007  13 CASINO6_2066  14 CASINO6_2078  15 CASINO6_2102 
0872: jump_table_jumps  16 CASINO6_2113  17 CASINO6_2133  18 CASINO6_2209  19 CASINO6_2223  20 CASINO6_2273  21 CASINO6_2292  22 CASINO6_2305 -1 CASINO6_2335 -1 CASINO6_2335 

:CASINO6_1709
0638: unknown_action_sequence @39  1 
04EB: unknown_action_sequence @39  1 
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2335

:CASINO6_1713
00D6: if  1
0118:   actor @55 dead
0118:   actor @56 dead
004D: jump_if_false CASINO6_1731
0615: @290 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1  959.2689  2098.59  1010.03  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  255.0 
04EB: unknown_action_sequence -1  1 
05BA: unknown_action_sequence -1  300 
05BA: unknown_action_sequence -1  300 
04EB: unknown_action_sequence -1  0 
0616: @290 
0618: @39 @290 
061B: @290 
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_1762

:CASINO6_1731
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_1748
0615: @290 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1  959.2689  2098.59  1010.03  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  255.0 
04EB: unknown_action_sequence -1  1 
05BA: unknown_action_sequence -1  300 
05BA: unknown_action_sequence -1  300 
04EB: unknown_action_sequence -1  0 
0616: @290 
0618: @39 @290 
061B: @290 
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_1762

:CASINO6_1748
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false CASINO6_1762
0209: @52 = random_int  0  101
00D6: if  0
001B:    50 > @52  ;; integer values
004D: jump_if_false CASINO6_1758
04AE: unknown $1276 radar_icon_or_model  8227
05A9: s$1281 = 'CAS6_EG'  ;; 8-byte strings
0002: jump CASINO6_1760

:CASINO6_1758
04AE: unknown $1276 radar_icon_or_model  8225
05A9: s$1281 = 'CAS6_EE'  ;; 8-byte strings

:CASINO6_1760
004F: create_thread A_ALAP_1  2  50 @39 
0006: @45 =  1  ;; integer values

:CASINO6_1762
0002: jump CASINO6_2335

:CASINO6_1763
0646: @39 @288 
00D6: if  0
0039:   @288 ==  6  ;; integer values
004D: jump_if_false CASINO6_1819
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
004F: create_thread A_ALAP_1  2  100 @39 
0006: @51 =  0  ;; integer values
00D6: if  1
0118:   actor @53 dead
0118:   actor @54 dead
004D: jump_if_false CASINO6_1793
0687: @39 
0615: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1  946.1957  2112.372  1010.031  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  79.1071 
0616: @290 
0618: @39 @290 
061B: @290 
0006: @51 =  0  ;; integer values
0006: @41 =  4  ;; integer values
0002: jump CASINO6_1819

:CASINO6_1793
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_1810
0687: @39 
0615: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1  946.1957  2112.372  1010.031  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  79.1071 
0616: @290 
0618: @39 @290 
061B: @290 
0006: @41 =  4  ;; integer values
0002: jump CASINO6_1819

:CASINO6_1810
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_2463
000A: @41 +=  1  ;; integer values

:CASINO6_1819
0002: jump CASINO6_2335

:CASINO6_1820
00D6: if  1
0118:   actor @53 dead
0118:   actor @54 dead
004D: jump_if_false CASINO6_1838
0687: @39 
0615: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1  945.1309  2112.711  1010.031  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  79.1071 
0616: @290 
0618: @39 @290 
061B: @290 
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_1864

:CASINO6_1838
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_1856
0687: @39 
0615: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1  945.1309  2112.711  1010.031  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  79.1071 
0616: @290 
0618: @39 @290 
061B: @290 
000A: @41 +=  1  ;; integer values
0006: @51 =  0  ;; integer values
0002: jump CASINO6_1864

:CASINO6_1856
00D6: if  1
0039:   @46 ==  0  ;; integer values
0019:   @51 >  500  ;; integer values
004D: jump_if_false CASINO6_1864
04AE: unknown $1276 radar_icon_or_model  8226
05A9: s$1281 = 'CAS6_EF'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @39 
0006: @46 =  1  ;; integer values

:CASINO6_1864
0002: jump CASINO6_2335

:CASINO6_1865
00D6: if  0
00ED:   actor @39  0 ()near_point_on_foot  945.1309  2112.711 radius  1.5  1.5
004D: jump_if_false CASINO6_1886
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false CASINO6_1873
0006: @41 =  21  ;; integer values
0002: jump CASINO6_1885

:CASINO6_1873
00D6: if  0
0019:   @287 >  0  ;; integer values
004D: jump_if_false CASINO6_1878
0006: @41 =  6  ;; integer values
0002: jump CASINO6_1885

:CASINO6_1878
00D6: if  1
0118:   actor @57 dead
0118:   actor @58 dead
004D: jump_if_false CASINO6_1884
0006: @41 =  6  ;; integer values
0002: jump CASINO6_1885

:CASINO6_1884
000A: @41 +=  1  ;; integer values

:CASINO6_1885
0002: jump CASINO6_1901

:CASINO6_1886
00D6: if  1
0039:   @47 ==  0  ;; integer values
0019:   @51 >  2500  ;; integer values
004D: jump_if_false CASINO6_1901
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO6_1901
00D6: if  21
8118:   NOT   actor @57 dead
8118:   NOT   actor @58 dead
004D: jump_if_false CASINO6_1901
04AE: unknown $1276 radar_icon_or_model  8229
05A9: s$1281 = 'CAS6_EJ'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  101 @39 
0006: @47 =  1  ;; integer values

:CASINO6_1901
0002: jump CASINO6_2335

:CASINO6_1902
00D6: if  0
0019:   @287 >  0  ;; integer values
004D: jump_if_false CASINO6_1907
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_1918

:CASINO6_1907
00D6: if  1
0118:   actor @57 dead
0118:   actor @58 dead
004D: jump_if_false CASINO6_1918
00D6: if  0
80ED:   NOT   actor @39  0 ()near_point_on_foot  945.1309  2112.711 radius  1.5  1.5
004D: jump_if_false CASINO6_1917
0603: unknown_action_sequence @39  945.1309  2112.711  1010.031  6 -1 
000E: @41 -=  1  ;; integer values
0002: jump CASINO6_1918

:CASINO6_1917
000A: @41 +=  1  ;; integer values

:CASINO6_1918
0002: jump CASINO6_2335

:CASINO6_1919
00D6: if  0
803B:   NOT   @141 == @140  ;; integer values 
004D: jump_if_false CASINO6_1935
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO6_1935
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  930.0  2114.0  1010.0  966.0  2095.0  1012.0
004D: jump_if_false CASINO6_1932
04AE: unknown $1276 radar_icon_or_model  8230
05A9: s$1281 = 'CAS6_EK'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  101 @39 
0002: jump CASINO6_1935

:CASINO6_1932
04AE: unknown $1276 radar_icon_or_model  8231
05A9: s$1281 = 'CAS6_EL'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  101 @39 

:CASINO6_1935
0687: @39 
0006: @42 =  0  ;; integer values
00D6: if  21
82D0:   NOT   fire @264 extinguished
82D0:   NOT   fire @263 extinguished
004D: jump_if_false CASINO6_1949
0687: @39 
0615: @290 
0668: unknown_action_sequence -1  943.2  2114.0  1011.0  3000 
05BA: unknown_action_sequence -1  500 
0616: @290 
0618: @39 @290 
061B: @290 
0002: jump CASINO6_1950

:CASINO6_1949
0006: @42 =  10000  ;; integer values

:CASINO6_1950
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2335

:CASINO6_1952
00D6: if  0
0019:   @42 >  2850  ;; integer values
004D: jump_if_false CASINO6_1959
02D1: unknown_remove_fire @264
02D1: unknown_remove_fire @263
0006: @265 =  1  ;; integer values
000A: @41 +=  1  ;; integer values

:CASINO6_1959
0002: jump CASINO6_2335

:CASINO6_1960
0687: @39 
0006: @42 =  0  ;; integer values
00D6: if  21
82D0:   NOT   fire @262 extinguished
82D0:   NOT   fire @261 extinguished
004D: jump_if_false CASINO6_1974
0687: @39 
0615: @290 
0668: unknown_action_sequence -1  941.9  2114.0  1011.0  2000 
05BA: unknown_action_sequence -1  500 
0616: @290 
0618: @39 @290 
061B: @290 
0002: jump CASINO6_1975

:CASINO6_1974
0006: @42 =  10000  ;; integer values

:CASINO6_1975
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2335

:CASINO6_1977
00D6: if  0
0019:   @42 >  1250  ;; integer values
004D: jump_if_false CASINO6_1984
02D1: unknown_remove_fire @262
02D1: unknown_remove_fire @261
0006: @266 =  1  ;; integer values
000A: @41 +=  1  ;; integer values

:CASINO6_1984
0002: jump CASINO6_2335

:CASINO6_1985
0687: @39 
0006: @42 =  0  ;; integer values
00D6: if  21
82D0:   NOT   fire @260 extinguished
82D0:   NOT   fire @259 extinguished
004D: jump_if_false CASINO6_1994
0687: @39 
0668: unknown_action_sequence @39  940.7  2114.0  1011.0  3000 
0002: jump CASINO6_1995

:CASINO6_1994
0006: @42 =  10000  ;; integer values

:CASINO6_1995
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2335

:CASINO6_1997
00D6: if  0
0019:   @42 >  2850  ;; integer values
004D: jump_if_false CASINO6_2006
02D1: unknown_remove_fire @260
02D1: unknown_remove_fire @259
0006: @267 =  1  ;; integer values
0006: @302 =  2  ;; integer values
08FD:  0 
000A: @41 +=  1  ;; integer values

:CASINO6_2006
0002: jump CASINO6_2335

:CASINO6_2007
00D6: if  0
0019:   @287 >  0  ;; integer values
004D: jump_if_false CASINO6_2050
00D6: if  0
0039:   @287 ==  1  ;; integer values
004D: jump_if_false CASINO6_2023
00D6: if  21
0039:   @204 ==  0  ;; integer values
0039:   @204 ==  3  ;; integer values
004D: jump_if_false CASINO6_2021
0687: @39 
0603: unknown_action_sequence @39  960.0  2110.0  1010.031  6 -1 
0006: @41 =  15  ;; integer values
0002: jump CASINO6_2022

:CASINO6_2021
0006: @41 =  13  ;; integer values

:CASINO6_2022
0002: jump CASINO6_2042

:CASINO6_2023
00D6: if  0
0039:   @287 ==  2  ;; integer values
004D: jump_if_false CASINO6_2036
00D6: if  21
0039:   @204 ==  0  ;; integer values
0039:   @204 ==  3  ;; integer values
004D: jump_if_false CASINO6_2034
0687: @39 
0603: unknown_action_sequence @39  960.0  2110.0  1010.031  6 -1 
0006: @41 =  15  ;; integer values
0002: jump CASINO6_2035

:CASINO6_2034
0006: @41 =  13  ;; integer values

:CASINO6_2035
0002: jump CASINO6_2042

:CASINO6_2036
00D6: if  0
0019:   @287 >  2  ;; integer values
004D: jump_if_false CASINO6_2042
0687: @39 
0006: @41 =  19  ;; integer values
0002: jump CASINO6_2335

:CASINO6_2042
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO6_2049
04AE: unknown $1276 radar_icon_or_model  8241
05A9: s$1281 = 'CAS6_FA'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @39 
0006: @51 =  0  ;; integer values

:CASINO6_2049
0002: jump CASINO6_2065

:CASINO6_2050
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false CASINO6_2065
0209: @52 = random_int  0  101
00D6: if  0
001B:    50 > @52  ;; integer values
004D: jump_if_false CASINO6_2060
04AE: unknown $1276 radar_icon_or_model  8232
05A9: s$1281 = 'CAS6_EM'  ;; 8-byte strings
0002: jump CASINO6_2062

:CASINO6_2060
04AE: unknown $1276 radar_icon_or_model  8233
05A9: s$1281 = 'CAS6_EN'  ;; 8-byte strings

:CASINO6_2062
004F: create_thread A_ALAP_1  2  100 @39 
0006: @48 =  1  ;; integer values
0006: @51 =  0  ;; integer values

:CASINO6_2065
0002: jump CASINO6_2335

:CASINO6_2066
061D: unknown_sequences_packs  950.9462  2114.972  1011.5  180.0  15.0 @206 @205 
0680: unknown_sequences_packs @205  24 
0687: @39 
0615: @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: @290 
0618: @39 @290 
061B: @290 
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2335

:CASINO6_2078
00D6: if  0
0642:   unknown_sequences_packs @39 @205 
004D: jump_if_false CASINO6_2101
00D6: if  21
0039:   @204 ==  1  ;; integer values
0039:   @204 ==  2  ;; integer values
004D: jump_if_false CASINO6_2088
0007: @214 =  0.0  ;; floating-point values
0007: @215 =  .0005  ;; floating-point values
0006: @204 =  3  ;; integer values

:CASINO6_2088
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_2092
0006: @51 =  0  ;; integer values

:CASINO6_2092
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  0
803B:   NOT   @141 == @140  ;; integer values 
004D: jump_if_false CASINO6_2100
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2101

:CASINO6_2100
0006: @41 =  19  ;; integer values

:CASINO6_2101
0002: jump CASINO6_2335

:CASINO6_2102
00D6: if  0
00A4:   actor @39  0 ()in_cube  952.25  2147.0  1010.0  967.0  2114.0  1012.0
004D: jump_if_false CASINO6_2107
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2112

:CASINO6_2107
062E: @39  1539 @288 
00D6: if  0
04A4: @288  7 
004D: jump_if_false CASINO6_2112
0603: unknown_action_sequence @39  963.4875  2119.283  1010.031  6 -1 

:CASINO6_2112
0002: jump CASINO6_2335

:CASINO6_2113
062E: @39  1539 @288 
00D6: if  0
04A4: @288  7 
004D: jump_if_false CASINO6_2132
00D6: if  0
00ED:   actor @39  0 ()near_point_on_foot  963.4875  2119.283 radius  1.2  1.2
004D: jump_if_false CASINO6_2131
0687: @39 
0615: @290 
05D4: unknown_action_sequence -1 unknown_angle  104.0 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @39 @290 
061B: @290 
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2132

:CASINO6_2131
0603: unknown_action_sequence @39  963.4875  2119.283  1010.031  6 -1 

:CASINO6_2132
0002: jump CASINO6_2335

:CASINO6_2133
00D6: if  21
0039:   @204 ==  0  ;; integer values
0039:   @204 ==  3  ;; integer values
004D: jump_if_false CASINO6_2207
00D6: if  0
0029:   @287 >=  2  ;; integer values
004D: jump_if_false CASINO6_2206
00D6: if  21
8118:   NOT   actor @67 dead
8118:   NOT   actor @68 dead
004D: jump_if_false CASINO6_2146
0002: jump CASINO6_2335
0002: jump CASINO6_2206

:CASINO6_2146
00D6: if  25
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_2156
0002: jump CASINO6_2335
0002: jump CASINO6_2206

:CASINO6_2156
00D6: if  22
8118:   NOT   actor @63 dead
8118:   NOT   actor @64 dead
8118:   NOT   actor @54 dead
004D: jump_if_false CASINO6_2163
0002: jump CASINO6_2335
0002: jump CASINO6_2206

:CASINO6_2163
0085: @291 = @39  ;; integer values and handles
0006: @292 =  0  ;; integer values
0006: @293 =  1  ;; integer values
00D6: if  21
8118:   NOT   actor @65 dead
8118:   NOT   actor @66 dead
004D: jump_if_false CASINO6_2176
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_2181

:CASINO6_2176
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_2181
0050: gosub CASINO6_2463
00D6: if  0
803B:   NOT   @141 == @140  ;; integer values 
004D: jump_if_false CASINO6_2191
00D6: if  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false CASINO6_2191
04AE: unknown $1276 radar_icon_or_model  8238
05A9: s$1281 = 'CAS6_ES'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 $PLAYER_ACTOR 

:CASINO6_2191
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CASINO6_2205
0209: @52 = random_int  0  101
00D6: if  0
001B:    50 > @52  ;; integer values
004D: jump_if_false CASINO6_2201
0006: @319 =  2  ;; integer values
0006: @318 =  3  ;; integer values
0002: jump CASINO6_2203

:CASINO6_2201
0006: @319 =  4  ;; integer values
0006: @318 =  5  ;; integer values

:CASINO6_2203
0006: @32 =  0  ;; integer values
0006: @49 =  1  ;; integer values

:CASINO6_2205
0006: @51 =  0  ;; integer values

:CASINO6_2206
0002: jump CASINO6_2208

:CASINO6_2207
0050: gosub CASINO6_3015

:CASINO6_2208
0002: jump CASINO6_2335

:CASINO6_2209
00D6: if  1
0118:   actor @65 dead
0118:   actor @66 dead
004D: jump_if_false CASINO6_2222
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_2463
000A: @41 +=  1  ;; integer values

:CASINO6_2222
0002: jump CASINO6_2335

:CASINO6_2223
00D6: if  0
0019:   @287 >  2  ;; integer values
004D: jump_if_false CASINO6_2272
00D6: if  25
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_2236
0002: jump CASINO6_2335
0002: jump CASINO6_2272

:CASINO6_2236
00D6: if  21
8118:   NOT   actor @75 dead
8118:   NOT   actor @76 dead
004D: jump_if_false CASINO6_2242
0002: jump CASINO6_2335
0002: jump CASINO6_2272

:CASINO6_2242
0085: @291 = @39  ;; integer values and handles
0006: @292 =  0  ;; integer values
00D6: if  24
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_2258
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_2264

:CASINO6_2258
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_2264
0050: gosub CASINO6_2463
00D6: if  0
803B:   NOT   @141 == @140  ;; integer values 
004D: jump_if_false CASINO6_2271
04AE: unknown $1276 radar_icon_or_model  8238
05A9: s$1281 = 'CAS6_ES'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 $PLAYER_ACTOR 

:CASINO6_2271
0006: @51 =  0  ;; integer values

:CASINO6_2272
0002: jump CASINO6_2335

:CASINO6_2273
00D6: if  24
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_2282
0002: jump CASINO6_2335
0002: jump CASINO6_2291

:CASINO6_2282
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_2463
0006: @41 =  30  ;; integer values

:CASINO6_2291
0002: jump CASINO6_2335

:CASINO6_2292
0687: @39 
0615: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1  0 
05D4: unknown_action_sequence -1 unknown_angle  0.0 
05BA: unknown_action_sequence -1  500 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
04EB: unknown_action_sequence -1  1 
0616: @290 
0618: @39 @290 
061B: @290 
000A: @41 +=  1  ;; integer values
0002: jump CASINO6_2335

:CASINO6_2305
0646: @39 @288 
00D6: if  0
0039:   @288 ==  3  ;; integer values
004D: jump_if_false CASINO6_2334
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false CASINO6_2333
0007: @177 =  .0001  ;; floating-point values
0006: @161 =  1  ;; integer values
0006: @163 =  0  ;; integer values
097A:  941.9891  2144.288  1016.206  1081 
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO6_2333
00D6: if  0
803B:   NOT   @141 == @140  ;; integer values 
004D: jump_if_false CASINO6_2332
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  930.0  2114.25  1010.0  966.0  2095.0  1012.0
004D: jump_if_false CASINO6_2329
04AE: unknown $1276 radar_icon_or_model  8234
05A9: s$1281 = 'CAS6_EO'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @39 
0002: jump CASINO6_2332

:CASINO6_2329
04AE: unknown $1276 radar_icon_or_model  8237
05A9: s$1281 = 'CAS6_ER'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 $PLAYER_ACTOR 

:CASINO6_2332
0006: @51 =  0  ;; integer values

:CASINO6_2333
0006: @41 =  4  ;; integer values

:CASINO6_2334
0002: jump CASINO6_2335

:CASINO6_2335
0051: return

:CASINO6_2336
00D6: if  0
8039:   NOT   @289 == -2  ;; integer values
004D: jump_if_false CASINO6_2350
00D6: if  0
0029:   @287 >=  2  ;; integer values
004D: jump_if_false CASINO6_2350
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false CASINO6_2350
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  952.25  2147.0  1010.0  967.0  2114.0  1012.0
00A4:   actor @39  0 ()in_cube  952.25  2147.0  1010.0  967.0  2114.0  1012.0
004D: jump_if_false CASINO6_2350
0050: gosub CASINO6_2351

:CASINO6_2350
0051: return

:CASINO6_2351
00D6: if  0
0039:   @289 == -1  ;; integer values
004D: jump_if_false CASINO6_2384
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false CASINO6_2359
0006: @289 =  14  ;; integer values
0002: jump CASINO6_2365

:CASINO6_2359
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false CASINO6_2364
0006: @289 =  15  ;; integer values
0002: jump CASINO6_2365

:CASINO6_2364
0006: @289 = -2  ;; integer values

:CASINO6_2365
00D6: if  0
8039:   NOT   @289 == -2  ;; integer values
004D: jump_if_false CASINO6_2383
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false CASINO6_2382
061D: unknown_sequences_packs  950.9462  2114.972  1011.5  180.0  15.0 @206 @205 
0680: unknown_sequences_packs @205  25 
0687: @53(@289,29i) 
0615: @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: @290 
0618: @53(@289,29i) @290 
061B: @290 
0002: jump CASINO6_2383

:CASINO6_2382
0006: @289 = -1  ;; integer values

:CASINO6_2383
0002: jump CASINO6_2413

:CASINO6_2384
00D6: if  0
0118:   actor @53(@289,29i) dead
004D: jump_if_false CASINO6_2390
061E: unknown_sequences_packs @205 
0006: @289 = -1  ;; integer values
0002: jump CASINO6_2413

:CASINO6_2390
00D6: if  0
0642:   unknown_sequences_packs @53(@289,29i) @205 
004D: jump_if_false CASINO6_2405
00D6: if  21
0039:   @204 ==  0  ;; integer values
0039:   @204 ==  3  ;; integer values
004D: jump_if_false CASINO6_2400
0007: @214 =  0.0  ;; floating-point values
0007: @215 = -.0005  ;; floating-point values
0006: @204 =  1  ;; integer values

:CASINO6_2400
0687: @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_2413

:CASINO6_2405
00D6: if  21
0039:   @204 ==  1  ;; integer values
0039:   @204 ==  2  ;; integer values
004D: jump_if_false CASINO6_2413
0687: @53(@289,29i) 
060B: unknown_actor_use_entity @53(@289,29i) @35 
061E: unknown_sequences_packs @205 
0006: @289 = -1  ;; integer values

:CASINO6_2413
0051: return

:CASINO6_2414
0687: @291 
0615: @290 
07BC: unknown_action_sequence -1 @34 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1 @295 @296 @297  6 -1 
04EB: unknown_action_sequence -1 @293 
0638: unknown_action_sequence -1  1 
00D6: if  0
8043:   NOT   @298 == -1.0  ;; floating-point values
004D: jump_if_false CASINO6_2425
05D4: unknown_action_sequence -1 unknown_angle @298 

:CASINO6_2425
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @291 @290 
061B: @290 
0051: return

:CASINO6_2431
0687: @291 
0615: @290 
07BC: unknown_action_sequence -1 @34 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1 @295 @296 @297  6 -1 
04EB: unknown_action_sequence -1 @293 
0638: unknown_action_sequence -1  1 
00D6: if  0
8043:   NOT   @298 == -1.0  ;; floating-point values
004D: jump_if_false CASINO6_2442
05D4: unknown_action_sequence -1 unknown_angle @298 

:CASINO6_2442
05E2: unknown_action_sequence -1 @39 
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @291 @290 
061B: @290 
0051: return

:CASINO6_2448
0687: @291 
0615: @290 
07BC: unknown_action_sequence -1 @34 
04EB: unknown_action_sequence -1 @292 
0638: unknown_action_sequence -1  0 
00D6: if  0
8043:   NOT   @295 == -1.0  ;; floating-point values
004D: jump_if_false CASINO6_2457
0603: unknown_action_sequence -1 @295 @296 @297  6 -1 

:CASINO6_2457
05E2: unknown_action_sequence -1 @294 
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @291 @290 
061B: @290 
0051: return

:CASINO6_2463
0687: @291 
0615: @290 
07BC: unknown_action_sequence -1 @34 
0638: unknown_action_sequence -1  0 
0603: unknown_action_sequence -1 @295 @296 @297  6 -1 
04EB: unknown_action_sequence -1 @293 
0638: unknown_action_sequence -1  1 
00D6: if  0
8043:   NOT   @298 == -1.0  ;; floating-point values
004D: jump_if_false CASINO6_2474
05D4: unknown_action_sequence -1 unknown_angle @298 

:CASINO6_2474
07BC: unknown_action_sequence -1 @35 
0616: @290 
0618: @291 @290 
061B: @290 
0051: return

:CASINO6_2479
00D6: if  0
0735:  49 
004D: jump_if_false CASINO6_2484
0007: @177 =  .0001  ;; floating-point values
0002: jump CASINO6_2488

:CASINO6_2484
00D6: if  0
0735:  50 
004D: jump_if_false CASINO6_2488
0007: @177 = -.0001  ;; floating-point values

:CASINO6_2488
007B: @176 += unknown_inaccurate_float_timer @177  ;; floating-point 
00D6: if  0
0021:   @176 >  .06  ;; floating-point values
004D: jump_if_false CASINO6_2494
0007: @176 =  .06  ;; floating-point values
0002: jump CASINO6_2498

:CASINO6_2494
00D6: if  0
0023:    0.0 > @176  ;; floating-point values
004D: jump_if_false CASINO6_2498
0007: @176 =  0.0  ;; floating-point values

:CASINO6_2498
00D6: if  21
0039:   @161 ==  1  ;; integer values
0021:   @176 >  0.0  ;; floating-point values
004D: jump_if_false CASINO6_2685
0006: @216 =  0  ;; integer values

:CASINO6_2503
00D6: if  0
001B:    6 > @216  ;; integer values
004D: jump_if_false CASINO6_2685
01BB: store_object @154(@216,6i) position_to $73 $74 $75
0085: @217 = @148(@216,6i)  ;; integer values and handles
0871: init_jump_table @217 total_jumps  8  0 CASINO6_2682 jumps  0 CASINO6_2510  1 CASINO6_2517  2 CASINO6_2553  3 CASINO6_2560  4 CASINO6_2596  5 CASINO6_2603  6 CASINO6_2639 
0872: jump_table_jumps  7 CASINO6_2646 -1 CASINO6_2682 -1 CASINO6_2682 -1 CASINO6_2682 -1 CASINO6_2682 -1 CASINO6_2682 -1 CASINO6_2682 -1 CASINO6_2682 -1 CASINO6_2682 

:CASINO6_2510
00D6: if  0
0036:   $73 >= @181(@217,8f)  ;; floating-point values 
004D: jump_if_false CASINO6_2515
000A: @148(@216,6i) +=  1  ;; integer values
0002: jump CASINO6_2517

:CASINO6_2515
005F: $73 += @176  ;; floating-point values 
0002: jump CASINO6_2682

:CASINO6_2517
00D6: if  0
0031:   @164(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2524
0007: @164(@216,6f) =  0.0  ;; floating-point values
0067: $74 -= @176  ;; floating-point values
000A: @148(@216,6i) +=  1  ;; integer values
0002: jump CASINO6_2552

:CASINO6_2524
0087: @179 = @176  ;; floating-point values only
0073: @179 /= @178  ;; floating-point values 
005B: @164(@216,6f) += @179  ;; floating-point values 
00D6: if  0
0031:   @164(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2531
0007: @164(@216,6f) =  180.0  ;; floating-point values

:CASINO6_2531
0063: @170(@216,6f) -= @179  ;; floating-point values 
00D6: if  0
0033:   -180.0 >= @170(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2537
000B: @170(@216,6f) +=  360.0  ;; floating-point values
0002: jump CASINO6_2541

:CASINO6_2537
00D6: if  0
0031:   @170(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2541
000B: @170(@216,6f) += -360.0  ;; floating-point values

:CASINO6_2541
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: $73 = @181  ;; floating-point values only
0067: $73 -= @200  ;; floating-point values
0088: $74 = @190  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 

:CASINO6_2552
0002: jump CASINO6_2682

:CASINO6_2553
00D6: if  0
0037:   @189(@217,8f) >= $74  ;; floating-point values 
004D: jump_if_false CASINO6_2558
000A: @148(@216,6i) +=  1  ;; integer values
0002: jump CASINO6_2560

:CASINO6_2558
0067: $74 -= @176  ;; floating-point values
0002: jump CASINO6_2682

:CASINO6_2560
00D6: if  0
0033:   -90.0 >= @164(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2567
0007: @164(@216,6f) =  90.0  ;; floating-point values
0067: $73 -= @176  ;; floating-point values
000A: @148(@216,6i) +=  1  ;; integer values
0002: jump CASINO6_2595

:CASINO6_2567
0087: @179 = @176  ;; floating-point values only
0073: @179 /= @178  ;; floating-point values 
0063: @164(@216,6f) -= @179  ;; floating-point values 
00D6: if  0
0033:   -90.0 >= @164(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2574
0007: @164(@216,6f) = -90.0  ;; floating-point values

:CASINO6_2574
0063: @170(@216,6f) -= @179  ;; floating-point values 
00D6: if  0
0033:   -180.0 >= @170(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2580
000B: @170(@216,6f) +=  360.0  ;; floating-point values
0002: jump CASINO6_2584

:CASINO6_2580
00D6: if  0
0031:   @170(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2584
000B: @170(@216,6f) += -360.0  ;; floating-point values

:CASINO6_2584
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: $73 = @184  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @191  ;; floating-point values only
005F: $74 += @201  ;; floating-point values 

:CASINO6_2595
0002: jump CASINO6_2682

:CASINO6_2596
00D6: if  0
0037:   @181(@217,8f) >= $73  ;; floating-point values 
004D: jump_if_false CASINO6_2601
000A: @148(@216,6i) +=  1  ;; integer values
0002: jump CASINO6_2603

:CASINO6_2601
0067: $73 -= @176  ;; floating-point values
0002: jump CASINO6_2682

:CASINO6_2603
00D6: if  0
0031:   @164(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2610
0007: @164(@216,6f) =  0.0  ;; floating-point values
005F: $74 += @176  ;; floating-point values 
000A: @148(@216,6i) +=  1  ;; integer values
0002: jump CASINO6_2638

:CASINO6_2610
0087: @179 = @176  ;; floating-point values only
0073: @179 /= @178  ;; floating-point values 
005B: @164(@216,6f) += @179  ;; floating-point values 
00D6: if  0
0031:   @164(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2617
0007: @164(@216,6f) =  180.0  ;; floating-point values

:CASINO6_2617
0063: @170(@216,6f) -= @179  ;; floating-point values 
00D6: if  0
0033:   -180.0 >= @170(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2623
000B: @170(@216,6f) +=  360.0  ;; floating-point values
0002: jump CASINO6_2627

:CASINO6_2623
00D6: if  0
0031:   @170(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2627
000B: @170(@216,6f) += -360.0  ;; floating-point values

:CASINO6_2627
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: $73 = @185  ;; floating-point values only
005F: $73 += @200  ;; floating-point values 
0088: $74 = @194  ;; floating-point values only
0067: $74 -= @201  ;; floating-point values

:CASINO6_2638
0002: jump CASINO6_2682

:CASINO6_2639
00D6: if  0
0036:   $74 >= @189(@217,8f)  ;; floating-point values 
004D: jump_if_false CASINO6_2644
000A: @148(@216,6i) +=  1  ;; integer values
0002: jump CASINO6_2646

:CASINO6_2644
005F: $74 += @176  ;; floating-point values 
0002: jump CASINO6_2682

:CASINO6_2646
00D6: if  0
0033:   -90.0 >= @164(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2653
0007: @164(@216,6f) =  90.0  ;; floating-point values
005F: $73 += @176  ;; floating-point values 
0006: @148(@216,6i) =  0  ;; integer values
0002: jump CASINO6_2681

:CASINO6_2653
0087: @179 = @176  ;; floating-point values only
0073: @179 /= @178  ;; floating-point values 
0063: @164(@216,6f) -= @179  ;; floating-point values 
00D6: if  0
0033:   -90.0 >= @164(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2660
0007: @164(@216,6f) = -90.0  ;; floating-point values

:CASINO6_2660
0063: @170(@216,6f) -= @179  ;; floating-point values 
00D6: if  0
0033:   -180.0 >= @170(@216,6f)  ;; floating-point values 
004D: jump_if_false CASINO6_2666
000B: @170(@216,6f) +=  360.0  ;; floating-point values
0002: jump CASINO6_2670

:CASINO6_2666
00D6: if  0
0031:   @170(@216,6f) >=  180.0  ;; floating-point values 
004D: jump_if_false CASINO6_2670
000B: @170(@216,6f) += -360.0  ;; floating-point values

:CASINO6_2670
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: $73 = @188  ;; floating-point values only
0067: $73 -= @200  ;; floating-point values
0088: $74 = @195  ;; floating-point values only
0067: $74 -= @201  ;; floating-point values

:CASINO6_2681
0002: jump CASINO6_2682

:CASINO6_2682
0815: @154(@216,6i) $73 $74 $75 
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_2503

:CASINO6_2685
00D6: if  0
0019:   @163 >  500  ;; integer values
004D: jump_if_false CASINO6_2705
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CASINO6_2705
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  945.7303  2113.197  947.412  2112.319
004D: jump_if_false CASINO6_2705
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false CASINO6_2701
0007: @177 =  .0001  ;; floating-point values
0006: @161 =  1  ;; integer values
097A:  941.9891  2144.288  1016.206  1081 
0002: jump CASINO6_2704

:CASINO6_2701
0007: @177 = -.0001  ;; floating-point values
0006: @161 =  0  ;; integer values
097A:  941.9891  2144.288  1016.206  1082 

:CASINO6_2704
0006: @163 =  0  ;; integer values

:CASINO6_2705
0051: return

:CASINO6_2706
0871: init_jump_table @204 total_jumps  4  0 CASINO6_2878 jumps  0 CASINO6_2707  1 CASINO6_2717  2 CASINO6_2788  3 CASINO6_2855 -1 CASINO6_2878 -1 CASINO6_2878 -1 CASINO6_2878 

:CASINO6_2707
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CASINO6_2716
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  951.954  2115.744  949.9608  2114.699
004D: jump_if_false CASINO6_2716
0007: @214 =  0.0  ;; floating-point values
0007: @215 = -.0005  ;; floating-point values
000A: @204 +=  1  ;; integer values

:CASINO6_2716
0002: jump CASINO6_2878

:CASINO6_2717
00D6: if  0
0039:   @299 ==  0  ;; integer values
004D: jump_if_false CASINO6_2722
097B: @202  1079 
0006: @299 =  1  ;; integer values

:CASINO6_2722
01BB: store_object @202 position_to $73 $74 $75
0089: @301 = $74  ;; floating-point values only
000F: @301 -=  2.5  ;; floating-point values
00D6: if  0
00ED:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $73 @301 radius  .8  .8
004D: jump_if_false CASINO6_2729
0002: jump CASINO6_2878

:CASINO6_2729
005B: @214 += @215  ;; floating-point values 
00D6: if  0
0023:   -.4 > @214  ;; floating-point values
004D: jump_if_false CASINO6_2734
0007: @214 = -.4  ;; floating-point values

:CASINO6_2734
005F: $74 += @214  ;; floating-point values 
00D6: if  0
0032:    2117.448 >= $74  ;; floating-point values
004D: jump_if_false CASINO6_2786
0005: $74 =  2117.448  ;; floating-point values
000A: @204 +=  1  ;; integer values
097B: @202  1080 
0006: @299 =  0  ;; integer values
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  952.25  2147.0  1010.0  967.0  2114.0  1012.0
004D: jump_if_false CASINO6_2748
0006: @36 =  1  ;; integer values
0006: @207 =  0  ;; integer values
0002: jump CASINO6_2749

:CASINO6_2748
0006: @36 =  0  ;; integer values

:CASINO6_2749
00D6: if  0
00A4:   actor @39  0 ()in_cube  952.25  2147.0  1010.0  967.0  2114.0  1012.0
004D: jump_if_false CASINO6_2767
0006: @44 =  1  ;; integer values
0006: @207 =  0  ;; integer values
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_2760
0006: @227 =  2  ;; integer values
05AA: s@228 = 'CAS6_F2'  ;; 8-byte strings
0002: jump CASINO6_2766

:CASINO6_2760
04AE: unknown $1276 radar_icon_or_model  8242
05A9: s$1281 = 'CAS6_FC'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  102 @39 
0006: @51 =  0  ;; integer values
0006: @303 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:CASINO6_2766
0002: jump CASINO6_2785

:CASINO6_2767
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_2780
04AE: unknown $1276 radar_icon_or_model  8248
05A9: s$1281 = 'CAS6_FP'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  102 $PLAYER_ACTOR 
0006: @51 =  0  ;; integer values
02AB: set_actor @39 immunities  1  1  1  1  1
00D6: if  0
0029:   @41 >=  15  ;; integer values
004D: jump_if_false CASINO6_2779
0006: @41 =  13  ;; integer values

:CASINO6_2779
0002: jump CASINO6_2784

:CASINO6_2780
00D6: if  0
0039:   @41 ==  15  ;; integer values
004D: jump_if_false CASINO6_2784
0006: @41 =  13  ;; integer values

:CASINO6_2784
0006: @44 =  0  ;; integer values

:CASINO6_2785
0002: jump CASINO6_2786

:CASINO6_2786
0815: @202 $73 $74 $75 
0002: jump CASINO6_2878

:CASINO6_2788
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CASINO6_2854
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  951.954  2115.744  949.9608  2114.699
004D: jump_if_false CASINO6_2854
0007: @214 =  0.0  ;; floating-point values
0007: @215 =  .0005  ;; floating-point values
000A: @204 +=  1  ;; integer values
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASINO6_2852
00D6: if  21
8118:   NOT   actor @67 dead
8118:   NOT   actor @68 dead
004D: jump_if_false CASINO6_2810
04AE: unknown $1276 radar_icon_or_model  8278
05A9: s$1281 = 'CAS6_LD'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  102 $PLAYER_ACTOR 
0006: @300 =  1  ;; integer values
0006: @51 =  0  ;; integer values
0002: jump CASINO6_2852

:CASINO6_2810
00D6: if  25
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_2824
04AE: unknown $1276 radar_icon_or_model  8278
05A9: s$1281 = 'CAS6_LD'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  102 $PLAYER_ACTOR 
0006: @300 =  1  ;; integer values
0006: @51 =  0  ;; integer values
0002: jump CASINO6_2852

:CASINO6_2824
00D6: if  22
8118:   NOT   actor @63 dead
8118:   NOT   actor @64 dead
8118:   NOT   actor @54 dead
004D: jump_if_false CASINO6_2835
04AE: unknown $1276 radar_icon_or_model  8278
05A9: s$1281 = 'CAS6_LD'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  102 $PLAYER_ACTOR 
0006: @300 =  1  ;; integer values
0006: @51 =  0  ;; integer values
0002: jump CASINO6_2852

:CASINO6_2835
0209: @52 = random_int  0  151
00D6: if  0
001B:    50 > @52  ;; integer values
004D: jump_if_false CASINO6_2842
04AE: unknown $1276 radar_icon_or_model  8277
05A9: s$1281 = 'CAS6_LC'  ;; 8-byte strings
0002: jump CASINO6_2850

:CASINO6_2842
00D6: if  0
0019:   @52 >  100  ;; integer values
004D: jump_if_false CASINO6_2848
04AE: unknown $1276 radar_icon_or_model  8244
05A9: s$1281 = 'CAS6_FK'  ;; 8-byte strings
0002: jump CASINO6_2850

:CASINO6_2848
04AE: unknown $1276 radar_icon_or_model  8276
05A9: s$1281 = 'CAS6_LB'  ;; 8-byte strings

:CASINO6_2850
004F: create_thread A_ALAP_1  2  102 @39 
0006: @51 =  0  ;; integer values

:CASINO6_2852
0006: @36 =  0  ;; integer values
0006: @44 =  0  ;; integer values

:CASINO6_2854
0002: jump CASINO6_2878

:CASINO6_2855
00D6: if  0
0039:   @299 ==  0  ;; integer values
004D: jump_if_false CASINO6_2860
097B: @202  1079 
0006: @299 =  1  ;; integer values

:CASINO6_2860
01BB: store_object @202 position_to $73 $74 $75
005B: @214 += @215  ;; floating-point values 
00D6: if  0
0021:   @214 >  .4  ;; floating-point values
004D: jump_if_false CASINO6_2866
0007: @214 =  .4  ;; floating-point values

:CASINO6_2866
005F: $74 += @214  ;; floating-point values 
00D6: if  0
0030:   $74 >=  2121.648  ;; floating-point values
004D: jump_if_false CASINO6_2874
0005: $74 =  2121.648  ;; floating-point values
0006: @204 =  0  ;; integer values
097B: @202  1080 
0006: @299 =  0  ;; integer values

:CASINO6_2874
0815: @202 $73 $74 $75 
0006: @36 =  0  ;; integer values
0006: @44 =  0  ;; integer values
0002: jump CASINO6_2878

:CASINO6_2878
0051: return

:CASINO6_2879
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_2897
00D6: if  0
0019:   @207 >  1500  ;; integer values
004D: jump_if_false CASINO6_2896
0226: @216 = actor $PLAYER_ACTOR health
000E: @216 -=  3  ;; integer values
00D6: if  0
002B:    0 >= @216  ;; integer values 
004D: jump_if_false CASINO6_2894
0006: @227 =  1  ;; integer values
05AA: s@228 = 'CAS6_F3'  ;; 8-byte strings
0223: set_actor $PLAYER_ACTOR health_to  0
0002: jump CASINO6_2895

:CASINO6_2894
0851: $PLAYER_ACTOR  3  0 

:CASINO6_2895
0006: @207 =  0  ;; integer values

:CASINO6_2896
0002: jump CASINO6_2914

:CASINO6_2897
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASINO6_2914
00D6: if  0
0019:   @207 >  1500  ;; integer values
004D: jump_if_false CASINO6_2914
0226: @216 = actor @39 health
000E: @216 -=  6  ;; integer values
00D6: if  0
002B:    0 >= @216  ;; integer values 
004D: jump_if_false CASINO6_2912
0006: @227 =  1  ;; integer values
05AA: s@228 = 'CAS6_F1'  ;; 8-byte strings
0223: set_actor @39 health_to  0
0002: jump CASINO6_2913

:CASINO6_2912
0851: @39  6  0 

:CASINO6_2913
0006: @207 =  0  ;; integer values

:CASINO6_2914
0051: return

:CASINO6_2915
0871: init_jump_table @302 total_jumps  2  0 CASINO6_2928 jumps  0 CASINO6_2916  1 CASINO6_2922 -1 CASINO6_2928 -1 CASINO6_2928 -1 CASINO6_2928 -1 CASINO6_2928 -1 CASINO6_2928 

:CASINO6_2916
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  941.5  2114.0 radius  9.0  9.0
004D: jump_if_false CASINO6_2921
08FD:  1 
000A: @302 +=  1  ;; integer values

:CASINO6_2921
0002: jump CASINO6_2928

:CASINO6_2922
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  941.5  2114.0 radius  11.0  11.0
004D: jump_if_false CASINO6_2927
08FD:  0 
000E: @302 -=  1  ;; integer values

:CASINO6_2927
0002: jump CASINO6_2928

:CASINO6_2928
0051: return

:CASINO6_2929
0871: init_jump_table @319 total_jumps  9  0 CASINO6_3014 jumps  0 CASINO6_2931  1 CASINO6_2939  2 CASINO6_2945  3 CASINO6_2960  4 CASINO6_2966  5 CASINO6_2981  6 CASINO6_2987 
0872: jump_table_jumps  7 CASINO6_2999  8 CASINO6_3005 -1 CASINO6_3014 -1 CASINO6_3014 -1 CASINO6_3014 -1 CASINO6_3014 -1 CASINO6_3014 -1 CASINO6_3014 -1 CASINO6_3014 

:CASINO6_2931
00D6: if  0
001B:    3 > @318  ;; integer values
004D: jump_if_false CASINO6_2939
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  70 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_2939
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_2944
0006: @319 =  0  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_2944
0002: jump CASINO6_3014

:CASINO6_2945
00D6: if  0
001B:    5 > @318  ;; integer values
004D: jump_if_false CASINO6_2957
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false CASINO6_2956
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  70 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_2956
0002: jump CASINO6_2960

:CASINO6_2957
0006: @32 =  0  ;; integer values
0006: @319 =  6  ;; integer values
0006: @318 =  7  ;; integer values

:CASINO6_2960
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_2965
0006: @319 =  2  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_2965
0002: jump CASINO6_3014

:CASINO6_2966
00D6: if  0
001B:    7 > @318  ;; integer values
004D: jump_if_false CASINO6_2978
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false CASINO6_2977
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  70 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_2977
0002: jump CASINO6_2981

:CASINO6_2978
0006: @32 =  0  ;; integer values
0006: @319 =  6  ;; integer values
0006: @318 =  7  ;; integer values

:CASINO6_2981
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_2986
0006: @319 =  4  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_2986
0002: jump CASINO6_3014

:CASINO6_2987
00D6: if  0
001B:    13 > @318  ;; integer values
004D: jump_if_false CASINO6_2999
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false CASINO6_2999
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  70 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CASINO6_2999
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_3004
0006: @319 =  6  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_3004
0002: jump CASINO6_3014

:CASINO6_3005
00D6: if  0
0019:   @32 >  9000  ;; integer values
004D: jump_if_false CASINO6_3014
008A: $1276 = @333  ;; integer values and handles
05A9: s$1281 = s@392  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  70 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:CASINO6_3014
0051: return

:CASINO6_3015
00D6: if  1
0039:   @303 ==  1  ;; integer values
0019:   @33 >  20000  ;; integer values
004D: jump_if_false CASINO6_3032
00D6: if  0
0039:   @304 ==  0  ;; integer values
004D: jump_if_false CASINO6_3027
04AE: unknown $1276 radar_icon_or_model  8243
05A9: s$1281 = 'CAS6_FF'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  75 @39 
0006: @304 =  1  ;; integer values
0002: jump CASINO6_3031

:CASINO6_3027
04AE: unknown $1276 radar_icon_or_model  8275
05A9: s$1281 = 'CAS6_LA'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  75 $PLAYER_ACTOR 
0006: @304 =  0  ;; integer values

:CASINO6_3031
0006: @33 =  0  ;; integer values

:CASINO6_3032
0051: return

:CASINO6_3033
0871: init_jump_table @305 total_jumps  5  0 CASINO6_3131 jumps  0 CASINO6_3034  1 CASINO6_3043  2 CASINO6_3056  3 CASINO6_3082  4 CASINO6_3095 -1 CASINO6_3131 -1 CASINO6_3131 

:CASINO6_3034
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  950.4901  2113.204  940.3504  2103.84
004D: jump_if_false CASINO6_3042
0512: permanent_text_box 'CAS6_H0'
0006: @306 =  0  ;; integer values
0006: @307 =  0  ;; integer values
0006: @308 =  0  ;; integer values
000A: @305 +=  1  ;; integer values

:CASINO6_3042
0002: jump CASINO6_3131

:CASINO6_3043
00D6: if  0
0019:   @306 >  8000  ;; integer values
004D: jump_if_false CASINO6_3049
03E6: remove_text_box
000A: @305 +=  1  ;; integer values
0002: jump CASINO6_3055

:CASINO6_3049
00D6: if  21
0039:   @36 ==  1  ;; integer values
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASINO6_3055
03E6: remove_text_box
000A: @305 +=  1  ;; integer values

:CASINO6_3055
0002: jump CASINO6_3131

:CASINO6_3056
00D6: if  1
0039:   @36 ==  1  ;; integer values
0039:   @307 ==  0  ;; integer values
004D: jump_if_false CASINO6_3067
00D6: if  0
8039:   NOT   @44 ==  1  ;; integer values
004D: jump_if_false CASINO6_3066
0512: permanent_text_box 'CAS6_H3'
0006: @306 =  0  ;; integer values
0006: @305 =  3  ;; integer values

:CASINO6_3066
0002: jump CASINO6_3081

:CASINO6_3067
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASINO6_3081
00D6: if  0
0039:   @308 ==  0  ;; integer values
004D: jump_if_false CASINO6_3077
0512: permanent_text_box 'CAS6_H1'
0006: @306 =  0  ;; integer values
0006: @305 =  4  ;; integer values
0002: jump CASINO6_3081

:CASINO6_3077
00D6: if  0
0039:   @308 ==  1  ;; integer values
004D: jump_if_false CASINO6_3081
0006: @305 =  4  ;; integer values

:CASINO6_3081
0002: jump CASINO6_3131

:CASINO6_3082
00D6: if  21
0019:   @306 >  8000  ;; integer values
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO6_3094
03E6: remove_text_box
0006: @307 =  1  ;; integer values
00D6: if  0
0039:   @308 ==  3  ;; integer values
004D: jump_if_false CASINO6_3093
0006: @305 = -1  ;; integer values
0002: jump CASINO6_3094

:CASINO6_3093
0006: @305 =  2  ;; integer values

:CASINO6_3094
0002: jump CASINO6_3131

:CASINO6_3095
00D6: if  0
0039:   @308 ==  0  ;; integer values
004D: jump_if_false CASINO6_3113
00D6: if  0
0019:   @306 >  8000  ;; integer values
004D: jump_if_false CASINO6_3106
03E6: remove_text_box
0512: permanent_text_box 'CAS6_H2'
0006: @306 =  0  ;; integer values
0006: @308 =  2  ;; integer values
0002: jump CASINO6_3112

:CASINO6_3106
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false CASINO6_3112
03E6: remove_text_box
0006: @308 =  1  ;; integer values
0006: @305 =  2  ;; integer values

:CASINO6_3112
0002: jump CASINO6_3130

:CASINO6_3113
00D6: if  0
0039:   @308 ==  1  ;; integer values
004D: jump_if_false CASINO6_3120
0512: permanent_text_box 'CAS6_H2'
0006: @306 =  0  ;; integer values
0006: @308 =  2  ;; integer values
0002: jump CASINO6_3130

:CASINO6_3120
00D6: if  0
0039:   @308 ==  2  ;; integer values
004D: jump_if_false CASINO6_3130
00D6: if  21
0019:   @306 >  8000  ;; integer values
0039:   @44 ==  0  ;; integer values
004D: jump_if_false CASINO6_3130
03E6: remove_text_box
0006: @308 =  3  ;; integer values
0006: @305 =  2  ;; integer values

:CASINO6_3130
0002: jump CASINO6_3131

:CASINO6_3131
0051: return

:CASINO6_3132
0871: init_jump_table @309 total_jumps  4  0 CASINO6_3192 jumps  0 CASINO6_3133  1 CASINO6_3160  2 CASINO6_3172  3 CASINO6_3184 -1 CASINO6_3192 -1 CASINO6_3192 -1 CASINO6_3192 

:CASINO6_3133
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASINO6_3139
00BC: text_highpriority 'CAS6_G2'  8000 ms  1
0006: @309 =  1  ;; integer values
0002: jump CASINO6_3159

:CASINO6_3139
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO6_3157
00BC: text_highpriority 'CAS6_G1'  8000 ms  1
00D6: if  0
875C:   NOT   marker @218 enabled
004D: jump_if_false CASINO6_3148
018A: @218 = create_checkpoint_at  964.788  2159.504  1011.055
08DC: @218  964.788  2159.504  4.0 

:CASINO6_3148
07FB: set_interior 'ABATOIR' accessible  1 
0006: @309 =  3  ;; integer values
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false CASINO6_3156
0006: @319 =  8  ;; integer values
0006: @32 =  0  ;; integer values
0006: @50 =  1  ;; integer values

:CASINO6_3156
0002: jump CASINO6_3159

:CASINO6_3157
00BC: text_highpriority 'CAS6_G3'  8000 ms  1
0006: @309 =  2  ;; integer values

:CASINO6_3159
0002: jump CASINO6_3192

:CASINO6_3160
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false CASINO6_3171
00BC: text_highpriority 'CAS6_G4'  8000 ms  1
00D6: if  0
875C:   NOT   marker @218 enabled
004D: jump_if_false CASINO6_3169
018A: @218 = create_checkpoint_at  964.788  2159.504  1011.055
08DC: @218  964.788  2159.504  4.0 

:CASINO6_3169
07FB: set_interior 'ABATOIR' accessible  1 
0006: @309 =  3  ;; integer values

:CASINO6_3171
0002: jump CASINO6_3192

:CASINO6_3172
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO6_3183
00BC: text_highpriority 'CAS6_G4'  8000 ms  1
00D6: if  0
875C:   NOT   marker @218 enabled
004D: jump_if_false CASINO6_3181
018A: @218 = create_checkpoint_at  964.788  2159.504  1011.055
08DC: @218  964.788  2159.504  4.0 

:CASINO6_3181
07FB: set_interior 'ABATOIR' accessible  1 
0006: @309 =  3  ;; integer values

:CASINO6_3183
0002: jump CASINO6_3192

:CASINO6_3184
00D6: if  21
0039:   @36 ==  1  ;; integer values
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASINO6_3191
0164: disable_marker @218
07FB: set_interior 'ABATOIR' accessible  0 
0006: @309 =  0  ;; integer values

:CASINO6_3191
0002: jump CASINO6_3192

:CASINO6_3192
0051: return

:CASINO6_3193
0006: @216 =  0  ;; integer values

:CASINO6_3194
00D6: if  0
001B:    6 > @216  ;; integer values
004D: jump_if_false CASINO6_3202
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_3194

:CASINO6_3202
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  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
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  353
0249: release_model  336
0249: release_model  341
0249: release_model  366
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_3228
0006: @286 =  1  ;; integer values

:CASINO6_3229
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false CASINO6_3235
0001: wait  0 ms
09E8: @286 = actor $PLAYER_ACTOR active_interior
0002: jump CASINO6_3229

:CASINO6_3235
016A: fade  0 ()  0 ms

:CASINO6_3236
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_3241
0001: wait  0 ms
0002: jump CASINO6_3236

:CASINO6_3241
06AF: $PLAYER_CHAR  0 
0151: remove_status_text $7761
0164: disable_marker @40
03E6: remove_text_box
075B:  0 
0050: gosub CASINO6_3193
07FB: set_interior 'ABATOIR' accessible  0 
0164: disable_marker @218
018A: @218 = create_checkpoint_at  2165.185  1692.317  9.8203
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_3264
00A1: put_actor @39 at  970.7965  2155.644  9.8203
0173: set_actor @39 z_angle_to  295.3334
0792: @39 
0860: link_actor @39 to_interior  0 
087F: @39  1 
0631: put_actor @39 in_group @310 
048F: @39
0164: disable_marker @40
0187: @40 = create_marker_above_actor @39
07E0: @40  1 

:CASINO6_3264
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false CASINO6_3300
0247: request_model @234

:CASINO6_3268
00D6: if  0
8248:   NOT   model @234 available
004D: jump_if_false CASINO6_3273
0001: wait  0 ms
0002: jump CASINO6_3268

:CASINO6_3273
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: @316 @237 @238 
0006: @216 =  0  ;; integer values

:CASINO6_3278
00D6: if  0
001B:    4 > @216  ;; integer values
004D: jump_if_false CASINO6_3287
00D6: if  0
08B9: @239 @216 
004D: jump_if_false CASINO6_3285
04FE: deflate_tire @216 on_car @316

:CASINO6_3285
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_3278

:CASINO6_3287
00D6: if  0
8039:   NOT   @240 == -1  ;; integer values
004D: jump_if_false CASINO6_3300
0006: @216 =  0  ;; integer values

:CASINO6_3291
00D6: if  0
001B:    6 > @216  ;; integer values
004D: jump_if_false CASINO6_3300
00D6: if  0
08B9: @240 @216 
004D: jump_if_false CASINO6_3298
073C: @316 @216 

:CASINO6_3298
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_3291

:CASINO6_3300
016A: fade  1 (back)  500 ms
00BC: text_highpriority 'CAS6_G5'  8000 ms  1
0006: @317 =  0  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
01F0: set_max_wanted_level_to  6
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO6_3309
0004: $1285 = -2  ;; integer values

:CASINO6_3309
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO6_3313
0004: $1285(1) = -2  ;; integer values

:CASINO6_3313
05AA: s@366 = 'CAS6_HA'  ;; 8-byte strings
04AF: @320 = unknown_wav_reference  8253 
0085: @343 = @39  ;; integer values and handles
05AA: s@368 = 'CAS6_HB'  ;; 8-byte strings
04AF: @321 = unknown_wav_reference  8254 
0085: @344 = @39  ;; integer values and handles
05AA: s@370 = 'CAS6_HC'  ;; 8-byte strings
04AF: @322 = unknown_wav_reference  8255 
0085: @345 = @39  ;; integer values and handles
05AA: s@372 = 'CAS6_HD'  ;; 8-byte strings
04AF: @323 = unknown_wav_reference  8256 
008B: @346 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@374 = 'CAS6_JA'  ;; 8-byte strings
04AF: @324 = unknown_wav_reference  8257 
0085: @347 = @39  ;; integer values and handles
05AA: s@376 = 'CAS6_JB'  ;; 8-byte strings
04AF: @325 = unknown_wav_reference  8258 
0085: @348 = @39  ;; integer values and handles
05AA: s@378 = 'CAS6_JC'  ;; 8-byte strings
04AF: @326 = unknown_wav_reference  8259 
0085: @349 = @39  ;; integer values and handles
05AA: s@380 = 'CAS6_JD'  ;; 8-byte strings
04AF: @327 = unknown_wav_reference  8260 
008B: @350 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@382 = 'CAS6_JE'  ;; 8-byte strings
04AF: @328 = unknown_wav_reference  8261 
0085: @351 = @39  ;; integer values and handles
05AA: s@384 = 'CAS6_JF'  ;; 8-byte strings
04AF: @329 = unknown_wav_reference  8262 
0085: @352 = @39  ;; integer values and handles
05AA: s@386 = 'CAS6_JG'  ;; 8-byte strings
04AF: @330 = unknown_wav_reference  8263 
0085: @353 = @39  ;; integer values and handles
05AA: s@388 = 'CAS6_JJ'  ;; 8-byte strings
04AF: @331 = unknown_wav_reference  8264 
008B: @354 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@390 = 'CAS6_JK'  ;; 8-byte strings
04AF: @332 = unknown_wav_reference  8265 
008B: @355 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@392 = 'CAS6_JL'  ;; 8-byte strings
04AF: @333 = unknown_wav_reference  8266 
008B: @356 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@394 = 'CAS6_JM'  ;; 8-byte strings
04AF: @334 = unknown_wav_reference  8267 
0085: @357 = @39  ;; integer values and handles
05AA: s@396 = 'CAS6_JN'  ;; 8-byte strings
04AF: @335 = unknown_wav_reference  8268 
008B: @358 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@398 = 'CAS6_JO'  ;; 8-byte strings
04AF: @336 = unknown_wav_reference  8269 
008B: @359 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@400 = 'CAS6_KA'  ;; 8-byte strings
04AF: @337 = unknown_wav_reference  8270 
008B: @360 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@402 = 'CAS6_KB'  ;; 8-byte strings
04AF: @338 = unknown_wav_reference  8271 
0085: @361 = @39  ;; integer values and handles
05AA: s@404 = 'CAS6_KC'  ;; 8-byte strings
04AF: @339 = unknown_wav_reference  8272 
0085: @362 = @39  ;; integer values and handles
05AA: s@406 = 'CAS6_KD'  ;; 8-byte strings
04AF: @340 = unknown_wav_reference  8273 
0085: @363 = @39  ;; integer values and handles
05AA: s@408 = '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: $PLAYER_CHAR  1 

:CASINO6_3383
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_3417
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2165.185  1692.317  9.8203 radius  4.0  4.0  4.0
004D: jump_if_false CASINO6_3402
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @39 radius  15.0  15.0  0
004D: jump_if_false CASINO6_3395
0002: jump CASINO6_3546
0002: jump CASINO6_3401

:CASINO6_3395
00D6: if  0
001B:    2 > @317  ;; integer values
004D: jump_if_false CASINO6_3399
0006: @317 =  2  ;; integer values

:CASINO6_3399
0050: gosub CASINO6_3466
0050: gosub CASINO6_3489

:CASINO6_3401
0002: jump CASINO6_3405

:CASINO6_3402
0050: gosub CASINO6_3445
0050: gosub CASINO6_3466
0050: gosub CASINO6_3489

:CASINO6_3405
077E: @286 = active_interior
00D6: if  0
8039:   NOT   @286 ==  0  ;; integer values
004D: jump_if_false CASINO6_3416
00BE: text_clear_all
04D7: lock_actor @39 in_current_position  1
0164: disable_marker @218
0164: disable_marker @40
06C9: @39 
0006: @315 =  0  ;; integer values
0002: jump CASINO6_3421

:CASINO6_3416
0002: jump CASINO6_3420

:CASINO6_3417
0006: @227 =  1  ;; integer values
05AA: s@228 = 'CAS6_F0'  ;; 8-byte strings
0002: jump CASINO6_3645

:CASINO6_3420
0002: jump CASINO6_3383

:CASINO6_3421
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_3441
077E: @286 = active_interior
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false CASINO6_3440
04D7: lock_actor @39 in_current_position  0
087F: @39  1 
0631: put_actor @39 in_group @310 
0164: disable_marker @40
0187: @40 = create_marker_above_actor @39
07E0: @40  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_3383

:CASINO6_3440
0002: jump CASINO6_3444

:CASINO6_3441
0006: @227 =  1  ;; integer values
05AA: s@228 = 'CAS6_F0'  ;; 8-byte strings
0002: jump CASINO6_3645

:CASINO6_3444
0002: jump CASINO6_3421

:CASINO6_3445
0871: init_jump_table @315 total_jumps  2  0 CASINO6_3465 jumps  0 CASINO6_3446  1 CASINO6_3456 -1 CASINO6_3465 -1 CASINO6_3465 -1 CASINO6_3465 -1 CASINO6_3465 -1 CASINO6_3465 

:CASINO6_3446
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO6_3455
0811: @316 = actor $PLAYER_ACTOR car
00D6: if  0
00DB:   actor @39 in_car @316
004D: jump_if_false CASINO6_3455
0164: disable_marker @40
000A: @315 +=  1  ;; integer values

:CASINO6_3455
0002: jump CASINO6_3465

:CASINO6_3456
00D6: if  0
80DF:   NOT   actor @39 driving
004D: jump_if_false CASINO6_3464
0164: disable_marker @40
0187: @40 = create_marker_above_actor @39
07E0: @40  1 
018B: show_on_radar @40  2
000E: @315 -=  1  ;; integer values

:CASINO6_3464
0002: jump CASINO6_3465

:CASINO6_3465
0051: return

:CASINO6_3466
0871: init_jump_table @317 total_jumps  4  0 CASINO6_3488 jumps  0 CASINO6_3467  1 CASINO6_3474  2 CASINO6_3479  3 CASINO6_3483 -1 CASINO6_3488 -1 CASINO6_3488 -1 CASINO6_3488 

:CASINO6_3467
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @39 radius  60.0  60.0  0
004D: jump_if_false CASINO6_3473
00BC: text_highpriority 'CAS6_G6'  8000 ms  1
0006: @32 =  0  ;; integer values
000A: @317 +=  1  ;; integer values

:CASINO6_3473
0002: jump CASINO6_3488

:CASINO6_3474
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false CASINO6_3478
000E: @317 -=  1  ;; integer values

:CASINO6_3478
0002: jump CASINO6_3488

:CASINO6_3479
00BC: text_highpriority 'CAS6_G7'  8000 ms  1
0006: @32 =  0  ;; integer values
000A: @317 +=  1  ;; integer values
0002: jump CASINO6_3488

:CASINO6_3483
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false CASINO6_3487
0006: @317 =  0  ;; integer values

:CASINO6_3487
0002: jump CASINO6_3488

:CASINO6_3488
0051: return

:CASINO6_3489
0871: init_jump_table @319 total_jumps  5  0 CASINO6_3545 jumps  0 CASINO6_3490  1 CASINO6_3495  2 CASINO6_3509  3 CASINO6_3515  4 CASINO6_3539 -1 CASINO6_3545 -1 CASINO6_3545 

:CASINO6_3490
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false CASINO6_3494
000A: @319 +=  1  ;; integer values

:CASINO6_3494
0002: jump CASINO6_3545

:CASINO6_3495
00D6: if  0
001B:    4 > @318  ;; integer values
004D: jump_if_false CASINO6_3507
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @39 radius  15.0  15.0  0
004D: jump_if_false CASINO6_3506
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_3506
0002: jump CASINO6_3509

:CASINO6_3507
0006: @319 =  3  ;; integer values
0002: jump CASINO6_3545

:CASINO6_3509
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_3514
0006: @319 =  1  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_3514
0002: jump CASINO6_3545

:CASINO6_3515
00D6: if  0
0039:   @315 ==  1  ;; integer values
004D: jump_if_false CASINO6_3527
00D6: if  0
001B:    17 > @318  ;; integer values
004D: jump_if_false CASINO6_3526
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 @343(@318,23i) 
000A: @318 +=  1  ;; integer values
000A: @319 +=  1  ;; integer values

:CASINO6_3526
0002: jump CASINO6_3539

:CASINO6_3527
00D6: if  0
8039:   NOT   @318 ==  4  ;; integer values
004D: jump_if_false CASINO6_3538
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO6_3534
0004: $1285 = -2  ;; integer values

:CASINO6_3534
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO6_3538
0004: $1285(1) = -2  ;; integer values

:CASINO6_3538
0002: jump CASINO6_3545

:CASINO6_3539
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_3544
0006: @319 =  3  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO6_3544
0002: jump CASINO6_3545

:CASINO6_3545
0051: return

:CASINO6_3546
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO6_3551
0004: $1285 = -2  ;; integer values

:CASINO6_3551
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO6_3555
0004: $1285(1) = -2  ;; integer values

:CASINO6_3555
016A: fade  0 ()  500 ms

:CASINO6_3556
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_3561
0001: wait  0 ms
0002: jump CASINO6_3556

:CASINO6_3561
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO6_3566
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2171.511  1687.368  9.8203
0002: jump CASINO6_3567

:CASINO6_3566
00A1: put_actor $PLAYER_ACTOR at  2171.511  1687.368  9.8203

:CASINO6_3567
0173: set_actor $PLAYER_ACTOR z_angle_to  352.2379
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_3578
00D6: if  0
00DF:   actor @39 driving
004D: jump_if_false CASINO6_3576
0362: remove_actor @39 from_car_and_place_at  2171.519  1688.526  9.8203
0002: jump CASINO6_3577

:CASINO6_3576
00A1: put_actor @39 at  2171.519  1688.526  9.8203

:CASINO6_3577
0173: set_actor @39 z_angle_to  194.051

:CASINO6_3578
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 (on)
016A: fade  1 (back)  500 ms
0707: unknown_bunnyjump CASINO6_3610 

:CASINO6_3586
00D6: if  0
001B:    22 > @318  ;; integer values
004D: jump_if_false CASINO6_3600
008A: $1276 = @320(@318,23i)  ;; integer values and handles
05A9: s$1281 = @366(@318,23s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @343(@318,23i) 

:CASINO6_3592
00D6: if  0
8038:   NOT   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO6_3597
0001: wait  0 ms
0002: jump CASINO6_3592

:CASINO6_3597
0004: $1285($1288,2i) = -4  ;; integer values
000A: @318 +=  1  ;; integer values
0002: jump CASINO6_3586

:CASINO6_3600
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_3605
05D3: unknown_action_sequence @39  2178.015  1689.698  9.8203  4 -2 
016A: fade  0 ()  2500 ms

:CASINO6_3605
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_3610
0001: wait  0 ms
0002: jump CASINO6_3605

:CASINO6_3610
0701: (unknown)
016A: fade  0 ()  0 ms

:CASINO6_3612
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_3617
0001: wait  0 ms
0002: jump CASINO6_3612

:CASINO6_3617
00BE: text_clear_all
0173: set_actor $PLAYER_ACTOR z_angle_to  95.0
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_3623
009B: destroy_actor_instantly @39

:CASINO6_3623
016A: fade  1 (back)  0 ms
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player

:CASINO6_3628
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASINO6'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  8000  5000 ms  1
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 see statdisp.dat
004F: create_thread DOC_1 
0164: disable_marker $584
02A7: $584 = create_icon_marker_and_sphere $589 at $616 $617 $618
0164: disable_marker $585
0164: disable_marker $582
02A7: $582 = create_icon_marker_and_sphere $588 at $607 $608 $609
08DC: $582  2026.603  1007.735  20.0 
0051: return

:CASINO6_3645
0871: init_jump_table @227 total_jumps  3  0 CASINO6_3724 jumps  0 CASINO6_3651  1 CASINO6_3646  2 CASINO6_3653 -1 CASINO6_3724 -1 CASINO6_3724 -1 CASINO6_3724 -1 CASINO6_3724 

:CASINO6_3646
00BC: text_highpriority s@228  5000 ms  1
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false CASINO6_3651
01BC: put_object @202 at  951.859  2121.648  1012.094

:CASINO6_3651
00BA: text_styled 'M_FAIL'  5000 ms  1
0002: jump CASINO6_3724

:CASINO6_3653
016A: fade  0 ()  0 ms

:CASINO6_3654
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_3659
0001: wait  0 ms
0002: jump CASINO6_3654

:CASINO6_3659
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor @39 dead
004D: jump_if_false CASINO6_3673
0792: @39 
04EB: unknown_action_sequence @39  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_3673
0006: @216 =  0  ;; integer values

:CASINO6_3674
00D6: if  0
001D:   @140 > @216  ;; integer values  
004D: jump_if_false CASINO6_3686
00D6: if  0
8118:   NOT   actor @53(@216,29i) dead
004D: jump_if_false CASINO6_3684
00D6: if  0
00A4:   actor @53(@216,29i)  0 ()in_cube  952.25  2147.0  1010.0  967.0  2114.0  1012.0
004D: jump_if_false CASINO6_3684
009B: destroy_actor_instantly @53(@216,29i)

:CASINO6_3684
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_3674

:CASINO6_3686
0006: @32 =  0  ;; integer values

:CASINO6_3687
00D6: if  0
001B:    400 > @32  ;; integer values
004D: jump_if_false CASINO6_3692
0001: wait  0 ms
0002: jump CASINO6_3687

:CASINO6_3692
016A: fade  1 (back)  1000 ms

:CASINO6_3693
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_3698
0001: wait  0 ms
0002: jump CASINO6_3693

:CASINO6_3698
00BA: text_styled 'M_FAIL'  4000 ms  1
00BC: text_highpriority s@228  4000 ms  1
0006: @32 =  0  ;; integer values

:CASINO6_3701
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false CASINO6_3706
0001: wait  0 ms
0002: jump CASINO6_3701

:CASINO6_3706
016A: fade  0 ()  500 ms

:CASINO6_3707
00D6: if  0
016B:   fading
004D: jump_if_false CASINO6_3712
0001: wait  0 ms
0002: jump CASINO6_3707

:CASINO6_3712
03CB: set_camera  1578.446  1770.682  9.828
04E4: unknown_refresh_game_renderer_at  1578.446  1770.682
0972: $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_3718
00D6: if  0
001B:    400 > @32  ;; integer values
004D: jump_if_false CASINO6_3723
0001: wait  0 ms
0002: jump CASINO6_3718

:CASINO6_3723
0002: jump CASINO6_3724

:CASINO6_3724
077E: @286 = active_interior
00D6: if  0
8039:   NOT   @286 ==  0  ;; integer values
004D: jump_if_false CASINO6_3729
07FB: set_interior 'ABATOIR' accessible  1 

:CASINO6_3729
0051: return

:CASINO6_3730
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASINO6_3735
07B4: $PLAYER_CHAR  1 
08F4:  99 

:CASINO6_3735
004F: create_thread A_TERM_1 
0004: $1012 =  0  ;; integer values
0004: $1013 =  0  ;; integer values
05A9: s$1014 = 'ABATOIR'  ;; 8-byte strings
004F: create_thread ENTEXT_1 
01F0: set_max_wanted_level_to  6
0151: remove_status_text $7761
0164: disable_marker @218
03E6: remove_text_box
08FD:  0 
075B:  0 
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false CASINO6_3751
02D1: unknown_remove_fire @264
02D1: unknown_remove_fire @263

:CASINO6_3751
00D6: if  0
0039:   @266 ==  0  ;; integer values
004D: jump_if_false CASINO6_3756
02D1: unknown_remove_fire @262
02D1: unknown_remove_fire @261

:CASINO6_3756
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false CASINO6_3761
02D1: unknown_remove_fire @260
02D1: unknown_remove_fire @259

:CASINO6_3761
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASINO6_3778
06AF: $PLAYER_CHAR  0 
0006: @216 =  0  ;; integer values

:CASINO6_3766
00D6: if  0
001D:   @140 > @216  ;; integer values  
004D: jump_if_false CASINO6_3778
00D6: if  0
8118:   NOT   actor @53(@216,29i) dead
004D: jump_if_false CASINO6_3775
060B: unknown_actor_use_entity @53(@216,29i) @34 
05E2: unknown_action_sequence @53(@216,29i) $PLAYER_ACTOR 
0961: @53(@216,29i)  1 

:CASINO6_3775
0164: disable_marker @82(@216,29i)
000A: @216 +=  1  ;; integer values
0002: jump CASINO6_3766

:CASINO6_3778
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0164: disable_marker @40
0006: @216 =  0  ;; integer values

:CASINO6_3781
00D6: if  0
001B:    6 > @216  ;; integer values
004D: jump_if_false CASINO6_3789
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_3781

:CASINO6_3789
0006: @216 =  0  ;; integer values

:CASINO6_3790
00D6: if  0
001B:    6 > @216  ;; integer values
004D: jump_if_false CASINO6_3796
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_3790

:CASINO6_3796
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: @256 
0650: @257 
0296: unload_special_actor  1
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0249: release_model  344
0249: release_model  353
0249: release_model  341
0249: release_model  336
0249: release_model  366
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: $184 = current_time_in_ms
00D6: if  0
0039:   @227 ==  2  ;; integer values
004D: jump_if_false CASINO6_3834
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  1000 ms

:CASINO6_3834
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 91---------------
; Originally: Freefall


:CASINO9_1
03A4: name_thread 'CASINO9'
0050: gosub CASINO9_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASINO9_7
0050: gosub CASINO9_1469

:CASINO9_7
0050: gosub CASINO9_1514
004E: end_thread

:CASINO9_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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: $PLAYER_ACTOR  2233.5  1712.8  10.0 
07B4: $PLAYER_CHAR  0 
08F4:  0 
0004: $1249 =  1  ;; integer values
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'CAS_9A1'

:CASINO9_20
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO9_25
0001: wait  0 ms
0002: jump CASINO9_20

:CASINO9_25
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO9_27
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO9_32
0001: wait  0 ms
0002: jump CASINO9_27

:CASINO9_32
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO9_35
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_40
0001: wait  0 ms
0002: jump CASINO9_35

:CASINO9_40
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false CASINO9_64
02E4: load_cutscene_data 'CAS_9A2'

:CASINO9_44
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASINO9_49
0001: wait  0 ms
0002: jump CASINO9_44

:CASINO9_49
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASINO9_51
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASINO9_56
0001: wait  0 ms
0002: jump CASINO9_51

:CASINO9_56
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASINO9_59
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_64
0001: wait  0 ms
0002: jump CASINO9_59

:CASINO9_64
04BB: select_interior  0  ;; select render area
08F4:  99 
004F: create_thread A_CONT_1 
03CB: set_camera  2175.412  1681.548  9.8203
0247: request_model  593
0247: request_model  521

:CASINO9_70
00D6: if  21
8248:   NOT   model  593 available
8248:   NOT   model  521 available
004D: jump_if_false CASINO9_76
0001: wait  0 ms
0002: jump CASINO9_70

:CASINO9_76
01B6: set_weather  10
0006: @68 =  0  ;; integer values
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false CASINO9_83
00A5: @34 = create_car  593 at  0.0  0.0  0.0
0186: @35 = create_marker_above_car @34

:CASINO9_83
0006: @36 =  0  ;; integer values
0373: set_camera_directly_behind_player
0923:  0 
00A5: @37 = create_car  521 at  2163.249  1679.976  9.8125
0175: set_car @37 z_angle_to  350.0
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
09FF:  1581.374  1768.996  9.8203 
016A: fade  1 (back)  500 ms
00BC: text_highpriority 'CAS9_08'  8500 ms  1
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_106
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false CASINO9_111
0002: jump CASINO9_1504

:CASINO9_111
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false CASINO9_125
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1707.828  1606.639 radius  4.0  4.0
004D: jump_if_false CASINO9_124
0164: disable_marker @43
00A5: @34 = create_car  593 at  1279.625  1361.605  9.8203
0175: set_car @34 z_angle_to  270.0
0186: @35 = create_marker_above_car @34
07E0: @35  1 
00BC: text_highpriority 'CAS9_09'  6000 ms  1
000A: @47 +=  1  ;; integer values

:CASINO9_124
0002: jump CASINO9_222

:CASINO9_125
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false CASINO9_219
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false CASINO9_211
00D6: if  0
075C:   marker @35 enabled
004D: jump_if_false CASINO9_142
0164: disable_marker @35
018A: @43 = create_checkpoint_at @53 @54 @55
00BE: text_clear_all
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASINO9_142
00BC: text_highpriority 'CAS9_50'  8000 ms  1
000A: @36 +=  1  ;; integer values

:CASINO9_142
00AA: store_car @34 position_to $73 $74 $75
0509: $68 = distance between point $73 $74 and point @53 @54
0871: init_jump_table @39 total_jumps  4  0 CASINO9_210 jumps  0 CASINO9_145  1 CASINO9_154  2 CASINO9_170  3 CASINO9_181 -1 CASINO9_210 -1 CASINO9_210 -1 CASINO9_210 

:CASINO9_145
00D6: if  0
0020:   $68 >  4400.0  ;; floating-point values
004D: jump_if_false CASINO9_149
0002: jump CASINO9_210

:CASINO9_149
0247: request_model  519
0247: request_model  61
0249: release_model  521
01C3: remove_references_to_car @37  ;; Like turning a car into any random car
000A: @39 +=  1  ;; integer values

:CASINO9_154
00D6: if  22
0020:   $68 >  600.0  ;; floating-point values
8248:   NOT   model  519 available
8248:   NOT   model  61 available
004D: jump_if_false CASINO9_160
0002: jump CASINO9_210

:CASINO9_160
0164: disable_marker @43
00A5: @38 = create_car  519 at @53 @54 @55
0175: set_car @38 z_angle_to  180.0
08E6: @38  1 
0519: unknown_car @38 flag  1
0129: @40 = create_actor  24  61 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_170
00D6: if  0
0020:   $68 >  300.0  ;; floating-point values
004D: jump_if_false CASINO9_174
0002: jump CASINO9_210

:CASINO9_174
0087: @60 = @54  ;; floating-point values only
000B: @60 +=  20.0  ;; floating-point values
0088: $74 = @60  ;; floating-point values only
000D: $74 -=  1.0  ;; floating-point values
06D5:  3 @59 @60 @61 @59 $74 @61  3.0 @48 
00BC: text_highpriority 'CAS9_51'  8000 ms  1
000A: @39 +=  1  ;; integer values

:CASINO9_181
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false CASINO9_209
007F: @54 -= unknown_inaccurate_float_timer  .75  ;; floating-point 
088C: @38 @53 @54 @55 
0087: @60 = @54  ;; floating-point values only
000B: @60 +=  20.0  ;; floating-point values
07F3: @48 @59 @60 @61 
0088: $75 = @61  ;; floating-point values only
000D: $75 -=  3.0  ;; floating-point values
00D6: if  0
0100:   actor $PLAYER_ACTOR near_point_in_car @59 @60 $75 radius  4.0  4.0  4.0 sphere  0
004D: jump_if_false CASINO9_201
0174: $72 = car @34 z_angle
00D6: if  1
0022:    240.0 > $72  ;; floating-point values
0020:   $72 >  120.0  ;; floating-point values
004D: jump_if_false CASINO9_200
0002: jump CASINO9_223

:CASINO9_200
0002: jump CASINO9_202

:CASINO9_201
0006: @32 =  0  ;; integer values

:CASINO9_202
00D6: if  0
0033:    3000.0 >= @54  ;; floating-point values 
004D: jump_if_false CASINO9_209
070F: @38  180.0  200.0  200.0 
0006: @50 =  1  ;; integer values
05AA: s@51 = 'CAS9_52'  ;; 8-byte strings
0002: jump CASINO9_1469

:CASINO9_209
0002: jump CASINO9_210

:CASINO9_210
0002: jump CASINO9_218

:CASINO9_211
00D6: if  0
875C:   NOT   marker @35 enabled
004D: jump_if_false CASINO9_218
00BC: text_highpriority 'CAS9_04'  8000 ms  1
0186: @35 = create_marker_above_car @34
07E0: @35  1 
0164: disable_marker @43

:CASINO9_218
0002: jump CASINO9_222

:CASINO9_219
0006: @50 =  1  ;; integer values
05AA: s@51 = 'CAS9_F1'  ;; 8-byte strings
0002: jump CASINO9_1469

:CASINO9_222
0002: jump CASINO9_106

:CASINO9_223
016A: fade  0 ()  0 ms

:CASINO9_224
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_229
0001: wait  0 ms
0002: jump CASINO9_224

:CASINO9_229
09BA:  0 
0006: @72 =  1  ;; integer values
03CF: load_wav  16200 as  3
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false CASINO9_238
0175: set_car @38 z_angle_to  0.0
08E6: @38  1 

:CASINO9_238
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false CASINO9_254
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: unknown_car @34 flag  1
0224: set_car @34 health_to  4000
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false CASINO9_254
036A: put_actor $PLAYER_ACTOR in_car @34

:CASINO9_254
06D6: @48 
04ED: load_animation "MISC"

:CASINO9_256
00D6: if  0
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false CASINO9_261
0001: wait  0 ms
0002: jump CASINO9_256

:CASINO9_261
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  0
8119:   NOT   car @34 wrecked
004D: jump_if_false CASINO9_271
0679: @34 @62 @63 @64 @65 @66 @67  2.0  2 

:CASINO9_271
0006: @71 =  0  ;; integer values
016A: fade  1 (back)  400 ms
02A3: toggle_widescreen  1 (on)
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: unknown_bunnyjump CASINO9_364 

:CASINO9_279
0001: wait  0 ms
00D6: if  1
8119:   NOT   car @38 wrecked
8119:   NOT   car @34 wrecked
004D: jump_if_false CASINO9_476
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_476 jumps  0 CASINO9_290  1 CASINO9_322  2 CASINO9_334  3 CASINO9_343  4 CASINO9_354  5 CASINO9_430 -1 CASINO9_476 

:CASINO9_290
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false CASINO9_294
0002: jump CASINO9_476

:CASINO9_294
0464: put_actor $PLAYER_ACTOR into_turret_on_car @34 at_car_offset  0.0  0.0  0.0 unknown  0 angle  0.0 with_weapon  0
0605: unknown_action_sequence $PLAYER_ACTOR "PLANE_EXIT" "MISC"  1000.0  0  0  0  0  0 
0006: @75 =  741  ;; integer values
0007: @90 =  0.0  ;; floating-point values
0006: @76 =  794  ;; integer values
0007: @91 =  .33  ;; floating-point values
0006: @77 =  847  ;; integer values
0007: @92 =  .71  ;; floating-point values
0006: @78 =  953  ;; integer values
0007: @93 =  1.0  ;; floating-point values
0006: @79 =  1006  ;; integer values
0007: @94 =  .87  ;; floating-point values
0006: @80 =  1059  ;; integer values
0007: @95 =  .83  ;; floating-point values
0006: @81 =  1165  ;; integer values
0007: @96 =  .81  ;; floating-point values
0006: @82 =  2118  ;; integer values
0007: @97 =  .81  ;; floating-point values
0006: @83 =  2277  ;; integer values
0007: @98 =  .78  ;; floating-point values
0006: @84 =  3336  ;; integer values
0007: @99 =  .78  ;; floating-point values
0006: @85 =  4000  ;; integer values
0007: @100 =  .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_322
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false CASINO9_326
0002: jump CASINO9_476

:CASINO9_326
00D6: if  0
001B:    1500 > @33  ;; integer values
004D: jump_if_false CASINO9_332
0050: gosub CASINO9_477
0002: jump CASINO9_476
0002: jump CASINO9_334

:CASINO9_332
0006: @32 =  0  ;; integer values
000A: @71 +=  1  ;; integer values

:CASINO9_334
0050: gosub CASINO9_477
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false CASINO9_342
0A16:  3 @34 
03D1: play_wav  3
000A: @71 +=  1  ;; integer values
0002: jump CASINO9_343

:CASINO9_342
0002: jump CASINO9_476

:CASINO9_343
00D6: if  0
001B:    5000 > @33  ;; integer values
004D: jump_if_false CASINO9_353
00D6: if  0
0023:   -1.4 > @63  ;; floating-point values
004D: jump_if_false CASINO9_351
0079: @63 += unknown_inaccurate_float_timer  .1  ;; floating-point 
0679: @34 @62 @63 @64 @65 @66 @67  2.0  2 

:CASINO9_351
0050: gosub CASINO9_477
0002: jump CASINO9_476

:CASINO9_353
000A: @71 +=  1  ;; integer values

:CASINO9_354
00D6: if  0
0021:   @62 > -7.0  ;; floating-point values
004D: jump_if_false CASINO9_360
007F: @62 -= unknown_inaccurate_float_timer  .1  ;; floating-point 
007F: @64 -= unknown_inaccurate_float_timer  .045  ;; floating-point 
0679: @34 @62 @63 @64 @65 @66 @67  2.0  2 

:CASINO9_360
0613: $PLAYER_ACTOR "PLANE_EXIT" @74 
00D6: if  0
0021:   @74 >  .95  ;; floating-point values
004D: jump_if_false CASINO9_428

:CASINO9_364
0701: (unknown)
016A: fade  0 ()  0 ms

:CASINO9_366
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_371
0001: wait  0 ms
0002: jump CASINO9_366

:CASINO9_371
0792: $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:CASINO9_374
00D6: if  0
0611: $PLAYER_ACTOR "PLANE_EXIT" 
004D: jump_if_false CASINO9_379
0001: wait  0 ms
0002: jump CASINO9_374

:CASINO9_379
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false CASINO9_383
0464: put_actor $PLAYER_ACTOR into_turret_on_car @38 at_car_offset  0.0  0.0  0.0 unknown  0 angle  360.0 with_weapon  0

:CASINO9_383
0001: wait  0 ms
016A: fade  1 (back)  50 ms
0812: unknown_action_sequence $PLAYER_ACTOR "PLANE_HIJACK" "MISC"  1000.0  0  0  0  0  0 
0006: @75 =  3229  ;; integer values
0007: @90 =  0.0  ;; floating-point values
0006: @76 =  3282  ;; integer values
0007: @91 =  .04  ;; floating-point values
0006: @77 =  3335  ;; integer values
0007: @92 =  .09  ;; floating-point values
0006: @78 =  3388  ;; integer values
0007: @93 =  .14  ;; floating-point values
0006: @79 =  3440  ;; integer values
0007: @94 =  .19  ;; floating-point values
0006: @80 =  3493  ;; integer values
0007: @95 =  .22  ;; floating-point values
0006: @81 =  5028  ;; integer values
0007: @96 =  .22  ;; floating-point values
0006: @82 =  5081  ;; integer values
0007: @97 =  .15  ;; floating-point values
0006: @83 =  5134  ;; integer values
0007: @98 =  .08  ;; floating-point values
0006: @84 =  5187  ;; integer values
0007: @99 =  .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 = -.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:  1  20000.0  3.0 
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false CASINO9_424
0519: unknown_car @34 flag  0

:CASINO9_424
0007: @73 =  0.0  ;; floating-point values
0707: unknown_bunnyjump CASINO9_445 
0006: @71 =  5  ;; integer values
0002: jump CASINO9_430

:CASINO9_428
0050: gosub CASINO9_477
0002: jump CASINO9_476

:CASINO9_430
00D6: if  0
001B:    7000 > @33  ;; integer values
004D: jump_if_false CASINO9_445
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false CASINO9_442
007F: @73 -= unknown_inaccurate_float_timer  3.0  ;; floating-point 
007F: @56 -= unknown_inaccurate_float_timer  .3  ;; floating-point 
0079: @57 += unknown_inaccurate_float_timer  .3  ;; floating-point 
007F: @58 -= unknown_inaccurate_float_timer  .3  ;; floating-point 
00AB: put_car @34 at @56 @57 @58
0731: @34 @73 

:CASINO9_442
0050: gosub CASINO9_477
0050: gosub CASINO9_526
0002: jump CASINO9_476

:CASINO9_445
0701: (unknown)
016A: fade  0 ()  0 ms

:CASINO9_447
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_452
0001: wait  0 ms
0002: jump CASINO9_447

:CASINO9_452
0925: (unknown)
0792: $PLAYER_ACTOR 
0465: remove_actor $PLAYER_ACTOR from_turret_mode
04D7: lock_actor $PLAYER_ACTOR in_current_position  1

:CASINO9_456
00D6: if  0
0611: $PLAYER_ACTOR "PLANE_HIJACK" 
004D: jump_if_false CASINO9_461
0001: wait  0 ms
0002: jump CASINO9_456

:CASINO9_461
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  61
0249: release_model  593
0249: release_model  519
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_545

:CASINO9_476
0002: jump CASINO9_279

:CASINO9_477
00D6: if  0
001B:    11 > @88  ;; integer values
004D: jump_if_false CASINO9_521
00D6: if  0
001D:   @75(@88,11i) > @32  ;; integer values  
004D: jump_if_false CASINO9_506
005B: @102 += @101  ;; floating-point values 
00D6: if  0
0023:    0.0 > @102  ;; floating-point values
004D: jump_if_false CASINO9_489
0007: @102 =  0.0  ;; floating-point values
0002: jump CASINO9_493

:CASINO9_489
00D6: if  0
0021:   @102 >  1.0  ;; floating-point values
004D: jump_if_false CASINO9_493
0007: @102 =  1.0  ;; floating-point values

:CASINO9_493
00D6: if  0
0031:   @101 >=  0.0  ;; floating-point values 
004D: jump_if_false CASINO9_501
00D6: if  0
0025:   @102 > @90(@88,11f)  ;; floating-point values  
004D: jump_if_false CASINO9_500
0087: @102 = @90(@88,11f)  ;; floating-point values only

:CASINO9_500
0002: jump CASINO9_505

:CASINO9_501
00D6: if  0
0025:   @90(@88,11f) > @102  ;; floating-point values  
004D: jump_if_false CASINO9_505
0087: @102 = @90(@88,11f)  ;; floating-point values only

:CASINO9_505
0002: jump CASINO9_521

:CASINO9_506
0093: @103 = integer_to_float @75(@88,11i)  
0087: @105 = @90(@88,11f)  ;; floating-point values only
000A: @88 +=  1  ;; integer values
00D6: if  0
0019:   @88 >  10  ;; integer values
004D: jump_if_false CASINO9_513
0051: return

:CASINO9_513
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_521
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false CASINO9_525
08A6: @89  2 @102 

:CASINO9_525
0051: return

:CASINO9_526
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false CASINO9_544
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false CASINO9_544
00D6: if  0
0033:   -4.0 >= @62  ;; floating-point values 
004D: jump_if_false CASINO9_538
0006: @107 =  1  ;; integer values
0051: return
0002: jump CASINO9_543

:CASINO9_538
0079: @62 += unknown_inaccurate_float_timer -.02  ;; floating-point 
0079: @63 += unknown_inaccurate_float_timer  .02  ;; floating-point 
0079: @64 += unknown_inaccurate_float_timer -.01  ;; floating-point 
0079: @66 += unknown_inaccurate_float_timer  .23  ;; floating-point 
0079: @67 += unknown_inaccurate_float_timer -.02  ;; floating-point 

:CASINO9_543
0679: @38 @62 @63 @64 @65 @66 @67  0.0  2 

:CASINO9_544
0051: return

:CASINO9_545
0006: @72 =  0  ;; integer values
0247: request_model  124
0247: request_model  125
0247: request_model  126
0247: request_model  127
0247: request_model  346
0247: request_model #JET_BAGGAGE_DOOR
0247: request_model #CARDBOARDBOX2
0247: request_model #JET_INTERIOR

:CASINO9_554
00D6: if  25
8248:   NOT   model  124 available
8248:   NOT   model  125 available
8248:   NOT   model  126 available
8248:   NOT   model  127 available
8248:   NOT   model  346 available
8248:   NOT   model #JET_BAGGAGE_DOOR available
004D: jump_if_false CASINO9_564
0001: wait  0 ms
0002: jump CASINO9_554

:CASINO9_564
00D6: if  21
8248:   NOT   model #CARDBOARDBOX2 available
8248:   NOT   model #JET_INTERIOR available
004D: jump_if_false CASINO9_570
0001: wait  0 ms
0002: jump CASINO9_564

:CASINO9_570
060A: unknown_create_entity  0 @49 
0A0B:  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: @164  0 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object @164 offset  0.0  0.0  .5  2  85.0  22
0858: $PLAYER_CHAR  30.0  30.0 
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0581: toggle_radar  0 (off)
009A: @108 = create_actor  24  124 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: @108  1
0638: unknown_action_sequence @108  1 
06B0: unknown_action_sequence @108  80000 
087E: @108  0 
07DD: @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  125 at  .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: @109  1
0638: unknown_action_sequence @109  1 
06B0: unknown_action_sequence @109  80000 
087E: @109  0 
07DD: @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  126 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: @110  1
0638: unknown_action_sequence @110  1 
06B0: unknown_action_sequence @110  80000 
087E: @110  0 
07DD: @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  127 at  .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: @111  1
0638: unknown_action_sequence @111  1 
06B0: unknown_action_sequence @111  80000 
087E: @111  0 
07DD: @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: s@208 = 'CAS9_AA'  ;; 8-byte strings
04AF: @184 = unknown_wav_reference  8400 
0085: @188 = @108  ;; integer values and handles
05AA: s@210 = 'CAS9_AB'  ;; 8-byte strings
04AF: @185 = unknown_wav_reference  8401 
0085: @189 = @109  ;; integer values and handles
05AA: s@212 = 'CAS9_AC'  ;; 8-byte strings
04AF: @186 = unknown_wav_reference  8402 
0085: @190 = @110  ;; integer values and handles
05AA: s@214 = 'CAS9_AD'  ;; 8-byte strings
04AF: @187 = unknown_wav_reference  8403 
0085: @191 = @110  ;; integer values and handles
05AA: s@216 = 'CAS9_BA'  ;; 8-byte strings
04AF: @192 = unknown_wav_reference  8404 
05AA: s@218 = 'CAS9_BB'  ;; 8-byte strings
04AF: @193 = unknown_wav_reference  8405 
05AA: s@220 = 'CAS9_BC'  ;; 8-byte strings
04AF: @194 = unknown_wav_reference  8406 
05AA: s@222 = 'CAS9_BD'  ;; 8-byte strings
04AF: @195 = unknown_wav_reference  8407 
05AA: s@224 = 'CAS9_CA'  ;; 8-byte strings
04AF: @196 = unknown_wav_reference  8408 
05AA: s@226 = 'CAS9_CB'  ;; 8-byte strings
04AF: @197 = unknown_wav_reference  8409 
05AA: s@228 = 'CAS9_CC'  ;; 8-byte strings
04AF: @198 = unknown_wav_reference  8410 
05AA: s@230 = 'CAS9_CD'  ;; 8-byte strings
04AF: @199 = unknown_wav_reference  8411 
0881: $PLAYER_CHAR  0 
082A: $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  .752  25.518  1201.15
029B: @169 = init_object #JET_BAGGAGE_DOOR at  .752  28.024  1201.15
029B: @170 = init_object #JET_BAGGAGE_DOOR at  .752  30.403  1201.15
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  1 (on)
0006: @32 =  0  ;; integer values

:CASINO9_701
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false CASINO9_706
0001: wait  0 ms
0002: jump CASINO9_701

:CASINO9_706
016A: fade  1 (back)  500 ms
00D6: if  0
0A4B:  
004D: jump_if_false CASINO9_712
0512: permanent_text_box 'CAS9_H2'
0002: jump CASINO9_713

:CASINO9_712
0512: permanent_text_box 'CAS9_H4'

:CASINO9_713
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_718
0001: wait  0 ms
0002: jump CASINO9_713

:CASINO9_718
0006: @32 =  0  ;; integer values

:CASINO9_719
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false CASINO9_724
0001: wait  0 ms
0002: jump CASINO9_719

:CASINO9_724
0881: $PLAYER_CHAR  1 
02A3: toggle_widescreen  0 (off)
0006: @178 =  0  ;; integer values
01BD: @172 = current_time_in_ms

:CASINO9_728
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_1093
0050: gosub CASINO9_1205
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false CASINO9_768
00D6: if  22
0039:   @162 ==  0  ;; integer values
00E1:   key_pressed  0  17
00E1:   key_pressed  0  4
004D: jump_if_false CASINO9_767
00D6: if  3
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_767
0687: @108 
0637: unknown_action_sequence @108  3.0228  29.7474  1198.594  6  20.0  .5 $PLAYER_ACTOR 
0006: @112 = -1  ;; integer values
0687: @109 
0637: unknown_action_sequence @109  .739  28.6978  1198.594  6  20.0  .5 $PLAYER_ACTOR 
0006: @113 = -1  ;; integer values
0687: @110 
0637: unknown_action_sequence @110  2.9224  27.2966  1198.601  6  20.0  .5 $PLAYER_ACTOR 
0006: @114 = -1  ;; integer values
0687: @111 
0637: unknown_action_sequence @111  .5596  26.2475  1198.601  6  20.0  .5 $PLAYER_ACTOR 
0006: @115 = -1  ;; integer values
0006: @175 =  1  ;; integer values

:CASINO9_767
0002: jump CASINO9_902

:CASINO9_768
00D6: if  0
8039:   NOT   @181 ==  2  ;; integer values
004D: jump_if_false CASINO9_772
0050: gosub CASINO9_1233

:CASINO9_772
00D6: if  0
8039:   NOT   @138 ==  0  ;; integer values
004D: jump_if_false CASINO9_901
0209: @174 = random_int  0  24
0871: init_jump_table @174 total_jumps  24  0 CASINO9_899 jumps  0 CASINO9_779  1 CASINO9_784  2 CASINO9_789  3 CASINO9_794  4 CASINO9_799  5 CASINO9_804  6 CASINO9_809 
0872: jump_table_jumps  7 CASINO9_814  8 CASINO9_819  9 CASINO9_824  10 CASINO9_829  11 CASINO9_834  12 CASINO9_839  13 CASINO9_844  14 CASINO9_849  15 CASINO9_854 
0872: jump_table_jumps  16 CASINO9_859  17 CASINO9_864  18 CASINO9_869  19 CASINO9_874  20 CASINO9_879  21 CASINO9_884  22 CASINO9_889  23 CASINO9_894 -1 CASINO9_899 

:CASINO9_779
0006: @141 =  0  ;; integer values
0006: @142 =  1  ;; integer values
0006: @143 =  2  ;; integer values
0006: @144 =  3  ;; integer values
0002: jump CASINO9_899

:CASINO9_784
0006: @141 =  0  ;; integer values
0006: @142 =  1  ;; integer values
0006: @143 =  3  ;; integer values
0006: @144 =  2  ;; integer values
0002: jump CASINO9_899

:CASINO9_789
0006: @141 =  0  ;; integer values
0006: @142 =  2  ;; integer values
0006: @143 =  1  ;; integer values
0006: @144 =  3  ;; integer values
0002: jump CASINO9_899

:CASINO9_794
0006: @141 =  0  ;; integer values
0006: @142 =  2  ;; integer values
0006: @143 =  3  ;; integer values
0006: @144 =  1  ;; integer values
0002: jump CASINO9_899

:CASINO9_799
0006: @141 =  0  ;; integer values
0006: @142 =  3  ;; integer values
0006: @143 =  1  ;; integer values
0006: @144 =  2  ;; integer values
0002: jump CASINO9_899

:CASINO9_804
0006: @141 =  0  ;; integer values
0006: @142 =  3  ;; integer values
0006: @143 =  2  ;; integer values
0006: @144 =  1  ;; integer values
0002: jump CASINO9_899

:CASINO9_809
0006: @141 =  1  ;; integer values
0006: @142 =  0  ;; integer values
0006: @143 =  2  ;; integer values
0006: @144 =  3  ;; integer values
0002: jump CASINO9_899

:CASINO9_814
0006: @141 =  1  ;; integer values
0006: @142 =  0  ;; integer values
0006: @143 =  3  ;; integer values
0006: @144 =  2  ;; integer values
0002: jump CASINO9_899

:CASINO9_819
0006: @141 =  1  ;; integer values
0006: @142 =  2  ;; integer values
0006: @143 =  0  ;; integer values
0006: @144 =  3  ;; integer values
0002: jump CASINO9_899

:CASINO9_824
0006: @141 =  1  ;; integer values
0006: @142 =  2  ;; integer values
0006: @143 =  3  ;; integer values
0006: @144 =  0  ;; integer values
0002: jump CASINO9_899

:CASINO9_829
0006: @141 =  1  ;; integer values
0006: @142 =  3  ;; integer values
0006: @143 =  0  ;; integer values
0006: @144 =  2  ;; integer values
0002: jump CASINO9_899

:CASINO9_834
0006: @141 =  1  ;; integer values
0006: @142 =  3  ;; integer values
0006: @143 =  2  ;; integer values
0006: @144 =  0  ;; integer values
0002: jump CASINO9_899

:CASINO9_839
0006: @141 =  2  ;; integer values
0006: @142 =  0  ;; integer values
0006: @143 =  1  ;; integer values
0006: @144 =  3  ;; integer values
0002: jump CASINO9_899

:CASINO9_844
0006: @141 =  2  ;; integer values
0006: @142 =  0  ;; integer values
0006: @143 =  3  ;; integer values
0006: @144 =  1  ;; integer values
0002: jump CASINO9_899

:CASINO9_849
0006: @141 =  2  ;; integer values
0006: @142 =  1  ;; integer values
0006: @143 =  0  ;; integer values
0006: @144 =  3  ;; integer values
0002: jump CASINO9_899

:CASINO9_854
0006: @141 =  2  ;; integer values
0006: @142 =  1  ;; integer values
0006: @143 =  3  ;; integer values
0006: @144 =  0  ;; integer values
0002: jump CASINO9_899

:CASINO9_859
0006: @141 =  2  ;; integer values
0006: @142 =  3  ;; integer values
0006: @143 =  0  ;; integer values
0006: @144 =  1  ;; integer values
0002: jump CASINO9_899

:CASINO9_864
0006: @141 =  2  ;; integer values
0006: @142 =  3  ;; integer values
0006: @143 =  1  ;; integer values
0006: @144 =  0  ;; integer values
0002: jump CASINO9_899

:CASINO9_869
0006: @141 =  3  ;; integer values
0006: @142 =  0  ;; integer values
0006: @143 =  1  ;; integer values
0006: @144 =  2  ;; integer values
0002: jump CASINO9_899

:CASINO9_874
0006: @141 =  3  ;; integer values
0006: @142 =  0  ;; integer values
0006: @143 =  2  ;; integer values
0006: @144 =  1  ;; integer values
0002: jump CASINO9_899

:CASINO9_879
0006: @141 =  3  ;; integer values
0006: @142 =  1  ;; integer values
0006: @143 =  0  ;; integer values
0006: @144 =  2  ;; integer values
0002: jump CASINO9_899

:CASINO9_884
0006: @141 =  3  ;; integer values
0006: @142 =  1  ;; integer values
0006: @143 =  2  ;; integer values
0006: @144 =  0  ;; integer values
0002: jump CASINO9_899

:CASINO9_889
0006: @141 =  3  ;; integer values
0006: @142 =  2  ;; integer values
0006: @143 =  0  ;; integer values
0006: @144 =  1  ;; integer values
0002: jump CASINO9_899

:CASINO9_894
0006: @141 =  3  ;; integer values
0006: @142 =  2  ;; integer values
0006: @143 =  1  ;; integer values
0006: @144 =  0  ;; integer values
0002: jump CASINO9_899

:CASINO9_899
0050: gosub CASINO9_903
0002: jump CASINO9_902

:CASINO9_901
0002: jump CASINO9_1253

:CASINO9_902
0002: jump CASINO9_728

:CASINO9_903
0006: @41 =  0  ;; integer values

:CASINO9_904
00D6: if  0
001B:    4 > @41  ;; integer values
004D: jump_if_false CASINO9_1092
0085: @145 = @141(@41,4i)  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @108(@145,4i) dead
004D: jump_if_false CASINO9_1080
0871: init_jump_table @112(@145,4i) total_jumps  6  0 CASINO9_1079 jumps -1 CASINO9_912  0 CASINO9_920  1 CASINO9_967  2 CASINO9_1032  3 CASINO9_1065  4 CASINO9_1073 -1 CASINO9_1079 

:CASINO9_912
062E: @108(@145,4i)  1591 @46 
00D6: if  0
04A4: @46  7 
004D: jump_if_false CASINO9_920
04D7: lock_actor @108(@145,4i) in_current_position  1
04EB: unknown_action_sequence @108(@145,4i)  1 
02E2: set_actor @108(@145,4i) weapon_accuracy_to  65
0006: @112(@145,4i) =  0  ;; integer values

:CASINO9_920
00D6: if  0
0039:   @137 == -1  ;; integer values
004D: jump_if_false CASINO9_966
062E: @108(@145,4i)  1259 @46 
00D6: if  0
04A4: @46  7 
004D: jump_if_false CASINO9_945
0085: @42 = @132(@145,4i)  ;; integer values and handles
00D6: if  0
803B:   NOT   @139 == @42  ;; integer values 
004D: jump_if_false CASINO9_933
0085: @137 = @145  ;; integer values and handles
0002: jump CASINO9_945

:CASINO9_933
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false CASINO9_938
0085: @137 = @145  ;; integer values and handles
0002: jump CASINO9_945

:CASINO9_938
00D6: if  0
0039:   @138 ==  2  ;; integer values
004D: jump_if_false CASINO9_945
00D6: if  0
8118:   NOT   actor @108(@42,4i) dead
004D: jump_if_false CASINO9_945
0085: @137 = @145  ;; integer values and handles

:CASINO9_945
00D6: if  0
003B:   @137 == @145  ;; integer values 
004D: jump_if_false CASINO9_966
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  0
001B:    2000 > @124(@145,4i)  ;; integer values
004D: jump_if_false CASINO9_959
0006: @124(@145,4i) =  2000  ;; integer values
0002: jump CASINO9_963

:CASINO9_959
00D6: if  0
0019:   @124(@145,4i) >  5000  ;; integer values
004D: jump_if_false CASINO9_963
0006: @124(@145,4i) =  5000  ;; integer values

:CASINO9_963
0687: @108(@145,4i) 
04EB: unknown_action_sequence @108(@145,4i)  0 
0856: @108(@145,4i)  0 

:CASINO9_966
0002: jump CASINO9_1079

:CASINO9_967
00D6: if  0
003B:   @137 == @145  ;; integer values 
004D: jump_if_false CASINO9_1031
00D6: if  0
8039:   NOT   @138 ==  1  ;; integer values
004D: jump_if_false CASINO9_995
00D6: if  0
002D:   @120(@145,4i) >= @124(@145,4i)  ;; integer values 
004D: jump_if_false CASINO9_981
0006: @112(@145,4i) =  2  ;; integer values
0006: @120(@145,4i) =  0  ;; integer values
0006: @124(@145,4i) =  500  ;; integer values
0002: jump CASINO9_1079
0002: jump CASINO9_995

:CASINO9_981
0172: $72 = actor $PLAYER_ACTOR z_angle
00D6: if  1
0036:   $72 >= @146(@145,4f)  ;; floating-point values 
0037:   @150(@145,4f) >= $72  ;; floating-point values 
004D: jump_if_false CASINO9_995
068E: $73 $74 $75 
00D6: if  1
0036:   $75 >= @154(@145,4f)  ;; floating-point values 
0037:   @158(@145,4f) >= $75  ;; floating-point values 
004D: jump_if_false CASINO9_995
0006: @112(@145,4i) =  2  ;; integer values
0006: @120(@145,4i) =  0  ;; integer values
0006: @124(@145,4i) =  700  ;; integer values
0002: jump CASINO9_1079

:CASINO9_995
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false CASINO9_1015
00D6: if  0
8039:   NOT   @116(@145,4i) ==  1  ;; integer values
004D: jump_if_false CASINO9_1004
0006: @116(@145,4i) =  1  ;; integer values
0687: @108(@145,4i) 
05E2: unknown_action_sequence @108(@145,4i) $PLAYER_ACTOR 

:CASINO9_1004
00D6: if  1
0039:   @183 ==  1  ;; integer values
0039:   @200(@145,4i) ==  0  ;; integer values
004D: jump_if_false CASINO9_1014
008A: $1276 = @192(@145,4i)  ;; integer values and handles
05A9: s$1281 = @216(@145,4s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @108(@145,4i) 
0006: @183 =  0  ;; integer values
0006: @33 =  0  ;; integer values
000A: @200(@145,4i) +=  1  ;; integer values

:CASINO9_1014
0002: jump CASINO9_1031

:CASINO9_1015
00D6: if  1
0039:   @183 ==  2  ;; integer values
0039:   @204(@145,4i) ==  0  ;; integer values
004D: jump_if_false CASINO9_1025
008A: $1276 = @196(@145,4i)  ;; integer values and handles
05A9: s$1281 = @224(@145,4s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @108(@145,4i) 
0006: @183 =  0  ;; integer values
0006: @33 =  0  ;; integer values
000A: @204(@145,4i) +=  1  ;; integer values

:CASINO9_1025
00D6: if  0
8039:   NOT   @116(@145,4i) ==  2  ;; integer values
004D: jump_if_false CASINO9_1031
0006: @116(@145,4i) =  2  ;; integer values
0687: @108(@145,4i) 
0668: unknown_action_sequence @108(@145,4i)  1.8121  37.2617  1200.396 -1 

:CASINO9_1031
0002: jump CASINO9_1079

:CASINO9_1032
00D6: if  0
002D:   @120(@145,4i) >= @124(@145,4i)  ;; integer values 
004D: jump_if_false CASINO9_1048
0006: @112(@145,4i) =  0  ;; integer values
0687: @108(@145,4i) 
0856: @108(@145,4i)  1 
062E: @108(@145,4i)  1259 @46 
00D6: if  0
04A4: @46  7 
004D: jump_if_false CASINO9_1044
04EB: unknown_action_sequence @108(@145,4i)  1 
0002: jump CASINO9_1045

:CASINO9_1044
0006: @112(@145,4i) =  3  ;; integer values

:CASINO9_1045
0085: @139 = @145  ;; integer values and handles
0006: @137 = -1  ;; integer values
0002: jump CASINO9_1064

:CASINO9_1048
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false CASINO9_1058
00D6: if  0
8039:   NOT   @116(@145,4i) ==  1  ;; integer values
004D: jump_if_false CASINO9_1057
0006: @116(@145,4i) =  1  ;; integer values
0687: @108(@145,4i) 
05E2: unknown_action_sequence @108(@145,4i) $PLAYER_ACTOR 

:CASINO9_1057
0002: jump CASINO9_1064

:CASINO9_1058
00D6: if  0
8039:   NOT   @116(@145,4i) ==  2  ;; integer values
004D: jump_if_false CASINO9_1064
0006: @116(@145,4i) =  2  ;; integer values
0687: @108(@145,4i) 
0668: unknown_action_sequence @108(@145,4i)  1.8121  37.2617  1200.396 -1 

:CASINO9_1064
0002: jump CASINO9_1079

:CASINO9_1065
062E: @108(@145,4i)  1259 @46 
00D6: if  0
04A4: @46  7 
004D: jump_if_false CASINO9_1072
0687: @108(@145,4i) 
04EB: unknown_action_sequence @108(@145,4i)  1 
0006: @112(@145,4i) =  0  ;; integer values

:CASINO9_1072
0002: jump CASINO9_1079

:CASINO9_1073
00D6: if  0
0029:   @120(@145,4i) >=  200  ;; integer values
004D: jump_if_false CASINO9_1078
0006: @120(@145,4i) =  0  ;; integer values
0006: @112(@145,4i) =  1  ;; integer values

:CASINO9_1078
0002: jump CASINO9_1079

:CASINO9_1079
0002: jump CASINO9_1090

:CASINO9_1080
00D6: if  0
8039:   NOT   @112(@145,4i) == -2  ;; integer values
004D: jump_if_false CASINO9_1090
0006: @112(@145,4i) = -2  ;; integer values
000E: @138 -=  1  ;; integer values
00D6: if  0
003B:   @137 == @145  ;; integer values 
004D: jump_if_false CASINO9_1090
0085: @139 = @145  ;; integer values and handles
0006: @137 = -1  ;; integer values

:CASINO9_1090
000A: @41 +=  1  ;; integer values
0002: jump CASINO9_904

:CASINO9_1092
0051: return

:CASINO9_1093
01BB: store_object @164 position_to @165 @166 @167
00D6: if  21
0021:   @165 >  2.6  ;; floating-point values
0023:    .2 > @165  ;; floating-point values
004D: jump_if_false CASINO9_1112
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false CASINO9_1104
0006: @162 =  1  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump CASINO9_1111

:CASINO9_1104
00D6: if  0
0019:   @33 >  9000  ;; integer values
004D: jump_if_false CASINO9_1111
00D6: if  0
0039:   @181 ==  2  ;; integer values
004D: jump_if_false CASINO9_1111
0006: @183 =  2  ;; integer values

:CASINO9_1111
0002: jump CASINO9_1125

:CASINO9_1112
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false CASINO9_1118
0006: @162 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump CASINO9_1125

:CASINO9_1118
00D6: if  0
0019:   @33 >  9000  ;; integer values
004D: jump_if_false CASINO9_1125
00D6: if  0
0039:   @181 ==  2  ;; integer values
004D: jump_if_false CASINO9_1125
0006: @183 =  1  ;; integer values

:CASINO9_1125
00D6: if  21
00E1:   key_pressed  0  2
00E1:   key_pressed  0  3
004D: jump_if_false CASINO9_1131
0006: @180 =  1  ;; integer values
0002: jump CASINO9_1132

:CASINO9_1131
0006: @180 =  0  ;; integer values

:CASINO9_1132
00D6: if  0
0A4B:  
004D: jump_if_false CASINO9_1177
00D6: if  1
80E1:   NOT   key_pressed  0  5
80E1:   NOT   key_pressed  0  7
004D: jump_if_false CASINO9_1146
034E: unknown_move_object @164 to  1.7 @166 @167 unknown_angle  .09  0.0  0.0  0
00D6: if  1
8043:   NOT   @165 ==  1.7  ;; floating-point values
0039:   @180 ==  0  ;; integer values
004D: jump_if_false CASINO9_1145
0858: $PLAYER_CHAR  90.0  9.0 

:CASINO9_1145
0002: jump CASINO9_1176

:CASINO9_1146
00D6: if  1
00E1:   key_pressed  0  5
00E1:   key_pressed  0  7
004D: jump_if_false CASINO9_1157
034E: unknown_move_object @164 to  1.7 @166 @167 unknown_angle  .09  0.0  0.0  0
00D6: if  1
8043:   NOT   @165 ==  1.7  ;; floating-point values
0039:   @180 ==  0  ;; integer values
004D: jump_if_false CASINO9_1156
0858: $PLAYER_CHAR  90.0  9.0 

:CASINO9_1156
0002: jump CASINO9_1176

:CASINO9_1157
00D6: if  0
00E1:   key_pressed  0  5
004D: jump_if_false CASINO9_1167
034E: unknown_move_object @164 to  2.9 @166 @167 unknown_angle  .09  0.0  0.0  0
00D6: if  1
0023:    2.9 > @165  ;; floating-point values
0039:   @180 ==  0  ;; integer values
004D: jump_if_false CASINO9_1166
0858: $PLAYER_CHAR  30.0  9.0 

:CASINO9_1166
0002: jump CASINO9_1176

:CASINO9_1167
00D6: if  0
00E1:   key_pressed  0  7
004D: jump_if_false CASINO9_1176
034E: unknown_move_object @164 to  .5 @166 @167 unknown_angle  .09  0.0  0.0  0
00D6: if  1
0021:   @165 >  .5  ;; floating-point values
0039:   @180 ==  0  ;; integer values
004D: jump_if_false CASINO9_1176
0858: $PLAYER_CHAR  150.0  9.0 

:CASINO9_1176
0002: jump CASINO9_1204

:CASINO9_1177
00D6: if  0
80E1:   NOT   key_pressed  0  0
004D: jump_if_false CASINO9_1187
034E: unknown_move_object @164 to  1.7 @166 @167 unknown_angle  .09  0.0  0.0  0
00D6: if  1
8043:   NOT   @165 ==  1.7  ;; floating-point values
0039:   @180 ==  0  ;; integer values
004D: jump_if_false CASINO9_1186
0858: $PLAYER_CHAR  90.0  9.0 

:CASINO9_1186
0002: jump CASINO9_1204

:CASINO9_1187
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  0
001A:    0 > $17  ;; integer values
004D: jump_if_false CASINO9_1198
034E: unknown_move_object @164 to  2.9 @166 @167 unknown_angle  .09  0.0  0.0  0
00D6: if  1
0023:    2.9 > @165  ;; floating-point values
0039:   @180 ==  0  ;; integer values
004D: jump_if_false CASINO9_1197
0858: $PLAYER_CHAR  30.0  9.0 

:CASINO9_1197
0002: jump CASINO9_1204

:CASINO9_1198
034E: unknown_move_object @164 to  .5 @166 @167 unknown_angle  .09  0.0  0.0  0
00D6: if  1
0021:   @165 >  .5  ;; floating-point values
0039:   @180 ==  0  ;; integer values
004D: jump_if_false CASINO9_1204
0858: $PLAYER_CHAR  150.0  9.0 

:CASINO9_1204
0051: return

:CASINO9_1205
0871: init_jump_table @179 total_jumps  3  0 CASINO9_1232 jumps  0 CASINO9_1206  1 CASINO9_1213  2 CASINO9_1225 -1 CASINO9_1232 -1 CASINO9_1232 -1 CASINO9_1232 -1 CASINO9_1232 

:CASINO9_1206
00D6: if  0
0029:   @178 >=  6000  ;; integer values
004D: jump_if_false CASINO9_1212
03E6: remove_text_box
000A: @179 +=  1  ;; integer values
0006: @178 =  0  ;; integer values

:CASINO9_1212
0002: jump CASINO9_1232

:CASINO9_1213
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false CASINO9_1223
00D6: if  0
0019:   @178 >  20000  ;; integer values
004D: jump_if_false CASINO9_1222
0512: permanent_text_box 'CAS9_H2'
000A: @179 +=  1  ;; integer values
0006: @178 =  0  ;; integer values

:CASINO9_1222
0002: jump CASINO9_1224

:CASINO9_1223
0006: @178 =  0  ;; integer values

:CASINO9_1224
0002: jump CASINO9_1232

:CASINO9_1225
00D6: if  0
0019:   @178 >  6000  ;; integer values
004D: jump_if_false CASINO9_1231
03E6: remove_text_box
000E: @179 -=  1  ;; integer values
0006: @178 =  0  ;; integer values

:CASINO9_1231
0002: jump CASINO9_1232

:CASINO9_1232
0051: return

:CASINO9_1233
0871: init_jump_table @181 total_jumps  2  0 CASINO9_1252 jumps  0 CASINO9_1234  1 CASINO9_1246 -1 CASINO9_1252 -1 CASINO9_1252 -1 CASINO9_1252 -1 CASINO9_1252 -1 CASINO9_1252 

:CASINO9_1234
00D6: if  0
001B:    4 > @182  ;; integer values
004D: jump_if_false CASINO9_1243
008A: $1276 = @184(@182,4i)  ;; integer values and handles
05A9: s$1281 = @208(@182,4s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @188(@182,4i) 
000A: @182 +=  1  ;; integer values
000A: @181 +=  1  ;; integer values
0002: jump CASINO9_1246

:CASINO9_1243
0006: @33 =  0  ;; integer values
0006: @181 =  2  ;; integer values
0002: jump CASINO9_1252

:CASINO9_1246
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false CASINO9_1251
000E: @181 -=  1  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:CASINO9_1251
0002: jump CASINO9_1252

:CASINO9_1252
0051: return

:CASINO9_1253
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO9_1257
0004: $1285 = -2  ;; integer values

:CASINO9_1257
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false CASINO9_1261
0004: $1285(1) = -2  ;; integer values

:CASINO9_1261
00BE: text_clear_all
03E6: remove_text_box
0247: request_model  61

:CASINO9_1264
00D6: if  0
8248:   NOT   model  61 available
004D: jump_if_false CASINO9_1269
0001: wait  0 ms
0002: jump CASINO9_1264

:CASINO9_1269
0006: @32 =  0  ;; integer values

:CASINO9_1270
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false CASINO9_1275
0001: wait  0 ms
0002: jump CASINO9_1270

:CASINO9_1275
016A: fade  0 ()  500 ms

:CASINO9_1276
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_1281
0001: wait  0 ms
0002: jump CASINO9_1276

:CASINO9_1281
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: @44 
04EB: unknown_action_sequence -1  1 
05BA: unknown_action_sequence -1  1000 
05D3: unknown_action_sequence -1  1.7221  26.7679  1198.602  4 -1 
0616: @44 
0618: $PLAYER_ACTOR @44 
061B: @44 
016A: fade  1 (back)  500 ms
0006: @32 =  0  ;; integer values

:CASINO9_1299
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false CASINO9_1304
0001: wait  0 ms
0002: jump CASINO9_1299

:CASINO9_1304
009A: @40 = create_actor  24  61 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: @40  0 
07DD: @40  70 
02E2: set_actor @40 weapon_accuracy_to  65
060B: unknown_actor_use_entity @40 @49 
0568: @40  1
0638: unknown_action_sequence @40  1 
0603: unknown_action_sequence @40  1.7462  32.3896  1198.602  4 -1 
0006: @32 =  0  ;; integer values

:CASINO9_1316
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false CASINO9_1321
0001: wait  0 ms
0002: jump CASINO9_1316

:CASINO9_1321
016A: fade  0 ()  500 ms

:CASINO9_1322
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_1327
0001: wait  0 ms
0002: jump CASINO9_1322

:CASINO9_1327
015A: restore_camera
04EB: unknown_action_sequence $PLAYER_ACTOR  0 
0792: $PLAYER_ACTOR 
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object @164 offset  0.0  0.0  .5  0  85.0  22
0858: $PLAYER_CHAR  270.0  270.0 
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  0 ms
0006: @232 =  0  ;; integer values
04AE: unknown $1276 radar_icon_or_model  8412
05A9: s$1281 = 'CAS9_DA'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @40 
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false CASINO9_1344
05E2: unknown_action_sequence @40 $PLAYER_ACTOR 

:CASINO9_1344
0001: wait  0 ms
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false CASINO9_1349
0002: jump CASINO9_1350

:CASINO9_1349
0002: jump CASINO9_1344

:CASINO9_1350
0247: request_model  519

:CASINO9_1351
00D6: if  0
8248:   NOT   model  519 available
004D: jump_if_false CASINO9_1356
0001: wait  0 ms
0002: jump CASINO9_1351

:CASINO9_1356
0006: @32 =  0  ;; integer values

:CASINO9_1357
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false CASINO9_1362
0001: wait  0 ms
0002: jump CASINO9_1357

:CASINO9_1362
016A: fade  0 ()  500 ms

:CASINO9_1363
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_1368
0001: wait  0 ms
0002: jump CASINO9_1363

:CASINO9_1368
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 (frozen)
02A3: toggle_widescreen  1 (on)
0581: toggle_radar  1 (on)
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: @44 
05BA: unknown_action_sequence -1  550 
0603: unknown_action_sequence -1  1.7037  34.9246  1198.602  4 -1 
0616: @44 
0618: $PLAYER_ACTOR @44 
061B: @44 
016A: fade  1 (back)  500 ms
0006: @32 =  0  ;; integer values

:CASINO9_1385
00D6: if  0
001B:    2500 > @32  ;; integer values
004D: jump_if_false CASINO9_1390
0001: wait  0 ms
0002: jump CASINO9_1385

:CASINO9_1390
016A: fade  0 ()  500 ms

:CASINO9_1391
00D6: if  0
016B:   fading
004D: jump_if_false CASINO9_1396
0001: wait  0 ms
0002: jump CASINO9_1391

:CASINO9_1396
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  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0249: release_model  61
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  519 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: @38  1 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
09BA:  1 
016A: fade  1 (back)  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

:CASINO9_1434
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false CASINO9_1465
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false CASINO9_1450
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false CASINO9_1449
00BE: text_clear_all
00BC: text_highpriority 'CAS9_41'  8000 ms  1
0164: disable_marker @43
018A: @43 = create_checkpoint_at  1476.219  1463.623  9.8203
0006: @233 =  1  ;; integer values

:CASINO9_1449
0002: jump CASINO9_1459

:CASINO9_1450
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false CASINO9_1459
00BE: text_clear_all
00BC: text_highpriority 'IN_VEH'  8000 ms  1
0164: disable_marker @43
0186: @43 = create_marker_above_car @38
07E0: @43  1 
0006: @233 =  0  ;; integer values

:CASINO9_1459
00D6: if  1
01AC:   car @38 stopped  0 ()in_cube  1636.319  1144.478  7.0  1261.411  1780.672  14.0  
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1636.319  1144.478  7.0  1261.411  1780.672  14.0
004D: jump_if_false CASINO9_1464
0002: jump CASINO9_1504

:CASINO9_1464
0002: jump CASINO9_1468

:CASINO9_1465
0006: @50 =  1  ;; integer values
05AA: s@51 = 'CAS9_F1'  ;; 8-byte strings
0002: jump CASINO9_1469

:CASINO9_1468
0002: jump CASINO9_1434

:CASINO9_1469
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
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false CASINO9_1476
00BC: text_highpriority s@51  6000 ms  1

:CASINO9_1476
0006: @236 =  0  ;; integer values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASINO9_1486
03C0: @235 = actor $PLAYER_ACTOR car
00D6: if  0
02BF:   car @235 sunk
004D: jump_if_false CASINO9_1485
0006: @236 =  1  ;; integer values

:CASINO9_1485
0002: jump CASINO9_1499

:CASINO9_1486
00D6: if  0
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false CASINO9_1499
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false CASINO9_1494
0006: @236 =  1  ;; integer values
0002: jump CASINO9_1499

:CASINO9_1494
00D6: if  1
0818: $PLAYER_ACTOR 
002A:    0 >= $1513  ;; integer values
004D: jump_if_false CASINO9_1499
0006: @236 =  1  ;; integer values

:CASINO9_1499
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false CASINO9_1503
09AF:  2097.009  1728.284  9.8203  169.1748 

:CASINO9_1503
0051: return

:CASINO9_1504
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASINO9'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  15000  5000 ms  1
0109: player $PLAYER_CHAR money +=  15000
0998: add_respect  30 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $582
0051: return

:CASINO9_1514
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false CASINO9_1519
0465: remove_actor $PLAYER_ACTOR from_turret_mode
02EB: restore_camera_with_jumpcut

:CASINO9_1519
09BA:  1 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASINO9_1525
07B4: $PLAYER_CHAR  1 
08F4:  99 

:CASINO9_1525
004F: create_thread A_TERM_1 
04EF: release_animation "MISC"
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0249: release_model  61
0249: release_model  521
0249: release_model  593
0249: release_model  519
0249: release_model  346
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:  1 
0164: disable_marker @35
0164: disable_marker @43
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 92---------------
; Originally: Saint Mark's Bistro


:CASIN10_1
03A4: name_thread 'CASIN10'
0050: gosub CASIN10_29
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false CASIN10_7
0050: gosub CASIN10_1893

:CASIN10_7
0050: gosub CASIN10_1931
004E: end_thread

:CASIN10_9
0871: init_jump_table @134 total_jumps  2  0 CASIN10_28 jumps  0 CASIN10_10  1 CASIN10_20 -1 CASIN10_28 -1 CASIN10_28 -1 CASIN10_28 -1 CASIN10_28 -1 CASIN10_28 

:CASIN10_10
05A9: s$7762 = 'CAS11BA'  ;; 8-byte strings
05A9: s$7762(1) = 'CAS11BB'  ;; 8-byte strings
05A9: s$7762(2) = 'CAS11BC'  ;; 8-byte strings
05A9: s$7762(3) = 'CAS11CA'  ;; 8-byte strings
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_28

:CASIN10_20
05A9: s$7762 = 'CAS11GA'  ;; 8-byte strings
05A9: s$7762(1) = 'CAS11GB'  ;; 8-byte strings
05A9: s$7762(2) = 'CAS11GC'  ;; 8-byte strings
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_28

:CASIN10_28
0051: return

:CASIN10_29
0317: increment_mission_attempts
0004: $ON_MISSION =  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_94
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CASIN10_99
0001: wait  0 ms
0002: jump CASIN10_94

:CASIN10_99
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:CASIN10_101
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false CASIN10_106
0001: wait  0 ms
0002: jump CASIN10_101

:CASIN10_106
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:CASIN10_108
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_113
0001: wait  0 ms
0002: jump CASIN10_108

:CASIN10_113
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0004: $1249 =  0  ;; integer values
03C7: unknown_maby_cops_density  .5
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
08AD: $PLAYER_ACTOR  2233.5  1712.8  10.0 
0001: wait  1000 ms
0247: request_model  519
0247: request_model  405
023C: load_special_actor  1 'MACCER'
023C: load_special_actor  2 'PAUL'
023C: load_special_actor  3 'ROSE'
03CF: load_wav  7200 as  1
03CF: load_wav  7201 as  2
0002: jump CASIN10_149
0615: @96 
0638: unknown_action_sequence -1  0 
0616: @96 
0615: @97 
0638: unknown_action_sequence -1  0 
0616: @97 
0615: @98 
0638: unknown_action_sequence -1  0 
0616: @98 
0615: @38 
0638: unknown_action_sequence -1  0 
0616: @38 
0615: @39 
0638: unknown_action_sequence -1  0 
0616: @39 
00A5: @123 = create_car  405 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_149
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_154
00D6: if  25
8248:   NOT   model  519 available
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model  405 available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false CASIN10_164
0001: wait  0 ms
0002: jump CASIN10_154

:CASIN10_164
00D6: if  0
823D:   NOT   special_actor  3 loaded
004D: jump_if_false CASIN10_169
0001: wait  0 ms
0002: jump CASIN10_164

:CASIN10_169
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: $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  290 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: unknown_action_sequence @107 $PLAYER_ACTOR 
02AB: set_actor @107 immunities  1  1  1  1  1
0A09: @107  1 
0395: clear_area  1 at  2160.582  1682.103  9.735 range  4.0
00A5: @111 = create_car  405 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  292 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: @109  1 
0129: @108 = create_actor  24  291 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: @108  1 
00A9: set_car @111 to_normal_driver
0925: (unknown)
092F:  1 
0930:  1 
0936:  2165.228  1680.256  9.9643  2164.975  1684.109  11.4927  14500  1 
0920:  2162.274  1682.247  11.86  2160.582  1682.103  11.0  14500  1 
0169: set_fade_color  0  0  0
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
016A: fade  1 (back)  2000 ms
0395: clear_area  1 at  2162.274  1682.247  9.86 range  120.0

:CASIN10_209
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_214
0001: wait  0 ms
0002: jump CASIN10_209

:CASIN10_214
0707: unknown_bunnyjump CASIN10_490 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASIN10_223
03D1: play_wav  1
00BC: text_highpriority 'CAS11AA'  10000 ms  1
0967: $PLAYER_ACTOR  999999 
0812: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0002: jump CASIN10_226

:CASIN10_223
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'CAS11AA'

:CASIN10_226
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CASIN10_259
0001: wait  0 ms
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false CASIN10_236
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893
0002: jump CASIN10_237

:CASIN10_236
0687: @107 

:CASIN10_237
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false CASIN10_242
00BC: text_highpriority 'CM10_12'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_242
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false CASIN10_247
00BC: text_highpriority 'CM10_13'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_247
00D6: if  0
0119:   car @111 wrecked
004D: jump_if_false CASIN10_252
00BC: text_highpriority 'CM10_14'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_252
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false CASIN10_258
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'CAS11AA'

:CASIN10_258
0002: jump CASIN10_226

:CASIN10_259
040D: unload_wav  1
03D5: remove_text 'CAS11AA'
0968: $PLAYER_ACTOR 
03CF: load_wav  7202 as  1
03D1: play_wav  2
00BC: text_highpriority 'CAS11AB'  10000 ms  1
0967: $PLAYER_ACTOR  999999 

:CASIN10_266
00D6: if  21
83D2:   NOT   wav  2 ended
83D0:   NOT   wav  1 loaded
004D: jump_if_false CASIN10_300
0001: wait  0 ms
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false CASIN10_277
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893
0002: jump CASIN10_278

:CASIN10_277
0687: @107 

:CASIN10_278
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false CASIN10_283
00BC: text_highpriority 'CM10_12'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_283
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false CASIN10_288
00BC: text_highpriority 'CM10_13'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_288
00D6: if  0
0119:   car @111 wrecked
004D: jump_if_false CASIN10_293
00BC: text_highpriority 'CM10_14'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_293
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false CASIN10_299
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'CAS11AB'

:CASIN10_299
0002: jump CASIN10_266

:CASIN10_300
0687: $PLAYER_ACTOR 
040D: unload_wav  2
03D5: remove_text 'CAS11AB'
0968: $PLAYER_ACTOR 
03CF: load_wav  7203 as  2
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false CASIN10_313
03D1: play_wav  1
00BC: text_highpriority 'CAS11AC'  10000 ms  1
0967: @107  999999 
0812: unknown_action_sequence @107 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0002: jump CASIN10_315

:CASIN10_313
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_315
00D6: if  21
83D2:   NOT   wav  1 ended
83D0:   NOT   wav  2 loaded
004D: jump_if_false CASIN10_344
0001: wait  0 ms
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false CASIN10_328
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'CAS11AC'
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_328
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false CASIN10_333
00BC: text_highpriority 'CM10_12'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_333
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false CASIN10_338
00BC: text_highpriority 'CM10_13'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_338
00D6: if  0
0119:   car @111 wrecked
004D: jump_if_false CASIN10_343
00BC: text_highpriority 'CM10_14'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_343
0002: jump CASIN10_315

:CASIN10_344
040D: unload_wav  1
03D5: remove_text 'CAS11AC'
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false CASIN10_352
0968: @107 
0687: @107 
0002: jump CASIN10_354

:CASIN10_352
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_354
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false CASIN10_362
05BF: unknown_action_sequence @109 $PLAYER_ACTOR -2 
03D1: play_wav  2
00BC: text_highpriority 'CAS11AD'  10000 ms  1
0967: @109  999999 
0002: jump CASIN10_367

:CASIN10_362
00BC: text_highpriority 'CM10_13'  8000 ms  1
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'CAS11AD'
0002: jump CASIN10_1893

:CASIN10_367
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false CASIN10_395
0001: wait  0 ms
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false CASIN10_376
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_376
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false CASIN10_381
00BC: text_highpriority 'CM10_12'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_381
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false CASIN10_389
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'CAS11AC'
00BC: text_highpriority 'CM10_13'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_389
00D6: if  0
0119:   car @111 wrecked
004D: jump_if_false CASIN10_394
00BC: text_highpriority 'CM10_14'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_394
0002: jump CASIN10_367

:CASIN10_395
040D: unload_wav  2
03D5: remove_text 'CAS11AD'
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false CASIN10_403
0968: @109 
0647: unknown_action_sequence @109 
0002: jump CASIN10_405

:CASIN10_403
00BC: text_highpriority 'CM10_13'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_405
00D6: if  0
8119:   NOT   car @111 wrecked
004D: jump_if_false CASIN10_431
00D6: if  0
8118:   NOT   actor @107 dead
004D: jump_if_false CASIN10_413
05CA: unknown_action_sequence @107 @111  10000  0 
0002: jump CASIN10_415

:CASIN10_413
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_415
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false CASIN10_420
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_420
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false CASIN10_425
00BC: text_highpriority 'CM10_13'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_425
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false CASIN10_430
00BC: text_highpriority 'CM10_12'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_430
0002: jump CASIN10_433

:CASIN10_431
00BC: text_highpriority 'CM10_14'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_433
00D6: if  22
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_460
0001: wait  0 ms
00D6: if  0
0118:   actor @107 dead
004D: jump_if_false CASIN10_444
00BC: text_highpriority 'CM10_11'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_444
00D6: if  0
0118:   actor @108 dead
004D: jump_if_false CASIN10_449
00BC: text_highpriority 'CM10_12'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_449
00D6: if  0
0118:   actor @109 dead
004D: jump_if_false CASIN10_454
00BC: text_highpriority 'CM10_13'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_454
00D6: if  0
0119:   car @111 wrecked
004D: jump_if_false CASIN10_459
00BC: text_highpriority 'CM10_14'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_459
0002: jump CASIN10_433

:CASIN10_460
00D6: if  0
8119:   NOT   car @111 wrecked
004D: jump_if_false CASIN10_467
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_469

:CASIN10_467
00BC: text_highpriority 'CM10_14'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_469
0001: wait  2000 ms
009B: destroy_actor_instantly @107
009B: destroy_actor_instantly @108
009B: destroy_actor_instantly @109
00A6: destroy_car @111
0A09: $PLAYER_ACTOR  0 
0249: release_model  405
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
0925: (unknown)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
091D:  2095.35  1734.179  8.0  2337.495  1524.991  15.0 
091E:  2095.35  1734.179  8.0  2337.495  1524.991  15.0 
0006: @114 =  1  ;; integer values

:CASIN10_490
0701: (unknown)
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false CASIN10_534
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_499
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_504
0001: wait  0 ms
0002: jump CASIN10_499

:CASIN10_504
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: $PLAYER_ACTOR  0 
0249: release_model  405
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
02A3: toggle_widescreen  0 (off)
0925: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0  0  0
0792: $PLAYER_ACTOR 
091D:  2095.35  1734.179  8.0  2337.495  1524.991  15.0 
091E:  2095.35  1734.179  8.0  2337.495  1524.991  15.0 
016A: fade  1 (back)  1000 ms

:CASIN10_526
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_531
0001: wait  0 ms
0002: jump CASIN10_526

:CASIN10_531
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)

:CASIN10_534
00BC: text_highpriority 'CM10_1'  10000 ms  1
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_537
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1707.828  1606.639  9.055 radius  4.0  4.0  3.0
004D: jump_if_false CASIN10_546
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false CASIN10_545
0002: jump CASIN10_1913

:CASIN10_545
0002: jump CASIN10_537

:CASIN10_546
0164: disable_marker @35
00BC: text_highpriority 'CM10_10'  10000 ms  1
0395: clear_area  1 at  1479.714  1758.306  12.098 range  2.0
00A5: @112 = create_car  519 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: @34  1 

:CASIN10_554
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @112
004D: jump_if_false CASIN10_565
0001: wait  0 ms
00D6: if  0
0119:   car @112 wrecked
004D: jump_if_false CASIN10_564
00BC: text_highpriority 'CM10_17'  8000 ms  1
0164: disable_marker @34
0002: jump CASIN10_1893

:CASIN10_564
0002: jump CASIN10_554

:CASIN10_565
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false CASIN10_570
02AA: set_car @112 immune_to_nonplayer  0
0002: jump CASIN10_573

:CASIN10_570
00BC: text_highpriority 'CM10_17'  8000 ms  1
0164: disable_marker @34
0002: jump CASIN10_1893

:CASIN10_573
0164: disable_marker @34
00BC: text_highpriority 'CM10_18'  8000 ms  1
018A: @126 = create_checkpoint_at  7500.0  2478.34  200.0
0006: @32 =  0  ;; integer values

:CASIN10_577
00D6: if  21
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_618
0001: wait  0 ms
00D6: if  0
0119:   car @112 wrecked
004D: jump_if_false CASIN10_588
00BC: text_highpriority 'CM10_17'  8000 ms  1
0002: jump CASIN10_1893
0002: jump CASIN10_617

:CASIN10_588
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @112
004D: jump_if_false CASIN10_608
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false CASIN10_599
00D6: if  0
0019:   @32 >  40000  ;; integer values
004D: jump_if_false CASIN10_599
03E5: text_box 'CM10_99'
0006: @159 =  1  ;; integer values

:CASIN10_599
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false CASIN10_607
00BC: text_highpriority 'CM10_18'  8000 ms  1
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_607
0002: jump CASIN10_617

:CASIN10_608
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false CASIN10_617
0164: disable_marker @126
0186: @34 = create_marker_above_car @112
07E0: @34  1 
00BC: text_highpriority 'IN_VEH'  5000 ms  1
0004: $127 =  0  ;; integer values
0006: @129 =  1  ;; integer values

:CASIN10_617
0002: jump CASIN10_577

:CASIN10_618
0164: disable_marker @126
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:CASIN10_621
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_626
0001: wait  0 ms
0002: jump CASIN10_621

:CASIN10_626
0A19: 'MARKS' 
08F5: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0110: clear_player $PLAYER_CHAR wanted_level
01F0: set_max_wanted_level_to  0
09FF:  1578.446  1770.682  9.8358 
01B6: set_weather  5
0247: request_model  124
0247: request_model  346
0247: request_model  420
0247: request_model  405
07C0:  602 
07C0:  603 
0247: request_model  17
0247: request_model  150
038B: load_requested_models

:CASIN10_644
00D6: if  25
8248:   NOT   model  124 available
8248:   NOT   model  346 available
8248:   NOT   model  420 available
8248:   NOT   model  405 available
87C1:   NOT  602 
87C1:   NOT  603 
004D: jump_if_false CASIN10_654
0001: wait  0 ms
0002: jump CASIN10_644

:CASIN10_654
00D6: if  21
8248:   NOT   model  17 available
8248:   NOT   model  150 available
004D: jump_if_false CASIN10_660
0001: wait  0 ms
0002: jump CASIN10_654

:CASIN10_660
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: -811.999  457.027  1356.622  82.0 
038B: load_requested_models
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASIN10_672
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: $PLAYER_ACTOR 
0002: jump CASIN10_675

:CASIN10_672
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at -813.833  459.11  998.989

:CASIN10_675
0373: set_camera_directly_behind_player
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00A6: destroy_car @112
0249: release_model  519
00A5: @161 = create_car  420 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  124 in_car @161 driverseat
0860: link_actor @160 to_interior  1 
00A9: set_car @161 to_normal_driver
0430: $PLAYER_ACTOR @161  1 
00A5: @163 = create_car  405 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  124 in_car @163 driverseat
0860: link_actor @164 to_interior  1 
00A9: set_car @163 to_normal_driver

:CASIN10_695
00D6: if  0
84F1:   NOT   unknown_car_check @161
004D: jump_if_false CASIN10_706
0001: wait  0 ms
00D6: if  0
0119:   car @161 wrecked
004D: jump_if_false CASIN10_702

:CASIN10_702
00D6: if  0
0119:   car @163 wrecked
004D: jump_if_false CASIN10_705

:CASIN10_705
0002: jump CASIN10_695

:CASIN10_706
009A: @165 = create_actor  4  17 at -864.653  451.569  1348.584
05DE: unknown_action_sequence @165 
009A: @166 = create_actor  5  150 at -884.251  466.693  1346.577
05DE: unknown_action_sequence @166 
009A: @167 = create_actor  4  17 at -857.588  467.419  1349.29
05DE: unknown_action_sequence @167 
009A: @168 = create_actor  5  150 at -814.46  466.873  1356.137
05DE: unknown_action_sequence @168 
009A: @169 = create_actor  4  17 at -781.615  468.628  1363.266
05DE: unknown_action_sequence @169 
009A: @170 = create_actor  5  150 at -737.431  503.6  1370.968
05DE: unknown_action_sequence @170 
009A: @171 = create_actor  4  17 at -738.769  476.826  1370.306
05DE: unknown_action_sequence @171 
009A: @172 = create_actor  5  150 at -771.993  456.237  1364.445
05DE: unknown_action_sequence @172 
009A: @173 = create_actor  4  17 at -799.539  453.03  1359.074
05DE: unknown_action_sequence @173 
009A: @174 = create_actor  5  150 at -753.076  484.357  1369.885
05DE: unknown_action_sequence @174 
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  0
8119:   NOT   car @161 wrecked
004D: jump_if_false CASIN10_733
05EB: @161  602 
06FD: @161  1.1 

:CASIN10_733
00D6: if  0
8119:   NOT   car @163 wrecked
004D: jump_if_false CASIN10_738
05EB: @163  603 
06FD: @163  1.1 

:CASIN10_738
0001: wait  800 ms
00D6: if  0
0119:   car @161 wrecked
004D: jump_if_false CASIN10_743
05EC: @161 

:CASIN10_743
00D6: if  0
0119:   car @163 wrecked
004D: jump_if_false CASIN10_747
05EC: @163 

:CASIN10_747
0169: set_fade_color  0  0  0
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  2000 ms
0925: (unknown)
092F:  1 
0930:  1 
0936: -751.2452  449.8578  1370.5 -730.0718  483.3791  1373.472  8600  1 
0920: -752.1519  450.2614  1370.378 -730.9146  483.9166  1373.496  8600  1 

:CASIN10_755
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_760
0001: wait  0 ms
0002: jump CASIN10_755

:CASIN10_760
057E: make_radar_grey  1
09AC:  1 
00D6: if  0
0119:   car @161 wrecked
004D: jump_if_false CASIN10_766
05EC: @161 

:CASIN10_766
00D6: if  0
0119:   car @163 wrecked
004D: jump_if_false CASIN10_770
05EC: @163 

:CASIN10_770
0707: unknown_bunnyjump CASIN10_805 

:CASIN10_771
00D6: if  0
060E: @161 
004D: jump_if_false CASIN10_784
0001: wait  0 ms
00D6: if  0
0119:   car @161 wrecked
004D: jump_if_false CASIN10_779
05EC: @161 

:CASIN10_779
00D6: if  0
0119:   car @163 wrecked
004D: jump_if_false CASIN10_783
05EC: @163 

:CASIN10_783
0002: jump CASIN10_771

:CASIN10_784
0615: @162 
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false CASIN10_789
05CD: unknown_action_sequence -1 @161 

:CASIN10_789
05D3: unknown_action_sequence -1 -760.2046  492.1819  1370.677  4  10000 
0616: @162 
0618: $PLAYER_ACTOR @162 
061B: @162 
0006: @32 =  0  ;; integer values

:CASIN10_794
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false CASIN10_805
0001: wait  0 ms
00D6: if  0
0119:   car @161 wrecked
004D: jump_if_false CASIN10_801

:CASIN10_801
00D6: if  0
0119:   car @163 wrecked
004D: jump_if_false CASIN10_804

:CASIN10_804
0002: jump CASIN10_794

:CASIN10_805
0701: (unknown)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CASIN10_808
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_813
0001: wait  0 ms
0002: jump CASIN10_808

:CASIN10_813
0915: (unknown)
0792: $PLAYER_ACTOR 
061B: @162 
00D6: if  0
8119:   NOT   car @161 wrecked
004D: jump_if_false CASIN10_841
05EC: @161 
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @161
004D: jump_if_false CASIN10_841
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -760.2046  492.1819  1370.677

:CASIN10_824
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CASIN10_841
0001: wait  0 ms
00D6: if  0
0119:   car @161 wrecked
004D: jump_if_false CASIN10_831

:CASIN10_831
00D6: if  0
0119:   car @163 wrecked
004D: jump_if_false CASIN10_834

:CASIN10_834
00D6: if  0
0118:   actor @160 dead
004D: jump_if_false CASIN10_837

:CASIN10_837
00D6: if  0
0118:   actor @164 dead
004D: jump_if_false CASIN10_840

:CASIN10_840
0002: jump CASIN10_824

:CASIN10_841
00D6: if  0
8119:   NOT   car @163 wrecked
004D: jump_if_false CASIN10_845
05EC: @163 

:CASIN10_845
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  22 
004D: jump_if_false CASIN10_851
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_852

:CASIN10_851
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  22

:CASIN10_852
0873:  602 
0873:  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  17
0249: release_model  150
0249: release_model  420
0247: request_model  124
0247: request_model  125
0247: request_model  126
0247: request_model  349
0247: request_model  352
0247: request_model  346
04ED: load_animation "SWAT"
0247: request_model  405
023C: load_special_actor  1 'FORELLI'
03CF: load_wav  7208 as  1
03CF: load_wav  7209 as  2
038B: load_requested_models

:CASIN10_884
00D6: if  25
8248:   NOT   model  124 available
8248:   NOT   model  125 available
84EE:   NOT   animation "SWAT" loaded
8248:   NOT   model  349 available
8248:   NOT   model  352 available
823D:   NOT   special_actor  1 loaded
004D: jump_if_false CASIN10_894
0001: wait  0 ms
0002: jump CASIN10_884

:CASIN10_894
00D6: if  24
8248:   NOT   model  346 available
8248:   NOT   model  126 available
8248:   NOT   model  405 available
83D0:   NOT   wav  1 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false CASIN10_903
0001: wait  0 ms
0002: jump CASIN10_894

:CASIN10_903
009A: @40 = create_actor  24  290 at -783.62  505.055  1370.788
0856: @40  0 
01B2: give_actor @40 weapon  28 ammo  30000  ;; Load the weapon model before using this
081A: @40  2 
0946: @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: (unknown) @40  0 
08AF: @40  1000 
0223: set_actor @40 health_to  1000
02E2: set_actor @40 weapon_accuracy_to  80
07DD: @40  50 
009A: @47 = create_actor  24  124 at -783.223  497.549  1370.78
0856: @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: @47  40 
009A: @50 = create_actor  24  125 at -788.965  497.522  1370.78
0856: @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: @50  45 
009A: @53 = create_actor  24  126 at -791.034  500.973  1370.78
0856: @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: @53  50 
009A: @56 = create_actor  24  124 at -780.395  500.947  1370.78
0856: @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: @56  60 
009A: @59 = create_actor  24  125 at -794.945  507.819  1370.788
0856: @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: @59  45 
009A: @62 = create_actor  24  126 at -793.0  506.434  1370.788
0856: @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: @62  40 
009A: @65 = create_actor  24  125 at -785.853  508.372  1370.774
0856: @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: @65  40 
009A: @69 = create_actor  24  124 at -792.191  508.908  1370.788
0856: @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: @69  40 
009A: @73 = create_actor  24  126 at -783.975  498.564  1375.195
0856: @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: @73  40 
009A: @77 = create_actor  24  124 at -792.542  494.229  1375.235
0856: @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: @77  50 
009A: @81 = create_actor  24  125 at -786.142  491.815  1375.235
0856: @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: @81  40 
009A: @84 = create_actor  24  124 at -793.7  494.999  1375.243
0856: @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: @84  40 
009A: @87 = create_actor  24  124 at -781.141  494.625  1367.571
0856: @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: @87  40 
009A: @90 = create_actor  24  126 at -786.705  501.671  1366.414
0856: @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: @90  40 
009A: @93 = create_actor  24  125 at -790.646  505.521  1366.414
0856: @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: @93  50 
0002: jump CASIN10_1028
009A: @120 = create_actor  24  126 at -816.005  493.329  1358.293
009B: destroy_actor_instantly @120
009A: @121 = create_actor  24  124 at -821.268  508.167  1358.273
009B: destroy_actor_instantly @121
009A: @122 = create_actor  24  125 at -828.77  510.594  1357.307
009B: destroy_actor_instantly @122

:CASIN10_1028
0792: $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: -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 (back)  1000 ms

:CASIN10_1036
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_1041
0001: wait  0 ms
0002: jump CASIN10_1036

:CASIN10_1041
0006: @116 =  1  ;; integer values
0707: unknown_bunnyjump CASIN10_1236 
05D3: unknown_action_sequence $PLAYER_ACTOR -783.153  495.215  1375.227  4 -1 
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASIN10_1049
05BF: unknown_action_sequence $PLAYER_ACTOR @73 -1 
0002: jump CASIN10_1054

:CASIN10_1049
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_1054
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_1054
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false CASIN10_1059
05BF: unknown_action_sequence @77 $PLAYER_ACTOR -1 
0002: jump CASIN10_1064

:CASIN10_1059
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false CASIN10_1064
000A: @152 +=  1  ;; integer values
0006: @78 =  1  ;; integer values

:CASIN10_1064
0615: @75 
05F5: unknown_action_sequence -1 -783.336  496.837  1375.235  4 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BF: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0635: unknown_action_sequence -1 $PLAYER_ACTOR  15000 
0616: @75 
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASIN10_1076
0618: @73 @75 
061B: @75 
0002: jump CASIN10_1081

:CASIN10_1076
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_1081
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_1081
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASIN10_1089
03D1: play_wav  1
00BC: text_highpriority 'CAS11DA'  10000 ms  1
0967: @73  999999 
0A09: @73  1 
0002: jump CASIN10_1095

:CASIN10_1089
040D: unload_wav  1
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_1095
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_1095
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false CASIN10_1110
0001: wait  0 ms
0050: gosub CASIN10_1979
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_1109
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false CASIN10_1109
040D: unload_wav  1
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_1109
0002: jump CASIN10_1095

:CASIN10_1110
03D5: remove_text 'CAS11DA'
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASIN10_1118
0968: @73 
0A09: @73  0 
0638: unknown_action_sequence $PLAYER_ACTOR  1 
0002: jump CASIN10_1123

:CASIN10_1118
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_1123
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_1123
03D1: play_wav  2
00BC: text_highpriority 'CAS11DB'  4000 ms  1
0967: $PLAYER_ACTOR  999999 
0A09: $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  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASIN10_1137
04EB: unknown_action_sequence @73  1 
02E2: set_actor @73 weapon_accuracy_to  5
0668: unknown_action_sequence @73 -781.079  495.708  1376.195  10000 
07DD: @73  80 
0002: jump CASIN10_1142

:CASIN10_1137
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_1142
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_1142
0615: @37 
05D4: unknown_action_sequence -1 unknown_angle  270.0 
0812: unknown_action_sequence -1 "JMP_WALL1M_180" "SWAT"  4.0  0  0  0  1 -1 
0007: @99 =  0.0  ;; floating-point values
0616: @37 
0618: $PLAYER_ACTOR @37 
00D6: if  0
0611: $PLAYER_ACTOR "JMP_WALL1M_180" 
004D: jump_if_false CASIN10_1152
0613: $PLAYER_ACTOR "JMP_WALL1M_180" @99 

:CASIN10_1152
00D6: if  0
8043:   NOT   @99 ==  1.0  ;; floating-point values
004D: jump_if_false CASIN10_1162
0001: wait  0 ms
00D6: if  0
0611: $PLAYER_ACTOR "JMP_WALL1M_180" 
004D: jump_if_false CASIN10_1160
0613: $PLAYER_ACTOR "JMP_WALL1M_180" @99 

:CASIN10_1160
0050: gosub CASIN10_1979
0002: jump CASIN10_1152

:CASIN10_1162
0615: @67 
04EB: unknown_action_sequence -1  1 
05F5: unknown_action_sequence -1 -781.563  505.346  1370.782  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @67 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CASIN10_1174
0618: @65 @67 
061B: @67 
0002: jump CASIN10_1179

:CASIN10_1174
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false CASIN10_1179
000A: @152 +=  1  ;; integer values
0006: @66 =  1  ;; integer values

:CASIN10_1179
0615: @71 
04EB: unknown_action_sequence -1  1 
05F5: unknown_action_sequence -1 -786.511  505.073  1370.782  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @71 
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false CASIN10_1191
0618: @69 @71 
061B: @71 
0002: jump CASIN10_1196

:CASIN10_1191
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false CASIN10_1196
000A: @152 +=  1  ;; integer values
0006: @70 =  1  ;; integer values

:CASIN10_1196
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false CASIN10_1206
0001: wait  0 ms
0050: gosub CASIN10_1979
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false CASIN10_1205
040D: unload_wav  2

:CASIN10_1205
0002: jump CASIN10_1196

:CASIN10_1206
03D5: remove_text 'CAS11DB'
0968: $PLAYER_ACTOR 
0A09: $PLAYER_ACTOR  0 
0615: @79 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @79 
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false CASIN10_1220
0618: @77 @79 
061B: @79 
0002: jump CASIN10_1225

:CASIN10_1220
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false CASIN10_1225
000A: @152 +=  1  ;; integer values
0006: @78 =  1  ;; integer values

:CASIN10_1225
040D: unload_wav  1
040D: unload_wav  2
02A3: toggle_widescreen  0 (off)
0792: $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: unknown_action_sequence $PLAYER_ACTOR  1 
0812: unknown_action_sequence $PLAYER_ACTOR "WEAPON_CROUCH" "PED"  1000.0  0  0  0  0 -1 
02EB: restore_camera_with_jumpcut
061B: @37 
0006: @36 =  1  ;; integer values

:CASIN10_1236
0701: (unknown)
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false CASIN10_1282
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0A09: $PLAYER_ACTOR  0 
0615: @67 
04EB: unknown_action_sequence -1  1 
05F5: unknown_action_sequence -1 -781.563  505.346  1370.782  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @67 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CASIN10_1256
0618: @65 @67 
061B: @67 
0002: jump CASIN10_1261

:CASIN10_1256
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false CASIN10_1261
000A: @152 +=  1  ;; integer values
0006: @66 =  1  ;; integer values

:CASIN10_1261
0615: @71 
04EB: unknown_action_sequence -1  1 
05F5: unknown_action_sequence -1 -786.511  505.073  1370.782  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @71 
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false CASIN10_1273
0618: @69 @71 
061B: @71 
0002: jump CASIN10_1278

:CASIN10_1273
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false CASIN10_1278
000A: @152 +=  1  ;; integer values
0006: @70 =  1  ;; integer values

:CASIN10_1278
0792: $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_1282
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASIN10_1301
02E2: set_actor @73 weapon_accuracy_to  40
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false CASIN10_1300
07DD: @73  40 
0638: unknown_action_sequence @73  0 
05E2: unknown_action_sequence @73 $PLAYER_ACTOR 
0006: @76 =  1  ;; integer values

:CASIN10_1300
0002: jump CASIN10_1306

:CASIN10_1301
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_1306
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_1306
08F6: (unknown)
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false CASIN10_1376
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -778.0  486.0  1370.0 -797.0  500.0  1380.0
004D: jump_if_false CASIN10_1344
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false CASIN10_1323
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false CASIN10_1322
0085: @101 = @59  ;; integer values and handles
0050: gosub CASIN10_2439
0006: @61 =  1  ;; integer values

:CASIN10_1322
0002: jump CASIN10_1328

:CASIN10_1323
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false CASIN10_1328
000A: @152 +=  1  ;; integer values
0006: @60 =  1  ;; integer values

:CASIN10_1328
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false CASIN10_1338
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false CASIN10_1337
0085: @102 = @62  ;; integer values and handles
0050: gosub CASIN10_2451
0006: @64 =  1  ;; integer values

:CASIN10_1337
0002: jump CASIN10_1343

:CASIN10_1338
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false CASIN10_1343
000A: @152 +=  1  ;; integer values
0006: @63 =  1  ;; integer values

:CASIN10_1343
0002: jump CASIN10_1376

:CASIN10_1344
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false CASIN10_1355
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false CASIN10_1354
0687: @59 
0638: unknown_action_sequence @59  0 
05E2: unknown_action_sequence @59 $PLAYER_ACTOR 
0006: @61 =  1  ;; integer values

:CASIN10_1354
0002: jump CASIN10_1360

:CASIN10_1355
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false CASIN10_1360
000A: @152 +=  1  ;; integer values
0006: @60 =  1  ;; integer values

:CASIN10_1360
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false CASIN10_1371
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false CASIN10_1370
0687: @62 
0638: unknown_action_sequence @62  0 
05E2: unknown_action_sequence @62 $PLAYER_ACTOR 
0006: @64 =  1  ;; integer values

:CASIN10_1370
0002: jump CASIN10_1376

:CASIN10_1371
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false CASIN10_1376
000A: @152 +=  1  ;; integer values
0006: @63 =  1  ;; integer values

:CASIN10_1376
00BC: text_highpriority 'CM10_2'  10000 ms  1

:CASIN10_1377
00D6: if  0
8039:   NOT   @152 ==  19  ;; integer values
004D: jump_if_false CASIN10_1699
0001: wait  0 ms
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false CASIN10_1392
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -777.097  501.709  1365.0 -784.992  497.66  1370.0
004D: jump_if_false CASIN10_1392
0050: gosub CASIN10_2487
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false CASIN10_1392
0050: gosub CASIN10_2597

:CASIN10_1392
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false CASIN10_1396
0050: gosub CASIN10_2668

:CASIN10_1396
0050: gosub CASIN10_1979
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false CASIN10_1432
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -778.0  486.0  1370.0 -797.0  500.0  1380.0
004D: jump_if_false CASIN10_1419
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false CASIN10_1418
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false CASIN10_1413
0085: @101 = @53  ;; integer values and handles
0050: gosub CASIN10_2439
0006: @55 =  1  ;; integer values
0002: jump CASIN10_1418

:CASIN10_1413
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false CASIN10_1418
000A: @152 +=  1  ;; integer values
0006: @54 =  1  ;; integer values

:CASIN10_1418
0002: jump CASIN10_1432

:CASIN10_1419
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false CASIN10_1427
0687: @53 
0638: unknown_action_sequence @53  0 
05E2: unknown_action_sequence @53 $PLAYER_ACTOR 
0006: @55 =  2  ;; integer values
0002: jump CASIN10_1432

:CASIN10_1427
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false CASIN10_1432
000A: @152 +=  1  ;; integer values
0006: @54 =  1  ;; integer values

:CASIN10_1432
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false CASIN10_1467
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -778.0  486.0  1370.0 -797.0  500.0  1380.0
004D: jump_if_false CASIN10_1454
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false CASIN10_1453
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false CASIN10_1448
0085: @102 = @56  ;; integer values and handles
0050: gosub CASIN10_2451
0006: @58 =  1  ;; integer values
0002: jump CASIN10_1453

:CASIN10_1448
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false CASIN10_1453
000A: @152 +=  1  ;; integer values
0006: @57 =  1  ;; integer values

:CASIN10_1453
0002: jump CASIN10_1467

:CASIN10_1454
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false CASIN10_1462
0687: @56 
0638: unknown_action_sequence @56  0 
05E2: unknown_action_sequence @56 $PLAYER_ACTOR 
0006: @58 =  2  ;; integer values
0002: jump CASIN10_1467

:CASIN10_1462
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false CASIN10_1467
000A: @152 +=  1  ;; integer values
0006: @57 =  1  ;; integer values

:CASIN10_1467
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false CASIN10_1485
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false CASIN10_1480
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -792.344  489.644  1370.782 -783.436  493.662  1366.0
004D: jump_if_false CASIN10_1479
0085: @103 = @87  ;; integer values and handles
0050: gosub CASIN10_2463
0006: @89 =  1  ;; integer values

:CASIN10_1479
0002: jump CASIN10_1485

:CASIN10_1480
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false CASIN10_1485
000A: @152 +=  1  ;; integer values
0006: @88 =  1  ;; integer values

:CASIN10_1485
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false CASIN10_1503
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false CASIN10_1498
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -777.097  501.709  1365.0 -784.992  497.66  1370.0
004D: jump_if_false CASIN10_1497
0085: @104 = @90  ;; integer values and handles
0050: gosub CASIN10_2475
0006: @92 =  1  ;; integer values

:CASIN10_1497
0002: jump CASIN10_1503

:CASIN10_1498
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false CASIN10_1503
000A: @152 +=  1  ;; integer values
0006: @91 =  1  ;; integer values

:CASIN10_1503
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false CASIN10_1522
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false CASIN10_1517
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -777.097  501.709  1365.0 -784.992  497.66  1370.0
004D: jump_if_false CASIN10_1516
0687: @93 
0638: unknown_action_sequence @93  1 
05E2: unknown_action_sequence @93 $PLAYER_ACTOR 
0006: @95 =  1  ;; integer values

:CASIN10_1516
0002: jump CASIN10_1522

:CASIN10_1517
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false CASIN10_1522
000A: @152 +=  1  ;; integer values
0006: @94 =  1  ;; integer values

:CASIN10_1522
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASIN10_1526
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71

:CASIN10_1526
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASIN10_1698
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false CASIN10_1536
0164: disable_marker @41
000A: @152 +=  1  ;; integer values
0006: @42 =  1  ;; integer values
0002: jump CASIN10_1698

:CASIN10_1536
0226: @46 = actor @40 health
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false CASIN10_1544
077B: @40  4  0 
0792: @40 
05F5: unknown_action_sequence @40 -781.09  497.79  1370.782  6  10000 
0006: @43 =  1  ;; integer values

:CASIN10_1544
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false CASIN10_1552
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -781.09  497.79  1370.782 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1552
05F5: unknown_action_sequence @40 -791.749  491.447  1370.782  6  10000 
0006: @43 =  2  ;; integer values

:CASIN10_1552
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false CASIN10_1584
00D6: if  0
01A6:   actor $PLAYER_ACTOR  0 ()in_cube_on_foot -777.827  510.0  1369.0 -797.0  494.0  1373.0  
004D: jump_if_false CASIN10_1559
0006: @117 =  1  ;; integer values

:CASIN10_1559
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -791.749  491.447  1370.782 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1584
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false CASIN10_1570
0173: set_actor @40 z_angle_to  0.0
0638: unknown_action_sequence @40  1 
05E2: unknown_action_sequence @40 $PLAYER_ACTOR 
0006: @33 =  0  ;; integer values
0006: @44 =  1  ;; integer values

:CASIN10_1570
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false CASIN10_1584
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false CASIN10_1584
00D6: if  21
0029:   @33 >=  6000  ;; integer values
002B:    800 >= @46  ;; integer values 
004D: jump_if_false CASIN10_1584
0687: @40 
0638: unknown_action_sequence @40  0 
05F5: unknown_action_sequence @40 -779.844  492.67  1367.616  6  10000 
0006: @43 =  3  ;; integer values

:CASIN10_1584
00D6: if  0
0039:   @43 ==  3  ;; integer values
004D: jump_if_false CASIN10_1592
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -779.844  492.67  1367.616 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1592
05F5: unknown_action_sequence @40 -779.844  499.811  1367.571  6  10000 
0006: @43 =  4  ;; integer values

:CASIN10_1592
00D6: if  0
0039:   @43 ==  4  ;; integer values
004D: jump_if_false CASIN10_1604
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -779.844  499.811  1367.571 radius  .75  .75  2.0
004D: jump_if_false CASIN10_1604
00D6: if  0
0019:   @46 >  99  ;; integer values
004D: jump_if_false CASIN10_1602
0223: set_actor @40 health_to  100

:CASIN10_1602
05F5: unknown_action_sequence @40 -787.237  499.939  1366.414  6  10000 
0006: @43 =  5  ;; integer values

:CASIN10_1604
00D6: if  0
0039:   @43 ==  5  ;; integer values
004D: jump_if_false CASIN10_1612
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -787.237  499.939  1366.414 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1612
05F5: unknown_action_sequence @40 -787.543  508.034  1366.414  6  10000 
0006: @43 =  6  ;; integer values

:CASIN10_1612
00D6: if  0
0039:   @43 ==  6  ;; integer values
004D: jump_if_false CASIN10_1620
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -787.543  508.034  1366.414 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1620
05F5: unknown_action_sequence @40 -791.552  507.859  1366.414  6  10000 
0006: @43 =  7  ;; integer values

:CASIN10_1620
00D6: if  0
0039:   @43 ==  7  ;; integer values
004D: jump_if_false CASIN10_1628
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -791.552  507.859  1366.414 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1628
05F5: unknown_action_sequence @40 -791.045  498.883  1366.414  6  10000 
0006: @43 =  8  ;; integer values

:CASIN10_1628
00D6: if  0
0039:   @43 ==  8  ;; integer values
004D: jump_if_false CASIN10_1636
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -791.045  498.883  1366.414 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1636
05F5: unknown_action_sequence @40 -791.81  492.473  1366.414  6  10000 
0006: @43 =  9  ;; integer values

:CASIN10_1636
00D6: if  0
0039:   @43 ==  9  ;; integer values
004D: jump_if_false CASIN10_1644
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -791.81  492.473  1366.414 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1644
05F5: unknown_action_sequence @40 -798.194  492.462  1366.274  6  10000 
0006: @43 =  10  ;; integer values

:CASIN10_1644
00D6: if  0
0039:   @43 ==  10  ;; integer values
004D: jump_if_false CASIN10_1652
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -798.194  492.462  1366.274 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1652
05F5: unknown_action_sequence @40 -799.081  503.71  1361.913  6  10000 
0006: @43 =  11  ;; integer values

:CASIN10_1652
00D6: if  0
0039:   @43 ==  11  ;; integer values
004D: jump_if_false CASIN10_1660
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -799.081  503.71  1361.913 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1660
05F5: unknown_action_sequence @40 -821.412  504.901  1357.35  6  10000 
0006: @43 =  12  ;; integer values

:CASIN10_1660
00D6: if  0
0039:   @43 ==  12  ;; integer values
004D: jump_if_false CASIN10_1681
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -821.412  504.901  1357.358 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1681
0615: @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: unknown_action_sequence -1 unknown_angle  260.984 
0616: @124 
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false CASIN10_1678
0618: @40 @124 
061B: @124 
0006: @43 =  13  ;; integer values
0002: jump CASIN10_1681

:CASIN10_1678
0164: disable_marker @41
000A: @152 +=  1  ;; integer values
0006: @42 =  1  ;; integer values

:CASIN10_1681
00D6: if  0
0039:   @43 ==  13  ;; integer values
004D: jump_if_false CASIN10_1698
00D6: if  0
00FF:   actor @40  0 ()near_point_on_foot -830.711  498.369  1357.385 radius  .5  .5  2.0
004D: jump_if_false CASIN10_1698
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false CASIN10_1695
0638: unknown_action_sequence @40  1 
04EB: unknown_action_sequence @40  1 
05E2: unknown_action_sequence @40 $PLAYER_ACTOR 
0006: @43 =  14  ;; integer values
0002: jump CASIN10_1698

:CASIN10_1695
0164: disable_marker @41
000A: @152 +=  1  ;; integer values
0006: @42 =  1  ;; integer values

:CASIN10_1698
0002: jump CASIN10_1377

:CASIN10_1699
0001: wait  3000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:CASIN10_1705
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_1710
0001: wait  0 ms
0002: jump CASIN10_1705

:CASIN10_1710
08F5: (unknown)
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false CASIN10_1715
0050: gosub CASIN10_2487

:CASIN10_1715
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  405
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  349
0249: release_model  352
0249: release_model  346
0249: release_model  420
0249: release_model  17
0249: release_model  150
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  519
07C0:  601 
038B: load_requested_models

:CASIN10_1738
00D6: if  21
8248:   NOT   model  519 available
87C1:   NOT  601 
004D: jump_if_false CASIN10_1744
0001: wait  0 ms
0002: jump CASIN10_1738

:CASIN10_1744
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  519 at  7500.0  2478.34  200.0
0745: @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: @112  1 
036A: put_actor $PLAYER_ACTOR in_car @112
05EB: @112  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 (on)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:CASIN10_1762
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_1767
0001: wait  0 ms
0002: jump CASIN10_1762

:CASIN10_1767
0707: unknown_bunnyjump CASIN10_1779 
0006: @32 =  0  ;; integer values

:CASIN10_1769
00D6: if  0
001B:    2800 > @32  ;; integer values
004D: jump_if_false CASIN10_1779
0001: wait  0 ms
00D6: if  0
0119:   car @112 wrecked
004D: jump_if_false CASIN10_1778
00BC: text_highpriority 'CM10_17'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_1778
0002: jump CASIN10_1769

:CASIN10_1779
0701: (unknown)
0169: set_fade_color  0  0  0
016A: fade  0 ()  500 ms

:CASIN10_1782
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_1787
0001: wait  0 ms
0002: jump CASIN10_1782

:CASIN10_1787
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false CASIN10_1794
00D6: if  0
060E: @112 
004D: jump_if_false CASIN10_1794
05EC: @112 

:CASIN10_1794
0873:  601 
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false CASIN10_1805
00AB: put_car @112 at  7500.0  2478.34  200.0
0519: unknown_car @112 flag  1
0745: @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: @112  1 

:CASIN10_1805
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08F6: (unknown)
0169: set_fade_color  0  0  0
09AC:  0 
01F0: set_max_wanted_level_to  6
016A: fade  1 (back)  500 ms
02A3: toggle_widescreen  0 (off)

:CASIN10_1813
00D6: if  0
016B:   fading
004D: jump_if_false CASIN10_1818
0001: wait  0 ms
0002: jump CASIN10_1813

:CASIN10_1818
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false CASIN10_1827
0519: unknown_car @112 flag  0
04BA: set_car @112 speed_instantly  30.0
0002: jump CASIN10_1829

:CASIN10_1827
00BC: text_highpriority 'CM10_17'  8000 ms  1
0002: jump CASIN10_1893

:CASIN10_1829
00BC: text_highpriority 'CM10_19'  8000 ms  1
018A: @130 = create_checkpoint_at  1477.225  1640.364  9.86
08A8:  1 
0006: @131 =  0  ;; integer values
0006: @132 =  0  ;; integer values
0006: @133 =  0  ;; integer values
0006: @134 =  1  ;; integer values
0050: gosub CASIN10_9
0006: @129 =  0  ;; integer values

:CASIN10_1838
00D6: if  21
81AC:   NOT   car @112 stopped  0 ()in_cube  1636.319  1144.478  7.0  1261.411  1780.672  14.0  
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube  1636.319  1144.478  7.0  1261.411  1780.672  14.0
004D: jump_if_false CASIN10_1886
0001: wait  0 ms
00D6: if  0
0119:   car @112 wrecked
004D: jump_if_false CASIN10_1852
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority 'CM10_17'  8000 ms  1
0002: jump CASIN10_1893
0002: jump CASIN10_1885

:CASIN10_1852
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @112
004D: jump_if_false CASIN10_1871
00D6: if  0
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_1859
0050: gosub CASIN10_2634

:CASIN10_1859
00D6: if  0
81AC:   NOT   car @112 stopped  0 ()in_cube  1636.319  1144.478  7.0  1261.411  1780.672  14.0  
004D: jump_if_false CASIN10_1870
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false CASIN10_1870
00BC: text_highpriority 'CM10_19'  8000 ms  1
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_1870
0002: jump CASIN10_1885

:CASIN10_1871
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
81AC:   NOT   car @112 stopped  0 ()in_cube  1636.319  1144.478  7.0  1261.411  1780.672  14.0  
004D: jump_if_false CASIN10_1885
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false CASIN10_1885
0164: disable_marker @130
0186: @113 = create_marker_above_car @112
07E0: @34  1 
00BC: text_highpriority 'IN_VEH'  5000 ms  1
0004: $127 =  0  ;; integer values
0006: @129 =  1  ;; integer values

:CASIN10_1885
0002: jump CASIN10_1838

:CASIN10_1886
0164: disable_marker @130
0164: disable_marker @113
08A8:  0 
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
0002: jump CASIN10_1913

:CASIN10_1893
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  21
04AD: $PLAYER_ACTOR
02BF:   car @112 sunk
004D: jump_if_false CASIN10_1899
09AF:  2149.609  1681.117  9.82  90.0 

:CASIN10_1899
00D6: if  0
0818: $PLAYER_ACTOR 
004D: jump_if_false CASIN10_1912
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false CASIN10_1912
00D6: if  0
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false CASIN10_1912
00D6: if  0
8018:   NOT   $1513 >  0  ;; integer values
004D: jump_if_false CASIN10_1912
09AF:  2149.609  1681.117  9.82  90.0 

:CASIN10_1912
0051: return

:CASIN10_1913
0008: $CASINO_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'CASIN10'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSS'  20000  5000 ms  1
0109: player $PLAYER_CHAR money +=  20000
0998: add_respect  35 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $585
0629: change_stat  181 (islands unlocked) to  3  ; integer see statdisp.dat
004F: create_thread MANSION_1 
0164: disable_marker $582
02A7: $582 = create_icon_marker_and_sphere $588 at $607 $608 $609
08DC: $582  2026.603  1007.735  20.0 
0459: end_thread_named 'MOBLA2'
004F: create_thread MOB_VEG_328 
0629: change_stat  329 to  1  ; integer see statdisp.dat
0051: return

:CASIN10_1931
01F0: set_max_wanted_level_to  6
03C7: unknown_maby_cops_density  1.0
034F: destroy_actor_with_fade @40  ;; The actor fades away like a ghost
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
091D:  2095.35  1734.179  8.0  2337.495  1524.991  15.0 
091E:  2095.35  1734.179  8.0  2337.495  1524.991  15.0 
061B: @75 
061B: @79 
061B: @97 
061B: @98 
061B: @96 
061B: @162 
061B: @67 
061B: @71 
061B: @38 
061B: @39 
061B: @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  124
0249: release_model  125
0249: release_model  126
0249: release_model  349
0249: release_model  352
0249: release_model  346
0249: release_model  519
0249: release_model  405
0249: release_model  420
0249: release_model  17
0249: release_model  150
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:  601 
0873:  602 
0873:  603 
04EF: release_animation "SWAT"
08A8:  0 
057E: make_radar_grey  0
00D8: mission_cleanup
0051: return

:CASIN10_1979
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASIN10_1988
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false CASIN10_1988
0164: disable_marker @41
000A: @152 +=  1  ;; integer values
0006: @42 =  1  ;; integer values

:CASIN10_1988
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false CASIN10_2027
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false CASIN10_1997
000A: @152 +=  1  ;; integer values
0006: @48 =  1  ;; integer values
0002: jump CASIN10_2027

:CASIN10_1997
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false CASIN10_2027
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASIN10_2014
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false CASIN10_2013
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -796.172  488.58  1370.0 -777.902  498.668  1378.235
004D: jump_if_false CASIN10_2013
0687: @47 
0638: unknown_action_sequence @47  1 
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 
0006: @49 =  1  ;; integer values

:CASIN10_2013
0002: jump CASIN10_2027

:CASIN10_2014
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false CASIN10_2020
0638: unknown_action_sequence @47  0 
0006: @49 =  2  ;; integer values
0002: jump CASIN10_2027

:CASIN10_2020
00D6: if  0
8039:   NOT   @49 ==  2  ;; integer values
004D: jump_if_false CASIN10_2027
0687: @47 
0638: unknown_action_sequence @47  0 
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 
0006: @49 =  2  ;; integer values

:CASIN10_2027
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false CASIN10_2066
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false CASIN10_2036
000A: @152 +=  1  ;; integer values
0006: @51 =  1  ;; integer values
0002: jump CASIN10_2066

:CASIN10_2036
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false CASIN10_2066
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASIN10_2053
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false CASIN10_2052
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -796.172  488.58  1370.0 -777.902  498.668  1378.235
004D: jump_if_false CASIN10_2052
0687: @50 
0638: unknown_action_sequence @50  1 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 
0006: @52 =  1  ;; integer values

:CASIN10_2052
0002: jump CASIN10_2066

:CASIN10_2053
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false CASIN10_2059
0638: unknown_action_sequence @50  0 
0006: @52 =  2  ;; integer values
0002: jump CASIN10_2066

:CASIN10_2059
00D6: if  0
8039:   NOT   @52 ==  2  ;; integer values
004D: jump_if_false CASIN10_2066
0687: @50 
0638: unknown_action_sequence @50  0 
05E2: unknown_action_sequence @50 $PLAYER_ACTOR 
0006: @52 =  2  ;; integer values

:CASIN10_2066
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false CASIN10_2083
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false CASIN10_2075
000A: @152 +=  1  ;; integer values
0006: @54 =  1  ;; integer values
0002: jump CASIN10_2083

:CASIN10_2075
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2083
00D6: if  0
001B:    2 > @55  ;; integer values
004D: jump_if_false CASIN10_2083
0638: unknown_action_sequence @53  0 
0006: @55 =  2  ;; integer values

:CASIN10_2083
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false CASIN10_2100
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false CASIN10_2092
000A: @152 +=  1  ;; integer values
0006: @57 =  1  ;; integer values
0002: jump CASIN10_2100

:CASIN10_2092
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2100
00D6: if  0
001B:    2 > @58  ;; integer values
004D: jump_if_false CASIN10_2100
0638: unknown_action_sequence @56  0 
0006: @58 =  2  ;; integer values

:CASIN10_2100
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false CASIN10_2125
00D6: if  0
0118:   actor @59 dead
004D: jump_if_false CASIN10_2109
000A: @152 +=  1  ;; integer values
0006: @60 =  1  ;; integer values
0002: jump CASIN10_2125

:CASIN10_2109
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2125
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false CASIN10_2120
0687: @59 
0638: unknown_action_sequence @59  0 
05E2: unknown_action_sequence @59 $PLAYER_ACTOR 
0006: @61 =  1  ;; integer values
0002: jump CASIN10_2125

:CASIN10_2120
00D6: if  0
001B:    2 > @61  ;; integer values
004D: jump_if_false CASIN10_2125
0638: unknown_action_sequence @59  0 
0006: @61 =  2  ;; integer values

:CASIN10_2125
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false CASIN10_2150
00D6: if  0
0118:   actor @62 dead
004D: jump_if_false CASIN10_2134
000A: @152 +=  1  ;; integer values
0006: @63 =  1  ;; integer values
0002: jump CASIN10_2150

:CASIN10_2134
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2150
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false CASIN10_2145
0687: @62 
0638: unknown_action_sequence @62  0 
05E2: unknown_action_sequence @62 $PLAYER_ACTOR 
0006: @64 =  1  ;; integer values
0002: jump CASIN10_2150

:CASIN10_2145
00D6: if  0
001B:    2 > @64  ;; integer values
004D: jump_if_false CASIN10_2150
0638: unknown_action_sequence @62  0 
0006: @64 =  2  ;; integer values

:CASIN10_2150
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false CASIN10_2167
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false CASIN10_2159
000A: @152 +=  1  ;; integer values
0006: @66 =  1  ;; integer values
0002: jump CASIN10_2167

:CASIN10_2159
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2167
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false CASIN10_2167
0638: unknown_action_sequence @65  0 
0006: @68 =  1  ;; integer values

:CASIN10_2167
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false CASIN10_2184
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false CASIN10_2176
000A: @152 +=  1  ;; integer values
0006: @70 =  1  ;; integer values
0002: jump CASIN10_2184

:CASIN10_2176
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2184
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false CASIN10_2184
0638: unknown_action_sequence @69  0 
0006: @72 =  1  ;; integer values

:CASIN10_2184
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_2203
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false CASIN10_2193
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values
0002: jump CASIN10_2203

:CASIN10_2193
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2203
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false CASIN10_2203
0687: @73 
0638: unknown_action_sequence @73  0 
05E2: unknown_action_sequence @73 $PLAYER_ACTOR 
0006: @76 =  1  ;; integer values

:CASIN10_2203
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false CASIN10_2236
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false CASIN10_2212
000A: @152 +=  1  ;; integer values
0006: @78 =  1  ;; integer values
0002: jump CASIN10_2236

:CASIN10_2212
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false CASIN10_2236
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASIN10_2229
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false CASIN10_2228
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube -778.0  486.0  1370.0 -797.0  500.0  1380.0
004D: jump_if_false CASIN10_2228
0687: @77 
0638: unknown_action_sequence @77  0 
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 
0006: @80 =  1  ;; integer values

:CASIN10_2228
0002: jump CASIN10_2236

:CASIN10_2229
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false CASIN10_2236
0687: @77 
0638: unknown_action_sequence @77  0 
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 
0006: @80 =  1  ;; integer values

:CASIN10_2236
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false CASIN10_2289
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false CASIN10_2245
000A: @152 +=  1  ;; integer values
0006: @82 =  1  ;; integer values
0002: jump CASIN10_2289

:CASIN10_2245
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false CASIN10_2289
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASIN10_2282
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -781.646  498.659  1374.0 -780.146  487.315  1378.0
004D: jump_if_false CASIN10_2274
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false CASIN10_2260
0085: @100 = @81  ;; integer values and handles
0050: gosub CASIN10_2426
0006: @83 =  1  ;; integer values

:CASIN10_2260
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false CASIN10_2273
00D6: if  0
031D:   actor @81 hit_by_weapon  57
004D: jump_if_false CASIN10_2273
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false CASIN10_2273
0687: @81 
0638: unknown_action_sequence @81  0 
05E2: unknown_action_sequence @81 $PLAYER_ACTOR 
0006: @83 =  2  ;; integer values

:CASIN10_2273
0002: jump CASIN10_2281

:CASIN10_2274
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false CASIN10_2281
0687: @81 
0638: unknown_action_sequence @81  0 
05E2: unknown_action_sequence @81 $PLAYER_ACTOR 
0006: @83 =  2  ;; integer values

:CASIN10_2281
0002: jump CASIN10_2289

:CASIN10_2282
00D6: if  0
8039:   NOT   @83 ==  2  ;; integer values
004D: jump_if_false CASIN10_2289
0687: @81 
0638: unknown_action_sequence @81  0 
05E2: unknown_action_sequence @81 $PLAYER_ACTOR 
0006: @83 =  2  ;; integer values

:CASIN10_2289
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false CASIN10_2350
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false CASIN10_2298
000A: @152 +=  1  ;; integer values
0006: @85 =  1  ;; integer values
0002: jump CASIN10_2350

:CASIN10_2298
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false CASIN10_2350
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false CASIN10_2343
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -781.646  498.659  1374.0 -780.146  487.315  1378.0
004D: jump_if_false CASIN10_2335
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false CASIN10_2312
0006: @32 =  0  ;; integer values
0006: @86 =  1  ;; integer values

:CASIN10_2312
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false CASIN10_2321
00D6: if  0
0029:   @32 >=  800  ;; integer values
004D: jump_if_false CASIN10_2321
0085: @100 = @84  ;; integer values and handles
0050: gosub CASIN10_2426
0006: @86 =  2  ;; integer values

:CASIN10_2321
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false CASIN10_2334
00D6: if  0
031D:   actor @84 hit_by_weapon  57
004D: jump_if_false CASIN10_2334
00D6: if  0
001B:    3 > @86  ;; integer values
004D: jump_if_false CASIN10_2334
0687: @84 
0638: unknown_action_sequence @84  0 
05E2: unknown_action_sequence @84 $PLAYER_ACTOR 
0006: @86 =  3  ;; integer values

:CASIN10_2334
0002: jump CASIN10_2342

:CASIN10_2335
00D6: if  0
0039:   @86 ==  2  ;; integer values
004D: jump_if_false CASIN10_2342
0687: @84 
0638: unknown_action_sequence @84  0 
05E2: unknown_action_sequence @84 $PLAYER_ACTOR 
0006: @86 =  3  ;; integer values

:CASIN10_2342
0002: jump CASIN10_2350

:CASIN10_2343
00D6: if  0
001B:    3 > @86  ;; integer values
004D: jump_if_false CASIN10_2350
0687: @84 
0638: unknown_action_sequence @84  0 
05E2: unknown_action_sequence @84 $PLAYER_ACTOR 
0006: @86 =  3  ;; integer values

:CASIN10_2350
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false CASIN10_2375
00D6: if  0
0118:   actor @87 dead
004D: jump_if_false CASIN10_2359
000A: @152 +=  1  ;; integer values
0006: @88 =  1  ;; integer values
0002: jump CASIN10_2375

:CASIN10_2359
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2375
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false CASIN10_2370
0687: @87 
0638: unknown_action_sequence @87  0 
05E2: unknown_action_sequence @87 $PLAYER_ACTOR 
0006: @89 =  1  ;; integer values
0002: jump CASIN10_2375

:CASIN10_2370
00D6: if  0
001B:    2 > @89  ;; integer values
004D: jump_if_false CASIN10_2375
0638: unknown_action_sequence @87  0 
0006: @89 =  2  ;; integer values

:CASIN10_2375
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false CASIN10_2400
00D6: if  0
0118:   actor @90 dead
004D: jump_if_false CASIN10_2384
000A: @152 +=  1  ;; integer values
0006: @91 =  1  ;; integer values
0002: jump CASIN10_2400

:CASIN10_2384
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2400
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false CASIN10_2395
0687: @90 
0638: unknown_action_sequence @90  0 
05E2: unknown_action_sequence @90 $PLAYER_ACTOR 
0006: @92 =  1  ;; integer values
0002: jump CASIN10_2400

:CASIN10_2395
00D6: if  0
001B:    2 > @92  ;; integer values
004D: jump_if_false CASIN10_2400
0638: unknown_action_sequence @90  0 
0006: @92 =  2  ;; integer values

:CASIN10_2400
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false CASIN10_2425
00D6: if  0
0118:   actor @93 dead
004D: jump_if_false CASIN10_2409
000A: @152 +=  1  ;; integer values
0006: @94 =  1  ;; integer values
0002: jump CASIN10_2425

:CASIN10_2409
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2425
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false CASIN10_2420
0687: @93 
0638: unknown_action_sequence @93  0 
05E2: unknown_action_sequence @93 $PLAYER_ACTOR 
0006: @95 =  1  ;; integer values
0002: jump CASIN10_2425

:CASIN10_2420
00D6: if  0
001B:    2 > @95  ;; integer values
004D: jump_if_false CASIN10_2425
0638: unknown_action_sequence @93  0 
0006: @95 =  2  ;; integer values

:CASIN10_2425
0051: return

:CASIN10_2426
0615: @96 
0605: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  1500 
0638: unknown_action_sequence -1  0 
0605: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @96  1 
0616: @96 
0618: @100 @96 
061B: @96 
0051: return

:CASIN10_2439
0615: @97 
04EB: unknown_action_sequence -1  1 
05F5: unknown_action_sequence -1 -788.611  497.731  1375.227  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @97 
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false CASIN10_2449
0618: @101 @97 

:CASIN10_2449
061B: @97 
0051: return

:CASIN10_2451
0615: @98 
04EB: unknown_action_sequence -1  1 
05F5: unknown_action_sequence -1 -789.542  495.862  1376.235  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @98 
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false CASIN10_2461
0618: @102 @98 

:CASIN10_2461
061B: @98 
0051: return

:CASIN10_2463
0615: @38 
0605: unknown_action_sequence -1 "CROUCH_ROLL_L" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @38 
00D6: if  0
8118:   NOT   actor @103 dead
004D: jump_if_false CASIN10_2473
0618: @103 @38 

:CASIN10_2473
061B: @38 
0051: return

:CASIN10_2475
0615: @39 
0605: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @39 
00D6: if  0
8118:   NOT   actor @104 dead
004D: jump_if_false CASIN10_2485
0618: @104 @39 

:CASIN10_2485
061B: @39 
0051: return

:CASIN10_2487
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false CASIN10_2496
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false CASIN10_2496
009B: destroy_actor_instantly @47
000A: @152 +=  1  ;; integer values
0006: @48 =  1  ;; integer values

:CASIN10_2496
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false CASIN10_2505
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false CASIN10_2505
009B: destroy_actor_instantly @50
000A: @152 +=  1  ;; integer values
0006: @51 =  1  ;; integer values

:CASIN10_2505
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false CASIN10_2514
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false CASIN10_2514
009B: destroy_actor_instantly @53
000A: @152 +=  1  ;; integer values
0006: @54 =  1  ;; integer values

:CASIN10_2514
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false CASIN10_2523
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false CASIN10_2523
009B: destroy_actor_instantly @56
000A: @152 +=  1  ;; integer values
0006: @57 =  1  ;; integer values

:CASIN10_2523
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false CASIN10_2532
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false CASIN10_2532
009B: destroy_actor_instantly @59
000A: @152 +=  1  ;; integer values
0006: @60 =  1  ;; integer values

:CASIN10_2532
00D6: if  0
0039:   @63 ==  0  ;; integer values
004D: jump_if_false CASIN10_2541
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false CASIN10_2541
009B: destroy_actor_instantly @62
000A: @152 +=  1  ;; integer values
0006: @63 =  1  ;; integer values

:CASIN10_2541
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false CASIN10_2550
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false CASIN10_2550
009B: destroy_actor_instantly @65
000A: @152 +=  1  ;; integer values
0006: @66 =  1  ;; integer values

:CASIN10_2550
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false CASIN10_2559
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false CASIN10_2559
009B: destroy_actor_instantly @69
000A: @152 +=  1  ;; integer values
0006: @70 =  1  ;; integer values

:CASIN10_2559
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false CASIN10_2568
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false CASIN10_2568
009B: destroy_actor_instantly @73
000A: @152 +=  1  ;; integer values
0006: @74 =  1  ;; integer values

:CASIN10_2568
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false CASIN10_2577
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false CASIN10_2577
009B: destroy_actor_instantly @77
000A: @152 +=  1  ;; integer values
0006: @78 =  1  ;; integer values

:CASIN10_2577
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false CASIN10_2586
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false CASIN10_2586
009B: destroy_actor_instantly @81
000A: @152 +=  1  ;; integer values
0006: @82 =  0  ;; integer values

:CASIN10_2586
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false CASIN10_2595
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false CASIN10_2595
009B: destroy_actor_instantly @84
000A: @152 +=  1  ;; integer values
0006: @85 =  1  ;; integer values

:CASIN10_2595
0006: @118 =  1  ;; integer values
0051: return

:CASIN10_2597
0674: set_car_model  405 numberplate "_4GEDIT_" 
00A5: @123 = create_car  405 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  126 at -816.005  493.329  1358.293
0856: @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: unknown_action_sequence @120  1 
05E2: unknown_action_sequence @120 $PLAYER_ACTOR 
02E2: set_actor @120 weapon_accuracy_to  80
07DD: @120  50 
009A: @121 = create_actor  24  124 at -821.268  508.167  1358.273
0856: @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: unknown_action_sequence @121  1 
0638: unknown_action_sequence @121  1 
05E2: unknown_action_sequence @121 $PLAYER_ACTOR 
02E2: set_actor @121 weapon_accuracy_to  50
07DD: @121  80 
009A: @122 = create_actor  24  125 at -828.77  510.594  1357.307
0856: @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: unknown_action_sequence @122  1 
0638: unknown_action_sequence @122  1 
05E2: unknown_action_sequence @122 $PLAYER_ACTOR 
02E2: set_actor @122 weapon_accuracy_to  75
07DD: @122  50 
0006: @119 =  1  ;; integer values
0051: return

:CASIN10_2634
00D6: if  21
0039:   @132 ==  0  ;; integer values
0039:   @132 ==  1  ;; integer values
004D: jump_if_false CASIN10_2642
00D6: if  0
002E:   $1422 >= @131  ;; integer values 
004D: jump_if_false CASIN10_2642
0050: gosub CASIN10_2653

:CASIN10_2642
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false CASIN10_2652
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false CASIN10_2652
0006: @132 =  0  ;; integer values
000A: @131 +=  1  ;; integer values
0006: @133 =  0  ;; integer values
00BE: text_clear_all

:CASIN10_2652
0051: return

:CASIN10_2653
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false CASIN10_2658
03CF: load_wav @135(@131,17i) as  1
0006: @132 =  1  ;; integer values

:CASIN10_2658
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false CASIN10_2667
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false CASIN10_2667
00BC: text_highpriority $7762(@131,17s)  4000 ms  1
03D1: play_wav  1
0006: @132 =  2  ;; integer values

:CASIN10_2667
0051: return

:CASIN10_2668
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false CASIN10_2685
00D6: if  0
0118:   actor @120 dead
004D: jump_if_false CASIN10_2677
000A: @152 +=  1  ;; integer values
0006: @153 =  1  ;; integer values
0002: jump CASIN10_2685

:CASIN10_2677
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2685
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false CASIN10_2685
0350: unknown_actor @120 not_scared_flag  0
0006: @154 =  1  ;; integer values

:CASIN10_2685
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false CASIN10_2702
00D6: if  0
0118:   actor @121 dead
004D: jump_if_false CASIN10_2694
000A: @152 +=  1  ;; integer values
0006: @155 =  1  ;; integer values
0002: jump CASIN10_2702

:CASIN10_2694
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2702
00D6: if  0
0039:   @156 ==  0  ;; integer values
004D: jump_if_false CASIN10_2702
0350: unknown_actor @121 not_scared_flag  0
0006: @156 =  1  ;; integer values

:CASIN10_2702
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false CASIN10_2719
00D6: if  0
0118:   actor @122 dead
004D: jump_if_false CASIN10_2711
000A: @152 +=  1  ;; integer values
0006: @157 =  1  ;; integer values
0002: jump CASIN10_2719

:CASIN10_2711
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false CASIN10_2719
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false CASIN10_2719
0350: unknown_actor @122 not_scared_flag  0
0006: @158 =  1  ;; integer values

:CASIN10_2719
0051: return

;-------------Mission 93---------------
; Originally: Misappropriation


:M_93_1
0050: gosub M_93_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_93_6
0050: gosub VCRASH1_861

:M_93_6
0050: gosub VCRASH1_882
004E: end_thread

:M_93_8
0004: $ON_MISSION =  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_6
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false VCRASH1_11
0001: wait  0 ms
0002: jump VCRASH1_6

:VCRASH1_11
01B6: set_weather  11
02E7: start_cutscene
0395: clear_area  0 at  1653.347  2668.373  10.8203 range  10.0
016A: fade  1 (back)  1000 ms

:VCRASH1_15
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false VCRASH1_20
0001: wait  0 ms
0002: jump VCRASH1_15

:VCRASH1_20
016A: fade  0 ()  0 ms

:VCRASH1_21
00D6: if  0
016B:   fading
004D: jump_if_false VCRASH1_26
0001: wait  0 ms
0002: jump VCRASH1_21

:VCRASH1_26
02EA: end_cutscene

:VCRASH1_27
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false VCRASH1_32
0001: wait  0 ms
0002: jump VCRASH1_27

:VCRASH1_32
0395: clear_area  0 at  1599.09  2667.725  9.8203 range  .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 (back)  1000 ms

:VCRASH1_40
00D6: if  0
016B:   fading
004D: jump_if_false VCRASH1_45
0001: wait  0 ms
0002: jump VCRASH1_40

:VCRASH1_45
09FF:  1599.09  2667.725  9.8203 
00BC: text_highpriority 'VCR1__1'  15000 ms  1
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_53
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false VCRASH1_59
0006: @62(@49,10i) =  0  ;; integer values
000A: @49 +=  1  ;; integer values
0002: jump VCRASH1_53

:VCRASH1_59
0006: @36 =  0  ;; integer values
0006: @72 =  0  ;; integer values
0006: @73 =  0  ;; integer values
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false VCRASH1_66
0213: @106 = create_pickup #BRIEFCASE type  3 at @103 @104 @105

:VCRASH1_66
077A: $PLAYER_ACTOR  4  24 
00D6: if  0
0038:   $2879 ==  1  ;; integer values
004D: jump_if_false VCRASH1_71
0950: -1346.614  2304.482  93.539  4.8156 

:VCRASH1_71
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false VCRASH1_76
0002: jump VCRASH1_71

:VCRASH1_76
00D6: if  0
0735:  83 
004D: jump_if_false VCRASH1_80
0002: jump VCRASH1_873

:VCRASH1_80
01BD: $16 = current_time_in_ms
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2511.364  2388.914  6.2421 radius  38.6  26.4  3.4
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1306.191  2532.48 radius  200.0  200.0
004D: jump_if_false VCRASH1_86
010D: set_player $PLAYER_CHAR wanted_level_to  0

:VCRASH1_86
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false VCRASH1_320
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -1306.191  2532.48 radius  250.0  250.0
004D: jump_if_false VCRASH1_320
0006: @44 =  0  ;; integer values
00D6: if  0
8248:   NOT   model  487 available
004D: jump_if_false VCRASH1_98
0247: request_model  487
0002: jump VCRASH1_99

:VCRASH1_98
000A: @44 +=  1  ;; integer values

:VCRASH1_99
00D6: if  0
8248:   NOT   model  500 available
004D: jump_if_false VCRASH1_104
0247: request_model  500
0002: jump VCRASH1_105

:VCRASH1_104
000A: @44 +=  1  ;; integer values

:VCRASH1_105
00D6: if  0
8248:   NOT   model  490 available
004D: jump_if_false VCRASH1_110
0247: request_model  490
0002: jump VCRASH1_111

:VCRASH1_110
000A: @44 +=  1  ;; integer values

:VCRASH1_111
00D6: if  0
8248:   NOT   model  468 available
004D: jump_if_false VCRASH1_116
0247: request_model  468
0002: jump VCRASH1_117

:VCRASH1_116
000A: @44 +=  1  ;; integer values

:VCRASH1_117
00D6: if  0
8248:   NOT   model  402 available
004D: jump_if_false VCRASH1_122
0247: request_model  402
0002: jump VCRASH1_123

:VCRASH1_122
000A: @44 +=  1  ;; integer values

:VCRASH1_123
00D6: if  0
8248:   NOT   model  355 available
004D: jump_if_false VCRASH1_128
0247: request_model  355
0002: jump VCRASH1_129

:VCRASH1_128
000A: @44 +=  1  ;; integer values

:VCRASH1_129
00D6: if  0
8248:   NOT   model  286 available
004D: jump_if_false VCRASH1_134
0247: request_model  286
0002: jump VCRASH1_135

:VCRASH1_134
000A: @44 +=  1  ;; integer values

:VCRASH1_135
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false VCRASH1_140
0247: request_model  147
0002: jump VCRASH1_141

:VCRASH1_140
000A: @44 +=  1  ;; integer values

:VCRASH1_141
00D6: if  0
8248:   NOT   model  352 available
004D: jump_if_false VCRASH1_146
0247: request_model  352
0002: jump VCRASH1_147

:VCRASH1_146
000A: @44 +=  1  ;; integer values

:VCRASH1_147
00D6: if  0
87C1:   NOT  114 
004D: jump_if_false VCRASH1_152
07C0:  114 
0002: jump VCRASH1_153

:VCRASH1_152
000A: @44 +=  1  ;; integer values

:VCRASH1_153
00D6: if  0
87C1:   NOT  109 
004D: jump_if_false VCRASH1_158
07C0:  109 
0002: jump VCRASH1_159

:VCRASH1_158
000A: @44 +=  1  ;; integer values

:VCRASH1_159
00D6: if  0
0039:   @44 ==  11  ;; integer values
004D: jump_if_false VCRASH1_320
0004: $2879 =  1  ;; integer values
00A5: @74 = create_car  487 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: @74  114 
06FD: @74  0.0 
0825: @74 
00A5: @75 = create_car  487 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  487
00A5: @76 = create_car  500 at -1304.416  2498.821  87.0571
0249: release_model  500
0175: set_car @76 z_angle_to  240.0877
00A5: @77 = create_car  490 at -1291.948  2497.782  87.1105
0249: release_model  490
0175: set_car @77 z_angle_to  107.4866
00A5: @78 = create_car  468 at -1311.13  2512.169  86.7085
0175: set_car @78 z_angle_to  177.3181
00A5: @79 = create_car  468 at -1308.107  2542.577  87.4072
0249: release_model  468
0175: set_car @79 z_angle_to  179.8761
009A: @80 = create_actor  24  147 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: @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  286 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: @81  30.0  8 
077A: @81  4  0 
060F: @81  70.0 
0961: @81  1 
009A: @82 = create_actor  24  286 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: @82  30.0  8 
077A: @82  4  0 
060F: @82  70.0 
0961: @82  1 
009A: @83 = create_actor  24  286 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: @83  30.0  8 
077A: @83  4  0 
060F: @83  70.0 
0961: @83  1 
009A: @84 = create_actor  24  286 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: @84  30.0  8 
077A: @84  4  0 
060F: @84  70.0 
0961: @84  1 
009A: @85 = create_actor  24  286 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: @85  30.0  8 
077A: @85  4  0 
060F: @85  70.0 
0961: @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  286 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: @86  30.0  8 
077A: @86  4  0 
060F: @86  70.0 
0961: @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  286 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: @87  30.0  8 
077A: @87  4  0 
060F: @87  70.0 
0961: @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  286 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: @88  30.0  8 
077A: @88  4  0 
060F: @88  70.0 
0961: @88  1 
009A: @89 = create_actor  24  286 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: unknown_action_sequence @88 @89  1  1 
0677: unknown_action_sequence @89 @88  0  1 
074E: @89  30.0  12 
077A: @89  4  0 
060F: @89  70.0 
0961: @89  1 
00A5: @92 = create_car  402 at  2077.761  2420.901  48.5234
0175: set_car @92 z_angle_to  90.0
05EB: @92  109 
06FD: @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  402 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: @94 
05D3: unknown_action_sequence -1 -1324.902  2554.654  87.8548  7 -2 
05CB: unknown_action_sequence -1 @74  20000 
0616: @94 
0615: @95 
0633: unknown_action_sequence -1 
0637: unknown_action_sequence -1  2112.607  2422.873  59.8223  7  1.0  .5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1  2097.288  2436.618  59.8223  7  1.0  .5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1  2096.757  2440.394  59.8151  7  1.0  .5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1  2074.036  2440.098  48.5176  7  1.0  .5 $PLAYER_ACTOR 
0637: unknown_action_sequence -1  2078.0  2427.004  48.5244  7  1.0  .5 $PLAYER_ACTOR 
05CB: unknown_action_sequence -1 @92  20000 
0616: @95 
000A: @36 +=  1  ;; integer values

:VCRASH1_320
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false VCRASH1_331
00D6: if  0
0039:   @62(@91,10i) ==  2  ;; integer values
004D: jump_if_false VCRASH1_331
00BC: text_highpriority 'VCR1__7'  8000 ms  1
014C: set_parked_car_generator $5189(7) cars_to_generate_to  0
008B: @37 = $16  ;; integer values and handles
000A: @37 +=  8000  ;; integer values
000A: @72 +=  1  ;; integer values

:VCRASH1_331
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false VCRASH1_353
00D6: if  0
001B:    1 > @61  ;; integer values
004D: jump_if_false VCRASH1_353
00D6: if  0
001E:   $16 > @37  ;; integer values
004D: jump_if_false VCRASH1_353
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false VCRASH1_350
00D6: if  0
84A9:   NOT $PLAYER_ACTOR 
004D: jump_if_false VCRASH1_350
00BC: text_highpriority 'VCR1__9'  6000 ms  1
0186: @35 = create_marker_above_car @75
07E0: @35  1 
018B: show_on_radar @34  1

:VCRASH1_350
008B: @37 = $16  ;; integer values and handles
000A: @37 +=  6000  ;; integer values
000A: @72 +=  1  ;; integer values

:VCRASH1_353
00D6: if  0
0039:   @72 ==  2  ;; integer values
004D: jump_if_false VCRASH1_379
00D6: if  0
001E:   $16 > @37  ;; integer values
004D: jump_if_false VCRASH1_379
00D6: if  0
04A9: $PLAYER_ACTOR 
004D: jump_if_false VCRASH1_374
00BC: text_highpriority 'VCR1_10'  5000 ms  1
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false VCRASH1_367
02AC: set_car @74 immunities  0  0  0  0  0

:VCRASH1_367
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false VCRASH1_371
02AC: set_car @75 immunities  0  0  0  0  0

:VCRASH1_371
018B: show_on_radar @34  3
0164: disable_marker @35
000A: @72 +=  1  ;; integer values

:VCRASH1_374
00D6: if  0
0118:   actor @80(@91,10i) dead
004D: jump_if_false VCRASH1_379
0164: disable_marker @35
000A: @72 +=  1  ;; integer values

:VCRASH1_379
00D6: if  0
0019:   @36 >  0  ;; integer values
004D: jump_if_false VCRASH1_749
0006: @49 =  0  ;; integer values

:VCRASH1_383
00D6: if  0
001B:    10 > @49  ;; integer values
004D: jump_if_false VCRASH1_749
00D6: if  0
003B:   @49 == @91  ;; integer values 
004D: jump_if_false VCRASH1_668
00D6: if  0
8118:   NOT   actor @80(@49,10i) dead
004D: jump_if_false VCRASH1_629
00D6: if  0
0039:   @62(@91,10i) ==  0  ;; integer values
004D: jump_if_false VCRASH1_401
00D6: if  0
0019:   @59 >  0  ;; integer values
004D: jump_if_false VCRASH1_401
0618: @80(@91,10i) @94 
07A8:  0 
000A: @62(@91,10i) +=  1  ;; integer values

:VCRASH1_401
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false VCRASH1_444
00D6: if  0
0039:   @62(@91,10i) ==  1  ;; integer values
004D: jump_if_false VCRASH1_413
00D6: if  0
00DB:   actor @80(@91,10i) in_car @74
004D: jump_if_false VCRASH1_413
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_413
00D6: if  0
0039:   @62(@91,10i) ==  2  ;; integer values
004D: jump_if_false VCRASH1_444
00AA: store_car @74 position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @51 @52 @53
0509: $68 = distance between point $73 $74 and point @51 @52
0007: @96 =  7000.0  ;; floating-point values
0077: @96 /= $68  ;; floating-point values
0017: @96 /=  100.0  ;; floating-point values 
00D6: if  0
0021:   @96 >  2.0  ;; floating-point values
004D: jump_if_false VCRASH1_426
0007: @96 =  2.0  ;; floating-point values

:VCRASH1_426
00D6: if  0
0023:    .3 > @96  ;; floating-point values
004D: jump_if_false VCRASH1_430
0007: @96 =  .3  ;; floating-point values

:VCRASH1_430
06FD: @74 @96 
00D6: if  0
860E:   NOT @74 
004D: jump_if_false VCRASH1_444
00D6: if  0
8119:   NOT   car @93 wrecked
004D: jump_if_false VCRASH1_438
020A: set_car @93 door_status_to  1

:VCRASH1_438
0618: @80(@91,10i) @95 
00BC: text_highpriority 'VCR1__8'  5000 ms  1
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_444
00D6: if  0
8119:   NOT   car @92 wrecked
004D: jump_if_false VCRASH1_497
00D6: if  0
0039:   @62(@91,10i) ==  3  ;; integer values
004D: jump_if_false VCRASH1_472
00D6: if  0
00DB:   actor @80(@91,10i) in_car @92
004D: jump_if_false VCRASH1_472
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_462
00D6: if  0
001B:    10 > @42  ;; integer values
004D: jump_if_false VCRASH1_471
00D6: if  0
803B:   NOT   @42 == @91  ;; integer values 
004D: jump_if_false VCRASH1_469
01C2: remove_references_to_actor @80(@42,10i)  ;; Like turning an actor into a random pedestrian

:VCRASH1_469
000A: @42 +=  1  ;; integer values
0002: jump VCRASH1_462

:VCRASH1_471
000A: @62(@91,10i) +=  1  ;; integer values

:VCRASH1_472
00D6: if  0
0039:   @62(@91,10i) ==  4  ;; integer values
004D: jump_if_false VCRASH1_497
00D6: if  0
060E: @92 
004D: jump_if_false VCRASH1_494
00AA: store_car @92 position_to $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @51 @52 @53
050A: $68 = distance_between $73 $74 $75 and @51 @52 @53 
0007: @96 =  5000.0  ;; floating-point values
0077: @96 /= $68  ;; floating-point values
0017: @96 /=  100.0  ;; floating-point values 
00D6: if  0
0021:   @96 >  1.1  ;; floating-point values
004D: jump_if_false VCRASH1_488
0007: @96 =  1.1  ;; floating-point values

:VCRASH1_488
00D6: if  0
0023:    .6 > @96  ;; floating-point values
004D: jump_if_false VCRASH1_492
0007: @96 =  .6  ;; floating-point values

:VCRASH1_492
06FD: @92 @96 
0002: jump VCRASH1_497

:VCRASH1_494
05D1: unknown_action_sequence @80(@91,10i) -1  2538.067  2389.819  3.22  100.0  0  1  2 
04E0: car @92 abandon_path_radius  1
000A: @62(@91,10i) +=  1  ;; integer values

:VCRASH1_497
00D6: if  0
0039:   @62(@91,10i) ==  5  ;; integer values
004D: jump_if_false VCRASH1_594
00D6: if  0
00DF:   actor @80(@91,10i) driving
004D: jump_if_false VCRASH1_593
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 $73 $74 $75
00A0: store_actor $PLAYER_ACTOR position_to @51 @52 @53
0509: $68 = distance between point $73 $74 and point @51 @52
0007: @57 =  3000.0  ;; floating-point values
0077: @57 /= $68  ;; floating-point values
00D6: if  0
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_515
0007: @57 =  20.0  ;; floating-point values

:VCRASH1_515
00D6: if  0
0021:   @57 >  100.0  ;; floating-point values
004D: jump_if_false VCRASH1_519
0007: @57 =  100.0  ;; floating-point values

:VCRASH1_519
00D6: if  0
0023:    15.0 > @57  ;; floating-point values
004D: jump_if_false VCRASH1_523
0007: @57 =  15.0  ;; floating-point values

:VCRASH1_523
00AD: set_car @97 max_speed_to @57
0227: @40 = car @97 health
00D6: if  0
001B:    251 > @40  ;; integer values
004D: jump_if_false VCRASH1_532
0477: set_car @97 animation  4  5000 ms
00A0: store_actor @80(@91,10i) position_to $73 $74 $75
05DA: @80(@91,10i) $73 $74 $75  15.0  1500 
000A: @62(@91,10i) +=  1  ;; integer values

:VCRASH1_532
00D6: if  1
01F4:   car @97 flipped
01C1:   car @97 stopped
004D: jump_if_false VCRASH1_557
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @97 radius  90.0  90.0 unknown  0
004D: jump_if_false VCRASH1_544
03ED: (unknown) @97  0 
00A0: store_actor @80(@91,10i) position_to $73 $74 $75
05DA: @80(@91,10i) $73 $74 $75  15.0  1500 
000A: @62(@91,10i) +=  1  ;; integer values
0002: jump VCRASH1_557

:VCRASH1_544
00D6: if  0
838A:   NOT   car_in_cube $73 $74 $75  4.0  4.0  4.0
004D: jump_if_false VCRASH1_557
00D6: if  0
82CA:   NOT   car @97 bounding_sphere_visible
004D: jump_if_false VCRASH1_557
00AA: store_car @97 position_to $73 $74 $75
03D3: point $73 $74 $75 get_nearby_vector $73 $74 $75 $72
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  4.0
004D: jump_if_false VCRASH1_557
00AB: put_car @97 at $73 $74 $75
0175: set_car @97 z_angle_to $72

:VCRASH1_557
00D6: if  0
01AF:   car @97  0 ()near_point @98 @99 @100 radius  4.0  4.0  4.0
004D: jump_if_false VCRASH1_585
00D6: if  0
001E:   $16 > @101  ;; integer values
004D: jump_if_false VCRASH1_584
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @97 radius  90.0  90.0 unknown  0
004D: jump_if_false VCRASH1_571
03ED: (unknown) @97  0 
00A0: store_actor @80(@91,10i) position_to $73 $74 $75
05DA: @80(@91,10i) $73 $74 $75  15.0  500 
000A: @62(@91,10i) +=  1  ;; integer values
0002: jump VCRASH1_584

:VCRASH1_571
00D6: if  0
82CA:   NOT   car @97 bounding_sphere_visible
004D: jump_if_false VCRASH1_584
00AA: store_car @97 position_to $73 $74 $75
03D3: point $73 $74 $75 get_nearby_vector $73 $74 $75 $72
00D6: if  0
838A:   NOT   car_in_cube $73 $74 $75  4.0  4.0  4.0
004D: jump_if_false VCRASH1_584
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  4.0
004D: jump_if_false VCRASH1_584
00AB: put_car @97 at $73 $74 $75
0175: set_car @97 z_angle_to $72

:VCRASH1_584
0002: jump VCRASH1_588

:VCRASH1_585
00AA: store_car @97 position_to @98 @99 @100
008B: @101 = $16  ;; integer values and handles
000A: @101 +=  5000  ;; integer values

:VCRASH1_588
00D6: if  0
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_592
0006: @62(@91,10i) =  7  ;; integer values

:VCRASH1_592
0002: jump VCRASH1_594

:VCRASH1_593
000A: @62(@91,10i) +=  1  ;; integer values

:VCRASH1_594
00D6: if  0
0039:   @62(@91,10i) ==  6  ;; integer values
004D: jump_if_false VCRASH1_608
062E: @80(@91,10i)  1498 $416 
062E: @80(@91,10i)  1489 @102 
00D6: if  21
04A3:   unknown $416 ==  7
00DF:   actor @80(@91,10i) driving
004D: jump_if_false VCRASH1_608
00D6: if  0
04A4: @102  7 
004D: jump_if_false VCRASH1_608
05D1: unknown_action_sequence @80(@91,10i) -1  2538.067  2389.819  3.22  100.0  0  1  2 
000E: @62(@91,10i) -=  1  ;; integer values

:VCRASH1_608
00D6: if  0
00DF:   actor @80(@91,10i) driving
004D: jump_if_false VCRASH1_616
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false VCRASH1_615
0006: @60 =  1  ;; integer values

:VCRASH1_615
0002: jump VCRASH1_620

:VCRASH1_616
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false VCRASH1_620
0006: @60 =  0  ;; integer values

:VCRASH1_620
00D6: if  0
0039:   @62(@91,10i) ==  7  ;; integer values
004D: jump_if_false VCRASH1_628
062E: @80(@91,10i)  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false VCRASH1_628
05E2: unknown_action_sequence @80(@91,10i) $PLAYER_ACTOR 

:VCRASH1_628
0002: jump VCRASH1_667

:VCRASH1_629
00D6: if  0
0039:   @62(@91,10i) ==  2  ;; integer values
004D: jump_if_false VCRASH1_641
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false VCRASH1_641
00D6: if  0
060E: @74 
004D: jump_if_false VCRASH1_639
05EC: @74 

:VCRASH1_639
0564: @74
0006: @62(@91,10i) =  90  ;; integer values

:VCRASH1_641
00D6: if  0
056D:   unknown_actor @80(@91,10i) dead_but_valid
004D: jump_if_false VCRASH1_661
00D6: if  0
84AD:   NOT @80(@91,10i)
004D: jump_if_false VCRASH1_658
00D6: if  0
0039:   @61 ==  0  ;; integer values
004D: jump_if_false VCRASH1_657
0164: disable_marker @34
04A5: unknown_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
0006: @60 =  2  ;; integer values
0006: @61 =  1  ;; integer values

:VCRASH1_657
0002: jump VCRASH1_660

:VCRASH1_658
00BC: text_highpriority 'VCR1__4'  5000 ms  1
0002: jump VCRASH1_861

:VCRASH1_660
0002: jump VCRASH1_663

:VCRASH1_661
00BC: text_highpriority 'VCR1__5'  5000 ms  1
0002: jump VCRASH1_861

:VCRASH1_663
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false VCRASH1_667
0006: @59 =  1  ;; integer values

:VCRASH1_667
0002: jump VCRASH1_734

:VCRASH1_668
00D6: if  0
8118:   NOT   actor @80(@49,10i) dead
004D: jump_if_false VCRASH1_728
00D6: if  0
001B:    3 > @62(@91,10i)  ;; integer values
004D: jump_if_false VCRASH1_727
00D6: if  0
0039:   @62(@49,10i) ==  0  ;; integer values
004D: jump_if_false VCRASH1_698
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false VCRASH1_685
062E: @80(@49,10i)  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false VCRASH1_685
05E2: unknown_action_sequence @80(@49,10i) $PLAYER_ACTOR 

:VCRASH1_685
00D6: if  0
001B:    2 > @62(@49,10i)  ;; integer values
004D: jump_if_false VCRASH1_698
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false VCRASH1_698
00D6: if  0
00ED:   actor @80(@49,10i)  0 ()near_point_on_foot @103 @104 radius  65.0  65.0
004D: jump_if_false VCRASH1_698
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  .5 $PLAYER_ACTOR 
000A: @62(@49,10i) +=  1  ;; integer values

:VCRASH1_698
00D6: if  0
0039:   @62(@49,10i) ==  1  ;; integer values
004D: jump_if_false VCRASH1_727
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false VCRASH1_726
062E: @80(@49,10i)  1591 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false VCRASH1_725
00D6: if  0
00ED:   actor @80(@49,10i)  0 ()near_point_on_foot @103 @104 radius  2.0  2.0
004D: jump_if_false VCRASH1_725
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  0
8457:   NOT   player $PLAYER_CHAR aiming_at_actor @80(@91,10i)
004D: jump_if_false VCRASH1_722
0223: set_actor @80(@91,10i) health_to  200

:VCRASH1_722
0006: @62(@91,10i) =  0  ;; integer values
00BC: text_highpriority 'VCR1__2'  5000 ms  1
0006: @61 =  0  ;; integer values

:VCRASH1_725
0002: jump VCRASH1_727

:VCRASH1_726
000E: @62(@49,10i) -=  1  ;; integer values

:VCRASH1_727
0002: jump VCRASH1_734

:VCRASH1_728
01C2: remove_references_to_actor @80(@49,10i)  ;; Like turning an actor into a random pedestrian
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false VCRASH1_734
0951: (unknown)
0006: @59 =  1  ;; integer values

:VCRASH1_734
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false VCRASH1_747
00D6: if  25
074F: @80(@49,10i)  36 
074F: @80(@49,10i)  12 
074F: @80(@49,10i)  15 
074F: @80(@49,10i)  11 
074F: @80(@49,10i)  49 
074F: @80(@49,10i)  30 
004D: jump_if_false VCRASH1_747
0951: (unknown)
0006: @59 =  1  ;; integer values

:VCRASH1_747
000A: @49 +=  1  ;; integer values
0002: jump VCRASH1_383

:VCRASH1_749
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false VCRASH1_757
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1308.928  2527.466  92.816 radius  26.85  38.6399  8.9
004D: jump_if_false VCRASH1_757
0951: (unknown)
000A: @73 +=  1  ;; integer values

:VCRASH1_757
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false VCRASH1_763
00BC: text_highpriority 'VCR1_11'  5000 ms  1
0951: (unknown)
000A: @59 +=  1  ;; integer values

:VCRASH1_763
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false VCRASH1_814
00D6: if  0
0019:   @62(@91,10i) >  2  ;; integer values
004D: jump_if_false VCRASH1_814
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2511.364  2388.914  6.2421 radius  38.6  26.4  3.4
004D: jump_if_false VCRASH1_814
00A5: @107 = create_car  402 at  2522.211  2383.629  4.0162
0175: set_car @107 z_angle_to  339.2576
00A5: @108 = create_car  402 at  2518.511  2393.82  4.0104
0175: set_car @108 z_angle_to  168.2849
00A5: @109 = create_car  402 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_799
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false VCRASH1_811
00D6: if  0
803B:   NOT   @43 == @91  ;; integer values 
004D: jump_if_false VCRASH1_809
009A: @80(@43,10i) = create_actor  24  286 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: @80(@43,10i)  1 

:VCRASH1_809
000A: @43 +=  1  ;; integer values
0002: jump VCRASH1_799

:VCRASH1_811
008B: @37 = $16  ;; integer values and handles
000A: @37 +=  3000  ;; integer values
000A: @36 +=  1  ;; integer values

:VCRASH1_814
00D6: if  0
0039:   @36 ==  2  ;; integer values
004D: jump_if_false VCRASH1_834
00D6: if  0
001E:   $16 > @37  ;; integer values
004D: jump_if_false VCRASH1_834
0006: @43 =  0  ;; integer values

:VCRASH1_821
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false VCRASH1_831
00D6: if  0
8118:   NOT   actor @80(@43,10i) dead
004D: jump_if_false VCRASH1_829
074E: @80(@43,10i)  50.0  8 
077A: @80(@43,10i)  4  0 

:VCRASH1_829
000A: @43 +=  1  ;; integer values
0002: jump VCRASH1_821

:VCRASH1_831
008B: @37 = $16  ;; integer values and handles
000A: @37 +=  3000  ;; integer values
000A: @36 +=  1  ;; integer values

:VCRASH1_834
00D6: if  0
0039:   @36 ==  3  ;; integer values
004D: jump_if_false VCRASH1_851
00D6: if  0
001E:   $16 > @37  ;; integer values
004D: jump_if_false VCRASH1_851
0006: @43 =  0  ;; integer values

:VCRASH1_841
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false VCRASH1_850
00D6: if  0
8118:   NOT   actor @80(@43,10i) dead
004D: jump_if_false VCRASH1_848
05E2: unknown_action_sequence @80(@43,10i) $PLAYER_ACTOR 

:VCRASH1_848
000A: @43 +=  1  ;; integer values
0002: jump VCRASH1_841

:VCRASH1_850
000A: @36 +=  1  ;; integer values

:VCRASH1_851
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false VCRASH1_860
00D6: if  0
0214:   pickup @106 picked_up
004D: jump_if_false VCRASH1_860
0164: disable_marker @34
00BC: text_highpriority 'VCR1__6'  5000 ms  1
0002: jump VCRASH1_873

:VCRASH1_860
0002: jump VCRASH1_71

:VCRASH1_861
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
8118:   NOT   actor @80(@91,10i) dead
004D: jump_if_false VCRASH1_872
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false VCRASH1_872
00D6: if  0
00DB:   actor @80(@91,10i) in_car @74
004D: jump_if_false VCRASH1_872
04A2: heli @74 fly_to  0.0  0.0  0.0 speed  20.0  40.0

:VCRASH1_872
0051: return

:VCRASH1_873
0008: $598 +=  1  ;; integer values
00BA: text_styled 'M_PASSD'  5000 ms  1
0109: player $PLAYER_CHAR money +=  0
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'VCRASH1'
030C: set_mission_points +=  1
0164: disable_marker $583
0051: return

:VCRASH1_882
0164: disable_marker @34
0164: disable_marker @35
07A8:  1 
0215: destroy_pickup @106
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false VCRASH1_890
02AC: set_car @75 immunities  0  0  0  0  0

:VCRASH1_890
01E7: remove_forbidden_for_cars_cube  2475.428  2345.007  2.7255  2517.416  2398.874  12.369
00D6: if  0
0038:   $1955 ==  1  ;; integer values
004D: jump_if_false VCRASH1_895
014C: set_parked_car_generator $5189(7) cars_to_generate_to  101

:VCRASH1_895
0249: release_model  487
0249: release_model  500
0249: release_model  490
0249: release_model  468
0249: release_model  402
0249: release_model  355
0249: release_model  286
0249: release_model  147
0249: release_model  352
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VCRASH1_908
077B: $PLAYER_ACTOR  4  24 

:VCRASH1_908
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 94---------------
; Originally: High Noon


:M_94_1
0050: gosub M_94_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_94_6
0050: gosub VCR2_567

:M_94_6
0050: gosub VCR2_579
004E: end_thread

:M_94_8
0004: $ON_MISSION =  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_6
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false VCR2_11
0001: wait  0 ms
0002: jump VCR2_6

:VCR2_11
01B6: set_weather  17
0395: clear_area  0 at -359.5421  2225.525  42.4562 range  30.9
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:VCR2_15
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false VCR2_20
0001: wait  0 ms
0002: jump VCR2_15

:VCR2_20
016A: fade  0 ()  0 ms

:VCR2_21
00D6: if  0
016B:   fading
004D: jump_if_false VCR2_26
0001: wait  0 ms
0002: jump VCR2_21

:VCR2_26
02EA: end_cutscene
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false VCR2_52
02E4: load_cutscene_data 'CRASV2B'

:VCR2_31
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false VCR2_36
0001: wait  0 ms
0002: jump VCR2_31

:VCR2_36
01B6: set_weather  17
0395: clear_area  0 at -359.5421  2225.525  42.4562 range  30.9
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:VCR2_40
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false VCR2_45
0001: wait  0 ms
0002: jump VCR2_40

:VCR2_45
016A: fade  0 ()  0 ms

:VCR2_46
00D6: if  0
016B:   fading
004D: jump_if_false VCR2_51
0001: wait  0 ms
0002: jump VCR2_46

:VCR2_51
02EA: end_cutscene

:VCR2_52
023C: load_special_actor  1 'PULASKI'
0247: request_model  568
0247: request_model  402
0247: request_model  348
038B: load_requested_models

:VCR2_57
00D6: if  23
8248:   NOT   model  568 available
8248:   NOT   model  402 available
8248:   NOT   model  348 available
823D:   NOT   special_actor  1 loaded
004D: jump_if_false VCR2_65
0001: wait  0 ms
0002: jump VCR2_57

:VCR2_65
05AA: s@48 = 'VCR2_AA'  ;; 8-byte strings
05AA: s@50 = 'VCR2_AB'  ;; 8-byte strings
05AA: s@52 = 'VCR2_AC'  ;; 8-byte strings
05AA: s@54 = 'VCR2_AD'  ;; 8-byte strings
05AA: s@56 = 'VCR2_AE'  ;; 8-byte strings
05AA: s@58 = 'VCR2_BA'  ;; 8-byte strings
05AA: s@60 = 'VCR2_BB'  ;; 8-byte strings
05AA: s@62 = 'VCR2_BC'  ;; 8-byte strings
05AA: s@64 = 'VCR2_BE'  ;; 8-byte strings
05AA: s@66 = 'VCR2_BF'  ;; 8-byte strings
05AA: s@68 = 'VCR2_BG'  ;; 8-byte strings
05AA: s@70 = 'VCR2_BH'  ;; 8-byte strings
05AA: s@72 = 'VCR2_BJ'  ;; 8-byte strings
05AA: s@74 = 'VCR2_CA'  ;; 8-byte strings
05AA: s@76 = 'VCR2_CB'  ;; 8-byte strings
05AA: s@78 = 'VCR2_CC'  ;; 8-byte strings
05AA: s@80 = 'VCR2_CD'  ;; 8-byte strings
05AA: s@82 = 'VCR2_CE'  ;; 8-byte strings
05AA: s@84 = 'VCR2_CF'  ;; 8-byte strings
05AA: s@86 = '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: $16 = current_time_in_ms
008B: @111 = $16  ;; integer values and handles
000A: @111 +=  6000  ;; integer values
0674: set_car_model  402 numberplate "PULASKI" 
00A5: @112 = create_car  402 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: @112  0 
02AA: set_car @112 immune_to_nonplayer  1
073B: @112  1 
02AC: set_car @112 immunities  1  1  1  1  1
0224: set_car @112 health_to  2250
009A: @113 = create_actor  24  290 at -335.4141  2218.942  41.4921
077A: $PLAYER_ACTOR  4  24 
0173: set_actor @113 z_angle_to  104.108
02A9: set_actor @113 immune_to_nonplayer  1
08AF: @113  500 
0223: set_actor @113 health_to  500
0446: (unknown) @113  0 
0946: @113  1 
02E2: set_actor @113 weapon_accuracy_to  80
02AB: set_actor @113 immunities  1  1  1  0  0
0615: @37 
05D3: unknown_action_sequence -1 -346.4254  2216.427  41.4921  6 -2 
05CB: unknown_action_sequence -1 @112 -2 
05D1: unknown_action_sequence -1 @112 -472.778  1958.194  83.5515  40.0  0  1  2 
0616: @37 
0618: @113 @37 
061B: @37 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0001: wait  0 ms
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) 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: -341.3325  2213.11  42.837  327.4725 
0792: $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  568 at -342.2552  2221.39  41.4911
0175: set_car @114 z_angle_to  168.7771
016A: fade  1 (back)  500 ms
01BD: $16 = current_time_in_ms
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  1500  ;; integer values
0006: @47 =  0  ;; integer values
0006: @115 =  0  ;; integer values
01B7: release_weather

:VCR2_160
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0735:  83 
004D: jump_if_false VCR2_166
0002: jump VCR2_569

:VCR2_166
00D6: if  0
0118:   actor @113 dead
004D: jump_if_false VCR2_175
00D6: if  0
001B:    9 > @47  ;; integer values
004D: jump_if_false VCR2_175
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  2000  ;; integer values
0006: @47 =  9  ;; integer values

:VCR2_175
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false VCR2_185
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_185
05D3: unknown_action_sequence $PLAYER_ACTOR -337.9653  2218.594  41.4911  6  2000 
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  1500  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_185
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false VCR2_208
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_208
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 (unfrozen)
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
03F4:  1 (set) 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
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  26000  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_208
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false VCR2_230
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_230
05D2: unknown_action_sequence @113 -1  40.0  2 
01B2: give_actor @113 weapon  24 ammo  9999  ;; Load the weapon model before using this
077A: @113  4  0 
02AB: set_actor @113 immunities  0  1  1  0  0
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false VCR2_227
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false VCR2_226
02AC: set_car @112 immunities  0  0  0  0  0
072F: @112  4.0  4000  1  1  0 -1 

:VCR2_226
0006: @115 =  1  ;; integer values

:VCR2_227
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  240000  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_230
00D6: if  0
0039:   @47 ==  3  ;; integer values
004D: jump_if_false VCR2_317
00D6: if  0
00EC:   actor @113  0 ()near_point  184.0797  1715.949 radius  40.6  1108.668
004D: jump_if_false VCR2_244
062E: @113  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false VCR2_244
05D1: unknown_action_sequence @113 -1 -2466.309  2244.328  3.8078  40.0  0  1  2 
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  10000  ;; integer values
0006: @47 =  2  ;; integer values

:VCR2_244
00D6: if  0
00EC:   actor @113  0 ()near_point -2747.482  2334.301 radius  36.34  5.86
004D: jump_if_false VCR2_255
062E: @113  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false VCR2_255
05D1: unknown_action_sequence @113 -1 -1446.225  2670.991  54.9682  40.0  0  1  2 
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  10000  ;; integer values
0006: @47 =  2  ;; integer values

:VCR2_255
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @113 radius  200.0  200.0  0
004D: jump_if_false VCR2_266
008B: @116 = $16  ;; integer values and handles
000A: @116 +=  8000  ;; integer values
00D6: if  0
875C:   NOT   marker @34 enabled
004D: jump_if_false VCR2_265
05D2: unknown_action_sequence @113 -1  50.0  2 
0187: @34 = create_marker_above_actor @113

:VCR2_265
0002: jump VCR2_277

:VCR2_266
00D6: if  0
075C:   marker @34 enabled
004D: jump_if_false VCR2_272
05D2: unknown_action_sequence @113 -1  28.0  2 
00BC: text_highpriority 'VCR2__2'  5000 ms  1
0164: disable_marker @34

:VCR2_272
00D6: if  0
001E:   $16 > @116  ;; integer values
004D: jump_if_false VCR2_277
00BC: text_highpriority 'VCR2__3'  5000 ms  1
0002: jump VCR2_567

:VCR2_277
00D6: if  0
001B:    20 > @109  ;; integer values
004D: jump_if_false VCR2_306
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @113 radius  30.0  30.0  0
004D: jump_if_false VCR2_306
00D6: if  0
001E:   $16 > @111  ;; integer values
004D: jump_if_false VCR2_306
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false VCR2_306
05A9: s$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 -1  0  1 @110 @109 
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false VCR2_297
0006: @110 =  2  ;; integer values
0002: jump VCR2_298

:VCR2_297
0006: @110 =  1  ;; integer values

:VCR2_298
008B: @111 = $16  ;; integer values and handles
000A: @111 +=  500  ;; integer values
000A: @109 +=  1  ;; integer values
00D6: if  0
001B:    20 > @109  ;; integer values
004D: jump_if_false VCR2_306
040D: unload_wav @110
03CF: load_wav @88(@109,21i) as @110

:VCR2_306
00D6: if  0
80DF:   NOT   actor @113 driving
004D: jump_if_false VCR2_317
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @113 radius  20.0  20.0  0
004D: jump_if_false VCR2_317
062E: @113  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false VCR2_317
07A5: unknown_action_sequence @113 $PLAYER_ACTOR  4000 

:VCR2_317
00D6: if  0
0039:   @47 ==  9  ;; integer values
004D: jump_if_false VCR2_330
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_330
00D6: if  0
04AD: @113
004D: jump_if_false VCR2_328
0002: jump VCR2_569
0002: jump VCR2_330

:VCR2_328
016A: fade  0 ()  500 ms
000A: @47 +=  1  ;; integer values

:VCR2_330
00D6: if  0
0039:   @47 ==  10  ;; integer values
004D: jump_if_false VCR2_351
04ED: load_animation "SWAT"
00D6: if  0
816B:   NOT   fading
004D: jump_if_false VCR2_351
0792: $PLAYER_ACTOR 
00A6: destroy_car @112
0889: @113 $73 $74 $75 
009B: destroy_actor_instantly @113
02C1: set $73 $74 $75 to_car_path_coords_closest_to $73 $74 $75
0395: clear_area  1 at $73 $74 $75 range  100.0
0674: set_car_model  402 numberplate "PULASKI" 
00A5: @112 = create_car  402 at $73 $74 $75
0229: set_car @112 color_to  8  0
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  100  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_351
00D6: if  0
0039:   @47 ==  11  ;; integer values
004D: jump_if_false VCR2_407
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_407
00D6: if  0
04EE:   animation "SWAT" loaded
004D: jump_if_false VCR2_407
00D6: if  0
0119:   car @112 wrecked
004D: jump_if_false VCR2_365
016A: fade  1 (back)  500 ms
0002: jump VCR2_569

:VCR2_365
0407: create_coordinate $73 $74 $75 from_car @112 offset  1.6 -1.0  0.0
02CE: $75 = ground_z $73 $74 $75
009A: @117 = create_actor  24  290 at $73 $74 $75
0174: $72 = car @112 z_angle
0009: $72 += -90.0  ;; floating-point values
0173: set_actor @117 z_angle_to $72
0332: set_actor @117 bleeding_to  1 (true)
0812: unknown_action_sequence @117 "GNSTWALL_INJURD" "SWAT"  9999.0  1  0  0  0 -1 
0407: create_coordinate $73 $74 $75 from_car @112 offset  3.0 -1.0  0.0
02CE: $75 = ground_z $73 $74 $75
0792: $PLAYER_ACTOR 
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0174: $72 = car @112 z_angle
0009: $72 +=  90.0  ;; floating-point values
0173: set_actor $PLAYER_ACTOR z_angle_to $72
0407: create_coordinate $73 $74 $75 from_car @112 offset  3.3455 -1.6234  1.1443
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0407: create_coordinate $73 $74 $75 from_car @112 offset  2.5461 -1.3539  .6073
0159: camera_on_ped @117  15  2
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
0407: create_coordinate $73 $74 $75 from_car @112 offset  1.2837 -.8452 -.2859
06A9: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  20000 
040D: unload_wav  1
03CF: load_wav  42420 as  1
016A: fade  1 (back)  500 ms
00D6: if  0
8119:   NOT   car @114 wrecked
004D: jump_if_false VCR2_403
00AA: store_car @112 position_to $73 $74 $75
00D6: if  0
01AD:   car @114  0 ()near_point $73 $74  6.0  6.0
004D: jump_if_false VCR2_402
00A6: destroy_car @114

:VCR2_402
0002: jump VCR2_404

:VCR2_403
00A6: destroy_car @114

:VCR2_404
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  400  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_407
00D6: if  0
0039:   @47 ==  12  ;; integer values
004D: jump_if_false VCR2_429
00D6: if  0
816B:   NOT   fading
004D: jump_if_false VCR2_429
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false VCR2_429
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DA'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  42420
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  42421 as  2
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false VCR2_426
0407: create_coordinate $73 $74 $75 from_car @112 offset  1.2837 -.8452 -.2859
06A9: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  20000 

:VCR2_426
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  500  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_429
00D6: if  0
0039:   @47 ==  13  ;; integer values
004D: jump_if_false VCR2_451
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_451
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false VCR2_451
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DB'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  42421
004F: create_thread AUDIOL_1 @117  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  42422 as  1
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false VCR2_448
0407: create_coordinate $73 $74 $75 from_car @112 offset  1.2837 -.8452 -.2859
06A9: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  20000 

:VCR2_448
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  500  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_451
00D6: if  0
0039:   @47 ==  14  ;; integer values
004D: jump_if_false VCR2_473
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_473
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false VCR2_473
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DC'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  42422
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
040D: unload_wav  2
03CF: load_wav  42423 as  2
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false VCR2_470
0407: create_coordinate $73 $74 $75 from_car @112 offset  1.2837 -.8452 -.2859
06A9: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  20000 

:VCR2_470
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  500  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_473
00D6: if  0
0039:   @47 ==  15  ;; integer values
004D: jump_if_false VCR2_495
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_495
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false VCR2_495
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DD'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  42423
004F: create_thread AUDIOL_1 @117  0  1  2  1 
040D: unload_wav  1
03CF: load_wav  42424 as  1
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false VCR2_492
0407: create_coordinate $73 $74 $75 from_car @112 offset  1.2837 -.8452 -.2859
06A9: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  20000 

:VCR2_492
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  500  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_495
00D6: if  0
0039:   @47 ==  16  ;; integer values
004D: jump_if_false VCR2_519
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_519
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false VCR2_519
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VCR2_DE'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  42424
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  1 
041D: set_camera_near_clip  .1 
00D6: if  0
8119:   NOT   car @112 wrecked
004D: jump_if_false VCR2_516
0407: create_coordinate $73 $74 $75 from_car @112 offset  1.2837 -.8452 -.2859
06A9: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  20000 
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0407: create_coordinate $73 $74 $75 from_car @112 offset  2.1414 -.908  .2244
0160: point_camera $73 $74 $75  2

:VCR2_516
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  500  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_519
00D6: if  0
0039:   @47 ==  17  ;; integer values
004D: jump_if_false VCR2_530
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_530
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false VCR2_530
0605: unknown_action_sequence $PLAYER_ACTOR "FIGHTA_G" "PED"  4.0  0  0  0  0 -1 
000A: @47 +=  1  ;; integer values

:VCR2_530
00D6: if  0
0039:   @47 ==  18  ;; integer values
004D: jump_if_false VCR2_550
00D6: if  0
0611: $PLAYER_ACTOR "FIGHTA_G" 
004D: jump_if_false VCR2_550
0613: $PLAYER_ACTOR "FIGHTA_G" @118 
00D6: if  0
0021:   @118 >  .351  ;; floating-point values
004D: jump_if_false VCR2_550
097A:  0.0  0.0  0.0  1136 
043C: unknown_set_game_sounds  0
016A: fade  0 ()  0 ms
00D6: if  0
8118:   NOT   actor @117 dead
004D: jump_if_false VCR2_547
05BE: unknown_action_sequence @117 

:VCR2_547
008B: @35 = $16  ;; integer values and handles
000A: @35 +=  1000  ;; integer values
000A: @47 +=  1  ;; integer values

:VCR2_550
00D6: if  0
0039:   @47 ==  19  ;; integer values
004D: jump_if_false VCR2_566
00D6: if  0
001E:   $16 > @35  ;; integer values
004D: jump_if_false VCR2_566
016A: fade  1 (back)  500 ms
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0002: jump VCR2_569

:VCR2_566
0002: jump VCR2_160

:VCR2_567
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:VCR2_569
00BA: text_styled 'M_PASSD'  5000 ms  1
0109: player $PLAYER_CHAR money +=  0
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'VCRASH2'
030C: set_mission_points +=  1
0164: disable_marker $583
0629: change_stat  339 to  1  ; integer see statdisp.dat
0008: $598 +=  1  ;; integer values
0051: return

:VCR2_579
0164: disable_marker @34
01BD: $184 = current_time_in_ms
0296: unload_special_actor  1
0249: release_model  568
0249: release_model  402
0249: release_model  348
043C: unknown_set_game_sounds  1
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VCR2_590
077B: $PLAYER_ACTOR  4  24 

:VCR2_590
04EF: release_animation "SWAT"
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 95---------------
; Originally: Madd Dogg


:DOC2_1
03A4: name_thread 'DOC2'
0050: gosub DOC2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false DOC2_7
0050: gosub DOC2_1430

:DOC2_7
0050: gosub DOC2_1521
004E: end_thread

:DOC2_9
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: $ON_MISSION =  1  ;; integer values
054C: use_GXT_table 'DOC2'
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:DOC2_22
00D6: if  0
016B:   fading
004D: jump_if_false DOC2_27
0001: wait  0 ms
0002: jump DOC2_22

:DOC2_27
02E4: load_cutscene_data 'DOC_2'

:DOC2_28
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false DOC2_33
0001: wait  0 ms
0002: jump DOC2_28

:DOC2_33
0395: clear_area  1 at  2159.899  1443.042  9.8203 range  40.0
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:DOC2_36
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false DOC2_41
0001: wait  0 ms
0002: jump DOC2_36

:DOC2_41
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:DOC2_44
00D6: if  0
016B:   fading
004D: jump_if_false DOC2_49
0001: wait  0 ms
0002: jump DOC2_44

:DOC2_49
02EA: end_cutscene
0247: request_model  83
0247: request_model  85
0247: request_model  78
0247: request_model  68
0247: request_model  330
0247: request_model  258
0247: request_model  259
04ED: load_animation "ON_LOOKERS"
023C: load_special_actor  1 'MADDOGG'

:DOC2_59
00D6: if  22
8248:   NOT   model  83 available
8248:   NOT   model  85 available
8248:   NOT   model  78 available
004D: jump_if_false DOC2_66
0001: wait  0 ms
0002: jump DOC2_59

:DOC2_66
00D6: if  22
8248:   NOT   model  68 available
8248:   NOT   model  330 available
8248:   NOT   model  258 available
004D: jump_if_false DOC2_73
0001: wait  0 ms
0002: jump DOC2_66

:DOC2_73
00D6: if  22
8248:   NOT   model  259 available
84EE:   NOT   animation "ON_LOOKERS" loaded
823D:   NOT   special_actor  1 loaded
004D: jump_if_false DOC2_80
0001: wait  0 ms
0002: jump DOC2_73

:DOC2_80
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_car_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  290 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: @73 
05D3: unknown_action_sequence -1  2154.192  1437.948  9.8203  4  8000 
0639: unknown_action_sequence -1 @95 
0605: unknown_action_sequence -1 "LKAROUND_IN" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKAROUND_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKAROUND_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKAROUND_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKAROUND_OUT" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @73  1 
0616: @73 
0615: @74 
05D3: unknown_action_sequence -1  2164.596  1435.169  9.8203  4  8000 
0639: unknown_action_sequence -1 @95 
0605: unknown_action_sequence -1 "POINTUP_IN" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_SHOUT" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @74  1 
0616: @74 
0615: @75 
05D3: unknown_action_sequence -1  2160.696  1435.38  9.8203  4  8000 
0639: unknown_action_sequence -1 @95 
05B9: unknown_action_sequence -1  100 
0605: unknown_action_sequence -1 "POINTUP_IN" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_SHOUT" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "POINTUP_OUT" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @75  1 
0616: @75 
0615: @76 
05D3: unknown_action_sequence -1  2169.263  1435.927  9.8203  4  8000 
0639: unknown_action_sequence -1 @95 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_02" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_01" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @76  1 
0616: @76 
0615: @77 
05D3: unknown_action_sequence -1  2155.42  1436.42  9.8203  4  8000 
0639: unknown_action_sequence -1 @95 
05B9: unknown_action_sequence -1  500 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_01" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_01" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @77  1 
0616: @77 
0615: @78 
05D3: unknown_action_sequence -1  2168.29  1436.191  9.8203  4  8000 
0639: unknown_action_sequence -1 @95 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_02" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_01" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @78  1 
0616: @78 
0615: @79 
05D3: unknown_action_sequence -1  2159.253  1435.312  9.8203  4  8000 
0639: unknown_action_sequence -1 @95 
05B9: unknown_action_sequence -1  500 
0605: unknown_action_sequence -1 "LKUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKUP_POINT" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKUP_POINT" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "LKUP_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @79  1 
0616: @79 
0615: @96 
05D3: unknown_action_sequence -1  2165.651  1452.0  23.1721  4  8000 
05D3: unknown_action_sequence -1  2160.56  1452.0  23.1719  4  8000 
0643: @96  1 
0616: @96 
0615: @97 
05BC: unknown_action_sequence -1  0 
0616: @97 
0615: @98 
05C5: unknown_action_sequence -1 -1 
0643: @98  1 
0616: @98 
0615: @116 
0605: unknown_action_sequence -1 "LKAROUND_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
0643: @116  1 
0616: @116 
0615: @110 
0605: unknown_action_sequence -1 "WAVE_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
05DE: unknown_action_sequence -1 
0616: @110 
0615: @111 
0605: unknown_action_sequence -1 "SHOUT_LOOP" "ON_LOOKERS"  1.0  0  0  0  0 -1 
05DE: unknown_action_sequence -1 
0616: @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: @95  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_209 jumps  0 DOC2_199  1 DOC2_201  2 DOC2_203  3 DOC2_205  4 DOC2_207 -1 DOC2_209 -1 DOC2_209 

:DOC2_199
0004: $7797 =  16000  ;; integer values
0002: jump DOC2_209

:DOC2_201
0004: $7797 =  18000  ;; integer values
0002: jump DOC2_209

:DOC2_203
0004: $7797 =  20000  ;; integer values
0002: jump DOC2_209

:DOC2_205
0004: $7797 =  22000  ;; integer values
0002: jump DOC2_209

:DOC2_207
0004: $7797 =  24000  ;; integer values
0002: jump DOC2_209

:DOC2_209
0615: @88 
0639: unknown_action_sequence -1 @95 
05C8: unknown_action_sequence -1 
05C9: unknown_action_sequence -1  4000 
05B9: unknown_action_sequence -1  1000 
0643: @88  1 
0616: @88 
0006: @39 =  0  ;; integer values
0004: $7798 =  0  ;; integer values
009A: @43 = create_actor  4  78 at  2154.192  1437.948  9.8203
0173: set_actor @43 z_angle_to  341.9008
060B: unknown_actor_use_entity @43 @99 
0618: @43 @73 
009A: @44 = create_actor  4  83 at  2164.596  1435.169  9.8203
0173: set_actor @44 z_angle_to  8.2163
060B: unknown_actor_use_entity @44 @99 
0618: @44 @74 
009A: @45 = create_actor  4  259 at  2160.696  1435.38  9.8203
0173: set_actor @45 z_angle_to  8.2163
060B: unknown_actor_use_entity @45 @99 
0618: @45 @75 
009A: @46 = create_actor  4  78 at  2169.263  1435.927  9.8203
0173: set_actor @46 z_angle_to  8.2163
060B: unknown_actor_use_entity @46 @99 
0618: @46 @76 
009A: @47 = create_actor  4  85 at  2155.42  1436.42  9.8203
0173: set_actor @47 z_angle_to  8.2163
060B: unknown_actor_use_entity @47 @99 
0618: @47 @77 
009A: @48 = create_actor  4  68 at  2168.29  1436.191  9.8203
0173: set_actor @48 z_angle_to  8.2163
060B: unknown_actor_use_entity @48 @99 
0618: @48 @78 
009A: @49 = create_actor  4  258 at  2159.253  1435.312  9.8203
0173: set_actor @49 z_angle_to  2.018
060B: unknown_actor_use_entity @49 @99 
0618: @49 @79 
0247: request_model  478
0247: request_model  50
0247: request_model #SMASHBOXPILE

:DOC2_249
00D6: if  22
8248:   NOT   model  478 available
8248:   NOT   model  50 available
8248:   NOT   model #SMASHBOXPILE available
004D: jump_if_false DOC2_256
0001: wait  0 ms
0002: jump DOC2_249

:DOC2_256
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  478 set_next_variation  4  4
00A5: @34 = create_car  478 at  2107.19  1409.153  9.8203
0249: release_model  478
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: @35  1 
018B: show_on_radar @35  3
0007: @109 =  0.0  ;; floating-point values
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_273
0681: attach_object @100 to_car @34 offset -.3 -1.0 @109   0.0  0.0  0.0 
0681: attach_object @101 to_car @34 offset -.3 -1.0 @109   0.0  0.0  0.0 

:DOC2_273
009A: @114 = create_actor  4  50 at  2109.793  1407.857  9.8203
0249: release_model  50
0173: set_actor @114 z_angle_to  180.0
0729: unknown_action_sequence @114  1 
0050: gosub DOC2_1560
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_284
0792: $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_284
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_289
0792: @95 
0618: @95 @116 

:DOC2_289
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 (back)  0 ms
0006: @130 =  2  ;; integer values
0006: @135 =  2  ;; integer values
0001: wait  1000 ms
00BC: text_highpriority 'DOC2_X'  5000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_299
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false DOC2_308
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_307
0002: jump DOC2_323

:DOC2_307
0002: jump DOC2_299

:DOC2_308
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_313
0792: $PLAYER_ACTOR 
05D4: unknown_action_sequence $PLAYER_ACTOR unknown_angle  172.0 

:DOC2_313
0006: @33 =  0  ;; integer values

:DOC2_314
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false DOC2_323
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_322
0002: jump DOC2_323

:DOC2_322
0002: jump DOC2_314

:DOC2_323
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_328
0792: $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to  172.0

:DOC2_328
00BE: text_clear_all
0050: gosub DOC2_1564
0373: set_camera_directly_behind_player
00BC: text_highpriority 'DOC2_01'  7000 ms  1

:DOC2_332
00D6: if  2
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @34 wrecked
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1428
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false DOC2_342
0002: jump DOC2_1456

:DOC2_342
000A: @131 +=  1  ;; integer values
0050: gosub DOC2_1584
0050: gosub DOC2_1681
00D6: if  0
001B:    4 > @91  ;; integer values
004D: jump_if_false DOC2_417
00D6: if  2
0019:   @131 >  200  ;; integer values
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2154.192  1437.948  9.8203 radius  20.0  20.0  20.0
876F:   NOT (unknown)
004D: jump_if_false DOC2_417

:DOC2_353
0209: $7798 = random_int  0  9
00D6: if  1
003C:   $7798 == @132  ;; integer values 
001B:    3 > @133  ;; integer values
004D: jump_if_false DOC2_360
0002: jump DOC2_353
000A: @133 +=  1  ;; integer values

:DOC2_360
008B: @132 = $7798  ;; integer values and handles
0006: @133 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false DOC2_383
00D6: if  2
00FE:   actor @43  0 ()near_point  2154.192  1437.948  9.8203 radius  2.0  2.0  2.0
876F:   NOT (unknown)
0039:   @126 ==  0  ;; integer values
004D: jump_if_false DOC2_383
0871: init_jump_table $7798 total_jumps  3  0 DOC2_383 jumps  0 DOC2_371  1 DOC2_375  2 DOC2_379 -1 DOC2_383 -1 DOC2_383 -1 DOC2_383 -1 DOC2_383 

:DOC2_371
05AA: s@127 = 'DC2_AA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12400 
0050: gosub DOC2_1677
0002: jump DOC2_383

:DOC2_375
05AA: s@127 = 'DC2_AB'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12401 
0050: gosub DOC2_1677
0002: jump DOC2_383

:DOC2_379
05AA: s@127 = 'DC2_AC'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12402 
0050: gosub DOC2_1677
0002: jump DOC2_383

:DOC2_383
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false DOC2_416
00D6: if  2
00FE:   actor @44  0 ()near_point  2164.596  1435.169  9.8203 radius  2.0  2.0  2.0
876F:   NOT (unknown)
0039:   @126 ==  0  ;; integer values
004D: jump_if_false DOC2_416
0871: init_jump_table $7798 total_jumps  6  0 DOC2_416 jumps  3 DOC2_392  4 DOC2_396  5 DOC2_400  6 DOC2_404  7 DOC2_408  8 DOC2_412 -1 DOC2_416 

:DOC2_392
05AA: s@127 = 'DC2_AD'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12403 
0050: gosub DOC2_1677
0002: jump DOC2_416

:DOC2_396
05AA: s@127 = 'DC2_AE'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12404 
0050: gosub DOC2_1677
0002: jump DOC2_416

:DOC2_400
05AA: s@127 = 'DC2_AF'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12405 
0050: gosub DOC2_1677
0002: jump DOC2_416

:DOC2_404
05AA: s@127 = 'DC2_AJ'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12409 
0050: gosub DOC2_1677
0002: jump DOC2_416

:DOC2_408
05AA: s@127 = 'DC2_AK'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12410 
0050: gosub DOC2_1677
0002: jump DOC2_416

:DOC2_412
05AA: s@127 = 'DC2_AL'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  12411 
0050: gosub DOC2_1677
0002: jump DOC2_416

:DOC2_416
0006: @131 =  0  ;; integer values

:DOC2_417
00D6: if  2
8119:   NOT   car @34 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_654
0006: @39 =  0  ;; integer values

:DOC2_423
00D6: if  0
8118:   NOT   actor @43(@39,15i) dead
004D: jump_if_false DOC2_440
00D6: if  1
051A:   unknown_actor @43(@39,15i) hit_by_actor $PLAYER_ACTOR
0039:   @58(@39,15i) ==  0  ;; integer values
004D: jump_if_false DOC2_433
0687: @43(@39,15i) 
05D3: unknown_action_sequence @43(@39,15i)  2082.005  1415.909  9.8047  7  20000 
0006: @58(@39,15i) =  1  ;; integer values

:DOC2_433
00D6: if  1
00FE:   actor @43(@39,15i)  0 ()near_point  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_440
0687: @43(@39,15i) 
05DE: unknown_action_sequence @43(@39,15i) 
0006: @58(@39,15i) =  3  ;; integer values

:DOC2_440
000A: @39 +=  1  ;; integer values
0029:   @39 >=  7  ;; integer values
004D: jump_if_false DOC2_423
00D6: if  21
0039:   @91 ==  1  ;; integer values
0039:   @91 ==  0  ;; integer values
004D: jump_if_false DOC2_495
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DOC2_475
00D6: if  1
8118:   NOT   actor @114 dead
0039:   @113 ==  0  ;; integer values
004D: jump_if_false DOC2_471
0792: @114 
05E2: unknown_action_sequence @114 $PLAYER_ACTOR 
0209: $7798 = random_int  0  2
0871: init_jump_table $7798 total_jumps  3  0 DOC2_470 jumps  0 DOC2_458  1 DOC2_462  2 DOC2_466 -1 DOC2_470 -1 DOC2_470 -1 DOC2_470 -1 DOC2_470 

:DOC2_458
05AA: s@127 = 'DOGG_GA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14039 
0050: gosub DOC2_1677
0002: jump DOC2_470

:DOC2_462
05AA: s@127 = 'DOGG_GB'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14040 
0050: gosub DOC2_1677
0002: jump DOC2_470

:DOC2_466
05AA: s@127 = 'DOGG_GC'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14041 
0050: gosub DOC2_1677
0002: jump DOC2_470

:DOC2_470
0006: @113 =  1  ;; integer values

:DOC2_471
018B: show_on_radar @35  0
018B: show_on_radar @92  3
0006: @91 =  1  ;; integer values
0002: jump DOC2_478

:DOC2_475
018B: show_on_radar @35  3
018B: show_on_radar @92  0
0006: @91 =  0  ;; integer values

:DOC2_478
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false DOC2_495
00D6: if  1
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @105 @106 @107 radius  4.0  4.0  4.0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_495
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @91 =  2  ;; integer values
0172: @108 = actor $PLAYER_ACTOR z_angle
00D6: if  1
0021:   @108 >  45.0  ;; floating-point values
0023:    145.0 > @108  ;; floating-point values
004D: jump_if_false DOC2_494
0006: @125 =  0  ;; integer values
0002: jump DOC2_495

:DOC2_494
0006: @125 =  1  ;; integer values

:DOC2_495
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false DOC2_654
0050: gosub DOC2_1560
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_504
0792: @95 
0605: unknown_action_sequence @95 "IDLE_CHAT" "PED"  1.0  0  0  0  0 -1 

:DOC2_504
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_550 jumps  0 DOC2_508  1 DOC2_522  2 DOC2_536 -1 DOC2_550 -1 DOC2_550 -1 DOC2_550 -1 DOC2_550 

:DOC2_508
040D: unload_wav  1
03CF: load_wav  14000 as  1

:DOC2_510
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_515
0001: wait  0 ms
0002: jump DOC2_510

:DOC2_515
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_519
0967: @95  2000 

:DOC2_519
03D1: play_wav  1
00BC: text_highpriority 'DOGG_AA'  3000 ms  1
0002: jump DOC2_550

:DOC2_522
040D: unload_wav  1
03CF: load_wav  14002 as  1

:DOC2_524
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_529
0001: wait  0 ms
0002: jump DOC2_524

:DOC2_529
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_533
0967: @95  2000 

:DOC2_533
03D1: play_wav  1
00BC: text_highpriority 'DOGG_AC'  3000 ms  1
0002: jump DOC2_550

:DOC2_536
040D: unload_wav  1
03CF: load_wav  14006 as  1

:DOC2_538
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_543
0001: wait  0 ms
0002: jump DOC2_538

:DOC2_543
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_547
0967: @95  2000 

:DOC2_547
03D1: play_wav  1
00BC: text_highpriority 'DOGG_AG'  3000 ms  1
0002: jump DOC2_550

:DOC2_550
00D6: if  0
8118:   NOT   actor @114 dead
004D: jump_if_false DOC2_554
034F: destroy_actor_with_fade @114  ;; The actor fades away like a ghost

:DOC2_554
0249: release_model  330
0249: release_model  50
0001: wait  1000 ms
0006: @33 =  0  ;; integer values

:DOC2_558
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_568
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_567
0006: @134 =  1  ;; integer values
0002: jump DOC2_623

:DOC2_567
0002: jump DOC2_558

:DOC2_568
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_572
0968: @95 

:DOC2_572
0006: @33 =  0  ;; integer values

:DOC2_573
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false DOC2_583
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_582
0006: @134 =  1  ;; integer values
0002: jump DOC2_623

:DOC2_582
0002: jump DOC2_573

:DOC2_583
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_587
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false DOC2_597
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_596
0006: @134 =  1  ;; integer values
0002: jump DOC2_623

:DOC2_596
0002: jump DOC2_587

:DOC2_597
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_601
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false DOC2_611
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_610
0006: @134 =  1  ;; integer values
0002: jump DOC2_623

:DOC2_610
0002: jump DOC2_601

:DOC2_611
00BC: text_highpriority 'DOC2_05'  3000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_613
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false DOC2_623
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_622
0006: @134 =  1  ;; integer values
0002: jump DOC2_623

:DOC2_622
0002: jump DOC2_613

:DOC2_623
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false DOC2_627
00BC: text_highpriority 'DOC2_05'  3000 ms  1

:DOC2_627
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_632
0618: @95 @96 

:DOC2_632
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false DOC2_641
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_640
00AB: put_car @34 at  2163.888  1444.0  9.8203
0175: set_car @34 z_angle_to  90.0

:DOC2_640
0002: jump DOC2_646

:DOC2_641
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_646
00AB: put_car @34 at  2163.888  1444.0  9.8203
0175: set_car @34 z_angle_to  270.0

:DOC2_646
0221: set_player $PLAYER_CHAR trapped_in_car  0
00D6: if  0
075C:   marker @92 enabled
004D: jump_if_false DOC2_651
08FB: @92  1 

:DOC2_651
0050: gosub DOC2_1564
0006: @91 =  3  ;; integer values
0006: @32 =  0  ;; integer values

:DOC2_654
00D6: if  2
8119:   NOT   car @34 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1420
00D6: if  0
0039:   @91 ==  3  ;; integer values
004D: jump_if_false DOC2_898
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2149.407  1431.497  9.8203 radius  100.0  100.0  100.0
004D: jump_if_false DOC2_667
00BC: text_highpriority 'DOC2_10'  4000 ms  1
0002: jump DOC2_1430

:DOC2_667
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DOC2_677
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false DOC2_676
018B: show_on_radar @35  0
018B: show_on_radar @92  3
0006: @89 =  1  ;; integer values

:DOC2_676
0002: jump DOC2_684

:DOC2_677
00D6: if  0
0039:   @89 ==  1  ;; integer values
004D: jump_if_false DOC2_684
00BC: text_highpriority 'DOC2_19'  4000 ms  1
018B: show_on_radar @35  3
018B: show_on_radar @92  0
0006: @89 =  0  ;; integer values

:DOC2_684
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @105 @106 @107 radius  12.0  12.0  12.0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false DOC2_691
0006: @33 =  0  ;; integer values
02EB: restore_camera_with_jumpcut
0006: @112 =  2  ;; integer values

:DOC2_691
00D6: if  1
0019:   @33 >  1000  ;; integer values
0039:   @112 ==  2  ;; integer values
004D: jump_if_false DOC2_697
00BC: text_highpriority 'DOC2_11'  4000 ms  1
0006: @112 =  0  ;; integer values

:DOC2_697
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @105 @106 @107 radius  12.0  12.0  12.0
004D: jump_if_false DOC2_898
0006: @112 =  1  ;; integer values
00D6: if  0
001B:    40000 > @32  ;; integer values
004D: jump_if_false DOC2_706
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_706
00D6: if  1
0019:   @32 >  10000  ;; integer values
001B:    11000 > @32  ;; integer values
004D: jump_if_false DOC2_746
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false DOC2_746
0209: $7798 = random_int  0  3
0871: init_jump_table $7798 total_jumps  3  0 DOC2_745 jumps  0 DOC2_715  1 DOC2_725  2 DOC2_735 -1 DOC2_745 -1 DOC2_745 -1 DOC2_745 -1 DOC2_745 

:DOC2_715
040D: unload_wav  1
03CF: load_wav  14010 as  1

:DOC2_717
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_722
0001: wait  0 ms
0002: jump DOC2_717

:DOC2_722
03D1: play_wav  1
00BC: text_highpriority 'DOGG_BA'  4000 ms  1
0002: jump DOC2_745

:DOC2_725
040D: unload_wav  1
03CF: load_wav  14011 as  1

:DOC2_727
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_732
0001: wait  0 ms
0002: jump DOC2_727

:DOC2_732
03D1: play_wav  1
00BC: text_highpriority 'DOGG_BB'  4000 ms  1
0002: jump DOC2_745

:DOC2_735
040D: unload_wav  1
03CF: load_wav  14012 as  1

:DOC2_737
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_742
0001: wait  0 ms
0002: jump DOC2_737

:DOC2_742
03D1: play_wav  1
00BC: text_highpriority 'DOGG_BC'  4000 ms  1
0002: jump DOC2_745

:DOC2_745
0006: @126 =  1  ;; integer values

:DOC2_746
00D6: if  0
001F:   @32 > $7797  ;; integer values
004D: jump_if_false DOC2_898
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_755
0792: @95 
0173: set_actor @95 z_angle_to  177.7059

:DOC2_755
015D: set_gamespeed  .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  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_765
0618: @95 @97 

:DOC2_765
0006: @33 =  0  ;; integer values
0006: @91 =  4  ;; integer values
040D: unload_wav  3
03CF: load_wav  23400 as  3

:DOC2_769
00D6: if  0
8019:   NOT   @33 >  2000  ;; integer values
004D: jump_if_false DOC2_836
0001: wait  0 ms
00D6: if  1
0019:   @33 >  500  ;; integer values
0039:   @103 ==  0  ;; integer values
004D: jump_if_false DOC2_782
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_781
0687: @95 

:DOC2_781
0006: @103 =  1  ;; integer values

:DOC2_782
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_792
00A0: store_actor @95 position_to $73 $74 $75
00D6: if  1
0022:    12.0 > $75  ;; floating-point values
0019:   @32 >  10  ;; integer values
004D: jump_if_false DOC2_792
0006: @32 =  0  ;; integer values
09B8: $73 $74 $75  0.0  0.0  2.0  40 @95 

:DOC2_792
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false DOC2_799
0050: gosub DOC2_1560
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 (frozen)

:DOC2_799
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_835
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_835
00D6: if  0
8039:   NOT   @91 ==  5  ;; integer values
004D: jump_if_false DOC2_835
0407: create_coordinate @40 @41 @42 from_car @34 offset  0.0 -1.5  .5
00D6: if  0
00FE:   actor @95  0 ()near_point @40 @41 @42 radius  1.3  1.3  1.0
004D: jump_if_false DOC2_835
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false DOC2_816
03D1: play_wav  3

:DOC2_816
0007: @109 = -.1  ;; floating-point values
0723: @101  1 
0619: @95  0 
0223: set_actor @95 health_to  100
0792: @95 
0812: unknown_action_sequence @95 "KO_SHOT_FRONT" "PED"  2.0  0  0  0  1 -1 
0464: put_actor @95 into_turret_on_car @34 at_car_offset  0.0 -2.0  1.0 unknown  0 angle  0.0 with_weapon  0
0006: @91 =  5  ;; integer values
00D6: if  1
8118:   NOT   actor @95 dead
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_835
064B: "EXPLOSION_BARREL" @40 @41 @42  1 @90 
064F: @90 
015B:  0  500  200 
01EB: set_car_density_to  2.0
0223: set_actor @95 health_to  100
0826:  1 
0050: gosub DOC2_1469

:DOC2_835
0002: jump DOC2_769

:DOC2_836
0006: @32 =  0  ;; integer values
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false DOC2_841
040D: unload_wav  3

:DOC2_841
015D: set_gamespeed  1.0
0050: gosub DOC2_1564
00D6: if  1
8118:   NOT   actor @95 dead
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_849
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 unknown  0 angle  0.0 with_weapon  0

:DOC2_849
00D6: if  0
0039:   @91 ==  4  ;; integer values
004D: jump_if_false DOC2_859
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_858
00A0: store_actor @95 position_to $73 $74 $75
09B8: $73 $74 $75  0.0  0.0  10.0  100 @95 
05BE: unknown_action_sequence @95 

:DOC2_858
0002: jump DOC2_898

:DOC2_859
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_865
01EB: set_car_density_to  2.0
0227: @36 = car @34 health
02AC: set_car @34 immunities  1  0  0  0  1

:DOC2_865
0085: @37 = @36  ;; integer values and handles
03C4: set_status_text_to $7799  1 (bar) 'DOC2_07'
018B: show_on_radar @93  3
018B: show_on_radar @92  0
0006: @39 =  0  ;; integer values

:DOC2_870
00D6: if  0
8118:   NOT   actor @43(@39,15i) dead
004D: jump_if_false DOC2_891
0792: @43(@39,15i) 
0209: $7798 = random_int  0  2
00D6: if  0
0038:   $7798 ==  0  ;; integer values
004D: jump_if_false DOC2_885
0209: $7798 = random_int  10  200
0001: wait $7798 ms
00D6: if  0
8118:   NOT   actor @43(@39,15i) dead
004D: jump_if_false DOC2_884
0618: @43(@39,15i) @110 

:DOC2_884
0002: jump DOC2_891

:DOC2_885
0209: $7798 = random_int  10  200
0001: wait $7798 ms
00D6: if  0
8118:   NOT   actor @43(@39,15i) dead
004D: jump_if_false DOC2_891
0618: @43(@39,15i) @111 

:DOC2_891
000A: @39 +=  1  ;; integer values
0029:   @39 >=  7  ;; integer values
004D: jump_if_false DOC2_870
04EF: release_animation "ON_LOOKERS"
0001: wait  1000 ms
00BC: text_highpriority 'DOC2_06'  5000 ms  1
0006: @32 =  0  ;; integer values

:DOC2_898
00D6: if  1
8119:   NOT   car @34 wrecked
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1420
00D6: if  0
0039:   @91 ==  5  ;; integer values
004D: jump_if_false DOC2_1420
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false DOC2_956
00D6: if  1
0039:   @130 ==  2  ;; integer values
0039:   @124 ==  0  ;; integer values
004D: jump_if_false DOC2_916
05AA: s@127 = 'DOGG_CA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14013 
0050: gosub DOC2_1677
0006: @124 =  1  ;; integer values

:DOC2_916
00D6: if  1
0039:   @130 ==  2  ;; integer values
0039:   @124 ==  1  ;; integer values
004D: jump_if_false DOC2_924
05AA: s@127 = 'DOGG_CB'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14014 
0050: gosub DOC2_1677
0006: @124 =  2  ;; integer values

:DOC2_924
00D6: if  1
0039:   @130 ==  2  ;; integer values
0039:   @124 ==  2  ;; integer values
004D: jump_if_false DOC2_932
05AA: s@127 = 'DOGG_CC'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14015 
0050: gosub DOC2_1677
0006: @124 =  3  ;; integer values

:DOC2_932
00D6: if  1
0039:   @130 ==  2  ;; integer values
0039:   @124 ==  3  ;; integer values
004D: jump_if_false DOC2_940
05AA: s@127 = 'DOGG_CD'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14016 
0050: gosub DOC2_1677
0006: @124 =  4  ;; integer values

:DOC2_940
00D6: if  1
0039:   @130 ==  2  ;; integer values
0039:   @124 ==  4  ;; integer values
004D: jump_if_false DOC2_948
05AA: s@127 = 'DOGG_CE'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14017 
0050: gosub DOC2_1677
0006: @124 =  5  ;; integer values

:DOC2_948
00D6: if  1
0039:   @130 ==  2  ;; integer values
0039:   @124 ==  5  ;; integer values
004D: jump_if_false DOC2_956
05AA: s@127 = 'DOGG_CF'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14018 
0050: gosub DOC2_1677
0006: @124 =  6  ;; integer values

:DOC2_956
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_975
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DOC2_970
00D6: if  0
0039:   @117 ==  0  ;; integer values
004D: jump_if_false DOC2_969
0006: @124 =  6  ;; integer values
00BC: text_highpriority 'DOC2_19'  4000 ms  1
0006: @117 =  1  ;; integer values

:DOC2_969
0002: jump DOC2_975

:DOC2_970
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false DOC2_975
00BC: text_highpriority 'DOC2_20'  4000 ms  1
0006: @117 =  0  ;; integer values

:DOC2_975
0085: @37 = @36  ;; integer values and handles
0227: @36 = car @34 health
00D6: if  1
8118:   NOT   actor @95 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_988
00D6: if  0
051A:   unknown_actor @95 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false DOC2_988
00D6: if  0
003B:   @36 == @37  ;; integer values 
004D: jump_if_false DOC2_988
000E: @36 -=  50  ;; integer values

:DOC2_988
00D6: if  0
001D:   @37 > @36  ;; integer values  
004D: jump_if_false DOC2_1126
0085: @38 = @37  ;; integer values and handles
0062: @38 -= @36  ;; integer values 
0066: $7799 -= @38  ;; integer values 
00D6: if  0
001A:    0 > $7799  ;; integer values
004D: jump_if_false DOC2_1025
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_1013 jumps  0 DOC2_1001  1 DOC2_1005  2 DOC2_1009 -1 DOC2_1013 -1 DOC2_1013 -1 DOC2_1013 -1 DOC2_1013 

:DOC2_1001
05AA: s@127 = 'DOGG_EA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14029 
0050: gosub DOC2_1677
0002: jump DOC2_1013

:DOC2_1005
05AA: s@127 = 'DOGG_EB'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14030 
0050: gosub DOC2_1677
0002: jump DOC2_1013

:DOC2_1009
05AA: s@127 = 'DOGG_EC'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14031 
0050: gosub DOC2_1677
0002: jump DOC2_1013

:DOC2_1013
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_1018
0006: @91 =  6  ;; integer values
0002: jump DOC2_1020

:DOC2_1018
034F: destroy_actor_with_fade @95  ;; The actor fades away like a ghost
0002: jump DOC2_1430

:DOC2_1020
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1024
0332: set_actor @95 bleeding_to  0 (false)

:DOC2_1024
0006: @33 =  0  ;; integer values

:DOC2_1025
00D6: if  1
0039:   @94 ==  0  ;; integer values
8039:   NOT   @91 ==  6  ;; integer values
004D: jump_if_false DOC2_1126
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 (true)
00D6: if  21
0039:   @137 ==  0  ;; integer values
0039:   @137 ==  1  ;; integer values
004D: jump_if_false DOC2_1040
0209: $7798 = random_int  0  3
0002: jump DOC2_1041

:DOC2_1040
0209: $7798 = random_int  0  2

:DOC2_1041
0871: init_jump_table @137 total_jumps  4  0 DOC2_1120 jumps  0 DOC2_1042  1 DOC2_1061  2 DOC2_1080  3 DOC2_1100 -1 DOC2_1120 -1 DOC2_1120 -1 DOC2_1120 

:DOC2_1042
00D6: if  0
0038:   $7798 ==  0  ;; integer values
004D: jump_if_false DOC2_1048
05AA: s@127 = 'DOGG_DC'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14021 
0050: gosub DOC2_1677

:DOC2_1048
00D6: if  0
0038:   $7798 ==  1  ;; integer values
004D: jump_if_false DOC2_1054
05AA: s@127 = 'DOGG_DD'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14022 
0050: gosub DOC2_1677

:DOC2_1054
00D6: if  0
0038:   $7798 ==  2  ;; integer values
004D: jump_if_false DOC2_1060
05AA: s@127 = 'DOGG_DI'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14027 
0050: gosub DOC2_1677

:DOC2_1060
0002: jump DOC2_1120

:DOC2_1061
00D6: if  0
0038:   $7798 ==  0  ;; integer values
004D: jump_if_false DOC2_1067
05AA: s@127 = 'DOGG_DJ'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14028 
0050: gosub DOC2_1677

:DOC2_1067
00D6: if  0
0038:   $7798 ==  1  ;; integer values
004D: jump_if_false DOC2_1073
05AA: s@127 = 'DOGG_DE'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14023 
0050: gosub DOC2_1677

:DOC2_1073
00D6: if  0
0038:   $7798 ==  2  ;; integer values
004D: jump_if_false DOC2_1079
05AA: s@127 = 'DOGG_DF'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14024 
0050: gosub DOC2_1677

:DOC2_1079
0002: jump DOC2_1120

:DOC2_1080
00D6: if  0
0038:   $7798 ==  0  ;; integer values
004D: jump_if_false DOC2_1086
05AA: s@127 = 'DOGG_DG'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14025 
0050: gosub DOC2_1677

:DOC2_1086
00D6: if  0
0038:   $7798 ==  1  ;; integer values
004D: jump_if_false DOC2_1099
00D6: if  0
0039:   @124 ==  6  ;; integer values
004D: jump_if_false DOC2_1096
05AA: s@127 = 'DOGG_DH'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14026 
0050: gosub DOC2_1677
0002: jump DOC2_1099

:DOC2_1096
05AA: s@127 = 'DOGG_DG'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14025 
0050: gosub DOC2_1677

:DOC2_1099
0002: jump DOC2_1120

:DOC2_1100
00D6: if  0
0038:   $7798 ==  0  ;; integer values
004D: jump_if_false DOC2_1106
05AA: s@127 = 'DOGG_DA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14019 
0050: gosub DOC2_1677

:DOC2_1106
00D6: if  0
0038:   $7798 ==  1  ;; integer values
004D: jump_if_false DOC2_1119
00D6: if  0
0039:   @124 ==  6  ;; integer values
004D: jump_if_false DOC2_1116
05AA: s@127 = 'DOGG_DB'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14020 
0050: gosub DOC2_1677
0002: jump DOC2_1119

:DOC2_1116
05AA: s@127 = 'DOGG_DA'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  14019 
0050: gosub DOC2_1677

:DOC2_1119
0002: jump DOC2_1120

:DOC2_1120
000A: @137 +=  1  ;; integer values
00D6: if  0
0039:   @137 ==  4  ;; integer values
004D: jump_if_false DOC2_1125
0006: @137 =  0  ;; integer values

:DOC2_1125
0006: @124 =  6  ;; integer values

:DOC2_1126
00D6: if  1
0039:   @94 ==  1  ;; integer values
0019:   @33 >  4000  ;; integer values
004D: jump_if_false DOC2_1132
0332: set_actor @95 bleeding_to  0 (false)
0006: @94 =  0  ;; integer values

:DOC2_1132
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DOC2_1138
018B: show_on_radar @35  0
018B: show_on_radar @93  3
0002: jump DOC2_1140

:DOC2_1138
018B: show_on_radar @35  3
018B: show_on_radar @93  0

:DOC2_1140
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_1420
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false DOC2_1420
00D6: if  1
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1878.546  2240.82  9.813 radius  4.0  4.0  4.0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_1420
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1414
0221: set_player $PLAYER_CHAR trapped_in_car  1
0050: gosub DOC2_1560
0172: @108 = actor $PLAYER_ACTOR z_angle
00D6: if  1
0021:   @108 >  0.0  ;; floating-point values
0023:    180.0 > @108  ;; floating-point values
004D: jump_if_false DOC2_1163
0006: @115 =  0  ;; integer values
0002: jump DOC2_1164

:DOC2_1163
0006: @115 =  1  ;; integer values

:DOC2_1164
0395: clear_area  1 at  1878.546  2240.82  9.813 range  10.0
0465: remove_actor @95 from_turret_mode
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1171
00A1: put_actor @95 at  1876.335  2236.9  10.125
0173: set_actor @95 z_angle_to  242.5344

:DOC2_1171
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_1181
00AB: put_car @34 at  1878.546  2240.82  9.813
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false DOC2_1180
0175: set_car @34 z_angle_to  90.0
0002: jump DOC2_1181

:DOC2_1180
0175: set_car @34 z_angle_to  270.0

:DOC2_1181
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_1185
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false DOC2_1194
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1193
0002: jump DOC2_1398

:DOC2_1193
0002: jump DOC2_1185

:DOC2_1194
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1203
0615: @139 
0603: unknown_action_sequence -1  1878.493  2235.108  10.125  6 -1 
0639: unknown_action_sequence -1 @95 
05B9: unknown_action_sequence -1  2000 
04EB: unknown_action_sequence -1  1 
0616: @139 

:DOC2_1203
009A: @120 = create_actor  4  274 at  1875.337  2235.227  10.125
0173: set_actor @120 z_angle_to  329.5542
04EB: unknown_action_sequence @120  1 
009A: @121 = create_actor  4  274 at  1886.006  2235.067  10.125
0173: set_actor @121 z_angle_to  84.1029
0618: @121 @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_1214
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_1219
0001: wait  0 ms
0002: jump DOC2_1214

:DOC2_1219
03D1: play_wav  1
00BC: text_highpriority 'DOGG_FA'  3000 ms  1
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_1225
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_1234
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1233
0002: jump DOC2_1398

:DOC2_1233
0002: jump DOC2_1225

:DOC2_1234
040D: unload_wav  1
03CF: load_wav  14033 as  1

:DOC2_1236
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_1241
0001: wait  0 ms
0002: jump DOC2_1236

:DOC2_1241
03D1: play_wav  1
00BC: text_highpriority 'DOGG_FB'  3000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_1244
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_1253
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1252
0002: jump DOC2_1398

:DOC2_1252
0002: jump DOC2_1244

:DOC2_1253
0006: @33 =  0  ;; integer values

:DOC2_1254
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false DOC2_1263
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1262
0002: jump DOC2_1398

:DOC2_1262
0002: jump DOC2_1254

:DOC2_1263
040D: unload_wav  1
03CF: load_wav  14034 as  1

:DOC2_1265
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_1270
0001: wait  0 ms
0002: jump DOC2_1265

:DOC2_1270
03D1: play_wav  1
00BC: text_highpriority 'DOGG_FC'  3000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_1273
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_1282
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1281
0002: jump DOC2_1398

:DOC2_1281
0002: jump DOC2_1273

:DOC2_1282
040D: unload_wav  1
03CF: load_wav  14035 as  1

:DOC2_1284
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_1289
0001: wait  0 ms
0002: jump DOC2_1284

:DOC2_1289
03D1: play_wav  1
00BC: text_highpriority 'DOGG_FD'  3000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_1292
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_1301
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1300
0002: jump DOC2_1398

:DOC2_1300
0002: jump DOC2_1292

:DOC2_1301
0006: @33 =  0  ;; integer values

:DOC2_1302
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false DOC2_1311
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1310
0002: jump DOC2_1398

:DOC2_1310
0002: jump DOC2_1302

:DOC2_1311
040D: unload_wav  1
03CF: load_wav  14036 as  1

:DOC2_1313
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_1318
0001: wait  0 ms
0002: jump DOC2_1313

:DOC2_1318
03D1: play_wav  1
00BC: text_highpriority 'DOGG_FE'  3000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_1321
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_1330
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1329
0002: jump DOC2_1398

:DOC2_1329
0002: jump DOC2_1321

:DOC2_1330
040D: unload_wav  1
03CF: load_wav  14037 as  1

:DOC2_1332
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_1337
0001: wait  0 ms
0002: jump DOC2_1332

:DOC2_1337
03D1: play_wav  1
00BC: text_highpriority 'DOGG_FF'  2000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_1340
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_1349
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1348
0002: jump DOC2_1398

:DOC2_1348
0002: jump DOC2_1340

:DOC2_1349
0006: @33 =  0  ;; integer values

:DOC2_1350
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false DOC2_1359
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1358
0002: jump DOC2_1398

:DOC2_1358
0002: jump DOC2_1350

:DOC2_1359
00D6: if  1
8119:   NOT   car @34 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1369
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false DOC2_1368
05D1: unknown_action_sequence $PLAYER_ACTOR @34  1853.302  2239.55  9.8203  10.0  2  0  2 
0002: jump DOC2_1369

:DOC2_1368
05D1: unknown_action_sequence $PLAYER_ACTOR @34  1902.168  2238.136  9.8203  10.0  2  0  2 

:DOC2_1369
040D: unload_wav  1
03CF: load_wav  14038 as  1

:DOC2_1371
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false DOC2_1376
0001: wait  0 ms
0002: jump DOC2_1371

:DOC2_1376
03D1: play_wav  1
00BC: text_highpriority 'DOGG_FG'  3000 ms  1
0006: @33 =  0  ;; integer values

:DOC2_1379
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false DOC2_1388
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1387
0002: jump DOC2_1398

:DOC2_1387
0002: jump DOC2_1379

:DOC2_1388
0006: @33 =  0  ;; integer values

:DOC2_1389
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false DOC2_1398
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DOC2_1397
0002: jump DOC2_1398

:DOC2_1397
0002: jump DOC2_1389

:DOC2_1398
0050: gosub DOC2_1504
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_1411
03A2: (unknown) @34  0 
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false DOC2_1409
00AB: put_car @34 at  1913.238  2240.401  9.8203
0175: set_car @34 z_angle_to  270.0
0002: jump DOC2_1411

:DOC2_1409
00AB: put_car @34 at  1867.3  2260.574  9.8203
0175: set_car @34 z_angle_to  0.0

:DOC2_1411
0151: remove_status_text $7796
0050: gosub DOC2_1564
0221: set_player $PLAYER_CHAR trapped_in_car  0

:DOC2_1414
009B: destroy_actor_instantly @95
00D6: if  0
075C:   marker @93 enabled
004D: jump_if_false DOC2_1419
0164: disable_marker @93

:DOC2_1419
0002: jump DOC2_1456

:DOC2_1420
00D6: if  1
0039:   @91 ==  6  ;; integer values
0019:   @33 >  3000  ;; integer values
004D: jump_if_false DOC2_1427
0332: set_actor @95 bleeding_to  0 (false)
034F: destroy_actor_with_fade @95  ;; The actor fades away like a ghost
0002: jump DOC2_1430

:DOC2_1427
0002: jump DOC2_332

:DOC2_1428
0050: gosub DOC2_1564
0002: jump DOC2_1430

:DOC2_1430
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false DOC2_1455
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0039:   @91 ==  5  ;; integer values
004D: jump_if_false DOC2_1438
0151: remove_status_text $7799

:DOC2_1438
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false DOC2_1450
00D6: if  0
001B:    5 > @91  ;; integer values
004D: jump_if_false DOC2_1446
00BC: text_highpriority 'DOC2_09'  4000 ms  1
0002: jump DOC2_1447

:DOC2_1446
00BC: text_highpriority 'DOC2_10'  4000 ms  1

:DOC2_1447
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1450

:DOC2_1450
00D6: if  21
0118:   actor @95 dead
0038:   $7799 ==  0  ;; integer values
004D: jump_if_false DOC2_1455
00BC: text_highpriority 'DOC2_10'  4000 ms  1

:DOC2_1455
0051: return

:DOC2_1456
0006: @104 =  1  ;; integer values
00D6: if  0
075C:   marker $584 enabled
004D: jump_if_false DOC2_1461
0164: disable_marker $584

:DOC2_1461
0008: $599 +=  1  ;; integer values
0318: set_latest_mission_passed 'DOC_2'
030C: set_mission_points +=  1
0394: play_music  1
01E3: text_1number_styled 'M_PASSR'  10  5000 ms  1
0998: add_respect  10 
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:DOC2_1469
0247: request_model  274
0247: request_model  416

:DOC2_1471
00D6: if  21
8248:   NOT   model  274 available
8248:   NOT   model  416 available
004D: jump_if_false DOC2_1477
0001: wait  0 ms
0002: jump DOC2_1471

:DOC2_1477
009A: @118 = create_actor  4  274 at  1853.996  2264.554  9.9245
0173: set_actor @118 z_angle_to  261.1915
009A: @119 = create_actor  4  274 at  1855.156  2264.286  9.8885
0173: set_actor @119 z_angle_to  62.9217
00A5: @122 = create_car  416 at  1889.046  2256.128  9.8203
0175: set_car @122 z_angle_to  359.5048
00A5: @123 = create_car  416 at  1896.493  2256.069  9.8203
0175: set_car @123 z_angle_to  2.7445
0615: @142 
0603: unknown_action_sequence -1  1853.996  2264.554  9.9245  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  242.922 
00D6: if  0
8118:   NOT   actor @119 dead
004D: jump_if_false DOC2_1492
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 

:DOC2_1492
0643: @142  1 
0616: @142 
0618: @118 @142 
061B: @142 
0615: @142 
0603: unknown_action_sequence -1  1855.156  2264.286  9.8885  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  62.9217 
0643: @142  1 
0616: @142 
0618: @119 @142 
0249: release_model  416
0051: return

:DOC2_1504
00D6: if  0
8118:   NOT   actor @118 dead
004D: jump_if_false DOC2_1508
034F: destroy_actor_with_fade @118  ;; The actor fades away like a ghost

:DOC2_1508
00D6: if  0
8118:   NOT   actor @119 dead
004D: jump_if_false DOC2_1512
034F: destroy_actor_with_fade @119  ;; The actor fades away like a ghost

:DOC2_1512
00D6: if  0
8118:   NOT   actor @120 dead
004D: jump_if_false DOC2_1516
034F: destroy_actor_with_fade @120  ;; The actor fades away like a ghost

:DOC2_1516
00D6: if  0
8118:   NOT   actor @121 dead
004D: jump_if_false DOC2_1520
034F: destroy_actor_with_fade @121  ;; The actor fades away like a ghost

:DOC2_1520
0051: return

:DOC2_1521
0004: $ON_MISSION =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false DOC2_1526
034F: destroy_actor_with_fade @95  ;; The actor fades away like a ghost

:DOC2_1526
00D6: if  0
075C:   marker @92 enabled
004D: jump_if_false DOC2_1530
0164: disable_marker @92

:DOC2_1530
00D6: if  0
075C:   marker @93 enabled
004D: jump_if_false DOC2_1534
0164: disable_marker @93

:DOC2_1534
00D6: if  0
075C:   marker @35 enabled
004D: jump_if_false DOC2_1538
0164: disable_marker @35

:DOC2_1538
0151: remove_status_text $7799
0650: @90 
091D:  2090.981  1388.51  8.8203  2234.686  1517.077  10.8203 
091E:  2090.981  1388.51  8.8203  2234.686  1517.077  10.8203 
0249: release_model  478
0249: release_model  27
0249: release_model  83
0249: release_model  85
0249: release_model  78
0249: release_model  274
0249: release_model  416
0249: release_model  258
0249: release_model  259
0249: release_model  68
0249: release_model  50
0249: release_model  330
0296: unload_special_actor  1
04EF: release_animation "ON_LOOKERS"
01B7: release_weather
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:DOC2_1560
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0051: return

:DOC2_1564
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0051: return
016A: fade  0 ()  500 ms

:DOC2_1571
00D6: if  0
016B:   fading
004D: jump_if_false DOC2_1576
0001: wait  0 ms
0002: jump DOC2_1571

:DOC2_1576
0051: return
016A: fade  1 (back)  500 ms

:DOC2_1578
00D6: if  0
016B:   fading
004D: jump_if_false DOC2_1583
0001: wait  0 ms
0002: jump DOC2_1578

:DOC2_1583
0051: return

:DOC2_1584
00D6: if  0
0736:  87 
004D: jump_if_false DOC2_1591
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1591
0605: unknown_action_sequence $PLAYER_ACTOR "KO_SHOT_FACE" "PED"  2.0  0  0  0  1 -1 

:DOC2_1591
00D6: if  0
0736:  67 
004D: jump_if_false DOC2_1598
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1598
0605: unknown_action_sequence $PLAYER_ACTOR "KO_SHOT_FRONT" "PED"  2.0  0  0  0  1 -1 

:DOC2_1598
00D6: if  0
0736:  69 
004D: jump_if_false DOC2_1605
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1605
0605: unknown_action_sequence $PLAYER_ACTOR "KO_SHOT_STOM" "PED"  2.0  0  0  0  1 -1 

:DOC2_1605
00D6: if  0
0736:  68 
004D: jump_if_false DOC2_1617
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1617
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DOC2_1617
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_1617
00D6: if  0
0736:  70 
004D: jump_if_false DOC2_1621
065D: $7797 "DOC2_RND" 

:DOC2_1621
00D6: if  0
0736:  66 
004D: jump_if_false DOC2_1630
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false DOC2_1628
0407: create_coordinate @40 @41 @42 from_car @34 offset  0.0 -1.5  .5

:DOC2_1628
064B: "EXPLOSION_BARREL" @40 @41 @42  1 @90 
064C: @90 

:DOC2_1630
00D6: if  0
0736:  75 
004D: jump_if_false DOC2_1637
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1637
05BE: unknown_action_sequence $PLAYER_ACTOR 

:DOC2_1637
00D6: if  0
0736:  81 
004D: jump_if_false DOC2_1645
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1645
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
09B8: $73 $74 $75  0.0  0.0  2.0  40 $PLAYER_ACTOR 

:DOC2_1645
00D6: if  0
0736:  72 
004D: jump_if_false DOC2_1653
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DOC2_1653
035F: set_actor $PLAYER_ACTOR armour_to  100
055E: set_player $PLAYER_CHAR max_health +=  100

:DOC2_1653
00D6: if  0
0736:  80 
004D: jump_if_false DOC2_1669
00D6: if  2
8118:   NOT   actor @95 dead
8119:   NOT   car @34 wrecked
8039:   NOT   @91 ==  5  ;; integer values
004D: jump_if_false DOC2_1669
0723: @101  1 
0792: @95 
0812: unknown_action_sequence @95 "KO_SHOT_FRONT" "PED"  2.0  0  0  0  1 -1 
0464: put_actor @95 into_turret_on_car @34 at_car_offset  0.0 -2.5  1.0 unknown  0 angle  0.0 with_weapon  0
0006: @91 =  5  ;; integer values
03C4: set_status_text_to $7796  1 (bar) 'DOC2_07'
018B: show_on_radar @93  3
018B: show_on_radar @92  0

:DOC2_1669
00D6: if  0
0736:  90 
004D: jump_if_false DOC2_1673
01B6: set_weather  16

:DOC2_1673
00D6: if  0
0736:  85 
004D: jump_if_false DOC2_1676

:DOC2_1676
0051: return

:DOC2_1677
040D: unload_wav  1
03CF: load_wav @129 as  1
0006: @130 =  0  ;; integer values
0051: return

:DOC2_1681
00D6: if  1
03D0:   wav  1 loaded
0039:   @130 ==  0  ;; integer values
004D: jump_if_false DOC2_1688
03D1: play_wav  1
00BC: text_highpriority s@127  10000 ms  1
0006: @130 =  1  ;; integer values

:DOC2_1688
00D6: if  1
03D2:   wav  1 ended
0039:   @130 ==  1  ;; integer values
004D: jump_if_false DOC2_1695
040D: unload_wav  1
03D5: remove_text s@127
0006: @130 =  2  ;; integer values

:DOC2_1695
0051: return

;-------------Mission 96---------------
; Originally: Architectural Espionage


:HEIST1_1
03A4: name_thread 'HEIST1'
0050: gosub HEIST1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false HEIST1_7
0050: gosub HEIST1_3090

:HEIST1_7
0050: gosub HEIST1_3104
004E: end_thread

:HEIST1_9
0317: increment_mission_attempts
054C: use_GXT_table 'HEIST1'
0004: $ON_MISSION =  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: $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:  1 -1 
0006: @318 =  0  ;; integer values
02E4: load_cutscene_data 'HEIST1A'

:HEIST1_24
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false HEIST1_29
0001: wait  0 ms
0002: jump HEIST1_24

:HEIST1_29
0004: $129 =  0  ;; integer values
01B6: set_weather  16
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:HEIST1_33
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false HEIST1_59
0001: wait  0 ms
02E8: $129 = cutscenetime
00D6: if  0
0039:   @318 ==  0  ;; integer values
004D: jump_if_false HEIST1_48
00D6: if  0
0018:   $129 >  12666  ;; integer values
004D: jump_if_false HEIST1_48
0006: @318 =  1  ;; integer values
01B6: set_weather  11
00C0: set_current_time  12  0
0924:  0 -1 

:HEIST1_48
00D6: if  0
0039:   @318 ==  1  ;; integer values
004D: jump_if_false HEIST1_58
00D6: if  0
0018:   $129 >  46000  ;; integer values
004D: jump_if_false HEIST1_58
0006: @318 =  99  ;; integer values
01B6: set_weather  16
00C0: set_current_time  0  0
0924:  1 -1 

:HEIST1_58
0002: jump HEIST1_33

:HEIST1_59
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:HEIST1_61
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_66
0001: wait  0 ms
0002: jump HEIST1_61

:HEIST1_66
02EA: end_cutscene
01B6: set_weather  12
01B7: release_weather
0924:  0 -1 
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:  0 -1 
01B7: release_weather
0247: request_model  367
0247: request_model  346
0247: request_model  349
0247: request_model  59
0247: request_model  12
0247: request_model  54
0247: request_model  70
0247: request_model  147
0247: request_model  17
0247: request_model  71
0247: request_model  57
0247: request_model  58
04ED: load_animation "CAMERA"
038B: load_requested_models

:HEIST1_91
00D6: if  22
8248:   NOT   model  59 available
8248:   NOT   model  12 available
8248:   NOT   model  54 available
004D: jump_if_false HEIST1_98
0001: wait  0 ms
0002: jump HEIST1_91

:HEIST1_98
00D6: if  22
8248:   NOT   model  346 available
8248:   NOT   model  349 available
8248:   NOT   model  367 available
004D: jump_if_false HEIST1_105
0001: wait  0 ms
0002: jump HEIST1_98

:HEIST1_105
00D6: if  23
8248:   NOT   model  70 available
8248:   NOT   model  147 available
8248:   NOT   model  17 available
8248:   NOT   model  71 available
004D: jump_if_false HEIST1_113
0001: wait  0 ms
0002: jump HEIST1_105

:HEIST1_113
00D6: if  22
8248:   NOT   model  58 available
8248:   NOT   model  57 available
84EE:   NOT   animation "CAMERA" loaded
004D: jump_if_false HEIST1_120
0001: wait  0 ms
0002: jump HEIST1_113

:HEIST1_120
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 (back)  1000 ms

:HEIST1_130
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_135
0001: wait  0 ms
0002: jump HEIST1_130

:HEIST1_135
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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: s@236 = 'HE1_AG'  ;; 8-byte strings
05AA: s@238 = 'HE1_AH'  ;; 8-byte strings
05AA: s@240 = 'HE1_AI'  ;; 8-byte strings
05AA: s@242 = 'HE1_AJ'  ;; 8-byte strings
05AA: s@244 = 'HE1_AK'  ;; 8-byte strings
05AA: s@246 = 'HE1_AL'  ;; 8-byte strings
05AA: s@248 = 'HE1_ZA'  ;; 8-byte strings
05AA: s@250 = 'HE1_ZB'  ;; 8-byte strings
05AA: s@252 = 'HE1_ZC'  ;; 8-byte strings
05AA: s@254 = 'HE1_ZD'  ;; 8-byte strings
05AA: s@256 = 'HE1_ZE'  ;; 8-byte strings
05AA: s@258 = 'HEX2B'  ;; 8-byte strings
05AA: s@260 = 'HE1_ZG'  ;; 8-byte strings
05AA: s@262 = 'HE1_ZH'  ;; 8-byte strings
05AA: s@264 = 'HE1_ZJ'  ;; 8-byte strings
05AA: s@266 = 'HE1_ZK'  ;; 8-byte strings
05AA: s@268 = 'HE1_ZL'  ;; 8-byte strings
05AA: s@270 = 'HE1_ZM'  ;; 8-byte strings
05AA: s@272 = 'HE1_XA'  ;; 8-byte strings
05AA: s@274 = 'HE1_XB'  ;; 8-byte strings
05AA: s@276 = '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  58 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  0
8118:   NOT   actor @35 dead
004D: jump_if_false HEIST1_241

:HEIST1_241
009A: @36 = create_actor  24  57 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  59 at  2026.092  1530.428  9.8203
060B: unknown_actor_use_entity @37 @102 
0856: @37  0 
0173: set_actor @37 z_angle_to  129.789
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_255
01B2: give_actor @37 weapon  43 ammo  30000  ;; Load the weapon model before using this
05E2: unknown_action_sequence @37 @35 
087E: @37  0 
04D8: @37  0

:HEIST1_255
009A: @38 = create_actor  24  57 at  2017.924  1536.108  9.8228
060B: unknown_actor_use_entity @38 @102 
0856: @37  0 
0173: set_actor @38 z_angle_to  170.9212
009A: @39 = create_actor  24  59 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  0
8118:   NOT   actor @38 dead
004D: jump_if_false HEIST1_272
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false HEIST1_272
094E: @38  0 
094E: @39  0 
0677: unknown_action_sequence @38 @39  1  1 
0677: unknown_action_sequence @39 @38  0  1 

:HEIST1_272
0249: release_model  58
0249: release_model  59
0249: release_model  57
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_287
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_287
0006: @151 =  1  ;; integer values
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_292
00BC: text_highpriority 'HEI1_41'  10000 ms  1

:HEIST1_292
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: unknown_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: @111  1 
0828:  1 
0006: @177 =  1  ;; integer values

:HEIST1_302
0001: wait  0 ms
00D6: if  0
0039:   @316 ==  1  ;; integer values
004D: jump_if_false HEIST1_309
040D: unload_wav  3
03CF: load_wav  3401 as  3
0006: @316 =  2  ;; integer values

:HEIST1_309
00D6: if  0
0039:   @316 ==  2  ;; integer values
004D: jump_if_false HEIST1_317
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST1_317
03D1: play_wav  3
0006: @316 =  3  ;; integer values

:HEIST1_317
00D6: if  0
8039:   NOT   @308 ==  0  ;; integer values
004D: jump_if_false HEIST1_371
00D6: if  0
0039:   @310 ==  0  ;; integer values
004D: jump_if_false HEIST1_329
00D6: if  0
03D0:   wav @307 loaded
004D: jump_if_false HEIST1_327
040D: unload_wav @307

:HEIST1_327
0006: @310 =  1  ;; integer values
0006: @311 =  1  ;; integer values

:HEIST1_329
00D6: if  0
0039:   @310 ==  1  ;; integer values
004D: jump_if_false HEIST1_334
03CF: load_wav @282(@308,24i) as @306
0006: @310 =  2  ;; integer values

:HEIST1_334
00D6: if  0
0039:   @310 ==  2  ;; integer values
004D: jump_if_false HEIST1_343
00D6: if  0
03D0:   wav @306 loaded
004D: jump_if_false HEIST1_343
03D1: play_wav @306
00BC: text_highpriority @234(@308,24s)  10000 ms  1
0006: @310 =  3  ;; integer values

:HEIST1_343
00D6: if  0
0039:   @310 ==  3  ;; integer values
004D: jump_if_false HEIST1_371
00D6: if  0
03D2:   wav @306 ended
004D: jump_if_false HEIST1_362
03D5: remove_text @234(@308,24s)
00D6: if  0
0039:   @306 ==  1  ;; integer values
004D: jump_if_false HEIST1_356
0006: @306 =  2  ;; integer values
0006: @307 =  1  ;; integer values
0002: jump HEIST1_358

:HEIST1_356
0006: @306 =  1  ;; integer values
0006: @307 =  2  ;; integer values

:HEIST1_358
0006: @308 =  0  ;; integer values
0006: @310 =  0  ;; integer values
0006: @311 =  0  ;; integer values
0002: jump HEIST1_371

:HEIST1_362
00D6: if  0
83D0:   NOT   wav @307 loaded
004D: jump_if_false HEIST1_371
00D6: if  0
001B:    18 > @308  ;; integer values
004D: jump_if_false HEIST1_371
0085: @309 = @308  ;; integer values and handles
000A: @309 +=  1  ;; integer values
03CF: load_wav @282(@309,24i) as @307

:HEIST1_371
00D6: if  0
001B:    35 > @177  ;; integer values
004D: jump_if_false HEIST1_375
0395: clear_area  0 at  362.2167  174.5354  1007.398 range  1000.0

:HEIST1_375
00D6: if  0
0735:  83 
004D: jump_if_false HEIST1_379
0002: jump HEIST1_3095

:HEIST1_379
00D6: if  0
0735:  67 
004D: jump_if_false HEIST1_387
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_387
00D6: if  0
0735:  79 
004D: jump_if_false HEIST1_395
0395: clear_area  0 at  2419.827  1120.785  9.8203 range  .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_395
00D6: if  0
0039:   @185 ==  1  ;; integer values
004D: jump_if_false HEIST1_402
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST1_402
0006: @177 =  55  ;; integer values

:HEIST1_402
00D6: if  0
0039:   @186 ==  1  ;; integer values
004D: jump_if_false HEIST1_409
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST1_409
0006: @184 =  5  ;; integer values

:HEIST1_409
00D6: if  0
0039:   @187 ==  1  ;; integer values
004D: jump_if_false HEIST1_416
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST1_416
0006: @188 =  4  ;; integer values

:HEIST1_416
00D6: if  0
0039:   @215 ==  1  ;; integer values
004D: jump_if_false HEIST1_429
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST1_429

:HEIST1_422
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST1_427
0001: wait  0 ms
0002: jump HEIST1_422

:HEIST1_427
0006: @216 =  40  ;; integer values
0006: @215 =  0  ;; integer values

:HEIST1_429
00D6: if  0
0039:   @177 ==  1  ;; integer values
004D: jump_if_false HEIST1_754
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false HEIST1_558
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false HEIST1_439
0164: disable_marker @168

:HEIST1_439
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false HEIST1_443
0164: disable_marker @172

:HEIST1_443
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false HEIST1_447
0164: disable_marker @172

:HEIST1_447
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false HEIST1_468
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false HEIST1_468
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false HEIST1_468
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_468
00D6: if  0
84AD:   NOT @37
004D: jump_if_false HEIST1_468
0687: @37 
0687: @35 
0639: unknown_action_sequence @37 @35 
0639: unknown_action_sequence @35 @37 
0006: @32 =  0  ;; integer values
0006: @40 =  1  ;; integer values

:HEIST1_468
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false HEIST1_486
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false HEIST1_486
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_486
00D6: if  0
84AD:   NOT @37
004D: jump_if_false HEIST1_486
0687: @37 
0605: unknown_action_sequence @37 "PICSTND_TAKE" "CAMERA"  8.0  0  0  0  1 -1 
00A0: store_actor @37 position_to @42 @43 @44
097A: @42 @43 @44  1132 
0006: @32 =  0  ;; integer values
0006: @40 =  2  ;; integer values

:HEIST1_486
00D6: if  0
0039:   @40 ==  2  ;; integer values
004D: jump_if_false HEIST1_507
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false HEIST1_507
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false HEIST1_507
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_507
00D6: if  0
84AD:   NOT @37
004D: jump_if_false HEIST1_507
0687: @37 
0687: @36 
0639: unknown_action_sequence @36 @37 
0639: unknown_action_sequence @37 @36 
0006: @32 =  0  ;; integer values
0006: @40 =  3  ;; integer values

:HEIST1_507
00D6: if  0
0039:   @40 ==  3  ;; integer values
004D: jump_if_false HEIST1_525
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false HEIST1_525
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_525
00D6: if  0
84AD:   NOT @37
004D: jump_if_false HEIST1_525
0687: @37 
0605: unknown_action_sequence @37 "PICCRCH_TAKE" "CAMERA"  8.0  0  0  0  1 -1 
00A0: store_actor @37 position_to @42 @43 @44
097A: @42 @43 @44  1132 
0006: @32 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:HEIST1_525
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false HEIST1_543
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false HEIST1_543
062E: @38  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_543
062E: @39  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_543
0687: @38 
0687: @39 
0677: unknown_action_sequence @38 @39  1  1 
0677: unknown_action_sequence @39 @38  0  1 

:HEIST1_543
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false HEIST1_558
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false HEIST1_558
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_558
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false HEIST1_558
0687: @36 
0639: unknown_action_sequence @36 @37 
0006: @33 =  0  ;; integer values

:HEIST1_558
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false HEIST1_573
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_573
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @37 radius  5.0  5.0  0
004D: jump_if_false HEIST1_573
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false HEIST1_573
0687: @36 
05BF: unknown_action_sequence @36 $PLAYER_ACTOR  5 
0006: @174 =  99  ;; integer values

:HEIST1_573
00D6: if  0
0039:   @220 ==  0  ;; integer values
004D: jump_if_false HEIST1_584
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_584
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @37 radius  35.0  35.0  0
004D: jump_if_false HEIST1_584
00BE: text_clear_all
0006: @220 =  99  ;; integer values

:HEIST1_584
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false HEIST1_596
00D6: if  0
056D:   unknown_actor @37 dead_but_valid
004D: jump_if_false HEIST1_596
00D6: if  0
051A:   unknown_actor @37 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_596
00BE: text_clear_all
0006: @308 =  1  ;; integer values
0006: @175 =  1  ;; integer values

:HEIST1_596
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false HEIST1_607
00D6: if  0
056D:   unknown_actor @36 dead_but_valid
004D: jump_if_false HEIST1_607
00D6: if  0
051A:   unknown_actor @36 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_607
0006: @308 =  2  ;; integer values
0006: @175 =  1  ;; integer values

:HEIST1_607
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false HEIST1_619
00D6: if  0
056D:   unknown_actor @35 dead_but_valid
004D: jump_if_false HEIST1_619
00D6: if  0
051A:   unknown_actor @35 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_619
00BE: text_clear_all
0006: @308 =  3  ;; integer values
0006: @175 =  1  ;; integer values

:HEIST1_619
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false HEIST1_631
00D6: if  0
056D:   unknown_actor @38 dead_but_valid
004D: jump_if_false HEIST1_631
00D6: if  0
051A:   unknown_actor @38 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_631
00BE: text_clear_all
0006: @308 =  4  ;; integer values
0006: @175 =  1  ;; integer values

:HEIST1_631
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false HEIST1_643
00D6: if  0
056D:   unknown_actor @39 dead_but_valid
004D: jump_if_false HEIST1_643
00D6: if  0
051A:   unknown_actor @39 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_643
00BE: text_clear_all
0006: @308 =  6  ;; integer values
0006: @175 =  1  ;; integer values

:HEIST1_643
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false HEIST1_693
0006: @174 =  99  ;; integer values
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false HEIST1_651
0164: disable_marker @168

:HEIST1_651
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false HEIST1_655
0164: disable_marker @169

:HEIST1_655
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false HEIST1_659
0164: disable_marker @171

:HEIST1_659
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false HEIST1_663
0164: disable_marker @172

:HEIST1_663
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false HEIST1_669
0687: @37 
0638: unknown_action_sequence @37  0 
05DD: unknown_action_sequence @37 $PLAYER_ACTOR  100.0 -1 

:HEIST1_669
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false HEIST1_674
0687: @36 
05DD: unknown_action_sequence @36 $PLAYER_ACTOR  100.0 -1 

:HEIST1_674
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false HEIST1_679
0687: @35 
05DD: unknown_action_sequence @35 $PLAYER_ACTOR  100.0 -1 

:HEIST1_679
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false HEIST1_685
0687: @38 
094E: @38  1 
05DD: unknown_action_sequence @38 $PLAYER_ACTOR  100.0 -1 

:HEIST1_685
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false HEIST1_691
0687: @39 
094E: @39  1 
05DD: unknown_action_sequence @39 $PLAYER_ACTOR  100.0 -1 

:HEIST1_691
04EF: release_animation "CAMERA"
0006: @175 =  2  ;; integer values

:HEIST1_693
00D6: if  0
0039:   @175 ==  2  ;; integer values
004D: jump_if_false HEIST1_738
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false HEIST1_700
0164: disable_marker @168

:HEIST1_700
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false HEIST1_704
0164: disable_marker @169

:HEIST1_704
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false HEIST1_708
0164: disable_marker @172

:HEIST1_708
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false HEIST1_712
0164: disable_marker @171

:HEIST1_712
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false HEIST1_738
00D6: if  0
0039:   @311 ==  0  ;; integer values
004D: jump_if_false HEIST1_738
0006: @151 =  1  ;; integer values

:HEIST1_719
00D6: if  0
001B:    6 > @151  ;; integer values
004D: jump_if_false HEIST1_725
0164: disable_marker @167(@151,6i)
000A: @151 +=  1  ;; integer values
0002: jump HEIST1_719

:HEIST1_725
00BE: text_clear_all
04A5: unknown_store_dead_actor @37 position_to @202 @203 @204
032B: @154 = create_weapon_pickup  367  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
0006: @175 =  3  ;; integer values

:HEIST1_738
00D6: if  0
0214:   pickup @154 picked_up
004D: jump_if_false HEIST1_754
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_754
0164: disable_marker @155
0006: @199 =  1  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'HEI1_40'  6000 ms  1
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
07FB: set_interior 'PAPER' accessible  1 

:HEIST1_754
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false HEIST1_763
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false HEIST1_763
00BE: text_clear_all
00BB: text_lowpriority 'HEI1_1'  6000 ms  1
0006: @205 =  2  ;; integer values

:HEIST1_763
00D6: if  0
0039:   @199 ==  1  ;; integer values
004D: jump_if_false HEIST1_781
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false HEIST1_781
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_781
00BC: text_highpriority 'HEI1_11'  6000 ms  1
009A: @82(@201,20i) = create_actor  4  59 at  2030.702  1489.388  9.8203
05DE: unknown_action_sequence @82(@201,20i) 
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: @82(@201,20i)  0 
060B: unknown_actor_use_entity @82(@201,20i) @102 
0006: @199 =  2  ;; integer values

:HEIST1_781
00D6: if  0
0039:   @199 ==  2  ;; integer values
004D: jump_if_false HEIST1_819
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false HEIST1_819
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_805
00D6: if  0
0118:   actor @82(@201,20i) dead
004D: jump_if_false HEIST1_805
0164: disable_marker @164
04A5: unknown_store_dead_actor @82(@201,20i) position_to @202 @203 @204
032B: @154 = create_weapon_pickup  367  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  0
001B:    19 > @201  ;; integer values
004D: jump_if_false HEIST1_804
000A: @201 +=  1  ;; integer values
0006: @227 =  0  ;; integer values

:HEIST1_804
0006: @199 =  3  ;; integer values

:HEIST1_805
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_819
00D6: if  0
056D:   unknown_actor @82(@201,20i) dead_but_valid
004D: jump_if_false HEIST1_817
01C2: remove_references_to_actor @82(@201,20i)  ;; Like turning an actor into a random pedestrian
00D6: if  0
001B:    19 > @201  ;; integer values
004D: jump_if_false HEIST1_817
000A: @201 +=  1  ;; integer values
0006: @227 =  0  ;; integer values

:HEIST1_817
0164: disable_marker @164
0006: @199 =  1  ;; integer values

:HEIST1_819
00D6: if  0
0039:   @199 ==  3  ;; integer values
004D: jump_if_false HEIST1_830
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_830
00D6: if  0
0214:   pickup @154 picked_up
004D: jump_if_false HEIST1_830
0164: disable_marker @164
0006: @199 =  1  ;; integer values

:HEIST1_830
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false HEIST1_842
00D6: if  0
056D:   unknown_actor @82(@201,20i) dead_but_valid
004D: jump_if_false HEIST1_842
00D6: if  0
051A:   unknown_actor @82(@201,20i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_842
0687: @82(@201,20i) 
05DD: unknown_action_sequence @82(@201,20i) $PLAYER_ACTOR  100.0 -1 
0006: @227 =  1  ;; integer values

:HEIST1_842
00D6: if  0
0019:   @199 >  0  ;; integer values
004D: jump_if_false HEIST1_857
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false HEIST1_857
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false HEIST1_857
041A: @200 = actor $PLAYER_ACTOR weapon  43 ammo
00D6: if  0
0039:   @200 ==  0  ;; integer values
004D: jump_if_false HEIST1_857
0555: remove_weapon  43 from_actor $PLAYER_ACTOR 
0006: @199 =  1  ;; integer values

:HEIST1_857
00D6: if  0
0039:   @177 ==  5  ;; integer values
004D: jump_if_false HEIST1_1022
00D6: if  0
0039:   @218 ==  0  ;; integer values
004D: jump_if_false HEIST1_1003
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2414.812  1124.435  9.813 radius  50.0  50.0  20.0
004D: jump_if_false HEIST1_1003
009A: @65 = create_actor  4  147 at  366.2195  178.2328  1007.398
094E: @65  0 
060B: unknown_actor_use_entity @65 @102 
0173: set_actor @65 z_angle_to  256.0
08AD: @65  2415.348  1123.942  10.0 
009A: @66 = create_actor  4  17 at  367.4051  178.2571  1007.397
060B: unknown_actor_use_entity @66 @102 
094E: @66  0 
0173: set_actor @66 z_angle_to  75.0
08AD: @66  2415.348  1123.942  10.0 
009A: @67 = create_actor  4  17 at  336.205  173.5649  1018.984
060B: unknown_actor_use_entity @67 @102 
094E: @67  0 
0173: set_actor @67 z_angle_to  21.0
08AD: @67  2415.348  1123.942  10.0 
009A: @68 = create_actor  4  147 at  335.1483  175.8309  1018.984
060B: unknown_actor_use_entity @68 @102 
094E: @68  0 
0173: set_actor @68 z_angle_to  200.0
08AD: @68  2415.348  1123.942  10.0 
009A: @69 = create_actor  4  17 at  347.6199  171.2935  1018.991
060B: unknown_actor_use_entity @69 @102 
094E: @69  0 
0173: set_actor @69 z_angle_to  89.0
08AD: @69  2415.348  1123.942  10.0 
009A: @70 = create_actor  4  147 at  347.7367  172.3383  1018.991
060B: unknown_actor_use_entity @70 @102 
094E: @70  0 
0173: set_actor @70 z_angle_to  270.0
08AD: @70  2415.348  1123.942  10.0 
009A: @71 = create_actor  4  147 at  360.7583  175.1333  1018.984
060B: unknown_actor_use_entity @71 @102 
094E: @71  0 
0173: set_actor @71 z_angle_to  162.0
08AD: @71  2415.348  1123.942  10.0 
009A: @72 = create_actor  5  12 at  361.4531  176.2417  1018.984
060B: unknown_actor_use_entity @72 @102 
0173: set_actor @72 z_angle_to  0.0
094E: @72  0 
08AD: @72  2415.348  1123.942  10.0 
009A: @73 = create_actor  4  17 at  359.5063  177.6107  1018.984
060B: unknown_actor_use_entity @73 @102 
0173: set_actor @73 z_angle_to  184.0
094E: @73  0 
08AD: @73  2415.348  1123.942  10.0 
06B0: unknown_action_sequence @73  500000 
009A: @45 = create_actor  5  12 at  359.7724  173.5793  1007.389
08AD: @45  2415.348  1123.942  10.0 
0173: set_actor @45 z_angle_to  261.0
060B: unknown_actor_use_entity @45 @103 
0568: @45  1
009A: @52 = create_actor  24  71 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: @52  2415.348  1123.942  10.0 
009A: @53 = create_actor  24  71 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: @53  2415.348  1123.942  10.0 
009A: @54 = create_actor  24  71 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: @54  2415.348  1123.942  10.0 
009A: @47 = create_actor  24  147 at  355.1732  172.5407  1024.781
0173: set_actor @47 z_angle_to  259.56
060B: unknown_actor_use_entity @47 @102 
08AD: @47  2415.348  1123.942  10.0 
009A: @48 = create_actor  24  17 at  355.8736  172.4779  1024.781
0173: set_actor @48 z_angle_to  80.67
060B: unknown_actor_use_entity @48 @102 
08AD: @48  2415.348  1123.942  10.0 
009A: @49 = create_actor  24  147 at  362.339  155.2859  1024.781
0173: set_actor @49 z_angle_to  178.989
060B: unknown_actor_use_entity @49 @102 
05C8: unknown_action_sequence @49 
08AD: @49  2415.348  1123.942  10.0 
009A: @50 = create_actor  24  17 at  362.7949  156.2016  1024.781
0173: set_actor @50 z_angle_to  20.989
060B: unknown_actor_use_entity @50 @102 
05C8: unknown_action_sequence @50 
08AD: @50  2415.348  1123.942  10.0 
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false HEIST1_960
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false HEIST1_960
0687: @65 
0687: @66 
0677: unknown_action_sequence @65 @66  1  1 
0677: unknown_action_sequence @66 @65  0  1 

:HEIST1_960
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST1_970
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST1_970
0687: @67 
0687: @68 
0677: unknown_action_sequence @67 @68  1  1 
0677: unknown_action_sequence @68 @67  0  1 

:HEIST1_970
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST1_980
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST1_980
0687: @69 
0687: @70 
0677: unknown_action_sequence @69 @70  1  1 
0677: unknown_action_sequence @70 @69  0  1 

:HEIST1_980
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST1_990
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST1_990
0687: @47 
0687: @48 
0677: unknown_action_sequence @47 @48  1  1 
0677: unknown_action_sequence @48 @47  0  1 

:HEIST1_990
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false HEIST1_1000
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false HEIST1_1000
0687: @49 
0687: @50 
0677: unknown_action_sequence @49 @50  1  1 
0677: unknown_action_sequence @50 @49  0  1 

:HEIST1_1000
0249: release_model  147
0249: release_model  17
0006: @218 =  1  ;; integer values

:HEIST1_1003
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  387.278  173.576  1007.391 radius  5.0  5.0  2.0
004D: jump_if_false HEIST1_1022
0006: @177 =  10  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00BC: text_highpriority 'HEI1_9'  4000 ms  1
0006: @180 =  1  ;; integer values
0006: @179 =  1  ;; integer values
08AD: $PLAYER_ACTOR  2415.348  1123.942  10.0 
075B:  95 
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1022
08AD: @45  2415.348  1123.942  10.0 
06B0: unknown_action_sequence @45  500000 
0164: disable_marker @156
0187: @157 = create_marker_above_actor @45
0165: set_marker @157 color_to  2

:HEIST1_1022
00D6: if  0
0019:   @177 >  5  ;; integer values
004D: jump_if_false HEIST1_1070
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false HEIST1_1048
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  387.278  173.576  1007.391 radius  5.0  5.0  2.0
004D: jump_if_false HEIST1_1048
0395: clear_area  0 at  362.2167  174.5354  1007.398 range  1000.0
0006: @179 =  1  ;; integer values
075B:  95 
00D6: if  0
0019:   @316 >  1  ;; integer values
004D: jump_if_false HEIST1_1038
0006: @316 =  1  ;; integer values

:HEIST1_1038
00D6: if  0
001B:    25 > @177  ;; integer values
004D: jump_if_false HEIST1_1048
0164: disable_marker @156
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1048
08AD: @45  2415.348  1123.942  10.0 
0187: @157 = create_marker_above_actor @45
0165: set_marker @157 color_to  2

:HEIST1_1048
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false HEIST1_1070
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2415.6  1123.24  9.813 radius  5.0  5.0  2.0
004D: jump_if_false HEIST1_1070
0006: @181 =  0  ;; integer values
00BE: text_clear_all
0006: @179 =  0  ;; integer values
075B:  0 
00D6: if  0
001B:    25 > @177  ;; integer values
004D: jump_if_false HEIST1_1066
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1066
0164: disable_marker @157
018A: @156 = create_checkpoint_at  2414.812  1124.435  9.813

:HEIST1_1066
00D6: if  0
0019:   @316 >  1  ;; integer values
004D: jump_if_false HEIST1_1070
040D: unload_wav  3

:HEIST1_1070
00D6: if  0
0039:   @177 ==  10  ;; integer values
004D: jump_if_false HEIST1_1091
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1091
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @45 radius  4.0  4.0  0
004D: jump_if_false HEIST1_1091
0687: @45 
0639: unknown_action_sequence @45 $PLAYER_ACTOR 
0717: @45 
0A18: 'HEQ1' 'HEQ2' 'HEX1B'  19200  19202  19201 
0A3C: 'HEX1B'  19214 
0A18: 'HEQ2' 'HEQ4' 'HEX2'  19203  19205  19204 
0A3C: 'HEQ4'  19207 
0A18: 'HEX2' 'HEQ4C' 'HEQ5'  19215  19218  19217 
0A3C: 'HEQ4C'  19209 
0A3C: 'HEQ5'  19210 
0719: (unknown)
0006: @177 =  15  ;; integer values

:HEIST1_1091
00D6: if  0
0039:   @177 ==  15  ;; integer values
004D: jump_if_false HEIST1_1104
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1104
00D6: if  0
071A: @45 'HEQ1' 
004D: jump_if_false HEIST1_1104
03E6: remove_text_box
0164: disable_marker @157
0512: permanent_text_box 'TALK_1'
0006: @177 =  20  ;; integer values

:HEIST1_1104
00D6: if  0
0039:   @177 ==  20  ;; integer values
004D: jump_if_false HEIST1_1208
00D6: if  21
00E1:   key_pressed  0  10
00E1:   key_pressed  0  11
004D: jump_if_false HEIST1_1112
03E6: remove_text_box

:HEIST1_1112
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1208
00D6: if  0
071A: @45 'HEQ4' 
004D: jump_if_false HEIST1_1123
03E6: remove_text_box
0164: disable_marker @157
0164: disable_marker @156
0006: @177 =  24  ;; integer values
0006: @228 =  0  ;; integer values

:HEIST1_1123
00D6: if  0
071A: @45 'HEQ4C' 
004D: jump_if_false HEIST1_1131
03E6: remove_text_box
0164: disable_marker @157
0164: disable_marker @156
0006: @228 =  0  ;; integer values
0006: @177 =  24  ;; integer values

:HEIST1_1131
00D6: if  0
071A: @45 'HEX1B' 
004D: jump_if_false HEIST1_1145
0512: permanent_text_box 'HEIH9'
0006: @183 =  1  ;; integer values
0006: @177 =  22  ;; integer values
0006: @228 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1145
0687: @45 
06B0: unknown_action_sequence @45  10000 
0187: @157 = create_marker_above_actor @45
0165: set_marker @157 color_to  2

:HEIST1_1145
00D6: if  0
071A: @45 'HEQ5' 
004D: jump_if_false HEIST1_1159
0512: permanent_text_box 'HEIH9'
0006: @183 =  1  ;; integer values
0006: @177 =  22  ;; integer values
0006: @228 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1159
0687: @45 
06B0: unknown_action_sequence @45  10000 
0187: @157 = create_marker_above_actor @45
0165: set_marker @157 color_to  2

:HEIST1_1159
00D6: if  0
071A: @45 'HEX1' 
004D: jump_if_false HEIST1_1173
0512: permanent_text_box 'HEIH9'
0006: @183 =  1  ;; integer values
0006: @177 =  22  ;; integer values
0006: @228 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1173
0687: @45 
06B0: unknown_action_sequence @45  10000 
0187: @157 = create_marker_above_actor @45
0165: set_marker @157 color_to  2

:HEIST1_1173
00D6: if  0
0039:   @228 ==  0  ;; integer values
004D: jump_if_false HEIST1_1181
00D6: if  0
071A: @45 'HEX2' 
004D: jump_if_false HEIST1_1181
0006: @32 =  0  ;; integer values
0006: @228 =  1  ;; integer values

:HEIST1_1181
00D6: if  0
0039:   @228 ==  1  ;; integer values
004D: jump_if_false HEIST1_1190
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false HEIST1_1190
00BE: text_clear_all
0006: @308 =  12  ;; integer values
0006: @228 =  2  ;; integer values

:HEIST1_1190
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @45 radius  5.0  5.0  0
004D: jump_if_false HEIST1_1208
0006: @183 =  1  ;; integer values
0006: @177 =  22  ;; integer values
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1208
0687: @45 
06B0: unknown_action_sequence @45  10000 
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_1208
00D6: if  0
0039:   @177 ==  22  ;; integer values
004D: jump_if_false HEIST1_1217
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1215
08ED: @45 

:HEIST1_1215
0006: @228 =  0  ;; integer values
0006: @177 =  23  ;; integer values

:HEIST1_1217
00D6: if  0
0039:   @177 ==  23  ;; integer values
004D: jump_if_false HEIST1_1239
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1239
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @45 radius  10.0  10.0  0
004D: jump_if_false HEIST1_1235
0512: permanent_text_box 'HEIH9'
00D6: if  0
0039:   @183 ==  1  ;; integer values
004D: jump_if_false HEIST1_1235
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false HEIST1_1235
0006: @177 =  10  ;; integer values
0006: @183 =  0  ;; integer values

:HEIST1_1235
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @45 radius  10.0  10.0  0
004D: jump_if_false HEIST1_1239
03E6: remove_text_box

:HEIST1_1239
00D6: if  0
0039:   @177 ==  24  ;; integer values
004D: jump_if_false HEIST1_1251
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1247
0006: @228 =  0  ;; integer values
08ED: @45 

:HEIST1_1247
018A: @166 = create_checkpoint_at  372.253  164.4298  1007.398
08DC: @166  2415.348  1123.942  10.0 
0006: @177 =  25  ;; integer values
0006: @183 =  0  ;; integer values

:HEIST1_1251
00D6: if  0
0039:   @177 ==  25  ;; integer values
004D: jump_if_false HEIST1_1272
03E6: remove_text_box
0006: @189 =  1  ;; integer values
0550: unknown_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: @114  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: @116  450 
071E: @116 @117 
0907: @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_1272
00D6: if  0
0039:   @315 ==  1  ;; integer values
004D: jump_if_false HEIST1_1284
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST1_1284
00D6: if  0
03CA:   object @116 exists
004D: jump_if_false HEIST1_1284
097C:  3 @116 
03D1: play_wav  3
0006: @315 =  2  ;; integer values

:HEIST1_1284
00D6: if  0
0039:   @177 ==  27  ;; integer values
004D: jump_if_false HEIST1_1307
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST1_1296
00D6: if  0
0039:   @173 ==  1  ;; integer values
004D: jump_if_false HEIST1_1296
00BE: text_clear_all
00BC: text_highpriority 'HEI1_33'  4000 ms  1
0006: @173 =  0  ;; integer values

:HEIST1_1296
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  372.253  164.4298  1007.398 radius  1.0  1.0  1.5
004D: jump_if_false HEIST1_1307
0164: disable_marker @166
0006: @173 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'HEI1_34'  6000 ms  1
018A: @158 = create_checkpoint_at  346.9205  165.9382  1024.781
08DC: @158  2415.348  1123.942  10.0 
0165: set_marker @158 color_to  4
0006: @177 =  30  ;; integer values

:HEIST1_1307
00D6: if  0
0039:   @180 ==  1  ;; integer values
004D: jump_if_false HEIST1_2001
00D6: if  0
0039:   @179 ==  1  ;; integer values
004D: jump_if_false HEIST1_2001
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false HEIST1_2001
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false HEIST1_1407
00D6: if  0
001B:    40 > @177  ;; integer values
004D: jump_if_false HEIST1_1348
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false HEIST1_1348
00D6: if  0
0039:   @228 ==  0  ;; integer values
004D: jump_if_false HEIST1_1348
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false HEIST1_1348
00D6: if  0
0039:   @207 ==  0  ;; integer values
004D: jump_if_false HEIST1_1348
0792: @52 
0639: unknown_action_sequence @52 $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false HEIST1_1348
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST1_1348
0792: @53 
0792: @54 
0639: unknown_action_sequence @53 $PLAYER_ACTOR 
0639: unknown_action_sequence @54 $PLAYER_ACTOR 
0006: @32 =  0  ;; integer values
0006: @113 =  1  ;; integer values

:HEIST1_1348
00D6: if  0
051A:   unknown_actor @52 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1356
0687: @52 
05E2: unknown_action_sequence @52 $PLAYER_ACTOR 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1356
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false HEIST1_1397
00D6: if  0
0364: @52 $PLAYER_ACTOR 
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  1
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  14
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  10
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  11
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  12
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  13
004D: jump_if_false HEIST1_1397
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  46
004D: jump_if_false HEIST1_1397
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_1397
00D6: if  0
0039:   @207 ==  1  ;; integer values
004D: jump_if_false HEIST1_1407
00D6: if  0
0039:   @208 ==  0  ;; integer values
004D: jump_if_false HEIST1_1407
0792: @52 
0638: unknown_action_sequence @52  1 
0635: unknown_action_sequence @52 $PLAYER_ACTOR  5000 
0006: @208 =  1  ;; integer values

:HEIST1_1407
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false HEIST1_1469
00D6: if  0
051A:   unknown_actor @53 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1418
0687: @53 
05E2: unknown_action_sequence @53 $PLAYER_ACTOR 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1418
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false HEIST1_1459
00D6: if  0
0364: @53 $PLAYER_ACTOR 
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  1
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  14
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  10
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  11
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  12
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  13
004D: jump_if_false HEIST1_1459
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  46
004D: jump_if_false HEIST1_1459
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_1459
00D6: if  0
0039:   @207 ==  1  ;; integer values
004D: jump_if_false HEIST1_1469
00D6: if  0
0039:   @209 ==  0  ;; integer values
004D: jump_if_false HEIST1_1469
0792: @53 
0638: unknown_action_sequence @53  1 
0635: unknown_action_sequence @53 $PLAYER_ACTOR  5000 
0006: @209 =  1  ;; integer values

:HEIST1_1469
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST1_1628
00D6: if  0
051A:   unknown_actor @54 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1480
0687: @54 
05E2: unknown_action_sequence @54 $PLAYER_ACTOR 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1480
00D6: if  0
0039:   @189 ==  1  ;; integer values
004D: jump_if_false HEIST1_1493
00D6: if  0
0039:   @188 ==  0  ;; integer values
004D: jump_if_false HEIST1_1493
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  367.6113  162.3746  1024.781 radius  3.5  3.5  1.5
004D: jump_if_false HEIST1_1493
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false HEIST1_1493
0006: @188 =  1  ;; integer values

:HEIST1_1493
00D6: if  0
0833: @107 
004D: jump_if_false HEIST1_1500
00BE: text_clear_all
00BC: text_highpriority 'HEI1_52'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1500
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false HEIST1_1544
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @54 radius  10.0  10.0  2.0 sphere  0
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  1
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  14
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  10
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  11
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  12
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  13
004D: jump_if_false HEIST1_1544
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  46
004D: jump_if_false HEIST1_1544
00BE: text_clear_all
040D: unload_wav @307
040D: unload_wav @306
0006: @311 =  0  ;; integer values
0006: @310 =  0  ;; integer values
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false HEIST1_1540
0006: @308 =  10  ;; integer values
0002: jump HEIST1_1541

:HEIST1_1540
0006: @308 =  7  ;; integer values

:HEIST1_1541
0006: @33 =  0  ;; integer values
0006: @181 =  1  ;; integer values
0006: @211 =  1  ;; integer values

:HEIST1_1544
00D6: if  0
0039:   @207 ==  1  ;; integer values
004D: jump_if_false HEIST1_1554
00D6: if  0
0039:   @210 ==  0  ;; integer values
004D: jump_if_false HEIST1_1554
0792: @54 
0638: unknown_action_sequence @54  1 
0635: unknown_action_sequence @54 $PLAYER_ACTOR  5000 
0006: @210 =  1  ;; integer values

:HEIST1_1554
00D6: if  0
0039:   @189 ==  1  ;; integer values
004D: jump_if_false HEIST1_1628
00D6: if  0
0039:   @188 ==  1  ;; integer values
004D: jump_if_false HEIST1_1585
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_1567
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_1572
0001: wait  0 ms
0002: jump HEIST1_1567

:HEIST1_1572
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
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 (back)  500 ms

:HEIST1_1577
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_1582
0001: wait  0 ms
0002: jump HEIST1_1577

:HEIST1_1582
0006: @188 =  2  ;; integer values
00BC: text_highpriority 'HEI1_6'  4000 ms  1
0006: @33 =  0  ;; integer values

:HEIST1_1585
00D6: if  0
0039:   @188 ==  2  ;; integer values
004D: jump_if_false HEIST1_1598
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false HEIST1_1592
0006: @187 =  1  ;; integer values

:HEIST1_1592
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false HEIST1_1598
00BE: text_clear_all
0006: @188 =  4  ;; integer values
0006: @33 =  0  ;; integer values

:HEIST1_1598
00D6: if  0
0039:   @188 ==  4  ;; integer values
004D: jump_if_false HEIST1_1628
0006: @187 =  0  ;; integer values
016A: fade  0 ()  500 ms
00BE: text_clear_all

:HEIST1_1604
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_1609
0001: wait  0 ms
0002: jump HEIST1_1604

:HEIST1_1609
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:HEIST1_1613
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_1618
0001: wait  0 ms
0002: jump HEIST1_1613

:HEIST1_1618
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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: @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

:HEIST1_1628
00D6: if  0
0039:   @181 ==  1  ;; integer values
004D: jump_if_false HEIST1_1801
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false HEIST1_1650
00D6: if  0
0039:   @207 ==  0  ;; integer values
004D: jump_if_false HEIST1_1650
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false HEIST1_1650
040D: unload_wav @307
040D: unload_wav @306
00BE: text_clear_all
0006: @311 =  0  ;; integer values
0006: @310 =  0  ;; integer values
00D6: if  0
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false HEIST1_1649
0006: @308 =  9  ;; integer values

:HEIST1_1649
0006: @207 =  1  ;; integer values

:HEIST1_1650
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false HEIST1_1657
00BE: text_clear_all
00BC: text_highpriority 'HEI1_50'  6000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1657
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  0
004D: jump_if_false HEIST1_1672
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_1672
00D6: if  0
8039:   NOT   @211 ==  1  ;; integer values
004D: jump_if_false HEIST1_1690
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false HEIST1_1690
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_1690
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  1
004D: jump_if_false HEIST1_1705
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_1705
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  14
004D: jump_if_false HEIST1_1720
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_1720
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  10
004D: jump_if_false HEIST1_1735
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_1735
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  11
004D: jump_if_false HEIST1_1750
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_1750
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  12
004D: jump_if_false HEIST1_1765
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_1765
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  13
004D: jump_if_false HEIST1_1780
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_1780
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  46
004D: jump_if_false HEIST1_1795
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_1795
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false HEIST1_1801
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1801
00D6: if  0
056D:   unknown_actor @65 dead_but_valid
004D: jump_if_false HEIST1_1815
00D6: if  0
051A:   unknown_actor @65 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1815
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false HEIST1_1815
0687: @65 
05DD: unknown_action_sequence @65 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1815
00D6: if  0
056D:   unknown_actor @66 dead_but_valid
004D: jump_if_false HEIST1_1829
00D6: if  0
051A:   unknown_actor @66 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1829
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false HEIST1_1829
0687: @66 
05DD: unknown_action_sequence @66 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1829
00D6: if  0
056D:   unknown_actor @67 dead_but_valid
004D: jump_if_false HEIST1_1843
00D6: if  0
051A:   unknown_actor @67 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1843
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST1_1843
0687: @67 
05DD: unknown_action_sequence @67 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1843
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false HEIST1_1857
00D6: if  0
051A:   unknown_actor @68 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1857
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST1_1857
0687: @68 
05DD: unknown_action_sequence @68 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1857
00D6: if  0
056D:   unknown_actor @69 dead_but_valid
004D: jump_if_false HEIST1_1871
00D6: if  0
051A:   unknown_actor @69 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1871
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST1_1871
0687: @69 
05DD: unknown_action_sequence @69 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1871
00D6: if  0
056D:   unknown_actor @70 dead_but_valid
004D: jump_if_false HEIST1_1885
00D6: if  0
051A:   unknown_actor @70 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1885
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST1_1885
0687: @70 
05DD: unknown_action_sequence @70 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1885
00D6: if  0
056D:   unknown_actor @71 dead_but_valid
004D: jump_if_false HEIST1_1899
00D6: if  0
051A:   unknown_actor @71 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1899
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false HEIST1_1899
0687: @71 
05DD: unknown_action_sequence @71 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1899
00D6: if  0
056D:   unknown_actor @72 dead_but_valid
004D: jump_if_false HEIST1_1913
00D6: if  0
051A:   unknown_actor @72 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1913
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false HEIST1_1913
0687: @72 
05DD: unknown_action_sequence @72 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1913
00D6: if  0
056D:   unknown_actor @73 dead_but_valid
004D: jump_if_false HEIST1_1927
00D6: if  0
051A:   unknown_actor @73 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1927
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false HEIST1_1927
0687: @73 
05DD: unknown_action_sequence @73 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1927
00D6: if  0
056D:   unknown_actor @45 dead_but_valid
004D: jump_if_false HEIST1_1941
00D6: if  0
051A:   unknown_actor @45 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1941
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_1941
0687: @45 
05DD: unknown_action_sequence @45 $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1941
00D6: if  0
056D:   unknown_actor @47 dead_but_valid
004D: jump_if_false HEIST1_1956
00D6: if  0
051A:   unknown_actor @47 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1956
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST1_1956
0687: @47 
05DD: unknown_action_sequence @47 $PLAYER_ACTOR  100.0 -1 
0050: gosub HEIST1_3080
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1956
00D6: if  0
056D:   unknown_actor @48 dead_but_valid
004D: jump_if_false HEIST1_1971
00D6: if  0
051A:   unknown_actor @48 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1971
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST1_1971
0687: @48 
05DD: unknown_action_sequence @48 $PLAYER_ACTOR  100.0 -1 
0050: gosub HEIST1_3080
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1971
00D6: if  0
056D:   unknown_actor @49 dead_but_valid
004D: jump_if_false HEIST1_1986
00D6: if  0
051A:   unknown_actor @49 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_1986
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false HEIST1_1986
0687: @49 
05DD: unknown_action_sequence @49 $PLAYER_ACTOR  100.0 -1 
0050: gosub HEIST1_3080
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_1986
00D6: if  0
056D:   unknown_actor @50 dead_but_valid
004D: jump_if_false HEIST1_2001
00D6: if  0
051A:   unknown_actor @50 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_2001
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false HEIST1_2001
0687: @50 
05DD: unknown_action_sequence @50 $PLAYER_ACTOR  100.0 -1 
0050: gosub HEIST1_3080
00BC: text_highpriority 'HEI1_50'  4000 ms  1
0050: gosub HEIST1_3086
0002: jump HEIST1_3090

:HEIST1_2001
00D6: if  0
0039:   @177 ==  30  ;; integer values
004D: jump_if_false HEIST1_2072
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  364.4255  188.2647  1018.984 radius  2.0  2.0  2.0
004D: jump_if_false HEIST1_2019
00D6: if  0
0019:   @188 >  1  ;; integer values
004D: jump_if_false HEIST1_2019
00D6: if  0
0039:   @221 ==  0  ;; integer values
004D: jump_if_false HEIST1_2019
0164: disable_marker @160
0188: @163 = create_marker_above_object @114
08DC: @163  2415.348  1123.942  10.0 
00BE: text_clear_all
00BC: text_highpriority 'HEI1_10'  6000 ms  1
0006: @221 =  1  ;; integer values

:HEIST1_2019
00D6: if  0
0039:   @191 ==  0  ;; integer values
004D: jump_if_false HEIST1_2032
00D6: if  0
0366:   object @114 blown_up
004D: jump_if_false HEIST1_2032
0209: @151 = random_int  1  4
0723: @114  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_2032
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false HEIST1_2049
00D6: if  0
001B:    2 > @190  ;; integer values
004D: jump_if_false HEIST1_2049
00D6: if  0
0366:   object @116 blown_up
004D: jump_if_false HEIST1_2049
0209: @151 = random_int  1  4
0723: @116  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_2049
00D6: if  0
0039:   @190 ==  2  ;; integer values
004D: jump_if_false HEIST1_2059
040D: unload_wav  3
0006: @315 =  99  ;; integer values
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false HEIST1_2059
02CF: create_fire_at  350.8387  190.3284  1019.0  1 @151 @148 
0006: @190 =  3  ;; integer values

:HEIST1_2059
00D6: if  0
0039:   @190 ==  3  ;; integer values
004D: jump_if_false HEIST1_2072
0006: @177 =  40  ;; integer values
064B: "TEARGAS"  350.6574  189.2716  1019.0  1 @141 
064B: "TEARGAS"  350.6574  189.2716  1020.0  1 @142 
064B: "TEARGAS"  350.8387  190.3284  1019.0  1 @143 
064C: @141 
064C: @142 
064C: @143 
0006: @32 =  0  ;; integer values
00BC: text_highpriority 'HEI1_20'  4000 ms  1
0006: @316 =  1  ;; integer values

:HEIST1_2072
00D6: if  0
0039:   @177 ==  40  ;; integer values
004D: jump_if_false HEIST1_2081
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST1_2081
0006: @180 =  0  ;; integer values
0006: @178 =  1  ;; integer values
0006: @177 =  45  ;; integer values

:HEIST1_2081
00D6: if  0
0019:   @177 >  9  ;; integer values
004D: jump_if_false HEIST1_2163
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false HEIST1_2163
00D6: if  0
001B:    45 > @177  ;; integer values
004D: jump_if_false HEIST1_2163
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false HEIST1_2108
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false HEIST1_2108
062E: @65  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2108
062E: @66  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2108
0687: @65 
0687: @66 
0677: unknown_action_sequence @65 @66  1  1 
0677: unknown_action_sequence @66 @65  0  1 

:HEIST1_2108
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST1_2126
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST1_2126
062E: @67  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2126
062E: @68  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2126
0687: @67 
0687: @68 
0677: unknown_action_sequence @67 @68  1  1 
0677: unknown_action_sequence @68 @67  0  1 

:HEIST1_2126
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST1_2144
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST1_2144
062E: @69  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2144
062E: @70  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2144
0687: @69 
0687: @70 
0677: unknown_action_sequence @69 @70  1  1 
0677: unknown_action_sequence @70 @69  0  1 

:HEIST1_2144
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false HEIST1_2162
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false HEIST1_2162
062E: @71  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2162
062E: @72  1655 @206 
00D6: if  0
04A4: @206  7 
004D: jump_if_false HEIST1_2162
0687: @71 
0687: @72 
0677: unknown_action_sequence @71 @72  1  1 
0677: unknown_action_sequence @72 @71  0  1 

:HEIST1_2162
0006: @113 =  0  ;; integer values

:HEIST1_2163
00D6: if  0
0039:   @177 ==  45  ;; integer values
004D: jump_if_false HEIST1_2286
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST1_2171
0687: @67 
05F5: unknown_action_sequence @67  370.877  171.6468  1007.397  4 -2 

:HEIST1_2171
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST1_2176
0687: @69 
05F5: unknown_action_sequence @69  370.877  171.6468  1007.397  4 -2 

:HEIST1_2176
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST1_2181
0687: @68 
05F5: unknown_action_sequence @68  370.877  171.6468  1007.397  4 -2 

:HEIST1_2181
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST1_2186
0687: @70 
05F5: unknown_action_sequence @70  370.877  171.6468  1007.397  4 -2 

:HEIST1_2186
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false HEIST1_2191
0687: @71 
05F5: unknown_action_sequence @71  370.877  171.6468  1007.397  4 -2 

:HEIST1_2191
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false HEIST1_2196
0687: @72 
05F5: unknown_action_sequence @72  370.877  171.6468  1007.397  4 -2 

:HEIST1_2196
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false HEIST1_2201
0687: @73 
05F5: unknown_action_sequence @73  370.877  171.6468  1007.397  4 -2 

:HEIST1_2201
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false HEIST1_2207
0687: @50 
060B: unknown_actor_use_entity @50 @103 
00A1: put_actor @50 at  377.7027  153.2545  1022.774

:HEIST1_2207
016A: fade  0 ()  500 ms

:HEIST1_2208
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2213
0001: wait  0 ms
0002: jump HEIST1_2208

:HEIST1_2213
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
02D1: unknown_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  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST1_2226
0638: unknown_action_sequence @54  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_2226
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST1_2241
060B: unknown_actor_use_entity @47 @103 
0687: @47 
00A1: put_actor @47 at  353.9879  164.0512  1024.781
0173: set_actor @47 z_angle_to  224.0
0687: @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_2241
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST1_2256
060B: unknown_actor_use_entity @48 @103 
0687: @48 
00A1: put_actor @48 at  354.1077  160.163  1024.781
0173: set_actor @48 z_angle_to  302.0
0687: @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_2256
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false HEIST1_2270
060B: unknown_actor_use_entity @49 @103 
0687: @49 
00A1: put_actor @49 at  364.2849  160.2124  1024.788
0173: set_actor @49 z_angle_to  294.5
0687: @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_2270
00BE: text_clear_all
016A: fade  1 (back)  500 ms

:HEIST1_2272
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2277
0001: wait  0 ms
0002: jump HEIST1_2272

:HEIST1_2277
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_2286
00D6: if  0
0039:   @177 ==  50  ;; integer values
004D: jump_if_false HEIST1_2293
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false HEIST1_2293
0006: @177 =  55  ;; integer values

:HEIST1_2293
00D6: if  0
0039:   @177 ==  55  ;; integer values
004D: jump_if_false HEIST1_2372
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:HEIST1_2298
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2303
0001: wait  0 ms
0002: jump HEIST1_2298

:HEIST1_2303
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0687: $PLAYER_ACTOR 
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms
0687: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @151 =  3  ;; integer values
02CF: create_fire_at  350.6574  189.5716  1019.0  1 @151 @147 
02CF: create_fire_at  350.8387  190.3284  1019.0  1  2 @148 
0006: @177 =  60  ;; integer values
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST1_2319
060B: unknown_actor_use_entity @54 @104 
00A1: put_actor @54 at  2419.994  1153.71  9.8047

:HEIST1_2319
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false HEIST1_2324
060B: unknown_actor_use_entity @53 @104 
00A1: put_actor @53 at  2419.994  1145.71  9.8047

:HEIST1_2324
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false HEIST1_2329
060B: unknown_actor_use_entity @52 @104 
00A1: put_actor @52 at  2417.655  1154.084  9.8047

:HEIST1_2329
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST1_2334
00A1: put_actor @45 at  2419.363  1132.672  9.8047
0173: set_actor @45 z_angle_to  135.0

:HEIST1_2334
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false HEIST1_2338
009B: destroy_actor_instantly @65

:HEIST1_2338
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false HEIST1_2342
009B: destroy_actor_instantly @66

:HEIST1_2342
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST1_2348
0687: @47 
00A1: put_actor @47 at  372.0212  163.0494  1024.773
0173: set_actor @47 z_angle_to  276.1

:HEIST1_2348
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST1_2354
0687: @48 
00A1: put_actor @48 at  375.6833  163.8624  1024.773
0173: set_actor @48 z_angle_to  266.1

:HEIST1_2354
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false HEIST1_2360
0687: @49 
00A1: put_actor @49 at  378.0436  162.5748  1024.775
0173: set_actor @49 z_angle_to  168.1

:HEIST1_2360
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false HEIST1_2366
0687: @50 
00A1: put_actor @50 at  377.7027  153.2545  1022.774
0173: set_actor @50 z_angle_to  101.1

:HEIST1_2366
00BE: text_clear_all
00BC: text_highpriority 'HEI1_22'  6000 ms  1
0164: disable_marker @158
018A: @158 = create_checkpoint_at  346.9205  165.9382  1024.781
08DC: @158  2415.348  1123.942  10.0 
0165: set_marker @158 color_to  4

:HEIST1_2372
00D6: if  0
0039:   @177 ==  60  ;; integer values
004D: jump_if_false HEIST1_2520
00D6: if  0
0039:   @219 ==  0  ;; integer values
004D: jump_if_false HEIST1_2402
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  371.0459  161.5409  1018.984 radius  1.5  1.5  2.0
004D: jump_if_false HEIST1_2402
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false HEIST1_2386
0687: @50 
05F5: unknown_action_sequence @50  370.877  171.6468  1007.397  4 -2 

:HEIST1_2386
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false HEIST1_2391
0687: @49 
05F5: unknown_action_sequence @49  379.2716  173.4771  1007.397  4 -2 

:HEIST1_2391
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST1_2396
0687: @48 
05F5: unknown_action_sequence @48  370.9119  175.3713  1007.397  4 -2 

:HEIST1_2396
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST1_2401
0687: @47 
05F5: unknown_action_sequence @47  370.877  171.6468  1007.397  4 -2 

:HEIST1_2401
0006: @219 =  1  ;; integer values

:HEIST1_2402
00D6: if  0
0039:   @219 ==  1  ;; integer values
004D: jump_if_false HEIST1_2453
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false HEIST1_2417
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false HEIST1_2417
00D6: if  0
051A:   unknown_actor @50 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_2417
0687: @50 
05DD: unknown_action_sequence @50 $PLAYER_ACTOR  100.0 -1 
0006: @225 =  1  ;; integer values

:HEIST1_2417
00D6: if  0
0039:   @224 ==  0  ;; integer values
004D: jump_if_false HEIST1_2429
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false HEIST1_2429
00D6: if  0
051A:   unknown_actor @49 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_2429
0687: @49 
05DD: unknown_action_sequence @49 $PLAYER_ACTOR  100.0 -1 
0006: @224 =  1  ;; integer values

:HEIST1_2429
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false HEIST1_2441
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST1_2441
00D6: if  0
051A:   unknown_actor @48 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_2441
0687: @48 
05DD: unknown_action_sequence @48 $PLAYER_ACTOR  100.0 -1 
0006: @223 =  1  ;; integer values

:HEIST1_2441
00D6: if  0
0039:   @222 ==  0  ;; integer values
004D: jump_if_false HEIST1_2453
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST1_2453
00D6: if  0
051A:   unknown_actor @47 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST1_2453
0687: @47 
05DD: unknown_action_sequence @47 $PLAYER_ACTOR  100.0 -1 
0006: @222 =  1  ;; integer values

:HEIST1_2453
00D6: if  0
0833: @107 
004D: jump_if_false HEIST1_2520
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
018A: @161 = create_checkpoint_at  2418.682  1123.352  9.8047
0165: set_marker @161 color_to  4
0650: @141 
0650: @142 
0650: @143 
064B: "TEARGAS"  369.2483  162.346  1026.774  1 @138 
064B: "TEARGAS"  373.3976  162.6828  1026.774  1 @139 
064B: "TEARGAS"  378.9187  163.1306  1026.774  1 @140 
064C: @138 
064C: @139 
064C: @140 
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST1_2476
009B: destroy_actor_instantly @47

:HEIST1_2476
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST1_2480
009B: destroy_actor_instantly @48

:HEIST1_2480
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false HEIST1_2484
009B: destroy_actor_instantly @49

:HEIST1_2484
00D6: if  0
8118:   NOT   actor @50 dead
004D: jump_if_false HEIST1_2488
009B: destroy_actor_instantly @50

:HEIST1_2488
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST1_2492
009B: destroy_actor_instantly @67

:HEIST1_2492
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST1_2496
009B: destroy_actor_instantly @68

:HEIST1_2496
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST1_2500
009B: destroy_actor_instantly @69

:HEIST1_2500
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST1_2504
009B: destroy_actor_instantly @70

:HEIST1_2504
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false HEIST1_2508
009B: destroy_actor_instantly @71

:HEIST1_2508
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false HEIST1_2512
009B: destroy_actor_instantly @72

:HEIST1_2512
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false HEIST1_2516
009B: destroy_actor_instantly @73

:HEIST1_2516
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_2520
00D6: if  0
0039:   @184 ==  1  ;; integer values
004D: jump_if_false HEIST1_2552
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false HEIST1_2552
0247: request_model  275
0247: request_model  282
0247: request_model  147

:HEIST1_2529
00D6: if  22
8248:   NOT   model  275 available
8248:   NOT   model  282 available
8248:   NOT   model  147 available
004D: jump_if_false HEIST1_2536
0001: wait  0 ms
0002: jump HEIST1_2529

:HEIST1_2536
009A: @78 = create_actor  24  147 at  376.9717  192.0647  1013.18
0173: set_actor @78 z_angle_to  266.7879
060B: unknown_actor_use_entity @78 @105 
08AD: @78  2415.348  1123.942  10.0 
009A: @79 = create_actor  24  282 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: @79  2415.348  1123.942  10.0 
0639: unknown_action_sequence @78 @79 
009A: @80 = create_actor  24  282 at  377.9352  192.4556  1013.18
0173: set_actor @80 z_angle_to  124.31
060B: unknown_actor_use_entity @80 @105 
08AD: @80  2415.348  1123.942  10.0 
0249: release_model  275
0006: @184 =  2  ;; integer values

:HEIST1_2552
00D6: if  0
0039:   @184 ==  2  ;; integer values
004D: jump_if_false HEIST1_2577
00BE: text_clear_all
016A: fade  0 ()  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:HEIST1_2558
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2563
0001: wait  0 ms
0002: jump HEIST1_2558

:HEIST1_2563
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
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 (back)  2000 ms

:HEIST1_2569
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2574
0001: wait  0 ms
0002: jump HEIST1_2569

:HEIST1_2574
0006: @184 =  3  ;; integer values
0006: @186 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST1_2577
00D6: if  0
0039:   @184 ==  3  ;; integer values
004D: jump_if_false HEIST1_2588
00BE: text_clear_all
0006: @308 =  15  ;; integer values
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false HEIST1_2586
0605: unknown_action_sequence @78 "ENDCHAT_01" "PED"  4.0  1  0  0  0 -1 

:HEIST1_2586
0006: @184 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST1_2588
00D6: if  0
0039:   @184 ==  4  ;; integer values
004D: jump_if_false HEIST1_2596
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false HEIST1_2596
0006: @184 =  5  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST1_2596
00D6: if  0
0039:   @184 ==  5  ;; integer values
004D: jump_if_false HEIST1_2780
0006: @186 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false HEIST1_2608
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false HEIST1_2608
0687: @78 
0687: @79 

:HEIST1_2608
016A: fade  0 ()  500 ms

:HEIST1_2609
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2614
0001: wait  0 ms
0002: jump HEIST1_2609

:HEIST1_2614
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:HEIST1_2619
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2624
0001: wait  0 ms
0002: jump HEIST1_2619

:HEIST1_2624
0006: @184 =  10  ;; integer values
009B: destroy_actor_instantly @78
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST1_2638
00A1: put_actor @54 at  378.2106  154.386  1022.782
0173: set_actor @54 z_angle_to  312.89
0687: @54 
0615: @76 
0638: unknown_action_sequence -1  0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @76 
0618: @54 @76 
061B: @76 

:HEIST1_2638
009A: @56 = create_actor  24  282 at  371.6575  153.1287  1020.796
0173: set_actor @56 z_angle_to  264.7879
07DD: @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: @56  2415.348  1123.942  10.0 
0615: @76 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @76 
0618: @56 @76 
061B: @76 
009A: @57 = create_actor  24  282 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: @57  2415.348  1123.942  10.0 
0615: @76 
085B: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @76 
0618: @57 @76 
061B: @76 
009A: @58 = create_actor  24  282 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: @58  2415.348  1123.942  10.0 
0615: @76 
085B: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @76 
0618: @58 @76 
061B: @76 
009A: @59 = create_actor  24  282 at  371.2767  154.0267  1014.984
0173: set_actor @59 z_angle_to  195.89
07DD: @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: @59  2415.348  1123.942  10.0 
0615: @76 
085B: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @76 
0618: @59 @76 
061B: @76 
009A: @60 = create_actor  24  282 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: @60  2415.348  1123.942  10.0 
0615: @76 
085B: unknown_action_sequence -1  0 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @76 
0618: @60 @76 
061B: @76 
009A: @61 = create_actor  24  282 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: @61  2415.348  1123.942  10.0 
0615: @76 
085B: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  50 
0616: @76 
0618: @61 @76 
061B: @76 
009A: @64 = create_actor  24  282 at  379.1144  153.0811  1011.195
0173: set_actor @64 z_angle_to  4.89
060B: unknown_actor_use_entity @64 @103 
04EB: unknown_action_sequence @64  1 
07DD: @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: @64  2415.348  1123.942  10.0 
0615: @76 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @76 
0618: @64 @76 
061B: @76 
009A: @63 = create_actor  24  282 at  369.8178  162.4074  1018.977
0173: set_actor @63 z_angle_to  217.89
07DD: @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: @63  2415.348  1123.942  10.0 
0615: @76 
0638: unknown_action_sequence -1  1 
0634: unknown_action_sequence -1 $PLAYER_ACTOR  4  3000  70 
0616: @76 
0618: @63 @76 
061B: @76 
009A: @62 = create_actor  24  282 at  370.1607  179.6097  1007.391
0173: set_actor @62 z_angle_to  170.89
07DD: @62  50 
0223: set_actor @62 health_to  120
060B: unknown_actor_use_entity @62 @103 
04EB: unknown_action_sequence @62  1 
01B2: give_actor @62 weapon  22 ammo  30000  ;; Load the weapon model before using this
08AD: @62  2415.348  1123.942  10.0 
0615: @76 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @76 
0618: @62 @76 
061B: @76 
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false HEIST1_2755
0687: @53 
00A1: put_actor @53 at  375.0372  177.4968  1007.391
0173: set_actor @53 z_angle_to  193.0
0638: unknown_action_sequence @53  1 
05E2: unknown_action_sequence @53 $PLAYER_ACTOR 

:HEIST1_2755
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false HEIST1_2763
0687: @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: unknown_action_sequence @52 $PLAYER_ACTOR 

:HEIST1_2763
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false HEIST1_2768
0687: @79 
05E2: unknown_action_sequence @79 $PLAYER_ACTOR 

:HEIST1_2768
00BE: text_clear_all
00BC: text_highpriority 'HEI1_46'  6000 ms  1
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0247: request_model  401

:HEIST1_2772
00D6: if  0
8248:   NOT   model  401 available
004D: jump_if_false HEIST1_2777
0001: wait  0 ms
0002: jump HEIST1_2772

:HEIST1_2777
00A5: @106 = create_car  401 at  2423.733  1120.273  9.6719
0175: set_car @106 z_angle_to  179.4729
0249: release_model  401

:HEIST1_2780
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false HEIST1_2809
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  369.2483  162.346  1024.774 radius  2.0  2.0  2.0
004D: jump_if_false HEIST1_2809
0669: "TEARGAS" $PLAYER_ACTOR  0.0  0.0  2.0  1 @129 
0669: "TEARGAS" $PLAYER_ACTOR  0.0  2.0  1.8  1 @130 
0669: "TEARGAS" $PLAYER_ACTOR  0.0 -2.0  2.0  1 @131 
0669: "TEARGAS" $PLAYER_ACTOR  1.0  5.0  1.5  1 @132 
0669: "TEARGAS" $PLAYER_ACTOR -1.0  8.0  1.8  1 @133 
0669: "TEARGAS" $PLAYER_ACTOR  2.0  0.0  1.5  1 @134 
0669: "TEARGAS" $PLAYER_ACTOR -2.0  0.0  1.5  1 @135 
0669: "TEARGAS" $PLAYER_ACTOR -2.0  2.0  1.5  1 @136 
0669: "TEARGAS" $PLAYER_ACTOR  2.0  2.0  1.5  1 @137 
08FD:  1 
064C: @129 
064C: @130 
064C: @131 
064C: @132 
064C: @133 
064C: @134 
064C: @135 
064C: @136 
064C: @137 
0650: @138 
0650: @139 
0650: @140 
0006: @198 =  2  ;; integer values

:HEIST1_2809
00D6: if  0
0039:   @184 ==  10  ;; integer values
004D: jump_if_false HEIST1_2838
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2418.682  1123.352  9.8047 radius  5.0  5.0  5.0
004D: jump_if_false HEIST1_2838
08FD:  0 
0650: @138 
0650: @139 
0650: @140 
0650: @129 
0650: @130 
0650: @131 
0650: @132 
0650: @133 
0650: @134 
0650: @135 
0650: @136 
0650: @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
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @324 =  1  ;; integer values
0006: @33 =  0  ;; integer values
0249: release_model  71
0249: release_model  54

:HEIST1_2838
00D6: if  0
0039:   @324 ==  1  ;; integer values
004D: jump_if_false HEIST1_2846
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false HEIST1_2846
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4
0006: @324 =  2  ;; integer values

:HEIST1_2846
00D6: if  0
0039:   @184 ==  11  ;; integer values
004D: jump_if_false HEIST1_2861
0247: request_model  117
0247: request_model  421
0247: request_model  118

:HEIST1_2852
00D6: if  22
8248:   NOT   model  118 available
8248:   NOT   model  117 available
8248:   NOT   model  421 available
004D: jump_if_false HEIST1_2859
0001: wait  0 ms
0002: jump HEIST1_2852

:HEIST1_2859
0006: @184 =  13  ;; integer values
0006: @216 =  9  ;; integer values

:HEIST1_2861
00D6: if  0
0039:   @216 ==  9  ;; integer values
004D: jump_if_false HEIST1_2902
077E: @34 = active_interior
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false HEIST1_2872
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false HEIST1_2872
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:HEIST1_2872
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1918.59  958.3391  9.8203 radius  4.0  4.0  2.0
004D: jump_if_false HEIST1_2902
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST1_2892
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
02A0:   actor $PLAYER_ACTOR stopped  
004D: jump_if_false HEIST1_2891
00A5: @213 = create_car  421 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  0
8119:   NOT   car @213 wrecked
004D: jump_if_false HEIST1_2890
0129: @214 = create_actor  25  117 in_car @213 driverseat
01C8: @212 = create_actor  25  118 in_car @213 passenger_seat  1

:HEIST1_2890
0006: @216 =  15  ;; integer values

:HEIST1_2891
0002: jump HEIST1_2902

:HEIST1_2892
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A5: @213 = create_car  421 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  0
8119:   NOT   car @213 wrecked
004D: jump_if_false HEIST1_2901
0129: @214 = create_actor  25  117 in_car @213 driverseat
01C8: @212 = create_actor  25  118 in_car @213 passenger_seat  1

:HEIST1_2901
0006: @216 =  15  ;; integer values

:HEIST1_2902
00D6: if  0
0039:   @216 ==  15  ;; integer values
004D: jump_if_false HEIST1_2944
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
016A: fade  0 ()  1000 ms

:HEIST1_2908
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2913
0001: wait  0 ms
0002: jump HEIST1_2908

:HEIST1_2913
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 (on)
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 (back)  1000 ms

:HEIST1_2921
00D6: if  0
016B:   fading
004D: jump_if_false HEIST1_2926
0001: wait  0 ms
0002: jump HEIST1_2921

:HEIST1_2926
0006: @216 =  17  ;; integer values
0006: @32 =  0  ;; integer values
0687: $PLAYER_ACTOR 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST1_2939
0615: @217 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  1913.682  962.0125  9.8203  4 -1 
0616: @217 
0618: $PLAYER_ACTOR @217 
061B: @217 
0002: jump HEIST1_2944

:HEIST1_2939
0615: @217 
05D3: unknown_action_sequence -1  1913.682  962.0125  9.8203  4 -1 
0616: @217 
0618: $PLAYER_ACTOR @217 
061B: @217 

:HEIST1_2944
00D6: if  0
0039:   @216 ==  17  ;; integer values
004D: jump_if_false HEIST1_2952
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false HEIST1_2952
097A: -1000.0 -1000.0 -1000.0  1035 
0006: @216 =  20  ;; integer values

:HEIST1_2952
00D6: if  0
0039:   @216 ==  20  ;; integer values
004D: jump_if_false HEIST1_2978
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  15.438 unknown_angle  0.0  0.0  .02  0
004D: jump_if_false HEIST1_2959
034E: unknown_move_object $2658 to  1903.383  967.62  15.438 unknown_angle  0.0  0.0  .02  0

:HEIST1_2959
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false HEIST1_2978
0006: @216 =  30  ;; integer values
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false HEIST1_2978
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false HEIST1_2978
05D1: unknown_action_sequence @214 @213  1909.04  959.7415  9.8203  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: -1000.0 -1000.0 -1000.0  1036 
0687: $PLAYER_ACTOR 
05D3: unknown_action_sequence $PLAYER_ACTOR  1909.887  962.3391  9.8203  4 -1 
0006: @32 =  0  ;; integer values

:HEIST1_2978
00D6: if  0
0039:   @216 ==  30  ;; integer values
004D: jump_if_false HEIST1_3000
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false HEIST1_3000
00D6: if  0
01AD:   car @213  0 ()near_point  1909.04  959.7415  3.0  3.0
004D: jump_if_false HEIST1_2994
0006: @216 =  35  ;; integer values
00D6: if  0
8118:   NOT   actor @212 dead
004D: jump_if_false HEIST1_2992
05BF: unknown_action_sequence @212 $PLAYER_ACTOR -1 

:HEIST1_2992
0006: @308 =  19  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST1_2994
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false HEIST1_3000
0006: @216 =  35  ;; integer values
0662: write_debug_message "TEST" 
0006: @32 =  0  ;; integer values

:HEIST1_3000
00D6: if  0
0039:   @216 ==  35  ;; integer values
004D: jump_if_false HEIST1_3009
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST1_3009
0006: @308 =  20  ;; integer values
0006: @216 =  36  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST1_3009
00D6: if  0
0039:   @216 ==  36  ;; integer values
004D: jump_if_false HEIST1_3029
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false HEIST1_3029
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false HEIST1_3029
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false HEIST1_3029
0687: @214 
0006: @216 =  37  ;; integer values
05D1: unknown_action_sequence @214 @213  1905.279  934.162  9.8352  10.0  2  0  2 
0006: @32 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @212 dead
004D: jump_if_false HEIST1_3029
05BF: unknown_action_sequence $PLAYER_ACTOR @212 -1 

:HEIST1_3029
00D6: if  0
0039:   @216 ==  37  ;; integer values
004D: jump_if_false HEIST1_3048
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false HEIST1_3044
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .04  0
004D: jump_if_false HEIST1_3039
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .04  0

:HEIST1_3039
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST1_3044
097A: -1000.0 -1000.0 -1000.0  1035 
0006: @41 =  1  ;; integer values

:HEIST1_3044
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST1_3048
0006: @216 =  40  ;; integer values

:HEIST1_3048
00D6: if  0
0039:   @216 ==  40  ;; integer values
004D: jump_if_false HEIST1_3079
00D6: if  0
834E:   NOT unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .04  0
004D: jump_if_false HEIST1_3055
034E: unknown_move_object $2658 to  1903.383  967.62  11.438 unknown_angle  0.0  0.0  .04  0

:HEIST1_3055
0006: @215 =  0  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1036 
00D6: if  0
8118:   NOT   actor @212 dead
004D: jump_if_false HEIST1_3062
0792: @212 
009B: destroy_actor_instantly @212

:HEIST1_3062
00D6: if  0
8118:   NOT   actor @214 dead
004D: jump_if_false HEIST1_3067
0792: @214 
009B: destroy_actor_instantly @214

:HEIST1_3067
00A6: destroy_car @213
02A3: toggle_widescreen  0 (off)
0792: $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
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_3095

:HEIST1_3079
0002: jump HEIST1_302

:HEIST1_3080
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST1_3085
0687: @54 
05E2: unknown_action_sequence @54 $PLAYER_ACTOR 

:HEIST1_3085
0051: return

:HEIST1_3086
0006: @226 =  1  ;; integer values
00BA: text_styled 'M_FAIL'  8000 ms  1
0006: @33 =  0  ;; integer values
0051: return

:HEIST1_3090
00D6: if  0
8039:   NOT   @226 ==  1  ;; integer values
004D: jump_if_false HEIST1_3094
00BA: text_styled 'M_FAIL'  5000 ms  1

:HEIST1_3094
0051: return

:HEIST1_3095
0008: $HEIST_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASSR'  10  5000 ms  1
0998: add_respect  10 
0318: set_latest_mission_passed 'HEIST_1'
030C: set_mission_points +=  1
0629: change_stat  312 to  1  ; integer see statdisp.dat
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:HEIST1_3104
07FB: set_interior 'PAPER' accessible  0 
0004: $2332 =  0  ;; integer values
040D: unload_wav  3
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST1_3111
0687: $PLAYER_ACTOR 

:HEIST1_3111
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
03CA:   object $2658 exists
004D: jump_if_false HEIST1_3117
01BC: put_object $2658 at  1903.383  967.62  11.438
0177: set_object $2658 z_angle_to  0.0

:HEIST1_3117
075B:  0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST1_3121

:HEIST1_3121
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_3132
00D6: if  0
001B:    6 > @151  ;; integer values
004D: jump_if_false HEIST1_3138
0164: disable_marker @167(@151,6i)
000A: @151 +=  1  ;; integer values
0002: jump HEIST1_3132

:HEIST1_3138
0215: destroy_pickup @154
031A: remove_all_fires
0650: @138 
0650: @139 
0650: @140 
0650: @141 
0650: @142 
0650: @143 
0650: @129 
0650: @130 
0650: @131 
0650: @132 
0650: @133 
0650: @134 
0650: @135 
0650: @136 
0650: @137 
08FD:  0 
0249: release_model  57
0249: release_model  58
0249: release_model  367
0249: release_model  346
0249: release_model  349
0249: release_model  12
0249: release_model  59
0249: release_model  54
0249: release_model  401
0249: release_model  71
0249: release_model  70
0249: release_model  147
0249: release_model  17
0249: release_model  282
0249: release_model  275
0249: release_model  117
0249: release_model  118
0249: release_model  421
04EF: release_animation "CAMERA"
00D6: if  0
0039:   @226 ==  1  ;; integer values
004D: jump_if_false HEIST1_3180
016E: override_restart at  2337.083  2453.802  13.9765  90.7643
0970: (unknown)

:HEIST1_3180
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 97---------------
; Originally: Key to her Heart


:HEIST3_1
03A4: name_thread 'HEIST3'
0050: gosub HEIST3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false HEIST3_7
0050: gosub HEIST3_3023

:HEIST3_7
0050: gosub HEIST3_3034
004E: end_thread

:HEIST3_9
0317: increment_mission_attempts
0169: set_fade_color  0  0  0
0004: $ON_MISSION =  1  ;; integer values
016A: fade  0 ()  2000 ms

:HEIST3_13
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_18
0001: wait  0 ms
0002: jump HEIST3_13

:HEIST3_18
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_23
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:HEIST3_23
0793: (unknown)
01B5: force_weather  10
04BB: select_interior  10  ;; select render area
054C: use_GXT_table 'HEIST3'
02E4: load_cutscene_data 'HEIST2A'

:HEIST3_28
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false HEIST3_33
0001: wait  0 ms
0002: jump HEIST3_28

:HEIST3_33
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:HEIST3_35
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false HEIST3_40
0001: wait  0 ms
0002: jump HEIST3_35

:HEIST3_40
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:HEIST3_42
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_47
0001: wait  0 ms
0002: jump HEIST3_42

:HEIST3_47
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:HEIST3_51
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_56
0001: wait  0 ms
0002: jump HEIST3_51

:HEIST3_56
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: $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$7802(1) = 'HE3_AA'  ;; 8-byte strings
05A9: s$7802(2) = 'HE3_BA'  ;; 8-byte strings
05A9: s$7802(3) = 'HE3_BB'  ;; 8-byte strings
05A9: s$7802(4) = 'HE3_CA'  ;; 8-byte strings
05A9: s$7802(5) = 'HE3_CB'  ;; 8-byte strings
05A9: s$7802(6) = 'HE3_CC'  ;; 8-byte strings
05A9: s$7802(7) = 'HE3_CD'  ;; 8-byte strings
05A9: s$7802(8) = 'HE3_CE'  ;; 8-byte strings
05A9: s$7802(9) = 'HE3_CF'  ;; 8-byte strings
05A9: s$7802(10) = 'HE3_CG'  ;; 8-byte strings
05A9: s$7802(11) = 'HE3_CH'  ;; 8-byte strings
05A9: s$7802(12) = 'HE3_DA'  ;; 8-byte strings
05A9: s$7802(13) = 'HE3_DB'  ;; 8-byte strings
05A9: s$7802(14) = 'HE3_DC'  ;; 8-byte strings
05A9: s$7802(15) = 'HE3_DD'  ;; 8-byte strings
05A9: s$7802(16) = 'HE3_DE'  ;; 8-byte strings
05A9: s$7802(17) = 'HE3_DF'  ;; 8-byte strings
05A9: s$7802(18) = 'HE3_DG'  ;; 8-byte strings
05A9: s$7802(19) = 'HE3_EA'  ;; 8-byte strings
05A9: s$7802(20) = 'HE3_EB'  ;; 8-byte strings
05A9: s$7802(21) = 'HE3_EC'  ;; 8-byte strings
05A9: s$7802(22) = 'HE3_FA'  ;; 8-byte strings
05A9: s$7802(23) = 'HE3_FB'  ;; 8-byte strings
05A9: s$7802(24) = 'HE3_FC'  ;; 8-byte strings
05A9: s$7802(25) = 'HE3_FD'  ;; 8-byte strings
05A9: s$7802(26) = 'HE3_FE'  ;; 8-byte strings
05A9: s$7802(27) = 'HE3_FF'  ;; 8-byte strings
05A9: s$7802(28) = 'HE3_FG'  ;; 8-byte strings
05A9: s$7802(29) = 'HE3_GA'  ;; 8-byte strings
05A9: s$7802(30) = 'HE3_GB'  ;; 8-byte strings
05A9: s$7802(31) = 'HE3_GC'  ;; 8-byte strings
05A9: s$7802(32) = 'HE3_GD'  ;; 8-byte strings
05A9: s$7802(33) = 'HE3_GE'  ;; 8-byte strings
05A9: s$7802(34) = 'HE3_HA'  ;; 8-byte strings
05A9: s$7802(35) = 'HE3_HB'  ;; 8-byte strings
05A9: s$7802(36) = 'HE3_HC'  ;; 8-byte strings
05A9: s$7802(37) = 'HE3_HD'  ;; 8-byte strings
05A9: s$7802(38) = 'HE3_HE'  ;; 8-byte strings
05A9: s$7802(39) = 'HE3_HF'  ;; 8-byte strings
05A9: s$7802(40) = 'HE3_HG'  ;; 8-byte strings
05A9: s$7802(41) = 'HE3_HH'  ;; 8-byte strings
05A9: s$7802(42) = 'HE3_HJ'  ;; 8-byte strings
05A9: s$7802(43) = 'HE3_AB'  ;; 8-byte strings
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 (on)
03CB: set_camera  2030.103  1020.79  9.8203
016A: fade  1 (back)  1000 ms

:HEIST3_196
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_201
0001: wait  0 ms
0002: jump HEIST3_196

:HEIST3_201
0707: unknown_bunnyjump HEIST3_281 

:HEIST3_202
0001: wait  0 ms
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST3_281
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false HEIST3_248
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_217
00D6: if  0
03D0:   wav @135 loaded
004D: jump_if_false HEIST3_216
040D: unload_wav @135

:HEIST3_216
0006: @136 =  1  ;; integer values

:HEIST3_217
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false HEIST3_222
03CF: load_wav @89(@133,44i) as @134
0006: @136 =  2  ;; integer values

:HEIST3_222
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false HEIST3_231
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_231
03D1: play_wav @134
00BC: text_highpriority $7802(@133,44s)  10000 ms  1
0006: @136 =  3  ;; integer values

:HEIST3_231
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false HEIST3_248
00D6: if  0
03D2:   wav @134 ended
004D: jump_if_false HEIST3_248
03D5: remove_text $7802(@133,44s)
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST3_244
0006: @134 =  2  ;; integer values
0006: @135 =  1  ;; integer values
0002: jump HEIST3_246

:HEIST3_244
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values

:HEIST3_246
0006: @133 =  0  ;; integer values
0006: @136 =  0  ;; integer values

:HEIST3_248
0871: init_jump_table @138 total_jumps  2  1 HEIST3_269 jumps  0 HEIST3_249  1 HEIST3_256 -1 HEIST3_280 -1 HEIST3_280 -1 HEIST3_280 -1 HEIST3_280 -1 HEIST3_280 

:HEIST3_249
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_255
0006: @133 =  1  ;; integer values
0006: @138 =  1  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_255
0002: jump HEIST3_280

:HEIST3_256
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_268
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_268
0006: @133 =  43  ;; integer values
0006: @138 =  2  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_268
0002: jump HEIST3_280

:HEIST3_269
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_279
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_279
0006: @137 =  1  ;; integer values

:HEIST3_279
0002: jump HEIST3_280

:HEIST3_280
0002: jump HEIST3_202

:HEIST3_281
0701: (unknown)
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_286
040D: unload_wav @134

:HEIST3_286
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BB: text_lowpriority 'HEI3_33'  5000 ms  1

:HEIST3_290
0001: wait  0 ms
00D6: if  0
0039:   @48 ==  99999  ;; integer values
004D: jump_if_false HEIST3_303
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  194 at  2191.0  1679.0  11.0
00A5: @65 = create_car  589 at  2175.181  1695.522  9.8203
009A: @57 = create_actor  24  194 at  2191.0  1679.0  11.0
00A5: @66 = create_car  533 at  2175.181  1695.522  9.8203
009A: @58 = create_actor  24  194 at  2191.0  1679.0  11.0

:HEIST3_303
00D6: if  0
0735:  83 
004D: jump_if_false HEIST3_308
08BA: $406  5 
0002: jump HEIST3_3025

:HEIST3_308
00D6: if  0
0735:  32 
004D: jump_if_false HEIST3_324

:HEIST3_311
00D6: if  22
8248:   NOT   model  555 available
8248:   NOT   model  194 available
8248:   NOT   model  589 available
004D: jump_if_false HEIST3_323
0247: request_model  589
0247: request_model  194
0247: request_model  555
087B: set_player $PLAYER_CHAR clothes "GIMPLEG" "GIMPLEG"  17 
070D: $PLAYER_CHAR 
0001: wait  0 ms
0002: jump HEIST3_311

:HEIST3_323
0006: @47 =  5  ;; integer values

:HEIST3_324
00D6: if  0
0735:  49 
004D: jump_if_false HEIST3_328
00A1: put_actor $PLAYER_ACTOR at  2152.774  1653.351  10.0469

:HEIST3_328
00D6: if  0
0735:  57 
004D: jump_if_false HEIST3_348
0247: request_model  321

:HEIST3_332
00D6: if  0
8248:   NOT   model  321 available
004D: jump_if_false HEIST3_337
0001: wait  0 ms
0002: jump HEIST3_332

:HEIST3_337
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_348
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false HEIST3_402
00D6: if  0
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_402
0164: disable_marker @72
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1500 ms

:HEIST3_357
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_362
0001: wait  0 ms
0002: jump HEIST3_357

:HEIST3_362
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  194
0247: request_model  589
0247: request_model  111

:HEIST3_367
00D6: if  22
8248:   NOT   model  194 available
8248:   NOT   model  111 available
8248:   NOT   model  589 available
004D: jump_if_false HEIST3_374
0001: wait  0 ms
0002: jump HEIST3_367

:HEIST3_374
0395: clear_area  1 at  2175.181  1695.522  9.8203 range  30.0
0674: set_car_model  589 numberplate "_SPANK__" 
00A5: @65 = create_car  589 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  194 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  111 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 (on)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST3_397
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_399

:HEIST3_397
00A1: put_actor $PLAYER_ACTOR at  2174.0  1662.0  9.8203
0173: set_actor $PLAYER_ACTOR z_angle_to  27.0

:HEIST3_399
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_402
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false HEIST3_593
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_593
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_593
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: @75 
05D3: unknown_action_sequence -1  2175.092  1692.705  9.8203  4  30000 
07A1:  4 
05CB: unknown_action_sequence -1 @65  20000 
07E7: AS_assign_scmpath_to_actor -1 in_car @65 speed  20.0 flags  0  0  5 
05D1: unknown_action_sequence -1 @65  2130.536  2061.717  9.6875  20.0  2  0  5 
05D1: unknown_action_sequence -1 @65  2116.264  2044.594  9.8125  20.0  2  0  5 
05D1: unknown_action_sequence -1 @65  2101.0  2040.0  9.8203  20.0  2  0  5 
05D1: unknown_action_sequence -1 @65  2096.0  2073.0  9.8203  20.0  2  0  5 
0616: @75 
0618: @56 @75 
061B: @75 
016A: fade  1 (back)  1500 ms

:HEIST3_429
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_434
0001: wait  0 ms
0002: jump HEIST3_429

:HEIST3_434
00BE: text_clear_all
00BB: text_lowpriority 'HEI3_01'  7000 ms  1
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_449
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_581
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST3_515
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false HEIST3_503
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_466
00D6: if  0
03D0:   wav @135 loaded
004D: jump_if_false HEIST3_465
040D: unload_wav @135

:HEIST3_465
0006: @136 =  1  ;; integer values

:HEIST3_466
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false HEIST3_471
03CF: load_wav @89(@133,44i) as @134
0006: @136 =  2  ;; integer values

:HEIST3_471
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false HEIST3_480
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_480
03D1: play_wav @134
00BC: text_highpriority $7802(@133,44s)  10000 ms  1
0006: @136 =  3  ;; integer values

:HEIST3_480
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false HEIST3_503
00D6: if  0
03D2:   wav @134 ended
004D: jump_if_false HEIST3_503
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_491
0968: @56 
0967: @56  3000 

:HEIST3_491
03D5: remove_text $7802(@133,44s)
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST3_498
0006: @134 =  2  ;; integer values
0006: @135 =  1  ;; integer values
0002: jump HEIST3_500

:HEIST3_498
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values

:HEIST3_500
0006: @133 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0006: @137 =  1  ;; integer values

:HEIST3_503
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false HEIST3_515
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_515
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_514
0968: @56 
0967: @56  3000 

:HEIST3_514
0006: @133 =  2  ;; integer values

:HEIST3_515
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST3_543
0006: @48 =  1  ;; integer values
00D6: if  1
8118:   NOT   actor @56 dead
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_543
00D6: if  0
80DB:   NOT   actor @56 in_car @65
004D: jump_if_false HEIST3_527
036A: put_actor @56 in_car @65

:HEIST3_527
0508: @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: @75 
07E7: AS_assign_scmpath_to_actor -1 in_car @65 speed  20.0 flags  0  0  5 
05D1: unknown_action_sequence -1 @65  2130.536  2061.717  9.6875  20.0  2  0  5 
05D1: unknown_action_sequence -1 @65  2116.264  2044.594  9.8125  20.0  2  0  5 
05D1: unknown_action_sequence -1 @65  2101.0  2040.0  9.8203  20.0  2  0  5 
05D1: unknown_action_sequence -1 @65  2096.0  2073.0  9.8203  20.0  2  0  5 
0616: @75 
0618: @56 @75 
061B: @75 
0395: clear_area  1 at  2175.181  1695.522  9.8203 range  30.0

:HEIST3_543
00D6: if  1
8118:   NOT   actor @56 dead
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_578
062E: @56  1560 @34 
00D6: if  0
04A4: @34  1 
004D: jump_if_false HEIST3_577
0646: @56 @34 
00D6: if  0
0205:   actor @56 near_car @65 radius  7.0  7.0  5.0 unknown  0
004D: jump_if_false HEIST3_567
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false HEIST3_567
00BB: text_lowpriority 'HEI3_02'  5000 ms  1
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  0
8118:   NOT   actor @58 dead
004D: jump_if_false HEIST3_566
0687: @58 
05D3: unknown_action_sequence @58  2196.62  1684.18  12.41  4  30000 

:HEIST3_566
0006: @35 =  1  ;; integer values

:HEIST3_567
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false HEIST3_577
0001: wait  1000 ms
0395: clear_area  1 at  2175.181  1695.522  9.8203 range  30.0
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_576
0508: @65

:HEIST3_576
0006: @48 =  1  ;; integer values

:HEIST3_577
0002: jump HEIST3_579

:HEIST3_578
0006: @48 =  1  ;; integer values

:HEIST3_579
0001: wait  0 ms
0002: jump HEIST3_449

:HEIST3_581
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  111
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
03C4: set_status_text_to $7801  1 (bar) 'HEI3_94'
0006: @33 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @47 =  2  ;; integer values

:HEIST3_593
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false HEIST3_852
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_832
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_811
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_672
0395: clear_area  1 at  2096.0  2073.0  9.8203 range  20.0
0151: remove_status_text $7801
0050: gosub ENTEXT_11
00D6: if  0
0038:   $38 ==  1  ;; integer values
004D: jump_if_false HEIST3_655
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_bunnyjump HEIST3_654 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST3_628
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2088.0  2076.0  11.0 radius  5.0  5.0  3.0
004D: jump_if_false HEIST3_628
00A1: put_actor $PLAYER_ACTOR at  2092.0  2063.0  11.0
0173: set_actor $PLAYER_ACTOR z_angle_to  0.0

:HEIST3_628
0615: @75 
00D6: if  0
00DF:   actor @56 driving
004D: jump_if_false HEIST3_633
0633: unknown_action_sequence -1 

:HEIST3_633
05D3: unknown_action_sequence -1  2085.721  2074.76  10.0579  4 -1 
0616: @75 
0618: @56 @75 
061B: @75 
0006: @48 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_639
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_654
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_651
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_650
0006: @48 =  1  ;; integer values

:HEIST3_650
0002: jump HEIST3_652

:HEIST3_651
0006: @48 =  1  ;; integer values

:HEIST3_652
0001: wait  0 ms
0002: jump HEIST3_639

:HEIST3_654
0701: (unknown)

:HEIST3_655
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_661
00AB: put_car @65 at  2095.913  2074.081  9.8203
0175: set_car @65 z_angle_to  4.4441
0508: @65

:HEIST3_661
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BB: text_lowpriority 'HEI3_03'  5000 ms  1
0006: @35 =  0  ;; integer values
0006: @47 =  3  ;; integer values
0002: jump HEIST3_810

:HEIST3_672
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  0
04A4: @34  1 
004D: jump_if_false HEIST3_810
0646: @56 @34 
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false HEIST3_810
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false HEIST3_737
00D6: if  0
0019:   @36 >  140  ;; integer values
004D: jump_if_false HEIST3_719
00BE: text_clear_all
00D6: if  0
0019:   @36 >  168  ;; integer values
004D: jump_if_false HEIST3_718
00D6: if  0
82CB:   NOT   actor @56 bounding_sphere_visible
004D: jump_if_false HEIST3_716
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_713
016A: fade  0 ()  1000 ms

:HEIST3_700
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_705
0001: wait  0 ms
0002: jump HEIST3_700

:HEIST3_705
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_708
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_713
0001: wait  0 ms
0002: jump HEIST3_708

:HEIST3_713
00BB: text_lowpriority 'HEI3_16'  5000 ms  1
0002: jump HEIST3_3023
0002: jump HEIST3_717

:HEIST3_716
00BB: text_lowpriority 'HEI3_10'  1000 ms  1

:HEIST3_717
0002: jump HEIST3_719

:HEIST3_718
00BB: text_lowpriority 'HEI3_10'  1000 ms  1

:HEIST3_719
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @56 radius  22.5  22.5  20.0 sphere  0
004D: jump_if_false HEIST3_728
00D6: if  0
0019:   @32 >  64  ;; integer values
004D: jump_if_false HEIST3_727
0008: $7801 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_727
0002: jump HEIST3_736

:HEIST3_728
00D6: if  0
0019:   @32 >  150  ;; integer values
004D: jump_if_false HEIST3_736
00D6: if  0
0018:   $7801 >  0  ;; integer values
004D: jump_if_false HEIST3_735
000C: $7801 -=  1  ;; integer values

:HEIST3_735
0006: @32 =  0  ;; integer values

:HEIST3_736
0002: jump HEIST3_744

:HEIST3_737
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false HEIST3_744
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false HEIST3_744
0006: @51 =  1  ;; integer values

:HEIST3_744
00D6: if  0
001A:    0 > $7801  ;; integer values
004D: jump_if_false HEIST3_749
0004: $7801 =  0  ;; integer values
0002: jump HEIST3_753

:HEIST3_749
00D6: if  0
0018:   $7801 >  100  ;; integer values
004D: jump_if_false HEIST3_753
0004: $7801 =  100  ;; integer values

:HEIST3_753
00D6: if  0
0018:   $7801 >  10  ;; integer values
004D: jump_if_false HEIST3_761
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false HEIST3_761
00BC: text_highpriority 'HEI3_11'  5000 ms  1
0006: @52 =  1  ;; integer values

:HEIST3_761
00D6: if  0
0038:   $7801 ==  100  ;; integer values
004D: jump_if_false HEIST3_784
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_782
00BE: text_clear_all
016A: fade  0 ()  1000 ms

:HEIST3_769
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_774
0001: wait  0 ms
0002: jump HEIST3_769

:HEIST3_774
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_777
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_782
0001: wait  0 ms
0002: jump HEIST3_777

:HEIST3_782
00BC: text_highpriority 'HEI3_17'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_784
00D6: if  22
80DB:   NOT   actor @56 in_car @65
0547: $PLAYER_ACTOR @65 
051C: @65 $PLAYER_ACTOR 
004D: jump_if_false HEIST3_810
0004: $7801 =  100  ;; integer values
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_808
00BE: text_clear_all
016A: fade  0 ()  1000 ms

:HEIST3_795
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_800
0001: wait  0 ms
0002: jump HEIST3_795

:HEIST3_800
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_803
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_808
0001: wait  0 ms
0002: jump HEIST3_803

:HEIST3_808
00BC: text_highpriority 'HEI3_31'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_810
0002: jump HEIST3_831

:HEIST3_811
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_829
016A: fade  0 ()  1000 ms

:HEIST3_816
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_821
0001: wait  0 ms
0002: jump HEIST3_816

:HEIST3_821
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_824
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_829
0001: wait  0 ms
0002: jump HEIST3_824

:HEIST3_829
00BB: text_lowpriority 'HEI3_18'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_831
0002: jump HEIST3_852

:HEIST3_832
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_850
016A: fade  0 ()  1000 ms

:HEIST3_837
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_842
0001: wait  0 ms
0002: jump HEIST3_837

:HEIST3_842
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_845
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_850
0001: wait  0 ms
0002: jump HEIST3_845

:HEIST3_850
00BB: text_lowpriority 'HEI3_14'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_852
00D6: if  0
0039:   @47 ==  3  ;; integer values
004D: jump_if_false HEIST3_1737
00D6: if  0
0119:   car @65 wrecked
004D: jump_if_false HEIST3_878
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_876
016A: fade  0 ()  1000 ms

:HEIST3_863
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_868
0001: wait  0 ms
0002: jump HEIST3_863

:HEIST3_868
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_871
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_876
0001: wait  0 ms
0002: jump HEIST3_871

:HEIST3_876
00BB: text_lowpriority 'HEI3_18'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_878
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false HEIST3_957
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot  2086.726  2074.352  10.0579 radius  2.0  2.0  3.0
004D: jump_if_false HEIST3_957
0006: @35 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:HEIST3_887
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_892
0001: wait  0 ms
0002: jump HEIST3_887

:HEIST3_892
00BE: text_clear_all
08AD: $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: load_special_actor  1 'CROGRL2'
0247: request_model  330
0247: request_model  249
0247: request_model  178
0247: request_model  168
0247: request_model  101

:HEIST3_905
00D6: if  21
8248:   NOT   model  330 available
823D:   NOT   special_actor  1 loaded
004D: jump_if_false HEIST3_911
0001: wait  0 ms
0002: jump HEIST3_905

:HEIST3_911
00D6: if  23
8248:   NOT   model  249 available
8248:   NOT   model  178 available
8248:   NOT   model  168 available
8248:   NOT   model  101 available
004D: jump_if_false HEIST3_919
0001: wait  0 ms
0002: jump HEIST3_911

:HEIST3_919
009A: @59 = create_actor  24  168 at -100.6538 -17.633  999.7188
0173: set_actor @59 z_angle_to  93.7683
009A: @60 = create_actor  24  101 at -108.0798 -18.0669  999.7261
0173: set_actor @60 z_angle_to  89.3157
009A: @61 = create_actor  24  249 at -105.6009 -13.6508  999.7261
0173: set_actor @61 z_angle_to  176.841
009A: @62 = create_actor  24  178 at -103.7278 -24.3711  999.7261
0173: set_actor @62 z_angle_to  349.7995
009A: @63 = create_actor  24  178 at -104.715 -8.9155  999.7188
0173: set_actor @63 z_angle_to  179.3188
009A: @56 = create_actor  23  290 at -113.9837 -8.3695  999.7812
0568: @56  1
0223: set_actor @56 health_to  200
0446: (unknown) @56  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  0
04EE:   animation "CLOTHES" loaded
004D: jump_if_false HEIST3_940
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_TORSO" "CLOTHES"  1000.0  1  0  0  1 -1 

:HEIST3_940
0164: disable_marker @70
0164: disable_marker @68
009A: @58 = create_actor  24  178 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 (back)  1000 ms

:HEIST3_950
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_955
0001: wait  0 ms
0002: jump HEIST3_950

:HEIST3_955
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BB: text_lowpriority 'HEI3_29'  5000 ms  1

:HEIST3_957
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false HEIST3_1737
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -107.1254 -12.2446  1000.821 radius  15.2999  15.0999  35.2997
004D: jump_if_false HEIST3_1717
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false HEIST3_970
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @62 radius  3.0  3.0  3.0 sphere  0
004D: jump_if_false HEIST3_970
09D5: @62  88  1  0  0 @43 

:HEIST3_970
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST3_977
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @63 radius  3.0  3.0  3.0 sphere  0
004D: jump_if_false HEIST3_977
09D5: @63  109  1  0  0 @43 

:HEIST3_977
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1696
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false HEIST3_1675
00D6: if  21
051A:   unknown_actor @56 hit_by_actor $PLAYER_ACTOR
051A:   unknown_actor @58 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST3_1019
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_1005
016A: fade  0 ()  1000 ms

:HEIST3_992
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_997
0001: wait  0 ms
0002: jump HEIST3_992

:HEIST3_997
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_1000
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1005
0001: wait  0 ms
0002: jump HEIST3_1000

:HEIST3_1005
00D6: if  1
8118:   NOT   actor @56 dead
89A8:   NOT @56 
004D: jump_if_false HEIST3_1017
0226: @35 = actor @56 health
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false HEIST3_1015
00BB: text_lowpriority 'HEI3_31'  5000 ms  1
0002: jump HEIST3_1016

:HEIST3_1015
00BB: text_lowpriority 'HEI3_14'  5000 ms  1

:HEIST3_1016
0002: jump HEIST3_1018

:HEIST3_1017
00BB: text_lowpriority 'HEI3_14'  5000 ms  1

:HEIST3_1018
0002: jump HEIST3_3023

:HEIST3_1019
00D6: if  0
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_1674
0395: clear_area  1 at -107.7856 -12.4046  999.7812 range  50.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_bunnyjump HEIST3_1646 
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_1041
0001: wait  0 ms
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST3_1160
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false HEIST3_1097
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1056
00D6: if  0
03D0:   wav @135 loaded
004D: jump_if_false HEIST3_1055
040D: unload_wav @135

:HEIST3_1055
0006: @136 =  1  ;; integer values

:HEIST3_1056
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false HEIST3_1061
03CF: load_wav @89(@133,44i) as @134
0006: @136 =  2  ;; integer values

:HEIST3_1061
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false HEIST3_1070
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_1070
03D1: play_wav @134
00BC: text_highpriority $7802(@133,44s)  10000 ms  1
0006: @136 =  3  ;; integer values

:HEIST3_1070
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false HEIST3_1097
00D6: if  0
03D2:   wav @134 ended
004D: jump_if_false HEIST3_1088
03D5: remove_text $7802(@133,44s)
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST3_1083
0006: @134 =  2  ;; integer values
0006: @135 =  1  ;; integer values
0002: jump HEIST3_1085

:HEIST3_1083
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values

:HEIST3_1085
0006: @133 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0002: jump HEIST3_1097

:HEIST3_1088
00D6: if  0
83D0:   NOT   wav @135 loaded
004D: jump_if_false HEIST3_1097
00D6: if  0
001B:    8 > @133  ;; integer values
004D: jump_if_false HEIST3_1097
0085: @142 = @133  ;; integer values and handles
000A: @142 +=  1  ;; integer values
03CF: load_wav @89(@142,44i) as @135

:HEIST3_1097
0871: init_jump_table @138 total_jumps  3  1 HEIST3_1144 jumps  0 HEIST3_1098  1 HEIST3_1110  2 HEIST3_1131 -1 HEIST3_1159 -1 HEIST3_1159 -1 HEIST3_1159 -1 HEIST3_1159 

:HEIST3_1098
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1109
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1106
0968: @56 
0967: @56  3000 

:HEIST3_1106
0006: @133 =  4  ;; integer values
0006: @138 =  1  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_1109
0002: jump HEIST3_1159

:HEIST3_1110
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_1130
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1130
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1123
0968: @56 

:HEIST3_1123
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false HEIST3_1127
0967: @58  3000 

:HEIST3_1127
0006: @133 =  5  ;; integer values
0006: @138 =  2  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_1130
0002: jump HEIST3_1159

:HEIST3_1131
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_1143
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1143
0006: @133 =  6  ;; integer values
0006: @138 =  3  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_1143
0002: jump HEIST3_1159

:HEIST3_1144
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_1158
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1158
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false HEIST3_1157
0968: @58 

:HEIST3_1157
0006: @137 =  1  ;; integer values

:HEIST3_1158
0002: jump HEIST3_1159

:HEIST3_1159
0002: jump HEIST3_1041

:HEIST3_1160
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1173
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false HEIST3_1173
0615: @75 
05D3: unknown_action_sequence -1 -113.8582 -9.7549  999.7812  4 -1 
05D3: unknown_action_sequence -1 -114.2882 -11.5372  999.7886  4 -1 
0639: unknown_action_sequence -1 @58 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_1173
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_1186
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1275
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST3_1239
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false HEIST3_1239
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1203
00D6: if  0
03D0:   wav @135 loaded
004D: jump_if_false HEIST3_1202
040D: unload_wav @135

:HEIST3_1202
0006: @136 =  1  ;; integer values

:HEIST3_1203
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false HEIST3_1208
03CF: load_wav @89(@133,44i) as @134
0006: @136 =  2  ;; integer values

:HEIST3_1208
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false HEIST3_1217
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_1217
03D1: play_wav @134
00BC: text_highpriority $7802(@133,44s)  10000 ms  1
0006: @136 =  3  ;; integer values

:HEIST3_1217
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false HEIST3_1239
00D6: if  0
03D2:   wav @134 ended
004D: jump_if_false HEIST3_1239
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1227
0968: @56 

:HEIST3_1227
03D5: remove_text $7802(@133,44s)
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST3_1234
0006: @134 =  2  ;; integer values
0006: @135 =  1  ;; integer values
0002: jump HEIST3_1236

:HEIST3_1234
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values

:HEIST3_1236
0006: @133 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0006: @137 =  1  ;; integer values

:HEIST3_1239
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1272
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_1251
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1250
0006: @48 =  1  ;; integer values

:HEIST3_1250
0002: jump HEIST3_1271

:HEIST3_1251
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false HEIST3_1271
00D6: if  0
04A4: @34  1 
004D: jump_if_false HEIST3_1271
0646: @56 @34 
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false HEIST3_1271
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1271
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1269
0968: @56 
0967: @56  2000 

:HEIST3_1269
0006: @133 =  7  ;; integer values
0006: @35 =  1  ;; integer values

:HEIST3_1271
0002: jump HEIST3_1273

:HEIST3_1272
0006: @48 =  1  ;; integer values

:HEIST3_1273
0001: wait  0 ms
0002: jump HEIST3_1186

:HEIST3_1275
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST3_1280
0001: wait  0 ms
0002: jump HEIST3_1275

:HEIST3_1280
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1289
0615: @75 
05D3: unknown_action_sequence -1 -112.6415 -12.4015  999.7812  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  247.0 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_1289
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_1294
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1349
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false HEIST3_1330
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false HEIST3_1308
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_1307
040D: unload_wav  3

:HEIST3_1307
0006: @149 =  1  ;; integer values

:HEIST3_1308
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false HEIST3_1313
03CF: load_wav @143(@148,5i) as  3
0006: @149 =  2  ;; integer values

:HEIST3_1313
00D6: if  0
0039:   @149 ==  2  ;; integer values
004D: jump_if_false HEIST3_1321
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_1321
03D1: play_wav  3
0006: @149 =  3  ;; integer values

:HEIST3_1321
00D6: if  0
0039:   @149 ==  3  ;; integer values
004D: jump_if_false HEIST3_1330
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false HEIST3_1330
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_1330
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false HEIST3_1337
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false HEIST3_1337
0006: @148 =  4  ;; integer values

:HEIST3_1337
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1346
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_1345
0006: @48 =  1  ;; integer values

:HEIST3_1345
0002: jump HEIST3_1347

:HEIST3_1346
0006: @48 =  1  ;; integer values

:HEIST3_1347
0001: wait  0 ms
0002: jump HEIST3_1294

:HEIST3_1349
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1355
040D: unload_wav  3
0729: unknown_action_sequence @56  1 
0001: wait  2000 ms

:HEIST3_1355
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_1365
0001: wait  0 ms
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST3_1501
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false HEIST3_1425
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1380
00D6: if  0
03D0:   wav @135 loaded
004D: jump_if_false HEIST3_1379
040D: unload_wav @135

:HEIST3_1379
0006: @136 =  1  ;; integer values

:HEIST3_1380
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false HEIST3_1385
03CF: load_wav @89(@133,44i) as @134
0006: @136 =  2  ;; integer values

:HEIST3_1385
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false HEIST3_1394
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_1394
03D1: play_wav @134
00BC: text_highpriority $7802(@133,44s)  10000 ms  1
0006: @136 =  3  ;; integer values

:HEIST3_1394
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false HEIST3_1425
00D6: if  0
03D2:   wav @134 ended
004D: jump_if_false HEIST3_1416
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1404
0968: @56 

:HEIST3_1404
03D5: remove_text $7802(@133,44s)
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST3_1411
0006: @134 =  2  ;; integer values
0006: @135 =  1  ;; integer values
0002: jump HEIST3_1413

:HEIST3_1411
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values

:HEIST3_1413
0006: @133 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0002: jump HEIST3_1425

:HEIST3_1416
00D6: if  0
83D0:   NOT   wav @135 loaded
004D: jump_if_false HEIST3_1425
00D6: if  0
001B:    8 > @133  ;; integer values
004D: jump_if_false HEIST3_1425
0085: @142 = @133  ;; integer values and handles
000A: @142 +=  1  ;; integer values
03CF: load_wav @89(@142,44i) as @135

:HEIST3_1425
0871: init_jump_table @138 total_jumps  4  1 HEIST3_1489 jumps  0 HEIST3_1426  1 HEIST3_1438  2 HEIST3_1455  3 HEIST3_1472 -1 HEIST3_1500 -1 HEIST3_1500 -1 HEIST3_1500 

:HEIST3_1426
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1437
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1434
0968: @56 
0967: @56  3000 

:HEIST3_1434
0006: @133 =  8  ;; integer values
0006: @138 =  1  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_1437
0002: jump HEIST3_1500

:HEIST3_1438
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_1454
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1454
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1451
0967: @56  3000 

:HEIST3_1451
0006: @133 =  9  ;; integer values
0006: @138 =  2  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_1454
0002: jump HEIST3_1500

:HEIST3_1455
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_1471
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1471
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1468
0967: @56  2000 

:HEIST3_1468
0006: @133 =  10  ;; integer values
0006: @138 =  3  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_1471
0002: jump HEIST3_1500

:HEIST3_1472
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_1488
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1488
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1485
0967: @56  3000 

:HEIST3_1485
0006: @133 =  11  ;; integer values
0006: @138 =  4  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_1488
0002: jump HEIST3_1500

:HEIST3_1489
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_1499
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_1499
0006: @137 =  1  ;; integer values

:HEIST3_1499
0002: jump HEIST3_1500

:HEIST3_1500
0002: jump HEIST3_1365

:HEIST3_1501
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1510
062E: @56  1833 @34 
00D6: if  0
84A4:   NOT @34  7 
004D: jump_if_false HEIST3_1509
0729: unknown_action_sequence @56  0 

:HEIST3_1509
0249: release_model  330

:HEIST3_1510
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1521
0615: @75 
05D4: unknown_action_sequence -1 unknown_angle  87.0 
05D3: unknown_action_sequence -1 -114.2882 -11.5372  999.7886  4 -1 
05D3: unknown_action_sequence -1 -113.8582 -9.7549  999.7812  4 -1 
05D3: unknown_action_sequence -1 -113.9837 -8.3695  999.7812  4 -1 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_1521
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false HEIST3_1530
0615: @75 
05BA: unknown_action_sequence -1  3000 
05D3: unknown_action_sequence -1 -102.0 -12.0  1001.0  4 -1 
0616: @75 
0618: @58 @75 
061B: @75 

:HEIST3_1530
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_1535
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1559
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1556
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_1547
0006: @48 =  1  ;; integer values
0002: jump HEIST3_1555

:HEIST3_1547
00D6: if  0
04A4: @34  1 
004D: jump_if_false HEIST3_1555
0646: @56 @34 
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false HEIST3_1555
0006: @48 =  1  ;; integer values

:HEIST3_1555
0002: jump HEIST3_1557

:HEIST3_1556
0006: @48 =  1  ;; integer values

:HEIST3_1557
0001: wait  0 ms
0002: jump HEIST3_1535

:HEIST3_1559
0006: @48 =  0  ;; integer values
0006: @148 =  3  ;; integer values
0006: @149 =  0  ;; integer values

:HEIST3_1562
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1600
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false HEIST3_1598
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false HEIST3_1576
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_1575
040D: unload_wav  3

:HEIST3_1575
0006: @149 =  1  ;; integer values

:HEIST3_1576
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false HEIST3_1581
03CF: load_wav @143(@148,5i) as  3
0006: @149 =  2  ;; integer values

:HEIST3_1581
00D6: if  0
0039:   @149 ==  2  ;; integer values
004D: jump_if_false HEIST3_1589
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_1589
03D1: play_wav  3
0006: @149 =  3  ;; integer values

:HEIST3_1589
00D6: if  0
0039:   @149 ==  3  ;; integer values
004D: jump_if_false HEIST3_1598
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false HEIST3_1598
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @48 =  1  ;; integer values

:HEIST3_1598
0001: wait  0 ms
0002: jump HEIST3_1562

:HEIST3_1600
016A: fade  0 ()  1500 ms

:HEIST3_1601
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1606
0001: wait  0 ms
0002: jump HEIST3_1601

:HEIST3_1606
009B: destroy_actor_instantly @56
01C2: remove_references_to_actor @56  ;; Like turning an actor into a random pedestrian
009A: @56 = create_actor  24  194 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 (back)  1500 ms

:HEIST3_1615
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1620
0001: wait  0 ms
0002: jump HEIST3_1615

:HEIST3_1620
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1628
0615: @75 
05D3: unknown_action_sequence -1 -100.2427 -24.2149  999.7886  4 -1 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_1628
0006: @48 =  0  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_1631
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1646
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_1643
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_1642
0006: @48 =  1  ;; integer values

:HEIST3_1642
0002: jump HEIST3_1644

:HEIST3_1643
0006: @48 =  1  ;; integer values

:HEIST3_1644
0001: wait  0 ms
0002: jump HEIST3_1631

:HEIST3_1646
0701: (unknown)
040D: unload_wav @134
040D: unload_wav @135
00BE: text_clear_all
040D: unload_wav  3
016A: fade  1 (back)  500 ms

:HEIST3_1652
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1657
0001: wait  0 ms
0002: jump HEIST3_1652

:HEIST3_1657
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0213: @64 = create_pickup #CLOTHESP type  3 at -114.6156 -8.6308  1000.713
03DC: @73 = create_marker_above_pickup @64
08DC: @73  2090.0  2074.0  10.0 
00BB: text_lowpriority 'HEI3_04'  5000 ms  1
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  330
0296: unload_special_actor  1
009B: destroy_actor_instantly @58
009B: destroy_actor_instantly @56
0247: request_model  555
0006: @35 =  0  ;; integer values
0006: @47 =  4  ;; integer values

:HEIST3_1674
0002: jump HEIST3_1695

:HEIST3_1675
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_1693
016A: fade  0 ()  1000 ms

:HEIST3_1680
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1685
0001: wait  0 ms
0002: jump HEIST3_1680

:HEIST3_1685
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_1688
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1693
0001: wait  0 ms
0002: jump HEIST3_1688

:HEIST3_1693
00BB: text_lowpriority 'HEI3_31'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_1695
0002: jump HEIST3_1716

:HEIST3_1696
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_1714
016A: fade  0 ()  1000 ms

:HEIST3_1701
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1706
0001: wait  0 ms
0002: jump HEIST3_1701

:HEIST3_1706
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_1709
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1714
0001: wait  0 ms
0002: jump HEIST3_1709

:HEIST3_1714
00BB: text_lowpriority 'HEI3_14'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_1716
0002: jump HEIST3_1737

:HEIST3_1717
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_1735
016A: fade  0 ()  1000 ms

:HEIST3_1722
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1727
0001: wait  0 ms
0002: jump HEIST3_1722

:HEIST3_1727
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_1730
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1735
0001: wait  0 ms
0002: jump HEIST3_1730

:HEIST3_1735
00BB: text_lowpriority 'HEI3_16'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_1737
00D6: if  0
0039:   @47 ==  4  ;; integer values
004D: jump_if_false HEIST3_1875
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false HEIST3_1866
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false HEIST3_1748
08E7:  1 
0006: @35 =  1  ;; integer values

:HEIST3_1748
00D6: if  0
0214:   pickup @64 picked_up
004D: jump_if_false HEIST3_1865
0215: destroy_pickup @64
00BE: text_clear_all
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
0028:   $2754 >=  200  ;; integer values
004D: jump_if_false HEIST3_1759
0109: player $PLAYER_CHAR money += -200
0002: jump HEIST3_1764

:HEIST3_1759
00D6: if  0
0018:   $2754 >  0  ;; integer values
004D: jump_if_false HEIST3_1764
0010: $2754 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $2754

:HEIST3_1764
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
043C: unknown_set_game_sounds  0
016A: fade  0 ()  1500 ms

:HEIST3_1767
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1772
0001: wait  0 ms
0002: jump HEIST3_1767

:HEIST3_1772
02A3: toggle_widescreen  1 (on)
0164: disable_marker @73
0793: (unknown)
0006: @53 =  1  ;; integer values
087B: set_player $PLAYER_CHAR clothes "GIMPLEG" "GIMPLEG"  17 
070D: $PLAYER_CHAR 
0006: @48 =  0  ;; integer values
0006: @148 =  1  ;; integer values
0006: @149 =  0  ;; integer values

:HEIST3_1781
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1819
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false HEIST3_1817
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false HEIST3_1795
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_1794
040D: unload_wav  3

:HEIST3_1794
0006: @149 =  1  ;; integer values

:HEIST3_1795
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false HEIST3_1800
03CF: load_wav @143(@148,5i) as  3
0006: @149 =  2  ;; integer values

:HEIST3_1800
00D6: if  0
0039:   @149 ==  2  ;; integer values
004D: jump_if_false HEIST3_1808
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_1808
03D1: play_wav  3
0006: @149 =  3  ;; integer values

:HEIST3_1808
00D6: if  0
0039:   @149 ==  3  ;; integer values
004D: jump_if_false HEIST3_1817
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false HEIST3_1817
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @48 =  1  ;; integer values

:HEIST3_1817
0001: wait  0 ms
0002: jump HEIST3_1781

:HEIST3_1819
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 (back)  1000 ms

:HEIST3_1825
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1830
0001: wait  0 ms
0002: jump HEIST3_1825

:HEIST3_1830
043C: unknown_set_game_sounds  1
0615: @74 
05BA: unknown_action_sequence -1  1000 
05D3: unknown_action_sequence -1 -113.8582 -9.7549  999.7812  4 -1 
05D3: unknown_action_sequence -1 -114.2882 -11.5372  999.7886  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  252.0 
05C8: unknown_action_sequence -1 
0616: @74 
0618: $PLAYER_ACTOR @74 
061B: @74 
0006: @48 =  0  ;; integer values

:HEIST3_1841
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1856
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST3_1853
062E: $PLAYER_ACTOR  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_1852
0006: @48 =  1  ;; integer values

:HEIST3_1852
0002: jump HEIST3_1854

:HEIST3_1853
0006: @48 =  1  ;; integer values

:HEIST3_1854
0001: wait  0 ms
0002: jump HEIST3_1841

:HEIST3_1856
08E7:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BB: text_lowpriority 'HEI3_30'  5000 ms  1
0164: disable_marker @70
018A: @70 = create_checkpoint_at @77 @78 @79
0006: @50 =  1  ;; integer values

:HEIST3_1865
0002: jump HEIST3_1875

:HEIST3_1866
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -100.5496 -24.1101  999.7886 radius  1.3  1.3  50.0
004D: jump_if_false HEIST3_1870
0006: @47 =  5  ;; integer values

:HEIST3_1870
077E: @35 = active_interior
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false HEIST3_1875
0006: @47 =  5  ;; integer values

:HEIST3_1875
00D6: if  0
0039:   @47 ==  5  ;; integer values
004D: jump_if_false HEIST3_2070
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:HEIST3_1880
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1885
0001: wait  0 ms
0002: jump HEIST3_1880

:HEIST3_1885
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  249
0249: release_model  178
0249: release_model  168
0249: release_model  101
04BB: select_interior  0  ;; select render area
0247: request_model  162
0247: request_model  321
0247: request_model  555

:HEIST3_1900
00D6: if  22
8248:   NOT   model  162 available
8248:   NOT   model  321 available
8248:   NOT   model  555 available
004D: jump_if_false HEIST3_1907
0001: wait  0 ms
0002: jump HEIST3_1900

:HEIST3_1907
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  555 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  555
08AD: $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  194 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  589 numberplate "_SPANK__" 
00A5: @65 = create_car  589 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  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_1950
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: @75 
05D3: unknown_action_sequence -1  2093.418  2073.646  9.8203  4 -1 
07A1:  4 
05CB: unknown_action_sequence -1 @65  20000 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_1950
00BE: text_clear_all
00BB: text_lowpriority 'HEI3_09'  5000 ms  1
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 (on)
016A: fade  1 (back)  1500 ms

:HEIST3_1956
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_1961
0001: wait  0 ms
0002: jump HEIST3_1956

:HEIST3_1961
0006: @49 =  0  ;; integer values
0006: @48 =  0  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_1965
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_1986
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST3_1973
0006: @48 =  1  ;; integer values
0006: @49 =  1  ;; integer values

:HEIST3_1973
00D6: if  1
8118:   NOT   actor @56 dead
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_1983
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_1982
0006: @48 =  1  ;; integer values

:HEIST3_1982
0002: jump HEIST3_1984

:HEIST3_1983
0006: @48 =  1  ;; integer values

:HEIST3_1984
0001: wait  0 ms
0002: jump HEIST3_1965

:HEIST3_1986
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false HEIST3_2020
07C0:  803 

:HEIST3_1990
00D6: if  0
87C1:   NOT  803 
004D: jump_if_false HEIST3_1995
0001: wait  0 ms
0002: jump HEIST3_1990

:HEIST3_1995
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_1999
05EB: @65  803 

:HEIST3_1999
0A0B:  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_2003
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_2020
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST3_2011
0006: @49 =  1  ;; integer values
0006: @48 =  1  ;; integer values

:HEIST3_2011
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_2018
00D6: if  0
860E:   NOT @65 
004D: jump_if_false HEIST3_2018
0006: @48 =  1  ;; integer values

:HEIST3_2018
0001: wait  0 ms
0002: jump HEIST3_2003

:HEIST3_2020
0873:  803 
00BE: text_clear_all
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false HEIST3_2035
00D6: if  1
8119:   NOT   car @65 wrecked
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2035
00D6: if  0
80DB:   NOT   actor @56 in_car @65
004D: jump_if_false HEIST3_2033
036A: put_actor @56 in_car @65

:HEIST3_2033
00AB: put_car @65 at  2109.004  2039.756  9.8125
0175: set_car @65 z_angle_to  269.4456

:HEIST3_2035
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_2041
0508: @65
020A: set_car @65 door_status_to  6
020A: set_car @65 door_status_to  3

:HEIST3_2041
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
0004: $7801 =  0  ;; integer values
03C4: set_status_text_to $7801  1 (bar) 'HEI3_94'
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  1
8119:   NOT   car @65 wrecked
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2066
0615: @75 
07E7: AS_assign_scmpath_to_actor -1 in_car @65 speed  20.0 flags  0  0  5 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_2066
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @51 =  0  ;; integer values
0006: @47 =  6  ;; integer values

:HEIST3_2070
00D6: if  0
0039:   @47 ==  6  ;; integer values
004D: jump_if_false HEIST3_2338
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2318
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_2297
062E: @56  1560 @34 
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false HEIST3_2228
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2037.891  2749.534  9.8125 radius  40.0  40.0  4.0
004D: jump_if_false HEIST3_2087
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2037.891  2749.534  9.8125 radius  4.0  4.0  4.0

:HEIST3_2087
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_2096
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
0006: @55 =  1  ;; integer values
0002: jump HEIST3_2227

:HEIST3_2096
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  0
0019:   @36 >  140  ;; integer values
004D: jump_if_false HEIST3_2133
00BE: text_clear_all
00D6: if  0
0019:   @36 >  168  ;; integer values
004D: jump_if_false HEIST3_2132
00D6: if  0
82CB:   NOT   actor @56 bounding_sphere_visible
004D: jump_if_false HEIST3_2130
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2127
016A: fade  0 ()  1000 ms

:HEIST3_2114
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2119
0001: wait  0 ms
0002: jump HEIST3_2114

:HEIST3_2119
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_2122
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2127
0001: wait  0 ms
0002: jump HEIST3_2122

:HEIST3_2127
00BB: text_lowpriority 'HEI3_16'  5000 ms  1
0002: jump HEIST3_3023
0002: jump HEIST3_2131

:HEIST3_2130
00BB: text_lowpriority 'HEI3_10'  1000 ms  1

:HEIST3_2131
0002: jump HEIST3_2133

:HEIST3_2132
00BB: text_lowpriority 'HEI3_10'  1000 ms  1

:HEIST3_2133
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false HEIST3_2154
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @56 radius  22.5  22.5  2.0 sphere  0
004D: jump_if_false HEIST3_2145
00D6: if  0
0019:   @32 >  64  ;; integer values
004D: jump_if_false HEIST3_2144
0008: $7801 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_2144
0002: jump HEIST3_2153

:HEIST3_2145
00D6: if  0
0019:   @32 >  150  ;; integer values
004D: jump_if_false HEIST3_2153
00D6: if  0
0018:   $7801 >  0  ;; integer values
004D: jump_if_false HEIST3_2152
000C: $7801 -=  1  ;; integer values

:HEIST3_2152
0006: @32 =  0  ;; integer values

:HEIST3_2153
0002: jump HEIST3_2161

:HEIST3_2154
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false HEIST3_2161
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false HEIST3_2161
0006: @51 =  1  ;; integer values

:HEIST3_2161
00D6: if  0
001A:    0 > $7801  ;; integer values
004D: jump_if_false HEIST3_2166
0004: $7801 =  0  ;; integer values
0002: jump HEIST3_2170

:HEIST3_2166
00D6: if  0
0018:   $7801 >  100  ;; integer values
004D: jump_if_false HEIST3_2170
0004: $7801 =  100  ;; integer values

:HEIST3_2170
00D6: if  0
0018:   $7801 >  10  ;; integer values
004D: jump_if_false HEIST3_2178
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false HEIST3_2178
00BC: text_highpriority 'HEI3_11'  5000 ms  1
0006: @52 =  1  ;; integer values

:HEIST3_2178
00D6: if  0
0038:   $7801 ==  100  ;; integer values
004D: jump_if_false HEIST3_2201
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2199
00BE: text_clear_all
016A: fade  0 ()  1000 ms

:HEIST3_2186
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2191
0001: wait  0 ms
0002: jump HEIST3_2186

:HEIST3_2191
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_2194
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2199
0001: wait  0 ms
0002: jump HEIST3_2194

:HEIST3_2199
00BC: text_highpriority 'HEI3_17'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_2201
00D6: if  22
80DB:   NOT   actor @56 in_car @65
0547: $PLAYER_ACTOR @65 
051C: @65 $PLAYER_ACTOR 
004D: jump_if_false HEIST3_2227
0004: $7801 =  100  ;; integer values
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2225
00BE: text_clear_all
016A: fade  0 ()  1000 ms

:HEIST3_2212
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2217
0001: wait  0 ms
0002: jump HEIST3_2212

:HEIST3_2217
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_2220
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2225
0001: wait  0 ms
0002: jump HEIST3_2220

:HEIST3_2225
00BC: text_highpriority 'HEI3_31'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_2227
0002: jump HEIST3_2296

:HEIST3_2228
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2037.891  2749.534  9.8125 radius  4.0  4.0  4.0
004D: jump_if_false HEIST3_2296
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 (frozen)
02A3: toggle_widescreen  1 (on)
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: unknown_bunnyjump HEIST3_2272 
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2255
0615: @75 
00D6: if  0
00DF:   actor @56 driving
004D: jump_if_false HEIST3_2250
0633: unknown_action_sequence -1 

:HEIST3_2250
05D3: unknown_action_sequence -1  2037.468  2724.142  9.8281  4 -1 
05D3: unknown_action_sequence -1  2037.378  2721.449  10.5469  4 -1 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_2255
0006: @48 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_2257
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_2272
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2269
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_2268
0006: @48 =  1  ;; integer values

:HEIST3_2268
0002: jump HEIST3_2270

:HEIST3_2269
0006: @48 =  1  ;; integer values

:HEIST3_2270
0001: wait  0 ms
0002: jump HEIST3_2257

:HEIST3_2272
0701: (unknown)
0395: clear_area  1 at  1936.196  2734.011  9.8203 range  2.0
009A: @57 = create_actor  25  162 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: @76 
05D3: unknown_action_sequence -1  2021.594  2734.576  9.8203  4 -2 
05D3: unknown_action_sequence -1  2029.786  2730.539  9.8281  4 -2 
05D3: unknown_action_sequence -1  2038.505  2729.846  9.8281  4 -2 
05D3: unknown_action_sequence -1  2037.28  2722.567  9.8281  4 -2 
0616: @76 
0618: @57 @76 
061B: @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  194
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BE: text_clear_all
00BB: text_lowpriority 'HEI3_08'  8000 ms  1
01BD: @37 = current_time_in_ms
0006: @47 =  8  ;; integer values

:HEIST3_2296
0002: jump HEIST3_2317

:HEIST3_2297
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2315
016A: fade  0 ()  1000 ms

:HEIST3_2302
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2307
0001: wait  0 ms
0002: jump HEIST3_2302

:HEIST3_2307
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_2310
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2315
0001: wait  0 ms
0002: jump HEIST3_2310

:HEIST3_2315
00BB: text_lowpriority 'HEI3_18'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_2317
0002: jump HEIST3_2338

:HEIST3_2318
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2336
016A: fade  0 ()  1000 ms

:HEIST3_2323
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2328
0001: wait  0 ms
0002: jump HEIST3_2323

:HEIST3_2328
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_2331
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2336
0001: wait  0 ms
0002: jump HEIST3_2331

:HEIST3_2336
00BB: text_lowpriority 'HEI3_14'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_2338
00D6: if  0
0039:   @47 ==  8  ;; integer values
004D: jump_if_false HEIST3_2410
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST3_2405
00D6: if  0
00FE:   actor @57  0 ()near_point  2037.312  2722.288  10.8281 radius  1.2  1.6  3.0
004D: jump_if_false HEIST3_2368
00BE: text_clear_all
034F: destroy_actor_with_fade @57  ;; The actor fades away like a ghost
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2366
016A: fade  0 ()  1000 ms

:HEIST3_2353
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2358
0001: wait  0 ms
0002: jump HEIST3_2353

:HEIST3_2358
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_2361
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2366
0001: wait  0 ms
0002: jump HEIST3_2361

:HEIST3_2366
00BB: text_lowpriority 'HEI3_92'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_2368
062E: @57  1560 @34 
00D6: if  0
04A4: @34  1 
004D: jump_if_false HEIST3_2379
0646: @57 @34 
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false HEIST3_2378
00BE: text_clear_all
00BB: text_lowpriority 'HEI3_93'  5000 ms  1

:HEIST3_2378
0002: jump HEIST3_2404

:HEIST3_2379
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_2404
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @57 radius  100.0  100.0  20.0 sphere  0
004D: jump_if_false HEIST3_2404
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2404
016A: fade  0 ()  1000 ms

:HEIST3_2389
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2394
0001: wait  0 ms
0002: jump HEIST3_2389

:HEIST3_2394
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_2397
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2402
0001: wait  0 ms
0002: jump HEIST3_2397

:HEIST3_2402
00BE: text_clear_all
00BB: text_lowpriority 'HEI3_15'  5000 ms  1

:HEIST3_2404
0002: jump HEIST3_2410

:HEIST3_2405
0164: disable_marker @69
00BE: text_clear_all
00BB: text_lowpriority 'HEI3_22'  5000 ms  1
018A: @71 = create_checkpoint_at @86 @87 @88
0006: @47 =  9  ;; integer values

:HEIST3_2410
00D6: if  0
0039:   @47 ==  9  ;; integer values
004D: jump_if_false HEIST3_2587
00D6: if  0
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_2587
00BE: text_clear_all
0164: disable_marker @71
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_2437
0001: wait  0 ms
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST3_2535
00D6: if  0
8039:   NOT   @148 ==  0  ;; integer values
004D: jump_if_false HEIST3_2475
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false HEIST3_2452
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_2451
040D: unload_wav  3

:HEIST3_2451
0006: @149 =  1  ;; integer values

:HEIST3_2452
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false HEIST3_2457
03CF: load_wav @143(@148,5i) as  3
0006: @149 =  2  ;; integer values

:HEIST3_2457
00D6: if  0
0039:   @149 ==  2  ;; integer values
004D: jump_if_false HEIST3_2465
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST3_2465
03D1: play_wav  3
0006: @149 =  3  ;; integer values

:HEIST3_2465
00D6: if  0
0039:   @149 ==  3  ;; integer values
004D: jump_if_false HEIST3_2475
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false HEIST3_2475
0006: @148 =  0  ;; integer values
0006: @149 =  0  ;; integer values
0006: @48 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_2475
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false HEIST3_2522
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2486
00D6: if  0
03D0:   wav @135 loaded
004D: jump_if_false HEIST3_2485
040D: unload_wav @135

:HEIST3_2485
0006: @136 =  1  ;; integer values

:HEIST3_2486
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false HEIST3_2491
03CF: load_wav @89(@133,44i) as @134
0006: @136 =  2  ;; integer values

:HEIST3_2491
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false HEIST3_2500
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_2500
03D1: play_wav @134
00BC: text_highpriority $7802(@133,44s)  10000 ms  1
0006: @136 =  3  ;; integer values

:HEIST3_2500
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false HEIST3_2522
00D6: if  0
03D2:   wav @134 ended
004D: jump_if_false HEIST3_2522
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2510
0968: @56 

:HEIST3_2510
03D5: remove_text $7802(@133,44s)
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST3_2517
0006: @134 =  2  ;; integer values
0006: @135 =  1  ;; integer values
0002: jump HEIST3_2519

:HEIST3_2517
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values

:HEIST3_2519
0006: @133 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0006: @137 =  1  ;; integer values

:HEIST3_2522
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2534
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false HEIST3_2534
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2533
0968: @56 
0967: @56  3000 

:HEIST3_2533
0006: @133 =  12  ;; integer values

:HEIST3_2534
0002: jump HEIST3_2437

:HEIST3_2535
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST3_2540
0001: wait  0 ms
0002: jump HEIST3_2535

:HEIST3_2540
016A: fade  0 ()  1000 ms

:HEIST3_2541
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2546
0001: wait  0 ms
0002: jump HEIST3_2541

:HEIST3_2546
04BB: select_interior  6  ;; select render area
023C: load_special_actor  1 'CROGRL2'

:HEIST3_2548
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false HEIST3_2553
0001: wait  0 ms
0002: jump HEIST3_2548

:HEIST3_2553
04E4: unknown_refresh_game_renderer_at  344.8872  305.4298
03CB: set_camera  344.8872  305.4298  998.2638
0581: toggle_radar  0 (off)
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  162
0249: release_model  507
0249: release_model  589
0687: $PLAYER_ACTOR 
00BE: text_clear_all
009A: @56 = create_actor  23  290 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: unknown_action_sequence $PLAYER_ACTOR @56 
0001: wait  1000 ms
016A: fade  1 (back)  1000 ms

:HEIST3_2581
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_2586
0001: wait  0 ms
0002: jump HEIST3_2581

:HEIST3_2586
0006: @47 =  10  ;; integer values

:HEIST3_2587
00D6: if  1
0029:   @47 >=  5  ;; integer values
001B:    9 > @47  ;; integer values
004D: jump_if_false HEIST3_2600
077E: @35 = active_interior
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false HEIST3_2600
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_2600
00BB: text_lowpriority 'HEI3_34'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_2600
00D6: if  0
0039:   @47 ==  10  ;; integer values
004D: jump_if_false HEIST3_2903
0707: unknown_bunnyjump HEIST3_2891 
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_2615
0001: wait  0 ms
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST3_2891
00D6: if  0
8039:   NOT   @133 ==  0  ;; integer values
004D: jump_if_false HEIST3_2671
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2630
00D6: if  0
03D0:   wav @135 loaded
004D: jump_if_false HEIST3_2629
040D: unload_wav @135

:HEIST3_2629
0006: @136 =  1  ;; integer values

:HEIST3_2630
00D6: if  0
0039:   @136 ==  1  ;; integer values
004D: jump_if_false HEIST3_2635
03CF: load_wav @89(@133,44i) as @134
0006: @136 =  2  ;; integer values

:HEIST3_2635
00D6: if  0
0039:   @136 ==  2  ;; integer values
004D: jump_if_false HEIST3_2644
00D6: if  0
03D0:   wav @134 loaded
004D: jump_if_false HEIST3_2644
03D1: play_wav @134
00BC: text_highpriority $7802(@133,44s)  10000 ms  1
0006: @136 =  3  ;; integer values

:HEIST3_2644
00D6: if  0
0039:   @136 ==  3  ;; integer values
004D: jump_if_false HEIST3_2671
00D6: if  0
03D2:   wav @134 ended
004D: jump_if_false HEIST3_2662
03D5: remove_text $7802(@133,44s)
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST3_2657
0006: @134 =  2  ;; integer values
0006: @135 =  1  ;; integer values
0002: jump HEIST3_2659

:HEIST3_2657
0006: @134 =  1  ;; integer values
0006: @135 =  2  ;; integer values

:HEIST3_2659
0006: @133 =  0  ;; integer values
0006: @136 =  0  ;; integer values
0002: jump HEIST3_2671

:HEIST3_2662
00D6: if  0
83D0:   NOT   wav @135 loaded
004D: jump_if_false HEIST3_2671
00D6: if  0
001B:    8 > @133  ;; integer values
004D: jump_if_false HEIST3_2671
0085: @142 = @133  ;; integer values and handles
000A: @142 +=  1  ;; integer values
03CF: load_wav @89(@142,44i) as @135

:HEIST3_2671
0871: init_jump_table @138 total_jumps  7  1 HEIST3_2875 jumps  0 HEIST3_2672  1 HEIST3_2684  2 HEIST3_2713  3 HEIST3_2731  4 HEIST3_2770  5 HEIST3_2797  6 HEIST3_2847 

:HEIST3_2672
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2683
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2680
0968: @56 
0967: @56  3000 

:HEIST3_2680
0006: @133 =  13  ;; integer values
0006: @138 =  1  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_2683
0002: jump HEIST3_2890

:HEIST3_2684
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_2712
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2712
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2704
0615: @74 
05BF: unknown_action_sequence -1 @56  20000 
05D3: unknown_action_sequence -1  347.0207  306.2751  998.2088  4 -1 
05D3: unknown_action_sequence -1  348.2744  307.7908  998.204  4 -1 
0639: unknown_action_sequence -1 @56 
0616: @74 
0618: $PLAYER_ACTOR @74 
061B: @74 

:HEIST3_2704
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2709
0968: @56 
0967: $PLAYER_ACTOR  3000 

:HEIST3_2709
0006: @133 =  14  ;; integer values
0006: @138 =  2  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_2712
0002: jump HEIST3_2890

:HEIST3_2713
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_2730
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2730
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2727
0968: $PLAYER_ACTOR 
0967: @56  3000 

:HEIST3_2727
0006: @133 =  15  ;; integer values
0006: @138 =  3  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_2730
0002: jump HEIST3_2890

:HEIST3_2731
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_2769
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2769
0006: @48 =  0  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_2743
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_2761
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2758
062E: $PLAYER_ACTOR  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_2757
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false HEIST3_2757
0006: @48 =  1  ;; integer values

:HEIST3_2757
0002: jump HEIST3_2759

:HEIST3_2758
0006: @48 =  1  ;; integer values

:HEIST3_2759
0001: wait  0 ms
0002: jump HEIST3_2743

:HEIST3_2761
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2766
0968: @56 
0967: $PLAYER_ACTOR  3000 

:HEIST3_2766
0006: @133 =  25  ;; integer values
0006: @138 =  4  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_2769
0002: jump HEIST3_2890

:HEIST3_2770
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_2796
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2796
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2784
0968: $PLAYER_ACTOR 
0967: @56  3000 

:HEIST3_2784
0006: @133 =  21  ;; integer values
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2794
0615: @75 
05D3: unknown_action_sequence -1  344.6502  307.6453  998.1963  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  245.3258 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_2794
0006: @138 =  5  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_2796
0002: jump HEIST3_2890

:HEIST3_2797
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_2846
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2846
0006: @48 =  0  ;; integer values
0006: @35 =  0  ;; integer values

:HEIST3_2808
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_2838
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2836
062E: @56  1560 @34 
00D6: if  0
04A4: @34  7 
004D: jump_if_false HEIST3_2822
05BF: unknown_action_sequence @56 $PLAYER_ACTOR  10000 
0006: @48 =  1  ;; integer values
0002: jump HEIST3_2835

:HEIST3_2822
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false HEIST3_2835
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: @74 
0639: unknown_action_sequence -1 @56 
05D3: unknown_action_sequence -1  345.7446  304.2489  998.1641  4 -1 
0639: unknown_action_sequence -1 @56 
0616: @74 
0618: $PLAYER_ACTOR @74 
061B: @74 
0006: @35 =  1  ;; integer values

:HEIST3_2835
0002: jump HEIST3_2837

:HEIST3_2836
0006: @48 =  1  ;; integer values

:HEIST3_2837
0002: jump HEIST3_2808

:HEIST3_2838
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2843
0968: @56 
0967: $PLAYER_ACTOR  3000 

:HEIST3_2843
0006: @133 =  26  ;; integer values
0006: @138 =  6  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_2846
0002: jump HEIST3_2890

:HEIST3_2847
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_2874
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2874
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2866
0615: @75 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05D3: unknown_action_sequence -1  345.3145  305.0605  998.1641  4 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @75 
0618: @56 @75 
061B: @75 

:HEIST3_2866
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2871
0968: $PLAYER_ACTOR 
0967: @56  3000 

:HEIST3_2871
0006: @133 =  17  ;; integer values
0006: @138 =  7  ;; integer values
01BD: @141 = current_time_in_ms

:HEIST3_2874
0002: jump HEIST3_2890

:HEIST3_2875
01BD: @140 = current_time_in_ms
0085: @139 = @140  ;; integer values and handles
0062: @139 -= @141  ;; integer values 
00D6: if  0
0019:   @139 >  1000  ;; integer values
004D: jump_if_false HEIST3_2889
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST3_2889
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2888
0968: @56 

:HEIST3_2888
0006: @137 =  1  ;; integer values

:HEIST3_2889
0002: jump HEIST3_2890

:HEIST3_2890
0002: jump HEIST3_2615

:HEIST3_2891
0701: (unknown)
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST3_2897
0968: @56 
0968: $PLAYER_ACTOR 

:HEIST3_2897
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_2903
00D6: if  0
0039:   @47 ==  11  ;; integer values
004D: jump_if_false HEIST3_2936
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false HEIST3_2925
0926: $EXTERNAL_SCRIPT_STATUS = external_script_status  26 (GF_SEX) 
00D6: if  0
0038:   $EXTERNAL_SCRIPT_STATUS ==  0  ;; integer values
004D: jump_if_false HEIST3_2925
08A9: load_external_script  26 (GF_SEX) 
00D6: if  0
08AB:   external_script  26 (GF_SEX) loaded
004D: jump_if_false HEIST3_2925
0004: $390 =  0  ;; integer values
08BA: $390  5 
08E7:  1 
0913: run_external_script  26 (GF_SEX) @40 @41  0  2037.651  2723.871  9.8352  .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_2925
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false HEIST3_2936
00D6: if  0
08B4: $390  4 
004D: jump_if_false HEIST3_2932
0006: @54 =  1  ;; integer values

:HEIST3_2932
00D6: if  0
88B4:   NOT $390  5 
004D: jump_if_false HEIST3_2936
0006: @47 =  12  ;; integer values

:HEIST3_2936
00D6: if  0
0039:   @47 ==  12  ;; integer values
004D: jump_if_false HEIST3_3022
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08E7:  0 
0707: unknown_bunnyjump HEIST3_2988 
0615: @74 
05D3: unknown_action_sequence -1  2036.874  2734.282  9.8203  4 -1 
05D3: unknown_action_sequence -1  2029.545  2735.628  9.8203  4 -1 
0616: @74 
0618: $PLAYER_ACTOR @74 
061B: @74 
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false HEIST3_2966
03E6: remove_text_box
0512: permanent_text_box 'HEI3_95'
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_2966
0006: @48 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST3_2968
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST3_2988
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false HEIST3_2982
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false HEIST3_2981
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false HEIST3_2981
0006: @48 =  1  ;; integer values

:HEIST3_2981
0002: jump HEIST3_2986

:HEIST3_2982
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false HEIST3_2986
0006: @48 =  1  ;; integer values

:HEIST3_2986
0001: wait  0 ms
0002: jump HEIST3_2968

:HEIST3_2988
0701: (unknown)
0687: $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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03E6: remove_text_box
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false HEIST3_3002
08BA: $406  5 
0002: jump HEIST3_3025
0002: jump HEIST3_3022

:HEIST3_3002
00BE: text_clear_all
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false HEIST3_3020
016A: fade  0 ()  1000 ms

:HEIST3_3007
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_3012
0001: wait  0 ms
0002: jump HEIST3_3007

:HEIST3_3012
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:HEIST3_3015
00D6: if  0
016B:   fading
004D: jump_if_false HEIST3_3020
0001: wait  0 ms
0002: jump HEIST3_3015

:HEIST3_3020
00BB: text_lowpriority 'HEI3_24'  5000 ms  1
0002: jump HEIST3_3023

:HEIST3_3022
0002: jump HEIST3_290

:HEIST3_3023
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:HEIST3_3025
0008: $HEIST_MISSIONS_PASSED +=  1  ;; integer values
0004: $2555 =  1  ;; integer values
01E3: text_1number_styled 'M_PASSR'  15  5000 ms  1
0998: add_respect  15 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'HEIST_3'
030C: set_mission_points +=  1
0051: return

:HEIST3_3034
091E:  2096.335  1656.397  8.0  2161.659  1728.287  10.0 
091D:  2096.335  1656.397  8.0  2161.659  1728.287  10.0 
090F: end_external_script  26 (GF_SEX) 
01BD: $184 = current_time_in_ms
0151: remove_status_text $7801
0581: toggle_radar  1 (on)
08E7:  0 
0249: release_model  249
0249: release_model  178
0249: release_model  168
0249: release_model  101
0249: release_model  194
0249: release_model  589
0249: release_model  162
0249: release_model  111
0249: release_model  555
0249: release_model  330
0249: release_model  321
00D6: if  0
8119:   NOT   car @65 wrecked
004D: jump_if_false HEIST3_3056
020A: set_car @65 door_status_to  1

:HEIST3_3056
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:  803 
0296: unload_special_actor  1
065C: unknown_create_def_entity @42  ; unknown_destroy
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 98---------------
; Originally: Dam and Blast


:HEIST2_1
03A4: name_thread 'HEIST2'
0050: gosub HEIST2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false HEIST2_7
0050: gosub HEIST2_2272

:HEIST2_7
0050: gosub HEIST2_2281
004E: end_thread

:HEIST2_9
054C: use_GXT_table 'HEIST2'
0317: increment_mission_attempts
0169: set_fade_color  0  0  0
0004: $ON_MISSION =  1  ;; integer values
016A: fade  0 ()  2000 ms

:HEIST2_14
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_19
0001: wait  0 ms
0002: jump HEIST2_14

:HEIST2_19
04BB: select_interior  10  ;; select render area
01B5: force_weather  10
02E4: load_cutscene_data 'HEIST4A'

:HEIST2_22
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false HEIST2_27
0001: wait  0 ms
0002: jump HEIST2_22

:HEIST2_27
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:HEIST2_29
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false HEIST2_34
0001: wait  0 ms
0002: jump HEIST2_29

:HEIST2_34
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms
03CB: set_camera  2030.103  1020.79  9.8203

:HEIST2_37
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_42
0001: wait  0 ms
0002: jump HEIST2_37

:HEIST2_42
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: $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: @152  1 
04ED: load_animation "BOMBER"

:HEIST2_56
00D6: if  0
84EE:   NOT   animation "BOMBER" loaded
004D: jump_if_false HEIST2_61
0001: wait  0 ms
0002: jump HEIST2_56

:HEIST2_61
0169: set_fade_color  0  0  0
02A3: toggle_widescreen  0 (off)
060A: unknown_create_entity  4 @38 
03CB: set_camera  2030.103  1020.79  9.8203
016A: fade  1 (back)  1500 ms

:HEIST2_66
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_71
0001: wait  0 ms
0002: jump HEIST2_66

:HEIST2_71
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BB: text_lowpriority 'HEI2_90'  10000 ms  1
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_89
00D6: if  0
001B:    6 > @36  ;; integer values
004D: jump_if_false HEIST2_99
0006: @113(@36,6i) =  0  ;; integer values
00D6: if  0
001B:    5 > @36  ;; integer values
004D: jump_if_false HEIST2_97
0006: @108(@36,5i) =  0  ;; integer values

:HEIST2_97
000A: @36 +=  1  ;; integer values
0002: jump HEIST2_89

:HEIST2_99
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$7891(1) = 'HE2_AA'  ;; 8-byte strings
05A9: s$7891(2) = 'HE2_AB'  ;; 8-byte strings
05A9: s$7891(3) = 'HE2_AC'  ;; 8-byte strings
05A9: s$7891(4) = 'HE2_AD'  ;; 8-byte strings
05A9: s$7891(5) = 'HE2_AE'  ;; 8-byte strings
05A9: s$7891(6) = 'HE2_AF'  ;; 8-byte strings
05A9: s$7891(7) = 'HE2_AG'  ;; 8-byte strings
05A9: s$7891(8) = 'HE2_AH'  ;; 8-byte strings
05A9: s$7891(9) = 'HE2_AJ'  ;; 8-byte strings
05A9: s$7891(10) = 'HE2_AK'  ;; 8-byte strings
05A9: s$7891(11) = 'HE2_AL'  ;; 8-byte strings
05A9: s$7891(12) = 'HE2_BA'  ;; 8-byte strings
05A9: s$7891(13) = 'HE2_BB'  ;; 8-byte strings
05A9: s$7891(14) = 'HE2_CA'  ;; 8-byte strings
05A9: s$7891(15) = 'HE2_CB'  ;; 8-byte strings
05A9: s$7891(16) = 'HE2_DA'  ;; 8-byte strings
05A9: s$7891(17) = 'HE2_DB'  ;; 8-byte strings
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:  0  24  24 
0746:  0  25  25 
07FB: set_interior 'DAMIN' accessible  0 
07FB: set_interior 'DAMOUT' accessible  0 
0001: wait  1000 ms

:HEIST2_216
0001: wait  0 ms
00D6: if  0
0735:  49 
004D: jump_if_false HEIST2_221
00A1: put_actor $PLAYER_ACTOR at -585.0  2026.0  60.0

:HEIST2_221
00D6: if  0
0735:  50 
004D: jump_if_false HEIST2_225
00A1: put_actor $PLAYER_ACTOR at  1423.657  1643.182  9.8359

:HEIST2_225
00D6: if  0
0735:  51 
004D: jump_if_false HEIST2_229
00A1: put_actor $PLAYER_ACTOR at -828.64  1971.644  6.0

:HEIST2_229
00D6: if  0
0735:  52 
004D: jump_if_false HEIST2_233
00A1: put_actor $PLAYER_ACTOR at -693.98  1806.81  800.0

:HEIST2_233
00D6: if  0
0735:  97 
004D: jump_if_false HEIST2_239
0006: @119 =  0  ;; integer values
0006: @125 =  0  ;; integer values
0050: gosub HEIST2_1800

:HEIST2_239
00D6: if  0
0735:  54 
004D: jump_if_false HEIST2_243
0006: @107 =  6  ;; integer values

:HEIST2_243
00D6: if  0
0735:  55 
004D: jump_if_false HEIST2_247
0006: @123 =  6  ;; integer values

:HEIST2_247
00D6: if  0
0735:  83 
004D: jump_if_false HEIST2_251
0002: jump HEIST2_2274

:HEIST2_251
00D6: if  0
0039:   @107 ==  99999  ;; integer values
004D: jump_if_false HEIST2_256
018A: @154 = create_checkpoint_at  0.0  0.0  0.0
018A: @155 = create_checkpoint_at  0.0  0.0  0.0

:HEIST2_256
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false HEIST2_262
00BB: text_lowpriority 'HEI2_90'  7000 ms  1
0006: @107 =  1  ;; integer values
0006: @123 =  1  ;; integer values

:HEIST2_262
00D6: if  0
001B:    12 > @123  ;; integer values
004D: jump_if_false HEIST2_1118
00D6: if  0
001B:    4 > @123  ;; integer values
004D: jump_if_false HEIST2_346
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false HEIST2_286
00D6: if  22
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1477.401  1677.399 radius  250.0  250.0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1717.017  1602.497 radius  20.0  20.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1477.178  1639.083  10.9203 radius  79.499  143.0963  4.9
004D: jump_if_false HEIST2_286
0247: request_model  553

:HEIST2_277
00D6: if  0
8248:   NOT   model  553 available
004D: jump_if_false HEIST2_282
0001: wait  0 ms
0002: jump HEIST2_277

:HEIST2_282
07A8:  0 
00A5: @168 = create_car  553 at  1477.401  1677.399  9.8425
0175: set_car @168 z_angle_to  180.049
0006: @123 =  2  ;; integer values

:HEIST2_286
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false HEIST2_302
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1477.178  1639.083  10.9203 radius  79.499  143.0963  4.9
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1717.017  1602.497 radius  20.0  20.0
004D: jump_if_false HEIST2_302
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_302
0164: disable_marker @152
0186: @152 = create_marker_above_car @168
07E0: @152  1 
00BE: text_clear_all
00BB: text_lowpriority 'HEI2_57'  7000 ms  1
0006: @136 =  1  ;; integer values

:HEIST2_302
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  1717.017  1602.497  9.3368 radius  10.0  10.0  5.0
004D: jump_if_false HEIST2_305

:HEIST2_305
00D6: if  0
0019:   @123 >  1  ;; integer values
004D: jump_if_false HEIST2_317
00D6: if  0
001B:    4 > @123  ;; integer values
004D: jump_if_false HEIST2_317
00D6: if  0
0119:   car @168 wrecked
004D: jump_if_false HEIST2_317
00BE: text_clear_all
00BB: text_lowpriority 'HEI2_25'  5000 ms  1
0002: jump HEIST2_2272

:HEIST2_317
00D6: if  0
0039:   @123 ==  2  ;; integer values
004D: jump_if_false HEIST2_345
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_345
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @168
004D: jump_if_false HEIST2_345
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
0164: disable_marker @152
018A: @152 = create_checkpoint_at -592.42  1555.88  750.0
06D5:  3 -592.42  1555.88  750.0 -592.42  1555.88  750.0  25.0 @153 
0247: request_model  371

:HEIST2_335
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false HEIST2_341
0247: request_model  371
0001: wait  0 ms
0002: jump HEIST2_335

:HEIST2_341
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_345
0002: jump HEIST2_346

:HEIST2_346
00D6: if  0
0039:   @123 ==  3  ;; integer values
004D: jump_if_false HEIST2_593
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_593
00D6: if  21
0448:   actor $PLAYER_ACTOR in_car @168
0039:   @138 ==  1  ;; integer values
004D: jump_if_false HEIST2_570
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false HEIST2_365
0164: disable_marker @152
018A: @152 = create_checkpoint_at -592.42  1555.88  750.0
06D5:  3 -592.42  1555.88  750.0 -592.42  1555.88  750.0  25.0 @153 
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_365
00D6: if  0
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_547
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false HEIST2_377
020A: set_car @168 door_status_to  1
03E6: remove_text_box
0512: permanent_text_box 'HEI2_50'
00BE: text_clear_all
00BB: text_lowpriority 'HEI2_15'  10000 ms  1
0006: @137 =  0  ;; integer values

:HEIST2_377
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false HEIST2_546
03E6: remove_text_box
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BE: text_clear_all
06D6: @153 
0519: unknown_car @168 flag  1
00AB: put_car @168 at -592.42  1555.88  750.0
0175: set_car @168 z_angle_to  180.0
0825: @168 
0006: @32 =  0  ;; integer values
0004: $1511 =  1  ;; integer values
07C0:  805 
0006: @32 =  0  ;; integer values
0006: @106 =  0  ;; integer values

:HEIST2_395
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_406
00D6: if  1
07C1:  805 
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST2_404
0006: @106 =  1  ;; integer values
07C0:  805 

:HEIST2_404
0001: wait  0 ms
0002: jump HEIST2_395

:HEIST2_406
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_414
05EB: @168  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: unknown_actor $PLAYER_ACTOR flag  0
01BD: @186 = current_time_in_ms

:HEIST2_414
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_418
0519: unknown_car @168 flag  0

:HEIST2_418
0707: unknown_bunnyjump HEIST2_523 
0005: $1504 =  0.0  ;; floating-point values
0006: @106 =  0  ;; integer values
0006: @41 =  0  ;; integer values

:HEIST2_422
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_477
0005: $1504 =  0.0  ;; floating-point values
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_475
00D6: if  0
860E:   NOT @168 
004D: jump_if_false HEIST2_434
0006: @106 =  1  ;; integer values
0002: jump HEIST2_475

:HEIST2_434
01BD: @187 = current_time_in_ms
0085: @188 = @187  ;; integer values and handles
0062: @188 -= @186  ;; integer values 
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_475
00D6: if  0
0019:   @188 >  6000  ;; integer values
004D: jump_if_false HEIST2_475
016A: fade  0 ()  1000 ms

:HEIST2_444
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_449
0001: wait  0 ms
0002: jump HEIST2_444

:HEIST2_449
0247: request_model #SW_BIT_09

:HEIST2_450
00D6: if  0
8248:   NOT   model #SW_BIT_09 available
004D: jump_if_false HEIST2_455
0001: wait  0 ms
0002: jump HEIST2_450

:HEIST2_455
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  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_467
00D6: if  0
060E: @168 
004D: jump_if_false HEIST2_466
0706: @168  80.0 

:HEIST2_466
0825: @168 

:HEIST2_467
0A0B: -781.364  1164.077  29.0876  270.0 
016A: fade  1 (back)  1000 ms

:HEIST2_469
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_474
0001: wait  0 ms
0002: jump HEIST2_469

:HEIST2_474
0006: @41 =  1  ;; integer values

:HEIST2_475
0001: wait  0 ms
0002: jump HEIST2_422

:HEIST2_477
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_481
0825: @168 

:HEIST2_481
064B: "SMOKE50LIT" -761.2061  1174.616  39.0387  1 @189 
064B: "EXPLOSION_SMALL" -761.2061  1174.616  38.5387  1 @190 
00D6: if  0
0039:   @189 == -1  ;; integer values
004D: jump_if_false HEIST2_487
0002: jump HEIST2_490

:HEIST2_487
0001: wait  300 ms
064C: @190 
064C: @189 

:HEIST2_490
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  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_497
020B: explode_car @168

:HEIST2_497
0006: @32 =  0  ;; integer values

:HEIST2_498
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false HEIST2_523
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false HEIST2_506
020C: create_explosion_with_radius  2 at -761.2062  1175.616  39.5387
0002: jump HEIST2_516

:HEIST2_506
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false HEIST2_510
0002: jump HEIST2_516

:HEIST2_510
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false HEIST2_515
020C: create_explosion_with_radius  0 at -761.206  1173.616  39.5387
0002: jump HEIST2_516

:HEIST2_515
020C: create_explosion_with_radius  7 at -761.2061  1174.616  39.5387

:HEIST2_516
00D6: if  21
0118:   actor $PLAYER_ACTOR dead
0119:   car @168 wrecked
004D: jump_if_false HEIST2_521
0006: @32 =  2000  ;; integer values

:HEIST2_521
0001: wait  0 ms
0002: jump HEIST2_498

:HEIST2_523
0701: (unknown)
0249: release_model #SW_BIT_09
016A: fade  1 (back)  500 ms

:HEIST2_526
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_531
0001: wait  0 ms
0002: jump HEIST2_526

:HEIST2_531
0873:  805 
0650: @189 
0650: @190 
0337: unknown_actor $PLAYER_ACTOR flag  1
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $1511 =  0  ;; integer values
0005: $1504 = -30.0  ;; floating-point values
02EB: restore_camera_with_jumpcut
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_544
00AB: put_car @168 at -761.2061  1174.616  39.5387

:HEIST2_544
01C3: remove_references_to_car @168  ;; Like turning a car into any random car
0006: @123 =  4  ;; integer values

:HEIST2_546
0002: jump HEIST2_569

:HEIST2_547
03E6: remove_text_box
03D5: remove_text 'HEI2_15'
0819: $PLAYER_ACTOR $7890 
00D6: if  0
0022:    5.0 > $7890  ;; floating-point values
004D: jump_if_false HEIST2_559
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false HEIST2_558
020A: set_car @168 door_status_to  1
0006: @137 =  0  ;; integer values

:HEIST2_558
0002: jump HEIST2_564

:HEIST2_559
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false HEIST2_564
020A: set_car @168 door_status_to  4
0006: @137 =  1  ;; integer values

:HEIST2_564
00D6: if  0
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_569
0512: permanent_text_box 'HEI2_88'
00BE: text_clear_all

:HEIST2_569
0002: jump HEIST2_593

:HEIST2_570
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false HEIST2_593
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -592.42  1555.88  750.0 radius  100.0  100.0  100.0
004D: jump_if_false HEIST2_578
0006: @138 =  1  ;; integer values
0002: jump HEIST2_593

:HEIST2_578
00BE: text_clear_all
00BB: text_lowpriority 'HEI2_28'  1000 ms  1
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false HEIST2_588
0164: disable_marker @152
06D6: @153 
0186: @152 = create_marker_above_car @168
07E0: @152  1 
0006: @132 =  1  ;; integer values

:HEIST2_588
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false HEIST2_593
020A: set_car @168 door_status_to  1
0006: @137 =  0  ;; integer values

:HEIST2_593
00D6: if  0
0039:   @123 ==  4  ;; integer values
004D: jump_if_false HEIST2_655
06D5:  2 -811.07  1816.08  7.0 -811.07  1816.08  200.0  6.0 @153 
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  553
0247: request_model #SMASHBOXPILE
0247: request_model #K_CARGO1
0247: request_model #KMB_CONTAINER_RED
0247: request_model #K_CARGO4
0247: request_model  71
0247: request_model  334
038B: load_requested_models

:HEIST2_608
00D6: if  25
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  71 available
8248:   NOT   model  334 available
004D: jump_if_false HEIST2_618
0001: wait  0 ms
0002: jump HEIST2_608

:HEIST2_618
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  71 at -826.3729  1946.988  6.0692
01B2: give_actor @163 weapon  3 ammo  3000  ;; Load the weapon model before using this
087E: @163  0 
0173: set_actor @163 z_angle_to  0.0
060F: @163  10.0 
009A: @164 = create_actor  24  71 at -823.3655  1956.276  6.04
01B2: give_actor @164 weapon  3 ammo  3000  ;; Load the weapon model before using this
087E: @164  0 
0173: set_actor @164 z_angle_to  301.2606
060F: @164  10.0 
060B: unknown_actor_use_entity @163 @38 
060B: unknown_actor_use_entity @164 @38 
0754: (unknown)
0755: -825.4943  1938.904  6.0 "NONE" "NONE" 
0755: -823.3667  1933.54  6.0 "ROADCROSS" "PED" 
0755: -825.4943  1938.904  6.0 "NONE" "NONE" 
0755: -826.9571  1947.569  6.0 "ROADCROSS" "PED" 
0817: @163  4  2 
0754: (unknown)
0755: -828.9601  1955.366  6.0 "ROADCROSS" "PED" 
0755: -823.2458  1957.016  6.007 "ROADCROSS" "PED" 
0817: @164  4  2 
0006: @123 =  5  ;; integer values

:HEIST2_655
00D6: if  1
0019:   @123 >  4  ;; integer values
001B:    12 > @123  ;; integer values
004D: jump_if_false HEIST2_856
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_668
00D6: if  0
82CA:   NOT   car @168 bounding_sphere_visible
004D: jump_if_false HEIST2_668
01C3: remove_references_to_car @168  ;; Like turning a car into any random car
0249: release_model  553
00A6: destroy_car @168

:HEIST2_668
00D6: if  0
8039:   NOT   @209 ==  0  ;; integer values
004D: jump_if_false HEIST2_710
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_679
00D6: if  0
03D0:   wav @211 loaded
004D: jump_if_false HEIST2_678
040D: unload_wav @211

:HEIST2_678
0006: @212 =  1  ;; integer values

:HEIST2_679
00D6: if  0
0039:   @212 ==  1  ;; integer values
004D: jump_if_false HEIST2_684
03CF: load_wav @191(@209,18i) as @210
0006: @212 =  2  ;; integer values

:HEIST2_684
00D6: if  0
0039:   @212 ==  2  ;; integer values
004D: jump_if_false HEIST2_693
00D6: if  0
03D0:   wav @210 loaded
004D: jump_if_false HEIST2_693
03D1: play_wav @210
00BC: text_highpriority $7891(@209,18s)  10000 ms  1
0006: @212 =  3  ;; integer values

:HEIST2_693
00D6: if  0
0039:   @212 ==  3  ;; integer values
004D: jump_if_false HEIST2_710
00D6: if  0
03D2:   wav @210 ended
004D: jump_if_false HEIST2_710
03D5: remove_text $7891(@209,18s)
00D6: if  0
0039:   @210 ==  1  ;; integer values
004D: jump_if_false HEIST2_706
0006: @210 =  2  ;; integer values
0006: @211 =  1  ;; integer values
0002: jump HEIST2_708

:HEIST2_706
0006: @210 =  1  ;; integer values
0006: @211 =  2  ;; integer values

:HEIST2_708
0006: @209 =  0  ;; integer values
0006: @212 =  0  ;; integer values

:HEIST2_710
0006: @36 =  0  ;; integer values

:HEIST2_711
00D6: if  0
001B:    2 > @36  ;; integer values
004D: jump_if_false HEIST2_847
00D6: if  0
8118:   NOT   actor @163(@36,2i) dead
004D: jump_if_false HEIST2_840
00D6: if  0
0039:   @126(@36,6i) ==  0  ;; integer values
004D: jump_if_false HEIST2_744
00D6: if  21
074F: @163(@36,2i)  62 
074F: @163(@36,2i)  63 
004D: jump_if_false HEIST2_744
00D6: if  0
874F:   NOT @163(@36,2i)  36 
004D: jump_if_false HEIST2_744
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_742
0209: @41 = random_int  0  4
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_736
0006: @209 =  1  ;; integer values
0002: jump HEIST2_742

:HEIST2_736
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false HEIST2_741
0006: @209 =  8  ;; integer values
0002: jump HEIST2_742

:HEIST2_741
0006: @209 =  12  ;; integer values

:HEIST2_742
0006: @126(@36,6i) =  1  ;; integer values
0947: @163(@36,2i)  204 @219 

:HEIST2_744
00D6: if  0
0039:   @126(@36,6i) ==  1  ;; integer values
004D: jump_if_false HEIST2_772
00D6: if  5
874F:   NOT @163(@36,2i)  62 
874F:   NOT @163(@36,2i)  63 
874F:   NOT @163(@36,2i)  36 
874F:   NOT @163(@36,2i)  15 
874F:   NOT @163(@36,2i)  9 
874F:   NOT @163(@36,2i)  31 
004D: jump_if_false HEIST2_772
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_770
0209: @41 = random_int  0  3
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_764
0006: @209 =  6  ;; integer values
0002: jump HEIST2_770

:HEIST2_764
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false HEIST2_769
0006: @209 =  3  ;; integer values
0002: jump HEIST2_770

:HEIST2_769
0006: @209 =  2  ;; integer values

:HEIST2_770
0947: @163(@36,2i)  13 @219 
0006: @126(@36,6i) =  0  ;; integer values

:HEIST2_772
00D6: if  21
0039:   @126(@36,6i) ==  0  ;; integer values
0039:   @126(@36,6i) ==  1  ;; integer values
004D: jump_if_false HEIST2_816
00D6: if  23
074F: @163(@36,2i)  36 
074F: @163(@36,2i)  15 
074F: @163(@36,2i)  9 
074F: @163(@36,2i)  31 
004D: jump_if_false HEIST2_816
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_802
0209: @41 = random_int  0  4
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_791
0006: @209 =  1  ;; integer values
0002: jump HEIST2_802

:HEIST2_791
00D6: if  0
0039:   @41 ==  5  ;; integer values
004D: jump_if_false HEIST2_796
0006: @209 =  8  ;; integer values
0002: jump HEIST2_802

:HEIST2_796
00D6: if  0
0039:   @41 ==  2  ;; integer values
004D: jump_if_false HEIST2_801
0006: @209 =  7  ;; integer values
0002: jump HEIST2_802

:HEIST2_801
0006: @209 =  10  ;; integer values

:HEIST2_802
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false HEIST2_814
00D6: if  0
8118:   NOT   actor @163 dead
004D: jump_if_false HEIST2_809
05E2: unknown_action_sequence @163 $PLAYER_ACTOR 

:HEIST2_809
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false HEIST2_813
05E2: unknown_action_sequence @164 $PLAYER_ACTOR 

:HEIST2_813
0006: @105 =  1  ;; integer values

:HEIST2_814
0947: @163(@36,2i)  205 @219 
0006: @126(@36,6i) =  2  ;; integer values

:HEIST2_816
00D6: if  0
0039:   @126(@36,6i) ==  2  ;; integer values
004D: jump_if_false HEIST2_839
00D6: if  5
874F:   NOT @163(@36,2i)  62 
874F:   NOT @163(@36,2i)  63 
874F:   NOT @163(@36,2i)  36 
874F:   NOT @163(@36,2i)  15 
874F:   NOT @163(@36,2i)  9 
874F:   NOT @163(@36,2i)  31 
004D: jump_if_false HEIST2_839
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_837
0209: @41 = random_int  0  2
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_836
0006: @209 =  11  ;; integer values
0002: jump HEIST2_837

:HEIST2_836
0006: @209 =  9  ;; integer values

:HEIST2_837
0947: @163(@36,2i)  206 @219 
0006: @126(@36,6i) =  0  ;; integer values

:HEIST2_839
0002: jump HEIST2_845

:HEIST2_840
00D6: if  0
0039:   @113(@36,6i) ==  1  ;; integer values
004D: jump_if_false HEIST2_845
0164: disable_marker @154(@36,2i)
0006: @113(@36,6i) =  0  ;; integer values

:HEIST2_845
000A: @36 +=  1  ;; integer values
0002: jump HEIST2_711

:HEIST2_847
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_856
00D6: if  0
803B:   NOT   @42 == @209  ;; integer values 
004D: jump_if_false HEIST2_855
0085: @42 = @209  ;; integer values and handles
0002: jump HEIST2_856

:HEIST2_855
0006: @209 =  0  ;; integer values

:HEIST2_856
00D6: if  0
0039:   @123 ==  5  ;; integer values
004D: jump_if_false HEIST2_1013
00D6: if  21
0611: $PLAYER_ACTOR "PARA_OPEN" 
0611: $PLAYER_ACTOR "PARA_FLOAT" 
004D: jump_if_false HEIST2_864
03E6: remove_text_box

:HEIST2_864
00D6: if  21
0038:   $1498 ==  2  ;; integer values
00FE:   actor $PLAYER_ACTOR  0 ()near_point -811.07  1816.08  7.0 radius  6.0  6.0  3.0
004D: jump_if_false HEIST2_1003
0992: $PLAYER_CHAR  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: @153 
0164: disable_marker @152
00BE: text_clear_all
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1500 ms

:HEIST2_877
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_882
0001: wait  0 ms
0002: jump HEIST2_877

:HEIST2_882
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST2_886
0633: unknown_action_sequence $PLAYER_ACTOR 

:HEIST2_886
0249: release_model  371
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -828.4104  1945.76  7.04 radius  13.1  19.2998  4.5
004D: jump_if_false HEIST2_892
00A1: put_actor $PLAYER_ACTOR at -820.3474  1939.728  6.0
0173: set_actor $PLAYER_ACTOR z_angle_to  295.9757

:HEIST2_892
02A3: toggle_widescreen  1 (on)
06BA: unknown_action_sequence $PLAYER_ACTOR -830.94  1983.23  9.0 
0459: end_thread_named 'PARACH'
0004: $1498 =  2  ;; integer values
0792: $PLAYER_ACTOR 
02EB: restore_camera_with_jumpcut
075B:  90 
0247: request_model  335

:HEIST2_900
00D6: if  0
8248:   NOT   model  335 available
004D: jump_if_false HEIST2_905
0001: wait  0 ms
0002: jump HEIST2_900

:HEIST2_905
0213: @104 = create_pickup  335 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  71 at -826.3729  1946.988  6.0692
01B2: give_actor @163 weapon  3 ammo  3000  ;; Load the weapon model before using this
087E: @163  0 
0173: set_actor @163 z_angle_to  0.0
060F: @163  10.0 
009A: @164 = create_actor  24  71 at -823.3655  1956.276  6.04
01B2: give_actor @164 weapon  3 ammo  3000  ;; Load the weapon model before using this
087E: @164  0 
0173: set_actor @164 z_angle_to  301.2606
060F: @164  10.0 
060B: unknown_actor_use_entity @163 @38 
060B: unknown_actor_use_entity @164 @38 
0754: (unknown)
0755: -823.3667  1933.54  6.0 "ROADCROSS" "PED" 
0755: -825.4943  1938.904  6.0 "NONE" "NONE" 
0755: -826.9571  1947.569  6.0 "ROADCROSS" "PED" 
0817: @163  4  2 
0754: (unknown)
0755: -828.9601  1955.366  6.0 "ROADCROSS" "PED" 
0755: -823.2458  1957.016  6.007 "ROADCROSS" "PED" 
0817: @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 (back)  1500 ms

:HEIST2_936
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_941
0001: wait  0 ms
0002: jump HEIST2_936

:HEIST2_941
00BB: text_lowpriority 'HEI2_52'  6000 ms  1
0707: unknown_bunnyjump HEIST2_972 

:HEIST2_943
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST2_948
0001: wait  0 ms
0002: jump HEIST2_943

:HEIST2_948
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

:HEIST2_951
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST2_956
0001: wait  0 ms
0002: jump HEIST2_951

:HEIST2_956
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

:HEIST2_959
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST2_964
0001: wait  0 ms
0002: jump HEIST2_959

:HEIST2_964
00BB: text_lowpriority 'HEI2_46'  6000 ms  1
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_967
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST2_972
0001: wait  0 ms
0002: jump HEIST2_967

:HEIST2_972
0701: (unknown)
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @163 dead
004D: jump_if_false HEIST2_980
0187: @154 = create_marker_above_actor @163
018B: show_on_radar @154  2
0006: @113 =  1  ;; integer values

:HEIST2_980
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false HEIST2_986
0187: @155 = create_marker_above_actor @164
018B: show_on_radar @155  2
0006: @114 =  1  ;; integer values

:HEIST2_986
02A3: toggle_widescreen  0 (off)
00BB: text_lowpriority 'HEI2_60'  5000 ms  1
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor @163 dead
004D: jump_if_false HEIST2_995
077A: @163  4  0 
074E: @163  30.0  10 

:HEIST2_995
00D6: if  0
8118:   NOT   actor @164 dead
004D: jump_if_false HEIST2_1000
077A: @164  4  0 
074E: @164  30.0  10 

:HEIST2_1000
03E5: text_box 'HEI2_89'
0006: @123 =  7  ;; integer values
0002: jump HEIST2_1013

:HEIST2_1003
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false HEIST2_1013
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false HEIST2_1013
0992: $PLAYER_CHAR  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_1013
00D6: if  0
0039:   @123 ==  7  ;; integer values
004D: jump_if_false HEIST2_1045
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false HEIST2_1029
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false HEIST2_1028
00BE: text_clear_all
00BB: text_lowpriority 'HEI2_40'  7000 ms  1
0164: disable_marker @152
018A: @152 = create_checkpoint_at -799.5823  1813.156  2.0061
075B:  0 
0006: @124 =  1  ;; integer values

:HEIST2_1028
0002: jump HEIST2_1037

:HEIST2_1029
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false HEIST2_1037
0164: disable_marker @152
0006: @124 =  0  ;; integer values
00BE: text_clear_all
075B:  90 
00BB: text_lowpriority 'HEI2_60'  5000 ms  1

:HEIST2_1037
00D6: if  0
0214:   pickup @104 picked_up
004D: jump_if_false HEIST2_1045
00BE: text_clear_all
00BB: text_lowpriority 'HEI2_34'  7000 ms  1
0164: disable_marker @152
018A: @152 = create_checkpoint_at -830.94  1983.23  9.0
0006: @123 =  8  ;; integer values

:HEIST2_1045
00D6: if  0
0039:   @123 ==  8  ;; integer values
004D: jump_if_false HEIST2_1118
00D6: if  0
0118:   actor @163 dead
004D: jump_if_false HEIST2_1052
0164: disable_marker @154

:HEIST2_1052
00D6: if  0
0118:   actor @164 dead
004D: jump_if_false HEIST2_1056
0164: disable_marker @155

:HEIST2_1056
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false HEIST2_1069
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false HEIST2_1068
00BE: text_clear_all
0164: disable_marker @152
00BB: text_lowpriority 'HEI2_40'  7000 ms  1
018A: @152 = create_checkpoint_at -799.5823  1813.156  2.0061
075B:  0 
0006: @124 =  1  ;; integer values

:HEIST2_1068
0002: jump HEIST2_1118

:HEIST2_1069
00D6: if  0
0039:   @124 ==  1  ;; integer values
004D: jump_if_false HEIST2_1078
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:  90 
00BB: text_lowpriority 'HEI2_34'  7000 ms  1

:HEIST2_1078
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -830.2665  1982.124  8.25 radius  1.2  1.2  3.0
004D: jump_if_false HEIST2_1118
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:HEIST2_1084
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_1089
0001: wait  0 ms
0002: jump HEIST2_1084

:HEIST2_1089
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  335
0215: destroy_pickup @104
0164: disable_marker @156
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0006: @107 =  2  ;; integer values
0006: @123 =  12  ;; integer values

:HEIST2_1118
00D6: if  0
0019:   @123 >  11  ;; integer values
004D: jump_if_false HEIST2_1799
00D6: if  0
0039:   @107 ==  2  ;; integer values
004D: jump_if_false HEIST2_1206
0247: request_model  363
0247: request_model  50
0247: request_model  346
0247: request_model  330

:HEIST2_1128
00D6: if  23
8248:   NOT   model  363 available
8248:   NOT   model  50 available
8248:   NOT   model  346 available
8248:   NOT   model  330 available
004D: jump_if_false HEIST2_1136
0001: wait  0 ms
0002: jump HEIST2_1128

:HEIST2_1136
0213: @104 = create_pickup  335 type  15 at -938.3901  1901.649  4.3
009A: @166 = create_actor  25  71 at -960.0  1927.0  8.04
0173: set_actor @166 z_angle_to  81.0
0729: unknown_action_sequence @166  1 
0006: @113 =  0  ;; integer values
0006: @114 =  0  ;; integer values
0006: @105 =  0  ;; integer values
0006: @36 =  0  ;; integer values

:HEIST2_1144
00D6: if  0
001B:    6 > @36  ;; integer values
004D: jump_if_false HEIST2_1205
00D6: if  0
0019:   @36 >  1  ;; integer values
004D: jump_if_false HEIST2_1177
009A: @157(@36,6i) = create_actor  25  71 at @47(@36,6f) @53(@36,6f) @59(@36,6f)
0648: @157(@36,6i)  1.0 
060F: @157(@36,6i)  10.0 
02E2: set_actor @157(@36,6i) weapon_accuracy_to  85
074E: @157(@36,6i)  20.0  1 
00D6: if  21
0039:   @36 ==  2  ;; integer values
0039:   @36 ==  4  ;; integer values
004D: jump_if_false HEIST2_1163
01B2: give_actor @157(@36,6i) weapon  3 ammo  3000  ;; Load the weapon model before using this
07DD: @157(@36,6i)  70 
081A: @157(@36,6i)  2 
0002: jump HEIST2_1166

:HEIST2_1163
01B2: give_actor @157(@36,6i) weapon  22 ammo  3000  ;; Load the weapon model before using this
07DD: @157(@36,6i)  60 
081A: @157(@36,6i)  1 

:HEIST2_1166
087E: @157(@36,6i)  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: @71(@36,6f) @77(@36,6f) @83(@36,6f) "ROADCROSS" "PED" 
0755: @47(@36,6f) @53(@36,6f) @59(@36,6f) "ROADCROSS" "PED" 
0817: @157(@36,6i)  4  2 
0002: jump HEIST2_1203

:HEIST2_1177
009A: @157(@36,6i) = create_actor  25  50 at @47(@36,6f) @53(@36,6f) @59(@36,6f)
0648: @157(@36,6i)  1.0 
060F: @157(@36,6i)  10.0 
02E2: set_actor @157(@36,6i) weapon_accuracy_to  85
074E: @157(@36,6i)  20.0  1 
0173: set_actor @157(@36,6i) z_angle_to @65(@36,6f)
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false HEIST2_1187
05C5: unknown_action_sequence @157(@36,6i) -2 

:HEIST2_1187
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: @184 
05F5: unknown_action_sequence -1 @47(@36,6f) @53(@36,6f) @59(@36,6f)  4 -2 
05D4: unknown_action_sequence -1 unknown_angle @65(@36,6f) 
05C5: unknown_action_sequence -1  5000 
05C8: unknown_action_sequence -1 
0605: unknown_action_sequence -1 "FUCKU" "PED"  4.0  0  0  0  0 -1 
05C7: unknown_action_sequence -1 
05C8: unknown_action_sequence -1 
0643: @184  1 
0616: @184 
0618: @157(@36,6i) @184 
061B: @184 

:HEIST2_1203
000A: @36 +=  1  ;; integer values
0002: jump HEIST2_1144

:HEIST2_1205
0006: @107 =  3  ;; integer values

:HEIST2_1206
00D6: if  0
0039:   @107 ==  3  ;; integer values
004D: jump_if_false HEIST2_1394
0006: @120 =  1  ;; integer values
00D6: if  21
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -942.0  1847.0  5.0 radius  2.0  2.0  2.0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -960.0  1952.0  9.0 radius  2.0  2.0  2.0
004D: jump_if_false HEIST2_1394
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 (on)
00BE: text_clear_all
03E6: remove_text_box
016A: fade  1 (back)  1500 ms

:HEIST2_1220
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_1225
0001: wait  0 ms
0002: jump HEIST2_1220

:HEIST2_1225
00BB: text_lowpriority 'HEI2_20'  6000 ms  1
0707: unknown_bunnyjump HEIST2_1354 

:HEIST2_1227
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST2_1232
0001: wait  0 ms
0002: jump HEIST2_1227

:HEIST2_1232
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  0
8118:   NOT   actor @162 dead
004D: jump_if_false HEIST2_1238
04D7: lock_actor @162 in_current_position  1

:HEIST2_1238
00BB: text_lowpriority 'HEI2_2'  6000 ms  1

:HEIST2_1239
00D6: if  0
076F: (unknown)
004D: jump_if_false HEIST2_1244
0001: wait  0 ms
0002: jump HEIST2_1239

:HEIST2_1244
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_1256
0001: wait  0 ms
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false HEIST2_1354
00D6: if  0
8039:   NOT   @209 ==  0  ;; integer values
004D: jump_if_false HEIST2_1312
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1271
00D6: if  0
03D0:   wav @211 loaded
004D: jump_if_false HEIST2_1270
040D: unload_wav @211

:HEIST2_1270
0006: @212 =  1  ;; integer values

:HEIST2_1271
00D6: if  0
0039:   @212 ==  1  ;; integer values
004D: jump_if_false HEIST2_1276
03CF: load_wav @191(@209,18i) as @210
0006: @212 =  2  ;; integer values

:HEIST2_1276
00D6: if  0
0039:   @212 ==  2  ;; integer values
004D: jump_if_false HEIST2_1285
00D6: if  0
03D0:   wav @210 loaded
004D: jump_if_false HEIST2_1285
03D1: play_wav @210
00BC: text_highpriority $7891(@209,18s)  10000 ms  1
0006: @212 =  3  ;; integer values

:HEIST2_1285
00D6: if  0
0039:   @212 ==  3  ;; integer values
004D: jump_if_false HEIST2_1312
00D6: if  0
03D2:   wav @210 ended
004D: jump_if_false HEIST2_1303
03D5: remove_text $7891(@209,18s)
00D6: if  0
0039:   @210 ==  1  ;; integer values
004D: jump_if_false HEIST2_1298
0006: @210 =  2  ;; integer values
0006: @211 =  1  ;; integer values
0002: jump HEIST2_1300

:HEIST2_1298
0006: @210 =  1  ;; integer values
0006: @211 =  2  ;; integer values

:HEIST2_1300
0006: @209 =  0  ;; integer values
0006: @212 =  0  ;; integer values
0002: jump HEIST2_1312

:HEIST2_1303
00D6: if  0
83D0:   NOT   wav @211 loaded
004D: jump_if_false HEIST2_1312
00D6: if  0
001B:    8 > @209  ;; integer values
004D: jump_if_false HEIST2_1312
0085: @218 = @209  ;; integer values and handles
000A: @218 +=  1  ;; integer values
03CF: load_wav @191(@218,18i) as @211

:HEIST2_1312
0871: init_jump_table @214 total_jumps  2  1 HEIST2_1342 jumps  0 HEIST2_1313  1 HEIST2_1325 -1 HEIST2_1353 -1 HEIST2_1353 -1 HEIST2_1353 -1 HEIST2_1353 -1 HEIST2_1353 

:HEIST2_1313
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1324
00D6: if  0
8118:   NOT   actor @166 dead
004D: jump_if_false HEIST2_1321
0968: @166 
0967: @166  4000 

:HEIST2_1321
0006: @209 =  12  ;; integer values
0006: @214 =  1  ;; integer values
01BD: @217 = current_time_in_ms

:HEIST2_1324
0002: jump HEIST2_1353

:HEIST2_1325
01BD: @216 = current_time_in_ms
0085: @215 = @216  ;; integer values and handles
0062: @215 -= @217  ;; integer values 
00D6: if  0
0019:   @215 >  1000  ;; integer values
004D: jump_if_false HEIST2_1341
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1341
00D6: if  0
8118:   NOT   actor @166 dead
004D: jump_if_false HEIST2_1338
0968: @166 

:HEIST2_1338
0006: @209 =  13  ;; integer values
0006: @214 =  2  ;; integer values
01BD: @217 = current_time_in_ms

:HEIST2_1341
0002: jump HEIST2_1353

:HEIST2_1342
01BD: @216 = current_time_in_ms
0085: @215 = @216  ;; integer values and handles
0062: @215 -= @217  ;; integer values 
00D6: if  0
0019:   @215 >  1000  ;; integer values
004D: jump_if_false HEIST2_1352
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1352
0006: @213 =  1  ;; integer values

:HEIST2_1352
0002: jump HEIST2_1353

:HEIST2_1353
0002: jump HEIST2_1256

:HEIST2_1354
0701: (unknown)
00D6: if  0
8118:   NOT   actor @162 dead
004D: jump_if_false HEIST2_1359
04D7: lock_actor @162 in_current_position  0

:HEIST2_1359
00BE: text_clear_all
00BB: text_lowpriority 'HEI2_2'  4000 ms  1
02EB: restore_camera_with_jumpcut
00D6: if  0
8118:   NOT   actor @166 dead
004D: jump_if_false HEIST2_1371
062E: @166  1833 @39 
00D6: if  0
84A4:   NOT @39  7 
004D: jump_if_false HEIST2_1370
0729: unknown_action_sequence @166  0 

:HEIST2_1370
0249: release_model  330

:HEIST2_1371
009B: destroy_actor_instantly @166
01C2: remove_references_to_actor @166  ;; Like turning an actor into a random pedestrian
075B:  90 
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0006: @37 =  0  ;; integer values

:HEIST2_1378
00D6: if  0
001B:    6 > @37  ;; integer values
004D: jump_if_false HEIST2_1393
00D6: if  0
001B:    5 > @37  ;; integer values
004D: jump_if_false HEIST2_1385
018A: @140(@37,5i) = create_checkpoint_at @89(@37,5f) @94(@37,5f) @99(@37,5f)

:HEIST2_1385
00D6: if  0
8118:   NOT   actor @157(@37,6i) dead
004D: jump_if_false HEIST2_1391
077A: @157(@37,6i)  4  0 
060B: unknown_actor_use_entity @157(@37,6i) @38 
074E: @157(@37,6i)  40.0  10 

:HEIST2_1391
000A: @37 +=  1  ;; integer values
0002: jump HEIST2_1378

:HEIST2_1393
0006: @107 =  4  ;; integer values

:HEIST2_1394
00D6: if  0
001B:    6 > @107  ;; integer values
004D: jump_if_false HEIST2_1415
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false HEIST2_1414
0006: @36 =  0  ;; integer values

:HEIST2_1401
00D6: if  0
001B:    6 > @36  ;; integer values
004D: jump_if_false HEIST2_1414
00D6: if  0
0118:   actor @157(@36,6i) dead
004D: jump_if_false HEIST2_1412
00D6: if  0
0039:   @113(@36,6i) ==  1  ;; integer values
004D: jump_if_false HEIST2_1412
0164: disable_marker @146(@36,6i)
0006: @113(@36,6i) =  0  ;; integer values

:HEIST2_1412
000A: @36 +=  1  ;; integer values
0002: jump HEIST2_1401

:HEIST2_1414
0002: jump HEIST2_1429

:HEIST2_1415
00D6: if  0
0039:   @107 ==  6  ;; integer values
004D: jump_if_false HEIST2_1429
0006: @36 =  0  ;; integer values

:HEIST2_1419
00D6: if  0
001B:    6 > @36  ;; integer values
004D: jump_if_false HEIST2_1429
00D6: if  0
0039:   @113(@36,6i) ==  1  ;; integer values
004D: jump_if_false HEIST2_1427
0164: disable_marker @146(@36,6i)
0006: @113(@36,6i) =  0  ;; integer values

:HEIST2_1427
000A: @36 +=  1  ;; integer values
0002: jump HEIST2_1419

:HEIST2_1429
00D6: if  1
0019:   @107 >  2  ;; integer values
0039:   @185 ==  0  ;; integer values
004D: jump_if_false HEIST2_1641
00D6: if  0
8119:   NOT   car @168 wrecked
004D: jump_if_false HEIST2_1442
00D6: if  0
82CA:   NOT   car @168 bounding_sphere_visible
004D: jump_if_false HEIST2_1442
01C3: remove_references_to_car @168  ;; Like turning a car into any random car
0249: release_model  553
00A6: destroy_car @168

:HEIST2_1442
00D6: if  0
8039:   NOT   @209 ==  0  ;; integer values
004D: jump_if_false HEIST2_1484
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1453
00D6: if  0
03D0:   wav @211 loaded
004D: jump_if_false HEIST2_1452
040D: unload_wav @211

:HEIST2_1452
0006: @212 =  1  ;; integer values

:HEIST2_1453
00D6: if  0
0039:   @212 ==  1  ;; integer values
004D: jump_if_false HEIST2_1458
03CF: load_wav @191(@209,18i) as @210
0006: @212 =  2  ;; integer values

:HEIST2_1458
00D6: if  0
0039:   @212 ==  2  ;; integer values
004D: jump_if_false HEIST2_1467
00D6: if  0
03D0:   wav @210 loaded
004D: jump_if_false HEIST2_1467
03D1: play_wav @210
00BC: text_highpriority $7891(@209,18s)  10000 ms  1
0006: @212 =  3  ;; integer values

:HEIST2_1467
00D6: if  0
0039:   @212 ==  3  ;; integer values
004D: jump_if_false HEIST2_1484
00D6: if  0
03D2:   wav @210 ended
004D: jump_if_false HEIST2_1484
03D5: remove_text $7891(@209,18s)
00D6: if  0
0039:   @210 ==  1  ;; integer values
004D: jump_if_false HEIST2_1480
0006: @210 =  2  ;; integer values
0006: @211 =  1  ;; integer values
0002: jump HEIST2_1482

:HEIST2_1480
0006: @210 =  1  ;; integer values
0006: @211 =  2  ;; integer values

:HEIST2_1482
0006: @209 =  0  ;; integer values
0006: @212 =  0  ;; integer values

:HEIST2_1484
0006: @36 =  0  ;; integer values

:HEIST2_1485
00D6: if  0
001B:    6 > @36  ;; integer values
004D: jump_if_false HEIST2_1621
00D6: if  0
8118:   NOT   actor @157(@36,6i) dead
004D: jump_if_false HEIST2_1619
00D6: if  0
0039:   @126(@36,6i) ==  0  ;; integer values
004D: jump_if_false HEIST2_1521
00D6: if  21
074F: @157(@36,6i)  62 
074F: @157(@36,6i)  63 
004D: jump_if_false HEIST2_1521
00D6: if  0
874F:   NOT @157(@36,6i)  36 
004D: jump_if_false HEIST2_1521
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1519
00D6: if  0
0019:   @36 >  1  ;; integer values
004D: jump_if_false HEIST2_1519
0209: @41 = random_int  0  3
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_1513
0006: @209 =  6  ;; integer values
0002: jump HEIST2_1519

:HEIST2_1513
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false HEIST2_1518
0006: @209 =  3  ;; integer values
0002: jump HEIST2_1519

:HEIST2_1518
0006: @209 =  2  ;; integer values

:HEIST2_1519
09D5: @157(@36,6i)  204  1  0  0 @219 
0006: @126(@36,6i) =  1  ;; integer values

:HEIST2_1521
00D6: if  0
0039:   @126(@36,6i) ==  1  ;; integer values
004D: jump_if_false HEIST2_1547
00D6: if  5
874F:   NOT @157(@36,6i)  62 
874F:   NOT @157(@36,6i)  63 
874F:   NOT @157(@36,6i)  36 
874F:   NOT @157(@36,6i)  15 
874F:   NOT @157(@36,6i)  9 
874F:   NOT @157(@36,6i)  31 
004D: jump_if_false HEIST2_1547
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1545
00D6: if  0
0019:   @36 >  1  ;; integer values
004D: jump_if_false HEIST2_1545
0209: @41 = random_int  0  2
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_1544
0006: @209 =  11  ;; integer values
0002: jump HEIST2_1545

:HEIST2_1544
0006: @209 =  9  ;; integer values

:HEIST2_1545
09D5: @157(@36,6i)  13  1  0  0 @219 
0006: @126(@36,6i) =  0  ;; integer values

:HEIST2_1547
00D6: if  21
0039:   @126(@36,6i) ==  0  ;; integer values
0039:   @126(@36,6i) ==  1  ;; integer values
004D: jump_if_false HEIST2_1583
00D6: if  23
074F: @157(@36,6i)  36 
074F: @157(@36,6i)  15 
074F: @157(@36,6i)  9 
074F: @157(@36,6i)  31 
004D: jump_if_false HEIST2_1583
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1580
00D6: if  0
0019:   @36 >  1  ;; integer values
004D: jump_if_false HEIST2_1580
0209: @41 = random_int  0  4
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_1569
0006: @209 =  1  ;; integer values
0002: jump HEIST2_1580

:HEIST2_1569
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false HEIST2_1574
0006: @209 =  8  ;; integer values
0002: jump HEIST2_1580

:HEIST2_1574
00D6: if  0
0039:   @41 ==  2  ;; integer values
004D: jump_if_false HEIST2_1579
0006: @209 =  4  ;; integer values
0002: jump HEIST2_1580

:HEIST2_1579
0006: @209 =  12  ;; integer values

:HEIST2_1580
09D5: @157(@36,6i)  205  1  0  0 @219 
0006: @105 =  1  ;; integer values
0006: @126(@36,6i) =  2  ;; integer values

:HEIST2_1583
00D6: if  0
0039:   @126(@36,6i) ==  2  ;; integer values
004D: jump_if_false HEIST2_1619
00D6: if  5
874F:   NOT @157(@36,6i)  62 
874F:   NOT @157(@36,6i)  63 
874F:   NOT @157(@36,6i)  36 
874F:   NOT @157(@36,6i)  15 
874F:   NOT @157(@36,6i)  9 
874F:   NOT @157(@36,6i)  31 
004D: jump_if_false HEIST2_1619
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1617
00D6: if  0
0019:   @36 >  1  ;; integer values
004D: jump_if_false HEIST2_1617
0209: @41 = random_int  0  4
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false HEIST2_1606
0006: @209 =  1  ;; integer values
0002: jump HEIST2_1617

:HEIST2_1606
00D6: if  0
0039:   @41 ==  5  ;; integer values
004D: jump_if_false HEIST2_1611
0006: @209 =  8  ;; integer values
0002: jump HEIST2_1617

:HEIST2_1611
00D6: if  0
0039:   @41 ==  2  ;; integer values
004D: jump_if_false HEIST2_1616
0006: @209 =  7  ;; integer values
0002: jump HEIST2_1617

:HEIST2_1616
0006: @209 =  10  ;; integer values

:HEIST2_1617
09D5: @157(@36,6i)  206  1  0  0 @219 
0006: @126(@36,6i) =  0  ;; integer values

:HEIST2_1619
000A: @36 +=  1  ;; integer values
0002: jump HEIST2_1485

:HEIST2_1621
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false HEIST2_1632
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false HEIST2_1632
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1632
0006: @133 =  1  ;; integer values
0006: @209 =  4  ;; integer values

:HEIST2_1632
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1641
00D6: if  0
803B:   NOT   @42 == @209  ;; integer values 
004D: jump_if_false HEIST2_1640
0085: @42 = @209  ;; integer values and handles
0002: jump HEIST2_1641

:HEIST2_1640
0006: @209 =  0  ;; integer values

:HEIST2_1641
00D6: if  0
0039:   @107 ==  4  ;; integer values
004D: jump_if_false HEIST2_1743
00D6: if  0
001B:    5 > @34  ;; integer values
004D: jump_if_false HEIST2_1736
0006: @122 =  0  ;; integer values
0006: @37 =  0  ;; integer values

:HEIST2_1649
00D6: if  0
001B:    5 > @37  ;; integer values
004D: jump_if_false HEIST2_1731
00D6: if  0
0039:   @108(@37,5i) ==  0  ;; integer values
004D: jump_if_false HEIST2_1729
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @89(@37,5f) @94(@37,5f) @99(@37,5f) radius  4.0  4.0  3.0
004D: jump_if_false HEIST2_1729
0006: @122 =  1  ;; integer values
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false HEIST2_1664
0006: @121 =  1  ;; integer values
03E5: text_box 'HEI2_6'

:HEIST2_1664
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false HEIST2_1729
03E6: remove_text_box
0006: @121 =  0  ;; integer values
000A: @34 +=  1  ;; integer values
0164: disable_marker @140(@37,5i)
00D6: if  0
0597: $PLAYER_ACTOR 
004D: jump_if_false HEIST2_1676
0006: @134 =  1  ;; integer values
0002: jump HEIST2_1677

:HEIST2_1676
0006: @134 =  0  ;; integer values

:HEIST2_1677
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0615: @182 
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false HEIST2_1685
06BA: unknown_action_sequence -1 @89(@37,5f) @94(@37,5f) @99(@37,5f) 
0605: unknown_action_sequence -1 "BOM_PLANT_IN" "BOMBER"  4.0  0  0  0  0 -1 
0002: jump HEIST2_1686

:HEIST2_1685
0605: unknown_action_sequence -1 "BOM_PLANT_CROUCH_IN" "BOMBER"  4.0  0  0  0  0 -1 

:HEIST2_1686
0605: unknown_action_sequence -1 "BOM_PLANT_LOOP" "BOMBER"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "BOM_PLANT_LOOP" "BOMBER"  4.0  0  0  0  0 -1 
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false HEIST2_1694
0605: unknown_action_sequence -1 "BOM_PLANT_CROUCH_OUT" "BOMBER"  4.0  0  0  0  0 -1 
04EB: unknown_action_sequence -1  1 
0002: jump HEIST2_1695

:HEIST2_1694
0605: unknown_action_sequence -1 "BOM_PLANT_2IDLE" "BOMBER"  4.0  0  0  0  0 -1 

:HEIST2_1695
0616: @182 
0618: $PLAYER_ACTOR @182 
061B: @182 
0006: @32 =  0  ;; integer values
0006: @106 =  0  ;; integer values

:HEIST2_1700
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_1726
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false HEIST2_1715
00D6: if  21
0611: $PLAYER_ACTOR "BOM_PLANT_2IDLE" 
0019:   @32 >  6000  ;; integer values
004D: jump_if_false HEIST2_1714
04C4: create_coordinate @89(@37,5f) @94(@37,5f) @99(@37,5f) from_actor $PLAYER_ACTOR offset  0.0  .5 -1.0
0107: @169(@37,5i) = create_object  363 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_1714
0002: jump HEIST2_1724

:HEIST2_1715
062E: $PLAYER_ACTOR  1560 @39 
00D6: if  21
04A4: @39  7 
0019:   @32 >  6000  ;; integer values
004D: jump_if_false HEIST2_1724
04C4: create_coordinate @89(@37,5f) @94(@37,5f) @99(@37,5f) from_actor $PLAYER_ACTOR offset  0.0  .5 -1.0
0107: @169(@37,5i) = create_object  363 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_1724
0001: wait  0 ms
0002: jump HEIST2_1700

:HEIST2_1726
00BC: text_highpriority 'HEI2_58'  4000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @108(@37,5i) =  1  ;; integer values

:HEIST2_1729
000A: @37 +=  1  ;; integer values
0002: jump HEIST2_1649

:HEIST2_1731
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false HEIST2_1736
03E6: remove_text_box
0006: @121 =  0  ;; integer values

:HEIST2_1736
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false HEIST2_1743
00BE: text_clear_all
018A: @145 = create_checkpoint_at -959.5947  1953.122  8.0078
00BB: text_lowpriority 'HEI2_5'  10000 ms  1
0006: @107 =  5  ;; integer values

:HEIST2_1743
00D6: if  0
0039:   @107 ==  5  ;; integer values
004D: jump_if_false HEIST2_1799
00D6: if  0
00FF:   actor $PLAYER_ACTOR @35 near_point_on_foot -959.5947  1953.122  8.0078 radius  2.0  2.0  2.0
004D: jump_if_false HEIST2_1798
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  0 ()  1500 ms

:HEIST2_1752
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_1757
0001: wait  0 ms
0002: jump HEIST2_1752

:HEIST2_1757
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_car_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  363
0247: request_model  453

:HEIST2_1787
00D6: if  0
8248:   NOT   model  453 available
004D: jump_if_false HEIST2_1792
0001: wait  0 ms
0002: jump HEIST2_1787

:HEIST2_1792
00A5: @167 = create_car  453 at -638.0  1955.0  1.0
0175: set_car @167 z_angle_to  180.0
0050: gosub HEIST2_1800
00BE: text_clear_all
0002: jump HEIST2_2274
0002: jump HEIST2_1799

:HEIST2_1798
0006: @35 =  1  ;; integer values

:HEIST2_1799
0002: jump HEIST2_216

:HEIST2_1800
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false HEIST2_2271
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false HEIST2_1810
0555: remove_weapon  46 from_actor $PLAYER_ACTOR 

:HEIST2_1810
04ED: load_animation "DAM_JUMP"
04ED: load_animation "BD_FIRE"
04ED: load_animation "BOMBER"
0247: request_model  427
0247: request_model  599
04BB: select_interior  0  ;; select render area
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
06AB: $PLAYER_ACTOR  1 

:HEIST2_1818
00D6: if  24
84EE:   NOT   animation "DAM_JUMP" loaded
84EE:   NOT   animation "BD_FIRE" loaded
84EE:   NOT   animation "BOMBER" loaded
8248:   NOT   model  599 available
8248:   NOT   model  427 available
004D: jump_if_false HEIST2_1827
0001: wait  0 ms
0002: jump HEIST2_1818

:HEIST2_1827
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_car_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  599 at -683.0  2053.0  59.1719
0175: set_car @225 z_angle_to  268.7848
073B: @225  1 
0397: car @225 siren =  1 (on)  
00A5: @226 = create_car  599 at -486.0  2006.0  59.4028
0175: set_car @226 z_angle_to  130.7071
073B: @226  1 
0397: car @226 siren =  1 (on)  
00A5: @227 = create_car  427 at -694.0  2055.0  59.1719
0175: set_car @227 z_angle_to  268.7848
073B: @227  1 
0397: car @227 siren =  1 (on)  
00A5: @228 = create_car  427 at -491.0  1997.0  59.4028
0175: set_car @228 z_angle_to  126.7071
073B: @228  1 
0397: car @228 siren =  1 (on)  
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
016A: fade  1 (back)  1500 ms

:HEIST2_1856
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_1861
0001: wait  0 ms
0002: jump HEIST2_1856

:HEIST2_1861
0006: @33 =  0  ;; integer values
0687: $PLAYER_ACTOR 
0707: unknown_bunnyjump HEIST2_2237 
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_1877
0001: wait  0 ms
00D6: if  0
8039:   NOT   @209 ==  0  ;; integer values
004D: jump_if_false HEIST2_1920
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1889
00D6: if  0
03D0:   wav @211 loaded
004D: jump_if_false HEIST2_1888
040D: unload_wav @211

:HEIST2_1888
0006: @212 =  1  ;; integer values

:HEIST2_1889
00D6: if  0
0039:   @212 ==  1  ;; integer values
004D: jump_if_false HEIST2_1894
03CF: load_wav @191(@209,18i) as @210
0006: @212 =  2  ;; integer values

:HEIST2_1894
00D6: if  0
0039:   @212 ==  2  ;; integer values
004D: jump_if_false HEIST2_1903
00D6: if  0
03D0:   wav @210 loaded
004D: jump_if_false HEIST2_1903
03D1: play_wav @210
00BC: text_highpriority $7891(@209,18s)  10000 ms  1
0006: @212 =  3  ;; integer values

:HEIST2_1903
00D6: if  0
0039:   @212 ==  3  ;; integer values
004D: jump_if_false HEIST2_1920
00D6: if  0
03D2:   wav @210 ended
004D: jump_if_false HEIST2_1920
03D5: remove_text $7891(@209,18s)
00D6: if  0
0039:   @210 ==  1  ;; integer values
004D: jump_if_false HEIST2_1916
0006: @210 =  2  ;; integer values
0006: @211 =  1  ;; integer values
0002: jump HEIST2_1918

:HEIST2_1916
0006: @210 =  1  ;; integer values
0006: @211 =  2  ;; integer values

:HEIST2_1918
0006: @209 =  0  ;; integer values
0006: @212 =  0  ;; integer values

:HEIST2_1920
00D6: if  0
8039:   NOT   @222 ==  0  ;; integer values
004D: jump_if_false HEIST2_1952
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false HEIST2_1931
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST2_1930
040D: unload_wav  3

:HEIST2_1930
0006: @223 =  1  ;; integer values

:HEIST2_1931
00D6: if  0
0039:   @223 ==  1  ;; integer values
004D: jump_if_false HEIST2_1936
03CF: load_wav @220(@222,2i) as  3
0006: @223 =  2  ;; integer values

:HEIST2_1936
00D6: if  0
0039:   @223 ==  2  ;; integer values
004D: jump_if_false HEIST2_1944
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST2_1944
03D1: play_wav  3
0006: @223 =  3  ;; integer values

:HEIST2_1944
00D6: if  0
0039:   @223 ==  3  ;; integer values
004D: jump_if_false HEIST2_1952
00D6: if  0
03D2:   wav  3 ended
004D: jump_if_false HEIST2_1952
0006: @222 =  0  ;; integer values
0006: @223 =  0  ;; integer values

:HEIST2_1952
0871: init_jump_table @214 total_jumps  2  1 HEIST2_2000 jumps  0 HEIST2_1953  1 HEIST2_1963 -1 HEIST2_2013 -1 HEIST2_2013 -1 HEIST2_2013 -1 HEIST2_2013 -1 HEIST2_2013 

:HEIST2_1953
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1962
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  4000 
0006: @209 =  16  ;; integer values
05C8: unknown_action_sequence $PLAYER_ACTOR 
0006: @214 =  1  ;; integer values
01BD: @217 = current_time_in_ms

:HEIST2_1962
0002: jump HEIST2_2013

:HEIST2_1963
01BD: @216 = current_time_in_ms
0085: @215 = @216  ;; integer values and handles
0062: @215 -= @217  ;; integer values 
00D6: if  0
0019:   @215 >  2000  ;; integer values
004D: jump_if_false HEIST2_1999
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_1999
00D6: if  0
0039:   @224 ==  1  ;; integer values
004D: jump_if_false HEIST2_1994
00D6: if  0
0039:   @223 ==  0  ;; integer values
004D: jump_if_false HEIST2_1993
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  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: $PLAYER_ACTOR 
0615: @183 
0605: unknown_action_sequence -1 "BOM_PLANT_IN" "BOMBER"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "BOM_PLANT_LOOP" "BOMBER"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "BOM_PLANT_2IDLE" "BOMBER"  4.0  0  0  0  0 -1 
0616: @183 
0618: $PLAYER_ACTOR @183 
061B: @183 

:HEIST2_1993
0002: jump HEIST2_1999

:HEIST2_1994
00D6: if  0
0039:   @224 ==  0  ;; integer values
004D: jump_if_false HEIST2_1999
0006: @222 =  1  ;; integer values
0006: @224 =  1  ;; integer values

:HEIST2_1999
0002: jump HEIST2_2013

:HEIST2_2000
01BD: @216 = current_time_in_ms
0085: @215 = @216  ;; integer values and handles
0062: @215 -= @217  ;; integer values 
00D6: if  0
0019:   @215 >  1000  ;; integer values
004D: jump_if_false HEIST2_2012
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_2012
0968: $PLAYER_ACTOR 
0967: $PLAYER_ACTOR  4000 
0006: @213 =  1  ;; integer values

:HEIST2_2012
0002: jump HEIST2_2013

:HEIST2_2013
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false HEIST2_2017
0002: jump HEIST2_1877

:HEIST2_2017
0006: @106 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST2_2019
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_2029
062E: $PLAYER_ACTOR  1560 @39 
00D6: if  0
04A4: @39  7 
004D: jump_if_false HEIST2_2027
0006: @106 =  1  ;; integer values

:HEIST2_2027
0001: wait  0 ms
0002: jump HEIST2_2019

:HEIST2_2029
0687: $PLAYER_ACTOR 
0647: unknown_action_sequence $PLAYER_ACTOR 
0615: @183 
0603: unknown_action_sequence -1 -598.5344  2017.53  75.9845  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  70.0 
0812: unknown_action_sequence -1 "BD_PANIC_02" "BD_FIRE"  4.0  0  0  0  0 -1 
0616: @183 
0618: $PLAYER_ACTOR @183 
061B: @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_2050
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_2124
00D6: if  0
8039:   NOT   @209 ==  0  ;; integer values
004D: jump_if_false HEIST2_2095
00D6: if  0
0039:   @212 ==  0  ;; integer values
004D: jump_if_false HEIST2_2064
00D6: if  0
03D0:   wav @211 loaded
004D: jump_if_false HEIST2_2063
040D: unload_wav @211

:HEIST2_2063
0006: @212 =  1  ;; integer values

:HEIST2_2064
00D6: if  0
0039:   @212 ==  1  ;; integer values
004D: jump_if_false HEIST2_2069
03CF: load_wav @191(@209,18i) as @210
0006: @212 =  2  ;; integer values

:HEIST2_2069
00D6: if  0
0039:   @212 ==  2  ;; integer values
004D: jump_if_false HEIST2_2078
00D6: if  0
03D0:   wav @210 loaded
004D: jump_if_false HEIST2_2078
03D1: play_wav @210
00BC: text_highpriority $7891(@209,18s)  10000 ms  1
0006: @212 =  3  ;; integer values

:HEIST2_2078
00D6: if  0
0039:   @212 ==  3  ;; integer values
004D: jump_if_false HEIST2_2095
00D6: if  0
03D2:   wav @210 ended
004D: jump_if_false HEIST2_2095
03D5: remove_text $7891(@209,18s)
00D6: if  0
0039:   @210 ==  1  ;; integer values
004D: jump_if_false HEIST2_2091
0006: @210 =  2  ;; integer values
0006: @211 =  1  ;; integer values
0002: jump HEIST2_2093

:HEIST2_2091
0006: @210 =  1  ;; integer values
0006: @211 =  2  ;; integer values

:HEIST2_2093
0006: @209 =  0  ;; integer values
0006: @212 =  0  ;; integer values

:HEIST2_2095
062E: $PLAYER_ACTOR  1560 @39 
00D6: if  0
04A4: @39  7 
004D: jump_if_false HEIST2_2101
0006: @106 =  1  ;; integer values
0002: jump HEIST2_2122

:HEIST2_2101
00D6: if  0
04A4: @39  1 
004D: jump_if_false HEIST2_2122
0646: $PLAYER_ACTOR @39 
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false HEIST2_2122
00D6: if  0
8119:   NOT   car @225 wrecked
004D: jump_if_false HEIST2_2114
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_2114
00D6: if  0
8119:   NOT   car @227 wrecked
004D: jump_if_false HEIST2_2120
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_2120
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_2122
0001: wait  0 ms
0002: jump HEIST2_2050

:HEIST2_2124
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: @183 
0812: unknown_action_sequence -1 "BD_PANIC_04" "BD_FIRE"  4.0  0  0  0  0 -1 
0603: unknown_action_sequence -1 -596.3235  2015.608  75.9845  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  148.5634 
0616: @183 
0618: $PLAYER_ACTOR @183 
061B: @183 
0006: @106 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST2_2137
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_2167
062E: $PLAYER_ACTOR  1560 @39 
00D6: if  0
04A4: @39  7 
004D: jump_if_false HEIST2_2146
0006: @106 =  1  ;; integer values
0002: jump HEIST2_2165

:HEIST2_2146
00D6: if  0
04A4: @39  1 
004D: jump_if_false HEIST2_2165
0646: $PLAYER_ACTOR @39 
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false HEIST2_2165
00D6: if  0
8119:   NOT   car @226 wrecked
004D: jump_if_false HEIST2_2159
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_2159
00D6: if  0
8119:   NOT   car @228 wrecked
004D: jump_if_false HEIST2_2165
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_2165
0001: wait  0 ms
0002: jump HEIST2_2137

:HEIST2_2167
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: $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: unknown_action_sequence $PLAYER_ACTOR "DAM_LAUNCH" "DAM_JUMP"  4.0  0  0  0  0 -1 
0006: @106 =  0  ;; integer values

:HEIST2_2175
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_2187
062E: $PLAYER_ACTOR  2066 @39 
00D6: if  0
04A4: @39  7 
004D: jump_if_false HEIST2_2185
00A1: put_actor $PLAYER_ACTOR at -613.74  1980.77  52.13
0001: wait  200 ms
0006: @106 =  1  ;; integer values

:HEIST2_2185
0001: wait  0 ms
0002: jump HEIST2_2175

:HEIST2_2187
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: unknown_action_sequence $PLAYER_ACTOR "DAM_DIVE_LOOP" "DAM_JUMP"  1000.0  1  0  0  0 -1 
0006: @106 =  0  ;; integer values

:HEIST2_2195
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_2204
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -613.74  1980.77  10.824 radius  50.0  50.0  1.0
004D: jump_if_false HEIST2_2202
0006: @106 =  1  ;; integer values

:HEIST2_2202
0001: wait  0 ms
0002: jump HEIST2_2195

:HEIST2_2204
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: unknown_action_sequence $PLAYER_ACTOR "DAM_LAND" "DAM_JUMP"  4.0  0  1  1  0 -1 
0006: @106 =  0  ;; integer values
0006: @125 =  0  ;; integer values

:HEIST2_2209
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST2_2237
062E: $PLAYER_ACTOR  2066 @39 
00D6: if  0
04A4: @39  7 
004D: jump_if_false HEIST2_2218
0006: @106 =  1  ;; integer values
0002: jump HEIST2_2235

:HEIST2_2218
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false HEIST2_2235
00D6: if  0
0611: $PLAYER_ACTOR "DAM_LAND" 
004D: jump_if_false HEIST2_2235
0613: $PLAYER_ACTOR "DAM_LAND" @46 
00D6: if  0
0021:   @46 >  .115  ;; floating-point values
004D: jump_if_false HEIST2_2235
064B: "WATER_SPLASH" -613.74  1980.77 -.8  1 @40 
00D6: if  0
0039:   @40 == -1  ;; integer values
004D: jump_if_false HEIST2_2233
0002: jump HEIST2_2235

:HEIST2_2233
064F: @40 
0006: @125 =  1  ;; integer values

:HEIST2_2235
0001: wait  0 ms
0002: jump HEIST2_2209

:HEIST2_2237
0701: (unknown)
040D: unload_wav @210
040D: unload_wav @211
00BE: text_clear_all
016A: fade  0 ()  1000 ms

:HEIST2_2242
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_2247
0001: wait  0 ms
0002: jump HEIST2_2242

:HEIST2_2247
0972: $PLAYER_ACTOR -613.74  1980.77 -.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  599
0249: release_model  427
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
02EB: restore_camera_with_jumpcut
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  1500 ms

:HEIST2_2264
00D6: if  0
016B:   fading
004D: jump_if_false HEIST2_2269
0001: wait  0 ms
0002: jump HEIST2_2264

:HEIST2_2269
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @119 =  1  ;; integer values

:HEIST2_2271
0051: return

:HEIST2_2272
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:HEIST2_2274
0008: $HEIST_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'HEIST_2'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  5  5000 ms  1
0394: play_music  1
0998: add_respect  5 
0051: return

:HEIST2_2281
0004: $1510 =  1  ;; integer values
01BD: $184 = current_time_in_ms
0581: toggle_radar  1 (on)
01B7: release_weather
075B:  0 
07FB: set_interior 'DAMIN' accessible  1 
07FB: set_interior 'DAMOUT' accessible  1 
0873:  805 
00D6: if  0
0039:   @135 ==  1  ;; integer values
004D: jump_if_false HEIST2_2296
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false HEIST2_2296
0992: $PLAYER_CHAR  1 

:HEIST2_2296
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
07A8:  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_2310
00D6: if  0
001B:    6 > @36  ;; integer values
004D: jump_if_false HEIST2_2316
0164: disable_marker @146(@36,6i)
000A: @36 +=  1  ;; integer values
0002: jump HEIST2_2310

:HEIST2_2316
06D6: @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  427
0249: release_model  599
0249: release_model #SMASHBOXPILE
0249: release_model #K_CARGO1
0249: release_model #KMB_CONTAINER_RED
0249: release_model #K_CARGO4
0249: release_model  371
0249: release_model  71
0249: release_model  50
0249: release_model  334
0249: release_model  346
0249: release_model  335
0249: release_model  363
0249: release_model  453
0249: release_model  335
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  553
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: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 99---------------
; Originally: Cop Wheels


:HEIST4_1
03A4: name_thread 'HEIST4'
0050: gosub HEIST4_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false HEIST4_7
0050: gosub HEIST4_1678

:HEIST4_7
0050: gosub HEIST4_1688
004E: end_thread

:HEIST4_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'HEIST4'
0001: wait  0 ms
04BB: select_interior  10  ;; select render area
08AD: $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: $PLAYER_CHAR  0 
0940: @34  0 
0A31: $PLAYER_CHAR  1 
02E4: load_cutscene_data 'HEIST5A'

:HEIST4_22
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false HEIST4_27
0001: wait  0 ms
0002: jump HEIST4_22

:HEIST4_27
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:HEIST4_29
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false HEIST4_34
0001: wait  0 ms
0002: jump HEIST4_29

:HEIST4_34
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:HEIST4_36
00D6: if  0
016B:   fading
004D: jump_if_false HEIST4_41
0001: wait  0 ms
0002: jump HEIST4_36

:HEIST4_41
02EA: end_cutscene
072C:  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 (frozen)
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: s@139 = 'HE4_AA'  ;; 8-byte strings
05AA: s@141 = 'HE4_AB'  ;; 8-byte strings
05AA: s@143 = 'HE4_AC'  ;; 8-byte strings
05AA: s@145 = 'HE4_BA'  ;; 8-byte strings
05AA: s@147 = 'HE4_BB'  ;; 8-byte strings
05AA: s@149 = 'HE4_BC'  ;; 8-byte strings
05AA: s@151 = 'HE4_BD'  ;; 8-byte strings
05AA: s@153 = 'HE4_BE'  ;; 8-byte strings
05AA: s@155 = 'HE4_BF'  ;; 8-byte strings
05AA: s@157 = 'HE4_BG'  ;; 8-byte strings
05AA: s@159 = 'HE4_BH'  ;; 8-byte strings
05AA: s@161 = 'HE4_BJ'  ;; 8-byte strings
05AA: s@163 = 'HE4_BK'  ;; 8-byte strings
05AA: s@165 = 'HE4_BL'  ;; 8-byte strings
05AA: s@167 = 'HE4_BM'  ;; 8-byte strings
05AA: s@169 = 'HE4_CA'  ;; 8-byte strings
05AA: s@171 = '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  443
0247: request_model  523
0247: request_model  284
0247: request_model  346
0247: request_model  598
0247: request_model  32
0247: request_model  463
0247: request_model  34
0247: request_model  33
0247: request_model  50
0247: request_model  117
04ED: load_animation "SMOKING"
04ED: load_animation "MISC"
0173: set_actor $PLAYER_ACTOR z_angle_to  342.8127
038B: load_requested_models

:HEIST4_104
00D6: if  24
8248:   NOT   model  443 available
8248:   NOT   model  523 available
8248:   NOT   model  284 available
8248:   NOT   model  346 available
8248:   NOT   model  32 available
004D: jump_if_false HEIST4_113
0001: wait  0 ms
0002: jump HEIST4_104

:HEIST4_113
00D6: if  23
84EE:   NOT   animation "SMOKING" loaded
8248:   NOT   model  598 available
84EE:   NOT   animation "MISC" loaded
8248:   NOT   model  463 available
004D: jump_if_false HEIST4_121
0001: wait  0 ms
0002: jump HEIST4_113

:HEIST4_121
00D6: if  23
8248:   NOT   model  50 available
8248:   NOT   model  33 available
8248:   NOT   model  34 available
8248:   NOT   model  117 available
004D: jump_if_false HEIST4_129
0001: wait  0 ms
0002: jump HEIST4_121

:HEIST4_129
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_134
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false HEIST4_139
0001: wait  0 ms
0002: jump HEIST4_134

:HEIST4_139
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  443 numberplate "CFC_1888" 
00A5: @244 = create_car  443 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: @244  3 
0466: unknown_car @244 flag  1
02AA: set_car @244 immune_to_nonplayer  1
020A: set_car @244 door_status_to  2
073B: @244  0 
0129: @245 = create_actor  24  117 in_car @244 driverseat
009A: @115 = create_actor  24  50 at  2715.326  1569.045  7.2
02AB: set_actor @115 immunities  1  1  1  1  1
0568: @115  1
0464: put_actor @115 into_turret_on_car @244 at_car_offset  1.0  3.1  .4 unknown  2 angle  0.0 with_weapon  0
0588: @115  0
060B: unknown_actor_use_entity @245 @61 
060B: unknown_actor_use_entity @115 @61 
0588: @245  0
054A: unknown_actor @245 flag  0
039E: (unknown) @245  1 
0526: unknown_actor @245  1
0446: (unknown) @245  0 
09F6: @245  0 
0587: @244  0
0249: release_model  443
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  0
0039:   @48 == -1  ;; integer values
004D: jump_if_false HEIST4_248
00A5: @279(@48,4i) = create_car  523 at $73 $74 $75
018A: @35 = create_checkpoint_at $73 $74 $75
009A: @63 = create_actor  24  284 at $73 $74 $75
009A: @70 = create_actor  24  284 at $73 $74 $75

:HEIST4_248
00D6: if  0
001B:    4 > @48  ;; integer values
004D: jump_if_false HEIST4_257
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_248

:HEIST4_257
0007: @270 =  .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  284 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  284 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  284 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: @82  3 
009A: @63 = create_actor  24  284 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  284
009A: @68 = create_actor  24  34 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  284 at  2619.858  2339.256  10.0081
08C6: @70  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  463 at  2634.011  2343.212  9.6797
0175: set_car @92 z_angle_to  120.0386
0587: @92  0
00A5: @93 = create_car  463 at  2625.69  2336.85  9.6875
0175: set_car @93 z_angle_to  183.0386
0587: @93  0
00A5: @94 = create_car  463 at  2637.847  2347.576  9.6797
0175: set_car @94 z_angle_to  126.0963
0587: @94  0
0129: @95 = create_actor  24  34 in_car @92 driverseat
060B: unknown_actor_use_entity @95 @61 
0129: @96 = create_actor  24  32 in_car @93 driverseat
060B: unknown_actor_use_entity @96 @61 
0129: @97 = create_actor  24  33 in_car @94 driverseat
060B: unknown_actor_use_entity @97 @61 
0249: release_model  34
0249: release_model  32
0249: release_model  33
0249: release_model  463
0677: unknown_action_sequence @77 @76  1  1 
0677: unknown_action_sequence @76 @77  0  1 
0605: unknown_action_sequence @82 "M_SMKSTND_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
072C:  0 
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
01EB: set_car_density_to  1.5
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false HEIST4_327
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_327
0687: @245 
0395: clear_area  0 at  2710.525  1731.009  100.0 range  100.0
0006: @47 =  0  ;; integer values
05D1: unknown_action_sequence @245 @244 @204(@47,20f) @224(@47,20f)  6.0  15.0  0  0  1 

:HEIST4_327
0006: @116 =  0  ;; integer values
0006: @203 =  0  ;; integer values
009A: @276 = create_actor  24  117 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  117
0249: release_model  50
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 (on)
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  0
8118:   NOT   actor @276 dead
004D: jump_if_false HEIST4_346
0639: unknown_action_sequence @276 $PLAYER_ACTOR 
0639: unknown_action_sequence $PLAYER_ACTOR @276 

:HEIST4_346
016A: fade  1 (back)  1000 ms

:HEIST4_347
00D6: if  0
016B:   fading
004D: jump_if_false HEIST4_352
0001: wait  0 ms
0002: jump HEIST4_347

:HEIST4_352
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @275 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST4_355
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false HEIST4_374
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST4_374

:HEIST4_361
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST4_366
0001: wait  0 ms
0002: jump HEIST4_361

:HEIST4_366
00D6: if  0
0019:   @275 >  1  ;; integer values
004D: jump_if_false HEIST4_374
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @275 =  5  ;; integer values
0006: @104 =  0  ;; integer values

:HEIST4_374
00D6: if  0
0039:   @275 ==  1  ;; integer values
004D: jump_if_false HEIST4_380
0006: @196 =  16  ;; integer values
0006: @275 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST4_380
00D6: if  0
0039:   @275 ==  2  ;; integer values
004D: jump_if_false HEIST4_396
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST4_396
0006: @104 =  1  ;; integer values
0006: @196 =  17  ;; integer values
0006: @275 =  3  ;; integer values
0006: @32 =  0  ;; integer values
0687: $PLAYER_ACTOR 
0605: unknown_action_sequence $PLAYER_ACTOR "ENDCHAT_01" "PED"  4.0  1  0  0  0 -1 
00D6: if  0
8118:   NOT   actor @276 dead
004D: jump_if_false HEIST4_396
0605: unknown_action_sequence @276 "ENDCHAT_03" "PED"  4.0  1  0  0  0 -1 

:HEIST4_396
00D6: if  0
0039:   @275 ==  3  ;; integer values
004D: jump_if_false HEIST4_410
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false HEIST4_410
00D6: if  0
8118:   NOT   actor @276 dead
004D: jump_if_false HEIST4_410
0687: $PLAYER_ACTOR 
0687: @276 
05D3: unknown_action_sequence @276  2030.431  984.6912  9.8131  6 -2 
0006: @275 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST4_410
00D6: if  0
0039:   @275 ==  4  ;; integer values
004D: jump_if_false HEIST4_417
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false HEIST4_417
0006: @275 =  5  ;; integer values

:HEIST4_417
00D6: if  0
0039:   @275 ==  5  ;; integer values
004D: jump_if_false HEIST4_438
0006: @104 =  0  ;; integer values
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0687: $PLAYER_ACTOR 
0173: set_actor $PLAYER_ACTOR z_angle_to  305.0
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
094F: $PLAYER_ACTOR 
009B: destroy_actor_instantly @276
00BE: text_clear_all
00BC: text_highpriority 'HEI4_01'  8000 ms  1
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @60 =  2  ;; integer values
0006: @275 = -99  ;; integer values

:HEIST4_438
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false HEIST4_443
03CF: load_wav  1096 as  3
0006: @203 =  1  ;; integer values

:HEIST4_443
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false HEIST4_450
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST4_450
0006: @203 =  2  ;; integer values

:HEIST4_450
00D6: if  0
8039:   NOT   @196 ==  0  ;; integer values
004D: jump_if_false HEIST4_504
00D6: if  0
0039:   @198 ==  0  ;; integer values
004D: jump_if_false HEIST4_462
00D6: if  0
03D0:   wav @195 loaded
004D: jump_if_false HEIST4_460
040D: unload_wav @195

:HEIST4_460
0006: @198 =  1  ;; integer values
0006: @199 =  1  ;; integer values

:HEIST4_462
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false HEIST4_467
03CF: load_wav @175(@196,19i) as @194
0006: @198 =  2  ;; integer values

:HEIST4_467
00D6: if  0
0039:   @198 ==  2  ;; integer values
004D: jump_if_false HEIST4_476
00D6: if  0
03D0:   wav @194 loaded
004D: jump_if_false HEIST4_476
03D1: play_wav @194
00BB: text_lowpriority @137(@196,19s)  10000 ms  1
0006: @198 =  3  ;; integer values

:HEIST4_476
00D6: if  0
0039:   @198 ==  3  ;; integer values
004D: jump_if_false HEIST4_504
00D6: if  0
03D2:   wav @194 ended
004D: jump_if_false HEIST4_495
03D5: remove_text @137(@196,19s)
00D6: if  0
0039:   @194 ==  1  ;; integer values
004D: jump_if_false HEIST4_489
0006: @194 =  2  ;; integer values
0006: @195 =  1  ;; integer values
0002: jump HEIST4_491

:HEIST4_489
0006: @194 =  1  ;; integer values
0006: @195 =  2  ;; integer values

:HEIST4_491
0006: @196 =  0  ;; integer values
0006: @198 =  0  ;; integer values
0006: @199 =  0  ;; integer values
0002: jump HEIST4_504

:HEIST4_495
00D6: if  0
83D0:   NOT   wav @195 loaded
004D: jump_if_false HEIST4_504
00D6: if  0
001B:    15 > @196  ;; integer values
004D: jump_if_false HEIST4_504
0085: @197 = @196  ;; integer values and handles
000A: @197 +=  1  ;; integer values
03CF: load_wav @175(@197,19i) as @195

:HEIST4_504
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_511
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_with_actors -1 in_area @121 @122 @124 @125
02E3: @127 = car @244 speed

:HEIST4_511
00D6: if  0
8119:   NOT   car @129 wrecked
004D: jump_if_false HEIST4_517
0087: @128 = @127  ;; floating-point values only
000F: @128 -=  4.0  ;; floating-point values
00AD: set_car @129 max_speed_to @128

:HEIST4_517
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_531
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false HEIST4_531
00D6: if  0
80DB:   NOT   actor @245 in_car @244
004D: jump_if_false HEIST4_531
00D6: if  0
8118:   NOT   actor @115 dead
004D: jump_if_false HEIST4_530
0465: remove_actor @115 from_turret_mode

:HEIST4_530
0002: jump HEIST4_1678

:HEIST4_531
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false HEIST4_543
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false HEIST4_543
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_543
00AA: store_car @244 position_to @118 @119 @120
097A: -1000.0 -1000.0 -1000.0  1095 
0006: @114 =  2  ;; integer values

:HEIST4_543
00D6: if  0
0039:   @114 ==  2  ;; integer values
004D: jump_if_false HEIST4_557
00D6: if  0
0019:   @33 >  1500  ;; integer values
004D: jump_if_false HEIST4_557
00D6: if  0
8118:   NOT   actor @115 dead
004D: jump_if_false HEIST4_556
00D6: if  0
8611:   NOT @115 "HIKER_POSE_L" 
004D: jump_if_false HEIST4_556
0605: unknown_action_sequence @115 "HIKER_POSE_L" "MISC"  4.0  0  0  0  1 -1 

:HEIST4_556
0006: @114 =  3  ;; integer values

:HEIST4_557
00D6: if  0
0039:   @114 ==  3  ;; integer values
004D: jump_if_false HEIST4_564
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false HEIST4_564
0006: @114 =  4  ;; integer values

:HEIST4_564
00D6: if  0
0039:   @114 ==  4  ;; integer values
004D: jump_if_false HEIST4_599
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false HEIST4_599
0687: $PLAYER_ACTOR 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @273 ==  4  ;; integer values
004D: jump_if_false HEIST4_578
00BE: text_clear_all

:HEIST4_578
00D6: if  0
0039:   @273 ==  1  ;; integer values
004D: jump_if_false HEIST4_583
00BE: text_clear_all
00BC: text_highpriority 'HEI4_06'  5000 ms  1

:HEIST4_583
00D6: if  0
0039:   @273 ==  2  ;; integer values
004D: jump_if_false HEIST4_588
00BE: text_clear_all
00BC: text_highpriority 'HEI4_08'  5000 ms  1

:HEIST4_588
00D6: if  0
0039:   @273 ==  3  ;; integer values
004D: jump_if_false HEIST4_594
00BE: text_clear_all
00BC: text_highpriority 'HEI4_09'  5000 ms  1
0006: @32 =  0  ;; integer values

:HEIST4_594
00D6: if  0
8118:   NOT   actor @115 dead
004D: jump_if_false HEIST4_598
0687: @115 

:HEIST4_598
0006: @114 =  0  ;; integer values

:HEIST4_599
00D6: if  0
0735:  83 
004D: jump_if_false HEIST4_603
0002: jump HEIST4_1680

:HEIST4_603
00D6: if  0
0735:  87 
004D: jump_if_false HEIST4_607
0008: $7927 +=  60000  ;; integer values

:HEIST4_607
00D6: if  0
0735:  80 
004D: jump_if_false HEIST4_611
010D: set_player $PLAYER_CHAR wanted_level_to  2

:HEIST4_611
00D6: if  0
0735:  79 
004D: jump_if_false HEIST4_615
010D: set_player $PLAYER_CHAR wanted_level_to  0

:HEIST4_615
00D6: if  0
0735:  81 
004D: jump_if_false HEIST4_620
00A1: put_actor $PLAYER_ACTOR at  2608.193  2315.54  9.6719
0173: set_actor $PLAYER_ACTOR z_angle_to  354.7109

:HEIST4_620
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false HEIST4_633
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST4_633

:HEIST4_626
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST4_631
0001: wait  0 ms
0002: jump HEIST4_626

:HEIST4_631
0006: @102 =  50  ;; integer values
0006: @103 =  0  ;; integer values

:HEIST4_633
0001: wait  0 ms
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false HEIST4_645
00D6: if  0
8119:   NOT   car @280 wrecked
004D: jump_if_false HEIST4_645
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @280
004D: jump_if_false HEIST4_645
0397: car @280 siren =  0 (off)  
0006: @101 =  1  ;; integer values

:HEIST4_645
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false HEIST4_666
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false HEIST4_666
0249: release_model  598
0247: request_model  497

:HEIST4_653
00D6: if  0
8248:   NOT   model  497 available
004D: jump_if_false HEIST4_658
0001: wait  0 ms
0002: jump HEIST4_653

:HEIST4_658
00A5: @86 = create_car  497 at  1589.198  1850.619  9.8358
0175: set_car @86 z_angle_to  51.0
0657: @86  2 
0129: @87 = create_actor  24  284 in_car @86 driverseat
0588: @87  0
0825: @86 
0249: release_model  497
0006: @89 =  1  ;; integer values

:HEIST4_666
00D6: if  0
0039:   @60 ==  2  ;; integer values
004D: jump_if_false HEIST4_682
00D6: if  0
0019:   @32 >  12000  ;; integer values
004D: jump_if_false HEIST4_682
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false HEIST4_682
00BE: text_clear_all
03D5: remove_text 'HEI4_01'
00BC: text_highpriority 'HEI4_11'  8000 ms  1
03C3: set_timer_with_text_to $7927 type  1 text 'HEI4_12'
0006: @131 =  1  ;; integer values
0006: @60 =  3  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST4_682
00D6: if  0
0039:   @60 ==  3  ;; integer values
004D: jump_if_false HEIST4_689
00D6: if  0
0019:   @32 >  10000  ;; integer values
004D: jump_if_false HEIST4_689
0006: @60 =  4  ;; integer values

:HEIST4_689
00D6: if  0
001A:    1 > $7927  ;; integer values
004D: jump_if_false HEIST4_695
00BE: text_clear_all
00BC: text_highpriority 'HEI4_10'  8000 ms  1
0002: jump HEIST4_1678

:HEIST4_695
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false HEIST4_908
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_902
00D6: if  0
01AD:   car @244  0 ()near_point @204(@47,20f) @224(@47,20f)  15.0  15.0
004D: jump_if_false HEIST4_714
000A: @47 +=  1  ;; integer values
00D6: if  0
0039:   @47 ==  17  ;; integer values
004D: jump_if_false HEIST4_709
0006: @47 =  0  ;; integer values

:HEIST4_709
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false HEIST4_714
0687: @245 
05D1: unknown_action_sequence @245 @244 @204(@47,20f) @224(@47,20f)  8.0  15.0  0  0  1 

:HEIST4_714
0006: @48 =  0  ;; integer values

:HEIST4_715
00D6: if  0
001B:    4 > @48  ;; integer values
004D: jump_if_false HEIST4_882
00D6: if  0
001B:    2 > @266(@48,4i)  ;; integer values
004D: jump_if_false HEIST4_880
00D6: if  0
8119:   NOT   car @279(@48,4i) wrecked
004D: jump_if_false HEIST4_859
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @279(@48,4i)
004D: jump_if_false HEIST4_825
00D6: if  0
0039:   @266(@48,4i) ==  0  ;; integer values
004D: jump_if_false HEIST4_746
0006: @43 =  0  ;; integer values

:HEIST4_731
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false HEIST4_737
0164: disable_marker @283(@43,4i)
000A: @43 +=  1  ;; integer values
0002: jump HEIST4_731

:HEIST4_737
0164: disable_marker @35
0186: @35 = create_marker_above_car @244
07E0: @35  1 
00D6: if  0
8039:   NOT   @273 ==  4  ;; integer values
004D: jump_if_false HEIST4_744
00BC: text_highpriority 'HEI4_02'  8000 ms  1

:HEIST4_744
0006: @266(@48,4i) =  1  ;; integer values
0050: gosub HEIST4_1461

:HEIST4_746
00D6: if  0
0039:   @266(@48,4i) ==  1  ;; integer values
004D: jump_if_false HEIST4_824
00D6: if  0
001B:    2 > @273  ;; integer values
004D: jump_if_false HEIST4_754
0407: create_coordinate $73 $74 $75 from_car @244 offset -1.3 -3.2 -.8
0407: create_coordinate @52 @53 @54 from_car @244 offset  1.3 -3.2  2.6

:HEIST4_754
00D6: if  0
0019:   @273 >  1  ;; integer values
004D: jump_if_false HEIST4_759
0407: create_coordinate $73 $74 $75 from_car @244 offset -1.3 -8.2 -.8
0407: create_coordinate @52 @53 @54 from_car @244 offset  1.3 -8.2  2.6

:HEIST4_759
00D6: if  0
0204:   actor $PLAYER_ACTOR near_car_in_car @244 radius  30.0  30.0 unknown  0  
004D: jump_if_false HEIST4_763
00BC: text_highpriority 'HEI4_13'  8000 ms  1

:HEIST4_763
00D6: if  0
05FE: $PLAYER_ACTOR $73 $74 $75 @52 @53 @54  4.8  0 
004D: jump_if_false HEIST4_824
02E3: @277 = car @244 speed
02E3: @278 = car @279(@48,4i) speed
000B: @277 +=  10.0  ;; floating-point values
00D6: if  0
0025:   @277 > @278  ;; floating-point values  
004D: jump_if_false HEIST4_824
000F: @277 -=  10.0  ;; floating-point values
00D6: if  0
0025:   @278 > @277  ;; floating-point values  
004D: jump_if_false HEIST4_824
0683: @279(@48,4i) @244 @270 @271 @272  16.0  0.0  0.0 
0519: unknown_car @279(@48,4i) flag  1
00D6: if  21
0039:   @273 ==  1  ;; integer values
0039:   @273 ==  3  ;; integer values
004D: jump_if_false HEIST4_784
000F: @271 -=  2.5  ;; floating-point values
000F: @272 -=  .7  ;; floating-point values

:HEIST4_784
00D6: if  0
0043:   @270 ==  .6  ;; floating-point values
004D: jump_if_false HEIST4_789
0007: @270 = -.6  ;; floating-point values
0002: jump HEIST4_790

:HEIST4_789
0007: @270 =  .6  ;; floating-point values

:HEIST4_790
000A: @273 +=  1  ;; integer values
00D6: if  0
001B:    4 > @273  ;; integer values
004D: jump_if_false HEIST4_799
067A: @244  3.0  5.0  2.2 @244  0.0  2 
0006: @114 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BE: text_clear_all
0006: @33 =  0  ;; integer values

:HEIST4_799
000B: @274 +=  10.0  ;; floating-point values
0006: @266(@48,4i) =  2  ;; integer values
0164: disable_marker @35
03D5: remove_text 'HEI4_02'
0006: @43 =  0  ;; integer values

:HEIST4_804
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false HEIST4_824
00D6: if  0
001B:    2 > @266(@43,4i)  ;; integer values
004D: jump_if_false HEIST4_822
00D6: if  0
0039:   @262(@43,4i) ==  1  ;; integer values
004D: jump_if_false HEIST4_820
0164: disable_marker @283(@43,4i)
00D6: if  0
8119:   NOT   car @279(@43,4i) wrecked
004D: jump_if_false HEIST4_819
0186: @283(@43,4i) = create_marker_above_car @279(@43,4i)
0165: set_marker @283(@43,4i) color_to  1

:HEIST4_819
0002: jump HEIST4_821

:HEIST4_820
018A: @283(@43,4i) = create_checkpoint_at @246(@43,4f) @250(@43,4f) @254(@43,4f)

:HEIST4_821
0165: set_marker @283(@43,4i) color_to  1

:HEIST4_822
000A: @43 +=  1  ;; integer values
0002: jump HEIST4_804

:HEIST4_824
0002: jump HEIST4_858

:HEIST4_825
00D6: if  0
0039:   @266(@48,4i) ==  1  ;; integer values
004D: jump_if_false HEIST4_858
0006: @43 =  0  ;; integer values

:HEIST4_829
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false HEIST4_858
00D6: if  0
0039:   @266(@43,4i) ==  1  ;; integer values
004D: jump_if_false HEIST4_836
0006: @266(@43,4i) =  0  ;; integer values

:HEIST4_836
00D6: if  0
001B:    2 > @266(@43,4i)  ;; integer values
004D: jump_if_false HEIST4_856
0164: disable_marker @283(@43,4i)
00D6: if  0
0039:   @262(@43,4i) ==  1  ;; integer values
004D: jump_if_false HEIST4_852
00D6: if  0
8119:   NOT   car @279(@43,4i) wrecked
004D: jump_if_false HEIST4_849
0186: @283(@43,4i) = create_marker_above_car @279(@43,4i)
0165: set_marker @283(@43,4i) color_to  1
0002: jump HEIST4_851

:HEIST4_849
00BC: text_highpriority 'HEI4_04'  8000 ms  1
0002: jump HEIST4_1678

:HEIST4_851
0002: jump HEIST4_853

:HEIST4_852
018A: @283(@43,4i) = create_checkpoint_at @246(@43,4f) @250(@43,4f) @254(@43,4f)

:HEIST4_853
0164: disable_marker @35
0165: set_marker @283(@43,4i) color_to  1
00BC: text_highpriority 'HEI4_03'  5000 ms  1

:HEIST4_856
000A: @43 +=  1  ;; integer values
0002: jump HEIST4_829

:HEIST4_858
0002: jump HEIST4_880

:HEIST4_859
00D6: if  0
0039:   @262(@48,4i) ==  0  ;; integer values
004D: jump_if_false HEIST4_878
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point @246(@48,4f) @250(@48,4f) radius  200.0  200.0
004D: jump_if_false HEIST4_877
0395: clear_area  0 at @246(@48,4f) @250(@48,4f) @254(@48,4f) range  40.0
00A5: @279(@48,4i) = create_car  523 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: @279(@48,4i)  0
00D6: if  0
875C:   NOT   marker @35 enabled
004D: jump_if_false HEIST4_876
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_876
0006: @262(@48,4i) =  1  ;; integer values

:HEIST4_877
0002: jump HEIST4_880

:HEIST4_878
00BC: text_highpriority 'HEI4_04'  5000 ms  1
0002: jump HEIST4_1678

:HEIST4_880
000A: @48 +=  1  ;; integer values
0002: jump HEIST4_715

:HEIST4_882
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @244 radius  120.0  120.0 unknown  0
004D: jump_if_false HEIST4_887
00AD: set_car @244 max_speed_to @274
0002: jump HEIST4_888

:HEIST4_887
00AD: set_car @244 max_speed_to  15.0

:HEIST4_888
00D6: if  21
018F:   unknown_car_check @244
03CE:   car @244 stuck
004D: jump_if_false HEIST4_901
00D6: if  0
82CA:   NOT   car @244 bounding_sphere_visible
004D: jump_if_false HEIST4_901
00D6: if  0
80C2:   NOT   sphere_onscreen @204(@47,20f) @224(@47,20f)  6.0  4.0
004D: jump_if_false HEIST4_901
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 $72

:HEIST4_901
0002: jump HEIST4_908

:HEIST4_902
00BC: text_highpriority 'HEI4_05'  5000 ms  1
00D6: if  0
8118:   NOT   actor @115 dead
004D: jump_if_false HEIST4_907
009B: destroy_actor_instantly @115

:HEIST4_907
0002: jump HEIST4_1678

:HEIST4_908
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false HEIST4_916
00D6: if  0
0039:   @273 ==  4  ;; integer values
004D: jump_if_false HEIST4_916
014F: stop_timer $7927
0006: @102 =  1  ;; integer values

:HEIST4_916
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false HEIST4_959
016A: fade  0 ()  1000 ms
00BE: text_clear_all
014F: stop_timer $7927
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0110: clear_player $PLAYER_CHAR wanted_level

:HEIST4_924
00D6: if  0
016B:   fading
004D: jump_if_false HEIST4_929
0001: wait  0 ms
0002: jump HEIST4_924

:HEIST4_929
05BC: unknown_action_sequence $PLAYER_ACTOR  0 
0792: $PLAYER_ACTOR 
0A0B:  1009.781  1929.377  9.6719  122.0 
0001: wait  0 ms
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor @245 dead
004D: jump_if_false HEIST4_950
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_950
0687: @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  .5 -10.0 -.3 unknown  2 angle  10.0 with_weapon  0
0173: set_actor $PLAYER_ACTOR z_angle_to  300.0
05D1: unknown_action_sequence @245 @244  1009.781  1900.377  9.6719  15.0  0  0  1 

:HEIST4_950
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0
016A: fade  1 (back)  500 ms

:HEIST4_952
00D6: if  0
016B:   fading
004D: jump_if_false HEIST4_958
0001: wait  0 ms
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0
0002: jump HEIST4_952

:HEIST4_958
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0

:HEIST4_959
00D6: if  0
0039:   @102 ==  10  ;; integer values
004D: jump_if_false HEIST4_983
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_983
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false HEIST4_983
00D6: if  0
01C1:   car @244 stopped
004D: jump_if_false HEIST4_983
0006: @102 =  20  ;; integer values
0006: @103 =  1  ;; integer values
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0615: @105 
05BC: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  1014.013  1902.325  9.8125  6  10000 
0639: unknown_action_sequence -1 @245 
0616: @105 
0618: $PLAYER_ACTOR @105 
061B: @105 
0006: @32 =  0  ;; integer values

:HEIST4_983
00D6: if  0
0019:   @201 >  0  ;; integer values
004D: jump_if_false HEIST4_1002
00D6: if  0
0039:   @199 ==  0  ;; integer values
004D: jump_if_false HEIST4_1002
0871: init_jump_table @201 total_jumps  4  0 HEIST4_1002 jumps  1 HEIST4_990  2 HEIST4_993  3 HEIST4_996  4 HEIST4_999 -1 HEIST4_1002 -1 HEIST4_1002 -1 HEIST4_1002 

:HEIST4_990
0006: @196 =  1  ;; integer values
0006: @201 =  2  ;; integer values
0002: jump HEIST4_1002

:HEIST4_993
0006: @196 =  2  ;; integer values
0006: @201 =  3  ;; integer values
0002: jump HEIST4_1002

:HEIST4_996
0006: @196 =  3  ;; integer values
0006: @201 =  4  ;; integer values
0002: jump HEIST4_1002

:HEIST4_999
0006: @196 =  0  ;; integer values
0006: @201 =  0  ;; integer values
0002: jump HEIST4_1002

:HEIST4_1002
00D6: if  0
0039:   @102 ==  20  ;; integer values
004D: jump_if_false HEIST4_1012
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST4_1012
0006: @201 =  1  ;; integer values
0006: @102 =  30  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST4_1012
00D6: if  0
0039:   @102 ==  30  ;; integer values
004D: jump_if_false HEIST4_1028
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST4_1028
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false HEIST4_1028
00D6: if  0
8119:   NOT   car @244 wrecked
004D: jump_if_false HEIST4_1028
0006: @102 =  40  ;; integer values
05D1: unknown_action_sequence @245 @244  1009.781  2000.377  9.6719  15.0  0  0  1 
0006: @32 =  0  ;; integer values

:HEIST4_1028
00D6: if  0
0039:   @102 ==  40  ;; integer values
004D: jump_if_false HEIST4_1041
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false HEIST4_1041
00D6: if  0
8118:   NOT   actor @245 dead
004D: jump_if_false HEIST4_1041
05BF: unknown_action_sequence $PLAYER_ACTOR @245 -2 
0006: @102 =  45  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST4_1041
00D6: if  0
0039:   @102 ==  45  ;; integer values
004D: jump_if_false HEIST4_1049
0395: clear_area  0 at  1009.994  1910.02  150.0 range  150.0
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST4_1049
0006: @102 =  50  ;; integer values

:HEIST4_1049
00D6: if  0
0039:   @102 ==  50  ;; integer values
004D: jump_if_false HEIST4_1069
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 (off)
0687: $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 (unfrozen)
00BE: text_clear_all
0002: jump HEIST4_1680

:HEIST4_1069
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false HEIST4_1086
0006: @90 =  0  ;; integer values

:HEIST4_1073
00D6: if  0
001B:    4 > @90  ;; integer values
004D: jump_if_false HEIST4_1086
00D6: if  0
0039:   @266(@90,4i) ==  2  ;; integer values
004D: jump_if_false HEIST4_1084
00D6: if  0
0119:   car @279(@90,4i) wrecked
004D: jump_if_false HEIST4_1084
00BC: text_highpriority 'HEI4_04'  5000 ms  1
0002: jump HEIST4_1678

:HEIST4_1084
000A: @90 +=  1  ;; integer values
0002: jump HEIST4_1073

:HEIST4_1086
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false HEIST4_1131
00D6: if  0
056D:   unknown_actor @63 dead_but_valid
004D: jump_if_false HEIST4_1114
00D6: if  0
051A:   unknown_actor @63 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1107
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0050: gosub HEIST4_1594
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST4_1103
0006: @66 =  1  ;; integer values
0687: @63 
05E2: unknown_action_sequence @63 $PLAYER_ACTOR 

:HEIST4_1103
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST4_1107
01C2: remove_references_to_actor @68  ;; Like turning an actor into a random pedestrian

:HEIST4_1107
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST4_1114
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @63 radius  25.0  25.0  0
004D: jump_if_false HEIST4_1114
0050: gosub HEIST4_1594

:HEIST4_1114
00D6: if  0
056D:   unknown_actor @68 dead_but_valid
004D: jump_if_false HEIST4_1131
00D6: if  0
051A:   unknown_actor @68 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1131
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST4_1125
05DD: unknown_action_sequence @68 $PLAYER_ACTOR  100.0 -1 

:HEIST4_1125
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST4_1131
0006: @66 =  1  ;; integer values
0687: @63 
05E2: unknown_action_sequence @63 $PLAYER_ACTOR 

:HEIST4_1131
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false HEIST4_1239
00D6: if  0
056D:   unknown_actor @70 dead_but_valid
004D: jump_if_false HEIST4_1167
00D6: if  0
051A:   unknown_actor @70 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1160
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1
0050: gosub HEIST4_1613
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1148
0006: @72 =  1  ;; integer values
0687: @70 
05E2: unknown_action_sequence @70 $PLAYER_ACTOR 

:HEIST4_1148
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false HEIST4_1152
01C2: remove_references_to_actor @95  ;; Like turning an actor into a random pedestrian

:HEIST4_1152
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false HEIST4_1156
01C2: remove_references_to_actor @96  ;; Like turning an actor into a random pedestrian

:HEIST4_1156
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST4_1160
01C2: remove_references_to_actor @97  ;; Like turning an actor into a random pedestrian

:HEIST4_1160
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1167
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @70 radius  30.0  30.0  0
004D: jump_if_false HEIST4_1167
0050: gosub HEIST4_1613

:HEIST4_1167
00D6: if  0
056D:   unknown_actor @95 dead_but_valid
004D: jump_if_false HEIST4_1191
00D6: if  0
051A:   unknown_actor @95 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1191
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1179
0006: @72 =  1  ;; integer values
0687: @70 
05E2: unknown_action_sequence @70 $PLAYER_ACTOR 

:HEIST4_1179
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false HEIST4_1183
01C2: remove_references_to_actor @95  ;; Like turning an actor into a random pedestrian

:HEIST4_1183
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false HEIST4_1187
01C2: remove_references_to_actor @96  ;; Like turning an actor into a random pedestrian

:HEIST4_1187
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST4_1191
01C2: remove_references_to_actor @97  ;; Like turning an actor into a random pedestrian

:HEIST4_1191
00D6: if  0
056D:   unknown_actor @96 dead_but_valid
004D: jump_if_false HEIST4_1215
00D6: if  0
051A:   unknown_actor @96 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1215
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1203
0006: @72 =  1  ;; integer values
0687: @70 
05E2: unknown_action_sequence @70 $PLAYER_ACTOR 

:HEIST4_1203
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false HEIST4_1207
01C2: remove_references_to_actor @95  ;; Like turning an actor into a random pedestrian

:HEIST4_1207
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false HEIST4_1211
01C2: remove_references_to_actor @96  ;; Like turning an actor into a random pedestrian

:HEIST4_1211
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST4_1215
01C2: remove_references_to_actor @97  ;; Like turning an actor into a random pedestrian

:HEIST4_1215
00D6: if  0
056D:   unknown_actor @97 dead_but_valid
004D: jump_if_false HEIST4_1239
00D6: if  0
051A:   unknown_actor @97 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1239
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1227
0006: @72 =  1  ;; integer values
0687: @70 
05E2: unknown_action_sequence @70 $PLAYER_ACTOR 

:HEIST4_1227
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false HEIST4_1231
01C2: remove_references_to_actor @95  ;; Like turning an actor into a random pedestrian

:HEIST4_1231
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false HEIST4_1235
01C2: remove_references_to_actor @96  ;; Like turning an actor into a random pedestrian

:HEIST4_1235
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST4_1239
01C2: remove_references_to_actor @97  ;; Like turning an actor into a random pedestrian

:HEIST4_1239
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false HEIST4_1258
00D6: if  0
056D:   unknown_actor @77 dead_but_valid
004D: jump_if_false HEIST4_1250
00D6: if  0
051A:   unknown_actor @77 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1250
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0050: gosub HEIST4_1552

:HEIST4_1250
00D6: if  0
056D:   unknown_actor @76 dead_but_valid
004D: jump_if_false HEIST4_1258
00D6: if  0
051A:   unknown_actor @76 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1258
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0050: gosub HEIST4_1552

:HEIST4_1258
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false HEIST4_1282
00D6: if  0
056D:   unknown_actor @82 dead_but_valid
004D: jump_if_false HEIST4_1282
00D6: if  0
051A:   unknown_actor @82 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1275
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0050: gosub HEIST4_1565
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false HEIST4_1275
0006: @85 =  1  ;; integer values
0687: @82 
05E2: unknown_action_sequence @82 $PLAYER_ACTOR 

:HEIST4_1275
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false HEIST4_1282
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @82 radius  35.0  35.0  0
004D: jump_if_false HEIST4_1282
0050: gosub HEIST4_1565

:HEIST4_1282
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST4_1293
00D6: if  0
056D:   unknown_actor @82 dead_but_valid
004D: jump_if_false HEIST4_1293
00D6: if  0
051A:   unknown_actor @82 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1293
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @106 =  1  ;; integer values

:HEIST4_1293
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false HEIST4_1304
00D6: if  0
056D:   unknown_actor @70 dead_but_valid
004D: jump_if_false HEIST4_1304
00D6: if  0
051A:   unknown_actor @70 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1304
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @107 =  1  ;; integer values

:HEIST4_1304
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false HEIST4_1315
00D6: if  0
056D:   unknown_actor @63 dead_but_valid
004D: jump_if_false HEIST4_1315
00D6: if  0
051A:   unknown_actor @63 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1315
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @108 =  1  ;; integer values

:HEIST4_1315
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false HEIST4_1326
00D6: if  0
056D:   unknown_actor @76 dead_but_valid
004D: jump_if_false HEIST4_1326
00D6: if  0
051A:   unknown_actor @76 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1326
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @109 =  1  ;; integer values

:HEIST4_1326
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false HEIST4_1337
00D6: if  0
056D:   unknown_actor @77 dead_but_valid
004D: jump_if_false HEIST4_1337
00D6: if  0
051A:   unknown_actor @77 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST4_1337
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  2
0006: @110 =  1  ;; integer values

:HEIST4_1337
00D6: if  0
0039:   @88 ==  1  ;; integer values
004D: jump_if_false HEIST4_1349
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false HEIST4_1349
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @86 radius  200.0  200.0  200.0 unknown  0
004D: jump_if_false HEIST4_1349
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_1349
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false HEIST4_1358
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @82 radius  120.0  120.0  120.0 sphere  0
004D: jump_if_false HEIST4_1357
0575: @82  0 
0002: jump HEIST4_1358

:HEIST4_1357
0575: @82  1 

:HEIST4_1358
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1367
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @70 radius  120.0  120.0  120.0 sphere  0
004D: jump_if_false HEIST4_1366
0575: @70  0 
0002: jump HEIST4_1367

:HEIST4_1366
0575: @70  1 

:HEIST4_1367
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false HEIST4_1397
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false HEIST4_1379
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @95 radius  150.0  150.0  150.0 sphere  0
004D: jump_if_false HEIST4_1378
0575: @95  0 
0002: jump HEIST4_1379

:HEIST4_1378
0575: @95  1 

:HEIST4_1379
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false HEIST4_1388
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @96 radius  150.0  150.0  150.0 sphere  0
004D: jump_if_false HEIST4_1387
0575: @96  0 
0002: jump HEIST4_1388

:HEIST4_1387
0575: @96  1 

:HEIST4_1388
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST4_1397
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @97 radius  150.0  150.0  150.0 sphere  0
004D: jump_if_false HEIST4_1396
0575: @97  0 
0002: jump HEIST4_1397

:HEIST4_1396
0575: @97  1 

:HEIST4_1397
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false HEIST4_1424
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false HEIST4_1408
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @95 radius  120.0  120.0  150.0 sphere  0
004D: jump_if_false HEIST4_1408
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_1408
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false HEIST4_1416
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @96 radius  120.0  120.0  150.0 sphere  0
004D: jump_if_false HEIST4_1416
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_1416
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST4_1424
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @97 radius  120.0  120.0  150.0 sphere  0
004D: jump_if_false HEIST4_1424
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_1424
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false HEIST4_1433
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @77 radius  120.0  120.0  120.0 sphere  0
004D: jump_if_false HEIST4_1432
0575: @77  0 
0002: jump HEIST4_1433

:HEIST4_1432
0575: @77  1 

:HEIST4_1433
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false HEIST4_1442
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @76 radius  120.0  120.0  120.0 sphere  0
004D: jump_if_false HEIST4_1441
0575: @76  0 
0002: jump HEIST4_1442

:HEIST4_1441
0575: @76  1 

:HEIST4_1442
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST4_1451
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @63 radius  120.0  120.0  120.0 sphere  0
004D: jump_if_false HEIST4_1450
0575: @63  0 
0002: jump HEIST4_1451

:HEIST4_1450
0575: @63  1 

:HEIST4_1451
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST4_1460
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @68 radius  120.0  120.0  120.0 sphere  0
004D: jump_if_false HEIST4_1459
0575: @68  0 
0002: jump HEIST4_1460

:HEIST4_1459
0575: @68  1 

:HEIST4_1460
0002: jump HEIST4_355

:HEIST4_1461
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false HEIST4_1485
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false HEIST4_1485
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST4_1477
0687: @63 
0615: @65 
05D3: unknown_action_sequence -1  2785.789  1439.454  9.5579  6  10000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @65 
0618: @63 @65 
061B: @65 

:HEIST4_1477
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST4_1483
0687: @68 
01C2: remove_references_to_actor @68  ;; Like turning an actor into a random pedestrian
05DD: unknown_action_sequence @68 $PLAYER_ACTOR  100.0 -1 

:HEIST4_1483
0006: @66 =  1  ;; integer values
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1

:HEIST4_1485
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false HEIST4_1506
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false HEIST4_1506
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1501
0687: @70 
0615: @71 
05D3: unknown_action_sequence -1  2646.582  2348.17  9.6797  6  10000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @71 
0618: @70 @71 
061B: @71 

:HEIST4_1501
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_1506
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false HEIST4_1533
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false HEIST4_1533
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false HEIST4_1521
0687: @77 
0615: @79 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @79 
0618: @77 @79 
061B: @79 

:HEIST4_1521
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false HEIST4_1531
0687: @76 
0615: @78 
05D3: unknown_action_sequence -1  2311.004  2436.764  9.8203  6  10000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @78 
0618: @76 @78 
061B: @78 

:HEIST4_1531
0006: @80 =  1  ;; integer values
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1

:HEIST4_1533
00D6: if  0
0039:   @48 ==  3  ;; integer values
004D: jump_if_false HEIST4_1551
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false HEIST4_1551
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false HEIST4_1549
0687: @82 
0615: @83 
05D3: unknown_action_sequence -1  1593.289  1836.808  9.8281  6  10000 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @83 
0618: @82 @83 
061B: @83 

:HEIST4_1549
0006: @85 =  1  ;; integer values
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1

:HEIST4_1551
0051: return

:HEIST4_1552
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false HEIST4_1557
0687: @77 
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 

:HEIST4_1557
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false HEIST4_1562
0687: @76 
05E2: unknown_action_sequence @76 $PLAYER_ACTOR 

:HEIST4_1562
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1
0006: @80 =  1  ;; integer values
0051: return

:HEIST4_1565
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false HEIST4_1593
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false HEIST4_1577
00D6: if  0
8119:   NOT   car @86 wrecked
004D: jump_if_false HEIST4_1577
00AD: set_car @86 max_speed_to  100.0
0508: @86
04A2: heli @86 fly_to -2303.627  2105.29  200.0 speed  200.0  200.0

:HEIST4_1577
00D6: if  0
8119:   NOT   car @282 wrecked
004D: jump_if_false HEIST4_1592
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false HEIST4_1592
0687: @82 
0615: @84 
05CB: unknown_action_sequence -1 @282  6000 
05D1: unknown_action_sequence -1 @282  1570.712  1834.135  9.6969  15.0  0  0  2 
05D2: unknown_action_sequence -1 @282  15.0  2 
0616: @84 
0618: @82 @84 
061B: @84 
08C6: @82  3 

:HEIST4_1592
0006: @88 =  1  ;; integer values

:HEIST4_1593
0051: return

:HEIST4_1594
00D6: if  0
0039:   @67 ==  0  ;; integer values
004D: jump_if_false HEIST4_1612
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST4_1611
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false HEIST4_1611
0687: @68 
0615: @69 
0643: @69  1 
05D3: unknown_action_sequence -1  2762.117  1432.399  9.5325  4  30000 
05BB: unknown_action_sequence -1  0  3000 
05D3: unknown_action_sequence -1  2767.537  1424.877  9.2195  4  30000 
0616: @69 
0618: @68 @69 

:HEIST4_1611
0006: @67 =  1  ;; integer values

:HEIST4_1612
0051: return

:HEIST4_1613
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false HEIST4_1677
00D6: if  0
0039:   @203 ==  2  ;; integer values
004D: jump_if_false HEIST4_1620
03D1: play_wav  3

:HEIST4_1620
00D6: if  0
8119:   NOT   car @92 wrecked
004D: jump_if_false HEIST4_1633
00D6: if  0
8118:   NOT   actor @95 dead
004D: jump_if_false HEIST4_1633
0687: @95 
0615: @98 
05D1: unknown_action_sequence -1 @92  2648.744  2293.42  9.6875  25.0  0  0  2 
05D2: unknown_action_sequence -1 @92  25.0  2 
0616: @98 
0618: @95 @98 
061B: @98 

:HEIST4_1633
00D6: if  0
8119:   NOT   car @93 wrecked
004D: jump_if_false HEIST4_1646
00D6: if  0
8118:   NOT   actor @96 dead
004D: jump_if_false HEIST4_1646
0687: @96 
0615: @99 
05D1: unknown_action_sequence -1 @93  2650.566  2290.315  9.6875  26.0  0  0  2 
05D2: unknown_action_sequence -1 @93  25.0  2 
0616: @99 
0618: @96 @99 
061B: @99 

:HEIST4_1646
00D6: if  0
8119:   NOT   car @94 wrecked
004D: jump_if_false HEIST4_1659
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST4_1659
0687: @97 
0615: @100 
05D1: unknown_action_sequence -1 @94  2651.681  2294.87  9.6875  25.0  0  0  2 
05D2: unknown_action_sequence -1 @94  25.0  2 
0616: @100 
0618: @97 @100 
061B: @100 

:HEIST4_1659
00D6: if  0
8119:   NOT   car @280 wrecked
004D: jump_if_false HEIST4_1676
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false HEIST4_1674
0687: @70 
0615: @71 
05CB: unknown_action_sequence -1 @280  10000 
05D1: unknown_action_sequence -1 @280  2647.941  2293.222  9.6875  21.0  0  0  2 
05D2: unknown_action_sequence -1 @280  17.0  2 
0616: @71 
0618: @70 @71 
061B: @71 
08C6: @70  3 

:HEIST4_1674
0397: car @280 siren =  1 (on)  
040D: unload_wav  3

:HEIST4_1676
0006: @73 =  1  ;; integer values

:HEIST4_1677
0051: return

:HEIST4_1678
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:HEIST4_1680
0008: $HEIST_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASSR'  20  5000 ms  1
0998: add_respect  20 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0318: set_latest_mission_passed 'HEIST_4'
030C: set_mission_points +=  1
0051: return

:HEIST4_1688
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
07B4: $PLAYER_CHAR  1 
0940: @34  1 
0A31: $PLAYER_CHAR  0 
01EB: set_car_density_to  1.0
040D: unload_wav  3
01B7: release_weather
072C:  1 
0164: disable_marker @35
0164: disable_marker @283
0164: disable_marker @284
0164: disable_marker @285
0164: disable_marker @286
0249: release_model  443
0249: release_model  523
0249: release_model  346
0249: release_model  284
0249: release_model  598
0249: release_model  497
0249: release_model  463
0249: release_model  33
0249: release_model  34
0249: release_model  50
0249: release_model  117
0249: release_model  32
04EF: release_animation "SMOKING"
04EF: release_animation "MISC"
014F: stop_timer $7927
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 100---------------
; Originally: Up, Up and Away!


:HEIST5_1
03A4: name_thread 'HEIST5'
0050: gosub HEIST5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false HEIST5_7
0050: gosub HEIST5_1648

:HEIST5_7
0050: gosub HEIST5_1663
004E: end_thread

:HEIST5_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_92
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false HEIST5_97
0001: wait  0 ms
0002: jump HEIST5_92

:HEIST5_97
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:HEIST5_99
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false HEIST5_104
0001: wait  0 ms
0002: jump HEIST5_99

:HEIST5_104
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:HEIST5_106
00D6: if  0
016B:   fading
004D: jump_if_false HEIST5_111
0001: wait  0 ms
0002: jump HEIST5_106

:HEIST5_111
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0004: $1249 =  0  ;; integer values
014C: set_parked_car_generator $1956 cars_to_generate_to  0
014C: set_parked_car_generator $1957 cars_to_generate_to  0
014C: set_parked_car_generator $1958 cars_to_generate_to  0
0923:  0 
096A:  0 
041A: @155 = actor $PLAYER_ACTOR weapon  16 ammo
00D6: if  0
001B:    5 > @155  ;; integer values
004D: jump_if_false HEIST5_124
0213: @156 = create_pickup  342 type  3 at  2550.967  2824.342  10.6

:HEIST5_124
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: $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: @59 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @59 
0615: @60 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @60 
0615: @91 
05F5: unknown_action_sequence -1  2604.0  2837.0  9.86  6  10000 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @91 
0615: @92 
05F5: unknown_action_sequence -1  2608.0  2827.0  9.86  6  10000 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @92 
0615: @93 
05F5: unknown_action_sequence -1  2585.0  2815.0  18.999  6  10000 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @93 
0615: @94 
05F5: unknown_action_sequence -1  2593.0  2835.0  18.999  6  10000 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @94 
0615: @95 
05F5: unknown_action_sequence -1  2585.0  2809.0  18.999  6  10000 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @95 
0615: @96 
05F5: unknown_action_sequence -1  2575.0  2833.0  18.999  6  10000 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @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  417
0247: request_model  287
0247: request_model  356
0247: request_model  359
0247: request_model  425
0247: request_model #MINIGUN_BASE
0247: request_model  362
0247: request_model  428
0247: request_model  470
03CF: load_wav  41800 as  3
038B: load_requested_models

:HEIST5_182
00D6: if  24
8248:   NOT   model  417 available
8248:   NOT   model  287 available
8248:   NOT   model  356 available
8248:   NOT   model  359 available
8248:   NOT   model  470 available
004D: jump_if_false HEIST5_191
0001: wait  0 ms
0002: jump HEIST5_182

:HEIST5_191
00D6: if  24
8248:   NOT   model  425 available
8248:   NOT   model #MINIGUN_BASE available
8248:   NOT   model  362 available
8248:   NOT   model  428 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false HEIST5_200
0001: wait  0 ms
0002: jump HEIST5_191

:HEIST5_200
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1500 ms

:HEIST5_202
00D6: if  0
016B:   fading
004D: jump_if_false HEIST5_207
0001: wait  0 ms
0002: jump HEIST5_202

:HEIST5_207
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'HM5_1'  5000 ms  1
018A: @38 = create_checkpoint_at  2616.408  2721.367  35.563
07E0: @38  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_215
00D6: if  22
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  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_226
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false HEIST5_225
0002: jump HEIST5_1650

:HEIST5_225
0002: jump HEIST5_215

:HEIST5_226
00A5: @34 = create_car  417 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: unknown_car @34 flag  1
0006: @104 =  1  ;; integer values
009A: @97 = create_actor  24  287 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: @97  40 
060B: unknown_actor_use_entity @97 @56 
009A: @67 = create_actor  24  287 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: @67  4 
077A: @67  4  0 
02E2: set_actor @67 weapon_accuracy_to  70
07DD: @67  40 
009A: @69 = create_actor  24  287 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: @69  4 
077A: @69  4  0 
02E2: set_actor @69 weapon_accuracy_to  70
07DD: @69  40 
009A: @71 = create_actor  24  287 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: @71  4 
077A: @71  4  0 
02E2: set_actor @71 weapon_accuracy_to  70
07DD: @71  50 
0605: unknown_action_sequence @71 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
009A: @73 = create_actor  24  287 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: @73  4 
077A: @73  4  0 
02E2: set_actor @73 weapon_accuracy_to  70
07DD: @73  40 
009A: @75 = create_actor  24  287 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: @75  4 
077A: @75  4  0 
02E2: set_actor @75 weapon_accuracy_to  70
07DD: @75  45 
0605: unknown_action_sequence @75 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
009A: @77 = create_actor  24  287 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: @77  4 
077A: @77  4  0 
02E2: set_actor @77 weapon_accuracy_to  70
07DD: @77  40 
0605: unknown_action_sequence @77 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
009A: @79 = create_actor  24  287 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: @79  4 
077A: @79  4  0 
02E2: set_actor @79 weapon_accuracy_to  70
07DD: @79  50 
009A: @81 = create_actor  24  287 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: @81  4 
077A: @81  4  0 
02E2: set_actor @81 weapon_accuracy_to  70
07DD: @81  45 
009A: @83 = create_actor  24  287 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: @83  4 
077A: @83  4  0 
02E2: set_actor @83 weapon_accuracy_to  70
07DD: @83  40 
009A: @85 = create_actor  24  287 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: @85  4 
077A: @85  4  0 
02E2: set_actor @85 weapon_accuracy_to  70
07DD: @85  45 
009A: @87 = create_actor  24  287 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: @87  4 
077A: @87  4  0 
02E2: set_actor @87 weapon_accuracy_to  70
07DD: @87  40 
009A: @42 = create_actor  24  287 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: @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  287 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: @43  40 
0605: unknown_action_sequence @43 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
009A: @44 = create_actor  24  287 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: @44  45 
04EB: unknown_action_sequence @44  1 
0350: unknown_actor @44 not_scared_flag  1
009A: @61 = create_actor  24  287 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: @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  287 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: @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  287 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: @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  287 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: @45  50 
009A: @46 = create_actor  24  287 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: @46  40 
009A: @47 = create_actor  24  287 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: @47  45 
009A: @48 = create_actor  24  287 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: @48  50 
00A5: $7931 = create_car  470 at  2520.737  2769.963  9.816
0175: set_car $7931 z_angle_to  .563
0129: $7930 = create_actor  24  287 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: $7930  40 
00A9: set_car $7931 to_normal_driver

:HEIST5_439
00D6: if  0
8039:   NOT   @112 ==  2  ;; integer values
004D: jump_if_false HEIST5_860
0001: wait  0 ms
00D6: if  0
0029:   @100 >=  1  ;; integer values
004D: jump_if_false HEIST5_460
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false HEIST5_452
03D7: set_wav  3 location  2502.943  2778.928  10.82
03D1: play_wav  3
0006: @159 =  1  ;; integer values

:HEIST5_452
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false HEIST5_460
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false HEIST5_460
03D5: remove_text 'HE5_BD'
0006: @103 =  2  ;; integer values

:HEIST5_460
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_634
00D6: if  0
0038:   $7932 ==  0  ;; integer values
004D: jump_if_false HEIST5_502
00D6: if  22
00FE:   actor $PLAYER_ACTOR  0 ()near_point  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_502
00D6: if  0
8119:   NOT   car $7931 wrecked
004D: jump_if_false HEIST5_502
00D6: if  0
8118:   NOT   actor $7930 dead
004D: jump_if_false HEIST5_502
00D6: if  0
00DB:   actor $7930 in_car $7931
004D: jump_if_false HEIST5_496
00D6: if  0
0029:   @100 >=  1  ;; integer values
004D: jump_if_false HEIST5_489
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_489
05E2: unknown_action_sequence $7930 $PLAYER_ACTOR 
0004: $1521 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:HEIST5_489
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_495
05D1: unknown_action_sequence $7930 $7931  2506.34  2772.69  9.8203  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_495
0002: jump HEIST5_502

:HEIST5_496
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_502
05E2: unknown_action_sequence $7930 $PLAYER_ACTOR 
0004: $1521 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:HEIST5_502
00D6: if  0
0038:   $7932 ==  1  ;; integer values
004D: jump_if_false HEIST5_539
00D6: if  0
8119:   NOT   car $7931 wrecked
004D: jump_if_false HEIST5_539
00D6: if  0
8118:   NOT   actor $7930 dead
004D: jump_if_false HEIST5_539
00D6: if  0
00DB:   actor $7930 in_car $7931
004D: jump_if_false HEIST5_533
00D6: if  0
0029:   @100 >=  1  ;; integer values
004D: jump_if_false HEIST5_523
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_523
05E2: unknown_action_sequence $7930 $PLAYER_ACTOR 
0004: $1521 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:HEIST5_523
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_532
00D6: if  0
01AF:   car $7931  0 ()near_point  2506.34  2772.69  9.8203 radius  2.0  2.0  2.0
004D: jump_if_false HEIST5_532
0004: $709 =  1  ;; integer values
0004: $1521 =  1  ;; integer values
0004: $7932 =  2  ;; integer values

:HEIST5_532
0002: jump HEIST5_539

:HEIST5_533
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_539
05E2: unknown_action_sequence $7930 $PLAYER_ACTOR 
0004: $1521 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:HEIST5_539
00D6: if  0
0038:   $7932 ==  2  ;; integer values
004D: jump_if_false HEIST5_585
00D6: if  0
8119:   NOT   car $7931 wrecked
004D: jump_if_false HEIST5_583
00D6: if  0
80B1:   NOT   car $7931  0 ()in_cube  2497.387  2858.018  8.0  2676.413  2683.661  60.0
004D: jump_if_false HEIST5_550
0395: clear_area  0 at  2497.289  2772.606  9.8262 range  5.0
0004: $1521 =  0  ;; integer values

:HEIST5_550
00D6: if  0
8118:   NOT   actor $7930 dead
004D: jump_if_false HEIST5_582
00D6: if  0
00DB:   actor $7930 in_car $7931
004D: jump_if_false HEIST5_576
00D6: if  0
0038:   $709 ==  3  ;; integer values
004D: jump_if_false HEIST5_566
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_565
05D1: unknown_action_sequence $7930 $7931  2472.188  2775.916  9.7097  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_565
0002: jump HEIST5_575

:HEIST5_566
00D6: if  0
0029:   @100 >=  1  ;; integer values
004D: jump_if_false HEIST5_575
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_575
05E2: unknown_action_sequence $7930 $PLAYER_ACTOR 
0004: $1521 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:HEIST5_575
0002: jump HEIST5_582

:HEIST5_576
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_582
05E2: unknown_action_sequence $7930 $PLAYER_ACTOR 
0004: $1521 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:HEIST5_582
0002: jump HEIST5_585

:HEIST5_583
0395: clear_area  0 at  2497.289  2772.606  9.8262 range  5.0
0004: $1521 =  0  ;; integer values

:HEIST5_585
00D6: if  0
0038:   $7932 ==  3  ;; integer values
004D: jump_if_false HEIST5_617
00D6: if  0
8119:   NOT   car $7931 wrecked
004D: jump_if_false HEIST5_615
00D6: if  0
80B1:   NOT   car $7931  0 ()in_cube  2497.387  2858.018  8.0  2676.413  2683.661  60.0
004D: jump_if_false HEIST5_596
0395: clear_area  0 at  2497.289  2772.606  9.8262 range  5.0
0004: $1521 =  0  ;; integer values

:HEIST5_596
00D6: if  0
8118:   NOT   actor $7930 dead
004D: jump_if_false HEIST5_614
00D6: if  0
00DB:   actor $7930 in_car $7931
004D: jump_if_false HEIST5_608
00D6: if  0
01AF:   car $7931  0 ()near_point  2472.188  2775.916  9.7097 radius  2.0  2.0  2.0
004D: jump_if_false HEIST5_607
05D2: unknown_action_sequence $7930 $7931  30.0  2 
0004: $7932 =  4  ;; integer values

:HEIST5_607
0002: jump HEIST5_614

:HEIST5_608
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false HEIST5_614
05E2: unknown_action_sequence $7930 $PLAYER_ACTOR 
0004: $1521 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:HEIST5_614
0002: jump HEIST5_617

:HEIST5_615
0395: clear_area  0 at  2497.289  2772.606  9.8262 range  5.0
0004: $1521 =  0  ;; integer values

:HEIST5_617
00D6: if  0
0038:   $1521 ==  1  ;; integer values
004D: jump_if_false HEIST5_634
00D6: if  0
002A:    4 >= $7932  ;; integer values
004D: jump_if_false HEIST5_634
00D6: if  0
8119:   NOT   car $7931 wrecked
004D: jump_if_false HEIST5_632
00D6: if  0
80B1:   NOT   car $7931  0 ()in_cube  2497.387  2858.018  8.0  2676.413  2683.661  60.0
004D: jump_if_false HEIST5_631
0395: clear_area  0 at  2497.289  2772.606  9.8262 range  5.0
0004: $1521 =  0  ;; integer values

:HEIST5_631
0002: jump HEIST5_634

:HEIST5_632
0395: clear_area  0 at  2497.289  2772.606  9.8262 range  5.0
0004: $1521 =  0  ;; integer values

:HEIST5_634
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false HEIST5_655
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2497.387  2858.018  8.0  2676.413  2683.661  100.0
004D: jump_if_false HEIST5_655
0164: disable_marker @38
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false HEIST5_647
0186: @35 = create_marker_above_car @34
07E0: @35  1 
0002: jump HEIST5_652

:HEIST5_647
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_652
0110: clear_player $PLAYER_CHAR wanted_level
03C7: unknown_maby_cops_density  0.0
0006: @99 =  1  ;; integer values

:HEIST5_655
0050: gosub HEIST5_2580
0050: gosub HEIST5_2095
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_671
0050: gosub HEIST5_1911
0050: gosub HEIST5_1729
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false HEIST5_671
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false HEIST5_670
0050: gosub HEIST5_1781
0002: jump HEIST5_671

:HEIST5_670
0050: gosub HEIST5_1847

:HEIST5_671
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_676
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_676
00D6: if  0
01A6:   actor $PLAYER_ACTOR  0 ()in_cube_on_foot  2656.523  2782.107  17.0  2594.178  2695.773  60.0  
004D: jump_if_false HEIST5_684
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false HEIST5_684
0050: gosub HEIST5_2656
0006: @113 =  1  ;; integer values

:HEIST5_684
00D6: if  0
0039:   @113 ==  1  ;; integer values
004D: jump_if_false HEIST5_691
00D6: if  0
01A6:   actor $PLAYER_ACTOR  0 ()in_cube_on_foot  2646.055  2782.106  21.0  2594.268  2724.261  60.0  
004D: jump_if_false HEIST5_691
0006: @113 =  2  ;; integer values

:HEIST5_691
00D6: if  0
0039:   @113 ==  2  ;; integer values
004D: jump_if_false HEIST5_789
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false HEIST5_719
00A5: @114 = create_car  425 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  287 in_car @114 driverseat
04BA: set_car @114 speed_instantly  20.0
0841: @114  1 
0724: @114 $PLAYER_CHAR  50.0 
03CC: car @114 add_to_stuck_car_check  2.0 =  5000
00A5: @118 = create_car  425 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  287 in_car @118 driverseat
04BA: set_car @118 speed_instantly  20.0
0841: @118  1 
0724: @118 $PLAYER_CHAR  50.0 
03CC: car @118 add_to_stuck_car_check  2.0 =  5000
00BC: text_highpriority 'HM5_6'  12000 ms  1
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_719
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false HEIST5_747
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2596.589  2758.158  22.862 radius  1.0  1.0  3.0
004D: jump_if_false HEIST5_745
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false HEIST5_730
03E5: text_box 'HM5_20'
0006: @151 =  1  ;; integer values

:HEIST5_730
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false HEIST5_744
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false HEIST5_744
03D5: remove_text 'HM5_20'
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: @109  0 
0006: @111 =  2  ;; integer values
0006: @152 =  1  ;; integer values

:HEIST5_744
0002: jump HEIST5_747

:HEIST5_745
03E6: remove_text_box
0006: @151 =  0  ;; integer values

:HEIST5_747
00D6: if  0
0039:   @111 ==  2  ;; integer values
004D: jump_if_false HEIST5_754
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false HEIST5_754
0006: @111 =  3  ;; integer values

:HEIST5_754
00D6: if  0
0039:   @111 ==  3  ;; integer values
004D: jump_if_false HEIST5_766
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false HEIST5_762
03E5: text_box 'HM5_21'
0006: @150 =  1  ;; integer values

:HEIST5_762
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false HEIST5_766
0006: @111 =  4  ;; integer values

:HEIST5_766
00D6: if  0
0039:   @111 ==  4  ;; integer values
004D: jump_if_false HEIST5_789
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false HEIST5_789
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false HEIST5_789
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: @109  1 
03D5: remove_text 'HM5_21'
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_789
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false HEIST5_834
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false HEIST5_813
00D6: if  0
0119:   car @114 wrecked
004D: jump_if_false HEIST5_802
0164: disable_marker @115
000A: @112 +=  1  ;; integer values
0006: @116 =  1  ;; integer values
0002: jump HEIST5_813

:HEIST5_802
00D6: if  0
03CE:   car @114 stuck
004D: jump_if_false HEIST5_813
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0089: @133 = $69  ;; floating-point values only
000B: @133 +=  80.0  ;; floating-point values
0089: @134 = $70  ;; floating-point values only
000B: @134 +=  80.0  ;; floating-point values
0089: @135 = $71  ;; floating-point values only
000B: @135 +=  50.0  ;; floating-point values
00AB: put_car @114 at @133 @134 @135

:HEIST5_813
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false HEIST5_834
00D6: if  0
0119:   car @118 wrecked
004D: jump_if_false HEIST5_823
0164: disable_marker @119
000A: @112 +=  1  ;; integer values
0006: @120 =  1  ;; integer values
0002: jump HEIST5_834

:HEIST5_823
00D6: if  0
03CE:   car @118 stuck
004D: jump_if_false HEIST5_834
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0089: @136 = $69  ;; floating-point values only
000B: @136 +=  90.0  ;; floating-point values
0089: @137 = $70  ;; floating-point values only
000B: @137 +=  90.0  ;; floating-point values
0089: @138 = $71  ;; floating-point values only
000B: @138 +=  60.0  ;; floating-point values
00AB: put_car @118 at @136 @137 @138

:HEIST5_834
00D6: if  0
0019:   @33 >  240000  ;; integer values
004D: jump_if_false HEIST5_859
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false HEIST5_848
00D6: if  0
8119:   NOT   car @114 wrecked
004D: jump_if_false HEIST5_848
020B: explode_car @114
020B: explode_car @114
0164: disable_marker @115
000A: @112 +=  1  ;; integer values
0006: @116 =  1  ;; integer values

:HEIST5_848
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false HEIST5_859
00D6: if  0
8119:   NOT   car @118 wrecked
004D: jump_if_false HEIST5_859
020B: explode_car @118
020B: explode_car @118
0164: disable_marker @119
000A: @112 +=  1  ;; integer values
0006: @120 =  1  ;; integer values

:HEIST5_859
0002: jump HEIST5_439

:HEIST5_860
0004: $1521 =  0  ;; integer values
03D5: remove_text 'HM5_20'
03D5: remove_text 'HM5_21'
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  425
0249: release_model  362
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false HEIST5_878
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_878
00D6: if  0
03CA:   object @109 exists
004D: jump_if_false HEIST5_882
0750: @109  1 

:HEIST5_882
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false HEIST5_889
020A: set_car @34 door_status_to  1
02AC: set_car @34 immunities  0  0  0  0  0
0519: unknown_car @34 flag  0
0002: jump HEIST5_891

:HEIST5_889
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_891
00BC: text_highpriority 'HM5_7'  8000 ms  1

:HEIST5_892
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false HEIST5_923
0001: wait  0 ms
0050: gosub HEIST5_2580
0050: gosub HEIST5_2095
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_910
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false HEIST5_910
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false HEIST5_909
0050: gosub HEIST5_1781
0002: jump HEIST5_910

:HEIST5_909
0050: gosub HEIST5_1847

:HEIST5_910
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_916
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648
0002: jump HEIST5_922

:HEIST5_916
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  2614.603  2720.745  35.563 radius  4.0  4.0  4.0
004D: jump_if_false HEIST5_922
020A: set_car @34 door_status_to  1
02AC: set_car @34 immunities  0  0  0  0  0
0519: unknown_car @34 flag  0

:HEIST5_922
0002: jump HEIST5_892

:HEIST5_923
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false HEIST5_928
040D: unload_wav  3
0006: @159 =  0  ;; integer values

:HEIST5_928
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker @35
0249: release_model  359
00A5: @122 = create_car  428 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: @123  1 
083F: @122 $7929 
0006: @129 =  1  ;; integer values
00BC: text_highpriority 'HM5_8'  8000 ms  1
0006: @32 =  0  ;; integer values

:HEIST5_941
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false HEIST5_1032
0001: wait  0 ms
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false HEIST5_963
00D6: if  0
0119:   car @122 wrecked
004D: jump_if_false HEIST5_960
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false HEIST5_956
0164: disable_marker @123
0006: @129 =  0  ;; integer values

:HEIST5_956
00BC: text_highpriority 'HM5_9'  8000 ms  1
0002: jump HEIST5_1648
0006: @124 =  1  ;; integer values
0002: jump HEIST5_963

:HEIST5_960
0227: $7928 = car @122 health
0014: $7928 /=  10  ;; integer values
083F: @122 $7929 

:HEIST5_963
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_969
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648
0002: jump HEIST5_1031

:HEIST5_969
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false HEIST5_1015
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false HEIST5_981
00D6: if  0
0029:   @32 >=  5000  ;; integer values
004D: jump_if_false HEIST5_981
03D5: remove_text 'HM5_8'
03E5: text_box 'WINCH_V'
0006: @163 =  1  ;; integer values

:HEIST5_981
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false HEIST5_988
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube  2497.387  2858.018  8.0  2676.413  2683.661  80.0
004D: jump_if_false HEIST5_988
0050: gosub HEIST5_2778

:HEIST5_988
078B: @126 = car_on_heli @34 magnet unknown @127 @128 
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false HEIST5_998
00D6: if  0
003B:   @126 == @122  ;; integer values 
004D: jump_if_false HEIST5_998
0227: $7928 = car @122 health
0014: $7928 /=  10  ;; integer values
0006: @125 =  1  ;; integer values

:HEIST5_998
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false HEIST5_1014
0004: $127 =  1  ;; integer values
0164: disable_marker @35
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false HEIST5_1013
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false HEIST5_1013
0186: @123 = create_marker_above_car @122
07E0: @123  1 
00BC: text_highpriority 'HM5_10'  8000 ms  1
0006: @129 =  1  ;; integer values

:HEIST5_1013
0006: @36 =  0  ;; integer values

:HEIST5_1014
0002: jump HEIST5_1031

:HEIST5_1015
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false HEIST5_1031
0004: $127 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false HEIST5_1027
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false HEIST5_1027
0164: disable_marker @123
0006: @129 =  0  ;; integer values

:HEIST5_1027
0186: @35 = create_marker_above_car @34
07E0: @35  1 
00BC: text_highpriority 'IN_VEH'  5000 ms  1
0006: @36 =  1  ;; integer values

:HEIST5_1031
0002: jump HEIST5_941

:HEIST5_1032
02AC: set_car @122 immunities  1  1  1  1  1
0224: set_car @122 health_to  32000
02AA: set_car @122 immune_to_nonplayer  1
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false HEIST5_1042
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false HEIST5_1041
0164: disable_marker @123
0006: @129 =  0  ;; integer values

:HEIST5_1041
0002: jump HEIST5_1050

:HEIST5_1042
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false HEIST5_1047
0164: disable_marker @123
0006: @129 =  0  ;; integer values

:HEIST5_1047
00BC: text_highpriority 'HM5_9'  8000 ms  1
0002: jump HEIST5_1648
0006: @124 =  1  ;; integer values

:HEIST5_1050
0249: release_model  287
0247: request_model  117
00BC: text_highpriority 'HM5_2'  5000 ms  1
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_1058
00D6: if  22
8039:   NOT   @142 ==  1  ;; integer values
81B0:   NOT   car @122 stopped $127 near_point @39 @40 @41 radius  6.0  6.0  5.0
8248:   NOT   model  117 available
004D: jump_if_false HEIST5_1250
0001: wait  0 ms
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false HEIST5_1113
00D6: if  0
0119:   car @122 wrecked
004D: jump_if_false HEIST5_1079
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false HEIST5_1075
0164: disable_marker @123
0006: @129 =  0  ;; integer values

:HEIST5_1075
00BC: text_highpriority 'HM5_9'  8000 ms  1
0002: jump HEIST5_1648
0006: @124 =  1  ;; integer values
0002: jump HEIST5_1113

:HEIST5_1079
0227: $7928 = car @122 health
0014: $7928 /=  10  ;; integer values
083F: @122 $7929 
00D6: if  0
01B0:   car @122 stopped  0 ()near_point @39 @40 @41 radius  6.0  6.0  5.0
004D: jump_if_false HEIST5_1112
00D6: if  0
0039:   @140 ==  0  ;; integer values
004D: jump_if_false HEIST5_1107
00D6: if  1
0032:    1.0 >= $7929  ;; floating-point values
0020:   $7929 >  .8  ;; floating-point values
004D: jump_if_false HEIST5_1100
00D6: if  0
81F3:   NOT   car @122 airborne
004D: jump_if_false HEIST5_1098
08A5: @122  0 
0006: @142 =  1  ;; integer values
0002: jump HEIST5_1099

:HEIST5_1098
0006: @142 =  0  ;; integer values

:HEIST5_1099
0002: jump HEIST5_1101

:HEIST5_1100
0006: @142 =  0  ;; integer values

:HEIST5_1101
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false HEIST5_1106
00BC: text_highpriority 'HM5_12'  8000 ms  1
0006: @140 =  1  ;; integer values

:HEIST5_1106
0002: jump HEIST5_1111

:HEIST5_1107
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false HEIST5_1111
03D5: remove_text 'HM5_12'

:HEIST5_1111
0002: jump HEIST5_1113

:HEIST5_1112
0006: @140 =  0  ;; integer values

:HEIST5_1113
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1119
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648
0002: jump HEIST5_1249

:HEIST5_1119
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false HEIST5_1230
078B: @126 = car_on_heli @34 magnet unknown @127 @128 
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false HEIST5_1182
00D6: if  0
003B:   @126 == @122  ;; integer values 
004D: jump_if_false HEIST5_1147
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false HEIST5_1136
0164: disable_marker @123
0227: $7928 = car @122 health
0014: $7928 /=  10  ;; integer values
0006: @129 =  0  ;; integer values

:HEIST5_1136
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false HEIST5_1144
0164: disable_marker @37
018A: @37 = create_checkpoint_at @39 @40 @41
00BC: text_highpriority 'HM5_2'  5000 ms  1
0004: $127 =  1  ;; integer values
0006: @139 =  1  ;; integer values

:HEIST5_1144
0006: @141 =  0  ;; integer values
0006: @125 =  1  ;; integer values
0002: jump HEIST5_1182

:HEIST5_1147
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  0
0023:    10.0 > @108  ;; floating-point values
004D: jump_if_false HEIST5_1167
00D6: if  0
86BD:   NOT @105 @106 @107 @130 @131 @132  1  0  0  0  0 
004D: jump_if_false HEIST5_1167
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false HEIST5_1162
0006: @32 =  0  ;; integer values
0006: @141 =  1  ;; integer values
0002: jump HEIST5_1167

:HEIST5_1162
00D6: if  0
0029:   @32 >=  10000  ;; integer values
004D: jump_if_false HEIST5_1167
00BC: text_highpriority 'HM5_14'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1167
0006: @125 =  0  ;; integer values
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false HEIST5_1173
0164: disable_marker @37
0006: @139 =  0  ;; integer values

:HEIST5_1173
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false HEIST5_1182
0164: disable_marker @123
0186: @123 = create_marker_above_car @122
07E0: @123  1 
00BC: text_highpriority 'HM5_10'  8000 ms  1
0004: $127 =  0  ;; integer values
0006: @129 =  1  ;; integer values

:HEIST5_1182
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false HEIST5_1229
0164: disable_marker @35
00D6: if  0
0039:   @125 ==  1  ;; integer values
004D: jump_if_false HEIST5_1199
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false HEIST5_1195
0164: disable_marker @37
018A: @37 = create_checkpoint_at @39 @40 @41
0006: @139 =  1  ;; integer values

:HEIST5_1195
00BC: text_highpriority 'HM5_2'  5000 ms  1
0004: $127 =  1  ;; integer values
0006: @36 =  0  ;; integer values
0002: jump HEIST5_1229

:HEIST5_1199
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false HEIST5_1228
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false HEIST5_1228
0164: disable_marker @123
0186: @123 = create_marker_above_car @122
07E0: @123  1 
00BC: text_highpriority 'HM5_10'  8000 ms  1
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  0
86BD:   NOT @105 @106 @107 @130 @131 @132  1  0  0  0  0 
004D: jump_if_false HEIST5_1227
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false HEIST5_1222
0006: @32 =  0  ;; integer values
0006: @141 =  1  ;; integer values
0002: jump HEIST5_1227

:HEIST5_1222
00D6: if  0
0029:   @32 >=  10000  ;; integer values
004D: jump_if_false HEIST5_1227
00BC: text_highpriority 'HM5_14'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1227
0006: @129 =  1  ;; integer values

:HEIST5_1228
0006: @36 =  0  ;; integer values

:HEIST5_1229
0002: jump HEIST5_1249

:HEIST5_1230
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false HEIST5_1249
0004: $127 =  0  ;; integer values
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false HEIST5_1239
0164: disable_marker @37
0006: @139 =  0  ;; integer values

:HEIST5_1239
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false HEIST5_1244
0164: disable_marker @123
0006: @129 =  0  ;; integer values

:HEIST5_1244
0164: disable_marker @35
0186: @35 = create_marker_above_car @34
07E0: @35  1 
00BC: text_highpriority 'IN_VEH'  5000 ms  1
0006: @36 =  1  ;; integer values

:HEIST5_1249
0002: jump HEIST5_1058

:HEIST5_1250
03D5: remove_text 'HM5_12'
0164: disable_marker @37
00D6: if  0
8119:   NOT   car @122 wrecked
004D: jump_if_false HEIST5_1264
0164: disable_marker @123
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false HEIST5_1261
0789: unknown_drop_car_from_magnet @34 
0002: jump HEIST5_1263

:HEIST5_1261
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1263
0002: jump HEIST5_1267

:HEIST5_1264
0164: disable_marker @123
00BC: text_highpriority 'HM5_9'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1267
00BC: text_highpriority 'HM5_13'  8000 ms  1
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_1273
00D6: if  23
81B0:   NOT   car @34 stopped $127 near_point @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_1314
0001: wait  0 ms
00D6: if  0
0119:   car @122 wrecked
004D: jump_if_false HEIST5_1286
0164: disable_marker @123
00BC: text_highpriority 'HM5_9'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1286
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1292
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648
0002: jump HEIST5_1313

:HEIST5_1292
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false HEIST5_1304
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false HEIST5_1303
0164: disable_marker @35
00BC: text_highpriority 'HM5_13'  8000 ms  1
018A: @144 = create_checkpoint_at @145 @146 @147
0004: $127 =  1  ;; integer values
0006: @36 =  0  ;; integer values

:HEIST5_1303
0002: jump HEIST5_1313

:HEIST5_1304
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false HEIST5_1313
0164: disable_marker @144
0186: @35 = create_marker_above_car @34
07E0: @35  1 
00BC: text_highpriority 'IN_VEH'  5000 ms  1
0004: $127 =  0  ;; integer values
0006: @36 =  1  ;; integer values

:HEIST5_1313
0002: jump HEIST5_1273

:HEIST5_1314
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @144
0164: disable_marker @35
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00A6: destroy_car @122
0249: release_model  428
08F5: (unknown)
0007: @145 =  365.87  ;; floating-point values
0007: @146 =  2537.868  ;; floating-point values
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false HEIST5_1332
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_1334

:HEIST5_1332
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1334
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: unknown_bunnyjump HEIST5_1592 
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false HEIST5_1345
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0A09: $PLAYER_ACTOR  1 
05CD: unknown_action_sequence $PLAYER_ACTOR @34 
0002: jump HEIST5_1347

:HEIST5_1345
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1347
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST5_1357
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1356
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1356
0002: jump HEIST5_1347

:HEIST5_1357
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
009A: @148 = create_actor  4  117 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: @148  1 
05D3: unknown_action_sequence $PLAYER_ACTOR  370.364  2538.753  15.643  4 -1 

:HEIST5_1364
00D6: if  0
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_1379
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1373
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1373
00D6: if  0
0118:   actor @148 dead
004D: jump_if_false HEIST5_1378
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1378
0002: jump HEIST5_1364

:HEIST5_1379
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1389
05D9: unknown_action_sequence @148 $PLAYER_ACTOR -1  1.3 
03D1: play_wav  1
00BC: text_highpriority 'HE5_AA'  10000 ms  1
0967: @148  999999 
0812: unknown_action_sequence @148 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0639: unknown_action_sequence $PLAYER_ACTOR @148 
0002: jump HEIST5_1391

:HEIST5_1389
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1391
0006: @32 =  0  ;; integer values

:HEIST5_1392
00D6: if  21
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_1416
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1405
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_AA'
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1405
00D6: if  0
0118:   actor @148 dead
004D: jump_if_false HEIST5_1411
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648
0002: jump HEIST5_1415

:HEIST5_1411
00D6: if  0
0029:   @32 >=  15000  ;; integer values
004D: jump_if_false HEIST5_1415
00A1: put_actor @148 at  371.364  2538.753  15.643

:HEIST5_1415
0002: jump HEIST5_1392

:HEIST5_1416
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1421
0687: @148 
0002: jump HEIST5_1423

:HEIST5_1421
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1423
040D: unload_wav  1
03D5: remove_text 'HE5_AA'
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1430
0968: @148 
0002: jump HEIST5_1432

:HEIST5_1430
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1432
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false HEIST5_1447
03D1: play_wav  2
00BC: text_highpriority 'HE5_AB'  10000 ms  1
0812: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0967: $PLAYER_ACTOR  999999 
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1444
0639: unknown_action_sequence $PLAYER_ACTOR @148 
0002: jump HEIST5_1446

:HEIST5_1444
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1446
0002: jump HEIST5_1450

:HEIST5_1447
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_AB'

:HEIST5_1450
03CF: load_wav  18802 as  1

:HEIST5_1451
00D6: if  21
83D2:   NOT   wav  2 ended
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST5_1473
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1461
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1461
00D6: if  0
0118:   actor @148 dead
004D: jump_if_false HEIST5_1466
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1466
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false HEIST5_1472
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_AB'

:HEIST5_1472
0002: jump HEIST5_1451

:HEIST5_1473
040D: unload_wav  2
03D5: remove_text 'HE5_AB'
0687: $PLAYER_ACTOR 
0968: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1485
03D1: play_wav  1
00BC: text_highpriority 'HE5_AC'  10000 ms  1
0967: @148  999999 
0812: unknown_action_sequence @148 "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0002: jump HEIST5_1490

:HEIST5_1485
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_AC'
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1490
03CF: load_wav  18803 as  2

:HEIST5_1491
00D6: if  21
83D2:   NOT   wav  1 ended
83D0:   NOT   wav  2 loaded
004D: jump_if_false HEIST5_1510
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1501
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1501
00D6: if  0
0118:   actor @148 dead
004D: jump_if_false HEIST5_1509
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_AC'
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1509
0002: jump HEIST5_1491

:HEIST5_1510
040D: unload_wav  1
03D5: remove_text 'HE5_AC'
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1517
0968: @148 
0002: jump HEIST5_1519

:HEIST5_1517
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1519
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1524
0687: @148 
0002: jump HEIST5_1526

:HEIST5_1524
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1526
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false HEIST5_1534
03D1: play_wav  2
00BC: text_highpriority 'HE5_AD'  10000 ms  1
0812: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0967: $PLAYER_ACTOR  999999 
0002: jump HEIST5_1537

:HEIST5_1534
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_AD'

:HEIST5_1537
00D6: if  0
83D2:   NOT   wav  2 ended
004D: jump_if_false HEIST5_1558
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1546
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1546
00D6: if  0
0118:   actor @148 dead
004D: jump_if_false HEIST5_1551
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1551
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false HEIST5_1557
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_AD'

:HEIST5_1557
0002: jump HEIST5_1537

:HEIST5_1558
040D: unload_wav  2
03D5: remove_text 'HE5_AD'
0687: $PLAYER_ACTOR 
0968: $PLAYER_ACTOR 
00D6: if  0
8118:   NOT   actor @148 dead
004D: jump_if_false HEIST5_1567
05D3: unknown_action_sequence @148  378.998  2534.098  15.624  4 -1 
0002: jump HEIST5_1569

:HEIST5_1567
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1569
0001: wait  1200 ms
05D3: unknown_action_sequence $PLAYER_ACTOR  379.998  2534.098  15.624  4 -1 
0006: @32 =  0  ;; integer values

:HEIST5_1572
00D6: if  0
002B:    3000 >= @32  ;; integer values 
004D: jump_if_false HEIST5_1587
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1581
00BC: text_highpriority 'HM5_3'  5000 ms  1
0002: jump HEIST5_1648

:HEIST5_1581
00D6: if  0
0118:   actor @148 dead
004D: jump_if_false HEIST5_1586
00BC: text_highpriority 'HM5_16'  8000 ms  1
0002: jump HEIST5_1648

:HEIST5_1586
0002: jump HEIST5_1572

:HEIST5_1587
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_1592
0701: (unknown)
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false HEIST5_1640
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:HEIST5_1598
00D6: if  0
016B:   fading
004D: jump_if_false HEIST5_1603
0001: wait  0 ms
0002: jump HEIST5_1598

:HEIST5_1603
040D: unload_wav  1
040D: unload_wav  2
03E6: remove_text_box
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
0395: clear_area  1 at  388.007  2532.546  15.594 range  5.0
00D6: if  0
04C8: $PLAYER_ACTOR 
004D: jump_if_false HEIST5_1627
00D9: @165 = actor $PLAYER_ACTOR car
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  388.007  2532.546  15.594

:HEIST5_1614
00D6: if  0
04C8: $PLAYER_ACTOR 
004D: jump_if_false HEIST5_1625
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false HEIST5_1621

:HEIST5_1621
00D6: if  0
0118:   actor @148 dead
004D: jump_if_false HEIST5_1624

:HEIST5_1624
0002: jump HEIST5_1614

:HEIST5_1625
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
0002: jump HEIST5_1629

:HEIST5_1627
00A1: put_actor $PLAYER_ACTOR at  388.007  2532.546  15.594
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0

:HEIST5_1629
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 (back)  1000 ms

:HEIST5_1635
00D6: if  0
016B:   fading
004D: jump_if_false HEIST5_1640
0001: wait  0 ms
0002: jump HEIST5_1635

:HEIST5_1640
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0002: jump HEIST5_1650

:HEIST5_1648
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:HEIST5_1650
0008: $HEIST_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'HEIST_5'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  0  5000 ms  1
0998: add_respect  25 
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $1384 ==  0  ;; integer values
004D: jump_if_false HEIST5_1660
0164: disable_marker $595

:HEIST5_1660
014C: set_parked_car_generator $2335 cars_to_generate_to  101
0394: play_music  1
0051: return

:HEIST5_1663
0465: remove_actor $PLAYER_ACTOR from_turret_mode
03C7: unknown_maby_cops_density  1.0
00D6: if  0
0038:   $1959 ==  1  ;; integer values
004D: jump_if_false HEIST5_1669
014C: set_parked_car_generator $1956 cars_to_generate_to  101

:HEIST5_1669
00D6: if  0
0038:   $1960 ==  1  ;; integer values
004D: jump_if_false HEIST5_1673
014C: set_parked_car_generator $1957 cars_to_generate_to  101

:HEIST5_1673
00D6: if  0
0038:   $1961 ==  1  ;; integer values
004D: jump_if_false HEIST5_1677
014C: set_parked_car_generator $1958 cars_to_generate_to  101

:HEIST5_1677
00D6: if  0
8214:   NOT   pickup @156 picked_up
004D: jump_if_false HEIST5_1681
0215: destroy_pickup @156

:HEIST5_1681
00D6: if  0
8214:   NOT   pickup @157 picked_up
004D: jump_if_false HEIST5_1685
0215: destroy_pickup @157

:HEIST5_1685
00D6: if  0
8214:   NOT   pickup @158 picked_up
004D: jump_if_false HEIST5_1689
0215: destroy_pickup @158

:HEIST5_1689
0004: $1521 =  0  ;; integer values
0923:  1 
096A:  1 
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
03BD: destroy_sphere @149
0249: release_model  417
0249: release_model  287
0249: release_model  356
0249: release_model  359
0249: release_model  425
0249: release_model #MINIGUN_BASE
0249: release_model  362
0249: release_model  428
0249: release_model  470
0249: release_model  117
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: @59 
061B: @60 
061B: @91 
061B: @92 
061B: @93 
061B: @94 
061B: @95 
061B: @96 
040D: unload_wav  1
040D: unload_wav  2
040D: unload_wav  3
00D8: mission_cleanup
0051: return

:HEIST5_1729
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST5_1746
00D6: if  22
04C8: $PLAYER_ACTOR 
0A0C: $PLAYER_CHAR 
0018:   $1513 >  0  ;; integer values
004D: jump_if_false HEIST5_1742
048F: @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: @45  40 
0002: jump HEIST5_1746

:HEIST5_1742
048F: @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: @45  40 

:HEIST5_1746
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false HEIST5_1763
00D6: if  22
04C8: $PLAYER_ACTOR 
0A0C: $PLAYER_CHAR 
0018:   $1513 >  0  ;; integer values
004D: jump_if_false HEIST5_1759
048F: @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: @46  40 
0002: jump HEIST5_1763

:HEIST5_1759
048F: @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: @46  45 

:HEIST5_1763
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST5_1780
00D6: if  22
04C8: $PLAYER_ACTOR 
0A0C: $PLAYER_CHAR 
0018:   $1513 >  0  ;; integer values
004D: jump_if_false HEIST5_1776
048F: @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: @47  40 
0002: jump HEIST5_1780

:HEIST5_1776
048F: @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: @47  50 

:HEIST5_1780
0051: return

:HEIST5_1781
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false HEIST5_1846
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false HEIST5_1788
05E2: unknown_action_sequence @61 $PLAYER_ACTOR 

:HEIST5_1788
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST5_1792
05E2: unknown_action_sequence @63 $PLAYER_ACTOR 

:HEIST5_1792
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false HEIST5_1796
05E2: unknown_action_sequence @65 $PLAYER_ACTOR 

:HEIST5_1796
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST5_1800
0618: @67 @91 

:HEIST5_1800
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST5_1804
0618: @69 @92 

:HEIST5_1804
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false HEIST5_1809
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 
0350: unknown_actor @71 not_scared_flag  1

:HEIST5_1809
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false HEIST5_1814
05E2: unknown_action_sequence @73 $PLAYER_ACTOR 
0350: unknown_actor @73 not_scared_flag  1

:HEIST5_1814
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HEIST5_1819
05E2: unknown_action_sequence @75 $PLAYER_ACTOR 
0350: unknown_actor @75 not_scared_flag  1

:HEIST5_1819
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false HEIST5_1824
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 
0350: unknown_actor @77 not_scared_flag  1

:HEIST5_1824
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false HEIST5_1829
05E2: unknown_action_sequence @79 $PLAYER_ACTOR 
0350: unknown_actor @79 not_scared_flag  1

:HEIST5_1829
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false HEIST5_1833
0618: @81 @93 

:HEIST5_1833
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false HEIST5_1837
0618: @83 @94 

:HEIST5_1837
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false HEIST5_1841
0618: @85 @95 

:HEIST5_1841
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false HEIST5_1845
0618: @87 @96 

:HEIST5_1845
0006: @89 =  1  ;; integer values

:HEIST5_1846
0051: return

:HEIST5_1847
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST5_1856
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @67 radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false HEIST5_1855
060B: unknown_actor_use_entity @67 @58 
0002: jump HEIST5_1856

:HEIST5_1855
060B: unknown_actor_use_entity @67 @57 

:HEIST5_1856
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST5_1865
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @69 radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false HEIST5_1864
060B: unknown_actor_use_entity @69 @58 
0002: jump HEIST5_1865

:HEIST5_1864
060B: unknown_actor_use_entity @69 @57 

:HEIST5_1865
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false HEIST5_1874
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @71 radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false HEIST5_1873
060B: unknown_actor_use_entity @71 @58 
0002: jump HEIST5_1874

:HEIST5_1873
060B: unknown_actor_use_entity @71 @57 

:HEIST5_1874
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false HEIST5_1883
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @73 radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false HEIST5_1882
060B: unknown_actor_use_entity @73 @58 
0002: jump HEIST5_1883

:HEIST5_1882
060B: unknown_actor_use_entity @73 @57 

:HEIST5_1883
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HEIST5_1892
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @75 radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false HEIST5_1891
060B: unknown_actor_use_entity @75 @58 
0002: jump HEIST5_1892

:HEIST5_1891
060B: unknown_actor_use_entity @75 @57 

:HEIST5_1892
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false HEIST5_1901
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @77 radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false HEIST5_1900
060B: unknown_actor_use_entity @77 @58 
0002: jump HEIST5_1901

:HEIST5_1900
060B: unknown_actor_use_entity @77 @57 

:HEIST5_1901
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false HEIST5_1910
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @79 radius  3.0  3.0  2.0 sphere  0  
004D: jump_if_false HEIST5_1909
060B: unknown_actor_use_entity @79 @58 
0002: jump HEIST5_1910

:HEIST5_1909
060B: unknown_actor_use_entity @79 @57 

:HEIST5_1910
0051: return

:HEIST5_1911
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST5_2085
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2062
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @97
031D:   actor @97 hit_by_weapon  57
004D: jump_if_false HEIST5_1922
0006: @100 =  1  ;; integer values

:HEIST5_1922
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2060
00D6: if  0
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false HEIST5_2058
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false HEIST5_2056
00D6: if  21
0364: @97 $PLAYER_ACTOR 
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2497.387  2858.018  8.0  2676.413  2683.661  60.0
004D: jump_if_false HEIST5_2055
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false HEIST5_1951
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @97 radius  8.0  8.0  8.0 sphere  0  
004D: jump_if_false HEIST5_1943
00BC: text_highpriority 'HE5_BA'  8000 ms  1

:HEIST5_1943
00A0: store_actor @97 position_to @160 @161 @162
03D7: set_wav  1 location @160 @161 @162
03D1: play_wav  1
0967: @97  999999 
0A09: @97  1 
0006: @33 =  0  ;; integer values
05D9: unknown_action_sequence @97 $PLAYER_ACTOR -1  2.0 
0006: @101 =  1  ;; integer values

:HEIST5_1951
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false HEIST5_1959
062E: @97  1497 @102 
00D6: if  0
04A4: @102  7 
004D: jump_if_false HEIST5_1959
0006: @101 =  2  ;; integer values

:HEIST5_1959
00D6: if  0
0029:   @101 >=  1  ;; integer values
004D: jump_if_false HEIST5_2055

:HEIST5_1962
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false HEIST5_2019
0001: wait  0 ms
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false HEIST5_1977
03D5: remove_text 'HE5_BA'
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST5_1976
0968: @97 
0A09: @97  0 
0002: jump HEIST5_1977

:HEIST5_1976
0006: @98 =  1  ;; integer values

:HEIST5_1977
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false HEIST5_2000
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST5_1991
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false HEIST5_1990
077C: @97  4 
077A: @97  4  0 
05E2: unknown_action_sequence @97 $PLAYER_ACTOR 
0006: @103 =  1  ;; integer values

:HEIST5_1990
0002: jump HEIST5_1999

:HEIST5_1991
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_1999
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_BA'
03D5: remove_text 'HE5_BB'
0006: @98 =  1  ;; integer values

:HEIST5_1999
0002: jump HEIST5_2018

:HEIST5_2000
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_2018
00D6: if  0
0118:   actor @97 dead
004D: jump_if_false HEIST5_2013
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_BA'
03D5: remove_text 'HE5_BB'
0006: @100 =  1  ;; integer values
0006: @98 =  1  ;; integer values
0002: jump HEIST5_2018

:HEIST5_2013
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @97
031D:   actor @97 hit_by_weapon  57
004D: jump_if_false HEIST5_2018
0006: @100 =  1  ;; integer values

:HEIST5_2018
0002: jump HEIST5_1962

:HEIST5_2019
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2497.387  2858.018  8.0  2676.413  2683.661  60.0
004D: jump_if_false HEIST5_2055
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST5_2046
00D6: if  0
0029:   @100 >=  0  ;; integer values
004D: jump_if_false HEIST5_2037
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @97 radius  8.0  8.0  8.0 sphere  0  
004D: jump_if_false HEIST5_2032
00BC: text_highpriority 'HE5_BD'  8000 ms  1

:HEIST5_2032
0967: @97  999999 
0A09: @97  1 
00A0: store_actor @97 position_to @160 @161 @162
03D7: set_wav  2 location @160 @161 @162
03D1: play_wav  2

:HEIST5_2037
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false HEIST5_2044
077C: @97  4 
077A: @97  4  0 
05E2: unknown_action_sequence @97 $PLAYER_ACTOR 
0006: @103 =  1  ;; integer values

:HEIST5_2044
0006: @100 =  1  ;; integer values
0002: jump HEIST5_2055

:HEIST5_2046
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_2054
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_BA'
03D5: remove_text 'HE5_BB'
0006: @98 =  1  ;; integer values

:HEIST5_2054
0006: @100 =  1  ;; integer values

:HEIST5_2055
0002: jump HEIST5_2057

:HEIST5_2056
0006: @100 =  1  ;; integer values

:HEIST5_2057
0002: jump HEIST5_2059

:HEIST5_2058
0006: @100 =  1  ;; integer values

:HEIST5_2059
0002: jump HEIST5_2061

:HEIST5_2060
0006: @100 =  1  ;; integer values

:HEIST5_2061
0002: jump HEIST5_2084

:HEIST5_2062
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST5_2075
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false HEIST5_2074
077C: @97  4 
077C: @97  1 
077A: @97  4  0 
077A: @97  1  24 
05E2: unknown_action_sequence @97 $PLAYER_ACTOR 
0006: @103 =  1  ;; integer values

:HEIST5_2074
0002: jump HEIST5_2084

:HEIST5_2075
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_2083
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_BA'
03D5: remove_text 'HE5_BB'
0006: @98 =  1  ;; integer values

:HEIST5_2083
0006: @100 =  1  ;; integer values

:HEIST5_2084
0002: jump HEIST5_2094

:HEIST5_2085
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_2093
040D: unload_wav  1
040D: unload_wav  2
03D5: remove_text 'HE5_BA'
03D5: remove_text 'HE5_BB'
0006: @98 =  1  ;; integer values

:HEIST5_2093
0006: @100 =  1  ;; integer values

:HEIST5_2094
0051: return

:HEIST5_2095
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false HEIST5_2125
00D6: if  0
0118:   actor @61 dead
004D: jump_if_false HEIST5_2104
0006: @100 =  1  ;; integer values
0006: @62 =  1  ;; integer values
0002: jump HEIST5_2125

:HEIST5_2104
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2125
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2125
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @61
031D:   actor @61 hit_by_weapon  57
004D: jump_if_false HEIST5_2115
0006: @100 =  1  ;; integer values

:HEIST5_2115
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2125
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2125
00D6: if  0
0364: @61 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2125
0006: @100 =  1  ;; integer values

:HEIST5_2125
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false HEIST5_2155
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false HEIST5_2134
0006: @100 =  1  ;; integer values
0006: @64 =  1  ;; integer values
0002: jump HEIST5_2155

:HEIST5_2134
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2155
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2155
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @63
031D:   actor @63 hit_by_weapon  57
004D: jump_if_false HEIST5_2145
0006: @100 =  1  ;; integer values

:HEIST5_2145
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2155
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2155
00D6: if  0
0364: @63 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2155
0006: @100 =  1  ;; integer values

:HEIST5_2155
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false HEIST5_2185
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false HEIST5_2164
0006: @100 =  1  ;; integer values
0006: @66 =  1  ;; integer values
0002: jump HEIST5_2185

:HEIST5_2164
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2185
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2185
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @65
031D:   actor @65 hit_by_weapon  57
004D: jump_if_false HEIST5_2175
0006: @100 =  1  ;; integer values

:HEIST5_2175
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2185
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2185
00D6: if  0
0364: @65 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2185
0006: @100 =  1  ;; integer values

:HEIST5_2185
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false HEIST5_2215
00D6: if  0
0118:   actor @67 dead
004D: jump_if_false HEIST5_2194
0006: @100 =  1  ;; integer values
0006: @68 =  1  ;; integer values
0002: jump HEIST5_2215

:HEIST5_2194
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2215
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2215
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @67
031D:   actor @67 hit_by_weapon  57
004D: jump_if_false HEIST5_2205
0006: @100 =  1  ;; integer values

:HEIST5_2205
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2215
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2215
00D6: if  0
0364: @67 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2215
0006: @100 =  1  ;; integer values

:HEIST5_2215
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false HEIST5_2245
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false HEIST5_2224
0006: @100 =  1  ;; integer values
0006: @70 =  1  ;; integer values
0002: jump HEIST5_2245

:HEIST5_2224
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2245
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2245
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @69
031D:   actor @69 hit_by_weapon  57
004D: jump_if_false HEIST5_2235
0006: @100 =  1  ;; integer values

:HEIST5_2235
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2245
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2245
00D6: if  0
0364: @69 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2245
0006: @100 =  1  ;; integer values

:HEIST5_2245
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false HEIST5_2275
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false HEIST5_2254
0006: @100 =  1  ;; integer values
0006: @72 =  1  ;; integer values
0002: jump HEIST5_2275

:HEIST5_2254
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2275
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2275
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @71
031D:   actor @71 hit_by_weapon  57
004D: jump_if_false HEIST5_2265
0006: @100 =  1  ;; integer values

:HEIST5_2265
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2275
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2275
00D6: if  0
0364: @71 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2275
0006: @100 =  1  ;; integer values

:HEIST5_2275
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false HEIST5_2305
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false HEIST5_2284
0006: @100 =  1  ;; integer values
0006: @74 =  1  ;; integer values
0002: jump HEIST5_2305

:HEIST5_2284
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2305
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2305
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @73
031D:   actor @73 hit_by_weapon  57
004D: jump_if_false HEIST5_2295
0006: @100 =  1  ;; integer values

:HEIST5_2295
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2305
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2305
00D6: if  0
0364: @73 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2305
0006: @100 =  1  ;; integer values

:HEIST5_2305
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false HEIST5_2335
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false HEIST5_2314
0006: @100 =  1  ;; integer values
0006: @76 =  1  ;; integer values
0002: jump HEIST5_2335

:HEIST5_2314
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2335
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2335
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @75
031D:   actor @75 hit_by_weapon  57
004D: jump_if_false HEIST5_2325
0006: @100 =  1  ;; integer values

:HEIST5_2325
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2335
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2335
00D6: if  0
0364: @75 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2335
0006: @100 =  1  ;; integer values

:HEIST5_2335
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false HEIST5_2365
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false HEIST5_2344
0006: @100 =  1  ;; integer values
0006: @78 =  1  ;; integer values
0002: jump HEIST5_2365

:HEIST5_2344
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2365
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2365
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @77
031D:   actor @77 hit_by_weapon  57
004D: jump_if_false HEIST5_2355
0006: @100 =  1  ;; integer values

:HEIST5_2355
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2365
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2365
00D6: if  0
0364: @77 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2365
0006: @100 =  1  ;; integer values

:HEIST5_2365
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false HEIST5_2395
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false HEIST5_2374
0006: @100 =  1  ;; integer values
0006: @80 =  1  ;; integer values
0002: jump HEIST5_2395

:HEIST5_2374
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2395
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2395
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @79
031D:   actor @79 hit_by_weapon  57
004D: jump_if_false HEIST5_2385
0006: @100 =  1  ;; integer values

:HEIST5_2385
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2395
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2395
00D6: if  0
0364: @79 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2395
0006: @100 =  1  ;; integer values

:HEIST5_2395
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false HEIST5_2425
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false HEIST5_2404
0006: @100 =  1  ;; integer values
0006: @82 =  1  ;; integer values
0002: jump HEIST5_2425

:HEIST5_2404
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2425
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2425
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @81
031D:   actor @81 hit_by_weapon  57
004D: jump_if_false HEIST5_2415
0006: @100 =  1  ;; integer values

:HEIST5_2415
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2425
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2425
00D6: if  0
0364: @81 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2425
0006: @100 =  1  ;; integer values

:HEIST5_2425
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false HEIST5_2455
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false HEIST5_2434
0006: @100 =  1  ;; integer values
0006: @84 =  1  ;; integer values
0002: jump HEIST5_2455

:HEIST5_2434
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2455
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2455
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @83
031D:   actor @83 hit_by_weapon  57
004D: jump_if_false HEIST5_2445
0006: @100 =  1  ;; integer values

:HEIST5_2445
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2455
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2455
00D6: if  0
0364: @83 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2455
0006: @100 =  1  ;; integer values

:HEIST5_2455
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false HEIST5_2485
00D6: if  0
0118:   actor @85 dead
004D: jump_if_false HEIST5_2464
0006: @100 =  1  ;; integer values
0006: @86 =  1  ;; integer values
0002: jump HEIST5_2485

:HEIST5_2464
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2485
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2485
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @85
031D:   actor @85 hit_by_weapon  57
004D: jump_if_false HEIST5_2475
0006: @100 =  1  ;; integer values

:HEIST5_2475
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2485
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2485
00D6: if  0
0364: @85 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2485
0006: @100 =  1  ;; integer values

:HEIST5_2485
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false HEIST5_2515
00D6: if  0
0118:   actor @87 dead
004D: jump_if_false HEIST5_2494
0006: @100 =  1  ;; integer values
0006: @88 =  1  ;; integer values
0002: jump HEIST5_2515

:HEIST5_2494
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2515
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2515
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @87
031D:   actor @87 hit_by_weapon  57
004D: jump_if_false HEIST5_2505
0006: @100 =  1  ;; integer values

:HEIST5_2505
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2515
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2515
00D6: if  0
0364: @87 $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2515
0006: @100 =  1  ;; integer values

:HEIST5_2515
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_2523
00D6: if  0
0118:   actor @97 dead
004D: jump_if_false HEIST5_2523
0006: @100 =  1  ;; integer values
0006: @98 =  1  ;; integer values

:HEIST5_2523
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false HEIST5_2531
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false HEIST5_2531
0006: @100 =  1  ;; integer values
0006: @49 =  1  ;; integer values

:HEIST5_2531
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false HEIST5_2539
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false HEIST5_2539
0006: @100 =  1  ;; integer values
0006: @50 =  1  ;; integer values

:HEIST5_2539
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false HEIST5_2547
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false HEIST5_2547
0006: @100 =  1  ;; integer values
0006: @51 =  1  ;; integer values

:HEIST5_2547
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false HEIST5_2555
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false HEIST5_2555
0006: @100 =  1  ;; integer values
0006: @52 =  1  ;; integer values

:HEIST5_2555
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false HEIST5_2563
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false HEIST5_2563
0006: @100 =  1  ;; integer values
0006: @53 =  1  ;; integer values

:HEIST5_2563
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false HEIST5_2571
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false HEIST5_2571
0006: @100 =  1  ;; integer values
0006: @54 =  1  ;; integer values

:HEIST5_2571
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false HEIST5_2579
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false HEIST5_2579
0006: @100 =  1  ;; integer values
0006: @55 =  1  ;; integer values

:HEIST5_2579
0051: return

:HEIST5_2580
0006: @166 =  0  ;; integer values

:HEIST5_2581
00D6: if  0
001B:    7 > @166  ;; integer values
004D: jump_if_false HEIST5_2655
0001: wait  0 ms
0050: gosub HEIST5_2095
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2621
0050: gosub HEIST5_1911
0050: gosub HEIST5_1729
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false HEIST5_2600
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false HEIST5_2599
0050: gosub HEIST5_1781
0002: jump HEIST5_2600

:HEIST5_2599
0050: gosub HEIST5_1847

:HEIST5_2600
00D6: if  0
0029:   @100 >=  1  ;; integer values
004D: jump_if_false HEIST5_2621
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false HEIST5_2621
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false HEIST5_2621
03D5: remove_text 'HE5_BD'
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_2620
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST5_2619
0968: @97 
0A09: @97  0 
0002: jump HEIST5_2620

:HEIST5_2619
0006: @98 =  1  ;; integer values

:HEIST5_2620
0006: @103 =  2  ;; integer values

:HEIST5_2621
00D6: if  0
8118:   NOT   actor @42(@166,7i) dead
004D: jump_if_false HEIST5_2652
062E: @42(@166,7i)  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false HEIST5_2651
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false HEIST5_2651
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST5_2650
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @42(@166,7i)
031D:   actor @42(@166,7i) hit_by_weapon  57
004D: jump_if_false HEIST5_2639
0006: @100 =  1  ;; integer values

:HEIST5_2639
00D6: if  0
0019:   @101 >  1  ;; integer values
004D: jump_if_false HEIST5_2649
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false HEIST5_2649
00D6: if  0
0364: @42(@166,7i) $PLAYER_ACTOR 
004D: jump_if_false HEIST5_2649
0006: @100 =  1  ;; integer values

:HEIST5_2649
0002: jump HEIST5_2651

:HEIST5_2650
05E2: unknown_action_sequence @42(@166,7i) $PLAYER_ACTOR 

:HEIST5_2651
0002: jump HEIST5_2653

:HEIST5_2652
0006: @100 =  1  ;; integer values

:HEIST5_2653
000A: @166 +=  1  ;; integer values
0002: jump HEIST5_2581

:HEIST5_2655
0051: return

:HEIST5_2656
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false HEIST5_2664
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false HEIST5_2664
009B: destroy_actor_instantly @61
0006: @62 =  1  ;; integer values

:HEIST5_2664
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false HEIST5_2672
00D6: if  0
8118:   NOT   actor @63 dead
004D: jump_if_false HEIST5_2672
009B: destroy_actor_instantly @63
0006: @64 =  1  ;; integer values

:HEIST5_2672
00D6: if  0
0039:   @66 ==  0  ;; integer values
004D: jump_if_false HEIST5_2680
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false HEIST5_2680
009B: destroy_actor_instantly @65
0006: @66 =  1  ;; integer values

:HEIST5_2680
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false HEIST5_2688
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false HEIST5_2688
009B: destroy_actor_instantly @67
0006: @68 =  1  ;; integer values

:HEIST5_2688
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false HEIST5_2696
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false HEIST5_2696
009B: destroy_actor_instantly @69
0006: @70 =  1  ;; integer values

:HEIST5_2696
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false HEIST5_2704
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false HEIST5_2704
009B: destroy_actor_instantly @71
0006: @72 =  1  ;; integer values

:HEIST5_2704
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false HEIST5_2712
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false HEIST5_2712
009B: destroy_actor_instantly @73
0006: @74 =  1  ;; integer values

:HEIST5_2712
00D6: if  0
0039:   @76 ==  0  ;; integer values
004D: jump_if_false HEIST5_2720
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false HEIST5_2720
009B: destroy_actor_instantly @75
0006: @76 =  1  ;; integer values

:HEIST5_2720
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false HEIST5_2728
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false HEIST5_2728
009B: destroy_actor_instantly @77
0006: @78 =  1  ;; integer values

:HEIST5_2728
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false HEIST5_2736
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false HEIST5_2736
009B: destroy_actor_instantly @79
0006: @80 =  1  ;; integer values

:HEIST5_2736
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false HEIST5_2744
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false HEIST5_2744
009B: destroy_actor_instantly @81
0006: @82 =  1  ;; integer values

:HEIST5_2744
00D6: if  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false HEIST5_2752
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false HEIST5_2752
009B: destroy_actor_instantly @83
0006: @84 =  1  ;; integer values

:HEIST5_2752
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false HEIST5_2760
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false HEIST5_2760
009B: destroy_actor_instantly @85
0006: @86 =  1  ;; integer values

:HEIST5_2760
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false HEIST5_2768
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false HEIST5_2768
009B: destroy_actor_instantly @87
0006: @88 =  1  ;; integer values

:HEIST5_2768
00D6: if  0
8118:   NOT   actor $7930 dead
004D: jump_if_false HEIST5_2772
009B: destroy_actor_instantly $7930

:HEIST5_2772
00D6: if  0
8119:   NOT   car $7931 wrecked
004D: jump_if_false HEIST5_2776
00A6: destroy_car $7931

:HEIST5_2776
0249: release_model  470
0051: return

:HEIST5_2778
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false HEIST5_2786
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST5_2786
009B: destroy_actor_instantly @97
0006: @98 =  1  ;; integer values

:HEIST5_2786
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false HEIST5_2794
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false HEIST5_2794
009B: destroy_actor_instantly @42
0006: @49 =  1  ;; integer values

:HEIST5_2794
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false HEIST5_2802
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false HEIST5_2802
009B: destroy_actor_instantly @43
0006: @50 =  1  ;; integer values

:HEIST5_2802
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false HEIST5_2810
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false HEIST5_2810
009B: destroy_actor_instantly @44
0006: @51 =  1  ;; integer values

:HEIST5_2810
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false HEIST5_2818
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false HEIST5_2818
009B: destroy_actor_instantly @45
0006: @52 =  1  ;; integer values

:HEIST5_2818
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false HEIST5_2826
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false HEIST5_2826
009B: destroy_actor_instantly @46
0006: @53 =  1  ;; integer values

:HEIST5_2826
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false HEIST5_2834
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false HEIST5_2834
009B: destroy_actor_instantly @47
0006: @54 =  1  ;; integer values

:HEIST5_2834
00D6: if  0
0039:   @55 ==  0  ;; integer values
004D: jump_if_false HEIST5_2842
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false HEIST5_2842
009B: destroy_actor_instantly @48
0006: @55 =  1  ;; integer values

:HEIST5_2842
0006: @90 =  1  ;; integer values
0051: return

;-------------Mission 101---------------
; Originally: Breaking the Bank at Caligula's


:HEIST9_1
03A4: name_thread 'HEIST9'
0050: gosub HEIST9_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false HEIST9_7
0050: gosub HEIST9_5408

:HEIST9_7
0050: gosub HEIST9_5475
004E: end_thread

:HEIST9_9
00D6: if  0
0038:   $1959 ==  1  ;; integer values
004D: jump_if_false HEIST9_13
014C: set_parked_car_generator $1956 cars_to_generate_to  0

:HEIST9_13
00D6: if  0
0038:   $1960 ==  1  ;; integer values
004D: jump_if_false HEIST9_17
014C: set_parked_car_generator $1957 cars_to_generate_to  0

:HEIST9_17
00D6: if  0
0038:   $1961 ==  1  ;; integer values
004D: jump_if_false HEIST9_21
014C: set_parked_car_generator $1958 cars_to_generate_to  0

:HEIST9_21
09B7: 'MEAD'  1 
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: $ON_MISSION =  1  ;; integer values
0004: $9470 =  0  ;; integer values
0006: @231 =  2  ;; integer values
0004: $2332 =  1  ;; integer values
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_47
0793: (unknown)
087B: set_player $PLAYER_CHAR clothes "CROUPIER" "VALET"  17 
0784: $PLAYER_CHAR  0  0  1 
0784: $PLAYER_CHAR  0  0  13 
0784: $PLAYER_CHAR  0  0  15 
0784: $PLAYER_CHAR  0  0  16 
070D: $PLAYER_CHAR 

:HEIST9_47
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:HEIST9_49
00D6: if  0
016B:   fading
004D: jump_if_false HEIST9_54
0001: wait  0 ms
0002: jump HEIST9_49

:HEIST9_54
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_63
04BB: select_interior  0  ;; select render area
08AD: $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: $PLAYER_ACTOR  2028.932  1023.292  9.813 
0173: set_actor $PLAYER_ACTOR z_angle_to  278.4092

:HEIST9_63
04BB: select_interior  0  ;; select render area
02E4: load_cutscene_data 'HEIST8A'

:HEIST9_65
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false HEIST9_70
0001: wait  0 ms
0002: jump HEIST9_65

:HEIST9_70
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 (back)  1000 ms

:HEIST9_74
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false HEIST9_79
0001: wait  0 ms
0002: jump HEIST9_74

:HEIST9_79
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:HEIST9_81
00D6: if  0
016B:   fading
004D: jump_if_false HEIST9_86
0001: wait  0 ms
0002: jump HEIST9_81

:HEIST9_86
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:  1  26  26 
0746:  3  26  0 
0746:  4  24  0 
0746:  4  24  25 
0746:  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  347
0247: request_model  343
0247: request_model  368
0247: request_model #BODYARMOUR
0247: request_model  353
0247: request_model  335
0247: request_model  346
04ED: load_animation "HEIST9"

:HEIST9_107
00D6: if  23
8248:   NOT   model  347 available
8248:   NOT   model  343 available
8248:   NOT   model  368 available
8248:   NOT   model #BODYARMOUR available
004D: jump_if_false HEIST9_115
0001: wait  0 ms
0002: jump HEIST9_107

:HEIST9_115
00D6: if  23
8248:   NOT   model  353 available
8248:   NOT   model  335 available
84EE:   NOT   animation "HEIST9" loaded
8248:   NOT   model  346 available
004D: jump_if_false HEIST9_123
0001: wait  0 ms
0002: jump HEIST9_115

:HEIST9_123
0004: $7934 =  240000  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
03C7: unknown_maby_cops_density  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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: @212 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "HEIST9"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "HEIST9"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0638: unknown_action_sequence -1  0 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_R" "HEIST9"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "HEIST9"  8.0  0  0  0  0 -1 
0643: @212  1 
0616: @212 
0615: @213 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "HEIST9"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "HEIST9"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  2000 
0638: unknown_action_sequence -1  0 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_OUT_L" "HEIST9"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "HEIST9"  8.0  0  0  0  0 -1 
0643: @213  1 
0616: @213 
06F0: $PLAYER_GROUP  300.0 
07B3: $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  335
0249: release_model  347
0249: release_model  368
0249: release_model  343
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: @49  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: @49  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: @42  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_241

:HEIST9_195
0247: request_model  117
0247: request_model  428
023C: load_special_actor  2 'WUZIMU'
023C: load_special_actor  3 'JANITOR'

:HEIST9_199
00D6: if  23
8248:   NOT   model  117 available
8248:   NOT   model  428 available
823D:   NOT   special_actor  2 loaded
823D:   NOT   special_actor  3 loaded
004D: jump_if_false HEIST9_207
0001: wait  0 ms
0002: jump HEIST9_199

:HEIST9_207
00A5: @51 = create_car  428 at  2220.344  1551.767  1003.719
0840: link_car @51 to_interior  1 
0175: set_car @51 z_angle_to  176.7739
07EE: @51  0 
020A: set_car @51 door_status_to  3
0746:  4  24  0 
0746:  4  24  25 
0746:  1  25  0 
0129: @54 = create_actor  25  291 in_car @51 driverseat
0860: link_actor @54 to_interior  1 
01C8: @55 = create_actor  25  117 in_car @51 passenger_seat  2
0860: link_actor @55 to_interior  1 
01C8: @56 = create_actor  25  117 in_car @51 passenger_seat  1
0860: link_actor @56 to_interior  1 
01C8: @57 = create_actor  25  292 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_225
0648: @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: @54(@58,4i)  1
02AB: set_actor @54(@58,4i) immunities  0  0  0  1  0
0446: (unknown) @54(@58,4i)  0 
08AF: @54(@58,4i)  500 
0223: set_actor @54(@58,4i) health_to  500
02E2: set_actor @54(@58,4i) weapon_accuracy_to  60
09B5: @54(@58,4i)  0 
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_225
0006: @250 =  1  ;; integer values
0051: return

:HEIST9_241
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_246
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
0373: set_camera_directly_behind_player

:HEIST9_246
0050: gosub HEIST9_5709
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 
07FB: set_interior 'JUMP2' accessible  0 
07FB: set_interior 'MAFCAS2' accessible  0 
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  .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_265
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5305
0001: wait  0 ms
0050: gosub HEIST9_5716
0050: gosub HEIST9_6277
077E: $7942 = active_interior
00D6: if  0
002A:    0 >= $7934  ;; integer values
004D: jump_if_false HEIST9_279
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_1B'  4000 ms  1
0002: jump HEIST9_5408
014F: stop_timer $7934

:HEIST9_279
00D6: if  0
8039:   NOT   @290 ==  0  ;; integer values
004D: jump_if_false HEIST9_344
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @290 ==  1  ;; integer values
004D: jump_if_false HEIST9_294
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_290
0A09: $PLAYER_ACTOR  1 

:HEIST9_290
05AA: s@288 = 'HE8_AA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19000 
0050: gosub HEIST9_6273
0006: @290 =  2  ;; integer values

:HEIST9_294
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @290 ==  2  ;; integer values
004D: jump_if_false HEIST9_306
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_302
0967: $PLAYER_ACTOR  10000 

:HEIST9_302
05AA: s@288 = 'HE8_AB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19001 
0050: gosub HEIST9_6273
0006: @290 =  3  ;; integer values

:HEIST9_306
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @290 ==  3  ;; integer values
004D: jump_if_false HEIST9_318
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_314
0968: $PLAYER_ACTOR 

:HEIST9_314
05AA: s@288 = 'HE8_AC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19002 
0050: gosub HEIST9_6273
0006: @290 =  4  ;; integer values

:HEIST9_318
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @290 ==  4  ;; integer values
004D: jump_if_false HEIST9_330
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_326
0967: $PLAYER_ACTOR  10000 

:HEIST9_326
05AA: s@288 = 'HE8_AD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19003 
0050: gosub HEIST9_6273
0006: @290 =  5  ;; integer values

:HEIST9_330
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @290 ==  5  ;; integer values
004D: jump_if_false HEIST9_344
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_338
0968: $PLAYER_ACTOR 

:HEIST9_338
00BC: text_highpriority 'HM9_28'  9000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_343
0A09: $PLAYER_ACTOR  0 

:HEIST9_343
0006: @290 =  6  ;; integer values

:HEIST9_344
077E: $7941 = active_interior
00D6: if  0
0038:   $7941 ==  0  ;; integer values
004D: jump_if_false HEIST9_356
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_355
06AF: $PLAYER_CHAR  0 
0004: $9470 =  0  ;; integer values
0004: $7935 =  0  ;; integer values
075B:  0 

:HEIST9_355
0002: jump HEIST9_361

:HEIST9_356
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_361
06AF: $PLAYER_CHAR  1 
075B:  100 

:HEIST9_361
00D6: if  22
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2233.91  1712.599  1010.877 radius  50.0  50.0  50.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2265.79  1619.58  1089.445 radius  50.0  50.0  50.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2267.056  1675.385  1089.445 radius  50.0  50.0  50.0
004D: jump_if_false HEIST9_368
075B:  100 
0004: $7935 =  1  ;; integer values

:HEIST9_368
00D6: if  1
0039:   @303 ==  0  ;; integer values
0038:   $7935 ==  1  ;; integer values
004D: jump_if_false HEIST9_388
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_388
00D6: if  4
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_386
0746:  4  4  0 
00BC: text_highpriority 'HM9_99'  100 ms  1
0006: @300 =  1  ;; integer values
0002: jump HEIST9_388

:HEIST9_386
0746:  1  4  0 
0006: @300 =  0  ;; integer values

:HEIST9_388
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "CROUPIER"  17 
004D: jump_if_false HEIST9_393
00BC: text_highpriority 'HM9_52'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_393
00D6: if  2
0038:   $9470 ==  1  ;; integer values
0039:   @106 ==  0  ;; integer values
0038:   $7935 ==  1  ;; integer values
004D: jump_if_false HEIST9_401
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_52'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_401
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_410
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2180.981  1677.813  10.0609 radius  30.0  30.0  30.0
0039:   @243 ==  0  ;; integer values
004D: jump_if_false HEIST9_410
00BC: text_highpriority 'HM9_54'  7000 ms  1
0006: @243 =  1  ;; integer values

:HEIST9_410
00D6: if  0
0736:  83 
004D: jump_if_false HEIST9_414
0002: jump HEIST9_5415

:HEIST9_414
00D6: if  2
002B:    2 >= @38  ;; integer values 
8118:   NOT   actor $PLAYER_ACTOR dead
0039:   @284 ==  0  ;; integer values
004D: jump_if_false HEIST9_426
041A: @175 = actor $PLAYER_ACTOR weapon  17 ammo
00D6: if  1
002B:    0 >= @175  ;; integer values 
002B:    2 >= @38  ;; integer values 
004D: jump_if_false HEIST9_426
0006: @284 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_426
00D6: if  2
0019:   @32 >  2000  ;; integer values
0039:   @284 ==  1  ;; integer values
0039:   @173 ==  0  ;; integer values
004D: jump_if_false HEIST9_443
00D6: if  21
0038:   $7935 ==  1  ;; integer values
0038:   $7941 ==  0  ;; integer values
004D: jump_if_false HEIST9_443
00D6: if  0
0038:   $7935 ==  1  ;; integer values
004D: jump_if_false HEIST9_440
0050: gosub HEIST9_6235
0002: jump HEIST9_441

:HEIST9_440
0050: gosub HEIST9_6264

:HEIST9_441
00BC: text_highpriority 'HM9_48'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_443
00D6: if  2
0119:   car @51 wrecked
0039:   @174 ==  0  ;; integer values
0039:   @250 ==  1  ;; integer values
004D: jump_if_false HEIST9_451
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_15'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_451
0008: $7940 +=  1  ;; integer values
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false HEIST9_497
00D6: if  0
0038:   $7935 ==  1  ;; integer values
004D: jump_if_false HEIST9_497
00D6: if  0
075C:   marker @39 enabled
004D: jump_if_false HEIST9_462
0164: disable_marker @39

:HEIST9_462
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: @44  2196.635  1676.841  10.0 
0247: request_model  163
0247: request_model  164

:HEIST9_471
00D6: if  21
8248:   NOT   model  163 available
8248:   NOT   model  164 available
004D: jump_if_false HEIST9_477
0001: wait  0 ms
0002: jump HEIST9_471

:HEIST9_477
009A: @109 = create_actor  24  163 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  163 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  164 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: unknown_action_sequence @111  1 
0006: @58 =  0  ;; integer values

:HEIST9_489
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: unknown_action_sequence @109(@58,5i)  1 
0568: @109(@58,5i)  1
000A: @58 +=  1  ;; integer values
0029:   @58 >=  2  ;; integer values
004D: jump_if_false HEIST9_489

:HEIST9_497
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false HEIST9_1254
00D6: if  0
8118:   NOT   actor @111 dead
004D: jump_if_false HEIST9_509
00D6: if  0
051A:   unknown_actor @111 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST9_509
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_52'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_509
00D6: if  1
0118:   actor @111 dead
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST9_516
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_52'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_516
00D6: if  0
8039:   NOT   @215 ==  0  ;; integer values
004D: jump_if_false HEIST9_605
00D6: if  0
0039:   @215 ==  1  ;; integer values
004D: jump_if_false HEIST9_527
0004: $7934 =  240000  ;; integer values
03C3: set_timer_with_text_to $7934 type  1 text 'HM9_1A'
01E5: text_1number_highpriority 'HM9_1D'  4  5000 ms  1
0006: @33 =  0  ;; integer values
0006: @215 =  2  ;; integer values

:HEIST9_527
00D6: if  1
0019:   @33 >  4000  ;; integer values
0039:   @215 ==  2  ;; integer values
004D: jump_if_false HEIST9_539
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_535
0A09: $PLAYER_ACTOR  1 

:HEIST9_535
05AA: s@288 = 'HE8_BA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19004 
0050: gosub HEIST9_6273
0006: @215 =  3  ;; integer values

:HEIST9_539
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @215 ==  3  ;; integer values
004D: jump_if_false HEIST9_551
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_547
0967: $PLAYER_ACTOR  10000 

:HEIST9_547
05AA: s@288 = 'HE8_BB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19005 
0050: gosub HEIST9_6273
0006: @215 =  4  ;; integer values

:HEIST9_551
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @215 ==  4  ;; integer values
004D: jump_if_false HEIST9_563
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_559
0968: $PLAYER_ACTOR 

:HEIST9_559
05AA: s@288 = 'HE8_BC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19006 
0050: gosub HEIST9_6273
0006: @215 =  5  ;; integer values

:HEIST9_563
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @215 ==  5  ;; integer values
004D: jump_if_false HEIST9_575
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_571
0967: $PLAYER_ACTOR  10000 

:HEIST9_571
05AA: s@288 = 'HE8_BD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19007 
0050: gosub HEIST9_6273
0006: @215 =  6  ;; integer values

:HEIST9_575
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @215 ==  6  ;; integer values
004D: jump_if_false HEIST9_587
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_583
0968: $PLAYER_ACTOR 

:HEIST9_583
05AA: s@288 = 'HE8_BE'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19008 
0050: gosub HEIST9_6273
0006: @215 =  7  ;; integer values

:HEIST9_587
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @215 ==  7  ;; integer values
004D: jump_if_false HEIST9_595
05AA: s@288 = 'HE8_BF'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19009 
0050: gosub HEIST9_6273
0006: @215 =  8  ;; integer values

:HEIST9_595
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @215 ==  8  ;; integer values
004D: jump_if_false HEIST9_605
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_603
0A09: $PLAYER_ACTOR  0 

:HEIST9_603
00BC: text_highpriority 'HM9_2'  7000 ms  1
0006: @215 =  0  ;; integer values

:HEIST9_605
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2147.756  1605.401  1005.17 radius  3.0  3.0  3.0
0039:   @216 ==  0  ;; integer values
004D: jump_if_false HEIST9_766
00D6: if  0
0039:   @300 ==  1  ;; integer values
004D: jump_if_false HEIST9_615
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_52'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_615
0050: gosub HEIST9_5691
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @111 dead
004D: jump_if_false HEIST9_625
08C7: $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 (frozen)
0639: unknown_action_sequence $PLAYER_ACTOR @111 
0639: unknown_action_sequence @111 $PLAYER_ACTOR 

:HEIST9_625
00D6: if  0
8118:   NOT   actor @111 dead
004D: jump_if_false HEIST9_630
08C7: @111  2151.187  1605.832  1005.188 
0173: set_actor @111 z_angle_to  359.346

:HEIST9_630
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
040D: unload_wav  1
03CF: load_wav  19010 as  1

:HEIST9_635
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_640
0001: wait  0 ms
0002: jump HEIST9_635

:HEIST9_640
03D1: play_wav  1
0001: wait  1000 ms
0006: @33 =  0  ;; integer values

:HEIST9_643
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_652
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_651
0002: jump HEIST9_755

:HEIST9_651
0002: jump HEIST9_643

:HEIST9_652
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_656
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  1.0  0  0  0  0 -1 

:HEIST9_656
00BC: text_highpriority 'HE8_CB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19011 as  1

:HEIST9_659
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_664
0001: wait  0 ms
0002: jump HEIST9_659

:HEIST9_664
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_666
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_675
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_674
0002: jump HEIST9_755

:HEIST9_674
0002: jump HEIST9_666

:HEIST9_675
00BC: text_highpriority 'HE8_CC'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19012 as  1

:HEIST9_678
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_683
0001: wait  0 ms
0002: jump HEIST9_678

:HEIST9_683
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_685
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_694
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_693
0002: jump HEIST9_755

:HEIST9_693
0002: jump HEIST9_685

:HEIST9_694
00BC: text_highpriority 'HE8_CD'  2000 ms  1
040D: unload_wav  1
03CF: load_wav  19013 as  1

:HEIST9_697
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_702
0001: wait  0 ms
0002: jump HEIST9_697

:HEIST9_702
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_704
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_713
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_712
0002: jump HEIST9_755

:HEIST9_712
0002: jump HEIST9_704

:HEIST9_713
00BC: text_highpriority 'HE8_CE'  2000 ms  1
040D: unload_wav  1
03CF: load_wav  19014 as  1

:HEIST9_716
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_721
0001: wait  0 ms
0002: jump HEIST9_716

:HEIST9_721
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_723
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_732
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_731
0002: jump HEIST9_755

:HEIST9_731
0002: jump HEIST9_723

:HEIST9_732
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_736
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_TIRED" "PED"  1.0  0  0  0  0 -1 

:HEIST9_736
00BC: text_highpriority 'HE8_CF'  3000 ms  1
040D: unload_wav  1
03CF: load_wav  19015 as  1

:HEIST9_739
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_744
0001: wait  0 ms
0002: jump HEIST9_739

:HEIST9_744
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_746
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_755
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_754
0002: jump HEIST9_755

:HEIST9_754
0002: jump HEIST9_746

:HEIST9_755
040D: unload_wav  1
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @111 dead
004D: jump_if_false HEIST9_763
0792: $PLAYER_ACTOR 
0173: set_actor @111 z_angle_to  3.8184
0173: set_actor $PLAYER_ACTOR z_angle_to  207.6449

:HEIST9_763
0050: gosub HEIST9_5696
0006: @215 =  0  ;; integer values
0006: @216 =  1  ;; integer values

:HEIST9_766
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2149.008  1605.299  1005.172 radius  2.0  2.0  2.0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false HEIST9_807
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false HEIST9_774
0512: permanent_text_box 'HM9_29'

:HEIST9_774
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false HEIST9_806
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false HEIST9_786
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  2149.008  1605.299  1005.172 
0173: set_actor $PLAYER_ACTOR z_angle_to  188.7539
0605: unknown_action_sequence $PLAYER_ACTOR "USE_SWIPECARD" "HEIST9"  2.0  0  0  0  0 -1 

:HEIST9_786
0001: wait  500 ms
040D: unload_wav  3
03CF: load_wav  6400 as  3

:HEIST9_789
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false HEIST9_794
0001: wait  0 ms
0002: jump HEIST9_789

:HEIST9_794
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST9_798
03D1: play_wav  3

:HEIST9_798
0001: wait  1000 ms
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8117:   NOT   player $PLAYER_CHAR wasted
004D: jump_if_false HEIST9_804
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:HEIST9_804
0006: @303 =  1  ;; integer values
0006: @36 =  1  ;; integer values

:HEIST9_806
0002: jump HEIST9_808

:HEIST9_807
03E6: remove_text_box

:HEIST9_808
00D6: if  1
0039:   @36 ==  1  ;; integer values
0039:   @107 ==  0  ;; integer values
004D: jump_if_false HEIST9_879
03E6: remove_text_box
0247: request_model  11
0247: request_model  172

:HEIST9_815
00D6: if  21
8248:   NOT   model  172 available
8248:   NOT   model  11 available
004D: jump_if_false HEIST9_821
0001: wait  0 ms
0002: jump HEIST9_815

:HEIST9_821
0615: @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: @53  1 
0616: @53 
009A: @218 = create_actor  26  172 at  2144.01  1603.086  1000.968
0860: link_actor @218 to_interior  1 
060B: unknown_actor_use_entity @218 @89 
0618: @218 @53 
009A: @219 = create_actor  26  11 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  172 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  163 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: unknown_action_sequence @222  1 
009A: @223 = create_actor  26  172 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  172 at  2169.843  1605.299  998.9706
0860: link_actor @224 to_interior  1 
060B: unknown_actor_use_entity @224 @89 
0677: unknown_action_sequence @219 @220  1  1 
0677: unknown_action_sequence @220 @219  0  1 
0677: unknown_action_sequence @223 @224  1  1 
0677: unknown_action_sequence @224 @223  0  1 
0006: @117 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_871
0792: $PLAYER_ACTOR 

:HEIST9_871
061B: @53 
0164: disable_marker @44
0006: @35 =  1  ;; integer values
018A: @108 = create_checkpoint_at  2143.046  1620.661  999.968
08DC: @108  2196.635  1676.841  10.0 
0006: @107 =  1  ;; integer values
0006: @302 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_879
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2147.863  1599.649  1003.534 radius  2.0  2.0  2.0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false HEIST9_888
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_888
00D6: if  2
0039:   @231 ==  2  ;; integer values
0039:   @302 ==  2  ;; integer values
0019:   @32 >  1000  ;; integer values
004D: jump_if_false HEIST9_901
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_897
0A09: $PLAYER_ACTOR  1 

:HEIST9_897
05AA: s@288 = 'HE8_DB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19017 
0050: gosub HEIST9_6273
0006: @302 =  3  ;; integer values

:HEIST9_901
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @302 ==  3  ;; integer values
004D: jump_if_false HEIST9_909
05AA: s@288 = 'HE8_DD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19019 
0050: gosub HEIST9_6273
0006: @302 =  0  ;; integer values

:HEIST9_909
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2148.252  1605.901  1000.114 radius  1.2  1.2  1.2
0039:   @244 ==  0  ;; integer values
004D: jump_if_false HEIST9_915
0006: @244 =  1  ;; integer values
0006: @302 =  0  ;; integer values

:HEIST9_915
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @244 ==  1  ;; integer values
004D: jump_if_false HEIST9_928
0006: @303 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_924
0967: $PLAYER_ACTOR  10000 

:HEIST9_924
05AA: s@288 = 'HE8_EA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19020 
0050: gosub HEIST9_6273
0006: @244 =  2  ;; integer values

:HEIST9_928
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @244 ==  2  ;; integer values
004D: jump_if_false HEIST9_940
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_936
0968: $PLAYER_ACTOR 

:HEIST9_936
05AA: s@288 = 'HE8_EB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19021 
0050: gosub HEIST9_6273
0006: @244 =  3  ;; integer values

:HEIST9_940
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @244 ==  3  ;; integer values
004D: jump_if_false HEIST9_948
05AA: s@288 = 'HE8_EC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19022 
0050: gosub HEIST9_6273
0006: @244 =  4  ;; integer values

:HEIST9_948
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @244 ==  4  ;; integer values
004D: jump_if_false HEIST9_960
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_956
0A09: $PLAYER_ACTOR  0 

:HEIST9_956
05AA: s@288 = 'HE8_ED'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19023 
0050: gosub HEIST9_6273
0006: @244 =  5  ;; integer values

:HEIST9_960
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2254.543  1706.5  1.1746 radius  1.2  1.2  1.2
004D: jump_if_false HEIST9_964
00BC: text_highpriority 'HM9_36'  1000 ms  1

:HEIST9_964
00D6: if  1
001B:    45 > @106  ;; integer values
8039:   NOT   @106 ==  0  ;; integer values
004D: jump_if_false HEIST9_970
034D:   object @41 at_angle  180.0 then_rotate_by_angle  2.0 flag  0
000A: @106 +=  1  ;; integer values

:HEIST9_970
00D6: if  1
001B:    45 > @117  ;; integer values
8039:   NOT   @117 ==  0  ;; integer values
004D: jump_if_false HEIST9_976
034D:   object @41 at_angle  270.0 then_rotate_by_angle  2.0 flag  0
000A: @117 +=  1  ;; integer values

:HEIST9_976
0006: @58 =  0  ;; integer values

:HEIST9_977
00D6: if  0
8118:   NOT   actor @109(@58,5i) dead
004D: jump_if_false HEIST9_998
00D6: if  0
051A:   unknown_actor @109(@58,5i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false HEIST9_986
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_52'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_986
00D6: if  0
051A:   unknown_actor $PLAYER_ACTOR hit_by_actor @109(@58,5i)
004D: jump_if_false HEIST9_992
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_52'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_992
00D6: if  0
0364: @109(@58,5i) $PLAYER_ACTOR 
004D: jump_if_false HEIST9_998
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_37'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_998
000A: @58 +=  1  ;; integer values
0029:   @58 >=  2  ;; integer values
004D: jump_if_false HEIST9_977
00D6: if  1
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_1013
0006: @173 =  1  ;; integer values
0006: @302 =  0  ;; integer values
0006: @244 =  0  ;; integer values
0A46:  1  0 
0004: $1249 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0050: gosub HEIST9_5702
0050: gosub HEIST9_195

:HEIST9_1013
00D6: if  2
00FE:   actor $PLAYER_ACTOR  0 ()near_point  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_1028
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_1021
00D6: if  0
8118:   NOT   actor @109(@58,5i) dead
004D: jump_if_false HEIST9_1025
0792: @109(@58,5i) 

:HEIST9_1025
000A: @58 +=  1  ;; integer values
0029:   @58 >=  2  ;; integer values
004D: jump_if_false HEIST9_1021

:HEIST9_1028
00D6: if  0
0039:   @173 ==  1  ;; integer values
004D: jump_if_false HEIST9_1249
0006: @303 =  1  ;; integer values
00BE: text_clear_all
07FB: set_interior 'MAFCAS' accessible  0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1038
0A09: $PLAYER_ACTOR  0 

:HEIST9_1038
0050: gosub HEIST9_5691
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  343

:HEIST9_1042
00D6: if  0
8248:   NOT   model  343 available
004D: jump_if_false HEIST9_1047
0001: wait  0 ms
0002: jump HEIST9_1042

:HEIST9_1047
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  343 at  2144.323  1622.684  997.0
0050: gosub HEIST9_5709
01BB: store_object @314 position_to $73 $74 @313

:HEIST9_1052
00D6: if  0
0021:   @313 >  992.6  ;; floating-point values
004D: jump_if_false HEIST9_1060
0001: wait  20 ms
01BB: store_object @314 position_to $73 $74 @313
000F: @313 -=  .3  ;; floating-point values
01BC: put_object @314 at $73 $74 @313
0002: jump HEIST9_1052

:HEIST9_1060
064B: "TEARGASAD"  2144.323  1622.684  992.5681  1 @139 
064C: @139 
0001: wait  1500 ms
0006: @58 =  0  ;; integer values

:HEIST9_1064
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1068
0002: jump HEIST9_1219

:HEIST9_1068
00D6: if  0
8118:   NOT   actor @109(@58,5i) dead
004D: jump_if_false HEIST9_1083
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false HEIST9_1077
0792: @109(@58,5i) 
0605: unknown_action_sequence @109(@58,5i) "CAS_G2_GASKO" "HEIST9"  1.0  0  0  0  1 -1 
0001: wait  200 ms

:HEIST9_1077
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false HEIST9_1083
0792: @109(@58,5i) 
0605: unknown_action_sequence @109(@58,5i) "CAS_G2_GASKO" "HEIST9"  1.0  0  0  0  1 -1 
0001: wait  100 ms

:HEIST9_1083
00D6: if  0
8118:   NOT   actor @109(@58,5i) dead
004D: jump_if_false HEIST9_1087
0619: @109(@58,5i)  0 

:HEIST9_1087
000A: @58 +=  1  ;; integer values
0029:   @58 >=  2  ;; integer values
004D: jump_if_false HEIST9_1064
0006: @33 =  0  ;; integer values

:HEIST9_1091
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false HEIST9_1100
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1099
0002: jump HEIST9_1219

:HEIST9_1099
0002: jump HEIST9_1091

:HEIST9_1100
040D: unload_wav  1
03CF: load_wav  19024 as  1

:HEIST9_1102
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1107
0001: wait  0 ms
0002: jump HEIST9_1102

:HEIST9_1107
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1109
00D6: if  0
001B:    1500 > @33  ;; integer values
004D: jump_if_false HEIST9_1118
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1117
0002: jump HEIST9_1219

:HEIST9_1117
0002: jump HEIST9_1109

:HEIST9_1118
00D6: if  0
8118:   NOT   actor @110 dead
004D: jump_if_false HEIST9_1122
09F1: @110  1163 

:HEIST9_1122
0006: @33 =  0  ;; integer values

:HEIST9_1123
00D6: if  0
001B:    500 > @33  ;; integer values
004D: jump_if_false HEIST9_1132
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1131
0002: jump HEIST9_1219

:HEIST9_1131
0002: jump HEIST9_1123

:HEIST9_1132
00BC: text_highpriority 'HE8_FB'  2000 ms  1
040D: unload_wav  1
03CF: load_wav  19025 as  1

:HEIST9_1135
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1140
0001: wait  0 ms
0002: jump HEIST9_1135

:HEIST9_1140
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1142
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1151
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1150
0002: jump HEIST9_1219

:HEIST9_1150
0002: jump HEIST9_1142

:HEIST9_1151
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1156
08C7: $PLAYER_ACTOR  2143.376  1619.655  999.9764 
0173: set_actor $PLAYER_ACTOR z_angle_to  182.7419

:HEIST9_1156
064E: @139 
0976: @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
040D: unload_wav  1
03CF: load_wav  19026 as  1

:HEIST9_1165
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1170
0001: wait  0 ms
0002: jump HEIST9_1165

:HEIST9_1170
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1172
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1181
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1180
0002: jump HEIST9_1219

:HEIST9_1180
0002: jump HEIST9_1172

:HEIST9_1181
00BC: text_highpriority 'HE8_FD'  2000 ms  1
040D: unload_wav  1
03CF: load_wav  19027 as  1

:HEIST9_1184
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1189
0001: wait  0 ms
0002: jump HEIST9_1184

:HEIST9_1189
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1191
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1200
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1199
0002: jump HEIST9_1219

:HEIST9_1199
0002: jump HEIST9_1191

:HEIST9_1200
00BC: text_highpriority 'HE8_FE'  2000 ms  1
040D: unload_wav  1
03CF: load_wav  19028 as  1

:HEIST9_1203
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1208
0001: wait  0 ms
0002: jump HEIST9_1203

:HEIST9_1208
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1210
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1219
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1218
0002: jump HEIST9_1219

:HEIST9_1218
0002: jump HEIST9_1210

:HEIST9_1219
0108: destroy_object @314
0249: release_model  343
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1226
08C7: $PLAYER_ACTOR  2143.22  1618.372  999.9688 
0173: set_actor $PLAYER_ACTOR z_angle_to  175.5027

:HEIST9_1226
00D6: if  0
8118:   NOT   actor @109 dead
004D: jump_if_false HEIST9_1233
0792: @109 
0812: unknown_action_sequence @109 "CAS_G2_GASKO" "HEIST9"  1.0  0  0  0  1 -1 
0688: unknown_action_sequence @109  0  0  0 
060B: unknown_actor_use_entity @109 @120 

:HEIST9_1233
00D6: if  0
8118:   NOT   actor @110 dead
004D: jump_if_false HEIST9_1240
0792: @110 
0812: unknown_action_sequence @110 "CAS_G2_GASKO" "HEIST9"  1.0  0  0  0  1 -1 
0688: unknown_action_sequence @110  0  0  0 
060B: unknown_actor_use_entity @110 @120 

:HEIST9_1240
0050: gosub HEIST9_5696
064E: @139 
0976: @139 

:HEIST9_1243
00BC: text_highpriority 'HM9_12'  5000 ms  1
0164: disable_marker @108
018A: @45 = create_checkpoint_at  2168.173  1616.986  998.97
08DC: @45  2196.635  1676.841  10.0 
0006: @38 =  3  ;; integer values
0006: @246 =  1  ;; integer values

:HEIST9_1249
00D6: if  0
0039:   @116 ==  4  ;; integer values
004D: jump_if_false HEIST9_1254
0006: @116 =  5  ;; integer values
0002: jump HEIST9_1243

:HEIST9_1254
00D6: if  2
876F:   NOT (unknown)
8039:   NOT   @246 ==  12  ;; integer values
8039:   NOT   @246 ==  0  ;; integer values
004D: jump_if_false HEIST9_1374
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  1  ;; integer values
004D: jump_if_false HEIST9_1271
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1267
0A09: $PLAYER_ACTOR  1 

:HEIST9_1267
05AA: s@288 = 'HE8_GB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19030 
0050: gosub HEIST9_6273
0006: @246 =  2  ;; integer values

:HEIST9_1271
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  2  ;; integer values
004D: jump_if_false HEIST9_1279
05AA: s@288 = 'HE8_GC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19031 
0050: gosub HEIST9_6273
0006: @246 =  3  ;; integer values

:HEIST9_1279
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  3  ;; integer values
004D: jump_if_false HEIST9_1287
05AA: s@288 = 'HE8_GD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19032 
0050: gosub HEIST9_6273
0006: @246 =  4  ;; integer values

:HEIST9_1287
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  4  ;; integer values
004D: jump_if_false HEIST9_1325
0924:  1  220 
040D: unload_wav  3
03CF: load_wav  6402 as  3

:HEIST9_1294
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false HEIST9_1299
0001: wait  0 ms
0002: jump HEIST9_1294

:HEIST9_1299
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST9_1303
03D1: play_wav  3

:HEIST9_1303
0001: wait  100 ms
05AA: s@288 = 'HE8_GE'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19033 
0050: gosub HEIST9_6273
0615: @53 
05F5: unknown_action_sequence -1  2157.597  1597.863  998.9694  6 -1 
06A9: unknown_action_sequence -1  2155.781  1598.063  998.9686 -2 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 
05B9: unknown_action_sequence -1  1000 
0643: @53  1 
0616: @53 
0006: @58 =  0  ;; integer values

:HEIST9_1315
00D6: if  0
8118:   NOT   actor @218(@58,10i) dead
004D: jump_if_false HEIST9_1320
0792: @218(@58,10i) 
0618: @218(@58,10i) @53 

:HEIST9_1320
000A: @58 +=  1  ;; integer values
0029:   @58 >=  7  ;; integer values
004D: jump_if_false HEIST9_1315
061B: @53 
0006: @246 =  5  ;; integer values

:HEIST9_1325
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  5  ;; integer values
004D: jump_if_false HEIST9_1340
00D6: if  0
899D:   NOT (unknown)
004D: jump_if_false HEIST9_1339
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1336
0967: $PLAYER_ACTOR  10000 

:HEIST9_1336
05AA: s@288 = 'HE8_GF'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19034 
0050: gosub HEIST9_6273

:HEIST9_1339
0006: @246 =  9  ;; integer values

:HEIST9_1340
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  9  ;; integer values
004D: jump_if_false HEIST9_1351
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1348
0968: $PLAYER_ACTOR 

:HEIST9_1348
00BC: text_highpriority 'HM9_49'  5000 ms  1
0006: @246 =  10  ;; integer values
0006: @33 =  0  ;; integer values

:HEIST9_1351
00D6: if  1
0019:   @33 >  5000  ;; integer values
0039:   @249 ==  0  ;; integer values
004D: jump_if_false HEIST9_1374
00D6: if  2
0039:   @38 ==  5  ;; integer values
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  10  ;; integer values
004D: jump_if_false HEIST9_1361
0006: @246 =  11  ;; integer values

:HEIST9_1361
00D6: if  2
0039:   @38 ==  5  ;; integer values
0039:   @231 ==  2  ;; integer values
0039:   @246 ==  11  ;; integer values
004D: jump_if_false HEIST9_1374
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1370
0A09: $PLAYER_ACTOR  0 

:HEIST9_1370
05AA: s@288 = 'HE8_HB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19038 
0050: gosub HEIST9_6273
0006: @246 =  12  ;; integer values

:HEIST9_1374
00D6: if  0
0039:   @38 ==  3  ;; integer values
004D: jump_if_false HEIST9_1427
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2167.599  1617.412  998.9715 radius  2.0  2.0  2.0
004D: jump_if_false HEIST9_1426
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false HEIST9_1384
0512: permanent_text_box 'HM9_29'

:HEIST9_1384
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false HEIST9_1425
0006: @58 =  0  ;; integer values

:HEIST9_1388
009B: destroy_actor_instantly @218(@58,10i)
000A: @58 +=  1  ;; integer values
0029:   @58 >=  7  ;; integer values
004D: jump_if_false HEIST9_1388
040D: unload_wav  3
03CF: load_wav  6400 as  3

:HEIST9_1394
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false HEIST9_1399
0001: wait  0 ms
0002: jump HEIST9_1394

:HEIST9_1399
0249: release_model  172
0249: release_model  164
0249: release_model  214
0164: disable_marker @45
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  2167.599  1617.287  998.9715 
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
0605: unknown_action_sequence $PLAYER_ACTOR "USE_SWIPECARD" "HEIST9"  2.0  0  0  0  0 -1 
0001: wait  500 ms
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST9_1412
03D1: play_wav  3

:HEIST9_1412
0001: wait  500 ms
0006: @58 =  0  ;; integer values

:HEIST9_1414
00D6: if  0
8039:   NOT   @58 ==  33  ;; integer values
004D: jump_if_false HEIST9_1421
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_1414

:HEIST9_1421
0006: @38 =  5  ;; integer values
03E6: remove_text_box
0006: @215 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_1425
0002: jump HEIST9_1427

:HEIST9_1426
03E6: remove_text_box

:HEIST9_1427
00D6: if  0
0039:   @38 ==  5  ;; integer values
004D: jump_if_false HEIST9_1517
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @215 ==  0  ;; integer values
004D: jump_if_false HEIST9_1452
0247: request_model  530

:HEIST9_1435
00D6: if  0
8248:   NOT   model  530 available
004D: jump_if_false HEIST9_1440
0001: wait  0 ms
0002: jump HEIST9_1435

:HEIST9_1440
00A5: @46 = create_car  530 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  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1449
0840: link_car @46 to_interior  1 

:HEIST9_1449
018A: @90 = create_checkpoint_at  2220.543  1572.625  998.9531
08DC: @90  2196.635  1676.841  10.0 
0006: @215 =  1  ;; integer values

:HEIST9_1452
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2224.452  1595.435  998.9753 radius  1.2  1.2  1.2
0039:   @249 ==  0  ;; integer values
004D: jump_if_false HEIST9_1457
0006: @249 =  1  ;; integer values

:HEIST9_1457
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @249 ==  1  ;; integer values
004D: jump_if_false HEIST9_1465
05AA: s@288 = 'HE8_JA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19039 
0050: gosub HEIST9_6273
0006: @249 =  2  ;; integer values

:HEIST9_1465
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @249 ==  2  ;; integer values
004D: jump_if_false HEIST9_1473
05AA: s@288 = 'HE8_JB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19040 
0050: gosub HEIST9_6273
0006: @249 =  3  ;; integer values

:HEIST9_1473
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @249 ==  3  ;; integer values
004D: jump_if_false HEIST9_1488
00D6: if  0
075C:   marker @90 enabled
004D: jump_if_false HEIST9_1481
0164: disable_marker @90

:HEIST9_1481
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1487
0186: @47 = create_marker_above_car @46
08DC: @47  2196.635  1676.841  10.0 
07E0: @47  1 

:HEIST9_1487
0006: @249 =  4  ;; integer values

:HEIST9_1488
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @249 ==  4  ;; integer values
004D: jump_if_false HEIST9_1494
00BC: text_highpriority 'HM9_51'  7000 ms  1
0006: @249 =  5  ;; integer values

:HEIST9_1494
00D6: if  0
0039:   @209 ==  1  ;; integer values
004D: jump_if_false HEIST9_1517
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1517
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @46
004D: jump_if_false HEIST9_1517
00D6: if  1
0039:   @50 ==  0  ;; integer values
00DB:   actor $PLAYER_ACTOR in_car @46
004D: jump_if_false HEIST9_1517
00BC: text_highpriority 'HM9_5'  5000 ms  1
0006: @50 =  1  ;; integer values
0006: @38 =  6  ;; integer values
0006: @211 =  1  ;; integer values
00D6: if  0
075C:   marker @90 enabled
004D: jump_if_false HEIST9_1515
0164: disable_marker @90

:HEIST9_1515
018A: @90 = create_checkpoint_at  2220.543  1572.625  998.9531
08DC: @90  2196.635  1676.841  10.0 

:HEIST9_1517
00D6: if  2
0119:   car @46 wrecked
001B:    7 > @38  ;; integer values
0039:   @209 ==  1  ;; integer values
004D: jump_if_false HEIST9_1525
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_13'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_1525
00D6: if  0
0039:   @38 ==  6  ;; integer values
004D: jump_if_false HEIST9_2229
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1546
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @46
0039:   @95 ==  0  ;; integer values
004D: jump_if_false HEIST9_1538
018B: show_on_radar @47  0
018B: show_on_radar @90  3
0006: @95 =  1  ;; integer values

:HEIST9_1538
00D6: if  1
80DB:   NOT   actor $PLAYER_ACTOR in_car @46
0039:   @95 ==  1  ;; integer values
004D: jump_if_false HEIST9_1546
00BC: text_highpriority 'HM9_23'  3000 ms  1
018B: show_on_radar @47  3
018B: show_on_radar @90  0
0006: @95 =  0  ;; integer values

:HEIST9_1546
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1592
098D: @46 $7936 
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @46
004D: jump_if_false HEIST9_1592
00D6: if  0
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_1558
0512: permanent_text_box 'HM9_53'
0002: jump HEIST9_1559

:HEIST9_1558
03E6: remove_text_box

:HEIST9_1559
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0172: @287 = actor $PLAYER_ACTOR z_angle
0086: $7938 = $7936  ;; floating-point values only
0009: $7938 +=  1001.6  ;; floating-point values
0059: $7936 += $75  ;; floating-point values
00D6: if  1
0021:   @287 >  140.0  ;; floating-point values
0023:    220.0 > @287  ;; floating-point values
004D: jump_if_false HEIST9_1592
00D6: if  1
0020:   $74 >  1572.8  ;; floating-point values
0022:    1573.8 > $74  ;; floating-point values
004D: jump_if_false HEIST9_1592
00D6: if  0
00E1:   key_pressed  0  3
004D: jump_if_false HEIST9_1587
01BB: store_object @49 position_to @177 @178 $7937
0004: $20 =  0  ;; integer values
0494: get_joystick_data  0 $17 $18 $19 $20
0086: $7937 = $7938  ;; floating-point values only
000D: $7937 -=  .1  ;; floating-point values
01BC: put_object @49 at  2220.188  1571.763 $7937
00D6: if  0
0039:   @305 ==  0  ;; integer values
004D: jump_if_false HEIST9_1586
097B: @49  1165 
0006: @305 =  1  ;; integer values

:HEIST9_1586
0002: jump HEIST9_1592

:HEIST9_1587
00D6: if  0
0039:   @305 ==  1  ;; integer values
004D: jump_if_false HEIST9_1592
097B: @49  1166 
0006: @305 =  0  ;; integer values

:HEIST9_1592
00D6: if  1
0030:   $7937 >=  1002.8  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_2229
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  530
004D: jump_if_false HEIST9_2228
032B: @214 = create_weapon_pickup  363  3 ammo  10 at  2146.487  1622.805  993.5
00D6: if  0
8118:   NOT   actor @225 dead
004D: jump_if_false HEIST9_1604
009B: destroy_actor_instantly @225

:HEIST9_1604
00D6: if  0
8118:   NOT   actor @226 dead
004D: jump_if_false HEIST9_1608
009B: destroy_actor_instantly @226

:HEIST9_1608
00D6: if  0
8118:   NOT   actor @227 dead
004D: jump_if_false HEIST9_1612
009B: destroy_actor_instantly @227

:HEIST9_1612
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1616
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:HEIST9_1616
0164: disable_marker @90
03E6: remove_text_box
07C0:  499 
07C0:  487 

:HEIST9_1620
00D6: if  21
87C1:   NOT  499 
87C1:   NOT  487 
004D: jump_if_false HEIST9_1626
0001: wait  0 ms
0002: jump HEIST9_1620

:HEIST9_1626
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_1631
0840: link_car @51 to_interior  1 
0397: car @51 siren =  1 (on)  

:HEIST9_1631
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1636
00AB: put_car @46 at  2220.543  1573.141  998.9672
0175: set_car @46 z_angle_to  180.0

:HEIST9_1636
0050: gosub HEIST9_5691
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  1
07C1:  487 
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1644
05EB: @46  487 

:HEIST9_1644
097B: @49  1035 
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false HEIST9_1649
01BB: store_object @49 position_to @177 @178 $7937

:HEIST9_1649
00D6: if  0
8020:   NOT   $7937 >  1005.4  ;; floating-point values
004D: jump_if_false HEIST9_1656
0001: wait  50 ms
0009: $7937 +=  .1  ;; floating-point values
01BC: put_object @49 at  2220.188  1571.763 $7937
0002: jump HEIST9_1649

:HEIST9_1656
097B: @49  1036 
00D6: if  1
07C1:  499 
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_1662
05EB: @51  499 

:HEIST9_1662
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_1671
00D6: if  0
060E: @46 
004D: jump_if_false HEIST9_1669
05EC: @46 

:HEIST9_1669
00AB: put_car @46 at  2218.038  1592.232  998.9783
0175: set_car @46 z_angle_to  26.1233

:HEIST9_1671
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_1681
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST9_1679
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2217.115  1589.683  998.9709
0002: jump HEIST9_1680

:HEIST9_1679
08C7: $PLAYER_ACTOR  2217.115  1589.683  998.9709 

:HEIST9_1680
0173: set_actor $PLAYER_ACTOR z_angle_to  209.5064

:HEIST9_1681
0006: @58 =  0  ;; integer values

:HEIST9_1682
00D6: if  0
8118:   NOT   actor @218(@58,10i) dead
004D: jump_if_false HEIST9_1686
009B: destroy_actor_instantly @218(@58,10i)

:HEIST9_1686
000A: @58 +=  1  ;; integer values
0029:   @58 >=  7  ;; integer values
004D: jump_if_false HEIST9_1682
0247: request_model  363
0247: request_model  364
0247: request_model  353
0247: request_model  164

:HEIST9_1693
00D6: if  23
8248:   NOT   model  363 available
8248:   NOT   model  364 available
8248:   NOT   model  353 available
8248:   NOT   model  164 available
004D: jump_if_false HEIST9_1701
0001: wait  0 ms
0002: jump HEIST9_1693

:HEIST9_1701
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_1704
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false HEIST9_1713
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1712
0002: jump HEIST9_2004

:HEIST9_1712
0002: jump HEIST9_1704

:HEIST9_1713
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  0
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_1719
0519: unknown_car @51 flag  1

:HEIST9_1719
00BC: text_highpriority 'HE8_KA'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19042 as  1

:HEIST9_1722
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1727
0001: wait  0 ms
0002: jump HEIST9_1722

:HEIST9_1727
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1729
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1738
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1737
0002: jump HEIST9_2004

:HEIST9_1737
0002: jump HEIST9_1729

:HEIST9_1738
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_1798
0615: @53 
05B9: unknown_action_sequence -1  500 
05CD: unknown_action_sequence -1 @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: unknown_action_sequence -1 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 
0616: @53 
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_1755
0618: @54 @53 

:HEIST9_1755
061B: @53 
0615: @53 
05CD: unknown_action_sequence -1 @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: @53 
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_1768
0618: @55 @53 

:HEIST9_1768
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  500 
05CD: unknown_action_sequence -1 @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: @53 
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_1782
0618: @56 @53 

:HEIST9_1782
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  1000 
05CD: unknown_action_sequence -1 @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: @53 
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST9_1797
0618: @57 @53 

:HEIST9_1797
061B: @53 

:HEIST9_1798
00BC: text_highpriority 'HE8_KB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19043 as  1

:HEIST9_1801
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1806
0001: wait  0 ms
0002: jump HEIST9_1801

:HEIST9_1806
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1808
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1817
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1816
0002: jump HEIST9_2004

:HEIST9_1816
0002: jump HEIST9_1808

:HEIST9_1817
00BC: text_highpriority 'HE8_KC'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19044 as  1

:HEIST9_1820
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1825
0001: wait  0 ms
0002: jump HEIST9_1820

:HEIST9_1825
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1827
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1836
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1835
0002: jump HEIST9_2004

:HEIST9_1835
0002: jump HEIST9_1827

:HEIST9_1836
00BC: text_highpriority 'HE8_KD'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19045 as  1

:HEIST9_1839
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1844
0001: wait  0 ms
0002: jump HEIST9_1839

:HEIST9_1844
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1846
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1855
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1854
0002: jump HEIST9_2004

:HEIST9_1854
0002: jump HEIST9_1846

:HEIST9_1855
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
040D: unload_wav  1
03CF: load_wav  19046 as  1

:HEIST9_1860
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1865
0001: wait  0 ms
0002: jump HEIST9_1860

:HEIST9_1865
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_1881
0615: @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: unknown_action_sequence -1 "GETUP_FRONT" "PED"  1.0  0  0  0  0 -1 
0616: @53 
0792: @54 
0618: @54 @53 
061B: @53 

:HEIST9_1881
0006: @33 =  0  ;; integer values

:HEIST9_1882
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1891
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1890
0002: jump HEIST9_2004

:HEIST9_1890
0002: jump HEIST9_1882

:HEIST9_1891
0006: @33 =  0  ;; integer values

:HEIST9_1892
00D6: if  0
001B:    2500 > @33  ;; integer values
004D: jump_if_false HEIST9_1901
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1900
0002: jump HEIST9_2004

:HEIST9_1900
0002: jump HEIST9_1892

:HEIST9_1901
0003: shake_camera  30
0006: @33 =  0  ;; integer values

:HEIST9_1903
00D6: if  0
001B:    1500 > @33  ;; integer values
004D: jump_if_false HEIST9_1912
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1911
0002: jump HEIST9_2004

:HEIST9_1911
0002: jump HEIST9_1903

:HEIST9_1912
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_1939
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_1920
0687: @55 
0639: unknown_action_sequence @55 @54 

:HEIST9_1920
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_1925
0687: @56 
0639: unknown_action_sequence @56 @54 

:HEIST9_1925
0001: wait  100 ms
00D6: if  1
8118:   NOT   actor @57 dead
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_1932
0687: @57 
0639: unknown_action_sequence @57 @54 

:HEIST9_1932
0001: wait  100 ms
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_1939
0687: $PLAYER_ACTOR 
0639: unknown_action_sequence $PLAYER_ACTOR @54 

:HEIST9_1939
00BC: text_highpriority 'HE8_KF'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19047 as  1

:HEIST9_1942
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1947
0001: wait  0 ms
0002: jump HEIST9_1942

:HEIST9_1947
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1949
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1958
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1957
0002: jump HEIST9_2004

:HEIST9_1957
0002: jump HEIST9_1949

:HEIST9_1958
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_1964
0687: @54 
0639: unknown_action_sequence @54 $PLAYER_ACTOR 

:HEIST9_1964
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
040D: unload_wav  1
03CF: load_wav  19048 as  1

:HEIST9_1969
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1974
0001: wait  0 ms
0002: jump HEIST9_1969

:HEIST9_1974
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1976
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_1985
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_1984
0002: jump HEIST9_2004

:HEIST9_1984
0002: jump HEIST9_1976

:HEIST9_1985
00BC: text_highpriority 'HE8_KH'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19049 as  1

:HEIST9_1988
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_1993
0001: wait  0 ms
0002: jump HEIST9_1988

:HEIST9_1993
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_1995
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_2004
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_2003
0002: jump HEIST9_2004

:HEIST9_2003
0002: jump HEIST9_1995

:HEIST9_2004
009A: @315 = create_actor  24  163 at  2201.126  1617.877  998.9827
0860: link_actor @315 to_interior  1 
0173: set_actor @315 z_angle_to  267.4834
04EB: unknown_action_sequence @315  1 
009A: @316 = create_actor  24  164 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  163 at  2207.917  1620.372  998.9827
0860: link_actor @317 to_interior  1 
0173: set_actor @317 z_angle_to  267.4754
04EB: unknown_action_sequence @317  1 
02A9: set_actor @317 immune_to_nonplayer  1
0006: @58 =  0  ;; integer values

:HEIST9_2017
03FE: set_actor @315(@58,5i) money  0
00D6: if  0
8039:   NOT   @58 ==  2  ;; integer values
004D: jump_if_false HEIST9_2023
0223: set_actor @315(@58,5i) health_to  200
08AF: @315(@58,5i)  200 

:HEIST9_2023
0187: @320(@58,15i) = create_marker_above_actor @315(@58,5i)
08DC: @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: @315(@58,5i)  20 
060B: unknown_actor_use_entity @315(@58,5i) @245 
0638: unknown_action_sequence @315(@58,5i)  1 
000A: @58 +=  1  ;; integer values
0029:   @58 >=  3  ;; integer values
004D: jump_if_false HEIST9_2017
009A: @335 = create_actor  24  163 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  164 at  2186.142  1612.398  998.9777
0860: link_actor @336 to_interior  1 
0173: set_actor @336 z_angle_to  306.4445
04EB: unknown_action_sequence @336  1 
009A: @337 = create_actor  24  163 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  164 at  2182.612  1623.697  998.9742
0860: link_actor @338 to_interior  1 
0173: set_actor @338 z_angle_to  248.6147
04EB: unknown_action_sequence @338  1 
009A: @339 = create_actor  24  164 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  163 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  163 at  2176.363  1606.599  998.9827
0860: link_actor @341 to_interior  1 
0173: set_actor @341 z_angle_to  .8709
060F: @341  5.0 
04EB: unknown_action_sequence @341  1 
009A: @342 = create_actor  24  164 at  2176.491  1600.897  998.9827
0860: link_actor @342 to_interior  1 
060F: @342  5.0 
0173: set_actor @342 z_angle_to  352.937
009A: @343 = create_actor  24  163 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  163 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  164 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_2076
03FE: set_actor @335(@58,15i) money  0
00D6: if  1
8039:   NOT   @58 ==  0  ;; integer values
8039:   NOT   @58 ==  4  ;; integer values
004D: jump_if_false HEIST9_2083
0223: set_actor @335(@58,15i) health_to  200
08AF: @335(@58,15i)  200 

:HEIST9_2083
0187: @350(@58,15i) = create_marker_above_actor @335(@58,15i)
08DC: @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: @335(@58,15i)  20 
02E2: set_actor @335(@58,15i) weapon_accuracy_to  20
060B: unknown_actor_use_entity @335(@58,15i) @245 
0638: unknown_action_sequence @335(@58,15i)  1 
000A: @58 +=  1  ;; integer values
0029:   @58 >=  11  ;; integer values
004D: jump_if_false HEIST9_2076
0004: $7934 =  420000  ;; integer values
014F: stop_timer $7934
03C3: set_timer_with_text_to $7934 type  1 text 'HM9_1A'
0050: gosub HEIST9_5696
0108: destroy_object @49
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_2110
00D6: if  0
060E: @51 
004D: jump_if_false HEIST9_2107
05EC: @51 

:HEIST9_2107
00AB: put_car @51 at  2220.39  1577.623  998.967
0175: set_car @51 z_angle_to  179.9804
06C5: @51 

:HEIST9_2110
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_2215
00D6: if  3
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_2215
0615: @286 
05B9: unknown_action_sequence -1  10 
00D6: if  0
8118:   NOT   actor @315 dead
004D: jump_if_false HEIST9_2125
05E2: unknown_action_sequence -1 @315 

:HEIST9_2125
00D6: if  0
8118:   NOT   actor @316 dead
004D: jump_if_false HEIST9_2129
05E2: unknown_action_sequence -1 @316 

:HEIST9_2129
00D6: if  0
8118:   NOT   actor @317 dead
004D: jump_if_false HEIST9_2133
05E2: unknown_action_sequence -1 @317 

:HEIST9_2133
0616: @286 
0615: @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: unknown_action_sequence -1  0 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05D6: clear_scmpath
0616: @365 
0615: @366 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: @366 
0615: @53 
00D6: if  0
00DB:   actor @55 in_car @51
004D: jump_if_false HEIST9_2157
05CD: unknown_action_sequence -1 @51 

:HEIST9_2157
0618: -1 @365 
0618: -1 @366 
05F5: unknown_action_sequence -1  2222.452  1617.022  998.9678  6 -1 
0638: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @55 
0618: @55 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  500 
00D6: if  0
00DB:   actor @56 in_car @51
004D: jump_if_false HEIST9_2172
05CD: unknown_action_sequence -1 @51 

:HEIST9_2172
0618: -1 @365 
05B9: unknown_action_sequence -1  1000 
0618: -1 @366 
05F5: unknown_action_sequence -1  2222.943  1620.636  998.9709  6 -1 
0638: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @56 
0618: @56 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  1500 
00D6: if  0
00DB:   actor @57 in_car @51
004D: jump_if_false HEIST9_2188
05CD: unknown_action_sequence -1 @51 

:HEIST9_2188
0618: -1 @365 
05B9: unknown_action_sequence -1  3000 
0618: -1 @366 
05F5: unknown_action_sequence -1  2223.133  1610.966  998.9728  4 -1 
0638: unknown_action_sequence -1  1 
0616: @53 
0687: @57 
0618: @57 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  2000 
00D6: if  0
00DB:   actor @54 in_car @51
004D: jump_if_false HEIST9_2203
05CD: unknown_action_sequence -1 @51 

:HEIST9_2203
0618: -1 @365 
05B9: unknown_action_sequence -1  2500 
0618: -1 @366 
05F5: unknown_action_sequence -1  2223.133  1610.966  998.9728  4 -1 
0638: unknown_action_sequence -1  1 
0616: @53 
0687: @54 
0618: @54 @53 
061B: @286 
061B: @53 
061B: @365 
061B: @366 

:HEIST9_2215
0006: @58 =  0  ;; integer values

:HEIST9_2216
00D6: if  1
8118:   NOT   actor @54(@58,4i) dead
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_2223
0187: @91(@58,4i) = create_marker_above_actor @54(@58,4i)
08DC: @91(@58,4i)  2196.635  1676.841  10.0 
07E0: @91(@58,4i)  1 

:HEIST9_2223
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_2216
0006: @38 =  7  ;; integer values
0002: jump HEIST9_2229

:HEIST9_2228
00BC: text_highpriority 'HM9_14'  5000 ms  1

:HEIST9_2229
00D6: if  0
0039:   @38 ==  7  ;; integer values
004D: jump_if_false HEIST9_2240
04ED: load_animation "BOMBER"

:HEIST9_2233
00D6: if  0
84EE:   NOT   animation "BOMBER" loaded
004D: jump_if_false HEIST9_2238
0001: wait  0 ms
0002: jump HEIST9_2233

:HEIST9_2238
0006: @38 =  8  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_2240
00D6: if  0
0039:   @38 ==  8  ;; integer values
004D: jump_if_false HEIST9_3012
0006: @58 =  0  ;; integer values

:HEIST9_2244
00D6: if  1
0118:   actor @315(@58,5i) dead
8039:   NOT   @320(@58,15i) ==  0  ;; integer values
004D: jump_if_false HEIST9_2254
00D6: if  0
075C:   marker @320(@58,15i) enabled
004D: jump_if_false HEIST9_2254
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_2254
000A: @58 +=  1  ;; integer values
0029:   @58 >=  3  ;; integer values
004D: jump_if_false HEIST9_2244
0006: @58 =  0  ;; integer values

:HEIST9_2258
00D6: if  1
0118:   actor @335(@58,15i) dead
8039:   NOT   @350(@58,15i) ==  0  ;; integer values
004D: jump_if_false HEIST9_2268
00D6: if  0
075C:   marker @350(@58,15i) enabled
004D: jump_if_false HEIST9_2268
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_2268
000A: @58 +=  1  ;; integer values
0029:   @58 >=  11  ;; integer values
004D: jump_if_false HEIST9_2258
00D6: if  3
0118:   actor @315 dead
0118:   actor @316 dead
0118:   actor @317 dead
0039:   @257 ==  0  ;; integer values
004D: jump_if_false HEIST9_2388
00D6: if  3
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_2387
0615: @286 
05B9: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @335 dead
004D: jump_if_false HEIST9_2289
05E2: unknown_action_sequence -1 @335 

:HEIST9_2289
00D6: if  0
8118:   NOT   actor @337 dead
004D: jump_if_false HEIST9_2293
05E2: unknown_action_sequence -1 @337 

:HEIST9_2293
00D6: if  0
8118:   NOT   actor @336 dead
004D: jump_if_false HEIST9_2297
05E2: unknown_action_sequence -1 @336 

:HEIST9_2297
00D6: if  0
8118:   NOT   actor @341 dead
004D: jump_if_false HEIST9_2301
05E2: unknown_action_sequence -1 @341 

:HEIST9_2301
00D6: if  0
8118:   NOT   actor @342 dead
004D: jump_if_false HEIST9_2305
05E2: unknown_action_sequence -1 @342 

:HEIST9_2305
0616: @286 
0615: @365 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: unknown_action_sequence -1  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: @365 
0615: @53 
0618: -1 @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: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @55 
0618: @55 @53 
061B: @286 
0615: @286 
05B9: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @338 dead
004D: jump_if_false HEIST9_2336
05E2: unknown_action_sequence -1 @338 

:HEIST9_2336
00D6: if  0
8118:   NOT   actor @339 dead
004D: jump_if_false HEIST9_2340
05E2: unknown_action_sequence -1 @339 

:HEIST9_2340
00D6: if  0
8118:   NOT   actor @340 dead
004D: jump_if_false HEIST9_2344
05E2: unknown_action_sequence -1 @340 

:HEIST9_2344
00D6: if  0
8118:   NOT   actor @341 dead
004D: jump_if_false HEIST9_2348
05E2: unknown_action_sequence -1 @341 

:HEIST9_2348
00D6: if  0
8118:   NOT   actor @342 dead
004D: jump_if_false HEIST9_2352
05E2: unknown_action_sequence -1 @342 

:HEIST9_2352
0616: @286 
061B: @53 
0615: @53 
0618: -1 @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: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @56 
0618: @56 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  500 
05F5: unknown_action_sequence -1  2223.391  1619.15  998.9672  6 -1 
0618: -1 @365 
05F5: unknown_action_sequence -1  2198.942  1617.974  998.9766  6 -1 
0638: unknown_action_sequence -1  1 
0616: @53 
0687: @57 
0618: @57 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  500 
05F5: unknown_action_sequence -1  2223.391  1619.15  998.9672  6 -1 
0618: -1 @365 
05F5: unknown_action_sequence -1  2197.816  1617.827  998.9766  6 -1 
0638: unknown_action_sequence -1  1 
0616: @53 
0687: @54 
0618: @54 @53 
061B: @286 
061B: @53 
061B: @365 

:HEIST9_2387
0006: @257 =  1  ;; integer values

:HEIST9_2388
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2158.438  1618.74  998.965 radius  4.0  4.0  4.0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false HEIST9_2398
00D6: if  0
8118:   NOT   actor @344 dead
004D: jump_if_false HEIST9_2397
0687: @344 
0618: @344 @212 

:HEIST9_2397
0006: @37 =  1  ;; integer values

:HEIST9_2398
00D6: if  4
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_2484
00D6: if  2
0118:   actor @339 dead
0118:   actor @340 dead
0039:   @257 ==  1  ;; integer values
004D: jump_if_false HEIST9_2484
00D6: if  3
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_2484
0615: @286 
05B9: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @343 dead
004D: jump_if_false HEIST9_2422
05E2: unknown_action_sequence -1 @343 

:HEIST9_2422
00D6: if  0
8118:   NOT   actor @341 dead
004D: jump_if_false HEIST9_2426
05E2: unknown_action_sequence -1 @341 

:HEIST9_2426
00D6: if  0
8118:   NOT   actor @342 dead
004D: jump_if_false HEIST9_2430
05E2: unknown_action_sequence -1 @342 

:HEIST9_2430
0616: @286 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @55 
0618: @55 @53 
061B: @53 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @56 
0618: @56 @53 
061B: @53 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: @53 
0687: @57 
0618: @57 @53 
061B: @53 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: @53 
0687: @54 
0618: @54 @53 
061B: @53 
061B: @286 
0006: @258 =  1  ;; integer values

:HEIST9_2484
00D6: if  3
0118:   actor @341 dead
0118:   actor @342 dead
0118:   actor @343 dead
0039:   @258 ==  1  ;; integer values
004D: jump_if_false HEIST9_2571
00D6: if  3
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_2571
0615: @286 
05B9: unknown_action_sequence -1  1 
00D6: if  0
8118:   NOT   actor @345 dead
004D: jump_if_false HEIST9_2502
05E2: unknown_action_sequence -1 @345 

:HEIST9_2502
00D6: if  0
8118:   NOT   actor @344 dead
004D: jump_if_false HEIST9_2506
05E2: unknown_action_sequence -1 @344 

:HEIST9_2506
0616: @286 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @55 
0618: @55 @53 
061B: @53 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: unknown_action_sequence -1 unknown_angle  180.0 
0638: unknown_action_sequence -1  1 
0618: -1 @286 
0616: @53 
0687: @56 
0618: @56 @53 
061B: @53 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: unknown_action_sequence -1 unknown_angle  172.0 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05D6: clear_scmpath
0616: @53 
0687: @57 
0618: @57 @53 
061B: @53 
0615: @53 
05D6: clear_scmpath
04EB: unknown_action_sequence -1  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: @53 
0687: @54 
0618: @54 @53 
061B: @53 
061B: @286 
0006: @258 =  2  ;; integer values

:HEIST9_2571
00D6: if  2
0118:   actor @344 dead
0118:   actor @345 dead
0039:   @258 ==  2  ;; integer values
004D: jump_if_false HEIST9_2594
0615: @53 
04EB: unknown_action_sequence -1  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: @53 
0006: @58 =  0  ;; integer values

:HEIST9_2582
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_2587
0687: @54(@58,4i) 
0618: @54(@58,4i) @53 

:HEIST9_2587
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_2582
061B: @53 
0006: @367 =  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @258 =  3  ;; integer values

:HEIST9_2594
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2195.041  1618.905  998.9766 radius  2.0  2.0  2.0
004D: jump_if_false HEIST9_2641
00D6: if  1
8119:   NOT   car @46 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_2606
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @46
004D: jump_if_false HEIST9_2606
00A6: destroy_car @46
0249: release_model  530

:HEIST9_2606
00D6: if  0
0039:   @304 ==  0  ;; integer values
004D: jump_if_false HEIST9_2641
00D6: if  0
8118:   NOT   actor @341 dead
004D: jump_if_false HEIST9_2624
0615: @53 
0638: unknown_action_sequence -1  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: unknown_action_sequence -1 unknown_angle  270.0 
0616: @53 
0618: @341 @53 
061B: @53 

:HEIST9_2624
00D6: if  0
8118:   NOT   actor @342 dead
004D: jump_if_false HEIST9_2640
061B: @53 
0615: @53 
0638: unknown_action_sequence -1  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: unknown_action_sequence -1 unknown_angle  270.0 
0616: @53 
0618: @342 @53 
061B: @53 

:HEIST9_2640
0006: @304 =  1  ;; integer values

:HEIST9_2641
00D6: if  0
0039:   @251 ==  0  ;; integer values
004D: jump_if_false HEIST9_2664
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  0  ;; integer values
004D: jump_if_false HEIST9_2651
01E5: text_1number_highpriority 'HM9_1C'  7  5000 ms  1
0006: @105 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:HEIST9_2651
00D6: if  1
0019:   @33 >  5000  ;; integer values
0039:   @105 ==  1  ;; integer values
004D: jump_if_false HEIST9_2658
00BC: text_highpriority 'HM9_21'  6000 ms  1
0006: @105 =  2  ;; integer values
0006: @33 =  0  ;; integer values

:HEIST9_2658
00D6: if  1
0019:   @33 >  6000  ;; integer values
0039:   @105 ==  2  ;; integer values
004D: jump_if_false HEIST9_2664
00BC: text_highpriority 'HM9_1G'  7000 ms  1
0006: @105 =  3  ;; integer values

:HEIST9_2664
00D6: if  0
8039:   NOT   @367 ==  0  ;; integer values
004D: jump_if_false HEIST9_2726
00D6: if  0
0039:   @367 ==  1  ;; integer values
004D: jump_if_false HEIST9_2678
0006: @58 =  0  ;; integer values

:HEIST9_2671
009B: destroy_actor_instantly @315(@58,5i)
000A: @58 +=  1  ;; integer values
0029:   @58 >=  3  ;; integer values
004D: jump_if_false HEIST9_2671
00BC: text_highpriority 'HM9_1E'  5000 ms  1
0006: @367 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_2678
00D6: if  1
0019:   @32 >  4000  ;; integer values
0039:   @367 ==  2  ;; integer values
004D: jump_if_false HEIST9_2686
05AA: s@288 = 'HE8_LA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19050 
0050: gosub HEIST9_6273
0006: @367 =  3  ;; integer values

:HEIST9_2686
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @367 ==  3  ;; integer values
004D: jump_if_false HEIST9_2694
05AA: s@288 = 'HE8_LB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19051 
0050: gosub HEIST9_6273
0006: @367 =  4  ;; integer values

:HEIST9_2694
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @367 ==  4  ;; integer values
004D: jump_if_false HEIST9_2702
05AA: s@288 = 'HE8_LC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19052 
0050: gosub HEIST9_6273
0006: @367 =  5  ;; integer values

:HEIST9_2702
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @367 ==  5  ;; integer values
004D: jump_if_false HEIST9_2710
05AA: s@288 = 'HE8_LD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19053 
0050: gosub HEIST9_6273
0006: @367 =  6  ;; integer values

:HEIST9_2710
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @367 ==  6  ;; integer values
004D: jump_if_false HEIST9_2718
05AA: s@288 = 'HE8_LE'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19054 
0050: gosub HEIST9_6273
0006: @367 =  7  ;; integer values

:HEIST9_2718
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @367 ==  7  ;; integer values
004D: jump_if_false HEIST9_2726
05AA: s@288 = 'HE8_LF'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19055 
0050: gosub HEIST9_6273
0006: @367 =  0  ;; integer values

:HEIST9_2726
0006: @234 =  0  ;; integer values
00D6: if  1
0019:   @251 >  1  ;; integer values
0039:   @252 ==  1  ;; integer values
004D: jump_if_false HEIST9_2859
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  0  ;; integer values
004D: jump_if_false HEIST9_2747
0006: @58 =  0  ;; integer values

:HEIST9_2736
009B: destroy_actor_instantly @335(@58,15i)
000A: @58 +=  1  ;; integer values
0029:   @58 >=  11  ;; integer values
004D: jump_if_false HEIST9_2736
018A: @233 = create_checkpoint_at  2144.101  1623.453  993.5677
08DC: @233  2196.635  1676.841  10.0 
018B: show_on_radar @233  0
05AA: s@288 = 'HE8_MA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19056 
0050: gosub HEIST9_6273
0006: @105 =  1  ;; integer values

:HEIST9_2747
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  1  ;; integer values
004D: jump_if_false HEIST9_2755
05AA: s@288 = 'HE8_MB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19057 
0050: gosub HEIST9_6273
0006: @105 =  2  ;; integer values

:HEIST9_2755
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  2  ;; integer values
004D: jump_if_false HEIST9_2764
05AA: s@288 = 'HE8_MC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19058 
0050: gosub HEIST9_6273
0006: @105 =  3  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_2764
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  3  ;; integer values
004D: jump_if_false HEIST9_2772
05AA: s@288 = 'HE8_NA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19059 
0050: gosub HEIST9_6273
0006: @105 =  4  ;; integer values

:HEIST9_2772
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  4  ;; integer values
004D: jump_if_false HEIST9_2780
05AA: s@288 = 'HE8_NB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19060 
0050: gosub HEIST9_6273
0006: @105 =  5  ;; integer values

:HEIST9_2780
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  5  ;; integer values
004D: jump_if_false HEIST9_2789
05AA: s@288 = 'HE8_NC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19061 
0050: gosub HEIST9_6273
0006: @105 =  6  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_2789
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  6  ;; integer values
004D: jump_if_false HEIST9_2797
05AA: s@288 = 'HE8_ND'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19062 
0050: gosub HEIST9_6273
0006: @105 =  7  ;; integer values

:HEIST9_2797
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  7  ;; integer values
004D: jump_if_false HEIST9_2806
05AA: s@288 = 'HE8_NE'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19063 
0050: gosub HEIST9_6273
0006: @105 =  8  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_2806
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  8  ;; integer values
004D: jump_if_false HEIST9_2859
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  39 
004D: jump_if_false HEIST9_2854
0247: request_model  163

:HEIST9_2814
00D6: if  0
8248:   NOT   model  163 available
004D: jump_if_false HEIST9_2819
0001: wait  0 ms
0002: jump HEIST9_2814

:HEIST9_2819
009A: @295 = create_actor  24  164 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: unknown_action_sequence @295  1 
03FE: set_actor @295 money  0
009A: @296 = create_actor  24  163 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: unknown_action_sequence @296  1 
03FE: set_actor @296 money  0
00D6: if  0
075C:   marker @233 enabled
004D: jump_if_false HEIST9_2839
0164: disable_marker @233

:HEIST9_2839
0006: @58 =  0  ;; integer values

:HEIST9_2840
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_2844
02AB: set_actor @54(@58,4i) immunities  0  1  1  1  0

:HEIST9_2844
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_2840
00BC: text_highpriority 'HM9_22'  4000 ms  1
0006: @38 =  13  ;; integer values
0188: @228 = create_marker_above_object @171
08DC: @228  2196.635  1676.841  10.0 
0188: @229 = create_marker_above_object @172
08DC: @229  2196.635  1676.841  10.0 
0002: jump HEIST9_2857

:HEIST9_2854
00BC: text_highpriority 'HM9_PK'  4000 ms  1
03DC: @299 = create_marker_above_pickup @214
08DC: @299  2196.635  1676.841  10.0 

:HEIST9_2857
0006: @105 =  101  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_2859
00D6: if  2
0491:   actor $PLAYER_ACTOR has_weapon  39 
0039:   @105 ==  101  ;; integer values
8039:   NOT   @38 ==  13  ;; integer values
004D: jump_if_false HEIST9_2906
0247: request_model  163

:HEIST9_2865
00D6: if  0
8248:   NOT   model  163 available
004D: jump_if_false HEIST9_2870
0001: wait  0 ms
0002: jump HEIST9_2865

:HEIST9_2870
009A: @295 = create_actor  24  164 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: unknown_action_sequence @295  1 
009A: @296 = create_actor  24  163 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: unknown_action_sequence @296  1 
00D6: if  0
075C:   marker @233 enabled
004D: jump_if_false HEIST9_2888
0164: disable_marker @233

:HEIST9_2888
0006: @58 =  0  ;; integer values

:HEIST9_2889
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_2893
02AB: set_actor @54(@58,4i) immunities  0  1  1  1  0

:HEIST9_2893
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_2889
00D6: if  0
075C:   marker @299 enabled
004D: jump_if_false HEIST9_2900
0164: disable_marker @299

:HEIST9_2900
00BC: text_highpriority 'HM9_22'  4000 ms  1
0006: @38 =  13  ;; integer values
0188: @228 = create_marker_above_object @171
08DC: @228  2196.635  1676.841  10.0 
0188: @229 = create_marker_above_object @172
08DC: @229  2196.635  1676.841  10.0 

:HEIST9_2906
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2144.393  1616.653  992.5681 radius  20.0  20.0  2.0
004D: jump_if_false HEIST9_2920
00D6: if  2
8039:   NOT   @105 ==  0  ;; integer values
8039:   NOT   @105 ==  9  ;; integer values
0019:   @251 >  1  ;; integer values
004D: jump_if_false HEIST9_2918
00D6: if  0
075C:   marker @233 enabled
004D: jump_if_false HEIST9_2918
018B: show_on_radar @233  0

:HEIST9_2918
0006: @252 =  1  ;; integer values
0002: jump HEIST9_2931

:HEIST9_2920
00D6: if  2
8039:   NOT   @105 ==  0  ;; integer values
8039:   NOT   @105 ==  9  ;; integer values
0019:   @251 >  1  ;; integer values
004D: jump_if_false HEIST9_2930
00D6: if  0
075C:   marker @233 enabled
004D: jump_if_false HEIST9_2929
018B: show_on_radar @233  3

:HEIST9_2929
00BC: text_highpriority 'HM9_56'  1000 ms  1

:HEIST9_2930
0006: @252 =  0  ;; integer values

:HEIST9_2931
0006: @58 =  0  ;; integer values

:HEIST9_2932
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_3009
00D6: if  1
00FE:   actor @54(@58,4i)  0 ()near_point  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_3009
00D6: if  1
0039:   @58 ==  0  ;; integer values
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_2956
0615: @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: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "BOM_PLANT_LOOP" "BOMBER"  1.0  1  0  0  0 -1 
0638: unknown_action_sequence -1  1 
0643: @53  1 
0616: @53 
0618: @54 @53 

:HEIST9_2956
00D6: if  1
0039:   @58 ==  1  ;; integer values
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_2972
0615: @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: unknown_action_sequence -1  1 
0605: unknown_action_sequence -1 "BOM_PLANT_LOOP" "BOMBER"  1.0  1  0  0  0 -1 
0643: @53  1 
0616: @53 
0618: @55 @53 

:HEIST9_2972
00D6: if  1
0039:   @58 ==  2  ;; integer values
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_2986
0615: @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: unknown_action_sequence -1  1 
06BA: unknown_action_sequence -1  2144.231  1629.507  992.5703 
0616: @53 
0618: @56 @53 

:HEIST9_2986
00D6: if  1
0039:   @58 ==  3  ;; integer values
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST9_3000
0615: @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: unknown_action_sequence -1  1 
06BA: unknown_action_sequence -1  2144.231  1629.507  992.5703 
0616: @53 
0618: @57 @53 

:HEIST9_3000
061B: @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  0
0039:   @251 ==  0  ;; integer values
004D: jump_if_false HEIST9_3008
0006: @105 =  0  ;; integer values

:HEIST9_3008
000A: @251 +=  1  ;; integer values

:HEIST9_3009
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_2932

:HEIST9_3012
00D6: if  1
0039:   @38 ==  13  ;; integer values
0019:   @32 >  5000  ;; integer values
004D: jump_if_false HEIST9_3833
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false HEIST9_3075
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  0  ;; integer values
004D: jump_if_false HEIST9_3027
05AA: s@288 = 'HE8_OA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19064 
0050: gosub HEIST9_6273
0006: @105 =  1  ;; integer values

:HEIST9_3027
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  1  ;; integer values
004D: jump_if_false HEIST9_3035
05AA: s@288 = 'HE8_OB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19065 
0050: gosub HEIST9_6273
0006: @105 =  2  ;; integer values

:HEIST9_3035
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  2  ;; integer values
004D: jump_if_false HEIST9_3043
05AA: s@288 = 'HE8_OC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19066 
0050: gosub HEIST9_6273
0006: @105 =  3  ;; integer values

:HEIST9_3043
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  3  ;; integer values
004D: jump_if_false HEIST9_3051
05AA: s@288 = 'HE8_OD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19067 
0050: gosub HEIST9_6273
0006: @105 =  4  ;; integer values

:HEIST9_3051
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  4  ;; integer values
004D: jump_if_false HEIST9_3059
05AA: s@288 = 'HE8_OE'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19068 
0050: gosub HEIST9_6273
0006: @105 =  5  ;; integer values

:HEIST9_3059
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  5  ;; integer values
004D: jump_if_false HEIST9_3067
05AA: s@288 = 'HE8_OF'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19069 
0050: gosub HEIST9_6273
0006: @105 =  8  ;; integer values

:HEIST9_3067
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  8  ;; integer values
004D: jump_if_false HEIST9_3075
05AA: s@288 = 'HE8_OJ'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19072 
0050: gosub HEIST9_6273
0006: @105 =  9  ;; integer values

:HEIST9_3075
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_3079
041A: @175 = actor $PLAYER_ACTOR weapon  39 ammo

:HEIST9_3079
00D6: if  0
848C:   NOT   unknown_pickup_exists_at  2146.487  1622.805  993.0
004D: jump_if_false HEIST9_3090
00D6: if  1
002B:    0 >= @175  ;; integer values 
0039:   @119 ==  0  ;; integer values
004D: jump_if_false HEIST9_3090
00D6: if  0
89D1:   NOT @214 
004D: jump_if_false HEIST9_3090
032B: @214 = create_weapon_pickup  363  3 ammo  5 at  2146.487  1622.805  993.0

:HEIST9_3090
00D6: if  23
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_3172
00D6: if  0
0039:   @119 ==  0  ;; integer values
004D: jump_if_false HEIST9_3172
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: @312  0 
0050: gosub HEIST9_5691
07F7: @60  1 
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2146.146  1613.818  999.968 radius  7.0  7.0  2.0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_3110
05BE: unknown_action_sequence $PLAYER_ACTOR 

:HEIST9_3110
00D6: if  0
075C:   marker @228 enabled
004D: jump_if_false HEIST9_3114
0164: disable_marker @228

:HEIST9_3114
00D6: if  0
075C:   marker @229 enabled
004D: jump_if_false HEIST9_3118
0164: disable_marker @229

:HEIST9_3118
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_5335
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_3129
020C: create_explosion_with_radius  11 at  2143.107  1611.332  1000.5
064B: "EXPLOSION_SMALL"  2143.107  1611.332  1000.5  1 @201 
064C: @201 
0001: wait  150 ms
020C: create_explosion_with_radius  11 at  2149.51  1614.586  1000.5
064B: "EXPLOSION_SMALL"  2149.51  1614.586  1000.5  1 @202 
064C: @202 
0001: wait  10 ms
0006: @58 =  0  ;; integer values

:HEIST9_3138
064E: @201(@58,6i) 
0650: @201(@58,6i) 
000A: @58 +=  1  ;; integer values
0029:   @58 >=  6  ;; integer values
004D: jump_if_false HEIST9_3138
000A: @368 +=  1  ;; integer values
0029:   @368 >=  3  ;; integer values
004D: jump_if_false HEIST9_3129
0001: wait  2000 ms
0006: @58 =  0  ;; integer values

:HEIST9_3148
018B: show_on_radar @91(@58,4i)  3
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_3154
0638: unknown_action_sequence @54(@58,4i)  0 
02AB: set_actor @54(@58,4i) immunities  0  0  0  1  0

:HEIST9_3154
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3148
0006: @105 =  6  ;; integer values
0050: gosub HEIST9_5696
0050: gosub HEIST9_5344
0006: @32 =  0  ;; integer values
0006: @119 =  1  ;; integer values
03E6: remove_text_box
0006: @58 =  0  ;; integer values

:HEIST9_3164
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3164
00D6: if  0
048C:   unknown_pickup_exists_at  2146.487  1622.805  993.0
004D: jump_if_false HEIST9_3171
0215: destroy_pickup @214

:HEIST9_3171
00BC: text_highpriority 'HM9_40'  5000 ms  1

:HEIST9_3172
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false HEIST9_3183
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @105 ==  0  ;; integer values
004D: jump_if_false HEIST9_3183
05AA: s@288 = 'HE8_OK'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19073 
0050: gosub HEIST9_6273
0006: @105 =  10  ;; integer values

:HEIST9_3183
00D6: if  1
0039:   @121 ==  0  ;; integer values
0039:   @119 ==  1  ;; integer values
004D: jump_if_false HEIST9_3416
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2143.975  1624.443  992.5681 radius  20.0  20.0  2.0
004D: jump_if_false HEIST9_3416
0006: @105 =  10  ;; integer values
0006: @121 =  1  ;; integer values
0006: @58 =  0  ;; integer values

:HEIST9_3193
018B: show_on_radar @91(@58,4i)  0
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3193
0050: gosub HEIST9_5691
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_3203
08C7: @56  2147.744  1620.447  992.6882 
0173: set_actor @56 z_angle_to  346.8824

:HEIST9_3203
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST9_3208
08C7: @57  2136.254  1621.628  992.6882 
0173: set_actor @57 z_angle_to  358.8987

:HEIST9_3208
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
040D: unload_wav  1
03CF: load_wav  19083 as  1

:HEIST9_3214
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_3219
0001: wait  0 ms
0002: jump HEIST9_3214

:HEIST9_3219
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_3221
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_3229
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_3228

:HEIST9_3228
0002: jump HEIST9_3221

:HEIST9_3229
00BC: text_highpriority 'HE8_QC'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19085 as  1

:HEIST9_3232
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_3237
0001: wait  0 ms
0002: jump HEIST9_3232

:HEIST9_3237
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_3248
05B9: unknown_action_sequence @54  1000 
0792: @54 
05D6: clear_scmpath
05D7: add_point_to_scmpath  2135.497  1625.518  992.5681 
04EB: unknown_action_sequence @54  1 
05D8: AS_assign_scmpath to_actor @54 flags  6  0 
05D6: clear_scmpath

:HEIST9_3248
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_3257
0792: @55 
05D6: clear_scmpath
05D7: add_point_to_scmpath  2152.954  1625.076  992.5681 
04EB: unknown_action_sequence @55  1 
05D8: AS_assign_scmpath to_actor @55 flags  6  0 
05D6: clear_scmpath

:HEIST9_3257
0006: @33 =  0  ;; integer values

:HEIST9_3258
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_3266
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_3265

:HEIST9_3265
0002: jump HEIST9_3258

:HEIST9_3266
00BC: text_highpriority 'HE8_QB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19084 as  1

:HEIST9_3269
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_3274
0001: wait  0 ms
0002: jump HEIST9_3269

:HEIST9_3274
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_3276
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_3284
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_3283

:HEIST9_3283
0002: jump HEIST9_3276

:HEIST9_3284
0006: @58 =  0  ;; integer values

:HEIST9_3285
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_3290
0792: @54(@58,4i) 
04EB: unknown_action_sequence @54(@58,4i)  1 

:HEIST9_3290
018B: show_on_radar @91(@58,4i)  3
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3285
020C: create_explosion_with_radius  11 at  2144.533  1626.747  992.707
064B: "EXPLOSION_SMALL"  2144.533  1626.747  992.707  1 @369 
064F: @369 
020C: create_explosion_with_radius  11 at  2144.533  1626.747  994.0
0001: wait  500 ms
064B: "EXPLOSION_SMALL"  2144.533  1626.747  994.0  1 @370 
064F: @370 
020C: create_explosion_with_radius  11 at  2144.533  1626.747  996.0
0108: destroy_object @60
0001: wait  500 ms
064B: "EXPLOSION_SMALL"  2144.533  1626.747  996.0  1 @371 
064F: @371 
00BC: text_highpriority 'HE8_RA'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19086 as  1

:HEIST9_3309
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_3314
0001: wait  0 ms
0002: jump HEIST9_3309

:HEIST9_3314
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_3316
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_3324
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_3323

:HEIST9_3323
0002: jump HEIST9_3316

:HEIST9_3324
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_3329
08C7: $PLAYER_ACTOR  2144.266  1610.649  992.5681 
0173: set_actor $PLAYER_ACTOR z_angle_to  359.3881

:HEIST9_3329
0050: gosub HEIST9_5696
00BC: text_highpriority 'HM9_58'  7000 ms  1
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  3
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_3416
0615: @373 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05B9: unknown_action_sequence -1  500 
0643: @373  1 
0616: @373 
0615: @53 
04EB: unknown_action_sequence -1  1 
05B9: unknown_action_sequence -1  3000 
05F5: unknown_action_sequence -1  2146.27  1636.314  992.5683  6 -1 
070A: unknown_action_sequence -1 @61  0.0  0.0 -.5  6  1 "NULL" "NULL"  0 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
0618: -1 @373 
0616: @53 
0792: @54 
04EB: unknown_action_sequence @54  0 
0618: @54 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  100 
04EB: unknown_action_sequence -1  1 
05F5: unknown_action_sequence -1  2146.137  1632.404  992.5683  6 -1 
070A: unknown_action_sequence -1 @62  0.0  0.0 -.5  6  1 "NULL" "NULL"  0 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
0618: -1 @373 
0616: @53 
0792: @55 
04EB: unknown_action_sequence @55  0 
0618: @55 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  200 
04EB: unknown_action_sequence -1  1 
05B9: unknown_action_sequence -1  2000 
05F5: unknown_action_sequence -1  2142.148  1632.426  992.5683  6 -1 
070A: unknown_action_sequence -1 @63  0.0  0.0 -.5  6  1 "NULL" "NULL"  0 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
0618: -1 @373 
0616: @53 
0792: @56 
04EB: unknown_action_sequence @56  0 
0618: @56 @53 
061B: @53 
0615: @53 
05B9: unknown_action_sequence -1  100 
04EB: unknown_action_sequence -1  1 
05B9: unknown_action_sequence -1  3000 
05F5: unknown_action_sequence -1  2142.07  1636.136  992.5683  6 -1 
070A: unknown_action_sequence -1 @64  0.0  0.0 -.5  6  1 "NULL" "NULL"  0 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
0618: -1 @373 
0616: @53 
0792: @57 
04EB: unknown_action_sequence @57  0 
0618: @57 @53 
04EF: release_animation "BOMBER"
018A: @372 = create_checkpoint_at  2144.152  1636.462  992.5703
08DC: @372  2196.635  1676.841  10.0 
061B: @373 
061B: @53 

:HEIST9_3416
00D6: if  0
0039:   @121 ==  1  ;; integer values
004D: jump_if_false HEIST9_3439
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2144.152  1636.462  992.5703 radius  10.0  10.0  2.0
075C:   marker @372 enabled
004D: jump_if_false HEIST9_3439
00D6: if  0
075C:   marker @372 enabled
004D: jump_if_false HEIST9_3427
0164: disable_marker @372

:HEIST9_3427
0006: @140 =  1  ;; integer values
0006: @121 =  2  ;; integer values
0006: @33 =  0  ;; integer values
0006: @58 =  0  ;; integer values

:HEIST9_3431
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_3436
0226: @142(@58,5i) = actor @54(@58,4i) health
0085: @148(@58,5i) = @142(@58,5i)  ;; integer values and handles

:HEIST9_3436
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3431

:HEIST9_3439
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @140 ==  1  ;; integer values
004D: jump_if_false HEIST9_3447
05AA: s@288 = 'HE8_RB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19087 
0050: gosub HEIST9_6273
0006: @140 =  2  ;; integer values

:HEIST9_3447
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @140 ==  2  ;; integer values
004D: jump_if_false HEIST9_3456
05AA: s@288 = 'HE8_RC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19088 
0050: gosub HEIST9_6273
0006: @32 =  0  ;; integer values
0006: @140 =  3  ;; integer values

:HEIST9_3456
00D6: if  2
0039:   @231 ==  2  ;; integer values
0039:   @140 ==  3  ;; integer values
0019:   @32 >  3000  ;; integer values
004D: jump_if_false HEIST9_3622
0050: gosub HEIST9_5702
0050: gosub HEIST9_5691
0006: @131 =  4  ;; integer values
0006: @58 =  0  ;; integer values

:HEIST9_3465
00D6: if  0
8118:   NOT   actor @335(@58,15i) dead
004D: jump_if_false HEIST9_3469
009B: destroy_actor_instantly @335(@58,15i)

:HEIST9_3469
000A: @58 +=  1  ;; integer values
0029:   @58 >=  11  ;; integer values
004D: jump_if_false HEIST9_3465
0006: @58 =  0  ;; integer values

:HEIST9_3473
009B: destroy_actor_instantly @109(@58,5i)
000A: @58 +=  1  ;; integer values
0029:   @58 >=  3  ;; integer values
004D: jump_if_false HEIST9_3473
009B: destroy_actor_instantly @295
009B: destroy_actor_instantly @296
0249: release_model  163
0249: release_model  164
0247: request_model  124
0247: request_model  125

:HEIST9_3483
00D6: if  21
8248:   NOT   model  124 available
8248:   NOT   model  125 available
004D: jump_if_false HEIST9_3489
0001: wait  0 ms
0002: jump HEIST9_3483

:HEIST9_3489
009A: @335 = create_actor  24  124 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  124 at  2135.702  1611.064  992.6882
0860: link_actor @336 to_interior  1 
0173: set_actor @336 z_angle_to  354.2745
0615: @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: unknown_action_sequence -1  1 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
05D4: unknown_action_sequence -1 unknown_angle  6.3138 
05BA: unknown_action_sequence -1  1 
05D6: clear_scmpath
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_3509
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 

:HEIST9_3509
0616: @374 
009A: @337 = create_actor  24  125 at  2144.029  1605.352  992.5684
0860: link_actor @337 to_interior  1 
0173: set_actor @337 z_angle_to  356.695
0618: @337 @374 
061B: @374 
0615: @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: unknown_action_sequence -1  1 
05D8: AS_assign_scmpath to_actor -1 flags  6  0 
04EB: unknown_action_sequence -1  0 
05D4: unknown_action_sequence -1 unknown_angle  335.8946 
05BA: unknown_action_sequence -1  1 
05D6: clear_scmpath
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_3529
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 

:HEIST9_3529
0616: @374 
009A: @338 = create_actor  24  124 at  2144.22  1601.963  992.5684
0860: link_actor @338 to_interior  1 
0173: set_actor @338 z_angle_to  358.3628
0618: @338 @374 
009A: @339 = create_actor  24  125 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: unknown_action_sequence @339  1 
060F: @339  5.0 
009A: @340 = create_actor  24  125 at  2147.77  1596.479  994.5676
0860: link_actor @340 to_interior  1 
0173: set_actor @340 z_angle_to  78.7631
0638: unknown_action_sequence @340  1 
060F: @340  5.0 
009A: @341 = create_actor  24  124 at  2148.627  1602.235  996.7766
0860: link_actor @341 to_interior  1 
0173: set_actor @341 z_angle_to  170.4726
0638: unknown_action_sequence @341  1 
060F: @341  5.0 
009A: @342 = create_actor  24  125 at  2148.358  1603.734  996.7766
0860: link_actor @342 to_interior  1 
0173: set_actor @342 z_angle_to  158.879
0638: unknown_action_sequence @342  1 
060F: @342  5.0 
061B: @374 
0006: @58 =  0  ;; integer values

:HEIST9_3557
0961: @335(@58,15i)  1 
03FE: set_actor @335(@58,15i) money  0
00D6: if  1
8039:   NOT   @58 ==  0  ;; integer values
8039:   NOT   @58 ==  4  ;; integer values
004D: jump_if_false HEIST9_3565
0223: set_actor @335(@58,15i) health_to  200
08AF: @335(@58,15i)  200 

:HEIST9_3565
00D6: if  22
0039:   @58 ==  3  ;; integer values
0039:   @58 ==  4  ;; integer values
0039:   @58 ==  7  ;; integer values
004D: jump_if_false HEIST9_3573
081A: @335(@58,15i)  2 
01B2: give_actor @335(@58,15i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump HEIST9_3575

:HEIST9_3573
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_3575
0187: @350(@58,15i) = create_marker_above_actor @335(@58,15i)
08DC: @350(@58,15i)  2196.635  1676.841  10.0 
018B: show_on_radar @350(@58,15i)  2
07DD: @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_3557
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_3591
08C7: $PLAYER_ACTOR  2144.048  1627.986  992.5703 
0173: set_actor $PLAYER_ACTOR z_angle_to  181.8141

:HEIST9_3591
0050: gosub HEIST9_5709
00BC: text_highpriority 'HM9_57'  5000 ms  1
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  0
8118:   NOT   actor @338 dead
004D: jump_if_false HEIST9_3603
0687: @338 
04EB: unknown_action_sequence @338  1 
08C7: @338  2140.249  1615.12  992.6882 
0173: set_actor @338 z_angle_to  340.6346

:HEIST9_3603
0001: wait  3000 ms
00D6: if  0
8118:   NOT   actor @335 dead
004D: jump_if_false HEIST9_3608
0618: @335 @212 

:HEIST9_3608
00D6: if  0
8118:   NOT   actor @336 dead
004D: jump_if_false HEIST9_3612
0618: @336 @213 

:HEIST9_3612
00D6: if  0
03CA:   object @308 exists
004D: jump_if_false HEIST9_3616
01BC: put_object @308 at  2173.867  1619.415  999.3

:HEIST9_3616
0050: gosub HEIST9_5696
05AA: s@288 = 'HE8_RD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19089 
0050: gosub HEIST9_6273
0006: @140 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_3622
00D6: if  0
0039:   @140 ==  4  ;; integer values
004D: jump_if_false HEIST9_3696
00D6: if  4
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_3654
061B: @374 
0615: @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: unknown_action_sequence -1  1 
0616: @374 
00D6: if  0
8118:   NOT   actor @339 dead
004D: jump_if_false HEIST9_3648
0687: @339 
0618: @339 @374 

:HEIST9_3648
00D6: if  0
8118:   NOT   actor @340 dead
004D: jump_if_false HEIST9_3653
0687: @340 
0618: @340 @374 

:HEIST9_3653
0006: @375 =  1  ;; integer values

:HEIST9_3654
00D6: if  2
0118:   actor @339 dead
0118:   actor @340 dead
0039:   @375 ==  1  ;; integer values
004D: jump_if_false HEIST9_3682
061B: @374 
0615: @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: unknown_action_sequence -1  1 
0616: @374 
00D6: if  0
8118:   NOT   actor @341 dead
004D: jump_if_false HEIST9_3676
0687: @341 
0618: @341 @374 

:HEIST9_3676
00D6: if  0
8118:   NOT   actor @342 dead
004D: jump_if_false HEIST9_3681
0687: @342 
0618: @342 @374 

:HEIST9_3681
0006: @375 =  2  ;; integer values

:HEIST9_3682
0006: @58 =  0  ;; integer values

:HEIST9_3683
00D6: if  1
0118:   actor @335(@58,15i) dead
8039:   NOT   @350(@58,15i) ==  0  ;; integer values
004D: jump_if_false HEIST9_3693
00D6: if  0
075C:   marker @350(@58,15i) enabled
004D: jump_if_false HEIST9_3693
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_3693
000A: @58 +=  1  ;; integer values
0029:   @58 >=  8  ;; integer values
004D: jump_if_false HEIST9_3683

:HEIST9_3696
00D6: if  2
0019:   @140 >  3  ;; integer values
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2144.245  1606.821  992.6882 radius  3.0  3.0  3.0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false HEIST9_3746
061B: @374 
0615: @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: unknown_action_sequence -1  1 
0616: @374 
00D6: if  0
8118:   NOT   actor @339 dead
004D: jump_if_false HEIST9_3717
0687: @339 
0618: @339 @374 

:HEIST9_3717
00D6: if  0
8118:   NOT   actor @340 dead
004D: jump_if_false HEIST9_3722
0687: @340 
0618: @340 @374 

:HEIST9_3722
061B: @374 
0615: @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: unknown_action_sequence -1  1 
0616: @374 
00D6: if  0
8118:   NOT   actor @341 dead
004D: jump_if_false HEIST9_3739
0687: @341 
0618: @341 @374 

:HEIST9_3739
00D6: if  0
8118:   NOT   actor @342 dead
004D: jump_if_false HEIST9_3744
0687: @342 
0618: @342 @374 

:HEIST9_3744
0006: @375 =  2  ;; integer values
0006: @256 =  1  ;; integer values

:HEIST9_3746
00D6: if  0
0039:   @121 ==  2  ;; integer values
004D: jump_if_false HEIST9_3762
0006: @58 =  0  ;; integer values

:HEIST9_3750
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_3759
0085: @148(@58,5i) = @142(@58,5i)  ;; integer values and handles
0226: @142(@58,5i) = actor @54(@58,4i) health
00D6: if  0
803B:   NOT   @148(@58,5i) == @142(@58,5i)  ;; integer values 
004D: jump_if_false HEIST9_3759
00BC: text_highpriority 'HM9_44'  4000 ms  1

:HEIST9_3759
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3750

:HEIST9_3762
00D6: if  0
0039:   @121 ==  2  ;; integer values
004D: jump_if_false HEIST9_3770
00D6: if  1
0039:   @140 ==  4  ;; integer values
0039:   @52 ==  0  ;; integer values
004D: jump_if_false HEIST9_3770
0050: gosub HEIST9_5353

:HEIST9_3770
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2146.329  1597.409  998.7676 radius  4.0  4.0  4.0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false HEIST9_3833
0006: @58 =  0  ;; integer values

:HEIST9_3775
009B: destroy_actor_instantly @335(@58,15i)
000A: @58 +=  1  ;; integer values
0029:   @58 >=  8  ;; integer values
004D: jump_if_false HEIST9_3775
009A: @335 = create_actor  24  124 at  2152.015  1602.51  1000.971
0860: link_actor @335 to_interior  1 
0173: set_actor @335 z_angle_to  270.0812
0638: unknown_action_sequence @335  1 
009A: @336 = create_actor  24  125 at  2160.985  1616.689  998.9657
0860: link_actor @336 to_interior  1 
0173: set_actor @336 z_angle_to  178.5078
0618: @336 @213 
009A: @337 = create_actor  24  124 at  2181.32  1625.335  998.9714
0860: link_actor @337 to_interior  1 
0173: set_actor @337 z_angle_to  117.5403
0638: unknown_action_sequence @337  1 
04EB: unknown_action_sequence @337  1 
009A: @338 = create_actor  24  124 at  2183.653  1623.66  998.9743
0860: link_actor @338 to_interior  1 
0173: set_actor @338 z_angle_to  98.1814
0638: unknown_action_sequence @338  1 
009A: @339 = create_actor  24  125 at  2182.494  1611.846  998.9766
0860: link_actor @339 to_interior  1 
0173: set_actor @339 z_angle_to  57.0007
0638: unknown_action_sequence @339  1 
009A: @340 = create_actor  24  125 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  124 at  2222.654  1616.012  998.9688
0860: link_actor @341 to_interior  1 
0173: set_actor @341 z_angle_to  97.3112
0618: @341 @213 
009A: @342 = create_actor  24  125 at  2210.106  1620.387  998.9766
0860: link_actor @342 to_interior  1 
0173: set_actor @342 z_angle_to  90.3344
04EB: unknown_action_sequence @342  1 
0638: unknown_action_sequence @342  1 
009A: @343 = create_actor  24  124 at  2224.578  1619.114  998.9679
0860: link_actor @343 to_interior  1 
0173: set_actor @343 z_angle_to  86.7328
04EB: unknown_action_sequence @343  1 
0638: unknown_action_sequence @343  1 
0006: @58 =  0  ;; integer values

:HEIST9_3818
03FE: set_actor @335(@58,15i) money  0
0187: @350(@58,15i) = create_marker_above_actor @335(@58,15i)
08DC: @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: @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: @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_3818
0006: @38 =  15  ;; integer values

:HEIST9_3833
00D6: if  0
0039:   @38 ==  15  ;; integer values
004D: jump_if_false HEIST9_4297
0006: @58 =  0  ;; integer values

:HEIST9_3837
00D6: if  1
0118:   actor @335(@58,15i) dead
8039:   NOT   @350(@58,15i) ==  0  ;; integer values
004D: jump_if_false HEIST9_3847
00D6: if  0
075C:   marker @350(@58,15i) enabled
004D: jump_if_false HEIST9_3847
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_3847
000A: @58 +=  1  ;; integer values
0029:   @58 >=  9  ;; integer values
004D: jump_if_false HEIST9_3837
00D6: if  1
0019:   @33 >  7000  ;; integer values
0039:   @278 ==  1  ;; integer values
004D: jump_if_false HEIST9_3858
05AA: s@288 = 'HE8_TA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19093 
0050: gosub HEIST9_6273
0006: @278 =  2  ;; integer values

:HEIST9_3858
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @278 ==  2  ;; integer values
004D: jump_if_false HEIST9_3866
05AA: s@288 = 'HE8_TB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19094 
0050: gosub HEIST9_6273
0006: @278 =  3  ;; integer values

:HEIST9_3866
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @278 ==  3  ;; integer values
004D: jump_if_false HEIST9_3874
05AA: s@288 = 'HE8_TC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19095 
0050: gosub HEIST9_6273
0006: @278 =  0  ;; integer values

:HEIST9_3874
00D6: if  1
0118:   actor @335 dead
0039:   @257 ==  0  ;; integer values
004D: jump_if_false HEIST9_3892
061B: @53 
0615: @53 
05F5: unknown_action_sequence -1  2157.629  1602.604  998.9766  6 -1 
0616: @53 
0006: @58 =  0  ;; integer values

:HEIST9_3883
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_3887
0618: @54(@58,4i) @53 

:HEIST9_3887
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3883
061B: @53 
0006: @257 =  1  ;; integer values

:HEIST9_3892
00D6: if  1
0118:   actor @336 dead
0039:   @257 ==  1  ;; integer values
004D: jump_if_false HEIST9_3909
0615: @53 
05F5: unknown_action_sequence -1  2165.423  1618.386  998.9747  6 -1 
0616: @53 
0006: @58 =  0  ;; integer values

:HEIST9_3900
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_3904
0618: @54(@58,4i) @53 

:HEIST9_3904
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_3900
061B: @53 
0006: @257 =  2  ;; integer values

:HEIST9_3909
00D6: if  4
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_3958
0615: @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: @53 
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_3932
0618: @54 @53 

:HEIST9_3932
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_3936
0618: @55 @53 

:HEIST9_3936
061B: @53 
0615: @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: @53 
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_3952
0618: @56 @53 

:HEIST9_3952
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST9_3956
0618: @57 @53 

:HEIST9_3956
061B: @53 
0006: @257 =  3  ;; integer values

:HEIST9_3958
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false HEIST9_3994
0247: request_model  523
0247: request_model  284
023C: load_special_actor  1 'ZERO'

:HEIST9_3964
00D6: if  22
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  523 available
8248:   NOT   model  284 available
004D: jump_if_false HEIST9_3971
0001: wait  0 ms
0002: jump HEIST9_3964

:HEIST9_3971
07C0:  494 
023C: load_special_actor  1 'ZERO'

:HEIST9_3973
00D6: if  0
87C1:   NOT  494 
004D: jump_if_false HEIST9_3978
0001: wait  0 ms
0002: jump HEIST9_3973

:HEIST9_3978
0395: clear_area  1 at  2220.34  1582.068  998.9764 range  10.0
009A: @97 = create_actor  25  290 at  2220.34  1582.068  998.9764
0860: link_actor @97 to_interior  1 
0173: set_actor @97 z_angle_to  350.4443
0568: @97  1
00A5: @279 = create_car  523 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: unknown_car @279 flag  1
00A5: @280 = create_car  523 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: unknown_car @280 flag  1
0006: @257 =  4  ;; integer values

:HEIST9_3994
00D6: if  3
0118:   actor @341 dead
0118:   actor @342 dead
0118:   actor @343 dead
0039:   @257 ==  4  ;; integer values
004D: jump_if_false HEIST9_4014
0615: @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: @53 
0006: @58 =  0  ;; integer values

:HEIST9_4005
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_4009
0618: @54(@58,4i) @53 

:HEIST9_4009
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_4005
061B: @53 
0006: @257 =  5  ;; integer values

:HEIST9_4014
00D6: if  0
0029:   @257 >=  4  ;; integer values
004D: jump_if_false HEIST9_4035
00D6: if  0
0118:   actor @97 dead
004D: jump_if_false HEIST9_4023
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_63'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_4023
00D6: if  0
0119:   car @279 wrecked
004D: jump_if_false HEIST9_4029
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_60'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_4029
00D6: if  0
0119:   car @280 wrecked
004D: jump_if_false HEIST9_4035
0050: gosub HEIST9_6235
00BC: text_highpriority 'HM9_60'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_4035
0006: @58 =  0  ;; integer values

:HEIST9_4036
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_4045
0085: @148(@58,5i) = @142(@58,5i)  ;; integer values and handles
0226: @142(@58,5i) = actor @54(@58,4i) health
00D6: if  0
803B:   NOT   @148(@58,5i) == @142(@58,5i)  ;; integer values 
004D: jump_if_false HEIST9_4045
00BC: text_highpriority 'HM9_44'  5000 ms  1

:HEIST9_4045
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_4036
0006: @58 =  0  ;; integer values

:HEIST9_4049
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_4058
00D6: if  1
00FE:   actor @54(@58,4i)  0 ()near_point  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_4058
000A: @82 +=  1  ;; integer values
0006: @78(@58,4i) =  1  ;; integer values

:HEIST9_4058
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_4049
00D6: if  0
8039:   NOT   @257 ==  5  ;; integer values
004D: jump_if_false HEIST9_4068
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2220.205  1585.422  998.9717 radius  10.0  10.0  10.0
004D: jump_if_false HEIST9_4068
00BC: text_highpriority 'HM9_1F'  4000 ms  1

:HEIST9_4068
00D6: if  1
0039:   @257 ==  5  ;; integer values
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2220.205  1585.422  998.9717 radius  10.0  10.0  10.0
004D: jump_if_false HEIST9_4297
00BE: text_clear_all
0050: gosub HEIST9_5702
00D6: if  0
075C:   marker @90 enabled
004D: jump_if_false HEIST9_4078
0164: disable_marker @90

:HEIST9_4078
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_4084
0792: @54 
08C7: @54  2224.042  1589.366  998.967 
0173: set_actor @54 z_angle_to  165.2519

:HEIST9_4084
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_4090
0792: @55 
08C7: @55  2222.893  1589.583  998.9684 
0173: set_actor @55 z_angle_to  173.9364

:HEIST9_4090
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_4096
0792: @56 
08C7: @56  2221.866  1589.245  998.9696 
0173: set_actor @56 z_angle_to  177.0563

:HEIST9_4096
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST9_4102
0792: @57 
08C7: @57  2220.723  1589.224  998.971 
0173: set_actor @57 z_angle_to  171.7417

:HEIST9_4102
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST9_4107
08C7: @97  2220.34  1582.068  998.9764 
0173: set_actor @97 z_angle_to  350.4443

:HEIST9_4107
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4117
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST9_4115
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2225.54  1586.834  998.9651
0002: jump HEIST9_4116

:HEIST9_4115
08C7: $PLAYER_ACTOR  2225.54  1586.834  998.9651 

:HEIST9_4116
0173: set_actor $PLAYER_ACTOR z_angle_to  124.4066

:HEIST9_4117
00D6: if  0
8119:   NOT   car @279 wrecked
004D: jump_if_false HEIST9_4121
0519: unknown_car @279 flag  0

:HEIST9_4121
00D6: if  0
8119:   NOT   car @280 wrecked
004D: jump_if_false HEIST9_4125
0519: unknown_car @280 flag  0

:HEIST9_4125
014F: stop_timer $7934
0050: gosub HEIST9_5691
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_5709
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST9_4135
0687: @97 
0605: unknown_action_sequence @97 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 

:HEIST9_4135
00BC: text_highpriority 'HE8_UA'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19104 as  1

:HEIST9_4138
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_4143
0001: wait  0 ms
0002: jump HEIST9_4138

:HEIST9_4143
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_4145
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_4154
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_4153
0002: jump HEIST9_4253

:HEIST9_4153
0002: jump HEIST9_4145

:HEIST9_4154
00BC: text_highpriority 'HE8_UB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19105 as  1

:HEIST9_4157
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_4162
0001: wait  0 ms
0002: jump HEIST9_4157

:HEIST9_4162
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_4164
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_4173
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_4172
0002: jump HEIST9_4253

:HEIST9_4172
0002: jump HEIST9_4164

:HEIST9_4173
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  284 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  284 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  1
8119:   NOT   car @51 wrecked
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_4189
05CB: unknown_action_sequence @54 @51  8000 

:HEIST9_4189
00D6: if  1
8119:   NOT   car @51 wrecked
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_4194
05CA: unknown_action_sequence @55 @51  8000  0 

:HEIST9_4194
00D6: if  1
8119:   NOT   car @279 wrecked
8118:   NOT   actor @281 dead
004D: jump_if_false HEIST9_4199
05CB: unknown_action_sequence @281 @279  8000 

:HEIST9_4199
00D6: if  1
8119:   NOT   car @280 wrecked
8118:   NOT   actor @282 dead
004D: jump_if_false HEIST9_4204
05CB: unknown_action_sequence @282 @280  8000 

:HEIST9_4204
0006: @33 =  0  ;; integer values

:HEIST9_4205
00D6: if  0
001B:    8000 > @33  ;; integer values
004D: jump_if_false HEIST9_4214
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_4213
0002: jump HEIST9_4253

:HEIST9_4213
0002: jump HEIST9_4205

:HEIST9_4214
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  1
07C1:  494 
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_4221
05EB: @51  494 

:HEIST9_4221
0006: @33 =  0  ;; integer values

:HEIST9_4222
00D6: if  0
001B:    500 > @33  ;; integer values
004D: jump_if_false HEIST9_4231
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_4230
0002: jump HEIST9_4253

:HEIST9_4230
0002: jump HEIST9_4222

:HEIST9_4231
00D6: if  1
8119:   NOT   car @279 wrecked
8118:   NOT   actor @281 dead
004D: jump_if_false HEIST9_4237
0397: car @279 siren =  1 (on)  
05D1: unknown_action_sequence @281 @279  2223.455  1564.892  1000.873  10.0  2  0  3 

:HEIST9_4237
00D6: if  1
8119:   NOT   car @280 wrecked
8118:   NOT   actor @282 dead
004D: jump_if_false HEIST9_4243
0397: car @280 siren =  1 (on)  
05D1: unknown_action_sequence @282 @280  2217.319  1566.6  1000.3  10.0  2  0  3 

:HEIST9_4243
0006: @33 =  0  ;; integer values

:HEIST9_4244
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false HEIST9_4253
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_4252
0002: jump HEIST9_4253

:HEIST9_4252
0002: jump HEIST9_4244

:HEIST9_4253
0006: @58 =  0  ;; integer values

:HEIST9_4254
00D6: if  0
075C:   marker @91(@58,4i) enabled
004D: jump_if_false HEIST9_4259
0164: disable_marker @91(@58,4i)
009B: destroy_actor_instantly @54(@58,4i)

:HEIST9_4259
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_4254
0050: gosub HEIST9_5696
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST9_4267
009B: destroy_actor_instantly @97

:HEIST9_4267
00D6: if  0
8118:   NOT   actor @281 dead
004D: jump_if_false HEIST9_4271
009B: destroy_actor_instantly @281

:HEIST9_4271
00D6: if  0
8118:   NOT   actor @282 dead
004D: jump_if_false HEIST9_4275
009B: destroy_actor_instantly @282

:HEIST9_4275
00D6: if  0
8119:   NOT   car @279 wrecked
004D: jump_if_false HEIST9_4279
00A6: destroy_car @279

:HEIST9_4279
00D6: if  0
8119:   NOT   car @280 wrecked
004D: jump_if_false HEIST9_4283
00A6: destroy_car @280

:HEIST9_4283
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_4287
00A6: destroy_car @51

:HEIST9_4287
0249: release_model  117
0249: release_model  284
0249: release_model  523
0249: release_model  428
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_4297
00D6: if  0
0039:   @38 ==  16  ;; integer values
004D: jump_if_false HEIST9_4374
0006: @58 =  0  ;; integer values

:HEIST9_4301
009B: destroy_actor_instantly @335(@58,15i)
000A: @58 +=  1  ;; integer values
0029:   @58 >=  9  ;; integer values
004D: jump_if_false HEIST9_4301
0249: release_model  125
0249: release_model  124
0247: request_model  126
0247: request_model  127

:HEIST9_4309
00D6: if  21
8248:   NOT   model  126 available
8248:   NOT   model  127 available
004D: jump_if_false HEIST9_4315
0001: wait  0 ms
0002: jump HEIST9_4309

:HEIST9_4315
009A: @335 = create_actor  24  127 at  2221.34  1616.971  998.9719
0860: link_actor @335 to_interior  1 
0173: set_actor @335 z_angle_to  173.3951
0638: unknown_action_sequence @335  1 
0618: @335 @212 
009A: @336 = create_actor  24  126 at  2204.911  1615.991  998.982
0860: link_actor @336 to_interior  1 
0173: set_actor @336 z_angle_to  266.9222
0638: unknown_action_sequence @336  1 
009A: @337 = create_actor  24  127 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  126 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  127 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  126 at  2179.727  1611.811  998.9766
0860: link_actor @340 to_interior  1 
0173: set_actor @340 z_angle_to  263.1769
04EB: unknown_action_sequence @340  1 
0638: unknown_action_sequence @340  1 
009A: @341 = create_actor  24  126 at  2181.543  1622.657  998.976
0860: link_actor @341 to_interior  1 
0173: set_actor @341 z_angle_to  263.6053
04EB: unknown_action_sequence @341  1 
0638: unknown_action_sequence @341  1 
009A: @342 = create_actor  24  126 at  2151.578  1602.322  1000.971
0860: link_actor @342 to_interior  1 
0173: set_actor @342 z_angle_to  264.2166
0638: unknown_action_sequence @342  1 
0006: @58 =  0  ;; integer values

:HEIST9_4348
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: @335(@58,15i)  200 
00D6: if  22
0039:   @58 ==  3  ;; integer values
0039:   @58 ==  4  ;; integer values
0039:   @58 ==  7  ;; integer values
004D: jump_if_false HEIST9_4360
081A: @335(@58,15i)  2 
01B2: give_actor @335(@58,15i) weapon  22 ammo  9999  ;; Load the weapon model before using this
0002: jump HEIST9_4362

:HEIST9_4360
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_4362
07DD: @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_4348
00BC: text_highpriority 'HM9_10'  7000 ms  1
018A: @84 = create_checkpoint_at  2156.188  1597.98  998.9766
08DC: @84  2196.635  1676.841  10.0 
0006: @38 =  17  ;; integer values
0006: @255 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:HEIST9_4374
00D6: if  0
0039:   @38 ==  17  ;; integer values
004D: jump_if_false HEIST9_4612
0006: @58 =  0  ;; integer values

:HEIST9_4378
00D6: if  1
0118:   actor @335(@58,15i) dead
8039:   NOT   @350(@58,15i) ==  0  ;; integer values
004D: jump_if_false HEIST9_4384
0006: @350(@58,15i) =  0  ;; integer values
01C2: remove_references_to_actor @335(@58,15i)  ;; Like turning an actor into a random pedestrian

:HEIST9_4384
000A: @58 +=  1  ;; integer values
0029:   @58 >=  8  ;; integer values
004D: jump_if_false HEIST9_4378
00D6: if  1
8118:   NOT   actor @336 dead
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2208.02  1619.125  998.9827 radius  5.0  5.0  5.0
004D: jump_if_false HEIST9_4403
00D6: if  0
0039:   @351 ==  1  ;; integer values
004D: jump_if_false HEIST9_4403
0792: @336 
0615: @53 
04EB: unknown_action_sequence -1  1 
06E3: unknown_action_sequence -1  0 
04EB: unknown_action_sequence -1  1 
0616: @53 
0618: @336 @53 
061B: @53 
0006: @351 =  2  ;; integer values

:HEIST9_4403
00D6: if  1
8118:   NOT   actor @337 dead
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2224.02  1618.927  998.9655 radius  5.0  5.0  5.0
004D: jump_if_false HEIST9_4416
00D6: if  0
0039:   @352 ==  1  ;; integer values
004D: jump_if_false HEIST9_4416
0792: @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_4416
00D6: if  1
8118:   NOT   actor @340 dead
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2183.907  1613.572  998.9766 radius  5.0  5.0  5.0
004D: jump_if_false HEIST9_4434
00D6: if  0
0039:   @355 ==  1  ;; integer values
004D: jump_if_false HEIST9_4434
04EB: unknown_action_sequence @340  0 
0006: @355 =  2  ;; integer values
00D6: if  0
8118:   NOT   actor @338 dead
004D: jump_if_false HEIST9_4434
0792: @338 
05D6: clear_scmpath
05D7: add_point_to_scmpath  2183.907  1613.572  998.9766 
04EB: unknown_action_sequence @338  1 
05D8: AS_assign_scmpath to_actor @338 flags  6  0 
05D6: clear_scmpath

:HEIST9_4434
00D6: if  1
8118:   NOT   actor @341 dead
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2185.579  1624.431  998.973 radius  5.0  5.0  5.0
004D: jump_if_false HEIST9_4459
00D6: if  0
0039:   @356 ==  1  ;; integer values
004D: jump_if_false HEIST9_4459
0792: @341 
0615: @53 
04EB: unknown_action_sequence -1  1 
06E3: unknown_action_sequence -1  0 
04EB: unknown_action_sequence -1  1 
0616: @53 
0618: @341 @53 
061B: @53 
0006: @356 =  2  ;; integer values
00D6: if  0
8118:   NOT   actor @339 dead
004D: jump_if_false HEIST9_4459
0792: @339 
05D6: clear_scmpath
05D7: add_point_to_scmpath  2185.579  1624.431  998.973 
04EB: unknown_action_sequence @339  1 
05D8: AS_assign_scmpath to_actor @339 flags  6  0 
05D6: clear_scmpath

:HEIST9_4459
00D6: if  1
8118:   NOT   actor @342 dead
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2160.279  1618.668  998.9676 radius  5.0  5.0  5.0
004D: jump_if_false HEIST9_4473
00D6: if  0
0039:   @357 ==  1  ;; integer values
004D: jump_if_false HEIST9_4473
0792: @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_4473
00D6: if  1
0019:   @32 >  7000  ;; integer values
0039:   @255 ==  1  ;; integer values
004D: jump_if_false HEIST9_4481
05AA: s@288 = 'HE8_VA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19112 
0050: gosub HEIST9_6273
0006: @255 =  2  ;; integer values

:HEIST9_4481
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @255 ==  2  ;; integer values
004D: jump_if_false HEIST9_4489
05AA: s@288 = 'HE8_VB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19113 
0050: gosub HEIST9_6273
0006: @255 =  3  ;; integer values

:HEIST9_4489
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @255 ==  3  ;; integer values
004D: jump_if_false HEIST9_4497
05AA: s@288 = 'HE8_VC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19114 
0050: gosub HEIST9_6273
0006: @255 =  4  ;; integer values

:HEIST9_4497
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @255 ==  4  ;; integer values
004D: jump_if_false HEIST9_4505
05AA: s@288 = 'HE8_VD'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19115 
0050: gosub HEIST9_6273
0006: @255 =  101  ;; integer values

:HEIST9_4505
00D6: if  1
0039:   @255 ==  101  ;; integer values
0039:   @254 ==  0  ;; integer values
004D: jump_if_false HEIST9_4518
0924:  0  0 
07FB: set_interior 'JUMP1' accessible  1 
07FB: set_interior 'JUMP2' accessible  0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4516
09EB: $PLAYER_CHAR  1 

:HEIST9_4516
08B1:  0 
0006: @254 =  1  ;; integer values

:HEIST9_4518
00D6: if  1
8039:   NOT   @254 ==  0  ;; integer values
8039:   NOT   @254 ==  7  ;; integer values
004D: jump_if_false HEIST9_4570
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @254 ==  1  ;; integer values
004D: jump_if_false HEIST9_4530
05AA: s@288 = 'HE8_WA'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19116 
0050: gosub HEIST9_6273
0006: @254 =  2  ;; integer values

:HEIST9_4530
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @254 ==  2  ;; integer values
004D: jump_if_false HEIST9_4538
05AA: s@288 = 'HE8_WB'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19117 
0050: gosub HEIST9_6273
0006: @254 =  3  ;; integer values

:HEIST9_4538
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @254 ==  3  ;; integer values
004D: jump_if_false HEIST9_4550
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4546
0967: $PLAYER_ACTOR  10000 

:HEIST9_4546
05AA: s@288 = 'HE8_WC'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19118 
0050: gosub HEIST9_6273
0006: @254 =  4  ;; integer values

:HEIST9_4550
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @254 ==  4  ;; integer values
004D: jump_if_false HEIST9_4562
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4558
0968: $PLAYER_ACTOR 

:HEIST9_4558
05AA: s@288 = 'HE8_WE'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19120 
0050: gosub HEIST9_6273
0006: @254 =  5  ;; integer values

:HEIST9_4562
00D6: if  1
0039:   @231 ==  2  ;; integer values
0039:   @254 ==  5  ;; integer values
004D: jump_if_false HEIST9_4570
05AA: s@288 = 'HE8_WF'  ;; 8-byte strings
04AF: @232 = unknown_wav_reference  19121 
0050: gosub HEIST9_6273
0006: @254 =  7  ;; integer values

:HEIST9_4570
00D6: if  1
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2156.188  1597.98  998.9766 radius  1.2  1.2  2.0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false HEIST9_4612
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4578
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:HEIST9_4578
0050: gosub HEIST9_5702
00D6: if  0
075C:   marker @84 enabled
004D: jump_if_false HEIST9_4583
0164: disable_marker @84

:HEIST9_4583
03CB: set_camera  2266.511  1647.517  1083.241
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4591
08C7: $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_4591
018A: @376 = create_checkpoint_at  2266.225  1619.766  1089.445
08DC: @376  2196.635  1676.841  10.0 
0050: gosub HEIST9_5440
040D: unload_wav  3
03CF: load_wav  6401 as  3

:HEIST9_4596
00D6: if  0
83D0:   NOT   wav  3 loaded
004D: jump_if_false HEIST9_4601
0001: wait  0 ms
0002: jump HEIST9_4596

:HEIST9_4601
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false HEIST9_4605
03D1: play_wav  3

:HEIST9_4605
0050: gosub HEIST9_5709
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4610
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:HEIST9_4610
00BC: text_highpriority 'HM9_45'  4000 ms  1
0006: @153 =  1  ;; integer values

:HEIST9_4612
00D6: if  21
0039:   @38 ==  17  ;; integer values
0039:   @38 ==  18  ;; integer values
004D: jump_if_false HEIST9_4945
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2266.598  1647.378  1083.241 radius  1.2  1.2  2.0
0039:   @294 ==  0  ;; integer values
004D: jump_if_false HEIST9_4663
0006: @58 =  0  ;; integer values

:HEIST9_4621
009B: destroy_actor_instantly @335(@58,15i)
000A: @58 +=  1  ;; integer values
0029:   @58 >=  8  ;; integer values
004D: jump_if_false HEIST9_4621
0247: request_model  371

:HEIST9_4626
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false HEIST9_4631
0001: wait  0 ms
0002: jump HEIST9_4626

:HEIST9_4631
0213: @298 = create_pickup  371 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  126 at  2269.732  1620.345  1085.25
0860: link_actor @292 to_interior  1 
0173: set_actor @292 z_angle_to  .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  127 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: unknown_action_sequence @293  1 
0638: unknown_action_sequence @293  1 
03FE: set_actor @293 money  0
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0006: @294 =  1  ;; integer values

:HEIST9_4663
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST9_4795
00D6: if  1
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2269.068  1624.648  93.922 radius  10.0  10.0  10.0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false HEIST9_4795
075B:  0 
03C7: unknown_maby_cops_density  1.0
016A: fade  0 ()  0 ms
00C0: set_current_time  0  0
0050: gosub HEIST9_5691
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4680
08C7: $PLAYER_ACTOR  2268.666  1620.91  93.922 
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0

:HEIST9_4680
03CB: set_camera  2269.811  1625.442  93.922
0A0B:  2270.095  1692.939  101.2986  129.3904 
0247: request_model  497

:HEIST9_4683
00D6: if  0
8248:   NOT   model  497 available
004D: jump_if_false HEIST9_4688
0001: wait  0 ms
0002: jump HEIST9_4683

:HEIST9_4688
00A5: @198 = create_car  497 at  2295.622  1839.804  38.2713
0175: set_car @198 z_angle_to  191.5123
0247: request_model  285
07C0:  484 

:HEIST9_4692
00D6: if  21
8248:   NOT   model  285 available
87C1:   NOT  484 
004D: jump_if_false HEIST9_4698
0001: wait  0 ms
0002: jump HEIST9_4692

:HEIST9_4698
00A5: @377 = create_car  497 at  2253.068  1626.562  87.9584
0129: @378 = create_actor  27  285 in_car @377 driverseat
054A: unknown_actor @378 flag  0
020A: set_car @377 door_status_to  2
039E: (unknown) @378  1 
0825: @377 
04BA: set_car @377 speed_instantly  10.0
009A: @380 = create_actor  24  285 at  2253.068  1626.562  87.9584
060B: unknown_actor_use_entity @380 @245 
009A: @381 = create_actor  24  285 at  2253.068  1626.562  87.9584
060B: unknown_actor_use_entity @381 @245 
009A: @382 = create_actor  24  285 at  2253.068  1626.562  87.9584
060B: unknown_actor_use_entity @382 @245 
009A: @383 = create_actor  24  285 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 -.1 unknown  3 angle  190.0 with_weapon  29
0464: put_actor @381 into_turret_on_car @377 at_car_offset  1.4 -.8 -.1 unknown  3 angle  190.0 with_weapon  29
0464: put_actor @382 into_turret_on_car @377 at_car_offset -1.4  1.3 -.1 unknown  1 angle  190.0 with_weapon  29
0464: put_actor @383 into_turret_on_car @377 at_car_offset -1.4 -.8 -.1 unknown  1 angle  190.0 with_weapon  29
0006: @58 =  0  ;; integer values

:HEIST9_4718
03FE: set_actor @380(@58,4i) money  0
0223: set_actor @380(@58,4i) health_to  150
07DD: @380(@58,4i)  40 
02E2: set_actor @380(@58,4i) weapon_accuracy_to  40
0638: unknown_action_sequence @380(@58,4i)  1 
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_4718
06C1: @377  0.0  1.0 -.5  2269.456  1625.442  93.922  5.0  .4 @379 
06B6: @379 $PLAYER_ACTOR  10.0 
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false HEIST9_4736
00D6: if  0
07C1:  484 
004D: jump_if_false HEIST9_4736
05EB: @377  484 
05ED: @377 

:HEIST9_4736
009A: @335 = create_actor  24  285 at  2293.68  1837.016  38.2713
0173: set_actor @335 z_angle_to  164.9221
05BA: unknown_action_sequence @335  1 
009A: @336 = create_actor  24  285 at  2298.492  1836.946  38.2713
0173: set_actor @336 z_angle_to  170.0207
05BA: unknown_action_sequence @336  1 
04EB: unknown_action_sequence @336  1 
0006: @58 =  0  ;; integer values

:HEIST9_4744
0006: @350(@58,15i) =  1  ;; integer values
0223: set_actor @335(@58,15i) health_to  200
08AF: @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: @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_4744
07FB: set_interior 'JUMP1' accessible  0 
07FB: set_interior 'JUMP2' accessible  0 
0395: clear_area  1 at  2270.021  1623.486  93.922 range  20.0
00D6: if  0
075C:   marker @84 enabled
004D: jump_if_false HEIST9_4762
0164: disable_marker @84

:HEIST9_4762
00D6: if  0
075C:   marker @376 enabled
004D: jump_if_false HEIST9_4766
0164: disable_marker @376

:HEIST9_4766
03DC: @384 = create_marker_above_pickup @298
01EB: set_car_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_5709
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
0001: wait  3000 ms
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false HEIST9_4783
00D6: if  0
07C1:  484 
004D: jump_if_false HEIST9_4783
05EE: @377 

:HEIST9_4783
0001: wait  5000 ms
0050: gosub HEIST9_5696
0213: @385 = create_pickup #BODYARMOUR type  3 at  2265.825  1617.069  94.5
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4793
0687: $PLAYER_ACTOR 
08C7: $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_4793
0006: @100 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:HEIST9_4795
00D6: if  0
0119:   car @377 wrecked
004D: jump_if_false HEIST9_4802
00D6: if  0
06B3: @379 
004D: jump_if_false HEIST9_4802
06B2: @379 

:HEIST9_4802
00D6: if  2
0039:   @100 ==  1  ;; integer values
0019:   @33 >  10800  ;; integer values
8119:   NOT   car @377 wrecked
004D: jump_if_false HEIST9_4877
00D6: if  0
060E: @377 
004D: jump_if_false HEIST9_4811
05ED: @377 

:HEIST9_4811
0006: @58 =  0  ;; integer values

:HEIST9_4812
00D6: if  0
8118:   NOT   actor @380(@58,4i) dead
004D: jump_if_false HEIST9_4823
00A0: store_actor @380(@58,4i) position_to $73 $74 $75
009B: destroy_actor_instantly @380(@58,4i)
0503: unknown_gas_smoke  24  285 $73 $74 $75 @380(@58,4i) 
07DD: @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: unknown_action_sequence @380(@58,4i)  1 

:HEIST9_4823
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_4812
0615: @53 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  170.7766 
04EB: unknown_action_sequence -1  0 
05B9: unknown_action_sequence -1  3000 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0616: @53 
00D6: if  0
8118:   NOT   actor @380 dead
004D: jump_if_false HEIST9_4838
0618: @380 @53 

:HEIST9_4838
061B: @53 
0615: @53 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  170.7766 
05B9: unknown_action_sequence -1  3000 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0616: @53 
00D6: if  0
8118:   NOT   actor @381 dead
004D: jump_if_false HEIST9_4850
0618: @381 @53 

:HEIST9_4850
061B: @53 
0615: @53 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  170.7766 
04EB: unknown_action_sequence -1  0 
05B9: unknown_action_sequence -1  3000 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0616: @53 
00D6: if  0
8118:   NOT   actor @382 dead
004D: jump_if_false HEIST9_4863
0618: @382 @53 

:HEIST9_4863
061B: @53 
0615: @53 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
05D4: unknown_action_sequence -1 unknown_angle  170.7766 
05B9: unknown_action_sequence -1  3000 
074D: unknown_action_sequence -1 $PLAYER_ACTOR -1 
0616: @53 
00D6: if  0
8118:   NOT   actor @383 dead
004D: jump_if_false HEIST9_4875
0618: @383 @53 

:HEIST9_4875
061B: @53 
0006: @100 =  2  ;; integer values

:HEIST9_4877
00D6: if  2
0039:   @100 ==  2  ;; integer values
0019:   @33 >  18000  ;; integer values
8119:   NOT   car @377 wrecked
004D: jump_if_false HEIST9_4887
00D6: if  0
060E: @377 
004D: jump_if_false HEIST9_4886
05EE: @377 

:HEIST9_4886
0006: @100 =  3  ;; integer values

:HEIST9_4887
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false HEIST9_4926
00D6: if  0
0214:   pickup @298 picked_up
004D: jump_if_false HEIST9_4926
00D6: if  0
075C:   marker @384 enabled
004D: jump_if_false HEIST9_4897
0164: disable_marker @384

:HEIST9_4897
00D6: if  0
8119:   NOT   car @198 wrecked
004D: jump_if_false HEIST9_4902
0186: @247 = create_marker_above_car @198
07E0: @247  1 

:HEIST9_4902
0006: @38 =  18  ;; integer values
0006: @99 =  2  ;; integer values
00D6: if  0
8119:   NOT   car @198 wrecked
004D: jump_if_false HEIST9_4919
0050: gosub HEIST9_5691
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
0001: wait  6000 ms
0050: gosub HEIST9_5696
00BC: text_highpriority 'HM9_1H'  6000 ms  1
0002: jump HEIST9_4921

:HEIST9_4919
018A: @102 = create_checkpoint_at  365.5647  2536.76  15.6637
00BC: text_highpriority 'HM9_X'  6000 ms  1

:HEIST9_4921
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4925
0173: set_actor $PLAYER_ACTOR z_angle_to  353.9519

:HEIST9_4925
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  46

:HEIST9_4926
00D6: if  1
0119:   car @198 wrecked
075C:   marker @247 enabled
004D: jump_if_false HEIST9_4936
00D6: if  0
875C:   NOT   marker @102 enabled
004D: jump_if_false HEIST9_4935
018A: @102 = create_checkpoint_at  365.5647  2536.76  15.6637
00BC: text_highpriority 'HM9_1J'  6000 ms  1

:HEIST9_4935
0164: disable_marker @247

:HEIST9_4936
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false HEIST9_4945
00D6: if  1
860E:   NOT @377 
0039:   @40 ==  0  ;; integer values
004D: jump_if_false HEIST9_4945
0727: @377 $PLAYER_ACTOR -1  20.0 
0006: @40 =  1  ;; integer values

:HEIST9_4945
00D6: if  0
0039:   @38 ==  18  ;; integer values
004D: jump_if_false HEIST9_5275
00D6: if  1
0119:   car @198 wrecked
075C:   marker @247 enabled
004D: jump_if_false HEIST9_4953
0164: disable_marker @247

:HEIST9_4953
00D6: if  1
8119:   NOT   car @198 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_4967
00D6: if  1
075C:   marker @247 enabled
00DB:   actor $PLAYER_ACTOR in_car @198
004D: jump_if_false HEIST9_4967
00D6: if  0
875C:   NOT   marker @102 enabled
004D: jump_if_false HEIST9_4966
018A: @102 = create_checkpoint_at  365.5647  2536.76  15.6637
00BC: text_highpriority 'HM9_1J'  6000 ms  1

:HEIST9_4966
0164: disable_marker @247

:HEIST9_4967
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
075C:   marker @384 enabled
004D: jump_if_false HEIST9_4980
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
0022:    90.0 > $75  ;; floating-point values
004D: jump_if_false HEIST9_4980
00D6: if  1
075C:   marker @384 enabled
0038:   $7941 ==  0  ;; integer values
004D: jump_if_false HEIST9_4980
0164: disable_marker @384

:HEIST9_4980
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
075C:   marker @247 enabled
004D: jump_if_false HEIST9_5000
00D6: if  0
8119:   NOT   car @198 wrecked
004D: jump_if_false HEIST9_5000
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
0022:    36.0 > $75  ;; floating-point values
004D: jump_if_false HEIST9_5000
00D6: if  2
075C:   marker @247 enabled
0038:   $7941 ==  0  ;; integer values
0039:   @307 ==  0  ;; integer values
004D: jump_if_false HEIST9_5000
0164: disable_marker @247
018A: @102 = create_checkpoint_at  365.5647  2536.76  15.6637
00BC: text_highpriority 'HM9_1J'  6000 ms  1
0006: @307 =  1  ;; integer values

:HEIST9_5000
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  365.5647  2536.76  15.6637 radius  4.0  4.0  4.0
004D: jump_if_false HEIST9_5275
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5007
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:HEIST9_5007
0006: @43 =  1  ;; integer values
0164: disable_marker @102
0050: gosub HEIST9_5702
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5017
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST9_5017
00D9: $48 = actor $PLAYER_ACTOR car

:HEIST9_5017
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5027
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST9_5025
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  345.389  2539.21  15.7622
0002: jump HEIST9_5026

:HEIST9_5025
08C7: $PLAYER_ACTOR  345.389  2539.21  15.7622 

:HEIST9_5026
0173: set_actor $PLAYER_ACTOR z_angle_to  300.8022

:HEIST9_5027
00D6: if  0
8119:   NOT   car @377 wrecked
004D: jump_if_false HEIST9_5031
00A6: destroy_car @377

:HEIST9_5031
00D6: if  0
8119:   NOT   car @198 wrecked
004D: jump_if_false HEIST9_5035
00A6: destroy_car @198

:HEIST9_5035
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false HEIST9_5039
00A6: destroy_car $48

:HEIST9_5039
0247: request_model  428
0247: request_model  523
0247: request_model  284
023C: load_special_actor  1 'ZERO'
023C: load_special_actor  2 'WUZIMU'

:HEIST9_5044
00D6: if  24
8248:   NOT   model  428 available
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
8248:   NOT   model  523 available
8248:   NOT   model  284 available
004D: jump_if_false HEIST9_5053
0001: wait  0 ms
0002: jump HEIST9_5044

:HEIST9_5053
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  428 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: unknown_car @51 flag  1
009A: @54 = create_actor  25  291 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: unknown_action_sequence @54  1 
060B: unknown_actor_use_entity @54 @120 
0568: @54  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  290 at  346.5559  2548.027  15.7244
0173: set_actor @97 z_angle_to  242.1164
0568: @97  1
0638: unknown_action_sequence @97  1 
060B: unknown_actor_use_entity @97 @120 
0568: @97  1
02A9: set_actor @97 immune_to_nonplayer  1
00A5: @279 = create_car  523 at  360.2574  2547.46  15.5491
0175: set_car @279 z_angle_to  107.4242
00A5: @280 = create_car  523 at  362.587  2542.715  15.618
0175: set_car @280 z_angle_to  95.499
0129: @281 = create_actor  25  284 in_car @279 driverseat
0129: @282 = create_actor  25  284 in_car @280 driverseat
0110: clear_player $PLAYER_CHAR wanted_level
0A0B:  345.6064  2536.51  15.7612  4.4301 
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_5091
08C7: @54  342.5135  2545.147  15.7763 
0173: set_actor @54 z_angle_to  215.4312

:HEIST9_5091
0050: gosub HEIST9_5691
04ED: load_animation "FIGHT_B"

:HEIST9_5093
00D6: if  0
84EE:   NOT   animation "FIGHT_B" loaded
004D: jump_if_false HEIST9_5098
0001: wait  0 ms
0002: jump HEIST9_5093

:HEIST9_5098
00D6: if  2
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor @97 dead
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_5115
0792: $PLAYER_ACTOR 
0615: @53 
0603: unknown_action_sequence -1  347.2988  2541.483  15.7529  4 -1 
0639: unknown_action_sequence -1 @97 
05B9: unknown_action_sequence -1  4500 
0639: unknown_action_sequence -1 @97 
0605: unknown_action_sequence -1 "FIGHTB_M" "FIGHT_B"  4.0  0  0  0  0 -1 
05B9: unknown_action_sequence -1  3000 
0639: unknown_action_sequence -1 @54 
0616: @53 
0618: $PLAYER_ACTOR @53 
061B: @53 

:HEIST9_5115
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  3
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_5140
0615: @53 
05D1: unknown_action_sequence -1 @279  351.2343  2544.124  15.7337  5.0  2  0  3 
05B9: unknown_action_sequence -1  2000 
05CD: unknown_action_sequence -1 @279 
0397: car @279 siren =  0 (off)  
0616: @53 
0618: @281 @53 
061B: @53 
0615: @53 
05D1: unknown_action_sequence -1 @280  351.4331  2542.753  15.7337  5.0  2  0  3 
05B9: unknown_action_sequence -1  2000 
05CD: unknown_action_sequence -1 @280 
0397: car @280 siren =  0 (off)  
0616: @53 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0618: @282 @53 
061B: @53 

:HEIST9_5140
00D6: if  1
8119:   NOT   car @279 wrecked
8118:   NOT   actor @281 dead
004D: jump_if_false HEIST9_5145
0397: car @279 siren =  1 (on)  

:HEIST9_5145
00D6: if  1
8119:   NOT   car @280 wrecked
8118:   NOT   actor @282 dead
004D: jump_if_false HEIST9_5150
0397: car @280 siren =  1 (on)  

:HEIST9_5150
0050: gosub HEIST9_5709
00BC: text_highpriority 'HE8_ZA'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19128 as  1

:HEIST9_5154
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5159
0001: wait  0 ms
0002: jump HEIST9_5154

:HEIST9_5159
03D1: play_wav  1
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST9_5169
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_5169
0006: @33 =  0  ;; integer values

:HEIST9_5170
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5175
0001: wait  0 ms
0002: jump HEIST9_5170

:HEIST9_5175
00BC: text_highpriority 'HE8_ZB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19129 as  1

:HEIST9_5178
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5183
0001: wait  0 ms
0002: jump HEIST9_5178

:HEIST9_5183
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5185
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5190
0001: wait  0 ms
0002: jump HEIST9_5185

:HEIST9_5190
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST9_5194
0605: unknown_action_sequence @97 "KO_SHOT_FACE" "PED"  4.0  0  0  0  1 -1 

:HEIST9_5194
00BC: text_highpriority 'ZER1_DB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  44620 as  1

:HEIST9_5197
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5202
0001: wait  0 ms
0002: jump HEIST9_5197

:HEIST9_5202
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5204
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5209
0001: wait  0 ms
0002: jump HEIST9_5204

:HEIST9_5209
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
040D: unload_wav  1
03CF: load_wav  44443 as  1

:HEIST9_5216
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5221
0001: wait  0 ms
0002: jump HEIST9_5216

:HEIST9_5221
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5223
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5228
0001: wait  0 ms
0002: jump HEIST9_5223

:HEIST9_5228
0001: wait  1000 ms
00BC: text_highpriority 'WUZX_AK'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  44410 as  1

:HEIST9_5232
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5237
0001: wait  0 ms
0002: jump HEIST9_5232

:HEIST9_5237
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5239
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5244
0001: wait  0 ms
0002: jump HEIST9_5239

:HEIST9_5244
0050: gosub HEIST9_5702
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5263
0794: (unknown)
070D: $PLAYER_CHAR 

:HEIST9_5263
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5271
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: $PLAYER_ACTOR  2023.783  1007.845  9.813 
0173: set_actor $PLAYER_ACTOR z_angle_to  270.9639

:HEIST9_5271
0050: gosub HEIST9_5696
0001: wait  500 ms
0050: gosub HEIST9_5709
0002: jump HEIST9_5415

:HEIST9_5275
00D6: if  2
001B:    16 > @38  ;; integer values
0039:   @174 ==  0  ;; integer values
0039:   @250 ==  1  ;; integer values
004D: jump_if_false HEIST9_5304
0006: @58 =  0  ;; integer values

:HEIST9_5281
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_5285
00A0: store_actor @54(@58,4i) position_to @180(@58,4f) @184(@58,4f) @188(@58,4f)

:HEIST9_5285
00D6: if  0
0118:   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_5301
00D6: if  0
075C:   marker @91(@58,4i) enabled
004D: jump_if_false HEIST9_5292
0164: disable_marker @91(@58,4i)

:HEIST9_5292
0050: gosub HEIST9_5691
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_6235
00BC: text_highpriority 'HM9_9'  4000 ms  1
0002: jump HEIST9_5408

:HEIST9_5301
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_5281

:HEIST9_5304
0002: jump HEIST9_265

:HEIST9_5305
0002: jump HEIST9_5408
00A6: destroy_car @46
0249: release_model  530
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_5315
0792: @54 
08C7: @54  2145.146  1626.464  992.5681 
0173: set_actor @54 z_angle_to  11.1673
05C5: unknown_action_sequence @54 -1 

:HEIST9_5315
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_5322
0792: @55 
08C7: @55  2143.25  1626.482  992.5681 
0173: set_actor @55 z_angle_to  3.4561
05C5: unknown_action_sequence @55 -1 

:HEIST9_5322
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_5328
0792: @56 
08C7: @56  2140.753  1616.249  992.5681 
0173: set_actor @56 z_angle_to  342.9477

:HEIST9_5328
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST9_5334
0792: @57 
08C7: @57  2147.738  1616.703  992.5681 
0173: set_actor @57 z_angle_to  33.9273

:HEIST9_5334
0051: return

:HEIST9_5335
0006: @58 =  0  ;; integer values

:HEIST9_5336
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_5340
02AB: set_actor @54(@58,4i) immunities  0  0  1  1  0

:HEIST9_5340
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_5336
0051: return

:HEIST9_5344
0006: @58 =  0  ;; integer values

:HEIST9_5345
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_5349
02AB: set_actor @54(@58,4i) immunities  0  0  0  1  0

:HEIST9_5349
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_5345
0051: return

:HEIST9_5353
00D6: if  4
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_5407
00D6: if  2
0118:   actor @340 dead
0118:   actor @341 dead
0118:   actor @342 dead
004D: jump_if_false HEIST9_5407
0615: @53 
05F5: unknown_action_sequence -1  2148.017  1597.457  998.7676  6 -1 
0616: @53 
0006: @58 =  0  ;; integer values

:HEIST9_5369
0006: @266(@58,4i) =  0  ;; integer values
0006: @270(@58,4i) =  0  ;; integer values
00D6: if  1
8118:   NOT   actor @54(@58,4i) dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5377
0792: @54(@58,4i) 
0618: @54(@58,4i) @53 

:HEIST9_5377
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_5386
0085: @148(@58,5i) = @142(@58,5i)  ;; integer values and handles
0226: @142(@58,5i) = actor @54(@58,4i) health
00D6: if  0
803B:   NOT   @148(@58,5i) == @142(@58,5i)  ;; integer values 
004D: jump_if_false HEIST9_5386
00BC: text_highpriority 'HM9_44'  5000 ms  1

:HEIST9_5386
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_5369
061B: @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_5395
018B: show_on_radar @91(@58,4i)  3
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_5395
00D6: if  0
075C:   marker @90 enabled
004D: jump_if_false HEIST9_5403
0164: disable_marker @90

:HEIST9_5403
018A: @90 = create_checkpoint_at  2220.543  1572.625  998.9531
08DC: @90  2196.635  1676.841  10.0 
00BC: text_highpriority 'HM9_8'  7000 ms  1
0006: @52 =  1  ;; integer values

:HEIST9_5407
0051: return

:HEIST9_5408
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5413
06AF: $PLAYER_CHAR  0 
0A09: $PLAYER_ACTOR  0 

:HEIST9_5413
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:HEIST9_5415
032B: $3253 = create_weapon_pickup  368  15 ammo  1 at  102.7728  1899.192  33.1572
032B: $3254 = create_weapon_pickup  368  15 ammo  1 at  1274.3 -825.7809  1085.079
032B: $3255 = create_weapon_pickup  368  15 ammo  1 at -948.3487  1858.023  8.3237
032B: $3256 = create_weapon_pickup  368  15 ammo  1 at -1956.274 -853.7687  31.873
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5424
06AF: $PLAYER_CHAR  0 
0A09: $PLAYER_ACTOR  0 

:HEIST9_5424
00D6: if  0
075C:   marker $595 enabled
004D: jump_if_false HEIST9_5428
0164: disable_marker $595

:HEIST9_5428
0008: $HEIST_MISSIONS_PASSED +=  1  ;; integer values
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'HEIST_9'
01E3: text_1number_styled 'M_PASSS'  100000  5000 ms  1
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 see statdisp.dat
0051: return

:HEIST9_5440
0249: release_model  530
0249: release_model  428
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0249: release_model  347
0249: release_model  343
0249: release_model  163
0249: release_model #GENERATOR_BIG
0249: release_model  363
0249: release_model  368
0249: release_model #CJ_MONEY_BAG
0249: release_model #GENERATOR_BIG_D
0249: release_model  164
0249: release_model  117
0249: release_model  523
0249: release_model  284
0249: release_model #BODYARMOUR
0249: release_model  364
0249: release_model  330
0249: release_model  11
0249: release_model  172
0249: release_model  497
0249: release_model  371
0249: release_model  335
0296: unload_special_actor  1
0296: unload_special_actor  2
0296: unload_special_actor  3
04EF: release_animation "BOMBER"
0873:  499 
0873:  487 
0873:  494 
0873:  484 
0051: return

:HEIST9_5475
0004: $2332 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5480
0968: $PLAYER_ACTOR 

:HEIST9_5480
03C7: unknown_maby_cops_density  1.0
075B:  0 
0006: @58 =  0  ;; integer values

:HEIST9_5483
00D6: if  0
075C:   marker @350(@58,15i) enabled
004D: jump_if_false HEIST9_5487
0164: disable_marker @350(@58,15i)

:HEIST9_5487
00D6: if  0
075C:   marker @320(@58,15i) enabled
004D: jump_if_false HEIST9_5491
0164: disable_marker @320(@58,15i)

:HEIST9_5491
000A: @58 +=  1  ;; integer values
0029:   @58 >=  11  ;; integer values
004D: jump_if_false HEIST9_5483
00D6: if  0
0038:   $1959 ==  1  ;; integer values
004D: jump_if_false HEIST9_5498
014C: set_parked_car_generator $1956 cars_to_generate_to  101

:HEIST9_5498
00D6: if  0
0038:   $1960 ==  1  ;; integer values
004D: jump_if_false HEIST9_5502
014C: set_parked_car_generator $1957 cars_to_generate_to  101

:HEIST9_5502
00D6: if  0
0038:   $1961 ==  1  ;; integer values
004D: jump_if_false HEIST9_5506
014C: set_parked_car_generator $1958 cars_to_generate_to  101

:HEIST9_5506
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST9_5510
034F: destroy_actor_with_fade @97  ;; The actor fades away like a ghost

:HEIST9_5510
00D6: if  0
8118:   NOT   actor @281 dead
004D: jump_if_false HEIST9_5514
034F: destroy_actor_with_fade @281  ;; The actor fades away like a ghost

:HEIST9_5514
00D6: if  0
8118:   NOT   actor @282 dead
004D: jump_if_false HEIST9_5518
034F: destroy_actor_with_fade @282  ;; The actor fades away like a ghost

:HEIST9_5518
09B7: 'MEAD'  0 
014F: stop_timer $7934
00D6: if  0
0018:   $1513 >  0  ;; integer values
004D: jump_if_false HEIST9_5524
0004: $1513 =  6  ;; integer values

:HEIST9_5524
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:  1  1 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5535
0555: remove_weapon  44 from_actor $PLAYER_ACTOR 
0555: remove_weapon  17 from_actor $PLAYER_ACTOR 

:HEIST9_5535
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5540
06AF: $PLAYER_CHAR  0 
0A09: $PLAYER_ACTOR  0 

:HEIST9_5540
0177: set_object $2703 z_angle_to  270.0
07FB: set_interior 'MAFCAS' accessible  1 
07FB: set_interior 'MAFCAS2' accessible  1 
07FB: set_interior 'JUMP1' accessible  1 
07FB: set_interior 'JUMP2' accessible  1 
0924:  0  0 
08B1:  0 
0004: $ON_MISSION =  0  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
0108: destroy_object @41
0006: @58 =  0  ;; integer values

:HEIST9_5551
00D6: if  0
8118:   NOT   actor @54(@58,4i) dead
004D: jump_if_false HEIST9_5555
034F: destroy_actor_with_fade @54(@58,4i)  ;; The actor fades away like a ghost

:HEIST9_5555
00D6: if  0
8118:   NOT   actor @109(@58,5i) dead
004D: jump_if_false HEIST9_5559
01C2: remove_references_to_actor @109(@58,5i)  ;; Like turning an actor into a random pedestrian

:HEIST9_5559
00D6: if  0
075C:   marker @91(@58,4i) enabled
004D: jump_if_false HEIST9_5563
0164: disable_marker @91(@58,4i)

:HEIST9_5563
00D6: if  0
03CA:   object @61(@58,4i) exists
004D: jump_if_false HEIST9_5567
0108: destroy_object @61(@58,4i)

:HEIST9_5567
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_5551
00D6: if  0
075C:   marker @299 enabled
004D: jump_if_false HEIST9_5574
0164: disable_marker @299

:HEIST9_5574
00D6: if  0
075C:   marker @233 enabled
004D: jump_if_false HEIST9_5578
0164: disable_marker @233

:HEIST9_5578
00D6: if  0
075C:   marker @45 enabled
004D: jump_if_false HEIST9_5582
0164: disable_marker @45

:HEIST9_5582
00D6: if  0
075C:   marker @108 enabled
004D: jump_if_false HEIST9_5586
0164: disable_marker @108

:HEIST9_5586
00D6: if  0
075C:   marker @39 enabled
004D: jump_if_false HEIST9_5590
0164: disable_marker @39

:HEIST9_5590
00D6: if  0
075C:   marker @44 enabled
004D: jump_if_false HEIST9_5594
0164: disable_marker @44

:HEIST9_5594
00D6: if  0
075C:   marker @47 enabled
004D: jump_if_false HEIST9_5598
0164: disable_marker @47

:HEIST9_5598
00D6: if  0
075C:   marker @90 enabled
004D: jump_if_false HEIST9_5602
0164: disable_marker @90

:HEIST9_5602
00D6: if  0
075C:   marker @384 enabled
004D: jump_if_false HEIST9_5606
0164: disable_marker @384

:HEIST9_5606
00D6: if  0
075C:   marker @376 enabled
004D: jump_if_false HEIST9_5610
0164: disable_marker @376

:HEIST9_5610
00D6: if  0
075C:   marker @84 enabled
004D: jump_if_false HEIST9_5614
0164: disable_marker @84

:HEIST9_5614
00D6: if  0
075C:   marker @102 enabled
004D: jump_if_false HEIST9_5618
0164: disable_marker @102

:HEIST9_5618
00D6: if  0
075C:   marker @372 enabled
004D: jump_if_false HEIST9_5622
0164: disable_marker @372

:HEIST9_5622
00D6: if  0
075C:   marker @228 enabled
004D: jump_if_false HEIST9_5626
0164: disable_marker @228

:HEIST9_5626
00D6: if  0
075C:   marker @229 enabled
004D: jump_if_false HEIST9_5630
0164: disable_marker @229

:HEIST9_5630
00D6: if  0
048C:   unknown_pickup_exists_at  2176.471  1597.394  1000.0
004D: jump_if_false HEIST9_5634
0215: destroy_pickup $7933

:HEIST9_5634
00D6: if  0
048C:   unknown_pickup_exists_at  2144.339  1640.666  993.5
004D: jump_if_false HEIST9_5638
0215: destroy_pickup @285

:HEIST9_5638
00D6: if  0
048C:   unknown_pickup_exists_at  2146.487  1622.805  993.0
004D: jump_if_false HEIST9_5642
0215: destroy_pickup @214

:HEIST9_5642
00D6: if  0
048C:   unknown_pickup_exists_at  2267.989  1699.668  101.4
004D: jump_if_false HEIST9_5646
0215: destroy_pickup @298

:HEIST9_5646
00D6: if  0
048C:   unknown_pickup_exists_at  2265.825  1617.069  94.5
004D: jump_if_false HEIST9_5650
0215: destroy_pickup @385

:HEIST9_5650
01BD: $184 = current_time_in_ms
0249: release_model  530
0249: release_model  428
0249: release_model  124
0249: release_model  125
0249: release_model  126
0249: release_model  127
0249: release_model #PARA_PACK
0249: release_model  347
0249: release_model  343
0249: release_model  164
0249: release_model  163
0249: release_model #GENERATOR_BIG
0249: release_model  363
0249: release_model  368
0249: release_model #CJ_MONEY_BAG
0249: release_model  497
0249: release_model #GENERATOR_BIG_D
0249: release_model  346
0249: release_model  117
0249: release_model  523
0249: release_model  284
0249: release_model #BODYARMOUR
0249: release_model  364
0249: release_model  330
0249: release_model  11
0249: release_model  172
0249: release_model  353
0249: release_model  335
0249: release_model  285
0249: release_model  371
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_car_density_to  1.0
0051: return

:HEIST9_5691
00BE: text_clear_all
03E6: remove_text_box
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0051: return

:HEIST9_5696
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0051: return

:HEIST9_5702
016A: fade  0 ()  500 ms

:HEIST9_5703
00D6: if  0
016B:   fading
004D: jump_if_false HEIST9_5708
0001: wait  0 ms
0002: jump HEIST9_5703

:HEIST9_5708
0051: return

:HEIST9_5709
016A: fade  1 (back)  500 ms

:HEIST9_5710
00D6: if  0
016B:   fading
004D: jump_if_false HEIST9_5715
0001: wait  0 ms
0002: jump HEIST9_5710

:HEIST9_5715
0051: return

:HEIST9_5716
00D6: if  0
0736:  89 
004D: jump_if_false HEIST9_5730
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5730
08C7: $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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5729
0968: $PLAYER_ACTOR 

:HEIST9_5729
0A09: $PLAYER_ACTOR  0 

:HEIST9_5730
00D6: if  0
0736:  68 
004D: jump_if_false HEIST9_5738
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5738
08C7: $PLAYER_ACTOR  2176.583  1600.462  998.9749 
0173: set_actor $PLAYER_ACTOR z_angle_to  179.7799

:HEIST9_5738
00D6: if  0
0736:  70 
004D: jump_if_false HEIST9_5755
0050: gosub HEIST9_5691
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5752
0792: $PLAYER_ACTOR 
083C: $PLAYER_ACTOR  0.0  0.0  0.0 
08C7: $PLAYER_ACTOR  2142.664  1617.397  999.968 
0173: set_actor $PLAYER_ACTOR z_angle_to  352.2108
0668: unknown_action_sequence $PLAYER_ACTOR  2142.664  1620.397  1003.0  1000 

:HEIST9_5752
0001: wait  4000 ms
0395: clear_area  1 at  2143.124  1618.427  999.968 range  10.0
0050: gosub HEIST9_5696

:HEIST9_5755
00D6: if  0
0736:  66 
004D: jump_if_false HEIST9_5766
04BB: select_interior  1  ;; select render area
03CB: set_camera  2147.778  1611.972  1005.188
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5766
08C7: $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_5766
00D6: if  0
0736:  75 
004D: jump_if_false HEIST9_5796
0050: gosub HEIST9_5702
0050: gosub HEIST9_5691
0247: request_model  330
023C: load_special_actor  1 'ZERO'

:HEIST9_5773
00D6: if  21
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  330 available
004D: jump_if_false HEIST9_5779
0001: wait  0 ms
0002: jump HEIST9_5773

:HEIST9_5779
08B1:  0 
0924:  1  220 
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  290 at  2221.122  1582.974  998.9675
0860: link_actor @97 to_interior  1 
0173: set_actor @97 z_angle_to  4.8671
0729: unknown_action_sequence @97  1 
0050: gosub HEIST9_5709
00BC: text_highpriority 'HM9_46'  4000 ms  1
0001: wait  2000 ms
0924:  0  0 
0001: wait  2000 ms
0050: gosub HEIST9_5696
00BC: text_highpriority 'HM9_8'  5000 ms  1
0006: @105 =  1  ;; integer values
0006: @200 =  1  ;; integer values

:HEIST9_5796
00D6: if  0
0736:  67 
004D: jump_if_false HEIST9_5804
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5804
08C7: $PLAYER_ACTOR  2144.021  1612.867  992.5681 
0173: set_actor $PLAYER_ACTOR z_angle_to  0.0

:HEIST9_5804
00D6: if  0
0736:  69 
004D: jump_if_false HEIST9_5812
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5812
0794: (unknown)
070D: $PLAYER_CHAR 

:HEIST9_5812
00D6: if  0
0736:  80 
004D: jump_if_false HEIST9_5833
0006: @38 =  6  ;; integer values
00A5: @46 = create_car  530 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  530
0006: @209 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false HEIST9_5826
0840: link_car @46 to_interior  1 

:HEIST9_5826
04BB: select_interior  1  ;; select render area
03CB: set_camera  2256.551  1704.762  1.1747
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5833
08C7: $PLAYER_ACTOR  2220.37  1574.484  998.9695 
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:HEIST9_5833
00D6: if  0
0736:  76 
004D: jump_if_false HEIST9_5841
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5841
08C7: $PLAYER_ACTOR  1962.84  1060.633  993.4688 
0173: set_actor $PLAYER_ACTOR z_angle_to  346.1133

:HEIST9_5841
00D6: if  0
0736:  85 
004D: jump_if_false HEIST9_5850
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5849
08C7: $PLAYER_ACTOR  362.6579  2525.248  15.6336 
0173: set_actor $PLAYER_ACTOR z_angle_to  11.8402

:HEIST9_5849
0006: @38 =  18  ;; integer values

:HEIST9_5850
00D6: if  0
0736:  90 
004D: jump_if_false HEIST9_5941
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5858
08C7: $PLAYER_ACTOR  346.9504  2539.025  15.7546 
0173: set_actor $PLAYER_ACTOR z_angle_to  2.8895

:HEIST9_5858
0050: gosub HEIST9_5691
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5865
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  1.0  0  0  0  0 -1 

:HEIST9_5865
00BC: text_highpriority 'HE8_ZA'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19128 as  1

:HEIST9_5868
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5873
0001: wait  0 ms
0002: jump HEIST9_5868

:HEIST9_5873
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5875
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5880
0001: wait  0 ms
0002: jump HEIST9_5875

:HEIST9_5880
00BC: text_highpriority 'HE8_ZB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19129 as  1

:HEIST9_5883
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5888
0001: wait  0 ms
0002: jump HEIST9_5883

:HEIST9_5888
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5890
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5895
0001: wait  0 ms
0002: jump HEIST9_5890

:HEIST9_5895
00BC: text_highpriority 'HE8_ZC'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  65535 as  1

:HEIST9_5898
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5903
0001: wait  0 ms
0002: jump HEIST9_5898

:HEIST9_5903
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5905
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5910
0001: wait  0 ms
0002: jump HEIST9_5905

:HEIST9_5910
00BC: text_highpriority 'HE8_ZD'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19130 as  1

:HEIST9_5913
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_5918
0001: wait  0 ms
0002: jump HEIST9_5913

:HEIST9_5918
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_5920
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_5925
0001: wait  0 ms
0002: jump HEIST9_5920

:HEIST9_5925
0050: gosub HEIST9_5702
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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_5939
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  347.167  2538.484  15.7535 
0173: set_actor $PLAYER_ACTOR z_angle_to  191.987

:HEIST9_5939
0050: gosub HEIST9_5696
0050: gosub HEIST9_5709

:HEIST9_5941
00D6: if  0
0736:  79 
004D: jump_if_false HEIST9_5945
075B:  0 

:HEIST9_5945
00D6: if  0
0736:  82 
004D: jump_if_false HEIST9_5949
075B:  100 

:HEIST9_5949
00D6: if  0
0736:  84 
004D: jump_if_false HEIST9_6149
0247: request_model  117
0247: request_model  120
0247: request_model  428
0247: request_model  523
0247: request_model  284
023C: load_special_actor  1 'ZERO'

:HEIST9_5958
00D6: if  25
8248:   NOT   model  117 available
8248:   NOT   model  120 available
8248:   NOT   model  428 available
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  523 available
8248:   NOT   model  284 available
004D: jump_if_false HEIST9_5968
0001: wait  0 ms
0002: jump HEIST9_5958

:HEIST9_5968
07C0:  494 

:HEIST9_5969
00D6: if  0
87C1:   NOT  494 
004D: jump_if_false HEIST9_5974
0001: wait  0 ms
0002: jump HEIST9_5969

:HEIST9_5974
0108: destroy_object @49
00A5: @387 = create_car  428 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  117 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  120 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  120 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  120 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_5691
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
040D: unload_wav  1
03CF: load_wav  19104 as  1

:HEIST9_5996
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_6001
0001: wait  0 ms
0002: jump HEIST9_5996

:HEIST9_6001
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_6003
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_6012
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_6011
0002: jump HEIST9_6119

:HEIST9_6011
0002: jump HEIST9_6003

:HEIST9_6012
00BC: text_highpriority 'HE8_UB'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  19105 as  1

:HEIST9_6015
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false HEIST9_6020
0001: wait  0 ms
0002: jump HEIST9_6015

:HEIST9_6020
03D1: play_wav  1
0006: @33 =  0  ;; integer values

:HEIST9_6022
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false HEIST9_6031
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_6030
0002: jump HEIST9_6119

:HEIST9_6030
0002: jump HEIST9_6022

:HEIST9_6031
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  284 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  284 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  1
8119:   NOT   car @387 wrecked
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_6047
05CB: unknown_action_sequence @54 @387  8000 

:HEIST9_6047
00D6: if  1
8119:   NOT   car @387 wrecked
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_6052
05CA: unknown_action_sequence @55 @387  8000  0 

:HEIST9_6052
0006: @33 =  0  ;; integer values

:HEIST9_6053
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false HEIST9_6062
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_6061
0002: jump HEIST9_6119

:HEIST9_6061
0002: jump HEIST9_6053

:HEIST9_6062
00D6: if  1
8119:   NOT   car @279 wrecked
8118:   NOT   actor @281 dead
004D: jump_if_false HEIST9_6067
05CB: unknown_action_sequence @281 @279  4000 

:HEIST9_6067
00D6: if  1
8119:   NOT   car @280 wrecked
8118:   NOT   actor @282 dead
004D: jump_if_false HEIST9_6072
05CB: unknown_action_sequence @282 @280  4000 

:HEIST9_6072
0006: @33 =  0  ;; integer values

:HEIST9_6073
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false HEIST9_6082
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_6081
0002: jump HEIST9_6119

:HEIST9_6081
0002: jump HEIST9_6073

:HEIST9_6082
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  1
07C1:  494 
8119:   NOT   car @387 wrecked
004D: jump_if_false HEIST9_6089
05EB: @387  494 

:HEIST9_6089
0006: @33 =  0  ;; integer values

:HEIST9_6090
00D6: if  0
001B:    500 > @33  ;; integer values
004D: jump_if_false HEIST9_6099
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_6098
0002: jump HEIST9_6119

:HEIST9_6098
0002: jump HEIST9_6090

:HEIST9_6099
00D6: if  1
8119:   NOT   car @279 wrecked
8118:   NOT   actor @281 dead
004D: jump_if_false HEIST9_6104
05D1: unknown_action_sequence @281 @279  2223.486  1564.463  1001.016  10.0  2  0  3 

:HEIST9_6104
00D6: if  1
8119:   NOT   car @280 wrecked
8118:   NOT   actor @282 dead
004D: jump_if_false HEIST9_6109
05D1: unknown_action_sequence @282 @280  2217.319  1566.6  1000.3  10.0  2  0  3 

:HEIST9_6109
0006: @33 =  0  ;; integer values

:HEIST9_6110
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false HEIST9_6119
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false HEIST9_6118
0002: jump HEIST9_6119

:HEIST9_6118
0002: jump HEIST9_6110

:HEIST9_6119
0006: @58 =  0  ;; integer values

:HEIST9_6120
00D6: if  0
075C:   marker @91(@58,4i) enabled
004D: jump_if_false HEIST9_6125
0164: disable_marker @91(@58,4i)
009B: destroy_actor_instantly @54(@58,4i)

:HEIST9_6125
000A: @58 +=  1  ;; integer values
0029:   @58 >=  4  ;; integer values
004D: jump_if_false HEIST9_6120
00D6: if  0
8119:   NOT   car @387 wrecked
004D: jump_if_false HEIST9_6132
00A6: destroy_car @387

:HEIST9_6132
00D6: if  0
8119:   NOT   car @279 wrecked
004D: jump_if_false HEIST9_6136
00A6: destroy_car @279

:HEIST9_6136
00D6: if  0
8119:   NOT   car @280 wrecked
004D: jump_if_false HEIST9_6140
00A6: destroy_car @280

:HEIST9_6140
00D6: if  0
8118:   NOT   actor @97 dead
004D: jump_if_false HEIST9_6144
009B: destroy_actor_instantly @97

:HEIST9_6144
0050: gosub HEIST9_5696
0249: release_model  117
0249: release_model  120
0249: release_model  285
0296: unload_special_actor  2

:HEIST9_6149
00D6: if  0
0736:  73 
004D: jump_if_false HEIST9_6156
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_6156
09EB: $PLAYER_CHAR  1 

:HEIST9_6156
00D6: if  0
0736:  87 
004D: jump_if_false HEIST9_6164
0006: @38 =  18  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_6164
08C7: $PLAYER_ACTOR  338.0  2540.562  15.7743 

:HEIST9_6164
00D6: if  0
0736:  74 
004D: jump_if_false HEIST9_6234
0247: request_model  523
0247: request_model  284
023C: load_special_actor  1 'ZERO'

:HEIST9_6170
00D6: if  23
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  523 available
8248:   NOT   model  284 available
8248:   NOT   model  284 available
004D: jump_if_false HEIST9_6178
0001: wait  0 ms
0002: jump HEIST9_6170

:HEIST9_6178
07C0:  494 
023C: load_special_actor  1 'ZERO'

:HEIST9_6180
00D6: if  0
87C1:   NOT  494 
004D: jump_if_false HEIST9_6185
0001: wait  0 ms
0002: jump HEIST9_6180

:HEIST9_6185
07FB: set_interior 'JUMP1' accessible  1 
07FB: set_interior 'JUMP2' accessible  0 
0006: @106 =  1  ;; integer values
0395: clear_area  1 at  2220.34  1582.068  998.9764 range  10.0
009A: @97 = create_actor  25  290 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  523 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: unknown_car @279 flag  1
00A5: @280 = create_car  523 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: unknown_car @280 flag  1
0050: gosub HEIST9_195
00D6: if  0
8119:   NOT   car @51 wrecked
004D: jump_if_false HEIST9_6208
00AB: put_car @51 at  2220.294  1578.07  998.9756
0175: set_car @51 z_angle_to  177.9097

:HEIST9_6208
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_6213
08C7: $PLAYER_ACTOR  2216.03  1618.646  998.9766 
0173: set_actor $PLAYER_ACTOR z_angle_to  269.4771

:HEIST9_6213
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false HEIST9_6218
0362: remove_actor @54 from_car_and_place_at  2219.758  1585.285  998.9722
0792: @54 

:HEIST9_6218
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false HEIST9_6223
0362: remove_actor @55 from_car_and_place_at  2221.883  1584.261  998.9696
0792: @55 

:HEIST9_6223
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false HEIST9_6228
0362: remove_actor @56 from_car_and_place_at  2222.704  1586.266  998.9686
0792: @56 

:HEIST9_6228
00D6: if  0
8118:   NOT   actor @57 dead
004D: jump_if_false HEIST9_6233
0362: remove_actor @57 from_car_and_place_at  2220.302  1586.568  998.9716
0792: @57 

:HEIST9_6233
0006: @38 =  14  ;; integer values

:HEIST9_6234
0051: return

:HEIST9_6235
077E: @388 = active_interior
0050: gosub HEIST9_5702
08B1:  0 
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
89BE:   NOT (unknown)
004D: jump_if_false HEIST9_6256
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HEIST9_6251
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2185.739  1677.396  10.0946
0002: jump HEIST9_6252

:HEIST9_6251
08C7: $PLAYER_ACTOR  2185.739  1677.396  10.0946 

:HEIST9_6252
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_6256
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_6262
0794: (unknown)
070D: $PLAYER_CHAR 
0006: @230 =  1  ;; integer values

:HEIST9_6262
0050: gosub HEIST9_5709
0051: return

:HEIST9_6264
0050: gosub HEIST9_5702
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false HEIST9_6271
0794: (unknown)
070D: $PLAYER_CHAR 
0006: @230 =  1  ;; integer values

:HEIST9_6271
0050: gosub HEIST9_5709
0051: return

:HEIST9_6273
040D: unload_wav  1
03CF: load_wav @232 as  1
0006: @231 =  0  ;; integer values
0051: return

:HEIST9_6277
00D6: if  1
03D0:   wav  1 loaded
0039:   @231 ==  0  ;; integer values
004D: jump_if_false HEIST9_6284
03D1: play_wav  1
00BC: text_highpriority s@288  20000 ms  1
0006: @231 =  1  ;; integer values

:HEIST9_6284
00D6: if  1
03D2:   wav  1 ended
0039:   @231 ==  1  ;; integer values
004D: jump_if_false HEIST9_6291
040D: unload_wav  1
03D5: remove_text s@288
0006: @231 =  2  ;; integer values

:HEIST9_6291
0051: return

;-------------Mission 102---------------
; Originally: A Home In The Hills


:MANSIO1_1
03A4: name_thread 'MANSIO1'
0050: gosub MANSIO1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MANSIO1_7
0050: gosub MANSIO1_4261

:MANSIO1_7
0050: gosub MANSIO1_4331
004E: end_thread

:MANSIO1_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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: $PLAYER_ACTOR  2233.5  1712.8  10.0 
054C: use_GXT_table 'MAN_1'
07B4: $PLAYER_CHAR  0 
08F4:  0 
0004: $1249 =  1  ;; integer values
04BB: select_interior  11  ;; select render area
02E4: load_cutscene_data 'BHILL1'

:MANSIO1_20
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MANSIO1_25
0001: wait  0 ms
0002: jump MANSIO1_20

:MANSIO1_25
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MANSIO1_27
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MANSIO1_32
0001: wait  0 ms
0002: jump MANSIO1_27

:MANSIO1_32
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:MANSIO1_35
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_40
0001: wait  0 ms
0002: jump MANSIO1_35

:MANSIO1_40
04BB: select_interior  0  ;; select render area
09BA:  0 
08F4:  99 
004F: create_thread A_CONT_1 
0A0B:  2171.137  1269.357  32.8078  0.0 
0247: request_model  592

:MANSIO1_46
00D6: if  0
8248:   NOT   model  592 available
004D: jump_if_false MANSIO1_51
0001: wait  0 ms
0002: jump MANSIO1_46

:MANSIO1_51
0860: link_actor $PLAYER_ACTOR to_interior  0 
00A5: @96 = create_car  592 at  2144.0  1600.0  50.0
0175: set_car @96 z_angle_to  180.0
041E: set_radio_station  11 
08E6: @96  1 
0519: unknown_car @96 flag  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:  1581.374  1768.996  9.8203 
02A3: toggle_widescreen  1 (on)
08FD:  1 
0006: @32 =  0  ;; integer values

:MANSIO1_68
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false MANSIO1_73
0001: wait  0 ms
0002: jump MANSIO1_68

:MANSIO1_73
0707: unknown_bunnyjump MANSIO1_98 
0007: @97 =  1600.0  ;; floating-point values
016A: fade  1 (back)  1000 ms

:MANSIO1_76
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_86
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false MANSIO1_84
000F: @97 -=  1.5  ;; floating-point values
00AB: put_car @96 at  2144.0 @97  50.0

:MANSIO1_84
0001: wait  0 ms
0002: jump MANSIO1_76

:MANSIO1_86
0006: @32 =  0  ;; integer values

:MANSIO1_87
00D6: if  0
001B:    9000 > @32  ;; integer values
004D: jump_if_false MANSIO1_97
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false MANSIO1_95
000F: @97 -=  1.5  ;; floating-point values
00AB: put_car @96 at  2144.0 @97  50.0

:MANSIO1_95
0001: wait  0 ms
0002: jump MANSIO1_87

:MANSIO1_97
0006: @49 =  1  ;; integer values

:MANSIO1_98
0701: (unknown)
016A: fade  0 ()  1000 ms

:MANSIO1_100
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_110
00D6: if  0
8119:   NOT   car @96 wrecked
004D: jump_if_false MANSIO1_108
000F: @97 -=  1.5  ;; floating-point values
00AB: put_car @96 at  2144.0 @97  50.0

:MANSIO1_108
0001: wait  0 ms
0002: jump MANSIO1_100

:MANSIO1_110
08FD:  0 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO1_116
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1598.951 -785.327  350.1654
0002: jump MANSIO1_117

:MANSIO1_116
00A1: put_actor $PLAYER_ACTOR at  1598.951 -785.327  350.1654

:MANSIO1_117
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0249: release_model  592
01C3: remove_references_to_car @96  ;; Like turning a car into any random car
0247: request_model  117
0247: request_model  118
0247: request_model  108
0247: request_model  109
0247: request_model  356
0247: request_model  353
0247: request_model #CARGO_REAR
0247: request_model #D9_RAMP
0247: request_model  330
0247: request_model #PARACHUTE
0247: request_model #PARA_PACK
04ED: load_animation "PARACHUTE"
08A9: load_external_script  1 (PARACHUTE) 

:MANSIO1_133
00D6: if  25
8248:   NOT   model  117 available
8248:   NOT   model  118 available
8248:   NOT   model  108 available
8248:   NOT   model  109 available
8248:   NOT   model  356 available
8248:   NOT   model  353 available
004D: jump_if_false MANSIO1_143
0001: wait  0 ms
0002: jump MANSIO1_133

:MANSIO1_143
00D6: if  25
8248:   NOT   model #CARGO_REAR available
8248:   NOT   model #D9_RAMP available
8248:   NOT   model  330 available
8248:   NOT   model #PARACHUTE available
8248:   NOT   model #PARA_PACK available
84EE:   NOT   animation "PARACHUTE" loaded
004D: jump_if_false MANSIO1_153
0001: wait  0 ms
0002: jump MANSIO1_143

:MANSIO1_153
00D6: if  0
88AB:   NOT   external_script  1 (PARACHUTE) loaded
004D: jump_if_false MANSIO1_158
0001: wait  0 ms
0002: jump MANSIO1_153

:MANSIO1_158
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:  0  24  24 
0746:  4  24  25 
0746:  0  24  0 
0746:  4  25  24 
0746:  4  25  0 
0746:  4  26  0 
0746:  4  26  24 
0746:  3  26  25 
07AF: @44 = player $PLAYER_CHAR group
07B3: @44  0 
06AD: unknown_group_use_entity @44 @39 
0006: @98 =  0  ;; integer values
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false MANSIO1_200
009A: @143(@431,3i) = create_actor  4  117 at  0.0  0.0  0.0
009A: @159 = create_actor  4  117 at  0.0  0.0  0.0
009A: @170(@43,6i) = create_actor  4  117 at  0.0  0.0  0.0
009A: @286(@43,10i) = create_actor  4  117 at  0.0  0.0  0.0
009A: @474(@43,3i) = create_actor  4  117 at  0.0  0.0  0.0
009A: @316(@43,4i) = create_actor  4  117 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_200
0923:  0 
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
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: unknown_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: unknown_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  117 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: @131  1
060B: unknown_actor_use_entity @131 @34 
09B5: @131  0 
0107: @152 = create_object #PARA_PACK at  1595.303 -783.4741  349.0
070A: unknown_action_sequence @131 @152 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 
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  118 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: @132  1
060B: unknown_actor_use_entity @132 @34 
09B5: @132  0 
0107: @153 = create_object #PARA_PACK at  1596.97 -786.8875  349.0
070A: unknown_action_sequence @132 @153 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 
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  118 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: @133  1
060B: unknown_actor_use_entity @133 @34 
09B5: @133  0 
0107: @154 = create_object #PARA_PACK at  1598.448 -782.9297  349.0
070A: unknown_action_sequence @133 @154 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 
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  117 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: @134  1
060B: unknown_actor_use_entity @134 @34 
09B5: @134  0 
0107: @155 = create_object #PARA_PACK at  1599.034 -786.9792  349.0
070A: unknown_action_sequence @134 @155 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 
02AB: set_actor @134 immunities  1  0  0  0  0
0006: @142 =  5000  ;; integer values
0006: @138 =  0  ;; integer values
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false MANSIO1_269
0002: jump MANSIO1_618

:MANSIO1_269
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_274
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false MANSIO1_279
0001: wait  0 ms
0002: jump MANSIO1_274

:MANSIO1_279
099C:  1  50000.0  3.0 
0470: @109 = actor $PLAYER_ACTOR armed_weapon unknown
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  1 
004D: jump_if_false MANSIO1_293
0555: remove_weapon  1 from_actor $PLAYER_ACTOR 
0006: @110 =  1  ;; integer values
0247: request_model  331

:MANSIO1_287
00D6: if  0
8248:   NOT   model  331 available
004D: jump_if_false MANSIO1_292
0001: wait  0 ms
0002: jump MANSIO1_287

:MANSIO1_292
0002: jump MANSIO1_294

:MANSIO1_293
0006: @110 =  0  ;; integer values

:MANSIO1_294
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
016A: fade  1 (back)  500 ms

:MANSIO1_296
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_301
0001: wait  0 ms
0002: jump MANSIO1_296

:MANSIO1_301
0707: unknown_bunnyjump MANSIO1_437 
0615: @45 
05BA: unknown_action_sequence -1  1500 
05D3: unknown_action_sequence -1  1598.05 -784.5205  349.0  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  257.9061 
0638: unknown_action_sequence -1  1 
0729: unknown_action_sequence -1  1 
0616: @45 
0618: $PLAYER_ACTOR @45 
061B: @45 
05AA: s@76 = 'MKND02A'  ;; 8-byte strings
04AF: @55 = unknown_wav_reference  27009 
008B: @65 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@78 = 'MKND02B'  ;; 8-byte strings
04AF: @56 = unknown_wav_reference  27010 
0006: @66 = -1  ;; integer values
05AA: s@80 = 'MKND02C'  ;; 8-byte strings
04AF: @57 = unknown_wav_reference  27011 
008B: @67 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@82 = 'MKND02D'  ;; 8-byte strings
04AF: @58 = unknown_wav_reference  27012 
0006: @68 = -1  ;; integer values
05AA: s@84 = 'MKND02E'  ;; 8-byte strings
04AF: @59 = unknown_wav_reference  27013 
0006: @69 = -1  ;; integer values
05AA: s@86 = 'MKND02F'  ;; 8-byte strings
04AF: @60 = unknown_wav_reference  27014 
0006: @70 = -1  ;; integer values
05AA: s@88 = 'MKND02G'  ;; 8-byte strings
04AF: @61 = unknown_wav_reference  27015 
008B: @71 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@90 = 'MKND02H'  ;; 8-byte strings
04AF: @62 = unknown_wav_reference  27016 
0006: @72 = -1  ;; integer values
05AA: s@92 = 'MKND02J'  ;; 8-byte strings
04AF: @63 = unknown_wav_reference  27017 
0006: @73 = -1  ;; integer values
05AA: s@94 = 'MKND02K'  ;; 8-byte strings
04AF: @64 = unknown_wav_reference  27018 
008B: @74 = $PLAYER_ACTOR  ;; integer values and handles
0006: @75 =  0  ;; integer values

:MANSIO1_342
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false MANSIO1_348
0001: wait  0 ms
0646: $PLAYER_ACTOR @46 
0002: jump MANSIO1_342

:MANSIO1_348
04AE: unknown $1276 radar_icon_or_model  20804
05A9: s$1281 = 'MOBRING'  ;; 8-byte strings
004F: create_thread A_ALAP_1  0  99 

:MANSIO1_351
00D6: if  0
8038:   NOT   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSIO1_356
0001: wait  0 ms
0002: jump MANSIO1_351

:MANSIO1_356
0004: $1285($1288,2i) = -4  ;; integer values
0646: $PLAYER_ACTOR @46 

:MANSIO1_358
00D6: if  0
8039:   NOT   @46 ==  4  ;; integer values
004D: jump_if_false MANSIO1_364
0001: wait  0 ms
0646: $PLAYER_ACTOR @46 
0002: jump MANSIO1_358

:MANSIO1_364
0001: wait  2250 ms

:MANSIO1_365
00D6: if  0
001B:    10 > @75  ;; integer values
004D: jump_if_false MANSIO1_384
008A: $1276 = @55(@75,10i)  ;; integer values and handles
05A9: s$1281 = @76(@75,10s)  ;; 8-byte strings
00D6: if  0
8039:   NOT   @65(@75,10i) == -1  ;; integer values
004D: jump_if_false MANSIO1_375
004F: create_thread A_ALAP_1  2  100 @65(@75,10i) 
0002: jump MANSIO1_376

:MANSIO1_375
004F: create_thread A_ALAP_1  0  100 

:MANSIO1_376
00D6: if  0
8038:   NOT   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSIO1_381
0001: wait  0 ms
0002: jump MANSIO1_376

:MANSIO1_381
0004: $1285($1288,2i) = -4  ;; integer values
000A: @75 +=  1  ;; integer values
0002: jump MANSIO1_365

:MANSIO1_384
00D6: if  21
8038:   NOT   $1285($1287,2i) == -4  ;; integer values
8038:   NOT   $1285($1288,2i) == -4  ;; integer values
004D: jump_if_false MANSIO1_390
0001: wait  0 ms
0002: jump MANSIO1_384

:MANSIO1_390
0729: unknown_action_sequence $PLAYER_ACTOR  0 
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor @133 dead
004D: jump_if_false MANSIO1_397
0639: unknown_action_sequence $PLAYER_ACTOR @133 
0639: unknown_action_sequence @133 $PLAYER_ACTOR 

:MANSIO1_397
04AE: unknown $1276 radar_icon_or_model  23808
05A9: s$1281 = 'MAN1_CA'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 $PLAYER_ACTOR 

:MANSIO1_400
00D6: if  0
8038:   NOT   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSIO1_405
0001: wait  0 ms
0002: jump MANSIO1_400

:MANSIO1_405
0004: $1285($1288,2i) = -4  ;; integer values
04AE: unknown $1276 radar_icon_or_model  23809
05A9: s$1281 = 'MAN1_CB'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @133 

:MANSIO1_409
00D6: if  0
8038:   NOT   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSIO1_414
0001: wait  0 ms
0002: jump MANSIO1_409

:MANSIO1_414
0004: $1285($1288,2i) = -4  ;; integer values
04AE: unknown $1276 radar_icon_or_model  23810
05A9: s$1281 = 'MAN1_CC'  ;; 8-byte strings
004F: create_thread A_ALAP_1  1  100 $PLAYER_ACTOR 

:MANSIO1_418
00D6: if  21
8038:   NOT   $1285($1287,2i) == -4  ;; integer values
8038:   NOT   $1285($1288,2i) == -4  ;; integer values
004D: jump_if_false MANSIO1_424
0001: wait  0 ms
0002: jump MANSIO1_418

:MANSIO1_424
0006: @32 =  0  ;; integer values

:MANSIO1_425
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false MANSIO1_430
0001: wait  0 ms
0002: jump MANSIO1_425

:MANSIO1_430
016A: fade  0 ()  500 ms

:MANSIO1_431
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_436
0001: wait  0 ms
0002: jump MANSIO1_431

:MANSIO1_436
0006: @49 =  1  ;; integer values

:MANSIO1_437
0701: (unknown)
00BE: text_clear_all
016A: fade  0 ()  0 ms

:MANSIO1_440
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_445
0001: wait  0 ms
0002: jump MANSIO1_440

:MANSIO1_445
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false MANSIO1_450
01B2: give_actor $PLAYER_ACTOR weapon  1 ammo  1  ;; Load the weapon model before using this
0249: release_model  331

:MANSIO1_450
01B9: set_actor $PLAYER_ACTOR armed_weapon_to @109
0925: (unknown)
0792: $PLAYER_ACTOR 
0249: release_model  330
00D6: if  0
0028:   $1285 >=  0  ;; integer values
004D: jump_if_false MANSIO1_458
0004: $1285 = -2  ;; integer values

:MANSIO1_458
00D6: if  0
0028:   $1285 >=  0  ;; integer values
004D: jump_if_false MANSIO1_462
0004: $1285(1) = -2  ;; integer values

:MANSIO1_462
00A1: put_actor $PLAYER_ACTOR at  1096.562 -825.7372  85.9453
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false MANSIO1_467
0002: jump MANSIO1_618

:MANSIO1_467
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_481
00D6: if  0
001B:    800 > @32  ;; integer values
004D: jump_if_false MANSIO1_486
0001: wait  0 ms
0002: jump MANSIO1_481

:MANSIO1_486
016A: fade  1 (back)  500 ms
009A: @99 = create_actor  24  117 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 (PARACHUTE) -1 -25.0  10.0 -3.0 -1.0  5.0  6.5  1 @99 
08A9: load_external_script  1 (PARACHUTE) 
0707: unknown_bunnyjump MANSIO1_530 
0006: @32 =  0  ;; integer values

:MANSIO1_494
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false MANSIO1_500
0001: wait  0 ms
00C0: set_current_time  3  0
0002: jump MANSIO1_494

:MANSIO1_500
0006: @32 =  0  ;; integer values
0006: @111 =  0  ;; integer values
0925: (unknown)
092F:  1 
0930:  1 
0936:  1385.568 -810.5753  78.1164  1368.495 -855.6013  75.1238  12000  1 
0920:  1385.498 -809.579  78.0669  1369.012 -854.7825  75.3725  12000  1 

:MANSIO1_507
00D6: if  0
001B:    14000 > @32  ;; integer values
004D: jump_if_false MANSIO1_523
0001: wait  0 ms
00D6: if  1
0039:   @111 ==  0  ;; integer values
0019:   @32 >  3000  ;; integer values
004D: jump_if_false MANSIO1_521
009A: @100 = create_actor  24  118 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 (PARACHUTE) -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_521
00C0: set_current_time  3  0
0002: jump MANSIO1_507

:MANSIO1_523
016A: fade  0 ()  1000 ms

:MANSIO1_524
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_529
0001: wait  0 ms
0002: jump MANSIO1_524

:MANSIO1_529
0006: @49 =  1  ;; integer values

:MANSIO1_530
0701: (unknown)
016A: fade  0 ()  0 ms

:MANSIO1_532
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_537
0001: wait  0 ms
0002: jump MANSIO1_532

:MANSIO1_537
0925: (unknown)
02EB: restore_camera_with_jumpcut
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false MANSIO1_543
0002: jump MANSIO1_618

:MANSIO1_543
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:  1291.266 -788.1172  96.7736  122.0 
0247: request_model #OPMANS01_CUNTE
0247: request_model #CEHOLLYHIL06
0247: request_model #SUNSET22_LAWN

:MANSIO1_557
00D6: if  22
8248:   NOT   model #OPMANS01_CUNTE available
8248:   NOT   model #CEHOLLYHIL06 available
8248:   NOT   model #SUNSET22_LAWN available
004D: jump_if_false MANSIO1_564
0001: wait  0 ms
0002: jump MANSIO1_557

:MANSIO1_564
0006: @167 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:MANSIO1_566
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false MANSIO1_572
0001: wait  0 ms
0050: gosub MANSIO1_1199
0002: jump MANSIO1_566

:MANSIO1_572
064B: "SMOKE_FLARE"  1291.454 -775.3071  95.5  1 @124 
064B: "SMOKE_FLARE"  1303.211 -788.2426  95.5  1 @125 
064B: "SMOKE_FLARE"  1291.159 -800.4006  95.5  1 @126 
009A: @101 = create_actor  24  118 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 (PARACHUTE) -1 -2.0  1.0 -3.0 -1.0  1.5  3.2  1 @101 
08A9: load_external_script  1 (PARACHUTE) 
083C: @101  0.0  0.0  2.0 
060B: unknown_actor_use_entity @101 @34 
009A: @102 = create_actor  24  117 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 (PARACHUTE) -1 -2.0  1.0 -3.0 -1.0  1.0  2.5  1 @102 
08A9: load_external_script  1 (PARACHUTE) 
083C: @102  0.0  0.0  2.0 
060B: unknown_actor_use_entity @102 @34 
016A: fade  1 (back)  1000 ms

:MANSIO1_592
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_599
0001: wait  0 ms
0050: gosub MANSIO1_1199
0050: gosub MANSIO1_2064
0002: jump MANSIO1_592

:MANSIO1_599
0707: unknown_bunnyjump MANSIO1_617 
0006: @32 =  0  ;; integer values

:MANSIO1_601
00D6: if  0
001B:    8 > @107  ;; integer values
004D: jump_if_false MANSIO1_611
0001: wait  0 ms
0050: gosub MANSIO1_1066
0050: gosub MANSIO1_1154
00C0: set_current_time  3  0
0050: gosub MANSIO1_1199
0050: gosub MANSIO1_2064
0002: jump MANSIO1_601

:MANSIO1_611
016A: fade  0 ()  500 ms

:MANSIO1_612
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_617
0001: wait  0 ms
0002: jump MANSIO1_612

:MANSIO1_617
0701: (unknown)

:MANSIO1_618
016A: fade  0 ()  0 ms

:MANSIO1_619
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_624
0001: wait  0 ms
0002: jump MANSIO1_619

:MANSIO1_624
0249: release_model #OPMANS01_CUNTE
0249: release_model #CEHOLLYHIL06
0925: (unknown)
02EB: restore_camera_with_jumpcut
064C: @124 
064C: @125 
064C: @126 
0005: $8271 =  1291.266  ;; floating-point values
0005: $8272 = -788.1172  ;; floating-point values
0005: $8273 =  96.7736  ;; floating-point values
0247: request_model  371
0247: request_model #CARDBOARDBOX2
03CF: load_wav  1818 as  3

:MANSIO1_637
00D6: if  22
8248:   NOT   model  371 available
8248:   NOT   model #CARDBOARDBOX2 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false MANSIO1_646
0001: wait  0 ms
0006: @167 =  4  ;; integer values
0050: gosub MANSIO1_1199
0002: jump MANSIO1_637

:MANSIO1_646
05AA: s@76 = 'MAN1_DA'  ;; 8-byte strings
04AF: @55 = unknown_wav_reference  23811 
0085: @65 = @131  ;; integer values and handles
05AA: s@78 = 'MAN1_DB'  ;; 8-byte strings
04AF: @56 = unknown_wav_reference  23812 
0085: @66 = @132  ;; integer values and handles
05AA: s@80 = 'MAN1_DC'  ;; 8-byte strings
04AF: @57 = unknown_wav_reference  23813 
0085: @67 = @131  ;; integer values and handles
05AA: s@82 = 'MAN1_DD'  ;; 8-byte strings
04AF: @58 = unknown_wav_reference  23814 
0085: @68 = @132  ;; integer values and handles
05AA: s@84 = 'MAN1_DE'  ;; 8-byte strings
04AF: @59 = unknown_wav_reference  23815 
0085: @69 = @131  ;; integer values and handles
05AA: s@86 = 'MAN1_DF'  ;; 8-byte strings
04AF: @60 = unknown_wav_reference  23816 
0085: @70 = @132  ;; integer values and handles
05AA: s@88 = 'MAN1_DG'  ;; 8-byte strings
04AF: @61 = unknown_wav_reference  23817 
0085: @71 = @132  ;; integer values and handles
05AA: s@90 = 'MAN1_DH'  ;; 8-byte strings
04AF: @62 = unknown_wav_reference  23818 
0085: @72 = @133  ;; integer values and handles
05AA: s@92 = '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: unknown_keep_object @129 in_memory  1
0750: @129  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: $PLAYER_CHAR  0 
0901: $PLAYER_CHAR  0 
0881: $PLAYER_CHAR  0 
02A3: toggle_widescreen  0 (off)
0581: toggle_radar  0 (off)
0826:  0 
0006: @222 =  2000  ;; integer values
0006: @221 =  0  ;; integer values
0007: @220 =  0.0  ;; floating-point values
0006: @32 =  0  ;; integer values

:MANSIO1_693
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false MANSIO1_699
0001: wait  0 ms
0050: gosub MANSIO1_1199
0002: jump MANSIO1_693

:MANSIO1_699
01B6: set_weather  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  500 ms

:MANSIO1_702
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_708
0001: wait  0 ms
0050: gosub MANSIO1_1199
0002: jump MANSIO1_702

:MANSIO1_708
0006: @32 =  0  ;; integer values
0006: @156 =  0  ;; integer values
0006: @75 =  0  ;; integer values

:MANSIO1_711
00D6: if  0
001B:    5 > @75  ;; integer values
004D: jump_if_false MANSIO1_737
0001: wait  0 ms
0050: gosub MANSIO1_1199
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false MANSIO1_720
0050: gosub MANSIO1_2086

:MANSIO1_720
0871: init_jump_table @156 total_jumps  3  0 MANSIO1_736 jumps  0 MANSIO1_721  1 MANSIO1_725  2 MANSIO1_729 -1 MANSIO1_736 -1 MANSIO1_736 -1 MANSIO1_736 -1 MANSIO1_736 

:MANSIO1_721
00D6: if  0
8019:   NOT   @32 >  800  ;; integer values
004D: jump_if_false MANSIO1_725
0002: jump MANSIO1_736

:MANSIO1_725
008A: $1276 = @55(@75,10i)  ;; integer values and handles
05A9: s$1281 = @76(@75,10s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @65(@75,10i) 
0006: @156 =  2  ;; integer values

:MANSIO1_729
00D6: if  0
8038:   NOT   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSIO1_733
0002: jump MANSIO1_736

:MANSIO1_733
0004: $1285($1288,2i) = -4  ;; integer values
000A: @75 +=  1  ;; integer values
0006: @156 =  1  ;; integer values

:MANSIO1_736
0002: jump MANSIO1_711

:MANSIO1_737
0006: @32 =  0  ;; integer values
01BD: @41 = current_time_in_ms

:MANSIO1_739
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_746
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_752
005A: @160(@43,4i) += @42  ;; integer values 
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_746

:MANSIO1_752
0050: gosub MANSIO1_837
0050: gosub MANSIO1_1227
0050: gosub MANSIO1_1199
00D6: if  0
001B:    4 > @157  ;; integer values
004D: jump_if_false MANSIO1_760
00C0: set_current_time  3  0
0002: jump MANSIO1_765

:MANSIO1_760
0006: @157 =  0  ;; integer values
07FB: set_interior 'MADDOGS' accessible  0 
07FB: set_interior 'MDDOGS' accessible  0 
0213: @51 = create_pickup #BODYARMOUR type  3 at  1292.7 -769.0  95.8
0002: jump MANSIO1_766

:MANSIO1_765
0002: jump MANSIO1_739

:MANSIO1_766
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_771
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false MANSIO1_776
0002: jump MANSIO1_4269

:MANSIO1_776
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false MANSIO1_780
0002: jump MANSIO1_4261

:MANSIO1_780
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_786
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false MANSIO1_793
005A: @160(@43,4i) += @42  ;; integer values 
005A: @164(@43,3i) += @42  ;; integer values 
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_786

:MANSIO1_793
005A: @163 += @42  ;; integer values 
0006: @43 =  0  ;; integer values

:MANSIO1_795
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false MANSIO1_801
005A: @188(@43,6i) += @42  ;; integer values 
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_795

:MANSIO1_801
0050: gosub MANSIO1_886
0050: gosub MANSIO1_1227
00D6: if  0
0019:   @157 >  5  ;; integer values
004D: jump_if_false MANSIO1_807
0050: gosub MANSIO1_1396

:MANSIO1_807
00D6: if  0
001B:    2 > @206  ;; integer values
004D: jump_if_false MANSIO1_812
0050: gosub MANSIO1_1825
0002: jump MANSIO1_813

:MANSIO1_812
0050: gosub MANSIO1_1572

:MANSIO1_813
0006: @211 =  0  ;; integer values
077E: @48 = active_interior
00D6: if  0
8039:   NOT   @48 ==  0  ;; integer values
004D: jump_if_false MANSIO1_836
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1257.995 -785.4104 radius  5.0  5.0
004D: jump_if_false MANSIO1_836
0006: @48 =  0  ;; integer values

:MANSIO1_822
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false MANSIO1_828
09E8: @48 = actor $PLAYER_ACTOR active_interior
0001: wait  0 ms
0002: jump MANSIO1_822

:MANSIO1_828
016A: fade  0 ()  0 ms

:MANSIO1_829
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_834
0001: wait  0 ms
0002: jump MANSIO1_829

:MANSIO1_834
042B: clear_peds_from_cube  1288.0 -772.0  1080.0  1260.5 -787.5  1100.0
0002: jump MANSIO1_2153

:MANSIO1_836
0002: jump MANSIO1_771

:MANSIO1_837
0871: init_jump_table @157 total_jumps  4  0 MANSIO1_885 jumps  0 MANSIO1_838  1 MANSIO1_852  2 MANSIO1_856  3 MANSIO1_865 -1 MANSIO1_885 -1 MANSIO1_885 -1 MANSIO1_885 

:MANSIO1_838
00D6: if  0
0019:   @32 >  8300  ;; integer values
004D: jump_if_false MANSIO1_851
0465: remove_actor $PLAYER_ACTOR from_turret_mode
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0603: unknown_action_sequence $PLAYER_ACTOR  1584.292 -784.9141  347.0  7 -1 
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false MANSIO1_848
01B2: give_actor $PLAYER_ACTOR weapon  46 ammo  1  ;; Load the weapon model before using this

:MANSIO1_848
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  46
0006: @221 =  2  ;; integer values
000A: @157 +=  1  ;; integer values

:MANSIO1_851
0002: jump MANSIO1_885

:MANSIO1_852
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
000A: @157 +=  1  ;; integer values
0002: jump MANSIO1_885

:MANSIO1_856
00D6: if  0
00ED:   actor $PLAYER_ACTOR  0 ()near_point_on_foot  1584.292 -784.9141 radius  2.75  2.75
004D: jump_if_false MANSIO1_864
05BC: unknown_action_sequence $PLAYER_ACTOR  1 
0006: @158 =  0  ;; integer values
0006: @221 =  3  ;; integer values
0003: shake_camera  0
000A: @157 +=  1  ;; integer values

:MANSIO1_864
0002: jump MANSIO1_885

:MANSIO1_865
00D6: if  0
0019:   @158 >  700  ;; integer values
004D: jump_if_false MANSIO1_884
0006: @158 =  0  ;; integer values
09BA:  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 (unfrozen)
082A: $PLAYER_CHAR  1 
0901: $PLAYER_CHAR  1 
0881: $PLAYER_CHAR  1 
0581: toggle_radar  1 (on)
0826:  1 
00BC: text_highpriority 'MAN1_03'  8000 ms  1
018A: @47 = create_checkpoint_at  1290.491 -788.3314  95.4531
000A: @157 +=  1  ;; integer values

:MANSIO1_884
0002: jump MANSIO1_885

:MANSIO1_885
0051: return

:MANSIO1_886
0871: init_jump_table @157 total_jumps  11  0 MANSIO1_1065 jumps  0 MANSIO1_888  1 MANSIO1_898  2 MANSIO1_903  3 MANSIO1_932  4 MANSIO1_939  5 MANSIO1_947  6 MANSIO1_1017 
0872: jump_table_jumps  7 MANSIO1_1032  8 MANSIO1_1041  9 MANSIO1_1047  10 MANSIO1_1056 -1 MANSIO1_1065 -1 MANSIO1_1065 -1 MANSIO1_1065 -1 MANSIO1_1065 -1 MANSIO1_1065 

:MANSIO1_888
00D6: if  0
0038:   $1498 ==  2  ;; integer values
004D: jump_if_false MANSIO1_893
0006: @157 =  2  ;; integer values
0002: jump MANSIO1_897

:MANSIO1_893
00D6: if  0
0038:   $1498 ==  3  ;; integer values
004D: jump_if_false MANSIO1_897
000A: @157 +=  1  ;; integer values

:MANSIO1_897
0002: jump MANSIO1_1065

:MANSIO1_898
00D6: if  0
8818:   NOT $PLAYER_ACTOR 
004D: jump_if_false MANSIO1_902
000A: @157 +=  1  ;; integer values

:MANSIO1_902
0002: jump MANSIO1_1065

:MANSIO1_903
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO1_921
00D6: if  0
8039:   NOT   @210 == -1  ;; integer values
004D: jump_if_false MANSIO1_919
00D6: if  0
001B:    6 > @210  ;; integer values
004D: jump_if_false MANSIO1_916
0006: @157 =  5  ;; integer values
0002: jump MANSIO1_918

:MANSIO1_916
00BC: text_highpriority 'MAN1_04'  8000 ms  1
0006: @157 =  4  ;; integer values

:MANSIO1_918
0002: jump MANSIO1_921

:MANSIO1_919
00BC: text_highpriority 'MAN1_04'  8000 ms  1
0006: @157 =  3  ;; integer values

:MANSIO1_921
0006: @43 =  0  ;; integer values

:MANSIO1_922
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_931
00D6: if  0
8118:   NOT   actor @170(@43,6i) dead
004D: jump_if_false MANSIO1_929
02AB: set_actor @170(@43,6i) immunities  0  0  0  0  0

:MANSIO1_929
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_922

:MANSIO1_931
0002: jump MANSIO1_1065

:MANSIO1_932
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  0
8039:   NOT   @210 == -1  ;; integer values
004D: jump_if_false MANSIO1_938
000A: @157 +=  1  ;; integer values

:MANSIO1_938
0002: jump MANSIO1_1065

:MANSIO1_939
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  1
8039:   NOT   @210 == -1  ;; integer values
001B:    6 > @210  ;; integer values
004D: jump_if_false MANSIO1_946
000A: @157 +=  1  ;; integer values

:MANSIO1_946
0002: jump MANSIO1_1065

:MANSIO1_947
0164: disable_marker @47
00D6: if  0
0039:   @168 ==  0  ;; integer values
004D: jump_if_false MANSIO1_953
00BC: text_highpriority 'MAN1_06'  8000 ms  1
0002: jump MANSIO1_954

:MANSIO1_953
00BC: text_highpriority 'MAN1_05'  8000 ms  1

:MANSIO1_954
0110: clear_player $PLAYER_CHAR wanted_level
01F0: set_max_wanted_level_to  0
009A: @143 = create_actor  24  117 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: @146  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: @143  1
060B: unknown_actor_use_entity @143 @34 
0006: @149 =  0  ;; integer values
0006: @164 =  0  ;; integer values
0913: run_external_script  1 (PARACHUTE) -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  118 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: @147  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: @144  1
060B: unknown_actor_use_entity @144 @34 
0006: @150 =  0  ;; integer values
0006: @165 =  0  ;; integer values
0913: run_external_script  1 (PARACHUTE) -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  117 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: @148  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: @145  1
060B: unknown_actor_use_entity @145 @34 
0006: @151 =  0  ;; integer values
0006: @166 =  0  ;; integer values
0913: run_external_script  1 (PARACHUTE) -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  0
8118:   NOT   actor @131 dead
004D: jump_if_false MANSIO1_1003
0223: set_actor @131 health_to  20

:MANSIO1_1003
00D6: if  0
8118:   NOT   actor @132 dead
004D: jump_if_false MANSIO1_1007
0223: set_actor @132 health_to  40

:MANSIO1_1007
00D6: if  0
8118:   NOT   actor @133 dead
004D: jump_if_false MANSIO1_1011
0223: set_actor @133 health_to  30

:MANSIO1_1011
00D6: if  0
8118:   NOT   actor @134 dead
004D: jump_if_false MANSIO1_1015
0223: set_actor @134 health_to  25

:MANSIO1_1015
000A: @157 +=  1  ;; integer values
0002: jump MANSIO1_1065

:MANSIO1_1017
00D6: if  0
0039:   @169 ==  3  ;; integer values
004D: jump_if_false MANSIO1_1031
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  1
001B:    6 > @210  ;; integer values
8039:   NOT   @210 == -1  ;; integer values
004D: jump_if_false MANSIO1_1029
00BC: text_highpriority 'MAN1_09'  8000 ms  1
0006: @157 =  8  ;; integer values
0002: jump MANSIO1_1031

:MANSIO1_1029
00BC: text_highpriority 'MAN1_10'  8000 ms  1
0006: @157 =  7  ;; integer values

:MANSIO1_1031
0002: jump MANSIO1_1065

:MANSIO1_1032
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  1
001B:    6 > @210  ;; integer values
8039:   NOT   @210 == -1  ;; integer values
004D: jump_if_false MANSIO1_1040
00BC: text_highpriority 'MAN1_09'  8000 ms  1
0006: @157 =  8  ;; integer values

:MANSIO1_1040
0002: jump MANSIO1_1065

:MANSIO1_1041
0050: gosub MANSIO1_1472
0006: @206 =  3  ;; integer values
018A: @47 = create_checkpoint_at  1257.995 -785.4104  91.0302
07FB: set_interior 'MADDOGS' accessible  1 
000A: @157 +=  1  ;; integer values
0002: jump MANSIO1_1065

:MANSIO1_1047
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  21
0039:   @210 == -1  ;; integer values
0019:   @210 >  10  ;; integer values
004D: jump_if_false MANSIO1_1055
0050: gosub MANSIO1_1486
000A: @157 +=  1  ;; integer values

:MANSIO1_1055
0002: jump MANSIO1_1065

:MANSIO1_1056
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  1
8039:   NOT   @210 == -1  ;; integer values
002B:    10 >= @210  ;; integer values 
004D: jump_if_false MANSIO1_1064
0050: gosub MANSIO1_1472
000E: @157 -=  1  ;; integer values

:MANSIO1_1064
0002: jump MANSIO1_1065

:MANSIO1_1065
0051: return

:MANSIO1_1066
00D6: if  0
8118:   NOT   actor @101 dead
004D: jump_if_false MANSIO1_1151
0871: init_jump_table @107 total_jumps  8  0 MANSIO1_1150 jumps  0 MANSIO1_1071  1 MANSIO1_1083  2 MANSIO1_1098  3 MANSIO1_1106  4 MANSIO1_1118  5 MANSIO1_1124  6 MANSIO1_1136 
0872: jump_table_jumps  7 MANSIO1_1145 -1 MANSIO1_1150 -1 MANSIO1_1150 -1 MANSIO1_1150 -1 MANSIO1_1150 -1 MANSIO1_1150 -1 MANSIO1_1150 -1 MANSIO1_1150 -1 MANSIO1_1150 

:MANSIO1_1071
00D6: if  0
0611: @101 "PARA_LAND" 
004D: jump_if_false MANSIO1_1077
0006: @105 =  1  ;; integer values
000A: @107 +=  1  ;; integer values
0002: jump MANSIO1_1082

:MANSIO1_1077
00A0: store_actor @101 position_to $73 $74 $75
00D6: if  0
0022:    99.0 > $75  ;; floating-point values
004D: jump_if_false MANSIO1_1082
0006: @218 =  1  ;; integer values

:MANSIO1_1082
0002: jump MANSIO1_1150

:MANSIO1_1083
00D6: if  0
8611:   NOT @101 "PARA_LAND" 
004D: jump_if_false MANSIO1_1097
0615: @45 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  1291.519 -776.0716  95.4531  6 -1 
05BA: unknown_action_sequence -1  400 
05BA: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1280.995 -780.3347  95.461  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  110.0 
0616: @45 
0618: @101 @45 
061B: @45 
000A: @107 +=  1  ;; integer values

:MANSIO1_1097
0002: jump MANSIO1_1150

:MANSIO1_1098
0646: @101 @46 
00D6: if  0
0039:   @46 ==  4  ;; integer values
004D: jump_if_false MANSIO1_1105
064C: @124 
0006: @32 =  0  ;; integer values
000A: @107 +=  1  ;; integer values

:MANSIO1_1105
0002: jump MANSIO1_1150

:MANSIO1_1106
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false MANSIO1_1117
000A: @107 +=  1  ;; integer values
009A: @159 = create_actor  25  108 at  1281.413 -785.8877  91.0302
0173: set_actor @159 z_angle_to  90.0
0860: link_actor @159 to_interior  0 
05D3: unknown_action_sequence @159  1268.336 -785.9549  94.9688  4 -1 
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_1117
0002: jump MANSIO1_1150

:MANSIO1_1118
00D6: if  0
0023:    190.0 > @115  ;; floating-point values
004D: jump_if_false MANSIO1_1122
0002: jump MANSIO1_1150

:MANSIO1_1122
0006: @32 =  0  ;; integer values
000A: @107 +=  1  ;; integer values

:MANSIO1_1124
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false MANSIO1_1135
00D6: if  0
8118:   NOT   actor @159 dead
004D: jump_if_false MANSIO1_1131
00A0: store_actor @159 position_to $73 $74 $75

:MANSIO1_1131
0009: $75 +=  1.0  ;; floating-point values
0668: unknown_action_sequence @101 $73 $74 $75  100 
0006: @32 =  0  ;; integer values
000A: @107 +=  1  ;; integer values

:MANSIO1_1135
0002: jump MANSIO1_1150

:MANSIO1_1136
00D6: if  0
0019:   @32 >  50  ;; integer values
004D: jump_if_false MANSIO1_1144
00D6: if  0
8118:   NOT   actor @159 dead
004D: jump_if_false MANSIO1_1143
0321: kill_actor @159

:MANSIO1_1143
000A: @107 +=  1  ;; integer values

:MANSIO1_1144
0002: jump MANSIO1_1150

:MANSIO1_1145
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false MANSIO1_1149
000A: @107 +=  1  ;; integer values

:MANSIO1_1149
0002: jump MANSIO1_1150

:MANSIO1_1150
0002: jump MANSIO1_1153

:MANSIO1_1151
01C2: remove_references_to_actor @101  ;; Like turning an actor into a random pedestrian
0006: @107 = -1  ;; integer values

:MANSIO1_1153
0051: return

:MANSIO1_1154
00D6: if  0
8118:   NOT   actor @102 dead
004D: jump_if_false MANSIO1_1196
0871: init_jump_table @108 total_jumps  4  0 MANSIO1_1195 jumps  0 MANSIO1_1158  1 MANSIO1_1164  2 MANSIO1_1181  3 MANSIO1_1188 -1 MANSIO1_1195 -1 MANSIO1_1195 -1 MANSIO1_1195 

:MANSIO1_1158
00D6: if  0
0611: @102 "PARA_LAND" 
004D: jump_if_false MANSIO1_1163
0006: @106 =  1  ;; integer values
000A: @108 +=  1  ;; integer values

:MANSIO1_1163
0002: jump MANSIO1_1195

:MANSIO1_1164
00D6: if  0
8611:   NOT @102 "PARA_LAND" 
004D: jump_if_false MANSIO1_1180
0615: @45 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  1291.213 -799.4603  95.4531  6 -1 
05BA: unknown_action_sequence -1  400 
05BA: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1302.196 -788.2992  95.4531  6 -1 
05BA: unknown_action_sequence -1  400 
05BA: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1292.383 -787.4926  95.4476  6 -1 
0616: @45 
0618: @102 @45 
061B: @45 
000A: @108 +=  1  ;; integer values

:MANSIO1_1180
0002: jump MANSIO1_1195

:MANSIO1_1181
0646: @102 @46 
00D6: if  0
0039:   @46 ==  3  ;; integer values
004D: jump_if_false MANSIO1_1187
064C: @126 
000A: @108 +=  1  ;; integer values

:MANSIO1_1187
0002: jump MANSIO1_1195

:MANSIO1_1188
0646: @102 @46 
00D6: if  0
0039:   @46 ==  6  ;; integer values
004D: jump_if_false MANSIO1_1194
064C: @125 
000A: @108 +=  1  ;; integer values

:MANSIO1_1194
0002: jump MANSIO1_1195

:MANSIO1_1195
0002: jump MANSIO1_1198

:MANSIO1_1196
01C2: remove_references_to_actor @102  ;; Like turning an actor into a random pedestrian
0006: @108 = -1  ;; integer values

:MANSIO1_1198
0051: return

:MANSIO1_1199
0006: @43 =  0  ;; integer values

:MANSIO1_1200
00D6: if  0
001D:   @167 > @43  ;; integer values  
004D: jump_if_false MANSIO1_1226
00D6: if  0
8039:   NOT   @103(@43,4i) == -1  ;; integer values
004D: jump_if_false MANSIO1_1224
00D6: if  0
8118:   NOT   actor @99(@43,4i) dead
004D: jump_if_false MANSIO1_1222
0871: init_jump_table @103(@43,4i) total_jumps  2  0 MANSIO1_1221 jumps  0 MANSIO1_1210  1 MANSIO1_1215 -1 MANSIO1_1221 -1 MANSIO1_1221 -1 MANSIO1_1221 -1 MANSIO1_1221 -1 MANSIO1_1221 

:MANSIO1_1210
00D6: if  0
0611: @99(@43,4i) "PARA_LAND" 
004D: jump_if_false MANSIO1_1214
000A: @103(@43,4i) +=  1  ;; integer values

:MANSIO1_1214
0002: jump MANSIO1_1221

:MANSIO1_1215
00D6: if  0
8611:   NOT @99(@43,4i) "PARA_LAND" 
004D: jump_if_false MANSIO1_1220
05BE: unknown_action_sequence @99(@43,4i) 
000A: @103(@43,4i) +=  1  ;; integer values

:MANSIO1_1220
0002: jump MANSIO1_1221

:MANSIO1_1221
0002: jump MANSIO1_1224

:MANSIO1_1222
01C2: remove_references_to_actor @99(@43,4i)  ;; Like turning an actor into a random pedestrian
0006: @103(@43,4i) = -1  ;; integer values

:MANSIO1_1224
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_1200

:MANSIO1_1226
0051: return

:MANSIO1_1227
0006: @43 =  0  ;; integer values

:MANSIO1_1228
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_1348
00D6: if  0
8039:   NOT   @135(@43,4i) == -1  ;; integer values
004D: jump_if_false MANSIO1_1346
00D6: if  0
8118:   NOT   actor @131(@43,4i) dead
004D: jump_if_false MANSIO1_1343
0871: init_jump_table @135(@43,4i) total_jumps  11  0 MANSIO1_1342 jumps  0 MANSIO1_1239  1 MANSIO1_1257  2 MANSIO1_1259  3 MANSIO1_1267  4 MANSIO1_1270  5 MANSIO1_1279  6 MANSIO1_1284 
0872: jump_table_jumps  7 MANSIO1_1296  8 MANSIO1_1308  9 MANSIO1_1319  10 MANSIO1_1331 -1 MANSIO1_1342 -1 MANSIO1_1342 -1 MANSIO1_1342 -1 MANSIO1_1342 -1 MANSIO1_1342 

:MANSIO1_1239
00D6: if  0
001D:   @32 > @139(@43,4i)  ;; integer values  
004D: jump_if_false MANSIO1_1256
00D6: if  21
0039:   @43 ==  0  ;; integer values
0039:   @43 ==  2  ;; integer values
004D: jump_if_false MANSIO1_1248
0603: unknown_action_sequence @131(@43,4i)  1585.293 -786.5728  347.0  6 -1 
0002: jump MANSIO1_1255

:MANSIO1_1248
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false MANSIO1_1254
04AE: unknown $1276 radar_icon_or_model  23816
05A9: s$1281 = 'MAN1_DF'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @65(@75,10i) 

:MANSIO1_1254
0603: unknown_action_sequence @131(@43,4i)  1585.322 -783.2303  347.0  6 -1 

:MANSIO1_1255
000A: @135(@43,4i) +=  1  ;; integer values

:MANSIO1_1256
0002: jump MANSIO1_1342

:MANSIO1_1257
0050: gosub MANSIO1_1349
0002: jump MANSIO1_1342

:MANSIO1_1259
00D6: if  0
0019:   @160(@43,4i) >  1200  ;; integer values
004D: jump_if_false MANSIO1_1266
070B: @131(@43,4i)  0 
0006: @160(@43,4i) =  0  ;; integer values
0050: gosub MANSIO1_1382
000A: @135(@43,4i) +=  1  ;; integer values

:MANSIO1_1266
0002: jump MANSIO1_1342

:MANSIO1_1267
0108: destroy_object @152(@43,4i)
000A: @135(@43,4i) +=  1  ;; integer values
0002: jump MANSIO1_1342

:MANSIO1_1270
00D6: if  0
0029:   @160(@43,4i) >=  40000  ;; integer values
004D: jump_if_false MANSIO1_1278
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false MANSIO1_1277
0050: gosub MANSIO1_1499

:MANSIO1_1277
000A: @135(@43,4i) +=  1  ;; integer values

:MANSIO1_1278
0002: jump MANSIO1_1342

:MANSIO1_1279
00D6: if  0
0611: @131(@43,4i) "PARA_LAND" 
004D: jump_if_false MANSIO1_1283
000A: @135(@43,4i) +=  1  ;; integer values

:MANSIO1_1283
0002: jump MANSIO1_1342

:MANSIO1_1284
00D6: if  0
8611:   NOT @131(@43,4i) "PARA_LAND" 
004D: jump_if_false MANSIO1_1295
00D6: if  0
001B:    2 > @206  ;; integer values
004D: jump_if_false MANSIO1_1292
0006: @206 =  2  ;; integer values
0050: gosub MANSIO1_1551

:MANSIO1_1292
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_1295
0002: jump MANSIO1_1342

:MANSIO1_1296
0856: @131  0 
0615: @45 
0603: unknown_action_sequence -1  1289.698 -771.6924  94.954  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  100.0 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @131 @45 
061B: @45 
0006: @135(@43,4i) =  11  ;; integer values
0002: jump MANSIO1_1342

:MANSIO1_1308
0615: @45 
0603: unknown_action_sequence -1  1285.824 -772.1167  94.953  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  115.0 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @132 @45 
061B: @45 
0006: @135(@43,4i) =  11  ;; integer values
0002: jump MANSIO1_1342

:MANSIO1_1319
0856: @133  0 
0615: @45 
0603: unknown_action_sequence -1  1277.87 -789.9062  95.4531  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @133 @45 
061B: @45 
0006: @135(@43,4i) =  11  ;; integer values
0002: jump MANSIO1_1342

:MANSIO1_1331
0615: @45 
0603: unknown_action_sequence -1  1278.609 -783.3164  95.4531  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  95.0 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @134 @45 
061B: @45 
0006: @135(@43,4i) =  11  ;; integer values
0002: jump MANSIO1_1342

:MANSIO1_1342
0002: jump MANSIO1_1346

:MANSIO1_1343
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_1346
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_1228

:MANSIO1_1348
0051: return

:MANSIO1_1349
0871: init_jump_table @43 total_jumps  4  0 MANSIO1_1381 jumps  0 MANSIO1_1350  1 MANSIO1_1364  2 MANSIO1_1350  3 MANSIO1_1364 -1 MANSIO1_1381 -1 MANSIO1_1381 -1 MANSIO1_1381 

:MANSIO1_1350
00D6: if  0
80ED:   NOT   actor @131(@43,4i)  0 ()near_point_on_foot  1585.293 -786.5728 radius  1.2  1.2
004D: jump_if_false MANSIO1_1354
0002: jump MANSIO1_1381

:MANSIO1_1354
00D6: if  0
0039:   @43 ==  2  ;; integer values
004D: jump_if_false MANSIO1_1360
04AE: unknown $1276 radar_icon_or_model  23818
05A9: s$1281 = 'MAN1_DH'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @131(@43,4i) 

:MANSIO1_1360
05BC: unknown_action_sequence @131(@43,4i)  1 
0006: @160(@43,4i) =  0  ;; integer values
000A: @135(@43,4i) +=  1  ;; integer values
0002: jump MANSIO1_1381

:MANSIO1_1364
00D6: if  0
80ED:   NOT   actor @131(@43,4i)  0 ()near_point_on_foot  1585.322 -783.2303 radius  1.2  1.2
004D: jump_if_false MANSIO1_1368
0002: jump MANSIO1_1381

:MANSIO1_1368
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false MANSIO1_1374
04AE: unknown $1276 radar_icon_or_model  23817
05A9: s$1281 = 'MAN1_DG'  ;; 8-byte strings
0002: jump MANSIO1_1376

:MANSIO1_1374
04AE: unknown $1276 radar_icon_or_model  23819
05A9: s$1281 = 'MAN1_DJ'  ;; 8-byte strings

:MANSIO1_1376
004F: create_thread A_ALAP_1  2  100 @131(@43,4i) 
05BC: unknown_action_sequence @131(@43,4i)  1 
0006: @160(@43,4i) =  0  ;; integer values
000A: @135(@43,4i) +=  1  ;; integer values
0002: jump MANSIO1_1381

:MANSIO1_1381
0051: return

:MANSIO1_1382
0871: init_jump_table @43 total_jumps  4  0 MANSIO1_1395 jumps  0 MANSIO1_1383  1 MANSIO1_1386  2 MANSIO1_1389  3 MANSIO1_1392 -1 MANSIO1_1395 -1 MANSIO1_1395 -1 MANSIO1_1395 

:MANSIO1_1383
0913: run_external_script  1 (PARACHUTE) -1 -29.0  14.0 -3.0 -1.0  5.25  6.75  1 @131 
08A9: load_external_script  1 (PARACHUTE) 
0002: jump MANSIO1_1395

:MANSIO1_1386
0913: run_external_script  1 (PARACHUTE) -1 -28.0  14.0 -3.0 -1.0  5.25  6.75  1 @132 
08A9: load_external_script  1 (PARACHUTE) 
0002: jump MANSIO1_1395

:MANSIO1_1389
0913: run_external_script  1 (PARACHUTE) -1 -27.0  14.0 -3.0 -1.0  5.25  6.75  1 @133 
08A9: load_external_script  1 (PARACHUTE) 
0002: jump MANSIO1_1395

:MANSIO1_1392
0913: run_external_script  1 (PARACHUTE) -1 -26.0  14.0 -3.0 -1.0  5.25  6.75  1 @134 
08A9: load_external_script  1 (PARACHUTE) 
0002: jump MANSIO1_1395

:MANSIO1_1395
0051: return

:MANSIO1_1396
0006: @43 =  0  ;; integer values

:MANSIO1_1397
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false MANSIO1_1471
00D6: if  0
8118:   NOT   actor @143(@43,3i) dead
004D: jump_if_false MANSIO1_1467
0871: init_jump_table @149(@43,3i) total_jumps  6  0 MANSIO1_1466 jumps  0 MANSIO1_1404  1 MANSIO1_1421  2 MANSIO1_1426  3 MANSIO1_1433  4 MANSIO1_1444  5 MANSIO1_1455 -1 MANSIO1_1466 

:MANSIO1_1404
00D6: if  0
0029:   @164(@43,3i) >=  35000  ;; integer values
004D: jump_if_false MANSIO1_1420
00D6: if  0
0039:   @43 ==  0  ;; integer values
004D: jump_if_false MANSIO1_1419
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  1
001B:    6 > @210  ;; integer values
8039:   NOT   @210 == -1  ;; integer values
004D: jump_if_false MANSIO1_1418
00BC: text_highpriority 'MAN1_07'  8000 ms  1
0002: jump MANSIO1_1419

:MANSIO1_1418
00BC: text_highpriority 'MAN1_08'  8000 ms  1

:MANSIO1_1419
000A: @149(@43,3i) +=  1  ;; integer values

:MANSIO1_1420
0002: jump MANSIO1_1466

:MANSIO1_1421
00D6: if  0
0611: @143(@43,3i) "PARA_LAND" 
004D: jump_if_false MANSIO1_1425
000A: @149(@43,3i) +=  1  ;; integer values

:MANSIO1_1425
0002: jump MANSIO1_1466

:MANSIO1_1426
00D6: if  0
8611:   NOT @143(@43,3i) "PARA_LAND" 
004D: jump_if_false MANSIO1_1432
000A: @169 +=  1  ;; integer values
0085: @149(@43,3i) = @43  ;; integer values and handles
000A: @149(@43,3i) +=  3  ;; integer values

:MANSIO1_1432
0002: jump MANSIO1_1466

:MANSIO1_1433
0615: @45 
0603: unknown_action_sequence -1  1279.681 -786.5801  95.4531  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  86.7391 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @143 @45 
061B: @45 
0006: @149(@43,3i) =  6  ;; integer values
0002: jump MANSIO1_1466

:MANSIO1_1444
0615: @45 
0603: unknown_action_sequence -1  1289.565 -775.1545  95.4476  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  76.697 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @144 @45 
061B: @45 
0006: @149(@43,3i) =  6  ;; integer values
0002: jump MANSIO1_1466

:MANSIO1_1455
0615: @45 
0603: unknown_action_sequence -1  1281.683 -779.4835  95.4531  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  84.4451 
04EB: unknown_action_sequence -1  0 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @145 @45 
061B: @45 
0006: @149(@43,3i) =  6  ;; integer values
0002: jump MANSIO1_1466

:MANSIO1_1466
0002: jump MANSIO1_1469

:MANSIO1_1467
0006: @52 =  1  ;; integer values
05AA: s@53 = 'MAN1_11'  ;; 8-byte strings

:MANSIO1_1469
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_1397

:MANSIO1_1471
0051: return

:MANSIO1_1472
0006: @43 =  0  ;; integer values

:MANSIO1_1473
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false MANSIO1_1485
00D6: if  0
8118:   NOT   actor @143(@43,3i) dead
004D: jump_if_false MANSIO1_1483
0792: @143(@43,3i) 
0638: unknown_action_sequence @143(@43,3i)  0 
0631: put_actor @143(@43,3i) in_group @44 
087F: @143(@43,3i)  1 

:MANSIO1_1483
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_1473

:MANSIO1_1485
0051: return

:MANSIO1_1486
0006: @43 =  0  ;; integer values

:MANSIO1_1487
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false MANSIO1_1498
00D6: if  0
8118:   NOT   actor @143(@43,3i) dead
004D: jump_if_false MANSIO1_1496
0687: @143(@43,3i) 
0638: unknown_action_sequence @143(@43,3i)  0 
06C9: @143(@43,3i) 

:MANSIO1_1496
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_1487

:MANSIO1_1498
0051: return

:MANSIO1_1499
009A: @170 = create_actor  25  108 at  1268.069 -783.494  94.961
0173: set_actor @170 z_angle_to  275.8136
0223: set_actor @170 health_to  200
08AF: @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: @170  1 
09B5: @170  0 
0006: @176 = -2  ;; integer values
009A: @171 = create_actor  25  109 at  1271.156 -780.8453  94.9663
0173: set_actor @171 z_angle_to  254.8986
0223: set_actor @171 health_to  200
08AF: @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: @171  1 
09B5: @171  0 
0006: @177 = -2  ;; integer values
009A: @172 = create_actor  25  108 at  1267.737 -777.1963  94.9577
0173: set_actor @172 z_angle_to  302.1641
0223: set_actor @172 health_to  200
08AF: @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: @172  1 
09B5: @172  0 
0006: @178 = -2  ;; integer values
009A: @173 = create_actor  25  109 at  1272.534 -774.9141  94.9466
0173: set_actor @173 z_angle_to  249.014
0223: set_actor @173 health_to  200
08AF: @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: @173  1 
09B5: @173  0 
0006: @179 = -2  ;; integer values
00D6: if  0
001B:    2 > @157  ;; integer values
004D: jump_if_false MANSIO1_1548
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_1548
0006: @33 =  3000  ;; integer values
0006: @206 =  1  ;; integer values
0051: return

:MANSIO1_1551
00D6: if  0
8118:   NOT   actor @170 dead
004D: jump_if_false MANSIO1_1556
060B: unknown_actor_use_entity @170 @36 
02AB: set_actor @170 immunities  0  0  0  0  0

:MANSIO1_1556
00D6: if  0
8118:   NOT   actor @171 dead
004D: jump_if_false MANSIO1_1561
060B: unknown_actor_use_entity @171 @36 
02AB: set_actor @171 immunities  0  0  0  0  0

:MANSIO1_1561
00D6: if  0
8118:   NOT   actor @172 dead
004D: jump_if_false MANSIO1_1566
060B: unknown_actor_use_entity @172 @36 
02AB: set_actor @172 immunities  0  0  0  0  0

:MANSIO1_1566
00D6: if  0
8118:   NOT   actor @173 dead
004D: jump_if_false MANSIO1_1571
060B: unknown_actor_use_entity @173 @36 
02AB: set_actor @173 immunities  0  0  0  0  0

:MANSIO1_1571
0051: return

:MANSIO1_1572
0006: @43 =  0  ;; integer values

:MANSIO1_1573
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_1667
00D6: if  0
8118:   NOT   actor @170(@43,6i) dead
004D: jump_if_false MANSIO1_1596
0871: init_jump_table @176(@43,6i) total_jumps  3  0 MANSIO1_1595 jumps  0 MANSIO1_1580  1 MANSIO1_1586  2 MANSIO1_1592 -1 MANSIO1_1595 -1 MANSIO1_1595 -1 MANSIO1_1595 -1 MANSIO1_1595 

:MANSIO1_1580
00D6: if  0
0019:   @188(@43,6i) >  100  ;; integer values
004D: jump_if_false MANSIO1_1585
0108: destroy_object @194(@43,6i)
000A: @176(@43,6i) +=  1  ;; integer values

:MANSIO1_1585
0002: jump MANSIO1_1595

:MANSIO1_1586
0646: @170(@43,6i) @46 
00D6: if  0
0029:   @46 >=  2  ;; integer values
004D: jump_if_false MANSIO1_1591
000A: @176(@43,6i) +=  1  ;; integer values

:MANSIO1_1591
0002: jump MANSIO1_1595

:MANSIO1_1592
00A0: store_actor @170(@43,6i) position_to $73 $74 $75
000A: @176(@43,6i) +=  1  ;; integer values
0002: jump MANSIO1_1595

:MANSIO1_1595
0002: jump MANSIO1_1665

:MANSIO1_1596
00D6: if  0
8039:   NOT   @176(@43,6i) == -1  ;; integer values
004D: jump_if_false MANSIO1_1602
0006: @188(@43,6i) =  0  ;; integer values
0006: @176(@43,6i) = -1  ;; integer values
0002: jump MANSIO1_1665

:MANSIO1_1602
00D6: if  0
0019:   @188(@43,6i) >  2000  ;; integer values
004D: jump_if_false MANSIO1_1665
034F: destroy_actor_with_fade @170(@43,6i)  ;; The actor fades away like a ghost
00D6: if  0
001B:    3 > @206  ;; integer values
004D: jump_if_false MANSIO1_1665
0006: @208 =  0  ;; integer values
0050: gosub MANSIO1_1854
00D6: if  21
8039:   NOT   @210 == -1  ;; integer values
8039:   NOT   @212 ==  0  ;; integer values
004D: jump_if_false MANSIO1_1665
0085: @205 = @43  ;; integer values and handles
00D6: if  0
0039:   @210 == -1  ;; integer values
004D: jump_if_false MANSIO1_1624
00D6: if  0
8039:   NOT   @212 ==  0  ;; integer values
004D: jump_if_false MANSIO1_1623
0050: gosub MANSIO1_1700

:MANSIO1_1623
0002: jump MANSIO1_1625

:MANSIO1_1624
0050: gosub MANSIO1_1668

:MANSIO1_1625
0107: @194(@43,6i) = create_object #CARDBOARDBOX2 at @200 @201  93.0
0392: object @194(@43,6i) toggle_in_moving_list  0
0750: @194(@43,6i)  0 
0550: unknown_keep_object @194(@43,6i) in_memory  1
009A: @170(@43,6i) = create_actor  25 @182(@43,6i) at @200 @201 @202
0770: @170(@43,6i)  1 
0223: set_actor @170(@43,6i) health_to  200
08AF: @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: @170(@43,6i)  55 
09B5: @170(@43,6i)  0 
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_1665
00D6: if  21
8039:   NOT   @210 == -1  ;; integer values
0019:   @212 >  0  ;; integer values
004D: jump_if_false MANSIO1_1660
04C4: create_coordinate $73 $74 $75 from_actor @170(@43,6i) offset  0.0  3.5  0.0
0615: @45 
078F: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
0603: unknown_action_sequence -1 $73 $74  94.95  6 -1 
0638: unknown_action_sequence -1  0 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @170(@43,6i) @45 
061B: @45 
0006: @188(@43,6i) =  0  ;; integer values
0006: @176(@43,6i) =  0  ;; integer values
0002: jump MANSIO1_1664

:MANSIO1_1660
0638: unknown_action_sequence @170(@43,6i)  1 
07BC: unknown_action_sequence @170(@43,6i) @36 
0006: @188(@43,6i) =  0  ;; integer values
0006: @176(@43,6i) =  3  ;; integer values

:MANSIO1_1664
0002: jump MANSIO1_1665

:MANSIO1_1665
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_1573

:MANSIO1_1667
0051: return

:MANSIO1_1668
0871: init_jump_table @210 total_jumps  11  1 MANSIO1_1686 jumps  0 MANSIO1_1670  1 MANSIO1_1672  2 MANSIO1_1674  3 MANSIO1_1676  4 MANSIO1_1678  5 MANSIO1_1680  6 MANSIO1_1676 
0872: jump_table_jumps  7 MANSIO1_1678  8 MANSIO1_1680  9 MANSIO1_1674  10 MANSIO1_1672 -1 MANSIO1_1688 -1 MANSIO1_1688 -1 MANSIO1_1688 -1 MANSIO1_1688 -1 MANSIO1_1688 

:MANSIO1_1670
0209: @204 = random_int  0  5
0002: jump MANSIO1_1688

:MANSIO1_1672
0209: @204 = random_int  2  5
0002: jump MANSIO1_1688

:MANSIO1_1674
0209: @204 = random_int  3  5
0002: jump MANSIO1_1688

:MANSIO1_1676
0209: @204 = random_int  0  3
0002: jump MANSIO1_1688

:MANSIO1_1678
0209: @204 = random_int  0  2
0002: jump MANSIO1_1688

:MANSIO1_1680
0209: @204 = random_int  0  4
00D6: if  0
0019:   @204 >  1  ;; integer values
004D: jump_if_false MANSIO1_1685
000A: @204 +=  1  ;; integer values

:MANSIO1_1685
0002: jump MANSIO1_1688

:MANSIO1_1686
0006: @204 =  5  ;; integer values
0002: jump MANSIO1_1688

:MANSIO1_1688
00D6: if  0
001B:    5 > @204  ;; integer values
004D: jump_if_false MANSIO1_1695
0012: @205 *=  5  ;; integer values 
005A: @204 += @205  ;; integer values 
0007: @202 =  94.0  ;; floating-point values
0002: jump MANSIO1_1698

:MANSIO1_1695
0012: @204 *=  4  ;; integer values 
005A: @204 += @205  ;; integer values 
0007: @202 =  95.0  ;; floating-point values

:MANSIO1_1698
0050: gosub MANSIO1_1725
0051: return

:MANSIO1_1700
0871: init_jump_table @212 total_jumps  6  0 MANSIO1_1713 jumps -1 MANSIO1_1711  1 MANSIO1_1701  2 MANSIO1_1703  3 MANSIO1_1705  4 MANSIO1_1707  5 MANSIO1_1709 -1 MANSIO1_1713 

:MANSIO1_1701
0209: @204 = random_int  0  5
0002: jump MANSIO1_1713

:MANSIO1_1703
0209: @204 = random_int  3  5
0002: jump MANSIO1_1713

:MANSIO1_1705
0209: @204 = random_int  2  5
0002: jump MANSIO1_1713

:MANSIO1_1707
0209: @204 = random_int  0  2
0002: jump MANSIO1_1713

:MANSIO1_1709
0209: @204 = random_int  0  3
0002: jump MANSIO1_1713

:MANSIO1_1711
0006: @204 =  5  ;; integer values
0002: jump MANSIO1_1713

:MANSIO1_1713
00D6: if  0
001B:    5 > @204  ;; integer values
004D: jump_if_false MANSIO1_1720
0012: @205 *=  5  ;; integer values 
005A: @204 += @205  ;; integer values 
0007: @202 =  94.0  ;; floating-point values
0002: jump MANSIO1_1723

:MANSIO1_1720
0012: @204 *=  4  ;; integer values 
005A: @204 += @205  ;; integer values 
0007: @202 =  95.0  ;; floating-point values

:MANSIO1_1723
0050: gosub MANSIO1_1725
0051: return

:MANSIO1_1725
0871: init_jump_table @204 total_jumps  24  0 MANSIO1_1824 jumps  0 MANSIO1_1728  1 MANSIO1_1732  2 MANSIO1_1736  3 MANSIO1_1740  4 MANSIO1_1744  5 MANSIO1_1748  6 MANSIO1_1752 
0872: jump_table_jumps  7 MANSIO1_1756  8 MANSIO1_1760  9 MANSIO1_1764  10 MANSIO1_1768  11 MANSIO1_1772  12 MANSIO1_1776  13 MANSIO1_1780  14 MANSIO1_1784  15 MANSIO1_1788 
0872: jump_table_jumps  16 MANSIO1_1792  17 MANSIO1_1796  18 MANSIO1_1800  19 MANSIO1_1804  20 MANSIO1_1808  21 MANSIO1_1812  22 MANSIO1_1816  23 MANSIO1_1820 -1 MANSIO1_1824 

:MANSIO1_1728
0007: @200 =  1262.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1732
0007: @200 =  1266.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1736
0007: @200 =  1257.0  ;; floating-point values
0007: @201 = -784.0  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1740
0007: @200 =  1269.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1744
0007: @200 =  1265.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1748
0007: @200 =  1267.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1752
0007: @200 =  1263.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1756
0007: @200 =  1257.0  ;; floating-point values
0007: @201 = -781.0  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1760
0007: @200 =  1264.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1764
0007: @200 =  1268.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1768
0007: @200 =  1264.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1772
0007: @200 =  1268.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1776
0007: @200 =  1257.0  ;; floating-point values
0007: @201 = -778.0  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1780
0007: @200 =  1267.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1784
0007: @200 =  1263.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1788
0007: @200 =  1269.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1792
0007: @200 =  1265.0  ;; floating-point values
0007: @201 = -770.5  ;; floating-point values
0007: @203 =  180.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1796
0007: @200 =  1257.0  ;; floating-point values
0007: @201 = -775.0  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1800
0007: @200 =  1262.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1804
0007: @200 =  1266.0  ;; floating-point values
0007: @201 = -789.5  ;; floating-point values
0007: @203 =  0.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1808
0007: @200 =  1268.069  ;; floating-point values
0007: @201 = -783.494  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1812
0007: @200 =  1271.156  ;; floating-point values
0007: @201 = -780.8453  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1816
0007: @200 =  1267.737  ;; floating-point values
0007: @201 = -777.1963  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1820
0007: @200 =  1272.534  ;; floating-point values
0007: @201 = -774.9141  ;; floating-point values
0007: @203 =  270.0  ;; floating-point values
0002: jump MANSIO1_1824

:MANSIO1_1824
0051: return

:MANSIO1_1825
00D6: if  0
0019:   @33 >  700  ;; integer values
004D: jump_if_false MANSIO1_1853
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0509: $68 = distance between point  1269.668 -778.8566 and point $69 $70
00D6: if  2
0020:   $71 >  105.0  ;; floating-point values
0020:   $68 >  65.0  ;; floating-point values
0022:    130.0 > $68  ;; floating-point values
004D: jump_if_false MANSIO1_1851
0208: $73 = random_float -6.0  6.1
00D6: if  0
0020:   $73 >  0.0  ;; floating-point values
004D: jump_if_false MANSIO1_1841
0009: $73 +=  1.5  ;; floating-point values
0002: jump MANSIO1_1842

:MANSIO1_1841
000D: $73 -=  1.5  ;; floating-point values

:MANSIO1_1842
0208: $75 = random_float -6.0  6.1
00D6: if  0
0020:   $75 >  0.0  ;; floating-point values
004D: jump_if_false MANSIO1_1848
0009: $75 +=  1.5  ;; floating-point values
0002: jump MANSIO1_1849

:MANSIO1_1848
000D: $75 -=  1.5  ;; floating-point values

:MANSIO1_1849
04C4: create_coordinate $69 $70 $71 from_actor $PLAYER_ACTOR offset $73 -10.0 $75
06BC:  1269.668 -778.8566  94.9557 $69 $70 $71  0 

:MANSIO1_1851
0209: @204 = random_int  100  401
0085: @33 = @204  ;; integer values and handles

:MANSIO1_1853
0051: return

:MANSIO1_1854
00D6: if  0
0039:   @208 ==  0  ;; integer values
004D: jump_if_false MANSIO1_1866
00D6: if  0
0039:   @211 ==  0  ;; integer values
004D: jump_if_false MANSIO1_1864
0006: @210 = -1  ;; integer values
0006: @212 =  0  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to @215 @216 @217
0002: jump MANSIO1_1865

:MANSIO1_1864
0051: return

:MANSIO1_1865
0002: jump MANSIO1_1868

:MANSIO1_1866
0006: @213 = -1  ;; integer values
00A0: store_actor @170(@214,6i) position_to @215 @216 @217

:MANSIO1_1868
00D6: if  0
0021:   @217 >  94.5  ;; floating-point values
004D: jump_if_false MANSIO1_1873
0006: @209 =  0  ;; integer values
0002: jump MANSIO1_1884

:MANSIO1_1873
00D6: if  0
0021:   @217 >  90.5  ;; floating-point values
004D: jump_if_false MANSIO1_1878
0006: @209 =  1  ;; integer values
0002: jump MANSIO1_1884

:MANSIO1_1878
00D6: if  0
0021:   @217 >  86.0  ;; floating-point values
004D: jump_if_false MANSIO1_1883
0006: @209 =  2  ;; integer values
0002: jump MANSIO1_1884

:MANSIO1_1883
0006: @209 =  3  ;; integer values

:MANSIO1_1884
0871: init_jump_table @209 total_jumps  4  0 MANSIO1_2035 jumps  0 MANSIO1_1885  1 MANSIO1_1920  2 MANSIO1_1950  3 MANSIO1_2000 -1 MANSIO1_2035 -1 MANSIO1_2035 -1 MANSIO1_2035 

:MANSIO1_1885
00D6: if  3
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_1918
00D6: if  0
0021:   @216 > -774.2  ;; floating-point values
004D: jump_if_false MANSIO1_1901
00D6: if  0
0023:    1262.7 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_1899
0006: @207 =  2  ;; integer values
0002: jump MANSIO1_1900

:MANSIO1_1899
0006: @207 =  1  ;; integer values

:MANSIO1_1900
0002: jump MANSIO1_1917

:MANSIO1_1901
00D6: if  0
0023:   -785.85 > @216  ;; floating-point values
004D: jump_if_false MANSIO1_1911
00D6: if  0
0023:    1262.7 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_1909
0006: @207 =  4  ;; integer values
0002: jump MANSIO1_1910

:MANSIO1_1909
0006: @207 =  3  ;; integer values

:MANSIO1_1910
0002: jump MANSIO1_1917

:MANSIO1_1911
00D6: if  0
0023:    1262.7 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_1916
0006: @207 =  5  ;; integer values
0002: jump MANSIO1_1917

:MANSIO1_1916
0006: @207 =  0  ;; integer values

:MANSIO1_1917
0002: jump MANSIO1_1919

:MANSIO1_1918
0006: @207 = -1  ;; integer values

:MANSIO1_1919
0002: jump MANSIO1_2035

:MANSIO1_1920
00D6: if  3
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_1948
00D6: if  0
0021:   @216 > -776.25  ;; floating-point values
004D: jump_if_false MANSIO1_1936
00D6: if  0
0023:    1265.9 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_1934
0006: @207 =  9  ;; integer values
0002: jump MANSIO1_1935

:MANSIO1_1934
0006: @207 =  10  ;; integer values

:MANSIO1_1935
0002: jump MANSIO1_1947

:MANSIO1_1936
00D6: if  0
0023:   -783.5 > @216  ;; floating-point values
004D: jump_if_false MANSIO1_1946
00D6: if  0
0023:    1265.9 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_1944
0006: @207 =  7  ;; integer values
0002: jump MANSIO1_1945

:MANSIO1_1944
0006: @207 =  6  ;; integer values

:MANSIO1_1945
0002: jump MANSIO1_1947

:MANSIO1_1946
0006: @207 =  8  ;; integer values

:MANSIO1_1947
0002: jump MANSIO1_1949

:MANSIO1_1948
0006: @207 = -1  ;; integer values

:MANSIO1_1949
0002: jump MANSIO1_2035

:MANSIO1_1950
00D6: if  3
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_1998
00D6: if  0
0021:   @216 > -793.6  ;; floating-point values
004D: jump_if_false MANSIO1_1971
00D6: if  0
0021:   @215 >  1298.8  ;; floating-point values
004D: jump_if_false MANSIO1_1964
0006: @207 =  13  ;; integer values
0002: jump MANSIO1_1970

:MANSIO1_1964
00D6: if  0
0021:   @215 >  1259.4  ;; floating-point values
004D: jump_if_false MANSIO1_1969
0006: @207 =  12  ;; integer values
0002: jump MANSIO1_1970

:MANSIO1_1969
0006: @207 =  11  ;; integer values

:MANSIO1_1970
0002: jump MANSIO1_1997

:MANSIO1_1971
00D6: if  0
0021:   @216 > -807.1  ;; floating-point values
004D: jump_if_false MANSIO1_1986
00D6: if  0
0021:   @215 >  1298.8  ;; floating-point values
004D: jump_if_false MANSIO1_1979
0006: @207 =  16  ;; integer values
0002: jump MANSIO1_1985

:MANSIO1_1979
00D6: if  0
0021:   @215 >  1259.4  ;; floating-point values
004D: jump_if_false MANSIO1_1984
0006: @207 =  15  ;; integer values
0002: jump MANSIO1_1985

:MANSIO1_1984
0006: @207 =  14  ;; integer values

:MANSIO1_1985
0002: jump MANSIO1_1997

:MANSIO1_1986
00D6: if  0
0021:   @215 >  1298.8  ;; floating-point values
004D: jump_if_false MANSIO1_1991
0006: @207 =  19  ;; integer values
0002: jump MANSIO1_1997

:MANSIO1_1991
00D6: if  0
0021:   @215 >  1259.4  ;; floating-point values
004D: jump_if_false MANSIO1_1996
0006: @207 =  18  ;; integer values
0002: jump MANSIO1_1997

:MANSIO1_1996
0006: @207 =  17  ;; integer values

:MANSIO1_1997
0002: jump MANSIO1_1999

:MANSIO1_1998
0006: @207 = -1  ;; integer values

:MANSIO1_1999
0002: jump MANSIO1_2035

:MANSIO1_2000
00D6: if  3
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_2033
00D6: if  0
0023:   -804.2511 > @216  ;; floating-point values
004D: jump_if_false MANSIO1_2021
00D6: if  0
0023:    1254.75 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_2014
0006: @207 =  23  ;; integer values
0002: jump MANSIO1_2020

:MANSIO1_2014
00D6: if  0
0023:    1298.6 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_2019
0006: @207 =  24  ;; integer values
0002: jump MANSIO1_2020

:MANSIO1_2019
0006: @207 =  25  ;; integer values

:MANSIO1_2020
0002: jump MANSIO1_2032

:MANSIO1_2021
00D6: if  0
0023:    1254.75 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_2026
0006: @207 =  20  ;; integer values
0002: jump MANSIO1_2032

:MANSIO1_2026
00D6: if  0
0023:    1298.6 > @215  ;; floating-point values
004D: jump_if_false MANSIO1_2031
0006: @207 =  21  ;; integer values
0002: jump MANSIO1_2032

:MANSIO1_2031
0006: @207 =  22  ;; integer values

:MANSIO1_2032
0002: jump MANSIO1_2034

:MANSIO1_2033
0006: @207 = -1  ;; integer values

:MANSIO1_2034
0002: jump MANSIO1_2035

:MANSIO1_2035
00D6: if  0
0039:   @207 == -1  ;; integer values
004D: jump_if_false MANSIO1_2056
00D6: if  0
0021:   @217 >  91.5  ;; floating-point values
004D: jump_if_false MANSIO1_2055
0006: @212 =  0  ;; integer values
00D6: if  0
0021:   @215 >  1279.351  ;; floating-point values
004D: jump_if_false MANSIO1_2046
000A: @212 +=  1  ;; integer values

:MANSIO1_2046
00D6: if  0
0021:   @216 > -766.75  ;; floating-point values
004D: jump_if_false MANSIO1_2050
000A: @212 +=  2  ;; integer values

:MANSIO1_2050
00D6: if  0
0023:   -802.2 > @216  ;; floating-point values
004D: jump_if_false MANSIO1_2054
000A: @212 +=  4  ;; integer values

:MANSIO1_2054
0002: jump MANSIO1_2056

:MANSIO1_2055
0006: @212 = -1  ;; integer values

:MANSIO1_2056
00D6: if  0
0039:   @208 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2062
0085: @210 = @207  ;; integer values and handles
0006: @211 =  1  ;; integer values
0002: jump MANSIO1_2063

:MANSIO1_2062
0085: @213 = @207  ;; integer values and handles

:MANSIO1_2063
0051: return

:MANSIO1_2064
0871: init_jump_table @218 total_jumps  1  0 MANSIO1_2073 jumps  1 MANSIO1_2065 -1 MANSIO1_2073 -1 MANSIO1_2073 -1 MANSIO1_2073 -1 MANSIO1_2073 -1 MANSIO1_2073 -1 MANSIO1_2073 

:MANSIO1_2065
00D6: if  0
0023:    190.0 > @115  ;; floating-point values
004D: jump_if_false MANSIO1_2072
000B: @115 +=  .34  ;; floating-point values
000F: @114 -=  .006  ;; floating-point values
000B: @118 +=  .01  ;; floating-point values
000B: @116 +=  .01  ;; floating-point values

:MANSIO1_2072
0002: jump MANSIO1_2073

:MANSIO1_2073
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_2086
0871: init_jump_table @219 total_jumps  2  0 MANSIO1_2097 jumps  0 MANSIO1_2087  1 MANSIO1_2089 -1 MANSIO1_2097 -1 MANSIO1_2097 -1 MANSIO1_2097 -1 MANSIO1_2097 -1 MANSIO1_2097 

:MANSIO1_2087
097B: @128  1108 
000A: @219 +=  1  ;; integer values

:MANSIO1_2089
00D6: if  0
0021:   @220 > -20.0  ;; floating-point values
004D: jump_if_false MANSIO1_2095
000B: @220 += -.1  ;; floating-point values
0453: object @128 set_rotation @220  0.0  90.0
0002: jump MANSIO1_2097

:MANSIO1_2095
097B: @128  1109 
000A: @219 +=  1  ;; integer values

:MANSIO1_2097
0051: return
0871: init_jump_table @221 total_jumps  3  0 MANSIO1_2125 jumps  0 MANSIO1_2099  1 MANSIO1_2108  2 MANSIO1_2123 -1 MANSIO1_2125 -1 MANSIO1_2125 -1 MANSIO1_2125 -1 MANSIO1_2125 

:MANSIO1_2099
00D6: if  0
002D:   @33 >= @222  ;; integer values 
004D: jump_if_false MANSIO1_2106
0209: @223 = random_int  4000  6001
0006: @33 =  0  ;; integer values
000A: @221 +=  1  ;; integer values
0002: jump MANSIO1_2107

:MANSIO1_2106
0003: shake_camera @224

:MANSIO1_2107
0002: jump MANSIO1_2125

:MANSIO1_2108
00D6: if  0
002D:   @33 >= @223  ;; integer values 
004D: jump_if_false MANSIO1_2121
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:  0 @222 @225 
0006: @33 =  0  ;; integer values
000E: @221 -=  1  ;; integer values
0002: jump MANSIO1_2122

:MANSIO1_2121
0003: shake_camera  5

:MANSIO1_2122
0002: jump MANSIO1_2125

:MANSIO1_2123
0003: shake_camera  20
0002: jump MANSIO1_2125

:MANSIO1_2125
0051: return

:MANSIO1_2126
0650: @124 
0650: @125 
0650: @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_2135
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_2143
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_2135

:MANSIO1_2143
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  371
04EF: release_animation "PARACHUTE"
0249: release_model #CARGO_REAR
0249: release_model #D9_RAMP
0249: release_model #CARDBOARDBOX2
0249: release_model  330
0051: return

:MANSIO1_2153
0050: gosub MANSIO1_1486
0050: gosub MANSIO1_2126
065C: unknown_create_def_entity @39  ; unknown_destroy
08E7:  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  110
0247: request_model  13
0247: request_model  195

:MANSIO1_2165
00D6: if  22
8248:   NOT   model  110 available
8248:   NOT   model  13 available
8248:   NOT   model  195 available
004D: jump_if_false MANSIO1_2172
0001: wait  0 ms
0002: jump MANSIO1_2165

:MANSIO1_2172
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 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  0
8118:   NOT   actor @143 dead
004D: jump_if_false MANSIO1_2186
00A1: put_actor @143 at  1263.087 -782.9864  1090.898
0164: disable_marker @146
0002: jump MANSIO1_2190

:MANSIO1_2186
009A: @143 = create_actor  24  117 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: @143  1

:MANSIO1_2190
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: @143  0 
02E2: set_actor @143 weapon_accuracy_to  75
07DD: @143  60 
04AF: @428 = unknown_wav_reference  117 
0006: @149 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @144 dead
004D: jump_if_false MANSIO1_2205
00A1: put_actor @144 at  1261.967 -778.3527  1090.898
0164: disable_marker @147
0002: jump MANSIO1_2209

:MANSIO1_2205
009A: @144 = create_actor  24  118 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: @144  1

:MANSIO1_2209
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: @144  0 
02E2: set_actor @144 weapon_accuracy_to  75
07DD: @144  60 
0006: @150 =  1  ;; integer values
04AF: @429 = unknown_wav_reference  118 
00D6: if  0
8118:   NOT   actor @145 dead
004D: jump_if_false MANSIO1_2224
00A1: put_actor @145 at  1267.936 -782.3963  1090.938
0164: disable_marker @148
0002: jump MANSIO1_2228

:MANSIO1_2224
009A: @145 = create_actor  24  118 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: @145  1

:MANSIO1_2228
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_2233
00D6: if  0
001B:    20 > @43  ;; integer values
004D: jump_if_false MANSIO1_2239
0006: @246(@43,20i) = -2  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_2233

:MANSIO1_2239
0006: @43 =  0  ;; integer values

:MANSIO1_2240
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false MANSIO1_2246
0006: @296(@43,10i) = -2  ;; integer values
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_2240

:MANSIO1_2246
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: s@453 = 'MAN1_FC'  ;; 8-byte strings
04AF: @445 = unknown_wav_reference  23825 
05AA: s@455 = 'MAN1_FD'  ;; 8-byte strings
04AF: @446 = unknown_wav_reference  23826 
05AA: s@457 = 'MAN1_FE'  ;; 8-byte strings
04AF: @447 = unknown_wav_reference  23827 
05AA: s@459 = 'MAN1_FF'  ;; 8-byte strings
04AF: @448 = unknown_wav_reference  23831 
05AA: s@461 = 'MAN1_FK'  ;; 8-byte strings
04AF: @449 = unknown_wav_reference  23832 
05AA: s@463 = 'MAN1_FL'  ;; 8-byte strings
04AF: @450 = unknown_wav_reference  23833 
05AA: s@465 = 'MAN1_FM'  ;; 8-byte strings
04AF: @451 = unknown_wav_reference  23834 
05AA: s@467 = 'MAN1_FN'  ;; 8-byte strings
009A: @226 = create_actor  25  108 at  1275.64 -776.5879  1089.711
0173: set_actor @226 z_angle_to  127.9642
0223: set_actor @226 health_to  200
08AF: @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: @226  50 
04EB: unknown_action_sequence @226  1 
060B: unknown_actor_use_entity @226 @34 
0006: @246 =  0  ;; integer values
009A: @227 = create_actor  25  110 at  1281.108 -776.7111  1089.704
0173: set_actor @227 z_angle_to  99.357
0223: set_actor @227 health_to  200
08AF: @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: @227  60 
04EB: unknown_action_sequence @227  1 
060B: unknown_actor_use_entity @227 @34 
0006: @247 =  0  ;; integer values
009A: @228 = create_actor  25  108 at  1281.617 -784.6133  1088.93
0173: set_actor @228 z_angle_to  90.0
0223: set_actor @228 health_to  200
08AF: @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: @228  70 
060B: unknown_actor_use_entity @228 @34 
0006: @248 =  0  ;; integer values
009A: @229 = create_actor  25  110 at  1283.19 -786.4687  1088.93
0173: set_actor @229 z_angle_to  0.0
0223: set_actor @229 health_to  200
08AF: @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: @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: s@336 = 'MAN1_AA'  ;; 8-byte strings
04AF: @332 = unknown_wav_reference  23801 
05AA: s@338 = 'MAN1_AB'  ;; 8-byte strings
04AF: @333 = unknown_wav_reference  23802 
05AA: s@340 = 'MAN1_AC'  ;; 8-byte strings
04AF: @334 = unknown_wav_reference  23803 
05AA: s@342 = 'MAN1_AD'  ;; 8-byte strings
0006: @335 =  0  ;; integer values
0006: @330 =  0  ;; integer values
0917: 'MADDOGL'  1 
0968: $PLAYER_ACTOR 
016A: fade  1 (back)  1000 ms

:MANSIO1_2417
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_2422
0001: wait  0 ms
0002: jump MANSIO1_2417

:MANSIO1_2422
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
004F: create_thread A_ALAP_1  2  100 @145 
0707: unknown_bunnyjump MANSIO1_2467 

:MANSIO1_2428
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false MANSIO1_2433
0001: wait  0 ms
0002: jump MANSIO1_2428

:MANSIO1_2433
00D6: if  0
8118:   NOT   actor @226 dead
004D: jump_if_false MANSIO1_2438
04EB: unknown_action_sequence @226  0 
0006: @49 =  1  ;; integer values

:MANSIO1_2438
00D6: if  0
001B:    4400 > @32  ;; integer values
004D: jump_if_false MANSIO1_2443
0001: wait  0 ms
0002: jump MANSIO1_2438

:MANSIO1_2443
00D6: if  0
8118:   NOT   actor @226 dead
004D: jump_if_false MANSIO1_2448
0668: unknown_action_sequence @226  1267.728 -782.9617  1092.689  300 
0006: @49 =  2  ;; integer values

:MANSIO1_2448
00D6: if  0
001B:    4700 > @32  ;; integer values
004D: jump_if_false MANSIO1_2453
0001: wait  0 ms
0002: jump MANSIO1_2448

:MANSIO1_2453
00D6: if  1
8118:   NOT   actor @226 dead
8118:   NOT   actor @145 dead
004D: jump_if_false MANSIO1_2461
0687: @226 
04EB: unknown_action_sequence @226  1 
0321: kill_actor @145
0006: @49 =  3  ;; integer values

:MANSIO1_2461
05D4: unknown_action_sequence $PLAYER_ACTOR unknown_angle  270.0 

:MANSIO1_2462
00D6: if  0
001B:    5400 > @32  ;; integer values
004D: jump_if_false MANSIO1_2467
0001: wait  0 ms
0002: jump MANSIO1_2462

:MANSIO1_2467
0701: (unknown)
0871: init_jump_table @49 total_jumps  3  0 MANSIO1_2482 jumps  0 MANSIO1_2477  1 MANSIO1_2473  2 MANSIO1_2469 -1 MANSIO1_2482 -1 MANSIO1_2482 -1 MANSIO1_2482 -1 MANSIO1_2482 

:MANSIO1_2469
00D6: if  0
8118:   NOT   actor @226 dead
004D: jump_if_false MANSIO1_2473
0687: @226 

:MANSIO1_2473
00D6: if  0
8118:   NOT   actor @226 dead
004D: jump_if_false MANSIO1_2477
04EB: unknown_action_sequence @226  1 

:MANSIO1_2477
00D6: if  0
8118:   NOT   actor @145 dead
004D: jump_if_false MANSIO1_2481
0321: kill_actor @145

:MANSIO1_2481
0002: jump MANSIO1_2482

:MANSIO1_2482
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
04AE: unknown $1276 radar_icon_or_model  23821
05A9: s$1281 = 'MAN1_EB'  ;; 8-byte strings
004F: create_thread A_ALAP_1  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  0
8118:   NOT   actor @143 dead
004D: jump_if_false MANSIO1_2506
0615: @45 
05D3: unknown_action_sequence -1  1266.858 -782.4518  1090.898  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  270.5538 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @143 @45 
061B: @45 

:MANSIO1_2506
00D6: if  0
8118:   NOT   actor @144 dead
004D: jump_if_false MANSIO1_2518
0615: @45 
05D3: unknown_action_sequence -1  1268.02 -779.9092  1090.898  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  267.5782 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @144 @45 
061B: @45 

:MANSIO1_2518
00D6: if  0
8118:   NOT   actor @226 dead
004D: jump_if_false MANSIO1_2522
060B: unknown_actor_use_entity @226 @36 

:MANSIO1_2522
00D6: if  0
8118:   NOT   actor @227 dead
004D: jump_if_false MANSIO1_2526
060B: unknown_actor_use_entity @227 @36 

:MANSIO1_2526
00D6: if  0
8118:   NOT   actor @228 dead
004D: jump_if_false MANSIO1_2536
0615: @45 
05BA: unknown_action_sequence -1  1000 
06E3: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @228 @45 
061B: @45 

:MANSIO1_2536
00D6: if  0
8118:   NOT   actor @229 dead
004D: jump_if_false MANSIO1_2548
0615: @45 
05BA: unknown_action_sequence -1  500 
05D3: unknown_action_sequence -1  1283.221 -779.912  1088.93  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
04EB: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @229 @45 
061B: @45 

:MANSIO1_2548
01BD: @41 = current_time_in_ms
0006: @157 =  0  ;; integer values

:MANSIO1_2550
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_2558
00D6: if  0
001B:    20 > @43  ;; integer values
004D: jump_if_false MANSIO1_2564
005A: @266(@43,20i) += @42  ;; integer values 
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_2558

:MANSIO1_2564
0006: @43 =  0  ;; integer values

:MANSIO1_2565
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false MANSIO1_2571
005A: @306(@43,10i) += @42  ;; integer values 
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_2565

:MANSIO1_2571
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_2600
0050: gosub MANSIO1_3216
0050: gosub MANSIO1_3604
0050: gosub MANSIO1_3094
00D6: if  0
0019:   @157 >  0  ;; integer values
004D: jump_if_false MANSIO1_2586
0050: gosub MANSIO1_3761

:MANSIO1_2586
00D6: if  0
0039:   @330 ==  1  ;; integer values
004D: jump_if_false MANSIO1_2590
0050: gosub MANSIO1_3848

:MANSIO1_2590
00D6: if  0
8039:   NOT   @521 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2594
0050: gosub MANSIO1_3923

:MANSIO1_2594
00D6: if  0
0039:   @514 ==  2  ;; integer values
004D: jump_if_false MANSIO1_2598
0002: jump MANSIO1_3998

:MANSIO1_2598
0006: @471 =  0  ;; integer values
0002: jump MANSIO1_2550

:MANSIO1_2600
0871: init_jump_table @157 total_jumps  12  0 MANSIO1_3093 jumps  0 MANSIO1_2602  1 MANSIO1_2717  2 MANSIO1_2757  3 MANSIO1_2773  4 MANSIO1_2865  5 MANSIO1_2934  6 MANSIO1_2957 
0872: jump_table_jumps  7 MANSIO1_2974  8 MANSIO1_2997  9 MANSIO1_3019  10 MANSIO1_3045  11 MANSIO1_3068 -1 MANSIO1_3093 -1 MANSIO1_3093 -1 MANSIO1_3093 -1 MANSIO1_3093 

:MANSIO1_2602
00D6: if  22
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1285.937 -783.2331  1279.36 -779.1484
0039:   @149 ==  6  ;; integer values
0039:   @150 ==  7  ;; integer values
004D: jump_if_false MANSIO1_2716
009A: @286 = create_actor  25  108 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: @286  35 
0638: unknown_action_sequence @286  1 
060B: unknown_actor_use_entity @286 @36 
0006: @296 =  0  ;; integer values
009A: @287 = create_actor  25  110 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: @287  35 
0638: unknown_action_sequence @287  1 
060B: unknown_actor_use_entity @287 @36 
0006: @297 =  0  ;; integer values
009A: @288 = create_actor  25  110 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: @288  35 
0638: unknown_action_sequence @288  1 
060B: unknown_actor_use_entity @288 @36 
0006: @298 =  0  ;; integer values
009A: @289 = create_actor  25  108 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: @289  35 
0638: unknown_action_sequence @289  1 
060B: unknown_actor_use_entity @289 @36 
0006: @299 =  0  ;; integer values
009A: @290 = create_actor  25  108 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: @290  35 
0638: unknown_action_sequence @290  1 
060B: unknown_actor_use_entity @290 @36 
0006: @300 =  0  ;; integer values
009A: @291 = create_actor  25  108 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: @291  35 
0638: unknown_action_sequence @291  1 
060B: unknown_actor_use_entity @291 @36 
0006: @301 =  0  ;; integer values
009A: @292 = create_actor  25  110 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: @292  35 
0638: unknown_action_sequence @292  1 
060B: unknown_actor_use_entity @292 @36 
0006: @302 =  0  ;; integer values
009A: @293 = create_actor  25  110 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: @293  45 
0638: unknown_action_sequence @293  1 
060B: unknown_actor_use_entity @293 @36 
0006: @303 =  0  ;; integer values
009A: @294 = create_actor  25  110 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: @294  45 
0638: unknown_action_sequence @294  1 
060B: unknown_actor_use_entity @294 @36 
0006: @304 =  0  ;; integer values
009A: @295 = create_actor  25  108 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: @295  45 
0638: unknown_action_sequence @295  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_2716
0002: jump MANSIO1_3093

:MANSIO1_2717
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_3193
00D6: if  0
0039:   @417 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2726
0002: jump MANSIO1_3093

:MANSIO1_2726
01C2: remove_references_to_actor @145  ;; Like turning an actor into a random pedestrian
0209: @410 = random_int  0  2
00D6: if  0
0039:   @410 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2734
009A: @230 = create_actor  25  108 at  1278.607 -801.3676  1088.93
009A: @316 = create_actor  26  195 at  1286.281 -809.3582  1088.93
0002: jump MANSIO1_2736

:MANSIO1_2734
009A: @230 = create_actor  25  108 at  1286.281 -809.3582  1088.93
009A: @316 = create_actor  26  195 at  1278.607 -801.3676  1088.93

:MANSIO1_2736
0173: set_actor @230 z_angle_to  0.0
0223: set_actor @230 health_to  200
08AF: @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: @230  60 
060B: unknown_actor_use_entity @230 @36 
00D6: if  0
0039:   @410 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2750
06E3: unknown_action_sequence @230  1 
0002: jump MANSIO1_2751

:MANSIO1_2750
06E3: unknown_action_sequence @230  0 

:MANSIO1_2751
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_2757
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_3193
00D6: if  0
0039:   @417 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2766
0002: jump MANSIO1_3093

:MANSIO1_2766
0006: @413 =  1  ;; integer values
018A: @47 = create_checkpoint_at  1227.226 -834.4195  1083.008
08DC: @47  1258.338 -785.4264  91.0313 
08FB: @47  2 
0006: @472 =  0  ;; integer values
0006: @488 =  10000  ;; integer values
000A: @157 +=  1  ;; integer values

:MANSIO1_2773
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_3193
00D6: if  0
0039:   @417 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2782
0002: jump MANSIO1_3093

:MANSIO1_2782
009A: @231 = create_actor  25  110 at  1267.936 -836.5694  1084.633
0173: set_actor @231 z_angle_to  312.4274
0223: set_actor @231 health_to  200
08AF: @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: @231  60 
04EB: unknown_action_sequence @231  1 
060B: unknown_actor_use_entity @231 @36 
0006: @251 =  0  ;; integer values
009A: @232 = create_actor  25  108 at  1272.94 -837.6696  1084.633
0173: set_actor @232 z_angle_to  325.2802
0223: set_actor @232 health_to  200
08AF: @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: @232  60 
04EB: unknown_action_sequence @232  1 
060B: unknown_actor_use_entity @232 @36 
0006: @252 =  0  ;; integer values
009A: @233 = create_actor  25  110 at  1278.936 -837.8117  1084.633
0173: set_actor @233 z_angle_to  354.8666
0223: set_actor @233 health_to  200
08AF: @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: @233  60 
04EB: unknown_action_sequence @233  1 
060B: unknown_actor_use_entity @233 @36 
0006: @253 =  0  ;; integer values
009A: @234 = create_actor  25  108 at  1293.434 -837.4308  1084.633
0173: set_actor @234 z_angle_to  84.6034
0223: set_actor @234 health_to  200
08AF: @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: @234  60 
04EB: unknown_action_sequence @234  1 
060B: unknown_actor_use_entity @234 @36 
0006: @254 =  0  ;; integer values
009A: @235 = create_actor  25  110 at  1288.788 -832.1437  1084.633
0173: set_actor @235 z_angle_to  93.3971
0223: set_actor @235 health_to  200
08AF: @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: @235  60 
04EB: unknown_action_sequence @235  1 
060B: unknown_actor_use_entity @235 @36 
0006: @255 =  0  ;; integer values
009A: @236 = create_actor  25  108 at  1279.452 -818.7137  1084.633
0173: set_actor @236 z_angle_to  169.7489
0223: set_actor @236 health_to  200
08AF: @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: @236  50 
04EB: unknown_action_sequence @236  1 
060B: unknown_actor_use_entity @236 @36 
0006: @256 =  0  ;; integer values
009A: @317 = create_actor  26  13 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  195 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_2865
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1266.533 -831.5337  1261.282 -838.8454
004D: jump_if_false MANSIO1_2934
009A: @237 = create_actor  25  110 at  1253.758 -826.5505  1083.008
0173: set_actor @237 z_angle_to  197.3586
0223: set_actor @237 health_to  200
08AF: @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: @237  70 
04EB: unknown_action_sequence @237  1 
060B: unknown_actor_use_entity @237 @36 
05D3: unknown_action_sequence @237  1255.499 -831.5446  1083.008  6 -1 
0006: @257 =  0  ;; integer values
009A: @238 = create_actor  25  108 at  1233.705 -827.7943  1083.008
0173: set_actor @238 z_angle_to  180.0
0223: set_actor @238 health_to  200
08AF: @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: @238  70 
060B: unknown_actor_use_entity @238 @34 
0006: @258 =  0  ;; integer values
0615: @45 
05D3: unknown_action_sequence -1  1234.104 -832.2075  1083.008  6 -1 
05D3: unknown_action_sequence -1  1238.847 -833.2389  1083.008  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @36 
0616: @45 
0618: @238 @45 
061B: @45 
009A: @328 = create_actor  25  109 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: @328  1
0164: disable_marker @47
0187: @329 = create_marker_above_actor @328
08DC: @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: @45 
06E3: unknown_action_sequence -1  1 
05BA: unknown_action_sequence -1  2000 
05D3: unknown_action_sequence -1 @516 @517  1083.008  6 -1 
0616: @45 
0618: @328 @45 
061B: @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
004F: create_thread A_ALAP_1  2  200 @328 
0006: @330 =  1  ;; integer values
0006: @415 = -1  ;; integer values
009A: @319 = create_actor  26  13 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_2934
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1229.934 -835.5339  1082.5  1224.882 -838.8135  1085.5
004D: jump_if_false MANSIO1_2956
00D6: if  0
0039:   @515 ==  0  ;; integer values
004D: jump_if_false MANSIO1_2942
00BC: text_highpriority 'MAN1_21'  8000 ms  1
0006: @515 =  1  ;; integer values

:MANSIO1_2942
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_2955
0792: @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: unknown_action_sequence @328 @516 @517  1083.015  6 -1 
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_2955
000A: @157 +=  1  ;; integer values

:MANSIO1_2956
0002: jump MANSIO1_3093

:MANSIO1_2957
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1228.68 -829.9222  1082.5  1224.883 -825.2996  1085.5
004D: jump_if_false MANSIO1_2973
009A: @239 = create_actor  25  108 at  1228.808 -812.9333  1083.008
0173: set_actor @239 z_angle_to  180.0
0223: set_actor @239 health_to  200
08AF: @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: @239  70 
060B: unknown_actor_use_entity @239 @36 
06E3: unknown_action_sequence @239  1 
0006: @259 =  0  ;; integer values
000A: @157 +=  1  ;; integer values

:MANSIO1_2973
0002: jump MANSIO1_3093

:MANSIO1_2974
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1229.799 -810.6401  1082.5  1224.884 -819.0158  1085.5
004D: jump_if_false MANSIO1_2996
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_2995
0792: @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: @45 
05D3: unknown_action_sequence -1  1261.444 -812.2836  1083.015  6 -1 
05D3: unknown_action_sequence -1 @516 @517  1083.015  6 -1 
0616: @45 
0618: @328 @45 
061B: @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_2995
000A: @157 +=  1  ;; integer values

:MANSIO1_2996
0002: jump MANSIO1_3093

:MANSIO1_2997
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1254.281 -810.6465  1082.5  1264.044 -813.9205  1085.5
004D: jump_if_false MANSIO1_3018
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_3016
0792: @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: unknown_action_sequence @328 @516 @517  1083.015  6 -1 
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
004F: create_thread A_ALAP_1  2  200 @328 

:MANSIO1_3016
000A: @157 +=  1  ;; integer values
0050: gosub MANSIO1_3887

:MANSIO1_3018
0002: jump MANSIO1_3093

:MANSIO1_3019
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1278.469 -791.9025  1082.5  1285.187 -786.7327  1085.5
004D: jump_if_false MANSIO1_3044
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_3043
0792: @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: @45 
05D3: unknown_action_sequence -1  1250.071 -788.768  1083.015  6 -1 
05D3: unknown_action_sequence -1 @516 @517  1083.015  6 -1 
0616: @45 
0618: @328 @45 
061B: @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
004F: create_thread A_ALAP_1  2  200 @328 

:MANSIO1_3043
000A: @157 +=  1  ;; integer values

:MANSIO1_3044
0002: jump MANSIO1_3093

:MANSIO1_3045
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1251.285 -775.3042  1082.5  1247.005 -765.7498  1085.5
004D: jump_if_false MANSIO1_3067
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_3066
0792: @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: @45 
05D3: unknown_action_sequence -1  1269.4 -769.4953  1083.015  6 -1 
05D3: unknown_action_sequence -1 @516 @517  1083.015  6 -1 
0616: @45 
0618: @328 @45 
061B: @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_3066
000A: @157 +=  1  ;; integer values

:MANSIO1_3067
0002: jump MANSIO1_3093

:MANSIO1_3068
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  1260.289 -765.4207  1082.5  1267.524 -774.8633  1085.5
004D: jump_if_false MANSIO1_3092
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_3091
0792: @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: @45 
05D3: unknown_action_sequence -1  1288.806 -780.5795  1083.015  6 -1 
05D3: unknown_action_sequence -1  1300.839 -781.0582  1083.015  6 -1 
05D3: unknown_action_sequence -1 @516 @517  1083.015  6 -1 
0616: @45 
0618: @328 @45 
061B: @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
004F: create_thread A_ALAP_1  2  200 @328 

:MANSIO1_3091
000A: @157 +=  1  ;; integer values

:MANSIO1_3092
0002: jump MANSIO1_3093

:MANSIO1_3093
0051: return

:MANSIO1_3094
00D6: if  0
0039:   @415 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3181
0006: @43 =  0  ;; integer values

:MANSIO1_3098
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_3180
00D6: if  0
0039:   @411(@43,4i) ==  1  ;; integer values
004D: jump_if_false MANSIO1_3178
0871: init_jump_table @43 total_jumps  4  0 MANSIO1_3178 jumps  0 MANSIO1_3105  1 MANSIO1_3111  2 MANSIO1_3142  3 MANSIO1_3148 -1 MANSIO1_3178 -1 MANSIO1_3178 -1 MANSIO1_3178 

:MANSIO1_3105
00BC: text_highpriority 'MAN1_13'  8000 ms  1
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_3178

:MANSIO1_3111
00D6: if  0
8118:   NOT   actor @143 dead
004D: jump_if_false MANSIO1_3128
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @143 radius  35.0  35.0  4.0 sphere  0  
004D: jump_if_false MANSIO1_3126
00D6: if  0
8118:   NOT   actor @144 dead
004D: jump_if_false MANSIO1_3123
04AE: unknown $1276 radar_icon_or_model  23822
05A9: s$1281 = 'MAN1_FA'  ;; 8-byte strings
0002: jump MANSIO1_3125

:MANSIO1_3123
04AE: unknown $1276 radar_icon_or_model  23823
05A9: s$1281 = 'MAN1_FB'  ;; 8-byte strings

:MANSIO1_3125
004F: create_thread A_ALAP_1  2  100 @143 

:MANSIO1_3126
0006: @415 =  1  ;; integer values
0002: jump MANSIO1_3135

:MANSIO1_3128
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @144 radius  35.0  35.0  4.0 sphere  0  
004D: jump_if_false MANSIO1_3134
04AE: unknown $1276 radar_icon_or_model  23830
05A9: s$1281 = 'MAN1_FJ'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @144 

:MANSIO1_3134
0006: @415 =  1  ;; integer values

:MANSIO1_3135
00D6: if  0
0039:   @415 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3141
0085: @416 = @43  ;; integer values and handles
0006: @33 =  0  ;; integer values
0006: @43 =  4  ;; integer values

:MANSIO1_3141
0002: jump MANSIO1_3178

:MANSIO1_3142
00BC: text_highpriority 'MAN1_20'  8000 ms  1
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_3178

:MANSIO1_3148
00D6: if  0
8118:   NOT   actor @143 dead
004D: jump_if_false MANSIO1_3165
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @143 radius  35.0  35.0  4.0 sphere  0  
004D: jump_if_false MANSIO1_3163
00D6: if  0
8118:   NOT   actor @144 dead
004D: jump_if_false MANSIO1_3160
04AE: unknown $1276 radar_icon_or_model  23828
05A9: s$1281 = 'MAN1_FG'  ;; 8-byte strings
0002: jump MANSIO1_3162

:MANSIO1_3160
04AE: unknown $1276 radar_icon_or_model  23829
05A9: s$1281 = 'MAN1_FH'  ;; 8-byte strings

:MANSIO1_3162
004F: create_thread A_ALAP_1  2  100 @143 

:MANSIO1_3163
0006: @415 =  1  ;; integer values
0002: jump MANSIO1_3172

:MANSIO1_3165
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot @144 radius  35.0  35.0  4.0 sphere  0  
004D: jump_if_false MANSIO1_3171
04AE: unknown $1276 radar_icon_or_model  23835
05A9: s$1281 = 'MAN1_FO'  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @144 

:MANSIO1_3171
0006: @415 =  1  ;; integer values

:MANSIO1_3172
00D6: if  0
0039:   @415 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3178
0085: @416 = @43  ;; integer values and handles
0006: @33 =  0  ;; integer values
0006: @43 =  4  ;; integer values

:MANSIO1_3178
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3098

:MANSIO1_3180
0002: jump MANSIO1_3192

:MANSIO1_3181
00D6: if  0
0039:   @415 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3192
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false MANSIO1_3192
00D6: if  0
8039:   NOT   @416 == -1  ;; integer values
004D: jump_if_false MANSIO1_3191
0006: @411(@416,4i) = -1  ;; integer values

:MANSIO1_3191
0006: @415 =  0  ;; integer values

:MANSIO1_3192
0051: return

:MANSIO1_3193
0006: @417 =  0  ;; integer values
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle @418 @419 @420 @421
004D: jump_if_false MANSIO1_3199
0006: @417 =  1  ;; integer values
0051: return

:MANSIO1_3199
00D6: if  0
8118:   NOT   actor @143 dead
004D: jump_if_false MANSIO1_3207
00D6: if  0
00A3:   actor @143  0 ()in_rectangle @418 @419 @420 @421
004D: jump_if_false MANSIO1_3207
0006: @417 =  1  ;; integer values
0051: return

:MANSIO1_3207
00D6: if  0
8118:   NOT   actor @144 dead
004D: jump_if_false MANSIO1_3215
00D6: if  0
00A3:   actor @144  0 ()in_rectangle @418 @419 @420 @421
004D: jump_if_false MANSIO1_3215
0006: @417 =  1  ;; integer values
0051: return

:MANSIO1_3215
0051: return

:MANSIO1_3216
0006: @430 =  0  ;; integer values
0006: @431 =  1  ;; integer values

:MANSIO1_3218
00D6: if  0
001B:    2 > @430  ;; integer values
004D: jump_if_false MANSIO1_3399
00D6: if  0
8118:   NOT   actor @143(@430,3i) dead
004D: jump_if_false MANSIO1_3382
0871: init_jump_table @149(@430,3i) total_jumps  18  0 MANSIO1_3381 jumps  0 MANSIO1_3227  1 MANSIO1_3227  2 MANSIO1_3236  3 MANSIO1_3236  4 MANSIO1_3242  5 MANSIO1_3242  6 MANSIO1_3255 
0872: jump_table_jumps  7 MANSIO1_3255  8 MANSIO1_3265  9 MANSIO1_3277  10 MANSIO1_3282  11 MANSIO1_3291  12 MANSIO1_3303  13 MANSIO1_3315  14 MANSIO1_3324  15 MANSIO1_3335 
0872: jump_table_jumps  16 MANSIO1_3359  17 MANSIO1_3366 -1 MANSIO1_3381 -1 MANSIO1_3381 -1 MANSIO1_3381 -1 MANSIO1_3381 -1 MANSIO1_3381 -1 MANSIO1_3381 -1 MANSIO1_3381 

:MANSIO1_3227
00D6: if  23
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_3234
0002: jump MANSIO1_3381

:MANSIO1_3234
000A: @149(@430,3i) +=  2  ;; integer values
0002: jump MANSIO1_3381

:MANSIO1_3236
0687: @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_3381

:MANSIO1_3242
00D6: if  0
8039:   NOT   @422(@430,2i) ==  3  ;; integer values
004D: jump_if_false MANSIO1_3247
0050: gosub MANSIO1_3400
0002: jump MANSIO1_3254

:MANSIO1_3247
0687: @143(@430,3i) 
060B: unknown_actor_use_entity @143(@430,3i) @36 
04EB: unknown_action_sequence @143(@430,3i)  1 
0085: @433 = @424(@430,2i)  ;; integer values and handles
05D4: unknown_action_sequence @143(@430,3i) unknown_angle @394(@433,16f) 
0006: @422(@430,2i) = -1  ;; integer values
000A: @149(@430,3i) +=  2  ;; integer values

:MANSIO1_3254
0002: jump MANSIO1_3381

:MANSIO1_3255
00D6: if  0
0019:   @157 >  0  ;; integer values
004D: jump_if_false MANSIO1_3264
000A: @149(@430,3i) +=  2  ;; integer values
00D6: if  0
0039:   @432 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3264
0006: @412 =  1  ;; integer values
0006: @432 =  1  ;; integer values

:MANSIO1_3264
0002: jump MANSIO1_3381

:MANSIO1_3265
00D6: if  0
8118:   NOT   actor @143(@431,3i) dead
004D: jump_if_false MANSIO1_3272
00D6: if  0
8039:   NOT   @149(@431,3i) ==  13  ;; integer values
004D: jump_if_false MANSIO1_3272
0002: jump MANSIO1_3381

:MANSIO1_3272
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_3381

:MANSIO1_3277
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_3381

:MANSIO1_3282
00D6: if  0
8039:   NOT   @422(@430,2i) ==  3  ;; integer values
004D: jump_if_false MANSIO1_3287
0050: gosub MANSIO1_3400
0002: jump MANSIO1_3290

:MANSIO1_3287
0006: @426(@430,2i) =  1  ;; integer values
0006: @422(@430,2i) = -1  ;; integer values
000A: @149(@430,3i) +=  2  ;; integer values

:MANSIO1_3290
0002: jump MANSIO1_3381

:MANSIO1_3291
00D6: if  0
8039:   NOT   @422(@430,2i) ==  3  ;; integer values
004D: jump_if_false MANSIO1_3296
0050: gosub MANSIO1_3400
0002: jump MANSIO1_3302

:MANSIO1_3296
060B: unknown_actor_use_entity @143(@430,3i) @36 
0638: unknown_action_sequence @143(@430,3i)  1 
04EB: unknown_action_sequence @143(@430,3i)  1 
0006: @422(@430,2i) = -1  ;; integer values
000A: @345 +=  1  ;; integer values
000A: @149(@430,3i) +=  2  ;; integer values

:MANSIO1_3302
0002: jump MANSIO1_3381

:MANSIO1_3303
00D6: if  0
8039:   NOT   @422(@430,2i) ==  3  ;; integer values
004D: jump_if_false MANSIO1_3308
0050: gosub MANSIO1_3400
0002: jump MANSIO1_3314

:MANSIO1_3308
060B: unknown_actor_use_entity @143(@430,3i) @36 
0638: unknown_action_sequence @143(@430,3i)  1 
04EB: unknown_action_sequence @143(@430,3i)  1 
0006: @422(@430,2i) = -1  ;; integer values
0006: @437(@430,2i) = -1  ;; integer values
000A: @149(@430,3i) +=  2  ;; integer values

:MANSIO1_3314
0002: jump MANSIO1_3381

:MANSIO1_3315
00D6: if  0
8118:   NOT   actor @143(@431,3i) dead
004D: jump_if_false MANSIO1_3322
00D6: if  0
8039:   NOT   @149(@431,3i) ==  11  ;; integer values
004D: jump_if_false MANSIO1_3322
0002: jump MANSIO1_3381

:MANSIO1_3322
000E: @149(@430,3i) -=  5  ;; integer values
0002: jump MANSIO1_3381

:MANSIO1_3324
0050: gosub MANSIO1_3458
00D6: if  0
0039:   @439 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3334
0006: @439 =  0  ;; integer values
060B: unknown_actor_use_entity @143(@430,3i) @35 
04EB: unknown_action_sequence @143(@430,3i)  0 
0006: @426(@430,2i) =  0  ;; integer values
0006: @422(@430,2i) = -1  ;; integer values
000A: @149(@430,3i) +=  1  ;; integer values

:MANSIO1_3334
0002: jump MANSIO1_3381

:MANSIO1_3335
00D6: if  0
8039:   NOT   @422(@430,2i) ==  3  ;; integer values
004D: jump_if_false MANSIO1_3340
0050: gosub MANSIO1_3400
0002: jump MANSIO1_3358

:MANSIO1_3340
00D6: if  0
0039:   @344 ==  8  ;; integer values
004D: jump_if_false MANSIO1_3350
0006: @149(@430,3i) =  16  ;; integer values
00D6: if  0
8118:   NOT   actor @143(@431,3i) dead
004D: jump_if_false MANSIO1_3348
0006: @149(@431,3i) =  16  ;; integer values

:MANSIO1_3348
0006: @414 =  1  ;; integer values
0002: jump MANSIO1_3358

:MANSIO1_3350
0006: @422(@430,2i) = -1  ;; integer values
00D6: if  0
8118:   NOT   actor @143(@431,3i) dead
004D: jump_if_false MANSIO1_3357
0085: @424(@430,2i) = @345  ;; integer values and handles
000E: @149(@430,3i) -=  4  ;; integer values
0002: jump MANSIO1_3358

:MANSIO1_3357
000E: @149(@430,3i) -=  7  ;; integer values

:MANSIO1_3358
0002: jump MANSIO1_3381

:MANSIO1_3359
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_3381

:MANSIO1_3366
00D6: if  0
8039:   NOT   @422(@430,2i) ==  3  ;; integer values
004D: jump_if_false MANSIO1_3371
0050: gosub MANSIO1_3400
0002: jump MANSIO1_3380

:MANSIO1_3371
060B: unknown_actor_use_entity @143(@430,3i) @36 
0638: unknown_action_sequence @143(@430,3i)  1 
00D6: if  0
0039:   @424(@430,2i) ==  14  ;; integer values
004D: jump_if_false MANSIO1_3377
04EB: unknown_action_sequence @143(@430,3i)  1 

:MANSIO1_3377
0085: @433 = @424(@430,2i)  ;; integer values and handles
05D4: unknown_action_sequence @143(@430,3i) unknown_angle @394(@433,16f) 
000A: @149(@430,3i) +=  1  ;; integer values

:MANSIO1_3380
0002: jump MANSIO1_3381

:MANSIO1_3381
0002: jump MANSIO1_3396

:MANSIO1_3382
00D6: if  0
8039:   NOT   @149(@430,3i) == -2  ;; integer values
004D: jump_if_false MANSIO1_3396
0871: init_jump_table @149(@430,3i) total_jumps  1  1 MANSIO1_3386 jumps -1 MANSIO1_3389 -1 MANSIO1_3396 -1 MANSIO1_3396 -1 MANSIO1_3396 -1 MANSIO1_3396 -1 MANSIO1_3396 -1 MANSIO1_3396 

:MANSIO1_3386
0006: @164(@430,3i) =  0  ;; integer values
0006: @149(@430,3i) = -1  ;; integer values
0002: jump MANSIO1_3396

:MANSIO1_3389
00D6: if  0
001B:    10000 > @164(@430,3i)  ;; integer values
004D: jump_if_false MANSIO1_3393
0002: jump MANSIO1_3396

:MANSIO1_3393
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_3396
000A: @430 +=  1  ;; integer values
000E: @431 -=  1  ;; integer values
0002: jump MANSIO1_3218

:MANSIO1_3399
0051: return

:MANSIO1_3400
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  0
0039:   @426(@430,2i) ==  1  ;; integer values
004D: jump_if_false MANSIO1_3412
0871: init_jump_table @344 total_jumps  6  0 MANSIO1_3412 jumps  2 MANSIO1_3408  3 MANSIO1_3410  4 MANSIO1_3408  5 MANSIO1_3410  6 MANSIO1_3408  7 MANSIO1_3410 -1 MANSIO1_3412 

:MANSIO1_3408
000F: @434 -=  3.5  ;; floating-point values
0002: jump MANSIO1_3412

:MANSIO1_3410
000B: @434 +=  3.5  ;; floating-point values
0002: jump MANSIO1_3412

:MANSIO1_3412
0871: init_jump_table @422(@430,2i) total_jumps  4  0 MANSIO1_3457 jumps -1 MANSIO1_3413  0 MANSIO1_3424  1 MANSIO1_3430  2 MANSIO1_3447 -1 MANSIO1_3457 -1 MANSIO1_3457 -1 MANSIO1_3457 

:MANSIO1_3413
00D6: if  0
074F: @143(@430,3i) -1 
004D: jump_if_false MANSIO1_3419
0638: unknown_action_sequence @143(@430,3i)  1 
0006: @422(@430,2i) =  0  ;; integer values
0002: jump MANSIO1_3423

:MANSIO1_3419
0638: unknown_action_sequence @143(@430,3i)  0 
04EB: unknown_action_sequence @143(@430,3i)  0 
05D3: unknown_action_sequence @143(@430,3i) @434 @435 @436  6 -2 
0006: @422(@430,2i) =  1  ;; integer values

:MANSIO1_3423
0002: jump MANSIO1_3457

:MANSIO1_3424
00D6: if  0
874F:   NOT @143(@430,3i) -1 
004D: jump_if_false MANSIO1_3429
0006: @164(@430,3i) =  0  ;; integer values
0006: @422(@430,2i) =  2  ;; integer values

:MANSIO1_3429
0002: jump MANSIO1_3457

:MANSIO1_3430
00D6: if  0
074F: @143(@430,3i) -1 
004D: jump_if_false MANSIO1_3435
0006: @422(@430,2i) = -1  ;; integer values
0002: jump MANSIO1_3446

:MANSIO1_3435
00D6: if  0
00FF:   actor @143(@430,3i)  0 ()near_point_on_foot @434 @435 @436 radius  1.2  1.2  1.5
004D: jump_if_false MANSIO1_3440
0006: @422(@430,2i) =  3  ;; integer values
0002: jump MANSIO1_3446

:MANSIO1_3440
062E: @143(@430,3i)  1491 @50 
00D6: if  0
04A4: @50  7 
004D: jump_if_false MANSIO1_3446
0687: @143(@430,3i) 
0006: @422(@430,2i) = -1  ;; integer values

:MANSIO1_3446
0002: jump MANSIO1_3457

:MANSIO1_3447
00D6: if  0
074F: @143(@430,3i) -1 
004D: jump_if_false MANSIO1_3452
0006: @422(@430,2i) =  0  ;; integer values
0002: jump MANSIO1_3456

:MANSIO1_3452
00D6: if  0
0019:   @164(@430,3i) >  500  ;; integer values
004D: jump_if_false MANSIO1_3456
0006: @422(@430,2i) = -1  ;; integer values

:MANSIO1_3456
0002: jump MANSIO1_3457

:MANSIO1_3457
0051: return

:MANSIO1_3458
0871: init_jump_table @437(@430,2i) total_jumps  3  0 MANSIO1_3482 jumps -1 MANSIO1_3459  0 MANSIO1_3465  1 MANSIO1_3475 -1 MANSIO1_3482 -1 MANSIO1_3482 -1 MANSIO1_3482 -1 MANSIO1_3482 

:MANSIO1_3459
00D6: if  0
874F:   NOT @143(@430,3i) -1 
004D: jump_if_false MANSIO1_3464
0006: @164(@430,3i) =  0  ;; integer values
000A: @437(@430,2i) +=  1  ;; integer values

:MANSIO1_3464
0002: jump MANSIO1_3482

:MANSIO1_3465
00D6: if  0
074F: @143(@430,3i) -1 
004D: jump_if_false MANSIO1_3470
000E: @437(@430,2i) -=  1  ;; integer values
0002: jump MANSIO1_3474

:MANSIO1_3470
00D6: if  0
0019:   @164(@430,3i) >  300  ;; integer values
004D: jump_if_false MANSIO1_3474
000A: @437(@430,2i) +=  1  ;; integer values

:MANSIO1_3474
0002: jump MANSIO1_3482

:MANSIO1_3475
0050: gosub MANSIO1_3483
00D6: if  0
0039:   @439 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3481
0006: @164(@430,3i) =  150  ;; integer values
000E: @437(@430,2i) -=  1  ;; integer values

:MANSIO1_3481
0002: jump MANSIO1_3482

:MANSIO1_3482
0051: return

:MANSIO1_3483
0006: @439 =  0  ;; integer values
0871: init_jump_table @344 total_jumps  6  0 MANSIO1_3543 jumps  2 MANSIO1_3485  3 MANSIO1_3495  4 MANSIO1_3505  5 MANSIO1_3514  6 MANSIO1_3524  7 MANSIO1_3533 -1 MANSIO1_3543 

:MANSIO1_3485
00D6: if  1
0039:   @296 == -1  ;; integer values
0039:   @297 == -1  ;; integer values
004D: jump_if_false MANSIO1_3494
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_3494
0002: jump MANSIO1_3543

:MANSIO1_3495
00D6: if  1
0039:   @298 == -1  ;; integer values
0039:   @299 == -1  ;; integer values
004D: jump_if_false MANSIO1_3504
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_3504
0002: jump MANSIO1_3543

:MANSIO1_3505
00D6: if  0
0039:   @300 == -1  ;; integer values
004D: jump_if_false MANSIO1_3513
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_3513
0002: jump MANSIO1_3543

:MANSIO1_3514
00D6: if  1
0039:   @301 == -1  ;; integer values
0039:   @302 == -1  ;; integer values
004D: jump_if_false MANSIO1_3523
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_3523
0002: jump MANSIO1_3543

:MANSIO1_3524
00D6: if  0
0039:   @303 == -1  ;; integer values
004D: jump_if_false MANSIO1_3532
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_3532
0002: jump MANSIO1_3543

:MANSIO1_3533
00D6: if  1
0039:   @304 == -1  ;; integer values
0039:   @305 == -1  ;; integer values
004D: jump_if_false MANSIO1_3542
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_3542
0002: jump MANSIO1_3543

:MANSIO1_3543
00D6: if  0
0039:   @439 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3560
0006: @43 =  0  ;; integer values

:MANSIO1_3547
00D6: if  0
001B:    20 > @43  ;; integer values
004D: jump_if_false MANSIO1_3560
00D6: if  0
8118:   NOT   actor @226(@43,20i) dead
004D: jump_if_false MANSIO1_3558
00D6: if  0
00A3:   actor @226(@43,20i)  0 ()in_rectangle @440 @441 @442 @443
004D: jump_if_false MANSIO1_3558
0006: @439 =  0  ;; integer values
0006: @43 =  20  ;; integer values

:MANSIO1_3558
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3547

:MANSIO1_3560
00D6: if  0
0039:   @439 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3577
0006: @43 =  0  ;; integer values

:MANSIO1_3564
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false MANSIO1_3577
00D6: if  0
8118:   NOT   actor @474(@43,3i) dead
004D: jump_if_false MANSIO1_3575
00D6: if  0
00A3:   actor @474(@43,3i)  0 ()in_rectangle @440 @441 @442 @443
004D: jump_if_false MANSIO1_3575
0006: @439 =  0  ;; integer values
0006: @43 =  2  ;; integer values

:MANSIO1_3575
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3564

:MANSIO1_3577
00D6: if  0
0039:   @439 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3603
000A: @344 +=  1  ;; integer values
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false MANSIO1_3603
00D6: if  0
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_3603
00D6: if  0
0039:   @430 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3593
008A: $1276 = @444(@452,8i)  ;; integer values and handles
05A9: s$1281 = @453(@452,8s)  ;; 8-byte strings
0002: jump MANSIO1_3597

:MANSIO1_3593
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_3597
004F: create_thread A_ALAP_1  2  100 @143(@430,3i) 
000A: @452 +=  1  ;; integer values
00D6: if  0
0039:   @452 ==  4  ;; integer values
004D: jump_if_false MANSIO1_3603
0006: @452 =  0  ;; integer values

:MANSIO1_3603
0051: return

:MANSIO1_3604
0006: @43 =  0  ;; integer values

:MANSIO1_3605
00D6: if  0
001B:    20 > @43  ;; integer values
004D: jump_if_false MANSIO1_3624
0871: init_jump_table @246(@43,20i) total_jumps  2  0 MANSIO1_3622 jumps  0 MANSIO1_3609  1 MANSIO1_3616 -1 MANSIO1_3622 -1 MANSIO1_3622 -1 MANSIO1_3622 -1 MANSIO1_3622 -1 MANSIO1_3622 

:MANSIO1_3609
00D6: if  0
8118:   NOT   actor @226(@43,20i) dead
004D: jump_if_false MANSIO1_3614
0002: jump MANSIO1_3622
0002: jump MANSIO1_3616

:MANSIO1_3614
0006: @266(@43,20i) =  0  ;; integer values
0006: @246(@43,20i) =  1  ;; integer values

:MANSIO1_3616
00D6: if  0
0019:   @266(@43,20i) >  2500  ;; integer values
004D: jump_if_false MANSIO1_3621
01C2: remove_references_to_actor @226(@43,20i)  ;; Like turning an actor into a random pedestrian
0006: @246(@43,20i) = -1  ;; integer values

:MANSIO1_3621
0002: jump MANSIO1_3622

:MANSIO1_3622
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3605

:MANSIO1_3624
0006: @43 =  0  ;; integer values

:MANSIO1_3625
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false MANSIO1_3644
0871: init_jump_table @296(@43,10i) total_jumps  2  0 MANSIO1_3642 jumps  0 MANSIO1_3629  1 MANSIO1_3636 -1 MANSIO1_3642 -1 MANSIO1_3642 -1 MANSIO1_3642 -1 MANSIO1_3642 -1 MANSIO1_3642 

:MANSIO1_3629
00D6: if  0
8118:   NOT   actor @286(@43,10i) dead
004D: jump_if_false MANSIO1_3634
0002: jump MANSIO1_3642
0002: jump MANSIO1_3636

:MANSIO1_3634
0006: @306(@43,10i) =  0  ;; integer values
0006: @296(@43,10i) =  1  ;; integer values

:MANSIO1_3636
00D6: if  0
0019:   @306(@43,10i) >  1800  ;; integer values
004D: jump_if_false MANSIO1_3641
01C2: remove_references_to_actor @286(@43,10i)  ;; Like turning an actor into a random pedestrian
0006: @296(@43,10i) = -1  ;; integer values

:MANSIO1_3641
0002: jump MANSIO1_3642

:MANSIO1_3642
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3625

:MANSIO1_3644
0006: @43 =  0  ;; integer values

:MANSIO1_3645
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_3664
0871: init_jump_table @320(@43,4i) total_jumps  2  0 MANSIO1_3662 jumps  0 MANSIO1_3649  1 MANSIO1_3656 -1 MANSIO1_3662 -1 MANSIO1_3662 -1 MANSIO1_3662 -1 MANSIO1_3662 -1 MANSIO1_3662 

:MANSIO1_3649
00D6: if  0
8118:   NOT   actor @316(@43,4i) dead
004D: jump_if_false MANSIO1_3654
0002: jump MANSIO1_3662
0002: jump MANSIO1_3656

:MANSIO1_3654
0006: @324(@43,4i) =  0  ;; integer values
0006: @320(@43,4i) =  1  ;; integer values

:MANSIO1_3656
00D6: if  0
0019:   @324(@43,4i) >  1800  ;; integer values
004D: jump_if_false MANSIO1_3661
01C2: remove_references_to_actor @316(@43,4i)  ;; Like turning an actor into a random pedestrian
0006: @320(@43,4i) = -1  ;; integer values

:MANSIO1_3661
0002: jump MANSIO1_3662

:MANSIO1_3662
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3645

:MANSIO1_3664
0051: return

:MANSIO1_3665
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
0020:   $75 >  1089.0  ;; floating-point values
004D: jump_if_false MANSIO1_3722
00D6: if  0
0020:   $74 > -784.0  ;; floating-point values
004D: jump_if_false MANSIO1_3674
0006: @469 =  0  ;; integer values
0002: jump MANSIO1_3721

:MANSIO1_3674
00D6: if  21
0022:    1271.0 > $73  ;; floating-point values
0020:   $73 >  1294.0  ;; floating-point values
004D: jump_if_false MANSIO1_3680
0006: @469 =  0  ;; integer values
0002: jump MANSIO1_3721

:MANSIO1_3680
00D6: if  0
0020:   $74 > -824.0  ;; floating-point values
004D: jump_if_false MANSIO1_3720
00D6: if  0
0022:    1279.0 > $73  ;; floating-point values
004D: jump_if_false MANSIO1_3698
00D6: if  0
0020:   $74 > -799.0  ;; floating-point values
004D: jump_if_false MANSIO1_3691
0006: @469 =  1  ;; integer values
0002: jump MANSIO1_3697

:MANSIO1_3691
00D6: if  0
0020:   $74 > -811.0  ;; floating-point values
004D: jump_if_false MANSIO1_3696
0006: @469 =  3  ;; integer values
0002: jump MANSIO1_3697

:MANSIO1_3696
0006: @469 =  5  ;; integer values

:MANSIO1_3697
0002: jump MANSIO1_3719

:MANSIO1_3698
00D6: if  0
0020:   $73 >  1285.0  ;; floating-point values
004D: jump_if_false MANSIO1_3713
00D6: if  0
0020:   $74 > -800.0  ;; floating-point values
004D: jump_if_false MANSIO1_3706
0006: @469 =  2  ;; integer values
0002: jump MANSIO1_3712

:MANSIO1_3706
00D6: if  0
0020:   $74 > -812.0  ;; floating-point values
004D: jump_if_false MANSIO1_3711
0006: @469 =  4  ;; integer values
0002: jump MANSIO1_3712

:MANSIO1_3711
0006: @469 =  6  ;; integer values

:MANSIO1_3712
0002: jump MANSIO1_3719

:MANSIO1_3713
00D6: if  0
0020:   $74 > -806.0  ;; floating-point values
004D: jump_if_false MANSIO1_3718
0006: @469 =  7  ;; integer values
0002: jump MANSIO1_3719

:MANSIO1_3718
0006: @469 =  8  ;; integer values

:MANSIO1_3719
0002: jump MANSIO1_3721

:MANSIO1_3720
0006: @469 =  9  ;; integer values

:MANSIO1_3721
0002: jump MANSIO1_3724

:MANSIO1_3722
0006: @489 =  1  ;; integer values
0006: @469 =  10  ;; integer values

:MANSIO1_3724
00D6: if  0
0039:   @472 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3729
0209: @473 = random_int  0  2
0002: jump MANSIO1_3730

:MANSIO1_3729
0006: @473 =  0  ;; integer values

:MANSIO1_3730
0006: @470 =  0  ;; integer values
00D6: if  0
8039:   NOT   @489 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3759
0871: init_jump_table @469 total_jumps  11  0 MANSIO1_3759 jumps  0 MANSIO1_3736  1 MANSIO1_3739  2 MANSIO1_3739  3 MANSIO1_3739  4 MANSIO1_3747  5 MANSIO1_3747  6 MANSIO1_3750 
0872: jump_table_jumps  7 MANSIO1_3739  8 MANSIO1_3753  9 MANSIO1_3753  10 MANSIO1_3756 -1 MANSIO1_3759 -1 MANSIO1_3759 -1 MANSIO1_3759 -1 MANSIO1_3759 -1 MANSIO1_3759 

:MANSIO1_3736
08BD: @470  1 
08BD: @470  2 
0002: jump MANSIO1_3759

:MANSIO1_3739
00D6: if  0
0039:   @473 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3744
08BD: @470  2 
0002: jump MANSIO1_3745

:MANSIO1_3744
08BD: @470  5 

:MANSIO1_3745
08BD: @470  3 
0002: jump MANSIO1_3759

:MANSIO1_3747
08BD: @470  1 
08BD: @470  3 
0002: jump MANSIO1_3759

:MANSIO1_3750
08BD: @470  1 
08BD: @470  0 
0002: jump MANSIO1_3759

:MANSIO1_3753
08BD: @470  0 
08BD: @470  4 
0002: jump MANSIO1_3759

:MANSIO1_3756
08BD: @470  2 
08BD: @470  4 
0002: jump MANSIO1_3759

:MANSIO1_3759
0006: @471 =  1  ;; integer values
0051: return

:MANSIO1_3761
0006: @486 =  0  ;; integer values

:MANSIO1_3762
00D6: if  0
001B:    3 > @486  ;; integer values
004D: jump_if_false MANSIO1_3847
00D6: if  0
8118:   NOT   actor @474(@486,3i) dead
004D: jump_if_false MANSIO1_3785
0871: init_jump_table @477(@486,3i) total_jumps  1  0 MANSIO1_3784 jumps  1 MANSIO1_3769 -1 MANSIO1_3784 -1 MANSIO1_3784 -1 MANSIO1_3784 -1 MANSIO1_3784 -1 MANSIO1_3784 -1 MANSIO1_3784 

:MANSIO1_3769
00D6: if  0
001B:    4 > @335  ;; integer values
004D: jump_if_false MANSIO1_3783
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false MANSIO1_3783
00D6: if  0
00F2:   actor @474(@486,3i) near_actor $PLAYER_ACTOR radius  15.0  15.0  0
004D: jump_if_false MANSIO1_3783
008A: $1276 = @331(@335,4i)  ;; integer values and handles
05A9: s$1281 = @336(@335,4s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  50 @474(@486,3i) 
0006: @477(@486,3i) =  0  ;; integer values
000A: @335 +=  1  ;; integer values

:MANSIO1_3783
0002: jump MANSIO1_3784

:MANSIO1_3784
0002: jump MANSIO1_3845

:MANSIO1_3785
0871: init_jump_table @477(@486,3i) total_jumps  2  1 MANSIO1_3843 jumps -2 MANSIO1_3800 -1 MANSIO1_3786 -1 MANSIO1_3845 -1 MANSIO1_3845 -1 MANSIO1_3845 -1 MANSIO1_3845 -1 MANSIO1_3845 

:MANSIO1_3786
00D6: if  0
001D:   @488 > @480(@486,3i)  ;; integer values  
004D: jump_if_false MANSIO1_3790
0002: jump MANSIO1_3845

:MANSIO1_3790
034F: destroy_actor_with_fade @474(@486,3i)  ;; The actor fades away like a ghost
00D6: if  0
0039:   @486 ==  2  ;; integer values
004D: jump_if_false MANSIO1_3800
00D6: if  0
0039:   @472 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3799
000A: @477(@486,3i) +=  1  ;; integer values
0002: jump MANSIO1_3800

:MANSIO1_3799
000E: @477(@486,3i) -=  1  ;; integer values

:MANSIO1_3800
00D6: if  0
8039:   NOT   @489 ==  1  ;; integer values
004D: jump_if_false MANSIO1_3840
00D6: if  0
0039:   @471 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3807
0050: gosub MANSIO1_3665

:MANSIO1_3807
0006: @43 =  0  ;; integer values

:MANSIO1_3808
00D6: if  0
001B:    6 > @43  ;; integer values
004D: jump_if_false MANSIO1_3842
00D6: if  0
08B9: @470 @43 
004D: jump_if_false MANSIO1_3840
00D6: if  0
803B:   NOT   @43 == @487  ;; integer values 
004D: jump_if_false MANSIO1_3840
00D6: if  0
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_3840
009A: @474(@486,3i) = create_actor  25  108 at @490(@43,6f) @496(@43,6f) @502(@43,6f)
0223: set_actor @474(@486,3i) health_to  200
08AF: @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: @474(@486,3i)  0 
05E2: unknown_action_sequence @474(@486,3i) $PLAYER_ACTOR 
02E2: set_actor @474(@486,3i) weapon_accuracy_to  50
07DD: @474(@486,3i)  60 
00D6: if  0
0039:   @486 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3837
0006: @477(@486,3i) =  1  ;; integer values
0002: jump MANSIO1_3838

:MANSIO1_3837
0006: @477(@486,3i) =  0  ;; integer values

:MANSIO1_3838
0085: @487 = @43  ;; integer values and handles
0006: @43 =  5  ;; integer values

:MANSIO1_3840
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3808

:MANSIO1_3842
0002: jump MANSIO1_3845

:MANSIO1_3843
0006: @480(@486,3i) =  0  ;; integer values
0006: @477(@486,3i) = -1  ;; integer values

:MANSIO1_3845
000A: @486 +=  1  ;; integer values
0002: jump MANSIO1_3762

:MANSIO1_3847
0051: return

:MANSIO1_3848
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_3886
0871: init_jump_table @514 total_jumps  2  0 MANSIO1_3886 jumps  0 MANSIO1_3852  1 MANSIO1_3881 -1 MANSIO1_3886 -1 MANSIO1_3886 -1 MANSIO1_3886 -1 MANSIO1_3886 -1 MANSIO1_3886 

:MANSIO1_3852
00D6: if  0
80ED:   NOT   actor @328  0 ()near_point_on_foot @516 @517 radius  1.0  1.0
004D: jump_if_false MANSIO1_3856
0002: jump MANSIO1_3886

:MANSIO1_3856
00D6: if  0
8043:   NOT   @518 == -1.0  ;; floating-point values
004D: jump_if_false MANSIO1_3868
00D6: if  0
0039:   @515 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3864
00BC: text_highpriority 'MAN1_21'  8000 ms  1
0006: @515 =  1  ;; integer values

:MANSIO1_3864
0792: @328 
00A1: put_actor @328 at @518 @519  1083.01
0173: set_actor @328 z_angle_to @520
0002: jump MANSIO1_3879

:MANSIO1_3868
08E7:  0 
07FB: set_interior 'MDDOGS' accessible  1 
018A: @47 = create_checkpoint_at  1298.74 -795.9946  1083.008
08DC: @47  1258.338 -785.4264  91.0313 
00BC: text_highpriority 'MAN1_22'  8000 ms  1
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: @328  1 
0006: @514 =  1  ;; integer values
0002: jump MANSIO1_3886

:MANSIO1_3879
0006: @514 = -1  ;; integer values
0002: jump MANSIO1_3886

:MANSIO1_3881
077E: @48 = active_interior
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false MANSIO1_3886
0006: @514 =  2  ;; integer values

:MANSIO1_3886
0051: return

:MANSIO1_3887
009B: destroy_actor_instantly @143
009B: destroy_actor_instantly @144
0249: release_model  117
0249: release_model  118
0249: release_model  356
0006: @43 =  0  ;; integer values

:MANSIO1_3893
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false MANSIO1_3899
009B: destroy_actor_instantly @286(@43,10i)
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3893

:MANSIO1_3899
0006: @43 =  0  ;; integer values

:MANSIO1_3900
00D6: if  0
001B:    13 > @43  ;; integer values
004D: jump_if_false MANSIO1_3906
01C2: remove_references_to_actor @226(@43,20i)  ;; Like turning an actor into a random pedestrian
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_3900

:MANSIO1_3906
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  13
0249: release_model  195
065C: unknown_create_def_entity @37  ; unknown_destroy
065C: unknown_create_def_entity @35  ; unknown_destroy
0247: request_model  18
0247: request_model  19
0247: request_model  63
0247: request_model  139
0006: @521 =  1  ;; integer values
0051: return

:MANSIO1_3923
0871: init_jump_table @521 total_jumps  2  0 MANSIO1_3997 jumps  1 MANSIO1_3924  2 MANSIO1_3969 -1 MANSIO1_3997 -1 MANSIO1_3997 -1 MANSIO1_3997 -1 MANSIO1_3997 -1 MANSIO1_3997 

:MANSIO1_3924
009A: @240 = create_actor  25  110 at  1260.064 -793.2798  1083.241
0173: set_actor @240 z_angle_to  290.4863
0223: set_actor @240 health_to  200
08AF: @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: @240  60 
060B: unknown_actor_use_entity @240 @36 
0006: @260 =  0  ;; integer values
009A: @241 = create_actor  25  110 at  1257.702 -767.9689  1083.008
0173: set_actor @241 z_angle_to  119.2357
0223: set_actor @241 health_to  200
08AF: @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: @241  50 
060B: unknown_actor_use_entity @241 @36 
0006: @261 =  0  ;; integer values
009A: @242 = create_actor  25  110 at  1289.814 -778.2963  1083.008
0173: set_actor @242 z_angle_to  67.6874
0223: set_actor @242 health_to  200
08AF: @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: @242  60 
060B: unknown_actor_use_entity @242 @36 
0006: @262 =  0  ;; integer values
009A: @243 = create_actor  25  110 at  1282.886 -779.3019  1083.015
0173: set_actor @243 z_angle_to  57.042
0223: set_actor @243 health_to  200
08AF: @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: @243  60 
060B: unknown_actor_use_entity @243 @36 
0006: @263 =  0  ;; integer values
000A: @521 +=  1  ;; integer values

:MANSIO1_3969
00D6: if  23
8248:   NOT   model  18 available
8248:   NOT   model  19 available
8248:   NOT   model  63 available
8248:   NOT   model  139 available
004D: jump_if_false MANSIO1_3976
0002: jump MANSIO1_3997

:MANSIO1_3976
009A: @522 = create_actor  26  19 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  63 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  18 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  139 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  18 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_3997
0051: return

:MANSIO1_3998
00BE: text_clear_all
0006: @48 =  5  ;; integer values

:MANSIO1_4000
00D6: if  0
0039:   @48 ==  5  ;; integer values
004D: jump_if_false MANSIO1_4006
0001: wait  0 ms
09E8: @48 = actor $PLAYER_ACTOR active_interior
0002: jump MANSIO1_4000

:MANSIO1_4006
0917: 'MADDOGL'  0 
016A: fade  0 ()  0 ms

:MANSIO1_4008
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_4013
0001: wait  0 ms
0002: jump MANSIO1_4008

:MANSIO1_4013
07FB: set_interior 'MADDOGS' accessible  0 
07FB: set_interior 'MDDOGS' accessible  0 
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 (frozen)
02A3: toggle_widescreen  1 (on)
0050: gosub MANSIO1_4251
01EB: set_car_density_to  .5
0247: request_model  603
0247: request_model  555
07C0:  708 

:MANSIO1_4023
00D6: if  22
8248:   NOT   model  603 available
8248:   NOT   model  555 available
87C1:   NOT  708 
004D: jump_if_false MANSIO1_4030
0001: wait  0 ms
0002: jump MANSIO1_4023

:MANSIO1_4030
03CB: set_camera  1265.009 -816.3813  83.6305
00A5: @527 = create_car  603 at  1250.519 -812.1237  83.1484
0175: set_car @527 z_angle_to  162.4757
0674: set_car_model  555 numberplate "J_LOMAX" 
0506: vehicle_model  555 set_next_variation  1  1
00A5: @528 = create_car  555 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  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_4049
0792: @328 
060B: unknown_actor_use_entity @328 @34 
0575: @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_4049
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:  1  50000.0  .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 (back)  500 ms

:MANSIO1_4056
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_4061
0001: wait  0 ms
0002: jump MANSIO1_4056

:MANSIO1_4061
00D6: if  1
8118:   NOT   actor @328 dead
8119:   NOT   car @527 wrecked
004D: jump_if_false MANSIO1_4076
0615: @45 
05BA: unknown_action_sequence -1  1500 
05CB: unknown_action_sequence -1 @527  9999 
0616: @45 
0618: @328 @45 
061B: @45 
0615: @45 
05BA: unknown_action_sequence -1  7000 
05D3: unknown_action_sequence -1  1251.697 -812.287  83.1484  6 -2 
05BF: unknown_action_sequence -1 @328  1500 
0616: @45 

:MANSIO1_4076
0618: $PLAYER_ACTOR @45 
061B: @45 
0006: @32 =  0  ;; integer values

:MANSIO1_4079
00D6: if  0
001B:    1500 > @32  ;; integer values
004D: jump_if_false MANSIO1_4084
0001: wait  0 ms
0002: jump MANSIO1_4079

:MANSIO1_4084
092F:  1 
0930:  1 
0936:  1265.009 -816.3813  83.6305  1253.448 -815.4342  83.4116  7500  1 
0920:  1264.046 -816.1189  83.6842  1252.86 -814.6353  83.5422  7500  1 
0006: @49 =  0  ;; integer values

:MANSIO1_4089
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false MANSIO1_4101
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_4100
00D6: if  0
00DF:   actor @328 driving
004D: jump_if_false MANSIO1_4100
0006: @49 =  1  ;; integer values

:MANSIO1_4100
0002: jump MANSIO1_4089

:MANSIO1_4101
00D6: if  0
8119:   NOT   car @527 wrecked
004D: jump_if_false MANSIO1_4111
05EB: @527  708 
04BA: set_car @527 speed_instantly  40.0
020A: set_car @527 door_status_to  2
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_4111
02AB: set_actor @328 immunities  0  0  0  0  0

:MANSIO1_4111
0006: @32 =  0  ;; integer values

:MANSIO1_4112
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false MANSIO1_4117
0001: wait  0 ms
0002: jump MANSIO1_4112

:MANSIO1_4117
00D6: if  0
8119:   NOT   car @527 wrecked
004D: jump_if_false MANSIO1_4121
0186: @329 = create_marker_above_car @527

:MANSIO1_4121
00BC: text_highpriority 'MAN1_23'  8000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0925: (unknown)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01F0: set_max_wanted_level_to  6
01EB: set_car_density_to  .5

:MANSIO1_4129
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @328 dead
004D: jump_if_false MANSIO1_4145
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @328 radius  250.0  250.0  0
004D: jump_if_false MANSIO1_4139
0006: @52 =  1  ;; integer values
05AA: s@53 = 'MAN1_24'  ;; 8-byte strings
0002: jump MANSIO1_4261

:MANSIO1_4139
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO1_4143
03C0: @530 = actor $PLAYER_ACTOR car

:MANSIO1_4143
0050: gosub MANSIO1_4238
0002: jump MANSIO1_4237

:MANSIO1_4145
0164: disable_marker @329
0006: @32 =  0  ;; integer values

:MANSIO1_4147
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false MANSIO1_4152
0001: wait  0 ms
0002: jump MANSIO1_4147

:MANSIO1_4152
016A: fade  0 ()  0 ms

:MANSIO1_4153
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_4158
0001: wait  0 ms
0002: jump MANSIO1_4153

:MANSIO1_4158
051E: @529 
041E: set_radio_station  11 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0110: clear_player $PLAYER_CHAR wanted_level
02A3: toggle_widescreen  1 (on)
00D6: if  0
8119:   NOT   car @530 wrecked
004D: jump_if_false MANSIO1_4173
0227: @531 = car @530 health
00D6: if  0
001B:    500 > @531  ;; integer values
004D: jump_if_false MANSIO1_4172
0224: set_car @530 health_to  500

:MANSIO1_4172
04BA: set_car @530 speed_instantly  0.0

:MANSIO1_4173
0247: request_model #DRG_NU_EXT

:MANSIO1_4174
00D6: if  0
8248:   NOT   model #DRG_NU_EXT available
004D: jump_if_false MANSIO1_4179
0001: wait  0 ms
0002: jump MANSIO1_4174

:MANSIO1_4179
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:  1248.908 -804.626  87.535  297.0012 
0006: @32 =  0  ;; integer values

:MANSIO1_4183
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false MANSIO1_4188
0001: wait  0 ms
0002: jump MANSIO1_4183

:MANSIO1_4188
016A: fade  1 (back)  500 ms

:MANSIO1_4189
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_4194
0001: wait  0 ms
0002: jump MANSIO1_4189

:MANSIO1_4194
0707: unknown_bunnyjump MANSIO1_4208 
00BC: text_highpriority 'MAN1_30'  7000 ms  1
0006: @32 =  0  ;; integer values

:MANSIO1_4197
00D6: if  0
001B:    7000 > @32  ;; integer values
004D: jump_if_false MANSIO1_4202
0001: wait  0 ms
0002: jump MANSIO1_4197

:MANSIO1_4202
016A: fade  0 ()  500 ms

:MANSIO1_4203
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_4208
0001: wait  0 ms
0002: jump MANSIO1_4203

:MANSIO1_4208
0701: (unknown)
016A: fade  0 ()  0 ms

:MANSIO1_4210
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_4215
0001: wait  0 ms
0002: jump MANSIO1_4210

:MANSIO1_4215
0249: release_model #DRG_NU_EXT
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0172: $72 = actor $PLAYER_ACTOR z_angle
0A0B: $69 $70 $71 $72 
0006: @32 =  0  ;; integer values

:MANSIO1_4223
00D6: if  0
001B:    500 > @32  ;; integer values
004D: jump_if_false MANSIO1_4228
0001: wait  0 ms
0002: jump MANSIO1_4223

:MANSIO1_4228
041E: set_radio_station @529 
016A: fade  1 (back)  500 ms

:MANSIO1_4230
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO1_4235
0001: wait  0 ms
0002: jump MANSIO1_4230

:MANSIO1_4235
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
0002: jump MANSIO1_4269

:MANSIO1_4237
0002: jump MANSIO1_4129

:MANSIO1_4238
00D6: if  0
8119:   NOT   car @527 wrecked
004D: jump_if_false MANSIO1_4250
0871: init_jump_table @532 total_jumps  1  0 MANSIO1_4250 jumps  0 MANSIO1_4242 -1 MANSIO1_4250 -1 MANSIO1_4250 -1 MANSIO1_4250 -1 MANSIO1_4250 -1 MANSIO1_4250 -1 MANSIO1_4250 

:MANSIO1_4242
00D6: if  0
060E: @527 
004D: jump_if_false MANSIO1_4246
0002: jump MANSIO1_4250

:MANSIO1_4246
00AD: set_car @527 max_speed_to  25.0
05D2: unknown_action_sequence @328 @527  25.0  2 
000A: @532 +=  1  ;; integer values
0002: jump MANSIO1_4250

:MANSIO1_4250
0051: return

:MANSIO1_4251
0164: disable_marker @47
0249: release_model  108
0249: release_model  110
0249: release_model  18
0249: release_model  19
0249: release_model  63
0249: release_model  139
0249: release_model  353
065C: unknown_create_def_entity @36  ; unknown_destroy
0051: return

:MANSIO1_4261
00BA: text_styled 'M_FAIL'  5000 ms  1
07FB: set_interior 'MADDOGS' accessible  0 
07FB: set_interior 'MDDOGS' accessible  0 
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false MANSIO1_4268
00BC: text_highpriority s@53  8000 ms  1

:MANSIO1_4268
0051: return

:MANSIO1_4269
0006: @43 =  0  ;; integer values

:MANSIO1_4270
00D6: if  0
001B:    16 > @43  ;; integer values
004D: jump_if_false MANSIO1_4286
00D6: if  0
8118:   NOT   actor @226(@43,20i) dead
004D: jump_if_false MANSIO1_4283
0687: @226(@43,20i) 
02E2: set_actor @226(@43,20i) weapon_accuracy_to  20
07DD: @226(@43,20i)  25 
0638: unknown_action_sequence @226(@43,20i)  1 
05E2: unknown_action_sequence @226(@43,20i) $PLAYER_ACTOR 
0961: @226(@43,20i)  1 
0002: jump MANSIO1_4284

:MANSIO1_4283
01C2: remove_references_to_actor @226(@43,20i)  ;; Like turning an actor into a random pedestrian

:MANSIO1_4284
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_4270

:MANSIO1_4286
0006: @43 =  0  ;; integer values

:MANSIO1_4287
00D6: if  0
001B:    10 > @43  ;; integer values
004D: jump_if_false MANSIO1_4303
00D6: if  0
8118:   NOT   actor @286(@43,10i) dead
004D: jump_if_false MANSIO1_4300
0687: @286(@43,10i) 
02E2: set_actor @226(@43,20i) weapon_accuracy_to  20
07DD: @226(@43,20i)  25 
0638: unknown_action_sequence @286(@43,10i)  1 
05E2: unknown_action_sequence @286(@43,10i) $PLAYER_ACTOR 
0961: @286(@43,10i)  1 
0002: jump MANSIO1_4301

:MANSIO1_4300
01C2: remove_references_to_actor @286(@43,10i)  ;; Like turning an actor into a random pedestrian

:MANSIO1_4301
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_4287

:MANSIO1_4303
0006: @43 =  0  ;; integer values

:MANSIO1_4304
00D6: if  0
001B:    2 > @43  ;; integer values
004D: jump_if_false MANSIO1_4317
00D6: if  0
8118:   NOT   actor @474(@43,3i) dead
004D: jump_if_false MANSIO1_4314
0687: @474(@43,3i) 
05E2: unknown_action_sequence @474(@43,3i) $PLAYER_ACTOR 
0961: @474(@43,3i)  1 
0002: jump MANSIO1_4315

:MANSIO1_4314
01C2: remove_references_to_actor @474(@43,3i)  ;; Like turning an actor into a random pedestrian

:MANSIO1_4315
000A: @43 +=  1  ;; integer values
0002: jump MANSIO1_4304

:MANSIO1_4317
07FB: set_interior 'MADDOGS' accessible  1 
07FB: set_interior 'MDDOGS' accessible  1 
0008: $MANSION_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'MAN_1'
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
0998: add_respect  40 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $582
0570: $1718 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(1) $SAVEPOINTY(1) $SAVEPOINTZ(1)
018B: show_on_radar $1718  2
0051: return

:MANSIO1_4331
09BA:  1 
0917: 'MADDOGL'  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MANSIO1_4338
07B4: $PLAYER_CHAR  1 
08F4:  99 

:MANSIO1_4338
004F: create_thread A_TERM_1 
0164: disable_marker @47
0164: disable_marker @329
08E7:  0 
0923:  1 
01F0: set_max_wanted_level_to  6
01EB: set_car_density_to  1.0
0004: $1512 =  0  ;; integer values
0650: @124 
0650: @125 
0650: @126 
0164: disable_marker @47
0006: @43 =  0  ;; integer values

:MANSIO1_4351
00D6: if  0
001B:    4 > @43  ;; integer values
004D: jump_if_false MANSIO1_4359
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_4351

:MANSIO1_4359
0006: @43 =  0  ;; integer values

:MANSIO1_4360
00D6: if  0
001B:    3 > @43  ;; integer values
004D: jump_if_false MANSIO1_4367
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_4360

:MANSIO1_4367
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  117
0249: release_model  118
0249: release_model  108
0249: release_model  109
0249: release_model  110
0249: release_model  13
0249: release_model  195
0249: release_model  18
0249: release_model  19
0249: release_model  63
0249: release_model  139
0249: release_model  555
0249: release_model  603
0249: release_model  356
0249: release_model  353
0249: release_model #PARACHUTE
0249: release_model #PARA_PACK
0249: release_model  371
0249: release_model #CARGO_REAR
0249: release_model #D9_RAMP
0249: release_model #CARDBOARDBOX2
0249: release_model  330
0249: release_model #DRG_NU_EXT
090F: end_external_script  1 (PARACHUTE) 
04EF: release_animation "PARACHUTE"
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 103---------------
; Originally: Vertical Bird


:MANSIO2_1
03A4: name_thread 'MANSIO2'
0050: gosub MANSIO2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MANSIO2_7
0050: gosub MANSIO2_5732

:MANSIO2_7
0050: gosub MANSIO2_5771
004E: end_thread

:MANSIO2_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_37
0006: @88(@48,3i) =  0  ;; integer values
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_37
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  0
0039:   @34 == -99  ;; integer values
004D: jump_if_false MANSIO2_152
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: @139 = create_car  421 at  0.0  0.0  0.0
00A5: @140 = create_car  446 at  0.0  0.0  0.0
00A5: @145 = create_car  520 at  0.0  0.0  0.0
00A5: @153 = create_car  595 at  0.0  0.0  0.0
0006: @48 =  0  ;; integer values

:MANSIO2_100
00A5: @141(@48,4i) = create_car  520 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_100
0006: @48 =  0  ;; integer values

:MANSIO2_105
00A5: @146(@48,3i) = create_car  520 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_105
0006: @48 =  0  ;; integer values

:MANSIO2_110
00A5: @149(@48,4i) = create_car  454 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_110
0006: @48 =  0  ;; integer values

:MANSIO2_115
00A5: @154(@48,3i) = create_car  530 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_115
009A: @130 = create_actor  24  290 at  0.0  0.0  0.0
0006: @48 =  0  ;; integer values

:MANSIO2_121
009A: @131(@48,6i) = create_actor  25  287 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_121
0006: @48 =  0  ;; integer values

:MANSIO2_126
009A: @137(@48,2i) = create_actor  24  50 at  0.0  0.0  0.0
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false MANSIO2_126
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_135
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_135
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_143
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_143
0006: @48 =  0  ;; integer values

:MANSIO2_148
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_148

:MANSIO2_152
054C: use_GXT_table 'MAN_2'
01B6: set_weather  16
0050: gosub MANSIO2_5578
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_5611

:MANSIO2_160
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false MANSIO2_166
0006: @36 =  1  ;; integer values
0002: jump MANSIO2_203

:MANSIO2_166
0050: gosub MANSIO2_5486
0050: gosub MANSIO2_5528
00D6: if  21
0039:   @38 ==  1  ;; integer values
0039:   @39 ==  1  ;; integer values
004D: jump_if_false MANSIO2_173
0002: jump MANSIO2_203

:MANSIO2_173
0050: gosub MANSIO2_5561
0050: gosub MANSIO2_5567
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO2_180
0006: @37 =  1  ;; integer values
0002: jump MANSIO2_203

:MANSIO2_180
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false MANSIO2_184
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:MANSIO2_184
0871: init_jump_table @34 total_jumps  8  0 MANSIO2_202 jumps  1 MANSIO2_186  2 MANSIO2_188  3 MANSIO2_190  4 MANSIO2_192  5 MANSIO2_194  6 MANSIO2_196  7 MANSIO2_198 
0872: jump_table_jumps  8 MANSIO2_200 -1 MANSIO2_202 -1 MANSIO2_202 -1 MANSIO2_202 -1 MANSIO2_202 -1 MANSIO2_202 -1 MANSIO2_202 -1 MANSIO2_202 -1 MANSIO2_202 

:MANSIO2_186
0050: gosub MANSIO2_223
0002: jump MANSIO2_202

:MANSIO2_188
0050: gosub MANSIO2_501
0002: jump MANSIO2_202

:MANSIO2_190
0050: gosub MANSIO2_794
0002: jump MANSIO2_202

:MANSIO2_192
0050: gosub MANSIO2_1098
0002: jump MANSIO2_202

:MANSIO2_194
0050: gosub MANSIO2_1518
0002: jump MANSIO2_202

:MANSIO2_196
0050: gosub MANSIO2_2154
0002: jump MANSIO2_202

:MANSIO2_198
0050: gosub MANSIO2_2744
0002: jump MANSIO2_202

:MANSIO2_200
0006: @36 =  1  ;; integer values
0002: jump MANSIO2_202

:MANSIO2_202
0050: gosub MANSIO2_5146

:MANSIO2_203
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false MANSIO2_220
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false MANSIO2_217
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false MANSIO2_214
0002: jump MANSIO2_160
0002: jump MANSIO2_216

:MANSIO2_214
0050: gosub MANSIO2_5753
0051: return

:MANSIO2_216
0002: jump MANSIO2_219

:MANSIO2_217
0050: gosub MANSIO2_5732
0051: return

:MANSIO2_219
0002: jump MANSIO2_221

:MANSIO2_220
0051: return

:MANSIO2_221
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return

:MANSIO2_223
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false MANSIO2_254
0674: set_car_model  421 numberplate "_OMEGA__" 
00A5: @139 = create_car  421 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  290 at  1250.896 -802.7902  83.1484
0173: set_actor @130 z_angle_to  180.0
07A1:  4 
05CB: unknown_action_sequence @130 @139  10000 
07A1:  4 
05CA: unknown_action_sequence $PLAYER_ACTOR @139  10000  0 
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_5253
01EB: set_car_density_to  0.0
016A: fade  1 (back)  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_254
00D6: if  0
0119:   car @139 wrecked
004D: jump_if_false MANSIO2_260
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:MANSIO2_260
00D6: if  0
0118:   actor @130 dead
004D: jump_if_false MANSIO2_266
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:MANSIO2_266
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_284
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_274
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_284

:MANSIO2_274
00D6: if  0
8039:   NOT   @80 ==  1  ;; integer values
004D: jump_if_false MANSIO2_279
0006: @81 =  1  ;; integer values
0050: gosub MANSIO2_5253

:MANSIO2_279
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false MANSIO2_284
0050: gosub MANSIO2_5277
000A: @35 +=  1  ;; integer values

:MANSIO2_284
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false MANSIO2_317
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_292
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_317

:MANSIO2_292
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @139
00DB:   actor @130 in_car @139
004D: jump_if_false MANSIO2_317
05EB: @139  208 
0006: @223 =  1  ;; integer values
0A0B:  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  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false MANSIO2_307
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: @293 =  0  ;; integer values
0006: @207 =  0  ;; integer values

:MANSIO2_307
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false MANSIO2_313
0647: unknown_action_sequence @130 
0006: @294 =  0  ;; integer values
0006: @208 =  0  ;; integer values

:MANSIO2_313
0006: @295 =  0  ;; integer values
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1000  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_317
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false MANSIO2_332
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_325
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_332

:MANSIO2_325
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_332
016A: fade  0 ()  2000 ms
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  2000  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_332
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false MANSIO2_348
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_340
0006: @35 =  50  ;; integer values
0002: jump MANSIO2_348

:MANSIO2_340
00D6: if  1
001D:   @46 > @194  ;; integer values  
816B:   NOT   fading
004D: jump_if_false MANSIO2_348
05EC: @139 
0006: @223 =  0  ;; integer values
0006: @75 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_348
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false MANSIO2_362
0873:  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: -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_362
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false MANSIO2_369
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_369
0006: @35 =  99  ;; integer values

:MANSIO2_369
00D6: if  2
0039:   @75 ==  1  ;; integer values
08D0: (unknown)
0039:   @77 ==  0  ;; integer values
004D: jump_if_false MANSIO2_375
0006: @77 =  1  ;; integer values

:MANSIO2_375
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false MANSIO2_383
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_383
00D6: if  0
0039:   @35 ==  51  ;; integer values
004D: jump_if_false MANSIO2_421
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_421
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @139
004D: jump_if_false MANSIO2_393
0430: $PLAYER_ACTOR @139  0 

:MANSIO2_393
00D6: if  0
80DB:   NOT   actor @130 in_car @139
004D: jump_if_false MANSIO2_397
072A: @130 @139 

:MANSIO2_397
00D6: if  0
0039:   @223 ==  1  ;; integer values
004D: jump_if_false MANSIO2_401
05EC: @139 

:MANSIO2_401
00D6: if  0
88B7:   NOT @85  1 
004D: jump_if_false MANSIO2_405
0050: gosub MANSIO2_5283

:MANSIO2_405
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false MANSIO2_411
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: @293 =  0  ;; integer values
0006: @207 =  0  ;; integer values

:MANSIO2_411
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false MANSIO2_417
0647: unknown_action_sequence @130 
0006: @294 =  0  ;; integer values
0006: @208 =  0  ;; integer values

:MANSIO2_417
0006: @295 =  0  ;; integer values
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  200  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_421
00D6: if  0
0039:   @35 ==  52  ;; integer values
004D: jump_if_false MANSIO2_431
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_431
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @35 =  5  ;; integer values

:MANSIO2_431
00D6: if  0
0039:   @295 ==  1  ;; integer values
004D: jump_if_false MANSIO2_488
00D6: if  0
0039:   @207 ==  0  ;; integer values
004D: jump_if_false MANSIO2_441
0209: @50 = random_int  2000  3000
0085: @207 = @46  ;; integer values and handles
005A: @207 += @50  ;; integer values 
0002: jump MANSIO2_453

:MANSIO2_441
00D6: if  0
001D:   @46 > @207  ;; integer values  
004D: jump_if_false MANSIO2_453
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false MANSIO2_450
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: @293 =  0  ;; integer values
0002: jump MANSIO2_452

:MANSIO2_450
05BF: unknown_action_sequence $PLAYER_ACTOR @130 -2 
0006: @293 =  1  ;; integer values

:MANSIO2_452
0006: @207 =  0  ;; integer values

:MANSIO2_453
00D6: if  0
0039:   @208 ==  0  ;; integer values
004D: jump_if_false MANSIO2_460
0209: @50 = random_int  1000  4000
0085: @208 = @46  ;; integer values and handles
005A: @208 += @50  ;; integer values 
0002: jump MANSIO2_472

:MANSIO2_460
00D6: if  0
001D:   @46 > @208  ;; integer values  
004D: jump_if_false MANSIO2_472
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false MANSIO2_469
0647: unknown_action_sequence @130 
0006: @294 =  0  ;; integer values
0002: jump MANSIO2_471

:MANSIO2_469
05BF: unknown_action_sequence @130 $PLAYER_ACTOR -2 
0006: @294 =  1  ;; integer values

:MANSIO2_471
0006: @208 =  0  ;; integer values

:MANSIO2_472
00D6: if  0
08B7: @85  1 
004D: jump_if_false MANSIO2_488
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false MANSIO2_481
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: @293 =  0  ;; integer values
0006: @207 =  0  ;; integer values

:MANSIO2_481
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false MANSIO2_487
0647: unknown_action_sequence @130 
0006: @294 =  0  ;; integer values
0006: @208 =  0  ;; integer values

:MANSIO2_487
0006: @295 =  0  ;; integer values

:MANSIO2_488
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @139
004D: jump_if_false MANSIO2_496
00D6: if  0
0039:   @293 ==  0  ;; integer values
004D: jump_if_false MANSIO2_496
05BF: unknown_action_sequence $PLAYER_ACTOR @130 -2 
0006: @293 =  1  ;; integer values

:MANSIO2_496
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false MANSIO2_500
0050: gosub MANSIO2_5573

:MANSIO2_500
0051: return

:MANSIO2_501
00D6: if  0
0039:   @292 ==  0  ;; integer values
004D: jump_if_false MANSIO2_516
00D6: if  0
0119:   car @139 wrecked
004D: jump_if_false MANSIO2_510
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:MANSIO2_510
00D6: if  0
0118:   actor @130 dead
004D: jump_if_false MANSIO2_516
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:MANSIO2_516
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false MANSIO2_538
0395: clear_area  1 at -760.8  243.1655 -6.6249 range  20.0
00A5: @140 = create_car  446 at -759.4562  240.346 -2.0951
0175: set_car @140 z_angle_to  121.0
0323: unknown_car @140 flag  1
05D1: unknown_action_sequence @130 @139 -731.1018  223.2893  1.3815  12.0  0  421  3 
016A: fade  1 (back)  1500 ms
0006: @81 =  2  ;; integer values
0050: gosub MANSIO2_5253
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_538
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_559
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_546
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_559

:MANSIO2_546
00D6: if  0
8039:   NOT   @80 ==  2  ;; integer values
004D: jump_if_false MANSIO2_551
0006: @81 =  2  ;; integer values
0050: gosub MANSIO2_5253

:MANSIO2_551
00D6: if  1
0039:   @80 ==  2  ;; integer values
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_559
0050: gosub MANSIO2_5277
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  6200  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_559
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false MANSIO2_574
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_567
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_574

:MANSIO2_567
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_574
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_574
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false MANSIO2_588
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_582
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_588

:MANSIO2_582
00D6: if  0
01B0:   car @139 stopped  0 ()near_point -731.1018  223.2893  1.3815 radius  5.0  5.0  5.0
004D: jump_if_false MANSIO2_588
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  4600  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_588
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false MANSIO2_602
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_596
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_602

:MANSIO2_596
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_602
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_602
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false MANSIO2_631
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_610
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_631

:MANSIO2_610
00D6: if  0
08B7: @85  2 
004D: jump_if_false MANSIO2_631
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false MANSIO2_619
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: @293 =  0  ;; integer values
0006: @207 =  0  ;; integer values

:MANSIO2_619
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false MANSIO2_625
0647: unknown_action_sequence @130 
0006: @294 =  0  ;; integer values
0006: @208 =  0  ;; integer values

:MANSIO2_625
0006: @295 =  0  ;; integer values
05CD: unknown_action_sequence $PLAYER_ACTOR @139 
05D3: unknown_action_sequence $PLAYER_ACTOR -732.8385  225.4091  1.718  4  10000 
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_631
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false MANSIO2_646
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_639
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_646

:MANSIO2_639
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_646
05D1: unknown_action_sequence @130 @139 -751.1168  113.9648  13.2849  15.0  0  421  3 
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_646
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false MANSIO2_668
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_654
0006: @35 =  50  ;; integer values
0002: jump MANSIO2_668

:MANSIO2_654
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_668
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
009B: destroy_actor_instantly @130
00A6: destroy_car @139
0296: unload_special_actor  1
0249: release_model  421
0006: @292 =  1  ;; integer values
0006: @75 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_668
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false MANSIO2_672
0006: @35 =  99  ;; integer values

:MANSIO2_672
00D6: if  2
0039:   @75 ==  1  ;; integer values
08D0: (unknown)
0039:   @77 ==  0  ;; integer values
004D: jump_if_false MANSIO2_678
0006: @77 =  1  ;; integer values

:MANSIO2_678
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false MANSIO2_686
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_686
00D6: if  0
0039:   @35 ==  51  ;; integer values
004D: jump_if_false MANSIO2_728
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_728
00D6: if  0
88B7:   NOT @85  2 
004D: jump_if_false MANSIO2_696
0050: gosub MANSIO2_5283

:MANSIO2_696
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false MANSIO2_702
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: @293 =  0  ;; integer values
0006: @207 =  0  ;; integer values

:MANSIO2_702
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false MANSIO2_708
0647: unknown_action_sequence @130 
0006: @294 =  0  ;; integer values
0006: @208 =  0  ;; integer values

:MANSIO2_708
0006: @295 =  0  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @139
004D: jump_if_false MANSIO2_714
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -732.8385  225.4091  1.718
0002: jump MANSIO2_715

:MANSIO2_714
00A1: put_actor $PLAYER_ACTOR at -732.8385  225.4091  1.718

:MANSIO2_715
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
009B: destroy_actor_instantly @130
00A6: destroy_car @139
0296: unload_special_actor  1
0249: release_model  421
0006: @292 =  1  ;; integer values
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  2000  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_728
00D6: if  0
0039:   @35 ==  52  ;; integer values
004D: jump_if_false MANSIO2_738
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_738
016A: fade  1 (back)  1500 ms
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_738
00D6: if  0
0039:   @35 ==  53  ;; integer values
004D: jump_if_false MANSIO2_748
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_748
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @35 =  8  ;; integer values

:MANSIO2_748
00D6: if  0
0039:   @295 ==  1  ;; integer values
004D: jump_if_false MANSIO2_789
00D6: if  0
0039:   @207 ==  0  ;; integer values
004D: jump_if_false MANSIO2_758
0209: @50 = random_int  2000  3000
0085: @207 = @46  ;; integer values and handles
005A: @207 += @50  ;; integer values 
0002: jump MANSIO2_770

:MANSIO2_758
00D6: if  0
001D:   @46 > @207  ;; integer values  
004D: jump_if_false MANSIO2_770
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false MANSIO2_767
0647: unknown_action_sequence $PLAYER_ACTOR 
0006: @293 =  0  ;; integer values
0002: jump MANSIO2_769

:MANSIO2_767
05BF: unknown_action_sequence $PLAYER_ACTOR @130 -2 
0006: @293 =  1  ;; integer values

:MANSIO2_769
0006: @207 =  0  ;; integer values

:MANSIO2_770
00D6: if  0
0039:   @208 ==  0  ;; integer values
004D: jump_if_false MANSIO2_777
0209: @50 = random_int  1000  4000
0085: @208 = @46  ;; integer values and handles
005A: @208 += @50  ;; integer values 
0002: jump MANSIO2_789

:MANSIO2_777
00D6: if  0
001D:   @46 > @208  ;; integer values  
004D: jump_if_false MANSIO2_789
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false MANSIO2_786
0647: unknown_action_sequence @130 
0006: @294 =  0  ;; integer values
0002: jump MANSIO2_788

:MANSIO2_786
05BF: unknown_action_sequence @130 $PLAYER_ACTOR -2 
0006: @294 =  1  ;; integer values

:MANSIO2_788
0006: @208 =  0  ;; integer values

:MANSIO2_789
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false MANSIO2_793
0050: gosub MANSIO2_5573

:MANSIO2_793
0051: return

:MANSIO2_794
0006: @224 =  1  ;; integer values
00D6: if  0
0119:   car @140 wrecked
004D: jump_if_false MANSIO2_799
0006: @224 =  0  ;; integer values

:MANSIO2_799
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false MANSIO2_852
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: @164  1 
0395: clear_area  1 at -1519.843  590.923  0.0 range  20.0
00A5: @153 = create_car  595 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  287 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: @131(@50,6i)  1 
0006: @50 =  1  ;; integer values
009A: @131(@50,6i) = create_actor  25  287 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 unknown  0 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: @131(@50,6i)  1 
0006: @50 =  2  ;; integer values
009A: @131(@50,6i) = create_actor  25  287 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 unknown  0 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: @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
01EB: set_car_density_to  1.0
0006: @243 =  0  ;; integer values
03CF: load_wav  1824 as  3
0A24:  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_852
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_876
00D6: if  21
0039:   @226 ==  1  ;; integer values
0039:   @227 ==  1  ;; integer values
004D: jump_if_false MANSIO2_876
0006: @81 =  4  ;; integer values
0050: gosub MANSIO2_5253
0006: @227 =  1  ;; integer values
0395: clear_area  0 at -1357.0  502.0  10.0 range  300.0
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false MANSIO2_873
097B: @159  1128 
0006: @286 =  1  ;; integer values

:MANSIO2_873
0006: @183 =  0  ;; integer values
0006: @75 =  1  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_876
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false MANSIO2_896
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_884
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_896

:MANSIO2_884
00D6: if  0
8039:   NOT   @80 ==  4  ;; integer values
004D: jump_if_false MANSIO2_889
0006: @81 =  4  ;; integer values
0050: gosub MANSIO2_5253

:MANSIO2_889
00D6: if  0
0039:   @80 ==  4  ;; integer values
004D: jump_if_false MANSIO2_896
0050: gosub MANSIO2_5277
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  6800  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_896
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false MANSIO2_912
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_904
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_912

:MANSIO2_904
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_912
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_912
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false MANSIO2_932
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_920
0006: @35 =  50  ;; integer values
0002: jump MANSIO2_932

:MANSIO2_920
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_932
00D6: if  0
08B7: @85  4 
004D: jump_if_false MANSIO2_932
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006: @75 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_932
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false MANSIO2_937
00BC: text_highpriority 'MAN2_32'  8000 ms  1
0006: @35 =  99  ;; integer values

:MANSIO2_937
00D6: if  2
0039:   @75 ==  1  ;; integer values
08D0: (unknown)
0039:   @77 ==  0  ;; integer values
004D: jump_if_false MANSIO2_943
0006: @77 =  1  ;; integer values

:MANSIO2_943
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false MANSIO2_951
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_951
00D6: if  0
0039:   @35 ==  51  ;; integer values
004D: jump_if_false MANSIO2_982
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_982
00D6: if  0
88B7:   NOT @85  4 
004D: jump_if_false MANSIO2_961
0050: gosub MANSIO2_5283

:MANSIO2_961
01BC: put_object @159 at -1468.492  501.289  11.109
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false MANSIO2_967
00AB: put_car @153 at -1446.218  491.9281  0.0
0175: set_car @153 z_angle_to  270.0

:MANSIO2_967
00D6: if  0
8118:   NOT   actor @131 dead
004D: jump_if_false MANSIO2_974
00D6: if  0
8039:   NOT   @183 ==  3  ;; integer values
004D: jump_if_false MANSIO2_974
0006: @183 =  2  ;; integer values

:MANSIO2_974
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  1500 ms
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_982
00D6: if  0
0039:   @35 ==  52  ;; integer values
004D: jump_if_false MANSIO2_992
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_992
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @35 =  5  ;; integer values

:MANSIO2_992
00D6: if  0
0039:   @226 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1033
00D6: if  0
0039:   @224 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1028
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1397.0  552.0  17.0 radius  150.0  110.0  25.0
004D: jump_if_false MANSIO2_1012
00D6: if  0
875C:   NOT   marker @165 enabled
004D: jump_if_false MANSIO2_1005
018A: @165 = create_checkpoint_at @220 @221 @222

:MANSIO2_1005
0164: disable_marker @164
00D6: if  0
88B7:   NOT @85  3 
004D: jump_if_false MANSIO2_1010
08BD: @85  3 

:MANSIO2_1010
0006: @226 =  1  ;; integer values
0002: jump MANSIO2_1027

:MANSIO2_1012
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @140
004D: jump_if_false MANSIO2_1021
00D6: if  0
875C:   NOT   marker @165 enabled
004D: jump_if_false MANSIO2_1019
018A: @165 = create_checkpoint_at @220 @221 @222

:MANSIO2_1019
0164: disable_marker @164
0002: jump MANSIO2_1027

:MANSIO2_1021
00D6: if  0
875C:   NOT   marker @164 enabled
004D: jump_if_false MANSIO2_1026
0186: @164 = create_marker_above_car @140
07E0: @164  1 

:MANSIO2_1026
0164: disable_marker @165

:MANSIO2_1027
0002: jump MANSIO2_1033

:MANSIO2_1028
0164: disable_marker @164
00D6: if  0
875C:   NOT   marker @165 enabled
004D: jump_if_false MANSIO2_1033
018A: @165 = create_checkpoint_at @220 @221 @222

:MANSIO2_1033
00D6: if  0
0039:   @225 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1049
00D6: if  0
0039:   @224 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1049
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @140
004D: jump_if_false MANSIO2_1049
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_5253
0050: gosub MANSIO2_5277
0006: @225 =  1  ;; integer values

:MANSIO2_1049
00D6: if  0
0039:   @228 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1063
00D6: if  0
0039:   @226 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1063
00D6: if  0
075C:   marker @165 enabled
004D: jump_if_false MANSIO2_1063
00D6: if  0
08B7: @85  3 
004D: jump_if_false MANSIO2_1063
00BC: text_highpriority 'MAN2_21'  7000 ms  1
0006: @228 =  1  ;; integer values

:MANSIO2_1063
00D6: if  0
0039:   @258 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1075
00D6: if  0
034E: unknown_move_object @159 to -1468.492  501.289  11.109 unknown_angle  .04  .04  .05  0
004D: jump_if_false MANSIO2_1075
0006: @258 =  0  ;; integer values
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1075
097B: @159  1129 
0006: @286 =  0  ;; integer values

:MANSIO2_1075
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1090
00D6: if  0
0119:   car @153 wrecked
004D: jump_if_false MANSIO2_1082
0006: @227 =  1  ;; integer values

:MANSIO2_1082
00D6: if  0
0039:   @227 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1090
00AA: store_car @153 position_to @57 @58 @59
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @57 @58 @59 radius  100.0  100.0  30.0
004D: jump_if_false MANSIO2_1090
0006: @227 =  1  ;; integer values

:MANSIO2_1090
0050: gosub MANSIO2_2875
0050: gosub MANSIO2_4139
0050: gosub MANSIO2_5041
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false MANSIO2_1097
0050: gosub MANSIO2_5573

:MANSIO2_1097
0051: return

:MANSIO2_1098
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1113
0006: @259 =  0  ;; integer values
0006: @260 =  0  ;; integer values
0006: @263 =  0  ;; integer values
0006: @291 =  0  ;; integer values
00D6: if  0
8119:   NOT   car @142 wrecked
004D: jump_if_false MANSIO2_1109
00A6: destroy_car @142

:MANSIO2_1109
0006: @75 =  0  ;; integer values
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1113
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1139
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @220 @221 @222 radius  4.0  13.5  5.0
004D: jump_if_false MANSIO2_1139
0164: disable_marker @165
0164: disable_marker @164
0006: @263 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09D7: $PLAYER_CHAR  1 
094E: $PLAYER_ACTOR  0 
0006: @195 =  0  ;; integer values
0006: @259 =  1  ;; integer values
0006: @260 =  1  ;; integer values
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1133
097B: @159  1128 
0006: @286 =  1  ;; integer values

:MANSIO2_1133
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_1139
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false MANSIO2_1170
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1170
010D: set_player $PLAYER_CHAR wanted_level_to  0
0A0B: -1439.546  489.3506  3.8546  300.0 
075B:  90 
09A6:  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  520 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  520 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  287 in_car @141(@50,4i) driverseat
060B: unknown_actor_use_entity @135 @180 
0770: @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_1170
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false MANSIO2_1189
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1178
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1189

:MANSIO2_1178
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1189
02A3: toggle_widescreen  1 (on)
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
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  4000  ;; integer values
016A: fade  1 (back)  500 ms
000A: @35 +=  1  ;; integer values

:MANSIO2_1189
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false MANSIO2_1210
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1197
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1210

:MANSIO2_1197
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @220 @221 @222 radius  1.0  1.0  2.0
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1210
0006: @246 =  1  ;; integer values
00D6: if  0
0039:   @288 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1207
097B: @158  1128 
0006: @288 =  1  ;; integer values

:MANSIO2_1207
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1800  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1210
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false MANSIO2_1255
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1218
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1255

:MANSIO2_1218
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @220 @221 @222 radius  1.0  1.0  2.0
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1255
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
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO2_1241
00A1: put_actor $PLAYER_ACTOR at -1446.333  506.7063 -2.089
0173: set_actor $PLAYER_ACTOR z_angle_to  256.1819
00D6: if  0
04A7: $PLAYER_ACTOR 
004D: jump_if_false MANSIO2_1239
03C0: $48 = actor $PLAYER_ACTOR car
0323: unknown_car $48 flag  1

:MANSIO2_1239
0006: @291 =  1  ;; integer values
0002: jump MANSIO2_1254

:MANSIO2_1241
00A1: put_actor $PLAYER_ACTOR at -1455.558  497.0678 -2.089
0173: set_actor $PLAYER_ACTOR z_angle_to  256.1819
00D6: if  0
8119:   NOT   car @140 wrecked
004D: jump_if_false MANSIO2_1254
00D6: if  0
00B1:   car @140  0 ()in_cube -1466.083  490.7395 -2.0 -1434.139  511.856  3.0
004D: jump_if_false MANSIO2_1253
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_1254

:MANSIO2_1253
00A6: destroy_car @140

:MANSIO2_1254
000A: @35 +=  1  ;; integer values

:MANSIO2_1255
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false MANSIO2_1285
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1263
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1285

:MANSIO2_1263
00D6: if  1
001D:   @46 > @202  ;; integer values  
8039:   NOT   @202 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1269
0006: @187 =  5  ;; integer values
0006: @202 =  0  ;; integer values

:MANSIO2_1269
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1285
0006: @50 =  1  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1277
0006: @183(@50,6i) =  6  ;; integer values

:MANSIO2_1277
0006: @50 =  2  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1282
0006: @183(@50,6i) =  6  ;; integer values

:MANSIO2_1282
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1000  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1285
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false MANSIO2_1303
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1293
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1303

:MANSIO2_1293
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1303
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
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  5800  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1303
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false MANSIO2_1321
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1311
0006: @35 =  50  ;; integer values
0002: jump MANSIO2_1321

:MANSIO2_1311
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1321
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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @75 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1321
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false MANSIO2_1370
0006: @188 =  5  ;; integer values
0006: @274 =  1  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_1327
00D6: if  2
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_1338
00D6: if  0
8039:   NOT   @48 ==  4  ;; integer values
004D: jump_if_false MANSIO2_1338
0187: @173(@48,6i) = create_marker_above_actor @131(@48,6i)
018B: show_on_radar @173(@48,6i)  2
07BF: @173(@48,6i)  1 

:MANSIO2_1338
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_1327
0006: @187 =  18  ;; integer values
00D6: if  0
0039:   @291 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1358
0006: @213 =  1  ;; integer values
0006: @50 =  0  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1351
0006: @183(@50,6i) =  24  ;; integer values

:MANSIO2_1351
0006: @50 =  1  ;; integer values
00D6: if  0
8039:   NOT   @189(@50,2i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1356
0006: @189(@50,2i) =  12  ;; integer values

:MANSIO2_1356
00BC: text_highpriority 'MAN2_46'  5000 ms  1
0002: jump MANSIO2_1368

:MANSIO2_1358
0006: @50 =  0  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1363
0006: @183(@50,6i) =  8  ;; integer values

:MANSIO2_1363
0006: @50 =  1  ;; integer values
00D6: if  0
8039:   NOT   @189(@50,2i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1368
0006: @189(@50,2i) =  6  ;; integer values

:MANSIO2_1368
0006: @283 =  1  ;; integer values
0006: @35 =  99  ;; integer values

:MANSIO2_1370
00D6: if  2
0039:   @75 ==  1  ;; integer values
08D0: (unknown)
0039:   @77 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1376
0006: @77 =  1  ;; integer values

:MANSIO2_1376
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false MANSIO2_1384
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_1384
00D6: if  0
0039:   @35 ==  51  ;; integer values
004D: jump_if_false MANSIO2_1444
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1444
0006: @246 =  1  ;; integer values
00D6: if  0
0039:   @288 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1396
097B: @158  1128 
0006: @288 =  1  ;; integer values

:MANSIO2_1396
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO2_1408
00A1: put_actor $PLAYER_ACTOR at -1446.333  506.7063 -2.089
0173: set_actor $PLAYER_ACTOR z_angle_to  256.1819
00D6: if  0
04A7: $PLAYER_ACTOR 
004D: jump_if_false MANSIO2_1406
03C0: $48 = actor $PLAYER_ACTOR car
0323: unknown_car $48 flag  1

:MANSIO2_1406
0006: @291 =  1  ;; integer values
0002: jump MANSIO2_1421

:MANSIO2_1408
00A1: put_actor $PLAYER_ACTOR at -1455.558  497.0678 -2.089
0173: set_actor $PLAYER_ACTOR z_angle_to  256.1819
00D6: if  0
8119:   NOT   car @140 wrecked
004D: jump_if_false MANSIO2_1421
00D6: if  0
00B1:   car @140  0 ()in_cube -1466.083  490.7395 -2.0 -1434.139  511.856  3.0
004D: jump_if_false MANSIO2_1420
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_1421

:MANSIO2_1420
00A6: destroy_car @140

:MANSIO2_1421
0006: @50 =  1  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1426
0006: @183(@50,6i) =  6  ;; integer values

:MANSIO2_1426
0006: @50 =  2  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_1431
0006: @183(@50,6i) =  6  ;; integer values

:MANSIO2_1431
00D6: if  0
0039:   @187 == -1  ;; integer values
004D: jump_if_false MANSIO2_1435
0006: @187 =  5  ;; integer values

:MANSIO2_1435
01B6: set_weather  5
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  1500 ms
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1444
00D6: if  0
0039:   @35 ==  52  ;; integer values
004D: jump_if_false MANSIO2_1454
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1454
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
0006: @75 =  0  ;; integer values
0006: @35 =  9  ;; integer values

:MANSIO2_1454
00D6: if  0
0039:   @246 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1466
00D6: if  0
034E: unknown_move_object @158 to -1414.453  516.453  9.648 unknown_angle  .05  .05  .05  0
004D: jump_if_false MANSIO2_1466
0006: @246 =  0  ;; integer values
00D6: if  0
0039:   @288 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1466
097B: @158  1129 
0006: @288 =  0  ;; integer values

:MANSIO2_1466
00D6: if  0
0039:   @259 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1497
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1482
00D6: if  0
034E: unknown_move_object @159 to -1465.797  501.289  1.145 unknown_angle  .04  .04  .3  0
004D: jump_if_false MANSIO2_1481
0006: @259 =  0  ;; integer values
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1481
097B: @159  1129 
0006: @286 =  0  ;; integer values

:MANSIO2_1481
0002: jump MANSIO2_1497

:MANSIO2_1482
00D6: if  0
034E: unknown_move_object @159 to -1465.797  501.289  1.145 unknown_angle  .04  .04  .05  0
004D: jump_if_false MANSIO2_1497
0006: @259 =  0  ;; integer values
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1491
097B: @159  1129 
0006: @286 =  0  ;; integer values

:MANSIO2_1491
00D6: if  0
0039:   @263 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1497
0006: @37 =  1  ;; integer values
0006: @45 =  5  ;; integer values
0051: return

:MANSIO2_1497
0050: gosub MANSIO2_2875
0050: gosub MANSIO2_4139
00D6: if  0
8039:   NOT   @195 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1513
00D6: if  0
001D:   @46 > @195  ;; integer values  
004D: jump_if_false MANSIO2_1513
0006: @195 =  0  ;; integer values
0006: @259 =  1  ;; integer values
00D6: if  0
0039:   @286 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1512
097B: @159  1128 
0006: @286 =  1  ;; integer values

:MANSIO2_1512
00BC: text_highpriority 'MAN2_31'  7000 ms  1

:MANSIO2_1513
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false MANSIO2_1517
0050: gosub MANSIO2_5573

:MANSIO2_1517
0051: return

:MANSIO2_1518
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1555
0006: @238 =  0  ;; integer values
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0923:  0 
0006: @50 =  3  ;; integer values
00A5: @141(@50,4i) = create_car  520 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_1555
0006: @73 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_1557
00D6: if  0
0039:   @242(@48,4i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_1564
00D6: if  0
8119:   NOT   car @141(@48,4i) wrecked
004D: jump_if_false MANSIO2_1564
0006: @73 =  1  ;; integer values

:MANSIO2_1564
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_1557
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1573
0006: @37 =  1  ;; integer values
0006: @45 =  3  ;; integer values
0051: return

:MANSIO2_1573
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  520
004D: jump_if_false MANSIO2_1591
00A0: store_actor $PLAYER_ACTOR position_to @57 @58 @59
00D6: if  21
0023:    484.0 > @58  ;; floating-point values
0021:   @58 >  523.0  ;; floating-point values
004D: jump_if_false MANSIO2_1584
0006: @37 =  1  ;; integer values
0006: @45 =  6  ;; integer values
0051: return

:MANSIO2_1584
00D6: if  21
0023:   -1471.0 > @57  ;; floating-point values
0021:   @57 > -1246.0  ;; floating-point values
004D: jump_if_false MANSIO2_1591
0006: @37 =  1  ;; integer values
0006: @45 =  6  ;; integer values
0051: return

:MANSIO2_1591
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1616
00D6: if  0
0039:   @238 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1612
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $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: unknown_action_sequence $PLAYER_ACTOR unknown_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_1612
00D6: if  0
0039:   @248 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1616
0006: @35 =  6  ;; integer values

:MANSIO2_1616
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false MANSIO2_1633
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1624
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1633

:MANSIO2_1624
062E: $PLAYER_ACTOR  1492 @40 
00D6: if  1
84A4:   NOT @40  1 
84A4:   NOT @40  0 
004D: jump_if_false MANSIO2_1633
0605: unknown_action_sequence $PLAYER_ACTOR "SLOT_BET_02" "CASINO"  4.0  0  0  0  0  0 
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  250  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1633
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false MANSIO2_1652
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1641
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1652

:MANSIO2_1641
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1652
00D6: if  0
8611:   NOT $PLAYER_ACTOR "SLOT_BET_02" 
004D: jump_if_false MANSIO2_1652
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_1652
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false MANSIO2_1667
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1660
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_1667

:MANSIO2_1660
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1667
09E4:  0 
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1667
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false MANSIO2_1686
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1675
0006: @35 =  50  ;; integer values
0002: jump MANSIO2_1686

:MANSIO2_1675
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1686
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'MAN2_25'  15000 ms  1
000A: @35 +=  1  ;; integer values

:MANSIO2_1686
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false MANSIO2_1705
00D6: if  0
0039:   @248 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1705
00D6: if  21
0039:   @249 ==  1  ;; integer values
0039:   @250 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1698
0373: set_camera_directly_behind_player
015A: restore_camera

:MANSIO2_1698
0164: disable_marker @165
0006: @48 =  0  ;; integer values

:MANSIO2_1700
0164: disable_marker @173(@48,6i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_1700
0006: @35 =  99  ;; integer values

:MANSIO2_1705
00D6: if  2
0039:   @75 ==  1  ;; integer values
08D0: (unknown)
0039:   @77 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1711
0006: @77 =  1  ;; integer values

:MANSIO2_1711
00D6: if  0
0039:   @35 ==  50  ;; integer values
004D: jump_if_false MANSIO2_1719
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_1719
00D6: if  0
0039:   @35 ==  51  ;; integer values
004D: jump_if_false MANSIO2_1736
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1736
09E4:  0 
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
016A: fade  1 (back)  1500 ms
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_1736
00D6: if  0
0039:   @35 ==  52  ;; integer values
004D: jump_if_false MANSIO2_1747
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_1747
0006: @76 =  0  ;; integer values
0006: @77 =  0  ;; integer values
0006: @75 =  0  ;; integer values
00BC: text_highpriority 'MAN2_25'  15000 ms  1
0006: @35 =  6  ;; integer values

:MANSIO2_1747
00D6: if  0
0039:   @238 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1754
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @220 @221 @222 radius  1.0  1.0  2.0
004D: jump_if_false MANSIO2_1754
0006: @238 =  1  ;; integer values

:MANSIO2_1754
00D6: if  0
0039:   @229 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1762
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  520
004D: jump_if_false MANSIO2_1762
00BC: text_highpriority 'MAN2_24'  5000 ms  1
0006: @229 =  1  ;; integer values

:MANSIO2_1762
00D6: if  0
0039:   @230 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1773
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  520
004D: jump_if_false MANSIO2_1773
0512: permanent_text_box 'MAN2_70'
0006: @230 =  1  ;; integer values
0006: @231 =  0  ;; integer values
0085: @206 = @46  ;; integer values and handles
000A: @206 +=  15000  ;; integer values

:MANSIO2_1773
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1787
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1787
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_1787
03E6: remove_text_box
0512: permanent_text_box 'MAN2_99'
0006: @231 =  1  ;; integer values
0085: @206 = @46  ;; integer values and handles
000A: @206 +=  10000  ;; integer values

:MANSIO2_1787
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1798
00D6: if  0
8039:   NOT   @206 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1798
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_1798
0006: @206 =  0  ;; integer values
03E6: remove_text_box

:MANSIO2_1798
00D6: if  0
0039:   @264 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1826
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  520
004D: jump_if_false MANSIO2_1813
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @144
004D: jump_if_false MANSIO2_1809
0006: @264 =  1  ;; integer values
0002: jump MANSIO2_1812

:MANSIO2_1809
05EB: @144  209 
0006: @192 =  0  ;; integer values
0006: @264 =  1  ;; integer values

:MANSIO2_1812
0002: jump MANSIO2_1826

:MANSIO2_1813
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1347.692  499.5881  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_1820
05EB: @144  209 
0006: @192 =  0  ;; integer values
0006: @264 =  1  ;; integer values
0002: jump MANSIO2_1826

:MANSIO2_1820
00D6: if  0
0179:   actor $PLAYER_ACTOR picked_up_object @158  
004D: jump_if_false MANSIO2_1826
05EB: @144  209 
0006: @192 =  0  ;; integer values
0006: @264 =  1  ;; integer values

:MANSIO2_1826
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1838
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point -1368.303  496.5314  10.1854 radius  5.0  5.0  4.0
004D: jump_if_false MANSIO2_1838
0006: @193 =  0  ;; integer values
0006: @265 =  1  ;; integer values
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1838
0006: @187 =  11  ;; integer values

:MANSIO2_1838
00D6: if  0
8119:   NOT   car @143 wrecked
004D: jump_if_false MANSIO2_1868
0006: @73 =  0  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @143
004D: jump_if_false MANSIO2_1850
00D6: if  0
034E: unknown_move_object @158 to -1414.453  516.453  16.688 unknown_angle  .05  .05  .05  0
004D: jump_if_false MANSIO2_1849
0006: @73 =  1  ;; integer values

:MANSIO2_1849
0002: jump MANSIO2_1854

:MANSIO2_1850
00D6: if  0
034E: unknown_move_object @158 to -1414.453  516.453  9.648 unknown_angle  .05  .05  .05  0
004D: jump_if_false MANSIO2_1854
0006: @73 =  1  ;; integer values

:MANSIO2_1854
00D6: if  0
0039:   @288 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1863
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1862
097B: @158  1128 
0006: @288 =  1  ;; integer values

:MANSIO2_1862
0002: jump MANSIO2_1868

:MANSIO2_1863
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1868
097B: @158  1129 
0006: @288 =  0  ;; integer values

:MANSIO2_1868
00D6: if  0
8119:   NOT   car @142 wrecked
004D: jump_if_false MANSIO2_1898
0006: @73 =  0  ;; integer values
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @142
004D: jump_if_false MANSIO2_1880
00D6: if  0
034E: unknown_move_object @157 to -1456.719  501.297  16.953 unknown_angle  .05  .05  .05  0
004D: jump_if_false MANSIO2_1879
0006: @73 =  1  ;; integer values

:MANSIO2_1879
0002: jump MANSIO2_1884

:MANSIO2_1880
00D6: if  0
034E: unknown_move_object @157 to -1456.719  501.297  9.914 unknown_angle  .05  .05  .05  0
004D: jump_if_false MANSIO2_1884
0006: @73 =  1  ;; integer values

:MANSIO2_1884
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1893
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1892
097B: @157  1128 
0006: @287 =  1  ;; integer values

:MANSIO2_1892
0002: jump MANSIO2_1898

:MANSIO2_1893
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_1898
097B: @157  1129 
0006: @287 =  0  ;; integer values

:MANSIO2_1898
00D6: if  0
0039:   @249 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1919
00D6: if  0
8119:   NOT   car @143 wrecked
004D: jump_if_false MANSIO2_1918
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @143
004D: jump_if_false MANSIO2_1918
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  21
0031:   @70 >=  0.0  ;; floating-point values 
0033:    3.0 >= @70  ;; floating-point values 
004D: jump_if_false MANSIO2_1918
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_1918
0002: jump MANSIO2_1932

:MANSIO2_1919
00D6: if  0
0119:   car @143 wrecked
004D: jump_if_false MANSIO2_1926
0373: set_camera_directly_behind_player
015A: restore_camera
0006: @249 =  0  ;; integer values
0002: jump MANSIO2_1932

:MANSIO2_1926
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @143
004D: jump_if_false MANSIO2_1932
0373: set_camera_directly_behind_player
015A: restore_camera
0006: @249 =  0  ;; integer values

:MANSIO2_1932
00D6: if  0
0039:   @250 ==  0  ;; integer values
004D: jump_if_false MANSIO2_1953
00D6: if  0
8119:   NOT   car @142 wrecked
004D: jump_if_false MANSIO2_1952
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @142
004D: jump_if_false MANSIO2_1952
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  21
0031:   @70 >=  0.0  ;; floating-point values 
0033:    3.0 >= @70  ;; floating-point values 
004D: jump_if_false MANSIO2_1952
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_1952
0002: jump MANSIO2_1966

:MANSIO2_1953
00D6: if  0
0119:   car @142 wrecked
004D: jump_if_false MANSIO2_1960
0373: set_camera_directly_behind_player
015A: restore_camera
0006: @250 =  0  ;; integer values
0002: jump MANSIO2_1966

:MANSIO2_1960
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @142
004D: jump_if_false MANSIO2_1966
0373: set_camera_directly_behind_player
015A: restore_camera
0006: @250 =  0  ;; integer values

:MANSIO2_1966
0006: @48 =  0  ;; integer values

:MANSIO2_1967
00D6: if  0
8119:   NOT   car @141(@48,4i) wrecked
004D: jump_if_false MANSIO2_2005
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @141(@48,4i)
004D: jump_if_false MANSIO2_2005
0871: init_jump_table @48 total_jumps  3  1 MANSIO2_2001 jumps  0 MANSIO2_1994  1 MANSIO2_1984  2 MANSIO2_1974 -1 MANSIO2_2005 -1 MANSIO2_2005 -1 MANSIO2_2005 -1 MANSIO2_2005 

:MANSIO2_1974
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  21
0023:    0.0 > @70  ;; floating-point values
0021:   @70 >  3.0  ;; floating-point values
004D: jump_if_false MANSIO2_1983
0006: @248 =  1  ;; integer values

:MANSIO2_1983
0002: jump MANSIO2_2005

:MANSIO2_1984
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  21
0023:    0.0 > @70  ;; floating-point values
0021:   @70 >  3.0  ;; floating-point values
004D: jump_if_false MANSIO2_1993
0006: @248 =  1  ;; integer values

:MANSIO2_1993
0002: jump MANSIO2_2005

:MANSIO2_1994
00AA: store_car @141(@48,4i) position_to @57 @58 @59
00D6: if  21
0021:   @59 >  20.0  ;; floating-point values
0023:    5.0 > @59  ;; floating-point values
004D: jump_if_false MANSIO2_2000
0006: @248 =  1  ;; integer values

:MANSIO2_2000
0002: jump MANSIO2_2005

:MANSIO2_2001
00D6: if  0
01F3:   car @141(@48,4i) airborne
004D: jump_if_false MANSIO2_2005
0006: @248 =  1  ;; integer values

:MANSIO2_2005
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_1967
00D6: if  1
0039:   @248 ==  1  ;; integer values
0039:   @261 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2064
0006: @48 =  0  ;; integer values

:MANSIO2_2013
0006: @239(@48,3i) =  0  ;; integer values
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_2013
0006: @50 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2019
00D6: if  0
0039:   @48 ==  3  ;; integer values
004D: jump_if_false MANSIO2_2033
00D6: if  0
8119:   NOT   car @141(@48,4i) wrecked
004D: jump_if_false MANSIO2_2033
00D6: if  0
060E: @141(@48,4i) 
004D: jump_if_false MANSIO2_2029
05EC: @141(@48,4i) 

:MANSIO2_2029
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @141(@48,4i)
004D: jump_if_false MANSIO2_2033
00A6: destroy_car @141(@48,4i)

:MANSIO2_2033
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2049
00D6: if  0
8119:   NOT   car @141(@48,4i) wrecked
004D: jump_if_false MANSIO2_2049
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @141(@48,4i)
004D: jump_if_false MANSIO2_2049
00D6: if  0
8039:   NOT   @193 == -1  ;; integer values
004D: jump_if_false MANSIO2_2049
05EC: @141(@48,4i) 
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_2049
00D6: if  0
8119:   NOT   car @141(@48,4i) wrecked
004D: jump_if_false MANSIO2_2060
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @141(@48,4i)
004D: jump_if_false MANSIO2_2057
00D9: @145 = actor $PLAYER_ACTOR car
0002: jump MANSIO2_2060

:MANSIO2_2057
0085: @146(@50,3i) = @141(@48,4i)  ;; integer values and handles
0006: @239(@50,3i) =  1  ;; integer values
000A: @50 +=  1  ;; integer values

:MANSIO2_2060
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_2019
0006: @261 =  1  ;; integer values

:MANSIO2_2064
0050: gosub MANSIO2_2860
0050: gosub MANSIO2_2875
0050: gosub MANSIO2_4139
0006: @48 =  0  ;; integer values

:MANSIO2_2068
00D6: if  0
8118:   NOT   actor @131(@48,6i) dead
004D: jump_if_false MANSIO2_2072
0467: unknown_actor @131(@48,6i)

:MANSIO2_2072
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_2068
0006: @48 =  0  ;; integer values

:MANSIO2_2076
00D6: if  0
8118:   NOT   actor @137(@48,2i) dead
004D: jump_if_false MANSIO2_2080
0467: unknown_actor @137(@48,2i)

:MANSIO2_2080
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false MANSIO2_2076
0006: @48 =  0  ;; integer values

:MANSIO2_2084
00D6: if  0
8119:   NOT   car @154(@48,3i) wrecked
004D: jump_if_false MANSIO2_2088
0468: @154(@48,3i)

:MANSIO2_2088
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_2084
0050: gosub MANSIO2_5075
0050: gosub MANSIO2_5108
00D6: if  0
0039:   @268 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2115
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2115
0871: init_jump_table @213 total_jumps  6  0 MANSIO2_2112 jumps  1 MANSIO2_2100  2 MANSIO2_2102  3 MANSIO2_2104  4 MANSIO2_2106  5 MANSIO2_2108  6 MANSIO2_2110 -1 MANSIO2_2112 

:MANSIO2_2100
00BC: text_highpriority 'MAN2_47'  7000 ms  1
0002: jump MANSIO2_2112

:MANSIO2_2102
00BC: text_highpriority 'MAN2_49'  7000 ms  1
0002: jump MANSIO2_2112

:MANSIO2_2104
00BC: text_highpriority 'MAN2_40'  7000 ms  1
0002: jump MANSIO2_2112

:MANSIO2_2106
00BC: text_highpriority 'MAN2_41'  7000 ms  1
0002: jump MANSIO2_2112

:MANSIO2_2108
00BC: text_highpriority 'MAN2_42'  7000 ms  1
0002: jump MANSIO2_2112

:MANSIO2_2110
00BC: text_highpriority 'MAN2_43'  7000 ms  1
0002: jump MANSIO2_2112

:MANSIO2_2112
097A:  0.0  0.0  0.0  1161 
0006: @289 =  1  ;; integer values
0006: @268 =  1  ;; integer values

:MANSIO2_2115
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2124
0786: -1471.0  484.0  0.0 -1246.0  523.0  40.0 @50 
00D6: if  0
0019:   @50 >  0  ;; integer values
004D: jump_if_false MANSIO2_2124
0006: @213 =  6  ;; integer values
0006: @267 =  1  ;; integer values

:MANSIO2_2124
00D6: if  0
0039:   @238 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2136
00D6: if  0
0039:   @296 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2136
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube -1466.973  488.6672  7.1953 -1393.22  521.52  11.3953
004D: jump_if_false MANSIO2_2136
0164: disable_marker @165
00BC: text_highpriority 'MAN2_25'  5000 ms  1
0006: @296 =  1  ;; integer values

:MANSIO2_2136
00D6: if  0
0039:   @297 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2145
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  530
004D: jump_if_false MANSIO2_2144
041E: set_radio_station  11 
0006: @297 =  0  ;; integer values

:MANSIO2_2144
0002: jump MANSIO2_2149

:MANSIO2_2145
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  530
004D: jump_if_false MANSIO2_2149
0006: @297 =  1  ;; integer values

:MANSIO2_2149
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false MANSIO2_2153
0050: gosub MANSIO2_5573

:MANSIO2_2153
0051: return

:MANSIO2_2154
00D6: if  0
0119:   car @145 wrecked
004D: jump_if_false MANSIO2_2160
0006: @37 =  1  ;; integer values
0006: @45 =  4  ;; integer values
0051: return

:MANSIO2_2160
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2236
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  454 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: @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  454 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: @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  454 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: @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  454 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: @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  0
0039:   @288 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2219
097B: @158  1128 
0006: @288 =  1  ;; integer values

:MANSIO2_2219
00D6: if  0
0039:   @287 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2224
097B: @157  1128 
0006: @287 =  1  ;; integer values

:MANSIO2_2224
00D6: if  0
0039:   @289 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2229
097A:  0.0  0.0  0.0  1162 
0006: @289 =  0  ;; integer values

:MANSIO2_2229
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_5253
075B:  0 
000A: @35 +=  1  ;; integer values

:MANSIO2_2236
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2259
00D6: if  0
8039:   NOT   @80 ==  5  ;; integer values
004D: jump_if_false MANSIO2_2244
0006: @81 =  5  ;; integer values
0050: gosub MANSIO2_5253

:MANSIO2_2244
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1343.5  504.1  30.0 radius  250.0  250.0  200.0
0039:   @80 ==  5  ;; integer values
004D: jump_if_false MANSIO2_2259
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @145
004D: jump_if_false MANSIO2_2256
0050: gosub MANSIO2_5277
0006: @290 =  1  ;; integer values
0A24:  0 
000A: @35 +=  1  ;; integer values
0002: jump MANSIO2_2259

:MANSIO2_2256
0006: @37 =  1  ;; integer values
0006: @45 =  6  ;; integer values
0051: return

:MANSIO2_2259
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false MANSIO2_2268
00D6: if  0
08B7: @85  5 
004D: jump_if_false MANSIO2_2268
0006: @81 =  6  ;; integer values
0050: gosub MANSIO2_5253
000A: @35 +=  1  ;; integer values

:MANSIO2_2268
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false MANSIO2_2345
00D6: if  0
8039:   NOT   @80 ==  6  ;; integer values
004D: jump_if_false MANSIO2_2276
0006: @81 =  6  ;; integer values
0050: gosub MANSIO2_5253

:MANSIO2_2276
00D6: if  0
0039:   @80 ==  6  ;; integer values
004D: jump_if_false MANSIO2_2345
0006: @73 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2281
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2290
00D6: if  0
0039:   @239(@48,3i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_2290
00A5: @146(@48,3i) = create_car  520 at -1333.231  507.6329  17.2266
0006: @239(@48,3i) =  1  ;; integer values
0006: @73 =  1  ;; integer values

:MANSIO2_2290
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_2281
0006: @50 =  0  ;; integer values
00D6: if  0
0039:   @239(@50,3i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2309
00D6: if  0
8119:   NOT   car @146(@50,3i) wrecked
004D: jump_if_false MANSIO2_2309
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: @146(@50,3i)  1.5 
0745: @146(@50,3i) 
0710: @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_2309
000A: @50 +=  1  ;; integer values
00D6: if  0
0039:   @239(@50,3i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2325
00D6: if  0
8119:   NOT   car @146(@50,3i) wrecked
004D: jump_if_false MANSIO2_2325
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: @146(@50,3i)  1.5 
0745: @146(@50,3i) 
0710: @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_2325
000A: @50 +=  1  ;; integer values
00D6: if  0
0039:   @239(@50,3i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2341
00D6: if  0
8119:   NOT   car @146(@50,3i) wrecked
004D: jump_if_false MANSIO2_2341
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: @146(@50,3i)  1.5 
0745: @146(@50,3i) 
0710: @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_2341
0006: @251 =  1  ;; integer values
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1000  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_2345
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false MANSIO2_2382
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_2382
0006: @50 = -1  ;; integer values
00D6: if  0
0039:   @239 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2359
00D6: if  0
8119:   NOT   car @146 wrecked
004D: jump_if_false MANSIO2_2359
0006: @50 =  0  ;; integer values

:MANSIO2_2359
00D6: if  0
0039:   @50 == -1  ;; integer values
004D: jump_if_false MANSIO2_2369
00D6: if  0
0039:   @240 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2369
00D6: if  0
8119:   NOT   car @147 wrecked
004D: jump_if_false MANSIO2_2369
0006: @50 =  1  ;; integer values

:MANSIO2_2369
00D6: if  0
8039:   NOT   @50 == -1  ;; integer values
004D: jump_if_false MANSIO2_2380
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  0
00DB:   actor $PLAYER_ACTOR in_car @145
004D: jump_if_false MANSIO2_2378
0519: unknown_car @145 flag  1

:MANSIO2_2378
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:MANSIO2_2380
0050: gosub MANSIO2_5277
000A: @35 +=  1  ;; integer values

:MANSIO2_2382
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false MANSIO2_2391
00D6: if  0
08B7: @85  6 
004D: jump_if_false MANSIO2_2391
0006: @81 =  7  ;; integer values
0050: gosub MANSIO2_5253
000A: @35 +=  1  ;; integer values

:MANSIO2_2391
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false MANSIO2_2415
00D6: if  0
8039:   NOT   @80 ==  7  ;; integer values
004D: jump_if_false MANSIO2_2399
0006: @81 =  7  ;; integer values
0050: gosub MANSIO2_5253

:MANSIO2_2399
00D6: if  0
0039:   @80 ==  7  ;; integer values
004D: jump_if_false MANSIO2_2415
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @145
004D: jump_if_false MANSIO2_2412
0519: unknown_car @145 flag  0
04BA: set_car @145 speed_instantly  30.0
0742: @145  1.0 

:MANSIO2_2412
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:MANSIO2_2415
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false MANSIO2_2423
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_2423
0050: gosub MANSIO2_5277
000A: @35 +=  1  ;; integer values

:MANSIO2_2423
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false MANSIO2_2436
00D6: if  0
08B7: @85  7 
004D: jump_if_false MANSIO2_2436
0512: permanent_text_box 'MAN2_71'
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_2436
00D6: if  0
0039:   @35 ==  9  ;; integer values
004D: jump_if_false MANSIO2_2466
00D6: if  0
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_2466
0006: @50 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2444
00D6: if  0
0039:   @239(@48,3i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2453
00D6: if  0
8119:   NOT   car @146(@48,3i) wrecked
004D: jump_if_false MANSIO2_2453
0742: @146(@48,3i)  .5 
08A2: @146(@48,3i) $PLAYER_CHAR  30.0 
000A: @50 +=  1  ;; integer values

:MANSIO2_2453
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_2444
00D6: if  0
0019:   @50 >  0  ;; integer values
004D: jump_if_false MANSIO2_2465
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2464
00BC: text_highpriority 'MAN2_36'  7000 ms  1
0002: jump MANSIO2_2465

:MANSIO2_2464
00BC: text_highpriority 'MAN2_35'  7000 ms  1

:MANSIO2_2465
000A: @35 +=  1  ;; integer values

:MANSIO2_2466
00D6: if  0
0039:   @35 ==  10  ;; integer values
004D: jump_if_false MANSIO2_2474
00D6: if  1
0039:   @256 ==  1  ;; integer values
0039:   @257 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2474
0006: @35 =  99  ;; integer values

:MANSIO2_2474
0006: @73 =  0  ;; integer values
0006: @50 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2477
00D6: if  0
0039:   @252(@48,4i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2488
00D6: if  0
0119:   car @149(@48,4i) wrecked
004D: jump_if_false MANSIO2_2487
0006: @252(@48,4i) =  0  ;; integer values
0164: disable_marker @169(@48,4i)
0006: @73 =  1  ;; integer values
0002: jump MANSIO2_2488

:MANSIO2_2487
000A: @50 +=  1  ;; integer values

:MANSIO2_2488
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_2477
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2514
00D6: if  0
0019:   @50 >  0  ;; integer values
004D: jump_if_false MANSIO2_2504
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2502
01E5: text_1number_highpriority 'MAN2_30' @50  5000 ms  1
0002: jump MANSIO2_2503

:MANSIO2_2502
01E5: text_1number_highpriority 'MAN2_29' @50  5000 ms  1

:MANSIO2_2503
0002: jump MANSIO2_2508

:MANSIO2_2504
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2508
00BC: text_highpriority 'MAN2_44'  5000 ms  1

:MANSIO2_2508
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2514
0006: @235 =  1  ;; integer values
0006: @236 =  1  ;; integer values
0006: @236 =  1  ;; integer values

:MANSIO2_2514
0006: @256 =  1  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2516
00D6: if  0
0039:   @252(@48,4i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2520
0006: @256 =  0  ;; integer values

:MANSIO2_2520
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_2516
0006: @73 =  0  ;; integer values
0006: @50 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2526
00D6: if  0
0039:   @239(@48,3i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2541
00D6: if  0
0119:   car @146(@48,3i) wrecked
004D: jump_if_false MANSIO2_2540
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  0
0039:   @251 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2539
0006: @73 =  1  ;; integer values

:MANSIO2_2539
0002: jump MANSIO2_2541

:MANSIO2_2540
000A: @50 +=  1  ;; integer values

:MANSIO2_2541
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_2526
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2558
00D6: if  0
0019:   @50 >  0  ;; integer values
004D: jump_if_false MANSIO2_2552
01E5: text_1number_highpriority 'MAN2_27' @50  5000 ms  1
0002: jump MANSIO2_2558

:MANSIO2_2552
0006: @257 =  1  ;; integer values
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2558
00BC: text_highpriority 'MAN2_28'  5000 ms  1
0006: @234 =  1  ;; integer values

:MANSIO2_2558
00D6: if  0
0039:   @247 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2576
00D6: if  1
034E: unknown_move_object @158 to -1414.453  516.453  16.688 unknown_angle  .05  .05  .05  0
034E: unknown_move_object @157 to -1456.719  501.297  16.953 unknown_angle  .05  .05  .05  0
004D: jump_if_false MANSIO2_2576
0006: @247 =  0  ;; integer values
00D6: if  0
0039:   @288 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2571
097B: @158  1129 
0006: @288 =  0  ;; integer values

:MANSIO2_2571
00D6: if  0
0039:   @287 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2576
097B: @157  1129 
0006: @287 =  0  ;; integer values

:MANSIO2_2576
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @145
004D: jump_if_false MANSIO2_2611
00D6: if  0
875C:   NOT   marker @179 enabled
004D: jump_if_false MANSIO2_2586
00BC: text_highpriority 'MAN2_37'  5000 ms  1
0186: @179 = create_marker_above_car @145
07E0: @179  1 
0002: jump MANSIO2_2610

:MANSIO2_2586
00D6: if  0
0039:   @290 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2610
0006: @73 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2591
00D6: if  0
0039:   @239(@48,3i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2607
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2607
00D6: if  0
8119:   NOT   car @146(@48,3i) wrecked
004D: jump_if_false MANSIO2_2607
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @146(@48,3i)
004D: jump_if_false MANSIO2_2607
008A: $48 = @146(@48,3i)  ;; integer values and handles
0085: @146(@48,3i) = @145  ;; integer values and handles
008B: @145 = $48  ;; integer values and handles
0006: @73 =  1  ;; integer values

:MANSIO2_2607
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_2591

:MANSIO2_2610
0002: jump MANSIO2_2616

:MANSIO2_2611
00D6: if  0
075C:   marker @179 enabled
004D: jump_if_false MANSIO2_2616
0164: disable_marker @179
03D5: remove_text 'MAN2_37'

:MANSIO2_2616
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2627
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_2627
03E6: remove_text_box
0512: permanent_text_box 'MAN2_99'
0006: @231 =  1  ;; integer values
0085: @206 = @46  ;; integer values and handles
000A: @206 +=  10000  ;; integer values

:MANSIO2_2627
00D6: if  1
0039:   @231 ==  1  ;; integer values
0039:   @232 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2639
00D6: if  0
8039:   NOT   @206 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2639
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_2639
0006: @206 =  0  ;; integer values
03E6: remove_text_box

:MANSIO2_2639
00D6: if  0
0039:   @232 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2653
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2653
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_2653
03E6: remove_text_box
0512: permanent_text_box 'MAN2_98'
0006: @233 =  1  ;; integer values
0085: @206 = @46  ;; integer values and handles
000A: @206 +=  10000  ;; integer values

:MANSIO2_2653
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2664
00D6: if  0
8039:   NOT   @206 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2664
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_2664
0006: @206 =  0  ;; integer values
03E6: remove_text_box

:MANSIO2_2664
00D6: if  0
0039:   @234 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2739
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2700
00D6: if  1
0039:   @233 ==  1  ;; integer values
0039:   @206 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2700
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @145
004D: jump_if_false MANSIO2_2700
0006: @73 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:MANSIO2_2679
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2689
00D6: if  0
0039:   @252(@48,4i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2689
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @149(@48,4i) radius  300.0  300.0  300.0 unknown  0
004D: jump_if_false MANSIO2_2689
0006: @73 =  1  ;; integer values

:MANSIO2_2689
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_2679
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2700
03E6: remove_text_box
0512: permanent_text_box 'HYDHLP1'
0006: @235 =  1  ;; integer values
0085: @206 = @46  ;; integer values and handles
000A: @206 +=  10000  ;; integer values

:MANSIO2_2700
00D6: if  0
0039:   @235 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2714
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2714
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_2714
03E6: remove_text_box
0512: permanent_text_box 'HYDHLP2'
0006: @236 =  1  ;; integer values
0085: @206 = @46  ;; integer values and handles
000A: @206 +=  10000  ;; integer values

:MANSIO2_2714
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2728
00D6: if  0
0039:   @237 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2728
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_2728
03E6: remove_text_box
0512: permanent_text_box 'HYDHLP3'
0006: @237 =  1  ;; integer values
0085: @206 = @46  ;; integer values and handles
000A: @206 +=  10000  ;; integer values

:MANSIO2_2728
00D6: if  0
0039:   @237 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2739
00D6: if  0
8039:   NOT   @206 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2739
00D6: if  0
001D:   @46 > @206  ;; integer values  
004D: jump_if_false MANSIO2_2739
0006: @206 =  0  ;; integer values
03E6: remove_text_box

:MANSIO2_2739
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false MANSIO2_2743
0050: gosub MANSIO2_5573

:MANSIO2_2743
0051: return

:MANSIO2_2744
00D6: if  0
0119:   car @145 wrecked
004D: jump_if_false MANSIO2_2750
0006: @37 =  1  ;; integer values
0006: @45 =  4  ;; integer values
0051: return

:MANSIO2_2750
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2782
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_5253
0085: @194 = @46  ;; integer values and handles
000A: @194 +=  1000  ;; integer values
0006: @266 =  0  ;; integer values
0247: request_model  359
0247: request_model  360
0247: request_model  362
0247: request_model  361
000A: @35 +=  1  ;; integer values

:MANSIO2_2782
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2796
00D6: if  0
8039:   NOT   @80 ==  8  ;; integer values
004D: jump_if_false MANSIO2_2790
0006: @81 =  8  ;; integer values
0050: gosub MANSIO2_5253

:MANSIO2_2790
00D6: if  1
0039:   @80 ==  8  ;; integer values
001D:   @46 > @194  ;; integer values  
004D: jump_if_false MANSIO2_2796
0050: gosub MANSIO2_5277
000A: @35 +=  1  ;; integer values

:MANSIO2_2796
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false MANSIO2_2804
00D6: if  0
08B7: @85  8 
004D: jump_if_false MANSIO2_2804
00BC: text_highpriority 'MAN2_26'  10000 ms  1
000A: @35 +=  1  ;; integer values

:MANSIO2_2804
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false MANSIO2_2832
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @220 @221 @222 radius  10.0  10.0  10.0
00D6: if  1
00A4:   actor $PLAYER_ACTOR  0 ()in_cube @214 @215 @216 @217 @218 @219
00DB:   actor $PLAYER_ACTOR in_car @145
004D: jump_if_false MANSIO2_2819
00D6: if  1
01C1:   car @145 stopped
81F3:   NOT   car @145 airborne
004D: jump_if_false MANSIO2_2818
0164: disable_marker @165
000A: @35 +=  1  ;; integer values

:MANSIO2_2818
0002: jump MANSIO2_2832

:MANSIO2_2819
0087: @70 = @219  ;; floating-point values only
000B: @70 +=  20.0  ;; floating-point values
00D6: if  2
00A4:   actor $PLAYER_ACTOR  0 ()in_cube @214 @215 @216 @217 @218 @70
00DB:   actor $PLAYER_ACTOR in_car @145
0039:   @266 ==  0  ;; integer values
004D: jump_if_false MANSIO2_2832
091F: @145 @71 
00D6: if  0
0021:   @71 >  .1  ;; floating-point values
004D: jump_if_false MANSIO2_2832
03E5: text_box 'MAN2_72'
0006: @266 =  1  ;; integer values

:MANSIO2_2832
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false MANSIO2_2841
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
000A: @35 +=  1  ;; integer values

:MANSIO2_2841
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false MANSIO2_2855
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @145
004D: jump_if_false MANSIO2_2855
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @220 @221 @222 radius  10.0  10.0  10.0
004D: jump_if_false MANSIO2_2855
00D6: if  0
01C1:   car @145 stopped
004D: jump_if_false MANSIO2_2855
0164: disable_marker @165
0006: @35 =  99  ;; integer values

:MANSIO2_2855
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false MANSIO2_2859
0050: gosub MANSIO2_5573

:MANSIO2_2859
0051: return

:MANSIO2_2860
0006: @285 =  0  ;; integer values
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2865
0051: return

:MANSIO2_2865
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false MANSIO2_2874
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  23
004D: jump_if_false MANSIO2_2873
0006: @285 =  1  ;; integer values
0002: jump MANSIO2_2874

:MANSIO2_2873
0006: @284 =  1  ;; integer values

:MANSIO2_2874
0051: return

:MANSIO2_2875
0006: @52 =  0  ;; integer values

:MANSIO2_2876
00D6: if  1
8039:   NOT   @183(@52,6i) == -1  ;; integer values
8039:   NOT   @183(@52,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_2886
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_2886
0006: @183(@52,6i) = -2  ;; integer values
0164: disable_marker @173(@52,6i)
0050: gosub MANSIO2_3202

:MANSIO2_2886
000A: @52 +=  1  ;; integer values
0029:   @52 >=  6  ;; integer values
004D: jump_if_false MANSIO2_2876
0006: @52 =  0  ;; integer values

:MANSIO2_2890
00D6: if  0
0039:   @269(@52,6i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_2894
0050: gosub MANSIO2_2959

:MANSIO2_2894
0871: init_jump_table @183(@52,6i) total_jumps  30  1 MANSIO2_2954 jumps -2 MANSIO2_2898 -1 MANSIO2_2898  0 MANSIO2_2899  1 MANSIO2_2901  2 MANSIO2_2903  3 MANSIO2_2905  4 MANSIO2_2907 
0872: jump_table_jumps  5 MANSIO2_2909  6 MANSIO2_2911  7 MANSIO2_2913  8 MANSIO2_2915  9 MANSIO2_2917  10 MANSIO2_2919  11 MANSIO2_2921  12 MANSIO2_2923  13 MANSIO2_2925 
0872: jump_table_jumps  14 MANSIO2_2927  15 MANSIO2_2929  16 MANSIO2_2931  17 MANSIO2_2933  18 MANSIO2_2935  19 MANSIO2_2937  20 MANSIO2_2939  21 MANSIO2_2941  22 MANSIO2_2943 
0872: jump_table_jumps  23 MANSIO2_2945  24 MANSIO2_2947  25 MANSIO2_2949  26 MANSIO2_2951  27 MANSIO2_2953 -1 MANSIO2_2955 -1 MANSIO2_2955 -1 MANSIO2_2955 -1 MANSIO2_2955 

:MANSIO2_2898
0002: jump MANSIO2_2955

:MANSIO2_2899
0050: gosub MANSIO2_3270
0002: jump MANSIO2_2955

:MANSIO2_2901
0050: gosub MANSIO2_3278
0002: jump MANSIO2_2955

:MANSIO2_2903
0050: gosub MANSIO2_3295
0002: jump MANSIO2_2955

:MANSIO2_2905
0050: gosub MANSIO2_3302
0002: jump MANSIO2_2955

:MANSIO2_2907
0050: gosub MANSIO2_3325
0002: jump MANSIO2_2955

:MANSIO2_2909
0050: gosub MANSIO2_3367
0002: jump MANSIO2_2955

:MANSIO2_2911
0050: gosub MANSIO2_3408
0002: jump MANSIO2_2955

:MANSIO2_2913
0050: gosub MANSIO2_3429
0002: jump MANSIO2_2955

:MANSIO2_2915
0050: gosub MANSIO2_3452
0002: jump MANSIO2_2955

:MANSIO2_2917
0050: gosub MANSIO2_3468
0002: jump MANSIO2_2955

:MANSIO2_2919
0050: gosub MANSIO2_3480
0002: jump MANSIO2_2955

:MANSIO2_2921
0050: gosub MANSIO2_3497
0002: jump MANSIO2_2955

:MANSIO2_2923
0050: gosub MANSIO2_3519
0002: jump MANSIO2_2955

:MANSIO2_2925
0050: gosub MANSIO2_3586
0002: jump MANSIO2_2955

:MANSIO2_2927
0050: gosub MANSIO2_3595
0002: jump MANSIO2_2955

:MANSIO2_2929
0050: gosub MANSIO2_3605
0002: jump MANSIO2_2955

:MANSIO2_2931
0050: gosub MANSIO2_3621
0002: jump MANSIO2_2955

:MANSIO2_2933
0050: gosub MANSIO2_3664
0002: jump MANSIO2_2955

:MANSIO2_2935
0050: gosub MANSIO2_3676
0002: jump MANSIO2_2955

:MANSIO2_2937
0050: gosub MANSIO2_3694
0002: jump MANSIO2_2955

:MANSIO2_2939
0050: gosub MANSIO2_3719
0002: jump MANSIO2_2955

:MANSIO2_2941
0050: gosub MANSIO2_3769
0002: jump MANSIO2_2955

:MANSIO2_2943
0050: gosub MANSIO2_3782
0002: jump MANSIO2_2955

:MANSIO2_2945
0050: gosub MANSIO2_3799
0002: jump MANSIO2_2955

:MANSIO2_2947
0050: gosub MANSIO2_3809
0002: jump MANSIO2_2955

:MANSIO2_2949
0050: gosub MANSIO2_3822
0002: jump MANSIO2_2955

:MANSIO2_2951
0050: gosub MANSIO2_3847
0002: jump MANSIO2_2955

:MANSIO2_2953
0002: jump MANSIO2_2955

:MANSIO2_2954
0662: write_debug_message "UNKNOWN_GUARD_AI_ACTION" 

:MANSIO2_2955
000A: @52 +=  1  ;; integer values
0029:   @52 >=  6  ;; integer values
004D: jump_if_false MANSIO2_2890
0051: return

:MANSIO2_2959
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false MANSIO2_2972
00D6: if  0
0039:   @275(@52,6i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_2971
0006: @183(@52,6i) =  19  ;; integer values
0006: @275(@52,6i) =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_2971
060B: unknown_actor_use_entity @131(@52,6i) @182 

:MANSIO2_2971
0051: return

:MANSIO2_2972
00D6: if  0
0039:   @275(@52,6i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_2990
00D6: if  0
8118:   NOT   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_2990
00D6: if  0
09ED: @131(@52,6i) $PLAYER_ACTOR 
004D: jump_if_false MANSIO2_2990
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  0
0023:    15.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_2990
0006: @183(@52,6i) =  23  ;; integer values
0050: gosub MANSIO2_3129
0051: return

:MANSIO2_2990
00D6: if  0
0039:   @275(@52,6i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_3006
00D6: if  0
8118:   NOT   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3006
00D6: if  21
0480:   unknown_actor @131(@52,6i) pedgroup  25
0480:   unknown_actor @131(@52,6i) pedgroup  24
004D: jump_if_false MANSIO2_3006
0006: @267 =  1  ;; integer values
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3005
0006: @213 =  5  ;; integer values

:MANSIO2_3005
0051: return

:MANSIO2_3006
00D6: if  0
0039:   @275(@52,6i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_3042
00D6: if  0
8118:   NOT   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3042
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3021
0006: @267 =  1  ;; integer values
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3020
0006: @213 =  3  ;; integer values

:MANSIO2_3020
0051: return

:MANSIO2_3021
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3042
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  0
0023:    12.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3042
0087: @71 = @59  ;; floating-point values only
0063: @71 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_3036
0013: @71 *= -1.0  ;; floating-point values 

:MANSIO2_3036
00D6: if  0
0023:    5.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_3042
0006: @183(@52,6i) =  23  ;; integer values
0050: gosub MANSIO2_3129
0051: return

:MANSIO2_3042
00D6: if  0
0039:   @275(@52,6i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_3055
00D6: if  0
8118:   NOT   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3055
00D6: if  21
051A:   unknown_actor @131(@52,6i) hit_by_actor $PLAYER_ACTOR
031D:   actor @131(@52,6i) hit_by_weapon  23
004D: jump_if_false MANSIO2_3055
0006: @183(@52,6i) =  23  ;; integer values
0050: gosub MANSIO2_3129
0051: return

:MANSIO2_3055
0051: return

:MANSIO2_3056
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3060
0051: return

:MANSIO2_3060
0006: @73 =  0  ;; integer values
00D6: if  0
09ED: @131(@52,6i) $PLAYER_ACTOR 
004D: jump_if_false MANSIO2_3065
0006: @73 =  1  ;; integer values

:MANSIO2_3065
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3087
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3087
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  0
0023:    75.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3087
0087: @71 = @59  ;; floating-point values only
0063: @71 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_3083
0013: @71 *= -1.0  ;; floating-point values 

:MANSIO2_3083
00D6: if  0
0023:    5.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_3087
0006: @73 =  1  ;; integer values

:MANSIO2_3087
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3109
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3109
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  0
0023:    12.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3109
0087: @71 = @59  ;; floating-point values only
0063: @71 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_3105
0013: @71 *= -1.0  ;; floating-point values 

:MANSIO2_3105
00D6: if  0
0023:    5.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_3109
0006: @73 =  1  ;; integer values

:MANSIO2_3109
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3117
00D6: if  21
051A:   unknown_actor @131(@52,6i) hit_by_actor $PLAYER_ACTOR
031D:   actor @131(@52,6i) hit_by_weapon  23
004D: jump_if_false MANSIO2_3117
0006: @73 =  1  ;; integer values

:MANSIO2_3117
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3128
00D6: if  3
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_3127
0006: @183(@52,6i) =  23  ;; integer values

:MANSIO2_3127
0050: gosub MANSIO2_3129

:MANSIO2_3128
0051: return

:MANSIO2_3129
00D6: if  0
8118:   NOT   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3134
00A0: store_actor @131(@52,6i) position_to @57 @58 @59
0002: jump MANSIO2_3135

:MANSIO2_3134
0889: @131(@52,6i) @57 @58 @59 

:MANSIO2_3135
0006: @48 =  0  ;; integer values

:MANSIO2_3136
00D6: if  1
8118:   NOT   actor @131(@48,6i) dead
803B:   NOT   @52 == @48  ;; integer values 
004D: jump_if_false MANSIO2_3164
00A0: store_actor @131(@48,6i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    20.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_3164
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3151
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_3151
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3164
00D6: if  0
0039:   @269(@48,6i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_3164
00D6: if  3
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_3164
0006: @183(@48,6i) =  23  ;; integer values

:MANSIO2_3164
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_3136
0006: @48 =  0  ;; integer values

:MANSIO2_3168
00D6: if  0
8118:   NOT   actor @137(@48,2i) dead
004D: jump_if_false MANSIO2_3198
00A0: store_actor @137(@48,2i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    20.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_3198
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3182
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_3182
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3198
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3198
00D6: if  0
0039:   @281(@48,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_3197
0006: @189(@48,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3196
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_3196
0006: @281(@48,2i) =  1  ;; integer values

:MANSIO2_3197
0002: jump MANSIO2_3198

:MANSIO2_3198
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false MANSIO2_3168
0051: return

:MANSIO2_3202
0889: @131(@52,6i) @57 @58 @59 
0006: @48 =  0  ;; integer values

:MANSIO2_3204
00D6: if  1
8118:   NOT   actor @131(@48,6i) dead
803B:   NOT   @52 == @48  ;; integer values 
004D: jump_if_false MANSIO2_3232
00A0: store_actor @131(@48,6i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    10.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_3232
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3219
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_3219
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3232
00D6: if  0
0039:   @269(@48,6i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_3232
00D6: if  3
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_3232
0006: @183(@48,6i) =  23  ;; integer values

:MANSIO2_3232
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_3204
0006: @48 =  0  ;; integer values

:MANSIO2_3236
00D6: if  0
8118:   NOT   actor @137(@48,2i) dead
004D: jump_if_false MANSIO2_3266
00A0: store_actor @137(@48,2i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    10.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_3266
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3250
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_3250
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_3266
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3266
00D6: if  0
0039:   @281(@48,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_3265
0006: @189(@48,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3264
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_3264
0006: @281(@48,2i) =  1  ;; integer values

:MANSIO2_3265
0002: jump MANSIO2_3266

:MANSIO2_3266
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false MANSIO2_3236
0051: return

:MANSIO2_3270
00D6: if  0
0119:   car @153 wrecked
004D: jump_if_false MANSIO2_3274
0051: return

:MANSIO2_3274
0323: unknown_car @153 flag  0
05D1: unknown_action_sequence @131(@52,6i) @153 -1493.44  506.8398  0.0  20.0  2  0  3 
0006: @183(@52,6i) =  1  ;; integer values
0051: return

:MANSIO2_3278
00D6: if  0
0119:   car @153 wrecked
004D: jump_if_false MANSIO2_3282
0051: return

:MANSIO2_3282
00D6: if  0
81AF:   NOT   car @153  0 ()near_point -1493.44  506.8398  0.0 radius  10.0  15.0  5.0
004D: jump_if_false MANSIO2_3293
062E: @131(@52,6i)  1489 @40 
00D6: if  21
04A4: @40  1 
04A4: @40  0 
004D: jump_if_false MANSIO2_3291
0051: return

:MANSIO2_3291
05D1: unknown_action_sequence @131(@52,6i) @153 -1493.44  506.8398  0.0  25.0  2  0  3 
0051: return

:MANSIO2_3293
0006: @183(@52,6i) =  2  ;; integer values
0051: return

:MANSIO2_3295
00D6: if  0
0119:   car @153 wrecked
004D: jump_if_false MANSIO2_3299
0051: return

:MANSIO2_3299
05D1: unknown_action_sequence @131(@52,6i) @153 -1446.218  493.9281  0.0  10.0  2  0  3 
0006: @183(@52,6i) =  3  ;; integer values
0051: return

:MANSIO2_3302
00D6: if  0
0119:   car @153 wrecked
004D: jump_if_false MANSIO2_3306
0051: return

:MANSIO2_3306
00D6: if  0
81AF:   NOT   car @153  0 ()near_point -1446.218  493.9281  0.0 radius  3.0  6.0  5.0
004D: jump_if_false MANSIO2_3317
062E: @131(@52,6i)  1489 @40 
00D6: if  21
04A4: @40  1 
04A4: @40  0 
004D: jump_if_false MANSIO2_3315
0051: return

:MANSIO2_3315
05D1: unknown_action_sequence @131(@52,6i) @153 -1446.218  493.9281  0.0  10.0  2  0  3 
0051: return

:MANSIO2_3317
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_3325
0006: @50 =  0  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_3330
0006: @183(@50,6i) =  5  ;; integer values

:MANSIO2_3330
0006: @50 =  1  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_3335
0006: @183(@50,6i) =  5  ;; integer values

:MANSIO2_3335
0006: @50 =  2  ;; integer values
00D6: if  0
8039:   NOT   @183(@50,6i) == -2  ;; integer values
004D: jump_if_false MANSIO2_3340
0006: @183(@50,6i) =  5  ;; integer values

:MANSIO2_3340
0006: @50 =  5  ;; integer values
009A: @131(@50,6i) = create_actor  25  287 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: @131(@50,6i)  70 
060B: unknown_actor_use_entity @131(@50,6i) @181 
0770: @131(@50,6i)  1 
0006: @50 =  1  ;; integer values
009A: @137(@50,2i) = create_actor  24  50 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  50 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  530 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  530 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  530 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) offset  0.0  .4  1.5   0.0  90.0  90.0 
0051: return

:MANSIO2_3367
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3371
0051: return

:MANSIO2_3371
0871: init_jump_table @52 total_jumps  6  1 MANSIO2_3398 jumps  0 MANSIO2_3372  1 MANSIO2_3378  2 MANSIO2_3385  3 MANSIO2_3392  4 MANSIO2_3396  5 MANSIO2_3394 -1 MANSIO2_3399 

:MANSIO2_3372
0792: @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_3399

:MANSIO2_3378
0465: remove_actor @131(@52,6i) from_turret_mode
0792: @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_3399

:MANSIO2_3385
0465: remove_actor @131(@52,6i) from_turret_mode
0792: @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_3399

:MANSIO2_3392
0006: @183(@52,6i) =  14  ;; integer values
0002: jump MANSIO2_3399

:MANSIO2_3394
0006: @183(@52,6i) =  6  ;; integer values
0002: jump MANSIO2_3399

:MANSIO2_3396
0006: @183(@52,6i) =  14  ;; integer values
0002: jump MANSIO2_3399

:MANSIO2_3398
0662: write_debug_message "UNKNOWN_GUARD_FOR_ACTIVATION" 

:MANSIO2_3399
00D6: if  0
8039:   NOT   @52 ==  5  ;; integer values
004D: jump_if_false MANSIO2_3407
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: @131(@52,6i)  70 
060B: unknown_actor_use_entity @131(@52,6i) @181 

:MANSIO2_3407
0051: return

:MANSIO2_3408
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3412
0051: return

:MANSIO2_3412
0871: init_jump_table @52 total_jumps  4  1 MANSIO2_3427 jumps  0 MANSIO2_3413  1 MANSIO2_3416  2 MANSIO2_3419  5 MANSIO2_3424 -1 MANSIO2_3428 -1 MANSIO2_3428 -1 MANSIO2_3428 

:MANSIO2_3413
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_3428

:MANSIO2_3416
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_3428

:MANSIO2_3419
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_3428

:MANSIO2_3424
05D3: unknown_action_sequence @131(@52,6i) -1445.235  501.5114  17.2266  4 -2 
0006: @183(@52,6i) =  7  ;; integer values
0002: jump MANSIO2_3428

:MANSIO2_3427
0662: write_debug_message "UNKNOWN_GUARD_FOR_WALK_HOME" 

:MANSIO2_3428
0051: return

:MANSIO2_3429
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3433
0051: return

:MANSIO2_3433
0871: init_jump_table @52 total_jumps  3  1 MANSIO2_3450 jumps  0 MANSIO2_3434  1 MANSIO2_3439  5 MANSIO2_3445 -1 MANSIO2_3451 -1 MANSIO2_3451 -1 MANSIO2_3451 -1 MANSIO2_3451 

:MANSIO2_3434
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1348.171  498.9987  10.1953 radius  1.2  1.2  2.0
004D: jump_if_false MANSIO2_3438
0006: @183(@52,6i) =  10  ;; integer values

:MANSIO2_3438
0002: jump MANSIO2_3451

:MANSIO2_3439
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1340.658  500.8229  17.2266 radius  1.2  1.2  2.0
004D: jump_if_false MANSIO2_3444
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  303.0599 
0006: @183(@52,6i) =  27  ;; integer values

:MANSIO2_3444
0002: jump MANSIO2_3451

:MANSIO2_3445
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1435.72  501.0618  17.2266 radius  1.2  1.2  2.0
004D: jump_if_false MANSIO2_3449
0006: @183(@52,6i) =  16  ;; integer values

:MANSIO2_3449
0002: jump MANSIO2_3451

:MANSIO2_3450
0662: write_debug_message "UNKNOWN_GUARD_FOR_WALKING_HOME" 

:MANSIO2_3451
0051: return

:MANSIO2_3452
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3456
0051: return

:MANSIO2_3456
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3465 jumps  0 MANSIO2_3457 -1 MANSIO2_3466 -1 MANSIO2_3466 -1 MANSIO2_3466 -1 MANSIO2_3466 -1 MANSIO2_3466 -1 MANSIO2_3466 

:MANSIO2_3457
00D6: if  0
8118:   NOT   actor @138 dead
004D: jump_if_false MANSIO2_3462
0677: unknown_action_sequence @131(@52,6i) @138  1  1 
0677: unknown_action_sequence @138 @131(@52,6i)  0  1 

:MANSIO2_3462
0085: @198(@52,6i) = @46  ;; integer values and handles
000A: @198(@52,6i) +=  7000  ;; integer values
0002: jump MANSIO2_3466

:MANSIO2_3465
0662: write_debug_message "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_3466
0006: @183(@52,6i) =  9  ;; integer values
0051: return

:MANSIO2_3468
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3472
0051: return

:MANSIO2_3472
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3478 jumps  0 MANSIO2_3473 -1 MANSIO2_3479 -1 MANSIO2_3479 -1 MANSIO2_3479 -1 MANSIO2_3479 -1 MANSIO2_3479 -1 MANSIO2_3479 

:MANSIO2_3473
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3477
0006: @183(@52,6i) =  6  ;; integer values

:MANSIO2_3477
0002: jump MANSIO2_3479

:MANSIO2_3478
0662: write_debug_message "UNKNOWN_GUARD_FOR_CHAT" 

:MANSIO2_3479
0051: return

:MANSIO2_3480
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3484
0051: return

:MANSIO2_3484
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3495 jumps  0 MANSIO2_3485 -1 MANSIO2_3496 -1 MANSIO2_3496 -1 MANSIO2_3496 -1 MANSIO2_3496 -1 MANSIO2_3496 -1 MANSIO2_3496 

:MANSIO2_3485
0615: @56 
05D3: unknown_action_sequence -1 -1348.074  493.1958  10.1953  4 -2 
05D3: unknown_action_sequence -1 -1345.748  493.6958  10.2027  4 -2 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
06B0: unknown_action_sequence -1  99999999 
0616: @56 
0618: @131(@52,6i) @56 
061B: @56 
0006: @183(@52,6i) =  27  ;; integer values
0002: jump MANSIO2_3496

:MANSIO2_3495
0662: write_debug_message "UNKNOWN_GUARD_FOR_SIT" 

:MANSIO2_3496
0051: return

:MANSIO2_3497
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3501
0051: return

:MANSIO2_3501
0871: init_jump_table @52 total_jumps  5  1 MANSIO2_3517 jumps  1 MANSIO2_3505  2 MANSIO2_3502  3 MANSIO2_3508  4 MANSIO2_3514  5 MANSIO2_3511 -1 MANSIO2_3518 -1 MANSIO2_3518 

:MANSIO2_3502
0050: gosub MANSIO2_3875
0006: @183(@52,6i) =  12  ;; integer values
0002: jump MANSIO2_3518

:MANSIO2_3505
0050: gosub MANSIO2_3932
0006: @183(@52,6i) =  12  ;; integer values
0002: jump MANSIO2_3518

:MANSIO2_3508
0050: gosub MANSIO2_3982
0006: @183(@52,6i) =  12  ;; integer values
0002: jump MANSIO2_3518

:MANSIO2_3511
0050: gosub MANSIO2_4039
0006: @183(@52,6i) =  12  ;; integer values
0002: jump MANSIO2_3518

:MANSIO2_3514
0050: gosub MANSIO2_4089
0006: @183(@52,6i) =  12  ;; integer values
0002: jump MANSIO2_3518

:MANSIO2_3517
0662: write_debug_message "UNKNOWN_GUARD_FOR_WANDER" 

:MANSIO2_3518
0051: return

:MANSIO2_3519
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3523
0051: return

:MANSIO2_3523
0871: init_jump_table @52 total_jumps  5  1 MANSIO2_3584 jumps  1 MANSIO2_3536  2 MANSIO2_3524  3 MANSIO2_3548  4 MANSIO2_3572  5 MANSIO2_3560 -1 MANSIO2_3585 -1 MANSIO2_3585 

:MANSIO2_3524
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3535
0050: gosub MANSIO2_3896
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3535
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_3535
0002: jump MANSIO2_3585

:MANSIO2_3536
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3547
0050: gosub MANSIO2_3951
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3547
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_3547
0002: jump MANSIO2_3585

:MANSIO2_3548
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3559
0050: gosub MANSIO2_4003
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3559
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_3559
0002: jump MANSIO2_3585

:MANSIO2_3560
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3571
0050: gosub MANSIO2_4058
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3571
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_3571
0002: jump MANSIO2_3585

:MANSIO2_3572
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3583
0050: gosub MANSIO2_4108
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_3583
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_3583
0002: jump MANSIO2_3585

:MANSIO2_3584
0662: write_debug_message "UNKNOWN_GUARD_FOR_WANDERING" 

:MANSIO2_3585
0051: return

:MANSIO2_3586
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3590
0051: return

:MANSIO2_3590
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3594
0006: @183(@52,6i) =  11  ;; integer values

:MANSIO2_3594
0051: return

:MANSIO2_3595
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3599
0051: return

:MANSIO2_3599
00D6: if  0
04AB: @131(@52,6i) 
004D: jump_if_false MANSIO2_3603
0633: unknown_action_sequence @131(@52,6i) 

:MANSIO2_3603
0006: @183(@52,6i) =  15  ;; integer values
0051: return

:MANSIO2_3605
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3609
0051: return

:MANSIO2_3609
00D6: if  0
04AB: @131(@52,6i) 
004D: jump_if_false MANSIO2_3613
0051: return

:MANSIO2_3613
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_3619 jumps  3 MANSIO2_3614  4 MANSIO2_3617 -1 MANSIO2_3620 -1 MANSIO2_3620 -1 MANSIO2_3620 -1 MANSIO2_3620 -1 MANSIO2_3620 

:MANSIO2_3614
0006: @183(@52,6i) =  11  ;; integer values
0006: @269(@52,6i) =  1  ;; integer values
0002: jump MANSIO2_3620

:MANSIO2_3617
0006: @183(@52,6i) =  27  ;; integer values
0002: jump MANSIO2_3620

:MANSIO2_3619
0662: write_debug_message "UNKNOWN_GUARD_FOR_EXITING_PLANE" 

:MANSIO2_3620
0051: return

:MANSIO2_3621
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3625
0051: return

:MANSIO2_3625
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3662 jumps  5 MANSIO2_3626 -1 MANSIO2_3663 -1 MANSIO2_3663 -1 MANSIO2_3663 -1 MANSIO2_3663 -1 MANSIO2_3663 -1 MANSIO2_3663 

:MANSIO2_3626
00D6: if  0
0119:   car @142 wrecked
004D: jump_if_false MANSIO2_3632
0006: @183(@52,6i) =  11  ;; integer values
0647: unknown_action_sequence @131(@52,6i) 
0002: jump MANSIO2_3661

:MANSIO2_3632
00D6: if  0
860E:   NOT @142 
004D: jump_if_false MANSIO2_3638
0006: @183(@52,6i) =  11  ;; integer values
0647: unknown_action_sequence @131(@52,6i) 
0002: jump MANSIO2_3661

:MANSIO2_3638
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: @57 @58 @63 
05D4: unknown_action_sequence @131(@52,6i) unknown_angle @63 
062E: @131(@52,6i)  1471 @40 
00D6: if  0
84A4:   NOT @40  1 
004D: jump_if_false MANSIO2_3658
00D6: if  0
8118:   NOT   actor @134 dead
004D: jump_if_false MANSIO2_3658
05BF: unknown_action_sequence @131(@52,6i) @134 -2 

:MANSIO2_3658
0085: @198(@52,6i) = @46  ;; integer values and handles
000A: @198(@52,6i) +=  5000  ;; integer values
0006: @183(@52,6i) =  17  ;; integer values

:MANSIO2_3661
0002: jump MANSIO2_3663

:MANSIO2_3662
0662: write_debug_message "UNKNOWN_GUARD_FOR_WATCH_PLANES" 

:MANSIO2_3663
0051: return

:MANSIO2_3664
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3668
0051: return

:MANSIO2_3668
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3674 jumps  5 MANSIO2_3669 -1 MANSIO2_3675 -1 MANSIO2_3675 -1 MANSIO2_3675 -1 MANSIO2_3675 -1 MANSIO2_3675 -1 MANSIO2_3675 

:MANSIO2_3669
00D6: if  0
001D:   @46 > @198(@52,6i)  ;; integer values  
004D: jump_if_false MANSIO2_3673
0006: @183(@52,6i) =  16  ;; integer values

:MANSIO2_3673
0002: jump MANSIO2_3675

:MANSIO2_3674
0662: write_debug_message "UNKNOWN_GUARD_FOR_WATCHING_PLANE" 

:MANSIO2_3675
0051: return

:MANSIO2_3676
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3680
0051: return

:MANSIO2_3680
00D6: if  0
00DF:   actor @131(@52,6i) driving
004D: jump_if_false MANSIO2_3684
0051: return

:MANSIO2_3684
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3692 jumps  4 MANSIO2_3685 -1 MANSIO2_3693 -1 MANSIO2_3693 -1 MANSIO2_3693 -1 MANSIO2_3693 -1 MANSIO2_3693 -1 MANSIO2_3693 

:MANSIO2_3685
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: @173(@52,6i)  1 
0002: jump MANSIO2_3693

:MANSIO2_3692
0662: write_debug_message "UNKNOWN_GUARD_FOR_TELEPORT" 

:MANSIO2_3693
0051: return

:MANSIO2_3694
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3698
0051: return

:MANSIO2_3698
0871: init_jump_table @52 total_jumps  6  1 MANSIO2_3717 jumps  0 MANSIO2_3699  1 MANSIO2_3702  2 MANSIO2_3705  3 MANSIO2_3708  4 MANSIO2_3714  5 MANSIO2_3711 -1 MANSIO2_3718 

:MANSIO2_3699
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_3718

:MANSIO2_3702
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_3718

:MANSIO2_3705
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_3718

:MANSIO2_3708
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_3718

:MANSIO2_3711
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_3718

:MANSIO2_3714
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_3718

:MANSIO2_3717
0662: write_debug_message "UNKNOWN_GUARD_FOR_GOTO_ALERT" 

:MANSIO2_3718
0051: return

:MANSIO2_3719
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3723
0051: return

:MANSIO2_3723
0871: init_jump_table @52 total_jumps  6  1 MANSIO2_3766 jumps  0 MANSIO2_3724  1 MANSIO2_3731  2 MANSIO2_3738  3 MANSIO2_3745  4 MANSIO2_3759  5 MANSIO2_3752 -1 MANSIO2_3767 

:MANSIO2_3724
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1324.158  508.4572  10.1953 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_3730
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  98.0823 
0006: @183(@52,6i) =  21  ;; integer values
0006: @198(@52,6i) =  0  ;; integer values

:MANSIO2_3730
0002: jump MANSIO2_3767

:MANSIO2_3731
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1348.061  492.4249  10.1953 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_3737
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  0.0 
0006: @183(@52,6i) =  21  ;; integer values
0006: @198(@52,6i) =  0  ;; integer values

:MANSIO2_3737
0002: jump MANSIO2_3767

:MANSIO2_3738
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1299.653  509.2915  10.1953 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_3744
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  122.1536 
0006: @183(@52,6i) =  21  ;; integer values
0006: @198(@52,6i) =  0  ;; integer values

:MANSIO2_3744
0002: jump MANSIO2_3767

:MANSIO2_3745
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1434.212  508.0886  10.1953 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_3751
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  261.6837 
0006: @183(@52,6i) =  21  ;; integer values
0006: @198(@52,6i) =  0  ;; integer values

:MANSIO2_3751
0002: jump MANSIO2_3767

:MANSIO2_3752
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1418.207  492.2773  17.2266 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_3758
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  304.1052 
0006: @183(@52,6i) =  21  ;; integer values
0006: @198(@52,6i) =  0  ;; integer values

:MANSIO2_3758
0002: jump MANSIO2_3767

:MANSIO2_3759
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1409.154  506.4637  10.1953 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_3765
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  270.2725 
0006: @183(@52,6i) =  21  ;; integer values
0006: @198(@52,6i) =  0  ;; integer values

:MANSIO2_3765
0002: jump MANSIO2_3767

:MANSIO2_3766
0662: write_debug_message "UNKNOWN_GUARD_FOR_GOING_TO_ALERT" 

:MANSIO2_3767
0050: gosub MANSIO2_3056
0051: return

:MANSIO2_3769
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3773
0051: return

:MANSIO2_3773
062E: @131(@52,6i)  1492 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false MANSIO2_3780
0816: @131(@52,6i)  1 
0006: @183(@52,6i) =  22  ;; integer values
0006: @198(@52,6i) =  0  ;; integer values

:MANSIO2_3780
0050: gosub MANSIO2_3056
0051: return

:MANSIO2_3782
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3786
0051: return

:MANSIO2_3786
00D6: if  0
001D:   @198(@52,6i) > @46  ;; integer values  
004D: jump_if_false MANSIO2_3790
0051: return

:MANSIO2_3790
062E: @131(@52,6i)  1588 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false MANSIO2_3797
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_3797
0050: gosub MANSIO2_3056
0051: return

:MANSIO2_3799
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3803
0051: return

:MANSIO2_3803
060B: unknown_actor_use_entity @131(@52,6i) @182 
0816: @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_3809
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3813
0051: return

:MANSIO2_3813
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3816 jumps  0 MANSIO2_3814 -1 MANSIO2_3817 -1 MANSIO2_3817 -1 MANSIO2_3817 -1 MANSIO2_3817 -1 MANSIO2_3817 -1 MANSIO2_3817 

:MANSIO2_3814
05D3: unknown_action_sequence @131(@52,6i) -1431.944  500.2454  2.0391  6 -2 
0002: jump MANSIO2_3817

:MANSIO2_3816
0662: write_debug_message "UNKNOWN_GUARD_FOR_RUN_ATTACK" 

:MANSIO2_3817
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_3822
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3826
0051: return

:MANSIO2_3826
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3837
00D6: if  0
02E0:   actor @131(@52,6i) aggressive
004D: jump_if_false MANSIO2_3837
0006: @267 =  1  ;; integer values
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3837
0006: @213 =  3  ;; integer values

:MANSIO2_3837
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_3844 jumps  0 MANSIO2_3838 -1 MANSIO2_3845 -1 MANSIO2_3845 -1 MANSIO2_3845 -1 MANSIO2_3845 -1 MANSIO2_3845 -1 MANSIO2_3845 

:MANSIO2_3838
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1431.944  500.2454  2.0391 radius  1.2  1.2  2.0
004D: jump_if_false MANSIO2_3843
0006: @198(@52,6i) =  0  ;; integer values
0006: @183(@52,6i) =  26  ;; integer values

:MANSIO2_3843
0002: jump MANSIO2_3845

:MANSIO2_3844
0662: write_debug_message "UNKNOWN_GUARD_FOR_RUNNING_ATTACK" 

:MANSIO2_3845
0050: gosub MANSIO2_3056
0051: return

:MANSIO2_3847
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3851
0051: return

:MANSIO2_3851
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3862
00D6: if  0
02E0:   actor @131(@52,6i) aggressive
004D: jump_if_false MANSIO2_3862
0006: @267 =  1  ;; integer values
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_3862
0006: @213 =  3  ;; integer values

:MANSIO2_3862
00D6: if  0
001D:   @198(@52,6i) > @46  ;; integer values  
004D: jump_if_false MANSIO2_3866
0051: return

:MANSIO2_3866
062E: @131(@52,6i)  1588 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false MANSIO2_3873
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_3873
0050: gosub MANSIO2_3056
0051: return

:MANSIO2_3875
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3879
0051: return

:MANSIO2_3879
0209: @50 = random_int  0  6
0871: init_jump_table @50 total_jumps  6  0 MANSIO2_3893 jumps  0 MANSIO2_3881  1 MANSIO2_3883  2 MANSIO2_3885  3 MANSIO2_3887  4 MANSIO2_3889  5 MANSIO2_3891 -1 MANSIO2_3893 

:MANSIO2_3881
05F5: unknown_action_sequence @131(@52,6i) -1289.705  489.1904  10.2026  4 -2 
0002: jump MANSIO2_3893

:MANSIO2_3883
05F5: unknown_action_sequence @131(@52,6i) -1325.66  498.4251  10.2026  4 -2 
0002: jump MANSIO2_3893

:MANSIO2_3885
05F5: unknown_action_sequence @131(@52,6i) -1302.248  504.2907  10.1953  4 -2 
0002: jump MANSIO2_3893

:MANSIO2_3887
05F5: unknown_action_sequence @131(@52,6i) -1292.353  494.8264  10.1953  4 -2 
0002: jump MANSIO2_3893

:MANSIO2_3889
05F5: unknown_action_sequence @131(@52,6i) -1301.599  509.8161  10.1953  4 -2 
0002: jump MANSIO2_3893

:MANSIO2_3891
05F5: unknown_action_sequence @131(@52,6i) -1294.257  504.8536  10.1953  4 -2 
0002: jump MANSIO2_3893

:MANSIO2_3893
0085: @198(@52,6i) = @46  ;; integer values and handles
000A: @198(@52,6i) +=  5000  ;; integer values
0051: return

:MANSIO2_3896
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3901
0051: return

:MANSIO2_3901
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1289.705  489.1904  10.2026 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3906
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  155.3066 
0006: @73 =  1  ;; integer values

:MANSIO2_3906
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1325.66  498.4251  10.2026 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3911
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  77.7535 
0006: @73 =  1  ;; integer values

:MANSIO2_3911
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1302.248  504.2907  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3916
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  275.9547 
0006: @73 =  1  ;; integer values

:MANSIO2_3916
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1292.353  494.8264  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3921
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  248.83 
0006: @73 =  1  ;; integer values

:MANSIO2_3921
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1301.599  509.8161  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3926
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  14.841 
0006: @73 =  1  ;; integer values

:MANSIO2_3926
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1294.257  504.8536  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3931
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  157.6618 
0006: @73 =  1  ;; integer values

:MANSIO2_3931
0051: return

:MANSIO2_3932
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3936
0051: return

:MANSIO2_3936
0209: @50 = random_int  0  5
0871: init_jump_table @50 total_jumps  5  0 MANSIO2_3948 jumps  0 MANSIO2_3938  1 MANSIO2_3940  2 MANSIO2_3942  3 MANSIO2_3944  4 MANSIO2_3946 -1 MANSIO2_3948 -1 MANSIO2_3948 

:MANSIO2_3938
05F5: unknown_action_sequence @131(@52,6i) -1311.834  489.4401  17.2266  4 -2 
0002: jump MANSIO2_3948

:MANSIO2_3940
05F5: unknown_action_sequence @131(@52,6i) -1298.359  512.5721  17.2266  4 -2 
0002: jump MANSIO2_3948

:MANSIO2_3942
05F5: unknown_action_sequence @131(@52,6i) -1247.352  502.8824  17.2266  4 -2 
0002: jump MANSIO2_3948

:MANSIO2_3944
05F5: unknown_action_sequence @131(@52,6i) -1359.656  512.5123  17.2266  4 -2 
0002: jump MANSIO2_3948

:MANSIO2_3946
05F5: unknown_action_sequence @131(@52,6i) -1349.606  493.5821  17.2279  4 -2 
0002: jump MANSIO2_3948

:MANSIO2_3948
0085: @198(@52,6i) = @46  ;; integer values and handles
000A: @198(@52,6i) +=  5000  ;; integer values
0051: return

:MANSIO2_3951
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3956
0051: return

:MANSIO2_3956
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1311.834  489.4401  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3961
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  180.0 
0006: @73 =  1  ;; integer values

:MANSIO2_3961
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1298.359  512.5721  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3966
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  0.0 
0006: @73 =  1  ;; integer values

:MANSIO2_3966
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1247.352  502.8824  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3971
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  270.0 
0006: @73 =  1  ;; integer values

:MANSIO2_3971
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1359.656  512.5123  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3976
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  0.0 
0006: @73 =  1  ;; integer values

:MANSIO2_3976
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1349.606  493.5821  17.2279 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_3981
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  80.0 
0006: @73 =  1  ;; integer values

:MANSIO2_3981
0051: return

:MANSIO2_3982
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_3986
0051: return

:MANSIO2_3986
0209: @50 = random_int  0  6
0871: init_jump_table @50 total_jumps  6  0 MANSIO2_4000 jumps  0 MANSIO2_3988  1 MANSIO2_3990  2 MANSIO2_3992  3 MANSIO2_3994  4 MANSIO2_3996  5 MANSIO2_3998 -1 MANSIO2_4000 

:MANSIO2_3988
05F5: unknown_action_sequence @131(@52,6i) -1444.29  496.4273  10.1953  4 -2 
0002: jump MANSIO2_4000

:MANSIO2_3990
05F5: unknown_action_sequence @131(@52,6i) -1449.621  506.0983  10.1953  4 -2 
0002: jump MANSIO2_4000

:MANSIO2_3992
05F5: unknown_action_sequence @131(@52,6i) -1424.252  511.1483  10.1953  4 -2 
0002: jump MANSIO2_4000

:MANSIO2_3994
05F5: unknown_action_sequence @131(@52,6i) -1411.083  511.8316  10.1953  4 -2 
0002: jump MANSIO2_4000

:MANSIO2_3996
05F5: unknown_action_sequence @131(@52,6i) -1417.342  505.5704  10.1953  4 -2 
0002: jump MANSIO2_4000

:MANSIO2_3998
05F5: unknown_action_sequence @131(@52,6i) -1431.498  501.8023  10.1953  4 -2 
0002: jump MANSIO2_4000

:MANSIO2_4000
0085: @198(@52,6i) = @46  ;; integer values and handles
000A: @198(@52,6i) +=  5000  ;; integer values
0051: return

:MANSIO2_4003
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_4008
0051: return

:MANSIO2_4008
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1444.29  496.4273  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4013
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  56.0502 
0006: @73 =  1  ;; integer values

:MANSIO2_4013
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1449.621  506.0983  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4018
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  123.3438 
0006: @73 =  1  ;; integer values

:MANSIO2_4018
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1424.252  511.1483  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4023
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  318.9861 
0006: @73 =  1  ;; integer values

:MANSIO2_4023
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1411.083  511.8316  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4028
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  28.0647 
0006: @73 =  1  ;; integer values

:MANSIO2_4028
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1417.342  505.5704  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4033
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  139.4299 
0006: @73 =  1  ;; integer values

:MANSIO2_4033
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1431.498  501.8023  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4038
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  242.7025 
0006: @73 =  1  ;; integer values

:MANSIO2_4038
0051: return

:MANSIO2_4039
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_4043
0051: return

:MANSIO2_4043
0209: @50 = random_int  0  5
0871: init_jump_table @50 total_jumps  5  0 MANSIO2_4055 jumps  0 MANSIO2_4045  1 MANSIO2_4047  2 MANSIO2_4049  3 MANSIO2_4051  4 MANSIO2_4053 -1 MANSIO2_4055 -1 MANSIO2_4055 

:MANSIO2_4045
05D3: unknown_action_sequence @131(@52,6i) -1445.235  501.5114  17.2266  4 -2 
0002: jump MANSIO2_4055

:MANSIO2_4047
05D3: unknown_action_sequence @131(@52,6i) -1419.48  510.346  17.2295  4 -2 
0002: jump MANSIO2_4055

:MANSIO2_4049
05D3: unknown_action_sequence @131(@52,6i) -1412.218  489.4574  17.2266  4 -2 
0002: jump MANSIO2_4055

:MANSIO2_4051
05D3: unknown_action_sequence @131(@52,6i) -1395.934  498.2455  17.2266  4 -2 
0002: jump MANSIO2_4055

:MANSIO2_4053
05D3: unknown_action_sequence @131(@52,6i) -1373.579  512.998  17.2295  4 -2 
0002: jump MANSIO2_4055

:MANSIO2_4055
0085: @198(@52,6i) = @46  ;; integer values and handles
000A: @198(@52,6i) +=  5000  ;; integer values
0051: return

:MANSIO2_4058
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_4063
0051: return

:MANSIO2_4063
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1445.235  501.5114  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4068
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  90.0 
0006: @73 =  1  ;; integer values

:MANSIO2_4068
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1419.48  510.346  17.2295 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4073
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  0.0 
0006: @73 =  1  ;; integer values

:MANSIO2_4073
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1412.218  489.4574  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4078
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  180.0 
0006: @73 =  1  ;; integer values

:MANSIO2_4078
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1395.934  498.2455  17.2266 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4083
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  194.6539 
0006: @73 =  1  ;; integer values

:MANSIO2_4083
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1373.579  512.998  17.2295 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4088
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  326.651 
0006: @73 =  1  ;; integer values

:MANSIO2_4088
0051: return

:MANSIO2_4089
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_4093
0051: return

:MANSIO2_4093
0209: @50 = random_int  0  5
0871: init_jump_table @50 total_jumps  5  0 MANSIO2_4105 jumps  0 MANSIO2_4095  1 MANSIO2_4097  2 MANSIO2_4099  3 MANSIO2_4101  4 MANSIO2_4103 -1 MANSIO2_4105 -1 MANSIO2_4105 

:MANSIO2_4095
05F5: unknown_action_sequence @131(@52,6i) -1411.714  512.2815  10.1953  4 -2 
0002: jump MANSIO2_4105

:MANSIO2_4097
05F5: unknown_action_sequence @131(@52,6i) -1406.451  502.476  10.1953  4 -2 
0002: jump MANSIO2_4105

:MANSIO2_4099
05F5: unknown_action_sequence @131(@52,6i) -1366.03  505.7779  10.2026  4 -2 
0002: jump MANSIO2_4105

:MANSIO2_4101
05F5: unknown_action_sequence @131(@52,6i) -1366.484  516.8234  10.1797  4 -2 
0002: jump MANSIO2_4105

:MANSIO2_4103
05F5: unknown_action_sequence @131(@52,6i) -1344.821  499.0515  10.2027  4 -2 
0002: jump MANSIO2_4105

:MANSIO2_4105
0085: @198(@52,6i) = @46  ;; integer values and handles
000A: @198(@52,6i) +=  5000  ;; integer values
0051: return

:MANSIO2_4108
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @131(@52,6i) dead
004D: jump_if_false MANSIO2_4113
0051: return

:MANSIO2_4113
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1411.714  512.2815  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4118
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  24.5074 
0006: @73 =  1  ;; integer values

:MANSIO2_4118
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1406.451  502.476  10.1953 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4123
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  236.3499 
0006: @73 =  1  ;; integer values

:MANSIO2_4123
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1366.03  505.7779  10.2026 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4128
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  180.0 
0006: @73 =  1  ;; integer values

:MANSIO2_4128
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1366.484  516.8234  10.1797 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4133
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  341.4966 
0006: @73 =  1  ;; integer values

:MANSIO2_4133
00D6: if  0
00FE:   actor @131(@52,6i)  0 ()near_point -1344.821  499.0515  10.2027 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4138
05D4: unknown_action_sequence @131(@52,6i) unknown_angle  192.1196 
0006: @73 =  1  ;; integer values

:MANSIO2_4138
0051: return

:MANSIO2_4139
0006: @52 =  0  ;; integer values

:MANSIO2_4140
00D6: if  1
8039:   NOT   @189(@52,2i) == -1  ;; integer values
8039:   NOT   @189(@52,2i) == -2  ;; integer values
004D: jump_if_false MANSIO2_4149
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4149
0006: @189(@52,2i) = -2  ;; integer values
0050: gosub MANSIO2_4471

:MANSIO2_4149
000A: @52 +=  1  ;; integer values
0029:   @52 >=  2  ;; integer values
004D: jump_if_false MANSIO2_4140
0006: @52 =  0  ;; integer values

:MANSIO2_4153
0050: gosub MANSIO2_4196
0871: init_jump_table @189(@52,2i) total_jumps  19  1 MANSIO2_4191 jumps -2 MANSIO2_4157 -1 MANSIO2_4157  0 MANSIO2_4158  1 MANSIO2_4164  2 MANSIO2_4166  3 MANSIO2_4168  4 MANSIO2_4170 
0872: jump_table_jumps  5 MANSIO2_4172  6 MANSIO2_4160  7 MANSIO2_4162  8 MANSIO2_4174  9 MANSIO2_4176  10 MANSIO2_4178  11 MANSIO2_4180  12 MANSIO2_4182  13 MANSIO2_4184 
0872: jump_table_jumps  14 MANSIO2_4186  15 MANSIO2_4188  16 MANSIO2_4190 -1 MANSIO2_4192 -1 MANSIO2_4192 -1 MANSIO2_4192 -1 MANSIO2_4192 -1 MANSIO2_4192 -1 MANSIO2_4192 

:MANSIO2_4157
0002: jump MANSIO2_4192

:MANSIO2_4158
0050: gosub MANSIO2_4539
0002: jump MANSIO2_4192

:MANSIO2_4160
0050: gosub MANSIO2_4555
0002: jump MANSIO2_4192

:MANSIO2_4162
0050: gosub MANSIO2_4566
0002: jump MANSIO2_4192

:MANSIO2_4164
0050: gosub MANSIO2_4578
0002: jump MANSIO2_4192

:MANSIO2_4166
0050: gosub MANSIO2_4598
0002: jump MANSIO2_4192

:MANSIO2_4168
0050: gosub MANSIO2_4625
0002: jump MANSIO2_4192

:MANSIO2_4170
0050: gosub MANSIO2_4638
0002: jump MANSIO2_4192

:MANSIO2_4172
0050: gosub MANSIO2_4669
0002: jump MANSIO2_4192

:MANSIO2_4174
0050: gosub MANSIO2_4678
0002: jump MANSIO2_4192

:MANSIO2_4176
0050: gosub MANSIO2_4713
0002: jump MANSIO2_4192

:MANSIO2_4178
0050: gosub MANSIO2_4751
0002: jump MANSIO2_4192

:MANSIO2_4180
0050: gosub MANSIO2_4776
0002: jump MANSIO2_4192

:MANSIO2_4182
0050: gosub MANSIO2_4803
0002: jump MANSIO2_4192

:MANSIO2_4184
0050: gosub MANSIO2_4836
0002: jump MANSIO2_4192

:MANSIO2_4186
0050: gosub MANSIO2_4874
0002: jump MANSIO2_4192

:MANSIO2_4188
0050: gosub MANSIO2_4896
0002: jump MANSIO2_4192

:MANSIO2_4190
0002: jump MANSIO2_4192

:MANSIO2_4191
0662: write_debug_message "UNKNOWN_MECHANICAI" 

:MANSIO2_4192
000A: @52 +=  1  ;; integer values
0029:   @52 >=  2  ;; integer values
004D: jump_if_false MANSIO2_4153
0051: return

:MANSIO2_4196
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4200
0051: return

:MANSIO2_4200
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4209
00D6: if  0
0039:   @281(@52,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_4208
0006: @189(@52,2i) =  8  ;; integer values
0006: @281(@52,2i) =  1  ;; integer values

:MANSIO2_4208
0051: return

:MANSIO2_4209
00D6: if  0
0039:   @281(@52,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_4232
00D6: if  0
8118:   NOT   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4232
00D6: if  0
09ED: @137(@52,2i) $PLAYER_ACTOR 
004D: jump_if_false MANSIO2_4232
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  0
0023:    15.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_4232
0006: @189(@52,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4229
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_4229
0006: @281(@52,2i) =  1  ;; integer values
0050: gosub MANSIO2_4402
0051: return

:MANSIO2_4232
00D6: if  0
0039:   @281(@52,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_4250
00D6: if  0
8118:   NOT   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4250
00D6: if  0
0480:   unknown_actor @137(@52,2i) pedgroup  25
004D: jump_if_false MANSIO2_4250
0006: @189(@52,2i) =  12  ;; integer values
0006: @281(@52,2i) =  1  ;; integer values
00BC: text_highpriority 'MAN2_48'  7000 ms  1
0050: gosub MANSIO2_4402
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4249
0006: @213 =  4  ;; integer values

:MANSIO2_4249
0051: return

:MANSIO2_4250
00D6: if  0
0039:   @281(@52,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_4297
00D6: if  0
8118:   NOT   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4297
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4271
0006: @189(@52,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4264
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_4264
0006: @281(@52,2i) =  1  ;; integer values
0050: gosub MANSIO2_4402
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4270
0006: @213 =  2  ;; integer values

:MANSIO2_4270
0051: return

:MANSIO2_4271
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4297
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  0
0023:    12.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4297
0087: @71 = @59  ;; floating-point values only
0063: @71 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_4286
0013: @71 *= -1.0  ;; floating-point values 

:MANSIO2_4286
00D6: if  0
0023:    5.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_4297
0006: @189(@52,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4294
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_4294
0006: @281(@52,2i) =  1  ;; integer values
0050: gosub MANSIO2_4402
0051: return

:MANSIO2_4297
00D6: if  0
0039:   @281(@52,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_4331
00D6: if  0
8118:   NOT   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4331
00D6: if  0
00DF:   actor @137(@52,2i) driving
004D: jump_if_false MANSIO2_4320
03C0: $48 = actor @137(@52,2i) car
00D6: if  21
051C: $48 $PLAYER_ACTOR 
051A:   unknown_actor @137(@52,2i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MANSIO2_4319
0006: @189(@52,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4316
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_4316
0006: @281(@52,2i) =  1  ;; integer values
0050: gosub MANSIO2_4402
0051: return

:MANSIO2_4319
0002: jump MANSIO2_4331

:MANSIO2_4320
00D6: if  0
051A:   unknown_actor @137(@52,2i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MANSIO2_4331
0006: @189(@52,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4328
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_4328
0006: @281(@52,2i) =  1  ;; integer values
0050: gosub MANSIO2_4402
0051: return

:MANSIO2_4331
0051: return

:MANSIO2_4332
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4336
0051: return

:MANSIO2_4336
00D6: if  0
0039:   @283 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4340
0051: return

:MANSIO2_4340
0006: @73 =  0  ;; integer values
00D6: if  0
09ED: @137(@52,2i) $PLAYER_ACTOR 
004D: jump_if_false MANSIO2_4345
0006: @73 =  1  ;; integer values

:MANSIO2_4345
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4367
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4367
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  0
0023:    75.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4367
0087: @71 = @59  ;; floating-point values only
0063: @71 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_4363
0013: @71 *= -1.0  ;; floating-point values 

:MANSIO2_4363
00D6: if  0
0023:    5.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_4367
0006: @73 =  1  ;; integer values

:MANSIO2_4367
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4389
00D6: if  0
0039:   @285 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4389
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  0
0023:    12.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4389
0087: @71 = @59  ;; floating-point values only
0063: @71 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_4385
0013: @71 *= -1.0  ;; floating-point values 

:MANSIO2_4385
00D6: if  0
0023:    5.0 > @71  ;; floating-point values
004D: jump_if_false MANSIO2_4389
0006: @73 =  1  ;; integer values

:MANSIO2_4389
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4397
00D6: if  21
051A:   unknown_actor @137(@52,2i) hit_by_actor $PLAYER_ACTOR
031D:   actor @137(@52,2i) hit_by_weapon  23
004D: jump_if_false MANSIO2_4397
0006: @73 =  1  ;; integer values

:MANSIO2_4397
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4401
0050: gosub MANSIO2_4402

:MANSIO2_4401
0051: return

:MANSIO2_4402
00D6: if  0
8118:   NOT   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4407
00A0: store_actor @137(@52,2i) position_to @57 @58 @59
0002: jump MANSIO2_4408

:MANSIO2_4407
0889: @137(@52,2i) @57 @58 @59 

:MANSIO2_4408
0006: @48 =  0  ;; integer values

:MANSIO2_4409
00D6: if  0
8118:   NOT   actor @131(@48,6i) dead
004D: jump_if_false MANSIO2_4436
00A0: store_actor @131(@48,6i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    20.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_4436
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4423
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_4423
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4436
00D6: if  0
0039:   @269(@48,6i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_4436
00D6: if  3
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_4436
0006: @183(@48,6i) =  23  ;; integer values

:MANSIO2_4436
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_4409
0006: @48 =  0  ;; integer values

:MANSIO2_4440
00D6: if  1
8118:   NOT   actor @137(@48,2i) dead
803B:   NOT   @52 == @48  ;; integer values 
004D: jump_if_false MANSIO2_4467
00A0: store_actor @137(@48,2i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    20.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_4467
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4455
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_4455
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4467
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4467
00D6: if  0
0039:   @281(@48,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_4466
0006: @189(@48,2i) =  12  ;; integer values
0006: @281(@48,2i) =  1  ;; integer values

:MANSIO2_4466
0002: jump MANSIO2_4467

:MANSIO2_4467
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false MANSIO2_4440
0051: return

:MANSIO2_4471
0889: @137(@52,2i) @57 @58 @59 
0006: @48 =  0  ;; integer values

:MANSIO2_4473
00D6: if  1
8118:   NOT   actor @131(@48,6i) dead
803B:   NOT   @52 == @48  ;; integer values 
004D: jump_if_false MANSIO2_4501
00A0: store_actor @131(@48,6i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    10.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_4501
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4488
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_4488
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4501
00D6: if  0
0039:   @269(@48,6i) ==  1  ;; integer values
004D: jump_if_false MANSIO2_4501
00D6: if  3
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_4501
0006: @183(@48,6i) =  23  ;; integer values

:MANSIO2_4501
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_4473
0006: @48 =  0  ;; integer values

:MANSIO2_4505
00D6: if  0
8118:   NOT   actor @137(@48,2i) dead
004D: jump_if_false MANSIO2_4535
00A0: store_actor @137(@48,2i) position_to @60 @61 @62
0509: @72 = distance between point @57 @58 and point @60 @61
00D6: if  0
0023:    10.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO2_4535
0087: @70 = @59  ;; floating-point values only
0063: @70 -= @62  ;; floating-point values 
00D6: if  0
0023:    0.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4519
0013: @70 *= -1.0  ;; floating-point values 

:MANSIO2_4519
00D6: if  0
0023:    6.0 > @70  ;; floating-point values
004D: jump_if_false MANSIO2_4535
00D6: if  0
0039:   @267 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4535
00D6: if  0
0039:   @281(@48,2i) ==  0  ;; integer values
004D: jump_if_false MANSIO2_4534
0006: @189(@48,2i) =  12  ;; integer values
00D6: if  0
8039:   NOT   @213 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4533
00BC: text_highpriority 'MAN2_45'  7000 ms  1

:MANSIO2_4533
0006: @281(@48,2i) =  1  ;; integer values

:MANSIO2_4534
0002: jump MANSIO2_4535

:MANSIO2_4535
000A: @48 +=  1  ;; integer values
0029:   @48 >=  2  ;; integer values
004D: jump_if_false MANSIO2_4505
0051: return

:MANSIO2_4539
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4543
0051: return

:MANSIO2_4543
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4552 jumps  0 MANSIO2_4548  1 MANSIO2_4544 -1 MANSIO2_4553 -1 MANSIO2_4553 -1 MANSIO2_4553 -1 MANSIO2_4553 -1 MANSIO2_4553 

:MANSIO2_4544
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_4553

:MANSIO2_4548
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_4553

:MANSIO2_4552
0662: write_debug_message "UNKNOWN_MECHANIC" 

:MANSIO2_4553
060B: unknown_actor_use_entity @137(@52,2i) @180 
0051: return

:MANSIO2_4555
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4559
0051: return

:MANSIO2_4559
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_4563 jumps  1 MANSIO2_4560 -1 MANSIO2_4564 -1 MANSIO2_4564 -1 MANSIO2_4564 -1 MANSIO2_4564 -1 MANSIO2_4564 -1 MANSIO2_4564 

:MANSIO2_4560
0085: @204(@52,2i) = @46  ;; integer values and handles
000A: @204(@52,2i) +=  7000  ;; integer values
0002: jump MANSIO2_4564

:MANSIO2_4563
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_CHAT" 

:MANSIO2_4564
0006: @189(@52,2i) =  7  ;; integer values
0051: return

:MANSIO2_4566
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4570
0051: return

:MANSIO2_4570
0871: init_jump_table @52 total_jumps  1  1 MANSIO2_4576 jumps  1 MANSIO2_4571 -1 MANSIO2_4577 -1 MANSIO2_4577 -1 MANSIO2_4577 -1 MANSIO2_4577 -1 MANSIO2_4577 -1 MANSIO2_4577 

:MANSIO2_4571
00D6: if  0
001D:   @46 > @204(@52,2i)  ;; integer values  
004D: jump_if_false MANSIO2_4575
0006: @189(@52,2i) =  1  ;; integer values

:MANSIO2_4575
0002: jump MANSIO2_4577

:MANSIO2_4576
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_CHATTING" 

:MANSIO2_4577
0051: return

:MANSIO2_4578
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4582
0051: return

:MANSIO2_4582
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4595 jumps  0 MANSIO2_4589  1 MANSIO2_4583 -1 MANSIO2_4596 -1 MANSIO2_4596 -1 MANSIO2_4596 -1 MANSIO2_4596 -1 MANSIO2_4596 

:MANSIO2_4583
00D6: if  0
8119:   NOT   car @154 wrecked
004D: jump_if_false MANSIO2_4588
07A1:  4 
05CB: unknown_action_sequence @137(@52,2i) @154 -2 

:MANSIO2_4588
0002: jump MANSIO2_4596

:MANSIO2_4589
00D6: if  0
8119:   NOT   car @155 wrecked
004D: jump_if_false MANSIO2_4594
07A1:  4 
05CB: unknown_action_sequence @137(@52,2i) @155 -2 

:MANSIO2_4594
0002: jump MANSIO2_4596

:MANSIO2_4595
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_ENTER" 

:MANSIO2_4596
0006: @189(@52,2i) =  2  ;; integer values
0051: return

:MANSIO2_4598
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4602
0051: return

:MANSIO2_4602
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4623 jumps  0 MANSIO2_4613  1 MANSIO2_4603 -1 MANSIO2_4624 -1 MANSIO2_4624 -1 MANSIO2_4624 -1 MANSIO2_4624 -1 MANSIO2_4624 

:MANSIO2_4603
00D6: if  0
0119:   car @154 wrecked
004D: jump_if_false MANSIO2_4608
0006: @189(@52,2i) =  16  ;; integer values
0002: jump MANSIO2_4612

:MANSIO2_4608
00D6: if  0
00DB:   actor @137(@52,2i) in_car @154
004D: jump_if_false MANSIO2_4612
0006: @189(@52,2i) =  3  ;; integer values

:MANSIO2_4612
0002: jump MANSIO2_4624

:MANSIO2_4613
00D6: if  0
0119:   car @155 wrecked
004D: jump_if_false MANSIO2_4618
0006: @189(@52,2i) =  16  ;; integer values
0002: jump MANSIO2_4622

:MANSIO2_4618
00D6: if  0
00DB:   actor @137(@52,2i) in_car @155
004D: jump_if_false MANSIO2_4622
0006: @189(@52,2i) =  3  ;; integer values

:MANSIO2_4622
0002: jump MANSIO2_4624

:MANSIO2_4623
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_ENTERING" 

:MANSIO2_4624
0051: return

:MANSIO2_4625
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4629
0051: return

:MANSIO2_4629
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4636 jumps  0 MANSIO2_4633  1 MANSIO2_4630 -1 MANSIO2_4637 -1 MANSIO2_4637 -1 MANSIO2_4637 -1 MANSIO2_4637 -1 MANSIO2_4637 

:MANSIO2_4630
0050: gosub MANSIO2_4924
0006: @189(@52,2i) =  4  ;; integer values
0002: jump MANSIO2_4637

:MANSIO2_4633
0050: gosub MANSIO2_4979
0006: @189(@52,2i) =  4  ;; integer values
0002: jump MANSIO2_4637

:MANSIO2_4636
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_WANDER" 

:MANSIO2_4637
0051: return

:MANSIO2_4638
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4642
0051: return

:MANSIO2_4642
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4667 jumps  0 MANSIO2_4655  1 MANSIO2_4643 -1 MANSIO2_4668 -1 MANSIO2_4668 -1 MANSIO2_4668 -1 MANSIO2_4668 -1 MANSIO2_4668 

:MANSIO2_4643
00D6: if  0
001D:   @46 > @204(@52,2i)  ;; integer values  
004D: jump_if_false MANSIO2_4654
0050: gosub MANSIO2_4947
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4654
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_4654
0002: jump MANSIO2_4668

:MANSIO2_4655
00D6: if  0
001D:   @46 > @204(@52,2i)  ;; integer values  
004D: jump_if_false MANSIO2_4666
0050: gosub MANSIO2_5004
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4666
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_4666
0002: jump MANSIO2_4668

:MANSIO2_4667
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_WANDERING" 

:MANSIO2_4668
0051: return

:MANSIO2_4669
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4673
0051: return

:MANSIO2_4673
00D6: if  0
001D:   @46 > @204(@52,2i)  ;; integer values  
004D: jump_if_false MANSIO2_4677
0006: @189(@52,2i) =  3  ;; integer values

:MANSIO2_4677
0051: return

:MANSIO2_4678
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4682
0051: return

:MANSIO2_4682
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4711 jumps  0 MANSIO2_4692  1 MANSIO2_4683 -1 MANSIO2_4712 -1 MANSIO2_4712 -1 MANSIO2_4712 -1 MANSIO2_4712 -1 MANSIO2_4712 

:MANSIO2_4683
0615: @56 
0633: unknown_action_sequence -1 
05F5: unknown_action_sequence -1 -1420.125  512.2188  2.0463  6 -2 
0616: @56 
0618: @137(@52,2i) @56 
061B: @56 
0006: @189(@52,2i) =  9  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values
0002: jump MANSIO2_4712

:MANSIO2_4692
00A0: store_actor @137(@52,2i) position_to @57 @58 @59
00A0: store_actor $PLAYER_ACTOR position_to @60 @61 @62
00D6: if  0
0025:   @57 > @60  ;; floating-point values  
004D: jump_if_false MANSIO2_4702
0615: @56 
0633: unknown_action_sequence -1 
05F5: unknown_action_sequence -1 -1316.862  490.2876  10.2026  6 -2 
0616: @56 
0002: jump MANSIO2_4706

:MANSIO2_4702
0615: @56 
0633: unknown_action_sequence -1 
05F5: unknown_action_sequence -1 -1394.846  491.5163  10.1953  6 -2 
0616: @56 

:MANSIO2_4706
0618: @137(@52,2i) @56 
061B: @56 
0006: @189(@52,2i) =  9  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values
0002: jump MANSIO2_4712

:MANSIO2_4711
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOTO_COWER" 

:MANSIO2_4712
0051: return

:MANSIO2_4713
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4717
0051: return

:MANSIO2_4717
00D6: if  0
001D:   @204(@52,2i) > @46  ;; integer values  
004D: jump_if_false MANSIO2_4721
0051: return

:MANSIO2_4721
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4748 jumps  0 MANSIO2_4735  1 MANSIO2_4722 -1 MANSIO2_4749 -1 MANSIO2_4749 -1 MANSIO2_4749 -1 MANSIO2_4749 -1 MANSIO2_4749 

:MANSIO2_4722
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1420.125  512.2188  2.0463 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_4728
0006: @189(@52,2i) =  10  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values
0002: jump MANSIO2_4733

:MANSIO2_4728
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1389.81  491.263  2.0463 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_4733
0006: @189(@52,2i) =  10  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values

:MANSIO2_4733
0226: @211(@52,2i) = actor @137(@52,2i) health
0002: jump MANSIO2_4749

:MANSIO2_4735
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1394.846  491.5163  10.1953 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_4741
0006: @189(@52,2i) =  10  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values
0002: jump MANSIO2_4746

:MANSIO2_4741
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1316.862  490.2876  10.2026 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_4746
0006: @189(@52,2i) =  10  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values

:MANSIO2_4746
0226: @211(@52,2i) = actor @137(@52,2i) health
0002: jump MANSIO2_4749

:MANSIO2_4748
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOING_TO_COWER" 

:MANSIO2_4749
0050: gosub MANSIO2_4332
0051: return

:MANSIO2_4751
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4755
0051: return

:MANSIO2_4755
0226: @50 = actor @137(@52,2i) health
00D6: if  0
001D:   @211(@52,2i) > @50  ;; integer values  
004D: jump_if_false MANSIO2_4763
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_4763
00D6: if  0
001D:   @204(@52,2i) > @46  ;; integer values  
004D: jump_if_false MANSIO2_4767
0051: return

:MANSIO2_4767
062E: @137(@52,2i)  1477 @40 
00D6: if  0
04A4: @40  7 
004D: jump_if_false MANSIO2_4774
05C5: unknown_action_sequence @137(@52,2i) -2 
0085: @204(@52,2i) = @46  ;; integer values and handles
000A: @204(@52,2i) +=  1000  ;; integer values

:MANSIO2_4774
0050: gosub MANSIO2_4332
0051: return

:MANSIO2_4776
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4780
0051: return

:MANSIO2_4780
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4801 jumps  0 MANSIO2_4791  1 MANSIO2_4781 -1 MANSIO2_4802 -1 MANSIO2_4802 -1 MANSIO2_4802 -1 MANSIO2_4802 -1 MANSIO2_4802 

:MANSIO2_4781
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1420.125  512.2188  2.0463 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_4786
05F5: unknown_action_sequence @137(@52,2i) -1389.81  491.263  2.0463  6 -2 
0002: jump MANSIO2_4787

:MANSIO2_4786
05F5: unknown_action_sequence @137(@52,2i) -1420.125  512.2188  2.0463  6 -2 

:MANSIO2_4787
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_4802

:MANSIO2_4791
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1394.846  491.5163  10.1953 radius  2.0  2.0  2.0
004D: jump_if_false MANSIO2_4796
05F5: unknown_action_sequence @137(@52,2i) -1316.862  490.2876  10.2026  6 -2 
0002: jump MANSIO2_4797

:MANSIO2_4796
05F5: unknown_action_sequence @137(@52,2i) -1394.846  491.5163  10.1953  6 -2 

:MANSIO2_4797
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_4802

:MANSIO2_4801
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_CHANGE_COWER" 

:MANSIO2_4802
0051: return

:MANSIO2_4803
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4807
0051: return

:MANSIO2_4807
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4834 jumps  0 MANSIO2_4816  1 MANSIO2_4808 -1 MANSIO2_4835 -1 MANSIO2_4835 -1 MANSIO2_4835 -1 MANSIO2_4835 -1 MANSIO2_4835 

:MANSIO2_4808
0615: @56 
0633: unknown_action_sequence -1 
05F5: unknown_action_sequence -1 -1414.349  514.0193  2.0391  6 -2 
0616: @56 
0618: @137(@52,2i) @56 
061B: @56 
0006: @189(@52,2i) =  13  ;; integer values
0002: jump MANSIO2_4835

:MANSIO2_4816
00A0: store_actor @137(@52,2i) position_to @57 @58 @59
00A0: store_actor $PLAYER_ACTOR position_to @60 @61 @62
00D6: if  0
0025:   @57 > @60  ;; floating-point values  
004D: jump_if_false MANSIO2_4826
0615: @56 
0633: unknown_action_sequence -1 
05F5: unknown_action_sequence -1 -1313.372  488.6687  10.2026  6 -2 
0616: @56 
0002: jump MANSIO2_4830

:MANSIO2_4826
0615: @56 
0633: unknown_action_sequence -1 
05F5: unknown_action_sequence -1 -1412.397  488.6644  10.2026  6 -2 
0616: @56 

:MANSIO2_4830
0618: @137(@52,2i) @56 
061B: @56 
0006: @189(@52,2i) =  13  ;; integer values
0002: jump MANSIO2_4835

:MANSIO2_4834
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOTO_ALARM" 

:MANSIO2_4835
0051: return

:MANSIO2_4836
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4840
0051: return

:MANSIO2_4840
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4871 jumps  0 MANSIO2_4853  1 MANSIO2_4841 -1 MANSIO2_4872 -1 MANSIO2_4872 -1 MANSIO2_4872 -1 MANSIO2_4872 -1 MANSIO2_4872 

:MANSIO2_4841
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4847
0006: @189(@52,2i) =  8  ;; integer values
0051: return
0002: jump MANSIO2_4852

:MANSIO2_4847
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1414.349  514.8193  2.0391 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4852
0006: @189(@52,2i) =  14  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values

:MANSIO2_4852
0002: jump MANSIO2_4872

:MANSIO2_4853
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false MANSIO2_4859
0006: @189(@52,2i) =  8  ;; integer values
0051: return
0002: jump MANSIO2_4870

:MANSIO2_4859
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1313.372  487.8687  10.2026 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4865
0006: @189(@52,2i) =  14  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values
0002: jump MANSIO2_4870

:MANSIO2_4865
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1412.397  487.8644  10.2026 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4870
0006: @189(@52,2i) =  14  ;; integer values
0006: @204(@52,2i) =  0  ;; integer values

:MANSIO2_4870
0002: jump MANSIO2_4872

:MANSIO2_4871
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_GOING_TO_ALARM" 

:MANSIO2_4872
0050: gosub MANSIO2_4332
0051: return

:MANSIO2_4874
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4878
0051: return

:MANSIO2_4878
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4894 jumps  0 MANSIO2_4884  1 MANSIO2_4879 -1 MANSIO2_4895 -1 MANSIO2_4895 -1 MANSIO2_4895 -1 MANSIO2_4895 -1 MANSIO2_4895 

:MANSIO2_4879
0804: unknown_action_sequence @137(@52,2i) -1414.349  513.4193  2.0391  0.0  .2 "CARDS_RAISE" "CASINO"  10.0  0  0  0  0 -1 
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_4895

:MANSIO2_4884
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1313.372  487.8687  10.2026 radius  1.2  1.2  1.2
004D: jump_if_false MANSIO2_4889
0804: unknown_action_sequence @137(@52,2i) -1313.372  489.3687  10.2026  180.0  .2 "CARDS_RAISE" "CASINO"  10.0  0  0  0  0 -1 
0002: jump MANSIO2_4890

:MANSIO2_4889
0804: unknown_action_sequence @137(@52,2i) -1412.397  489.3644  10.2026  180.0  .2 "CARDS_RAISE" "CASINO"  10.0  0  0  0  0 -1 

:MANSIO2_4890
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_4895

:MANSIO2_4894
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_TRIGGER_ALARM" 

:MANSIO2_4895
0051: return

:MANSIO2_4896
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4900
0051: return

:MANSIO2_4900
0871: init_jump_table @52 total_jumps  2  1 MANSIO2_4921 jumps  0 MANSIO2_4911  1 MANSIO2_4901 -1 MANSIO2_4922 -1 MANSIO2_4922 -1 MANSIO2_4922 -1 MANSIO2_4922 -1 MANSIO2_4922 

:MANSIO2_4901
00D6: if  0
001D:   @46 > @204(@52,2i)  ;; integer values  
004D: jump_if_false MANSIO2_4910
0006: @189(@52,2i) =  8  ;; integer values
0006: @267 =  1  ;; integer values
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4910
0006: @213 =  2  ;; integer values

:MANSIO2_4910
0002: jump MANSIO2_4922

:MANSIO2_4911
00D6: if  0
001D:   @46 > @204(@52,2i)  ;; integer values  
004D: jump_if_false MANSIO2_4920
0006: @189(@52,2i) =  8  ;; integer values
0006: @267 =  1  ;; integer values
00D6: if  0
0039:   @213 ==  0  ;; integer values
004D: jump_if_false MANSIO2_4920
0006: @213 =  2  ;; integer values

:MANSIO2_4920
0002: jump MANSIO2_4922

:MANSIO2_4921
0662: write_debug_message "UNKNOWN_MECHANIC_FOR_TRIGGERING_ALARM" 

:MANSIO2_4922
0050: gosub MANSIO2_4332
0051: return

:MANSIO2_4924
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4928
0051: return

:MANSIO2_4928
00D6: if  0
0119:   car @154 wrecked
004D: jump_if_false MANSIO2_4933
0006: @189(@52,2i) =  16  ;; integer values
0051: return

:MANSIO2_4933
0209: @50 = random_int  0  4
0871: init_jump_table @50 total_jumps  4  0 MANSIO2_4943 jumps  0 MANSIO2_4935  1 MANSIO2_4937  2 MANSIO2_4939  3 MANSIO2_4941 -1 MANSIO2_4943 -1 MANSIO2_4943 -1 MANSIO2_4943 

:MANSIO2_4935
05D1: unknown_action_sequence @137(@52,2i) @154 -1400.205  507.259  2.0463  2.0  2  0  0 
0002: jump MANSIO2_4943

:MANSIO2_4937
05D1: unknown_action_sequence @137(@52,2i) @154 -1394.387  506.6834  2.0463  2.0  2  0  0 
0002: jump MANSIO2_4943

:MANSIO2_4939
05D1: unknown_action_sequence @137(@52,2i) @154 -1399.348  501.5815  2.0463  2.0  2  0  0 
0002: jump MANSIO2_4943

:MANSIO2_4941
05D1: unknown_action_sequence @137(@52,2i) @154 -1410.671  501.3295  2.0391  2.0  2  0  0 
0002: jump MANSIO2_4943

:MANSIO2_4943
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_4947
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4952
0051: return

:MANSIO2_4952
00D6: if  0
0119:   car @154 wrecked
004D: jump_if_false MANSIO2_4957
0006: @189(@52,2i) =  16  ;; integer values
0051: return

:MANSIO2_4957
0871: init_jump_table @209(@52,2i) total_jumps  4  0 MANSIO2_4978 jumps  0 MANSIO2_4958  1 MANSIO2_4963  2 MANSIO2_4968  3 MANSIO2_4973 -1 MANSIO2_4978 -1 MANSIO2_4978 -1 MANSIO2_4978 

:MANSIO2_4958
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1400.205  507.259  2.0463 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_4962
0006: @73 =  1  ;; integer values

:MANSIO2_4962
0002: jump MANSIO2_4978

:MANSIO2_4963
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1394.387  506.6834  2.0463 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_4967
0006: @73 =  1  ;; integer values

:MANSIO2_4967
0002: jump MANSIO2_4978

:MANSIO2_4968
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1399.348  501.5815  2.0463 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_4972
0006: @73 =  1  ;; integer values

:MANSIO2_4972
0002: jump MANSIO2_4978

:MANSIO2_4973
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1410.671  501.3295  2.0391 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_4977
0006: @73 =  1  ;; integer values

:MANSIO2_4977
0002: jump MANSIO2_4978

:MANSIO2_4978
0051: return

:MANSIO2_4979
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_4983
0051: return

:MANSIO2_4983
00D6: if  0
0119:   car @155 wrecked
004D: jump_if_false MANSIO2_4988
0006: @189(@52,2i) =  16  ;; integer values
0051: return

:MANSIO2_4988
0209: @50 = random_int  0  4
0871: init_jump_table @50 total_jumps  5  0 MANSIO2_5000 jumps  0 MANSIO2_4990  1 MANSIO2_4992  2 MANSIO2_4994  3 MANSIO2_4996  4 MANSIO2_4998 -1 MANSIO2_5000 -1 MANSIO2_5000 

:MANSIO2_4990
05D1: unknown_action_sequence @137(@52,2i) @155 -1321.422  495.9306  10.2026  2.0  2  0  2 
0002: jump MANSIO2_5000

:MANSIO2_4992
05D1: unknown_action_sequence @137(@52,2i) @155 -1305.444  497.4329  10.2026  2.0  2  0  2 
0002: jump MANSIO2_5000

:MANSIO2_4994
05D1: unknown_action_sequence @137(@52,2i) @155 -1307.425  503.4752  10.1953  2.0  2  0  2 
0002: jump MANSIO2_5000

:MANSIO2_4996
05D1: unknown_action_sequence @137(@52,2i) @155 -1351.098  506.4217  10.1953  2.0  2  0  2 
0002: jump MANSIO2_5000

:MANSIO2_4998
05D1: unknown_action_sequence @137(@52,2i) @155 -1390.884  507.6548  10.1953  3.0  2  0  2 
0002: jump MANSIO2_5000

:MANSIO2_5000
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_5004
0006: @73 =  0  ;; integer values
00D6: if  0
0118:   actor @137(@52,2i) dead
004D: jump_if_false MANSIO2_5009
0051: return

:MANSIO2_5009
00D6: if  0
0119:   car @154 wrecked
004D: jump_if_false MANSIO2_5014
0006: @189(@52,2i) =  16  ;; integer values
0051: return

:MANSIO2_5014
0871: init_jump_table @209(@52,2i) total_jumps  5  0 MANSIO2_5040 jumps  0 MANSIO2_5015  1 MANSIO2_5020  2 MANSIO2_5025  3 MANSIO2_5030  4 MANSIO2_5035 -1 MANSIO2_5040 -1 MANSIO2_5040 

:MANSIO2_5015
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1321.422  495.9306  10.2026 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_5019
0006: @73 =  1  ;; integer values

:MANSIO2_5019
0002: jump MANSIO2_5040

:MANSIO2_5020
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1305.444  497.4329  10.2026 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_5024
0006: @73 =  1  ;; integer values

:MANSIO2_5024
0002: jump MANSIO2_5040

:MANSIO2_5025
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1307.425  503.4752  10.1953 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_5029
0006: @73 =  1  ;; integer values

:MANSIO2_5029
0002: jump MANSIO2_5040

:MANSIO2_5030
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1351.098  506.4217  10.1953 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_5034
0006: @73 =  1  ;; integer values

:MANSIO2_5034
0002: jump MANSIO2_5040

:MANSIO2_5035
00D6: if  0
00FE:   actor @137(@52,2i)  0 ()near_point -1390.884  507.6548  10.1953 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO2_5039
0006: @73 =  1  ;; integer values

:MANSIO2_5039
0002: jump MANSIO2_5040

:MANSIO2_5040
0051: return

:MANSIO2_5041
00D6: if  0
0039:   @191 == -1  ;; integer values
004D: jump_if_false MANSIO2_5045
0051: return

:MANSIO2_5045
0006: @50 =  1  ;; integer values
00D6: if  0
8039:   NOT   @191 ==  0  ;; integer values
004D: jump_if_false MANSIO2_5055
00D6: if  0
0119:   car @141(@50,4i) wrecked
004D: jump_if_false MANSIO2_5055
0006: @191 = -1  ;; integer values
01C3: remove_references_to_car @141(@50,4i)  ;; Like turning a car into any random car
0051: return

:MANSIO2_5055
0871: init_jump_table @191 total_jumps  2  0 MANSIO2_5074 jumps  0 MANSIO2_5056  1 MANSIO2_5068 -1 MANSIO2_5074 -1 MANSIO2_5074 -1 MANSIO2_5074 -1 MANSIO2_5074 -1 MANSIO2_5074 

:MANSIO2_5056
00A5: @141(@50,4i) = create_car  520 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: @141(@50,4i)  1.5 
0745: @141(@50,4i) 
070F: @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_5074

:MANSIO2_5068
00D6: if  0
001D:   @46 > @196  ;; integer values  
004D: jump_if_false MANSIO2_5073
00A6: destroy_car @141(@50,4i)
0006: @191 = -1  ;; integer values

:MANSIO2_5073
0002: jump MANSIO2_5074

:MANSIO2_5074
0051: return

:MANSIO2_5075
00D6: if  0
0039:   @192 == -1  ;; integer values
004D: jump_if_false MANSIO2_5079
0051: return

:MANSIO2_5079
0006: @50 =  3  ;; integer values
00D6: if  0
0119:   car @141(@50,4i) wrecked
004D: jump_if_false MANSIO2_5086
0006: @192 = -1  ;; integer values
00A6: destroy_car @141(@50,4i)
0051: return

:MANSIO2_5086
0871: init_jump_table @192 total_jumps  3  0 MANSIO2_5107 jumps  0 MANSIO2_5087  1 MANSIO2_5091  2 MANSIO2_5101 -1 MANSIO2_5107 -1 MANSIO2_5107 -1 MANSIO2_5107 -1 MANSIO2_5107 

:MANSIO2_5087
0085: @197 = @46  ;; integer values and handles
000A: @197 +=  6000  ;; integer values
000A: @192 +=  1  ;; integer values
0002: jump MANSIO2_5107

:MANSIO2_5091
00D6: if  0
001D:   @46 > @197  ;; integer values  
004D: jump_if_false MANSIO2_5100
0006: @242(@50,4i) =  0  ;; integer values
00D6: if  0
0039:   @276 ==  0  ;; integer values
004D: jump_if_false MANSIO2_5099
0006: @184 =  11  ;; integer values

:MANSIO2_5099
000A: @192 +=  1  ;; integer values

:MANSIO2_5100
0002: jump MANSIO2_5107

:MANSIO2_5101
00D6: if  0
860E:   NOT @141(@50,4i) 
004D: jump_if_false MANSIO2_5106
00A6: destroy_car @141(@50,4i)
0006: @192 = -1  ;; integer values

:MANSIO2_5106
0002: jump MANSIO2_5107

:MANSIO2_5107
0051: return

:MANSIO2_5108
00D6: if  0
0039:   @193 == -1  ;; integer values
004D: jump_if_false MANSIO2_5112
0051: return

:MANSIO2_5112
0006: @50 =  1  ;; integer values
00D6: if  0
0019:   @193 >  0  ;; integer values
004D: jump_if_false MANSIO2_5122
00D6: if  0
0119:   car @141(@50,4i) wrecked
004D: jump_if_false MANSIO2_5122
0006: @193 = -1  ;; integer values
00A6: destroy_car @141(@50,4i)
0051: return

:MANSIO2_5122
0871: init_jump_table @193 total_jumps  3  0 MANSIO2_5145 jumps  0 MANSIO2_5123  1 MANSIO2_5130  2 MANSIO2_5136 -1 MANSIO2_5145 -1 MANSIO2_5145 -1 MANSIO2_5145 -1 MANSIO2_5145 

:MANSIO2_5123
00A5: @141(@50,4i) = create_car  520 at -1354.587  6.2662  13.1485
0129: @134 = create_actor  25  287 in_car @141(@50,4i) driverseat
060B: unknown_actor_use_entity @134 @180 
0770: @134  1 
05EB: @141(@50,4i)  211 
000A: @193 +=  1  ;; integer values
0002: jump MANSIO2_5145

:MANSIO2_5130
00D6: if  0
01AF:   car @141(@50,4i)  0 ()near_point -1456.356  501.1173  9.0078 radius  10.0  15.0  20.0
004D: jump_if_false MANSIO2_5135
0006: @242(@50,4i) =  1  ;; integer values
000A: @193 +=  1  ;; integer values

:MANSIO2_5135
0002: jump MANSIO2_5145

:MANSIO2_5136
00D6: if  0
860E:   NOT @141(@50,4i) 
004D: jump_if_false MANSIO2_5144
0006: @186 =  5  ;; integer values
0187: @176 = create_marker_above_actor @134
018B: show_on_radar @176  2
07BF: @176  1 
0006: @193 = -1  ;; integer values

:MANSIO2_5144
0002: jump MANSIO2_5145

:MANSIO2_5145
0051: return

:MANSIO2_5146
0871: init_jump_table @79 total_jumps  5  1 MANSIO2_5150 jumps  0 MANSIO2_5147  1 MANSIO2_5147  2 MANSIO2_5148  3 MANSIO2_5147  4 MANSIO2_5147 -1 MANSIO2_5152 -1 MANSIO2_5152 

:MANSIO2_5147
0002: jump MANSIO2_5152

:MANSIO2_5148
0050: gosub MANSIO2_5174
0002: jump MANSIO2_5152

:MANSIO2_5150
0662: write_debug_message "UNKNOWN_CONVERSATION_STATUS_ID" 
0051: return

:MANSIO2_5152
0051: return

:MANSIO2_5153
00D6: if  0
003B:   @84 == @83  ;; integer values 
004D: jump_if_false MANSIO2_5157
0051: return

:MANSIO2_5157
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  0
003B:   @84 == @83  ;; integer values 
004D: jump_if_false MANSIO2_5165
0051: return

:MANSIO2_5165
000A: @50 +=  1  ;; integer values
00D6: if  0
0019:   @50 >  2  ;; integer values
004D: jump_if_false MANSIO2_5170
0051: return

:MANSIO2_5170
0006: @88(@50,3i) =  1  ;; integer values
03CF: load_wav @91(@84,13i) as @50
000A: @84 +=  1  ;; integer values
0051: return

:MANSIO2_5174
0050: gosub MANSIO2_5312
00D6: if  0
0039:   @79 ==  3  ;; integer values
004D: jump_if_false MANSIO2_5180
0050: gosub MANSIO2_5206
0051: return

:MANSIO2_5180
0871: init_jump_table @88(@78,3i) total_jumps  4  1 MANSIO2_5203 jumps  0 MANSIO2_5181  1 MANSIO2_5183  2 MANSIO2_5189  3 MANSIO2_5197 -1 MANSIO2_5205 -1 MANSIO2_5205 -1 MANSIO2_5205 

:MANSIO2_5181
0051: return
0002: jump MANSIO2_5205

:MANSIO2_5183
00D6: if  0
83D0:   NOT   wav @78 loaded
004D: jump_if_false MANSIO2_5187
0051: return

:MANSIO2_5187
0006: @88(@78,3i) =  2  ;; integer values
0002: jump MANSIO2_5205

:MANSIO2_5189
03D1: play_wav @78
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5194
00BC: text_highpriority @104(@82,13s)  10000 ms  1

:MANSIO2_5194
0006: @88(@78,3i) =  3  ;; integer values
0051: return
0002: jump MANSIO2_5205

:MANSIO2_5197
00D6: if  0
83D2:   NOT   wav @78 ended
004D: jump_if_false MANSIO2_5201
0051: return

:MANSIO2_5201
0050: gosub MANSIO2_5215
0002: jump MANSIO2_5205

:MANSIO2_5203
0662: write_debug_message "UNKNOWN_AUDIO_SLOT_STATUS" 
0051: return

:MANSIO2_5205
0051: return

:MANSIO2_5206
0006: @50 =  1  ;; integer values

:MANSIO2_5207
00D6: if  0
002B:    2 >= @50  ;; integer values 
004D: jump_if_false MANSIO2_5213
040D: unload_wav @50
000A: @50 +=  1  ;; integer values
0002: jump MANSIO2_5207

:MANSIO2_5213
0050: gosub MANSIO2_5234
0051: return

:MANSIO2_5215
0006: @88(@78,3i) =  0  ;; integer values
000A: @82 +=  1  ;; integer values
00D6: if  0
003B:   @82 == @83  ;; integer values 
004D: jump_if_false MANSIO2_5222
0050: gosub MANSIO2_5234
0051: return

:MANSIO2_5222
00D6: if  0
001D:   @83 > @84  ;; integer values  
004D: jump_if_false MANSIO2_5228
0006: @88(@78,3i) =  1  ;; integer values
03CF: load_wav @91(@84,13i) as @78
000A: @84 +=  1  ;; integer values

:MANSIO2_5228
000A: @78 +=  1  ;; integer values
00D6: if  0
0019:   @78 >  2  ;; integer values
004D: jump_if_false MANSIO2_5233
0006: @78 =  1  ;; integer values

:MANSIO2_5233
0051: return

:MANSIO2_5234
08BF: @85 @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_5243
00D6: if  0
001B:    2 > @50  ;; integer values
004D: jump_if_false MANSIO2_5249
0006: @88(@50,3i) =  0  ;; integer values
000A: @50 +=  1  ;; integer values
0002: jump MANSIO2_5243

:MANSIO2_5249
03EB: clear_small_messages_only
0085: @86 = @46  ;; integer values and handles
000A: @86 +=  120  ;; integer values
0051: return

:MANSIO2_5253
00D6: if  0
8039:   NOT   @79 ==  0  ;; integer values
004D: jump_if_false MANSIO2_5257
0050: gosub MANSIO2_5283

:MANSIO2_5257
00D6: if  0
001D:   @86 > @46  ;; integer values  
004D: jump_if_false MANSIO2_5261
0051: return

:MANSIO2_5261
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_5269
00D6: if  0
001B:    2 > @50  ;; integer values
004D: jump_if_false MANSIO2_5275
0006: @88(@50,3i) =  0  ;; integer values
000A: @50 +=  1  ;; integer values
0002: jump MANSIO2_5269

:MANSIO2_5275
0050: gosub MANSIO2_5289
0051: return

:MANSIO2_5277
00D6: if  0
8039:   NOT   @79 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5281
0051: return

:MANSIO2_5281
0006: @79 =  2  ;; integer values
0051: return

:MANSIO2_5283
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false MANSIO2_5287
0051: return

:MANSIO2_5287
0050: gosub MANSIO2_5206
0051: return

:MANSIO2_5289
0871: init_jump_table @80 total_jumps  8  1 MANSIO2_5307 jumps  1 MANSIO2_5291  2 MANSIO2_5293  3 MANSIO2_5295  4 MANSIO2_5297  5 MANSIO2_5299  6 MANSIO2_5301  7 MANSIO2_5303 
0872: jump_table_jumps  8 MANSIO2_5305 -1 MANSIO2_5309 -1 MANSIO2_5309 -1 MANSIO2_5309 -1 MANSIO2_5309 -1 MANSIO2_5309 -1 MANSIO2_5309 -1 MANSIO2_5309 -1 MANSIO2_5309 

:MANSIO2_5291
0050: gosub MANSIO2_5328
0002: jump MANSIO2_5309

:MANSIO2_5293
0050: gosub MANSIO2_5347
0002: jump MANSIO2_5309

:MANSIO2_5295
0050: gosub MANSIO2_5393
0002: jump MANSIO2_5309

:MANSIO2_5297
0050: gosub MANSIO2_5398
0002: jump MANSIO2_5309

:MANSIO2_5299
0050: gosub MANSIO2_5451
0002: jump MANSIO2_5309

:MANSIO2_5301
0050: gosub MANSIO2_5456
0002: jump MANSIO2_5309

:MANSIO2_5303
0050: gosub MANSIO2_5461
0002: jump MANSIO2_5309

:MANSIO2_5305
0050: gosub MANSIO2_5417
0002: jump MANSIO2_5309

:MANSIO2_5307
0662: write_debug_message "UNKNOWN_CONVERSATION" 
0051: return

:MANSIO2_5309
0050: gosub MANSIO2_5153
0006: @79 =  1  ;; integer values
0051: return

:MANSIO2_5312
0871: init_jump_table @80 total_jumps  8  0 MANSIO2_5320 jumps  1 MANSIO2_5314  2 MANSIO2_5314  3 MANSIO2_5314  4 MANSIO2_5314  5 MANSIO2_5314  6 MANSIO2_5314  7 MANSIO2_5314 
0872: jump_table_jumps  8 MANSIO2_5314 -1 MANSIO2_5320 -1 MANSIO2_5320 -1 MANSIO2_5320 -1 MANSIO2_5320 -1 MANSIO2_5320 -1 MANSIO2_5320 -1 MANSIO2_5320 -1 MANSIO2_5320 

:MANSIO2_5314
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO2_5319
0006: @79 =  3  ;; integer values
0051: return

:MANSIO2_5319
0002: jump MANSIO2_5320

:MANSIO2_5320
0871: init_jump_table @80 total_jumps  2  0 MANSIO2_5327 jumps  1 MANSIO2_5321  2 MANSIO2_5321 -1 MANSIO2_5327 -1 MANSIO2_5327 -1 MANSIO2_5327 -1 MANSIO2_5327 -1 MANSIO2_5327 

:MANSIO2_5321
00D6: if  0
0118:   actor @130 dead
004D: jump_if_false MANSIO2_5326
0006: @79 =  3  ;; integer values
0051: return

:MANSIO2_5326
0002: jump MANSIO2_5327

:MANSIO2_5327
0051: return

:MANSIO2_5328
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  0
0019:   @50 >  13  ;; integer values
004D: jump_if_false MANSIO2_5345
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_5345
0085: @83 = @50  ;; integer values and handles
0051: return

:MANSIO2_5347
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  0
0019:   @50 >  13  ;; integer values
004D: jump_if_false MANSIO2_5391
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_5391
0085: @83 = @50  ;; integer values and handles
0051: return

:MANSIO2_5393
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_5398
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  0
0019:   @50 >  13  ;; integer values
004D: jump_if_false MANSIO2_5415
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_5415
0085: @83 = @50  ;; integer values and handles
0051: return

:MANSIO2_5417
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  0
0019:   @50 >  13  ;; integer values
004D: jump_if_false MANSIO2_5449
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_5449
0085: @83 = @50  ;; integer values and handles
0051: return

:MANSIO2_5451
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_5456
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_5461
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  0
0019:   @50 >  13  ;; integer values
004D: jump_if_false MANSIO2_5484
0662: write_debug_message "TOO_MANY_CONVERSATION_LINES" 

:MANSIO2_5484
0085: @83 = @50  ;; integer values and handles
0051: return

:MANSIO2_5486
00D6: if  0
0736:  32 
004D: jump_if_false MANSIO2_5495
000A: @47 +=  1  ;; integer values
00D6: if  0
0019:   @47 >  2  ;; integer values
004D: jump_if_false MANSIO2_5494
0006: @47 =  0  ;; integer values

:MANSIO2_5494
086A: (unknown)

:MANSIO2_5495
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5509
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" 
065D: $7944 "M_GOALS" 
065D: $7945 "M_MISSION_TIMER" 

:MANSIO2_5509
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false MANSIO2_5512

:MANSIO2_5512
00D6: if  0
0736:  98 
004D: jump_if_false MANSIO2_5516
0006: @38 =  1  ;; integer values

:MANSIO2_5516
00D6: if  0
0736:  80 
004D: jump_if_false MANSIO2_5527
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false MANSIO2_5525
0006: @39 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump MANSIO2_5527

:MANSIO2_5525
0006: @39 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:MANSIO2_5527
0051: return

:MANSIO2_5528
00D6: if  0
8736:   NOT  74 
004D: jump_if_false MANSIO2_5532
0051: return

:MANSIO2_5532
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false MANSIO2_5540
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_5573
0051: return

:MANSIO2_5540
00D6: if  2
0039:   @34 ==  4  ;; integer values
0019:   @35 >  1  ;; integer values
001B:    8 > @35  ;; integer values
004D: jump_if_false MANSIO2_5547
0006: @35 =  8  ;; integer values
0051: return

:MANSIO2_5547
00D6: if  1
0039:   @34 ==  5  ;; integer values
0039:   @35 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5560
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:  0 
0006: @238 =  1  ;; integer values
0006: @229 =  1  ;; integer values
0164: disable_marker @165
0006: @35 =  6  ;; integer values
0051: return

:MANSIO2_5560
0051: return

:MANSIO2_5561
000A: @41 +=  1  ;; integer values
00D6: if  0
0019:   @41 >  9  ;; integer values
004D: jump_if_false MANSIO2_5566
0006: @41 =  0  ;; integer values

:MANSIO2_5566
0051: return

:MANSIO2_5567
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_5573
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:MANSIO2_5578
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:MANSIO2_5581
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO2_5586
0001: wait  0 ms
0002: jump MANSIO2_5581

:MANSIO2_5586
04BB: select_interior  5  ;; select render area
02E4: load_cutscene_data 'BHILL2'

:MANSIO2_5588
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MANSIO2_5593
0001: wait  0 ms
0002: jump MANSIO2_5588

:MANSIO2_5593
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:MANSIO2_5596
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MANSIO2_5601
0001: wait  0 ms
0002: jump MANSIO2_5596

:MANSIO2_5601
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:MANSIO2_5603
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO2_5608
0001: wait  0 ms
0002: jump MANSIO2_5603

:MANSIO2_5608
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
0051: return

:MANSIO2_5611
0006: @34 =  0  ;; integer values
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:MANSIO2_5614
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false MANSIO2_5619
0001: wait  0 ms
0002: jump MANSIO2_5614

:MANSIO2_5619
0050: gosub MANSIO2_5658
0050: gosub MANSIO2_5714
0050: gosub MANSIO2_5721
0006: @48 =  0  ;; integer values

:MANSIO2_5623
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_5623
0006: @48 =  0  ;; integer values

:MANSIO2_5630
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_5630
06D0:  0 
03C7: unknown_maby_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 (back)  1000 ms
0746:  4  25  0 
0746:  0  24  25 
0746:  0  25  24 
0746:  0  25  25 
09E4:  1 
0108: destroy_object $5290
0108: destroy_object $5291
0108: destroy_object $5292
09FF:  1250.65 -785.9349  89.2412 
0050: gosub MANSIO2_5573
0051: return

:MANSIO2_5658
0247: request_model  421
0247: request_model  446
0247: request_model  520
0247: request_model  454
0247: request_model  595
0247: request_model  530
0247: request_model  287
0247: request_model  50
023C: load_special_actor  1 'TORINO'
0247: request_model  347
0247: request_model  335
0247: request_model  356
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_5676
00D6: if  25
8248:   NOT   model  421 available
8248:   NOT   model  446 available
8248:   NOT   model  520 available
8248:   NOT   model  454 available
8248:   NOT   model  595 available
8248:   NOT   model  530 available
004D: jump_if_false MANSIO2_5686
0001: wait  0 ms
0002: jump MANSIO2_5676

:MANSIO2_5686
00D6: if  21
8248:   NOT   model  287 available
8248:   NOT   model  50 available
004D: jump_if_false MANSIO2_5692
0001: wait  0 ms
0002: jump MANSIO2_5686

:MANSIO2_5692
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false MANSIO2_5697
0001: wait  0 ms
0002: jump MANSIO2_5692

:MANSIO2_5697
00D6: if  22
8248:   NOT   model  347 available
8248:   NOT   model  335 available
8248:   NOT   model  356 available
004D: jump_if_false MANSIO2_5704
0001: wait  0 ms
0002: jump MANSIO2_5697

:MANSIO2_5704
00D6: if  24
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_5713
0001: wait  0 ms
0002: jump MANSIO2_5704

:MANSIO2_5713
0051: return

:MANSIO2_5714
04ED: load_animation "CASINO"

:MANSIO2_5715
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false MANSIO2_5720
0001: wait  0 ms
0002: jump MANSIO2_5715

:MANSIO2_5720
0051: return

:MANSIO2_5721
07C0:  208 
07C0:  209 
07C0:  211 

:MANSIO2_5724
00D6: if  22
87C1:   NOT  208 
87C1:   NOT  209 
87C1:   NOT  211 
004D: jump_if_false MANSIO2_5731
0001: wait  0 ms
0002: jump MANSIO2_5724

:MANSIO2_5731
0051: return

:MANSIO2_5732
00BA: text_styled 'M_FAIL'  5000 ms  1
03EB: clear_small_messages_only
0871: init_jump_table @45 total_jumps  6  0 MANSIO2_5747 jumps  1 MANSIO2_5735  2 MANSIO2_5737  3 MANSIO2_5739  4 MANSIO2_5741  5 MANSIO2_5743  6 MANSIO2_5745 -1 MANSIO2_5747 

:MANSIO2_5735
00BC: text_highpriority 'MAN2_80'  5000 ms  1
0002: jump MANSIO2_5747

:MANSIO2_5737
00BC: text_highpriority 'MAN2_81'  5000 ms  1
0002: jump MANSIO2_5747

:MANSIO2_5739
00BC: text_highpriority 'MAN2_82'  5000 ms  1
0002: jump MANSIO2_5747

:MANSIO2_5741
00BC: text_highpriority 'MAN2_83'  5000 ms  1
0002: jump MANSIO2_5747

:MANSIO2_5743
00BC: text_highpriority 'MAN2_84'  5000 ms  1
0002: jump MANSIO2_5747

:MANSIO2_5745
00BC: text_highpriority 'MAN2_ZZ'  5000 ms  1
0002: jump MANSIO2_5747

:MANSIO2_5747
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MANSIO2_5752
0555: remove_weapon  23 from_actor $PLAYER_ACTOR 
0555: remove_weapon  4 from_actor $PLAYER_ACTOR 

:MANSIO2_5752
0051: return

:MANSIO2_5753
01E3: text_1number_styled 'M_PASS'  50000  5000 ms  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'
030C: set_mission_points +=  1
0629: change_stat  308 to  1  ; integer see statdisp.dat
00BC: text_highpriority 'MAN2_34'  7000 ms  1
0008: $MANSION_MISSIONS_PASSED +=  1  ;; integer values
0213: $2873 = create_pickup  359 type  15 at -686.0  934.0  13.5
0213: $2874 = create_pickup  360 type  15 at -690.0  934.0  13.5
0213: $2875 = create_pickup  362 type  15 at -690.0  939.0  13.5
0213: $2876 = create_pickup  361 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_5771
00D6: if  0
0039:   @286 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5776
097B: @159  1129 
0006: @286 =  0  ;; integer values

:MANSIO2_5776
00D6: if  0
0039:   @288 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5781
097B: @158  1129 
0006: @288 =  0  ;; integer values

:MANSIO2_5781
00D6: if  0
0039:   @287 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5786
097B: @157  1129 
0006: @287 =  0  ;; integer values

:MANSIO2_5786
00D6: if  0
0039:   @289 ==  1  ;; integer values
004D: jump_if_false MANSIO2_5791
097A:  0.0  0.0  0.0  1162 
0006: @289 =  0  ;; integer values

:MANSIO2_5791
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_5800
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_5800
0006: @48 =  0  ;; integer values

:MANSIO2_5805
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_5805
0006: @48 =  0  ;; integer values

:MANSIO2_5810
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_5810
0006: @48 =  0  ;; integer values

:MANSIO2_5815
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_5815
0006: @48 =  0  ;; integer values

:MANSIO2_5820
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_5820
0164: disable_marker @164
0164: disable_marker @165
0164: disable_marker @179
0006: @48 =  0  ;; integer values

:MANSIO2_5828
0164: disable_marker @166(@48,3i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false MANSIO2_5828
0006: @48 =  0  ;; integer values

:MANSIO2_5833
0164: disable_marker @169(@48,4i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false MANSIO2_5833
0006: @48 =  0  ;; integer values

:MANSIO2_5838
0164: disable_marker @173(@48,6i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false MANSIO2_5838
03E6: remove_text_box
04EF: release_animation "CASINO"
0249: release_model  421
0249: release_model  446
0249: release_model  520
0249: release_model  454
0249: release_model  595
0249: release_model  530
0249: release_model  287
0249: release_model  50
0249: release_model  347
0249: release_model  335
0249: release_model  356
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  359
0249: release_model  360
0249: release_model  362
0249: release_model  361
0296: unload_special_actor  1
0873:  208 
0873:  209 
0873:  211 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
06D0:  1 
06D7:  1 
0923:  1 
01B7: release_weather
0A24:  0 
09E4:  1 
09D7: $PLAYER_CHAR  0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO2_5882
094F: $PLAYER_ACTOR 

:MANSIO2_5882
01BD: $184 = 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: $5290  0 
09CA: $5290  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: $5291  0 
09CA: $5291  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: $5292  0 
09CA: $5292  1  1  1  1  1 
01C7: remove_object_from_mission_cleanup_list $5292
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 104---------------
; Originally: Home Coming


:MANSIO3_1
03A4: name_thread 'MANSIO3'
0050: gosub MANSIO3_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MANSIO3_7
0050: gosub MANSIO3_862

:MANSIO3_7
0050: gosub MANSIO3_886
004E: end_thread

:MANSIO3_9
054C: use_GXT_table 'MAN_3'
0A20: $PLAYER_CHAR  1 
08A3:  1 
0169: set_fade_color  0  0  0
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
0006: @82 =  2  ;; integer values
0001: wait  0 ms
023C: load_special_actor  1 'SWEET'
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:MANSIO3_20
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_25
0001: wait  0 ms
0002: jump MANSIO3_20

:MANSIO3_25
01B6: set_weather  1
04BB: select_interior  5  ;; select render area
02E4: load_cutscene_data 'BHILL3A'

:MANSIO3_28
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MANSIO3_33
0001: wait  0 ms
0002: jump MANSIO3_28

:MANSIO3_33
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:MANSIO3_36
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MANSIO3_41
0001: wait  0 ms
0002: jump MANSIO3_36

:MANSIO3_41
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:MANSIO3_43
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_48
0001: wait  0 ms
0002: jump MANSIO3_43

:MANSIO3_48
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
01B7: release_weather
0247: request_model  540
0247: request_model  28
0247: request_model  106
0247: request_model  355
0247: request_model  29
04ED: load_animation "GANGS"
04ED: load_animation "CRACK"
07C0:  488 
08A9: load_external_script  19 (DEALER) 
038B: load_requested_models

:MANSIO3_61
00D6: if  22
8248:   NOT   model  540 available
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  106 available
004D: jump_if_false MANSIO3_68
0001: wait  0 ms
0002: jump MANSIO3_61

:MANSIO3_68
00D6: if  22
84EE:   NOT   animation "GANGS" loaded
84EE:   NOT   animation "CRACK" loaded
8248:   NOT   model  28 available
004D: jump_if_false MANSIO3_75
0001: wait  0 ms
0002: jump MANSIO3_68

:MANSIO3_75
00D6: if  23
88AB:   NOT   external_script  19 (DEALER) loaded
87C1:   NOT  488 
8248:   NOT   model  355 available
8248:   NOT   model  29 available
004D: jump_if_false MANSIO3_83
0001: wait  0 ms
0002: jump MANSIO3_75

:MANSIO3_83
04E4: unknown_refresh_game_renderer_at  1251.541 -808.7633
076C: 'GAN1'  1  0 
076C: 'GAN1'  0  40 
08A3:  0 
009A: @52 = create_actor  4  28 at  2488.617 -1671.536 -10.0
0913: run_external_script  19 (DEALER) @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  540 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:  1251.541 -808.7633  83.1484  109.0044 
0050: gosub MANSIO3_959
00BC: text_highpriority 'MAN3_01'  7000 ms  1

:MANSIO3_107
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_705
0001: wait  0 ms
00D6: if  0
0736:  83 
004D: jump_if_false MANSIO3_115
0002: jump MANSIO3_864

:MANSIO3_115
0050: gosub MANSIO3_966
0050: gosub MANSIO3_1025
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false MANSIO3_254
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO3_126
00D9: @61 = actor $PLAYER_ACTOR car
01EA: @62 = car @61 max_passengers
01E9: @84 = car @61 num_passengers

:MANSIO3_126
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1521.194 -1671.913  12.5625 radius  3.0  3.0  3.0
004D: jump_if_false MANSIO3_254
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false MANSIO3_133
00BC: text_highpriority 'MAN3_19'  3000 ms  1

:MANSIO3_133
00D6: if  0
003B:   @84 == @62  ;; integer values 
004D: jump_if_false MANSIO3_144
00D6: if  22
04A9: $PLAYER_ACTOR 
04AB: $PLAYER_ACTOR 
04C8: $PLAYER_ACTOR 
004D: jump_if_false MANSIO3_143
00BC: text_highpriority 'MAN3_69'  3000 ms  1
0002: jump MANSIO3_144

:MANSIO3_143
00BC: text_highpriority 'MAN3_34'  3000 ms  1

:MANSIO3_144
00D6: if  1
0019:   @62 >  0  ;; integer values
803B:   NOT   @84 == @62  ;; integer values 
004D: jump_if_false MANSIO3_254
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO3_253
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO3_157
00D9: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:MANSIO3_157
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:MANSIO3_160
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_165
0001: wait  0 ms
0002: jump MANSIO3_160

:MANSIO3_165
03EF: player $PLAYER_CHAR make_safe
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false MANSIO3_173
00D6: if  0
01AF:   car @60  0 ()near_point  1542.73 -1675.697  12.5551 radius  15.0  15.0  15.0
004D: jump_if_false MANSIO3_173
00A6: destroy_car @60

:MANSIO3_173
0395: clear_area  1 at  1542.73 -1675.697  12.5551 range  60.0
02E4: load_cutscene_data 'BHILL3B'

:MANSIO3_175
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MANSIO3_180
0001: wait  0 ms
0002: jump MANSIO3_175

:MANSIO3_180
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MANSIO3_182
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MANSIO3_187
0001: wait  0 ms
0002: jump MANSIO3_182

:MANSIO3_187
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:MANSIO3_190
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_195
0001: wait  0 ms
0002: jump MANSIO3_190

:MANSIO3_195
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO3_202
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false MANSIO3_202
00AB: put_car $48 at  1521.194 -1671.913  12.5625

:MANSIO3_202
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false MANSIO3_213
09DD:  1 
01C8: $131 = create_actor  25  290 in_car $48 passenger_seat  0
0223: set_actor $131 health_to  700
08AF: $131  700 
0245: set_actor $131 walk_style_to "GANG2"
0568: $131  1
0446: (unknown) $131  0 
02E2: set_actor $131 weapon_accuracy_to  90

:MANSIO3_213
00D6: if  2
8118:   NOT   actor $131 dead
8119:   NOT   car $48 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_225
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $48
004D: jump_if_false MANSIO3_222
036A: put_actor $PLAYER_ACTOR in_car $48

:MANSIO3_222
0187: @58 = create_marker_above_actor $131
07E0: @58  1 
018B: show_on_radar @58  0

:MANSIO3_225
0006: @33 =  0  ;; integer values
018B: show_on_radar @56  3
018B: show_on_radar @57  0
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_233
09DD:  1 
0631: put_actor $131 in_group $PLAYER_GROUP 

:MANSIO3_233
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0172: @72 = actor $PLAYER_ACTOR z_angle
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false MANSIO3_249
00D6: if  1
0021:   @72 >  90.0  ;; floating-point values
0023:    270.0 > @72  ;; floating-point values
004D: jump_if_false MANSIO3_247
0A0B:  1521.194 -1671.913  12.5625  180.0 
0175: set_car $48 z_angle_to  180.0
0002: jump MANSIO3_249

:MANSIO3_247
0A0B:  1521.194 -1671.913  12.5625  0.0 
0175: set_car $48 z_angle_to  0.0

:MANSIO3_249
0050: gosub MANSIO3_959
0006: @59 =  1  ;; integer values
0006: @64 =  1  ;; integer values
0002: jump MANSIO3_254

:MANSIO3_253
00BC: text_highpriority 'MAN3_08'  4000 ms  1

:MANSIO3_254
00D6: if  0
8039:   NOT   @59 ==  0  ;; integer values
004D: jump_if_false MANSIO3_311
00D6: if  1
0019:   @33 >  1000  ;; integer values
0039:   @59 ==  1  ;; integer values
004D: jump_if_false MANSIO3_273
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false MANSIO3_265
0A09: $132  1 

:MANSIO3_265
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_269
0A09: $PLAYER_ACTOR  1 

:MANSIO3_269
05AA: s@86 = 'MAN3_AA'  ;; 8-byte strings
04AF: @83 = unknown_wav_reference  24200 
0050: gosub MANSIO3_1021
0006: @59 =  2  ;; integer values

:MANSIO3_273
00D6: if  1
0039:   @82 ==  2  ;; integer values
0039:   @59 ==  2  ;; integer values
004D: jump_if_false MANSIO3_281
05AA: s@86 = 'MAN3_AB'  ;; 8-byte strings
04AF: @83 = unknown_wav_reference  24201 
0050: gosub MANSIO3_1021
0006: @59 =  3  ;; integer values

:MANSIO3_281
00D6: if  1
0039:   @82 ==  2  ;; integer values
0039:   @59 ==  3  ;; integer values
004D: jump_if_false MANSIO3_289
05AA: s@86 = 'MAN3_AC'  ;; 8-byte strings
04AF: @83 = unknown_wav_reference  24202 
0050: gosub MANSIO3_1021
0006: @59 =  4  ;; integer values

:MANSIO3_289
00D6: if  1
0039:   @82 ==  2  ;; integer values
0039:   @59 ==  4  ;; integer values
004D: jump_if_false MANSIO3_297
05AA: s@86 = 'MAN3_AD'  ;; 8-byte strings
04AF: @83 = unknown_wav_reference  24203 
0050: gosub MANSIO3_1021
0006: @59 =  5  ;; integer values

:MANSIO3_297
00D6: if  1
0039:   @82 ==  2  ;; integer values
0039:   @59 ==  5  ;; integer values
004D: jump_if_false MANSIO3_311
00BC: text_highpriority 'MAN3_05'  7000 ms  1
0006: @59 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $132 dead
004D: jump_if_false MANSIO3_307
0A09: $132  0 

:MANSIO3_307
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_311
0A09: $PLAYER_ACTOR  0 

:MANSIO3_311
00D6: if  21
0039:   @64 ==  1  ;; integer values
0039:   @64 ==  2  ;; integer values
004D: jump_if_false MANSIO3_494
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false MANSIO3_320
00BC: text_highpriority 'MAN3_11'  4000 ms  1
0002: jump MANSIO3_862

:MANSIO3_320
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_324
00A0: store_actor $131 position_to @53 @54 @55

:MANSIO3_324
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @53 @54 @55 radius  30.0  30.0  30.0
004D: jump_if_false MANSIO3_336
018B: show_on_radar @58  0
018B: show_on_radar @56  3
00D6: if  0
86EE:   NOT   actor $131 in_group $PLAYER_GROUP 
004D: jump_if_false MANSIO3_334
09DD:  1 
0631: put_actor $131 in_group $PLAYER_GROUP 

:MANSIO3_334
0006: @64 =  1  ;; integer values
0002: jump MANSIO3_344

:MANSIO3_336
00BC: text_highpriority 'MAN3_03'  4000 ms  1
018B: show_on_radar @58  3
018B: show_on_radar @56  0
00D6: if  0
06EE:   actor $131 in_group $PLAYER_GROUP 
004D: jump_if_false MANSIO3_343
06C9: $131 

:MANSIO3_343
0006: @64 =  2  ;; integer values

:MANSIO3_344
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false MANSIO3_494
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2514.461 -1674.104  12.6425 radius  4.0  4.0  4.0
004D: jump_if_false MANSIO3_494
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO3_356
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 

:MANSIO3_356
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:MANSIO3_358
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_363
0001: wait  0 ms
0002: jump MANSIO3_358

:MANSIO3_363
03EF: player $PLAYER_CHAR make_safe
00D6: if  0
8119:   NOT   car @60 wrecked
004D: jump_if_false MANSIO3_373
00D6: if  0
01AF:   car @60  0 ()near_point  2492.889 -1666.564  12.3438 radius  15.0  15.0  15.0
004D: jump_if_false MANSIO3_373
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_373
0395: clear_area  1 at  2492.889 -1666.564  12.3438 range  60.0
02E4: load_cutscene_data 'BHILL3C'

:MANSIO3_375
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MANSIO3_380
0001: wait  0 ms
0002: jump MANSIO3_375

:MANSIO3_380
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MANSIO3_382
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MANSIO3_387
0001: wait  0 ms
0002: jump MANSIO3_382

:MANSIO3_387
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:MANSIO3_390
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_395
0001: wait  0 ms
0002: jump MANSIO3_390

:MANSIO3_395
0615: @88 
0605: unknown_action_sequence -1 "IDLE_CHAT" "PED"  1.0  1  0  0  0 -1 
0643: @88  1 
0616: @88 
0615: @89 
05B9: unknown_action_sequence -1  1000 
0643: @89  1 
0616: @89 
018B: show_on_radar @56  0
0006: @64 =  3  ;; integer values
009A: @40 = create_actor  4  28 at  2429.19 -1677.537  12.7231
0173: set_actor @40 z_angle_to  306.1672
0618: @40 @88 
0187: @34 = create_marker_above_actor @40
009A: @47 = create_actor  4  106 at  2430.586 -1677.074  12.7135
0173: set_actor @47 z_angle_to  80.528
0618: @47 @89 
009A: @48 = create_actor  4  106 at  2513.364 -1649.865  13.5588
0173: set_actor @48 z_angle_to  140.4164
0605: unknown_action_sequence @48 "CRCKIDLE1" "CRACK"  1.0  1  0  0  0 -1 
0221: set_player $PLAYER_CHAR trapped_in_car  0
0050: gosub MANSIO3_943
0A0B:  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
0050: gosub MANSIO3_959
0001: wait  1000 ms
0006: @33 =  0  ;; integer values

:MANSIO3_424
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false MANSIO3_434
0001: wait  0 ms
00D6: if  1
00E1:   key_pressed  0  16
0038:   $7951 ==  1  ;; integer values
004D: jump_if_false MANSIO3_433
0002: jump MANSIO3_448

:MANSIO3_433
0002: jump MANSIO3_424

:MANSIO3_434
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
0006: @33 =  0  ;; integer values

:MANSIO3_438
00D6: if  0
001B:    5000 > @33  ;; integer values
004D: jump_if_false MANSIO3_448
0001: wait  0 ms
00D6: if  1
00E1:   key_pressed  0  16
0038:   $7951 ==  1  ;; integer values
004D: jump_if_false MANSIO3_447
0002: jump MANSIO3_448

:MANSIO3_447
0002: jump MANSIO3_438

:MANSIO3_448
0004: $7951 =  1  ;; integer values
0006: @85 =  1  ;; integer values
08A3:  1 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_462
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO3_459
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2506.059 -1671.968  12.379
0002: jump MANSIO3_460

:MANSIO3_459
00A1: put_actor $PLAYER_ACTOR at  2506.059 -1671.968  12.379

:MANSIO3_460
0373: set_camera_directly_behind_player
0173: set_actor $PLAYER_ACTOR z_angle_to  62.4295

:MANSIO3_462
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_474
00D6: if  0
00DF:   actor $131 driving
004D: jump_if_false MANSIO3_470
0362: remove_actor $131 from_car_and_place_at  2506.567 -1670.212  12.3822
0002: jump MANSIO3_471

:MANSIO3_470
00A1: put_actor $131 at  2506.567 -1670.212  12.3822

:MANSIO3_471
01B2: give_actor $131 weapon  30 ammo  300  ;; Load the weapon model before using this
01B9: set_actor $131 armed_weapon_to  30
0173: set_actor $131 z_angle_to  113.0677

:MANSIO3_474
00D6: if  0
86EE:   NOT   actor $131 in_group $PLAYER_GROUP 
004D: jump_if_false MANSIO3_479
09DD:  1 
0631: put_actor $131 in_group $PLAYER_GROUP 

:MANSIO3_479
076C: 'GAN1'  1  0 
076C: 'GAN1'  0  40 
076C: 'GAN2'  1  0 
076C: 'GAN2'  0  40 
009B: destroy_actor_instantly @47
0006: @59 =  0  ;; integer values
0050: gosub MANSIO3_946
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_492
0223: set_actor $131 health_to  700
08AF: $131  700 
0226: $7953 = actor $131 health

:MANSIO3_492
0014: $7953 /=  7  ;; integer values
03C4: set_status_text_to $7953  1 (bar) 'MAN3_32'

:MANSIO3_494
00D6: if  0
0039:   @64 ==  3  ;; integer values
004D: jump_if_false MANSIO3_521
00BC: text_highpriority 'MAN3_22'  7000 ms  1
009A: @41 = create_actor  17  29 at  2482.087 -1696.119  12.5267
0173: set_actor @41 z_angle_to  .095
0187: @35 = create_marker_above_actor @41
009A: @42 = create_actor  17  28 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  29 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  28 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  28 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 (DEALER) @40 
0913: run_external_script  19 (DEALER) @41 
0913: run_external_script  19 (DEALER) @42 
0913: run_external_script  19 (DEALER) @43 
0913: run_external_script  19 (DEALER) @44 
0913: run_external_script  19 (DEALER) @45 
009B: destroy_actor_instantly @52
0006: @64 =  4  ;; integer values

:MANSIO3_521
00D6: if  0
0039:   @64 ==  4  ;; integer values
004D: jump_if_false MANSIO3_704
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_529
0226: $7953 = actor $131 health
0014: $7953 /=  7  ;; integer values

:MANSIO3_529
076D: 'GAN1'  0 @75 
00D6: if  0
0039:   @75 ==  0  ;; integer values
004D: jump_if_false MANSIO3_561
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false MANSIO3_561
0006: @74 =  1  ;; integer values
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO3_560
0050: gosub MANSIO3_943
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_546
0792: $PLAYER_ACTOR 
0812: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 

:MANSIO3_546
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_551
0792: $131 
0812: unknown_action_sequence $131 "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 

:MANSIO3_551
00BC: text_highpriority 'MAN3_33'  4000 ms  1
0001: wait  4000 ms
076C: 'GAN1'  1  40 
076C: 'GAN1'  0  0 
0746:  1  8  0 
0746:  4  8  7 
0050: gosub MANSIO3_946
0006: @33 =  0  ;; integer values
0002: jump MANSIO3_561

:MANSIO3_560
0002: jump MANSIO3_706

:MANSIO3_561
00D6: if  2
0039:   @74 ==  1  ;; integer values
0019:   @33 >  4000  ;; integer values
0039:   @81 ==  0  ;; integer values
004D: jump_if_false MANSIO3_568
00BC: text_highpriority 'MAN3_29'  10000 ms  1
0006: @81 =  1  ;; integer values

:MANSIO3_568
00D6: if  2
0583:   unknown_player $PLAYER_CHAR unknown_zone_check 'GAN1'
0039:   @74 ==  0  ;; integer values
0039:   @85 ==  1  ;; integer values
004D: jump_if_false MANSIO3_585
00D6: if  1
0039:   @78 ==  0  ;; integer values
887A:   NOT (unknown)
004D: jump_if_false MANSIO3_584
08A3:  1 
0879:  1 
00D6: if  0
075C:   marker @79 enabled
004D: jump_if_false MANSIO3_583
0164: disable_marker @79

:MANSIO3_583
0006: @78 =  1  ;; integer values

:MANSIO3_584
0004: $7952 =  1  ;; integer values

:MANSIO3_585
00D6: if  2
8583:   NOT   unknown_player $PLAYER_CHAR unknown_zone_check 'GAN1'
0039:   @74 ==  0  ;; integer values
0039:   @85 ==  1  ;; integer values
004D: jump_if_false MANSIO3_603
00D6: if  1
0039:   @78 ==  1  ;; integer values
887A:   NOT (unknown)
004D: jump_if_false MANSIO3_602
08A3:  0 
0879:  0 
00BC: text_highpriority 'MAN3_31'  6000 ms  1
00D6: if  0
875C:   NOT   marker @79 enabled
004D: jump_if_false MANSIO3_601
018A: @79 = create_checkpoint_at  2485.527 -1668.528  12.3438

:MANSIO3_601
0006: @78 =  0  ;; integer values

:MANSIO3_602
0004: $7952 =  0  ;; integer values

:MANSIO3_603
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false MANSIO3_608
00BC: text_highpriority 'MAN3_11'  4000 ms  1
0002: jump MANSIO3_862

:MANSIO3_608
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_612
00A0: store_actor $131 position_to @53 @54 @55

:MANSIO3_612
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @53 @54 @55 radius  35.0  35.0  35.0
004D: jump_if_false MANSIO3_632
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false MANSIO3_631
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_630
09DD:  1 
0631: put_actor $131 in_group $PLAYER_GROUP 

:MANSIO3_630
0006: @70 =  0  ;; integer values

:MANSIO3_631
0002: jump MANSIO3_648

:MANSIO3_632
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false MANSIO3_648
00BC: text_highpriority 'MAN3_03'  10000 ms  1
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_647
06C9: $131 

:MANSIO3_647
0006: @70 =  1  ;; integer values

:MANSIO3_648
00D6: if  1
0118:   actor @40 dead
075C:   marker @34 enabled
004D: jump_if_false MANSIO3_653
0164: disable_marker @34

:MANSIO3_653
00D6: if  1
0118:   actor @41 dead
075C:   marker @35 enabled
004D: jump_if_false MANSIO3_658
0164: disable_marker @35

:MANSIO3_658
00D6: if  1
0118:   actor @42 dead
075C:   marker @36 enabled
004D: jump_if_false MANSIO3_663
0164: disable_marker @36

:MANSIO3_663
00D6: if  1
0118:   actor @43 dead
075C:   marker @37 enabled
004D: jump_if_false MANSIO3_668
0164: disable_marker @37

:MANSIO3_668
00D6: if  1
0118:   actor @44 dead
075C:   marker @38 enabled
004D: jump_if_false MANSIO3_673
0164: disable_marker @38

:MANSIO3_673
00D6: if  1
0118:   actor @45 dead
075C:   marker @39 enabled
004D: jump_if_false MANSIO3_678
0164: disable_marker @39

:MANSIO3_678
00D6: if  1
0039:   @77 ==  1  ;; integer values
0019:   @32 >  4000  ;; integer values
004D: jump_if_false MANSIO3_684
03E5: text_box 'MAN3_30'
0006: @77 =  2  ;; integer values

:MANSIO3_684
00D6: if  5
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_704
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false MANSIO3_704
0006: @73 =  1  ;; integer values
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false MANSIO3_703
00BC: text_highpriority 'MAN3_28'  10000 ms  1
0006: @32 =  0  ;; integer values
0006: @77 =  1  ;; integer values
0002: jump MANSIO3_704

:MANSIO3_703
0002: jump MANSIO3_706

:MANSIO3_704
0002: jump MANSIO3_107

:MANSIO3_705
0002: jump MANSIO3_862

:MANSIO3_706
0050: gosub MANSIO3_952
0050: gosub MANSIO3_943
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_733
06C9: $131 
0395: clear_area  1 at  2512.761 -1672.52  12.5034 range  20.0
00A6: destroy_car @60
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSIO3_721
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2512.761 -1672.52  12.5034
0362: remove_actor $131 from_car_and_place_at  2514.788 -1673.938  12.6861
0002: jump MANSIO3_723

:MANSIO3_721
00A1: put_actor $PLAYER_ACTOR at  2512.761 -1672.52  12.5034
00A1: put_actor $131 at  2514.788 -1673.938  12.6861

:MANSIO3_723
00A6: destroy_car @60
0173: set_actor $PLAYER_ACTOR z_angle_to  240.2609
0639: unknown_action_sequence $PLAYER_ACTOR $131 
0173: set_actor $131 z_angle_to  73.5014
0639: unknown_action_sequence $131 $PLAYER_ACTOR 
0688: unknown_action_sequence $131  0  0  0 
0792: $PLAYER_ACTOR 
0792: $131 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
01B9: set_actor $131 armed_weapon_to  0

:MANSIO3_733
03CB: set_camera  2512.761 -1672.52  12.5034
0A0B:  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_959
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_743
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 
0001: wait  500 ms

:MANSIO3_743
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_748
0605: unknown_action_sequence $131 "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 
0001: wait  500 ms

:MANSIO3_748
040D: unload_wav  1
03CF: load_wav  24204 as  1

:MANSIO3_750
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false MANSIO3_755
0001: wait  0 ms
0002: jump MANSIO3_750

:MANSIO3_755
03D1: play_wav  1
00BC: text_highpriority 'MAN3_BA'  4000 ms  1
0006: @33 =  0  ;; integer values

:MANSIO3_758
00D6: if  0
001B:    4000 > @33  ;; integer values
004D: jump_if_false MANSIO3_767
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false MANSIO3_766
0002: jump MANSIO3_858

:MANSIO3_766
0002: jump MANSIO3_758

:MANSIO3_767
040D: unload_wav  1
03CF: load_wav  24205 as  1

:MANSIO3_769
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false MANSIO3_774
0001: wait  0 ms
0002: jump MANSIO3_769

:MANSIO3_774
03D1: play_wav  1
00BC: text_highpriority 'MAN3_BB'  3000 ms  1
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_781
0792: $131 
0605: unknown_action_sequence $131 "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 

:MANSIO3_781
0006: @33 =  0  ;; integer values

:MANSIO3_782
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false MANSIO3_791
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false MANSIO3_790
0002: jump MANSIO3_858

:MANSIO3_790
0002: jump MANSIO3_782

:MANSIO3_791
040D: unload_wav  1
03CF: load_wav  24206 as  1

:MANSIO3_793
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false MANSIO3_798
0001: wait  0 ms
0002: jump MANSIO3_793

:MANSIO3_798
03D1: play_wav  1
00BC: text_highpriority 'MAN3_BC'  3000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_805
0792: $PLAYER_ACTOR 
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  0  0  0  0 -1 

:MANSIO3_805
0006: @33 =  0  ;; integer values

:MANSIO3_806
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false MANSIO3_815
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false MANSIO3_814
0002: jump MANSIO3_858

:MANSIO3_814
0002: jump MANSIO3_806

:MANSIO3_815
040D: unload_wav  1
03CF: load_wav  24207 as  1

:MANSIO3_817
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false MANSIO3_822
0001: wait  0 ms
0002: jump MANSIO3_817

:MANSIO3_822
03D1: play_wav  1
00BC: text_highpriority 'MAN3_BD'  3000 ms  1
0006: @33 =  0  ;; integer values

:MANSIO3_825
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false MANSIO3_834
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false MANSIO3_833
0002: jump MANSIO3_858

:MANSIO3_833
0002: jump MANSIO3_825

:MANSIO3_834
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_839
0792: $PLAYER_ACTOR 
0603: unknown_action_sequence $PLAYER_ACTOR  2507.793 -1668.927  12.3879  4 -1 

:MANSIO3_839
040D: unload_wav  1
03CF: load_wav  24208 as  1

:MANSIO3_841
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false MANSIO3_846
0001: wait  0 ms
0002: jump MANSIO3_841

:MANSIO3_846
03D1: play_wav  1
00BC: text_highpriority 'MAN3_BE'  2000 ms  1
0006: @33 =  0  ;; integer values

:MANSIO3_849
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false MANSIO3_858
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false MANSIO3_857
0002: jump MANSIO3_858

:MANSIO3_857
0002: jump MANSIO3_849

:MANSIO3_858
0050: gosub MANSIO3_946
0373: set_camera_directly_behind_player
009B: destroy_actor_instantly $131
0002: jump MANSIO3_864

:MANSIO3_862
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:MANSIO3_864
08A3:  1 
0879:  1 
076C: 'GAN1'  1  40 
076C: 'GAN2'  1  40 
076C: 'GAN1'  0  0 
076C: 'GAN2'  0  0 
004F: create_thread GROVE_1 
0164: disable_marker $623
02A7: $623 = create_icon_marker_and_sphere $625 at $459 $460 $461
0008: $MANSION_MISSIONS_PASSED +=  1  ;; integer values
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'MAN_3'
01E3: text_1number_styled 'M_PASSR'  40  5000 ms  1
0998: add_respect  40 
04A6: $710 = create_asset_money_pickup_at  2502.1 -1686.38  13.0 money  10000 $712
004F: create_thread TCASH_1 
0004: $816 =  0  ;; integer values
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0629: change_stat  334 to  1  ; integer see statdisp.dat
0006: @65 =  1  ;; integer values
0051: return

:MANSIO3_886
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false MANSIO3_895
08A3:  0 
0879:  0 
076C: 'GAN1'  1  0 
076C: 'GAN2'  1  0 
076C: 'GAN1'  0  40 
076C: 'GAN2'  0  40 

:MANSIO3_895
0151: remove_status_text $7953
0746:  1  8  0 
0746:  4  8  7 
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
01BD: $10 = current_time_in_ms
0249: release_model  540
0249: release_model  437
0249: release_model  28
0249: release_model  106
0249: release_model  355
0249: release_model  29
090F: end_external_script  19 (DEALER) 
0296: unload_special_actor  1
04EF: release_animation "GANGS"
04EF: release_animation "CRACK"
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_915
034F: destroy_actor_with_fade $131  ;; The actor fades away like a ghost

:MANSIO3_915
00D6: if  0
075C:   marker @79 enabled
004D: jump_if_false MANSIO3_919
0164: disable_marker @79

:MANSIO3_919
00D6: if  0
075C:   marker @34 enabled
004D: jump_if_false MANSIO3_923
0164: disable_marker @34

:MANSIO3_923
00D6: if  0
075C:   marker @35 enabled
004D: jump_if_false MANSIO3_927
0164: disable_marker @35

:MANSIO3_927
00D6: if  0
075C:   marker @57 enabled
004D: jump_if_false MANSIO3_931
0164: disable_marker @57

:MANSIO3_931
00D6: if  0
075C:   marker @56 enabled
004D: jump_if_false MANSIO3_935
0164: disable_marker @56

:MANSIO3_935
00D6: if  0
075C:   marker @58 enabled
004D: jump_if_false MANSIO3_939
0164: disable_marker @58

:MANSIO3_939
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D8: mission_cleanup
0051: return

:MANSIO3_943
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0051: return

:MANSIO3_946
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0051: return

:MANSIO3_952
016A: fade  0 ()  500 ms

:MANSIO3_953
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_958
0001: wait  0 ms
0002: jump MANSIO3_953

:MANSIO3_958
0051: return

:MANSIO3_959
016A: fade  1 (back)  500 ms

:MANSIO3_960
00D6: if  0
016B:   fading
004D: jump_if_false MANSIO3_965
0001: wait  0 ms
0002: jump MANSIO3_960

:MANSIO3_965
0051: return

:MANSIO3_966
00D6: if  0
0736:  87 
004D: jump_if_false MANSIO3_975
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_975
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_975
00D6: if  0
0736:  68 
004D: jump_if_false MANSIO3_978

:MANSIO3_978
00D6: if  0
0736:  70 
004D: jump_if_false MANSIO3_987
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_987
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_987
00D6: if  0
0736:  75 
004D: jump_if_false MANSIO3_1004
0050: gosub MANSIO3_943
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MANSIO3_996
0792: $PLAYER_ACTOR 
0812: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 

:MANSIO3_996
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false MANSIO3_1001
0792: $131 
0812: unknown_action_sequence $131 "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 

:MANSIO3_1001
00BC: text_highpriority 'MAN3_33'  4000 ms  1
0001: wait  4000 ms
0050: gosub MANSIO3_946

:MANSIO3_1004
00D6: if  0
0736:  72 
004D: jump_if_false MANSIO3_1008
0002: jump MANSIO3_706

:MANSIO3_1008
00D6: if  0
0736:  90 
004D: jump_if_false MANSIO3_1017
00D6: if  0
8119:   NOT   car @61 wrecked
004D: jump_if_false MANSIO3_1017
01C8: @46 = create_actor  4  106 in_car @61 passenger_seat  0
01C8: @47 = create_actor  4  106 in_car @61 passenger_seat  1
01C8: @48 = create_actor  4  106 in_car @61 passenger_seat  2

:MANSIO3_1017
00D6: if  0
0736:  77 
004D: jump_if_false MANSIO3_1020

:MANSIO3_1020
0051: return

:MANSIO3_1021
040D: unload_wav  1
03CF: load_wav @83 as  1
0006: @82 =  0  ;; integer values
0051: return

:MANSIO3_1025
00D6: if  1
03D0:   wav  1 loaded
0039:   @82 ==  0  ;; integer values
004D: jump_if_false MANSIO3_1032
03D1: play_wav  1
00BC: text_highpriority s@86  10000 ms  1
0006: @82 =  1  ;; integer values

:MANSIO3_1032
00D6: if  1
03D2:   wav  1 ended
0039:   @82 ==  1  ;; integer values
004D: jump_if_false MANSIO3_1039
040D: unload_wav  1
03D5: remove_text s@86
0006: @82 =  2  ;; integer values

:MANSIO3_1039
0051: return

;-------------Mission 105---------------
; Originally: Cut Throat Business


:MANSON5_1
03A4: name_thread 'MANSON5'
0050: gosub MANSON5_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false MANSON5_7
0050: gosub MANSON5_1561

:MANSON5_7
0050: gosub MANSON5_1567
004E: end_thread

:MANSON5_9
0317: increment_mission_attempts
0004: $ON_MISSION =  1  ;; integer values
054C: use_GXT_table 'MAN_5'
07B4: $PLAYER_CHAR  0 
08F4:  0 
04BB: select_interior  5  ;; select render area
02E4: load_cutscene_data 'BHILL5A'

:MANSON5_16
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MANSON5_21
0001: wait  0 ms
0002: jump MANSON5_16

:MANSON5_21
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MANSON5_23
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MANSON5_28
0001: wait  0 ms
0002: jump MANSON5_23

:MANSON5_28
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:MANSON5_31
00D6: if  0
016B:   fading
004D: jump_if_false MANSON5_36
0001: wait  0 ms
0002: jump MANSON5_31

:MANSON5_36
04BB: select_interior  0  ;; select render area
08F4:  99 
004F: create_thread A_CONT_1 
01B6: set_weather  0
060A: unknown_create_entity  0 @52 
023C: load_special_actor  1 'MADDOGG'
0247: request_model  424

:MANSON5_43
00D6: if  21
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  424 available
004D: jump_if_false MANSON5_49
0001: wait  0 ms
0002: jump MANSON5_43

:MANSON5_49
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: @51  0 
009A: @34 = create_actor  23  290 at  1254.311 -810.8859  83.1484
0173: set_actor @34 z_angle_to  60.7435
087F: @34  1 
0631: put_actor @34 in_group @51 
04D8: @34  1
060B: unknown_actor_use_entity @34 @52 
0568: @34  1
039E: (unknown) @34  1 
0187: @37 = create_marker_above_actor @34
07E0: @37  1 
018B: show_on_radar @37  2
0674: set_car_model  424 numberplate "LA5H_L3Y" 
0771:  424  2 
00A5: @45 = create_car  424 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: s@168 = 'MAN5_AA'  ;; 8-byte strings
04AF: @120 = unknown_wav_reference  24400 
008B: @144 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@170 = 'MAN5_AB'  ;; 8-byte strings
04AF: @121 = unknown_wav_reference  24401 
008B: @145 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@172 = 'MAN5_AC'  ;; 8-byte strings
04AF: @122 = unknown_wav_reference  24402 
0085: @146 = @34  ;; integer values and handles
05AA: s@174 = 'MAN5_BA'  ;; 8-byte strings
04AF: @123 = unknown_wav_reference  24403 
0085: @147 = @34  ;; integer values and handles
05AA: s@176 = 'MAN5_BB'  ;; 8-byte strings
04AF: @124 = unknown_wav_reference  24404 
008B: @148 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@178 = 'MAN5_BC'  ;; 8-byte strings
04AF: @125 = unknown_wav_reference  24405 
0085: @149 = @34  ;; integer values and handles
05AA: s@180 = 'MAN5_BD'  ;; 8-byte strings
04AF: @126 = unknown_wav_reference  24406 
008B: @150 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@182 = 'MAN5_BE'  ;; 8-byte strings
04AF: @127 = unknown_wav_reference  24407 
008B: @151 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@184 = 'MAN5_BF'  ;; 8-byte strings
04AF: @128 = unknown_wav_reference  24408 
008B: @152 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@186 = 'MAN5_BG'  ;; 8-byte strings
04AF: @129 = unknown_wav_reference  24409 
0085: @153 = @34  ;; integer values and handles
05AA: s@188 = 'MAN5_BH'  ;; 8-byte strings
04AF: @130 = unknown_wav_reference  24410 
008B: @154 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@190 = 'MAN5_BJ'  ;; 8-byte strings
04AF: @131 = unknown_wav_reference  24411 
008B: @155 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@192 = 'MAN5_BK'  ;; 8-byte strings
04AF: @132 = unknown_wav_reference  24412 
008B: @156 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@194 = 'MAN5_BL'  ;; 8-byte strings
04AF: @133 = unknown_wav_reference  24413 
008B: @157 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@196 = 'MAN5_BM'  ;; 8-byte strings
04AF: @134 = unknown_wav_reference  24414 
008B: @158 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@198 = 'MAN5_BN'  ;; 8-byte strings
04AF: @135 = unknown_wav_reference  24415 
0085: @159 = @34  ;; integer values and handles
05AA: s@200 = 'MAN5_CA'  ;; 8-byte strings
04AF: @136 = unknown_wav_reference  24417 
008B: @160 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@202 = 'MAN5_CB'  ;; 8-byte strings
04AF: @137 = unknown_wav_reference  24418 
008B: @161 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@204 = 'MAN5_DA'  ;; 8-byte strings
04AF: @138 = unknown_wav_reference  24419 
0085: @162 = @34  ;; integer values and handles
05AA: s@206 = 'MAN5_DB'  ;; 8-byte strings
04AF: @139 = unknown_wav_reference  24420 
0085: @163 = @34  ;; integer values and handles
05AA: s@208 = 'MAN5_DC'  ;; 8-byte strings
04AF: @140 = unknown_wav_reference  24421 
0085: @164 = @34  ;; integer values and handles
05AA: s@210 = 'MAN5_DD'  ;; 8-byte strings
04AF: @141 = unknown_wav_reference  24422 
0085: @165 = @34  ;; integer values and handles
05AA: s@212 = 'MAN5_EA'  ;; 8-byte strings
04AF: @142 = unknown_wav_reference  24423 
008B: @166 = $PLAYER_ACTOR  ;; integer values and handles
05AA: s@214 = '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 (unfrozen)
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  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

:MANSON5_156
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_241
00D6: if  0
0735:  83 
004D: jump_if_false MANSON5_165
0002: jump MANSON5_1531
0002: jump MANSON5_176

:MANSON5_165
00D6: if  0
0735:  87 
004D: jump_if_false MANSON5_176
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSON5_176
0811: @67 = actor $PLAYER_ACTOR car
00D6: if  0
00DB:   actor @34 in_car @67
004D: jump_if_false MANSON5_176
00AB: put_car @67 at -127.1875 -1260.738  2.0469

:MANSON5_176
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -12.2064 -1117.876 radius  60.0  60.0
004D: jump_if_false MANSON5_222
00A0: store_actor @34 position_to $73 $74 $75
0509: $68 = distance between point -12.2064 -1117.876 and point $73 $74
00D6: if  0
0022:    75.0 > $68  ;; floating-point values
004D: jump_if_false MANSON5_216
040D: unload_wav  1
01C3: remove_references_to_car @45  ;; Like turning a car into any random car
0249: release_model  424
0249: release_model  471
016A: fade  0 ()  0 ms

:MANSON5_189
00D6: if  0
016B:   fading
004D: jump_if_false MANSON5_194
0001: wait  0 ms
0002: jump MANSON5_189

:MANSON5_194
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSON5_201
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -13.4832 -1139.642  7.0664
0002: jump MANSON5_202

:MANSON5_201
00A1: put_actor $PLAYER_ACTOR at -13.4832 -1139.642  7.0664

:MANSON5_202
0173: set_actor $PLAYER_ACTOR z_angle_to  347.9809
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_214
06C9: @34 
00D6: if  0
00DF:   actor @34 driving
004D: jump_if_false MANSON5_212
0362: remove_actor @34 from_car_and_place_at -11.4883 -1140.971  6.8764
0002: jump MANSON5_213

:MANSON5_212
00A1: put_actor @34 at -11.4883 -1140.971  6.8764

:MANSON5_213
0173: set_actor @34 z_angle_to  359.6364

:MANSON5_214
0002: jump MANSON5_389
0002: jump MANSON5_221

:MANSON5_216
00D6: if  0
001B:    2 > @68  ;; integer values
004D: jump_if_false MANSON5_220
0006: @68 =  2  ;; integer values

:MANSON5_220
0050: gosub MANSON5_270

:MANSON5_221
0002: jump MANSON5_230

:MANSON5_222
0050: gosub MANSON5_245
0050: gosub MANSON5_270
0050: gosub MANSON5_296
0050: gosub MANSON5_312
00D6: if  0
0019:   @33 >  8000  ;; integer values
004D: jump_if_false MANSON5_230
0050: gosub MANSON5_1398

:MANSON5_230
077E: @65 = active_interior
00D6: if  0
8039:   NOT   @65 ==  0  ;; integer values
004D: jump_if_false MANSON5_240
00BE: text_clear_all
04D7: lock_actor @34 in_current_position  1
0164: disable_marker @50
0164: disable_marker @37
06C9: @34 
0002: jump MANSON5_368

:MANSON5_240
0002: jump MANSON5_244

:MANSON5_241
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F0'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_244
0002: jump MANSON5_156

:MANSON5_245
0871: init_jump_table @66 total_jumps  2  0 MANSON5_269 jumps  0 MANSON5_246  1 MANSON5_260 -1 MANSON5_269 -1 MANSON5_269 -1 MANSON5_269 -1 MANSON5_269 -1 MANSON5_269 

:MANSON5_246
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSON5_259
0811: @67 = actor $PLAYER_ACTOR car
00D6: if  0
00DB:   actor @34 in_car @67
004D: jump_if_false MANSON5_259
00D6: if  0
0038:   $7954 ==  1  ;; integer values
004D: jump_if_false MANSON5_257
0950: -126.6673 -1260.804  2.0469  280.0 

:MANSON5_257
0164: disable_marker @37
000A: @66 +=  1  ;; integer values

:MANSON5_259
0002: jump MANSON5_269

:MANSON5_260
00D6: if  0
80DF:   NOT   actor @34 driving
004D: jump_if_false MANSON5_268
0951: (unknown)
0187: @37 = create_marker_above_actor @34
07E0: @37  1 
018B: show_on_radar @37  2
000E: @66 -=  1  ;; integer values

:MANSON5_268
0002: jump MANSON5_269

:MANSON5_269
0051: return

:MANSON5_270
0871: init_jump_table @68 total_jumps  4  0 MANSON5_295 jumps  0 MANSON5_271  1 MANSON5_281  2 MANSON5_286  3 MANSON5_290 -1 MANSON5_295 -1 MANSON5_295 -1 MANSON5_295 

:MANSON5_271
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00A0: store_actor @34 position_to $73 $74 $75
0509: $68 = distance between point $69 $70 and point $73 $74
00D6: if  0
0020:   $68 >  75.0  ;; floating-point values
004D: jump_if_false MANSON5_280
00BC: text_highpriority 'MAN5_G1'  8000 ms  1
0006: @32 =  0  ;; integer values
000A: @68 +=  1  ;; integer values

:MANSON5_280
0002: jump MANSON5_295

:MANSON5_281
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false MANSON5_285
000E: @68 -=  1  ;; integer values

:MANSON5_285
0002: jump MANSON5_295

:MANSON5_286
00BC: text_highpriority 'MAN5_G2'  8000 ms  1
0006: @32 =  0  ;; integer values
000A: @68 +=  1  ;; integer values
0002: jump MANSON5_295

:MANSON5_290
00D6: if  0
0019:   @32 >  20000  ;; integer values
004D: jump_if_false MANSON5_294
0006: @68 =  0  ;; integer values

:MANSON5_294
0002: jump MANSON5_295

:MANSON5_295
0051: return

:MANSON5_296
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false MANSON5_311
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false MANSON5_311
00AA: store_car @45 position_to $73 $74 $75
0509: $68 = distance between point $69 $70 and point $73 $74
00D6: if  0
0020:   $68 >  150.0  ;; floating-point values
004D: jump_if_false MANSON5_311
01C3: remove_references_to_car @45  ;; Like turning a car into any random car
0249: release_model  424
000A: @47 +=  1  ;; integer values

:MANSON5_311
0051: return

:MANSON5_312
0871: init_jump_table @69 total_jumps  3  0 MANSON5_367 jumps  0 MANSON5_313  1 MANSON5_322  2 MANSON5_331 -1 MANSON5_367 -1 MANSON5_367 -1 MANSON5_367 -1 MANSON5_367 

:MANSON5_313
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -12.2064 -1117.876 radius  250.0  250.0
004D: jump_if_false MANSON5_321
023C: load_special_actor  2 'OGLOC'
0247: request_model  219
0247: request_model  582
0247: request_model  539
000A: @69 +=  1  ;; integer values

:MANSON5_321
0002: jump MANSON5_367

:MANSON5_322
00D6: if  23
823D:   NOT   special_actor  2 loaded
8248:   NOT   model  219 available
8248:   NOT   model  582 available
8248:   NOT   model  539 available
004D: jump_if_false MANSON5_330
0002: jump MANSON5_367
0002: jump MANSON5_331

:MANSON5_330
000A: @69 +=  1  ;; integer values

:MANSON5_331
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -12.2064 -1117.876 radius  150.0  150.0
004D: jump_if_false MANSON5_366
009A: @35 = create_actor  23  291 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: @35  1
039E: (unknown) @35  1 
009A: @73 = create_actor  24  219 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  582 at -12.3019 -1108.927  6.837
0175: set_car @74 z_angle_to  153.1079
0519: unknown_car @74 flag  1
0229: set_car @74 color_to  1  1
02AC: set_car @74 immunities  1  1  1  1  1
00A5: @39 = create_car  539 at -7.4398 -1116.85  7.0583
0175: set_car @39 z_angle_to  278.5895
0519: unknown_car @39 flag  1
0229: set_car @39 color_to  1  1
02AC: set_car @39 immunities  1  1  1  1  1
00A5: @40 = create_car  539 at -4.862 -1120.453  7.0799
0175: set_car @40 z_angle_to  266.0038
0519: unknown_car @40 flag  1
0229: set_car @40 color_to  1  1
02AC: set_car @40 immunities  1  1  1  1  1
00A5: @41 = create_car  539 at -7.0309 -1111.909  6.726
0175: set_car @41 z_angle_to  269.4002
0519: unknown_car @41 flag  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_366
0002: jump MANSON5_367

:MANSON5_367
0051: return

:MANSON5_368
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_385
09E8: @65 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @65 ==  0  ;; integer values
004D: jump_if_false MANSON5_384
04D7: lock_actor @34 in_current_position  0
087F: @34  1 
0631: put_actor @34 in_group @51 
0187: @37 = create_marker_above_actor @34
07E0: @37  1 
018B: show_on_radar @37  2
018A: @50 = create_checkpoint_at -12.2064 -1117.876  7.0705
0002: jump MANSON5_156

:MANSON5_384
0002: jump MANSON5_388

:MANSON5_385
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F0'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_388
0002: jump MANSON5_368

:MANSON5_389
00D6: if  0
001B:    3 > @69  ;; integer values
004D: jump_if_false MANSON5_395
0001: wait  0 ms
0050: gosub MANSON5_312
0002: jump MANSON5_389

:MANSON5_395
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00A6: destroy_car @45
0247: request_model  484
0247: request_model  453
0247: request_model #WATERJUMPX2
07C0:  700 
07C0:  701 

:MANSON5_404
00D6: if  24
8248:   NOT   model  484 available
8248:   NOT   model  453 available
8248:   NOT   model #WATERJUMPX2 available
87C1:   NOT  700 
87C1:   NOT  701 
004D: jump_if_false MANSON5_413
0001: wait  0 ms
0002: jump MANSON5_404

:MANSON5_413
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false MANSON5_417
04D7: lock_actor @35 in_current_position  0

:MANSON5_417
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false MANSON5_421
04D7: lock_actor @73 in_current_position  0

:MANSON5_421
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MANSON5_425
0519: unknown_car @74 flag  0

:MANSON5_425
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false MANSON5_429
0519: unknown_car @39 flag  0

:MANSON5_429
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_433
0519: unknown_car @40 flag  0

:MANSON5_433
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_437
0519: unknown_car @41 flag  0

:MANSON5_437
00D6: if  0
0038:   $7954 ==  0  ;; integer values
004D: jump_if_false MANSON5_441
0008: $7954 +=  1  ;; integer values

:MANSON5_441
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 (back)  0 ms
0707: unknown_bunnyjump MANSON5_560 
0006: @32 =  0  ;; integer values

:MANSON5_451
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false MANSON5_457
0001: wait  0 ms
0050: gosub MANSON5_1398
0002: jump MANSON5_451

:MANSON5_457
0925: (unknown)
092F:  1 
0920: -6.004 -1108.63  7.8925 -5.5642 -1108.835  7.8925  2000  1 
00D6: if  2
8118:   NOT   actor @35 dead
8118:   NOT   actor @34 dead
8118:   NOT   actor @73 dead
004D: jump_if_false MANSON5_467
0639: unknown_action_sequence @35 @34 
0639: unknown_action_sequence @73 @34 

:MANSON5_467
0006: @32 =  0  ;; integer values

:MANSON5_468
00D6: if  0
001B:    1800 > @32  ;; integer values
004D: jump_if_false MANSON5_474
0001: wait  0 ms
0050: gosub MANSON5_1398
0002: jump MANSON5_468

:MANSON5_474
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false MANSON5_483
0615: @49 
05D3: unknown_action_sequence -1 -8.0333 -1118.52  7.0531  6 -2 
05CB: unknown_action_sequence -1 @39 -2 
0616: @49 
0618: $PLAYER_ACTOR @49 
061B: @49 

:MANSON5_483
00D6: if  1
8118:   NOT   actor @34 dead
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_493
0615: @49 
05D3: unknown_action_sequence -1 -4.9313 -1122.054  7.0188  6 -2 
05CB: unknown_action_sequence -1 @40 -2 
0616: @49 
0618: @34 @49 
061B: @49 

:MANSON5_493
0006: @32 =  0  ;; integer values

:MANSON5_494
00D6: if  0
001B:    250 > @32  ;; integer values
004D: jump_if_false MANSON5_500
0001: wait  0 ms
0050: gosub MANSON5_1398
0002: jump MANSON5_494

:MANSON5_500
00D6: if  1
8118:   NOT   actor @35 dead
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_505
05CB: unknown_action_sequence @35 @41 -2 

:MANSON5_505
0006: @48 =  0  ;; integer values

:MANSON5_506
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false MANSON5_521
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @35 dead
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_519
00D6: if  0
00DB:   actor @35 in_car @41
004D: jump_if_false MANSON5_519
0006: @48 =  1  ;; integer values
04BA: set_car @41 speed_instantly  8.0

:MANSON5_519
0050: gosub MANSON5_1398
0002: jump MANSON5_506

:MANSON5_521
068D: @55 @56 @57 
068E: @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_529
00D6: if  0
001B:    4500 > @32  ;; integer values
004D: jump_if_false MANSON5_552
0001: wait  0 ms
000B: @55 +=  .0085  ;; floating-point values
000F: @56 -=  .05  ;; floating-point values
000B: @58 +=  .0085  ;; floating-point values
000F: @59 -=  .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  1
0019:   @33 >  800  ;; integer values
0039:   @48 ==  0  ;; integer values
004D: jump_if_false MANSON5_550
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_550
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_550
0050: gosub MANSON5_1398
0002: jump MANSON5_529

:MANSON5_552
0006: @32 =  0  ;; integer values

:MANSON5_553
00D6: if  0
001B:    1800 > @32  ;; integer values
004D: jump_if_false MANSON5_559
0001: wait  0 ms
0050: gosub MANSON5_1398
0002: jump MANSON5_553

:MANSON5_559
0006: @53 =  1  ;; integer values

:MANSON5_560
0701: (unknown)
040D: unload_wav  1
040D: unload_wav  2
05AA: s@168 = 'MAN5_FA'  ;; 8-byte strings
04AF: @120 = unknown_wav_reference  24425 
05AA: s@170 = 'MAN5_FB'  ;; 8-byte strings
04AF: @121 = unknown_wav_reference  24426 
05AA: s@172 = 'MAN5_FC'  ;; 8-byte strings
04AF: @122 = unknown_wav_reference  24427 
05AA: s@174 = 'MAN5_FD'  ;; 8-byte strings
04AF: @123 = unknown_wav_reference  24428 
05AA: s@176 = 'MAN5_FE'  ;; 8-byte strings
04AF: @124 = unknown_wav_reference  24429 
05AA: s@178 = 'MAN5_FF'  ;; 8-byte strings
04AF: @125 = unknown_wav_reference  24430 
05AA: s@180 = 'MAN5_FG'  ;; 8-byte strings
04AF: @126 = unknown_wav_reference  24431 
05AA: s@182 = 'MAN5_FH'  ;; 8-byte strings
04AF: @127 = unknown_wav_reference  24432 
05AA: s@184 = 'MAN5_FJ'  ;; 8-byte strings
04AF: @128 = unknown_wav_reference  24433 
0006: @118 =  8  ;; integer values
0006: @119 =  0  ;; integer values
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false MANSON5_616
016A: fade  0 ()  0 ms
00D6: if  1
8118:   NOT   actor @35 dead
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_596
00D6: if  0
80DB:   NOT   actor @35 in_car @41
004D: jump_if_false MANSON5_596
0687: @35 
036A: put_actor @35 in_car @41

:MANSON5_596
00D6: if  1
8118:   NOT   actor @34 dead
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_605
00D6: if  0
80DB:   NOT   actor @34 in_car @40
004D: jump_if_false MANSON5_605
0687: @34 
036A: put_actor @34 in_car @40

:MANSON5_605
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8119:   NOT   car @39 wrecked
004D: jump_if_false MANSON5_614
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false MANSON5_614
0687: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car @39

:MANSON5_614
0925: (unknown)
016A: fade  1 (back)  0 ms

:MANSON5_616
00BC: text_highpriority 'MAN5_G4'  8000 ms  1
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false MANSON5_627
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_627
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MANSON5_633
0519: unknown_car @74 flag  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_633
0249: release_model  219
0249: release_model  582
00D6: if  1
8119:   NOT   car @41 wrecked
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_649
02AC: set_car @41 immunities  0  0  0  1  0
02AC: set_car @40 immunities  0  0  0  1  0
0971: (unknown)
05EB: @41  700 
05EB: @40  701 
0164: disable_marker @50
0164: disable_marker @37
0186: @38 = create_marker_above_car @41
0186: @37 = create_marker_above_car @40
07E0: @37  1 

:MANSON5_649
00D6: if  2
8118:   NOT   actor @35 dead
8118:   NOT   actor @34 dead
8119:   NOT   car @39 wrecked
004D: jump_if_false MANSON5_657
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_657
00A5: @75 = create_car  484 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  484 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  453 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  484 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  484 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  453 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  453 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  484 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  .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_686
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_714
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false MANSON5_710
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0050: gosub MANSON5_1146
0050: gosub MANSON5_1188
00A0: store_actor @35 position_to $73 $74 $75
0509: $68 = distance between point $73 $74 and point $69 $70
00D6: if  0
0030:   $68 >=  240.0  ;; floating-point values
004D: jump_if_false MANSON5_704
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F2'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_704
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  820.3243 -1918.42  11.8624  852.5646 -1894.725  13.0
004D: jump_if_false MANSON5_708
0002: jump MANSON5_718

:MANSON5_708
0050: gosub MANSON5_1398
0002: jump MANSON5_713

:MANSON5_710
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F3'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_713
0002: jump MANSON5_717

:MANSON5_714
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F0'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_717
0002: jump MANSON5_686

:MANSON5_718
016A: fade  0 ()  0 ms
041E: set_radio_station  11 
03DE: set_pedestrians_density_multiplier_to  .3
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false MANSON5_728
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_728
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_739
00D6: if  0
060E: @40 
004D: jump_if_false MANSON5_735
05EC: @40 

:MANSON5_735
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_739
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_750
00D6: if  0
060E: @41 
004D: jump_if_false MANSON5_746
05EC: @41 

:MANSON5_746
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_750
01C2: remove_references_to_actor @73  ;; Like turning an actor into a random pedestrian
0006: @48 =  0  ;; integer values

:MANSON5_752
00D6: if  0
001B:    8 > @48  ;; integer values
004D: jump_if_false MANSON5_758
01C3: remove_references_to_car @75(@48,8i)  ;; Like turning a car into any random car
000A: @48 +=  1  ;; integer values
0002: jump MANSON5_752

:MANSON5_758
01C4: remove_references_to_object @83  ;; This object will now disappear when the player looks away
0249: release_model  484
0249: release_model  453
0249: release_model #WATERJUMPX2
0873:  700 
0873:  701 
0247: request_model  571
07C0:  702 
07C0:  703 
07C0:  704 
07C0:  705 

:MANSON5_769
00D6: if  24
8248:   NOT   model  571 available
87C1:   NOT  702 
87C1:   NOT  703 
87C1:   NOT  704 
87C1:   NOT  705 
004D: jump_if_false MANSON5_778
0001: wait  0 ms
0002: jump MANSON5_769

:MANSON5_778
00A5: @42 = create_car  571 at  832.4061 -2046.025  11.8672
0175: set_car @42 z_angle_to  343.6256
00A5: @43 = create_car  571 at  835.5082 -2047.978  11.8672
0175: set_car @43 z_angle_to  0.0
00A5: @44 = create_car  571 at  839.2866 -2050.322  11.8672
0175: set_car @44 z_angle_to  21.8433
0519: unknown_car @44 flag  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_1300
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_799
00D6: if  0
860E:   NOT @41 
004D: jump_if_false MANSON5_799
05EB: @41  702 

:MANSON5_799
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  1 (back)  0 ms
0006: @32 =  0  ;; integer values

:MANSON5_803
00D6: if  0
001B:    1000 > @32  ;; integer values
004D: jump_if_false MANSON5_809
0001: wait  0 ms
0050: gosub MANSON5_1300
0002: jump MANSON5_803

:MANSON5_809
0006: @53 =  0  ;; integer values
0707: unknown_bunnyjump MANSON5_908 
0006: @32 =  0  ;; integer values

:MANSON5_812
00D6: if  0
001B:    3400 > @32  ;; integer values
004D: jump_if_false MANSON5_818
0001: wait  0 ms
0050: gosub MANSON5_1300
0002: jump MANSON5_812

:MANSON5_818
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false MANSON5_823
00AB: put_car @39 at  827.2987 -2036.851  11.8672
0175: set_car @39 z_angle_to  176.431

:MANSON5_823
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSON5_828
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  828.7999 -2036.757  11.8672
0002: jump MANSON5_829

:MANSON5_828
00A1: put_actor $PLAYER_ACTOR at  828.7999 -2036.757  11.8672

:MANSON5_829
0173: set_actor $PLAYER_ACTOR z_angle_to  129.8786
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_835
00AB: put_car @40 at  846.0646 -2039.737  11.8672
0175: set_car @40 z_angle_to  162.7406

:MANSON5_835
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_845
00D6: if  0
00DF:   actor @34 driving
004D: jump_if_false MANSON5_843
0362: remove_actor @34 from_car_and_place_at  844.8756 -2038.455  11.8672
0002: jump MANSON5_844

:MANSON5_843
00A1: put_actor @34 at  844.8756 -2038.455  11.8672

:MANSON5_844
0173: set_actor @34 z_angle_to  132.7607

:MANSON5_845
0006: @48 =  0  ;; integer values

:MANSON5_846
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false MANSON5_859
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_857
00D6: if  0
860E:   NOT @41 
004D: jump_if_false MANSON5_857
0006: @48 =  1  ;; integer values

:MANSON5_857
0050: gosub MANSON5_1300
0002: jump MANSON5_846

:MANSON5_859
00D6: if  1
8118:   NOT   actor @35 dead
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_869
0615: @49 
0633: unknown_action_sequence -1 
05CB: unknown_action_sequence -1 @44 -2 
0616: @49 
0618: @35 @49 
061B: @49 

:MANSON5_869
0006: @48 =  0  ;; integer values

:MANSON5_870
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false MANSON5_884
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @35 dead
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_882
00D6: if  0
00DB:   actor @35 in_car @44
004D: jump_if_false MANSON5_882
0006: @48 =  1  ;; integer values

:MANSON5_882
0050: gosub MANSON5_1300
0002: jump MANSON5_870

:MANSON5_884
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_891
00D6: if  0
860E:   NOT @44 
004D: jump_if_false MANSON5_891
05EB: @44  703 

:MANSON5_891
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false MANSON5_895
05CB: unknown_action_sequence $PLAYER_ACTOR @42 -2 

:MANSON5_895
00D6: if  1
8118:   NOT   actor @34 dead
8119:   NOT   car @43 wrecked
004D: jump_if_false MANSON5_900
05CB: unknown_action_sequence @34 @43 -2 

:MANSON5_900
0006: @32 =  0  ;; integer values

:MANSON5_901
00D6: if  0
001B:    4500 > @32  ;; integer values
004D: jump_if_false MANSON5_907
0001: wait  0 ms
0050: gosub MANSON5_1300
0002: jump MANSON5_901

:MANSON5_907
0006: @53 =  1  ;; integer values

:MANSON5_908
0701: (unknown)
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false MANSON5_913
016A: fade  0 ()  0 ms

:MANSON5_913
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false MANSON5_924
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @42
004D: jump_if_false MANSON5_924
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSON5_923
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  0.0  0.0  0.0

:MANSON5_923
036A: put_actor $PLAYER_ACTOR in_car @42

:MANSON5_924
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false MANSON5_929
00AB: put_car @39 at  827.2987 -2036.851  11.8672
0175: set_car @39 z_angle_to  176.431

:MANSON5_929
00D6: if  1
8118:   NOT   actor @34 dead
8119:   NOT   car @43 wrecked
004D: jump_if_false MANSON5_941
00D6: if  0
80DB:   NOT   actor @34 in_car @43
004D: jump_if_false MANSON5_941
00D6: if  0
00DF:   actor @34 driving
004D: jump_if_false MANSON5_940
0362: remove_actor @34 from_car_and_place_at  0.0  0.0  0.0

:MANSON5_940
036A: put_actor @34 in_car @43

:MANSON5_941
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_946
00AB: put_car @40 at  846.0646 -2039.737  11.8672
0175: set_car @40 z_angle_to  162.7406

:MANSON5_946
00D6: if  1
8118:   NOT   actor @35 dead
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_959
0519: unknown_car @44 flag  0
00D6: if  0
80DB:   NOT   actor @35 in_car @44
004D: jump_if_false MANSON5_959
00D6: if  0
00DF:   actor @35 driving
004D: jump_if_false MANSON5_958
0362: remove_actor @35 from_car_and_place_at  0.0  0.0  0.0

:MANSON5_958
036A: put_actor @35 in_car @44

:MANSON5_959
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_966
00D6: if  0
060E: @41 
004D: jump_if_false MANSON5_966
06C5: @41 

:MANSON5_966
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  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_980
00D6: if  0
060E: @44 
004D: jump_if_false MANSON5_978
05EC: @44 

:MANSON5_978
05EB: @44  704 
0186: @38 = create_marker_above_car @44

:MANSON5_980
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false MANSON5_989
00D6: if  0
860E:   NOT @43 
004D: jump_if_false MANSON5_987
05EB: @43  705 

:MANSON5_987
0186: @37 = create_marker_above_car @43
07E0: @37  1 

:MANSON5_989
0006: @118 =  10  ;; integer values
0006: @119 =  4  ;; integer values
016A: fade  1 (back)  0 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority 'MAN5_G5'  8000 ms  1
0006: @32 =  0  ;; integer values

:MANSON5_998
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_1032
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false MANSON5_1028
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0050: gosub MANSON5_1223
0050: gosub MANSON5_1265
0050: gosub MANSON5_1319
0050: gosub MANSON5_1376
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false MANSON5_1015
0002: jump MANSON5_1036
0002: jump MANSON5_1026

:MANSON5_1015
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false MANSON5_1026
00A0: store_actor @35 position_to $73 $74 $75
0509: $68 = distance between point $73 $74 and point $69 $70
00D6: if  0
0030:   $68 >=  130.0  ;; floating-point values
004D: jump_if_false MANSON5_1026
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F2'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_1026
0050: gosub MANSON5_1398
0002: jump MANSON5_1031

:MANSON5_1028
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F3'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_1031
0002: jump MANSON5_1035

:MANSON5_1032
0006: @62 =  1  ;; integer values
05AA: s@63 = 'MAN5_F0'  ;; 8-byte strings
0002: jump MANSON5_1561

:MANSON5_1035
0002: jump MANSON5_998

:MANSON5_1036
016A: fade  0 ()  0 ms
041E: set_radio_station  11 
0164: disable_marker @37
0164: disable_marker @38
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSON5_1045
0811: @84 = actor $PLAYER_ACTOR car
04BA: set_car @84 speed_instantly  0.0

:MANSON5_1045
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_1050
01C2: remove_references_to_actor @34  ;; Like turning an actor into a random pedestrian
0249: release_model  183

:MANSON5_1050
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false MANSON5_1058
00D6: if  0
060E: @43 
004D: jump_if_false MANSON5_1057
05EC: @43 

:MANSON5_1057
01C3: remove_references_to_car @43  ;; Like turning a car into any random car

:MANSON5_1058
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  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_1069
00D6: if  0
060E: @44 
004D: jump_if_false MANSON5_1069
05EE: @44 
06FD: @44  1.0 

:MANSON5_1069
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  1 (back)  500 ms

:MANSON5_1072
00D6: if  0
016B:   fading
004D: jump_if_false MANSON5_1077
0001: wait  0 ms
0002: jump MANSON5_1072

:MANSON5_1077
0707: unknown_bunnyjump MANSON5_1093 
0006: @48 =  0  ;; integer values

:MANSON5_1079
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false MANSON5_1093
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_1091
00D6: if  0
860E:   NOT @44 
004D: jump_if_false MANSON5_1090
0006: @48 =  1  ;; integer values

:MANSON5_1090
0002: jump MANSON5_1092

:MANSON5_1091
0006: @48 =  1  ;; integer values

:MANSON5_1092
0002: jump MANSON5_1079

:MANSON5_1093
0701: (unknown)
016A: fade  0 ()  0 ms

:MANSON5_1095
00D6: if  0
016B:   fading
004D: jump_if_false MANSON5_1100
0001: wait  0 ms
0002: jump MANSON5_1095

:MANSON5_1100
04BB: select_interior  3  ;; select render area
03EF: player $PLAYER_CHAR make_safe
03AF: set_streaming  0 (disabled)
02E4: load_cutscene_data 'BHILL5B'

:MANSON5_1104
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false MANSON5_1109
0001: wait  0 ms
0002: jump MANSON5_1104

:MANSON5_1109
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:MANSON5_1111
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false MANSON5_1116
0001: wait  0 ms
0002: jump MANSON5_1111

:MANSON5_1116
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:MANSON5_1119
00D6: if  0
016B:   fading
004D: jump_if_false MANSON5_1124
0001: wait  0 ms
0002: jump MANSON5_1119

:MANSON5_1124
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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false MANSON5_1132
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1180.732 -1159.114  22.8578
0002: jump MANSON5_1133

:MANSON5_1132
0972: $PLAYER_ACTOR  1180.732 -1159.114  22.8578 

:MANSON5_1133
0173: set_actor $PLAYER_ACTOR z_angle_to  25.4307
0006: @32 =  0  ;; integer values

:MANSON5_1135
00D6: if  0
001B:    400 > @32  ;; integer values
004D: jump_if_false MANSON5_1140
0001: wait  0 ms
0002: jump MANSON5_1135

:MANSON5_1140
016A: fade  1 (back)  500 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0002: jump MANSON5_1531

:MANSON5_1146
00D6: if  1
8119:   NOT   car @40 wrecked
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_1187
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false MANSON5_1187
00D6: if  0
060E: @40 
004D: jump_if_false MANSON5_1185
00D6: if  0
00F4:   actor @34 near_actor_in_car $PLAYER_ACTOR radius  6.0  6.0  0  
004D: jump_if_false MANSON5_1161
000F: @96 -=  .2  ;; floating-point values
0002: jump MANSON5_1174

:MANSON5_1161
0407: create_coordinate @85 @86 $75 from_car @40 offset  0.0  4.0  0.0
0407: create_coordinate @87 @88 $75 from_car @40 offset  2.0  2.0  0.0
0407: create_coordinate @89 @90 $75 from_car @40 offset -2.0  2.0  0.0
0509: @91 = distance between point @85 @86 and point $69 $70
0013: @91 *=  2.0  ;; floating-point values 
0509: @92 = distance between point @87 @88 and point $69 $70
0509: @93 = distance between point @89 @90 and point $69 $70
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_1174
00D6: if  0
0021:   @96 >  1.0  ;; floating-point values
004D: jump_if_false MANSON5_1179
0007: @96 =  1.0  ;; floating-point values
0002: jump MANSON5_1183

:MANSON5_1179
00D6: if  0
0023:    0.0 > @96  ;; floating-point values
004D: jump_if_false MANSON5_1183
0007: @96 =  0.0  ;; floating-point values

:MANSON5_1183
06FD: @40 @96 
0002: jump MANSON5_1187

:MANSON5_1185
04BA: set_car @40 speed_instantly  0.0
0006: @95 = -1  ;; integer values

:MANSON5_1187
0051: return

:MANSON5_1188
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_1222
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false MANSON5_1222
00D6: if  0
060E: @41 
004D: jump_if_false MANSON5_1220
0407: create_coordinate @85 @86 $75 from_car @41 offset  0.0 -18.0  0.0
0407: create_coordinate @87 @88 $75 from_car @41 offset  2.0 -11.0  0.0
0407: create_coordinate @89 @90 $75 from_car @41 offset -2.0 -11.0  0.0
0509: @91 = distance between point @85 @86 and point $69 $70
0013: @91 *=  2.0  ;; floating-point values 
0509: @92 = distance between point @87 @88 and point $69 $70
0509: @93 = distance between point @89 @90 and point $69 $70
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  0
0021:   @98 >  1.4  ;; floating-point values
004D: jump_if_false MANSON5_1214
0007: @98 =  1.4  ;; floating-point values
0002: jump MANSON5_1218

:MANSON5_1214
00D6: if  0
0023:    .9 > @98  ;; floating-point values
004D: jump_if_false MANSON5_1218
0007: @98 =  .9  ;; floating-point values

:MANSON5_1218
06FD: @41 @98 
0002: jump MANSON5_1222

:MANSON5_1220
04BA: set_car @41 speed_instantly  0.0
0006: @97 = -1  ;; integer values

:MANSON5_1222
0051: return

:MANSON5_1223
00D6: if  1
8119:   NOT   car @43 wrecked
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_1264
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false MANSON5_1264
00D6: if  0
060E: @43 
004D: jump_if_false MANSON5_1262
00D6: if  0
00F4:   actor @34 near_actor_in_car $PLAYER_ACTOR radius  6.0  6.0  0  
004D: jump_if_false MANSON5_1238
000F: @96 -=  .2  ;; floating-point values
0002: jump MANSON5_1251

:MANSON5_1238
0407: create_coordinate @85 @86 $75 from_car @43 offset  0.0  4.0  0.0
0407: create_coordinate @87 @88 $75 from_car @43 offset  2.0  2.0  0.0
0407: create_coordinate @89 @90 $75 from_car @43 offset -2.0  2.0  0.0
0509: @91 = distance between point @85 @86 and point $69 $70
0013: @91 *=  2.0  ;; floating-point values 
0509: @92 = distance between point @87 @88 and point $69 $70
0509: @93 = distance between point @89 @90 and point $69 $70
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_1251
00D6: if  0
0021:   @96 >  1.05  ;; floating-point values
004D: jump_if_false MANSON5_1256
0007: @96 =  1.05  ;; floating-point values
0002: jump MANSON5_1260

:MANSON5_1256
00D6: if  0
0023:    0.0 > @96  ;; floating-point values
004D: jump_if_false MANSON5_1260
0007: @96 =  0.0  ;; floating-point values

:MANSON5_1260
06FD: @43 @96 
0002: jump MANSON5_1264

:MANSON5_1262
04BA: set_car @43 speed_instantly  0.0
0006: @95 = -1  ;; integer values

:MANSON5_1264
0051: return

:MANSON5_1265
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_1299
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false MANSON5_1299
00D6: if  0
060E: @44 
004D: jump_if_false MANSON5_1297
0407: create_coordinate @85 @86 $75 from_car @44 offset  0.0 -18.0  0.0
0407: create_coordinate @87 @88 $75 from_car @44 offset  2.0 -11.0  0.0
0407: create_coordinate @89 @90 $75 from_car @44 offset -2.0 -11.0  0.0
0509: @91 = distance between point @85 @86 and point $69 $70
0013: @91 *=  2.0  ;; floating-point values 
0509: @92 = distance between point @87 @88 and point $69 $70
0509: @93 = distance between point @89 @90 and point $69 $70
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  0
0021:   @98 >  1.2  ;; floating-point values
004D: jump_if_false MANSON5_1291
0007: @98 =  1.2  ;; floating-point values
0002: jump MANSON5_1295

:MANSON5_1291
00D6: if  0
0023:    .6 > @98  ;; floating-point values
004D: jump_if_false MANSON5_1295
0007: @98 =  .6  ;; floating-point values

:MANSON5_1295
06FD: @44 @98 
0002: jump MANSON5_1299

:MANSON5_1297
04BA: set_car @44 speed_instantly  0.0
0006: @44 = -1  ;; integer values

:MANSON5_1299
0051: return

:MANSON5_1300
0871: init_jump_table @99 total_jumps  1  0 MANSON5_1306 jumps  0 MANSON5_1301 -1 MANSON5_1306 -1 MANSON5_1306 -1 MANSON5_1306 -1 MANSON5_1306 -1 MANSON5_1306 -1 MANSON5_1306 

:MANSON5_1301
00D6: if  0
0023:    255.0 > @103  ;; floating-point values
004D: jump_if_false MANSON5_1305
000B: @103 +=  .35  ;; floating-point values

:MANSON5_1305
0002: jump MANSON5_1306

:MANSON5_1306
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_1319
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false MANSON5_1375
0871: init_jump_table @112 total_jumps  5  0 MANSON5_1375 jumps  0 MANSON5_1323  1 MANSON5_1332  2 MANSON5_1351  3 MANSON5_1358  4 MANSON5_1365 -1 MANSON5_1375 -1 MANSON5_1375 

:MANSON5_1323
00D6: if  0
00EE:   actor @35  0 ()near_point_in_car  748.4916 -1812.361 radius  2.0  2.0
004D: jump_if_false MANSON5_1331
00D6: if  0
86BD:   NOT $69 $70 $71  748.4916 -1812.361  12.0297  1  0  0  0  0 
004D: jump_if_false MANSON5_1329

:MANSON5_1329
0247: request_model  588
000A: @112 +=  1  ;; integer values

:MANSON5_1331
0002: jump MANSON5_1375

:MANSON5_1332
00D6: if  0
00EE:   actor @35  0 ()near_point_in_car  662.4983 -1791.844 radius  2.0  2.0
004D: jump_if_false MANSON5_1350
00D6: if  0
0248:   model  588 available
004D: jump_if_false MANSON5_1343
00D6: if  0
86BD:   NOT $69 $70 $71  532.9616 -1768.656  4.698  1  0  0  0  0 
004D: jump_if_false MANSON5_1343
00A5: @114 = create_car  588 at  532.9616 -1768.656  4.698
0175: set_car @114 z_angle_to  270.0

:MANSON5_1343
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_1350
0002: jump MANSON5_1375

:MANSON5_1351
00D6: if  0
00EE:   actor @35  0 ()near_point_in_car  394.1295 -1801.128 radius  2.0  2.0
004D: jump_if_false MANSON5_1357
0249: release_model  588
01C3: remove_references_to_car @114  ;; Like turning a car into any random car
000A: @112 +=  1  ;; integer values

:MANSON5_1357
0002: jump MANSON5_1375

:MANSON5_1358
00D6: if  0
00EE:   actor @35  0 ()near_point_in_car  1030.758 -1223.58 radius  2.0  2.0
004D: jump_if_false MANSON5_1364
05ED: @44 
000A: @112 +=  1  ;; integer values
0002: jump MANSON5_1365

:MANSON5_1364
0002: jump MANSON5_1375

:MANSON5_1365
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false MANSON5_1374
00A0: store_actor @35 position_to $73 $74 $75
0509: $68 = distance between point $73 $74 and point $69 $70
00D6: if  0
0032:    40.0 >= $68  ;; floating-point values
004D: jump_if_false MANSON5_1374
0006: @54 =  1  ;; integer values

:MANSON5_1374
0002: jump MANSON5_1375

:MANSON5_1375
0051: return

:MANSON5_1376
0871: init_jump_table @117 total_jumps  2  0 MANSON5_1397 jumps  0 MANSON5_1377  1 MANSON5_1384 -1 MANSON5_1397 -1 MANSON5_1397 -1 MANSON5_1397 -1 MANSON5_1397 -1 MANSON5_1397 

:MANSON5_1377
0509: $68 = distance between point $69 $70 and point  1064.547 -1218.083
00D6: if  0
0022:    250.0 > $68  ;; floating-point values
004D: jump_if_false MANSON5_1383
0247: request_model  482
000A: @117 +=  1  ;; integer values

:MANSON5_1383
0002: jump MANSON5_1397

:MANSON5_1384
00D6: if  0
0248:   model  482 available
004D: jump_if_false MANSON5_1396
0509: $68 = distance between point $69 $70 and point  1064.547 -1218.083
00D6: if  0
0022:    80.0 > $68  ;; floating-point values
004D: jump_if_false MANSON5_1396
00A5: @115 = create_car  482 at  1064.547 -1218.083  15.928
0175: set_car @115 z_angle_to  191.9481
00A5: @116 = create_car  482 at  1050.6 -1222.692  15.8704
0175: set_car @116 z_angle_to  111.6362
000A: @117 +=  1  ;; integer values

:MANSON5_1396
0002: jump MANSON5_1397

:MANSON5_1397
0051: return

:MANSON5_1398
0871: init_jump_table @118 total_jumps  12  0 MANSON5_1530 jumps  0 MANSON5_1400  1 MANSON5_1411  2 MANSON5_1417  3 MANSON5_1450  4 MANSON5_1456  5 MANSON5_1464  6 MANSON5_1470 
0872: jump_table_jumps  7 MANSON5_1478  8 MANSON5_1484  9 MANSON5_1501  10 MANSON5_1507  11 MANSON5_1524 -1 MANSON5_1530 -1 MANSON5_1530 -1 MANSON5_1530 -1 MANSON5_1530 

:MANSON5_1400
00D6: if  0
001B:    3 > @119  ;; integer values
004D: jump_if_false MANSON5_1409
008A: $1276 = @120(@119,24i)  ;; integer values and handles
05A9: s$1281 = @168(@119,24s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @144(@119,24i) 
000A: @119 +=  1  ;; integer values
000A: @118 +=  1  ;; integer values
0002: jump MANSON5_1411

:MANSON5_1409
0006: @118 =  2  ;; integer values
0002: jump MANSON5_1530

:MANSON5_1411
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSON5_1416
0006: @118 =  0  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:MANSON5_1416
0002: jump MANSON5_1530

:MANSON5_1417
00D6: if  0
0039:   @69 ==  3  ;; integer values
004D: jump_if_false MANSON5_1426
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point -12.2064 -1117.876 radius  120.0  120.0
004D: jump_if_false MANSON5_1426
000A: @118 +=  2  ;; integer values
0006: @119 =  16  ;; integer values
0002: jump MANSON5_1530

:MANSON5_1426
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false MANSON5_1438
00D6: if  0
001B:    16 > @119  ;; integer values
004D: jump_if_false MANSON5_1437
008A: $1276 = @120(@119,24i)  ;; integer values and handles
05A9: s$1281 = @168(@119,24s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @144(@119,24i) 
000A: @119 +=  1  ;; integer values
000A: @118 +=  1  ;; integer values

:MANSON5_1437
0002: jump MANSON5_1450

:MANSON5_1438
00D6: if  0
8039:   NOT   @119 ==  3  ;; integer values
004D: jump_if_false MANSON5_1449
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false MANSON5_1445
0004: $1285 = -2  ;; integer values

:MANSON5_1445
00D6: if  0
801A:   NOT    0 > $1285  ;; integer values
004D: jump_if_false MANSON5_1449
0004: $1285(1) = -2  ;; integer values

:MANSON5_1449
0002: jump MANSON5_1530

:MANSON5_1450
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSON5_1455
0006: @118 =  2  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:MANSON5_1455
0002: jump MANSON5_1530

:MANSON5_1456
00D6: if  0
001B:    18 > @119  ;; integer values
004D: jump_if_false MANSON5_1464
008A: $1276 = @120(@119,24i)  ;; integer values and handles
05A9: s$1281 = @168(@119,24s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @144(@119,24i) 
000A: @119 +=  1  ;; integer values
000A: @118 +=  1  ;; integer values

:MANSON5_1464
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSON5_1469
0006: @118 =  4  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:MANSON5_1469
0002: jump MANSON5_1530

:MANSON5_1470
00D6: if  0
001B:    24 > @119  ;; integer values
004D: jump_if_false MANSON5_1478
008A: $1276 = @120(@119,24i)  ;; integer values and handles
05A9: s$1281 = @168(@119,24s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @144(@119,24i) 
000A: @119 +=  1  ;; integer values
000A: @118 +=  1  ;; integer values

:MANSON5_1478
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSON5_1483
0006: @118 =  6  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:MANSON5_1483
0002: jump MANSON5_1530

:MANSON5_1484
00D6: if  0
001B:    4 > @119  ;; integer values
004D: jump_if_false MANSON5_1501
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false MANSON5_1501
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35 radius  60.0  60.0  0
004D: jump_if_false MANSON5_1500
008A: $1276 = @120(@119,24i)  ;; integer values and handles
05A9: s$1281 = @168(@119,24s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @35 
000A: @119 +=  1  ;; integer values
000A: @118 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump MANSON5_1501

:MANSON5_1500
0006: @32 =  7000  ;; integer values

:MANSON5_1501
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSON5_1506
0006: @118 =  8  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:MANSON5_1506
0002: jump MANSON5_1530

:MANSON5_1507
00D6: if  0
001B:    9 > @119  ;; integer values
004D: jump_if_false MANSON5_1524
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false MANSON5_1524
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35 radius  50.0  50.0  0
004D: jump_if_false MANSON5_1523
008A: $1276 = @120(@119,24i)  ;; integer values and handles
05A9: s$1281 = @168(@119,24s)  ;; 8-byte strings
004F: create_thread A_ALAP_1  2  100 @35 
000A: @119 +=  1  ;; integer values
000A: @118 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump MANSON5_1524

:MANSON5_1523
0006: @32 =  7000  ;; integer values

:MANSON5_1524
00D6: if  0
0038:   $1285($1288,2i) == -3  ;; integer values
004D: jump_if_false MANSON5_1529
0006: @118 =  10  ;; integer values
0004: $1285($1288,2i) = -4  ;; integer values

:MANSON5_1529
0002: jump MANSON5_1530

:MANSON5_1530
0051: return

:MANSON5_1531
0008: $MANSION_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'MAN_5'
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
0998: add_respect  50 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $622
0051: return

:MANSON5_1561
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false MANSON5_1566
00BC: text_highpriority s@63  5000 ms  1

:MANSON5_1566
0051: return

:MANSON5_1567
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false MANSON5_1572
07B4: $PLAYER_CHAR  1 
08F4:  99 

:MANSON5_1572
004F: create_thread A_TERM_1 
03DE: set_pedestrians_density_multiplier_to  1.0
091D:  226.1833 -1631.007  40.0  546.4532 -1423.991  12.0 
091D:  510.3661 -1431.656  10.0  645.8312 -1387.312  20.0 
091D:  646.6142 -1389.016  10.0  620.9656 -1310.468  20.0 
091D:  620.9656 -1310.468  10.0  947.811 -1335.012  20.0 
091D:  948.2631 -1335.406  10.0  934.2357 -1229.938  20.0 
091D:  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  0
8118:   NOT   actor @34 dead
004D: jump_if_false MANSON5_1587
06C9: @34 

:MANSON5_1587
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  0
8118:   NOT   actor @73 dead
004D: jump_if_false MANSON5_1597
04D7: lock_actor @73 in_current_position  0
02AB: set_actor @73 immunities  0  0  0  0  0

:MANSON5_1597
01C3: remove_references_to_car @74  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @74 wrecked
004D: jump_if_false MANSON5_1603
0519: unknown_car @74 flag  0
02AC: set_car @74 immunities  0  0  0  0  0

:MANSON5_1603
01C3: remove_references_to_car @39  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false MANSON5_1611
00D6: if  0
060E: @40 
004D: jump_if_false MANSON5_1611
05EC: @40 

:MANSON5_1611
01C3: remove_references_to_car @40  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false MANSON5_1619
00D6: if  0
060E: @41 
004D: jump_if_false MANSON5_1619
05EC: @41 

:MANSON5_1619
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  0
8119:   NOT   car @43 wrecked
004D: jump_if_false MANSON5_1628
00D6: if  0
060E: @43 
004D: jump_if_false MANSON5_1628
05EC: @43 

:MANSON5_1628
01C3: remove_references_to_car @43  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false MANSON5_1636
00D6: if  0
060E: @44 
004D: jump_if_false MANSON5_1636
05EC: @44 

:MANSON5_1636
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_1642
00D6: if  0
001B:    8 > @48  ;; integer values
004D: jump_if_false MANSON5_1648
01C3: remove_references_to_car @75(@48,8i)  ;; Like turning a car into any random car
000A: @48 +=  1  ;; integer values
0002: jump MANSON5_1642

:MANSON5_1648
01C4: remove_references_to_object @83  ;; This object will now disappear when the player looks away
0249: release_model  219
0249: release_model  424
0249: release_model  539
0249: release_model  571
0249: release_model  582
0249: release_model  484
0249: release_model  453
0249: release_model  588
0249: release_model  482
0249: release_model #WATERJUMPX2
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 106---------------
; Originally: Beat Down on B Dup


:GROVE1_1
03A4: name_thread 'GROVE1'
0050: gosub GROVE1_59
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false GROVE1_7
0050: gosub GROVE1_2564

:GROVE1_7
0050: gosub GROVE1_2582
004E: end_thread

:GROVE1_9
0871: init_jump_table @96 total_jumps  4  0 GROVE1_58 jumps  0 GROVE1_10  1 GROVE1_30  2 GROVE1_42  3 GROVE1_52 -1 GROVE1_58 -1 GROVE1_58 -1 GROVE1_58 

:GROVE1_10
05A9: s$7956 = 'GRO1_FA'  ;; 8-byte strings
05A9: s$7956(1) = 'GRO1_FB'  ;; 8-byte strings
05A9: s$7956(2) = 'GRO1_FC'  ;; 8-byte strings
05A9: s$7956(3) = 'GRO1_FD'  ;; 8-byte strings
05A9: s$7956(4) = 'GRO1_FE'  ;; 8-byte strings
05A9: s$7956(5) = 'GRO1_FF'  ;; 8-byte strings
05A9: s$7956(6) = 'GRO1_FG'  ;; 8-byte strings
05A9: s$7956(7) = 'GRO1_FH'  ;; 8-byte strings
05A9: s$7956(8) = 'GRO1_FJ'  ;; 8-byte strings
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_58

:GROVE1_30
05A9: s$7956 = 'GRO1_JA'  ;; 8-byte strings
05A9: s$7956(1) = 'GRO1_JB'  ;; 8-byte strings
05A9: s$7956(2) = 'GRO1_JC'  ;; 8-byte strings
05A9: s$7956(3) = 'GRO1_JD'  ;; 8-byte strings
05A9: s$7956(4) = 'GRO1_JE'  ;; 8-byte strings
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_58

:GROVE1_42
05A9: s$7956 = 'GRO1_LA'  ;; 8-byte strings
05A9: s$7956(1) = 'GRO1_LB'  ;; 8-byte strings
05A9: s$7956(2) = 'GRO1_LC'  ;; 8-byte strings
05A9: s$7956(3) = 'GRO1_LD'  ;; 8-byte strings
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_58

:GROVE1_52
05A9: s$7956 = 'GRO1_KA'  ;; 8-byte strings
05A9: s$7956(1) = 'GRO1_KB'  ;; 8-byte strings
04AF: @97 = unknown_wav_reference  17450 
04AF: @98 = unknown_wav_reference  17451 
0004: $1422 =  1  ;; integer values
0002: jump GROVE1_58

:GROVE1_58
0051: return

:GROVE1_59
0004: $ON_MISSION =  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_116
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false GROVE1_121
0001: wait  0 ms
0002: jump GROVE1_116

:GROVE1_121
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:GROVE1_123
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false GROVE1_128
0001: wait  0 ms
0002: jump GROVE1_123

:GROVE1_128
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:GROVE1_130
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_135
0001: wait  0 ms
0002: jump GROVE1_130

:GROVE1_135
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
08F4:  5 
0002: jump GROVE1_156
018A: @39 = create_checkpoint_at  0.0  0.0  0.0
0615: @57 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1  1 
0616: @57 
0615: @61 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1  1 
0616: @61 
0615: @65 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1  1 
0616: @65 
0615: @69 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1  1 
0616: @69 

:GROVE1_156
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: load_special_actor  1 'SWEET'
0247: request_model  104
0247: request_model  102
0247: request_model  355
0247: request_model  411
03CF: load_wav  17441 as  2
038B: load_requested_models

:GROVE1_166
00D6: if  25
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  355 available
8248:   NOT   model  104 available
8248:   NOT   model  102 available
8248:   NOT   model  411 available
83D0:   NOT   wav  2 loaded
004D: jump_if_false GROVE1_176
0001: wait  0 ms
0002: jump GROVE1_166

:GROVE1_176
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  290 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: @38  1
0446: (unknown) @38  0 
0940: $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: @38  1000 
077A: @38  4  25 
02AB: set_actor @38 immunities  1  1  1  1  1
0A20: $PLAYER_CHAR  1 
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:GROVE1_199
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GROVE1_204
0001: wait  0 ms
0002: jump GROVE1_199

:GROVE1_204
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_211
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564
0002: jump GROVE1_212

:GROVE1_211
02AB: set_actor @38 immunities  0  0  0  0  0

:GROVE1_212
00BC: text_highpriority 'GM1_18'  8000 ms  1
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_9
0006: @119 =  0  ;; integer values
0006: @120 =  0  ;; integer values

:GROVE1_223
00D6: if  22
80FE:   NOT   actor $PLAYER_ACTOR $127 near_point  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_427
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false GROVE1_233
0002: jump GROVE1_2571

:GROVE1_233
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_247
00D9: @83 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car @83 wrecked
004D: jump_if_false GROVE1_246
00D6: if  0
09D0: @83 
004D: jump_if_false GROVE1_245
0006: @120 =  1  ;; integer values
0002: jump GROVE1_246

:GROVE1_245
0006: @120 =  0  ;; integer values

:GROVE1_246
0002: jump GROVE1_258

:GROVE1_247
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2293.032 -1795.767  12.5469 radius  4.0  4.0  4.0
004D: jump_if_false GROVE1_257
00D6: if  0
06EE:   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_255
0006: @120 =  1  ;; integer values
0002: jump GROVE1_256

:GROVE1_255
0006: @120 =  0  ;; integer values

:GROVE1_256
0002: jump GROVE1_258

:GROVE1_257
0006: @120 =  0  ;; integer values

:GROVE1_258
00D6: if  0
0039:   @114 ==  0  ;; integer values
004D: jump_if_false GROVE1_266
00D6: if  0
0029:   @32 >=  5000  ;; integer values
004D: jump_if_false GROVE1_266
03D5: remove_text 'GM1_18'
0006: @114 =  1  ;; integer values

:GROVE1_266
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false GROVE1_309
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_300
00D6: if  0
06EE:   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_289
00D6: if  0
0104:   actor @38 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false GROVE1_288
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor @38 has_objective
004D: jump_if_false GROVE1_283
0050: gosub GROVE1_2663

:GROVE1_283
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor @38 driving
004D: jump_if_false GROVE1_288
0050: gosub GROVE1_2663

:GROVE1_288
0002: jump GROVE1_299

:GROVE1_289
040D: unload_wav  1
03D5: remove_text 'GRO1_FA'
03D5: remove_text 'GRO1_FB'
03D5: remove_text 'GRO1_FC'
03D5: remove_text 'GRO1_FD'
03D5: remove_text 'GRO1_FE'
03D5: remove_text 'GRO1_FF'
03D5: remove_text 'GRO1_FG'
03D5: remove_text 'GRO1_FH'
03D5: remove_text 'GRO1_FJ'

:GROVE1_299
0002: jump GROVE1_309

:GROVE1_300
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_308
0164: disable_marker @39

:GROVE1_308
0002: jump GROVE1_2564

:GROVE1_309
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_319
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_317
0164: disable_marker @39

:GROVE1_317
0002: jump GROVE1_2564
0002: jump GROVE1_426

:GROVE1_319
0226: $7955 = actor @38 health
0014: $7955 /=  10  ;; integer values
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false GROVE1_329
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_329
03D5: remove_text 'GRO1_GA'
0006: @117 =  0  ;; integer values

:GROVE1_329
00D6: if  1
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GROVE1_340
0164: disable_marker @89
0187: @39 = create_marker_above_actor @38
07E0: @39  1 
00BC: text_highpriority 'GM1_2'  8000 ms  1
0004: $127 =  0  ;; integer values
0006: @73 =  0  ;; integer values
0006: @37 =  1  ;; integer values

:GROVE1_340
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_426
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @38 radius  8.0  8.0  0
004D: jump_if_false GROVE1_426
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false GROVE1_402
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_394
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  0
0029:   @86 >=  1  ;; integer values
004D: jump_if_false GROVE1_369
0940: $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
0004: $127 =  1  ;; integer values
0006: @87 =  0  ;; integer values
0006: @37 =  0  ;; integer values
0002: jump GROVE1_393

:GROVE1_369
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false GROVE1_383
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_379
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_379
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @87 =  1  ;; integer values
0002: jump GROVE1_393

:GROVE1_383
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_393
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_393
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_393
0002: jump GROVE1_401

:GROVE1_394
0940: $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
0004: $127 =  1  ;; integer values
0006: @37 =  0  ;; integer values

:GROVE1_401
0002: jump GROVE1_426

:GROVE1_402
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false GROVE1_416
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_412
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_412
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @73 =  1  ;; integer values
0002: jump GROVE1_426

:GROVE1_416
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_426
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_426
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_426
0002: jump GROVE1_223

:GROVE1_427
040D: unload_wav  1
00BE: text_clear_all
0164: disable_marker @89
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_438
02AB: set_actor @38 immunities  1  1  1  1  1
0002: jump GROVE1_440

:GROVE1_438
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_440
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:GROVE1_442
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_452
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_451
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_451
0002: jump GROVE1_442

:GROVE1_452
08F5: (unknown)
0395: clear_area  1 at  2294.323 -1797.048  12.586 range  7.0
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_461
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_474

:GROVE1_461
00D9: @90 = actor $PLAYER_ACTOR car
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2294.323 -1797.048  12.586

:GROVE1_463
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_473
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_472
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_472
0002: jump GROVE1_463

:GROVE1_473
0173: set_actor $PLAYER_ACTOR z_angle_to  270.0

:GROVE1_474
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_499
00D6: if  0
80DF:   NOT   actor @38 driving
004D: jump_if_false GROVE1_485
0395: clear_area  1 at  2294.323 -1794.911  12.586 range  3.0
0792: @38 
00A1: put_actor @38 at  2294.323 -1794.911  12.586
0173: set_actor @38 z_angle_to  270.0
0002: jump GROVE1_498

:GROVE1_485
00D9: @90 = actor @38 car
0362: remove_actor @38 from_car_and_place_at  2294.323 -1794.911  12.586

:GROVE1_487
00D6: if  0
00DF:   actor @38 driving
004D: jump_if_false GROVE1_497
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_496
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_496
0002: jump GROVE1_487

:GROVE1_497
0173: set_actor @38 z_angle_to  270.0

:GROVE1_498
0002: jump GROVE1_501

:GROVE1_499
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_501
0395: clear_area  1 at  2294.323 -1797.048  12.586 range  6.0
00D6: if  0
056E: @90 
004D: jump_if_false GROVE1_511
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false GROVE1_511
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_511
03EF: player $PLAYER_CHAR make_safe
04BB: select_interior  3  ;; select render area
02E4: load_cutscene_data 'GROVE1B'

:GROVE1_514
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false GROVE1_519
0001: wait  0 ms
0002: jump GROVE1_514

:GROVE1_519
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:GROVE1_521
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false GROVE1_526
0001: wait  0 ms
0002: jump GROVE1_521

:GROVE1_526
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:GROVE1_528
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_533
0001: wait  0 ms
0002: jump GROVE1_528

:GROVE1_533
02EA: end_cutscene
04BB: select_interior  0  ;; select render area
02A3: toggle_widescreen  0 (off)
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 (back)  1500 ms

:GROVE1_542
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_547
0001: wait  0 ms
0002: jump GROVE1_542

:GROVE1_547
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_552
02AB: set_actor @38 immunities  0  0  0  0  0
0002: jump GROVE1_554

:GROVE1_552
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_554
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00BC: text_highpriority 'GM1_1'  5000 ms  1
02A8: @40 = create_marker  62 at  1988.316 -1199.675  19.135
076C: 'GLN1'  0  40 
076C: 'GLN1'  1  0 
076D: 'GLN1'  2 @91 
076D: 'GLN1'  7 @92 
076C: 'GLN1'  2  0 
076C: 'GLN1'  7  0 
090C: 'GLN1' 
03C7: unknown_maby_cops_density  .5
0879:  1 
08A3:  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_9
0006: @119 =  0  ;; integer values

:GROVE1_576
00D6: if  21
8039:   NOT   @81 ==  1  ;; integer values
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_747
0001: wait  0 ms
00D6: if  0
0039:   @115 ==  0  ;; integer values
004D: jump_if_false GROVE1_589
00D6: if  0
0029:   @33 >=  5000  ;; integer values
004D: jump_if_false GROVE1_589
03D5: remove_text 'GM1_1'
0006: @115 =  1  ;; integer values

:GROVE1_589
00D6: if  0
0039:   @115 ==  1  ;; integer values
004D: jump_if_false GROVE1_628
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_619
00D6: if  0
06EE:   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_612
00D6: if  0
0104:   actor @38 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false GROVE1_611
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor @38 has_objective
004D: jump_if_false GROVE1_606
0050: gosub GROVE1_2663

:GROVE1_606
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor @38 driving
004D: jump_if_false GROVE1_611
0050: gosub GROVE1_2663

:GROVE1_611
0002: jump GROVE1_618

:GROVE1_612
040D: unload_wav  1
03D5: remove_text 'GRO1_JA'
03D5: remove_text 'GRO1_JB'
03D5: remove_text 'GRO1_JC'
03D5: remove_text 'GRO1_JD'
03D5: remove_text 'GRO1_JE'

:GROVE1_618
0002: jump GROVE1_628

:GROVE1_619
040D: unload_wav  1
00BE: text_clear_all
0164: disable_marker @40
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_627
0164: disable_marker @39

:GROVE1_627
0002: jump GROVE1_2564

:GROVE1_628
00D6: if  0
0583:   unknown_player $PLAYER_CHAR unknown_zone_check 'GLN1'
004D: jump_if_false GROVE1_633
0006: @81 =  1  ;; integer values
0002: jump GROVE1_634

:GROVE1_633
0006: @81 =  0  ;; integer values

:GROVE1_634
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_644
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_642
0164: disable_marker @39

:GROVE1_642
0002: jump GROVE1_2564
0002: jump GROVE1_746

:GROVE1_644
0226: $7955 = actor @38 health
0014: $7955 /=  10  ;; integer values
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false GROVE1_654
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_654
03D5: remove_text 'GRO1_GA'
0006: @117 =  0  ;; integer values

:GROVE1_654
00D6: if  1
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GROVE1_664
0187: @39 = create_marker_above_actor @38
07E0: @39  1 
00BC: text_highpriority 'GM1_2'  8000 ms  1
0004: $127 =  0  ;; integer values
0006: @73 =  0  ;; integer values
0006: @37 =  1  ;; integer values

:GROVE1_664
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_746
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @38 radius  8.0  8.0  0
004D: jump_if_false GROVE1_746
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false GROVE1_722
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_716
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  0
0029:   @86 >=  1  ;; integer values
004D: jump_if_false GROVE1_691
0940: $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_715

:GROVE1_691
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false GROVE1_705
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_701
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_701
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @87 =  1  ;; integer values
0002: jump GROVE1_715

:GROVE1_705
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_715
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_715
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_715
0002: jump GROVE1_721

:GROVE1_716
0940: $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_721
0002: jump GROVE1_746

:GROVE1_722
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false GROVE1_736
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_732
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_732
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @73 =  1  ;; integer values
0002: jump GROVE1_746

:GROVE1_736
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_746
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_746
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_746
0002: jump GROVE1_576

:GROVE1_747
00BC: text_highpriority 'GM1_3'  8000 ms  1
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_9
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_759
0226: $7955 = actor @38 health
0002: jump GROVE1_768

:GROVE1_759
040D: unload_wav  1
00BE: text_clear_all
0164: disable_marker @40
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_767
0164: disable_marker @39

:GROVE1_767
0002: jump GROVE1_2564

:GROVE1_768
0014: $7955 /=  10  ;; integer values
03C4: set_status_text_to $7955  1 (bar) 'GM1_7'
0006: @119 =  0  ;; integer values

:GROVE1_771
00D6: if  21
8039:   NOT   @82 ==  1  ;; integer values
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_960
0001: wait  0 ms
00D6: if  0
0039:   @116 ==  0  ;; integer values
004D: jump_if_false GROVE1_784
00D6: if  0
0029:   @33 >=  5000  ;; integer values
004D: jump_if_false GROVE1_784
03D5: remove_text 'GM1_3'
0006: @116 =  1  ;; integer values

:GROVE1_784
00D6: if  0
0039:   @116 ==  1  ;; integer values
004D: jump_if_false GROVE1_820
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_811
00D6: if  0
06EE:   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_807
00D6: if  0
0104:   actor @38 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false GROVE1_806
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor @38 has_objective
004D: jump_if_false GROVE1_801
0050: gosub GROVE1_2663

:GROVE1_801
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor @38 driving
004D: jump_if_false GROVE1_806
0050: gosub GROVE1_2663

:GROVE1_806
0002: jump GROVE1_810

:GROVE1_807
040D: unload_wav  1
03D5: remove_text 'GRO1_KA'
03D5: remove_text 'GRO1_KB'

:GROVE1_810
0002: jump GROVE1_820

:GROVE1_811
040D: unload_wav  1
00BE: text_clear_all
0164: disable_marker @40
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_819
0164: disable_marker @39

:GROVE1_819
0002: jump GROVE1_2564

:GROVE1_820
076D: 'GLN1'  0 @77 
076D: 'GLN1'  1 @118 
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_832
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_830
0164: disable_marker @39

:GROVE1_830
0002: jump GROVE1_2564
0002: jump GROVE1_934

:GROVE1_832
0226: $7955 = actor @38 health
0014: $7955 /=  10  ;; integer values
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false GROVE1_842
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_842
03D5: remove_text 'GRO1_GA'
0006: @117 =  0  ;; integer values

:GROVE1_842
00D6: if  1
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GROVE1_852
0187: @39 = create_marker_above_actor @38
07E0: @39  1 
00BC: text_highpriority 'GM1_2'  8000 ms  1
0004: $127 =  0  ;; integer values
0006: @73 =  0  ;; integer values
0006: @37 =  1  ;; integer values

:GROVE1_852
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_934
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @38 radius  8.0  8.0  0
004D: jump_if_false GROVE1_934
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false GROVE1_910
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_904
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  0
0029:   @86 >=  1  ;; integer values
004D: jump_if_false GROVE1_879
0940: $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_903

:GROVE1_879
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false GROVE1_893
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_889
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_889
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @87 =  1  ;; integer values
0002: jump GROVE1_903

:GROVE1_893
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_903
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_903
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_903
0002: jump GROVE1_909

:GROVE1_904
0940: $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_909
0002: jump GROVE1_934

:GROVE1_910
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false GROVE1_924
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_920
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_920
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @73 =  1  ;; integer values
0002: jump GROVE1_934

:GROVE1_924
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_934
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_934
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_934
00D6: if  0
0039:   @77 ==  0  ;; integer values
004D: jump_if_false GROVE1_938
0006: @82 =  1  ;; integer values

:GROVE1_938
00D6: if  0
0583:   unknown_player $PLAYER_CHAR unknown_zone_check 'GLN1'
004D: jump_if_false GROVE1_943
0006: @81 =  1  ;; integer values
0002: jump GROVE1_959

:GROVE1_943
00D6: if  0
887A:   NOT (unknown)
004D: jump_if_false GROVE1_958
00D6: if  0
06EE:   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_957
00D6: if  0
0039:   @118 ==  0  ;; integer values
004D: jump_if_false GROVE1_957
00D6: if  0
0039:   @88 ==  0  ;; integer values
004D: jump_if_false GROVE1_957
00BC: text_highpriority 'GM1_16'  8000 ms  1
0006: @88 =  1  ;; integer values

:GROVE1_957
0002: jump GROVE1_959

:GROVE1_958
0006: @88 =  0  ;; integer values

:GROVE1_959
0002: jump GROVE1_771

:GROVE1_960
0164: disable_marker @40
03D5: remove_text 'GM1_16'
03D5: remove_text 'GRO1_GA'
03D5: remove_text 'GM1_2'
03D5: remove_text 'GM1_4'
03D5: remove_text 'GM1_3'
08A3:  0 
0001: wait  5000 ms
0050: gosub ENTEXT_11

:GROVE1_969
00D6: if  0
8038:   NOT   $38 ==  1  ;; integer values
004D: jump_if_false GROVE1_981
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_979
00BC: text_highpriority 'GM1_4'  5000 ms  1
0164: disable_marker @39
0002: jump GROVE1_2564

:GROVE1_979
0050: gosub ENTEXT_11
0002: jump GROVE1_969

:GROVE1_981
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_989
02AB: set_actor @38 immunities  1  1  1  1  1
0002: jump GROVE1_991

:GROVE1_989
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_991
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:GROVE1_993
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_998
0001: wait  0 ms
0002: jump GROVE1_993

:GROVE1_998
08F5: (unknown)
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_1007
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_1021

:GROVE1_1007
00D9: @90 = actor $PLAYER_ACTOR car
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2038.184 -1143.772  23.455

:GROVE1_1009
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_1020
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_1016

:GROVE1_1016
00D6: if  0
0119:   car @90 wrecked
004D: jump_if_false GROVE1_1019

:GROVE1_1019
0002: jump GROVE1_1009

:GROVE1_1020
0173: set_actor $PLAYER_ACTOR z_angle_to  56.5

:GROVE1_1021
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_1045
00D6: if  0
80DF:   NOT   actor @38 driving
004D: jump_if_false GROVE1_1031
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_1045

:GROVE1_1031
00D9: @90 = actor @38 car
0362: remove_actor @38 from_car_and_place_at  2037.048 -1144.896  23.487

:GROVE1_1033
00D6: if  0
00DF:   actor @38 driving
004D: jump_if_false GROVE1_1044
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_1040

:GROVE1_1040
00D6: if  0
0119:   car @90 wrecked
004D: jump_if_false GROVE1_1043

:GROVE1_1043
0002: jump GROVE1_1033

:GROVE1_1044
0173: set_actor @38 z_angle_to  56.5

:GROVE1_1045
0395: clear_area  1 at  2038.184 -1143.772  23.455 range  6.0
02A3: toggle_widescreen  1 (on)
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  411 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:  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  102 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: unknown_action_sequence @42 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
0350: unknown_actor @42 not_scared_flag  1
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 
0770: @42  1 
077A: @42  4  0 
077A: @42  4  24 
0395: clear_area  0 at  2005.848 -1116.5  26.179 range  2.0
009A: @45 = create_actor  25  104 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: unknown_action_sequence @45 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
0350: unknown_actor @45 not_scared_flag  1
05E2: unknown_action_sequence @45 $PLAYER_ACTOR 
0770: @45  1 
077A: @45  4  0 
077A: @45  4  24 
0395: clear_area  0 at  2002.672 -1116.134  26.172 range  2.0
009A: @48 = create_actor  25  102 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: unknown_action_sequence @48 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
0350: unknown_actor @48 not_scared_flag  1
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 
0770: @48  1 
077A: @48  4  0 
077A: @48  4  24 
0395: clear_area  0 at  1988.934 -1120.135  25.813 range  2.0
009A: @51 = create_actor  25  104 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: unknown_action_sequence @51 $PLAYER_ACTOR 
0770: @51  1 
077A: @51  4  0 
077A: @51  4  24 
0605: unknown_action_sequence @48 "WEAPON_CROUCH" "PED"  4.0  1  0  0  0 -1 
0395: clear_area  0 at  1994.062 -1115.618  25.813 range  2.0
009A: @54 = create_actor  25  104 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: @54  1 
077A: @54  4  0 
077A: @54  4  24 
0395: clear_area  0 at  1997.48 -1114.998  25.813 range  2.0
009A: @58 = create_actor  25  102 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: @58  1 
077A: @58  4  0 
077A: @58  4  24 
0395: clear_area  0 at  2008.344 -1113.057  25.584 range  2.0
009A: @62 = create_actor  25  104 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: @62  1 
077A: @62  4  0 
077A: @62  4  24 
0395: clear_area  0 at  2014.768 -1111.447  25.235 range  2.0
009A: @66 = create_actor  25  102 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: @66  1 
077A: @66  4  0 
077A: @66  4  24 
0169: set_fade_color  0  0  0
016A: fade  1 (back)  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_9
0050: gosub GROVE1_2663

:GROVE1_1143
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_1148
0001: wait  0 ms
0002: jump GROVE1_1143

:GROVE1_1148
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_1153
0050: gosub GROVE1_2663
0002: jump GROVE1_1163

:GROVE1_1153
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0164: disable_marker @40
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_1162
0164: disable_marker @39

:GROVE1_1162
0002: jump GROVE1_2564

:GROVE1_1163
0707: unknown_bunnyjump GROVE1_1192 

:GROVE1_1164
00D6: if  0
8039:   NOT   @93 ==  3  ;; integer values
004D: jump_if_false GROVE1_1192
0001: wait  0 ms
0050: gosub GROVE1_2830
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_1174
0050: gosub GROVE1_2663
0002: jump GROVE1_1184

:GROVE1_1174
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0164: disable_marker @40
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_1183
0164: disable_marker @39

:GROVE1_1183
0002: jump GROVE1_2564

:GROVE1_1184
00D6: if  0
0019:   @93 >  0  ;; integer values
004D: jump_if_false GROVE1_1191
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false GROVE1_1191
0050: gosub GROVE1_2617

:GROVE1_1191
0002: jump GROVE1_1164

:GROVE1_1192
0701: (unknown)
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_1198
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_1203
0001: wait  0 ms
0002: jump GROVE1_1198

:GROVE1_1203
08F6: (unknown)
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false GROVE1_1215
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false GROVE1_1212
0187: @43 = create_marker_above_actor @42
0002: jump GROVE1_1215

:GROVE1_1212
0164: disable_marker @43
000A: @41 +=  1  ;; integer values
0006: @44 =  1  ;; integer values

:GROVE1_1215
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GROVE1_1226
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false GROVE1_1223
0187: @46 = create_marker_above_actor @45
0002: jump GROVE1_1226

:GROVE1_1223
0164: disable_marker @46
000A: @41 +=  1  ;; integer values
0006: @47 =  1  ;; integer values

:GROVE1_1226
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false GROVE1_1237
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false GROVE1_1234
0187: @49 = create_marker_above_actor @48
0002: jump GROVE1_1237

:GROVE1_1234
0164: disable_marker @49
000A: @41 +=  1  ;; integer values
0006: @50 =  1  ;; integer values

:GROVE1_1237
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false GROVE1_1248
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false GROVE1_1245
0187: @52 = create_marker_above_actor @51
0002: jump GROVE1_1248

:GROVE1_1245
0164: disable_marker @52
000A: @41 +=  1  ;; integer values
0006: @53 =  1  ;; integer values

:GROVE1_1248
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GROVE1_1259
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false GROVE1_1256
0187: @55 = create_marker_above_actor @54
0002: jump GROVE1_1259

:GROVE1_1256
0164: disable_marker @55
000A: @41 +=  1  ;; integer values
0006: @56 =  1  ;; integer values

:GROVE1_1259
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false GROVE1_1270
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false GROVE1_1267
0187: @59 = create_marker_above_actor @58
0002: jump GROVE1_1270

:GROVE1_1267
0164: disable_marker @59
000A: @41 +=  1  ;; integer values
0006: @60 =  1  ;; integer values

:GROVE1_1270
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false GROVE1_1281
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false GROVE1_1278
0187: @63 = create_marker_above_actor @62
0002: jump GROVE1_1281

:GROVE1_1278
0164: disable_marker @63
000A: @41 +=  1  ;; integer values
0006: @64 =  1  ;; integer values

:GROVE1_1281
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false GROVE1_1292
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false GROVE1_1289
0187: @67 = create_marker_above_actor @66
0002: jump GROVE1_1292

:GROVE1_1289
0164: disable_marker @67
000A: @41 +=  1  ;; integer values
0006: @68 =  1  ;; integer values

:GROVE1_1292
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:GROVE1_1297
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_1302
0001: wait  0 ms
0002: jump GROVE1_1297

:GROVE1_1302
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_1310
02AB: set_actor @38 immunities  0  0  0  0  0
0002: jump GROVE1_1312

:GROVE1_1310
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_1312
00BC: text_highpriority 'GM1_9'  8000 ms  1
0006: @119 =  0  ;; integer values

:GROVE1_1314
00D6: if  21
8039:   NOT   @41 ==  8  ;; integer values
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE1_1944
0001: wait  0 ms
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_1330
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_1328
0164: disable_marker @39

:GROVE1_1328
0002: jump GROVE1_2564
0002: jump GROVE1_1528

:GROVE1_1330
0226: $7955 = actor @38 health
0014: $7955 /=  10  ;; integer values
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false GROVE1_1340
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_1340
03D5: remove_text 'GRO1_GA'
0006: @117 =  0  ;; integer values

:GROVE1_1340
00D6: if  1
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GROVE1_1382
0187: @39 = create_marker_above_actor @38
07E0: @39  1 
00BC: text_highpriority 'GM1_2'  8000 ms  1
0004: $127 =  0  ;; integer values
0006: @73 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false GROVE1_1353
0164: disable_marker @43

:GROVE1_1353
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false GROVE1_1357
0164: disable_marker @46

:GROVE1_1357
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false GROVE1_1361
0164: disable_marker @49

:GROVE1_1361
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false GROVE1_1365
0164: disable_marker @52

:GROVE1_1365
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false GROVE1_1369
0164: disable_marker @55

:GROVE1_1369
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false GROVE1_1373
0164: disable_marker @59

:GROVE1_1373
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false GROVE1_1377
0164: disable_marker @63

:GROVE1_1377
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false GROVE1_1381
0164: disable_marker @67

:GROVE1_1381
0006: @37 =  1  ;; integer values

:GROVE1_1382
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_1528
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @38 radius  8.0  8.0  0
004D: jump_if_false GROVE1_1528
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false GROVE1_1504
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_1466
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  0
0029:   @86 >=  1  ;; integer values
004D: jump_if_false GROVE1_1441
0940: $PLAYER_GROUP  1 
0631: put_actor @38 in_group $PLAYER_GROUP 
0164: disable_marker @39
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false GROVE1_1409
0187: @43 = create_marker_above_actor @42

:GROVE1_1409
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false GROVE1_1413
0187: @46 = create_marker_above_actor @45

:GROVE1_1413
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false GROVE1_1417
0187: @49 = create_marker_above_actor @48

:GROVE1_1417
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false GROVE1_1421
0187: @52 = create_marker_above_actor @51

:GROVE1_1421
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false GROVE1_1425
0187: @55 = create_marker_above_actor @54

:GROVE1_1425
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false GROVE1_1429
0187: @59 = create_marker_above_actor @58

:GROVE1_1429
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false GROVE1_1433
0187: @63 = create_marker_above_actor @62

:GROVE1_1433
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false GROVE1_1437
0187: @67 = create_marker_above_actor @66

:GROVE1_1437
0004: $127 =  1  ;; integer values
0006: @87 =  0  ;; integer values
0006: @37 =  0  ;; integer values
0002: jump GROVE1_1465

:GROVE1_1441
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false GROVE1_1455
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_1451
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_1451
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @87 =  1  ;; integer values
0002: jump GROVE1_1465

:GROVE1_1455
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_1465
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_1465
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_1465
0002: jump GROVE1_1503

:GROVE1_1466
0940: $PLAYER_GROUP  1 
0631: put_actor @38 in_group $PLAYER_GROUP 
0164: disable_marker @39
0004: $127 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false GROVE1_1474
0187: @43 = create_marker_above_actor @42

:GROVE1_1474
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false GROVE1_1478
0187: @46 = create_marker_above_actor @45

:GROVE1_1478
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false GROVE1_1482
0187: @49 = create_marker_above_actor @48

:GROVE1_1482
00D6: if  0
8118:   NOT   actor @51 dead
004D: jump_if_false GROVE1_1486
0187: @52 = create_marker_above_actor @51

:GROVE1_1486
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false GROVE1_1490
0187: @55 = create_marker_above_actor @54

:GROVE1_1490
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false GROVE1_1494
0187: @59 = create_marker_above_actor @58

:GROVE1_1494
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false GROVE1_1498
0187: @63 = create_marker_above_actor @62

:GROVE1_1498
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false GROVE1_1502
0187: @67 = create_marker_above_actor @66

:GROVE1_1502
0006: @37 =  0  ;; integer values

:GROVE1_1503
0002: jump GROVE1_1528

:GROVE1_1504
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false GROVE1_1518
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_1514
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_1514
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @73 =  1  ;; integer values
0002: jump GROVE1_1528

:GROVE1_1518
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_1528
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_1528
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_1528
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false GROVE1_1579
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false GROVE1_1538
0164: disable_marker @43
000A: @41 +=  1  ;; integer values
0006: @44 =  1  ;; integer values
0002: jump GROVE1_1579

:GROVE1_1538
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1548
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @42
0364: @42 $PLAYER_ACTOR 
031D:   actor @42 hit_by_weapon  57
004D: jump_if_false GROVE1_1547
0006: @70 =  1  ;; integer values

:GROVE1_1547
0002: jump GROVE1_1579

:GROVE1_1548
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @42 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1571
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @42 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1562
00D6: if  0
0039:   @122 ==  0  ;; integer values
004D: jump_if_false GROVE1_1561
0687: @42 
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 
0638: unknown_action_sequence @42  1 
0006: @122 =  1  ;; integer values

:GROVE1_1561
0002: jump GROVE1_1570

:GROVE1_1562
00D6: if  0
0039:   @121 ==  0  ;; integer values
004D: jump_if_false GROVE1_1570
0687: @42 
0638: unknown_action_sequence @42  1 
099F: unknown_action_sequence @42  1 
074D: unknown_action_sequence @42 $PLAYER_ACTOR -1 
0006: @121 =  1  ;; integer values

:GROVE1_1570
0002: jump GROVE1_1579

:GROVE1_1571
00D6: if  21
0039:   @121 ==  1  ;; integer values
0039:   @122 ==  1  ;; integer values
004D: jump_if_false GROVE1_1579
0687: @42 
0638: unknown_action_sequence @42  1 
0006: @122 =  0  ;; integer values
0006: @121 =  0  ;; integer values

:GROVE1_1579
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GROVE1_1630
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false GROVE1_1589
0164: disable_marker @46
000A: @41 +=  1  ;; integer values
0006: @47 =  1  ;; integer values
0002: jump GROVE1_1630

:GROVE1_1589
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1599
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @45
0364: @45 $PLAYER_ACTOR 
031D:   actor @45 hit_by_weapon  57
004D: jump_if_false GROVE1_1598
0006: @70 =  1  ;; integer values

:GROVE1_1598
0002: jump GROVE1_1630

:GROVE1_1599
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @45 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1622
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @45 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1613
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false GROVE1_1612
0687: @45 
05E2: unknown_action_sequence @45 $PLAYER_ACTOR 
0638: unknown_action_sequence @45  1 
0006: @124 =  1  ;; integer values

:GROVE1_1612
0002: jump GROVE1_1621

:GROVE1_1613
00D6: if  0
0039:   @123 ==  0  ;; integer values
004D: jump_if_false GROVE1_1621
0687: @45 
0638: unknown_action_sequence @45  1 
099F: unknown_action_sequence @45  1 
074D: unknown_action_sequence @45 $PLAYER_ACTOR -1 
0006: @123 =  1  ;; integer values

:GROVE1_1621
0002: jump GROVE1_1630

:GROVE1_1622
00D6: if  21
0039:   @123 ==  1  ;; integer values
0039:   @124 ==  1  ;; integer values
004D: jump_if_false GROVE1_1630
0687: @45 
0638: unknown_action_sequence @45  1 
0006: @124 =  0  ;; integer values
0006: @123 =  0  ;; integer values

:GROVE1_1630
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false GROVE1_1681
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false GROVE1_1640
0164: disable_marker @49
000A: @41 +=  1  ;; integer values
0006: @50 =  1  ;; integer values
0002: jump GROVE1_1681

:GROVE1_1640
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1650
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @48
0364: @48 $PLAYER_ACTOR 
031D:   actor @48 hit_by_weapon  57
004D: jump_if_false GROVE1_1649
0006: @70 =  1  ;; integer values

:GROVE1_1649
0002: jump GROVE1_1681

:GROVE1_1650
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @48 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1673
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @48 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1664
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false GROVE1_1663
0687: @48 
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 
0638: unknown_action_sequence @48  1 
0006: @126 =  1  ;; integer values

:GROVE1_1663
0002: jump GROVE1_1672

:GROVE1_1664
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false GROVE1_1672
0687: @48 
0638: unknown_action_sequence @48  1 
099F: unknown_action_sequence @48  1 
074D: unknown_action_sequence @48 $PLAYER_ACTOR -1 
0006: @125 =  1  ;; integer values

:GROVE1_1672
0002: jump GROVE1_1681

:GROVE1_1673
00D6: if  21
0039:   @125 ==  1  ;; integer values
0039:   @126 ==  1  ;; integer values
004D: jump_if_false GROVE1_1681
0687: @48 
0638: unknown_action_sequence @48  1 
0006: @126 =  0  ;; integer values
0006: @125 =  0  ;; integer values

:GROVE1_1681
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false GROVE1_1732
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false GROVE1_1691
0164: disable_marker @52
000A: @41 +=  1  ;; integer values
0006: @53 =  1  ;; integer values
0002: jump GROVE1_1732

:GROVE1_1691
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1701
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @51
0364: @51 $PLAYER_ACTOR 
031D:   actor @51 hit_by_weapon  57
004D: jump_if_false GROVE1_1700
0006: @70 =  1  ;; integer values

:GROVE1_1700
0002: jump GROVE1_1732

:GROVE1_1701
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @51 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1724
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @51 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1715
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false GROVE1_1714
0687: @51 
05E2: unknown_action_sequence @51 $PLAYER_ACTOR 
0638: unknown_action_sequence @51  1 
0006: @128 =  1  ;; integer values

:GROVE1_1714
0002: jump GROVE1_1723

:GROVE1_1715
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false GROVE1_1723
0687: @51 
0638: unknown_action_sequence @51  1 
099F: unknown_action_sequence @51  1 
074D: unknown_action_sequence @51 $PLAYER_ACTOR -1 
0006: @127 =  1  ;; integer values

:GROVE1_1723
0002: jump GROVE1_1732

:GROVE1_1724
00D6: if  21
0039:   @127 ==  1  ;; integer values
0039:   @128 ==  1  ;; integer values
004D: jump_if_false GROVE1_1732
0687: @51 
0638: unknown_action_sequence @51  1 
0006: @128 =  0  ;; integer values
0006: @127 =  0  ;; integer values

:GROVE1_1732
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GROVE1_1783
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false GROVE1_1742
0164: disable_marker @55
000A: @41 +=  1  ;; integer values
0006: @56 =  1  ;; integer values
0002: jump GROVE1_1783

:GROVE1_1742
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1752
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @54
0364: @54 $PLAYER_ACTOR 
031D:   actor @54 hit_by_weapon  57
004D: jump_if_false GROVE1_1751
0006: @70 =  1  ;; integer values

:GROVE1_1751
0002: jump GROVE1_1783

:GROVE1_1752
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @54 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1775
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @54 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1766
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false GROVE1_1765
0687: @54 
05E2: unknown_action_sequence @54 $PLAYER_ACTOR 
0638: unknown_action_sequence @54  1 
0006: @130 =  1  ;; integer values

:GROVE1_1765
0002: jump GROVE1_1774

:GROVE1_1766
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false GROVE1_1774
0687: @54 
0638: unknown_action_sequence @54  1 
099F: unknown_action_sequence @54  1 
074D: unknown_action_sequence @54 $PLAYER_ACTOR -1 
0006: @129 =  1  ;; integer values

:GROVE1_1774
0002: jump GROVE1_1783

:GROVE1_1775
00D6: if  21
0039:   @129 ==  1  ;; integer values
0039:   @130 ==  1  ;; integer values
004D: jump_if_false GROVE1_1783
0687: @54 
0638: unknown_action_sequence @54  1 
0006: @130 =  0  ;; integer values
0006: @129 =  0  ;; integer values

:GROVE1_1783
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false GROVE1_1834
00D6: if  0
0118:   actor @58 dead
004D: jump_if_false GROVE1_1793
0164: disable_marker @59
000A: @41 +=  1  ;; integer values
0006: @60 =  1  ;; integer values
0002: jump GROVE1_1834

:GROVE1_1793
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1803
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @58
0364: @58 $PLAYER_ACTOR 
031D:   actor @58 hit_by_weapon  57
004D: jump_if_false GROVE1_1802
0006: @70 =  1  ;; integer values

:GROVE1_1802
0002: jump GROVE1_1834

:GROVE1_1803
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @58 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1826
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @58 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1817
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false GROVE1_1816
0687: @58 
05E2: unknown_action_sequence @58 $PLAYER_ACTOR 
0638: unknown_action_sequence @58  1 
0006: @132 =  1  ;; integer values

:GROVE1_1816
0002: jump GROVE1_1825

:GROVE1_1817
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false GROVE1_1825
0687: @58 
0638: unknown_action_sequence @58  1 
099F: unknown_action_sequence @58  1 
074D: unknown_action_sequence @58 $PLAYER_ACTOR -1 
0006: @131 =  1  ;; integer values

:GROVE1_1825
0002: jump GROVE1_1834

:GROVE1_1826
00D6: if  21
0039:   @131 ==  1  ;; integer values
0039:   @132 ==  1  ;; integer values
004D: jump_if_false GROVE1_1834
0687: @58 
0638: unknown_action_sequence @58  1 
0006: @132 =  0  ;; integer values
0006: @131 =  0  ;; integer values

:GROVE1_1834
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false GROVE1_1885
00D6: if  0
0118:   actor @62 dead
004D: jump_if_false GROVE1_1844
0164: disable_marker @63
000A: @41 +=  1  ;; integer values
0006: @64 =  1  ;; integer values
0002: jump GROVE1_1885

:GROVE1_1844
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1854
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @62
0364: @62 $PLAYER_ACTOR 
031D:   actor @62 hit_by_weapon  57
004D: jump_if_false GROVE1_1853
0006: @70 =  1  ;; integer values

:GROVE1_1853
0002: jump GROVE1_1885

:GROVE1_1854
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @62 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1877
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @62 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1868
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false GROVE1_1867
0687: @62 
05E2: unknown_action_sequence @62 $PLAYER_ACTOR 
0638: unknown_action_sequence @62  1 
0006: @134 =  1  ;; integer values

:GROVE1_1867
0002: jump GROVE1_1876

:GROVE1_1868
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false GROVE1_1876
0687: @62 
0638: unknown_action_sequence @62  1 
099F: unknown_action_sequence @62  1 
074D: unknown_action_sequence @62 $PLAYER_ACTOR -1 
0006: @133 =  1  ;; integer values

:GROVE1_1876
0002: jump GROVE1_1885

:GROVE1_1877
00D6: if  21
0039:   @133 ==  1  ;; integer values
0039:   @134 ==  1  ;; integer values
004D: jump_if_false GROVE1_1885
0687: @62 
0638: unknown_action_sequence @62  1 
0006: @134 =  0  ;; integer values
0006: @133 =  0  ;; integer values

:GROVE1_1885
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false GROVE1_1936
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false GROVE1_1895
0164: disable_marker @67
000A: @41 +=  1  ;; integer values
0006: @68 =  1  ;; integer values
0002: jump GROVE1_1936

:GROVE1_1895
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_1905
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @66
0364: @66 $PLAYER_ACTOR 
031D:   actor @66 hit_by_weapon  57
004D: jump_if_false GROVE1_1904
0006: @70 =  1  ;; integer values

:GROVE1_1904
0002: jump GROVE1_1936

:GROVE1_1905
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @66 radius  100.0  100.0  30.0 sphere  0
004D: jump_if_false GROVE1_1928
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @66 radius  29.0  29.0  30.0 sphere  0
004D: jump_if_false GROVE1_1919
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false GROVE1_1918
0687: @66 
05E2: unknown_action_sequence @66 $PLAYER_ACTOR 
0638: unknown_action_sequence @66  1 
0006: @136 =  1  ;; integer values

:GROVE1_1918
0002: jump GROVE1_1927

:GROVE1_1919
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false GROVE1_1927
0687: @66 
0638: unknown_action_sequence @66  1 
099F: unknown_action_sequence @66  1 
074D: unknown_action_sequence @66 $PLAYER_ACTOR -1 
0006: @135 =  1  ;; integer values

:GROVE1_1927
0002: jump GROVE1_1936

:GROVE1_1928
00D6: if  21
0039:   @135 ==  1  ;; integer values
0039:   @136 ==  1  ;; integer values
004D: jump_if_false GROVE1_1936
0687: @66 
0638: unknown_action_sequence @66  1 
0006: @136 =  0  ;; integer values
0006: @135 =  0  ;; integer values

:GROVE1_1936
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false GROVE1_1943
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false GROVE1_1943
0050: gosub GROVE1_2617

:GROVE1_1943
0002: jump GROVE1_1314

:GROVE1_1944
040D: unload_wav  1
00BE: text_clear_all
00BC: text_highpriority 'GM1_15'  8000 ms  1
018A: @36 = create_checkpoint_at  2000.269 -1117.084  25.821
0004: $127 =  1  ;; integer values
0006: @119 =  0  ;; integer values

:GROVE1_1950
00D6: if  21
80FF:   NOT   actor $PLAYER_ACTOR $127 near_point_on_foot  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_2071
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_1965
00BC: text_highpriority 'GM1_4'  5000 ms  1
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_1963
0164: disable_marker @39

:GROVE1_1963
0002: jump GROVE1_2564
0002: jump GROVE1_2070

:GROVE1_1965
0226: $7955 = actor @38 health
0014: $7955 /=  10  ;; integer values
00D6: if  0
0039:   @117 ==  1  ;; integer values
004D: jump_if_false GROVE1_1975
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_1975
03D5: remove_text 'GRO1_GA'
0006: @117 =  0  ;; integer values

:GROVE1_1975
00D6: if  1
86EE:   NOT   actor @38 in_group $PLAYER_GROUP 
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GROVE1_1986
0164: disable_marker @36
0187: @39 = create_marker_above_actor @38
07E0: @39  1 
00BC: text_highpriority 'GM1_2'  8000 ms  1
0004: $127 =  0  ;; integer values
0006: @73 =  0  ;; integer values
0006: @37 =  1  ;; integer values

:GROVE1_1986
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false GROVE1_2070
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @38 radius  8.0  8.0  0
004D: jump_if_false GROVE1_2070
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false GROVE1_2046
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE1_2039
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  0
0029:   @86 >=  1  ;; integer values
004D: jump_if_false GROVE1_2014
0940: $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_2038

:GROVE1_2014
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false GROVE1_2028
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_2024
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_2024
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @87 =  1  ;; integer values
0002: jump GROVE1_2038

:GROVE1_2028
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_2038
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_2038
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_2038
0002: jump GROVE1_2045

:GROVE1_2039
0940: $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_2045
0002: jump GROVE1_2070

:GROVE1_2046
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false GROVE1_2060
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_2056
03D1: play_wav  2
00BC: text_highpriority 'GRO1_GA'  8000 ms  1
0967: @38  999999 
0A09: @38  1 

:GROVE1_2056
0006: @119 =  1  ;; integer values
0006: @117 =  1  ;; integer values
0006: @73 =  1  ;; integer values
0002: jump GROVE1_2070

:GROVE1_2060
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false GROVE1_2070
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_2070
0968: @38 
03D5: remove_text 'GRO1_GA'
0A09: @38  0 
0006: @119 =  0  ;; integer values

:GROVE1_2070
0002: jump GROVE1_1950

:GROVE1_2071
0151: remove_status_text $7955
0164: disable_marker @36
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2082
02AB: set_actor @38 immunities  1  1  1  1  1
0002: jump GROVE1_2084

:GROVE1_2082
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2084
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:GROVE1_2086
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_2091
0001: wait  0 ms
0002: jump GROVE1_2086

:GROVE1_2091
08F5: (unknown)
009B: destroy_actor_instantly @38
0249: release_model  104
0249: release_model  102
0249: release_model  355
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_2101
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_2106
0001: wait  0 ms
0002: jump GROVE1_2101

:GROVE1_2106
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'GROVE1C'

:GROVE1_2108
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false GROVE1_2113
0001: wait  0 ms
0002: jump GROVE1_2108

:GROVE1_2113
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:GROVE1_2115
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false GROVE1_2120
0001: wait  0 ms
0002: jump GROVE1_2115

:GROVE1_2120
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:GROVE1_2122
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_2127
0001: wait  0 ms
0002: jump GROVE1_2122

:GROVE1_2127
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
04BB: select_interior  0  ;; select render area
023C: load_special_actor  1 'SWEET'
023C: load_special_actor  2 'BBTHIN'
04ED: load_animation "GANGS"
03CF: load_wav  17405 as  1
03CF: load_wav  17406 as  2

:GROVE1_2135
00D6: if  24
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_2144
0001: wait  0 ms
0002: jump GROVE1_2135

:GROVE1_2144
02A3: toggle_widescreen  1 (on)
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  411 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  291 in_car @75 passenger_seat  0
02AB: set_actor @72 immunities  1  1  1  1  1
0A09: @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: $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  290 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: @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 (back)  1500 ms

:GROVE1_2170
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_2175
0001: wait  0 ms
0002: jump GROVE1_2170

:GROVE1_2175
0707: unknown_bunnyjump GROVE1_2524 
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2184
0605: unknown_action_sequence @38 "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 
03D1: play_wav  1
00BC: text_highpriority 'GRO1_BA'  10000 ms  1
0967: @38  999999 
0002: jump GROVE1_2189

:GROVE1_2184
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2189
0605: unknown_action_sequence $PLAYER_ACTOR "HNDSHKFA" "GANGS"  4.0  0  0  0  0 -1 

:GROVE1_2190
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GROVE1_2219
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_2202
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2202
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false GROVE1_2210
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2210
00D6: if  0
0119:   car @75 wrecked
004D: jump_if_false GROVE1_2218
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2218
0002: jump GROVE1_2190

:GROVE1_2219
040D: unload_wav  1
03D5: remove_text 'GRO1_BA'
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2226
0968: @38 
0002: jump GROVE1_2231

:GROVE1_2226
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2231
03CF: load_wav  17407 as  1
03D1: play_wav  2
00BC: text_highpriority 'GRO1_BB'  10000 ms  1
0967: $PLAYER_ACTOR  999999 

:GROVE1_2235
00D6: if  21
83D2:   NOT   wav  2 ended
83D0:   NOT   wav  1 loaded
004D: jump_if_false GROVE1_2265
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_2248
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2248
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false GROVE1_2256
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2256
00D6: if  0
0119:   car @75 wrecked
004D: jump_if_false GROVE1_2264
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2264
0002: jump GROVE1_2235

:GROVE1_2265
03D5: remove_text 'GRO1_BB'
040D: unload_wav  2
0968: $PLAYER_ACTOR 
03CF: load_wav  17408 as  2
03D1: play_wav  1
00BC: text_highpriority 'GRO1_BC'  10000 ms  1
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false GROVE1_2276
0967: @72  999999 
0002: jump GROVE1_2281

:GROVE1_2276
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2281
05D4: unknown_action_sequence $PLAYER_ACTOR unknown_angle  180.0 
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false GROVE1_2293
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2290
05CB: unknown_action_sequence @38 @75 -1 
0002: jump GROVE1_2292

:GROVE1_2290
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2292
0002: jump GROVE1_2295

:GROVE1_2293
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2295
00D6: if  21
83D2:   NOT   wav  1 ended
83D0:   NOT   wav  2 loaded
004D: jump_if_false GROVE1_2330
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_2308
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2308
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false GROVE1_2317
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564
0002: jump GROVE1_2321

:GROVE1_2317
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_2321
0968: @72 

:GROVE1_2321
00D6: if  0
0119:   car @75 wrecked
004D: jump_if_false GROVE1_2329
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2329
0002: jump GROVE1_2295

:GROVE1_2330
03D5: remove_text 'GRO1_BC'
040D: unload_wav  1
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false GROVE1_2341
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564
0002: jump GROVE1_2342

:GROVE1_2341
0968: @72 

:GROVE1_2342
03CF: load_wav  17409 as  1
03D1: play_wav  2
00BC: text_highpriority 'GRO1_BD'  10000 ms  1
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2350
0967: @38  999999 
0002: jump GROVE1_2355

:GROVE1_2350
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2355
00D6: if  21
83D2:   NOT   wav  2 ended
83D0:   NOT   wav  1 loaded
004D: jump_if_false GROVE1_2390
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_2369
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564
0002: jump GROVE1_2373

:GROVE1_2369
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_2373
0968: @38 

:GROVE1_2373
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false GROVE1_2381
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2381
00D6: if  0
0119:   car @75 wrecked
004D: jump_if_false GROVE1_2389
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2389
0002: jump GROVE1_2355

:GROVE1_2390
03D5: remove_text 'GRO1_BD'
040D: unload_wav  2
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_2401
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564
0002: jump GROVE1_2402

:GROVE1_2401
0968: @38 

:GROVE1_2402
03D1: play_wav  1
00BC: text_highpriority 'GRO1_BE'  10000 ms  1
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false GROVE1_2409
0967: @72  999999 
0002: jump GROVE1_2414

:GROVE1_2409
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2414
00D6: if  0
80DF:   NOT   actor @38 driving
004D: jump_if_false GROVE1_2457
0001: wait  0 ms
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_2432
03D5: remove_text 'GRO1_BE'
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false GROVE1_2427
0968: @72 
0002: jump GROVE1_2432

:GROVE1_2427
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2432
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_2440
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2440
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false GROVE1_2448
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2448
00D6: if  0
0119:   car @75 wrecked
004D: jump_if_false GROVE1_2456
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2456
0002: jump GROVE1_2414

:GROVE1_2457
00D6: if  0
8119:   NOT   car @75 wrecked
004D: jump_if_false GROVE1_2464
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_2469

:GROVE1_2464
040D: unload_wav  1
040D: unload_wav  2
00BE: text_clear_all
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2469
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GROVE1_2498
0001: wait  0 ms
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GROVE1_2481
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_4'  5000 ms  1
0002: jump GROVE1_2564

:GROVE1_2481
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false GROVE1_2489
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2489
00D6: if  0
0119:   car @75 wrecked
004D: jump_if_false GROVE1_2497
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2497
0002: jump GROVE1_2469

:GROVE1_2498
03D5: remove_text 'GRO1_BE'
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false GROVE1_2506
0968: @72 
0002: jump GROVE1_2511

:GROVE1_2506
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
00BC: text_highpriority 'GM1_12'  8000 ms  1
0002: jump GROVE1_2564

:GROVE1_2511
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
091E:  1965.968 -1096.668  20.0  2081.465 -1163.309  30.0 
0006: @74 =  1  ;; integer values

:GROVE1_2524
0701: (unknown)
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false GROVE1_2556
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_2533
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_2538
0001: wait  0 ms
0002: jump GROVE1_2533

:GROVE1_2538
08F6: (unknown)
02A3: toggle_widescreen  0 (off)
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:  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 (back)  1000 ms

:GROVE1_2551
00D6: if  0
016B:   fading
004D: jump_if_false GROVE1_2556
0001: wait  0 ms
0002: jump GROVE1_2551

:GROVE1_2556
02A3: toggle_widescreen  0 (off)
0A09: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0002: jump GROVE1_2571

:GROVE1_2564
00BA: text_styled 'M_FAIL'  5000 ms  1
076C: 'GLN1'  0  40 
076C: 'GLN1'  1  0 
076C: 'GLN1'  2 @91 
076C: 'GLN1'  7 @92 
08A3:  0 
0051: return

:GROVE1_2571
0008: $GROVE_MISSIONS_PASSED +=  1  ;; integer values
0318: set_latest_mission_passed 'GROVE_1'
030C: set_mission_points +=  1
01E3: text_1number_styled 'M_PASSR'  10  5000 ms  1
0998: add_respect  40 
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0164: disable_marker $623
0164: disable_marker $439
02A7: $623 = create_icon_marker_and_sphere $625 at $462 $463 $464
0051: return

:GROVE1_2582
034F: destroy_actor_with_fade @38  ;; The actor fades away like a ghost
0004: $ON_MISSION =  0  ;; integer values
091E:  1965.968 -1096.668  20.0  2081.465 -1163.309  30.0 
04BB: select_interior  0  ;; select render area
090D: (unknown)
01BD: $184 = current_time_in_ms
0151: remove_status_text $7955
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model  104
0249: release_model  102
0249: release_model  355
0249: release_model  411
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: @57 
061B: @61 
061B: @65 
061B: @69 
065C: unknown_create_def_entity @35  ; unknown_destroy
065C: unknown_create_def_entity @34  ; unknown_destroy
08A3:  0 
00D8: mission_cleanup
0051: return

:GROVE1_2617
00D6: if  0
8118:   NOT   actor @54 dead
004D: jump_if_false GROVE1_2628
0615: @57 
05D3: unknown_action_sequence -1  1996.934 -1122.258  25.76  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @57 
0687: @54 
0618: @54 @57 
061B: @57 

:GROVE1_2628
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false GROVE1_2639
0615: @61 
05D3: unknown_action_sequence -1  2004.069 -1122.884  25.584  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @61 
0687: @58 
0618: @58 @61 
061B: @61 

:GROVE1_2639
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false GROVE1_2650
0615: @65 
05D3: unknown_action_sequence -1  2006.758 -1122.695  25.493  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @65 
0687: @62 
0618: @62 @65 
061B: @65 

:GROVE1_2650
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false GROVE1_2661
0615: @69 
05D3: unknown_action_sequence -1  2015.458 -1121.923  25.243  6 -1 
04EB: unknown_action_sequence -1  1 
0638: unknown_action_sequence -1  1 
0616: @69 
0687: @66 
0618: @66 @69 
061B: @69 

:GROVE1_2661
0006: @71 =  1  ;; integer values
0051: return

:GROVE1_2663
00D6: if  21
0039:   @94 ==  0  ;; integer values
0039:   @94 ==  1  ;; integer values
004D: jump_if_false GROVE1_2671
00D6: if  0
002E:   $1422 >= @93  ;; integer values 
004D: jump_if_false GROVE1_2671
0050: gosub GROVE1_2683

:GROVE1_2671
00D6: if  0
0039:   @94 ==  2  ;; integer values
004D: jump_if_false GROVE1_2682
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false GROVE1_2682
0050: gosub GROVE1_2766
0006: @94 =  0  ;; integer values
000A: @93 +=  1  ;; integer values
0006: @95 =  0  ;; integer values
00BE: text_clear_all

:GROVE1_2682
0051: return

:GROVE1_2683
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false GROVE1_2688
03CF: load_wav @97(@93,17i) as  1
0006: @94 =  1  ;; integer values

:GROVE1_2688
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false GROVE1_2701
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false GROVE1_2701
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false GROVE1_2701
00BC: text_highpriority $7956(@93,17s)  4000 ms  1
03D1: play_wav  1
0050: gosub GROVE1_2702
0006: @94 =  2  ;; integer values

:GROVE1_2701
0051: return

:GROVE1_2702
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false GROVE1_2720
00D6: if  24
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_2715
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  999999 
0002: jump GROVE1_2720

:GROVE1_2715
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2720
0A09: @38  1 
0967: @38  999999 

:GROVE1_2720
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false GROVE1_2736
00D6: if  22
0039:   @93 ==  0  ;; integer values
0039:   @93 ==  2  ;; integer values
0039:   @93 ==  3  ;; integer values
004D: jump_if_false GROVE1_2731
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  999999 
0002: jump GROVE1_2736

:GROVE1_2731
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2736
0A09: @38  1 
0967: @38  999999 

:GROVE1_2736
00D6: if  0
0039:   @96 ==  2  ;; integer values
004D: jump_if_false GROVE1_2751
00D6: if  21
0039:   @93 ==  1  ;; integer values
0039:   @93 ==  3  ;; integer values
004D: jump_if_false GROVE1_2746
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  999999 
0002: jump GROVE1_2751

:GROVE1_2746
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2751
0A09: @38  1 
0967: @38  999999 

:GROVE1_2751
00D6: if  0
0039:   @96 ==  3  ;; integer values
004D: jump_if_false GROVE1_2765
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false GROVE1_2760
0A09: $PLAYER_ACTOR  1 
0967: $PLAYER_ACTOR  999999 
0002: jump GROVE1_2765

:GROVE1_2760
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2765
0A09: @38  1 
0967: @38  999999 

:GROVE1_2765
0051: return

:GROVE1_2766
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false GROVE1_2784
00D6: if  24
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_2779
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0002: jump GROVE1_2784

:GROVE1_2779
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2784
0A09: @38  0 
0968: @38 

:GROVE1_2784
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false GROVE1_2800
00D6: if  22
0039:   @93 ==  0  ;; integer values
0039:   @93 ==  2  ;; integer values
0039:   @93 ==  3  ;; integer values
004D: jump_if_false GROVE1_2795
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0002: jump GROVE1_2800

:GROVE1_2795
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2800
0A09: @38  0 
0968: @38 

:GROVE1_2800
00D6: if  0
0039:   @96 ==  2  ;; integer values
004D: jump_if_false GROVE1_2815
00D6: if  21
0039:   @93 ==  1  ;; integer values
0039:   @93 ==  3  ;; integer values
004D: jump_if_false GROVE1_2810
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0002: jump GROVE1_2815

:GROVE1_2810
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2815
0A09: @38  0 
0968: @38 

:GROVE1_2815
00D6: if  0
0039:   @96 ==  3  ;; integer values
004D: jump_if_false GROVE1_2829
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false GROVE1_2824
0A09: $PLAYER_ACTOR  0 
0968: $PLAYER_ACTOR 
0002: jump GROVE1_2829

:GROVE1_2824
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GROVE1_2829
0A09: @38  0 
0968: @38 

:GROVE1_2829
0051: return

:GROVE1_2830
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false GROVE1_2849
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false GROVE1_2840
0164: disable_marker @43
000A: @41 +=  1  ;; integer values
0006: @44 =  1  ;; integer values
0002: jump GROVE1_2849

:GROVE1_2840
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2849
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @42
0364: @42 $PLAYER_ACTOR 
031D:   actor @42 hit_by_weapon  57
004D: jump_if_false GROVE1_2849
0006: @70 =  1  ;; integer values

:GROVE1_2849
00D6: if  0
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GROVE1_2868
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false GROVE1_2859
0164: disable_marker @46
000A: @41 +=  1  ;; integer values
0006: @47 =  1  ;; integer values
0002: jump GROVE1_2868

:GROVE1_2859
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2868
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @45
0364: @45 $PLAYER_ACTOR 
031D:   actor @45 hit_by_weapon  57
004D: jump_if_false GROVE1_2868
0006: @70 =  1  ;; integer values

:GROVE1_2868
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false GROVE1_2887
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false GROVE1_2878
0164: disable_marker @49
000A: @41 +=  1  ;; integer values
0006: @50 =  1  ;; integer values
0002: jump GROVE1_2887

:GROVE1_2878
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2887
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @48
0364: @48 $PLAYER_ACTOR 
031D:   actor @48 hit_by_weapon  57
004D: jump_if_false GROVE1_2887
0006: @70 =  1  ;; integer values

:GROVE1_2887
00D6: if  0
0039:   @53 ==  0  ;; integer values
004D: jump_if_false GROVE1_2906
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false GROVE1_2897
0164: disable_marker @52
000A: @41 +=  1  ;; integer values
0006: @53 =  1  ;; integer values
0002: jump GROVE1_2906

:GROVE1_2897
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2906
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @51
0364: @51 $PLAYER_ACTOR 
031D:   actor @51 hit_by_weapon  57
004D: jump_if_false GROVE1_2906
0006: @70 =  1  ;; integer values

:GROVE1_2906
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GROVE1_2925
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false GROVE1_2916
0164: disable_marker @55
000A: @41 +=  1  ;; integer values
0006: @56 =  1  ;; integer values
0002: jump GROVE1_2925

:GROVE1_2916
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2925
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @54
0364: @54 $PLAYER_ACTOR 
031D:   actor @54 hit_by_weapon  57
004D: jump_if_false GROVE1_2925
0006: @70 =  1  ;; integer values

:GROVE1_2925
00D6: if  0
0039:   @60 ==  0  ;; integer values
004D: jump_if_false GROVE1_2944
00D6: if  0
0118:   actor @58 dead
004D: jump_if_false GROVE1_2935
0164: disable_marker @59
000A: @41 +=  1  ;; integer values
0006: @60 =  1  ;; integer values
0002: jump GROVE1_2944

:GROVE1_2935
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2944
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @58
0364: @58 $PLAYER_ACTOR 
031D:   actor @58 hit_by_weapon  57
004D: jump_if_false GROVE1_2944
0006: @70 =  1  ;; integer values

:GROVE1_2944
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false GROVE1_2963
00D6: if  0
0118:   actor @62 dead
004D: jump_if_false GROVE1_2954
0164: disable_marker @63
000A: @41 +=  1  ;; integer values
0006: @64 =  1  ;; integer values
0002: jump GROVE1_2963

:GROVE1_2954
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2963
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @62
0364: @62 $PLAYER_ACTOR 
031D:   actor @62 hit_by_weapon  57
004D: jump_if_false GROVE1_2963
0006: @70 =  1  ;; integer values

:GROVE1_2963
00D6: if  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false GROVE1_2982
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false GROVE1_2973
0164: disable_marker @67
000A: @41 +=  1  ;; integer values
0006: @68 =  1  ;; integer values
0002: jump GROVE1_2982

:GROVE1_2973
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false GROVE1_2982
00D6: if  22
0457:   player $PLAYER_CHAR aiming_at_actor @66
0364: @66 $PLAYER_ACTOR 
031D:   actor @66 hit_by_weapon  57
004D: jump_if_false GROVE1_2982
0006: @70 =  1  ;; integer values

:GROVE1_2982
0051: return

;-------------Mission 107---------------
; Originally: Grove 4 Life


:GROVE2_1
03A4: name_thread 'GROVE2'
0050: gosub GROVE2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false GROVE2_7
0050: gosub GROVE2_383

:GROVE2_7
0050: gosub GROVE2_395
004E: end_thread

:GROVE2_9
09DD:  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_15
00D6: if  0
016B:   fading
004D: jump_if_false GROVE2_20
0001: wait  0 ms
0002: jump GROVE2_15

:GROVE2_20
01B6: set_weather  1
04BB: select_interior  1  ;; select render area
02E4: load_cutscene_data 'GROVE2'

:GROVE2_23
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false GROVE2_28
0001: wait  0 ms
0002: jump GROVE2_23

:GROVE2_28
02E7: start_cutscene
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:GROVE2_31
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false GROVE2_36
0001: wait  0 ms
0002: jump GROVE2_31

:GROVE2_36
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms

:GROVE2_38
00D6: if  0
016B:   fading
004D: jump_if_false GROVE2_43
0001: wait  0 ms
0002: jump GROVE2_38

:GROVE2_43
02EA: end_cutscene
01B7: release_weather
023C: load_special_actor  1 'SWEET'
0247: request_model  355
0247: request_model  492
038B: load_requested_models

:GROVE2_49
00D6: if  22
823D:   NOT   special_actor  1 loaded
8248:   NOT   model  355 available
8248:   NOT   model  492 available
004D: jump_if_false GROVE2_56
0001: wait  0 ms
0002: jump GROVE2_49

:GROVE2_56
04BB: select_interior  0  ;; select render area
02A3: toggle_widescreen  0 (off)
0004: $7990 =  0  ;; integer values
0004: $7991 =  0  ;; integer values
0006: @47 =  2  ;; integer values
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GROVE2_66
0110: clear_player $PLAYER_CHAR wanted_level

:GROVE2_66
0A20: $PLAYER_CHAR  1 
0879:  1 
08A3:  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 (back)  1000 ms
009A: $131 = create_actor  24  290 at  2496.633 -1684.573  12.435
0674: set_car_model  492 numberplate "GROVE4L_" 
00A5: @39 = create_car  492 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 $131 z_angle_to  0.0
0245: set_actor $131 walk_style_to "GANG2"
01B2: give_actor $131 weapon  30 ammo  30000  ;; Load the weapon model before using this
0568: $131  1
0446: (unknown) $131  0 
09DD:  1 
0631: put_actor $131 in_group $PLAYER_GROUP 
02E2: set_actor $131 weapon_accuracy_to  90
0223: set_actor $131 health_to  1000
08AF: $131  1000 
077A: $131  4  25 
0226: $7990 = actor $131 health
0014: $7990 /=  10  ;; integer values
03C4: set_status_text_to $7990  1 (bar) 'GR2_01'
0187: @34 = create_marker_above_actor $131
07E0: @34  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_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  2.0
0006: @32 =  0  ;; integer values
076C: 'IWD3A'  1  0 
076C: 'IWD3A'  0  100 
076C: 'IWD3B'  1  0 
076C: 'IWD3B'  0  100 
076C: 'IWD1'  1  0 
076C: 'IWD1'  0  100 
076C: 'IWD4'  1  0 
076C: 'IWD4'  0  100 
090C: 'IWD3A' 
090C: 'IWD3B' 
090C: 'IWD1' 
090C: 'IWD4' 
09B7: 'IWD3A'  1 
09B7: 'IWD3B'  1 
09B7: 'IWD1'  1 
09B7: 'IWD4'  1 

:GROVE2_120
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GROVE2_358
0001: wait  0 ms
0050: gosub GROVE2_466
0050: gosub GROVE2_701
00D6: if  0
0736:  83 
004D: jump_if_false GROVE2_130
0002: jump GROVE2_385

:GROVE2_130
00D6: if  1
8119:   NOT   car @39 wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GROVE2_142
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @39
004D: jump_if_false GROVE2_142
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false GROVE2_142
041E: set_radio_station  3 
0006: @57 =  1  ;; integer values

:GROVE2_142
00D6: if  1
0019:   @32 >  4000  ;; integer values
0039:   @58 ==  1  ;; integer values
004D: jump_if_false GROVE2_165
0209: $7992 = random_int  0  4
0871: init_jump_table $7992 total_jumps  4  0 GROVE2_164 jumps  0 GROVE2_148  1 GROVE2_152  2 GROVE2_156  3 GROVE2_160 -1 GROVE2_164 -1 GROVE2_164 -1 GROVE2_164 

:GROVE2_148
05AA: s@59 = 'GRO2_DA'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17611 
0050: gosub GROVE2_697
0002: jump GROVE2_164

:GROVE2_152
05AA: s@59 = 'GRO2_DB'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17612 
0050: gosub GROVE2_697
0002: jump GROVE2_164

:GROVE2_156
05AA: s@59 = 'GRO2_DC'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17613 
0050: gosub GROVE2_697
0002: jump GROVE2_164

:GROVE2_160
05AA: s@59 = 'GRO2_DD'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17614 
0050: gosub GROVE2_697
0002: jump GROVE2_164

:GROVE2_164
0006: @58 =  2  ;; integer values

:GROVE2_165
00D6: if  1
0039:   @47 ==  2  ;; integer values
0039:   @58 ==  2  ;; integer values
004D: jump_if_false GROVE2_180
0209: $7992 = random_int  0  2
0871: init_jump_table $7992 total_jumps  2  0 GROVE2_179 jumps  0 GROVE2_171  1 GROVE2_175 -1 GROVE2_179 -1 GROVE2_179 -1 GROVE2_179 -1 GROVE2_179 -1 GROVE2_179 

:GROVE2_171
05AA: s@59 = 'GRO2_EA'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17615 
0050: gosub GROVE2_697
0002: jump GROVE2_179

:GROVE2_175
05AA: s@59 = 'GRO2_EB'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17616 
0050: gosub GROVE2_697
0002: jump GROVE2_179

:GROVE2_179
0006: @58 =  3  ;; integer values

:GROVE2_180
00D6: if  1
0039:   @47 ==  2  ;; integer values
0039:   @58 ==  3  ;; integer values
004D: jump_if_false GROVE2_186
00BC: text_highpriority 'GR2_10'  7000 ms  1
0006: @58 =  4  ;; integer values

:GROVE2_186
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false GROVE2_302
076D: 'IWD3A'  0 @40 
076D: 'IWD3B'  0 @41 
076D: 'IWD1'  0 @43 
076D: 'IWD4'  0 @44 
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false GROVE2_200
05AA: s@59 = 'GRO2_AA'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17600 
0050: gosub GROVE2_697
0006: @38 =  1  ;; integer values

:GROVE2_200
00D6: if  1
0039:   @47 ==  2  ;; integer values
0039:   @38 ==  1  ;; integer values
004D: jump_if_false GROVE2_208
05AA: s@59 = 'GRO2_AB'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17601 
0050: gosub GROVE2_697
0006: @38 =  2  ;; integer values

:GROVE2_208
00D6: if  1
0039:   @47 ==  2  ;; integer values
0039:   @38 ==  2  ;; integer values
004D: jump_if_false GROVE2_216
05AA: s@59 = 'GRO2_AC'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17602 
0050: gosub GROVE2_697
0006: @38 =  3  ;; integer values

:GROVE2_216
00D6: if  1
0039:   @47 ==  2  ;; integer values
0039:   @38 ==  3  ;; integer values
004D: jump_if_false GROVE2_224
05AA: s@59 = 'GRO2_AD'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17603 
0050: gosub GROVE2_697
0006: @38 =  4  ;; integer values

:GROVE2_224
00D6: if  1
0039:   @47 ==  2  ;; integer values
0039:   @38 ==  4  ;; integer values
004D: jump_if_false GROVE2_230
00BC: text_highpriority 'GR2_09'  7000 ms  1
0006: @38 =  5  ;; integer values

:GROVE2_230
00D6: if  0
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GROVE2_252
0209: $7992 = random_int  0  4
0871: init_jump_table $7992 total_jumps  4  0 GROVE2_251 jumps  0 GROVE2_235  1 GROVE2_239  2 GROVE2_243  3 GROVE2_247 -1 GROVE2_251 -1 GROVE2_251 -1 GROVE2_251 

:GROVE2_235
05AA: s@59 = 'GRO2_CA'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17607 
0050: gosub GROVE2_697
0002: jump GROVE2_251

:GROVE2_239
05AA: s@59 = 'GRO2_CB'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17608 
0050: gosub GROVE2_697
0002: jump GROVE2_251

:GROVE2_243
05AA: s@59 = 'GRO2_CC'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17609 
0050: gosub GROVE2_697
0002: jump GROVE2_251

:GROVE2_247
05AA: s@59 = 'GRO2_CE'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17610 
0050: gosub GROVE2_697
0002: jump GROVE2_251

:GROVE2_251
0006: @56 =  2  ;; integer values

:GROVE2_252
00D6: if  1
0039:   @47 ==  2  ;; integer values
0039:   @56 ==  2  ;; integer values
004D: jump_if_false GROVE2_258
00BC: text_highpriority 'GR2_05'  4000 ms  1
0006: @56 =  3  ;; integer values

:GROVE2_258
00D6: if  23
0583:   unknown_player $PLAYER_CHAR unknown_zone_check 'IWD3A'
0583:   unknown_player $PLAYER_CHAR unknown_zone_check 'IWD3B'
0583:   unknown_player $PLAYER_CHAR unknown_zone_check 'IWD1'
0583:   unknown_player $PLAYER_CHAR unknown_zone_check 'IWD4'
004D: jump_if_false GROVE2_274
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false GROVE2_272
0006: @37 =  1  ;; integer values
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GROVE2_272
0006: @56 =  1  ;; integer values

:GROVE2_272
018B: show_on_radar @36  0
0002: jump GROVE2_278

:GROVE2_274
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false GROVE2_278
018B: show_on_radar @36  3

:GROVE2_278
00D6: if  1
0039:   @40 ==  0  ;; integer values
0039:   @48 ==  0  ;; integer values
004D: jump_if_false GROVE2_284
0050: gosub GROVE2_359
0006: @48 =  1  ;; integer values

:GROVE2_284
00D6: if  1
0039:   @41 ==  0  ;; integer values
0039:   @49 ==  0  ;; integer values
004D: jump_if_false GROVE2_290
0050: gosub GROVE2_359
0006: @49 =  1  ;; integer values

:GROVE2_290
00D6: if  1
0039:   @43 ==  0  ;; integer values
0039:   @50 ==  0  ;; integer values
004D: jump_if_false GROVE2_296
0050: gosub GROVE2_359
0006: @50 =  1  ;; integer values

:GROVE2_296
00D6: if  1
0039:   @44 ==  0  ;; integer values
0039:   @51 ==  0  ;; integer values
004D: jump_if_false GROVE2_302
0050: gosub GROVE2_359
0006: @51 =  1  ;; integer values

:GROVE2_302
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_342
0226: $7990 = actor $131 health
0014: $7990 /=  10  ;; integer values
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false GROVE2_328
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false GROVE2_327
00D6: if  0
86EE:   NOT   actor $131 in_group $PLAYER_GROUP 
004D: jump_if_false GROVE2_318
09DD:  1 
0631: put_actor $131 in_group $PLAYER_GROUP 

:GROVE2_318
018B: show_on_radar @34  0
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false GROVE2_322

:GROVE2_322
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false GROVE2_325

:GROVE2_325
0004: $7991 =  0  ;; integer values
0006: @35 =  1  ;; integer values

:GROVE2_327
0002: jump GROVE2_341

:GROVE2_328
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false GROVE2_341
00BC: text_highpriority 'GR2_02'  4000 ms  1
018B: show_on_radar @34  3
00D6: if  0
0039:   @54 ==  0  ;; integer values
004D: jump_if_false GROVE2_336

:GROVE2_336
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false GROVE2_339

:GROVE2_339
0004: $7991 =  1  ;; integer values
0006: @35 =  0  ;; integer values

:GROVE2_341
0002: jump GROVE2_344

:GROVE2_342
00BC: text_highpriority 'GR2_03'  4000 ms  1
0002: jump GROVE2_383

:GROVE2_344
00D6: if  0
0039:   @54 ==  1  ;; integer values
004D: jump_if_false GROVE2_357
00D6: if  1
0039:   @53 ==  1  ;; integer values
0039:   @47 ==  2  ;; integer values
004D: jump_if_false GROVE2_353
00BC: text_highpriority 'GR2_11'  7000 ms  1
0006: @53 =  2  ;; integer values

:GROVE2_353
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  2507.184 -1672.906  12.3824 radius  4.0  4.0  4.0
004D: jump_if_false GROVE2_357
0002: jump GROVE2_495

:GROVE2_357
0002: jump GROVE2_120

:GROVE2_358
0002: jump GROVE2_383

:GROVE2_359
000A: @52 +=  1  ;; integer values
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false GROVE2_365
0006: @32 =  0  ;; integer values
0006: @58 =  1  ;; integer values

:GROVE2_365
00D6: if  0
0039:   @52 ==  2  ;; integer values
004D: jump_if_false GROVE2_382
05AA: s@59 = 'GRO2_FA'  ;; 8-byte strings
04AF: @46 = unknown_wav_reference  17617 
0050: gosub GROVE2_697
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  0
8119:   NOT   car @39 wrecked
004D: jump_if_false GROVE2_382
00D6: if  0
01AF:   car @39  0 ()near_point  2507.184 -1672.906  12.3824 radius  4.0  4.0  4.0
004D: jump_if_false GROVE2_382
00A6: destroy_car @39

:GROVE2_382
0051: return

:GROVE2_383
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:GROVE2_385
0164: disable_marker $623
0008: $GROVE_MISSIONS_PASSED +=  1  ;; integer values
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'GROVE_2'
01E3: text_1number_styled 'M_PASSS'  10000  5000 ms  1
0109: player $PLAYER_CHAR money +=  10000
0998: add_respect  40 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:GROVE2_395
09B7: 'IWD3A'  0 
09B7: 'IWD3B'  0 
09B7: 'IWD1'  0 
09B7: 'IWD4'  0 
090D: (unknown)
08A3:  0 
0879:  1 
0004: $ON_MISSION =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_407
034F: destroy_actor_with_fade $131  ;; The actor fades away like a ghost

:GROVE2_407
00D6: if  0
075C:   marker @34 enabled
004D: jump_if_false GROVE2_411
0164: disable_marker @34

:GROVE2_411
00D6: if  0
075C:   marker @36 enabled
004D: jump_if_false GROVE2_415
0164: disable_marker @36

:GROVE2_415
00D6: if  0
075C:   marker @55 enabled
004D: jump_if_false GROVE2_419
0164: disable_marker @55

:GROVE2_419
0151: remove_status_text $7990
0296: unload_special_actor  1
0249: release_model  355
0249: release_model  492
04EF: release_animation "GANGS"
01BD: $184 = current_time_in_ms
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
00D8: mission_cleanup
0051: return

:GROVE2_429
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0051: return

:GROVE2_433
00BE: text_clear_all
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0051: return

:GROVE2_439
016A: fade  0 ()  500 ms

:GROVE2_440
00D6: if  0
016B:   fading
004D: jump_if_false GROVE2_445
0001: wait  0 ms
0002: jump GROVE2_440

:GROVE2_445
0051: return

:GROVE2_446
016A: fade  1 (back)  500 ms

:GROVE2_447
00D6: if  0
016B:   fading
004D: jump_if_false GROVE2_452
0001: wait  0 ms
0002: jump GROVE2_447

:GROVE2_452
0051: return
016A: fade  0 ()  500 ms

:GROVE2_454
00D6: if  0
016B:   fading
004D: jump_if_false GROVE2_459
0001: wait  0 ms
0002: jump GROVE2_454

:GROVE2_459
016A: fade  1 (back)  500 ms

:GROVE2_460
00D6: if  0
016B:   fading
004D: jump_if_false GROVE2_465
0001: wait  0 ms
0002: jump GROVE2_460

:GROVE2_465
0051: return

:GROVE2_466
00D6: if  0
0736:  65 
004D: jump_if_false GROVE2_470
0006: @41 =  0  ;; integer values

:GROVE2_470
00D6: if  0
0736:  68 
004D: jump_if_false GROVE2_474
0006: @40 =  0  ;; integer values

:GROVE2_474
00D6: if  0
0736:  70 
004D: jump_if_false GROVE2_478
0002: jump GROVE2_495

:GROVE2_478
00D6: if  0
0736:  71 
004D: jump_if_false GROVE2_487
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_487
00D6: if  0
0736:  75 
004D: jump_if_false GROVE2_491
0050: gosub GROVE2_359

:GROVE2_491
00D6: if  0
0736:  72 
004D: jump_if_false GROVE2_494

:GROVE2_494
0051: return

:GROVE2_495
0050: gosub GROVE2_439
0050: gosub GROVE2_429
00BE: text_clear_all
04ED: load_animation "GANGS"

:GROVE2_499
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false GROVE2_504
0001: wait  0 ms
0002: jump GROVE2_499

:GROVE2_504
00D6: if  1
8118:   NOT   actor $PLAYER_ACTOR dead
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_537
06C9: $131 
0395: clear_area  1 at  2512.761 -1672.52  12.5034 range  50.0
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GROVE2_517
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_518

:GROVE2_517
00A1: put_actor $PLAYER_ACTOR at  2512.761 -1672.52  12.5034

:GROVE2_518
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false GROVE2_522
00A6: destroy_car @39

:GROVE2_522
0173: set_actor $PLAYER_ACTOR z_angle_to  240.2609
0639: unknown_action_sequence $PLAYER_ACTOR $131 
00D6: if  0
00DF:   actor $131 driving
004D: jump_if_false GROVE2_529
0362: remove_actor $131 from_car_and_place_at  2514.788 -1673.938  12.6861
0002: jump GROVE2_530

:GROVE2_529
00A1: put_actor $131 at  2514.788 -1673.938  12.6861

:GROVE2_530
0173: set_actor $131 z_angle_to  73.5014
0639: unknown_action_sequence $131 $PLAYER_ACTOR 
0688: unknown_action_sequence $131  0  0  0 
0792: $PLAYER_ACTOR 
0792: $131 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
01B9: set_actor $131 armed_weapon_to  0

:GROVE2_537
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_446
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GROVE2_547
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 
0001: wait  500 ms

:GROVE2_547
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_552
0605: unknown_action_sequence $131 "PRTIAL_HNDSHK_01" "GANGS"  4.0  0  0  0  0 -1 
0001: wait  500 ms

:GROVE2_552
040D: unload_wav  1
03CF: load_wav  17618 as  1

:GROVE2_554
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GROVE2_559
0001: wait  0 ms
0002: jump GROVE2_554

:GROVE2_559
03D1: play_wav  1
00BC: text_highpriority 'GRO2_GA'  4000 ms  1
0006: @33 =  0  ;; integer values

:GROVE2_562
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GROVE2_571
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GROVE2_570
0002: jump GROVE2_685

:GROVE2_570
0002: jump GROVE2_562

:GROVE2_571
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_575
0605: unknown_action_sequence $131 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  0 -1 

:GROVE2_575
040D: unload_wav  1
03CF: load_wav  17619 as  1

:GROVE2_577
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GROVE2_582
0001: wait  0 ms
0002: jump GROVE2_577

:GROVE2_582
03D1: play_wav  1
00BC: text_highpriority 'GRO2_GB'  4000 ms  1
0006: @33 =  0  ;; integer values

:GROVE2_585
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GROVE2_594
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GROVE2_593
0002: jump GROVE2_685

:GROVE2_593
0002: jump GROVE2_585

:GROVE2_594
040D: unload_wav  1
03CF: load_wav  17620 as  1

:GROVE2_596
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GROVE2_601
0001: wait  0 ms
0002: jump GROVE2_596

:GROVE2_601
03D1: play_wav  1
00BC: text_highpriority 'GRO2_GC'  4000 ms  1
0006: @33 =  0  ;; integer values

:GROVE2_604
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GROVE2_613
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GROVE2_612
0002: jump GROVE2_685

:GROVE2_612
0002: jump GROVE2_604

:GROVE2_613
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_618
0792: $131 
0603: unknown_action_sequence $131  2513.683 -1672.876  12.5412  4 -1 

:GROVE2_618
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GROVE2_623
0792: $PLAYER_ACTOR 
05BF: unknown_action_sequence $PLAYER_ACTOR $131  10000 

:GROVE2_623
040D: unload_wav  1
03CF: load_wav  17621 as  1

:GROVE2_625
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GROVE2_630
0001: wait  0 ms
0002: jump GROVE2_625

:GROVE2_630
03D1: play_wav  1
00BC: text_highpriority 'GRO2_GD'  4000 ms  1
0006: @33 =  0  ;; integer values

:GROVE2_633
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GROVE2_642
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GROVE2_641
0002: jump GROVE2_685

:GROVE2_641
0002: jump GROVE2_633

:GROVE2_642
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_646
0605: unknown_action_sequence $131 "PRTIAL_HNDSHK_BIZ_01" "GANGS"  4.0  0  0  0  0 -1 

:GROVE2_646
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GROVE2_650
0605: unknown_action_sequence $PLAYER_ACTOR "PRTIAL_HNDSHK_BIZ_01" "GANGS"  4.0  0  0  0  0 -1 

:GROVE2_650
040D: unload_wav  1
03CF: load_wav  17622 as  1

:GROVE2_652
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GROVE2_657
0001: wait  0 ms
0002: jump GROVE2_652

:GROVE2_657
03D1: play_wav  1
00BC: text_highpriority 'GRO2_GE'  4000 ms  1
0006: @33 =  0  ;; integer values

:GROVE2_660
00D6: if  0
83D2:   NOT   wav  1 ended
004D: jump_if_false GROVE2_669
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GROVE2_668
0002: jump GROVE2_685

:GROVE2_668
0002: jump GROVE2_660

:GROVE2_669
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false GROVE2_674
0792: $131 
0603: unknown_action_sequence $131  2516.264 -1675.254  12.9287  4 -1 

:GROVE2_674
0006: @33 =  0  ;; integer values

:GROVE2_675
00D6: if  0
001B:    2000 > @33  ;; integer values
004D: jump_if_false GROVE2_684
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GROVE2_683
0002: jump GROVE2_685

:GROVE2_683
0002: jump GROVE2_675

:GROVE2_684
0050: gosub GROVE2_439

:GROVE2_685
04EF: release_animation "GANGS"
009B: destroy_actor_instantly $131
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GROVE2_692
00A1: put_actor $PLAYER_ACTOR at  2512.407 -1672.111  12.4895
0173: set_actor $PLAYER_ACTOR z_angle_to  78.5658

:GROVE2_692
0050: gosub GROVE2_433
03DE: set_pedestrians_density_multiplier_to  1.0
0373: set_camera_directly_behind_player
0050: gosub GROVE2_446
0002: jump GROVE2_385

:GROVE2_697
040D: unload_wav  1
03CF: load_wav @46 as  1
0006: @47 =  0  ;; integer values
0051: return

:GROVE2_701
00D6: if  1
03D0:   wav  1 loaded
0039:   @47 ==  0  ;; integer values
004D: jump_if_false GROVE2_708
03D1: play_wav  1
00BC: text_highpriority s@59  10000 ms  1
0006: @47 =  1  ;; integer values

:GROVE2_708
00D6: if  1
03D2:   wav  1 ended
0039:   @47 ==  1  ;; integer values
004D: jump_if_false GROVE2_715
040D: unload_wav  1
03D5: remove_text s@59
0006: @47 =  2  ;; integer values

:GROVE2_715
0051: return

;-------------Mission 108---------------
; Originally: Riot


:RIOT1_1
03A4: name_thread 'RIOT1'
0050: gosub RIOT1_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false RIOT1_7
0050: gosub RIOT1_427

:RIOT1_7
0050: gosub RIOT1_440
004E: end_thread

:RIOT1_9
0317: increment_mission_attempts
0004: $ON_MISSION =  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_33
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false RIOT1_38
0001: wait  0 ms
0002: jump RIOT1_33

:RIOT1_38
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:RIOT1_40
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false RIOT1_45
0001: wait  0 ms
0002: jump RIOT1_40

:RIOT1_45
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:RIOT1_47
00D6: if  0
016B:   fading
004D: jump_if_false RIOT1_52
0001: wait  0 ms
0002: jump RIOT1_47

:RIOT1_52
02EA: end_cutscene
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false RIOT1_77
02E4: load_cutscene_data 'RIOT_1B'

:RIOT1_57
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false RIOT1_62
0001: wait  0 ms
0002: jump RIOT1_57

:RIOT1_62
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:RIOT1_64
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false RIOT1_69
0001: wait  0 ms
0002: jump RIOT1_64

:RIOT1_69
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:RIOT1_71
00D6: if  0
016B:   fading
004D: jump_if_false RIOT1_76
0001: wait  0 ms
0002: jump RIOT1_71

:RIOT1_76
02EA: end_cutscene

:RIOT1_77
04BB: select_interior  0  ;; select render area
08F6: (unknown)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
0001: wait  0 ms
06C8:  1 
0629: change_stat  309 to  1  ; integer see statdisp.dat
0247: request_model  492
0247: request_model  567
0247: request_model  483
023C: load_special_actor  1 'SWEET'
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  483 numberplate "OUTTHERE" 
00A5: $7997 = create_car  483 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: $7997  0 
0294: unknown_car $7997 flag  0
0395: clear_area  1 at  1249.1 -804.9  82.9 range  5.0
0674: set_car_model  567 numberplate "_LVA4L__" 
00A5: $7996 = create_car  567 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  492 numberplate "GROVE4L_" 
00A5: $7995 = create_car  492 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: $131 = create_actor  25  290 at  1257.6 -816.6  83.1
0173: set_actor $131 z_angle_to  39.9
09F6: $131  0 
0568: $131  1
039E: (unknown) $131  1 
060B: unknown_actor_use_entity $131 $7998 
02A9: set_actor $131 immune_to_nonplayer  1
0615: $7999 
05D3: unknown_action_sequence -1  1252.4 -810.3  83.1  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 $7995 -1  0 
0616: $7999 
0618: $131 $7999 
061B: $7999 
02A3: toggle_widescreen  1 (on)
06AB: $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:  1 
09D2:  0 

:RIOT1_132
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false RIOT1_137
0002: jump RIOT1_429

:RIOT1_137
0050: gosub RIOT1_457
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false RIOT1_142
0002: jump RIOT1_427

:RIOT1_142
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false RIOT1_244
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false RIOT1_178
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @40 =  0  ;; integer values
07A1:  4 
05CB: unknown_action_sequence $PLAYER_ACTOR $7995 -1 
0615: $7999 
05D3: unknown_action_sequence -1  1252.4 -810.3  83.1  4 -1 
07A1:  4 
05CA: unknown_action_sequence -1 $7995 -1  0 
0616: $7999 
0618: $131 $7999 
061B: $7999 
016A: fade  1 (back)  500 ms

:RIOT1_162
00D6: if  0
016B:   fading
004D: jump_if_false RIOT1_167
0001: wait  0 ms
0002: jump RIOT1_162

:RIOT1_167
0050: gosub RIOT1_457
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false RIOT1_172
0002: jump RIOT1_427

:RIOT1_172
0006: @40 =  1  ;; integer values
0006: @41 =  0  ;; integer values
0050: gosub RIOT1_642
0006: @36 =  1  ;; integer values
0006: @37 =  1  ;; integer values
0707: unknown_bunnyjump RIOT1_191 

:RIOT1_178
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false RIOT1_244
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_244
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_244
00D6: if  0
00DB:   actor $131 in_car $7995
004D: jump_if_false RIOT1_244
0006: @37 =  0  ;; integer values

:RIOT1_191
0701: (unknown)
0050: gosub RIOT1_457
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false RIOT1_197
0002: jump RIOT1_427

:RIOT1_197
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false RIOT1_219
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @40 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT1_205
00D6: if  0
016B:   fading
004D: jump_if_false RIOT1_210
0001: wait  0 ms
0002: jump RIOT1_205

:RIOT1_210
0050: gosub RIOT1_457
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false RIOT1_215
0002: jump RIOT1_427

:RIOT1_215
0792: $PLAYER_ACTOR 
036A: put_actor $PLAYER_ACTOR in_car $7995
0792: $131 
0430: $131 $7995  0 

:RIOT1_219
0006: @39 =  1  ;; integer values
09F5:  0 
018A: @34 = create_checkpoint_at  2505.4 -1670.6  12.1
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'R1_01'  7000 ms  1
0006: @33 =  0  ;; integer values
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false RIOT1_243
016A: fade  1 (back)  500 ms

:RIOT1_233
00D6: if  0
016B:   fading
004D: jump_if_false RIOT1_238
0001: wait  0 ms
0002: jump RIOT1_233

:RIOT1_238
0050: gosub RIOT1_457
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false RIOT1_243
0002: jump RIOT1_427

:RIOT1_243
0006: @35 =  1  ;; integer values

:RIOT1_244
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RIOT1_363
00D6: if  0
0735:  81 
004D: jump_if_false RIOT1_255
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_255
00AB: put_car $7995 at  2495.7 -1666.3  12.1
0175: set_car $7995 z_angle_to  254.2

:RIOT1_255
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false RIOT1_270
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_270
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false RIOT1_270
0A09: $PLAYER_ACTOR  1 
0A09: $131  1 
0006: @40 =  2  ;; integer values
0006: @41 =  0  ;; integer values
0050: gosub RIOT1_642
0006: @42 =  1  ;; integer values

:RIOT1_270
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false RIOT1_283
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_283
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false RIOT1_283
0006: @40 =  3  ;; integer values
0006: @41 =  0  ;; integer values
0050: gosub RIOT1_642
0006: @42 =  2  ;; integer values

:RIOT1_283
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false RIOT1_304
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_304
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  2955.5 -1240.1  1192.2 -1855.3
004D: jump_if_false RIOT1_304
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_304
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false RIOT1_304
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_642
0006: @42 =  3  ;; integer values

:RIOT1_304
00D6: if  0
0039:   @42 ==  3  ;; integer values
004D: jump_if_false RIOT1_323
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_323
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  2955.5 -1240.1  1192.2 -1855.3
004D: jump_if_false RIOT1_323
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_323
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false RIOT1_323
0006: @40 =  5  ;; integer values
0006: @41 =  0  ;; integer values
0050: gosub RIOT1_642
0006: @42 =  4  ;; integer values

:RIOT1_323
00D6: if  0
0039:   @42 ==  4  ;; integer values
004D: jump_if_false RIOT1_342
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_342
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  2955.5 -1240.1  1192.2 -1855.3
004D: jump_if_false RIOT1_342
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_342
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false RIOT1_342
0006: @40 =  6  ;; integer values
0006: @41 =  0  ;; integer values
0050: gosub RIOT1_642
0006: @42 =  5  ;; integer values

:RIOT1_342
00D6: if  0
0039:   @42 ==  5  ;; integer values
004D: jump_if_false RIOT1_351
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_351
0A09: $PLAYER_ACTOR  0 
0A09: $131  0 
0006: @42 =  6  ;; integer values

:RIOT1_351
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_363
00D6: if  0
00DB:   actor $131 in_car $7995
004D: jump_if_false RIOT1_363
00D6: if  0
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_363
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @36 =  0  ;; integer values
0006: @35 =  2  ;; integer values

:RIOT1_363
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false RIOT1_421
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false RIOT1_381
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @40 =  0  ;; integer values
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
09F5:  1 
0006: @40 =  7  ;; integer values
0006: @41 =  0  ;; integer values
0050: gosub RIOT1_642
0006: @36 =  1  ;; integer values
0006: @36 =  1  ;; integer values

:RIOT1_381
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false RIOT1_395
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false RIOT1_395
0615: $7999 
0633: unknown_action_sequence -1 
05D3: unknown_action_sequence -1  2518.9 -1678.2  13.5  4 -1 
0616: $7999 
0618: $131 $7999 
061B: $7999 
0006: @32 =  0  ;; integer values
0006: @36 =  2  ;; integer values

:RIOT1_395
00D6: if  0
0039:   @36 ==  2  ;; integer values
004D: jump_if_false RIOT1_421
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT1_421
016A: fade  0 ()  500 ms

:RIOT1_402
00D6: if  0
016B:   fading
004D: jump_if_false RIOT1_407
0001: wait  0 ms
0002: jump RIOT1_402

:RIOT1_407
009B: destroy_actor_instantly $131
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09F5:  0 
016A: fade  1 (back)  500 ms

:RIOT1_415
00D6: if  0
016B:   fading
004D: jump_if_false RIOT1_420
0001: wait  0 ms
0002: jump RIOT1_415

:RIOT1_420
0002: jump RIOT1_429

:RIOT1_421
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false RIOT1_425
0050: gosub RIOT1_470

:RIOT1_425
0050: gosub RIOT1_491
0002: jump RIOT1_132

:RIOT1_427
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:RIOT1_429
0008: $RIOT_MISSIONS_PASSED +=  1  ;; integer values
0629: change_stat  335 to  1  ; integer see statdisp.dat
0318: set_latest_mission_passed 'RIOT_1'
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0164: disable_marker $622
0164: disable_marker $435
02A7: $435 = create_icon_marker_and_sphere $442 at $462 $463 $464
030C: set_mission_points +=  1
0051: return

:RIOT1_440
00D6: if  0
0844: s$706 
004D: jump_if_false RIOT1_444
02EB: restore_camera_with_jumpcut

:RIOT1_444
09F5:  0 
0A09: $PLAYER_ACTOR  0 
0249: release_model  492
0249: release_model  567
0249: release_model  483
034F: destroy_actor_with_fade $131  ;; The actor fades away like a ghost
0296: unload_special_actor  1
0164: disable_marker @34
09D2:  1 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:RIOT1_457
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false RIOT1_463
00BE: text_clear_all
00BC: text_highpriority 'R1_02'  7000 ms  1
0006: @38 =  1  ;; integer values

:RIOT1_463
00D6: if  0
0119:   car $7995 wrecked
004D: jump_if_false RIOT1_469
00BE: text_clear_all
00BC: text_highpriority 'R1_04'  7000 ms  1
0006: @38 =  1  ;; integer values

:RIOT1_469
0051: return

:RIOT1_470
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false RIOT1_480
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_480
03D5: remove_text 'R1_03'
0164: disable_marker @34
018A: @34 = create_checkpoint_at  2505.4 -1670.6  12.1
0006: @39 =  1  ;; integer values

:RIOT1_480
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false RIOT1_490
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_490
0164: disable_marker @34
0186: @34 = create_marker_above_car $7995
07E0: @34  1 
0006: @39 =  0  ;; integer values

:RIOT1_490
0051: return

:RIOT1_491
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false RIOT1_629
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_522
00D6: if  24
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_522
00D6: if  0
001D:   @89 > @41  ;; integer values  
004D: jump_if_false RIOT1_520
0050: gosub RIOT1_761
0050: gosub RIOT1_777
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false RIOT1_514
0050: gosub RIOT1_802
0002: jump RIOT1_519

:RIOT1_514
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_519
0002: jump RIOT1_522

:RIOT1_520
0006: @33 =  0  ;; integer values
0006: @40 =  0  ;; integer values

:RIOT1_522
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_543
00D6: if  0
001B:    11 > @40  ;; integer values
004D: jump_if_false RIOT1_543
00D6: if  0
001D:   @89 > @41  ;; integer values  
004D: jump_if_false RIOT1_532
000A: @41 +=  1  ;; integer values

:RIOT1_532
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_642

:RIOT1_543
00D6: if  0
0039:   @40 ==  11  ;; integer values
004D: jump_if_false RIOT1_595
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_586
00D6: if  0
001D:   @89 > @41  ;; integer values  
004D: jump_if_false RIOT1_584
0050: gosub RIOT1_761
0050: gosub RIOT1_777
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false RIOT1_568
00D6: if  21
8118:   NOT   actor $130 dead
8118:   NOT   actor $131 dead
004D: jump_if_false RIOT1_563
0050: gosub RIOT1_802
0002: jump RIOT1_568

:RIOT1_563
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_568
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false RIOT1_583
00D6: if  22
8118:   NOT   actor $130 dead
8118:   NOT   actor $131 dead
8118:   NOT   actor $134 dead
004D: jump_if_false RIOT1_578
0050: gosub RIOT1_802
0002: jump RIOT1_583

:RIOT1_578
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_583
0002: jump RIOT1_586

:RIOT1_584
00BC: text_highpriority 'R1_03'  11000 ms  1
0006: @40 =  12  ;; integer values

:RIOT1_586
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_595
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_595
00D6: if  0
0039:   @40 ==  12  ;; integer values
004D: jump_if_false RIOT1_604
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_604
0006: @40 =  13  ;; integer values
0006: @41 =  0  ;; integer values
00BE: text_clear_all

:RIOT1_604
00D6: if  0
0039:   @40 ==  13  ;; integer values
004D: jump_if_false RIOT1_629
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_618
0006: @33 =  0  ;; integer values
0085: @40 = @94  ;; integer values and handles
0085: @41 = @95  ;; integer values and handles
0050: gosub RIOT1_642
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false RIOT1_618
00BC: text_highpriority 'R1_01'  7000 ms  1

:RIOT1_618
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $7995
004D: jump_if_false RIOT1_629
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_642

:RIOT1_629
00D6: if  21
0039:   @40 ==  1  ;; integer values
0039:   @40 ==  7  ;; integer values
004D: jump_if_false RIOT1_641
00D6: if  0
001D:   @89 > @41  ;; integer values  
004D: jump_if_false RIOT1_640
0050: gosub RIOT1_761
0050: gosub RIOT1_777
0050: gosub RIOT1_802
0002: jump RIOT1_641

:RIOT1_640
0006: @40 =  0  ;; integer values

:RIOT1_641
0051: return

:RIOT1_642
00D6: if  0
0039:   @40 ==  1  ;; integer values
004D: jump_if_false RIOT1_650
05AA: s@44 = 'ROT1_AA'  ;; 8-byte strings
05AA: s@46 = 'ROT1_AB'  ;; 8-byte strings
04AF: @74 = unknown_wav_reference  32800 
04AF: @75 = unknown_wav_reference  32801 
0006: @89 =  2  ;; integer values

:RIOT1_650
00D6: if  0
0039:   @40 ==  2  ;; integer values
004D: jump_if_false RIOT1_664
05AA: s@44 = 'ROT1_BA'  ;; 8-byte strings
05AA: s@46 = 'ROT1_BB'  ;; 8-byte strings
05AA: s@48 = 'ROT1_BC'  ;; 8-byte strings
05AA: s@50 = 'ROT1_BD'  ;; 8-byte strings
05AA: s@52 = '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_664
00D6: if  0
0039:   @40 ==  3  ;; integer values
004D: jump_if_false RIOT1_694
05AA: s@44 = 'ROT1_EA'  ;; 8-byte strings
05AA: s@46 = 'ROT1_EB'  ;; 8-byte strings
05AA: s@48 = 'ROT1_EC'  ;; 8-byte strings
05AA: s@50 = 'ROT1_ED'  ;; 8-byte strings
05AA: s@52 = 'ROT1_EE'  ;; 8-byte strings
05AA: s@54 = 'ROT1_EF'  ;; 8-byte strings
05AA: s@56 = 'ROT1_EG'  ;; 8-byte strings
05AA: s@58 = 'ROT1_EH'  ;; 8-byte strings
05AA: s@60 = 'ROT1_EJ'  ;; 8-byte strings
05AA: s@62 = 'ROT1_EK'  ;; 8-byte strings
05AA: s@64 = 'ROT1_EL'  ;; 8-byte strings
05AA: s@66 = 'ROT1_EM'  ;; 8-byte strings
05AA: s@68 = '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_694
00D6: if  0
0039:   @40 ==  4  ;; integer values
004D: jump_if_false RIOT1_704
05AA: s@44 = 'ROT1_DA'  ;; 8-byte strings
05AA: s@46 = 'ROT1_DB'  ;; 8-byte strings
05AA: s@48 = '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_704
00D6: if  0
0039:   @40 ==  5  ;; integer values
004D: jump_if_false RIOT1_722
05AA: s@44 = 'ROT1_FA'  ;; 8-byte strings
05AA: s@46 = 'ROT1_FB'  ;; 8-byte strings
05AA: s@48 = 'ROT1_FC'  ;; 8-byte strings
05AA: s@50 = 'ROT1_FD'  ;; 8-byte strings
05AA: s@52 = 'ROT1_FE'  ;; 8-byte strings
05AA: s@54 = 'ROT1_FF'  ;; 8-byte strings
05AA: s@56 = '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_722
00D6: if  0
0039:   @40 ==  6  ;; integer values
004D: jump_if_false RIOT1_732
05AA: s@44 = 'ROT1_GL'  ;; 8-byte strings
05AA: s@46 = 'ROT1_GA'  ;; 8-byte strings
05AA: s@48 = '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_732
00D6: if  0
0039:   @40 ==  7  ;; integer values
004D: jump_if_false RIOT1_744
05AA: s@44 = 'ROT1_HC'  ;; 8-byte strings
05AA: s@46 = 'ROT1_HD'  ;; 8-byte strings
05AA: s@48 = 'ROT1_HE'  ;; 8-byte strings
05AA: s@50 = '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_744
00D6: if  0
0039:   @40 ==  11  ;; integer values
004D: jump_if_false RIOT1_756
05AA: s@44 = 'SWE1_BG'  ;; 8-byte strings
05AA: s@46 = 'SWE1_BK'  ;; 8-byte strings
05AA: s@48 = 'SWE1_BL'  ;; 8-byte strings
05AA: s@50 = '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_756
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_761
00D6: if  0
001D:   @89 > @92  ;; integer values  
004D: jump_if_false RIOT1_776
00D6: if  0
0039:   @90 ==  0  ;; integer values
004D: jump_if_false RIOT1_770
03CF: load_wav @74(@92,15i) as  1
000A: @92 +=  1  ;; integer values
0006: @90 =  1  ;; integer values

:RIOT1_770
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false RIOT1_776
03CF: load_wav @74(@92,15i) as  2
000A: @92 +=  1  ;; integer values
0006: @91 =  1  ;; integer values

:RIOT1_776
0051: return

:RIOT1_777
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false RIOT1_789
00D6: if  0
0039:   @90 ==  1  ;; integer values
004D: jump_if_false RIOT1_789
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false RIOT1_789
03D1: play_wav  1
00BC: text_highpriority @44(@41,15s)  4500 ms  1
0006: @90 =  2  ;; integer values

:RIOT1_789
00D6: if  0
0039:   @93 ==  2  ;; integer values
004D: jump_if_false RIOT1_801
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false RIOT1_801
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false RIOT1_801
03D1: play_wav  2
00BC: text_highpriority @44(@41,15s)  4500 ms  1
0006: @91 =  2  ;; integer values

:RIOT1_801
0051: return

:RIOT1_802
00D6: if  0
0039:   @90 ==  2  ;; integer values
004D: jump_if_false RIOT1_812
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false RIOT1_812
03D5: remove_text @44(@41,15s)
000A: @41 +=  1  ;; integer values
0006: @93 =  2  ;; integer values
0006: @90 =  0  ;; integer values

:RIOT1_812
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false RIOT1_822
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false RIOT1_822
03D5: remove_text @44(@41,15s)
000A: @41 +=  1  ;; integer values
0006: @93 =  1  ;; integer values
0006: @91 =  0  ;; integer values

:RIOT1_822
0051: return

;-------------Mission 109---------------
; Originally: Los Desperados


:RIOT2_1
03A4: name_thread 'RIOT2'
0050: gosub RIOT2_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false RIOT2_7
0050: gosub RIOT2_3709

:RIOT2_7
0050: gosub RIOT2_3732
004E: end_thread

:RIOT2_9
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
054C: use_GXT_table 'RIOT2'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false RIOT2_29
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_29
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_87
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false RIOT2_92
0001: wait  0 ms
0002: jump RIOT2_87

:RIOT2_92
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:RIOT2_94
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false RIOT2_99
0001: wait  0 ms
0002: jump RIOT2_94

:RIOT2_99
016A: fade  0 ()  0 ms

:RIOT2_100
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_105
0001: wait  0 ms
0002: jump RIOT2_100

:RIOT2_105
04BB: select_interior  0  ;; select render area
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08F6: (unknown)
0169: set_fade_color  0  0  0
0001: wait  0 ms
023C: load_special_actor  1 'CESAR'
0247: request_model  114
0247: request_model  115
0247: request_model  116
0247: request_model  108
0247: request_model  109
0247: request_model  339
0247: request_model  348
0247: request_model  372
038B: load_requested_models
0746:  4  24  25 
0746:  0  24  0 
0746:  4  25  24 
0746:  4  25  0 
0746:  0  25  25 
0746:  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: $133 = create_actor  24  290 at  2519.8 -1677.5  13.7
0173: set_actor $133 z_angle_to  68.6
01B2: give_actor $133 weapon  24 ammo  30000  ;; Load the weapon model before using this
0568: $133  1
035F: set_actor $133 armour_to  100
077A: $133  0  24 
02A9: set_actor $133 immune_to_nonplayer  1
0446: (unknown) $133  0 
060B: unknown_actor_use_entity $133 @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  114 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: @35  1
035F: set_actor @35 armour_to  100
077A: @35  0  24 
02A9: set_actor @35 immune_to_nonplayer  1
0446: (unknown) @35  0 
060B: unknown_actor_use_entity @35 @266 
009A: @34 = create_actor  24  115 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: @34  1
035F: set_actor @34 armour_to  100
077A: @34  0  24 
02A9: set_actor @34 immune_to_nonplayer  1
0446: (unknown) @34  0 
060B: unknown_actor_use_entity @34 @266 
009A: @36 = create_actor  24  116 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: @36  1
035F: set_actor @36 armour_to  100
077A: @36  0  24 
02A9: set_actor @36 immune_to_nonplayer  1
0446: (unknown) @36  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:  0 
0361: close_garage 'DUF_LAS'
09B7: 'ELCO'  1 
0213: @184 = create_pickup #HEALTH type  15 at  1877.54 -1982.63  13.48
09D2:  0 

:RIOT2_180
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false RIOT2_185
0002: jump RIOT2_3711

:RIOT2_185
010D: set_player $PLAYER_CHAR wanted_level_to  0
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_191
0002: jump RIOT2_3709

:RIOT2_191
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  0
0735:  81 
004D: jump_if_false RIOT2_204
00A1: put_actor $PLAYER_ACTOR at  1776.0 -1988.1  12.9
00A1: put_actor $133 at  1776.0 -1990.1  12.9

:RIOT2_204
07F6: get_group_info $PLAYER_GROUP $TIME_MINS @177 
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false RIOT2_418
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_251
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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:  1 
0615: @268 
05D3: unknown_action_sequence -1  2512.8 -1673.2  12.5  4 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: $133 @268 
061B: @268 
0615: @268 
05D3: unknown_action_sequence -1  2514.1 -1675.2  12.5  4 -1 
0639: unknown_action_sequence -1 $133 
0616: @268 
0618: $PLAYER_ACTOR @268 
061B: @268 
016A: fade  1 (back)  500 ms

:RIOT2_235
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_240
0001: wait  0 ms
0002: jump RIOT2_235

:RIOT2_240
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_245
0002: jump RIOT2_3709

:RIOT2_245
0006: @185 =  1  ;; integer values
0006: @186 =  0  ;; integer values
0050: gosub RIOT2_4886
0006: @143 =  1  ;; integer values
0006: @144 =  1  ;; integer values
0707: unknown_bunnyjump RIOT2_267 

:RIOT2_251
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_260
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false RIOT2_260
0605: unknown_action_sequence $PLAYER_ACTOR "IDLE_CHAT" "PED"  4.0  1  0  0  0 -1 
0006: @143 =  2  ;; integer values

:RIOT2_260
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false RIOT2_323
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_323
0006: @144 =  0  ;; integer values

:RIOT2_267
0701: (unknown)
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_273
0002: jump RIOT2_3709

:RIOT2_273
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_295
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT2_281
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_286
0001: wait  0 ms
0002: jump RIOT2_281

:RIOT2_286
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_291
0002: jump RIOT2_3709

:RIOT2_291
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 $133 at  2514.1 -1675.2  12.5
0173: set_actor $133 z_angle_to  220.0

:RIOT2_295
0792: $PLAYER_ACTOR 
09DD:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 
0006: @167 =  1  ;; integer values
06AD: unknown_group_use_entity $PLAYER_GROUP @267 
09F5:  0 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'R2_01'  60000 ms  1
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_322
016A: fade  1 (back)  500 ms

:RIOT2_312
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_317
0001: wait  0 ms
0002: jump RIOT2_312

:RIOT2_317
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_322
0002: jump RIOT2_3709

:RIOT2_322
0006: @143 =  3  ;; integer values

:RIOT2_323
00D6: if  0
0019:   @143 >  2  ;; integer values
004D: jump_if_false RIOT2_327
0050: gosub RIOT2_4514

:RIOT2_327
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false RIOT2_339
00D6: if  0
0019:   @177 >  2  ;; integer values
004D: jump_if_false RIOT2_339
0164: disable_marker @89
018A: @89 = create_checkpoint_at  1774.9 -1974.9  13.1
07E0: @89  0 
00BC: text_highpriority 'R2_13'  7000 ms  1
0006: @33 =  0  ;; integer values
0006: @143 =  4  ;; integer values

:RIOT2_339
00D6: if  0
0039:   @143 ==  4  ;; integer values
004D: jump_if_false RIOT2_418
00D6: if  0
0039:   @187 ==  0  ;; integer values
004D: jump_if_false RIOT2_354
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false RIOT2_354
0A09: $PLAYER_ACTOR  1 
0A09: $133  1 
0006: @185 =  2  ;; integer values
0006: @186 =  0  ;; integer values
0050: gosub RIOT2_4886
0006: @187 =  1  ;; integer values

:RIOT2_354
00D6: if  0
0039:   @187 ==  1  ;; integer values
004D: jump_if_false RIOT2_362
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_362
0006: @33 =  0  ;; integer values
0006: @187 =  2  ;; integer values

:RIOT2_362
00D6: if  0
0039:   @187 ==  2  ;; integer values
004D: jump_if_false RIOT2_372
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false RIOT2_372
0006: @185 =  3  ;; integer values
0006: @186 =  0  ;; integer values
0050: gosub RIOT2_4886
0006: @187 =  3  ;; integer values

:RIOT2_372
00D6: if  0
0039:   @187 ==  3  ;; integer values
004D: jump_if_false RIOT2_381
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_381
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @187 =  4  ;; integer values

:RIOT2_381
00D6: if  0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false RIOT2_407
07F6: get_group_info $PLAYER_GROUP $TIME_MINS @177 
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false RIOT2_395
00D6: if  0
001B:    3 > @177  ;; integer values
004D: jump_if_false RIOT2_395
0164: disable_marker @89
03D5: remove_text 'R2_13'
00BC: text_highpriority 'R2_01'  60000 ms  1
0006: @178 =  1  ;; integer values

:RIOT2_395
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false RIOT2_407
00D6: if  0
0019:   @177 >  2  ;; integer values
004D: jump_if_false RIOT2_407
0164: disable_marker @89
018A: @89 = create_checkpoint_at  1774.9 -1974.9  13.1
07E0: @89  0 
03D5: remove_text 'R2_01'
00BC: text_highpriority 'R2_13'  7000 ms  1
0006: @178 =  0  ;; integer values

:RIOT2_407
00D6: if  0
0039:   @178 ==  0  ;; integer values
004D: jump_if_false RIOT2_418
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  1774.9 -1974.9  13.1 radius  4.0  4.0  4.0
004D: jump_if_false RIOT2_418
0A09: $PLAYER_ACTOR  0 
0A09: $133  0 
0006: @187 =  0  ;; integer values
0006: @143 =  0  ;; integer values
0006: @142 =  1  ;; integer values

:RIOT2_418
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false RIOT2_818
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_496
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT2_429
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_434
0001: wait  0 ms
0002: jump RIOT2_429

:RIOT2_434
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_439
0002: jump RIOT2_3709

:RIOT2_439
0395: clear_area  1 at  1781.1 -1974.8  13.1 range  30.0
09F5:  1 
03DE: set_pedestrians_density_multiplier_to  0.0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
06C9: $133 
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  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false RIOT2_463
0792: $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: $133 
00A1: put_actor $133 at  1781.8 -1976.4  13.1
0173: set_actor $133 z_angle_to  302.3
0002: jump RIOT2_467

:RIOT2_463
03C0: @87 = actor $PLAYER_ACTOR car
00AB: put_car @87 at  1774.9 -1974.9  13.1
0633: unknown_action_sequence $PLAYER_ACTOR 
0633: unknown_action_sequence $133 

:RIOT2_467
0792: $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: $133 
00A1: put_actor $133 at  1781.8 -1976.4  13.1
0173: set_actor $133 z_angle_to  302.3
0615: @268 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKA" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKB" "GANGS"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @35 @268 
061B: @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 (back)  500 ms

:RIOT2_483
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_488
0001: wait  0 ms
0002: jump RIOT2_483

:RIOT2_488
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_493
0002: jump RIOT2_3709

:RIOT2_493
0006: @143 =  1  ;; integer values
0006: @144 =  1  ;; integer values
0707: unknown_bunnyjump RIOT2_706 

:RIOT2_496
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_504
0006: @185 =  4  ;; integer values
0006: @186 =  0  ;; integer values
0006: @188 =  2  ;; integer values
0050: gosub RIOT2_4886
0006: @143 =  2  ;; integer values

:RIOT2_504
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false RIOT2_526
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_526
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: unknown_action_sequence $PLAYER_ACTOR  1782.3 -1972.8  13.1  4 -1 
0639: unknown_action_sequence @36 $PLAYER_ACTOR 
05D3: unknown_action_sequence @34  1783.8 -1972.4  13.1  4 -1 
0615: @268 
05D3: unknown_action_sequence -1  1783.3 -1973.0  13.1  4 -1 
0616: @268 
0618: $133 @268 
061B: @268 
0006: @185 =  4  ;; integer values
0006: @186 =  2  ;; integer values
0006: @188 =  4  ;; integer values
0050: gosub RIOT2_4886
0006: @32 =  0  ;; integer values
0006: @143 =  3  ;; integer values

:RIOT2_526
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false RIOT2_538
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_538
0615: @268 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKD" "GANGS"  4.0  0  0  0  0 -1 
0616: @268 
0618: $133 @268 
061B: @268 
0006: @143 =  4  ;; integer values

:RIOT2_538
00D6: if  0
0039:   @143 ==  4  ;; integer values
004D: jump_if_false RIOT2_561
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_561
062E: $133  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false RIOT2_561
0687: @34 
0615: @268 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKC" "GANGS"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PRTIAL_GNGTLKE" "GANGS"  4.0  0  0  0  0 -1 
0616: @268 
0618: @34 @268 
061B: @268 
0006: @185 =  4  ;; integer values
0006: @186 =  4  ;; integer values
0006: @188 =  5  ;; integer values
0050: gosub RIOT2_4886
0006: @143 =  5  ;; integer values

:RIOT2_561
00D6: if  0
0039:   @143 ==  5  ;; integer values
004D: jump_if_false RIOT2_569
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_569
0006: @32 =  0  ;; integer values
0006: @143 =  6  ;; integer values

:RIOT2_569
00D6: if  0
0039:   @143 ==  6  ;; integer values
004D: jump_if_false RIOT2_628
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false RIOT2_628
016A: fade  0 ()  500 ms

:RIOT2_576
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_581
0001: wait  0 ms
0002: jump RIOT2_576

:RIOT2_581
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_586
0002: jump RIOT2_3709

:RIOT2_586
0395: clear_area  1 at  1793.8 -1970.6  12.5 range  30.0
0687: $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: unknown_action_sequence $PLAYER_ACTOR  1798.2 -1974.4  12.5  4 -1 
0687: $133 
00A1: put_actor $133 at  1789.0 -1970.6  12.5
0173: set_actor $133 z_angle_to  231.5
05D3: unknown_action_sequence $133  1794.0 -1973.5  12.5  4 -1 
00A1: put_actor @35 at  1789.3 -1967.4  12.5
0173: set_actor @35 z_angle_to  231.5
05D3: unknown_action_sequence @35  1796.3 -1970.7  12.5  4 -1 
00A1: put_actor @36 at  1787.4 -1967.2  12.5
0173: set_actor @36 z_angle_to  234.5
05D3: unknown_action_sequence @36  1792.9 -1972.3  12.5  4 -1 
00A1: put_actor @34 at  1786.3 -1966.7  12.5
0173: set_actor @34 z_angle_to  251.5
05D3: unknown_action_sequence @34  1793.8 -1970.6  12.5  4 -1 
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false RIOT2_609
0050: gosub RIOT2_3858
0006: @150 =  1  ;; integer values

:RIOT2_609
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 (back)  500 ms

:RIOT2_612
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_617
0001: wait  0 ms
0002: jump RIOT2_612

:RIOT2_617
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_622
0002: jump RIOT2_3709

:RIOT2_622
0006: @185 =  4  ;; integer values
0006: @186 =  5  ;; integer values
0006: @188 =  6  ;; integer values
0050: gosub RIOT2_4886
0006: @32 =  0  ;; integer values
0006: @143 =  7  ;; integer values

:RIOT2_628
00D6: if  0
0039:   @143 ==  7  ;; integer values
004D: jump_if_false RIOT2_645
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_645
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_645
0006: @185 =  4  ;; integer values
0006: @186 =  8  ;; integer values
0006: @188 =  10  ;; integer values
0050: gosub RIOT2_4886
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_645
00D6: if  0
0039:   @143 ==  8  ;; integer values
004D: jump_if_false RIOT2_693
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false RIOT2_669
00D6: if  0
0685: @88 
004D: jump_if_false RIOT2_668
00D6: if  0
0611: @38 "BBALL_IDLELOOP" 
004D: jump_if_false RIOT2_667
0613: @38 "BBALL_IDLELOOP" @183 
00D6: if  0
0837: @88 "BBALL_IDLELOOP_O" 
004D: jump_if_false RIOT2_663
083A: @88 "BBALL_IDLELOOP_O" @183 
0002: jump RIOT2_667

:RIOT2_663
00D6: if  0
075A: @88 "BBALL_IDLELOOP_O" "BSKTBALL"  10000.0  0  0 
004D: jump_if_false RIOT2_667
0836: @88 "BBALL_IDLELOOP_O"  0.0 

:RIOT2_667
0002: jump RIOT2_669

:RIOT2_668
069B: @88 @38  0.0  .5 -1.0  0.0  0.0  0.0 

:RIOT2_669
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_693
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_693
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  0
8118:   NOT   actor @42 dead
004D: jump_if_false RIOT2_687
0615: @268 
05F5: unknown_action_sequence -1  1831.1 -1995.9  12.6  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
0605: unknown_action_sequence -1 "M_SMK_IN" "SMOKING"  4.0  0  0  0  0 -1 
0616: @268 
0618: @42 @268 
061B: @268 

:RIOT2_687
0006: @185 =  4  ;; integer values
0006: @186 =  10  ;; integer values
0006: @188 =  12  ;; integer values
0050: gosub RIOT2_4886
0006: @32 =  0  ;; integer values
0006: @143 =  9  ;; integer values

:RIOT2_693
00D6: if  0
0039:   @143 ==  9  ;; integer values
004D: jump_if_false RIOT2_818
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_818
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_818
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_818
0006: @144 =  0  ;; integer values

:RIOT2_706
0701: (unknown)
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_712
0002: jump RIOT2_3709

:RIOT2_712
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_761
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT2_720
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_725
0001: wait  0 ms
0002: jump RIOT2_720

:RIOT2_725
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_730
0002: jump RIOT2_3709

:RIOT2_730
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false RIOT2_735
0050: gosub RIOT2_3858
0006: @150 =  1  ;; integer values

:RIOT2_735
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false RIOT2_746
0792: @42 
00A1: put_actor @42 at  1831.1 -1995.9  12.6
0173: set_actor @42 z_angle_to  180.0
0615: @268 
0605: unknown_action_sequence -1 "M_SMK_IN" "SMOKING"  4.0  0  0  0  0 -1 
0616: @268 
0618: @42 @268 
061B: @268 

:RIOT2_746
0792: $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: $133 
00A1: put_actor $133 at  1792.9 -1972.3  12.5
0173: set_actor $133 z_angle_to  231.5
0792: @35 
00A1: put_actor @35 at  1794.8 -1969.8  12.5
0173: set_actor @35 z_angle_to  231.5
0792: @36 
00A1: put_actor @36 at  1791.8 -1971.1  12.5
0173: set_actor @36 z_angle_to  234.5
0792: @34 
00A1: put_actor @34 at  1792.5 -1970.4  12.5
0173: set_actor @34 z_angle_to  251.5

:RIOT2_761
0108: destroy_object @88
0249: release_model #BBALL_INGAME
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false RIOT2_768
01B2: give_actor @38 weapon  32 ammo  3000  ;; Load the weapon model before using this
0792: @38 

:RIOT2_768
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false RIOT2_772
0792: @38 

:RIOT2_772
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false RIOT2_780
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false RIOT2_780
0677: unknown_action_sequence @38 @39  1  1 
0677: unknown_action_sequence @39 @38  0  1 

:RIOT2_780
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false RIOT2_784
01B2: give_actor @42 weapon  32 ammo  3000  ;; Load the weapon model before using this

:RIOT2_784
060B: unknown_actor_use_entity @35 @265 
060B: unknown_actor_use_entity @34 @265 
060B: unknown_actor_use_entity @36 @265 
08F6: (unknown)
098A:  15.0 
04EF: release_animation "GANGS"
09F5:  0 
0164: disable_marker @89
0187: @89 = create_marker_above_actor $133
07E0: @89  1 
06AB: $PLAYER_ACTOR  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'R2_03'  7000 ms  1
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_815
016A: fade  1 (back)  500 ms

:RIOT2_805
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_810
0001: wait  0 ms
0002: jump RIOT2_805

:RIOT2_810
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_815
0002: jump RIOT2_3709

:RIOT2_815
0006: @143 =  0  ;; integer values
0006: @142 =  2  ;; integer values
0006: @33 =  0  ;; integer values

:RIOT2_818
00D6: if  0
0039:   @142 ==  2  ;; integer values
004D: jump_if_false RIOT2_1896
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false RIOT2_862
00D6: if  0
001B:    6 > @151  ;; integer values
004D: jump_if_false RIOT2_861
00D6: if  0
8118:   NOT   actor @37(@151,6i) dead
004D: jump_if_false RIOT2_858
00D6: if  0
0364: @37(@151,6i) $PLAYER_ACTOR 
004D: jump_if_false RIOT2_852
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false RIOT2_842
0615: @268 
06A8: unknown_action_sequence -1 $PLAYER_ACTOR -1  1.5  0.0 
0643: @268  1 
0616: @268 
0618: @40 @268 
061B: @268 

:RIOT2_842
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false RIOT2_851
0615: @268 
06A8: unknown_action_sequence -1 $PLAYER_ACTOR -1  3.0  0.0 
0643: @268  1 
0616: @268 
0618: @41 @268 
061B: @268 

:RIOT2_851
0006: @150 =  3  ;; integer values

:RIOT2_852
0226: @164 = actor @37(@151,6i) health
00D6: if  0
001B:    100 > @164  ;; integer values
004D: jump_if_false RIOT2_857
0006: @150 =  4  ;; integer values

:RIOT2_857
0002: jump RIOT2_859

:RIOT2_858
0006: @150 =  4  ;; integer values

:RIOT2_859
000A: @151 +=  1  ;; integer values
0002: jump RIOT2_862

:RIOT2_861
0006: @151 =  0  ;; integer values

:RIOT2_862
00D6: if  0
0039:   @150 ==  3  ;; integer values
004D: jump_if_false RIOT2_892
00D6: if  0
001B:    6 > @151  ;; integer values
004D: jump_if_false RIOT2_891
00D6: if  0
8118:   NOT   actor @37(@151,6i) dead
004D: jump_if_false RIOT2_888
0226: @164 = actor @37(@151,6i) health
00D6: if  0
001B:    100 > @164  ;; integer values
004D: jump_if_false RIOT2_876
0006: @150 =  4  ;; integer values

:RIOT2_876
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false RIOT2_883
00D6: if  0
0364: @37 $PLAYER_ACTOR 
004D: jump_if_false RIOT2_883
0006: @150 =  4  ;; integer values

:RIOT2_883
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @37(@151,6i)
004D: jump_if_false RIOT2_887
0006: @150 =  4  ;; integer values

:RIOT2_887
0002: jump RIOT2_889

:RIOT2_888
0006: @150 =  4  ;; integer values

:RIOT2_889
000A: @151 +=  1  ;; integer values
0002: jump RIOT2_892

:RIOT2_891
0006: @151 =  0  ;; integer values

:RIOT2_892
00D6: if  0
0039:   @150 ==  4  ;; integer values
004D: jump_if_false RIOT2_909
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_908
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_908
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_908
0006: @185 =  5  ;; integer values
0006: @186 =  11  ;; integer values
0006: @188 =  12  ;; integer values
0050: gosub RIOT2_4886

:RIOT2_908
0006: @150 =  5  ;; integer values

:RIOT2_909
00D6: if  0
0019:   @150 >  3  ;; integer values
004D: jump_if_false RIOT2_947
00D6: if  23
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_926
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false RIOT2_926
00D6: if  0
0039:   @149 ==  2  ;; integer values
004D: jump_if_false RIOT2_925
0006: @149 =  0  ;; integer values

:RIOT2_925
0050: gosub RIOT2_3923

:RIOT2_926
00D6: if  0
0019:   @158 >  0  ;; integer values
004D: jump_if_false RIOT2_947
00D6: if  0
0019:   @161 >  0  ;; integer values
004D: jump_if_false RIOT2_947
00D6: if  0
0019:   @152 >  0  ;; integer values
004D: jump_if_false RIOT2_947
00D6: if  0
0019:   @155 >  0  ;; integer values
004D: jump_if_false RIOT2_947
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false RIOT2_947
062E: @37  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false RIOT2_947
05E2: unknown_action_sequence @37 $PLAYER_ACTOR 
0006: @149 =  3  ;; integer values

:RIOT2_947
00D6: if  0
0039:   @150 ==  5  ;; integer values
004D: jump_if_false RIOT2_990
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false RIOT2_990
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false RIOT2_990
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false RIOT2_990
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false RIOT2_990
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false RIOT2_990
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false RIOT2_990
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  3
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_987
0006: @158 =  1  ;; integer values

:RIOT2_987
04EF: release_animation "BSKTBALL"
04EF: release_animation "SMOKING"
0006: @150 =  6  ;; integer values

:RIOT2_990
00D6: if  0
001B:    6 > @150  ;; integer values
004D: jump_if_false RIOT2_1023
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false RIOT2_998
0164: disable_marker @96
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian

:RIOT2_998
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false RIOT2_1003
0164: disable_marker @97
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian

:RIOT2_1003
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false RIOT2_1008
0164: disable_marker @98
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian

:RIOT2_1008
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false RIOT2_1013
0164: disable_marker @99
01C2: remove_references_to_actor @40  ;; Like turning an actor into a random pedestrian

:RIOT2_1013
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false RIOT2_1018
0164: disable_marker @100
01C2: remove_references_to_actor @41  ;; Like turning an actor into a random pedestrian

:RIOT2_1018
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false RIOT2_1023
0164: disable_marker @101
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian

:RIOT2_1023
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false RIOT2_1029
0050: gosub RIOT2_3994
0006: @171 =  0  ;; integer values
0006: @152 =  2  ;; integer values

:RIOT2_1029
00D6: if  0
0039:   @152 ==  2  ;; integer values
004D: jump_if_false RIOT2_1043
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false RIOT2_1043
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false RIOT2_1043
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_1043
00D6: if  0
001B:    3 > @152  ;; integer values
004D: jump_if_false RIOT2_1056
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false RIOT2_1051
0164: disable_marker @102
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian

:RIOT2_1051
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false RIOT2_1056
0164: disable_marker @103
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian

:RIOT2_1056
00D6: if  0
0019:   @152 >  0  ;; integer values
004D: jump_if_false RIOT2_1069
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false RIOT2_1069
00D6: if  0
0019:   @171 >  500  ;; integer values
004D: jump_if_false RIOT2_1069
0006: @153 =  1  ;; integer values
0050: gosub RIOT2_3994
0006: @153 =  2  ;; integer values
0006: @171 =  0  ;; integer values

:RIOT2_1069
00D6: if  0
0039:   @153 ==  2  ;; integer values
004D: jump_if_false RIOT2_1083
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false RIOT2_1083
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false RIOT2_1083
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_1083
00D6: if  0
001B:    3 > @153  ;; integer values
004D: jump_if_false RIOT2_1096
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false RIOT2_1091
0164: disable_marker @104
01C2: remove_references_to_actor @45  ;; Like turning an actor into a random pedestrian

:RIOT2_1091
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false RIOT2_1096
0164: disable_marker @105
01C2: remove_references_to_actor @46  ;; Like turning an actor into a random pedestrian

:RIOT2_1096
00D6: if  0
0019:   @152 >  0  ;; integer values
004D: jump_if_false RIOT2_1112
00D6: if  0
0019:   @153 >  0  ;; integer values
004D: jump_if_false RIOT2_1112
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false RIOT2_1112
00D6: if  0
0019:   @171 >  500  ;; integer values
004D: jump_if_false RIOT2_1112
0006: @154 =  1  ;; integer values
0050: gosub RIOT2_3994
0006: @154 =  2  ;; integer values
0006: @171 =  0  ;; integer values

:RIOT2_1112
00D6: if  0
0039:   @154 ==  2  ;; integer values
004D: jump_if_false RIOT2_1126
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false RIOT2_1126
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false RIOT2_1126
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_1126
00D6: if  0
001B:    3 > @154  ;; integer values
004D: jump_if_false RIOT2_1139
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false RIOT2_1134
0164: disable_marker @106
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian

:RIOT2_1134
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false RIOT2_1139
0164: disable_marker @107
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian

:RIOT2_1139
00D6: if  0
0039:   @152 ==  3  ;; integer values
004D: jump_if_false RIOT2_1177
00D6: if  0
0039:   @153 ==  3  ;; integer values
004D: jump_if_false RIOT2_1177
00D6: if  0
0039:   @154 ==  3  ;; integer values
004D: jump_if_false RIOT2_1177
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false RIOT2_1153
0006: @155 =  1  ;; integer values
0002: jump RIOT2_1162

:RIOT2_1153
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false RIOT2_1158
0006: @158 =  1  ;; integer values
0002: jump RIOT2_1162

:RIOT2_1158
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false RIOT2_1162
0006: @161 =  1  ;; integer values

:RIOT2_1162
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_1177
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false RIOT2_1183
0050: gosub RIOT2_4124
0006: @170 =  0  ;; integer values
0006: @155 =  2  ;; integer values

:RIOT2_1183
00D6: if  0
0039:   @155 ==  2  ;; integer values
004D: jump_if_false RIOT2_1197
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false RIOT2_1197
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false RIOT2_1197
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_1197
00D6: if  0
001B:    3 > @155  ;; integer values
004D: jump_if_false RIOT2_1210
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false RIOT2_1205
0164: disable_marker @108
01C2: remove_references_to_actor @49  ;; Like turning an actor into a random pedestrian

:RIOT2_1205
00D6: if  0
0118:   actor @50 dead
004D: jump_if_false RIOT2_1210
0164: disable_marker @109
01C2: remove_references_to_actor @50  ;; Like turning an actor into a random pedestrian

:RIOT2_1210
00D6: if  0
0019:   @155 >  0  ;; integer values
004D: jump_if_false RIOT2_1223
00D6: if  0
0039:   @156 ==  0  ;; integer values
004D: jump_if_false RIOT2_1223
00D6: if  0
0019:   @170 >  500  ;; integer values
004D: jump_if_false RIOT2_1223
0006: @156 =  1  ;; integer values
0050: gosub RIOT2_4124
0006: @156 =  2  ;; integer values
0006: @170 =  0  ;; integer values

:RIOT2_1223
00D6: if  0
0039:   @156 ==  2  ;; integer values
004D: jump_if_false RIOT2_1237
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false RIOT2_1237
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false RIOT2_1237
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_1237
00D6: if  0
001B:    3 > @156  ;; integer values
004D: jump_if_false RIOT2_1250
00D6: if  0
0118:   actor @51 dead
004D: jump_if_false RIOT2_1245
0164: disable_marker @110
01C2: remove_references_to_actor @51  ;; Like turning an actor into a random pedestrian

:RIOT2_1245
00D6: if  0
0118:   actor @52 dead
004D: jump_if_false RIOT2_1250
0164: disable_marker @111
01C2: remove_references_to_actor @52  ;; Like turning an actor into a random pedestrian

:RIOT2_1250
00D6: if  0
0019:   @155 >  0  ;; integer values
004D: jump_if_false RIOT2_1266
00D6: if  0
0019:   @156 >  0  ;; integer values
004D: jump_if_false RIOT2_1266
00D6: if  0
0039:   @157 ==  0  ;; integer values
004D: jump_if_false RIOT2_1266
00D6: if  0
0019:   @170 >  500  ;; integer values
004D: jump_if_false RIOT2_1266
0006: @157 =  1  ;; integer values
0050: gosub RIOT2_4124
0006: @157 =  2  ;; integer values
0006: @170 =  0  ;; integer values

:RIOT2_1266
00D6: if  0
0039:   @157 ==  2  ;; integer values
004D: jump_if_false RIOT2_1280
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false RIOT2_1280
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false RIOT2_1280
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_1280
00D6: if  0
001B:    3 > @157  ;; integer values
004D: jump_if_false RIOT2_1293
00D6: if  0
0118:   actor @53 dead
004D: jump_if_false RIOT2_1288
0164: disable_marker @112
01C2: remove_references_to_actor @53  ;; Like turning an actor into a random pedestrian

:RIOT2_1288
00D6: if  0
0118:   actor @54 dead
004D: jump_if_false RIOT2_1293
0164: disable_marker @113
01C2: remove_references_to_actor @54  ;; Like turning an actor into a random pedestrian

:RIOT2_1293
00D6: if  0
0039:   @155 ==  3  ;; integer values
004D: jump_if_false RIOT2_1331
00D6: if  0
0039:   @156 ==  3  ;; integer values
004D: jump_if_false RIOT2_1331
00D6: if  0
0039:   @157 ==  3  ;; integer values
004D: jump_if_false RIOT2_1331
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false RIOT2_1307
0006: @161 =  1  ;; integer values
0002: jump RIOT2_1316

:RIOT2_1307
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false RIOT2_1312
0006: @152 =  1  ;; integer values
0002: jump RIOT2_1316

:RIOT2_1312
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false RIOT2_1316
0006: @158 =  1  ;; integer values

:RIOT2_1316
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_1331
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false RIOT2_1337
0050: gosub RIOT2_4254
0006: @173 =  0  ;; integer values
0006: @158 =  2  ;; integer values

:RIOT2_1337
00D6: if  0
0039:   @158 ==  2  ;; integer values
004D: jump_if_false RIOT2_1351
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false RIOT2_1351
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false RIOT2_1351
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_1351
00D6: if  0
001B:    3 > @158  ;; integer values
004D: jump_if_false RIOT2_1364
00D6: if  0
0118:   actor @55 dead
004D: jump_if_false RIOT2_1359
0164: disable_marker @114
01C2: remove_references_to_actor @55  ;; Like turning an actor into a random pedestrian

:RIOT2_1359
00D6: if  0
0118:   actor @56 dead
004D: jump_if_false RIOT2_1364
0164: disable_marker @115
01C2: remove_references_to_actor @56  ;; Like turning an actor into a random pedestrian

:RIOT2_1364
00D6: if  0
0019:   @158 >  0  ;; integer values
004D: jump_if_false RIOT2_1377
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false RIOT2_1377
00D6: if  0
0019:   @173 >  500  ;; integer values
004D: jump_if_false RIOT2_1377
0006: @159 =  1  ;; integer values
0050: gosub RIOT2_4254
0006: @159 =  2  ;; integer values
0006: @173 =  0  ;; integer values

:RIOT2_1377
00D6: if  0
0039:   @159 ==  2  ;; integer values
004D: jump_if_false RIOT2_1391
00D6: if  0
0118:   actor @57 dead
004D: jump_if_false RIOT2_1391
00D6: if  0
0118:   actor @58 dead
004D: jump_if_false RIOT2_1391
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_1391
00D6: if  0
001B:    3 > @159  ;; integer values
004D: jump_if_false RIOT2_1404
00D6: if  0
0118:   actor @57 dead
004D: jump_if_false RIOT2_1399
0164: disable_marker @116
01C2: remove_references_to_actor @57  ;; Like turning an actor into a random pedestrian

:RIOT2_1399
00D6: if  0
0118:   actor @58 dead
004D: jump_if_false RIOT2_1404
0164: disable_marker @117
01C2: remove_references_to_actor @58  ;; Like turning an actor into a random pedestrian

:RIOT2_1404
00D6: if  0
0019:   @158 >  0  ;; integer values
004D: jump_if_false RIOT2_1420
00D6: if  0
0019:   @159 >  0  ;; integer values
004D: jump_if_false RIOT2_1420
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false RIOT2_1420
00D6: if  0
0019:   @173 >  500  ;; integer values
004D: jump_if_false RIOT2_1420
0006: @160 =  1  ;; integer values
0050: gosub RIOT2_4254
0006: @160 =  2  ;; integer values
0006: @173 =  0  ;; integer values

:RIOT2_1420
00D6: if  0
0039:   @160 ==  2  ;; integer values
004D: jump_if_false RIOT2_1434
00D6: if  0
0118:   actor @59 dead
004D: jump_if_false RIOT2_1434
00D6: if  0
0118:   actor @60 dead
004D: jump_if_false RIOT2_1434
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_1434
00D6: if  0
001B:    3 > @160  ;; integer values
004D: jump_if_false RIOT2_1447
00D6: if  0
0118:   actor @59 dead
004D: jump_if_false RIOT2_1442
0164: disable_marker @118
01C2: remove_references_to_actor @59  ;; Like turning an actor into a random pedestrian

:RIOT2_1442
00D6: if  0
0118:   actor @60 dead
004D: jump_if_false RIOT2_1447
0164: disable_marker @119
01C2: remove_references_to_actor @60  ;; Like turning an actor into a random pedestrian

:RIOT2_1447
00D6: if  0
0039:   @158 ==  3  ;; integer values
004D: jump_if_false RIOT2_1485
00D6: if  0
0039:   @159 ==  3  ;; integer values
004D: jump_if_false RIOT2_1485
00D6: if  0
0039:   @160 ==  3  ;; integer values
004D: jump_if_false RIOT2_1485
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false RIOT2_1461
0006: @152 =  1  ;; integer values
0002: jump RIOT2_1470

:RIOT2_1461
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false RIOT2_1466
0006: @161 =  1  ;; integer values
0002: jump RIOT2_1470

:RIOT2_1466
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false RIOT2_1470
0006: @155 =  1  ;; integer values

:RIOT2_1470
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_1485
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false RIOT2_1491
0050: gosub RIOT2_4384
0006: @172 =  0  ;; integer values
0006: @161 =  2  ;; integer values

:RIOT2_1491
00D6: if  0
0039:   @161 ==  2  ;; integer values
004D: jump_if_false RIOT2_1505
00D6: if  0
0118:   actor @61 dead
004D: jump_if_false RIOT2_1505
00D6: if  0
0118:   actor @62 dead
004D: jump_if_false RIOT2_1505
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_1505
00D6: if  0
001B:    3 > @161  ;; integer values
004D: jump_if_false RIOT2_1518
00D6: if  0
0118:   actor @61 dead
004D: jump_if_false RIOT2_1513
0164: disable_marker @120
01C2: remove_references_to_actor @61  ;; Like turning an actor into a random pedestrian

:RIOT2_1513
00D6: if  0
0118:   actor @62 dead
004D: jump_if_false RIOT2_1518
0164: disable_marker @121
01C2: remove_references_to_actor @62  ;; Like turning an actor into a random pedestrian

:RIOT2_1518
00D6: if  0
0019:   @161 >  0  ;; integer values
004D: jump_if_false RIOT2_1531
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false RIOT2_1531
00D6: if  0
0019:   @172 >  500  ;; integer values
004D: jump_if_false RIOT2_1531
0006: @162 =  1  ;; integer values
0050: gosub RIOT2_4384
0006: @162 =  2  ;; integer values
0006: @172 =  0  ;; integer values

:RIOT2_1531
00D6: if  0
0039:   @162 ==  2  ;; integer values
004D: jump_if_false RIOT2_1545
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false RIOT2_1545
00D6: if  0
0118:   actor @64 dead
004D: jump_if_false RIOT2_1545
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_1545
00D6: if  0
001B:    3 > @162  ;; integer values
004D: jump_if_false RIOT2_1558
00D6: if  0
0118:   actor @63 dead
004D: jump_if_false RIOT2_1553
0164: disable_marker @122
01C2: remove_references_to_actor @63  ;; Like turning an actor into a random pedestrian

:RIOT2_1553
00D6: if  0
0118:   actor @64 dead
004D: jump_if_false RIOT2_1558
0164: disable_marker @123
01C2: remove_references_to_actor @64  ;; Like turning an actor into a random pedestrian

:RIOT2_1558
00D6: if  0
0019:   @161 >  0  ;; integer values
004D: jump_if_false RIOT2_1574
00D6: if  0
0019:   @162 >  0  ;; integer values
004D: jump_if_false RIOT2_1574
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false RIOT2_1574
00D6: if  0
0019:   @172 >  500  ;; integer values
004D: jump_if_false RIOT2_1574
0006: @163 =  1  ;; integer values
0050: gosub RIOT2_4384
0006: @163 =  2  ;; integer values
0006: @172 =  0  ;; integer values

:RIOT2_1574
00D6: if  0
0039:   @163 ==  2  ;; integer values
004D: jump_if_false RIOT2_1588
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false RIOT2_1588
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false RIOT2_1588
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_1588
00D6: if  0
001B:    3 > @163  ;; integer values
004D: jump_if_false RIOT2_1601
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false RIOT2_1596
0164: disable_marker @124
01C2: remove_references_to_actor @65  ;; Like turning an actor into a random pedestrian

:RIOT2_1596
00D6: if  0
0118:   actor @66 dead
004D: jump_if_false RIOT2_1601
0164: disable_marker @125
01C2: remove_references_to_actor @66  ;; Like turning an actor into a random pedestrian

:RIOT2_1601
00D6: if  0
0039:   @161 ==  3  ;; integer values
004D: jump_if_false RIOT2_1639
00D6: if  0
0039:   @162 ==  3  ;; integer values
004D: jump_if_false RIOT2_1639
00D6: if  0
0039:   @163 ==  3  ;; integer values
004D: jump_if_false RIOT2_1639
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false RIOT2_1615
0006: @158 =  1  ;; integer values
0002: jump RIOT2_1624

:RIOT2_1615
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false RIOT2_1620
0006: @155 =  1  ;; integer values
0002: jump RIOT2_1624

:RIOT2_1620
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false RIOT2_1624
0006: @152 =  1  ;; integer values

:RIOT2_1624
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_1639
00D6: if  0
0039:   @187 ==  0  ;; integer values
004D: jump_if_false RIOT2_1663
00D6: if  0
001B:    6 > @165  ;; integer values
004D: jump_if_false RIOT2_1663
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false RIOT2_1663
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_1663
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_1663
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_1663
0A09: $133  1 
0006: @185 =  5  ;; integer values
0006: @186 =  3  ;; integer values
0006: @188 =  4  ;; integer values
0050: gosub RIOT2_4886
0006: @187 =  1  ;; integer values

:RIOT2_1663
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false RIOT2_1675
0687: @34 
0687: @35 
0687: @36 
0687: $133 
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 $133  1824.5 -1984.0  12.6  4 -2 
0006: @165 =  1  ;; integer values

:RIOT2_1675
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false RIOT2_1740
00D6: if  0
0039:   @150 ==  6  ;; integer values
004D: jump_if_false RIOT2_1703
0687: @34 
0687: @35 
0687: @36 
0687: $133 
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 $133  1854.8 -2005.5  12.6  4 -2 
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_1702
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_1702
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_1702
0006: @185 =  5  ;; integer values
0006: @186 =  4  ;; integer values
0006: @188 =  5  ;; integer values
0050: gosub RIOT2_4886

:RIOT2_1702
0006: @165 =  2  ;; integer values

:RIOT2_1703
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false RIOT2_1740
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false RIOT2_1740
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false RIOT2_1740
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false RIOT2_1740
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false RIOT2_1740
0687: @34 
0687: @35 
0687: @36 
0687: $133 
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 $133  1854.8 -2005.5  12.6  4 -2 
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_1739
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_1739
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_1739
0006: @185 =  5  ;; integer values
0006: @186 =  5  ;; integer values
0006: @188 =  6  ;; integer values
0050: gosub RIOT2_4886

:RIOT2_1739
0006: @165 =  2  ;; integer values

:RIOT2_1740
00D6: if  0
0039:   @165 ==  2  ;; integer values
004D: jump_if_false RIOT2_1768
00D6: if  0
0039:   @158 ==  4  ;; integer values
004D: jump_if_false RIOT2_1768
0687: @34 
0687: @35 
0687: @36 
0687: $133 
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 $133  1858.8 -1987.7  12.6  4 -2 
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_1767
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_1767
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_1767
0006: @185 =  5  ;; integer values
0006: @186 =  6  ;; integer values
0006: @188 =  7  ;; integer values
0050: gosub RIOT2_4886

:RIOT2_1767
0006: @165 =  3  ;; integer values

:RIOT2_1768
00D6: if  0
0039:   @165 ==  3  ;; integer values
004D: jump_if_false RIOT2_1796
00D6: if  0
0039:   @152 ==  4  ;; integer values
004D: jump_if_false RIOT2_1796
0687: @34 
0687: @35 
0687: @36 
0687: $133 
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 $133  1886.2 -1989.2  12.6  4 -2 
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_1795
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_1795
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_1795
0006: @185 =  5  ;; integer values
0006: @186 =  7  ;; integer values
0006: @188 =  8  ;; integer values
0050: gosub RIOT2_4886

:RIOT2_1795
0006: @165 =  4  ;; integer values

:RIOT2_1796
00D6: if  0
0039:   @165 ==  4  ;; integer values
004D: jump_if_false RIOT2_1824
00D6: if  0
0039:   @155 ==  4  ;; integer values
004D: jump_if_false RIOT2_1824
0687: @34 
0687: @35 
0687: @36 
0687: $133 
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 $133  1909.1 -2009.3  12.6  4 -2 
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_1823
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_1823
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_1823
0006: @185 =  5  ;; integer values
0006: @186 =  8  ;; integer values
0006: @188 =  9  ;; integer values
0050: gosub RIOT2_4886

:RIOT2_1823
0006: @165 =  5  ;; integer values

:RIOT2_1824
00D6: if  0
0039:   @165 ==  5  ;; integer values
004D: jump_if_false RIOT2_1876
00D6: if  0
0039:   @161 ==  4  ;; integer values
004D: jump_if_false RIOT2_1876
0687: @34 
0687: @35 
0687: @36 
0687: $133 
0615: @268 
05F5: unknown_action_sequence -1  1916.8 -2059.2  12.4  6 -2 
05D3: unknown_action_sequence -1  1921.6 -2077.1  12.5  6 -2 
05D4: unknown_action_sequence -1 unknown_angle  5.1 
0616: @268 
0618: $133 @268 
061B: @268 
0615: @268 
05F5: unknown_action_sequence -1  1914.5 -2058.4  12.4  6 -2 
05D3: unknown_action_sequence -1  1922.6 -2077.1  12.5  6 -2 
05D4: unknown_action_sequence -1 unknown_angle  5.1 
0616: @268 
0618: @34 @268 
061B: @268 
0615: @268 
05F5: unknown_action_sequence -1  1918.1 -2061.8  12.4  6 -2 
05D3: unknown_action_sequence -1  1923.6 -2077.1  12.5  6 -2 
05D4: unknown_action_sequence -1 unknown_angle  5.1 
0616: @268 
0618: @35 @268 
061B: @268 
0615: @268 
05F5: unknown_action_sequence -1  1919.8 -2059.6  12.4  6 -2 
05D3: unknown_action_sequence -1  1924.6 -2077.1  12.5  6 -2 
05D4: unknown_action_sequence -1 unknown_angle  5.1 
0616: @268 
0618: @36 @268 
061B: @268 
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_1872
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $133 radius  60.0  60.0  0
004D: jump_if_false RIOT2_1872
0006: @185 =  5  ;; integer values
0006: @186 =  0  ;; integer values
0006: @188 =  1  ;; integer values
0050: gosub RIOT2_4886

:RIOT2_1872
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_1876
00D6: if  0
0039:   @165 ==  6  ;; integer values
004D: jump_if_false RIOT2_1896
00D6: if  0
0039:   @187 ==  0  ;; integer values
004D: jump_if_false RIOT2_1887
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_1887
00BC: text_highpriority 'R2_04'  11000 ms  1
0006: @187 =  1  ;; integer values

:RIOT2_1887
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot  1922.8 -2075.0  12.5 radius  1.2  1.2  2.0
004D: jump_if_false RIOT2_1896
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_1896
00D6: if  0
0039:   @142 ==  3  ;; integer values
004D: jump_if_false RIOT2_2409
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_2036
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT2_1907
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_1912
0001: wait  0 ms
0002: jump RIOT2_1907

:RIOT2_1912
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_1917
0002: jump RIOT2_3709

:RIOT2_1917
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  1 
0A09: $133  0 
01EB: set_car_density_to  0.0
00D6: if  0
83B1:   NOT   garage 'DUF_LAS' door_closed
004D: jump_if_false RIOT2_1928
0361: close_garage 'DUF_LAS'

:RIOT2_1928
0247: request_model  466
0247: request_model  359
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_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_1942
0002: jump RIOT2_3709

:RIOT2_1942
0395: clear_area  1 at  1897.0 -2103.8  12.3 range  300.0
00A5: @67 = create_car  466 at  1897.0 -2103.8  12.3
0175: set_car @67 z_angle_to  2.4
0519: unknown_car @67 flag  1
020A: set_car @67 door_status_to  2
02AC: set_car @67 immunities  1  1  1  1  1
00A5: @68 = create_car  466 at  1857.3 -2101.3  12.3
0519: unknown_car @68 flag  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: unknown_action_sequence @69 "FIXN_CAR_LOOP" "CAR"  4.0  1  0  0  0 -1 
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: unknown_action_sequence @71 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
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: unknown_action_sequence @72 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
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: unknown_bunnyjump RIOT2_2133 
0395: clear_area  1 at  1918.1 -2076.9  12.5 range  30.0
0792: $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: unknown_action_sequence $PLAYER_ACTOR  1916.1 -2093.3  12.5  4 -1 
0792: $133 
00A1: put_actor $133 at  1919.1 -2077.7  12.5
0173: set_actor $133 z_angle_to  171.5
05D3: unknown_action_sequence $133  1917.1 -2094.1  12.5  4 -1 
060B: unknown_actor_use_entity $133 @266 
0792: @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: unknown_action_sequence @35  1918.3 -2091.7  12.5  4 -1 
060B: unknown_actor_use_entity @35 @266 
0792: @34 
00A1: put_actor @34 at  1918.8 -2075.3  12.5
0173: set_actor @34 z_angle_to  165.9
05D3: unknown_action_sequence @34  1916.8 -2091.7  12.5  4 -1 
060B: unknown_actor_use_entity @34 @266 
0792: @36 
00A1: put_actor @36 at  1919.6 -2074.0  12.5
0173: set_actor @36 z_angle_to  173.0
05D3: unknown_action_sequence @36  1917.6 -2090.4  12.5  4 -1 
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 (back)  500 ms

:RIOT2_2020
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_2025
0001: wait  0 ms
0002: jump RIOT2_2020

:RIOT2_2025
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_2030
0002: jump RIOT2_3709

:RIOT2_2030
0006: @185 =  6  ;; integer values
0006: @186 =  0  ;; integer values
0006: @188 =  6  ;; integer values
0050: gosub RIOT2_4886
0006: @32 =  0  ;; integer values
0006: @143 =  1  ;; integer values

:RIOT2_2036
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_2067
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false RIOT2_2067
0395: clear_area  1 at  1916.9 -2101.1  12.6 range  30.0
0792: $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: unknown_action_sequence $PLAYER_ACTOR  1912.4 -2101.1  12.5  4 -1 
0792: $133 
00A1: put_actor $133 at  1916.9 -2102.1  12.6
0173: set_actor $133 z_angle_to  90.0
05D3: unknown_action_sequence $133  1912.4 -2102.1  12.5  4 -1 
0792: @35 
00A1: put_actor @35 at  1916.9 -2103.1  12.6
0173: set_actor @35 z_angle_to  90.0
05D3: unknown_action_sequence @35  1912.4 -2103.1  12.5  4 -1 
0792: @36 
00A1: put_actor @36 at  1916.9 -2100.1  12.6
0173: set_actor @36 z_angle_to  90.0
05D3: unknown_action_sequence @36  1912.4 -2100.1  12.5  4 -1 
0792: @34 
00A1: put_actor @34 at  1916.9 -2099.1  12.6
0173: set_actor @34 z_angle_to  90.0
05D3: unknown_action_sequence @34  1912.4 -2099.1  12.5  4 -1 
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_2067
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false RIOT2_2123
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_2123
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_2123
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false RIOT2_2085
0615: @268 
0605: unknown_action_sequence -1 "FIXN_CAR_OUT" "CAR"  4.0  0  0  0  0 -1 
0668: unknown_action_sequence -1  1916.5 -2100.9  12.8  3000 
0616: @268 
0618: @69 @268 
061B: @268 

:RIOT2_2085
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false RIOT2_2095
0615: @268 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
04EB: unknown_action_sequence -1  1 
0668: unknown_action_sequence -1  1916.5 -2100.9  12.8  3000 
0616: @268 
0618: @70 @268 
061B: @268 

:RIOT2_2095
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false RIOT2_2105
0615: @268 
05B9: unknown_action_sequence -1  700 
05BA: unknown_action_sequence -1  100 
0668: unknown_action_sequence -1  1916.5 -2100.9  12.8  3000 
0616: @268 
0618: @71 @268 
061B: @268 

:RIOT2_2105
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false RIOT2_2115
0615: @268 
05B9: unknown_action_sequence -1  1000 
05BA: unknown_action_sequence -1  100 
0668: unknown_action_sequence -1  1916.5 -2100.9  12.8  3000 
0616: @268 
0618: @72 @268 
061B: @268 

:RIOT2_2115
0006: @185 =  6  ;; integer values
0006: @186 =  6  ;; integer values
0006: @188 =  7  ;; integer values
0050: gosub RIOT2_4886
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_2123
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false RIOT2_2409
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_2409
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_2409
0006: @144 =  0  ;; integer values

:RIOT2_2133
0701: (unknown)
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_2139
0002: jump RIOT2_3709

:RIOT2_2139
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_2188
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT2_2147
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_2152
0001: wait  0 ms
0002: jump RIOT2_2147

:RIOT2_2152
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_2157
0002: jump RIOT2_3709

:RIOT2_2157
0792: $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: $133 
00A1: put_actor $133 at  1912.4 -2102.1  12.5
0173: set_actor $133 z_angle_to  90.0
0792: @35 
00A1: put_actor @35 at  1912.4 -2103.1  12.5
0173: set_actor @35 z_angle_to  90.0
0792: @36 
00A1: put_actor @36 at  1912.4 -2100.1  12.5
0173: set_actor @36 z_angle_to  90.0
0792: @34 
00A1: put_actor @34 at  1912.4 -2099.1  12.5
0173: set_actor @34 z_angle_to  90.0
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false RIOT2_2176
0792: @69 

:RIOT2_2176
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false RIOT2_2180
0792: @70 

:RIOT2_2180
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false RIOT2_2184
0792: @71 

:RIOT2_2184
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false RIOT2_2188
0792: @72 

:RIOT2_2188
0350: unknown_actor $133 not_scared_flag  1
0615: @269 
0605: unknown_action_sequence -1 "GUN_STAND" "PED"  8.0  0  0  0  0  10 
0209: @168 = random_int  1500  4000
0668: unknown_action_sequence -1  1871.1 -2102.3  14.6 @168 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0209: @168 = random_int  1500  4000
05B9: unknown_action_sequence -1 @168 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1898.7 -2102.1  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0618: -1 @269 
0616: @268 
0618: $133 @268 
061B: @268 
061B: @269 
0792: @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: @269 
0605: unknown_action_sequence -1 "GUN_STAND" "PED"  8.0  0  0  0  0  10 
0209: @168 = random_int  1500  4000
0668: unknown_action_sequence -1  1878.7 -2105.5  14.6 @168 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0209: @168 = random_int  1500  4000
05B9: unknown_action_sequence -1 @168 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1898.7 -2106.1  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
00D6: if  0
8119:   NOT   car @68 wrecked
004D: jump_if_false RIOT2_2226
0672: unknown_action_sequence -1 @68 

:RIOT2_2226
05B9: unknown_action_sequence -1  500 
0605: unknown_action_sequence -1 "MANWINB" "CASINO"  8.0  0  0  0  0 -1 
0618: -1 @269 
0616: @268 
0618: @35 @268 
061B: @268 
061B: @269 
0350: unknown_actor @34 not_scared_flag  1
0615: @269 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
0209: @168 = random_int  1500  4000
0668: unknown_action_sequence -1  1891.2 -2099.6  14.0 @168 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1  1903.7 -2096.6  12.5  75.0 -1.0 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1903.5 -2096.6  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  75.0 
0618: -1 @269 
0616: @268 
0618: @34 @268 
061B: @268 
061B: @269 
0615: @268 
05D3: unknown_action_sequence -1  1894.6 -2099.2  12.4  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0812: unknown_action_sequence -1 "CROUCH_ROLL_L" "PED"  8.0  0  1  1  0 -1 
05D3: unknown_action_sequence -1  1884.6 -2107.6  12.4  6 -1 
05D3: unknown_action_sequence -1  1874.9 -2102.8  12.4  6 -1 
0812: unknown_action_sequence -1 "KO_SPIN_L" "PED"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "CRCKIDLE4" "CRACK"  8.0  1  0  0  0 -1 
0616: @268 
0618: @36 @268 
061B: @268 
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false RIOT2_2287
0350: unknown_actor @69 not_scared_flag  1
0615: @269 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
0209: @168 = random_int  1500  4000
07A5: unknown_action_sequence -1 $PLAYER_ACTOR @168 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1  1872.8 -2096.1  12.5  275.0 -1.0 "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1872.8 -2096.1  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
0618: -1 @269 
0616: @268 
0618: @69 @268 
061B: @268 
061B: @269 

:RIOT2_2287
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false RIOT2_2291
05E2: unknown_action_sequence @70 $PLAYER_ACTOR 

:RIOT2_2291
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false RIOT2_2314
0350: unknown_actor @71 not_scared_flag  1
0615: @269 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
0209: @168 = random_int  1500  4000
07A5: unknown_action_sequence -1 $PLAYER_ACTOR @168 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1  1864.1 -2107.4  12.6  275.0 -.1 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1864.1 -2107.4  12.6  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
0618: -1 @269 
0616: @268 
0618: @71 @268 
061B: @268 
061B: @269 

:RIOT2_2314
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false RIOT2_2318
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 

:RIOT2_2318
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: @268 
05D3: unknown_action_sequence -1  1837.5 -2102.3  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @73 @268 
061B: @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: @268 
05D3: unknown_action_sequence -1  1833.8 -2097.8  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @74 @268 
061B: @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 $133
07E0: @89  1 
098A: -1.0 
09F5:  1 
04EF: release_animation "CAR"
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
06AB: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'R2_05'  7000 ms  1
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_2407
016A: fade  1 (back)  500 ms

:RIOT2_2397
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_2402
0001: wait  0 ms
0002: jump RIOT2_2397

:RIOT2_2402
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_2407
0002: jump RIOT2_3709

:RIOT2_2407
0006: @143 =  0  ;; integer values
0006: @142 =  4  ;; integer values

:RIOT2_2409
00D6: if  0
0039:   @142 ==  4  ;; integer values
004D: jump_if_false RIOT2_2663
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false RIOT2_2424
00D6: if  21
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1877.6 -2050.8  1815.3 -2171.4
051A:   unknown_actor @69 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false RIOT2_2424
062E: @69  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false RIOT2_2424
05E2: unknown_action_sequence @69 $PLAYER_ACTOR 

:RIOT2_2424
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false RIOT2_2436
00D6: if  21
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1872.6 -2050.8  1815.3 -2171.4
051A:   unknown_actor @71 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false RIOT2_2436
062E: @71  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false RIOT2_2436
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 

:RIOT2_2436
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_2444
0226: @180 = actor $133 health
00D6: if  0
001B:    50 > @180  ;; integer values
004D: jump_if_false RIOT2_2444
0829: unknown_action_sequence $133 "KO_SHOT_STOM" "PED"  8.0  0 

:RIOT2_2444
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false RIOT2_2452
0226: @180 = actor @34 health
00D6: if  0
001B:    50 > @180  ;; integer values
004D: jump_if_false RIOT2_2452
0829: unknown_action_sequence @34 "KO_SHOT_STOM" "PED"  8.0  0 

:RIOT2_2452
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_2465
062E: @36  1560 $416 
00D6: if  0
84A3:   NOT   unknown $416 ==  7
004D: jump_if_false RIOT2_2465
0646: @36 @270 
00D6: if  0
0029:   @270 >=  3  ;; integer values
004D: jump_if_false RIOT2_2465
0360: open_garage 'DUF_LAS'
0006: @143 =  1  ;; integer values

:RIOT2_2465
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_2546
062E: @36  1560 $416 
00D6: if  0
84A3:   NOT   unknown $416 ==  7
004D: jump_if_false RIOT2_2546
0646: @36 @270 
00D6: if  0
0029:   @270 >=  5  ;; integer values
004D: jump_if_false RIOT2_2546
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false RIOT2_2493
0615: @269 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @269 
0615: @268 
07A5: unknown_action_sequence -1 @36  3000 
05D3: unknown_action_sequence -1  1872.8 -2096.1  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
0618: -1 @269 
0616: @268 
0618: @75 @268 
061B: @268 
061B: @269 
0187: @138 = create_marker_above_actor @75
0168: show_on_radar @138  1

:RIOT2_2493
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false RIOT2_2508
0350: unknown_actor @76 not_scared_flag  0
0615: @268 
07A5: unknown_action_sequence -1 @36  3000 
05D3: unknown_action_sequence -1  1872.8 -2096.1  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
0812: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @76 @268 
061B: @268 
0187: @139 = create_marker_above_actor @76
0168: show_on_radar @139  1

:RIOT2_2508
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false RIOT2_2523
0350: unknown_actor @77 not_scared_flag  0
0615: @268 
07A5: unknown_action_sequence -1 @36  3000 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @77 @268 
061B: @268 
0816: @77  1 
0187: @140 = create_marker_above_actor @77
0168: show_on_radar @140  1

:RIOT2_2523
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false RIOT2_2539
0350: unknown_actor @78 not_scared_flag  0
02AB: set_actor @78 immunities  0  0  0  0  0
0615: @268 
07A5: unknown_action_sequence -1 @36  3000 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @78 @268 
061B: @268 
0816: @78  1 
0187: @141 = create_marker_above_actor @78
0168: show_on_radar @141  1

:RIOT2_2539
00BE: text_clear_all
0006: @185 =  7  ;; integer values
0006: @186 =  0  ;; integer values
0050: gosub RIOT2_4886
0332: set_actor @36 bleeding_to  1 (true)
0006: @33 =  0  ;; integer values
0006: @143 =  2  ;; integer values

:RIOT2_2546
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false RIOT2_2554
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false RIOT2_2554
0619: @36  0 
0006: @143 =  3  ;; integer values

:RIOT2_2554
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @70 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false RIOT2_2610
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false RIOT2_2610
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_2610
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false RIOT2_2615
01C2: remove_references_to_actor @69  ;; Like turning an actor into a random pedestrian
0164: disable_marker @126

:RIOT2_2615
00D6: if  0
0118:   actor @70 dead
004D: jump_if_false RIOT2_2620
01C2: remove_references_to_actor @70  ;; Like turning an actor into a random pedestrian
0164: disable_marker @127

:RIOT2_2620
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false RIOT2_2625
01C2: remove_references_to_actor @71  ;; Like turning an actor into a random pedestrian
0164: disable_marker @128

:RIOT2_2625
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false RIOT2_2630
01C2: remove_references_to_actor @72  ;; Like turning an actor into a random pedestrian
0164: disable_marker @129

:RIOT2_2630
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false RIOT2_2635
01C2: remove_references_to_actor @73  ;; Like turning an actor into a random pedestrian
0164: disable_marker @130

:RIOT2_2635
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false RIOT2_2640
01C2: remove_references_to_actor @74  ;; Like turning an actor into a random pedestrian
0164: disable_marker @131

:RIOT2_2640
00D6: if  0
0019:   @143 >  1  ;; integer values
004D: jump_if_false RIOT2_2663
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false RIOT2_2648
01C2: remove_references_to_actor @75  ;; Like turning an actor into a random pedestrian
0164: disable_marker @138

:RIOT2_2648
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false RIOT2_2653
01C2: remove_references_to_actor @76  ;; Like turning an actor into a random pedestrian
0164: disable_marker @139

:RIOT2_2653
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false RIOT2_2658
01C2: remove_references_to_actor @77  ;; Like turning an actor into a random pedestrian
0164: disable_marker @140

:RIOT2_2658
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false RIOT2_2663
01C2: remove_references_to_actor @78  ;; Like turning an actor into a random pedestrian
0164: disable_marker @141

:RIOT2_2663
00D6: if  0
0039:   @142 ==  5  ;; integer values
004D: jump_if_false RIOT2_2977
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_2709
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false RIOT2_2709
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $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: $133 
0615: @268 
05D3: unknown_action_sequence -1  1897.8 -2099.5  12.5  6 -1 
05D3: unknown_action_sequence -1  1890.8 -2099.5  12.5  6 -1 
05D3: unknown_action_sequence -1  1877.2 -2101.2  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  110.0 
0616: @268 
0618: $133 @268 
061B: @268 
0792: @34 
00A1: put_actor @34 at  1900.4 -2098.2  12.5
0173: set_actor @34 z_angle_to  92.3
0615: @268 
05D3: unknown_action_sequence -1  1875.7 -2102.4  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  95.0 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0616: @268 
0618: @34 @268 
061B: @268 
0006: @144 =  1  ;; integer values
0707: unknown_bunnyjump RIOT2_2742 
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_2709
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_2732
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false RIOT2_2732
0792: @34 
00A1: put_actor @34 at  1875.7 -2102.4  12.5
0173: set_actor @34 z_angle_to  95.0
0605: unknown_action_sequence @34 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
00A1: put_actor $133 at  1881.2 -2099.6  12.5
0173: set_actor $133 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: unknown_action_sequence $PLAYER_ACTOR  1877.6 -2099.8  12.5  4 -1 
0050: gosub RIOT2_4543
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_4886
0006: @32 =  0  ;; integer values
0006: @143 =  2  ;; integer values

:RIOT2_2732
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false RIOT2_2977
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_2977
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false RIOT2_2977
0006: @144 =  0  ;; integer values

:RIOT2_2742
0701: (unknown)
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_2748
0002: jump RIOT2_3709

:RIOT2_2748
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_2841
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT2_2756
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_2761
0001: wait  0 ms
0002: jump RIOT2_2756

:RIOT2_2761
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_2766
0002: jump RIOT2_3709

:RIOT2_2766
0050: gosub RIOT2_4543
0792: @34 
00A1: put_actor @34 at  1875.7 -2102.4  12.5
0173: set_actor @34 z_angle_to  95.0
0605: unknown_action_sequence @34 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0792: $133 
00A1: put_actor $133 at  1881.2 -2099.6  12.5
0173: set_actor $133 z_angle_to  69.4
0792: $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: @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: @80  1560 $416 
00D6: if  0
84A3:   NOT   unknown $416 ==  7
004D: jump_if_false RIOT2_2795
0792: @80 
0605: unknown_action_sequence @80 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
078F: unknown_action_sequence -1  1 
0668: unknown_action_sequence -1  1874.4 -2101.5  14.8  2000 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @80 @268 
061B: @268 

:RIOT2_2795
062E: @81  1560 $416 
00D6: if  0
84A3:   NOT   unknown $416 ==  7
004D: jump_if_false RIOT2_2810
0792: @81 
0605: unknown_action_sequence @81 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  2000 
078F: unknown_action_sequence -1  1 
0668: unknown_action_sequence -1  1874.4 -2101.5  14.8  2000 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @81 @268 
061B: @268 

:RIOT2_2810
0792: @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: @83  1560 $416 
00D6: if  0
84A3:   NOT   unknown $416 ==  7
004D: jump_if_false RIOT2_2827
0792: @83 
0605: unknown_action_sequence @83 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
078F: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @83 @268 
061B: @268 

:RIOT2_2827
062E: @84  1560 $416 
00D6: if  0
84A3:   NOT   unknown $416 ==  7
004D: jump_if_false RIOT2_2841
0792: @84 
0605: unknown_action_sequence @84 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  3000 
078F: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @84 @268 
061B: @268 

:RIOT2_2841
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  372  15 ammo  48 at  1878.3 -2091.1  13.5
0615: @269 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
0209: @168 = random_int  1500  4000
0668: unknown_action_sequence -1  1864.9 -2101.2  14.0 @168 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1  1874.9 -2096.5  12.5  75.0 -.1 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1874.9 -2096.5  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  75.0 
0618: -1 @269 
0616: @268 
0618: $133 @268 
061B: @268 
061B: @269 
0615: @269 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
0209: @168 = random_int  1500  4000
0668: unknown_action_sequence -1  1862.6 -2104.1  14.0 @168 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1  1873.3 -2107.4  12.5  98.8 -.1 "SWT_WLLSHOOT_OUT_L" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1873.3 -2107.4  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  98.8 
0618: -1 @269 
0616: @268 
0618: @34 @268 
061B: @268 
061B: @269 
01B2: give_actor @35 weapon  35 ammo  1  ;; Load the weapon model before using this
0615: @269 
0605: unknown_action_sequence -1 "GUN_STAND" "PED"  8.0  0  0  0  0  10 
0209: @168 = random_int  1500  4000
0668: unknown_action_sequence -1  1878.7 -2105.5  14.6 @168 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0209: @168 = random_int  1500  4000
05B9: unknown_action_sequence -1 @168 
0643: @269  1 
0616: @269 
0615: @268 
05D3: unknown_action_sequence -1  1898.7 -2106.1  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0668: unknown_action_sequence -1  1852.1 -2096.6  16.5  10 
0618: -1 @269 
0616: @268 
0618: @35 @268 
061B: @268 
061B: @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: @268 
05D3: unknown_action_sequence -1  1837.5 -2102.3  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @73 @268 
061B: @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: @268 
05D3: unknown_action_sequence -1  1833.8 -2097.8  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  275.0 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @74 @268 
061B: @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:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
06AB: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'R2_06'  4000 ms  1
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_2974
016A: fade  1 (back)  500 ms

:RIOT2_2964
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_2969
0001: wait  0 ms
0002: jump RIOT2_2964

:RIOT2_2969
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_2974
0002: jump RIOT2_3709

:RIOT2_2974
0006: @32 =  0  ;; integer values
0006: @143 =  0  ;; integer values
0006: @142 =  6  ;; integer values

:RIOT2_2977
00D6: if  0
0039:   @142 ==  6  ;; integer values
004D: jump_if_false RIOT2_3196
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_2988
0226: @180 = actor $133 health
00D6: if  0
001B:    50 > @180  ;; integer values
004D: jump_if_false RIOT2_2988
0829: unknown_action_sequence $133 "KO_SHOT_STOM" "PED"  8.0  0 

:RIOT2_2988
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false RIOT2_2996
0226: @180 = actor @34 health
00D6: if  0
001B:    50 > @180  ;; integer values
004D: jump_if_false RIOT2_2996
0829: unknown_action_sequence @34 "KO_SHOT_STOM" "PED"  8.0  0 

:RIOT2_2996
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false RIOT2_3023
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false RIOT2_3018
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false RIOT2_3018
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false RIOT2_3018
00D6: if  0
0118:   actor @82 dead
004D: jump_if_false RIOT2_3018
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false RIOT2_3018
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false RIOT2_3018
0006: @169 =  1  ;; integer values

:RIOT2_3018
00D6: if  21
0019:   @32 >  15000  ;; integer values
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle  1893.6 -2043.3  1888.1 -2175.6
004D: jump_if_false RIOT2_3023
0006: @169 =  1  ;; integer values

:RIOT2_3023
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false RIOT2_3044
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_4886
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false RIOT2_3037
0164: disable_marker @126
0187: @126 = create_marker_above_actor @69
0168: show_on_radar @126  1

:RIOT2_3037
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false RIOT2_3043
0164: disable_marker @127
0187: @127 = create_marker_above_actor @70
0168: show_on_radar @127  1

:RIOT2_3043
0006: @169 =  2  ;; integer values

:RIOT2_3044
00D6: if  0
0039:   @169 ==  2  ;; integer values
004D: jump_if_false RIOT2_3087
00D6: if  0
02CB:   actor @35 bounding_sphere_visible
004D: jump_if_false RIOT2_3087
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false RIOT2_3062
0615: @268 
05D3: unknown_action_sequence -1  1913.5 -2106.1  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0668: unknown_action_sequence -1  1900.8 -2106.2  12.6  1500 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @69 @268 
061B: @268 
02AB: set_actor @69 immunities  0  0  0  0  0

:RIOT2_3062
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false RIOT2_3074
0615: @268 
05D3: unknown_action_sequence -1  1914.2 -2104.2  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  90.0 
0668: unknown_action_sequence -1  1900.8 -2106.2  12.6  1500 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @70 @268 
061B: @268 
02AB: set_actor @70 immunities  0  0  0  0  0

:RIOT2_3074
01B2: give_actor @35 weapon  35 ammo  1  ;; Load the weapon model before using this
0615: @268 
05D4: unknown_action_sequence -1 unknown_angle  269.0 
05B9: unknown_action_sequence -1  200 
0668: unknown_action_sequence -1  1951.1 -2103.9  19.3  500 
0812: unknown_action_sequence -1 "KO_SHOT_FACE" "PED"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "CRCKIDLE1" "CRACK"  1000.0  1  0  0  0 -1 
0616: @268 
0618: @35 @268 
061B: @268 
0332: set_actor @35 bleeding_to  1 (true)
0006: @32 =  0  ;; integer values
0006: @169 =  3  ;; integer values

:RIOT2_3087
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @82 dead
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false RIOT2_3129
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false RIOT2_3129
0615: @268 
05D3: unknown_action_sequence -1  1895.3 -2102.2  12.6  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  274.7 
0668: unknown_action_sequence -1  1913.5 -2104.4  13.9 -2 
0616: @268 
0618: $133 @268 
061B: @268 
0615: @268 
05D3: unknown_action_sequence -1  1895.6 -2104.2  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  271.0 
0668: unknown_action_sequence -1  1912.9 -2106.4  13.9 -2 
0616: @268 
0618: @34 @268 
061B: @268 
0006: @143 =  1  ;; integer values

:RIOT2_3129
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_3146
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false RIOT2_3146
00D6: if  0
0118:   actor @70 dead
004D: jump_if_false RIOT2_3146
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_3146
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false RIOT2_3151
01C2: remove_references_to_actor @69  ;; Like turning an actor into a random pedestrian
0164: disable_marker @126

:RIOT2_3151
00D6: if  0
0118:   actor @70 dead
004D: jump_if_false RIOT2_3156
01C2: remove_references_to_actor @70  ;; Like turning an actor into a random pedestrian
0164: disable_marker @127

:RIOT2_3156
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false RIOT2_3161
01C2: remove_references_to_actor @73  ;; Like turning an actor into a random pedestrian
0164: disable_marker @130

:RIOT2_3161
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false RIOT2_3166
01C2: remove_references_to_actor @74  ;; Like turning an actor into a random pedestrian
0164: disable_marker @131

:RIOT2_3166
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false RIOT2_3171
01C2: remove_references_to_actor @79  ;; Like turning an actor into a random pedestrian
0164: disable_marker @132

:RIOT2_3171
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false RIOT2_3176
01C2: remove_references_to_actor @80  ;; Like turning an actor into a random pedestrian
0164: disable_marker @133

:RIOT2_3176
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false RIOT2_3181
01C2: remove_references_to_actor @81  ;; Like turning an actor into a random pedestrian
0164: disable_marker @134

:RIOT2_3181
00D6: if  0
0118:   actor @82 dead
004D: jump_if_false RIOT2_3186
01C2: remove_references_to_actor @82  ;; Like turning an actor into a random pedestrian
0164: disable_marker @135

:RIOT2_3186
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false RIOT2_3191
01C2: remove_references_to_actor @83  ;; Like turning an actor into a random pedestrian
0164: disable_marker @136

:RIOT2_3191
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false RIOT2_3196
01C2: remove_references_to_actor @84  ;; Like turning an actor into a random pedestrian
0164: disable_marker @137

:RIOT2_3196
00D6: if  0
0039:   @142 ==  7  ;; integer values
004D: jump_if_false RIOT2_3533
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_3321
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false RIOT2_3321
016A: fade  0 ()  500 ms

:RIOT2_3206
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3211
0001: wait  0 ms
0002: jump RIOT2_3206

:RIOT2_3211
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3216
0002: jump RIOT2_3709

:RIOT2_3216
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  1 
04EF: release_animation "SWAT"
0247: request_model  361
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  108 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: (unknown) @69  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: @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: @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: $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: unknown_action_sequence $PLAYER_ACTOR  1846.6 -2102.8  12.5  4 -1 
0792: $133 
00A1: put_actor $133 at  1855.5 -2102.8  12.5
0173: set_actor $133 z_angle_to  90.0
05D3: unknown_action_sequence $133  1846.6 -2102.8  12.5  4 -1 
0792: @34 
00A1: put_actor @34 at  1855.5 -2100.8  12.5
0173: set_actor @34 z_angle_to  90.0
05D3: unknown_action_sequence @34  1846.6 -2100.8  12.5  4 -1 
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 (back)  500 ms

:RIOT2_3304
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3309
0001: wait  0 ms
0002: jump RIOT2_3304

:RIOT2_3309
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3314
0002: jump RIOT2_3709

:RIOT2_3314
0006: @144 =  1  ;; integer values
0707: unknown_bunnyjump RIOT2_3394 
0006: @185 =  10  ;; integer values
0006: @186 =  0  ;; integer values
0050: gosub RIOT2_4886
0006: @32 =  0  ;; integer values
0006: @143 =  1  ;; integer values

:RIOT2_3321
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_3362
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_3362
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_3362
016A: fade  0 ()  500 ms

:RIOT2_3331
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3336
0001: wait  0 ms
0002: jump RIOT2_3331

:RIOT2_3336
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3341
0002: jump RIOT2_3709

:RIOT2_3341
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 (back)  500 ms

:RIOT2_3345
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3350
0001: wait  0 ms
0002: jump RIOT2_3345

:RIOT2_3350
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3355
0002: jump RIOT2_3709

:RIOT2_3355
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_4886
0006: @32 =  0  ;; integer values
0006: @143 =  2  ;; integer values

:RIOT2_3362
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false RIOT2_3384
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_3384
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_3384
015F: set_camera_position  1816.2 -2116.8  13.16  0.0  0.0  0.0
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false RIOT2_3377
0159: camera_on_ped @70  15  1
0668: unknown_action_sequence @70  1831.6 -2118.9  12.5  4000 

:RIOT2_3377
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_4886
0006: @32 =  0  ;; integer values
0006: @143 =  3  ;; integer values

:RIOT2_3384
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false RIOT2_3533
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_3533
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false RIOT2_3533
0006: @144 =  0  ;; integer values

:RIOT2_3394
0701: (unknown)
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3400
0002: jump RIOT2_3709

:RIOT2_3400
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_3418
00BE: text_clear_all
040D: unload_wav  1
040D: unload_wav  2
0006: @185 =  0  ;; integer values
016A: fade  0 ()  500 ms

:RIOT2_3408
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3413
0001: wait  0 ms
0002: jump RIOT2_3408

:RIOT2_3413
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3418
0002: jump RIOT2_3709

:RIOT2_3418
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false RIOT2_3432
0615: @268 
0668: unknown_action_sequence -1  1832.7 -2090.1  14.1  500 
0605: unknown_action_sequence -1 "GUN_STAND" "PED"  8.0  0  0  0  0  1000 
0668: unknown_action_sequence -1  1853.6 -2087.0  20.5  500 
0605: unknown_action_sequence -1 "GUN_STAND" "PED"  8.0  0  0  0  1  1000 
0668: unknown_action_sequence -1  1819.5 -2113.1  12.9  500 
0605: unknown_action_sequence -1 "GUN_STAND" "PED"  8.0  0  0  0  0  1000 
0643: @268  1 
0616: @268 
0618: @69 @268 
061B: @268 

:RIOT2_3432
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false RIOT2_3442
0615: @268 
0668: unknown_action_sequence -1  1831.6 -2118.9  12.5  2000 
05B9: unknown_action_sequence -1  2000 
0643: @268  1 
0616: @268 
0618: @70 @268 
061B: @268 

:RIOT2_3442
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false RIOT2_3453
0615: @268 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  1795.0 -2106.7  12.5  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  277.9 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @71 @268 
061B: @268 

:RIOT2_3453
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false RIOT2_3464
0615: @268 
04EB: unknown_action_sequence -1  1 
05D3: unknown_action_sequence -1  1792.0 -2103.7  12.5  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  277.9 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @72 @268 
061B: @268 

:RIOT2_3464
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false RIOT2_3473
0615: @268 
05D3: unknown_action_sequence -1  1809.4 -2116.3  12.5  6 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @73 @268 
061B: @268 

:RIOT2_3473
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false RIOT2_3482
0615: @268 
05D3: unknown_action_sequence -1  1809.4 -2111.8  12.5  6 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @74 @268 
061B: @268 

:RIOT2_3482
0792: $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: $133 
00A1: put_actor $133 at  1833.0 -2106.6  12.5
0173: set_actor $133 z_angle_to  122.3
0350: unknown_actor $133 not_scared_flag  1
060B: unknown_actor_use_entity $133 @265 
0792: @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: @268 
05D3: unknown_action_sequence -1  1814.1 -2102.4  12.5  6 -1 
05D4: unknown_action_sequence -1 unknown_angle  112.7 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @34 @268 
061B: @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:  0 
02A3: toggle_widescreen  0 (off)
08F6: (unknown)
06AB: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00BC: text_highpriority 'R2_07'  4000 ms  1
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false RIOT2_3531
016A: fade  1 (back)  500 ms

:RIOT2_3521
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3526
0001: wait  0 ms
0002: jump RIOT2_3521

:RIOT2_3526
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3531
0002: jump RIOT2_3709

:RIOT2_3531
0006: @143 =  0  ;; integer values
0006: @142 =  8  ;; integer values

:RIOT2_3533
00D6: if  0
0039:   @142 ==  8  ;; integer values
004D: jump_if_false RIOT2_3707
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false RIOT2_3583
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false RIOT2_3543
0164: disable_marker @90

:RIOT2_3543
00D6: if  0
0118:   actor @70 dead
004D: jump_if_false RIOT2_3547
0164: disable_marker @91

:RIOT2_3547
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false RIOT2_3551
0164: disable_marker @92

:RIOT2_3551
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false RIOT2_3555
0164: disable_marker @93

:RIOT2_3555
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false RIOT2_3559
0164: disable_marker @94

:RIOT2_3559
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false RIOT2_3563
0164: disable_marker @95

:RIOT2_3563
00D6: if  0
0118:   actor @69 dead
004D: jump_if_false RIOT2_3583
00D6: if  0
0118:   actor @70 dead
004D: jump_if_false RIOT2_3583
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false RIOT2_3583
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false RIOT2_3583
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false RIOT2_3583
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false RIOT2_3583
0006: @32 =  0  ;; integer values
0006: @143 =  1  ;; integer values

:RIOT2_3583
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false RIOT2_3656
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false RIOT2_3656
016A: fade  0 ()  500 ms

:RIOT2_3590
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3595
0001: wait  0 ms
0002: jump RIOT2_3590

:RIOT2_3595
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3600
0002: jump RIOT2_3709

:RIOT2_3600
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 (frozen)
02A3: toggle_widescreen  1 (on)
08F5: (unknown)
06AB: $PLAYER_ACTOR  1 
09F5:  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: $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: @268 
05D3: unknown_action_sequence -1  1807.8 -2122.0  12.5  4 -1 
0639: unknown_action_sequence -1 $133 
0616: @268 
0618: $PLAYER_ACTOR @268 
061B: @268 
0792: $133 
00A1: put_actor $133 at  1812.4 -2111.3  12.4
0173: set_actor $133 z_angle_to  127.9
0615: @268 
05D3: unknown_action_sequence -1  1804.8 -2120.2  12.5  4 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: $133 @268 
061B: @268 
0792: @34 
00A1: put_actor @34 at  1810.4 -2111.0  12.4
0173: set_actor @34 z_angle_to  135.1
0615: @268 
05D3: unknown_action_sequence -1  1807.0 -2118.8  12.5  4 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: @34 @268 
061B: @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 (back)  500 ms

:RIOT2_3641
00D6: if  0
016B:   fading
004D: jump_if_false RIOT2_3646
0001: wait  0 ms
0002: jump RIOT2_3641

:RIOT2_3646
0050: gosub RIOT2_3833
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false RIOT2_3651
0002: jump RIOT2_3709

:RIOT2_3651
0006: @185 =  13  ;; integer values
0006: @186 =  0  ;; integer values
0006: @188 =  4  ;; integer values
0050: gosub RIOT2_4886
0006: @143 =  2  ;; integer values

:RIOT2_3656
00D6: if  0
0039:   @143 ==  2  ;; integer values
004D: jump_if_false RIOT2_3677
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_3677
0615: @268 
0639: unknown_action_sequence -1 $133 
0616: @268 
0618: $PLAYER_ACTOR @268 
061B: @268 
0615: @268 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @268 
0618: $133 @268 
061B: @268 
0006: @185 =  13  ;; integer values
0006: @186 =  4  ;; integer values
0006: @188 =  8  ;; integer values
0050: gosub RIOT2_4886
0006: @143 =  3  ;; integer values

:RIOT2_3677
00D6: if  0
0039:   @143 ==  3  ;; integer values
004D: jump_if_false RIOT2_3697
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false RIOT2_3697
0615: @268 
05D3: unknown_action_sequence -1  1794.8 -2124.5  12.5  4 -1 
05D3: unknown_action_sequence -1  1794.8 -2137.2  12.5  4 -1 
0616: @268 
0618: $133 @268 
061B: @268 
0615: @268 
05D3: unknown_action_sequence -1  1794.8 -2122.5  12.4  4 -1 
05D3: unknown_action_sequence -1  1794.8 -2137.2  12.5  4 -1 
0616: @268 
0618: @34 @268 
061B: @268 
0006: @32 =  0  ;; integer values
0006: @143 =  4  ;; integer values

:RIOT2_3697
00D6: if  0
0039:   @143 ==  4  ;; integer values
004D: jump_if_false RIOT2_3707
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false RIOT2_3707
09F5:  0 
009B: destroy_actor_instantly $133
009B: destroy_actor_instantly @34
0002: jump RIOT2_3711

:RIOT2_3707
0050: gosub RIOT2_4669
0002: jump RIOT2_180

:RIOT2_3709
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:RIOT2_3711
0008: $RIOT_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASSR'  60  5000 ms  1
0998: add_respect  60 
0164: disable_marker $435
076C: 'ELCO1'  7  40 
076C: 'ELCO2'  7  40 
076C: 'ELCO1'  2  0 
076C: 'ELCO2'  2  0 
076C: 'ELCO1'  1  0 
076C: 'ELCO2'  1  0 
076C: 'LMEX1A'  7  40 
076C: 'LMEX1B'  7  40 
076C: 'LMEX1A'  2  0 
076C: 'LMEX1B'  2  0 
076C: 'LMEX1A'  1  0 
076C: 'LMEX1B'  1  0 
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'RIOT_2'
030C: set_mission_points +=  1
0051: return

:RIOT2_3732
00D6: if  0
0844: s$706 
004D: jump_if_false RIOT2_3736
02EB: restore_camera_with_jumpcut

:RIOT2_3736
09B7: 'ELCO'  0 
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false RIOT2_3742
0619: @36  1 
034F: destroy_actor_with_fade @36  ;; The actor fades away like a ghost

:RIOT2_3742
004F: create_thread DOORS_1 
0249: release_model  114
0249: release_model  115
0249: release_model  116
0249: release_model  108
0249: release_model  109
06D0:  1 
0249: release_model  339
0249: release_model  348
0249: release_model  372
0249: release_model  359
0249: release_model  361
0249: release_model  466
0249: release_model #BBALL_INGAME
091E:  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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false RIOT2_3771
0A09: $PLAYER_ACTOR  0 

:RIOT2_3771
09F5:  0 
034F: destroy_actor_with_fade $133  ;; The actor fades away like a ghost
0296: unload_special_actor  1
098A: -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:  1 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:RIOT2_3833
00D6: if  0
0118:   actor $133 dead
004D: jump_if_false RIOT2_3839
00BE: text_clear_all
00BC: text_highpriority 'R2_08'  7000 ms  1
0006: @145 =  1  ;; integer values

:RIOT2_3839
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false RIOT2_3845
00BE: text_clear_all
00BC: text_highpriority 'R2_09'  7000 ms  1
0006: @145 =  1  ;; integer values

:RIOT2_3845
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false RIOT2_3851
00BE: text_clear_all
00BC: text_highpriority 'R2_10'  7000 ms  1
0006: @145 =  1  ;; integer values

:RIOT2_3851
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false RIOT2_3857
00BE: text_clear_all
00BC: text_highpriority 'R2_11'  7000 ms  1
0006: @145 =  1  ;; integer values

:RIOT2_3857
0051: return

:RIOT2_3858
0209: @148 = random_int  0  2
009A: @37 = create_actor  25 @146(@148,2i) at  1831.6 -2004.6  12.6
074E: @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: unknown_action_sequence @37 "M_SMKLEAN_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
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: @38  8.0  6 
0173: set_actor @38 z_angle_to  89.7
0605: unknown_action_sequence @38 "BBALL_IDLELOOP" "BSKTBALL"  4.0  1  0  0  0 -1 
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: @38  1 
0209: @148 = random_int  0  2
009A: @39 = create_actor  25 @146(@148,2i) at  1824.3 -2002.4  12.6
074E: @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: unknown_action_sequence @39 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  1  0  0  0 -1 
060B: unknown_actor_use_entity @39 @265 
0816: @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: @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: @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: @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: @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: @42  8.0  6 
0173: set_actor @42 z_angle_to  88.1
060B: unknown_actor_use_entity @42 @265 
0816: @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_3923
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false RIOT2_3930
0007: @262 =  1857.2  ;; floating-point values
0007: @263 = -2020.6  ;; floating-point values
0007: @264 =  12.6  ;; floating-point values
0002: jump RIOT2_3950

:RIOT2_3930
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false RIOT2_3937
0007: @262 =  1865.3  ;; floating-point values
0007: @263 = -1992.2  ;; floating-point values
0007: @264 =  12.6  ;; floating-point values
0002: jump RIOT2_3950

:RIOT2_3937
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false RIOT2_3944
0007: @262 =  1899.3  ;; floating-point values
0007: @263 = -1991.7  ;; floating-point values
0007: @264 =  12.6  ;; floating-point values
0002: jump RIOT2_3950

:RIOT2_3944
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false RIOT2_3950
0007: @262 =  1908.3  ;; floating-point values
0007: @263 = -2020.1  ;; floating-point values
0007: @264 =  12.6  ;; floating-point values

:RIOT2_3950
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false RIOT2_3993
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false RIOT2_3962
0615: @268 
05F5: unknown_action_sequence -1 @262 @263 @264  7 -2 
0616: @268 
0618: @37 @268 
061B: @268 
0006: @149 =  1  ;; integer values

:RIOT2_3962
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false RIOT2_3993
062E: @37  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false RIOT2_3993
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false RIOT2_3975
0947: @37  65 @182 
0006: @158 =  1  ;; integer values
0002: jump RIOT2_3992

:RIOT2_3975
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false RIOT2_3981
0947: @37  65 @182 
0006: @152 =  1  ;; integer values
0002: jump RIOT2_3992

:RIOT2_3981
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false RIOT2_3987
0947: @37  65 @182 
0006: @155 =  1  ;; integer values
0002: jump RIOT2_3992

:RIOT2_3987
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false RIOT2_3992
0947: @37  65 @182 
0006: @161 =  1  ;; integer values

:RIOT2_3992
0006: @149 =  2  ;; integer values

:RIOT2_3993
0051: return

:RIOT2_3994
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false RIOT2_4037
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: @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: @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: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1852.9 -1990.0  12.5  4 -1 
05F5: unknown_action_sequence -1  1853.9 -1984.1  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  355.4 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @43 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @44 = create_actor  25 @146(@148,2i) at  1851.7 -1989.9  12.6
074E: @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: @44  1 
0187: @103 = create_marker_above_actor @44
0168: show_on_radar @103  1
02E2: set_actor @44 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1852.9 -1990.0  12.5  4 -1 
05F5: unknown_action_sequence -1  1854.5 -1985.1  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  186.2 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @44 @268 
061B: @268 

:RIOT2_4037
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false RIOT2_4080
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1867.7 -1986.8  12.5  4 -1 
05F5: unknown_action_sequence -1  1854.5 -1999.6  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  198.8 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @45 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @46 = create_actor  25 @146(@148,2i) at  1867.7 -1984.7  12.6
074E: @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: @46  1 
0187: @105 = create_marker_above_actor @46
0168: show_on_radar @105  1
02E2: set_actor @46 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1867.7 -1986.8  12.5  4 -1 
05F5: unknown_action_sequence -1  1854.5 -1997.6  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  315.1 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @46 @268 
061B: @268 

:RIOT2_4080
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false RIOT2_4123
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: @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: @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: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1866.2 -1997.0  12.5  4 -1 
05F5: unknown_action_sequence -1  1859.5 -1996.2  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  148.0 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @47 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @48 = create_actor  25 @146(@148,2i) at  1865.9 -1998.7  12.6
074E: @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: @48  1 
0187: @107 = create_marker_above_actor @48
0168: show_on_radar @107  1
02E2: set_actor @48 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1866.2 -1997.0  12.5  4 -1 
05F5: unknown_action_sequence -1  1860.0 -1994.0  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  280.2 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @48 @268 
061B: @268 

:RIOT2_4123
0051: return

:RIOT2_4124
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false RIOT2_4167
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1900.1 -1987.4  12.5  4 -1 
05F5: unknown_action_sequence -1  1905.0 -1987.2  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  267.4 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @49 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @50 = create_actor  25 @146(@148,2i) at  1900.1 -1984.5  12.6
074E: @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: @50  1 
0187: @109 = create_marker_above_actor @50
0168: show_on_radar @109  1
02E2: set_actor @50 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1900.1 -1987.4  12.5  4 -1 
05F5: unknown_action_sequence -1  1904.4 -1988.1  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  108.9 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @50 @268 
061B: @268 

:RIOT2_4167
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false RIOT2_4210
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1912.1 -1993.2  12.5  4 -1 
05F5: unknown_action_sequence -1  1911.9 -1998.5  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  198.9 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @51 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @52 = create_actor  25 @146(@148,2i) at  1914.8 -1993.5  12.6
074E: @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: @52  1 
0187: @111 = create_marker_above_actor @52
0168: show_on_radar @111  1
02E2: set_actor @52 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1912.1 -1993.2  12.5  4 -1 
05F5: unknown_action_sequence -1  1911.0 -1997.1  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  36.7 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @52 @268 
061B: @268 

:RIOT2_4210
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false RIOT2_4253
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1898.4 -1996.8  12.5  4 -1 
05F5: unknown_action_sequence -1  1891.8 -1996.0  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  71.9 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @53 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @54 = create_actor  25 @146(@148,2i) at  1898.3 -1998.9  12.6
074E: @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: @54  1 
0187: @113 = create_marker_above_actor @54
0168: show_on_radar @113  1
02E2: set_actor @54 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1898.4 -1996.8  12.5  4 -1 
05F5: unknown_action_sequence -1  1892.4 -1995.1  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  302.4 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @54 @268 
061B: @268 

:RIOT2_4253
0051: return

:RIOT2_4254
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false RIOT2_4297
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1854.1 -2019.4  12.5  4 -1 
05F5: unknown_action_sequence -1  1855.3 -2010.4  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  30.7 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @55 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @56 = create_actor  25 @146(@148,2i) at  1851.7 -2019.5  12.6
074E: @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: @56  1 
0187: @115 = create_marker_above_actor @56
0168: show_on_radar @115  1
02E2: set_actor @56 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1854.1 -2019.4  12.5  4 -1 
05F5: unknown_action_sequence -1  1855.3 -2012.4  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  195.4 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @56 @268 
061B: @268 

:RIOT2_4297
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false RIOT2_4340
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1863.3 -2021.2  12.5  4 -1 
05F5: unknown_action_sequence -1  1862.9 -2011.7  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  43.3 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @57 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @58 = create_actor  25 @146(@148,2i) at  1865.5 -2021.3  12.6
074E: @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: @58  1 
0187: @117 = create_marker_above_actor @58
0168: show_on_radar @117  1
02E2: set_actor @58 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1863.3 -2021.2  12.5  4 -1 
05F5: unknown_action_sequence -1  1863.4 -2013.9  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  154.0 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @58 @268 
061B: @268 

:RIOT2_4340
00D6: if  0
0039:   @160 ==  1  ;; integer values
004D: jump_if_false RIOT2_4383
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1857.2 -2032.9  12.5  4 -1 
05F5: unknown_action_sequence -1  1854.5 -2026.5  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  198.8 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @59 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @60 = create_actor  25 @146(@148,2i) at  1857.1 -2035.8  12.6
074E: @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: @60  1 
0187: @119 = create_marker_above_actor @60
0168: show_on_radar @119  1
02E2: set_actor @60 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1857.2 -2032.9  12.5  4 -1 
05F5: unknown_action_sequence -1  1854.5 -2024.3  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  346.3 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @60 @268 
061B: @268 

:RIOT2_4383
0051: return

:RIOT2_4384
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false RIOT2_4427
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1902.1 -2019.7  12.5  4 -1 
05F5: unknown_action_sequence -1  1903.2 -2012.3  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  330.8 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @61 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @62 = create_actor  25 @146(@148,2i) at  1900.3 -2019.5  12.6
074E: @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: @62  1 
0187: @121 = create_marker_above_actor @62
0168: show_on_radar @121  1
02E2: set_actor @62 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1902.1 -2019.7  12.5  4 -1 
05F5: unknown_action_sequence -1  1903.2 -2013.6  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  195.6 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @62 @268 
061B: @268 

:RIOT2_4427
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false RIOT2_4470
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1912.8 -2021.4  12.5  4 -1 
05F5: unknown_action_sequence -1  1912.1 -2012.8  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  21.8 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @63 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @64 = create_actor  25 @146(@148,2i) at  1914.8 -2021.5  12.6
074E: @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: @64  1 
0187: @123 = create_marker_above_actor @64
0168: show_on_radar @123  1
02E2: set_actor @64 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1912.8 -2021.4  12.5  4 -1 
05F5: unknown_action_sequence -1  1911.7 -2014.3  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  171.0 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @64 @268 
061B: @268 

:RIOT2_4470
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false RIOT2_4513
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: @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: @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: @268 
05B9: unknown_action_sequence -1  400 
05D3: unknown_action_sequence -1  1906.0 -2033.5  12.5  4 -1 
05F5: unknown_action_sequence -1  1907.3 -2033.3  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  32.4 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @65 @268 
061B: @268 
0209: @148 = random_int  0  2
009A: @66 = create_actor  25 @146(@148,2i) at  1906.1 -2035.9  12.6
074E: @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: @66  1 
0187: @125 = create_marker_above_actor @66
0168: show_on_radar @125  1
02E2: set_actor @66 weapon_accuracy_to @181
0615: @268 
05B9: unknown_action_sequence -1  200 
05D3: unknown_action_sequence -1  1906.0 -2033.5  12.5  4 -1 
05F5: unknown_action_sequence -1  1906.3 -2030.3  12.6  7 -2 
05D4: unknown_action_sequence -1 unknown_angle  315.5 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @66 @268 
061B: @268 

:RIOT2_4513
0051: return

:RIOT2_4514
00D6: if  0
0039:   @167 ==  1  ;; integer values
004D: jump_if_false RIOT2_4524
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false RIOT2_4524
0164: disable_marker @89
0187: @89 = create_marker_above_actor $133
07E0: @89  1 
0006: @167 =  0  ;; integer values

:RIOT2_4524
00D6: if  0
0039:   @167 ==  0  ;; integer values
004D: jump_if_false RIOT2_4542
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $133 radius  8.0  8.0  8.0 sphere  0
004D: jump_if_false RIOT2_4542
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false RIOT2_4535
09DD:  1 
0631: put_actor $133 in_group $PLAYER_GROUP 

:RIOT2_4535
0164: disable_marker @89
00D6: if  0
0019:   @177 >  2  ;; integer values
004D: jump_if_false RIOT2_4541
018A: @89 = create_checkpoint_at  1774.9 -1974.9  13.1
07E0: @89  0 

:RIOT2_4541
0006: @167 =  1  ;; integer values

:RIOT2_4542
0051: return

:RIOT2_4543
00D6: if  0
0118:   actor @79 dead
004D: jump_if_false RIOT2_4564
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: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  4000 
078F: unknown_action_sequence -1  1 
0668: unknown_action_sequence -1  1874.4 -2101.5  14.8  2000 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @79 @268 
061B: @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_4564
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false RIOT2_4585
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: unknown_action_sequence @80 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  6000 
078F: unknown_action_sequence -1  1 
0668: unknown_action_sequence -1  1874.4 -2101.5  14.8  2000 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @80 @268 
061B: @268 
0187: @133 = create_marker_above_actor @80
0168: show_on_radar @133  1
02E2: set_actor @80 weapon_accuracy_to @181

:RIOT2_4585
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false RIOT2_4607
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: unknown_action_sequence @81 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  8000 
078F: unknown_action_sequence -1  1 
0668: unknown_action_sequence -1  1874.4 -2101.5  14.8  2000 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @81 @268 
061B: @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_4607
00D6: if  0
0118:   actor @82 dead
004D: jump_if_false RIOT2_4627
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: unknown_action_sequence @82 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  5000 
078F: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @82 @268 
061B: @268 
0187: @135 = create_marker_above_actor @82
0168: show_on_radar @135  1
02E2: set_actor @82 weapon_accuracy_to @181

:RIOT2_4627
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false RIOT2_4648
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: unknown_action_sequence @83 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  7000 
078F: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @83 @268 
061B: @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_4648
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false RIOT2_4668
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: unknown_action_sequence @84 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
0615: @268 
0605: unknown_action_sequence -1 "WEAPON_CROUCH" "PED"  4.0  0  0  0  1 -1 
05B9: unknown_action_sequence -1  9000 
078F: unknown_action_sequence -1  1 
07BC: unknown_action_sequence -1 @265 
0616: @268 
0618: @84 @268 
061B: @268 
0187: @137 = create_marker_above_actor @84
0168: show_on_radar @137  1
02E2: set_actor @84 weapon_accuracy_to @181

:RIOT2_4668
0051: return

:RIOT2_4669
00D6: if  24
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_4684
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4683
0050: gosub RIOT2_5103
0050: gosub RIOT2_5119
0050: gosub RIOT2_5144
0002: jump RIOT2_4684

:RIOT2_4683
0006: @185 =  0  ;; integer values

:RIOT2_4684
00D6: if  23
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_4698
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4697
0050: gosub RIOT2_5103
0050: gosub RIOT2_5119
0050: gosub RIOT2_5144
0002: jump RIOT2_4698

:RIOT2_4697
0006: @185 =  0  ;; integer values

:RIOT2_4698
00D6: if  21
0039:   @185 ==  5  ;; integer values
0039:   @185 ==  7  ;; integer values
004D: jump_if_false RIOT2_4719
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4718
0050: gosub RIOT2_5103
0050: gosub RIOT2_5119
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_4712
0050: gosub RIOT2_5144
0002: jump RIOT2_4717

:RIOT2_4712
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_4717
0002: jump RIOT2_4719

:RIOT2_4718
0006: @185 =  0  ;; integer values

:RIOT2_4719
00D6: if  0
0039:   @185 ==  9  ;; integer values
004D: jump_if_false RIOT2_4739
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4738
0050: gosub RIOT2_5103
0050: gosub RIOT2_5119
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false RIOT2_4732
0050: gosub RIOT2_5144
0002: jump RIOT2_4737

:RIOT2_4732
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_4737
0002: jump RIOT2_4739

:RIOT2_4738
0006: @185 =  0  ;; integer values

:RIOT2_4739
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false RIOT2_4885
00D6: if  0
0019:   @143 >  2  ;; integer values
004D: jump_if_false RIOT2_4885
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false RIOT2_4802
00D6: if  0
0104:   actor $133 near_actor $PLAYER_ACTOR radius  10.0  10.0  8.0 sphere  0
004D: jump_if_false RIOT2_4801
00D6: if  1
044B:   actor $PLAYER_ACTOR has_objective
044B:   actor $133 has_objective
004D: jump_if_false RIOT2_4776
00D6: if  21
0039:   @185 ==  2  ;; integer values
0039:   @185 ==  3  ;; integer values
004D: jump_if_false RIOT2_4776
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4775
0050: gosub RIOT2_5103
0050: gosub RIOT2_5119
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_4769
0050: gosub RIOT2_5144
0002: jump RIOT2_4774

:RIOT2_4769
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_4774
0002: jump RIOT2_4776

:RIOT2_4775
0006: @185 =  0  ;; integer values

:RIOT2_4776
00D6: if  1
00DF:   actor $PLAYER_ACTOR driving
00DF:   actor $133 driving
004D: jump_if_false RIOT2_4801
00D6: if  21
0039:   @185 ==  2  ;; integer values
0039:   @185 ==  3  ;; integer values
004D: jump_if_false RIOT2_4801
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4800
0050: gosub RIOT2_5103
0050: gosub RIOT2_5119
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_4794
0050: gosub RIOT2_5144
0002: jump RIOT2_4799

:RIOT2_4794
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_4799
0002: jump RIOT2_4801

:RIOT2_4800
0006: @185 =  0  ;; integer values

:RIOT2_4801
0002: jump RIOT2_4820

:RIOT2_4802
00D6: if  0
001B:    14 > @185  ;; integer values
004D: jump_if_false RIOT2_4820
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4809
000A: @186 +=  1  ;; integer values

:RIOT2_4809
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_4886

:RIOT2_4820
00D6: if  0
0039:   @185 ==  14  ;; integer values
004D: jump_if_false RIOT2_4847
00D6: if  0
86EE:   NOT   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false RIOT2_4845
00D6: if  0
001D:   @255 > @186  ;; integer values  
004D: jump_if_false RIOT2_4842
0050: gosub RIOT2_5103
0050: gosub RIOT2_5119
00D6: if  0
8118:   NOT   actor $133 dead
004D: jump_if_false RIOT2_4836
0050: gosub RIOT2_5144
0002: jump RIOT2_4841

:RIOT2_4836
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_4841
0002: jump RIOT2_4844

:RIOT2_4842
00BC: text_highpriority 'R2_12'  7000 ms  1
0006: @185 =  15  ;; integer values

:RIOT2_4844
0002: jump RIOT2_4847

:RIOT2_4845
00BC: text_highpriority 'R2_12'  7000 ms  1
0006: @185 =  15  ;; integer values

:RIOT2_4847
00D6: if  0
0039:   @185 ==  15  ;; integer values
004D: jump_if_false RIOT2_4856
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false RIOT2_4856
0006: @185 =  16  ;; integer values
0006: @186 =  0  ;; integer values
00BE: text_clear_all

:RIOT2_4856
00D6: if  0
0039:   @185 ==  16  ;; integer values
004D: jump_if_false RIOT2_4885
00D6: if  0
06EE:   actor $133 in_group $PLAYER_GROUP 
004D: jump_if_false RIOT2_4877
0006: @33 =  0  ;; integer values
0085: @185 = @260  ;; integer values and handles
0085: @186 = @261  ;; integer values and handles
0050: gosub RIOT2_4886
00D6: if  0
0039:   @260 ==  0  ;; integer values
004D: jump_if_false RIOT2_4876
00D6: if  0
001B:    3 > @177  ;; integer values
004D: jump_if_false RIOT2_4874
00BC: text_highpriority 'R2_01'  60000 ms  1
0002: jump RIOT2_4875

:RIOT2_4874
00BC: text_highpriority 'R2_13'  7000 ms  1

:RIOT2_4875
0006: @33 =  0  ;; integer values

:RIOT2_4876
0002: jump RIOT2_4885

:RIOT2_4877
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_4886

:RIOT2_4885
0051: return

:RIOT2_4886
00D6: if  0
0039:   @185 ==  1  ;; integer values
004D: jump_if_false RIOT2_4898
05AA: s@189 = 'ROT2_AA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_AB'  ;; 8-byte strings
05AA: s@193 = 'ROT2_AD'  ;; 8-byte strings
05AA: s@195 = '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_4898
00D6: if  0
0039:   @185 ==  2  ;; integer values
004D: jump_if_false RIOT2_4910
05AA: s@189 = 'ROT2_BA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_BB'  ;; 8-byte strings
05AA: s@193 = 'ROT2_BC'  ;; 8-byte strings
05AA: s@195 = '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_4910
00D6: if  0
0039:   @185 ==  3  ;; integer values
004D: jump_if_false RIOT2_4946
05AA: s@189 = 'ROT2_CA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_CB'  ;; 8-byte strings
05AA: s@193 = 'ROT2_CC'  ;; 8-byte strings
05AA: s@195 = 'ROT2_CD'  ;; 8-byte strings
05AA: s@197 = 'ROT2_CE'  ;; 8-byte strings
05AA: s@199 = 'ROT2_CF'  ;; 8-byte strings
05AA: s@201 = 'ROT2_CG'  ;; 8-byte strings
05AA: s@203 = 'ROT2_CH'  ;; 8-byte strings
05AA: s@205 = 'ROT2_CJ'  ;; 8-byte strings
05AA: s@207 = 'ROT2_CK'  ;; 8-byte strings
05AA: s@209 = 'ROT2_CL'  ;; 8-byte strings
05AA: s@211 = 'ROT2_CM'  ;; 8-byte strings
05AA: s@213 = 'ROT2_CN'  ;; 8-byte strings
05AA: s@215 = 'ROT2_CO'  ;; 8-byte strings
05AA: s@217 = 'ROT2_CP'  ;; 8-byte strings
05AA: s@219 = '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_4946
00D6: if  0
0039:   @185 ==  4  ;; integer values
004D: jump_if_false RIOT2_4970
05AA: s@189 = 'ROT2_DA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_DB'  ;; 8-byte strings
05AA: s@193 = 'ROT2_DC'  ;; 8-byte strings
05AA: s@195 = 'ROT2_DD'  ;; 8-byte strings
05AA: s@197 = 'ROT2_DE'  ;; 8-byte strings
05AA: s@199 = 'ROT2_DF'  ;; 8-byte strings
05AA: s@205 = 'ROT2_DJ'  ;; 8-byte strings
05AA: s@207 = 'ROT2_DK'  ;; 8-byte strings
05AA: s@209 = 'ROT2_DL'  ;; 8-byte strings
05AA: s@211 = '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_4970
00D6: if  0
0039:   @185 ==  5  ;; integer values
004D: jump_if_false RIOT2_4992
05AA: s@189 = 'ROT2_EA'  ;; 8-byte strings
05AA: s@195 = 'ROT2_ED'  ;; 8-byte strings
05AA: s@197 = 'ROT2_EE'  ;; 8-byte strings
05AA: s@199 = 'ROT2_EF'  ;; 8-byte strings
05AA: s@201 = 'ROT2_EG'  ;; 8-byte strings
05AA: s@203 = 'ROT2_EH'  ;; 8-byte strings
05AA: s@205 = 'ROT2_EJ'  ;; 8-byte strings
05AA: s@211 = 'ROT2_EM'  ;; 8-byte strings
05AA: s@213 = '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_4992
00D6: if  0
0039:   @185 ==  6  ;; integer values
004D: jump_if_false RIOT2_5010
05AA: s@189 = 'ROT2_FA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_FB'  ;; 8-byte strings
05AA: s@193 = 'ROT2_FC'  ;; 8-byte strings
05AA: s@195 = 'ROT2_FD'  ;; 8-byte strings
05AA: s@197 = 'ROT2_FE'  ;; 8-byte strings
05AA: s@199 = 'ROT2_FG'  ;; 8-byte strings
05AA: s@201 = '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_5010
00D6: if  0
0039:   @185 ==  7  ;; integer values
004D: jump_if_false RIOT2_5016
05AA: s@189 = 'ROT2_GA'  ;; 8-byte strings
04AF: @233 = unknown_wav_reference  33066 
0006: @255 =  1  ;; integer values

:RIOT2_5016
00D6: if  0
0039:   @185 ==  8  ;; integer values
004D: jump_if_false RIOT2_5028
05AA: s@189 = 'ROT2_GB'  ;; 8-byte strings
05AA: s@191 = 'ROT2_GC'  ;; 8-byte strings
05AA: s@193 = 'ROT2_GD'  ;; 8-byte strings
05AA: s@195 = '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_5028
00D6: if  0
0039:   @185 ==  9  ;; integer values
004D: jump_if_false RIOT2_5038
05AA: s@189 = 'ROT2_HA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_HB'  ;; 8-byte strings
05AA: s@193 = '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_5038
00D6: if  0
0039:   @185 ==  10  ;; integer values
004D: jump_if_false RIOT2_5046
05AA: s@189 = 'ROT2_JA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_JB'  ;; 8-byte strings
04AF: @233 = unknown_wav_reference  33073 
04AF: @234 = unknown_wav_reference  33074 
0006: @255 =  2  ;; integer values

:RIOT2_5046
00D6: if  0
0039:   @185 ==  11  ;; integer values
004D: jump_if_false RIOT2_5056
05AA: s@189 = 'ROT2_KA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_KB'  ;; 8-byte strings
05AA: s@193 = '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_5056
00D6: if  0
0039:   @185 ==  12  ;; integer values
004D: jump_if_false RIOT2_5066
05AA: s@189 = 'ROT2_LA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_LB'  ;; 8-byte strings
05AA: s@193 = '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_5066
00D6: if  0
0039:   @185 ==  13  ;; integer values
004D: jump_if_false RIOT2_5086
05AA: s@189 = 'ROT2_MA'  ;; 8-byte strings
05AA: s@191 = 'ROT2_MB'  ;; 8-byte strings
05AA: s@193 = 'ROT2_MC'  ;; 8-byte strings
05AA: s@195 = 'ROT2_MD'  ;; 8-byte strings
05AA: s@197 = 'ROT2_ME'  ;; 8-byte strings
05AA: s@199 = 'ROT2_MF'  ;; 8-byte strings
05AA: s@201 = 'ROT2_MG'  ;; 8-byte strings
05AA: s@203 = '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_5086
00D6: if  0
0039:   @185 ==  14  ;; integer values
004D: jump_if_false RIOT2_5098
05AA: s@189 = 'CESX_BA'  ;; 8-byte strings
05AA: s@191 = 'CESX_BB'  ;; 8-byte strings
05AA: s@193 = 'CESX_BC'  ;; 8-byte strings
05AA: s@195 = '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_5098
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_5103
00D6: if  0
001D:   @255 > @258  ;; integer values  
004D: jump_if_false RIOT2_5118
00D6: if  0
0039:   @256 ==  0  ;; integer values
004D: jump_if_false RIOT2_5112
03CF: load_wav @233(@258,22i) as  1
000A: @258 +=  1  ;; integer values
0006: @256 =  1  ;; integer values

:RIOT2_5112
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false RIOT2_5118
03CF: load_wav @233(@258,22i) as  2
000A: @258 +=  1  ;; integer values
0006: @257 =  1  ;; integer values

:RIOT2_5118
0051: return

:RIOT2_5119
00D6: if  0
0039:   @259 ==  1  ;; integer values
004D: jump_if_false RIOT2_5131
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false RIOT2_5131
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false RIOT2_5131
03D1: play_wav  1
00BC: text_highpriority @189(@186,22s)  4500 ms  1
0006: @256 =  2  ;; integer values

:RIOT2_5131
00D6: if  0
0039:   @259 ==  2  ;; integer values
004D: jump_if_false RIOT2_5143
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false RIOT2_5143
00D6: if  0
03D0:   wav  2 loaded
004D: jump_if_false RIOT2_5143
03D1: play_wav  2
00BC: text_highpriority @189(@186,22s)  4500 ms  1
0006: @257 =  2  ;; integer values

:RIOT2_5143
0051: return

:RIOT2_5144
00D6: if  0
0039:   @256 ==  2  ;; integer values
004D: jump_if_false RIOT2_5154
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false RIOT2_5154
03D5: remove_text @189(@186,22s)
000A: @186 +=  1  ;; integer values
0006: @259 =  2  ;; integer values
0006: @256 =  0  ;; integer values

:RIOT2_5154
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false RIOT2_5164
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false RIOT2_5164
03D5: remove_text @189(@186,22s)
000A: @186 +=  1  ;; integer values
0006: @259 =  1  ;; integer values
0006: @257 =  0  ;; integer values

:RIOT2_5164
0051: return

;-------------Mission 110---------------
; Originally: End Of The Line (1)


:M_110_1
0050: gosub M_110_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_110_6
0050: gosub FINALEA_4029

:M_110_6
0050: gosub FINALEA_4043
004E: end_thread

:M_110_8
0004: $ON_MISSION =  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_6
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FINALEA_11
0001: wait  0 ms
0002: jump FINALEA_6

:FINALEA_11
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:FINALEA_13
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FINALEA_18
0001: wait  0 ms
0002: jump FINALEA_13

:FINALEA_18
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:FINALEA_21
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_26
0001: wait  0 ms
0002: jump FINALEA_21

:FINALEA_26
04BB: select_interior  0  ;; select render area
0247: request_model  601
0247: request_model  596
0247: request_model  285
0247: request_model  102
0247: request_model  492
023C: load_special_actor  1 'SWEET'
0777: destroy_objects_in_object_group "CARTER" 
0776: init_objects_in_object_group "CARTER" 
038B: load_requested_models

:FINALEA_36
00D6: if  21
8248:   NOT   model  492 available
823D:   NOT   special_actor  1 loaded
004D: jump_if_false FINALEA_42
0001: wait  0 ms
0002: jump FINALEA_36

:FINALEA_42
00D6: if  23
8248:   NOT   model  601 available
8248:   NOT   model  596 available
8248:   NOT   model  285 available
8248:   NOT   model  102 available
004D: jump_if_false FINALEA_50
0001: wait  0 ms
0002: jump FINALEA_42

:FINALEA_50
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:  0 
0108: destroy_object $2721
029B: $2721 = init_object #IMY_SHASH_WALL at  2522.008 -1272.93  35.609
071F: $2721  100 
07F7: $2721  0 
0550: unknown_keep_object $2721 in_memory  1
07F7: $2721  1 
0674: set_car_model  492 numberplate "GROVE4L_" 
00A5: $136 = create_car  492 at  2507.823 -1671.88  12.1678
0175: set_car $136 z_angle_to  347.15
02AA: set_car $136 immune_to_nonplayer  1
0186: @128 = create_marker_above_car $136
07E0: @128  1 
0229: set_car $136 color_to  59  34
0224: set_car $136 health_to  2000
053F: set_car $136 tires_vulnerable  0
0852: $136  0 
009A: $131 = create_actor  23  290 at  2511.169 -1672.747  12.493
09F6: $131  0 
0173: set_actor $131 z_angle_to  68.365
0568: $131  1
02A9: set_actor $131 immune_to_nonplayer  1
05CA: unknown_action_sequence $131 $136  5000  0 
039E: (unknown) $131  1 
0526: unknown_actor $131  1
060B: unknown_actor_use_entity $131 @47 
0568: $131  1
0446: (unknown) $131  0 
064B: "WALLBUST"  2521.86 -1272.66  35.04  1 @102 
00C0: set_current_time  21  30
0828:  0 
02A3: toggle_widescreen  0 (off)
03CB: set_camera  2511.75 -1672.15  14.0
016A: fade  1 (back)  1000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00BC: text_highpriority 'RM4_1'  7000 ms  1
07B4: $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  1 
04C0: create_police_roadblock_at  2506.76 -1432.29  28.13  2516.63 -1430.51  27.82  1 
04C0: create_police_roadblock_at  2462.0 -1449.0  24.0  2463.0 -1439.0  24.0  1 

:FINALEA_179
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false FINALEA_184
0002: jump FINALEA_4038

:FINALEA_184
00D6: if  0
0039:   @147 ==  0  ;; integer values
004D: jump_if_false FINALEA_892
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false FINALEA_204
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_204
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEA_204
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false FINALEA_204
0164: disable_marker @128
018A: @128 = create_checkpoint_at  2507.82 -1309.226  33.6726
00BC: text_highpriority 'RM4_2'  5000 ms  1
0006: @33 =  0  ;; integer values
0006: @146 =  1  ;; integer values

:FINALEA_204
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false FINALEA_318
0050: gosub FINALEA_3926
00D6: if  0
0039:   @193 ==  0  ;; integer values
004D: jump_if_false FINALEA_220
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_220
00D6: if  0
0019:   @33 >  5500  ;; integer values
004D: jump_if_false FINALEA_220
04AF: @125 = unknown_wav_reference  33200 
05AA: s@126 = 'ROT4_AA'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_220
00D6: if  0
0039:   @193 ==  1  ;; integer values
004D: jump_if_false FINALEA_229
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_229
04AF: @125 = unknown_wav_reference  33201 
05AA: s@126 = 'ROT4_AB'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_229
00D6: if  0
0039:   @193 ==  2  ;; integer values
004D: jump_if_false FINALEA_239
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_239
04AF: @125 = unknown_wav_reference  33202 
05AA: s@126 = 'ROT4_AC'  ;; 8-byte strings
0050: gosub FINALEA_3919
0006: @33 =  0  ;; integer values

:FINALEA_239
00D6: if  0
0039:   @193 ==  3  ;; integer values
004D: jump_if_false FINALEA_251
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_251
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false FINALEA_251
04AF: @125 = unknown_wav_reference  33203 
05AA: s@126 = 'ROT4_BA'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_251
00D6: if  0
0039:   @193 ==  4  ;; integer values
004D: jump_if_false FINALEA_261
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_261
04AF: @125 = unknown_wav_reference  33204 
05AA: s@126 = 'ROT4_BB'  ;; 8-byte strings
0050: gosub FINALEA_3919
0006: @32 =  0  ;; integer values

:FINALEA_261
00D6: if  0
0039:   @193 ==  5  ;; integer values
004D: jump_if_false FINALEA_273
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_273
00D6: if  0
0019:   @33 >  12000  ;; integer values
004D: jump_if_false FINALEA_273
04AF: @125 = unknown_wav_reference  33205 
05AA: s@126 = 'ROT4_BC'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_273
00D6: if  0
0039:   @193 ==  6  ;; integer values
004D: jump_if_false FINALEA_282
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_282
04AF: @125 = unknown_wav_reference  33207 
05AA: s@126 = 'ROT4_BE'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_282
00D6: if  0
0039:   @193 ==  7  ;; integer values
004D: jump_if_false FINALEA_291
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_291
04AF: @125 = unknown_wav_reference  33208 
05AA: s@126 = 'ROT4_BF'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_291
00D6: if  0
0039:   @193 ==  8  ;; integer values
004D: jump_if_false FINALEA_300
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_300
04AF: @125 = unknown_wav_reference  33209 
05AA: s@126 = 'ROT4_BG'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_300
00D6: if  0
0039:   @193 ==  9  ;; integer values
004D: jump_if_false FINALEA_309
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_309
04AF: @125 = unknown_wav_reference  33210 
05AA: s@126 = 'ROT4_BH'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_309
00D6: if  0
0039:   @193 ==  10  ;; integer values
004D: jump_if_false FINALEA_318
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_318
04AF: @125 = unknown_wav_reference  33211 
05AA: s@126 = 'ROT4_BJ'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_318
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false FINALEA_571
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEA_571
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_571
00D6: if  0
01AF:   car $136  1 (in-sphere)near_point  2507.82 -1309.226  33.85 radius  4.0  4.0  4.0
004D: jump_if_false FINALEA_571
00D6: if  0
0448:   actor $131 in_car $136
004D: jump_if_false FINALEA_571
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false FINALEA_571
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03C0: $48 = actor $PLAYER_ACTOR car
06C7: unknown_action_sequence $PLAYER_ACTOR $48  6  2000000 
0164: disable_marker @128
04C1: (unknown)
02AB: set_actor $131 immunities  1  1  1  1  1
02AC: set_car $136 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_350
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_355
0001: wait  0 ms
0002: jump FINALEA_350

:FINALEA_355
00D6: if  21
83D0:   NOT   wav  3 loaded
83D0:   NOT   wav  2 loaded
004D: jump_if_false FINALEA_361
0001: wait  0 ms
0002: jump FINALEA_355

:FINALEA_361
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_367
00AB: put_car $136 at  2536.709 -1278.253  52.57
0175: set_car $136 z_angle_to  359.954
020A: set_car $136 door_status_to  2

:FINALEA_367
01EB: set_car_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_371
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FINALEA_376
0001: wait  0 ms
0002: jump FINALEA_371

:FINALEA_376
0395: clear_area  1 at  2536.709 -1278.253  100.0 range  100.0
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:FINALEA_379
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FINALEA_384
0001: wait  0 ms
0002: jump FINALEA_379

:FINALEA_384
02EA: end_cutscene
016A: fade  0 ()  0 ms

:FINALEA_386
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_391
0001: wait  0 ms
0002: jump FINALEA_386

:FINALEA_391
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0395: clear_area  0 at  2372.01 -1306.609  300.0 range  300.0
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_399
00AB: put_car $136 at  2507.82 -1309.226  33.2726
0175: set_car $136 z_angle_to  1.7082
020A: set_car $136 door_status_to  2

:FINALEA_399
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false FINALEA_404
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2509.781 -1308.965  34.7125
0002: jump FINALEA_405

:FINALEA_404
00A1: put_actor $PLAYER_ACTOR at  2509.781 -1308.965  34.7125

:FINALEA_405
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  481
0247: request_model  353
0247: request_model  355
0247: request_model  63
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_423
00D6: if  24
8248:   NOT   model  481 available
8248:   NOT   model  353 available
8248:   NOT   model  355 available
84EE:   NOT   animation "CRACK" loaded
8248:   NOT   model  63 available
004D: jump_if_false FINALEA_432
0001: wait  0 ms
0002: jump FINALEA_423

:FINALEA_432
062F: @50 = create_group_type  2
062F: @51 = create_group_type  2
062F: @52 = create_group_type  2
00A5: @54 = create_car  596 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  596 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  601 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  492 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  492 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  481 at  2507.201 -1300.841  33.6726
0175: set_car @63 z_angle_to  1.6501
009A: @64 = create_actor  25  285 at  2366.342 -1317.377  22.8438
0173: set_actor @64 z_angle_to  3.9226
060B: unknown_actor_use_entity @64 @49 
077A: @64  4  0 
077A: @64  4  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: unknown_action_sequence @64  1 
0630: put_actor @64 in_group @50 as_leader 
009A: @65 = create_actor  25  285 at  2375.848 -1315.325  22.8368
0173: set_actor @65 z_angle_to  4.8178
060B: unknown_actor_use_entity @65 @49 
077A: @65  4  24 
077A: @65  4  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: unknown_action_sequence @65  1 
0631: put_actor @65 in_group @50 
009A: @66 = create_actor  25  285 at  2371.676 -1316.806  22.8429
0173: set_actor @66 z_angle_to  .5529
060B: unknown_actor_use_entity @66 @49 
077A: @66  4  24 
077A: @66  4  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: unknown_action_sequence @66  1 
0631: put_actor @66 in_group @50 
009A: @67 = create_actor  25  285 at  22370.36 -1319.492  22.8515
0173: set_actor @67 z_angle_to  177.5538
060B: unknown_actor_use_entity @67 @49 
077A: @67  4  24 
077A: @67  4  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: unknown_action_sequence @67  1 
0631: put_actor @67 in_group @50 
009A: @68 = create_actor  25  285 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: @68  4  0 
077A: @68  4  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: unknown_action_sequence @68  1 
0631: put_actor @68 in_group @50 
009A: @71 = create_actor  24  102 at  2364.432 -1294.012  22.9882
0173: set_actor @71 z_angle_to  177.5538
060B: unknown_actor_use_entity @71 @49 
077A: @71  4  0 
077A: @71  4  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: unknown_action_sequence @71  1 
0630: put_actor @71 in_group @51 as_leader 
009A: @72 = create_actor  24  102 at  2369.527 -1292.228  22.8515
0173: set_actor @72 z_angle_to  177.5538
060B: unknown_actor_use_entity @72 @49 
077A: @72  4  25 
077A: @72  4  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: unknown_action_sequence @72  1 
0631: put_actor @72 in_group @51 
009A: @73 = create_actor  24  102 at  2371.168 -1293.37  22.8436
0173: set_actor @73 z_angle_to  177.5538
060B: unknown_actor_use_entity @73 @49 
077A: @73  4  0 
077A: @73  4  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: unknown_action_sequence @73  1 
0631: put_actor @73 in_group @51 
009A: @74 = create_actor  24  102 at  2374.987 -1294.079  22.838
0173: set_actor @74 z_angle_to  177.5538
060B: unknown_actor_use_entity @74 @49 
077A: @74  4  25 
077A: @74  4  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: unknown_action_sequence @74  1 
0631: put_actor @74 in_group @51 
009A: @75 = create_actor  24  102 at  2521.51 -1270.258  33.9206
0173: set_actor @75 z_angle_to  100.2518
060B: unknown_actor_use_entity @75 @49 
077A: @75  4  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: unknown_action_sequence @75  1 
0630: put_actor @75 in_group @52 as_leader 
009A: @76 = create_actor  24  102 at  2521.72 -1274.981  33.8748
0173: set_actor @76 z_angle_to  98.0309
060B: unknown_actor_use_entity @76 @49 
077A: @76  4  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: unknown_action_sequence @76  1 
0631: put_actor @76 in_group @52 
0006: @146 =  2  ;; integer values
02A3: toggle_widescreen  1 (on)
016A: fade  1 (back)  1000 ms

:FINALEA_561
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_566
0001: wait  0 ms
0002: jump FINALEA_561

:FINALEA_566
00BC: text_highpriority 'RM4_4'  5000 ms  1
00BB: text_lowpriority 'RM4_14'  5000 ms  1
0006: @32 =  0  ;; integer values
0006: @151 =  0  ;; integer values
0707: unknown_bunnyjump FINALEA_620 

:FINALEA_571
00D6: if  0
0039:   @146 ==  2  ;; integer values
004D: jump_if_false FINALEA_587
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  21
0033:    2505.215 >= @35  ;; floating-point values 
0019:   @32 >  8999  ;; integer values
004D: jump_if_false FINALEA_587
0006: @146 =  3  ;; integer values

:FINALEA_587
00D6: if  0
0039:   @146 ==  3  ;; integer values
004D: jump_if_false FINALEA_594
00D6: if  0
0019:   @32 >  8999  ;; integer values
004D: jump_if_false FINALEA_594
0006: @146 =  4  ;; integer values

:FINALEA_594
00D6: if  0
0039:   @146 ==  4  ;; integer values
004D: jump_if_false FINALEA_603
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
0006: @146 =  5  ;; integer values

:FINALEA_603
00D6: if  0
0039:   @146 ==  5  ;; integer values
004D: jump_if_false FINALEA_613
00D6: if  0
0019:   @32 >  3999  ;; integer values
004D: jump_if_false FINALEA_613
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_613
00D6: if  0
0039:   @146 ==  6  ;; integer values
004D: jump_if_false FINALEA_661
00D6: if  0
0019:   @32 >  3999  ;; integer values
004D: jump_if_false FINALEA_661
0006: @151 =  1  ;; integer values

:FINALEA_620
0701: (unknown)
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false FINALEA_640
016A: fade  0 ()  500 ms

:FINALEA_625
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_630
0001: wait  0 ms
0002: jump FINALEA_625

:FINALEA_630
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:FINALEA_635
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_640
0001: wait  0 ms
0002: jump FINALEA_635

:FINALEA_640
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_647
0186: @129 = create_marker_above_car @57
07E0: @129  1 
00BC: text_highpriority 'RM4_6'  7000 ms  1
0006: @152 =  1  ;; integer values

:FINALEA_647
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_651
0519: unknown_car $136 flag  1

:FINALEA_651
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
04C0: create_police_roadblock_at  2456.468 -1262.2  23.87  2455.625 -1250.55  23.89  1 
04C0: create_police_roadblock_at  2375.778 -1358.43  23.878  2365.675 -1358.34  24.036  1 
03DE: set_pedestrians_density_multiplier_to  .5
0006: @146 =  7  ;; integer values

:FINALEA_661
00D6: if  0
0039:   @146 ==  7  ;; integer values
004D: jump_if_false FINALEA_790
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false FINALEA_678
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false FINALEA_678
00D6: if  0
0364: @68 $PLAYER_ACTOR 
004D: jump_if_false FINALEA_678
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_3961
0006: @154 =  1  ;; integer values

:FINALEA_678
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false FINALEA_741
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_741
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @57
004D: jump_if_false FINALEA_741
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false FINALEA_694
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_3961

:FINALEA_694
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false FINALEA_701
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_3961

:FINALEA_701
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false FINALEA_708
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_3961

:FINALEA_708
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false FINALEA_715
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_3961

:FINALEA_715
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false FINALEA_722
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_3961

:FINALEA_722
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false FINALEA_726
02A9: set_actor @71 immune_to_nonplayer  0

:FINALEA_726
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false FINALEA_730
02A9: set_actor @72 immune_to_nonplayer  0

:FINALEA_730
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false FINALEA_734
02A9: set_actor @73 immune_to_nonplayer  0

:FINALEA_734
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_738
02A9: set_actor @74 immune_to_nonplayer  0

:FINALEA_738
0249: release_model  481
01C3: remove_references_to_car @63  ;; Like turning a car into any random car
0006: @153 =  1  ;; integer values

:FINALEA_741
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false FINALEA_770
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_770
00D6: if  0
00EE:   actor $PLAYER_ACTOR  0 ()near_point_in_car  2521.91 -1273.05 radius  30.0  30.0
004D: jump_if_false FINALEA_770
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @57
004D: jump_if_false FINALEA_770
00BC: text_highpriority 'RM4_15'  5000 ms  1
0249: release_model  596
0249: release_model  285
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_770
00D6: if  0
07F0:  2522.008 -1272.93  35.609  30.0 -78 
004D: jump_if_false FINALEA_790
064F: @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_790
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false FINALEA_803
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_803
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @57
004D: jump_if_false FINALEA_803
0164: disable_marker @129
00BC: text_highpriority 'RM4_8'  5000 ms  1
018A: @130 = create_checkpoint_at  2522.79 -1272.85  34.19
0006: @152 =  2  ;; integer values

:FINALEA_803
00D6: if  0
0039:   @152 ==  2  ;; integer values
004D: jump_if_false FINALEA_817
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_817
00D6: if  0
8448:   NOT   actor $PLAYER_ACTOR in_car @57
004D: jump_if_false FINALEA_817
0164: disable_marker @130
0186: @129 = create_marker_above_car @57
07E0: @129  1 
00BC: text_highpriority 'RM4_9'  5000 ms  1
0006: @152 =  1  ;; integer values

:FINALEA_817
00D6: if  21
0039:   @152 ==  1  ;; integer values
0039:   @152 ==  2  ;; integer values
004D: jump_if_false FINALEA_826
00D6: if  0
0119:   car @57 wrecked
004D: jump_if_false FINALEA_826
00BC: text_highpriority 'RM4_10'  7000 ms  1
0002: jump FINALEA_4029

:FINALEA_826
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false FINALEA_841
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_841
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2507.82 -1309.226 radius  3.5  3.5
004D: jump_if_false FINALEA_841
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false FINALEA_841
03D1: play_wav  2
00BC: text_highpriority 'ROT4_CA'  2000 ms  1
0006: @148 =  1  ;; integer values

:FINALEA_841
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false FINALEA_852
00D6: if  0
03D2:   wav  2 ended
004D: jump_if_false FINALEA_852
00D6: if  21
80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2507.82 -1309.226 radius  3.5  3.5
80E1:   NOT   key_pressed  0  15
004D: jump_if_false FINALEA_852
0006: @148 =  0  ;; integer values

:FINALEA_852
00D6: if  21
0039:   @146 ==  1  ;; integer values
0039:   @146 ==  100  ;; integer values
004D: jump_if_false FINALEA_882
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_882
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false FINALEA_871
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false FINALEA_871
0164: disable_marker @128
0186: @128 = create_marker_above_car $136
07E0: @128  1 
00BC: text_highpriority 'RM4_7'  5000 ms  1
0006: @146 =  100  ;; integer values
0006: @149 =  0  ;; integer values

:FINALEA_871
00D6: if  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false FINALEA_882
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car $136
004D: jump_if_false FINALEA_882
0164: disable_marker @128
018A: @128 = create_checkpoint_at  2507.82 -1309.226  33.6726
00BC: text_highpriority 'RM4_2'  5000 ms  1
0006: @146 =  1  ;; integer values
0006: @149 =  1  ;; integer values

:FINALEA_882
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false FINALEA_887
00BC: text_highpriority 'RM4_11'  5000 ms  1
0002: jump FINALEA_4029

:FINALEA_887
00D6: if  0
0119:   car $136 wrecked
004D: jump_if_false FINALEA_892
00BC: text_highpriority 'RM4_12'  5000 ms  1
0002: jump FINALEA_4029

:FINALEA_892
00D6: if  0
0039:   @147 ==  1  ;; integer values
004D: jump_if_false FINALEA_1031
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false FINALEA_967
0164: disable_marker @130
0632: release_group @50 
0632: release_group @51 
009A: @71 = create_actor  24  102 at  2528.252 -1273.761  33.9609
0173: set_actor @71 z_angle_to  91.4211
060B: unknown_actor_use_entity @71 @49 
0638: unknown_action_sequence @71  1 
01B2: give_actor @71 weapon  30 ammo  99999  ;; Load the weapon model before using this
077A: @71  4  0 
0223: set_actor @71 health_to  20
060F: @71  50.0 
009A: @72 = create_actor  24  102 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: unknown_action_sequence @72  1 
077A: @72  4  0 
0223: set_actor @72 health_to  20
060F: @72  50.0 
009A: @73 = create_actor  24  102 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: unknown_action_sequence @73  1 
077A: @73  4  0 
0223: set_actor @73 health_to  20
060F: @73  50.0 
009A: @74 = create_actor  24  102 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: unknown_action_sequence @74  1 
077A: @74  4  0 
0223: set_actor @74 health_to  20
060F: @74  50.0 
009A: @77 = create_actor  24  102 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: unknown_action_sequence @77  1 
077A: @77  4  0 
0223: set_actor @77 health_to  20
060F: @77  50.0 
009A: @78 = create_actor  24  102 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: unknown_action_sequence @78  1 
077A: @78  4  0 
0223: set_actor @78 health_to  20
009A: @79 = create_actor  24  63 at  2538.0 -1307.0  34.0
0173: set_actor @79 z_angle_to  35.0
0223: set_actor @79 health_to  3
0605: unknown_action_sequence @79 "CRCKIDLE4" "CRACK"  1000.0  1  0  0  1 -1 
009A: @80 = create_actor  24  7 at  2540.04 -1307.37  33.9609
0173: set_actor @80 z_angle_to  92.5436
0223: set_actor @80 health_to  3
0605: unknown_action_sequence @80 "CRCKIDLE3" "CRACK"  1000.0  1  0  0  1 -1 
009A: @81 = create_actor  24  63 at  2533.552 -1308.284  33.9609
0173: set_actor @81 z_angle_to  67.9508
0223: set_actor @81 health_to  3
0605: unknown_action_sequence @81 "CRCKIDLE2" "CRACK"  1000.0  1  0  0  1 -1 
009A: @82 = create_actor  24  7 at  2534.682 -1287.199  33.9609
0173: set_actor @82 z_angle_to  104.5
0223: set_actor @82 health_to  3
0605: unknown_action_sequence @82 "CRCKIDLE4" "CRACK"  1000.0  1  0  0  1 -1 
00BC: text_highpriority 'RM4_13'  5000 ms  1
018A: @130 = create_checkpoint_at  2542.1 -1303.99  34.03
0006: @155 =  1  ;; integer values

:FINALEA_967
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false FINALEA_972
00BC: text_highpriority 'RM4_11'  5000 ms  1
0002: jump FINALEA_4029

:FINALEA_972
00D6: if  0
0039:   @155 ==  1  ;; integer values
004D: jump_if_false FINALEA_1031
077E: @53 = active_interior
00D6: if  0
0039:   @197 ==  0  ;; integer values
004D: jump_if_false FINALEA_987
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false FINALEA_987
00D6: if  0
0A1B: @79 $PLAYER_ACTOR 
004D: jump_if_false FINALEA_987
05DB: unknown_action_sequence @79 $PLAYER_ACTOR  100.0  30000 
0006: @197 =  1  ;; integer values

:FINALEA_987
00D6: if  0
0039:   @198 ==  0  ;; integer values
004D: jump_if_false FINALEA_998
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false FINALEA_998
00D6: if  0
0A1B: @80 $PLAYER_ACTOR 
004D: jump_if_false FINALEA_998
05DB: unknown_action_sequence @80 $PLAYER_ACTOR  100.0  30000 
0006: @198 =  1  ;; integer values

:FINALEA_998
00D6: if  0
0039:   @199 ==  0  ;; integer values
004D: jump_if_false FINALEA_1009
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false FINALEA_1009
00D6: if  0
0A1B: @81 $PLAYER_ACTOR 
004D: jump_if_false FINALEA_1009
05DB: unknown_action_sequence @81 $PLAYER_ACTOR  100.0  30000 
0006: @199 =  1  ;; integer values

:FINALEA_1009
00D6: if  0
0039:   @200 ==  0  ;; integer values
004D: jump_if_false FINALEA_1020
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false FINALEA_1020
00D6: if  0
0A1B: @82 $PLAYER_ACTOR 
004D: jump_if_false FINALEA_1020
05DB: unknown_action_sequence @82 $PLAYER_ACTOR  100.0  30000 
0006: @200 =  1  ;; integer values

:FINALEA_1020
00D6: if  0
0039:   @53 ==  2  ;; integer values
004D: jump_if_false FINALEA_1031
016A: fade  0 ()  1000 ms

:FINALEA_1024
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_1029
0001: wait  0 ms
0002: jump FINALEA_1024

:FINALEA_1029
0006: @147 =  2  ;; integer values
0006: @156 =  1  ;; integer values

:FINALEA_1031
00D6: if  0
0039:   @147 ==  2  ;; integer values
004D: jump_if_false FINALEA_2064
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false FINALEA_1259
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
016A: fade  0 ()  1000 ms
04C1: (unknown)

:FINALEA_1041
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_1046
0001: wait  0 ms
0002: jump FINALEA_1041

:FINALEA_1046
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 $131
04EF: release_animation "CRACK"
0296: unload_special_actor  1
0249: release_model  63
0249: release_model  492
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: @130  2540.83 -1304.05  1.0 
0395: clear_area  1 at  2578.0 -1306.0  200.0 range  200.0
016A: fade  1 (back)  1000 ms
00BA: text_styled 'RM4_17'  1000 ms  2

:FINALEA_1075
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_1080
0001: wait  0 ms
0002: jump FINALEA_1075

:FINALEA_1080
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  351  3 ammo  20 at  2568.502 -1282.345  1037.781
0247: request_model  103
0247: request_model  108
0247: request_model  285
0247: request_model  601
04ED: load_animation "SWAT"
0247: request_model #IMCOMPMOVEDR1_LAS
07C0:  287 
038B: load_requested_models
03CB: set_camera  2541.81 -1311.32  1028.22
009A: @85 = create_actor  24  103 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: unknown_action_sequence @85 "ROADCROSS" "PED"  4.0  0  0  0  1 -1 
0860: link_actor @85 to_interior  2 
0223: set_actor @85 health_to  200
08AF: @85  200 
0006: @173 =  0  ;; integer values
009A: @86 = create_actor  24  102 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: @86  200 
0006: @174 =  0  ;; integer values
009A: @87 = create_actor  24  108 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: @87  200 
0006: @175 =  0  ;; integer values
009A: @88 = create_actor  24  103 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: @87  70 
0223: set_actor @88 health_to  200
08AF: @88  200 
0006: @176 =  0  ;; integer values
0001: wait  3000 ms
009A: @71 = create_actor  24  103 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: @71  200 
0006: @159 =  0  ;; integer values
009A: @73 = create_actor  24  108 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: @73  60 
0006: @161 =  0  ;; integer values
009A: @74 = create_actor  24  103 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: @74  200 
02E2: set_actor @74 weapon_accuracy_to  80
0006: @162 =  0  ;; integer values
009A: @75 = create_actor  24  102 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: @75  200 
02E2: set_actor @75 weapon_accuracy_to  80
07DD: @75  60 
0006: @163 =  0  ;; integer values
009A: @76 = create_actor  24  108 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: @76  200 
0006: @164 =  0  ;; integer values
009A: @77 = create_actor  24  102 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: @77  200 
0006: @165 =  0  ;; integer values
009A: @78 = create_actor  24  103 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: @78  70 
08AF: @78  200 
0006: @166 =  0  ;; integer values
009A: @80 = create_actor  24  103 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: @80  200 
02E2: set_actor @80 weapon_accuracy_to  80
07DD: @80  60 
0006: @168 =  0  ;; integer values
009A: @81 = create_actor  24  102 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: @81  200 
0006: @169 =  0  ;; integer values
009A: @82 = create_actor  24  103 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: @82  60 
08AF: @82  200 
0006: @170 =  0  ;; integer values
009A: @83 = create_actor  24  108 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  601 at  2561.818 -1275.167  1031.019
0519: unknown_car @57 flag  1
0175: set_car @57 z_angle_to  178.9
0840: link_car @57 to_interior  2 
0129: @64 = create_actor  25  285 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: @64  80 
0223: set_actor @64 health_to  200
08AF: @64  200 
02E2: set_actor @64 weapon_accuracy_to  80
01C8: @65 = create_actor  25  285 in_car @57 passenger_seat  0
060B: unknown_actor_use_entity @65 @47 
0223: set_actor @65 health_to  200
08AF: @65  200 
01B2: give_actor @65 weapon  29 ammo  9999  ;; Load the weapon model before using this
077A: @65  4  24 
077A: @65  4  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: unknown_keep_object @101 in_memory  1
064B: "WALLBUST"  2562.0 -1282.0  1031.0  1 @102 
08E7:  1 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
00BE: text_clear_all
00BC: text_highpriority 'RM4_16'  7000 ms  1
0006: @156 =  2  ;; integer values

:FINALEA_1259
00D6: if  0
0039:   @156 ==  2  ;; integer values
004D: jump_if_false FINALEA_1288
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2543.38 -1310.38  1028.26 radius  5.0  5.0  5.0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false FINALEA_1288
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false FINALEA_1278
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false FINALEA_1278
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_3946
0006: @173 =  1  ;; integer values

:FINALEA_1278
00D6: if  0
0039:   @176 ==  0  ;; integer values
004D: jump_if_false FINALEA_1287
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false FINALEA_1287
0085: @109 = @88  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @176 =  1  ;; integer values

:FINALEA_1287
0006: @156 =  3  ;; integer values

:FINALEA_1288
00D6: if  0
0039:   @156 ==  3  ;; integer values
004D: jump_if_false FINALEA_1318
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2540.95 -1314.42  1028.79  2529.24 -1333.21  1035.04
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2534.44 -1318.92  1031.17 radius  5.5  5.5  4.0
004D: jump_if_false FINALEA_1305
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false FINALEA_1304
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false FINALEA_1304
0085: @109 = @86  ;; integer values and handles
0050: gosub FINALEA_3986
0006: @174 =  1  ;; integer values

:FINALEA_1304
0006: @156 =  4  ;; integer values

:FINALEA_1305
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false FINALEA_1318
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false FINALEA_1318
00D6: if  0
051A:   unknown_actor @86 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEA_1318
0085: @109 = @86  ;; integer values and handles
0050: gosub FINALEA_3986
0006: @174 =  1  ;; integer values
0006: @156 =  4  ;; integer values

:FINALEA_1318
00D6: if  0
0039:   @156 ==  4  ;; integer values
004D: jump_if_false FINALEA_1335
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2527.18 -1304.24  1027.0 radius  6.0  6.0  5.0
0118:   actor @88 dead
004D: jump_if_false FINALEA_1335
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false FINALEA_1334
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false FINALEA_1334
0085: @109 = @87  ;; integer values and handles
0050: gosub FINALEA_3986
0006: @175 =  1  ;; integer values

:FINALEA_1334
0006: @156 =  5  ;; integer values

:FINALEA_1335
00D6: if  0
0039:   @156 ==  5  ;; integer values
004D: jump_if_false FINALEA_1445
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2529.33 -1308.3  1027.55  2537.78 -1272.14  1035.76
02D6: $PLAYER_ACTOR  2522.87 -1299.61  2529.85 -1287.66  0 
004D: jump_if_false FINALEA_1445
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false FINALEA_1356
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_1356
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_3995
0006: @163 =  1  ;; integer values

:FINALEA_1356
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false FINALEA_1370
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false FINALEA_1370
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_3995
0006: @164 =  1  ;; integer values

:FINALEA_1370
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false FINALEA_1384
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false FINALEA_1384
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_4008
0006: @165 =  1  ;; integer values

:FINALEA_1384
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false FINALEA_1393
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false FINALEA_1393
0085: @109 = @73  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @161 =  1  ;; integer values

:FINALEA_1393
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false FINALEA_1402
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_1402
0085: @109 = @74  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @162 =  1  ;; integer values

:FINALEA_1402
00D6: if  0
0039:   @171 ==  0  ;; integer values
004D: jump_if_false FINALEA_1411
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false FINALEA_1411
0085: @109 = @83  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @171 =  1  ;; integer values

:FINALEA_1411
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false FINALEA_1420
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false FINALEA_1420
0085: @109 = @78  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @166 =  1  ;; integer values

:FINALEA_1420
00D6: if  0
0039:   @168 ==  0  ;; integer values
004D: jump_if_false FINALEA_1428
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false FINALEA_1428
05E2: unknown_action_sequence @80 $PLAYER_ACTOR 
0006: @168 =  1  ;; integer values

:FINALEA_1428
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false FINALEA_1436
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false FINALEA_1436
05E2: unknown_action_sequence @81 $PLAYER_ACTOR 
0006: @169 =  1  ;; integer values

:FINALEA_1436
00D6: if  0
0039:   @170 ==  0  ;; integer values
004D: jump_if_false FINALEA_1444
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false FINALEA_1444
05E2: unknown_action_sequence @82 $PLAYER_ACTOR 
0006: @170 =  1  ;; integer values

:FINALEA_1444
0006: @156 =  6  ;; integer values

:FINALEA_1445
00D6: if  0
0039:   @156 ==  6  ;; integer values
004D: jump_if_false FINALEA_1468
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2529.88 -1307.89  1027.0  2538.32 -1277.63  1032.54
004D: jump_if_false FINALEA_1468
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  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false FINALEA_1467
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false FINALEA_1467
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_3946
0006: @159 =  1  ;; integer values

:FINALEA_1467
0006: @156 =  7  ;; integer values

:FINALEA_1468
00D6: if  0
0039:   @156 ==  7  ;; integer values
004D: jump_if_false FINALEA_1475
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2546.43 -1277.49  1027.0  2568.06 -1310.79  1032.54
004D: jump_if_false FINALEA_1475
0006: @156 =  8  ;; integer values

:FINALEA_1475
00D6: if  21
0039:   @156 ==  8  ;; integer values
0019:   @180 >  6  ;; integer values
004D: jump_if_false FINALEA_1489
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false FINALEA_1489
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_1489
0519: unknown_car @57 flag  0
05EB: @57  287 
0006: @33 =  0  ;; integer values
0006: @152 =  1  ;; integer values

:FINALEA_1489
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false FINALEA_1501
00D6: if  21
0716:  2561.811 -1279.639  1032.128  10.0 -316  1  1 
0019:   @33 >  250  ;; integer values
004D: jump_if_false FINALEA_1501
064F: @102 
03D7: set_wav  3 location  2557.88 -1288.65  1031.91
03D1: play_wav  3
0723: @101  1 
0006: @152 =  2  ;; integer values

:FINALEA_1501
00D6: if  0
0039:   @152 ==  2  ;; integer values
004D: jump_if_false FINALEA_1519
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_1519
00D6: if  0
860E:   NOT @57 
004D: jump_if_false FINALEA_1519
00D6: if  0
8118:   NOT   actor @64 dead
004D: jump_if_false FINALEA_1514
05E2: unknown_action_sequence @64 $PLAYER_ACTOR 

:FINALEA_1514
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false FINALEA_1518
05E2: unknown_action_sequence @65 $PLAYER_ACTOR 

:FINALEA_1518
0006: @152 =  3  ;; integer values

:FINALEA_1519
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false FINALEA_1537
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_1537
00D6: if  21
051A:   unknown_actor @75 hit_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_1537
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_1535
05E2: unknown_action_sequence @75 $PLAYER_ACTOR 
0006: @163 =  2  ;; integer values
0002: jump FINALEA_1537

:FINALEA_1535
01C2: remove_references_to_actor @75  ;; Like turning an actor into a random pedestrian
0006: @163 =  2  ;; integer values

:FINALEA_1537
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false FINALEA_1555
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false FINALEA_1555
00D6: if  21
051A:   unknown_actor @76 hit_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_1555
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false FINALEA_1553
05E2: unknown_action_sequence @76 $PLAYER_ACTOR 
0006: @164 =  2  ;; integer values
0002: jump FINALEA_1555

:FINALEA_1553
01C2: remove_references_to_actor @76  ;; Like turning an actor into a random pedestrian
0006: @164 =  2  ;; integer values

:FINALEA_1555
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false FINALEA_1573
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false FINALEA_1573
00D6: if  21
051A:   unknown_actor @77 hit_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_1573
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false FINALEA_1571
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 
0006: @165 =  2  ;; integer values
0002: jump FINALEA_1573

:FINALEA_1571
01C2: remove_references_to_actor @77  ;; Like turning an actor into a random pedestrian
0006: @165 =  2  ;; integer values

:FINALEA_1573
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false FINALEA_1582
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false FINALEA_1582
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_1582
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false FINALEA_1591
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false FINALEA_1591
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_1591
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false FINALEA_1600
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false FINALEA_1600
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_1600
00D6: if  21
0039:   @163 ==  1  ;; integer values
0039:   @163 ==  2  ;; integer values
004D: jump_if_false FINALEA_1610
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false FINALEA_1610
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_1610
00D6: if  21
0039:   @164 ==  1  ;; integer values
0039:   @164 ==  2  ;; integer values
004D: jump_if_false FINALEA_1620
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false FINALEA_1620
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_1620
00D6: if  21
0039:   @165 ==  1  ;; integer values
0039:   @165 ==  2  ;; integer values
004D: jump_if_false FINALEA_1630
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false FINALEA_1630
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_1630
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false FINALEA_1639
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false FINALEA_1639
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_1639
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false FINALEA_1648
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false FINALEA_1648
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_1648
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false FINALEA_1657
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false FINALEA_1657
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_1657
00D6: if  0
0039:   @170 ==  1  ;; integer values
004D: jump_if_false FINALEA_1666
00D6: if  0
0118:   actor @82 dead
004D: jump_if_false FINALEA_1666
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_1666
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false FINALEA_1675
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false FINALEA_1675
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_1675
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false FINALEA_1684
00D6: if  0
0118:   actor @64 dead
004D: jump_if_false FINALEA_1684
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_1684
00D6: if  0
0039:   @179 ==  0  ;; integer values
004D: jump_if_false FINALEA_1693
00D6: if  0
0118:   actor @65 dead
004D: jump_if_false FINALEA_1693
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_1693
00D6: if  0
0019:   @180 >  8  ;; integer values
004D: jump_if_false FINALEA_1806
00D6: if  0
0039:   @156 ==  8  ;; integer values
004D: jump_if_false FINALEA_1806
00D6: if  0
0039:   @181 ==  0  ;; integer values
004D: jump_if_false FINALEA_1806
00D6: if  0
03CA:   object @100 exists
004D: jump_if_false FINALEA_1806
00D6: if  0
0039:   @182 ==  0  ;; integer values
004D: jump_if_false FINALEA_1752
009A: @85 = create_actor  24  103 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: unknown_action_sequence @85 "ROADCROSS" "PED"  4.0  0  0  0  1 -1 
0860: link_actor @85 to_interior  2 
02E2: set_actor @85 weapon_accuracy_to  80
0223: set_actor @85 health_to  150
08AF: @85  150 
0006: @173 =  0  ;; integer values
009A: @86 = create_actor  24  102 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: @86  200 
0006: @174 =  0  ;; integer values
009A: @87 = create_actor  24  108 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: @87  200 
0006: @175 =  0  ;; integer values
009A: @88 = create_actor  24  103 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: @88  200 
0006: @176 =  0  ;; integer values
009A: @84 = create_actor  24  103 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: @84  200 
0006: @172 =  0  ;; integer values
0006: @182 =  1  ;; integer values
097B: @100  1035 

:FINALEA_1752
00D6: if  0
034E: unknown_move_object @100 to  2565.814 -1303.566  1035.362 unknown_angle  0.0  0.0  .15  0
004D: jump_if_false FINALEA_1806
097B: @100  1036 
0006: @156 =  9  ;; integer values
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false FINALEA_1769
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false FINALEA_1769
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_3946
0006: @173 =  1  ;; integer values

:FINALEA_1769
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false FINALEA_1778
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false FINALEA_1778
0085: @109 = @86  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @174 =  1  ;; integer values

:FINALEA_1778
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false FINALEA_1787
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false FINALEA_1787
0085: @109 = @84  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @172 =  1  ;; integer values

:FINALEA_1787
00D6: if  0
0039:   @175 ==  0  ;; integer values
004D: jump_if_false FINALEA_1796
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false FINALEA_1796
0085: @109 = @87  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @175 =  1  ;; integer values

:FINALEA_1796
00D6: if  0
0039:   @176 ==  0  ;; integer values
004D: jump_if_false FINALEA_1805
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false FINALEA_1805
0085: @109 = @88  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @176 =  1  ;; integer values

:FINALEA_1805
0006: @181 =  1  ;; integer values

:FINALEA_1806
00D6: if  0
0039:   @156 ==  9  ;; integer values
004D: jump_if_false FINALEA_1828
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2566.14 -1307.43  1027.0  2580.06 -1279.36  1034.16
004D: jump_if_false FINALEA_1828
00D6: if  0
0039:   @172 ==  1  ;; integer values
004D: jump_if_false FINALEA_1827
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false FINALEA_1827
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_3968
0006: @172 =  2  ;; integer values

:FINALEA_1827
0006: @156 =  10  ;; integer values

:FINALEA_1828
00D6: if  0
0039:   @156 ==  10  ;; integer values
004D: jump_if_false FINALEA_1880
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2577.98 -1307.44  1034.5  2583.49 -1298.94  1039.3
004D: jump_if_false FINALEA_1880
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  285
0249: release_model  601
0249: release_model  355
0249: release_model  353
0249: release_model  102
0249: release_model  103
0249: release_model  108
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
0001: wait  1000 ms
05D3: unknown_action_sequence $PLAYER_ACTOR  2580.091 -1305.649  1036.773  4  4000 
0006: @156 =  11  ;; integer values

:FINALEA_1880
00D6: if  0
0039:   @156 ==  11  ;; integer values
004D: jump_if_false FINALEA_2064
00D6: if  0
00F0:   actor $PLAYER_ACTOR stopped  0 ()near_point_on_foot  2580.091 -1305.649 radius  3.0  3.0
004D: jump_if_false FINALEA_2064
018A: @130 = create_checkpoint_at  2521.52 -1301.89  1047.37
08DC: @130  2540.83 -1304.05  1.0 
0247: request_model  144
0247: request_model  146
0247: request_model  173
0247: request_model  356
0247: request_model  346
0247: request_model #BARREL4
038B: load_requested_models

:FINALEA_1895
00D6: if  23
8248:   NOT   model  144 available
8248:   NOT   model  146 available
8248:   NOT   model  173 available
8248:   NOT   model  356 available
004D: jump_if_false FINALEA_1903
0001: wait  0 ms
0002: jump FINALEA_1895

:FINALEA_1903
00D6: if  21
8248:   NOT   model  346 available
8248:   NOT   model #BARREL4 available
004D: jump_if_false FINALEA_1909
0001: wait  0 ms
0002: jump FINALEA_1903

:FINALEA_1909
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: @96  1 
035D: toggle_object @96 targetable  1 
0107: @97 = create_object #BARREL4 at  2540.467 -1306.681  1047.297
0875: @97  1 
035D: toggle_object @97 targetable  1 
0107: @98 = create_object #BARREL4 at  2545.491 -1296.284  1043.13
0875: @98  1 
035D: toggle_object @98 targetable  1 
0107: @99 = create_object #BARREL4 at  2538.171 -1289.806  1043.133
0875: @99  1 
035D: toggle_object @99 targetable  1 
009A: @71 = create_actor  24  173 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: @71  150 
0006: @159 =  0  ;; integer values
009A: @72 = create_actor  24  173 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: @72  2 
077A: @72  4  0 
0860: link_actor @72 to_interior  2 
060F: @72  10.0 
02E2: set_actor @72 weapon_accuracy_to  60
0006: @160 =  0  ;; integer values
009A: @73 = create_actor  24  146 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: @73  200 
0006: @161 =  0  ;; integer values
009A: @74 = create_actor  24  144 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: @74  200 
07DD: @74  70 
0006: @162 =  0  ;; integer values
009A: @75 = create_actor  24  146 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: @75  200 
0006: @163 =  0  ;; integer values
009A: @76 = create_actor  24  144 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: @76  200 
07DD: @76  60 
0006: @164 =  0  ;; integer values
0001: wait  250 ms
009A: @77 = create_actor  24  146 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: @77  2 
0860: link_actor @77 to_interior  2 
0223: set_actor @77 health_to  200
08AF: @77  200 
07DD: @77  80 
0006: @165 =  0  ;; integer values
009A: @79 = create_actor  24  146 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: @79  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: @79  200 
02E2: set_actor @79 weapon_accuracy_to  80
0006: @167 =  0  ;; integer values
009A: @80 = create_actor  24  144 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: @80  200 
0006: @168 =  0  ;; integer values
009A: @81 = create_actor  24  146 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: @81  200 
02E2: set_actor @81 weapon_accuracy_to  70
0006: @169 =  0  ;; integer values
009A: @83 = create_actor  24  144 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: @83  200 
07DD: @83  80 
0006: @171 =  0  ;; integer values
0001: wait  250 ms
009A: @84 = create_actor  24  144 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: @84  200 
02E2: set_actor @84 weapon_accuracy_to  50
0006: @172 =  0  ;; integer values
009A: @85 = create_actor  24  144 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: @85  2 
0860: link_actor @85 to_interior  2 
0223: set_actor @85 health_to  200
08AF: @85  200 
0006: @173 =  0  ;; integer values
009A: @86 = create_actor  24  144 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: @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 (unfrozen)
02A3: toggle_widescreen  0 (off)
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
0006: @147 =  3  ;; integer values
0006: @157 =  1  ;; integer values
0006: @156 =  12  ;; integer values

:FINALEA_2064
00D6: if  0
0039:   @147 ==  3  ;; integer values
004D: jump_if_false FINALEA_2683
00D6: if  0
0039:   @157 ==  1  ;; integer values
004D: jump_if_false FINALEA_2083
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2576.3 -1299.12  1039.71  2584.46 -1281.22  1046.6
004D: jump_if_false FINALEA_2083
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false FINALEA_2082
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false FINALEA_2082
0085: @109 = @71  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @159 =  1  ;; integer values

:FINALEA_2082
0006: @157 =  2  ;; integer values

:FINALEA_2083
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false FINALEA_2095
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false FINALEA_2095
00D6: if  21
0364: @72 $PLAYER_ACTOR 
051A:   unknown_actor @72 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEA_2095
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 
0006: @160 =  1  ;; integer values

:FINALEA_2095
00D6: if  0
0039:   @157 ==  2  ;; integer values
004D: jump_if_false FINALEA_2233
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2571.502 -1311.993  1041.858  2560.806 -1276.365  1046.727
004D: jump_if_false FINALEA_2233
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false FINALEA_2107
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_2107
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false FINALEA_2121
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false FINALEA_2121
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_3995
0006: @161 =  1  ;; integer values

:FINALEA_2121
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false FINALEA_2135
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_2135
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_3995
0006: @162 =  1  ;; integer values

:FINALEA_2135
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false FINALEA_2149
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_2149
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_4008
0006: @163 =  1  ;; integer values

:FINALEA_2149
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false FINALEA_2163
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false FINALEA_2163
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_4008
0006: @164 =  1  ;; integer values

:FINALEA_2163
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false FINALEA_2171
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false FINALEA_2171
05E2: unknown_action_sequence @77 $PLAYER_ACTOR 
0006: @165 =  1  ;; integer values

:FINALEA_2171
00D6: if  0
0039:   @167 ==  0  ;; integer values
004D: jump_if_false FINALEA_2179
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false FINALEA_2179
05E2: unknown_action_sequence @79 $PLAYER_ACTOR 
0006: @167 =  1  ;; integer values

:FINALEA_2179
00D6: if  0
0039:   @168 ==  0  ;; integer values
004D: jump_if_false FINALEA_2188
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false FINALEA_2188
0085: @109 = @80  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @168 =  1  ;; integer values

:FINALEA_2188
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false FINALEA_2197
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false FINALEA_2197
0085: @109 = @81  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @168 =  1  ;; integer values

:FINALEA_2197
00D6: if  0
0039:   @171 ==  0  ;; integer values
004D: jump_if_false FINALEA_2205
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false FINALEA_2205
05E2: unknown_action_sequence @83 $PLAYER_ACTOR 
0006: @171 =  1  ;; integer values

:FINALEA_2205
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false FINALEA_2214
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false FINALEA_2214
0085: @109 = @84  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @172 =  1  ;; integer values

:FINALEA_2214
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false FINALEA_2223
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false FINALEA_2223
0085: @109 = @85  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @173 =  1  ;; integer values

:FINALEA_2223
00D6: if  0
0039:   @174 ==  0  ;; integer values
004D: jump_if_false FINALEA_2232
00D6: if  0
8118:   NOT   actor @86 dead
004D: jump_if_false FINALEA_2232
0085: @109 = @86  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @174 =  1  ;; integer values

:FINALEA_2232
0006: @157 =  3  ;; integer values

:FINALEA_2233
00D6: if  0
0039:   @157 ==  3  ;; integer values
004D: jump_if_false FINALEA_2560
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false FINALEA_2254
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false FINALEA_2254
00D6: if  0
051A:   unknown_actor @73 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEA_2254
00D6: if  21
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_2252
05E2: unknown_action_sequence @73 $PLAYER_ACTOR 
0006: @161 =  2  ;; integer values
0002: jump FINALEA_2254

:FINALEA_2252
01C2: remove_references_to_actor @73  ;; Like turning an actor into a random pedestrian
0006: @161 =  2  ;; integer values

:FINALEA_2254
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false FINALEA_2272
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_2272
00D6: if  21
051A:   unknown_actor @74 hit_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_2272
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_2270
05E2: unknown_action_sequence @74 $PLAYER_ACTOR 
0006: @162 =  2  ;; integer values
0002: jump FINALEA_2272

:FINALEA_2270
01C2: remove_references_to_actor @74  ;; Like turning an actor into a random pedestrian
0006: @162 =  2  ;; integer values

:FINALEA_2272
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false FINALEA_2290
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_2290
00D6: if  21
051A:   unknown_actor @75 hit_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_2290
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_2288
05E2: unknown_action_sequence @75 $PLAYER_ACTOR 
0006: @163 =  2  ;; integer values
0002: jump FINALEA_2290

:FINALEA_2288
01C2: remove_references_to_actor @75  ;; Like turning an actor into a random pedestrian
0006: @163 =  2  ;; integer values

:FINALEA_2290
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false FINALEA_2307
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false FINALEA_2307
00D6: if  21
051A:   unknown_actor @76 hit_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_2307
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false FINALEA_2306
05E2: unknown_action_sequence @76 $PLAYER_ACTOR 
0006: @164 =  2  ;; integer values
0002: jump FINALEA_2307

:FINALEA_2306
0006: @164 =  2  ;; integer values

:FINALEA_2307
00D6: if  21
0039:   @161 ==  1  ;; integer values
0039:   @161 ==  2  ;; integer values
004D: jump_if_false FINALEA_2317
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false FINALEA_2317
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_2317
00D6: if  21
0039:   @162 ==  1  ;; integer values
0039:   @162 ==  2  ;; integer values
004D: jump_if_false FINALEA_2327
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false FINALEA_2327
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_2327
00D6: if  21
0039:   @163 ==  1  ;; integer values
0039:   @163 ==  2  ;; integer values
004D: jump_if_false FINALEA_2337
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false FINALEA_2337
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_2337
00D6: if  21
0039:   @164 ==  1  ;; integer values
0039:   @164 ==  2  ;; integer values
004D: jump_if_false FINALEA_2347
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false FINALEA_2347
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_2347
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false FINALEA_2356
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false FINALEA_2356
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_2356
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false FINALEA_2365
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false FINALEA_2365
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_2365
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false FINALEA_2374
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false FINALEA_2374
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_2374
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false FINALEA_2383
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false FINALEA_2383
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_2383
00D6: if  0
0039:   @172 ==  1  ;; integer values
004D: jump_if_false FINALEA_2392
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false FINALEA_2392
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_2392
00D6: if  0
0039:   @173 ==  1  ;; integer values
004D: jump_if_false FINALEA_2401
00D6: if  0
0118:   actor @85 dead
004D: jump_if_false FINALEA_2401
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_2401
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false FINALEA_2410
00D6: if  0
0118:   actor @86 dead
004D: jump_if_false FINALEA_2410
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_2410
00D6: if  0
0039:   @184 ==  0  ;; integer values
004D: jump_if_false FINALEA_2449
00D6: if  0
0019:   @183 >  5  ;; integer values
004D: jump_if_false FINALEA_2449
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2551.12 -1276.34  1046.55  2543.07 -1287.63  1050.46
004D: jump_if_false FINALEA_2449
009A: @87 = create_actor  24  173 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: @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_3968
0006: @175 =  1  ;; integer values
009A: @88 = create_actor  24  173 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: @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_3946
0006: @176 =  1  ;; integer values
0006: @184 =  1  ;; integer values

:FINALEA_2449
00D6: if  0
0039:   @185 ==  0  ;; integer values
004D: jump_if_false FINALEA_2483
00D6: if  0
0019:   @183 >  8  ;; integer values
004D: jump_if_false FINALEA_2483
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2566.09 -1301.26  1046.91  2554.56 -1309.06  1050.0
004D: jump_if_false FINALEA_2483
009A: @89 = create_actor  24  173 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: @89  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_3946
0006: @177 =  1  ;; integer values
009A: @90 = create_actor  24  173 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: @90  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_3946
0006: @178 =  1  ;; integer values
0006: @185 =  1  ;; integer values

:FINALEA_2483
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false FINALEA_2492
00D6: if  0
0118:   actor @87 dead
004D: jump_if_false FINALEA_2492
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_2492
00D6: if  0
0039:   @176 ==  1  ;; integer values
004D: jump_if_false FINALEA_2501
00D6: if  0
0118:   actor @88 dead
004D: jump_if_false FINALEA_2501
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_2501
00D6: if  0
0039:   @177 ==  1  ;; integer values
004D: jump_if_false FINALEA_2510
00D6: if  0
0118:   actor @89 dead
004D: jump_if_false FINALEA_2510
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_2510
00D6: if  0
0039:   @178 ==  1  ;; integer values
004D: jump_if_false FINALEA_2519
00D6: if  0
0118:   actor @90 dead
004D: jump_if_false FINALEA_2519
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_2519
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2522.35 -1309.65  1045.6  2513.5 -1295.97  1050.32
004D: jump_if_false FINALEA_2560
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  144
0249: release_model  145
0249: release_model  146
0249: release_model  173
0249: release_model  356
0249: release_model  346
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
0001: wait  1000 ms
05D3: unknown_action_sequence $PLAYER_ACTOR  2520.025 -1301.845  1047.289  4  5000 
0006: @157 =  4  ;; integer values

:FINALEA_2560
00D6: if  0
0039:   @157 ==  4  ;; integer values
004D: jump_if_false FINALEA_2683
00D6: if  0
00F0:   actor $PLAYER_ACTOR stopped  0 ()near_point_on_foot  2520.025 -1301.845 radius  3.0  3.0
004D: jump_if_false FINALEA_2683
0247: request_model  104
0247: request_model  111
0247: request_model  109
0247: request_model  352
0247: request_model  349
0247: request_model  12
04ED: load_animation "STRIP"
0247: request_model  256
038B: load_requested_models

:FINALEA_2575
00D6: if  24
8248:   NOT   model  104 available
8248:   NOT   model  111 available
8248:   NOT   model  109 available
8248:   NOT   model  352 available
8248:   NOT   model  349 available
004D: jump_if_false FINALEA_2584
0001: wait  0 ms
0002: jump FINALEA_2575

:FINALEA_2584
00D6: if  22
8248:   NOT   model  12 available
84EE:   NOT   animation "STRIP" loaded
8248:   NOT   model  256 available
004D: jump_if_false FINALEA_2591
0001: wait  0 ms
0002: jump FINALEA_2584

:FINALEA_2591
0213: @135 = create_pickup #BODYARMOUR type  3 at  2520.4 -1281.287  1054.681
0001: wait  250 ms
009A: @89 = create_actor  24  104 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: @89  2 
0860: link_actor @89 to_interior  2 
0006: @177 =  0  ;; integer values
009A: @71 = create_actor  24  109 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  104 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: @72  2 
0860: link_actor @72 to_interior  2 
02E2: set_actor @72 weapon_accuracy_to  50
0006: @160 =  0  ;; integer values
0677: unknown_action_sequence @72 @71  1  1 
0677: unknown_action_sequence @71 @72  0  1 
009A: @91 = create_actor  24  12 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  111 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: @73  2 
0860: link_actor @73 to_interior  2 
02E2: set_actor @73 weapon_accuracy_to  30
0223: set_actor @73 health_to  200
08AF: @73  200 
0006: @161 =  0  ;; integer values
009A: @74 = create_actor  24  109 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: @74  150 
0006: @162 =  0  ;; integer values
009A: @75 = create_actor  24  104 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: @75  2 
0860: link_actor @75 to_interior  2 
06B0: unknown_action_sequence @75  400000 
02E2: set_actor @75 weapon_accuracy_to  30
0223: set_actor @75 health_to  200
08AF: @75  200 
0006: @163 =  0  ;; integer values
0001: wait  250 ms
009A: @77 = create_actor  24  109 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: @77  2 
0860: link_actor @77 to_interior  2 
0223: set_actor @77 health_to  150
08AF: @77  150 
0006: @165 =  0  ;; integer values
009A: @78 = create_actor  24  111 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: @78  2 
0860: link_actor @78 to_interior  2 
0223: set_actor @78 health_to  200
08AF: @78  200 
0006: @166 =  0  ;; integer values
0164: disable_marker @130
018A: @130 = create_checkpoint_at  2579.0 -1284.0  1054.686
08DC: @130  2540.83 -1304.05  1.0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
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
0006: @147 =  4  ;; integer values
0006: @158 =  1  ;; integer values
0006: @157 =  5  ;; integer values

:FINALEA_2683
00D6: if  0
0039:   @147 ==  4  ;; integer values
004D: jump_if_false FINALEA_3414
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false FINALEA_2702
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2520.23 -1293.09  1051.49 radius  6.0  6.0  5.0
004D: jump_if_false FINALEA_2702
00D6: if  0
0039:   @177 ==  0  ;; integer values
004D: jump_if_false FINALEA_2701
00D6: if  0
8118:   NOT   actor @89 dead
004D: jump_if_false FINALEA_2701
0085: @109 = @89  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @177 =  1  ;; integer values

:FINALEA_2701
0006: @158 =  2  ;; integer values

:FINALEA_2702
00D6: if  0
0039:   @158 ==  2  ;; integer values
004D: jump_if_false FINALEA_2732
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2522.32 -1293.64  1052.5  2532.41 -1273.44  1055.89
004D: jump_if_false FINALEA_2719
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false FINALEA_2717
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false FINALEA_2717
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 
0006: @160 =  1  ;; integer values

:FINALEA_2717
0006: @158 =  3  ;; integer values
0002: jump FINALEA_2732

:FINALEA_2719
00D6: if  21
051A:   unknown_actor @71 hit_by_actor $PLAYER_ACTOR
051A:   unknown_actor @72 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEA_2732
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false FINALEA_2731
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false FINALEA_2731
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 
0006: @160 =  1  ;; integer values

:FINALEA_2731
0006: @158 =  3  ;; integer values

:FINALEA_2732
00D6: if  0
0039:   @158 ==  3  ;; integer values
004D: jump_if_false FINALEA_2747
00D6: if  0
0019:   @32 >  250  ;; integer values
004D: jump_if_false FINALEA_2747
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false FINALEA_2746
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false FINALEA_2746
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 
0006: @159 =  1  ;; integer values

:FINALEA_2746
0006: @158 =  4  ;; integer values

:FINALEA_2747
00D6: if  0
0039:   @158 ==  4  ;; integer values
004D: jump_if_false FINALEA_2809
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2530.68 -1306.62  1052.16  2542.05 -1275.19  1057.08
004D: jump_if_false FINALEA_2809
00D6: if  0
8118:   NOT   actor @91 dead
004D: jump_if_false FINALEA_2761
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_4021

:FINALEA_2761
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false FINALEA_2774
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false FINALEA_2774
04EB: unknown_action_sequence @73 -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_3946
0006: @161 =  1  ;; integer values

:FINALEA_2774
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false FINALEA_2782
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_2782
05E2: unknown_action_sequence @74 $PLAYER_ACTOR 
0006: @162 =  1  ;; integer values

:FINALEA_2782
00D6: if  0
0039:   @163 ==  0  ;; integer values
004D: jump_if_false FINALEA_2790
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_2790
05E2: unknown_action_sequence @75 $PLAYER_ACTOR 
0006: @163 =  1  ;; integer values

:FINALEA_2790
00D6: if  0
0039:   @165 ==  0  ;; integer values
004D: jump_if_false FINALEA_2799
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false FINALEA_2799
0085: @109 = @77  ;; integer values and handles
0050: gosub FINALEA_3953
0006: @165 =  1  ;; integer values

:FINALEA_2799
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false FINALEA_2808
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false FINALEA_2808
0085: @109 = @78  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @166 =  1  ;; integer values

:FINALEA_2808
0006: @158 =  5  ;; integer values

:FINALEA_2809
00D6: if  0
0039:   @158 ==  5  ;; integer values
004D: jump_if_false FINALEA_2880
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2537.78 -1298.62  1055.1 radius  5.0  5.0  5.0
004D: jump_if_false FINALEA_2880
009A: @76 = create_actor  24  111 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: @76  2 
0860: link_actor @76 to_interior  2 
0223: set_actor @76 health_to  150
08AF: @76  150 
04EB: unknown_action_sequence @76 -1 
0006: @164 =  0  ;; integer values
009A: @79 = create_actor  24  104 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: @79  2 
02E2: set_actor @79 weapon_accuracy_to  50
0860: link_actor @79 to_interior  2 
0223: set_actor @79 health_to  150
08AF: @79  150 
0006: @167 =  0  ;; integer values
009A: @81 = create_actor  24  109 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: @81  2 
0860: link_actor @81 to_interior  2 
0223: set_actor @81 health_to  150
08AF: @81  150 
02E2: set_actor @81 weapon_accuracy_to  30
0006: @169 =  0  ;; integer values
009A: @82 = create_actor  24  104 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: @82  150 
0006: @170 =  0  ;; integer values
009A: @88 = create_actor  24  104 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: @88  2 
0860: link_actor @88 to_interior  2 
02A9: set_actor @88 immune_to_nonplayer  1
0223: set_actor @88 health_to  150
08AF: @88  150 
0006: @176 =  0  ;; integer values
009A: @80 = create_actor  24  104 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  111 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: @83  150 
0006: @171 =  0  ;; integer values
0006: @158 =  6  ;; integer values

:FINALEA_2880
00D6: if  0
0039:   @158 ==  6  ;; integer values
004D: jump_if_false FINALEA_2976
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2543.87 -1308.98  1050.78  2553.03 -1276.55  1059.5
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2543.88 -1304.9  1053.81 radius  3.0  3.0  3.0
004D: jump_if_false FINALEA_2976
009B: destroy_actor_instantly @89
009B: destroy_actor_instantly @71
009B: destroy_actor_instantly @72
00D6: if  0
0039:   @164 ==  0  ;; integer values
004D: jump_if_false FINALEA_2903
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false FINALEA_2903
04EB: unknown_action_sequence @76 -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_3946
0006: @164 =  1  ;; integer values

:FINALEA_2903
00D6: if  0
0039:   @167 ==  0  ;; integer values
004D: jump_if_false FINALEA_2912
00D6: if  0
8118:   NOT   actor @79 dead
004D: jump_if_false FINALEA_2912
0085: @109 = @79  ;; integer values and handles
0050: gosub FINALEA_3961
0006: @167 =  1  ;; integer values

:FINALEA_2912
00D6: if  0
0039:   @169 ==  0  ;; integer values
004D: jump_if_false FINALEA_2924
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false FINALEA_2924
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_3946
0006: @169 =  1  ;; integer values

:FINALEA_2924
00D6: if  0
0039:   @170 ==  0  ;; integer values
004D: jump_if_false FINALEA_2939
00D6: if  0
8118:   NOT   actor @82 dead
004D: jump_if_false FINALEA_2939
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_3968
0006: @170 =  1  ;; integer values

:FINALEA_2939
00D6: if  0
0039:   @176 ==  0  ;; integer values
004D: jump_if_false FINALEA_2947
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false FINALEA_2947
05E2: unknown_action_sequence @88 $PLAYER_ACTOR 
0006: @176 =  1  ;; integer values

:FINALEA_2947
00D6: if  0
0039:   @168 ==  0  ;; integer values
004D: jump_if_false FINALEA_2961
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false FINALEA_2961
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_3995
0006: @168 =  1  ;; integer values

:FINALEA_2961
00D6: if  0
0039:   @171 ==  0  ;; integer values
004D: jump_if_false FINALEA_2975
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false FINALEA_2975
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_3995
0006: @171 =  1  ;; integer values

:FINALEA_2975
0006: @158 =  7  ;; integer values

:FINALEA_2976
00D6: if  0
0039:   @158 ==  7  ;; integer values
004D: jump_if_false FINALEA_3033
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2544.0 -1298.31  1051.84  2577.11 -1278.61  1057.06
004D: jump_if_false FINALEA_3033
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  111 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: @84  2 
0860: link_actor @84 to_interior  2 
0223: set_actor @84 health_to  200
08AF: @84  200 
02E2: set_actor @84 weapon_accuracy_to  40
0006: @172 =  0  ;; integer values
00D6: if  0
0039:   @172 ==  0  ;; integer values
004D: jump_if_false FINALEA_3010
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false FINALEA_3010
04EB: unknown_action_sequence @84 -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_3946
0006: @172 =  1  ;; integer values

:FINALEA_3010
009A: @85 = create_actor  24  111 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: @85  2 
0860: link_actor @85 to_interior  2 
02E2: set_actor @85 weapon_accuracy_to  40
0223: set_actor @85 health_to  150
08AF: @85  150 
0006: @173 =  0  ;; integer values
00D6: if  0
0039:   @173 ==  0  ;; integer values
004D: jump_if_false FINALEA_3032
00D6: if  0
8118:   NOT   actor @85 dead
004D: jump_if_false FINALEA_3032
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_3946
0006: @173 =  1  ;; integer values

:FINALEA_3032
0006: @158 =  8  ;; integer values

:FINALEA_3033
00D6: if  0
0039:   @187 ==  0  ;; integer values
004D: jump_if_false FINALEA_3054
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2556.98 -1298.58  1052.0  2569.69 -1035.12  1056.21
004D: jump_if_false FINALEA_3054
0213: @139 = create_pickup #HEALTH type  3 at  2552.298 -1306.06  1054.681
009A: @87 = create_actor  24  111 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: unknown_action_sequence @87 $PLAYER_ACTOR 
009A: @92 = create_actor  24  256 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: unknown_action_sequence @92 "STRIP_E" "STRIP"  8.0  1  1  1  0 -1 
0006: @187 =  1  ;; integer values

:FINALEA_3054
00D6: if  0
0039:   @186 ==  0  ;; integer values
004D: jump_if_false FINALEA_3075
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2558.94 -1290.24  1052.74  2568.72 -1283.56  1057.43
004D: jump_if_false FINALEA_3075
0213: @136 = create_pickup #BODYARMOUR type  3 at  2552.475 -1280.687  1054.686
009A: @86 = create_actor  24  111 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: unknown_action_sequence @86 $PLAYER_ACTOR 
009A: @93 = create_actor  24  256 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: unknown_action_sequence @93 "STRIP_A" "STRIP"  8.0  1  1  1  0 -1 
0006: @186 =  1  ;; integer values

:FINALEA_3075
00D6: if  0
0039:   @168 ==  1  ;; integer values
004D: jump_if_false FINALEA_3093
00D6: if  0
8118:   NOT   actor @80 dead
004D: jump_if_false FINALEA_3093
00D6: if  0
051A:   unknown_actor @80 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEA_3093
00D6: if  21
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_3091
05E2: unknown_action_sequence @80 $PLAYER_ACTOR 
0006: @168 =  2  ;; integer values
0002: jump FINALEA_3093

:FINALEA_3091
01C2: remove_references_to_actor @80  ;; Like turning an actor into a random pedestrian
0006: @168 =  2  ;; integer values

:FINALEA_3093
00D6: if  0
0039:   @171 ==  1  ;; integer values
004D: jump_if_false FINALEA_3111
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false FINALEA_3111
00D6: if  21
051A:   unknown_actor @83 hit_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_3111
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false FINALEA_3109
05E2: unknown_action_sequence @83 $PLAYER_ACTOR 
0006: @171 =  2  ;; integer values
0002: jump FINALEA_3111

:FINALEA_3109
01C2: remove_references_to_actor @83  ;; Like turning an actor into a random pedestrian
0006: @171 =  2  ;; integer values

:FINALEA_3111
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false FINALEA_3120
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false FINALEA_3120
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_3120
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false FINALEA_3129
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false FINALEA_3129
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_3129
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false FINALEA_3138
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false FINALEA_3138
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_3138
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false FINALEA_3147
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false FINALEA_3147
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_3147
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false FINALEA_3156
00D6: if  0
0118:   actor @76 dead
004D: jump_if_false FINALEA_3156
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_3156
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false FINALEA_3165
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false FINALEA_3165
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_3165
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false FINALEA_3174
00D6: if  0
0118:   actor @78 dead
004D: jump_if_false FINALEA_3174
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_3174
00D6: if  21
0039:   @168 ==  1  ;; integer values
0039:   @168 ==  2  ;; integer values
004D: jump_if_false FINALEA_3184
00D6: if  0
0118:   actor @80 dead
004D: jump_if_false FINALEA_3184
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_3184
00D6: if  0
0039:   @169 ==  1  ;; integer values
004D: jump_if_false FINALEA_3193
00D6: if  0
0118:   actor @81 dead
004D: jump_if_false FINALEA_3193
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_3193
00D6: if  0
0039:   @170 ==  1  ;; integer values
004D: jump_if_false FINALEA_3202
00D6: if  0
0118:   actor @82 dead
004D: jump_if_false FINALEA_3202
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_3202
00D6: if  21
0039:   @171 ==  1  ;; integer values
0039:   @171 ==  2  ;; integer values
004D: jump_if_false FINALEA_3212
00D6: if  0
0118:   actor @83 dead
004D: jump_if_false FINALEA_3212
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_3212
00D6: if  0
0039:   @172 ==  1  ;; integer values
004D: jump_if_false FINALEA_3221
00D6: if  0
0118:   actor @84 dead
004D: jump_if_false FINALEA_3221
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_3221
00D6: if  0
0039:   @173 ==  1  ;; integer values
004D: jump_if_false FINALEA_3230
00D6: if  0
0118:   actor @85 dead
004D: jump_if_false FINALEA_3230
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_3230
00D6: if  0
0039:   @174 ==  1  ;; integer values
004D: jump_if_false FINALEA_3239
00D6: if  0
0118:   actor @86 dead
004D: jump_if_false FINALEA_3239
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_3239
00D6: if  0
0039:   @175 ==  1  ;; integer values
004D: jump_if_false FINALEA_3248
00D6: if  0
0118:   actor @87 dead
004D: jump_if_false FINALEA_3248
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_3248
00D6: if  0
0039:   @176 ==  1  ;; integer values
004D: jump_if_false FINALEA_3257
00D6: if  0
0118:   actor @88 dead
004D: jump_if_false FINALEA_3257
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_3257
00D6: if  0
0039:   @177 ==  1  ;; integer values
004D: jump_if_false FINALEA_3266
00D6: if  0
0118:   actor @89 dead
004D: jump_if_false FINALEA_3266
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_3266
00D6: if  0
0039:   @158 ==  8  ;; integer values
004D: jump_if_false FINALEA_3278
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2577.43 -1281.21  1050.83  2584.7 -1291.47  1055.35
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2579.82 -1284.91  1054.12 radius  3.0  3.0  3.0
004D: jump_if_false FINALEA_3278
00BC: text_highpriority 'RM4_24'  5000 ms  1
0164: disable_marker @130
018A: @130 = create_checkpoint_at  2550.74 -1285.02  1060.62
08DC: @130  2540.83 -1304.05  1.0 
0006: @158 =  9  ;; integer values

:FINALEA_3278
00D6: if  0
0039:   @158 ==  9  ;; integer values
004D: jump_if_false FINALEA_3414
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2577.46 -1306.59  1058.27  2571.97 -1275.1  1063.08
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2575.4 -1300.35  1061.016 radius  3.0  3.0  3.0
004D: jump_if_false FINALEA_3414
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 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:FINALEA_3311
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_3316
0001: wait  0 ms
0002: jump FINALEA_3311

:FINALEA_3316
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'RIOT_4C'

:FINALEA_3318
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FINALEA_3323
0001: wait  0 ms
0002: jump FINALEA_3318

:FINALEA_3323
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:FINALEA_3325
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FINALEA_3330
0001: wait  0 ms
0002: jump FINALEA_3325

:FINALEA_3330
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:FINALEA_3333
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_3338
0001: wait  0 ms
0002: jump FINALEA_3333

:FINALEA_3338
0249: release_model  104
0249: release_model  111
0249: release_model  349
0249: release_model  12
04EF: release_animation "STRIP"
04EF: release_animation "SWAT"
0249: release_model  256
0247: request_model  109
0247: request_model  102
0247: request_model  173
0247: request_model  355
0247: request_model  369
023C: load_special_actor  2 'SMOKEV'
038B: load_requested_models

:FINALEA_3352
00D6: if  0
823D:   NOT   special_actor  2 loaded
004D: jump_if_false FINALEA_3357
0001: wait  0 ms
0002: jump FINALEA_3352

:FINALEA_3357
00D6: if  24
8248:   NOT   model  109 available
8248:   NOT   model  102 available
8248:   NOT   model  173 available
8248:   NOT   model  355 available
8248:   NOT   model  369 available
004D: jump_if_false FINALEA_3366
0001: wait  0 ms
0002: jump FINALEA_3357

:FINALEA_3366
009A: $130 = create_actor  23  291 at  2549.918 -1284.457  1060.016
0173: set_actor $130 z_angle_to  250.566
060B: unknown_actor_use_entity $130 @47 
01B2: give_actor $130 weapon  30 ammo  999999  ;; Load the weapon model before using this
02E2: set_actor $130 weapon_accuracy_to  70
093B: $130  1 
0223: set_actor $130 health_to  10000
08AF: $130  2000 
0446: (unknown) $130  0 
02A9: set_actor $130 immune_to_nonplayer  1
0187: @131 = create_marker_above_actor $130
08AD: $130  2540.83 -1304.05  1.0 
0648: $130  2.0 
0860: link_actor $130 to_interior  2 
03C4: set_status_text_to $8000  1 (bar) 'RM4_39'
0946: $130  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  369  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  356  2 ammo  60 at  2549.632 -1294.612  1061.024
032B: @141 = create_weapon_pickup  349  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 (back)  500 ms

:FINALEA_3402
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_3407
0001: wait  0 ms
0002: jump FINALEA_3402

:FINALEA_3407
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @193 =  0  ;; integer values
0006: @194 =  0  ;; integer values
0006: @195 =  1  ;; integer values
03E5: text_box 'RM4_28'
0006: @158 =  10  ;; integer values
0006: @147 =  5  ;; integer values

:FINALEA_3414
00D6: if  0
0039:   @147 ==  5  ;; integer values
004D: jump_if_false FINALEA_3918
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false FINALEA_3879
00D6: if  0
0039:   @188 ==  0  ;; integer values
004D: jump_if_false FINALEA_3455
05E2: unknown_action_sequence $130 $PLAYER_ACTOR 
0006: @145 =  0  ;; integer values
009A: @75 = create_actor  24  173 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: @75  2 
04EB: unknown_action_sequence @75 -1 
0223: set_actor @75 health_to  200
08AF: @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_3946
0006: @163 =  1  ;; integer values
009A: @74 = create_actor  24  102 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: @74  2 
0223: set_actor @74 health_to  200
08AF: @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_3946
0006: @162 =  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @188 =  1  ;; integer values

:FINALEA_3455
00D6: if  0
0039:   @188 ==  1  ;; integer values
004D: jump_if_false FINALEA_3515
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false FINALEA_3515
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false FINALEA_3477
00D6: if  0
80C2:   NOT   sphere_onscreen  2551.2 -1291.727  1060.02  5.0
004D: jump_if_false FINALEA_3477
009A: @71 = create_actor  24  102 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: @71  2 
05E2: unknown_action_sequence @71 $PLAYER_ACTOR 
02E2: set_actor @71 weapon_accuracy_to  30
0223: set_actor @71 health_to  200
08AF: @71  200 
0006: @159 =  1  ;; integer values

:FINALEA_3477
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false FINALEA_3492
00D6: if  0
80C2:   NOT   sphere_onscreen  2579.04 -1284.275  1064.4  5.0
004D: jump_if_false FINALEA_3492
009A: @72 = create_actor  24  109 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: @72  2 
05E2: unknown_action_sequence @72 $PLAYER_ACTOR 
0223: set_actor @72 health_to  150
08AF: @72  150 
0006: @160 =  1  ;; integer values

:FINALEA_3492
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false FINALEA_3508
00D6: if  0
80C2:   NOT   sphere_onscreen  2576.94 -1300.388  1060.016  1.0
004D: jump_if_false FINALEA_3508
009A: @73 = create_actor  24  173 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: @73  2 
05E2: unknown_action_sequence @73 $PLAYER_ACTOR 
02E2: set_actor @73 weapon_accuracy_to  30
0223: set_actor @73 health_to  200
08AF: @73  200 
0006: @161 =  1  ;; integer values

:FINALEA_3508
00D6: if  22
0039:   @159 ==  1  ;; integer values
0039:   @160 ==  1  ;; integer values
0039:   @161 ==  1  ;; integer values
004D: jump_if_false FINALEA_3515
0006: @33 =  0  ;; integer values
0006: @188 =  2  ;; integer values

:FINALEA_3515
00D6: if  0
0039:   @188 ==  2  ;; integer values
004D: jump_if_false FINALEA_3561
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false FINALEA_3527
00D6: if  0
0118:   actor @71 dead
004D: jump_if_false FINALEA_3527
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_3527
00D6: if  0
0039:   @160 ==  1  ;; integer values
004D: jump_if_false FINALEA_3536
00D6: if  0
0118:   actor @72 dead
004D: jump_if_false FINALEA_3536
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_3536
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false FINALEA_3545
00D6: if  0
0118:   actor @73 dead
004D: jump_if_false FINALEA_3545
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_3545
00D6: if  0
0039:   @162 ==  1  ;; integer values
004D: jump_if_false FINALEA_3553
00D6: if  0
0118:   actor @74 dead
004D: jump_if_false FINALEA_3553
01C2: remove_references_to_actor @74  ;; Like turning an actor into a random pedestrian
0006: @162 =  0  ;; integer values

:FINALEA_3553
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false FINALEA_3561
00D6: if  0
0118:   actor @75 dead
004D: jump_if_false FINALEA_3561
01C2: remove_references_to_actor @75  ;; Like turning an actor into a random pedestrian
0006: @163 =  0  ;; integer values

:FINALEA_3561
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false FINALEA_3569
062E: $130  1506 @144 
00D6: if  0
04A4: @144  7 
004D: jump_if_false FINALEA_3569
0006: @145 =  1  ;; integer values

:FINALEA_3569
00D6: if  0
0039:   @189 ==  0  ;; integer values
004D: jump_if_false FINALEA_3581
00D6: if  0
0039:   @190 ==  0  ;; integer values
004D: jump_if_false FINALEA_3581
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false FINALEA_3581
0006: @32 =  10000  ;; integer values
0006: @190 =  1  ;; integer values
0006: @189 =  1  ;; integer values

:FINALEA_3581
00D6: if  0
0039:   @189 ==  1  ;; integer values
004D: jump_if_false FINALEA_3603
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false FINALEA_3603
00D6: if  0
0019:   @32 >  5999  ;; integer values
004D: jump_if_false FINALEA_3598
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2564.242 -1282.221  1064.41 radius  3.5  3.5  3.0
004D: jump_if_false FINALEA_3596
05F5: unknown_action_sequence $130  2564.242 -1282.221  1064.41  6  20000 
0006: @190 =  2  ;; integer values
0002: jump FINALEA_3597

:FINALEA_3596
0006: @189 =  3  ;; integer values

:FINALEA_3597
0002: jump FINALEA_3603

:FINALEA_3598
00D6: if  0
0104:   actor $130 near_actor $PLAYER_ACTOR radius  3.0  3.0  1.5 sphere  0
004D: jump_if_false FINALEA_3603
0006: @189 =  2  ;; integer values
0006: @32 =  10000  ;; integer values

:FINALEA_3603
00D6: if  0
0039:   @189 ==  1  ;; integer values
004D: jump_if_false FINALEA_3617
00D6: if  0
00FE:   actor $130  0 ()near_point  2564.242 -1282.221  1064.41 radius  3.5  3.5  3.0
004D: jump_if_false FINALEA_3617
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false FINALEA_3614
05E2: unknown_action_sequence $130 $PLAYER_ACTOR 
0006: @145 =  0  ;; integer values

:FINALEA_3614
0006: @32 =  0  ;; integer values
0006: @190 =  1  ;; integer values
0006: @189 =  2  ;; integer values

:FINALEA_3617
00D6: if  0
0039:   @189 ==  2  ;; integer values
004D: jump_if_false FINALEA_3639
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false FINALEA_3639
00D6: if  0
0019:   @32 >  4999  ;; integer values
004D: jump_if_false FINALEA_3634
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2575.35 -1295.873  1061.85 radius  5.5  5.5  3.5
004D: jump_if_false FINALEA_3632
05F5: unknown_action_sequence $130  2575.35 -1295.873  1061.85  6  20000 
0006: @190 =  2  ;; integer values
0002: jump FINALEA_3633

:FINALEA_3632
0006: @189 =  4  ;; integer values

:FINALEA_3633
0002: jump FINALEA_3639

:FINALEA_3634
00D6: if  0
0104:   actor $130 near_actor $PLAYER_ACTOR radius  3.0  3.0  1.5 sphere  0
004D: jump_if_false FINALEA_3639
0006: @189 =  4  ;; integer values
0006: @32 =  10000  ;; integer values

:FINALEA_3639
00D6: if  0
0039:   @189 ==  2  ;; integer values
004D: jump_if_false FINALEA_3653
00D6: if  0
00FE:   actor $130  0 ()near_point  2575.35 -1295.873  1061.85 radius  3.5  3.5  3.0
004D: jump_if_false FINALEA_3653
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false FINALEA_3650
05E2: unknown_action_sequence $130 $PLAYER_ACTOR 
0006: @145 =  0  ;; integer values

:FINALEA_3650
0006: @32 =  0  ;; integer values
0006: @190 =  1  ;; integer values
0006: @189 =  3  ;; integer values

:FINALEA_3653
00D6: if  0
0039:   @189 ==  3  ;; integer values
004D: jump_if_false FINALEA_3675
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false FINALEA_3675
00D6: if  0
0019:   @32 >  4999  ;; integer values
004D: jump_if_false FINALEA_3670
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2558.181 -1303.748  1061.024 radius  6.0  6.0  3.5
004D: jump_if_false FINALEA_3668
05F5: unknown_action_sequence $130  2558.181 -1303.748  1061.024  6  200000 
0006: @190 =  2  ;; integer values
0002: jump FINALEA_3669

:FINALEA_3668
0006: @189 =  1  ;; integer values

:FINALEA_3669
0002: jump FINALEA_3675

:FINALEA_3670
00D6: if  0
0104:   actor $130 near_actor $PLAYER_ACTOR radius  3.0  3.0  1.5 sphere  0
004D: jump_if_false FINALEA_3675
0006: @189 =  1  ;; integer values
0006: @32 =  10000  ;; integer values

:FINALEA_3675
00D6: if  0
0039:   @189 ==  3  ;; integer values
004D: jump_if_false FINALEA_3689
00D6: if  0
00FE:   actor $130  0 ()near_point  2558.181 -1303.748  1061.024 radius  3.5  3.5  3.0
004D: jump_if_false FINALEA_3689
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false FINALEA_3686
05E2: unknown_action_sequence $130 $PLAYER_ACTOR 
0006: @145 =  0  ;; integer values

:FINALEA_3686
0006: @32 =  0  ;; integer values
0006: @190 =  1  ;; integer values
0006: @189 =  4  ;; integer values

:FINALEA_3689
00D6: if  0
0039:   @189 ==  4  ;; integer values
004D: jump_if_false FINALEA_3711
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false FINALEA_3711
00D6: if  0
0019:   @32 >  5999  ;; integer values
004D: jump_if_false FINALEA_3706
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2553.233 -1282.609  1061.024 radius  4.0  4.0  3.5
004D: jump_if_false FINALEA_3704
05F5: unknown_action_sequence $130  2553.233 -1282.609  1061.024  6  20000 
0006: @190 =  2  ;; integer values
0002: jump FINALEA_3705

:FINALEA_3704
0006: @189 =  2  ;; integer values

:FINALEA_3705
0002: jump FINALEA_3711

:FINALEA_3706
00D6: if  0
0104:   actor $130 near_actor $PLAYER_ACTOR radius  3.0  3.0  1.5 sphere  0
004D: jump_if_false FINALEA_3711
0006: @189 =  2  ;; integer values
0006: @32 =  10000  ;; integer values

:FINALEA_3711
00D6: if  0
0039:   @189 ==  4  ;; integer values
004D: jump_if_false FINALEA_3725
00D6: if  0
00FE:   actor $130  0 ()near_point  2553.233 -1282.609  1061.024 radius  4.0  4.0  3.0
004D: jump_if_false FINALEA_3725
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false FINALEA_3722
05E2: unknown_action_sequence $130 $PLAYER_ACTOR 
0006: @145 =  0  ;; integer values

:FINALEA_3722
0006: @32 =  0  ;; integer values
0006: @190 =  1  ;; integer values
0006: @189 =  1  ;; integer values

:FINALEA_3725
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false FINALEA_3744
0226: $8000 = actor $130 health
000C: $8000 -=  8000  ;; integer values
0014: $8000 /=  20  ;; integer values
00D6: if  0
002A:    0 >= $8000  ;; integer values
004D: jump_if_false FINALEA_3735
0004: $8000 =  0  ;; integer values

:FINALEA_3735
00D6: if  0
0039:   @191 ==  0  ;; integer values
004D: jump_if_false FINALEA_3744
00D6: if  0
001A:    80 > $8000  ;; integer values
004D: jump_if_false FINALEA_3744
0006: @196 =  1  ;; integer values
0924:  1  200 
0006: @191 =  1  ;; integer values

:FINALEA_3744
00D6: if  0
8118:   NOT   actor $130 dead
004D: jump_if_false FINALEA_3792
0226: @94 = actor $130 health
00D6: if  0
002B:    8000 >= @94  ;; integer values 
004D: jump_if_false FINALEA_3792
0004: $8000 =  0  ;; integer values
05BE: unknown_action_sequence $130 
0924:  0 -1 
08B2:  0 
0151: remove_status_text $8000
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0395: clear_area  1 at $69 $70  100.0 range  100.0
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false FINALEA_3763
05BE: unknown_action_sequence @71 

:FINALEA_3763
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false FINALEA_3767
05BE: unknown_action_sequence @72 

:FINALEA_3767
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false FINALEA_3771
05BE: unknown_action_sequence @73 

:FINALEA_3771
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_3775
05BE: unknown_action_sequence @74 

:FINALEA_3775
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_3779
05BE: unknown_action_sequence @75 

:FINALEA_3779
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_3785
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_3790
0001: wait  0 ms
0002: jump FINALEA_3785

:FINALEA_3790
0002: jump FINALEA_4038
0006: @32 =  0  ;; integer values

:FINALEA_3792
00D6: if  0
0039:   @191 ==  1  ;; integer values
004D: jump_if_false FINALEA_3817
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false FINALEA_3808
00D6: if  0
0214:   pickup @142 picked_up
004D: jump_if_false FINALEA_3804
03E5: text_box 'RM4_36'
0006: @192 =  3  ;; integer values
0002: jump FINALEA_3808

:FINALEA_3804
03DC: @132 = create_marker_above_pickup @142
08DC: @132  2540.83 -1304.05  1.0 
00BC: text_highpriority 'RM4_31'  7000 ms  1
0006: @192 =  1  ;; integer values

:FINALEA_3808
00D6: if  0
0039:   @192 ==  1  ;; integer values
004D: jump_if_false FINALEA_3817
00D6: if  0
0214:   pickup @142 picked_up
004D: jump_if_false FINALEA_3817
0164: disable_marker @132
03E5: text_box 'RM4_36'
0006: @192 =  2  ;; integer values

:FINALEA_3817
00D6: if  0
0039:   @195 ==  1  ;; integer values
004D: jump_if_false FINALEA_3878
0050: gosub FINALEA_3926
00D6: if  0
0039:   @193 ==  0  ;; integer values
004D: jump_if_false FINALEA_3830
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_3830
04AF: @125 = unknown_wav_reference  33298 
05AA: s@126 = 'ROT4_UA'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_3830
00D6: if  0
0039:   @193 ==  1  ;; integer values
004D: jump_if_false FINALEA_3839
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_3839
04AF: @125 = unknown_wav_reference  33299 
05AA: s@126 = 'ROT4_UB'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_3839
00D6: if  0
0039:   @193 ==  2  ;; integer values
004D: jump_if_false FINALEA_3848
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_3848
04AF: @125 = unknown_wav_reference  33300 
05AA: s@126 = 'ROT4_UC'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_3848
00D6: if  0
0039:   @193 ==  3  ;; integer values
004D: jump_if_false FINALEA_3857
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_3857
04AF: @125 = unknown_wav_reference  33301 
05AA: s@126 = 'ROT4_UD'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_3857
00D6: if  0
0039:   @193 ==  4  ;; integer values
004D: jump_if_false FINALEA_3866
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_3866
04AF: @125 = unknown_wav_reference  33303 
05AA: s@126 = 'ROT4_ZB'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_3866
00D6: if  0
0039:   @196 ==  1  ;; integer values
004D: jump_if_false FINALEA_3878
00D6: if  0
0039:   @193 ==  5  ;; integer values
004D: jump_if_false FINALEA_3878
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_3878
04AF: @125 = unknown_wav_reference  33302 
05AA: s@126 = 'RM4_31'  ;; 8-byte strings
0050: gosub FINALEA_3919

:FINALEA_3878
0002: jump FINALEA_3918

:FINALEA_3879
0004: $8000 =  0  ;; integer values
0924:  0 -1 
08B2:  0 
0151: remove_status_text $8000
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0395: clear_area  1 at $69 $70  100.0 range  100.0
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false FINALEA_3890
05BE: unknown_action_sequence @71 

:FINALEA_3890
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false FINALEA_3894
05BE: unknown_action_sequence @72 

:FINALEA_3894
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false FINALEA_3898
05BE: unknown_action_sequence @73 

:FINALEA_3898
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false FINALEA_3902
05BE: unknown_action_sequence @74 

:FINALEA_3902
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false FINALEA_3906
05BE: unknown_action_sequence @75 

:FINALEA_3906
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_3912
00D6: if  0
016B:   fading
004D: jump_if_false FINALEA_3917
0001: wait  0 ms
0002: jump FINALEA_3912

:FINALEA_3917
0002: jump FINALEA_4038

:FINALEA_3918
0002: jump FINALEA_179

:FINALEA_3919
00D6: if  0
0039:   @194 ==  0  ;; integer values
004D: jump_if_false FINALEA_3925
03CF: load_wav @125 as  1
05AA: s@123 = s@126  ;; 8-byte strings
0006: @194 =  1  ;; integer values

:FINALEA_3925
0051: return

:FINALEA_3926
00D6: if  0
0039:   @194 ==  1  ;; integer values
004D: jump_if_false FINALEA_3935
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false FINALEA_3935
00BC: text_highpriority s@123  4000 ms  1
03D1: play_wav  1
0006: @194 =  2  ;; integer values

:FINALEA_3935
00D6: if  0
0039:   @194 ==  2  ;; integer values
004D: jump_if_false FINALEA_3945
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false FINALEA_3945
000A: @193 +=  1  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
0006: @194 =  0  ;; integer values

:FINALEA_3945
0051: return

:FINALEA_3946
0615: @103 
05D3: unknown_action_sequence -1 @111 @112 @113  6 -1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @103 
0618: @109 @103 
061B: @103 
0051: return

:FINALEA_3953
0615: @104 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @104 
0618: @109 @104 
061B: @104 
0051: return

:FINALEA_3961
0615: @105 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @105 
0618: @109 @105 
061B: @105 
0051: return

:FINALEA_3968
0615: @116 
05D3: unknown_action_sequence -1 @111 @112 @113  6 -1 
05D3: unknown_action_sequence -1 @118 @119 @120  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @116 
0618: @109 @116 
061B: @116 
0051: return
0615: @106 
0605: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @106 
0618: @109 @106 
061B: @106 
0051: return

:FINALEA_3986
0615: @107 
0605: unknown_action_sequence -1 "CROUCH_ROLL_L" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @107 
0618: @109 @107 
061B: @107 
0051: return

:FINALEA_3995
0615: @108 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR @117 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1 @111 @112 @113 @121 -1.0 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @108  1 
0616: @108 
0618: @109 @108 
061B: @108 
0051: return

:FINALEA_4008
0615: @110 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR @117 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1 @111 @112 @113 @121 -1.0 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @110  1 
0616: @110 
0618: @109 @110 
061B: @110 
0051: return

:FINALEA_4021
0615: @122 
05D3: unknown_action_sequence -1 @111 @112 @113  7 -1 
0638: unknown_action_sequence -1  1 
05C5: unknown_action_sequence -1 -1 
0616: @122 
0618: @109 @122 
061B: @122 
0051: return

:FINALEA_4029
00BA: text_styled 'M_FAIL'  5000 ms  1
0778: "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: $2721  100 
07F7: $2721  0 
0550: unknown_keep_object $2721 in_memory  1
0051: return

:FINALEA_4038
0006: @201 =  1  ;; integer values
0008: $RIOT_MISSIONS_PASSED +=  1  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
0776: init_objects_in_object_group "CARTER" 
0051: return

:FINALEA_4043
04C1: (unknown)
08E7:  0 
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_4049
09B0: $136  1 

:FINALEA_4049
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: @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  601
0249: release_model  596
0249: release_model  102
0249: release_model  492
0296: unload_special_actor  1
0249: release_model  481
0249: release_model  353
0249: release_model  355
0249: release_model  63
04EF: release_animation "CRACK"
0249: release_model  103
0249: release_model  108
0249: release_model  285
04EF: release_animation "SWAT"
0249: release_model #IMCOMPMOVEDR1_LAS
0873:  287 
0249: release_model  144
0249: release_model  146
0249: release_model  173
0249: release_model  356
0249: release_model  346
0249: release_model #BARREL4
0249: release_model  104
0249: release_model  111
0249: release_model  352
0249: release_model  349
0249: release_model  12
04EF: release_animation "STRIP"
0249: release_model  256
0249: release_model  109
0249: release_model  369
0296: unload_special_actor  2
06D0:  1 
03C7: unknown_maby_cops_density  1.0
01F0: set_max_wanted_level_to  6
01EB: set_car_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: $184 = current_time_in_ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false FINALEA_4122
07B4: $PLAYER_CHAR  1 

:FINALEA_4122
00D6: if  0
8119:   NOT   car @57 wrecked
004D: jump_if_false FINALEA_4127
02AA: set_car @57 immune_to_nonplayer  0
02AC: set_car @57 immunities  0  0  0  0  0

:FINALEA_4127
00D6: if  0
8119:   NOT   car $136 wrecked
004D: jump_if_false FINALEA_4131
02AC: set_car $136 immunities  0  0  0  0  0

:FINALEA_4131
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
00D6: if  0
0039:   @201 ==  1  ;; integer values
004D: jump_if_false FINALEA_4137
016A: fade  0 ()  0 ms

:FINALEA_4137
0051: return

;-------------Mission 111---------------
; Originally: End Of The Line (2)


:M_111_1
0050: gosub M_111_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_111_6
0050: gosub FINALEB_1970

:M_111_6
0050: gosub FINALEB_1988
004E: end_thread

:M_111_8
0004: $ON_MISSION =  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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0169: set_fade_color  0  0  0
04BB: select_interior  2  ;; select render area
02E4: load_cutscene_data 'RIOT_4D'

:FINALEB_12
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FINALEB_17
0001: wait  0 ms
0002: jump FINALEB_12

:FINALEB_17
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:FINALEB_19
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FINALEB_24
0001: wait  0 ms
0002: jump FINALEB_19

:FINALEB_24
02EA: end_cutscene
016A: fade  0 ()  0 ms

:FINALEB_26
00D6: if  0
016B:   fading
004D: jump_if_false FINALEB_31
0001: wait  0 ms
0002: jump FINALEB_26

:FINALEB_31
0247: request_model  102
0247: request_model  104
0247: request_model  109
0247: request_model  368
0247: request_model  349
0247: request_model  352
0247: request_model  356
04ED: load_animation "SWAT"
0247: request_model  366
023C: load_special_actor  1 'SMOKEV'
023C: load_special_actor  2 'TENPEN'
03CF: load_wav  33304 as  1
038B: load_requested_models

:FINALEB_44
00D6: if  22
823D:   NOT   special_actor  1 loaded
823D:   NOT   special_actor  2 loaded
83D0:   NOT   wav  1 loaded
004D: jump_if_false FINALEB_51
0001: wait  0 ms
0002: jump FINALEB_44

:FINALEB_51
00D6: if  23
8248:   NOT   model  102 available
8248:   NOT   model  104 available
8248:   NOT   model  109 available
8248:   NOT   model  368 available
004D: jump_if_false FINALEB_59
0001: wait  0 ms
0002: jump FINALEB_51

:FINALEB_59
00D6: if  24
8248:   NOT   model  349 available
8248:   NOT   model  352 available
8248:   NOT   model  356 available
84EE:   NOT   animation "SWAT" loaded
8248:   NOT   model  366 available
004D: jump_if_false FINALEB_68
0001: wait  0 ms
0002: jump FINALEB_59

:FINALEB_68
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_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0828:  0 
03C7: unknown_maby_cops_density  0.0
06D0:  0 

:FINALEB_112
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false FINALEB_117
0002: jump FINALEB_1984

:FINALEB_117
00D6: if  0
001B:    9 > @132  ;; integer values
004D: jump_if_false FINALEB_148
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false FINALEB_140
00D6: if  0
002A:    0 >= $8007  ;; integer values
004D: jump_if_false FINALEB_140
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
020C: create_explosion_with_radius  0 at $69 $70 $71
0009: $69 +=  0.0  ;; floating-point values
000D: $70 -=  .5  ;; floating-point values
0009: $71 +=  .7  ;; floating-point values
020C: create_explosion_with_radius  2 at $69 $70 $71
000D: $69 -=  1.0  ;; floating-point values
0009: $70 +=  2.0  ;; floating-point values
020C: create_explosion_with_radius  4 at $69 $70 $71
0009: $69 +=  1.5  ;; floating-point values
0009: $70 +=  2.0  ;; floating-point values
020C: create_explosion_with_radius  0 at $69 $70 $71
0006: @33 =  0  ;; integer values
0006: @154 =  1  ;; integer values

:FINALEB_140
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false FINALEB_148
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false FINALEB_148
05BE: unknown_action_sequence $PLAYER_ACTOR 
0006: @154 =  2  ;; integer values

:FINALEB_148
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false FINALEB_182
00D6: if  0
0039:   @152 ==  0  ;; integer values
004D: jump_if_false FINALEB_182
009A: $130 = create_actor  23  290 at  2553.2 -1284.857  1060.024
0173: set_actor $130 z_angle_to  90.0
0860: link_actor $130 to_interior  2 
05BE: unknown_action_sequence $130 
0213: @124 = create_pickup #BODYARMOUR type  3 at  2552.31 -1286.274  1061.024
032B: @131 = create_weapon_pickup  355  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 (frozen)
02A3: toggle_widescreen  1 (on)
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  291 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 (back)  500 ms

:FINALEB_176
00D6: if  0
016B:   fading
004D: jump_if_false FINALEB_181
0001: wait  0 ms
0002: jump FINALEB_176

:FINALEB_181
0006: @152 =  1  ;; integer values

:FINALEB_182
00D6: if  0
0039:   @152 ==  1  ;; integer values
004D: jump_if_false FINALEB_247
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEB_247
0668: unknown_action_sequence @49  2552.29 -1294.24  1044.84  1000 
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false FINALEB_194
03D1: play_wav  1
00BC: text_highpriority 'ROT4_ZC'  3500 ms  1

:FINALEB_194
0001: wait  500 ms
02CF: create_fire_at  2552.38 -1294.06  1044.84  0  1 @61 
0707: unknown_bunnyjump FINALEB_250 
0001: wait  200 ms
02CF: create_fire_at  2553.33 -1293.89  1044.87  0  2 @62 
0001: wait  300 ms
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEB_204
05D3: unknown_action_sequence @49  25566.84 -1297.272  1043.17  4 -1 

:FINALEB_204
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
0001: wait  3250 ms
0948:  2553.19 -1293.58  1044.29  4  .4 
0001: wait  200 ms
0948:  2558.53 -1293.88  1044.58  0  .3 
0001: wait  500 ms
0948:  2552.78 -1293.24  1045.32  0  .4 
0924:  0  175 
0001: wait  100 ms
0948:  2557.6 -1294.57  1043.49  2  .5 
0001: wait  500 ms
0948:  2555.86 -1293.27  1043.91  2  .6 
0001: wait  50 ms
0948:  2558.73 -1293.4  1044.36  4  .6 
0001: wait  50 ms
00C0: set_current_time  0  0
08FD:  1 
0924:  1  100 
02CF: create_fire_at  2567.77 -1294.03  1045.5  0  3 @77 
02CF: create_fire_at  2541.687 -1289.68  1043.0  1  1 @68 
02CF: create_fire_at  2559.45 -1303.65  1044.0  0  2 @83 
02CF: create_fire_at  2564.72 -1296.06  1042.91  0  2 @85 
02CF: create_fire_at  2570.115 -1301.434  1043.8  0  2 @75 
0001: wait  250 ms
0924:  0  120 
02CF: create_fire_at  2559.37 -1284.76  1044.1  0  2 @81 
0001: wait  500 ms
0924:  1  140 
02CF: create_fire_at  2538.751 -1291.7  1044.17  0  2 @70 
02CF: create_fire_at  2541.56 -1292.35  1044.1  0  3 @73 
02CF: create_fire_at  2551.47 -1297.2  1044.17  0  2 @88 
02CF: create_fire_at  2551.425 -1298.4  1044.1  0  2 @89 
0001: wait  400 ms
0924:  0  150 
0001: wait  500 ms
02CF: create_fire_at  2551.33 -1295.311  1043.8  0  3 @94 
02CF: create_fire_at  2541.36 -1300.36  1044.1  0  2 @91 
0924:  1  180 
0001: wait  3000 ms
0006: @152 =  2  ;; integer values

:FINALEB_247
00D6: if  0
0039:   @152 ==  2  ;; integer values
004D: jump_if_false FINALEB_281

:FINALEB_250
0701: (unknown)
03D5: remove_text 'ROT4_ZC'
040D: unload_wav  1
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
009B: destroy_actor_instantly @49
08FD:  0 
0924:  1  200 
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  368
00BC: text_highpriority 'RM4_33'  10000 ms  1
03C3: set_timer_with_text_to $8007 type  1 text 'RM4_34'
0890: $8007  32 
018A: @118 = create_checkpoint_at  2577.82 -1284.6  1053.99
08DC: @118  2540.83 -1304.05  1.0 
0006: @32 =  0  ;; integer values
0006: @132 =  1  ;; integer values
0006: @152 =  3  ;; integer values

:FINALEB_281
00D6: if  0
001B:    3 > @132  ;; integer values
004D: jump_if_false FINALEB_293
00D6: if  0
0039:   @155 ==  0  ;; integer values
004D: jump_if_false FINALEB_293
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false FINALEB_293
00BE: text_clear_all
03E5: text_box 'RM4_32'
0006: @155 =  1  ;; integer values

:FINALEB_293
00D6: if  0
001B:    4 > @132  ;; integer values
004D: jump_if_false FINALEB_305
00D6: if  0
0039:   @155 ==  2  ;; integer values
004D: jump_if_false FINALEB_305
00D6: if  0
0019:   @32 >  8000  ;; integer values
004D: jump_if_false FINALEB_305
00BE: text_clear_all
03E5: text_box 'RM4_40'
0006: @155 =  3  ;; integer values

:FINALEB_305
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false FINALEB_418
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2578.21 -1284.87  1053.95 radius  5.0  5.0  5.0
004D: jump_if_false FINALEB_418
0164: disable_marker @118
018A: @118 = create_checkpoint_at  2521.89 -1301.98  1047.54
08DC: @118  2540.83 -1304.05  1.0 
00BE: text_clear_all
009A: @34 = create_actor  24  109 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: @34  2 
0860: link_actor @34 to_interior  2 
02E2: set_actor @34 weapon_accuracy_to  20
0223: set_actor @34 health_to  150
08AF: @34  150 
0006: @137 =  1  ;; integer values
05E2: unknown_action_sequence @34 $PLAYER_ACTOR 
009A: @35 = create_actor  24  104 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  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false FINALEB_346
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEB_346
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_1944
0006: @138 =  1  ;; integer values

:FINALEB_346
009A: @36 = create_actor  24  102 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: @36  2 
0223: set_actor @36 health_to  150
08AF: @36  150 
0860: link_actor @36 to_interior  2 
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false FINALEB_366
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false FINALEB_366
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_1903
0006: @139 =  1  ;; integer values

:FINALEB_366
009A: @37 = create_actor  24  104 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: @37  2 
0860: link_actor @37 to_interior  2 
0006: @140 =  0  ;; integer values
00D6: if  0
0039:   @140 ==  0  ;; integer values
004D: jump_if_false FINALEB_382
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false FINALEB_382
0085: @104 = @37  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @140 =  1  ;; integer values

:FINALEB_382
009A: @38 = create_actor  24  109 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: @38  2 
0860: link_actor @38 to_interior  2 
0223: set_actor @38 health_to  150
08AF: @38  150 
0006: @141 =  0  ;; integer values
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false FINALEB_400
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false FINALEB_400
0085: @104 = @38  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @141 =  1  ;; integer values

:FINALEB_400
009A: @39 = create_actor  24  102 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: @39  2 
0860: link_actor @39 to_interior  2 
0856: @39  0 
0006: @142 =  0  ;; integer values
00D6: if  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false FINALEB_417
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false FINALEB_417
0085: @104 = @39  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @142 =  1  ;; integer values

:FINALEB_417
0006: @132 =  2  ;; integer values

:FINALEB_418
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false FINALEB_537
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false FINALEB_429
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false FINALEB_429
01C2: remove_references_to_actor @34  ;; Like turning an actor into a random pedestrian
0006: @137 =  2  ;; integer values

:FINALEB_429
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false FINALEB_447
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEB_447
00D6: if  21
051A:   unknown_actor @35 hit_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_447
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEB_445
05E2: unknown_action_sequence @35 $PLAYER_ACTOR 
0006: @138 =  2  ;; integer values
0002: jump FINALEB_447

:FINALEB_445
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian
0006: @138 =  2  ;; integer values

:FINALEB_447
00D6: if  21
0039:   @138 ==  1  ;; integer values
0039:   @138 ==  2  ;; integer values
004D: jump_if_false FINALEB_456
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false FINALEB_456
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian
0006: @138 =  3  ;; integer values

:FINALEB_456
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false FINALEB_464
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false FINALEB_464
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian
0006: @139 =  2  ;; integer values

:FINALEB_464
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false FINALEB_472
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false FINALEB_472
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @140 =  2  ;; integer values

:FINALEB_472
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false FINALEB_480
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false FINALEB_480
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @141 =  2  ;; integer values

:FINALEB_480
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false FINALEB_488
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false FINALEB_488
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0006: @142 =  2  ;; integer values

:FINALEB_488
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false FINALEB_502
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2543.46 -1304.9  1054.68 radius  5.0  5.0  5.0
004D: jump_if_false FINALEB_502
009A: @40 = create_actor  24  102 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: @40  2 
0860: link_actor @40 to_interior  2 
05E2: unknown_action_sequence @40 $PLAYER_ACTOR 
0006: @143 =  1  ;; integer values

:FINALEB_502
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false FINALEB_510
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false FINALEB_510
01C2: remove_references_to_actor @40  ;; Like turning an actor into a random pedestrian
0006: @143 =  2  ;; integer values

:FINALEB_510
00D6: if  0
0039:   @144 ==  0  ;; integer values
004D: jump_if_false FINALEB_529
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2519.93 -1285.547  1054.673 radius  5.0  5.0  5.0
004D: jump_if_false FINALEB_529
009A: @41 = create_actor  24  102 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: @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_1903
0006: @144 =  1  ;; integer values

:FINALEB_529
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false FINALEB_537
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false FINALEB_537
01C2: remove_references_to_actor @41  ;; Like turning an actor into a random pedestrian
0006: @144 =  2  ;; integer values

:FINALEB_537
00D6: if  0
0039:   @132 ==  2  ;; integer values
004D: jump_if_false FINALEB_775
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2521.9 -1301.86  1047.5 radius  6.0  6.0  3.0
004D: jump_if_false FINALEB_775
00BC: text_highpriority 'RM4_35'  7000 ms  1
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: @118  2540.83 -1304.05  1.0 
08FD:  1 
009B: destroy_actor_instantly $130
0296: unload_special_actor  2
0669: "TEARGAS" $PLAYER_ACTOR  0.0  0.0  2.2  1 @51 
0669: "TEARGAS" $PLAYER_ACTOR  0.0  2.0  2.0  1 @52 
0669: "TEARGAS" $PLAYER_ACTOR  0.0 -2.0  2.0  1 @53 
0669: "TEARGAS" $PLAYER_ACTOR  1.0  5.0  1.7  1 @54 
0669: "TEARGAS" $PLAYER_ACTOR -1.0  8.0  2.0  1 @55 
0669: "TEARGAS" $PLAYER_ACTOR  2.0  0.0  1.7  1 @56 
0669: "TEARGAS" $PLAYER_ACTOR -2.0  0.0  1.7  1 @57 
0669: "TEARGAS" $PLAYER_ACTOR -2.0  2.0  1.7  1 @58 
0669: "TEARGAS" $PLAYER_ACTOR  2.0  2.0  1.7  1 @59 
0006: @60 =  0  ;; integer values

:FINALEB_568
00D6: if  0
001B:    9 > @60  ;; integer values
004D: jump_if_false FINALEB_574
064C: @51(@60,9i) 
000A: @60 +=  1  ;; integer values
0002: jump FINALEB_568

:FINALEB_574
02CF: create_fire_at  2529.62 -1306.62  1048.0  0  2 @61 
02CF: create_fire_at  2529.497 -1304.791  1048.0  0  2 @62 
02CF: create_fire_at  2530.12 -1296.96  1047.8  0  3 @63 
02CF: create_fire_at  2529.49 -1287.93  1048.0  0  3 @64 
02CF: create_fire_at  2543.98 -1305.709  1047.445  0  3 @64 
02CF: create_fire_at  2544.54 -1304.47  1047.55  0  3 @65 
02CF: create_fire_at  2543.94 -1306.83  1047.62  0  3 @90 
02CF: create_fire_at  2545.139 -1281.497  1047.5  0  2 @66 
02CF: create_fire_at  2567.77 -1294.03  1047.5  0  3 @77 
02CF: create_fire_at  2570.2 -1294.4  1047.5  0  3 @78 
02CF: create_fire_at  2568.72 -1294.32  1047.5  0  2 @75 
02CF: create_fire_at  2540.247 -1288.566  1044.0  0  3 @67 
02CF: create_fire_at  2541.687 -1289.68  1044.0  1  1 @68 
02CF: create_fire_at  2540.214 -1290.218  1044.0  0  2 @69 
02CF: create_fire_at  2538.751 -1291.7  1044.17  0  2 @70 
02CF: create_fire_at  2537.339 -1286.56  1044.1  1  3 @71 
02CF: create_fire_at  2541.56 -1292.35  1044.1  0  3 @73 
02CF: create_fire_at  2570.77 -1303.14  1043.35  0  2 @80 
02CF: create_fire_at  2559.37 -1284.76  1044.1  0  2 @81 
02CF: create_fire_at  2551.4 -1301.3  1044.0  0  2 @82 
02CF: create_fire_at  2570.52 -1301.42  1043.47  0  2 @83 
02CF: create_fire_at  2550.94 -1301.81  1044.0  0  3 @84 
02CF: create_fire_at  2537.69 -1301.34  1044.0  0  2 @85 
02CF: create_fire_at  2536.42 -1302.01  1044.0  0  2 @86 
02CF: create_fire_at  2536.82 -1290.5  1044.0  0  2 @87 
02CF: create_fire_at  2551.47 -1297.2  1044.17  0  2 @88 
02CF: create_fire_at  2570.54 -1301.22  1043.36  0  3 @89 
02CF: create_fire_at  2551.33 -1295.311  1043.8  0  3 @94 
02CF: create_fire_at  2541.36 -1300.36  1044.1  0  2 @91 
02CF: create_fire_at  2545.328 -1300.739  1044.1  0  2 @92 
02CF: create_fire_at  2548.77 -1300.375  1044.04  0  3 @93 
02CF: create_fire_at  2544.16 -1306.56  1043.8  0  2 @76 
02CF: create_fire_at  2570.43 -1302.43  1043.4  0  1 @72 
02CF: create_fire_at  2549.05 -1287.54  1043.8  0  3 @74 
02CF: create_fire_at  2570.482 -1302.438  1043.8  0  2 @95 
02CF: create_fire_at  2565.705 -1298.03  1043.7  0  3 @96 
02CF: create_fire_at  2565.528 -1289.17  1043.7  0  3 @79 
032B: @129 = create_weapon_pickup  366  3 ammo  99999 at  2529.829 -1303.027  1048.337
03DC: @119 = create_marker_above_pickup @129
08DC: @119  2540.83 -1304.05  1.0 
032B: @130 = create_weapon_pickup  366  3 ammo  99999 at  2567.948 -1292.879  1044.173
009A: @42 = create_actor  24  104 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: @42  20 
0860: link_actor @42 to_interior  2 
0223: set_actor @42 health_to  5
08AF: @42  5 
02E2: set_actor @42 weapon_accuracy_to  20
0006: @145 =  1  ;; integer values
0668: unknown_action_sequence @42  2529.49 -1287.93  1048.0  650000 
009A: @43 = create_actor  24  109 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: @43  20 
0860: link_actor @43 to_interior  2 
02E2: set_actor @43 weapon_accuracy_to  20
0006: @146 =  1  ;; integer values
0668: unknown_action_sequence @43  2538.569 -1291.48  1043.604  650000 
009A: @44 = create_actor  24  102 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  0
0039:   @147 ==  0  ;; integer values
004D: jump_if_false FINALEB_653
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FINALEB_653
0085: @104 = @44  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @147 =  1  ;; integer values

:FINALEB_653
009A: @45 = create_actor  24  102 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: @45  150 
0006: @148 =  0  ;; integer values
00D6: if  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false FINALEB_670
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEB_670
0085: @104 = @45  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @148 =  1  ;; integer values

:FINALEB_670
009A: @46 = create_actor  24  104 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  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false FINALEB_686
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FINALEB_686
0085: @104 = @46  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @149 =  1  ;; integer values

:FINALEB_686
009A: @47 = create_actor  24  102 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: @47  150 
0006: @150 =  0  ;; integer values
00D6: if  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false FINALEB_703
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false FINALEB_703
0085: @104 = @47  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @150 =  1  ;; integer values

:FINALEB_703
009A: @48 = create_actor  24  104 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  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false FINALEB_718
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false FINALEB_718
0085: @104 = @48  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @151 =  1  ;; integer values

:FINALEB_718
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false FINALEB_726
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false FINALEB_726
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
0006: @145 =  2  ;; integer values

:FINALEB_726
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false FINALEB_734
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false FINALEB_734
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
0006: @146 =  2  ;; integer values

:FINALEB_734
00D6: if  0
0039:   @147 ==  1  ;; integer values
004D: jump_if_false FINALEB_742
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false FINALEB_742
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
0006: @147 =  2  ;; integer values

:FINALEB_742
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false FINALEB_750
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false FINALEB_750
01C2: remove_references_to_actor @45  ;; Like turning an actor into a random pedestrian
0006: @148 =  2  ;; integer values

:FINALEB_750
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false FINALEB_758
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false FINALEB_758
01C2: remove_references_to_actor @46  ;; Like turning an actor into a random pedestrian
0006: @149 =  2  ;; integer values

:FINALEB_758
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false FINALEB_766
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false FINALEB_766
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
0006: @150 =  2  ;; integer values

:FINALEB_766
00D6: if  0
0039:   @151 ==  1  ;; integer values
004D: jump_if_false FINALEB_774
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false FINALEB_774
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
0006: @151 =  2  ;; integer values

:FINALEB_774
0006: @132 =  3  ;; integer values

:FINALEB_775
00D6: if  0
0039:   @132 ==  3  ;; integer values
004D: jump_if_false FINALEB_907
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2571.39 -1308.59  1041.4  2584.08 -1272.85  1047.02
004D: jump_if_false FINALEB_907
0249: release_model  349
0164: disable_marker @119
0164: disable_marker @118
018A: @118 = create_checkpoint_at  2565.56 -1301.7  1030.97
08DC: @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  366
02CF: create_fire_at  2575.774 -1283.055  1042.133  0  3 @61 
02CF: create_fire_at  2581.744 -1297.517  1039.02  0  1 @62 
02CF: create_fire_at  2570.414 -1300.047  1036.781  0  3 @63 
02CF: create_fire_at  2568.78 -1299.987  1036.781  0  3 @64 
02CF: create_fire_at  2577.247 -1294.814  1034.048  0  1 @65 
02CF: create_fire_at  2566.833 -1282.489  1030.43  0  3 @66 
02CF: create_fire_at  2567.984 -1284.974  1030.43  0  2 @67 
02CF: create_fire_at  2572.402 -1304.581  1030.43  0  2 @68 
02CF: create_fire_at  2570.79 -1305.299  1030.43  0  1 @69 
02CF: create_fire_at  2556.55 -1301.88  1029.82  0  3 @70 
02CF: create_fire_at  2556.83 -1303.91  1029.42  0  2 @71 
02CF: create_fire_at  2556.01 -1305.31  1029.82  0  3 @72 
02CF: create_fire_at  2553.16 -1297.94  1029.42  0  2 @73 
02CF: create_fire_at  2552.43 -1297.31  1029.82  0  2 @74 
02CF: create_fire_at  2552.15 -1294.97  1029.42  0  3 @75 
02CF: create_fire_at  2547.77 -1285.41  1029.82  0  3 @76 
02CF: create_fire_at  2547.4 -1284.33  1029.42  0  1 @77 
02CF: create_fire_at  2547.77 -1282.32  1029.82  0  3 @78 
02CF: create_fire_at  2545.93 -1292.47  1029.42  0  3 @79 
02CF: create_fire_at  2545.48 -1290.81  1029.82  0  1 @80 
02CF: create_fire_at  2544.11 -1292.71  1029.42  0  2 @81 
02CF: create_fire_at  2539.75 -1299.17  1029.82  0  1 @82 
02CF: create_fire_at  2539.25 -1297.76  1029.42  0  2 @83 
02CF: create_fire_at  2540.58 -1280.24  1036.78  0  2 @84 
02CF: create_fire_at  2540.4 -1281.22  1036.78  0  1 @85 
02CF: create_fire_at  2529.85 -1294.27  1036.8  0  2 @86 
02CF: create_fire_at  2545.85 -1307.04  1036.78  0  2 @87 
02CF: create_fire_at  2547.47 -1306.59  1036.78  0  1 @88 
009A: @34 = create_actor  24  102 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  104 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: @35  2 
0860: link_actor @35 to_interior  2 
0223: set_actor @35 health_to  150
08AF: @35  150 
0006: @138 =  0  ;; integer values
009A: @36 = create_actor  24  109 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: @36  20 
0860: link_actor @36 to_interior  2 
0223: set_actor @36 health_to  5
0668: unknown_action_sequence @36  2570.207 -1300.238  1037.059  650000 
0006: @139 =  0  ;; integer values
009A: @37 = create_actor  24  102 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: @37  2 
0860: link_actor @37 to_interior  2 
0006: @140 =  0  ;; integer values
00D6: if  0
0039:   @140 ==  0  ;; integer values
004D: jump_if_false FINALEB_859
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false FINALEB_859
0085: @104 = @37  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @140 =  1  ;; integer values

:FINALEB_859
009A: @38 = create_actor  24  104 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: @38  150 
0006: @141 =  0  ;; integer values
00D6: if  0
0039:   @141 ==  0  ;; integer values
004D: jump_if_false FINALEB_876
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false FINALEB_876
0085: @104 = @38  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @141 =  1  ;; integer values

:FINALEB_876
009A: @39 = create_actor  24  109 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  0
0039:   @142 ==  0  ;; integer values
004D: jump_if_false FINALEB_891
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false FINALEB_891
0085: @104 = @39  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @142 =  1  ;; integer values

:FINALEB_891
009A: @40 = create_actor  24  102 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  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false FINALEB_906
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false FINALEB_906
0085: @104 = @40  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @143 =  1  ;; integer values

:FINALEB_906
0006: @132 =  4  ;; integer values

:FINALEB_907
00D6: if  0
0039:   @132 ==  4  ;; integer values
004D: jump_if_false FINALEB_1138
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false FINALEB_926
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false FINALEB_926
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2577.6 -1289.91  1043.77 radius  5.0  5.0  3.0
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEB_926
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_1903
0006: @137 =  1  ;; integer values

:FINALEB_926
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false FINALEB_938
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEB_938
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2577.88 -1309.87  1036.2  2563.87 -1289.87  1042.68
051A:   unknown_actor @35 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEB_938
05E2: unknown_action_sequence @35 $PLAYER_ACTOR 
0006: @138 =  1  ;; integer values

:FINALEB_938
00D6: if  0
0039:   @143 ==  1  ;; integer values
004D: jump_if_false FINALEB_957
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false FINALEB_957
00D6: if  21
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2573.3 -1281.03  1028.8  2563.7 -1300.61  1034.0
051A:   unknown_actor @40 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FINALEB_957
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_1926
0006: @143 =  2  ;; integer values

:FINALEB_957
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false FINALEB_965
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false FINALEB_965
01C2: remove_references_to_actor @34  ;; Like turning an actor into a random pedestrian
0006: @137 =  2  ;; integer values

:FINALEB_965
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false FINALEB_973
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false FINALEB_973
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian
0006: @138 =  2  ;; integer values

:FINALEB_973
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false FINALEB_981
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false FINALEB_981
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian
0006: @139 =  2  ;; integer values

:FINALEB_981
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false FINALEB_989
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false FINALEB_989
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @140 =  2  ;; integer values

:FINALEB_989
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false FINALEB_997
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false FINALEB_997
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @141 =  2  ;; integer values

:FINALEB_997
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false FINALEB_1005
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false FINALEB_1005
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0006: @142 =  2  ;; integer values

:FINALEB_1005
00D6: if  21
0039:   @143 ==  1  ;; integer values
0039:   @143 ==  1  ;; integer values
004D: jump_if_false FINALEB_1014
00D6: if  0
0118:   actor @40 dead
004D: jump_if_false FINALEB_1014
01C2: remove_references_to_actor @40  ;; Like turning an actor into a random pedestrian
0006: @143 =  2  ;; integer values

:FINALEB_1014
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2565.94 -1301.96  1030.77 radius  8.0  8.0  3.0
004D: jump_if_false FINALEB_1138
0164: disable_marker @118
018A: @118 = create_checkpoint_at  2528.78 -1293.94  1030.86
08DC: @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  102 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: @43  150 
0006: @146 =  0  ;; integer values
00D6: if  0
0039:   @146 ==  0  ;; integer values
004D: jump_if_false FINALEB_1044
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FINALEB_1044
0085: @104 = @43  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @146 =  1  ;; integer values

:FINALEB_1044
009A: @44 = create_actor  24  104 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: @44  2 
0860: link_actor @44 to_interior  2 
0006: @147 =  0  ;; integer values
00D6: if  0
0039:   @147 ==  0  ;; integer values
004D: jump_if_false FINALEB_1060
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FINALEB_1060
0085: @104 = @44  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @147 =  1  ;; integer values

:FINALEB_1060
009A: @45 = create_actor  24  104 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  0
0039:   @148 ==  0  ;; integer values
004D: jump_if_false FINALEB_1080
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEB_1080
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_1957
0006: @148 =  1  ;; integer values

:FINALEB_1080
009A: @46 = create_actor  24  104 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  0
0039:   @149 ==  0  ;; integer values
004D: jump_if_false FINALEB_1100
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FINALEB_1100
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_1957
0006: @149 =  1  ;; integer values

:FINALEB_1100
009A: @47 = create_actor  24  109 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  0
0039:   @150 ==  0  ;; integer values
004D: jump_if_false FINALEB_1115
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false FINALEB_1115
0085: @104 = @47  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @150 =  1  ;; integer values

:FINALEB_1115
009A: @48 = create_actor  24  102 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  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false FINALEB_1130
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false FINALEB_1130
0085: @104 = @48  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @151 =  1  ;; integer values

:FINALEB_1130
009A: @42 = create_actor  24  109 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: unknown_action_sequence @42 $PLAYER_ACTOR 
0006: @145 =  0  ;; integer values
0006: @132 =  5  ;; integer values

:FINALEB_1138
00D6: if  0
0039:   @132 ==  5  ;; integer values
004D: jump_if_false FINALEB_1340
00D6: if  0
0039:   @146 ==  1  ;; integer values
004D: jump_if_false FINALEB_1154
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FINALEB_1154
00D6: if  22
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2553.85 -1308.35  1028.6  2540.27 -1275.04  1033.2
051A:   unknown_actor @43 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @43
004D: jump_if_false FINALEB_1154
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 
0006: @146 =  2  ;; integer values

:FINALEB_1154
00D6: if  0
0039:   @147 ==  1  ;; integer values
004D: jump_if_false FINALEB_1167
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FINALEB_1167
00D6: if  22
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2542.24 -1308.67  1028.09  2527.86 -1276.9  1033.19
051A:   unknown_actor @44 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @44
004D: jump_if_false FINALEB_1167
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 
0006: @147 =  2  ;; integer values

:FINALEB_1167
00D6: if  21
0039:   @146 ==  1  ;; integer values
0039:   @145 ==  2  ;; integer values
004D: jump_if_false FINALEB_1176
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false FINALEB_1176
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
0006: @146 =  3  ;; integer values

:FINALEB_1176
00D6: if  21
0039:   @147 ==  1  ;; integer values
0039:   @145 ==  2  ;; integer values
004D: jump_if_false FINALEB_1185
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false FINALEB_1185
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
0006: @147 =  3  ;; integer values

:FINALEB_1185
00D6: if  0
0039:   @148 ==  1  ;; integer values
004D: jump_if_false FINALEB_1203
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEB_1203
00D6: if  21
051A:   unknown_actor @45 hit_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_1203
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEB_1201
05E2: unknown_action_sequence @45 $PLAYER_ACTOR 
0006: @148 =  2  ;; integer values
0002: jump FINALEB_1203

:FINALEB_1201
01C2: remove_references_to_actor @45  ;; Like turning an actor into a random pedestrian
0006: @148 =  2  ;; integer values

:FINALEB_1203
00D6: if  21
0039:   @148 ==  1  ;; integer values
0039:   @148 ==  2  ;; integer values
004D: jump_if_false FINALEB_1212
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false FINALEB_1212
01C2: remove_references_to_actor @45  ;; Like turning an actor into a random pedestrian
0006: @148 =  3  ;; integer values

:FINALEB_1212
00D6: if  0
0039:   @149 ==  1  ;; integer values
004D: jump_if_false FINALEB_1230
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FINALEB_1230
00D6: if  21
051A:   unknown_actor @46 hit_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_1230
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FINALEB_1228
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 
0006: @149 =  2  ;; integer values
0002: jump FINALEB_1230

:FINALEB_1228
01C2: remove_references_to_actor @46  ;; Like turning an actor into a random pedestrian
0006: @149 =  2  ;; integer values

:FINALEB_1230
00D6: if  21
0039:   @149 ==  1  ;; integer values
0039:   @149 ==  2  ;; integer values
004D: jump_if_false FINALEB_1239
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false FINALEB_1239
01C2: remove_references_to_actor @46  ;; Like turning an actor into a random pedestrian
0006: @149 =  3  ;; integer values

:FINALEB_1239
00D6: if  0
0039:   @150 ==  1  ;; integer values
004D: jump_if_false FINALEB_1247
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false FINALEB_1247
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
0006: @150 =  2  ;; integer values

:FINALEB_1247
00D6: if  0
0039:   @151 ==  1  ;; integer values
004D: jump_if_false FINALEB_1255
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false FINALEB_1255
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
0006: @151 =  2  ;; integer values

:FINALEB_1255
00D6: if  0
0039:   @145 ==  1  ;; integer values
004D: jump_if_false FINALEB_1263
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false FINALEB_1263
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
0006: @145 =  2  ;; integer values

:FINALEB_1263
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2528.53 -1293.96  1030.86 radius  8.0  8.0  4.0
004D: jump_if_false FINALEB_1340
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: unknown_remove_fire @61
02D1: unknown_remove_fire @62
02D1: unknown_remove_fire @63
02D1: unknown_remove_fire @64
02D1: unknown_remove_fire @65
02D1: unknown_remove_fire @66
02D1: unknown_remove_fire @67
02D1: unknown_remove_fire @68
02D1: unknown_remove_fire @69
02D1: unknown_remove_fire @70
02D1: unknown_remove_fire @71
02D1: unknown_remove_fire @72
02D1: unknown_remove_fire @73
02D1: unknown_remove_fire @74
02D1: unknown_remove_fire @76
02D1: unknown_remove_fire @78
02D1: unknown_remove_fire @82
02D1: unknown_remove_fire @84
02D1: unknown_remove_fire @85
02D1: unknown_remove_fire @86
02CF: create_fire_at  2523.92 -1299.21  1030.78  0  3 @61 
02CF: create_fire_at  2523.66 -1297.4  1030.8  0  1 @62 
02CF: create_fire_at  2528.97 -1304.32  1030.77  0  2 @63 
02CF: create_fire_at  2525.5 -1321.59  1030.75  0  2 @64 
02CF: create_fire_at  2541.0 -1311.02  1028.09  0  2 @66 
0215: destroy_pickup @130
032B: @130 = create_weapon_pickup  366  3 ammo  99999 at  2534.036 -1321.212  1031.469
02CF: create_fire_at  2540.69 -1320.01  1030.68  0  3 @67 
02CF: create_fire_at  2540.2 -1316.76  1030.64  0  3 @68 
02CF: create_fire_at  2540.61 -1317.43  1030.62  0  3 @69 
02CF: create_fire_at  2540.35 -1318.39  1030.59  0  3 @70 
02CF: create_fire_at  2540.5 -1319.58  1030.61  0  3 @71 
0164: disable_marker @118
018A: @118 = create_checkpoint_at  2540.92 -1304.14  1024.39
08DC: @118  2540.83 -1304.05  1.0 
009A: @34 = create_actor  24  102 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: @34  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  104 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: @35  2 
0860: link_actor @35 to_interior  2 
0006: @138 =  0  ;; integer values
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false FINALEB_1332
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEB_1332
0085: @104 = @35  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @138 =  1  ;; integer values

:FINALEB_1332
009A: @36 = create_actor  24  109 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_1340
00D6: if  0
0039:   @132 ==  6  ;; integer values
004D: jump_if_false FINALEB_1399
00D6: if  0
0039:   @137 ==  0  ;; integer values
004D: jump_if_false FINALEB_1356
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false FINALEB_1356
00D6: if  22
00FE:   actor $PLAYER_ACTOR  0 ()near_point  2527.07 -1293.72  1029.5 radius  3.0  3.0  3.5
051A:   unknown_actor @34 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @34
004D: jump_if_false FINALEB_1356
05E2: unknown_action_sequence @34 $PLAYER_ACTOR 
0006: @137 =  1  ;; integer values

:FINALEB_1356
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false FINALEB_1370
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false FINALEB_1370
00D6: if  22
0104:   actor $PLAYER_ACTOR near_actor @36 radius  7.0  7.0  3.5 sphere  0
051A:   unknown_actor @36 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @36
004D: jump_if_false FINALEB_1370
0085: @104 = @36  ;; integer values and handles
0050: gosub FINALEB_1935
0006: @139 =  1  ;; integer values

:FINALEB_1370
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false FINALEB_1378
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false FINALEB_1378
01C2: remove_references_to_actor @34  ;; Like turning an actor into a random pedestrian
0006: @137 =  2  ;; integer values

:FINALEB_1378
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false FINALEB_1386
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false FINALEB_1386
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian
0006: @138 =  2  ;; integer values

:FINALEB_1386
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false FINALEB_1394
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false FINALEB_1394
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian
0006: @139 =  2  ;; integer values

:FINALEB_1394
09E8: @50 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false FINALEB_1399
0006: @132 =  7  ;; integer values

:FINALEB_1399
00D6: if  0
0039:   @132 ==  7  ;; integer values
004D: jump_if_false FINALEB_1514
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_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_1408
00D6: if  21
84EE:   NOT   animation "DAM_JUMP" loaded
84EE:   NOT   animation "FINALE" loaded
004D: jump_if_false FINALEB_1414
0001: wait  0 ms
0002: jump FINALEB_1408

:FINALEB_1414
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  104
0249: release_model  349
04EF: release_animation "SWAT"
0249: release_model  102
0249: release_model  109
0249: release_model  349
0249: release_model  352
0249: release_model  356
0249: release_model  366
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  109 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: @34  2 
05E2: unknown_action_sequence @34 $PLAYER_ACTOR 
02E2: set_actor @34 weapon_accuracy_to  10
0006: @137 =  1  ;; integer values
009A: @35 = create_actor  24  102 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  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false FINALEB_1472
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEB_1472
0085: @104 = @35  ;; integer values and handles
0050: gosub FINALEB_1919
0006: @138 =  1  ;; integer values

:FINALEB_1472
009A: @36 = create_actor  24  102 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: @36  2 
02E2: set_actor @36 weapon_accuracy_to  10
0006: @139 =  0  ;; integer values
00D6: if  0
0039:   @139 ==  0  ;; integer values
004D: jump_if_false FINALEB_1488
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false FINALEB_1488
0085: @104 = @36  ;; integer values and handles
0050: gosub FINALEB_1911
0006: @139 =  1  ;; integer values

:FINALEB_1488
009A: @37 = create_actor  24  109 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: unknown_action_sequence @37 $PLAYER_ACTOR 
02E2: set_actor @37 weapon_accuracy_to  20
0006: @140 =  1  ;; integer values
031A: remove_all_fires
02CF: create_fire_at  2538.45 -1281.4  34.34  0  3 @79 
02CF: create_fire_at  2527.64 -1312.0  33.9  0  2 @61 
02CF: create_fire_at  2527.58 -1303.3  34.4  0  1 @62 
02CF: create_fire_at  2532.52 -1306.39  33.9  0  2 @63 
02CF: create_fire_at  2528.08 -1284.9  34.3  0  2 @64 
02CF: create_fire_at  2544.03 -1269.3  34.2  0  1 @65 
02CF: create_fire_at  2536.26 -1302.49  34.0  0  2 @66 
02CF: create_fire_at  2532.58 -1291.07  34.0  0  1 @67 
02CF: create_fire_at  2528.64 -1269.64  34.0  0  1 @71 
02CF: create_fire_at  2534.57 -1284.5  34.04  0  1 @72 
02CF: create_fire_at  2531.99 -1268.71  34.0  0  2 @70 
02CF: create_fire_at  2530.987 -1269.858  33.8  0  3 @69 
02CF: create_fire_at  2532.39 -1270.4  34.0  0  3 @74 
02CF: create_fire_at  2531.165 -1271.961  34.0  0  2 @75 
02CF: create_fire_at  2532.529 -1272.169  34.0  0  1 @76 
02CF: create_fire_at  2532.395 -1273.24  34.0  0  2 @77 
02CF: create_fire_at  2531.94 -1274.46  33.8  0  3 @78 
0006: @132 =  8  ;; integer values

:FINALEB_1514
00D6: if  0
0039:   @132 ==  8  ;; integer values
004D: jump_if_false FINALEB_1562
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false FINALEB_1525
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false FINALEB_1525
01C2: remove_references_to_actor @34  ;; Like turning an actor into a random pedestrian
0006: @137 =  2  ;; integer values

:FINALEB_1525
00D6: if  0
0039:   @138 ==  1  ;; integer values
004D: jump_if_false FINALEB_1533
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false FINALEB_1533
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian
0006: @138 =  2  ;; integer values

:FINALEB_1533
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false FINALEB_1541
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false FINALEB_1541
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian
0006: @139 =  2  ;; integer values

:FINALEB_1541
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false FINALEB_1549
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false FINALEB_1549
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @140 =  2  ;; integer values

:FINALEB_1549
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2545.59 -1278.26  31.36  2516.65 -1259.84  37.0
004D: jump_if_false FINALEB_1562
031A: remove_all_fires
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0006: @60 =  0  ;; integer values

:FINALEB_1555
00D6: if  0
001B:    9 > @60  ;; integer values
004D: jump_if_false FINALEB_1561
0650: @51(@60,9i) 
000A: @60 +=  1  ;; integer values
0002: jump FINALEB_1555

:FINALEB_1561
0006: @132 =  9  ;; integer values

:FINALEB_1562
00D6: if  0
0039:   @132 ==  9  ;; integer values
004D: jump_if_false FINALEB_1609
0164: disable_marker @118
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0924:  0 -1 
08B1:  0 
09EB: $PLAYER_CHAR  0 
02CF: create_fire_at  2532.62 -1272.65  34.31  0  1 @61 
02CF: create_fire_at  2532.88 -1272.75  34.12  0  2 @62 
02CF: create_fire_at  2527.9 -1272.5  34.8  0  2 @64 
02CF: create_fire_at  2533.743 -1272.434  34.0  0  3 @65 
02CF: create_fire_at  2533.743 -1272.434  34.0  0  2 @66 
02CF: create_fire_at  2531.99 -1268.71  34.0  0  2 @70 
02CF: create_fire_at  2530.987 -1269.858  33.8  0  3 @69 
02CF: create_fire_at  2532.39 -1270.4  34.0  0  1 @74 
02CF: create_fire_at  2531.165 -1271.961  34.0  0  2 @75 
02CF: create_fire_at  2532.529 -1272.169  34.0  0  1 @76 
02CF: create_fire_at  2532.395 -1273.24  34.0  0  3 @77 
02CF: create_fire_at  2531.94 -1274.46  33.8  0  1 @73 
02CF: create_fire_at  2532.433 -1275.658  34.0  0  3 @63 
0828:  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: unknown_action_sequence $PLAYER_ACTOR "JUMP_ROLL" "DAM_JUMP"  8.0  0  0  0  1 -1 
00C0: set_current_time  17  0
0006: @32 =  0  ;; integer values
015D: set_gamespeed  .3
0006: @132 =  10  ;; integer values

:FINALEB_1609
00D6: if  0
0039:   @132 ==  10  ;; integer values
004D: jump_if_false FINALEB_1746
015F: set_camera_position $8001 $8002 $8003  0.0  0.0  0.0
0160: point_camera $8004 $8005 $8006  2
00D6: if  0
0032:    2512.28 >= $8001  ;; floating-point values
004D: jump_if_false FINALEB_1620
0006: @32 =  0  ;; integer values
0006: @153 =  12  ;; integer values
0006: @132 =  11  ;; integer values

:FINALEB_1620
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false FINALEB_1624
007E: $8001 -= unknown_inaccurate_float_timer  .18  ;; floating-point values

:FINALEB_1624
00D6: if  0
0019:   @32 >  0  ;; integer values
004D: jump_if_false FINALEB_1632
00D6: if  0
0039:   @153 ==  0  ;; integer values
004D: jump_if_false FINALEB_1632
0948:  2538.4 -1278.4  34.04  4  .2 
0006: @153 =  1  ;; integer values

:FINALEB_1632
00D6: if  0
0019:   @32 >  100  ;; integer values
004D: jump_if_false FINALEB_1639
00D6: if  0
0039:   @153 ==  1  ;; integer values
004D: jump_if_false FINALEB_1639
0006: @153 =  2  ;; integer values

:FINALEB_1639
00D6: if  0
0019:   @32 >  250  ;; integer values
004D: jump_if_false FINALEB_1649
00D6: if  0
0039:   @153 ==  2  ;; integer values
004D: jump_if_false FINALEB_1649
0948:  2540.24 -1270.59  34.07  0  .2 
02D1: unknown_remove_fire @64
02D1: unknown_remove_fire @61
0006: @153 =  3  ;; integer values

:FINALEB_1649
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false FINALEB_1657
00D6: if  0
0039:   @153 ==  3  ;; integer values
004D: jump_if_false FINALEB_1657
0948:  2535.66 -1276.3  34.34  2  .2 
0006: @153 =  4  ;; integer values

:FINALEB_1657
00D6: if  0
0019:   @32 >  850  ;; integer values
004D: jump_if_false FINALEB_1666
00D6: if  0
0039:   @153 ==  4  ;; integer values
004D: jump_if_false FINALEB_1666
0948:  2531.74 -1270.35  34.39  1  .2 
02D1: unknown_remove_fire @64
0006: @153 =  5  ;; integer values

:FINALEB_1666
00D6: if  0
0019:   @32 >  1100  ;; integer values
004D: jump_if_false FINALEB_1674
00D6: if  0
0039:   @153 ==  5  ;; integer values
004D: jump_if_false FINALEB_1674
015D: set_gamespeed  .35
0006: @153 =  6  ;; integer values

:FINALEB_1674
00D6: if  0
0019:   @32 >  1298  ;; integer values
004D: jump_if_false FINALEB_1684
00D6: if  0
0039:   @153 ==  6  ;; integer values
004D: jump_if_false FINALEB_1684
015D: set_gamespeed  .39
0948:  2527.72 -1272.82  34.26  0  .2 
02D1: unknown_remove_fire @65
0006: @153 =  7  ;; integer values

:FINALEB_1684
00D6: if  0
0019:   @32 >  1400  ;; integer values
004D: jump_if_false FINALEB_1693
00D6: if  0
0039:   @153 ==  7  ;; integer values
004D: jump_if_false FINALEB_1693
015D: set_gamespeed  .42
0948:  2529.54 -1270.12  34.31  2  .22 
0006: @153 =  8  ;; integer values

:FINALEB_1693
00D6: if  0
0019:   @32 >  1500  ;; integer values
004D: jump_if_false FINALEB_1703
00D6: if  0
0039:   @153 ==  8  ;; integer values
004D: jump_if_false FINALEB_1703
015D: set_gamespeed  .44
0948:  2524.15 -1272.31  34.42  4  .25 
02D1: unknown_remove_fire @70
0006: @153 =  9  ;; integer values

:FINALEB_1703
00D6: if  0
0019:   @32 >  1600  ;; integer values
004D: jump_if_false FINALEB_1721
00D6: if  0
0039:   @153 ==  9  ;; integer values
004D: jump_if_false FINALEB_1721
015D: set_gamespeed  .5
0948:  2522.33 -1270.19  34.19  1  .3 
02D1: unknown_remove_fire @61
02D1: unknown_remove_fire @62
02D1: unknown_remove_fire @65
02D1: unknown_remove_fire @70
02D1: unknown_remove_fire @69
02D1: unknown_remove_fire @75
02D1: unknown_remove_fire @76
02D1: unknown_remove_fire @73
02D1: unknown_remove_fire @63
0006: @153 =  10  ;; integer values

:FINALEB_1721
00D6: if  0
0019:   @32 >  1700  ;; integer values
004D: jump_if_false FINALEB_1738
00D6: if  0
0039:   @153 ==  10  ;; integer values
004D: jump_if_false FINALEB_1738
0948:  2524.14 -1270.04  34.19  2  .25 
02CF: create_fire_at  2523.17 -1269.18  34.04  0  3 @61 
02CF: create_fire_at  2522.47 -1271.46  34.15  0  2 @62 
02CF: create_fire_at  2523.68 -1272.35  34.19  0  3 @65 
02CF: create_fire_at  2523.18 -1273.32  34.06  0  2 @70 
02CF: create_fire_at  2522.8 -1274.45  34.05  0  3 @69 
02CF: create_fire_at  2522.42 -1276.4  34.05  0  2 @75 
02CF: create_fire_at  2520.32 -1273.41  34.0  0  1 @76 
02CF: create_fire_at  2521.32 -1273.41  34.0  0  1 @73 
02CF: create_fire_at  2520.93 -1269.28  34.0  0  2 @63 
0006: @153 =  11  ;; integer values

:FINALEB_1738
00D6: if  0
0019:   @32 >  1916  ;; integer values
004D: jump_if_false FINALEB_1746
00D6: if  0
0039:   @153 ==  11  ;; integer values
004D: jump_if_false FINALEB_1746
0948:  2522.01 -1274.06  34.2  4  .2 
0006: @153 =  12  ;; integer values

:FINALEB_1746
00D6: if  0
0039:   @132 ==  11  ;; integer values
004D: jump_if_false FINALEB_1902
00D6: if  0
0022:    61.0 > $8003  ;; floating-point values
004D: jump_if_false FINALEB_1755
0078: $8003 += unknown_inaccurate_float_timer  .1  ;; floating-point values
007E: $8001 -= unknown_inaccurate_float_timer  .02  ;; floating-point values
0078: $8006 += unknown_inaccurate_float_timer  .008  ;; floating-point values

:FINALEB_1755
015F: set_camera_position $8001 $8002 $8003  0.0  0.0  0.0
0160: point_camera $8004 $8005 $8006  2
00D6: if  0
0039:   @153 ==  12  ;; integer values
004D: jump_if_false FINALEB_1765
00D6: if  0
0019:   @32 >  1400  ;; integer values
004D: jump_if_false FINALEB_1765
0948:  2521.46 -1268.02  39.8  0  .2 
0006: @153 =  13  ;; integer values

:FINALEB_1765
00D6: if  0
0039:   @153 ==  13  ;; integer values
004D: jump_if_false FINALEB_1773
00D6: if  0
0019:   @32 >  1670  ;; integer values
004D: jump_if_false FINALEB_1773
0948:  2521.48 -1270.67  40.32  4  .25 
0006: @153 =  14  ;; integer values

:FINALEB_1773
00D6: if  0
0039:   @153 ==  14  ;; integer values
004D: jump_if_false FINALEB_1788
00D6: if  0
0019:   @32 >  1800  ;; integer values
004D: jump_if_false FINALEB_1788
0948:  2521.32 -1275.86  40.47  2  .2 
02D1: unknown_remove_fire @64
02D1: unknown_remove_fire @66
02D1: unknown_remove_fire @74
02D1: unknown_remove_fire @69
02CF: create_fire_at  2521.46 -1268.02  39.8  1  2 @64 
02CF: create_fire_at  22521.48 -1270.67  40.32  1  2 @66 
02CF: create_fire_at  2521.32 -1275.86  40.47  1  1 @74 
0006: @153 =  15  ;; integer values

:FINALEB_1788
00D6: if  0
0039:   @153 ==  15  ;; integer values
004D: jump_if_false FINALEB_1797
00D6: if  0
0019:   @32 >  1950  ;; integer values
004D: jump_if_false FINALEB_1797
0948:  2521.42 -1273.18  39.83  2  .2 
0948:  2525.43 -1280.65  40.28  4  .2 
0006: @153 =  16  ;; integer values

:FINALEB_1797
00D6: if  0
0039:   @153 ==  16  ;; integer values
004D: jump_if_false FINALEB_1811
00D6: if  0
0019:   @32 >  2200  ;; integer values
004D: jump_if_false FINALEB_1811
0948:  2521.27 -1270.64  43.25  2  .2 
02D1: unknown_remove_fire @77
02D1: unknown_remove_fire @63
02D1: unknown_remove_fire @79
02D1: unknown_remove_fire @78
02D1: unknown_remove_fire @70
02CF: create_fire_at  2525.43 -1280.65  40.28  1  2 @69 
0006: @153 =  17  ;; integer values

:FINALEB_1811
00D6: if  0
0039:   @153 ==  17  ;; integer values
004D: jump_if_false FINALEB_1821
00D6: if  0
0019:   @32 >  2568  ;; integer values
004D: jump_if_false FINALEB_1821
0948:  2521.15 -1267.91  43.37  2  .2 
0948:  2525.89 -1281.0  43.79  4  .2 
02CF: create_fire_at  2525.89 -1281.0  43.79  3  3 @70 
0006: @153 =  18  ;; integer values

:FINALEB_1821
00D6: if  0
0039:   @153 ==  18  ;; integer values
004D: jump_if_false FINALEB_1832
00D6: if  0
0019:   @32 >  3241  ;; integer values
004D: jump_if_false FINALEB_1832
0948:  2520.86 -1273.39  43.2  0  .2 
02CF: create_fire_at  2521.27 -1270.64  43.25  1  3 @77 
02CF: create_fire_at  2521.15 -1267.91  43.37  2  2 @63 
02CF: create_fire_at  2521.34 -1275.7  43.26  3  1 @79 
0006: @153 =  19  ;; integer values

:FINALEB_1832
00D6: if  0
0039:   @153 ==  19  ;; integer values
004D: jump_if_false FINALEB_1840
00D6: if  0
0019:   @32 >  3485  ;; integer values
004D: jump_if_false FINALEB_1840
0948:  2521.34 -1275.7  43.26  4  .2 
0006: @153 =  20  ;; integer values

:FINALEB_1840
00D6: if  0
0039:   @153 ==  20  ;; integer values
004D: jump_if_false FINALEB_1848
00D6: if  0
0019:   @32 >  3708  ;; integer values
004D: jump_if_false FINALEB_1848
0948:  2521.15 -1275.61  47.83  2  .2 
0006: @153 =  21  ;; integer values

:FINALEB_1848
00D6: if  0
0039:   @153 ==  21  ;; integer values
004D: jump_if_false FINALEB_1858
00D6: if  0
0019:   @32 >  4246  ;; integer values
004D: jump_if_false FINALEB_1858
0948:  2521.04 -1272.97  47.91  0  .2 
02D1: unknown_remove_fire @75
02CF: create_fire_at  2525.88 -1279.99  48.43  3  2 @62 
0006: @153 =  22  ;; integer values

:FINALEB_1858
00D6: if  0
0039:   @153 ==  22  ;; integer values
004D: jump_if_false FINALEB_1869
00D6: if  0
0019:   @32 >  4708  ;; integer values
004D: jump_if_false FINALEB_1869
0948:  2521.24 -1267.9  48.15  4  .2 
02D1: unknown_remove_fire @61
02D1: unknown_remove_fire @62
0948:  2525.88 -1279.99  48.43  2  .2 
0006: @153 =  23  ;; integer values

:FINALEB_1869
00D6: if  0
0039:   @153 ==  23  ;; integer values
004D: jump_if_false FINALEB_1880
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false FINALEB_1880
0948:  2521.37 -1270.86  48.35  0  .2 
02CF: create_fire_at  2521.15 -1275.61  47.83  3  1 @78 
02CF: create_fire_at  2521.04 -1272.97  47.91  2  2 @61 
02CF: create_fire_at  2521.24 -1267.9  48.15  3  2 @62 
0006: @153 =  24  ;; integer values

:FINALEB_1880
00D6: if  0
0039:   @153 ==  24  ;; integer values
004D: jump_if_false FINALEB_1902
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false FINALEB_1902
0792: $PLAYER_ACTOR 
014F: stop_timer $8007
04EF: release_animation "DAM_JUMP"
0249: release_model  349
0249: release_model  356
0249: release_model  366
08FD:  0 
016A: fade  0 ()  1000 ms

:FINALEB_1894
00D6: if  0
016B:   fading
004D: jump_if_false FINALEB_1899
0001: wait  0 ms
0002: jump FINALEB_1894

:FINALEB_1899
0002: jump FINALEB_1984
0006: @132 =  11  ;; integer values
0006: @153 =  25  ;; integer values

:FINALEB_1902
0002: jump FINALEB_112

:FINALEB_1903
0615: @99 
05D3: unknown_action_sequence -1 @106 @107 @108  6 -1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @99 
0618: @104 @99 
061B: @99 
0051: return

:FINALEB_1911
0615: @100 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @100 
0618: @104 @100 
061B: @100 
0051: return

:FINALEB_1919
0615: @101 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @101 
0618: @104 @101 
061B: @101 
0051: return

:FINALEB_1926
0615: @111 
05D3: unknown_action_sequence -1 @106 @107 @108  6 -1 
05D3: unknown_action_sequence -1 @113 @114 @115  6 -1 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @111 
0618: @104 @111 
061B: @111 
0051: return

:FINALEB_1935
0615: @102 
0605: unknown_action_sequence -1 "CROUCH_ROLL_R" "PED"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @102 
0618: @104 @102 
061B: @102 
0051: return

:FINALEB_1944
0615: @103 
0812: unknown_action_sequence -1 "SWT_WLLPK_R" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_R" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR @112 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1 @106 @107 @108 @116 -1.0 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_R_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @103  1 
0616: @103 
0618: @104 @103 
061B: @103 
0051: return

:FINALEB_1957
0615: @105 
0812: unknown_action_sequence -1 "SWT_WLLPK_L" "SWAT"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLSHOOT_IN_L" "SWAT"  8.0  0  1  1  0 -1 
0638: unknown_action_sequence -1  1 
07A5: unknown_action_sequence -1 $PLAYER_ACTOR @112 
0638: unknown_action_sequence -1  0 
0804: unknown_action_sequence -1 @106 @107 @108 @116 -1.0 "SWT_WLLSHOOT_OUT_R" "SWAT"  8.0  0  1  1  0 -1 
0812: unknown_action_sequence -1 "SWT_WLLPK_L_BACK" "SWAT"  8.0  0  0  0  0 -1 
0643: @105  1 
0616: @105 
0618: @104 @105 
061B: @105 
0051: return

:FINALEB_1970
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0039:   @182 ==  1  ;; integer values
004D: jump_if_false FINALEB_1975
00BC: text_highpriority 'RM4_46'  5000 ms  1

:FINALEB_1975
00D6: if  0
0039:   @179 ==  7  ;; integer values
004D: jump_if_false FINALEB_1979
00BC: text_highpriority 'RM4_45'  7000 ms  1

:FINALEB_1979
00D6: if  0
0039:   @183 ==  1  ;; integer values
004D: jump_if_false FINALEB_1983
00BC: text_highpriority 'RM4_50'  5000 ms  1

:FINALEB_1983
0051: return

:FINALEB_1984
0006: @156 =  1  ;; integer values
0110: clear_player $PLAYER_CHAR wanted_level
0008: $RIOT_MISSIONS_PASSED +=  1  ;; integer values
0051: return

:FINALEB_1988
08FD:  0 
0924:  0 -1 
031A: remove_all_fires
03C7: unknown_maby_cops_density  1.0
01F0: set_max_wanted_level_to  6
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
014F: stop_timer $8007
0249: release_model  102
0249: release_model  104
0249: release_model  109
0249: release_model  368
0249: release_model  349
0249: release_model  352
0249: release_model  356
0249: release_model  366
034F: destroy_actor_with_fade $130  ;; 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  544
0249: release_model  280
0249: release_model  492
0249: release_model  533
0249: release_model  109
0249: release_model  102
0249: release_model  352
0249: release_model  344
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:  1 
03C7: unknown_maby_cops_density  1.0
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0006: @60 =  0  ;; integer values

:FINALEB_2040
00D6: if  0
001B:    9 > @60  ;; integer values
004D: jump_if_false FINALEB_2046
0650: @51(@60,9i) 
000A: @60 +=  1  ;; integer values
0002: jump FINALEB_2040

:FINALEB_2046
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
00D6: if  0
0039:   @156 ==  1  ;; integer values
004D: jump_if_false FINALEB_2052
016A: fade  0 ()  0 ms

:FINALEB_2052
0051: return

;-------------Mission 112---------------
; Originally: End Of The Line (3)


:M_112_1
0050: gosub M_112_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_112_6
0050: gosub FINALEC_6289

:M_112_6
0050: gosub FINALEC_6315
004E: end_thread

:M_112_8
0004: $ON_MISSION =  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:  0 
03C7: unknown_maby_cops_density  0.0
06D0:  0 
0247: request_model  544
0247: request_model  280
0247: request_model  492
0247: request_model  533
0247: request_model  109
0247: request_model  102
0247: request_model  352
0247: request_model  344
0247: request_model #LA_FUCKCAR1
0247: request_model #LA_FUCKCAR2
04ED: load_animation "FINALE"
04ED: load_animation "FINALE2"
07C0:  288 
07C0:  289 
023C: load_special_actor  1 'SWEET'
023C: load_special_actor  2 'TENPEN'
07C0:  290 
07C0:  291 
03CF: load_wav  33227 as  1
038B: load_requested_models

:FINALEC_105
00D6: if  24
8248:   NOT   model  544 available
8248:   NOT   model  280 available
8248:   NOT   model  492 available
8248:   NOT   model  533 available
8248:   NOT   model  109 available
004D: jump_if_false FINALEC_114
0001: wait  0 ms
0002: jump FINALEC_105

:FINALEC_114
00D6: if  24
8248:   NOT   model  102 available
8248:   NOT   model  352 available
8248:   NOT   model  344 available
8248:   NOT   model #LA_FUCKCAR1 available
8248:   NOT   model #LA_FUCKCAR2 available
004D: jump_if_false FINALEC_123
0001: wait  0 ms
0002: jump FINALEC_114

:FINALEC_123
00D6: if  24
84ED:   NOT load_animation "FINALE"
84ED:   NOT load_animation "FINALE2"
87C1:   NOT  288 
87C1:   NOT  289 
823D:   NOT   special_actor  1 loaded
004D: jump_if_false FINALEC_132
0001: wait  0 ms
0002: jump FINALEC_123

:FINALEC_132
00D6: if  21
87C1:   NOT  290 
87C1:   NOT  291 
004D: jump_if_false FINALEC_138
0001: wait  0 ms
0002: jump FINALEC_132

:FINALEC_138
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00A1: put_actor $PLAYER_ACTOR at  2515.771 -1277.474  33.728
0173: set_actor $PLAYER_ACTOR z_angle_to  144.159
0605: unknown_action_sequence $PLAYER_ACTOR "KO_SKID_BACK" "PED"  1000.0  0  0  0  1 -1 
0001: wait  250 ms
00A5: @152 = create_car  544 at  2508.649 -1295.866  33.92
0175: set_car @152 z_angle_to  .3186
08A4: @152  .7 
02AC: set_car @152 immunities  1  1  1  1  1
0852: @152  0 
00A5: $136 = create_car  492 at  2508.941 -1306.517  33.92
0175: set_car $136 z_angle_to  165.3186
0229: set_car $136 color_to  59  34
0674: set_car_model  533 numberplate "_IMY_AK" 
00A5: @153 = create_car  533 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: @153  0 
0229: set_car @153 color_to  1  8
009A: @49 = create_actor  23  291 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  280 in_car @152 passenger_seat  0
02AB: set_actor @158 immunities  1  1  1  1  1
060B: unknown_actor_use_entity @158 @97 
009A: $131 = create_actor  23  290 at  0.0  0.0  0.0
02AB: set_actor $131 immunities  1  1  1  1  1
0173: set_actor $131 z_angle_to  .3186
060B: unknown_actor_use_entity $131 @97 
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_175
0464: put_actor $131 into_turret_on_car @152 at_car_offset  0.0 -8.227 -1000.156 unknown  0 angle  0.0 with_weapon  0

:FINALEC_175
03DE: set_pedestrians_density_multiplier_to  0.0
01EB: set_car_density_to  0.0
0395: clear_area  0 at  2506.218 -1293.093  200.0 range  200.0
06D7:  0 
06DB: (unknown)
015D: set_gamespeed  1.0
0732:  533 
0732:  544 
02CF: create_fire_at  2521.392 -1269.343  34.1609  0  3 @70 
02CF: create_fire_at  2521.701 -1270.293  34.2031  0  2 @71 
02CF: create_fire_at  2523.58 -1271.225  34.2918  0  3 @72 
02CF: create_fire_at  2518.576 -1284.467  34.0265  0  2 @73 
02CF: create_fire_at  2521.6 -1270.885  40.4338  0  3 @74 
02CF: create_fire_at  2521.662 -1267.656  43.8955  0  2 @75 
02CF: create_fire_at  2521.674 -1275.707  43.7437  0  3 @76 
02CF: create_fire_at  2521.506 -1275.781  40.4019  0  2 @77 
02CF: create_fire_at  2522.68 -1280.397  39.1158  0  3 @78 
02CF: create_fire_at  2521.676 -1279.352  39.112  0  3 @79 
02CF: create_fire_at  2521.714 -1278.639  37.4041  0  2 @80 
0489: unknown_actor $PLAYER_ACTOR flag  1
0A45:  .3 
0001: wait  500 ms
0A0B:  2504.96 -1309.16  34.44  334.0 
00C0: set_current_time  17  0
01F0: set_max_wanted_level_to  0
016A: fade  1 (back)  1000 ms
0006: @128 =  11  ;; integer values

:FINALEC_202
0001: wait  0 ms
00D6: if  0
0735:  83 
004D: jump_if_false FINALEC_207
0002: jump FINALEC_6304

:FINALEC_207
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_421
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_421
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_421
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_421
00D6: if  0
0039:   @128 ==  11  ;; integer values
004D: jump_if_false FINALEC_227
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: unknown_action_sequence @49 @152 -1 
0006: @32 =  0  ;; integer values
0006: @128 =  12  ;; integer values

:FINALEC_227
00D6: if  0
0039:   @128 ==  12  ;; integer values
004D: jump_if_false FINALEC_235
00D6: if  0
0019:   @32 >  1750  ;; integer values
004D: jump_if_false FINALEC_235
0605: unknown_action_sequence $PLAYER_ACTOR "GETUP_FRONT" "PED"  8.0  0  0  0  0 -1 
0006: @128 =  13  ;; integer values

:FINALEC_235
00D6: if  0
0039:   @128 ==  13  ;; integer values
004D: jump_if_false FINALEC_246
00D6: if  0
0448:   actor @49 in_car @152
004D: jump_if_false FINALEC_246
0812: unknown_action_sequence $131 "FIN_JUMP_ON" "FINALE"  1000.0  0  0  0  1 -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_246
00D6: if  0
0039:   @128 ==  14  ;; integer values
004D: jump_if_false FINALEC_252
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_252
00D6: if  0
0039:   @128 ==  15  ;; integer values
004D: jump_if_false FINALEC_265
00D6: if  0
0019:   @32 >  1400  ;; integer values
004D: jump_if_false FINALEC_265
0925: (unknown)
092F:  1 
0930:  1 
041D: set_camera_near_clip  .1 
0920:  2514.667 -1300.31  36.4758  2514.946 -1282.265  35.6876  4000  0 
0936:  2515.445 -1299.71  36.5622  2515.482 -1282.265  35.713  4000  0 
0006: @128 =  16  ;; integer values

:FINALEC_265
00D6: if  0
0039:   @128 ==  16  ;; integer values
004D: jump_if_false FINALEC_274
00D6: if  0
0019:   @32 >  2220  ;; integer values
004D: jump_if_false FINALEC_274
05EB: @152  288 
00A1: put_actor $PLAYER_ACTOR at  2513.49 -1277.77  34.19
0006: @128 =  17  ;; integer values

:FINALEC_274
00D6: if  0
0039:   @128 ==  17  ;; integer values
004D: jump_if_false FINALEC_286
00D6: if  0
8934:   NOT (unknown)
004D: jump_if_false FINALEC_286
0925: (unknown)
092F:  1 
0930:  1 
0936:  2515.482 -1282.265  35.713  2515.482 -1283.1  35.713  4000  0 
0920:  2514.946 -1282.265  35.6876  2515.719 -1282.136  35.6959  4000  0 
0006: @128 =  18  ;; integer values

:FINALEC_286
00D6: if  0
0039:   @128 ==  18  ;; integer values
004D: jump_if_false FINALEC_297
00D6: if  0
060E: @152 
004D: jump_if_false FINALEC_297
00D6: if  0
0019:   @32 >  4999  ;; integer values
004D: jump_if_false FINALEC_297
06FD: @152  .75 
0006: @128 =  19  ;; integer values

:FINALEC_297
00D6: if  0
0039:   @128 ==  19  ;; integer values
004D: jump_if_false FINALEC_305
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false FINALEC_305
05CB: unknown_action_sequence $PLAYER_ACTOR @153 -1 
0006: @128 =  20  ;; integer values

:FINALEC_305
00D6: if  0
0039:   @128 ==  20  ;; integer values
004D: jump_if_false FINALEC_361
00D6: if  0
0019:   @32 >  10500  ;; integer values
004D: jump_if_false FINALEC_361
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @153
004D: jump_if_false FINALEC_361
0925: (unknown)
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @151 =  1  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'RM4_41'  8000 ms  1
00BB: text_lowpriority 'RM4_42'  5000 ms  1
03DE: set_pedestrians_density_multiplier_to  .2
01C3: remove_references_to_car $136  ;; Like turning a car into any random car
0249: release_model  492
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  109 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_6267
009A: @45 = create_actor  24  109 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: @45  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_6267
009A: @46 = create_actor  24  109 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_6267
02CF: create_fire_at  2598.54 -1044.53  68.5  0  3 @61 
02CF: create_fire_at  2600.99 -1050.01  69.04  0  3 @62 
02CF: create_fire_at  2599.88 -1052.4  68.06  0  3 @63 
0006: @128 =  21  ;; integer values

:FINALEC_361
00D6: if  0
0039:   @128 ==  21  ;; integer values
004D: jump_if_false FINALEC_375
05EC: @152 
05EB: @152  289 
0187: @115 = create_marker_above_actor $131
07E0: @115  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_375
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false FINALEC_387
00D6: if  0
0611: $131 "FIN_JUMP_ON" 
004D: jump_if_false FINALEC_387
0613: $131 "FIN_JUMP_ON" @164 
00D6: if  0
0043:   @164 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_387
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  4.0  0  0  0  1 -1 
0006: @190 =  2  ;; integer values

:FINALEC_387
00D6: if  0
0019:   @128 >  13  ;; integer values
004D: jump_if_false FINALEC_421
00D6: if  0
0039:   @151 ==  0  ;; integer values
004D: jump_if_false FINALEC_421
0050: gosub FINALEC_6243
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false FINALEC_403
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_403
04AF: @187 = unknown_wav_reference  33227 
05AA: s@188 = 'ROT4_HA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_403
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false FINALEC_412
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_412
04AF: @187 = unknown_wav_reference  33228 
05AA: s@188 = 'ROT4_HB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_412
00D6: if  0
0039:   @203 ==  2  ;; integer values
004D: jump_if_false FINALEC_421
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_421
04AF: @187 = unknown_wav_reference  33216 
05AA: s@188 = 'ROT4_DB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_421
00D6: if  21
0039:   @191 ==  1  ;; integer values
0039:   @191 ==  2  ;; integer values
004D: jump_if_false FINALEC_430
00D6: if  0
0119:   car @153 wrecked
004D: jump_if_false FINALEC_430
0006: @201 =  1  ;; integer values
0002: jump FINALEC_6289

:FINALEC_430
00D6: if  0
0039:   @191 ==  1  ;; integer values
004D: jump_if_false FINALEC_1456
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1456
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_1456
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_1456
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1456
00D6: if  0
8202:   NOT   actor $131 near_car @153 radius  125.0  125.0 unknown  0
004D: jump_if_false FINALEC_454
00D6: if  0
82CB:   NOT   actor $131 bounding_sphere_visible
004D: jump_if_false FINALEC_454
0006: @202 =  1  ;; integer values
0002: jump FINALEC_6289
00BC: text_highpriority 'RM4_50'  5000 ms  1

:FINALEC_454
00D6: if  0
0039:   @200 ==  0  ;; integer values
004D: jump_if_false FINALEC_465
00D6: if  0
8448:   NOT   actor $PLAYER_ACTOR in_car @153
004D: jump_if_false FINALEC_465
0164: disable_marker @115
0186: @115 = create_marker_above_car @153
07E0: @115  1 
00BC: text_highpriority 'RM4_48'  5000 ms  1
0006: @200 =  1  ;; integer values

:FINALEC_465
00D6: if  0
0039:   @200 ==  1  ;; integer values
004D: jump_if_false FINALEC_481
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car @153
004D: jump_if_false FINALEC_481
0164: disable_marker @115
0187: @115 = create_marker_above_actor $131
07E0: @115  1 
018B: show_on_radar @115  2
00D6: if  0
0019:   @198 >  0  ;; integer values
004D: jump_if_false FINALEC_479
018B: show_on_radar @115  3

:FINALEC_479
00BC: text_highpriority 'RM4_49'  5000 ms  1
0006: @200 =  0  ;; integer values

:FINALEC_481
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_519
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_519
00D6: if  0
060E: @152 
004D: jump_if_false FINALEC_519
0871: init_jump_table @194 total_jumps  3  0 FINALEC_519 jumps  0 FINALEC_491  1 FINALEC_507  2 FINALEC_513 -1 FINALEC_519 -1 FINALEC_519 -1 FINALEC_519 -1 FINALEC_519 

:FINALEC_491
00D6: if  0
80F2:   NOT   actor $131 near_actor $PLAYER_ACTOR radius  60.0  60.0  0
004D: jump_if_false FINALEC_497
06FD: @152  .5 
0006: @194 =  1  ;; integer values
0002: jump FINALEC_506

:FINALEC_497
00D6: if  0
00F2:   actor $131 near_actor $PLAYER_ACTOR radius  15.0  15.0  0
004D: jump_if_false FINALEC_506
00D6: if  21
8039:   NOT   @193 ==  5  ;; integer values
8039:   NOT   @193 ==  1  ;; integer values
004D: jump_if_false FINALEC_506
06FD: @152  1.3 
0006: @194 =  2  ;; integer values

:FINALEC_506
0002: jump FINALEC_519

:FINALEC_507
00D6: if  0
00F2:   actor $131 near_actor $PLAYER_ACTOR radius  55.0  55.0  0
004D: jump_if_false FINALEC_512
06FD: @152  1.0 
0006: @194 =  0  ;; integer values

:FINALEC_512
0002: jump FINALEC_519

:FINALEC_513
00D6: if  0
80F2:   NOT   actor $131 near_actor $PLAYER_ACTOR radius  20.0  20.0  0
004D: jump_if_false FINALEC_518
06FD: @152  1.0 
0006: @194 =  0  ;; integer values

:FINALEC_518
0002: jump FINALEC_519

:FINALEC_519
00D6: if  0
8118:   NOT   actor @158 dead
004D: jump_if_false FINALEC_734
00D6: if  0
0039:   @196 ==  1  ;; integer values
004D: jump_if_false FINALEC_530
00AA: store_car @152 position_to $69 $70 $71
000D: $71 -=  15.0  ;; floating-point values
0362: remove_actor @158 from_car_and_place_at $69 $70 $71
0464: put_actor @158 into_turret_on_car @152 at_car_offset  0.0  .656  2.408 unknown  0 angle  0.0 with_weapon  0
0006: @196 =  2  ;; integer values

:FINALEC_530
00D6: if  0
0039:   @196 ==  2  ;; integer values
004D: jump_if_false FINALEC_536
0657: @152  3 
0812: unknown_action_sequence @158 "FIN_COP1_CLIMBOUT" "FINALE2"  1000.0  0  0  0  1 -1 
0006: @196 =  3  ;; integer values

:FINALEC_536
00D6: if  0
0039:   @196 ==  3  ;; integer values
004D: jump_if_false FINALEC_552
00D6: if  0
0611: @158 "FIN_COP1_CLIMBOUT" 
004D: jump_if_false FINALEC_552
0613: @158 "FIN_COP1_CLIMBOUT" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_552
0465: remove_actor @158 from_turret_mode
0464: put_actor @158 into_turret_on_car @152 at_car_offset -.014 -7.4 -999.253 unknown  2 angle  0.0 with_weapon  0
0812: unknown_action_sequence @158 "FIN_COP1_CLIMBOUT2" "FINALE"  1000.0  0  0  0  1 -1 
0006: @32 =  0  ;; integer values
0006: @198 =  1  ;; integer values
0006: @196 =  4  ;; integer values

:FINALEC_552
00D6: if  0
0039:   @196 ==  4  ;; integer values
004D: jump_if_false FINALEC_566
00D6: if  0
0611: @158 "FIN_COP1_CLIMBOUT2" 
004D: jump_if_false FINALEC_566
0613: @158 "FIN_COP1_CLIMBOUT2" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_566
0812: unknown_action_sequence @158 "FIN_COP1_STOMP" "FINALE"  8.0  0  0  0  1 -1 
0006: @33 =  0  ;; integer values
00BC: text_highpriority 'RM4_43'  7000 ms  1
0006: @196 =  5  ;; integer values

:FINALEC_566
00D6: if  0
0039:   @196 ==  5  ;; integer values
004D: jump_if_false FINALEC_574
00D6: if  0
0019:   @33 >  499  ;; integer values
004D: jump_if_false FINALEC_574
0812: unknown_action_sequence $131 "FIN_HANG_SLIP" "FINALE"  8.0  0  0  0  1 -1 
0006: @196 =  6  ;; integer values

:FINALEC_574
00D6: if  0
0039:   @196 ==  6  ;; integer values
004D: jump_if_false FINALEC_586
00D6: if  0
0611: @158 "FIN_COP1_STOMP" 
004D: jump_if_false FINALEC_586
0613: @158 "FIN_COP1_STOMP" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_586
0812: unknown_action_sequence @158 "FIN_COP1_LOOP" "FINALE"  8.0  0  0  0  1 -1 
0006: @196 =  7  ;; integer values

:FINALEC_586
00D6: if  0
0039:   @196 ==  7  ;; integer values
004D: jump_if_false FINALEC_599
00D6: if  0
0611: $131 "FIN_HANG_SLIP" 
004D: jump_if_false FINALEC_599
0613: $131 "FIN_HANG_SLIP" @164 
00D6: if  0
0043:   @164 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_599
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  8.0  1  0  0  1 -1 
0006: @33 =  0  ;; integer values
0006: @196 =  8  ;; integer values

:FINALEC_599
00D6: if  0
0039:   @196 ==  8  ;; integer values
004D: jump_if_false FINALEC_615
00D6: if  0
0019:   @33 >  750  ;; integer values
004D: jump_if_false FINALEC_615
00D6: if  0
0611: @158 "FIN_COP1_LOOP" 
004D: jump_if_false FINALEC_615
0613: @158 "FIN_COP1_LOOP" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_615
0812: unknown_action_sequence @158 "FIN_COP1_STOMP" "FINALE"  8.0  0  0  0  1 -1 
0006: @33 =  0  ;; integer values
0006: @196 =  5  ;; integer values

:FINALEC_615
00D6: if  0
0039:   @198 ==  1  ;; integer values
004D: jump_if_false FINALEC_633
00D6: if  0
0019:   @32 >  8999  ;; integer values
004D: jump_if_false FINALEC_633
00D6: if  0
075C:   marker @115 enabled
004D: jump_if_false FINALEC_625
018B: show_on_radar @115  3

:FINALEC_625
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 (bar) 'RM4_47'
0006: @32 =  0  ;; integer values
0006: @198 =  2  ;; integer values

:FINALEC_633
00D6: if  0
0039:   @198 ==  2  ;; integer values
004D: jump_if_false FINALEC_642
00D6: if  0
0019:   @32 >  999  ;; integer values
004D: jump_if_false FINALEC_642
000C: $8009 -=  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @198 =  3  ;; integer values

:FINALEC_642
00D6: if  0
0039:   @198 ==  3  ;; integer values
004D: jump_if_false FINALEC_651
00D6: if  0
0019:   @32 >  999  ;; integer values
004D: jump_if_false FINALEC_651
000C: $8009 -=  1  ;; integer values
0006: @32 =  0  ;; integer values
0006: @198 =  4  ;; integer values

:FINALEC_651
00D6: if  0
0039:   @198 ==  4  ;; integer values
004D: jump_if_false FINALEC_661
00D6: if  0
0019:   @32 >  999  ;; integer values
004D: jump_if_false FINALEC_661
000C: $8009 -=  1  ;; integer values
0006: @32 =  0  ;; integer values
01EB: set_car_density_to  0.0
0006: @198 =  5  ;; integer values

:FINALEC_661
00D6: if  0
0039:   @198 ==  5  ;; integer values
004D: jump_if_false FINALEC_727
00D6: if  0
0019:   @32 >  999  ;; integer values
004D: jump_if_false FINALEC_670
000C: $8009 -=  1  ;; integer values
0006: @205 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:FINALEC_670
00D6: if  0
002A:    0 >= $8009  ;; integer values
004D: jump_if_false FINALEC_681
0004: $8009 =  0  ;; integer values
0006: @196 =  10  ;; integer values
0812: unknown_action_sequence @158 "FIN_COP1_LOOP" "FINALE"  8.0  1  0  0  0 -1 
0465: remove_actor $131 from_turret_mode
0619: $131  1 
0812: unknown_action_sequence $131 "FIN_LAND_DIE" "FINALE"  4.0  0  1  1  1 -1 
0006: @32 =  0  ;; integer values
0006: @198 =  6  ;; integer values

:FINALEC_681
00D6: if  0
0018:   $8009 >  0  ;; integer values
004D: jump_if_false FINALEC_727
00A0: store_actor $131 position_to $69 $70 $71
000D: $71 -=  1.0  ;; floating-point values
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $69 $70 $71 radius  3.0  3.0  4.0
004D: jump_if_false FINALEC_727
0151: remove_status_text $8009
0007: @171 =  4.0  ;; floating-point values
0465: remove_actor $131 from_turret_mode
00A0: store_actor $131 position_to @181 @182 @183
0619: $131  0 
000F: @183 -=  1.0  ;; floating-point values
0792: $131 
00A1: put_actor $131 at @181 @182 @183
0812: unknown_action_sequence $131 "FIN_LET_GO" "FINALE"  1000.0  0  0  0  1 -1 
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_727
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_727
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_727
00A0: store_actor $131 position_to @181 @182 @183
0407: create_coordinate @175 @176 @177 from_car @153 offset  0.0  1.5  .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_727
00D6: if  0
0019:   @198 >  1  ;; integer values
004D: jump_if_false FINALEC_734
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_734
00D6: if  0
0039:   @198 ==  6  ;; integer values
004D: jump_if_false FINALEC_744
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false FINALEC_744
0006: @198 =  7  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
0002: jump FINALEC_6289

:FINALEC_744
00D6: if  0
0039:   @199 ==  1  ;; integer values
004D: jump_if_false FINALEC_752
00D6: if  0
01AD:   car @152  0 ()near_point  2003.29 -1097.0  20.0  20.0
004D: jump_if_false FINALEC_752
01EB: set_car_density_to  1.0
0006: @199 =  2  ;; integer values

:FINALEC_752
00D6: if  0
0039:   @199 ==  1  ;; integer values
004D: jump_if_false FINALEC_760
00D6: if  0
01AD:   car @152  0 ()near_point  2112.84 -1406.01  20.0  20.0
004D: jump_if_false FINALEC_760
01EB: set_car_density_to  0.0
0006: @199 =  2  ;; integer values

:FINALEC_760
00D6: if  0
0039:   @199 ==  2  ;; integer values
004D: jump_if_false FINALEC_768
00D6: if  0
01AD:   car @152  0 ()near_point  2112.51 -1631.72  20.0  20.0
004D: jump_if_false FINALEC_768
01EB: set_car_density_to  .9
0006: @199 =  3  ;; integer values

:FINALEC_768
00D6: if  0
0039:   @195 ==  1  ;; integer values
004D: jump_if_false FINALEC_782
00D6: if  0
0248:   model  538 available
004D: jump_if_false FINALEC_780
06D8: @157 = create_train_at  2135.04 -1953.25  12.84 track  15 unknown  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_782

:FINALEC_780
0249: release_model  538
0006: @195 =  2  ;; integer values

:FINALEC_782
00D6: if  0
0039:   @195 ==  2  ;; integer values
004D: jump_if_false FINALEC_798
00D6: if  0
8119:   NOT   car @157 wrecked
004D: jump_if_false FINALEC_795
00D6: if  0
01AD:   car @157  0 ()near_point  2226.64 -1603.62  15.0  15.0
004D: jump_if_false FINALEC_794
06DA: (unknown)
0249: release_model  538
0006: @195 =  3  ;; integer values

:FINALEC_794
0002: jump FINALEC_798

:FINALEC_795
06DA: (unknown)
0249: release_model  538
0006: @195 =  3  ;; integer values

:FINALEC_798
00D6: if  0
0039:   @195 ==  3  ;; integer values
004D: jump_if_false FINALEC_803
06DB: (unknown)
0006: @195 =  4  ;; integer values

:FINALEC_803
00D6: if  0
0039:   @193 ==  0  ;; integer values
004D: jump_if_false FINALEC_966
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false FINALEC_867
00D6: if  0
01AD:   car @152  0 ()near_point  2339.11 -1038.88  14.0  14.0
004D: jump_if_false FINALEC_867
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  109 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_6267
009A: @37 = create_actor  24  109 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_6267
009A: @38 = create_actor  24  109 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_6267
009A: @39 = create_actor  24  109 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_6267
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: create_fire_at  2172.57 -1008.76  61.56  0  3 @61 
02CF: create_fire_at  2171.57 -1007.76  62.56  0  3 @62 
009A: @40 = create_actor  24  109 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_6267
0006: @192 =  1  ;; integer values

:FINALEC_867
00D6: if  0
0039:   @192 ==  1  ;; integer values
004D: jump_if_false FINALEC_966
00D6: if  0
01AD:   car @152  0 ()near_point  2252.01 -1046.41  14.0  14.0
004D: jump_if_false FINALEC_966
00D6: if  0
0611: $131 "FIN_LEGSUP_LOOP" 
004D: jump_if_false FINALEC_877
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  1.5  1  0  0  1 -1 

:FINALEC_877
00D6: if  0
80C2:   NOT   sphere_onscreen  2600.99 -1050.01  69.04  10.0
004D: jump_if_false FINALEC_885
0108: destroy_object @167
0108: destroy_object @168
009B: destroy_actor_instantly @44
009B: destroy_actor_instantly @45
009B: destroy_actor_instantly @46

:FINALEC_885
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: create_fire_at  2033.39 -938.0  38.99  0  3 @63 
02CF: create_fire_at  2032.39 -937.0  38.99  0  3 @64 
009A: @41 = create_actor  24  109 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_6267
009A: @42 = create_actor  24  109 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_6267
009A: @43 = create_actor  24  109 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_6267
009A: @44 = create_actor  24  109 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_6267
009A: @45 = create_actor  24  109 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_6267
009A: @46 = create_actor  24  109 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_6267
009A: @47 = create_actor  24  109 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_6267
009A: @48 = create_actor  24  109 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_6267
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: unknown_remove_fire @61
02D1: unknown_remove_fire @62
02CF: create_fire_at  1975.31 -1099.27  24.118  0  3 @61 
02CF: create_fire_at  1977.0 -1098.0  24.0  0  3 @62 
0006: @192 =  0  ;; integer values
0006: @199 =  1  ;; integer values
0006: @193 =  1  ;; integer values

:FINALEC_966
00D6: if  0
0039:   @193 ==  1  ;; integer values
004D: jump_if_false FINALEC_1100
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false FINALEC_1002
00D6: if  0
01AD:   car @152  0 ()near_point  2073.51 -1260.18  14.0  14.0
004D: jump_if_false FINALEC_1002
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  102 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_6267
009A: @45 = create_actor  24  102 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_6267
0006: @192 =  1  ;; integer values

:FINALEC_1002
00D6: if  0
0039:   @192 ==  1  ;; integer values
004D: jump_if_false FINALEC_1100
00D6: if  0
01AD:   car @152  0 ()near_point  2268.94 -1260.26  14.0  14.0
004D: jump_if_false FINALEC_1100
00D6: if  0
0611: $131 "FIN_LEGSUP_LOOP" 
004D: jump_if_false FINALEC_1012
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  1.5  1  0  0  1 -1 

:FINALEC_1012
031A: remove_all_fires
0249: release_model  109
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  538
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  102 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_6267
009A: @35 = create_actor  24  102 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_6267
02CF: create_fire_at  2116.7 -1530.846  22.99  0  3 @61 
02CF: create_fire_at  2115.5 -1530.282  22.97  0  2 @62 
02CF: create_fire_at  2114.06 -1529.88  22.96  0  3 @63 
02CF: create_fire_at  2112.3 -1529.92  22.9  0  2 @64 
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  102 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_6267
009A: @37 = create_actor  24  102 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_6267
02CF: create_fire_at  2108.28 -1637.23  18.3  0  3 @65 
02CF: create_fire_at  2110.65 -1637.93  18.36  0  2 @66 
02CF: create_fire_at  2112.18 -1637.2  18.52  0  1 @67 
02CF: create_fire_at  2115.36 -1637.43  18.47  0  2 @68 
02CF: create_fire_at  2117.39 -1636.75  18.62  0  3 @69 
02CF: create_fire_at  2107.91 -1586.498  24.8  0  3 @70 
02CF: create_fire_at  2110.28 -1586.29  24.89  0  2 @71 
02CF: create_fire_at  2112.755 -1586.081  24.8  0  2 @72 
009A: @38 = create_actor  24  102 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_6267
009A: @39 = create_actor  24  102 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_6267
0006: @192 =  0  ;; integer values
0006: @193 =  2  ;; integer values

:FINALEC_1100
00D6: if  0
0039:   @193 ==  2  ;; integer values
004D: jump_if_false FINALEC_1139
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false FINALEC_1125
00D6: if  0
01AD:   car @152  0 ()near_point  2203.69 -1724.39  14.0  14.0
004D: jump_if_false FINALEC_1125
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  102
0249: release_model  352
0249: release_model #LA_FUCKCAR1
0249: release_model #LA_FUCKCAR2
0249: release_model  344
01EB: set_car_density_to  1.0
0006: @192 =  1  ;; integer values

:FINALEC_1125
00D6: if  0
0039:   @192 ==  1  ;; integer values
004D: jump_if_false FINALEC_1139
00D6: if  0
01AD:   car @152  0 ()near_point  2202.32 -1890.45  14.0  14.0
004D: jump_if_false FINALEC_1139
0006: @205 =  3  ;; integer values
00D6: if  0
0611: $131 "FIN_LEGSUP_LOOP" 
004D: jump_if_false FINALEC_1136
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  1.5  1  0  0  1 -1 

:FINALEC_1136
031A: remove_all_fires
0006: @192 =  0  ;; integer values
0006: @193 =  3  ;; integer values

:FINALEC_1139
00D6: if  0
0039:   @193 ==  3  ;; integer values
004D: jump_if_false FINALEC_1173
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false FINALEC_1149
00D6: if  0
01AD:   car @152  0 ()near_point  2115.45 -1954.4  14.0  14.0
004D: jump_if_false FINALEC_1149
0006: @192 =  1  ;; integer values

:FINALEC_1149
00D6: if  0
0039:   @192 ==  1  ;; integer values
004D: jump_if_false FINALEC_1173
00D6: if  0
01AD:   car @152  0 ()near_point  2179.19 -2017.63  14.0  14.0
004D: jump_if_false FINALEC_1173
00D6: if  0
0611: $131 "FIN_LEGSUP_LOOP" 
004D: jump_if_false FINALEC_1159
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  1.5  1  0  0  1 -1 

:FINALEC_1159
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_1173
00D6: if  0
0039:   @193 ==  4  ;; integer values
004D: jump_if_false FINALEC_1207
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false FINALEC_1194
00D6: if  0
01AD:   car @152  0 ()near_point  2318.03 -2165.94  14.0  14.0
004D: jump_if_false FINALEC_1194
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_1194
00D6: if  0
0039:   @192 ==  1  ;; integer values
004D: jump_if_false FINALEC_1207
00D6: if  0
01AD:   car @152  0 ()near_point  2452.6 -2170.27  14.0  14.0
004D: jump_if_false FINALEC_1207
00D6: if  0
0611: $131 "FIN_LEGSUP_LOOP" 
004D: jump_if_false FINALEC_1204
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  1.5  1  0  0  1 -1 

:FINALEC_1204
0006: @196 =  1  ;; integer values
0006: @192 =  0  ;; integer values
0006: @193 =  5  ;; integer values

:FINALEC_1207
00D6: if  0
0039:   @190 ==  1  ;; integer values
004D: jump_if_false FINALEC_1219
00D6: if  0
0611: $131 "FIN_JUMP_ON" 
004D: jump_if_false FINALEC_1219
0613: $131 "FIN_JUMP_ON" @164 
00D6: if  0
0043:   @164 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_1219
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  4.0  1  0  0  1 -1 
0006: @190 =  2  ;; integer values

:FINALEC_1219
00D6: if  0
0019:   @190 >  1  ;; integer values
004D: jump_if_false FINALEC_1292
0174: @160 = car @152 z_angle
095F: @152  6 @161 
000F: @161 -=  .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  0
0023:   -180.0 > @163  ;; floating-point values
004D: jump_if_false FINALEC_1234
000B: @163 +=  360.0  ;; floating-point values

:FINALEC_1234
00D6: if  0
0021:   @163 >  180.0  ;; floating-point values
004D: jump_if_false FINALEC_1238
000B: @163 += -360.0  ;; floating-point values

:FINALEC_1238
0087: @162 = @161  ;; floating-point values only
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false FINALEC_1292
00D6: if  0
0039:   @192 ==  0  ;; integer values
004D: jump_if_false FINALEC_1269
00D6: if  0
0023:   -1.5 > @163  ;; floating-point values
004D: jump_if_false FINALEC_1254
00D6: if  0
8039:   NOT   @190 ==  4  ;; integer values
004D: jump_if_false FINALEC_1253
0812: unknown_action_sequence $131 "FIN_HANG_L" "FINALE"  1.5  0  0  0  1 -1 
0006: @190 =  4  ;; integer values

:FINALEC_1253
0002: jump FINALEC_1268

:FINALEC_1254
00D6: if  0
0021:   @163 >  1.5  ;; floating-point values
004D: jump_if_false FINALEC_1263
00D6: if  0
8039:   NOT   @190 ==  3  ;; integer values
004D: jump_if_false FINALEC_1262
0812: unknown_action_sequence $131 "FIN_HANG_R" "FINALE"  1.5  0  0  0  1 -1 
0006: @190 =  3  ;; integer values

:FINALEC_1262
0002: jump FINALEC_1268

:FINALEC_1263
00D6: if  0
8039:   NOT   @190 ==  2  ;; integer values
004D: jump_if_false FINALEC_1268
0812: unknown_action_sequence $131 "FIN_HANG_LOOP" "FINALE"  2.5  1  0  0  1 -1 
0006: @190 =  2  ;; integer values

:FINALEC_1268
0002: jump FINALEC_1292

:FINALEC_1269
00D6: if  0
0023:   -1.5 > @163  ;; floating-point values
004D: jump_if_false FINALEC_1278
00D6: if  0
8039:   NOT   @190 ==  4  ;; integer values
004D: jump_if_false FINALEC_1277
0812: unknown_action_sequence $131 "FIN_LEGSUP_L" "FINALE"  1.5  0  0  0  1 -1 
0006: @190 =  4  ;; integer values

:FINALEC_1277
0002: jump FINALEC_1292

:FINALEC_1278
00D6: if  0
0021:   @163 >  1.5  ;; floating-point values
004D: jump_if_false FINALEC_1287
00D6: if  0
8039:   NOT   @190 ==  3  ;; integer values
004D: jump_if_false FINALEC_1286
0812: unknown_action_sequence $131 "FIN_LEGSUP_R" "FINALE"  1.5  0  0  0  1 -1 
0006: @190 =  3  ;; integer values

:FINALEC_1286
0002: jump FINALEC_1292

:FINALEC_1287
00D6: if  0
8039:   NOT   @190 ==  2  ;; integer values
004D: jump_if_false FINALEC_1292
0812: unknown_action_sequence $131 "FIN_LEGSUP_LOOP" "FINALE"  2.5  1  0  0  1 -1 
0006: @190 =  2  ;; integer values

:FINALEC_1292
00D6: if  0
001B:    2 > @191  ;; integer values
004D: jump_if_false FINALEC_1456
0050: gosub FINALEC_6243
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false FINALEC_1308
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1308
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  15.0  15.0  0
004D: jump_if_false FINALEC_1308
04AF: @187 = unknown_wav_reference  33217 
05AA: s@188 = 'ROT4_EA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1308
00D6: if  0
0039:   @205 ==  1  ;; integer values
004D: jump_if_false FINALEC_1327
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1327
00D6: if  0
001B:    1 > @203  ;; integer values
004D: jump_if_false FINALEC_1318
0006: @203 =  1  ;; integer values

:FINALEC_1318
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false FINALEC_1327
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1327
04AF: @187 = unknown_wav_reference  33229 
05AA: s@188 = 'ROT4_HC'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1327
00D6: if  0
0039:   @203 ==  2  ;; integer values
004D: jump_if_false FINALEC_1339
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1339
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1339
04AF: @187 = unknown_wav_reference  33221 
05AA: s@188 = 'ROT4_FA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1339
00D6: if  0
0039:   @203 ==  3  ;; integer values
004D: jump_if_false FINALEC_1351
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1351
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1351
04AF: @187 = unknown_wav_reference  33245 
05AA: s@188 = 'ROT4_MB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1351
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1370
00D6: if  0
0039:   @205 ==  2  ;; integer values
004D: jump_if_false FINALEC_1370
00D6: if  0
001B:    4 > @203  ;; integer values
004D: jump_if_false FINALEC_1361
0006: @203 =  4  ;; integer values

:FINALEC_1361
00D6: if  0
0039:   @203 ==  4  ;; integer values
004D: jump_if_false FINALEC_1370
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1370
04AF: @187 = unknown_wav_reference  33241 
05AA: s@188 = 'ROT4_KJ'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1370
00D6: if  0
0039:   @203 ==  5  ;; integer values
004D: jump_if_false FINALEC_1382
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1382
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1382
04AF: @187 = unknown_wav_reference  33218 
05AA: s@188 = 'ROT4_EB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1382
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1401
00D6: if  0
0039:   @205 ==  3  ;; integer values
004D: jump_if_false FINALEC_1401
00D6: if  0
001B:    6 > @203  ;; integer values
004D: jump_if_false FINALEC_1392
0006: @203 =  6  ;; integer values

:FINALEC_1392
00D6: if  0
0039:   @203 ==  6  ;; integer values
004D: jump_if_false FINALEC_1401
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1401
04AF: @187 = unknown_wav_reference  33226 
05AA: s@188 = 'ROT4_GB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1401
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1413
00D6: if  0
0039:   @203 ==  7  ;; integer values
004D: jump_if_false FINALEC_1413
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1413
04AF: @187 = unknown_wav_reference  33222 
05AA: s@188 = 'ROT4_FB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1413
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1432
00D6: if  0
0039:   @205 ==  4  ;; integer values
004D: jump_if_false FINALEC_1432
00D6: if  0
001B:    8 > @203  ;; integer values
004D: jump_if_false FINALEC_1423
0006: @203 =  8  ;; integer values

:FINALEC_1423
00D6: if  0
0039:   @203 ==  8  ;; integer values
004D: jump_if_false FINALEC_1432
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1432
04AF: @187 = unknown_wav_reference  33234 
05AA: s@188 = 'ROT4_KB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1432
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1444
00D6: if  0
0039:   @203 ==  9  ;; integer values
004D: jump_if_false FINALEC_1444
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1444
04AF: @187 = unknown_wav_reference  33236 
05AA: s@188 = 'ROT4_KD'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1444
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1456
00D6: if  0
0039:   @203 ==  10  ;; integer values
004D: jump_if_false FINALEC_1456
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor $131 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1456
04AF: @187 = unknown_wav_reference  33237 
05AA: s@188 = 'ROT4_KE'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1456
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1522
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_1522
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1522
00D6: if  0
0039:   @191 ==  2  ;; integer values
004D: jump_if_false FINALEC_1492
0407: create_coordinate @175 @176 @177 from_car @153 offset  0.0  1.5  .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 $131 at @181 @182 @183
00D6: if  0
0043:   @171 ==  0.0  ;; floating-point values
004D: jump_if_false FINALEC_1492
0464: put_actor $131 into_turret_on_car @153 at_car_offset  0.0  1.5  .5 unknown  0 angle  0.0 with_weapon  0
0812: unknown_action_sequence $131 "FIN_LAND_CAR" "FINALE"  4.0  0  0  0  1 -1 
00D6: if  0
075C:   marker @115 enabled
004D: jump_if_false FINALEC_1490
018B: show_on_radar @115  2

:FINALEC_1490
0006: @32 =  0  ;; integer values
0006: @191 =  3  ;; integer values

:FINALEC_1492
00D6: if  0
0039:   @191 ==  3  ;; integer values
004D: jump_if_false FINALEC_1506
00D6: if  0
0611: $131 "FIN_LAND_CAR" 
004D: jump_if_false FINALEC_1506
0613: $131 "FIN_LAND_CAR" @164 
00D6: if  0
0043:   @164 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_1506
097A: @181 @182 @183  1009 
0812: unknown_action_sequence $131 "FIN_CLIMB_IN" "FINALE"  4.0  0  0  0  1 -1 
0006: @32 =  0  ;; integer values
0006: @191 =  4  ;; integer values

:FINALEC_1506
00D6: if  0
001B:    4 > @191  ;; integer values
004D: jump_if_false FINALEC_1522
00D6: if  0
0019:   @191 >  1  ;; integer values
004D: jump_if_false FINALEC_1522
0050: gosub FINALEC_6243
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1522
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false FINALEC_1522
04AF: @187 = unknown_wav_reference  33246 
05AA: s@188 = 'ROT4_MC'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1522
00D6: if  0
0038:   $8014 ==  0  ;; integer values
004D: jump_if_false FINALEC_1822
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1822
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1822
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_1822
00D6: if  0
0039:   @191 ==  4  ;; integer values
004D: jump_if_false FINALEC_1561
00D6: if  0
0019:   @32 >  2800  ;; integer values
004D: jump_if_false FINALEC_1561
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: @152  1 
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AC: set_car @153 immunities  1  1  1  1  1
0151: remove_status_text $8011
009B: destroy_actor_instantly @158
00D6: if  0
060E: @152 
004D: jump_if_false FINALEC_1557
05EC: @152 

:FINALEC_1557
05EB: @152  290 
06FD: @152  .9 
05EB: @153  291 
0006: @191 =  5  ;; integer values

:FINALEC_1561
00D6: if  0
0039:   @191 ==  5  ;; integer values
004D: jump_if_false FINALEC_1666
00D6: if  0
060E: @152 
004D: jump_if_false FINALEC_1666
00D6: if  0
060E: @153 
004D: jump_if_false FINALEC_1666
05ED: @152 
05ED: @153 
07C0:  230 
07C0:  231 
07C0:  232 
07C0:  233 
07C0:  234 
07C0:  235 
07C0:  236 
07C0:  237 
07C0:  238 
07C0:  239 
07C0:  240 
0247: request_model  352
0247: request_model  596
0247: request_model  468
0247: request_model  344
0247: request_model  110
0247: request_model  576
038B: load_requested_models

:FINALEC_1590
00D6: if  22
8248:   NOT   model  352 available
8248:   NOT   model  596 available
8248:   NOT   model  468 available
004D: jump_if_false FINALEC_1597
0001: wait  0 ms
0002: jump FINALEC_1590

:FINALEC_1597
00D6: if  22
8248:   NOT   model  110 available
8248:   NOT   model  576 available
8248:   NOT   model  344 available
004D: jump_if_false FINALEC_1604
0001: wait  0 ms
0002: jump FINALEC_1597

:FINALEC_1604
0001: wait  2000 ms
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_1645
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1645
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1645
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
000D: $71 -=  10.0  ;; floating-point values
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false FINALEC_1620
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $69 $70 $71

:FINALEC_1620
01B2: give_actor $PLAYER_ACTOR weapon  28 ammo  99999  ;; Load the weapon model before using this
00A0: store_actor $131 position_to $69 $70 $71
000D: $71 -=  10.0  ;; floating-point values
00D6: if  0
00DF:   actor $131 driving
004D: jump_if_false FINALEC_1628
0362: remove_actor $131 from_car_and_place_at $69 $70 $71
0002: jump FINALEC_1630

:FINALEC_1628
0465: remove_actor $131 from_turret_mode
00A1: put_actor $131 at $69 $70 $71

:FINALEC_1630
036A: put_actor $131 in_car @153
0430: $PLAYER_ACTOR @153  0 
009A: @158 = create_actor  24  280 at $69 $70 $71
060B: unknown_actor_use_entity @158 @97 
0464: put_actor @158 into_turret_on_car @152 at_car_offset -.014 -7.4 -999.253 unknown  2 angle  0.0 with_weapon  28
08A4: @152  .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_6274
009A: @159 = create_actor  24  280 at $69 $70 $71
060B: unknown_actor_use_entity @159 @97 
0464: put_actor @159 into_turret_on_car @152 at_car_offset  0.0  .656  2.408 unknown  0 angle  0.0 with_weapon  28
0812: unknown_action_sequence @159 "FIN_COP1_CLIMBOUT" "FINALE2"  1000.0  0  0  0  1 -1 
0223: set_actor @159 health_to  1000

:FINALEC_1645
00D6: if  0
0611: @159 "FIN_COP1_CLIMBOUT" 
004D: jump_if_false FINALEC_1653
0613: @159 "FIN_COP1_CLIMBOUT" @170 
00D6: if  0
0021:   @170 >  0.0  ;; floating-point values
004D: jump_if_false FINALEC_1653
0393: @159 "FIN_COP1_CLIMBOUT"  0.0 

:FINALEC_1653
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_1658
0812: unknown_action_sequence $131 "FIN_SWITCH_S" "FINALE2"  8.0  0  0  0  0 -1 
0812: unknown_action_sequence $PLAYER_ACTOR "FIN_SWITCH_P" "FINALE2"  8.0  0  0  0  0 -1 

:FINALEC_1658
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1666
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1666
0006: @32 =  0  ;; integer values
0006: @191 =  6  ;; integer values

:FINALEC_1666
00D6: if  0
0039:   @191 ==  6  ;; integer values
004D: jump_if_false FINALEC_1696
00D6: if  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_1696
00D6: if  0
0611: $131 "FIN_SWITCH_S" 
004D: jump_if_false FINALEC_1696
00D6: if  0
0611: $PLAYER_ACTOR "FIN_SWITCH_P" 
004D: jump_if_false FINALEC_1696
0613: $PLAYER_ACTOR "FIN_SWITCH_P" @170 
00D6: if  0
0021:   @170 >  0.0  ;; floating-point values
004D: jump_if_false FINALEC_1696
0393: $PLAYER_ACTOR "FIN_SWITCH_P"  0.0 
0613: $131 "FIN_SWITCH_S" @170 
00D6: if  0
0021:   @170 >  0.0  ;; floating-point values
004D: jump_if_false FINALEC_1696
0393: $131 "FIN_SWITCH_S"  0.0 
00D6: if  0
8118:   NOT   actor @159 dead
004D: jump_if_false FINALEC_1695
00D6: if  0
0611: @159 "FIN_COP1_CLIMBOUT" 
004D: jump_if_false FINALEC_1695
0393: @159 "FIN_COP1_CLIMBOUT"  0.0 

:FINALEC_1695
0006: @191 =  7  ;; integer values

:FINALEC_1696
00D6: if  0
0039:   @191 ==  7  ;; integer values
004D: jump_if_false FINALEC_1716
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1716
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1716
00D6: if  0
060E: @152 
004D: jump_if_false FINALEC_1716
00D6: if  0
060E: @153 
004D: jump_if_false FINALEC_1716
05EE: @152 
05EE: @153 
067F: @152  2 
0006: @32 =  0  ;; integer values
0006: @191 =  8  ;; integer values

:FINALEC_1716
00D6: if  0
0039:   @191 ==  8  ;; integer values
004D: jump_if_false FINALEC_1730
00D6: if  0
0019:   @32 >  599  ;; integer values
004D: jump_if_false FINALEC_1730
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1730
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1730
0160: point_camera  2909.198 -1564.303  15.1955  1
0006: @191 =  9  ;; integer values

:FINALEC_1730
00D6: if  0
0039:   @191 ==  9  ;; integer values
004D: jump_if_false FINALEC_1746
00D6: if  0
0019:   @32 >  2500  ;; integer values
004D: jump_if_false FINALEC_1746
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_1746
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_1746
015A: restore_camera
0006: @204 =  0  ;; integer values
0006: @203 =  0  ;; integer values
0006: @191 =  10  ;; integer values

:FINALEC_1746
00D6: if  0
0039:   @191 ==  10  ;; integer values
004D: jump_if_false FINALEC_1756
00D6: if  0
0019:   @32 >  4600  ;; integer values
004D: jump_if_false FINALEC_1756
02A3: toggle_widescreen  0 (off)
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
02AB: set_actor $131 immunities  1  1  1  1  1
0006: @191 =  11  ;; integer values

:FINALEC_1756
00D6: if  0
0039:   @191 ==  11  ;; integer values
004D: jump_if_false FINALEC_1771
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false FINALEC_1771
00D6: if  0
0611: $PLAYER_ACTOR "FIN_SWITCH_P" 
004D: jump_if_false FINALEC_1771
00D6: if  0
0611: $131 "FIN_SWITCH_S" 
004D: jump_if_false FINALEC_1771
0393: $PLAYER_ACTOR "FIN_SWITCH_P"  1.0 
0393: $131 "FIN_SWITCH_S"  1.0 
0006: @191 =  12  ;; integer values

:FINALEC_1771
00D6: if  0
0039:   @191 ==  12  ;; integer values
004D: jump_if_false FINALEC_1806
00D6: if  0
0611: $PLAYER_ACTOR "FIN_SWITCH_P" 
004D: jump_if_false FINALEC_1806
0613: $PLAYER_ACTOR "FIN_SWITCH_P" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_1806
0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
07CC: $PLAYER_CHAR  0 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
02AC: set_car @153 immunities  1  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 (bar) 'RM4_52'
00D6: if  0
8118:   NOT   actor @158 dead
004D: jump_if_false FINALEC_1794
02AB: set_actor @158 immunities  0  1  1  0  0

:FINALEC_1794
00D6: if  0
8118:   NOT   actor @159 dead
004D: jump_if_false FINALEC_1798
02AB: set_actor @159 immunities  1  1  1  1  1

:FINALEC_1798
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'
0006: @204 =  0  ;; integer values
0006: @203 =  0  ;; integer values

:FINALEC_1806
00D6: if  0
0019:   @191 >  10  ;; integer values
004D: jump_if_false FINALEC_1822
00D6: if  0
001B:    13 > @191  ;; integer values
004D: jump_if_false FINALEC_1822
0050: gosub FINALEC_6243
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_1822
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false FINALEC_1822
04AF: @187 = unknown_wav_reference  33248 
05AA: s@188 = 'ROT4_ME'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_1822
00D6: if  0
0038:   $8014 ==  1  ;; integer values
004D: jump_if_false FINALEC_3557
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_3557
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_3557
0227: $8013 = car @153 health
;;000C: $8013 -=  12000  ;; integer values
00D6: if  0
002A:    0 >= $8013  ;; integer values
004D: jump_if_false FINALEC_1847
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_1843
05BE: unknown_action_sequence $131 

:FINALEC_1843
020B: explode_car @153
00BC: text_highpriority 'RM4_53'  5000 ms  1
0002: jump FINALEC_6289
0002: jump FINALEC_1848

:FINALEC_1847
0014: $8013 /=  80  ;; integer values

:FINALEC_1848
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false FINALEC_1853
00BC: text_highpriority 'RM4_53'  5000 ms  1
0002: jump FINALEC_6289

:FINALEC_1853
00D6: if  0
001B:    5 > @196  ;; integer values
004D: jump_if_false FINALEC_1904
00D6: if  0
8118:   NOT   actor @158 dead
004D: jump_if_false FINALEC_1900
00D6: if  0
0039:   @196 ==  0  ;; integer values
004D: jump_if_false FINALEC_1870
0226: $8012 = actor @158 health
00D6: if  0
001A:    970 > $8012  ;; integer values
004D: jump_if_false FINALEC_1870
02AB: set_actor @158 immunities  1  1  1  1  1
01B9: set_actor @158 armed_weapon_to  0
0812: unknown_action_sequence @158 "FIN_COP1_SHOT" "FINALE2"  1000.0  0  0  0  1 -1 
0006: @196 =  1  ;; integer values

:FINALEC_1870
00D6: if  0
0039:   @196 ==  1  ;; integer values
004D: jump_if_false FINALEC_1882
00D6: if  0
0611: @158 "FIN_COP1_SHOT" 
004D: jump_if_false FINALEC_1882
0613: @158 "FIN_COP1_SHOT" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_1882
0812: unknown_action_sequence @158 "FIN_COP1_SWING" "FINALE2"  1000.0  1  0  0  1 -1 
0006: @196 =  2  ;; integer values

:FINALEC_1882
00D6: if  0
0039:   @196 ==  3  ;; integer values
004D: jump_if_false FINALEC_1888
0465: remove_actor @158 from_turret_mode
0812: unknown_action_sequence @158 "FIN_COP1_SHOT" "FINALE2"  1000.0  0  1  1  1 -1 
0006: @196 =  4  ;; integer values

:FINALEC_1888
00D6: if  0
0039:   @196 ==  4  ;; integer values
004D: jump_if_false FINALEC_1899
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @158 radius  20.0  20.0  0
004D: jump_if_false FINALEC_1899
00D6: if  0
82CB:   NOT   actor @158 bounding_sphere_visible
004D: jump_if_false FINALEC_1899
01C2: remove_references_to_actor @158  ;; Like turning an actor into a random pedestrian
0006: @196 =  5  ;; integer values

:FINALEC_1899
0002: jump FINALEC_1904

:FINALEC_1900
00D6: if  0
056D:   unknown_actor @158 dead_but_valid
004D: jump_if_false FINALEC_1904
0465: remove_actor @158 from_turret_mode

:FINALEC_1904
00D6: if  0
001B:    6 > @197  ;; integer values
004D: jump_if_false FINALEC_1983
00D6: if  0
8118:   NOT   actor @159 dead
004D: jump_if_false FINALEC_1979
00D6: if  0
0039:   @197 ==  1  ;; integer values
004D: jump_if_false FINALEC_1918
00D6: if  0
0611: @159 "FIN_COP1_CLIMBOUT" 
004D: jump_if_false FINALEC_1918
0393: @159 "FIN_COP1_CLIMBOUT"  1.0 
0006: @197 =  2  ;; integer values

:FINALEC_1918
00D6: if  0
0039:   @197 ==  2  ;; integer values
004D: jump_if_false FINALEC_1934
00D6: if  0
0611: @159 "FIN_COP1_CLIMBOUT" 
004D: jump_if_false FINALEC_1934
0613: @159 "FIN_COP1_CLIMBOUT" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_1934
0465: remove_actor @159 from_turret_mode
0464: put_actor @159 into_turret_on_car @152 at_car_offset -.991 -4.12  .297 unknown  2 angle  0.0 with_weapon  28
0812: unknown_action_sequence @159 "FIN_COP2_CLIMBOUT" "FINALE2"  1000.0  0  0  0  1 -1 
0223: set_actor @159 health_to  1000
02E2: set_actor @159 weapon_accuracy_to  5
0006: @197 =  3  ;; integer values

:FINALEC_1934
00D6: if  0
0039:   @197 ==  3  ;; integer values
004D: jump_if_false FINALEC_1956
00D6: if  0
0611: @159 "FIN_COP2_CLIMBOUT" 
004D: jump_if_false FINALEC_1956
0613: @159 "FIN_COP2_CLIMBOUT" @170 
00D6: if  0
0043:   @170 ==  1.0  ;; floating-point values
004D: jump_if_false FINALEC_1956
0006: @33 =  0  ;; integer values
0226: $8012 = actor @159 health
00D6: if  0
0018:   $8012 >  950  ;; integer values
004D: jump_if_false FINALEC_1951
0223: set_actor @159 health_to  1100
0002: jump FINALEC_1952

:FINALEC_1951
0223: set_actor @159 health_to  1050

:FINALEC_1952
0085: @102 = @159  ;; integer values and handles
02AB: set_actor @159 immunities  0  0  0  0  0
0050: gosub FINALEC_6282
0006: @197 =  4  ;; integer values

:FINALEC_1956
00D6: if  0
0039:   @197 ==  4  ;; integer values
004D: jump_if_false FINALEC_1967
0226: $8012 = actor @159 health
00D6: if  21
001A:    1000 > $8012  ;; integer values
0019:   @33 >  60000  ;; integer values
004D: jump_if_false FINALEC_1967
0465: remove_actor @159 from_turret_mode
0812: unknown_action_sequence @159 "KO_SKID_BACK" "PED"  1000.0  0  1  1  1 -1 
0006: @197 =  5  ;; integer values

:FINALEC_1967
00D6: if  0
0039:   @197 ==  5  ;; integer values
004D: jump_if_false FINALEC_1978
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @159 radius  30.0  30.0  0
004D: jump_if_false FINALEC_1978
00D6: if  0
82CB:   NOT   actor @159 bounding_sphere_visible
004D: jump_if_false FINALEC_1978
01C2: remove_references_to_actor @159  ;; Like turning an actor into a random pedestrian
0006: @197 =  6  ;; integer values

:FINALEC_1978
0002: jump FINALEC_1983

:FINALEC_1979
00D6: if  0
056D:   unknown_actor @159 dead_but_valid
004D: jump_if_false FINALEC_1983
0465: remove_actor @159 from_turret_mode

:FINALEC_1983
00D6: if  0
0038:   $8015 ==  0  ;; integer values
004D: jump_if_false FINALEC_2015
00D6: if  0
01AD:   car @152  0 ()near_point  2861.28 -1298.8  25.0  25.0
004D: jump_if_false FINALEC_2015
00A5: @217 = create_car  596 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  280 in_car @217 driverseat
060B: unknown_actor_use_entity @154 @97 
0446: (unknown) @154  0 
02A9: set_actor @154 immune_to_nonplayer  1
01C8: @155 = create_actor  24  280 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  596 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  280 in_car @218 driverseat
060B: unknown_actor_use_entity @156 @97 
0446: (unknown) @156  0 
02A9: set_actor @156 immune_to_nonplayer  1
01C8: @207 = create_actor  24  280 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_2015
00D6: if  0
0038:   $8015 ==  1  ;; integer values
004D: jump_if_false FINALEC_2073
00D6: if  0
01AD:   car @152  0 ()near_point  2849.39 -1232.93  20.0  20.0
004D: jump_if_false FINALEC_2073
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_2034
05EB: @217  230 
0397: car @217 siren =  1 (on)  
00D6: if  0
8118:   NOT   actor @155 dead
004D: jump_if_false FINALEC_2030
0713: unknown_action_sequence @155 -1 @153  0.0  0.0  0.0  300.0  8  1  80 

:FINALEC_2030
0186: @247 = create_marker_above_car @217
018B: show_on_radar @247  2
0006: @249 =  1  ;; integer values
0006: @260 =  1  ;; integer values

:FINALEC_2034
00D6: if  0
8119:   NOT   car @218 wrecked
004D: jump_if_false FINALEC_2047
0397: car @218 siren =  1 (on)  
05EB: @218  231 
00D6: if  0
8118:   NOT   actor @207 dead
004D: jump_if_false FINALEC_2043
0713: unknown_action_sequence @207 -1 @153  0.0  0.0  0.0  300.0  8  1  80 

:FINALEC_2043
0186: @248 = create_marker_above_car @218
018B: show_on_radar @248  2
0006: @250 =  1  ;; integer values
0006: @261 =  1  ;; integer values

:FINALEC_2047
0006: @206 =  1  ;; integer values
00A5: @211 = create_car  576 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  7 in_car @211 driverseat
060B: unknown_actor_use_entity @34 @97 
02A9: set_actor @34 immune_to_nonplayer  1
01C8: @35 = create_actor  24  7 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  576 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  7 in_car @212 driverseat
060B: unknown_actor_use_entity @36 @97 
0446: (unknown) @36  0 
02A9: set_actor @36 immune_to_nonplayer  1
01C8: @37 = create_actor  24  7 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_2073
00D6: if  0
0038:   $8015 ==  2  ;; integer values
004D: jump_if_false FINALEC_2185
00D6: if  0
01AD:   car @153  0 ()near_point  2717.71 -1047.36  20.0  20.0
004D: jump_if_false FINALEC_2185
0249: release_model  596
0006: @206 =  2  ;; integer values
00D6: if  0
8119:   NOT   car @211 wrecked
004D: jump_if_false FINALEC_2093
05EB: @211  232 
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEC_2089
0713: unknown_action_sequence @35 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_2089
0186: @241 = create_marker_above_car @211
018B: show_on_radar @241  2
0006: @254 =  1  ;; integer values
0006: @265 =  1  ;; integer values

:FINALEC_2093
00D6: if  0
8119:   NOT   car @212 wrecked
004D: jump_if_false FINALEC_2105
05EB: @212  233 
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false FINALEC_2101
0713: unknown_action_sequence @37 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_2101
0186: @242 = create_marker_above_car @212
018B: show_on_radar @242  2
0006: @255 =  1  ;; integer values
0006: @266 =  1  ;; integer values

:FINALEC_2105
00A5: @208 = create_car  576 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  110 in_car @208 driverseat
060B: unknown_actor_use_entity @38 @97 
02A9: set_actor @38 immune_to_nonplayer  1
01C8: @39 = create_actor  24  110 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  576 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  110 in_car @209 driverseat
060B: unknown_actor_use_entity @40 @97 
02A9: set_actor @40 immune_to_nonplayer  1
01C8: @41 = create_actor  24  110 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  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2145
0085: @102 = @228  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2145
009A: @232 = create_actor  24  110 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_6267
009A: @233 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2166
0085: @102 = @233  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2166
009A: @234 = create_actor  24  110 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_6267
009A: @235 = create_actor  24  110 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_6267
0004: $8015 =  3  ;; integer values

:FINALEC_2185
00D6: if  0
0038:   $8015 ==  3  ;; integer values
004D: jump_if_false FINALEC_2217
00D6: if  0
01AD:   car @152  0 ()near_point  2737.48 -1309.88  30.0  30.0
004D: jump_if_false FINALEC_2217
0006: @206 =  3  ;; integer values
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false FINALEC_2204
05EB: @208  234 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false FINALEC_2200
0713: unknown_action_sequence @39 -1 @153  0.0  0.0  0.0  300.0  8  1  80 

:FINALEC_2200
0186: @238 = create_marker_above_car @208
018B: show_on_radar @238  2
0006: @251 =  1  ;; integer values
0006: @262 =  1  ;; integer values

:FINALEC_2204
00D6: if  0
8119:   NOT   car @209 wrecked
004D: jump_if_false FINALEC_2216
05EB: @209  235 
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false FINALEC_2212
0713: unknown_action_sequence @41 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_2212
0186: @239 = create_marker_above_car @209
018B: show_on_radar @239  2
0006: @252 =  1  ;; integer values
0006: @263 =  1  ;; integer values

:FINALEC_2216
0004: $8015 =  4  ;; integer values

:FINALEC_2217
00D6: if  0
0038:   $8015 ==  4  ;; integer values
004D: jump_if_false FINALEC_2261
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_2261
00D6: if  0
01AD:   car @153  0 ()near_point  2662.6 -1404.83  20.0  20.0
004D: jump_if_false FINALEC_2261
0006: @206 =  4  ;; integer values
00A5: @213 = create_car  468 at  2657.455 -1594.463  12.685
0175: set_car @213 z_angle_to  85.0
0129: @42 = create_actor  24  110 in_car @213 driverseat
060B: unknown_actor_use_entity @42 @97 
02A9: set_actor @42 immune_to_nonplayer  1
01C8: @43 = create_actor  24  110 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  468 at  2642.0 -1615.0  19.0
0175: set_car @214 z_angle_to  181.0
0129: @44 = create_actor  24  110 in_car @214 driverseat
060B: unknown_actor_use_entity @44 @97 
02A9: set_actor @44 immune_to_nonplayer  1
01C8: @45 = create_actor  24  110 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  468 at  2650.0 -1621.0  19.0
0175: set_car @215 z_angle_to  170.0
0129: @46 = create_actor  24  110 in_car @215 driverseat
060B: unknown_actor_use_entity @46 @97 
02A9: set_actor @46 immune_to_nonplayer  1
01C8: @47 = create_actor  24  110 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_2261
00D6: if  0
0038:   $8015 ==  5  ;; integer values
004D: jump_if_false FINALEC_2317
00D6: if  0
01AD:   car @152  0 ()near_point  2642.71 -1570.03  20.0  20.0
004D: jump_if_false FINALEC_2317
0006: @206 =  5  ;; integer values
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false FINALEC_2280
05EB: @213  236 
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FINALEC_2276
0713: unknown_action_sequence @43 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_2276
0186: @243 = create_marker_above_car @213
018B: show_on_radar @243  2
0006: @256 =  1  ;; integer values
0006: @267 =  1  ;; integer values

:FINALEC_2280
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false FINALEC_2292
05EB: @214  237 
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEC_2288
0713: unknown_action_sequence @45 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_2288
0186: @244 = create_marker_above_car @214
018B: show_on_radar @244  2
0006: @257 =  1  ;; integer values
0006: @268 =  1  ;; integer values

:FINALEC_2292
00D6: if  0
8119:   NOT   car @215 wrecked
004D: jump_if_false FINALEC_2304
05EB: @215  238 
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false FINALEC_2300
0713: unknown_action_sequence @47 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_2300
0186: @245 = create_marker_above_car @215
018B: show_on_radar @245  2
0006: @258 =  1  ;; integer values
0006: @269 =  1  ;; integer values

:FINALEC_2304
00A5: @210 = create_car  576 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  110 in_car @210 driverseat
060B: unknown_actor_use_entity @221 @97 
0446: (unknown) @221  0 
02A9: set_actor @221 immune_to_nonplayer  1
01C8: @222 = create_actor  24  110 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_2317
00D6: if  0
0038:   $8015 ==  6  ;; integer values
004D: jump_if_false FINALEC_2336
00D6: if  0
01AD:   car @153  0 ()near_point  2642.98 -1619.8  20.0  20.0
004D: jump_if_false FINALEC_2336
00D6: if  0
8119:   NOT   car @210 wrecked
004D: jump_if_false FINALEC_2335
05EB: @210  239 
00D6: if  0
8118:   NOT   actor @222 dead
004D: jump_if_false FINALEC_2331
0713: unknown_action_sequence @222 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_2331
0186: @240 = create_marker_above_car @210
018B: show_on_radar @240  2
0006: @253 =  1  ;; integer values
0006: @264 =  1  ;; integer values

:FINALEC_2335
0004: $8015 =  7  ;; integer values

:FINALEC_2336
00D6: if  0
0038:   $8015 ==  7  ;; integer values
004D: jump_if_false FINALEC_2349
00D6: if  0
01AD:   car @152  0 ()near_point  2407.93 -1918.34  15.0  15.0
004D: jump_if_false FINALEC_2349
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_2349
00D6: if  0
0038:   $8015 ==  8  ;; integer values
004D: jump_if_false FINALEC_2398
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false FINALEC_2398
040D: unload_wav  1
00BE: text_clear_all
009B: destroy_actor_instantly @158
009B: destroy_actor_instantly @159
07C0:  241 
07C0:  242 
07C0:  243 
07C0:  244 
07C0:  245 
07C0:  246 
07C0:  247 
07C0:  248 
07C0:  249 
07C0:  229 
0247: request_model  596
038B: load_requested_models

:FINALEC_2371
00D6: if  24
8248:   NOT   model  596 available
87C1:   NOT  241 
87C1:   NOT  242 
87C1:   NOT  243 
87C1:   NOT  244 
004D: jump_if_false FINALEC_2380
0001: wait  0 ms
0002: jump FINALEC_2371

:FINALEC_2380
00D6: if  24
87C1:   NOT  245 
87C1:   NOT  246 
87C1:   NOT  247 
87C1:   NOT  248 
87C1:   NOT  249 
004D: jump_if_false FINALEC_2389
0001: wait  0 ms
0002: jump FINALEC_2380

:FINALEC_2389
00D6: if  0
87C1:   NOT  229 
004D: jump_if_false FINALEC_2394
0001: wait  0 ms
0002: jump FINALEC_2389

:FINALEC_2394
04EF: release_animation "FINALE"
04EF: release_animation "FINALE2"
0004: $8014 =  2  ;; integer values
0004: $8015 =  9  ;; integer values

:FINALEC_2398
00D6: if  0
0038:   $8016 ==  1  ;; integer values
004D: jump_if_false FINALEC_2510
00D6: if  0
01AD:   car @152  0 ()near_point  2835.29 -1049.49  20.0  20.0
004D: jump_if_false FINALEC_2510
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: create_fire_at  2806.984 -1055.249  28.6  0  2 @61 
009A: @223 = create_actor  24  110 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_6267
00A5: @237 = create_car  576 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  110 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_6267
009A: @226 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2442
0085: @102 = @226  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2442
009A: @227 = create_actor  24  110 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  0
8118:   NOT   actor @154 dead
004D: jump_if_false FINALEC_2455
0085: @102 = @227  ;; integer values and handles
0085: @107 = @154  ;; integer values and handles
0050: gosub FINALEC_6267
0002: jump FINALEC_2461

:FINALEC_2455
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2461
0085: @102 = @227  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2461
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: create_fire_at  2806.984 -1055.249  28.6  0  2 @62 
02CF: create_fire_at  2807.984 -1056.249  28.6  0  1 @63 
009A: @229 = create_actor  24  110 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_6267
009A: @230 = create_actor  24  110 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_6267
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: create_fire_at  2650.39 -1056.09  69.66  0  2 @64 
009A: @231 = create_actor  24  110 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_6267
009A: @228 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2509
0085: @102 = @228  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2509
0004: $8016 =  2  ;; integer values

:FINALEC_2510
00D6: if  0
0038:   $8016 ==  2  ;; integer values
004D: jump_if_false FINALEC_2531
00D6: if  0
01AD:   car @153  0 ()near_point  2642.81 -1193.87  20.0  20.0
004D: jump_if_false FINALEC_2531
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_2531
00D6: if  0
0038:   $8016 ==  3  ;; integer values
004D: jump_if_false FINALEC_2644
00D6: if  0
01AD:   car @153  0 ()near_point  2723.81 -1275.64  20.0  20.0
004D: jump_if_false FINALEC_2644
009B: destroy_actor_instantly @232
009B: destroy_actor_instantly @233
009B: destroy_actor_instantly @234
009B: destroy_actor_instantly @235
00D6: if  0
8119:   NOT   car @212 wrecked
004D: jump_if_false FINALEC_2546
0224: set_car @212 health_to  250
02AA: set_car @212 immune_to_nonplayer  0

:FINALEC_2546
009A: @223 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2558
0085: @102 = @223  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2558
009A: @224 = create_actor  24  110 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_6267
009A: @226 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2579
0085: @102 = @226  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2579
009A: @227 = create_actor  24  110 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_6267
009A: @228 = create_actor  24  110 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_6267
009A: @229 = create_actor  24  110 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_6267
009A: @230 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2618
0085: @102 = @230  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2618
009A: @231 = create_actor  24  110 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_6267
009A: @232 = create_actor  24  110 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  0
8118:   NOT   actor @40 dead
004D: jump_if_false FINALEC_2640
0085: @102 = @232  ;; integer values and handles
0085: @107 = @40  ;; integer values and handles
0050: gosub FINALEC_6267
0002: jump FINALEC_2643

:FINALEC_2640
0085: @102 = @232  ;; integer values and handles
008B: @107 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2643
0004: $8016 =  4  ;; integer values

:FINALEC_2644
00D6: if  0
0038:   $8016 ==  4  ;; integer values
004D: jump_if_false FINALEC_2726
00D6: if  0
01AD:   car @153  0 ()near_point  2682.55 -1494.04  20.0  20.0
004D: jump_if_false FINALEC_2726
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  576 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  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2689
0085: @102 = @223  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2689
009A: @224 = create_actor  24  110 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_6267
009A: @225 = create_actor  24  110 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_6267
009A: @226 = create_actor  24  110 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_6267
009A: @227 = create_actor  24  110 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_6267
0004: $8016 =  5  ;; integer values

:FINALEC_2726
00D6: if  0
0038:   $8016 ==  5  ;; integer values
004D: jump_if_false FINALEC_2831
00D6: if  0
01AD:   car @153  0 ()near_point  2652.95 -1404.16  20.0  20.0
004D: jump_if_false FINALEC_2831
02CF: create_fire_at  2641.66 -1514.55  26.82  0  2 @61 
02CF: create_fire_at  2638.68 -1515.3  26.5  0  3 @61 
02CF: create_fire_at  2641.58 -1538.54  22.46  0  3 @61 
02CF: create_fire_at  2635.64 -1605.36  10.7  0  2 @61 
02CF: create_fire_at  2643.52 -1599.47  18.71  0  3 @61 
009A: @228 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2749
0085: @102 = @228  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2749
009A: @229 = create_actor  24  110 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_6267
009A: @230 = create_actor  24  110 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_6267
009A: @231 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2779
0085: @102 = @231  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2779
009A: @232 = create_actor  24  110 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_6267
009A: @233 = create_actor  24  110 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_6267
009A: @234 = create_actor  24  110 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_6267
009A: @235 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2818
0085: @102 = @235  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2818
009A: @236 = create_actor  24  110 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_2830
0085: @102 = @236  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_2830
0004: $8016 =  6  ;; integer values

:FINALEC_2831
00D6: if  0
0038:   $8016 ==  6  ;; integer values
004D: jump_if_false FINALEC_2857
00D6: if  0
01AD:   car @153  0 ()near_point  2598.57 -1729.65  20.0  20.0
004D: jump_if_false FINALEC_2857
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_2857
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false FINALEC_2882
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_2882
00D6: if  0
8118:   NOT   actor @154 dead
004D: jump_if_false FINALEC_2867
0002: jump FINALEC_2882

:FINALEC_2867
00D6: if  0
8118:   NOT   actor @155 dead
004D: jump_if_false FINALEC_2880
00D6: if  0
00DB:   actor @155 in_car @217
004D: jump_if_false FINALEC_2879
046C: @219 = car @217 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_2879
0676: unknown_action_sequence @155 @217 
0006: @260 =  2  ;; integer values

:FINALEC_2879
0002: jump FINALEC_2882

:FINALEC_2880
05EC: @217 
0006: @260 =  2  ;; integer values

:FINALEC_2882
00D6: if  0
0039:   @260 ==  2  ;; integer values
004D: jump_if_false FINALEC_2890
00D6: if  0
0118:   actor @155 dead
004D: jump_if_false FINALEC_2890
05EC: @217 
0006: @260 =  3  ;; integer values

:FINALEC_2890
00D6: if  0
0039:   @249 ==  1  ;; integer values
004D: jump_if_false FINALEC_2911
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_2905
00D6: if  0
860E:   NOT @217 
004D: jump_if_false FINALEC_2904
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_2904
0002: jump FINALEC_2911

:FINALEC_2905
05EC: @217 
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_2911
00D6: if  0
0039:   @261 ==  1  ;; integer values
004D: jump_if_false FINALEC_2936
00D6: if  0
8119:   NOT   car @218 wrecked
004D: jump_if_false FINALEC_2936
00D6: if  0
8118:   NOT   actor @156 dead
004D: jump_if_false FINALEC_2921
0002: jump FINALEC_2936

:FINALEC_2921
00D6: if  0
8118:   NOT   actor @207 dead
004D: jump_if_false FINALEC_2934
00D6: if  0
00DB:   actor @207 in_car @218
004D: jump_if_false FINALEC_2933
046C: @219 = car @218 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_2933
0676: unknown_action_sequence @207 @218 
0006: @261 =  2  ;; integer values

:FINALEC_2933
0002: jump FINALEC_2936

:FINALEC_2934
05EC: @218 
0006: @261 =  2  ;; integer values

:FINALEC_2936
00D6: if  0
0039:   @261 ==  2  ;; integer values
004D: jump_if_false FINALEC_2944
00D6: if  0
0118:   actor @207 dead
004D: jump_if_false FINALEC_2944
05EC: @218 
0006: @261 =  3  ;; integer values

:FINALEC_2944
00D6: if  0
0039:   @250 ==  1  ;; integer values
004D: jump_if_false FINALEC_2965
00D6: if  0
8119:   NOT   car @218 wrecked
004D: jump_if_false FINALEC_2959
00D6: if  0
860E:   NOT @218 
004D: jump_if_false FINALEC_2958
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_2958
0002: jump FINALEC_2965

:FINALEC_2959
05EC: @218 
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_2965
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false FINALEC_2990
00D6: if  0
8119:   NOT   car @211 wrecked
004D: jump_if_false FINALEC_2990
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false FINALEC_2975
0002: jump FINALEC_2990

:FINALEC_2975
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false FINALEC_2988
00D6: if  0
00DB:   actor @35 in_car @211
004D: jump_if_false FINALEC_2987
046C: @219 = car @211 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_2987
0676: unknown_action_sequence @35 @211 
0006: @265 =  2  ;; integer values

:FINALEC_2987
0002: jump FINALEC_2990

:FINALEC_2988
05EC: @211 
0006: @265 =  2  ;; integer values

:FINALEC_2990
00D6: if  0
0039:   @265 ==  2  ;; integer values
004D: jump_if_false FINALEC_2998
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false FINALEC_2998
05EC: @211 
0006: @265 =  3  ;; integer values

:FINALEC_2998
00D6: if  0
0039:   @254 ==  1  ;; integer values
004D: jump_if_false FINALEC_3019
00D6: if  0
8119:   NOT   car @211 wrecked
004D: jump_if_false FINALEC_3013
00D6: if  0
860E:   NOT @211 
004D: jump_if_false FINALEC_3012
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_3012
0002: jump FINALEC_3019

:FINALEC_3013
05EC: @211 
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_3019
00D6: if  0
0039:   @266 ==  1  ;; integer values
004D: jump_if_false FINALEC_3044
00D6: if  0
8119:   NOT   car @212 wrecked
004D: jump_if_false FINALEC_3044
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false FINALEC_3029
0002: jump FINALEC_3044

:FINALEC_3029
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false FINALEC_3042
00D6: if  0
00DB:   actor @37 in_car @212
004D: jump_if_false FINALEC_3041
046C: @219 = car @212 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_3041
0676: unknown_action_sequence @37 @212 
0006: @266 =  2  ;; integer values

:FINALEC_3041
0002: jump FINALEC_3044

:FINALEC_3042
05EC: @212 
0006: @266 =  2  ;; integer values

:FINALEC_3044
00D6: if  0
0039:   @266 ==  2  ;; integer values
004D: jump_if_false FINALEC_3052
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false FINALEC_3052
05EC: @212 
0006: @266 =  3  ;; integer values

:FINALEC_3052
00D6: if  0
0039:   @255 ==  1  ;; integer values
004D: jump_if_false FINALEC_3073
00D6: if  0
8119:   NOT   car @212 wrecked
004D: jump_if_false FINALEC_3067
00D6: if  0
860E:   NOT @212 
004D: jump_if_false FINALEC_3066
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_3066
0002: jump FINALEC_3073

:FINALEC_3067
05EC: @212 
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_3073
00D6: if  0
0039:   @262 ==  1  ;; integer values
004D: jump_if_false FINALEC_3098
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false FINALEC_3098
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false FINALEC_3083
0002: jump FINALEC_3098

:FINALEC_3083
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false FINALEC_3096
00D6: if  0
00DB:   actor @39 in_car @208
004D: jump_if_false FINALEC_3095
046C: @219 = car @208 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_3095
0676: unknown_action_sequence @39 @208 
0006: @262 =  2  ;; integer values

:FINALEC_3095
0002: jump FINALEC_3098

:FINALEC_3096
05EC: @208 
0006: @262 =  2  ;; integer values

:FINALEC_3098
00D6: if  0
0039:   @262 ==  2  ;; integer values
004D: jump_if_false FINALEC_3106
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false FINALEC_3106
05EC: @208 
0006: @262 =  3  ;; integer values

:FINALEC_3106
00D6: if  0
0039:   @251 ==  1  ;; integer values
004D: jump_if_false FINALEC_3127
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false FINALEC_3121
00D6: if  0
860E:   NOT @208 
004D: jump_if_false FINALEC_3120
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_3120
0002: jump FINALEC_3127

:FINALEC_3121
05EC: @208 
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_3127
00D6: if  0
0039:   @263 ==  1  ;; integer values
004D: jump_if_false FINALEC_3152
00D6: if  0
8119:   NOT   car @209 wrecked
004D: jump_if_false FINALEC_3152
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false FINALEC_3137
0002: jump FINALEC_3152

:FINALEC_3137
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false FINALEC_3150
00D6: if  0
00DB:   actor @41 in_car @209
004D: jump_if_false FINALEC_3149
046C: @219 = car @209 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_3149
0676: unknown_action_sequence @41 @209 
0006: @263 =  2  ;; integer values

:FINALEC_3149
0002: jump FINALEC_3152

:FINALEC_3150
05EC: @209 
0006: @263 =  2  ;; integer values

:FINALEC_3152
00D6: if  0
0039:   @263 ==  2  ;; integer values
004D: jump_if_false FINALEC_3160
00D6: if  0
0118:   actor @41 dead
004D: jump_if_false FINALEC_3160
05EC: @209 
0006: @263 =  3  ;; integer values

:FINALEC_3160
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false FINALEC_3181
00D6: if  0
8119:   NOT   car @209 wrecked
004D: jump_if_false FINALEC_3175
00D6: if  0
860E:   NOT @209 
004D: jump_if_false FINALEC_3174
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_3174
0002: jump FINALEC_3181

:FINALEC_3175
05EC: @209 
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_3181
00D6: if  0
0039:   @264 ==  1  ;; integer values
004D: jump_if_false FINALEC_3206
00D6: if  0
8119:   NOT   car @210 wrecked
004D: jump_if_false FINALEC_3206
00D6: if  0
8118:   NOT   actor @221 dead
004D: jump_if_false FINALEC_3191
0002: jump FINALEC_3206

:FINALEC_3191
00D6: if  0
8118:   NOT   actor @222 dead
004D: jump_if_false FINALEC_3204
00D6: if  0
00DB:   actor @222 in_car @210
004D: jump_if_false FINALEC_3203
046C: @219 = car @210 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_3203
0676: unknown_action_sequence @222 @210 
0006: @264 =  2  ;; integer values

:FINALEC_3203
0002: jump FINALEC_3206

:FINALEC_3204
05EC: @210 
0006: @264 =  2  ;; integer values

:FINALEC_3206
00D6: if  0
0039:   @264 ==  2  ;; integer values
004D: jump_if_false FINALEC_3214
00D6: if  0
0118:   actor @222 dead
004D: jump_if_false FINALEC_3214
05EC: @210 
0006: @264 =  3  ;; integer values

:FINALEC_3214
00D6: if  0
0039:   @253 ==  1  ;; integer values
004D: jump_if_false FINALEC_3235
00D6: if  0
8119:   NOT   car @210 wrecked
004D: jump_if_false FINALEC_3229
00D6: if  0
860E:   NOT @210 
004D: jump_if_false FINALEC_3228
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_3228
0002: jump FINALEC_3235

:FINALEC_3229
05EC: @210 
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_3235
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false FINALEC_3264
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false FINALEC_3264
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false FINALEC_3245
0002: jump FINALEC_3264

:FINALEC_3245
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FINALEC_3260
00D6: if  0
00DB:   actor @43 in_car @213
004D: jump_if_false FINALEC_3259
046C: @219 = car @213 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_3259
00AA: store_car @153 position_to $69 $70 $71
0362: remove_actor @43 from_car_and_place_at $69 $70 -10.0
036A: put_actor @43 in_car @213
0006: @267 =  2  ;; integer values

:FINALEC_3259
0002: jump FINALEC_3264

:FINALEC_3260
04BA: set_car @213 speed_instantly  18.0
05EC: @213 
07DB: @213  3.5  7.3999  8.1003 
0006: @267 =  2  ;; integer values

:FINALEC_3264
00D6: if  0
0039:   @267 ==  2  ;; integer values
004D: jump_if_false FINALEC_3277
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false FINALEC_3277
05EC: @213 
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false FINALEC_3276
04BA: set_car @213 speed_instantly  18.0
07DB: @213  3.5  7.3999  8.1003 

:FINALEC_3276
0006: @267 =  3  ;; integer values

:FINALEC_3277
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false FINALEC_3293
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false FINALEC_3293
00D6: if  21
0118:   actor @43 dead
0119:   car @213 wrecked
004D: jump_if_false FINALEC_3293
05EC: @213 
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_3293
00D6: if  0
0039:   @268 ==  1  ;; integer values
004D: jump_if_false FINALEC_3322
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false FINALEC_3322
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FINALEC_3303
0002: jump FINALEC_3322

:FINALEC_3303
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEC_3318
00D6: if  0
00DB:   actor @45 in_car @214
004D: jump_if_false FINALEC_3317
046C: @219 = car @214 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_3317
00AA: store_car @153 position_to $69 $70 $71
0362: remove_actor @45 from_car_and_place_at $69 $70 -10.0
036A: put_actor @45 in_car @214
0006: @268 =  2  ;; integer values

:FINALEC_3317
0002: jump FINALEC_3322

:FINALEC_3318
04BA: set_car @214 speed_instantly  18.0
05EC: @214 
07DB: @214  3.5  7.3999  8.1003 
0006: @268 =  2  ;; integer values

:FINALEC_3322
00D6: if  0
0039:   @268 ==  2  ;; integer values
004D: jump_if_false FINALEC_3335
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false FINALEC_3335
05EC: @214 
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false FINALEC_3334
04BA: set_car @214 speed_instantly  18.0
07DB: @214  3.5  7.3999  8.1003 

:FINALEC_3334
0006: @268 =  3  ;; integer values

:FINALEC_3335
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false FINALEC_3351
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false FINALEC_3351
00D6: if  21
0118:   actor @45 dead
0119:   car @214 wrecked
004D: jump_if_false FINALEC_3351
05EC: @214 
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_3351
00D6: if  0
0039:   @269 ==  1  ;; integer values
004D: jump_if_false FINALEC_3380
00D6: if  0
8119:   NOT   car @215 wrecked
004D: jump_if_false FINALEC_3380
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FINALEC_3361
0002: jump FINALEC_3380

:FINALEC_3361
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false FINALEC_3376
00D6: if  0
00DB:   actor @47 in_car @215
004D: jump_if_false FINALEC_3375
046C: @219 = car @215 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_3375
00AA: store_car @153 position_to $69 $70 $71
0362: remove_actor @47 from_car_and_place_at $69 $70 -10.0
036A: put_actor @47 in_car @215
0006: @269 =  2  ;; integer values

:FINALEC_3375
0002: jump FINALEC_3380

:FINALEC_3376
04BA: set_car @215 speed_instantly  18.0
05EC: @215 
07DB: @215  3.5  7.3999  8.1003 
0006: @269 =  2  ;; integer values

:FINALEC_3380
00D6: if  0
0039:   @269 ==  2  ;; integer values
004D: jump_if_false FINALEC_3393
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false FINALEC_3393
05EC: @215 
00D6: if  0
8119:   NOT   car @215 wrecked
004D: jump_if_false FINALEC_3392
04BA: set_car @215 speed_instantly  18.0
07DB: @215  3.5  7.3999  8.1003 

:FINALEC_3392
0006: @269 =  3  ;; integer values

:FINALEC_3393
00D6: if  0
0039:   @258 ==  1  ;; integer values
004D: jump_if_false FINALEC_3409
00D6: if  0
0118:   actor @46 dead
004D: jump_if_false FINALEC_3409
00D6: if  21
0118:   actor @47 dead
0119:   car @215 wrecked
004D: jump_if_false FINALEC_3409
05EC: @215 
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_3409
0050: gosub FINALEC_6243
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3419
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false FINALEC_3419
04AF: @187 = unknown_wav_reference  33247 
05AA: s@188 = 'ROT4_MD'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3419
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3428
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false FINALEC_3428
04AF: @187 = unknown_wav_reference  33259 
05AA: s@188 = 'ROT4_NL'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3428
00D6: if  0
0039:   @206 ==  1  ;; integer values
004D: jump_if_false FINALEC_3440
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3440
00D6: if  0
0039:   @203 ==  2  ;; integer values
004D: jump_if_false FINALEC_3440
04AF: @187 = unknown_wav_reference  33274 
05AA: s@188 = 'ROT4_QA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3440
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3449
00D6: if  0
0039:   @203 ==  3  ;; integer values
004D: jump_if_false FINALEC_3449
04AF: @187 = unknown_wav_reference  33275 
05AA: s@188 = 'ROT4_QB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3449
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3458
00D6: if  0
0039:   @203 ==  4  ;; integer values
004D: jump_if_false FINALEC_3458
04AF: @187 = unknown_wav_reference  33291 
05AA: s@188 = 'ROT4_TF'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3458
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3467
00D6: if  0
0039:   @203 ==  5  ;; integer values
004D: jump_if_false FINALEC_3467
04AF: @187 = unknown_wav_reference  33265 
05AA: s@188 = 'ROT4_NR'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3467
00D6: if  0
0039:   @206 ==  2  ;; integer values
004D: jump_if_false FINALEC_3479
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3479
00D6: if  0
0039:   @203 ==  6  ;; integer values
004D: jump_if_false FINALEC_3479
04AF: @187 = unknown_wav_reference  33253 
05AA: s@188 = 'ROT4_NE'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3479
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3488
00D6: if  0
0039:   @203 ==  7  ;; integer values
004D: jump_if_false FINALEC_3488
04AF: @187 = unknown_wav_reference  33295 
05AA: s@188 = 'ROT4_TK'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3488
00D6: if  0
0039:   @206 ==  3  ;; integer values
004D: jump_if_false FINALEC_3500
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3500
00D6: if  0
0039:   @203 ==  8  ;; integer values
004D: jump_if_false FINALEC_3500
04AF: @187 = unknown_wav_reference  33297 
05AA: s@188 = 'ROT4_TM'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3500
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3509
00D6: if  0
0039:   @203 ==  9  ;; integer values
004D: jump_if_false FINALEC_3509
04AF: @187 = unknown_wav_reference  33292 
05AA: s@188 = 'ROT4_TG'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3509
00D6: if  0
0039:   @206 ==  5  ;; integer values
004D: jump_if_false FINALEC_3521
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3521
00D6: if  0
0039:   @203 ==  10  ;; integer values
004D: jump_if_false FINALEC_3521
04AF: @187 = unknown_wav_reference  33249 
05AA: s@188 = 'ROT4_NA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3521
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3530
00D6: if  0
0039:   @203 ==  11  ;; integer values
004D: jump_if_false FINALEC_3530
04AF: @187 = unknown_wav_reference  33250 
05AA: s@188 = 'ROT4_NB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3530
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3539
00D6: if  0
0039:   @203 ==  12  ;; integer values
004D: jump_if_false FINALEC_3539
04AF: @187 = unknown_wav_reference  33288 
05AA: s@188 = 'ROT4_TC'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3539
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3548
00D6: if  0
0039:   @203 ==  13  ;; integer values
004D: jump_if_false FINALEC_3548
04AF: @187 = unknown_wav_reference  33291 
05AA: s@188 = 'ROT4_TF'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3548
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_3557
00D6: if  0
0039:   @203 ==  14  ;; integer values
004D: jump_if_false FINALEC_3557
04AF: @187 = unknown_wav_reference  33286 
05AA: s@188 = 'ROT4_TA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_3557
00D6: if  0
0038:   $8014 ==  2  ;; integer values
004D: jump_if_false FINALEC_4695
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_3655
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_3588
0227: $8013 = car @153 health
;;000C: $8013 -=  12000  ;; integer values
00D6: if  0
002A:    0 >= $8013  ;; integer values
004D: jump_if_false FINALEC_3582
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  0
8118:   NOT   actor $131 dead
004D: jump_if_false FINALEC_3578
05BE: unknown_action_sequence $131 

:FINALEC_3578
020B: explode_car @153
00BC: text_highpriority 'RM4_53'  5000 ms  1
0002: jump FINALEC_6289
0002: jump FINALEC_3583

:FINALEC_3582
0014: $8013 /=  80  ;; integer values

:FINALEC_3583
00D6: if  0
0118:   actor $131 dead
004D: jump_if_false FINALEC_3588
00BC: text_highpriority 'RM4_53'  5000 ms  1
0002: jump FINALEC_6289

:FINALEC_3588
00D6: if  0
0039:   @289 ==  0  ;; integer values
004D: jump_if_false FINALEC_3655
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  468 at  2375.0 -1918.0  12.5
0175: set_car @213 z_angle_to  176.0
0129: @42 = create_actor  24  110 in_car @213 driverseat
060B: unknown_actor_use_entity @42 @97 
02A9: set_actor @42 immune_to_nonplayer  1
01C8: @43 = create_actor  24  110 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  468 at  2377.0 -1911.0  12.5
0175: set_car @214 z_angle_to  186.0
0129: @44 = create_actor  24  110 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  110 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_3655
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_4309
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_4309
00D6: if  0
0039:   @292 ==  0  ;; integer values
004D: jump_if_false FINALEC_3707
009A: @223 = create_actor  24  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_3676
0085: @102 = @223  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_3676
009A: @224 = create_actor  24  7 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_6267
009A: @225 = create_actor  24  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_3697
0085: @102 = @225  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_3697
009A: @226 = create_actor  24  7 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_6267
0006: @292 =  1  ;; integer values

:FINALEC_3707
00D6: if  0
0039:   @289 ==  1  ;; integer values
004D: jump_if_false FINALEC_3763
05EB: @152  241 
05EB: @153  242 
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false FINALEC_3724
05EB: @213  243 
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FINALEC_3720
0713: unknown_action_sequence @43 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_3720
0186: @243 = create_marker_above_car @213
018B: show_on_radar @243  2
0006: @256 =  1  ;; integer values
0006: @267 =  1  ;; integer values

:FINALEC_3724
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false FINALEC_3736
05EB: @214  244 
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEC_3732
0713: unknown_action_sequence @45 -1 @153  0.0  0.0  0.0  300.0  8  1  60 

:FINALEC_3732
0186: @244 = create_marker_above_car @214
018B: show_on_radar @244  2
0006: @257 =  1  ;; integer values
0006: @268 =  1  ;; integer values

:FINALEC_3736
00A5: @217 = create_car  596 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  280 in_car @217 driverseat
060B: unknown_actor_use_entity @154 @97 
0446: (unknown) @154  0 
02A9: set_actor @154 immune_to_nonplayer  1
01C8: @155 = create_actor  24  280 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  596 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  280 in_car @218 driverseat
060B: unknown_actor_use_entity @156 @97 
0446: (unknown) @156  0 
02A9: set_actor @156 immune_to_nonplayer  1
01C8: @207 = create_actor  24  280 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_3763
00D6: if  0
0039:   @290 ==  1  ;; integer values
004D: jump_if_false FINALEC_3784
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false FINALEC_3784
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 (unfrozen)
02A3: toggle_widescreen  0 (off)
0713: unknown_action_sequence $PLAYER_ACTOR -1 -1  0.0  0.0  0.0  300.0  8  1  100 
0858: $PLAYER_CHAR  120.5  200.0 
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_3783
02AC: set_car @153 immunities  0  1  1  1  1

:FINALEC_3783
0006: @290 =  2  ;; integer values

:FINALEC_3784
00D6: if  0
0039:   @291 ==  0  ;; integer values
004D: jump_if_false FINALEC_3799
00D6: if  0
0019:   @289 >  4  ;; integer values
004D: jump_if_false FINALEC_3799
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_3799
00D6: if  0
01AD:   car @217  0 ()near_point  2210.19 -1864.8  5.0  5.0
004D: jump_if_false FINALEC_3799
0224: set_car @217 health_to  100
0006: @33 =  0  ;; integer values
0006: @291 =  1  ;; integer values

:FINALEC_3799
00D6: if  0
0039:   @291 ==  1  ;; integer values
004D: jump_if_false FINALEC_3810
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_3810
00D6: if  0
0019:   @33 >  1250  ;; integer values
004D: jump_if_false FINALEC_3810
020B: explode_car @217
0006: @291 =  2  ;; integer values

:FINALEC_3810
00D6: if  0
0039:   @289 ==  2  ;; integer values
004D: jump_if_false FINALEC_3857
00D6: if  0
01AD:   car @152  0 ()near_point  2347.96 -1972.42  20.0  20.0
004D: jump_if_false FINALEC_3857
0006: @206 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_3830
05EB: @217  245 
0397: car @217 siren =  1 (on)  
00D6: if  0
8118:   NOT   actor @155 dead
004D: jump_if_false FINALEC_3826
0713: unknown_action_sequence @155 -1 @153  0.0  0.0  0.0  300.0  8  1  50 

:FINALEC_3826
0186: @247 = create_marker_above_car @217
018B: show_on_radar @247  2
0006: @249 =  1  ;; integer values
0006: @260 =  1  ;; integer values

:FINALEC_3830
00D6: if  0
8119:   NOT   car @218 wrecked
004D: jump_if_false FINALEC_3843
0397: car @218 siren =  1 (on)  
05EB: @218  246 
00D6: if  0
8118:   NOT   actor @207 dead
004D: jump_if_false FINALEC_3839
0713: unknown_action_sequence @207 -1 @153  0.0  0.0  0.0  300.0  8  1  10 

:FINALEC_3839
0186: @248 = create_marker_above_car @218
018B: show_on_radar @248  2
0006: @250 =  1  ;; integer values
0006: @261 =  1  ;; integer values

:FINALEC_3843
00A5: @275 = create_car  596 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  280 in_car @275 driverseat
060B: unknown_actor_use_entity @276 @97 
0446: (unknown) @276  0 
02A9: set_actor @276 immune_to_nonplayer  1
01C8: @277 = create_actor  24  280 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_3857
00D6: if  0
0039:   @289 ==  3  ;; integer values
004D: jump_if_false FINALEC_3943
00D6: if  0
01AD:   car @153  0 ()near_point  2260.92 -2021.7  25.0  25.0
004D: jump_if_false FINALEC_3943
0006: @206 =  2  ;; integer values
00D6: if  0
8119:   NOT   car @275 wrecked
004D: jump_if_false FINALEC_3877
05EB: @275  249 
0397: car @275 siren =  1 (on)  
00D6: if  0
8118:   NOT   actor @277 dead
004D: jump_if_false FINALEC_3873
0713: unknown_action_sequence @277 -1 @153  0.0  0.0  0.0  300.0  8  1  50 

:FINALEC_3873
0186: @279 = create_marker_above_car @275
018B: show_on_radar @279  2
0006: @295 =  1  ;; integer values
0006: @296 =  1  ;; integer values

:FINALEC_3877
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  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_3894
0085: @102 = @223  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_3894
009A: @224 = create_actor  24  7 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  0
8118:   NOT   actor @156 dead
004D: jump_if_false FINALEC_3908
0085: @102 = @224  ;; integer values and handles
0085: @107 = @156  ;; integer values and handles
0050: gosub FINALEC_6267
0002: jump FINALEC_3911

:FINALEC_3908
0085: @102 = @224  ;; integer values and handles
008B: @107 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_3911
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  7 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_6267
009A: @226 = create_actor  24  7 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  0
8118:   NOT   actor @156 dead
004D: jump_if_false FINALEC_3936
0085: @102 = @226  ;; integer values and handles
0085: @107 = @156  ;; integer values and handles
0050: gosub FINALEC_6267
0002: jump FINALEC_3939

:FINALEC_3936
0085: @102 = @226  ;; integer values and handles
008B: @107 = $PLAYER_ACTOR  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_3939
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_3943
00D6: if  0
0039:   @289 ==  4  ;; integer values
004D: jump_if_false FINALEC_3974
00D6: if  0
01AD:   car @152  0 ()near_point  2215.75 -1931.8  25.0  25.0
004D: jump_if_false FINALEC_3974
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  110
0249: release_model  468
00A5: @272 = create_car  596 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  280 in_car @272 driverseat
060B: unknown_actor_use_entity @273 @97 
0446: (unknown) @273  0 
02A9: set_actor @273 immune_to_nonplayer  1
01C8: @274 = create_actor  24  280 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_3974
00D6: if  0
0039:   @289 ==  5  ;; integer values
004D: jump_if_false FINALEC_4005
00D6: if  0
01AD:   car @152  0 ()near_point  2215.93 -1765.08  20.0  20.0
004D: jump_if_false FINALEC_4005
00D6: if  0
8119:   NOT   car @272 wrecked
004D: jump_if_false FINALEC_3993
05EB: @272  248 
0397: car @272 siren =  1 (on)  
00D6: if  0
8118:   NOT   actor @274 dead
004D: jump_if_false FINALEC_3989
0713: unknown_action_sequence @274 -1 @153  0.0  0.0  0.0  300.0  8  1  50 

:FINALEC_3989
0186: @278 = create_marker_above_car @272
018B: show_on_radar @278  2
0006: @293 =  1  ;; integer values
0006: @294 =  1  ;; integer values

:FINALEC_3993
00A5: @208 = create_car  596 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  280 in_car @208 driverseat
060B: unknown_actor_use_entity @38 @97 
02A9: set_actor @38 immune_to_nonplayer  1
01C8: @39 = create_actor  24  280 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_4005
00D6: if  0
0039:   @289 ==  6  ;; integer values
004D: jump_if_false FINALEC_4025
00D6: if  0
01AD:   car @152  0 ()near_point  2343.45 -1658.96  30.0  30.0
004D: jump_if_false FINALEC_4025
0006: @206 =  4  ;; integer values
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false FINALEC_4024
05EB: @208  247 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false FINALEC_4020
0713: unknown_action_sequence @39 -1 @153  0.0  0.0  0.0  300.0  8  1  50 

:FINALEC_4020
0186: @238 = create_marker_above_car @208
018B: show_on_radar @238  2
0006: @251 =  1  ;; integer values
0006: @262 =  1  ;; integer values

:FINALEC_4024
0006: @289 =  7  ;; integer values

:FINALEC_4025
00D6: if  0
0039:   @289 ==  7  ;; integer values
004D: jump_if_false FINALEC_4033
00D6: if  0
01AD:   car @152  0 ()near_point  2431.0 -1644.0  30.0  30.0
004D: jump_if_false FINALEC_4033
0004: $8014 =  3  ;; integer values
0006: @289 =  8  ;; integer values

:FINALEC_4033
00D6: if  0
0039:   @292 ==  1  ;; integer values
004D: jump_if_false FINALEC_4124
00D6: if  0
01AD:   car @153  0 ()near_point  2215.9 -1791.82  20.0  20.0
004D: jump_if_false FINALEC_4124
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  7 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_6267
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  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_4074
0085: @102 = @224  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_4074
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  7 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_6267
009A: @226 = create_actor  24  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_4100
0085: @102 = @226  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_4100
009A: @227 = create_actor  24  7 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_6267
009A: @228 = create_actor  24  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_4123
0085: @102 = @228  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_4123
0006: @292 =  2  ;; integer values

:FINALEC_4124
00D6: if  0
0039:   @292 ==  2  ;; integer values
004D: jump_if_false FINALEC_4140
00D6: if  0
01AD:   car @153  0 ()near_point  2342.56 -1603.76  20.0  20.0
004D: jump_if_false FINALEC_4140
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_4140
00D6: if  0
0039:   @292 ==  2  ;; integer values
004D: jump_if_false FINALEC_4176
00D6: if  0
01AD:   car @153  0 ()near_point  2430.81 -1595.72  20.0  20.0
004D: jump_if_false FINALEC_4176
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  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_4162
0085: @102 = @223  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_4162
009A: @224 = create_actor  24  7 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  0
8118:   NOT   actor @49 dead
004D: jump_if_false FINALEC_4175
0085: @102 = @224  ;; integer values and handles
0085: @107 = @49  ;; integer values and handles
0050: gosub FINALEC_6267

:FINALEC_4175
0006: @292 =  3  ;; integer values

:FINALEC_4176
00D6: if  0
001B:    8 > @289  ;; integer values
004D: jump_if_false FINALEC_4309
00D6: if  0
0039:   @290 ==  2  ;; integer values
004D: jump_if_false FINALEC_4309
0050: gosub FINALEC_6243
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4192
00D6: if  0
0039:   @203 ==  0  ;; integer values
004D: jump_if_false FINALEC_4192
04AF: @187 = unknown_wav_reference  33288 
05AA: s@188 = 'ROT4_TC'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4192
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4201
00D6: if  0
0039:   @203 ==  1  ;; integer values
004D: jump_if_false FINALEC_4201
04AF: @187 = unknown_wav_reference  33287 
05AA: s@188 = 'ROT4_TB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4201
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4210
00D6: if  0
0039:   @203 ==  2  ;; integer values
004D: jump_if_false FINALEC_4210
04AF: @187 = unknown_wav_reference  33293 
05AA: s@188 = 'ROT4_TH'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4210
00D6: if  0
0039:   @206 ==  1  ;; integer values
004D: jump_if_false FINALEC_4222
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4222
00D6: if  0
0039:   @203 ==  3  ;; integer values
004D: jump_if_false FINALEC_4222
04AF: @187 = unknown_wav_reference  33265 
05AA: s@188 = 'ROT4_NR'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4222
00D6: if  0
0039:   @206 ==  2  ;; integer values
004D: jump_if_false FINALEC_4234
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4234
00D6: if  0
0039:   @203 ==  4  ;; integer values
004D: jump_if_false FINALEC_4234
04AF: @187 = unknown_wav_reference  33266 
05AA: s@188 = 'ROT4_NS'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4234
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4243
00D6: if  0
0039:   @203 ==  5  ;; integer values
004D: jump_if_false FINALEC_4243
04AF: @187 = unknown_wav_reference  33294 
05AA: s@188 = 'ROT4_TJ'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4243
00D6: if  0
0039:   @206 ==  3  ;; integer values
004D: jump_if_false FINALEC_4255
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4255
00D6: if  0
0039:   @203 ==  6  ;; integer values
004D: jump_if_false FINALEC_4255
04AF: @187 = unknown_wav_reference  33285 
05AA: s@188 = 'ROT4_SB'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4255
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4264
00D6: if  0
0039:   @203 ==  7  ;; integer values
004D: jump_if_false FINALEC_4264
04AF: @187 = unknown_wav_reference  33273 
05AA: s@188 = 'ROT4_PC'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4264
00D6: if  0
0039:   @206 ==  4  ;; integer values
004D: jump_if_false FINALEC_4276
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4276
00D6: if  0
0039:   @203 ==  8  ;; integer values
004D: jump_if_false FINALEC_4276
04AF: @187 = unknown_wav_reference  33269 
05AA: s@188 = 'ROT4_OA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4276
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4285
00D6: if  0
0039:   @203 ==  9  ;; integer values
004D: jump_if_false FINALEC_4285
04AF: @187 = unknown_wav_reference  33270 
05AA: s@188 = 'ROT4_OD'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4285
00D6: if  0
0039:   @206 ==  4  ;; integer values
004D: jump_if_false FINALEC_4300
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  2431.32 -1528.48 radius  20.0  20.0
004D: jump_if_false FINALEC_4300
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4300
00D6: if  0
0039:   @203 ==  10  ;; integer values
004D: jump_if_false FINALEC_4300
04AF: @187 = unknown_wav_reference  33279 
05AA: s@188 = 'ROT4_RA'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4300
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_4309
00D6: if  0
0039:   @203 ==  11  ;; integer values
004D: jump_if_false FINALEC_4309
04AF: @187 = unknown_wav_reference  33282 
05AA: s@188 = 'ROT4_RD'  ;; 8-byte strings
0050: gosub FINALEC_6236

:FINALEC_4309
00D6: if  0
0039:   @260 ==  1  ;; integer values
004D: jump_if_false FINALEC_4334
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_4334
00D6: if  0
8118:   NOT   actor @154 dead
004D: jump_if_false FINALEC_4319
0002: jump FINALEC_4334

:FINALEC_4319
00D6: if  0
8118:   NOT   actor @155 dead
004D: jump_if_false FINALEC_4332
00D6: if  0
00DB:   actor @155 in_car @217
004D: jump_if_false FINALEC_4331
046C: @219 = car @217 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_4331
0676: unknown_action_sequence @155 @217 
0006: @260 =  2  ;; integer values

:FINALEC_4331
0002: jump FINALEC_4334

:FINALEC_4332
05EC: @217 
0006: @260 =  2  ;; integer values

:FINALEC_4334
00D6: if  0
0039:   @260 ==  2  ;; integer values
004D: jump_if_false FINALEC_4342
00D6: if  0
0118:   actor @155 dead
004D: jump_if_false FINALEC_4342
05EC: @217 
0006: @260 =  3  ;; integer values

:FINALEC_4342
00D6: if  0
0039:   @249 ==  1  ;; integer values
004D: jump_if_false FINALEC_4363
00D6: if  0
8119:   NOT   car @217 wrecked
004D: jump_if_false FINALEC_4357
00D6: if  0
860E:   NOT @217 
004D: jump_if_false FINALEC_4356
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_4356
0002: jump FINALEC_4363

:FINALEC_4357
05EC: @217 
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_4363
00D6: if  0
0039:   @261 ==  1  ;; integer values
004D: jump_if_false FINALEC_4388
00D6: if  0
8119:   NOT   car @218 wrecked
004D: jump_if_false FINALEC_4388
00D6: if  0
8118:   NOT   actor @156 dead
004D: jump_if_false FINALEC_4373
0002: jump FINALEC_4388

:FINALEC_4373
00D6: if  0
8118:   NOT   actor @207 dead
004D: jump_if_false FINALEC_4386
00D6: if  0
00DB:   actor @207 in_car @218
004D: jump_if_false FINALEC_4385
046C: @219 = car @218 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_4385
0676: unknown_action_sequence @207 @218 
0006: @261 =  2  ;; integer values

:FINALEC_4385
0002: jump FINALEC_4388

:FINALEC_4386
05EC: @218 
0006: @261 =  2  ;; integer values

:FINALEC_4388
00D6: if  0
0039:   @261 ==  2  ;; integer values
004D: jump_if_false FINALEC_4396
00D6: if  0
0118:   actor @207 dead
004D: jump_if_false FINALEC_4396
05EC: @218 
0006: @261 =  3  ;; integer values

:FINALEC_4396
00D6: if  0
0039:   @250 ==  1  ;; integer values
004D: jump_if_false FINALEC_4417
00D6: if  0
8119:   NOT   car @218 wrecked
004D: jump_if_false FINALEC_4411
00D6: if  0
860E:   NOT @218 
004D: jump_if_false FINALEC_4410
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_4410
0002: jump FINALEC_4417

:FINALEC_4411
05EC: @218 
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_4417
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false FINALEC_4442
00D6: if  0
8119:   NOT   car @272 wrecked
004D: jump_if_false FINALEC_4442
00D6: if  0
8118:   NOT   actor @273 dead
004D: jump_if_false FINALEC_4427
0002: jump FINALEC_4442

:FINALEC_4427
00D6: if  0
8118:   NOT   actor @274 dead
004D: jump_if_false FINALEC_4440
00D6: if  0
00DB:   actor @274 in_car @272
004D: jump_if_false FINALEC_4439
046C: @219 = car @272 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_4439
0676: unknown_action_sequence @274 @272 
0006: @294 =  2  ;; integer values

:FINALEC_4439
0002: jump FINALEC_4442

:FINALEC_4440
05EC: @272 
0006: @294 =  2  ;; integer values

:FINALEC_4442
00D6: if  0
0039:   @294 ==  2  ;; integer values
004D: jump_if_false FINALEC_4450
00D6: if  0
0118:   actor @274 dead
004D: jump_if_false FINALEC_4450
05EC: @272 
0006: @294 =  3  ;; integer values

:FINALEC_4450
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false FINALEC_4471
00D6: if  0
8119:   NOT   car @272 wrecked
004D: jump_if_false FINALEC_4465
00D6: if  0
860E:   NOT @272 
004D: jump_if_false FINALEC_4464
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_4464
0002: jump FINALEC_4471

:FINALEC_4465
05EC: @272 
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_4471
00D6: if  0
0039:   @296 ==  1  ;; integer values
004D: jump_if_false FINALEC_4496
00D6: if  0
8119:   NOT   car @275 wrecked
004D: jump_if_false FINALEC_4496
00D6: if  0
8118:   NOT   actor @276 dead
004D: jump_if_false FINALEC_4481
0002: jump FINALEC_4496

:FINALEC_4481
00D6: if  0
8118:   NOT   actor @277 dead
004D: jump_if_false FINALEC_4494
00D6: if  0
00DB:   actor @277 in_car @275
004D: jump_if_false FINALEC_4493
046C: @219 = car @275 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_4493
0676: unknown_action_sequence @277 @275 
0006: @296 =  2  ;; integer values

:FINALEC_4493
0002: jump FINALEC_4496

:FINALEC_4494
05EC: @275 
0006: @296 =  2  ;; integer values

:FINALEC_4496
00D6: if  0
0039:   @296 ==  2  ;; integer values
004D: jump_if_false FINALEC_4504
00D6: if  0
0118:   actor @277 dead
004D: jump_if_false FINALEC_4504
05EC: @275 
0006: @296 =  3  ;; integer values

:FINALEC_4504
00D6: if  0
0039:   @295 ==  1  ;; integer values
004D: jump_if_false FINALEC_4525
00D6: if  0
8119:   NOT   car @275 wrecked
004D: jump_if_false FINALEC_4519
00D6: if  0
860E:   NOT @275 
004D: jump_if_false FINALEC_4518
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_4518
0002: jump FINALEC_4525

:FINALEC_4519
05EC: @275 
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_4525
00D6: if  0
0039:   @262 ==  1  ;; integer values
004D: jump_if_false FINALEC_4550
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false FINALEC_4550
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false FINALEC_4535
0002: jump FINALEC_4550

:FINALEC_4535
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false FINALEC_4548
00D6: if  0
00DB:   actor @39 in_car @208
004D: jump_if_false FINALEC_4547
046C: @219 = car @208 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_4547
0676: unknown_action_sequence @39 @208 
0006: @262 =  2  ;; integer values

:FINALEC_4547
0002: jump FINALEC_4550

:FINALEC_4548
05EC: @208 
0006: @262 =  2  ;; integer values

:FINALEC_4550
00D6: if  0
0039:   @262 ==  2  ;; integer values
004D: jump_if_false FINALEC_4558
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false FINALEC_4558
05EC: @208 
0006: @262 =  3  ;; integer values

:FINALEC_4558
00D6: if  0
0039:   @251 ==  1  ;; integer values
004D: jump_if_false FINALEC_4579
00D6: if  0
8119:   NOT   car @208 wrecked
004D: jump_if_false FINALEC_4573
00D6: if  0
860E:   NOT @208 
004D: jump_if_false FINALEC_4572
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_4572
0002: jump FINALEC_4579

:FINALEC_4573
05EC: @208 
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_4579
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false FINALEC_4608
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false FINALEC_4608
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false FINALEC_4589
0002: jump FINALEC_4608

:FINALEC_4589
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FINALEC_4604
00D6: if  0
00DB:   actor @43 in_car @213
004D: jump_if_false FINALEC_4603
046C: @219 = car @213 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_4603
00AA: store_car @153 position_to $69 $70 $71
0362: remove_actor @43 from_car_and_place_at $69 $70 -10.0
036A: put_actor @43 in_car @213
0006: @267 =  2  ;; integer values

:FINALEC_4603
0002: jump FINALEC_4608

:FINALEC_4604
04BA: set_car @213 speed_instantly  18.0
05EC: @213 
07DB: @213  3.5  7.3999  8.1003 
0006: @267 =  2  ;; integer values

:FINALEC_4608
00D6: if  0
0039:   @267 ==  2  ;; integer values
004D: jump_if_false FINALEC_4621
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false FINALEC_4621
05EC: @213 
00D6: if  0
8119:   NOT   car @213 wrecked
004D: jump_if_false FINALEC_4620
04BA: set_car @213 speed_instantly  18.0
07DB: @213  3.5  7.3999  8.1003 

:FINALEC_4620
0006: @267 =  3  ;; integer values

:FINALEC_4621
00D6: if  0
0039:   @256 ==  1  ;; integer values
004D: jump_if_false FINALEC_4637
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false FINALEC_4637
00D6: if  21
0118:   actor @43 dead
0119:   car @213 wrecked
004D: jump_if_false FINALEC_4637
05EC: @213 
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_4637
00D6: if  0
0039:   @268 ==  1  ;; integer values
004D: jump_if_false FINALEC_4666
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false FINALEC_4666
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FINALEC_4647
0002: jump FINALEC_4666

:FINALEC_4647
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FINALEC_4662
00D6: if  0
00DB:   actor @45 in_car @214
004D: jump_if_false FINALEC_4661
046C: @219 = car @214 driver
00D6: if  0
0039:   @219 == -1  ;; integer values
004D: jump_if_false FINALEC_4661
00AA: store_car @153 position_to $69 $70 $71
0362: remove_actor @45 from_car_and_place_at $69 $70 -10.0
036A: put_actor @45 in_car @214
0006: @268 =  2  ;; integer values

:FINALEC_4661
0002: jump FINALEC_4666

:FINALEC_4662
04BA: set_car @214 speed_instantly  18.0
05EC: @214 
07DB: @214  3.5  7.3999  8.1003 
0006: @268 =  2  ;; integer values

:FINALEC_4666
00D6: if  0
0039:   @268 ==  2  ;; integer values
004D: jump_if_false FINALEC_4679
00D6: if  0
0118:   actor @45 dead
004D: jump_if_false FINALEC_4679
05EC: @214 
00D6: if  0
8119:   NOT   car @214 wrecked
004D: jump_if_false FINALEC_4678
04BA: set_car @214 speed_instantly  18.0
07DB: @214  3.5  7.3999  8.1003 

:FINALEC_4678
0006: @268 =  3  ;; integer values

:FINALEC_4679
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false FINALEC_4695
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false FINALEC_4695
00D6: if  21
0118:   actor @45 dead
0119:   car @214 wrecked
004D: jump_if_false FINALEC_4695
05EC: @214 
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_4695
00D6: if  0
0038:   $8014 ==  3  ;; integer values
004D: jump_if_false FINALEC_6235
00D6: if  0
0039:   @288 ==  0  ;; integer values
004D: jump_if_false FINALEC_4767
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_4767
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_4767
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AC: set_car @153 immunities  0  1  1  1  1
00D6: if  0
060E: @152 
004D: jump_if_false FINALEC_4714
05EC: @152 

:FINALEC_4714
05EC: @152 
00D6: if  0
060E: @153 
004D: jump_if_false FINALEC_4719
05EC: @153 

:FINALEC_4719
05EC: @153 
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: @152  229 
06C8:  0 
0395: clear_area  1 at  2453.861 -1651.519  11.6415 range  100.0
01EB: set_car_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 $131
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false FINALEC_4734
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  2422.97 -1607.87  25.55
0002: jump FINALEC_4735

:FINALEC_4734
00A1: put_actor $PLAYER_ACTOR at  2422.97 -1607.87  25.55

:FINALEC_4735
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_4767
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_4865
00D6: if  0
0039:   @288 ==  1  ;; integer values
004D: jump_if_false FINALEC_4780
00D6: if  0
0019:   @33 >  1500  ;; integer values
004D: jump_if_false FINALEC_4780
00BE: text_clear_all
040D: unload_wav  1
015D: set_gamespeed  .8
0006: @288 =  2  ;; integer values

:FINALEC_4780
00D6: if  0
0039:   @288 ==  2  ;; integer values
004D: jump_if_false FINALEC_4788
00D6: if  0
0019:   @33 >  1700  ;; integer values
004D: jump_if_false FINALEC_4788
015D: set_gamespeed  .7
0006: @288 =  3  ;; integer values

:FINALEC_4788
00D6: if  0
0039:   @288 ==  3  ;; integer values
004D: jump_if_false FINALEC_4796
00D6: if  0
0019:   @33 >  1900  ;; integer values
004D: jump_if_false FINALEC_4796
015D: set_gamespeed  .6
0006: @288 =  4  ;; integer values

:FINALEC_4796
00D6: if  0
0039:   @288 ==  4  ;; integer values
004D: jump_if_false FINALEC_4804
00D6: if  0
0019:   @33 >  2100  ;; integer values
004D: jump_if_false FINALEC_4804
015D: set_gamespeed  .5
0006: @288 =  5  ;; integer values

:FINALEC_4804
00D6: if  0
0039:   @288 ==  5  ;; integer values
004D: jump_if_false FINALEC_4812
00D6: if  0
0019:   @33 >  2300  ;; integer values
004D: jump_if_false FINALEC_4812
015D: set_gamespeed  .4
0006: @288 =  6  ;; integer values

:FINALEC_4812
00D6: if  0
0039:   @288 ==  6  ;; integer values
004D: jump_if_false FINALEC_4820
00D6: if  0
0019:   @33 >  2500  ;; integer values
004D: jump_if_false FINALEC_4820
015D: set_gamespeed  .3
0006: @288 =  7  ;; integer values

:FINALEC_4820
00D6: if  0
0039:   @288 ==  7  ;; integer values
004D: jump_if_false FINALEC_4828
00D6: if  0
0019:   @33 >  2700  ;; integer values
004D: jump_if_false FINALEC_4828
015D: set_gamespeed  .2
0006: @288 =  8  ;; integer values

:FINALEC_4828
00D6: if  0
0039:   @288 ==  8  ;; integer values
004D: jump_if_false FINALEC_4841
00D6: if  0
0019:   @33 >  3360  ;; integer values
004D: jump_if_false FINALEC_4841
066B: "PRT_SPARK" @152 -1.69  3.607 -.271  1 @280 
064C: @280 
066B: "PRT_SPARK" @152 -1.137  3.674 -.271  1 @281 
064C: @281 
066B: "PRT_SPARK" @152 -1.076  3.706 -.271  1 @282 
064C: @282 
0006: @288 =  9  ;; integer values

:FINALEC_4841
00D6: if  0
0039:   @288 ==  9  ;; integer values
004D: jump_if_false FINALEC_4865
00D6: if  0
0019:   @33 >  4250  ;; integer values
004D: jump_if_false FINALEC_4865
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  .7
0650: @280 
0650: @281 
0650: @282 
066C: "PRT_SPARK" @152 -1.066  3.027  1.4  1.0  0.0  .4  1 @283 
064C: @283 
066C: "PRT_SPARK" @152 -1.066  2.444  1.4  1.0  0.0  .4  1 @284 
064C: @284 
066C: "PRT_SPARK" @152 -1.066  1.872  1.4  1.0  0.0  .4  1 @285 
064C: @285 
066C: "PRT_SPARK" @152 -.462  .761  1.7  1.0  0.0  .4  1 @286 
064C: @286 
066C: "PRT_SPARK" @152 -.462  .197  1.7  1.0  0.0  .4  1 @287 
064C: @287 
0006: @32 =  0  ;; integer values
0006: @288 =  10  ;; integer values

:FINALEC_4865
00D6: if  0
0039:   @288 ==  10  ;; integer values
004D: jump_if_false FINALEC_6235
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false FINALEC_6235
015D: set_gamespeed  1.0
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:FINALEC_4874
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_4879
0001: wait  0 ms
0002: jump FINALEC_4874

:FINALEC_4879
0109: player $PLAYER_CHAR money +=  250000
0151: remove_status_text $8013
009B: destroy_actor_instantly $131
0249: release_model  538
0249: release_model  544
0249: release_model  280
0249: release_model  492
0249: release_model  533
04EF: release_animation "FINALE"
04EF: release_animation "FINALE2"
0249: release_model  109
0249: release_model  102
0249: release_model #LA_FUCKCAR1
0249: release_model #LA_FUCKCAR2
0296: unload_special_actor  1
0296: unload_special_actor  2
0249: release_model  352
0249: release_model  596
0249: release_model  468
0249: release_model  344
0249: release_model  110
0249: release_model  576
00A6: destroy_car @152
009B: destroy_actor_instantly @49
0650: @280 
0650: @281 
0650: @282 
0650: @283 
0650: @284 
0650: @285 
0650: @286 
0650: @287 
0A0B:  2445.64 -1650.53  14.63  0.0 
02E4: load_cutscene_data 'RIOT4E1'

:FINALEC_4913
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FINALEC_4918
0001: wait  0 ms
0002: jump FINALEC_4913

:FINALEC_4918
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:FINALEC_4920
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FINALEC_4925
0001: wait  0 ms
0002: jump FINALEC_4920

:FINALEC_4925
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:FINALEC_4928
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_4933
0001: wait  0 ms
0002: jump FINALEC_4928

:FINALEC_4933
00D6: if  0
856A:   NOT (unknown)
004D: jump_if_false FINALEC_4957
02E4: load_cutscene_data 'RIOT4E2'

:FINALEC_4937
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FINALEC_4942
0001: wait  0 ms
0002: jump FINALEC_4937

:FINALEC_4942
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:FINALEC_4944
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FINALEC_4949
0001: wait  0 ms
0002: jump FINALEC_4944

:FINALEC_4949
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:FINALEC_4952
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_4957
0001: wait  0 ms
0002: jump FINALEC_4952

:FINALEC_4957
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:FINALEC_4959
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_4964
0001: wait  0 ms
0002: jump FINALEC_4959

:FINALEC_4964
04BB: select_interior  3  ;; select render area
02E4: load_cutscene_data 'EPILOG'

:FINALEC_4966
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false FINALEC_4971
0001: wait  0 ms
0002: jump FINALEC_4966

:FINALEC_4971
02E7: start_cutscene
016A: fade  1 (back)  1000 ms

:FINALEC_4973
00D6: if  0
82E9:   NOT cutscene_reached_end
004D: jump_if_false FINALEC_4978
0001: wait  0 ms
0002: jump FINALEC_4973

:FINALEC_4978
02EA: end_cutscene
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  0 ms

:FINALEC_4981
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_4986
0001: wait  0 ms
0002: jump FINALEC_4981

:FINALEC_4986
04BB: select_interior  0  ;; select render area
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
00A1: put_actor $PLAYER_ACTOR at  2523.975 -1749.962  58.702
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
01EB: set_car_density_to  2.0
03DE: set_pedestrians_density_multiplier_to  1.5
06C8:  0 
03CB: set_camera  2514.668 -1733.461  56.3075
01B6: set_weather  3
00C0: set_current_time  12  0
0952:  9 

:FINALEC_4998
00D6: if  0
8039:   NOT   @298 ==  2  ;; integer values
004D: jump_if_false FINALEC_5004
0001: wait  0 ms
0953: @298 
0002: jump FINALEC_4998

:FINALEC_5004
0954: (unknown)
043C: unknown_set_game_sounds  0
0924:  1 -1 
0434: show_credits
016A: fade  1 (back)  250 ms
0925: (unknown)
0936:  2523.975 -1749.962  57.202  2514.887 -1733.851  57.202  2000  0 
0920:  2523.755 -1749.572  56.3075  2514.668 -1733.461  56.3075  2000  0 

:FINALEC_5012
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5018
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5012

:FINALEC_5018
0936:  2514.887 -1733.851  57.202  2503.344 -1713.386  57.202  2000  0 
0920:  2514.668 -1733.461  56.3075  2503.124 -1712.996  56.3075  2000  0 

:FINALEC_5020
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5026
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5020

:FINALEC_5026
0936:  2503.344 -1713.386  57.202  2491.555 -1692.485  57.202  2000  0 
0920:  2503.124 -1712.996  56.3075  2491.335 -1692.096  56.3075  2000  0 

:FINALEC_5028
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5034
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5028

:FINALEC_5034
0936:  2491.555 -1692.485  57.202  2479.766 -1671.585  57.202  2000  0 
0920:  2491.335 -1692.096  56.3075  2479.546 -1671.196  56.3075  2000  0 

:FINALEC_5036
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5042
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5036

:FINALEC_5042
0936:  2479.766 -1671.585  57.202  2467.731 -1650.249  57.202  2000  0 
0920:  2479.546 -1671.196  56.3075  2467.511 -1649.86  56.3075  2000  0 

:FINALEC_5044
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5050
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5044

:FINALEC_5050
0936:  2467.731 -1650.249  57.202  2455.451 -1628.478  57.202  2000  0 
0920:  2467.511 -1649.86  56.3075  2455.231 -1628.088  56.3075  2000  0 

:FINALEC_5052
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5058
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5052

:FINALEC_5058
0936:  2455.451 -1628.478  57.202  2445.135 -1610.19  57.202  2000  0 
0920:  2455.231 -1628.088  56.3075  2444.916 -1609.801  56.3075  2000  0 

:FINALEC_5060
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5066
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5060

:FINALEC_5066
0936:  2445.135 -1610.19  57.202  2433.838 -1590.161  57.202  2000  0 
0920:  2444.916 -1609.801  56.3075  2433.618 -1589.771  56.3075  2000  0 

:FINALEC_5068
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5074
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5068

:FINALEC_5074
0936:  2433.838 -1590.161  57.202  2423.277 -1571.437  57.202  2000  0 
0920:  2433.618 -1589.771  56.3075  2423.057 -1571.048  56.3075  2000  0 

:FINALEC_5076
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5082
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5076

:FINALEC_5082
0936:  2423.277 -1571.437  57.202  2412.716 -1552.714  57.202  2000  0 
0920:  2423.057 -1571.048  56.3075  2412.496 -1552.324  56.3075  2000  0 

:FINALEC_5084
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5090
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5084

:FINALEC_5090
0936:  2412.716 -1552.714  57.202  2401.909 -1533.555  57.202  2000  0 
0920:  2412.496 -1552.324  56.3075  2401.689 -1533.166  56.3075  2000  0 

:FINALEC_5092
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5098
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5092

:FINALEC_5098
0936:  2401.909 -1533.555  57.202  2390.611 -1513.526  57.202  2000  0 
0920:  2401.689 -1533.166  56.3075  2390.391 -1513.136  56.3075  2000  0 

:FINALEC_5100
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5106
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5100

:FINALEC_5106
0936:  2390.611 -1513.526  57.202  2379.313 -1493.496  57.202  2000  0 
0920:  2390.391 -1513.136  56.3075  2379.094 -1493.107  56.3075  2000  0 

:FINALEC_5108
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5114
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5108

:FINALEC_5114
0936:  2379.313 -1493.496  57.202  2367.278 -1472.16  57.202  2000  0 
0920:  2379.094 -1493.107  56.3075  2367.059 -1471.771  56.3075  2000  0 

:FINALEC_5116
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5122
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5116

:FINALEC_5122
0936:  2367.278 -1472.16  57.202  2355.981 -1452.131  57.202  2000  0 
0920:  2367.059 -1471.771  56.3075  2355.761 -1451.741  56.3075  2000  0 

:FINALEC_5124
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5130
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5124

:FINALEC_5130
0936:  2355.981 -1452.131  57.202  2343.946 -1430.795  57.202  2000  0 
0920:  2355.761 -1451.741  56.3075  2343.726 -1430.406  56.3075  2000  0 

:FINALEC_5132
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5138
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5132

:FINALEC_5138
0936:  2343.946 -1430.795  57.202  2332.402 -1410.33  57.202  2000  0 
0920:  2343.726 -1430.406  56.3075  2332.183 -1409.941  56.3075  2000  0 

:FINALEC_5140
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5146
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5140

:FINALEC_5146
0936:  2332.402 -1410.33  57.202  2321.596 -1391.172  57.202  2000  0 
0920:  2332.183 -1409.941  56.3075  2321.376 -1390.782  56.3075  2000  0 

:FINALEC_5148
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5154
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5148

:FINALEC_5154
0936:  2321.596 -1391.172  57.202  2312.017 -1374.19  57.202  2000  0 
0920:  2321.376 -1390.782  56.3075  2311.798 -1373.8  56.3075  2000  0 

:FINALEC_5156
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5162
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5156

:FINALEC_5162
016A: fade  0 ()  6000 ms
0936:  2312.017 -1374.19  57.202  2300.965 -1354.596  57.202  2000  0 
0920:  2311.798 -1373.8  56.3075  2300.745 -1354.206  56.3075  2000  0 

:FINALEC_5165
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5171
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5165

:FINALEC_5171
0936:  2300.965 -1354.596  57.202  2289.667 -1334.566  57.202  2000  0 
0920:  2300.745 -1354.206  56.3075  2289.448 -1334.177  56.3075  2000  0 

:FINALEC_5173
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5179
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5173

:FINALEC_5179
0936:  2289.667 -1334.566  57.202  2277.878 -1313.666  57.202  2000  0 
0920:  2289.448 -1334.177  56.3075  2277.658 -1313.276  56.3075  2000  0 

:FINALEC_5181
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5187
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5181

:FINALEC_5187
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 (back)  6000 ms
0936: -1014.557 -1422.254  184.6819 -1037.938 -1423.075  186.8606  2000  0 
0920: -1015.556 -1422.29  184.6751 -1038.937 -1423.11  186.8538  2000  0 

:FINALEC_5195
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5201
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5195

:FINALEC_5201
0936: -1037.938 -1423.075  186.8606 -1063.307 -1423.965  189.2248  2000  0 
0920: -1038.937 -1423.11  186.8538 -1064.306 -1424.0  189.218  2000  0 

:FINALEC_5203
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5209
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5203

:FINALEC_5209
0936: -1063.307 -1423.965  189.2248 -1089.158 -1425.217  191.6353  2000  0 
0920: -1064.306 -1424.0  189.218 -1090.156 -1425.284  191.6285  2000  0 

:FINALEC_5211
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5217
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5211

:FINALEC_5217
0936: -1089.158 -1425.217  191.6353 -1114.49 -1426.917  193.9995  2000  0 
0920: -1090.156 -1425.284  191.6285 -1115.488 -1426.984  193.9927  2000  0 

:FINALEC_5219
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5225
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5219

:FINALEC_5225
0936: -1114.49 -1426.917  193.9995 -1139.822 -1428.616  196.3636  2000  0 
0920: -1115.488 -1426.984  193.9927 -1140.82 -1428.683  196.3568  2000  0 

:FINALEC_5227
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5233
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5227

:FINALEC_5233
0936: -1139.822 -1428.616  196.3636 -1165.651 -1430.349  198.7742  2000  0 
0920: -1140.82 -1428.683  196.3568 -1166.649 -1430.416  198.7673  2000  0 

:FINALEC_5235
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5241
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5235

:FINALEC_5241
0936: -1165.651 -1430.349  198.7742 -1191.48 -1432.082  201.1847  2000  0 
0920: -1166.649 -1430.416  198.7673 -1192.477 -1432.149  201.1779  2000  0 

:FINALEC_5243
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5249
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5243

:FINALEC_5249
0936: -1191.48 -1432.082  201.1847 -1216.812 -1433.782  203.5488  2000  0 
0920: -1192.477 -1432.149  201.1779 -1217.809 -1433.849  203.542  2000  0 

:FINALEC_5251
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5257
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5251

:FINALEC_5257
0936: -1216.812 -1433.782  203.5488 -1242.143 -1435.481  205.913  2000  0 
0920: -1217.809 -1433.849  203.542 -1243.141 -1435.548  205.9062  2000  0 

:FINALEC_5259
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5265
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5259

:FINALEC_5265
0936: -1242.143 -1435.481  205.913 -1267.972 -1437.214  208.3235  2000  0 
0920: -1243.141 -1435.548  205.9062 -1268.97 -1437.281  208.3167  2000  0 

:FINALEC_5267
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5273
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5267

:FINALEC_5273
0936: -1267.972 -1437.214  208.3235 -1293.801 -1438.947  210.7341  2000  0 
0920: -1268.97 -1437.281  208.3167 -1294.798 -1439.014  210.7272  2000  0 

:FINALEC_5275
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5281
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5275

:FINALEC_5281
0936: -1293.801 -1438.947  210.7341 -1319.629 -1440.68  213.1446  2000  0 
0920: -1294.798 -1439.014  210.7272 -1320.627 -1440.747  213.1378  2000  0 

:FINALEC_5283
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5289
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5283

:FINALEC_5289
0936: -1319.629 -1440.68  213.1446 -1345.458 -1442.413  215.5551  2000  0 
0920: -1320.627 -1440.747  213.1378 -1346.456 -1442.48  215.5483  2000  0 

:FINALEC_5291
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5297
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5291

:FINALEC_5297
0936: -1345.458 -1442.413  215.5551 -1370.79 -1444.112  217.9193  2000  0 
0920: -1346.456 -1442.48  215.5483 -1371.787 -1444.179  217.9125  2000  0 

:FINALEC_5299
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5305
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5299

:FINALEC_5305
0936: -1370.79 -1444.112  217.9193 -1396.122 -1445.812  220.2834  2000  0 
0920: -1371.787 -1444.179  217.9125 -1397.119 -1445.879  220.2766  2000  0 

:FINALEC_5307
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5313
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5307

:FINALEC_5313
0936: -1396.122 -1445.812  220.2834 -1420.957 -1447.478  222.6012  2000  0 
0920: -1397.119 -1445.879  220.2766 -1421.954 -1447.545  222.5944  2000  0 

:FINALEC_5315
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5321
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5315

:FINALEC_5321
0936: -1420.957 -1447.478  222.6012 -1446.289 -1449.178  224.9654  2000  0 
0920: -1421.954 -1447.545  222.5944 -1447.286 -1449.245  224.9586  2000  0 

:FINALEC_5323
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5329
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5323

:FINALEC_5329
0936: -1446.289 -1449.178  224.9654 -1471.621 -1450.877  227.3296  2000  0 
0920: -1447.286 -1449.245  224.9586 -1472.618 -1450.944  227.3228  2000  0 

:FINALEC_5331
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5337
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5331

:FINALEC_5337
0936: -1471.621 -1450.877  227.3296 -1496.953 -1452.577  229.6937  2000  0 
0920: -1472.618 -1450.944  227.3228 -1497.95 -1452.644  229.6869  2000  0 

:FINALEC_5339
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5345
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5339

:FINALEC_5345
016A: fade  0 ()  6000 ms
0936: -1496.953 -1452.577  229.6937 -1522.284 -1454.277  232.0579  2000  0 
0920: -1497.95 -1452.644  229.6869 -1523.282 -1454.344  232.0511  2000  0 

:FINALEC_5348
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5354
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5348

:FINALEC_5354
0936: -1522.284 -1454.277  232.0579 -1547.616 -1455.976  234.4221  2000  0 
0920: -1523.282 -1454.344  232.0511 -1548.614 -1456.043  234.4153  2000  0 

:FINALEC_5356
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5362
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5356

:FINALEC_5362
0936: -1547.616 -1455.976  234.4221 -1572.452 -1457.642  236.7399  2000  0 
0920: -1548.614 -1456.043  234.4153 -1573.449 -1457.709  236.7331  2000  0 

:FINALEC_5364
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5370
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5364

:FINALEC_5370
016A: fade  0 ()  0 ms

:FINALEC_5371
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_5376
0001: wait  0 ms
0002: jump FINALEC_5371

:FINALEC_5376
0924:  0 -1 
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 (back)  6000 ms
0936: -2551.824  1438.745 -7.9582 -2555.05  1456.451 -7.9582  2000  0 
0920: -2552.003  1439.724 -8.0577 -2555.228  1457.43 -8.0577  2000  0 

:FINALEC_5385
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5391
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5385

:FINALEC_5391
0936: -2555.05  1456.451 -7.9582 -2558.981  1478.022 -6.5912  2000  0 
0920: -2555.228  1457.43 -8.0577 -2559.16  1479.005 -6.5742  2000  0 

:FINALEC_5393
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5399
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5393

:FINALEC_5399
0936: -2558.981  1478.022 -6.5912 -2562.766  1498.793 -2.7267  2000  0 
0920: -2559.16  1479.005 -6.5742 -2562.943  1499.765 -2.5699  2000  0 

:FINALEC_5401
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5407
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5401

:FINALEC_5407
0936: -2562.766  1498.793 -2.7267 -2566.42  1518.852  4.0086  2000  0 
0920: -2562.943  1499.765 -2.5699 -2566.594  1519.803  4.2679  2000  0 

:FINALEC_5409
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5415
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5409

:FINALEC_5415
0936: -2566.42  1518.852  4.0086 -2570.021  1538.631  11.6223  2000  0 
0920: -2566.594  1519.803  4.2679 -2570.194  1539.581  11.8816  2000  0 

:FINALEC_5417
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5423
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5417

:FINALEC_5423
0936: -2570.021  1538.631  11.6223 -2573.706  1558.869  19.413  2000  0 
0920: -2570.194  1539.581  11.8816 -2573.879  1559.819  19.6724  2000  0 

:FINALEC_5425
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5431
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5425

:FINALEC_5431
0936: -2573.706  1558.869  19.413 -2577.223  1578.188  26.8497  2000  0 
0920: -2573.879  1559.819  19.6724 -2577.396  1579.138  27.109  2000  0 

:FINALEC_5433
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5439
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5433

:FINALEC_5439
0936: -2577.223  1578.188  26.8497 -2580.907  1598.426  34.6405  2000  0 
0920: -2577.396  1579.138  27.109 -2581.08  1599.376  34.8998  2000  0 

:FINALEC_5441
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5447
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5441

:FINALEC_5447
0936: -2580.907  1598.426  34.6405 -2584.514  1618.225  42.1997  2000  0 
0920: -2581.08  1599.376  34.8998 -2584.688  1619.178  42.4465  2000  0 

:FINALEC_5449
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5455
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5449

:FINALEC_5455
0936: -2584.514  1618.225  42.1997 -2588.233  1638.641  49.4991  2000  0 
0920: -2584.688  1619.178  42.4465 -2588.408  1639.599  49.7249  2000  0 

:FINALEC_5457
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5463
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5457

:FINALEC_5463
0936: -2588.233  1638.641  49.4991 -2591.978  1659.176  56.4439  2000  0 
0920: -2588.408  1639.599  49.7249 -2592.153  1660.136  56.6616  2000  0 

:FINALEC_5465
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5471
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5465

:FINALEC_5471
0936: -2591.978  1659.176  56.4439 -2595.642  1679.259  63.1876  2000  0 
0920: -2592.153  1660.136  56.6616 -2595.817  1680.219  63.4053  2000  0 

:FINALEC_5473
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5479
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5473

:FINALEC_5479
0936: -2595.642  1679.259  63.1876 -2599.394  1699.842  69.9817  2000  0 
0920: -2595.817  1680.219  63.4053 -2599.569  1700.806  70.1827  2000  0 

:FINALEC_5481
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5487
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5481

:FINALEC_5487
0936: -2599.394  1699.842  69.9817 -2603.17  1720.568  76.3148  2000  0 
0920: -2599.569  1700.806  70.1827 -2603.347  1721.536  76.4955  2000  0 

:FINALEC_5489
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5495
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5489

:FINALEC_5495
0936: -2603.17  1720.568  76.3148 -2606.968  1741.411  82.2359  2000  0 
0920: -2603.347  1721.536  76.4955 -2607.145  1742.382  82.3978  2000  0 

:FINALEC_5497
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5503
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5497

:FINALEC_5503
0936: -2606.968  1741.411  82.2359 -2610.699  1761.885  87.6284  2000  0 
0920: -2607.145  1742.382  82.3978 -2610.877  1762.858  87.7717  2000  0 

:FINALEC_5505
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5511
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5505

:FINALEC_5511
0936: -2610.699  1761.885  87.6284 -2614.448  1782.455  92.6294  2000  0 
0920: -2610.877  1762.858  87.7717 -2614.625  1783.431  92.7541  2000  0 

:FINALEC_5513
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5519
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5513

:FINALEC_5519
0936: -2614.448  1782.455  92.6294 -2618.214  1803.127  97.1743  2000  0 
0920: -2614.625  1783.431  92.7541 -2618.393  1804.106  97.2734  2000  0 

:FINALEC_5521
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5527
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5521

:FINALEC_5527
0936: -2618.214  1803.127  97.1743 -2622.001  1823.909  101.1663  2000  0 
0920: -2618.393  1804.106  97.2734 -2622.18  1824.89  101.2393  2000  0 

:FINALEC_5529
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5535
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5529

:FINALEC_5535
0936: -2622.001  1823.909  101.1663 -2625.806  1844.788  104.6021  2000  0 
0920: -2622.18  1824.89  101.2393 -2625.985  1845.77  104.6488  2000  0 

:FINALEC_5537
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5543
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5537

:FINALEC_5543
016A: fade  0 ()  6000 ms
0936: -2625.806  1844.788  104.6021 -2629.447  1864.771  107.3578  2000  0 
0920: -2625.985  1845.77  104.6488 -2629.626  1865.754  107.3795  2000  0 

:FINALEC_5546
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5552
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5546

:FINALEC_5552
0936: -2629.447  1864.771  107.3578 -2633.278  1885.793  109.7129  2000  0 
0920: -2629.626  1865.754  107.3795 -2633.457  1886.777  109.7149  2000  0 

:FINALEC_5554
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5560
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5554

:FINALEC_5560
0936: -2633.278  1885.793  109.7129 -2637.109  1906.832  111.8949  2000  0 
0920: -2633.457  1886.777  109.7149 -2637.289  1907.815  111.8969  2000  0 

:FINALEC_5562
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5568
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5562

:FINALEC_5568
016A: fade  0 ()  0 ms

:FINALEC_5569
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_5574
0001: wait  0 ms
0002: jump FINALEC_5569

:FINALEC_5574
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:  1 -1 
0001: wait  11000 ms
016A: fade  1 (back)  6000 ms
0936: -922.5345  669.1976  85.3181 -944.3385  676.5142  85.3181  2250  0 
0920: -923.4778  669.5142  85.2186 -945.2818  676.8308  85.2186  2250  0 

:FINALEC_5583
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5589
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5583

:FINALEC_5589
0936: -944.3385  676.5142  85.3181 -968.5125  684.6262  85.3181  2250  0 
0920: -945.2818  676.8308  85.2186 -969.4557  684.9427  85.2186  2250  0 

:FINALEC_5591
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5597
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5591

:FINALEC_5597
0936: -968.5125  684.6262  85.3181 -993.1604  692.8972  85.3181  2250  0 
0920: -969.4557  684.9427  85.2186 -994.1037  693.2137  85.2186  2250  0 

:FINALEC_5599
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5605
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5599

:FINALEC_5605
0936: -993.1604  692.8972  85.3181 -1017.808  701.1682  85.3181  2250  0 
0920: -994.1037  693.2137  85.2186 -1018.752  701.4847  85.2186  2250  0 

:FINALEC_5607
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5613
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5607

:FINALEC_5613
0936: -1017.808  701.1682  85.3181 -1041.982  709.2801  85.3181  2250  0 
0920: -1018.752  701.4847  85.2186 -1042.926  709.5967  85.2186  2250  0 

:FINALEC_5615
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5621
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5615

:FINALEC_5621
0936: -1041.982  709.2801  85.3181 -1066.156  717.392  85.3181  2250  0 
0920: -1042.926  709.5967  85.2186 -1067.099  717.7086  85.2186  2250  0 

:FINALEC_5623
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5629
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5623

:FINALEC_5629
0936: -1066.156  717.392  85.3181 -1090.33  725.504  85.3181  2250  0 
0920: -1067.099  717.7086  85.2186 -1091.273  725.8206  85.2186  2250  0 

:FINALEC_5631
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5637
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5631

:FINALEC_5637
0936: -1090.33  725.504  85.3181 -1114.504  733.6159  85.3181  2250  0 
0920: -1091.273  725.8206  85.2186 -1115.447  733.9325  85.2186  2250  0 

:FINALEC_5639
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5645
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5639

:FINALEC_5645
0936: -1114.504  733.6159  85.3181 -1138.678  741.7278  85.3181  2250  0 
0920: -1115.447  733.9325  85.2186 -1139.621  742.0444  85.2186  2250  0 

:FINALEC_5647
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5653
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5647

:FINALEC_5653
0936: -1138.678  741.7278  85.3181 -1162.378  749.6807  85.3181  2250  0 
0920: -1139.621  742.0444  85.2186 -1163.321  749.9973  85.2186  2250  0 

:FINALEC_5655
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5661
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5655

:FINALEC_5661
0936: -1162.378  749.6807  85.3181 -1186.078  757.6336  85.3181  2250  0 
0920: -1163.321  749.9973  85.2186 -1187.021  757.9502  85.2186  2250  0 

:FINALEC_5663
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5669
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5663

:FINALEC_5669
0936: -1186.078  757.6336  85.3181 -1209.778  765.5865  85.3181  2250  0 
0920: -1187.021  757.9502  85.2186 -1210.721  765.9031  85.2186  2250  0 

:FINALEC_5671
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5677
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5671

:FINALEC_5677
0936: -1209.778  765.5865  85.3181 -1233.952  773.6984  85.3181  2250  0 
0920: -1210.721  765.9031  85.2186 -1234.895  774.015  85.2186  2250  0 

:FINALEC_5679
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5685
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5679

:FINALEC_5685
0936: -1233.952  773.6984  85.3181 -1258.126  781.8104  85.3181  2250  0 
0920: -1234.895  774.015  85.2186 -1259.069  782.127  85.2186  2250  0 

:FINALEC_5687
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5693
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5687

:FINALEC_5693
0936: -1258.126  781.8104  85.3181 -1281.826  789.7632  85.3181  2250  0 
0920: -1259.069  782.127  85.2186 -1282.769  790.0798  85.2186  2250  0 

:FINALEC_5695
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5701
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5695

:FINALEC_5701
0936: -1281.826  789.7632  85.3181 -1305.526  797.7161  85.3181  2250  0 
0920: -1282.769  790.0798  85.2186 -1306.469  798.0327  85.2186  2250  0 

:FINALEC_5703
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5709
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5703

:FINALEC_5709
0936: -1305.526  797.7161  85.3181 -1329.226  805.669  85.3181  2250  0 
0920: -1306.469  798.0327  85.2186 -1330.169  805.9856  85.2186  2250  0 

:FINALEC_5711
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5717
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5711

:FINALEC_5717
0936: -1329.226  805.669  85.3181 -1353.4  813.7809  85.3181  2250  0 
0920: -1330.169  805.9856  85.2186 -1354.343  814.0975  85.2186  2250  0 

:FINALEC_5719
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5725
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5719

:FINALEC_5725
0936: -1353.4  813.7809  85.3181 -1377.574  821.8929  85.3181  2250  0 
0920: -1354.343  814.0975  85.2186 -1378.517  822.2095  85.2186  2250  0 

:FINALEC_5727
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5733
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5727

:FINALEC_5733
0936: -1377.574  821.8929  85.3181 -1401.274  829.8458  85.3181  2250  0 
0920: -1378.517  822.2095  85.2186 -1402.217  830.1624  85.2186  2250  0 

:FINALEC_5735
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5741
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5735

:FINALEC_5741
0936: -1401.274  829.8458  85.3181 -1423.552  837.3215  85.3181  2250  0 
0920: -1402.217  830.1624  85.2186 -1424.495  837.6381  85.2186  2250  0 

:FINALEC_5743
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5749
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5743

:FINALEC_5749
0936: -1423.552  837.3215  85.3181 -1446.777  845.1153  85.3181  2250  0 
0920: -1424.495  837.6381  85.2186 -1447.721  845.4319  85.2186  2250  0 

:FINALEC_5751
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5757
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5751

:FINALEC_5757
0936: -1446.777  845.1153  85.3181 -1470.477  853.0682  85.3181  2250  0 
0920: -1447.721  845.4319  85.2186 -1471.421  853.3848  85.2186  2250  0 

:FINALEC_5759
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5765
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5759

:FINALEC_5765
0936: -1470.477  853.0682  85.3181 -1493.703  860.862  85.3181  2250  0 
0920: -1471.421  853.3848  85.2186 -1494.647  861.1786  85.2186  2250  0 

:FINALEC_5767
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5773
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5767

:FINALEC_5773
016A: fade  0 ()  5900 ms
0936: -1493.703  860.862  85.3181 -1515.981  868.3377  85.3181  2250  0 
0920: -1494.647  861.1786  85.2186 -1516.924  868.6543  85.2186  2250  0 

:FINALEC_5776
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5782
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5776

:FINALEC_5782
0936: -1515.981  868.3377  85.3181 -1538.259  875.8134  85.3181  2250  0 
0920: -1516.924  868.6543  85.2186 -1539.202  876.13  85.2186  2250  0 

:FINALEC_5784
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5790
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5784

:FINALEC_5790
0936: -1538.259  875.8134  85.3181 -1561.011  883.4482  85.3181  2250  0 
0920: -1539.202  876.13  85.2186 -1561.954  883.7648  85.2186  2250  0 

:FINALEC_5792
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5798
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5792

:FINALEC_5798
016A: fade  0 ()  0 ms

:FINALEC_5799
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_5804
0001: wait  0 ms
0002: jump FINALEC_5799

:FINALEC_5804
01B6: set_weather  17
0924:  1 -1 
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 (back)  6000 ms
0936:  370.7745  2441.234  17.5844  366.5777  2438.902  17.5844  2250  0 
0920:  369.9044  2440.751  17.4849  365.7076  2438.419  17.4849  2250  0 

:FINALEC_5813
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5819
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5813

:FINALEC_5819
0936:  366.5777  2438.902  17.5844  362.0319  2436.376  17.5835  2250  0 
0920:  365.7076  2438.419  17.4849  361.1612  2435.893  17.4921  2250  0 

:FINALEC_5821
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5827
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5821

:FINALEC_5827
0936:  362.0319  2436.376  17.5835  357.4894  2433.852  17.6536  2250  0 
0920:  361.1612  2435.893  17.4921  356.6158  2433.367  17.6101  2250  0 

:FINALEC_5829
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5835
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5829

:FINALEC_5835
0936:  357.4894  2433.852  17.6536  352.8694  2431.29  17.996  2250  0 
0920:  356.6158  2433.367  17.6101  351.9951  2430.805  18.0046  2250  0 

:FINALEC_5837
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5843
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5837

:FINALEC_5843
0936:  352.8694  2431.29  17.996  348.2637  2428.728  18.5695  2200  0 
0920:  351.9951  2430.805  18.0046  347.3847  2428.251  18.5783  2200  0 

:FINALEC_5845
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5851
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5845

:FINALEC_5851
0707: unknown_bunnyjump FINALEC_6187 
0936:  348.2637  2428.728  18.5695  343.6016  2426.274  19.1432  2150  0 
0920:  347.3847  2428.251  18.5783  342.7046  2425.832  19.152  2150  0 

:FINALEC_5854
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5860
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5854

:FINALEC_5860
0936:  343.6016  2426.274  19.1432  338.937  2424.046  19.706  2100  0 
0920:  342.7046  2425.832  19.152  338.0236  2423.639  19.7148  2100  0 

:FINALEC_5862
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5868
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5862

:FINALEC_5868
0936:  338.937  2424.046  19.706  334.282  2422.038  20.2581  2000  0 
0920:  338.0236  2423.639  19.7148  333.3536  2421.666  20.2669  2000  0 

:FINALEC_5870
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5876
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5870

:FINALEC_5876
0936:  334.282  2422.038  20.2581  329.5525  2420.212  20.8101  2000  0 
0920:  333.3536  2421.666  20.2669  328.611  2419.875  20.8189  2000  0 

:FINALEC_5878
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5884
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5878

:FINALEC_5884
0936:  329.5525  2420.212  20.8101  324.7735  2418.516  21.3621  2000  0 
0920:  328.611  2419.875  20.8189  323.8303  2418.184  21.371  2000  0 

:FINALEC_5886
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5892
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5886

:FINALEC_5892
0936:  324.7735  2418.516  21.3621  320.0809  2416.879  21.9034  2000  0 
0920:  323.8303  2418.184  21.371  319.1361  2416.552  21.9122  2000  0 

:FINALEC_5894
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5900
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5894

:FINALEC_5900
0936:  320.0809  2416.879  21.9034  315.103  2415.156  22.477  2000  0 
0920:  319.1361  2416.552  21.9122  314.1573  2414.831  22.4858  2000  0 

:FINALEC_5902
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5908
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5902

:FINALEC_5908
0936:  315.103  2415.156  22.477  310.2042  2413.506  23.0399  2000  0 
0920:  314.1573  2414.831  22.4858  309.2525  2413.198  23.0487  2000  0 

:FINALEC_5910
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5916
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5910

:FINALEC_5916
0936:  310.2042  2413.506  23.0399  305.2758  2411.946  23.6028  2000  0 
0920:  309.2525  2413.198  23.0487  304.3187  2411.656  23.6116  2000  0 

:FINALEC_5918
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5924
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5918

:FINALEC_5924
0936:  305.2758  2411.946  23.6028  300.3198  2410.476  24.1656  2000  0 
0920:  304.3187  2411.656  23.6116  299.3576  2410.204  24.1744  2000  0 

:FINALEC_5926
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5932
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5926

:FINALEC_5932
0936:  300.3198  2410.476  24.1656  295.434  2409.122  24.7176  2000  0 
0920:  299.3576  2410.204  24.1744  294.4671  2408.866  24.7265  2000  0 

:FINALEC_5934
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5940
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5934

:FINALEC_5940
0936:  295.434  2409.122  24.7176  290.4283  2407.831  25.2805  2000  0 
0920:  294.4671  2408.866  24.7265  289.4569  2407.593  25.2893  2000  0 

:FINALEC_5942
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5948
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5942

:FINALEC_5948
0936:  290.4283  2407.831  25.2805  285.3999  2406.631  25.8434  2000  0 
0920:  289.4569  2407.593  25.2893  284.4244  2406.411  25.8522  2000  0 

:FINALEC_5950
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5956
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5950

:FINALEC_5956
0936:  285.3999  2406.631  25.8434  280.3567  2405.488  26.4062  2000  0 
0920:  284.4244  2406.411  25.8522  279.3812  2405.268  26.415  2000  0 

:FINALEC_5958
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5964
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5958

:FINALEC_5964
0936:  280.3567  2405.488  26.4062  275.3135  2404.346  26.9691  2000  0 
0920:  279.3812  2405.268  26.415  274.338  2404.126  26.9779  2000  0 

:FINALEC_5966
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5972
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5966

:FINALEC_5972
0936:  275.3135  2404.346  26.9691  270.3673  2403.225  27.5211  2000  0 
0920:  274.338  2404.126  26.9779  269.3918  2403.005  27.5299  2000  0 

:FINALEC_5974
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5980
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5974

:FINALEC_5980
0936:  270.3673  2403.225  27.5211  265.4211  2402.104  28.0732  2000  0 
0920:  269.3918  2403.005  27.5299  264.4456  2401.884  28.082  2000  0 

:FINALEC_5982
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5988
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5982

:FINALEC_5988
0936:  265.4211  2402.104  28.0732  262.4145  2401.423  28.4087  2000  0 
0920:  264.4456  2401.884  28.082  261.439  2401.203  28.4175  2000  0 

:FINALEC_5990
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_5996
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5990

:FINALEC_5996
0936:  262.4145  2401.423  28.4087  258.8261  2400.61  28.8092  2000  0 
0920:  261.439  2401.203  28.4175  257.8506  2400.39  28.818  2000  0 

:FINALEC_5998
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6004
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_5998

:FINALEC_6004
016A: fade  0 ()  6000 ms
0936:  258.8261  2400.61  28.8092  253.8804  2399.49  29.3612  2000  0 
0920:  257.8506  2400.39  28.818  252.9049  2399.27  29.37  2000  0 

:FINALEC_6007
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6013
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6007

:FINALEC_6013
0936:  253.8804  2399.49  29.3612  248.8379  2398.347  29.9241  2000  0 
0920:  252.9049  2399.27  29.37  247.8624  2398.127  29.9329  2000  0 

:FINALEC_6015
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6021
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6015

:FINALEC_6021
0936:  248.8379  2398.347  29.9241  244.0864  2397.27  30.4545  2000  0 
0920:  247.8624  2398.127  29.9329  243.1109  2397.05  30.4633  2000  0 

:FINALEC_6023
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6029
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6023

:FINALEC_6029
016A: fade  0 ()  0 ms

:FINALEC_6030
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_6035
0001: wait  0 ms
0002: jump FINALEC_6030

:FINALEC_6035
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 (back)  6000 ms
0936:  2012.444  2140.382  76.5505  2030.939  2140.419  76.5504  2900  0 
0920:  2013.439  2140.384  76.451  2031.934  2140.421  76.4497  2900  0 

:FINALEC_6042
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6048
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6042

:FINALEC_6048
0936:  2030.939  2140.419  76.5504  2051.375  2140.459  75.0916  2900  0 
0920:  2031.934  2140.421  76.4497  2052.349  2140.461  74.8638  2900  0 

:FINALEC_6050
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6056
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6050

:FINALEC_6056
0936:  2051.375  2140.459  75.0916  2072.109  2140.5  71.7815  2900  0 
0920:  2052.349  2140.461  74.8638  2073.061  2140.502  71.4748  2900  0 

:FINALEC_6058
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6064
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6058

:FINALEC_6064
0936:  2072.109  2140.5  71.7815  2092.618  2140.541  67.3086  2900  0 
0920:  2073.061  2140.502  71.4748  2093.569  2140.543  66.9993  2900  0 

:FINALEC_6066
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6072
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6066

:FINALEC_6072
0936:  2092.618  2140.541  67.3086  2114.102  2140.584  62.62  2900  0 
0920:  2093.569  2140.543  66.9993  2115.053  2140.586  62.3108  2900  0 

:FINALEC_6074
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6080
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6074

:FINALEC_6080
0936:  2114.102  2140.584  62.62  2135.587  2140.627  57.9315  2900  0 
0920:  2115.053  2140.586  62.3108  2136.538  2140.629  57.6223  2900  0 

:FINALEC_6082
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6088
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6082

:FINALEC_6088
0936:  2135.587  2140.627  57.9315  2157.071  2140.67  53.2431  2900  0 
0920:  2136.538  2140.629  57.6223  2158.022  2140.672  52.9338  2900  0 

:FINALEC_6090
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6096
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6090

:FINALEC_6096
0936:  2157.071  2140.67  53.2431  2179.044  2140.714  48.4481  2900  0 
0920:  2158.022  2140.672  52.9338  2179.995  2140.716  48.1388  2900  0 

:FINALEC_6098
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6104
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6098

:FINALEC_6104
0936:  2179.044  2140.714  48.4481  2201.017  2140.758  43.6528  2900  0 
0920:  2179.995  2140.716  48.1388  2201.968  2140.76  43.344  2900  0 

:FINALEC_6106
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6112
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6106

:FINALEC_6112
0936:  2201.017  2140.758  43.6528  2222.665  2140.8  39.8525  2900  0 
0920:  2201.968  2140.76  43.344  2223.635  2140.802  39.6117  2900  0 

:FINALEC_6114
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6120
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6114

:FINALEC_6120
0936:  2222.665  2140.8  39.8525  2244.471  2140.844  37.0436  2900  0 
0920:  2223.635  2140.802  39.6117  2245.452  2140.845  36.8518  2900  0 

:FINALEC_6122
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6128
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6122

:FINALEC_6128
0936:  2244.471  2140.844  37.0436  2266.387  2140.886  35.2987  2900  0 
0920:  2245.452  2140.845  36.8518  2267.378  2140.888  35.1659  2900  0 

:FINALEC_6130
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6136
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6130

:FINALEC_6136
0936:  2266.387  2140.886  35.2987  2287.867  2140.928  34.9542  2900  0 
0920:  2267.378  2140.888  35.1659  2288.864  2140.93  34.8693  2900  0 

:FINALEC_6138
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6144
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6138

:FINALEC_6144
0936:  2287.867  2140.928  34.9542  2310.356  2140.972  35.284  2900  0 
0920:  2288.864  2140.93  34.8693  2311.353  2140.974  35.1991  2900  0 

:FINALEC_6146
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6152
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6146

:FINALEC_6152
0936:  2310.356  2140.972  35.284  2332.845  2141.016  35.6137  2900  0 
0920:  2311.353  2140.974  35.1991  2333.842  2141.018  35.5288  2900  0 

:FINALEC_6154
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6160
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6154

:FINALEC_6160
043C: unknown_set_game_sounds  1
0936:  2332.845  2141.016  35.6137  2354.335  2141.058  35.9288  2900  0 
0920:  2333.842  2141.018  35.5288  2355.331  2141.06  35.8439  2900  0 

:FINALEC_6163
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6169
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6163

:FINALEC_6169
016A: fade  0 ()  4000 ms
0936:  2354.335  2141.058  35.9288  2376.824  2141.102  36.2586  2900  0 
0920:  2355.331  2141.06  35.8439  2377.82  2141.104  36.1737  2900  0 

:FINALEC_6172
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6178
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6172

:FINALEC_6178
0936:  2376.824  2141.102  36.2586  2399.813  2141.147  36.5957  2900  0 
0920:  2377.82  2141.104  36.1737  2400.809  2141.149  36.5108  2900  0 

:FINALEC_6180
00D6: if  0
0933: (unknown)
004D: jump_if_false FINALEC_6186
0001: wait  0 ms
0050: gosub FINALEC_6263
0002: jump FINALEC_6180

:FINALEC_6186
0006: @297 =  1  ;; integer values

:FINALEC_6187
0701: (unknown)
00D6: if  0
0039:   @297 ==  0  ;; integer values
004D: jump_if_false FINALEC_6192
0435: end_credits

:FINALEC_6192
043C: unknown_set_game_sounds  1
016A: fade  0 ()  0 ms

:FINALEC_6194
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_6199
0001: wait  0 ms
0002: jump FINALEC_6194

:FINALEC_6199
02A3: toggle_widescreen  0 (off)
01B7: release_weather
01B6: set_weather  3
0955: (unknown)
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0792: $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:  0 -1 
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0

:FINALEC_6213
00D6: if  0
8436:   NOT   reached_end_of_credits
004D: jump_if_false FINALEC_6218
0001: wait  0 ms
0002: jump FINALEC_6213

:FINALEC_6218
0955: (unknown)
0435: end_credits
0A0B:  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 (back)  3500 ms

:FINALEC_6224
00D6: if  0
016B:   fading
004D: jump_if_false FINALEC_6229
0001: wait  0 ms
0002: jump FINALEC_6224

:FINALEC_6229
0110: clear_player $PLAYER_CHAR wanted_level
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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_6304
0006: @288 =  11  ;; integer values

:FINALEC_6235
0002: jump FINALEC_202

:FINALEC_6236
00D6: if  0
0039:   @204 ==  0  ;; integer values
004D: jump_if_false FINALEC_6242
03CF: load_wav @187 as  1
05AA: s@185 = s@188  ;; 8-byte strings
0006: @204 =  1  ;; integer values

:FINALEC_6242
0051: return

:FINALEC_6243
00D6: if  0
0039:   @204 ==  1  ;; integer values
004D: jump_if_false FINALEC_6252
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false FINALEC_6252
00BC: text_highpriority s@185  4000 ms  1
03D1: play_wav  1
0006: @204 =  2  ;; integer values

:FINALEC_6252
00D6: if  0
0039:   @204 ==  2  ;; integer values
004D: jump_if_false FINALEC_6262
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false FINALEC_6262
000A: @203 +=  1  ;; integer values
040D: unload_wav  1
00BE: text_clear_all
0006: @204 =  0  ;; integer values

:FINALEC_6262
0051: return

:FINALEC_6263
068D: $69 $70 $71 
0009: $71 +=  1.5  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $69 $70 $71
0051: return

:FINALEC_6267
0615: @184 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 @107 
0616: @184 
0618: @102 @184 
061B: @184 
0051: return

:FINALEC_6274
0615: @98 
0638: unknown_action_sequence -1  1 
04EB: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @98 
0618: @102 @98 
061B: @98 
0051: return

:FINALEC_6282
0615: @99 
0638: unknown_action_sequence -1  1 
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 
0616: @99 
0618: @102 @99 
061B: @99 
0051: return

:FINALEC_6289
00BE: text_clear_all
00BA: text_styled 'M_FAIL'  5000 ms  1
00D6: if  0
0039:   @201 ==  1  ;; integer values
004D: jump_if_false FINALEC_6295
00BC: text_highpriority 'RM4_46'  5000 ms  1

:FINALEC_6295
00D6: if  0
0039:   @198 ==  7  ;; integer values
004D: jump_if_false FINALEC_6299
00BC: text_highpriority 'RM4_45'  7000 ms  1

:FINALEC_6299
00D6: if  0
0039:   @202 ==  1  ;; integer values
004D: jump_if_false FINALEC_6303
00BC: text_highpriority 'RM4_50'  5000 ms  1

:FINALEC_6303
0051: return

:FINALEC_6304
0110: clear_player $PLAYER_CHAR wanted_level
0318: set_latest_mission_passed 'RIOT_4'
030C: set_mission_points +=  1
0629: change_stat  181 (islands unlocked) to  4  ; integer see statdisp.dat
0164: disable_marker $622
0164: disable_marker $435
0008: $RIOT_MISSIONS_PASSED +=  1  ;; integer values
01E3: text_1number_styled 'M_PASSR'  150  5000 ms  1
0394: play_music  1
0998: add_respect  150 
0051: return

:FINALEC_6315
0A45: -1.0 
0151: remove_status_text $8011
0151: remove_status_text $8013
07CC: $PLAYER_CHAR  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: @280 
0650: @281 
0650: @282 
0650: @283 
0650: @284 
0650: @285 
0650: @286 
034F: destroy_actor_with_fade $131  ;; 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_maby_cops_density  1.0
01F0: set_max_wanted_level_to  6
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0249: release_model  538
0249: release_model  544
0249: release_model  280
0249: release_model  492
0249: release_model  533
04EF: release_animation "FINALE"
04EF: release_animation "FINALE2"
0249: release_model  109
0249: release_model  102
0249: release_model #LA_FUCKCAR1
0249: release_model #LA_FUCKCAR2
0249: release_model  352
0249: release_model  596
0249: release_model  468
0249: release_model  344
0249: release_model  110
0249: release_model  576
0296: unload_special_actor  1
0296: unload_special_actor  2
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false FINALEC_6371
02AC: set_car @153 immunities  0  0  0  0  0

:FINALEC_6371
00D6: if  0
8119:   NOT   car @152 wrecked
004D: jump_if_false FINALEC_6376
020A: set_car @152 door_status_to  1
02AC: set_car @152 immunities  0  0  0  0  0

:FINALEC_6376
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false FINALEC_6381
0489: unknown_actor $PLAYER_ACTOR flag  0
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0

:FINALEC_6381
01B7: release_weather
06D7:  1 
06D0:  1 
03C7: unknown_maby_cops_density  1.0
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 113---------------
; Originally: Shooting range


:SHRANGE_1
03A4: name_thread 'SHRANGE'
0111: set_wasted_busted_check_to  0 (disabled)
0004: $ON_MISSION =  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: $8057(1) = -320  ;; integer values
0004: $8057(2) = -321  ;; integer values
0004: $8057(3) = -322  ;; integer values
0004: $8057(4) = -323  ;; integer values
0004: $8057(5) = -324  ;; integer values
0004: $8057(6) = -325  ;; integer values
0004: $8057(7) = -326  ;; integer values
0005: $8038(1) =  .275  ;; floating-point values
0005: $8046(1) = -3.502  ;; floating-point values
0005: $8038(2) = -.214  ;; floating-point values
0005: $8046(2) = -3.479  ;; floating-point values
0005: $8038(3) =  .245  ;; floating-point values
0005: $8046(3) = -2.791  ;; floating-point values
0005: $8038(4) = -.168  ;; floating-point values
0005: $8046(4) = -2.806  ;; floating-point values
0005: $8038(5) =  .079  ;; floating-point values
0005: $8046(5) = -2.123  ;; floating-point values
0005: $8038(6) = -.589  ;; floating-point values
0005: $8046(6) = -2.317  ;; floating-point values
0005: $8038(7) = -.357  ;; floating-point values
0005: $8046(7) = -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_64
00D6: if  0
001A:    3 > $1862  ;; integer values
004D: jump_if_false SHRANGE_77
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_64

:SHRANGE_77
0004: $8070 =  0  ;; integer values
0004: $8075 =  0  ;; integer values
0004: $8076 =  0  ;; integer values
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false SHRANGE_85
0004: $5273 =  2  ;; integer values

:SHRANGE_85
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  1  ;; integer values
004D: jump_if_false SHRANGE_93
00D6: if  0
0038:   $5273 ==  2  ;; integer values
004D: jump_if_false SHRANGE_92
0004: $5274 =  1  ;; integer values

:SHRANGE_92
0004: $5273 =  3  ;; integer values

:SHRANGE_93
00D6: if  0
0018:   $ISLANDS_UNLOCKED >  1  ;; integer values
004D: jump_if_false SHRANGE_101
00D6: if  0
001A:    4 > $5273  ;; integer values
004D: jump_if_false SHRANGE_100
0004: $5274 =  1  ;; integer values

:SHRANGE_100
0004: $5273 =  4  ;; integer values

:SHRANGE_101
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  346
0247: request_model  352
0247: request_model  349
0247: request_model  355

:SHRANGE_117
00D6: if  23
8248:   NOT   model  346 available
8248:   NOT   model  352 available
8248:   NOT   model  349 available
8248:   NOT   model  355 available
004D: jump_if_false SHRANGE_125
0001: wait  0 ms
0002: jump SHRANGE_117

:SHRANGE_125
00D6: if  24
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_134
0001: wait  0 ms
0002: jump SHRANGE_125

:SHRANGE_134
00D6: if  23
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_142
0001: wait  0 ms
0002: jump SHRANGE_134

:SHRANGE_142
00D6: if  0
0038:   $1863 ==  47  ;; integer values
004D: jump_if_false SHRANGE_148
029B: $8097 = init_object $8057($1862,8i) at  293.757  1.0  1000.516
0376: $8094 = create_random_actor $73 $74 $75
0107: $8065 = create_object  338 at $73 $74 $75

:SHRANGE_148
077E: $8074 = active_interior

:SHRANGE_149
00D6: if  0
0736:  87 
004D: jump_if_false SHRANGE_163
0004: $1862 =  9  ;; integer values

:SHRANGE_153
00D6: if  0
001A:    16 > $1862  ;; integer values
004D: jump_if_false SHRANGE_162
00D6: if  0
03CA:   object $8097($1862,24i) exists
004D: jump_if_false SHRANGE_160
0723: $8097($1862,24i)  1 

:SHRANGE_160
0008: $1862 +=  1  ;; integer values
0002: jump SHRANGE_153

:SHRANGE_162
0004: $8126 =  20  ;; integer values

:SHRANGE_163
0001: wait  0 ms
077E: $1862 = active_interior
00D6: if  0
803A:   NOT   $1862 == $8074  ;; integer values and handles
004D: jump_if_false SHRANGE_169
0002: jump SHRANGE_2152

:SHRANGE_169
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false SHRANGE_175
0050: gosub SHRANGE_1736
0050: gosub SHRANGE_1453
0050: gosub SHRANGE_177

:SHRANGE_175
0002: jump SHRANGE_149
004E: end_thread

:SHRANGE_177
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false SHRANGE_188
00D6: if  0
8038:   NOT   $8070 ==  0  ;; integer values
004D: jump_if_false SHRANGE_188
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_188
0871: init_jump_table $8070 total_jumps  7  0 SHRANGE_1452 jumps  0 SHRANGE_189  1 SHRANGE_219  2 SHRANGE_621  3 SHRANGE_655  4 SHRANGE_826  5 SHRANGE_1081  20 SHRANGE_1318 

:SHRANGE_189
00D6: if  0
0038:   $1864 ==  0  ;; integer values
004D: jump_if_false SHRANGE_196
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  286.1649 -30.9591  1000.516 radius  2.0  2.0  2.0
004D: jump_if_false SHRANGE_196
0004: $8070 =  1  ;; integer values

:SHRANGE_196
00D6: if  0
0038:   $1864 ==  1  ;; integer values
004D: jump_if_false SHRANGE_203
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  301.8877 -77.2586  1000.523 radius  2.0  2.0  2.0
004D: jump_if_false SHRANGE_203
0004: $8070 =  1  ;; integer values

:SHRANGE_203
00D6: if  0
0038:   $1864 ==  2  ;; integer values
004D: jump_if_false SHRANGE_210
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  306.4883 -141.9047  1003.055 radius  2.0  2.0  2.0
004D: jump_if_false SHRANGE_210
0004: $8070 =  1  ;; integer values

:SHRANGE_210
00D6: if  0
0038:   $1864 ==  3  ;; integer values
004D: jump_if_false SHRANGE_217
00D6: if  0
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point  307.0919 -159.2197  998.601 radius  2.0  2.0  2.0
004D: jump_if_false SHRANGE_217
0004: $8070 =  1  ;; integer values

:SHRANGE_217
0006: @64 =  0  ;; integer values
0002: jump SHRANGE_1452

:SHRANGE_219
00D6: if  0
0018:   $5287 >  0  ;; integer values
004D: jump_if_false SHRANGE_230
00D6: if  1
001A:    7 > $8075  ;; integer values
0018:   $8075 >  0  ;; integer values
004D: jump_if_false SHRANGE_230
0004: $8075 =  7  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values
00BE: text_clear_all

:SHRANGE_230
00D6: if  0
0038:   $8075 ==  0  ;; integer values
004D: jump_if_false SHRANGE_247
0006: @34 =  0  ;; integer values
0992: $PLAYER_CHAR  0 
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  3 weapon $8135 ammo $8131 model $8139
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  4 weapon $8136 ammo $8132 model $8140
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  5 weapon $8137 ammo $8133 model $8141
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group  6 weapon $8138 ammo $8134 model $8142
0004: $8124 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0169: set_fade_color  0  0  0
08F8:  0 
016A: fade  0 ()  1000 ms
0004: $8075 =  1  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1500  ;; integer values

:SHRANGE_247
00D6: if  0
0038:   $8075 ==  1  ;; integer values
004D: jump_if_false SHRANGE_272
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_272
02A3: toggle_widescreen  1 (on)
00BE: text_clear_all
00BB: text_lowpriority 'ANR_1'  4000 ms  1
00BB: text_lowpriority 'ANR_2'  4000 ms  1
00BB: text_lowpriority 'ANR_3'  4000 ms  1
0005: $8083 = -.83  ;; floating-point values
0005: $8084 =  .47  ;; floating-point values
0005: $75 =  1.7  ;; floating-point values
0050: gosub SHRANGE_2133
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0005: $8083 =  .17  ;; floating-point values
0005: $8084 =  .63  ;; floating-point values
0005: $75 =  1.7  ;; floating-point values
0050: gosub SHRANGE_2133
0160: point_camera $73 $74 $75  2
016A: fade  1 (back)  1000 ms
0004: $8075 =  2  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  4000  ;; integer values

:SHRANGE_272
00D6: if  0
0038:   $8075 ==  2  ;; integer values
004D: jump_if_false SHRANGE_294
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_294
0004: $8086(1) =  3  ;; integer values
0004: $8089(1) =  0  ;; integer values
0005: $8083 = -.63  ;; floating-point values
0005: $8084 = -3.47  ;; floating-point values
0005: $75 =  .2  ;; floating-point values
0050: gosub SHRANGE_2133
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0005: $8083 =  .4  ;; floating-point values
0005: $8084 = -2.5  ;; floating-point values
0005: $75 =  .5  ;; floating-point values
0050: gosub SHRANGE_2133
0160: point_camera $73 $74 $75  2
016A: fade  1 (back)  1000 ms
0004: $8075 =  3  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  2000  ;; integer values

:SHRANGE_294
00D6: if  0
0038:   $8075 ==  3  ;; integer values
004D: jump_if_false SHRANGE_309
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_309
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_2133
05D3: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  4 -2 
0004: $8075 =  4  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  3000  ;; integer values

:SHRANGE_309
00D6: if  0
0038:   $8075 ==  4  ;; integer values
004D: jump_if_false SHRANGE_358
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_358
0004: $8086(1) =  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 -=  .8201  ;; floating-point values
0005: $8084 = -.4944  ;; floating-point values
0005: $75 =  2.1312  ;; floating-point values
0050: gosub SHRANGE_2133
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0088: $8083 = @47($1864,4f)  ;; floating-point values only
000D: $8083 -=  .1125  ;; floating-point values
0005: $8084 = -.0237  ;; floating-point values
0005: $75 =  1.6042  ;; floating-point values
0050: gosub SHRANGE_2133
0160: point_camera $73 $74 $75  2
0088: $8083 = @47($1864,4f)  ;; floating-point values only
0005: $8084 = -2.0  ;; floating-point values
0005: $75 =  0.0  ;; floating-point values
0050: gosub SHRANGE_2133
08C7: $PLAYER_ACTOR $73 $74 $75 
0088: $8083 = @47($1864,4f)  ;; floating-point values only
0005: $8084 =  0.0  ;; floating-point values
0005: $75 =  0.0  ;; floating-point values
0050: gosub SHRANGE_2133
0173: set_actor $PLAYER_ACTOR z_angle_to @59($1864,4f)
05D3: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75  4 -2 
00D6: if  0
0038:   $8124 ==  0  ;; integer values
004D: jump_if_false SHRANGE_347
0004: $8028 =  1  ;; integer values
0004: $8028(2) =  1  ;; integer values

:SHRANGE_347
0004: $8086 =  1  ;; integer values
0004: $8086(2) =  1  ;; integer values
0004: $8032 =  0  ;; integer values
0004: $8032(1) =  0  ;; integer values
0004: $8032(2) =  0  ;; integer values
0004: $8025 =  1  ;; integer values
0004: $8025(1) =  1  ;; integer values
0004: $8025(2) =  1  ;; integer values
0004: $8075 =  5  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  3000  ;; integer values

:SHRANGE_358
00D6: if  0
0038:   $8075 ==  5  ;; integer values
004D: jump_if_false SHRANGE_379
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_379
00BE: text_clear_all
00BA: text_styled 'ANR_6'  2000 ms  1
0005: $8083 =  2.1566  ;; floating-point values
0005: $8084 =  2.4369  ;; floating-point values
0005: $75 =  1.4565  ;; floating-point values
0050: gosub SHRANGE_2133
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0005: $8083 =  1.9771  ;; floating-point values
0005: $8084 =  3.4129  ;; floating-point values
0005: $75 =  1.3326  ;; floating-point values
0050: gosub SHRANGE_2133
0160: point_camera $73 $74 $75  2
0004: $8075 =  6  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  3000  ;; integer values

:SHRANGE_379
00D6: if  0
0038:   $8075 ==  6  ;; integer values
004D: jump_if_false SHRANGE_405
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_405
00D6: if  0
8118:   NOT   actor $8094 dead
004D: jump_if_false SHRANGE_389
02E2: set_actor $8094 weapon_accuracy_to  100

:SHRANGE_389
03D6: remove_big_text 'ANR_6'
00BB: text_lowpriority 'ANR_7'  4000 ms  1
00BB: text_lowpriority 'ANR_10'  4000 ms  1
0005: $8083 =  .7525  ;; floating-point values
0005: $8084 = -.3628  ;; floating-point values
0005: $75 =  1.6174  ;; floating-point values
0050: gosub SHRANGE_2133
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0005: $8083 =  .1734  ;; floating-point values
0005: $8084 =  .446  ;; floating-point values
0005: $75 =  1.5146  ;; floating-point values
0050: gosub SHRANGE_2133
0160: point_camera $73 $74 $75  2
0004: $8075 =  7  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  8000  ;; integer values

:SHRANGE_405
00D6: if  0
0038:   $8075 ==  7  ;; integer values
004D: jump_if_false SHRANGE_424
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_424
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SHRANGE_414

:SHRANGE_414
00D6: if  0
0038:   $5287 ==  0  ;; integer values
004D: jump_if_false SHRANGE_422
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_423

:SHRANGE_422
00BA: text_styled 'ANR_6'  2000 ms  1

:SHRANGE_423
0004: $8075 =  8  ;; integer values

:SHRANGE_424
00D6: if  0
0038:   $8075 ==  8  ;; integer values
004D: jump_if_false SHRANGE_463
00D6: if  1
816B:   NOT   fading
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_463
0088: $8083 = @47($1864,4f)  ;; floating-point values only
0005: $8084 =  0.0  ;; floating-point values
0005: $75 =  0.0  ;; floating-point values
0050: gosub SHRANGE_2133
00D6: if  0
83CA:   NOT   object $8065 exists
004D: jump_if_false SHRANGE_441
0107: $8065 = create_object  338 at $73 $74 $75
0750: $8065  0 
0173: set_actor $PLAYER_ACTOR z_angle_to @59($1864,4f)

:SHRANGE_441
0792: $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: $PLAYER_CHAR  0 
00D6: if  0
0038:   $8124 ==  0  ;; integer values
004D: jump_if_false SHRANGE_448
01B2: give_actor $PLAYER_ACTOR weapon  22 ammo  99999  ;; Load the weapon model before using this

:SHRANGE_448
0004: $8086(1) =  4  ;; integer values
0004: $8089(1) =  0  ;; integer values
0004: $8075 =  9  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  800  ;; integer values
00D6: if  0
0038:   $8124 ==  0  ;; integer values
004D: jump_if_false SHRANGE_458
0004: $8028 =  1  ;; integer values
0004: $8028(2) =  1  ;; integer values

:SHRANGE_458
0004: $8086 =  1  ;; integer values
0004: $8086(2) =  1  ;; integer values
0004: $8032 =  4  ;; integer values
0004: $8032(1) =  4  ;; integer values
0004: $8032(2) =  4  ;; integer values

:SHRANGE_463
00D6: if  0
0038:   $8075 ==  9  ;; integer values
004D: jump_if_false SHRANGE_487
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_487
016A: fade  1 (back)  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 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $8032 =  0  ;; integer values
0004: $8032(1) =  0  ;; integer values
0004: $8032(2) =  0  ;; integer values
0004: $8025 =  1  ;; integer values
0004: $8025(1) =  1  ;; integer values
0004: $8025(2) =  1  ;; integer values
00D6: if  0
0038:   $5274 ==  1  ;; integer values
004D: jump_if_false SHRANGE_486
03E5: text_box 'ANR_56'
0004: $5274 =  0  ;; integer values

:SHRANGE_486
0004: $8075 =  10  ;; integer values

:SHRANGE_487
00D6: if  0
0038:   $8075 ==  10  ;; integer values
004D: jump_if_false SHRANGE_498
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_498
00BA: text_styled 'RACE2'  1000 ms  4
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 (unfrozen)

:SHRANGE_498
00D6: if  0
0038:   $8075 ==  11  ;; integer values
004D: jump_if_false SHRANGE_508
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_508
00BA: text_styled 'RACE3'  1000 ms  4
0004: $8075 =  12  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values

:SHRANGE_508
00D6: if  0
0038:   $8075 ==  12  ;; integer values
004D: jump_if_false SHRANGE_518
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_518
00BA: text_styled 'RACE4'  1000 ms  4
0004: $8075 =  13  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values

:SHRANGE_518
00D6: if  0
0038:   $8075 ==  13  ;; integer values
004D: jump_if_false SHRANGE_530
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_530
00BA: text_styled 'RACE5'  1000 ms  4
0004: $8075 =  14  ;; integer values
00D6: if  0
8118:   NOT   actor $8094 dead
004D: jump_if_false SHRANGE_530
02E2: set_actor $8094 weapon_accuracy_to  80

:SHRANGE_530
00D6: if  0
0038:   $8075 ==  14  ;; integer values
004D: jump_if_false SHRANGE_535
0004: $8070 =  2  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_535
00D6: if  0
0038:   $8075 ==  16  ;; integer values
004D: jump_if_false SHRANGE_562
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_562
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SHRANGE_558
00D6: if  0
83CA:   NOT   object $8065 exists
004D: jump_if_false SHRANGE_558
0088: $8083 = @47($1864,4f)  ;; floating-point values only
0005: $8084 =  0.0  ;; floating-point values
0005: $75 =  0.0  ;; floating-point values
0050: gosub SHRANGE_2133
0107: $8065 = create_object  338 at $73 $74 $75
0750: $8065  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 (off)
082A: $PLAYER_CHAR  0 

:SHRANGE_558
016A: fade  0 ()  1000 ms
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  2500  ;; integer values
0004: $8075 =  17  ;; integer values

:SHRANGE_562
00D6: if  0
0038:   $8075 ==  17  ;; integer values
004D: jump_if_false SHRANGE_606
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_606
00D6: if  0
0038:   $8124 ==  3  ;; integer values
004D: jump_if_false SHRANGE_574
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_574
00D6: if  0
0038:   $8124 ==  6  ;; integer values
004D: jump_if_false SHRANGE_580
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_580
00D6: if  0
0038:   $8124 ==  9  ;; integer values
004D: jump_if_false SHRANGE_586
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_586
016A: fade  1 (back)  1000 ms
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $8124 ==  3  ;; integer values
004D: jump_if_false SHRANGE_595
00BA: text_styled 'ANR_47'  3000 ms  1

:SHRANGE_595
00D6: if  0
0038:   $8124 ==  6  ;; integer values
004D: jump_if_false SHRANGE_599
00BA: text_styled 'ANR_23'  3000 ms  1

:SHRANGE_599
00D6: if  0
0038:   $8124 ==  9  ;; integer values
004D: jump_if_false SHRANGE_603
00BA: text_styled 'ANR_50'  3000 ms  1

:SHRANGE_603
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  4000  ;; integer values
0004: $8075 =  18  ;; integer values

:SHRANGE_606
00D6: if  0
0038:   $8075 ==  18  ;; integer values
004D: jump_if_false SHRANGE_620
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_620
0004: $8032 =  0  ;; integer values
0004: $8032(1) =  0  ;; integer values
0004: $8032(2) =  0  ;; integer values
0006: @64 =  0  ;; integer values
0004: $8025 =  1  ;; integer values
0004: $8025(1) =  1  ;; integer values
0004: $8025(2) =  1  ;; integer values
0004: $8075 =  10  ;; integer values

:SHRANGE_620
0002: jump SHRANGE_1452

:SHRANGE_621
00D6: if  0
0038:   $8075 ==  0  ;; integer values
004D: jump_if_false SHRANGE_633
00D6: if  0
8118:   NOT   actor $8094 dead
004D: jump_if_false SHRANGE_628
02E2: set_actor $8094 weapon_accuracy_to  87

:SHRANGE_628
00D6: if  0
8118:   NOT   actor $8094(2) dead
004D: jump_if_false SHRANGE_632
02E2: set_actor $8094(2) weapon_accuracy_to  87

:SHRANGE_632
0004: $8075 =  1  ;; integer values

:SHRANGE_633
00D6: if  0
0038:   $8075 ==  1  ;; integer values
004D: jump_if_false SHRANGE_654
00D6: if  1
0038:   $8032 ==  3  ;; integer values
0038:   $8025 ==  3  ;; integer values
004D: jump_if_false SHRANGE_642
0004: $8070 =  20  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_642
00D6: if  1
0038:   $8032(2) ==  3  ;; integer values
0038:   $8025(2) ==  3  ;; integer values
004D: jump_if_false SHRANGE_648
0004: $8070 =  20  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_648
00D6: if  1
0038:   $8032(1) ==  3  ;; integer values
0038:   $8025(1) ==  3  ;; integer values
004D: jump_if_false SHRANGE_654
0004: $8070 =  3  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_654
0002: jump SHRANGE_1452

:SHRANGE_655
00D6: if  0
0038:   $8075 ==  0  ;; integer values
004D: jump_if_false SHRANGE_741
00D6: if  23
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_665
00BA: text_styled 'ANR_41'  2000 ms  1

:SHRANGE_665
00D6: if  23
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_672
00BA: text_styled 'ANR_42'  2000 ms  1

:SHRANGE_672
00D6: if  22
0038:   $8124 ==  2  ;; integer values
0038:   $8124 ==  5  ;; integer values
0038:   $8124 ==  8  ;; integer values
004D: jump_if_false SHRANGE_682
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  5500  ;; integer values
0004: $8032 =  5  ;; integer values
0004: $8032(1) =  5  ;; integer values
0004: $8032(2) =  5  ;; integer values

:SHRANGE_682
00D6: if  0
0038:   $8124 ==  11  ;; integer values
004D: jump_if_false SHRANGE_691
00BA: text_styled 'ANR_45'  3000 ms  1
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  5500  ;; integer values
0004: $8032 =  5  ;; integer values
0004: $8032(1) =  5  ;; integer values
0004: $8032(2) =  5  ;; integer values

:SHRANGE_691
00D6: if  0
003A:   $8124 == $1861  ;; integer values and handles
004D: jump_if_false SHRANGE_740
00D6: if  21
0038:   $8124 ==  0  ;; integer values
0038:   $8124 ==  1  ;; integer values
004D: jump_if_false SHRANGE_699
0624:  69  50.0 

:SHRANGE_699
00D6: if  21
0038:   $8124 ==  3  ;; integer values
0038:   $8124 ==  4  ;; integer values
004D: jump_if_false SHRANGE_704
0624:  75  50.0 

:SHRANGE_704
00D6: if  21
0038:   $8124 ==  6  ;; integer values
0038:   $8124 ==  7  ;; integer values
004D: jump_if_false SHRANGE_709
0624:  72  50.0 

:SHRANGE_709
00D6: if  21
0038:   $8124 ==  9  ;; integer values
0038:   $8124 ==  10  ;; integer values
004D: jump_if_false SHRANGE_714
0624:  77  50.0 

:SHRANGE_714
00D6: if  0
0038:   $8124 ==  2  ;; integer values
004D: jump_if_false SHRANGE_719
0624:  69  100.0 
030C: set_mission_points +=  1

:SHRANGE_719
00D6: if  0
0038:   $8124 ==  5  ;; integer values
004D: jump_if_false SHRANGE_724
0624:  75  100.0 
030C: set_mission_points +=  1

:SHRANGE_724
00D6: if  0
0038:   $8124 ==  8  ;; integer values
004D: jump_if_false SHRANGE_729
0624:  72  100.0 
030C: set_mission_points +=  1

:SHRANGE_729
00D6: if  0
0038:   $8124 ==  11  ;; integer values
004D: jump_if_false SHRANGE_738
0624:  77  100.0 
062A: change_stat  69 (Weap skill: pistol) 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_738
0008: $1861 +=  1  ;; integer values
0629: change_stat  174 () to $1861  ; integer see statdisp.dat

:SHRANGE_740
0004: $8075 =  1  ;; integer values

:SHRANGE_741
00D6: if  0
0038:   $8075 ==  1  ;; integer values
004D: jump_if_false SHRANGE_825
00D6: if  0
0038:   $8124 ==  0  ;; integer values
004D: jump_if_false SHRANGE_749
0004: $8070 =  4  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_749
00D6: if  22
0038:   $8124 ==  3  ;; integer values
0038:   $8124 ==  6  ;; integer values
0038:   $8124 ==  9  ;; integer values
004D: jump_if_false SHRANGE_756
0004: $8070 =  4  ;; integer values
0004: $8075 =  10  ;; integer values

:SHRANGE_756
00D6: if  0
0038:   $8124 ==  1  ;; integer values
004D: jump_if_false SHRANGE_761
0004: $8070 =  5  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_761
00D6: if  22
0038:   $8124 ==  4  ;; integer values
0038:   $8124 ==  7  ;; integer values
0038:   $8124 ==  10  ;; integer values
004D: jump_if_false SHRANGE_768
0004: $8070 =  5  ;; integer values
0004: $8075 =  10  ;; integer values

:SHRANGE_768
00D6: if  22
0038:   $8124 ==  2  ;; integer values
0038:   $8124 ==  5  ;; integer values
0038:   $8124 ==  8  ;; integer values
004D: jump_if_false SHRANGE_775
0004: $8070 =  1  ;; integer values
0004: $8075 =  16  ;; integer values

:SHRANGE_775
00D6: if  0
0038:   $8124 ==  2  ;; integer values
004D: jump_if_false SHRANGE_783
0004: $8028 =  2  ;; integer values
0004: $8028(2) =  2  ;; integer values
0004: $8086 =  1  ;; integer values
0004: $8086(2) =  1  ;; integer values
00BA: text_styled 'ANR_29'  2000 ms  1

:SHRANGE_783
00D6: if  0
0038:   $8124 ==  5  ;; integer values
004D: jump_if_false SHRANGE_791
0004: $8028 =  3  ;; integer values
0004: $8028(2) =  3  ;; integer values
0004: $8086 =  1  ;; integer values
0004: $8086(2) =  1  ;; integer values
00BA: text_styled 'ANR_53'  2000 ms  1

:SHRANGE_791
00D6: if  0
0038:   $8124 ==  8  ;; integer values
004D: jump_if_false SHRANGE_799
0004: $8028 =  4  ;; integer values
0004: $8028(2) =  4  ;; integer values
0004: $8086 =  1  ;; integer values
0004: $8086(2) =  1  ;; integer values
00BA: text_styled 'ANR_31'  2000 ms  1

:SHRANGE_799
00D6: if  0
0038:   $8124 ==  5  ;; integer values
004D: jump_if_false SHRANGE_809
00D6: if  0
002A:    2 >= $5273  ;; integer values
004D: jump_if_false SHRANGE_808
0004: $8070 =  20  ;; integer values
0004: $8075 =  1  ;; integer values
0002: jump SHRANGE_809

:SHRANGE_808
00BB: text_lowpriority 'ANR_44'  4000 ms  1

:SHRANGE_809
00D6: if  0
0038:   $8124 ==  8  ;; integer values
004D: jump_if_false SHRANGE_819
00D6: if  0
002A:    3 >= $5273  ;; integer values
004D: jump_if_false SHRANGE_818
0004: $8070 =  20  ;; integer values
0004: $8075 =  1  ;; integer values
0002: jump SHRANGE_819

:SHRANGE_818
00BB: text_lowpriority 'ANR_44'  4000 ms  1

:SHRANGE_819
00D6: if  0
0038:   $8124 ==  11  ;; integer values
004D: jump_if_false SHRANGE_824
0004: $8070 =  20  ;; integer values
0004: $8075 =  1  ;; integer values

:SHRANGE_824
0008: $8124 +=  1  ;; integer values

:SHRANGE_825
0002: jump SHRANGE_1452

:SHRANGE_826
00D6: if  0
0038:   $8075 ==  0  ;; integer values
004D: jump_if_false SHRANGE_842
0004: $8071 =  0  ;; integer values
0004: $8071(1) =  0  ;; integer values
0004: $8071(2) =  0  ;; integer values
0004: $8032 =  5  ;; integer values
0004: $8032(1) =  5  ;; integer values
0004: $8032(2) =  5  ;; integer values
0004: $8025 =  4  ;; integer values
0004: $8025(1) =  4  ;; integer values
0004: $8025(2) =  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_842
00D6: if  0
0038:   $8075 ==  1  ;; integer values
004D: jump_if_false SHRANGE_856
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_856
00D6: if  0
001A:    3 > $5287  ;; integer values
004D: jump_if_false SHRANGE_853
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:SHRANGE_853
0004: $8075 =  2  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1500  ;; integer values

:SHRANGE_856
00D6: if  0
0038:   $8075 ==  2  ;; integer values
004D: jump_if_false SHRANGE_893
00D6: if  0
0018:   $5287 >  1  ;; integer values
004D: jump_if_false SHRANGE_873
00BE: text_clear_all
00D6: if  0
03CA:   object $8097(8) exists
004D: jump_if_false SHRANGE_867
0108: destroy_object $8097(8)

:SHRANGE_867
03D6: remove_big_text 'ANR_18'
03D6: remove_big_text 'ANR_19'
0004: $8076 =  0  ;; integer values
0004: $8075 =  3  ;; integer values
0004: $8076 =  0  ;; integer values
0002: jump SHRANGE_893

:SHRANGE_873
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_893
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
03D6: remove_big_text 'ANR_41'
00BA: text_styled 'ANR_18'  4000 ms  1
00BB: text_lowpriority 'ANR_9'  4000 ms  1
00BB: text_lowpriority 'ANR_10'  3000 ms  1
0005: $8083 = -2.0835  ;; floating-point values
0005: $8084 =  6.0428  ;; floating-point values
0005: $75 =  .0387  ;; floating-point values
0050: gosub SHRANGE_2133
015F: set_camera_position $73 $74 $75  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: $8032(1) =  0  ;; integer values
0004: $8032(2) =  0  ;; integer values

:SHRANGE_893
00D6: if  0
0038:   $8075 ==  3  ;; integer values
004D: jump_if_false SHRANGE_904
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_904
016A: fade  1 (back)  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_904
00D6: if  0
0038:   $8075 ==  4  ;; integer values
004D: jump_if_false SHRANGE_984
00D6: if  0
0038:   $5287 ==  1  ;; integer values
004D: jump_if_false SHRANGE_916
00D6: if  0
03CA:   object $8097(8) exists
004D: jump_if_false SHRANGE_916
01BB: store_object $8097(8) position_to $73 $74 $75
000D: $75 -=  2.0  ;; floating-point values
0160: point_camera $73 $74 $75  2

:SHRANGE_916
00D6: if  21
001F:   @32 > $8076  ;; integer values
0018:   $5287 >  1  ;; integer values
004D: jump_if_false SHRANGE_984
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SHRANGE_954
00D6: if  0
0038:   $5287 ==  1  ;; integer values
004D: jump_if_false SHRANGE_932
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false SHRANGE_931
016A: fade  0 ()  1000 ms
0006: @64 =  1  ;; integer values

:SHRANGE_931
0002: jump SHRANGE_954

:SHRANGE_932
00D6: if  0
0039:   @64 ==  0  ;; integer values
004D: jump_if_false SHRANGE_954
00D6: if  0
0038:   $8124 ==  1  ;; integer values
004D: jump_if_false SHRANGE_939
00BA: text_styled 'ANR_18'  3000 ms  1

:SHRANGE_939
00D6: if  0
0038:   $8124 ==  4  ;; integer values
004D: jump_if_false SHRANGE_943
00BA: text_styled 'ANR_48'  3000 ms  1

:SHRANGE_943
00D6: if  0
0038:   $8124 ==  7  ;; integer values
004D: jump_if_false SHRANGE_947
00BA: text_styled 'ANR_24'  3000 ms  1

:SHRANGE_947
00D6: if  0
0038:   $8124 ==  10  ;; integer values
004D: jump_if_false SHRANGE_951
00BA: text_styled 'ANR_51'  3000 ms  1

:SHRANGE_951
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values
0006: @64 =  1  ;; integer values

:SHRANGE_954
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SHRANGE_984
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_984
00D6: if  0
001A:    2 > $5287  ;; integer values
004D: jump_if_false SHRANGE_973
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false SHRANGE_973
0006: @64 =  2  ;; integer values
016A: fade  1 (back)  700 ms
0004: $5287 =  2  ;; integer values
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
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_973
0004: $8032 =  0  ;; integer values
0004: $8032(1) =  0  ;; integer values
0004: $8032(2) =  0  ;; integer values
0004: $8071 =  0  ;; integer values
0004: $8071(1) =  0  ;; integer values
0004: $8071(2) =  0  ;; integer values
00BA: text_styled 'RACE2'  1000 ms  4
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 (unfrozen)

:SHRANGE_984
00D6: if  0
0038:   $8075 ==  5  ;; integer values
004D: jump_if_false SHRANGE_994
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_994
00BA: text_styled 'RACE3'  1000 ms  4
0004: $8075 =  6  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values

:SHRANGE_994
00D6: if  0
0038:   $8075 ==  6  ;; integer values
004D: jump_if_false SHRANGE_1004
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1004
00BA: text_styled 'RACE4'  1000 ms  4
0004: $8075 =  7  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values

:SHRANGE_1004
00D6: if  0
0038:   $8075 ==  7  ;; integer values
004D: jump_if_false SHRANGE_1012
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1012
00BA: text_styled 'RACE5'  1000 ms  4
0004: $8075 =  8  ;; integer values

:SHRANGE_1012
00D6: if  0
0038:   $8075 ==  8  ;; integer values
004D: jump_if_false SHRANGE_1033
00D6: if  1
0038:   $8032 ==  3  ;; integer values
0038:   $8071 ==  3  ;; integer values
004D: jump_if_false SHRANGE_1021
0004: $8070 =  20  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_1021
00D6: if  1
0038:   $8032(2) ==  3  ;; integer values
0038:   $8071(2) ==  3  ;; integer values
004D: jump_if_false SHRANGE_1027
0004: $8070 =  20  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_1027
00D6: if  1
0038:   $8032(1) ==  3  ;; integer values
0038:   $8071(1) ==  3  ;; integer values
004D: jump_if_false SHRANGE_1033
0004: $8070 =  3  ;; integer values
0004: $8075 =  0  ;; integer values

:SHRANGE_1033
00D6: if  0
0038:   $8075 ==  10  ;; integer values
004D: jump_if_false SHRANGE_1040
0004: $8032 =  5  ;; integer values
0004: $8032(1) =  5  ;; integer values
0004: $8032(2) =  5  ;; integer values
0004: $8075 =  11  ;; integer values

:SHRANGE_1040
00D6: if  0
0038:   $8075 ==  11  ;; integer values
004D: jump_if_false SHRANGE_1064
00D6: if  2
0038:   $8032 ==  99  ;; integer values
0038:   $8032(1) ==  99  ;; integer values
0038:   $8032(2) ==  99  ;; integer values
004D: jump_if_false SHRANGE_1064
00BE: text_clear_all
00D6: if  0
0038:   $8124 ==  4  ;; integer values
004D: jump_if_false SHRANGE_1053
00BA: text_styled 'ANR_48'  3000 ms  1

:SHRANGE_1053
00D6: if  0
0038:   $8124 ==  7  ;; integer values
004D: jump_if_false SHRANGE_1057
00BA: text_styled 'ANR_24'  3000 ms  1

:SHRANGE_1057
00D6: if  0
0038:   $8124 ==  10  ;; integer values
004D: jump_if_false SHRANGE_1061
00BA: text_styled 'ANR_51'  3000 ms  1

:SHRANGE_1061
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  4000  ;; integer values
0004: $8075 =  12  ;; integer values

:SHRANGE_1064
00D6: if  0
0038:   $8075 ==  12  ;; integer values
004D: jump_if_false SHRANGE_1080
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1080
0004: $8025 =  4  ;; integer values
0004: $8025(1) =  4  ;; integer values
0004: $8025(2) =  4  ;; integer values
0004: $8071 =  0  ;; integer values
0004: $8071(1) =  0  ;; integer values
0004: $8071(2) =  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 (unfrozen)

:SHRANGE_1080
0002: jump SHRANGE_1452

:SHRANGE_1081
00D6: if  0
0018:   $5287 >  2  ;; integer values
004D: jump_if_false SHRANGE_1090
00D6: if  1
001A:    4 > $8075  ;; integer values
0018:   $8075 >  1  ;; integer values
004D: jump_if_false SHRANGE_1090
0004: $8076 =  0  ;; integer values
0004: $8075 =  4  ;; integer values

:SHRANGE_1090
00D6: if  0
0038:   $8075 ==  0  ;; integer values
004D: jump_if_false SHRANGE_1108
0004: $8125 =  0  ;; integer values
0004: $8126 =  0  ;; integer values
0004: $8127 =  0  ;; integer values
0004: $8071 =  0  ;; integer values
0004: $8071(1) =  0  ;; integer values
0004: $8071(2) =  0  ;; integer values
0004: $8032 =  5  ;; integer values
0004: $8032(1) =  5  ;; integer values
0004: $8032(2) =  5  ;; integer values
0004: $8025 =  0  ;; integer values
0004: $8025(1) =  5  ;; integer values
0004: $8025(2) =  0  ;; integer values
0004: $8075 =  1  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  8000  ;; integer values

:SHRANGE_1108
00D6: if  0
0038:   $8075 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1122
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1122
00D6: if  0
001A:    3 > $5287  ;; integer values
004D: jump_if_false SHRANGE_1119
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:SHRANGE_1119
0004: $8075 =  2  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1500  ;; integer values

:SHRANGE_1122
00D6: if  0
0038:   $8075 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1154
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1154
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03D6: remove_big_text 'ANR_41'
00BA: text_styled 'ANR_19'  4000 ms  1
00BB: text_lowpriority 'ANR_33'  3000 ms  1
00BB: text_lowpriority 'ANR_34'  3000 ms  1
00BB: text_lowpriority 'ANR_35'  3000 ms  1
00BB: text_lowpriority 'ANR_46'  3000 ms  1
0005: $8083 =  3.0583  ;; floating-point values
0005: $8084 =  .6889  ;; floating-point values
0005: $75 =  1.2953  ;; floating-point values
0050: gosub SHRANGE_2133
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0005: $8083 =  2.9703  ;; floating-point values
0005: $8084 =  1.684  ;; floating-point values
0005: $75 =  1.2513  ;; floating-point values
0050: gosub SHRANGE_2133
0160: point_camera $73 $74 $75  2
016A: fade  1 (back)  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: $8032(1) =  0  ;; integer values
0004: $8032(2) =  5  ;; integer values

:SHRANGE_1154
00D6: if  0
0038:   $8075 ==  3  ;; integer values
004D: jump_if_false SHRANGE_1170
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1170
00D6: if  0
001A:    3 > $5287  ;; integer values
004D: jump_if_false SHRANGE_1164
016A: fade  0 ()  1000 ms

:SHRANGE_1164
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_1170
00D6: if  0
0038:   $8075 ==  4  ;; integer values
004D: jump_if_false SHRANGE_1207
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1207
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SHRANGE_1207
03C4: set_status_text_to $8125  0 (number) 'ANR_37'
04F7: status_text $8126  0 line  2 'ANR_39'
04F7: status_text $8127  0 line  3 'ANR_38'
016A: fade  1 (back)  1000 ms
00D6: if  0
001A:    3 > $5287  ;; integer values
004D: jump_if_false SHRANGE_1189
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_1189
00D6: if  0
0038:   $5287 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1194
0004: $5287 =  3  ;; integer values
0002: jump SHRANGE_1195

:SHRANGE_1194
00BA: text_styled 'ANR_19'  2000 ms  1

:SHRANGE_1195
0004: $8071 =  0  ;; integer values
0004: $8071(1) =  0  ;; integer values
0004: $8071(2) =  0  ;; integer values
0004: $8032 =  5  ;; integer values
0004: $8032(1) =  0  ;; integer values
0004: $8032(2) =  5  ;; integer values
00BA: text_styled 'RACE2'  1000 ms  4
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 (unfrozen)
02A3: toggle_widescreen  0 (off)

:SHRANGE_1207
00D6: if  0
0038:   $8075 ==  5  ;; integer values
004D: jump_if_false SHRANGE_1217
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1217
00BA: text_styled 'RACE3'  1000 ms  4
0004: $8075 =  6  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values

:SHRANGE_1217
00D6: if  0
0038:   $8075 ==  6  ;; integer values
004D: jump_if_false SHRANGE_1227
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1227
00BA: text_styled 'RACE4'  1000 ms  4
0004: $8075 =  7  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  1000  ;; integer values

:SHRANGE_1227
00D6: if  0
0038:   $8075 ==  7  ;; integer values
004D: jump_if_false SHRANGE_1238
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1238
00BA: text_styled 'RACE5'  1000 ms  4
0004: $8075 =  8  ;; integer values
0004: $8125 =  0  ;; integer values
0004: $8126 =  0  ;; integer values
0004: $8127 =  0  ;; integer values

:SHRANGE_1238
00D6: if  0
0038:   $8075 ==  8  ;; integer values
004D: jump_if_false SHRANGE_1258
00D6: if  0
0028:   $8126 >=  20  ;; integer values
004D: jump_if_false SHRANGE_1249
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_1249
00D6: if  21
0028:   $8125 >=  20  ;; integer values
0028:   $8127 >=  20  ;; integer values
004D: jump_if_false SHRANGE_1258
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_1258
00D6: if  0
0038:   $8075 ==  10  ;; integer values
004D: jump_if_false SHRANGE_1267
0004: $8032 =  5  ;; integer values
0004: $8032(1) =  5  ;; integer values
0004: $8032(2) =  5  ;; integer values
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  7000  ;; integer values
0004: $8075 =  11  ;; integer values

:SHRANGE_1267
00D6: if  0
0038:   $8075 ==  11  ;; integer values
004D: jump_if_false SHRANGE_1291
00D6: if  3
0038:   $8032 ==  99  ;; integer values
0038:   $8032(1) ==  99  ;; integer values
0038:   $8032(2) ==  99  ;; integer values
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1291
00D6: if  0
0038:   $8124 ==  5  ;; integer values
004D: jump_if_false SHRANGE_1280
00BA: text_styled 'ANR_49'  2000 ms  1

:SHRANGE_1280
00D6: if  0
0038:   $8124 ==  8  ;; integer values
004D: jump_if_false SHRANGE_1284
00BA: text_styled 'ANR_25'  2000 ms  1

:SHRANGE_1284
00D6: if  0
0038:   $8124 ==  11  ;; integer values
004D: jump_if_false SHRANGE_1288
00BA: text_styled 'ANR_52'  2000 ms  1

:SHRANGE_1288
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  4000  ;; integer values
0004: $8075 =  12  ;; integer values

:SHRANGE_1291
00D6: if  0
0038:   $8075 ==  12  ;; integer values
004D: jump_if_false SHRANGE_1317
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1317
0004: $8125 =  0  ;; integer values
0004: $8126 =  0  ;; integer values
0004: $8127 =  0  ;; integer values
0004: $8071(1) =  0  ;; integer values
0004: $8032(1) =  0  ;; integer values
0004: $8025 =  0  ;; integer values
0004: $8025(1) =  5  ;; integer values
0004: $8025(2) =  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 (number) 'ANR_37'
04F7: status_text $8126  0 line  2 'ANR_39'
04F7: status_text $8127  0 line  3 'ANR_38'
00BA: text_styled 'RACE2'  1000 ms  4
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 (unfrozen)
02A3: toggle_widescreen  0 (off)

:SHRANGE_1317
0002: jump SHRANGE_1452

:SHRANGE_1318
00D6: if  0
0038:   $8075 ==  0  ;; integer values
004D: jump_if_false SHRANGE_1325
00BA: text_styled 'ANR_16'  3000 ms  1
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  3000  ;; integer values
0004: $8075 =  1  ;; integer values

:SHRANGE_1325
00D6: if  0
0038:   $8075 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1333
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1333
016A: fade  0 ()  1000 ms
0004: $8075 =  2  ;; integer values

:SHRANGE_1333
00D6: if  0
0038:   $8075 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1343
00D6: if  0
816B:   NOT   fading
004D: jump_if_false SHRANGE_1343
008A: $8076 = @32  ;; integer values and handles
0008: $8076 +=  500  ;; integer values
08F8:  1 
0004: $8075 =  3  ;; integer values

:SHRANGE_1343
00D6: if  0
0038:   $8075 ==  3  ;; integer values
004D: jump_if_false SHRANGE_1451
00D6: if  0
001F:   @32 > $8076  ;; integer values
004D: jump_if_false SHRANGE_1451
0005: $8083 =  2.0  ;; floating-point values
0005: $8084 = -12.0  ;; floating-point values
0005: $75 =  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_2133
0992: $PLAYER_CHAR  1 
0555: remove_weapon  22 from_actor $PLAYER_ACTOR 
00D6: if  0
0018:   $8131 >  0  ;; integer values
004D: jump_if_false SHRANGE_1369

:SHRANGE_1362
00D6: if  0
8248:   NOT   model $8139 available
004D: jump_if_false SHRANGE_1368
0247: request_model $8139
0001: wait  0 ms
0002: jump SHRANGE_1362

:SHRANGE_1368
01B2: give_actor $PLAYER_ACTOR weapon $8135 ammo $8131  ;; Load the weapon model before using this

:SHRANGE_1369
0555: remove_weapon  28 from_actor $PLAYER_ACTOR 
00D6: if  0
0018:   $8132 >  0  ;; integer values
004D: jump_if_false SHRANGE_1380

:SHRANGE_1373
00D6: if  0
8248:   NOT   model $8140 available
004D: jump_if_false SHRANGE_1379
0247: request_model $8140
0001: wait  0 ms
0002: jump SHRANGE_1373

:SHRANGE_1379
01B2: give_actor $PLAYER_ACTOR weapon $8136 ammo $8132  ;; Load the weapon model before using this

:SHRANGE_1380
0555: remove_weapon  25 from_actor $PLAYER_ACTOR 
00D6: if  0
0018:   $8133 >  0  ;; integer values
004D: jump_if_false SHRANGE_1391

:SHRANGE_1384
00D6: if  0
8248:   NOT   model $8141 available
004D: jump_if_false SHRANGE_1390
0247: request_model $8141
0001: wait  0 ms
0002: jump SHRANGE_1384

:SHRANGE_1390
01B2: give_actor $PLAYER_ACTOR weapon $8137 ammo $8133  ;; Load the weapon model before using this

:SHRANGE_1391
0555: remove_weapon  30 from_actor $PLAYER_ACTOR 
00D6: if  0
0018:   $8134 >  0  ;; integer values
004D: jump_if_false SHRANGE_1402

:SHRANGE_1395
00D6: if  0
8248:   NOT   model $8142 available
004D: jump_if_false SHRANGE_1401
0247: request_model $8142
0001: wait  0 ms
0002: jump SHRANGE_1395

:SHRANGE_1401
01B2: give_actor $PLAYER_ACTOR weapon $8138 ammo $8134  ;; Load the weapon model before using this

:SHRANGE_1402
082A: $PLAYER_CHAR  1 
0108: destroy_object $8065
00BE: text_clear_all
08C7: $PLAYER_ACTOR $73 $74 $75 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SHRANGE_1410
04D7: lock_actor $PLAYER_ACTOR in_current_position  0

:SHRANGE_1410
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SHRANGE_1418
0173: set_actor $PLAYER_ACTOR z_angle_to @59($1864,4f)

:SHRANGE_1418
0004: $8089(1) =  1  ;; integer values
016A: fade  1 (back)  1000 ms
0004: $8070 =  0  ;; integer values
0004: $8075 =  0  ;; integer values
0004: $8071 =  0  ;; integer values
0004: $8071(1) =  0  ;; integer values
0004: $8071(2) =  0  ;; integer values
0004: $8028 =  0  ;; integer values
0004: $8028(1) =  0  ;; integer values
0004: $8028(2) =  0  ;; integer values
0004: $8086 =  1  ;; integer values
00D6: if  0
0118:   actor $8094(1) dead
004D: jump_if_false SHRANGE_1433
0004: $8086(1) =  0  ;; integer values

:SHRANGE_1433
0004: $8086(2) =  1  ;; integer values
0004: $8025 =  0  ;; integer values
0004: $8025(1) =  0  ;; integer values
0004: $8025(2) =  0  ;; integer values
0004: $8032 =  0  ;; integer values
0004: $8032(1) =  0  ;; integer values
0004: $8032(2) =  0  ;; integer values
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1446
0A0E:  1 
00BB: text_lowpriority 'ANR_A1'  4000 ms  1
0006: @34 =  0  ;; integer values

:SHRANGE_1446
00D6: if  1
8038:   NOT   $5273 ==  4  ;; integer values
8039:   NOT   @34 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1451
00BB: text_lowpriority 'ANR_55'  4000 ms  1

:SHRANGE_1451
0002: jump SHRANGE_1452

:SHRANGE_1452
0051: return

:SHRANGE_1453
0004: $1862 =  0  ;; integer values
0084: $8143 = $8032  ;; integer values and handles
0084: $8146 = $8032(1)  ;; integer values and handles
0084: $8149 = $8032(2)  ;; integer values and handles

:SHRANGE_1457
00D6: if  0
001A:    3 > $1862  ;; integer values
004D: jump_if_false SHRANGE_1735
0871: init_jump_table $8086($1862,3i) total_jumps  5  0 SHRANGE_1733 jumps  0 SHRANGE_1461  1 SHRANGE_1508  2 SHRANGE_1537  3 SHRANGE_1668  4 SHRANGE_1727 -1 SHRANGE_1733 -1 SHRANGE_1733 

:SHRANGE_1461
00D6: if  0
0038:   $8089($1862,3i) ==  1  ;; integer values
004D: jump_if_false SHRANGE_1507
0004: $8086($1862,3i) =  1  ;; integer values
0088: $73 = @35($1864,4f)  ;; floating-point values only
0088: $74 = @39($1864,4f)  ;; floating-point values only
0088: $75 = @43($1864,4f)  ;; floating-point values only
0087: @63 = @59($1864,4f)  ;; floating-point values only
00D6: if  0
0038:   $1862 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1484
00D6: if  0
0043:   @63 ==  90.0  ;; floating-point values
004D: jump_if_false SHRANGE_1476
005F: $74 += @47($1864,4f)  ;; floating-point values 

:SHRANGE_1476
00D6: if  0
0043:   @63 ==  270.0  ;; floating-point values
004D: jump_if_false SHRANGE_1480
0067: $74 -= @47($1864,4f)  ;; floating-point values

:SHRANGE_1480
00D6: if  0
0043:   @63 ==  0.0  ;; floating-point values
004D: jump_if_false SHRANGE_1484
005F: $73 += @47($1864,4f)  ;; floating-point values 

:SHRANGE_1484
00D6: if  0
0038:   $1862 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1499
00D6: if  0
0043:   @63 ==  90.0  ;; floating-point values
004D: jump_if_false SHRANGE_1491
005F: $74 += @51($1864,4f)  ;; floating-point values 

:SHRANGE_1491
00D6: if  0
0043:   @63 ==  270.0  ;; floating-point values
004D: jump_if_false SHRANGE_1495
0067: $74 -= @51($1864,4f)  ;; floating-point values

:SHRANGE_1495
00D6: if  0
0043:   @63 ==  0.0  ;; floating-point values
004D: jump_if_false SHRANGE_1499
005F: $73 += @51($1864,4f)  ;; floating-point values 

:SHRANGE_1499
0376: $8094($1862,3i) = create_random_actor $73 $74 $75
00D6: if  0
8118:   NOT   actor $8094($1862,3i) dead
004D: jump_if_false SHRANGE_1507
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_1507
0002: jump SHRANGE_1733

:SHRANGE_1508
00D6: if  0
8118:   NOT   actor $8094($1862,3i) dead
004D: jump_if_false SHRANGE_1536
00D6: if  0
0038:   $8028($1862,4i) ==  0  ;; integer values
004D: jump_if_false SHRANGE_1515
0209: $8028($1862,4i) = random_int  1  5

:SHRANGE_1515
00D6: if  0
0038:   $8028($1862,4i) ==  1  ;; integer values
004D: jump_if_false SHRANGE_1520
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_1520
00D6: if  0
0038:   $8028($1862,4i) ==  2  ;; integer values
004D: jump_if_false SHRANGE_1525
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_1525
00D6: if  0
0038:   $8028($1862,4i) ==  3  ;; integer values
004D: jump_if_false SHRANGE_1530
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_1530
00D6: if  0
0038:   $8028($1862,4i) ==  4  ;; integer values
004D: jump_if_false SHRANGE_1535
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_1535
0004: $8086($1862,3i) =  2  ;; integer values

:SHRANGE_1536
0002: jump SHRANGE_1733

:SHRANGE_1537
0004: $8077 =  0  ;; integer values
00D6: if  0
0038:   $8032($1862,3i) ==  2  ;; integer values
004D: jump_if_false SHRANGE_1542
0004: $8077 =  1  ;; integer values

:SHRANGE_1542
00D6: if  1
0038:   $8070 ==  5  ;; integer values
0038:   $8032(1) ==  2  ;; integer values
004D: jump_if_false SHRANGE_1547
0004: $8077 =  1  ;; integer values

:SHRANGE_1547
00D6: if  0
0038:   $1862 ==  0  ;; integer values
004D: jump_if_false SHRANGE_1551
0084: $8144 = $8077  ;; integer values and handles

:SHRANGE_1551
00D6: if  0
0038:   $1862 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1555
0084: $8147 = $8077  ;; integer values and handles

:SHRANGE_1555
00D6: if  0
0038:   $1862 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1559
0084: $8150 = $8077  ;; integer values and handles

:SHRANGE_1559
00D6: if  0
0038:   $8077 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1659
00D6: if  0
001F:   @32 > $8121($1862,3i)  ;; integer values
004D: jump_if_false SHRANGE_1658
0209: $8077 = random_int  1  8
00D6: if  0
0038:   $8070 ==  5  ;; integer values
004D: jump_if_false SHRANGE_1571
0008: $8077 +=  8  ;; integer values
0002: jump SHRANGE_1579

:SHRANGE_1571
00D6: if  0
0038:   $1862 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1575
0008: $8077 +=  16  ;; integer values

:SHRANGE_1575
00D6: if  0
0038:   $1862 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1579
0008: $8077 +=  8  ;; integer values

:SHRANGE_1579
0004: $8092 =  0  ;; integer values

:SHRANGE_1580
00D6: if  1
0366:   object $8097($8077,24i) blown_up
001A:    8 > $8092  ;; integer values
004D: jump_if_false SHRANGE_1593
0008: $8077 +=  1  ;; integer values
0008: $8092 +=  1  ;; integer values
00D6: if  22
0038:   $8077 ==  8  ;; integer values
0038:   $8077 ==  24  ;; integer values
0038:   $8077 ==  16  ;; integer values
004D: jump_if_false SHRANGE_1592
000C: $8077 -=  7  ;; integer values

:SHRANGE_1592
0002: jump SHRANGE_1580

:SHRANGE_1593
00D6: if  0
0038:   $1862 ==  0  ;; integer values
004D: jump_if_false SHRANGE_1597
0084: $8145 = $8092  ;; integer values and handles

:SHRANGE_1597
00D6: if  0
0038:   $1862 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1601
0084: $8148 = $8092  ;; integer values and handles

:SHRANGE_1601
00D6: if  0
0038:   $1862 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1605
0084: $8151 = $8092  ;; integer values and handles

:SHRANGE_1605
00D6: if  0
8118:   NOT   actor $8094($1862,3i) dead
004D: jump_if_false SHRANGE_1658
01BB: store_object $8097($8077,24i) position_to $73 $74 $75
00D6: if  1
0018:   $8077 >  8  ;; integer values
001A:    16 > $8077  ;; integer values
004D: jump_if_false SHRANGE_1614
000C: $8077 -=  8  ;; integer values

:SHRANGE_1614
00D6: if  1
0018:   $8077 >  16  ;; integer values
001A:    24 > $8077  ;; integer values
004D: jump_if_false SHRANGE_1619
000C: $8077 -=  16  ;; integer values

:SHRANGE_1619
00D6: if  0
0043:   @63 ==  0.0  ;; floating-point values
004D: jump_if_false SHRANGE_1623
0059: $73 += $8038($8077,8f)  ;; floating-point values

:SHRANGE_1623
00D6: if  0
0043:   @63 ==  90.0  ;; floating-point values
004D: jump_if_false SHRANGE_1627
0059: $74 += $8038($8077,8f)  ;; floating-point values

:SHRANGE_1627
00D6: if  0
0043:   @63 ==  270.0  ;; floating-point values
004D: jump_if_false SHRANGE_1631
0061: $74 -= $8038($8077,8f)  ;; floating-point values

:SHRANGE_1631
0059: $75 += $8046($8077,8f)  ;; floating-point values
00D6: if  0
0028:   $8124 >=  8  ;; integer values
004D: jump_if_false SHRANGE_1643
062E: $8094($1862,3i)  1640 $8077 
00D6: if  0
04A3:   unknown $8077 ==  7
004D: jump_if_false SHRANGE_1642
04D7: lock_actor $8094($1862,3i) in_current_position  1
0668: unknown_action_sequence $8094($1862,3i) $73 $74 $75  800 
02E2: set_actor $8094($1862,3i) weapon_accuracy_to  95

:SHRANGE_1642
0002: jump SHRANGE_1649

:SHRANGE_1643
062E: $8094($1862,3i)  1640 $8077 
00D6: if  0
04A3:   unknown $8077 ==  7
004D: jump_if_false SHRANGE_1649
04D7: lock_actor $8094($1862,3i) in_current_position  1
0668: unknown_action_sequence $8094($1862,3i) $73 $74 $75  1500 

:SHRANGE_1649
00D6: if  0
0028:   $8124 >=  8  ;; integer values
004D: jump_if_false SHRANGE_1655
0209: $8077 = random_int  200  400
0008: $8121($1862,3i) +=  600  ;; integer values
0002: jump SHRANGE_1656

:SHRANGE_1655
0209: $8077 = random_int  200  1600

:SHRANGE_1656
008A: $8121($1862,3i) = @32  ;; integer values and handles
0058: $8121($1862,3i) += $8077  ;; integer values

:SHRANGE_1658
0002: jump SHRANGE_1667

:SHRANGE_1659
00D6: if  0
8118:   NOT   actor $8094($1862,3i) dead
004D: jump_if_false SHRANGE_1667
062E: $8094($1862,3i)  1640 $8077 
00D6: if  0
84A3:   NOT   unknown $8077 ==  7
004D: jump_if_false SHRANGE_1667
0687: $8094($1862,3i) 

:SHRANGE_1667
0002: jump SHRANGE_1733

:SHRANGE_1668
00D6: if  0
8118:   NOT   actor $8094($1862,3i) dead
004D: jump_if_false SHRANGE_1726
00A0: store_actor $8094($1862,3i) position_to $73 $74 $75
04D7: lock_actor $8094($1862,3i) in_current_position  0
05D6: clear_scmpath
0615: $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  0
0043:   @59($1864,4f) ==  0.0  ;; floating-point values
004D: jump_if_false SHRANGE_1688
0086: $73 = $8083  ;; floating-point values only
0069: $73 *= $8081  ;; floating-point values
0086: $74 = $8084  ;; floating-point values only
0069: $74 *= $8081  ;; floating-point values
0002: jump SHRANGE_1693

:SHRANGE_1688
0011: $8084 *= -1.0  ;; floating-point values
0086: $73 = $8084  ;; floating-point values only
0069: $73 *= $8082  ;; floating-point values
0086: $74 = $8083  ;; floating-point values only
0069: $74 *= $8082  ;; floating-point values

:SHRANGE_1693
005F: $73 += @35($1864,4f)  ;; floating-point values 
005F: $74 += @39($1864,4f)  ;; floating-point values 
005F: $75 += @43($1864,4f)  ;; floating-point values 
0087: @63 = @59($1864,4f)  ;; floating-point values only
000F: @63 -=  180.0  ;; floating-point values
05D4: unknown_action_sequence -1 unknown_angle @63 
0087: @63 = @59($1864,4f)  ;; floating-point values only
05D7: add_point_to_scmpath $73 $74 $75 
0005: $8083 = -.5  ;; floating-point values
005F: $8083 += @47($1864,4f)  ;; floating-point values 
0005: $8084 = -4.5  ;; floating-point values
00D6: if  0
0043:   @59($1864,4f) ==  0.0  ;; floating-point values
004D: jump_if_false SHRANGE_1712
0086: $73 = $8083  ;; floating-point values only
0069: $73 *= $8081  ;; floating-point values
0086: $74 = $8084  ;; floating-point values only
0069: $74 *= $8081  ;; floating-point values
0002: jump SHRANGE_1717

:SHRANGE_1712
0011: $8084 *= -1.0  ;; floating-point values
0086: $73 = $8084  ;; floating-point values only
0069: $73 *= $8082  ;; floating-point values
0086: $74 = $8083  ;; floating-point values only
0069: $74 *= $8082  ;; floating-point values

:SHRANGE_1717
005F: $73 += @35($1864,4f)  ;; floating-point values 
005F: $74 += @39($1864,4f)  ;; floating-point values 
005F: $75 += @43($1864,4f)  ;; floating-point values 
05D7: add_point_to_scmpath $73 $74 $75 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0616: $8079 
0618: $8094($1862,3i) $8079 
061B: $8079 
0004: $8086($1862,3i) =  99  ;; integer values

:SHRANGE_1726
0002: jump SHRANGE_1733

:SHRANGE_1727
00D6: if  0
8118:   NOT   actor $8094($1862,3i) dead
004D: jump_if_false SHRANGE_1731
009B: destroy_actor_instantly $8094($1862,3i)

:SHRANGE_1731
0004: $8086($1862,3i) =  0  ;; integer values
0002: jump SHRANGE_1733

:SHRANGE_1733
0008: $1862 +=  1  ;; integer values
0002: jump SHRANGE_1457

:SHRANGE_1735
0051: return

:SHRANGE_1736
0004: $1862 =  0  ;; integer values

:SHRANGE_1737
00D6: if  0
001A:    3 > $1862  ;; integer values
004D: jump_if_false SHRANGE_2132
0871: init_jump_table $8032($1862,3i) total_jumps  6  0 SHRANGE_2130 jumps  0 SHRANGE_1741  1 SHRANGE_1825  2 SHRANGE_1863  3 SHRANGE_2066  4 SHRANGE_2101  5 SHRANGE_2117 -1 SHRANGE_2130 

:SHRANGE_1741
0708: unknown_add_entity_item $8069  15 
0004: $8032($1862,3i) =  1  ;; integer values
00D6: if  0
0038:   $8025($1862,3i) ==  0  ;; integer values
004D: jump_if_false SHRANGE_1751
0209: $8025($1862,3i) = random_int  1  3
00D6: if  0
0038:   $8025($1862,3i) ==  2  ;; integer values
004D: jump_if_false SHRANGE_1751
0004: $8025($1862,3i) =  4  ;; integer values

:SHRANGE_1751
0005: $73 =  0.0  ;; floating-point values
0005: $74 =  5.0  ;; floating-point values
0005: $75 =  4.0  ;; floating-point values
0087: @63 = @59($1864,4f)  ;; floating-point values only
00D6: if  0
001A:    5 > $8025($1862,3i)  ;; integer values
004D: jump_if_false SHRANGE_1779
00D6: if  0
0038:   $1862 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1762
005F: $73 += @47($1864,4f)  ;; floating-point values 

:SHRANGE_1762
00D6: if  0
0038:   $1862 ==  2  ;; integer values
004D: jump_if_false SHRANGE_1766
005F: $73 += @51($1864,4f)  ;; floating-point values 

:SHRANGE_1766
00D6: if  0
0038:   $8025($1862,3i) ==  1  ;; integer values
004D: jump_if_false SHRANGE_1770
0009: $74 +=  0.0  ;; floating-point values

:SHRANGE_1770
00D6: if  0
0038:   $8025($1862,3i) ==  2  ;; integer values
004D: jump_if_false SHRANGE_1774
0009: $74 +=  5.0  ;; floating-point values

:SHRANGE_1774
00D6: if  21
0038:   $8025($1862,3i) ==  3  ;; integer values
0038:   $8025($1862,3i) ==  4  ;; integer values
004D: jump_if_false SHRANGE_1779
0009: $74 +=  10.0  ;; floating-point values

:SHRANGE_1779
00D6: if  0
0038:   $8025($1862,3i) ==  5  ;; integer values
004D: jump_if_false SHRANGE_1789
0208: $8085 = random_float  0.0  10.0
0059: $74 += $8085  ;; floating-point values
0209: $8080 = random_int  0  2
00D6: if  0
0038:   $8080 ==  1  ;; integer values
004D: jump_if_false SHRANGE_1789
005F: $73 += @51($1864,4f)  ;; floating-point values 

:SHRANGE_1789
0086: $8083 = $73  ;; floating-point values only
0086: $8084 = $74  ;; floating-point values only
0050: gosub SHRANGE_2133
0084: $8077 = $1862  ;; integer values and handles
0010: $8077 *=  8  ;; integer values
00D6: if  0
03CA:   object $8097($8077,24i) exists
004D: jump_if_false SHRANGE_1798
0108: destroy_object $8097($8077,24i)

:SHRANGE_1798
029B: $8097($8077,24i) = init_object $8057 at $73 $74 $75
0453: object $8097($8077,24i) set_rotation  90.0  0.0 @63
097B: $8097($8077,24i)  1032 
0005: $8054($1862,3f) =  90.0  ;; floating-point values
0004: $8092 =  1  ;; integer values

:SHRANGE_1803
00D6: if  0
001A:    8 > $8092  ;; integer values
004D: jump_if_false SHRANGE_1822
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
0058: $8093 += $8092  ;; integer values
00D6: if  0
03CA:   object $8097($8093,24i) exists
004D: jump_if_false SHRANGE_1813
0108: destroy_object $8097($8093,24i)

:SHRANGE_1813
029B: $8097($8093,24i) = init_object $8057($8092,8i) at $73 $74 $75
069A: $8097($8093,24i) $8097($8077,24i)  0.0  0.0  0.0  0.0  0.0  0.0 
00D6: if  0
03CA:   object $8097($8093,24i) exists
004D: jump_if_false SHRANGE_1820
0453: object $8097($8093,24i) set_rotation  90.0  0.0 @63
0382: set_object $8097($8093,24i) collision_detection  0

:SHRANGE_1820
0008: $8092 +=  1  ;; integer values
0002: jump SHRANGE_1803

:SHRANGE_1822
0008: $8071($1862,3i) +=  1  ;; integer values
008A: $8066($1862,3i) = @32  ;; integer values and handles
0002: jump SHRANGE_2130

:SHRANGE_1825
008A: $8077 = @32  ;; integer values and handles
0060: $8077 -= $8066($1862,3i)  ;; integer values
00D6: if  0
0018:   $8077 >  3000  ;; integer values
004D: jump_if_false SHRANGE_1831
0004: $8077 =  3000  ;; integer values

:SHRANGE_1831
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  0
03CA:   object $8097($8093,24i) exists
004D: jump_if_false SHRANGE_1842
0453: object $8097($8093,24i) set_rotation $8054($1862,3f)  0.0 @63

:SHRANGE_1842
00D6: if  0
0032:    0.0 >= $8054($1862,3f)  ;; floating-point values
004D: jump_if_false SHRANGE_1862
0004: $8032($1862,3i) =  2  ;; integer values
008A: $8066($1862,3i) = @32  ;; integer values and handles
00D6: if  21
0038:   $8025($1862,3i) ==  4  ;; integer values
0038:   $8025($1862,3i) ==  5  ;; integer values
004D: jump_if_false SHRANGE_1852
097B: $8097($8093,24i)  1033 

:SHRANGE_1852
0004: $8092 =  0  ;; integer values

:SHRANGE_1853
00D6: if  0
001A:    8 > $8092  ;; integer values
004D: jump_if_false SHRANGE_1862
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_1853

:SHRANGE_1862
0002: jump SHRANGE_2130

:SHRANGE_1863
00D6: if  0
0038:   $8025($1862,3i) ==  4  ;; integer values
004D: jump_if_false SHRANGE_1940
008A: $8077 = @32  ;; integer values and handles
0060: $8077 -= $8066($1862,3i)  ;; integer values
00D6: if  0
0038:   $8071($1862,3i) ==  4  ;; integer values
004D: jump_if_false SHRANGE_1872
0004: $8071($1862,3i) =  1  ;; integer values

:SHRANGE_1872
00D6: if  0
0038:   $8071($1862,3i) ==  1  ;; integer values
004D: jump_if_false SHRANGE_1882
00D6: if  0
0018:   $8077 >  20000  ;; integer values
004D: jump_if_false SHRANGE_1882
0004: $8077 =  20000  ;; integer values
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
097B: $8097($8093,24i)  1034 

:SHRANGE_1882
00D6: if  0
0038:   $8071($1862,3i) ==  2  ;; integer values
004D: jump_if_false SHRANGE_1892
00D6: if  0
0018:   $8077 >  15000  ;; integer values
004D: jump_if_false SHRANGE_1892
0004: $8077 =  15000  ;; integer values
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
097B: $8097($8093,24i)  1034 

:SHRANGE_1892
00D6: if  0
0038:   $8071($1862,3i) ==  3  ;; integer values
004D: jump_if_false SHRANGE_1902
00D6: if  0
0018:   $8077 >  10000  ;; integer values
004D: jump_if_false SHRANGE_1902
0004: $8077 =  10000  ;; integer values
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
097B: $8097($8093,24i)  1034 

:SHRANGE_1902
008D: $8081 = integer_to_float $8077
00D6: if  0
0038:   $8071($1862,3i) ==  1  ;; integer values
004D: jump_if_false SHRANGE_1907
0015: $8081 /=  20000.0  ;; floating-point values

:SHRANGE_1907
00D6: if  0
0038:   $8071($1862,3i) ==  2  ;; integer values
004D: jump_if_false SHRANGE_1911
0015: $8081 /=  15000.0  ;; floating-point values

:SHRANGE_1911
00D6: if  0
0038:   $8071($1862,3i) ==  3  ;; integer values
004D: jump_if_false SHRANGE_1915
0015: $8081 /=  10000.0  ;; floating-point values

:SHRANGE_1915
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 $73 $74 $75
00D6: if  0
0043:   @63 ==  90.0  ;; floating-point values
004D: jump_if_false SHRANGE_1925
0088: $73 = @35($1864,4f)  ;; floating-point values only
000D: $73 -=  15.0  ;; floating-point values
0059: $73 += $8081  ;; floating-point values

:SHRANGE_1925
00D6: if  0
0043:   @63 ==  270.0  ;; floating-point values
004D: jump_if_false SHRANGE_1931
0088: $73 = @35($1864,4f)  ;; floating-point values only
0009: $73 +=  15.0  ;; floating-point values
0061: $73 -= $8081  ;; floating-point values

:SHRANGE_1931
00D6: if  0
0043:   @63 ==  0.0  ;; floating-point values
004D: jump_if_false SHRANGE_1937
0088: $74 = @39($1864,4f)  ;; floating-point values only
0009: $74 +=  15.0  ;; floating-point values
0061: $74 -= $8081  ;; floating-point values

:SHRANGE_1937
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
01BC: put_object $8097($8093,24i) at $73 $74 $75

:SHRANGE_1940
00D6: if  0
0038:   $8025($1862,3i) ==  5  ;; integer values
004D: jump_if_false SHRANGE_1982
008A: $8077 = @32  ;; integer values and handles
0060: $8077 -= $8066($1862,3i)  ;; integer values
00D6: if  0
0018:   $8077 >  10000  ;; integer values
004D: jump_if_false SHRANGE_1965
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: $8097($8093,24i)  1034 
097A: $73 $74 $75  1032 
008A: $8066($1862,3i) = @32  ;; integer values and handles
0004: $8092 =  0  ;; integer values

:SHRANGE_1956
00D6: if  0
001A:    8 > $8092  ;; integer values
004D: jump_if_false SHRANGE_1965
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_1956

:SHRANGE_1965
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  0
0038:   $8080 ==  0  ;; integer values
004D: jump_if_false SHRANGE_1975
0086: $8083 = $8081  ;; floating-point values only
0002: jump SHRANGE_1977

:SHRANGE_1975
0088: $8083 = @51($1864,4f)  ;; floating-point values only
0061: $8083 -= $8081  ;; floating-point values

:SHRANGE_1977
0005: $75 =  4.0  ;; floating-point values
0086: $8084 = $8085  ;; floating-point values only
0009: $8084 +=  5.0  ;; floating-point values
0050: gosub SHRANGE_2133
01BC: put_object $8097($8093,24i) at $73 $74 $75

:SHRANGE_1982
0084: $8077 = $8035($1862,3i)  ;; integer values and handles
0004: $8035($1862,3i) =  0  ;; integer values
0004: $8092 =  0  ;; integer values

:SHRANGE_1985
00D6: if  0
001A:    8 > $8092  ;; integer values
004D: jump_if_false SHRANGE_1997
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
0058: $8093 += $8092  ;; integer values
00D6: if  0
0366:   object $8097($8093,24i) blown_up
004D: jump_if_false SHRANGE_1995
0008: $8035($1862,3i) +=  1  ;; integer values

:SHRANGE_1995
0008: $8092 +=  1  ;; integer values
0002: jump SHRANGE_1985

:SHRANGE_1997
00D6: if  0
001C:   $8035($1862,3i) > $8077  ;; integer values
004D: jump_if_false SHRANGE_2001
097B: $8097($8093,24i)  1031 

:SHRANGE_2001
00D6: if  0
0038:   $1862 ==  1  ;; integer values
004D: jump_if_false SHRANGE_2054
00D6: if  0
001C:   $8035(1) > $8077  ;; integer values
004D: jump_if_false SHRANGE_2054
0084: $8078 = $8035(1)  ;; integer values and handles
0060: $8078 -= $8077  ;; integer values
0209: $8077 = random_int  0  2
00D6: if  0
0038:   $8077 ==  0  ;; integer values
004D: jump_if_false SHRANGE_2034
00D6: if  0
8118:   NOT   actor $8094 dead
004D: jump_if_false SHRANGE_2033
00D6: if  0
02E0:   actor $8094 aggressive
004D: jump_if_false SHRANGE_2021
0058: $8125 += $8078  ;; integer values
0002: jump SHRANGE_2033

:SHRANGE_2021
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false SHRANGE_2026
0058: $8126 += $8078  ;; integer values
0002: jump SHRANGE_2033

:SHRANGE_2026
00D6: if  0
8118:   NOT   actor $8094(2) dead
004D: jump_if_false SHRANGE_2033
00D6: if  0
02E0:   actor $8094(2) aggressive
004D: jump_if_false SHRANGE_2033
0058: $8127 += $8078  ;; integer values

:SHRANGE_2033
0002: jump SHRANGE_2054

:SHRANGE_2034
00D6: if  0
8118:   NOT   actor $8094(2) dead
004D: jump_if_false SHRANGE_2054
00D6: if  0
02E0:   actor $8094(2) aggressive
004D: jump_if_false SHRANGE_2042
0058: $8127 += $8078  ;; integer values
0002: jump SHRANGE_2054

:SHRANGE_2042
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false SHRANGE_2047
0058: $8126 += $8078  ;; integer values
0002: jump SHRANGE_2054

:SHRANGE_2047
00D6: if  0
8118:   NOT   actor $8094 dead
004D: jump_if_false SHRANGE_2054
00D6: if  0
02E0:   actor $8094 aggressive
004D: jump_if_false SHRANGE_2054
0058: $8125 += $8078  ;; integer values

:SHRANGE_2054
00D6: if  0
0038:   $8035($1862,3i) ==  7  ;; integer values
004D: jump_if_false SHRANGE_2065
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: $8097($8093,24i)  1034 
097A: $73 $74 $75  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_2065
0002: jump SHRANGE_2130

:SHRANGE_2066
008A: $8077 = @32  ;; integer values and handles
0060: $8077 -= $8066($1862,3i)  ;; integer values
00D6: if  0
0018:   $8077 >  2000  ;; integer values
004D: jump_if_false SHRANGE_2072
0004: $8077 =  2000  ;; integer values

:SHRANGE_2072
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  0
03CA:   object $8097($8093,24i) exists
004D: jump_if_false SHRANGE_2082
0453: object $8097($8093,24i) set_rotation $8054($1862,3f)  0.0 @63

:SHRANGE_2082
00D6: if  0
0030:   $8054($1862,3f) >=  90.0  ;; floating-point values
004D: jump_if_false SHRANGE_2100
0004: $8032($1862,3i) =  0  ;; integer values
00D6: if  0
0038:   $8025($1862,3i) ==  3  ;; integer values
004D: jump_if_false SHRANGE_2091
0004: $8025($1862,3i) =  1  ;; integer values
0002: jump SHRANGE_2100

:SHRANGE_2091
00D6: if  0
0038:   $8025($1862,3i) ==  2  ;; integer values
004D: jump_if_false SHRANGE_2096
0004: $8025($1862,3i) =  3  ;; integer values
0002: jump SHRANGE_2100

:SHRANGE_2096
00D6: if  0
0038:   $8025($1862,3i) ==  1  ;; integer values
004D: jump_if_false SHRANGE_2100
0004: $8025($1862,3i) =  2  ;; integer values

:SHRANGE_2100
0002: jump SHRANGE_2130

:SHRANGE_2101
0004: $8092 =  0  ;; integer values

:SHRANGE_2102
00D6: if  0
001A:    8 > $8092  ;; integer values
004D: jump_if_false SHRANGE_2115
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
0058: $8093 += $8092  ;; integer values
00D6: if  0
03CA:   object $8097($8092,24i) exists
004D: jump_if_false SHRANGE_2113
097B: $8097($8092,24i)  1034 
0108: destroy_object $8097($8092,24i)

:SHRANGE_2113
0008: $8092 +=  1  ;; integer values
0002: jump SHRANGE_2102

:SHRANGE_2115
0004: $8032($1862,3i) =  99  ;; integer values
0002: jump SHRANGE_2130

:SHRANGE_2117
0009: $8054($1862,3f) +=  1.0  ;; floating-point values
0084: $8093 = $1862  ;; integer values and handles
0010: $8093 *=  8  ;; integer values
00D6: if  0
03CA:   object $8097($8093,24i) exists
004D: jump_if_false SHRANGE_2125
097B: $8097($8093,24i)  1034 
0453: object $8097($8093,24i) set_rotation $8054($1862,3f)  0.0 @63

:SHRANGE_2125
00D6: if  0
0030:   $8054($1862,3f) >=  90.0  ;; floating-point values
004D: jump_if_false SHRANGE_2129
0004: $8032($1862,3i) =  4  ;; integer values

:SHRANGE_2129
0002: jump SHRANGE_2130

:SHRANGE_2130
0008: $1862 +=  1  ;; integer values
0002: jump SHRANGE_1737

:SHRANGE_2132
0051: return

:SHRANGE_2133
02F7: $8081 = sinus @59($1864,4f) ;; cosine swapped with sinus
02F6: $8082 = cosine @59($1864,4f)  ;; sinus swapped with cosine
00D6: if  0
0043:   @59($1864,4f) ==  0.0  ;; floating-point values
004D: jump_if_false SHRANGE_2143
0086: $73 = $8083  ;; floating-point values only
0069: $73 *= $8081  ;; floating-point values
0086: $74 = $8084  ;; floating-point values only
0069: $74 *= $8081  ;; floating-point values
0002: jump SHRANGE_2148

:SHRANGE_2143
0011: $8084 *= -1.0  ;; floating-point values
0086: $73 = $8084  ;; floating-point values only
0069: $73 *= $8082  ;; floating-point values
0086: $74 = $8083  ;; floating-point values only
0069: $74 *= $8082  ;; floating-point values

:SHRANGE_2148
005F: $73 += @35($1864,4f)  ;; floating-point values 
005F: $74 += @39($1864,4f)  ;; floating-point values 
005F: $75 += @43($1864,4f)  ;; floating-point values 
0051: return

:SHRANGE_2152
009B: destroy_actor_instantly $8094
009B: destroy_actor_instantly $8094(1)
009B: destroy_actor_instantly $8094(2)
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  346
0249: release_model  352
0249: release_model  349
0249: release_model  355
065C: unknown_create_def_entity $8069  ; unknown_destroy
040D: unload_wav  4
0004: $8092 =  0  ;; integer values

:SHRANGE_2173
00D6: if  0
001A:    24 > $8092  ;; integer values
004D: jump_if_false SHRANGE_2182
00D6: if  0
03CA:   object $8097($8092,24i) exists
004D: jump_if_false SHRANGE_2180
0108: destroy_object $8097($8092,24i)

:SHRANGE_2180
0008: $8092 +=  1  ;; integer values
0002: jump SHRANGE_2173

:SHRANGE_2182
0004: $1863 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false SHRANGE_2188
04D7: lock_actor $PLAYER_ACTOR in_current_position  0

:SHRANGE_2188
004E: end_thread
0051: return
004E: end_thread

;-------------Mission 114---------------
; Originally: Los Santon Gym Fight School


:GYMLS_1
03A4: name_thread 'GYMLS'
0050: gosub GYMLS_11
0169: set_fade_color  0  0  0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false GYMLS_8
0050: gosub GYMLS_719

:GYMLS_8
0050: gosub GYMLS_725
004E: end_thread
0317: increment_mission_attempts

:GYMLS_11
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_15
07CB: $PLAYER_ACTOR  0 

:GYMLS_15
0004: $ON_MISSION =  1  ;; integer values
0004: $8152 =  0  ;; integer values
0623: add  1 to_stats  198
0004: $2412 =  1  ;; integer values
054C: use_GXT_table 'GYM'
0247: request_model  80
0247: request_model  81
0247: request_model  19
04ED: load_animation "RIOT"
04ED: load_animation "FIGHT_B"
04ED: load_animation "INT_SHOP"
04ED: load_animation "GYMNASIUM"
038B: load_requested_models

:GYMLS_28
00D6: if  22
84EE:   NOT   animation "GYMNASIUM" loaded
8248:   NOT   model  80 available
8248:   NOT   model  81 available
004D: jump_if_false GYMLS_35
0001: wait  0 ms
0002: jump GYMLS_28

:GYMLS_35
00D6: if  23
8248:   NOT   model  19 available
84EE:   NOT   animation "RIOT" loaded
84EE:   NOT   animation "FIGHT_B" loaded
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false GYMLS_43
0001: wait  0 ms
0002: jump GYMLS_35

:GYMLS_43
060A: unknown_create_entity  0 @43 
060A: unknown_create_entity  1 @58 
060A: unknown_create_entity  2 @57 
0746:  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: @40 
0603: unknown_action_sequence -1  762.8681  7.4928  999.7141  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  13.3401 
0605: unknown_action_sequence -1 "RIOT_PUNCHES" "RIOT"  4.0  0  0  0  0 -1 
0643: @40  1 
0616: @40 
0615: @54 
0603: unknown_action_sequence -1  765.2909  16.0319  999.698  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  198.8789 
0643: @54  1 
0616: @54 
0615: @53 
0603: unknown_action_sequence -1  767.2571  14.4044  999.6998  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  263.2938 
0605: unknown_action_sequence -1 "GYMSHADOWBOX" "GYMNASIUM"  4.0  0  0  0  0 -1 
0643: @53  1 
0616: @53 
0615: @49 
0605: unknown_action_sequence -1 "RIOT_SHOUT" "RIOT"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05B9: unknown_action_sequence -1  1000 
0643: @49  1 
0616: @49 
0615: @50 
05B9: unknown_action_sequence -1  500 
0605: unknown_action_sequence -1 "RIOT_SHOUT" "RIOT"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0643: @50  1 
0616: @50 
0615: @51 
05B9: unknown_action_sequence -1  750 
0605: unknown_action_sequence -1 "RIOT_SHOUT" "RIOT"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0643: @51  1 
0616: @51 
009A: @34 = create_actor  25  81 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: unknown_actor @34 flag  1
009A: @35 = create_actor  25  81 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: unknown_actor @34 flag  1
0615: @52 
0603: unknown_action_sequence -1  761.6263  11.4876  1000.164  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  128.1297 
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLS_112
05E2: unknown_action_sequence -1 @35 

:GYMLS_112
0643: @52  1 
0616: @52 
0615: @41 
0603: unknown_action_sequence -1  760.343  10.1973  999.7099  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  310.2206 
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLS_121
05E2: unknown_action_sequence -1 @34 

:GYMLS_121
0643: @41  1 
0616: @41 
0618: @34 @52 
0618: @35 @41 
009A: @37 = create_actor  25  19 at  762.8681  7.4928  999.7141
0173: set_actor @37 z_angle_to  13.3401
0618: @37 @40 
060B: unknown_actor_use_entity @37 @57 
009A: @39 = create_actor  25  80 at  767.2571  14.4044  999.6998
0173: set_actor @39 z_angle_to  263.2938
060B: unknown_actor_use_entity @39 @57 
0618: @39 @53 
07FE: @39  5  6 
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMLS_136
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false GYMLS_141
0001: wait  0 ms
0002: jump GYMLS_136

:GYMLS_141
0006: @32 =  0  ;; integer values
0006: @64 =  2  ;; integer values
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false GYMLS_148
0005: $5349 =  0.0  ;; floating-point values

:GYMLS_148
0001: wait  0 ms
0050: gosub GYMLS_777
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false GYMLS_168
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLS_160
00D6: if  0
0611: @34 "GYM_SHADOWBOX" 
004D: jump_if_false GYMLS_160
0614: @34 "GYMSHADOWBOX"  0.0 

:GYMLS_160
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false GYMLS_167
00D6: if  0
0611: @35 "GYM_SHADOWBOX" 
004D: jump_if_false GYMLS_167
0614: @35 "GYMSHADOWBOX"  .5 

:GYMLS_167
0006: @48 =  1  ;; integer values

:GYMLS_168
00D6: if  1
0118:   actor @34 dead
0019:   @32 >  20000  ;; integer values
004D: jump_if_false GYMLS_178
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false GYMLS_178
0687: @35 
05C5: unknown_action_sequence @35  20000 
0006: @32 =  0  ;; integer values

:GYMLS_178
00D6: if  1
0118:   actor @35 dead
0019:   @32 >  20000  ;; integer values
004D: jump_if_false GYMLS_188
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLS_188
0687: @34 
05C5: unknown_action_sequence @34  20000 
0006: @32 =  0  ;; integer values

:GYMLS_188
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  760.8566  11.063  1000.164 radius  3.0  3.0  2.0
004D: jump_if_false GYMLS_208
00D6: if  0
0039:   @59 ==  0  ;; integer values
004D: jump_if_false GYMLS_207
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLS_200
0792: @34 
060B: unknown_actor_use_entity @34 @57 
05E2: unknown_action_sequence @34 $PLAYER_ACTOR 

:GYMLS_200
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false GYMLS_206
0792: @35 
060B: unknown_actor_use_entity @35 @57 
05E2: unknown_action_sequence @35 $PLAYER_ACTOR 

:GYMLS_206
0006: @59 =  1  ;; integer values

:GYMLS_207
0002: jump GYMLS_222

:GYMLS_208
00D6: if  0
0039:   @59 ==  1  ;; integer values
004D: jump_if_false GYMLS_222
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor @35 dead
004D: jump_if_false GYMLS_221
0792: @34 
060B: unknown_actor_use_entity @34 @58 
0618: @34 @52 
0792: @35 
060B: unknown_actor_use_entity @35 @58 
0618: @35 @41 

:GYMLS_221
0006: @59 =  0  ;; integer values

:GYMLS_222
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false GYMLS_227
0002: jump GYMLS_719

:GYMLS_227
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  767.1368  12.511  999.7036 radius  2.5  2.5  4.0
004D: jump_if_false GYMLS_231
0006: @46 =  0  ;; integer values

:GYMLS_231
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_718
00D6: if  1
0039:   @46 ==  0  ;; integer values
00FE:   actor @39  0 ()near_point  767.2571  14.4044  999.6998 radius  1.0  1.0  1.2
004D: jump_if_false GYMLS_718
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point  767.1368  12.511  999.7036 radius  .6  .6  1.0 sphere  1
004D: jump_if_false GYMLS_241

:GYMLS_241
00D6: if  1
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_718
00D6: if  1
8118:   NOT   actor @39 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_254
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
0792: @39 
0639: unknown_action_sequence @39 $PLAYER_ACTOR 
0639: unknown_action_sequence $PLAYER_ACTOR @39 

:GYMLS_254
00D6: if  0
0038:   $8156 ==  0  ;; integer values
004D: jump_if_false GYMLS_266
040D: unload_wav  1
03CF: load_wav  4800 as  1

:GYMLS_259
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_264
0001: wait  0 ms
0002: jump GYMLS_259

:GYMLS_264
03D1: play_wav  1
00BC: text_highpriority 'BBOX_1'  3000 ms  1

:GYMLS_266
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false GYMLS_278
040D: unload_wav  1
03CF: load_wav  4803 as  1

:GYMLS_271
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_276
0001: wait  0 ms
0002: jump GYMLS_271

:GYMLS_276
03D1: play_wav  1
00BC: text_highpriority 'BBOX_4'  3000 ms  1

:GYMLS_278
0512: permanent_text_box 'TALK_1'

:GYMLS_279
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_336
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GYMLS_314
0653: @60 = stat  23 (muscle)  ; float
00D6: if  0
0021:   @60 >  349.0  ;; floating-point values
004D: jump_if_false GYMLS_294
0006: @44 =  1  ;; integer values
03E6: remove_text_box
0002: jump GYMLS_336
0002: jump GYMLS_314

:GYMLS_294
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_299
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_304
0001: wait  0 ms
0002: jump GYMLS_299

:GYMLS_304
03D1: play_wav  1
00BC: text_highpriority 'BBOX_3'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_311
0618: @39 @53 

:GYMLS_311
0006: @32 =  0  ;; integer values
0006: @55 =  1  ;; integer values
0002: jump GYMLS_148

:GYMLS_314
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false GYMLS_335
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_322
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_327
0001: wait  0 ms
0002: jump GYMLS_322

:GYMLS_327
03D1: play_wav  1
00BC: text_highpriority 'BBOX_2'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_334
0618: @39 @53 

:GYMLS_334
0002: jump GYMLS_148

:GYMLS_335
0002: jump GYMLS_279

:GYMLS_336
03E6: remove_text_box
00BE: text_clear_all
0992: $PLAYER_CHAR  0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0050: gosub GYMLS_755
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @35
009A: @34 = create_actor  25  81 at  761.6934  4.2203  999.7099
0173: set_actor @34 z_angle_to  171.4614
0618: @34 @49 
009A: @35 = create_actor  25  81 at  764.7962  .7163  999.715
0173: set_actor @35 z_angle_to  93.8066
0618: @35 @50 
009A: @37 = create_actor  25  19 at  759.5085  4.2343  999.7051
0173: set_actor @37 z_angle_to  189.7654
0618: @37 @51 
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_360
08C7: @39  762.616  2.1235  1000.594 
0173: set_actor @39 z_angle_to  135.5749
0223: set_actor @39 health_to  1000
08AF: @39  1000 

:GYMLS_360
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_365
08C7: $PLAYER_ACTOR  759.0147 -1.7235  1000.594 
0173: set_actor $PLAYER_ACTOR z_angle_to  312.9747

:GYMLS_365
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_372
060B: unknown_actor_use_entity @39 @57 
05E2: unknown_action_sequence @39 $PLAYER_ACTOR 
07FE: @39  5  6 
07DD: @39  100 

:GYMLS_372
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $8156 ==  0  ;; integer values
004D: jump_if_false GYMLS_378
0512: permanent_text_box 'GYM1101'

:GYMLS_378
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false GYMLS_382
0512: permanent_text_box 'GYM1_84'

:GYMLS_382
0050: gosub GYMLS_766
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
00D6: if  1
03D0:   wav  4 loaded
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_390
09F1: $PLAYER_ACTOR  1115 

:GYMLS_390
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_469
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false GYMLS_401
00D6: if  0
80FE:   NOT   actor @35  0 ()near_point  761.0182  .6609  1000.594 radius  6.0  6.0  6.0
004D: jump_if_false GYMLS_401
0002: jump GYMLS_469

:GYMLS_401
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLS_410
00D6: if  1
0019:   @33 >  3000  ;; integer values
0039:   @65 ==  0  ;; integer values
004D: jump_if_false GYMLS_409
0006: @65 =  1  ;; integer values

:GYMLS_409
0006: @33 =  0  ;; integer values

:GYMLS_410
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false GYMLS_419
00D6: if  1
0019:   @33 >  3000  ;; integer values
0039:   @65 ==  1  ;; integer values
004D: jump_if_false GYMLS_418
0006: @65 =  0  ;; integer values

:GYMLS_418
0006: @33 =  0  ;; integer values

:GYMLS_419
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false GYMLS_464
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GYMLS_429
0006: @32 =  0  ;; integer values
03E6: remove_text_box
0512: permanent_text_box 'GYM1_94'
0006: @56 =  1  ;; integer values

:GYMLS_429
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false GYMLS_449
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GYMLS_440
03E6: remove_text_box
0512: permanent_text_box 'GYM1_95'
0006: @32 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:GYMLS_440
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  2  ;; integer values
004D: jump_if_false GYMLS_448
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLS_448
0002: jump GYMLS_457

:GYMLS_449
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GYMLS_457
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLS_457
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  3  ;; integer values
004D: jump_if_false GYMLS_464
03E6: remove_text_box
0006: @32 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:GYMLS_464
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false GYMLS_468
0002: jump GYMLS_469

:GYMLS_468
0002: jump GYMLS_390

:GYMLS_469
03E6: remove_text_box
00D6: if  0
0038:   $8156 ==  1  ;; integer values
004D: jump_if_false GYMLS_474
0002: jump GYMLS_671

:GYMLS_474
0050: gosub GYMLS_755
009B: destroy_actor_instantly @39
0395: clear_area  1 at  760.7445  .6538  1000.594 range  10.0
0050: gosub GYMLS_741
009A: @39 = create_actor  25  80 at  762.616  2.1235  1000.594
0173: set_actor @39 z_angle_to  135.5749
060B: unknown_actor_use_entity @39 @43 
0792: @39 
060B: unknown_actor_use_entity @39 @43 
07FE: @39  5  6 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_489
08C7: $PLAYER_ACTOR  759.0147 -1.7235  1000.594 
0173: set_actor $PLAYER_ACTOR z_angle_to  312.9747

:GYMLS_489
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_766
00BC: text_highpriority 'BBOX_5'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  4804 as  1

:GYMLS_498
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_506
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_505

:GYMLS_505
0002: jump GYMLS_498

:GYMLS_506
03D1: play_wav  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:GYMLS_509
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLS_517
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_516

:GYMLS_516
0002: jump GYMLS_509

:GYMLS_517
015F: set_camera_position  762.5212 -.4172  1001.843  0.0  0.0  0.0
0160: point_camera  762.5431  .5793  1001.762  2
00BC: text_highpriority 'GYM1_97'  2000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_521
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLS_529
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_528

:GYMLS_528
0002: jump GYMLS_521

:GYMLS_529
040D: unload_wav  1
03CF: load_wav  4805 as  1

:GYMLS_531
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_539
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_538

:GYMLS_538
0002: jump GYMLS_531

:GYMLS_539
03D1: play_wav  1
00BC: text_highpriority 'GYM1_94'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_542
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMLS_550
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_549

:GYMLS_549
0002: jump GYMLS_542

:GYMLS_550
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_554
0605: unknown_action_sequence @39 "FIGHTB_M" "FIGHT_B"  4.0  0  1  1  0 -1 

:GYMLS_554
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_558
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  1  1  0 -1 

:GYMLS_558
0006: @32 =  0  ;; integer values

:GYMLS_559
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false GYMLS_567
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_566

:GYMLS_566
0002: jump GYMLS_559

:GYMLS_567
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false GYMLS_620
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
0006: @32 =  0  ;; integer values

:GYMLS_574
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLS_582
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_581

:GYMLS_581
0002: jump GYMLS_574

:GYMLS_582
040D: unload_wav  1
03CF: load_wav  4806 as  1

:GYMLS_584
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_592
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_591

:GYMLS_591
0002: jump GYMLS_584

:GYMLS_592
03D1: play_wav  1
00BC: text_highpriority 'GYM1_95'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_595
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMLS_603
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_602

:GYMLS_602
0002: jump GYMLS_595

:GYMLS_603
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_607
0605: unknown_action_sequence @39 "FIGHTB_G" "FIGHT_B"  4.0  0  1  1  0 -1 

:GYMLS_607
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_611
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  1  1  0 -1 

:GYMLS_611
0006: @32 =  0  ;; integer values

:GYMLS_612
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false GYMLS_620
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_619

:GYMLS_619
0002: jump GYMLS_612

:GYMLS_620
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
0006: @32 =  0  ;; integer values

:GYMLS_624
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLS_632
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_631

:GYMLS_631
0002: jump GYMLS_624

:GYMLS_632
040D: unload_wav  1
03CF: load_wav  4807 as  1

:GYMLS_634
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLS_642
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_641

:GYMLS_641
0002: jump GYMLS_634

:GYMLS_642
03D1: play_wav  1
00BC: text_highpriority 'GYM1_96'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLS_645
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMLS_653
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_652

:GYMLS_652
0002: jump GYMLS_645

:GYMLS_653
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false GYMLS_658
04D7: lock_actor @39 in_current_position  1
0605: unknown_action_sequence @39 "FIGHTB_3" "FIGHT_B"  4.0  0  1  1  0 -1 

:GYMLS_658
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_662
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  0  0  1 -1 

:GYMLS_662
0006: @32 =  0  ;; integer values

:GYMLS_663
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLS_671
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_670

:GYMLS_670
0002: jump GYMLS_663

:GYMLS_671
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @35
0050: gosub GYMLS_755
009A: @34 = create_actor  25  81 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: unknown_actor @34 flag  1
009A: @35 = create_actor  25  81 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: unknown_actor @34 flag  1
0618: @34 @52 
0618: @35 @41 
009A: @37 = create_actor  25  19 at  762.8681  7.4928  999.7141
0173: set_actor @37 z_angle_to  13.3401
0618: @37 @40 
060B: unknown_actor_use_entity @37 @57 
009B: destroy_actor_instantly @39
009A: @39 = create_actor  25  80 at  767.2571  14.4044  999.6998
0173: set_actor @39 z_angle_to  263.2938
060B: unknown_actor_use_entity @39 @57 
0618: @39 @53 
07FE: @39  5  6 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_702
08C7: $PLAYER_ACTOR  765.6662  2.7963  999.718 
0173: set_actor $PLAYER_ACTOR z_angle_to  277.3348

:GYMLS_702
0050: gosub GYMLS_747
0050: gosub GYMLS_766
00D6: if  0
0038:   $8153 ==  0  ;; integer values
004D: jump_if_false GYMLS_709
030C: set_mission_points +=  1
0004: $8153 =  1  ;; integer values

:GYMLS_709
07FE: $PLAYER_ACTOR  5  6 
00D6: if  0
0038:   $8156 ==  0  ;; integer values
004D: jump_if_false GYMLS_714
00BC: text_highpriority 'GYM1_93'  3000 ms  1

:GYMLS_714
0004: $8155 =  0  ;; integer values
0004: $8156 =  1  ;; integer values
0004: $8157 =  0  ;; integer values
0992: $PLAYER_CHAR  1 

:GYMLS_718
0002: jump GYMLS_148

:GYMLS_719
0051: return
01E3: text_1number_styled 'M_PASS'  30000  5000 ms  1
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:GYMLS_725
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLS_729
07CB: $PLAYER_ACTOR  1 

:GYMLS_729
0249: release_model  80
0249: release_model  81
0249: release_model  19
04EF: release_animation "GYMNASIUM"
04EF: release_animation "RIOT"
04EF: release_animation "FIGHT_B"
04EF: release_animation "INT_SHOP"
040D: unload_wav  4
0004: $2412 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GYMLS_741
03E6: remove_text_box
00BE: text_clear_all
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0051: return

:GYMLS_747
03E6: remove_text_box
00BE: text_clear_all
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:GYMLS_755
016A: fade  0 ()  500 ms

:GYMLS_756
00D6: if  0
016B:   fading
004D: jump_if_false GYMLS_765
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLS_764
016A: fade  0 ()  1 ms

:GYMLS_764
0002: jump GYMLS_756

:GYMLS_765
0051: return

:GYMLS_766
016A: fade  1 (back)  500 ms

:GYMLS_767
00D6: if  0
016B:   fading
004D: jump_if_false GYMLS_772
0001: wait  0 ms
0002: jump GYMLS_767

:GYMLS_772
0051: return
040D: unload_wav  1
03CF: load_wav @63 as  1
0006: @64 =  0  ;; integer values
0051: return

:GYMLS_777
00D6: if  1
03D0:   wav  1 loaded
0039:   @64 ==  0  ;; integer values
004D: jump_if_false GYMLS_784
03D1: play_wav  1
00BC: text_highpriority s@61  10000 ms  1
0006: @64 =  1  ;; integer values

:GYMLS_784
00D6: if  1
03D2:   wav  1 ended
0039:   @64 ==  1  ;; integer values
004D: jump_if_false GYMLS_791
040D: unload_wav  1
03D5: remove_text s@61
0006: @64 =  2  ;; integer values

:GYMLS_791
0051: return

;-------------Mission 115---------------
; Originally: San Fierro Gym Fight School


:GYMSF_1
03A4: name_thread 'GYMSF'
016A: fade  0 ()  0 ms
0050: gosub GYMSF_12
0169: set_fade_color  0  0  0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false GYMSF_9
0050: gosub GYMSF_647

:GYMSF_9
0050: gosub GYMSF_653
004E: end_thread
0317: increment_mission_attempts

:GYMSF_12
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_16
07CB: $PLAYER_ACTOR  0 

:GYMSF_16
0004: $2412 =  1  ;; integer values
0006: @63 =  2  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0623: add  1 to_stats  198
054C: use_GXT_table 'GYM'
0247: request_model  96
0247: request_model  203
0247: request_model  97
0247: request_model  49
0247: request_model  204

:GYMSF_26
00D6: if  24
8248:   NOT   model  96 available
8248:   NOT   model  203 available
8248:   NOT   model  97 available
8248:   NOT   model  49 available
8248:   NOT   model  204 available
004D: jump_if_false GYMSF_35
0001: wait  0 ms
0002: jump GYMSF_26

:GYMSF_35
04ED: load_animation "PARK"
04ED: load_animation "FIGHT_C"
04ED: load_animation "GYMNASIUM"

:GYMSF_38
00D6: if  22
84EE:   NOT   animation "PARK" loaded
84EE:   NOT   animation "FIGHT_C" loaded
84EE:   NOT   animation "GYMNASIUM" loaded
004D: jump_if_false GYMSF_45
0001: wait  0 ms
0002: jump GYMSF_38

:GYMSF_45
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMSF_47
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false GYMSF_52
0001: wait  0 ms
0002: jump GYMSF_47

:GYMSF_52
060A: unknown_create_entity  0 @40 
060A: unknown_create_entity  1 @57 
060A: unknown_create_entity  2 @41 
0615: @52 
0603: unknown_action_sequence -1  768.064 -41.5728  999.6865  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  358.0992 
05C9: unknown_action_sequence -1 -2 
0616: @52 
0615: @53 
0603: unknown_action_sequence -1  770.3961 -23.0853  999.5938  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  87.3049 
0605: unknown_action_sequence -1 "TAI_CHI_LOOP" "PARK"  4.0  1  0  0  0 -1 
0616: @53 
0615: @54 
05B9: unknown_action_sequence -1  1000 
0603: unknown_action_sequence -1  766.3062 -23.0554  999.5938  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  272.4196 
0605: unknown_action_sequence -1 "TAI_CHI_LOOP" "PARK"  4.0  1  0  0  0 -1 
0616: @54 
0615: @42 
05B9: unknown_action_sequence -1  1000 
0603: unknown_action_sequence -1  769.8199 -36.4933  999.6865  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  88.548 
0605: unknown_action_sequence -1 "FIGHTC_IDLE" "FIGHT_C"  4.0  1  0  0  0 -1 
0643: @42  1 
0616: @42 
0615: @43 
0603: unknown_action_sequence -1  767.057 -37.0465  999.6865  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  270.0 
0605: unknown_action_sequence -1 "FIGHTC_IDLE" "FIGHT_C"  4.0  1  0  0  0 -1 
0643: @43  1 
0616: @43 
0615: @48 
0603: unknown_action_sequence -1  768.064 -41.5728  999.6865  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  358.0992 
05C9: unknown_action_sequence -1 -2 
0643: @48  1 
0616: @48 
009A: @38 = create_actor  4  49 at  768.064 -41.5728  999.6865
0173: set_actor @38 z_angle_to  358.0992
0618: @38 @48 
060B: unknown_actor_use_entity @38 @57 
07FE: @38  6  6 
0615: @49 
0603: unknown_action_sequence -1  770.3961 -23.0853  999.5938  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  87.3049 
0605: unknown_action_sequence -1 "TAI_CHI_LOOP" "PARK"  4.0  1  0  0  0 -1 
0643: @49  1 
0616: @49 
009A: @35 = create_actor  4  96 at  770.3961 -23.0853  999.5938
0173: set_actor @35 z_angle_to  87.3049
0618: @35 @49 
060B: unknown_actor_use_entity @35 @41 
07FE: @35  6  6 
0615: @50 
05B9: unknown_action_sequence -1  1000 
0603: unknown_action_sequence -1  766.3062 -23.0554  999.5938  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  272.4196 
0605: unknown_action_sequence -1 "TAI_CHI_LOOP" "PARK"  4.0  1  0  0  0 -1 
0643: @50  1 
0616: @50 
009A: @34 = create_actor  4  97 at  766.3062 -23.0554  999.5938
0173: set_actor @34 z_angle_to  272.4196
0618: @34 @50 
060B: unknown_actor_use_entity @34 @41 
07FE: @34  6  6 
009A: @36 = create_actor  4  203 at  769.8199 -36.4933  999.6865
0173: set_actor @36 z_angle_to  95.1885
0618: @36 @42 
060B: unknown_actor_use_entity @36 @41 
07FE: @36  6  6 
009A: @37 = create_actor  4  204 at  766.1017 -37.3952  999.6865
0173: set_actor @37 z_angle_to  271.1251
0618: @37 @43 
060B: unknown_actor_use_entity @37 @41 
07FE: @37  6  6 
0050: gosub GYMSF_691
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false GYMSF_134
0005: $5349 =  0.0  ;; floating-point values

:GYMSF_134
0001: wait  0 ms
0050: gosub GYMSF_702
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false GYMSF_147
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false GYMSF_147
00D6: if  0
0611: @37 "FIGHTC_SPAR" 
004D: jump_if_false GYMSF_147
0614: @37 "FIGHTC_SPAR"  .45 
0006: @51 =  1  ;; integer values

:GYMSF_147
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false GYMSF_152
0002: jump GYMSF_647

:GYMSF_152
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  769.7938 -42.1122  999.6865 radius  2.5  2.5  4.0
004D: jump_if_false GYMSF_156
0006: @47 =  0  ;; integer values

:GYMSF_156
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_646
00D6: if  1
0039:   @47 ==  0  ;; integer values
00FE:   actor @38  0 ()near_point  768.064 -41.5728  999.6865 radius  1.0  1.0  1.2
004D: jump_if_false GYMSF_646
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point  769.7938 -42.1122  999.6865 radius  .6  .6  1.0 sphere  1
004D: jump_if_false GYMSF_166

:GYMSF_166
00D6: if  1
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_646
00D6: if  1
8118:   NOT   actor @38 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_178
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
0639: unknown_action_sequence @38 $PLAYER_ACTOR 
0639: unknown_action_sequence $PLAYER_ACTOR @38 

:GYMSF_178
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false GYMSF_190
040D: unload_wav  1
03CF: load_wav  21200 as  1

:GYMSF_183
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_188
0001: wait  0 ms
0002: jump GYMSF_183

:GYMSF_188
03D1: play_wav  1
00BC: text_highpriority 'KUNG_1'  3000 ms  1

:GYMSF_190
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false GYMSF_202
040D: unload_wav  1
03CF: load_wav  21203 as  1

:GYMSF_195
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_200
0001: wait  0 ms
0002: jump GYMSF_195

:GYMSF_200
03D1: play_wav  1
00BC: text_highpriority 'KUNG_4'  3000 ms  1

:GYMSF_202
0512: permanent_text_box 'GYM1_73'

:GYMSF_203
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_256
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GYMSF_234
0653: @59 = stat  23 (muscle)  ; float
00D6: if  0
0021:   @59 >  349.0  ;; floating-point values
004D: jump_if_false GYMSF_218
0006: @44 =  1  ;; integer values
03E6: remove_text_box
0002: jump GYMSF_257
0002: jump GYMSF_234

:GYMSF_218
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_223
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_228
0001: wait  0 ms
0002: jump GYMSF_223

:GYMSF_228
03D1: play_wav  1
00BC: text_highpriority 'KUNG_3'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @32 =  0  ;; integer values
0006: @55 =  1  ;; integer values
0002: jump GYMSF_134

:GYMSF_234
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false GYMSF_255
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_242
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_247
0001: wait  0 ms
0002: jump GYMSF_242

:GYMSF_247
03D1: play_wav  1
00BC: text_highpriority 'KUNG_2'  3000 ms  1
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_253
0618: @38 @48 

:GYMSF_253
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump GYMSF_134

:GYMSF_255
0002: jump GYMSF_203

:GYMSF_256
03E6: remove_text_box

:GYMSF_257
03E6: remove_text_box
00BE: text_clear_all
0992: $PLAYER_CHAR  0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false GYMSF_646
0050: gosub GYMSF_680
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_274
08C7: @38  771.4357 -36.9728  999.6865 
0173: set_actor @38 z_angle_to  88.1801
0223: set_actor @38 health_to  1000
08AF: @38  1000 

:GYMSF_274
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_279
08C7: $PLAYER_ACTOR  764.6453 -37.1052  999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to  273.9816

:GYMSF_279
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_286
060B: unknown_actor_use_entity @38 @41 
05E2: unknown_action_sequence @38 $PLAYER_ACTOR 
07FE: @38  6  6 
07DD: @38  100 

:GYMSF_286
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false GYMSF_292
0512: permanent_text_box 'GYM1106'

:GYMSF_292
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false GYMSF_296
0512: permanent_text_box 'GYM1_84'

:GYMSF_296
0050: gosub GYMSF_691
0006: @58 =  0  ;; integer values
00D6: if  1
03D0:   wav  4 loaded
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_303
09F1: $PLAYER_ACTOR  1115 

:GYMSF_303
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_398
0001: wait  0 ms
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false GYMSF_352
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GYMSF_317
0006: @32 =  0  ;; integer values
03E6: remove_text_box
0512: permanent_text_box 'GYM1_94'
0006: @56 =  1  ;; integer values

:GYMSF_317
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false GYMSF_337
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GYMSF_328
03E6: remove_text_box
0512: permanent_text_box 'GYM1_95'
0006: @32 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:GYMSF_328
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  2  ;; integer values
004D: jump_if_false GYMSF_336
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMSF_336
0002: jump GYMSF_345

:GYMSF_337
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GYMSF_345
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMSF_345
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  3  ;; integer values
004D: jump_if_false GYMSF_352
03E6: remove_text_box
0006: @32 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:GYMSF_352
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_359
00D6: if  0
80FE:   NOT   actor @38  0 ()near_point  768.4611 -36.6685  999.6865 radius  6.0  6.0  6.0
004D: jump_if_false GYMSF_359
0002: jump GYMSF_398

:GYMSF_359
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  768.4611 -36.6685  999.6865 radius  6.0  6.0  6.0
004D: jump_if_false GYMSF_393
0050: gosub GYMSF_680
009B: destroy_actor_instantly @38
009A: @38 = create_actor  4  49 at  768.064 -41.5728  999.6865
0173: set_actor @38 z_angle_to  358.0992
0618: @38 @48 
060B: unknown_actor_use_entity @38 @41 
07FE: @38  6  6 
009A: @36 = create_actor  4  203 at  769.8199 -36.4933  999.6865
0173: set_actor @36 z_angle_to  95.1885
0618: @36 @42 
060B: unknown_actor_use_entity @36 @41 
07FE: @36  6  6 
009A: @37 = create_actor  4  204 at  766.1017 -37.3952  999.6865
0173: set_actor @37 z_angle_to  271.1251
0618: @37 @43 
060B: unknown_actor_use_entity @37 @41 
07FE: @37  6  6 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_385
08C7: $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 (unfrozen)

:GYMSF_385
00BE: text_clear_all
03E6: remove_text_box
0050: gosub GYMSF_691
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false GYMSF_392
00BC: text_highpriority 'GYM1_92'  5000 ms  1

:GYMSF_392
0002: jump GYMSF_134

:GYMSF_393
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false GYMSF_397
0002: jump GYMSF_398

:GYMSF_397
0002: jump GYMSF_303

:GYMSF_398
03E6: remove_text_box
00D6: if  0
0038:   $8155 ==  1  ;; integer values
004D: jump_if_false GYMSF_404
0050: gosub GYMSF_680
0002: jump GYMSF_605

:GYMSF_404
0050: gosub GYMSF_680
009B: destroy_actor_instantly @38
0395: clear_area  1 at  768.1746 -36.6986  999.6865 range  5.0
009A: @38 = create_actor  4  49 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  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_415
08C7: @38  771.4357 -36.9728  999.6865 
0173: set_actor @38 z_angle_to  88.1801

:GYMSF_415
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_421
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  764.6453 -37.1052  999.6865 
0173: set_actor $PLAYER_ACTOR z_angle_to  273.9816

:GYMSF_421
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_425
060B: unknown_actor_use_entity @38  65542 

:GYMSF_425
0050: gosub GYMSF_670
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_691
00BC: text_highpriority 'KUNG_5'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  21204 as  1

:GYMSF_432
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_440
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_439

:GYMSF_439
0002: jump GYMSF_432

:GYMSF_440
03D1: play_wav  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:GYMSF_443
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMSF_451
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_450

:GYMSF_450
0002: jump GYMSF_443

:GYMSF_451
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
0006: @32 =  0  ;; integer values

:GYMSF_455
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMSF_463
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_462

:GYMSF_462
0002: jump GYMSF_455

:GYMSF_463
040D: unload_wav  1
03CF: load_wav  21205 as  1

:GYMSF_465
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_473
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_472

:GYMSF_472
0002: jump GYMSF_465

:GYMSF_473
03D1: play_wav  1
00BC: text_highpriority 'GYM1_94'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_476
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMSF_484
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_483

:GYMSF_483
0002: jump GYMSF_476

:GYMSF_484
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_488
0605: unknown_action_sequence @38 "FIGHTC_M" "FIGHT_C"  4.0  0  1  1  0 -1 

:GYMSF_488
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_492
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  1  1  0 -1 

:GYMSF_492
0006: @32 =  0  ;; integer values

:GYMSF_493
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false GYMSF_501
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_500

:GYMSF_500
0002: jump GYMSF_493

:GYMSF_501
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false GYMSF_554
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
0006: @32 =  0  ;; integer values

:GYMSF_508
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMSF_516
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_515

:GYMSF_515
0002: jump GYMSF_508

:GYMSF_516
040D: unload_wav  1
03CF: load_wav  21206 as  1

:GYMSF_518
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_526
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_525

:GYMSF_525
0002: jump GYMSF_518

:GYMSF_526
03D1: play_wav  1
00BC: text_highpriority 'GYM1_95'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_529
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMSF_537
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_536

:GYMSF_536
0002: jump GYMSF_529

:GYMSF_537
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_541
0605: unknown_action_sequence @38 "FIGHTC_G" "FIGHT_C"  4.0  0  1  1  0 -1 

:GYMSF_541
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_545
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  1  1  0 -1 

:GYMSF_545
0006: @32 =  0  ;; integer values

:GYMSF_546
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false GYMSF_554
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_553

:GYMSF_553
0002: jump GYMSF_546

:GYMSF_554
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
0006: @32 =  0  ;; integer values

:GYMSF_558
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMSF_566
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_565

:GYMSF_565
0002: jump GYMSF_558

:GYMSF_566
040D: unload_wav  1
03CF: load_wav  21207 as  1

:GYMSF_568
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMSF_576
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_575

:GYMSF_575
0002: jump GYMSF_568

:GYMSF_576
03D1: play_wav  1
00BC: text_highpriority 'GYM1_96'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMSF_579
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMSF_587
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_586

:GYMSF_586
0002: jump GYMSF_579

:GYMSF_587
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false GYMSF_592
04D7: lock_actor @38 in_current_position  1
0605: unknown_action_sequence @38 "FIGHTC_3" "FIGHT_C"  4.0  0  1  1  0 -1 

:GYMSF_592
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_596
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  0  0  1 -1 

:GYMSF_596
0006: @32 =  0  ;; integer values

:GYMSF_597
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMSF_605
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_604

:GYMSF_604
0002: jump GYMSF_597

:GYMSF_605
0050: gosub GYMSF_680
009B: destroy_actor_instantly @38
009A: @38 = create_actor  4  49 at  768.064 -41.5728  999.6865
0173: set_actor @38 z_angle_to  358.0992
0618: @38 @48 
060B: unknown_actor_use_entity @38 @41 
07FE: @38  6  6 
009A: @36 = create_actor  4  203 at  769.8199 -36.4933  999.6865
0173: set_actor @36 z_angle_to  95.1885
0618: @36 @42 
060B: unknown_actor_use_entity @36 @41 
07FE: @36  6  6 
009A: @37 = create_actor  4  204 at  766.1017 -37.3952  999.6865
0173: set_actor @37 z_angle_to  271.1251
0618: @37 @43 
060B: unknown_actor_use_entity @37 @41 
07FE: @37  6  6 
0050: gosub GYMSF_674
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_631
0792: $PLAYER_ACTOR 
08C7: $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 (unfrozen)
0373: set_camera_directly_behind_player

:GYMSF_631
0050: gosub GYMSF_691
00D6: if  0
0038:   $8154 ==  0  ;; integer values
004D: jump_if_false GYMSF_637
030C: set_mission_points +=  1
0004: $8154 =  1  ;; integer values

:GYMSF_637
00D6: if  0
0038:   $8155 ==  0  ;; integer values
004D: jump_if_false GYMSF_641
00BC: text_highpriority 'GYM1_93'  3000 ms  1

:GYMSF_641
07FE: $PLAYER_ACTOR  6  6 
0992: $PLAYER_CHAR  1 
0004: $8155 =  1  ;; integer values
0004: $8156 =  0  ;; integer values
0004: $8157 =  0  ;; integer values

:GYMSF_646
0002: jump GYMSF_134

:GYMSF_647
0051: return
01E3: text_1number_styled 'M_PASS'  30000  5000 ms  1
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:GYMSF_653
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMSF_657
07CB: $PLAYER_ACTOR  1 

:GYMSF_657
0249: release_model  96
0249: release_model  203
0249: release_model  97
0249: release_model  49
0249: release_model  204
04EF: release_animation "GYMNASIUM"
04EF: release_animation "PARK"
04EF: release_animation "FIGHT_C"
040D: unload_wav  4
0004: $2412 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GYMSF_670
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0051: return

:GYMSF_674
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:GYMSF_680
016A: fade  0 ()  500 ms

:GYMSF_681
00D6: if  0
016B:   fading
004D: jump_if_false GYMSF_690
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMSF_689
016A: fade  0 ()  1 ms

:GYMSF_689
0002: jump GYMSF_681

:GYMSF_690
0051: return

:GYMSF_691
016A: fade  1 (back)  500 ms

:GYMSF_692
00D6: if  0
016B:   fading
004D: jump_if_false GYMSF_697
0001: wait  0 ms
0002: jump GYMSF_692

:GYMSF_697
0051: return
040D: unload_wav  1
03CF: load_wav @62 as  1
0006: @63 =  0  ;; integer values
0051: return

:GYMSF_702
00D6: if  1
03D0:   wav  1 loaded
0039:   @63 ==  0  ;; integer values
004D: jump_if_false GYMSF_709
03D1: play_wav  1
00BC: text_highpriority s@60  10000 ms  1
0006: @63 =  1  ;; integer values

:GYMSF_709
00D6: if  1
03D2:   wav  1 ended
0039:   @63 ==  1  ;; integer values
004D: jump_if_false GYMSF_716
040D: unload_wav  1
03D5: remove_text s@60
0006: @63 =  2  ;; integer values

:GYMSF_716
0051: return

;-------------Mission 116---------------
; Originally: Las Venturas Gym Fight School


:GYMLV_1
03A4: name_thread 'GYMLV'
0050: gosub GYMLV_11
0169: set_fade_color  0  0  0
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false GYMLV_8
0050: gosub GYMLV_639

:GYMLV_8
0050: gosub GYMLV_645
004E: end_thread
0317: increment_mission_attempts

:GYMLV_11
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_15
07CB: $PLAYER_ACTOR  0 

:GYMLV_15
0004: $2412 =  1  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0623: add  1 to_stats  198
054C: use_GXT_table 'GYM'
0247: request_model  80
0247: request_model  81
0247: request_model  19
04ED: load_animation "RIOT"
04ED: load_animation "FIGHT_D"
04ED: load_animation "GYMNASIUM"
04ED: load_animation "INT_SHOP"
038B: load_requested_models

:GYMLV_27
00D6: if  22
84EE:   NOT   animation "GYMNASIUM" loaded
8248:   NOT   model  80 available
8248:   NOT   model  81 available
004D: jump_if_false GYMLV_34
0001: wait  0 ms
0002: jump GYMLV_27

:GYMLV_34
00D6: if  23
8248:   NOT   model  19 available
84EE:   NOT   animation "RIOT" loaded
84EE:   NOT   animation "FIGHT_D" loaded
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false GYMLV_42
0001: wait  0 ms
0002: jump GYMLV_34

:GYMLV_42
060A: unknown_create_entity  0 @41 
060A: unknown_create_entity  2 @51 
0746:  4  24  0 
0615: @63 
0605: unknown_action_sequence -1 "RIOT_SHOUT" "RIOT"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05B9: unknown_action_sequence -1  1000 
0643: @63  1 
0616: @63 
0615: @64 
05B9: unknown_action_sequence -1  500 
0605: unknown_action_sequence -1 "RIOT_SHOUT" "RIOT"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0643: @64  1 
0616: @64 
0615: @65 
05B9: unknown_action_sequence -1  750 
0605: unknown_action_sequence -1 "RIOT_SHOUT" "RIOT"  4.0  0  0  0  0 -1 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
0643: @65  1 
0616: @65 
0615: @52 
0603: unknown_action_sequence -1  773.8429 -61.5409  999.7184  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  93.0279 
0605: unknown_action_sequence -1 "GYMSHADOWBOX" "GYMNASIUM"  4.0  1  0  0  0 -1 
0616: @52 
0615: @53 
0603: unknown_action_sequence -1  771.2518 -69.3033  999.6562  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  85.5162 
0616: @53 
0615: @54 
0603: unknown_action_sequence -1  762.3508 -78.2144  999.6562  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  359.2498 
0605: unknown_action_sequence -1 "SHOP_PAY" "INT_SHOP"  4.0  1  0  0  0 -1 
0616: @54 
0615: @48 
0603: unknown_action_sequence -1  762.3508 -78.2144  999.6562  4 -1 
05D4: unknown_action_sequence -1 unknown_angle  359.2498 
0605: unknown_action_sequence -1 "SHOP_PAY" "INT_SHOP"  4.0  1  0  0  0 -1 
0643: @48  1 
0616: @48 
009A: @34 = create_actor  4  81 at  762.3508 -78.2144  999.6562
0173: set_actor @34 z_angle_to  359.2498
060B: unknown_actor_use_entity @34 @51 
0618: @34 @48 
07FE: @34  7  6 
009A: @36 = create_actor  4  81 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  80 at  767.1087 -67.9132  1000.569
0173: set_actor @37 z_angle_to  129.3961
060B: unknown_actor_use_entity @37 @41 
0615: @42 
05B9: unknown_action_sequence -1  1000 
0605: unknown_action_sequence -1 "GYMSHADOWBOX" "GYMNASIUM"  4.0  1  0  0  0 -1 
0616: @42 
0615: @43 
0605: unknown_action_sequence -1 "GYMSHADOWBOX" "GYMNASIUM"  4.0  1  0  0  0 -1 
0616: @43 
0618: @36 @42 
0618: @37 @43 
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMLV_105
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false GYMLV_110
0001: wait  0 ms
0002: jump GYMLV_105

:GYMLV_110
0006: @62 =  2  ;; integer values
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false GYMLV_116
0005: $5349 =  0.0  ;; floating-point values

:GYMLV_116
0001: wait  0 ms
0050: gosub GYMLV_693
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false GYMLV_139
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false GYMLV_130
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false GYMLV_130
0792: @37 
05C5: unknown_action_sequence @37 -2 
0006: @57 =  1  ;; integer values

:GYMLV_130
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false GYMLV_139
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false GYMLV_139
0792: @36 
05C5: unknown_action_sequence @36 -2 
0006: @57 =  1  ;; integer values

:GYMLV_139
09E8: $ACTIVE_INTERIOR = actor $PLAYER_ACTOR active_interior
00D6: if  0
0038:   $ACTIVE_INTERIOR ==  0  ;; integer values
004D: jump_if_false GYMLV_144
0002: jump GYMLV_639

:GYMLV_144
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  763.3589 -76.7606  999.6562 radius  2.5  2.5  4.0
004D: jump_if_false GYMLV_148
0006: @45 =  0  ;; integer values

:GYMLV_148
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLV_638
00D6: if  1
0039:   @45 ==  0  ;; integer values
00FE:   actor @34  0 ()near_point  762.3508 -78.2144  999.6562 radius  1.0  1.0  1.2
004D: jump_if_false GYMLV_638
00D6: if  0
0101:   actor $PLAYER_ACTOR stopped_near_point  763.3589 -76.7606  999.6562 radius  .6  .6  1.0 sphere  1
004D: jump_if_false GYMLV_158

:GYMLV_158
00D6: if  1
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_638
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_171
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0792: $PLAYER_ACTOR 
0687: @34 
0639: unknown_action_sequence @34 $PLAYER_ACTOR 
0639: unknown_action_sequence $PLAYER_ACTOR @34 

:GYMLV_171
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false GYMLV_183
040D: unload_wav  1
03CF: load_wav  43400 as  1

:GYMLV_176
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_181
0001: wait  0 ms
0002: jump GYMLV_176

:GYMLV_181
03D1: play_wav  1
00BC: text_highpriority 'WBOX_1'  3000 ms  1

:GYMLV_183
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false GYMLV_195
040D: unload_wav  1
03CF: load_wav  43403 as  1

:GYMLV_188
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_193
0001: wait  0 ms
0002: jump GYMLV_188

:GYMLV_193
03D1: play_wav  1
00BC: text_highpriority 'WBOX_4'  3000 ms  1

:GYMLV_195
0512: permanent_text_box 'GYM1_73'

:GYMLV_196
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_245
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GYMLV_227
0653: @58 = stat  23 (muscle)  ; float
00D6: if  0
0021:   @58 >  349.0  ;; floating-point values
004D: jump_if_false GYMLV_211
0006: @44 =  1  ;; integer values
03E6: remove_text_box
0002: jump GYMLV_246
0002: jump GYMLV_227

:GYMLV_211
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_216
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_221
0001: wait  0 ms
0002: jump GYMLV_216

:GYMLV_221
03D1: play_wav  1
00BC: text_highpriority 'WBOX_3'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @32 =  0  ;; integer values
0006: @55 =  1  ;; integer values
0002: jump GYMLV_116

:GYMLV_227
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false GYMLV_244
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_235
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_240
0001: wait  0 ms
0002: jump GYMLV_235

:GYMLV_240
03D1: play_wav  1
00BC: text_highpriority 'WBOX_2'  3000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump GYMLV_116

:GYMLV_244
0002: jump GYMLV_196

:GYMLV_245
03E6: remove_text_box

:GYMLV_246
03E6: remove_text_box
00BE: text_clear_all
0992: $PLAYER_CHAR  0 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false GYMLV_638
0050: gosub GYMLV_671
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @34
009A: @36 = create_actor  4  80 at  767.9493 -64.6707  999.6562
0173: set_actor @36 z_angle_to  166.9465
0618: @36 @63 
009A: @37 = create_actor  4  81 at  770.7913 -67.3238  999.6562
0173: set_actor @37 z_angle_to  90.0184
0618: @37 @64 
009A: @38 = create_actor  4  80 at  770.4339 -69.5049  999.6562
0173: set_actor @38 z_angle_to  91.3393
0618: @38 @65 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_283
0792: $PLAYER_ACTOR 
009A: @34 = create_actor  24  81 at  768.2548 -67.2063  1000.569
0173: set_actor @34 z_angle_to  145.0
0223: set_actor @34 health_to  1000
08AF: @34  1000 
08C7: $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: unknown_action_sequence @34 $PLAYER_ACTOR 
07FE: @34  7  6 
07DD: @34  100 
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0050: gosub GYMLV_682

:GYMLV_283
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false GYMLV_288
0512: permanent_text_box 'GYM1101'

:GYMLV_288
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false GYMLV_292
0512: permanent_text_box 'GYM1_84'

:GYMLV_292
0050: gosub GYMLV_682
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  1
03D0:   wav  4 loaded
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_299
09F1: $PLAYER_ACTOR  1115 

:GYMLV_299
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_390
0001: wait  0 ms
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false GYMLV_348
00D6: if  0
0039:   @56 ==  0  ;; integer values
004D: jump_if_false GYMLV_313
0006: @32 =  0  ;; integer values
03E6: remove_text_box
0512: permanent_text_box 'GYM1_94'
0006: @56 =  1  ;; integer values

:GYMLV_313
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false GYMLV_333
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GYMLV_324
03E6: remove_text_box
0512: permanent_text_box 'GYM1_95'
0006: @32 =  0  ;; integer values
0006: @56 =  2  ;; integer values

:GYMLV_324
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  2  ;; integer values
004D: jump_if_false GYMLV_332
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLV_332
0002: jump GYMLV_341

:GYMLV_333
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  1  ;; integer values
004D: jump_if_false GYMLV_341
03E6: remove_text_box
0512: permanent_text_box 'GYM1_96'
0006: @32 =  0  ;; integer values
0006: @56 =  3  ;; integer values

:GYMLV_341
00D6: if  1
0019:   @32 >  6000  ;; integer values
0039:   @56 ==  3  ;; integer values
004D: jump_if_false GYMLV_348
03E6: remove_text_box
0006: @32 =  0  ;; integer values
0006: @56 =  0  ;; integer values

:GYMLV_348
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_352
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75

:GYMLV_352
00D6: if  0
0118:   actor @34 dead
004D: jump_if_false GYMLV_356
0002: jump GYMLV_390

:GYMLV_356
00D6: if  0
0022:    1000.7 > $75  ;; floating-point values
004D: jump_if_false GYMLV_389
0050: gosub GYMLV_671
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
009B: destroy_actor_instantly @38
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_370
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  762.854 -69.5929  999.6562 
0173: set_actor $PLAYER_ACTOR z_angle_to  103.4243

:GYMLV_370
009A: @34 = create_actor  4  81 at  762.3508 -78.2144  999.6562
0173: set_actor @34 z_angle_to  359.2498
060B: unknown_actor_use_entity @34 @41 
0618: @34 @48 
07FE: @34  7  6 
009A: @36 = create_actor  4  81 at  766.2026 -69.2071  1000.569
0173: set_actor @36 z_angle_to  330.7023
0618: @36 @42 
009A: @37 = create_actor  4  80 at  767.1087 -67.9132  1000.569
0173: set_actor @37 z_angle_to  129.3961
0618: @37 @43 
00BE: text_clear_all
03E6: remove_text_box
0050: gosub GYMLV_682
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false GYMLV_388
00BC: text_highpriority 'GYM1_92'  5000 ms  1

:GYMLV_388
0002: jump GYMLV_116

:GYMLV_389
0002: jump GYMLV_299

:GYMLV_390
03E6: remove_text_box
00D6: if  0
0038:   $8157 ==  1  ;; integer values
004D: jump_if_false GYMLV_395
0002: jump GYMLV_599

:GYMLV_395
0050: gosub GYMLV_671
0050: gosub GYMLV_661
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  81 at  768.2548 -67.2063  1000.569
060B: unknown_actor_use_entity @34 @41 
07FE: @34  7  6 
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_415
0792: $PLAYER_ACTOR 
0687: @34 
08C7: $PLAYER_ACTOR  764.8033 -70.2273  1000.569 
08C7: @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_415
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_682
00BC: text_highpriority 'WBOX_5'  4000 ms  1
040D: unload_wav  1
03CF: load_wav  43404 as  1

:GYMLV_421
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_429
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_428

:GYMLV_428
0002: jump GYMLV_421

:GYMLV_429
03D1: play_wav  1
0001: wait  1000 ms
0006: @32 =  0  ;; integer values

:GYMLV_432
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLV_440
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_439

:GYMLV_439
0002: jump GYMLV_432

:GYMLV_440
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
0006: @32 =  0  ;; integer values

:GYMLV_444
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLV_452
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_451

:GYMLV_451
0002: jump GYMLV_444

:GYMLV_452
040D: unload_wav  1
03CF: load_wav  43405 as  1

:GYMLV_454
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_462
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_461

:GYMLV_461
0002: jump GYMLV_454

:GYMLV_462
03D1: play_wav  1
00BC: text_highpriority 'GYM1_94'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_465
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMLV_473
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_472

:GYMLV_472
0002: jump GYMLV_465

:GYMLV_473
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLV_477
0605: unknown_action_sequence @34 "FIGHTD_M" "FIGHT_D"  4.0  0  1  1  0 -1 

:GYMLV_477
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_481
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  1  1  0 -1 

:GYMLV_481
0006: @32 =  0  ;; integer values

:GYMLV_482
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false GYMLV_490
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_489

:GYMLV_489
0002: jump GYMLV_482

:GYMLV_490
00D6: if  0
840C:   NOT   is_german_game
004D: jump_if_false GYMLV_543
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
0006: @32 =  0  ;; integer values

:GYMLV_497
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLV_505
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_504

:GYMLV_504
0002: jump GYMLV_497

:GYMLV_505
040D: unload_wav  1
03CF: load_wav  43406 as  1

:GYMLV_507
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_515
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_514

:GYMLV_514
0002: jump GYMLV_507

:GYMLV_515
03D1: play_wav  1
00BC: text_highpriority 'GYM1_95'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_518
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMLV_526
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_525

:GYMLV_525
0002: jump GYMLV_518

:GYMLV_526
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLV_530
0605: unknown_action_sequence @34 "FIGHTD_G" "FIGHT_D"  4.0  0  1  1  0 -1 

:GYMLV_530
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_534
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  1  1  0 -1 

:GYMLV_534
0006: @32 =  0  ;; integer values

:GYMLV_535
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false GYMLV_543
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_542

:GYMLV_542
0002: jump GYMLV_535

:GYMLV_543
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
00D6: if  1
8118:   NOT   actor @34 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_551
0639: unknown_action_sequence @34 $PLAYER_ACTOR 

:GYMLV_551
0006: @32 =  0  ;; integer values

:GYMLV_552
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLV_560
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_559

:GYMLV_559
0002: jump GYMLV_552

:GYMLV_560
040D: unload_wav  1
03CF: load_wav  43407 as  1

:GYMLV_562
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false GYMLV_570
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_569

:GYMLV_569
0002: jump GYMLV_562

:GYMLV_570
03D1: play_wav  1
00BC: text_highpriority 'GYM1_96'  4000 ms  1
0006: @32 =  0  ;; integer values

:GYMLV_573
00D6: if  0
001B:    4000 > @32  ;; integer values
004D: jump_if_false GYMLV_581
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_580

:GYMLV_580
0002: jump GYMLV_573

:GYMLV_581
00D6: if  0
8118:   NOT   actor @34 dead
004D: jump_if_false GYMLV_586
04D7: lock_actor @34 in_current_position  1
0605: unknown_action_sequence @34 "FIGHTD_3" "FIGHT_D"  4.0  0  1  1  0 -1 

:GYMLV_586
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_590
0605: unknown_action_sequence $PLAYER_ACTOR "FUCKU" "PED"  4.0  0  0  0  1 -1 

:GYMLV_590
0006: @32 =  0  ;; integer values

:GYMLV_591
00D6: if  0
001B:    2000 > @32  ;; integer values
004D: jump_if_false GYMLV_599
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_598

:GYMLV_598
0002: jump GYMLV_591

:GYMLV_599
0050: gosub GYMLV_671
00D6: if  0
0038:   $8158 ==  0  ;; integer values
004D: jump_if_false GYMLV_605
030C: set_mission_points +=  1
0004: $8158 =  1  ;; integer values

:GYMLV_605
009B: destroy_actor_instantly @34
009B: destroy_actor_instantly @36
009B: destroy_actor_instantly @37
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_614
0792: $PLAYER_ACTOR 
08C7: $PLAYER_ACTOR  762.854 -69.5929  999.6562 
0173: set_actor $PLAYER_ACTOR z_angle_to  103.4243

:GYMLV_614
009A: @34 = create_actor  4  81 at  762.3508 -78.2144  999.6562
0173: set_actor @34 z_angle_to  359.2498
060B: unknown_actor_use_entity @34 @51 
0618: @34 @48 
07FE: @34  7  6 
009A: @36 = create_actor  4  81 at  766.2026 -69.2071  1000.569
0173: set_actor @36 z_angle_to  330.7023
0618: @36 @42 
060B: unknown_actor_use_entity @36 @41 
009A: @37 = create_actor  4  80 at  767.1087 -67.9132  1000.569
0173: set_actor @37 z_angle_to  129.3961
0618: @37 @43 
060B: unknown_actor_use_entity @37 @41 
0050: gosub GYMLV_665
0050: gosub GYMLV_682
07FE: $PLAYER_ACTOR  7  6 
00D6: if  0
0038:   $8157 ==  0  ;; integer values
004D: jump_if_false GYMLV_634
00BC: text_highpriority 'GYM1_93'  3000 ms  1

:GYMLV_634
0004: $8155 =  0  ;; integer values
0004: $8156 =  0  ;; integer values
0004: $8157 =  1  ;; integer values
0992: $PLAYER_CHAR  1 

:GYMLV_638
0002: jump GYMLV_116

:GYMLV_639
0051: return
01E3: text_1number_styled 'M_PASS'  30000  5000 ms  1
0109: player $PLAYER_CHAR money +=  30000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
0051: return

:GYMLV_645
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMLV_649
07CB: $PLAYER_ACTOR  1 

:GYMLV_649
0249: release_model  80
0249: release_model  81
0249: release_model  19
04EF: release_animation "GYMNASIUM"
04EF: release_animation "RIOT"
04EF: release_animation "FIGHT_D"
04EF: release_animation "INT_SHOP"
040D: unload_wav  4
0004: $2412 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:GYMLV_661
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
0051: return

:GYMLV_665
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0051: return

:GYMLV_671
016A: fade  0 ()  500 ms

:GYMLV_672
00D6: if  0
016B:   fading
004D: jump_if_false GYMLV_681
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMLV_680
016A: fade  0 ()  1 ms

:GYMLV_680
0002: jump GYMLV_672

:GYMLV_681
0051: return

:GYMLV_682
016A: fade  1 (back)  500 ms

:GYMLV_683
00D6: if  0
016B:   fading
004D: jump_if_false GYMLV_688
0001: wait  0 ms
0002: jump GYMLV_683

:GYMLV_688
0051: return
040D: unload_wav  1
03CF: load_wav @61 as  1
0006: @62 =  0  ;; integer values
0051: return

:GYMLV_693
00D6: if  1
03D0:   wav  1 loaded
0039:   @62 ==  0  ;; integer values
004D: jump_if_false GYMLV_700
03D1: play_wav  1
00BC: text_highpriority s@59  10000 ms  1
0006: @62 =  1  ;; integer values

:GYMLV_700
00D6: if  1
03D2:   wav  1 ended
0039:   @62 ==  1  ;; integer values
004D: jump_if_false GYMLV_707
040D: unload_wav  1
03D5: remove_text s@59
0006: @62 =  2  ;; integer values

:GYMLV_707
0051: return

;-------------Mission 117---------------
; Originally: Trucking


:TRUCK_1
03A4: name_thread 'TRUCK'
0050: gosub TRUCK_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false TRUCK_7
0050: gosub TRUCK_1755

:TRUCK_7
0050: gosub TRUCK_1797
004E: end_thread

:TRUCK_9
00D6: if  0
0038:   $1492 ==  0  ;; integer values
004D: jump_if_false TRUCK_13
0317: increment_mission_attempts

:TRUCK_13
0004: $ON_MISSION =  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  0
0039:   @36 == -99  ;; integer values
004D: jump_if_false TRUCK_40
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: @74 = create_car  514 at  0.0  0.0  0.0
00A5: @75 = create_car  584 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_40
054C: use_GXT_table 'TRUCK'
00D6: if  0
0028:   $8159 >=  6  ;; integer values
004D: jump_if_false TRUCK_60
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
001A:    2 > $ISLANDS_UNLOCKED  ;; integer values
004D: jump_if_false TRUCK_60
00BC: text_highpriority 'TRK_H17'  5000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRUCK_56
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639  .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 (unfrozen)

:TRUCK_56
016A: fade  1 (back)  500 ms
0001: wait  5000 ms
0A2D:  1 
0051: return

:TRUCK_60
00D6: if  0
0028:   $8159 >=  4  ;; integer values
004D: jump_if_false TRUCK_79
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
001A:    1 > $ISLANDS_UNLOCKED  ;; integer values
004D: jump_if_false TRUCK_79
00BC: text_highpriority 'TRK_H18'  5000 ms  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRUCK_75
00A1: put_actor $PLAYER_ACTOR at -76.9664 -1134.639  .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 (unfrozen)

:TRUCK_75
016A: fade  1 (back)  500 ms
0001: wait  5000 ms
0A2D:  1 
0051: return

:TRUCK_79
0050: gosub TRUCK_1641
0050: gosub TRUCK_1642
0001: wait  100 ms

:TRUCK_82
0001: wait  0 ms
0050: gosub TRUCK_1326
0050: gosub TRUCK_1372
00D6: if  21
0039:   @40 ==  1  ;; integer values
0039:   @41 ==  1  ;; integer values
004D: jump_if_false TRUCK_90
0002: jump TRUCK_121

:TRUCK_90
0050: gosub TRUCK_1624
0050: gosub TRUCK_1630
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false TRUCK_97
0006: @39 =  1  ;; integer values
0002: jump TRUCK_121

:TRUCK_97
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false TRUCK_101
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TRUCK_101
00D6: if  0
0039:   @36 ==  1  ;; integer values
004D: jump_if_false TRUCK_105
0050: gosub TRUCK_149

:TRUCK_105
00D6: if  0
0039:   @36 ==  2  ;; integer values
004D: jump_if_false TRUCK_109
0050: gosub TRUCK_182

:TRUCK_109
00D6: if  0
0039:   @36 ==  3  ;; integer values
004D: jump_if_false TRUCK_113
0006: @38 =  1  ;; integer values

:TRUCK_113
00D6: if  0
0039:   @36 ==  50  ;; integer values
004D: jump_if_false TRUCK_117
0050: gosub TRUCK_320

:TRUCK_117
00D6: if  0
0039:   @36 ==  51  ;; integer values
004D: jump_if_false TRUCK_121
0006: @40 =  1  ;; integer values

:TRUCK_121
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false TRUCK_146
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false TRUCK_143
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false TRUCK_132
0002: jump TRUCK_82
0002: jump TRUCK_142

:TRUCK_132
0050: gosub TRUCK_1795
00D6: if  0
0039:   @114 ==  1  ;; integer values
004D: jump_if_false TRUCK_141
0006: @38 =  0  ;; integer values
0006: @36 =  50  ;; integer values
0006: @37 =  0  ;; integer values
0006: @114 =  0  ;; integer values
0002: jump TRUCK_82

:TRUCK_141
0051: return

:TRUCK_142
0002: jump TRUCK_145

:TRUCK_143
0050: gosub TRUCK_1755
0051: return

:TRUCK_145
0002: jump TRUCK_147

:TRUCK_146
0051: return

:TRUCK_147
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return

:TRUCK_149
00D6: if  21
0119:   car @75 wrecked
0119:   car @74 wrecked
004D: jump_if_false TRUCK_156
0006: @39 =  1  ;; integer values
0006: @89 =  3  ;; integer values
0051: return

:TRUCK_156
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false TRUCK_169
04F7: status_text $8160  0 line  1 'TRK_CSH'
008A: $8160 = @91  ;; integer values and handles
0085: @83 = @91  ;; integer values and handles
0050: gosub TRUCK_441
0050: gosub TRUCK_456
0050: gosub TRUCK_568
0186: @77 = create_marker_above_car @74
07E0: @77  1 
0006: @113 =  0  ;; integer values
000A: @37 +=  1  ;; integer values

:TRUCK_169
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false TRUCK_177
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @74
004D: jump_if_false TRUCK_177
0164: disable_marker @77
0006: @37 =  99  ;; integer values

:TRUCK_177
00D6: if  0
0039:   @37 ==  99  ;; integer values
004D: jump_if_false TRUCK_181
0050: gosub TRUCK_1636

:TRUCK_181
0051: return

:TRUCK_182
00D6: if  21
0119:   car @74 wrecked
0119:   car @75 wrecked
004D: jump_if_false TRUCK_189
0006: @39 =  1  ;; integer values
0006: @89 =  3  ;; integer values
0051: return

:TRUCK_189
00D6: if  0
0039:   @113 ==  0  ;; integer values
004D: jump_if_false TRUCK_197
0050: gosub TRUCK_571
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false TRUCK_197
0051: return

:TRUCK_197
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false TRUCK_219
018A: @76 = create_checkpoint_at @102 @103 @104
0168: show_on_radar @76  4
0006: @106 =  0  ;; integer values
0050: gosub TRUCK_672
0871: init_jump_table @88 total_jumps  6  1 TRUCK_217 jumps  1 TRUCK_205  2 TRUCK_207  3 TRUCK_209  4 TRUCK_211  5 TRUCK_213  6 TRUCK_215 -1 TRUCK_218 

:TRUCK_205
00BC: text_highpriority 'TRK_H6'  15000 ms  1
0002: jump TRUCK_218

:TRUCK_207
00BC: text_highpriority 'TRK_H7'  15000 ms  1
0002: jump TRUCK_218

:TRUCK_209
00BC: text_highpriority 'TRK_H12'  15000 ms  1
0002: jump TRUCK_218

:TRUCK_211
00BC: text_highpriority 'TRK_H9'  15000 ms  1
0002: jump TRUCK_218

:TRUCK_213
00BC: text_highpriority 'TRK_H11'  15000 ms  1
0002: jump TRUCK_218

:TRUCK_215
00BC: text_highpriority 'TRK_H10'  15000 ms  1
0002: jump TRUCK_218

:TRUCK_217
0662: write_debug_message "UNKNOWN_MISSION_TYPE" 

:TRUCK_218
000A: @37 +=  1  ;; integer values

:TRUCK_219
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false TRUCK_246
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  21
00B1:   car @75  1 (in-sphere)in_cube @63 @64 @65 @66 @67 @68
00B1:   car @74  0 ()in_cube @63 @64 @65 @66 @67 @68
004D: jump_if_false TRUCK_246
00D6: if  1
00DB:   actor $PLAYER_ACTOR in_car @74
07AB:   car @75 attached_to_car @74 
004D: jump_if_false TRUCK_246
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @113 =  1  ;; integer values
000A: @81 +=  15000  ;; integer values
000A: @37 +=  1  ;; integer values

:TRUCK_246
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false TRUCK_257
00D6: if  1
01C1:   car @75 stopped
01C1:   car @74 stopped
004D: jump_if_false TRUCK_257
0519: unknown_car @74 flag  1
05CD: unknown_action_sequence $PLAYER_ACTOR @74 
0050: gosub TRUCK_1768
000A: @37 +=  1  ;; integer values

:TRUCK_257
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false TRUCK_267
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @74
004D: jump_if_false TRUCK_267
0508: @74
020A: set_car @74 door_status_to  2
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @37 =  99  ;; integer values

:TRUCK_267
0050: gosub TRUCK_839
0050: gosub TRUCK_863
0050: gosub TRUCK_899
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false TRUCK_274
0050: gosub TRUCK_929

:TRUCK_274
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false TRUCK_294
0007: @59 = -76.1692  ;; floating-point values
0007: @60 = -1128.963  ;; floating-point values
0007: @61 =  .0781  ;; floating-point values
00D6: if  1
01AF:   car @75  0 ()near_point @59 @60 @61 radius  40.0  40.0  40.0
81AF:   NOT   car @75  0 ()near_point @59 @60 @61 radius  20.0  20.0  20.0
004D: jump_if_false TRUCK_294
01EB: set_car_density_to  1.0
00D6: if  0
0039:   @88 ==  4  ;; integer values
004D: jump_if_false TRUCK_289
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:TRUCK_289
00D6: if  0
0039:   @88 ==  6  ;; integer values
004D: jump_if_false TRUCK_293
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4

:TRUCK_293
0006: @106 =  1  ;; integer values

:TRUCK_294
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false TRUCK_307
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false TRUCK_302
00BC: text_highpriority 'TRK_H14'  6000 ms  1
0006: @110 =  0  ;; integer values

:TRUCK_302
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false TRUCK_307
00BC: text_highpriority 'TRK_H15'  6000 ms  1
0006: @111 =  0  ;; integer values

:TRUCK_307
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false TRUCK_315
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false TRUCK_315
00BC: text_highpriority 'TRK_H16'  7000 ms  1
0006: @112 =  0  ;; integer values

:TRUCK_315
00D6: if  0
0039:   @37 ==  99  ;; integer values
004D: jump_if_false TRUCK_319
0050: gosub TRUCK_1636

:TRUCK_319
0051: return

:TRUCK_320
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false TRUCK_330
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_330
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false TRUCK_340
00D6: if  0
001D:   @47 > @82  ;; integer values  
004D: jump_if_false TRUCK_340
016A: fade  0 ()  500 ms
0085: @82 = @47  ;; integer values and handles
000A: @82 +=  500  ;; integer values
000A: @37 +=  1  ;; integer values

:TRUCK_340
00D6: if  0
0039:   @37 ==  2  ;; integer values
004D: jump_if_false TRUCK_365
00D6: if  1
001D:   @47 > @82  ;; integer values  
816B:   NOT   fading
004D: jump_if_false TRUCK_365
04A6: $1933 = create_asset_money_pickup_at -82.2693 -1135.526  .5847 money $1934 $1934
02A3: toggle_widescreen  1 (on)
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TRUCK_354
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at -47.0873 -1122.146  .4453
0002: jump TRUCK_355

:TRUCK_354
00A1: put_actor $PLAYER_ACTOR at -47.0873 -1122.146  .4453

:TRUCK_355
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 (true)
03F4:  0 (clear) cars_can_be_damaged
0A0B: -96.3779 -1125.262  .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_365
00D6: if  0
0039:   @37 ==  3  ;; integer values
004D: jump_if_false TRUCK_376
00D6: if  0
001D:   @47 > @82  ;; integer values  
004D: jump_if_false TRUCK_376
016A: fade  1 (back)  500 ms
00BA: text_styled 'ASS_ACQ'  5000 ms  6
0085: @82 = @47  ;; integer values and handles
000A: @82 +=  5000  ;; integer values
000A: @37 +=  1  ;; integer values

:TRUCK_376
00D6: if  0
0039:   @37 ==  4  ;; integer values
004D: jump_if_false TRUCK_388
00D6: if  0
001D:   @47 > @82  ;; integer values  
004D: jump_if_false TRUCK_388
015F: set_camera_position -83.7387 -1133.793  .9871  0.0  0.0  0.0
0160: point_camera -82.9525 -1134.41  .9592  2
01E5: text_1number_highpriority 'ASS_LUV' $1934  6000 ms  1
0085: @82 = @47  ;; integer values and handles
000A: @82 +=  6000  ;; integer values
000A: @37 +=  1  ;; integer values

:TRUCK_388
00D6: if  0
0039:   @37 ==  5  ;; integer values
004D: jump_if_false TRUCK_398
00D6: if  0
001D:   @47 > @82  ;; integer values  
004D: jump_if_false TRUCK_398
016A: fade  0 ()  500 ms
0085: @82 = @47  ;; integer values and handles
000A: @82 +=  500  ;; integer values
000A: @37 +=  1  ;; integer values

:TRUCK_398
00D6: if  0
0039:   @37 ==  6  ;; integer values
004D: jump_if_false TRUCK_414
00D6: if  1
001D:   @47 > @82  ;; integer values  
816B:   NOT   fading
004D: jump_if_false TRUCK_414
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 (off)
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_414
00D6: if  0
0039:   @37 ==  7  ;; integer values
004D: jump_if_false TRUCK_425
00D6: if  0
001D:   @47 > @82  ;; integer values  
004D: jump_if_false TRUCK_425
00BC: text_highpriority 'TRK_P2'  10000 ms  1
016A: fade  1 (back)  500 ms
0085: @82 = @47  ;; integer values and handles
000A: @82 +=  500  ;; integer values
000A: @37 +=  1  ;; integer values

:TRUCK_425
00D6: if  0
0039:   @37 ==  8  ;; integer values
004D: jump_if_false TRUCK_436
00D6: if  1
001D:   @47 > @82  ;; integer values  
816B:   NOT   fading
004D: jump_if_false TRUCK_436
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @37 =  99  ;; integer values

:TRUCK_436
00D6: if  0
0039:   @37 ==  99  ;; integer values
004D: jump_if_false TRUCK_440
0050: gosub TRUCK_1636

:TRUCK_440
0051: return

:TRUCK_441
0871: init_jump_table @88 total_jumps  6  1 TRUCK_454 jumps  1 TRUCK_442  2 TRUCK_444  3 TRUCK_446  4 TRUCK_448  5 TRUCK_450  6 TRUCK_452 -1 TRUCK_455 

:TRUCK_442
05AA: s@98 = 'TRK_MND'  ;; 8-byte strings
0002: jump TRUCK_455

:TRUCK_444
05AA: s@98 = 'TRK_MNT'  ;; 8-byte strings
0002: jump TRUCK_455

:TRUCK_446
05AA: s@98 = 'TRK_MFD'  ;; 8-byte strings
0002: jump TRUCK_455

:TRUCK_448
05AA: s@98 = 'TRK_MI'  ;; 8-byte strings
0002: jump TRUCK_455

:TRUCK_450
05AA: s@98 = 'TRK_MTD'  ;; 8-byte strings
0002: jump TRUCK_455

:TRUCK_452
05AA: s@98 = 'TRK_MHI'  ;; 8-byte strings
0002: jump TRUCK_455

:TRUCK_454
0662: write_debug_message "UNKNOWN_MISSION_TYPE_ID" 

:TRUCK_455
0051: return

:TRUCK_456
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false TRUCK_468
0871: init_jump_table @87 total_jumps  4  0 TRUCK_468 jumps  0 TRUCK_460  1 TRUCK_462  2 TRUCK_464  3 TRUCK_466 -1 TRUCK_468 -1 TRUCK_468 -1 TRUCK_468 

:TRUCK_460
05AA: s@100 = 'TRK_CE0'  ;; 8-byte strings
0002: jump TRUCK_468

:TRUCK_462
05AA: s@100 = 'TRK_CE1'  ;; 8-byte strings
0002: jump TRUCK_468

:TRUCK_464
05AA: s@100 = 'TRK_CE2'  ;; 8-byte strings
0002: jump TRUCK_468

:TRUCK_466
05AA: s@100 = 'TRK_CE3'  ;; 8-byte strings
0002: jump TRUCK_468

:TRUCK_468
00D6: if  0
0039:   @86 ==  2  ;; integer values
004D: jump_if_false TRUCK_476
0871: init_jump_table @87 total_jumps  2  0 TRUCK_476 jumps  0 TRUCK_472  1 TRUCK_474 -1 TRUCK_476 -1 TRUCK_476 -1 TRUCK_476 -1 TRUCK_476 -1 TRUCK_476 

:TRUCK_472
05AA: s@100 = 'TRK_CE4'  ;; 8-byte strings
0002: jump TRUCK_476

:TRUCK_474
05AA: s@100 = 'TRK_CE5'  ;; 8-byte strings
0002: jump TRUCK_476

:TRUCK_476
00D6: if  0
0039:   @86 ==  3  ;; integer values
004D: jump_if_false TRUCK_488
0871: init_jump_table @87 total_jumps  4  0 TRUCK_488 jumps  0 TRUCK_480  1 TRUCK_482  2 TRUCK_484  3 TRUCK_486 -1 TRUCK_488 -1 TRUCK_488 -1 TRUCK_488 

:TRUCK_480
05AA: s@100 = 'TRK_LS0'  ;; 8-byte strings
0002: jump TRUCK_488

:TRUCK_482
05AA: s@100 = 'TRK_LS1'  ;; 8-byte strings
0002: jump TRUCK_488

:TRUCK_484
05AA: s@100 = 'TRK_LS2'  ;; 8-byte strings
0002: jump TRUCK_488

:TRUCK_486
05AA: s@100 = 'TRK_LS3'  ;; 8-byte strings
0002: jump TRUCK_488

:TRUCK_488
00D6: if  0
0039:   @86 ==  8  ;; integer values
004D: jump_if_false TRUCK_521
0871: init_jump_table @87 total_jumps  14  0 TRUCK_521 jumps  0 TRUCK_493  1 TRUCK_495  2 TRUCK_497  3 TRUCK_499  4 TRUCK_501  5 TRUCK_503  6 TRUCK_505 
0872: jump_table_jumps  7 TRUCK_507  8 TRUCK_509  9 TRUCK_511  10 TRUCK_513  11 TRUCK_515  12 TRUCK_517  13 TRUCK_519 -1 TRUCK_521 -1 TRUCK_521 

:TRUCK_493
05AA: s@100 = 'TRK_V0'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_495
05AA: s@100 = 'TRK_V1'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_497
05AA: s@100 = 'TRK_V2'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_499
05AA: s@100 = 'TRK_V3'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_501
05AA: s@100 = 'TRK_V4'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_503
05AA: s@100 = 'TRK_V5'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_505
05AA: s@100 = 'TRK_V6'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_507
05AA: s@100 = 'TRK_V7'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_509
05AA: s@100 = 'TRK_V8'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_511
05AA: s@100 = 'TRK_V9'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_513
05AA: s@100 = 'TRK_V10'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_515
05AA: s@100 = 'TRK_V11'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_517
05AA: s@100 = 'TRK_V12'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_519
05AA: s@100 = 'TRK_V13'  ;; 8-byte strings
0002: jump TRUCK_521

:TRUCK_521
00D6: if  0
0039:   @86 ==  7  ;; integer values
004D: jump_if_false TRUCK_535
0871: init_jump_table @87 total_jumps  5  0 TRUCK_535 jumps  0 TRUCK_525  1 TRUCK_527  2 TRUCK_529  3 TRUCK_531  4 TRUCK_533 -1 TRUCK_535 -1 TRUCK_535 

:TRUCK_525
05AA: s@100 = 'TRK_NC0'  ;; 8-byte strings
0002: jump TRUCK_535

:TRUCK_527
05AA: s@100 = 'TRK_NC1'  ;; 8-byte strings
0002: jump TRUCK_535

:TRUCK_529
05AA: s@100 = 'TRK_NC2'  ;; 8-byte strings
0002: jump TRUCK_535

:TRUCK_531
05AA: s@100 = 'TRK_NC3'  ;; 8-byte strings
0002: jump TRUCK_535

:TRUCK_533
05AA: s@100 = 'TRK_NC4'  ;; 8-byte strings
0002: jump TRUCK_535

:TRUCK_535
00D6: if  0
0039:   @86 ==  4  ;; integer values
004D: jump_if_false TRUCK_545
0871: init_jump_table @87 total_jumps  3  0 TRUCK_545 jumps  0 TRUCK_539  1 TRUCK_541  2 TRUCK_543 -1 TRUCK_545 -1 TRUCK_545 -1 TRUCK_545 -1 TRUCK_545 

:TRUCK_539
05AA: s@100 = 'TRK_CS0'  ;; 8-byte strings
0002: jump TRUCK_545

:TRUCK_541
05AA: s@100 = 'TRK_CS1'  ;; 8-byte strings
0002: jump TRUCK_545

:TRUCK_543
05AA: s@100 = 'TRK_CS2'  ;; 8-byte strings
0002: jump TRUCK_545

:TRUCK_545
00D6: if  0
0039:   @86 ==  5  ;; integer values
004D: jump_if_false TRUCK_557
0871: init_jump_table @87 total_jumps  4  0 TRUCK_557 jumps  0 TRUCK_549  1 TRUCK_551  2 TRUCK_553  3 TRUCK_555 -1 TRUCK_557 -1 TRUCK_557 -1 TRUCK_557 

:TRUCK_549
05AA: s@100 = 'TRK_SF0'  ;; 8-byte strings
0002: jump TRUCK_557

:TRUCK_551
05AA: s@100 = 'TRK_SF1'  ;; 8-byte strings
0002: jump TRUCK_557

:TRUCK_553
05AA: s@100 = 'TRK_SF2'  ;; 8-byte strings
0002: jump TRUCK_557

:TRUCK_555
05AA: s@100 = 'TRK_SF3'  ;; 8-byte strings
0002: jump TRUCK_557

:TRUCK_557
00D6: if  0
0039:   @86 ==  6  ;; integer values
004D: jump_if_false TRUCK_567
0871: init_jump_table @87 total_jumps  3  0 TRUCK_567 jumps  0 TRUCK_561  1 TRUCK_563  2 TRUCK_565 -1 TRUCK_567 -1 TRUCK_567 -1 TRUCK_567 -1 TRUCK_567 

:TRUCK_561
05AA: s@100 = 'TRK_CN0'  ;; 8-byte strings
0002: jump TRUCK_567

:TRUCK_563
05AA: s@100 = 'TRK_CN1'  ;; 8-byte strings
0002: jump TRUCK_567

:TRUCK_565
05AA: s@100 = 'TRK_CN2'  ;; 8-byte strings
0002: jump TRUCK_567

:TRUCK_567
0051: return

:TRUCK_568
03EB: clear_small_messages_only
0384: text_1string s@98 s@100  15000 ms  1
0051: return

:TRUCK_571
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false TRUCK_655
00D6: if  1
07AB:   car @75 attached_to_car @74 
00DB:   actor $PLAYER_ACTOR in_car @74
004D: jump_if_false TRUCK_586
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_586
0227: @50 = car @74 health
00D6: if  0
001B:    250 > @50  ;; integer values
004D: jump_if_false TRUCK_593
03EB: clear_small_messages_only
0164: disable_marker @78
0164: disable_marker @79

:TRUCK_593
00D6: if  0
001D:   @47 > @80  ;; integer values  
004D: jump_if_false TRUCK_599
000E: @84 -=  1  ;; integer values
0085: @80 = @47  ;; integer values and handles
000A: @80 +=  1000  ;; integer values

:TRUCK_599
00D6: if  0
001B:    0 > @84  ;; integer values
004D: jump_if_false TRUCK_618
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  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @74
004D: jump_if_false TRUCK_612
0006: @72 =  1  ;; integer values
0006: @89 =  4  ;; integer values

:TRUCK_612
00D6: if  1
87AB:   NOT   car @75 attached_to_car @74 
0039:   @72 ==  0  ;; integer values
004D: jump_if_false TRUCK_617
0006: @89 =  5  ;; integer values

:TRUCK_617
0051: return

:TRUCK_618
00BE: text_clear_all
09C1:  0 
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @74
004D: jump_if_false TRUCK_639
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false TRUCK_628
01E4: text_1number_lowpriority 'TRK_H5B' @84  1000 ms  1
0002: jump TRUCK_629

:TRUCK_628
01E4: text_1number_lowpriority 'TRK_H5' @84  1000 ms  1

:TRUCK_629
00D6: if  0
075C:   marker @79 enabled
004D: jump_if_false TRUCK_633
0164: disable_marker @79

:TRUCK_633
00D6: if  0
875C:   NOT   marker @78 enabled
004D: jump_if_false TRUCK_638
0186: @78 = create_marker_above_car @74
07E0: @78  1 

:TRUCK_638
0002: jump TRUCK_654

:TRUCK_639
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false TRUCK_644
01E4: text_1number_lowpriority 'TRK_H4B' @84  1000 ms  1
0002: jump TRUCK_645

:TRUCK_644
01E4: text_1number_lowpriority 'TRK_H4' @84  1000 ms  1

:TRUCK_645
00D6: if  0
875C:   NOT   marker @79 enabled
004D: jump_if_false TRUCK_650
0186: @79 = create_marker_above_car @75
07E0: @79  1 

:TRUCK_650
00D6: if  0
075C:   marker @78 enabled
004D: jump_if_false TRUCK_654
0164: disable_marker @78

:TRUCK_654
0002: jump TRUCK_671

:TRUCK_655
00D6: if  1
87AB:   NOT   car @75 attached_to_car @74 
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false TRUCK_671
0893: put_trailer @75 on_cab @74 

:TRUCK_671
0051: return

:TRUCK_672
0006: @90 =  750  ;; integer values
00D6: if  21
0039:   @88 ==  1  ;; integer values
0039:   @88 ==  5  ;; integer values
004D: jump_if_false TRUCK_678
0006: @90 =  500  ;; integer values

:TRUCK_678
00D6: if  0
0039:   @88 ==  3  ;; integer values
004D: jump_if_false TRUCK_682
0006: @90 =  250  ;; integer values

:TRUCK_682
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_709
00D6: if  21
0039:   @88 ==  1  ;; integer values
0039:   @88 ==  3  ;; integer values
004D: jump_if_false TRUCK_693
04F7: status_text $8161  1 line  2 'TRK_DMG'

:TRUCK_693
00D6: if  0
0039:   @88 ==  2  ;; integer values
004D: jump_if_false TRUCK_699
0050: gosub TRUCK_758
03C3: set_timer_with_text_to $8162 type  0 text 'TRK_TIM'
0396:  1 (set) useless_flag

:TRUCK_699
00D6: if  0
0039:   @88 ==  5  ;; integer values
004D: jump_if_false TRUCK_706
0050: gosub TRUCK_758
03C3: set_timer_with_text_to $8162 type  0 text 'TRK_TIM'
04F7: status_text $8161  1 line  2 'TRK_DMG'
0396:  1 (set) useless_flag

:TRUCK_706
0006: @110 =  0  ;; integer values
0006: @111 =  0  ;; integer values
0051: return

:TRUCK_709
0871: init_jump_table @92 total_jumps  5  0 TRUCK_730 jumps  0 TRUCK_710  1 TRUCK_715  2 TRUCK_720  3 TRUCK_725  4 TRUCK_728 -1 TRUCK_730 -1 TRUCK_730 

:TRUCK_710
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_730

:TRUCK_715
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_730

:TRUCK_720
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_730

:TRUCK_725
0050: gosub TRUCK_731
0006: @92 =  4  ;; integer values
0002: jump TRUCK_730

:TRUCK_728
0006: @92 =  5  ;; integer values
0002: jump TRUCK_730

:TRUCK_730
0051: return

:TRUCK_731
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  0
0029:   @51 >=  60  ;; integer values
004D: jump_if_false TRUCK_744
000E: @51 -=  60  ;; integer values
000A: @50 +=  1  ;; integer values

:TRUCK_744
000A: @50 +=  2  ;; integer values
00D6: if  0
0029:   @50 >=  24  ;; integer values
004D: jump_if_false TRUCK_749
000E: @50 -=  24  ;; integer values

:TRUCK_749
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'
0396:  1 (set) useless_flag
0006: @112 =  1  ;; integer values
0051: return

:TRUCK_758
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  0
0029:   @95 >=  60  ;; integer values
004D: jump_if_false TRUCK_773
000A: @94 +=  1  ;; integer values
000E: @95 -=  60  ;; integer values

:TRUCK_773
005A: @94 += @51  ;; integer values 

:TRUCK_774
00D6: if  0
0029:   @94 >=  24  ;; integer values
004D: jump_if_false TRUCK_779
000E: @94 -=  24  ;; integer values
0002: jump TRUCK_774

:TRUCK_779
0006: @72 =  0  ;; integer values
00D6: if  0
0019:   @95 >  45  ;; integer values
004D: jump_if_false TRUCK_794
0006: @50 =  60  ;; integer values
0062: @50 -= @95  ;; integer values 
0006: @95 =  0  ;; integer values
000A: @94 +=  1  ;; integer values
00D6: if  0
0039:   @94 ==  24  ;; integer values
004D: jump_if_false TRUCK_791
0006: @94 =  0  ;; integer values

:TRUCK_791
0012: @50 *=  1000  ;; integer values 
005A: @81 += @50  ;; integer values 
0006: @72 =  1  ;; integer values

:TRUCK_794
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false TRUCK_807
00D6: if  1
0019:   @95 >  30  ;; integer values
001B:    45 > @95  ;; integer values
004D: jump_if_false TRUCK_807
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_807
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false TRUCK_820
00D6: if  1
0019:   @95 >  15  ;; integer values
001B:    30 > @95  ;; integer values
004D: jump_if_false TRUCK_820
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_820
00D6: if  0
0039:   @72 ==  0  ;; integer values
004D: jump_if_false TRUCK_833
00D6: if  1
0019:   @95 >  0  ;; integer values
001B:    15 > @95  ;; integer values
004D: jump_if_false TRUCK_833
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_833
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_839
0227: @50 = car @75 health
0227: @51 = car @74 health
00D6: if  0
001D:   @50 > @51  ;; integer values  
004D: jump_if_false TRUCK_845
0085: @50 = @51  ;; integer values and handles

:TRUCK_845
00D6: if  0
0019:   @50 >  1  ;; integer values
004D: jump_if_false TRUCK_850
0224: set_car @74 health_to @50
0224: set_car @75 health_to @50

:TRUCK_850
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false TRUCK_854
0051: return

:TRUCK_854
000E: @50 -=  250  ;; integer values
0012: @50 *=  100  ;; integer values 
0072: @50 /= @90  ;; integer values 
00D6: if  0
001B:    0 > @50  ;; integer values
004D: jump_if_false TRUCK_861
0006: @50 =  0  ;; integer values

:TRUCK_861
008A: $8161 = @50  ;; integer values and handles
0051: return

:TRUCK_863
00D6: if  0
001D:   @47 > @81  ;; integer values  
004D: jump_if_false TRUCK_898
0050: gosub TRUCK_709
00D6: if  0
0039:   @92 ==  5  ;; integer values
004D: jump_if_false TRUCK_875
0006: @39 =  1  ;; integer values
0006: @81 =  0  ;; integer values
0006: @83 =  0  ;; integer values
0006: @89 =  2  ;; integer values
0051: return

:TRUCK_875
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false TRUCK_898
00D6: if  22
0039:   @92 ==  2  ;; integer values
0039:   @92 ==  3  ;; integer values
0039:   @92 ==  4  ;; integer values
004D: jump_if_false TRUCK_898
0016: @91 /=  2  ;; integer values 
0151: remove_status_text $8160
04F7: status_text $8160  0 line  1 'TRK_CSH'
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false TRUCK_890
014F: stop_timer $8162

:TRUCK_890
00D6: if  0
0039:   @92 ==  2  ;; integer values
004D: jump_if_false TRUCK_894
0006: @110 =  1  ;; integer values

:TRUCK_894
00D6: if  0
0039:   @92 ==  3  ;; integer values
004D: jump_if_false TRUCK_898
0006: @111 =  1  ;; integer values

:TRUCK_898
0051: return

:TRUCK_899
0085: @83 = @91  ;; integer values and handles
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false TRUCK_920
00D6: if  0
0119:   car @74 wrecked
004D: jump_if_false TRUCK_908
0006: @83 =  0  ;; integer values
0002: jump TRUCK_920

:TRUCK_908
0227: @50 = car @74 health
00D6: if  0
001B:    250 > @50  ;; integer values
004D: jump_if_false TRUCK_914
0006: @83 =  0  ;; integer values
0002: jump TRUCK_920

:TRUCK_914
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_920
00D6: if  0
0039:   @109 ==  1  ;; integer values
004D: jump_if_false TRUCK_927
00D6: if  0
0119:   car @74 wrecked
004D: jump_if_false TRUCK_927
0006: @83 =  0  ;; integer values

:TRUCK_927
008A: $8160 = @83  ;; integer values and handles
0051: return

:TRUCK_929
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false TRUCK_933
0051: return

:TRUCK_933
00D6: if  0
0039:   @88 ==  4  ;; integer values
004D: jump_if_false TRUCK_941
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  2
004D: jump_if_false TRUCK_940
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:TRUCK_940
0051: return

:TRUCK_941
00D6: if  0
0039:   @88 ==  6  ;; integer values
004D: jump_if_false TRUCK_949
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  3
004D: jump_if_false TRUCK_948
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  4

:TRUCK_948
0051: return

:TRUCK_949
0051: return

:TRUCK_950
0006: @86 = -1  ;; integer values
0006: @87 = -1  ;; integer values
0006: @88 =  0  ;; integer values
0050: gosub TRUCK_960
0050: gosub TRUCK_990
0050: gosub TRUCK_1125
0050: gosub TRUCK_1052
0050: gosub TRUCK_1086
0050: gosub TRUCK_1100
0051: return

:TRUCK_960
0007: @59 = -76.1692  ;; floating-point values
0007: @60 = -1128.963  ;; floating-point values
0007: @61 =  .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_972 jumps  1 TRUCK_966  2 TRUCK_968  3 TRUCK_970 -1 TRUCK_973 -1 TRUCK_973 -1 TRUCK_973 -1 TRUCK_973 

:TRUCK_966
00A5: @74 = create_car  514 at @59 @60 @61
0002: jump TRUCK_973

:TRUCK_968
00A5: @74 = create_car  403 at @59 @60 @61
0002: jump TRUCK_973

:TRUCK_970
00A5: @74 = create_car  515 at @59 @60 @61
0002: jump TRUCK_973

:TRUCK_972
0662: write_debug_message "UNKNOWN_CAB" 

:TRUCK_973
0175: set_car @74 z_angle_to @62
0007: @59 = -60.6033  ;; floating-point values
0007: @60 = -1136.899  ;; floating-point values
0007: @61 =  .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_987 jumps  1 TRUCK_979  2 TRUCK_981  3 TRUCK_983  4 TRUCK_985 -1 TRUCK_988 -1 TRUCK_988 -1 TRUCK_988 

:TRUCK_979
00A5: @75 = create_car  584 at @59 @60 @61
0002: jump TRUCK_988

:TRUCK_981
00A5: @75 = create_car  435 at @59 @60 @61
0002: jump TRUCK_988

:TRUCK_983
00A5: @75 = create_car  450 at @59 @60 @61
0002: jump TRUCK_988

:TRUCK_985
00A5: @75 = create_car  591 at @59 @60 @61
0002: jump TRUCK_988

:TRUCK_987
0662: write_debug_message "UNKNOWN_TRAILER" 

:TRUCK_988
02AC: set_car @75 immunities  1  1  1  1  1
02AA: set_car @75 immune_to_nonplayer  1
0893: put_trailer @75 on_cab @74 
0051: return

:TRUCK_990
0871: init_jump_table $8159 total_jumps  8  1 TRUCK_1012 jumps  0 TRUCK_992  1 TRUCK_994  2 TRUCK_996  3 TRUCK_998  4 TRUCK_1000  5 TRUCK_1002  6 TRUCK_1006 
0872: jump_table_jumps  7 TRUCK_1010 -1 TRUCK_1016 -1 TRUCK_1016 -1 TRUCK_1016 -1 TRUCK_1016 -1 TRUCK_1016 -1 TRUCK_1016 -1 TRUCK_1016 -1 TRUCK_1016 

:TRUCK_992
0006: @86 =  1  ;; integer values
0002: jump TRUCK_1016

:TRUCK_994
0006: @86 =  2  ;; integer values
0002: jump TRUCK_1016

:TRUCK_996
0006: @86 =  3  ;; integer values
0002: jump TRUCK_1016

:TRUCK_998
0006: @86 =  4  ;; integer values
0002: jump TRUCK_1016

:TRUCK_1000
0006: @86 =  5  ;; integer values
0002: jump TRUCK_1016

:TRUCK_1002
0006: @51 =  5  ;; integer values
000A: @51 +=  1  ;; integer values
0209: @86 = random_int  4 @51
0002: jump TRUCK_1016

:TRUCK_1006
0006: @51 =  7  ;; integer values
000A: @51 +=  1  ;; integer values
0209: @86 = random_int  6 @51
0002: jump TRUCK_1016

:TRUCK_1010
0006: @86 =  8  ;; integer values
0002: jump TRUCK_1016

:TRUCK_1012
0006: @51 =  8  ;; integer values
000A: @51 +=  1  ;; integer values
0209: @86 = random_int  2 @51
0002: jump TRUCK_1016

:TRUCK_1016
0871: init_jump_table @86 total_jumps  8  1 TRUCK_1034 jumps  1 TRUCK_1018  2 TRUCK_1020  3 TRUCK_1022  4 TRUCK_1028  5 TRUCK_1030  6 TRUCK_1032  7 TRUCK_1026 
0872: jump_table_jumps  8 TRUCK_1024 -1 TRUCK_1035 -1 TRUCK_1035 -1 TRUCK_1035 -1 TRUCK_1035 -1 TRUCK_1035 -1 TRUCK_1035 -1 TRUCK_1035 -1 TRUCK_1035 

:TRUCK_1018
0050: gosub TRUCK_1036
0002: jump TRUCK_1035

:TRUCK_1020
0050: gosub TRUCK_1038
0002: jump TRUCK_1035

:TRUCK_1022
0050: gosub TRUCK_1042
0002: jump TRUCK_1035

:TRUCK_1024
0050: gosub TRUCK_1040
0002: jump TRUCK_1035

:TRUCK_1026
0050: gosub TRUCK_1050
0002: jump TRUCK_1035

:TRUCK_1028
0050: gosub TRUCK_1046
0002: jump TRUCK_1035

:TRUCK_1030
0050: gosub TRUCK_1044
0002: jump TRUCK_1035

:TRUCK_1032
0050: gosub TRUCK_1048
0002: jump TRUCK_1035

:TRUCK_1034
0662: write_debug_message "UNKNOWN_DESTINATION_AREA" 

:TRUCK_1035
0051: return

:TRUCK_1036
0209: @87 = random_int  0  4
0051: return

:TRUCK_1038
0209: @87 = random_int  0  2
0051: return

:TRUCK_1040
0209: @87 = random_int  0  14
0051: return

:TRUCK_1042
0209: @87 = random_int  0  4
0051: return

:TRUCK_1044
0209: @87 = random_int  0  4
0051: return

:TRUCK_1046
0209: @87 = random_int  0  3
0051: return

:TRUCK_1048
0209: @87 = random_int  0  3
0051: return

:TRUCK_1050
0209: @87 = random_int  0  5
0051: return

:TRUCK_1052
0871: init_jump_table $8159 total_jumps  8  1 TRUCK_1066 jumps  0 TRUCK_1054  1 TRUCK_1056  2 TRUCK_1060  3 TRUCK_1054  4 TRUCK_1058  5 TRUCK_1060  6 TRUCK_1062 
0872: jump_table_jumps  7 TRUCK_1064 -1 TRUCK_1069 -1 TRUCK_1069 -1 TRUCK_1069 -1 TRUCK_1069 -1 TRUCK_1069 -1 TRUCK_1069 -1 TRUCK_1069 -1 TRUCK_1069 

:TRUCK_1054
0006: @88 =  2  ;; integer values
0002: jump TRUCK_1069

:TRUCK_1056
0006: @88 =  1  ;; integer values
0002: jump TRUCK_1069

:TRUCK_1058
0006: @88 =  3  ;; integer values
0002: jump TRUCK_1069

:TRUCK_1060
0006: @88 =  4  ;; integer values
0002: jump TRUCK_1069

:TRUCK_1062
0006: @88 =  5  ;; integer values
0002: jump TRUCK_1069

:TRUCK_1064
0006: @88 =  6  ;; integer values
0002: jump TRUCK_1069

:TRUCK_1066
0209: @88 = random_int  0  6
000A: @88 +=  1  ;; integer values
0002: jump TRUCK_1069

:TRUCK_1069
00D6: if  22
0039:   @88 ==  1  ;; integer values
0039:   @88 ==  3  ;; integer values
0039:   @88 ==  5  ;; integer values
004D: jump_if_false TRUCK_1075
0006: @108 =  1  ;; integer values

:TRUCK_1075
00D6: if  21
0039:   @88 ==  2  ;; integer values
0039:   @88 ==  5  ;; integer values
004D: jump_if_false TRUCK_1080
0006: @107 =  1  ;; integer values

:TRUCK_1080
00D6: if  21
0039:   @88 ==  4  ;; integer values
0039:   @88 ==  6  ;; integer values
004D: jump_if_false TRUCK_1085
0006: @109 =  1  ;; integer values

:TRUCK_1085
0051: return

:TRUCK_1086
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_1100
0871: init_jump_table @86 total_jumps  8  1 TRUCK_1108 jumps  1 TRUCK_1102  2 TRUCK_1102  3 TRUCK_1102  4 TRUCK_1104  5 TRUCK_1104  6 TRUCK_1106  7 TRUCK_1106 
0872: jump_table_jumps  8 TRUCK_1106 -1 TRUCK_1109 -1 TRUCK_1109 -1 TRUCK_1109 -1 TRUCK_1109 -1 TRUCK_1109 -1 TRUCK_1109 -1 TRUCK_1109 -1 TRUCK_1109 

:TRUCK_1102
0006: @91 =  1000  ;; integer values
0002: jump TRUCK_1109

:TRUCK_1104
0006: @91 =  3000  ;; integer values
0002: jump TRUCK_1109

:TRUCK_1106
0006: @91 =  4000  ;; integer values
0002: jump TRUCK_1109

:TRUCK_1108
0662: write_debug_message "INITIALISE_CASH_UNKNOWN_DESTINATION" 

:TRUCK_1109
0871: init_jump_table @88 total_jumps  6  1 TRUCK_1119 jumps  1 TRUCK_1111  2 TRUCK_1110  3 TRUCK_1113  4 TRUCK_1113  5 TRUCK_1115  6 TRUCK_1117 -1 TRUCK_1120 

:TRUCK_1110
0002: jump TRUCK_1120

:TRUCK_1111
000A: @91 +=  500  ;; integer values
0002: jump TRUCK_1120

:TRUCK_1113
000A: @91 +=  1000  ;; integer values
0002: jump TRUCK_1120

:TRUCK_1115
000A: @91 +=  3000  ;; integer values
0002: jump TRUCK_1120

:TRUCK_1117
000A: @91 +=  6000  ;; integer values
0002: jump TRUCK_1120

:TRUCK_1119
0662: write_debug_message "INITIALISE_CASH_UNKNOWN_MISSION_TYPE" 

:TRUCK_1120
00D6: if  0
0038:   $8159 ==  5  ;; integer values
004D: jump_if_false TRUCK_1124
000A: @91 +=  1000  ;; integer values

:TRUCK_1124
0051: return

:TRUCK_1125
0871: init_jump_table @86 total_jumps  8  1 TRUCK_1143 jumps  1 TRUCK_1127  2 TRUCK_1129  3 TRUCK_1131  4 TRUCK_1137  5 TRUCK_1139  6 TRUCK_1141  7 TRUCK_1135 
0872: jump_table_jumps  8 TRUCK_1133 -1 TRUCK_1144 -1 TRUCK_1144 -1 TRUCK_1144 -1 TRUCK_1144 -1 TRUCK_1144 -1 TRUCK_1144 -1 TRUCK_1144 -1 TRUCK_1144 

:TRUCK_1127
0050: gosub TRUCK_1145
0002: jump TRUCK_1144

:TRUCK_1129
0050: gosub TRUCK_1164
0002: jump TRUCK_1144

:TRUCK_1131
0050: gosub TRUCK_1235
0002: jump TRUCK_1144

:TRUCK_1133
0050: gosub TRUCK_1175
0002: jump TRUCK_1144

:TRUCK_1135
0050: gosub TRUCK_1284
0002: jump TRUCK_1144

:TRUCK_1137
0050: gosub TRUCK_1254
0002: jump TRUCK_1144

:TRUCK_1139
0050: gosub TRUCK_1307
0002: jump TRUCK_1144

:TRUCK_1141
0050: gosub TRUCK_1269
0002: jump TRUCK_1144

:TRUCK_1143
0662: write_debug_message "UNKNOWN_DESTINATION_AREA" 

:TRUCK_1144
0051: return

:TRUCK_1145
0871: init_jump_table @87 total_jumps  4  1 TRUCK_1162 jumps  0 TRUCK_1146  1 TRUCK_1150  2 TRUCK_1154  3 TRUCK_1158 -1 TRUCK_1163 -1 TRUCK_1163 -1 TRUCK_1163 

:TRUCK_1146
0007: @102 = -187.4041  ;; floating-point values
0007: @103 = -277.0196  ;; floating-point values
0007: @104 =  .4219  ;; floating-point values
0002: jump TRUCK_1163

:TRUCK_1150
0007: @102 =  58.0364  ;; floating-point values
0007: @103 = -256.7285  ;; floating-point values
0007: @104 =  .5781  ;; floating-point values
0002: jump TRUCK_1163

:TRUCK_1154
0007: @102 =  95.8675  ;; floating-point values
0007: @103 = -154.3627  ;; floating-point values
0007: @104 =  1.5751  ;; floating-point values
0002: jump TRUCK_1163

:TRUCK_1158
0007: @102 =  809.7556  ;; floating-point values
0007: @103 = -598.0007  ;; floating-point values
0007: @104 =  15.1875  ;; floating-point values
0002: jump TRUCK_1163

:TRUCK_1162
0662: write_debug_message "UNKNOWN_COUNTRYEASTNEAR_LOCATION" 

:TRUCK_1163
0051: return

:TRUCK_1164
0871: init_jump_table @87 total_jumps  2  1 TRUCK_1173 jumps  0 TRUCK_1165  1 TRUCK_1169 -1 TRUCK_1174 -1 TRUCK_1174 -1 TRUCK_1174 -1 TRUCK_1174 -1 TRUCK_1174 

:TRUCK_1165
0007: @102 =  1403.833  ;; floating-point values
0007: @103 =  399.4294  ;; floating-point values
0007: @104 =  18.75  ;; floating-point values
0002: jump TRUCK_1174

:TRUCK_1169
0007: @102 =  1338.289  ;; floating-point values
0007: @103 =  348.9004  ;; floating-point values
0007: @104 =  18.4062  ;; floating-point values
0002: jump TRUCK_1174

:TRUCK_1173
0662: write_debug_message "UNKNOWN_COUNTRYEASTFAR_LOCATION" 

:TRUCK_1174
0051: return

:TRUCK_1175
0871: init_jump_table @87 total_jumps  14  1 TRUCK_1233 jumps  0 TRUCK_1177  1 TRUCK_1181  2 TRUCK_1185  3 TRUCK_1189  4 TRUCK_1193  5 TRUCK_1197  6 TRUCK_1201 
0872: jump_table_jumps  7 TRUCK_1205  8 TRUCK_1209  9 TRUCK_1213  10 TRUCK_1217  11 TRUCK_1221  12 TRUCK_1225  13 TRUCK_1229 -1 TRUCK_1234 -1 TRUCK_1234 

:TRUCK_1177
0007: @102 =  1449.715  ;; floating-point values
0007: @103 =  2358.852  ;; floating-point values
0007: @104 =  9.8203  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1181
0007: @102 =  1037.475  ;; floating-point values
0007: @103 =  2131.344  ;; floating-point values
0007: @104 =  9.8203  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1185
0007: @102 =  987.9741  ;; floating-point values
0007: @103 =  2080.389  ;; floating-point values
0007: @104 =  9.8203  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1189
0007: @102 =  1288.671  ;; floating-point values
0007: @103 =  1195.232  ;; floating-point values
0007: @104 =  9.8656  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1193
0007: @102 =  2467.902  ;; floating-point values
0007: @103 =  1950.061  ;; floating-point values
0007: @104 =  9.2381  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1197
0007: @102 =  2792.744  ;; floating-point values
0007: @103 =  2578.336  ;; floating-point values
0007: @104 =  9.8203  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1201
0007: @102 =  2271.477  ;; floating-point values
0007: @103 =  2791.739  ;; floating-point values
0007: @104 =  9.8203  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1205
0007: @102 =  2596.519  ;; floating-point values
0007: @103 =  1738.582  ;; floating-point values
0007: @104 =  9.8281  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1209
0007: @102 =  2818.84  ;; floating-point values
0007: @103 =  912.5091  ;; floating-point values
0007: @104 =  9.75  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1213
0007: @102 =  2706.505  ;; floating-point values
0007: @103 =  827.3236  ;; floating-point values
0007: @104 =  9.2145  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1217
0007: @102 =  1627.723  ;; floating-point values
0007: @103 =  688.4043  ;; floating-point values
0007: @104 =  9.8281  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1221
0007: @102 =  1504.492  ;; floating-point values
0007: @103 =  981.141  ;; floating-point values
0007: @104 =  9.7187  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1225
0007: @102 =  1724.012  ;; floating-point values
0007: @103 =  1590.128  ;; floating-point values
0007: @104 =  9.2578  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1229
0007: @102 =  1727.832  ;; floating-point values
0007: @103 =  2338.017  ;; floating-point values
0007: @104 =  9.813  ;; floating-point values
0002: jump TRUCK_1234

:TRUCK_1233
0662: write_debug_message "UNKNOWN_LASVENTURAS_LOCATION" 

:TRUCK_1234
0051: return

:TRUCK_1235
0871: init_jump_table @87 total_jumps  4  1 TRUCK_1252 jumps  0 TRUCK_1236  1 TRUCK_1240  2 TRUCK_1244  3 TRUCK_1248 -1 TRUCK_1253 -1 TRUCK_1253 -1 TRUCK_1253 

:TRUCK_1236
0007: @102 =  2413.683  ;; floating-point values
0007: @103 = -2113.674  ;; floating-point values
0007: @104 =  12.3881  ;; floating-point values
0002: jump TRUCK_1253

:TRUCK_1240
0007: @102 =  2784.973  ;; floating-point values
0007: @103 = -2455.441  ;; floating-point values
0007: @104 =  12.625  ;; floating-point values
0002: jump TRUCK_1253

:TRUCK_1244
0007: @102 =  2112.662  ;; floating-point values
0007: @103 = -2070.376  ;; floating-point values
0007: @104 =  12.5547  ;; floating-point values
0002: jump TRUCK_1253

:TRUCK_1248
0007: @102 =  1763.641  ;; floating-point values
0007: @103 = -2070.371  ;; floating-point values
0007: @104 =  12.6195  ;; floating-point values
0002: jump TRUCK_1253

:TRUCK_1252
0662: write_debug_message "UNKNOWN_LOSSANTOS_LOCATION" 

:TRUCK_1253
0051: return

:TRUCK_1254
0871: init_jump_table @87 total_jumps  3  1 TRUCK_1267 jumps  0 TRUCK_1255  1 TRUCK_1259  2 TRUCK_1263 -1 TRUCK_1268 -1 TRUCK_1268 -1 TRUCK_1268 -1 TRUCK_1268 

:TRUCK_1255
0007: @102 = -1888.621  ;; floating-point values
0007: @103 = -1711.836  ;; floating-point values
0007: @104 =  20.7656  ;; floating-point values
0002: jump TRUCK_1268

:TRUCK_1259
0007: @102 = -2117.227  ;; floating-point values
0007: @103 = -2380.507  ;; floating-point values
0007: @104 =  29.4688  ;; floating-point values
0002: jump TRUCK_1268

:TRUCK_1263
0007: @102 = -1545.439  ;; floating-point values
0007: @103 = -2747.032  ;; floating-point values
0007: @104 =  47.5314  ;; floating-point values
0002: jump TRUCK_1268

:TRUCK_1267
0662: write_debug_message "UNKNOWN_COUNTRYSOUTH_LOCATION" 

:TRUCK_1268
0051: return

:TRUCK_1269
0871: init_jump_table @87 total_jumps  3  1 TRUCK_1282 jumps  0 TRUCK_1270  1 TRUCK_1274  2 TRUCK_1278 -1 TRUCK_1283 -1 TRUCK_1283 -1 TRUCK_1283 -1 TRUCK_1283 

:TRUCK_1270
0007: @102 = -1407.375  ;; floating-point values
0007: @103 =  2645.957  ;; floating-point values
0007: @104 =  54.7031  ;; floating-point values
0002: jump TRUCK_1283

:TRUCK_1274
0007: @102 = -2245.581  ;; floating-point values
0007: @103 =  2371.693  ;; floating-point values
0007: @104 =  3.9919  ;; floating-point values
0002: jump TRUCK_1283

:TRUCK_1278
0007: @102 = -1360.633  ;; floating-point values
0007: @103 =  2068.094  ;; floating-point values
0007: @104 =  51.4589  ;; floating-point values
0002: jump TRUCK_1283

:TRUCK_1282
0662: write_debug_message "UNKNOWN_COUNTRYNORTH_LOCATION" 

:TRUCK_1283
0051: return

:TRUCK_1284
0871: init_jump_table @87 total_jumps  5  1 TRUCK_1305 jumps  0 TRUCK_1285  1 TRUCK_1289  2 TRUCK_1293  3 TRUCK_1297  4 TRUCK_1301 -1 TRUCK_1306 -1 TRUCK_1306 

:TRUCK_1285
0007: @102 =  274.2705  ;; floating-point values
0007: @103 =  1382.781  ;; floating-point values
0007: @104 =  9.6016  ;; floating-point values
0002: jump TRUCK_1306

:TRUCK_1289
0007: @102 =  628.8638  ;; floating-point values
0007: @103 =  1714.891  ;; floating-point values
0007: @104 =  5.9922  ;; floating-point values
0002: jump TRUCK_1306

:TRUCK_1293
0007: @102 =  635.0028  ;; floating-point values
0007: @103 =  1213.777  ;; floating-point values
0007: @104 =  10.7188  ;; floating-point values
0002: jump TRUCK_1306

:TRUCK_1297
0007: @102 = -914.953  ;; floating-point values
0007: @103 =  2012.138  ;; floating-point values
0007: @104 =  59.9283  ;; floating-point values
0002: jump TRUCK_1306

:TRUCK_1301
0007: @102 =  385.8214  ;; floating-point values
0007: @103 =  2595.55  ;; floating-point values
0007: @104 =  15.4843  ;; floating-point values
0002: jump TRUCK_1306

:TRUCK_1305
0662: write_debug_message "UNKNOWN_COUNTRYNORTH2_LOCATION" 

:TRUCK_1306
0051: return

:TRUCK_1307
0871: init_jump_table @87 total_jumps  4  1 TRUCK_1324 jumps  0 TRUCK_1308  1 TRUCK_1312  2 TRUCK_1316  3 TRUCK_1320 -1 TRUCK_1325 -1 TRUCK_1325 -1 TRUCK_1325 

:TRUCK_1308
0007: @102 = -1556.977  ;; floating-point values
0007: @103 = -441.3493  ;; floating-point values
0007: @104 =  5.0  ;; floating-point values
0002: jump TRUCK_1325

:TRUCK_1312
0007: @102 = -2659.631  ;; floating-point values
0007: @103 =  1380.642  ;; floating-point values
0007: @104 =  6.1643  ;; floating-point values
0002: jump TRUCK_1325

:TRUCK_1316
0007: @102 = -1650.928  ;; floating-point values
0007: @103 =  437.5679  ;; floating-point values
0007: @104 =  6.1797  ;; floating-point values
0002: jump TRUCK_1325

:TRUCK_1320
0007: @102 = -1745.116  ;; floating-point values
0007: @103 =  37.8752  ;; floating-point values
0007: @104 =  2.5408  ;; floating-point values
0002: jump TRUCK_1325

:TRUCK_1324
0662: write_debug_message "UNKNOWN_SAN_FIERRO_LOCATION" 

:TRUCK_1325
0051: return

:TRUCK_1326
00D6: if  0
0736:  32 
004D: jump_if_false TRUCK_1335
000A: @48 +=  1  ;; integer values
00D6: if  0
0019:   @48 >  2  ;; integer values
004D: jump_if_false TRUCK_1334
0006: @48 =  0  ;; integer values

:TRUCK_1334
086A: (unknown)

:TRUCK_1335
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false TRUCK_1353
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" 
065D: $8164 "M_GOALS" 
065D: $8165 "M_MISSION_TIMER" 
065D: $8166 "TIME_BOUNDARY_HIT" 
065D: $8167 "TIME_STAGE" 
065D: $8168 "DISTANCE" 

:TRUCK_1353
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false TRUCK_1356

:TRUCK_1356
00D6: if  0
0736:  98 
004D: jump_if_false TRUCK_1360
0006: @40 =  1  ;; integer values

:TRUCK_1360
00D6: if  0
0736:  80 
004D: jump_if_false TRUCK_1371
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false TRUCK_1369
0006: @41 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump TRUCK_1371

:TRUCK_1369
0006: @41 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:TRUCK_1371
0051: return

:TRUCK_1372
00D6: if  21
0039:   @36 ==  50  ;; integer values
0039:   @36 ==  51  ;; integer values
004D: jump_if_false TRUCK_1377
0051: return

:TRUCK_1377
00D6: if  0
0736:  83 
004D: jump_if_false TRUCK_1383
0050: gosub TRUCK_1768
0006: @38 =  1  ;; integer values
0051: return

:TRUCK_1383
00D6: if  0
0736:  77 
004D: jump_if_false TRUCK_1389
0008: $8159 +=  1  ;; integer values
0663: write_debug_intvar "MISSIONS_PASSED" $8159 
0051: return

:TRUCK_1389
0006: @72 =  0  ;; integer values
00D6: if  0
0736:  65 
004D: jump_if_false TRUCK_1394
0006: @72 =  1  ;; integer values

:TRUCK_1394
0006: @73 =  0  ;; integer values
00D6: if  0
0736:  68 
004D: jump_if_false TRUCK_1399
0006: @73 =  1  ;; integer values

:TRUCK_1399
0006: @50 =  0  ;; integer values
00D6: if  0
0736:  74 
004D: jump_if_false TRUCK_1404
0006: @50 =  1  ;; integer values

:TRUCK_1404
00D6: if  2
8039:   NOT   @72 ==  1  ;; integer values
8039:   NOT   @73 ==  1  ;; integer values
8039:   NOT   @50 ==  1  ;; integer values
004D: jump_if_false TRUCK_1410
0051: return

:TRUCK_1410
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false TRUCK_1421
000A: @34 +=  1  ;; integer values
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false TRUCK_1418
0006: @34 =  0  ;; integer values

:TRUCK_1418
0006: @35 =  0  ;; integer values
0663: write_debug_intvar "AREA" @34 
0051: return

:TRUCK_1421
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false TRUCK_1427
000A: @35 +=  1  ;; integer values
0663: write_debug_intvar "DESTINATION" @35 
0051: return

:TRUCK_1427
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false TRUCK_1456
0871: init_jump_table @35 total_jumps  6  1 TRUCK_1451 jumps  0 TRUCK_1451  1 TRUCK_1431  2 TRUCK_1435  3 TRUCK_1439  4 TRUCK_1443  5 TRUCK_1447 -1 TRUCK_1456 

:TRUCK_1431
0007: @102 =  56.744  ;; floating-point values
0007: @103 = -268.404  ;; floating-point values
0007: @104 =  .579  ;; floating-point values
0002: jump TRUCK_1456

:TRUCK_1435
0007: @102 =  100.397  ;; floating-point values
0007: @103 = -155.05  ;; floating-point values
0007: @104 =  1.583  ;; floating-point values
0002: jump TRUCK_1456

:TRUCK_1439
0007: @102 =  815.046  ;; floating-point values
0007: @103 = -605.128  ;; floating-point values
0007: @104 =  15.336  ;; floating-point values
0002: jump TRUCK_1456

:TRUCK_1443
0007: @102 =  1401.109  ;; floating-point values
0007: @103 =  398.763  ;; floating-point values
0007: @104 =  18.756  ;; floating-point values
0002: jump TRUCK_1456

:TRUCK_1447
0007: @102 =  1343.125  ;; floating-point values
0007: @103 =  345.667  ;; floating-point values
0007: @104 =  18.556  ;; floating-point values
0002: jump TRUCK_1456

:TRUCK_1451
0007: @102 = -189.23  ;; floating-point values
0007: @103 = -273.013  ;; floating-point values
0007: @104 =  .429  ;; floating-point values
0006: @35 =  0  ;; integer values
0002: jump TRUCK_1456

:TRUCK_1456
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false TRUCK_1518
0871: init_jump_table @35 total_jumps  14  1 TRUCK_1513 jumps  0 TRUCK_1513  1 TRUCK_1461  2 TRUCK_1465  3 TRUCK_1469  4 TRUCK_1473  5 TRUCK_1477  6 TRUCK_1481 
0872: jump_table_jumps  7 TRUCK_1485  8 TRUCK_1489  9 TRUCK_1493  10 TRUCK_1497  11 TRUCK_1501  12 TRUCK_1505  13 TRUCK_1509 -1 TRUCK_1518 -1 TRUCK_1518 

:TRUCK_1461
0007: @102 =  1042.15  ;; floating-point values
0007: @103 =  2130.46  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1465
0007: @102 =  983.11  ;; floating-point values
0007: @103 =  2076.38  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1469
0007: @102 =  1288.671  ;; floating-point values
0007: @103 =  1195.232  ;; floating-point values
0007: @104 =  9.8656  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1473
0007: @102 =  2469.57  ;; floating-point values
0007: @103 =  1949.52  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1477
0007: @102 =  2807.83  ;; floating-point values
0007: @103 =  2609.94  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1481
0007: @102 =  2248.71  ;; floating-point values
0007: @103 =  2775.12  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1485
0007: @102 =  2603.22  ;; floating-point values
0007: @103 =  1730.48  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1489
0007: @102 =  2818.84  ;; floating-point values
0007: @103 =  912.19  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1493
0007: @102 =  2710.36  ;; floating-point values
0007: @103 =  850.12  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1497
0007: @102 =  1588.9  ;; floating-point values
0007: @103 =  715.31  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1501
0007: @102 =  1446.26  ;; floating-point values
0007: @103 =  1000.51  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1505
0007: @102 =  1724.012  ;; floating-point values
0007: @103 =  1590.128  ;; floating-point values
0007: @104 =  9.2578  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1509
0007: @102 =  1713.79  ;; floating-point values
0007: @103 =  2329.05  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1518

:TRUCK_1513
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_1518

:TRUCK_1518
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TRUCK_1539
0871: init_jump_table @35 total_jumps  4  1 TRUCK_1534 jumps  0 TRUCK_1534  1 TRUCK_1522  2 TRUCK_1526  3 TRUCK_1530 -1 TRUCK_1539 -1 TRUCK_1539 -1 TRUCK_1539 

:TRUCK_1522
0007: @102 =  2759.0  ;; floating-point values
0007: @103 = -2446.0  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1539

:TRUCK_1526
0007: @102 =  2104.0  ;; floating-point values
0007: @103 = -2089.0  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1539

:TRUCK_1530
0007: @102 =  1751.0  ;; floating-point values
0007: @103 = -2067.0  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1539

:TRUCK_1534
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_1539

:TRUCK_1539
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false TRUCK_1556
0871: init_jump_table @35 total_jumps  3  1 TRUCK_1551 jumps  0 TRUCK_1551  1 TRUCK_1543  2 TRUCK_1547 -1 TRUCK_1556 -1 TRUCK_1556 -1 TRUCK_1556 -1 TRUCK_1556 

:TRUCK_1543
0007: @102 = -2001.03  ;; floating-point values
0007: @103 = -2388.08  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1556

:TRUCK_1547
0007: @102 = -1560.67  ;; floating-point values
0007: @103 = -2728.39  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1556

:TRUCK_1551
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_1556

:TRUCK_1556
00D6: if  0
0039:   @34 ==  6  ;; integer values
004D: jump_if_false TRUCK_1573
0871: init_jump_table @35 total_jumps  3  1 TRUCK_1568 jumps  0 TRUCK_1568  1 TRUCK_1560  2 TRUCK_1564 -1 TRUCK_1573 -1 TRUCK_1573 -1 TRUCK_1573 -1 TRUCK_1573 

:TRUCK_1560
0007: @102 = -1945.89  ;; floating-point values
0007: @103 =  2377.9  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1573

:TRUCK_1564
0007: @102 = -1471.49  ;; floating-point values
0007: @103 =  1864.85  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1573

:TRUCK_1568
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_1573

:TRUCK_1573
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false TRUCK_1598
0871: init_jump_table @35 total_jumps  5  1 TRUCK_1593 jumps  0 TRUCK_1593  1 TRUCK_1577  2 TRUCK_1581  3 TRUCK_1585  4 TRUCK_1589 -1 TRUCK_1598 -1 TRUCK_1598 

:TRUCK_1577
0007: @102 =  613.75  ;; floating-point values
0007: @103 =  1692.39  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1598

:TRUCK_1581
0007: @102 =  620.35  ;; floating-point values
0007: @103 =  1249.328  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1598

:TRUCK_1585
0007: @102 = -533.24  ;; floating-point values
0007: @103 =  1995.917  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1598

:TRUCK_1589
0007: @102 =  325.05  ;; floating-point values
0007: @103 =  2543.29  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1598

:TRUCK_1593
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_1598

:TRUCK_1598
00D6: if  0
0039:   @34 ==  5  ;; integer values
004D: jump_if_false TRUCK_1619
0871: init_jump_table @35 total_jumps  4  1 TRUCK_1614 jumps  0 TRUCK_1614  1 TRUCK_1602  2 TRUCK_1606  3 TRUCK_1610 -1 TRUCK_1619 -1 TRUCK_1619 -1 TRUCK_1619 

:TRUCK_1602
0007: @102 = -2629.091  ;; floating-point values
0007: @103 =  1387.42  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1619

:TRUCK_1606
0007: @102 = -1530.776  ;; floating-point values
0007: @103 =  487.201  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1619

:TRUCK_1610
0007: @102 = -1745.08  ;; floating-point values
0007: @103 =  27.759  ;; floating-point values
0007: @104 =  101.0  ;; floating-point values
0002: jump TRUCK_1619

:TRUCK_1614
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_1619

:TRUCK_1619
0395: clear_area  0 at @102 @103 @104 range  .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_1624
000A: @43 +=  1  ;; integer values
00D6: if  0
0019:   @43 >  9  ;; integer values
004D: jump_if_false TRUCK_1629
0006: @43 =  0  ;; integer values

:TRUCK_1629
0051: return

:TRUCK_1630
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_1636
000A: @36 +=  1  ;; integer values
0006: @37 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:TRUCK_1641
0051: return

:TRUCK_1642
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TRUCK_1647
0001: wait  0 ms
0002: jump TRUCK_1642

:TRUCK_1647
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  1000 ms
016A: fade  0 ()  1000 ms

:TRUCK_1650
00D6: if  0
016B:   fading
004D: jump_if_false TRUCK_1655
0001: wait  0 ms
0002: jump TRUCK_1650

:TRUCK_1655
0050: gosub TRUCK_1678
0050: gosub TRUCK_1688
0050: gosub TRUCK_1754
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  .0781
0173: set_actor $PLAYER_ACTOR z_angle_to  14.7291
0373: set_camera_directly_behind_player
01EB: set_car_density_to  0.0
0050: gosub TRUCK_950
0001: wait  2000 ms
0A2D:  1 
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:TRUCK_1669
00D6: if  0
016B:   fading
004D: jump_if_false TRUCK_1674
0001: wait  0 ms
0002: jump TRUCK_1669

:TRUCK_1674
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @89 =  0  ;; integer values
0050: gosub TRUCK_1636
0051: return

:TRUCK_1678
0209: @97 = random_int  0  3
000A: @97 +=  1  ;; integer values
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false TRUCK_1685
0006: @96 =  1  ;; integer values
0002: jump TRUCK_1687

:TRUCK_1685
0209: @96 = random_int  1  4
000A: @96 +=  1  ;; integer values

:TRUCK_1687
0051: return

:TRUCK_1688
0871: init_jump_table @97 total_jumps  3  1 TRUCK_1695 jumps  1 TRUCK_1689  2 TRUCK_1691  3 TRUCK_1693 -1 TRUCK_1696 -1 TRUCK_1696 -1 TRUCK_1696 -1 TRUCK_1696 

:TRUCK_1689
0247: request_model  514
0002: jump TRUCK_1696

:TRUCK_1691
0247: request_model  403
0002: jump TRUCK_1696

:TRUCK_1693
0247: request_model  515
0002: jump TRUCK_1696

:TRUCK_1695
0662: write_debug_message "UNKNOWN_CAB" 

:TRUCK_1696
0871: init_jump_table @96 total_jumps  4  1 TRUCK_1705 jumps  1 TRUCK_1697  2 TRUCK_1699  3 TRUCK_1701  4 TRUCK_1703 -1 TRUCK_1706 -1 TRUCK_1706 -1 TRUCK_1706 

:TRUCK_1697
0247: request_model  584
0002: jump TRUCK_1706

:TRUCK_1699
0247: request_model  435
0002: jump TRUCK_1706

:TRUCK_1701
0247: request_model  450
0002: jump TRUCK_1706

:TRUCK_1703
0247: request_model  591
0002: jump TRUCK_1706

:TRUCK_1705
0662: write_debug_message "UNKNOWN_TRAILER" 

:TRUCK_1706
038B: load_requested_models
0871: init_jump_table @97 total_jumps  3  1 TRUCK_1726 jumps  1 TRUCK_1708  2 TRUCK_1714  3 TRUCK_1720 -1 TRUCK_1727 -1 TRUCK_1727 -1 TRUCK_1727 -1 TRUCK_1727 

:TRUCK_1708
00D6: if  0
8248:   NOT   model  514 available
004D: jump_if_false TRUCK_1713
0001: wait  0 ms
0002: jump TRUCK_1708

:TRUCK_1713
0002: jump TRUCK_1727

:TRUCK_1714
00D6: if  0
8248:   NOT   model  403 available
004D: jump_if_false TRUCK_1719
0001: wait  0 ms
0002: jump TRUCK_1714

:TRUCK_1719
0002: jump TRUCK_1727

:TRUCK_1720
00D6: if  0
8248:   NOT   model  515 available
004D: jump_if_false TRUCK_1725
0001: wait  0 ms
0002: jump TRUCK_1720

:TRUCK_1725
0002: jump TRUCK_1727

:TRUCK_1726
0662: write_debug_message "UNKNOWN_CAB" 

:TRUCK_1727
0871: init_jump_table @96 total_jumps  4  1 TRUCK_1752 jumps  1 TRUCK_1728  2 TRUCK_1734  3 TRUCK_1740  4 TRUCK_1746 -1 TRUCK_1753 -1 TRUCK_1753 -1 TRUCK_1753 

:TRUCK_1728
00D6: if  0
8248:   NOT   model  584 available
004D: jump_if_false TRUCK_1733
0001: wait  0 ms
0002: jump TRUCK_1728

:TRUCK_1733
0002: jump TRUCK_1753

:TRUCK_1734
00D6: if  0
8248:   NOT   model  435 available
004D: jump_if_false TRUCK_1739
0001: wait  0 ms
0002: jump TRUCK_1734

:TRUCK_1739
0002: jump TRUCK_1753

:TRUCK_1740
00D6: if  0
8248:   NOT   model  450 available
004D: jump_if_false TRUCK_1745
0001: wait  0 ms
0002: jump TRUCK_1740

:TRUCK_1745
0002: jump TRUCK_1753

:TRUCK_1746
00D6: if  0
8248:   NOT   model  591 available
004D: jump_if_false TRUCK_1751
0001: wait  0 ms
0002: jump TRUCK_1746

:TRUCK_1751
0002: jump TRUCK_1753

:TRUCK_1752
0662: write_debug_message "UNKNOWN_TRAILER" 

:TRUCK_1753
0051: return

:TRUCK_1754
0051: return

:TRUCK_1755
00BA: text_styled 'M_FAIL'  5000 ms  1
0871: init_jump_table @89 total_jumps  5  0 TRUCK_1767 jumps  1 TRUCK_1757  2 TRUCK_1759  3 TRUCK_1761  4 TRUCK_1763  5 TRUCK_1765 -1 TRUCK_1767 -1 TRUCK_1767 

:TRUCK_1757
00BC: text_highpriority 'TRK_F1'  5000 ms  1
0002: jump TRUCK_1767

:TRUCK_1759
00BC: text_highpriority 'TRK_F2'  5000 ms  1
0002: jump TRUCK_1767

:TRUCK_1761
00BC: text_highpriority 'TRK_F3'  5000 ms  1
0002: jump TRUCK_1767

:TRUCK_1763
00BC: text_highpriority 'TRK_F4'  5000 ms  1
0002: jump TRUCK_1767

:TRUCK_1765
00BC: text_highpriority 'TRK_F5'  5000 ms  1
0002: jump TRUCK_1767

:TRUCK_1767
0051: return

:TRUCK_1768
0050: gosub TRUCK_899
01E3: text_1number_styled 'M_PASS' @83  5000 ms  1
0109: player $PLAYER_CHAR money += @83
0151: remove_status_text $8160
0008: $8159 +=  1  ;; integer values
00D6: if  0
0038:   $8159 ==  1  ;; integer values
004D: jump_if_false TRUCK_1778
00BC: text_highpriority 'TRK_P1'  5000 ms  1
0002: jump TRUCK_1792

:TRUCK_1778
00D6: if  0
0038:   $8159 ==  8  ;; integer values
004D: jump_if_false TRUCK_1791
00D6: if  0
0038:   $1492 ==  0  ;; integer values
004D: jump_if_false TRUCK_1789
0595: (unknown)
030C: set_mission_points +=  1
0394: play_music  2
0004: $1492 =  1  ;; integer values
0006: @114 =  1  ;; integer values

:TRUCK_1789
00BA: text_styled 'TRK_P4'  5000 ms  4
0002: jump TRUCK_1792

:TRUCK_1791
01E5: text_1number_highpriority 'TRK_P3' $8159  5000 ms  1

:TRUCK_1792
0A10:  161  1 
0A10:  162 @83 
0051: return

:TRUCK_1795
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:TRUCK_1797
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  514
0249: release_model  403
0249: release_model  515
0249: release_model  584
0249: release_model  435
0249: release_model  450
0249: release_model  591
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
06D0:  1 
01BD: $184 = current_time_in_ms
0A2D:  1 
0004: $411 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 118---------------
; Originally: Quarry


:QUARRY_1
03A4: name_thread 'QUARRY'
0050: gosub QUARRY_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false QUARRY_7
0050: gosub QUARRY_2830

:QUARRY_7
0050: gosub QUARRY_3010
004E: end_thread

:QUARRY_9
00D6: if  0
0038:   $1493 ==  0  ;; integer values
004D: jump_if_false QUARRY_13
0317: increment_mission_attempts

:QUARRY_13
0004: $ON_MISSION =  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  0
0039:   @34 == -99  ;; integer values
004D: jump_if_false QUARRY_127
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: @86 = create_car  468 at  0.0  0.0  0.0
00A5: @87 = create_car  486 at  0.0  0.0  0.0
00A5: @88 = create_car  406 at  0.0  0.0  0.0
00A5: @89 = create_car  523 at  0.0  0.0  0.0
00A5: @91 = create_car  406 at  0.0  0.0  0.0
009A: @85 = create_actor  4  18 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_75
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_75
0006: @48 =  0  ;; integer values

:QUARRY_80
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_80
0006: @48 =  0  ;; integer values

:QUARRY_85
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_85
0006: @48 =  0  ;; integer values

:QUARRY_90
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_90
06D8: @90 = create_train_at  0.0  0.0  0.0 track  11 unknown  0 
0006: @48 =  0  ;; integer values

:QUARRY_96
06D5:  2  0.0  0.0  0.0  0.0  0.0  0.0  0.0 @190(@48,7i) 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_96
0006: @48 =  0  ;; integer values

:QUARRY_101
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_101
06D5:  2  0.0  0.0  0.0  0.0  0.0  0.0  0.0 @197 
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_118
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_118
0006: @48 =  0  ;; integer values

:QUARRY_123
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_123

:QUARRY_127
054C: use_GXT_table 'QUARRY'
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false QUARRY_142
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false QUARRY_142
00BC: text_highpriority 'VAL_C1'  5000 ms  1
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 (unfrozen)
016A: fade  1 (back)  500 ms
0A2D:  1 
0051: return

:QUARRY_142
0050: gosub QUARRY_2428

:QUARRY_143
0001: wait  0 ms
00D6: if  1
8039:   NOT   @34 ==  18  ;; integer values
8039:   NOT   @34 ==  19  ;; integer values
004D: jump_if_false QUARRY_182
00D6: if  0
0736:  83 
004D: jump_if_false QUARRY_157
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_229

:QUARRY_157
00D6: if  0
0038:   $1493 ==  1  ;; integer values
004D: jump_if_false QUARRY_182
00D6: if  0
0039:   @292 ==  1  ;; integer values
004D: jump_if_false QUARRY_178
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false QUARRY_177
0006: @38 =  1  ;; integer values
00BC: text_highpriority 'QUAR_37'  5000 ms  1
00BA: text_styled 'SKIPPED'  5000 ms  5
0008: $8171 +=  1  ;; integer values
00D6: if  0
0038:   $8171 ==  7  ;; integer values
004D: jump_if_false QUARRY_174
0004: $8171 =  0  ;; integer values

:QUARRY_174
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_229

:QUARRY_177
0002: jump QUARRY_182

:QUARRY_178
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false QUARRY_182
0006: @292 =  1  ;; integer values

:QUARRY_182
0050: gosub QUARRY_2338
0050: gosub QUARRY_2395
00D6: if  21
0039:   @38 ==  1  ;; integer values
0039:   @39 ==  1  ;; integer values
004D: jump_if_false QUARRY_189
0002: jump QUARRY_229

:QUARRY_189
0050: gosub QUARRY_2411
0050: gosub QUARRY_2417
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false QUARRY_196
0006: @37 =  1  ;; integer values
0002: jump QUARRY_229

:QUARRY_196
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false QUARRY_200
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:QUARRY_200
0871: init_jump_table @34 total_jumps  19  0 QUARRY_229 jumps  1 QUARRY_215  2 QUARRY_217  3 QUARRY_219  4 QUARRY_223  5 QUARRY_203  6 QUARRY_223  7 QUARRY_205 
0872: jump_table_jumps  8 QUARRY_223  9 QUARRY_207  10 QUARRY_209  11 QUARRY_223  12 QUARRY_211  13 QUARRY_223  14 QUARRY_213  15 QUARRY_223  16 QUARRY_221 
0872: jump_table_jumps  17 QUARRY_223  18 QUARRY_225  19 QUARRY_227 -1 QUARRY_229 -1 QUARRY_229 -1 QUARRY_229 -1 QUARRY_229 -1 QUARRY_229 -1 QUARRY_229 

:QUARRY_203
0050: gosub QUARRY_742
0002: jump QUARRY_229

:QUARRY_205
0050: gosub QUARRY_1005
0002: jump QUARRY_229

:QUARRY_207
0050: gosub QUARRY_1267
0002: jump QUARRY_229

:QUARRY_209
0050: gosub QUARRY_1325
0002: jump QUARRY_229

:QUARRY_211
0050: gosub QUARRY_1486
0002: jump QUARRY_229

:QUARRY_213
0050: gosub QUARRY_1758
0002: jump QUARRY_229

:QUARRY_215
0050: gosub QUARRY_257
0002: jump QUARRY_229

:QUARRY_217
0050: gosub QUARRY_416
0002: jump QUARRY_229

:QUARRY_219
0050: gosub QUARRY_552
0002: jump QUARRY_229

:QUARRY_221
0050: gosub QUARRY_1953
0002: jump QUARRY_229

:QUARRY_223
0006: @36 =  1  ;; integer values
0002: jump QUARRY_229

:QUARRY_225
0050: gosub QUARRY_2136
0002: jump QUARRY_229

:QUARRY_227
0006: @38 =  1  ;; integer values
0002: jump QUARRY_229

:QUARRY_229
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false QUARRY_254
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false QUARRY_251
00D6: if  0
0039:   @36 ==  0  ;; integer values
004D: jump_if_false QUARRY_240
0002: jump QUARRY_143
0002: jump QUARRY_250

:QUARRY_240
0050: gosub QUARRY_2863
00D6: if  0
0039:   @295 ==  1  ;; integer values
004D: jump_if_false QUARRY_249
0006: @36 =  0  ;; integer values
0006: @34 =  18  ;; integer values
0006: @35 =  0  ;; integer values
0006: @295 =  0  ;; integer values
0002: jump QUARRY_143

:QUARRY_249
0051: return

:QUARRY_250
0002: jump QUARRY_253

:QUARRY_251
0050: gosub QUARRY_2830
0051: return

:QUARRY_253
0002: jump QUARRY_255

:QUARRY_254
0051: return

:QUARRY_255
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return

:QUARRY_257
00D6: if  0
0119:   car @87 wrecked
004D: jump_if_false QUARRY_263
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:QUARRY_263
00D6: if  0
0119:   car @88 wrecked
004D: jump_if_false QUARRY_269
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:QUARRY_269
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false QUARRY_273
0224: set_car @89 health_to  10000

:QUARRY_273
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_299
0186: @125 = create_marker_above_car @87
07E0: @125  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
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'
0085: @206 = @46  ;; integer values and handles
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false QUARRY_296
09B0: @89  0 

:QUARRY_296
08A5: @88  0 
08A5: @87  0 
000A: @35 +=  1  ;; integer values

:QUARRY_299
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_305
0006: @37 =  1  ;; integer values
0006: @45 =  4  ;; integer values
0051: return

:QUARRY_305
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_316
00D6: if  0
0039:   @230 ==  1  ;; integer values
004D: jump_if_false QUARRY_316
0164: disable_marker @128
0164: disable_marker @125
0164: disable_marker @129
0164: disable_marker @130
0006: @35 =  99  ;; integer values

:QUARRY_316
00D6: if  0
0039:   @230 ==  0  ;; integer values
004D: jump_if_false QUARRY_347
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_338
00D6: if  0
075C:   marker @125 enabled
004D: jump_if_false QUARRY_337
0164: disable_marker @125
018A: @128 = create_checkpoint_at @212 @213 @214
03D5: remove_text 'QUAR_35'
00D6: if  0
0039:   @234 ==  0  ;; integer values
004D: jump_if_false QUARRY_332
0188: @129 = create_marker_above_object @92

:QUARRY_332
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false QUARRY_337
0186: @130 = create_marker_above_car @89
0165: set_marker @130 color_to  1

:QUARRY_337
0002: jump QUARRY_347

:QUARRY_338
00D6: if  0
875C:   NOT   marker @125 enabled
004D: jump_if_false QUARRY_347
0186: @125 = create_marker_above_car @87
07E0: @125  1 
0164: disable_marker @128
0164: disable_marker @129
0164: disable_marker @130
00BC: text_highpriority 'QUAR_35'  5000 ms  1

:QUARRY_347
00D6: if  0
0039:   @232 ==  0  ;; integer values
004D: jump_if_false QUARRY_356
00D6: if  21
00DB:   actor $PLAYER_ACTOR in_car @89
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_356
0006: @232 =  1  ;; integer values
00BC: text_highpriority 'QUAR_02'  7000 ms  1

:QUARRY_356
00D6: if  0
0039:   @230 ==  0  ;; integer values
004D: jump_if_false QUARRY_411
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false QUARRY_376
00D6: if  0
01AF:   car @89 @232 near_point @212 @213 @214 radius  7.0  7.0  4.0
004D: jump_if_false QUARRY_376
00D6: if  0
01AF:   car @89  0 ()near_point @212 @213 @214 radius  4.0  4.0  4.0
004D: jump_if_false QUARRY_376
0006: @233 =  1  ;; integer values
0164: disable_marker @130
0519: unknown_car @89 flag  1
099A: @89  0 
00D6: if  0
0039:   @234 ==  0  ;; integer values
004D: jump_if_false QUARRY_376
00BC: text_highpriority 'QUAR_03'  5000 ms  1

:QUARRY_376
00D6: if  0
0039:   @234 ==  0  ;; integer values
004D: jump_if_false QUARRY_404
00D6: if  0
0039:   @233 ==  1  ;; integer values
004D: jump_if_false QUARRY_393
00D6: if  0
04E6:   unknown_object @92 near_point @212 @213 @214 radius  7.0  7.0  4.0 unknown @232
004D: jump_if_false QUARRY_392
00D6: if  0
04E6:   unknown_object @92 near_point @212 @213 @214 radius  4.0  4.0  4.0 unknown  0
004D: jump_if_false QUARRY_392
0006: @234 =  1  ;; integer values
0164: disable_marker @129
0550: unknown_keep_object @92 in_memory  1
0382: set_object @92 collision_detection  0

:QUARRY_392
0002: jump QUARRY_404

:QUARRY_393
00D6: if  0
04E6:   unknown_object @92 near_point @212 @213 @214 radius  7.0  7.0  4.0 unknown  0
004D: jump_if_false QUARRY_404
00D6: if  0
04E6:   unknown_object @92 near_point @212 @213 @214 radius  4.0  4.0  4.0 unknown  0
004D: jump_if_false QUARRY_404
0006: @234 =  1  ;; integer values
0164: disable_marker @129
0550: unknown_keep_object @92 in_memory  1
0382: set_object @92 collision_detection  0
00BC: text_highpriority 'QUAR_04'  5000 ms  1

:QUARRY_404
00D6: if  1
0039:   @234 ==  1  ;; integer values
0039:   @233 ==  1  ;; integer values
004D: jump_if_false QUARRY_411
0006: @230 =  1  ;; integer values
00BC: text_highpriority 'QUAR_05'  5000 ms  1
0006: @282 =  1  ;; integer values

:QUARRY_411
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_415
0050: gosub QUARRY_2423

:QUARRY_415
0051: return

:QUARRY_416
00D6: if  0
0119:   car @87 wrecked
004D: jump_if_false QUARRY_422
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:QUARRY_422
00D6: if  0
0119:   car @88 wrecked
004D: jump_if_false QUARRY_428
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:QUARRY_428
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false QUARRY_432
0224: set_car @89 health_to  10000

:QUARRY_432
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_442
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: @127  1 
0006: @240 =  1  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_442
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_448
0006: @37 =  1  ;; integer values
0006: @45 =  4  ;; integer values
0051: return

:QUARRY_448
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_457
00D6: if  0
0039:   @231 ==  1  ;; integer values
004D: jump_if_false QUARRY_457
0164: disable_marker @126
01EC: make_car @88 very_heavy  1
0006: @35 =  99  ;; integer values

:QUARRY_457
00D6: if  0
8685:   NOT @93 
004D: jump_if_false QUARRY_461
0681: attach_object @93 to_car @88 offset  0.0 -1.7  1.5   0.0  0.0  0.0 

:QUARRY_461
00D6: if  0
0039:   @231 ==  0  ;; integer values
004D: jump_if_false QUARRY_525
01BB: store_object @93 position_to @59 @60 @61
0798: $2742 @53 @54 @55 
00D6: if  0
0039:   @234 ==  0  ;; integer values
004D: jump_if_false QUARRY_483
00D6: if  0
04E6:   unknown_object @92 near_point @59 @60 @61 radius  3.2  3.2  1.5 unknown  0
004D: jump_if_false QUARRY_482
00D6: if  0
0685: @92 
004D: jump_if_false QUARRY_482
00D6: if  0
803B:   NOT   @55 == @92  ;; integer values 
004D: jump_if_false QUARRY_481
0006: @234 =  1  ;; integer values
0916: @92  0 
0002: jump QUARRY_482

:QUARRY_481
0682: @92  0.0  0.0  0.0  0 

:QUARRY_482
0002: jump QUARRY_495

:QUARRY_483
00D6: if  0
8685:   NOT @92 
004D: jump_if_false QUARRY_495
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  0
0023:    1.5 > @76  ;; floating-point values
004D: jump_if_false QUARRY_495
0006: @234 =  0  ;; integer values
0916: @92  1 

:QUARRY_495
00D6: if  0
0039:   @233 ==  0  ;; integer values
004D: jump_if_false QUARRY_508
00D6: if  0
01B0:   car @89 stopped  0 ()near_point @59 @60 @61 radius  3.2  3.2  1.5
004D: jump_if_false QUARRY_507
00D6: if  0
803B:   NOT   @53 == @89  ;; integer values 
004D: jump_if_false QUARRY_507
0683: @89 @88 -1000.0  0.0  0.0  0.0  0.0  0.0 
0006: @233 =  1  ;; integer values
08A5: @89  0 

:QUARRY_507
0002: jump QUARRY_520

:QUARRY_508
00D6: if  0
8686:   NOT @89 
004D: jump_if_false QUARRY_520
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  0
0023:    1.5 > @76  ;; floating-point values
004D: jump_if_false QUARRY_520
0006: @233 =  0  ;; integer values
08A5: @89  1 

:QUARRY_520
00D6: if  1
0039:   @234 ==  1  ;; integer values
0039:   @233 ==  1  ;; integer values
004D: jump_if_false QUARRY_525
0006: @231 =  1  ;; integer values

:QUARRY_525
00D6: if  0
0039:   @240 ==  1  ;; integer values
004D: jump_if_false QUARRY_536
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point  705.1055  916.3154 -19.6407 radius  4.0  4.0  1.2
004D: jump_if_false QUARRY_536
0164: disable_marker @127
0006: @240 =  0  ;; integer values
0186: @126 = create_marker_above_car @88
07E0: @126  1 
00BC: text_highpriority 'QUAR_06'  7000 ms  1

:QUARRY_536
00D6: if  0
0039:   @282 ==  1  ;; integer values
004D: jump_if_false QUARRY_547
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_547
0550: unknown_keep_object @92 in_memory  0
0382: set_object @92 collision_detection  1
0519: unknown_car @89 flag  0
099A: @89  1 
0006: @282 =  0  ;; integer values

:QUARRY_547
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_551
0050: gosub QUARRY_2423

:QUARRY_551
0051: return

:QUARRY_552
00D6: if  0
0119:   car @88 wrecked
004D: jump_if_false QUARRY_558
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:QUARRY_558
00D6: if  0
8119:   NOT   car @89 wrecked
004D: jump_if_false QUARRY_562
0224: set_car @89 health_to  10000

:QUARRY_562
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_578
0007: @212 =  985.1581  ;; floating-point values
0007: @213 =  688.4734  ;; floating-point values
0007: @214 =  8.7255  ;; floating-point values
0050: gosub QUARRY_2247
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
000A: @35 +=  1  ;; integer values

:QUARRY_578
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_584
0006: @37 =  1  ;; integer values
0006: @45 =  4  ;; integer values
0051: return

:QUARRY_584
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false QUARRY_611
00D6: if  0
8686:   NOT @89 
004D: jump_if_false QUARRY_599
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  0
0023:    1.5 > @76  ;; floating-point values
004D: jump_if_false QUARRY_599
0006: @37 =  1  ;; integer values
0006: @45 =  3  ;; integer values

:QUARRY_599
00D6: if  0
8685:   NOT @92 
004D: jump_if_false QUARRY_611
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  0
0023:    1.5 > @76  ;; floating-point values
004D: jump_if_false QUARRY_611
0006: @37 =  1  ;; integer values
0006: @45 =  3  ;; integer values

:QUARRY_611
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_623
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false QUARRY_623
00D6: if  0
001D:   @46 > @172  ;; integer values  
004D: jump_if_false QUARRY_623
0164: disable_marker @128
06D6: @197 
0006: @35 =  99  ;; integer values

:QUARRY_623
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_642
00D6: if  0
075C:   marker @126 enabled
004D: jump_if_false QUARRY_640
0164: disable_marker @126
03D5: remove_text 'QUAR_36'
00D6: if  0
0039:   @238 ==  1  ;; integer values
004D: jump_if_false QUARRY_636
0050: gosub QUARRY_2247
0002: jump QUARRY_640

:QUARRY_636
018A: @128 = create_checkpoint_at @212 @213 @214
0087: @75 = @213  ;; floating-point values only
000F: @75 -=  5.0  ;; floating-point values
06D5:  2 @212 @75 @214  0.0  0.0  0.0  5.0 @197 

:QUARRY_640
0006: @284 =  1  ;; integer values
0002: jump QUARRY_654

:QUARRY_642
00D6: if  0
875C:   NOT   marker @126 enabled
004D: jump_if_false QUARRY_654
0186: @126 = create_marker_above_car @88
07E0: @126  1 
0164: disable_marker @128
06D6: @197 
0164: disable_marker @131
00D6: if  0
0039:   @284 ==  1  ;; integer values
004D: jump_if_false QUARRY_654
00BC: text_highpriority 'QUAR_36'  5000 ms  1

:QUARRY_654
00D6: if  0
0039:   @242 ==  0  ;; integer values
004D: jump_if_false QUARRY_662
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_662
00BC: text_highpriority 'QUAR_08'  7000 ms  1
0006: @242 =  1  ;; integer values

:QUARRY_662
00D6: if  0
075C:   marker @131 enabled
004D: jump_if_false QUARRY_676
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @215 @216 @217 radius  4.0  4.0  4.0
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @215 @216 @217 radius  12.0  12.0  12.0
004D: jump_if_false QUARRY_676
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:  2 @212 @75 @214  0.0  0.0  0.0  5.0 @197 
00BC: text_highpriority 'QUAR_09'  5000 ms  1

:QUARRY_676
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false QUARRY_686
00D6: if  0
01AF:   car @88  0 ()near_point @212 @213 @214 radius  50.0  30.0  10.0
004D: jump_if_false QUARRY_685
0006: @235 =  1  ;; integer values
03E5: text_box 'QUAR_H4'
0002: jump QUARRY_686

:QUARRY_685
0006: @235 =  0  ;; integer values

:QUARRY_686
00D6: if  0
0039:   @235 ==  1  ;; integer values
004D: jump_if_false QUARRY_701
098D: @88 @75 
00D6: if  0
0021:   @75 >  .05  ;; floating-point values
004D: jump_if_false QUARRY_701
00D6: if  0
0686: @89 
004D: jump_if_false QUARRY_697
0684: @89  0.0  0.0  0.0  0 

:QUARRY_697
00D6: if  0
0685: @92 
004D: jump_if_false QUARRY_701
0682: @92  0.0  0.0  0.0  0 

:QUARRY_701
00D6: if  0
0039:   @280 ==  0  ;; integer values
004D: jump_if_false QUARRY_708
00D6: if  0
02BF:   car @89 sunk
004D: jump_if_false QUARRY_708
0006: @280 =  1  ;; integer values

:QUARRY_708
00D6: if  0
0039:   @281 ==  0  ;; integer values
004D: jump_if_false QUARRY_715
00D6: if  0
04E7:   object @92 in_water
004D: jump_if_false QUARRY_715
0006: @281 =  1  ;; integer values

:QUARRY_715
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false QUARRY_725
00D6: if  1
0039:   @280 ==  1  ;; integer values
0039:   @281 ==  1  ;; integer values
004D: jump_if_false QUARRY_725
0006: @236 =  1  ;; integer values
0085: @172 = @46  ;; integer values and handles
000A: @172 +=  2000  ;; integer values

:QUARRY_725
00D6: if  0
8685:   NOT @93 
004D: jump_if_false QUARRY_729
0681: attach_object @93 to_car @88 offset  0.0 -1.7  1.5   0.0  0.0  0.0 

:QUARRY_729
00D6: if  0
8686:   NOT @89 
004D: jump_if_false QUARRY_737
01BB: store_object @93 position_to @59 @60 @61
00D6: if  0
01B0:   car @89 stopped  0 ()near_point @59 @60 @61 radius  3.2  3.2  1.5
004D: jump_if_false QUARRY_737
0683: @89 @88 -1000.0  0.0  0.0  0.0  0.0  0.0 

:QUARRY_737
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_741
0050: gosub QUARRY_2423

:QUARRY_741
0051: return

:QUARRY_742
00D6: if  0
0119:   car @87 wrecked
004D: jump_if_false QUARRY_748
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:QUARRY_748
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_769
0006: @199 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_753
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_753
0186: @125 = create_marker_above_car @87
07E0: @125  1 
00BC: text_highpriority 'QUAR_11'  10000 ms  1
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'
0085: @206 = @46  ;; integer values and handles
0006: @243 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_769
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_775
0006: @37 =  1  ;; integer values
0006: @45 =  5  ;; integer values
0051: return

:QUARRY_775
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_782
00D6: if  0
0039:   @199 ==  7  ;; integer values
004D: jump_if_false QUARRY_782
0006: @35 =  99  ;; integer values

:QUARRY_782
00D6: if  0
075C:   marker @125 enabled
004D: jump_if_false QUARRY_799
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_798
0164: disable_marker @125
03D5: remove_text 'QUAR_35'
0006: @48 =  0  ;; integer values

:QUARRY_791
00D6: if  0
0039:   @244(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_795
0188: @133(@48,7i) = create_marker_above_object @94(@48,7i)

:QUARRY_795
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_791

:QUARRY_798
0002: jump QUARRY_992

:QUARRY_799
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_811
0006: @48 =  0  ;; integer values

:QUARRY_803
0164: disable_marker @133(@48,7i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_803
0186: @125 = create_marker_above_car @87
07E0: @125  1 
00BC: text_highpriority 'QUAR_35'  5000 ms  1
0002: jump QUARRY_992

:QUARRY_811
00A0: store_actor $PLAYER_ACTOR position_to @59 @60 @61
0006: @48 =  0  ;; integer values

:QUARRY_813
0006: @80 =  0  ;; integer values
00D6: if  0
0039:   @244(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_989
0871: init_jump_table @48 total_jumps  7  1 QUARRY_965 jumps  0 QUARRY_818  1 QUARRY_839  2 QUARRY_860  3 QUARRY_881  4 QUARRY_902  5 QUARRY_923  6 QUARRY_944 

:QUARRY_818
01BB: store_object @94(@48,7i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    30.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_833
00D6: if  0
0039:   @285(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_828
06D5:  2  762.119  836.6474 -3.4382  0.0  0.0  0.0  5.0 @190(@48,7i) 
0006: @285(@48,7i) =  1  ;; integer values

:QUARRY_828
00D6: if  0
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_832
0006: @80 =  1  ;; integer values

:QUARRY_832
0002: jump QUARRY_838

:QUARRY_833
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_838
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_838
0002: jump QUARRY_966

:QUARRY_839
01BB: store_object @94(@48,7i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    50.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_854
00D6: if  0
0039:   @285(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_849
06D5:  2  735.8682  933.0437 -4.3942  0.0  0.0  0.0  5.0 @190(@48,7i) 
0006: @285(@48,7i) =  1  ;; integer values

:QUARRY_849
00D6: if  0
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_853
0006: @80 =  1  ;; integer values

:QUARRY_853
0002: jump QUARRY_859

:QUARRY_854
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_859
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_859
0002: jump QUARRY_966

:QUARRY_860
01BB: store_object @94(@48,7i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    30.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_875
00D6: if  0
0039:   @285(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_870
06D5:  2  518.9683  967.7642 -25.891  0.0  0.0  0.0  5.0 @190(@48,7i) 
0006: @285(@48,7i) =  1  ;; integer values

:QUARRY_870
00D6: if  0
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_874
0006: @80 =  1  ;; integer values

:QUARRY_874
0002: jump QUARRY_880

:QUARRY_875
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_880
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_880
0002: jump QUARRY_966

:QUARRY_881
01BB: store_object @94(@48,7i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    30.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_896
00D6: if  0
0039:   @285(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_891
06D5:  2  671.3267  941.1938 -29.338  0.0  0.0  0.0  5.0 @190(@48,7i) 
0006: @285(@48,7i) =  1  ;; integer values

:QUARRY_891
00D6: if  0
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_895
0006: @80 =  1  ;; integer values

:QUARRY_895
0002: jump QUARRY_901

:QUARRY_896
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_901
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_901
0002: jump QUARRY_966

:QUARRY_902
01BB: store_object @94(@48,7i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    30.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_917
00D6: if  0
0039:   @285(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_912
06D5:  2  523.2235  907.1995 -43.4101  0.0  0.0  0.0  5.0 @190(@48,7i) 
0006: @285(@48,7i) =  1  ;; integer values

:QUARRY_912
00D6: if  0
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_916
0006: @80 =  1  ;; integer values

:QUARRY_916
0002: jump QUARRY_922

:QUARRY_917
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_922
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_922
0002: jump QUARRY_966

:QUARRY_923
01BB: store_object @94(@48,7i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    30.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_938
00D6: if  0
0039:   @285(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_933
06D5:  2  536.8022  838.0778 -38.2296  0.0  0.0  0.0  5.0 @190(@48,7i) 
0006: @285(@48,7i) =  1  ;; integer values

:QUARRY_933
00D6: if  0
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_937
0006: @80 =  1  ;; integer values

:QUARRY_937
0002: jump QUARRY_943

:QUARRY_938
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_943
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_943
0002: jump QUARRY_966

:QUARRY_944
01BB: store_object @94(@48,7i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    50.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_959
00D6: if  0
0039:   @285(@48,7i) ==  0  ;; integer values
004D: jump_if_false QUARRY_954
06D5:  2  645.2571  773.7028 -28.2457  0.0  0.0  0.0  5.0 @190(@48,7i) 
0006: @285(@48,7i) =  1  ;; integer values

:QUARRY_954
00D6: if  0
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_958
0006: @80 =  1  ;; integer values

:QUARRY_958
0002: jump QUARRY_964

:QUARRY_959
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_964
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_964
0002: jump QUARRY_966

:QUARRY_965
0662: write_debug_message "TOO_MANY_ROCKS" 

:QUARRY_966
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false QUARRY_989
0164: disable_marker @133(@48,7i)
0108: destroy_object @94(@48,7i)
00D6: if  0
0039:   @285(@48,7i) ==  1  ;; integer values
004D: jump_if_false QUARRY_976
06D6: @190(@48,7i) 
0006: @285(@48,7i) =  0  ;; integer values

:QUARRY_976
0006: @244(@48,7i) =  1  ;; integer values
000A: @199 +=  1  ;; integer values
0006: @50 =  7  ;; integer values
0062: @50 -= @199  ;; integer values 
00D6: if  0
8039:   NOT   @50 ==  0  ;; integer values
004D: jump_if_false QUARRY_989
00D6: if  0
0039:   @199 ==  1  ;; integer values
004D: jump_if_false QUARRY_988
02FD: text_2numbers_lowpriority 'QUAR_14' @199 @50  5000 ms  1
0002: jump QUARRY_989

:QUARRY_988
02FD: text_2numbers_lowpriority 'QUAR_13' @199 @50  5000 ms  1

:QUARRY_989
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_813

:QUARRY_992
00D6: if  0
0039:   @243 ==  0  ;; integer values
004D: jump_if_false QUARRY_1000
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_1000
00BC: text_highpriority 'QUAR_12'  7000 ms  1
0006: @243 =  1  ;; integer values

:QUARRY_1000
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_1004
0050: gosub QUARRY_2423

:QUARRY_1004
0051: return

:QUARRY_1005
00D6: if  0
0119:   car @87 wrecked
004D: jump_if_false QUARRY_1011
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:QUARRY_1011
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_1038
0006: @204 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_1016
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_1016
0186: @125 = create_marker_above_car @87
07E0: @125  1 
00BC: text_highpriority 'QUAR_15'  10000 ms  1
008A: $8172 = @174  ;; integer values and handles
03C3: set_timer_with_text_to $8172 type  1 text 'QUAR_D3'
0085: @206 = @46  ;; integer values and handles
0006: @48 =  0  ;; integer values

:QUARRY_1029
005A: @174(@48,4i) += @46  ;; integer values 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false QUARRY_1029
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_1038
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_1056
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false QUARRY_1056
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  0
0021:   @78 >  20.0  ;; floating-point values
004D: jump_if_false QUARRY_1056
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_1056
00D6: if  0
075C:   marker @125 enabled
004D: jump_if_false QUARRY_1065
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_1064
0164: disable_marker @125
03D5: remove_text 'QUAR_35'

:QUARRY_1064
0002: jump QUARRY_1074

:QUARRY_1065
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_1074
0164: disable_marker @140
0164: disable_marker @128
0006: @251 =  0  ;; integer values
0186: @125 = create_marker_above_car @87
07E0: @125  1 
00BC: text_highpriority 'QUAR_35'  5000 ms  1

:QUARRY_1074
00D6: if  0
0039:   @252 ==  0  ;; integer values
004D: jump_if_false QUARRY_1189
0006: @80 =  0  ;; integer values
0871: init_jump_table @204 total_jumps  4  1 QUARRY_1116 jumps  0 QUARRY_1079  1 QUARRY_1084  2 QUARRY_1106  3 QUARRY_1111 -1 QUARRY_1117 -1 QUARRY_1117 -1 QUARRY_1117 

:QUARRY_1079
00D6: if  0
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_1083
0006: @80 =  1  ;; integer values

:QUARRY_1083
0002: jump QUARRY_1117

:QUARRY_1084
00D6: if  0
0039:   @261 ==  0  ;; integer values
004D: jump_if_false QUARRY_1101
00D6: if  0
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_1091
0006: @80 =  1  ;; integer values

:QUARRY_1091
01BB: store_object @101(@204,10i) position_to @59 @60 @61
00D6: if  0
0023:   -23.6787 > @61  ;; floating-point values
004D: jump_if_false QUARRY_1100
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

:QUARRY_1100
0002: jump QUARRY_1105

:QUARRY_1101
00D6: if  0
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_1105
0006: @80 =  1  ;; integer values

:QUARRY_1105
0002: jump QUARRY_1117

:QUARRY_1106
00D6: if  0
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_1110
0006: @80 =  1  ;; integer values

:QUARRY_1110
0002: jump QUARRY_1117

:QUARRY_1111
00D6: if  0
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_1115
0006: @80 =  1  ;; integer values

:QUARRY_1115
0002: jump QUARRY_1117

:QUARRY_1116
0662: write_debug_message "UNKNOWN_BOMB_ID" 

:QUARRY_1117
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false QUARRY_1138
0164: disable_marker @140
0164: disable_marker @128
0006: @251 =  0  ;; integer values
0006: @261 =  0  ;; integer values
0550: unknown_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  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false QUARRY_1137
0085: @51 = @46  ;; integer values and handles
000A: @51 +=  15000  ;; integer values
00D6: if  0
001D:   @174(@204,4i) > @51  ;; integer values  
004D: jump_if_false QUARRY_1137
0085: @174(@204,4i) = @51  ;; integer values and handles

:QUARRY_1137
000A: @204 +=  1  ;; integer values

:QUARRY_1138
00D6: if  0
0039:   @204 ==  4  ;; integer values
004D: jump_if_false QUARRY_1142
0006: @252 =  1  ;; integer values

:QUARRY_1142
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false QUARRY_1152
014F: stop_timer $8172
00D6: if  0
0039:   @252 ==  0  ;; integer values
004D: jump_if_false QUARRY_1152
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'

:QUARRY_1152
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false QUARRY_1168
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false QUARRY_1160
00BC: text_highpriority 'QUAR_20'  7000 ms  1
0002: jump QUARRY_1168

:QUARRY_1160
0871: init_jump_table @204 total_jumps  4  0 QUARRY_1168 jumps  0 QUARRY_1161  1 QUARRY_1162  2 QUARRY_1164  3 QUARRY_1166 -1 QUARRY_1168 -1 QUARRY_1168 -1 QUARRY_1168 

:QUARRY_1161
0002: jump QUARRY_1168

:QUARRY_1162
00BC: text_highpriority 'QUAR_17'  7000 ms  1
0002: jump QUARRY_1168

:QUARRY_1164
00BC: text_highpriority 'QUAR_18'  7000 ms  1
0002: jump QUARRY_1168

:QUARRY_1166
00BC: text_highpriority 'QUAR_34'  7000 ms  1
0002: jump QUARRY_1168

:QUARRY_1168
00D6: if  2
0039:   @251 ==  0  ;; integer values
0039:   @252 ==  0  ;; integer values
875C:   NOT   marker @125 enabled
004D: jump_if_false QUARRY_1189
0188: @140 = create_marker_above_object @101(@204,10i)
0006: @251 =  1  ;; integer values
0871: init_jump_table @204 total_jumps  4  0 QUARRY_1189 jumps  0 QUARRY_1176  1 QUARRY_1178  2 QUARRY_1185  3 QUARRY_1187 -1 QUARRY_1189 -1 QUARRY_1189 -1 QUARRY_1189 

:QUARRY_1176
018A: @128 = create_checkpoint_at  830.4274  889.852  12.3516
0002: jump QUARRY_1189

:QUARRY_1178
00D6: if  0
0039:   @261 ==  0  ;; integer values
004D: jump_if_false QUARRY_1183
018A: @128 = create_checkpoint_at  678.5786  981.4282 -13.749
0002: jump QUARRY_1184

:QUARRY_1183
018A: @128 = create_checkpoint_at  660.666  913.719 -41.4059

:QUARRY_1184
0002: jump QUARRY_1189

:QUARRY_1185
018A: @128 = create_checkpoint_at  648.9208  916.257 -42.2287
0002: jump QUARRY_1189

:QUARRY_1187
018A: @128 = create_checkpoint_at  632.4524  810.3196 -43.9609
0002: jump QUARRY_1189

:QUARRY_1189
0006: @48 =  0  ;; integer values
0085: @50 = @204  ;; integer values and handles
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false QUARRY_1195
000E: @50 -=  1  ;; integer values

:QUARRY_1195
00D6: if  0
002D:   @50 >= @48  ;; integer values 
004D: jump_if_false QUARRY_1254
00D6: if  0
0039:   @253(@48,4i) ==  0  ;; integer values
004D: jump_if_false QUARRY_1244
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  0
803B:   NOT   @48 == @204  ;; integer values 
004D: jump_if_false QUARRY_1215
00D6: if  1
0021:   @78 >  21.0  ;; floating-point values
0021:   @79 >  21.0  ;; floating-point values
004D: jump_if_false QUARRY_1215
0085: @174(@48,4i) = @46  ;; integer values and handles
000E: @174(@48,4i) -=  1  ;; integer values

:QUARRY_1215
00D6: if  0
001D:   @46 > @174(@48,4i)  ;; integer values  
004D: jump_if_false QUARRY_1243
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  0
0023:    20.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_1231
020B: explode_car @87

:QUARRY_1231
00D6: if  0
0023:    20.0 > @79  ;; floating-point values
004D: jump_if_false QUARRY_1237
0006: @37 =  1  ;; integer values
0006: @45 =  7  ;; integer values
0051: return

:QUARRY_1237
00D6: if  0
003B:   @48 == @204  ;; integer values 
004D: jump_if_false QUARRY_1243
0006: @37 =  1  ;; integer values
0006: @45 =  6  ;; integer values
0051: return

:QUARRY_1243
0002: jump QUARRY_1252

:QUARRY_1244
00D6: if  0
0039:   @257(@48,4i) ==  0  ;; integer values
004D: jump_if_false QUARRY_1252
00D6: if  0
001D:   @46 > @178(@48,4i)  ;; integer values  
004D: jump_if_false QUARRY_1252
020C: create_explosion_with_radius  9 at @218(@48,4f) @222(@48,4f) @226(@48,4f)
0006: @257(@48,4i) =  1  ;; integer values

:QUARRY_1252
000A: @48 +=  1  ;; integer values
0002: jump QUARRY_1195

:QUARRY_1254
00D6: if  0
0039:   @243 ==  0  ;; integer values
004D: jump_if_false QUARRY_1262
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_1262
00BC: text_highpriority 'QUAR_16'  7000 ms  1
0006: @243 =  1  ;; integer values

:QUARRY_1262
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_1266
0050: gosub QUARRY_2423

:QUARRY_1266
0051: return

:QUARRY_1267
00D6: if  0
0119:   car @88 wrecked
004D: jump_if_false QUARRY_1273
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:QUARRY_1273
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_1288
0186: @126 = create_marker_above_car @88
07E0: @126  1 
0050: gosub QUARRY_2253
00BC: text_highpriority 'QUAR_22'  10000 ms  1
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'
0085: @206 = @46  ;; integer values and handles
000A: @35 +=  1  ;; integer values

:QUARRY_1288
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_1294
0006: @37 =  1  ;; integer values
0006: @45 =  4  ;; integer values
0051: return

:QUARRY_1294
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_1304
00D6: if  0
0039:   @235 ==  1  ;; integer values
004D: jump_if_false QUARRY_1304
0164: disable_marker @132
0006: @239 =  0  ;; integer values
0164: disable_marker @126
0006: @35 =  99  ;; integer values

:QUARRY_1304
00D6: if  0
0039:   @235 ==  0  ;; integer values
004D: jump_if_false QUARRY_1311
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_1311
0006: @235 =  1  ;; integer values

:QUARRY_1311
00D6: if  0
0039:   @239 ==  1  ;; integer values
004D: jump_if_false QUARRY_1320
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @215 @216 @217 radius  4.0  4.0  4.0
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @215 @216 @217 radius  15.0  10.0  4.0
004D: jump_if_false QUARRY_1320
0164: disable_marker @132
0006: @239 =  0  ;; integer values

:QUARRY_1320
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_1324
0050: gosub QUARRY_2423

:QUARRY_1324
0051: return

:QUARRY_1325
00D6: if  0
0119:   car @88 wrecked
004D: jump_if_false QUARRY_1331
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:QUARRY_1331
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_1377
0007: @212 =  469.377  ;; floating-point values
0007: @213 =  877.2751  ;; floating-point values
0007: @214 = -29.0362  ;; floating-point values
0050: gosub QUARRY_2247
0006: @48 =  0  ;; integer values

:QUARRY_1339
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: create_fire_at @59 @60 @61  0 @50 @153(@48,18i) 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  15  ;; integer values
004D: jump_if_false QUARRY_1339
0006: @48 =  0  ;; integer values

:QUARRY_1350
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_1365 jumps  0 QUARRY_1357  1 QUARRY_1359  2 QUARRY_1361  3 QUARRY_1363 -1 QUARRY_1365 -1 QUARRY_1365 -1 QUARRY_1365 

:QUARRY_1357
0107: @114(@50,7i) = create_object #CM_BOX at @59 @60 @61
0002: jump QUARRY_1365

:QUARRY_1359
0107: @114(@50,7i) = create_object #BLACKBAG2 at @59 @60 @61
0002: jump QUARRY_1365

:QUARRY_1361
0107: @114(@50,7i) = create_object #DYN_WOODPILE at @59 @60 @61
0002: jump QUARRY_1365

:QUARRY_1363
0107: @114(@50,7i) = create_object #DYN_WOODPILE2 at @59 @60 @61
0002: jump QUARRY_1365

:QUARRY_1365
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: @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_1350
00BC: text_highpriority 'QUAR_23'  7000 ms  1
0006: @263 =  0  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_1377
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false QUARRY_1416
0006: @50 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_1382
00D6: if  0
8685:   NOT @111(@48,3i) 
004D: jump_if_false QUARRY_1409
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  0
0023:    .5 > @76  ;; floating-point values
004D: jump_if_false QUARRY_1409
00D6: if  0
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_1406
0006: @51 =  15  ;; integer values
005A: @51 += @48  ;; integer values 
00D6: if  0
8973:   NOT @153(@51,18i) 
004D: jump_if_false QUARRY_1404
02CF: create_fire_at @59 @60 @61  0  3 @153(@51,18i) 
0654: @111(@48,3i)  1 
0550: unknown_keep_object @111(@48,3i) in_memory  1
0382: set_object @111(@48,3i) collision_detection  0

:QUARRY_1404
000A: @50 +=  1  ;; integer values
0002: jump QUARRY_1409

:QUARRY_1406
0006: @37 =  1  ;; integer values
0006: @45 =  8  ;; integer values
0051: return

:QUARRY_1409
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false QUARRY_1382
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false QUARRY_1416
0006: @236 =  1  ;; integer values

:QUARRY_1416
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_1422
0006: @37 =  1  ;; integer values
0006: @45 =  4  ;; integer values
0051: return

:QUARRY_1422
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_1429
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false QUARRY_1429
0006: @35 =  99  ;; integer values

:QUARRY_1429
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_1444
00D6: if  0
075C:   marker @126 enabled
004D: jump_if_false QUARRY_1443
0164: disable_marker @126
03D5: remove_text 'QUAR_36'
00D6: if  0
0039:   @238 ==  1  ;; integer values
004D: jump_if_false QUARRY_1442
018A: @128 = create_checkpoint_at @215 @216 @217
0002: jump QUARRY_1443

:QUARRY_1442
018A: @128 = create_checkpoint_at @212 @213 @214

:QUARRY_1443
0002: jump QUARRY_1451

:QUARRY_1444
00D6: if  0
875C:   NOT   marker @126 enabled
004D: jump_if_false QUARRY_1451
0164: disable_marker @128
0186: @126 = create_marker_above_car @88
07E0: @126  1 
00BC: text_highpriority 'QUAR_36'  5000 ms  1

:QUARRY_1451
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false QUARRY_1467
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_1467
00D6: if  0
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_1462
0100:   actor $PLAYER_ACTOR near_point_in_car @212 @213 @214 radius  4.0  4.0  4.0 sphere  1
0002: jump QUARRY_1467

:QUARRY_1462
00D6: if  0
0039:   @262 ==  0  ;; integer values
004D: jump_if_false QUARRY_1467
0512: permanent_text_box 'QUAR_H1'
0006: @262 =  1  ;; integer values

:QUARRY_1467
00D6: if  0
0039:   @263 ==  0  ;; integer values
004D: jump_if_false QUARRY_1481
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_1481
00D6: if  0
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_1481
00BC: text_highpriority 'QUAR_24'  7000 ms  1
0006: @263 =  1  ;; integer values
0164: disable_marker @131
0006: @238 =  0  ;; integer values
018A: @128 = create_checkpoint_at @212 @213 @214

:QUARRY_1481
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_1485
0050: gosub QUARRY_2423

:QUARRY_1485
0051: return

:QUARRY_1486
00D6: if  0
0119:   car @88 wrecked
004D: jump_if_false QUARRY_1492
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:QUARRY_1492
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_1517
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: @126  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'
0085: @206 = @46  ;; integer values and handles
00BC: text_highpriority 'QUAR_38'  10000 ms  1
0006: @236 =  0  ;; integer values
0006: @264 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_1511
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_1511
000A: @35 +=  1  ;; integer values

:QUARRY_1517
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false QUARRY_1564
0006: @80 =  0  ;; integer values
0006: @50 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_1523
00D6: if  0
8685:   NOT @101(@48,10i) 
004D: jump_if_false QUARRY_1541
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  0
0023:    1.0 > @76  ;; floating-point values
004D: jump_if_false QUARRY_1541
00D6: if  0
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_1538
000A: @50 +=  1  ;; integer values
0002: jump QUARRY_1541

:QUARRY_1538
020C: create_explosion_with_radius  2 at @59 @60 @61
0108: destroy_object @101(@48,10i)
0006: @80 =  1  ;; integer values

:QUARRY_1541
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_1523
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false QUARRY_1560
0006: @48 =  0  ;; integer values

:QUARRY_1548
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1553
020C: create_explosion_with_radius  2 at @59 @60 @61
0108: destroy_object @101(@48,10i)

:QUARRY_1553
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_1548
020B: explode_car @88
0006: @37 =  1  ;; integer values
0006: @45 =  9  ;; integer values
0051: return

:QUARRY_1560
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false QUARRY_1564
0006: @236 =  1  ;; integer values

:QUARRY_1564
00D6: if  0
0039:   @236 ==  0  ;; integer values
004D: jump_if_false QUARRY_1588
0227: @50 = car @88 health
0085: @51 = @205  ;; integer values and handles
0062: @51 -= @50  ;; integer values 
00D6: if  0
0019:   @51 >  10  ;; integer values
004D: jump_if_false QUARRY_1587
0006: @48 =  0  ;; integer values

:QUARRY_1574
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1580
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_1580
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_1574
020B: explode_car @88
0006: @37 =  1  ;; integer values
0006: @45 =  9  ;; integer values
0051: return

:QUARRY_1587
0085: @205 = @50  ;; integer values and handles

:QUARRY_1588
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_1594
0006: @37 =  1  ;; integer values
0006: @45 =  10  ;; integer values
0051: return

:QUARRY_1594
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_1601
00D6: if  0
0039:   @236 ==  1  ;; integer values
004D: jump_if_false QUARRY_1601
0006: @35 =  99  ;; integer values

:QUARRY_1601
0006: @48 =  0  ;; integer values

:QUARRY_1602
00D6: if  0
03CA:   object @122(@48,3i) exists
004D: jump_if_false QUARRY_1615
00D6: if  0
8685:   NOT @122(@48,3i) 
004D: jump_if_false QUARRY_1615
0871: init_jump_table @48 total_jumps  3  0 QUARRY_1615 jumps  0 QUARRY_1609  1 QUARRY_1611  2 QUARRY_1613 -1 QUARRY_1615 -1 QUARRY_1615 -1 QUARRY_1615 -1 QUARRY_1615 

:QUARRY_1609
0681: attach_object @122(@48,3i) to_car @88 offset -1.0 -5.0  .3   0.0  0.0  0.0 
0002: jump QUARRY_1615

:QUARRY_1611
0681: attach_object @122(@48,3i) to_car @88 offset  0.0 -5.0  .3   0.0  0.0  0.0 
0002: jump QUARRY_1615

:QUARRY_1613
0681: attach_object @122(@48,3i) to_car @88 offset  1.0 -5.0  .3   0.0  0.0  0.0 
0002: jump QUARRY_1615

:QUARRY_1615
000A: @48 +=  1  ;; integer values
0029:   @48 >=  3  ;; integer values
004D: jump_if_false QUARRY_1602
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_1628
00D6: if  0
875C:   NOT   marker @128 enabled
004D: jump_if_false QUARRY_1627
0164: disable_marker @126
018A: @128 = create_checkpoint_at @212 @213 @214
03D5: remove_text 'QUAR_36'

:QUARRY_1627
0002: jump QUARRY_1635

:QUARRY_1628
00D6: if  0
875C:   NOT   marker @126 enabled
004D: jump_if_false QUARRY_1635
0164: disable_marker @128
0186: @126 = create_marker_above_car @88
07E0: @126  1 
00BC: text_highpriority 'QUAR_36'  5000 ms  1

:QUARRY_1635
00D6: if  0
075C:   marker @128 enabled
004D: jump_if_false QUARRY_1639
00FE:   actor $PLAYER_ACTOR  1 (in-sphere)near_point @212 @213 @214 radius  8.0  8.0  4.0

:QUARRY_1639
00D6: if  0
0039:   @264 ==  0  ;; integer values
004D: jump_if_false QUARRY_1647
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @212 @213 @214 radius  24.0  30.0  8.0
004D: jump_if_false QUARRY_1647
00BC: text_highpriority 'QUAR_26'  7000 ms  1
0006: @264 =  1  ;; integer values

:QUARRY_1647
00D6: if  0
01AF:   car @88  0 ()near_point @212 @213 @214 radius  10.0  10.0  5.0
004D: jump_if_false QUARRY_1665
098D: @88 @75 
00D6: if  0
0021:   @75 >  .05  ;; floating-point values
004D: jump_if_false QUARRY_1665
0006: @48 =  0  ;; integer values

:QUARRY_1655
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1662
00D6: if  0
0685: @101(@48,10i) 
004D: jump_if_false QUARRY_1662
0682: @101(@48,10i)  0.0  0.0  0.0  0 

:QUARRY_1662
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_1655

:QUARRY_1665
0006: @80 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_1667
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1675
071E: @101(@48,10i) @50 
00D6: if  0
002B:    950 >= @50  ;; integer values 
004D: jump_if_false QUARRY_1675
0006: @80 =  1  ;; integer values

:QUARRY_1675
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_1667
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false QUARRY_1695
0006: @48 =  0  ;; integer values

:QUARRY_1682
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1688
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_1688
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_1682
020B: explode_car @88
0006: @37 =  1  ;; integer values
0006: @45 =  9  ;; integer values
0051: return

:QUARRY_1695
00D6: if  0
01AF:   car @88  0 ()near_point @212 @213 @214 radius  10.0  10.0  5.0
004D: jump_if_false QUARRY_1751
098D: @88 @75 
00D6: if  0
0021:   @75 >  .25  ;; floating-point values
004D: jump_if_false QUARRY_1751
0006: @48 =  0  ;; integer values

:QUARRY_1703
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1748
01BB: store_object @101(@48,10i) position_to @59 @60 @61
0006: @80 =  0  ;; integer values
0006: @50 =  0  ;; integer values

:QUARRY_1709
00D6: if  0
001B:    3 > @50  ;; integer values
004D: jump_if_false QUARRY_1724
00D6: if  1
0039:   @80 ==  0  ;; integer values
03CA:   object @122(@50,3i) exists
004D: jump_if_false QUARRY_1722
01BB: store_object @122(@50,3i) position_to @62 @63 @64
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    .75 > @78  ;; floating-point values
004D: jump_if_false QUARRY_1722
0006: @80 =  1  ;; integer values

:QUARRY_1722
000A: @50 +=  1  ;; integer values
0002: jump QUARRY_1709

:QUARRY_1724
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false QUARRY_1746
00D6: if  0
0039:   @296(@48,6i) ==  0  ;; integer values
004D: jump_if_false QUARRY_1734
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_1745

:QUARRY_1734
00D6: if  0
001D:   @46 > @184(@48,6i)  ;; integer values  
004D: jump_if_false QUARRY_1745
0085: @184(@48,6i) = @46  ;; integer values and handles
000A: @184(@48,6i) +=  5000  ;; integer values
00D6: if  0
0685: @101(@48,10i) 
004D: jump_if_false QUARRY_1743
0682: @101(@48,10i)  0.0  0.0  0.0  0 

:QUARRY_1743
000B: @61 +=  1.2  ;; floating-point values
01BC: put_object @101(@48,10i) at @59 @60 @61

:QUARRY_1745
0002: jump QUARRY_1748

:QUARRY_1746
0006: @296(@48,6i) =  0  ;; integer values
0006: @184(@48,6i) =  0  ;; integer values

:QUARRY_1748
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_1703

:QUARRY_1751
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_1757
0164: disable_marker @128
0164: disable_marker @126
0050: gosub QUARRY_2423

:QUARRY_1757
0051: return

:QUARRY_1758
00D6: if  0
0119:   car @87 wrecked
004D: jump_if_false QUARRY_1764
0006: @37 =  1  ;; integer values
0006: @45 =  1  ;; integer values
0051: return

:QUARRY_1764
00D6: if  0
0119:   car @90 wrecked
004D: jump_if_false QUARRY_1770
0006: @37 =  1  ;; integer values
0006: @45 =  12  ;; integer values
0051: return

:QUARRY_1770
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_1795
0006: @265 =  0  ;; integer values
0186: @125 = create_marker_above_car @87
07E0: @125  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'
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_1789
0006: @268(@48,10i) =  1  ;; integer values
000A: @48 +=  1  ;; integer values
0029:   @48 >=  10  ;; integer values
004D: jump_if_false QUARRY_1789
00BC: text_highpriority 'QUAR_28'  10000 ms  1
000A: @35 +=  1  ;; integer values

:QUARRY_1795
00D6: if  0
0039:   @266 ==  1  ;; integer values
004D: jump_if_false QUARRY_1827
01BB: store_object @121 position_to @62 @63 @64
0006: @48 =  0  ;; integer values

:QUARRY_1800
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1820
00D6: if  0
0039:   @268(@48,10i) ==  1  ;; integer values
004D: jump_if_false QUARRY_1820
01BB: store_object @101(@48,10i) position_to @59 @60 @61
050A: @78 = distance_between @59 @60 @61 and @62 @63 @64 
00D6: if  0
0023:    2.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_1820
020C: create_explosion_with_radius  7 at @59 @60 @61
0108: destroy_object @101(@48,10i)
00D6: if  0
8119:   NOT   car @90 wrecked
004D: jump_if_false QUARRY_1820
020B: explode_car @90
06DD: set_train @90 speed  0.0 
0006: @37 =  1  ;; integer values
0006: @45 =  11  ;; integer values

:QUARRY_1820
000A: @48 +=  1  ;; integer values
0029:   @48 >=  10  ;; integer values
004D: jump_if_false QUARRY_1800
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false QUARRY_1827
0051: return

:QUARRY_1827
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_1834
00D6: if  0
0039:   @267 ==  1  ;; integer values
004D: jump_if_false QUARRY_1834
0006: @35 =  99  ;; integer values

:QUARRY_1834
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @87
004D: jump_if_false QUARRY_1844
00D6: if  0
0039:   @265 ==  0  ;; integer values
004D: jump_if_false QUARRY_1843
0006: @265 =  1  ;; integer values
0164: disable_marker @125
03D5: remove_text 'QUAR_35'

:QUARRY_1843
0002: jump QUARRY_1859

:QUARRY_1844
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false QUARRY_1853
0006: @48 =  0  ;; integer values

:QUARRY_1848
0164: disable_marker @142(@48,10i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  10  ;; integer values
004D: jump_if_false QUARRY_1848
0006: @265 =  0  ;; integer values

:QUARRY_1853
00D6: if  0
875C:   NOT   marker @125 enabled
004D: jump_if_false QUARRY_1859
0186: @125 = create_marker_above_car @87
07E0: @125  1 
00BC: text_highpriority 'QUAR_35'  5000 ms  1

:QUARRY_1859
00D6: if  0
0039:   @266 ==  0  ;; integer values
004D: jump_if_false QUARRY_1871
00D6: if  0
002A:    15000 >= $8172  ;; integer values
004D: jump_if_false QUARRY_1871
06DC: set_train @90 acc  56.0 
06DD: set_train @90 speed  56.0 
0186: @141 = create_marker_above_car @90
07E0: @141  1 
00BC: text_highpriority 'QUAR_29'  7000 ms  1
0006: @266 =  1  ;; integer values

:QUARRY_1871
00D6: if  0
0039:   @266 ==  0  ;; integer values
004D: jump_if_false QUARRY_1884
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  727.6937  2412.204  17.6685  872.5978  2714.917  21.0511
004D: jump_if_false QUARRY_1884
06DC: set_train @90 acc  56.0 
06DD: set_train @90 speed  56.0 
0186: @141 = create_marker_above_car @90
07E0: @141  1 
014F: stop_timer $8172
00BC: text_highpriority 'QUAR_29'  7000 ms  1
0006: @266 =  1  ;; integer values

:QUARRY_1884
00D6: if  1
0039:   @266 ==  1  ;; integer values
0039:   @267 ==  0  ;; integer values
004D: jump_if_false QUARRY_1892
00D6: if  0
01AF:   car @90  0 ()near_point  673.9813  1331.079  10.7891 radius  20.0  20.0  8.0
004D: jump_if_false QUARRY_1892
0006: @267 =  1  ;; integer values

:QUARRY_1892
00D6: if  0
0039:   @265 ==  1  ;; integer values
004D: jump_if_false QUARRY_1918
0006: @48 =  0  ;; integer values

:QUARRY_1896
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1915
01BB: store_object @101(@48,10i) position_to @59 @60 @61
00D6: if  1
0021:   @59 >  739.0  ;; floating-point values
0023:    747.0 > @59  ;; floating-point values
004D: jump_if_false QUARRY_1910
0006: @268(@48,10i) =  1  ;; integer values
00D6: if  0
875C:   NOT   marker @142(@48,10i) enabled
004D: jump_if_false QUARRY_1909
0188: @142(@48,10i) = create_marker_above_object @101(@48,10i)

:QUARRY_1909
0002: jump QUARRY_1915

:QUARRY_1910
0006: @268(@48,10i) =  0  ;; integer values
00D6: if  0
075C:   marker @142(@48,10i) enabled
004D: jump_if_false QUARRY_1915
0164: disable_marker @142(@48,10i)

:QUARRY_1915
000A: @48 +=  1  ;; integer values
0029:   @48 >=  10  ;; integer values
004D: jump_if_false QUARRY_1896

:QUARRY_1918
00D6: if  0
0039:   @266 ==  0  ;; integer values
004D: jump_if_false QUARRY_1948
0006: @50 =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_1923
00D6: if  0
03CA:   object @101(@48,10i) exists
004D: jump_if_false QUARRY_1931
00D6: if  0
0039:   @268(@48,10i) ==  0  ;; integer values
004D: jump_if_false QUARRY_1930
000A: @50 +=  1  ;; integer values

:QUARRY_1930
0002: jump QUARRY_1932

:QUARRY_1931
000A: @50 +=  1  ;; integer values

:QUARRY_1932
000A: @48 +=  1  ;; integer values
0029:   @48 >=  10  ;; integer values
004D: jump_if_false QUARRY_1923
00D6: if  0
0039:   @50 ==  10  ;; integer values
004D: jump_if_false QUARRY_1948
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: @141  1 
014F: stop_timer $8172
00BC: text_highpriority 'QUAR_29'  7000 ms  1
0085: @207 = @46  ;; integer values and handles
0006: @266 =  1  ;; integer values

:QUARRY_1948
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_1952
0050: gosub QUARRY_2423

:QUARRY_1952
0051: return

:QUARRY_1953
00D6: if  0
0119:   car @91 wrecked
004D: jump_if_false QUARRY_1957
0006: @278 =  1  ;; integer values

:QUARRY_1957
00D6: if  0
0119:   car @88 wrecked
004D: jump_if_false QUARRY_1963
0006: @37 =  1  ;; integer values
0006: @45 =  2  ;; integer values
0051: return

:QUARRY_1963
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_1991
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: @126  1 
00BC: text_highpriority 'QUAR_32'  10000 ms  1
03C4: set_status_text_to $8173  1 (bar) 'QUAR_D6'
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'
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_1991
00D6: if  0
8119:   NOT   car @91 wrecked
004D: jump_if_false QUARRY_2019
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  0
0021:   @78 >  600.0  ;; floating-point values
004D: jump_if_false QUARRY_2003
0006: @37 =  1  ;; integer values
0006: @45 =  13  ;; integer values
0051: return

:QUARRY_2003
00D6: if  0
0039:   @279 ==  0  ;; integer values
004D: jump_if_false QUARRY_2011
00D6: if  0
0021:   @78 >  500.0  ;; floating-point values
004D: jump_if_false QUARRY_2011
00BC: text_highpriority 'QUAR_33'  7000 ms  1
0006: @279 =  1  ;; integer values

:QUARRY_2011
00D6: if  0
0039:   @279 ==  1  ;; integer values
004D: jump_if_false QUARRY_2019
00D6: if  0
0023:    400.0 > @78  ;; floating-point values
004D: jump_if_false QUARRY_2019
03D5: remove_text 'QUAR_33'
0006: @279 =  0  ;; integer values

:QUARRY_2019
00D6: if  0
002A:    0 >= $8172  ;; integer values
004D: jump_if_false QUARRY_2025
0006: @37 =  1  ;; integer values
0006: @45 =  14  ;; integer values
0051: return

:QUARRY_2025
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_2034
00D6: if  0
0039:   @278 ==  1  ;; integer values
004D: jump_if_false QUARRY_2034
0085: @172 = @46  ;; integer values and handles
000A: @172 +=  2000  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_2034
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false QUARRY_2041
00D6: if  0
001D:   @46 > @172  ;; integer values  
004D: jump_if_false QUARRY_2041
0006: @35 =  99  ;; integer values

:QUARRY_2041
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @88
004D: jump_if_false QUARRY_2050
00D6: if  0
075C:   marker @126 enabled
004D: jump_if_false QUARRY_2049
0164: disable_marker @126
03D5: remove_text 'QUAR_36'

:QUARRY_2049
0002: jump QUARRY_2056

:QUARRY_2050
00D6: if  0
875C:   NOT   marker @126 enabled
004D: jump_if_false QUARRY_2056
0186: @126 = create_marker_above_car @88
07E0: @126  1 
00BC: text_highpriority 'QUAR_36'  5000 ms  1

:QUARRY_2056
00D6: if  0
8119:   NOT   car @91 wrecked
004D: jump_if_false QUARRY_2065
0227: @50 = car @91 health
00D6: if  1
0019:   @50 >  300  ;; integer values
002B:    800 >= @50  ;; integer values 
004D: jump_if_false QUARRY_2065
0224: set_car @91 health_to  300

:QUARRY_2065
00D6: if  0
8119:   NOT   car @91 wrecked
004D: jump_if_false QUARRY_2105
0227: @50 = car @91 health
00D6: if  0
002B:    250 >= @50  ;; integer values 
004D: jump_if_false QUARRY_2074
0004: $8173 =  0  ;; integer values
0002: jump QUARRY_2105

:QUARRY_2074
00D6: if  0
0039:   @50 ==  1000  ;; integer values
004D: jump_if_false QUARRY_2079
0004: $8173 =  100  ;; integer values
0002: jump QUARRY_2105

:QUARRY_2079
00D6: if  0
0039:   @50 ==  300  ;; integer values
004D: jump_if_false QUARRY_2084
0004: $8173 =  20  ;; integer values
0002: jump QUARRY_2105

:QUARRY_2084
00D6: if  0
001B:    300 > @50  ;; integer values
004D: jump_if_false QUARRY_2094
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_2105

:QUARRY_2094
00D6: if  0
001B:    800 > @50  ;; integer values
004D: jump_if_false QUARRY_2098
0006: @50 =  800  ;; integer values

:QUARRY_2098
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_2105
00D6: if  0
8119:   NOT   car @91 wrecked
004D: jump_if_false QUARRY_2131
0006: @48 =  0  ;; integer values

:QUARRY_2109
00D6: if  0
03CA:   object @94(@48,7i) exists
004D: jump_if_false QUARRY_2128
00D6: if  0
8685:   NOT @94(@48,7i) 
004D: jump_if_false QUARRY_2128
0871: init_jump_table @48 total_jumps  6  0 QUARRY_2128 jumps  0 QUARRY_2116  1 QUARRY_2118  2 QUARRY_2120  3 QUARRY_2122  4 QUARRY_2124  5 QUARRY_2126 -1 QUARRY_2128 

:QUARRY_2116
0681: attach_object @94(@48,7i) to_car @91 offset  .5 -.7  .7   90.0  0.0  0.0 
0002: jump QUARRY_2128

:QUARRY_2118
0681: attach_object @94(@48,7i) to_car @91 offset -.5 -.7  .7   90.0  0.0  0.0 
0002: jump QUARRY_2128

:QUARRY_2120
0681: attach_object @94(@48,7i) to_car @91 offset  .5 -1.7  .73   90.0  0.0  0.0 
0002: jump QUARRY_2128

:QUARRY_2122
0681: attach_object @94(@48,7i) to_car @91 offset -.5 -1.7  .73   90.0  0.0  0.0 
0002: jump QUARRY_2128

:QUARRY_2124
0681: attach_object @94(@48,7i) to_car @91 offset  .5 -2.7  .76   90.0  0.0  0.0 
0002: jump QUARRY_2128

:QUARRY_2126
0681: attach_object @94(@48,7i) to_car @91 offset -.5 -2.7  .76   90.0  0.0  0.0 
0002: jump QUARRY_2128

:QUARRY_2128
000A: @48 +=  1  ;; integer values
0029:   @48 >=  6  ;; integer values
004D: jump_if_false QUARRY_2109

:QUARRY_2131
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_2135
0050: gosub QUARRY_2423

:QUARRY_2135
0051: return

:QUARRY_2136
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false QUARRY_2144
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0085: @183 = @46  ;; integer values and handles
000A: @183 +=  5000  ;; integer values
014F: stop_timer $8172
000A: @35 +=  1  ;; integer values

:QUARRY_2144
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false QUARRY_2154
00D6: if  0
001D:   @46 > @183  ;; integer values  
004D: jump_if_false QUARRY_2154
016A: fade  0 ()  500 ms
0085: @183 = @46  ;; integer values and handles
000A: @183 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_2154
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false QUARRY_2171
00D6: if  1
001D:   @46 > @183  ;; integer values  
816B:   NOT   fading
004D: jump_if_false QUARRY_2171
04A6: $1931 = create_asset_money_pickup_at  818.2578  853.8873  10.8059 money $1932 $1932
02A3: toggle_widescreen  1 (on)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) 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_2171
00D6: if  0
0039:   @35 ==  3  ;; integer values
004D: jump_if_false QUARRY_2182
00D6: if  0
001D:   @46 > @183  ;; integer values  
004D: jump_if_false QUARRY_2182
016A: fade  1 (back)  500 ms
00BA: text_styled 'ASS_ACQ'  5000 ms  6
0085: @183 = @46  ;; integer values and handles
000A: @183 +=  5000  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_2182
00D6: if  0
0039:   @35 ==  4  ;; integer values
004D: jump_if_false QUARRY_2194
00D6: if  0
001D:   @46 > @183  ;; integer values  
004D: jump_if_false QUARRY_2194
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
0085: @183 = @46  ;; integer values and handles
000A: @183 +=  6000  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_2194
00D6: if  0
0039:   @35 ==  5  ;; integer values
004D: jump_if_false QUARRY_2204
00D6: if  0
001D:   @46 > @183  ;; integer values  
004D: jump_if_false QUARRY_2204
016A: fade  0 ()  500 ms
0085: @183 = @46  ;; integer values and handles
000A: @183 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_2204
00D6: if  0
0039:   @35 ==  6  ;; integer values
004D: jump_if_false QUARRY_2219
00D6: if  1
001D:   @46 > @183  ;; integer values  
816B:   NOT   fading
004D: jump_if_false QUARRY_2219
00A0: store_actor $PLAYER_ACTOR position_to @59 @60 @61
03CB: set_camera @59 @60 @61
02A3: toggle_widescreen  0 (off)
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_2219
00D6: if  0
0039:   @35 ==  7  ;; integer values
004D: jump_if_false QUARRY_2231
00D6: if  0
001D:   @46 > @183  ;; integer values  
004D: jump_if_false QUARRY_2231
02FD: text_2numbers_lowpriority 'QUAR_P7' @210 @211  10000 ms  1
00BB: text_lowpriority 'QUAR_H3'  7000 ms  1
016A: fade  1 (back)  500 ms
0085: @183 = @46  ;; integer values and handles
000A: @183 +=  500  ;; integer values
000A: @35 +=  1  ;; integer values

:QUARRY_2231
00D6: if  0
0039:   @35 ==  8  ;; integer values
004D: jump_if_false QUARRY_2242
00D6: if  1
001D:   @46 > @183  ;; integer values  
816B:   NOT   fading
004D: jump_if_false QUARRY_2242
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @35 =  99  ;; integer values

:QUARRY_2242
00D6: if  0
0039:   @35 ==  99  ;; integer values
004D: jump_if_false QUARRY_2246
0050: gosub QUARRY_2423

:QUARRY_2246
0051: return

:QUARRY_2247
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_2253
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  0
0029:   @201 >=  60  ;; integer values
004D: jump_if_false QUARRY_2272
000A: @200 +=  1  ;; integer values
000E: @201 -=  60  ;; integer values

:QUARRY_2272
005A: @200 += @202  ;; integer values 

:QUARRY_2273
00D6: if  0
0029:   @200 >=  24  ;; integer values
004D: jump_if_false QUARRY_2278
000E: @200 -=  24  ;; integer values
0002: jump QUARRY_2273

:QUARRY_2278
0006: @80 =  0  ;; integer values
00D6: if  0
0019:   @201 >  45  ;; integer values
004D: jump_if_false QUARRY_2293
0006: @50 =  60  ;; integer values
0062: @50 -= @201  ;; integer values 
0006: @201 =  0  ;; integer values
000A: @200 +=  1  ;; integer values
00D6: if  0
0039:   @200 ==  24  ;; integer values
004D: jump_if_false QUARRY_2290
0006: @200 =  0  ;; integer values

:QUARRY_2290
0012: @50 *=  1000  ;; integer values 
005A: @173 += @50  ;; integer values 
0006: @80 =  1  ;; integer values

:QUARRY_2293
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false QUARRY_2306
00D6: if  1
0019:   @201 >  30  ;; integer values
001B:    45 > @201  ;; integer values
004D: jump_if_false QUARRY_2306
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_2306
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false QUARRY_2319
00D6: if  1
0019:   @201 >  15  ;; integer values
001B:    30 > @201  ;; integer values
004D: jump_if_false QUARRY_2319
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_2319
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false QUARRY_2332
00D6: if  1
0019:   @201 >  0  ;; integer values
001B:    15 > @201  ;; integer values
004D: jump_if_false QUARRY_2332
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_2332
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_2338
00D6: if  0
0736:  32 
004D: jump_if_false QUARRY_2347
000A: @47 +=  1  ;; integer values
00D6: if  0
0019:   @47 >  2  ;; integer values
004D: jump_if_false QUARRY_2346
0006: @47 =  0  ;; integer values

:QUARRY_2346
086A: (unknown)

:QUARRY_2347
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false QUARRY_2361
008A: $8181 = @34  ;; integer values and handles
008A: $8181(1) = @35  ;; integer values and handles
008A: $8181(2) = @46  ;; integer values and handles
0004: $8181(3) =  0  ;; integer values
0004: $8181(4) =  0  ;; integer values
0004: $8181(5) =  0  ;; integer values
0004: $8181(6) =  0  ;; integer values
0004: $8181(7) =  0  ;; integer values
065D: $8181 "M_STAGE" 
065D: $8181(1) "M_GOALS" 
065D: $8181(2) "M_MISSION_TIMER" 

:QUARRY_2361
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false QUARRY_2379
0004: $8181(7) =  0  ;; integer values
0006: @48 =  0  ;; integer values

:QUARRY_2366
0084: $8181(@48,8i) = $8174(@48,7i)  ;; integer values and handles
0058: $8181(7) += $8174(@48,7i)  ;; integer values
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_2366
065D: $8181 "ROCKFALL" 
065D: $8181(1) "SABOTAGE" 
065D: $8181(2) "DESTROY." 
065D: $8181(3) "REMOVAL." 
065D: $8181(4) "DELIVERY" 
065D: $8181(5) "SPILLAGE" 
065D: $8181(6) "BURIAL.." 
065D: $8181(7) "TOTAL..." 

:QUARRY_2379
00D6: if  0
0736:  98 
004D: jump_if_false QUARRY_2383
0006: @38 =  1  ;; integer values

:QUARRY_2383
00D6: if  0
0736:  80 
004D: jump_if_false QUARRY_2394
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false QUARRY_2392
0006: @39 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump QUARRY_2394

:QUARRY_2392
0006: @39 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:QUARRY_2394
0051: return

:QUARRY_2395
00D6: if  0
0736:  83 
004D: jump_if_false QUARRY_2400
0006: @36 =  1  ;; integer values
0051: return

:QUARRY_2400
00D6: if  0
0736:  77 
004D: jump_if_false QUARRY_2406
0008: $8171 +=  1  ;; integer values
0663: write_debug_intvar "MISSIONS_PASSED" $8171 
0051: return

:QUARRY_2406
00D6: if  0
8736:   NOT  74 
004D: jump_if_false QUARRY_2410
0051: return

:QUARRY_2410
0051: return

:QUARRY_2411
000A: @41 +=  1  ;; integer values
00D6: if  0
0019:   @41 >  9  ;; integer values
004D: jump_if_false QUARRY_2416
0006: @41 =  0  ;; integer values

:QUARRY_2416
0051: return

:QUARRY_2417
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_2423
000A: @34 +=  1  ;; integer values
0006: @35 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:QUARRY_2428
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false QUARRY_2433
0001: wait  0 ms
0002: jump QUARRY_2428

:QUARRY_2433
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  1000 ms
016A: fade  0 ()  1000 ms

:QUARRY_2436
00D6: if  0
016B:   fading
004D: jump_if_false QUARRY_2441
0001: wait  0 ms
0002: jump QUARRY_2436

:QUARRY_2441
00D6: if  0
0038:   $1493 ==  0  ;; integer values
004D: jump_if_false QUARRY_2468
00D6: if  0
0038:   $8171 ==  0  ;; integer values
004D: jump_if_false QUARRY_2468
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_2468
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_2475
00D6: if  0
0029:   @50 >=  7  ;; integer values
004D: jump_if_false QUARRY_2480
000E: @50 -=  7  ;; integer values
0002: jump QUARRY_2475

:QUARRY_2480
0085: @198 = @50  ;; integer values and handles
000A: @198 +=  1  ;; integer values
0050: gosub QUARRY_2505
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:  1 
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms

:QUARRY_2490
00D6: if  0
016B:   fading
004D: jump_if_false QUARRY_2495
0001: wait  0 ms
0002: jump QUARRY_2490

:QUARRY_2495
00D6: if  0
0038:   $1493 ==  1  ;; integer values
004D: jump_if_false QUARRY_2499
03E5: text_box 'QUAR_H2'

:QUARRY_2499
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @45 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0006: @35 =  0  ;; integer values
0051: return

:QUARRY_2505
0871: init_jump_table @198 total_jumps  7  1 QUARRY_2520 jumps  1 QUARRY_2506  2 QUARRY_2508  3 QUARRY_2518  4 QUARRY_2510  5 QUARRY_2512  6 QUARRY_2514  7 QUARRY_2516 

:QUARRY_2506
0050: gosub QUARRY_2556
0002: jump QUARRY_2521

:QUARRY_2508
0050: gosub QUARRY_2583
0002: jump QUARRY_2521

:QUARRY_2510
0050: gosub QUARRY_2626
0002: jump QUARRY_2521

:QUARRY_2512
0050: gosub QUARRY_2684
0002: jump QUARRY_2521

:QUARRY_2514
0050: gosub QUARRY_2737
0002: jump QUARRY_2521

:QUARRY_2516
0050: gosub QUARRY_2522
0002: jump QUARRY_2521

:QUARRY_2518
0050: gosub QUARRY_2792
0002: jump QUARRY_2521

:QUARRY_2520
0662: write_debug_message "UNKNOWN_QUARRY_MISSION_ID" 

:QUARRY_2521
0051: return

:QUARRY_2522
0006: @34 =  1  ;; integer values
0247: request_model  468
0247: request_model  486
0247: request_model  406
0247: request_model #DEAD_TIED_COP
0247: request_model  523
0247: request_model #CR_AMMOBOX
038B: load_requested_models

:QUARRY_2530
00D6: if  25
8248:   NOT   model  468 available
8248:   NOT   model  486 available
8248:   NOT   model  406 available
8248:   NOT   model #DEAD_TIED_COP available
8248:   NOT   model  523 available
8248:   NOT   model #CR_AMMOBOX available
004D: jump_if_false QUARRY_2540
0001: wait  0 ms
0002: jump QUARRY_2530

:QUARRY_2540
00A5: @86 = create_car  468 at  819.7281  858.3189  11.0469
0175: set_car @86 z_angle_to  291.4761
00A5: @87 = create_car  486 at  653.1636  879.9844 -42.5799
0175: set_car @87 z_angle_to  119.7783
00A5: @88 = create_car  406 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: @93  0 
0681: attach_object @93 to_car @88 offset  0.0 -1.7  1.5   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  523 at  560.3003  844.9364 -13.0258
03F5: unknown_prepare_car @89 for_explosion flag  0
06D0:  0 
0051: return

:QUARRY_2556
0006: @34 =  5  ;; integer values
0247: request_model  486
0247: request_model #DYN_QUARRYROCK03
038B: load_requested_models

:QUARRY_2560
00D6: if  21
8248:   NOT   model  486 available
8248:   NOT   model #DYN_QUARRYROCK03 available
004D: jump_if_false QUARRY_2566
0001: wait  0 ms
0002: jump QUARRY_2560

:QUARRY_2566
00A5: @87 = create_car  486 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_2583
0006: @34 =  7  ;; integer values
0247: request_model  486
0247: request_model #KB_BARREL
038B: load_requested_models

:QUARRY_2587
00D6: if  21
8248:   NOT   model  486 available
8248:   NOT   model #KB_BARREL available
004D: jump_if_false QUARRY_2593
0001: wait  0 ms
0002: jump QUARRY_2587

:QUARRY_2593
00A5: @87 = create_car  486 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_2608
0871: init_jump_table @48 total_jumps  4  0 QUARRY_2621 jumps  0 QUARRY_2609  1 QUARRY_2612  2 QUARRY_2615  3 QUARRY_2618 -1 QUARRY_2621 -1 QUARRY_2621 -1 QUARRY_2621 

:QUARRY_2609
0085: @174(@48,4i) = @50  ;; integer values and handles
0012: @174(@48,4i) *=  3  ;; integer values 
0002: jump QUARRY_2621

:QUARRY_2612
0085: @174(@48,4i) = @50  ;; integer values and handles
0012: @174(@48,4i) *=  6  ;; integer values 
0002: jump QUARRY_2621

:QUARRY_2615
0085: @174(@48,4i) = @50  ;; integer values and handles
0012: @174(@48,4i) *=  8  ;; integer values 
0002: jump QUARRY_2621

:QUARRY_2618
008B: @174(@48,4i) = $8174(@51,7i)  ;; integer values and handles
0012: @174(@48,4i) *=  1000  ;; integer values 
0002: jump QUARRY_2621

:QUARRY_2621
000A: @48 +=  1  ;; integer values
0029:   @48 >=  4  ;; integer values
004D: jump_if_false QUARRY_2608
06D0:  0 
0051: return

:QUARRY_2626
0006: @34 =  9  ;; integer values
0247: request_model  406
0247: request_model #DEAD_TIED_COP
0247: request_model  468
0247: request_model #CM_BOX
0247: request_model #BLACKBAG2
0247: request_model #DYN_WOODPILE
0247: request_model #DYN_WOODPILE2
038B: load_requested_models

:QUARRY_2635
00D6: if  22
8248:   NOT   model  406 available
8248:   NOT   model #DEAD_TIED_COP available
8248:   NOT   model  468 available
004D: jump_if_false QUARRY_2642
0001: wait  0 ms
0002: jump QUARRY_2635

:QUARRY_2642
00D6: if  23
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_2650
0001: wait  0 ms
0002: jump QUARRY_2642

:QUARRY_2650
00A5: @88 = create_car  406 at  355.8632  895.6545  19.399
0175: set_car @88 z_angle_to  342.1892
00A5: @86 = create_car  468 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  0
0023:    0.0 > @75  ;; floating-point values
004D: jump_if_false QUARRY_2662
000B: @75 +=  360.0  ;; floating-point values

:QUARRY_2662
0681: attach_object @111(@50,3i) to_car @88 offset  .5 -.7  .7   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  0
0023:    0.0 > @75  ;; floating-point values
004D: jump_if_false QUARRY_2671
000B: @75 +=  360.0  ;; floating-point values

:QUARRY_2671
0681: attach_object @111(@50,3i) to_car @88 offset -.5 -1.7  .73   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  0
0023:    0.0 > @75  ;; floating-point values
004D: jump_if_false QUARRY_2680
000B: @75 +=  360.0  ;; floating-point values

:QUARRY_2680
0681: attach_object @111(@50,3i) to_car @88 offset  .5 -2.7  .76   90.0 @75 @75 
01EB: set_car_density_to  3.0
06D0:  0 
0051: return

:QUARRY_2684
0006: @34 =  12  ;; integer values
0247: request_model  406
0247: request_model #KB_BARREL
038B: load_requested_models

:QUARRY_2688
00D6: if  21
8248:   NOT   model  406 available
8248:   NOT   model #KB_BARREL available
004D: jump_if_false QUARRY_2694
0001: wait  0 ms
0002: jump QUARRY_2688

:QUARRY_2694
00A5: @88 = create_car  406 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 offset  .5 -.7  .9   90.0  0.0  0.0 
09CA: @101(@50,10i)  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 offset -.5 -.7  .9   90.0  0.0  0.0 
09CA: @101(@50,10i)  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 offset  .5 -1.7  .93   90.0  0.0  0.0 
09CA: @101(@50,10i)  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 offset -.5 -1.7  .93   90.0  0.0  0.0 
09CA: @101(@50,10i)  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 offset  .5 -2.7  .96   90.0  0.0  0.0 
09CA: @101(@50,10i)  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 offset -.5 -2.7  .96   90.0  0.0  0.0 
09CA: @101(@50,10i)  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: @122(@50,3i)  0 
0681: attach_object @122(@50,3i) to_car @88 offset -1.0 -5.0  .3   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: @122(@50,3i)  0 
0681: attach_object @122(@50,3i) to_car @88 offset  0.0 -5.0  .3   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: @122(@50,3i)  0 
0681: attach_object @122(@50,3i) to_car @88 offset  1.0 -5.0  .3   0.0  0.0  0.0 
06D0:  0 
0051: return

:QUARRY_2737
0006: @34 =  14  ;; integer values
0247: request_model  486
0247: request_model #KB_BARREL
0247: request_model  538
0247: request_model  570
038B: load_requested_models

:QUARRY_2743
00D6: if  23
8248:   NOT   model  486 available
8248:   NOT   model #KB_BARREL available
8248:   NOT   model  538 available
8248:   NOT   model  570 available
004D: jump_if_false QUARRY_2751
0001: wait  0 ms
0002: jump QUARRY_2743

:QUARRY_2751
00A5: @87 = create_car  486 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 track  11 unknown  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: @121  0 
0681: attach_object @121 to_car @90 offset  0.0  9.0 -1.8   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:  0 
0051: return

:QUARRY_2792
0006: @34 =  16  ;; integer values
0247: request_model  406
0247: request_model  18
0247: request_model #CR_GUNCRATE
038B: load_requested_models

:QUARRY_2797
00D6: if  22
8248:   NOT   model  406 available
8248:   NOT   model  18 available
8248:   NOT   model #CR_GUNCRATE available
004D: jump_if_false QUARRY_2804
0001: wait  0 ms
0002: jump QUARRY_2797

:QUARRY_2804
00A5: @88 = create_car  406 at  816.4832  845.8509  9.4934
0175: set_car @88 z_angle_to  295.4882
00A5: @91 = create_car  406 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  18 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 offset  .5 -.7  .7   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 offset -.5 -.7  .7   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 offset  .5 -1.7  .73   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 offset -.5 -1.7  .73   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 offset  .5 -2.7  .76   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 offset -.5 -2.7  .76   90.0  0.0  0.0 
06D0:  0 
0051: return

:QUARRY_2830
00BA: text_styled 'M_FAIL'  5000 ms  1
03EB: clear_small_messages_only
0871: init_jump_table @45 total_jumps  14  0 QUARRY_2862 jumps  1 QUARRY_2836  2 QUARRY_2838  3 QUARRY_2840  4 QUARRY_2842  5 QUARRY_2844  6 QUARRY_2846  7 QUARRY_2848 
0872: jump_table_jumps  8 QUARRY_2850  9 QUARRY_2852  10 QUARRY_2834  11 QUARRY_2854  12 QUARRY_2856  13 QUARRY_2858  14 QUARRY_2860 -1 QUARRY_2862 -1 QUARRY_2862 

:QUARRY_2834
00BC: text_highpriority 'QUAR_F0'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2836
00BC: text_highpriority 'QUAR_F1'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2838
00BC: text_highpriority 'QUAR_F2'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2840
00BC: text_highpriority 'QUAR_F3'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2842
00BC: text_highpriority 'QUAR_F4'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2844
00BC: text_highpriority 'QUAR_F5'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2846
00BC: text_highpriority 'QUAR_F6'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2848
00BC: text_highpriority 'QUAR_F7'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2850
00BC: text_highpriority 'QUAR_F8'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2852
00BC: text_highpriority 'QUAR_F9'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2854
00BC: text_highpriority 'QUAR_FA'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2856
00BC: text_highpriority 'QUAR_FB'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2858
00BC: text_highpriority 'QUAR_FC'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2860
00BC: text_highpriority 'QUAR_FD'  5000 ms  1
0002: jump QUARRY_2862

:QUARRY_2862
0051: return

:QUARRY_2863
00D6: if  0
0039:   @207 ==  0  ;; integer values
004D: jump_if_false QUARRY_2869
0085: @50 = @46  ;; integer values and handles
0062: @50 -= @206  ;; integer values 
0002: jump QUARRY_2871

:QUARRY_2869
0085: @50 = @207  ;; integer values and handles
0062: @50 -= @206  ;; integer values 

:QUARRY_2871
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  0
0019:   @50 >  50  ;; integer values
004D: jump_if_false QUARRY_2880
000A: @51 +=  1  ;; integer values

:QUARRY_2880
0006: @293 =  0  ;; integer values
0006: @294 =  0  ;; integer values
00D6: if  0
003C:   $8174($8171,7i) == @51  ;; integer values 
004D: jump_if_false QUARRY_2887
0006: @293 =  1  ;; integer values
0002: jump QUARRY_2891

:QUARRY_2887
00D6: if  0
001E:   $8174($8171,7i) > @51  ;; integer values
004D: jump_if_false QUARRY_2891
0006: @294 =  1  ;; integer values

:QUARRY_2891
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false QUARRY_2895
008A: $8174($8171,7i) = @51  ;; integer values and handles

:QUARRY_2895
00D6: if  1
0038:   $1493 ==  1  ;; integer values
0039:   @294 ==  1  ;; integer values
004D: jump_if_false QUARRY_2905
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_2905
0006: @50 =  0  ;; integer values
00D6: if  0
0038:   $1493 ==  1  ;; integer values
004D: jump_if_false QUARRY_2914
0006: @48 =  0  ;; integer values

:QUARRY_2910
005C: @50 += $8174(@48,7i)  ;; integer values 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_2910

:QUARRY_2914
0629: change_stat  202 () to @50  ; integer see statdisp.dat
00D6: if  1
0038:   $1493 ==  1  ;; integer values
0039:   @294 ==  1  ;; integer values
004D: jump_if_false QUARRY_2925
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_2925
0008: $8171 +=  1  ;; integer values
00D6: if  0
0038:   $1493 ==  0  ;; integer values
004D: jump_if_false QUARRY_2952
0871: init_jump_table $8171 total_jumps  7  0 QUARRY_2944 jumps  1 QUARRY_2930  2 QUARRY_2932  3 QUARRY_2934  4 QUARRY_2936  5 QUARRY_2938  6 QUARRY_2940  7 QUARRY_2942 

:QUARRY_2930
0006: @50 =  500  ;; integer values
0002: jump QUARRY_2944

:QUARRY_2932
0006: @50 =  1000  ;; integer values
0002: jump QUARRY_2944

:QUARRY_2934
0006: @50 =  2000  ;; integer values
0002: jump QUARRY_2944

:QUARRY_2936
0006: @50 =  3000  ;; integer values
0002: jump QUARRY_2944

:QUARRY_2938
0006: @50 =  5000  ;; integer values
0002: jump QUARRY_2944

:QUARRY_2940
0006: @50 =  7500  ;; integer values
0002: jump QUARRY_2944

:QUARRY_2942
0006: @50 =  10000  ;; integer values
0002: jump QUARRY_2944

:QUARRY_2944
00D6: if  0
0038:   $8171 ==  7  ;; integer values
004D: jump_if_false QUARRY_2949
01E3: text_1number_styled 'M_PASS' @50  3000 ms  1
0002: jump QUARRY_2950

:QUARRY_2949
01E3: text_1number_styled 'M_PASS' @50  5000 ms  1

:QUARRY_2950
0109: player $PLAYER_CHAR money += @50
0002: jump QUARRY_2962

:QUARRY_2952
01E3: text_1number_styled 'M_PASSD'  0  5000 ms  1
00D6: if  0
0039:   @293 ==  1  ;; integer values
004D: jump_if_false QUARRY_2958
00BC: text_highpriority 'QUAR_P5'  5000 ms  1
0002: jump QUARRY_2962

:QUARRY_2958
00D6: if  0
0039:   @294 ==  1  ;; integer values
004D: jump_if_false QUARRY_2962
0303: text_4numbers_highpriority 'QUAR_P6' @208 @209 @210 @211  10000 ms  1  

:QUARRY_2962
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $1493 ==  0  ;; integer values
004D: jump_if_false QUARRY_3000
00D6: if  0
0038:   $8171 ==  1  ;; integer values
004D: jump_if_false QUARRY_2971
00BC: text_highpriority 'QUAR_P1'  5000 ms  1
0002: jump QUARRY_2999

:QUARRY_2971
00D6: if  0
0038:   $8171 ==  7  ;; integer values
004D: jump_if_false QUARRY_2998
0595: (unknown)
030C: set_mission_points +=  1
0394: play_music  2
0004: $1493 =  1  ;; integer values
0004: $8171 =  0  ;; integer values
00BA: text_styled 'QUAR_P2'  4000 ms  4
0006: @50 =  0  ;; integer values
00D6: if  0
0038:   $1493 ==  1  ;; integer values
004D: jump_if_false QUARRY_2989
0006: @48 =  0  ;; integer values

:QUARRY_2985
005C: @50 += $8174(@48,7i)  ;; integer values 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_2985

:QUARRY_2989
0629: change_stat  202 () to @50  ; integer see statdisp.dat
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_2999

:QUARRY_2998
01E5: text_1number_highpriority 'QUAR_P4' $8171  5000 ms  1

:QUARRY_2999
0002: jump QUARRY_3004

:QUARRY_3000
00D6: if  0
0038:   $8171 ==  7  ;; integer values
004D: jump_if_false QUARRY_3004
0004: $8171 =  0  ;; integer values

:QUARRY_3004
00D6: if  0
0038:   $1493 ==  1  ;; integer values
004D: jump_if_false QUARRY_3009
014C: set_parked_car_generator $2759 cars_to_generate_to  101
014C: set_parked_car_generator $2760 cars_to_generate_to  101

:QUARRY_3009
0051: return

:QUARRY_3010
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_3021
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_3021
0006: @48 =  0  ;; integer values

:QUARRY_3026
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_3026
0006: @48 =  0  ;; integer values

:QUARRY_3031
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_3031
0006: @48 =  0  ;; integer values

:QUARRY_3036
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_3036
0006: @48 =  0  ;; integer values

:QUARRY_3041
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_3041
0006: @48 =  0  ;; integer values

:QUARRY_3046
06D6: @190(@48,7i) 
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_3046
06D6: @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_3063
0164: disable_marker @133(@48,7i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  7  ;; integer values
004D: jump_if_false QUARRY_3063
0006: @48 =  0  ;; integer values

:QUARRY_3068
0164: disable_marker @142(@48,10i)
000A: @48 +=  1  ;; integer values
0029:   @48 >=  10  ;; integer values
004D: jump_if_false QUARRY_3068
014F: stop_timer $8172
0151: remove_status_text $8173
0986: (unknown)
00D6: if  0
0039:   @262 ==  1  ;; integer values
004D: jump_if_false QUARRY_3079
03E6: remove_text_box

:QUARRY_3079
0249: release_model  468
0249: release_model  486
0249: release_model  406
0249: release_model #DYN_QUARRYROCK02
0249: release_model #DEAD_TIED_COP
0249: release_model #DYN_QUARRYROCK03
0249: release_model  523
0249: release_model #CR_AMMOBOX
0249: release_model #KB_BARREL
0249: release_model  538
0249: release_model  570
0249: release_model  18
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_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
06D0:  1 
06D7:  1 
00D6: if  0
0039:   @283 ==  1  ;; integer values
004D: jump_if_false QUARRY_3110
091D:  256.6312  734.7498  4.0053  343.9576  765.6713  6.4852 
091D:  291.2253  762.6765  4.0625  354.4869  784.4223  6.6101 
091D: -149.9865  460.067  4.9719 -119.7325  530.4155  12.4813 
091D: -100.9858  1190.38  16.1736  97.0928  1205.202  19.9344 
091D: -124.9028  1209.581  14.6519 -108.1954  1243.821  19.8554 
091D: -113.2273  1246.477  11.3781 -84.1825  1268.751  17.5621 

:QUARRY_3110
01BD: $184 = current_time_in_ms
0A2D:  1 
0004: $ON_MISSION =  0  ;; integer values
0004: $411 =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 119---------------
; Originally: Boat School


:BOAT_1
03A4: name_thread 'BOAT'
0050: gosub BOAT_33
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BOAT_7
0050: gosub BOAT_4215

:BOAT_7
0050: gosub BOAT_4234
004E: end_thread
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BOAT_33
00D6: if  0
0039:   @36 ==  13  ;; integer values
004D: jump_if_false BOAT_33
00A5: @37 = create_car  415 at  0.0  0.0  0.0
00A5: @46 = create_car  415 at  5.0  5.0  10.0
009A: @47 = create_actor  24  210 at  20.0  20.0  20.0
009A: @39 = create_actor  24  210 at  30.0  30.0  20.0
009A: @42 = create_actor  24  210 at  30.0  30.0  20.0
009A: @43 = create_actor  24  210 at  30.0  30.0  20.0
00A5: @40 = create_car  415 at  0.0  0.0  0.0
00A5: @41 = create_car  415 at  0.0  0.0  0.0
009A: @45 = create_actor  24  210 at  30.0  30.0  20.0
00A5: @44 = create_car  415 at  0.0  0.0  0.0
0006: @156 =  0  ;; integer values

:BOAT_26
00D6: if  0
001B:    13 > @156  ;; integer values
004D: jump_if_false BOAT_33
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_26

:BOAT_33
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $1969 ==  0  ;; integer values
004D: jump_if_false BOAT_38
0317: increment_mission_attempts

:BOAT_38
054C: use_GXT_table 'BOAT'
08F8:  0 
09B9:  0 
09BA:  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BOAT_46
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  0

:BOAT_46
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  210
0247: request_model  473
0247: request_model  497
0247: request_model  472
0247: request_model  484
0247: request_model  454
0247: request_model  539
038B: load_requested_models

:BOAT_108
00D6: if  23
8248:   NOT   model  210 available
8248:   NOT   model  473 available
8248:   NOT   model  497 available
8248:   NOT   model  472 available
004D: jump_if_false BOAT_116
0001: wait  0 ms
0002: jump BOAT_108

:BOAT_116
00D6: if  22
8248:   NOT   model  484 available
8248:   NOT   model  454 available
8248:   NOT   model  539 available
004D: jump_if_false BOAT_123
0001: wait  0 ms
0002: jump BOAT_116

:BOAT_123
0390: 'LD_DRV' 
038F:  1 "BRONZE" 
038F:  2 "SILVER" 
038F:  3 "GOLD" 
038F:  4 "RIBB" 
038F:  5 "TVCORN" 
038F:  6 "NAWARD" 
038F:  7 "RIBBW" 
038F:  8 "BLKDOT" 
038F:  9 "TVBASE" 
00A1: put_actor $PLAYER_ACTOR at @174 @175 @176
0173: set_actor $PLAYER_ACTOR z_angle_to @177
04D8: $PLAYER_ACTOR  0
009A: @38 = create_actor  24  210 at @178 @179 @180
0173: set_actor @38 z_angle_to @181
0568: @38  1
00D6: if  0
0038:   $8190 ==  0  ;; integer values
004D: jump_if_false BOAT_143
0004: $8190 =  50  ;; integer values

:BOAT_143
0001: wait  0 ms
00D6: if  0
0038:   $8190 ==  50  ;; integer values
004D: jump_if_false BOAT_153
0002: jump BOAT_154
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false BOAT_153
03E6: remove_text_box
0002: jump BOAT_4215

:BOAT_153
0002: jump BOAT_143

:BOAT_154
0826:  0 
0581: toggle_radar  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03E6: remove_text_box
00BE: text_clear_all
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
0050: gosub BOAT_2480
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  0
001A:    6 > $1962  ;; integer values
004D: jump_if_false BOAT_171
0084: $8189 = $1962  ;; integer values and handles

:BOAT_171
0050: gosub BOAT_3094
0826:  0 
0581: toggle_radar  0 (off)
04BB: select_interior  0  ;; select render area
016A: fade  1 (back)  500 ms

:BOAT_176
0001: wait  0 ms
0050: gosub BOAT_3094
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BOAT_183
03CF: load_wav  3800 as  3
0006: @34 =  1  ;; integer values

:BOAT_183
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false BOAT_190
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false BOAT_190
0006: @34 =  2  ;; integer values

:BOAT_190
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false BOAT_195
03D1: play_wav  3
0006: @34 =  3  ;; integer values

:BOAT_195
01B6: set_weather  13
00C0: set_current_time  12  50
097A:  0.0  0.0  0.0  1000 
00D6: if  0
0038:   $8192 ==  0  ;; integer values
004D: jump_if_false BOAT_281
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false BOAT_214
00D6: if  0
0018:   $1962 >  1  ;; integer values
004D: jump_if_false BOAT_214
000C: $8189 -=  1  ;; integer values
00D6: if  0
001A:    4 > $8191  ;; integer values
004D: jump_if_false BOAT_214
0004: $8191 =  3  ;; integer values

:BOAT_214
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false BOAT_226
00D6: if  0
0018:   $1962 >  1  ;; integer values
004D: jump_if_false BOAT_226
0008: $8189 +=  1  ;; integer values
00D6: if  0
001A:    4 > $8191  ;; integer values
004D: jump_if_false BOAT_226
0004: $8191 =  3  ;; integer values

:BOAT_226
00D6: if  0
001A:    1 > $8189  ;; integer values
004D: jump_if_false BOAT_230
0084: $8189 = $1962  ;; integer values and handles

:BOAT_230
00D6: if  0
001C:   $8189 > $1962  ;; integer values
004D: jump_if_false BOAT_234
0004: $8189 =  1  ;; integer values

:BOAT_234
00D6: if  0
0018:   $1962 >  1  ;; integer values
004D: jump_if_false BOAT_263

:BOAT_237
00D6: if  0
001A:   -100 > $17  ;; integer values
004D: jump_if_false BOAT_244
0001: wait  0 ms
0050: gosub BOAT_3094
0494: get_joystick_data  0 $17 $18 $19 $20
0002: jump BOAT_237

:BOAT_244
00D6: if  0
0018:   $17 >  100  ;; integer values
004D: jump_if_false BOAT_251
0001: wait  0 ms
0050: gosub BOAT_3094
0494: get_joystick_data  0 $17 $18 $19 $20
0002: jump BOAT_244

:BOAT_251
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false BOAT_257
0001: wait  0 ms
0050: gosub BOAT_3094
0002: jump BOAT_251

:BOAT_257
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false BOAT_263
0001: wait  0 ms
0050: gosub BOAT_3094
0002: jump BOAT_257

:BOAT_263
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BOAT_273
00D6: if  0
001A:    4 > $8191  ;; integer values
004D: jump_if_false BOAT_270
0004: $8191 =  3  ;; integer values

:BOAT_270
040D: unload_wav  3
0006: @34 =  0  ;; integer values
0002: jump BOAT_283

:BOAT_273
00D6: if  0
0735:  81 
004D: jump_if_false BOAT_277
0004: $1962 =  5  ;; integer values

:BOAT_277
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_281
0002: jump BOAT_4215

:BOAT_281
0050: gosub BOAT_3680
0002: jump BOAT_176

:BOAT_283
016A: fade  0 ()  500 ms

:BOAT_284
00D6: if  0
016B:   fading
004D: jump_if_false BOAT_290
0001: wait  0 ms
0050: gosub BOAT_3094
0002: jump BOAT_284

:BOAT_290
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_294
05EC: @37 

:BOAT_294
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_4204
0004: $8191 =  5  ;; integer values
0826:  1 
0581: toggle_radar  1 (on)
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_505

:BOAT_306
0050: gosub BOAT_3959

:BOAT_307
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0050: gosub BOAT_2480
00A5: @46 = create_car  497 at -3303.627  2105.29  200.0
009B: destroy_actor_instantly @47
0129: @47 = create_actor  24  210 in_car @46 driverseat
0006: @248 =  0  ;; integer values
0687: @47 
0825: @46 
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  472 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  210 in_car @37 driverseat
0050: gosub BOAT_3992
00D6: if  0
0038:   $8191 ==  0  ;; integer values
004D: jump_if_false BOAT_327
067A: @46  10.0  10.0  0.0 @37  0.0  2 
0051: return

:BOAT_327
0050: gosub BOAT_3908
03E5: text_box 'BOAT_H2'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_346
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_346
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false BOAT_357
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_357
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_357
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_362
0006: @164 =  2  ;; integer values
0002: jump BOAT_496

:BOAT_362
0050: gosub BOAT_2564
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false BOAT_367
0002: jump BOAT_4215

:BOAT_367
00D6: if  0
0039:   @158 ==  0  ;; integer values
004D: jump_if_false BOAT_390
00BC: text_highpriority 'BOAT_A4'  5000 ms  1
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_375
0227: @250 = car @37 health

:BOAT_375
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false BOAT_390
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'
01BB: store_object @56 position_to @198 @199 @200
01BB: store_object @57 position_to @195 @196 @197
0006: @32 =  0  ;; integer values

:BOAT_390
00D6: if  0
0039:   @158 ==  1  ;; integer values
004D: jump_if_false BOAT_428
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_422
02E3: @49 = car @37 speed
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196 -30.0  0 
004D: jump_if_false BOAT_407
00BC: text_highpriority 'BOAT_32'  4000 ms  1
00D6: if  0
0023:    7.0 > @49  ;; floating-point values
004D: jump_if_false BOAT_407
00BE: text_clear_all
00BC: text_highpriority 'BOAT_33'  4000 ms  1
0006: @158 =  99  ;; integer values

:BOAT_407
00D6: if  0
0019:   @32 >  4500  ;; integer values
004D: jump_if_false BOAT_414
00D6: if  0
85F8:   NOT $PLAYER_ACTOR @198 @199 @195 @196 -30.0  0 
004D: jump_if_false BOAT_414
00BE: text_clear_all

:BOAT_414
00D6: if  0
0039:   @248 ==  0  ;; integer values
004D: jump_if_false BOAT_422
00D6: if  0
0019:   @32 >  4500  ;; integer values
004D: jump_if_false BOAT_422
0006: @248 =  1  ;; integer values
03E5: text_box 'BOAT_A5'

:BOAT_422
00D6: if  0
0018:   $8197 >  60000  ;; integer values
004D: jump_if_false BOAT_428
00BE: text_clear_all
00BC: text_highpriority 'BOAT_34'  4000 ms  1
0006: @158 =  99  ;; integer values

:BOAT_428
00D6: if  0
0039:   @158 ==  99  ;; integer values
004D: jump_if_false BOAT_504
0050: gosub BOAT_2522
0050: gosub BOAT_2577
00D6: if  0
001E:   $1963 > @168  ;; integer values
004D: jump_if_false BOAT_465
008B: @169 = $1963  ;; integer values and handles
008A: $1963 = @168  ;; integer values and handles
0006: @167 =  1  ;; integer values
0050: gosub BOAT_2673
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_449
00D6: if  0
0038:   $1972 ==  0  ;; integer values
004D: jump_if_false BOAT_449
0004: $1972 =  1  ;; integer values
0004: $1971 =  1  ;; integer values
0004: $1970 =  1  ;; integer values

:BOAT_449
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_457
00D6: if  0
0038:   $1971 ==  0  ;; integer values
004D: jump_if_false BOAT_457
0004: $1971 =  1  ;; integer values
0004: $1970 =  1  ;; integer values

:BOAT_457
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_464
00D6: if  0
0038:   $1970 ==  0  ;; integer values
004D: jump_if_false BOAT_464
0004: $1970 =  1  ;; integer values

:BOAT_464
0002: jump BOAT_466

:BOAT_465
0004: $8195 =  0  ;; integer values

:BOAT_466
00D6: if  0
0038:   $1962 ==  1  ;; integer values
004D: jump_if_false BOAT_476
00D6: if  0
001D:   @212 > @168  ;; integer values  
004D: jump_if_false BOAT_476
097A: -1000.0 -1000.0 -1000.0  1097 
0006: @167 =  2  ;; integer values
0004: $1962 =  2  ;; integer values
0006: @164 =  2  ;; integer values

:BOAT_476
0006: @32 =  0  ;; integer values

:BOAT_477
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BOAT_496
0001: wait  0 ms
0050: gosub BOAT_2629
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_488
0006: @164 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_496

:BOAT_488
0050: gosub BOAT_2754
0050: gosub BOAT_2508
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false BOAT_495
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_496

:BOAT_495
0002: jump BOAT_477

:BOAT_496
0050: gosub BOAT_3049
0050: gosub BOAT_4204
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false BOAT_503
0002: jump BOAT_154
0002: jump BOAT_504

:BOAT_503
0002: jump BOAT_306

:BOAT_504
0002: jump BOAT_346

:BOAT_505
00D6: if  0
0038:   $8189 ==  2  ;; integer values
004D: jump_if_false BOAT_840

:BOAT_508
0050: gosub BOAT_3959

:BOAT_509
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0050: gosub BOAT_2480
00A5: @46 = create_car  497 at -2303.627  2105.29  200.0
009B: destroy_actor_instantly @47
0129: @47 = create_actor  24  210 in_car @46 driverseat
0687: @47 
0825: @46 
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  472 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  210 in_car @37 driverseat
0050: gosub BOAT_3992
00D6: if  0
0038:   $8191 ==  0  ;; integer values
004D: jump_if_false BOAT_528
067A: @46  10.0  10.0  0.0 @37  0.0  2 
0051: return

:BOAT_528
0050: gosub BOAT_3908
03E5: text_box 'BOAT_H2'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_544
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_3985

:BOAT_544
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false BOAT_555
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_555
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_555
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_560
0006: @164 =  2  ;; integer values
0002: jump BOAT_831

:BOAT_560
0050: gosub BOAT_2564
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false BOAT_565
0002: jump BOAT_4215

:BOAT_565
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false BOAT_581
00BC: text_highpriority 'BOAT_B4'  4000 ms  1
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false BOAT_581
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'

:BOAT_581
00D6: if  0
0019:   @159 >  0  ;; integer values
004D: jump_if_false BOAT_588
00D6: if  0
0018:   $8197 >  600000  ;; integer values
004D: jump_if_false BOAT_588
0006: @159 =  99  ;; integer values

:BOAT_588
00D6: if  0
0039:   @159 ==  5  ;; integer values
004D: jump_if_false BOAT_613
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_613
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_613
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
03E6: remove_text_box
03E5: text_box 'BOAT_B5'
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_3985

:BOAT_613
00D6: if  0
0039:   @159 ==  10  ;; integer values
004D: jump_if_false BOAT_636
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_636
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_636
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_636
00D6: if  0
0039:   @159 ==  15  ;; integer values
004D: jump_if_false BOAT_659
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_659
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_659
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_659
00D6: if  0
0039:   @159 ==  20  ;; integer values
004D: jump_if_false BOAT_682
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_682
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_682
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_682
00D6: if  0
0039:   @159 ==  25  ;; integer values
004D: jump_if_false BOAT_705
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_705
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_705
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_705
00D6: if  0
0039:   @159 ==  30  ;; integer values
004D: jump_if_false BOAT_728
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_728
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_728
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_728
00D6: if  0
0039:   @159 ==  35  ;; integer values
004D: jump_if_false BOAT_749
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_749
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_749
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_749
00D6: if  0
0039:   @159 ==  40  ;; integer values
004D: jump_if_false BOAT_763
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_763
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_763
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_33'  1000 ms  1
0006: @159 =  99  ;; integer values
0164: disable_marker @52
0164: disable_marker @51

:BOAT_763
00D6: if  0
0039:   @159 ==  99  ;; integer values
004D: jump_if_false BOAT_839
0050: gosub BOAT_2522
0050: gosub BOAT_2577
00D6: if  0
001E:   $1964 > @168  ;; integer values
004D: jump_if_false BOAT_800
008B: @169 = $1964  ;; integer values and handles
008A: $1964 = @168  ;; integer values and handles
0006: @167 =  1  ;; integer values
0050: gosub BOAT_2673
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_784
00D6: if  0
0038:   $1975 ==  0  ;; integer values
004D: jump_if_false BOAT_784
0004: $1975 =  1  ;; integer values
0004: $1974 =  1  ;; integer values
0004: $1973 =  1  ;; integer values

:BOAT_784
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_792
00D6: if  0
0038:   $1974 ==  0  ;; integer values
004D: jump_if_false BOAT_792
0004: $1974 =  1  ;; integer values
0004: $1973 =  1  ;; integer values

:BOAT_792
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_799
00D6: if  0
0038:   $1973 ==  0  ;; integer values
004D: jump_if_false BOAT_799
0004: $1973 =  1  ;; integer values

:BOAT_799
0002: jump BOAT_801

:BOAT_800
0004: $8195 =  0  ;; integer values

:BOAT_801
00D6: if  0
0038:   $1962 ==  2  ;; integer values
004D: jump_if_false BOAT_811
00D6: if  0
001D:   @216 > @168  ;; integer values  
004D: jump_if_false BOAT_811
097A: -1000.0 -1000.0 -1000.0  1097 
0006: @167 =  2  ;; integer values
0004: $1962 =  3  ;; integer values
0006: @164 =  2  ;; integer values

:BOAT_811
0006: @32 =  0  ;; integer values

:BOAT_812
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BOAT_831
0001: wait  0 ms
0050: gosub BOAT_2629
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_823
0006: @164 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_831

:BOAT_823
0050: gosub BOAT_2754
0050: gosub BOAT_2508
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false BOAT_830
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_831

:BOAT_830
0002: jump BOAT_812

:BOAT_831
0050: gosub BOAT_3049
0050: gosub BOAT_4204
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false BOAT_838
0002: jump BOAT_154
0002: jump BOAT_839

:BOAT_838
0002: jump BOAT_508

:BOAT_839
0002: jump BOAT_544

:BOAT_840
00D6: if  0
0038:   $8189 ==  3  ;; integer values
004D: jump_if_false BOAT_1382

:BOAT_843
0050: gosub BOAT_3959

:BOAT_844
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0050: gosub BOAT_2480
00A5: @46 = create_car  497 at -2303.627  2105.29  200.0
009B: destroy_actor_instantly @47
0129: @47 = create_actor  24  210 in_car @46 driverseat
0687: @47 
0825: @46 
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  473 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  210 in_car @37 driverseat
0050: gosub BOAT_3992
00D6: if  0
0038:   $8191 ==  0  ;; integer values
004D: jump_if_false BOAT_863
067A: @46  10.0  10.0  0.0 @37  0.0  2 
0051: return

:BOAT_863
0050: gosub BOAT_3908
03E5: text_box 'BOAT_H2'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_879
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_3985

:BOAT_879
0006: @35 =  0  ;; integer values

:BOAT_880
0001: wait  0 ms
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false BOAT_886
03CF: load_wav  6200 as  3
0006: @35 =  1  ;; integer values

:BOAT_886
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false BOAT_893
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false BOAT_893
0006: @35 =  2  ;; integer values

:BOAT_893
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false BOAT_903
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_903
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_903
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_908
0006: @164 =  2  ;; integer values
0002: jump BOAT_1373

:BOAT_908
0050: gosub BOAT_2564
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false BOAT_913
0002: jump BOAT_4215

:BOAT_913
00D6: if  0
0039:   @160 ==  0  ;; integer values
004D: jump_if_false BOAT_930
00BC: text_highpriority 'BOAT_C1'  4000 ms  1
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false BOAT_930
0971: (unknown)
0085: @211 = @223  ;; integer values and handles
0085: @210 = @222  ;; integer values and handles
0085: @209 = @221  ;; integer values and handles
097A: @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'

:BOAT_930
00D6: if  0
0019:   @160 >  0  ;; integer values
004D: jump_if_false BOAT_937
00D6: if  0
0018:   $8197 >  600000  ;; integer values
004D: jump_if_false BOAT_937
0006: @160 =  99  ;; integer values

:BOAT_937
00D6: if  0
0039:   @160 ==  5  ;; integer values
004D: jump_if_false BOAT_960
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_960
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_960
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_960
00D6: if  0
0039:   @160 ==  10  ;; integer values
004D: jump_if_false BOAT_983
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_983
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_983
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_983
00D6: if  0
0039:   @160 ==  15  ;; integer values
004D: jump_if_false BOAT_1017
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1017
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1017
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false BOAT_1017
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false BOAT_1017
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false BOAT_1016
03D1: play_wav  3

:BOAT_1016
05D1: unknown_action_sequence @45 @44 -2013.476  1748.499  0.0  18.0  2  0  3 

:BOAT_1017
00D6: if  0
0039:   @160 ==  20  ;; integer values
004D: jump_if_false BOAT_1040
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1040
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1040
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1040
00D6: if  0
0039:   @160 ==  25  ;; integer values
004D: jump_if_false BOAT_1063
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1063
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1063
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1063
00D6: if  0
0039:   @160 ==  30  ;; integer values
004D: jump_if_false BOAT_1086
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1086
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1086
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1086
00D6: if  0
0039:   @160 ==  35  ;; integer values
004D: jump_if_false BOAT_1109
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1109
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1109
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1109
00D6: if  0
0039:   @160 ==  40  ;; integer values
004D: jump_if_false BOAT_1132
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1132
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1132
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1132
00D6: if  0
0039:   @160 ==  45  ;; integer values
004D: jump_if_false BOAT_1155
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1155
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1155
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1155
00D6: if  0
0039:   @160 ==  50  ;; integer values
004D: jump_if_false BOAT_1178
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1178
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1178
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1178
00D6: if  0
0039:   @160 ==  55  ;; integer values
004D: jump_if_false BOAT_1201
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1201
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1201
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1201
00D6: if  0
0039:   @160 ==  60  ;; integer values
004D: jump_if_false BOAT_1235
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1235
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1235
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false BOAT_1235
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false BOAT_1235
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false BOAT_1234
03D1: play_wav  3

:BOAT_1234
05D1: unknown_action_sequence @43 @41 -2763.105  1954.129  0.0  10.0  2  0  3 

:BOAT_1235
00D6: if  0
0039:   @160 ==  65  ;; integer values
004D: jump_if_false BOAT_1269
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1269
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1269
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_1269
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_1269
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false BOAT_1268
03D1: play_wav  3

:BOAT_1268
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_1269
00D6: if  0
0039:   @160 ==  70  ;; integer values
004D: jump_if_false BOAT_1291
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1291
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1291
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_1291
00D6: if  0
0039:   @160 ==  80  ;; integer values
004D: jump_if_false BOAT_1305
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1305
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1305
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_33'  1000 ms  1
0006: @160 =  99  ;; integer values
0164: disable_marker @52
0164: disable_marker @51

:BOAT_1305
00D6: if  0
0039:   @160 ==  99  ;; integer values
004D: jump_if_false BOAT_1381
0050: gosub BOAT_2522
0050: gosub BOAT_2577
00D6: if  0
001E:   $1965 > @168  ;; integer values
004D: jump_if_false BOAT_1342
008B: @169 = $1965  ;; integer values and handles
008A: $1965 = @168  ;; integer values and handles
0006: @167 =  1  ;; integer values
0050: gosub BOAT_2673
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_1326
00D6: if  0
0038:   $1978 ==  0  ;; integer values
004D: jump_if_false BOAT_1326
0004: $1978 =  1  ;; integer values
0004: $1977 =  1  ;; integer values
0004: $1976 =  1  ;; integer values

:BOAT_1326
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_1334
00D6: if  0
0038:   $1977 ==  0  ;; integer values
004D: jump_if_false BOAT_1334
0004: $1977 =  1  ;; integer values
0004: $1976 =  1  ;; integer values

:BOAT_1334
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_1341
00D6: if  0
0038:   $1976 ==  0  ;; integer values
004D: jump_if_false BOAT_1341
0004: $1976 =  1  ;; integer values

:BOAT_1341
0002: jump BOAT_1343

:BOAT_1342
0004: $8195 =  0  ;; integer values

:BOAT_1343
00D6: if  0
0038:   $1962 ==  3  ;; integer values
004D: jump_if_false BOAT_1353
00D6: if  0
001D:   @220 > @168  ;; integer values  
004D: jump_if_false BOAT_1353
097A: -1000.0 -1000.0 -1000.0  1097 
0006: @167 =  2  ;; integer values
0004: $1962 =  4  ;; integer values
0006: @164 =  2  ;; integer values

:BOAT_1353
0006: @32 =  0  ;; integer values

:BOAT_1354
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BOAT_1373
0001: wait  0 ms
0050: gosub BOAT_2629
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_1365
0006: @164 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_1373

:BOAT_1365
0050: gosub BOAT_2754
0050: gosub BOAT_2508
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false BOAT_1372
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_1373

:BOAT_1372
0002: jump BOAT_1354

:BOAT_1373
0050: gosub BOAT_3049
0050: gosub BOAT_4204
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false BOAT_1380
0002: jump BOAT_154
0002: jump BOAT_1381

:BOAT_1380
0002: jump BOAT_843

:BOAT_1381
0002: jump BOAT_880

:BOAT_1382
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_1620

:BOAT_1385
0050: gosub BOAT_3959

:BOAT_1386
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0050: gosub BOAT_2480
00A5: @46 = create_car  497 at -3303.627  2105.29  200.0
009B: destroy_actor_instantly @47
0129: @47 = create_actor  24  210 in_car @46 driverseat
0687: @47 
0825: @46 
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  539 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  210 in_car @37 driverseat
0050: gosub BOAT_3992
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1405
00AB: put_car @37 at -2318.049  2312.302  10.0
0175: set_car @37 z_angle_to  174.6078

:BOAT_1405
00D6: if  0
0038:   $8191 ==  0  ;; integer values
004D: jump_if_false BOAT_1410
067A: @46  10.0  10.0  0.0 @37  0.0  2 
0051: return

:BOAT_1410
0050: gosub BOAT_3908
03E5: text_box 'BOAT_H2'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1422
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_1422
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false BOAT_1433
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1433
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_1433
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_1438
0006: @164 =  2  ;; integer values
0002: jump BOAT_1611

:BOAT_1438
0050: gosub BOAT_2564
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false BOAT_1443
0002: jump BOAT_4215

:BOAT_1443
00D6: if  0
0039:   @161 ==  0  ;; integer values
004D: jump_if_false BOAT_1468
00BC: text_highpriority 'BOAT_D1'  4000 ms  1
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false BOAT_1468
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'
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: @198 @199 @200  65535 

:BOAT_1468
00D6: if  0
0039:   @161 ==  1  ;; integer values
004D: jump_if_false BOAT_1485
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1485
00D6: if  0
05FE: $PLAYER_ACTOR @198 @199  1.0 @195 @196  3.0  10.0  0 
004D: jump_if_false BOAT_1485
097A: @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_1485
00D6: if  0
0039:   @161 ==  2  ;; integer values
004D: jump_if_false BOAT_1509
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1509
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false BOAT_1509
00AA: store_car @37 position_to @192 @193 @194
00D6: if  0
0023:    1.0 > @194  ;; floating-point values
004D: jump_if_false BOAT_1509
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  600.0  0 
004D: jump_if_false BOAT_1504
097A: @198 @199 @200 @249 
0006: @161 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:BOAT_1504
00D6: if  0
85F8:   NOT $PLAYER_ACTOR @198 @199 @195 @196  600.0  0 
004D: jump_if_false BOAT_1509
0006: @161 =  4  ;; integer values
0006: @33 =  0  ;; integer values

:BOAT_1509
00D6: if  0
0039:   @161 ==  3  ;; integer values
004D: jump_if_false BOAT_1520
01BB: store_object @106 position_to @201 @202 @203
0509: @246 = distance between point @201 @202 and point @192 @193

:BOAT_1514
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false BOAT_1519
0001: wait  0 ms
0002: jump BOAT_1514

:BOAT_1519
0006: @161 =  99  ;; integer values

:BOAT_1520
00D6: if  0
0039:   @161 ==  4  ;; integer values
004D: jump_if_false BOAT_1530

:BOAT_1523
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false BOAT_1528
0001: wait  0 ms
0002: jump BOAT_1523

:BOAT_1528
0007: @246 =  0.0  ;; floating-point values
0006: @161 =  99  ;; integer values

:BOAT_1530
00D6: if  0
0019:   @161 >  0  ;; integer values
004D: jump_if_false BOAT_1541
00D6: if  0
001A:    1 > $8197  ;; integer values
004D: jump_if_false BOAT_1541
00BE: text_clear_all
00BC: text_highpriority 'BOAT_34'  4000 ms  1
0006: @161 =  99  ;; integer values
0001: wait  3000 ms
0002: jump BOAT_1611

:BOAT_1541
00D6: if  0
0039:   @161 ==  99  ;; integer values
004D: jump_if_false BOAT_1619
0050: gosub BOAT_2522
0050: gosub BOAT_2577
00D6: if  21
001F:   @168 > $1966  ;; integer values
001F:   @168 > $1966  ;; integer values
004D: jump_if_false BOAT_1579
008B: @169 = $1966  ;; integer values and handles
008A: $1966 = @168  ;; integer values and handles
0006: @167 =  1  ;; integer values
0050: gosub BOAT_2673
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_1563
00D6: if  0
0038:   $1981 ==  0  ;; integer values
004D: jump_if_false BOAT_1563
0004: $1981 =  1  ;; integer values
0004: $1980 =  1  ;; integer values
0004: $1979 =  1  ;; integer values

:BOAT_1563
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_1571
00D6: if  0
0038:   $1980 ==  0  ;; integer values
004D: jump_if_false BOAT_1571
0004: $1980 =  1  ;; integer values
0004: $1979 =  1  ;; integer values

:BOAT_1571
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_1578
00D6: if  0
0038:   $1979 ==  0  ;; integer values
004D: jump_if_false BOAT_1578
0004: $1979 =  1  ;; integer values

:BOAT_1578
0002: jump BOAT_1580

:BOAT_1579
0004: $8195 =  0  ;; integer values

:BOAT_1580
00D6: if  0
0038:   $1962 ==  4  ;; integer values
004D: jump_if_false BOAT_1591
00D6: if  21
001D:   @168 > @224  ;; integer values  
003B:   @168 == @224  ;; integer values 
004D: jump_if_false BOAT_1591
097A: -1000.0 -1000.0 -1000.0  1097 
0006: @167 =  2  ;; integer values
0004: $1962 =  5  ;; integer values
0006: @164 =  2  ;; integer values

:BOAT_1591
0006: @32 =  0  ;; integer values

:BOAT_1592
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BOAT_1611
0001: wait  0 ms
0050: gosub BOAT_2629
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_1603
0006: @164 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_1611

:BOAT_1603
0050: gosub BOAT_2754
0050: gosub BOAT_2508
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false BOAT_1610
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_1611

:BOAT_1610
0002: jump BOAT_1592

:BOAT_1611
0050: gosub BOAT_3049
0050: gosub BOAT_4204
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false BOAT_1618
0002: jump BOAT_154
0002: jump BOAT_1619

:BOAT_1618
0002: jump BOAT_1385

:BOAT_1619
0002: jump BOAT_1422

:BOAT_1620
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_2480

:BOAT_1623
0050: gosub BOAT_3959

:BOAT_1624
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0050: gosub BOAT_2480
00A5: @46 = create_car  497 at -2303.627  2105.29  200.0
009B: destroy_actor_instantly @47
0129: @47 = create_actor  24  210 in_car @46 driverseat
0687: @47 
0825: @46 
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  539 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  210 in_car @37 driverseat
0050: gosub BOAT_3992
00D6: if  0
0038:   $8191 ==  0  ;; integer values
004D: jump_if_false BOAT_1643
067A: @46  10.0  10.0  0.0 @37  0.0  2 
0051: return

:BOAT_1643
0050: gosub BOAT_3908
03E5: text_box 'BOAT_H2'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1658
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_3985
0519: unknown_car @37 flag  1

:BOAT_1658
0006: @35 =  0  ;; integer values

:BOAT_1659
0001: wait  0 ms
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false BOAT_1665
03CF: load_wav  6200 as  3
0006: @35 =  1  ;; integer values

:BOAT_1665
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false BOAT_1672
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false BOAT_1672
0006: @35 =  2  ;; integer values

:BOAT_1672
00D6: if  0
0735:  87 
004D: jump_if_false BOAT_1676
0006: @162 =  99  ;; integer values

:BOAT_1676
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false BOAT_1686
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1686
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_1686
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_1691
0006: @164 =  2  ;; integer values
0002: jump BOAT_2448

:BOAT_1691
0050: gosub BOAT_2564
00D6: if  0
0039:   @164 ==  1  ;; integer values
004D: jump_if_false BOAT_1696
0002: jump BOAT_4215

:BOAT_1696
00D6: if  0
0039:   @162 ==  0  ;; integer values
004D: jump_if_false BOAT_1714
00BC: text_highpriority 'BOAT_C1'  4000 ms  1
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false BOAT_1714
0971: (unknown)
0085: @211 = @231  ;; integer values and handles
0085: @210 = @230  ;; integer values and handles
0085: @209 = @229  ;; integer values and handles
097A: @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'
0519: unknown_car @37 flag  0

:BOAT_1714
00D6: if  0
0019:   @162 >  0  ;; integer values
004D: jump_if_false BOAT_1721
00D6: if  0
0018:   $8197 >  600000  ;; integer values
004D: jump_if_false BOAT_1721
0006: @162 =  99  ;; integer values

:BOAT_1721
00D6: if  0
0039:   @162 ==  5  ;; integer values
004D: jump_if_false BOAT_1744
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1744
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1744
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1744
00D6: if  0
0039:   @162 ==  10  ;; integer values
004D: jump_if_false BOAT_1767
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1767
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1767
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1767
00D6: if  0
0039:   @162 ==  15  ;; integer values
004D: jump_if_false BOAT_1790
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1790
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1790
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1790
00D6: if  0
0039:   @162 ==  20  ;; integer values
004D: jump_if_false BOAT_1813
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1813
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1813
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1813
00D6: if  0
0039:   @162 ==  25  ;; integer values
004D: jump_if_false BOAT_1836
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1836
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1836
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1836
00D6: if  0
0039:   @162 ==  30  ;; integer values
004D: jump_if_false BOAT_1859
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1859
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1859
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1859
00D6: if  0
0039:   @162 ==  35  ;; integer values
004D: jump_if_false BOAT_1882
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1882
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1882
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1882
00D6: if  0
0039:   @162 ==  40  ;; integer values
004D: jump_if_false BOAT_1905
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1905
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1905
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1905
00D6: if  0
0039:   @162 ==  45  ;; integer values
004D: jump_if_false BOAT_1928
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1928
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1928
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1928
00D6: if  0
0039:   @162 ==  50  ;; integer values
004D: jump_if_false BOAT_1951
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1951
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1951
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1951
00D6: if  0
0039:   @162 ==  55  ;; integer values
004D: jump_if_false BOAT_1974
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_1974
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_1974
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_1974
00D6: if  0
0039:   @162 ==  60  ;; integer values
004D: jump_if_false BOAT_2008
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2008
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2008
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false BOAT_2008
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false BOAT_2008
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false BOAT_2007
03D1: play_wav  3

:BOAT_2007
05D1: unknown_action_sequence @43 @41 -2763.105  1954.129  0.0  10.0  2  0  3 

:BOAT_2008
00D6: if  0
0039:   @162 ==  65  ;; integer values
004D: jump_if_false BOAT_2042
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2042
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2042
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2042
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2042
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false BOAT_2041
03D1: play_wav  3

:BOAT_2041
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2042
00D6: if  0
0039:   @162 ==  70  ;; integer values
004D: jump_if_false BOAT_2072
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2072
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2072
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2072
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2072
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2072
00D6: if  0
0039:   @162 ==  75  ;; integer values
004D: jump_if_false BOAT_2106
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2106
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2106
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2106
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2106
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false BOAT_2105
03D1: play_wav  3

:BOAT_2105
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2106
00D6: if  0
0039:   @162 ==  80  ;; integer values
004D: jump_if_false BOAT_2136
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2136
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2136
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2136
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2136
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2136
00D6: if  0
0039:   @162 ==  82  ;; integer values
004D: jump_if_false BOAT_2170
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2170
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2170
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2170
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2170
00D6: if  0
0039:   @35 ==  2  ;; integer values
004D: jump_if_false BOAT_2169
03D1: play_wav  3

:BOAT_2169
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2170
00D6: if  0
0039:   @162 ==  84  ;; integer values
004D: jump_if_false BOAT_2200
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2200
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2200
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2200
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2200
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2200
00D6: if  0
0039:   @162 ==  86  ;; integer values
004D: jump_if_false BOAT_2230
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2230
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2230
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2230
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2230
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2230
00D6: if  0
0039:   @162 ==  88  ;; integer values
004D: jump_if_false BOAT_2260
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2260
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2260
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BOAT_2260
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false BOAT_2260
05D1: unknown_action_sequence @42 @40 -2763.105  1954.129  0.0  15.0  2  0  3 

:BOAT_2260
00D6: if  0
0039:   @162 ==  90  ;; integer values
004D: jump_if_false BOAT_2281
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2281
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2281
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_2281
00D6: if  0
0039:   @162 ==  91  ;; integer values
004D: jump_if_false BOAT_2295
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2295
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2295
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_33'  1000 ms  1
0006: @162 =  99  ;; integer values
0164: disable_marker @52
0164: disable_marker @51

:BOAT_2295
00D6: if  0
0039:   @162 ==  92  ;; integer values
004D: jump_if_false BOAT_2318
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2318
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2318
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_2318
00D6: if  0
0039:   @162 ==  93  ;; integer values
004D: jump_if_false BOAT_2341
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2341
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2341
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_2341
00D6: if  0
0039:   @162 ==  94  ;; integer values
004D: jump_if_false BOAT_2362
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2362
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2362
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_31'  1000 ms  1
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_3985

:BOAT_2362
00D6: if  0
0039:   @162 ==  97  ;; integer values
004D: jump_if_false BOAT_2376
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2376
00D6: if  0
05F8: $PLAYER_ACTOR @198 @199 @195 @196  3.0  0 
004D: jump_if_false BOAT_2376
097A: @198 @199 @200 @249 
00BC: text_highpriority 'BOAT_33'  1000 ms  1
0006: @162 =  99  ;; integer values
0164: disable_marker @52
0164: disable_marker @51

:BOAT_2376
00D6: if  0
0039:   @162 ==  99  ;; integer values
004D: jump_if_false BOAT_2479
0164: disable_marker @52
0164: disable_marker @51
0164: disable_marker @53
0164: disable_marker @54
0050: gosub BOAT_2522
0050: gosub BOAT_2577
00D6: if  0
001E:   $1967 > @168  ;; integer values
004D: jump_if_false BOAT_2417
008B: @169 = $1967  ;; integer values and handles
008A: $1967 = @168  ;; integer values and handles
0006: @167 =  1  ;; integer values
0050: gosub BOAT_2673
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_2401
00D6: if  0
0038:   $1984 ==  0  ;; integer values
004D: jump_if_false BOAT_2401
0004: $1984 =  1  ;; integer values
0004: $1983 =  1  ;; integer values
0004: $1982 =  1  ;; integer values

:BOAT_2401
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_2409
00D6: if  0
0038:   $1983 ==  0  ;; integer values
004D: jump_if_false BOAT_2409
0004: $1983 =  1  ;; integer values
0004: $1982 =  1  ;; integer values

:BOAT_2409
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_2416
00D6: if  0
0038:   $1982 ==  0  ;; integer values
004D: jump_if_false BOAT_2416
0004: $1982 =  1  ;; integer values

:BOAT_2416
0002: jump BOAT_2418

:BOAT_2417
0004: $8195 =  0  ;; integer values

:BOAT_2418
00D6: if  0
0038:   $1962 ==  5  ;; integer values
004D: jump_if_false BOAT_2428
00D6: if  0
001D:   @228 > @168  ;; integer values  
004D: jump_if_false BOAT_2428
0006: @167 =  2  ;; integer values
0004: $1962 =  5  ;; integer values
0006: @251 =  1  ;; integer values
0006: @164 =  2  ;; integer values

:BOAT_2428
0006: @32 =  0  ;; integer values

:BOAT_2429
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BOAT_2448
0001: wait  0 ms
0050: gosub BOAT_2629
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BOAT_2440
0006: @164 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_2448

:BOAT_2440
0050: gosub BOAT_2754
0050: gosub BOAT_2508
00D6: if  0
0039:   @165 ==  1  ;; integer values
004D: jump_if_false BOAT_2447
097A: -1000.0 -1000.0 -1000.0  1098 
0002: jump BOAT_2448

:BOAT_2447
0002: jump BOAT_2429

:BOAT_2448
0050: gosub BOAT_3049
0050: gosub BOAT_4204
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false BOAT_2478
00D6: if  0
0039:   @251 ==  1  ;; integer values
004D: jump_if_false BOAT_2476
00D6: if  0
0038:   $1969 ==  0  ;; integer values
004D: jump_if_false BOAT_2476
016A: fade  0 ()  1000 ms

:BOAT_2460
00D6: if  0
016B:   fading
004D: jump_if_false BOAT_2465
0001: wait  0 ms
0002: jump BOAT_2460

:BOAT_2465
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 (back)  2000 ms

:BOAT_2470
00D6: if  0
016B:   fading
004D: jump_if_false BOAT_2475
0001: wait  0 ms
0002: jump BOAT_2470

:BOAT_2475
0002: jump BOAT_4222

:BOAT_2476
0002: jump BOAT_154
0002: jump BOAT_2479

:BOAT_2478
0002: jump BOAT_1623

:BOAT_2479
0002: jump BOAT_1659

:BOAT_2480
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_2508
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BOAT_2517
00D6: if  0
0039:   @166 ==  1  ;; integer values
004D: jump_if_false BOAT_2516
0006: @166 =  0  ;; integer values
0006: @165 =  1  ;; integer values

:BOAT_2516
0002: jump BOAT_2521

:BOAT_2517
00D6: if  0
0039:   @166 ==  0  ;; integer values
004D: jump_if_false BOAT_2521
0006: @166 =  1  ;; integer values

:BOAT_2521
0051: return

:BOAT_2522
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_2533
0396:  1 (set) useless_flag
02D4: unknown_turn_off_car @37 engine
04BA: set_car @37 speed_instantly  0.0
0519: unknown_car @37 flag  0
0323: unknown_car @37 flag  1
0519: unknown_car @37 flag  0

:BOAT_2533
00D6: if  0
0018:   $8189 >  1  ;; integer values
004D: jump_if_false BOAT_2563
0396:  1 (set) useless_flag
0006: @33 =  0  ;; integer values

:BOAT_2538
00D6: if  0
001B:    1000 > @33  ;; integer values
004D: jump_if_false BOAT_2543
0001: wait  0 ms
0002: jump BOAT_2538

:BOAT_2543
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2563
00D6: if  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2553
00D6: if  0
8038:   NOT   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_2553
02D4: unknown_turn_off_car @37 engine

:BOAT_2553
04BA: set_car @37 speed_instantly  0.0
0519: unknown_car @37 flag  0
00D6: if  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2562
00D6: if  0
8038:   NOT   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_2562
0323: unknown_car @37 flag  1

:BOAT_2562
0519: unknown_car @37 flag  0

:BOAT_2563
0051: return

:BOAT_2564
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2575
00D6: if  0
0039:   @163 ==  1  ;; integer values
004D: jump_if_false BOAT_2574
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @37
004D: jump_if_false BOAT_2574
0006: @164 =  1  ;; integer values

:BOAT_2574
0002: jump BOAT_2576

:BOAT_2575
0006: @164 =  1  ;; integer values

:BOAT_2576
0051: return

:BOAT_2577
00D6: if  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2605
008B: @208 = $8197  ;; integer values and handles
0006: @233 =  0  ;; integer values
0006: @48 =  1000  ;; integer values
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2587
0227: @250 = car @37 health

:BOAT_2587
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_2591
000A: @250 +=  120  ;; integer values

:BOAT_2591
00D6: if  0
001B:    1000 > @250  ;; integer values
004D: jump_if_false BOAT_2595
0006: @233 =  5000  ;; integer values

:BOAT_2595
00D6: if  0
001B:    995 > @250  ;; integer values
004D: jump_if_false BOAT_2599
0006: @233 =  7000  ;; integer values

:BOAT_2599
00D6: if  0
001B:    990 > @250  ;; integer values
004D: jump_if_false BOAT_2603
0006: @233 =  10000  ;; integer values

:BOAT_2603
0085: @168 = @208  ;; integer values and handles
005A: @168 += @233  ;; integer values 
00D6: if  0
00E1:   key_pressed  0  19 ;; submission
004D: jump_if_false BOAT_2605
0006: @168 =  0  ;; integer values

:BOAT_2605
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2628
008B: @208 = $8197  ;; integer values and handles
0006: @233 =  0  ;; integer values
0006: @48 =  1000  ;; integer values
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2615
0227: @250 = car @37 health

:BOAT_2615
00D6: if  0
001B:    995 > @250  ;; integer values
004D: jump_if_false BOAT_2619
0006: @233 =  5000  ;; integer values

:BOAT_2619
00D6: if  0
001B:    990 > @250  ;; integer values
004D: jump_if_false BOAT_2623
0006: @233 =  10000  ;; integer values

:BOAT_2623
00D6: if  0
001B:    985 > @250  ;; integer values
004D: jump_if_false BOAT_2627
0006: @233 =  15000  ;; integer values

:BOAT_2627
0092: @168 = float_to_integer @246  
00D6: if  0
00E1:   key_pressed  0  19 ;; submission
004D: jump_if_false BOAT_2628
0006: @168 =  1000  ;; integer values
0007: @246 =  1000.0  ;; floating-point values

:BOAT_2628
0051: return

:BOAT_2629
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_2672
00D6: if  0
0039:   @191 ==  0  ;; integer values
004D: jump_if_false BOAT_2642
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_2642
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false BOAT_2656
00D6: if  0
001B:    6000 > @32  ;; integer values
004D: jump_if_false BOAT_2656
00D6: if  0
0039:   @191 ==  1  ;; integer values
004D: jump_if_false BOAT_2656
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_2656
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false BOAT_2667
00D6: if  0
0039:   @191 ==  2  ;; integer values
004D: jump_if_false BOAT_2667
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_2667
00D6: if  0
0019:   @32 >  9000  ;; integer values
004D: jump_if_false BOAT_2672
0006: @191 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:BOAT_2672
0051: return

:BOAT_2673
0004: $8195 =  0  ;; integer values
00D6: if  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2712
00D6: if  0
001D:   @209 > @168  ;; integer values  
004D: jump_if_false BOAT_2690
00D6: if  0
001D:   @168 > @210  ;; integer values  
004D: jump_if_false BOAT_2690
00D6: if  1
001D:   @209 > @169  ;; integer values  
001D:   @169 > @210  ;; integer values  
004D: jump_if_false BOAT_2689
0004: $8195 =  0  ;; integer values
0002: jump BOAT_2690

:BOAT_2689
0004: $8195 =  2  ;; integer values

:BOAT_2690
00D6: if  0
001D:   @210 > @168  ;; integer values  
004D: jump_if_false BOAT_2703
00D6: if  0
001D:   @168 > @211  ;; integer values  
004D: jump_if_false BOAT_2703
00D6: if  1
001D:   @210 > @169  ;; integer values  
001D:   @169 > @211  ;; integer values  
004D: jump_if_false BOAT_2702
0004: $8195 =  0  ;; integer values
0002: jump BOAT_2703

:BOAT_2702
0004: $8195 =  3  ;; integer values

:BOAT_2703
00D6: if  0
001D:   @211 > @168  ;; integer values  
004D: jump_if_false BOAT_2712
00D6: if  0
001D:   @211 > @169  ;; integer values  
004D: jump_if_false BOAT_2711
0004: $8195 =  0  ;; integer values
0002: jump BOAT_2712

:BOAT_2711
0004: $8195 =  4  ;; integer values

:BOAT_2712
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2753
00D6: if  21
001D:   @168 > @209  ;; integer values  
003B:   @168 == @209  ;; integer values 
004D: jump_if_false BOAT_2729
00D6: if  0
001D:   @210 > @168  ;; integer values  
004D: jump_if_false BOAT_2729
00D6: if  1
001D:   @169 > @209  ;; integer values  
001D:   @210 > @169  ;; integer values  
004D: jump_if_false BOAT_2728
0004: $8195 =  0  ;; integer values
0002: jump BOAT_2729

:BOAT_2728
0004: $8195 =  2  ;; integer values

:BOAT_2729
00D6: if  21
001D:   @168 > @210  ;; integer values  
003B:   @168 == @210  ;; integer values 
004D: jump_if_false BOAT_2743
00D6: if  0
001D:   @211 > @168  ;; integer values  
004D: jump_if_false BOAT_2743
00D6: if  1
001D:   @169 > @210  ;; integer values  
001D:   @211 > @169  ;; integer values  
004D: jump_if_false BOAT_2742
0004: $8195 =  0  ;; integer values
0002: jump BOAT_2743

:BOAT_2742
0004: $8195 =  3  ;; integer values

:BOAT_2743
00D6: if  21
001D:   @168 > @211  ;; integer values  
003B:   @168 == @211  ;; integer values 
004D: jump_if_false BOAT_2753
00D6: if  0
001D:   @169 > @211  ;; integer values  
004D: jump_if_false BOAT_2752
0004: $8195 =  0  ;; integer values
0002: jump BOAT_2753

:BOAT_2752
0004: $8195 =  4  ;; integer values

:BOAT_2753
0051: return

:BOAT_2754
0826:  0 
0581: toggle_radar  0 (off)
00D6: if  0
001A:    2 > $8195  ;; integer values
004D: jump_if_false BOAT_2767
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2765
0937:  122.0  240.0  520.0  400.0 'BOAT_75'  3 
0002: jump BOAT_2766

:BOAT_2765
0937:  152.0  240.0  490.0  400.0 'BOAT_75'  3 

:BOAT_2766
0002: jump BOAT_2774

:BOAT_2767
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2773
0937:  122.0  220.0  520.0  400.0 'DUMMY'  3 
0002: jump BOAT_2774

:BOAT_2773
0937:  152.0  220.0  490.0  400.0 'DUMMY'  3 

:BOAT_2774
0050: gosub BOAT_3867
0050: gosub BOAT_3867
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BOAT_2995
00BE: text_clear_all
0050: gosub BOAT_3867
0345: set_text_draw_in_box  0
0904:  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  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2797
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2796
07FC:  145.0  275.0 'BOAT_7' @241  2 
0002: jump BOAT_2797

:BOAT_2796
07FC:  180.0  275.0 'BOAT_7' @241  2 

:BOAT_2797
0050: gosub BOAT_3867
0904:  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  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2813
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2812
07FC:  145.0  295.0 'BOAT_9' @240  2 
0002: jump BOAT_2813

:BOAT_2812
07FC:  180.0  295.0 'BOAT_9' @240  2 

:BOAT_2813
0050: gosub BOAT_3867
00D6: if  21
0039:   @167 ==  1  ;; integer values
0039:   @167 ==  2  ;; integer values
004D: jump_if_false BOAT_2821
0904:  3 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
0002: jump BOAT_2823

:BOAT_2821
0904:  3 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173

:BOAT_2823
0007: @242 =  0.0  ;; floating-point values
0093: @242 = integer_to_float @168  
0017: @242 /=  1000.0  ;; floating-point values 
00D6: if  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2836
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2835
07FC:  145.0  315.0 'BOAT_10' @242  2 
0002: jump BOAT_2836

:BOAT_2835
07FC:  180.0  315.0 'BOAT_10' @242  2 

:BOAT_2836
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2867
00D6: if  0
0021:   @246 >  0.0  ;; floating-point values
004D: jump_if_false BOAT_2860
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2848
07FC:  145.0  315.0 'BOAT_11' @246  2 
0002: jump BOAT_2859

:BOAT_2848
00D6: if  0
0039:   @252 ==  3  ;; integer values
004D: jump_if_false BOAT_2852
07FC:  175.0  315.0 'BOAT_11' @246  2 

:BOAT_2852
00D6: if  0
8039:   NOT   @252 ==  3  ;; integer values
004D: jump_if_false BOAT_2859
00D6: if  0
8039:   NOT   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2859
07FC:  180.0  315.0 'BOAT_11' @246  2 

:BOAT_2859
0002: jump BOAT_2867

:BOAT_2860
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2866
033E: text_draw  145.0  315.0 'BOAT_12'
0002: jump BOAT_2867

:BOAT_2866
033E: text_draw  180.0  315.0 'BOAT_12'

:BOAT_2867
0050: gosub BOAT_3867
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  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2882
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2881
07FC:  425.0  275.0 'BOAT_77' @241  2 
0002: jump BOAT_2882

:BOAT_2881
07FC:  390.0  275.0 'BOAT_77' @241  2 

:BOAT_2882
0050: gosub BOAT_3867
0904:  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  0
0021:   @240 >  0.0  ;; floating-point values
004D: jump_if_false BOAT_2894
0904:  0 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
0002: jump BOAT_2896

:BOAT_2894
0904:  8 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173

:BOAT_2896
00D6: if  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2906
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2905
07FC:  425.0  295.0 'BOAT_77' @240  2 
0002: jump BOAT_2906

:BOAT_2905
07FC:  390.0  295.0 'BOAT_77' @240  2 

:BOAT_2906
0050: gosub BOAT_3867
00D6: if  21
0039:   @167 ==  1  ;; integer values
0039:   @167 ==  2  ;; integer values
004D: jump_if_false BOAT_2913
0340: set_text_draw_color  255  255  255  255
0002: jump BOAT_2914

:BOAT_2913
0340: set_text_draw_color  255  255  255  255

:BOAT_2914
0007: @242 =  0.0  ;; floating-point values
0093: @242 = integer_to_float @168  
0017: @242 /=  1000.0  ;; floating-point values 
00D6: if  0
8038:   NOT   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2927
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2926
07FC:  425.0  315.0 'BOAT_77' @242  2 
0002: jump BOAT_2927

:BOAT_2926
07FC:  390.0  315.0 'BOAT_77' @242  2 

:BOAT_2927
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_2941
00D6: if  0
0021:   @246 >  0.0  ;; floating-point values
004D: jump_if_false BOAT_2941
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  4  ;; integer values
004D: jump_if_false BOAT_2939
07FC:  425.0  315.0 'BOAT_80' @246  2 
0002: jump BOAT_2940

:BOAT_2939
07FC:  390.0  315.0 'BOAT_80' @246  2 

:BOAT_2940
0002: jump BOAT_2941

:BOAT_2941
0904:  4 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
033F: set_text_draw_letter_width_height  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
033E: text_draw  340.0  345.0 'SCH_PRS'
033F: set_text_draw_letter_width_height  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
033E: text_draw  340.0  365.0 'BOAT_73'
0050: gosub BOAT_3867
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
033E: text_draw  180.0  345.0 'BOAT_76'
0050: gosub BOAT_3867
0904:  6 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
033E: text_draw  180.0  365.0 'BOAT_53'
00D6: if  21
0039:   @167 ==  1  ;; integer values
0039:   @167 ==  2  ;; integer values
004D: jump_if_false BOAT_2968
0050: gosub BOAT_3887
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'

:BOAT_2968
00D6: if  21
0039:   @167 ==  1  ;; integer values
0039:   @167 ==  2  ;; integer values
004D: jump_if_false BOAT_2994
00D6: if  0
0018:   $8195 >  0  ;; integer values
004D: jump_if_false BOAT_2994
038D:  4  250.0  219.0 -60.0  60.0  180  180  180  255 
038D:  4  392.0  219.0  60.0  60.0  180  180  180  255 
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_2981
038D:  1  320.0  220.0  110.0  95.0  160  160  160  255 

:BOAT_2981
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_2985
038D:  2  320.0  220.0  110.0  95.0  160  160  160  255 

:BOAT_2985
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_2989
038D:  3  320.0  220.0  110.0  95.0  160  160  160  255 

:BOAT_2989
0050: gosub BOAT_3887
033F: set_text_draw_letter_width_height  1.0  3.4
0904:  6 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
033E: text_draw  323.0  65.0 'BOAT_47'

:BOAT_2994
0002: jump BOAT_3047

:BOAT_2995
0050: gosub BOAT_3867
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:  30.0  55.0 'BOAT_7' @241  2 
0050: gosub BOAT_3867
00D6: if  21
0039:   @167 ==  1  ;; integer values
0039:   @167 ==  2  ;; integer values
004D: jump_if_false BOAT_3008
0340: set_text_draw_color  107  148  49  255
0002: jump BOAT_3009

:BOAT_3008
0340: set_text_draw_color  134  155  184  255

:BOAT_3009
0007: @242 =  0.0  ;; floating-point values
0093: @242 = integer_to_float @168  
0017: @242 /=  1000.0  ;; floating-point values 
07FC:  30.0  65.0 'BOAT_10' @242  2 
00D6: if  21
0039:   @167 ==  1  ;; integer values
0039:   @167 ==  2  ;; integer values
004D: jump_if_false BOAT_3020
0050: gosub BOAT_3867
0340: set_text_draw_color  107  148  49  255
033E: text_draw  260.0  65.0 'BOAT_46'

:BOAT_3020
00D6: if  21
0039:   @167 ==  1  ;; integer values
0039:   @167 ==  2  ;; integer values
004D: jump_if_false BOAT_3047
00D6: if  0
0018:   $8195 >  0  ;; integer values
004D: jump_if_false BOAT_3047
03E3:  1 
038D:  4  68.0  145.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  4  210.0  145.0  60.0  60.0  180  180  180  255 
03E3:  1 
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_3036
038D:  1  138.0  145.0  110.0  95.0  160  160  160  255 

:BOAT_3036
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_3040
038D:  2  138.0  145.0  110.0  95.0  160  160  160  255 

:BOAT_3040
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_3044
038D:  3  138.0  145.0  110.0  95.0  160  160  160  255 

:BOAT_3044
0050: gosub BOAT_3867
0340: set_text_draw_color  107  148  49  255
033E: text_draw  260.0  172.0 'BOAT_47'

:BOAT_3047
014F: stop_timer $8197
0051: return

:BOAT_3049
016A: fade  0 ()  500 ms

:BOAT_3050
00D6: if  0
016B:   fading
004D: jump_if_false BOAT_3055
0001: wait  0 ms
0002: jump BOAT_3050

:BOAT_3055
0826:  1 
0581: toggle_radar  1 (on)
00BE: text_clear_all
03E6: remove_text_box
03D6: remove_big_text 'BOAT_46'
03D6: remove_big_text 'BOAT_47'
0221: set_player $PLAYER_CHAR trapped_in_car  0
0792: $PLAYER_ACTOR 
00D6: if  0
0039:   @164 ==  2  ;; integer values
004D: jump_if_false BOAT_3074
00BE: text_clear_all
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BOAT_3072
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at @174 @175 @176
0002: jump BOAT_3073

:BOAT_3072
00A1: put_actor $PLAYER_ACTOR at @174 @175 @176

:BOAT_3073
0002: jump BOAT_3080

:BOAT_3074
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BOAT_3079
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at @174 @175 @176
0002: jump BOAT_3080

:BOAT_3079
00A1: put_actor $PLAYER_ACTOR at @174 @175 @176

:BOAT_3080
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 (clear) useless_flag
0051: return

:BOAT_3094
03E3:  1 
038D:  8  320.0  225.0  612.0  438.0  0  0  0 $8194 
00D6: if  0
0038:   $8193 ==  1  ;; integer values
004D: jump_if_false BOAT_3109
00D6: if  0
001A:    255 > $8194  ;; integer values
004D: jump_if_false BOAT_3108
0008: $8194 +=  20  ;; integer values
00D6: if  0
0018:   $8194 >  255  ;; integer values
004D: jump_if_false BOAT_3107
0004: $8194 =  255  ;; integer values

:BOAT_3107
0002: jump BOAT_3109

:BOAT_3108
0004: $8193 =  2  ;; integer values

:BOAT_3109
00D6: if  0
0038:   $8193 ==  3  ;; integer values
004D: jump_if_false BOAT_3122
00D6: if  0
0018:   $8194 >  0  ;; integer values
004D: jump_if_false BOAT_3121
000C: $8194 -=  5  ;; integer values
00D6: if  0
001A:    0 > $8194  ;; integer values
004D: jump_if_false BOAT_3120
0004: $8194 =  0  ;; integer values

:BOAT_3120
0002: jump BOAT_3122

:BOAT_3121
0004: $8193 =  0  ;; integer values

:BOAT_3122
03E3:  1 
038D:  8  320.0  0.0  640.0  197.0  0  0  0  255 
0050: gosub BOAT_3887
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_3132
033E: text_draw  322.0  31.0 'BOAT_A'
0084: $8196 = $1963  ;; integer values and handles
0050: gosub BOAT_3279

:BOAT_3132
00D6: if  0
0038:   $8189 ==  2  ;; integer values
004D: jump_if_false BOAT_3138
033E: text_draw  322.0  31.0 'BOAT_B'
0084: $8196 = $1964  ;; integer values and handles
0050: gosub BOAT_3279

:BOAT_3138
00D6: if  0
0038:   $8189 ==  3  ;; integer values
004D: jump_if_false BOAT_3144
033E: text_draw  322.0  31.0 'BOAT_C'
0084: $8196 = $1965  ;; integer values and handles
0050: gosub BOAT_3279

:BOAT_3144
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_3150
033E: text_draw  322.0  31.0 'BOAT_D'
0084: $8196 = $1966  ;; integer values and handles
0050: gosub BOAT_3279

:BOAT_3150
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_3156
033E: text_draw  322.0  31.0 'BOAT_E'
0084: $8196 = $1967  ;; integer values and handles
0050: gosub BOAT_3279

:BOAT_3156
0050: gosub BOAT_3856
0904:  6 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false BOAT_3166
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  360.0 'BOAT_53'
0002: jump BOAT_3168

:BOAT_3166
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  360.0 'BOAT_53'

:BOAT_3168
00D6: if  0
8038:   NOT   $8192 ==  1  ;; integer values
004D: jump_if_false BOAT_3214
0050: gosub BOAT_3856
0904:  6 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false BOAT_3181
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  340.0 'BOAT_54'
0002: jump BOAT_3183

:BOAT_3181
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  340.0 'BOAT_54'

:BOAT_3183
00D6: if  0
8038:   NOT   $1962 ==  1  ;; integer values
004D: jump_if_false BOAT_3198
0050: gosub BOAT_3856
0904:  6 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false BOAT_3196
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BOAT_52'
0002: jump BOAT_3198

:BOAT_3196
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BOAT_52'

:BOAT_3198
00D6: if  0
0038:   $1962 ==  1  ;; integer values
004D: jump_if_false BOAT_3213
0050: gosub BOAT_3856
0904:  8 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false BOAT_3211
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BOAT_52'
0002: jump BOAT_3213

:BOAT_3211
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BOAT_52'

:BOAT_3213
0002: jump BOAT_3226

:BOAT_3214
0050: gosub BOAT_3856
0904:  6 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
0050: gosub BOAT_4213
00D6: if  0
0039:   @252 ==  1  ;; integer values
004D: jump_if_false BOAT_3224
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BOAT_52'
0002: jump BOAT_3226

:BOAT_3224
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BOAT_52'

:BOAT_3226
0050: gosub BOAT_3856
0340: set_text_draw_color  248  211  7  255
0904:  4 @170 @171 @172 @173 
033F: set_text_draw_letter_width_height  .32  1.25
0340: set_text_draw_color @170 @171 @172 @173
033E: text_draw  150.0  360.0 'BOAT_73'
00D6: if  0
8038:   NOT   $8192 ==  1  ;; integer values
004D: jump_if_false BOAT_3259
0050: gosub BOAT_3856
0904:  4 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  150.0  340.0 'SCH_PRS'
00D6: if  0
8038:   NOT   $1962 ==  1  ;; integer values
004D: jump_if_false BOAT_3249
0050: gosub BOAT_3856
0904:  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  .32  1.25
033E: text_draw  537.4  340.0 'BOAT_72'

:BOAT_3249
00D6: if  0
0038:   $1962 ==  1  ;; integer values
004D: jump_if_false BOAT_3258
0050: gosub BOAT_3856
0904:  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  .32  1.25
033E: text_draw  537.4  340.0 'BOAT_72'

:BOAT_3258
0002: jump BOAT_3265

:BOAT_3259
0050: gosub BOAT_3856
0904:  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  .32  1.25
033E: text_draw  537.4  340.0 'BOAT_72'

:BOAT_3265
033F: set_text_draw_letter_width_height  .52  1.45
03E3:  1 
038D:  5  160.0  112.0  320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  160.0  317.0  320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  112.0 -320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  317.0 -320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  9  160.0  435.0  320.0  17.0  150  150  150  255 
03E3:  1 
038D:  9  480.0  435.0 -320.0  17.0  150  150  150  255 
0051: return

:BOAT_3279
03E3:  1 
038D:  8  320.0  430.0  640.0  250.0  0  0  0  255 
0050: gosub BOAT_3856
03E4: set_text_draw_align_right  0
0904:  3 @170 @171 @172 @173 
0340: set_text_draw_color @170 @171 @172 @173
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_3347
00D6: if  0
001F:   @212 > $1963  ;; integer values
004D: jump_if_false BOAT_3307
0007: @239 =  0.0  ;; floating-point values
008F: @239 = integer_to_float $8196  
0017: @239 /=  1000.0  ;; floating-point values 
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3306 jumps  0 BOAT_3296  1 BOAT_3298  2 BOAT_3300  3 BOAT_3302  4 BOAT_3304 -1 BOAT_3306 -1 BOAT_3306 

:BOAT_3296
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3306

:BOAT_3298
07FC:  200.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3306

:BOAT_3300
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3306

:BOAT_3302
07FC:  187.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3306

:BOAT_3304
07FC:  193.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3306

:BOAT_3306
0002: jump BOAT_3325

:BOAT_3307
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_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3325 jumps  0 BOAT_3313  1 BOAT_3315  2 BOAT_3317  3 BOAT_3319  4 BOAT_3321 -1 BOAT_3325 -1 BOAT_3325 

:BOAT_3313
07FC:  137.0  75.0 'BOAT_62' @234  1 
0002: jump BOAT_3325

:BOAT_3315
07FC:  77.0  75.0 'BOAT_62' @234  1 
0002: jump BOAT_3325

:BOAT_3317
07FC:  77.0  75.0 'BOAT_62' @234  1 
0002: jump BOAT_3325

:BOAT_3319
07FC:  97.0  75.0 'BOAT_62' @234  1 
0002: jump BOAT_3325

:BOAT_3321
033F: set_text_draw_letter_width_height  .45  1.35
07FC:  93.0  75.0 'BOAT_62' @234  1 
033F: set_text_draw_letter_width_height  .52  1.45
0002: jump BOAT_3325

:BOAT_3325
00D6: if  0
001E:   $8196 > @213  ;; integer values
004D: jump_if_false BOAT_3329
0004: $8195 =  1  ;; integer values

:BOAT_3329
00D6: if  0
001F:   @213 > $8196  ;; integer values
004D: jump_if_false BOAT_3336
00D6: if  0
001E:   $8196 > @214  ;; integer values
004D: jump_if_false BOAT_3336
0004: $8195 =  2  ;; integer values

:BOAT_3336
00D6: if  0
001F:   @214 > $8196  ;; integer values
004D: jump_if_false BOAT_3343
00D6: if  0
001E:   $8196 > @215  ;; integer values
004D: jump_if_false BOAT_3343
0004: $8195 =  3  ;; integer values

:BOAT_3343
00D6: if  0
001F:   @215 > $8196  ;; integer values
004D: jump_if_false BOAT_3347
0004: $8195 =  4  ;; integer values

:BOAT_3347
00D6: if  0
0038:   $8189 ==  2  ;; integer values
004D: jump_if_false BOAT_3408
00D6: if  0
001F:   @216 > $1964  ;; integer values
004D: jump_if_false BOAT_3369
0007: @239 =  0.0  ;; floating-point values
008F: @239 = integer_to_float $8196  
0017: @239 /=  1000.0  ;; floating-point values 
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3368 jumps  0 BOAT_3358  1 BOAT_3360  2 BOAT_3362  3 BOAT_3364  4 BOAT_3366 -1 BOAT_3368 -1 BOAT_3368 

:BOAT_3358
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3368

:BOAT_3360
07FC:  200.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3368

:BOAT_3362
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3368

:BOAT_3364
07FC:  187.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3368

:BOAT_3366
07FC:  190.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3368

:BOAT_3368
0002: jump BOAT_3386

:BOAT_3369
0007: @235 =  0.0  ;; floating-point values
0093: @235 = integer_to_float @216  
0017: @235 /=  1000.0  ;; floating-point values 
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3386 jumps  0 BOAT_3374  1 BOAT_3376  2 BOAT_3378  3 BOAT_3380  4 BOAT_3382 -1 BOAT_3386 -1 BOAT_3386 

:BOAT_3374
07FC:  137.0  75.0 'BOAT_62' @235  1 
0002: jump BOAT_3386

:BOAT_3376
07FC:  77.0  75.0 'BOAT_62' @235  1 
0002: jump BOAT_3386

:BOAT_3378
07FC:  77.0  75.0 'BOAT_62' @235  1 
0002: jump BOAT_3386

:BOAT_3380
07FC:  97.0  75.0 'BOAT_62' @235  1 
0002: jump BOAT_3386

:BOAT_3382
033F: set_text_draw_letter_width_height  .45  1.35
07FC:  88.0  75.0 'BOAT_62' @235  1 
033F: set_text_draw_letter_width_height  .52  1.45
0002: jump BOAT_3386

:BOAT_3386
00D6: if  0
001E:   $8196 > @217  ;; integer values
004D: jump_if_false BOAT_3390
0004: $8195 =  1  ;; integer values

:BOAT_3390
00D6: if  0
001F:   @217 > $8196  ;; integer values
004D: jump_if_false BOAT_3397
00D6: if  0
001E:   $8196 > @218  ;; integer values
004D: jump_if_false BOAT_3397
0004: $8195 =  2  ;; integer values

:BOAT_3397
00D6: if  0
001F:   @218 > $8196  ;; integer values
004D: jump_if_false BOAT_3404
00D6: if  0
001E:   $8196 > @219  ;; integer values
004D: jump_if_false BOAT_3404
0004: $8195 =  3  ;; integer values

:BOAT_3404
00D6: if  0
001F:   @219 > $8196  ;; integer values
004D: jump_if_false BOAT_3408
0004: $8195 =  4  ;; integer values

:BOAT_3408
00D6: if  0
0038:   $8189 ==  3  ;; integer values
004D: jump_if_false BOAT_3470
00D6: if  0
001F:   @220 > $1965  ;; integer values
004D: jump_if_false BOAT_3430
0007: @239 =  0.0  ;; floating-point values
008F: @239 = integer_to_float $8196  
0017: @239 /=  1000.0  ;; floating-point values 
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3429 jumps  0 BOAT_3419  1 BOAT_3421  2 BOAT_3423  3 BOAT_3425  4 BOAT_3427 -1 BOAT_3429 -1 BOAT_3429 

:BOAT_3419
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3429

:BOAT_3421
07FC:  200.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3429

:BOAT_3423
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3429

:BOAT_3425
07FC:  187.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3429

:BOAT_3427
07FC:  190.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3429

:BOAT_3429
0002: jump BOAT_3448

:BOAT_3430
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_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3448 jumps  0 BOAT_3436  1 BOAT_3438  2 BOAT_3440  3 BOAT_3442  4 BOAT_3444 -1 BOAT_3448 -1 BOAT_3448 

:BOAT_3436
07FC:  142.0  75.0 'BOAT_63' @236  1 
0002: jump BOAT_3448

:BOAT_3438
07FC:  87.0  75.0 'BOAT_63' @236  1 
0002: jump BOAT_3448

:BOAT_3440
07FC:  83.0  75.0 'BOAT_63' @236  1 
0002: jump BOAT_3448

:BOAT_3442
07FC:  112.0  75.0 'BOAT_63' @236  1 
0002: jump BOAT_3448

:BOAT_3444
033F: set_text_draw_letter_width_height  .45  1.35
07FC:  103.0  75.0 'BOAT_63' @236  1 
033F: set_text_draw_letter_width_height  .52  1.45
0002: jump BOAT_3448

:BOAT_3448
00D6: if  0
001E:   $8196 > @221  ;; integer values
004D: jump_if_false BOAT_3452
0004: $8195 =  1  ;; integer values

:BOAT_3452
00D6: if  0
001F:   @221 > $8196  ;; integer values
004D: jump_if_false BOAT_3459
00D6: if  0
001E:   $8196 > @222  ;; integer values
004D: jump_if_false BOAT_3459
0004: $8195 =  2  ;; integer values

:BOAT_3459
00D6: if  0
001F:   @222 > $8196  ;; integer values
004D: jump_if_false BOAT_3466
00D6: if  0
001E:   $8196 > @223  ;; integer values
004D: jump_if_false BOAT_3466
0004: $8195 =  3  ;; integer values

:BOAT_3466
00D6: if  0
001F:   @223 > $8196  ;; integer values
004D: jump_if_false BOAT_3470
0004: $8195 =  4  ;; integer values

:BOAT_3470
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_3532
00D6: if  0
001E:   $1966 > @224  ;; integer values
004D: jump_if_false BOAT_3492
0007: @239 =  0.0  ;; floating-point values
008F: @239 = integer_to_float $8196  
0017: @239 /=  1000.0  ;; floating-point values 
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3491 jumps  0 BOAT_3481  1 BOAT_3483  2 BOAT_3485  3 BOAT_3487  4 BOAT_3489 -1 BOAT_3491 -1 BOAT_3491 

:BOAT_3481
045A: text_draw_1number  185.0  75.0 'BOAT_60' $1966
0002: jump BOAT_3491

:BOAT_3483
045A: text_draw_1number  167.0  75.0 'BOAT_60' $1966
0002: jump BOAT_3491

:BOAT_3485
045A: text_draw_1number  167.0  75.0 'BOAT_60' $1966
0002: jump BOAT_3491

:BOAT_3487
045A: text_draw_1number  177.0  75.0 'BOAT_60' $1966
0002: jump BOAT_3491

:BOAT_3489
045A: text_draw_1number  160.0  75.0 'BOAT_60' $1966
0002: jump BOAT_3491

:BOAT_3491
0002: jump BOAT_3507

:BOAT_3492
0007: @237 =  0.0  ;; floating-point values
0093: @237 = integer_to_float @224  
0017: @237 /=  1000.0  ;; floating-point values 
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3507 jumps  0 BOAT_3497  1 BOAT_3499  2 BOAT_3501  3 BOAT_3503  4 BOAT_3505 -1 BOAT_3507 -1 BOAT_3507 

:BOAT_3497
045A: text_draw_1number  153.0  75.0 'BOAT_61' @224
0002: jump BOAT_3507

:BOAT_3499
045A: text_draw_1number  103.0  75.0 'BOAT_61' @224
0002: jump BOAT_3507

:BOAT_3501
045A: text_draw_1number  93.0  75.0 'BOAT_61' @224
0002: jump BOAT_3507

:BOAT_3503
045A: text_draw_1number  123.0  75.0 'BOAT_61' @224
0002: jump BOAT_3507

:BOAT_3505
045A: text_draw_1number  103.0  75.0 'BOAT_61' @224
0002: jump BOAT_3507

:BOAT_3507
00D6: if  0
001F:   @225 > $8196  ;; integer values
004D: jump_if_false BOAT_3511
0004: $8195 =  1  ;; integer values

:BOAT_3511
00D6: if  21
001E:   $8196 > @225  ;; integer values
003C:   $8196 == @225  ;; integer values 
004D: jump_if_false BOAT_3519
00D6: if  0
001F:   @226 > $8196  ;; integer values
004D: jump_if_false BOAT_3519
0004: $8195 =  2  ;; integer values

:BOAT_3519
00D6: if  21
001E:   $8196 > @226  ;; integer values
003C:   $8196 == @226  ;; integer values 
004D: jump_if_false BOAT_3527
00D6: if  0
001F:   @227 > $8196  ;; integer values
004D: jump_if_false BOAT_3527
0004: $8195 =  3  ;; integer values

:BOAT_3527
00D6: if  21
001E:   $8196 > @227  ;; integer values
003C:   $8196 == @227  ;; integer values 
004D: jump_if_false BOAT_3532
0004: $8195 =  4  ;; integer values

:BOAT_3532
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_3594
00D6: if  0
001F:   @228 > $1967  ;; integer values
004D: jump_if_false BOAT_3554
0007: @239 =  0.0  ;; floating-point values
008F: @239 = integer_to_float $8196  
0017: @239 /=  1000.0  ;; floating-point values 
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3553 jumps  0 BOAT_3543  1 BOAT_3545  2 BOAT_3547  3 BOAT_3549  4 BOAT_3551 -1 BOAT_3553 -1 BOAT_3553 

:BOAT_3543
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3553

:BOAT_3545
07FC:  200.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3553

:BOAT_3547
07FC:  217.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3553

:BOAT_3549
07FC:  187.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3553

:BOAT_3551
07FC:  190.0  75.0 'BOAT_58' @239  2 
0002: jump BOAT_3553

:BOAT_3553
0002: jump BOAT_3572

:BOAT_3554
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_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3572 jumps  0 BOAT_3560  1 BOAT_3562  2 BOAT_3564  3 BOAT_3566  4 BOAT_3568 -1 BOAT_3572 -1 BOAT_3572 

:BOAT_3560
07FC:  144.0  75.0 'BOAT_63' @238  1 
0002: jump BOAT_3572

:BOAT_3562
07FC:  87.0  75.0 'BOAT_63' @238  1 
0002: jump BOAT_3572

:BOAT_3564
07FC:  88.0  75.0 'BOAT_63' @238  1 
0002: jump BOAT_3572

:BOAT_3566
07FC:  117.0  75.0 'BOAT_63' @238  1 
0002: jump BOAT_3572

:BOAT_3568
033F: set_text_draw_letter_width_height  .45  1.35
07FC:  103.0  75.0 'BOAT_63' @238  1 
033F: set_text_draw_letter_width_height  .52  1.45
0002: jump BOAT_3572

:BOAT_3572
00D6: if  0
001E:   $8196 > @229  ;; integer values
004D: jump_if_false BOAT_3576
0004: $8195 =  1  ;; integer values

:BOAT_3576
00D6: if  0
001F:   @229 > $8196  ;; integer values
004D: jump_if_false BOAT_3583
00D6: if  0
001E:   $8196 > @230  ;; integer values
004D: jump_if_false BOAT_3583
0004: $8195 =  2  ;; integer values

:BOAT_3583
00D6: if  0
001F:   @230 > $8196  ;; integer values
004D: jump_if_false BOAT_3590
00D6: if  0
001E:   $8196 > @231  ;; integer values
004D: jump_if_false BOAT_3590
0004: $8195 =  3  ;; integer values

:BOAT_3590
00D6: if  0
001F:   @231 > $8196  ;; integer values
004D: jump_if_false BOAT_3594
0004: $8195 =  4  ;; integer values

:BOAT_3594
00D6: if  0
0018:   $8195 >  1  ;; integer values
004D: jump_if_false BOAT_3602
03E3:  1 
038D:  4  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  4  395.0  306.0  60.0  60.0  180  180  180  255 
0002: jump BOAT_3606

:BOAT_3602
03E3:  1 
038D:  7  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  7  395.0  306.0  60.0  60.0  180  180  180  255 

:BOAT_3606
03E3:  1 
00D6: if  0
0038:   $8195 ==  1  ;; integer values
004D: jump_if_false BOAT_3625
038D:  6  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BOAT_3856
0340: set_text_draw_color  166  202  240  255
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3625 jumps  0 BOAT_3615  1 BOAT_3617  2 BOAT_3619  3 BOAT_3621  4 BOAT_3623 -1 BOAT_3625 -1 BOAT_3625 

:BOAT_3615
033E: text_draw  266.0  375.0 'BOAT_64'
0002: jump BOAT_3625

:BOAT_3617
033E: text_draw  216.0  375.0 'BOAT_64'
0002: jump BOAT_3625

:BOAT_3619
033E: text_draw  233.0  375.0 'BOAT_64'
0002: jump BOAT_3625

:BOAT_3621
033E: text_draw  216.0  375.0 'BOAT_64'
0002: jump BOAT_3625

:BOAT_3623
033E: text_draw  216.0  375.0 'BOAT_64'
0002: jump BOAT_3625

:BOAT_3625
00D6: if  0
0038:   $8195 ==  2  ;; integer values
004D: jump_if_false BOAT_3643
038D:  1  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BOAT_3856
0340: set_text_draw_color  166  202  240  255
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3643 jumps  0 BOAT_3633  1 BOAT_3635  2 BOAT_3637  3 BOAT_3639  4 BOAT_3641 -1 BOAT_3643 -1 BOAT_3643 

:BOAT_3633
033E: text_draw  280.0  375.0 'BOAT_57'
0002: jump BOAT_3643

:BOAT_3635
033E: text_draw  280.0  375.0 'BOAT_57'
0002: jump BOAT_3643

:BOAT_3637
033E: text_draw  280.0  375.0 'BOAT_57'
0002: jump BOAT_3643

:BOAT_3639
033E: text_draw  280.0  375.0 'BOAT_57'
0002: jump BOAT_3643

:BOAT_3641
033E: text_draw  280.0  375.0 'BOAT_57'
0002: jump BOAT_3643

:BOAT_3643
00D6: if  0
0038:   $8195 ==  3  ;; integer values
004D: jump_if_false BOAT_3661
038D:  2  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BOAT_3856
0340: set_text_draw_color  166  202  240  255
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3661 jumps  0 BOAT_3651  1 BOAT_3653  2 BOAT_3655  3 BOAT_3657  4 BOAT_3659 -1 BOAT_3661 -1 BOAT_3661 

:BOAT_3651
033E: text_draw  283.0  375.0 'BOAT_56'
0002: jump BOAT_3661

:BOAT_3653
033E: text_draw  278.0  375.0 'BOAT_56'
0002: jump BOAT_3661

:BOAT_3655
033E: text_draw  283.0  375.0 'BOAT_56'
0002: jump BOAT_3661

:BOAT_3657
033E: text_draw  273.0  375.0 'BOAT_56'
0002: jump BOAT_3661

:BOAT_3659
033E: text_draw  286.0  375.0 'BOAT_56'
0002: jump BOAT_3661

:BOAT_3661
00D6: if  0
0038:   $8195 ==  4  ;; integer values
004D: jump_if_false BOAT_3679
038D:  3  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BOAT_3856
0340: set_text_draw_color  166  202  240  255
0050: gosub BOAT_4213
0871: init_jump_table @252 total_jumps  5  0 BOAT_3679 jumps  0 BOAT_3669  1 BOAT_3671  2 BOAT_3673  3 BOAT_3675  4 BOAT_3677 -1 BOAT_3679 -1 BOAT_3679 

:BOAT_3669
033E: text_draw  294.0  375.0 'BOAT_55'
0002: jump BOAT_3679

:BOAT_3671
033E: text_draw  307.0  375.0 'BOAT_55'
0002: jump BOAT_3679

:BOAT_3673
033E: text_draw  294.0  375.0 'BOAT_55'
0002: jump BOAT_3679

:BOAT_3675
033E: text_draw  300.0  375.0 'BOAT_55'
0002: jump BOAT_3679

:BOAT_3677
033E: text_draw  300.0  375.0 'BOAT_55'
0002: jump BOAT_3679

:BOAT_3679
0051: return

:BOAT_3680
00D6: if  0
0038:   $8191 ==  0  ;; integer values
004D: jump_if_false BOAT_3704
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_3687
0050: gosub BOAT_307

:BOAT_3687
00D6: if  0
0038:   $8189 ==  2  ;; integer values
004D: jump_if_false BOAT_3691
0050: gosub BOAT_509

:BOAT_3691
00D6: if  0
0038:   $8189 ==  3  ;; integer values
004D: jump_if_false BOAT_3695
0050: gosub BOAT_844

:BOAT_3695
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_3699
0050: gosub BOAT_1386

:BOAT_3699
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_3703
0050: gosub BOAT_1624

:BOAT_3703
0004: $8191 =  1  ;; integer values

:BOAT_3704
00D6: if  0
0038:   $8191 ==  1  ;; integer values
004D: jump_if_false BOAT_3780
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_3780
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_3715
00AA: store_car @37 position_to @204 @205 @206
0395: clear_area  1 at @204 @205 @206 range  1000.0

:BOAT_3715
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_3727
00D6: if  0
87C1:   NOT  752 
004D: jump_if_false BOAT_3723
07C0:  752 
0002: jump BOAT_3727

:BOAT_3723
0971: (unknown)
05EB: @37  752 
0004: $8193 =  3  ;; integer values
0004: $8191 =  2  ;; integer values

:BOAT_3727
00D6: if  0
0038:   $8189 ==  2  ;; integer values
004D: jump_if_false BOAT_3739
00D6: if  0
87C1:   NOT  755 
004D: jump_if_false BOAT_3735
07C0:  755 
0002: jump BOAT_3739

:BOAT_3735
0971: (unknown)
05EB: @37  755 
0004: $8193 =  3  ;; integer values
0004: $8191 =  2  ;; integer values

:BOAT_3739
00D6: if  0
0038:   $8189 ==  3  ;; integer values
004D: jump_if_false BOAT_3751
00D6: if  0
87C1:   NOT  757 
004D: jump_if_false BOAT_3747
07C0:  757 
0002: jump BOAT_3751

:BOAT_3747
0971: (unknown)
05EB: @37  757 
0004: $8193 =  3  ;; integer values
0004: $8191 =  2  ;; integer values

:BOAT_3751
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_3768
00D6: if  0
87C1:   NOT  759 
004D: jump_if_false BOAT_3759
07C0:  759 
0002: jump BOAT_3768

:BOAT_3759
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_3764
00AA: store_car @37 position_to @204 @205 @206
0395: clear_area  1 at @204 @205 @206 range  1000.0

:BOAT_3764
0971: (unknown)
05EB: @37  759 
0004: $8193 =  3  ;; integer values
0004: $8191 =  2  ;; integer values

:BOAT_3768
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_3780
00D6: if  0
87C1:   NOT  760 
004D: jump_if_false BOAT_3776
07C0:  760 
0002: jump BOAT_3780

:BOAT_3776
0971: (unknown)
05EB: @37  760 
0004: $8193 =  3  ;; integer values
0004: $8191 =  2  ;; integer values

:BOAT_3780
00D6: if  0
0038:   $8191 ==  2  ;; integer values
004D: jump_if_false BOAT_3824
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_3822
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false BOAT_3816
00AA: store_car @37 position_to @185 @186 @187
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_3795
000F: @185 -=  35.0  ;; floating-point values
000F: @186 -=  30.0  ;; floating-point values

:BOAT_3795
00D6: if  0
0038:   $8189 ==  2  ;; integer values
004D: jump_if_false BOAT_3800
000F: @185 -=  15.0  ;; floating-point values
000F: @186 -=  30.0  ;; floating-point values

:BOAT_3800
00D6: if  0
0038:   $8189 ==  3  ;; integer values
004D: jump_if_false BOAT_3805
000F: @185 -=  13.0  ;; floating-point values
000F: @186 -=  13.0  ;; floating-point values

:BOAT_3805
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_3810
000F: @185 -=  10.0  ;; floating-point values
000F: @186 -=  20.0  ;; floating-point values

:BOAT_3810
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_3815
000F: @185 -=  10.0  ;; floating-point values
000F: @186 -=  20.0  ;; floating-point values

:BOAT_3815
00AB: put_car @46 at @185 @186  10.0

:BOAT_3816
00D6: if  0
860E:   NOT @37 
004D: jump_if_false BOAT_3821
0004: $8193 =  1  ;; integer values
0004: $8191 =  4  ;; integer values

:BOAT_3821
0002: jump BOAT_3824

:BOAT_3822
0004: $8193 =  1  ;; integer values
0004: $8191 =  4  ;; integer values

:BOAT_3824
00D6: if  0
0038:   $8191 ==  3  ;; integer values
004D: jump_if_false BOAT_3829
0004: $8193 =  1  ;; integer values
0004: $8191 =  4  ;; integer values

:BOAT_3829
00D6: if  0
0038:   $8191 ==  4  ;; integer values
004D: jump_if_false BOAT_3855
00D6: if  0
0038:   $8193 ==  2  ;; integer values
004D: jump_if_false BOAT_3855
05EC: @37 
02EB: restore_camera_with_jumpcut
014F: stop_timer $8197
0396:  0 (clear) useless_flag
00A6: destroy_car @46
00A6: destroy_car @37
0050: gosub BOAT_4204
0004: $8191 =  0  ;; integer values
014F: stop_timer $8197
0396:  0 (clear) 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_3855
0051: return

:BOAT_3856
03E0:  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  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:BOAT_3867
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  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return
03E0:  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  .8  2.6
060D:  2  0  0  0  255 
0051: return

:BOAT_3887
03E0:  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:  3  0  0  0  255 
0349: text_draw_style =  3  
0051: return
03E0:  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:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:BOAT_3908
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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  454 at -2100.836  2247.862  0.0
0175: set_car @40 z_angle_to  122.0
0129: @42 = create_actor  24  210 in_car @40 driverseat
00A5: @41 = create_car  484 at -1996.127  2125.169  0.0
0175: set_car @41 z_angle_to  160.0
0129: @43 = create_actor  24  210 in_car @41 driverseat
00A5: @44 = create_car  454 at -2251.171  2129.291  0.0
0175: set_car @44 z_angle_to  182.0
0129: @45 = create_actor  24  210 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_3930
00D6: if  0
016B:   fading
004D: jump_if_false BOAT_3935
0001: wait  0 ms
0002: jump BOAT_3930

:BOAT_3935
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_3942
03CB: set_camera -2318.049  2312.302  10.0
0001: wait  0 ms

:BOAT_3942
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_3947
00AA: store_car @37 position_to @204 @205 @206
0395: clear_area  1 at @204 @205 @206 range  1000.0

:BOAT_3947
016A: fade  1 (back)  2000 ms

:BOAT_3948
00D6: if  0
016B:   fading
004D: jump_if_false BOAT_3953
0001: wait  0 ms
0002: jump BOAT_3948

:BOAT_3953
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_3958
00AA: store_car @37 position_to @204 @205 @206
0395: clear_area  1 at @204 @205 @206 range  1000.0

:BOAT_3958
0051: return

:BOAT_3959
016A: fade  0 ()  500 ms

:BOAT_3960
00D6: if  0
016B:   fading
004D: jump_if_false BOAT_3965
0001: wait  0 ms
0002: jump BOAT_3960

:BOAT_3965
00D6: if  0
0038:   $8189 ==  16  ;; integer values
004D: jump_if_false BOAT_3971
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0002: jump BOAT_3973

:BOAT_3971
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0

:BOAT_3973
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_3985
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_3992
00D6: if  0
0038:   $8189 ==  1  ;; integer values
004D: jump_if_false BOAT_4015
0006: @156 =  0  ;; integer values

:BOAT_3996
00D6: if  0
001B:    8 > @156  ;; integer values
004D: jump_if_false BOAT_4004
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_3996

:BOAT_4004
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_4015
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_4015
00D6: if  0
0038:   $8189 ==  2  ;; integer values
004D: jump_if_false BOAT_4046
0006: @156 =  0  ;; integer values

:BOAT_4019
00D6: if  0
001B:    16 > @156  ;; integer values
004D: jump_if_false BOAT_4027
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_4019

:BOAT_4027
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_4046
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_4046
00D6: if  0
0038:   $8189 ==  3  ;; integer values
004D: jump_if_false BOAT_4089
0006: @156 =  0  ;; integer values

:BOAT_4050
00D6: if  0
001B:    28 > @156  ;; integer values
004D: jump_if_false BOAT_4058
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_4050

:BOAT_4058
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_4089
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_4089
00D6: if  0
0038:   $8189 ==  4  ;; integer values
004D: jump_if_false BOAT_4132
0006: @156 =  0  ;; integer values

:BOAT_4093
00D6: if  0
001B:    20 > @156  ;; integer values
004D: jump_if_false BOAT_4101
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_4093

:BOAT_4101
0006: @157 =  0  ;; integer values

:BOAT_4102
00D6: if  0
001B:    1 > @157  ;; integer values
004D: jump_if_false BOAT_4108
029B: @106(@157,50i) = init_object #WATERJUMPX2 at  20.0  20.0  150.0
000A: @157 +=  1  ;; integer values
0002: jump BOAT_4102

:BOAT_4108
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_4132
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_4132
00D6: if  0
0038:   $8189 ==  5  ;; integer values
004D: jump_if_false BOAT_4203
0006: @156 =  0  ;; integer values

:BOAT_4136
00D6: if  0
001B:    44 > @156  ;; integer values
004D: jump_if_false BOAT_4144
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_4136

:BOAT_4144
0006: @157 =  0  ;; integer values

:BOAT_4145
00D6: if  0
001B:    3 > @157  ;; integer values
004D: jump_if_false BOAT_4151
029B: @106(@157,50i) = init_object #WATERJUMPX2 at  20.0  20.0  150.0
000A: @157 +=  1  ;; integer values
0002: jump BOAT_4145

:BOAT_4151
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BOAT_4203
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  .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  .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_4203
0051: return

:BOAT_4204
0006: @156 =  0  ;; integer values

:BOAT_4205
00D6: if  0
001B:    50 > @156  ;; integer values
004D: jump_if_false BOAT_4212
0108: destroy_object @56(@156,50i)
0108: destroy_object @106(@156,50i)
000A: @156 +=  1  ;; integer values
0002: jump BOAT_4205

:BOAT_4212
0051: return

:BOAT_4213
09FB: @252 = unknown_get_display_mode_or_gxt_file_used
0051: return

:BOAT_4215
0A0B: -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_4222
00D6: if  0
0038:   $1969 ==  0  ;; integer values
004D: jump_if_false BOAT_4233
040D: unload_wav  3
00BA: text_styled 'BOAT_P2'  5000 ms  1
00BB: text_lowpriority 'BOAT_P1'  5000 ms  1
0394: play_music  2
0110: clear_player $PLAYER_CHAR wanted_level
030C: set_mission_points +=  1
0595: (unknown)
0004: $1969 =  1  ;; integer values

:BOAT_4233
0051: return

:BOAT_4234
097A:  0.0  0.0  0.0  1001 
097A: -1000.0 -1000.0 -1000.0  1098 
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  1
04D8: $PLAYER_ACTOR  1
040D: unload_wav  3
0826:  1 
0581: toggle_radar  1 (on)
09B9:  1 
09BA:  1 
014F: stop_timer $8197
0164: disable_marker @52
0164: disable_marker @51
0164: disable_marker @53
0164: disable_marker @54
0249: release_model  210
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  473
0249: release_model  497
0249: release_model  472
0249: release_model  484
0249: release_model  454
0249: release_model  539
01B7: release_weather
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01BD: $184 = current_time_in_ms
00D6: if  0
0038:   $1987 ==  0  ;; integer values
004D: jump_if_false BOAT_4289
00D6: if  0
0038:   $1972 ==  1  ;; integer values
004D: jump_if_false BOAT_4289
00D6: if  0
0038:   $1975 ==  1  ;; integer values
004D: jump_if_false BOAT_4289
00D6: if  0
0038:   $1978 ==  1  ;; integer values
004D: jump_if_false BOAT_4289
00D6: if  0
0038:   $1981 ==  1  ;; integer values
004D: jump_if_false BOAT_4289
00D6: if  0
0038:   $1984 ==  1  ;; integer values
004D: jump_if_false BOAT_4289
0004: $1987 =  1  ;; integer values
0004: $1986 =  99  ;; integer values
0004: $1985 =  99  ;; integer values

:BOAT_4289
00D6: if  0
0038:   $1986 ==  0  ;; integer values
004D: jump_if_false BOAT_4309
00D6: if  0
0038:   $1971 ==  1  ;; integer values
004D: jump_if_false BOAT_4309
00D6: if  0
0038:   $1974 ==  1  ;; integer values
004D: jump_if_false BOAT_4309
00D6: if  0
0038:   $1977 ==  1  ;; integer values
004D: jump_if_false BOAT_4309
00D6: if  0
0038:   $1980 ==  1  ;; integer values
004D: jump_if_false BOAT_4309
00D6: if  0
0038:   $1983 ==  1  ;; integer values
004D: jump_if_false BOAT_4309
0004: $1986 =  1  ;; integer values
0004: $1985 =  99  ;; integer values

:BOAT_4309
00D6: if  0
0038:   $1985 ==  0  ;; integer values
004D: jump_if_false BOAT_4328
00D6: if  0
0038:   $1970 ==  1  ;; integer values
004D: jump_if_false BOAT_4328
00D6: if  0
0038:   $1973 ==  1  ;; integer values
004D: jump_if_false BOAT_4328
00D6: if  0
0038:   $1976 ==  1  ;; integer values
004D: jump_if_false BOAT_4328
00D6: if  0
0038:   $1979 ==  1  ;; integer values
004D: jump_if_false BOAT_4328
00D6: if  0
0038:   $1982 ==  1  ;; integer values
004D: jump_if_false BOAT_4328
0004: $1985 =  1  ;; integer values

:BOAT_4328
00D6: if  0
0038:   $1987 ==  1  ;; integer values
004D: jump_if_false BOAT_4338
014C: set_parked_car_generator $1990 cars_to_generate_to  101
0A17: $1990  1 
014C: set_parked_car_generator $1989 cars_to_generate_to  101
0A17: $1989  1 
014C: set_parked_car_generator $1988 cars_to_generate_to  101
0A17: $1988  1 
0004: $1987 =  2  ;; integer values

:BOAT_4338
00D6: if  0
0038:   $1986 ==  1  ;; integer values
004D: jump_if_false BOAT_4346
014C: set_parked_car_generator $1989 cars_to_generate_to  101
0A17: $1989  1 
014C: set_parked_car_generator $1988 cars_to_generate_to  101
0A17: $1988  1 
0004: $1986 =  2  ;; integer values

:BOAT_4346
00D6: if  0
0038:   $1985 ==  1  ;; integer values
004D: jump_if_false BOAT_4352
014C: set_parked_car_generator $1988 cars_to_generate_to  101
0A17: $1988  1 
0004: $1985 =  2  ;; integer values

:BOAT_4352
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 120---------------
; Originally: Bike School


:BSKOOL_1
03A4: name_thread 'BSKOOL'
0050: gosub BSKOOL_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BSKOOL_7
0050: gosub BSKOOL_1671

:BSKOOL_7
0050: gosub BSKOOL_1688
004E: end_thread

:BSKOOL_9
03D5: remove_text 'M_FAIL'
00D6: if  0
0038:   $2201 ==  0  ;; integer values
004D: jump_if_false BSKOOL_14
0317: increment_mission_attempts

:BSKOOL_14
0004: $ON_MISSION =  1  ;; integer values
054C: use_GXT_table 'BS'
0169: set_fade_color  0  0  0
0001: wait  0 ms
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BSKOOL_26
00A5: @38 = create_car  581 at $277 $278 $257
0129: @49 = create_actor  5  50 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_26
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  0
0038:   $2162 ==  0  ;; integer values
004D: jump_if_false BSKOOL_40
0004: $2162 =  1  ;; integer values

:BSKOOL_40
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  581
0247: request_model  521
0247: request_model  461
0247: request_model #TRAFFICCONE
0247: request_model #LANDJUMP2
0247: request_model  522
0247: request_model  468
0247: request_model  50

:BSKOOL_55
00D6: if  24
8248:   NOT   model  581 available
8248:   NOT   model  521 available
8248:   NOT   model  461 available
8248:   NOT   model #TRAFFICCONE available
8248:   NOT   model #LANDJUMP2 available
004D: jump_if_false BSKOOL_64
0001: wait  0 ms
0002: jump BSKOOL_55

:BSKOOL_64
00D6: if  22
8248:   NOT   model  468 available
8248:   NOT   model  50 available
8248:   NOT   model  522 available
004D: jump_if_false BSKOOL_71
0001: wait  0 ms
0002: jump BSKOOL_64

:BSKOOL_71
0390: 'LD_DRV' 
038F:  1 "BRONZE" 
038F:  2 "SILVER" 
038F:  3 "GOLD" 
038F:  4 "RIBB" 
038F:  5 "TVCORN" 
038F:  6 "NAWARD" 
038F:  7 "RIBBW" 
038F:  8 "BLKDOT" 
038F:  9 "TVBASE" 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0826:  0 
0002: jump BSKOOL_84

:BSKOOL_84
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_2255
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  0
001A:    7 > $2162  ;; integer values
004D: jump_if_false BSKOOL_99
008A: $247 = @37  ;; integer values and handles

:BSKOOL_99
016A: fade  1 (back)  500 ms

:BSKOOL_100
00D6: if  0
016B:   fading
004D: jump_if_false BSKOOL_107
00BE: text_clear_all
0050: gosub BSKOOL_1802
0001: wait  0 ms
0002: jump BSKOOL_100

:BSKOOL_107
0050: gosub BSKOOL_1802
0581: toggle_radar  0 (off)

:BSKOOL_109
0001: wait  0 ms
0050: gosub BSKOOL_1802
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false BSKOOL_116
03CF: load_wav  3800 as  3
0006: @51 =  1  ;; integer values

:BSKOOL_116
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false BSKOOL_123
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false BSKOOL_123
0006: @51 =  2  ;; integer values

:BSKOOL_123
00D6: if  0
0039:   @51 ==  2  ;; integer values
004D: jump_if_false BSKOOL_128
03D1: play_wav  3
0006: @51 =  3  ;; integer values

:BSKOOL_128
00D6: if  0
0039:   @57 ==  0  ;; integer values
004D: jump_if_false BSKOOL_204
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false BSKOOL_145
000E: @37 -=  1  ;; integer values
000C: $247 -=  1  ;; integer values
00D6: if  0
0018:   $2162 >  1  ;; integer values
004D: jump_if_false BSKOOL_145
00D6: if  0
001B:    4 > @34  ;; integer values
004D: jump_if_false BSKOOL_145
0006: @34 =  3  ;; integer values

:BSKOOL_145
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false BSKOOL_158
000A: @37 +=  1  ;; integer values
0008: $247 +=  1  ;; integer values
00D6: if  0
0018:   $2162 >  1  ;; integer values
004D: jump_if_false BSKOOL_158
00D6: if  0
001B:    4 > @34  ;; integer values
004D: jump_if_false BSKOOL_158
0006: @34 =  3  ;; integer values

:BSKOOL_158
00D6: if  0
001A:    1 > $247  ;; integer values
004D: jump_if_false BSKOOL_163
0084: $247 = $2162  ;; integer values and handles
008B: @37 = $2162  ;; integer values and handles

:BSKOOL_163
00D6: if  0
001C:   $247 > $2162  ;; integer values
004D: jump_if_false BSKOOL_168
0006: @37 =  1  ;; integer values
0004: $247 =  1  ;; integer values

:BSKOOL_168
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false BSKOOL_174
0001: wait  0 ms
0050: gosub BSKOOL_1802
0002: jump BSKOOL_168

:BSKOOL_174
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false BSKOOL_180
0001: wait  0 ms
0050: gosub BSKOOL_1802
0002: jump BSKOOL_174

:BSKOOL_180
00D6: if  0
001A:   -100 > $17  ;; integer values
004D: jump_if_false BSKOOL_187
0001: wait  0 ms
0050: gosub BSKOOL_1802
0494: get_joystick_data  0 $17 $18 $19 $20
0002: jump BSKOOL_180

:BSKOOL_187
00D6: if  0
0018:   $17 >  100  ;; integer values
004D: jump_if_false BSKOOL_194
0001: wait  0 ms
0050: gosub BSKOOL_1802
0494: get_joystick_data  0 $17 $18 $19 $20
0002: jump BSKOOL_187

:BSKOOL_194
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BSKOOL_204
00D6: if  0
001B:    4 > @34  ;; integer values
004D: jump_if_false BSKOOL_201
0006: @34 =  3  ;; integer values

:BSKOOL_201
040D: unload_wav  3
0006: @51 =  0  ;; integer values
0002: jump BSKOOL_243

:BSKOOL_204
00D6: if  0
0735:  81 
004D: jump_if_false BSKOOL_208
0004: $2162 =  6  ;; integer values

:BSKOOL_208
00D6: if  0
0735:  53 
004D: jump_if_false BSKOOL_218
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_218
00D6: if  5
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_227
0004: $2170 =  1  ;; integer values

:BSKOOL_227
00D6: if  0
0038:   $2201 ==  0  ;; integer values
004D: jump_if_false BSKOOL_235
00D6: if  0
0038:   $2170 ==  1  ;; integer values
004D: jump_if_false BSKOOL_235
0050: gosub BSKOOL_2718
0002: jump BSKOOL_1675

:BSKOOL_235
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_241
040D: unload_wav  3
0006: @51 =  0  ;; integer values
0002: jump BSKOOL_1671

:BSKOOL_241
0050: gosub BSKOOL_2117
0002: jump BSKOOL_109

:BSKOOL_243
016A: fade  0 ()  500 ms

:BSKOOL_244
00D6: if  0
016B:   fading
004D: jump_if_false BSKOOL_250
0050: gosub BSKOOL_1802
0001: wait  0 ms
0002: jump BSKOOL_244

:BSKOOL_250
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_254
05EC: @38 

:BSKOOL_254
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 (clear) useless_flag
00A6: destroy_car @38
0050: gosub BSKOOL_2763
0006: @34 =  5  ;; integer values
0581: toggle_radar  1 (on)
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false BSKOOL_509

:BSKOOL_266
0050: gosub BSKOOL_2246

:BSKOOL_267
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  16000  ;; integer values
0006: @35 =  181  ;; integer values
0050: gosub BSKOOL_2255
00A5: @38 = create_car  581 at $255 $256 $257
0175: set_car @38 z_angle_to  180.0
0050: gosub BSKOOL_2775
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BSKOOL_284
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_281
0129: @49 = create_actor  5  50 in_car @38 driverseat

:BSKOOL_281
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_284
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
0050: gosub BSKOOL_2341

:BSKOOL_288
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_294
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_500

:BSKOOL_294
0050: gosub BSKOOL_2355
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false BSKOOL_299
0002: jump BSKOOL_1671

:BSKOOL_299
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false BSKOOL_305
00BC: text_highpriority 'BS_A_1'  5000 ms  4
0050: gosub BSKOOL_2368
0002: jump BSKOOL_508

:BSKOOL_305
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_508
0050: gosub BSKOOL_2394
0174: $258 = car @38 z_angle
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_321
00D6: if  0
0020:   $258 >  80.0  ;; floating-point values
004D: jump_if_false BSKOOL_321
00D6: if  0
0022:    90.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_321
0004: $274 =  1  ;; integer values
0006: @58 =  1  ;; integer values

:BSKOOL_321
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false BSKOOL_354
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false BSKOOL_334
00D6: if  0
0020:   $258 >  350.0  ;; floating-point values
004D: jump_if_false BSKOOL_334
00D6: if  0
0022:    360.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_334
0004: $274 =  2  ;; integer values

:BSKOOL_334
00D6: if  0
0038:   $274 ==  2  ;; integer values
004D: jump_if_false BSKOOL_344
00D6: if  0
0020:   $258 >  270.0  ;; floating-point values
004D: jump_if_false BSKOOL_344
00D6: if  0
0022:    280.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_344
0004: $274 =  3  ;; integer values

:BSKOOL_344
00D6: if  0
0038:   $274 ==  3  ;; integer values
004D: jump_if_false BSKOOL_354
00D6: if  0
0020:   $258 >  170.0  ;; floating-point values
004D: jump_if_false BSKOOL_354
00D6: if  0
0022:    180.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_354
0004: $274 =  4  ;; integer values

:BSKOOL_354
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_365
00D6: if  0
0020:   $258 >  270.0  ;; floating-point values
004D: jump_if_false BSKOOL_365
00D6: if  0
0022:    280.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_365
0006: @58 =  2  ;; integer values
0004: $274 =  1  ;; integer values

:BSKOOL_365
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false BSKOOL_398
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false BSKOOL_378
00D6: if  0
0020:   $258 >  350.0  ;; floating-point values
004D: jump_if_false BSKOOL_378
00D6: if  0
0022:    360.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_378
0004: $274 =  2  ;; integer values

:BSKOOL_378
00D6: if  0
0038:   $274 ==  2  ;; integer values
004D: jump_if_false BSKOOL_388
00D6: if  0
0020:   $258 >  80.0  ;; floating-point values
004D: jump_if_false BSKOOL_388
00D6: if  0
0022:    90.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_388
0004: $274 =  3  ;; integer values

:BSKOOL_388
00D6: if  0
0038:   $274 ==  3  ;; integer values
004D: jump_if_false BSKOOL_398
00D6: if  0
0020:   $258 >  170.0  ;; floating-point values
004D: jump_if_false BSKOOL_398
00D6: if  0
0022:    180.0 > $258  ;; floating-point values
004D: jump_if_false BSKOOL_398
0004: $274 =  4  ;; integer values

:BSKOOL_398
00D6: if  23
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_508
0050: gosub BSKOOL_2400
0050: gosub BSKOOL_2403
00D6: if  0
0038:   $274 ==  4  ;; integer values
004D: jump_if_false BSKOOL_410
0004: $266 =  100  ;; integer values

:BSKOOL_410
00D6: if  0
0038:   $274 ==  3  ;; integer values
004D: jump_if_false BSKOOL_414
0004: $266 =  75  ;; integer values

:BSKOOL_414
00D6: if  0
0038:   $274 ==  2  ;; integer values
004D: jump_if_false BSKOOL_418
0004: $266 =  50  ;; integer values

:BSKOOL_418
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false BSKOOL_422
0004: $266 =  25  ;; integer values

:BSKOOL_422
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_426
0004: $266 =  0  ;; integer values

:BSKOOL_426
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false BSKOOL_433
0004: $271 =  0  ;; integer values

:BSKOOL_433
0050: gosub BSKOOL_2436
0050: gosub BSKOOL_2495
00D6: if  0
001C:   $271 > $2166  ;; integer values
004D: jump_if_false BSKOOL_467
008B: @67 = $2166  ;; integer values and handles
0084: $2166 = $271  ;; integer values and handles
0006: @59 =  1  ;; integer values
0050: gosub BSKOOL_2546
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_451
00D6: if  0
0038:   $2173 ==  0  ;; integer values
004D: jump_if_false BSKOOL_451
0004: $2173 =  1  ;; integer values
0004: $2172 =  1  ;; integer values
0004: $2171 =  1  ;; integer values

:BSKOOL_451
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_459
00D6: if  0
0038:   $2172 ==  0  ;; integer values
004D: jump_if_false BSKOOL_459
0004: $2172 =  1  ;; integer values
0004: $2171 =  1  ;; integer values

:BSKOOL_459
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_466
00D6: if  0
0038:   $2171 ==  0  ;; integer values
004D: jump_if_false BSKOOL_466
0004: $2171 =  1  ;; integer values

:BSKOOL_466
0002: jump BSKOOL_468

:BSKOOL_467
0006: @65 =  0  ;; integer values

:BSKOOL_468
00D6: if  0
0038:   $2162 ==  1  ;; integer values
004D: jump_if_false BSKOOL_479
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false BSKOOL_479
0006: @59 =  2  ;; integer values
0004: $2162 =  2  ;; integer values
0006: @48 =  2  ;; integer values
000A: @37 +=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1185 

:BSKOOL_479
0006: @32 =  0  ;; integer values

:BSKOOL_480
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BSKOOL_500
0001: wait  0 ms
0050: gosub BSKOOL_2501
00D6: if  0
8039:   NOT   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_493
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_493
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_500

:BSKOOL_493
0050: gosub BSKOOL_2583
0050: gosub BSKOOL_2704
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false BSKOOL_499
0002: jump BSKOOL_500

:BSKOOL_499
0002: jump BSKOOL_480

:BSKOOL_500
0050: gosub BSKOOL_2718
0050: gosub BSKOOL_2763
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false BSKOOL_507
0002: jump BSKOOL_84
0002: jump BSKOOL_508

:BSKOOL_507
0002: jump BSKOOL_266

:BSKOOL_508
0002: jump BSKOOL_288

:BSKOOL_509
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false BSKOOL_705

:BSKOOL_512
0050: gosub BSKOOL_2246

:BSKOOL_513
0005: $258 =  0.0  ;; floating-point values
0004: $253 =  11000  ;; integer values
0006: @35 =  182  ;; integer values
0050: gosub BSKOOL_2255
00A5: @38 = create_car  461 at $255 $256 $257
0175: set_car @38 z_angle_to  180.0
0050: gosub BSKOOL_2775
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BSKOOL_530
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_527
0129: @49 = create_actor  5  50 in_car @38 driverseat

:BSKOOL_527
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_530
0407: create_coordinate $309 $310 $71 from_car @38 offset -2.0  82.0  0.0
0407: create_coordinate $311 $312 $71 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
0050: gosub BSKOOL_2341

:BSKOOL_536
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_542
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_696

:BSKOOL_542
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false BSKOOL_548
00BC: text_highpriority 'BS_B_1'  5000 ms  4
0050: gosub BSKOOL_2368
0002: jump BSKOOL_704

:BSKOOL_548
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_704
0050: gosub BSKOOL_2394
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_559
00D6: if  0
00B0:   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_559
0004: $274 =  1  ;; integer values

:BSKOOL_559
00D6: if  21
01C1:   car @38 stopped
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false BSKOOL_704
0050: gosub BSKOOL_2400
0050: gosub BSKOOL_2403
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_569
0004: $267 =  0  ;; integer values

:BSKOOL_569
0174: @42 = car @38 z_angle
0092: @39 = float_to_integer @42  
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false BSKOOL_576
0004: $266 =  100  ;; integer values
0002: jump BSKOOL_618

:BSKOOL_576
00D6: if  0
0039:   @39 ==  360  ;; integer values
004D: jump_if_false BSKOOL_581
0004: $266 =  100  ;; integer values
0002: jump BSKOOL_618

:BSKOOL_581
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false BSKOOL_588
00D6: if  0
001B:    21 > @39  ;; integer values
004D: jump_if_false BSKOOL_588
0004: $266 =  100  ;; integer values

:BSKOOL_588
00D6: if  0
0019:   @39 >  179  ;; integer values
004D: jump_if_false BSKOOL_599
00D6: if  0
001B:    340 > @39  ;; integer values
004D: jump_if_false BSKOOL_599
000E: @39 -=  180  ;; integer values
0091: $276 = integer_to_float @39  
0011: $276 *=  .62  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump BSKOOL_618

:BSKOOL_599
00D6: if  0
0019:   @39 >  339  ;; integer values
004D: jump_if_false BSKOOL_606
00D6: if  0
001B:    360 > @39  ;; integer values
004D: jump_if_false BSKOOL_606
0004: $266 =  100  ;; integer values

:BSKOOL_606
00D6: if  0
0019:   @39 >  20  ;; integer values
004D: jump_if_false BSKOOL_618
00D6: if  0
001B:    180 > @39  ;; integer values
004D: jump_if_false BSKOOL_618
0091: $276 = integer_to_float @39  
0011: $276 *=  .62  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump BSKOOL_618

:BSKOOL_618
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false BSKOOL_622
0004: $266 =  0  ;; integer values

:BSKOOL_622
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false BSKOOL_629
0004: $271 =  0  ;; integer values

:BSKOOL_629
0050: gosub BSKOOL_2436
0050: gosub BSKOOL_2495
00D6: if  0
001C:   $271 > $2167  ;; integer values
004D: jump_if_false BSKOOL_663
008B: @67 = $2167  ;; integer values and handles
0084: $2167 = $271  ;; integer values and handles
0006: @59 =  1  ;; integer values
0050: gosub BSKOOL_2546
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_647
00D6: if  0
0038:   $2176 ==  0  ;; integer values
004D: jump_if_false BSKOOL_647
0004: $2176 =  1  ;; integer values
0004: $2175 =  1  ;; integer values
0004: $2174 =  1  ;; integer values

:BSKOOL_647
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_655
00D6: if  0
0038:   $2175 ==  0  ;; integer values
004D: jump_if_false BSKOOL_655
0004: $2175 =  1  ;; integer values
0004: $2174 =  1  ;; integer values

:BSKOOL_655
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_662
00D6: if  0
0038:   $2174 ==  0  ;; integer values
004D: jump_if_false BSKOOL_662
0004: $2174 =  1  ;; integer values

:BSKOOL_662
0002: jump BSKOOL_664

:BSKOOL_663
0006: @65 =  0  ;; integer values

:BSKOOL_664
00D6: if  0
0038:   $2162 ==  2  ;; integer values
004D: jump_if_false BSKOOL_675
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false BSKOOL_675
0006: @59 =  2  ;; integer values
0004: $2162 =  3  ;; integer values
0006: @48 =  2  ;; integer values
000A: @37 +=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1185 

:BSKOOL_675
0006: @32 =  0  ;; integer values

:BSKOOL_676
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BSKOOL_696
0001: wait  0 ms
0050: gosub BSKOOL_2501
00D6: if  0
8039:   NOT   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_689
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_689
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_696

:BSKOOL_689
0050: gosub BSKOOL_2583
0050: gosub BSKOOL_2704
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false BSKOOL_695
0002: jump BSKOOL_696

:BSKOOL_695
0002: jump BSKOOL_676

:BSKOOL_696
0050: gosub BSKOOL_2718
0050: gosub BSKOOL_2763
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false BSKOOL_703
0002: jump BSKOOL_84
0002: jump BSKOOL_704

:BSKOOL_703
0002: jump BSKOOL_512

:BSKOOL_704
0002: jump BSKOOL_536

:BSKOOL_705
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false BSKOOL_946

:BSKOOL_708
0050: gosub BSKOOL_2246

:BSKOOL_709
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  9000  ;; integer values
0006: @35 =  183  ;; integer values
0050: gosub BSKOOL_2255
00A5: @38 = create_car  521 at $255 $256 $257
0175: set_car @38 z_angle_to  180.0
0050: gosub BSKOOL_2775
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BSKOOL_726
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_723
0129: @49 = create_actor  5  50 in_car @38 driverseat

:BSKOOL_723
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_726
0407: create_coordinate $309 $310 $71 from_car @38 offset -3.5  56.0  0.0
0407: create_coordinate $311 $312 $71 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
0050: gosub BSKOOL_2341

:BSKOOL_732
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_738
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_937

:BSKOOL_738
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false BSKOOL_744
00BC: text_highpriority 'BS_C_1'  5000 ms  4
0050: gosub BSKOOL_2368
0002: jump BSKOOL_945

:BSKOOL_744
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_945
0050: gosub BSKOOL_2394
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_755
00D6: if  0
00B0:   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_755
0004: $274 =  1  ;; integer values

:BSKOOL_755
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false BSKOOL_774
00D6: if  0
80B0:   NOT   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_770
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  22
0024:   $69 > $309  ;; floating-point values only
0024:   $311 > $69  ;; floating-point values only
0024:   $70 > $310  ;; floating-point values only
004D: jump_if_false BSKOOL_769
0050: gosub BSKOOL_2400
0002: jump BSKOOL_770

:BSKOOL_769
0004: $274 =  2  ;; integer values

:BSKOOL_770
00D6: if  0
87F1:   NOT $PLAYER_CHAR 
004D: jump_if_false BSKOOL_774
0050: gosub BSKOOL_2400

:BSKOOL_774
0174: @42 = car @38 z_angle
0087: @44 = @42  ;; floating-point values only
00D6: if  0
8043:   NOT   @44 ==  0.0  ;; floating-point values
004D: jump_if_false BSKOOL_793
00D6: if  1
0023:    360.0 > @44  ;; floating-point values
0021:   @44 >  180.0  ;; floating-point values
004D: jump_if_false BSKOOL_784
000B: @44 +=  .1  ;; floating-point values

:BSKOOL_784
00D6: if  0
0043:   @44 ==  360.0  ;; floating-point values
004D: jump_if_false BSKOOL_788
0021:   @44 >  0.0  ;; floating-point values

:BSKOOL_788
00D6: if  1
0033:    180.0 >= @44  ;; floating-point values 
0021:   @44 >  0.0  ;; floating-point values
004D: jump_if_false BSKOOL_793
000F: @44 -=  .1  ;; floating-point values

:BSKOOL_793
00D6: if  21
01C1:   car @38 stopped
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false BSKOOL_945
0050: gosub BSKOOL_2400
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_805
0050: gosub BSKOOL_2403
0002: jump BSKOOL_806

:BSKOOL_805
0004: $267 =  0  ;; integer values

:BSKOOL_806
0174: @42 = car @38 z_angle
0092: @39 = float_to_integer @42  
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_857
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false BSKOOL_816
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_859

:BSKOOL_816
00D6: if  0
0039:   @39 ==  180  ;; integer values
004D: jump_if_false BSKOOL_821
0004: $266 =  100  ;; integer values
0002: jump BSKOOL_859

:BSKOOL_821
00D6: if  0
0039:   @39 ==  360  ;; integer values
004D: jump_if_false BSKOOL_826
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_859

:BSKOOL_826
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false BSKOOL_836
00D6: if  0
001B:    175 > @39  ;; integer values
004D: jump_if_false BSKOOL_836
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump BSKOOL_859

:BSKOOL_836
00D6: if  0
0019:   @39 >  174  ;; integer values
004D: jump_if_false BSKOOL_843
00D6: if  0
001B:    186 > @39  ;; integer values
004D: jump_if_false BSKOOL_843
0004: $266 =  100  ;; integer values

:BSKOOL_843
00D6: if  0
0019:   @39 >  185  ;; integer values
004D: jump_if_false BSKOOL_856
00D6: if  0
001B:    360 > @39  ;; integer values
004D: jump_if_false BSKOOL_856
000E: @39 -=  180  ;; integer values
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump BSKOOL_859

:BSKOOL_856
0002: jump BSKOOL_859

:BSKOOL_857
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_859

:BSKOOL_859
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false BSKOOL_863
0004: $266 =  0  ;; integer values

:BSKOOL_863
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false BSKOOL_870
0004: $271 =  0  ;; integer values

:BSKOOL_870
0050: gosub BSKOOL_2436
0050: gosub BSKOOL_2495
00D6: if  0
001C:   $271 > $2164  ;; integer values
004D: jump_if_false BSKOOL_904
008B: @67 = $2164  ;; integer values and handles
0084: $2164 = $271  ;; integer values and handles
0006: @59 =  1  ;; integer values
0050: gosub BSKOOL_2546
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_888
00D6: if  0
0038:   $2179 ==  0  ;; integer values
004D: jump_if_false BSKOOL_888
0004: $2179 =  1  ;; integer values
0004: $2178 =  1  ;; integer values
0004: $2177 =  1  ;; integer values

:BSKOOL_888
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_896
00D6: if  0
0038:   $2178 ==  0  ;; integer values
004D: jump_if_false BSKOOL_896
0004: $2178 =  1  ;; integer values
0004: $2177 =  1  ;; integer values

:BSKOOL_896
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_903
00D6: if  0
0038:   $2177 ==  0  ;; integer values
004D: jump_if_false BSKOOL_903
0004: $2177 =  1  ;; integer values

:BSKOOL_903
0002: jump BSKOOL_905

:BSKOOL_904
0006: @65 =  0  ;; integer values

:BSKOOL_905
00D6: if  0
0038:   $2162 ==  3  ;; integer values
004D: jump_if_false BSKOOL_916
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false BSKOOL_916
0006: @59 =  2  ;; integer values
0004: $2162 =  4  ;; integer values
0006: @48 =  2  ;; integer values
000A: @37 +=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1185 

:BSKOOL_916
0006: @32 =  0  ;; integer values

:BSKOOL_917
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BSKOOL_937
0001: wait  0 ms
0050: gosub BSKOOL_2501
00D6: if  0
8039:   NOT   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_930
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_930
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_937

:BSKOOL_930
0050: gosub BSKOOL_2583
0050: gosub BSKOOL_2704
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false BSKOOL_936
0002: jump BSKOOL_937

:BSKOOL_936
0002: jump BSKOOL_917

:BSKOOL_937
0050: gosub BSKOOL_2763
0050: gosub BSKOOL_2718
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false BSKOOL_944
0002: jump BSKOOL_84
0002: jump BSKOOL_945

:BSKOOL_944
0002: jump BSKOOL_708

:BSKOOL_945
0002: jump BSKOOL_732

:BSKOOL_946
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false BSKOOL_1188

:BSKOOL_949
0050: gosub BSKOOL_2246

:BSKOOL_950
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  9000  ;; integer values
0006: @35 =  184  ;; integer values
0050: gosub BSKOOL_2255
00A5: @38 = create_car  521 at $255 $256 $257
0175: set_car @38 z_angle_to  180.0
0050: gosub BSKOOL_2775
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BSKOOL_967
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_964
0129: @49 = create_actor  5  50 in_car @38 driverseat

:BSKOOL_964
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_967
0407: create_coordinate $309 $310 $71 from_car @38 offset -3.5  56.0  0.0
0407: create_coordinate $311 $312 $71 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
0050: gosub BSKOOL_2341

:BSKOOL_973
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_979
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_1179

:BSKOOL_979
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false BSKOOL_985
00BC: text_highpriority 'BS_D_1'  5000 ms  4
0050: gosub BSKOOL_2368
0002: jump BSKOOL_1187

:BSKOOL_985
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_1187
0050: gosub BSKOOL_2394
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_996
00D6: if  0
00B0:   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_996
0004: $274 =  1  ;; integer values

:BSKOOL_996
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1015
00D6: if  0
80B0:   NOT   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_1011
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  22
0024:   $69 > $309  ;; floating-point values only
0024:   $311 > $69  ;; floating-point values only
0024:   $70 > $310  ;; floating-point values only
004D: jump_if_false BSKOOL_1010
0050: gosub BSKOOL_2400
0002: jump BSKOOL_1011

:BSKOOL_1010
0004: $274 =  2  ;; integer values

:BSKOOL_1011
00D6: if  0
87F2:   NOT $PLAYER_CHAR 
004D: jump_if_false BSKOOL_1015
0050: gosub BSKOOL_2400

:BSKOOL_1015
0174: @42 = car @38 z_angle
0087: @44 = @42  ;; floating-point values only
00D6: if  0
8043:   NOT   @44 ==  0.0  ;; floating-point values
004D: jump_if_false BSKOOL_1034
00D6: if  1
0023:    360.0 > @44  ;; floating-point values
0021:   @44 >  180.0  ;; floating-point values
004D: jump_if_false BSKOOL_1025
000B: @44 +=  .1  ;; floating-point values

:BSKOOL_1025
00D6: if  0
0043:   @44 ==  360.0  ;; floating-point values
004D: jump_if_false BSKOOL_1029
0021:   @44 >  0.0  ;; floating-point values

:BSKOOL_1029
00D6: if  1
0033:    180.0 >= @44  ;; floating-point values 
0021:   @44 >  0.0  ;; floating-point values
004D: jump_if_false BSKOOL_1034
000F: @44 -=  .1  ;; floating-point values

:BSKOOL_1034
02E3: @43 = car @38 speed
00D6: if  21
01C1:   car @38 stopped
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false BSKOOL_1187
0050: gosub BSKOOL_2400
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_1047
0050: gosub BSKOOL_2403
0002: jump BSKOOL_1048

:BSKOOL_1047
0004: $267 =  0  ;; integer values

:BSKOOL_1048
0174: @42 = car @38 z_angle
0092: @39 = float_to_integer @42  
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_1099
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1058
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1101

:BSKOOL_1058
00D6: if  0
0039:   @39 ==  180  ;; integer values
004D: jump_if_false BSKOOL_1063
0004: $266 =  100  ;; integer values
0002: jump BSKOOL_1101

:BSKOOL_1063
00D6: if  0
0039:   @39 ==  360  ;; integer values
004D: jump_if_false BSKOOL_1068
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1101

:BSKOOL_1068
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false BSKOOL_1078
00D6: if  0
001B:    175 > @39  ;; integer values
004D: jump_if_false BSKOOL_1078
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump BSKOOL_1101

:BSKOOL_1078
00D6: if  0
0019:   @39 >  174  ;; integer values
004D: jump_if_false BSKOOL_1085
00D6: if  0
001B:    186 > @39  ;; integer values
004D: jump_if_false BSKOOL_1085
0004: $266 =  100  ;; integer values

:BSKOOL_1085
00D6: if  0
0019:   @39 >  185  ;; integer values
004D: jump_if_false BSKOOL_1098
00D6: if  0
001B:    360 > @39  ;; integer values
004D: jump_if_false BSKOOL_1098
000E: @39 -=  180  ;; integer values
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump BSKOOL_1101

:BSKOOL_1098
0002: jump BSKOOL_1101

:BSKOOL_1099
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1101

:BSKOOL_1101
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false BSKOOL_1105
0004: $266 =  0  ;; integer values

:BSKOOL_1105
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1112
0004: $271 =  0  ;; integer values

:BSKOOL_1112
0050: gosub BSKOOL_2436
0050: gosub BSKOOL_2495
00D6: if  0
001C:   $271 > $2165  ;; integer values
004D: jump_if_false BSKOOL_1146
008B: @67 = $2165  ;; integer values and handles
0084: $2165 = $271  ;; integer values and handles
0006: @59 =  1  ;; integer values
0050: gosub BSKOOL_2546
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_1130
00D6: if  0
0038:   $2185 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1130
0004: $2185 =  1  ;; integer values
0004: $2184 =  1  ;; integer values
0004: $2183 =  1  ;; integer values

:BSKOOL_1130
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_1138
00D6: if  0
0038:   $2184 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1138
0004: $2184 =  1  ;; integer values
0004: $2183 =  1  ;; integer values

:BSKOOL_1138
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1145
00D6: if  0
0038:   $2183 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1145
0004: $2183 =  1  ;; integer values

:BSKOOL_1145
0002: jump BSKOOL_1147

:BSKOOL_1146
0006: @65 =  0  ;; integer values

:BSKOOL_1147
00D6: if  0
0038:   $2162 ==  5  ;; integer values
004D: jump_if_false BSKOOL_1158
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false BSKOOL_1158
0006: @59 =  2  ;; integer values
0004: $2162 =  6  ;; integer values
0006: @48 =  2  ;; integer values
000A: @37 +=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1185 

:BSKOOL_1158
0006: @32 =  0  ;; integer values

:BSKOOL_1159
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BSKOOL_1179
0001: wait  0 ms
0050: gosub BSKOOL_2501
00D6: if  0
8039:   NOT   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1172
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_1172
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_1179

:BSKOOL_1172
0050: gosub BSKOOL_2583
0050: gosub BSKOOL_2704
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1178
0002: jump BSKOOL_1179

:BSKOOL_1178
0002: jump BSKOOL_1159

:BSKOOL_1179
0050: gosub BSKOOL_2763
0050: gosub BSKOOL_2718
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1186
0002: jump BSKOOL_84
0002: jump BSKOOL_1187

:BSKOOL_1186
0002: jump BSKOOL_949

:BSKOOL_1187
0002: jump BSKOOL_973

:BSKOOL_1188
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false BSKOOL_1406

:BSKOOL_1191
0050: gosub BSKOOL_2246

:BSKOOL_1192
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  9000  ;; integer values
0006: @35 =  185  ;; integer values
0050: gosub BSKOOL_2255
00A5: @38 = create_car  468 at $255 $256 $257
0175: set_car @38 z_angle_to $258
0407: create_coordinate $309 $310 $71 from_car @38 offset -2.5  46.0  2.0
0407: create_coordinate $311 $312 $71 from_car @38 offset  2.5  50.0  2.0
0050: gosub BSKOOL_2775
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1211
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_1208
0129: @49 = create_actor  5  50 in_car @38 driverseat

:BSKOOL_1208
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_1211
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
0050: gosub BSKOOL_2341

:BSKOOL_1215
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_1221
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_1397

:BSKOOL_1221
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1227
00BC: text_highpriority 'BS_E_1'  5000 ms  4
0050: gosub BSKOOL_2368
0002: jump BSKOOL_1405

:BSKOOL_1227
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_1405
0050: gosub BSKOOL_2394
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1238
00D6: if  0
00B0:   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_1238
0004: $274 =  1  ;; integer values

:BSKOOL_1238
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1253
00D6: if  0
80B0:   NOT   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_1253
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  22
0024:   $69 > $309  ;; floating-point values only
0024:   $311 > $69  ;; floating-point values only
0024:   $70 > $310  ;; floating-point values only
004D: jump_if_false BSKOOL_1252
0050: gosub BSKOOL_2400
0002: jump BSKOOL_1253

:BSKOOL_1252
0004: $274 =  2  ;; integer values

:BSKOOL_1253
00D6: if  21
01C1:   car @38 stopped
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false BSKOOL_1405
0050: gosub BSKOOL_2400
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_1265
0050: gosub BSKOOL_2403
0002: jump BSKOOL_1266

:BSKOOL_1265
0004: $267 =  0  ;; integer values

:BSKOOL_1266
0174: @42 = car @38 z_angle
0092: @39 = float_to_integer @42  
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_1317
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1276
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1319

:BSKOOL_1276
00D6: if  0
0039:   @39 ==  180  ;; integer values
004D: jump_if_false BSKOOL_1281
0004: $266 =  100  ;; integer values
0002: jump BSKOOL_1319

:BSKOOL_1281
00D6: if  0
0039:   @39 ==  360  ;; integer values
004D: jump_if_false BSKOOL_1286
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1319

:BSKOOL_1286
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false BSKOOL_1296
00D6: if  0
001B:    175 > @39  ;; integer values
004D: jump_if_false BSKOOL_1296
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump BSKOOL_1319

:BSKOOL_1296
00D6: if  0
0019:   @39 >  174  ;; integer values
004D: jump_if_false BSKOOL_1303
00D6: if  0
001B:    186 > @39  ;; integer values
004D: jump_if_false BSKOOL_1303
0004: $266 =  100  ;; integer values

:BSKOOL_1303
00D6: if  0
0019:   @39 >  185  ;; integer values
004D: jump_if_false BSKOOL_1316
00D6: if  0
001B:    360 > @39  ;; integer values
004D: jump_if_false BSKOOL_1316
000E: @39 -=  180  ;; integer values
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump BSKOOL_1319

:BSKOOL_1316
0002: jump BSKOOL_1319

:BSKOOL_1317
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1319

:BSKOOL_1319
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false BSKOOL_1323
0004: $266 =  0  ;; integer values

:BSKOOL_1323
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1330
0004: $271 =  0  ;; integer values

:BSKOOL_1330
0050: gosub BSKOOL_2436
0050: gosub BSKOOL_2495
00D6: if  0
001C:   $271 > $2168  ;; integer values
004D: jump_if_false BSKOOL_1364
008B: @67 = $2168  ;; integer values and handles
0084: $2168 = $271  ;; integer values and handles
0006: @59 =  1  ;; integer values
0050: gosub BSKOOL_2546
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_1348
00D6: if  0
0038:   $2182 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1348
0004: $2182 =  1  ;; integer values
0004: $2181 =  1  ;; integer values
0004: $2180 =  1  ;; integer values

:BSKOOL_1348
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_1356
00D6: if  0
0038:   $2181 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1356
0004: $2181 =  1  ;; integer values
0004: $2180 =  1  ;; integer values

:BSKOOL_1356
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1363
00D6: if  0
0038:   $2180 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1363
0004: $2180 =  1  ;; integer values

:BSKOOL_1363
0002: jump BSKOOL_1365

:BSKOOL_1364
0006: @65 =  0  ;; integer values

:BSKOOL_1365
00D6: if  0
0038:   $2162 ==  4  ;; integer values
004D: jump_if_false BSKOOL_1376
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false BSKOOL_1376
0006: @59 =  2  ;; integer values
0004: $2162 =  5  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1185 
0006: @48 =  2  ;; integer values
000A: @37 +=  1  ;; integer values

:BSKOOL_1376
0006: @32 =  0  ;; integer values

:BSKOOL_1377
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BSKOOL_1397
0001: wait  0 ms
0050: gosub BSKOOL_2501
00D6: if  0
8039:   NOT   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1390
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_1390
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_1397

:BSKOOL_1390
0050: gosub BSKOOL_2583
0050: gosub BSKOOL_2704
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1396
0002: jump BSKOOL_1397

:BSKOOL_1396
0002: jump BSKOOL_1377

:BSKOOL_1397
0050: gosub BSKOOL_2718
0050: gosub BSKOOL_2763
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1404
0002: jump BSKOOL_84
0002: jump BSKOOL_1405

:BSKOOL_1404
0002: jump BSKOOL_1191

:BSKOOL_1405
0002: jump BSKOOL_1215

:BSKOOL_1406
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false BSKOOL_1671

:BSKOOL_1409
0050: gosub BSKOOL_2246

:BSKOOL_1410
0005: $258 =  180.0  ;; floating-point values
0004: $253 =  9000  ;; integer values
0006: @35 =  186  ;; integer values
0050: gosub BSKOOL_2255
00A5: @38 = create_car  522 at $255 $256 $257
0175: set_car @38 z_angle_to $258
0407: create_coordinate $309 $310 $71 from_car @38 offset -2.5  46.0  2.0
0407: create_coordinate $311 $312 $71 from_car @38 offset  2.5  52.0  2.0
0050: gosub BSKOOL_2775
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1429
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_1426
0129: @49 = create_actor  5  50 in_car @38 driverseat

:BSKOOL_1426
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_1429
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
0050: gosub BSKOOL_2341

:BSKOOL_1433
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_1439
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_1639

:BSKOOL_1439
00D6: if  0
0038:   $249 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1445
00BC: text_highpriority 'BS_F_1'  5000 ms  4
0050: gosub BSKOOL_2368
0002: jump BSKOOL_1670

:BSKOOL_1445
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_1670
0050: gosub BSKOOL_2394
00D6: if  0
0038:   $274 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1456
00D6: if  0
00B0:   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_1456
0004: $274 =  1  ;; integer values

:BSKOOL_1456
00D6: if  0
0038:   $274 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1471
00D6: if  0
80B0:   NOT   car @38  0 ()in_rectangle $309 $310 $311 $312
004D: jump_if_false BSKOOL_1471
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  22
0024:   $69 > $309  ;; floating-point values only
0024:   $311 > $69  ;; floating-point values only
0024:   $70 > $310  ;; floating-point values only
004D: jump_if_false BSKOOL_1470
0050: gosub BSKOOL_2400
0002: jump BSKOOL_1471

:BSKOOL_1470
0004: $274 =  2  ;; integer values

:BSKOOL_1471
00D6: if  0
0038:   $274 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1479
00D6: if  0
81F3:   NOT   car @38 airborne
004D: jump_if_false BSKOOL_1479
01BD: @70 = current_time_in_ms
0004: $274 =  3  ;; integer values

:BSKOOL_1479
00D6: if  0
0038:   $274 ==  3  ;; integer values
004D: jump_if_false BSKOOL_1493
01BD: @69 = current_time_in_ms
0085: @68 = @69  ;; integer values and handles
0062: @68 -= @70  ;; integer values 
00D6: if  0
0019:   @68 >  250  ;; integer values
004D: jump_if_false BSKOOL_1493
00D6: if  21
87F2:   NOT $PLAYER_CHAR 
07F1: $PLAYER_CHAR 
004D: jump_if_false BSKOOL_1493
0050: gosub BSKOOL_2400

:BSKOOL_1493
00D6: if  21
01C1:   car @38 stopped
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false BSKOOL_1670
0050: gosub BSKOOL_2400
0086: $255 = $305  ;; floating-point values only
0086: $256 = $306  ;; floating-point values only
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_1505
0050: gosub BSKOOL_2403
0002: jump BSKOOL_1506

:BSKOOL_1505
0004: $267 =  0  ;; integer values

:BSKOOL_1506
0174: @42 = car @38 z_angle
0092: @39 = float_to_integer @42  
00D6: if  0
0018:   $274 >  0  ;; integer values
004D: jump_if_false BSKOOL_1557
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1516
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1559

:BSKOOL_1516
00D6: if  0
0039:   @39 ==  180  ;; integer values
004D: jump_if_false BSKOOL_1521
0004: $266 =  100  ;; integer values
0002: jump BSKOOL_1559

:BSKOOL_1521
00D6: if  0
0039:   @39 ==  360  ;; integer values
004D: jump_if_false BSKOOL_1526
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1559

:BSKOOL_1526
00D6: if  0
0019:   @39 >  0  ;; integer values
004D: jump_if_false BSKOOL_1536
00D6: if  0
001B:    175 > @39  ;; integer values
004D: jump_if_false BSKOOL_1536
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $266 = float_to_integer $276
0002: jump BSKOOL_1559

:BSKOOL_1536
00D6: if  0
0019:   @39 >  174  ;; integer values
004D: jump_if_false BSKOOL_1543
00D6: if  0
001B:    186 > @39  ;; integer values
004D: jump_if_false BSKOOL_1543
0004: $266 =  100  ;; integer values

:BSKOOL_1543
00D6: if  0
0019:   @39 >  185  ;; integer values
004D: jump_if_false BSKOOL_1556
00D6: if  0
001B:    360 > @39  ;; integer values
004D: jump_if_false BSKOOL_1556
000E: @39 -=  180  ;; integer values
0091: $276 = integer_to_float @39  
0011: $276 *=  .56  ;; floating-point values
008C: $273 = float_to_integer $276
0004: $266 =  100  ;; integer values
0060: $266 -= $273  ;; integer values
0002: jump BSKOOL_1559

:BSKOOL_1556
0002: jump BSKOOL_1559

:BSKOOL_1557
0004: $266 =  0  ;; integer values
0002: jump BSKOOL_1559

:BSKOOL_1559
00D6: if  0
001A:    1 > $266  ;; integer values
004D: jump_if_false BSKOOL_1563
0004: $266 =  0  ;; integer values

:BSKOOL_1563
0084: $271 = $267  ;; integer values and handles
0058: $271 += $266  ;; integer values
0014: $271 /=  2  ;; integer values
00D6: if  0
0038:   $267 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1570
0004: $271 =  0  ;; integer values

:BSKOOL_1570
0050: gosub BSKOOL_2436
0050: gosub BSKOOL_2495
00D6: if  0
001C:   $271 > $2169  ;; integer values
004D: jump_if_false BSKOOL_1604
008B: @67 = $2169  ;; integer values and handles
0084: $2169 = $271  ;; integer values and handles
0006: @59 =  1  ;; integer values
0050: gosub BSKOOL_2546
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_1588
00D6: if  0
0038:   $2188 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1588
0004: $2188 =  1  ;; integer values
0004: $2187 =  1  ;; integer values
0004: $2186 =  1  ;; integer values

:BSKOOL_1588
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_1596
00D6: if  0
0038:   $2187 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1596
0004: $2187 =  1  ;; integer values
0004: $2186 =  1  ;; integer values

:BSKOOL_1596
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1603
00D6: if  0
0038:   $2186 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1603
0004: $2186 =  1  ;; integer values

:BSKOOL_1603
0002: jump BSKOOL_1605

:BSKOOL_1604
0006: @65 =  0  ;; integer values

:BSKOOL_1605
00D6: if  0
0038:   $2170 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1618
00D6: if  0
0038:   $2162 ==  6  ;; integer values
004D: jump_if_false BSKOOL_1618
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false BSKOOL_1618
0006: @59 =  2  ;; integer values
0004: $2170 =  1  ;; integer values
0006: @48 =  2  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1185 

:BSKOOL_1618
0006: @32 =  0  ;; integer values

:BSKOOL_1619
00D6: if  0
0019:   @32 > -1  ;; integer values
004D: jump_if_false BSKOOL_1639
0001: wait  0 ms
0050: gosub BSKOOL_2501
00D6: if  0
8039:   NOT   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1632
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BSKOOL_1632
0006: @48 =  2  ;; integer values
0002: jump BSKOOL_1639

:BSKOOL_1632
0050: gosub BSKOOL_2583
0050: gosub BSKOOL_2704
00D6: if  0
0038:   $326 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1638
0002: jump BSKOOL_1639

:BSKOOL_1638
0002: jump BSKOOL_1619

:BSKOOL_1639
0050: gosub BSKOOL_2718
0050: gosub BSKOOL_2763
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1669
00D6: if  0
0038:   $2170 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1667
00D6: if  0
0038:   $2201 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1667
016A: fade  0 ()  1000 ms

:BSKOOL_1651
00D6: if  0
016B:   fading
004D: jump_if_false BSKOOL_1656
0001: wait  0 ms
0002: jump BSKOOL_1651

:BSKOOL_1656
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 (back)  2000 ms

:BSKOOL_1661
00D6: if  0
016B:   fading
004D: jump_if_false BSKOOL_1666
0001: wait  0 ms
0002: jump BSKOOL_1661

:BSKOOL_1666
0002: jump BSKOOL_1675

:BSKOOL_1667
0002: jump BSKOOL_84
0002: jump BSKOOL_1670

:BSKOOL_1669
0002: jump BSKOOL_1409

:BSKOOL_1670
0002: jump BSKOOL_1433

:BSKOOL_1671
040D: unload_wav  3
097A: -1000.0 -1000.0 -1000.0  1186 
00BE: text_clear_all
0051: return

:BSKOOL_1675
016A: fade  1 (back)  500 ms
00D6: if  0
0038:   $2201 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1683
0595: (unknown)
030C: set_mission_points +=  1
0004: $2201 =  1  ;; integer values
0624:  229  50.0 

:BSKOOL_1683
00BE: text_clear_all
00BA: text_styled 'BS_Z_7'  5000 ms  5
0394: play_music  2
0110: clear_player $PLAYER_CHAR wanted_level
0051: return

:BSKOOL_1688
014F: stop_timer $253
03F0: text_draw_toggle  0
0826:  1 
0581: toggle_radar  1 (on)
01B7: release_weather
0249: release_model #TRAFFICCONE
0249: release_model #LANDJUMP2
0249: release_model  521
0249: release_model  581
0249: release_model  461
0249: release_model  522
0249: release_model  468
0249: release_model  50
00D6: if  0
0038:   $2191 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1731
00D6: if  0
0038:   $2173 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1731
00D6: if  0
0038:   $2176 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1731
00D6: if  0
0038:   $2179 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1731
00D6: if  0
0038:   $2185 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1731
00D6: if  0
0038:   $2182 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1731
00D6: if  0
0038:   $2188 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1731
0004: $2191 =  1  ;; integer values
00D6: if  0
0038:   $2190 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1727
0004: $2190 =  1  ;; integer values

:BSKOOL_1727
00D6: if  0
0038:   $2189 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1731
0004: $2189 =  1  ;; integer values

:BSKOOL_1731
00D6: if  0
0038:   $2190 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1757
00D6: if  0
0038:   $2172 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1757
00D6: if  0
0038:   $2175 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1757
00D6: if  0
0038:   $2178 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1757
00D6: if  0
0038:   $2184 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1757
00D6: if  0
0038:   $2181 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1757
00D6: if  0
0038:   $2187 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1757
0004: $2190 =  1  ;; integer values
00D6: if  0
0038:   $2189 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1757
0004: $2189 =  1  ;; integer values

:BSKOOL_1757
00D6: if  0
0038:   $2189 ==  0  ;; integer values
004D: jump_if_false BSKOOL_1779
00D6: if  0
0038:   $2171 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1779
00D6: if  0
0038:   $2174 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1779
00D6: if  0
0038:   $2177 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1779
00D6: if  0
0038:   $2183 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1779
00D6: if  0
0038:   $2180 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1779
00D6: if  0
0038:   $2186 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1779
0004: $2189 =  1  ;; integer values

:BSKOOL_1779
00D6: if  0
0038:   $2191 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1786
0A17: $2194  1 
014C: set_parked_car_generator $2194 cars_to_generate_to  101
0624:  229  200.0 
0004: $2191 =  2  ;; integer values

:BSKOOL_1786
00D6: if  0
0038:   $2190 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1793
0A17: $2193  1 
014C: set_parked_car_generator $2193 cars_to_generate_to  101
0624:  229  100.0 
0004: $2190 =  2  ;; integer values

:BSKOOL_1793
00D6: if  0
0038:   $2189 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1799
0A17: $2192  1 
014C: set_parked_car_generator $2192 cars_to_generate_to  101
0004: $2189 =  2  ;; integer values

:BSKOOL_1799
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:BSKOOL_1802
03E3:  1 
038D:  8  320.0  225.0  612.0  438.0  0  0  0 @64 
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1817
00D6: if  0
001B:    255 > @64  ;; integer values
004D: jump_if_false BSKOOL_1816
000A: @64 +=  5  ;; integer values
00D6: if  0
0019:   @64 >  255  ;; integer values
004D: jump_if_false BSKOOL_1815
0006: @64 =  255  ;; integer values

:BSKOOL_1815
0002: jump BSKOOL_1817

:BSKOOL_1816
0006: @63 =  2  ;; integer values

:BSKOOL_1817
00D6: if  0
0039:   @63 ==  3  ;; integer values
004D: jump_if_false BSKOOL_1830
00D6: if  0
0019:   @64 >  0  ;; integer values
004D: jump_if_false BSKOOL_1829
000E: @64 -=  5  ;; integer values
00D6: if  0
001B:    0 > @64  ;; integer values
004D: jump_if_false BSKOOL_1828
0006: @64 =  0  ;; integer values

:BSKOOL_1828
0002: jump BSKOOL_1830

:BSKOOL_1829
0006: @63 =  0  ;; integer values

:BSKOOL_1830
03E3:  1 
038D:  8  320.0  0.0  640.0  197.0  0  0  0  255 
0050: gosub BSKOOL_2225
0340: set_text_draw_color  190  190  190  255
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1850
033E: text_draw  322.0  41.0 'BS_A'
00D6: if  0
0018:   $2166 >  69  ;; integer values
004D: jump_if_false BSKOOL_1843
008B: @66 = $2166  ;; integer values and handles
0002: jump BSKOOL_1849

:BSKOOL_1843
008B: @66 = $2166  ;; integer values and handles
0050: gosub BSKOOL_2194
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'

:BSKOOL_1849
0050: gosub BSKOOL_2034

:BSKOOL_1850
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false BSKOOL_1866
033E: text_draw  322.0  41.0 'BS_B'
00D6: if  0
0018:   $2167 >  69  ;; integer values
004D: jump_if_false BSKOOL_1859
008B: @66 = $2167  ;; integer values and handles
0002: jump BSKOOL_1865

:BSKOOL_1859
008B: @66 = $2167  ;; integer values and handles
0050: gosub BSKOOL_2194
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'

:BSKOOL_1865
0050: gosub BSKOOL_2034

:BSKOOL_1866
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false BSKOOL_1882
033E: text_draw  322.0  41.0 'BS_C'
00D6: if  0
0018:   $2164 >  69  ;; integer values
004D: jump_if_false BSKOOL_1875
008B: @66 = $2164  ;; integer values and handles
0002: jump BSKOOL_1881

:BSKOOL_1875
008B: @66 = $2164  ;; integer values and handles
0050: gosub BSKOOL_2194
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'

:BSKOOL_1881
0050: gosub BSKOOL_2034

:BSKOOL_1882
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false BSKOOL_1898
033E: text_draw  322.0  41.0 'BS_D'
00D6: if  0
0018:   $2165 >  69  ;; integer values
004D: jump_if_false BSKOOL_1891
008B: @66 = $2165  ;; integer values and handles
0002: jump BSKOOL_1897

:BSKOOL_1891
008B: @66 = $2165  ;; integer values and handles
0050: gosub BSKOOL_2194
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'

:BSKOOL_1897
0050: gosub BSKOOL_2034

:BSKOOL_1898
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false BSKOOL_1914
033E: text_draw  322.0  41.0 'BS_E'
00D6: if  0
0018:   $2168 >  69  ;; integer values
004D: jump_if_false BSKOOL_1907
008B: @66 = $2168  ;; integer values and handles
0002: jump BSKOOL_1913

:BSKOOL_1907
008B: @66 = $2168  ;; integer values and handles
0050: gosub BSKOOL_2194
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'

:BSKOOL_1913
0050: gosub BSKOOL_2034

:BSKOOL_1914
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false BSKOOL_1930
033E: text_draw  322.0  41.0 'BS_F'
00D6: if  0
0018:   $2169 >  69  ;; integer values
004D: jump_if_false BSKOOL_1923
008B: @66 = $2169  ;; integer values and handles
0002: jump BSKOOL_1929

:BSKOOL_1923
008B: @66 = $2169  ;; integer values and handles
0050: gosub BSKOOL_2194
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'

:BSKOOL_1929
0050: gosub BSKOOL_2034

:BSKOOL_1930
0050: gosub BSKOOL_2194
0340: set_text_draw_color  248  211  7  255
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false BSKOOL_1938
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  360.0 'BS_X_4'
0002: jump BSKOOL_1940

:BSKOOL_1938
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  360.0 'BS_X_4'

:BSKOOL_1940
00D6: if  0
8039:   NOT   @57 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1980
0050: gosub BSKOOL_2194
0340: set_text_draw_color  248  211  7  255
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false BSKOOL_1951
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  340.0 'BS_X_5'
0002: jump BSKOOL_1953

:BSKOOL_1951
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  70.0  340.0 'BS_X_5'

:BSKOOL_1953
00D6: if  0
8038:   NOT   $2162 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1966
0050: gosub BSKOOL_2194
0340: set_text_draw_color  248  211  7  255
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false BSKOOL_1964
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BS_X_3'
0002: jump BSKOOL_1966

:BSKOOL_1964
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BS_X_3'

:BSKOOL_1966
00D6: if  0
0038:   $2162 ==  1  ;; integer values
004D: jump_if_false BSKOOL_1979
0050: gosub BSKOOL_2194
0340: set_text_draw_color  173  173  173  125
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false BSKOOL_1977
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BS_X_3'
0002: jump BSKOOL_1979

:BSKOOL_1977
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BS_X_3'

:BSKOOL_1979
0002: jump BSKOOL_1990

:BSKOOL_1980
0050: gosub BSKOOL_2194
0340: set_text_draw_color  248  211  7  255
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false BSKOOL_1988
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BS_X_3'
0002: jump BSKOOL_1990

:BSKOOL_1988
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  437.0  340.0 'BS_X_3'

:BSKOOL_1990
0050: gosub BSKOOL_2194
033F: set_text_draw_letter_width_height  .32  1.25
0340: set_text_draw_color  255  255  255  255
033E: text_draw  150.0  360.0 'BS_X04'
00D6: if  0
8039:   NOT   @57 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2016
0050: gosub BSKOOL_2194
0340: set_text_draw_color  255  255  255  255
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  150.0  340.0 'SCH_PRS'
00D6: if  0
8038:   NOT   $2162 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2008
0050: gosub BSKOOL_2194
0340: set_text_draw_color  255  255  255  255
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  537.4  340.0 'BS_X03'

:BSKOOL_2008
00D6: if  0
0038:   $2162 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2015
0050: gosub BSKOOL_2194
0340: set_text_draw_color  173  173  173  125
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  537.4  340.0 'BS_X03'

:BSKOOL_2015
0002: jump BSKOOL_2020

:BSKOOL_2016
0050: gosub BSKOOL_2194
0340: set_text_draw_color  255  255  255  255
033F: set_text_draw_letter_width_height  .32  1.25
033E: text_draw  537.4  340.0 'BS_X03'

:BSKOOL_2020
033F: set_text_draw_letter_width_height  .52  1.45
03E3:  1 
038D:  5  160.0  112.0  320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  160.0  317.0  320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  112.0 -320.0  224.0  150  150  150  255 
03E3:  1 
038D:  5  480.0  317.0 -320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  9  160.0  435.0  320.0  17.0  150  150  150  255 
03E3:  1 
038D:  9  480.0  435.0 -320.0  17.0  150  150  150  255 
0051: return

:BSKOOL_2034
03E3:  1 
038D:  8  320.0  430.0  640.0  250.0  0  0  0  255 
0050: gosub BSKOOL_2194
03E4: set_text_draw_align_right  0
0340: set_text_draw_color  166  202  240  255
00D6: if  0
0019:   @66 >  69  ;; integer values
004D: jump_if_false BSKOOL_2045
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

:BSKOOL_2045
00D6: if  0
001B:    70 > @66  ;; integer values
004D: jump_if_false BSKOOL_2049
0006: @65 =  1  ;; integer values

:BSKOOL_2049
00D6: if  0
0019:   @66 >  69  ;; integer values
004D: jump_if_false BSKOOL_2056
00D6: if  0
001B:    85 > @66  ;; integer values
004D: jump_if_false BSKOOL_2056
0006: @65 =  2  ;; integer values

:BSKOOL_2056
00D6: if  0
0019:   @66 >  84  ;; integer values
004D: jump_if_false BSKOOL_2063
00D6: if  0
001B:    100 > @66  ;; integer values
004D: jump_if_false BSKOOL_2063
0006: @65 =  3  ;; integer values

:BSKOOL_2063
00D6: if  0
0039:   @66 ==  100  ;; integer values
004D: jump_if_false BSKOOL_2067
0006: @65 =  4  ;; integer values

:BSKOOL_2067
00D6: if  0
0019:   @65 >  1  ;; integer values
004D: jump_if_false BSKOOL_2075
03E3:  1 
038D:  4  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  4  395.0  306.0  60.0  60.0  180  180  180  255 
0002: jump BSKOOL_2079

:BSKOOL_2075
03E3:  1 
038D:  7  250.0  306.0 -60.0  60.0  180  180  180  255 
03E3:  1 
038D:  7  395.0  306.0  60.0  60.0  180  180  180  255 

:BSKOOL_2079
03E3:  1 
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2089
038D:  6  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BSKOOL_2194
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'

:BSKOOL_2089
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2098
038D:  1  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BSKOOL_2194
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'

:BSKOOL_2098
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_2107
038D:  2  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BSKOOL_2194
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'

:BSKOOL_2107
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_2116
038D:  3  320.0  307.0  110.0  95.0  160  160  160  255 
0050: gosub BSKOOL_2194
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'

:BSKOOL_2116
0051: return

:BSKOOL_2117
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BSKOOL_2145
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2124
0050: gosub BSKOOL_267

:BSKOOL_2124
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2128
0050: gosub BSKOOL_513

:BSKOOL_2128
00D6: if  0
0038:   $247 ==  3  ;; integer values
004D: jump_if_false BSKOOL_2132
0050: gosub BSKOOL_709

:BSKOOL_2132
00D6: if  0
0038:   $247 ==  5  ;; integer values
004D: jump_if_false BSKOOL_2136
0050: gosub BSKOOL_950

:BSKOOL_2136
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false BSKOOL_2140
0050: gosub BSKOOL_1192

:BSKOOL_2140
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false BSKOOL_2144
0050: gosub BSKOOL_1410

:BSKOOL_2144
0006: @34 =  1  ;; integer values

:BSKOOL_2145
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2159
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_2159
00D6: if  0
87C1:   NOT @35 
004D: jump_if_false BSKOOL_2156
07C0: @35 
0002: jump BSKOOL_2159

:BSKOOL_2156
05EB: @38 @35 
0006: @63 =  3  ;; integer values
0006: @34 =  2  ;; integer values

:BSKOOL_2159
00D6: if  0
0039:   @34 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2173
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_2171
00D6: if  0
860E:   NOT @38 
004D: jump_if_false BSKOOL_2170
0006: @63 =  1  ;; integer values
0006: @34 =  4  ;; integer values

:BSKOOL_2170
0002: jump BSKOOL_2173

:BSKOOL_2171
0006: @63 =  1  ;; integer values
0006: @34 =  4  ;; integer values

:BSKOOL_2173
00D6: if  0
0039:   @34 ==  3  ;; integer values
004D: jump_if_false BSKOOL_2178
0006: @63 =  1  ;; integer values
0006: @34 =  4  ;; integer values

:BSKOOL_2178
00D6: if  0
0039:   @34 ==  4  ;; integer values
004D: jump_if_false BSKOOL_2193
00D6: if  0
0039:   @63 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2193
05EC: @38 
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 (clear) useless_flag
00A6: destroy_car @38
0050: gosub BSKOOL_2763
0006: @34 =  0  ;; integer values

:BSKOOL_2193
0051: return

:BSKOOL_2194
03E0:  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  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:BSKOOL_2205
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  .52  1.45
060D:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return
03E0:  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  .8  2.6
060D:  2  0  0  0  255 
0051: return

:BSKOOL_2225
03E0:  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:  3  0  0  0  255 
0349: text_draw_style =  3  
0051: return
03E0:  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:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:BSKOOL_2246
016A: fade  0 ()  500 ms

:BSKOOL_2247
00D6: if  0
016B:   fading
004D: jump_if_false BSKOOL_2252
0001: wait  0 ms
0002: jump BSKOOL_2247

:BSKOOL_2252
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0051: return

:BSKOOL_2255
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_2341
036A: put_actor $PLAYER_ACTOR in_car @38
020A: set_car @38 door_status_to  4
0001: wait  0 ms
0581: toggle_radar  1 (on)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
016A: fade  1 (back)  500 ms

:BSKOOL_2348
00D6: if  0
016B:   fading
004D: jump_if_false BSKOOL_2353
0001: wait  0 ms
0002: jump BSKOOL_2348

:BSKOOL_2353
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0051: return

:BSKOOL_2355
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_2366
00D6: if  0
0038:   $249 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2365
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false BSKOOL_2365
0006: @48 =  1  ;; integer values

:BSKOOL_2365
0002: jump BSKOOL_2367

:BSKOOL_2366
0006: @48 =  1  ;; integer values

:BSKOOL_2367
0051: return

:BSKOOL_2368
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_2375
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @38
004D: jump_if_false BSKOOL_2375
02E3: @43 = car @38 speed

:BSKOOL_2375
00D6: if  21
00E1:   key_pressed  0  16
00E1:   key_pressed  0  14
004D: jump_if_false BSKOOL_2393
00D6: if  0
0021:   @43 >  .1  ;; floating-point values
004D: jump_if_false BSKOOL_2393
00BE: text_clear_all
00D6: if  25
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_2392
014E: set_timer_to $253 type  1

:BSKOOL_2392
0004: $249 =  1  ;; integer values

:BSKOOL_2393
0051: return

:BSKOOL_2394
00D6: if  0
0038:   $253 ==  0  ;; integer values
004D: jump_if_false BSKOOL_2399
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0221: set_player $PLAYER_CHAR trapped_in_car  1

:BSKOOL_2399
0051: return

:BSKOOL_2400
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0396:  1 (set) useless_flag
0051: return

:BSKOOL_2403
00AA: store_car @38 position_to $69 $70 $71
0509: $259 = distance between point $69 $70 and point $255 $256
00D6: if  0
0020:   $259 >  .5  ;; floating-point values
004D: jump_if_false BSKOOL_2419
00D6: if  0
0022:    10.0 > $259  ;; floating-point values
004D: jump_if_false BSKOOL_2417
000D: $259 -=  .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_2418

:BSKOOL_2417
0004: $267 =  0  ;; integer values

:BSKOOL_2418
0002: jump BSKOOL_2420

:BSKOOL_2419
0004: $267 =  100  ;; integer values

:BSKOOL_2420
0058: $271 += $267  ;; integer values
0051: return
0227: @40 = car @38 health
0004: $268 =  1000  ;; integer values
0066: $268 -= @40  ;; integer values 
00D6: if  0
0038:   $247 ==  16  ;; integer values
004D: jump_if_false BSKOOL_2430
0014: $268 /=  10  ;; integer values
0002: jump BSKOOL_2431

:BSKOOL_2430
0014: $268 /=  2  ;; integer values

:BSKOOL_2431
00D6: if  0
0018:   $268 >  100  ;; integer values
004D: jump_if_false BSKOOL_2435
0004: $268 =  100  ;; integer values

:BSKOOL_2435
0051: return

:BSKOOL_2436
0004: $272 =  0  ;; integer values
0004: $200 =  0  ;; integer values
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2450

:BSKOOL_2441
00D6: if  0
001A:    15 > $200  ;; integer values
004D: jump_if_false BSKOOL_2450
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false BSKOOL_2448
0008: $272 +=  10  ;; integer values

:BSKOOL_2448
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2441

:BSKOOL_2450
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2462

:BSKOOL_2453
00D6: if  0
001A:    25 > $200  ;; integer values
004D: jump_if_false BSKOOL_2462
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false BSKOOL_2460
0008: $272 +=  10  ;; integer values

:BSKOOL_2460
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2453

:BSKOOL_2462
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  5  ;; integer values
004D: jump_if_false BSKOOL_2475

:BSKOOL_2466
00D6: if  0
001A:    30 > $200  ;; integer values
004D: jump_if_false BSKOOL_2475
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false BSKOOL_2473
0008: $272 +=  10  ;; integer values

:BSKOOL_2473
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2466

:BSKOOL_2475
00D6: if  21
0038:   $247 ==  4  ;; integer values
0038:   $247 ==  6  ;; integer values
004D: jump_if_false BSKOOL_2488

:BSKOOL_2479
00D6: if  0
001A:    14 > $200  ;; integer values
004D: jump_if_false BSKOOL_2488
00D6: if  0
0366:   object $201($200,46i) blown_up
004D: jump_if_false BSKOOL_2486
0008: $272 +=  10  ;; integer values

:BSKOOL_2486
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2479

:BSKOOL_2488
0010: $272 *=  2  ;; integer values
00D6: if  0
0018:   $272 >  90  ;; integer values
004D: jump_if_false BSKOOL_2493
0004: $272 =  100  ;; integer values

:BSKOOL_2493
0060: $271 -= $272  ;; integer values
0051: return

:BSKOOL_2495
00D6: if  0
001A:    1 > $271  ;; integer values
004D: jump_if_false BSKOOL_2499
0004: $271 =  0  ;; integer values

:BSKOOL_2499
00D6: if  0
00E1:   key_pressed  0  19 ;; submission
004D: jump_if_false BSKOOL_2499B
0004: $271 =  100  ;; integer values

:BSKOOL_2499B
00BE: text_clear_all
0051: return

:BSKOOL_2501
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BSKOOL_2545
00D6: if  0
0038:   $333 ==  0  ;; integer values
004D: jump_if_false BSKOOL_2513
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_2513
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false BSKOOL_2528
00D6: if  0
001B:    6000 > @32  ;; integer values
004D: jump_if_false BSKOOL_2528
00D6: if  0
0038:   $333 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2528
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_2528
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false BSKOOL_2540
00D6: if  0
0038:   $333 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2540
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_2540
00D6: if  0
0019:   @32 >  9000  ;; integer values
004D: jump_if_false BSKOOL_2545
0004: $333 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:BSKOOL_2545
0051: return

:BSKOOL_2546
0006: @65 =  0  ;; integer values
00D6: if  0
0018:   $271 >  69  ;; integer values
004D: jump_if_false BSKOOL_2560
00D6: if  0
001A:    85 > $271  ;; integer values
004D: jump_if_false BSKOOL_2560
00D6: if  1
0019:   @67 >  69  ;; integer values
001B:    85 > @67  ;; integer values
004D: jump_if_false BSKOOL_2559
0006: @65 =  0  ;; integer values
0002: jump BSKOOL_2560

:BSKOOL_2559
0006: @65 =  2  ;; integer values

:BSKOOL_2560
00D6: if  0
0018:   $271 >  84  ;; integer values
004D: jump_if_false BSKOOL_2573
00D6: if  0
001A:    100 > $271  ;; integer values
004D: jump_if_false BSKOOL_2573
00D6: if  1
0019:   @67 >  84  ;; integer values
001B:    100 > @67  ;; integer values
004D: jump_if_false BSKOOL_2572
0006: @65 =  0  ;; integer values
0002: jump BSKOOL_2573

:BSKOOL_2572
0006: @65 =  3  ;; integer values

:BSKOOL_2573
00D6: if  0
0038:   $271 ==  100  ;; integer values
004D: jump_if_false BSKOOL_2582
00D6: if  0
0039:   @67 ==  100  ;; integer values
004D: jump_if_false BSKOOL_2581
0006: @65 =  0  ;; integer values
0002: jump BSKOOL_2582

:BSKOOL_2581
0006: @65 =  4  ;; integer values

:BSKOOL_2582
0051: return

:BSKOOL_2583
0826:  0 
0581: toggle_radar  0 (off)
00BE: text_clear_all
014F: stop_timer $253
00D6: if  0
001B:    2 > @65  ;; integer values
004D: jump_if_false BSKOOL_2592
0937:  160.0  220.0  490.0  400.0 'BS_Z_8'  3 
0002: jump BSKOOL_2593

:BSKOOL_2592
0937:  160.0  200.0  490.0  400.0 'DUMMY'  3 

:BSKOOL_2593
0050: gosub BSKOOL_2205
0904:  3 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  170.0  255.0 'BS_Y_1'
0050: gosub BSKOOL_2205
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
0050: gosub BSKOOL_2205
0904:  3 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  170.0  275.0 'BS_Y_2'
0050: gosub BSKOOL_2205
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
0050: gosub BSKOOL_2205
0904:  3 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  170.0  295.0 'BS_Y_3'
0050: gosub BSKOOL_2205
03E4: set_text_draw_align_right  1
0904:  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
0050: gosub BSKOOL_2205
0904:  3 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  170.0  315.0 'BS_Y_5'
0050: gosub BSKOOL_2205
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
00D6: if  21
0039:   @59 ==  1  ;; integer values
0039:   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2653
00D6: if  0
0019:   @65 >  0  ;; integer values
004D: jump_if_false BSKOOL_2653
038D:  4  250.0  200.0 -60.0  60.0  180  180  180  255 
038D:  4  392.0  200.0  60.0  60.0  180  180  180  255 
00D6: if  0
0039:   @65 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2639
038D:  1  320.0  200.0  110.0  95.0  160  160  160  255 

:BSKOOL_2639
00D6: if  0
0039:   @65 ==  3  ;; integer values
004D: jump_if_false BSKOOL_2643
038D:  2  320.0  200.0  110.0  95.0  160  160  160  255 

:BSKOOL_2643
00D6: if  0
0039:   @65 ==  4  ;; integer values
004D: jump_if_false BSKOOL_2647
038D:  3  320.0  200.0  110.0  95.0  160  160  160  255 

:BSKOOL_2647
0050: gosub BSKOOL_2225
081C:  2  0  0  0  255 
033F: set_text_draw_letter_width_height  1.0  3.4
0904:  6 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  323.0  65.0 'BS_Y_9'

:BSKOOL_2653
00D6: if  21
0039:   @59 ==  1  ;; integer values
0039:   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2662
0050: gosub BSKOOL_2225
081C:  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'

:BSKOOL_2662
00D6: if  0
8039:   NOT   @59 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2686
0050: gosub BSKOOL_2205
033F: set_text_draw_letter_width_height  .52  1.45
0904:  4 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  330.0  345.0 'SCH_PRS'
0050: gosub BSKOOL_2205
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  170.0  345.0 'BS_Z_5'
0050: gosub BSKOOL_2205
033F: set_text_draw_letter_width_height  .52  1.45
0904:  4 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  330.0  365.0 'BS_X04'
0050: gosub BSKOOL_2205
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  170.0  365.0 'BS_Z_6'
0002: jump BSKOOL_2703

:BSKOOL_2686
00D6: if  0
8038:   NOT   $2162 ==  6  ;; integer values
004D: jump_if_false BSKOOL_2693
0050: gosub BSKOOL_2205
033F: set_text_draw_letter_width_height  .52  1.45
0340: set_text_draw_color  255  255  255  255
033E: text_draw  170.0  345.0 'BS_Z_9'

:BSKOOL_2693
0050: gosub BSKOOL_2205
033F: set_text_draw_letter_width_height  .52  1.45
0904:  4 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  330.0  365.0 'SCH_PRS'
0050: gosub BSKOOL_2205
033F: set_text_draw_letter_width_height  .52  1.45
0904:  6 @52 @53 @54 @55 
0340: set_text_draw_color @52 @53 @54 @55
033E: text_draw  170.0  365.0 'BS_Z_5'

:BSKOOL_2703
0051: return

:BSKOOL_2704
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BSKOOL_2713
00D6: if  0
0038:   $12 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2712
0004: $12 =  0  ;; integer values
0004: $326 =  1  ;; integer values

:BSKOOL_2712
0002: jump BSKOOL_2717

:BSKOOL_2713
00D6: if  0
0038:   $12 ==  0  ;; integer values
004D: jump_if_false BSKOOL_2717
0004: $12 =  1  ;; integer values

:BSKOOL_2717
0051: return

:BSKOOL_2718
097A: -1000.0 -1000.0 -1000.0  1186 
016A: fade  0 ()  500 ms

:BSKOOL_2720
00D6: if  0
016B:   fading
004D: jump_if_false BSKOOL_2733
00D6: if  0
0038:   $2201 ==  0  ;; integer values
004D: jump_if_false BSKOOL_2730
00D6: if  0
0038:   $2170 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2730
0050: gosub BSKOOL_1802

:BSKOOL_2730
00BE: text_clear_all
0001: wait  0 ms
0002: jump BSKOOL_2720

:BSKOOL_2733
00BE: text_clear_all
03D6: remove_big_text 'BS_Y_8'
03D6: remove_big_text 'BS_Y_9'
0221: set_player $PLAYER_CHAR trapped_in_car  0
0792: $PLAYER_ACTOR 
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2749
00BE: text_clear_all
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BSKOOL_2747
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1171.521  1351.183  9.9219
0002: jump BSKOOL_2748

:BSKOOL_2747
00A1: put_actor $PLAYER_ACTOR at  1171.521  1351.183  9.9219

:BSKOOL_2748
0002: jump BSKOOL_2755

:BSKOOL_2749
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BSKOOL_2754
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1171.521  1351.183  9.9219
0002: jump BSKOOL_2755

:BSKOOL_2754
00A1: put_actor $PLAYER_ACTOR at  1171.521  1351.183  9.9219

:BSKOOL_2755
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 (clear) useless_flag
0051: return

:BSKOOL_2763
0004: $200 =  0  ;; integer values

:BSKOOL_2764
00D6: if  0
001A:    46 > $200  ;; integer values
004D: jump_if_false BSKOOL_2770
0108: destroy_object $201($200,46i)
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2764

:BSKOOL_2770
00D6: if  0
03CA:   object @56 exists
004D: jump_if_false BSKOOL_2774
0108: destroy_object @56

:BSKOOL_2774
0051: return

:BSKOOL_2775
0004: $200 =  0  ;; integer values
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2785

:BSKOOL_2779
00D6: if  0
001A:    15 > $200  ;; integer values
004D: jump_if_false BSKOOL_2785
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  500.0
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2779

:BSKOOL_2785
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2794

:BSKOOL_2788
00D6: if  0
001A:    25 > $200  ;; integer values
004D: jump_if_false BSKOOL_2794
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  500.0
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2788

:BSKOOL_2794
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  5  ;; integer values
004D: jump_if_false BSKOOL_2804

:BSKOOL_2798
00D6: if  0
001A:    30 > $200  ;; integer values
004D: jump_if_false BSKOOL_2804
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  500.0
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2798

:BSKOOL_2804
00D6: if  21
0038:   $247 ==  4  ;; integer values
0038:   $247 ==  6  ;; integer values
004D: jump_if_false BSKOOL_2816

:BSKOOL_2808
00D6: if  0
001A:    14 > $200  ;; integer values
004D: jump_if_false BSKOOL_2814
029B: $201($200,46i) = init_object #TRAFFICCONE at  0.0  0.0  500.0
0008: $200 +=  1  ;; integer values
0002: jump BSKOOL_2808

:BSKOOL_2814
029B: @56 = init_object #LANDJUMP2 at  0.0  0.0  500.0
0382: set_object @56 collision_detection  1

:BSKOOL_2816
00D6: if  0
0038:   $247 ==  1  ;; integer values
004D: jump_if_false BSKOOL_2893
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 -.2

:BSKOOL_2822
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  0
0042:   $279 ==  0.0  ;; floating-point values
004D: jump_if_false BSKOOL_2832
01BC: put_object $201 at $282 $283 $284

:BSKOOL_2832
00D6: if  0
0042:   $279 ==  24.0  ;; floating-point values
004D: jump_if_false BSKOOL_2836
01BC: put_object $201(1) at $282 $283 $284

:BSKOOL_2836
00D6: if  0
0042:   $279 ==  48.0  ;; floating-point values
004D: jump_if_false BSKOOL_2840
01BC: put_object $201(2) at $282 $283 $284

:BSKOOL_2840
00D6: if  0
0042:   $279 ==  72.0  ;; floating-point values
004D: jump_if_false BSKOOL_2844
01BC: put_object $201(3) at $282 $283 $284

:BSKOOL_2844
00D6: if  0
0042:   $279 ==  96.0  ;; floating-point values
004D: jump_if_false BSKOOL_2848
01BC: put_object $201(4) at $282 $283 $284

:BSKOOL_2848
00D6: if  0
0042:   $279 ==  120.0  ;; floating-point values
004D: jump_if_false BSKOOL_2852
01BC: put_object $201(5) at $282 $283 $284

:BSKOOL_2852
00D6: if  0
0042:   $279 ==  144.0  ;; floating-point values
004D: jump_if_false BSKOOL_2856
01BC: put_object $201(6) at $282 $283 $284

:BSKOOL_2856
00D6: if  0
0042:   $279 ==  168.0  ;; floating-point values
004D: jump_if_false BSKOOL_2860
01BC: put_object $201(7) at $282 $283 $284

:BSKOOL_2860
00D6: if  0
0042:   $279 ==  192.0  ;; floating-point values
004D: jump_if_false BSKOOL_2864
01BC: put_object $201(8) at $282 $283 $284

:BSKOOL_2864
00D6: if  0
0042:   $279 ==  216.0  ;; floating-point values
004D: jump_if_false BSKOOL_2868
01BC: put_object $201(9) at $282 $283 $284

:BSKOOL_2868
00D6: if  0
0042:   $279 ==  240.0  ;; floating-point values
004D: jump_if_false BSKOOL_2872
01BC: put_object $201(10) at $282 $283 $284

:BSKOOL_2872
00D6: if  0
0042:   $279 ==  264.0  ;; floating-point values
004D: jump_if_false BSKOOL_2876
01BC: put_object $201(11) at $282 $283 $284

:BSKOOL_2876
00D6: if  0
0042:   $279 ==  288.0  ;; floating-point values
004D: jump_if_false BSKOOL_2880
01BC: put_object $201(12) at $282 $283 $284

:BSKOOL_2880
00D6: if  0
0042:   $279 ==  312.0  ;; floating-point values
004D: jump_if_false BSKOOL_2884
01BC: put_object $201(13) at $282 $283 $284

:BSKOOL_2884
00D6: if  0
0042:   $279 ==  336.0  ;; floating-point values
004D: jump_if_false BSKOOL_2888
01BC: put_object $201(14) at $282 $283 $284

:BSKOOL_2888
0009: $279 +=  24.0  ;; floating-point values
00D6: if  0
0022:    360.0 > $279  ;; floating-point values
004D: jump_if_false BSKOOL_2893
0002: jump BSKOOL_2822

:BSKOOL_2893
00D6: if  0
0038:   $247 ==  2  ;; integer values
004D: jump_if_false BSKOOL_2948
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 -.2

:BSKOOL_2899
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  0
0042:   $279 ==  120.0  ;; floating-point values
004D: jump_if_false BSKOOL_2909
01BC: put_object $201 at $282 $283 $284

:BSKOOL_2909
00D6: if  0
0042:   $279 ==  150.0  ;; floating-point values
004D: jump_if_false BSKOOL_2913
01BC: put_object $201(1) at $282 $283 $284

:BSKOOL_2913
00D6: if  0
0042:   $279 ==  180.0  ;; floating-point values
004D: jump_if_false BSKOOL_2917
01BC: put_object $201(2) at $282 $283 $284

:BSKOOL_2917
00D6: if  0
0042:   $279 ==  210.0  ;; floating-point values
004D: jump_if_false BSKOOL_2921
01BC: put_object $201(3) at $282 $283 $284

:BSKOOL_2921
00D6: if  0
0042:   $279 ==  240.0  ;; floating-point values
004D: jump_if_false BSKOOL_2925
01BC: put_object $201(4) at $282 $283 $284

:BSKOOL_2925
0009: $279 +=  30.0  ;; floating-point values
00D6: if  0
0022:    271.0 > $279  ;; floating-point values
004D: jump_if_false BSKOOL_2930
0002: jump BSKOOL_2899

:BSKOOL_2930
035C: place_object $201(7) relative_to_car @38 offset -7.0  74.0 -.2
035C: place_object $201(8) relative_to_car @38 offset  7.0  74.0 -.2
035C: place_object $201(9) relative_to_car @38 offset -7.0  78.0 -.2
035C: place_object $201(10) relative_to_car @38 offset  7.0  78.0 -.2
035C: place_object $201(11) relative_to_car @38 offset -7.0  82.0 -.2
035C: place_object $201(12) relative_to_car @38 offset  7.0  82.0 -.2
035C: place_object $201(13) relative_to_car @38 offset -7.0  86.0 -.2
035C: place_object $201(14) relative_to_car @38 offset  7.0  86.0 -.2
035C: place_object $201(15) relative_to_car @38 offset  0.0  82.0 -.2
035C: place_object $201(16) relative_to_car @38 offset -3.0  4.0 -.2
035C: place_object $201(17) relative_to_car @38 offset  3.0  4.0 -.2
035C: place_object $201(18) relative_to_car @38 offset -3.0  0.0 -.2
035C: place_object $201(19) relative_to_car @38 offset  3.0  0.0 -.2
035C: place_object $201(20) relative_to_car @38 offset -3.0 -4.0 -.2
035C: place_object $201(21) relative_to_car @38 offset  3.0 -4.0 -.2
035C: place_object $201(22) relative_to_car @38 offset  0.0 -4.0 -.2
035C: place_object $201(23) relative_to_car @38 offset  0.0  74.0 -.2
035C: place_object $201(24) relative_to_car @38 offset  0.0  78.0 -.2

:BSKOOL_2948
00D6: if  21
0038:   $247 ==  3  ;; integer values
0038:   $247 ==  5  ;; integer values
004D: jump_if_false BSKOOL_2982
035C: place_object $201 relative_to_car @38 offset -3.0  4.0 -.2
035C: place_object $201(1) relative_to_car @38 offset  3.0  4.0 -.2
035C: place_object $201(2) relative_to_car @38 offset -3.0  0.0 -.2
035C: place_object $201(3) relative_to_car @38 offset  3.0  0.0 -.2
035C: place_object $201(4) relative_to_car @38 offset -3.0 -4.0 -.2
035C: place_object $201(5) relative_to_car @38 offset  3.0 -4.0 -.2
035C: place_object $201(6) relative_to_car @38 offset  0.0 -4.0 -.2
035C: place_object $201(7) relative_to_car @38 offset -3.5  56.0 -.2
035C: place_object $201(8) relative_to_car @38 offset  3.5  56.0 -.2
035C: place_object $201(9) relative_to_car @38 offset -3.5  60.0 -.2
035C: place_object $201(10) relative_to_car @38 offset  3.5  60.0 -.2
035C: place_object $201(11) relative_to_car @38 offset -3.5  64.0 -.2
035C: place_object $201(12) relative_to_car @38 offset  3.5  64.0 -.2
035C: place_object $201(13) relative_to_car @38 offset -3.5  68.0 -.2
035C: place_object $201(14) relative_to_car @38 offset  3.5  68.0 -.2
035C: place_object $201(15) relative_to_car @38 offset -3.5  72.0 -.2
035C: place_object $201(16) relative_to_car @38 offset  3.5  72.0 -.2
035C: place_object $201(17) relative_to_car @38 offset -3.5  76.0 -.2
035C: place_object $201(18) relative_to_car @38 offset  3.5  76.0 -.2
035C: place_object $201(19) relative_to_car @38 offset -3.5  80.0 -.2
035C: place_object $201(20) relative_to_car @38 offset  3.5  80.0 -.2
035C: place_object $201(21) relative_to_car @38 offset -3.5  84.0 -.2
035C: place_object $201(22) relative_to_car @38 offset  3.5  84.0 -.2
035C: place_object $201(23) relative_to_car @38 offset -3.0  120.0 -.2
035C: place_object $201(24) relative_to_car @38 offset  3.0  120.0 -.2
035C: place_object $201(25) relative_to_car @38 offset -3.0  124.0 -.2
035C: place_object $201(26) relative_to_car @38 offset  3.0  124.0 -.2
035C: place_object $201(27) relative_to_car @38 offset -3.0  128.0 -.2
035C: place_object $201(28) relative_to_car @38 offset  3.0  128.0 -.2
035C: place_object $201(29) relative_to_car @38 offset  0.0  128.0 -.2

:BSKOOL_2982
00D6: if  21
0038:   $247 ==  4  ;; integer values
0038:   $247 ==  6  ;; integer values
004D: jump_if_false BSKOOL_3014
035C: place_object $201 relative_to_car @38 offset -3.0  4.0 -.2
035C: place_object $201(1) relative_to_car @38 offset  3.0  4.0 -.2
035C: place_object $201(2) relative_to_car @38 offset -3.0  0.0 -.2
035C: place_object $201(3) relative_to_car @38 offset  3.0  0.0 -.2
035C: place_object $201(4) relative_to_car @38 offset -3.0 -4.0 -.2
035C: place_object $201(5) relative_to_car @38 offset  3.0 -4.0 -.2
035C: place_object $201(6) relative_to_car @38 offset  0.0 -4.0 -.2
035C: place_object @56 relative_to_car @38 offset  0.0  48.0 -.2
00D6: if  0
0038:   $247 ==  4  ;; integer values
004D: jump_if_false BSKOOL_3004
035C: place_object $201(7) relative_to_car @38 offset -3.0  120.0 -.2
035C: place_object $201(8) relative_to_car @38 offset  3.0  120.0 -.2
035C: place_object $201(9) relative_to_car @38 offset -3.0  124.0 -.2
035C: place_object $201(10) relative_to_car @38 offset  3.0  124.0 -.2
035C: place_object $201(11) relative_to_car @38 offset -3.0  128.0 -.2
035C: place_object $201(12) relative_to_car @38 offset  3.0  128.0 -.2
035C: place_object $201(13) relative_to_car @38 offset  0.0  128.0 -.2

:BSKOOL_3004
00D6: if  0
0038:   $247 ==  6  ;; integer values
004D: jump_if_false BSKOOL_3014
035C: place_object $201(7) relative_to_car @38 offset -3.0  110.0 -.2
035C: place_object $201(8) relative_to_car @38 offset  3.0  110.0 -.2
035C: place_object $201(9) relative_to_car @38 offset -3.0  114.0 -.2
035C: place_object $201(10) relative_to_car @38 offset  3.0  114.0 -.2
035C: place_object $201(11) relative_to_car @38 offset -3.0  118.0 -.2
035C: place_object $201(12) relative_to_car @38 offset  3.0  118.0 -.2
035C: place_object $201(13) relative_to_car @38 offset  0.0  118.0 -.2

:BSKOOL_3014
0051: return

;-------------Mission 121---------------
; Originally: 'TAXI DRIVER' sub-mission


:TAXIODD_1
03A4: name_thread 'TAXIODD'
0006: @34 =  0  ;; integer values
0050: gosub TAXIODD_10
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false TAXIODD_8
0050: gosub TAXIODD_2063

:TAXIODD_8
0050: gosub TAXIODD_2075
004E: end_thread

:TAXIODD_10
00D6: if  0
0038:   $1491 ==  0  ;; integer values
004D: jump_if_false TAXIODD_14
0317: increment_mission_attempts

:TAXIODD_14
0004: $ON_MISSION =  1  ;; integer values
0004: $411 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TAXIODD_39
00D6: if  0
0602: $PLAYER_ACTOR 
004D: jump_if_false TAXIODD_39
00D9: @37 = actor $PLAYER_ACTOR car
01E9: @35 = car @37 num_passengers
00D6: if  0
8039:   NOT   @35 ==  0  ;; integer values
004D: jump_if_false TAXIODD_31
00BC: text_highpriority 'TX_FULL'  5000 ms  1
0001: wait  4500 ms
00BE: text_clear_all
0051: return

:TAXIODD_31
0227: @36 = car @37 health
00D6: if  0
8185:   NOT   car @37 health >=  400
004D: jump_if_false TAXIODD_39
00BC: text_highpriority 'TX_ILL'  5000 ms  1
0001: wait  4500 ms
00BE: text_clear_all
0051: return

:TAXIODD_39
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  0
0039:   @38 == -99  ;; integer values
004D: jump_if_false TAXIODD_92
0662: write_debug_message "SHOULD_NEVER_BE_IN_FAKE_ENTITY_CREATION" 
00A5: @89 = create_car  420 at  0.0  0.0  0.0
009A: @88 = create_actor  4  147 at  0.0  0.0  0.0
0006: @49 =  0  ;; integer values

:TAXIODD_81
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_81
0187: @96 = create_marker_above_actor @88
018A: @97 = create_checkpoint_at  0.0  0.0  0.0
0006: @49 =  0  ;; integer values

:TAXIODD_88
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_88

:TAXIODD_92
054C: use_GXT_table 'TAXI1'
0050: gosub TAXIODD_1942
060A: unknown_create_entity  0 @101 
0050: gosub TAXIODD_1943
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_100
0002: jump TAXIODD_1827

:TAXIODD_100
0001: wait  0 ms
0050: gosub TAXIODD_1772
0050: gosub TAXIODD_1816
00D6: if  21
0039:   @40 ==  1  ;; integer values
0039:   @41 ==  1  ;; integer values
004D: jump_if_false TAXIODD_108
0002: jump TAXIODD_203

:TAXIODD_108
0050: gosub TAXIODD_1920
0050: gosub TAXIODD_1926
00D6: if  0
0118:   actor $PLAYER_ACTOR dead
004D: jump_if_false TAXIODD_115
0006: @124 =  1  ;; integer values
0002: jump TAXIODD_203

:TAXIODD_115
00D6: if  0
0039:   @38 ==  0  ;; integer values
004D: jump_if_false TAXIODD_119
0662: write_debug_message "STAGE_SHOULD_NEVER_BE_0_IN_MAIN_LOOP" 

:TAXIODD_119
0006: @83 =  0  ;; integer values
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false TAXIODD_129
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false TAXIODD_128
0006: @83 =  1  ;; integer values

:TAXIODD_128
0002: jump TAXIODD_133

:TAXIODD_129
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false TAXIODD_133
0006: @83 =  1  ;; integer values

:TAXIODD_133
00D6: if  0
0039:   @135 ==  0  ;; integer values
004D: jump_if_false TAXIODD_144
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false TAXIODD_143
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TAXIODD_143
0006: @135 =  1  ;; integer values

:TAXIODD_143
0002: jump TAXIODD_152

:TAXIODD_144
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TAXIODD_152
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TAXIODD_152
0006: @124 =  1  ;; integer values
0002: jump TAXIODD_203

:TAXIODD_152
00D6: if  0
0119:   car @89 wrecked
004D: jump_if_false TAXIODD_157
0006: @124 =  1  ;; integer values
0002: jump TAXIODD_203

:TAXIODD_157
0227: @51 = car @89 health
00D6: if  0
002B:    250 >= @51  ;; integer values 
004D: jump_if_false TAXIODD_175
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false TAXIODD_173
00D6: if  0
00DB:   actor @88 in_car @89
004D: jump_if_false TAXIODD_173
00BC: text_highpriority 'TX_FLED'  5000 ms  1
00D6: if  0
0039:   @138 ==  0  ;; integer values
004D: jump_if_false TAXIODD_173
0947: @88  221 @116 
0006: @138 =  1  ;; integer values

:TAXIODD_173
0006: @126 =  1  ;; integer values
0002: jump TAXIODD_203

:TAXIODD_175
00D6: if  0
0039:   @130 ==  1  ;; integer values
004D: jump_if_false TAXIODD_184
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false TAXIODD_175B
0004: $8199 =  900000  ;; integer values

:TAXIODD_175B
00D6: if  0
0038:   $8199 ==  0  ;; integer values
004D: jump_if_false TAXIODD_184
0006: @124 =  1  ;; integer values
0006: @108 =  2  ;; integer values
0002: jump TAXIODD_203

:TAXIODD_184
0050: gosub TAXIODD_414
00D6: if  0
0039:   @127 ==  0  ;; integer values
004D: jump_if_false TAXIODD_191
0006: @124 =  1  ;; integer values
0006: @108 =  1  ;; integer values
0002: jump TAXIODD_203

:TAXIODD_191
00D6: if  0
0039:   @38 ==  1  ;; integer values
004D: jump_if_false TAXIODD_195
0050: gosub TAXIODD_229

:TAXIODD_195
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false TAXIODD_199
0050: gosub TAXIODD_323

:TAXIODD_199
00D6: if  0
0039:   @38 ==  3  ;; integer values
004D: jump_if_false TAXIODD_203
0006: @125 =  1  ;; integer values

:TAXIODD_203
00D6: if  0
0039:   @40 ==  0  ;; integer values
004D: jump_if_false TAXIODD_226
00D6: if  0
0039:   @124 ==  0  ;; integer values
004D: jump_if_false TAXIODD_223
00D6: if  0
0039:   @126 ==  0  ;; integer values
004D: jump_if_false TAXIODD_220
00D6: if  0
0039:   @125 ==  0  ;; integer values
004D: jump_if_false TAXIODD_217
0002: jump TAXIODD_100
0002: jump TAXIODD_219

:TAXIODD_217
0050: gosub TAXIODD_2045
0002: jump TAXIODD_100

:TAXIODD_219
0002: jump TAXIODD_222

:TAXIODD_220
0050: gosub TAXIODD_2051
0002: jump TAXIODD_100

:TAXIODD_222
0002: jump TAXIODD_225

:TAXIODD_223
0050: gosub TAXIODD_2063
0051: return

:TAXIODD_225
0002: jump TAXIODD_227

:TAXIODD_226
0051: return

:TAXIODD_227
0662: write_debug_message "SHOULD_NEVER_BE_HERE_IN_END_OF_MAIN_LOOP" 
0051: return

:TAXIODD_229
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false TAXIODD_254
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 (on)
00D6: if  0
0039:   @144 ==  1  ;; integer values
004D: jump_if_false TAXIODD_244
0006: @39 =  20  ;; integer values
0002: jump TAXIODD_254

:TAXIODD_244
0050: gosub TAXIODD_447
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false TAXIODD_250
0006: @39 =  1  ;; integer values
0002: jump TAXIODD_254

:TAXIODD_250
00BC: text_highpriority 'TX_JUNK' $8199 ms  1
0006: @139 =  1  ;; integer values
0396:  0 (clear) useless_flag
0006: @39 =  10  ;; integer values

:TAXIODD_254
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false TAXIODD_275
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false TAXIODD_262
0050: gosub TAXIODD_454
0002: jump TAXIODD_275

:TAXIODD_262
0050: gosub TAXIODD_447
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false TAXIODD_275
0050: gosub TAXIODD_454
03D5: remove_text 'TX_JUNK'
0008: $8199 +=  10000  ;; integer values
00D6: if  0
0039:   @139 ==  1  ;; integer values
004D: jump_if_false TAXIODD_274
0396:  1 (set) useless_flag
0006: @139 =  0  ;; integer values

:TAXIODD_274
0006: @39 =  0  ;; integer values

:TAXIODD_275
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false TAXIODD_290
0050: gosub TAXIODD_578
00D6: if  0
0039:   @128 ==  1  ;; integer values
004D: jump_if_false TAXIODD_290
00D6: if  0
0039:   @130 ==  0  ;; integer values
004D: jump_if_false TAXIODD_288
0004: $8199 =  36000  ;; integer values
03C3: set_timer_with_text_to $8199 type  1 text 'TX_TIME'
0006: @130 =  1  ;; integer values

:TAXIODD_288
0396:  0 (clear) useless_flag
0006: @39 =  2  ;; integer values

:TAXIODD_290
00D6: if  0
0039:   @39 ==  2  ;; integer values
004D: jump_if_false TAXIODD_305
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false TAXIODD_305
00D6: if  0
00DB:   actor @88 in_car @89
004D: jump_if_false TAXIODD_305
0164: disable_marker @96
0647: unknown_action_sequence @88 
0216: set_car @89 taxi_available_light_to  0 (off)
0947: @88  224 @116 
0227: @117 = car @89 health
0006: @39 =  99  ;; integer values

:TAXIODD_305
00D6: if  0
0039:   @39 ==  10  ;; integer values
004D: jump_if_false TAXIODD_308

:TAXIODD_308
00D6: if  0
0039:   @39 ==  20  ;; integer values
004D: jump_if_false TAXIODD_317
00D6: if  0
001D:   @47 > @106  ;; integer values  
004D: jump_if_false TAXIODD_317
0006: @144 =  0  ;; integer values
0006: @106 =  0  ;; integer values
0006: @39 =  0  ;; integer values

:TAXIODD_317
0050: gosub TAXIODD_645
00D6: if  0
0039:   @39 ==  99  ;; integer values
004D: jump_if_false TAXIODD_322
0050: gosub TAXIODD_1932

:TAXIODD_322
0051: return

:TAXIODD_323
00D6: if  0
0039:   @39 ==  0  ;; integer values
004D: jump_if_false TAXIODD_337
0050: gosub TAXIODD_918
0396:  0 (clear) useless_flag
0006: @131 =  0  ;; integer values
0006: @102 =  0  ;; integer values
0006: @136 =  0  ;; integer values
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false TAXIODD_336
0085: @105 = @47  ;; integer values and handles
000A: @105 +=  5000  ;; integer values

:TAXIODD_336
000A: @39 +=  1  ;; integer values

:TAXIODD_337
00D6: if  0
0118:   actor @88 dead
004D: jump_if_false TAXIODD_341
0006: @126 =  1  ;; integer values

:TAXIODD_341
00D6: if  1
80DB:   NOT   actor @88 in_car @89
0039:   @131 ==  0  ;; integer values
004D: jump_if_false TAXIODD_346
0006: @126 =  1  ;; integer values

:TAXIODD_346
0050: gosub TAXIODD_447
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false TAXIODD_356
00D6: if  0
0039:   @134 ==  0  ;; integer values
004D: jump_if_false TAXIODD_355
00BC: text_highpriority 'TX_REP'  6000 ms  1
0050: gosub TAXIODD_454

:TAXIODD_355
0002: jump TAXIODD_360

:TAXIODD_356
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false TAXIODD_360
0050: gosub TAXIODD_454

:TAXIODD_360
00D6: if  0
0039:   @39 ==  1  ;; integer values
004D: jump_if_false TAXIODD_375
00D6: if  0
0100:   actor @88 near_point_in_car @121 @122 @123 radius  4.0  4.0  4.0 sphere  1
004D: jump_if_false TAXIODD_375
00D6: if  1
00DB:   actor @88 in_car @89
00DB:   actor $PLAYER_ACTOR in_car @89
004D: jump_if_false TAXIODD_375
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0164: disable_marker @97
0006: @131 =  1  ;; integer values
0396:  1 (set) useless_flag
000A: @39 +=  1  ;; integer values

:TAXIODD_375
00D6: if  0
0039:   @39 ==  2  ;; integer values
004D: jump_if_false TAXIODD_387
00D6: if  0
01C1:   car @89 stopped
004D: jump_if_false TAXIODD_387
00D6: if  0
00DB:   actor @88 in_car @89
004D: jump_if_false TAXIODD_385
0622: AS_unknown_remove_actor @88 from_car @89 

:TAXIODD_385
0050: gosub TAXIODD_1983
000A: @39 +=  1  ;; integer values

:TAXIODD_387
00D6: if  0
0039:   @39 ==  3  ;; integer values
004D: jump_if_false TAXIODD_397
00D6: if  0
80DB:   NOT   actor @88 in_car @89
004D: jump_if_false TAXIODD_397
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 (unfrozen)
0006: @39 =  99  ;; integer values

:TAXIODD_397
00D6: if  0
0039:   @131 ==  0  ;; integer values
004D: jump_if_false TAXIODD_401
0050: gosub TAXIODD_880

:TAXIODD_401
00D6: if  0
0039:   @143 ==  0  ;; integer values
004D: jump_if_false TAXIODD_409
00D6: if  0
001D:   @47 > @105  ;; integer values  
004D: jump_if_false TAXIODD_409
03E5: text_box 'TX_TIP'
0006: @143 =  1  ;; integer values

:TAXIODD_409
00D6: if  0
0039:   @39 ==  99  ;; integer values
004D: jump_if_false TAXIODD_413
0050: gosub TAXIODD_1932

:TAXIODD_413
0051: return

:TAXIODD_414
00D6: if  0
0602: $PLAYER_ACTOR 
004D: jump_if_false TAXIODD_424
00D6: if  0
8039:   NOT   @127 ==  1  ;; integer values
004D: jump_if_false TAXIODD_423
00D9: @89 = actor $PLAYER_ACTOR car
0006: @127 =  1  ;; integer values
0050: gosub TAXIODD_426

:TAXIODD_423
0002: jump TAXIODD_425

:TAXIODD_424
0006: @127 =  1  ;; integer values

:TAXIODD_425
0051: return

:TAXIODD_426
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: @90(@51,4i)  0 
0681: attach_object @90(@51,4i) to_car @89 offset  0.0  2.3  0.0   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: @90(@51,4i)  0 
0681: attach_object @90(@51,4i) to_car @89 offset  0.0 -2.6  0.0   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: @90(@51,4i)  0 
0681: attach_object @90(@51,4i) to_car @89 offset -1.0 -1.0  0.0   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: @90(@51,4i)  0 
0681: attach_object @90(@51,4i) to_car @89 offset  1.0 -1.0  0.0   0.0  0.0  0.0 
0051: return

:TAXIODD_447
00D6: if  0
0185:   car @89 health >=  400
004D: jump_if_false TAXIODD_452
0006: @133 =  0  ;; integer values
0002: jump TAXIODD_453

:TAXIODD_452
0006: @133 =  1  ;; integer values

:TAXIODD_453
0051: return

:TAXIODD_454
00D6: if  0
0039:   @134 ==  1  ;; integer values
004D: jump_if_false TAXIODD_464
0006: @49 =  0  ;; integer values

:TAXIODD_458
0164: disable_marker @98(@49,3i)
000A: @49 +=  1  ;; integer values
0029:   @49 >=  3  ;; integer values
004D: jump_if_false TAXIODD_458
0006: @134 =  0  ;; integer values
0051: return

:TAXIODD_464
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LA'
004D: jump_if_false TAXIODD_473
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_524
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_530
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_560

:TAXIODD_473
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VE'
004D: jump_if_false TAXIODD_478
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_548

:TAXIODD_478
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SF'
004D: jump_if_false TAXIODD_485
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_554
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_566

:TAXIODD_485
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'RED'
004D: jump_if_false TAXIODD_492
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_536
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_560

:TAXIODD_492
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'
004D: jump_if_false TAXIODD_501
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_530
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_536
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_566

:TAXIODD_501
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'WHET'
004D: jump_if_false TAXIODD_510
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_530
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_536
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_566

:TAXIODD_510
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'
004D: jump_if_false TAXIODD_515
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_542

:TAXIODD_515
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BONE'
004D: jump_if_false TAXIODD_522
0006: @51 =  0  ;; integer values
0050: gosub TAXIODD_542
000A: @51 +=  1  ;; integer values
0050: gosub TAXIODD_548

:TAXIODD_522
0006: @134 =  1  ;; integer values
0051: return

:TAXIODD_524
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_528
0164: disable_marker @98(@51,3i)

:TAXIODD_528
02A8: @98(@51,3i) = create_marker  63 at  2067.4 -1831.2  13.5
0051: return

:TAXIODD_530
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_534
0164: disable_marker @98(@51,3i)

:TAXIODD_534
02A8: @98(@51,3i) = create_marker  63 at  488.0 -1734.0  34.4
0051: return

:TAXIODD_536
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_540
0164: disable_marker @98(@51,3i)

:TAXIODD_540
02A8: @98(@51,3i) = create_marker  63 at  720.016 -454.625  15.328
0051: return

:TAXIODD_542
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_546
0164: disable_marker @98(@51,3i)

:TAXIODD_546
02A8: @98(@51,3i) = create_marker  63 at -1420.547  2583.945  58.031
0051: return

:TAXIODD_548
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_552
0164: disable_marker @98(@51,3i)

:TAXIODD_552
02A8: @98(@51,3i) = create_marker  63 at  1966.532  2162.65  10.995
0051: return

:TAXIODD_554
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_558
0164: disable_marker @98(@51,3i)

:TAXIODD_558
02A8: @98(@51,3i) = create_marker  63 at -2425.46  1020.83  49.39
0051: return

:TAXIODD_560
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_564
0164: disable_marker @98(@51,3i)

:TAXIODD_564
02A8: @98(@51,3i) = create_marker  63 at  1021.8 -1018.7  30.9
0051: return

:TAXIODD_566
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_570
0164: disable_marker @98(@51,3i)

:TAXIODD_570
02A8: @98(@51,3i) = create_marker  63 at -1908.9  292.3  40.0
0051: return
00D6: if  0
075C:   marker @98(@51,3i) enabled
004D: jump_if_false TAXIODD_576
0164: disable_marker @98(@51,3i)

:TAXIODD_576
02A8: @98(@51,3i) = create_marker  63 at -103.6  1112.4  18.7
0051: return

:TAXIODD_578
00D6: if  0
001D:   @47 > @102  ;; integer values  
004D: jump_if_false TAXIODD_592
00D6: if  0
0039:   @136 ==  0  ;; integer values
004D: jump_if_false TAXIODD_589
00BC: text_highpriority 'TX_NONE'  6000 ms  1
0085: @102 = @47  ;; integer values and handles
000A: @102 +=  5000  ;; integer values
0006: @137 =  1  ;; integer values
0002: jump TAXIODD_592

:TAXIODD_589
00BC: text_highpriority 'TX_PKUP'  6000 ms  1
0085: @102 = @47  ;; integer values and handles
000A: @102 +=  5000  ;; integer values

:TAXIODD_592
02DD: set_actor @88 creation_zone 'SAN_AND'  1  0  1
00D6: if  0
0039:   @88 == -1  ;; integer values
004D: jump_if_false TAXIODD_597
0051: return

:TAXIODD_597
000A: @146 +=  1  ;; integer values
00D6: if  22
0118:   actor @88 dead
00DF:   actor @88 driving
051A:   unknown_actor @88 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TAXIODD_606
01C2: remove_references_to_actor @88  ;; Like turning an actor into a random pedestrian
000E: @146 -=  1  ;; integer values
0051: return

:TAXIODD_606
0665: @88 @94 
00D6: if  0
003B:   @94 == @95  ;; integer values 
004D: jump_if_false TAXIODD_613
01C2: remove_references_to_actor @88  ;; Like turning an actor into a random pedestrian
000E: @146 -=  1  ;; integer values
0051: return

:TAXIODD_613
00A0: store_actor @88 position_to @58 @59 @60
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @58 @59 @60 radius  88.0  88.0  19.0
004D: jump_if_false TAXIODD_620
01C2: remove_references_to_actor @88  ;; Like turning an actor into a random pedestrian
000E: @146 -=  1  ;; integer values
0051: return

:TAXIODD_620
0006: @136 =  1  ;; integer values
00D6: if  0
0039:   @137 ==  1  ;; integer values
004D: jump_if_false TAXIODD_628
00BC: text_highpriority 'TX_PKUP'  6000 ms  1
0085: @102 = @47  ;; integer values and handles
000A: @102 +=  5000  ;; integer values
0006: @137 =  0  ;; integer values

:TAXIODD_628
0792: @88 
060B: unknown_actor_use_entity @88 @101 
05BA: unknown_action_sequence @88 -2 
0006: @145 =  0  ;; integer values
0050: gosub TAXIODD_817
00D6: if  0
075C:   marker @96 enabled
004D: jump_if_false TAXIODD_637
0164: disable_marker @96

:TAXIODD_637
0187: @96 = create_marker_above_actor @88
07E0: @96  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_645
00D6: if  0
0039:   @128 ==  0  ;; integer values
004D: jump_if_false TAXIODD_649
0051: return

:TAXIODD_649
00D6: if  0
001D:   @47 > @102  ;; integer values  
004D: jump_if_false TAXIODD_655
00BC: text_highpriority 'TX_PKUP'  6000 ms  1
0085: @102 = @47  ;; integer values and handles
000A: @102 +=  5000  ;; integer values

:TAXIODD_655
0006: @83 =  0  ;; integer values
0006: @84 =  1  ;; integer values
00D6: if  21
0118:   actor @88 dead
051A:   unknown_actor @88 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false TAXIODD_666
0006: @83 =  1  ;; integer values
0006: @84 =  0  ;; integer values
00BC: text_highpriority 'TX_OOPS'  6000 ms  1
0085: @102 = @47  ;; integer values and handles
000A: @102 +=  5000  ;; integer values

:TAXIODD_666
00D6: if  0
0119:   car @89 wrecked
004D: jump_if_false TAXIODD_670
0006: @83 =  1  ;; integer values

:TAXIODD_670
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TAXIODD_677
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @89
004D: jump_if_false TAXIODD_677
0006: @83 =  1  ;; integer values

:TAXIODD_677
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TAXIODD_682
00A0: store_actor $PLAYER_ACTOR position_to @58 @59 @60
00A0: store_actor @88 position_to @61 @62 @63

:TAXIODD_682
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false TAXIODD_689
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @61 @62 @63 radius  90.0  90.0  20.0
004D: jump_if_false TAXIODD_689
0006: @83 =  1  ;; integer values

:TAXIODD_689
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false TAXIODD_714
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false TAXIODD_696
0006: @102 =  0  ;; integer values

:TAXIODD_696
0006: @128 =  0  ;; integer values
0006: @138 =  0  ;; integer values
0164: disable_marker @96
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false TAXIODD_704
0006: @39 =  10  ;; integer values
0002: jump TAXIODD_705

:TAXIODD_704
0006: @39 =  1  ;; integer values

:TAXIODD_705
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false TAXIODD_710
0647: unknown_action_sequence @88 
0050: gosub TAXIODD_845

:TAXIODD_710
01C2: remove_references_to_actor @88  ;; Like turning an actor into a random pedestrian
000E: @146 -=  1  ;; integer values
0396:  0 (clear) useless_flag
0051: return

:TAXIODD_714
00D6: if  1
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_758
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false TAXIODD_733
0050: gosub TAXIODD_447
00D6: if  0
0039:   @133 ==  1  ;; integer values
004D: jump_if_false TAXIODD_727
00BC: text_highpriority 'TX_JUNK'  5000 ms  1
0002: jump TAXIODD_696

:TAXIODD_727
0050: gosub TAXIODD_845
0085: @107 = @47  ;; integer values and handles
000A: @107 +=  300  ;; integer values
0006: @129 =  1  ;; integer values
0396:  1 (set) useless_flag
0002: jump TAXIODD_756

:TAXIODD_733
00D6: if  0
0019:   @107 >  0  ;; integer values
004D: jump_if_false TAXIODD_745
00D6: if  0
001D:   @47 > @107  ;; integer values  
004D: jump_if_false TAXIODD_745
062E: @88  2586 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false TAXIODD_745
0050: gosub TAXIODD_847
0006: @107 =  0  ;; integer values

:TAXIODD_745
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false TAXIODD_756
00D6: if  0
80DB:   NOT   actor @88 in_car @89
004D: jump_if_false TAXIODD_756
062E: @88  1482 @42 
00D6: if  0
04A4: @42  7 
004D: jump_if_false TAXIODD_756
0050: gosub TAXIODD_847

:TAXIODD_756
0051: return
0002: jump TAXIODD_773

:TAXIODD_758
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false TAXIODD_772
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @89
004D: jump_if_false TAXIODD_771
00D6: if  0
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_771
0050: gosub TAXIODD_817
05BA: unknown_action_sequence @88 -2 
0006: @129 =  0  ;; integer values
0396:  0 (clear) useless_flag

:TAXIODD_771
0051: return

:TAXIODD_772
0006: @107 =  0  ;; integer values

:TAXIODD_773
00D6: if  0
80DF:   NOT   actor @88 driving
004D: jump_if_false TAXIODD_782
062E: @88  1471 @42 
00D6: if  1
84A4:   NOT @42  1 
84A4:   NOT @42  0 
004D: jump_if_false TAXIODD_782
05BF: unknown_action_sequence @88 $PLAYER_ACTOR -2 

:TAXIODD_782
00D6: if  0
80DF:   NOT   actor @88 driving
004D: jump_if_false TAXIODD_804
062E: @88  1492 @42 
00D6: if  1
84A4:   NOT @42  1 
84A4:   NOT @42  0 
004D: jump_if_false TAXIODD_804
050A: @82 = distance_between @58 @59 @60 and @118 @119 @120 
00D6: if  0
0021:   @82 >  4.0  ;; floating-point values
004D: jump_if_false TAXIODD_804
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: @58 @59 @73 
05D4: unknown_action_sequence @88 unknown_angle @73 

:TAXIODD_804
00D6: if  0
0039:   @145 ==  0  ;; integer values
004D: jump_if_false TAXIODD_816
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false TAXIODD_816
050A: @82 = distance_between @58 @59 @60 and @61 @62 @63 
00D6: if  0
0023:    10.0 > @82  ;; floating-point values
004D: jump_if_false TAXIODD_816
0947: @88  222 @116 
0006: @145 =  1  ;; integer values

:TAXIODD_816
0051: return

:TAXIODD_817
0006: @140 =  0  ;; integer values
0050: gosub TAXIODD_856
0006: @141 =  0  ;; integer values
0050: gosub TAXIODD_868
0006: @83 =  0  ;; integer values
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false TAXIODD_832
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false TAXIODD_830
0006: @83 =  0  ;; integer values
0002: jump TAXIODD_831

:TAXIODD_830
0006: @83 =  1  ;; integer values

:TAXIODD_831
0002: jump TAXIODD_838

:TAXIODD_832
00D6: if  0
0039:   @141 ==  1  ;; integer values
004D: jump_if_false TAXIODD_837
0006: @83 =  1  ;; integer values
0002: jump TAXIODD_838

:TAXIODD_837
0006: @83 =  0  ;; integer values

:TAXIODD_838
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false TAXIODD_843
0A1A: unknown_action_sequence @88 "HIKER_POSE_L" "MISC"  4.0  0  0  0  1 -1 
0002: jump TAXIODD_844

:TAXIODD_843
0A1A: unknown_action_sequence @88 "HIKER_POSE" "MISC"  4.0  0  0  0  1 -1 

:TAXIODD_844
0051: return

:TAXIODD_845
0A1A: unknown_action_sequence @88 "ROADCROSS" "PED"  4.0  0  0  0  0  100 
0051: return

:TAXIODD_847
0006: @140 =  0  ;; integer values
0050: gosub TAXIODD_856
00D6: if  0
0039:   @140 ==  1  ;; integer values
004D: jump_if_false TAXIODD_854
05CA: unknown_action_sequence @88 @89 -2  2 
0002: jump TAXIODD_855

:TAXIODD_854
05CA: unknown_action_sequence @88 @89 -2  1 

:TAXIODD_855
0051: return

:TAXIODD_856
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  0
0025:   @81 > @80  ;; floating-point values  
004D: jump_if_false TAXIODD_866
0006: @140 =  0  ;; integer values
0002: jump TAXIODD_867

:TAXIODD_866
0006: @140 =  1  ;; integer values

:TAXIODD_867
0051: return

:TAXIODD_868
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  0
0025:   @81 > @80  ;; floating-point values  
004D: jump_if_false TAXIODD_878
0006: @141 =  1  ;; integer values
0002: jump TAXIODD_879

:TAXIODD_878
0006: @141 =  0  ;; integer values

:TAXIODD_879
0051: return

:TAXIODD_880
00D6: if  0
0039:   @132 ==  0  ;; integer values
004D: jump_if_false TAXIODD_884
0051: return

:TAXIODD_884
00D6: if  0
001D:   @47 > @104  ;; integer values  
004D: jump_if_false TAXIODD_891
0151: remove_status_text $8200
0006: @132 =  0  ;; integer values
0004: $8200 =  0  ;; integer values
0051: return

:TAXIODD_891
0227: @51 = car @89 health
00D6: if  0
001D:   @51 > @117  ;; integer values  
004D: jump_if_false TAXIODD_897
0085: @117 = @51  ;; integer values and handles
0002: jump TAXIODD_905

:TAXIODD_897
00D6: if  0
001D:   @117 > @51  ;; integer values  
004D: jump_if_false TAXIODD_905
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_905
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  0
001A:    0 > $8200  ;; integer values
004D: jump_if_false TAXIODD_917
0004: $8200 =  0  ;; integer values

:TAXIODD_917
0051: return

:TAXIODD_918
00D6: if  0
0118:   actor @88 dead
004D: jump_if_false TAXIODD_922
0051: return

:TAXIODD_922
0085: @112 = @113  ;; integer values and handles
0006: @113 =  0  ;; integer values
0006: @110 = -1  ;; integer values
0050: gosub TAXIODD_1010
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  0
001B:    200 > @111  ;; integer values
004D: jump_if_false TAXIODD_943
0002: jump TAXIODD_918

:TAXIODD_943
0085: @51 = @111  ;; integer values and handles
00D6: if  0
0038:   $8198 ==  0  ;; integer values
004D: jump_if_false TAXIODD_948
0012: @51 *=  100  ;; integer values 

:TAXIODD_948
00D6: if  0
0038:   $8198 ==  1  ;; integer values
004D: jump_if_false TAXIODD_952
0012: @51 *=  95  ;; integer values 

:TAXIODD_952
00D6: if  0
0038:   $8198 ==  2  ;; integer values
004D: jump_if_false TAXIODD_956
0012: @51 *=  80  ;; integer values 

:TAXIODD_956
00D6: if  0
0038:   $8198 ==  3  ;; integer values
004D: jump_if_false TAXIODD_960
0012: @51 *=  79  ;; integer values 

:TAXIODD_960
00D6: if  0
0038:   $8198 ==  4  ;; integer values
004D: jump_if_false TAXIODD_964
0012: @51 *=  78  ;; integer values 

:TAXIODD_964
00D6: if  0
0038:   $8198 ==  5  ;; integer values
004D: jump_if_false TAXIODD_968
0012: @51 *=  76  ;; integer values 

:TAXIODD_968
00D6: if  1
0018:   $8198 >  5  ;; integer values
002A:    10 >= $8198  ;; integer values
004D: jump_if_false TAXIODD_973
0012: @51 *=  75  ;; integer values 

:TAXIODD_973
00D6: if  1
0018:   $8198 >  10  ;; integer values
002A:    20 >= $8198  ;; integer values
004D: jump_if_false TAXIODD_978
0012: @51 *=  70  ;; integer values 

:TAXIODD_978
00D6: if  1
0018:   $8198 >  20  ;; integer values
002A:    50 >= $8198  ;; integer values
004D: jump_if_false TAXIODD_983
0012: @51 *=  65  ;; integer values 

:TAXIODD_983
00D6: if  0
0018:   $8198 >  50  ;; integer values
004D: jump_if_false TAXIODD_987
0012: @51 *=  60  ;; integer values 

:TAXIODD_987
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'
0006: @132 =  1  ;; integer values
00D6: if  0
075C:   marker @97 enabled
004D: jump_if_false TAXIODD_1008
0164: disable_marker @97

:TAXIODD_1008
018A: @97 = create_checkpoint_at @121 @122 @123
0051: return

:TAXIODD_1010
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LA'
004D: jump_if_false TAXIODD_1014
0050: gosub TAXIODD_1070

:TAXIODD_1014
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VE'
004D: jump_if_false TAXIODD_1018
0050: gosub TAXIODD_1266

:TAXIODD_1018
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SF'
004D: jump_if_false TAXIODD_1022
0050: gosub TAXIODD_1515

:TAXIODD_1022
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'RED'
004D: jump_if_false TAXIODD_1031
0209: @51 = random_int  0  2
0871: init_jump_table @51 total_jumps  2  0 TAXIODD_1031 jumps  0 TAXIODD_1027  1 TAXIODD_1029 -1 TAXIODD_1031 -1 TAXIODD_1031 -1 TAXIODD_1031 -1 TAXIODD_1031 -1 TAXIODD_1031 

:TAXIODD_1027
0050: gosub TAXIODD_1672
0002: jump TAXIODD_1031

:TAXIODD_1029
0050: gosub TAXIODD_1070
0002: jump TAXIODD_1031

:TAXIODD_1031
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'FLINTC'
004D: jump_if_false TAXIODD_1042
0209: @51 = random_int  0  3
0871: init_jump_table @51 total_jumps  3  0 TAXIODD_1042 jumps  0 TAXIODD_1036  1 TAXIODD_1038  2 TAXIODD_1040 -1 TAXIODD_1042 -1 TAXIODD_1042 -1 TAXIODD_1042 -1 TAXIODD_1042 

:TAXIODD_1036
0050: gosub TAXIODD_1681
0002: jump TAXIODD_1042

:TAXIODD_1038
0050: gosub TAXIODD_1070
0002: jump TAXIODD_1042

:TAXIODD_1040
0050: gosub TAXIODD_1515
0002: jump TAXIODD_1042

:TAXIODD_1042
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'WHET'
004D: jump_if_false TAXIODD_1051
0209: @51 = random_int  0  2
0871: init_jump_table @51 total_jumps  2  0 TAXIODD_1051 jumps  0 TAXIODD_1047  1 TAXIODD_1049 -1 TAXIODD_1051 -1 TAXIODD_1051 -1 TAXIODD_1051 -1 TAXIODD_1051 -1 TAXIODD_1051 

:TAXIODD_1047
0050: gosub TAXIODD_1690
0002: jump TAXIODD_1051

:TAXIODD_1049
0050: gosub TAXIODD_1515
0002: jump TAXIODD_1051

:TAXIODD_1051
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROBAD'
004D: jump_if_false TAXIODD_1060
0209: @51 = random_int  0  2
0871: init_jump_table @51 total_jumps  2  0 TAXIODD_1060 jumps  0 TAXIODD_1056  1 TAXIODD_1058 -1 TAXIODD_1060 -1 TAXIODD_1060 -1 TAXIODD_1060 -1 TAXIODD_1060 -1 TAXIODD_1060 

:TAXIODD_1056
0050: gosub TAXIODD_1699
0002: jump TAXIODD_1060

:TAXIODD_1058
0050: gosub TAXIODD_1515
0002: jump TAXIODD_1060

:TAXIODD_1060
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BONE'
004D: jump_if_false TAXIODD_1069
0209: @51 = random_int  0  2
0871: init_jump_table @51 total_jumps  2  0 TAXIODD_1069 jumps  0 TAXIODD_1065  1 TAXIODD_1067 -1 TAXIODD_1069 -1 TAXIODD_1069 -1 TAXIODD_1069 -1 TAXIODD_1069 -1 TAXIODD_1069 

:TAXIODD_1065
0050: gosub TAXIODD_1728
0002: jump TAXIODD_1069

:TAXIODD_1067
0050: gosub TAXIODD_1266
0002: jump TAXIODD_1069

:TAXIODD_1069
0051: return

:TAXIODD_1070
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1076
0085: @110 = @148  ;; integer values and handles
000A: @110 +=  1  ;; integer values
0002: jump TAXIODD_1077

:TAXIODD_1076
0209: @110 = random_int  1  35

:TAXIODD_1077
0871: init_jump_table @110 total_jumps  34  1 TAXIODD_1255 jumps  1 TAXIODD_1081  2 TAXIODD_1086  3 TAXIODD_1091  4 TAXIODD_1096  5 TAXIODD_1101  6 TAXIODD_1106  7 TAXIODD_1111 
0872: jump_table_jumps  8 TAXIODD_1116  9 TAXIODD_1121  10 TAXIODD_1126  11 TAXIODD_1131  12 TAXIODD_1136  13 TAXIODD_1141  14 TAXIODD_1146  15 TAXIODD_1151  16 TAXIODD_1156 
0872: jump_table_jumps  17 TAXIODD_1161  18 TAXIODD_1167  19 TAXIODD_1173  20 TAXIODD_1179  21 TAXIODD_1184  22 TAXIODD_1189  23 TAXIODD_1194  24 TAXIODD_1199  25 TAXIODD_1204 
0872: jump_table_jumps  26 TAXIODD_1209  27 TAXIODD_1214  28 TAXIODD_1219  29 TAXIODD_1224  30 TAXIODD_1230  31 TAXIODD_1235  32 TAXIODD_1240  33 TAXIODD_1245  34 TAXIODD_1250 

:TAXIODD_1081
00BC: text_highpriority 'TX_LS1'  5000 ms  1
0007: @121 =  2468.146  ;; floating-point values
0007: @122 = -1736.184  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1086
00BC: text_highpriority 'TX_LS2'  5000 ms  1
0007: @121 =  2794.0  ;; floating-point values
0007: @122 = -1828.0  ;; floating-point values
0007: @123 =  10.0  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1091
00BC: text_highpriority 'TX_LS3'  5000 ms  1
0007: @121 =  1884.193  ;; floating-point values
0007: @122 = -1257.521  ;; floating-point values
0007: @123 =  12.3984  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1096
00BC: text_highpriority 'TX_LS4'  5000 ms  1
0007: @121 =  2317.48  ;; floating-point values
0007: @122 = -1386.604  ;; floating-point values
0007: @123 =  22.8784  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1101
00BC: text_highpriority 'TX_LS5'  5000 ms  1
0007: @121 =  2237.76  ;; floating-point values
0007: @122 = -1304.165  ;; floating-point values
0007: @123 =  22.8488  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1106
00BC: text_highpriority 'TX_LS6'  5000 ms  1
0007: @121 =  2221.087  ;; floating-point values
0007: @122 = -1137.332  ;; floating-point values
0007: @123 =  24.625  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1111
00BC: text_highpriority 'TX_LS7'  5000 ms  1
0007: @121 =  2146.736  ;; floating-point values
0007: @122 = -1179.795  ;; floating-point values
0007: @123 =  22.8278  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1116
00BC: text_highpriority 'TX_LS8'  5000 ms  1
0007: @121 =  2075.558  ;; floating-point values
0007: @122 = -1202.793  ;; floating-point values
0007: @123 =  22.7571  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1121
00BC: text_highpriority 'TX_LS9'  5000 ms  1
0007: @121 =  2320.0  ;; floating-point values
0007: @122 = -1655.0  ;; floating-point values
0007: @123 =  14.0  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1126
00BC: text_highpriority 'TX_LS10'  5000 ms  1
0007: @121 =  2455.0  ;; floating-point values
0007: @122 = -1502.0  ;; floating-point values
0007: @123 =  24.0  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1131
00BC: text_highpriority 'TX_LS11'  5000 ms  1
0007: @121 =  2181.0  ;; floating-point values
0007: @122 = -1771.0  ;; floating-point values
0007: @123 =  13.0  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1136
00BC: text_highpriority 'TX_LS12'  5000 ms  1
0007: @121 =  2084.731  ;; floating-point values
0007: @122 = -1800.86  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1141
00BC: text_highpriority 'TX_LS13'  5000 ms  1
0007: @121 =  2078.015  ;; floating-point values
0007: @122 = -1791.589  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1146
00BC: text_highpriority 'TX_LS14'  5000 ms  1
0007: @121 =  2081.287  ;; floating-point values
0007: @122 = -1779.5  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1151
00BC: text_highpriority 'TX_LS15'  5000 ms  1
0007: @121 =  2418.542  ;; floating-point values
0007: @122 = -2085.119  ;; floating-point values
0007: @123 =  12.2928  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1156
00BC: text_highpriority 'TX_LS16'  5000 ms  1
0007: @121 =  1742.689  ;; floating-point values
0007: @122 = -1858.697  ;; floating-point values
0007: @123 =  12.4185  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1161
00BC: text_highpriority 'TX_LS17'  5000 ms  1
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_1265

:TAXIODD_1167
00BC: text_highpriority 'TX_LS18'  5000 ms  1
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_1265

:TAXIODD_1173
00BC: text_highpriority 'TX_LS19'  5000 ms  1
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_1265

:TAXIODD_1179
00BC: text_highpriority 'TX_LS20'  5000 ms  1
0007: @121 =  1532.789  ;; floating-point values
0007: @122 = -1675.442  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1184
00BC: text_highpriority 'TX_LS21'  5000 ms  1
0007: @121 =  1472.35  ;; floating-point values
0007: @122 = -1729.706  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1189
00BC: text_highpriority 'TX_LS22'  5000 ms  1
0007: @121 =  1855.419  ;; floating-point values
0007: @122 = -1383.273  ;; floating-point values
0007: @123 =  12.3984  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1194
00BC: text_highpriority 'TX_LS23'  5000 ms  1
0007: @121 =  2025.0  ;; floating-point values
0007: @122 = -1413.0  ;; floating-point values
0007: @123 =  17.0  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1199
00BC: text_highpriority 'TX_LS24'  5000 ms  1
0007: @121 =  1361.218  ;; floating-point values
0007: @122 = -1277.904  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1204
00BC: text_highpriority 'TX_LS25'  5000 ms  1
0007: @121 =  1192.0  ;; floating-point values
0007: @122 = -1324.0  ;; floating-point values
0007: @123 =  13.0  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1209
00BC: text_highpriority 'TX_LS26'  5000 ms  1
0007: @121 =  1031.066  ;; floating-point values
0007: @122 = -1329.704  ;; floating-point values
0007: @123 =  12.3861  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1214
00BC: text_highpriority 'TX_LS27'  5000 ms  1
0007: @121 =  814.0  ;; floating-point values
0007: @122 = -1330.0  ;; floating-point values
0007: @123 =  13.0  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1219
00BC: text_highpriority 'TX_LS28'  5000 ms  1
0007: @121 =  667.7637  ;; floating-point values
0007: @122 = -1265.69  ;; floating-point values
0007: @123 =  12.4687  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1224
00BC: text_highpriority 'TX_LS29'  5000 ms  1
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_1265

:TAXIODD_1230
00BC: text_highpriority 'TX_LS30'  5000 ms  1
0007: @121 =  152.5806  ;; floating-point values
0007: @122 = -1754.831  ;; floating-point values
0007: @123 =  3.9518  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1235
00BC: text_highpriority 'TX_LS31'  5000 ms  1
0007: @121 =  508.2797  ;; floating-point values
0007: @122 = -1358.598  ;; floating-point values
0007: @123 =  14.9532  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1240
00BC: text_highpriority 'TX_LS32'  5000 ms  1
0007: @121 =  1199.846  ;; floating-point values
0007: @122 = -933.0658  ;; floating-point values
0007: @123 =  41.7332  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1245
00BC: text_highpriority 'TX_LS33'  5000 ms  1
0007: @121 =  816.2869  ;; floating-point values
0007: @122 = -1630.762  ;; floating-point values
0007: @123 =  12.3906  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1250
00BC: text_highpriority 'TX_LS34'  5000 ms  1
0007: @121 =  1311.97  ;; floating-point values
0007: @122 = -1712.289  ;; floating-point values
0007: @123 =  12.3906  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1255
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1259
0006: @110 =  0  ;; integer values

:TAXIODD_1259
0662: write_debug_message "UNKNOWN_LOS_SANTOS_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_LS1'  5000 ms  1
0007: @121 =  2468.146  ;; floating-point values
0007: @122 = -1736.184  ;; floating-point values
0007: @123 =  12.3828  ;; floating-point values
0002: jump TAXIODD_1265

:TAXIODD_1265
0051: return

:TAXIODD_1266
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1272
0085: @110 = @148  ;; integer values and handles
000A: @110 +=  1  ;; integer values
0002: jump TAXIODD_1273

:TAXIODD_1272
0209: @110 = random_int  1  46

:TAXIODD_1273
0871: init_jump_table @110 total_jumps  45  1 TAXIODD_1504 jumps  1 TAXIODD_1279  2 TAXIODD_1284  3 TAXIODD_1289  4 TAXIODD_1294  5 TAXIODD_1299  6 TAXIODD_1304  7 TAXIODD_1309 
0872: jump_table_jumps  8 TAXIODD_1314  9 TAXIODD_1319  10 TAXIODD_1324  11 TAXIODD_1329  12 TAXIODD_1334  13 TAXIODD_1339  14 TAXIODD_1344  15 TAXIODD_1349  16 TAXIODD_1354 
0872: jump_table_jumps  17 TAXIODD_1359  18 TAXIODD_1364  19 TAXIODD_1369  20 TAXIODD_1374  21 TAXIODD_1379  22 TAXIODD_1384  23 TAXIODD_1389  24 TAXIODD_1394  25 TAXIODD_1399 
0872: jump_table_jumps  26 TAXIODD_1404  27 TAXIODD_1409  28 TAXIODD_1414  29 TAXIODD_1419  30 TAXIODD_1424  31 TAXIODD_1429  32 TAXIODD_1434  33 TAXIODD_1439  34 TAXIODD_1444 
0872: jump_table_jumps  35 TAXIODD_1449  36 TAXIODD_1454  37 TAXIODD_1459  38 TAXIODD_1464  39 TAXIODD_1469  40 TAXIODD_1474  41 TAXIODD_1479  42 TAXIODD_1484  43 TAXIODD_1489 
0872: jump_table_jumps  44 TAXIODD_1494  45 TAXIODD_1499 -1 TAXIODD_1514 -1 TAXIODD_1514 -1 TAXIODD_1514 -1 TAXIODD_1514 -1 TAXIODD_1514 -1 TAXIODD_1514 -1 TAXIODD_1514 

:TAXIODD_1279
00BC: text_highpriority 'TX_VE1'  5000 ms  1
0007: @121 =  2491.378  ;; floating-point values
0007: @122 =  2773.608  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1284
00BC: text_highpriority 'TX_VE2'  5000 ms  1
0007: @121 =  2899.211  ;; floating-point values
0007: @122 =  2435.624  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1289
00BC: text_highpriority 'TX_VE3'  5000 ms  1
0007: @121 =  2220.495  ;; floating-point values
0007: @122 =  1838.497  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1294
00BC: text_highpriority 'TX_VE4'  5000 ms  1
0007: @121 =  2246.202  ;; floating-point values
0007: @122 =  1896.591  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1299
00BC: text_highpriority 'TX_VE5'  5000 ms  1
0007: @121 =  2127.307  ;; floating-point values
0007: @122 =  2355.785  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1304
00BC: text_highpriority 'TX_VE6'  5000 ms  1
0007: @121 =  2289.589  ;; floating-point values
0007: @122 =  2415.939  ;; floating-point values
0007: @123 =  9.7773  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1309
00BC: text_highpriority 'TX_VE7'  5000 ms  1
0007: @121 =  2636.223  ;; floating-point values
0007: @122 =  2344.803  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1314
00BC: text_highpriority 'TX_VE8'  5000 ms  1
0007: @121 =  1439.0  ;; floating-point values
0007: @122 =  754.0  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1319
00BC: text_highpriority 'TX_VE9'  5000 ms  1
0007: @121 =  1095.618  ;; floating-point values
0007: @122 =  1375.292  ;; floating-point values
0007: @123 =  9.7977  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1324
00BC: text_highpriority 'TX_VE10'  5000 ms  1
0007: @121 =  1162.077  ;; floating-point values
0007: @122 =  1124.441  ;; floating-point values
0007: @123 =  9.8125  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1329
00BC: text_highpriority 'TX_VE11'  5000 ms  1
0007: @121 =  1710.624  ;; floating-point values
0007: @122 =  1448.153  ;; floating-point values
0007: @123 =  9.6643  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1334
00BC: text_highpriority 'TX_VE12'  5000 ms  1
0007: @121 =  2490.384  ;; floating-point values
0007: @122 =  2771.702  ;; floating-point values
0007: @123 =  9.7964  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1339
00BC: text_highpriority 'TX_VE13'  5000 ms  1
0007: @121 =  1465.187  ;; floating-point values
0007: @122 =  2773.965  ;; floating-point values
0007: @123 =  9.6875  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1344
00BC: text_highpriority 'TX_VE14'  5000 ms  1
0007: @121 =  1436.145  ;; floating-point values
0007: @122 =  2670.385  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1349
00BC: text_highpriority 'TX_VE15'  5000 ms  1
0007: @121 =  1486.472  ;; floating-point values
0007: @122 =  2257.945  ;; floating-point values
0007: @123 =  9.8128  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1354
00BC: text_highpriority 'TX_VE16'  5000 ms  1
0007: @121 =  1694.188  ;; floating-point values
0007: @122 =  2200.378  ;; floating-point values
0007: @123 =  9.8203  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1359
00BC: text_highpriority 'TX_VE17'  5000 ms  1
0007: @121 =  1744.656  ;; floating-point values
0007: @122 =  2055.81  ;; floating-point values
0007: @123 =  9.7309  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1364
00BC: text_highpriority 'TX_VE18'  5000 ms  1
0007: @121 =  1840.554  ;; floating-point values
0007: @122 =  2169.654  ;; floating-point values
0007: @123 =  9.801  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1369
00BC: text_highpriority 'TX_VE19'  5000 ms  1
0007: @121 =  1928.357  ;; floating-point values
0007: @122 =  2434.31  ;; floating-point values
0007: @123 =  9.813  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1374
00BC: text_highpriority 'TX_VE20'  5000 ms  1
0007: @121 =  2424.122  ;; floating-point values
0007: @122 =  2315.745  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1379
00BC: text_highpriority 'TX_VE21'  5000 ms  1
0007: @121 =  2431.154  ;; floating-point values
0007: @122 =  2375.061  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1384
00BC: text_highpriority 'TX_VE22'  5000 ms  1
0007: @121 =  2370.298  ;; floating-point values
0007: @122 =  2467.925  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1389
00BC: text_highpriority 'TX_VE23'  5000 ms  1
0007: @121 =  2272.043  ;; floating-point values
0007: @122 =  2286.755  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1394
00BC: text_highpriority 'TX_VE24'  5000 ms  1
0007: @121 =  2324.513  ;; floating-point values
0007: @122 =  2155.099  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1399
00BC: text_highpriority 'TX_VE25'  5000 ms  1
0007: @121 =  2508.472  ;; floating-point values
0007: @122 =  2131.204  ;; floating-point values
0007: @123 =  9.8125  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1404
00BC: text_highpriority 'TX_VE26'  5000 ms  1
0007: @121 =  2530.914  ;; floating-point values
0007: @122 =  2083.355  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1409
00BC: text_highpriority 'TX_VE27'  5000 ms  1
0007: @121 =  2546.51  ;; floating-point values
0007: @122 =  1968.607  ;; floating-point values
0007: @123 =  9.8125  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1414
00BC: text_highpriority 'TX_VE28'  5000 ms  1
0007: @121 =  2530.78  ;; floating-point values
0007: @122 =  1821.228  ;; floating-point values
0007: @123 =  9.8129  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1419
00BC: text_highpriority 'TX_VE29'  5000 ms  1
0007: @121 =  2360.312  ;; floating-point values
0007: @122 =  2071.996  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1424
00BC: text_highpriority 'TX_VE30'  5000 ms  1
0007: @121 =  2035.456  ;; floating-point values
0007: @122 =  1912.279  ;; floating-point values
0007: @123 =  11.1768  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1429
00BC: text_highpriority 'TX_VE31'  5000 ms  1
0007: @121 =  2078.414  ;; floating-point values
0007: @122 =  2041.116  ;; floating-point values
0007: @123 =  9.8203  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1434
00BC: text_highpriority 'TX_VE32'  5000 ms  1
0007: @121 =  2159.09  ;; floating-point values
0007: @122 =  1678.112  ;; floating-point values
0007: @123 =  9.6953  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1439
00BC: text_highpriority 'TX_VE33'  5000 ms  1
0007: @121 =  2028.496  ;; floating-point values
0007: @122 =  1711.744  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1444
00BC: text_highpriority 'TX_VE34'  5000 ms  1
0007: @121 =  2076.406  ;; floating-point values
0007: @122 =  1519.038  ;; floating-point values
0007: @123 =  9.6875  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1449
00BC: text_highpriority 'TX_VE35'  5000 ms  1
0007: @121 =  2040.251  ;; floating-point values
0007: @122 =  1342.89  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1454
00BC: text_highpriority 'TX_VE36'  5000 ms  1
0007: @121 =  2230.47  ;; floating-point values
0007: @122 =  1284.891  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1459
00BC: text_highpriority 'TX_VE37'  5000 ms  1
0007: @121 =  2074.51  ;; floating-point values
0007: @122 =  1162.832  ;; floating-point values
0007: @123 =  9.6875  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1464
00BC: text_highpriority 'TX_VE38'  5000 ms  1
0007: @121 =  2039.257  ;; floating-point values
0007: @122 =  1174.172  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1469
00BC: text_highpriority 'TX_VE39'  5000 ms  1
0007: @121 =  2040.284  ;; floating-point values
0007: @122 =  1005.619  ;; floating-point values
0007: @123 =  9.6645  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1474
00BC: text_highpriority 'TX_VE40'  5000 ms  1
0007: @121 =  1608.522  ;; floating-point values
0007: @122 =  1827.752  ;; floating-point values
0007: @123 =  9.8281  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1479
00BC: text_highpriority 'TX_VE41'  5000 ms  1
0007: @121 =  2483.514  ;; floating-point values
0007: @122 =  922.5383  ;; floating-point values
0007: @123 =  9.8203  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1484
00BC: text_highpriority 'TX_VE42'  5000 ms  1
0007: @121 =  2544.668  ;; floating-point values
0007: @122 =  1016.168  ;; floating-point values
0007: @123 =  9.7593  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1489
00BC: text_highpriority 'TX_VE43'  5000 ms  1
0007: @121 =  2491.765  ;; floating-point values
0007: @122 =  1533.687  ;; floating-point values
0007: @123 =  9.6875  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1494
00BC: text_highpriority 'TX_VE44'  5000 ms  1
0007: @121 =  2828.649  ;; floating-point values
0007: @122 =  1292.268  ;; floating-point values
0007: @123 =  9.8281  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1499
00BC: text_highpriority 'TX_VE45'  5000 ms  1
0007: @121 =  2524.493  ;; floating-point values
0007: @122 =  2297.584  ;; floating-point values
0007: @123 =  9.6797  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1504
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1508
0006: @110 =  0  ;; integer values

:TAXIODD_1508
0662: write_debug_message "UNKNOWN_LAS_VENTURAS_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_VE1'  5000 ms  1
0007: @121 =  2491.378  ;; floating-point values
0007: @122 =  2773.608  ;; floating-point values
0007: @123 =  9.764  ;; floating-point values
0002: jump TAXIODD_1514

:TAXIODD_1514
0051: return

:TAXIODD_1515
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1521
0085: @110 = @148  ;; integer values and handles
000A: @110 +=  1  ;; integer values
0002: jump TAXIODD_1522

:TAXIODD_1521
0209: @110 = random_int  1  28

:TAXIODD_1522
0871: init_jump_table @110 total_jumps  27  1 TAXIODD_1661 jumps  1 TAXIODD_1526  2 TAXIODD_1531  3 TAXIODD_1536  4 TAXIODD_1541  5 TAXIODD_1546  6 TAXIODD_1551  7 TAXIODD_1556 
0872: jump_table_jumps  8 TAXIODD_1561  9 TAXIODD_1566  10 TAXIODD_1571  11 TAXIODD_1576  12 TAXIODD_1581  13 TAXIODD_1586  14 TAXIODD_1591  15 TAXIODD_1596  16 TAXIODD_1601 
0872: jump_table_jumps  17 TAXIODD_1606  18 TAXIODD_1611  19 TAXIODD_1616  20 TAXIODD_1621  21 TAXIODD_1626  22 TAXIODD_1631  23 TAXIODD_1636  24 TAXIODD_1641  25 TAXIODD_1646 
0872: jump_table_jumps  26 TAXIODD_1651  27 TAXIODD_1656 -1 TAXIODD_1671 -1 TAXIODD_1671 -1 TAXIODD_1671 -1 TAXIODD_1671 -1 TAXIODD_1671 -1 TAXIODD_1671 -1 TAXIODD_1671 

:TAXIODD_1526
00BC: text_highpriority 'TX_SF1'  5000 ms  1
0007: @121 = -1974.876  ;; floating-point values
0007: @122 =  486.737  ;; floating-point values
0007: @123 =  30.371  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1531
00BC: text_highpriority 'TX_SF2'  5000 ms  1
0007: @121 = -2044.419  ;; floating-point values
0007: @122 =  500.771  ;; floating-point values
0007: @123 =  35.176  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1536
00BC: text_highpriority 'TX_SF3'  5000 ms  1
0007: @121 = -2150.581  ;; floating-point values
0007: @122 =  251.624  ;; floating-point values
0007: @123 =  35.176  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1541
00BC: text_highpriority 'TX_SF4'  5000 ms  1
0007: @121 = -1988.513  ;; floating-point values
0007: @122 =  138.31  ;; floating-point values
0007: @123 =  27.857  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1546
00BC: text_highpriority 'TX_SF5'  5000 ms  1
0007: @121 = -2216.399  ;; floating-point values
0007: @122 = -297.305  ;; floating-point values
0007: @123 =  35.202  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1551
00BC: text_highpriority 'TX_SF6'  5000 ms  1
0007: @121 = -2726.428  ;; floating-point values
0007: @122 = -310.5865  ;; floating-point values
0007: @123 =  6.0313  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1556
00BC: text_highpriority 'TX_SF7'  5000 ms  1
0007: @121 = -2704.649  ;; floating-point values
0007: @122 = -3.5644  ;; floating-point values
0007: @123 =  3.1953  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1561
00BC: text_highpriority 'TX_SF8'  5000 ms  1
0007: @121 = -2708.997  ;; floating-point values
0007: @122 =  127.501  ;; floating-point values
0007: @123 =  4.584  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1566
00BC: text_highpriority 'TX_SF9'  5000 ms  1
0007: @121 = -2751.905  ;; floating-point values
0007: @122 =  376.781  ;; floating-point values
0007: @123 =  4.584  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1571
00BC: text_highpriority 'TX_SF10'  5000 ms  1
0007: @121 = -2415.75  ;; floating-point values
0007: @122 =  330.9614  ;; floating-point values
0007: @123 =  33.9765  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1576
00BC: text_highpriority 'TX_SF11'  5000 ms  1
0007: @121 = -2454.926  ;; floating-point values
0007: @122 =  138.9312  ;; floating-point values
0007: @123 =  33.9765  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1581
00BC: text_highpriority 'TX_SF12'  5000 ms  1
0007: @121 = -2499.214  ;; floating-point values
0007: @122 = -16.6149  ;; floating-point values
0007: @123 =  24.6094  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1586
00BC: text_highpriority 'TX_SF13'  5000 ms  1
0007: @121 = -2431.735  ;; floating-point values
0007: @122 = -198.9205  ;; floating-point values
0007: @123 =  34.1563  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1591
00BC: text_highpriority 'TX_SF14'  5000 ms  1
0007: @121 = -1815.151  ;; floating-point values
0007: @122 =  597.754  ;; floating-point values
0007: @123 =  38.528  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1596
00BC: text_highpriority 'TX_SF15'  5000 ms  1
0007: @121 = -1530.776  ;; floating-point values
0007: @122 =  487.201  ;; floating-point values
0007: @123 =  9.44  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1601
00BC: text_highpriority 'TX_SF16'  5000 ms  1
0007: @121 = -1745.08  ;; floating-point values
0007: @122 =  27.759  ;; floating-point values
0007: @123 =  5.452  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1606
00BC: text_highpriority 'TX_SF17'  5000 ms  1
0007: @121 = -1414.557  ;; floating-point values
0007: @122 = -301.347  ;; floating-point values
0007: @123 =  14.637  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1611
00BC: text_highpriority 'TX_SF18'  5000 ms  1
0007: @121 = -2618.467  ;; floating-point values
0007: @122 =  1432.752  ;; floating-point values
0007: @123 =  6.1016  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1616
00BC: text_highpriority 'TX_SF19'  5000 ms  1
0007: @121 = -1904.765  ;; floating-point values
0007: @122 =  882.7293  ;; floating-point values
0007: @123 =  34.0156  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1621
00BC: text_highpriority 'TX_SF20'  5000 ms  1
0007: @121 = -2134.729  ;; floating-point values
0007: @122 =  919.0828  ;; floating-point values
0007: @123 =  78.8438  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1626
00BC: text_highpriority 'TX_SF21'  5000 ms  1
0007: @121 = -2361.836  ;; floating-point values
0007: @122 =  993.0967  ;; floating-point values
0007: @123 =  49.6875  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1631
00BC: text_highpriority 'TX_SF22'  5000 ms  1
0007: @121 = -2753.69  ;; floating-point values
0007: @122 =  779.9389  ;; floating-point values
0007: @123 =  53.2422  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1636
00BC: text_highpriority 'TX_SF23'  5000 ms  1
0007: @121 = -1714.717  ;; floating-point values
0007: @122 =  1332.564  ;; floating-point values
0007: @123 =  6.0391  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1641
00BC: text_highpriority 'TX_SF24'  5000 ms  1
0007: @121 = -2251.033  ;; floating-point values
0007: @122 =  717.7971  ;; floating-point values
0007: @123 =  48.2969  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1646
00BC: text_highpriority 'TX_SF25'  5000 ms  1
0007: @121 = -1807.813  ;; floating-point values
0007: @122 =  936.0701  ;; floating-point values
0007: @123 =  23.75  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1651
00BC: text_highpriority 'TX_SF26'  5000 ms  1
0007: @121 = -1969.205  ;; floating-point values
0007: @122 =  1115.312  ;; floating-point values
0007: @123 =  52.6942  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1656
00BC: text_highpriority 'TX_SF27'  5000 ms  1
0007: @121 = -2540.593  ;; floating-point values
0007: @122 =  1222.188  ;; floating-point values
0007: @123 =  36.4283  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1661
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1665
0006: @110 =  0  ;; integer values

:TAXIODD_1665
0662: write_debug_message "UNKNOWN_SAN_FIERRO_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_SF1'  5000 ms  1
0007: @121 = -1974.876  ;; floating-point values
0007: @122 =  486.737  ;; floating-point values
0007: @123 =  30.371  ;; floating-point values
0002: jump TAXIODD_1671

:TAXIODD_1671
0051: return

:TAXIODD_1672
0662: write_debug_message "NO_RED_COUNTY_DESTINATIONS_YET" 
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1678
0006: @110 =  0  ;; integer values
0002: jump TAXIODD_1680

:TAXIODD_1678
0662: write_debug_message "CHOOSING_LOS_SANTOS" 
0050: gosub TAXIODD_1070

:TAXIODD_1680
0051: return

:TAXIODD_1681
0662: write_debug_message "NO_FLINT_COUNTY_DESTINATIONS_YET" 
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1687
0006: @110 =  0  ;; integer values
0002: jump TAXIODD_1689

:TAXIODD_1687
0662: write_debug_message "CHOOSING_SAN_FIERRO" 
0050: gosub TAXIODD_1515

:TAXIODD_1689
0051: return

:TAXIODD_1690
0662: write_debug_message "NO_WHETSTONE_DESTINATIONS_YET" 
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1696
0006: @110 =  0  ;; integer values
0002: jump TAXIODD_1698

:TAXIODD_1696
0662: write_debug_message "CHOOSING_SAN_FIERRO" 
0050: gosub TAXIODD_1515

:TAXIODD_1698
0051: return

:TAXIODD_1699
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1705
0085: @110 = @148  ;; integer values and handles
000A: @110 +=  1  ;; integer values
0002: jump TAXIODD_1706

:TAXIODD_1705
0209: @110 = random_int  1  3

:TAXIODD_1706
0871: init_jump_table @110 total_jumps  2  1 TAXIODD_1717 jumps  1 TAXIODD_1707  2 TAXIODD_1712 -1 TAXIODD_1727 -1 TAXIODD_1727 -1 TAXIODD_1727 -1 TAXIODD_1727 -1 TAXIODD_1727 

:TAXIODD_1707
00BC: text_highpriority 'TX_TR1'  5000 ms  1
0007: @121 = -1934.078  ;; floating-point values
0007: @122 =  2382.762  ;; floating-point values
0007: @123 =  48.5  ;; floating-point values
0002: jump TAXIODD_1727

:TAXIODD_1712
00BC: text_highpriority 'TX_TR2'  5000 ms  1
0007: @121 = -846.9434  ;; floating-point values
0007: @122 =  1528.154  ;; floating-point values
0007: @123 =  20.551  ;; floating-point values
0002: jump TAXIODD_1727

:TAXIODD_1717
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1721
0006: @110 =  0  ;; integer values

:TAXIODD_1721
0662: write_debug_message "UNKNOWN_TIERRA_ROBADA_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_TR1'  5000 ms  1
0007: @121 = -1934.078  ;; floating-point values
0007: @122 =  2382.762  ;; floating-point values
0007: @123 =  48.5  ;; floating-point values
0002: jump TAXIODD_1727

:TAXIODD_1727
0051: return

:TAXIODD_1728
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1734
0085: @110 = @148  ;; integer values and handles
000A: @110 +=  1  ;; integer values
0002: jump TAXIODD_1735

:TAXIODD_1734
0209: @110 = random_int  1  6

:TAXIODD_1735
0871: init_jump_table @110 total_jumps  5  1 TAXIODD_1761 jumps  1 TAXIODD_1736  2 TAXIODD_1741  3 TAXIODD_1746  4 TAXIODD_1751  5 TAXIODD_1756 -1 TAXIODD_1771 -1 TAXIODD_1771 

:TAXIODD_1736
00BC: text_highpriority 'TX_BC1'  5000 ms  1
0007: @121 =  689.646  ;; floating-point values
0007: @122 =  1943.252  ;; floating-point values
0007: @123 =  4.539  ;; floating-point values
0002: jump TAXIODD_1771

:TAXIODD_1741
00BC: text_highpriority 'TX_BC2'  5000 ms  1
0007: @121 = -904.3732  ;; floating-point values
0007: @122 =  2007.643  ;; floating-point values
0007: @123 =  59.9141  ;; floating-point values
0002: jump TAXIODD_1771

:TAXIODD_1746
00BC: text_highpriority 'TX_BC3'  5000 ms  1
0007: @121 =  392.0225  ;; floating-point values
0007: @122 =  2547.806  ;; floating-point values
0007: @123 =  15.5568  ;; floating-point values
0002: jump TAXIODD_1771

:TAXIODD_1751
00BC: text_highpriority 'TX_BC4'  5000 ms  1
0007: @121 =  832.8276  ;; floating-point values
0007: @122 =  1705.428  ;; floating-point values
0007: @123 =  4.8587  ;; floating-point values
0002: jump TAXIODD_1771

:TAXIODD_1756
00BC: text_highpriority 'TX_BC5'  5000 ms  1
0007: @121 = -84.9834  ;; floating-point values
0007: @122 =  1358.616  ;; floating-point values
0007: @123 =  9.3644  ;; floating-point values
0002: jump TAXIODD_1771

:TAXIODD_1761
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1765
0006: @110 =  0  ;; integer values

:TAXIODD_1765
0662: write_debug_message "UNKNOWN_BONE_COUNTY_TAXI_DESTINATION" 
00BC: text_highpriority 'TX_BC1'  5000 ms  1
0007: @121 =  689.646  ;; floating-point values
0007: @122 =  1943.252  ;; floating-point values
0007: @123 =  4.539  ;; floating-point values
0002: jump TAXIODD_1771

:TAXIODD_1771
0051: return

:TAXIODD_1772
00D6: if  0
0736:  32 
004D: jump_if_false TAXIODD_1781
000A: @48 +=  1  ;; integer values
00D6: if  0
0019:   @48 >  2  ;; integer values
004D: jump_if_false TAXIODD_1780
0006: @48 =  0  ;; integer values

:TAXIODD_1780
086A: (unknown)

:TAXIODD_1781
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1797
008A: $8202 = @38  ;; integer values and handles
008A: $8203 = @39  ;; integer values and handles
008A: $8204 = @47  ;; integer values and handles
0084: $8205 = $180  ;; 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" 
065D: $8203 "M_GOALS" 
065D: $8206 "CLEANUP_TESTING" 
065D: $8204 "M_MISSION_TIMER" 
065D: $8205 "TOTAL_TAXI_PASSED" 

:TAXIODD_1797
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false TAXIODD_1800

:TAXIODD_1800
00D6: if  0
0736:  98 
004D: jump_if_false TAXIODD_1804
0006: @40 =  1  ;; integer values

:TAXIODD_1804
00D6: if  0
0736:  80 
004D: jump_if_false TAXIODD_1815
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1813
0006: @41 =  1  ;; integer values
0662: write_debug_message "LEVEL_PAUSED" 
0002: jump TAXIODD_1815

:TAXIODD_1813
0006: @41 =  0  ;; integer values
0662: write_debug_message "LEVEL_UNPAUSED" 

:TAXIODD_1815
0051: return

:TAXIODD_1816
00D6: if  0
8736:   NOT  74 
004D: jump_if_false TAXIODD_1820
0051: return

:TAXIODD_1820
00D6: if  0
0039:   @38 ==  2  ;; integer values
004D: jump_if_false TAXIODD_1826
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_1826
0051: return

:TAXIODD_1827
0006: @147 =  0  ;; integer values
0006: @148 =  0  ;; integer values

:TAXIODD_1829
0006: @110 =  0  ;; integer values
0871: init_jump_table @147 total_jumps  8  1 TAXIODD_1880 jumps  0 TAXIODD_1832  1 TAXIODD_1838  2 TAXIODD_1844  3 TAXIODD_1850  4 TAXIODD_1856  5 TAXIODD_1862  6 TAXIODD_1868 
0872: jump_table_jumps  7 TAXIODD_1874 -1 TAXIODD_1881 -1 TAXIODD_1881 -1 TAXIODD_1881 -1 TAXIODD_1881 -1 TAXIODD_1881 -1 TAXIODD_1881 -1 TAXIODD_1881 -1 TAXIODD_1881 

:TAXIODD_1832
0050: gosub TAXIODD_1070
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1837
0662: write_debug_message "LOS_SANTOS" 

:TAXIODD_1837
0002: jump TAXIODD_1881

:TAXIODD_1838
0050: gosub TAXIODD_1266
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1843
0662: write_debug_message "LAS_VENTURAS" 

:TAXIODD_1843
0002: jump TAXIODD_1881

:TAXIODD_1844
0050: gosub TAXIODD_1515
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1849
0662: write_debug_message "SAN_FIERRO" 

:TAXIODD_1849
0002: jump TAXIODD_1881

:TAXIODD_1850
0050: gosub TAXIODD_1672
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1855
0662: write_debug_message "RED_COUNTY" 

:TAXIODD_1855
0002: jump TAXIODD_1881

:TAXIODD_1856
0050: gosub TAXIODD_1681
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1861
0662: write_debug_message "FLINT_COUNTY" 

:TAXIODD_1861
0002: jump TAXIODD_1881

:TAXIODD_1862
0050: gosub TAXIODD_1690
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1867
0662: write_debug_message "WHETSTONE" 

:TAXIODD_1867
0002: jump TAXIODD_1881

:TAXIODD_1868
0050: gosub TAXIODD_1699
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1873
0662: write_debug_message "TIERRA_ROBADA" 

:TAXIODD_1873
0002: jump TAXIODD_1881

:TAXIODD_1874
0050: gosub TAXIODD_1728
00D6: if  0
8039:   NOT   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1879
0662: write_debug_message "BONE_COUNTY" 

:TAXIODD_1879
0002: jump TAXIODD_1881

:TAXIODD_1880
0006: @147 = -1  ;; integer values

:TAXIODD_1881
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1888
0001: wait  0 ms
000A: @147 +=  1  ;; integer values
0006: @148 =  0  ;; integer values
0002: jump TAXIODD_1829

:TAXIODD_1888
0663: write_debug_intvar "J_A_D___ID" @110 

:TAXIODD_1889
00D6: if  0
8736:   NOT  74 
004D: jump_if_false TAXIODD_1904
00D6: if  0
0736:  65 
004D: jump_if_false TAXIODD_1897
000A: @147 +=  1  ;; integer values
0002: jump TAXIODD_1829

:TAXIODD_1897
00D6: if  0
0736:  68 
004D: jump_if_false TAXIODD_1902
000A: @148 +=  1  ;; integer values
0002: jump TAXIODD_1829

:TAXIODD_1902
0001: wait  0 ms
0002: jump TAXIODD_1889

:TAXIODD_1904
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TAXIODD_1909
018A: @97 = create_checkpoint_at @121 @122 @123
00A1: put_actor $PLAYER_ACTOR at @121 @122 @123

:TAXIODD_1909
000A: @148 +=  1  ;; integer values
0662: write_debug_message "PRESS_N_FOR_NEXT_FARE" 

:TAXIODD_1911
00D6: if  0
8736:   NOT  78 
004D: jump_if_false TAXIODD_1916
0001: wait  0 ms
0002: jump TAXIODD_1911

:TAXIODD_1916
0164: disable_marker @97
0001: wait  0 ms
0002: jump TAXIODD_1829
0051: return

:TAXIODD_1920
000A: @43 +=  1  ;; integer values
00D6: if  0
0019:   @43 >  9  ;; integer values
004D: jump_if_false TAXIODD_1925
0006: @43 =  0  ;; integer values

:TAXIODD_1925
0051: return

:TAXIODD_1926
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_1932
000A: @38 +=  1  ;; integer values
0006: @39 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:TAXIODD_1937
0006: @38 =  1  ;; integer values
0006: @39 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
0051: return

:TAXIODD_1942
0051: return

:TAXIODD_1943
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TAXIODD_1948
0001: wait  0 ms
0002: jump TAXIODD_1943

:TAXIODD_1948
0050: gosub TAXIODD_1968
0050: gosub TAXIODD_1976
00D6: if  0
0038:   $183 ==  0  ;; integer values
004D: jump_if_false TAXIODD_1955
03E5: text_box 'TX_H1'
0004: $183 =  1  ;; integer values

:TAXIODD_1955
0050: gosub TAXIODD_414
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 (number) 'TX_TOTL'
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_1932
0051: return

:TAXIODD_1968
0247: request_model #CR_AMMOBOX
038B: load_requested_models

:TAXIODD_1970
00D6: if  0
8248:   NOT   model #CR_AMMOBOX available
004D: jump_if_false TAXIODD_1975
0001: wait  0 ms
0002: jump TAXIODD_1970

:TAXIODD_1975
0051: return

:TAXIODD_1976
04ED: load_animation "MISC"

:TAXIODD_1977
00D6: if  0
84EE:   NOT   animation "MISC" loaded
004D: jump_if_false TAXIODD_1982
0001: wait  0 ms
0002: jump TAXIODD_1977

:TAXIODD_1982
0051: return

:TAXIODD_1983
00D6: if  0
0039:   @132 ==  1  ;; integer values
004D: jump_if_false TAXIODD_1989
0085: @51 = @111  ;; integer values and handles
0016: @51 /=  16  ;; integer values 
0002: jump TAXIODD_1991

:TAXIODD_1989
0085: @51 = @111  ;; integer values and handles
0016: @51 /=  40  ;; integer values 

:TAXIODD_1991
0085: @52 = @51  ;; integer values and handles
0109: player $PLAYER_CHAR money += @51
01E3: text_1number_styled 'TX_PAY' @51  6000 ms  6
018C: play_sound  1058 at  0.0  0.0  0.0
005A: @109 += @51  ;; integer values 
0008: $8198 +=  1  ;; integer values
0008: $180 +=  1  ;; integer values
0006: @142 =  0  ;; integer values
00D6: if  0
003C:   $8198 == @114  ;; integer values 
004D: jump_if_false TAXIODD_2009
036D: text_2numbers_styled 'TX_SEQ' $8198 @115  5000 ms  5
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_2009
00D6: if  1
0038:   $1491 ==  0  ;; integer values
0018:   $180 >  49  ;; integer values
004D: jump_if_false TAXIODD_2024
0595: (unknown)
030C: set_mission_points +=  1
0394: play_music  2
00BA: text_styled 'TX_DONE'  5000 ms  5
00BC: text_highpriority 'TX_NTRO'  7000 ms  1
0006: @144 =  1  ;; integer values
0085: @106 = @47  ;; integer values and handles
000A: @106 +=  7000  ;; integer values
0572: set_taxi_boost_jump  1
0004: $1491 =  1  ;; integer values
0002: jump TAXIODD_2042

:TAXIODD_2024
00D6: if  0
0018:   $8200 >  0  ;; integer values
004D: jump_if_false TAXIODD_2035
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false TAXIODD_2032
00BA: text_styled 'TX_FAST'  5000 ms  4
0002: jump TAXIODD_2033

:TAXIODD_2032
00BA: text_styled 'TX_FAST'  5000 ms  5

:TAXIODD_2033
0947: @88  226 @116 
0002: jump TAXIODD_2042

:TAXIODD_2035
00D6: if  0
0039:   @142 ==  1  ;; integer values
004D: jump_if_false TAXIODD_2040
00BA: text_styled 'TX_WIN'  5000 ms  4
0002: jump TAXIODD_2041

:TAXIODD_2040
00BA: text_styled 'TX_WIN'  5000 ms  5

:TAXIODD_2041
0947: @88  225 @116 

:TAXIODD_2042
0A10:  150  1 
0A10:  149 @52 
0051: return

:TAXIODD_2045
0008: $8199 +=  10000  ;; integer values
0151: remove_status_text $8200
0006: @132 =  0  ;; integer values
0006: @125 =  0  ;; integer values
0050: gosub TAXIODD_1937
0051: return

:TAXIODD_2051
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false TAXIODD_2056
01C2: remove_references_to_actor @88  ;; Like turning an actor into a random pedestrian
000E: @146 -=  1  ;; integer values

:TAXIODD_2056
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_1937
0051: return

:TAXIODD_2063
00BA: text_styled 'TX_END'  5000 ms  5
01E3: text_1number_styled 'TX_PAY' @109  6000 ms  6
03EB: clear_small_messages_only
0871: init_jump_table @108 total_jumps  3  0 TAXIODD_2073 jumps  1 TAXIODD_2067  2 TAXIODD_2069  3 TAXIODD_2071 -1 TAXIODD_2073 -1 TAXIODD_2073 -1 TAXIODD_2073 -1 TAXIODD_2073 

:TAXIODD_2067
00BC: text_highpriority 'TX_F1'  5000 ms  1
0002: jump TAXIODD_2073

:TAXIODD_2069
00BC: text_highpriority 'TX_F2'  5000 ms  1
0002: jump TAXIODD_2073

:TAXIODD_2071
00BC: text_highpriority 'TX_F3'  5000 ms  1
0002: jump TAXIODD_2073

:TAXIODD_2073
03E6: remove_text_box
0051: return

:TAXIODD_2075
00D6: if  0
8118:   NOT   actor @88 dead
004D: jump_if_false TAXIODD_2088
0647: unknown_action_sequence @88 
00D6: if  0
0119:   car @89 wrecked
004D: jump_if_false TAXIODD_2084
0050: gosub TAXIODD_845
0002: jump TAXIODD_2088

:TAXIODD_2084
00D6: if  0
80DB:   NOT   actor @88 in_car @89
004D: jump_if_false TAXIODD_2088
0050: gosub TAXIODD_845

:TAXIODD_2088
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_2091
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_2091
0164: disable_marker @96
0164: disable_marker @97
0006: @49 =  0  ;; integer values

:TAXIODD_2098
0164: disable_marker @98(@49,3i)
000A: @49 +=  1  ;; integer values
0029:   @49 >=  3  ;; integer values
004D: jump_if_false TAXIODD_2098
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_car_density_to  1.0
03C7: unknown_maby_cops_density  1.0
06D0:  1 
06D7:  1 
0084: $56 = $8201  ;; integer values and handles
01BD: $184 = current_time_in_ms
0004: $411 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
0004: $182 =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 122---------------
; Originally: Paramedic sub-mission


:M_122_1
0050: gosub M_122_4
0050: gosub AMBULAN_1658
004E: end_thread

:M_122_4
0004: $ON_MISSION =  1  ;; integer values
0004: $148 =  1  ;; integer values
03A4: name_thread 'AMBULAN'
00D6: if  0
0038:   $1487 ==  0  ;; integer values
004D: jump_if_false AMBULAN_6
0317: increment_mission_attempts

:AMBULAN_6
0001: wait  0 ms
08F4:  0 
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false AMBULAN_31
00D9: @213 = actor $PLAYER_ACTOR car
00D6: if  0
8431:   NOT   car @213 car_passenger_seat_free  0
004D: jump_if_false AMBULAN_18
0432: @81 = get_actor_handle_from_car @213 passenger  0
0622: AS_unknown_remove_actor @81 from_car @213 
01C2: remove_references_to_actor @81  ;; Like turning an actor into a random pedestrian

:AMBULAN_18
00D6: if  0
8431:   NOT   car @213 car_passenger_seat_free  1
004D: jump_if_false AMBULAN_24
0432: @81 = get_actor_handle_from_car @213 passenger  1
0622: AS_unknown_remove_actor @81 from_car @213 
01C2: remove_references_to_actor @81  ;; Like turning an actor into a random pedestrian

:AMBULAN_24
00D6: if  0
8431:   NOT   car @213 car_passenger_seat_free  2
004D: jump_if_false AMBULAN_30
0432: @81 = get_actor_handle_from_car @213 passenger  2
0622: AS_unknown_remove_actor @81 from_car @213 
01C2: remove_references_to_actor @81  ;; Like turning an actor into a random pedestrian

:AMBULAN_30
01C3: remove_references_to_car @213  ;; Like turning a car into any random car

:AMBULAN_31
060A: unknown_create_entity  0 @235 
054C: use_GXT_table 'AMBULAE'
08F8:  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: $8211 =  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_72
00D6: if  0
001B:    13 > @99  ;; integer values
004D: jump_if_false AMBULAN_87
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  0
001B:    10 > @99  ;; integer values
004D: jump_if_false AMBULAN_85
0006: @214(@99,10i) =  0  ;; integer values
0006: @224(@99,10i) =  0  ;; integer values

:AMBULAN_85
000A: @99 +=  1  ;; integer values
0002: jump AMBULAN_72

:AMBULAN_87
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_93
00D6: if  0
001B:    10 > @99  ;; integer values
004D: jump_if_false AMBULAN_111
00D6: if  0
07E8:  4 @99  0 
004D: jump_if_false AMBULAN_103
0006: @224(@99,10i) =  1  ;; integer values
000A: @234 +=  1  ;; integer values
0747:  4 @99  0 
0002: jump AMBULAN_109

:AMBULAN_103
00D6: if  0
07E8:  3 @99  0 
004D: jump_if_false AMBULAN_109
0006: @214(@99,10i) =  1  ;; integer values
000A: @234 +=  1  ;; integer values
0747:  3 @99  0 

:AMBULAN_109
000A: @99 +=  1  ;; integer values
0002: jump AMBULAN_93

:AMBULAN_111
0006: @99 =  0  ;; integer values
00BC: text_highpriority 'ATUTOR2'  3000 ms  1
03C7: unknown_maby_cops_density  .5
00A0: store_actor $PLAYER_ACTOR position_to @201 @202 @203
0007: @212 =  9999999.0  ;; floating-point values
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
001A:    2 > $ISLANDS_UNLOCKED  ;; integer values
004D: jump_if_false AMBULAN_176
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false AMBULAN_142
050A: @204 = distance_between @201 @202 @203 and  2004.96 -1442.96  12.56 
00D6: if  0
0025:   @212 > @204  ;; floating-point values  
004D: jump_if_false AMBULAN_129
0087: @212 = @204  ;; floating-point values only
0006: @213 =  1  ;; integer values

:AMBULAN_129
050A: @205 = distance_between @201 @202 @203 and  1180.85 -1325.57  12.58 
00D6: if  0
0025:   @212 > @205  ;; floating-point values  
004D: jump_if_false AMBULAN_135
0087: @212 = @205  ;; floating-point values only
0006: @213 =  2  ;; integer values

:AMBULAN_135
050A: @208 = distance_between @201 @202 @203 and  1244.437  331.2261  18.5547 
00D6: if  0
0025:   @212 > @208  ;; floating-point values  
004D: jump_if_false AMBULAN_141
0087: @212 = @208  ;; floating-point values only
0006: @213 =  5  ;; integer values

:AMBULAN_141
0002: jump AMBULAN_175

:AMBULAN_142
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  1  ;; integer values
004D: jump_if_false AMBULAN_175
050A: @204 = distance_between @201 @202 @203 and  2004.96 -1442.96  12.56 
00D6: if  0
0025:   @212 > @204  ;; floating-point values  
004D: jump_if_false AMBULAN_151
0087: @212 = @204  ;; floating-point values only
0006: @213 =  1  ;; integer values

:AMBULAN_151
050A: @205 = distance_between @201 @202 @203 and  1180.85 -1325.57  12.58 
00D6: if  0
0025:   @212 > @205  ;; floating-point values  
004D: jump_if_false AMBULAN_157
0087: @212 = @205  ;; floating-point values only
0006: @213 =  2  ;; integer values

:AMBULAN_157
050A: @208 = distance_between @201 @202 @203 and  1244.437  331.2261  18.5547 
00D6: if  0
0025:   @212 > @208  ;; floating-point values  
004D: jump_if_false AMBULAN_163
0087: @212 = @208  ;; floating-point values only
0006: @213 =  5  ;; integer values

:AMBULAN_163
050A: @209 = distance_between @201 @202 @203 and -2198.693 -2290.105  29.625 
00D6: if  0
0025:   @212 > @209  ;; floating-point values  
004D: jump_if_false AMBULAN_169
0087: @212 = @209  ;; floating-point values only
0006: @213 =  6  ;; integer values

:AMBULAN_169
050A: @210 = distance_between @201 @202 @203 and -2670.285  616.4364  13.4531 
00D6: if  0
0025:   @212 > @210  ;; floating-point values  
004D: jump_if_false AMBULAN_175
0087: @212 = @210  ;; floating-point values only
0006: @213 =  7  ;; integer values

:AMBULAN_175
0002: jump AMBULAN_224

:AMBULAN_176
050A: @204 = distance_between @201 @202 @203 and  2004.96 -1442.96  12.56 
00D6: if  0
0025:   @212 > @204  ;; floating-point values  
004D: jump_if_false AMBULAN_182
0087: @212 = @204  ;; floating-point values only
0006: @213 =  1  ;; integer values

:AMBULAN_182
050A: @205 = distance_between @201 @202 @203 and  1180.85 -1325.57  12.58 
00D6: if  0
0025:   @212 > @205  ;; floating-point values  
004D: jump_if_false AMBULAN_188
0087: @212 = @205  ;; floating-point values only
0006: @213 =  2  ;; integer values

:AMBULAN_188
050A: @206 = distance_between @201 @202 @203 and -316.3832  1056.045  18.7344 
00D6: if  0
0025:   @212 > @206  ;; floating-point values  
004D: jump_if_false AMBULAN_194
0087: @212 = @206  ;; floating-point values only
0006: @213 =  3  ;; integer values

:AMBULAN_194
050A: @207 = distance_between @201 @202 @203 and -1514.823  2527.119  54.7443 
00D6: if  0
0025:   @212 > @207  ;; floating-point values  
004D: jump_if_false AMBULAN_200
0087: @212 = @207  ;; floating-point values only
0006: @213 =  4  ;; integer values

:AMBULAN_200
050A: @208 = distance_between @201 @202 @203 and  1244.437  331.2261  18.5547 
00D6: if  0
0025:   @212 > @208  ;; floating-point values  
004D: jump_if_false AMBULAN_206
0087: @212 = @208  ;; floating-point values only
0006: @213 =  5  ;; integer values

:AMBULAN_206
050A: @209 = distance_between @201 @202 @203 and -2198.693 -2290.105  29.625 
00D6: if  0
0025:   @212 > @209  ;; floating-point values  
004D: jump_if_false AMBULAN_212
0087: @212 = @209  ;; floating-point values only
0006: @213 =  6  ;; integer values

:AMBULAN_212
050A: @210 = distance_between @201 @202 @203 and -2670.285  616.4364  13.4531 
00D6: if  0
0025:   @212 > @210  ;; floating-point values  
004D: jump_if_false AMBULAN_218
0087: @212 = @210  ;; floating-point values only
0006: @213 =  7  ;; integer values

:AMBULAN_218
050A: @211 = distance_between @201 @202 @203 and  1578.446  1770.682  9.8358 
00D6: if  0
0025:   @212 > @211  ;; floating-point values  
004D: jump_if_false AMBULAN_224
0087: @212 = @211  ;; floating-point values only
0006: @213 =  8  ;; integer values

:AMBULAN_224
0871: init_jump_table @213 total_jumps  8  1 AMBULAN_314 jumps  1 AMBULAN_226  2 AMBULAN_237  3 AMBULAN_248  4 AMBULAN_259  5 AMBULAN_270  6 AMBULAN_281  7 AMBULAN_292 
0872: jump_table_jumps  8 AMBULAN_303 -1 AMBULAN_325 -1 AMBULAN_325 -1 AMBULAN_325 -1 AMBULAN_325 -1 AMBULAN_325 -1 AMBULAN_325 -1 AMBULAN_325 -1 AMBULAN_325 

:AMBULAN_226
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_325

:AMBULAN_237
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_325

:AMBULAN_248
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_325

:AMBULAN_259
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_325

:AMBULAN_270
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_325

:AMBULAN_281
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_325

:AMBULAN_292
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_325

:AMBULAN_303
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_325

:AMBULAN_314
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_325

:AMBULAN_325
03C3: set_timer_with_text_to $8210 type  1 text 'AMBTIME'
04F7: status_text $8212  0 line  2 'AMBSEAT'
04F7: status_text $8211  0 line  1 'ALEV'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false AMBULAN_332
018A: @47 = create_checkpoint_at @167 @168 @169

:AMBULAN_332
014F: stop_timer $8210

:AMBULAN_333
00D6: if  0
001D:   @37 > @36  ;; integer values  
004D: jump_if_false AMBULAN_357
0050: gosub AMBULAN_944
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  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_344
0002: jump AMBULAN_1658

:AMBULAN_344
0050: gosub AMBULAN_1355
0085: @152(@36,13i) = @35  ;; integer values and handles
00D6: if  0
0019:   @152(@36,13i) >  45000  ;; integer values
004D: jump_if_false AMBULAN_351
0006: @152(@36,13i) =  45000  ;; integer values
0002: jump AMBULAN_355

:AMBULAN_351
00D6: if  0
001B:    15000 > @152(@36,13i)  ;; integer values
004D: jump_if_false AMBULAN_355
0006: @152(@36,13i) =  15000  ;; integer values

:AMBULAN_355
000A: @36 +=  1  ;; integer values
0002: jump AMBULAN_333

:AMBULAN_357
0050: gosub AMBULAN_410
00D6: if  0
0019:   @37 >  3  ;; integer values
004D: jump_if_false AMBULAN_363
0006: @45 =  1  ;; integer values
0002: jump AMBULAN_364

:AMBULAN_363
0006: @45 =  0  ;; integer values

:AMBULAN_364
0006: @51 =  0  ;; integer values
00D6: if  0
001B:    2 > @37  ;; integer values
004D: jump_if_false AMBULAN_383
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  0
0019:   @48 >  15000  ;; integer values
004D: jump_if_false AMBULAN_382
0006: @48 =  15000  ;; integer values

:AMBULAN_382
0002: jump AMBULAN_393

:AMBULAN_383
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_393
00D6: if  0
001A:    60000 > $8210  ;; integer values
004D: jump_if_false AMBULAN_397
0004: $8210 =  60000  ;; integer values

:AMBULAN_397
00D6: if  0
001B:    25000 > @48  ;; integer values
004D: jump_if_false AMBULAN_402
0006: @48 =  25000  ;; integer values
0002: jump AMBULAN_406

:AMBULAN_402
00D6: if  0
0019:   @48 >  60000  ;; integer values
004D: jump_if_false AMBULAN_406
0006: @48 =  60000  ;; integer values

:AMBULAN_406
03C3: set_timer_with_text_to $8210 type  1 text 'AMBTIME'
0006: @239 =  0  ;; integer values
0006: @240 =  0  ;; integer values
0002: jump AMBULAN_1376

:AMBULAN_410
00D6: if  0
0019:   @37 >  0  ;; integer values
004D: jump_if_false AMBULAN_426
0376: @81 = create_random_actor @113 @126 @139
0575: @81  1 
0588: @81  0
0006: @83 =  1  ;; integer values
060B: unknown_actor_use_entity @81 @235 
0332: set_actor @81 bleeding_to  1 (true)
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: @82  1 
0168: show_on_radar @82  2
0006: @100 =  1  ;; integer values

:AMBULAN_426
00D6: if  0
0019:   @37 >  1  ;; integer values
004D: jump_if_false AMBULAN_442
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 (true)
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: @85  1 
0168: show_on_radar @85  2
0575: @84  1 
0588: @84  0
0006: @101 =  1  ;; integer values

:AMBULAN_442
00D6: if  0
0019:   @37 >  2  ;; integer values
004D: jump_if_false AMBULAN_458
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 (true)
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: @88  1 
0168: show_on_radar @88  2
0575: @87  1 
0588: @87  0
0006: @102 =  1  ;; integer values

:AMBULAN_458
00D6: if  0
0019:   @37 >  3  ;; integer values
004D: jump_if_false AMBULAN_474
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 (true)
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: @91  1 
0168: show_on_radar @91  2
0575: @90  1 
0588: @90  0
0006: @103 =  1  ;; integer values

:AMBULAN_474
00D6: if  0
0019:   @37 >  4  ;; integer values
004D: jump_if_false AMBULAN_490
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 (true)
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: @94  1 
0168: show_on_radar @94  2
0575: @93  1 
0588: @93  0
0006: @104 =  1  ;; integer values

:AMBULAN_490
00D6: if  0
0019:   @37 >  5  ;; integer values
004D: jump_if_false AMBULAN_506
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 (true)
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: @57  1 
0168: show_on_radar @57  2
0575: @56  1 
0588: @56  0
0006: @105 =  1  ;; integer values

:AMBULAN_506
00D6: if  0
0019:   @37 >  6  ;; integer values
004D: jump_if_false AMBULAN_522
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 (true)
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: @60  1 
0168: show_on_radar @60  2
0575: @59  1 
0588: @59  0
0006: @106 =  1  ;; integer values

:AMBULAN_522
00D6: if  0
0019:   @37 >  7  ;; integer values
004D: jump_if_false AMBULAN_538
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 (true)
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: @63  1 
0168: show_on_radar @63  2
0575: @62  1 
0588: @62  0
0006: @107 =  1  ;; integer values

:AMBULAN_538
00D6: if  0
0019:   @37 >  8  ;; integer values
004D: jump_if_false AMBULAN_554
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 (true)
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: @66  1 
0168: show_on_radar @66  2
0575: @65  1 
0588: @65  0
0006: @108 =  1  ;; integer values

:AMBULAN_554
00D6: if  0
0019:   @37 >  9  ;; integer values
004D: jump_if_false AMBULAN_570
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 (true)
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: @69  1 
0168: show_on_radar @69  2
0575: @68  1 
0588: @68  0
0006: @109 =  1  ;; integer values

:AMBULAN_570
00D6: if  0
0019:   @37 >  10  ;; integer values
004D: jump_if_false AMBULAN_586
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 (true)
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: @72  1 
0168: show_on_radar @72  2
0575: @71  1 
0588: @71  0
0006: @110 =  1  ;; integer values

:AMBULAN_586
00D6: if  0
0019:   @37 >  11  ;; integer values
004D: jump_if_false AMBULAN_602
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 (true)
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: @75  1 
0168: show_on_radar @75  2
0575: @74  1 
0588: @74  0
0006: @111 =  1  ;; integer values

:AMBULAN_602
0051: return

:AMBULAN_603
0871: init_jump_table @239 total_jumps  12  1 AMBULAN_941 jumps  0 AMBULAN_605  1 AMBULAN_633  2 AMBULAN_661  3 AMBULAN_689  4 AMBULAN_717  5 AMBULAN_745  6 AMBULAN_773 
0872: jump_table_jumps  7 AMBULAN_801  8 AMBULAN_829  9 AMBULAN_857  10 AMBULAN_885  11 AMBULAN_913 -1 AMBULAN_943 -1 AMBULAN_943 -1 AMBULAN_943 -1 AMBULAN_943 

:AMBULAN_605
00D6: if  0
0019:   @37 >  0  ;; integer values
004D: jump_if_false AMBULAN_631
00D6: if  0
001B:    3 > @83  ;; integer values
004D: jump_if_false AMBULAN_631
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false AMBULAN_631
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @81 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_625
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false AMBULAN_624
0575: @81  0 
0588: @81  1
00A1: put_actor @81 at @113 @126 @139
0006: @100 =  0  ;; integer values

:AMBULAN_624
0002: jump AMBULAN_631

:AMBULAN_625
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false AMBULAN_631
0575: @81  1 
0588: @81  0
0006: @100 =  1  ;; integer values

:AMBULAN_631
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_633
00D6: if  0
0019:   @37 >  1  ;; integer values
004D: jump_if_false AMBULAN_659
00D6: if  0
001B:    3 > @86  ;; integer values
004D: jump_if_false AMBULAN_659
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false AMBULAN_659
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @84 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_653
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false AMBULAN_652
0575: @84  0 
0588: @84  1
00A1: put_actor @84 at @114 @127 @140
0006: @101 =  0  ;; integer values

:AMBULAN_652
0002: jump AMBULAN_659

:AMBULAN_653
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false AMBULAN_659
0575: @84  1 
0588: @84  0
0006: @101 =  1  ;; integer values

:AMBULAN_659
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_661
00D6: if  0
0019:   @37 >  2  ;; integer values
004D: jump_if_false AMBULAN_687
00D6: if  0
001B:    3 > @89  ;; integer values
004D: jump_if_false AMBULAN_687
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false AMBULAN_687
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @87 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_681
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false AMBULAN_680
0575: @87  0 
0588: @87  1
00A1: put_actor @87 at @115 @128 @141
0006: @102 =  0  ;; integer values

:AMBULAN_680
0002: jump AMBULAN_687

:AMBULAN_681
00D6: if  0
0039:   @102 ==  0  ;; integer values
004D: jump_if_false AMBULAN_687
0575: @87  1 
0588: @87  0
0006: @102 =  1  ;; integer values

:AMBULAN_687
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_689
00D6: if  0
0019:   @37 >  3  ;; integer values
004D: jump_if_false AMBULAN_715
00D6: if  0
001B:    3 > @92  ;; integer values
004D: jump_if_false AMBULAN_715
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false AMBULAN_715
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @90 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_709
00D6: if  0
0039:   @103 ==  1  ;; integer values
004D: jump_if_false AMBULAN_708
0575: @90  0 
0588: @90  1
00A1: put_actor @90 at @116 @129 @142
0006: @103 =  0  ;; integer values

:AMBULAN_708
0002: jump AMBULAN_715

:AMBULAN_709
00D6: if  0
0039:   @103 ==  0  ;; integer values
004D: jump_if_false AMBULAN_715
0575: @90  1 
0588: @90  0
0006: @103 =  1  ;; integer values

:AMBULAN_715
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_717
00D6: if  0
0019:   @37 >  4  ;; integer values
004D: jump_if_false AMBULAN_743
00D6: if  0
001B:    3 > @95  ;; integer values
004D: jump_if_false AMBULAN_743
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false AMBULAN_743
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @93 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_737
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false AMBULAN_736
0575: @93  0 
0588: @93  1
00A1: put_actor @93 at @117 @130 @143
0006: @104 =  0  ;; integer values

:AMBULAN_736
0002: jump AMBULAN_743

:AMBULAN_737
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false AMBULAN_743
0575: @93  1 
0588: @93  0
0006: @104 =  1  ;; integer values

:AMBULAN_743
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_745
00D6: if  0
0019:   @37 >  5  ;; integer values
004D: jump_if_false AMBULAN_771
00D6: if  0
001B:    3 > @58  ;; integer values
004D: jump_if_false AMBULAN_771
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false AMBULAN_771
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @56 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_765
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false AMBULAN_764
0575: @56  0 
0588: @56  1
00A1: put_actor @56 at @118 @131 @144
0006: @105 =  0  ;; integer values

:AMBULAN_764
0002: jump AMBULAN_771

:AMBULAN_765
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false AMBULAN_771
0575: @56  1 
0588: @56  0
0006: @105 =  1  ;; integer values

:AMBULAN_771
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_773
00D6: if  0
0019:   @37 >  6  ;; integer values
004D: jump_if_false AMBULAN_799
00D6: if  0
001B:    3 > @61  ;; integer values
004D: jump_if_false AMBULAN_799
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false AMBULAN_799
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @59 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_793
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false AMBULAN_792
0575: @59  0 
0588: @59  1
00A1: put_actor @59 at @119 @132 @145
0006: @106 =  0  ;; integer values

:AMBULAN_792
0002: jump AMBULAN_799

:AMBULAN_793
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false AMBULAN_799
0575: @59  1 
0588: @59  0
0006: @106 =  1  ;; integer values

:AMBULAN_799
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_801
00D6: if  0
0019:   @37 >  7  ;; integer values
004D: jump_if_false AMBULAN_827
00D6: if  0
001B:    3 > @64  ;; integer values
004D: jump_if_false AMBULAN_827
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false AMBULAN_827
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @62 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_821
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false AMBULAN_820
0575: @62  0 
0588: @62  1
00A1: put_actor @62 at @120 @133 @146
0006: @107 =  0  ;; integer values

:AMBULAN_820
0002: jump AMBULAN_827

:AMBULAN_821
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false AMBULAN_827
0575: @62  1 
0588: @62  0
0006: @107 =  1  ;; integer values

:AMBULAN_827
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_829
00D6: if  0
0019:   @37 >  8  ;; integer values
004D: jump_if_false AMBULAN_855
00D6: if  0
001B:    3 > @67  ;; integer values
004D: jump_if_false AMBULAN_855
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false AMBULAN_855
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @65 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_849
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false AMBULAN_848
0575: @65  0 
0588: @65  1
00A1: put_actor @65 at @121 @134 @147
0006: @108 =  0  ;; integer values

:AMBULAN_848
0002: jump AMBULAN_855

:AMBULAN_849
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false AMBULAN_855
0575: @65  1 
0588: @65  0
0006: @108 =  1  ;; integer values

:AMBULAN_855
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_857
00D6: if  0
0019:   @37 >  9  ;; integer values
004D: jump_if_false AMBULAN_883
00D6: if  0
001B:    3 > @70  ;; integer values
004D: jump_if_false AMBULAN_883
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false AMBULAN_883
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @68 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_877
00D6: if  0
0039:   @109 ==  1  ;; integer values
004D: jump_if_false AMBULAN_876
0575: @68  0 
0588: @68  1
00A1: put_actor @68 at @122 @135 @148
0006: @109 =  0  ;; integer values

:AMBULAN_876
0002: jump AMBULAN_883

:AMBULAN_877
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false AMBULAN_883
0575: @68  1 
0588: @68  0
0006: @109 =  1  ;; integer values

:AMBULAN_883
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_885
00D6: if  0
0019:   @37 >  10  ;; integer values
004D: jump_if_false AMBULAN_911
00D6: if  0
001B:    3 > @73  ;; integer values
004D: jump_if_false AMBULAN_911
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false AMBULAN_911
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @71 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_905
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false AMBULAN_904
0575: @71  0 
0588: @71  1
00A1: put_actor @71 at @123 @136 @149
0006: @110 =  0  ;; integer values

:AMBULAN_904
0002: jump AMBULAN_911

:AMBULAN_905
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false AMBULAN_911
0575: @71  1 
0588: @71  0
0006: @110 =  1  ;; integer values

:AMBULAN_911
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_913
00D6: if  0
0019:   @37 >  11  ;; integer values
004D: jump_if_false AMBULAN_939
00D6: if  0
001B:    3 > @76  ;; integer values
004D: jump_if_false AMBULAN_939
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false AMBULAN_939
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @74 radius  50.0  50.0  20.0  0  
004D: jump_if_false AMBULAN_933
00D6: if  0
0039:   @111 ==  1  ;; integer values
004D: jump_if_false AMBULAN_932
0575: @74  0 
0588: @74  1
00A1: put_actor @74 at @124 @137 @150
0006: @111 =  0  ;; integer values

:AMBULAN_932
0002: jump AMBULAN_939

:AMBULAN_933
00D6: if  0
0039:   @111 ==  0  ;; integer values
004D: jump_if_false AMBULAN_939
0575: @74  1 
0588: @74  0
0006: @111 =  1  ;; integer values

:AMBULAN_939
000A: @239 +=  1  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_941
0006: @239 =  0  ;; integer values
0002: jump AMBULAN_943

:AMBULAN_943
0051: return

:AMBULAN_944
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: @170 @171 @172 @96 
008F: @237 = integer_to_float $8211  
0013: @237 *=  60.0  ;; floating-point values 
005B: @237 += @238  ;; floating-point values 
00D6: if  0
0039:   @96 ==  0  ;; integer values
004D: jump_if_false AMBULAN_961
000B: @238 +=  15.0  ;; floating-point values
0002: jump AMBULAN_962

:AMBULAN_961
000B: @238 +=  1.0  ;; floating-point values

:AMBULAN_962
00D6: if  0
0023:    100.0 > @237  ;; floating-point values
004D: jump_if_false AMBULAN_966
0007: @237 =  100.0  ;; floating-point values

:AMBULAN_966
00D6: if  0
0021:   @238 >  10000.0  ;; floating-point values
004D: jump_if_false AMBULAN_974
00D6: if  0
0038:   $8211 ==  1  ;; integer values
004D: jump_if_false AMBULAN_974
03D5: remove_text 'ALEVEL'
00BC: text_highpriority 'A_CANC'  3000 ms  1

:AMBULAN_974
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  0
001A:    8 > $8211  ;; integer values
004D: jump_if_false AMBULAN_998
00D6: if  0
0025:   @197 > @190  ;; floating-point values  
004D: jump_if_false AMBULAN_985
0087: @190 = @197  ;; floating-point values only

:AMBULAN_985
00D6: if  0
0025:   @193 > @198  ;; floating-point values  
004D: jump_if_false AMBULAN_989
0087: @193 = @198  ;; floating-point values only

:AMBULAN_989
00D6: if  0
0025:   @199 > @191  ;; floating-point values  
004D: jump_if_false AMBULAN_993
0087: @191 = @199  ;; floating-point values only

:AMBULAN_993
00D6: if  0
0025:   @166 > @200  ;; floating-point values  
004D: jump_if_false AMBULAN_997
0087: @194 = @200  ;; floating-point values only

:AMBULAN_997
0002: jump AMBULAN_1002

:AMBULAN_998
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_1002
0208: @165 = random_float @190 @193
0208: @166 = random_float @191 @194
0293: $13 = current_controls
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false AMBULAN_1009
0006: @53 =  1  ;; integer values

:AMBULAN_1009
00D6: if  0
0039:   @53 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1024
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false AMBULAN_1023
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false AMBULAN_1022
03D5: remove_text 'ALEVEL'
00BC: text_highpriority 'A_CANC'  3000 ms  1
0006: @79 =  1  ;; integer values
0051: return

:AMBULAN_1022
0002: jump AMBULAN_1024

:AMBULAN_1023
0293: $13 = current_controls

:AMBULAN_1024
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false AMBULAN_1034
0002: jump AMBULAN_1034
03D5: remove_text 'ALEVEL'
00BC: text_highpriority 'A_CANC'  3000 ms  1
0006: @79 =  1  ;; integer values
0051: return

:AMBULAN_1034
02C0: set @176 @177 @178 to_ped_path_coords_closest_to @165 @166 @169
00D6: if  0
0025:   @197 > @176  ;; floating-point values  
004D: jump_if_false AMBULAN_1040
0002: jump AMBULAN_944
0002: jump AMBULAN_1054

:AMBULAN_1040
00D6: if  0
0025:   @176 > @198  ;; floating-point values  
004D: jump_if_false AMBULAN_1045
0002: jump AMBULAN_944
0002: jump AMBULAN_1054

:AMBULAN_1045
00D6: if  0
0025:   @199 > @177  ;; floating-point values  
004D: jump_if_false AMBULAN_1050
0002: jump AMBULAN_944
0002: jump AMBULAN_1054

:AMBULAN_1050
00D6: if  0
0025:   @177 > @200  ;; floating-point values  
004D: jump_if_false AMBULAN_1054
0002: jump AMBULAN_944

:AMBULAN_1054
00D6: if  0
0023:    6.0 > @178  ;; floating-point values
004D: jump_if_false AMBULAN_1058
0002: jump AMBULAN_944

:AMBULAN_1058
050A: @185 = distance_between @170 @171 @172 and @176 @177 @178 
00D6: if  0
0023:    50.0 > @185  ;; floating-point values
004D: jump_if_false AMBULAN_1063
0002: jump AMBULAN_944

:AMBULAN_1063
050A: @186 = distance_between @167 @168 @169 and @176 @177 @178 
00D6: if  0
0023:    30.0 > @186  ;; floating-point values
004D: jump_if_false AMBULAN_1068
0002: jump AMBULAN_944

:AMBULAN_1068
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
001A:    2 > $ISLANDS_UNLOCKED  ;; integer values
004D: jump_if_false AMBULAN_1136
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false AMBULAN_1109
00D6: if  1
0023:    78.4427 > @176  ;; floating-point values
0023:   -699.519 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1081
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1081
00D6: if  1
0023:   -252.6557 > @176  ;; floating-point values
0023:   -285.766 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1087
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1087
00D6: if  0
0023:   -948.3447 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1092
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1092
00D6: if  1
0021:   @176 >  1473.448  ;; floating-point values
0021:   @177 >  403.7353  ;; floating-point values
004D: jump_if_false AMBULAN_1098
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1098
00D6: if  0
0021:   @177 >  578.6325  ;; floating-point values
004D: jump_if_false AMBULAN_1103
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1103
00D6: if  1
0023:    837.5551 > @176  ;; floating-point values
0021:   @177 >  347.4097  ;; floating-point values
004D: jump_if_false AMBULAN_1109
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1109
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  1  ;; integer values
004D: jump_if_false AMBULAN_1136
00D6: if  1
0021:   @176 >  1473.448  ;; floating-point values
0021:   @177 >  403.7353  ;; floating-point values
004D: jump_if_false AMBULAN_1118
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1118
00D6: if  1
0021:   @177 >  578.6325  ;; floating-point values
0021:   @176 > -1528.498  ;; floating-point values
004D: jump_if_false AMBULAN_1124
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1124
00D6: if  2
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_1131
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1131
00D6: if  0
0021:   @177 >  1380.0  ;; floating-point values
004D: jump_if_false AMBULAN_1136
0001: wait  0 ms
0002: jump AMBULAN_944

:AMBULAN_1136
00D6: if  0
0019:   @37 >  0  ;; integer values
004D: jump_if_false AMBULAN_1144
050A: @212 = distance_between @113 @126 @139 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1144
0002: jump AMBULAN_944

:AMBULAN_1144
00D6: if  0
0019:   @37 >  1  ;; integer values
004D: jump_if_false AMBULAN_1152
050A: @212 = distance_between @113 @126 @139 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1152
0002: jump AMBULAN_944

:AMBULAN_1152
00D6: if  0
0019:   @37 >  2  ;; integer values
004D: jump_if_false AMBULAN_1160
050A: @212 = distance_between @114 @127 @140 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1160
0002: jump AMBULAN_944

:AMBULAN_1160
00D6: if  0
0019:   @37 >  3  ;; integer values
004D: jump_if_false AMBULAN_1168
050A: @212 = distance_between @115 @128 @141 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1168
0002: jump AMBULAN_944

:AMBULAN_1168
00D6: if  0
0019:   @37 >  4  ;; integer values
004D: jump_if_false AMBULAN_1176
050A: @212 = distance_between @116 @129 @142 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1176
0002: jump AMBULAN_944

:AMBULAN_1176
00D6: if  0
0019:   @37 >  5  ;; integer values
004D: jump_if_false AMBULAN_1184
050A: @212 = distance_between @117 @130 @143 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1184
0002: jump AMBULAN_944

:AMBULAN_1184
00D6: if  0
0019:   @37 >  6  ;; integer values
004D: jump_if_false AMBULAN_1192
050A: @212 = distance_between @118 @131 @144 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1192
0002: jump AMBULAN_944

:AMBULAN_1192
00D6: if  0
0019:   @37 >  7  ;; integer values
004D: jump_if_false AMBULAN_1200
050A: @212 = distance_between @119 @132 @145 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1200
0002: jump AMBULAN_944

:AMBULAN_1200
00D6: if  0
0019:   @37 >  8  ;; integer values
004D: jump_if_false AMBULAN_1208
050A: @212 = distance_between @120 @133 @146 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1208
0002: jump AMBULAN_944

:AMBULAN_1208
00D6: if  0
0019:   @37 >  9  ;; integer values
004D: jump_if_false AMBULAN_1216
050A: @212 = distance_between @121 @134 @147 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1216
0002: jump AMBULAN_944

:AMBULAN_1216
00D6: if  0
0019:   @37 >  10  ;; integer values
004D: jump_if_false AMBULAN_1224
050A: @212 = distance_between @122 @135 @148 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1224
0002: jump AMBULAN_944

:AMBULAN_1224
00D6: if  0
0019:   @37 >  11  ;; integer values
004D: jump_if_false AMBULAN_1232
050A: @212 = distance_between @123 @136 @149 and @176 @177 @178 
00D6: if  0
0023:    25.0 > @212  ;; floating-point values
004D: jump_if_false AMBULAN_1232
0002: jump AMBULAN_944

:AMBULAN_1232
00D6: if  0
038A:   car_in_cube @176 @177 @177  25.0  25.0  10.0
004D: jump_if_false AMBULAN_1236
0002: jump AMBULAN_944

:AMBULAN_1236
00D6: if  0
0023:    1186.0 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1249
00D6: if  0
0021:   @176 >  1047.0  ;; floating-point values
004D: jump_if_false AMBULAN_1249
00D6: if  0
0023:   -1406.0 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1249
00D6: if  0
0021:   @177 > -1567.0  ;; floating-point values
004D: jump_if_false AMBULAN_1249
0002: jump AMBULAN_944

:AMBULAN_1249
00D6: if  0
0023:    1444.0 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1262
00D6: if  0
0021:   @176 >  1339.0  ;; floating-point values
004D: jump_if_false AMBULAN_1262
00D6: if  0
0023:   -1450.0 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1262
00D6: if  0
0021:   @177 > -1504.0  ;; floating-point values
004D: jump_if_false AMBULAN_1262
0002: jump AMBULAN_944

:AMBULAN_1262
00D6: if  0
0023:    2041.979 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1275
00D6: if  0
0021:   @176 >  1999.387  ;; floating-point values
004D: jump_if_false AMBULAN_1275
00D6: if  0
0023:   -1408.708 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1275
00D6: if  0
0021:   @177 > -1445.462  ;; floating-point values
004D: jump_if_false AMBULAN_1275
0002: jump AMBULAN_944

:AMBULAN_1275
00D6: if  0
0023:    1202.0 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1288
00D6: if  0
0021:   @176 >  1162.0  ;; floating-point values
004D: jump_if_false AMBULAN_1288
00D6: if  0
0023:   -1238.0 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1288
00D6: if  0
0021:   @177 > -1250.0  ;; floating-point values
004D: jump_if_false AMBULAN_1288
0002: jump AMBULAN_944

:AMBULAN_1288
00D6: if  0
0023:    1176.0 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1301
00D6: if  0
0021:   @176 >  1158.0  ;; floating-point values
004D: jump_if_false AMBULAN_1301
00D6: if  0
0023:    1364.0 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1301
00D6: if  0
0021:   @177 >  1345.0  ;; floating-point values
004D: jump_if_false AMBULAN_1301
0002: jump AMBULAN_944

:AMBULAN_1301
00D6: if  0
0023:   -2307.0 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1314
00D6: if  0
0021:   @176 > -2333.0  ;; floating-point values
004D: jump_if_false AMBULAN_1314
00D6: if  0
0023:    1100.0 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1314
00D6: if  0
0021:   @177 >  1036.0  ;; floating-point values
004D: jump_if_false AMBULAN_1314
0002: jump AMBULAN_944

:AMBULAN_1314
00D6: if  0
0023:    2009.0 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1327
00D6: if  0
0021:   @176 >  1989.0  ;; floating-point values
004D: jump_if_false AMBULAN_1327
00D6: if  0
0023:    1571.0 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1327
00D6: if  0
0021:   @177 >  1513.0  ;; floating-point values
004D: jump_if_false AMBULAN_1327
0002: jump AMBULAN_944

:AMBULAN_1327
00D6: if  0
0023:    2632.818 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1340
00D6: if  0
0021:   @176 >  2546.463  ;; floating-point values
004D: jump_if_false AMBULAN_1340
00D6: if  0
0023:   -1129.673 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1340
00D6: if  0
0021:   @177 > -1144.012  ;; floating-point values
004D: jump_if_false AMBULAN_1340
0002: jump AMBULAN_944

:AMBULAN_1340
00D6: if  0
0023:   -222.5044 > @176  ;; floating-point values
004D: jump_if_false AMBULAN_1353
00D6: if  0
0021:   @176 > -229.096  ;; floating-point values
004D: jump_if_false AMBULAN_1353
00D6: if  0
0023:    1412.086 > @177  ;; floating-point values
004D: jump_if_false AMBULAN_1353
00D6: if  0
0021:   @177 >  1393.817  ;; floating-point values
004D: jump_if_false AMBULAN_1353
0002: jump AMBULAN_944

:AMBULAN_1353
0007: @238 =  0.0  ;; floating-point values
0051: return

:AMBULAN_1355
00D6: if  0
001B:    2 > @37  ;; integer values
004D: jump_if_false AMBULAN_1370
00D6: if  0
0025:   @185 > @186  ;; floating-point values  
004D: jump_if_false AMBULAN_1364
0087: @187 = @185  ;; floating-point values only
0073: @187 /= @189  ;; floating-point values 
0002: jump AMBULAN_1366

:AMBULAN_1364
0087: @187 = @186  ;; floating-point values only
0073: @187 /= @189  ;; floating-point values 

:AMBULAN_1366
0013: @187 *=  1000.0  ;; floating-point values 
0092: @35 = float_to_integer @187  
005E: $8210 += @35  ;; integer values 
0002: jump AMBULAN_1375

:AMBULAN_1370
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_1375
0051: return

:AMBULAN_1376
0001: wait  0 ms
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false AMBULAN_1376B
0004: $8210 =  3600000  ;; timer

:AMBULAN_1376B
00D6: if  0
0038:   $8210 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1383
00BC: text_highpriority 'A_FAIL2'  3000 ms  1
0006: @79 =  1  ;; integer values
0002: jump AMBULAN_1658

:AMBULAN_1383
0293: $13 = current_controls
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false AMBULAN_1388
0006: @53 =  1  ;; integer values

:AMBULAN_1388
00D6: if  0
0039:   @53 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1396
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false AMBULAN_1396
00BC: text_highpriority 'A_CANC'  3000 ms  1
0002: jump AMBULAN_1658

:AMBULAN_1396
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  416
004D: jump_if_false AMBULAN_1402
00BC: text_highpriority 'A_CANC'  3000 ms  1
0002: jump AMBULAN_1658
0002: jump AMBULAN_1410

:AMBULAN_1402
03C0: @34 = actor $PLAYER_ACTOR car
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false AMBULAN_1410
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_1410
00D6: if  2
0019:   @37 >  6  ;; integer values
0039:   @45 ==  2  ;; integer values
0039:   @51 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1417
0006: @45 =  1  ;; integer values
000A: @51 +=  1  ;; integer values

:AMBULAN_1417
00D6: if  2
0019:   @37 >  9  ;; integer values
0039:   @45 ==  2  ;; integer values
0039:   @51 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1424
0006: @45 =  1  ;; integer values
000A: @51 +=  1  ;; integer values

:AMBULAN_1424
00D6: if  2
0019:   @37 >  12  ;; integer values
0039:   @45 ==  2  ;; integer values
0039:   @51 ==  2  ;; integer values
004D: jump_if_false AMBULAN_1431
0006: @45 =  1  ;; integer values
000A: @51 +=  1  ;; integer values

:AMBULAN_1431
0050: gosub AMBULAN_603
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1436
0103:   actor $PLAYER_ACTOR stopped_near_point_in_car @167 @168 @169 radius  6.0  6.0  2.0 sphere  1  

:AMBULAN_1436
0871: init_jump_table @240 total_jumps  12  1 AMBULAN_1606 jumps  0 AMBULAN_1438  1 AMBULAN_1452  2 AMBULAN_1466  3 AMBULAN_1480  4 AMBULAN_1494  5 AMBULAN_1508  6 AMBULAN_1522 
0872: jump_table_jumps  7 AMBULAN_1536  8 AMBULAN_1550  9 AMBULAN_1564  10 AMBULAN_1578  11 AMBULAN_1592 -1 AMBULAN_1608 -1 AMBULAN_1608 -1 AMBULAN_1608 -1 AMBULAN_1608 

:AMBULAN_1438
00D6: if  0
0019:   @83 >  0  ;; integer values
004D: jump_if_false AMBULAN_1450
0085: @77 = @81  ;; integer values and handles
0085: @80 = @83  ;; integer values and handles
0085: @78 = @82  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1449
0002: jump AMBULAN_1658

:AMBULAN_1449
0085: @83 = @80  ;; integer values and handles

:AMBULAN_1450
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1452
00D6: if  0
0019:   @86 >  0  ;; integer values
004D: jump_if_false AMBULAN_1464
0085: @77 = @84  ;; integer values and handles
0085: @80 = @86  ;; integer values and handles
0085: @78 = @85  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1463
0002: jump AMBULAN_1658

:AMBULAN_1463
0085: @86 = @80  ;; integer values and handles

:AMBULAN_1464
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1466
00D6: if  0
0019:   @89 >  0  ;; integer values
004D: jump_if_false AMBULAN_1478
0085: @77 = @87  ;; integer values and handles
0085: @80 = @89  ;; integer values and handles
0085: @78 = @88  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1477
0002: jump AMBULAN_1658

:AMBULAN_1477
0085: @89 = @80  ;; integer values and handles

:AMBULAN_1478
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1480
00D6: if  0
0019:   @92 >  0  ;; integer values
004D: jump_if_false AMBULAN_1492
0085: @77 = @90  ;; integer values and handles
0085: @80 = @92  ;; integer values and handles
0085: @78 = @91  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1491
0002: jump AMBULAN_1658

:AMBULAN_1491
0085: @92 = @80  ;; integer values and handles

:AMBULAN_1492
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1494
00D6: if  0
0019:   @95 >  0  ;; integer values
004D: jump_if_false AMBULAN_1506
0085: @77 = @93  ;; integer values and handles
0085: @80 = @95  ;; integer values and handles
0085: @78 = @94  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1505
0002: jump AMBULAN_1658

:AMBULAN_1505
0085: @95 = @80  ;; integer values and handles

:AMBULAN_1506
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1508
00D6: if  0
0019:   @58 >  0  ;; integer values
004D: jump_if_false AMBULAN_1520
0085: @77 = @56  ;; integer values and handles
0085: @80 = @58  ;; integer values and handles
0085: @78 = @57  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1519
0002: jump AMBULAN_1658

:AMBULAN_1519
0085: @58 = @80  ;; integer values and handles

:AMBULAN_1520
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1522
00D6: if  0
0019:   @61 >  0  ;; integer values
004D: jump_if_false AMBULAN_1534
0085: @77 = @59  ;; integer values and handles
0085: @80 = @61  ;; integer values and handles
0085: @78 = @60  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1533
0002: jump AMBULAN_1658

:AMBULAN_1533
0085: @61 = @80  ;; integer values and handles

:AMBULAN_1534
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1536
00D6: if  0
0019:   @64 >  0  ;; integer values
004D: jump_if_false AMBULAN_1548
0085: @77 = @62  ;; integer values and handles
0085: @80 = @64  ;; integer values and handles
0085: @78 = @63  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1547
0002: jump AMBULAN_1658

:AMBULAN_1547
0085: @64 = @80  ;; integer values and handles

:AMBULAN_1548
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1550
00D6: if  0
0019:   @67 >  0  ;; integer values
004D: jump_if_false AMBULAN_1562
0085: @77 = @65  ;; integer values and handles
0085: @80 = @67  ;; integer values and handles
0085: @78 = @66  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1561
0002: jump AMBULAN_1658

:AMBULAN_1561
0085: @67 = @80  ;; integer values and handles

:AMBULAN_1562
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1564
00D6: if  0
0019:   @70 >  0  ;; integer values
004D: jump_if_false AMBULAN_1576
0085: @77 = @68  ;; integer values and handles
0085: @80 = @70  ;; integer values and handles
0085: @78 = @69  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1575
0002: jump AMBULAN_1658

:AMBULAN_1575
0085: @70 = @80  ;; integer values and handles

:AMBULAN_1576
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1578
00D6: if  0
0019:   @73 >  0  ;; integer values
004D: jump_if_false AMBULAN_1590
0085: @77 = @71  ;; integer values and handles
0085: @80 = @73  ;; integer values and handles
0085: @78 = @72  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1589
0002: jump AMBULAN_1658

:AMBULAN_1589
0085: @73 = @80  ;; integer values and handles

:AMBULAN_1590
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1592
00D6: if  0
0019:   @76 >  0  ;; integer values
004D: jump_if_false AMBULAN_1604
0085: @77 = @74  ;; integer values and handles
0085: @80 = @76  ;; integer values and handles
0085: @78 = @75  ;; integer values and handles
0050: gosub AMBULAN_1799
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1603
0002: jump AMBULAN_1658

:AMBULAN_1603
0085: @76 = @80  ;; integer values and handles

:AMBULAN_1604
000A: @240 +=  1  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1606
0006: @240 =  0  ;; integer values
0002: jump AMBULAN_1608

:AMBULAN_1608
00D6: if  0
003B:   @46 == @37  ;; integer values 
004D: jump_if_false AMBULAN_1657
008B: @44 = $8211  ;; integer values and handles
006E: @44 *= $8211  ;; integer values
0012: @44 *=  50  ;; integer values 
09EE:  1 
01E3: text_1number_styled 'REWARD' @44  6000 ms  6
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:  158 $8211 
0008: $8211 +=  1  ;; integer values
00D6: if  0
0038:   $8211 ==  13  ;; integer values
004D: jump_if_false AMBULAN_1656
09EE:  1 
01E3: text_1number_styled 'A_COMP1'  5000  5000 ms  5
0109: player $PLAYER_CHAR money +=  5000
0394: play_music  2
00D6: if  0
0038:   $1487 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1655
030C: set_mission_points +=  1
00BB: text_lowpriority 'A_COMP3'  5000 ms  1
0653: @196 = stat  24 (max health)  ; float
0013: @196 *=  1.5  ;; floating-point values 
0A1F:  24 @196 
0595: (unknown)
0004: $1487 =  1  ;; integer values

:AMBULAN_1655
0051: return

:AMBULAN_1656
0002: jump AMBULAN_332

:AMBULAN_1657
0002: jump AMBULAN_1376

:AMBULAN_1658
014F: stop_timer $8210
0151: remove_status_text $8211
0151: remove_status_text $8212
03D5: remove_text 'ALEVEL'
00D6: if  0
8038:   NOT   $8211 ==  13  ;; integer values
004D: jump_if_false AMBULAN_1667
00BA: text_styled 'A_FAIL1'  5000 ms  5
01E3: text_1number_styled 'A_SAVES' @55  6000 ms  6

:AMBULAN_1667
00D6: if  0
8038:   NOT   $8211 ==  13  ;; integer values
004D: jump_if_false AMBULAN_1742
00D6: if  0
8118:   NOT   actor @81 dead
004D: jump_if_false AMBULAN_1676
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_1676
00D6: if  0
8118:   NOT   actor @84 dead
004D: jump_if_false AMBULAN_1682
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_1682
00D6: if  0
8118:   NOT   actor @87 dead
004D: jump_if_false AMBULAN_1688
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_1688
00D6: if  0
8118:   NOT   actor @90 dead
004D: jump_if_false AMBULAN_1694
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_1694
00D6: if  0
8118:   NOT   actor @93 dead
004D: jump_if_false AMBULAN_1700
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_1700
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false AMBULAN_1706
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_1706
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false AMBULAN_1712
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_1712
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false AMBULAN_1718
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_1718
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false AMBULAN_1724
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_1724
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false AMBULAN_1730
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_1730
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false AMBULAN_1736
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_1736
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false AMBULAN_1742
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_1742
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_maby_cops_density  1.0
01BD: $184 = current_time_in_ms
0006: @99 =  0  ;; integer values

:AMBULAN_1772
00D6: if  0
001B:    10 > @99  ;; integer values
004D: jump_if_false AMBULAN_1789
00D6: if  0
0039:   @224(@99,10i) ==  1  ;; integer values
004D: jump_if_false AMBULAN_1781
0746:  4 @99  0 
000E: @234 -=  1  ;; integer values
0006: @224(@99,10i) =  0  ;; integer values

:AMBULAN_1781
00D6: if  0
0039:   @214(@99,10i) ==  1  ;; integer values
004D: jump_if_false AMBULAN_1787
0746:  3 @99  0 
000E: @234 -=  1  ;; integer values
0006: @214(@99,10i) =  0  ;; integer values

:AMBULAN_1787
000A: @99 +=  1  ;; integer values
0002: jump AMBULAN_1772

:AMBULAN_1789
0004: $ON_MISSION =  0  ;; integer values
0004: $148 =  0  ;; integer values
00D8: mission_cleanup
00D6: if  0
0038:   $1487 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1798
0004: $1487 =  2  ;; integer values
08F8:  0 
004F: create_thread BACKON_1 

:AMBULAN_1798
0051: return

:AMBULAN_1799
00D6: if  0
0118:   actor @77 dead
004D: jump_if_false AMBULAN_1805
00BC: text_highpriority 'A_FAIL3'  3000 ms  1
0006: @79 =  1  ;; integer values
0051: return

:AMBULAN_1805
00D6: if  0
0038:   $8210 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1813
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
0006: @79 =  1  ;; integer values
0051: return

:AMBULAN_1813
00D6: if  0
0039:   @80 ==  3  ;; integer values
004D: jump_if_false AMBULAN_1836
00A0: store_actor @77 position_to @179 @180 @181
0227: @40 = car @34 health
00D6: if  0
001D:   @39 > @40  ;; integer values  
004D: jump_if_false AMBULAN_1836
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  0
0019:   @35 >  10  ;; integer values
004D: jump_if_false AMBULAN_1830
0066: $8210 -= @41  ;; integer values 

:AMBULAN_1830
0947: @77  344 @236 
00D6: if  0
001A:    0 > $8210  ;; integer values
004D: jump_if_false AMBULAN_1835
0004: $8210 =  0  ;; integer values

:AMBULAN_1835
0085: @39 = @40  ;; integer values and handles

:AMBULAN_1836
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1872
00D6: if  0
0106:   actor $PLAYER_ACTOR near_actor_in_car @77 radius  10.0  10.0  2.0  0  
004D: jump_if_false AMBULAN_1872
01E9: @43 = car @34 num_passengers
01EA: @42 = car @34 max_passengers
00D6: if  0
003B:   @43 == @42  ;; integer values 
004D: jump_if_false AMBULAN_1853
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1851
00BC: text_highpriority 'A_FULL'  5000 ms  1

:AMBULAN_1851
0006: @50 =  1  ;; integer values
0002: jump AMBULAN_1854

:AMBULAN_1853
0006: @50 =  0  ;; integer values

:AMBULAN_1854
0227: @39 = car @34 health
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1870
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1864
05CA: unknown_action_sequence @77 @34 -2 -1 
0006: @97 =  1  ;; integer values
0002: jump AMBULAN_1869

:AMBULAN_1864
062E: @77  1482 @98 
00D6: if  0
04A4: @98  7 
004D: jump_if_false AMBULAN_1869
05CA: unknown_action_sequence @77 @34 -2 -1 

:AMBULAN_1869
0002: jump AMBULAN_1871

:AMBULAN_1870
00BC: text_highpriority 'A_FULL'  5000 ms  1

:AMBULAN_1871
0006: @80 =  2  ;; integer values

:AMBULAN_1872
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false AMBULAN_1883
00D6: if  0
80F4:   NOT   actor $PLAYER_ACTOR near_actor_in_car @77 radius  20.0  20.0  0  
004D: jump_if_false AMBULAN_1879
0006: @80 =  1  ;; integer values

:AMBULAN_1879
00D6: if  0
8449:   NOT   actor @77 in_a_car
004D: jump_if_false AMBULAN_1883
0006: @80 =  1  ;; integer values

:AMBULAN_1883
00D6: if  0
0039:   @80 ==  2  ;; integer values
004D: jump_if_false AMBULAN_1901
00D6: if  0
0449:   actor @77 in_a_car
004D: jump_if_false AMBULAN_1901
0006: @97 =  0  ;; integer values
0164: disable_marker @78
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false AMBULAN_1896
018A: @47 = create_checkpoint_at @167 @168 @169
0006: @52 =  1  ;; integer values

:AMBULAN_1896
0085: @49 = @152(@240,13i)  ;; integer values and handles
0016: @49 /=  1000  ;; integer values 
01E3: text_1number_styled 'A_TIME' @49  6000 ms  6
005E: $8210 += @152(@240,13i)  ;; integer values 
0006: @80 =  3  ;; integer values

:AMBULAN_1901
00D6: if  0
0039:   @80 ==  3  ;; integer values
004D: jump_if_false AMBULAN_1909
00D6: if  0
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_1909
05D3: unknown_action_sequence @77 @173 @174 @175  6 -1 
0006: @80 =  4  ;; integer values

:AMBULAN_1909
00D6: if  0
0039:   @80 ==  4  ;; integer values
004D: jump_if_false AMBULAN_1937
00D6: if  0
8449:   NOT   actor @77 in_a_car
004D: jump_if_false AMBULAN_1937
05D3: unknown_action_sequence @77 @173 @174 @175  6 -1 
09EE:  1 
00BA: text_styled 'A_PASS'  3000 ms  5
00D6: if  0
0039:   @45 ==  1  ;; integer values
004D: jump_if_false AMBULAN_1930
0085: @49 = @48  ;; integer values and handles
0016: @49 /=  1000  ;; integer values 
01E3: text_1number_styled 'A_TIME' @49  6000 ms  6
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_1930
097A: -1000.0 -1000.0 -1000.0  1058 
000A: @46 +=  1  ;; integer values
0623: add  1 to_stats  151
0006: @80 =  0  ;; integer values
0332: set_actor @77 bleeding_to  0 (false)
0961: @77  1 
01C2: remove_references_to_actor @77  ;; Like turning an actor into a random pedestrian

:AMBULAN_1937
0051: return

;-------------Mission 123---------------
; Originally: Firefighter sub-mission


:M_123_1
0050: gosub M_123_4
0050: gosub FIRETRU_1462
004E: end_thread

:M_123_4
0004: $ON_MISSION =  1  ;; integer values
0004: $149 =  1  ;; integer values
03A4: name_thread 'FIRETRU'
0001: wait  0 ms
00D6: if  0
0038:   $1489 ==  0  ;; integer values
004D: jump_if_false FIRETRU_7
0317: increment_mission_attempts

:FIRETRU_7
060A: unknown_create_entity  0 @165 
054C: use_GXT_table 'FIRETRK'
08F8:  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_maby_cops_density  .5
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false FIRETRU_89
018A: @63 = create_checkpoint_at $73 $74 $75
018A: @64 = create_checkpoint_at $73 $74 $75
018A: @65 = create_checkpoint_at $73 $74 $75
018A: @66 = create_checkpoint_at $73 $74 $75
018A: @67 = create_checkpoint_at $73 $74 $75
018A: @68 = create_checkpoint_at $73 $74 $75
018A: @69 = create_checkpoint_at $73 $74 $75
018A: @70 = create_checkpoint_at $73 $74 $75
018A: @71 = create_checkpoint_at $73 $74 $75
018A: @72 = create_checkpoint_at $73 $74 $75
018A: @73 = create_checkpoint_at $73 $74 $75
018A: @74 = create_checkpoint_at $73 $74 $75
018A: @75 = create_checkpoint_at $73 $74 $75
018A: @76 = create_checkpoint_at $73 $74 $75
00A5: @35 = create_car  470 at  0.0  0.0  0.0
009A: @39 = create_actor  24  280 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_89
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  0
0039:   @125 ==  25  ;; integer values
004D: jump_if_false FIRETRU_123
04AF: @126 = unknown_wav_reference  405 

:FIRETRU_123
00D6: if  0
0039:   @125 ==  26  ;; integer values
004D: jump_if_false FIRETRU_127
04AF: @126 = unknown_wav_reference  418 

:FIRETRU_127
00D6: if  0
0039:   @125 ==  27  ;; integer values
004D: jump_if_false FIRETRU_131
04AF: @126 = unknown_wav_reference  421 

:FIRETRU_131
00D6: if  0
0039:   @125 ==  28  ;; integer values
004D: jump_if_false FIRETRU_135
04AF: @126 = unknown_wav_reference  400 

:FIRETRU_135
00D6: if  0
0039:   @125 ==  29  ;; integer values
004D: jump_if_false FIRETRU_139
04AF: @126 = unknown_wav_reference  404 

:FIRETRU_139
00D6: if  0
0039:   @125 ==  30  ;; integer values
004D: jump_if_false FIRETRU_143
04AF: @126 = unknown_wav_reference  445 

:FIRETRU_143
00D6: if  0
0039:   @125 ==  31  ;; integer values
004D: jump_if_false FIRETRU_147
04AF: @126 = unknown_wav_reference  466 

:FIRETRU_147
00D6: if  0
0039:   @125 ==  32  ;; integer values
004D: jump_if_false FIRETRU_151
04AF: @126 = unknown_wav_reference  467 

:FIRETRU_151
00D6: if  0
0039:   @125 ==  33  ;; integer values
004D: jump_if_false FIRETRU_155
04AF: @126 = unknown_wav_reference  479 

:FIRETRU_155
00D6: if  0
0039:   @125 ==  34  ;; integer values
004D: jump_if_false FIRETRU_159
04AF: @126 = unknown_wav_reference  413 

:FIRETRU_159
00D6: if  0
0039:   @125 ==  35  ;; integer values
004D: jump_if_false FIRETRU_163
04AF: @126 = unknown_wav_reference  420 

:FIRETRU_163
00D6: if  0
0039:   @125 ==  36  ;; integer values
004D: jump_if_false FIRETRU_167
04AF: @126 = unknown_wav_reference  438 

:FIRETRU_167
00D6: if  0
0039:   @125 ==  37  ;; integer values
004D: jump_if_false FIRETRU_171
04AF: @126 = unknown_wav_reference  440 

:FIRETRU_171
00D6: if  0
0039:   @125 ==  38  ;; integer values
004D: jump_if_false FIRETRU_175
04AF: @126 = unknown_wav_reference  551 

:FIRETRU_175
00D6: if  0
0039:   @125 ==  39  ;; integer values
004D: jump_if_false FIRETRU_179
04AF: @126 = unknown_wav_reference  470 

:FIRETRU_179
00D6: if  0
0039:   @125 ==  40  ;; integer values
004D: jump_if_false FIRETRU_183
04AF: @126 = unknown_wav_reference  482 

:FIRETRU_183
00D6: if  0
0039:   @125 ==  41  ;; integer values
004D: jump_if_false FIRETRU_187
04AF: @126 = unknown_wav_reference  546 

:FIRETRU_187
00D6: if  0
0039:   @125 ==  42  ;; integer values
004D: jump_if_false FIRETRU_191
04AF: @126 = unknown_wav_reference  492 

:FIRETRU_191
00D6: if  0
0039:   @125 ==  43  ;; integer values
004D: jump_if_false FIRETRU_195
04AF: @126 = unknown_wav_reference  560 

:FIRETRU_195
0247: request_model @126
0001: wait  0 ms
0050: gosub FIRETRU_1151
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false FIRETRU_202
0002: jump FIRETRU_1462

:FIRETRU_202
00D6: if  0
8248:   NOT   model @126 available
004D: jump_if_false FIRETRU_213
0001: wait  0 ms
0247: request_model @126
0050: gosub FIRETRU_1151
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false FIRETRU_212
0002: jump FIRETRU_1462

:FIRETRU_212
0002: jump FIRETRU_202

:FIRETRU_213
0006: @119 =  0  ;; integer values
0050: gosub FIRETRU_826
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: @35  1
0175: set_car @35 z_angle_to @160
0587: @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: @64  1 
018B: show_on_radar @64  2
03ED: (unknown) @35  1 
0006: @119 =  1  ;; integer values
000A: @88 +=  1  ;; integer values
0560: @35 @40
060B: unknown_actor_use_entity @40 @165 
0588: @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  0
0018:   $8213 >  2  ;; integer values
004D: jump_if_false FIRETRU_249
0561: unknown_create_actor_handle @41 from car @35 passenger  0
060B: unknown_actor_use_entity @41 @165 
0588: @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_249
00D6: if  0
0018:   $8213 >  3  ;; integer values
004D: jump_if_false FIRETRU_258
0561: unknown_create_actor_handle @42 from car @35 passenger  1
060B: unknown_actor_use_entity @42 @165 
0588: @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_258
00D6: if  0
0018:   $8213 >  4  ;; integer values
004D: jump_if_false FIRETRU_280
0050: gosub FIRETRU_826
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: @36  1
0175: set_car @36 z_angle_to @160
0587: @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: @65  1 
018B: show_on_radar @65  2
03ED: (unknown) @36  1 
000A: @88 +=  1  ;; integer values

:FIRETRU_280
00D6: if  0
0018:   $8213 >  5  ;; integer values
004D: jump_if_false FIRETRU_289
0560: @36 @43
060B: unknown_actor_use_entity @43 @165 
0588: @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_289
00D6: if  0
0018:   $8213 >  6  ;; integer values
004D: jump_if_false FIRETRU_298
0561: unknown_create_actor_handle @44 from car @36 passenger  0
060B: unknown_actor_use_entity @44 @165 
0588: @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_298
00D6: if  0
0018:   $8213 >  7  ;; integer values
004D: jump_if_false FIRETRU_307
0561: unknown_create_actor_handle @45 from car @36 passenger  1
060B: unknown_actor_use_entity @45 @165 
0588: @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_307
00D6: if  0
0018:   $8213 >  8  ;; integer values
004D: jump_if_false FIRETRU_329
0050: gosub FIRETRU_826
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: @37  1
0175: set_car @37 z_angle_to @160
0587: @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: @66  1 
018B: show_on_radar @66  2
03ED: (unknown) @37  1 
000A: @88 +=  1  ;; integer values

:FIRETRU_329
0249: release_model @126
00D6: if  0
0018:   $8213 >  9  ;; integer values
004D: jump_if_false FIRETRU_339
0560: @37 @46
060B: unknown_actor_use_entity @46 @165 
0588: @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_339
00D6: if  0
0018:   $8213 >  10  ;; integer values
004D: jump_if_false FIRETRU_348
0561: unknown_create_actor_handle @47 from car @37 passenger  0
060B: unknown_actor_use_entity @47 @165 
0588: @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_348
00D6: if  0
0018:   $8213 >  11  ;; integer values
004D: jump_if_false FIRETRU_357
0561: unknown_create_actor_handle @48 from car @37 passenger  1
060B: unknown_actor_use_entity @48 @165 
0588: @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_357
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false FIRETRU_361
00AF: set_car @35 driver_behaviour_to  11

:FIRETRU_361
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false FIRETRU_365
00AF: set_car @36 driver_behaviour_to  11

:FIRETRU_365
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false FIRETRU_369
00AF: set_car @37 driver_behaviour_to  11

:FIRETRU_369
0050: gosub FIRETRU_1151
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false FIRETRU_374
0002: jump FIRETRU_1462

:FIRETRU_374
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false FIRETRU_385
00A0: store_actor @40 position_to @146 @147 @148
0843: @146 @147 @148 s$8216 
00D6: if  0
001A:    5 > $8213  ;; integer values
004D: jump_if_false FIRETRU_384
0384: text_1string 'F_START' s$8216  5000 ms  1
0002: jump FIRETRU_385

:FIRETRU_384
0384: text_1string 'F_STAR1' s$8216  5000 ms  1

:FIRETRU_385
00D6: if  0
0038:   $8213 ==  1  ;; integer values
004D: jump_if_false FIRETRU_390
000E: @88 -=  1  ;; integer values
009B: destroy_actor_instantly @40

:FIRETRU_390
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false FIRETRU_397
03C3: set_timer_with_text_to $8215 type  1 text 'FIRTIME'
04F7: status_text $8213  0 line  1 'FLEV'
0006: @80 =  1  ;; integer values
0002: jump FIRETRU_398

:FIRETRU_397
0396:  0 (clear) useless_flag

:FIRETRU_398
008B: @85 = $8213  ;; integer values and handles
000E: @85 -=  4  ;; integer values
01BD: $16 = current_time_in_ms
008B: @87 = $16  ;; integer values and handles
000A: @87 +=  3000  ;; integer values

:FIRETRU_403
00D6: if  0
0735:  32 
004D: jump_if_false FIRETRU_407
0004: $8215 =  300000  ;; integer values

:FIRETRU_407
00D6: if  0
0735:  137 
004D: jump_if_false FIRETRU_431
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false FIRETRU_415
03F5: unknown_prepare_car @35 for_explosion flag  0
03F5: unknown_prepare_car @35 for_explosion flag  1

:FIRETRU_415
00D6: if  0
0018:   $8213 >  4  ;; integer values
004D: jump_if_false FIRETRU_423
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false FIRETRU_423
03F5: unknown_prepare_car @36 for_explosion flag  0
03F5: unknown_prepare_car @36 for_explosion flag  1

:FIRETRU_423
00D6: if  0
0018:   $8213 >  8  ;; integer values
004D: jump_if_false FIRETRU_431
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false FIRETRU_431
03F5: unknown_prepare_car @37 for_explosion flag  0
03F5: unknown_prepare_car @37 for_explosion flag  1

:FIRETRU_431
00D6: if  0
0735:  83 
004D: jump_if_false FIRETRU_437
0004: $1489 =  0  ;; integer values
0004: $8213 =  12  ;; integer values
0002: jump FIRETRU_1375

:FIRETRU_437
00D6: if  0
0735:  90 
004D: jump_if_false FIRETRU_456
014F: stop_timer $8215
0151: remove_status_text $8214
0151: remove_status_text $8213
03D5: remove_text 'F_START'
03D5: remove_text 'F_STAR1'
03D5: remove_text 'FIRELVL'
00BA: text_styled 'F_PASS1'  5000 ms  5
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
0109: player $PLAYER_CHAR money += @79
01E3: text_1number_styled 'F_COMP1'  5000  5000 ms  5
0109: player $PLAYER_CHAR money +=  5000
0394: play_music  2

:FIRETRU_456
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false FIRETRU_460
0002: jump FIRETRU_1462

:FIRETRU_460
0001: wait  0 ms
01BD: $16 = current_time_in_ms
0050: gosub FIRETRU_1151
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false FIRETRU_467
0002: jump FIRETRU_1462

:FIRETRU_467
00D6: if  0
001A:    2 > $150  ;; integer values
004D: jump_if_false FIRETRU_500
00D6: if  0
0038:   $150 ==  0  ;; integer values
004D: jump_if_false FIRETRU_487
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false FIRETRU_486
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false FIRETRU_485
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false FIRETRU_484
03E5: text_box 'SPRAY_1'
0004: $150 =  1  ;; integer values

:FIRETRU_484
0002: jump FIRETRU_486

:FIRETRU_485
0006: @32 =  0  ;; integer values

:FIRETRU_486
0002: jump FIRETRU_500

:FIRETRU_487
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false FIRETRU_500
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false FIRETRU_499
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false FIRETRU_498
03E5: text_box 'SIREN_1'
0004: $150 =  2  ;; integer values

:FIRETRU_498
0002: jump FIRETRU_500

:FIRETRU_499
0006: @32 =  0  ;; integer values

:FIRETRU_500
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false FIRETRU_561
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @35 radius  50.0  50.0  10.0 unknown  0
004D: jump_if_false FIRETRU_534
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false FIRETRU_533
0587: @35  1
0574: @35  0
0006: @104 =  1  ;; integer values
00D6: if  0
0018:   $8213 >  1  ;; integer values
004D: jump_if_false FIRETRU_519
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false FIRETRU_519
0588: @40  1

:FIRETRU_519
00D6: if  0
0018:   $8213 >  2  ;; integer values
004D: jump_if_false FIRETRU_526
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false FIRETRU_526
0588: @41  1

:FIRETRU_526
00D6: if  0
0018:   $8213 >  3  ;; integer values
004D: jump_if_false FIRETRU_533
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false FIRETRU_533
0588: @42  1

:FIRETRU_533
0002: jump FIRETRU_561

:FIRETRU_534
00D6: if  0
0039:   @104 ==  1  ;; integer values
004D: jump_if_false FIRETRU_561
0587: @35  0
0574: @35  1
0006: @104 =  0  ;; integer values
00D6: if  0
0018:   $8213 >  1  ;; integer values
004D: jump_if_false FIRETRU_547
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false FIRETRU_547
0588: @40  0

:FIRETRU_547
00D6: if  0
0018:   $8213 >  2  ;; integer values
004D: jump_if_false FIRETRU_554
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false FIRETRU_554
0588: @41  0

:FIRETRU_554
00D6: if  0
0018:   $8213 >  3  ;; integer values
004D: jump_if_false FIRETRU_561
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false FIRETRU_561
0588: @42  0

:FIRETRU_561
00D6: if  0
0018:   $8213 >  4  ;; integer values
004D: jump_if_false FIRETRU_689
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false FIRETRU_625
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @36 radius  50.0  50.0  10.0 unknown  0
004D: jump_if_false FIRETRU_598
00D6: if  0
0039:   @105 ==  0  ;; integer values
004D: jump_if_false FIRETRU_597
0587: @36  1
0574: @36  0
0006: @105 =  1  ;; integer values
00D6: if  0
0018:   $8213 >  5  ;; integer values
004D: jump_if_false FIRETRU_583
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FIRETRU_583
0588: @43  1

:FIRETRU_583
00D6: if  0
0018:   $8213 >  6  ;; integer values
004D: jump_if_false FIRETRU_590
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FIRETRU_590
0588: @44  1

:FIRETRU_590
00D6: if  0
0018:   $8213 >  7  ;; integer values
004D: jump_if_false FIRETRU_597
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FIRETRU_597
0588: @45  1

:FIRETRU_597
0002: jump FIRETRU_625

:FIRETRU_598
00D6: if  0
0039:   @105 ==  1  ;; integer values
004D: jump_if_false FIRETRU_625
0587: @36  0
0574: @36  1
0006: @105 =  0  ;; integer values
00D6: if  0
0018:   $8213 >  5  ;; integer values
004D: jump_if_false FIRETRU_611
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FIRETRU_611
0588: @43  0

:FIRETRU_611
00D6: if  0
0018:   $8213 >  6  ;; integer values
004D: jump_if_false FIRETRU_618
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FIRETRU_618
0588: @44  0

:FIRETRU_618
00D6: if  0
0018:   $8213 >  7  ;; integer values
004D: jump_if_false FIRETRU_625
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FIRETRU_625
0588: @45  0

:FIRETRU_625
00D6: if  0
0018:   $8213 >  8  ;; integer values
004D: jump_if_false FIRETRU_689
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false FIRETRU_689
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @37 radius  50.0  50.0  10.0 unknown  0
004D: jump_if_false FIRETRU_662
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false FIRETRU_661
0587: @37  1
0574: @37  0
00D6: if  0
0018:   $8213 >  9  ;; integer values
004D: jump_if_false FIRETRU_646
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FIRETRU_646
0588: @46  1

:FIRETRU_646
00D6: if  0
0018:   $8213 >  10  ;; integer values
004D: jump_if_false FIRETRU_653
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false FIRETRU_653
0588: @47  1

:FIRETRU_653
00D6: if  0
0018:   $8213 >  11  ;; integer values
004D: jump_if_false FIRETRU_660
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false FIRETRU_660
0588: @48  1

:FIRETRU_660
0006: @106 =  1  ;; integer values

:FIRETRU_661
0002: jump FIRETRU_689

:FIRETRU_662
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false FIRETRU_689
0587: @37  0
0574: @37  1
0006: @106 =  0  ;; integer values
00D6: if  0
0018:   $8213 >  9  ;; integer values
004D: jump_if_false FIRETRU_675
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FIRETRU_675
0588: @46  0

:FIRETRU_675
00D6: if  0
0018:   $8213 >  10  ;; integer values
004D: jump_if_false FIRETRU_682
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false FIRETRU_682
0588: @47  0

:FIRETRU_682
00D6: if  0
0018:   $8213 >  11  ;; integer values
004D: jump_if_false FIRETRU_689
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false FIRETRU_689
0588: @48  0

:FIRETRU_689
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_1206
0085: @50 = @49  ;; integer values and handles
0085: @92 = @90  ;; integer values and handles
0085: @64 = @63  ;; integer values and handles
00D6: if  0
0018:   $8213 >  1  ;; integer values
004D: jump_if_false FIRETRU_709
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_1280
0085: @95 = @91  ;; integer values and handles
0085: @54 = @53  ;; integer values and handles
0085: @68 = @67  ;; integer values and handles

:FIRETRU_709
00D6: if  0
0018:   $8213 >  2  ;; integer values
004D: jump_if_false FIRETRU_720
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_1280
0085: @96 = @91  ;; integer values and handles
0085: @55 = @53  ;; integer values and handles
0085: @69 = @67  ;; integer values and handles

:FIRETRU_720
00D6: if  0
0018:   $8213 >  3  ;; integer values
004D: jump_if_false FIRETRU_731
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_1280
0085: @97 = @91  ;; integer values and handles
0085: @56 = @53  ;; integer values and handles
0085: @70 = @67  ;; integer values and handles

:FIRETRU_731
00D6: if  0
0018:   $8213 >  4  ;; integer values
004D: jump_if_false FIRETRU_743
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_1206
0085: @51 = @49  ;; integer values and handles
0085: @93 = @90  ;; integer values and handles
0085: @65 = @63  ;; integer values and handles

:FIRETRU_743
00D6: if  0
0018:   $8213 >  5  ;; integer values
004D: jump_if_false FIRETRU_754
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_1280
0085: @98 = @91  ;; integer values and handles
0085: @57 = @53  ;; integer values and handles
0085: @71 = @67  ;; integer values and handles

:FIRETRU_754
00D6: if  0
0018:   $8213 >  6  ;; integer values
004D: jump_if_false FIRETRU_765
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_1280
0085: @99 = @91  ;; integer values and handles
0085: @58 = @53  ;; integer values and handles
0085: @72 = @67  ;; integer values and handles

:FIRETRU_765
00D6: if  0
0018:   $8213 >  7  ;; integer values
004D: jump_if_false FIRETRU_776
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_1280
0085: @100 = @91  ;; integer values and handles
0085: @59 = @53  ;; integer values and handles
0085: @73 = @67  ;; integer values and handles

:FIRETRU_776
00D6: if  0
0018:   $8213 >  8  ;; integer values
004D: jump_if_false FIRETRU_788
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_1206
0085: @52 = @49  ;; integer values and handles
0085: @94 = @90  ;; integer values and handles
0085: @66 = @63  ;; integer values and handles

:FIRETRU_788
00D6: if  0
0018:   $8213 >  9  ;; integer values
004D: jump_if_false FIRETRU_799
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_1280
0085: @101 = @91  ;; integer values and handles
0085: @60 = @53  ;; integer values and handles
0085: @74 = @67  ;; integer values and handles

:FIRETRU_799
00D6: if  0
0018:   $8213 >  10  ;; integer values
004D: jump_if_false FIRETRU_810
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_1280
0085: @102 = @91  ;; integer values and handles
0085: @61 = @53  ;; integer values and handles
0085: @75 = @67  ;; integer values and handles

:FIRETRU_810
00D6: if  0
0018:   $8213 >  11  ;; integer values
004D: jump_if_false FIRETRU_821
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_1280
0085: @103 = @91  ;; integer values and handles
0085: @62 = @53  ;; integer values and handles
0085: @76 = @67  ;; integer values and handles

:FIRETRU_821
00D6: if  0
002D:   @89 >= @88  ;; integer values 
004D: jump_if_false FIRETRU_825
0002: jump FIRETRU_1375

:FIRETRU_825
0002: jump FIRETRU_403

:FIRETRU_826
0001: wait  0 ms
0006: @120 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:FIRETRU_829
00D6: if  0
0039:   @120 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1119
0006: @120 =  1  ;; integer values
0006: @163 =  1  ;; integer values
000B: @162 +=  1.0  ;; floating-point values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FIRETRU_845
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  407
004D: jump_if_false FIRETRU_844
00BE: text_clear_all
00BC: text_highpriority 'F_CANC'  3000 ms  1
0006: @77 =  1  ;; integer values

:FIRETRU_844
0002: jump FIRETRU_846

:FIRETRU_845
0006: @77 =  1  ;; integer values

:FIRETRU_846
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false FIRETRU_855
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false FIRETRU_854
0006: @82 =  1  ;; integer values

:FIRETRU_854
0002: jump FIRETRU_859

:FIRETRU_855
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false FIRETRU_859
0006: @82 =  1  ;; integer values

:FIRETRU_859
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false FIRETRU_878
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false FIRETRU_872
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false FIRETRU_871
00BE: text_clear_all
00BC: text_highpriority 'F_CANC'  3000 ms  1
0006: @77 =  1  ;; integer values

:FIRETRU_871
0002: jump FIRETRU_878

:FIRETRU_872
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false FIRETRU_878
00BE: text_clear_all
00BC: text_highpriority 'F_CANC'  3000 ms  1
0006: @77 =  1  ;; integer values

:FIRETRU_878
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false FIRETRU_882
0002: jump FIRETRU_1462

:FIRETRU_882
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  0
0023:    170.0 > @156  ;; floating-point values
004D: jump_if_false FIRETRU_890
0007: @156 =  170.0  ;; floating-point values

:FIRETRU_890
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  0
0043:   @153 ==  0.0  ;; floating-point values
004D: jump_if_false FIRETRU_914
00D6: if  0
0043:   @154 ==  0.0  ;; floating-point values
004D: jump_if_false FIRETRU_914
00D6: if  0
0043:   @157 ==  0.0  ;; floating-point values
004D: jump_if_false FIRETRU_914
00D6: if  0
0043:   @158 ==  0.0  ;; floating-point values
004D: jump_if_false FIRETRU_914
0006: @120 =  0  ;; integer values

:FIRETRU_914
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_935
050A: @124 = distance_between @143 @144 @145 and @153 @154 @155 
00D6: if  0
0023:    140.0 > @124  ;; floating-point values
004D: jump_if_false FIRETRU_922
0006: @120 =  0  ;; integer values

:FIRETRU_922
00D6: if  0
0039:   @119 ==  1  ;; integer values
004D: jump_if_false FIRETRU_934
00D6: if  0
0023:    35.0 > @162  ;; floating-point values
004D: jump_if_false FIRETRU_933
0843: @153 @154 @155 s$8218 
00D6: if  0
85AD:   NOT   s$8218 == s$8216  ;; 8-byte strings
004D: jump_if_false FIRETRU_933
0006: @120 =  0  ;; integer values

:FIRETRU_933
0002: jump FIRETRU_935

:FIRETRU_934
0843: @153 @154 @155 s$8216 

:FIRETRU_935
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1023
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
001A:    2 > $ISLANDS_UNLOCKED  ;; integer values
004D: jump_if_false FIRETRU_1023
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false FIRETRU_988
00D6: if  1
0023:    78.4427 > @153  ;; floating-point values
0023:   -699.519 > @154  ;; floating-point values
004D: jump_if_false FIRETRU_950
0006: @120 =  0  ;; integer values

:FIRETRU_950
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_988
00D6: if  1
0023:   -252.6557 > @153  ;; floating-point values
0023:   -285.766 > @154  ;; floating-point values
004D: jump_if_false FIRETRU_958
0006: @120 =  0  ;; integer values

:FIRETRU_958
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_988
00D6: if  0
0023:   -948.3447 > @153  ;; floating-point values
004D: jump_if_false FIRETRU_965
0006: @120 =  0  ;; integer values

:FIRETRU_965
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_988
00D6: if  1
0021:   @153 >  1473.448  ;; floating-point values
0021:   @154 >  403.7353  ;; floating-point values
004D: jump_if_false FIRETRU_973
0006: @120 =  0  ;; integer values

:FIRETRU_973
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_988
00D6: if  0
0021:   @154 >  578.6325  ;; floating-point values
004D: jump_if_false FIRETRU_980
0006: @120 =  0  ;; integer values

:FIRETRU_980
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_988
00D6: if  1
0023:    837.5551 > @153  ;; floating-point values
0021:   @154 >  347.4097  ;; floating-point values
004D: jump_if_false FIRETRU_988
0006: @120 =  0  ;; integer values

:FIRETRU_988
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1023
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  1  ;; integer values
004D: jump_if_false FIRETRU_1023
00D6: if  1
0021:   @153 >  1473.448  ;; floating-point values
0021:   @154 >  403.7353  ;; floating-point values
004D: jump_if_false FIRETRU_999
0006: @120 =  0  ;; integer values

:FIRETRU_999
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1023
00D6: if  1
0021:   @154 >  578.6325  ;; floating-point values
0021:   @153 > -1528.498  ;; floating-point values
004D: jump_if_false FIRETRU_1007
0006: @120 =  0  ;; integer values

:FIRETRU_1007
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1023
00D6: if  2
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_1016
0006: @120 =  0  ;; integer values

:FIRETRU_1016
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1023
00D6: if  0
0021:   @154 >  1380.0  ;; floating-point values
004D: jump_if_false FIRETRU_1023
0006: @120 =  0  ;; integer values

:FIRETRU_1023
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1052
00D6: if  0
0023:    2150.0 > @153  ;; floating-point values
004D: jump_if_false FIRETRU_1039
00D6: if  0
0021:   @153 >  1970.0  ;; floating-point values
004D: jump_if_false FIRETRU_1039
00D6: if  0
0023:   -2274.0 > @154  ;; floating-point values
004D: jump_if_false FIRETRU_1039
00D6: if  0
0021:   @154 > -2670.0  ;; floating-point values
004D: jump_if_false FIRETRU_1039
0006: @120 =  0  ;; integer values

:FIRETRU_1039
00D6: if  0
0023:    2150.0 > @153  ;; floating-point values
004D: jump_if_false FIRETRU_1052
00D6: if  0
0021:   @153 >  1590.0  ;; floating-point values
004D: jump_if_false FIRETRU_1052
00D6: if  0
0023:   -2397.0 > @154  ;; floating-point values
004D: jump_if_false FIRETRU_1052
00D6: if  0
0021:   @154 > -2670.0  ;; floating-point values
004D: jump_if_false FIRETRU_1052
0006: @120 =  0  ;; integer values

:FIRETRU_1052
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1081
00D6: if  0
0023:   -1070.0 > @153  ;; floating-point values
004D: jump_if_false FIRETRU_1068
00D6: if  0
0021:   @153 > -1737.0  ;; floating-point values
004D: jump_if_false FIRETRU_1068
00D6: if  0
0023:   -185.0 > @154  ;; floating-point values
004D: jump_if_false FIRETRU_1068
00D6: if  0
0021:   @154 > -590.0  ;; floating-point values
004D: jump_if_false FIRETRU_1068
0006: @120 =  0  ;; integer values

:FIRETRU_1068
00D6: if  0
0023:   -1081.0 > @153  ;; floating-point values
004D: jump_if_false FIRETRU_1081
00D6: if  0
0021:   @153 > -1600.0  ;; floating-point values
004D: jump_if_false FIRETRU_1081
00D6: if  0
0023:    415.0 > @154  ;; floating-point values
004D: jump_if_false FIRETRU_1081
00D6: if  0
0021:   @154 > -185.0  ;; floating-point values
004D: jump_if_false FIRETRU_1081
0006: @120 =  0  ;; integer values

:FIRETRU_1081
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1097
00D6: if  0
0023:    1733.0 > @153  ;; floating-point values
004D: jump_if_false FIRETRU_1097
00D6: if  0
0021:   @153 >  1500.0  ;; floating-point values
004D: jump_if_false FIRETRU_1097
00D6: if  0
0023:    1702.0 > @154  ;; floating-point values
004D: jump_if_false FIRETRU_1097
00D6: if  0
0021:   @154 >  1529.0  ;; floating-point values
004D: jump_if_false FIRETRU_1097
0006: @120 =  0  ;; integer values

:FIRETRU_1097
00D6: if  0
0039:   @120 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1117
00D6: if  0
0018:   $8213 >  4  ;; integer values
004D: jump_if_false FIRETRU_1117
050A: @161 = distance_between @127 @128 @129 and @153 @154 @155 
00D6: if  0
0023:    20.0 > @161  ;; floating-point values
004D: jump_if_false FIRETRU_1109
0006: @120 =  0  ;; integer values
0002: jump FIRETRU_1117

:FIRETRU_1109
00D6: if  0
0018:   $8213 >  8  ;; integer values
004D: jump_if_false FIRETRU_1117
050A: @161 = distance_between @130 @131 @132 and @153 @154 @155 
00D6: if  0
0023:    20.0 > @161  ;; floating-point values
004D: jump_if_false FIRETRU_1117
0006: @120 =  0  ;; integer values

:FIRETRU_1117
0001: wait  0 ms
0002: jump FIRETRU_829

:FIRETRU_1119
00D6: if  0
0018:   $8213 >  4  ;; integer values
004D: jump_if_false FIRETRU_1133
050A: @161 = distance_between @127 @128 @129 and @153 @154 @155 
00D6: if  0
0018:   $8213 >  8  ;; integer values
004D: jump_if_false FIRETRU_1130
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_1132

:FIRETRU_1130
005B: @124 += @161  ;; floating-point values 
0017: @161 /=  8.0  ;; floating-point values 

:FIRETRU_1132
0002: jump FIRETRU_1133

:FIRETRU_1133
00D6: if  0
001A:    9 > $8213  ;; integer values
004D: jump_if_false FIRETRU_1139
0087: @122 = @124  ;; floating-point values only
0017: @122 /=  8.0  ;; floating-point values 
0002: jump FIRETRU_1141

:FIRETRU_1139
0087: @122 = @124  ;; floating-point values only
0017: @122 /=  10.0  ;; floating-point values 

:FIRETRU_1141
0013: @122 *=  1000.0  ;; floating-point values 
0092: @78 = float_to_integer @122  
005E: $8215 += @78  ;; integer values 
00D6: if  0
001A:    60000 > $8215  ;; integer values
004D: jump_if_false FIRETRU_1148
0004: $8215 =  60000  ;; integer values

:FIRETRU_1148
0006: @163 =  0  ;; integer values
0007: @162 =  0.0  ;; floating-point values
0051: return

:FIRETRU_1151
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1161
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false FIRETRU_1151B
0004: $8215 =  3600000  ;; timer

:FIRETRU_1151B
00D6: if  0
001A:    1 > $8215  ;; integer values
004D: jump_if_false FIRETRU_1161
00BE: text_clear_all
00BC: text_highpriority 'F_FAIL2'  5000 ms  1
0006: @77 =  1  ;; integer values
0051: return

:FIRETRU_1161
0002: jump FIRETRU_1171
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FIRETRU_1171
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  407
004D: jump_if_false FIRETRU_1171
00BE: text_clear_all
00BC: text_highpriority 'F_CANC'  3000 ms  1
0006: @77 =  1  ;; integer values
0051: return

:FIRETRU_1171
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false FIRETRU_1180
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false FIRETRU_1179
0006: @82 =  1  ;; integer values

:FIRETRU_1179
0002: jump FIRETRU_1184

:FIRETRU_1180
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false FIRETRU_1184
0006: @82 =  1  ;; integer values

:FIRETRU_1184
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1205
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false FIRETRU_1198
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false FIRETRU_1197
00BE: text_clear_all
00BC: text_highpriority 'F_CANC'  3000 ms  1
0006: @77 =  1  ;; integer values
0051: return

:FIRETRU_1197
0002: jump FIRETRU_1205

:FIRETRU_1198
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false FIRETRU_1205
00BE: text_clear_all
00BC: text_highpriority 'F_CANC'  3000 ms  1
0006: @77 =  1  ;; integer values
0051: return

:FIRETRU_1205
0051: return

:FIRETRU_1206
00D6: if  0
8039:   NOT   @90 ==  10  ;; integer values
004D: jump_if_false FIRETRU_1279
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false FIRETRU_1255
0004: $8220 =  1  ;; integer values
00D6: if  0
0973: @49 
004D: jump_if_false FIRETRU_1238
00D6: if  0
82D0:   NOT   fire @49 extinguished
004D: jump_if_false FIRETRU_1221
0227: @86 = car @34 health
0002: jump FIRETRU_1237

:FIRETRU_1221
00D6: if  0
8039:   NOT   @90 ==  10  ;; integer values
004D: jump_if_false FIRETRU_1237
0164: disable_marker @63
068B: @34 
02D1: unknown_remove_fire @49
0623: add  1 to_stats  153
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1233
04F7: status_text $8214  0 line  2 'F_EXTIN'
0006: @81 =  1  ;; integer values

:FIRETRU_1233
097A:  0.0  0.0  0.0  1058 
0006: @90 =  10  ;; integer values
0008: $8214 +=  1  ;; integer values
000A: @89 +=  1  ;; integer values

:FIRETRU_1237
0002: jump FIRETRU_1254

:FIRETRU_1238
00D6: if  0
8039:   NOT   @90 ==  10  ;; integer values
004D: jump_if_false FIRETRU_1254
0164: disable_marker @63
068B: @34 
02D1: unknown_remove_fire @49
0623: add  1 to_stats  153
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1250
04F7: status_text $8214  0 line  2 'F_EXTIN'
0006: @81 =  1  ;; integer values

:FIRETRU_1250
097A:  0.0  0.0  0.0  1058 
0006: @90 =  10  ;; integer values
0008: $8214 +=  1  ;; integer values
000A: @89 +=  1  ;; integer values

:FIRETRU_1254
0002: jump FIRETRU_1278

:FIRETRU_1255
00D6: if  0
02BF:   car @34 sunk
004D: jump_if_false FIRETRU_1274
00D6: if  0
8039:   NOT   @90 ==  10  ;; integer values
004D: jump_if_false FIRETRU_1273
0164: disable_marker @63
068B: @34 
0623: add  1 to_stats  153
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1269
04F7: status_text $8214  0 line  2 'F_EXTIN'
0006: @81 =  1  ;; integer values

:FIRETRU_1269
097A:  0.0  0.0  0.0  1058 
0006: @90 =  10  ;; integer values
0008: $8214 +=  1  ;; integer values
000A: @89 +=  1  ;; integer values

:FIRETRU_1273
0002: jump FIRETRU_1278

:FIRETRU_1274
00BE: text_clear_all
00BC: text_highpriority 'F_FAIL4'  5000 ms  1
0006: @77 =  1  ;; integer values
0051: return

:FIRETRU_1278
0002: jump FIRETRU_1279

:FIRETRU_1279
0051: return

:FIRETRU_1280
00D6: if  0
001B:    2 > @91  ;; integer values
004D: jump_if_false FIRETRU_1374
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false FIRETRU_1346
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1311
00D6: if  0
80DF:   NOT   actor @39 driving
004D: jump_if_false FIRETRU_1300
0326: @53 = create_actor @39 fire
00A0: store_actor @39 position_to @138 @139 @140
05DA: @39 @138 @139 @140  20.0 -1 
0187: @67 = create_marker_above_actor @39
07E0: @67  1 
018B: show_on_radar @67  2
0006: @91 =  1  ;; integer values
0002: jump FIRETRU_1311

:FIRETRU_1300
00D6: if  0
0039:   @90 ==  10  ;; integer values
004D: jump_if_false FIRETRU_1311
00D6: if  0
00DF:   actor @39 driving
004D: jump_if_false FIRETRU_1311
062E: @39  1587 @164 
00D6: if  0
04A4: @164  7 
004D: jump_if_false FIRETRU_1311
0633: unknown_action_sequence @39 

:FIRETRU_1311
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1345
0004: $8220 =  2  ;; integer values
00D6: if  0
0973: @53 
004D: jump_if_false FIRETRU_1334
00D6: if  0
02D0:   fire @53 extinguished
004D: jump_if_false FIRETRU_1333
02D1: unknown_remove_fire @53
0164: disable_marker @67
0623: add  1 to_stats  153
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1329
04F7: status_text $8214  0 line  2 'F_EXTIN'
0006: @81 =  1  ;; integer values

:FIRETRU_1329
097A:  0.0  0.0  0.0  1058 
0008: $8214 +=  1  ;; integer values
000A: @89 +=  1  ;; integer values
0006: @91 =  2  ;; integer values

:FIRETRU_1333
0002: jump FIRETRU_1345

:FIRETRU_1334
0164: disable_marker @67
0623: add  1 to_stats  153
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1341
04F7: status_text $8214  0 line  2 'F_EXTIN'
0006: @81 =  1  ;; integer values

:FIRETRU_1341
097A:  0.0  0.0  0.0  1058 
0008: $8214 +=  1  ;; integer values
000A: @89 +=  1  ;; integer values
0006: @91 =  2  ;; integer values

:FIRETRU_1345
0002: jump FIRETRU_1374

:FIRETRU_1346
00D6: if  0
04AD: @39
004D: jump_if_false FIRETRU_1370
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1365
02D1: unknown_remove_fire @53
0164: disable_marker @67
0623: add  1 to_stats  153
00D6: if  0
0039:   @81 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1360
04F7: status_text $8214  0 line  2 'F_EXTIN'
0006: @81 =  1  ;; integer values

:FIRETRU_1360
097A:  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_1369

:FIRETRU_1365
00BE: text_clear_all
00BC: text_highpriority 'F_FAIL2'  5000 ms  1
0006: @77 =  1  ;; integer values
0051: return

:FIRETRU_1369
0002: jump FIRETRU_1374

:FIRETRU_1370
00BE: text_clear_all
00BC: text_highpriority 'F_FAIL3'  5000 ms  1
0006: @77 =  1  ;; integer values
0051: return

:FIRETRU_1374
0051: return

:FIRETRU_1375
0396:  1 (set) 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  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false FIRETRU_1398
03C0: @38 = actor $PLAYER_ACTOR car
0227: @84 = car @38 health
000A: @84 +=  150  ;; integer values
0224: set_car @38 health_to @84

:FIRETRU_1398
01C3: remove_references_to_car @35  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false FIRETRU_1403
02AA: set_car @35 immune_to_nonplayer  0

:FIRETRU_1403
01C3: remove_references_to_car @36  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false FIRETRU_1408
02AA: set_car @36 immune_to_nonplayer  0

:FIRETRU_1408
01C3: remove_references_to_car @37  ;; Like turning a car into any random car
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false FIRETRU_1413
02AA: set_car @37 immune_to_nonplayer  0

:FIRETRU_1413
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:  159 $8213 
0008: $8213 +=  1  ;; integer values
00D6: if  0
0038:   $8213 ==  13  ;; integer values
004D: jump_if_false FIRETRU_1454
014F: stop_timer $8215
0151: remove_status_text $8214
0151: remove_status_text $8213
03D5: remove_text 'F_START'
03D5: remove_text 'F_STAR1'
03D5: remove_text 'FIRELVL'
00BA: text_styled 'F_PASS1'  5000 ms  6
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
0109: player $PLAYER_CHAR money += @79
0394: play_music  2
00D6: if  0
0038:   $1489 ==  0  ;; integer values
004D: jump_if_false FIRETRU_1451
08F8:  0 
055D: make_player $PLAYER_CHAR fireproof  1
030C: set_mission_points +=  1
0595: (unknown)
0004: $1489 =  1  ;; integer values

:FIRETRU_1451
0006: @77 =  1  ;; integer values
0051: return
0002: jump FIRETRU_1461

:FIRETRU_1454
00BA: text_styled 'F_PASS1'  5000 ms  6
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
0109: player $PLAYER_CHAR money += @79

:FIRETRU_1461
0002: jump FIRETRU_89

:FIRETRU_1462
014F: stop_timer $8215
0151: remove_status_text $8214
0151: remove_status_text $8213
03D5: remove_text 'F_START'
03D5: remove_text 'F_STAR1'
03D5: remove_text 'FIRELVL'
00D6: if  0
8038:   NOT   $8213 ==  13  ;; integer values
004D: jump_if_false FIRETRU_1474
00BA: text_styled 'F_FAIL1'  5000 ms  5
01E3: text_1number_styled 'TSCORE' @83  6000 ms  6
0002: jump FIRETRU_1474

:FIRETRU_1474
03C7: unknown_maby_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  0
8038:   NOT   $8213 ==  13  ;; integer values
004D: jump_if_false FIRETRU_1573
00D6: if  0
8118:   NOT   actor @40 dead
004D: jump_if_false FIRETRU_1498
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_1498
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false FIRETRU_1504
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_1504
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false FIRETRU_1510
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_1510
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false FIRETRU_1516
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_1516
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false FIRETRU_1522
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_1522
00D6: if  0
8118:   NOT   actor @45 dead
004D: jump_if_false FIRETRU_1528
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_1528
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false FIRETRU_1534
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_1534
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false FIRETRU_1540
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_1540
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false FIRETRU_1546
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_1546
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false FIRETRU_1555
02AA: set_car @35 immune_to_nonplayer  0
02AC: set_car @35 immunities  0  0  0  0  0
00D6: if  0
0495:   unknown_car_check @35
004D: jump_if_false FIRETRU_1555
020B: explode_car @35

:FIRETRU_1555
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false FIRETRU_1564
02AA: set_car @36 immune_to_nonplayer  0
02AC: set_car @36 immunities  0  0  0  0  0
00D6: if  0
0495:   unknown_car_check @36
004D: jump_if_false FIRETRU_1564
020B: explode_car @36

:FIRETRU_1564
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false FIRETRU_1573
02AA: set_car @37 immune_to_nonplayer  0
02AC: set_car @37 immunities  0  0  0  0  0
00D6: if  0
0495:   unknown_car_check @37
004D: jump_if_false FIRETRU_1573
020B: explode_car @37

:FIRETRU_1573
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: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
0004: $149 =  0  ;; integer values
0986: (unknown)
065C: unknown_create_def_entity @165  ; unknown_destroy
00D8: mission_cleanup
00D6: if  0
0038:   $1489 ==  1  ;; integer values
004D: jump_if_false FIRETRU_1600
03E6: remove_text_box
03E5: text_box 'FIREPRO'
0004: $1489 =  2  ;; integer values
08F8:  0 
004F: create_thread BACKON_1 

:FIRETRU_1600
0051: return

;-------------Mission 124---------------
; Originally: Vigilante sub-mission


:M_124_1
0050: gosub M_124_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_124_7
00BA: text_styled 'M_FAIL'  5000 ms  1
0050: gosub COPCAR_2003

:M_124_7
0050: gosub COPCAR_2004
004E: end_thread

:M_124_9
0004: $ON_MISSION =  1  ;; integer values
03A4: name_thread 'COPCAR'
0001: wait  0 ms
00D6: if  0
0038:   $1488 ==  0  ;; integer values
004D: jump_if_false COPCAR_7
0317: increment_mission_attempts

:COPCAR_7
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 =  .9  ;; floating-point values
0006: @91 =  0  ;; integer values
0005: $72 =  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  346
0247: request_model  352
0247: request_model  355
0247: request_model  349
0247: request_model  336
038B: load_requested_models

:COPCAR_141
00D6: if  23
8248:   NOT   model  346 available
8248:   NOT   model  352 available
8248:   NOT   model  355 available
8248:   NOT   model  349 available
004D: jump_if_false COPCAR_149
0001: wait  0 ms
0002: jump COPCAR_141

:COPCAR_149
00D6: if  0
8248:   NOT   model  336 available
004D: jump_if_false COPCAR_154
0001: wait  0 ms
0002: jump COPCAR_149

:COPCAR_154
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_159
03C0: @34 = actor $PLAYER_ACTOR car
053F: set_car @34 tires_vulnerable  0

:COPCAR_159
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_163
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_2033
0209: @271 = random_int  9  255

:COPCAR_195
00D6: if  22
04A4: @271  105 
04A4: @271  106 
04A4: @271  107 
004D: jump_if_false COPCAR_202
0209: @271 = random_int  9  255
0002: jump COPCAR_195

:COPCAR_202
00D6: if  0
87DE:   NOT @271 
004D: jump_if_false COPCAR_214
0209: @271 = random_int  9  255

:COPCAR_206
00D6: if  22
04A4: @271  105 
04A4: @271  106 
04A4: @271  107 
004D: jump_if_false COPCAR_213
0209: @271 = random_int  9  255
0002: jump COPCAR_206

:COPCAR_213
0002: jump COPCAR_202

:COPCAR_214
0247: request_model @271

:COPCAR_215
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_220
0002: jump COPCAR_2003

:COPCAR_220
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $75
0086: $73 = $69  ;; floating-point values only
000D: $73 -=  800.0  ;; floating-point values
0089: @272 = $69  ;; floating-point values only
000B: @272 +=  800.0  ;; floating-point values
0208: @104 = random_float $73 @272
0086: $74 = $70  ;; floating-point values only
000D: $74 -=  800.0  ;; floating-point values
0089: @273 = $70  ;; floating-point values only
000B: @273 +=  800.0  ;; floating-point values
0208: @105 = random_float $74 @273
0007: @106 =  10.0  ;; floating-point values
00D6: if  0
001B:    4 > @51  ;; integer values
004D: jump_if_false COPCAR_237
03D3: point @104 @105 @106 get_nearby_vector @104 @105 @106 @113
000B: @106 +=  .5  ;; floating-point values

:COPCAR_237
00D6: if  1
0019:   @51 >  3  ;; integer values
001B:    8 > @51  ;; integer values
004D: jump_if_false COPCAR_281
04B9: unknown_stuff @104 @105 @106  8.0  500.0 @104 @105 @106 @107 @108 @109 @113
00D6: if  3
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_250
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_250
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 +=  .5  ;; floating-point values
000B: @109 +=  .5  ;; floating-point values

:COPCAR_281
00D6: if  0
0019:   @51 >  7  ;; integer values
004D: jump_if_false COPCAR_337
04B9: unknown_stuff @104 @105 @106  13.0  500.0 @104 @105 @106 @110 @111 @112 @113
00D6: if  3
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_293
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_293
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 +=  .5  ;; floating-point values
000B: @109 +=  .5  ;; floating-point values
000B: @112 +=  .5  ;; floating-point values

:COPCAR_337
00D6: if  0
0023:    1.0 > @106  ;; floating-point values
004D: jump_if_false COPCAR_342
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_342
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0509: @115 = distance between point $69 $70 and point @104 @105
00D6: if  21
0023:    150.0 > @115  ;; floating-point values
0021:   @115 >  800.0  ;; floating-point values
004D: jump_if_false COPCAR_350
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_350
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false COPCAR_388
00D6: if  1
0023:    78.4427 > @104  ;; floating-point values
0023:   -699.519 > @105  ;; floating-point values
004D: jump_if_false COPCAR_360
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_360
00D6: if  1
0023:   -252.6557 > @104  ;; floating-point values
0023:   -285.766 > @105  ;; floating-point values
004D: jump_if_false COPCAR_366
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_366
00D6: if  0
0023:   -948.3447 > @104  ;; floating-point values
004D: jump_if_false COPCAR_371
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_371
00D6: if  1
0021:   @104 >  1473.448  ;; floating-point values
0021:   @105 >  403.7353  ;; floating-point values
004D: jump_if_false COPCAR_377
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_377
00D6: if  0
0021:   @105 >  578.6325  ;; floating-point values
004D: jump_if_false COPCAR_382
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_382
00D6: if  1
0023:    837.5551 > @104  ;; floating-point values
0021:   @105 >  347.4097  ;; floating-point values
004D: jump_if_false COPCAR_388
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_388
00D6: if  0
001A:    2 > $ISLANDS_UNLOCKED  ;; integer values
004D: jump_if_false COPCAR_423
00D6: if  1
0021:   @104 >  1473.448  ;; floating-point values
0021:   @105 >  403.7353  ;; floating-point values
004D: jump_if_false COPCAR_397
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_397
00D6: if  1
0021:   @105 >  578.6325  ;; floating-point values
0021:   @104 > -1528.498  ;; floating-point values
004D: jump_if_false COPCAR_403
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_403
00D6: if  2
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_410
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_410
00D6: if  0
0021:   @105 >  1380.0  ;; floating-point values
004D: jump_if_false COPCAR_415
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_415
00D6: if  3
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_423
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_423
00D6: if  3
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_431
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_431
00D6: if  3
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_439
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_439
00D6: if  3
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_447
0001: wait  0 ms
0002: jump COPCAR_215

:COPCAR_447
0099: $8224 = random_integer_0-to-65535

:COPCAR_448
00D6: if  0
0038:   $8224 ==  0  ;; integer values
004D: jump_if_false COPCAR_453
0099: $8224 = random_integer_0-to-65535
0002: jump COPCAR_448

:COPCAR_453
00D6: if  21
8248:   NOT   model @90 available
8248:   NOT   model @271 available
004D: jump_if_false COPCAR_464
0001: wait  0 ms
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_463
0002: jump COPCAR_2003

:COPCAR_463
0002: jump COPCAR_453

:COPCAR_464
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  0
0019:   @51 >  3  ;; integer values
004D: jump_if_false COPCAR_471
048B: unknown_car @35 timer $8224

:COPCAR_471
04BD: unknown_car @35  1
0175: set_car @35 z_angle_to @113
0428: unknown_car @35 flag  1

:COPCAR_474
00D6: if  0
04F1:   unknown_car_check @35
004D: jump_if_false COPCAR_488
0001: wait  0 ms
00D6: if  0
0119:   car @35 wrecked
004D: jump_if_false COPCAR_482
0002: jump COPCAR_2003

:COPCAR_482
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_487
0002: jump COPCAR_2003

:COPCAR_487
0002: jump COPCAR_474

:COPCAR_488
0129: @36 = create_actor  24 @271 in_car @35 driverseat
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false COPCAR_507
018A: @92 = create_checkpoint_at $73 $74 $75
018A: @93 = create_checkpoint_at $73 $74 $75
018A: @94 = create_checkpoint_at $73 $74 $75
018A: @95 = create_checkpoint_at $73 $74 $75
018A: @96 = create_checkpoint_at $73 $74 $75
018A: @97 = create_checkpoint_at $73 $74 $75
018A: @98 = create_checkpoint_at $73 $74 $75
018A: @99 = create_checkpoint_at $73 $74 $75
018A: @100 = create_checkpoint_at $73 $74 $75
018A: @101 = create_checkpoint_at $73 $74 $75
018A: @102 = create_checkpoint_at $73 $74 $75
018A: @103 = create_checkpoint_at $73 $74 $75
062F: @274 = create_group_type  0
062F: @275 = create_group_type  0
062F: @276 = create_group_type  0

:COPCAR_507
0164: disable_marker @92
0187: @92 = create_marker_above_actor @36
0085: @50 = @36  ;; integer values and handles
0050: gosub COPCAR_2445
00D6: if  0
0019:   @51 >  0  ;; integer values
004D: jump_if_false COPCAR_524
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_2445
0002: jump COPCAR_525

:COPCAR_524
0006: @69 =  1  ;; integer values

:COPCAR_525
00D6: if  0
0019:   @51 >  1  ;; integer values
004D: jump_if_false COPCAR_534
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_2445
0002: jump COPCAR_535

:COPCAR_534
0006: @70 =  1  ;; integer values

:COPCAR_535
00D6: if  0
0019:   @51 >  2  ;; integer values
004D: jump_if_false COPCAR_544
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_2445
0002: jump COPCAR_545

:COPCAR_544
0006: @71 =  1  ;; integer values

:COPCAR_545
00D6: if  0
0019:   @51 >  3  ;; integer values
004D: jump_if_false COPCAR_575
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_555
00D6: if  0
04F1:   unknown_car_check @40
004D: jump_if_false COPCAR_569
0001: wait  0 ms
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false COPCAR_563
0002: jump COPCAR_2003

:COPCAR_563
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_568
0002: jump COPCAR_2003

:COPCAR_568
0002: jump COPCAR_555

:COPCAR_569
0129: @41 = create_actor  24 @271 in_car @40 driverseat
0085: @50 = @41  ;; integer values and handles
0050: gosub COPCAR_2445
0164: disable_marker @93
0187: @93 = create_marker_above_actor @41
0002: jump COPCAR_577

:COPCAR_575
0006: @82 =  1  ;; integer values
0006: @77 =  1  ;; integer values

:COPCAR_577
00D6: if  0
0019:   @51 >  4  ;; integer values
004D: jump_if_false COPCAR_590
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_2445
0002: jump COPCAR_591

:COPCAR_590
0006: @78 =  1  ;; integer values

:COPCAR_591
00D6: if  0
0019:   @51 >  5  ;; integer values
004D: jump_if_false COPCAR_600
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_2445
0002: jump COPCAR_601

:COPCAR_600
0006: @79 =  1  ;; integer values

:COPCAR_601
00D6: if  0
0019:   @51 >  6  ;; integer values
004D: jump_if_false COPCAR_610
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_2445
0002: jump COPCAR_611

:COPCAR_610
0006: @80 =  1  ;; integer values

:COPCAR_611
00D6: if  0
0019:   @51 >  7  ;; integer values
004D: jump_if_false COPCAR_641
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_621
00D6: if  0
04F1:   unknown_car_check @45
004D: jump_if_false COPCAR_635
0001: wait  0 ms
00D6: if  0
0119:   car @45 wrecked
004D: jump_if_false COPCAR_629
0002: jump COPCAR_2003

:COPCAR_629
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_634
0002: jump COPCAR_2003

:COPCAR_634
0002: jump COPCAR_621

:COPCAR_635
0129: @46 = create_actor  24 @271 in_car @45 driverseat
0085: @50 = @46  ;; integer values and handles
0050: gosub COPCAR_2445
0164: disable_marker @94
0187: @94 = create_marker_above_actor @46
0002: jump COPCAR_643

:COPCAR_641
0006: @89 =  1  ;; integer values
0006: @84 =  1  ;; integer values

:COPCAR_643
00D6: if  0
0019:   @51 >  8  ;; integer values
004D: jump_if_false COPCAR_656
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_2445
0002: jump COPCAR_657

:COPCAR_656
0006: @85 =  1  ;; integer values

:COPCAR_657
00D6: if  0
0019:   @51 >  9  ;; integer values
004D: jump_if_false COPCAR_666
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_2445
0002: jump COPCAR_667

:COPCAR_666
0006: @86 =  1  ;; integer values

:COPCAR_667
00D6: if  0
0019:   @51 >  10  ;; integer values
004D: jump_if_false COPCAR_676
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_2445
0002: jump COPCAR_677

:COPCAR_676
0006: @87 =  1  ;; integer values

:COPCAR_677
0249: release_model @90
0249: release_model @271
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false COPCAR_683
00A0: store_actor @36 position_to @116 @117 $75

:COPCAR_683
0843: @116 @117 $75 s$8225 
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false COPCAR_689
0384: text_1string 'C_BREIF' s$8225  5000 ms  1
0002: jump COPCAR_690

:COPCAR_689
0384: text_1string 'C_BREIS' s$8225  5000 ms  1

:COPCAR_690
03AA: play_suspect_last_seen_at @116 @117 $75
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @116  ;; floating-point values
0086: $3405 = $70  ;; 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  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false COPCAR_706
0007: @142 =  8.0  ;; floating-point values
0002: jump COPCAR_707

:COPCAR_706
0007: @142 =  4.0  ;; floating-point values

:COPCAR_707
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  0
001B:    40000 > @63  ;; integer values
004D: jump_if_false COPCAR_715
0006: @63 =  40000  ;; integer values

:COPCAR_715
005E: $8222 += @63  ;; integer values 
0016: @63 /=  1000  ;; integer values 
008A: $8227 = @51  ;; integer values and handles
0008: $8227 +=  1  ;; integer values
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false COPCAR_725
09EE:  1 
01E3: text_1number_styled 'A_TIME' @63  4000 ms  6
0002: jump COPCAR_734

:COPCAR_725
00D6: if  0
001A:    45000 > $8222  ;; integer values
004D: jump_if_false COPCAR_729
0004: $8222 =  45000  ;; integer values

:COPCAR_729
0008: $8222 +=  30000  ;; integer values
03C3: set_timer_with_text_to $8222 type  1 text 'COPTIME'
0006: @65 =  1  ;; integer values
04F7: status_text $8227  0 line  1 'COPLEVL'
04F7: status_text $8223  0 line  2 'KILLS'

:COPCAR_734
01BD: $16 = current_time_in_ms
008B: @72 = $16  ;; integer values and handles
008B: @81 = $16  ;; integer values and handles
008B: @88 = $16  ;; integer values and handles
00D6: if  0
001B:    13 > @51  ;; integer values
004D: jump_if_false COPCAR_742
000B: @144 +=  .1  ;; floating-point values

:COPCAR_742
0396:  0 (clear) useless_flag

:COPCAR_743
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0050: gosub COPCAR_2514
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false COPCAR_751
0002: jump COPCAR_2003

:COPCAR_751
00D6: if  22
0039:   @269 == -1  ;; integer values
0039:   @74 == -1  ;; integer values
0039:   @83 == -1  ;; integer values
004D: jump_if_false COPCAR_757
0006: @52 =  1  ;; integer values

:COPCAR_757
000A: @270 +=  1  ;; integer values
00D6: if  0
0019:   @270 >  2  ;; integer values
004D: jump_if_false COPCAR_762
0006: @270 =  0  ;; integer values

:COPCAR_762
00D6: if  0
0039:   @270 ==  0  ;; integer values
004D: jump_if_false COPCAR_1085
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false COPCAR_948
00D6: if  0
0449:   actor @36 in_a_car
004D: jump_if_false COPCAR_874
01C3: remove_references_to_car @35  ;; Like turning a car into any random car
03C0: @35 = actor @36 car
00D6: if  0
0039:   @269 == -1  ;; integer values
004D: jump_if_false COPCAR_789
046D: @55 = unknown_actor @36 car car_seats
00D6: if  0
0019:   @55 >  0  ;; integer values
004D: jump_if_false COPCAR_787
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_784
07B3: @274  4 

:COPCAR_784
008B: @72 = $16  ;; integer values and handles
000A: @72 +=  2000  ;; integer values
0002: jump COPCAR_788

:COPCAR_787
008B: @72 = $16  ;; integer values and handles

:COPCAR_788
0006: @269 =  0  ;; integer values

:COPCAR_789
00D6: if  0
0039:   @269 ==  0  ;; integer values
004D: jump_if_false COPCAR_802
00D6: if  21
001E:   $16 > @72  ;; integer values
07D6: @72 $16 
004D: jump_if_false COPCAR_802
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 = $16  ;; integer values and handles
0006: @269 =  1  ;; integer values
0006: @67 =  0  ;; integer values

:COPCAR_802
00D6: if  0
0019:   @269 >  0  ;; integer values
004D: jump_if_false COPCAR_873
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @35
004D: jump_if_false COPCAR_813
062E: @36  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_813
05E2: unknown_action_sequence @36 $PLAYER_ACTOR 

:COPCAR_813
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  0
0021:   @148 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_823
0050: gosub COPCAR_2176

:COPCAR_823
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  0
0039:   @67 == -9  ;; integer values
004D: jump_if_false COPCAR_838
062E: @36  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_837
00A0: store_actor @36 position_to $73 $74 $75
05DA: @36 $73 $74 $75  15.0  1500 

:COPCAR_837
0006: @67 =  0  ;; integer values

:COPCAR_838
00D6: if  0
8185:   NOT   car @35 health >=  251
004D: jump_if_false COPCAR_850
062E: @36  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_847
00A0: store_actor @36 position_to $73 $74 $75
05DA: @36 $73 $74 $75  15.0  1500 

:COPCAR_847
008B: @72 = $16  ;; integer values and handles
000A: @72 +=  2000  ;; integer values
0002: jump COPCAR_851

:COPCAR_850
008B: @72 = $16  ;; integer values and handles

:COPCAR_851
0050: gosub COPCAR_2253
00A0: store_actor @36 position_to @116 @117 $75
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @116  ;; floating-point values
0086: $3405 = $70  ;; 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  0
0021:   @148 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_868
0007: @148 =  100.0  ;; floating-point values

:COPCAR_868
00D6: if  0
0023:    15.0 > @148  ;; floating-point values
004D: jump_if_false COPCAR_872
0007: @148 =  15.0  ;; floating-point values

:COPCAR_872
00AD: set_car @35 max_speed_to @148

:COPCAR_873
0002: jump COPCAR_947

:COPCAR_874
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_878
07B3: @274  0 

:COPCAR_878
0006: @269 = -1  ;; integer values
0050: gosub COPCAR_2253
00D6: if  0
001E:   $16 > @72  ;; integer values
004D: jump_if_false COPCAR_947
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @36 radius  45.0  45.0  0
004D: jump_if_false COPCAR_926
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_895
062E: @36  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_894
05E2: unknown_action_sequence @36 $PLAYER_ACTOR 

:COPCAR_894
0002: jump COPCAR_925

:COPCAR_895
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_904
062E: @36  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_903
05E2: unknown_action_sequence @36 $PLAYER_ACTOR 

:COPCAR_903
0002: jump COPCAR_925

:COPCAR_904
0085: @156 = @36  ;; integer values and handles
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_924
00D6: if  0
0185:   car @35 health >=  400
004D: jump_if_false COPCAR_922
00D6: if  0
0202:   actor @36 near_car @35 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_920
062E: @36  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_919
05CB: unknown_action_sequence @36 @35 -2 

:COPCAR_919
0002: jump COPCAR_921

:COPCAR_920
0050: gosub COPCAR_2083

:COPCAR_921
0002: jump COPCAR_923

:COPCAR_922
0050: gosub COPCAR_2083

:COPCAR_923
0002: jump COPCAR_925

:COPCAR_924
0050: gosub COPCAR_2083

:COPCAR_925
0002: jump COPCAR_947

:COPCAR_926
0085: @156 = @36  ;; integer values and handles
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_946
00D6: if  0
0185:   car @35 health >=  400
004D: jump_if_false COPCAR_944
00D6: if  0
0202:   actor @36 near_car @35 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_942
062E: @36  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_941
05CB: unknown_action_sequence @36 @35 -2 

:COPCAR_941
0002: jump COPCAR_943

:COPCAR_942
0050: gosub COPCAR_2083

:COPCAR_943
0002: jump COPCAR_945

:COPCAR_944
0050: gosub COPCAR_2083

:COPCAR_945
0002: jump COPCAR_947

:COPCAR_946
0050: gosub COPCAR_2083

:COPCAR_947
0002: jump COPCAR_1036

:COPCAR_948
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  0
0039:   @68 ==  0  ;; integer values
004D: jump_if_false COPCAR_958
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @68 =  1  ;; integer values

:COPCAR_958
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_1036
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false COPCAR_983
00D6: if  0
86EE:   NOT   actor @37 in_group @274 
004D: jump_if_false COPCAR_973
062E: @37  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_972
05E2: unknown_action_sequence @37 $PLAYER_ACTOR 

:COPCAR_972
0002: jump COPCAR_982

:COPCAR_973
00D6: if  0
06EF:   group_leader @37 @274 
004D: jump_if_false COPCAR_982
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_982
0002: jump COPCAR_986

:COPCAR_983
0164: disable_marker @95
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @37 = -1  ;; integer values

:COPCAR_986
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false COPCAR_1008
00D6: if  0
86EE:   NOT   actor @38 in_group @274 
004D: jump_if_false COPCAR_998
062E: @38  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_997
05E2: unknown_action_sequence @38 $PLAYER_ACTOR 

:COPCAR_997
0002: jump COPCAR_1007

:COPCAR_998
00D6: if  0
06EF:   group_leader @38 @274 
004D: jump_if_false COPCAR_1007
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_1007
0002: jump COPCAR_1011

:COPCAR_1008
0164: disable_marker @96
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @38 = -1  ;; integer values

:COPCAR_1011
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false COPCAR_1033
00D6: if  0
86EE:   NOT   actor @39 in_group @274 
004D: jump_if_false COPCAR_1023
062E: @39  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1022
05E2: unknown_action_sequence @39 $PLAYER_ACTOR 

:COPCAR_1022
0002: jump COPCAR_1032

:COPCAR_1023
00D6: if  0
06EF:   group_leader @39 @274 
004D: jump_if_false COPCAR_1032
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_1032
0002: jump COPCAR_1036

:COPCAR_1033
0164: disable_marker @97
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0006: @39 = -1  ;; integer values

:COPCAR_1036
00D6: if  0
0118:   actor @37 dead
004D: jump_if_false COPCAR_1049
00D6: if  0
0039:   @69 ==  0  ;; integer values
004D: jump_if_false COPCAR_1049
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @69 =  1  ;; integer values

:COPCAR_1049
00D6: if  0
0118:   actor @38 dead
004D: jump_if_false COPCAR_1062
00D6: if  0
0039:   @70 ==  0  ;; integer values
004D: jump_if_false COPCAR_1062
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @70 =  1  ;; integer values

:COPCAR_1062
00D6: if  0
0118:   actor @39 dead
004D: jump_if_false COPCAR_1075
00D6: if  0
0039:   @71 ==  0  ;; integer values
004D: jump_if_false COPCAR_1075
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @71 =  1  ;; integer values

:COPCAR_1075
00D6: if  0
0039:   @73 ==  0  ;; integer values
004D: jump_if_false COPCAR_1085
00D6: if  3
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_1085
0006: @73 =  1  ;; integer values

:COPCAR_1085
00D6: if  0
0039:   @270 ==  1  ;; integer values
004D: jump_if_false COPCAR_1477
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false COPCAR_1340
00D6: if  0
0449:   actor @41 in_a_car
004D: jump_if_false COPCAR_1266
01C3: remove_references_to_car @40  ;; Like turning a car into any random car
03C0: @40 = actor @41 car
00D6: if  0
0039:   @74 == -1  ;; integer values
004D: jump_if_false COPCAR_1112
046D: @55 = unknown_actor @41 car car_seats
00D6: if  0
0019:   @55 >  0  ;; integer values
004D: jump_if_false COPCAR_1110
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_1107
07B3: @275  4 

:COPCAR_1107
008B: @81 = $16  ;; integer values and handles
000A: @81 +=  2000  ;; integer values
0002: jump COPCAR_1111

:COPCAR_1110
008B: @81 = $16  ;; integer values and handles

:COPCAR_1111
0006: @74 =  0  ;; integer values

:COPCAR_1112
00D6: if  0
0039:   @74 ==  0  ;; integer values
004D: jump_if_false COPCAR_1137
00D6: if  0
001E:   $16 > @81  ;; integer values
004D: jump_if_false COPCAR_1137
00AD: set_car @40 max_speed_to  100.0
00AE: unknown_set_car @40 to_ignore_traffic_lights  2
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1129
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_1128
00A8: set_car @40 to_psycho_driver
0002: jump COPCAR_1129

:COPCAR_1128
0006: @52 =  1  ;; integer values

:COPCAR_1129
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false COPCAR_1134
04BD: unknown_car @40  0
00A8: set_car @40 to_psycho_driver

:COPCAR_1134
008B: @75 = $16  ;; integer values and handles
0006: @74 =  1  ;; integer values
0006: @76 =  0  ;; integer values

:COPCAR_1137
00D6: if  0
0019:   @74 >  0  ;; integer values
004D: jump_if_false COPCAR_1265
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false COPCAR_1148
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1148
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1148
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  0
0021:   @167 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1158
0050: gosub COPCAR_2176

:COPCAR_1158
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  0
0039:   @76 == -9  ;; integer values
004D: jump_if_false COPCAR_1173
062E: @41  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1172
00A0: store_actor @41 position_to $73 $74 $75
05DA: @41 $73 $74 $75  15.0  1500 

:COPCAR_1172
0006: @76 =  0  ;; integer values

:COPCAR_1173
00D6: if  0
8185:   NOT   car @40 health >=  400
004D: jump_if_false COPCAR_1181
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1181
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1181
00D6: if  0
8185:   NOT   car @40 health >=  251
004D: jump_if_false COPCAR_1193
062E: @41  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1190
00A0: store_actor @41 position_to $73 $74 $75
05DA: @41 $73 $74 $75  15.0  1500 

:COPCAR_1190
008B: @81 = $16  ;; integer values and handles
000A: @81 +=  2000  ;; integer values
0002: jump COPCAR_1194

:COPCAR_1193
008B: @81 = $16  ;; integer values and handles

:COPCAR_1194
0050: gosub COPCAR_2317
00A0: store_actor @41 position_to @162 @163 $75
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @162  ;; floating-point values
0086: $3405 = $70  ;; 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  0
0021:   @167 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_1211
0007: @167 =  100.0  ;; floating-point values

:COPCAR_1211
00D6: if  0
0023:    15.0 > @167  ;; floating-point values
004D: jump_if_false COPCAR_1215
0007: @167 =  15.0  ;; floating-point values

:COPCAR_1215
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1259
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false COPCAR_1257
0085: @157 = @40  ;; integer values and handles
0085: @158 = @35  ;; integer values and handles
0050: gosub COPCAR_2057
0087: @167 = @124  ;; floating-point values only
02F8: unknown_car @40 unknown_cosine @138
02F9: unknown_car @40 unknown_sinus @139
00AA: store_car @35 position_to @132 @133 $75
00AA: store_car @40 position_to @134 @135 $75
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: unknown_car @35 unknown_cosine @138
02F9: unknown_car @35 unknown_sinus @139
00AA: store_car @40 position_to @134 @135 $75
00AA: store_car @35 position_to @132 @133 $75
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  0
0021:   @128 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1256
00D6: if  0
0023:    0.0 > @129  ;; floating-point values
004D: jump_if_false COPCAR_1256
0007: @167 =  0.0  ;; floating-point values

:COPCAR_1256
0002: jump COPCAR_1259

:COPCAR_1257
00A8: set_car @40 to_psycho_driver
0006: @52 =  1  ;; integer values

:COPCAR_1259
00D6: if  0
0043:   @167 ==  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1264
0477: set_car @40 animation  1  17 ms
0002: jump COPCAR_1265

:COPCAR_1264
00AD: set_car @40 max_speed_to @167

:COPCAR_1265
0002: jump COPCAR_1339

:COPCAR_1266
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_1270
07B3: @275  0 

:COPCAR_1270
0006: @74 = -1  ;; integer values
0050: gosub COPCAR_2317
00D6: if  0
001E:   $16 > @81  ;; integer values
004D: jump_if_false COPCAR_1339
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @41 radius  40.0  40.0  0
004D: jump_if_false COPCAR_1318
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_1287
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1286
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1286
0002: jump COPCAR_1317

:COPCAR_1287
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @41 radius  25.0  25.0  0
004D: jump_if_false COPCAR_1296
062E: @41  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1295
05E2: unknown_action_sequence @41 $PLAYER_ACTOR 

:COPCAR_1295
0002: jump COPCAR_1317

:COPCAR_1296
0085: @156 = @41  ;; integer values and handles
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1316
00D6: if  0
0185:   car @40 health >=  400
004D: jump_if_false COPCAR_1314
00D6: if  0
0202:   actor @41 near_car @40 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1312
062E: @41  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1311
05CB: unknown_action_sequence @41 @40 -2 

:COPCAR_1311
0002: jump COPCAR_1313

:COPCAR_1312
0050: gosub COPCAR_2083

:COPCAR_1313
0002: jump COPCAR_1315

:COPCAR_1314
0050: gosub COPCAR_2083

:COPCAR_1315
0002: jump COPCAR_1317

:COPCAR_1316
0050: gosub COPCAR_2083

:COPCAR_1317
0002: jump COPCAR_1339

:COPCAR_1318
0085: @156 = @41  ;; integer values and handles
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1338
00D6: if  0
0185:   car @40 health >=  400
004D: jump_if_false COPCAR_1336
00D6: if  0
0202:   actor @41 near_car @40 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1334
062E: @41  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1333
05CB: unknown_action_sequence @41 @40 -2 

:COPCAR_1333
0002: jump COPCAR_1335

:COPCAR_1334
0050: gosub COPCAR_2083

:COPCAR_1335
0002: jump COPCAR_1337

:COPCAR_1336
0050: gosub COPCAR_2083

:COPCAR_1337
0002: jump COPCAR_1339

:COPCAR_1338
0050: gosub COPCAR_2083

:COPCAR_1339
0002: jump COPCAR_1428

:COPCAR_1340
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  0
0039:   @77 ==  0  ;; integer values
004D: jump_if_false COPCAR_1350
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @77 =  1  ;; integer values

:COPCAR_1350
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_1428
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false COPCAR_1375
00D6: if  0
86EE:   NOT   actor @42 in_group @275 
004D: jump_if_false COPCAR_1365
062E: @42  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1364
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 

:COPCAR_1364
0002: jump COPCAR_1374

:COPCAR_1365
00D6: if  0
06EF:   group_leader @42 @275 
004D: jump_if_false COPCAR_1374
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_1374
0002: jump COPCAR_1378

:COPCAR_1375
0164: disable_marker @98
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
0006: @42 = -1  ;; integer values

:COPCAR_1378
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false COPCAR_1400
00D6: if  0
86EE:   NOT   actor @43 in_group @275 
004D: jump_if_false COPCAR_1390
062E: @43  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1389
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 

:COPCAR_1389
0002: jump COPCAR_1399

:COPCAR_1390
00D6: if  0
06EF:   group_leader @43 @275 
004D: jump_if_false COPCAR_1399
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_1399
0002: jump COPCAR_1403

:COPCAR_1400
0164: disable_marker @99
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
0006: @43 = -1  ;; integer values

:COPCAR_1403
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false COPCAR_1425
00D6: if  0
86EE:   NOT   actor @44 in_group @275 
004D: jump_if_false COPCAR_1415
062E: @44  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1414
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 

:COPCAR_1414
0002: jump COPCAR_1424

:COPCAR_1415
00D6: if  0
06EF:   group_leader @44 @275 
004D: jump_if_false COPCAR_1424
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_1424
0002: jump COPCAR_1428

:COPCAR_1425
0164: disable_marker @100
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
0006: @44 = -1  ;; integer values

:COPCAR_1428
00D6: if  0
0118:   actor @42 dead
004D: jump_if_false COPCAR_1441
00D6: if  0
0039:   @78 ==  0  ;; integer values
004D: jump_if_false COPCAR_1441
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @78 =  1  ;; integer values

:COPCAR_1441
00D6: if  0
0118:   actor @43 dead
004D: jump_if_false COPCAR_1454
00D6: if  0
0039:   @79 ==  0  ;; integer values
004D: jump_if_false COPCAR_1454
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @79 =  1  ;; integer values

:COPCAR_1454
00D6: if  0
0118:   actor @44 dead
004D: jump_if_false COPCAR_1467
00D6: if  0
0039:   @80 ==  0  ;; integer values
004D: jump_if_false COPCAR_1467
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @80 =  1  ;; integer values

:COPCAR_1467
00D6: if  0
0039:   @82 ==  0  ;; integer values
004D: jump_if_false COPCAR_1477
00D6: if  3
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_1477
0006: @82 =  1  ;; integer values

:COPCAR_1477
00D6: if  0
0039:   @270 ==  2  ;; integer values
004D: jump_if_false COPCAR_1869
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false COPCAR_1732
00D6: if  0
0449:   actor @46 in_a_car
004D: jump_if_false COPCAR_1658
01C3: remove_references_to_car @45  ;; Like turning a car into any random car
03C0: @45 = actor @46 car
00D6: if  0
0039:   @83 == -1  ;; integer values
004D: jump_if_false COPCAR_1504
046D: @55 = unknown_actor @46 car car_seats
00D6: if  0
0019:   @55 >  0  ;; integer values
004D: jump_if_false COPCAR_1502
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_1499
07B3: @276  4 

:COPCAR_1499
008B: @88 = $16  ;; integer values and handles
000A: @88 +=  2000  ;; integer values
0002: jump COPCAR_1503

:COPCAR_1502
008B: @88 = $16  ;; integer values and handles

:COPCAR_1503
0006: @83 =  0  ;; integer values

:COPCAR_1504
00D6: if  0
0039:   @83 ==  0  ;; integer values
004D: jump_if_false COPCAR_1529
00D6: if  0
001E:   $16 > @88  ;; integer values
004D: jump_if_false COPCAR_1529
00AD: set_car @45 max_speed_to  100.0
00AE: unknown_set_car @45 to_ignore_traffic_lights  2
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1521
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1520
00A8: set_car @45 to_psycho_driver
0002: jump COPCAR_1521

:COPCAR_1520
0006: @52 =  1  ;; integer values

:COPCAR_1521
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false COPCAR_1526
04BD: unknown_car @45  0
00A8: set_car @45 to_psycho_driver

:COPCAR_1526
008B: @174 = $16  ;; integer values and handles
0006: @83 =  1  ;; integer values
0006: @175 =  0  ;; integer values

:COPCAR_1529
00D6: if  0
0019:   @83 >  0  ;; integer values
004D: jump_if_false COPCAR_1657
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @45
004D: jump_if_false COPCAR_1540
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1540
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1540
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  0
0021:   @173 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1550
0050: gosub COPCAR_2176

:COPCAR_1550
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  0
0039:   @175 == -9  ;; integer values
004D: jump_if_false COPCAR_1565
062E: @46  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1564
00A0: store_actor @46 position_to $73 $74 $75
05DA: @46 $73 $74 $75  15.0  1500 

:COPCAR_1564
0006: @175 =  0  ;; integer values

:COPCAR_1565
00D6: if  0
8185:   NOT   car @45 health >=  400
004D: jump_if_false COPCAR_1573
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1573
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1573
00D6: if  0
8185:   NOT   car @45 health >=  251
004D: jump_if_false COPCAR_1585
062E: @46  1498 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1582
00A0: store_actor @46 position_to $73 $74 $75
05DA: @46 $73 $74 $75  15.0  1500 

:COPCAR_1582
008B: @88 = $16  ;; integer values and handles
000A: @88 +=  2000  ;; integer values
0002: jump COPCAR_1586

:COPCAR_1585
008B: @88 = $16  ;; integer values and handles

:COPCAR_1586
0050: gosub COPCAR_2381
00A0: store_actor @46 position_to @168 @169 $75
0086: $3404 = $69  ;; floating-point values only
0067: $3404 -= @168  ;; floating-point values
0086: $3405 = $70  ;; 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  0
0021:   @173 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_1603
0007: @173 =  100.0  ;; floating-point values

:COPCAR_1603
00D6: if  0
0023:    15.0 > @173  ;; floating-point values
004D: jump_if_false COPCAR_1607
0007: @173 =  15.0  ;; floating-point values

:COPCAR_1607
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false COPCAR_1651
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false COPCAR_1649
0085: @157 = @45  ;; integer values and handles
0085: @158 = @40  ;; integer values and handles
0050: gosub COPCAR_2057
0087: @173 = @124  ;; floating-point values only
02F8: unknown_car @45 unknown_cosine @138
02F9: unknown_car @45 unknown_sinus @139
00AA: store_car @40 position_to @134 @135 $75
00AA: store_car @45 position_to @136 @137 $75
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: unknown_car @40 unknown_cosine @138
02F9: unknown_car @40 unknown_sinus @139
00AA: store_car @45 position_to @136 @137 $75
00AA: store_car @40 position_to @134 @135 $75
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  0
0021:   @130 >  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1648
00D6: if  0
0023:    0.0 > @131  ;; floating-point values
004D: jump_if_false COPCAR_1648
0007: @173 =  0.0  ;; floating-point values

:COPCAR_1648
0002: jump COPCAR_1651

:COPCAR_1649
00A8: set_car @45 to_psycho_driver
0006: @52 =  1  ;; integer values

:COPCAR_1651
00D6: if  0
0043:   @173 ==  0.0  ;; floating-point values
004D: jump_if_false COPCAR_1656
0477: set_car @45 animation  1  17 ms
0002: jump COPCAR_1657

:COPCAR_1656
00AD: set_car @45 max_speed_to @173

:COPCAR_1657
0002: jump COPCAR_1731

:COPCAR_1658
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_1662
07B3: @276  0 

:COPCAR_1662
0006: @83 = -1  ;; integer values
0050: gosub COPCAR_2381
00D6: if  0
001E:   $16 > @88  ;; integer values
004D: jump_if_false COPCAR_1731
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @46 radius  40.0  40.0  0
004D: jump_if_false COPCAR_1710
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_1679
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1678
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1678
0002: jump COPCAR_1709

:COPCAR_1679
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @46 radius  25.0  25.0  0
004D: jump_if_false COPCAR_1688
062E: @46  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1687
05E2: unknown_action_sequence @46 $PLAYER_ACTOR 

:COPCAR_1687
0002: jump COPCAR_1709

:COPCAR_1688
0085: @156 = @46  ;; integer values and handles
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false COPCAR_1708
00D6: if  0
0185:   car @45 health >=  400
004D: jump_if_false COPCAR_1706
00D6: if  0
0202:   actor @46 near_car @45 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1704
062E: @46  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1703
05CB: unknown_action_sequence @46 @45 -2 

:COPCAR_1703
0002: jump COPCAR_1705

:COPCAR_1704
0050: gosub COPCAR_2083

:COPCAR_1705
0002: jump COPCAR_1707

:COPCAR_1706
0050: gosub COPCAR_2083

:COPCAR_1707
0002: jump COPCAR_1709

:COPCAR_1708
0050: gosub COPCAR_2083

:COPCAR_1709
0002: jump COPCAR_1731

:COPCAR_1710
0085: @156 = @46  ;; integer values and handles
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false COPCAR_1730
00D6: if  0
0185:   car @45 health >=  400
004D: jump_if_false COPCAR_1728
00D6: if  0
0202:   actor @46 near_car @45 radius  40.0  40.0 unknown  0
004D: jump_if_false COPCAR_1726
062E: @46  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1725
05CB: unknown_action_sequence @46 @45 -2 

:COPCAR_1725
0002: jump COPCAR_1727

:COPCAR_1726
0050: gosub COPCAR_2083

:COPCAR_1727
0002: jump COPCAR_1729

:COPCAR_1728
0050: gosub COPCAR_2083

:COPCAR_1729
0002: jump COPCAR_1731

:COPCAR_1730
0050: gosub COPCAR_2083

:COPCAR_1731
0002: jump COPCAR_1820

:COPCAR_1732
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  0
0039:   @84 ==  0  ;; integer values
004D: jump_if_false COPCAR_1742
0008: $8223 +=  1  ;; integer values
0623: add  1 to_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @84 =  1  ;; integer values

:COPCAR_1742
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_1820
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false COPCAR_1767
00D6: if  0
86EE:   NOT   actor @47 in_group @276 
004D: jump_if_false COPCAR_1757
062E: @47  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1756
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 

:COPCAR_1756
0002: jump COPCAR_1766

:COPCAR_1757
00D6: if  0
06EF:   group_leader @47 @276 
004D: jump_if_false COPCAR_1766
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_1766
0002: jump COPCAR_1770

:COPCAR_1767
0164: disable_marker @101
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
0006: @47 = -1  ;; integer values

:COPCAR_1770
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false COPCAR_1792
00D6: if  0
86EE:   NOT   actor @48 in_group @276 
004D: jump_if_false COPCAR_1782
062E: @48  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1781
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 

:COPCAR_1781
0002: jump COPCAR_1791

:COPCAR_1782
00D6: if  0
06EF:   group_leader @48 @276 
004D: jump_if_false COPCAR_1791
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_1791
0002: jump COPCAR_1795

:COPCAR_1792
0164: disable_marker @102
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
0006: @48 = -1  ;; integer values

:COPCAR_1795
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false COPCAR_1817
00D6: if  0
86EE:   NOT   actor @49 in_group @276 
004D: jump_if_false COPCAR_1807
062E: @49  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_1806
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:COPCAR_1806
0002: jump COPCAR_1816

:COPCAR_1807
00D6: if  0
06EF:   group_leader @49 @276 
004D: jump_if_false COPCAR_1816
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_1816
0002: jump COPCAR_1820

:COPCAR_1817
0164: disable_marker @103
01C2: remove_references_to_actor @49  ;; Like turning an actor into a random pedestrian
0006: @49 = -1  ;; integer values

:COPCAR_1820
00D6: if  0
0118:   actor @47 dead
004D: jump_if_false COPCAR_1833
00D6: if  0
0039:   @85 ==  0  ;; integer values
004D: jump_if_false COPCAR_1833
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @85 =  1  ;; integer values

:COPCAR_1833
00D6: if  0
0118:   actor @48 dead
004D: jump_if_false COPCAR_1846
00D6: if  0
0039:   @86 ==  0  ;; integer values
004D: jump_if_false COPCAR_1846
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @86 =  1  ;; integer values

:COPCAR_1846
00D6: if  0
0118:   actor @49 dead
004D: jump_if_false COPCAR_1859
00D6: if  0
0039:   @87 ==  0  ;; integer values
004D: jump_if_false COPCAR_1859
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_stats  152
097A:  0.0  0.0  0.0  1058 
0006: @87 =  1  ;; integer values

:COPCAR_1859
00D6: if  0
0039:   @89 ==  0  ;; integer values
004D: jump_if_false COPCAR_1869
00D6: if  3
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_1869
0006: @89 =  1  ;; integer values

:COPCAR_1869
00D6: if  2
0039:   @73 ==  1  ;; integer values
0039:   @82 ==  1  ;; integer values
0039:   @89 ==  1  ;; integer values
004D: jump_if_false COPCAR_1875
0002: jump COPCAR_1876

:COPCAR_1875
0002: jump COPCAR_743

:COPCAR_1876
0627:  157 $8227 
000A: @51 +=  1  ;; integer values
00D6: if  21
056C:   actor $PLAYER_ACTOR driving_police_vehicle
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  425
004D: jump_if_false COPCAR_1887
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_1887
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:  1 
01E3: text_1number_styled 'C_PASS' @54  5000 ms  5
0109: player $PLAYER_CHAR money += @54
00D6: if  0
0038:   $1488 ==  0  ;; integer values
004D: jump_if_false COPCAR_1936
00D6: if  0
0039:   @51 ==  12  ;; integer values
004D: jump_if_false COPCAR_1936
03E5: text_box 'C_COMP1'
030C: set_mission_points +=  1
055F: set_player $PLAYER_CHAR max_armour +=  50
035F: set_actor $PLAYER_ACTOR armour_to  150
0595: (unknown)
0394: play_music  2
0004: $1488 =  1  ;; integer values

:COPCAR_1936
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false COPCAR_1984
0004: $8222 =  3600000  ;; integer values - timer
0002: jump COPCAR_1984

:COPCAR_1949
008B: @56 = $8222  ;; integer values and handles

:COPCAR_1950
0006: @57 =  1  ;; integer values

:COPCAR_1951
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  0
001B:    1 > @61  ;; integer values
004D: jump_if_false COPCAR_1969
0006: @61 =  0  ;; integer values
00D6: if  0
001D:   @59 > @91  ;; integer values  
004D: jump_if_false COPCAR_1968
00BC: text_highpriority 'C_TIME'  3000 ms  1
0006: @58 =  1  ;; integer values
0002: jump COPCAR_2003

:COPCAR_1968
0002: jump COPCAR_1971

:COPCAR_1969
0085: @91 = @59  ;; integer values and handles
000A: @91 +=  1000  ;; integer values

:COPCAR_1971
00D6: if  0
0019:   @61 > -1  ;; integer values
004D: jump_if_false COPCAR_1982
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false COPCAR_1980
09C1:  0 
01E5: text_1number_highpriority 'COPCA_T' @61  200 ms  1
0002: jump COPCAR_1982

:COPCAR_1980
09C1:  0 
01E5: text_1number_highpriority 'COPCART' @61  200 ms  1

:COPCAR_1982
0001: wait  0 ms
0002: jump COPCAR_1936

:COPCAR_1984
0396:  1 (set) useless_flag
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false COPCAR_1993
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_1993
00D6: if  0
001B:    13 > @51  ;; integer values
004D: jump_if_false COPCAR_2002
000F: @143 -=  .075  ;; floating-point values
00D6: if  0
0023:    0.0 > @143  ;; floating-point values
004D: jump_if_false COPCAR_2001
0007: @143 =  0.0  ;; floating-point values

:COPCAR_2001
03C7: unknown_maby_cops_density @143

:COPCAR_2002
0002: jump COPCAR_163

:COPCAR_2003
0051: return

:COPCAR_2004
0004: $ON_MISSION =  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  346
0249: release_model  352
0249: release_model  355
0249: release_model  349
0249: release_model  336
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:COPCAR_2033
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false COPCAR_2043
0209: @159 = random_int  0  91
00D6: if  1
0019:   @159 >  7  ;; integer values
001B:    17 > @159  ;; integer values
004D: jump_if_false COPCAR_2042
0209: @159 = random_int  0  91

:COPCAR_2042
0002: jump COPCAR_2054

:COPCAR_2043
00D6: if  0
0039:   @51 ==  1  ;; integer values
004D: jump_if_false COPCAR_2053
0209: @159 = random_int  2  91
00D6: if  1
0019:   @159 >  7  ;; integer values
001B:    17 > @159  ;; integer values
004D: jump_if_false COPCAR_2052
0209: @159 = random_int  2  91

:COPCAR_2052
0002: jump COPCAR_2054

:COPCAR_2053
0209: @159 = random_int  67  91

:COPCAR_2054
0085: @90 = @176(@159,91i)  ;; integer values and handles
0247: request_model @90
0051: return

:COPCAR_2057
00D6: if  0
0039:   @158 == -1  ;; integer values
004D: jump_if_false COPCAR_2062
00A0: store_actor $PLAYER_ACTOR position_to @122 @123 @120
0002: jump COPCAR_2063

:COPCAR_2062
00AA: store_car @158 position_to @122 @123 @120

:COPCAR_2063
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  0
0021:   @124 >  100.0  ;; floating-point values
004D: jump_if_false COPCAR_2078
0007: @124 =  100.0  ;; floating-point values

:COPCAR_2078
00D6: if  0
0023:    0.0 > @124  ;; floating-point values
004D: jump_if_false COPCAR_2082
0007: @124 =  0.0  ;; floating-point values

:COPCAR_2082
0051: return

:COPCAR_2083
00D6: if  0
8118:   NOT   actor @156 dead
004D: jump_if_false COPCAR_2175
00A0: store_actor @156 position_to $111 $112 $113
00D6: if  0
0042:   $72 ==  919.9  ;; floating-point values
004D: jump_if_false COPCAR_2091
00A5: $48 = create_car @90 at $111 $112 $113

:COPCAR_2091
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @156 radius  40.0  40.0  0
004D: jump_if_false COPCAR_2143
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 $48  ;; Like turning a car into any random car
0004: $48 = -1  ;; integer values
0327: $48 = create_random_car_with_actors -1 in_area $111 $112 $114 $115
00D6: if  21
0038:   $48 == -1  ;; integer values
07D6: @35 $48 
004D: jump_if_false COPCAR_2113
062E: @156  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2112
05E2: unknown_action_sequence @156 $PLAYER_ACTOR 

:COPCAR_2112
0002: jump COPCAR_2142

:COPCAR_2113
00D6: if  0
0185:   car $48 health >=  400
004D: jump_if_false COPCAR_2135
046D: @55 = unknown_actor @156 car car_seats
01EA: @160 = car $48 max_passengers
00D6: if  0
801D:   NOT   @55 > @160  ;; integer values  
004D: jump_if_false COPCAR_2129
062E: @156  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2128
020A: set_car $48 door_status_to  1
00AD: set_car $48 max_speed_to  0.0
05CB: unknown_action_sequence @156 $48 -2 

:COPCAR_2128
0002: jump COPCAR_2134

:COPCAR_2129
062E: @156  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2134
05E2: unknown_action_sequence @156 $PLAYER_ACTOR 

:COPCAR_2134
0002: jump COPCAR_2142

:COPCAR_2135
062E: @156  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2140
05E2: unknown_action_sequence @156 $PLAYER_ACTOR 

:COPCAR_2140
01C3: remove_references_to_car $48  ;; Like turning a car into any random car
0004: $48 = -1  ;; integer values

:COPCAR_2142
0002: jump COPCAR_2175

:COPCAR_2143
03D3: point $111 $112 $113 get_nearby_vector $111 $112 $113 $72
00D6: if  0
80C2:   NOT   sphere_onscreen $111 $112 $113  3.0
004D: jump_if_false COPCAR_2175
00D6: if  0
838A:   NOT   car_in_cube $111 $112 $113  3.0  3.0  2.0
004D: jump_if_false COPCAR_2166
00D6: if  0
0248:   model @90 available
004D: jump_if_false COPCAR_2165
062E: @156  1483 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2165
01C3: remove_references_to_car $48  ;; Like turning a car into any random car
00A5: $48 = create_car @90 at $111 $112 $113
00D6: if  0
0185:   car $48 health >=  800
004D: jump_if_false COPCAR_2163
0224: set_car $48 health_to  800

:COPCAR_2163
0175: set_car $48 z_angle_to $72
05CB: unknown_action_sequence @156 $48 -2 

:COPCAR_2165
0002: jump COPCAR_2175

:COPCAR_2166
00D6: if  0
00FF:   actor @156  0 ()near_point_on_foot $111 $112 $113 radius  3.0  3.0  2.0
004D: jump_if_false COPCAR_2175
062E: @156  1491 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2175
02C0: set $111 $112 $113 to_ped_path_coords_closest_to $111 $112 $113
05D3: unknown_action_sequence @156 $111 $112 $113  6 -2 

:COPCAR_2175
0051: return

:COPCAR_2176
01BD: @161 = current_time_in_ms
077E: $3396 = active_interior
00D6: if  0
0038:   $3396 ==  0  ;; integer values
004D: jump_if_false COPCAR_2248
00D6: if  0
8119:   NOT   car @153 wrecked
004D: jump_if_false COPCAR_2248
00D6: if  1
01F4:   car @153 flipped
01C1:   car @153 stopped
004D: jump_if_false COPCAR_2205
0006: @52 =  1  ;; integer values
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @153 radius  90.0  90.0 unknown  0
004D: jump_if_false COPCAR_2195
03ED: (unknown) @153  0 
0006: @154 = -9  ;; integer values
0002: jump COPCAR_2205

:COPCAR_2195
00D6: if  0
82CA:   NOT   car @153 bounding_sphere_visible
004D: jump_if_false COPCAR_2205
00AA: store_car @153 position_to $116 $117 $118
03D3: point $116 $117 $118 get_nearby_vector $116 $117 $118 $72
00D6: if  0
80C2:   NOT   sphere_onscreen $116 $117 $118  4.0
004D: jump_if_false COPCAR_2205
00AB: put_car @153 at $116 $117 $118
0175: set_car @153 z_angle_to $72

:COPCAR_2205
00D6: if  0
01AF:   car @153  0 ()near_point @150 @151 @152 radius  4.0  4.0  4.0
004D: jump_if_false COPCAR_2243
00D6: if  0
0039:   @154 ==  0  ;; integer values
004D: jump_if_false COPCAR_2213
0085: @155 = @161  ;; integer values and handles
0006: @154 =  1  ;; integer values

:COPCAR_2213
0062: @161 -= @155  ;; integer values 
00D6: if  0
0039:   @154 ==  1  ;; integer values
004D: jump_if_false COPCAR_2243
00D6: if  0
0019:   @161 >  8000  ;; integer values
004D: jump_if_false COPCAR_2243
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @153 radius  90.0  90.0 unknown  0
004D: jump_if_false COPCAR_2227
03ED: (unknown) @153  0 
01BD: @155 = current_time_in_ms
0006: @154 = -9  ;; integer values
0002: jump COPCAR_2243

:COPCAR_2227
00D6: if  0
82CA:   NOT   car @153 bounding_sphere_visible
004D: jump_if_false COPCAR_2243
00AA: store_car @153 position_to $116 $117 $118
03D3: point $116 $117 $118 get_nearby_vector $116 $117 $118 $72
00D6: if  0
838A:   NOT   car_in_cube $116 $117 $118  4.0  4.0  4.0
004D: jump_if_false COPCAR_2243
00D6: if  0
80C2:   NOT   sphere_onscreen $116 $117 $118  4.0
004D: jump_if_false COPCAR_2243
00AB: put_car @153 at $116 $117 $118
0175: set_car @153 z_angle_to $72
01BD: @155 = current_time_in_ms
0006: @154 =  0  ;; integer values
0006: @52 =  1  ;; integer values

:COPCAR_2243
00D6: if  0
81AF:   NOT   car @153  0 ()near_point @150 @151 @152 radius  4.0  4.0  4.0
004D: jump_if_false COPCAR_2248
00AA: store_car @153 position_to @150 @151 @152
0006: @154 =  0  ;; integer values

:COPCAR_2248
0051: return
01BD: $16 = current_time_in_ms
0051: return
0051: return
0051: return

:COPCAR_2253
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false COPCAR_2316
00D6: if  0
07FD:   group @274 alive
004D: jump_if_false COPCAR_2316
00D6: if  0
8118:   NOT   actor @37 dead
004D: jump_if_false COPCAR_2276
00D6: if  0
86EE:   NOT   actor @37 in_group @274 
004D: jump_if_false COPCAR_2275
00D6: if  0
00F2:   actor @37 near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2270
0631: put_actor @37 in_group @274 
0002: jump COPCAR_2275

:COPCAR_2270
062E: @37  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2275
05E2: unknown_action_sequence @37 $PLAYER_ACTOR 

:COPCAR_2275
0002: jump COPCAR_2278

:COPCAR_2276
01C2: remove_references_to_actor @37  ;; Like turning an actor into a random pedestrian
0006: @37 = -1  ;; integer values

:COPCAR_2278
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false COPCAR_2295
00D6: if  0
86EE:   NOT   actor @38 in_group @274 
004D: jump_if_false COPCAR_2294
00D6: if  0
00F2:   actor @38 near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2289
0631: put_actor @38 in_group @274 
0002: jump COPCAR_2294

:COPCAR_2289
062E: @38  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2294
05E2: unknown_action_sequence @38 $PLAYER_ACTOR 

:COPCAR_2294
0002: jump COPCAR_2297

:COPCAR_2295
01C2: remove_references_to_actor @38  ;; Like turning an actor into a random pedestrian
0006: @38 = -1  ;; integer values

:COPCAR_2297
00D6: if  0
8118:   NOT   actor @39 dead
004D: jump_if_false COPCAR_2314
00D6: if  0
86EE:   NOT   actor @39 in_group @274 
004D: jump_if_false COPCAR_2313
00D6: if  0
00F2:   actor @39 near_actor @36 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2308
0631: put_actor @39 in_group @274 
0002: jump COPCAR_2313

:COPCAR_2308
062E: @39  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2313
05E2: unknown_action_sequence @39 $PLAYER_ACTOR 

:COPCAR_2313
0002: jump COPCAR_2316

:COPCAR_2314
01C2: remove_references_to_actor @39  ;; Like turning an actor into a random pedestrian
0006: @39 = -1  ;; integer values

:COPCAR_2316
0051: return

:COPCAR_2317
00D6: if  0
8118:   NOT   actor @41 dead
004D: jump_if_false COPCAR_2380
00D6: if  0
07FD:   group @275 alive
004D: jump_if_false COPCAR_2380
00D6: if  0
8118:   NOT   actor @42 dead
004D: jump_if_false COPCAR_2340
00D6: if  0
86EE:   NOT   actor @42 in_group @275 
004D: jump_if_false COPCAR_2339
00D6: if  0
00F2:   actor @42 near_actor @41 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2334
0631: put_actor @42 in_group @275 
0002: jump COPCAR_2339

:COPCAR_2334
062E: @42  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2339
05E2: unknown_action_sequence @42 $PLAYER_ACTOR 

:COPCAR_2339
0002: jump COPCAR_2342

:COPCAR_2340
01C2: remove_references_to_actor @42  ;; Like turning an actor into a random pedestrian
0006: @42 = -1  ;; integer values

:COPCAR_2342
00D6: if  0
8118:   NOT   actor @43 dead
004D: jump_if_false COPCAR_2359
00D6: if  0
86EE:   NOT   actor @43 in_group @275 
004D: jump_if_false COPCAR_2358
00D6: if  0
00F2:   actor @43 near_actor @41 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2353
0631: put_actor @43 in_group @275 
0002: jump COPCAR_2358

:COPCAR_2353
062E: @43  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2358
05E2: unknown_action_sequence @43 $PLAYER_ACTOR 

:COPCAR_2358
0002: jump COPCAR_2361

:COPCAR_2359
01C2: remove_references_to_actor @43  ;; Like turning an actor into a random pedestrian
0006: @43 = -1  ;; integer values

:COPCAR_2361
00D6: if  0
8118:   NOT   actor @44 dead
004D: jump_if_false COPCAR_2378
00D6: if  0
86EE:   NOT   actor @44 in_group @275 
004D: jump_if_false COPCAR_2377
00D6: if  0
00F2:   actor @44 near_actor @41 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2372
0631: put_actor @44 in_group @275 
0002: jump COPCAR_2377

:COPCAR_2372
062E: @44  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2377
05E2: unknown_action_sequence @44 $PLAYER_ACTOR 

:COPCAR_2377
0002: jump COPCAR_2380

:COPCAR_2378
01C2: remove_references_to_actor @44  ;; Like turning an actor into a random pedestrian
0006: @44 = -1  ;; integer values

:COPCAR_2380
0051: return

:COPCAR_2381
00D6: if  0
8118:   NOT   actor @46 dead
004D: jump_if_false COPCAR_2444
00D6: if  0
07FD:   group @276 alive
004D: jump_if_false COPCAR_2444
00D6: if  0
8118:   NOT   actor @47 dead
004D: jump_if_false COPCAR_2404
00D6: if  0
86EE:   NOT   actor @47 in_group @276 
004D: jump_if_false COPCAR_2403
00D6: if  0
00F2:   actor @47 near_actor @46 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2398
0631: put_actor @47 in_group @276 
0002: jump COPCAR_2403

:COPCAR_2398
062E: @47  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2403
05E2: unknown_action_sequence @47 $PLAYER_ACTOR 

:COPCAR_2403
0002: jump COPCAR_2406

:COPCAR_2404
01C2: remove_references_to_actor @47  ;; Like turning an actor into a random pedestrian
0006: @47 = -1  ;; integer values

:COPCAR_2406
00D6: if  0
8118:   NOT   actor @48 dead
004D: jump_if_false COPCAR_2423
00D6: if  0
86EE:   NOT   actor @48 in_group @276 
004D: jump_if_false COPCAR_2422
00D6: if  0
00F2:   actor @48 near_actor @46 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2417
0631: put_actor @48 in_group @276 
0002: jump COPCAR_2422

:COPCAR_2417
062E: @48  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2422
05E2: unknown_action_sequence @48 $PLAYER_ACTOR 

:COPCAR_2422
0002: jump COPCAR_2425

:COPCAR_2423
01C2: remove_references_to_actor @48  ;; Like turning an actor into a random pedestrian
0006: @48 = -1  ;; integer values

:COPCAR_2425
00D6: if  0
8118:   NOT   actor @49 dead
004D: jump_if_false COPCAR_2442
00D6: if  0
86EE:   NOT   actor @49 in_group @276 
004D: jump_if_false COPCAR_2441
00D6: if  0
00F2:   actor @49 near_actor @46 radius  30.0  30.0  0
004D: jump_if_false COPCAR_2436
0631: put_actor @49 in_group @276 
0002: jump COPCAR_2441

:COPCAR_2436
062E: @49  1506 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false COPCAR_2441
05E2: unknown_action_sequence @49 $PLAYER_ACTOR 

:COPCAR_2441
0002: jump COPCAR_2444

:COPCAR_2442
01C2: remove_references_to_actor @49  ;; Like turning an actor into a random pedestrian
0006: @49 = -1  ;; integer values

:COPCAR_2444
0051: return

:COPCAR_2445
060B: unknown_actor_use_entity @50 @267 
0433: (unknown) @50  1 
02A9: set_actor @50 immune_to_nonplayer  1
0982: @50  1 
077A: @50  4  0 
077A: @50  4  4 
077A: @50  4  5 
077A: @50  4  6 
077A: @50  4  7 
077A: @50  4  8 
077A: @50  4  14 
077A: @50  4  9 
077A: @50  4  11 
077A: @50  4  13 
077A: @50  4  12 
077A: @50  4  17 
077A: @50  4  18 
077A: @50  4  19 
077A: @50  4  21 
00D6: if  0
0039:   @51 ==  0  ;; integer values
004D: jump_if_false COPCAR_2468
0209: @159 = random_int  0  2

:COPCAR_2468
00D6: if  0
0019:   @51 >  1  ;; integer values
004D: jump_if_false COPCAR_2472
0209: @159 = random_int  0  3

:COPCAR_2472
00D6: if  0
0019:   @51 >  4  ;; integer values
004D: jump_if_false COPCAR_2476
0209: @159 = random_int  0  4

:COPCAR_2476
00D6: if  0
0019:   @51 >  6  ;; integer values
004D: jump_if_false COPCAR_2480
0209: @159 = random_int  0  5

:COPCAR_2480
00D6: if  0
0019:   @51 >  8  ;; integer values
004D: jump_if_false COPCAR_2484
0209: @159 = random_int  0  6

:COPCAR_2484
00D6: if  0
0039:   @159 ==  0  ;; integer values
004D: jump_if_false COPCAR_2496
0209: @159 = random_int  10  13
00D6: if  0
0039:   @159 ==  10  ;; integer values
004D: jump_if_false COPCAR_2492
01B2: give_actor @50 weapon  5 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2492
00D6: if  0
0039:   @159 ==  11  ;; integer values
004D: jump_if_false COPCAR_2496
01B2: give_actor @50 weapon  5 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2496
00D6: if  0
0039:   @159 ==  1  ;; integer values
004D: jump_if_false COPCAR_2500
01B2: give_actor @50 weapon  22 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2500
00D6: if  0
0039:   @159 ==  2  ;; integer values
004D: jump_if_false COPCAR_2504
01B2: give_actor @50 weapon  28 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2504
00D6: if  0
0039:   @159 ==  3  ;; integer values
004D: jump_if_false COPCAR_2508
01B2: give_actor @50 weapon  30 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2508
00D6: if  21
0039:   @159 ==  4  ;; integer values
0039:   @159 ==  5  ;; integer values
004D: jump_if_false COPCAR_2513
01B2: give_actor @50 weapon  25 ammo  9999  ;; Load the weapon model before using this

:COPCAR_2513
0051: return

:COPCAR_2514
00D6: if  0
8038:   NOT   $8222 == -100  ;; integer values
004D: jump_if_false COPCAR_2524
00D6: if  0
001A:    1 > $8222  ;; integer values
004D: jump_if_false COPCAR_2524
0006: @58 =  1  ;; integer values
00BA: text_styled 'M_FAIL'  5000 ms  1
00BC: text_highpriority 'C_TIME'  3000 ms  1
0051: return

:COPCAR_2524
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false COPCAR_2571
0004: $8222 =  3600000  ;; integer values - timer
0002: jump COPCAR_2571

:COPCAR_2538
008B: @56 = $8222  ;; integer values and handles

:COPCAR_2539
0006: @57 =  1  ;; integer values

:COPCAR_2540
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  0
001B:    1 > @61  ;; integer values
004D: jump_if_false COPCAR_2558
0006: @61 =  0  ;; integer values
00D6: if  0
001D:   @59 > @91  ;; integer values  
004D: jump_if_false COPCAR_2557
00BC: text_highpriority 'C_TIME'  3000 ms  1
0006: @58 =  1  ;; integer values
0051: return

:COPCAR_2557
0002: jump COPCAR_2560

:COPCAR_2558
0085: @91 = @59  ;; integer values and handles
000A: @91 +=  1000  ;; integer values

:COPCAR_2560
00D6: if  0
0019:   @61 > -1  ;; integer values
004D: jump_if_false COPCAR_2571
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false COPCAR_2569
09C1:  0 
01E5: text_1number_highpriority 'COPCA_T' @61  200 ms  1
0002: jump COPCAR_2571

:COPCAR_2569
09C1:  0 
01E5: text_1number_highpriority 'COPCART' @61  200 ms  1

:COPCAR_2571
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false COPCAR_2594
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false COPCAR_2589
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false COPCAR_2588
0006: @62 =  2  ;; integer values

:COPCAR_2588
0002: jump COPCAR_2593

:COPCAR_2589
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false COPCAR_2593
0006: @62 =  1  ;; integer values

:COPCAR_2593
0002: jump COPCAR_2606

:COPCAR_2594
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false COPCAR_2602
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false COPCAR_2601
0006: @62 =  2  ;; integer values

:COPCAR_2601
0002: jump COPCAR_2606

:COPCAR_2602
00D6: if  0
0039:   @62 ==  0  ;; integer values
004D: jump_if_false COPCAR_2606
0006: @62 =  1  ;; integer values

:COPCAR_2606
0006: @57 =  0  ;; integer values

:COPCAR_2607
00D6: if  0
0039:   @62 ==  2  ;; integer values
004D: jump_if_false COPCAR_2626
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false COPCAR_2620
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false COPCAR_2619
00BC: text_highpriority 'C_CANC'  3000 ms  1
0006: @58 =  1  ;; integer values
0051: return

:COPCAR_2619
0002: jump COPCAR_2626

:COPCAR_2620
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false COPCAR_2626
00BC: text_highpriority 'C_CANC'  3000 ms  1
0006: @58 =  1  ;; integer values
0051: return

:COPCAR_2626
0051: return

;-------------Mission 125---------------
; Originally: Burglary sub-mission


:BURGJB_1
03A4: name_thread 'BURGJB'
0050: gosub BURGJB_12
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BURGJB_7
0050: gosub BURGJB_1161

:BURGJB_7
0050: gosub BURGJB_1175
004E: end_thread
00D6: if  0
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_12

:BURGJB_12
0004: $ON_MISSION =  1  ;; integer values
0317: increment_mission_attempts
0001: wait  0 ms
0169: set_fade_color  0  0  0
054C: use_GXT_table 'BURGLAR'
09E6:  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$8229(1) = '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$8229(2) = '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  0
0039:   @48 ==  99  ;; integer values
004D: jump_if_false BURGJB_83
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_83
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_102
0A2D:  0 
016A: fade  0 ()  1000 ms

:BURGJB_88
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_93
0001: wait  0 ms
0002: jump BURGJB_88

:BURGJB_93
087B: set_player $PLAYER_CHAR clothes "BALACLAVA" "BALACLAVA"  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:BURGJB_96
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_101
0001: wait  0 ms
0002: jump BURGJB_96

:BURGJB_101
0A2D:  1 

:BURGJB_102
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  0
0028:   $TIME_HOURS >=  20  ;; integer values
004D: jump_if_false BURGJB_114
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_114
00D6: if  0
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false BURGJB_124
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_124
03C3: set_timer_with_text_to $8235 type  1 text 'BURG52'
04F7: status_text $8228  0 line  1 'BURG51'
0001: wait  0 ms
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BURGJB_131
00D9: @50 = actor $PLAYER_ACTOR car

:BURGJB_131
0001: wait  0 ms
00D6: if  0
0735:  32 
004D: jump_if_false BURGJB_136
0004: $8235 =  10000000  ;; integer values

:BURGJB_136
00D6: if  0
0735:  49 
004D: jump_if_false BURGJB_141
00A1: put_actor $PLAYER_ACTOR at  2741.928 -1993.231  12.3669
0173: set_actor $PLAYER_ACTOR z_angle_to  173.5173

:BURGJB_141
00D6: if  0
0735:  50 
004D: jump_if_false BURGJB_145
00A1: put_actor $PLAYER_ACTOR at  2639.0  2039.911  9.8052

:BURGJB_145
00D6: if  0
0735:  99 
004D: jump_if_false BURGJB_149
0004: $8235 =  5000  ;; integer values

:BURGJB_149
00D6: if  0
0735:  48 
004D: jump_if_false BURGJB_153
0004: $8237 =  5000  ;; integer values

:BURGJB_153
00D6: if  0
0735:  53 
004D: jump_if_false BURGJB_157
0004: $1790 =  11000  ;; integer values

:BURGJB_157
00D6: if  0
0735:  54 
004D: jump_if_false BURGJB_161
0006: @48 =  3  ;; integer values

:BURGJB_161
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_293
00D6: if  0
0038:   $8235 ==  0  ;; integer values
004D: jump_if_false BURGJB_268
00BE: text_clear_all
09E6:  0 
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false BURGJB_211
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  1000 ms

:BURGJB_174
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_179
0001: wait  0 ms
0002: jump BURGJB_174

:BURGJB_179
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: $PLAYER_ACTOR @69 @70 @71 
0489: unknown_actor $PLAYER_ACTOR flag  0
000B: @72 +=  180.0  ;; floating-point values
0173: set_actor $PLAYER_ACTOR z_angle_to @72
08AD: $PLAYER_ACTOR @73 @74  5.0 
03CB: set_camera @69 @70 @71
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BURGJB_197
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_197
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_197
0006: @92 =  0  ;; integer values
0006: @93 =  0  ;; integer values
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_203
02EB: restore_camera_with_jumpcut

:BURGJB_203
016A: fade  1 (back)  1000 ms

:BURGJB_204
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_209
0001: wait  0 ms
0002: jump BURGJB_204

:BURGJB_209
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump BURGJB_239

:BURGJB_211
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BURGJB_239
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_239
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_221
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_221
016A: fade  0 ()  1000 ms

:BURGJB_222
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_227
0001: wait  0 ms
0002: jump BURGJB_222

:BURGJB_227
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_233
02EB: restore_camera_with_jumpcut

:BURGJB_233
016A: fade  1 (back)  1000 ms

:BURGJB_234
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_239
0001: wait  0 ms
0002: jump BURGJB_234

:BURGJB_239
014F: stop_timer $8235
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_261
03C3: set_timer_with_text_to $8237 type  1 text 'BURG3'
00BE: text_clear_all
00BB: text_lowpriority 'BURG2'  5000 ms  1
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false BURGJB_252
00BB: text_lowpriority 'BURG26'  5000 ms  1
0006: @102 =  2  ;; integer values
0002: jump BURGJB_260

:BURGJB_252
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_258
00BB: text_lowpriority 'BURG27'  5000 ms  1
0006: @102 =  1  ;; integer values
0002: jump BURGJB_260

:BURGJB_258
00BB: text_lowpriority 'BURG1'  5000 ms  1
0006: @102 =  3  ;; integer values

:BURGJB_260
0002: jump BURGJB_266

:BURGJB_261
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
0002: jump BURGJB_1161

:BURGJB_266
0006: @110 =  1  ;; integer values
0002: jump BURGJB_292

:BURGJB_268
00D6: if  21
00E1:   key_pressed  0  11 ;; skip trip
0028:   $8235 >=  999999  ;; integer values
004D: jump_if_false BURGJB_268B
0004: $8235 =  3600000  ;; timer
0002: jump BURGJB_292

:BURGJB_268B
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00D6: if  0
0028:   $TIME_HOURS >=  20  ;; integer values
004D: jump_if_false BURGJB_281
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_281
00D6: if  0
001A:    6 > $TIME_HOURS  ;; integer values
004D: jump_if_false BURGJB_292
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_292
0002: jump BURGJB_326

:BURGJB_293
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false BURGJB_293B
0004: $8237 =  3600000  ;; timer

:BURGJB_293B
00D6: if  0
0038:   $8237 ==  0  ;; integer values
004D: jump_if_false BURGJB_326
00BE: text_clear_all
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_301
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_301
016A: fade  0 ()  1000 ms

:BURGJB_302
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_307
0001: wait  0 ms
0002: jump BURGJB_302

:BURGJB_307
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_312
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_312
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_316
02EB: restore_camera_with_jumpcut

:BURGJB_316
016A: fade  1 (back)  1000 ms

:BURGJB_317
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_322
0001: wait  0 ms
0002: jump BURGJB_317

:BURGJB_322
00BB: text_lowpriority 'BURG53'  5000 ms  1
0108: destroy_object @49
01C4: remove_references_to_object @49  ;; This object will now disappear when the player looks away
0002: jump BURGJB_1161

:BURGJB_326
00D6: if  0
0039:   @95 ==  0  ;; integer values
004D: jump_if_false BURGJB_1079
0050: gosub BURGJB_1098
077E: @37 = active_interior
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false BURGJB_339
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_339
00BB: text_lowpriority 'BURG62'  5000 ms  1
0002: jump BURGJB_1161

:BURGJB_339
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false BURGJB_373
00D6: if  1
010F:   player $PLAYER_CHAR wanted_level >  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_353
00D6: if  0
8039:   NOT   @102 ==  5  ;; integer values
004D: jump_if_false BURGJB_352
00BE: text_clear_all
00BB: text_lowpriority 'BURG50'  5000 ms  1
0006: @102 =  5  ;; integer values

:BURGJB_352
0002: jump BURGJB_372

:BURGJB_353
00D6: if  0
8039:   NOT   @102 ==  2  ;; integer values
004D: jump_if_false BURGJB_372
00BE: text_clear_all
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_367
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_365
00BB: text_lowpriority 'BURG4'  5000 ms  1
0002: jump BURGJB_366

:BURGJB_365
00BB: text_lowpriority 'BURG26'  5000 ms  1

:BURGJB_366
0002: jump BURGJB_371

:BURGJB_367
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_371
00BB: text_lowpriority 'BURG29'  5000 ms  1

:BURGJB_371
0006: @102 =  2  ;; integer values

:BURGJB_372
0002: jump BURGJB_429

:BURGJB_373
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_411
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_389
00D6: if  0
8039:   NOT   @102 ==  1  ;; integer values
004D: jump_if_false BURGJB_388
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_388
00BE: text_clear_all
00BB: text_lowpriority 'BURG27'  5000 ms  1
0006: @102 =  1  ;; integer values

:BURGJB_388
0002: jump BURGJB_410

:BURGJB_389
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false BURGJB_399
00D6: if  0
8039:   NOT   @102 ==  4  ;; integer values
004D: jump_if_false BURGJB_398
00BE: text_clear_all
00BB: text_lowpriority 'BURG30'  5000 ms  1
0006: @102 =  4  ;; integer values

:BURGJB_398
0002: jump BURGJB_410

:BURGJB_399
00D6: if  0
8039:   NOT   @102 ==  3  ;; integer values
004D: jump_if_false BURGJB_410
00BE: text_clear_all
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false BURGJB_408
00BB: text_lowpriority 'BURG29'  5000 ms  1
0002: jump BURGJB_409

:BURGJB_408
00BB: text_lowpriority 'BURG31'  5000 ms  1

:BURGJB_409
0006: @102 =  3  ;; integer values

:BURGJB_410
0002: jump BURGJB_429

:BURGJB_411
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_424
00D6: if  0
8039:   NOT   @102 ==  1  ;; integer values
004D: jump_if_false BURGJB_423
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_423
00BE: text_clear_all
00BB: text_lowpriority 'BURG27'  5000 ms  1
0006: @102 =  1  ;; integer values

:BURGJB_423
0002: jump BURGJB_429

:BURGJB_424
00D6: if  0
8039:   NOT   @102 ==  3  ;; integer values
004D: jump_if_false BURGJB_429
00BB: text_lowpriority 'BURG1'  5000 ms  1
0006: @102 =  3  ;; integer values

:BURGJB_429
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1055
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_476
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_452
0006: @93 =  0  ;; integer values
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BURGJB_444
0164: disable_marker @51
0006: @99 =  0  ;; integer values

:BURGJB_444
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false BURGJB_451
0186: @52 = create_marker_above_car @50
018B: show_on_radar @52  2
07E0: @52  1 
0006: @97 =  1  ;; integer values

:BURGJB_451
0002: jump BURGJB_476

:BURGJB_452
0006: @93 =  1  ;; integer values
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false BURGJB_459
0006: @108 =  0  ;; integer values
0164: disable_marker @52
0006: @97 =  0  ;; integer values

:BURGJB_459
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_476
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false BURGJB_471
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BURGJB_470
0164: disable_marker @51
0006: @99 =  0  ;; integer values

:BURGJB_470
0002: jump BURGJB_476

:BURGJB_471
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BURGJB_476
018A: @51 = create_checkpoint_at @54(@35,3f) @57(@35,3f) @60(@35,3f)
0006: @99 =  1  ;; integer values

:BURGJB_476
00D6: if  0
0039:   @108 ==  0  ;; integer values
004D: jump_if_false BURGJB_527
0652: $ISLANDS_UNLOCKED = stat  181 (islands unlocked)  ; integer
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  0  ;; integer values
004D: jump_if_false BURGJB_485
0006: @35 =  0  ;; integer values
0002: jump BURGJB_525

:BURGJB_485
00D6: if  0
0038:   $ISLANDS_UNLOCKED ==  1  ;; integer values
004D: jump_if_false BURGJB_504
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
07EF: @63 @64 @65 @35 
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false BURGJB_495
000E: @35 -=  1  ;; integer values
0002: jump BURGJB_503

:BURGJB_495
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  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false BURGJB_503
0006: @35 =  1  ;; integer values

:BURGJB_503
0002: jump BURGJB_525

:BURGJB_504
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
07EF: @63 @64 @65 @35 
00D6: if  0
0019:   @35 >  0  ;; integer values
004D: jump_if_false BURGJB_511
000E: @35 -=  1  ;; integer values
0002: jump BURGJB_525

:BURGJB_511
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  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false BURGJB_520
0006: @35 =  1  ;; integer values
0087: @43 = @42  ;; floating-point values only

:BURGJB_520
050A: @42 = distance_between @63 @64 @65 and @56 @59 @62 
00D6: if  0
0025:   @43 > @42  ;; floating-point values  
004D: jump_if_false BURGJB_525
0006: @35 =  2  ;; integer values

:BURGJB_525
02FA: garage $8229(@35,3s) change_to_type  19
0006: @108 =  1  ;; integer values

:BURGJB_527
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_719
00D6: if  21
00FE:   actor $PLAYER_ACTOR  0 ()near_point @54(@35,3f) @57(@35,3f) @60(@35,3f) radius  20.0  20.0  4.0
01AF:   car @50  0 ()near_point @54(@35,3f) @57(@35,3f) @60(@35,3f) radius  20.0  20.0  4.0
004D: jump_if_false BURGJB_715
00D6: if  0
83B0:   NOT   garage $8229(@35,3s) door_open
004D: jump_if_false BURGJB_538
0360: open_garage $8229(@35,3s)

:BURGJB_538
00D6: if  0
0039:   @108 ==  1  ;; integer values
004D: jump_if_false BURGJB_714
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false BURGJB_714
00D6: if  0
0019:   @48 >  0  ;; integer values
004D: jump_if_false BURGJB_714
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false BURGJB_558
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BURGJB_557
00BE: text_clear_all
00BB: text_lowpriority 'BURG50'  5000 ms  1
0164: disable_marker @51
0006: @99 =  0  ;; integer values

:BURGJB_557
0002: jump BURGJB_714

:BURGJB_558
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BURGJB_566
00BE: text_clear_all
00BB: text_lowpriority 'BURG26'  5000 ms  1
018A: @51 = create_checkpoint_at @54(@35,3f) @57(@35,3f) @60(@35,3f)
0006: @99 =  1  ;; integer values
0002: jump BURGJB_714

:BURGJB_566
00BB: text_lowpriority 'BURG40'  1000 ms  1
00D6: if  0
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_714
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
00BE: text_clear_all
0395: clear_area  1 at @76(@35,3f) @79(@35,3f) @82(@35,3f) range  10.0
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false BURGJB_579
014F: stop_timer $8237
0004: $8237 =  999999  ;; integer values

:BURGJB_579
00D6: if  0
83B1:   NOT   garage $8229(@35,3s) door_closed
004D: jump_if_false BURGJB_583
0361: close_garage $8229(@35,3s)

:BURGJB_583
0006: @104 =  0  ;; integer values

:BURGJB_584
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false BURGJB_593
0001: wait  0 ms
00D6: if  0
03B1:   garage $8229(@35,3s) door_closed
004D: jump_if_false BURGJB_592
0006: @104 =  1  ;; integer values

:BURGJB_592
0002: jump BURGJB_584

:BURGJB_593
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:  40 @46 
0624:  41 @46 
0623: add @48 to_stats  194
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false BURGJB_634
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_613
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_613
016A: fade  0 ()  1000 ms

:BURGJB_614
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_619
0001: wait  0 ms
0002: jump BURGJB_614

:BURGJB_619
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_624
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_624
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_627

:BURGJB_627
016A: fade  1 (back)  1000 ms

:BURGJB_628
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_633
0001: wait  0 ms
0002: jump BURGJB_628

:BURGJB_633
0002: jump BURGJB_662

:BURGJB_634
00D6: if  1
0028:   $1790 >=  10000  ;; integer values
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_662
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_642
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_642
016A: fade  0 ()  1000 ms

:BURGJB_643
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_648
0001: wait  0 ms
0002: jump BURGJB_643

:BURGJB_648
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_653
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:BURGJB_653
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BURGJB_656

:BURGJB_656
016A: fade  1 (back)  1000 ms

:BURGJB_657
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_662
0001: wait  0 ms
0002: jump BURGJB_657

:BURGJB_662
097A: -1000.0 -1000.0 -1000.0  1058 
00D6: if  0
001B:    2 > @48  ;; integer values
004D: jump_if_false BURGJB_668
036D: text_2numbers_styled 'BURG39' @48 @34  5000 ms  6
0002: jump BURGJB_669

:BURGJB_668
036D: text_2numbers_styled 'BURG36' @48 @34  5000 ms  6

:BURGJB_669
0109: player $PLAYER_CHAR money += @34
0006: @32 =  0  ;; integer values

:BURGJB_671
00D6: if  21
076F: (unknown)
001B:    4000 > @32  ;; integer values
004D: jump_if_false BURGJB_677
0001: wait  0 ms
0002: jump BURGJB_671

:BURGJB_677
00D6: if  0
83B0:   NOT   garage $8229(@35,3s) door_open
004D: jump_if_false BURGJB_681
0360: open_garage $8229(@35,3s)

:BURGJB_681
0006: @104 =  0  ;; integer values

:BURGJB_682
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false BURGJB_691
0001: wait  0 ms
00D6: if  0
03B0:   garage $8229(@35,3s) door_open
004D: jump_if_false BURGJB_690
0006: @104 =  1  ;; integer values

:BURGJB_690
0002: jump BURGJB_682

:BURGJB_691
00D6: if  1
0028:   $1790 >=  10000  ;; integer values
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_699
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
0002: jump BURGJB_1164
0002: jump BURGJB_707

:BURGJB_699
00D6: if  0
0039:   @110 ==  0  ;; integer values
004D: jump_if_false BURGJB_703
00BB: text_lowpriority 'BURG29'  5000 ms  1

:BURGJB_703
0006: @99 =  0  ;; integer values
0006: @34 =  0  ;; integer values
0006: @48 =  0  ;; integer values
0006: @105 =  0  ;; integer values

:BURGJB_707
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  0 (false)
00D6: if  0
0039:   @110 ==  1  ;; integer values
004D: jump_if_false BURGJB_714
0002: jump BURGJB_1161
0004: $8237 =  0  ;; integer values

:BURGJB_714
0002: jump BURGJB_719

:BURGJB_715
00D6: if  0
83B1:   NOT   garage $8229(@35,3s) door_closed
004D: jump_if_false BURGJB_719
0361: close_garage $8229(@35,3s)

:BURGJB_719
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false BURGJB_786
00D6: if  0
0867:  0 
004D: jump_if_false BURGJB_745
00D6: if  0
0039:   @107 ==  0  ;; integer values
004D: jump_if_false BURGJB_743
094C: $PLAYER_ACTOR @69 @70 @71 @72 
00A0: store_actor $PLAYER_ACTOR position_to @73 @74 @75
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_738
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_738
077E: @37 = active_interior
0566: object @49 set_interior @37

:BURGJB_738
0164: disable_marker @52
0489: unknown_actor $PLAYER_ACTOR flag  1
075B:  90 
010B: @39 = player $PLAYER_CHAR money
0006: @107 =  1  ;; integer values

:BURGJB_743
0006: @92 =  1  ;; integer values
0002: jump BURGJB_786

:BURGJB_745
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false BURGJB_785
0489: unknown_actor $PLAYER_ACTOR flag  0
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_757
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_757
077E: @37 = active_interior
0566: object @49 set_interior @37

:BURGJB_757
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_762
0186: @52 = create_marker_above_car @50
07E0: @52  1 

:BURGJB_762
075B:  0 
0006: @107 =  0  ;; integer values
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_785
0006: @112 =  1  ;; integer values
00D6: if  0
0045:   @85 == @69  ;; floating-point values 
004D: jump_if_false BURGJB_778
00D6: if  0
0045:   @86 == @70  ;; floating-point values 
004D: jump_if_false BURGJB_778
00D6: if  0
0045:   @87 == @71  ;; floating-point values 
004D: jump_if_false BURGJB_778
0006: @112 =  0  ;; integer values

:BURGJB_778
00D6: if  0
0039:   @112 ==  1  ;; integer values
004D: jump_if_false BURGJB_785
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_stats  191

:BURGJB_785
0006: @92 =  0  ;; integer values

:BURGJB_786
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false BURGJB_895
00D6: if  0
0039:   @92 ==  0  ;; integer values
004D: jump_if_false BURGJB_895
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false BURGJB_825
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
0866: @63 @64 @65  5.0 @49 
00D6: if  0
8039:   NOT   @49 == -1  ;; integer values
004D: jump_if_false BURGJB_824
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_810
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_808
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_808
0006: @94 =  1  ;; integer values
0002: jump BURGJB_824

:BURGJB_810
00D6: if  0
0475: $PLAYER_ACTOR @49  1.7  1.7  2.0  0 
004D: jump_if_false BURGJB_819
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BURGJB_818
0512: permanent_text_box 'BURG23'
0006: @100 =  1  ;; integer values

:BURGJB_818
0002: jump BURGJB_824

:BURGJB_819
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_824
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_824
0002: jump BURGJB_834

:BURGJB_825
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_833
00D6: if  0
8737:   NOT $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_832
0006: @94 =  0  ;; integer values

:BURGJB_832
0002: jump BURGJB_834

:BURGJB_833
0006: @94 =  0  ;; integer values

:BURGJB_834
00D6: if  21
0038:   $1793 ==  1  ;; integer values
0039:   @98 ==  1  ;; integer values
004D: jump_if_false BURGJB_843
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_843
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false BURGJB_851
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_851
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_895
0407: create_coordinate @66 @67 @68 from_car @50 offset  0.0 -6.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @66 @67 @68 radius  3.5  3.5  2.0
004D: jump_if_false BURGJB_890
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BURGJB_863
0512: permanent_text_box 'BURG24'
0006: @100 =  1  ;; integer values

:BURGJB_863
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BURGJB_889
03E6: remove_text_box
000A: @48 +=  1  ;; integer values
0006: @33 =  0  ;; integer values
0006: @104 =  0  ;; integer values
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_888

:BURGJB_873
00D6: if  0
0039:   @104 ==  0  ;; integer values
004D: jump_if_false BURGJB_884
00D6: if  22
8737:   NOT $PLAYER_ACTOR @49 
0118:   actor $PLAYER_ACTOR dead
0019:   @33 >  5000  ;; integer values
004D: jump_if_false BURGJB_882
0006: @104 =  1  ;; integer values

:BURGJB_882
0001: wait  0 ms
0002: jump BURGJB_873

:BURGJB_884
0108: destroy_object @49
01C4: remove_references_to_object @49  ;; This object will now disappear when the player looks away
097A: -1000.0 -1000.0 -1000.0  1058 
0006: @94 =  0  ;; integer values

:BURGJB_888
0006: @100 =  0  ;; integer values

:BURGJB_889
0002: jump BURGJB_895

:BURGJB_890
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_895
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_895
00D6: if  0
0039:   @92 ==  1  ;; integer values
004D: jump_if_false BURGJB_1054
00D6: if  0
0039:   @101 ==  0  ;; integer values
004D: jump_if_false BURGJB_913
0926: @111 = external_script_status  23 (BURG_BRAINS) 
00D6: if  0
0019:   @111 >  0  ;; integer values
004D: jump_if_false BURGJB_912
04F7: status_text $5293  1 line  2 'BURG25'
0489: unknown_actor $PLAYER_ACTOR flag  1
0006: @101 =  1  ;; integer values

:BURGJB_912
0002: jump BURGJB_960

:BURGJB_913
0926: @111 = external_script_status  23 (BURG_BRAINS) 
00D6: if  0
8039:   NOT   @111 ==  0  ;; integer values
004D: jump_if_false BURGJB_954
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
0855: -1 @63 @64 @65 $1792 
0011: $1792 *=  1.6  ;; floating-point values
00D6: if  0
0020:   $1792 >  20.0  ;; floating-point values
004D: jump_if_false BURGJB_925
000D: $1792 -=  20.0  ;; floating-point values
005D: @41 += $1792  ;; floating-point values 

:BURGJB_925
0013: @41 *=  .99  ;; floating-point values 
0090: $5293 = float_to_integer @41  
0002: jump BURGJB_937
00D6: if  0
0028:   $5293 >=  100  ;; integer values
004D: jump_if_false BURGJB_937
0004: $5293 =  100  ;; integer values
00D6: if  0
0039:   @106 ==  0  ;; integer values
004D: jump_if_false BURGJB_936
01BD: @89 = current_time_in_ms
0006: @106 =  1  ;; integer values

:BURGJB_936
0002: jump BURGJB_942

:BURGJB_937
00D6: if  0
001A:    0 > $5293  ;; integer values
004D: jump_if_false BURGJB_941
0004: $5293 =  0  ;; integer values

:BURGJB_941
0006: @106 =  0  ;; integer values

:BURGJB_942
00D6: if  0
0039:   @106 ==  1  ;; integer values
004D: jump_if_false BURGJB_953
01BD: @90 = current_time_in_ms
0085: @91 = @90  ;; integer values and handles
0062: @91 -= @89  ;; integer values 
00D6: if  0
0019:   @91 >  200  ;; integer values
004D: jump_if_false BURGJB_953
0006: @98 =  1  ;; integer values
000A: @105 +=  1  ;; integer values

:BURGJB_953
0002: jump BURGJB_960

:BURGJB_954
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: unknown_actor $PLAYER_ACTOR flag  0

:BURGJB_960
0002: jump BURGJB_1007

:BURGJB_961
00D6: if  0
0039:   @101 ==  1  ;; integer values
004D: jump_if_false BURGJB_975
0151: remove_status_text $5293
0004: $8236 =  10  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'BURG55'  5000 ms  1
04F7: status_text $8236  0 line  2 'BURG61'
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_1007

:BURGJB_975
00D6: if  0
0039:   @109 ==  0  ;; integer values
004D: jump_if_false BURGJB_1007
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  21
001A:    0 > $8236  ;; integer values
0038:   $8236 ==  0  ;; integer values
004D: jump_if_false BURGJB_998
0004: $8236 =  0  ;; integer values
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  4
004D: jump_if_false BURGJB_993
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:BURGJB_993
0006: @109 =  1  ;; integer values
00BE: text_clear_all
00BB: text_lowpriority 'BURG60'  5000 ms  1
0151: remove_status_text $8236
0002: jump BURGJB_1007

:BURGJB_998
03D5: remove_text 'BURG58'
03D5: remove_text 'BURG59'
09C1:  0 
00D6: if  0
0018:   $8236 >  1  ;; integer values
004D: jump_if_false BURGJB_1006
01E4: text_1number_lowpriority 'BURG58' $8236  1000 ms  1
0002: jump BURGJB_1007

:BURGJB_1006
01E4: text_1number_lowpriority 'BURG59' $8236  1000 ms  1

:BURGJB_1007
00D6: if  0
0039:   @94 ==  0  ;; integer values
004D: jump_if_false BURGJB_1042
00A0: store_actor $PLAYER_ACTOR position_to @63 @64 @65
0866: @63 @64 @65  5.0 @49 
00D6: if  0
8039:   NOT   @49 == -1  ;; integer values
004D: jump_if_false BURGJB_1041
00D6: if  0
0737: $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_1027
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_1025
00BE: text_clear_all
00BB: text_lowpriority 'BURG57'  5000 ms  1
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_1025
0006: @94 =  1  ;; integer values
0002: jump BURGJB_1041

:BURGJB_1027
00D6: if  0
0475: $PLAYER_ACTOR @49  1.7  1.7  2.0  0 
004D: jump_if_false BURGJB_1036
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BURGJB_1035
0512: permanent_text_box 'BURG23'
0006: @100 =  1  ;; integer values

:BURGJB_1035
0002: jump BURGJB_1041

:BURGJB_1036
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BURGJB_1041
03E6: remove_text_box
0006: @100 =  0  ;; integer values

:BURGJB_1041
0002: jump BURGJB_1054

:BURGJB_1042
00D6: if  0
03CA:   object @49 exists
004D: jump_if_false BURGJB_1054
00D6: if  0
8737:   NOT $PLAYER_ACTOR @49 
004D: jump_if_false BURGJB_1054
00D6: if  0
0039:   @94 ==  1  ;; integer values
004D: jump_if_false BURGJB_1053
00BE: text_clear_all
00BB: text_lowpriority 'BURG30'  5000 ms  1

:BURGJB_1053
0006: @94 =  0  ;; integer values

:BURGJB_1054
0002: jump BURGJB_1078

:BURGJB_1055
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_1076
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false BURGJB_1062
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:BURGJB_1062
016A: fade  0 ()  1000 ms

:BURGJB_1063
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1068
0001: wait  0 ms
0002: jump BURGJB_1063

:BURGJB_1068
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:BURGJB_1071
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1076
0001: wait  0 ms
0002: jump BURGJB_1071

:BURGJB_1076
0002: jump BURGJB_1161
0006: @95 =  1  ;; integer values

:BURGJB_1078
0002: jump BURGJB_1097

:BURGJB_1079
00D6: if  0
0500:   player $PLAYER_CHAR skin == "BALACLAVA"  17 
004D: jump_if_false BURGJB_1096
016A: fade  0 ()  1000 ms

:BURGJB_1083
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1088
0001: wait  0 ms
0002: jump BURGJB_1083

:BURGJB_1088
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 
016A: fade  1 (back)  1000 ms

:BURGJB_1091
00D6: if  0
016B:   fading
004D: jump_if_false BURGJB_1096
0001: wait  0 ms
0002: jump BURGJB_1091

:BURGJB_1096
0002: jump BURGJB_1161

:BURGJB_1097
0002: jump BURGJB_131

:BURGJB_1098
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false BURGJB_1113
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false BURGJB_1112
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1112
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1112
0006: @96 =  1  ;; integer values

:BURGJB_1112
0002: jump BURGJB_1123

:BURGJB_1113
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false BURGJB_1123
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1123
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1123
0006: @96 =  1  ;; integer values

:BURGJB_1123
00D6: if  0
0039:   @96 ==  1  ;; integer values
004D: jump_if_false BURGJB_1160
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false BURGJB_1145
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false BURGJB_1144
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1144
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1142
00BE: text_clear_all
00BC: text_highpriority 'BURG41'  5000 ms  1
0006: @95 =  1  ;; integer values
0002: jump BURGJB_1143

:BURGJB_1142
0006: @96 =  0  ;; integer values

:BURGJB_1143
0051: return

:BURGJB_1144
0002: jump BURGJB_1160

:BURGJB_1145
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false BURGJB_1160
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BURGJB_1160
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @50
004D: jump_if_false BURGJB_1158
00BE: text_clear_all
00BC: text_highpriority 'BURG41'  5000 ms  1
0006: @95 =  1  ;; integer values
0002: jump BURGJB_1159

:BURGJB_1158
0006: @96 =  0  ;; integer values

:BURGJB_1159
0051: return

:BURGJB_1160
0051: return

:BURGJB_1161
00BA: text_styled 'B_FAIL1'  5000 ms  5
036D: text_2numbers_styled 'BURG37' @47 $8228  5000 ms  1
0051: return

:BURGJB_1164
00D6: if  0
0038:   $1490 ==  0  ;; integer values
004D: jump_if_false BURGJB_1173
0330: set_player $PLAYER_CHAR infinite_run_to  1 (true)
01E3: text_1number_styled 'BURG54'  3000  5000 ms  1
0109: player $PLAYER_CHAR money +=  3000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  2
0004: $1490 =  1  ;; integer values

:BURGJB_1173
0051: return
0051: return

:BURGJB_1175
0004: $2332 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BURGJB_1180
0489: unknown_actor $PLAYER_ACTOR flag  0

:BURGJB_1180
0A2D:  1 
09E6:  0 
02FA: garage s$8229 change_to_type  43
02FA: garage s$8229(1) change_to_type  43
02FA: garage s$8229(2) 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: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

;-------------Mission 126---------------
; Originally: Freight Train sub-mission


:FREIGHT_1
03A4: name_thread 'FREIGHT'
0050: gosub FREIGHT_14
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false FREIGHT_7
0050: gosub FREIGHT_380

:FREIGHT_7
0050: gosub FREIGHT_436
00D6: if  0
0038:   $8239 ==  1  ;; integer values
004D: jump_if_false FREIGHT_13
004F: create_thread FRTEXT_1 
0004: $8239 =  2  ;; integer values

:FREIGHT_13
004E: end_thread

:FREIGHT_14
0110: clear_player $PLAYER_CHAR wanted_level
03C7: unknown_maby_cops_density  0.0
0007: @135 =  999999.0  ;; floating-point values
0004: $ON_MISSION =  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  0
0038:   $163 ==  0  ;; integer values
004D: jump_if_false FREIGHT_26
0004: $163 =  1  ;; integer values

:FREIGHT_26
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  0
0038:   $163 ==  1  ;; integer values
004D: jump_if_false FREIGHT_55
0006: @127 =  15000  ;; integer values

:FREIGHT_55
00D6: if  0
0038:   $163 ==  2  ;; integer values
004D: jump_if_false FREIGHT_59
0006: @127 =  10000  ;; integer values

:FREIGHT_59
00D6: if  0
0038:   $163 ==  3  ;; integer values
004D: jump_if_false FREIGHT_63
0006: @127 =  0  ;; integer values

:FREIGHT_63
0006: @129 =  0  ;; integer values

:FREIGHT_64
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_64
0169: set_fade_color  0  0  0
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $8239 ==  0  ;; integer values
004D: jump_if_false FREIGHT_75
0317: increment_mission_attempts

:FREIGHT_75
054C: use_GXT_table 'FTRAIN'
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_83
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false FREIGHT_83
00D9: $48 = actor $PLAYER_ACTOR car

:FREIGHT_83
00D6: if  0
0038:   $8239 ==  0  ;; integer values
004D: jump_if_false FREIGHT_88
01E3: text_1number_styled 'FREI_04' $163  5000 ms  4
0002: jump FREIGHT_89

:FREIGHT_88
00BA: text_styled 'FREI_X'  5000 ms  4

:FREIGHT_89
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_94
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75

:FREIGHT_94
0509: @134 = distance between point $73 $74 and point  1698.826 -1953.75
00D6: if  0
0025:   @135 > @134  ;; floating-point values  
004D: jump_if_false FREIGHT_100
0087: @135 = @134  ;; floating-point values only
0006: @125 =  0  ;; integer values

:FREIGHT_100
0509: @134 = distance between point $73 $74 and point  789.4952 -1343.796
00D6: if  0
0025:   @135 > @134  ;; floating-point values  
004D: jump_if_false FREIGHT_106
0087: @135 = @134  ;; floating-point values only
0006: @125 =  1  ;; integer values

:FREIGHT_106
0509: @134 = distance between point $73 $74 and point -1943.241  159.585
00D6: if  0
0025:   @135 > @134  ;; floating-point values  
004D: jump_if_false FREIGHT_112
0087: @135 = @134  ;; floating-point values only
0006: @125 =  2  ;; integer values

:FREIGHT_112
0509: @134 = distance between point $73 $74 and point  1463.359  2632.25
00D6: if  0
0025:   @135 > @134  ;; floating-point values  
004D: jump_if_false FREIGHT_118
0087: @135 = @134  ;; floating-point values only
0006: @125 =  3  ;; integer values

:FREIGHT_118
0509: @134 = distance between point $73 $74 and point  2864.623  1248.266
00D6: if  0
0025:   @135 > @134  ;; floating-point values  
004D: jump_if_false FREIGHT_124
0087: @135 = @134  ;; floating-point values only
0006: @125 =  4  ;; integer values

:FREIGHT_124
0247: request_model  590
0247: request_model  570
0247: request_model  569
0247: request_model  538
0247: request_model  537

:FREIGHT_129
00D6: if  24
8248:   NOT   model  590 available
8248:   NOT   model  570 available
8248:   NOT   model  569 available
8248:   NOT   model  538 available
8248:   NOT   model  537 available
004D: jump_if_false FREIGHT_138
0001: wait  0 ms
0002: jump FREIGHT_129

:FREIGHT_138
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values
06DB: (unknown)
06D7:  0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_149
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false FREIGHT_149
03C0: $48 = actor $PLAYER_ACTOR car

:FREIGHT_149
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false FREIGHT_160
00D6: if  0
09E3: $48 
004D: jump_if_false FREIGHT_158
000A: @125 +=  1  ;; integer values
0006: @133 =  0  ;; integer values
0002: jump FREIGHT_160

:FREIGHT_158
000E: @125 -=  1  ;; integer values
0006: @133 =  1  ;; integer values

:FREIGHT_160
00D6: if  0
0039:   @125 ==  5  ;; integer values
004D: jump_if_false FREIGHT_164
0006: @125 =  0  ;; integer values

:FREIGHT_164
00D6: if  0
0039:   @125 == -1  ;; integer values
004D: jump_if_false FREIGHT_168
0006: @125 =  4  ;; integer values

:FREIGHT_168
0050: gosub FREIGHT_471
018A: @105(@125,20i) = create_checkpoint_at @45(@125,20f) @65(@125,20f) @85(@125,20f)
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false FREIGHT_175
008A: $8238 = @34(@125,5i)  ;; integer values and handles
0002: jump FREIGHT_176

:FREIGHT_175
008A: $8238 = @39(@125,5i)  ;; integer values and handles

:FREIGHT_176
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_369
0001: wait  0 ms
00D6: if  0
0736:  65 
004D: jump_if_false FREIGHT_184
0002: jump FREIGHT_306

:FREIGHT_184
00D6: if  21
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  538
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  537
004D: jump_if_false FREIGHT_196
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
820D:   NOT   car $48 flipped
004D: jump_if_false FREIGHT_195
00BE: text_clear_all
03E6: remove_text_box
0002: jump FREIGHT_370

:FREIGHT_195
0002: jump FREIGHT_199

:FREIGHT_196
00BE: text_clear_all
03E6: remove_text_box
0002: jump FREIGHT_370

:FREIGHT_199
02E3: @137 = car $48 speed
0090: $8242 = float_to_integer @137  
00D6: if  1
0019:   @33 >  3000  ;; integer values
0039:   @126 ==  0  ;; integer values
004D: jump_if_false FREIGHT_208
0006: @126 =  1  ;; integer values
00BE: text_clear_all
03E5: text_box 'FREI_03'

:FREIGHT_208
00D6: if  1
0019:   @33 >  8000  ;; integer values
0039:   @126 ==  1  ;; integer values
004D: jump_if_false FREIGHT_222
0006: @126 =  2  ;; integer values
00BE: text_clear_all
03E6: remove_text_box
00D6: if  0
0038:   $8243 ==  0  ;; integer values
004D: jump_if_false FREIGHT_220
03E5: text_box 'FREI_12'
0002: jump FREIGHT_222

:FREIGHT_220
0006: @33 =  18000  ;; integer values
0006: @126 =  3  ;; integer values

:FREIGHT_222
00D6: if  1
0019:   @33 >  12000  ;; integer values
0039:   @126 ==  2  ;; integer values
004D: jump_if_false FREIGHT_236
0006: @126 =  3  ;; integer values
00BE: text_clear_all
03E6: remove_text_box
00D6: if  0
0038:   $8243 ==  0  ;; integer values
004D: jump_if_false FREIGHT_234
03E5: text_box 'FREI_13'
0002: jump FREIGHT_236

:FREIGHT_234
0006: @33 =  18000  ;; integer values
0006: @126 =  3  ;; integer values

:FREIGHT_236
00D6: if  1
0019:   @33 >  16000  ;; integer values
0039:   @126 ==  3  ;; integer values
004D: jump_if_false FREIGHT_279
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_244
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75

:FREIGHT_244
0007: @136 =  0.0  ;; floating-point values
0004: $8238 =  0  ;; integer values
0509: @136 = distance between point $73 $74 and point @45(@125,20f) @65(@125,20f)
0090: $8241 = float_to_integer @136  
00D6: if  0
0021:   @136 >  3000.0  ;; floating-point values
004D: jump_if_false FREIGHT_253
0017: @136 /=  .021  ;; floating-point values 
0002: jump FREIGHT_254

:FREIGHT_253
0017: @136 /=  .019  ;; floating-point values 

:FREIGHT_254
00D6: if  0
0023:    10000.0 > @136  ;; floating-point values
004D: jump_if_false FREIGHT_258
0007: @136 =  10000.0  ;; floating-point values

:FREIGHT_258
0090: $8238 = float_to_integer @136  
00D6: if  0
0038:   $163 ==  1  ;; integer values
004D: jump_if_false FREIGHT_263
0006: @127 =  15000  ;; integer values

:FREIGHT_263
00D6: if  0
0038:   $163 ==  2  ;; integer values
004D: jump_if_false FREIGHT_267
0006: @127 =  0  ;; integer values

:FREIGHT_267
00D6: if  0
0038:   $163 ==  3  ;; integer values
004D: jump_if_false FREIGHT_271
0006: @127 =  0  ;; integer values

:FREIGHT_271
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'
04F7: status_text $8241  0 line  1 'FREI_10'
04F7: status_text $8242  0 line  2 'FREI_11'
00BE: text_clear_all
03E6: remove_text_box

:FREIGHT_279
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_283
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75

:FREIGHT_283
0509: @136 = distance between point $73 $74 and point @45(@125,20f) @65(@125,20f)
0090: $8241 = float_to_integer @136  
00D6: if  0
0981:   train $48 wrecked
004D: jump_if_false FREIGHT_289
0002: jump FREIGHT_380

:FREIGHT_289
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false FREIGHT_295
00BE: text_clear_all
03E6: remove_text_box
0002: jump FREIGHT_370

:FREIGHT_295
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false FREIGHT_295B
0004: $8238 =  3600000  ;; timer

:FREIGHT_295B
00D6: if  0
002A:    0 >= $8238  ;; integer values
004D: jump_if_false FREIGHT_299
0002: jump FREIGHT_380

:FREIGHT_299
00D6: if  0
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_344
00D6: if  21
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  538
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  537
004D: jump_if_false FREIGHT_344

:FREIGHT_306
00D6: if  0
075C:   marker @105(@125,20i) enabled
004D: jump_if_false FREIGHT_310
0164: disable_marker @105(@125,20i)

:FREIGHT_310
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  0
0039:   @130 ==  5  ;; integer values
004D: jump_if_false FREIGHT_319
0002: jump FREIGHT_394

:FREIGHT_319
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false FREIGHT_324
000A: @125 +=  1  ;; integer values
0002: jump FREIGHT_325

:FREIGHT_324
000E: @125 -=  1  ;; integer values

:FREIGHT_325
00D6: if  0
0039:   @125 ==  5  ;; integer values
004D: jump_if_false FREIGHT_329
0006: @125 =  0  ;; integer values

:FREIGHT_329
00D6: if  0
0039:   @125 == -1  ;; integer values
004D: jump_if_false FREIGHT_333
0006: @125 =  4  ;; integer values

:FREIGHT_333
00D6: if  0
0019:   @127 >  15000  ;; integer values
004D: jump_if_false FREIGHT_337
0006: @127 =  15000  ;; integer values

:FREIGHT_337
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
0109: player $PLAYER_CHAR money += @128
0006: @32 =  0  ;; integer values
0006: @132 =  1  ;; integer values

:FREIGHT_344
00D6: if  1
0039:   @132 ==  1  ;; integer values
0019:   @32 >  6000  ;; integer values
004D: jump_if_false FREIGHT_368
0085: @128 = @127  ;; integer values and handles
0016: @128 /=  1000  ;; integer values 
01E3: text_1number_styled 'FREI_05' @128  4000 ms  6
0004: $8238 =  0  ;; integer values
00D6: if  0
0039:   @133 ==  0  ;; integer values
004D: jump_if_false FREIGHT_358
008A: $8238 = @34(@125,5i)  ;; integer values and handles
005E: $8238 += @127  ;; integer values 
0002: jump FREIGHT_360

:FREIGHT_358
008A: $8238 = @39(@125,5i)  ;; integer values and handles
005E: $8238 += @127  ;; integer values 

:FREIGHT_360
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'
04F7: status_text $8241  0 line  1 'FREI_10'
04F7: status_text $8242  0 line  2 'FREI_11'
018A: @105(@125,20i) = create_checkpoint_at @45(@125,20f) @65(@125,20f) @85(@125,20f)
0006: @132 =  0  ;; integer values

:FREIGHT_368
0002: jump FREIGHT_176

:FREIGHT_369
0002: jump FREIGHT_380

:FREIGHT_370
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
014F: stop_timer $8238
0151: remove_status_text $8241
0151: remove_status_text $8242
0001: wait  2000 ms
0051: return

:FREIGHT_380
00D6: if  0
075C:   marker @105(@125,20i) enabled
004D: jump_if_false FREIGHT_384
0164: disable_marker @105(@125,20i)

:FREIGHT_384
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
00BC: text_highpriority 'FREI_06'  4000 ms  1
0051: return

:FREIGHT_394
00D6: if  0
0038:   $163 ==  2  ;; integer values
004D: jump_if_false FREIGHT_410
00D6: if  0
0038:   $8239 ==  0  ;; integer values
004D: jump_if_false FREIGHT_403
01E3: text_1number_styled 'M_PASS'  50000  5000 ms  1
0109: player $PLAYER_CHAR money +=  50000
0394: play_music  2

:FREIGHT_403
00D6: if  0
0038:   $8239 ==  2  ;; integer values
004D: jump_if_false FREIGHT_409
01E3: text_1number_styled 'M_PASS'  10000  5000 ms  1
0109: player $PLAYER_CHAR money +=  10000
0394: play_music  2

:FREIGHT_409
0002: jump FREIGHT_411

:FREIGHT_410
01E3: text_1number_styled 'FREI_15' $163  5000 ms  1

:FREIGHT_411
00D6: if  1
0038:   $8240 ==  0  ;; integer values
0038:   $163 ==  1  ;; integer values
004D: jump_if_false FREIGHT_417
0595: (unknown)
0004: $8240 =  1  ;; integer values

:FREIGHT_417
00D6: if  1
0038:   $8239 ==  0  ;; integer values
0038:   $163 ==  2  ;; integer values
004D: jump_if_false FREIGHT_424
0595: (unknown)
030C: set_mission_points +=  1
0004: $8239 =  1  ;; integer values

:FREIGHT_424
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  0
8038:   NOT   $163 ==  2  ;; integer values
004D: jump_if_false FREIGHT_435
0008: $163 +=  1  ;; integer values

:FREIGHT_435
0051: return

:FREIGHT_436
00D6: if  0
075C:   marker @105(@125,20i) enabled
004D: jump_if_false FREIGHT_440
0164: disable_marker @105(@125,20i)

:FREIGHT_440
0249: release_model  590
0249: release_model  570
0249: release_model  569
0249: release_model  538
0249: release_model  537
0004: $ON_MISSION =  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_maby_cops_density  1.0
00D8: mission_cleanup
0051: return
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0051: return
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0051: return
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms

:FREIGHT_465
00D6: if  0
016B:   fading
004D: jump_if_false FREIGHT_470
0001: wait  0 ms
0002: jump FREIGHT_465

:FREIGHT_470
0051: return

:FREIGHT_471
0169: set_fade_color  0  0  0
016A: fade  1 (back)  2000 ms

:FREIGHT_473
00D6: if  0
016B:   fading
004D: jump_if_false FREIGHT_478
0001: wait  0 ms
0002: jump FREIGHT_473

:FREIGHT_478
0051: return
00D6: if  0
0736:  83 
004D: jump_if_false FREIGHT_482

:FREIGHT_482
00D6: if  0
0736:  68 
004D: jump_if_false FREIGHT_485

:FREIGHT_485
00D6: if  0
0736:  70 
004D: jump_if_false FREIGHT_488

:FREIGHT_488
00D6: if  0
0736:  66 
004D: jump_if_false FREIGHT_491

:FREIGHT_491
00D6: if  0
0736:  75 
004D: jump_if_false FREIGHT_498
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_498
05BE: unknown_action_sequence $PLAYER_ACTOR 

:FREIGHT_498
00D6: if  0
0736:  72 
004D: jump_if_false FREIGHT_506
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false FREIGHT_506
035F: set_actor $PLAYER_ACTOR armour_to  100
055E: set_player $PLAYER_CHAR max_health +=  100

:FREIGHT_506
0051: return

;-------------Mission 127---------------
; Originally: Pimping sub-mission


:PIMP_1
03A4: name_thread 'PIMP'
0050: gosub PIMP_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false PIMP_7
0050: gosub PIMP_4461

:PIMP_7
0050: gosub PIMP_4514
004E: end_thread

:PIMP_9
00D6: if  0
0038:   $1991 ==  0  ;; integer values
004D: jump_if_false PIMP_13
0317: increment_mission_attempts

:PIMP_13
0004: $162 =  1  ;; integer values
0004: $ON_MISSION =  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 (back)  500 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PIMP_24
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:PIMP_24
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: (unknown) $PLAYER_ACTOR  1 
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_354
0002: jump PIMP_4461

:PIMP_354
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false PIMP_359
00D9: @40 = actor $PLAYER_ACTOR car
0002: jump PIMP_360

:PIMP_359
0002: jump PIMP_4461

:PIMP_360
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_364
0224: set_car @40 health_to  2000

:PIMP_364
060A: unknown_create_entity  0 @518 
0746:  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  0
0039:   @47 == -13  ;; integer values
004D: jump_if_false PIMP_375
03C3: set_timer_with_text_to $8246 type  1 text 'PIMP_90'
014F: stop_timer $8246

:PIMP_375
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PIMP_379
0842: @531 = unknown_player $PLAYER_CHAR data

:PIMP_379
00D6: if  0
84A4:   NOT @531  1 
004D: jump_if_false PIMP_404
00D6: if  0
84A4:   NOT @531  2 
004D: jump_if_false PIMP_404
00D6: if  0
84A4:   NOT @531  3 
004D: jump_if_false PIMP_404
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  0
0025:   @535 > @536  ;; floating-point values  
004D: jump_if_false PIMP_398
0087: @535 = @536  ;; floating-point values only
04AF: @531 = unknown_wav_reference  2 

:PIMP_398
050A: @536 = distance_between @532 @533 @534 and @399 @427 @455 
00D6: if  0
0025:   @535 > @536  ;; floating-point values  
004D: jump_if_false PIMP_404
0087: @535 = @536  ;; floating-point values only
04AF: @531 = unknown_wav_reference  3 

:PIMP_404
0001: wait  0 ms
00D6: if  0
0039:   @541 ==  1  ;; integer values
004D: jump_if_false PIMP_411
040D: unload_wav  4
03CF: load_wav  31400 as  4
0006: @541 =  2  ;; integer values

:PIMP_411
00D6: if  0
0039:   @541 ==  2  ;; integer values
004D: jump_if_false PIMP_418
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false PIMP_418
0006: @541 =  3  ;; integer values

:PIMP_418
00D6: if  0
0039:   @537 ==  1  ;; integer values
004D: jump_if_false PIMP_427
00D6: if  0
001A:    1 > $8246  ;; integer values
004D: jump_if_false PIMP_427
00BE: text_clear_all
00BC: text_highpriority 'PIMP_92'  6000 ms  1
0002: jump PIMP_4461

:PIMP_427
00D6: if  0
0039:   @537 ==  2  ;; integer values
004D: jump_if_false PIMP_436
00D6: if  0
001A:    1 > $8246  ;; integer values
004D: jump_if_false PIMP_436
00BE: text_clear_all
00BC: text_highpriority 'PIMP_91'  6000 ms  1
0002: jump PIMP_4461

:PIMP_436
00D6: if  0
0735:  87 
004D: jump_if_false PIMP_440
0008: $8246 +=  60000  ;; integer values

:PIMP_440
00D6: if  0
0735:  81 
004D: jump_if_false PIMP_444
000C: $8246 -=  30000  ;; integer values

:PIMP_444
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_448
0002: jump PIMP_4461

:PIMP_448
00D6: if  0
0119:   car @40 wrecked
004D: jump_if_false PIMP_452
0002: jump PIMP_4461

:PIMP_452
00D6: if  0
0735:  80 
004D: jump_if_false PIMP_456
010D: set_player $PLAYER_CHAR wanted_level_to  2

:PIMP_456
00D6: if  0
0735:  79 
004D: jump_if_false PIMP_460
010D: set_player $PLAYER_CHAR wanted_level_to  0

:PIMP_460
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false PIMP_496
00D6: if  1
00E1:   key_pressed  0  19
0038:   $162 ==  1  ;; integer values
004D: jump_if_false PIMP_495
03EB: clear_small_messages_only
00BC: text_highpriority 'PIMP_59'  6000 ms  1
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false PIMP_482
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_481
00D6: if  0
0448:   actor @35 in_car @40
004D: jump_if_false PIMP_481
0687: @35 
0633: unknown_action_sequence @35 

:PIMP_481
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian

:PIMP_482
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false PIMP_494
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_493
00D6: if  0
0448:   actor @36 in_car @40
004D: jump_if_false PIMP_493
0687: @36 
0633: unknown_action_sequence @36 

:PIMP_493
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian

:PIMP_494
0002: jump PIMP_4437

:PIMP_495
0002: jump PIMP_527

:PIMP_496
00D6: if  1
00E1:   key_pressed  0  14
0038:   $162 ==  1  ;; integer values
004D: jump_if_false PIMP_527
00BE: text_clear_all
00BC: text_highpriority 'PIMP_59'  6000 ms  1
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false PIMP_514
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_513
00D6: if  0
0448:   actor @35 in_car @40
004D: jump_if_false PIMP_513
0687: @35 
0633: unknown_action_sequence @35 

:PIMP_513
01C2: remove_references_to_actor @35  ;; Like turning an actor into a random pedestrian

:PIMP_514
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false PIMP_526
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_525
00D6: if  0
0448:   actor @36 in_car @40
004D: jump_if_false PIMP_525
0687: @36 
0633: unknown_action_sequence @36 

:PIMP_525
01C2: remove_references_to_actor @36  ;; Like turning an actor into a random pedestrian

:PIMP_526
0002: jump PIMP_4437

:PIMP_527
0006: @530 =  0  ;; integer values

:PIMP_528
00D6: if  0
001B:    28 > @530  ;; integer values
004D: jump_if_false PIMP_549
00D6: if  0
0039:   @119(@530,28i) ==  1  ;; integer values
004D: jump_if_false PIMP_547
00D6: if  0
056D:   unknown_actor @91(@530,28i) dead_but_valid
004D: jump_if_false PIMP_547
00D6: if  0
051A:   unknown_actor @91(@530,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_542
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_542
00D6: if  0
0118:   actor @91(@530,28i) dead
004D: jump_if_false PIMP_547
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_547
000A: @530 +=  1  ;; integer values
0002: jump PIMP_528

:PIMP_549
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false PIMP_549B
0004: $8246 =  3600000  ;; timer

:PIMP_549B
00D6: if  0
0039:   @516 ==  0  ;; integer values
004D: jump_if_false PIMP_565
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_565
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_565
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_565
00D6: if  0
0039:   @516 ==  1  ;; integer values
004D: jump_if_false PIMP_579
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_579
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_579
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_579
0002: jump PIMP_621
00D6: if  0
0039:   @517 ==  1  ;; integer values
004D: jump_if_false PIMP_621
0085: @514 = @33  ;; integer values and handles
0016: @514 /=  1000  ;; integer values 
00D6: if  0
0039:   @538 ==  0  ;; integer values
004D: jump_if_false PIMP_592
00D6: if  1
001A:    21000 > $8246  ;; integer values
0018:   $8246 >  1  ;; integer values
004D: jump_if_false PIMP_592
0006: @538 =  1  ;; integer values

:PIMP_592
00D6: if  0
0039:   @538 ==  0  ;; integer values
004D: jump_if_false PIMP_599
00D6: if  0
0018:   $8246 >  20099  ;; integer values
004D: jump_if_false PIMP_599
0006: @538 =  2  ;; integer values

:PIMP_599
00D6: if  0
0039:   @538 ==  1  ;; integer values
004D: jump_if_false PIMP_604
0084: $8245 = $8246  ;; integer values and handles
0014: $8245 /=  1000  ;; integer values

:PIMP_604
00D6: if  0
0039:   @538 ==  2  ;; integer values
004D: jump_if_false PIMP_609
0004: $8245 =  20  ;; integer values
0066: $8245 -= @514  ;; integer values 

:PIMP_609
00BE: text_clear_all
00D6: if  0
0018:   $8245 >  0  ;; integer values
004D: jump_if_false PIMP_615
09C1:  0 
01E5: text_1number_highpriority 'PIMP_1' $8245  4000 ms  1

:PIMP_615
00D6: if  0
0019:   @33 >  21000  ;; integer values
004D: jump_if_false PIMP_621
00BE: text_clear_all
00BC: text_highpriority 'PIMP_59'  6000 ms  1
0002: jump PIMP_4461

:PIMP_621
00D6: if  0
0039:   @41 == -13  ;; integer values
004D: jump_if_false PIMP_628
009A: @35(@37,2i) = create_actor  22  152 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_628
00D6: if  0
0039:   @41 ==  0  ;; integer values
004D: jump_if_false PIMP_633
0050: gosub PIMP_4271
0006: @41 =  1  ;; integer values

:PIMP_633
00D6: if  0
0039:   @41 ==  1  ;; integer values
004D: jump_if_false PIMP_1359
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_898
0247: request_model  63
0247: request_model  64

:PIMP_641
00D6: if  21
8248:   NOT   model  63 available
8248:   NOT   model  64 available
004D: jump_if_false PIMP_647
0001: wait  0 ms
0002: jump PIMP_641

:PIMP_647
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_656
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'IWD'
004D: jump_if_false PIMP_656
009A: @35(@37,2i) = create_actor  22  64 at @202 @230 @258
0173: set_actor @35(@37,2i) z_angle_to @286
0050: gosub PIMP_4249

:PIMP_656
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_665
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GAN'
004D: jump_if_false PIMP_665
009A: @35(@37,2i) = create_actor  22  64 at @201 @229 @257
0173: set_actor @35(@37,2i) z_angle_to @285
0050: gosub PIMP_4249

:PIMP_665
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_674
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'
004D: jump_if_false PIMP_674
009A: @35(@37,2i) = create_actor  22  63 at @200 @228 @256
0173: set_actor @35(@37,2i) z_angle_to @284
0050: gosub PIMP_4249

:PIMP_674
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_683
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'
004D: jump_if_false PIMP_683
009A: @35(@37,2i) = create_actor  22  63 at @199 @227 @255
0173: set_actor @35(@37,2i) z_angle_to @283
0050: gosub PIMP_4249

:PIMP_683
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_692
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'
004D: jump_if_false PIMP_692
009A: @35(@37,2i) = create_actor  22  63 at @176 @204 @232
0173: set_actor @35(@37,2i) z_angle_to @260
0050: gosub PIMP_4249

:PIMP_692
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_701
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'
004D: jump_if_false PIMP_701
009A: @35(@37,2i) = create_actor  22  63 at @177 @205 @233
0173: set_actor @35(@37,2i) z_angle_to @261
0050: gosub PIMP_4249

:PIMP_701
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_710
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LIND'
004D: jump_if_false PIMP_710
009A: @35(@37,2i) = create_actor  22  64 at @175 @203 @231
0173: set_actor @35(@37,2i) z_angle_to @259
0050: gosub PIMP_4249

:PIMP_710
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_719
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'
004D: jump_if_false PIMP_719
009A: @35(@37,2i) = create_actor  22  64 at @176 @204 @232
0173: set_actor @35(@37,2i) z_angle_to @260
0050: gosub PIMP_4249

:PIMP_719
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_728
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'COM'
004D: jump_if_false PIMP_728
009A: @35(@37,2i) = create_actor  22  64 at @180 @208 @236
0173: set_actor @35(@37,2i) z_angle_to @264
0050: gosub PIMP_4249

:PIMP_728
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_737
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LDT'
004D: jump_if_false PIMP_737
009A: @35(@37,2i) = create_actor  22  64 at @179 @207 @235
0173: set_actor @35(@37,2i) z_angle_to @263
0050: gosub PIMP_4249

:PIMP_737
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_746
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GLN'
004D: jump_if_false PIMP_746
009A: @35(@37,2i) = create_actor  22  64 at @182 @210 @238
0173: set_actor @35(@37,2i) z_angle_to @266
0050: gosub PIMP_4249

:PIMP_746
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_755
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CHC'
004D: jump_if_false PIMP_755
009A: @35(@37,2i) = create_actor  22  63 at @181 @209 @237
0173: set_actor @35(@37,2i) z_angle_to @265
0050: gosub PIMP_4249

:PIMP_755
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_764
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'JEF'
004D: jump_if_false PIMP_764
009A: @35(@37,2i) = create_actor  22  64 at @184 @212 @240
0173: set_actor @35(@37,2i) z_angle_to @268
0050: gosub PIMP_4249

:PIMP_764
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_773
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ELS'
004D: jump_if_false PIMP_773
009A: @35(@37,2i) = create_actor  22  63 at @183 @211 @239
0173: set_actor @35(@37,2i) z_angle_to @267
0050: gosub PIMP_4249

:PIMP_773
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_782
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LFL'
004D: jump_if_false PIMP_782
009A: @35(@37,2i) = create_actor  22  63 at @186 @214 @242
0173: set_actor @35(@37,2i) z_angle_to @270
0050: gosub PIMP_4249

:PIMP_782
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_791
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'EBE'
004D: jump_if_false PIMP_791
009A: @35(@37,2i) = create_actor  22  64 at @185 @213 @241
0173: set_actor @35(@37,2i) z_angle_to @269
0050: gosub PIMP_4249

:PIMP_791
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_800
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CONF'
004D: jump_if_false PIMP_800
009A: @35(@37,2i) = create_actor  22  63 at @188 @216 @244
0173: set_actor @35(@37,2i) z_angle_to @272
0050: gosub PIMP_4249

:PIMP_800
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_809
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VERO'
004D: jump_if_false PIMP_809
009A: @35(@37,2i) = create_actor  22  63 at @187 @215 @243
0173: set_actor @35(@37,2i) z_angle_to @271
0050: gosub PIMP_4249

:PIMP_809
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_818
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'MKT'
004D: jump_if_false PIMP_818
009A: @35(@37,2i) = create_actor  22  63 at @190 @218 @246
0173: set_actor @35(@37,2i) z_angle_to @274
0050: gosub PIMP_4249

:PIMP_818
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_827
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'MAR'
004D: jump_if_false PIMP_827
009A: @35(@37,2i) = create_actor  22  63 at @189 @217 @245
0173: set_actor @35(@37,2i) z_angle_to @273
0050: gosub PIMP_4249

:PIMP_827
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_836
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SMB'
004D: jump_if_false PIMP_836
009A: @35(@37,2i) = create_actor  22  63 at @190 @218 @246
0173: set_actor @35(@37,2i) z_angle_to @274
0050: gosub PIMP_4249

:PIMP_836
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_845
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PLS'
004D: jump_if_false PIMP_845
009A: @35(@37,2i) = create_actor  22  64 at @193 @221 @249
0173: set_actor @35(@37,2i) z_angle_to @277
0050: gosub PIMP_4249

:PIMP_845
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_854
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROD'
004D: jump_if_false PIMP_854
009A: @35(@37,2i) = create_actor  22  63 at @194 @222 @250
0173: set_actor @35(@37,2i) z_angle_to @278
0050: gosub PIMP_4249

:PIMP_854
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_863
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'RIH'
004D: jump_if_false PIMP_863
009A: @35(@37,2i) = create_actor  22  63 at @192 @220 @248
0173: set_actor @35(@37,2i) z_angle_to @276
0050: gosub PIMP_4249

:PIMP_863
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_872
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VIN'
004D: jump_if_false PIMP_872
009A: @35(@37,2i) = create_actor  22  63 at @195 @223 @251
0173: set_actor @35(@37,2i) z_angle_to @279
0050: gosub PIMP_4249

:PIMP_872
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_881
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'MUL'
004D: jump_if_false PIMP_881
009A: @35(@37,2i) = create_actor  22  63 at @198 @226 @254
0173: set_actor @35(@37,2i) z_angle_to @282
0050: gosub PIMP_4249

:PIMP_881
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_890
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SUN'
004D: jump_if_false PIMP_890
009A: @35(@37,2i) = create_actor  22  64 at @196 @224 @252
0173: set_actor @35(@37,2i) z_angle_to @280
0050: gosub PIMP_4249

:PIMP_890
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_896
009A: @35(@37,2i) = create_actor  22  64 at @180 @208 @236
0173: set_actor @35(@37,2i) z_angle_to @264
0050: gosub PIMP_4249

:PIMP_896
0249: release_model  63
0249: release_model  64

:PIMP_898
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_1160
0247: request_model  75
0247: request_model  152

:PIMP_903
00D6: if  21
8248:   NOT   model  75 available
8248:   NOT   model  152 available
004D: jump_if_false PIMP_909
0001: wait  0 ms
0002: jump PIMP_903

:PIMP_909
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_918
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CALT'
004D: jump_if_false PIMP_918
009A: @35(@37,2i) = create_actor  22  152 at @288 @316 @344
0173: set_actor @35(@37,2i) z_angle_to @372
0050: gosub PIMP_4249

:PIMP_918
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_927
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'
004D: jump_if_false PIMP_927
009A: @35(@37,2i) = create_actor  22  75 at @287 @315 @343
0173: set_actor @35(@37,2i) z_angle_to @371
0050: gosub PIMP_4249

:PIMP_927
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_936
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'
004D: jump_if_false PIMP_936
009A: @35(@37,2i) = create_actor  22  75 at @289 @317 @345
0173: set_actor @35(@37,2i) z_angle_to @373
0050: gosub PIMP_4249

:PIMP_936
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_945
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'
004D: jump_if_false PIMP_945
009A: @35(@37,2i) = create_actor  22  152 at @290 @318 @346
0173: set_actor @35(@37,2i) z_angle_to @374
0050: gosub PIMP_4249

:PIMP_945
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_954
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'
004D: jump_if_false PIMP_954
009A: @35(@37,2i) = create_actor  22  152 at @292 @320 @348
0173: set_actor @35(@37,2i) z_angle_to @376
0050: gosub PIMP_4249

:PIMP_954
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_963
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'
004D: jump_if_false PIMP_963
009A: @35(@37,2i) = create_actor  22  75 at @291 @319 @347
0173: set_actor @35(@37,2i) z_angle_to @375
0050: gosub PIMP_4249

:PIMP_963
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_972
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'
004D: jump_if_false PIMP_972
009A: @35(@37,2i) = create_actor  22  75 at @294 @322 @350
0173: set_actor @35(@37,2i) z_angle_to @378
0050: gosub PIMP_4249

:PIMP_972
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_981
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'
004D: jump_if_false PIMP_981
009A: @35(@37,2i) = create_actor  22  152 at @293 @321 @349
0173: set_actor @35(@37,2i) z_angle_to @377
0050: gosub PIMP_4249

:PIMP_981
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_990
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'
004D: jump_if_false PIMP_990
009A: @35(@37,2i) = create_actor  22  152 at @296 @324 @352
0173: set_actor @35(@37,2i) z_angle_to @380
0050: gosub PIMP_4249

:PIMP_990
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_999
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'
004D: jump_if_false PIMP_999
009A: @35(@37,2i) = create_actor  22  75 at @295 @323 @351
0173: set_actor @35(@37,2i) z_angle_to @379
0050: gosub PIMP_4249

:PIMP_999
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1008
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'FINA'
004D: jump_if_false PIMP_1008
009A: @35(@37,2i) = create_actor  22  75 at @298 @326 @354
0173: set_actor @35(@37,2i) z_angle_to @382
0050: gosub PIMP_4249

:PIMP_1008
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1017
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'
004D: jump_if_false PIMP_1017
009A: @35(@37,2i) = create_actor  22  152 at @297 @325 @353
0173: set_actor @35(@37,2i) z_angle_to @381
0050: gosub PIMP_4249

:PIMP_1017
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1026
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'
004D: jump_if_false PIMP_1026
009A: @35(@37,2i) = create_actor  22  152 at @300 @328 @356
0173: set_actor @35(@37,2i) z_angle_to @384
0050: gosub PIMP_4249

:PIMP_1026
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1035
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'HASH'
004D: jump_if_false PIMP_1035
009A: @35(@37,2i) = create_actor  22  75 at @299 @327 @355
0173: set_actor @35(@37,2i) z_angle_to @383
0050: gosub PIMP_4249

:PIMP_1035
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1044
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'
004D: jump_if_false PIMP_1044
009A: @35(@37,2i) = create_actor  22  152 at @302 @330 @358
0173: set_actor @35(@37,2i) z_angle_to @386
0050: gosub PIMP_4249

:PIMP_1044
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1053
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'
004D: jump_if_false PIMP_1053
009A: @35(@37,2i) = create_actor  22  75 at @301 @329 @357
0173: set_actor @35(@37,2i) z_angle_to @385
0050: gosub PIMP_4249

:PIMP_1053
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1062
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'THEA'
004D: jump_if_false PIMP_1062
009A: @35(@37,2i) = create_actor  22  152 at @304 @332 @360
0173: set_actor @35(@37,2i) z_angle_to @388
0050: gosub PIMP_4249

:PIMP_1062
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1071
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GARC'
004D: jump_if_false PIMP_1071
009A: @35(@37,2i) = create_actor  22  75 at @303 @331 @359
0173: set_actor @35(@37,2i) z_angle_to @387
0050: gosub PIMP_4249

:PIMP_1071
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1080
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'DOH'
004D: jump_if_false PIMP_1080
009A: @35(@37,2i) = create_actor  22  152 at @306 @334 @362
0173: set_actor @35(@37,2i) z_angle_to @390
0050: gosub PIMP_4249

:PIMP_1080
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1089
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'EASB'
004D: jump_if_false PIMP_1089
009A: @35(@37,2i) = create_actor  22  75 at @305 @333 @361
0173: set_actor @35(@37,2i) z_angle_to @389
0050: gosub PIMP_4249

:PIMP_1089
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1098
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'
004D: jump_if_false PIMP_1098
009A: @35(@37,2i) = create_actor  22  75 at @308 @336 @364
0173: set_actor @35(@37,2i) z_angle_to @392
0050: gosub PIMP_4249

:PIMP_1098
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1107
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'
004D: jump_if_false PIMP_1107
009A: @35(@37,2i) = create_actor  22  152 at @309 @337 @365
0173: set_actor @35(@37,2i) z_angle_to @393
0050: gosub PIMP_4249

:PIMP_1107
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1116
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'
004D: jump_if_false PIMP_1116
009A: @35(@37,2i) = create_actor  22  75 at @307 @335 @363
0173: set_actor @35(@37,2i) z_angle_to @391
0050: gosub PIMP_4249

:PIMP_1116
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1125
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'
004D: jump_if_false PIMP_1125
009A: @35(@37,2i) = create_actor  22  75 at @311 @339 @367
0173: set_actor @35(@37,2i) z_angle_to @395
0050: gosub PIMP_4249

:PIMP_1125
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1134
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PARA'
004D: jump_if_false PIMP_1134
009A: @35(@37,2i) = create_actor  22  152 at @310 @338 @366
0173: set_actor @35(@37,2i) z_angle_to @394
0050: gosub PIMP_4249

:PIMP_1134
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1143
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'
004D: jump_if_false PIMP_1143
009A: @35(@37,2i) = create_actor  22  152 at @313 @341 @369
0173: set_actor @35(@37,2i) z_angle_to @397
0050: gosub PIMP_4249

:PIMP_1143
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1152
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'
004D: jump_if_false PIMP_1152
009A: @35(@37,2i) = create_actor  22  75 at @312 @340 @368
0173: set_actor @35(@37,2i) z_angle_to @396
0050: gosub PIMP_4249

:PIMP_1152
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1158
009A: @35(@37,2i) = create_actor  22  75 at @287 @315 @343
0173: set_actor @35(@37,2i) z_angle_to @371
0050: gosub PIMP_4249

:PIMP_1158
0249: release_model  75
0249: release_model  152

:PIMP_1160
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_1359
0247: request_model  85
0247: request_model  245

:PIMP_1165
00D6: if  21
8248:   NOT   model  85 available
8248:   NOT   model  245 available
004D: jump_if_false PIMP_1171
0001: wait  0 ms
0002: jump PIMP_1165

:PIMP_1171
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1180
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PINK'
004D: jump_if_false PIMP_1180
009A: @35(@37,2i) = create_actor  22  85 at @400 @428 @456
0173: set_actor @35(@37,2i) z_angle_to @484
0050: gosub PIMP_4249

:PIMP_1180
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1189
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'
004D: jump_if_false PIMP_1189
009A: @35(@37,2i) = create_actor  22  85 at @399 @427 @455
0173: set_actor @35(@37,2i) z_angle_to @483
0050: gosub PIMP_4249

:PIMP_1189
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1198
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CAM'
004D: jump_if_false PIMP_1198
009A: @35(@37,2i) = create_actor  22  245 at @402 @430 @458
0173: set_actor @35(@37,2i) z_angle_to @486
0050: gosub PIMP_4249

:PIMP_1198
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1207
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LOT'
004D: jump_if_false PIMP_1207
009A: @35(@37,2i) = create_actor  22  245 at @401 @429 @457
0173: set_actor @35(@37,2i) z_angle_to @485
0050: gosub PIMP_4249

:PIMP_1207
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1216
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'
004D: jump_if_false PIMP_1216
009A: @35(@37,2i) = create_actor  22  85 at @404 @432 @460
0173: set_actor @35(@37,2i) z_angle_to @488
0050: gosub PIMP_4249

:PIMP_1216
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1225
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROY'
004D: jump_if_false PIMP_1225
009A: @35(@37,2i) = create_actor  22  85 at @403 @431 @459
0173: set_actor @35(@37,2i) z_angle_to @487
0050: gosub PIMP_4249

:PIMP_1225
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1234
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'CALI'
004D: jump_if_false PIMP_1234
009A: @35(@37,2i) = create_actor  22  245 at @406 @434 @462
0173: set_actor @35(@37,2i) z_angle_to @490
0050: gosub PIMP_4249

:PIMP_1234
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1243
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'
004D: jump_if_false PIMP_1243
009A: @35(@37,2i) = create_actor  22  245 at @405 @433 @461
0173: set_actor @35(@37,2i) z_angle_to @489
0050: gosub PIMP_4249

:PIMP_1243
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1252
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'PILG'
004D: jump_if_false PIMP_1252
009A: @35(@37,2i) = create_actor  22  85 at @408 @436 @464
0173: set_actor @35(@37,2i) z_angle_to @492
0050: gosub PIMP_4249

:PIMP_1252
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1261
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'STAR'
004D: jump_if_false PIMP_1261
009A: @35(@37,2i) = create_actor  22  85 at @407 @435 @463
0173: set_actor @35(@37,2i) z_angle_to @491
0050: gosub PIMP_4249

:PIMP_1261
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1270
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'
004D: jump_if_false PIMP_1270
009A: @35(@37,2i) = create_actor  22  245 at @410 @438 @466
0173: set_actor @35(@37,2i) z_angle_to @494
0050: gosub PIMP_4249

:PIMP_1270
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1279
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VISA'
004D: jump_if_false PIMP_1279
009A: @35(@37,2i) = create_actor  22  245 at @409 @437 @465
0173: set_actor @35(@37,2i) z_angle_to @493
0050: gosub PIMP_4249

:PIMP_1279
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1288
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'
004D: jump_if_false PIMP_1288
009A: @35(@37,2i) = create_actor  22  85 at @412 @440 @468
0173: set_actor @35(@37,2i) z_angle_to @496
0050: gosub PIMP_4249

:PIMP_1288
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1297
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'
004D: jump_if_false PIMP_1297
009A: @35(@37,2i) = create_actor  22  85 at @411 @439 @467
0173: set_actor @35(@37,2i) z_angle_to @495
0050: gosub PIMP_4249

:PIMP_1297
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1306
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'OVS'
004D: jump_if_false PIMP_1306
009A: @35(@37,2i) = create_actor  22  245 at @414 @442 @470
0173: set_actor @35(@37,2i) z_angle_to @498
0050: gosub PIMP_4249

:PIMP_1306
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1315
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'RING'
004D: jump_if_false PIMP_1315
009A: @35(@37,2i) = create_actor  22  245 at @413 @441 @469
0173: set_actor @35(@37,2i) z_angle_to @497
0050: gosub PIMP_4249

:PIMP_1315
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1324
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'BFC'
004D: jump_if_false PIMP_1324
009A: @35(@37,2i) = create_actor  22  85 at @416 @444 @472
0173: set_actor @35(@37,2i) z_angle_to @500
0050: gosub PIMP_4249

:PIMP_1324
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1333
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'GGC'
004D: jump_if_false PIMP_1333
009A: @35(@37,2i) = create_actor  22  85 at @415 @443 @471
0173: set_actor @35(@37,2i) z_angle_to @499
0050: gosub PIMP_4249

:PIMP_1333
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1342
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'
004D: jump_if_false PIMP_1342
009A: @35(@37,2i) = create_actor  22  245 at @418 @446 @474
0173: set_actor @35(@37,2i) z_angle_to @502
0050: gosub PIMP_4249

:PIMP_1342
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1351
00D6: if  0
0154:   actor $PLAYER_ACTOR in_zone 'LDM'
004D: jump_if_false PIMP_1351
009A: @35(@37,2i) = create_actor  22  245 at @417 @445 @473
0173: set_actor @35(@37,2i) z_angle_to @501
0050: gosub PIMP_4249

:PIMP_1351
00D6: if  0
0039:   @42 ==  0  ;; integer values
004D: jump_if_false PIMP_1357
009A: @35(@37,2i) = create_actor  22  85 at @399 @427 @455
0173: set_actor @35(@37,2i) z_angle_to @483
0050: gosub PIMP_4249

:PIMP_1357
0249: release_model  85
0249: release_model  245

:PIMP_1359
00D6: if  0
0039:   @42 ==  1  ;; integer values
004D: jump_if_false PIMP_1386
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1386
05BA: unknown_action_sequence @35(@37,2i) -1 
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: (unknown) @35(@37,2i)  1 
07E0: @88  1 
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_1378
00BE: text_clear_all
00BC: text_highpriority 'PIMP_2'  6000 ms  1
039E: (unknown) @35(@37,2i)  1 

:PIMP_1378
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_1384
00BE: text_clear_all
00BC: text_highpriority 'PIMP_30'  6000 ms  1
039E: (unknown) @35(@37,2i)  1 

:PIMP_1384
0006: @42 =  2  ;; integer values
0006: @43 =  1  ;; integer values

:PIMP_1386
00D6: if  0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false PIMP_1408
00D6: if  0
056D:   unknown_actor @35 dead_but_valid
004D: jump_if_false PIMP_1397
00D6: if  0
0118:   actor @35 dead
004D: jump_if_false PIMP_1397
00BC: text_highpriority 'PIMP_51'  8000 ms  1
0002: jump PIMP_4461

:PIMP_1397
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false PIMP_1408
00D6: if  0
056D:   unknown_actor @36 dead_but_valid
004D: jump_if_false PIMP_1408
00D6: if  0
0118:   actor @36 dead
004D: jump_if_false PIMP_1408
00BC: text_highpriority 'PIMP_51'  8000 ms  1
0002: jump PIMP_4461

:PIMP_1408
00D6: if  0
0039:   @42 ==  2  ;; integer values
004D: jump_if_false PIMP_1500
00D6: if  0
0039:   @523 ==  1  ;; integer values
004D: jump_if_false PIMP_1419
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_1419
00BC: text_highpriority 'PIMP_57'  6000 ms  1
0006: @523 =  99  ;; integer values

:PIMP_1419
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1500
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_1500
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_1435
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_1435
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @88
0006: @521 =  1  ;; integer values

:PIMP_1435
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_1448
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_1448
0164: disable_marker @522
0006: @521 =  0  ;; integer values
0164: disable_marker @88
0187: @88 = create_marker_above_actor @35(@37,2i)
07E0: @88  1 
00BC: text_highpriority 'PIMP_54'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_1448
00D6: if  0
0039:   @44 ==  0  ;; integer values
004D: jump_if_false PIMP_1473
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_1473
00D6: if  0
00F4:   actor $PLAYER_ACTOR near_actor_in_car @35(@37,2i) radius  7.0  7.0  0  
004D: jump_if_false PIMP_1473
00D6: if  0
0039:   @45 ==  0  ;; integer values
004D: jump_if_false PIMP_1467
0615: @38 
0639: unknown_action_sequence -1 $PLAYER_ACTOR 
05BA: unknown_action_sequence -1 -1 
0616: @38 
0618: @35(@37,2i) @38 
061B: @38 
0006: @45 =  1  ;; integer values

:PIMP_1467
00D6: if  0
01C1:   car @40 stopped
004D: jump_if_false PIMP_1473
0687: @35(@37,2i) 
05CA: unknown_action_sequence @35(@37,2i) @40  60000 -1 
0006: @44 =  1  ;; integer values

:PIMP_1473
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_1500
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1500
00D6: if  0
0448:   actor @35(@37,2i) in_car @40
004D: jump_if_false PIMP_1500
00D6: if  0
001B:    2 > @56  ;; integer values
004D: jump_if_false PIMP_1487
000A: @56 +=  1  ;; integer values
0623: add  1 to_stats  171

:PIMP_1487
0006: @44 =  2  ;; integer values
0164: disable_marker @88
0006: @42 =  99  ;; integer values
0006: @47 =  1  ;; integer values
0050: gosub PIMP_4271
0006: @520 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @49 ==  10  ;; integer values
004D: jump_if_false PIMP_1500
00BE: text_clear_all
00BC: text_highpriority 'SEXGOD'  6000 ms  1
0002: jump PIMP_4502

:PIMP_1500
00D6: if  0
0039:   @44 ==  1  ;; integer values
004D: jump_if_false PIMP_1518
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_1518
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_1518
062E: @35(@37,2i)  1482 @539 
00D6: if  0
04A4: @539  7 
004D: jump_if_false PIMP_1518
00D6: if  0
80DB:   NOT   actor @35(@37,2i) in_car @40
004D: jump_if_false PIMP_1518
0687: @35(@37,2i) 
05CA: unknown_action_sequence @35(@37,2i) @40  60000 -1 

:PIMP_1518
00D6: if  0
0039:   @47 ==  1  ;; integer values
004D: jump_if_false PIMP_3427
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_2231
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false PIMP_1625
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false PIMP_1540
0006: @58 =  2  ;; integer values

:PIMP_1540
0209: @50 = random_int  0  4
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false PIMP_1562
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1562
0247: request_model  72

:PIMP_1548
00D6: if  0
8248:   NOT   model  72 available
004D: jump_if_false PIMP_1553
0001: wait  0 ms
0002: jump PIMP_1548

:PIMP_1553
009A: @91(@50,28i) = create_actor  4  72 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  72
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_10'  4000 ms  1
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_1562
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false PIMP_1583
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1583
0247: request_model  72

:PIMP_1569
00D6: if  0
8248:   NOT   model  72 available
004D: jump_if_false PIMP_1574
0001: wait  0 ms
0002: jump PIMP_1569

:PIMP_1574
009A: @91(@50,28i) = create_actor  4  72 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  72
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_11'  4000 ms  1
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_1583
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false PIMP_1604
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1604
0247: request_model  72

:PIMP_1590
00D6: if  0
8248:   NOT   model  72 available
004D: jump_if_false PIMP_1595
0001: wait  0 ms
0002: jump PIMP_1590

:PIMP_1595
009A: @91(@50,28i) = create_actor  4  72 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  72
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_12'  4000 ms  1
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_1604
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false PIMP_1625
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1625
0247: request_model  22

:PIMP_1611
00D6: if  0
8248:   NOT   model  22 available
004D: jump_if_false PIMP_1616
0001: wait  0 ms
0002: jump PIMP_1611

:PIMP_1616
009A: @91(@50,28i) = create_actor  4  22 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  22
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_13'  4000 ms  1
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_1625
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false PIMP_1726
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false PIMP_1641
0006: @58 =  3  ;; integer values

:PIMP_1641
0209: @50 = random_int  4  8
00D6: if  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false PIMP_1663
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1663
0247: request_model  22

:PIMP_1649
00D6: if  0
8248:   NOT   model  22 available
004D: jump_if_false PIMP_1654
0001: wait  0 ms
0002: jump PIMP_1649

:PIMP_1654
009A: @91(@50,28i) = create_actor  4  22 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  22
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_14'  4000 ms  1
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_1663
00D6: if  0
0039:   @50 ==  5  ;; integer values
004D: jump_if_false PIMP_1684
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1684
0247: request_model  147

:PIMP_1670
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_1675
0001: wait  0 ms
0002: jump PIMP_1670

:PIMP_1675
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_15'  4000 ms  1
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_1684
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false PIMP_1705
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1705
0247: request_model  22

:PIMP_1691
00D6: if  0
8248:   NOT   model  22 available
004D: jump_if_false PIMP_1696
0001: wait  0 ms
0002: jump PIMP_1691

:PIMP_1696
009A: @91(@50,28i) = create_actor  4  22 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  22
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_16'  4000 ms  1
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_1705
00D6: if  0
0039:   @50 ==  7  ;; integer values
004D: jump_if_false PIMP_1726
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1726
0247: request_model  22

:PIMP_1712
00D6: if  0
8248:   NOT   model  22 available
004D: jump_if_false PIMP_1717
0001: wait  0 ms
0002: jump PIMP_1712

:PIMP_1717
009A: @91(@50,28i) = create_actor  4  22 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  22
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_17'  4000 ms  1
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_1726
00D6: if  0
0039:   @58 ==  3  ;; integer values
004D: jump_if_false PIMP_1827
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false PIMP_1742
0006: @58 =  4  ;; integer values

:PIMP_1742
0209: @50 = random_int  8  12
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false PIMP_1764
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1764
0247: request_model  68

:PIMP_1750
00D6: if  0
8248:   NOT   model  68 available
004D: jump_if_false PIMP_1755
0001: wait  0 ms
0002: jump PIMP_1750

:PIMP_1755
009A: @91(@50,28i) = create_actor  4  68 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  68
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_18'  4000 ms  1
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_1764
00D6: if  0
0039:   @50 ==  9  ;; integer values
004D: jump_if_false PIMP_1785
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1785
0247: request_model  48

:PIMP_1771
00D6: if  0
8248:   NOT   model  48 available
004D: jump_if_false PIMP_1776
0001: wait  0 ms
0002: jump PIMP_1771

:PIMP_1776
009A: @91(@50,28i) = create_actor  4  48 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  48
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_19'  4000 ms  1
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_1785
00D6: if  0
0039:   @50 ==  10  ;; integer values
004D: jump_if_false PIMP_1806
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1806
0247: request_model  48

:PIMP_1792
00D6: if  0
8248:   NOT   model  48 available
004D: jump_if_false PIMP_1797
0001: wait  0 ms
0002: jump PIMP_1792

:PIMP_1797
009A: @91(@50,28i) = create_actor  4  48 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  48
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_20'  4000 ms  1
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_1806
00D6: if  0
0039:   @50 ==  11  ;; integer values
004D: jump_if_false PIMP_1827
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1827
0247: request_model  147

:PIMP_1813
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_1818
0001: wait  0 ms
0002: jump PIMP_1813

:PIMP_1818
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_21'  4000 ms  1
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_1827
00D6: if  0
0039:   @58 ==  4  ;; integer values
004D: jump_if_false PIMP_1928
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false PIMP_1843
0006: @58 =  5  ;; integer values

:PIMP_1843
0209: @50 = random_int  12  16
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false PIMP_1865
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1865
0247: request_model  147

:PIMP_1851
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_1856
0001: wait  0 ms
0002: jump PIMP_1851

:PIMP_1856
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_22'  4000 ms  1
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_1865
00D6: if  0
0039:   @50 ==  13  ;; integer values
004D: jump_if_false PIMP_1886
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1886
0247: request_model  23

:PIMP_1872
00D6: if  0
8248:   NOT   model  23 available
004D: jump_if_false PIMP_1877
0001: wait  0 ms
0002: jump PIMP_1872

:PIMP_1877
009A: @91(@50,28i) = create_actor  4  23 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  23
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_23'  4000 ms  1
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_1886
00D6: if  0
0039:   @50 ==  14  ;; integer values
004D: jump_if_false PIMP_1907
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1907
0247: request_model  17

:PIMP_1893
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_1898
0001: wait  0 ms
0002: jump PIMP_1893

:PIMP_1898
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_24'  4000 ms  1
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_1907
00D6: if  0
0039:   @50 ==  15  ;; integer values
004D: jump_if_false PIMP_1928
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1928
0247: request_model  50

:PIMP_1914
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false PIMP_1919
0001: wait  0 ms
0002: jump PIMP_1914

:PIMP_1919
009A: @91(@50,28i) = create_actor  4  50 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  50
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_25'  4000 ms  1
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_1928
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false PIMP_2029
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false PIMP_1944
0006: @58 =  6  ;; integer values

:PIMP_1944
0209: @50 = random_int  16  20
00D6: if  0
0039:   @50 ==  16  ;; integer values
004D: jump_if_false PIMP_1966
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1966
0247: request_model  147

:PIMP_1952
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_1957
0001: wait  0 ms
0002: jump PIMP_1952

:PIMP_1957
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_26'  4000 ms  1
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_1966
00D6: if  0
0039:   @50 ==  17  ;; integer values
004D: jump_if_false PIMP_1987
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_1987
0247: request_model  48

:PIMP_1973
00D6: if  0
8248:   NOT   model  48 available
004D: jump_if_false PIMP_1978
0001: wait  0 ms
0002: jump PIMP_1973

:PIMP_1978
009A: @91(@50,28i) = create_actor  4  48 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  48
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_27'  4000 ms  1
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_1987
00D6: if  0
0039:   @50 ==  18  ;; integer values
004D: jump_if_false PIMP_2008
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2008
0247: request_model  23

:PIMP_1994
00D6: if  0
8248:   NOT   model  23 available
004D: jump_if_false PIMP_1999
0001: wait  0 ms
0002: jump PIMP_1994

:PIMP_1999
009A: @91(@50,28i) = create_actor  4  23 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  23
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_28'  4000 ms  1
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_2008
00D6: if  0
0039:   @50 ==  19  ;; integer values
004D: jump_if_false PIMP_2029
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2029
0247: request_model  17

:PIMP_2015
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_2020
0001: wait  0 ms
0002: jump PIMP_2015

:PIMP_2020
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_29'  4000 ms  1
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_2029
00D6: if  0
0039:   @58 ==  6  ;; integer values
004D: jump_if_false PIMP_2130
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false PIMP_2045
0006: @58 =  7  ;; integer values

:PIMP_2045
0209: @50 = random_int  20  24
00D6: if  0
0039:   @50 ==  20  ;; integer values
004D: jump_if_false PIMP_2067
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2067
0247: request_model  36

:PIMP_2053
00D6: if  0
8248:   NOT   model  36 available
004D: jump_if_false PIMP_2058
0001: wait  0 ms
0002: jump PIMP_2053

:PIMP_2058
009A: @91(@50,28i) = create_actor  4  36 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  36
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_80'  4000 ms  1
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_2067
00D6: if  0
0039:   @50 ==  21  ;; integer values
004D: jump_if_false PIMP_2088
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2088
0247: request_model  50

:PIMP_2074
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false PIMP_2079
0001: wait  0 ms
0002: jump PIMP_2074

:PIMP_2079
009A: @91(@50,28i) = create_actor  4  50 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  50
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_81'  4000 ms  1
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_2088
00D6: if  0
0039:   @50 ==  22  ;; integer values
004D: jump_if_false PIMP_2109
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2109
0247: request_model  48

:PIMP_2095
00D6: if  0
8248:   NOT   model  48 available
004D: jump_if_false PIMP_2100
0001: wait  0 ms
0002: jump PIMP_2095

:PIMP_2100
009A: @91(@50,28i) = create_actor  4  48 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  48
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_82'  4000 ms  1
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_2109
00D6: if  0
0039:   @50 ==  23  ;; integer values
004D: jump_if_false PIMP_2130
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2130
0247: request_model  68

:PIMP_2116
00D6: if  0
8248:   NOT   model  68 available
004D: jump_if_false PIMP_2121
0001: wait  0 ms
0002: jump PIMP_2116

:PIMP_2121
009A: @91(@50,28i) = create_actor  4  68 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  68
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_83'  4000 ms  1
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_2130
00D6: if  0
0039:   @58 ==  7  ;; integer values
004D: jump_if_false PIMP_2231
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
00D6: if  0
0039:   @87 ==  1  ;; integer values
004D: jump_if_false PIMP_2146
0006: @58 =  1  ;; integer values

:PIMP_2146
0209: @50 = random_int  24  28
00D6: if  0
0039:   @50 ==  24  ;; integer values
004D: jump_if_false PIMP_2168
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2168
0247: request_model  163

:PIMP_2154
00D6: if  0
8248:   NOT   model  163 available
004D: jump_if_false PIMP_2159
0001: wait  0 ms
0002: jump PIMP_2154

:PIMP_2159
009A: @91(@50,28i) = create_actor  4  163 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  163
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_84'  4000 ms  1
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_2168
00D6: if  0
0039:   @50 ==  25  ;; integer values
004D: jump_if_false PIMP_2189
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2189
0247: request_model  19

:PIMP_2175
00D6: if  0
8248:   NOT   model  19 available
004D: jump_if_false PIMP_2180
0001: wait  0 ms
0002: jump PIMP_2175

:PIMP_2180
009A: @91(@50,28i) = create_actor  4  19 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  19
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_85'  4000 ms  1
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_2189
00D6: if  0
0039:   @50 ==  26  ;; integer values
004D: jump_if_false PIMP_2210
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2210
0247: request_model  29

:PIMP_2196
00D6: if  0
8248:   NOT   model  29 available
004D: jump_if_false PIMP_2201
0001: wait  0 ms
0002: jump PIMP_2196

:PIMP_2201
009A: @91(@50,28i) = create_actor  4  29 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  29
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_86'  4000 ms  1
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_2210
00D6: if  0
0039:   @50 ==  27  ;; integer values
004D: jump_if_false PIMP_2231
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2231
0247: request_model  48

:PIMP_2217
00D6: if  0
8248:   NOT   model  48 available
004D: jump_if_false PIMP_2222
0001: wait  0 ms
0002: jump PIMP_2217

:PIMP_2222
009A: @91(@50,28i) = create_actor  4  48 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  48
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP_87'  4000 ms  1
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_2231
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_2919
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false PIMP_2335
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false PIMP_2250
0006: @58 =  2  ;; integer values

:PIMP_2250
0209: @50 = random_int  0  4
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false PIMP_2272
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2272
0247: request_model  72

:PIMP_2258
00D6: if  0
8248:   NOT   model  72 available
004D: jump_if_false PIMP_2263
0001: wait  0 ms
0002: jump PIMP_2258

:PIMP_2263
009A: @91(@50,28i) = create_actor  4  72 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  72
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP200'  4000 ms  1
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_2272
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false PIMP_2293
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2293
0247: request_model  72

:PIMP_2279
00D6: if  0
8248:   NOT   model  72 available
004D: jump_if_false PIMP_2284
0001: wait  0 ms
0002: jump PIMP_2279

:PIMP_2284
009A: @91(@50,28i) = create_actor  4  72 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  72
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP201'  4000 ms  1
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_2293
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false PIMP_2314
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2314
0247: request_model  50

:PIMP_2300
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false PIMP_2305
0001: wait  0 ms
0002: jump PIMP_2300

:PIMP_2305
009A: @91(@50,28i) = create_actor  4  50 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  50
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP202'  4000 ms  1
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_2314
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false PIMP_2335
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2335
0247: request_model  50

:PIMP_2321
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false PIMP_2326
0001: wait  0 ms
0002: jump PIMP_2321

:PIMP_2326
009A: @91(@50,28i) = create_actor  4  50 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  50
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP203'  4000 ms  1
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_2335
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false PIMP_2438
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false PIMP_2351
0006: @58 =  3  ;; integer values

:PIMP_2351
0209: @50 = random_int  4  8
00D6: if  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false PIMP_2374
0006: @60(@50,28i) =  1  ;; integer values
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2374
0247: request_model  17

:PIMP_2360
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_2365
0001: wait  0 ms
0002: jump PIMP_2360

:PIMP_2365
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP204'  4000 ms  1
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_2374
00D6: if  0
0039:   @50 ==  5  ;; integer values
004D: jump_if_false PIMP_2396
0006: @60(@50,28i) =  1  ;; integer values
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2396
0247: request_model  147

:PIMP_2382
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_2387
0001: wait  0 ms
0002: jump PIMP_2382

:PIMP_2387
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP205'  4000 ms  1
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_2396
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false PIMP_2417
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2417
0247: request_model  50

:PIMP_2403
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false PIMP_2408
0001: wait  0 ms
0002: jump PIMP_2403

:PIMP_2408
009A: @91(@50,28i) = create_actor  4  50 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  50
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP206'  4000 ms  1
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_2417
00D6: if  0
0039:   @50 ==  7  ;; integer values
004D: jump_if_false PIMP_2438
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2438
0247: request_model  22

:PIMP_2424
00D6: if  0
8248:   NOT   model  22 available
004D: jump_if_false PIMP_2429
0001: wait  0 ms
0002: jump PIMP_2424

:PIMP_2429
009A: @91(@50,28i) = create_actor  4  22 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  22
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP207'  4000 ms  1
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_2438
00D6: if  0
0039:   @58 ==  3  ;; integer values
004D: jump_if_false PIMP_2539
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false PIMP_2454
0006: @58 =  4  ;; integer values

:PIMP_2454
0209: @50 = random_int  8  12
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false PIMP_2476
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2476
0247: request_model  58

:PIMP_2462
00D6: if  0
8248:   NOT   model  58 available
004D: jump_if_false PIMP_2467
0001: wait  0 ms
0002: jump PIMP_2462

:PIMP_2467
009A: @91(@50,28i) = create_actor  4  58 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  58
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP208'  4000 ms  1
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_2476
00D6: if  0
0039:   @50 ==  9  ;; integer values
004D: jump_if_false PIMP_2497
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2497
0247: request_model  147

:PIMP_2483
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_2488
0001: wait  0 ms
0002: jump PIMP_2483

:PIMP_2488
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP209'  4000 ms  1
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_2497
00D6: if  0
0039:   @50 ==  10  ;; integer values
004D: jump_if_false PIMP_2518
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2518
0247: request_model  17

:PIMP_2504
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_2509
0001: wait  0 ms
0002: jump PIMP_2504

:PIMP_2509
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP210'  4000 ms  1
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_2518
00D6: if  0
0039:   @50 ==  11  ;; integer values
004D: jump_if_false PIMP_2539
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2539
0247: request_model  22

:PIMP_2525
00D6: if  0
8248:   NOT   model  22 available
004D: jump_if_false PIMP_2530
0001: wait  0 ms
0002: jump PIMP_2525

:PIMP_2530
009A: @91(@50,28i) = create_actor  4  22 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  22
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP211'  4000 ms  1
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_2539
00D6: if  0
0039:   @58 ==  4  ;; integer values
004D: jump_if_false PIMP_2640
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false PIMP_2555
0006: @58 =  5  ;; integer values

:PIMP_2555
0209: @50 = random_int  12  16
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false PIMP_2577
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2577
0247: request_model  147

:PIMP_2563
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_2568
0001: wait  0 ms
0002: jump PIMP_2563

:PIMP_2568
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP212'  4000 ms  1
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_2577
00D6: if  0
0039:   @50 ==  13  ;; integer values
004D: jump_if_false PIMP_2598
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2598
0247: request_model  29

:PIMP_2584
00D6: if  0
8248:   NOT   model  29 available
004D: jump_if_false PIMP_2589
0001: wait  0 ms
0002: jump PIMP_2584

:PIMP_2589
009A: @91(@50,28i) = create_actor  4  29 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  29
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP213'  4000 ms  1
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_2598
00D6: if  0
0039:   @50 ==  14  ;; integer values
004D: jump_if_false PIMP_2619
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2619
0247: request_model  17

:PIMP_2605
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_2610
0001: wait  0 ms
0002: jump PIMP_2605

:PIMP_2610
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP214'  4000 ms  1
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_2619
00D6: if  0
0039:   @50 ==  15  ;; integer values
004D: jump_if_false PIMP_2640
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2640
0247: request_model  36

:PIMP_2626
00D6: if  0
8248:   NOT   model  36 available
004D: jump_if_false PIMP_2631
0001: wait  0 ms
0002: jump PIMP_2626

:PIMP_2631
009A: @91(@50,28i) = create_actor  4  36 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  36
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP215'  4000 ms  1
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_2640
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false PIMP_2741
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false PIMP_2656
0006: @58 =  6  ;; integer values

:PIMP_2656
0209: @50 = random_int  16  20
00D6: if  0
0039:   @50 ==  16  ;; integer values
004D: jump_if_false PIMP_2678
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2678
0247: request_model  147

:PIMP_2664
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_2669
0001: wait  0 ms
0002: jump PIMP_2664

:PIMP_2669
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP216'  4000 ms  1
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_2678
00D6: if  0
0039:   @50 ==  17  ;; integer values
004D: jump_if_false PIMP_2699
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2699
0247: request_model  29

:PIMP_2685
00D6: if  0
8248:   NOT   model  29 available
004D: jump_if_false PIMP_2690
0001: wait  0 ms
0002: jump PIMP_2685

:PIMP_2690
009A: @91(@50,28i) = create_actor  4  29 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  29
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP217'  4000 ms  1
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_2699
00D6: if  0
0039:   @50 ==  18  ;; integer values
004D: jump_if_false PIMP_2720
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2720
0247: request_model  27

:PIMP_2706
00D6: if  0
8248:   NOT   model  27 available
004D: jump_if_false PIMP_2711
0001: wait  0 ms
0002: jump PIMP_2706

:PIMP_2711
009A: @91(@50,28i) = create_actor  4  27 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  27
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP218'  4000 ms  1
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_2720
00D6: if  0
0039:   @50 ==  19  ;; integer values
004D: jump_if_false PIMP_2741
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2741
0247: request_model  50

:PIMP_2727
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false PIMP_2732
0001: wait  0 ms
0002: jump PIMP_2727

:PIMP_2732
009A: @91(@50,28i) = create_actor  4  50 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  50
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP219'  4000 ms  1
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_2741
00D6: if  0
0039:   @58 ==  6  ;; integer values
004D: jump_if_false PIMP_2818
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false PIMP_2754
00D6: if  0
0039:   @81 ==  1  ;; integer values
004D: jump_if_false PIMP_2754
00D6: if  0
0039:   @82 ==  1  ;; integer values
004D: jump_if_false PIMP_2754
0006: @58 =  7  ;; integer values

:PIMP_2754
0209: @50 = random_int  20  23
00D6: if  0
0039:   @50 ==  20  ;; integer values
004D: jump_if_false PIMP_2776
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2776
0247: request_model  147

:PIMP_2762
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_2767
0001: wait  0 ms
0002: jump PIMP_2762

:PIMP_2767
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP220'  4000 ms  1
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_2776
00D6: if  0
0039:   @50 ==  21  ;; integer values
004D: jump_if_false PIMP_2797
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2797
0247: request_model  17

:PIMP_2783
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_2788
0001: wait  0 ms
0002: jump PIMP_2783

:PIMP_2788
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP221'  4000 ms  1
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_2797
00D6: if  0
0039:   @50 ==  22  ;; integer values
004D: jump_if_false PIMP_2818
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2818
0247: request_model  71

:PIMP_2804
00D6: if  0
8248:   NOT   model  71 available
004D: jump_if_false PIMP_2809
0001: wait  0 ms
0002: jump PIMP_2804

:PIMP_2809
009A: @91(@50,28i) = create_actor  4  71 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  71
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP222'  4000 ms  1
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_2818
00D6: if  0
0039:   @58 ==  7  ;; integer values
004D: jump_if_false PIMP_2919
00D6: if  0
0039:   @83 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
00D6: if  0
0039:   @84 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
00D6: if  0
0039:   @85 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
00D6: if  0
0039:   @86 ==  1  ;; integer values
004D: jump_if_false PIMP_2834
0006: @58 =  1  ;; integer values

:PIMP_2834
0209: @50 = random_int  23  27
00D6: if  0
0039:   @50 ==  23  ;; integer values
004D: jump_if_false PIMP_2856
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2856
0247: request_model  147

:PIMP_2842
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_2847
0001: wait  0 ms
0002: jump PIMP_2842

:PIMP_2847
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP223'  4000 ms  1
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_2856
00D6: if  0
0039:   @50 ==  24  ;; integer values
004D: jump_if_false PIMP_2877
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2877
0247: request_model  29

:PIMP_2863
00D6: if  0
8248:   NOT   model  29 available
004D: jump_if_false PIMP_2868
0001: wait  0 ms
0002: jump PIMP_2863

:PIMP_2868
009A: @91(@50,28i) = create_actor  4  29 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  29
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP224'  4000 ms  1
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_2877
00D6: if  0
0039:   @50 ==  25  ;; integer values
004D: jump_if_false PIMP_2898
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2898
0247: request_model  23

:PIMP_2884
00D6: if  0
8248:   NOT   model  23 available
004D: jump_if_false PIMP_2889
0001: wait  0 ms
0002: jump PIMP_2884

:PIMP_2889
009A: @91(@50,28i) = create_actor  4  23 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  23
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP225'  4000 ms  1
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_2898
00D6: if  0
0039:   @50 ==  26  ;; integer values
004D: jump_if_false PIMP_2919
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2919
0247: request_model  17

:PIMP_2905
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_2910
0001: wait  0 ms
0002: jump PIMP_2905

:PIMP_2910
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP226'  4000 ms  1
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_2919
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_3427
00D6: if  0
0039:   @58 ==  1  ;; integer values
004D: jump_if_false PIMP_3023
00D6: if  0
0039:   @60 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
00D6: if  0
0039:   @61 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
00D6: if  0
0039:   @62 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
00D6: if  0
0039:   @63 ==  1  ;; integer values
004D: jump_if_false PIMP_2938
0006: @58 =  2  ;; integer values

:PIMP_2938
0209: @50 = random_int  0  4
00D6: if  0
0039:   @50 ==  0  ;; integer values
004D: jump_if_false PIMP_2960
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2960
0247: request_model  72

:PIMP_2946
00D6: if  0
8248:   NOT   model  72 available
004D: jump_if_false PIMP_2951
0001: wait  0 ms
0002: jump PIMP_2946

:PIMP_2951
009A: @91(@50,28i) = create_actor  4  72 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  72
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP300'  4000 ms  1
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_2960
00D6: if  0
0039:   @50 ==  1  ;; integer values
004D: jump_if_false PIMP_2981
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_2981
0247: request_model  72

:PIMP_2967
00D6: if  0
8248:   NOT   model  72 available
004D: jump_if_false PIMP_2972
0001: wait  0 ms
0002: jump PIMP_2967

:PIMP_2972
009A: @91(@50,28i) = create_actor  4  72 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  72
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP301'  4000 ms  1
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_2981
00D6: if  0
0039:   @50 ==  2  ;; integer values
004D: jump_if_false PIMP_3002
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3002
0247: request_model  17

:PIMP_2988
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_2993
0001: wait  0 ms
0002: jump PIMP_2988

:PIMP_2993
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP302'  4000 ms  1
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_3002
00D6: if  0
0039:   @50 ==  3  ;; integer values
004D: jump_if_false PIMP_3023
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3023
0247: request_model  147

:PIMP_3009
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_3014
0001: wait  0 ms
0002: jump PIMP_3009

:PIMP_3014
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP303'  4000 ms  1
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_3023
00D6: if  0
0039:   @58 ==  2  ;; integer values
004D: jump_if_false PIMP_3124
00D6: if  0
0039:   @64 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
00D6: if  0
0039:   @65 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
00D6: if  0
0039:   @66 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
00D6: if  0
0039:   @67 ==  1  ;; integer values
004D: jump_if_false PIMP_3039
0006: @58 =  3  ;; integer values

:PIMP_3039
0209: @50 = random_int  4  8
00D6: if  0
0039:   @50 ==  4  ;; integer values
004D: jump_if_false PIMP_3061
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3061
0247: request_model  32

:PIMP_3047
00D6: if  0
8248:   NOT   model  32 available
004D: jump_if_false PIMP_3052
0001: wait  0 ms
0002: jump PIMP_3047

:PIMP_3052
009A: @91(@50,28i) = create_actor  4  32 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  32
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP304'  4000 ms  1
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_3061
00D6: if  0
0039:   @50 ==  5  ;; integer values
004D: jump_if_false PIMP_3082
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3082
0247: request_model  33

:PIMP_3068
00D6: if  0
8248:   NOT   model  33 available
004D: jump_if_false PIMP_3073
0001: wait  0 ms
0002: jump PIMP_3068

:PIMP_3073
009A: @91(@50,28i) = create_actor  4  33 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  33
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP305'  4000 ms  1
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_3082
00D6: if  0
0039:   @50 ==  6  ;; integer values
004D: jump_if_false PIMP_3103
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3103
0247: request_model  17

:PIMP_3089
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_3094
0001: wait  0 ms
0002: jump PIMP_3089

:PIMP_3094
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP306'  4000 ms  1
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_3103
00D6: if  0
0039:   @50 ==  7  ;; integer values
004D: jump_if_false PIMP_3124
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3124
0247: request_model  147

:PIMP_3110
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_3115
0001: wait  0 ms
0002: jump PIMP_3110

:PIMP_3115
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP307'  4000 ms  1
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_3124
00D6: if  0
0039:   @58 ==  3  ;; integer values
004D: jump_if_false PIMP_3225
00D6: if  0
0039:   @68 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
00D6: if  0
0039:   @69 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
00D6: if  0
0039:   @70 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
00D6: if  0
0039:   @71 ==  1  ;; integer values
004D: jump_if_false PIMP_3140
0006: @58 =  4  ;; integer values

:PIMP_3140
0209: @50 = random_int  8  12
00D6: if  0
0039:   @50 ==  8  ;; integer values
004D: jump_if_false PIMP_3162
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3162
0247: request_model  32

:PIMP_3148
00D6: if  0
8248:   NOT   model  32 available
004D: jump_if_false PIMP_3153
0001: wait  0 ms
0002: jump PIMP_3148

:PIMP_3153
009A: @91(@50,28i) = create_actor  4  32 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  32
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP308'  4000 ms  1
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_3162
00D6: if  0
0039:   @50 ==  9  ;; integer values
004D: jump_if_false PIMP_3183
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3183
0247: request_model  33

:PIMP_3169
00D6: if  0
8248:   NOT   model  33 available
004D: jump_if_false PIMP_3174
0001: wait  0 ms
0002: jump PIMP_3169

:PIMP_3174
009A: @91(@50,28i) = create_actor  4  33 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  33
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP309'  4000 ms  1
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_3183
00D6: if  0
0039:   @50 ==  10  ;; integer values
004D: jump_if_false PIMP_3204
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3204
0247: request_model  17

:PIMP_3190
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_3195
0001: wait  0 ms
0002: jump PIMP_3190

:PIMP_3195
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP310'  4000 ms  1
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_3204
00D6: if  0
0039:   @50 ==  11  ;; integer values
004D: jump_if_false PIMP_3225
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3225
0247: request_model  147

:PIMP_3211
00D6: if  0
8248:   NOT   model  147 available
004D: jump_if_false PIMP_3216
0001: wait  0 ms
0002: jump PIMP_3211

:PIMP_3216
009A: @91(@50,28i) = create_actor  4  147 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  147
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP311'  4000 ms  1
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_3225
00D6: if  0
0039:   @58 ==  4  ;; integer values
004D: jump_if_false PIMP_3326
00D6: if  0
0039:   @72 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
00D6: if  0
0039:   @73 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
00D6: if  0
0039:   @74 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
00D6: if  0
0039:   @75 ==  1  ;; integer values
004D: jump_if_false PIMP_3241
0006: @58 =  5  ;; integer values

:PIMP_3241
0209: @50 = random_int  12  16
00D6: if  0
0039:   @50 ==  12  ;; integer values
004D: jump_if_false PIMP_3263
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3263
0247: request_model  50

:PIMP_3249
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false PIMP_3254
0001: wait  0 ms
0002: jump PIMP_3249

:PIMP_3254
009A: @91(@50,28i) = create_actor  4  50 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  50
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP312'  4000 ms  1
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_3263
00D6: if  0
0039:   @50 ==  13  ;; integer values
004D: jump_if_false PIMP_3284
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3284
0247: request_model  34

:PIMP_3270
00D6: if  0
8248:   NOT   model  34 available
004D: jump_if_false PIMP_3275
0001: wait  0 ms
0002: jump PIMP_3270

:PIMP_3275
009A: @91(@50,28i) = create_actor  4  34 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  34
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP313'  4000 ms  1
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_3284
00D6: if  0
0039:   @50 ==  14  ;; integer values
004D: jump_if_false PIMP_3305
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3305
0247: request_model  17

:PIMP_3291
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_3296
0001: wait  0 ms
0002: jump PIMP_3291

:PIMP_3296
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP314'  4000 ms  1
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_3305
00D6: if  0
0039:   @50 ==  15  ;; integer values
004D: jump_if_false PIMP_3326
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3326
0247: request_model  29

:PIMP_3312
00D6: if  0
8248:   NOT   model  29 available
004D: jump_if_false PIMP_3317
0001: wait  0 ms
0002: jump PIMP_3312

:PIMP_3317
009A: @91(@50,28i) = create_actor  4  29 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  29
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP315'  4000 ms  1
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_3326
00D6: if  0
0039:   @58 ==  5  ;; integer values
004D: jump_if_false PIMP_3427
00D6: if  0
0039:   @76 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
00D6: if  0
0039:   @77 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
00D6: if  0
0039:   @78 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
00D6: if  0
0039:   @79 ==  1  ;; integer values
004D: jump_if_false PIMP_3342
0006: @58 =  1  ;; integer values

:PIMP_3342
0209: @50 = random_int  16  20
00D6: if  0
0039:   @50 ==  16  ;; integer values
004D: jump_if_false PIMP_3364
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3364
0247: request_model  68

:PIMP_3350
00D6: if  0
8248:   NOT   model  68 available
004D: jump_if_false PIMP_3355
0001: wait  0 ms
0002: jump PIMP_3350

:PIMP_3355
009A: @91(@50,28i) = create_actor  4  68 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  68
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP316'  4000 ms  1
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_3364
00D6: if  0
0039:   @50 ==  17  ;; integer values
004D: jump_if_false PIMP_3385
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3385
0247: request_model  101

:PIMP_3371
00D6: if  0
8248:   NOT   model  101 available
004D: jump_if_false PIMP_3376
0001: wait  0 ms
0002: jump PIMP_3371

:PIMP_3376
009A: @91(@50,28i) = create_actor  4  101 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  101
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP317'  4000 ms  1
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_3385
00D6: if  0
0039:   @50 ==  18  ;; integer values
004D: jump_if_false PIMP_3406
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3406
0247: request_model  17

:PIMP_3392
00D6: if  0
8248:   NOT   model  17 available
004D: jump_if_false PIMP_3397
0001: wait  0 ms
0002: jump PIMP_3392

:PIMP_3397
009A: @91(@50,28i) = create_actor  4  17 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  17
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP318'  4000 ms  1
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_3406
00D6: if  0
0039:   @50 ==  19  ;; integer values
004D: jump_if_false PIMP_3427
00D6: if  0
0039:   @60(@50,28i) ==  0  ;; integer values
004D: jump_if_false PIMP_3427
0247: request_model  34

:PIMP_3413
00D6: if  0
8248:   NOT   model  34 available
004D: jump_if_false PIMP_3418
0001: wait  0 ms
0002: jump PIMP_3413

:PIMP_3418
009A: @91(@50,28i) = create_actor  4  34 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  34
02A9: set_actor @91(@50,28i) immune_to_nonplayer  1
00BC: text_highpriority 'PIMP319'  4000 ms  1
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_3427
00D6: if  0
0039:   @520 ==  1  ;; integer values
004D: jump_if_false PIMP_3477
00D6: if  0
0019:   @32 >  5000  ;; integer values
004D: jump_if_false PIMP_3477
00D6: if  0
001B:    1 > @49  ;; integer values
004D: jump_if_false PIMP_3444
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3440
00BC: text_highpriority 'PIMP_3'  6000 ms  1

:PIMP_3440
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3444
00BC: text_highpriority 'PIMP_31'  6000 ms  1

:PIMP_3444
00D6: if  0
0019:   @49 >  0  ;; integer values
004D: jump_if_false PIMP_3475
0006: @541 =  1  ;; integer values
00D6: if  0
8039:   NOT   @513 ==  1  ;; integer values
004D: jump_if_false PIMP_3475
08D4: 'PIMP_70'  31.0  80.0  89.0  2  0  1  1 @529 
0006: @34 =  1  ;; integer values
08DB: @529  0 'PIMP_71' 'PIMP_72' 'PIMP_73' 'PIMP_74' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: @529  1  2 
0006: @528 =  300  ;; integer values
0085: @526 = @49  ;; integer values and handles
006A: @526 *= @528  ;; integer values
08EE: @529  1  0 'DOLLAR' @528 
08EE: @529  1  1 'PIMP_75' @49 
08EE: @529  1  2 'DOLLAR' @526 
090E: @529  2 
0093: @527 = integer_to_float @526  
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3469
00BC: text_highpriority 'PIMP_7'  6000 ms  1
0109: player $PLAYER_CHAR money += @526
0624:  36 @527 

:PIMP_3469
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3475
00BC: text_highpriority 'PIMP_32'  6000 ms  1
0109: player $PLAYER_CHAR money += @526
0624:  36 @527 

:PIMP_3475
0006: @520 =  2  ;; integer values
0006: @32 =  0  ;; integer values

:PIMP_3477
00D6: if  0
0039:   @520 ==  2  ;; integer values
004D: jump_if_false PIMP_3489
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false PIMP_3489
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false PIMP_3488
08DA: @529 
0006: @34 =  0  ;; integer values

:PIMP_3488
0006: @520 =  3  ;; integer values

:PIMP_3489
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false PIMP_3513
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_3503
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3499
0085: @511 = @50  ;; integer values and handles

:PIMP_3499
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3503
0085: @512 = @50  ;; integer values and handles

:PIMP_3503
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'
0006: @537 =  1  ;; integer values
0006: @47 =  3  ;; integer values
0006: @48 =  0  ;; integer values

:PIMP_3513
00D6: if  0
0039:   @47 ==  3  ;; integer values
004D: jump_if_false PIMP_3610
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_3610
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3532
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3532
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @89
0006: @521 =  1  ;; integer values

:PIMP_3532
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_3545
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3545
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
0006: @521 =  0  ;; integer values

:PIMP_3545
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3550
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3550
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3610
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @46 ==  0  ;; integer values
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3610
00D6: if  0
00F4:   actor $PLAYER_ACTOR near_actor_in_car @91(@50,28i) radius  10.0  10.0  0  
004D: jump_if_false PIMP_3610
00D6: if  0
0039:   @48 ==  0  ;; integer values
004D: jump_if_false PIMP_3578
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3573
00BC: text_highpriority 'PIMP_6'  4000 ms  1
0006: @48 =  1  ;; integer values

:PIMP_3573
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3578
00BC: text_highpriority 'PIMP_33'  4000 ms  1
0006: @48 =  1  ;; integer values

:PIMP_3578
0085: @53 = @37  ;; integer values and handles
00D6: if  0
01C1:   car @40 stopped
004D: jump_if_false PIMP_3610
0639: unknown_action_sequence @91(@50,28i) @35(@53,2i) 
0687: @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: @39 
05CD: unknown_action_sequence -1 @40 
040D: unload_wav  4
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_3595
05D3: unknown_action_sequence -1 @175(@50,28f) @203(@50,28f) @231(@50,28f)  6  10000 

:PIMP_3595
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_3599
05D3: unknown_action_sequence -1 @287(@50,28f) @315(@50,28f) @343(@50,28f)  6  10000 

:PIMP_3599
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_3603
05D3: unknown_action_sequence -1 @399(@50,28f) @427(@50,28f) @455(@50,28f)  6  10000 

:PIMP_3603
0616: @39 
0618: @35(@53,2i) @39 
061B: @39 
0006: @46 =  1  ;; integer values
0006: @55 =  1  ;; integer values
0006: @47 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:PIMP_3610
00D6: if  0
0039:   @55 ==  1  ;; integer values
004D: jump_if_false PIMP_3627
00D6: if  0
8118:   NOT   actor @35(@53,2i) dead
004D: jump_if_false PIMP_3627
00D6: if  0
8118:   NOT   actor @91(@54,28i) dead
004D: jump_if_false PIMP_3627
00D6: if  0
00F2:   actor @35(@53,2i) near_actor @91(@54,28i) radius  3.0  3.0  0
004D: jump_if_false PIMP_3627
0687: @35(@53,2i) 
0687: @91(@54,28i) 
0677: unknown_action_sequence @35(@53,2i) @91(@54,28i)  1  1 
0677: unknown_action_sequence @91(@54,28i) @35(@53,2i)  0  1 
0006: @55 =  0  ;; integer values

:PIMP_3627
00D6: if  0
0039:   @47 ==  4  ;; integer values
004D: jump_if_false PIMP_3660
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3635
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3635
00D6: if  0
8118:   NOT   actor @35(@53,2i) dead
004D: jump_if_false PIMP_3660
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_3660
00D6: if  0
0039:   @52 ==  1  ;; integer values
004D: jump_if_false PIMP_3645
0006: @47 =  15  ;; integer values

:PIMP_3645
00D6: if  0
0039:   @52 ==  0  ;; integer values
004D: jump_if_false PIMP_3660
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3660
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_3660
00D6: if  0
0039:   @47 ==  15  ;; integer values
004D: jump_if_false PIMP_3674
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3668
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3668
0164: disable_marker @89
0006: @45 =  0  ;; integer values
0006: @44 =  0  ;; integer values
0006: @46 =  0  ;; integer values
0050: gosub PIMP_4259
0006: @47 =  20  ;; integer values

:PIMP_3674
00D6: if  0
0039:   @47 ==  20  ;; integer values
004D: jump_if_false PIMP_3683
00D6: if  0
051A:   unknown_actor @91(@50,28i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PIMP_3682
00BC: text_highpriority 'PIMP_52'  8000 ms  1
0002: jump PIMP_4461

:PIMP_3682
0006: @47 =  25  ;; integer values

:PIMP_3683
00D6: if  0
0039:   @47 ==  25  ;; integer values
004D: jump_if_false PIMP_3783
0209: @513 = random_int  0  4
00D6: if  0
001B:    2 > @49  ;; integer values
004D: jump_if_false PIMP_3691
0006: @513 =  3  ;; integer values

:PIMP_3691
00D6: if  0
0039:   @513 ==  0  ;; integer values
004D: jump_if_false PIMP_3728
0006: @47 =  30  ;; integer values
00BC: text_highpriority 'PIMP_35'  6000 ms  1
0006: @524 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3713
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3713
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0770: @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'
0006: @537 =  2  ;; integer values

:PIMP_3713
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3728
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3728
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0770: @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'
0006: @537 =  2  ;; integer values

:PIMP_3728
00D6: if  0
0039:   @513 ==  1  ;; integer values
004D: jump_if_false PIMP_3767
0006: @47 =  40  ;; integer values
00BC: text_highpriority 'PIMP_39'  6000 ms  1
0006: @525 =  1  ;; integer values
0006: @32 =  0  ;; integer values
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3751
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3751
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0770: @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'
0006: @537 =  2  ;; integer values

:PIMP_3751
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3767
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3767
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0770: @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'
0006: @537 =  2  ;; integer values

:PIMP_3767
00D6: if  0
0039:   @513 ==  2  ;; integer values
004D: jump_if_false PIMP_3775
0006: @523 =  0  ;; integer values
0006: @47 =  50  ;; integer values
00BC: text_highpriority 'PIMP_56'  4000 ms  1
0006: @32 =  0  ;; integer values
0006: @523 =  1  ;; integer values

:PIMP_3775
00D6: if  0
0039:   @513 ==  3  ;; integer values
004D: jump_if_false PIMP_3783
0006: @523 =  0  ;; integer values
0006: @47 =  50  ;; integer values
00BC: text_highpriority 'PIMP_56'  4000 ms  1
0006: @32 =  0  ;; integer values
0006: @523 =  1  ;; integer values

:PIMP_3783
00D6: if  0
0039:   @47 ==  30  ;; integer values
004D: jump_if_false PIMP_3897
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_3794
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3794
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_3794
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_3802
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3802
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_3802
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3842
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3815
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3815
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @90
0006: @521 =  1  ;; integer values

:PIMP_3815
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_3842
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3842
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3831
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3831
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_3831
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3840
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3840
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_3840
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_3842
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3879
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3862
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_3862
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  50.0  50.0  0
004D: jump_if_false PIMP_3862
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3862
0687: @35(@37,2i) 
05E2: unknown_action_sequence @35(@37,2i) @91(@511,28i) 
05E2: unknown_action_sequence @91(@511,28i) @35(@37,2i) 
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @47 =  35  ;; integer values

:PIMP_3862
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3879
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_3879
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  50.0  50.0  0
004D: jump_if_false PIMP_3879
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3879
05E2: unknown_action_sequence @91(@512,28i) @35(@37,2i) 
0687: @35(@37,2i) 
05E2: unknown_action_sequence @35(@37,2i) @91(@512,28i) 
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @47 =  35  ;; integer values

:PIMP_3879
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3888
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3888
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_3888
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3897
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3897
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_3897
00D6: if  0
0039:   @47 ==  35  ;; integer values
004D: jump_if_false PIMP_3974
0006: @516 =  99  ;; integer values
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_3909
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3909
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_3909
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_3917
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3917
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_3917
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_3956
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_3929
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3929
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0006: @521 =  1  ;; integer values

:PIMP_3929
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_3956
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_3956
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3945
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3945
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_3945
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3954
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3954
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_3954
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_3956
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_3965
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_3965
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0006: @47 =  50  ;; integer values

:PIMP_3965
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_3974
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_3974
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0006: @47 =  50  ;; integer values

:PIMP_3974
00D6: if  0
0039:   @47 ==  40  ;; integer values
004D: jump_if_false PIMP_4084
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_3985
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3985
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_3985
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_3993
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_3993
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_3993
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_4033
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_4006
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4006
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0164: disable_marker @90
0006: @521 =  1  ;; integer values

:PIMP_4006
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_4033
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4033
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4022
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4022
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_4022
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4031
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4031
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_4031
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_4033
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_4066
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4051
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_4051
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  20.0  20.0  0
004D: jump_if_false PIMP_4051
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4051
05DD: unknown_action_sequence @91(@511,28i) $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @47 =  45  ;; integer values

:PIMP_4051
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4066
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_4066
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @35(@37,2i) radius  20.0  20.0  0
004D: jump_if_false PIMP_4066
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4066
05DD: unknown_action_sequence @91(@512,28i) $PLAYER_ACTOR  100.0 -1 
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @47 =  45  ;; integer values

:PIMP_4066
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4075
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4075
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_4075
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4084
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4084
0164: disable_marker @90
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0006: @47 =  50  ;; integer values

:PIMP_4084
00D6: if  0
0039:   @47 ==  45  ;; integer values
004D: jump_if_false PIMP_4163
0006: @516 =  99  ;; integer values
00D6: if  0
0039:   @525 ==  1  ;; integer values
004D: jump_if_false PIMP_4096
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_4096
00BC: text_highpriority 'PIMP_37'  6000 ms  1
0006: @525 =  99  ;; integer values

:PIMP_4096
00D6: if  0
0039:   @524 ==  1  ;; integer values
004D: jump_if_false PIMP_4104
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false PIMP_4104
00BC: text_highpriority 'PIMP_36'  6000 ms  1
0006: @524 =  99  ;; integer values

:PIMP_4104
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false PIMP_4143
00D6: if  0
0039:   @521 ==  0  ;; integer values
004D: jump_if_false PIMP_4116
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4116
0186: @522 = create_marker_above_car @40
07E0: @522  1 
0006: @521 =  1  ;; integer values

:PIMP_4116
00D6: if  0
0039:   @521 ==  1  ;; integer values
004D: jump_if_false PIMP_4143
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @40
004D: jump_if_false PIMP_4143
0164: disable_marker @522
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4132
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4132
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@511,28i)
0165: set_marker @90 color_to  0

:PIMP_4132
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4141
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4141
0164: disable_marker @90
0187: @90 = create_marker_above_actor @91(@512,28i)
0165: set_marker @90 color_to  0

:PIMP_4141
00BC: text_highpriority 'PIMP_55'  6000 ms  1
0006: @521 =  0  ;; integer values

:PIMP_4143
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4153
00D6: if  0
0118:   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4153
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0001: wait  2000 ms
0006: @47 =  50  ;; integer values

:PIMP_4153
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4163
00D6: if  0
0118:   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4163
00BC: text_highpriority 'PIMP_38'  4000 ms  1
0164: disable_marker @90
0001: wait  2000 ms
0006: @47 =  50  ;; integer values

:PIMP_4163
00D6: if  0
0039:   @47 ==  50  ;; integer values
004D: jump_if_false PIMP_4203
0006: @537 =  0  ;; integer values
014F: stop_timer $8246
0004: $8246 =  180000  ;; integer values
0006: @516 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @35(@37,2i) dead
004D: jump_if_false PIMP_4195
00BE: text_clear_all
0687: @35(@37,2i) 
0164: disable_marker @88
0187: @88 = create_marker_above_actor @35(@37,2i)
07E0: @88  1 
0006: @47 =  25  ;; integer values
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4187
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4187
01C2: remove_references_to_actor @91(@511,28i)  ;; Like turning an actor into a random pedestrian
0006: @119(@511,28i) =  0  ;; integer values

:PIMP_4187
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4195
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4195
01C2: remove_references_to_actor @91(@512,28i)  ;; Like turning an actor into a random pedestrian
0006: @119(@512,28i) =  0  ;; integer values

:PIMP_4195
0006: @47 =  99  ;; integer values
0006: @42 =  2  ;; integer values
000A: @49 +=  1  ;; integer values
0652: @540 = stat  210 (pimp level)  ; integer
00D6: if  0
801D:   NOT   @540 > @49  ;; integer values  
004D: jump_if_false PIMP_4203
0629: change_stat  210 (pimp level) to @49  ; integer see statdisp.dat

:PIMP_4203
00D6: if  0
8118:   NOT   actor @91(@50,28i) dead
004D: jump_if_false PIMP_4212
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @91(@50,28i) radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4211
0575: @91(@50,28i)  0 
0002: jump PIMP_4212

:PIMP_4211
0575: @91(@50,28i)  1 

:PIMP_4212
00D6: if  0
8118:   NOT   actor @91(@511,28i) dead
004D: jump_if_false PIMP_4221
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @91(@511,28i) radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4220
0575: @91(@511,28i)  0 
0002: jump PIMP_4221

:PIMP_4220
0575: @91(@511,28i)  1 

:PIMP_4221
00D6: if  0
8118:   NOT   actor @91(@512,28i) dead
004D: jump_if_false PIMP_4230
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @91(@512,28i) radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4229
0575: @91(@512,28i)  0 
0002: jump PIMP_4230

:PIMP_4229
0575: @91(@512,28i)  1 

:PIMP_4230
00D6: if  0
8118:   NOT   actor @35 dead
004D: jump_if_false PIMP_4239
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @35 radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4238
0575: @35  0 
0002: jump PIMP_4239

:PIMP_4238
0575: @35  1 

:PIMP_4239
00D6: if  0
8118:   NOT   actor @36 dead
004D: jump_if_false PIMP_4248
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @36 radius  50.0  50.0  60.0 sphere  0
004D: jump_if_false PIMP_4247
0575: @36  0 
0002: jump PIMP_4248

:PIMP_4247
0575: @36  1 

:PIMP_4248
0002: jump PIMP_404

:PIMP_4249
00D6: if  0
8039:   NOT   @35(@37,2i) == -1  ;; integer values
004D: jump_if_false PIMP_4258
089F: @35(@37,2i) @519 
00D6: if  0
83A3:   NOT (unknown) @35(@37,2i) 
004D: jump_if_false PIMP_4258
0006: @41 =  99  ;; integer values
0006: @42 =  1  ;; integer values

:PIMP_4258
0051: return

:PIMP_4259
00D6: if  0
0039:   @37 ==  0  ;; integer values
004D: jump_if_false PIMP_4264
0006: @37 =  1  ;; integer values
0051: return

:PIMP_4264
00D6: if  0
0039:   @37 ==  1  ;; integer values
004D: jump_if_false PIMP_4269
0006: @37 =  0  ;; integer values
0051: return

:PIMP_4269
0051: return
0051: return

:PIMP_4271
00D6: if  0
04A4: @531  1 
004D: jump_if_false PIMP_4331
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'IWD'
0154:   actor $PLAYER_ACTOR in_zone 'GAN'
0154:   actor $PLAYER_ACTOR in_zone 'ELCO'
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'
004D: jump_if_false PIMP_4281
0006: @58 =  1  ;; integer values

:PIMP_4281
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'LDOC'
0154:   actor $PLAYER_ACTOR in_zone 'LAIR'
0154:   actor $PLAYER_ACTOR in_zone 'LIND'
0154:   actor $PLAYER_ACTOR in_zone 'BLUF'
004D: jump_if_false PIMP_4288
0006: @58 =  2  ;; integer values

:PIMP_4288
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'COM'
0154:   actor $PLAYER_ACTOR in_zone 'LDT'
0154:   actor $PLAYER_ACTOR in_zone 'GLN'
0154:   actor $PLAYER_ACTOR in_zone 'LMEX'
004D: jump_if_false PIMP_4295
0006: @58 =  3  ;; integer values

:PIMP_4295
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'JEF'
0154:   actor $PLAYER_ACTOR in_zone 'ELS'
0154:   actor $PLAYER_ACTOR in_zone 'LFL'
0154:   actor $PLAYER_ACTOR in_zone 'EBE'
004D: jump_if_false PIMP_4302
0006: @58 =  4  ;; integer values

:PIMP_4302
00D6: if  24
0154:   actor $PLAYER_ACTOR in_zone 'CONF'
0154:   actor $PLAYER_ACTOR in_zone 'VERO'
0154:   actor $PLAYER_ACTOR in_zone 'SMB'
0154:   actor $PLAYER_ACTOR in_zone 'MAR'
0154:   actor $PLAYER_ACTOR in_zone 'MKT'
004D: jump_if_false PIMP_4310
0006: @58 =  5  ;; integer values

:PIMP_4310
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'SMB'
0154:   actor $PLAYER_ACTOR in_zone 'PLS'
0154:   actor $PLAYER_ACTOR in_zone 'ROD'
0154:   actor $PLAYER_ACTOR in_zone 'RIH'
004D: jump_if_false PIMP_4317
0006: @58 =  6  ;; integer values

:PIMP_4317
00D6: if  22
0154:   actor $PLAYER_ACTOR in_zone 'VIN'
0154:   actor $PLAYER_ACTOR in_zone 'MUL'
0154:   actor $PLAYER_ACTOR in_zone 'SUN'
004D: jump_if_false PIMP_4323
0006: @58 =  7  ;; integer values

:PIMP_4323
00D6: if  0
001B:    1 > @58  ;; integer values
004D: jump_if_false PIMP_4327
0006: @58 =  1  ;; integer values

:PIMP_4327
00D6: if  0
0019:   @58 >  7  ;; integer values
004D: jump_if_false PIMP_4331
0006: @58 =  1  ;; integer values

:PIMP_4331
00D6: if  0
04A4: @531  2 
004D: jump_if_false PIMP_4390
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'BAYV'
0154:   actor $PLAYER_ACTOR in_zone 'PARA'
0154:   actor $PLAYER_ACTOR in_zone 'CIVI'
0154:   actor $PLAYER_ACTOR in_zone 'CITYS'
004D: jump_if_false PIMP_4341
0006: @58 =  1  ;; integer values

:PIMP_4341
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'CALT'
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHO'
0154:   actor $PLAYER_ACTOR in_zone 'JUNIHI'
0154:   actor $PLAYER_ACTOR in_zone 'ESPN'
004D: jump_if_false PIMP_4348
0006: @58 =  2  ;; integer values

:PIMP_4348
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'SUNMA'
0154:   actor $PLAYER_ACTOR in_zone 'SUNNN'
0154:   actor $PLAYER_ACTOR in_zone 'GANTB'
0154:   actor $PLAYER_ACTOR in_zone 'BATTP'
004D: jump_if_false PIMP_4355
0006: @58 =  3  ;; integer values

:PIMP_4355
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'CHINA'
0154:   actor $PLAYER_ACTOR in_zone 'SFDWT'
0154:   actor $PLAYER_ACTOR in_zone 'FINA'
0154:   actor $PLAYER_ACTOR in_zone 'ESPE'
004D: jump_if_false PIMP_4362
0006: @58 =  4  ;; integer values

:PIMP_4362
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'WESTP'
0154:   actor $PLAYER_ACTOR in_zone 'HASH'
0154:   actor $PLAYER_ACTOR in_zone 'OCEAF'
0154:   actor $PLAYER_ACTOR in_zone 'CUNTC'
004D: jump_if_false PIMP_4369
0006: @58 =  5  ;; integer values

:PIMP_4369
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'THEA'
0154:   actor $PLAYER_ACTOR in_zone 'GARC'
0154:   actor $PLAYER_ACTOR in_zone 'DOH'
0154:   actor $PLAYER_ACTOR in_zone 'EASB'
004D: jump_if_false PIMP_4376
0006: @58 =  6  ;; integer values

:PIMP_4376
00D6: if  22
0154:   actor $PLAYER_ACTOR in_zone 'HILLP'
0154:   actor $PLAYER_ACTOR in_zone 'SILLY'
0154:   actor $PLAYER_ACTOR in_zone 'SFAIR'
004D: jump_if_false PIMP_4382
0006: @58 =  7  ;; integer values

:PIMP_4382
00D6: if  0
001B:    1 > @58  ;; integer values
004D: jump_if_false PIMP_4386
0006: @58 =  1  ;; integer values

:PIMP_4386
00D6: if  0
0019:   @58 >  7  ;; integer values
004D: jump_if_false PIMP_4390
0006: @58 =  1  ;; integer values

:PIMP_4390
00D6: if  0
04A4: @531  3 
004D: jump_if_false PIMP_4436
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'BFC'
0154:   actor $PLAYER_ACTOR in_zone 'GGC'
0154:   actor $PLAYER_ACTOR in_zone 'VAIR'
0154:   actor $PLAYER_ACTOR in_zone 'LDM'
004D: jump_if_false PIMP_4400
0006: @58 =  1  ;; integer values

:PIMP_4400
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'PINK'
0154:   actor $PLAYER_ACTOR in_zone 'DRAG'
0154:   actor $PLAYER_ACTOR in_zone 'CAM'
0154:   actor $PLAYER_ACTOR in_zone 'LOT'
004D: jump_if_false PIMP_4407
0006: @58 =  2  ;; integer values

:PIMP_4407
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'PIRA'
0154:   actor $PLAYER_ACTOR in_zone 'ROY'
0154:   actor $PLAYER_ACTOR in_zone 'CALI'
0154:   actor $PLAYER_ACTOR in_zone 'HIGH'
004D: jump_if_false PIMP_4414
0006: @58 =  3  ;; integer values

:PIMP_4414
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'PILG'
0154:   actor $PLAYER_ACTOR in_zone 'STAR'
0154:   actor $PLAYER_ACTOR in_zone 'STRIP'
0154:   actor $PLAYER_ACTOR in_zone 'VISA'
004D: jump_if_false PIMP_4421
0006: @58 =  4  ;; integer values

:PIMP_4421
00D6: if  23
0154:   actor $PLAYER_ACTOR in_zone 'ISLE'
0154:   actor $PLAYER_ACTOR in_zone 'ROCE'
0154:   actor $PLAYER_ACTOR in_zone 'OVS'
0154:   actor $PLAYER_ACTOR in_zone 'RING'
004D: jump_if_false PIMP_4428
0006: @58 =  5  ;; integer values

:PIMP_4428
00D6: if  0
001B:    1 > @58  ;; integer values
004D: jump_if_false PIMP_4432
0006: @58 =  1  ;; integer values

:PIMP_4432
00D6: if  0
0019:   @58 >  5  ;; integer values
004D: jump_if_false PIMP_4436
0006: @58 =  1  ;; integer values

:PIMP_4436
0051: return

:PIMP_4437
0293: $13 = current_controls
00D6: if  0
8038:   NOT   $13 ==  3  ;; integer values
004D: jump_if_false PIMP_4451

:PIMP_4441
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false PIMP_4450
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_4449
0002: jump PIMP_4461

:PIMP_4449
0002: jump PIMP_4441

:PIMP_4450
0002: jump PIMP_4460

:PIMP_4451
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false PIMP_4460
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PIMP_4459
0002: jump PIMP_4461

:PIMP_4459
0002: jump PIMP_4451

:PIMP_4460
0002: jump PIMP_4461

:PIMP_4461
00D6: if  0
0039:   @49 ==  0  ;; integer values
004D: jump_if_false PIMP_4465
00BA: text_styled 'PIMP_40'  5000 ms  1

:PIMP_4465
00D6: if  0
0039:   @49 ==  1  ;; integer values
004D: jump_if_false PIMP_4469
00BA: text_styled 'PIMP_41'  5000 ms  1

:PIMP_4469
00D6: if  0
0039:   @49 ==  2  ;; integer values
004D: jump_if_false PIMP_4473
00BA: text_styled 'PIMP_42'  5000 ms  1

:PIMP_4473
00D6: if  0
0039:   @49 ==  3  ;; integer values
004D: jump_if_false PIMP_4477
00BA: text_styled 'PIMP_43'  5000 ms  1

:PIMP_4477
00D6: if  0
0039:   @49 ==  4  ;; integer values
004D: jump_if_false PIMP_4481
00BA: text_styled 'PIMP_44'  5000 ms  1

:PIMP_4481
00D6: if  0
0039:   @49 ==  5  ;; integer values
004D: jump_if_false PIMP_4485
00BA: text_styled 'PIMP_45'  5000 ms  1

:PIMP_4485
00D6: if  0
0039:   @49 ==  6  ;; integer values
004D: jump_if_false PIMP_4489
00BA: text_styled 'PIMP_46'  5000 ms  1

:PIMP_4489
00D6: if  0
0039:   @49 ==  7  ;; integer values
004D: jump_if_false PIMP_4493
00BA: text_styled 'PIMP_47'  5000 ms  1

:PIMP_4493
00D6: if  0
0039:   @49 ==  8  ;; integer values
004D: jump_if_false PIMP_4497
00BA: text_styled 'PIMP_48'  5000 ms  1

:PIMP_4497
00D6: if  0
0039:   @49 ==  9  ;; integer values
004D: jump_if_false PIMP_4501
00BA: text_styled 'PIMP_49'  5000 ms  1

:PIMP_4501
0051: return

:PIMP_4502
01E3: text_1number_styled 'PIMP_50'  1000  5000 ms  1
0394: play_music  2
0109: player $PLAYER_CHAR money +=  1000
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $1991 ==  0  ;; integer values
004D: jump_if_false PIMP_4513
0595: (unknown)
030C: set_mission_points +=  1
0A3D:  1 
0004: $1991 =  1  ;; integer values

:PIMP_4513
0051: return

:PIMP_4514
040D: unload_wav  4
014F: stop_timer $8246
0249: release_model  50
0249: release_model  22
0249: release_model  147
0249: release_model  17
0249: release_model  36
0249: release_model  29
0249: release_model  33
0249: release_model  34
0249: release_model  32
0249: release_model  152
0249: release_model  75
0249: release_model  63
0249: release_model  64
0249: release_model  85
0249: release_model  245
0249: release_model  71
0249: release_model  58
0249: release_model  50
0249: release_model  68
0249: release_model  23
0249: release_model  72
0249: release_model  48
0249: release_model  163
0249: release_model  19
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PIMP_4544
039E: (unknown) $PLAYER_ACTOR  0 

:PIMP_4544
0164: disable_marker @88
0164: disable_marker @89
0164: disable_marker @90
0164: disable_marker @522
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false PIMP_4552
08DA: @529 

:PIMP_4552
0746:  3  7  0 
01BD: $184 = current_time_in_ms
0004: $162 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 128---------------
; Originally: Arena mission: Blood Ring


:BLOOD_1
03A4: name_thread 'BLOOD'
0050: gosub BLOOD_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BLOOD_7
0050: gosub BLOOD_1567

:BLOOD_7
0050: gosub BLOOD_1584
004E: end_thread

:BLOOD_9
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $1941 ==  0  ;; integer values
004D: jump_if_false BLOOD_14
0317: increment_mission_attempts

:BLOOD_14
054C: use_GXT_table 'BLOOD'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BLOOD_24
018A: @90 = create_checkpoint_at @158 @159 @160
0107: @87 = create_object #BB_PICKUP at @170 @171 @172
00A5: @84 = create_car  504 at @154 @155 @156
00A5: @85 = create_car  504 at @154 @155 @156
00A5: @86 = create_car  504 at @154 @155 @156
00A5: @95 = create_car  504 at @154 @155 @156

:BLOOD_24
0169: set_fade_color  0  0  0
00BE: text_clear_all
0A0E:  1 
0001: wait  0 ms
0006: @91 =  0  ;; integer values
0006: @92 =  0  ;; integer values
00D6: if  0
0038:   $1941 ==  0  ;; integer values
004D: jump_if_false BLOOD_35
0004: $8249 =  60  ;; integer values
0004: $8248 =  60000  ;; integer values

:BLOOD_35
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_125
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_130
0001: wait  0 ms
0002: jump BLOOD_125

:BLOOD_130
0247: request_model  504
0247: request_model  439
0247: request_model  353
0247: request_model #BB_PICKUP
03CF: load_wav  1827 as  4

:BLOOD_135
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false BLOOD_140
0001: wait  0 ms
0002: jump BLOOD_135

:BLOOD_140
038B: load_requested_models
016E: override_restart at -2126.3 -440.6  34.5  82.7
0A37:  1 
0732:  403 
0732:  408 
0732:  409 
0732:  413 
0732:  414 
0732:  418 
0732:  423 
0732:  428 
0732:  431 
0732:  433 
0732:  437 
0732:  440 
0732:  442 
0732:  443 
0732:  444 
0732:  455 
0732:  456 
0732:  458 
0732:  470 
0732:  482 
0732:  483 
0732:  486 
0732:  489 
0732:  498 
0732:  499 
0732:  508 
0732:  514 
0732:  515 
0732:  524 
0732:  525 
0732:  578 
0732:  582 
0732:  588 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
07E5: unknown_copy_entity  65542 @185 
09AC:  1 
0414: (unknown) $PLAYER_CHAR  1 
03AD: set_rubbish  0 (invisible)
01EB: set_car_density_to  0.0
03DE: set_pedestrians_density_multiplier_to  0.0
04E2: $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: -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_1859
00A5: @34 = create_car  504 at @154 @155 @156
0587: @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: (unknown) @34  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_212
00D6: if  0
001B:    16 > @93  ;; integer values
004D: jump_if_false BLOOD_259
0001: wait  0 ms
0050: gosub BLOOD_1610
09B2:  1 @104 @105 
00D6: if  0
0029:   @104 >=  0  ;; integer values
004D: jump_if_false BLOOD_224
0085: @108 = @104  ;; integer values and handles
0050: gosub BLOOD_1859
00A5: @35(@93,16i) = create_car @104 at @154 @155 @156

:BLOOD_224
00D6: if  0
0039:   @104 == -1  ;; integer values
004D: jump_if_false BLOOD_230
04AF: @108 = unknown_wav_reference  439 
0050: gosub BLOOD_1859
00A5: @35(@93,16i) = create_car  439 at @154 @155 @156

:BLOOD_230
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_257
0175: set_car @35(@93,16i) z_angle_to @157
0587: @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) @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  0
0019:   @101 >  0  ;; integer values
004D: jump_if_false BLOOD_249
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_249
00D6: if  0
047A: @51(@93,16i)
004D: jump_if_false BLOOD_254
08C6: @51(@93,16i)  1 
08C6: @67(@93,16i)  1 

:BLOOD_254
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_257
000A: @93 +=  1  ;; integer values
0002: jump BLOOD_212

:BLOOD_259
02A3: toggle_widescreen  1 (on)
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:  2 -1432.6  1016.1  1024.1  0.0  0.0  0.0  6.0 @89 
0169: set_fade_color  0  0  0
0001: wait  500 ms
016A: fade  1 (back)  1500 ms

:BLOOD_266
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_271
0001: wait  0 ms
0002: jump BLOOD_266

:BLOOD_271
0707: unknown_bunnyjump BLOOD_341 
00BC: text_highpriority 'BLOD_10'  5000 ms  1
0006: @32 =  0  ;; integer values

:BLOOD_274
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false BLOOD_279
0001: wait  0 ms
0002: jump BLOOD_274

:BLOOD_279
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
0006: @32 =  0  ;; integer values

:BLOOD_283
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false BLOOD_288
0001: wait  0 ms
0002: jump BLOOD_283

:BLOOD_288
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  0
0038:   $1941 ==  0  ;; integer values
004D: jump_if_false BLOOD_295
00BC: text_highpriority 'BLOD_11'  5000 ms  1
0002: jump BLOOD_296

:BLOOD_295
01E5: text_1number_highpriority 'BLOD_12' $1940  5000 ms  1

:BLOOD_296
0006: @32 =  0  ;; integer values

:BLOOD_297
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false BLOOD_302
0001: wait  0 ms
0002: jump BLOOD_297

:BLOOD_302
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
0006: @32 =  0  ;; integer values

:BLOOD_306
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false BLOOD_311
0001: wait  0 ms
0002: jump BLOOD_306

:BLOOD_311
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
0006: @32 =  0  ;; integer values

:BLOOD_315
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false BLOOD_320
0001: wait  0 ms
0002: jump BLOOD_315

:BLOOD_320
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
0006: @32 =  0  ;; integer values

:BLOOD_326
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false BLOOD_341
0001: wait  0 ms
00D6: if  0
03CA:   object @87 exists
004D: jump_if_false BLOOD_340
00D6: if  0
0023:    358.0 > @106  ;; floating-point values
004D: jump_if_false BLOOD_339
000B: @106 +=  3.0  ;; floating-point values
0177: set_object @87 z_angle_to @106
0002: jump BLOOD_340

:BLOOD_339
0007: @106 =  0.0  ;; floating-point values

:BLOOD_340
0002: jump BLOOD_326

:BLOOD_341
0701: (unknown)
016A: fade  0 ()  500 ms

:BLOOD_343
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_358
0001: wait  0 ms
00D6: if  0
03CA:   object @87 exists
004D: jump_if_false BLOOD_357
00D6: if  0
0023:    358.0 > @106  ;; floating-point values
004D: jump_if_false BLOOD_356
000B: @106 +=  3.0  ;; floating-point values
0177: set_object @87 z_angle_to @106
0002: jump BLOOD_357

:BLOOD_356
0007: @106 =  0.0  ;; floating-point values

:BLOOD_357
0002: jump BLOOD_343

:BLOOD_358
06D6: @89 
0007: @158 = -1432.6  ;; floating-point values
0007: @159 =  1016.1  ;; floating-point values
0007: @160 =  1024.1  ;; floating-point values
06D5:  2 @158 @159 @160  0.0  0.0  0.0  6.0 @89 
018A: @90 = create_checkpoint_at @158 @159 @160
0108: destroy_object @87
0050: gosub BLOOD_1746
00BE: text_clear_all
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:BLOOD_371
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_376
0001: wait  0 ms
0002: jump BLOOD_371

:BLOOD_376
00BA: text_styled 'RACE2'  1100 ms  4
097A:  0.0  0.0  0.0  1056 
0001: wait  1000 ms
00BA: text_styled 'RACE3'  1100 ms  4
097A:  0.0  0.0  0.0  1056 
0001: wait  1000 ms
00BA: text_styled 'RACE4'  1100 ms  4
097A:  0.0  0.0  0.0  1056 
0001: wait  1000 ms
00BA: text_styled 'RACE5'  800 ms  4
097A:  0.0  0.0  0.0  1164 
097A:  0.0  0.0  0.0  1057 
0001: wait  800 ms
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
014E: set_timer_to $8247 type  1
0006: @93 =  0  ;; integer values

:BLOOD_393
00D6: if  0
001B:    16 > @93  ;; integer values
004D: jump_if_false BLOOD_408
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_406
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_406
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_406
000A: @93 +=  1  ;; integer values
0002: jump BLOOD_393

:BLOOD_408
0001: wait  0 ms
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0735:  83 
004D: jump_if_false BLOOD_414
0002: jump BLOOD_1569

:BLOOD_414
00D6: if  0
0039:   @91 ==  0  ;; integer values
004D: jump_if_false BLOOD_1456
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false BLOOD_1456
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1530.0  995.0 -1384.0  923.0
004D: jump_if_false BLOOD_448
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false BLOOD_447
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false BLOOD_430
0687: @52 

:BLOOD_430
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false BLOOD_434
0687: @53 

:BLOOD_434
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false BLOOD_438
0687: @67 

:BLOOD_438
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false BLOOD_442
0687: @68 

:BLOOD_442
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false BLOOD_446
0687: @69 

:BLOOD_446
0006: @97 =  1  ;; integer values

:BLOOD_447
0002: jump BLOOD_472

:BLOOD_448
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false BLOOD_472
00D6: if  0
8118:   NOT   actor @52 dead
004D: jump_if_false BLOOD_455
0687: @52 

:BLOOD_455
00D6: if  0
8118:   NOT   actor @53 dead
004D: jump_if_false BLOOD_459
0687: @53 

:BLOOD_459
00D6: if  0
8118:   NOT   actor @67 dead
004D: jump_if_false BLOOD_463
0687: @67 

:BLOOD_463
00D6: if  0
8118:   NOT   actor @68 dead
004D: jump_if_false BLOOD_467
0687: @68 

:BLOOD_467
00D6: if  0
8118:   NOT   actor @69 dead
004D: jump_if_false BLOOD_471
0687: @69 

:BLOOD_471
0006: @97 =  0  ;; integer values

:BLOOD_472
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1530.0  995.0 -1384.0  1076.0
004D: jump_if_false BLOOD_500
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false BLOOD_499
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false BLOOD_482
0687: @55 

:BLOOD_482
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false BLOOD_486
0687: @56 

:BLOOD_486
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false BLOOD_490
0687: @70 

:BLOOD_490
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false BLOOD_494
0687: @71 

:BLOOD_494
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false BLOOD_498
0687: @72 

:BLOOD_498
0006: @98 =  1  ;; integer values

:BLOOD_499
0002: jump BLOOD_524

:BLOOD_500
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false BLOOD_524
00D6: if  0
8118:   NOT   actor @55 dead
004D: jump_if_false BLOOD_507
0687: @55 

:BLOOD_507
00D6: if  0
8118:   NOT   actor @56 dead
004D: jump_if_false BLOOD_511
0687: @56 

:BLOOD_511
00D6: if  0
8118:   NOT   actor @70 dead
004D: jump_if_false BLOOD_515
0687: @70 

:BLOOD_515
00D6: if  0
8118:   NOT   actor @71 dead
004D: jump_if_false BLOOD_519
0687: @71 

:BLOOD_519
00D6: if  0
8118:   NOT   actor @72 dead
004D: jump_if_false BLOOD_523
0687: @72 

:BLOOD_523
0006: @98 =  0  ;; integer values

:BLOOD_524
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1265.0  995.0 -1384.0  923.0
004D: jump_if_false BLOOD_552
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BLOOD_551
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false BLOOD_534
0687: @58 

:BLOOD_534
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false BLOOD_538
0687: @59 

:BLOOD_538
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false BLOOD_542
0687: @73 

:BLOOD_542
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false BLOOD_546
0687: @74 

:BLOOD_546
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false BLOOD_550
0687: @75 

:BLOOD_550
0006: @99 =  1  ;; integer values

:BLOOD_551
0002: jump BLOOD_576

:BLOOD_552
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BLOOD_576
00D6: if  0
8118:   NOT   actor @58 dead
004D: jump_if_false BLOOD_559
0687: @58 

:BLOOD_559
00D6: if  0
8118:   NOT   actor @59 dead
004D: jump_if_false BLOOD_563
0687: @59 

:BLOOD_563
00D6: if  0
8118:   NOT   actor @73 dead
004D: jump_if_false BLOOD_567
0687: @73 

:BLOOD_567
00D6: if  0
8118:   NOT   actor @74 dead
004D: jump_if_false BLOOD_571
0687: @74 

:BLOOD_571
00D6: if  0
8118:   NOT   actor @75 dead
004D: jump_if_false BLOOD_575
0687: @75 

:BLOOD_575
0006: @99 =  0  ;; integer values

:BLOOD_576
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1265.0  995.0 -1384.0  1076.0
004D: jump_if_false BLOOD_604
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BLOOD_603
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false BLOOD_586
0687: @61 

:BLOOD_586
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false BLOOD_590
0687: @62 

:BLOOD_590
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false BLOOD_594
0687: @76 

:BLOOD_594
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false BLOOD_598
0687: @77 

:BLOOD_598
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false BLOOD_602
0687: @78 

:BLOOD_602
0006: @100 =  1  ;; integer values

:BLOOD_603
0002: jump BLOOD_628

:BLOOD_604
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BLOOD_628
00D6: if  0
8118:   NOT   actor @61 dead
004D: jump_if_false BLOOD_611
0687: @61 

:BLOOD_611
00D6: if  0
8118:   NOT   actor @62 dead
004D: jump_if_false BLOOD_615
0687: @62 

:BLOOD_615
00D6: if  0
8118:   NOT   actor @76 dead
004D: jump_if_false BLOOD_619
0687: @76 

:BLOOD_619
00D6: if  0
8118:   NOT   actor @77 dead
004D: jump_if_false BLOOD_623
0687: @77 

:BLOOD_623
00D6: if  0
8118:   NOT   actor @78 dead
004D: jump_if_false BLOOD_627
0687: @78 

:BLOOD_627
0006: @100 =  0  ;; integer values

:BLOOD_628
00D6: if  0
001B:    16 > @93  ;; integer values
004D: jump_if_false BLOOD_1350
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false BLOOD_709
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_709
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_682
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_677
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false BLOOD_664
062E: @51(@93,16i)  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_664
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_664
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  0
0023:    1034.1 > @175  ;; floating-point values
004D: jump_if_false BLOOD_664
00D6: if  0
0021:   @175 >  1022.8  ;; floating-point values
004D: jump_if_false BLOOD_664
05D1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @173 @174 @175  100.0  2  0  3 

:BLOOD_664
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false BLOOD_676
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_676
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_676
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_676
0002: jump BLOOD_682

:BLOOD_677
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_682
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_682
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_709
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false BLOOD_701
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_701
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BLOOD_697
0713: unknown_action_sequence @67(@93,16i) -1 @36  0.0  0.0  0.0  50.0  8  0  50 
0002: jump BLOOD_701

:BLOOD_697
00D6: if  0
8119:   NOT   car @37 wrecked
004D: jump_if_false BLOOD_701
0713: unknown_action_sequence @67(@93,16i) -1 @37  0.0  0.0  0.0  50.0  8  0  50 

:BLOOD_701
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false BLOOD_709
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_709
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_709
00D6: if  21
0039:   @93 ==  1  ;; integer values
0039:   @93 ==  2  ;; integer values
004D: jump_if_false BLOOD_777
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_777
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_755
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_750
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false BLOOD_737
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false BLOOD_737
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_737
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_737
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @35  17  100.0  3 

:BLOOD_737
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false BLOOD_749
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_749
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_749
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_749
0002: jump BLOOD_755

:BLOOD_750
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_755
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_755
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_777
00D6: if  0
0039:   @97 ==  0  ;; integer values
004D: jump_if_false BLOOD_769
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_769
00D6: if  0
8119:   NOT   car @35 wrecked
004D: jump_if_false BLOOD_769
0713: unknown_action_sequence @67(@93,16i) -1 @35  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_769
00D6: if  0
0039:   @97 ==  1  ;; integer values
004D: jump_if_false BLOOD_777
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_777
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_777
00D6: if  0
0039:   @93 ==  3  ;; integer values
004D: jump_if_false BLOOD_855
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_855
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_828
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_823
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false BLOOD_810
062E: @51(@93,16i)  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_810
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_810
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  0
0023:    1034.1 > @178  ;; floating-point values
004D: jump_if_false BLOOD_810
00D6: if  0
0021:   @178 >  1022.8  ;; floating-point values
004D: jump_if_false BLOOD_810
05D1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @176 @177 @178  100.0  2  0  3 

:BLOOD_810
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false BLOOD_822
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_822
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_822
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_822
0002: jump BLOOD_828

:BLOOD_823
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_828
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_828
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_855
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false BLOOD_847
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_847
00D6: if  0
8119:   NOT   car @39 wrecked
004D: jump_if_false BLOOD_843
0713: unknown_action_sequence @67(@93,16i) -1 @39  0.0  0.0  0.0  50.0  8  0  50 
0002: jump BLOOD_847

:BLOOD_843
00D6: if  0
8119:   NOT   car @40 wrecked
004D: jump_if_false BLOOD_847
0713: unknown_action_sequence @67(@93,16i) -1 @40  0.0  0.0  0.0  50.0  8  0  50 

:BLOOD_847
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false BLOOD_855
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_855
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_855
00D6: if  21
0039:   @93 ==  4  ;; integer values
0039:   @93 ==  5  ;; integer values
004D: jump_if_false BLOOD_923
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_923
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_901
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_896
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false BLOOD_883
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BLOOD_883
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_883
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_883
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @38  17  100.0  3 

:BLOOD_883
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false BLOOD_895
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_895
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_895
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_895
0002: jump BLOOD_901

:BLOOD_896
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_901
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_901
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_923
00D6: if  0
0039:   @98 ==  0  ;; integer values
004D: jump_if_false BLOOD_915
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_915
00D6: if  0
8119:   NOT   car @38 wrecked
004D: jump_if_false BLOOD_915
0713: unknown_action_sequence @67(@93,16i) -1 @38  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_915
00D6: if  0
0039:   @98 ==  1  ;; integer values
004D: jump_if_false BLOOD_923
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_923
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_923
00D6: if  0
0039:   @93 ==  6  ;; integer values
004D: jump_if_false BLOOD_1001
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1001
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_974
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_969
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BLOOD_956
062E: @51(@93,16i)  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_956
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_956
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  0
0023:    1034.1 > @181  ;; floating-point values
004D: jump_if_false BLOOD_956
00D6: if  0
0021:   @181 >  1022.8  ;; floating-point values
004D: jump_if_false BLOOD_956
05D1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @179 @180 @181  100.0  2  0  3 

:BLOOD_956
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BLOOD_968
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_968
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_968
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_968
0002: jump BLOOD_974

:BLOOD_969
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_974
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_974
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_1001
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BLOOD_993
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_993
00D6: if  0
8119:   NOT   car @42 wrecked
004D: jump_if_false BLOOD_989
0713: unknown_action_sequence @67(@93,16i) -1 @42  0.0  0.0  0.0  50.0  8  0  50 
0002: jump BLOOD_993

:BLOOD_989
00D6: if  0
8119:   NOT   car @43 wrecked
004D: jump_if_false BLOOD_993
0713: unknown_action_sequence @67(@93,16i) -1 @43  0.0  0.0  0.0  50.0  8  0  50 

:BLOOD_993
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BLOOD_1001
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1001
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_1001
00D6: if  21
0039:   @93 ==  7  ;; integer values
0039:   @93 ==  8  ;; integer values
004D: jump_if_false BLOOD_1069
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1069
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_1047
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_1042
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BLOOD_1029
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false BLOOD_1029
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1029
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1029
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @41  17  100.0  3 

:BLOOD_1029
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BLOOD_1041
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1041
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1041
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_1041
0002: jump BLOOD_1047

:BLOOD_1042
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1047
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_1047
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_1069
00D6: if  0
0039:   @99 ==  0  ;; integer values
004D: jump_if_false BLOOD_1061
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1061
00D6: if  0
8119:   NOT   car @41 wrecked
004D: jump_if_false BLOOD_1061
0713: unknown_action_sequence @67(@93,16i) -1 @41  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_1061
00D6: if  0
0039:   @99 ==  1  ;; integer values
004D: jump_if_false BLOOD_1069
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1069
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_1069
00D6: if  0
0039:   @93 ==  9  ;; integer values
004D: jump_if_false BLOOD_1147
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1147
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_1120
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_1115
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BLOOD_1102
062E: @51(@93,16i)  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1102
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1102
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  0
0023:    1034.1 > @184  ;; floating-point values
004D: jump_if_false BLOOD_1102
00D6: if  0
0021:   @184 >  1022.8  ;; floating-point values
004D: jump_if_false BLOOD_1102
05D1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @182 @183 @184  100.0  2  0  3 

:BLOOD_1102
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BLOOD_1114
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1114
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1114
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_1114
0002: jump BLOOD_1120

:BLOOD_1115
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1120
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_1120
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_1147
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BLOOD_1139
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1139
00D6: if  0
8119:   NOT   car @45 wrecked
004D: jump_if_false BLOOD_1135
0713: unknown_action_sequence @67(@93,16i) -1 @45  0.0  0.0  0.0  50.0  8  0  50 
0002: jump BLOOD_1139

:BLOOD_1135
00D6: if  0
8119:   NOT   car @46 wrecked
004D: jump_if_false BLOOD_1139
0713: unknown_action_sequence @67(@93,16i) -1 @46  0.0  0.0  0.0  50.0  8  0  50 

:BLOOD_1139
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BLOOD_1147
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1147
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_1147
00D6: if  21
0039:   @93 ==  10  ;; integer values
0039:   @93 ==  11  ;; integer values
004D: jump_if_false BLOOD_1215
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1215
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_1193
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_1188
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BLOOD_1175
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false BLOOD_1175
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1175
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1175
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @44  17  100.0  3 

:BLOOD_1175
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BLOOD_1187
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1187
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1187
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_1187
0002: jump BLOOD_1193

:BLOOD_1188
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1193
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_1193
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_1215
00D6: if  0
0039:   @100 ==  0  ;; integer values
004D: jump_if_false BLOOD_1207
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1207
00D6: if  0
8119:   NOT   car @44 wrecked
004D: jump_if_false BLOOD_1207
0713: unknown_action_sequence @67(@93,16i) -1 @44  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_1207
00D6: if  0
0039:   @100 ==  1  ;; integer values
004D: jump_if_false BLOOD_1215
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1215
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  25 

:BLOOD_1215
00D6: if  21
0039:   @93 ==  12  ;; integer values
0039:   @93 ==  13  ;; integer values
004D: jump_if_false BLOOD_1251
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1251
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_1243
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_1238
062E: @51(@93,16i)  1761 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1237
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1237
06E1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @34  17  100.0  3 

:BLOOD_1237
0002: jump BLOOD_1243

:BLOOD_1238
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1243
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_1243
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_1251
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1251
0713: unknown_action_sequence @67(@93,16i) -1 @34  0.0  0.0  0.0  50.0  8  0  40 

:BLOOD_1251
00D6: if  21
0039:   @93 ==  14  ;; integer values
0039:   @93 ==  15  ;; integer values
004D: jump_if_false BLOOD_1305
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1305
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_1279
00D6: if  0
8495:   NOT   unknown_car_check @35(@93,16i)
004D: jump_if_false BLOOD_1274
062E: @51(@93,16i)  1489 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1273
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1273
05D1: unknown_action_sequence @51(@93,16i) @35(@93,16i) @158 @159 @160  100.0  2  0  3 

:BLOOD_1273
0002: jump BLOOD_1279

:BLOOD_1274
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1279
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  6  2000000 

:BLOOD_1279
00D6: if  0
8118:   NOT   actor @67(@93,16i) dead
004D: jump_if_false BLOOD_1305
062E: @67(@93,16i)  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1305
0085: @88 = @35(@93,16i)  ;; integer values and handles
00D6: if  0
0039:   @93 ==  14  ;; integer values
004D: jump_if_false BLOOD_1296
0050: gosub BLOOD_2009
0085: @84 = @95  ;; integer values and handles
00D6: if  0
8039:   NOT   @84 == -1  ;; integer values
004D: jump_if_false BLOOD_1296
0713: unknown_action_sequence @67(@93,16i) -1 @84  0.0  0.0  0.0  30.0  8  0  50 

:BLOOD_1296
00D6: if  0
0039:   @93 ==  15  ;; integer values
004D: jump_if_false BLOOD_1305
0050: gosub BLOOD_2009
0085: @85 = @95  ;; integer values and handles
00D6: if  0
8039:   NOT   @85 == -1  ;; integer values
004D: jump_if_false BLOOD_1305
0713: unknown_action_sequence @67(@93,16i) -1 @85  0.0  0.0  0.0  30.0  8  0  50 

:BLOOD_1305
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1319
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false BLOOD_1319
00D6: if  21
051C: @35(@93,16i) @83 
051C: @35(@93,16i) $PLAYER_ACTOR 
004D: jump_if_false BLOOD_1317
0006: @112(@93,16i) =  1  ;; integer values
0002: jump BLOOD_1318

:BLOOD_1317
0006: @112(@93,16i) =  0  ;; integer values

:BLOOD_1318
054F: @35(@93,16i) 

:BLOOD_1319
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1342
00D6: if  0
8118:   NOT   actor @51(@93,16i) dead
004D: jump_if_false BLOOD_1341
00D6: if  0
01F4:   car @35(@93,16i) flipped
004D: jump_if_false BLOOD_1333
00D6: if  0
8202:   NOT   actor $PLAYER_ACTOR near_car @35(@93,16i) radius  7.0  7.0 unknown  0
004D: jump_if_false BLOOD_1333
00AA: store_car @35(@93,16i) position_to @167 @168 @169
00AB: put_car @35(@93,16i) at @167 @168 @169

:BLOOD_1333
00D6: if  0
03CE:   car @35(@93,16i) stuck
004D: jump_if_false BLOOD_1341
062E: @51(@93,16i)  1735 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1341
06C7: unknown_action_sequence @51(@93,16i) @35(@93,16i)  3  3000 

:BLOOD_1341
0002: jump BLOOD_1348

:BLOOD_1342
00D6: if  0
0039:   @112(@93,16i) ==  1  ;; integer values
004D: jump_if_false BLOOD_1346
000A: @111 +=  1  ;; integer values

:BLOOD_1346
0006: @112(@93,16i) =  0  ;; integer values
0050: gosub BLOOD_1763

:BLOOD_1348
000A: @93 +=  1  ;; integer values
0002: jump BLOOD_1351

:BLOOD_1350
0006: @93 =  0  ;; integer values

:BLOOD_1351
00D6: if  0
8119:   NOT   car @47 wrecked
004D: jump_if_false BLOOD_1358
00D6: if  0
01AF:   car @47  0 ()near_point @158 @159 @160 radius  7.0  7.0  7.0
004D: jump_if_false BLOOD_1358
0050: gosub BLOOD_1723

:BLOOD_1358
00D6: if  0
8119:   NOT   car @48 wrecked
004D: jump_if_false BLOOD_1365
00D6: if  0
01AF:   car @48  0 ()near_point @158 @159 @160 radius  7.0  7.0  7.0
004D: jump_if_false BLOOD_1365
0050: gosub BLOOD_1723

:BLOOD_1365
00D6: if  0
8119:   NOT   car @49 wrecked
004D: jump_if_false BLOOD_1372
00D6: if  0
01AF:   car @49  0 ()near_point @158 @159 @160 radius  7.0  7.0  7.0
004D: jump_if_false BLOOD_1372
0050: gosub BLOOD_1723

:BLOOD_1372
00D6: if  0
8119:   NOT   car @50 wrecked
004D: jump_if_false BLOOD_1379
00D6: if  0
01AF:   car @50  0 ()near_point @158 @159 @160 radius  7.0  7.0  7.0
004D: jump_if_false BLOOD_1379
0050: gosub BLOOD_1723

:BLOOD_1379
00D6: if  0
03CA:   object @87 exists
004D: jump_if_false BLOOD_1404
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @87 radius  5.0  5.0 unknown  0
004D: jump_if_false BLOOD_1396
0108: destroy_object @87
0227: @96 = car @34 health
00D6: if  0
001B:    999 > @96  ;; integer values
004D: jump_if_false BLOOD_1393
000A: @96 +=  500  ;; integer values
0224: set_car @34 health_to @96
0002: jump BLOOD_1395

:BLOOD_1393
0006: @96 =  1500  ;; integer values
0224: set_car @34 health_to @96

:BLOOD_1395
0002: jump BLOOD_1403

:BLOOD_1396
00D6: if  0
0023:    358.0 > @106  ;; floating-point values
004D: jump_if_false BLOOD_1402
000B: @106 +=  3.0  ;; floating-point values
0177: set_object @87 z_angle_to @106
0002: jump BLOOD_1403

:BLOOD_1402
0007: @106 =  0.0  ;; floating-point values

:BLOOD_1403
0002: jump BLOOD_1405

:BLOOD_1404
0050: gosub BLOOD_1746

:BLOOD_1405
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @158 @159 @160 radius  7.0  7.0  7.0
004D: jump_if_false BLOOD_1423
00D6: if  0
0018:   $8247 >  0  ;; integer values
004D: jump_if_false BLOOD_1423
0227: @96 = car @34 health
00D6: if  0
001B:    1199 > @96  ;; integer values
004D: jump_if_false BLOOD_1418
000A: @96 +=  300  ;; integer values
0224: set_car @34 health_to @96
0002: jump BLOOD_1420

:BLOOD_1418
0006: @96 =  1500  ;; integer values
0224: set_car @34 health_to @96

:BLOOD_1420
0008: $8247 +=  15000  ;; integer values
018C: play_sound  1058 at  0.0  0.0  0.0
0050: gosub BLOOD_1723

:BLOOD_1423
00D6: if  0
01F4:   car @34 flipped
004D: jump_if_false BLOOD_1433
00D6: if  0
01C1:   car @34 stopped
004D: jump_if_false BLOOD_1433
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_1433
00D6: if  0
8118:   NOT   actor @83 dead
004D: jump_if_false BLOOD_1447
062E: @83  1811 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false BLOOD_1447
0085: @88 = @34  ;; integer values and handles
0050: gosub BLOOD_2009
0085: @86 = @95  ;; integer values and handles
00D6: if  0
8039:   NOT   @86 == -1  ;; integer values
004D: jump_if_false BLOOD_1447
0713: unknown_action_sequence @83 -1 @86  0.0  0.0  0.0  30.0  8  0  100 

:BLOOD_1447
0050: gosub BLOOD_2061
00D6: if  0
001C:   $8247 > $8248  ;; integer values
004D: jump_if_false BLOOD_1452
0006: @91 =  1  ;; integer values

:BLOOD_1452
00D6: if  0
002A:    0 >= $8247  ;; integer values
004D: jump_if_false BLOOD_1456
0006: @91 =  2  ;; integer values

:BLOOD_1456
00D6: if  0
0039:   @91 ==  1  ;; integer values
004D: jump_if_false BLOOD_1517
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0394: play_music  1
0006: @93 =  0  ;; integer values

:BLOOD_1463
00D6: if  0
001B:    16 > @93  ;; integer values
004D: jump_if_false BLOOD_1473
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1471
0519: unknown_car @35(@93,16i) flag  1

:BLOOD_1471
000A: @93 +=  1  ;; integer values
0002: jump BLOOD_1463

:BLOOD_1473
0050: gosub BLOOD_2042
008B: @109 = $1940  ;; integer values and handles
0012: @109 *=  60  ;; integer values 
0623: add @109 to_stats  179
0623: add @111 to_stats  178
0008: $1940 +=  1  ;; integer values
0008: $8248 +=  60000  ;; integer values
0006: @32 =  0  ;; integer values

:BLOOD_1481
00D6: if  0
001B:    5000 > @32  ;; integer values
004D: jump_if_false BLOOD_1486
0001: wait  0 ms
0002: jump BLOOD_1481

:BLOOD_1486
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:BLOOD_1488
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_1493
0001: wait  0 ms
0002: jump BLOOD_1488

:BLOOD_1493
02A3: toggle_widescreen  0 (off)
08DA: @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: -2119.0 -440.7  34.5  82.6 
0792: $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: @89 
09AC:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0169: set_fade_color  0  0  0
016A: fade  1 (back)  500 ms

:BLOOD_1510
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_1515
0001: wait  0 ms
0002: jump BLOOD_1510

:BLOOD_1515
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump BLOOD_1569

:BLOOD_1517
00D6: if  0
0039:   @91 ==  2  ;; integer values
004D: jump_if_false BLOOD_1566
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0006: @93 =  0  ;; integer values

:BLOOD_1522
00D6: if  0
001B:    16 > @93  ;; integer values
004D: jump_if_false BLOOD_1532
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1530
0519: unknown_car @35(@93,16i) flag  1

:BLOOD_1530
000A: @93 +=  1  ;; integer values
0002: jump BLOOD_1522

:BLOOD_1532
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:BLOOD_1534
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_1539
0001: wait  0 ms
0002: jump BLOOD_1534

:BLOOD_1539
02A3: toggle_widescreen  0 (off)
00BE: text_clear_all
00BA: text_styled 'M_FAIL'  5000 ms  1
00BC: text_highpriority 'BLOD_05'  5000 ms  1
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: -2119.0 -440.7  34.5  82.6 
0792: $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: @89 
09AC:  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 (back)  500 ms

:BLOOD_1559
00D6: if  0
016B:   fading
004D: jump_if_false BLOOD_1564
0001: wait  0 ms
0002: jump BLOOD_1559

:BLOOD_1564
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump BLOOD_1567

:BLOOD_1566
0002: jump BLOOD_408

:BLOOD_1567
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:BLOOD_1569
01F6: cancel_override_restart
0414: (unknown) $PLAYER_CHAR  0 
00BE: text_clear_all
0110: clear_player $PLAYER_CHAR wanted_level
00D6: if  0
0038:   $1941 ==  0  ;; integer values
004D: jump_if_false BLOOD_1583
0595: (unknown)
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
0109: player $PLAYER_CHAR money +=  10000
0004: $1941 =  1  ;; integer values

:BLOOD_1583
0051: return

:BLOOD_1584
00D6: if  0
0844: s$706 
004D: jump_if_false BLOOD_1588
02EB: restore_camera_with_jumpcut

:BLOOD_1588
04FA: reset_interior_colors  0
0164: disable_marker @90
014F: stop_timer $8247
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BLOOD_1595
0A09: $PLAYER_ACTOR  0 

:BLOOD_1595
09F5:  0 
03F0: text_draw_toggle  0
0249: release_model  504
0249: release_model  439
0249: release_model  353
0249: release_model #BB_PICKUP
017B: set_actor $PLAYER_ACTOR weapon  29 ammo_to @103  
06D6: @89 
0734: (unknown)
0A37:  0 
09AC:  0 
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:BLOOD_1610
00D6: if  0
0039:   @93 ==  0  ;; integer values
004D: jump_if_false BLOOD_1617
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_1617
00D6: if  0
0039:   @93 ==  1  ;; integer values
004D: jump_if_false BLOOD_1624
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_1624
00D6: if  0
0039:   @93 ==  2  ;; integer values
004D: jump_if_false BLOOD_1631
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_1631
00D6: if  0
0039:   @93 ==  3  ;; integer values
004D: jump_if_false BLOOD_1638
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_1638
00D6: if  0
0039:   @93 ==  4  ;; integer values
004D: jump_if_false BLOOD_1645
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_1645
00D6: if  0
0039:   @93 ==  5  ;; integer values
004D: jump_if_false BLOOD_1652
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_1652
00D6: if  0
0039:   @93 ==  6  ;; integer values
004D: jump_if_false BLOOD_1659
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_1659
00D6: if  0
0039:   @93 ==  7  ;; integer values
004D: jump_if_false BLOOD_1666
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_1666
00D6: if  0
0039:   @93 ==  8  ;; integer values
004D: jump_if_false BLOOD_1673
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_1673
00D6: if  0
0039:   @93 ==  9  ;; integer values
004D: jump_if_false BLOOD_1680
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_1680
00D6: if  0
0039:   @93 ==  10  ;; integer values
004D: jump_if_false BLOOD_1687
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_1687
00D6: if  0
0039:   @93 ==  11  ;; integer values
004D: jump_if_false BLOOD_1694
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_1694
00D6: if  0
0039:   @93 ==  12  ;; integer values
004D: jump_if_false BLOOD_1701
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_1701
00D6: if  0
0039:   @93 ==  13  ;; integer values
004D: jump_if_false BLOOD_1708
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_1708
00D6: if  0
0039:   @93 ==  14  ;; integer values
004D: jump_if_false BLOOD_1715
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_1715
00D6: if  0
0039:   @93 ==  15  ;; integer values
004D: jump_if_false BLOOD_1722
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_1722
0051: return

:BLOOD_1723
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  0
0021:   @160 >  1034.1  ;; floating-point values
004D: jump_if_false BLOOD_1730
0002: jump BLOOD_1723

:BLOOD_1730
00D6: if  0
0023:    1022.8 > @160  ;; floating-point values
004D: jump_if_false BLOOD_1734
0002: jump BLOOD_1723

:BLOOD_1734
0164: disable_marker @90
018A: @90 = create_checkpoint_at @158 @159 @160
00D6: if  0
8118:   NOT   actor @65 dead
004D: jump_if_false BLOOD_1740
0687: @65 

:BLOOD_1740
00D6: if  0
8118:   NOT   actor @66 dead
004D: jump_if_false BLOOD_1744
0687: @66 

:BLOOD_1744
07F3: @89 @158 @159 @160 
0051: return

:BLOOD_1746
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  0
0021:   @172 >  1034.1  ;; floating-point values
004D: jump_if_false BLOOD_1753
0002: jump BLOOD_1746

:BLOOD_1753
00D6: if  0
0023:    1022.8 > @172  ;; floating-point values
004D: jump_if_false BLOOD_1757
0002: jump BLOOD_1746

:BLOOD_1757
000B: @172 +=  .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_1763
0050: gosub BLOOD_1809
00D6: if  0
8039:   NOT   @102 == -1  ;; integer values
004D: jump_if_false BLOOD_1808
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:  1 @104 @105 
00D6: if  0
0029:   @104 >=  0  ;; integer values
004D: jump_if_false BLOOD_1779
0085: @108 = @104  ;; integer values and handles
0050: gosub BLOOD_1859
00A5: @35(@93,16i) = create_car @104 at @154 @155 @156
0175: set_car @35(@93,16i) z_angle_to @157

:BLOOD_1779
00D6: if  0
8119:   NOT   car @35(@93,16i) wrecked
004D: jump_if_false BLOOD_1808
0587: @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) @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: @51(@93,16i)  1
01EA: @101 = car @35(@93,16i) max_passengers
00D6: if  0
0019:   @101 >  0  ;; integer values
004D: jump_if_false BLOOD_1798
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_1798
00D6: if  0
047A: @51(@93,16i)
004D: jump_if_false BLOOD_1803
08C6: @51(@93,16i)  1 
08C6: @67(@93,16i)  1 

:BLOOD_1803
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_1808
0051: return

:BLOOD_1809
0209: @102 = random_int  1  4
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false BLOOD_1822
00D6: if  0
838A:   NOT   car_in_cube -1461.84  938.32  1035.0  5.0  5.0  5.0
004D: jump_if_false BLOOD_1821
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_1822

:BLOOD_1821
0006: @102 =  2  ;; integer values

:BLOOD_1822
00D6: if  0
0039:   @102 ==  2  ;; integer values
004D: jump_if_false BLOOD_1834
00D6: if  0
838A:   NOT   car_in_cube -1424.36  933.86  1035.0  5.0  5.0  5.0
004D: jump_if_false BLOOD_1833
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_1834

:BLOOD_1833
0006: @102 =  3  ;; integer values

:BLOOD_1834
00D6: if  0
0039:   @102 ==  3  ;; integer values
004D: jump_if_false BLOOD_1846
00D6: if  0
838A:   NOT   car_in_cube -1443.29  931.29  1035.0  5.0  5.0  5.0
004D: jump_if_false BLOOD_1845
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_1846

:BLOOD_1845
0006: @102 =  1  ;; integer values

:BLOOD_1846
00D6: if  0
0039:   @102 ==  1  ;; integer values
004D: jump_if_false BLOOD_1858
00D6: if  0
838A:   NOT   car_in_cube -1461.84  938.32  1035.0  5.0  5.0  5.0
004D: jump_if_false BLOOD_1857
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_1858

:BLOOD_1857
0006: @102 = -1  ;; integer values

:BLOOD_1858
0051: return

:BLOOD_1859
0209: @107 = random_int  1  37
00D6: if  0
0039:   @107 ==  1  ;; integer values
004D: jump_if_false BLOOD_1864
0674: set_car_model @108 numberplate "GOT_M00_" 

:BLOOD_1864
00D6: if  0
0039:   @107 ==  2  ;; integer values
004D: jump_if_false BLOOD_1868
0674: set_car_model @108 numberplate "M00TV_4U" 

:BLOOD_1868
00D6: if  0
0039:   @107 ==  3  ;; integer values
004D: jump_if_false BLOOD_1872
0674: set_car_model @108 numberplate "MATHEW_2" 

:BLOOD_1872
00D6: if  0
0039:   @107 ==  4  ;; integer values
004D: jump_if_false BLOOD_1876
0674: set_car_model @108 numberplate "D4_DEW0R" 

:BLOOD_1876
00D6: if  0
0039:   @107 ==  5  ;; integer values
004D: jump_if_false BLOOD_1880
0674: set_car_model @108 numberplate "D0DE_777" 

:BLOOD_1880
00D6: if  0
0039:   @107 ==  6  ;; integer values
004D: jump_if_false BLOOD_1884
0674: set_car_model @108 numberplate "DAM0_666" 

:BLOOD_1884
00D6: if  0
0039:   @107 ==  7  ;; integer values
004D: jump_if_false BLOOD_1888
0674: set_car_model @108 numberplate "C0NEY_88" 

:BLOOD_1888
00D6: if  0
0039:   @107 ==  8  ;; integer values
004D: jump_if_false BLOOD_1892
0674: set_car_model @108 numberplate "PRE4CHER" 

:BLOOD_1892
00D6: if  0
0039:   @107 ==  9  ;; integer values
004D: jump_if_false BLOOD_1896
0674: set_car_model @108 numberplate "DBP_4NDY" 

:BLOOD_1896
00D6: if  0
0039:   @107 ==  10  ;; integer values
004D: jump_if_false BLOOD_1900
0674: set_car_model @108 numberplate "EV1L_SLY" 

:BLOOD_1900
00D6: if  0
0039:   @107 ==  11  ;; integer values
004D: jump_if_false BLOOD_1904
0674: set_car_model @108 numberplate "N1_R4V3N" 

:BLOOD_1904
00D6: if  0
0039:   @107 ==  12  ;; integer values
004D: jump_if_false BLOOD_1908
0674: set_car_model @108 numberplate "D1VX_Z00" 

:BLOOD_1908
00D6: if  0
0039:   @107 ==  13  ;; integer values
004D: jump_if_false BLOOD_1912
0674: set_car_model @108 numberplate "MR_B3NN" 

:BLOOD_1912
00D6: if  0
0039:   @107 ==  14  ;; integer values
004D: jump_if_false BLOOD_1916
0674: set_car_model @108 numberplate "R3D_R4SP" 

:BLOOD_1916
00D6: if  0
0039:   @107 ==  15  ;; integer values
004D: jump_if_false BLOOD_1920
0674: set_car_model @108 numberplate "LA_B0MBA" 

:BLOOD_1920
00D6: if  0
0039:   @107 ==  16  ;; integer values
004D: jump_if_false BLOOD_1924
0674: set_car_model @108 numberplate "L3337_0G" 

:BLOOD_1924
00D6: if  0
0039:   @107 ==  17  ;; integer values
004D: jump_if_false BLOOD_1928
0674: set_car_model @108 numberplate "BUDD4H_X" 

:BLOOD_1928
00D6: if  0
0039:   @107 ==  18  ;; integer values
004D: jump_if_false BLOOD_1932
0674: set_car_model @108 numberplate "T3H_BUCK" 

:BLOOD_1932
00D6: if  0
0039:   @107 ==  19  ;; integer values
004D: jump_if_false BLOOD_1936
0674: set_car_model @108 numberplate "CHUNKY_1" 

:BLOOD_1936
00D6: if  0
0039:   @107 ==  20  ;; integer values
004D: jump_if_false BLOOD_1940
0674: set_car_model @108 numberplate "EV1L_BNZ" 

:BLOOD_1940
00D6: if  0
0039:   @107 ==  21  ;; integer values
004D: jump_if_false BLOOD_1944
0674: set_car_model @108 numberplate "S4ND_M4N" 

:BLOOD_1944
00D6: if  0
0039:   @107 ==  22  ;; integer values
004D: jump_if_false BLOOD_1948
0674: set_car_model @108 numberplate "RKK_DBP1" 

:BLOOD_1948
00D6: if  0
0039:   @107 ==  23  ;; integer values
004D: jump_if_false BLOOD_1952
0674: set_car_model @108 numberplate "RE1_K0KU" 

:BLOOD_1952
00D6: if  0
0039:   @107 ==  24  ;; integer values
004D: jump_if_false BLOOD_1956
0674: set_car_model @108 numberplate "S3XY_JUD" 

:BLOOD_1956
00D6: if  0
0039:   @107 ==  25  ;; integer values
004D: jump_if_false BLOOD_1960
0674: set_car_model @108 numberplate "SUNRA_93" 

:BLOOD_1960
00D6: if  0
0039:   @107 ==  26  ;; integer values
004D: jump_if_false BLOOD_1964
0674: set_car_model @108 numberplate "UG_FUX69" 

:BLOOD_1964
00D6: if  0
0039:   @107 ==  27  ;; integer values
004D: jump_if_false BLOOD_1968
0674: set_car_model @108 numberplate "LI0N_CUM" 

:BLOOD_1968
00D6: if  0
0039:   @107 ==  28  ;; integer values
004D: jump_if_false BLOOD_1972
0674: set_car_model @108 numberplate "RKK_PWND" 

:BLOOD_1972
00D6: if  0
0039:   @107 ==  29  ;; integer values
004D: jump_if_false BLOOD_1976
0674: set_car_model @108 numberplate "HAZE_B0B" 

:BLOOD_1976
00D6: if  0
0039:   @107 ==  30  ;; integer values
004D: jump_if_false BLOOD_1980
0674: set_car_model @108 numberplate "T3H_FLUF" 

:BLOOD_1980
00D6: if  0
0039:   @107 ==  31  ;; integer values
004D: jump_if_false BLOOD_1984
0674: set_car_model @108 numberplate "BM_4NDY_" 

:BLOOD_1984
00D6: if  0
0039:   @107 ==  32  ;; integer values
004D: jump_if_false BLOOD_1988
0674: set_car_model @108 numberplate "BM_D34N_" 

:BLOOD_1988
00D6: if  0
0039:   @107 ==  33  ;; integer values
004D: jump_if_false BLOOD_1992
0674: set_car_model @108 numberplate "BM_L4C3Y" 

:BLOOD_1992
00D6: if  0
0039:   @107 ==  34  ;; integer values
004D: jump_if_false BLOOD_1996
0674: set_car_model @108 numberplate "BM_D3V__" 

:BLOOD_1996
00D6: if  0
0039:   @107 ==  35  ;; integer values
004D: jump_if_false BLOOD_2000
0674: set_car_model @108 numberplate "NU_SK00L" 

:BLOOD_2000
00D6: if  0
0039:   @107 ==  36  ;; integer values
004D: jump_if_false BLOOD_2004
0674: set_car_model @108 numberplate "G4L_AVET" 

:BLOOD_2004
00D6: if  0
0039:   @107 ==  37  ;; integer values
004D: jump_if_false BLOOD_2008
0674: set_car_model @108 numberplate "M0J0_J0J" 

:BLOOD_2008
0051: return

:BLOOD_2009
00AA: store_car @88 position_to @161 @162 $75
0006: @94 =  0  ;; integer values
0007: @165 =  99999.0  ;; floating-point values
0006: @95 = -1  ;; integer values

:BLOOD_2013
00D6: if  0
001B:    16 > @94  ;; integer values
004D: jump_if_false BLOOD_2031
00D6: if  0
803B:   NOT   @88 == @35(@94,16i)  ;; integer values 
004D: jump_if_false BLOOD_2029
00D6: if  0
8119:   NOT   car @35(@94,16i) wrecked
004D: jump_if_false BLOOD_2029
00AA: store_car @35(@94,16i) position_to @163 @164 $75
0509: @166 = distance between point @161 @162 and point @163 @164
00D6: if  0
0025:   @165 > @166  ;; floating-point values  
004D: jump_if_false BLOOD_2029
0087: @165 = @166  ;; floating-point values only
0085: @95 = @35(@94,16i)  ;; integer values and handles

:BLOOD_2029
000A: @94 +=  1  ;; integer values
0002: jump BLOOD_2013

:BLOOD_2031
00D6: if  0
803B:   NOT   @88 == @34  ;; integer values 
004D: jump_if_false BLOOD_2041
00AA: store_car @34 position_to @163 @164 $75
0509: @166 = distance between point @161 @162 and point @163 @164
00D6: if  0
0025:   @165 > @166  ;; floating-point values  
004D: jump_if_false BLOOD_2041
0087: @165 = @166  ;; floating-point values only
0085: @95 = @34  ;; integer values and handles

:BLOOD_2041
0051: return

:BLOOD_2042
00D6: if  0
84A3:   NOT   unknown $154 ==  4
004D: jump_if_false BLOOD_2047
08D4: 'BLOD_06'  190.0  141.0  120.0  2  0  1  1 @110 
0002: jump BLOOD_2048

:BLOOD_2047
08D4: 'BLOD_06'  190.0  141.0  150.0  2  0  1  1 @110 

:BLOOD_2048
08DB: @110  0 'DUMMY' 'BLOD_07' 'BLOD_08' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08DB: @110  1 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: @110  1  0 'BLOD_09' $1940 
08EE: @110  1  1 'BLOD_09' @111 
00D6: if  0
84A3:   NOT   unknown $154 ==  4
004D: jump_if_false BLOOD_2058
09DB: @110  0  200 
09DB: @110  1  40 
0002: jump BLOOD_2060

:BLOOD_2058
09DB: @110  0  260 
09DB: @110  1  40 

:BLOOD_2060
0051: return

:BLOOD_2061
00D6: if  0
0039:   @129 ==  0  ;; integer values
004D: jump_if_false BLOOD_2069
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_2069
00D6: if  0
0039:   @129 ==  1  ;; integer values
004D: jump_if_false BLOOD_2076
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false BLOOD_2076
0006: @129 =  2  ;; integer values

:BLOOD_2076
00D6: if  0
0039:   @129 ==  2  ;; integer values
004D: jump_if_false BLOOD_2084
00D6: if  0
001D:   @33 > @128  ;; integer values  
004D: jump_if_false BLOOD_2084
03D1: play_wav  4
0006: @129 =  3  ;; integer values

:BLOOD_2084
00D6: if  0
0039:   @129 ==  3  ;; integer values
004D: jump_if_false BLOOD_2091
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false BLOOD_2091
0006: @129 =  0  ;; integer values

:BLOOD_2091
0051: return

;-------------Mission 129---------------
; Originally: Arena mission: Kickstart


:KICKSTA_1
03A4: name_thread 'KICKSTA'
0050: gosub KICKSTA_10
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false KICKSTA_7
0050: gosub KICKSTA_932

:KICKSTA_7
0050: gosub KICKSTA_950
004E: end_thread
0006: @49 =  0  ;; integer values

:KICKSTA_10
0A0E:  1 
0004: $ON_MISSION =  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  0
0038:   $90 ==  0  ;; integer values
004D: jump_if_false KICKSTA_22
0317: increment_mission_attempts

:KICKSTA_22
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 (frozen)
0169: set_fade_color  0  0  0
016A: fade  0 ()  2000 ms

:KICKSTA_212
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_217
0001: wait  0 ms
0002: jump KICKSTA_212

:KICKSTA_217
09FF:  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 (on)
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  468

:KICKSTA_230
00D6: if  0
8248:   NOT   model  468 available
004D: jump_if_false KICKSTA_235
0001: wait  0 ms
0002: jump KICKSTA_230

:KICKSTA_235
00A5: @34 = create_car  468 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: @36  1 
03AB: (unknown) @34  1 
03BC: @44 = create_sphere -1464.32  1556.69  1051.75  3.0
0006: @256 =  0  ;; integer values

:KICKSTA_244
00D6: if  0
001B:    33 > @256  ;; integer values
004D: jump_if_false KICKSTA_270
00D6: if  0
0039:   @215(@256,33i) ==  0  ;; integer values
004D: jump_if_false KICKSTA_253
0006: @250 =  0  ;; integer values
0006: @251 =  255  ;; integer values
0006: @252 =  0  ;; integer values

:KICKSTA_253
00D6: if  0
0039:   @215(@256,33i) ==  1  ;; integer values
004D: jump_if_false KICKSTA_259
0006: @250 =  255  ;; integer values
0006: @251 =  150  ;; integer values
0006: @252 =  0  ;; integer values

:KICKSTA_259
00D6: if  0
0039:   @215(@256,33i) ==  2  ;; integer values
004D: jump_if_false KICKSTA_265
0006: @250 =  255  ;; integer values
0006: @251 =  0  ;; integer values
0006: @252 =  0  ;; integer values

:KICKSTA_265
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_244

:KICKSTA_270
0001: wait  1000 ms
02A3: toggle_widescreen  1 (on)
01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to  1 (true)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
040D: unload_wav  1
03CF: load_wav  36205 as  1

:KICKSTA_277
00D6: if  0
83D0:   NOT   wav  1 loaded
004D: jump_if_false KICKSTA_282
0001: wait  0 ms
0002: jump KICKSTA_277

:KICKSTA_282
0169: set_fade_color  0  0  0
016A: fade  1 (back)  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:  1 
0930:  1 
0936: -1461.084  1558.448  1054.46 -1474.255  1561.567  1052.553  6000  1 
0920: -1460.135  1558.761  1054.429 -1473.741  1562.424  1052.533  6000  1 
03D1: play_wav  1

:KICKSTA_292
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_326
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false KICKSTA_323
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK1_7'  5000 ms  1
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_303
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_308
0001: wait  0 ms
0002: jump KICKSTA_303

:KICKSTA_308
04BB: select_interior  0  ;; select render area
03CB: set_camera  1105.21  1604.649  12.51
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_314
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_314
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_319
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_320

:KICKSTA_319
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_320
0001: wait  1500 ms
0002: jump KICKSTA_932
0002: jump KICKSTA_324

:KICKSTA_323
0224: set_car @34 health_to  1000

:KICKSTA_324
0050: gosub KICKSTA_1014
0002: jump KICKSTA_292

:KICKSTA_326
00BC: text_highpriority 'KICK_10'  10000 ms  1
0006: @32 =  0  ;; integer values
0707: unknown_bunnyjump KICKSTA_405 

:KICKSTA_329
00D6: if  0
001B:    7000 > @32  ;; integer values
004D: jump_if_false KICKSTA_363
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false KICKSTA_360
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK1_7'  5000 ms  1
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_340
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_345
0001: wait  0 ms
0002: jump KICKSTA_340

:KICKSTA_345
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_351
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_351
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_356
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_357

:KICKSTA_356
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_357
0001: wait  1500 ms
0002: jump KICKSTA_932
0002: jump KICKSTA_361

:KICKSTA_360
0224: set_car @34 health_to  1000

:KICKSTA_361
0050: gosub KICKSTA_1014
0002: jump KICKSTA_329

:KICKSTA_363
03D5: remove_text 'KICK_10'
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
06A9: unknown_action_sequence $PLAYER_ACTOR -1464.32  1556.69  1051.75  6000 
0006: @32 =  0  ;; integer values

:KICKSTA_370
00D6: if  0
001B:    7000 > @32  ;; integer values
004D: jump_if_false KICKSTA_404
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false KICKSTA_401
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK1_7'  5000 ms  1
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_381
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_386
0001: wait  0 ms
0002: jump KICKSTA_381

:KICKSTA_386
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_392
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_392
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_397
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_398

:KICKSTA_397
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_398
0001: wait  1500 ms
0002: jump KICKSTA_932
0002: jump KICKSTA_402

:KICKSTA_401
0224: set_car @34 health_to  1000

:KICKSTA_402
0050: gosub KICKSTA_1014
0002: jump KICKSTA_370

:KICKSTA_404
03D5: remove_text 'KICK_11'

:KICKSTA_405
0701: (unknown)
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false KICKSTA_433
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK1_7'  5000 ms  1
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_413
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_418
0001: wait  0 ms
0002: jump KICKSTA_413

:KICKSTA_418
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_424
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_424
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_429
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_430

:KICKSTA_429
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_430
0001: wait  1500 ms
0002: jump KICKSTA_932
0002: jump KICKSTA_434

:KICKSTA_433
0224: set_car @34 health_to  1000

:KICKSTA_434
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 (false)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0925: (unknown)
0581: toggle_radar  0 (off)
00BC: text_highpriority 'KICK1_8'  5000 ms  1

:KICKSTA_446
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @34
004D: jump_if_false KICKSTA_536
0001: wait  0 ms
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false KICKSTA_477
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK1_7'  5000 ms  1
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_457
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_462
0001: wait  0 ms
0002: jump KICKSTA_457

:KICKSTA_462
04BB: select_interior  0  ;; select render area
03CB: set_camera  1105.21  1604.649  12.51
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_468
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_468
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_473
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_474

:KICKSTA_473
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_474
0001: wait  1500 ms
0002: jump KICKSTA_932
0002: jump KICKSTA_478

:KICKSTA_477
0224: set_car @34 health_to  1000

:KICKSTA_478
00D6: if  21
0028:   $8256 >=  3600000  ;; integer values
0038:   $8260 ==  1  ;; integer values
004D: jump_if_false KICKSTA_506
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK_13'  5000 ms  1
0169: set_fade_color  0  0  0
0001: wait  1500 ms
016A: fade  0 ()  1000 ms

:KICKSTA_487
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_492
0001: wait  0 ms
0002: jump KICKSTA_487

:KICKSTA_492
04BB: select_interior  0  ;; select render area
03CB: set_camera  1105.21  1604.649  12.51
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_498
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_498
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_503
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_504

:KICKSTA_503
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_504
0001: wait  1500 ms
0002: jump KICKSTA_932

:KICKSTA_506
00D6: if  21
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1464.32  1556.69  1051.75 radius  3.0  3.0  3.0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false KICKSTA_534
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK_12'  5000 ms  1
03BD: destroy_sphere @44
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_515
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_520
0001: wait  0 ms
0002: jump KICKSTA_515

:KICKSTA_520
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_526
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_526
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_531
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_532

:KICKSTA_531
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_532
0001: wait  1500 ms
0002: jump KICKSTA_932

:KICKSTA_534
0050: gosub KICKSTA_1014
0002: jump KICKSTA_446

:KICKSTA_536
02A3: toggle_widescreen  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0373: set_camera_directly_behind_player
03D5: remove_text 'KICK1_8'
0006: @257 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:KICKSTA_543
00D6: if  0
8039:   NOT   @257 ==  10  ;; integer values
004D: jump_if_false KICKSTA_599
0001: wait  0 ms
00D6: if  0
0039:   @257 ==  0  ;; integer values
004D: jump_if_false KICKSTA_563
00D6: if  0
0019:   @33 >  900  ;; integer values
004D: jump_if_false KICKSTA_563
00BA: text_styled 'KICK_17'  1000 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
03CF: load_wav  1827 as  4

:KICKSTA_556
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false KICKSTA_561
0001: wait  0 ms
0002: jump KICKSTA_556

:KICKSTA_561
000A: @257 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:KICKSTA_563
00D6: if  0
0039:   @257 ==  1  ;; integer values
004D: jump_if_false KICKSTA_573
00D6: if  0
0019:   @33 >  900  ;; integer values
004D: jump_if_false KICKSTA_573
00BA: text_styled 'KICK_18'  1000 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
000A: @257 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:KICKSTA_573
00D6: if  0
0039:   @257 ==  2  ;; integer values
004D: jump_if_false KICKSTA_583
00D6: if  0
0019:   @33 >  900  ;; integer values
004D: jump_if_false KICKSTA_583
00BA: text_styled 'KICK_19'  1000 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
000A: @257 +=  1  ;; integer values
0006: @33 =  0  ;; integer values

:KICKSTA_583
00D6: if  0
0039:   @257 ==  3  ;; integer values
004D: jump_if_false KICKSTA_593
00D6: if  0
0019:   @33 >  900  ;; integer values
004D: jump_if_false KICKSTA_593
00BA: text_styled 'KICK_20'  800 ms  4
097A: -1462.0  1558.69  1055.02  1164 
0006: @257 =  10  ;; integer values
0006: @33 =  0  ;; integer values

:KICKSTA_593
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false KICKSTA_597
0006: @257 =  10  ;; integer values

:KICKSTA_597
0050: gosub KICKSTA_1014
0002: jump KICKSTA_543

:KICKSTA_599
02A3: toggle_widescreen  0 (off)
0164: disable_marker @36
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00BC: text_highpriority 'KICK_26'  5000 ms  1
03C4: set_status_text_to $8262  0 (number) 'KICK1_9'
03C3: set_timer_with_text_to $8256 type  1 text 'KICK1_T'
0006: @32 =  0  ;; integer values
0006: @33 =  0  ;; integer values

:KICKSTA_607
00D6: if  0
8038:   NOT   $8250 ==  33  ;; integer values
004D: jump_if_false KICKSTA_865
0001: wait  0 ms
0050: gosub KICKSTA_1014
00D6: if  0
0039:   @48 ==  1  ;; integer values
004D: jump_if_false KICKSTA_619
00D6: if  0
03D0:   wav  1 loaded
004D: jump_if_false KICKSTA_619
0006: @48 =  2  ;; integer values

:KICKSTA_619
00D6: if  0
0039:   @48 ==  2  ;; integer values
004D: jump_if_false KICKSTA_624
03D1: play_wav  1
0006: @48 =  3  ;; integer values

:KICKSTA_624
00D6: if  0
0039:   @48 ==  3  ;; integer values
004D: jump_if_false KICKSTA_632
00D6: if  0
03D2:   wav  1 ended
004D: jump_if_false KICKSTA_632
040D: unload_wav  1
0006: @48 =  0  ;; integer values

:KICKSTA_632
00D6: if  21
002A:    0 >= $8256  ;; integer values
0038:   $8260 ==  1  ;; integer values
004D: jump_if_false KICKSTA_705
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
014F: stop_timer $8256
0151: remove_status_text $8262
00D6: if  0
001C:   $8262 > $1804  ;; integer values
004D: jump_if_false KICKSTA_674
0084: $1804 = $8262  ;; integer values and handles
01E3: text_1number_styled 'KICK_22' $1804  5000 ms  1
00BC: text_highpriority 'KICK_23'  5000 ms  1
0627:  211 $1804 
0394: play_music  2
00D6: if  0
0038:   $90 ==  0  ;; integer values
004D: jump_if_false KICKSTA_651
014C: set_parked_car_generator $5275 cars_to_generate_to  101

:KICKSTA_651
0001: wait  5000 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_654
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_659
0001: wait  0 ms
0002: jump KICKSTA_654

:KICKSTA_659
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_665
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_665
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_670
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_671

:KICKSTA_670
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_671
0001: wait  1500 ms
0002: jump KICKSTA_938
0002: jump KICKSTA_705

:KICKSTA_674
01E3: text_1number_styled 'KICK1_9' $8262  5000 ms  1
01E3: text_1number_styled 'KICK_21' $1804  5000 ms  6
00BC: text_highpriority 'KICK_24'  5000 ms  1
0652: @248 = stat  211 ()  ; integer
00D6: if  0
001E:   $8262 > @248  ;; integer values
004D: jump_if_false KICKSTA_682
0627:  211 $8262 

:KICKSTA_682
0394: play_music  1
0001: wait  5000 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_686
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_691
0001: wait  0 ms
0002: jump KICKSTA_686

:KICKSTA_691
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_697
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_697
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_702
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_703

:KICKSTA_702
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_703
0001: wait  1500 ms
0002: jump KICKSTA_932

:KICKSTA_705
00D6: if  21
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -1464.32  1556.69  1051.75 radius  3.0  3.0  3.0
0039:   @43 ==  1  ;; integer values
004D: jump_if_false KICKSTA_733
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK_12'  5000 ms  1
03BD: destroy_sphere @44
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_714
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_719
0001: wait  0 ms
0002: jump KICKSTA_714

:KICKSTA_719
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_725
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_725
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_730
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_731

:KICKSTA_730
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_731
0001: wait  1500 ms
0002: jump KICKSTA_932

:KICKSTA_733
00A0: store_actor $PLAYER_ACTOR position_to @37 @38 @39
00D6: if  0
0023:    1050.0 > @39  ;; floating-point values
004D: jump_if_false KICKSTA_739
00A1: put_actor $PLAYER_ACTOR at -1473.187  1565.173  1051.789
0173: set_actor $PLAYER_ACTOR z_angle_to  266.488

:KICKSTA_739
00D6: if  0
0119:   car @34 wrecked
004D: jump_if_false KICKSTA_766
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00BC: text_highpriority 'KICK1_7'  5000 ms  1
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_746
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_751
0001: wait  0 ms
0002: jump KICKSTA_746

:KICKSTA_751
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_757
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_757
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_762
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_763

:KICKSTA_762
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_763
0001: wait  1500 ms
0002: jump KICKSTA_932
0002: jump KICKSTA_864

:KICKSTA_766
0224: set_car @34 health_to  1000
00AA: store_car @34 position_to @40 @41 @42
00D6: if  0
0023:    1050.0 > @42  ;; floating-point values
004D: jump_if_false KICKSTA_773
00A5: @34 = create_car  468 at -1472.38  1563.576  1051.417
0175: set_car @34 z_angle_to  266.488

:KICKSTA_773
00D6: if  0
80DD:   NOT   actor $PLAYER_ACTOR driving_vehicle_type  468
004D: jump_if_false KICKSTA_857
00D6: if  0
0039:   @254 ==  0  ;; integer values
004D: jump_if_false KICKSTA_802
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false KICKSTA_789
0186: @36 = create_marker_above_car @34
07E0: @36  1 
00D6: if  0
0039:   @47 ==  2  ;; integer values
004D: jump_if_false KICKSTA_788
0006: @47 =  3  ;; integer values

:KICKSTA_788
0006: @35 =  1  ;; integer values

:KICKSTA_789
01BD: $8253 = current_time_in_ms
0004: $8254 =  30000  ;; integer values
00D6: if  0
0028:   $8256 >=  30000  ;; integer values
004D: jump_if_false KICKSTA_796
0004: $8254 =  30000  ;; integer values
0002: jump KICKSTA_797

:KICKSTA_796
0084: $8254 = $8256  ;; integer values and handles

:KICKSTA_797
0006: @254 =  1  ;; integer values
040D: unload_wav  1
03CF: load_wav  36200 as  1
0006: @48 =  1  ;; integer values
0002: jump KICKSTA_856

:KICKSTA_802
00D6: if  0
0018:   $8254 >  0  ;; integer values
004D: jump_if_false KICKSTA_826
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:  0 
00D6: if  0
8038:   NOT   $8255 ==  1  ;; integer values
004D: jump_if_false KICKSTA_818
01E5: text_1number_highpriority 'KICK_27' $8255  1000 ms  1
0002: jump KICKSTA_819

:KICKSTA_818
01E5: text_1number_highpriority 'KICK_28' $8255  1000 ms  1

:KICKSTA_819
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  468
004D: jump_if_false KICKSTA_825
03D5: remove_text 'GETBIKE'
03D5: remove_text 'GETBIK2'
0004: $8254 =  1  ;; integer values

:KICKSTA_825
0002: jump KICKSTA_856

:KICKSTA_826
00D6: if  0
002A:    0 >= $8254  ;; integer values
004D: jump_if_false KICKSTA_856
00BC: text_highpriority 'KICK1_2'  5000 ms  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
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_837
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_842
0001: wait  0 ms
0002: jump KICKSTA_837

:KICKSTA_842
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_848
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_848
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_853
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_854

:KICKSTA_853
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_854
0001: wait  1500 ms
0002: jump KICKSTA_932

:KICKSTA_856
0002: jump KICKSTA_864

:KICKSTA_857
03D5: remove_text 'KICK_27'
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false KICKSTA_863
0164: disable_marker @36
0006: @35 =  0  ;; integer values

:KICKSTA_863
0006: @254 =  0  ;; integer values

:KICKSTA_864
0002: jump KICKSTA_607

:KICKSTA_865
014F: stop_timer $8256
0151: remove_status_text $8262
00D6: if  0
001C:   $8262 > $1804  ;; integer values
004D: jump_if_false KICKSTA_902
0084: $1804 = $8262  ;; integer values and handles
01E3: text_1number_styled 'KICK_22' $1804  5000 ms  1
00BC: text_highpriority 'KICK_23'  5000 ms  1
0627:  211 $1804 
00D6: if  0
0038:   $90 ==  0  ;; integer values
004D: jump_if_false KICKSTA_878
014C: set_parked_car_generator $5275 cars_to_generate_to  101

:KICKSTA_878
0394: play_music  2
0001: wait  5000 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_882
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_887
0001: wait  0 ms
0002: jump KICKSTA_882

:KICKSTA_887
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_893
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_893
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_898
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_899

:KICKSTA_898
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_899
0001: wait  1500 ms
0002: jump KICKSTA_938
0002: jump KICKSTA_932

:KICKSTA_902
0394: play_music  1
0652: @248 = stat  211 ()  ; integer
00D6: if  0
001E:   $8262 > @248  ;; integer values
004D: jump_if_false KICKSTA_908
0627:  211 $8262 

:KICKSTA_908
01E3: text_1number_styled 'KICK1_9' $8262  5000 ms  1
01E3: text_1number_styled 'KICK_21' $1804  5000 ms  6
0001: wait  5000 ms
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms

:KICKSTA_913
00D6: if  0
016B:   fading
004D: jump_if_false KICKSTA_918
0001: wait  0 ms
0002: jump KICKSTA_913

:KICKSTA_918
03CB: set_camera  1105.21  1604.649  12.51
04BB: select_interior  0  ;; select render area
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_924
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_924
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false KICKSTA_929
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at  1105.21  1604.649  12.0546
0002: jump KICKSTA_930

:KICKSTA_929
00A1: put_actor $PLAYER_ACTOR at  1105.21  1604.649  12.0546

:KICKSTA_930
0001: wait  1500 ms
0002: jump KICKSTA_932

:KICKSTA_932
01E3: text_1number_styled 'KICK1_9'  15 $8262 ms  1
01E5: text_1number_highpriority 'KICK_21' $1804  5000 ms  1
008B: @258 = $8262  ;; integer values and handles
0012: @258 *=  100  ;; integer values 
0109: player $PLAYER_CHAR money += @258
0051: return

:KICKSTA_938
00D6: if  0
0038:   $90 ==  0  ;; integer values
004D: jump_if_false KICKSTA_944
0595: (unknown)
030C: set_mission_points +=  1
0004: $90 =  1  ;; integer values

:KICKSTA_944
0110: clear_player $PLAYER_CHAR wanted_level
01E3: text_1number_styled 'KICK_22' $1804  5000 ms  1
008B: @258 = $8262  ;; integer values and handles
0012: @258 *=  100  ;; integer values 
0109: player $PLAYER_CHAR money += @258
0051: return

:KICKSTA_950
0581: toggle_radar  1 (on)
04FA: reset_interior_colors  0
0004: $ON_MISSION =  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  468
014F: stop_timer $8256
0151: remove_status_text $8262
00D6: if  21
8112:   NOT   wasted_or_busted
0038:   $176 ==  1  ;; integer values
004D: jump_if_false KICKSTA_1004
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 (back)  3000 ms
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:KICKSTA_1004
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false KICKSTA_1008
0860: link_actor $PLAYER_ACTOR to_interior  0 

:KICKSTA_1008
0581: toggle_radar  1 (on)
01C3: remove_references_to_car @34  ;; Like turning a car into any random car
057E: make_radar_grey  0
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
0051: return

:KICKSTA_1014
0006: @253 =  0  ;; integer values

:KICKSTA_1015
00D6: if  0
001B:    33 > @253  ;; integer values
004D: jump_if_false KICKSTA_1076
00D6: if  0
0039:   @182(@253,33i) ==  0  ;; integer values
004D: jump_if_false KICKSTA_1074
00D6: if  0
0039:   @215(@253,33i) ==  0  ;; integer values
004D: jump_if_false KICKSTA_1027
0006: @250 =  0  ;; integer values
0006: @251 =  255  ;; integer values
0006: @252 =  0  ;; integer values

:KICKSTA_1027
00D6: if  0
0039:   @215(@253,33i) ==  1  ;; integer values
004D: jump_if_false KICKSTA_1033
0006: @250 =  255  ;; integer values
0006: @251 =  150  ;; integer values
0006: @252 =  0  ;; integer values

:KICKSTA_1033
00D6: if  0
0039:   @215(@253,33i) ==  2  ;; integer values
004D: jump_if_false KICKSTA_1039
0006: @250 =  255  ;; integer values
0006: @251 =  0  ;; integer values
0006: @252 =  0  ;; integer values

:KICKSTA_1039
024F: create_corona @249  0  0 with_color @250 @251 @252 at_point @50(@253,33f) @83(@253,33f) @116(@253,33f)
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @50(@253,33f) @83(@253,33f) @116(@253,33f) radius  1.5  1.5  1.5
004D: jump_if_false KICKSTA_1074
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  468
004D: jump_if_false KICKSTA_1074
00D6: if  0
0039:   @215(@253,33i) ==  0  ;; integer values
004D: jump_if_false KICKSTA_1054
0008: $8262 +=  1  ;; integer values
00BC: text_highpriority 'KICK_14'  1000 ms  1
040D: unload_wav  1
03CF: load_wav  36202 as  1
0006: @48 =  1  ;; integer values

:KICKSTA_1054
00D6: if  0
0039:   @215(@253,33i) ==  1  ;; integer values
004D: jump_if_false KICKSTA_1062
0008: $8262 +=  2  ;; integer values
00BC: text_highpriority 'KICK_15'  1000 ms  1
040D: unload_wav  1
03CF: load_wav  36202 as  1
0006: @48 =  1  ;; integer values

:KICKSTA_1062
00D6: if  0
0039:   @215(@253,33i) ==  2  ;; integer values
004D: jump_if_false KICKSTA_1070
0008: $8262 +=  3  ;; integer values
00BC: text_highpriority 'KICK_16'  1000 ms  1
040D: unload_wav  1
03CF: load_wav  36205 as  1
0006: @48 =  1  ;; integer values

:KICKSTA_1070
0164: disable_marker @149(@253,33i)
0008: $8250 +=  1  ;; integer values
000C: $8261 -=  1  ;; integer values
0006: @182(@253,33i) =  1  ;; integer values

:KICKSTA_1074
000A: @253 +=  1  ;; integer values
0002: jump KICKSTA_1015

:KICKSTA_1076
0051: return

;-------------Mission 130---------------
; Originally: Beat the Cock!


:M_130_1
0050: gosub M_130_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_130_6
0050: gosub TRIA_2303

:M_130_6
0050: gosub TRIA_2335
004E: end_thread

:M_130_8
0A0E:  1 
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $1806 ==  0  ;; integer values
004D: jump_if_false TRIA_1
0317: increment_mission_attempts

:TRIA_1
03A4: name_thread 'TRIA'
054C: use_GXT_table 'RACETOR'
0912:  1  355  370 
0001: wait  0 ms
03F0: text_draw_toggle  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRIA_10
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:TRIA_10
016A: fade  0 ()  1000 ms

:TRIA_11
00D6: if  0
016B:   fading
004D: jump_if_false TRIA_16
0001: wait  0 ms
0002: jump TRIA_11

:TRIA_16
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 =  .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 =  .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 =  .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  0
0038:   $1812 ==  1  ;; integer values
004D: jump_if_false TRIA_53
0002: jump TRIA_57

:TRIA_53
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_57
0002: jump TRIA_396

:TRIA_57
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 = -.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 = -.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 = -.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 = -.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
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0002: jump TRIA_901

:TRIA_396
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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
0007: @339 =  1174.193  ;; floating-point values
0007: @459 =  13.9973  ;; floating-point values
0007: @579 =  316.9584  ;; floating-point values
0007: @220 =  339.0704  ;; floating-point values
0007: @340 =  1382.287  ;; floating-point values
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
0007: @461 =  13.8468  ;; floating-point values
0007: @581 =  343.6689  ;; floating-point values
0007: @222 =  633.4001  ;; floating-point values
0007: @342 =  1754.867  ;; floating-point values
0007: @462 =  3.9566  ;; floating-point values
0007: @582 =  317.1131  ;; floating-point values
0007: @223 =  669.8152  ;; floating-point values
0007: @343 =  2168.322  ;; floating-point values
0007: @463 =  20.5117  ;; floating-point values
0007: @583 =  358.9947  ;; floating-point values
0007: @224 =  689.647  ;; floating-point values
0007: @344 =  2565.16  ;; floating-point values
0007: @464 =  27.2334  ;; floating-point values
0007: @584 =  311.5221  ;; floating-point values
0007: @225 =  891.8608  ;; floating-point values
0007: @345 =  2603.754  ;; floating-point values
0007: @465 =  9.595  ;; floating-point values
0007: @585 =  247.505  ;; floating-point values
0007: @226 =  1044.021  ;; floating-point values
0007: @346 =  2515.857  ;; floating-point values
0007: @466 =  9.6323  ;; floating-point values
0007: @586 =  231.5339  ;; floating-point values
0007: @227 =  1244.597  ;; floating-point values
0007: @347 =  2379.124  ;; floating-point values
0007: @467 =  12.6162  ;; floating-point values
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
0007: @349 =  2445.993  ;; floating-point values
0007: @469 =  6.0409  ;; floating-point values
0007: @589 =  251.8771  ;; floating-point values
0007: @230 =  1788.89  ;; floating-point values
0007: @350 =  2302.641  ;; floating-point values
0007: @470 =  4.9096  ;; floating-point values
0007: @590 =  178.4221  ;; floating-point values
0007: @231 =  1787.288  ;; floating-point values
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
0007: @474 =  9.6719  ;; floating-point values
0007: @594 =  353.7883  ;; floating-point values
0007: @235 =  1666.322  ;; floating-point values
0007: @355 =  1871.767  ;; floating-point values
0007: @475 =  9.6797  ;; floating-point values
0007: @595 =  276.203  ;; floating-point values
0007: @236 =  1707.177  ;; floating-point values
0007: @356 =  1939.953  ;; floating-point values
0007: @476 =  9.6719  ;; floating-point values
0007: @596 =  1.2039  ;; floating-point values
0007: @237 =  1736.212  ;; floating-point values
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
0007: @358 =  2044.712  ;; floating-point values
0007: @478 =  9.6719  ;; floating-point values
0007: @598 =  254.9706  ;; floating-point values
0007: @239 =  1994.816  ;; floating-point values
0007: @359 =  2022.869  ;; floating-point values
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
0007: @480 =  9.6719  ;; floating-point values
0007: @600 =  199.0654  ;; floating-point values
0007: @241 =  2126.798  ;; floating-point values
0007: @361 =  1885.59  ;; floating-point values
0007: @481 =  9.6797  ;; floating-point values
0007: @601 =  178.0925  ;; floating-point values
0007: @242 =  2098.335  ;; floating-point values
0007: @362 =  1802.86  ;; floating-point values
0007: @482 =  9.6797  ;; floating-point values
0007: @602 =  156.4693  ;; floating-point values
0007: @243 =  2056.644  ;; floating-point values
0007: @363 =  1720.575  ;; floating-point values
0007: @483 =  9.6719  ;; floating-point values
0007: @603 =  156.0535  ;; floating-point values
0007: @244 =  2049.26  ;; floating-point values
0007: @364 =  1554.789  ;; floating-point values
0007: @484 =  9.6719  ;; floating-point values
0007: @604 =  179.2217  ;; floating-point values
0007: @245 =  2050.827  ;; floating-point values
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
0007: @366 =  1089.746  ;; floating-point values
0007: @486 =  9.6641  ;; floating-point values
0007: @606 =  179.8144  ;; floating-point values
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 =  .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_901
06D5:  0 @854(@759,12f) @866(@759,12f) @878(@759,12f) @960 @961 @962  6.0 @963 
06D6: @963 

:TRIA_901
0087: @779 = @770  ;; floating-point values only
0087: @780 = @773  ;; floating-point values only
0087: @781 = @776  ;; floating-point values only

:TRIA_904
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TRIA_909
0001: wait  0 ms
0002: jump TRIA_904

:TRIA_909
0395: clear_area  0 at @143 @263 @383 range  1000000.0
03CB: set_camera @143 @263 @383
08E7:  1 
01EB: set_car_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_921
00D6: if  0
001D:   @926 > @759  ;; integer values  
004D: jump_if_false TRIA_927
0006: @927(@759,12i) =  0  ;; integer values
000A: @759 +=  1  ;; integer values
0002: jump TRIA_921

:TRIA_927
018A: @939 = create_checkpoint_at @143 @263 @383
0006: @940 =  0  ;; integer values

:TRIA_929
0001: wait  0 ms
01BD: $16 = current_time_in_ms
0006: @942 =  0  ;; integer values
0006: @759 =  0  ;; integer values
00D6: if  0
0039:   @940 ==  0  ;; integer values
004D: jump_if_false TRIA_960
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRIA_960
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"  2 
070D: $PLAYER_CHAR 
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point @144 @264 radius  100.0  100.0
004D: jump_if_false TRIA_960
0006: @758 =  0  ;; integer values
0088: $73 = @143  ;; floating-point values only
0009: $73 +=  4.0  ;; floating-point values
0088: $74 = @263  ;; floating-point values only
0009: $74 +=  4.0  ;; floating-point values
0088: $75 = @383  ;; floating-point values only
0009: $75 +=  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_960
00D6: if  0
0039:   @940 ==  1  ;; integer values
004D: jump_if_false TRIA_978
0247: request_model  154
0247: request_model  18
0247: request_model  45
0247: request_model  167
0247: request_model  510

:TRIA_968
00D6: if  24
8248:   NOT   model  154 available
8248:   NOT   model  18 available
8248:   NOT   model  45 available
8248:   NOT   model  167 available
8248:   NOT   model  510 available
004D: jump_if_false TRIA_977
0001: wait  0 ms
0002: jump TRIA_968

:TRIA_977
0006: @940 =  2  ;; integer values

:TRIA_978
00D6: if  0
0039:   @940 ==  2  ;; integer values
004D: jump_if_false TRIA_1140
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_991
00D6: if  0
001D:   @926 > @759  ;; integer values  
004D: jump_if_false TRIA_1114
0085: @760 = @759  ;; integer values and handles
0016: @760 /=  2  ;; integer values 
0012: @760 *=  2  ;; integer values 
00D6: if  0
003B:   @760 == @759  ;; integer values 
004D: jump_if_false TRIA_1007
0005: $73 =  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: $74 = @788  ;; floating-point values only
0002: jump TRIA_1014

:TRIA_1007
0005: $73 = -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: $74 = @788  ;; floating-point values only

:TRIA_1014
0407: create_coordinate $73 $74 $75 from_car @768 offset $73 $74 $75
0174: @789 = car @768 z_angle
0088: $75 = @383  ;; floating-point values only
0089: @854(@759,12f) = $73  ;; floating-point values only
0089: @866(@759,12f) = $74  ;; floating-point values only
02CE: $75 = ground_z $73 $74 $75
0089: @878(@759,12f) = $75  ;; floating-point values only
00D6: if  0
001D:   @762 > @759  ;; integer values  
004D: jump_if_false TRIA_1071
009A: @914(@759,12i) = create_actor  4 @829(@759,12i) at $73 $74 -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: @914(@759,12i)  0
054E: @914(@759,12i)
054A: unknown_actor @914(@759,12i) flag  0
00D6: if  0
0039:   @131(@759,12i) ==  0  ;; integer values
004D: jump_if_false TRIA_1070
0085: @760 = @759  ;; integer values and handles
0016: @760 /=  2  ;; integer values 
0012: @760 *=  2  ;; integer values 
00D6: if  0
003B:   @760 == @759  ;; integer values 
004D: jump_if_false TRIA_1049
0005: $73 =  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: $74 = @788  ;; floating-point values only
0002: jump TRIA_1056

:TRIA_1049
0005: $73 = -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: $74 = @788  ;; floating-point values only

:TRIA_1056
0407: create_coordinate $73 $74 $75 from_car @769 offset $73 $74 $75
00A5: @902(@759,12i) = create_car @841(@759,12i) at $73 $74 -100.0
0A21: @902(@759,12i)  1 
0423: car @902(@759,12i) improve_handling  1.5
0006: @131(@759,12i) =  1  ;; integer values
072F: @902(@759,12i)  .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: (unknown) @902(@759,12i)  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_1070
0002: jump TRIA_1112

:TRIA_1071
0407: create_coordinate $73 $74 $75 from_car @768 offset -4.0435  6.5755 -.8
0376: @954 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @954 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset -5.6392  2.9435 -.8
0376: @943 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @943 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset -6.0071 -2.0778 -.8
0376: @944 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @944 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset -7.6039 -5.0807 -.8
0376: @945 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @945 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset -7.0724 -6.4057 -.8
0376: @946 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @946 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset -5.9988 -13.553 -.8
0376: @947 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @947 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset  6.073 -15.2059 -.8
0376: @948 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @948 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset  7.2639 -12.9933 -.8
0376: @949 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @949 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset  5.8429 -7.7069 -.8
0376: @950 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @950 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset  8.4135 -3.7971 -.8
0376: @951 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @951 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset  6.2507  .3634 -.8
0376: @952 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @952 @143 @263 @383 
0407: create_coordinate $73 $74 $75 from_car @768 offset  8.6397  2.419 -.8
0376: @953 = create_random_actor $73 $74 $75
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_car_density_to  .5
008B: @914(@759,12i) = $PLAYER_ACTOR  ;; integer values and handles
0085: @941 = @759  ;; integer values and handles

:TRIA_1112
000A: @759 +=  1  ;; integer values
0002: jump TRIA_991

:TRIA_1114
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  510 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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRIA_1131
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_1131
02A3: toggle_widescreen  1 (on)
0001: wait  500 ms
016A: fade  1 (back)  3000 ms

:TRIA_1134
00D6: if  0
016B:   fading
004D: jump_if_false TRIA_1139
0001: wait  0 ms
0002: jump TRIA_1134

:TRIA_1139
00BE: text_clear_all

:TRIA_1140
00D6: if  0
0039:   @940 ==  3  ;; integer values
004D: jump_if_false TRIA_1167
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRIA_1167
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
00BA: text_styled 'RACES_4'  1100 ms  4
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_1154
00D6: if  0
001D:   @762 > @759  ;; integer values  
004D: jump_if_false TRIA_1164
00D6: if  0
0118:   actor @914(@759,12i) dead
004D: jump_if_false TRIA_1162
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump TRIA_2303

:TRIA_1162
000A: @759 +=  1  ;; integer values
0002: jump TRIA_1154

:TRIA_1164
008B: @955 = $16  ;; integer values and handles
000A: @955 +=  999  ;; integer values
000A: @940 +=  1  ;; integer values

:TRIA_1167
00D6: if  0
0039:   @940 ==  4  ;; integer values
004D: jump_if_false TRIA_1178
00D6: if  0
001E:   $16 > @955  ;; integer values
004D: jump_if_false TRIA_1178
00BA: text_styled 'RACES_5'  1100 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
008B: @955 = $16  ;; integer values and handles
000A: @955 +=  999  ;; integer values
000A: @940 +=  1  ;; integer values

:TRIA_1178
00D6: if  0
0039:   @940 ==  5  ;; integer values
004D: jump_if_false TRIA_1189
00D6: if  0
001E:   $16 > @955  ;; integer values
004D: jump_if_false TRIA_1189
00BA: text_styled 'RACES_6'  1100 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
008B: @955 = $16  ;; integer values and handles
000A: @955 +=  999  ;; integer values
000A: @940 +=  1  ;; integer values

:TRIA_1189
00D6: if  0
0039:   @940 ==  6  ;; integer values
004D: jump_if_false TRIA_1221
00D6: if  0
001E:   $16 > @955  ;; integer values
004D: jump_if_false TRIA_1221
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRIA_1221
00BA: text_styled 'RACES_7'  800 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
015A: restore_camera
02A3: toggle_widescreen  0 (off)
09B9:  0 
008B: @767 = $16  ;; integer values and handles
0085: @762 = @926  ;; integer values and handles
000E: @762 -=  1  ;; integer values
0006: @759 =  0  ;; integer values

:TRIA_1210
00D6: if  0
001D:   @762 > @759  ;; integer values  
004D: jump_if_false TRIA_1219
00D6: if  0
8119:   NOT   car @902(@759,12i) wrecked
004D: jump_if_false TRIA_1217
02AA: set_car @902(@759,12i) immune_to_nonplayer  0

:TRIA_1217
000A: @759 +=  1  ;; integer values
0002: jump TRIA_1210

:TRIA_1219
0006: @955 =  0  ;; integer values
000A: @940 +=  1  ;; integer values

:TRIA_1221
00D6: if  0
0019:   @940 >  6  ;; integer values
004D: jump_if_false TRIA_2027

:TRIA_1224
00D6: if  0
001D:   @926 > @759  ;; integer values  
004D: jump_if_false TRIA_1904
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false TRIA_1902
00D6: if  0
8118:   NOT   actor @914(@759,12i) dead
004D: jump_if_false TRIA_1505
00D6: if  0
0039:   @940 ==  8  ;; integer values
004D: jump_if_false TRIA_1504
00D6: if  0
87D6:   NOT @914(@759,12i) $PLAYER_ACTOR 
004D: jump_if_false TRIA_1504
00D6: if  0
003B:   @927(@941,12i) == @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1251
00A0: store_actor @914(@759,12i) position_to $73 $74 $75
0509: @957 = distance between point $73 $74 and point @854(@759,12f) @866(@759,12f)
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0509: @790 = distance between point $73 $74 and point @854(@759,12f) @866(@759,12f)
00D6: if  0
0025:   @790 > @957  ;; floating-point values  
004D: jump_if_false TRIA_1250
000A: @942 +=  1  ;; integer values

:TRIA_1250
0002: jump TRIA_1255

:TRIA_1251
00D6: if  0
001D:   @927(@759,12i) > @927(@941,12i)  ;; integer values  
004D: jump_if_false TRIA_1255
000A: @942 +=  1  ;; integer values

:TRIA_1255
00D6: if  0
80EC:   NOT   actor @914(@759,12i)  0 ()near_point @82(@759,12f) @94(@759,12f) radius  2.0  2.0
004D: jump_if_false TRIA_1274
00A0: store_actor @914(@759,12i) position_to @82(@759,12f) @94(@759,12f) $75
00D6: if  1
002D:   @927(@759,12i) >= @819  ;; integer values 
002D:   @821 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1266
008B: @119(@759,12i) = $16  ;; integer values and handles
000A: @119(@759,12i) +=  1500  ;; integer values
0002: jump TRIA_1274

:TRIA_1266
00D6: if  0
003B:   @927(@759,12i) == @822  ;; integer values 
004D: jump_if_false TRIA_1272
008B: @119(@759,12i) = $16  ;; integer values and handles
000A: @119(@759,12i) +=  1500  ;; integer values
0002: jump TRIA_1274

:TRIA_1272
008B: @119(@759,12i) = $16  ;; integer values and handles
000A: @119(@759,12i) +=  4000  ;; integer values

:TRIA_1274
00D6: if  1
002D:   @927(@759,12i) >= @826  ;; integer values 
002D:   @827 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1290
00D6: if  0
0611: @914(@759,12i) "SPRINT_PANIC" 
004D: jump_if_false TRIA_1282
0393: @914(@759,12i) "SPRINT_PANIC" @781 

:TRIA_1282
00D6: if  0
0611: @914(@759,12i) "RUN_CIVI" 
004D: jump_if_false TRIA_1286
0393: @914(@759,12i) "RUN_CIVI" @781 

:TRIA_1286
00D6: if  0
0611: @914(@759,12i) "WALK_CIVI" 
004D: jump_if_false TRIA_1290
0393: @914(@759,12i) "WALK_CIVI" @781 

:TRIA_1290
00D6: if  0
00EC:   actor @914(@759,12i)  0 ()near_point @82(@759,12f) @94(@759,12f) radius  3.0  3.0
004D: jump_if_false TRIA_1431
00D6: if  0
001E:   $16 > @119(@759,12i)  ;; integer values
004D: jump_if_false TRIA_1431
00D6: if  1
002D:   @927(@759,12i) >= @819  ;; integer values 
002D:   @821 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1344
00D6: if  0
04AD: @914(@759,12i)
004D: jump_if_false TRIA_1341
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  0
001D:   @927(@759,12i) > @819  ;; integer values  
004D: jump_if_false TRIA_1323
00D6: if  0
801B:   NOT    3 > @927(@759,12i)  ;; integer values
004D: jump_if_false TRIA_1320
062E: @914(@759,12i)  2017 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1319
07E1: @914(@759,12i) @785 @786 @878(@759,12f) 
0A28: @914(@759,12i) @780 

:TRIA_1319
0002: jump TRIA_1322

:TRIA_1320
07E1: @914(@759,12i) @785 @786 @878(@759,12f) 
0A28: @914(@759,12i)  2.2 

:TRIA_1322
0002: jump TRIA_1340

:TRIA_1323
00D6: if  0
82CB:   NOT   actor @914(@759,12i) bounding_sphere_visible
004D: jump_if_false TRIA_1340
0085: @784 = @927(@759,12i)  ;; integer values and handles
000E: @784 -=  1  ;; integer values
00D6: if  0
80C2:   NOT   sphere_onscreen @854(@759,12f) @866(@759,12f) @878(@759,12f)  10.0
004D: jump_if_false TRIA_1340
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: @914(@759,12i) 
062E: @914(@759,12i)  2017 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1340
07E1: @914(@759,12i) @785 @786 @878(@759,12f) 
0A28: @914(@759,12i) @780 

:TRIA_1340
0002: jump TRIA_1344

:TRIA_1341
00D6: if  0
003B:   @927(@759,12i) == @821  ;; integer values 
004D: jump_if_false TRIA_1344

:TRIA_1344
00D6: if  1
002D:   @927(@759,12i) >= @823  ;; integer values 
002D:   @824 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1418
00D6: if  0
8119:   NOT   car @902(@759,12i) wrecked
004D: jump_if_false TRIA_1418
0871: init_jump_table @804(@759,12i) total_jumps  2  1 TRIA_1385 jumps  0 TRIA_1352  1 TRIA_1360 -1 TRIA_1418 -1 TRIA_1418 -1 TRIA_1418 -1 TRIA_1418 -1 TRIA_1418 

:TRIA_1352
0615: @803 
05D3: unknown_action_sequence -1 @792 @793 @794  7 -2 
05CB: unknown_action_sequence -1 @902(@759,12i) -2 
0616: @803 
0618: @914(@759,12i) @803 
061B: @803 
0006: @804(@759,12i) =  1  ;; integer values
0002: jump TRIA_1418

:TRIA_1360
00D6: if  0
82CB:   NOT   actor @914(@759,12i) bounding_sphere_visible
004D: jump_if_false TRIA_1384
00D6: if  0
80C2:   NOT   sphere_onscreen @854(@759,12f) @866(@759,12f) @878(@759,12f)  10.0
004D: jump_if_false TRIA_1384
00D6: if  0
80DB:   NOT   actor @914(@759,12i) in_car @902(@759,12i)
004D: jump_if_false TRIA_1384
00D6: if  0
82CA:   NOT   car @902(@759,12i) bounding_sphere_visible
004D: jump_if_false TRIA_1384
00D6: if  0
80DF:   NOT   actor @914(@759,12i) driving
004D: jump_if_false TRIA_1384
046C: @798 = car @902(@759,12i) driver
00D6: if  0
0039:   @798 == -1  ;; integer values
004D: jump_if_false TRIA_1384
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: unknown_action_sequence @914(@759,12i) -1 @854(@759,12f) @866(@759,12f) @878(@759,12f) @779  3  1  1 
0006: @804(@759,12i) =  2  ;; integer values

:TRIA_1384
0002: jump TRIA_1418

:TRIA_1385
00D6: if  0
82CB:   NOT   actor @914(@759,12i) bounding_sphere_visible
004D: jump_if_false TRIA_1417
00D6: if  0
80C2:   NOT   sphere_onscreen @854(@759,12f) @866(@759,12f) @878(@759,12f)  10.0
004D: jump_if_false TRIA_1417
00D6: if  0
82CA:   NOT   car @902(@759,12i) bounding_sphere_visible
004D: jump_if_false TRIA_1417
046C: @798 = car @902(@759,12i) driver
00D6: if  0
0039:   @798 == -1  ;; integer values
004D: jump_if_false TRIA_1417
062E: @914(@759,12i)  1489 @731(@759,12i) 
0085: @784 = @927(@759,12i)  ;; integer values and handles
000E: @784 -=  1  ;; integer values
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1417
00D6: if  0
80DB:   NOT   actor @914(@759,12i) in_car @902(@759,12i)
004D: jump_if_false TRIA_1414
046C: @798 = car @902(@759,12i) driver
00D6: if  0
0039:   @798 == -1  ;; integer values
004D: jump_if_false TRIA_1413
036A: put_actor @914(@759,12i) in_car @902(@759,12i)
05D1: unknown_action_sequence @914(@759,12i) -1 @854(@759,12f) @866(@759,12f) @878(@759,12f) @779  3  1  1 

:TRIA_1413
0002: jump TRIA_1417

:TRIA_1414
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: unknown_action_sequence @914(@759,12i) -1 @854(@759,12f) @866(@759,12f) @878(@759,12f) @779  3  1  1 

:TRIA_1417
0002: jump TRIA_1418

:TRIA_1418
00D6: if  1
002D:   @927(@759,12i) >= @826  ;; integer values 
002D:   @827 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1431
00D6: if  0
82CB:   NOT   actor @914(@759,12i) bounding_sphere_visible
004D: jump_if_false TRIA_1431
00D6: if  0
80C2:   NOT   sphere_onscreen @854(@759,12f) @866(@759,12f) @878(@759,12f)  10.0
004D: jump_if_false TRIA_1431
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_1431
00D6: if  0
00DF:   actor @914(@759,12i) driving
004D: jump_if_false TRIA_1437
0085: @762 = @927(@941,12i)  ;; integer values and handles
000A: @762 +=  5  ;; integer values
03C0: @768 = actor @914(@759,12i) car

:TRIA_1437
0006: @758 =  0  ;; integer values
0006: @761 =  0  ;; integer values

:TRIA_1439
00D6: if  0
001D:   @926 > @758  ;; integer values  
004D: jump_if_false TRIA_1450
0085: @958 = @927(@758,12i)  ;; integer values and handles
000E: @958 -=  2  ;; integer values
00D6: if  0
001D:   @958 > @927(@759,12i)  ;; integer values  
004D: jump_if_false TRIA_1448
000A: @761 +=  1  ;; integer values

:TRIA_1448
000A: @758 +=  1  ;; integer values
0002: jump TRIA_1439

:TRIA_1450
00D6: if  0
0019:   @761 >  0  ;; integer values
004D: jump_if_false TRIA_1504
0085: @784 = @927(@759,12i)  ;; integer values and handles
000E: @784 -=  1  ;; integer values
00D6: if  0
8118:   NOT   actor @914(@759,12i) dead
004D: jump_if_false TRIA_1504
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @914(@759,12i) radius  30.0  30.0  30.0 sphere  0
004D: jump_if_false TRIA_1504
00D6: if  0
82CB:   NOT   actor @914(@759,12i) bounding_sphere_visible
004D: jump_if_false TRIA_1504
00D6: if  0
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_1504
00D6: if  0
80C2:   NOT   sphere_onscreen @854(@759,12f) @866(@759,12f) @878(@759,12f)  4.0
004D: jump_if_false TRIA_1504
00A1: put_actor @914(@759,12i) at @854(@759,12f) @866(@759,12f) @878(@759,12f)
0687: @914(@759,12i) 
062E: @914(@759,12i)  1489 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1504
00D6: if  1
002D:   @927(@759,12i) >= @823  ;; integer values 
002D:   @824 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1504
00D6: if  0
00DF:   actor @914(@759,12i) driving
004D: jump_if_false TRIA_1487
03C0: @768 = actor @914(@759,12i) car
0175: set_car @768 z_angle_to @503(@759,120f)
05D1: unknown_action_sequence @914(@759,12i) -1 @854(@759,12f) @866(@759,12f) @878(@759,12f) @779  3  1  1 
0002: jump TRIA_1504

:TRIA_1487
00D6: if  0
8119:   NOT   car @902(@759,12i) wrecked
004D: jump_if_false TRIA_1504
00D6: if  0
80DB:   NOT   actor @914(@759,12i) in_car @902(@759,12i)
004D: jump_if_false TRIA_1504
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @902(@759,12i)
004D: jump_if_false TRIA_1504
046C: @798 = car @902(@759,12i) driver
00D6: if  0
0039:   @798 == -1  ;; integer values
004D: jump_if_false TRIA_1504
0687: @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: unknown_action_sequence @914(@759,12i) -1 @854(@759,12f) @866(@759,12f) @878(@759,12f) @779  3  1  1 

:TRIA_1504
0002: jump TRIA_1517

:TRIA_1505
00D6: if  1
051A:   unknown_actor @914(@759,12i) hit_by_actor $PLAYER_ACTOR
0118:   actor @914(@759,12i) dead
004D: jump_if_false TRIA_1517
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_1517
00D6: if  0
851B:   NOT @914(@759,12i) @902(@941,12i) 
004D: jump_if_false TRIA_1517
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump TRIA_2303

:TRIA_1517
00D6: if  0
8118:   NOT   actor @914(@759,12i) dead
004D: jump_if_false TRIA_1659
00D6: if  0
07D6: @914(@759,12i) $PLAYER_ACTOR 
004D: jump_if_false TRIA_1531
00D6: if  0
0039:   @782 ==  0  ;; integer values
004D: jump_if_false TRIA_1531
00D6: if  0
80FE:   NOT   actor @914(@759,12i)  0 ()near_point @854(@759,12f) @866(@759,12f) @878(@759,12f) radius  600.0  600.0  600.0
004D: jump_if_false TRIA_1531
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump TRIA_2303

:TRIA_1531
00D6: if  0
001D:   @927(@759,12i) > @827  ;; integer values  
004D: jump_if_false TRIA_1544
00D6: if  0
0039:   @746(@759,12i) ==  0  ;; integer values
004D: jump_if_false TRIA_1544
0615: @803 
05D3: unknown_action_sequence -1 @743 @744 @745  7 -2 
05BD: unknown_action_sequence -1 -2 
0616: @803 
0618: @914(@759,12i) @803 
061B: @803 
0006: @746(@759,12i) =  1  ;; integer values

:TRIA_1544
00D6: if  1
002D:   @927(@759,12i) >= @826  ;; integer values 
002D:   @827 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1586
00D6: if  0
00FE:   actor @914(@759,12i)  0 ()near_point @854(@759,12f) @866(@759,12f) @878(@759,12f) radius  8.0  8.0  5.0
004D: jump_if_false TRIA_1586
00D6: if  0
003B:   @927(@759,12i) == @826  ;; integer values 
004D: jump_if_false TRIA_1556
0002: jump TRIA_2038
0002: jump TRIA_1561

:TRIA_1556
062E: @914(@759,12i)  2606 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1561
0002: jump TRIA_2038

:TRIA_1561
00D6: if  0
003B:   @927(@759,12i) == @828  ;; integer values 
004D: jump_if_false TRIA_1586
00D6: if  0
07D6: @914(@759,12i) $PLAYER_ACTOR 
004D: jump_if_false TRIA_1576
000A: @942 +=  1  ;; integer values
00D6: if  0
002B:    1 >= @942  ;; integer values 
004D: jump_if_false TRIA_1573
0002: jump TRIA_2305
0002: jump TRIA_1575

:TRIA_1573
00BC: text_highpriority 'RACES_8'  5000 ms  1
0002: jump TRIA_2303

:TRIA_1575
0002: jump TRIA_1586

:TRIA_1576
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  0
80C2:   NOT   sphere_onscreen @854(@759,12f) @866(@759,12f) @878(@759,12f)  30.0
004D: jump_if_false TRIA_1586
00D6: if  0
8119:   NOT   car @768 wrecked
004D: jump_if_false TRIA_1586
039F: car @768 race_to @143(@759,120f) @263(@759,120f)

:TRIA_1586
00D6: if  1
002D:   @927(@759,12i) >= @821  ;; integer values 
002D:   @824 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1642
00D6: if  0
07D6: @914(@759,12i) $PLAYER_ACTOR 
004D: jump_if_false TRIA_1627
00D6: if  1
002D:   @927(@759,12i) >= @823  ;; integer values 
002D:   @824 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1613
00D6: if  0
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_1612
0085: @765 = @823  ;; integer values and handles
000A: @765 +=  1  ;; integer values
00D6: if  0
001D:   @927(@759,12i) > @765  ;; integer values  
004D: jump_if_false TRIA_1611
062E: @914(@759,12i)  1489 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1610
0002: jump TRIA_2038

:TRIA_1610
0002: jump TRIA_1612

:TRIA_1611
0002: jump TRIA_2038

:TRIA_1612
0002: jump TRIA_1626

:TRIA_1613
00D6: if  0
00FE:   actor @914(@759,12i)  0 ()near_point @854(@759,12f) @866(@759,12f) @878(@759,12f) radius  8.0  8.0  5.0
004D: jump_if_false TRIA_1626
00D6: if  0
001B:    2 > @927(@759,12i)  ;; integer values
004D: jump_if_false TRIA_1625
062E: @914(@759,12i)  2017 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1624
0002: jump TRIA_2038

:TRIA_1624
0002: jump TRIA_1626

:TRIA_1625
0002: jump TRIA_2038

:TRIA_1626
0002: jump TRIA_1642

:TRIA_1627
00D6: if  0
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_1642
0085: @765 = @823  ;; integer values and handles
000A: @765 +=  1  ;; integer values
00D6: if  0
001D:   @927(@759,12i) > @765  ;; integer values  
004D: jump_if_false TRIA_1641
062E: @914(@759,12i)  1489 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1640
0002: jump TRIA_2038

:TRIA_1640
0002: jump TRIA_1642

:TRIA_1641
0002: jump TRIA_2038

:TRIA_1642
00D6: if  1
002D:   @927(@759,12i) >= @819  ;; integer values 
001D:   @821 > @927(@759,12i)  ;; integer values  
004D: jump_if_false TRIA_1659
00D6: if  0
00FE:   actor @914(@759,12i)  0 ()near_point @854(@759,12f) @866(@759,12f) @878(@759,12f) radius  8.0  8.0  5.0
004D: jump_if_false TRIA_1659
00D6: if  0
001B:    2 > @927(@759,12i)  ;; integer values
004D: jump_if_false TRIA_1658
062E: @914(@759,12i)  2017 @731(@759,12i) 
00D6: if  0
04A4: @731(@759,12i)  7 
004D: jump_if_false TRIA_1657
0002: jump TRIA_2038

:TRIA_1657
0002: jump TRIA_1659

:TRIA_1658
0002: jump TRIA_2038

:TRIA_1659
00D6: if  0
07D6: @914(@759,12i) $PLAYER_ACTOR 
004D: jump_if_false TRIA_1902
00D6: if  1
002D:   @927(@759,12i) >= @823  ;; integer values 
002D:   @824 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1752
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_1749
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @902(@941,12i)
004D: jump_if_false TRIA_1722
00D6: if  0
0039:   @782 ==  0  ;; integer values
004D: jump_if_false TRIA_1687
06D6: @963 
0164: disable_marker @939
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_1682
0186: @939 = create_marker_above_car @902(@941,12i)
07E0: @939  1 

:TRIA_1682
0085: @799 = @759  ;; integer values and handles
000B: @866(@759,12f) +=  1000.0  ;; floating-point values
008B: @800 = $16  ;; integer values and handles
000A: @800 +=  25400  ;; integer values
0006: @782 =  1  ;; integer values

:TRIA_1687
0085: @764 = @800  ;; integer values and handles
0064: @764 -= $16  ;; integer values 
0016: @764 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @764  ;; integer values
004D: jump_if_false TRIA_1694
0006: @764 =  0  ;; integer values

:TRIA_1694
00D6: if  0
001E:   $16 > @800  ;; integer values
004D: jump_if_false TRIA_1700
00BC: text_highpriority 'RACES20'  5000 ms  1
0002: jump TRIA_2303
0051: return

:TRIA_1700
09C1:  0 
00D6: if  0
0039:   @764 ==  1  ;; integer values
004D: jump_if_false TRIA_1706
01E5: text_1number_highpriority 'RACE_51' @764  200 ms  1
0002: jump TRIA_1707

:TRIA_1706
01E5: text_1number_highpriority 'RACES50' @764  200 ms  1

:TRIA_1707
00D6: if  0
003B:   @927(@759,12i) == @828  ;; integer values 
004D: jump_if_false TRIA_1721
00D6: if  0
07D6: @914(@759,12i) $PLAYER_ACTOR 
004D: jump_if_false TRIA_1721
000A: @942 +=  1  ;; integer values
00D6: if  0
002B:    1 >= @942  ;; integer values 
004D: jump_if_false TRIA_1719
0002: jump TRIA_2305
0002: jump TRIA_1721

:TRIA_1719
00BC: text_highpriority 'RACES_8'  5000 ms  1
0002: jump TRIA_2303

:TRIA_1721
0002: jump TRIA_1748

:TRIA_1722
00D6: if  0
0039:   @782 ==  1  ;; integer values
004D: jump_if_false TRIA_1748
03D5: remove_text 'RACES50'
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  0
003B:   @927(@799,12i) == @853  ;; integer values 
004D: jump_if_false TRIA_1740
06D5:  1 @854(@799,12f) @866(@799,12f) @878(@799,12f)  0.0  0.0  0.0  6.0 @963 
0002: jump TRIA_1747

:TRIA_1740
0085: @762 = @927(@799,12i)  ;; integer values and handles
000A: @762 +=  1  ;; integer values
00D6: if  0
003B:   @927(@799,12i) == @853  ;; integer values 
004D: jump_if_false TRIA_1746
0006: @762 =  1  ;; integer values

:TRIA_1746
06D5:  0 @854(@799,12f) @866(@799,12f) @878(@799,12f) @960 @961 @962  6.0 @963 

:TRIA_1747
0006: @782 =  0  ;; integer values

:TRIA_1748
0002: jump TRIA_1752

:TRIA_1749
00BC: text_highpriority 'RACES24'  5000 ms  1
0002: jump TRIA_2303
0051: return

:TRIA_1752
0085: @765 = @826  ;; integer values and handles
000A: @765 +=  1  ;; integer values
00D6: if  1
002D:   @927(@759,12i) >= @826  ;; integer values 
001D:   @765 > @927(@759,12i)  ;; integer values  
004D: jump_if_false TRIA_1827
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_1827
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TRIA_1801
00D6: if  0
0039:   @782 ==  0  ;; integer values
004D: jump_if_false TRIA_1780
00D9: @902(@941,12i) = actor $PLAYER_ACTOR car
06D6: @963 
0164: disable_marker @939
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_1775
0186: @939 = create_marker_above_car @902(@941,12i)
07E0: @939  1 

:TRIA_1775
0085: @799 = @759  ;; integer values and handles
000B: @866(@759,12f) +=  1000.0  ;; floating-point values
008B: @800 = $16  ;; integer values and handles
000A: @800 +=  25400  ;; integer values
0006: @782 =  1  ;; integer values

:TRIA_1780
0085: @764 = @800  ;; integer values and handles
0064: @764 -= $16  ;; integer values 
0016: @764 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @764  ;; integer values
004D: jump_if_false TRIA_1787
0006: @764 =  0  ;; integer values

:TRIA_1787
00D6: if  0
001E:   $16 > @800  ;; integer values
004D: jump_if_false TRIA_1793
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump TRIA_2303
0051: return

:TRIA_1793
09C1:  0 
00D6: if  0
0039:   @764 ==  1  ;; integer values
004D: jump_if_false TRIA_1799
01E5: text_1number_highpriority 'RACE_49' @764  200 ms  1
0002: jump TRIA_1800

:TRIA_1799
01E5: text_1number_highpriority 'RACES48' @764  200 ms  1

:TRIA_1800
0002: jump TRIA_1827

:TRIA_1801
00D6: if  0
0039:   @782 ==  1  ;; integer values
004D: jump_if_false TRIA_1827
03D5: remove_text 'RACES48'
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  0
003B:   @927(@799,12i) == @853  ;; integer values 
004D: jump_if_false TRIA_1819
06D5:  1 @854(@799,12f) @866(@799,12f) @878(@799,12f)  0.0  0.0  0.0  6.0 @963 
0002: jump TRIA_1826

:TRIA_1819
0085: @762 = @927(@799,12i)  ;; integer values and handles
000A: @762 +=  1  ;; integer values
00D6: if  0
003B:   @927(@799,12i) == @853  ;; integer values 
004D: jump_if_false TRIA_1825
0006: @762 =  1  ;; integer values

:TRIA_1825
06D5:  0 @854(@799,12f) @866(@799,12f) @878(@799,12f) @960 @961 @962  6.0 @963 

:TRIA_1826
0006: @782 =  0  ;; integer values

:TRIA_1827
0085: @765 = @826  ;; integer values and handles
000A: @765 +=  1  ;; integer values
00D6: if  1
002D:   @927(@759,12i) >= @765  ;; integer values 
002D:   @827 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_1902
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_1902
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false TRIA_1876
00D6: if  0
0039:   @782 ==  0  ;; integer values
004D: jump_if_false TRIA_1855
00D9: @902(@941,12i) = actor $PLAYER_ACTOR car
06D6: @963 
0164: disable_marker @939
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_1850
0186: @939 = create_marker_above_car @902(@941,12i)
07E0: @939  1 

:TRIA_1850
0085: @799 = @759  ;; integer values and handles
000B: @866(@759,12f) +=  1000.0  ;; floating-point values
008B: @800 = $16  ;; integer values and handles
000A: @800 +=  5000  ;; integer values
0006: @782 =  1  ;; integer values

:TRIA_1855
0085: @764 = @800  ;; integer values and handles
0064: @764 -= $16  ;; integer values 
0016: @764 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @764  ;; integer values
004D: jump_if_false TRIA_1862
0006: @764 =  0  ;; integer values

:TRIA_1862
00D6: if  0
001E:   $16 > @800  ;; integer values
004D: jump_if_false TRIA_1868
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump TRIA_2303
0051: return

:TRIA_1868
09C1:  0 
00D6: if  0
0039:   @764 ==  1  ;; integer values
004D: jump_if_false TRIA_1874
01E5: text_1number_highpriority 'RACE_49' @764  200 ms  1
0002: jump TRIA_1875

:TRIA_1874
01E5: text_1number_highpriority 'RACES48' @764  200 ms  1

:TRIA_1875
0002: jump TRIA_1902

:TRIA_1876
00D6: if  0
0039:   @782 ==  1  ;; integer values
004D: jump_if_false TRIA_1902
03D5: remove_text 'RACES48'
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  0
003B:   @927(@799,12i) == @853  ;; integer values 
004D: jump_if_false TRIA_1894
06D5:  1 @854(@799,12f) @866(@799,12f) @878(@799,12f)  0.0  0.0  0.0  6.0 @963 
0002: jump TRIA_1901

:TRIA_1894
0085: @762 = @927(@799,12i)  ;; integer values and handles
000A: @762 +=  1  ;; integer values
00D6: if  0
003B:   @927(@799,12i) == @853  ;; integer values 
004D: jump_if_false TRIA_1900
0006: @762 =  1  ;; integer values

:TRIA_1900
06D5:  0 @854(@799,12f) @866(@799,12f) @878(@799,12f) @960 @961 @962  6.0 @963 

:TRIA_1901
0006: @782 =  0  ;; integer values

:TRIA_1902
000A: @759 +=  1  ;; integer values
0002: jump TRIA_1224

:TRIA_1904
038E: @40 @52 @64 @76  0  0  0  255 
038E: @39 @51 @63 @75  134  155  184  255 
038E: @34 @46 @58 @70  0  0  0  255 
000A: @942 +=  1  ;; integer values
0050: gosub TRIA_2028
033F: set_text_draw_letter_width_height @59 @71
00D6: if  0
0039:   @942 ==  1  ;; integer values
004D: jump_if_false TRIA_1914
033E: text_draw @35 @47 'ST'

:TRIA_1914
00D6: if  0
0039:   @942 ==  2  ;; integer values
004D: jump_if_false TRIA_1918
033E: text_draw @35 @47 'ND'

:TRIA_1918
00D6: if  0
0039:   @942 ==  3  ;; integer values
004D: jump_if_false TRIA_1922
033E: text_draw @35 @47 'RD'

:TRIA_1922
00D6: if  0
0019:   @942 >  3  ;; integer values
004D: jump_if_false TRIA_1926
033E: text_draw @35 @47 'TH'

:TRIA_1926
00D6: if  0
002B:    7 >= @942  ;; integer values 
004D: jump_if_false TRIA_1960
0087: @779 = @770  ;; floating-point values only
0087: @780 = @773  ;; floating-point values only
0087: @781 = @776  ;; floating-point values only
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_1942
00D6: if  23
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_1942
0007: @779 =  20.0  ;; floating-point values

:TRIA_1942
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_1951
00D6: if  22
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_1951
0007: @779 =  20.0  ;; floating-point values

:TRIA_1951
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_1960
00D6: if  22
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_1960
0007: @779 =  20.0  ;; floating-point values

:TRIA_1960
00D6: if  1
0019:   @942 >  7  ;; integer values
001B:    9 > @942  ;; integer values
004D: jump_if_false TRIA_1995
0087: @779 = @771  ;; floating-point values only
0087: @780 = @774  ;; floating-point values only
0087: @781 = @777  ;; floating-point values only
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_1977
00D6: if  23
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_1977
0007: @779 =  20.0  ;; floating-point values

:TRIA_1977
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_1986
00D6: if  22
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_1986
0007: @779 =  20.0  ;; floating-point values

:TRIA_1986
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_1995
00D6: if  22
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_1995
0007: @779 =  20.0  ;; floating-point values

:TRIA_1995
00D6: if  0
0039:   @942 ==  9  ;; integer values
004D: jump_if_false TRIA_2001
0087: @779 = @772  ;; floating-point values only
0087: @780 = @775  ;; floating-point values only
0087: @781 = @778  ;; floating-point values only

:TRIA_2001
0050: gosub TRIA_2028
033F: set_text_draw_letter_width_height @60 @72
0342: set_text_draw_centered  1
045A: text_draw_1number @36 @48 'NUMBER' @942
0050: gosub TRIA_2028
033F: set_text_draw_letter_width_height @61 @73
045A: text_draw_1number @37 @49 'OUT_OF' @118
01BD: $16 = current_time_in_ms
008B: @959 = $16  ;; 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_2028
0342: set_text_draw_centered  1
033F: set_text_draw_letter_width_height @62 @74
00D6: if  0
0019:   @764 >  9  ;; integer values
004D: jump_if_false TRIA_2026
045B: text_draw_2numbers @38 @50 'TIME' @763 @764
0002: jump TRIA_2027

:TRIA_2026
045B: text_draw_2numbers @38 @50 'TIME_0' @763 @764

:TRIA_2027
0002: jump TRIA_929

:TRIA_2028
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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:  2  0  0  0  180 
0051: return

:TRIA_2038
00D6: if  0
0039:   @940 ==  7  ;; integer values
004D: jump_if_false TRIA_2042
0006: @940 =  8  ;; integer values

:TRIA_2042
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  0
07D6: @914(@759,12i) $PLAYER_ACTOR 
004D: jump_if_false TRIA_2225
00D6: if  0
002D:   @927(@759,12i) >= @828  ;; integer values 
004D: jump_if_false TRIA_2061
000A: @942 +=  1  ;; integer values
00D6: if  0
002B:    1 >= @942  ;; integer values 
004D: jump_if_false TRIA_2059
0002: jump TRIA_2305
0002: jump TRIA_2061

:TRIA_2059
00BC: text_highpriority 'RACES_8'  5000 ms  1
0002: jump TRIA_2303

:TRIA_2061
00D6: if  0
0039:   @817 ==  0  ;; integer values
004D: jump_if_false TRIA_2069
00D6: if  0
003B:   @927(@759,12i) == @820  ;; integer values 
004D: jump_if_false TRIA_2069
03E5: text_box 'TRAI2'
0006: @817 =  1  ;; integer values

:TRIA_2069
00D6: if  0
0039:   @817 ==  1  ;; integer values
004D: jump_if_false TRIA_2077
00D6: if  0
003B:   @927(@759,12i) == @822  ;; integer values 
004D: jump_if_false TRIA_2077
03E5: text_box 'TRAI3'
0006: @817 =  2  ;; integer values

:TRIA_2077
00D6: if  0
0039:   @817 ==  2  ;; integer values
004D: jump_if_false TRIA_2085
00D6: if  0
003B:   @927(@759,12i) == @826  ;; integer values 
004D: jump_if_false TRIA_2085
03E5: text_box 'TRAI4'
0006: @817 =  3  ;; integer values

:TRIA_2085
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  0
0039:   @940 ==  1  ;; integer values
004D: jump_if_false TRIA_2099
06D5:  0 @854(@759,12f) @866(@759,12f) @878(@759,12f) @960 @961 @962  6.0 @963 

:TRIA_2099
06D6: @963 
00D6: if  0
001D:   @853 > @927(@759,12i)  ;; integer values  
004D: jump_if_false TRIA_2105
06D5:  0 @854(@759,12f) @866(@759,12f) @878(@759,12f) @960 @961 @962  6.0 @963 
0002: jump TRIA_2106

:TRIA_2105
06D5:  1 @854(@759,12f) @866(@759,12f) @878(@759,12f) @960 @961 @962  6.0 @963 

:TRIA_2106
00D6: if  0
0039:   @927(@759,12i) ==  3  ;; integer values
004D: jump_if_false TRIA_2121
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_2121
0085: @762 = @824  ;; integer values and handles
000E: @762 -=  3  ;; integer values
00D6: if  0
003B:   @927(@759,12i) == @762  ;; integer values 
004D: jump_if_false TRIA_2166
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 $73 $74 $75 from_car @768 offset -4.0435  6.5755  .8
0376: @954 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @954 @143(@762,120f) @263(@824,120f) @383(@824,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset -5.6392  2.9435  .8
0376: @943 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @943 @143(@762,120f) @263(@824,120f) @383(@824,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset -6.0071 -2.0778  .8
0376: @944 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @944 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset -7.6039 -5.0807  .8
0376: @945 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @945 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset -7.0724 -6.4057  .8
0376: @946 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @946 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset -5.9988 -13.553  .8
0376: @947 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @947 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset  6.073 -15.2059  .8
0376: @948 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @948 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset  7.2639 -12.9933  .8
0376: @949 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @949 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset  5.8429 -7.7069  .8
0376: @950 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @950 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset  8.4135 -3.7971  .8
0376: @951 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @951 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset  6.2507  .3634  .8
0376: @952 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @952 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
0407: create_coordinate $73 $74 $75 from_car @768 offset  8.6397  2.419  .8
0376: @953 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @953 @143(@762,120f) @263(@762,120f) @383(@762,120f) 
00A6: destroy_car @768

:TRIA_2166
0085: @765 = @824  ;; integer values and handles
000A: @765 +=  2  ;; integer values
00D6: if  0
003B:   @927(@759,12i) == @765  ;; integer values 
004D: jump_if_false TRIA_2183
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_2183
00D6: if  0
0039:   @927(@759,12i) ==  21  ;; integer values
004D: jump_if_false TRIA_2190
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_2190
039C: (unknown) @902(@941,12i)  1 

:TRIA_2190
00D6: if  0
0039:   @927(@759,12i) ==  22  ;; integer values
004D: jump_if_false TRIA_2197
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_2197
039C: (unknown) @902(@941,12i)  0 

:TRIA_2197
0085: @765 = @826  ;; integer values and handles
000A: @765 +=  2  ;; integer values
00D6: if  0
003B:   @927(@759,12i) == @765  ;; integer values 
004D: jump_if_false TRIA_2214
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_2214
00D6: if  0
003B:   @927(@759,12i) == @826  ;; integer values 
004D: jump_if_false TRIA_2224
00D6: if  0
8119:   NOT   car @902(@941,12i) wrecked
004D: jump_if_false TRIA_2224
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @902(@941,12i)
004D: jump_if_false TRIA_2224
06C7: unknown_action_sequence $PLAYER_ACTOR @902(@941,12i)  6  2000000 

:TRIA_2224
0002: jump TRIA_2302

:TRIA_2225
00D6: if  0
802D:   NOT   @927(@759,12i) >= @828  ;; integer values 
004D: jump_if_false TRIA_2302
0687: @914(@759,12i) 
00D6: if  0
003B:   @927(@759,12i) == @820  ;; integer values 
004D: jump_if_false TRIA_2246
05D3: unknown_action_sequence @914(@759,12i) @854(@759,12f) @866(@759,12f) @878  7 -2 
00D6: if  0
0611: @914(@759,12i) "SPRINT_PANIC" 
004D: jump_if_false TRIA_2237
0393: @914(@759,12i) "SPRINT_PANIC" @781 

:TRIA_2237
00D6: if  0
0611: @914(@759,12i) "RUN_CIVI" 
004D: jump_if_false TRIA_2241
0393: @914(@759,12i) "RUN_CIVI" @781 

:TRIA_2241
00D6: if  0
0611: @914(@759,12i) "WALK_CIVI" 
004D: jump_if_false TRIA_2245
0393: @914(@759,12i) "WALK_CIVI" @781 

:TRIA_2245
0002: jump TRIA_1659

:TRIA_2246
00D6: if  1
001D:   @927(@759,12i) > @820  ;; integer values  
002D:   @821 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_2281
00D6: if  0
04AD: @914(@759,12i)
004D: jump_if_false TRIA_2276
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: @914(@759,12i) @785 @786 @878(@759,12f) 
0A28: @914(@759,12i) @780 
00D6: if  0
003B:   @927(@759,12i) == @821  ;; integer values 
004D: jump_if_false TRIA_2275
00D6: if  0
0039:   @804(@759,12i) ==  0  ;; integer values
004D: jump_if_false TRIA_2275
00D6: if  0
8119:   NOT   car @902(@759,12i) wrecked
004D: jump_if_false TRIA_2275
0615: @803 
05D3: unknown_action_sequence -1 @792 @793 @794  7 -2 
05CB: unknown_action_sequence -1 @902(@759,12i) -2 
0616: @803 
0618: @914(@759,12i) @803 
061B: @803 
0006: @804(@759,12i) =  1  ;; integer values

:TRIA_2275
0002: jump TRIA_2280

:TRIA_2276
00D6: if  0
0039:   @927(@759,12i) ==  2  ;; integer values
004D: jump_if_false TRIA_2280
05D3: unknown_action_sequence @914(@759,12i) @854(@759,12f) @866(@759,12f) @878  7 -2 

:TRIA_2280
0002: jump TRIA_1659

:TRIA_2281
00D6: if  1
002D:   @927(@759,12i) >= @823  ;; integer values 
002D:   @824 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_2290
00D6: if  0
0019:   @804(@759,12i) >  0  ;; integer values
004D: jump_if_false TRIA_2289
05D1: unknown_action_sequence @914(@759,12i) -1 @854(@759,12f) @866(@759,12f) @878(@759,12f) @779  3  1  1 

:TRIA_2289
0002: jump TRIA_1659

:TRIA_2290
00D6: if  1
002D:   @927(@759,12i) >= @826  ;; integer values 
002D:   @827 >= @927(@759,12i)  ;; integer values 
004D: jump_if_false TRIA_2302
00D6: if  0
003B:   @927(@759,12i) == @826  ;; integer values 
004D: jump_if_false TRIA_2299
05D3: unknown_action_sequence @914(@759,12i) @854(@759,12f) @866(@759,12f) @878(@759,12f)  7 -2 
0002: jump TRIA_2301

:TRIA_2299
0648: @914(@759,12i)  20.0 
0A2E: @914(@759,12i) @854(@759,12f) @866(@759,12f) @878(@759,12f)  7 -2  8.0 

:TRIA_2301
0002: jump TRIA_1659

:TRIA_2302
0002: jump TRIA_1659

:TRIA_2303
00BA: text_styled 'RACEFA'  5000 ms  1
0051: return

:TRIA_2305
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  2
00BA: text_styled 'RACES18'  5000 ms  1
00D6: if  0
0038:   $1812 ==  1  ;; integer values
004D: jump_if_false TRIA_2313
01E4: text_1number_lowpriority 'TRAI1'  10000  5000 ms  2
0109: player $PLAYER_CHAR money +=  10000

:TRIA_2313
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_2318
01E4: text_1number_lowpriority 'TRAI1'  20000  5000 ms  2
0109: player $PLAYER_CHAR money +=  20000

:TRIA_2318
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  0
0038:   $1806 ==  0  ;; integer values
004D: jump_if_false TRIA_2334
00D6: if  0
0038:   $1812 ==  2  ;; integer values
004D: jump_if_false TRIA_2332
0629: change_stat  22 (stamina) to  1000  ; integer see statdisp.dat

:TRIA_2332
0595: (unknown)
0004: $1806 =  1  ;; integer values

:TRIA_2334
0051: return

:TRIA_2335
0004: $ON_MISSION =  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  154
0249: release_model  18
0249: release_model  45
0249: release_model  167
0249: release_model  510
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:  1 
0164: disable_marker @939
01BD: $184 = current_time_in_ms
08E7:  0 
01EB: set_car_density_to  1.0
03DE: set_pedestrians_density_multiplier_to  1.0
0912:  0  380  464 
03F0: text_draw_toggle  0
00D8: mission_cleanup
0051: return

;-------------Mission 131---------------
; Originally: Courier


:BCOUR_1
03A4: name_thread 'BCOUR'
0050: gosub BCOUR_9
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false BCOUR_7
0050: gosub BCOUR_1679

:BCOUR_7
0050: gosub BCOUR_1914
004E: end_thread

:BCOUR_9
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCOUR_13
0842: @872 = unknown_player $PLAYER_CHAR data

:BCOUR_13
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_20
00D6: if  0
0038:   $1992 ==  0  ;; integer values
004D: jump_if_false BCOUR_20
0317: increment_mission_attempts

:BCOUR_20
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_27
00D6: if  0
0038:   $1993 ==  0  ;; integer values
004D: jump_if_false BCOUR_27
0317: increment_mission_attempts

:BCOUR_27
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_34
00D6: if  0
0038:   $1994 ==  0  ;; integer values
004D: jump_if_false BCOUR_34
0317: increment_mission_attempts

:BCOUR_34
0004: $ON_MISSION =  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  .5813  24.7593
00D6: if  0
0039:   @746 == -13  ;; integer values
004D: jump_if_false BCOUR_44
009A: @38 = create_actor  24  29 at -2455.662 -105.3974  26.5568

:BCOUR_44
0247: request_model  586
0247: request_model  29
04ED: load_animation "SMOKING"
038B: load_requested_models

:BCOUR_48
00D6: if  22
8248:   NOT   model  586 available
8248:   NOT   model  29 available
84EE:   NOT   animation "SMOKING" loaded
004D: jump_if_false BCOUR_55
0001: wait  0 ms
0002: jump BCOUR_48

:BCOUR_55
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCOUR_59
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:BCOUR_59
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: unknown_pizza_mission_command player $PLAYER_CHAR flag  0
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false BCOUR_286
0002: jump BCOUR_1679

:BCOUR_286
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCOUR_290
00D9: @36 = actor $PLAYER_ACTOR car

:BCOUR_290
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_299
0001: wait  0 ms
00D6: if  0
0039:   @882 ==  0  ;; integer values
004D: jump_if_false BCOUR_305
03CF: load_wav  5600 as  3
0006: @882 =  1  ;; integer values

:BCOUR_305
00D6: if  0
0039:   @882 ==  1  ;; integer values
004D: jump_if_false BCOUR_312
00D6: if  0
03D0:   wav  3 loaded
004D: jump_if_false BCOUR_312
0006: @882 =  2  ;; integer values

:BCOUR_312
00D6: if  0
0735:  87 
004D: jump_if_false BCOUR_316
0008: $8264 +=  60000  ;; integer values

:BCOUR_316
00D6: if  0
0735:  81 
004D: jump_if_false BCOUR_320
000C: $8264 -=  45000  ;; integer values

:BCOUR_320
00D6: if  0
0735:  80 
004D: jump_if_false BCOUR_324
010D: set_player $PLAYER_CHAR wanted_level_to  2

:BCOUR_324
00D6: if  0
0735:  79 
004D: jump_if_false BCOUR_328
010D: set_player $PLAYER_CHAR wanted_level_to  0

:BCOUR_328
00D6: if  0
0735:  88 
004D: jump_if_false BCOUR_335
00D6: if  0
0039:   @881 ==  0  ;; integer values
004D: jump_if_false BCOUR_335
0006: @881 =  1  ;; integer values

:BCOUR_335
00D6: if  0
0735:  90 
004D: jump_if_false BCOUR_339
0006: @881 =  0  ;; integer values

:BCOUR_339
00D6: if  0
0039:   @862 ==  1  ;; integer values
004D: jump_if_false BCOUR_346
014F: stop_timer $8264
0151: remove_status_text $8265
00BC: text_highpriority 'BCOU_11'  6000 ms  1
0002: jump BCOUR_1679

:BCOUR_346
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false BCOUR_350
0002: jump BCOUR_1679

:BCOUR_350
00D6: if  0
0119:   car @36 wrecked
004D: jump_if_false BCOUR_354
0002: jump BCOUR_1679

:BCOUR_354
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_365
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_365
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false BCOUR_365
00BC: text_highpriority 'BCOU_35'  6000 ms  1
0002: jump BCOUR_1679

:BCOUR_365
00D6: if  0
0039:   @743 ==  10  ;; integer values
004D: jump_if_false BCOUR_369
0002: jump BCOUR_1786

:BCOUR_369
00D6: if  0
0039:   @743 == -99  ;; integer values
004D: jump_if_false BCOUR_374
029B: @763(@793,30i) = init_object #KMB_PACKET at  0.0  0.0  100.0
066D: "COKE_TRAIL" @763(@793,30i)  0.0  0.0  0.0  1 @827(@793,30i) 

:BCOUR_374
00D6: if  0
0039:   @749 ==  1  ;; integer values
004D: jump_if_false BCOUR_381
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BCOUR_381
0006: @748 =  50  ;; integer values

:BCOUR_381
00D6: if  0
0039:   @868 ==  1  ;; integer values
004D: jump_if_false BCOUR_390
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BCOUR_390
0006: @866 =  2  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @868 =  0  ;; integer values

:BCOUR_390
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false BCOUR_408
0004: $8264 =  3600000  ;; integer values

:BCOUR_408
00D6: if  0
0039:   @753 ==  1  ;; integer values
004D: jump_if_false BCOUR_431
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_431
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_431
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  0
0019:   @746 >  9  ;; integer values
004D: jump_if_false BCOUR_427
00BC: text_highpriority 'BCOU_6'  4000 ms  1

:BCOUR_427
00D6: if  0
001B:    10 > @746  ;; integer values
004D: jump_if_false BCOUR_431
00BC: text_highpriority 'BCOU_3'  4000 ms  1

:BCOUR_431
00D6: if  0
0039:   @754 ==  1  ;; integer values
004D: jump_if_false BCOUR_473
0085: @751 = @33  ;; integer values and handles
0016: @751 /=  1000  ;; integer values 
00D6: if  0
0039:   @875 ==  0  ;; integer values
004D: jump_if_false BCOUR_444
00D6: if  1
001A:    21000 > $8264  ;; integer values
0018:   $8264 >  1  ;; integer values
004D: jump_if_false BCOUR_444
0006: @875 =  1  ;; integer values

:BCOUR_444
00D6: if  0
0039:   @875 ==  0  ;; integer values
004D: jump_if_false BCOUR_451
00D6: if  0
0018:   $8264 >  20099  ;; integer values
004D: jump_if_false BCOUR_451
0006: @875 =  2  ;; integer values

:BCOUR_451
00D6: if  0
0039:   @875 ==  1  ;; integer values
004D: jump_if_false BCOUR_456
0084: $8263 = $8264  ;; integer values and handles
0014: $8263 /=  1000  ;; integer values

:BCOUR_456
00D6: if  0
0039:   @875 ==  2  ;; integer values
004D: jump_if_false BCOUR_461
0004: $8263 =  20  ;; integer values
0066: $8263 -= @751  ;; integer values 

:BCOUR_461
00BE: text_clear_all
00D6: if  0
0018:   $8263 >  0  ;; integer values
004D: jump_if_false BCOUR_467
09C1:  0 
01E5: text_1number_highpriority 'BCOU_37' $8263  4000 ms  1

:BCOUR_467
00D6: if  0
0019:   @33 >  21000  ;; integer values
004D: jump_if_false BCOUR_473
00BE: text_clear_all
00BC: text_highpriority 'BCOU_35'  6000 ms  1
0002: jump BCOUR_1679

:BCOUR_473
00D6: if  0
0039:   @746 == -1  ;; integer values
004D: jump_if_false BCOUR_615
00D6: if  0
0039:   @748 ==  0  ;; integer values
004D: jump_if_false BCOUR_501
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  29 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 (frozen)
02A3: toggle_widescreen  1 (on)
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  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_498
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: @38  150.0 

:BCOUR_498
0006: @748 =  10  ;; integer values
0006: @749 =  1  ;; integer values
0006: @33 =  0  ;; integer values

:BCOUR_501
00D6: if  0
0039:   @748 ==  10  ;; integer values
004D: jump_if_false BCOUR_513
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false BCOUR_513
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_513
00BC: text_highpriority 'BCOU_2'  4000 ms  1
0006: @748 =  15  ;; integer values
0006: @33 =  0  ;; integer values

:BCOUR_513
00D6: if  0
0039:   @748 ==  15  ;; integer values
004D: jump_if_false BCOUR_524
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false BCOUR_524
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_524
0006: @748 =  20  ;; integer values
0006: @33 =  0  ;; integer values

:BCOUR_524
00D6: if  0
0039:   @748 ==  20  ;; integer values
004D: jump_if_false BCOUR_532
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false BCOUR_532
0006: @33 =  0  ;; integer values
0006: @748 =  25  ;; integer values

:BCOUR_532
00D6: if  0
0039:   @748 ==  25  ;; integer values
004D: jump_if_false BCOUR_544
00D6: if  0
0019:   @33 >  200  ;; integer values
004D: jump_if_false BCOUR_544
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_544
0687: @38 
0006: @33 =  0  ;; integer values
0006: @748 =  40  ;; integer values

:BCOUR_544
00D6: if  0
0039:   @748 ==  40  ;; integer values
004D: jump_if_false BCOUR_563
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false BCOUR_551
00BC: text_highpriority 'BCOU_3'  4000 ms  1

:BCOUR_551
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false BCOUR_563
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_559
0687: @38 
05D3: unknown_action_sequence @38 -2457.086 -126.3415  25.013  6  5000 

:BCOUR_559
0006: @33 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'BCOU_1'  4000 ms  1
0006: @748 =  45  ;; integer values

:BCOUR_563
00D6: if  0
0039:   @748 ==  45  ;; integer values
004D: jump_if_false BCOUR_570
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false BCOUR_570
0006: @748 =  50  ;; integer values

:BCOUR_570
00D6: if  0
0039:   @748 ==  50  ;; integer values
004D: jump_if_false BCOUR_603
00BE: text_clear_all
0006: @749 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_582
0687: @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_582
02A3: toggle_widescreen  0 (off)
0108: destroy_object @37
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @748 =  60  ;; integer values
0006: @33 =  0  ;; integer values
0006: @746 =  1  ;; integer values
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_593
067F: @36  0 

:BCOUR_593
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_599
0687: @38 
05D4: unknown_action_sequence @38 unknown_angle  100.0 
00BC: text_highpriority 'BCOU_4'  6000 ms  1

:BCOUR_599
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_603
00D6: if  0
0039:   @748 ==  60  ;; integer values
004D: jump_if_false BCOUR_615
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false BCOUR_615
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_615
0687: @38 
0605: unknown_action_sequence @38 "M_SMKSTND_LOOP" "SMOKING"  4.0  1  0  0  0 -1 
0006: @748 =  99  ;; integer values

:BCOUR_615
00D6: if  0
0039:   @746 ==  0  ;; integer values
004D: jump_if_false BCOUR_643
0842: @872 = unknown_player $PLAYER_CHAR data
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_625
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_625
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_632
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_632
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_638
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_638
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @32 =  0  ;; integer values
0006: @34 =  1  ;; integer values
0006: @753 =  0  ;; integer values
0006: @746 =  1  ;; integer values

:BCOUR_643
00D6: if  0
0039:   @34 ==  1  ;; integer values
004D: jump_if_false BCOUR_651
00D6: if  0
0019:   @32 >  7000  ;; integer values
004D: jump_if_false BCOUR_651
0006: @34 =  0  ;; integer values
03E5: text_box 'BCOU_84'

:BCOUR_651
00D6: if  0
0039:   @746 ==  1  ;; integer values
004D: jump_if_false BCOUR_716
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_662
00D6: if  0
001B:    7 > @861  ;; integer values
004D: jump_if_false BCOUR_668
0006: @797(@861,30i) =  0  ;; integer values
000A: @861 +=  1  ;; integer values
0002: jump BCOUR_662

:BCOUR_668
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_716
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_716
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_686

:BCOUR_677
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_686
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:  4 @103(@744,30f) @133(@744,30f) @713(@744,30f)  0.0  0.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_677

:BCOUR_686
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_698

:BCOUR_689
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_698
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:  4 @193(@744,30f) @223(@744,30f) @713(@744,30f) -2000.0 -2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_689

:BCOUR_698
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_710

:BCOUR_701
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_710
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:  4 @283(@744,30f) @313(@744,30f) @713(@744,30f) -2000.0  2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_701

:BCOUR_710
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 (number) 'BCOU_83'
03C3: set_timer_with_text_to $8264 type  1 text 'BCOU_34'

:BCOUR_716
00D6: if  0
0039:   @746 ==  2  ;; integer values
004D: jump_if_false BCOUR_781
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_727
00D6: if  0
001B:    7 > @861  ;; integer values
004D: jump_if_false BCOUR_733
0006: @797(@861,30i) =  0  ;; integer values
000A: @861 +=  1  ;; integer values
0002: jump BCOUR_727

:BCOUR_733
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_781
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_781
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_751

:BCOUR_742
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_751
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:  4 @103(@744,30f) @133(@744,30f) @713(@744,30f)  0.0  0.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_742

:BCOUR_751
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_763

:BCOUR_754
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_763
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:  4 @193(@744,30f) @223(@744,30f) @713(@744,30f) -2000.0 -2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_754

:BCOUR_763
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_775

:BCOUR_766
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_775
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:  4 @283(@744,30f) @313(@744,30f) @713(@744,30f) -2000.0  2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_766

:BCOUR_775
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 (number) 'BCOU_83'
03C3: set_timer_with_text_to $8264 type  1 text 'BCOU_34'

:BCOUR_781
00D6: if  0
0039:   @746 ==  3  ;; integer values
004D: jump_if_false BCOUR_846
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_792
00D6: if  0
001B:    8 > @861  ;; integer values
004D: jump_if_false BCOUR_798
0006: @797(@861,30i) =  0  ;; integer values
000A: @861 +=  1  ;; integer values
0002: jump BCOUR_792

:BCOUR_798
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_846
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_846
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_816

:BCOUR_807
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_816
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:  4 @103(@744,30f) @133(@744,30f) @713(@744,30f)  0.0  0.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_807

:BCOUR_816
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_828

:BCOUR_819
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_828
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:  4 @193(@744,30f) @223(@744,30f) @713(@744,30f) -2000.0 -2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_819

:BCOUR_828
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_840

:BCOUR_831
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_840
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:  4 @283(@744,30f) @313(@744,30f) @713(@744,30f) -2000.0  2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_831

:BCOUR_840
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 (number) 'BCOU_83'
03C3: set_timer_with_text_to $8264 type  1 text 'BCOU_34'

:BCOUR_846
00D6: if  0
0039:   @746 ==  4  ;; integer values
004D: jump_if_false BCOUR_922
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_857
00D6: if  0
001B:    9 > @861  ;; integer values
004D: jump_if_false BCOUR_863
0006: @797(@861,30i) =  0  ;; integer values
000A: @861 +=  1  ;; integer values
0002: jump BCOUR_857

:BCOUR_863
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_922
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_922
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_881

:BCOUR_872
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_881
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:  4 @103(@744,30f) @133(@744,30f) @713(@744,30f)  0.0  0.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_872

:BCOUR_881
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_893

:BCOUR_884
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_893
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:  4 @193(@744,30f) @223(@744,30f) @713(@744,30f) -2000.0 -2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_884

:BCOUR_893
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_905

:BCOUR_896
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_905
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:  4 @283(@744,30f) @313(@744,30f) @713(@744,30f) -2000.0  2000.0  0.0  1.8 @683(@744,30i) 
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_896

:BCOUR_905
0006: @747 =  0  ;; integer values
0006: @746 =  9  ;; integer values
0006: @757 =  0  ;; integer values
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_912
0004: $8264 =  600000  ;; integer values

:BCOUR_912
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_916
0004: $8264 =  420000  ;; integer values

:BCOUR_916
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_920
0004: $8264 =  480000  ;; integer values

:BCOUR_920
03C4: set_status_text_to $8265  0 (number) 'BCOU_83'
03C3: set_timer_with_text_to $8264 type  1 text 'BCOU_34'

:BCOUR_922
00D6: if  0
0039:   @746 ==  9  ;; integer values
004D: jump_if_false BCOUR_1119
00D6: if  0
0039:   @867 ==  0  ;; integer values
004D: jump_if_false BCOUR_936
00D6: if  0
8118:   NOT   actor @38 dead
004D: jump_if_false BCOUR_936
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @38 radius  100.0  100.0  100.0 sphere  0
004D: jump_if_false BCOUR_936
009B: destroy_actor_instantly @38
0006: @867 =  1  ;; integer values

:BCOUR_936
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_1119
00D6: if  0
0039:   @747 ==  0  ;; integer values
004D: jump_if_false BCOUR_976
00D6: if  0
00E1:   key_pressed  0  7
004D: jump_if_false BCOUR_951
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BCOUR_951
0006: @879 =  0  ;; integer values
0050: gosub BCOUR_1427
0050: gosub BCOUR_1665

:BCOUR_951
00D6: if  0
00E1:   key_pressed  0  5
004D: jump_if_false BCOUR_960
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BCOUR_960
0006: @879 =  0  ;; integer values
0050: gosub BCOUR_1546
0050: gosub BCOUR_1665

:BCOUR_960
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_976
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_976
0186: @40 = create_marker_above_car @36
07E0: @40  1 

:BCOUR_968
00D6: if  0
001D:   @755 > @744  ;; integer values  
004D: jump_if_false BCOUR_974
0164: disable_marker @42(@744,30i)
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_968

:BCOUR_974
0085: @744 = @759  ;; integer values and handles
0006: @747 =  1  ;; integer values

:BCOUR_976
00D6: if  0
0039:   @747 ==  1  ;; integer values
004D: jump_if_false BCOUR_1005
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1005
0164: disable_marker @40

:BCOUR_983
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1003
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1001
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_993
018A: @42(@744,30i) = create_checkpoint_at @103(@744,30f) @133(@744,30f) @163(@744,30f)

:BCOUR_993
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_997
018A: @42(@744,30i) = create_checkpoint_at @193(@744,30f) @223(@744,30f) @253(@744,30f)

:BCOUR_997
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1001
018A: @42(@744,30i) = create_checkpoint_at @283(@744,30f) @313(@744,30f) @343(@744,30f)

:BCOUR_1001
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_983

:BCOUR_1003
0006: @747 =  0  ;; integer values
0085: @744 = @759  ;; integer values and handles

:BCOUR_1005
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1108
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1041

:BCOUR_1011
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1041
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1039
00D6: if  0
03CA:   object @763(@793,30i) exists
004D: jump_if_false BCOUR_1039
00D6: if  0
04E6:   unknown_object @763(@793,30i) near_point @103(@744,30f) @133(@744,30f) @713(@744,30f) radius  .7  1.7  3.0 unknown  0
004D: jump_if_false BCOUR_1039
0164: disable_marker @42(@744,30i)
0650: @827(@793,30i) 
0108: destroy_object @763(@793,30i)
0623: add  1 to_stats  154
097A: -1000.0 -1000.0 -1000.0  1058 
06D6: @683(@744,30i) 
0006: @653(@744,30i) =  1  ;; integer values
000A: @757 +=  1  ;; integer values
00D6: if  0
003B:   @757 == @756  ;; integer values 
004D: jump_if_false BCOUR_1038
00BE: text_clear_all
00BC: text_highpriority 'BCOU_6'  6000 ms  1
0006: @746 =  10  ;; integer values
0002: jump BCOUR_1039

:BCOUR_1038
00BC: text_highpriority 'BCOU_5'  6000 ms  1

:BCOUR_1039
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1011

:BCOUR_1041
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1074

:BCOUR_1044
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1074
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1072
00D6: if  0
03CA:   object @763(@793,30i) exists
004D: jump_if_false BCOUR_1072
00D6: if  0
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_1072
0164: disable_marker @42(@744,30i)
0650: @827(@793,30i) 
0108: destroy_object @763(@793,30i)
0623: add  1 to_stats  154
097A: -1000.0 -1000.0 -1000.0  1058 
06D6: @683(@744,30i) 
0006: @653(@744,30i) =  1  ;; integer values
000A: @757 +=  1  ;; integer values
00D6: if  0
003B:   @757 == @756  ;; integer values 
004D: jump_if_false BCOUR_1071
00BE: text_clear_all
00BC: text_highpriority 'BCOU_6'  6000 ms  1
0006: @746 =  10  ;; integer values
0002: jump BCOUR_1072

:BCOUR_1071
00BC: text_highpriority 'BCOU_5'  6000 ms  1

:BCOUR_1072
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1044

:BCOUR_1074
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1107

:BCOUR_1077
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1107
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1105
00D6: if  0
03CA:   object @763(@793,30i) exists
004D: jump_if_false BCOUR_1105
00D6: if  0
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_1105
0164: disable_marker @42(@744,30i)
0650: @827(@793,30i) 
0108: destroy_object @763(@793,30i)
0623: add  1 to_stats  154
097A: -1000.0 -1000.0 -1000.0  1058 
06D6: @683(@744,30i) 
0006: @653(@744,30i) =  1  ;; integer values
000A: @757 +=  1  ;; integer values
00D6: if  0
003B:   @757 == @756  ;; integer values 
004D: jump_if_false BCOUR_1104
00BE: text_clear_all
00BC: text_highpriority 'BCOU_6'  6000 ms  1
0006: @746 =  10  ;; integer values
0002: jump BCOUR_1105

:BCOUR_1104
00BC: text_highpriority 'BCOU_5'  6000 ms  1

:BCOUR_1105
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1077

:BCOUR_1107
0085: @744 = @759  ;; integer values and handles

:BCOUR_1108
0085: @874 = @756  ;; integer values and handles
0062: @874 -= @757  ;; integer values 
008B: @873 = $8265  ;; integer values and handles
00D6: if  0
03CA:   object @763(@793,30i) exists
004D: jump_if_false BCOUR_1115
000A: @873 +=  1  ;; integer values

:BCOUR_1115
00D6: if  0
001D:   @874 > @873  ;; integer values  
004D: jump_if_false BCOUR_1119
0006: @862 =  1  ;; integer values

:BCOUR_1119
00D6: if  0
0019:   @746 >  8  ;; integer values
004D: jump_if_false BCOUR_1132
00D6: if  0
001B:    25 > @746  ;; integer values
004D: jump_if_false BCOUR_1132
00D6: if  0
001A:    1 > $8264  ;; integer values
004D: jump_if_false BCOUR_1132
00BE: text_clear_all
00BC: text_highpriority 'BCOU_33'  6000 ms  1
014F: stop_timer $8264
0002: jump BCOUR_1679

:BCOUR_1132
00D6: if  0
0039:   @746 ==  10  ;; integer values
004D: jump_if_false BCOUR_1148
0006: @746 =  20  ;; integer values
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1140
018A: @72 = create_checkpoint_at @383(@745,30f) @413(@745,30f) @443(@745,30f)

:BCOUR_1140
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1144
018A: @72 = create_checkpoint_at @473(@745,30f) @503(@745,30f) @533(@745,30f)

:BCOUR_1144
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1148
018A: @72 = create_checkpoint_at @563(@745,30f) @593(@745,30f) @623(@745,30f)

:BCOUR_1148
00D6: if  0
0039:   @746 ==  20  ;; integer values
004D: jump_if_false BCOUR_1246
077E: @35 = active_interior
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false BCOUR_1159
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BCOUR_1159
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:BCOUR_1159
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_1246
00D6: if  0
0039:   @747 ==  0  ;; integer values
004D: jump_if_false BCOUR_1172
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1172
0186: @40 = create_marker_above_car @36
07E0: @40  1 
0164: disable_marker @72
0006: @747 =  1  ;; integer values

:BCOUR_1172
00D6: if  0
0039:   @747 ==  1  ;; integer values
004D: jump_if_false BCOUR_1192
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1192
0164: disable_marker @40
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1183
018A: @72 = create_checkpoint_at @383(@745,30f) @413(@745,30f) @443(@745,30f)

:BCOUR_1183
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1187
018A: @72 = create_checkpoint_at @563(@745,30f) @593(@745,30f) @623(@745,30f)

:BCOUR_1187
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1191
018A: @72 = create_checkpoint_at @473(@745,30f) @503(@745,30f) @533(@745,30f)

:BCOUR_1191
0006: @747 =  0  ;; integer values

:BCOUR_1192
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1210
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1210
00D6: if  0
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_1210
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
01C1:   car @36 stopped
004D: jump_if_false BCOUR_1210
0164: disable_marker @72
014F: stop_timer $8264
0151: remove_status_text $8265
000A: @760 +=  1  ;; integer values
0006: @746 =  50  ;; integer values

:BCOUR_1210
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1228
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1228
00D6: if  0
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_1228
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
01C1:   car @36 stopped
004D: jump_if_false BCOUR_1228
0164: disable_marker @72
014F: stop_timer $8264
0151: remove_status_text $8265
000A: @761 +=  1  ;; integer values
0006: @746 =  50  ;; integer values

:BCOUR_1228
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1246
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1246
00D6: if  0
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_1246
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
01C1:   car @36 stopped
004D: jump_if_false BCOUR_1246
0164: disable_marker @72
014F: stop_timer $8264
0151: remove_status_text $8265
000A: @762 +=  1  ;; integer values
0006: @746 =  50  ;; integer values

:BCOUR_1246
00D6: if  0
0039:   @746 ==  50  ;; integer values
004D: jump_if_false BCOUR_1290
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @868 =  0  ;; integer values
00BE: text_clear_all
00BC: text_highpriority 'BCOU_12'  4000 ms  1
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1260
08D4: 'BCOU_81'  31.0  80.0  99.0  2  0  1  1 @863 
008B: @869 = $8264  ;; integer values and handles
0016: @869 /=  100  ;; integer values 
006A: @869 *= @761  ;; integer values

:BCOUR_1260
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1267
08D4: 'BCOU_82'  31.0  80.0  99.0  2  0  1  1 @863 
008B: @869 = $8264  ;; integer values and handles
0016: @869 /=  100  ;; integer values 
006A: @869 *= @762  ;; integer values

:BCOUR_1267
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1274
08D4: 'BCOU_80'  31.0  80.0  99.0  2  0  1  1 @863 
008B: @869 = $8264  ;; integer values and handles
0016: @869 /=  100  ;; integer values 
006A: @869 *= @760  ;; integer values

:BCOUR_1274
08DB: @863  0 'BCOU_21' 'BCOU_22' 'BCOU_23' 'BCOU_24' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: @863  1  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: @863  1  0 'DOLLAR' @869 
08EE: @863  1  1 'DOLLAR' @870 
08EE: @863  1  2 'DOLLAR' @871 
090E: @863  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_1290
00D6: if  0
0039:   @866 ==  1  ;; integer values
004D: jump_if_false BCOUR_1326
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false BCOUR_1297
0006: @868 =  1  ;; integer values

:BCOUR_1297
00D6: if  0
0039:   @761 ==  4  ;; integer values
004D: jump_if_false BCOUR_1305
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false BCOUR_1305
08DA: @863 
0006: @866 =  2  ;; integer values

:BCOUR_1305
00D6: if  0
0039:   @760 ==  4  ;; integer values
004D: jump_if_false BCOUR_1313
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false BCOUR_1313
08DA: @863 
0006: @866 =  2  ;; integer values

:BCOUR_1313
00D6: if  0
0039:   @762 ==  4  ;; integer values
004D: jump_if_false BCOUR_1321
00D6: if  0
0019:   @32 >  4000  ;; integer values
004D: jump_if_false BCOUR_1321
08DA: @863 
0006: @866 =  2  ;; integer values

:BCOUR_1321
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false BCOUR_1326
08DA: @863 
0006: @866 =  2  ;; integer values

:BCOUR_1326
00D6: if  0
0039:   @866 ==  2  ;; integer values
004D: jump_if_false BCOUR_1413
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_1413
00D6: if  0
00DB:   actor $PLAYER_ACTOR in_car @36
004D: jump_if_false BCOUR_1413
08DA: @863 
0006: @868 =  0  ;; integer values
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1362
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @760 ==  1  ;; integer values
004D: jump_if_false BCOUR_1347
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  2  ;; integer values

:BCOUR_1347
00D6: if  0
0039:   @760 ==  2  ;; integer values
004D: jump_if_false BCOUR_1352
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  3  ;; integer values

:BCOUR_1352
00D6: if  0
0039:   @760 ==  3  ;; integer values
004D: jump_if_false BCOUR_1357
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  4  ;; integer values

:BCOUR_1357
00D6: if  0
0039:   @760 ==  4  ;; integer values
004D: jump_if_false BCOUR_1362
0002: jump BCOUR_1786
0006: @746 =  5  ;; integer values

:BCOUR_1362
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1387
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @761 ==  1  ;; integer values
004D: jump_if_false BCOUR_1372
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  2  ;; integer values

:BCOUR_1372
00D6: if  0
0039:   @761 ==  2  ;; integer values
004D: jump_if_false BCOUR_1377
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  3  ;; integer values

:BCOUR_1377
00D6: if  0
0039:   @761 ==  3  ;; integer values
004D: jump_if_false BCOUR_1382
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  4  ;; integer values

:BCOUR_1382
00D6: if  0
0039:   @761 ==  4  ;; integer values
004D: jump_if_false BCOUR_1387
0002: jump BCOUR_1786
0006: @746 =  5  ;; integer values

:BCOUR_1387
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1412
00BE: text_clear_all
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
00D6: if  0
0039:   @762 ==  1  ;; integer values
004D: jump_if_false BCOUR_1397
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  2  ;; integer values

:BCOUR_1397
00D6: if  0
0039:   @762 ==  2  ;; integer values
004D: jump_if_false BCOUR_1402
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  3  ;; integer values

:BCOUR_1402
00D6: if  0
0039:   @762 ==  3  ;; integer values
004D: jump_if_false BCOUR_1407
00BC: text_highpriority 'BCOU_4'  6000 ms  1
0006: @746 =  4  ;; integer values

:BCOUR_1407
00D6: if  0
0039:   @762 ==  4  ;; integer values
004D: jump_if_false BCOUR_1412
0002: jump BCOUR_1786
0006: @746 =  5  ;; integer values

:BCOUR_1412
0006: @866 =  0  ;; integer values

:BCOUR_1413
00D6: if  0
03CA:   object @763(@793,30i) exists
004D: jump_if_false BCOUR_1426
00D6: if  0
0474: $PLAYER_ACTOR @763(@793,30i)  1.5  1.5  1.5  0 
004D: jump_if_false BCOUR_1426
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false BCOUR_1426
0650: @827(@793,30i) 
0108: destroy_object @763(@793,30i)
0008: $8265 +=  1  ;; integer values
0006: @797($8265,30i) =  0  ;; integer values

:BCOUR_1426
0002: jump BCOUR_299

:BCOUR_1427
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_1545
00D6: if  0
0018:   $8265 >  0  ;; integer values
004D: jump_if_false BCOUR_1545
00D6: if  0
0039:   @797($8265,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1545
00D6: if  0
0019:   @857 >  0  ;; integer values
004D: jump_if_false BCOUR_1441
0650: @827(@793,30i) 
0108: destroy_object @763(@793,30i)

:BCOUR_1441
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1463

:BCOUR_1444
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1461
00D6: if  0
0039:   @880 ==  0  ;; integer values
004D: jump_if_false BCOUR_1459
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1459
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @193(@744,30f) @223(@744,30f) @713(@744,30f) radius  5.0  5.0  5.0
004D: jump_if_false BCOUR_1459
0006: @880 =  1  ;; integer values
0006: @879 =  1  ;; integer values
0002: jump BCOUR_1459

:BCOUR_1459
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1444

:BCOUR_1461
0085: @744 = @759  ;; integer values and handles
0006: @880 =  0  ;; integer values

:BCOUR_1463
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1485

:BCOUR_1466
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1483
00D6: if  0
0039:   @880 ==  0  ;; integer values
004D: jump_if_false BCOUR_1481
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1481
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @103(@744,30f) @133(@744,30f) @713(@744,30f) radius  5.0  5.0  5.0
004D: jump_if_false BCOUR_1481
0006: @880 =  1  ;; integer values
0006: @879 =  1  ;; integer values
0002: jump BCOUR_1481

:BCOUR_1481
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1466

:BCOUR_1483
0085: @744 = @759  ;; integer values and handles
0006: @880 =  0  ;; integer values

:BCOUR_1485
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1507

:BCOUR_1488
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1505
00D6: if  0
0039:   @880 ==  0  ;; integer values
004D: jump_if_false BCOUR_1503
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1503
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @283(@744,30f) @313(@744,30f) @713(@744,30f) radius  5.0  5.0  5.0
004D: jump_if_false BCOUR_1503
0006: @880 =  1  ;; integer values
0006: @879 =  1  ;; integer values
0002: jump BCOUR_1503

:BCOUR_1503
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1488

:BCOUR_1505
0085: @744 = @759  ;; integer values and handles
0006: @880 =  0  ;; integer values

:BCOUR_1507
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: "COKE_PUFF" @763($8265,30i)  0.0  0.0  .5  1 @827($8265,30i) 
064C: @827($8265,30i) 
00A0: store_actor $PLAYER_ACTOR position_to @858 @859 @860
00D6: if  0
0039:   @882 ==  2  ;; integer values
004D: jump_if_false BCOUR_1518
03D1: play_wav  3

:BCOUR_1518
00D6: if  0
0039:   @879 ==  1  ;; integer values
004D: jump_if_false BCOUR_1523
035C: place_object @763($8265,30i) relative_to_car @36 offset -1.0  0.0  1.3
0002: jump BCOUR_1524

:BCOUR_1523
035C: place_object @763($8265,30i) relative_to_car @36 offset  0.0  0.0  .7

:BCOUR_1524
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  0
0039:   @879 ==  1  ;; integer values
004D: jump_if_false BCOUR_1536
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_1539

:BCOUR_1536
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_1539
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_1545
0051: return

:BCOUR_1546
00D6: if  0
0018:   $8265 >  0  ;; integer values
004D: jump_if_false BCOUR_1664
00D6: if  0
8119:   NOT   car @36 wrecked
004D: jump_if_false BCOUR_1664
00D6: if  0
0039:   @797($8265,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1664
00D6: if  0
0019:   @857 >  0  ;; integer values
004D: jump_if_false BCOUR_1560
0650: @827(@793,30i) 
0108: destroy_object @763(@793,30i)

:BCOUR_1560
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1582

:BCOUR_1563
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1580
00D6: if  0
0039:   @880 ==  0  ;; integer values
004D: jump_if_false BCOUR_1578
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1578
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @193(@744,30f) @223(@744,30f) @713(@744,30f) radius  5.0  5.0  5.0
004D: jump_if_false BCOUR_1578
0006: @880 =  1  ;; integer values
0006: @879 =  1  ;; integer values
0002: jump BCOUR_1578

:BCOUR_1578
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1563

:BCOUR_1580
0085: @744 = @759  ;; integer values and handles
0006: @880 =  0  ;; integer values

:BCOUR_1582
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1604

:BCOUR_1585
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1602
00D6: if  0
0039:   @880 ==  0  ;; integer values
004D: jump_if_false BCOUR_1600
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1600
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @103(@744,30f) @133(@744,30f) @713(@744,30f) radius  5.0  5.0  5.0
004D: jump_if_false BCOUR_1600
0006: @880 =  1  ;; integer values
0006: @879 =  1  ;; integer values
0002: jump BCOUR_1600

:BCOUR_1600
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1585

:BCOUR_1602
0085: @744 = @759  ;; integer values and handles
0006: @880 =  0  ;; integer values

:BCOUR_1604
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1626

:BCOUR_1607
00D6: if  0
001D:   @758 > @744  ;; integer values  
004D: jump_if_false BCOUR_1624
00D6: if  0
0039:   @880 ==  0  ;; integer values
004D: jump_if_false BCOUR_1622
00D6: if  0
0039:   @653(@744,30i) ==  0  ;; integer values
004D: jump_if_false BCOUR_1622
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point @283(@744,30f) @313(@744,30f) @713(@744,30f) radius  5.0  5.0  5.0
004D: jump_if_false BCOUR_1622
0006: @880 =  1  ;; integer values
0006: @879 =  1  ;; integer values
0002: jump BCOUR_1622

:BCOUR_1622
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1607

:BCOUR_1624
0085: @744 = @759  ;; integer values and handles
0006: @880 =  0  ;; integer values

:BCOUR_1626
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: "COKE_PUFF" @763($8265,30i)  0.0  0.0  0.0  1 @827($8265,30i) 
064C: @827($8265,30i) 
00A0: store_actor $PLAYER_ACTOR position_to @858 @859 @860
00D6: if  0
0039:   @882 ==  2  ;; integer values
004D: jump_if_false BCOUR_1637
03D1: play_wav  3

:BCOUR_1637
00D6: if  0
0039:   @879 ==  1  ;; integer values
004D: jump_if_false BCOUR_1642
035C: place_object @763($8265,30i) relative_to_car @36 offset  1.0  0.0  1.3
0002: jump BCOUR_1643

:BCOUR_1642
035C: place_object @763($8265,30i) relative_to_car @36 offset  0.0  0.0  .7

:BCOUR_1643
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  0
0039:   @879 ==  1  ;; integer values
004D: jump_if_false BCOUR_1655
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_1658

:BCOUR_1655
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_1658
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_1664
0051: return

:BCOUR_1665
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BCOUR_1670
0001: wait  0 ms
0002: jump BCOUR_1665

:BCOUR_1670
0051: return

:BCOUR_1671
00D6: if  0
001B:    3000 > @33  ;; integer values
004D: jump_if_false BCOUR_1676
0001: wait  0 ms
0002: jump BCOUR_1671

:BCOUR_1676
0650: @827(@793,30i) 
0108: destroy_object @763(@793,30i)
0051: return

:BCOUR_1679
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  1
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1715
00D6: if  0
0039:   @760 ==  0  ;; integer values
004D: jump_if_false BCOUR_1687
00BA: text_styled 'BCOU_40'  5000 ms  1

:BCOUR_1687
00D6: if  0
0039:   @760 ==  1  ;; integer values
004D: jump_if_false BCOUR_1691
00BA: text_styled 'BCOU_41'  5000 ms  1

:BCOUR_1691
00D6: if  0
0039:   @760 ==  2  ;; integer values
004D: jump_if_false BCOUR_1695
00BA: text_styled 'BCOU_42'  5000 ms  1

:BCOUR_1695
00D6: if  0
0039:   @760 ==  3  ;; integer values
004D: jump_if_false BCOUR_1699
00BA: text_styled 'BCOU_43'  5000 ms  1

:BCOUR_1699
00D6: if  0
0039:   @760 ==  4  ;; integer values
004D: jump_if_false BCOUR_1703
00BA: text_styled 'BCOU_44'  5000 ms  1

:BCOUR_1703
00D6: if  0
0039:   @760 ==  5  ;; integer values
004D: jump_if_false BCOUR_1707
00BA: text_styled 'BCOU_45'  5000 ms  1

:BCOUR_1707
00D6: if  0
0039:   @760 ==  6  ;; integer values
004D: jump_if_false BCOUR_1711
00BA: text_styled 'BCOU_46'  5000 ms  1

:BCOUR_1711
00D6: if  0
0039:   @760 ==  7  ;; integer values
004D: jump_if_false BCOUR_1715
00BA: text_styled 'BCOU_47'  5000 ms  1

:BCOUR_1715
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1750
00D6: if  0
0039:   @762 ==  0  ;; integer values
004D: jump_if_false BCOUR_1722
00BA: text_styled 'BCOU_40'  5000 ms  1

:BCOUR_1722
00D6: if  0
0039:   @762 ==  1  ;; integer values
004D: jump_if_false BCOUR_1726
00BA: text_styled 'BCOU_41'  5000 ms  1

:BCOUR_1726
00D6: if  0
0039:   @762 ==  2  ;; integer values
004D: jump_if_false BCOUR_1730
00BA: text_styled 'BCOU_42'  5000 ms  1

:BCOUR_1730
00D6: if  0
0039:   @762 ==  3  ;; integer values
004D: jump_if_false BCOUR_1734
00BA: text_styled 'BCOU_43'  5000 ms  1

:BCOUR_1734
00D6: if  0
0039:   @762 ==  4  ;; integer values
004D: jump_if_false BCOUR_1738
00BA: text_styled 'BCOU_44'  5000 ms  1

:BCOUR_1738
00D6: if  0
0039:   @762 ==  5  ;; integer values
004D: jump_if_false BCOUR_1742
00BA: text_styled 'BCOU_45'  5000 ms  1

:BCOUR_1742
00D6: if  0
0039:   @762 ==  6  ;; integer values
004D: jump_if_false BCOUR_1746
00BA: text_styled 'BCOU_46'  5000 ms  1

:BCOUR_1746
00D6: if  0
0039:   @762 ==  7  ;; integer values
004D: jump_if_false BCOUR_1750
00BA: text_styled 'BCOU_47'  5000 ms  1

:BCOUR_1750
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1785
00D6: if  0
0039:   @761 ==  0  ;; integer values
004D: jump_if_false BCOUR_1757
00BA: text_styled 'BCOU_40'  5000 ms  1

:BCOUR_1757
00D6: if  0
0039:   @761 ==  1  ;; integer values
004D: jump_if_false BCOUR_1761
00BA: text_styled 'BCOU_41'  5000 ms  1

:BCOUR_1761
00D6: if  0
0039:   @761 ==  2  ;; integer values
004D: jump_if_false BCOUR_1765
00BA: text_styled 'BCOU_42'  5000 ms  1

:BCOUR_1765
00D6: if  0
0039:   @761 ==  3  ;; integer values
004D: jump_if_false BCOUR_1769
00BA: text_styled 'BCOU_43'  5000 ms  1

:BCOUR_1769
00D6: if  0
0039:   @761 ==  4  ;; integer values
004D: jump_if_false BCOUR_1773
00BA: text_styled 'BCOU_44'  5000 ms  1

:BCOUR_1773
00D6: if  0
0039:   @761 ==  5  ;; integer values
004D: jump_if_false BCOUR_1777
00BA: text_styled 'BCOU_45'  5000 ms  1

:BCOUR_1777
00D6: if  0
0039:   @761 ==  6  ;; integer values
004D: jump_if_false BCOUR_1781
00BA: text_styled 'BCOU_46'  5000 ms  1

:BCOUR_1781
00D6: if  0
0039:   @761 ==  7  ;; integer values
004D: jump_if_false BCOUR_1785
00BA: text_styled 'BCOU_47'  5000 ms  1

:BCOUR_1785
0051: return

:BCOUR_1786
040D: unload_wav  3
00D6: if  0
04A4: @872  3 
004D: jump_if_false BCOUR_1828
00D6: if  0
0038:   $1993 ==  0  ;; integer values
004D: jump_if_false BCOUR_1828
0595: (unknown)
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 (frozen)
016A: fade  0 ()  500 ms

:BCOUR_1800
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1805
0001: wait  0 ms
0002: jump BCOUR_1800

:BCOUR_1805
02A3: toggle_widescreen  1 (on)
0A0B:  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 (back)  500 ms

:BCOUR_1810
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1815
0001: wait  0 ms
0002: jump BCOUR_1810

:BCOUR_1815
0394: play_music  1
00BA: text_styled 'ASS_ACQ'  5000 ms  6
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
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:BCOUR_1823
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1828
0001: wait  0 ms
0002: jump BCOUR_1823

:BCOUR_1828
00D6: if  0
04A4: @872  1 
004D: jump_if_false BCOUR_1869
00D6: if  0
0038:   $1992 ==  0  ;; integer values
004D: jump_if_false BCOUR_1869
0595: (unknown)
030C: set_mission_points +=  1
0004: $1992 =  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 (frozen)
016A: fade  0 ()  500 ms

:BCOUR_1841
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1846
0001: wait  0 ms
0002: jump BCOUR_1841

:BCOUR_1846
02A3: toggle_widescreen  1 (on)
0A0B:  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 (back)  500 ms

:BCOUR_1851
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1856
0001: wait  0 ms
0002: jump BCOUR_1851

:BCOUR_1856
0394: play_music  1
00BA: text_styled 'ASS_ACQ'  5000 ms  6
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
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:BCOUR_1864
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1869
0001: wait  0 ms
0002: jump BCOUR_1864

:BCOUR_1869
00D6: if  0
04A4: @872  2 
004D: jump_if_false BCOUR_1910
00D6: if  0
0038:   $1994 ==  0  ;; integer values
004D: jump_if_false BCOUR_1910
030C: set_mission_points +=  1
0595: (unknown)
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 (frozen)
00BE: text_clear_all
016A: fade  0 ()  500 ms

:BCOUR_1882
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1887
0001: wait  0 ms
0002: jump BCOUR_1882

:BCOUR_1887
02A3: toggle_widescreen  1 (on)
0A0B: -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 (back)  500 ms

:BCOUR_1892
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1897
0001: wait  0 ms
0002: jump BCOUR_1892

:BCOUR_1897
0394: play_music  1
00BA: text_styled 'ASS_ACQ'  5000 ms  6
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
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:BCOUR_1905
00D6: if  0
016B:   fading
004D: jump_if_false BCOUR_1910
0001: wait  0 ms
0002: jump BCOUR_1905

:BCOUR_1910
0110: clear_player $PLAYER_CHAR wanted_level
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0051: return

:BCOUR_1914
03E6: remove_text_box
040D: unload_wav  3
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCOUR_1921
0501: unknown_pizza_mission_command player $PLAYER_CHAR flag  1
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:BCOUR_1921
014F: stop_timer $8264
0151: remove_status_text $8265
08DA: @863 
0108: destroy_object @37
0650: @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  586
0249: release_model  29
04EF: release_animation "SMOKING"
0164: disable_marker @40
0164: disable_marker @72
0006: @744 =  0  ;; integer values

:BCOUR_1934
00D6: if  0
001B:    30 > @744  ;; integer values
004D: jump_if_false BCOUR_1940
0164: disable_marker @42(@744,30i)
000A: @744 +=  1  ;; integer values
0002: jump BCOUR_1934

:BCOUR_1940
014C: set_parked_car_generator $2778 cars_to_generate_to  101
01BD: $184 = current_time_in_ms
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

;-------------Mission 132---------------
; Originally: The Chiliad Challenge


:M_132_1
0050: gosub M_132_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_132_6
0050: gosub MTBIKER_1495

:M_132_6
0050: gosub MTBIKER_1535
004E: end_thread

:M_132_8
0004: $ON_MISSION =  1  ;; integer values
0A0E:  1 
00D6: if  0
0038:   $1801 ==  0  ;; integer values
004D: jump_if_false MTBIKER_1
0317: increment_mission_attempts

:MTBIKER_1
03A4: name_thread 'MTBIKER'
054C: use_GXT_table 'RACETOR'
0912:  1  355  370 
0001: wait  0 ms
03F0: text_draw_toggle  1
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MTBIKER_10
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)

:MTBIKER_10
016A: fade  0 ()  1000 ms

:MTBIKER_11
00D6: if  0
016B:   fading
004D: jump_if_false MTBIKER_16
0001: wait  0 ms
0002: jump MTBIKER_11

:MTBIKER_16
060A: unknown_create_entity  0 @669 
0006: @647 =  0  ;; integer values

:MTBIKER_18
00D6: if  0
001B:    9 > @647  ;; integer values
004D: jump_if_false MTBIKER_25
0006: @690(@647,10i) =  0  ;; integer values
0006: @670(@647,10i) =  0  ;; integer values
000A: @647 +=  1  ;; integer values
0002: jump MTBIKER_18

:MTBIKER_25
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 =  .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 =  .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 =  .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"  2 
070D: $PLAYER_CHAR 
00D6: if  0
0038:   $1799 ==  1  ;; integer values
004D: jump_if_false MTBIKER_61
0002: jump MTBIKER_69

:MTBIKER_61
00D6: if  0
0038:   $1799 ==  2  ;; integer values
004D: jump_if_false MTBIKER_65
0002: jump MTBIKER_167

:MTBIKER_65
00D6: if  0
0038:   $1799 ==  3  ;; integer values
004D: jump_if_false MTBIKER_69
0002: jump MTBIKER_317

:MTBIKER_69
00D6: if  0
0038:   $1799 ==  1  ;; integer values
004D: jump_if_false MTBIKER_73
00BA: text_styled 'MTROUT1'  3000 ms  5

:MTBIKER_73
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_447

:MTBIKER_167
00D6: if  0
0038:   $1799 ==  2  ;; integer values
004D: jump_if_false MTBIKER_171
00BA: text_styled 'MTROUT2'  3000 ms  5

:MTBIKER_171
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_447

:MTBIKER_317
00D6: if  0
0038:   $1799 ==  3  ;; integer values
004D: jump_if_false MTBIKER_321
00BA: text_styled 'MTROUT3'  3000 ms  5

:MTBIKER_321
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:  829 
07C0:  830 
07C0:  831 
07C0:  832 
07C0:  833 
07C0:  834 

:MTBIKER_434
00D6: if  25
87C1:   NOT  829 
87C1:   NOT  830 
87C1:   NOT  831 
87C1:   NOT  832 
87C1:   NOT  833 
87C1:   NOT  834 
004D: jump_if_false MTBIKER_444
0001: wait  0 ms
0002: jump MTBIKER_434

:MTBIKER_444
06D5:  0 @714(@644,6f) @720(@644,6f) @726(@644,6f) @777 @778 @779  6.0 @780 
06D6: @780 
0002: jump MTBIKER_447

:MTBIKER_447
0087: @655 = @654  ;; floating-point values only

:MTBIKER_448
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false MTBIKER_453
0001: wait  0 ms
0002: jump MTBIKER_448

:MTBIKER_453
0395: clear_area  0 at @103 @223 @343 range  .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_462
00D6: if  0
001D:   @744 > @644  ;; integer values  
004D: jump_if_false MTBIKER_468
0006: @745(@644,10i) =  0  ;; integer values
000A: @644 +=  1  ;; integer values
0002: jump MTBIKER_462

:MTBIKER_468
018A: @755 = create_checkpoint_at @103 @223 @343
0006: @756 =  0  ;; integer values

:MTBIKER_470
0001: wait  0 ms
01BD: $16 = current_time_in_ms
0006: @758 =  0  ;; integer values
0006: @644 =  0  ;; integer values
00D6: if  0
0039:   @756 ==  0  ;; integer values
004D: jump_if_false MTBIKER_498
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MTBIKER_498
00A1: put_actor $PLAYER_ACTOR at @103 @223 @343
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point @104 @224 radius  100.0  100.0
004D: jump_if_false MTBIKER_498
0006: @643 =  0  ;; integer values
0088: $73 = @103  ;; floating-point values only
0009: $73 +=  7.0  ;; floating-point values
0088: $74 = @223  ;; floating-point values only
0009: $74 +=  7.0  ;; floating-point values
0088: $75 = @343  ;; floating-point values only
0009: $75 +=  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_498
00D6: if  0
0039:   @756 ==  1  ;; integer values
004D: jump_if_false MTBIKER_515
0085: @647 = @744  ;; integer values and handles
000E: @647 -=  1  ;; integer values
00D6: if  1
0248:   model @701(@643,6i) available
0248:   model @707(@643,6i) available
004D: jump_if_false MTBIKER_509
000A: @643 +=  1  ;; integer values
0002: jump MTBIKER_511

:MTBIKER_509
0247: request_model @701(@643,6i)
0247: request_model @707(@643,6i)

:MTBIKER_511
00D6: if  0
003B:   @643 == @647  ;; integer values 
004D: jump_if_false MTBIKER_515
000A: @756 +=  1  ;; integer values

:MTBIKER_515
00D6: if  0
0039:   @756 ==  2  ;; integer values
004D: jump_if_false MTBIKER_653
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_523
00D6: if  0
001D:   @744 > @644  ;; integer values  
004D: jump_if_false MTBIKER_622
0085: @645 = @644  ;; integer values and handles
0016: @645 /=  2  ;; integer values 
0012: @645 *=  2  ;; integer values 
00D6: if  0
003B:   @645 == @644  ;; integer values 
004D: jump_if_false MTBIKER_539
0005: $73 =  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: $74 = @662  ;; floating-point values only
0002: jump MTBIKER_546

:MTBIKER_539
0005: $73 = -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: $74 = @662  ;; floating-point values only

:MTBIKER_546
0407: create_coordinate $73 $74 $75 from_car @774 offset $73 $74 $75
0174: @663 = car @774 z_angle
0088: $75 = @343  ;; floating-point values only
0089: @714(@644,6f) = $73  ;; floating-point values only
0089: @720(@644,6f) = $74  ;; floating-point values only
02CE: $75 = ground_z $73 $74 $75
0089: @726(@644,6f) = $75  ;; floating-point values only
00D6: if  0
001D:   @647 > @644  ;; integer values  
004D: jump_if_false MTBIKER_578
00A5: @732(@644,6i) = create_car @707(@644,6i) at $73 $74 $75
072F: @732(@644,6i)  .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: (unknown) @732(@644,6i)  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: @738(@644,6i)
0249: release_model @701(@644,6i)
054A: unknown_actor @738(@644,6i) flag  0
060B: unknown_actor_use_entity @738(@644,6i) @669 
0A21: @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_620

:MTBIKER_578
0407: create_coordinate $73 $74 $75 from_car @774 offset -4.0435  6.5755 -.8
0376: @770 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @770 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset -5.6392  2.9435 -.8
0376: @759 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @759 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset -6.0071 -2.0778 -.8
0376: @760 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @760 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset -7.6039 -5.0807 -.8
0376: @761 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @761 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset -7.0724 -6.4057 -.8
0376: @762 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @762 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset -5.9988 -13.553 -.8
0376: @763 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @763 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset  6.073 -15.2059 -.8
0376: @764 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @764 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset  7.2639 -12.9933 -.8
0376: @765 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @765 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset  5.8429 -7.7069 -.8
0376: @766 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @766 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset  8.4135 -3.7971 -.8
0376: @767 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @767 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset  6.2507  .3634 -.8
0376: @768 = create_random_actor $73 $74 $75
06BA: unknown_action_sequence @768 @103 @223 @343 
0407: create_coordinate $73 $74 $75 from_car @774 offset  8.6397  2.419 -.8
0376: @769 = create_random_actor $73 $74 $75
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_car_density_to  .5
008B: @738(@644,6i) = $PLAYER_ACTOR  ;; integer values and handles
0085: @757 = @644  ;; integer values and handles

:MTBIKER_620
000A: @644 +=  1  ;; integer values
0002: jump MTBIKER_523

:MTBIKER_622
000A: @756 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MTBIKER_632
00D9: @732(@757,6i) = actor $PLAYER_ACTOR car
0224: set_car @732(@757,6i) health_to  500
054F: @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_632
02A3: toggle_widescreen  1 (on)
0001: wait  500 ms
016A: fade  1 (back)  1000 ms
00BE: text_clear_all

:MTBIKER_636
00D6: if  0
016B:   fading
004D: jump_if_false MTBIKER_641
0001: wait  0 ms
0002: jump MTBIKER_636

:MTBIKER_641
00D6: if  0
0038:   $1799 ==  1  ;; integer values
004D: jump_if_false MTBIKER_645
00BC: text_highpriority 'MTROUT1'  3000 ms  6

:MTBIKER_645
00D6: if  0
0038:   $1799 ==  2  ;; integer values
004D: jump_if_false MTBIKER_649
00BC: text_highpriority 'MTROUT2'  3000 ms  6

:MTBIKER_649
00D6: if  0
0038:   $1799 ==  3  ;; integer values
004D: jump_if_false MTBIKER_653
00BC: text_highpriority 'MTROUT3'  3000 ms  6

:MTBIKER_653
00D6: if  0
0039:   @756 ==  3  ;; integer values
004D: jump_if_false MTBIKER_694
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MTBIKER_694
0085: @647 = @744  ;; integer values and handles
000E: @647 -=  1  ;; integer values
0006: @644 =  0  ;; integer values

:MTBIKER_662
00D6: if  0
001D:   @647 > @644  ;; integer values  
004D: jump_if_false MTBIKER_686
00D6: if  21
0119:   car @732(@644,6i) wrecked
0118:   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_671
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump MTBIKER_1495

:MTBIKER_671
00D6: if  0
8119:   NOT   car @732(@644,6i) wrecked
004D: jump_if_false MTBIKER_684
00D6: if  0
8118:   NOT   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_684
00D6: if  21
8185:   NOT   car @732(@644,6i) health >=  999
80DB:   NOT   actor @738(@644,6i) in_car @732(@644,6i)
004D: jump_if_false MTBIKER_684
00BA: text_styled 'RACES_3'  1200 ms  4
09B9:  0 
0006: @756 =  7  ;; integer values

:MTBIKER_684
000A: @644 +=  1  ;; integer values
0002: jump MTBIKER_662

:MTBIKER_686
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
00BA: text_styled 'RACES_4'  1100 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
008B: @771 = $16  ;; integer values and handles
000A: @771 +=  999  ;; integer values
000A: @756 +=  1  ;; integer values

:MTBIKER_694
00D6: if  0
0039:   @756 ==  4  ;; integer values
004D: jump_if_false MTBIKER_705
00D6: if  0
001E:   $16 > @771  ;; integer values
004D: jump_if_false MTBIKER_705
00BA: text_styled 'RACES_5'  1100 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
008B: @771 = $16  ;; integer values and handles
000A: @771 +=  999  ;; integer values
000A: @756 +=  1  ;; integer values

:MTBIKER_705
00D6: if  0
0039:   @756 ==  5  ;; integer values
004D: jump_if_false MTBIKER_716
00D6: if  0
001E:   $16 > @771  ;; integer values
004D: jump_if_false MTBIKER_716
00BA: text_styled 'RACES_6'  1100 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
008B: @771 = $16  ;; integer values and handles
000A: @771 +=  999  ;; integer values
000A: @756 +=  1  ;; integer values

:MTBIKER_716
00D6: if  0
0039:   @756 ==  6  ;; integer values
004D: jump_if_false MTBIKER_748
00D6: if  0
001E:   $16 > @771  ;; integer values
004D: jump_if_false MTBIKER_748
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MTBIKER_748
00BA: text_styled 'RACES_7'  800 ms  4
018C: play_sound  65535 at  0.0  0.0  0.0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
015A: restore_camera
02A3: toggle_widescreen  0 (off)
09B9:  0 
008B: @651 = $16  ;; integer values and handles
0085: @647 = @744  ;; integer values and handles
000E: @647 -=  1  ;; integer values
0006: @644 =  0  ;; integer values

:MTBIKER_737
00D6: if  0
001D:   @647 > @644  ;; integer values  
004D: jump_if_false MTBIKER_746
00D6: if  0
8119:   NOT   car @732(@644,6i) wrecked
004D: jump_if_false MTBIKER_744
02AA: set_car @732(@644,6i) immune_to_nonplayer  0

:MTBIKER_744
000A: @644 +=  1  ;; integer values
0002: jump MTBIKER_737

:MTBIKER_746
0006: @771 =  0  ;; integer values
000A: @756 +=  1  ;; integer values

:MTBIKER_748
00D6: if  0
0019:   @756 >  6  ;; integer values
004D: jump_if_false MTBIKER_1291

:MTBIKER_751
00D6: if  0
001D:   @744 > @644  ;; integer values  
004D: jump_if_false MTBIKER_1214
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false MTBIKER_1212
00D6: if  0
8118:   NOT   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_956
00D6: if  0
87D6:   NOT @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_774
00D6: if  0
051A:   unknown_actor @738(@644,6i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false MTBIKER_774
00D6: if  0
8119:   NOT   car @732(@757,6i) wrecked
004D: jump_if_false MTBIKER_774
00D6: if  0
851B:   NOT @738(@644,6i) @732(@757,6i) 
004D: jump_if_false MTBIKER_774
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump MTBIKER_1495

:MTBIKER_774
00D6: if  0
0039:   @756 ==  8  ;; integer values
004D: jump_if_false MTBIKER_923
00D6: if  0
87D6:   NOT @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_923
00D6: if  0
003B:   @745(@757,10i) == @745(@644,10i)  ;; integer values 
004D: jump_if_false MTBIKER_792
00A0: store_actor @738(@644,6i) position_to $73 $74 $75
0509: @773 = distance between point $73 $74 and point @714(@644,6f) @720(@644,6f)
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
0509: @664 = distance between point $73 $74 and point @714(@644,6f) @720(@644,6f)
00D6: if  0
0025:   @664 > @773  ;; floating-point values  
004D: jump_if_false MTBIKER_791
000A: @758 +=  1  ;; integer values

:MTBIKER_791
0002: jump MTBIKER_796

:MTBIKER_792
00D6: if  0
001D:   @745(@644,10i) > @745(@757,10i)  ;; integer values  
004D: jump_if_false MTBIKER_796
000A: @758 +=  1  ;; integer values

:MTBIKER_796
00D6: if  0
8118:   NOT   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_805
00D6: if  0
80EC:   NOT   actor @738(@644,6i)  0 ()near_point @62(@644,10f) @72(@644,10f) radius  3.0  3.0
004D: jump_if_false MTBIKER_805
00A0: store_actor @738(@644,6i) position_to @62(@644,10f) @72(@644,10f) $75
008B: @93(@644,10i) = $16  ;; integer values and handles
000A: @93(@644,10i) +=  2000  ;; integer values

:MTBIKER_805
00D6: if  0
8118:   NOT   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_874
00D6: if  0
8119:   NOT   car @732(@644,6i) wrecked
004D: jump_if_false MTBIKER_827
00D6: if  0
0039:   @670(@644,10i) ==  0  ;; integer values
004D: jump_if_false MTBIKER_818
00D6: if  0
80DB:   NOT   actor @738(@644,6i) in_car @732(@644,6i)
004D: jump_if_false MTBIKER_818
0006: @670(@644,10i) =  1  ;; integer values

:MTBIKER_818
00D6: if  0
0039:   @670(@644,10i) ==  1  ;; integer values
004D: jump_if_false MTBIKER_827
00D6: if  0
00DB:   actor @738(@644,6i) in_car @732(@644,6i)
004D: jump_if_false MTBIKER_827
0687: @738(@644,6i) 
05D1: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 
0006: @670(@644,10i) =  0  ;; integer values

:MTBIKER_827
00D6: if  0
00EC:   actor @738(@644,6i)  0 ()near_point @62(@644,10f) @72(@644,10f) radius  3.0  3.0
004D: jump_if_false MTBIKER_874
00D6: if  0
001E:   $16 > @93(@644,10i)  ;; integer values
004D: jump_if_false MTBIKER_874
00D6: if  0
82CB:   NOT   actor @738(@644,6i) bounding_sphere_visible
004D: jump_if_false MTBIKER_874
00D6: if  0
8119:   NOT   car @732(@644,6i) wrecked
004D: jump_if_false MTBIKER_854
00D6: if  0
80DB:   NOT   actor @738(@644,6i) in_car @732(@644,6i)
004D: jump_if_false MTBIKER_853
046C: @665 = car @732(@644,6i) driver
00D6: if  0
0039:   @665 == -1  ;; integer values
004D: jump_if_false MTBIKER_848
036A: put_actor @738(@644,6i) in_car @732(@644,6i)
0002: jump MTBIKER_853

:MTBIKER_848
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 $73 $74 $75
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: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 

:MTBIKER_853
0002: jump MTBIKER_859

:MTBIKER_854
00A6: destroy_car @732(@644,6i)
00A5: @732(@644,6i) = create_car @707(@644,6i) at $73 $74 $75
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: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 

:MTBIKER_859
00A0: store_actor @738(@644,6i) position_to $73 $74 $75
02C1: set $73 $74 $75 to_car_path_coords_closest_to $73 $74 $75
00D6: if  0
838A:   NOT   car_in_cube $73 $74 $75  10.0  10.0  10.0
004D: jump_if_false MTBIKER_874
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  4.0
004D: jump_if_false MTBIKER_874
00A1: put_actor @738(@644,6i) at $73 $74 $75
00D6: if  0
00DF:   actor @738(@644,6i) driving
004D: jump_if_false MTBIKER_874
03C0: @774 = actor @738(@644,6i) car
0173: set_actor @738(@644,6i) z_angle_to @463(@644,120f)
05D1: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 

:MTBIKER_874
00D6: if  0
00DF:   actor @738(@644,6i) driving
004D: jump_if_false MTBIKER_880
0085: @647 = @745(@757,10i)  ;; integer values and handles
000A: @647 +=  5  ;; integer values
03C0: @774 = actor @738(@644,6i) car

:MTBIKER_880
0006: @643 =  0  ;; integer values
0006: @646 =  0  ;; integer values

:MTBIKER_882
00D6: if  0
001D:   @744 > @643  ;; integer values  
004D: jump_if_false MTBIKER_893
0085: @775 = @745(@643,10i)  ;; integer values and handles
000E: @775 -=  3  ;; integer values
00D6: if  0
001D:   @775 > @745(@644,10i)  ;; integer values  
004D: jump_if_false MTBIKER_891
000A: @646 +=  1  ;; integer values

:MTBIKER_891
000A: @643 +=  1  ;; integer values
0002: jump MTBIKER_882

:MTBIKER_893
00D6: if  0
0019:   @646 >  0  ;; integer values
004D: jump_if_false MTBIKER_923
00D6: if  0
8118:   NOT   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_923
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @738(@644,6i) radius  30.0  30.0  5.0 sphere  0
004D: jump_if_false MTBIKER_923
00D6: if  0
82CB:   NOT   actor @738(@644,6i) bounding_sphere_visible
004D: jump_if_false MTBIKER_923
00D6: if  0
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_923
00D6: if  0
80C2:   NOT   sphere_onscreen @714(@644,6f) @720(@644,6f) @726(@644,6f)  4.0
004D: jump_if_false MTBIKER_923
00A1: put_actor @738(@644,6i) at @714(@644,6f) @720(@644,6f) @726(@644,6f)
00D6: if  0
00DF:   actor @738(@644,6i) driving
004D: jump_if_false MTBIKER_919
03C0: @774 = actor @738(@644,6i) car
0173: set_actor @738(@644,6i) z_angle_to @463(@644,120f)
05D1: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 
0002: jump MTBIKER_923

:MTBIKER_919
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: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 

:MTBIKER_923
00D6: if  0
0039:   @656 ==  0  ;; integer values
004D: jump_if_false MTBIKER_934
00D6: if  0
07D6: @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_934
00D6: if  0
80FE:   NOT   actor @738(@644,6i)  0 ()near_point @714(@644,6f) @720(@644,6f) @726(@644,6f) radius  500.0  500.0  500.0
004D: jump_if_false MTBIKER_934
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump MTBIKER_1495

:MTBIKER_934
00D6: if  0
0038:   $1799 ==  3  ;; integer values
004D: jump_if_false MTBIKER_951
00D6: if  1
001B:    13 > @745(@644,10i)  ;; integer values
0019:   @745(@644,10i) >  4  ;; integer values
004D: jump_if_false MTBIKER_946
00D6: if  0
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_945
0002: jump MTBIKER_1292

:MTBIKER_945
0002: jump MTBIKER_950

:MTBIKER_946
00D6: if  0
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_950
0002: jump MTBIKER_1292

:MTBIKER_950
0002: jump MTBIKER_955

:MTBIKER_951
00D6: if  0
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_955
0002: jump MTBIKER_1292

:MTBIKER_955
0002: jump MTBIKER_963

:MTBIKER_956
00D6: if  0
87D6:   NOT @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_963
00D6: if  0
84AD:   NOT @738(@644,6i)
004D: jump_if_false MTBIKER_963
0006: @745(@644,10i) =  0  ;; integer values

:MTBIKER_963
00D6: if  0
07D6: @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_1180
00D6: if  0
8119:   NOT   car @732(@757,6i) wrecked
004D: jump_if_false MTBIKER_1176
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  21
0023:   -24.5 > @603(@644,10f)  ;; floating-point values
0023:   -24.5 > @633  ;; floating-point values
004D: jump_if_false MTBIKER_1037
00D6: if  0
0039:   @657 ==  0  ;; integer values
004D: jump_if_false MTBIKER_983
0006: @657 =  1  ;; integer values
008B: @668 = $16  ;; integer values and handles
000A: @668 +=  1500  ;; integer values

:MTBIKER_983
00D6: if  0
0039:   @657 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1036
0085: @649 = @668  ;; integer values and handles
0064: @649 -= $16  ;; integer values 
0016: @649 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @649  ;; integer values
004D: jump_if_false MTBIKER_993
0006: @649 =  0  ;; integer values

:MTBIKER_993
00D6: if  0
001E:   $16 > @668  ;; integer values
004D: jump_if_false MTBIKER_1036
0085: @658 = @745(@644,10i)  ;; integer values and handles
000E: @658 -=  1  ;; integer values
00D6: if  0
002A:    2 >= $1513  ;; integer values
004D: jump_if_false MTBIKER_1034
00D6: if  0
0018:   $1513 >  0  ;; integer values
004D: jump_if_false MTBIKER_1005
0004: $1513 =  6  ;; integer values

:MTBIKER_1005
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms

:MTBIKER_1009
00D6: if  0
016B:   fading
004D: jump_if_false MTBIKER_1014
0001: wait  0 ms
0002: jump MTBIKER_1009

:MTBIKER_1014
00D6: if  0
8119:   NOT   car @732(@757,6i) wrecked
004D: jump_if_false MTBIKER_1023
00D6: if  0
80DB:   NOT   actor @738(@644,6i) in_car @732(@757,6i)
004D: jump_if_false MTBIKER_1021
036A: put_actor @738(@644,6i) in_car @732(@757,6i)

:MTBIKER_1021
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_1023
016A: fade  1 (back)  500 ms
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:MTBIKER_1026
00D6: if  0
016B:   fading
004D: jump_if_false MTBIKER_1031
0001: wait  0 ms
0002: jump MTBIKER_1026

:MTBIKER_1031
0373: set_camera_directly_behind_player
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump MTBIKER_1036

:MTBIKER_1034
00BC: text_highpriority 'RACES25'  5000 ms  1
0002: jump MTBIKER_1495

:MTBIKER_1036
0002: jump MTBIKER_1041

:MTBIKER_1037
00D6: if  0
0039:   @657 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1041
0006: @657 =  0  ;; integer values

:MTBIKER_1041
00D6: if  0
8119:   NOT   car @732(@757,6i) wrecked
004D: jump_if_false MTBIKER_1175
0002: jump MTBIKER_1149
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @732(@757,6i)
004D: jump_if_false MTBIKER_1149
00D6: if  0
0039:   @656 ==  0  ;; integer values
004D: jump_if_false MTBIKER_1062
06D6: @780 
0164: disable_marker @755
00D6: if  0
8119:   NOT   car @732(@757,6i) wrecked
004D: jump_if_false MTBIKER_1057
0186: @755 = create_marker_above_car @732(@757,6i)
07E0: @755  1 

:MTBIKER_1057
0085: @666 = @644  ;; integer values and handles
000B: @720(@644,6f) +=  1000.0  ;; floating-point values
008B: @667 = $16  ;; integer values and handles
000A: @667 +=  25400  ;; integer values
0006: @656 =  1  ;; integer values

:MTBIKER_1062
0085: @649 = @667  ;; integer values and handles
0064: @649 -= $16  ;; integer values 
0016: @649 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @649  ;; integer values
004D: jump_if_false MTBIKER_1069
0006: @649 =  0  ;; integer values

:MTBIKER_1069
00D6: if  0
001E:   $16 > @667  ;; integer values
004D: jump_if_false MTBIKER_1075
00BC: text_highpriority 'RACES20'  5000 ms  1
0002: jump MTBIKER_1495
0051: return

:MTBIKER_1075
00D6: if  0
0039:   @649 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1081
09C1:  0 
01E5: text_1number_highpriority 'RACE_51' @649  200 ms  1
0002: jump MTBIKER_1083

:MTBIKER_1081
09C1:  0 
01E5: text_1number_highpriority 'RACES50' @649  200 ms  1

:MTBIKER_1083
00D6: if  0
003B:   @745(@644,10i) == @700  ;; integer values 
004D: jump_if_false MTBIKER_1148
00D6: if  0
07D6: @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_1148
00D6: if  0
001C:   $16 > $1807($1799,5i)  ;; integer values
004D: jump_if_false MTBIKER_1111
0084: $1807($1799,5i) = $16  ;; integer values and handles
008B: @776 = $16  ;; integer values and handles
0062: @776 -= @651  ;; integer values 
0084: $1807($1799,5i) = $16  ;; integer values and handles
042E:  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  0
0019:   @649 >  9  ;; integer values
004D: jump_if_false MTBIKER_1109
036D: text_2numbers_styled 'LAPMTB2' @648 @649  5000 ms  6
0002: jump MTBIKER_1110

:MTBIKER_1109
036D: text_2numbers_styled 'LAPMTB' @648 @649  5000 ms  6

:MTBIKER_1110
0002: jump MTBIKER_1141

:MTBIKER_1111
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  0
0019:   @649 >  9  ;; integer values
004D: jump_if_false MTBIKER_1125
036D: text_2numbers_styled 'RACES08' @648 @649  5000 ms  6
0002: jump MTBIKER_1126

:MTBIKER_1125
036D: text_2numbers_styled 'RACES22' @648 @649  5000 ms  6

:MTBIKER_1126
008B: @776 = $16  ;; 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  0
0019:   @649 >  9  ;; integer values
004D: jump_if_false MTBIKER_1140
036D: text_2numbers_styled 'RACE_52' @648 @649  5000 ms  4
0002: jump MTBIKER_1141

:MTBIKER_1140
036D: text_2numbers_styled 'RACE_53' @648 @649  5000 ms  4

:MTBIKER_1141
000A: @758 +=  1  ;; integer values
00D6: if  0
0039:   @758 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1147
0002: jump MTBIKER_1497
0002: jump MTBIKER_1148

:MTBIKER_1147
0002: jump MTBIKER_1495

:MTBIKER_1148
0002: jump MTBIKER_1175

:MTBIKER_1149
00D6: if  0
0039:   @656 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1175
03D5: remove_text 'RACES50'
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  0
003B:   @745(@666,10i) == @713  ;; integer values 
004D: jump_if_false MTBIKER_1167
06D5:  1 @714(@666,6f) @720(@666,6f) @726(@666,6f)  0.0  0.0  0.0  6.0 @780 
0002: jump MTBIKER_1174

:MTBIKER_1167
0085: @647 = @745(@666,10i)  ;; integer values and handles
000A: @647 +=  1  ;; integer values
00D6: if  0
003B:   @745(@666,10i) == @713  ;; integer values 
004D: jump_if_false MTBIKER_1173
0006: @647 =  1  ;; integer values

:MTBIKER_1173
06D5:  0 @714(@666,6f) @720(@666,6f) @726(@666,6f) @777 @778 @779  6.0 @780 

:MTBIKER_1174
0006: @656 =  0  ;; integer values

:MTBIKER_1175
0002: jump MTBIKER_1179

:MTBIKER_1176
00BC: text_highpriority 'RACES24'  5000 ms  1
0002: jump MTBIKER_1495
0051: return

:MTBIKER_1179
0002: jump MTBIKER_1212

:MTBIKER_1180
00D6: if  0
8118:   NOT   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_1212
00D6: if  0
8119:   NOT   car @732(@644,6i) wrecked
004D: jump_if_false MTBIKER_1212
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  0
0023:   -15.5 > @603(@644,10f)  ;; floating-point values
004D: jump_if_false MTBIKER_1212
00D6: if  0
80C2:   NOT   sphere_onscreen @103(@658,120f) @223(@658,120f) @343(@658,120f)  10.0
004D: jump_if_false MTBIKER_1212
0085: @658 = @745(@644,10i)  ;; integer values and handles
000E: @658 -=  1  ;; integer values
00D6: if  0
00DB:   actor @738(@644,6i) in_car @732(@644,6i)
004D: jump_if_false MTBIKER_1202
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_1212

:MTBIKER_1202
046C: @665 = car @732(@644,6i) driver
00D6: if  0
0039:   @665 == -1  ;; integer values
004D: jump_if_false MTBIKER_1209
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_1212

:MTBIKER_1209
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_1212
000A: @644 +=  1  ;; integer values
0002: jump MTBIKER_751

:MTBIKER_1214
038E: @40 @47 @54 @61  0  0  0  255 
038E: @39 @46 @53 @60  134  155  184  255 
038E: @34 @41 @48 @55  0  0  0  255 
000A: @758 +=  1  ;; integer values
0050: gosub MTBIKER_1485
033F: set_text_draw_letter_width_height @49 @56
00D6: if  0
0039:   @758 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1224
033E: text_draw @35 @42 'ST'

:MTBIKER_1224
00D6: if  0
0039:   @758 ==  2  ;; integer values
004D: jump_if_false MTBIKER_1228
033E: text_draw @35 @42 'ND'

:MTBIKER_1228
00D6: if  0
0039:   @758 ==  3  ;; integer values
004D: jump_if_false MTBIKER_1232
033E: text_draw @35 @42 'RD'

:MTBIKER_1232
00D6: if  0
0019:   @758 >  3  ;; integer values
004D: jump_if_false MTBIKER_1236
033E: text_draw @35 @42 'TH'

:MTBIKER_1236
00D6: if  0
002B:    2 >= @758  ;; integer values 
004D: jump_if_false MTBIKER_1248
0087: @655 = @652  ;; floating-point values only
00D6: if  0
0038:   $1799 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1248
00D6: if  21
0039:   @745(@644,10i) ==  17  ;; integer values
0039:   @745(@644,10i) ==  16  ;; integer values
004D: jump_if_false MTBIKER_1248
0087: @655 = @654  ;; floating-point values only

:MTBIKER_1248
00D6: if  1
0019:   @758 >  2  ;; integer values
001B:    4 > @758  ;; integer values
004D: jump_if_false MTBIKER_1261
0087: @655 = @653  ;; floating-point values only
00D6: if  0
0038:   $1799 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1261
00D6: if  21
0039:   @745(@644,10i) ==  17  ;; integer values
0039:   @745(@644,10i) ==  16  ;; integer values
004D: jump_if_false MTBIKER_1261
0087: @655 = @654  ;; floating-point values only

:MTBIKER_1261
00D6: if  0
0039:   @758 ==  6  ;; integer values
004D: jump_if_false MTBIKER_1265
0087: @655 = @654  ;; floating-point values only

:MTBIKER_1265
0050: gosub MTBIKER_1485
033F: set_text_draw_letter_width_height @50 @57
0342: set_text_draw_centered  1
045A: text_draw_1number @36 @43 'NUMBER' @758
0050: gosub MTBIKER_1485
033F: set_text_draw_letter_width_height @51 @58
045A: text_draw_1number @37 @44 'OUT_OF' @92
01BD: $16 = current_time_in_ms
008B: @776 = $16  ;; 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_1485
0342: set_text_draw_centered  1
033F: set_text_draw_letter_width_height @52 @59
00D6: if  0
0019:   @649 >  9  ;; integer values
004D: jump_if_false MTBIKER_1290
045B: text_draw_2numbers @38 @45 'TIME' @648 @649
0002: jump MTBIKER_1291

:MTBIKER_1290
045B: text_draw_2numbers @38 @45 'TIME_0' @648 @649

:MTBIKER_1291
0002: jump MTBIKER_470

:MTBIKER_1292
00D6: if  0
0039:   @756 ==  7  ;; integer values
004D: jump_if_false MTBIKER_1296
0006: @756 =  8  ;; integer values

:MTBIKER_1296
00D6: if  0
07D6: @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_1301
018C: play_sound  1058 at  0.0  0.0  0.0
0164: disable_marker @755

:MTBIKER_1301
000A: @745(@644,10i) +=  1  ;; integer values
00D6: if  0
003B:   @745(@644,10i) == @700  ;; integer values 
004D: jump_if_false MTBIKER_1378
00D6: if  0
07D6: @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_1368
00D6: if  0
001C:   $16 > $1807($1799,5i)  ;; integer values
004D: jump_if_false MTBIKER_1330
0084: $1807($1799,5i) = $16  ;; integer values and handles
008B: @776 = $16  ;; integer values and handles
0062: @776 -= @651  ;; integer values 
0084: $1807($1799,5i) = $16  ;; integer values and handles
042E:  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  0
0019:   @649 >  9  ;; integer values
004D: jump_if_false MTBIKER_1328
036D: text_2numbers_styled 'LAPMTB2' @648 @649  5000 ms  6
0002: jump MTBIKER_1329

:MTBIKER_1328
036D: text_2numbers_styled 'LAPMTB' @648 @649  5000 ms  6

:MTBIKER_1329
0002: jump MTBIKER_1360

:MTBIKER_1330
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  0
0019:   @649 >  9  ;; integer values
004D: jump_if_false MTBIKER_1344
036D: text_2numbers_styled 'RACES08' @648 @649  5000 ms  6
0002: jump MTBIKER_1345

:MTBIKER_1344
036D: text_2numbers_styled 'RACES22' @648 @649  5000 ms  6

:MTBIKER_1345
008B: @776 = $16  ;; 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  0
0019:   @649 >  9  ;; integer values
004D: jump_if_false MTBIKER_1359
036D: text_2numbers_styled 'TIME' @648 @649  5000 ms  4
0002: jump MTBIKER_1360

:MTBIKER_1359
036D: text_2numbers_styled 'TIME_0' @648 @649  5000 ms  4

:MTBIKER_1360
000A: @758 +=  1  ;; integer values
00D6: if  0
0039:   @758 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1366
0002: jump MTBIKER_1497
0002: jump MTBIKER_1367

:MTBIKER_1366
0002: jump MTBIKER_1495

:MTBIKER_1367
0002: jump MTBIKER_1378

:MTBIKER_1368
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  0
80C2:   NOT   sphere_onscreen @714(@644,6f) @720(@644,6f) @726(@644,6f)  30.0
004D: jump_if_false MTBIKER_1378
00D6: if  0
8119:   NOT   car @774 wrecked
004D: jump_if_false MTBIKER_1378
039F: car @774 race_to @103(@658,120f) @223(@658,120f)

:MTBIKER_1378
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  0
07D6: @738(@644,6i) $PLAYER_ACTOR 
004D: jump_if_false MTBIKER_1420
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  0
0039:   @756 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1397
06D5:  0 @714(@644,6f) @720(@644,6f) @726(@644,6f) @777 @778 @779  6.0 @780 

:MTBIKER_1397
06D6: @780 
00D6: if  0
001D:   @713 > @745(@644,10i)  ;; integer values  
004D: jump_if_false MTBIKER_1403
06D5:  0 @714(@644,6f) @720(@644,6f) @726(@644,6f) @777 @778 @779  6.0 @780 
0002: jump MTBIKER_1404

:MTBIKER_1403
06D5:  1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @777 @778 @779  6.0 @780 

:MTBIKER_1404
00D6: if  0
0039:   @745(@644,10i) ==  3  ;; integer values
004D: jump_if_false MTBIKER_1419
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_1419
0002: jump MTBIKER_1484

:MTBIKER_1420
00D6: if  0
0038:   $1799 ==  3  ;; integer values
004D: jump_if_false MTBIKER_1461
00D6: if  0
8119:   NOT   car @732(@644,6i) wrecked
004D: jump_if_false MTBIKER_1460
00D6: if  0
0039:   @745(@644,10i) ==  1  ;; integer values
004D: jump_if_false MTBIKER_1441
00D6: if  0
0039:   @644 ==  0  ;; integer values
004D: jump_if_false MTBIKER_1435
0209: $8266 = random_int  832  835
05EB: @732(@644,6i) $8266 
08C6: @738(@644,6i)  1 

:MTBIKER_1435
00D6: if  0
0039:   @644 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1441
0209: $8266 = random_int  829  832
05EB: @732(@644,6i) $8266 
08C6: @738(@644,6i)  1 

:MTBIKER_1441
00D6: if  0
0039:   @745(@644,10i) ==  13  ;; integer values
004D: jump_if_false MTBIKER_1452
060E: @732(@644,6i) 
05EC: @732(@644,6i) 
00D6: if  0
803B:   NOT   @745(@644,10i) == @700  ;; integer values 
004D: jump_if_false MTBIKER_1452
08C6: @738(@644,6i)  0 
05D1: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 
0002: jump MTBIKER_963

:MTBIKER_1452
00D6: if  0
0019:   @745(@644,10i) >  13  ;; integer values
004D: jump_if_false MTBIKER_1460
00D6: if  0
803B:   NOT   @745(@644,10i) == @700  ;; integer values 
004D: jump_if_false MTBIKER_1460
05D1: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 
0002: jump MTBIKER_963

:MTBIKER_1460
0002: jump MTBIKER_1484

:MTBIKER_1461
00D6: if  0
803B:   NOT   @745(@644,10i) == @700  ;; integer values 
004D: jump_if_false MTBIKER_1466
05D1: unknown_action_sequence @738(@644,6i) -1 @714(@644,6f) @720(@644,6f) @726(@644,6f) @655  3  1  1 
0002: jump MTBIKER_963

:MTBIKER_1466
00D6: if  0
002D:   @745(@644,10i) >= @700  ;; integer values 
004D: jump_if_false MTBIKER_1484
00D6: if  0
8119:   NOT   car @732(@644,6i) wrecked
004D: jump_if_false MTBIKER_1484
00D6: if  0
8118:   NOT   actor @738(@644,6i) dead
004D: jump_if_false MTBIKER_1484
00D6: if  0
00DB:   actor @738(@644,6i) in_car @732(@644,6i)
004D: jump_if_false MTBIKER_1484
00D6: if  0
0039:   @690(@644,10i) ==  0  ;; integer values
004D: jump_if_false MTBIKER_1484
0687: @738(@644,6i) 
0006: @690(@644,10i) =  1  ;; integer values
05D1: unknown_action_sequence @738(@644,6i) -1 -2399.863 -2206.549  32.5652 @655  3  1  1 

:MTBIKER_1484
0002: jump MTBIKER_963

:MTBIKER_1485
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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:  2  0  0  0  180 
0051: return

:MTBIKER_1495
00BA: text_styled 'RACES_8'  5000 ms  1
0051: return

:MTBIKER_1497
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  0
0038:   $1799 ==  1  ;; integer values
004D: jump_if_false MTBIKER_1509
00BA: text_styled 'RACES18'  500 ms  1
0109: player $PLAYER_CHAR money +=  500
00BC: text_highpriority 'MTWIN1'  5000 ms  1
0394: play_music  1

:MTBIKER_1509
00D6: if  0
0038:   $1799 ==  2  ;; integer values
004D: jump_if_false MTBIKER_1516
00BC: text_highpriority 'MTWIN2'  5000 ms  1
00BA: text_styled 'RACES18'  1000 ms  1
0109: player $PLAYER_CHAR money +=  1000
0394: play_music  1

:MTBIKER_1516
00D6: if  0
0038:   $1799 ==  3  ;; integer values
004D: jump_if_false MTBIKER_1523
00BA: text_styled 'RACES18'  2000 ms  1
0109: player $PLAYER_CHAR money +=  2000
00BC: text_highpriority 'MTWIN3'  5000 ms  1
0394: play_music  2

:MTBIKER_1523
0008: $1799 +=  1  ;; integer values
00D6: if  0
0018:   $1799 >  3  ;; integer values
004D: jump_if_false MTBIKER_1534
00D6: if  0
0038:   $1801 ==  0  ;; integer values
004D: jump_if_false MTBIKER_1533
0595: (unknown)
030C: set_mission_points +=  1
0004: $1801 =  1  ;; integer values

:MTBIKER_1533
0004: $1799 =  1  ;; integer values

:MTBIKER_1534
0051: return

:MTBIKER_1535
0004: $ON_MISSION =  0  ;; integer values
00D6: if  0
8119:   NOT   car @732 wrecked
004D: jump_if_false MTBIKER_1543
00D6: if  0
06AA: @732 
004D: jump_if_false MTBIKER_1543
05EC: @732 

:MTBIKER_1543
00D6: if  0
8119:   NOT   car @733 wrecked
004D: jump_if_false MTBIKER_1550
00D6: if  0
06AA: @733 
004D: jump_if_false MTBIKER_1550
05EC: @733 

:MTBIKER_1550
0873:  829 
0873:  830 
0873:  831 
0873:  832 
0873:  833 
0873:  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:  1 
0164: disable_marker @755
01BD: $184 = current_time_in_ms
0912:  0  380  464 
03F0: text_draw_toggle  0
00D8: mission_cleanup
0051: return

;-------------Mission 133---------------
; Originally: NRG-500


:M_133_1
0050: gosub M_133_8
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false M_133_6
0050: gosub STUNT_186

:M_133_6
0050: gosub STUNT_240
004E: end_thread

:M_133_8
0004: $ON_MISSION =  1  ;; integer values
00D6: if  0
0038:   $2795 ==  0  ;; integer values
004D: jump_if_false STUNT_1
0317: increment_mission_attempts

:STUNT_1
03A4: name_thread 'STUNT'
0001: wait  0 ms
054C: use_GXT_table 'STUNT'

:STUNT_4
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false STUNT_9
0001: wait  0 ms
0002: jump STUNT_4

:STUNT_9
00D9: @34 = actor $PLAYER_ACTOR car
0224: set_car @34 health_to  3000
0050: gosub STUNT_255
0006: @35 =  1  ;; integer values
0006: @56 =  0  ;; integer values

:STUNT_14
00D6: if  0
001D:   @187 > @56  ;; integer values  
004D: jump_if_false STUNT_20
0006: @36(@56,20i) =  0  ;; integer values
000A: @56 +=  1  ;; integer values
0002: jump STUNT_14

:STUNT_20
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false STUNT_24
018A: @57 = create_checkpoint_at $73 $74 $75

:STUNT_24
0006: @58 =  0  ;; integer values
0006: @59 =  0  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
015F: set_camera_position @188 @189 @190  0.0  0.0  0.0
0160: point_camera @191 @192 @193  2
01BD: $16 = current_time_in_ms
0084: $8267 = $16  ;; integer values and handles
0008: $8267 +=  5000  ;; integer values
00BC: text_highpriority 'STUNT_6'  5000 ms  1
0006: @80 =  0  ;; integer values

:STUNT_38
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false STUNT_63
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false STUNT_62
00D6: if  0
0039:   @80 ==  1  ;; integer values
004D: jump_if_false STUNT_61
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $8267 =  11000  ;; integer values
03C3: set_timer_with_text_to $8267 type  1 text 'STUNT_2'
008B: @81 = $16  ;; integer values and handles
0006: @58 =  1  ;; integer values
0006: @80 =  0  ;; integer values

:STUNT_61
0002: jump STUNT_63

:STUNT_62
0006: @80 =  1  ;; integer values

:STUNT_63
00D6: if  0
0039:   @58 ==  0  ;; integer values
004D: jump_if_false STUNT_80
00D6: if  0
001C:   $16 > $8267  ;; integer values
004D: jump_if_false STUNT_80
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
06AB: $PLAYER_ACTOR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $8267 =  11000  ;; integer values
03C3: set_timer_with_text_to $8267 type  1 text 'STUNT_2'
008B: @81 = $16  ;; integer values and handles
0006: @58 =  1  ;; integer values

:STUNT_80
00D6: if  0
8119:   NOT   car @34 wrecked
004D: jump_if_false STUNT_174
00D6: if  0
0039:   @35 ==  1  ;; integer values
004D: jump_if_false STUNT_104
03D5: remove_text 'STUNT_1'
0164: disable_marker @57
0006: @56 =  0  ;; integer values

:STUNT_92
00D6: if  0
001D:   @187 > @56  ;; integer values  
004D: jump_if_false STUNT_103
00D6: if  0
0039:   @36(@56,20i) ==  0  ;; integer values
004D: jump_if_false STUNT_101
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:  3 @127(@56,20f) @147(@56,20f) @167(@56,20f) @127(@56,20f) @147(@56,20f) @167(@56,20f)  .8 @102(@56,20i) 

:STUNT_101
000A: @56 +=  1  ;; integer values
0002: jump STUNT_92

:STUNT_103
0006: @35 =  0  ;; integer values

:STUNT_104
0006: @56 =  0  ;; integer values

:STUNT_105
00D6: if  0
001D:   @187 > @56  ;; integer values  
004D: jump_if_false STUNT_130
00D6: if  0
0039:   @36(@56,20i) ==  0  ;; integer values
004D: jump_if_false STUNT_128
0996: @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  0
0021:   @60(@56,20f) >  360.0  ;; floating-point values
004D: jump_if_false STUNT_118
000F: @60(@56,20f) -=  360.0  ;; floating-point values

:STUNT_118
00D6: if  0
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_128
0164: disable_marker @82(@56,20i)
06D6: @102(@56,20i) 
097A: @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
000A: @59 +=  1  ;; integer values
000A: @36(@56,20i) +=  1  ;; integer values

:STUNT_128
000A: @56 +=  1  ;; integer values
0002: jump STUNT_105

:STUNT_130
0002: jump STUNT_173

:STUNT_131
00D6: if  0
0039:   @35 ==  0  ;; integer values
004D: jump_if_false STUNT_153
0006: @56 =  0  ;; integer values

:STUNT_135
00D6: if  0
001D:   @187 > @56  ;; integer values  
004D: jump_if_false STUNT_142
0164: disable_marker @82(@56,20i)
06D6: @102(@56,20i) 
000A: @56 +=  1  ;; integer values
0002: jump STUNT_135

:STUNT_142
0186: @57 = create_marker_above_car @34
07E0: @57  1 
00D6: if  0
0018:   $8267 >  25400  ;; integer values
004D: jump_if_false STUNT_150
008B: @122 = $16  ;; integer values and handles
000A: @122 +=  25400  ;; integer values
0002: jump STUNT_152

:STUNT_150
008B: @122 = $16  ;; integer values and handles
005C: @122 += $8267  ;; integer values 

:STUNT_152
0006: @35 =  1  ;; integer values

:STUNT_153
0085: @123 = @122  ;; integer values and handles
0064: @123 -= $16  ;; integer values 
0016: @123 /=  1000  ;; integer values 
00D6: if  0
001B:    1 > @123  ;; integer values
004D: jump_if_false STUNT_160
0006: @123 =  0  ;; integer values

:STUNT_160
00D6: if  0
001E:   $16 > @122  ;; integer values
004D: jump_if_false STUNT_165
00BC: text_highpriority 'STUNT_4'  5000 ms  1
0002: jump STUNT_186

:STUNT_165
00D6: if  0
0039:   @123 ==  1  ;; integer values
004D: jump_if_false STUNT_171
09C1:  0 
01E5: text_1number_highpriority 'STUNT_8' @123  200 ms  1
0002: jump STUNT_173

:STUNT_171
09C1:  0 
01E5: text_1number_highpriority 'STUNT_1' @123  200 ms  1

:STUNT_173
0002: jump STUNT_176

:STUNT_174
00BC: text_highpriority 'STUNT_5'  5000 ms  1
0002: jump STUNT_186

:STUNT_176
00D6: if  0
003B:   @59 == @187  ;; integer values 
004D: jump_if_false STUNT_180
0002: jump STUNT_188

:STUNT_180
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false STUNT_180B
0004: $8267 =  3600000  ;; integer values

:STUNT_180B
00D6: if  0
0038:   $8267 ==  0  ;; integer values
004D: jump_if_false STUNT_185
00BC: text_highpriority 'STUNT_7'  5000 ms  1
0002: jump STUNT_186

:STUNT_185
0002: jump STUNT_38

:STUNT_186
00BA: text_styled 'M_FAIL'  5000 ms  1
0051: return

:STUNT_188
0109: player $PLAYER_CHAR money +=  1000
0110: clear_player $PLAYER_CHAR wanted_level
0394: play_music  1
008B: @124 = $16  ;; integer values and handles
0062: @124 -= @81  ;; integer values 
0016: @124 /=  1000  ;; integer values 
00D6: if  0
0038:   $726 ==  0  ;; integer values
004D: jump_if_false STUNT_205
00D6: if  0
0038:   $2795 ==  0  ;; integer values
004D: jump_if_false STUNT_204
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'BMX'
0394: play_music  2
0004: $2795 =  1  ;; integer values

:STUNT_204
042E:  49 @124

:STUNT_205
00D6: if  0
0038:   $726 ==  1  ;; integer values
004D: jump_if_false STUNT_216
00D6: if  0
0038:   $2796 ==  0  ;; integer values
004D: jump_if_false STUNT_215
030C: set_mission_points +=  1
0318: set_latest_mission_passed 'NRG500'
0394: play_music  2
0004: $2796 =  1  ;; integer values

:STUNT_215
042E:  222 @124

:STUNT_216
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  0
001E:   $2797($726,2i) > @124  ;; integer values
004D: jump_if_false STUNT_233
00D6: if  0
001B:    10 > @123  ;; integer values
004D: jump_if_false STUNT_230
036D: text_2numbers_styled 'STUNTN0' @125 @123  5000 ms  1
0002: jump STUNT_231

:STUNT_230
036D: text_2numbers_styled 'STUNTPN' @125 @123  5000 ms  1

:STUNT_231
008A: $2797($726,2i) = @124  ;; integer values and handles
0002: jump STUNT_239

:STUNT_233
00D6: if  0
001B:    10 > @123  ;; integer values
004D: jump_if_false STUNT_238
036D: text_2numbers_styled 'STUNTT0' @125 @123  5000 ms  1
0002: jump STUNT_239

:STUNT_238
036D: text_2numbers_styled 'STUNTPT' @125 @123  5000 ms  1

:STUNT_239
0051: return

:STUNT_240
03D5: remove_text 'STUNT_1'
03D5: remove_text 'STUNT_3'
0006: @56 =  0  ;; integer values

:STUNT_243
00D6: if  0
001D:   @187 > @56  ;; integer values  
004D: jump_if_false STUNT_250
0164: disable_marker @82(@56,20i)
06D6: @102(@56,20i) 
000A: @56 +=  1  ;; integer values
0002: jump STUNT_243

:STUNT_250
0164: disable_marker @57
014F: stop_timer $8267
0004: $ON_MISSION =  0  ;; integer values
00D8: mission_cleanup
0051: return

:STUNT_255
0871: init_jump_table $726 total_jumps  2  0 STUNT_383 jumps  0 STUNT_256  1 STUNT_321 -1 STUNT_383 -1 STUNT_383 -1 STUNT_383 -1 STUNT_383 -1 STUNT_383 

:STUNT_256
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_383

:STUNT_321
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_383

:STUNT_383
0051: return

;-------------Mission 134---------------
; Originally: Buy properties script


:BUYPRO1_1
03A4: name_thread 'BUYPRO1'
0004: $ON_MISSION =  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 (frozen)
02A3: toggle_widescreen  1 (on)
0871: init_jump_table $1735 total_jumps  32  0 BUYPRO1_325 jumps  0 BUYPRO1_12  1 BUYPRO1_21  2 BUYPRO1_29  3 BUYPRO1_46  4 BUYPRO1_56  5 BUYPRO1_66  6 BUYPRO1_76 
0872: jump_table_jumps  7 BUYPRO1_86  8 BUYPRO1_96  9 BUYPRO1_106  10 BUYPRO1_116  11 BUYPRO1_126  12 BUYPRO1_136  13 BUYPRO1_146  14 BUYPRO1_156  15 BUYPRO1_166 
0872: jump_table_jumps  16 BUYPRO1_175  17 BUYPRO1_185  18 BUYPRO1_195  19 BUYPRO1_204  20 BUYPRO1_213  21 BUYPRO1_222  22 BUYPRO1_232  23 BUYPRO1_241  24 BUYPRO1_250 
0872: jump_table_jumps  25 BUYPRO1_259  26 BUYPRO1_269  27 BUYPRO1_278  28 BUYPRO1_288  29 BUYPRO1_298  30 BUYPRO1_307  31 BUYPRO1_316 -1 BUYPRO1_325 -1 BUYPRO1_325 

:BUYPRO1_12
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_stats  15
004F: create_thread STEAL_1 
0164: disable_marker $525
02A7: $525 = create_icon_marker_and_sphere $536 at $556 $557 $558
0164: disable_marker $66
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_21
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_stats  15
0164: disable_marker $527
07FB: set_interior 'RCPLAY' accessible  1 
0004: $1620 =  1  ;; integer values
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_29
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_stats  15
0164: disable_marker $55
004F: create_thread PSCH_1 
0164: disable_marker $581
0164: disable_marker $1719
0570: $1719 = create_asset_radar_marker_with_icon  35 at $SAVEPOINTX(2) $SAVEPOINTY(2) $SAVEPOINTZ(2)
018B: show_on_radar $1719  2
0164: disable_marker $592
02A7: $592 = create_icon_marker_and_sphere $591 at $666 $667 $668
018B: show_on_radar $592  2
0299: activate_garage 'CN2GAR2'  
0299: activate_garage 'DHANGAR'  
09B4: $BUY_ASSET_PICKUP_X(2) $BUY_ASSET_PICKUP_Y(2)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_46
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_stats  15
0164: disable_marker $1624
0570: $1624 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(3) $BUY_ASSET_PICKUP_Y(3) $BUY_ASSET_PICKUP_Z(3)
018B: show_on_radar $1624  2
09B4: $BUY_ASSET_PICKUP_X(3) $BUY_ASSET_PICKUP_Y(3)  10.0  16384  1 
0299: activate_garage 'BEACSV'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_56
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_stats  15
0164: disable_marker $1625
0570: $1625 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(4) $BUY_ASSET_PICKUP_Y(4) $BUY_ASSET_PICKUP_Z(4)
018B: show_on_radar $1625  2
09B4: $BUY_ASSET_PICKUP_X(4) $BUY_ASSET_PICKUP_Y(4)  10.0  16384  1 
0299: activate_garage 'VESVGRG'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_66
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_stats  15
0164: disable_marker $1626
0570: $1626 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(5) $BUY_ASSET_PICKUP_Y(5) $BUY_ASSET_PICKUP_Z(5)
018B: show_on_radar $1626  2
09B4: $BUY_ASSET_PICKUP_X(5) $BUY_ASSET_PICKUP_Y(5)  10.0  16384  1 
0299: activate_garage 'CN2GAR1'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_76
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_stats  15
0164: disable_marker $1627
0570: $1627 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(6) $BUY_ASSET_PICKUP_Y(6) $BUY_ASSET_PICKUP_Z(6)
018B: show_on_radar $1627  2
09B4: $BUY_ASSET_PICKUP_X(6) $BUY_ASSET_PICKUP_Y(6)  10.0  16384  1 
0299: activate_garage 'BLOB69'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_86
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_stats  15
0164: disable_marker $1628
0570: $1628 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(7) $BUY_ASSET_PICKUP_Y(7) $BUY_ASSET_PICKUP_Z(7)
018B: show_on_radar $1628  2
09B4: $BUY_ASSET_PICKUP_X(7) $BUY_ASSET_PICKUP_Y(7)  10.0  16384  1 
0299: activate_garage 'BLOB7'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_96
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_stats  15
0164: disable_marker $1629
0570: $1629 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(8) $BUY_ASSET_PICKUP_Y(8) $BUY_ASSET_PICKUP_Z(8)
018B: show_on_radar $1629  2
09B4: $BUY_ASSET_PICKUP_X(8) $BUY_ASSET_PICKUP_Y(8)  10.0  16384  1 
0299: activate_garage 'BURBDOO'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_106
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_stats  15
0164: disable_marker $1630
0570: $1630 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(9) $BUY_ASSET_PICKUP_Y(9) $BUY_ASSET_PICKUP_Z(9)
018B: show_on_radar $1630  2
09B4: $BUY_ASSET_PICKUP_X(9) $BUY_ASSET_PICKUP_Y(9)  10.0  16384  1 
0299: activate_garage 'BLOB6'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_116
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_stats  15
0164: disable_marker $1631
0570: $1631 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(10) $BUY_ASSET_PICKUP_Y(10) $BUY_ASSET_PICKUP_Z(10)
018B: show_on_radar $1631  2
09B4: $BUY_ASSET_PICKUP_X(10) $BUY_ASSET_PICKUP_Y(10)  10.0  16384  1 
0299: activate_garage 'CARLAS1'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_126
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_stats  15
0164: disable_marker $1632
0570: $1632 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(11) $BUY_ASSET_PICKUP_Y(11) $BUY_ASSET_PICKUP_Z(11)
018B: show_on_radar $1632  2
09B4: $BUY_ASSET_PICKUP_X(11) $BUY_ASSET_PICKUP_Y(11)  10.0  16384  1 
0299: activate_garage 'SAV1SFE'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_136
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_stats  15
0164: disable_marker $1633
0570: $1633 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(12) $BUY_ASSET_PICKUP_Y(12) $BUY_ASSET_PICKUP_Z(12)
018B: show_on_radar $1633  2
09B4: $BUY_ASSET_PICKUP_X(12) $BUY_ASSET_PICKUP_Y(12)  10.0  16384  1 
0299: activate_garage 'CESAFE1'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_146
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_stats  15
0164: disable_marker $1634
0570: $1634 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(13) $BUY_ASSET_PICKUP_Y(13) $BUY_ASSET_PICKUP_Z(13)
018B: show_on_radar $1634  2
09B4: $BUY_ASSET_PICKUP_X(13) $BUY_ASSET_PICKUP_Y(13)  10.0  16384  1 
0299: activate_garage 'SAV1SFW'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_156
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_stats  15
0164: disable_marker $1635
0570: $1635 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(14) $BUY_ASSET_PICKUP_Y(14) $BUY_ASSET_PICKUP_Z(14)
018B: show_on_radar $1635  2
09B4: $BUY_ASSET_PICKUP_X(14) $BUY_ASSET_PICKUP_Y(14)  10.0  16384  1 
0299: activate_garage 'SVGSFS1'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_166
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_stats  15
0164: disable_marker $1636
0570: $1636 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(15) $BUY_ASSET_PICKUP_Y(15) $BUY_ASSET_PICKUP_Z(15)
018B: show_on_radar $1636  2
09B4: $BUY_ASSET_PICKUP_X(15) $BUY_ASSET_PICKUP_Y(15)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_175
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_stats  15
0164: disable_marker $1637
0570: $1637 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(16) $BUY_ASSET_PICKUP_Y(16) $BUY_ASSET_PICKUP_Z(16)
018B: show_on_radar $1637  2
09B4: $BUY_ASSET_PICKUP_X(16) $BUY_ASSET_PICKUP_Y(16)  10.0  16384  1 
030C: set_mission_points +=  1
0006: @34 =  1  ;; integer values
0002: jump BUYPRO1_325

:BUYPRO1_185
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_stats  15
0164: disable_marker $1638
0570: $1638 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(17) $BUY_ASSET_PICKUP_Y(17) $BUY_ASSET_PICKUP_Z(17)
018B: show_on_radar $1638  2
09B4: $BUY_ASSET_PICKUP_X(17) $BUY_ASSET_PICKUP_Y(17)  10.0  16384  1 
030C: set_mission_points +=  1
0006: @34 =  1  ;; integer values
0002: jump BUYPRO1_325

:BUYPRO1_195
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_stats  15
0164: disable_marker $1639
0570: $1639 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(18) $BUY_ASSET_PICKUP_Y(18) $BUY_ASSET_PICKUP_Z(18)
018B: show_on_radar $1639  2
09B4: $BUY_ASSET_PICKUP_X(18) $BUY_ASSET_PICKUP_Y(18)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_204
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_stats  15
0164: disable_marker $1640
0570: $1640 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(19) $BUY_ASSET_PICKUP_Y(19) $BUY_ASSET_PICKUP_Z(19)
018B: show_on_radar $1640  2
09B4: $BUY_ASSET_PICKUP_X(19) $BUY_ASSET_PICKUP_Y(19)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_213
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_stats  15
0164: disable_marker $1641
0570: $1641 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(20) $BUY_ASSET_PICKUP_Y(20) $BUY_ASSET_PICKUP_Z(20)
018B: show_on_radar $1641  2
09B4: $BUY_ASSET_PICKUP_X(20) $BUY_ASSET_PICKUP_Y(20)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_222
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_stats  15
0164: disable_marker $1642
0570: $1642 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(21) $BUY_ASSET_PICKUP_Y(21) $BUY_ASSET_PICKUP_Z(21)
018B: show_on_radar $1642  2
09B4: $BUY_ASSET_PICKUP_X(21) $BUY_ASSET_PICKUP_Y(21)  10.0  16384  1 
030C: set_mission_points +=  1
0006: @34 =  1  ;; integer values
0002: jump BUYPRO1_325

:BUYPRO1_232
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_stats  15
0164: disable_marker $1643
0570: $1643 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(22) $BUY_ASSET_PICKUP_Y(22) $BUY_ASSET_PICKUP_Z(22)
018B: show_on_radar $1643  2
09B4: $BUY_ASSET_PICKUP_X(22) $BUY_ASSET_PICKUP_Y(22)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_241
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_stats  15
0164: disable_marker $1644
0570: $1644 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(23) $BUY_ASSET_PICKUP_Y(23) $BUY_ASSET_PICKUP_Z(23)
018B: show_on_radar $1644  2
09B4: $BUY_ASSET_PICKUP_X(23) $BUY_ASSET_PICKUP_Y(23)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_250
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_stats  15
0164: disable_marker $1645
0570: $1645 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(24) $BUY_ASSET_PICKUP_Y(24) $BUY_ASSET_PICKUP_Z(24)
018B: show_on_radar $1645  2
09B4: $BUY_ASSET_PICKUP_X(24) $BUY_ASSET_PICKUP_Y(24)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_259
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_stats  15
0164: disable_marker $1646
0570: $1646 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(25) $BUY_ASSET_PICKUP_Y(25) $BUY_ASSET_PICKUP_Z(25)
018B: show_on_radar $1646  2
09B4: $BUY_ASSET_PICKUP_X(25) $BUY_ASSET_PICKUP_Y(25)  10.0  16384  1 
0299: activate_garage 'BURBDO2'  
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_269
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_stats  15
0164: disable_marker $1647
0570: $1647 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(26) $BUY_ASSET_PICKUP_Y(26) $BUY_ASSET_PICKUP_Z(26)
018B: show_on_radar $1647  2
09B4: $BUY_ASSET_PICKUP_X(26) $BUY_ASSET_PICKUP_Y(26)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_278
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_stats  15
0164: disable_marker $1648
0570: $1648 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(27) $BUY_ASSET_PICKUP_Y(27) $BUY_ASSET_PICKUP_Z(27)
018B: show_on_radar $1648  2
09B4: $BUY_ASSET_PICKUP_X(27) $BUY_ASSET_PICKUP_Y(27)  10.0  16384  1 
030C: set_mission_points +=  1
0006: @34 =  1  ;; integer values
0002: jump BUYPRO1_325

:BUYPRO1_288
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_stats  15
0164: disable_marker $1649
0570: $1649 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(28) $BUY_ASSET_PICKUP_Y(28) $BUY_ASSET_PICKUP_Z(28)
018B: show_on_radar $1649  2
09B4: $BUY_ASSET_PICKUP_X(28) $BUY_ASSET_PICKUP_Y(28)  10.0  16384  1 
030C: set_mission_points +=  1
0006: @34 =  1  ;; integer values
0002: jump BUYPRO1_325

:BUYPRO1_298
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_stats  15
0164: disable_marker $1650
0570: $1650 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(29) $BUY_ASSET_PICKUP_Y(29) $BUY_ASSET_PICKUP_Z(29)
018B: show_on_radar $1650  2
09B4: $BUY_ASSET_PICKUP_X(29) $BUY_ASSET_PICKUP_Y(29)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_307
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_stats  15
0164: disable_marker $1651
0570: $1651 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(30) $BUY_ASSET_PICKUP_Y(30) $BUY_ASSET_PICKUP_Z(30)
018B: show_on_radar $1651  2
09B4: $BUY_ASSET_PICKUP_X(30) $BUY_ASSET_PICKUP_Y(30)  10.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_316
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_stats  15
0164: disable_marker $1652
0570: $1652 = create_asset_radar_marker_with_icon  35 at $BUY_ASSET_PICKUP_X(31) $BUY_ASSET_PICKUP_Y(31) $BUY_ASSET_PICKUP_Z(31)
018B: show_on_radar $1652  2
09B4: $BUY_ASSET_PICKUP_X(31) $BUY_ASSET_PICKUP_Y(31)  5.0  16384  1 
030C: set_mission_points +=  1
0002: jump BUYPRO1_325

:BUYPRO1_325
00D6: if  0
0039:   @34 ==  0  ;; integer values
004D: jump_if_false BUYPRO1_330
00BA: text_styled 'BUYPRO'  5000 ms  2
0002: jump BUYPRO1_331

:BUYPRO1_330
00BA: text_styled 'HSUITE'  5000 ms  2

:BUYPRO1_331
0394: play_music  2
0001: wait  5000 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false BUYPRO1_337
004E: end_thread

:BUYPRO1_337
00BE: text_clear_all
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0004: $ON_MISSION =  0  ;; integer values
01BD: $184 = current_time_in_ms
00D8: mission_cleanup
004E: end_thread
0051: return

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START AAA
; Originally: player using parachute

; The AAA script is created internally

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START AMMU
; Originally: npc actors with parachutes

0005: $9585 =  0.0  ;; floating-point values
0005: $9586 =  0.0  ;; floating-point values
0005: $9587 =  0.0  ;; floating-point values
0005: $9588 =  0.0  ;; floating-point values
0005: $9589 =  0.0  ;; floating-point values
0005: $9590 =  0.0  ;; floating-point values
0005: $686 =  0.0  ;; floating-point values
0005: $687 =  0.0  ;; floating-point values
0005: $688 =  0.0  ;; floating-point values
0005: $9591 =  0.0  ;; floating-point values
0005: $9592 =  0.0  ;; floating-point values
0005: $9593 =  0.0  ;; floating-point values
0005: $9581 =  0.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $2418 =  0  ;; integer values
0005: $689 =  0.0  ;; floating-point values
0005: $690 =  0.0  ;; floating-point values
0005: $691 =  0.0  ;; floating-point values
0004: $9580 =  0  ;; integer values
0004: $9579 =  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 EXT_0_62
018D: $9570 = create_sound  65535 at $689 $690 $691
0107: $9571 = create_object $9553 at  1659.635 -1576.514  15.585
0107: $9543 = create_object $9553 at $9575 $9576 $9577

:EXT_0_62
04AE: unknown $2415 radar_icon_or_model  179
0247: request_model $2415
0247: request_model  346
0247: request_model  372
0247: request_model  352
0247: request_model  349
0247: request_model  342
0247: request_model  373
0247: request_model  353
0247: request_model  350
0247: request_model  347
0247: request_model  363
0247: request_model  364
0247: request_model  357
0247: request_model  358
0247: request_model  355
0247: request_model  356
0247: request_model  348
0247: request_model  351
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'AMUNAT'

:AMUNAT_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false AMUNAT_871
00D6: if  0
8844:   NOT s$706 
004D: jump_if_false AMUNAT_869
00D6: if  0
0018:   $9579 >  0  ;; integer values
004D: jump_if_false AMUNAT_25
00D6: if  0
0A0F: (unknown)
004D: jump_if_false AMUNAT_25
03E6: remove_text_box
08DA: $2419 
08DA: $2423 
08DA: $2421 
08DA: $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_25
00D6: if  0
0038:   $9579 ==  0  ;; integer values
004D: jump_if_false AMUNAT_86
00D6: if  0
05AD:   s$706 == 'AMMUN1'  ;; 8-byte strings
004D: jump_if_false AMUNAT_40
0005: $9588 =  0.0  ;; floating-point values
0005: $9589 =  0.0  ;; floating-point values
0005: $9590 =  0.0  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9584 =  0  ;; integer values
0004: $9579 =  1  ;; integer values

:AMUNAT_40
00D6: if  0
05AD:   s$706 == 'AMMUN2'  ;; 8-byte strings
004D: jump_if_false AMUNAT_52
0005: $9588 = -.765  ;; floating-point values
0005: $9589 = -42.311  ;; floating-point values
0005: $9590 = -.013  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9584 =  0  ;; integer values
0004: $9579 =  1  ;; integer values

:AMUNAT_52
00D6: if  0
05AD:   s$706 == 'AMMUN3'  ;; 8-byte strings
004D: jump_if_false AMUNAT_64
0005: $9588 = -6.264  ;; floating-point values
0005: $9589 = -71.34  ;; floating-point values
0005: $9590 = -.002  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9584 =  0  ;; integer values
0004: $9579 =  1  ;; integer values

:AMUNAT_64
00D6: if  0
05AD:   s$706 == 'AMMUN4'  ;; 8-byte strings
004D: jump_if_false AMUNAT_75
0005: $9588 =  11.642  ;; floating-point values
0005: $9589 = -102.936  ;; floating-point values
0005: $9590 = -1.929  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9579 =  1  ;; integer values

:AMUNAT_75
00D6: if  0
05AD:   s$706 == 'AMMUN5'  ;; 8-byte strings
004D: jump_if_false AMUNAT_86
0005: $9588 =  16.285  ;; floating-point values
0005: $9589 = -127.781  ;; floating-point values
0005: $9590 = -1.929  ;; floating-point values
0005: $9583 =  180.0  ;; floating-point values
0005: $9582 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
05A9: s$9547 = s$706  ;; 8-byte strings
0004: $9579 =  1  ;; integer values

:AMUNAT_86
00D6: if  0
0038:   $9579 ==  1  ;; integer values
004D: jump_if_false AMUNAT_229
03F0: text_draw_toggle  1
08F8:  0 
0005: $678 =  296.506  ;; floating-point values
0059: $678 += $9588  ;; floating-point values
0005: $679 = -38.168  ;; floating-point values
0059: $679 += $9589  ;; floating-point values
0005: $680 =  1000.547  ;; floating-point values
0059: $680 += $9590  ;; floating-point values
0005: $689 =  296.506  ;; floating-point values
0059: $689 += $9588  ;; floating-point values
0005: $690 = -40.35  ;; floating-point values
0059: $690 += $9589  ;; floating-point values
0005: $691 =  1000.54  ;; floating-point values
0059: $691 += $9590  ;; floating-point values
0005: $686 =  296.585  ;; floating-point values
0059: $686 += $9588  ;; floating-point values
0005: $687 = -38.345  ;; floating-point values
0059: $687 += $9589  ;; floating-point values
0005: $688 =  1002.236  ;; floating-point values
0059: $688 += $9590  ;; floating-point values
0005: $9591 =  296.501  ;; floating-point values
0059: $9591 += $9588  ;; floating-point values
0005: $9592 = -39.298  ;; floating-point values
0059: $9592 += $9589  ;; floating-point values
0005: $9593 =  1001.943  ;; floating-point values
0059: $9593 += $9590  ;; floating-point values
009A: $9540 = create_actor  4 $2415 at $689 $690 $691
0173: set_actor $9540 z_angle_to $9582
02A9: set_actor $9540 immune_to_nonplayer  1
060B: unknown_actor_use_entity $9540  65542 
00D6: if  0
0018:   $CASINO_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false AMUNAT_129
075F: $9542 
00D6: if  0
0038:   $2574 ==  0  ;; integer values
004D: jump_if_false AMUNAT_128
03E5: text_box 'NEWWEAP'
0004: $2574 =  1  ;; integer values

:AMUNAT_128
0002: jump AMUNAT_228

:AMUNAT_129
00D6: if  0
0018:   $TORENO_MISSIONS_PASSED >  7  ;; integer values
004D: jump_if_false AMUNAT_139
0004: $9542 =  15  ;; integer values
00D6: if  0
0038:   $2573 ==  0  ;; integer values
004D: jump_if_false AMUNAT_138
03E5: text_box 'NEWWEAP'
0004: $2573 =  1  ;; integer values

:AMUNAT_138
0002: jump AMUNAT_228

:AMUNAT_139
00D6: if  0
0018:   $SYNDICATE_MISSIONS_PASSED >  9  ;; integer values
004D: jump_if_false AMUNAT_149
0004: $9542 =  14  ;; integer values
00D6: if  0
0038:   $2572 ==  0  ;; integer values
004D: jump_if_false AMUNAT_148
03E5: text_box 'NEWWEAP'
0004: $2572 =  1  ;; integer values

:AMUNAT_148
0002: jump AMUNAT_228

:AMUNAT_149
00D6: if  0
0018:   $WUZI_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false AMUNAT_159
0004: $9542 =  13  ;; integer values
00D6: if  0
0038:   $2571 ==  0  ;; integer values
004D: jump_if_false AMUNAT_158
03E5: text_box 'NEWWEAP'
0004: $2571 =  1  ;; integer values

:AMUNAT_158
0002: jump AMUNAT_228

:AMUNAT_159
00D6: if  0
0018:   $SYNDICATE_MISSIONS_PASSED >  7  ;; integer values
004D: jump_if_false AMUNAT_169
0004: $9542 =  12  ;; integer values
00D6: if  0
0038:   $2570 ==  0  ;; integer values
004D: jump_if_false AMUNAT_168
03E5: text_box 'NEWWEAP'
0004: $2570 =  1  ;; integer values

:AMUNAT_168
0002: jump AMUNAT_228

:AMUNAT_169
00D6: if  0
0018:   $TRUTH_MISSIONS_PASSED >  0  ;; integer values
004D: jump_if_false AMUNAT_179
0004: $9542 =  11  ;; integer values
00D6: if  0
0038:   $2569 ==  0  ;; integer values
004D: jump_if_false AMUNAT_178
03E5: text_box 'NEWWEAP'
0004: $2569 =  1  ;; integer values

:AMUNAT_178
0002: jump AMUNAT_228

:AMUNAT_179
00D6: if  0
0038:   $717 ==  1  ;; integer values
004D: jump_if_false AMUNAT_189
0004: $9542 =  10  ;; integer values
00D6: if  0
0038:   $2568 ==  0  ;; integer values
004D: jump_if_false AMUNAT_188
03E5: text_box 'NEWWEAP'
0004: $2568 =  1  ;; integer values

:AMUNAT_188
0002: jump AMUNAT_228

:AMUNAT_189
00D6: if  0
0018:   $STRAP_MISSIONS_PASSED >  4  ;; integer values
004D: jump_if_false AMUNAT_199
0004: $9542 =  9  ;; integer values
00D6: if  0
0038:   $2567 ==  0  ;; integer values
004D: jump_if_false AMUNAT_198
03E5: text_box 'NEWWEAP'
0004: $2567 =  1  ;; integer values

:AMUNAT_198
0002: jump AMUNAT_228

:AMUNAT_199
00D6: if  0
0018:   $SMOKES_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false AMUNAT_209
0004: $9542 =  8  ;; integer values
00D6: if  0
0038:   $2566 ==  0  ;; integer values
004D: jump_if_false AMUNAT_208
03E5: text_box 'NEWWEAP'
0004: $2566 =  1  ;; integer values

:AMUNAT_208
0002: jump AMUNAT_228

:AMUNAT_209
00D6: if  0
0018:   $RYDERS_MISSIONS_PASSED >  2  ;; integer values
004D: jump_if_false AMUNAT_219
0004: $9542 =  7  ;; integer values
00D6: if  0
0038:   $2565 ==  0  ;; integer values
004D: jump_if_false AMUNAT_218
03E5: text_box 'NEWWEAP'
0004: $2565 =  1  ;; integer values

:AMUNAT_218
0002: jump AMUNAT_228

:AMUNAT_219
00D6: if  0
001A:    2 > $LS_FINAL_MISSIONS_PASSED  ;; integer values
004D: jump_if_false AMUNAT_228
0004: $9542 =  6  ;; integer values
00D6: if  0
0038:   $2564 ==  0  ;; integer values
004D: jump_if_false AMUNAT_228
03E5: text_box 'NEWWEAP'
0004: $2564 =  1  ;; integer values

:AMUNAT_228
0004: $9579 =  2  ;; integer values

:AMUNAT_229
00D6: if  0
0038:   $9579 ==  2  ;; integer values
004D: jump_if_false AMUNAT_313
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false AMUNAT_237
0050: gosub AMUNAT_952

:AMUNAT_237
00D6: if  0
8118:   NOT   actor $9540 dead
004D: jump_if_false AMUNAT_306
00D6: if  0
0038:   $9580 ==  0  ;; integer values
004D: jump_if_false AMUNAT_298
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false AMUNAT_249
0812: unknown_action_sequence $9540 "SHP_TRAY_POSE" "WEAPONS"  1000.0  1  0  0  0 -1 
0005: $9581 =  0.0  ;; floating-point values
0004: $9584 =  1  ;; integer values

:AMUNAT_249
00D6: if  0
0038:   $1863 ==  0  ;; integer values
004D: jump_if_false AMUNAT_277
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9540
031D:   actor $9540 hit_by_weapon  57
004D: jump_if_false AMUNAT_267
09D5: $9540  327  0  0  1 $10081 
05BA: unknown_action_sequence $9540  5 
081A: $9540  2 
01B2: give_actor $9540 weapon  22 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $9540 weapon_accuracy_to  80
0638: unknown_action_sequence $9540  1 
05E2: unknown_action_sequence $9540 $PLAYER_ACTOR 
0004: $128 =  0  ;; integer values
0004: $9580 =  1  ;; integer values
0002: jump AMUNAT_276

:AMUNAT_267
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false AMUNAT_276
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false AMUNAT_276
0004: $9584 =  0  ;; integer values
0004: $9579 =  3  ;; integer values

:AMUNAT_276
0002: jump AMUNAT_297

:AMUNAT_277
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor $9540
031D:   actor $9540 hit_by_weapon  57
004D: jump_if_false AMUNAT_291
09D5: $9540  327  0  0  1 $10081 
05BA: unknown_action_sequence $9540  5 
081A: $9540  2 
01B2: give_actor $9540 weapon  22 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $9540 weapon_accuracy_to  80
0638: unknown_action_sequence $9540  1 
05E2: unknown_action_sequence $9540 $PLAYER_ACTOR 
0004: $128 =  0  ;; integer values
0004: $9580 =  1  ;; integer values
0002: jump AMUNAT_297

:AMUNAT_291
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false AMUNAT_297
0004: $9584 =  0  ;; integer values
0004: $9579 =  3  ;; integer values

:AMUNAT_297
0002: jump AMUNAT_305

:AMUNAT_298
0050: gosub AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false AMUNAT_304
0050: gosub AMUNAT_952

:AMUNAT_304
0002: jump AMUNAT_2

:AMUNAT_305
0002: jump AMUNAT_313

:AMUNAT_306
0050: gosub AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false AMUNAT_312
0050: gosub AMUNAT_952

:AMUNAT_312
0002: jump AMUNAT_2

:AMUNAT_313
00D6: if  0
0038:   $9579 ==  3  ;; integer values
004D: jump_if_false AMUNAT_324
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
03D5: remove_text 'SHOPNO'
0006: @32 =  0  ;; integer values
0004: $9579 =  4  ;; integer values

:AMUNAT_324
00D6: if  0
0038:   $9579 ==  4  ;; integer values
004D: jump_if_false AMUNAT_370
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false AMUNAT_337
0050: gosub AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false AMUNAT_336
0050: gosub AMUNAT_952

:AMUNAT_336
0002: jump AMUNAT_2

:AMUNAT_337
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false AMUNAT_370
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false AMUNAT_370
08C7: $PLAYER_ACTOR $678 $679 $680 
0173: set_actor $PLAYER_ACTOR z_angle_to $9583
00A0: store_actor $9540 position_to $2755 $2756 $2757
00D6: if  22
8044:   NOT   $2755 == $689  ;; floating-point values 
8044:   NOT   $2756 == $690  ;; floating-point values 
8044:   NOT   $2757 == $691  ;; floating-point values 
004D: jump_if_false AMUNAT_353
00A1: put_actor $9540 at $689 $690 $691
0173: set_actor $9540 z_angle_to $9582

:AMUNAT_353
015F: set_camera_position $686 $687 $688  0.0  0.0  0.0
0160: point_camera $9591 $9592 $9593  2
09D5: $9540  333  0  0  1 $10081 
00D6: if  0
0038:   $2576 ==  1  ;; integer values
004D: jump_if_false AMUNAT_360
0004: $2575 =  1  ;; integer values

:AMUNAT_360
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false AMUNAT_365
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0002: jump AMUNAT_367

:AMUNAT_365
0050: gosub AMUNAT_952
0002: jump AMUNAT_2

:AMUNAT_367
0581: toggle_radar  0 (off)
0004: $9579 =  5  ;; integer values
0004: $9584 =  0  ;; integer values

:AMUNAT_370
00D6: if  0
0038:   $9579 ==  5  ;; integer values
004D: jump_if_false AMUNAT_494
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false AMUNAT_383
0050: gosub AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false AMUNAT_382
0050: gosub AMUNAT_952

:AMUNAT_382
0002: jump AMUNAT_2

:AMUNAT_383
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false AMUNAT_391
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false AMUNAT_391
0050: gosub AMUNAT_1130
0050: gosub AMUNAT_1241

:AMUNAT_391
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false AMUNAT_402
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false AMUNAT_398
0004: $9584 =  3  ;; integer values

:AMUNAT_398
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false AMUNAT_402
0004: $9584 =  1  ;; integer values

:AMUNAT_402
00D6: if  0
0038:   $9584 ==  1  ;; integer values
004D: jump_if_false AMUNAT_441
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false AMUNAT_441
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false AMUNAT_414
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_414
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false AMUNAT_420
03E6: remove_text_box
08DA: $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_420
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false AMUNAT_426
03E6: remove_text_box
08DA: $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_426
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false AMUNAT_431
08DA: $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_431
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
09D5: $9540  331  0  0  1 $10081 
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0581: toggle_radar  1 (on)
0004: $9584 =  2  ;; integer values

:AMUNAT_441
00D6: if  0
0038:   $9584 ==  2  ;; integer values
004D: jump_if_false AMUNAT_470
00D6: if  0
0038:   $9580 ==  0  ;; integer values
004D: jump_if_false AMUNAT_460
00D6: if  22
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $9540
031D:   actor $9540 hit_by_weapon  57
004D: jump_if_false AMUNAT_460
09D5: $9540  327  0  0  1 $10081 
05BA: unknown_action_sequence $9540  5 
081A: $9540  2 
01B2: give_actor $9540 weapon  22 ammo  30000  ;; Load the weapon model before using this
02E2: set_actor $9540 weapon_accuracy_to  80
0638: unknown_action_sequence $9540  1 
05E2: unknown_action_sequence $9540 $PLAYER_ACTOR 
0004: $9580 =  1  ;; integer values

:AMUNAT_460
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false AMUNAT_470
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: $9579 =  2  ;; integer values
0004: $9584 =  0  ;; integer values

:AMUNAT_470
00D6: if  0
0038:   $9584 ==  3  ;; integer values
004D: jump_if_false AMUNAT_494
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false AMUNAT_494
08D8: $2419 $9637 
05A9: s$9549 = $2450($9637,12s)  ;; 8-byte strings
00D6: if  0
001A:    0 > $9637  ;; integer values
004D: jump_if_false AMUNAT_482
0004: $9637 =  0  ;; integer values

:AMUNAT_482
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false AMUNAT_488
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_488
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false AMUNAT_492
0050: gosub AMUNAT_1273

:AMUNAT_492
0004: $9584 =  0  ;; integer values
0004: $9579 =  6  ;; integer values

:AMUNAT_494
00D6: if  0
0038:   $9579 ==  6  ;; integer values
004D: jump_if_false AMUNAT_656
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false AMUNAT_507
0050: gosub AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false AMUNAT_506
0050: gosub AMUNAT_952

:AMUNAT_506
0002: jump AMUNAT_2

:AMUNAT_507
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false AMUNAT_514
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false AMUNAT_514
0050: gosub AMUNAT_1273

:AMUNAT_514
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false AMUNAT_525
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false AMUNAT_521
0004: $9584 =  2  ;; integer values

:AMUNAT_521
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false AMUNAT_525
0004: $9584 =  1  ;; integer values

:AMUNAT_525
00D6: if  0
0038:   $9584 ==  1  ;; integer values
004D: jump_if_false AMUNAT_544
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false AMUNAT_544
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false AMUNAT_537
03E6: remove_text_box
08DA: $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_537
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false AMUNAT_542
0050: gosub AMUNAT_1130
0050: gosub AMUNAT_1241

:AMUNAT_542
0004: $9584 =  0  ;; integer values
0004: $9579 =  5  ;; integer values

:AMUNAT_544
00D6: if  0
0038:   $9584 ==  2  ;; integer values
004D: jump_if_false AMUNAT_578
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false AMUNAT_578
08D8: $2423 $9638 
00D6: if  0
001A:    0 > $9638  ;; integer values
004D: jump_if_false AMUNAT_555
0004: $9638 =  0  ;; integer values

:AMUNAT_555
0084: $9552 = $9633($9638,3i)  ;; integer values and handles
078C: $9552 s$9545 
0761: $9552 $9541 
00D6: if  0
84A3:   NOT   unknown $9552 ==  48
004D: jump_if_false AMUNAT_564
0782: $9552 $9551 
0781: $9552 $9553 
0002: jump AMUNAT_565

:AMUNAT_564
04AE: unknown $9553 radar_icon_or_model  373

:AMUNAT_565
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false AMUNAT_571
03E6: remove_text_box
08DA: $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_571
0812: unknown_action_sequence $9540 "SHP_G_LIFT_IN" "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611: $9540 "SHP_G_LIFT_IN" 
004D: jump_if_false AMUNAT_577
0613: $9540 "SHP_G_LIFT_IN" $9581 

:AMUNAT_577
0004: $9584 =  3  ;; integer values

:AMUNAT_578
00D6: if  0
0038:   $9584 ==  3  ;; integer values
004D: jump_if_false AMUNAT_589
00D6: if  0
0611: $9540 "SHP_G_LIFT_IN" 
004D: jump_if_false AMUNAT_585
0613: $9540 "SHP_G_LIFT_IN" $9581 

:AMUNAT_585
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false AMUNAT_589
0004: $9584 =  4  ;; integer values

:AMUNAT_589
00D6: if  0
0038:   $9584 ==  4  ;; integer values
004D: jump_if_false AMUNAT_604
0107: $9543 = create_object $9553 at $689 $690 $691
0050: gosub AMUNAT_1026
0050: gosub AMUNAT_1093
070A: unknown_action_sequence $9540 $9543  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0550: unknown_keep_object $9543 in_memory  0
0812: unknown_action_sequence $9540 v$9554 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611: $9540 v$9554 
004D: jump_if_false AMUNAT_603
0613: $9540 v$9554 $9581 

:AMUNAT_603
0004: $9584 =  5  ;; integer values

:AMUNAT_604
00D6: if  0
0038:   $9584 ==  5  ;; integer values
004D: jump_if_false AMUNAT_625
00D6: if  0
0611: $9540 v$9554 
004D: jump_if_false AMUNAT_611
0613: $9540 v$9554 $9581 

:AMUNAT_611
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false AMUNAT_625
070B: $9540  0 
097A: $69 $70 $71  1131 
01BC: put_object $9543 at $9585 $9586 $9587
0550: unknown_keep_object $9543 in_memory  1
0812: unknown_action_sequence $9540 v$9558 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611: $9540 v$9558 
004D: jump_if_false AMUNAT_624
0613: $9540 v$9558 $9581 

:AMUNAT_624
0004: $9584 =  6  ;; integer values

:AMUNAT_625
00D6: if  0
0038:   $9584 ==  6  ;; integer values
004D: jump_if_false AMUNAT_656
00D6: if  0
0611: $9540 v$9558 
004D: jump_if_false AMUNAT_632
0613: $9540 v$9558 $9581 

:AMUNAT_632
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false AMUNAT_656
0812: unknown_action_sequence $9540 "SHP_TRAY_POSE" "WEAPONS"  1000.0  1  0  0  0 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false AMUNAT_641
0050: gosub AMUNAT_873

:AMUNAT_641
00D6: if  0
84A3:   NOT   unknown $9552 ==  48
004D: jump_if_false AMUNAT_654
0084: $9578 = $9551  ;; integer values and handles
0008: $9578 +=  1  ;; integer values
04B8: get_weapon_data player $PLAYER_ACTOR weapon_group $9578 weapon $9572 ammo $9573 model $9574
00D6: if  0
803A:   NOT   $9572 == $9552  ;; integer values and handles
004D: jump_if_false AMUNAT_654
00D6: if  0
0018:   $9573 >  0  ;; integer values
004D: jump_if_false AMUNAT_654
00BC: text_highpriority 'AMMUA'  5000 ms  1

:AMUNAT_654
0004: $9579 =  7  ;; integer values
0004: $9584 =  0  ;; integer values

:AMUNAT_656
00D6: if  0
0038:   $9579 ==  7  ;; integer values
004D: jump_if_false AMUNAT_868
00D6: if  0
0118:   actor $9540 dead
004D: jump_if_false AMUNAT_669
0050: gosub AMUNAT_910
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9547  ;; 8-byte strings
004D: jump_if_false AMUNAT_668
0050: gosub AMUNAT_952

:AMUNAT_668
0002: jump AMUNAT_2

:AMUNAT_669
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false AMUNAT_676
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false AMUNAT_676
0050: gosub AMUNAT_873

:AMUNAT_676
00D6: if  0
0038:   $9584 ==  0  ;; integer values
004D: jump_if_false AMUNAT_687
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false AMUNAT_683
0004: $9584 =  5  ;; integer values

:AMUNAT_683
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false AMUNAT_687
0004: $9584 =  1  ;; integer values

:AMUNAT_687
00D6: if  0
0038:   $9584 ==  1  ;; integer values
004D: jump_if_false AMUNAT_706
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false AMUNAT_706
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false AMUNAT_699
03E6: remove_text_box
08DA: $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_699
0812: unknown_action_sequence $9540 v$9562 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611: $9540 v$9562 
004D: jump_if_false AMUNAT_705
0613: $9540 v$9562 $9581 

:AMUNAT_705
0004: $9584 =  2  ;; integer values

:AMUNAT_706
00D6: if  0
0038:   $9584 ==  2  ;; integer values
004D: jump_if_false AMUNAT_725
00D6: if  0
0611: $9540 v$9562 
004D: jump_if_false AMUNAT_713
0613: $9540 v$9562 $9581 

:AMUNAT_713
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false AMUNAT_725
070A: unknown_action_sequence $9540 $9543  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0550: unknown_keep_object $9543 in_memory  0
0812: unknown_action_sequence $9540 v$9566 "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611: $9540 v$9566 
004D: jump_if_false AMUNAT_724
0613: $9540 v$9566 $9581 

:AMUNAT_724
0004: $9584 =  3  ;; integer values

:AMUNAT_725
00D6: if  0
0038:   $9584 ==  3  ;; integer values
004D: jump_if_false AMUNAT_746
00D6: if  0
0611: $9540 v$9566 
004D: jump_if_false AMUNAT_732
0613: $9540 v$9566 $9581 

:AMUNAT_732
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false AMUNAT_746
070B: $9540  0 
01BC: put_object $9543 at $9585 $9586 $9587
0550: unknown_keep_object $9543 in_memory  1
0050: gosub AMUNAT_1024
0812: unknown_action_sequence $9540 "SHP_G_LIFT_OUT" "WEAPONS"  1000.0  0  0  0  1 -1 
0005: $9581 =  0.0  ;; floating-point values
00D6: if  0
0611: $9540 "SHP_G_LIFT_OUT" 
004D: jump_if_false AMUNAT_745
0613: $9540 "SHP_G_LIFT_OUT" $9581 

:AMUNAT_745
0004: $9584 =  4  ;; integer values

:AMUNAT_746
00D6: if  0
0038:   $9584 ==  4  ;; integer values
004D: jump_if_false AMUNAT_760
00D6: if  0
0611: $9540 "SHP_G_LIFT_OUT" 
004D: jump_if_false AMUNAT_753
0613: $9540 "SHP_G_LIFT_OUT" $9581 

:AMUNAT_753
00D6: if  0
0042:   $9581 ==  1.0  ;; floating-point values
004D: jump_if_false AMUNAT_760
0812: unknown_action_sequence $9540 "SHP_TRAY_POSE" "WEAPONS"  1000.0  1  0  0  0 -1 
0005: $9581 =  0.0  ;; floating-point values
0004: $9584 =  0  ;; integer values
0004: $9579 =  6  ;; integer values

:AMUNAT_760
00D6: if  0
0038:   $9584 ==  5  ;; integer values
004D: jump_if_false AMUNAT_826
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false AMUNAT_826
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
0004: $2544 =  0  ;; integer values
0004: $9596 =  0  ;; integer values
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
002C:   $2754 >= $9541  ;; integer values 
004D: jump_if_false AMUNAT_818
00D6: if  0
84A3:   NOT   unknown $9552 ==  48
004D: jump_if_false AMUNAT_798
041A: $9573 = actor $PLAYER_ACTOR weapon $9552 ammo
00D6: if  0
001A:    9999 > $9573  ;; integer values
004D: jump_if_false AMUNAT_789
0790: $9552 
09D5: $9540  323  0  0  1 $10081 
097A: $69 $70 $71  1052 
0004: $9584 =  6  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump AMUNAT_797

:AMUNAT_789
00D6: if  0
0038:   $9596 ==  0  ;; integer values
004D: jump_if_false AMUNAT_797
097A: $69 $70 $71  1053 
00BC: text_highpriority 'AMMUC'  5000 ms  1
09D5: $9540  322  0  0  1 $10081 
0004: $9584 =  0  ;; integer values
0004: $9596 =  1  ;; integer values

:AMUNAT_797
0002: jump AMUNAT_817

:AMUNAT_798
04DD: $9594 = actor $PLAYER_ACTOR armour
0945: $PLAYER_CHAR $9595 
00D6: if  0
001C:   $9595 > $9594  ;; integer values
004D: jump_if_false AMUNAT_809
09D5: $9540  323  0  0  1 $10081 
0790: $9552 
097A: $69 $70 $71  1052 
0004: $9584 =  6  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump AMUNAT_817

:AMUNAT_809
00D6: if  0
0038:   $9596 ==  0  ;; integer values
004D: jump_if_false AMUNAT_817
097A: $69 $70 $71  1053 
09D5: $9540  322  0  0  1 $10081 
00BC: text_highpriority 'AMMUD'  5000 ms  1
0004: $9584 =  0  ;; integer values
0004: $9596 =  1  ;; integer values

:AMUNAT_817
0002: jump AMUNAT_826

:AMUNAT_818
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false AMUNAT_826
097A: $69 $70 $71  1053 
09D5: $9540  324  0  0  1 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9584 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:AMUNAT_826
00D6: if  0
0038:   $9584 ==  6  ;; integer values
004D: jump_if_false AMUNAT_849
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false AMUNAT_835
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:AMUNAT_835
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false AMUNAT_847
08D4: 'AMMUN'  29.0  20.0  93.0  2  0  1  1 $2421 
08D6: $2421  0  1 
08DB: $2421  0 'WEAPON' 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2421  1  0 
08DB: $2421  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2421  1  0 'DOLLAR' $9541 
09DB: $2421  0  140 
09DB: $2421  1  46 
0004: $2422 =  1  ;; integer values

:AMUNAT_847
0006: @33 =  0  ;; integer values
0004: $9584 =  7  ;; integer values

:AMUNAT_849
00D6: if  0
0038:   $9584 ==  7  ;; integer values
004D: jump_if_false AMUNAT_868
00D6: if  0
0029:   @33 >=  1000  ;; integer values
004D: jump_if_false AMUNAT_868
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false AMUNAT_860
08DA: $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_860
0004: $9584 =  0  ;; integer values
00D6: if  0
001A:    1 > $9584  ;; integer values
004D: jump_if_false AMUNAT_868
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false AMUNAT_868
0050: gosub AMUNAT_873

:AMUNAT_868
0002: jump AMUNAT_870

:AMUNAT_869
0050: gosub AMUNAT_952

:AMUNAT_870
0002: jump AMUNAT_872

:AMUNAT_871
0050: gosub AMUNAT_952

:AMUNAT_872
0002: jump AMUNAT_2

:AMUNAT_873
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false AMUNAT_909
0512: permanent_text_box 'AMMU_H3'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false AMUNAT_882
08D4: 'AMMUN'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump AMUNAT_901

:AMUNAT_882
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false AMUNAT_887
08D4: 'AMMUN'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump AMUNAT_901

:AMUNAT_887
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false AMUNAT_892
08D4: 'AMMUN'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump AMUNAT_901

:AMUNAT_892
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false AMUNAT_897
08D4: 'AMMUN'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump AMUNAT_901

:AMUNAT_897
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false AMUNAT_901
08D4: 'AMMUN'  29.0  95.0  93.0  2  0  1  1 $2417 

:AMUNAT_901
08D6: $2417  0  1 
08DB: $2417  0 'WEAPON' s$9545 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2417  1  0 
08DB: $2417  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2417  1  0 'DOLLAR' $9541 
09DB: $2417  0  140 
09DB: $2417  1  46 
0004: $2418 =  1  ;; integer values

:AMUNAT_909
0051: return

:AMUNAT_910
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false AMUNAT_916
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_916
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false AMUNAT_922
03E6: remove_text_box
08DA: $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_922
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false AMUNAT_928
03E6: remove_text_box
08DA: $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_928
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false AMUNAT_933
08DA: $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_933
00D6: if  0
0028:   $9579 >=  1  ;; integer values
004D: jump_if_false AMUNAT_937
03E6: remove_text_box

:AMUNAT_937
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
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: $9579 =  2  ;; integer values
0051: return

:AMUNAT_952
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false AMUNAT_958
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:AMUNAT_958
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false AMUNAT_964
03E6: remove_text_box
08DA: $2423 
0004: $2424 =  0  ;; integer values

:AMUNAT_964
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false AMUNAT_970
03E6: remove_text_box
08DA: $2417 
0004: $2418 =  0  ;; integer values

:AMUNAT_970
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false AMUNAT_975
08DA: $2421 
0004: $2422 =  0  ;; integer values

:AMUNAT_975
00D6: if  0
0028:   $9579 >=  1  ;; integer values
004D: jump_if_false AMUNAT_979
03E6: remove_text_box

:AMUNAT_979
03D5: remove_text 'AMMUA'
03D5: remove_text 'SHOPNO'
03D5: remove_text 'AMMUC'
03D5: remove_text 'AMMUD'
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9580 =  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: $9579 =  0  ;; integer values
0249: release_model  346
0249: release_model  347
0249: release_model  348
0249: release_model  349
0249: release_model  350
0249: release_model  351
0249: release_model  342
0249: release_model  352
0249: release_model  353
0249: release_model  372
0249: release_model  355
0249: release_model  356
0249: release_model  357
0249: release_model  358
0249: release_model  373
0249: release_model  363
0249: release_model  364
03F0: text_draw_toggle  0
0249: release_model $2415
009B: destroy_actor_instantly $9540
08F8:  1 
0581: toggle_radar  1 (on)
09BD:  0 
00D6: if  0
0038:   $5274 ==  1  ;; integer values
004D: jump_if_false AMUNAT_1022
03E5: text_box 'ANR_56'
0004: $5274 =  0  ;; integer values

:AMUNAT_1022
004E: end_thread
0051: return

:AMUNAT_1024
0108: destroy_object $9543
0051: return

:AMUNAT_1026
00D6: if  25
04A3:   unknown $9553 ==  349
04A3:   unknown $9553 ==  351
04A3:   unknown $9553 ==  355
04A3:   unknown $9553 ==  356
04A3:   unknown $9553 ==  358
04A3:   unknown $9553 ==  357
004D: jump_if_false AMUNAT_1042
06D1: v$9554 = "SHP_2H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_2H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .231  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .636  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1042
00D6: if  0
04A3:   unknown $9553 ==  350
004D: jump_if_false AMUNAT_1053
06D1: v$9554 = "SHP_2H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_2H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .231  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .636  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1053
00D6: if  25
04A3:   unknown $9553 ==  346
04A3:   unknown $9553 ==  347
04A3:   unknown $9553 ==  348
04A3:   unknown $9553 ==  342
04A3:   unknown $9553 ==  352
04A3:   unknown $9553 ==  353
004D: jump_if_false AMUNAT_1069
06D1: v$9554 = "SHP_1H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_1H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .108  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .654  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1069
00D6: if  21
04A3:   unknown $9553 ==  363
04A3:   unknown $9553 ==  372
004D: jump_if_false AMUNAT_1081
06D1: v$9554 = "SHP_1H_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_1H_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .108  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .654  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.053  ;; floating-point values

:AMUNAT_1081
00D6: if  0
04A3:   unknown $9553 ==  373
004D: jump_if_false AMUNAT_1092
06D1: v$9554 = "SHP_AR_LIFT"  ;; 16-byte strings
06D1: v$9558 = "SHP_AR_LIFT_END"  ;; 16-byte strings
0086: $9585 = $689  ;; floating-point values only
0009: $9585 +=  .175  ;; floating-point values
0086: $9586 = $690  ;; floating-point values only
0009: $9586 +=  .676  ;; floating-point values
0086: $9587 = $691  ;; floating-point values only
0009: $9587 +=  1.5  ;; floating-point values

:AMUNAT_1092
0051: return

:AMUNAT_1093
00D6: if  25
04A3:   unknown $9553 ==  349
04A3:   unknown $9553 ==  351
04A3:   unknown $9553 ==  355
04A3:   unknown $9553 ==  356
04A3:   unknown $9553 ==  358
04A3:   unknown $9553 ==  357
004D: jump_if_false AMUNAT_1103
06D1: v$9562 = "SHP_2H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_2H_RET"  ;; 16-byte strings

:AMUNAT_1103
00D6: if  0
04A3:   unknown $9553 ==  350
004D: jump_if_false AMUNAT_1108
06D1: v$9562 = "SHP_2H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_2H_RET"  ;; 16-byte strings

:AMUNAT_1108
00D6: if  25
04A3:   unknown $9553 ==  346
04A3:   unknown $9553 ==  347
04A3:   unknown $9553 ==  348
04A3:   unknown $9553 ==  342
04A3:   unknown $9553 ==  352
04A3:   unknown $9553 ==  353
004D: jump_if_false AMUNAT_1118
06D1: v$9562 = "SHP_1H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_1H_RET"  ;; 16-byte strings

:AMUNAT_1118
00D6: if  21
04A3:   unknown $9553 ==  363
04A3:   unknown $9553 ==  372
004D: jump_if_false AMUNAT_1124
06D1: v$9562 = "SHP_1H_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_1H_RET"  ;; 16-byte strings

:AMUNAT_1124
00D6: if  0
04A3:   unknown $9553 ==  373
004D: jump_if_false AMUNAT_1129
06D1: v$9562 = "SHP_AR_RET_S"  ;; 16-byte strings
06D1: v$9566 = "SHP_AR_RET"  ;; 16-byte strings

:AMUNAT_1129
0051: return

:AMUNAT_1130
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_1151
00D6: if  0
001C:   $9542 > $9597  ;; integer values
004D: jump_if_false AMUNAT_1231
0760: $9597 $9552 
0871: init_jump_table $9552 total_jumps  16  0 AMUNAT_1229 jumps  16 AMUNAT_1211  22 AMUNAT_1157  23 AMUNAT_1157  24 AMUNAT_1157  25 AMUNAT_1166  26 AMUNAT_1166  27 AMUNAT_1166 
0872: jump_table_jumps  28 AMUNAT_1175  29 AMUNAT_1184  30 AMUNAT_1193  31 AMUNAT_1193  32 AMUNAT_1175  33 AMUNAT_1202  34 AMUNAT_1202  39 AMUNAT_1211  48 AMUNAT_1220 

:AMUNAT_1157
0084: $9617($9598,3i) = $9552  ;; integer values and handles
0008: $9598 +=  1  ;; integer values
00D6: if  0
0038:   $9607 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1165
05A9: $2450($9616,12s) = 'GUN1'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9607 =  1  ;; integer values

:AMUNAT_1165
0002: jump AMUNAT_1229

:AMUNAT_1166
0084: $9620($9599,3i) = $9552  ;; integer values and handles
0008: $9599 +=  1  ;; integer values
00D6: if  0
0038:   $9608 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1174
05A9: $2450($9616,12s) = 'GUN2'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9608 =  1  ;; integer values

:AMUNAT_1174
0002: jump AMUNAT_1229

:AMUNAT_1175
0084: $9623($9600,2i) = $9552  ;; integer values and handles
0008: $9600 +=  1  ;; integer values
00D6: if  0
0038:   $9609 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1183
05A9: $2450($9616,12s) = 'GUN3'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9609 =  1  ;; integer values

:AMUNAT_1183
0002: jump AMUNAT_1229

:AMUNAT_1184
0084: $9625($9601,1i) = $9552  ;; integer values and handles
0008: $9601 +=  1  ;; integer values
00D6: if  0
0038:   $9610 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1192
05A9: $2450($9616,12s) = 'GUN4'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9610 =  1  ;; integer values

:AMUNAT_1192
0002: jump AMUNAT_1229

:AMUNAT_1193
0084: $9626($9602,2i) = $9552  ;; integer values and handles
0008: $9602 +=  1  ;; integer values
00D6: if  0
0038:   $9611 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1201
05A9: $2450($9616,12s) = 'GUN5'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9611 =  1  ;; integer values

:AMUNAT_1201
0002: jump AMUNAT_1229

:AMUNAT_1202
0084: $9628($9604,2i) = $9552  ;; integer values and handles
0008: $9604 +=  1  ;; integer values
00D6: if  0
0038:   $9612 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1210
05A9: $2450($9616,12s) = 'GUN6'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9612 =  1  ;; integer values

:AMUNAT_1210
0002: jump AMUNAT_1229

:AMUNAT_1211
0084: $9630($9603,2i) = $9552  ;; integer values and handles
0008: $9603 +=  1  ;; integer values
00D6: if  0
0038:   $9613 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1219
05A9: $2450($9616,12s) = 'GUN7'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9613 =  1  ;; integer values

:AMUNAT_1219
0002: jump AMUNAT_1229

:AMUNAT_1220
0084: $9632($9605,1i) = $9552  ;; integer values and handles
0008: $9605 +=  1  ;; integer values
00D6: if  0
0038:   $9614 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1228
05A9: $2450($9616,12s) = 'GUN8'  ;; 8-byte strings
0008: $9616 +=  1  ;; integer values
0004: $9614 =  1  ;; integer values

:AMUNAT_1228
0002: jump AMUNAT_1229

:AMUNAT_1229
0008: $9597 +=  1  ;; integer values
0002: jump AMUNAT_1151

:AMUNAT_1231
0084: $2515 = $9616  ;; integer values and handles

:AMUNAT_1232
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false AMUNAT_1240
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_1232

:AMUNAT_1240
0051: return

:AMUNAT_1241
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1272
0512: permanent_text_box 'AMMU_H'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false AMUNAT_1250
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump AMUNAT_1269

:AMUNAT_1250
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false AMUNAT_1255
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump AMUNAT_1269

:AMUNAT_1255
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false AMUNAT_1260
08D4: 'AMMUN'  29.0  165.0  186.0  1  1  1  1 $2419 
0002: jump AMUNAT_1269

:AMUNAT_1260
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false AMUNAT_1265
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump AMUNAT_1269

:AMUNAT_1265
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false AMUNAT_1269
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2419 

:AMUNAT_1269
08D6: $2419  0  1 
08DB: $2419  0 'DUMMY' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2420 =  1  ;; integer values

:AMUNAT_1272
0051: return

:AMUNAT_1273
0004: $9636 =  0  ;; integer values
00D6: if  0
05AD:   s$9549 == 'GUN1'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1285

:AMUNAT_1277
00D6: if  0
001C:   $9598 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1285
078C: $9617($9636,3i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9617($9636,3i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1277

:AMUNAT_1285
00D6: if  0
05AD:   s$9549 == 'GUN2'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1296

:AMUNAT_1288
00D6: if  0
001C:   $9599 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1296
078C: $9620($9636,3i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9620($9636,3i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1288

:AMUNAT_1296
00D6: if  0
05AD:   s$9549 == 'GUN3'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1307

:AMUNAT_1299
00D6: if  0
001C:   $9600 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1307
078C: $9623($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9623($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1299

:AMUNAT_1307
00D6: if  0
05AD:   s$9549 == 'GUN4'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1318

:AMUNAT_1310
00D6: if  0
001C:   $9601 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1318
078C: $9625($9636,1i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9625($9636,1i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1310

:AMUNAT_1318
00D6: if  0
05AD:   s$9549 == 'GUN5'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1329

:AMUNAT_1321
00D6: if  0
001C:   $9602 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1329
078C: $9626($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9626($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1321

:AMUNAT_1329
00D6: if  0
05AD:   s$9549 == 'GUN6'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1340

:AMUNAT_1332
00D6: if  0
001C:   $9604 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1340
078C: $9628($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9628($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1332

:AMUNAT_1340
00D6: if  0
05AD:   s$9549 == 'GUN7'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1351

:AMUNAT_1343
00D6: if  0
001C:   $9603 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1351
078C: $9630($9636,2i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9630($9636,2i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1343

:AMUNAT_1351
00D6: if  0
05AD:   s$9549 == 'GUN8'  ;; 8-byte strings
004D: jump_if_false AMUNAT_1362

:AMUNAT_1354
00D6: if  0
001C:   $9605 > $9636  ;; integer values
004D: jump_if_false AMUNAT_1362
078C: $9632($9636,1i) s$9545 
05A9: $2450($9636,12s) = s$9545  ;; 8-byte strings
0084: $9633($9636,3i) = $9632($9636,1i)  ;; integer values and handles
0008: $9636 +=  1  ;; integer values
0002: jump AMUNAT_1354

:AMUNAT_1362
0084: $2515 = $9636  ;; integer values and handles

:AMUNAT_1363
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false AMUNAT_1371
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_1363

:AMUNAT_1371
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false AMUNAT_1402
0512: permanent_text_box 'AMMU_H2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false AMUNAT_1380
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump AMUNAT_1399

:AMUNAT_1380
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false AMUNAT_1385
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump AMUNAT_1399

:AMUNAT_1385
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false AMUNAT_1390
08D4: 'AMMUN'  29.0  165.0  186.0  1  1  1  1 $2423 
0002: jump AMUNAT_1399

:AMUNAT_1390
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false AMUNAT_1395
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump AMUNAT_1399

:AMUNAT_1395
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false AMUNAT_1399
08D4: 'AMMUN'  29.0  145.0  186.0  1  1  1  1 $2423 

:AMUNAT_1399
08D6: $2423  0  1 
08DB: $2423  0 'DUMMY' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2424 =  1  ;; integer values

:AMUNAT_1402
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START ARCADE

03A4: name_thread 'ARCADE'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 == -1  ;; integer values
004D: jump_if_false ARCADE_7
0107: @0 = create_object #CJ_COIN_OP_2 at  0.0  0.0  0.0

:ARCADE_7
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false ARCADE_114
00D6: if  0
0977: @0 
004D: jump_if_false ARCADE_107
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ARCADE_101
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  1.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false ARCADE_95
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false ARCADE_89
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ARCADE_88
03E6: remove_text_box
0006: @1 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ARCADE_84
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false ARCADE_79
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ARCADE_78
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
016A: fade  0 ()  500 ms

:ARCADE_41
00D6: if  0
016B:   fading
004D: jump_if_false ARCADE_46
0001: wait  0 ms
0002: jump ARCADE_41

:ARCADE_46
00D6: if  0
09CC:   object @0 model_is #CJ_COIN_OP_2 
004D: jump_if_false ARCADE_51
0004: $VIDEO_GAME =  1  ;; integer values
0002: jump ARCADE_68

:ARCADE_51
00D6: if  21
09CC:   object @0 model_is #CJ_COIN_OP_3 
09CC:   object @0 model_is #SWANK_CONSOLE 
004D: jump_if_false ARCADE_57
0004: $VIDEO_GAME =  0  ;; integer values
0002: jump ARCADE_68

:ARCADE_57
00D6: if  21
09CC:   object @0 model_is #CJ_COIN_OP_1 
09CC:   object @0 model_is #SNESISH 
004D: jump_if_false ARCADE_63
0004: $VIDEO_GAME =  3  ;; integer values
0002: jump ARCADE_68

:ARCADE_63
00D6: if  21
09CC:   object @0 model_is #CJ_COIN_OP 
09CC:   object @0 model_is #LOW_CONSOLE 
004D: jump_if_false ARCADE_68
0004: $VIDEO_GAME =  2  ;; integer values

:ARCADE_68
0001: wait  0 ms
0001: wait  0 ms
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ARCADE_78
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false ARCADE_78
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:ARCADE_78
0002: jump ARCADE_83

:ARCADE_79
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false ARCADE_83
00BC: text_highpriority 'BUSY'  3000 ms  1

:ARCADE_83
0002: jump ARCADE_88

:ARCADE_84
00D6: if  0
09E7: $PLAYER_CHAR 
004D: jump_if_false ARCADE_88
00BC: text_highpriority 'BUSY'  3000 ms  1

:ARCADE_88
0002: jump ARCADE_94

:ARCADE_89
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ARCADE_94
0512: permanent_text_box 'DUAL_A'
0006: @1 =  1  ;; integer values

:ARCADE_94
0002: jump ARCADE_100

:ARCADE_95
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ARCADE_100
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_100
0002: jump ARCADE_106

:ARCADE_101
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ARCADE_106
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_106
0002: jump ARCADE_113

:ARCADE_107
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ARCADE_112
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_112
004E: end_thread

:ARCADE_113
0002: jump ARCADE_120

:ARCADE_114
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ARCADE_119
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:ARCADE_119
004E: end_thread

:ARCADE_120
0002: jump ARCADE_7
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BARBER

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  0
05AD:   s$706 == 'BARBERS'  ;; 8-byte strings
004D: jump_if_false EXT_2_62
04AE: unknown $2415 radar_icon_or_model  156

:EXT_2_62
00D6: if  0
05AD:   s$706 == 'BARBER2'  ;; 8-byte strings
004D: jump_if_false EXT_2_66
04AE: unknown $2415 radar_icon_or_model  177

:EXT_2_66
00D6: if  0
05AD:   s$706 == 'BARBER3'  ;; 8-byte strings
004D: jump_if_false EXT_2_70
04AE: unknown $2415 radar_icon_or_model  176

:EXT_2_70
0247: request_model $2415
03CF: load_wav  4400 as  4
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'BARB'

:BARB_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BARB_800
00D6: if  0
8844:   NOT s$706 
004D: jump_if_false BARB_798
00D6: if  0
0018:   $9744 >  0  ;; integer values
004D: jump_if_false BARB_21
00D6: if  0
0A0F: (unknown)
004D: jump_if_false BARB_21
03E6: remove_text_box
08DA: $2417 
08DA: $2419 
0004: $2418 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:BARB_21
00D6: if  0
0038:   $9744 ==  0  ;; integer values
004D: jump_if_false BARB_54
00D6: if  0
05AD:   s$706 == 'BARBERS'  ;; 8-byte strings
004D: jump_if_false BARB_34
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$706  ;; 8-byte strings
075F: $9729 
0004: $9797 =  0  ;; integer values
0004: $9744 =  1  ;; integer values

:BARB_34
00D6: if  0
05AD:   s$706 == 'BARBER2'  ;; 8-byte strings
004D: jump_if_false BARB_44
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$706  ;; 8-byte strings
075F: $9729 
0004: $9797 =  0  ;; integer values
0004: $9744 =  1  ;; integer values

:BARB_44
00D6: if  0
05AD:   s$706 == 'BARBER3'  ;; 8-byte strings
004D: jump_if_false BARB_54
0005: $9794 =  .371  ;; floating-point values
0005: $9795 = -31.421  ;; floating-point values
0005: $9796 =  0.0  ;; floating-point values
05A9: s$9740 = s$706  ;; 8-byte strings
075F: $9729 
0004: $9797 =  0  ;; integer values
0004: $9744 =  1  ;; integer values

:BARB_54
00D6: if  0
0038:   $9744 ==  1  ;; integer values
004D: jump_if_false BARB_162
03F0: text_draw_toggle  1
08F8:  0 
0793: (unknown)
0005: $678 =  414.3  ;; floating-point values
0059: $678 += $9794  ;; floating-point values
0005: $679 = -19.9  ;; floating-point values
0059: $679 += $9795  ;; floating-point values
0005: $680 =  1000.806  ;; floating-point values
0059: $680 += $9796  ;; floating-point values
0005: $9753 =  90.0  ;; floating-point values
0005: $9745 =  414.3  ;; floating-point values
000D: $9745 -=  .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 $2415 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: $9737 
0812: unknown_action_sequence -1 "BRB_IN" "HAIRCUTS"  4.0  0  0  0  0 -1 
0812: unknown_action_sequence -1 "BRB_LOOP" "HAIRCUTS"  4.0  1  0  0  0 -1 
0616: $9737 
0615: $9751 
05D3: unknown_action_sequence -1 $9788 $9789 $9790  4  8000 
05D3: unknown_action_sequence -1 $9791 $9792 $9793  4  8000 
05D4: unknown_action_sequence -1 unknown_angle  180.0 
0616: $9751 
0004: $9797 =  0  ;; integer values
0004: $9744 =  2  ;; integer values

:BARB_162
00D6: if  0
0038:   $9744 ==  2  ;; integer values
004D: jump_if_false BARB_222
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false BARB_170
0050: gosub BARB_836

:BARB_170
00D6: if  0
8118:   NOT   actor $9731 dead
004D: jump_if_false BARB_215
00D6: if  0
0038:   $2749 ==  0  ;; integer values
004D: jump_if_false BARB_207
00D6: if  22
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_186
0647: unknown_action_sequence $9731 
0947: $9731  327 $10081 
05C4: unknown_action_sequence $9731 -2 
0004: $2749 =  1  ;; integer values
0002: jump BARB_206

:BARB_186
00D6: if  0
0038:   $9802 ==  0  ;; integer values
004D: jump_if_false BARB_196
077E: $9803 = active_interior
00D6: if  0
8038:   NOT   $9803 ==  0  ;; integer values
004D: jump_if_false BARB_196
05BF: unknown_action_sequence $9731 $PLAYER_ACTOR -2 
0947: $9731  330 $10081 
0004: $9802 =  1  ;; integer values

:BARB_196
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false BARB_206
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false BARB_206
0647: unknown_action_sequence $9731 
0004: $9797 =  0  ;; integer values
0004: $9744 =  3  ;; integer values

:BARB_206
0002: jump BARB_214

:BARB_207
0050: gosub BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false BARB_213
0050: gosub BARB_836

:BARB_213
0002: jump BARB_2

:BARB_214
0002: jump BARB_222

:BARB_215
0050: gosub BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false BARB_221
0050: gosub BARB_836

:BARB_221
0002: jump BARB_2

:BARB_222
00D6: if  0
0038:   $9744 ==  3  ;; integer values
004D: jump_if_false BARB_235
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0581: toggle_radar  0 (off)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0006: @32 =  0  ;; integer values
0004: $9797 =  0  ;; integer values
0004: $9744 =  4  ;; integer values

:BARB_235
00D6: if  0
0038:   $9744 ==  4  ;; integer values
004D: jump_if_false BARB_281
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false BARB_248
0050: gosub BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false BARB_247
0050: gosub BARB_836

:BARB_247
0002: jump BARB_2

:BARB_248
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false BARB_281
00A0: store_actor $9731 position_to $2755 $2756 $2757
00D6: if  22
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_259
00A1: put_actor $9731 at $9745 $9746 $9747
0173: set_actor $9731 z_angle_to $9748

:BARB_259
08C7: $PLAYER_ACTOR $678 $679 $680 
0173: set_actor $PLAYER_ACTOR z_angle_to $9753
0793: (unknown)
08F7: $PLAYER_CHAR  1 $2542 $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: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_IN" "HAIRCUTS"  1000.0  0  0  0  1 -1 
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
0038:   $676 ==  0  ;; integer values
004D: jump_if_false BARB_278
00D6: if  0
0038:   $169 ==  1  ;; integer values
004D: jump_if_false BARB_278
00D6: if  0
001A:    50 > $2754  ;; integer values
004D: jump_if_false BARB_278
0109: player $PLAYER_CHAR money +=  52

:BARB_278
0618: $9731 $9737 
0004: $9797 =  0  ;; integer values
0004: $9744 =  5  ;; integer values

:BARB_281
00D6: if  0
0038:   $9744 ==  5  ;; integer values
004D: jump_if_false BARB_308
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false BARB_294
0050: gosub BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false BARB_293
0050: gosub BARB_836

:BARB_293
0002: jump BARB_2

:BARB_294
00D6: if  0
0611: $PLAYER_ACTOR "BRB_SIT_IN" 
004D: jump_if_false BARB_298
0613: $PLAYER_ACTOR "BRB_SIT_IN" $9738 

:BARB_298
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false BARB_308
0812: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_LOOP" "HAIRCUTS"  1000.0  1  0  0  1 -1 
015F: set_camera_position $9764 $9765 $9766  0.0  0.0  0.0
0160: point_camera $9767 $9768 $9769  2
0947: $9731  333 $10081 
08F7: $PLAYER_CHAR  1 $2542 $2543 
0004: $9797 =  0  ;; integer values
0004: $9744 =  6  ;; integer values

:BARB_308
00D6: if  0
0038:   $9744 ==  6  ;; integer values
004D: jump_if_false BARB_575
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false BARB_321
0050: gosub BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false BARB_320
0050: gosub BARB_836

:BARB_320
0002: jump BARB_2

:BARB_321
00D6: if  0
001A:    1 > $9797  ;; integer values
004D: jump_if_false BARB_329
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false BARB_329
0050: gosub BARB_919
0050: gosub BARB_953

:BARB_329
00D6: if  0
0038:   $9797 ==  0  ;; integer values
004D: jump_if_false BARB_340
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BARB_336
0004: $9797 =  10  ;; integer values

:BARB_336
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BARB_340
0004: $9797 =  1  ;; integer values

:BARB_340
00D6: if  0
0038:   $9797 ==  1  ;; integer values
004D: jump_if_false BARB_370
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false BARB_370
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false BARB_352
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_352
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false BARB_358
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_358
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false BARB_364
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:BARB_364
00D6: if  0
0038:   $9750 ==  1  ;; integer values
004D: jump_if_false BARB_369
0004: $9797 =  2  ;; integer values
0002: jump BARB_370

:BARB_369
0004: $9797 =  5  ;; integer values

:BARB_370
00D6: if  0
0038:   $9797 ==  2  ;; integer values
004D: jump_if_false BARB_377
0812: unknown_action_sequence $9731 "BRB_CUT_IN" "HAIRCUTS"  4.0  0  0  0  1 -1 
03D1: play_wav  4
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  3  ;; integer values

:BARB_377
00D6: if  0
0038:   $9797 ==  3  ;; integer values
004D: jump_if_false BARB_405
00D6: if  0
0611: $9731 "BRB_CUT_IN" 
004D: jump_if_false BARB_384
0613: $9731 "BRB_CUT_IN" $9738 

:BARB_384
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false BARB_395
00D6: if  0
0038:   $9805 ==  0  ;; integer values
004D: jump_if_false BARB_395
0812: unknown_action_sequence $9731 "BRB_CUT" "HAIRCUTS"  4.0  0  0  0  0 -1 
0794: (unknown)
070D: $PLAYER_CHAR 
0793: (unknown)
0004: $9805 =  1  ;; integer values

:BARB_395
00D6: if  0
0038:   $9805 ==  1  ;; integer values
004D: jump_if_false BARB_405
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false BARB_405
0812: unknown_action_sequence $9731 "BRB_CUT_OUT" "HAIRCUTS"  4.0  0  0  0  1 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  4  ;; integer values
0004: $9805 =  0  ;; integer values

:BARB_405
00D6: if  0
0038:   $9797 ==  4  ;; integer values
004D: jump_if_false BARB_416
00D6: if  0
0611: $9731 "BRB_CUT_OUT" 
004D: jump_if_false BARB_412
0613: $9731 "BRB_CUT_OUT" $9738 

:BARB_412
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false BARB_416
0004: $9797 =  5  ;; integer values

:BARB_416
00D6: if  0
0038:   $9797 ==  5  ;; integer values
004D: jump_if_false BARB_426
0812: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_OUT" "HAIRCUTS"  1000.0  0  0  0  0 -1 
0005: $9738 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9731 "BRB_OUT" "HAIRCUTS"  1000.0  0  0  0  1 -1 
05BF: unknown_action_sequence $9731 $PLAYER_ACTOR -2 
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_426
00D6: if  0
0038:   $9797 ==  6  ;; integer values
004D: jump_if_false BARB_442
00D6: if  0
0611: $PLAYER_ACTOR "BRB_SIT_OUT" 
004D: jump_if_false BARB_433
0613: $PLAYER_ACTOR "BRB_SIT_OUT" $9738 

:BARB_433
00D6: if  0
0030:   $9738 >=  .8  ;; floating-point values
004D: jump_if_false BARB_442
0618: $PLAYER_ACTOR $9751 
0947: $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_442
00D6: if  0
0038:   $9797 ==  7  ;; integer values
004D: jump_if_false BARB_465
00D6: if  0
0038:   $9804 ==  0  ;; integer values
004D: jump_if_false BARB_454
00D6: if  0
0029:   @32 >=  1500  ;; integer values
004D: jump_if_false BARB_454
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $9804 =  1  ;; integer values

:BARB_454
00D6: if  0
0018:   $9744 >  2  ;; integer values
004D: jump_if_false BARB_458
03E6: remove_text_box

:BARB_458
062E: $PLAYER_ACTOR  1560 $9752 
00D6: if  0
84A3:   NOT   unknown $9752 ==  7
004D: jump_if_false BARB_464
062E: $PLAYER_ACTOR  1560 $9752 
0002: jump BARB_465

:BARB_464
0004: $9797 =  8  ;; integer values

:BARB_465
00D6: if  0
0038:   $9797 ==  8  ;; integer values
004D: jump_if_false BARB_477
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 (unfrozen)
09BD:  0 
0581: toggle_radar  1 (on)
0004: $9804 =  0  ;; integer values
0004: $9797 =  9  ;; integer values

:BARB_477
00D6: if  0
0038:   $9797 ==  9  ;; integer values
004D: jump_if_false BARB_502
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false BARB_491
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_491
00D6: if  0
0038:   $2749 ==  0  ;; integer values
004D: jump_if_false BARB_502
00D6: if  22
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_502
0947: $9731  327 $10081 
05C4: unknown_action_sequence $9731 -2 
0004: $2749 =  1  ;; integer values

:BARB_502
00D6: if  0
0038:   $9797 ==  10  ;; integer values
004D: jump_if_false BARB_536
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BARB_536
08D8: $2419 $9734 
00D6: if  0
001A:    0 > $9734  ;; integer values
004D: jump_if_false BARB_513
0004: $9734 =  0  ;; integer values

:BARB_513
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false BARB_519
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:BARB_519
0760: $9734 $9733 
078C: $9733 s$9742 
0761: $9733 $9732 
0783: $9733  0 $9735 
0783: $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: unknown_action_sequence $9731 "BRB_CUT_IN" "HAIRCUTS"  1000.0  0  0  0  1 -1 
08F7: $PLAYER_CHAR  1 $9798 $9799 
00D6: if  0
803A:   NOT   $9798 == $9733  ;; integer values and handles
004D: jump_if_false BARB_534
03D1: play_wav  4

:BARB_534
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  11  ;; integer values

:BARB_536
00D6: if  0
0038:   $9797 ==  11  ;; integer values
004D: jump_if_false BARB_552
00D6: if  0
0611: $9731 "BRB_CUT_IN" 
004D: jump_if_false BARB_543
0613: $9731 "BRB_CUT_IN" $9738 

:BARB_543
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false BARB_552
0812: unknown_action_sequence $9731 "BRB_CUT" "HAIRCUTS"  1000.0  0  0  0  1 -1 
0784: $PLAYER_CHAR  0  0  16 
0784: $PLAYER_CHAR $9733 $9735 $9736 
070D: $PLAYER_CHAR 
0004: $9750 =  1  ;; integer values
0004: $9797 =  12  ;; integer values

:BARB_552
00D6: if  0
0038:   $9797 ==  12  ;; integer values
004D: jump_if_false BARB_561
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false BARB_561
0812: unknown_action_sequence $9731 "BRB_CUT_OUT" "HAIRCUTS"  1000.0  0  0  0  1 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  13  ;; integer values

:BARB_561
00D6: if  0
0038:   $9797 ==  13  ;; integer values
004D: jump_if_false BARB_575
00D6: if  0
0611: $9731 "BRB_CUT_OUT" 
004D: jump_if_false BARB_568
0613: $9731 "BRB_CUT_OUT" $9738 

:BARB_568
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false BARB_575
0812: unknown_action_sequence $9731 "BRB_LOOP" "HAIRCUTS"  1000.0  1  0  0  0 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  0  ;; integer values
0004: $9744 =  7  ;; integer values

:BARB_575
00D6: if  0
0038:   $9744 ==  7  ;; integer values
004D: jump_if_false BARB_797
00D6: if  0
0118:   actor $9731 dead
004D: jump_if_false BARB_588
0050: gosub BARB_802
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9740  ;; 8-byte strings
004D: jump_if_false BARB_587
0050: gosub BARB_836

:BARB_587
0002: jump BARB_2

:BARB_588
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false BARB_595
00D6: if  0
001A:    1 > $9797  ;; integer values
004D: jump_if_false BARB_595
0050: gosub BARB_882

:BARB_595
00D6: if  0
0038:   $9797 ==  0  ;; integer values
004D: jump_if_false BARB_612
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BARB_606
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $9797 =  2  ;; integer values

:BARB_606
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BARB_612
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
0004: $9797 =  1  ;; integer values

:BARB_612
00D6: if  0
0038:   $9797 ==  1  ;; integer values
004D: jump_if_false BARB_631
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false BARB_631
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false BARB_624
03E6: remove_text_box
08DA: $2417 
0004: $2418 =  0  ;; integer values

:BARB_624
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false BARB_629
0050: gosub BARB_919
0050: gosub BARB_953

:BARB_629
0004: $9797 =  0  ;; integer values
0004: $9744 =  6  ;; integer values

:BARB_631
00D6: if  0
0038:   $9797 ==  2  ;; integer values
004D: jump_if_false BARB_757
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BARB_757
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
002C:   $2754 >= $9732  ;; integer values 
004D: jump_if_false BARB_749
00D6: if  0
803A:   NOT   $2542 == $9733  ;; integer values and handles
004D: jump_if_false BARB_740
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false BARB_652
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_652
0947: $9731  323 $10081 
0790: $9733 
0004: $9749 =  1  ;; integer values
0004: $9750 =  0  ;; integer values
097A: $69 $70 $71  1054 
0793: (unknown)
08F7: $PLAYER_CHAR  1 $2542 $2543 
015F: set_camera_position $9770 $9771 $9772  0.0  0.0  0.0
0160: point_camera $9773 $9774 $9775  2
00D6: if  0
05AD:   s$706 == 'BARBERS'  ;; 8-byte strings
004D: jump_if_false BARB_690
00D6: if  25
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_674
06D1: v$9754 = "BRB_BEARD_01"  ;; 16-byte strings
0002: jump BARB_690

:BARB_674
00D6: if  0
0018:   $9739 >  1  ;; integer values
004D: jump_if_false BARB_678
0004: $9739 =  0  ;; integer values

:BARB_678
00D6: if  0
001A:    0 > $9739  ;; integer values
004D: jump_if_false BARB_682
0004: $9739 =  0  ;; integer values

:BARB_682
00D6: if  0
0038:   $9739 ==  0  ;; integer values
004D: jump_if_false BARB_688
06D1: v$9754 = "BRB_HAIR_01"  ;; 16-byte strings
0008: $9739 +=  1  ;; integer values
0002: jump BARB_690

:BARB_688
06D1: v$9754 = "BRB_HAIR_02"  ;; 16-byte strings
000C: $9739 -=  1  ;; integer values

:BARB_690
00D6: if  0
05AD:   s$706 == 'BARBER2'  ;; 8-byte strings
004D: jump_if_false BARB_709
00D6: if  0
0018:   $9739 >  1  ;; integer values
004D: jump_if_false BARB_697
0004: $9739 =  0  ;; integer values

:BARB_697
00D6: if  0
001A:    0 > $9739  ;; integer values
004D: jump_if_false BARB_701
0004: $9739 =  0  ;; integer values

:BARB_701
00D6: if  0
0038:   $9739 ==  0  ;; integer values
004D: jump_if_false BARB_707
06D1: v$9754 = "BRB_HAIR_01"  ;; 16-byte strings
0008: $9739 +=  1  ;; integer values
0002: jump BARB_709

:BARB_707
06D1: v$9754 = "BRB_HAIR_02"  ;; 16-byte strings
000C: $9739 -=  1  ;; integer values

:BARB_709
00D6: if  0
05AD:   s$706 == 'BARBER3'  ;; 8-byte strings
004D: jump_if_false BARB_735
00D6: if  22
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_719
06D1: v$9754 = "BRB_BEARD_01"  ;; 16-byte strings
0002: jump BARB_735

:BARB_719
00D6: if  0
0018:   $9739 >  1  ;; integer values
004D: jump_if_false BARB_723
0004: $9739 =  0  ;; integer values

:BARB_723
00D6: if  0
001A:    0 > $9739  ;; integer values
004D: jump_if_false BARB_727
0004: $9739 =  0  ;; integer values

:BARB_727
00D6: if  0
0038:   $9739 ==  0  ;; integer values
004D: jump_if_false BARB_733
06D1: v$9754 = "BRB_HAIR_01"  ;; 16-byte strings
0008: $9739 +=  1  ;; integer values
0002: jump BARB_735

:BARB_733
06D1: v$9754 = "BRB_HAIR_02"  ;; 16-byte strings
000C: $9739 -=  1  ;; integer values

:BARB_735
0812: unknown_action_sequence $9731 "BRB_BUY" "HAIRCUTS"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence $PLAYER_ACTOR v$9754 "HAIRCUTS"  1000.0  0  0  0  1 -1 
0005: $9738 =  0.0  ;; floating-point values
0004: $9797 =  3  ;; integer values
0002: jump BARB_748

:BARB_740
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false BARB_748
097A: $69 $70 $71  1055 
0947: $9731  322 $10081 
00BC: text_highpriority 'BARBNO'  5000 ms  1
0004: $9797 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:BARB_748
0002: jump BARB_757

:BARB_749
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false BARB_757
097A: $69 $70 $71  1055 
0947: $9731  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9797 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:BARB_757
00D6: if  0
0038:   $9797 ==  3  ;; integer values
004D: jump_if_false BARB_797
00D6: if  0
0611: $PLAYER_ACTOR v$9754 
004D: jump_if_false BARB_764
0613: $PLAYER_ACTOR v$9754 $9738 

:BARB_764
00D6: if  0
0042:   $9738 ==  1.0  ;; floating-point values
004D: jump_if_false BARB_797
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false BARB_773
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_773
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false BARB_779
03E6: remove_text_box
08DA: $2417 
0004: $2418 =  0  ;; integer values

:BARB_779
0812: unknown_action_sequence $PLAYER_ACTOR "BRB_SIT_LOOP" "HAIRCUTS"  1000.0  1  0  0  1 -1 
0812: unknown_action_sequence $9731 "BRB_LOOP" "HAIRCUTS"  1000.0  1  0  0  0 -1 
00D6: if  0
0038:   $676 ==  0  ;; integer values
004D: jump_if_false BARB_788
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false BARB_788
0004: $676 =  1  ;; integer values

:BARB_788
015F: set_camera_position $9764 $9765 $9766  0.0  0.0  0.0
0160: point_camera $9767 $9768 $9769  2
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false BARB_795
0050: gosub BARB_919
0050: gosub BARB_953

:BARB_795
0004: $9797 =  0  ;; integer values
0004: $9744 =  6  ;; integer values

:BARB_797
0002: jump BARB_799

:BARB_798
0050: gosub BARB_836

:BARB_799
0002: jump BARB_801

:BARB_800
0050: gosub BARB_836

:BARB_801
0002: jump BARB_2

:BARB_802
00D6: if  0
0018:   $9744 >  0  ;; integer values
004D: jump_if_false BARB_806
03E6: remove_text_box

:BARB_806
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false BARB_812
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_812
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false BARB_818
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_818
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false BARB_824
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:BARB_824
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
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_836
03D5: remove_text 'SHOPNO'
03D5: remove_text 'BARBNO'
00D6: if  0
0018:   $9744 >  0  ;; integer values
004D: jump_if_false BARB_842
03E6: remove_text_box

:BARB_842
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false BARB_848
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:BARB_848
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false BARB_854
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:BARB_854
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false BARB_860
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:BARB_860
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: $9737 
061B: $9751 
0249: release_model $2415
009B: destroy_actor_instantly $9731
0581: toggle_radar  1 (on)
03F0: text_draw_toggle  0
08F8:  1 
09BD:  0 
040D: unload_wav  4
0004: $9805 =  0  ;; integer values
004E: end_thread
0051: return

:BARB_882
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false BARB_918
0512: permanent_text_box 'BARB_H2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false BARB_891
08D4: 'HAIRCHO'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump BARB_910

:BARB_891
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false BARB_896
08D4: 'HAIRCHO'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump BARB_910

:BARB_896
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false BARB_901
08D4: 'HAIRCHO'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump BARB_910

:BARB_901
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false BARB_906
08D4: 'HAIRCHO'  29.0  95.0  93.0  2  0  1  1 $2417 
0002: jump BARB_910

:BARB_906
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false BARB_910
08D4: 'HAIRCHO'  29.0  95.0  93.0  2  0  1  1 $2417 

:BARB_910
08D6: $2417  0  1 
08DB: $2417  0 'HAIRSTY' s$9742 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2417  1  2 
08DB: $2417  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2417  1  0 'DOLLAR' $9732 
09DB: $2417  0  140 
09DB: $2417  1  46 
0004: $2418 =  1  ;; integer values

:BARB_918
0051: return

:BARB_919
0004: $9800 =  0  ;; integer values
0004: $9801 =  0  ;; integer values

:BARB_921
00D6: if  0
001C:   $9729 > $9800  ;; integer values
004D: jump_if_false BARB_943
0760: $9800 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
0084: $2438($9801,12i) = $45  ;; integer values and handles
078C: $45 s$9742 
0761: $45 $9732 
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  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false BARB_939
0004: $2498($9801,12i) =  0  ;; integer values
0002: jump BARB_940

:BARB_939
0004: $2498($9801,12i) =  1  ;; integer values

:BARB_940
0008: $9801 +=  1  ;; integer values
0008: $9800 +=  1  ;; integer values
0002: jump BARB_921

:BARB_943
0084: $2515 = $9801  ;; integer values and handles

:BARB_944
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false BARB_952
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_944

:BARB_952
0051: return

:BARB_953
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false BARB_1002
0512: permanent_text_box 'BARB_H1'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false BARB_962
08D4: 'HAIRCHO'  29.0  145.0  93.0  2  1  1  1 $2419 
0002: jump BARB_981

:BARB_962
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false BARB_967
08D4: 'HAIRCHO'  29.0  145.0  93.0  2  1  1  1 $2419 
0002: jump BARB_981

:BARB_967
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false BARB_972
08D4: 'HAIRCHO'  29.0  165.0  93.0  2  1  1  1 $2419 
0002: jump BARB_981

:BARB_972
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false BARB_977
08D4: 'HAIRCHO'  29.0  145.0  93.0  2  1  1  1 $2419 
0002: jump BARB_981

:BARB_977
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false BARB_981
08D4: 'HAIRCHO'  29.0  165.0  93.0  2  1  1  1 $2419 

:BARB_981
08D6: $2419  0  1 
08DB: $2419  0 'HAIRSTY' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
08D6: $2419  1  2 
08DB: $2419  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0004: $2515 =  0  ;; integer values

:BARB_986
00D6: if  0
001C:   $9801 > $2515  ;; integer values
004D: jump_if_false BARB_992
08EE: $2419  1 $2515 'DOLLAR' $2426($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump BARB_986

:BARB_992
0004: $2515 =  0  ;; integer values

:BARB_993
00D6: if  0
001C:   $9801 > $2515  ;; integer values
004D: jump_if_false BARB_999
08D9: $2419 $2515 $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump BARB_993

:BARB_999
09DB: $2419  0  140 
09DB: $2419  1  46 
0004: $2420 =  1  ;; integer values

:BARB_1002
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BARGUY

03A4: name_thread 'BARGUY'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false BARGUY_7
009A: @0 = create_actor  4  0 at  0.0  0.0  0.0

:BARGUY_7
04ED: load_animation "BAR"

:BARGUY_8
00D6: if  0
84EE:   NOT   animation "BAR" loaded
004D: jump_if_false BARGUY_13
0001: wait  0 ms
0002: jump BARGUY_8

:BARGUY_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:BARGUY_17
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BARGUY_41
00D6: if  0
09C5: @0 
004D: jump_if_false BARGUY_39
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false BARGUY_37
00D6: if  0
851A:   NOT   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false BARGUY_34
0050: gosub BARGUY_43
0002: jump BARGUY_36

:BARGUY_34
0004: $9470 =  1  ;; integer values
0002: jump BARGUY_114

:BARGUY_36
0002: jump BARGUY_38

:BARGUY_37
0002: jump BARGUY_114

:BARGUY_38
0002: jump BARGUY_40

:BARGUY_39
0050: gosub BARGUY_107

:BARGUY_40
0002: jump BARGUY_42

:BARGUY_41
0050: gosub BARGUY_107

:BARGUY_42
0002: jump BARGUY_17

:BARGUY_43
0871: init_jump_table @3 total_jumps  1  0 BARGUY_46 jumps  1 BARGUY_44 -1 BARGUY_46 -1 BARGUY_46 -1 BARGUY_46 -1 BARGUY_46 -1 BARGUY_46 -1 BARGUY_46 

:BARGUY_44
0050: gosub BARGUY_47
0002: jump BARGUY_46

:BARGUY_46
0051: return

:BARGUY_47
0871: init_jump_table @4 total_jumps  7  0 BARGUY_106 jumps  0 BARGUY_48  1 BARGUY_56  2 BARGUY_64  3 BARGUY_72  4 BARGUY_79  5 BARGUY_86  6 BARGUY_94 

:BARGUY_48
062E: @0  1481 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BARGUY_55
05C9: unknown_action_sequence @0 -2 
0947: @0  21 @10 
000A: @4 +=  1  ;; integer values

:BARGUY_55
0002: jump BARGUY_106

:BARGUY_56
0226: @10 = actor @0 health
00D6: if  0
0039:   @10 ==  99  ;; integer values
004D: jump_if_false BARGUY_63
0223: set_actor @0 health_to  100
0605: unknown_action_sequence @0 "BARCUSTOM_ORDER" "BAR"  4.0  0  0  0  0  0 
000A: @4 +=  1  ;; integer values

:BARGUY_63
0002: jump BARGUY_106

:BARGUY_64
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BARGUY_71
0605: unknown_action_sequence @0 "BARCUSTOM_LOOP" "BAR"  4.0  1  0  0  0  600000 
0947: @0  21 @10 
000A: @4 +=  1  ;; integer values

:BARGUY_71
0002: jump BARGUY_106

:BARGUY_72
0226: @10 = actor @0 health
00D6: if  0
0039:   @10 ==  99  ;; integer values
004D: jump_if_false BARGUY_78
0605: unknown_action_sequence @0 "BARCUSTOM_GET" "BAR"  4.0  0  0  0  0  0 
000A: @4 +=  1  ;; integer values

:BARGUY_78
0002: jump BARGUY_106

:BARGUY_79
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BARGUY_85
04C4: create_coordinate @7 @8 @9 from_actor @0 offset  0.0  .1  1.0
000A: @4 +=  1  ;; integer values

:BARGUY_85
0002: jump BARGUY_106

:BARGUY_86
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false BARGUY_91
0605: unknown_action_sequence @0 "DNK_STNDM_LOOP" "BAR"  4.0  1  0  0  0  15000 
0002: jump BARGUY_92

:BARGUY_91
0605: unknown_action_sequence @0 "DNK_STNDF_LOOP" "BAR"  4.0  1  0  0  0  15000 

:BARGUY_92
000A: @4 +=  1  ;; integer values
0002: jump BARGUY_106

:BARGUY_94
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BARGUY_105
0223: set_actor @0 health_to  100
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false BARGUY_104
0006: @4 =  0  ;; integer values
0002: jump BARGUY_105

:BARGUY_104
0050: gosub BARGUY_107

:BARGUY_105
0002: jump BARGUY_106

:BARGUY_106
0051: return

:BARGUY_107
04EF: release_animation "BAR"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false BARGUY_112
0792: @0 

:BARGUY_112
004E: end_thread
0051: return

:BARGUY_114
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BARGUY_125
062E: @0  1477 @11 
00D6: if  0
04A4: @11  7 
004D: jump_if_false BARGUY_124
05C5: unknown_action_sequence @0 -2 

:BARGUY_124
0002: jump BARGUY_126

:BARGUY_125
0050: gosub BARGUY_107

:BARGUY_126
0002: jump BARGUY_114
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BAR_AMBIENCE

03A4: name_thread 'BAR'
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
88B4:   NOT $390  1 
004D: jump_if_false BAR_8
0004: $9472 =  0  ;; integer values
0004: $5297 =  0  ;; integer values

:BAR_8
0006: @0 =  0  ;; integer values
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false BAR_13
009A: $1231 = create_actor  5  0 at  0.0  0.0  0.0

:BAR_13
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0652: @0 = stat  156 (dance skill)  ; integer
00D6: if  0
0029:   @0 >=  7500  ;; integer values
004D: jump_if_false BAR_21
0006: @15 =  3  ;; integer values
0002: jump BAR_22

:BAR_21
0006: @15 =  0  ;; integer values

:BAR_22
0050: gosub BAR_204
0615: @4 
0605: unknown_action_sequence -1 "BARSERVE_IN" "BAR"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "BARSERVE_LOOP" "BAR"  4.0  1  0  0  0  10000 
0616: @4 
0615: @5 
0605: unknown_action_sequence -1 "BARSERVE_BOTTLE" "BAR"  4.0  0  0  0  0 -1 
0616: @5 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BAR_64
094B: v$1252 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false BAR_44
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 (BAR_STAFF) @10 @6 @7 @8 @9  2.5  20.0 
08A9: load_external_script  38 (BAR_STAFF) 

:BAR_44
00D6: if  0
08F9:   v$1252 == "BAR2"  ;; 16-byte strings
004D: jump_if_false BAR_54
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 (BAR_STAFF) @10 @6 @7 @8 @9  2.5  20.0 
08A9: load_external_script  38 (BAR_STAFF) 

:BAR_54
00D6: if  0
08F9:   v$1252 == "UFOBAR"  ;; 16-byte strings
004D: jump_if_false BAR_64
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 (BAR_STAFF) @10 @6 @7 @8 @9  2.5  20.0 
08A9: load_external_script  38 (BAR_STAFF) 

:BAR_64
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BAR_203
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false BAR_74
0002: jump BAR_217

:BAR_74
00D6: if  2
0038:   $5297 ==  0  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @2 ==  0  ;; integer values
004D: jump_if_false BAR_124
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false BAR_123
00D6: if  0
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_123
03E6: remove_text_box
00BE: text_clear_all
00D6: if  0
08B4: $390  1 
004D: jump_if_false BAR_110
0652: @0 = stat  156 (dance skill)  ; integer
00D6: if  0
0029:   @0 >=  3500  ;; integer values
004D: jump_if_false BAR_96
0006: @3 =  3  ;; integer values
0002: jump BAR_107

:BAR_96
00D6: if  0
0029:   @0 >=  6000  ;; integer values
004D: jump_if_false BAR_101
0006: @3 =  4  ;; integer values
0002: jump BAR_107

:BAR_101
00D6: if  0
0029:   @0 >=  7500  ;; integer values
004D: jump_if_false BAR_106
0209: @3 = random_int  1  5
0002: jump BAR_107

:BAR_106
0006: @3 =  2  ;; integer values

:BAR_107
0913: run_external_script  35 (DANCE)  488.0048 -14.0754  999.6797  180.0 @3 $1231 
08A9: load_external_script  35 (DANCE) 
0002: jump BAR_121

:BAR_110
0871: init_jump_table @15 total_jumps  4  0 BAR_119 jumps  0 BAR_111  1 BAR_113  2 BAR_115  3 BAR_117 -1 BAR_119 -1 BAR_119 -1 BAR_119 

:BAR_111
0006: @3 =  2  ;; integer values
0002: jump BAR_119

:BAR_113
0006: @3 =  3  ;; integer values
0002: jump BAR_119

:BAR_115
0006: @3 =  4  ;; integer values
0002: jump BAR_119

:BAR_117
0209: @3 = random_int  1  5
0002: jump BAR_119

:BAR_119
0913: run_external_script  35 (DANCE)  488.0048 -14.0754  999.6797  180.0 @3  0 
08A9: load_external_script  35 (DANCE) 

:BAR_121
0006: @2 =  1  ;; integer values
0006: @16 =  0  ;; integer values

:BAR_123
0002: jump BAR_167

:BAR_124
00D6: if  2
0038:   $5297 ==  0  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @2 ==  1  ;; integer values
004D: jump_if_false BAR_167
00D6: if  0
08F9:   v$1252 == "BAR1"  ;; 16-byte strings
004D: jump_if_false BAR_167
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot  488.0048 -14.0754  999.6797 radius  2.5  2.5  2.5
004D: jump_if_false BAR_137
0006: @2 =  0  ;; integer values
0002: jump BAR_167

:BAR_137
00D6: if  2
89BE:   NOT (unknown)
88B4:   NOT $390  1 
0039:   @16 ==  0  ;; integer values
004D: jump_if_false BAR_167
0871: init_jump_table @15 total_jumps  3  0 BAR_167 jumps  0 BAR_143  1 BAR_151  2 BAR_159 -1 BAR_167 -1 BAR_167 -1 BAR_167 -1 BAR_167 

:BAR_143
00D6: if  0
0028:   $5296 >=  3500  ;; integer values
004D: jump_if_false BAR_150
00BA: text_styled 'DNC_P1'  5000 ms  4
00BC: text_highpriority 'DNC_P2'  10000 ms  1
0006: @16 =  1  ;; integer values
000A: @15 +=  1  ;; integer values

:BAR_150
0002: jump BAR_167

:BAR_151
00D6: if  0
0028:   $5296 >=  6000  ;; integer values
004D: jump_if_false BAR_158
00BA: text_styled 'DNC_P1'  5000 ms  4
00BC: text_highpriority 'DNC_P2'  10000 ms  1
0006: @16 =  1  ;; integer values
000A: @15 +=  1  ;; integer values

:BAR_158
0002: jump BAR_167

:BAR_159
00D6: if  0
0028:   $5296 >=  7500  ;; integer values
004D: jump_if_false BAR_166
00BA: text_styled 'DNC_P1'  5000 ms  4
00BC: text_highpriority 'DNC_P3'  10000 ms  1
0006: @16 =  1  ;; integer values
000A: @15 +=  1  ;; integer values

:BAR_166
0002: jump BAR_167

:BAR_167
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false BAR_171
0004: $9472 =  1  ;; integer values

:BAR_171
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false BAR_175
0004: $9472 =  1  ;; integer values

:BAR_175
0006: @0 =  0  ;; integer values

:BAR_176
00D6: if  0
8118:   NOT   actor @10(@0,2i) dead
004D: jump_if_false BAR_189
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @10(@0,2i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false BAR_185
0004: $9472 =  1  ;; integer values
0002: jump BAR_189

:BAR_185
00D6: if  0
051A:   unknown_actor @10(@0,2i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false BAR_189
0004: $9472 =  1  ;; integer values

:BAR_189
000A: @0 +=  1  ;; integer values
0029:   @0 >=  2  ;; integer values
004D: jump_if_false BAR_176
00D6: if  0
0038:   $9472 ==  1  ;; integer values
004D: jump_if_false BAR_203
0004: $5297 =  1  ;; integer values
08E5: @12 @13 @14  50.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false BAR_203
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:BAR_203
0002: jump BAR_64

:BAR_204
0247: request_model  172
04ED: load_animation "BAR"
04ED: load_animation "DANCING"
00D6: if  2
0248:   model  172 available
04EE:   animation "BAR" loaded
04EE:   animation "DANCING" loaded
004D: jump_if_false BAR_214
0051: return
0002: jump BAR_216

:BAR_214
0001: wait  0 ms
0002: jump BAR_204

:BAR_216
0051: return

:BAR_217
0006: @0 =  0  ;; integer values

:BAR_218
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_218
0006: @0 =  0  ;; integer values

:BAR_224
00D6: if  0
8039:   NOT   @6(@0,4i) == -1  ;; integer values
004D: jump_if_false BAR_228
061E: unknown_sequences_packs @6(@0,4i) 

:BAR_228
000A: @0 +=  1  ;; integer values
0029:   @0 >=  4  ;; integer values
004D: jump_if_false BAR_224
0249: release_model  172
061B: @4 
061B: @5 
04EF: release_animation "BAR"
04EF: release_animation "DANCING"
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BAR_STAFF

03A4: name_thread 'BARSTAF'
0006: @8 =  0  ;; integer values
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false BARSTAF_12
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
009A: @8 = create_actor  5  0 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_12
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false BARSTAF_16
060B: unknown_actor_use_entity @0 $1257 

:BARSTAF_16
04ED: load_animation "BAR"

:BARSTAF_17
00D6: if  0
84EE:   NOT   animation "BAR" loaded
004D: jump_if_false BARSTAF_23
04ED: load_animation "BAR"
0001: wait  0 ms
0002: jump BARSTAF_17

:BARSTAF_23
0006: @9 =  1  ;; integer values
0006: @10 =  0  ;; integer values
0006: @12 =  0  ;; integer values
00D6: if  0
0033:    0.0 >= @6  ;; floating-point values 
004D: jump_if_false BARSTAF_30
0007: @6 =  6.0  ;; floating-point values

:BARSTAF_30
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BARSTAF_63
00D6: if  0
0039:   @9 ==  2  ;; integer values
004D: jump_if_false BARSTAF_54
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false BARSTAF_50
00D6: if  22
0038:   $9470 ==  1  ;; integer values
0038:   $9472 ==  1  ;; integer values
0038:   $9473 ==  1  ;; integer values
004D: jump_if_false BARSTAF_48
0002: jump BARSTAF_230
0002: jump BARSTAF_49

:BARSTAF_48
0050: gosub BARSTAF_65

:BARSTAF_49
0002: jump BARSTAF_53

:BARSTAF_50
0006: @9 =  1  ;; integer values
0006: @10 =  0  ;; integer values
0050: gosub BARSTAF_65

:BARSTAF_53
0002: jump BARSTAF_62

:BARSTAF_54
00D6: if  22
0038:   $9470 ==  1  ;; integer values
0038:   $9472 ==  1  ;; integer values
0038:   $9473 ==  1  ;; integer values
004D: jump_if_false BARSTAF_61
0002: jump BARSTAF_230
0002: jump BARSTAF_62

:BARSTAF_61
0050: gosub BARSTAF_65

:BARSTAF_62
0002: jump BARSTAF_64

:BARSTAF_63
0050: gosub BARSTAF_243

:BARSTAF_64
0002: jump BARSTAF_30

:BARSTAF_65
0871: init_jump_table @9 total_jumps  3  0 BARSTAF_72 jumps  1 BARSTAF_66  2 BARSTAF_68  3 BARSTAF_70 -1 BARSTAF_72 -1 BARSTAF_72 -1 BARSTAF_72 -1 BARSTAF_72 

:BARSTAF_66
0050: gosub BARSTAF_73
0002: jump BARSTAF_72

:BARSTAF_68
0050: gosub BARSTAF_159
0002: jump BARSTAF_72

:BARSTAF_70
0050: gosub BARSTAF_221
0002: jump BARSTAF_72

:BARSTAF_72
0051: return

:BARSTAF_73
0871: init_jump_table @10 total_jumps  4  0 BARSTAF_158 jumps  0 BARSTAF_74  1 BARSTAF_80  2 BARSTAF_106  3 BARSTAF_132 -1 BARSTAF_158 -1 BARSTAF_158 -1 BARSTAF_158 

:BARSTAF_74
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_79
000A: @10 +=  1  ;; integer values

:BARSTAF_79
0002: jump BARSTAF_158

:BARSTAF_80
00A0: store_actor @0 position_to @14 @15 @16
091C: @14 @15 @16 @6  0 "BARGUY" @8 
00D6: if  0
0019:   @8 > -1  ;; integer values
004D: jump_if_false BARSTAF_99
0226: @13 = actor @8 health
00D6: if  0
0039:   @13 ==  99  ;; integer values
004D: jump_if_false BARSTAF_91
0006: @8 = -1  ;; integer values
0002: jump BARSTAF_99

:BARSTAF_91
062E: @8  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_98
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values
0002: jump BARSTAF_99

:BARSTAF_98
0006: @8 = -1  ;; integer values

:BARSTAF_99
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_105
074C: unknown_action_sequence @0 unknown_sequences_pack @2 
000A: @10 +=  1  ;; integer values

:BARSTAF_105
0002: jump BARSTAF_158

:BARSTAF_106
00A0: store_actor @0 position_to @14 @15 @16
091C: @14 @15 @16 @6  0 "BARGUY" @8 
00D6: if  0
0019:   @8 > -1  ;; integer values
004D: jump_if_false BARSTAF_125
0226: @13 = actor @8 health
00D6: if  0
0039:   @13 ==  99  ;; integer values
004D: jump_if_false BARSTAF_117
0006: @8 = -1  ;; integer values
0002: jump BARSTAF_125

:BARSTAF_117
062E: @8  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_124
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values
0002: jump BARSTAF_125

:BARSTAF_124
0006: @8 = -1  ;; integer values

:BARSTAF_125
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_131
074C: unknown_action_sequence @0 unknown_sequences_pack @3 
000A: @10 +=  1  ;; integer values

:BARSTAF_131
0002: jump BARSTAF_158

:BARSTAF_132
00A0: store_actor @0 position_to @14 @15 @16
091C: @14 @15 @16 @6  0 "BARGUY" @8 
00D6: if  0
0019:   @8 > -1  ;; integer values
004D: jump_if_false BARSTAF_151
0226: @13 = actor @8 health
00D6: if  0
0039:   @13 ==  99  ;; integer values
004D: jump_if_false BARSTAF_143
0006: @8 = -1  ;; integer values
0002: jump BARSTAF_151

:BARSTAF_143
062E: @8  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_150
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values
0002: jump BARSTAF_151

:BARSTAF_150
0006: @8 = -1  ;; integer values

:BARSTAF_151
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_157
074C: unknown_action_sequence @0 unknown_sequences_pack @1 
0006: @10 =  0  ;; integer values

:BARSTAF_157
0002: jump BARSTAF_158

:BARSTAF_158
0051: return

:BARSTAF_159
0871: init_jump_table @10 total_jumps  8  0 BARSTAF_220 jumps  0 BARSTAF_161  1 BARSTAF_165  2 BARSTAF_172  3 BARSTAF_180  4 BARSTAF_187  5 BARSTAF_197  6 BARSTAF_204 
0872: jump_table_jumps  7 BARSTAF_211 -1 BARSTAF_220 -1 BARSTAF_220 -1 BARSTAF_220 -1 BARSTAF_220 -1 BARSTAF_220 -1 BARSTAF_220 -1 BARSTAF_220 -1 BARSTAF_220 

:BARSTAF_161
04C4: create_coordinate @14 @15 @16 from_actor @8 offset  0.0 @5  0.0
05D3: unknown_action_sequence @0 @14 @15 @16  4 -2 
000A: @10 +=  1  ;; integer values
0002: jump BARSTAF_220

:BARSTAF_165
062E: @0  1491 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_171
0639: unknown_action_sequence @0 @8 
000A: @10 +=  1  ;; integer values

:BARSTAF_171
0002: jump BARSTAF_220

:BARSTAF_172
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_179
0223: set_actor @8 health_to  99
0605: unknown_action_sequence @0 "BARSERVE_ORDER" "BAR"  4.0  1  0  0  0  3000 
000A: @10 +=  1  ;; integer values

:BARSTAF_179
0002: jump BARSTAF_220

:BARSTAF_180
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_186
074C: unknown_action_sequence @0 unknown_sequences_pack @4 
000A: @10 +=  1  ;; integer values

:BARSTAF_186
0002: jump BARSTAF_220

:BARSTAF_187
062E: @0  1868 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_196
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false BARSTAF_195
0605: unknown_action_sequence @0 "BARSERVE_GLASS" "BAR"  4.0  0  0  0  0  0 

:BARSTAF_195
000A: @10 +=  1  ;; integer values

:BARSTAF_196
0002: jump BARSTAF_220

:BARSTAF_197
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_203
05D3: unknown_action_sequence @0 @14 @15 @16  4 -2 
000A: @10 +=  1  ;; integer values

:BARSTAF_203
0002: jump BARSTAF_220

:BARSTAF_204
062E: @0  1491 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_210
0639: unknown_action_sequence @0 @8 
000A: @10 +=  1  ;; integer values

:BARSTAF_210
0002: jump BARSTAF_220

:BARSTAF_211
062E: @0  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_219
0223: set_actor @8 health_to  99
0605: unknown_action_sequence @0 "BARSERVE_GIVE" "BAR"  4.0  1  0  0  0  3000 
000A: @9 +=  1  ;; integer values
0006: @10 =  0  ;; integer values

:BARSTAF_219
0002: jump BARSTAF_220

:BARSTAF_220
0051: return

:BARSTAF_221
0871: init_jump_table @10 total_jumps  1  0 BARSTAF_229 jumps  0 BARSTAF_222 -1 BARSTAF_229 -1 BARSTAF_229 -1 BARSTAF_229 -1 BARSTAF_229 -1 BARSTAF_229 -1 BARSTAF_229 

:BARSTAF_222
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false BARSTAF_228
0006: @9 =  1  ;; integer values
0006: @10 =  0  ;; integer values

:BARSTAF_228
0002: jump BARSTAF_229

:BARSTAF_229
0051: return

:BARSTAF_230
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BARSTAF_241
062E: @0  1476 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BARSTAF_240
05C4: unknown_action_sequence @0  60000 

:BARSTAF_240
0002: jump BARSTAF_242

:BARSTAF_241
0050: gosub BARSTAF_243

:BARSTAF_242
0002: jump BARSTAF_230

:BARSTAF_243
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BASKETB

03A4: name_thread 'BBALL'
00D6: if  0
8038:   NOT   $1928 ==  0  ;; integer values
004D: jump_if_false BBALL_6
004E: end_thread

:BBALL_6
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  0
0039:   @16 == -1  ;; integer values
004D: jump_if_false BBALL_21
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_21
0006: @24 =  0  ;; integer values
00D6: if  0
8038:   NOT   $1903 ==  0  ;; integer values
004D: jump_if_false BBALL_67
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BBALL_67
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BBALL_67
00D6: if  0
09CC:   object @0 model_is #BSKBALL_LAX 
004D: jump_if_false BBALL_41
00D6: if  0
0248:   model #BSKBALL_LAX available
004D: jump_if_false BBALL_40
0006: @23 = -30  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_40
0002: jump BBALL_67

:BBALL_41
00D6: if  0
09CC:   object @0 model_is #BSKBALLHUB_LAX01 
004D: jump_if_false BBALL_50
00D6: if  0
0248:   model #BSKBALLHUB_LAX01 available
004D: jump_if_false BBALL_49
0006: @23 = -31  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_49
0002: jump BBALL_67

:BBALL_50
00D6: if  0
09CC:   object @0 model_is #VGSXREFBBALLNET 
004D: jump_if_false BBALL_59
00D6: if  0
0248:   model #VGSXREFBBALLNET available
004D: jump_if_false BBALL_58
0006: @23 = -32  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_58
0002: jump BBALL_67

:BBALL_59
00D6: if  0
09CC:   object @0 model_is #VGSXREFBBALLNET2 
004D: jump_if_false BBALL_67
00D6: if  0
0248:   model #VGSXREFBBALLNET2 available
004D: jump_if_false BBALL_67
0006: @23 = -33  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_67
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false BBALL_302
0871: init_jump_table @16 total_jumps  4  0 BBALL_301 jumps  0 BBALL_71  1 BBALL_99  2 BBALL_154  3 BBALL_227 -1 BBALL_301 -1 BBALL_301 -1 BBALL_301 

:BBALL_71
00D6: if  0
0038:   $1928 ==  0  ;; integer values
004D: jump_if_false BBALL_97
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  50.0  50.0 unknown  0
004D: jump_if_false BBALL_96
00D6: if  0
83CA:   NOT   object @1 exists
004D: jump_if_false BBALL_96
00D6: if  0
0248:   model @23 available
004D: jump_if_false BBALL_96
080A: @0  1 $73 $74 $75 
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  2.0
004D: jump_if_false BBALL_96
0009: $75 +=  1.0  ;; floating-point values
0395: clear_area  0 at $73 $74 $75 range  .5
029B: @1 = init_object #BBALL_COL at $73 $74 $75
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 -.1
0004: $1928 =  1  ;; integer values
000A: @16 +=  1  ;; integer values

:BBALL_96
0002: jump BBALL_98

:BBALL_97
0050: gosub BBALL_306

:BBALL_98
0002: jump BBALL_301

:BBALL_99
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  50.0  50.0 unknown  0
004D: jump_if_false BBALL_150
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_149
00D6: if  0
0475: $PLAYER_ACTOR @1  1.0  1.0  2.0  0 
004D: jump_if_false BBALL_149
00D6: if  0
0248:   model @23 available
004D: jump_if_false BBALL_149
080A: @0  2 @2 @3 @4 
080A: @0  3 @5 @6 @7 
00D6: if  0
04EA:   unknown_object @1 in_cube @2 @3 @4 @5 @6 @7 unknown  0
004D: jump_if_false BBALL_146
00D6: if  0
0475: $PLAYER_ACTOR @1  .7  .7  2.0  0 
004D: jump_if_false BBALL_145
01BB: store_object @1 position_to $73 $74 $75
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .71  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .71  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .71  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .71  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .71  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  2.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false BBALL_145
00D6: if  0
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false BBALL_145
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_145
07CC: $PLAYER_CHAR  0 
0512: permanent_text_box 'BB_01'
000A: @16 +=  1  ;; integer values

:BBALL_145
0002: jump BBALL_149

:BBALL_146
080A: @0  1 $73 $74 $75 
0009: $75 +=  1.0  ;; floating-point values
01BC: put_object @1 at $73 $74 $75

:BBALL_149
0002: jump BBALL_153

:BBALL_150
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_153
0002: jump BBALL_301

:BBALL_154
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  50.0  50.0 unknown  0
004D: jump_if_false BBALL_222
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_221
00D6: if  0
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false BBALL_221
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_221
00D6: if  0
0248:   model @23 available
004D: jump_if_false BBALL_221
080A: @0  2 @2 @3 @4 
080A: @0  3 @5 @6 @7 
00D6: if  0
04EA:   unknown_object @1 in_cube @2 @3 @4 @5 @6 @7 unknown  0
004D: jump_if_false BBALL_218
00D6: if  0
0475: $PLAYER_ACTOR @1  .7  .7  2.0  0 
004D: jump_if_false BBALL_214
01BB: store_object @1 position_to $73 $74 $75
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .71  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .71  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .71  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .71  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .71  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  2.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false BBALL_210
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false BBALL_205
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BBALL_204
0006: @20 =  1  ;; integer values
03E6: remove_text_box
0050: gosub BBALL_438
000A: @16 +=  1  ;; integer values

:BBALL_204
0002: jump BBALL_209

:BBALL_205
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false BBALL_209
0006: @20 =  0  ;; integer values

:BBALL_209
0002: jump BBALL_213

:BBALL_210
07CC: $PLAYER_CHAR  1 
03E6: remove_text_box
000A: @16 += -1  ;; integer values

:BBALL_213
0002: jump BBALL_217

:BBALL_214
07CC: $PLAYER_CHAR  1 
03E6: remove_text_box
000A: @16 += -1  ;; integer values

:BBALL_217
0002: jump BBALL_221

:BBALL_218
07CC: $PLAYER_CHAR  1 
03E6: remove_text_box
000A: @16 += -1  ;; integer values

:BBALL_221
0002: jump BBALL_226

:BBALL_222
07CC: $PLAYER_CHAR  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_226
0002: jump BBALL_301

:BBALL_227
00D6: if  0
0248:   model @23 available
004D: jump_if_false BBALL_300
080A: @0  2 @2 @3 @4 
080A: @0  3 @5 @6 @7 
00D6: if  0
80A4:   NOT   actor $PLAYER_ACTOR  0 ()in_cube @2 @3 @4 @5 @6 @7
004D: jump_if_false BBALL_249
00D6: if  0
001B:    6000 > @33  ;; integer values
004D: jump_if_false BBALL_246
00D6: if  1
0019:   @33 >  0  ;; integer values
001B:    1000 > @33  ;; integer values
004D: jump_if_false BBALL_244
0512: permanent_text_box 'BB_03'
0006: @33 =  1000  ;; integer values

:BBALL_244
0050: gosub BBALL_537
0002: jump BBALL_248

:BBALL_246
0050: gosub BBALL_627
0006: @16 =  1  ;; integer values

:BBALL_248
0002: jump BBALL_255

:BBALL_249
00D6: if  0
0019:   @33 >  1000  ;; integer values
004D: jump_if_false BBALL_253
03E6: remove_text_box

:BBALL_253
0050: gosub BBALL_537
0006: @33 =  0  ;; integer values

:BBALL_255
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_263
00D6: if  0
031D:   actor $PLAYER_ACTOR hit_by_weapon  57
004D: jump_if_false BBALL_263
0050: gosub BBALL_627
0006: @16 =  1  ;; integer values

:BBALL_263
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_271
00D6: if  0
0A0C: $PLAYER_CHAR 
004D: jump_if_false BBALL_271
0050: gosub BBALL_627
0006: @16 =  1  ;; integer values

:BBALL_271
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_280
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
84A4:   NOT @24  7 
004D: jump_if_false BBALL_280
0050: gosub BBALL_627
0006: @16 =  1  ;; integer values

:BBALL_280
00D6: if  3
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_300
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false BBALL_296
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BBALL_295
0006: @20 =  1  ;; integer values
0050: gosub BBALL_627
0006: @16 =  1  ;; integer values

:BBALL_295
0002: jump BBALL_300

:BBALL_296
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false BBALL_300
0006: @20 =  0  ;; integer values

:BBALL_300
0002: jump BBALL_301

:BBALL_301
0002: jump BBALL_304

:BBALL_302
0004: $1928 =  0  ;; integer values
0050: gosub BBALL_306

:BBALL_304
0001: wait  0 ms
0002: jump BBALL_21

:BBALL_306
01C4: remove_references_to_object @1  ;; This object will now disappear when the player looks away
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_314
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false BBALL_314
07CC: $PLAYER_CHAR  1 

:BBALL_314
004E: end_thread
0051: return
00D6: if  0
0736:  131 
004D: jump_if_false BBALL_320
0009: $8784 +=  .01  ;; floating-point values

:BBALL_320
00D6: if  0
0736:  130 
004D: jump_if_false BBALL_324
0009: $8784 += -.01  ;; floating-point values

:BBALL_324
0051: return

:BBALL_325
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_359
00D6: if  0
0685: @1 
004D: jump_if_false BBALL_346
00D6: if  0
0039:   @19 ==  1  ;; integer values
004D: jump_if_false BBALL_345
0682: @1  0.0  0.0  0.0  0 
01BB: store_object @1 position_to $73 $74 $75
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_INGAME at $73 $74 $75
069B: @1 $PLAYER_ACTOR  0.0  .5 -1.0  0.0  0.0  0.0 
0381: throw_object @1 distance @2 @3 @4
05A6: @1 @5 @6 @7 
0382: set_object @1 collision_detection  1
0006: @19 =  0  ;; integer values

:BBALL_345
0002: jump BBALL_359

:BBALL_346
00D6: if  0
0039:   @19 ==  0  ;; integer values
004D: jump_if_false BBALL_359
01BB: store_object @1 position_to $73 $74 $75
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_COL at $73 $74 $75
0392: object @1 toggle_in_moving_list  1
0382: set_object @1 collision_detection  1
0381: throw_object @1 distance @2 @3 @4
05A6: @1 @5 @6 @7 
0006: @19 =  1  ;; integer values

:BBALL_359
0051: return

:BBALL_360
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_437
00D6: if  0
0685: @1 
004D: jump_if_false BBALL_381
00D6: if  0
0039:   @19 ==  1  ;; integer values
004D: jump_if_false BBALL_380
0682: @1  0.0  0.0  0.0  0 
01BB: store_object @1 position_to $73 $74 $75
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_INGAME at $73 $74 $75
069B: @1 $PLAYER_ACTOR  0.0  .5 -1.0  0.0  0.0  0.0 
0381: throw_object @1 distance @2 @3 @4
05A6: @1 @5 @6 @7 
0382: set_object @1 collision_detection  1
0006: @19 =  0  ;; integer values

:BBALL_380
0002: jump BBALL_437

:BBALL_381
00D6: if  0
0039:   @19 ==  0  ;; integer values
004D: jump_if_false BBALL_437
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  0.0  .5  0.0
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .1  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .1  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .1  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .1  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .5  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  1.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false BBALL_410
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_COL at $73 $74 $75
0392: object @1 toggle_in_moving_list  1
0382: set_object @1 collision_detection  1
0381: throw_object @1 distance  0.0  0.0 -.1
05A6: @1 @5 @6 @7 
0006: @19 =  1  ;; integer values
0002: jump BBALL_437

:BBALL_410
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  0.0 -2.0 -.3
0089: @2 = $73  ;; floating-point values only
000F: @2 -=  .1  ;; floating-point values
0089: @5 = $73  ;; floating-point values only
000B: @5 +=  .1  ;; floating-point values
0089: @3 = $74  ;; floating-point values only
000F: @3 -=  .1  ;; floating-point values
0089: @6 = $74  ;; floating-point values only
000B: @6 +=  .1  ;; floating-point values
0089: @4 = $75  ;; floating-point values only
000F: @4 -=  .5  ;; floating-point values
0089: @7 = $75  ;; floating-point values only
000B: @7 +=  1.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube @2 @3 @4 @5 @6 @7  0  1  0  0  0
004D: jump_if_false BBALL_436
059F: @1 @2 @3 @4 
05A6: @1 @5 @6 @7 
0108: destroy_object @1
029B: @1 = init_object #BBALL_COL at $73 $74 $75
0392: object @1 toggle_in_moving_list  1
0382: set_object @1 collision_detection  1
0381: throw_object @1 distance  0.0  0.0 -.1
05A6: @1 @5 @6 @7 
0006: @19 =  1  ;; integer values
0002: jump BBALL_437

:BBALL_436
0108: destroy_object @1

:BBALL_437
0051: return

:BBALL_438
09BD:  1 
0A44:  1 
0005: $8784 =  .4  ;; floating-point values
07CC: $PLAYER_CHAR  0 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_465
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0687: $PLAYER_ACTOR 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
0467: unknown_actor $PLAYER_ACTOR
0470: $8788 = actor $PLAYER_ACTOR armed_weapon unknown
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  1 
004D: jump_if_false BBALL_462
0555: remove_weapon  1 from_actor $PLAYER_ACTOR 
0004: $8789 =  1  ;; integer values
0247: request_model  331

:BBALL_456
00D6: if  0
8248:   NOT   model  331 available
004D: jump_if_false BBALL_461
0001: wait  0 ms
0002: jump BBALL_456

:BBALL_461
0002: jump BBALL_463

:BBALL_462
0004: $8789 =  0  ;; integer values

:BBALL_463
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
0992: $PLAYER_CHAR  0 

:BBALL_465
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_469
0550: unknown_keep_object @1 in_memory  1

:BBALL_469
04ED: load_animation "BSKTBALL"
0247: request_model #BBALL_INGAME
0247: request_model #BBALL_COL
03CF: load_wav  1811 as  4

:BBALL_473
00D6: if  23
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_481
0001: wait  0 ms
0002: jump BBALL_473

:BBALL_481
068D: @10 @11 @12 
068E: @13 @14 @15 
0088: $73 = @13  ;; floating-point values only
0067: $73 -= @10  ;; floating-point values
0088: $74 = @14  ;; floating-point values only
0067: $74 -= @11  ;; floating-point values
0088: $75 = @15  ;; floating-point values only
0067: $75 -= @12  ;; floating-point values
050A: $68 = distance_between @13 @14 @15 and @10 @11 @12 
0071: $73 /= $68  ;; floating-point values
0071: $74 /= $68  ;; floating-point values
0071: $75 /= $68  ;; floating-point values
0011: $73 *=  10.0  ;; floating-point values
0011: $74 *=  10.0  ;; floating-point values
0011: $75 *=  10.0  ;; floating-point values
0087: @13 = @10  ;; floating-point values only
005D: @13 += $73  ;; floating-point values 
0087: @14 = @11  ;; floating-point values only
005D: @14 += $74  ;; floating-point values 
0087: @15 = @12  ;; floating-point values only
005D: @15 += $75  ;; 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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_512
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
02CE: $75 = ground_z $73 $74 $75
0086: $8790 = $75  ;; floating-point values only

:BBALL_512
0176: @8 = object @0 z_angle
00D6: if  21
0023:    10.0 > @8  ;; floating-point values
0021:   @8 >  350.0  ;; floating-point values
004D: jump_if_false BBALL_518
0004: $8791 =  1  ;; integer values

:BBALL_518
00D6: if  1
0021:   @8 >  80.0  ;; floating-point values
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false BBALL_523
0004: $8791 =  2  ;; integer values

:BBALL_523
00D6: if  1
0021:   @8 >  170.0  ;; floating-point values
0023:    190.0 > @8  ;; floating-point values
004D: jump_if_false BBALL_528
0004: $8791 =  3  ;; integer values

:BBALL_528
00D6: if  1
0021:   @8 >  260.0  ;; floating-point values
0023:    280.0 > @8  ;; floating-point values
004D: jump_if_false BBALL_533
0004: $8791 =  4  ;; integer values

:BBALL_533
03DE: set_pedestrians_density_multiplier_to  .2
01EB: set_car_density_to  .2
0004: $8787 =  1  ;; integer values
0051: return

:BBALL_537
0008: $8785 +=  1  ;; integer values
00D6: if  0
0028:   $8785 >=  30  ;; integer values
004D: jump_if_false BBALL_542
0004: $8785 =  0  ;; integer values

:BBALL_542
0050: gosub BBALL_1672
0050: gosub BBALL_1862
0050: gosub BBALL_684
0050: gosub BBALL_1310
00D6: if  0
0736:  67 
004D: jump_if_false BBALL_550
0050: gosub BBALL_2228

:BBALL_550
00D6: if  0
001A:    3 > $1925  ;; integer values
004D: jump_if_false BBALL_586
00D6: if  0
0038:   $1925 ==  0  ;; integer values
004D: jump_if_false BBALL_562
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false BBALL_560
03E5: text_box 'BB_02'

:BBALL_560
0008: $1925 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:BBALL_562
00D6: if  1
0038:   $1925 ==  1  ;; integer values
0019:   @32 >  10000  ;; integer values
004D: jump_if_false BBALL_572
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false BBALL_570
03E5: text_box 'BB_07'

:BBALL_570
0006: @32 =  0  ;; integer values
0008: $1925 +=  1  ;; integer values

:BBALL_572
00D6: if  1
0038:   $1925 ==  2  ;; integer values
0019:   @32 >  5000  ;; integer values
004D: jump_if_false BBALL_586
00D6: if  21
09CC:   object @0 model_is #BSKBALL_LAX 
09CC:   object @0 model_is #VGSXREFBBALLNET 
004D: jump_if_false BBALL_584
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false BBALL_584
03E5: text_box 'BB_09'

:BBALL_584
0006: @32 =  12000  ;; integer values
0008: $1925 +=  1  ;; integer values

:BBALL_586
00D6: if  21
09CC:   object @0 model_is #BSKBALL_LAX 
09CC:   object @0 model_is #VGSXREFBBALLNET 
004D: jump_if_false BBALL_606
00D6: if  0
0038:   $1921 ==  0  ;; integer values
004D: jump_if_false BBALL_606
00D6: if  0
0038:   $1016 ==  0  ;; integer values
004D: jump_if_false BBALL_602
00D6: if  0
00E1:   key_pressed  0  19
004D: jump_if_false BBALL_601
0004: $1016 =  1  ;; integer values
004F: create_thread BBCHAL_1 @0 

:BBALL_601
0002: jump BBALL_606

:BBALL_602
00D6: if  0
80E1:   NOT   key_pressed  0  19
004D: jump_if_false BBALL_606
0004: $1016 =  0  ;; integer values

:BBALL_606
00D6: if  0
0038:   $8785 ==  0  ;; integer values
004D: jump_if_false BBALL_626
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_626
00D6: if  0
8685:   NOT @1 
004D: jump_if_false BBALL_626
00D6: if  0
0248:   model @23 available
004D: jump_if_false BBALL_626
080A: @0  1 @2 @3 @4 
01BB: store_object @1 position_to $73 $74 $75
0087: @8 = @4  ;; floating-point values only
000F: @8 -=  .7  ;; floating-point values
00D6: if  0
0027:   @8 > $75  ;; floating-point values only
004D: jump_if_false BBALL_626
01BC: put_object @1 at @2 @3 @4

:BBALL_626
0051: return

:BBALL_627
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_683
00D6: if  0
0038:   $8789 ==  1  ;; integer values
004D: jump_if_false BBALL_636
01B2: give_actor $PLAYER_ACTOR weapon  1 ammo  1  ;; Load the weapon model before using this
0004: $8789 =  0  ;; integer values
0249: release_model  331

:BBALL_636
01B9: set_actor $PLAYER_ACTOR armed_weapon_to $8788
0992: $PLAYER_CHAR  1 
0687: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
07CC: $PLAYER_CHAR  1 
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_649
00D6: if  0
0685: @1 
004D: jump_if_false BBALL_649
0682: @1  0.0  0.0  0.0  1 
0050: gosub BBALL_360

:BBALL_649
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_663
00D6: if  0
0248:   model @23 available
004D: jump_if_false BBALL_658
080A: @0  1 $73 $74 $75 
080A: @0  2 @2 @3 @4 
080A: @0  3 @5 @6 @7 

:BBALL_658
00D6: if  0
84EA:   NOT   unknown_object @1 in_cube @2 @3 @4 @5 @6 @7 unknown  0
004D: jump_if_false BBALL_663
0009: $75 +=  1.0  ;; floating-point values
01BC: put_object @1 at $73 $74 $75

:BBALL_663
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false BBALL_672
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false BBALL_671
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0006: @22 =  0  ;; integer values

:BBALL_671
0108: destroy_object $8782

:BBALL_672
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_car_density_to  1.0
09BD:  0 

:BBALL_683
0051: return

:BBALL_684
00D6: if  1
0256:   player $PLAYER_CHAR defined
0248:   model @23 available
004D: jump_if_false BBALL_1308
0871: init_jump_table @17 total_jumps  17  1 BBALL_1308 jumps  1 BBALL_785  2 BBALL_828  3 BBALL_868  4 BBALL_948  5 BBALL_990  6 BBALL_1008  7 BBALL_1222 
0872: jump_table_jumps  8 BBALL_1240  9 BBALL_1258  10 BBALL_1260  11 BBALL_930  12 BBALL_1259  13 BBALL_1001  14 BBALL_691  15 BBALL_738  16 BBALL_1062 
0872: jump_table_jumps  17 BBALL_1151 -1 BBALL_1308 -1 BBALL_1308 -1 BBALL_1308 -1 BBALL_1308 -1 BBALL_1308 -1 BBALL_1308 -1 BBALL_1308 -1 BBALL_1308 

:BBALL_691
00D6: if  0
8039:   NOT   @18 ==  14  ;; integer values
004D: jump_if_false BBALL_716
0006: @24 =  0  ;; integer values
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_704
0613: $PLAYER_ACTOR "BBALL_IDLELOOP" @8 
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false BBALL_704
0006: @24 =  1  ;; integer values
0004: $8792 =  0  ;; integer values

:BBALL_704
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false BBALL_714
0615: @26 
0812: unknown_action_sequence -1 "BBALL_IDLE" "BSKTBALL"  10000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0002: jump BBALL_715

:BBALL_714
0002: jump BBALL_1309

:BBALL_715
0002: jump BBALL_737

:BBALL_716
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_723
0006: @17 =  11  ;; integer values
0002: jump BBALL_684
0002: jump BBALL_737

:BBALL_723
00D6: if  0
0038:   $8792 ==  0  ;; integer values
004D: jump_if_false BBALL_731
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLE" 
004D: jump_if_false BBALL_730
0008: $8792 +=  1  ;; integer values

:BBALL_730
0002: jump BBALL_737

:BBALL_731
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_737
0006: @17 =  11  ;; integer values
0004: $8792 =  0  ;; integer values
0002: jump BBALL_684

:BBALL_737
0002: jump BBALL_1308

:BBALL_738
00D6: if  0
8039:   NOT   @18 ==  15  ;; integer values
004D: jump_if_false BBALL_763
0006: @24 =  0  ;; integer values
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_751
0613: $PLAYER_ACTOR "BBALL_IDLELOOP" @8 
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false BBALL_751
0004: $8793 =  0  ;; integer values
0006: @24 =  1  ;; integer values

:BBALL_751
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false BBALL_761
0615: @26 
0812: unknown_action_sequence -1 "BBALL_IDLE2" "BSKTBALL"  10000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0002: jump BBALL_762

:BBALL_761
0002: jump BBALL_1309

:BBALL_762
0002: jump BBALL_784

:BBALL_763
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_770
0006: @17 =  11  ;; integer values
0002: jump BBALL_684
0002: jump BBALL_784

:BBALL_770
00D6: if  0
0038:   $8793 ==  0  ;; integer values
004D: jump_if_false BBALL_778
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLE2" 
004D: jump_if_false BBALL_777
0008: $8793 +=  1  ;; integer values

:BBALL_777
0002: jump BBALL_784

:BBALL_778
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_784
0006: @17 =  11  ;; integer values
0004: $8793 =  0  ;; integer values
0002: jump BBALL_684

:BBALL_784
0002: jump BBALL_1308

:BBALL_785
00D6: if  23
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_818
00D6: if  4
8611:   NOT $PLAYER_ACTOR "BBALL_PICKUP" 
8611:   NOT $PLAYER_ACTOR "BBALL_SKIDSTOP_L" 
8611:   NOT $PLAYER_ACTOR "BBALL_SKIDSTOP_R" 
8611:   NOT $PLAYER_ACTOR "BBALL_WALKSTOP_L" 
8611:   NOT $PLAYER_ACTOR "BBALL_WALKSTOP_R" 
004D: jump_if_false BBALL_816
0004: $8794 =  0  ;; integer values
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_803
0613: $PLAYER_ACTOR "BBALL_RUN" $8795 

:BBALL_803
0615: @26 
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_811
0812: unknown_action_sequence -1 "BBALL_WALK_START" "BSKTBALL"  8.0  0  1  1  1 -1 
0812: unknown_action_sequence -1 "BBALL_WALK" "BSKTBALL"  10000.0  1  1  1  0 -1 
0004: $8794 =  1  ;; integer values
0002: jump BBALL_812

:BBALL_811
0812: unknown_action_sequence -1 "BBALL_WALK" "BSKTBALL"  8.0  1  1  1  0 -1 

:BBALL_812
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0002: jump BBALL_817

:BBALL_816
0002: jump BBALL_1309

:BBALL_817
0002: jump BBALL_827

:BBALL_818
00D6: if  0
0038:   $8794 ==  0  ;; integer values
004D: jump_if_false BBALL_827
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALK" 
004D: jump_if_false BBALL_827
0613: $PLAYER_ACTOR "BBALL_WALK" @8 
0614: $PLAYER_ACTOR "BBALL_WALK" $8795 
0008: $8794 +=  1  ;; integer values

:BBALL_827
0002: jump BBALL_1308

:BBALL_828
00D6: if  23
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_859
00D6: if  0
0039:   @18 ==  11  ;; integer values
004D: jump_if_false BBALL_839
0006: @17 =  1  ;; integer values
0002: jump BBALL_684

:BBALL_839
00D6: if  4
8611:   NOT $PLAYER_ACTOR "BBALL_PICKUP" 
8611:   NOT $PLAYER_ACTOR "BBALL_SKIDSTOP_L" 
8611:   NOT $PLAYER_ACTOR "BBALL_SKIDSTOP_R" 
8611:   NOT $PLAYER_ACTOR "BBALL_WALKSTOP_L" 
8611:   NOT $PLAYER_ACTOR "BBALL_WALKSTOP_R" 
004D: jump_if_false BBALL_857
0004: $8796 =  0  ;; integer values
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALK" 
004D: jump_if_false BBALL_851
0613: $PLAYER_ACTOR "BBALL_WALK" $8797 

:BBALL_851
0615: @26 
0812: unknown_action_sequence -1 "BBALL_RUN" "BSKTBALL"  8.0  1  1  1  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0002: jump BBALL_858

:BBALL_857
0002: jump BBALL_1309

:BBALL_858
0002: jump BBALL_867

:BBALL_859
00D6: if  0
0038:   $8796 ==  0  ;; integer values
004D: jump_if_false BBALL_867
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_867
0614: $PLAYER_ACTOR "BBALL_RUN" $8797 
0008: $8796 +=  1  ;; integer values

:BBALL_867
0002: jump BBALL_1308

:BBALL_868
00D6: if  0
8039:   NOT   @18 ==  3  ;; integer values
004D: jump_if_false BBALL_917
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_889
0613: $PLAYER_ACTOR "BBALL_RUN" @8 
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_889
0615: @26 
00D6: if  0
0023:    .5 > @8  ;; floating-point values
004D: jump_if_false BBALL_884
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_R" "BSKTBALL"  6.0  0  1  1  1 -1 
0002: jump BBALL_885

:BBALL_884
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 

:BBALL_885
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_889
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALK" 
004D: jump_if_false BBALL_907
0613: $PLAYER_ACTOR "BBALL_WALK" @8 
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALK" 
004D: jump_if_false BBALL_907
0615: @26 
00D6: if  0
0023:    .5 > @8  ;; floating-point values
004D: jump_if_false BBALL_902
0812: unknown_action_sequence -1 "BBALL_WALKSTOP_R" "BSKTBALL"  6.0  0  1  1  1 -1 
0002: jump BBALL_903

:BBALL_902
0812: unknown_action_sequence -1 "BBALL_WALKSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 

:BBALL_903
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_907
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALK_START" 
004D: jump_if_false BBALL_916
0615: @26 
0812: unknown_action_sequence -1 "BBALL_WALKSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_916
0002: jump BBALL_929

:BBALL_917
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_924
0006: @17 =  11  ;; integer values
0002: jump BBALL_1309
0002: jump BBALL_929

:BBALL_924
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_929
0006: @17 =  11  ;; integer values
0002: jump BBALL_1309

:BBALL_929
0002: jump BBALL_1308

:BBALL_930
00D6: if  0
8039:   NOT   @18 ==  11  ;; integer values
004D: jump_if_false BBALL_938
0615: @26 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  1  0  0  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_938
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_947
0615: @26 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  1  0  0  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_947
0002: jump BBALL_1308

:BBALL_948
00D6: if  0
8039:   NOT   @18 ==  4  ;; integer values
004D: jump_if_false BBALL_980
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
080A: @0  0 @2 @3 @4 
0087: @5 = @2  ;; floating-point values only
0065: @5 -= $73  ;; floating-point values 
0087: @6 = @3  ;; floating-point values only
0065: @6 -= $74  ;; floating-point values 
0604: @5 @6 $72 
0086: $8808 = $72  ;; floating-point values only
0615: @26 
080A: @0  0 $73 $74 $75 
06A9: unknown_action_sequence -1 $73 $74 $75  2000 
00D6: if  0
0039:   @18 ==  2  ;; integer values
004D: jump_if_false BBALL_975
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_969
0613: $PLAYER_ACTOR "BBALL_RUN" @8 

:BBALL_969
00D6: if  0
0023:    .5 > @8  ;; floating-point values
004D: jump_if_false BBALL_974
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_L" "BSKTBALL"  6.0  0  1  1  1 -1 
0002: jump BBALL_975

:BBALL_974
0812: unknown_action_sequence -1 "BBALL_SKIDSTOP_R" "BSKTBALL"  6.0  0  1  1  1 -1 

:BBALL_975
0812: unknown_action_sequence -1 "BBALL_JUMP_SHOT" "BSKTBALL"  10000.0  0  0  0  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0002: jump BBALL_989

:BBALL_980
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_JUMP_SHOT" 
004D: jump_if_false BBALL_989
0613: $PLAYER_ACTOR "BBALL_JUMP_SHOT" @8 
00D6: if  0
0027:   @8 > $8784  ;; floating-point values only
004D: jump_if_false BBALL_989
0006: @17 =  6  ;; integer values
0002: jump BBALL_1309

:BBALL_989
0002: jump BBALL_1308

:BBALL_990
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_JUMP_END" 
004D: jump_if_false BBALL_1000
0615: @26 
0812: unknown_action_sequence -1 "BBALL_JUMP_CANCEL" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0006: @17 =  13  ;; integer values
0002: jump BBALL_1309

:BBALL_1000
0002: jump BBALL_1308

:BBALL_1001
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_1007
0006: @17 =  11  ;; integer values
0002: jump BBALL_1309

:BBALL_1007
0002: jump BBALL_1308

:BBALL_1008
00D6: if  0
8039:   NOT   @18 ==  6  ;; integer values
004D: jump_if_false BBALL_1051
00D6: if  0
0685: @1 
004D: jump_if_false BBALL_1050
0682: @1  0.0  0.0  0.0  0 
0050: gosub BBALL_325
04C4: create_coordinate $73 $74 $75 from_actor $PLAYER_ACTOR offset  .04  .694  1.75
01BC: put_object @1 at $73 $74 $75
080A: @0  0 @2 @3 @4 
0509: @8 = distance between point $73 $74 and point @2 @3
0090: $1926 = float_to_integer @8  
0089: @7 = $75  ;; 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  0
0021:   @8 >  20.0  ;; floating-point values
004D: jump_if_false BBALL_1031
0007: @8 =  20.0  ;; floating-point values

:BBALL_1031
0017: @8 /=  20.0  ;; floating-point values 
0013: @8 *=  5.0  ;; floating-point values 
0509: @9 = distance between point $73 $74 and point @2 @3
00D6: if  0
0021:   @9 >  15.0  ;; floating-point values
004D: jump_if_false BBALL_1038
0007: @9 =  15.0  ;; floating-point values

:BBALL_1038
006D: $8783 *= @9  ;; floating-point values
01BB: store_object @1 position_to $73 $74 $75
0653: @9 = stat  23 (muscle)  ; float
0017: @9 /=  1000.0  ;; floating-point values 
000B: @9 +=  1.0  ;; floating-point values
0013: @9 *=  .15  ;; floating-point values 
00D6: if  0
0027:   @9 > $8783  ;; floating-point values only
004D: jump_if_false BBALL_1049
004F: create_thread PROJECT_1 @1 $73 $74 $75 @2 @3 @4 @8  0 @0 
0002: jump BBALL_1050

:BBALL_1049
004F: create_thread PROJECT_1 @1 $73 $74 $75 @2 @3 @4 @8  1 @0 

:BBALL_1050
0002: jump BBALL_1061

:BBALL_1051
00D6: if  0
8611:   NOT $PLAYER_ACTOR "BBALL_JUMP_SHOT" 
004D: jump_if_false BBALL_1061
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_1061
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @17 =  12  ;; integer values
0002: jump BBALL_1309

:BBALL_1061
0002: jump BBALL_1308

:BBALL_1062
00D6: if  0
8039:   NOT   @18 ==  16  ;; integer values
004D: jump_if_false BBALL_1102
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
080A: @0  0 @2 @3 @4 
0089: @5 = $73  ;; floating-point values only
0063: @5 -= @2  ;; floating-point values 
0089: @6 = $74  ;; floating-point values only
0063: @6 -= @3  ;; floating-point values 
0509: @8 = distance between point $73 $74 and point @2 @3
00D6: if  0
0021:   @8 >  .01  ;; floating-point values
004D: jump_if_false BBALL_1077
0073: @5 /= @8  ;; floating-point values 
0073: @6 /= @8  ;; floating-point values 

:BBALL_1077
0013: @5 *=  .01  ;; floating-point values 
0013: @6 *=  .01  ;; floating-point values 
0088: $73 = @2  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0088: $74 = @3  ;; floating-point values only
005F: $74 += @6  ;; floating-point values 
0088: $75 = @4  ;; floating-point values only
000D: $75 -=  1.9  ;; floating-point values
0086: $8809 = $73  ;; floating-point values only
0086: $8810 = $74  ;; floating-point values only
0086: $8811 = $75  ;; floating-point values only
0013: @5 *= -1.0  ;; floating-point values 
0013: @6 *= -1.0  ;; floating-point values 
0604: @5 @6 $72 
0086: $8808 = $72  ;; floating-point values only
0615: @26 
0812: unknown_action_sequence -1 "BBALL_DNK_LNCH" "BSKTBALL"  4.0  0  1  1  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK_GLI" "BSKTBALL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK" "BSKTBALL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK_LND" "BSKTBALL"  1000.0  0  0  0  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0005: $8812 =  0.0  ;; floating-point values
0002: jump BBALL_1150

:BBALL_1102
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK_GLI" 
004D: jump_if_false BBALL_1120
00D6: if  0
83CA:   NOT   object $8782 exists
004D: jump_if_false BBALL_1120
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
080A: @0  0 @2 @3 @4 
0509: $8798 = distance between point $73 $74 and point @2 @3
0005: $8812 =  0.0  ;; floating-point values
0172: $72 = actor $PLAYER_ACTOR z_angle
029B: $8782 = init_object #BBALL_INGAME at $73 $74 $75
0177: set_object $8782 z_angle_to $72
0382: set_object $8782 collision_detection  0
0750: $8782  0 
0550: unknown_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_1120
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK" 
004D: jump_if_false BBALL_1126
0006: @17 =  17  ;; integer values
0002: jump BBALL_1309
0002: jump BBALL_1134

:BBALL_1126
00D6: if  0
8611:   NOT $PLAYER_ACTOR "BBALL_DNK_GLI" 
004D: jump_if_false BBALL_1134
00D6: if  0
8611:   NOT $PLAYER_ACTOR "BBALL_DNK_LNCH" 
004D: jump_if_false BBALL_1134
0006: @17 =  17  ;; integer values
0002: jump BBALL_1309

:BBALL_1134
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK_GLI" 
004D: jump_if_false BBALL_1150
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false BBALL_1150
00D6: if  0
0020:   $8812 >  1.0  ;; floating-point values
004D: jump_if_false BBALL_1150
0792: $PLAYER_ACTOR 
0615: @26 
0812: unknown_action_sequence -1 "BBALL_DNK" "BSKTBALL"  1000.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_DNK_LND" "BSKTBALL"  1000.0  0  0  0  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_1150
0002: jump BBALL_1308

:BBALL_1151
00D6: if  0
8039:   NOT   @18 ==  17  ;; integer values
004D: jump_if_false BBALL_1192
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK" 
004D: jump_if_false BBALL_1190
00D6: if  0
0685: @1 
004D: jump_if_false BBALL_1189
00D6: if  0
0837: @1 "BBALL_DNK_O" 
004D: jump_if_false BBALL_1180
0839: @1 "BBALL_DNK_O" @8 
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false BBALL_1177
0682: @1  0.0  0.0  0.0  0 
0050: gosub BBALL_325
080A: @0  0 $73 $74 $75 
0009: $75 += -.5  ;; floating-point values
01BC: put_object @1 at $73 $74 $75
0550: unknown_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 -.1
0002: jump BBALL_1179

:BBALL_1177
0006: @18 =  0  ;; integer values
0002: jump BBALL_1309

:BBALL_1179
0002: jump BBALL_1189

:BBALL_1180
0682: @1  0.0  0.0  0.0  0 
0050: gosub BBALL_325
080A: @0  0 $73 $74 $75 
0009: $75 += -.5  ;; floating-point values
01BC: put_object @1 at $73 $74 $75
0550: unknown_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 -.1

:BBALL_1189
0002: jump BBALL_1191

:BBALL_1190
02CE: $8811 = ground_z $8809 $8810 $8811

:BBALL_1191
0002: jump BBALL_1221

:BBALL_1192
00D6: if  3
8611:   NOT $PLAYER_ACTOR "BBALL_DNK_LNCH" 
8611:   NOT $PLAYER_ACTOR "BBALL_DNK_GLI" 
8611:   NOT $PLAYER_ACTOR "BBALL_DNK" 
8611:   NOT $PLAYER_ACTOR "BBALL_DNK_LND" 
004D: jump_if_false BBALL_1212
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_1211
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false BBALL_1208
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0108: destroy_object $8782
0006: @22 =  0  ;; integer values

:BBALL_1208
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @17 =  12  ;; integer values
0002: jump BBALL_1309

:BBALL_1211
0002: jump BBALL_1221

:BBALL_1212
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK_LND" 
004D: jump_if_false BBALL_1221
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  1.0  0.0
02CE: $75 = ground_z $73 $74 $75
0009: $75 +=  1.0  ;; floating-point values
0086: $8809 = $73  ;; floating-point values only
0086: $8810 = $74  ;; floating-point values only
0086: $8811 = $75  ;; floating-point values only

:BBALL_1221
0002: jump BBALL_1308

:BBALL_1222
00D6: if  0
8039:   NOT   @18 ==  7  ;; integer values
004D: jump_if_false BBALL_1230
0615: @26 
0812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  1  0  0  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_1230
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_1239
0615: @26 
0812: unknown_action_sequence -1 "BBALL_DEF_LOOP" "BSKTBALL"  4.0  1  0  0  0 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_1239
0002: jump BBALL_1308

:BBALL_1240
00D6: if  0
8039:   NOT   @18 ==  8  ;; integer values
004D: jump_if_false BBALL_1248
0615: @26 
0812: unknown_action_sequence -1 "BBALL_DEF_JUMP_SHOT" "BSKTBALL"  4.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_1248
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_1257
0615: @26 
0812: unknown_action_sequence -1 "BBALL_DEF_JUMP_SHOT" "BSKTBALL"  4.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 

:BBALL_1257
0002: jump BBALL_1308

:BBALL_1258
0002: jump BBALL_1308

:BBALL_1259
0002: jump BBALL_1308

:BBALL_1260
00D6: if  0
8039:   NOT   @18 ==  10  ;; integer values
004D: jump_if_false BBALL_1295
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_1270
01BB: store_object @1 position_to @2 @3 @4

:BBALL_1270
0089: @5 = $73  ;; floating-point values only
0063: @5 -= @2  ;; floating-point values 
0089: @6 = $74  ;; floating-point values only
0063: @6 -= @3  ;; floating-point values 
0509: @8 = distance between point $73 $74 and point @2 @3
0073: @5 /= @8  ;; floating-point values 
0073: @6 /= @8  ;; floating-point values 
0013: @5 *=  .5  ;; floating-point values 
0013: @6 *=  .5  ;; floating-point values 
0088: $73 = @2  ;; floating-point values only
005F: $73 += @5  ;; floating-point values 
0088: $74 = @3  ;; floating-point values only
005F: $74 += @6  ;; floating-point values 
0087: @5 = @2  ;; floating-point values only
0065: @5 -= $73  ;; floating-point values 
0087: @6 = @3  ;; floating-point values only
0065: @6 -= $74  ;; floating-point values 
0604: @5 @6 $72 
0615: @26 
0804: unknown_action_sequence -1 $73 $74 $75 $72 -1.0 "BBALL_PICKUP" "BSKTBALL"  4.0  0  0  0  1 -1 
0812: unknown_action_sequence -1 "BBALL_IDLELOOP" "BSKTBALL"  10000.0  0  0  0  1 -1 
0616: @26 
0618: $PLAYER_ACTOR @26 
061B: @26 
0002: jump BBALL_1307

:BBALL_1295
062E: $PLAYER_ACTOR  1560 @24 
00D6: if  0
04A4: @24  7 
004D: jump_if_false BBALL_1302
0006: @17 =  11  ;; integer values
0002: jump BBALL_1309
0002: jump BBALL_1307

:BBALL_1302
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_1307
0006: @17 =  11  ;; integer values
0002: jump BBALL_1309

:BBALL_1307
0002: jump BBALL_1308

:BBALL_1308
0085: @18 = @17  ;; integer values and handles

:BBALL_1309
0051: return

:BBALL_1310
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_1671
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLELOOP" 
004D: jump_if_false BBALL_1345
0613: $PLAYER_ACTOR "BBALL_IDLELOOP" @8 
00D6: if  0
8611:   NOT $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_1333
00D6: if  0
0021:   @8 >  .45  ;; floating-point values
004D: jump_if_false BBALL_1329
00D6: if  0
8039:   NOT   @27 ==  1  ;; integer values
004D: jump_if_false BBALL_1328
097B: @1  1010 
0006: @27 =  1  ;; integer values

:BBALL_1328
0002: jump BBALL_1333

:BBALL_1329
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false BBALL_1333
0006: @27 =  0  ;; integer values

:BBALL_1333
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1345
00D6: if  0
0837: @1 "BBALL_IDLELOOP_O" 
004D: jump_if_false BBALL_1341
083A: @1 "BBALL_IDLELOOP_O" @8 
0002: jump BBALL_1345

:BBALL_1341
00D6: if  0
075A: @1 "BBALL_IDLELOOP_O" "BSKTBALL"  1000.0  1  0 
004D: jump_if_false BBALL_1345
083A: @1 "BBALL_IDLELOOP_O" @8 

:BBALL_1345
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLE" 
004D: jump_if_false BBALL_1374
0613: $PLAYER_ACTOR "BBALL_IDLE" @8 
00D6: if  0
0021:   @8 >  .87671  ;; floating-point values
004D: jump_if_false BBALL_1358
00D6: if  0
8039:   NOT   @27 ==  2  ;; integer values
004D: jump_if_false BBALL_1357
097B: @1  1010 
0006: @27 =  2  ;; integer values

:BBALL_1357
0002: jump BBALL_1362

:BBALL_1358
00D6: if  0
0039:   @27 ==  2  ;; integer values
004D: jump_if_false BBALL_1362
0006: @27 =  0  ;; integer values

:BBALL_1362
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1374
00D6: if  0
0837: @1 "BBALL_IDLE_O" 
004D: jump_if_false BBALL_1370
083A: @1 "BBALL_IDLE_O" @8 
0002: jump BBALL_1374

:BBALL_1370
00D6: if  0
075A: @1 "BBALL_IDLE_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false BBALL_1374
083A: @1 "BBALL_IDLE_O" @8 

:BBALL_1374
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_IDLE2" 
004D: jump_if_false BBALL_1390
0613: $PLAYER_ACTOR "BBALL_IDLE2" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1390
00D6: if  0
0837: @1 "BBALL_IDLE2_O" 
004D: jump_if_false BBALL_1386
083A: @1 "BBALL_IDLE2_O" @8 
0002: jump BBALL_1390

:BBALL_1386
00D6: if  0
075A: @1 "BBALL_IDLE2_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false BBALL_1390
083A: @1 "BBALL_IDLE2_O" @8 

:BBALL_1390
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_JUMP_SHOT" 
004D: jump_if_false BBALL_1407
00D6: if  0
0685: @1 
004D: jump_if_false BBALL_1407
0613: $PLAYER_ACTOR "BBALL_JUMP_SHOT" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1407
00D6: if  0
0837: @1 "BBALL_JUMP_SHOT_O" 
004D: jump_if_false BBALL_1404
0002: jump BBALL_1407

:BBALL_1404
00D6: if  0
075A: @1 "BBALL_JUMP_SHOT_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false BBALL_1407

:BBALL_1407
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_JUMP_CANCEL" 
004D: jump_if_false BBALL_1423
0613: $PLAYER_ACTOR "BBALL_JUMP_CANCEL" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1423
00D6: if  0
0837: @1 "BBALL_JUMP_CANCEL_O" 
004D: jump_if_false BBALL_1419
083A: @1 "BBALL_JUMP_CANCEL_O" @8 
0002: jump BBALL_1423

:BBALL_1419
00D6: if  0
075A: @1 "BBALL_JUMP_CANCEL_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false BBALL_1423
083A: @1 "BBALL_JUMP_CANCEL_O" @8 

:BBALL_1423
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_PICKUP" 
004D: jump_if_false BBALL_1458
00D6: if  0
8685:   NOT @1 
004D: jump_if_false BBALL_1432
069B: @1 $PLAYER_ACTOR  0.0  .5 -1.0  0.0  0.0  0.0 
0050: gosub BBALL_325
0002: jump BBALL_1458

:BBALL_1432
0613: $PLAYER_ACTOR "BBALL_PICKUP" @8 
00D6: if  0
0021:   @8 >  .836  ;; floating-point values
004D: jump_if_false BBALL_1442
00D6: if  0
8039:   NOT   @27 ==  3  ;; integer values
004D: jump_if_false BBALL_1441
097B: @1  1010 
0006: @27 =  3  ;; integer values

:BBALL_1441
0002: jump BBALL_1446

:BBALL_1442
00D6: if  0
0039:   @27 ==  3  ;; integer values
004D: jump_if_false BBALL_1446
0006: @27 =  0  ;; integer values

:BBALL_1446
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1458
00D6: if  0
0837: @1 "BBALL_PICKUP_O" 
004D: jump_if_false BBALL_1454
083A: @1 "BBALL_PICKUP_O" @8 
0002: jump BBALL_1458

:BBALL_1454
00D6: if  0
075A: @1 "BBALL_PICKUP_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false BBALL_1458
083A: @1 "BBALL_PICKUP_O" @8 

:BBALL_1458
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_1497
0613: $PLAYER_ACTOR "BBALL_RUN" @8 
00D6: if  0
0021:   @8 >  .222  ;; floating-point values
004D: jump_if_false BBALL_1480
00D6: if  0
0023:    .74 > @8  ;; floating-point values
004D: jump_if_false BBALL_1474
00D6: if  0
8039:   NOT   @27 ==  4  ;; integer values
004D: jump_if_false BBALL_1473
097B: @1  1010 
0006: @27 =  4  ;; integer values

:BBALL_1473
0002: jump BBALL_1479

:BBALL_1474
00D6: if  0
8039:   NOT   @27 ==  5  ;; integer values
004D: jump_if_false BBALL_1479
097B: @1  1010 
0006: @27 =  5  ;; integer values

:BBALL_1479
0002: jump BBALL_1485

:BBALL_1480
00D6: if  21
0039:   @27 ==  4  ;; integer values
0039:   @27 ==  5  ;; integer values
004D: jump_if_false BBALL_1485
0006: @27 =  0  ;; integer values

:BBALL_1485
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1497
00D6: if  0
0837: @1 "BBALL_RUN_O" 
004D: jump_if_false BBALL_1493
083A: @1 "BBALL_RUN_O" @8 
0002: jump BBALL_1497

:BBALL_1493
00D6: if  0
075A: @1 "BBALL_RUN_O" "BSKTBALL"  8.0  1  0 
004D: jump_if_false BBALL_1497
083A: @1 "BBALL_RUN_O" @8 

:BBALL_1497
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_SKIDSTOP_L" 
004D: jump_if_false BBALL_1513
0613: $PLAYER_ACTOR "BBALL_SKIDSTOP_L" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1513
00D6: if  0
0837: @1 "BBALL_SKIDSTOP_L_O" 
004D: jump_if_false BBALL_1509
083A: @1 "BBALL_SKIDSTOP_L_O" @8 
0002: jump BBALL_1513

:BBALL_1509
00D6: if  0
075A: @1 "BBALL_SKIDSTOP_L_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false BBALL_1513
083A: @1 "BBALL_SKIDSTOP_L_O" @8 

:BBALL_1513
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_SKIDSTOP_R" 
004D: jump_if_false BBALL_1529
0613: $PLAYER_ACTOR "BBALL_SKIDSTOP_R" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1529
00D6: if  0
0837: @1 "BBALL_SKIDSTOP_R_O" 
004D: jump_if_false BBALL_1525
083A: @1 "BBALL_SKIDSTOP_R_O" @8 
0002: jump BBALL_1529

:BBALL_1525
00D6: if  0
075A: @1 "BBALL_SKIDSTOP_R_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false BBALL_1529
083A: @1 "BBALL_SKIDSTOP_R_O" @8 

:BBALL_1529
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALKSTOP_L" 
004D: jump_if_false BBALL_1545
0613: $PLAYER_ACTOR "BBALL_WALKSTOP_L" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1545
00D6: if  0
0837: @1 "BBALL_WALKSTOP_L_O" 
004D: jump_if_false BBALL_1541
083A: @1 "BBALL_WALKSTOP_L_O" @8 
0002: jump BBALL_1545

:BBALL_1541
00D6: if  0
075A: @1 "BBALL_WALKSTOP_L_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false BBALL_1545
083A: @1 "BBALL_WALKSTOP_L_O" @8 

:BBALL_1545
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALKSTOP_R" 
004D: jump_if_false BBALL_1561
0613: $PLAYER_ACTOR "BBALL_WALKSTOP_R" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1561
00D6: if  0
0837: @1 "BBALL_WALKSTOP_R_O" 
004D: jump_if_false BBALL_1557
083A: @1 "BBALL_WALKSTOP_R_O" @8 
0002: jump BBALL_1561

:BBALL_1557
00D6: if  0
075A: @1 "BBALL_WALKSTOP_R_O" "BSKTBALL"  6.0  0  1 
004D: jump_if_false BBALL_1561
083A: @1 "BBALL_WALKSTOP_R_O" @8 

:BBALL_1561
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALK" 
004D: jump_if_false BBALL_1603
0613: $PLAYER_ACTOR "BBALL_WALK" @8 
00D6: if  0
8611:   NOT $PLAYER_ACTOR "BBALL_RUN" 
004D: jump_if_false BBALL_1591
00D6: if  0
0021:   @8 >  .218  ;; floating-point values
004D: jump_if_false BBALL_1586
00D6: if  0
0023:    .718 > @8  ;; floating-point values
004D: jump_if_false BBALL_1580
00D6: if  0
8039:   NOT   @27 ==  6  ;; integer values
004D: jump_if_false BBALL_1579
097B: @1  1010 
0006: @27 =  6  ;; integer values

:BBALL_1579
0002: jump BBALL_1585

:BBALL_1580
00D6: if  0
8039:   NOT   @27 ==  7  ;; integer values
004D: jump_if_false BBALL_1585
097B: @1  1010 
0006: @27 =  7  ;; integer values

:BBALL_1585
0002: jump BBALL_1591

:BBALL_1586
00D6: if  21
0039:   @27 ==  6  ;; integer values
0039:   @27 ==  7  ;; integer values
004D: jump_if_false BBALL_1591
0006: @27 =  0  ;; integer values

:BBALL_1591
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1603
00D6: if  0
0837: @1 "BBALL_WALK_O" 
004D: jump_if_false BBALL_1599
083A: @1 "BBALL_WALK_O" @8 
0002: jump BBALL_1603

:BBALL_1599
00D6: if  0
075A: @1 "BBALL_WALK_O" "BSKTBALL"  1000.0  1  0 
004D: jump_if_false BBALL_1603
083A: @1 "BBALL_WALK_O" @8 

:BBALL_1603
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_WALK_START" 
004D: jump_if_false BBALL_1619
0613: $PLAYER_ACTOR "BBALL_WALK_START" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1619
00D6: if  0
0837: @1 "BBALL_WALK_START_O" 
004D: jump_if_false BBALL_1615
083A: @1 "BBALL_WALK_START_O" @8 
0002: jump BBALL_1619

:BBALL_1615
00D6: if  0
075A: @1 "BBALL_WALK_START_O" "BSKTBALL"  8.0  0  1 
004D: jump_if_false BBALL_1619
083A: @1 "BBALL_WALK_START_O" @8 

:BBALL_1619
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK_LNCH" 
004D: jump_if_false BBALL_1635
0613: $PLAYER_ACTOR "BBALL_DNK_LNCH" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1635
00D6: if  0
0837: @1 "BBALL_DNK_LNCH_O" 
004D: jump_if_false BBALL_1631
083A: @1 "BBALL_DNK_LNCH_O" @8 
0002: jump BBALL_1635

:BBALL_1631
00D6: if  0
075A: @1 "BBALL_DNK_LNCH_O" "BSKTBALL"  4.0  0  1 
004D: jump_if_false BBALL_1635
083A: @1 "BBALL_DNK_LNCH_O" @8 

:BBALL_1635
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK_GLI" 
004D: jump_if_false BBALL_1651
0613: $PLAYER_ACTOR "BBALL_DNK_GLI" @8 
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1651
00D6: if  0
0837: @1 "BBALL_DNK_GLI_O" 
004D: jump_if_false BBALL_1647
083A: @1 "BBALL_DNK_GLI_O" @8 
0002: jump BBALL_1651

:BBALL_1647
00D6: if  0
075A: @1 "BBALL_DNK_GLI_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false BBALL_1651
083A: @1 "BBALL_DNK_GLI_O" @8 

:BBALL_1651
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK" 
004D: jump_if_false BBALL_1671
0613: $PLAYER_ACTOR "BBALL_DNK" @8 
00D6: if  0
0023:    .2 > @8  ;; floating-point values
004D: jump_if_false BBALL_1671
00D6: if  0
09CC:   object @1 model_is #BBALL_INGAME 
004D: jump_if_false BBALL_1671
00D6: if  0
0685: @1 
004D: jump_if_false BBALL_1671
00D6: if  0
0837: @1 "BBALL_DNK_O" 
004D: jump_if_false BBALL_1668
0002: jump BBALL_1671

:BBALL_1668
00D6: if  0
075A: @1 "BBALL_DNK_O" "BSKTBALL"  1000.0  0  1 
004D: jump_if_false BBALL_1671

:BBALL_1671
0051: return

:BBALL_1672
00D6: if  1
0256:   player $PLAYER_CHAR defined
0248:   model @23 available
004D: jump_if_false BBALL_1861
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
01BB: store_object @0 position_to @2 @3 @4
080A: @0  3 @5 @6 @7 
080A: @0  0 @8 @8 $8804 
0009: $8804 += -1.0  ;; floating-point values
0871: init_jump_table $8791 total_jumps  4  0 BBALL_1778 jumps  1 BBALL_1682  2 BBALL_1706  3 BBALL_1730  4 BBALL_1754 -1 BBALL_1778 -1 BBALL_1778 -1 BBALL_1778 

:BBALL_1682
0088: $8802 = @2  ;; floating-point values only
0009: $8802 +=  .2  ;; floating-point values
0086: $8803 = $74  ;; floating-point values only
0009: $8803 +=  5.0  ;; floating-point values
000B: @6 +=  5.0  ;; floating-point values
00D6: if  0
0026:   $8803 > @6  ;; floating-point values 
004D: jump_if_false BBALL_1691
0088: $8803 = @6  ;; floating-point values only

:BBALL_1691
0087: @8 = @3  ;; floating-point values only
000B: @8 +=  5.0  ;; floating-point values
00D6: if  0
0027:   @8 > $8803  ;; floating-point values only
004D: jump_if_false BBALL_1697
0088: $8803 = @8  ;; floating-point values only

:BBALL_1697
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 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump BBALL_1778

:BBALL_1706
0086: $8802 = $73  ;; floating-point values only
000D: $8802 -=  5.0  ;; floating-point values
0088: $8803 = @3  ;; floating-point values only
0009: $8803 +=  .2  ;; floating-point values
000B: @5 += -5.0  ;; floating-point values
00D6: if  0
0027:   @5 > $8802  ;; floating-point values only
004D: jump_if_false BBALL_1715
0088: $8802 = @5  ;; floating-point values only

:BBALL_1715
0087: @8 = @2  ;; floating-point values only
000F: @8 -=  5.0  ;; floating-point values
00D6: if  0
0026:   $8802 > @8  ;; floating-point values 
004D: jump_if_false BBALL_1721
0088: $8802 = @8  ;; floating-point values only

:BBALL_1721
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 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump BBALL_1778

:BBALL_1730
0088: $8802 = @2  ;; floating-point values only
000D: $8802 -=  .2  ;; floating-point values
0086: $8803 = $74  ;; floating-point values only
000D: $8803 -=  5.0  ;; floating-point values
000B: @6 += -5.0  ;; floating-point values
00D6: if  0
0027:   @6 > $8803  ;; floating-point values only
004D: jump_if_false BBALL_1739
0088: $8803 = @6  ;; floating-point values only

:BBALL_1739
0087: @8 = @3  ;; floating-point values only
000F: @8 -=  5.0  ;; floating-point values
00D6: if  0
0026:   $8803 > @8  ;; floating-point values 
004D: jump_if_false BBALL_1745
0088: $8803 = @8  ;; floating-point values only

:BBALL_1745
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 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump BBALL_1778

:BBALL_1754
0086: $8802 = $73  ;; floating-point values only
0009: $8802 +=  5.0  ;; floating-point values
0088: $8803 = @3  ;; floating-point values only
000D: $8803 -=  .2  ;; floating-point values
000B: @5 +=  5.0  ;; floating-point values
00D6: if  0
0026:   $8802 > @5  ;; floating-point values 
004D: jump_if_false BBALL_1763
0088: $8802 = @5  ;; floating-point values only

:BBALL_1763
0087: @8 = @2  ;; floating-point values only
000B: @8 +=  5.0  ;; floating-point values
00D6: if  0
0027:   @8 > $8802  ;; floating-point values only
004D: jump_if_false BBALL_1769
0088: $8802 = @8  ;; floating-point values only

:BBALL_1769
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 *=  .29  ;; floating-point values 
000B: @9 +=  .34  ;; floating-point values
0002: jump BBALL_1778

:BBALL_1778
0088: $8799 = @2  ;; floating-point values only
0061: $8799 -= $73  ;; floating-point values
0088: $8800 = @3  ;; floating-point values only
0061: $8800 -= $74  ;; floating-point values
0088: $8801 = @4  ;; floating-point values only
0061: $8801 -= $75  ;; floating-point values
006D: $8799 *= @9  ;; floating-point values
006D: $8800 *= @9  ;; floating-point values
006D: $8801 *= @9  ;; floating-point values
0086: $8805 = $73  ;; floating-point values only
0059: $8805 += $8799  ;; floating-point values
0086: $8806 = $74  ;; floating-point values only
0059: $8806 += $8800  ;; floating-point values
0086: $8807 = $75  ;; floating-point values only
0059: $8807 += $8801  ;; floating-point values
080A: @0  2 @2 @3 @4 
080A: @0  3 @5 @6 @7 
00D6: if  0
0025:   @2 > @5  ;; floating-point values  
004D: jump_if_false BBALL_1807
00D6: if  0
0026:   $8805 > @2  ;; floating-point values 
004D: jump_if_false BBALL_1802
0088: $8805 = @2  ;; floating-point values only

:BBALL_1802
00D6: if  0
0027:   @5 > $8805  ;; floating-point values only
004D: jump_if_false BBALL_1806
0088: $8805 = @5  ;; floating-point values only

:BBALL_1806
0002: jump BBALL_1815

:BBALL_1807
00D6: if  0
0026:   $8805 > @5  ;; floating-point values 
004D: jump_if_false BBALL_1811
0088: $8805 = @5  ;; floating-point values only

:BBALL_1811
00D6: if  0
0027:   @2 > $8805  ;; floating-point values only
004D: jump_if_false BBALL_1815
0088: $8805 = @2  ;; floating-point values only

:BBALL_1815
00D6: if  0
0025:   @3 > @6  ;; floating-point values  
004D: jump_if_false BBALL_1827
00D6: if  0
0026:   $8806 > @3  ;; floating-point values 
004D: jump_if_false BBALL_1822
0088: $8806 = @3  ;; floating-point values only

:BBALL_1822
00D6: if  0
0027:   @6 > $8806  ;; floating-point values only
004D: jump_if_false BBALL_1826
0088: $8806 = @6  ;; floating-point values only

:BBALL_1826
0002: jump BBALL_1835

:BBALL_1827
00D6: if  0
0026:   $8806 > @6  ;; floating-point values 
004D: jump_if_false BBALL_1831
0088: $8806 = @6  ;; floating-point values only

:BBALL_1831
00D6: if  0
0027:   @3 > $8806  ;; floating-point values only
004D: jump_if_false BBALL_1835
0088: $8806 = @3  ;; floating-point values only

:BBALL_1835
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 *=  .25  ;; floating-point values
0011: $8800 *=  .25  ;; floating-point values
0011: $8801 *=  .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 *=  .1  ;; floating-point values
0011: $8800 *=  .1  ;; floating-point values
0011: $8801 *=  .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_1861
0051: return

:BBALL_1862
00D6: if  1
0685: @1 
0248:   model @23 available
004D: jump_if_false BBALL_2082
0006: @24 =  1  ;; integer values
00D6: if  24
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_1875
0006: @24 =  0  ;; integer values

:BBALL_1875
00D6: if  21
0039:   @17 ==  14  ;; integer values
0039:   @17 ==  15  ;; integer values
004D: jump_if_false BBALL_1880
0006: @24 =  0  ;; integer values

:BBALL_1880
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false BBALL_2037
00D6: if  21
00E1:   key_pressed  0  0
00E1:   key_pressed  0  1
004D: jump_if_false BBALL_1936
0494: get_joystick_data  0 $17 $18 $19 $20
008D: $73 = integer_to_float $17
008D: $74 = integer_to_float $18
0015: $73 /=  128.0  ;; floating-point values
0015: $74 /= -128.0  ;; floating-point values
0089: @8 = $73  ;; floating-point values only
006F: @8 *= $73  ;; floating-point values
0089: @9 = $74  ;; floating-point values only
006F: @9 *= $74  ;; floating-point values
005B: @8 += @9  ;; floating-point values 
01FB: @8 = square_root @8
0604: $73 $74 $8808 
00D6: if  0
0038:   $8786 ==  1  ;; integer values
004D: jump_if_false BBALL_1907
0088: $73 = @13  ;; floating-point values only
0067: $73 -= @10  ;; floating-point values
0088: $74 = @14  ;; floating-point values only
0067: $74 -= @11  ;; floating-point values
0002: jump BBALL_1915

:BBALL_1907
068D: @2 @3 @4 
068E: @5 @6 @7 
0088: $73 = @5  ;; floating-point values only
0067: $73 -= @2  ;; floating-point values
0088: $74 = @6  ;; floating-point values only
0067: $74 -= @3  ;; floating-point values
0088: $75 = @7  ;; floating-point values only
0067: $75 -= @4  ;; floating-point values

:BBALL_1915
0604: $73 $74 @9 
005F: $8808 += @9  ;; floating-point values 
00D6: if  0
0021:   @8 >  .3  ;; floating-point values
004D: jump_if_false BBALL_1927
00D6: if  0
0023:    .8 > @8  ;; floating-point values
004D: jump_if_false BBALL_1925
0006: @17 =  1  ;; integer values
0002: jump BBALL_1926

:BBALL_1925
0006: @17 =  2  ;; integer values

:BBALL_1926
0002: jump BBALL_1935

:BBALL_1927
00D6: if  23
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_1935
0006: @17 =  3  ;; integer values
0006: @18 =  0  ;; integer values

:BBALL_1935
0002: jump BBALL_1944

:BBALL_1936
00D6: if  23
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_1944
0006: @17 =  3  ;; integer values
0006: @18 =  0  ;; integer values

:BBALL_1944
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false BBALL_2020
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BBALL_2014
00D6: if  0
8039:   NOT   @18 ==  6  ;; integer values
004D: jump_if_false BBALL_2013
080A: @0  0 $73 $74 $75 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BBALL_1958
00A0: store_actor $PLAYER_ACTOR position_to @2 @3 @4

:BBALL_1958
0089: @5 = $73  ;; floating-point values only
0063: @5 -= @2  ;; floating-point values 
0089: @6 = $74  ;; floating-point values only
0063: @6 -= @3  ;; floating-point values 
01BB: store_object @0 position_to $73 $74 $75
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 -= $73  ;; floating-point values 
0087: @9 = @3  ;; floating-point values only
0065: @9 -= $74  ;; floating-point values 
0087: @2 = @8  ;; floating-point values only
0087: @3 = @9  ;; floating-point values only
05A4: @5 @6 @2 @3 @8 
0006: @24 =  0  ;; integer values
00D6: if  0
0023:    90.0 > @8  ;; floating-point values
004D: jump_if_false BBALL_2013
0006: @24 =  0  ;; integer values
00D6: if  0
0039:   @18 ==  2  ;; integer values
004D: jump_if_false BBALL_2006
0653: @8 = stat  21 (fat)  ; float
00D6: if  0
0023:    400.0 > @8  ;; floating-point values
004D: jump_if_false BBALL_2006
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
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 $73 $74 and point @2 @3
00D6: if  1
0021:   @8 >  2.4  ;; floating-point values
0023:    3.5 > @8  ;; floating-point values
004D: jump_if_false BBALL_2006
0088: $8799 = @5  ;; floating-point values only
0061: $8799 -= $73  ;; floating-point values
0088: $8800 = @6  ;; floating-point values only
0061: $8800 -= $74  ;; floating-point values
0087: @8 = @2  ;; floating-point values only
0065: @8 -= $73  ;; floating-point values 
0087: @9 = @3  ;; floating-point values only
0065: @9 -= $74  ;; floating-point values 
05A4: $8799 $8800 @8 @9 $75 
00D6: if  0
0022:    90.0 > $75  ;; floating-point values
004D: jump_if_false BBALL_2005
0006: @24 =  1  ;; integer values
0002: jump BBALL_2006

:BBALL_2005
0006: @24 =  0  ;; integer values

:BBALL_2006
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false BBALL_2011
0006: @17 =  16  ;; integer values
0002: jump BBALL_2012

:BBALL_2011
0006: @17 =  4  ;; integer values

:BBALL_2012
0006: @21 =  1  ;; integer values

:BBALL_2013
0002: jump BBALL_2019

:BBALL_2014
00D6: if  1
0039:   @18 ==  4  ;; integer values
8039:   NOT   @17 ==  6  ;; integer values
004D: jump_if_false BBALL_2019
0006: @21 =  1  ;; integer values

:BBALL_2019
0002: jump BBALL_2020

:BBALL_2020
00D6: if  1
0039:   @17 ==  11  ;; integer values
0039:   @18 ==  11  ;; integer values
004D: jump_if_false BBALL_2028
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false BBALL_2028
0006: @17 =  14  ;; integer values

:BBALL_2028
00D6: if  1
0039:   @17 ==  11  ;; integer values
0039:   @18 ==  11  ;; integer values
004D: jump_if_false BBALL_2036
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BBALL_2036
0006: @17 =  15  ;; integer values

:BBALL_2036
0002: jump BBALL_2081

:BBALL_2037
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false BBALL_2081
00D6: if  21
0039:   @17 ==  4  ;; integer values
0039:   @17 ==  6  ;; integer values
004D: jump_if_false BBALL_2077
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BBALL_2063
0006: @21 =  0  ;; integer values
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_JUMP_SHOT" 
004D: jump_if_false BBALL_2061
0613: $PLAYER_ACTOR "BBALL_JUMP_SHOT" @8 
00D6: if  0
0027:   @8 > $8784  ;; floating-point values only
004D: jump_if_false BBALL_2058
0088: $8783 = @8  ;; floating-point values only
0061: $8783 -= $8784  ;; floating-point values
0002: jump BBALL_2060

:BBALL_2058
0086: $8783 = $8784  ;; floating-point values only
0067: $8783 -= @8  ;; floating-point values

:BBALL_2060
0002: jump BBALL_2062

:BBALL_2061
0005: $8783 =  1.0  ;; floating-point values

:BBALL_2062
0002: jump BBALL_2076

:BBALL_2063
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_JUMP_SHOT" 
004D: jump_if_false BBALL_2075
0613: $PLAYER_ACTOR "BBALL_JUMP_SHOT" @8 
0089: @9 = $8784  ;; floating-point values only
000B: @9 +=  .1  ;; floating-point values
00D6: if  0
0025:   @8 > @9  ;; floating-point values  
004D: jump_if_false BBALL_2074
0005: $8783 =  1.0  ;; floating-point values
0006: @21 =  0  ;; integer values

:BBALL_2074
0002: jump BBALL_2076

:BBALL_2075
0005: $8783 =  1.0  ;; floating-point values

:BBALL_2076
0002: jump BBALL_2081

:BBALL_2077
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BBALL_2081
0006: @21 =  0  ;; integer values

:BBALL_2081
0002: jump BBALL_2101

:BBALL_2082
00D6: if  0
0039:   @18 ==  12  ;; integer values
004D: jump_if_false BBALL_2101
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false BBALL_2097
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false BBALL_2096
01BB: store_object @1 position_to $73 $74 $75
00D6: if  0
0475: $PLAYER_ACTOR @1  .7  .7  2.0  0 
004D: jump_if_false BBALL_2096
0006: @17 =  10  ;; integer values

:BBALL_2096
0002: jump BBALL_2101

:BBALL_2097
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BBALL_2101
0006: @21 =  0  ;; integer values

:BBALL_2101
0006: @24 =  0  ;; integer values
00D6: if  24
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_2110
0006: @24 =  1  ;; integer values

:BBALL_2110
00D6: if  21
0039:   @17 ==  16  ;; integer values
0039:   @17 ==  17  ;; integer values
004D: jump_if_false BBALL_2115
0006: @24 =  1  ;; integer values

:BBALL_2115
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false BBALL_2152
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BBALL_2122
0172: @29 = actor $PLAYER_ACTOR z_angle

:BBALL_2122
00D6: if  0
0020:   $8808 >  360.0  ;; floating-point values
004D: jump_if_false BBALL_2127
0009: $8808 += -360.0  ;; floating-point values
0002: jump BBALL_2122

:BBALL_2127
00D6: if  0
0022:   -360.0 > $8808  ;; floating-point values
004D: jump_if_false BBALL_2132
0009: $8808 +=  360.0  ;; floating-point values
0002: jump BBALL_2127

:BBALL_2132
0089: @30 = $8808  ;; floating-point values only
0063: @30 -= @29  ;; floating-point values 
00D6: if  0
0021:   @30 >  180.0  ;; floating-point values
004D: jump_if_false BBALL_2138
000B: @30 += -360.0  ;; floating-point values

:BBALL_2138
00D6: if  0
0023:   -180.0 > @30  ;; floating-point values
004D: jump_if_false BBALL_2142
000B: @30 +=  360.0  ;; floating-point values

:BBALL_2142
0017: @30 /=  10.0  ;; floating-point values 
007B: @29 += unknown_inaccurate_float_timer @30  ;; floating-point 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BBALL_2152
00D6: if  1
8611:   NOT $PLAYER_ACTOR "BBALL_SKIDSTOP_L" 
8611:   NOT $PLAYER_ACTOR "BBALL_SKIDSTOP_R" 
004D: jump_if_false BBALL_2152
0173: set_actor $PLAYER_ACTOR z_angle_to @29

:BBALL_2152
00D6: if  22
0611: $PLAYER_ACTOR "BBALL_DNK_GLI" 
0611: $PLAYER_ACTOR "BBALL_DNK" 
0611: $PLAYER_ACTOR "BBALL_DNK_LND" 
004D: jump_if_false BBALL_2214
00D6: if  0
03CA:   object $8782 exists
004D: jump_if_false BBALL_2214
01BB: store_object $8782 position_to $73 $74 $75
050A: @8 = distance_between $73 $74 $75 and $8809 $8810 $8811 
00D6: if  0
0032:    1.0 >= $8812  ;; floating-point values
004D: jump_if_false BBALL_2210
00D6: if  0
0021:   @8 >  .07  ;; floating-point values
004D: jump_if_false BBALL_2196
0089: @2 = $8809  ;; floating-point values only
0065: @2 -= $73  ;; floating-point values 
0089: @3 = $8810  ;; floating-point values only
0065: @3 -= $74  ;; floating-point values 
0089: @4 = $8811  ;; floating-point values only
0065: @4 -= $75  ;; floating-point values 
0073: @2 /= @8  ;; floating-point values 
0073: @3 /= @8  ;; floating-point values 
0073: @4 /= @8  ;; floating-point values 
00D6: if  0
0021:   @8 >  .065  ;; floating-point values
004D: jump_if_false BBALL_2193
0013: @2 *=  .065  ;; floating-point values 
0013: @3 *=  .065  ;; floating-point values 
0013: @4 *=  .065  ;; floating-point values 
007D: $73 += unknown_inaccurate_float_timer @2  ;; floating-point 
007D: $74 += unknown_inaccurate_float_timer @3  ;; floating-point 
007D: $75 += unknown_inaccurate_float_timer @4  ;; floating-point 
01BC: put_object $8782 at $73 $74 $75
050A: @8 = distance_between $73 $74 $75 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_2195

:BBALL_2193
01BC: put_object $8782 at $8809 $8810 $8811
0005: $8812 =  1.0  ;; floating-point values

:BBALL_2195
0002: jump BBALL_2198

:BBALL_2196
01BC: put_object $8782 at $8809 $8810 $8811
0005: $8812 =  1.0  ;; floating-point values

:BBALL_2198
00D6: if  0
0611: $PLAYER_ACTOR "BBALL_DNK_GLI" 
004D: jump_if_false BBALL_2210
00D6: if  1
0030:   $8812 >=  0.0  ;; floating-point values
0032:    1.0 >= $8812  ;; floating-point values
004D: jump_if_false BBALL_2210
0614: $PLAYER_ACTOR "BBALL_DNK_GLI" $8812 
00D6: if  0
0837: @1 "BBALL_DNK_GLI_O" 
004D: jump_if_false BBALL_2210
083A: @1 "BBALL_DNK_GLI_O" $8812 

:BBALL_2210
00D6: if  0
0042:   $8812 ==  1.0  ;; floating-point values
004D: jump_if_false BBALL_2214
0005: $8812 =  1.01  ;; floating-point values

:BBALL_2214
0051: return
0086: $73 = $8813  ;; floating-point values only
0061: $73 -= $8816  ;; floating-point values
0086: $74 = $8814  ;; floating-point values only
0061: $74 -= $8817  ;; floating-point values
0086: $75 = $8815  ;; floating-point values only
0061: $75 -= $8818  ;; floating-point values
0069: $73 *= $8819  ;; floating-point values
0069: $74 *= $8819  ;; floating-point values
0069: $75 *= $8819  ;; floating-point values
0059: $8816 += $73  ;; floating-point values
0059: $8817 += $74  ;; floating-point values
0059: $8818 += $75  ;; floating-point values
0051: return

:BBALL_2228
0454: $73 $74 $75 
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BBALL_2234
01BB: store_object @0 position_to @2 @3 @4
0176: $72 = object @0 z_angle

:BBALL_2234
0011: $72 *= -1.0  ;; floating-point values
02F7: @8 = sinus $72 ;; cosine swapped with sinus
02F6: @9 = cosine $72  ;; sinus swapped with cosine
0086: $8820 = $73  ;; floating-point values only
0067: $8820 -= @2  ;; floating-point values
0086: $8821 = $74  ;; floating-point values only
0067: $8821 -= @3  ;; floating-point values
0086: $8822 = $75  ;; 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
DEFINE TABLE Tables\Table103.bin
03A8: write_debug_float $8823 
03A8: write_debug_float $8824 
03A8: write_debug_float $8822 
0463: $73 $74 $75 
0086: $8820 = $73  ;; floating-point values only
0067: $8820 -= @2  ;; floating-point values
0086: $8821 = $74  ;; floating-point values only
0067: $8821 -= @3  ;; floating-point values
0086: $8822 = $75  ;; 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
DEFINE TABLE Tables\Table104.bin
03A8: write_debug_float $8823 
03A8: write_debug_float $8824 
03A8: write_debug_float $8822 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BCESAR2

03A4: name_thread 'BCESAR2'
00D6: if  22
0038:   $WEEKDAY ==  1  ;; integer values
0038:   $WEEKDAY ==  3  ;; integer values
0038:   $WEEKDAY ==  5  ;; integer values
004D: jump_if_false BCESAR2_8
0002: jump BCESAR2_781

:BCESAR2_8
00D6: if  0
0028:   $SYNDICATE_MISSIONS_PASSED >=  10  ;; integer values
004D: jump_if_false BCESAR2_12
0002: jump BCESAR2_781

:BCESAR2_12
0050: gosub ENTEXT_38
00D6: if  0
0038:   $39 ==  0  ;; integer values
004D: jump_if_false BCESAR2_17
0002: jump BCESAR2_781

:BCESAR2_17
0111: set_wasted_busted_check_to  0 (disabled)
00D6: if  0
0038:   $2198 ==  0  ;; integer values
004D: jump_if_false BCESAR2_22
0317: increment_mission_attempts

:BCESAR2_22
0004: $417 =  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  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false BCESAR2_59
0006: @9 =  114  ;; integer values

:BCESAR2_59
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false BCESAR2_63
0006: @9 =  96  ;; integer values

:BCESAR2_63
00D6: if  0
0038:   $8311 ==  2  ;; integer values
004D: jump_if_false BCESAR2_67
0006: @9 =  115  ;; integer values

:BCESAR2_67
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false BCESAR2_74
0086: $8313 = $4184  ;; floating-point values only
0086: $8314 = $4300  ;; floating-point values only
0086: $8315 = $4416  ;; floating-point values only
0002: jump BCESAR2_84

:BCESAR2_74
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false BCESAR2_81
0086: $8313 = $4532  ;; floating-point values only
0086: $8314 = $4630  ;; floating-point values only
0086: $8315 = $4728  ;; floating-point values only
0002: jump BCESAR2_84

:BCESAR2_81
0086: $8313 = $4826  ;; floating-point values only
0086: $8314 = $4943  ;; floating-point values only
0086: $8315 = $5060  ;; floating-point values only

:BCESAR2_84
0247: request_model  107
0247: request_model  470
0247: request_model  352
0247: request_model  330

:BCESAR2_88
00D6: if  23
8248:   NOT   model  107 available
8248:   NOT   model  470 available
8248:   NOT   model  352 available
8248:   NOT   model  330 available
004D: jump_if_false BCESAR2_96
0001: wait  0 ms
0002: jump BCESAR2_88

:BCESAR2_96
0506: vehicle_model  470 set_next_variation  2  2
0674: set_car_model  470 numberplate "_ASSMAN_" 
00A5: @26 = create_car  470 at $8313 $8314 $8315
0587: @26  0
0129: @25 = create_actor  4  107 in_car @26 driverseat
0446: (unknown) @25  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: @26  2.0  2000  1  1  1  2 
020A: set_car @26 door_status_to  3
05D1: unknown_action_sequence @25 @26 $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) @31  0  0  2 
0186: @27 = create_marker_above_car @26
02AA: set_car @26 immune_to_nonplayer  1
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false BCESAR2_131
01C8: @28 = create_actor  4  107 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  0
0018:   $2195 >  1  ;; integer values
004D: jump_if_false BCESAR2_131
01C8: @29 = create_actor  4  107 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  0
0018:   $2195 >  2  ;; integer values
004D: jump_if_false BCESAR2_131
01C8: @30 = create_actor  4  107 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_131
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BCESAR2_136
039F: car @26 race_to $4184(@11,116f) $4300(@11,116f)
0002: jump BCESAR2_137

:BCESAR2_136
039F: car @26 race_to $4184(@10,116f) $4300(@10,116f)

:BCESAR2_137
0005: $8329 = -.65  ;; floating-point values
0005: $8335 = -2.307  ;; floating-point values
0005: $8341 =  .26  ;; floating-point values
0005: $8330 = -.047  ;; floating-point values
0005: $8336 = -2.307  ;; floating-point values
0005: $8342 =  .26  ;; floating-point values
0005: $8331 =  .554  ;; floating-point values
0005: $8337 = -2.307  ;; floating-point values
0005: $8343 =  .26  ;; floating-point values
0005: $8332 =  .554  ;; floating-point values
0005: $8338 = -1.808  ;; floating-point values
0005: $8344 =  .26  ;; floating-point values
0005: $8333 = -.65  ;; floating-point values
0005: $8339 = -1.808  ;; floating-point values
0005: $8345 =  .26  ;; floating-point values
0005: $8334 = -.047  ;; floating-point values
0005: $8340 = -1.808  ;; floating-point values
0005: $8346 =  .26  ;; floating-point values

:BCESAR2_155
00D6: if  0
8039:   NOT   @0 ==  6  ;; integer values
004D: jump_if_false BCESAR2_178
0001: wait  0 ms
00D6: if  0
8119:   NOT   car @26 wrecked
004D: jump_if_false BCESAR2_177
00D6: if  0
0038:   $8322(@0,6i) ==  0  ;; integer values
004D: jump_if_false BCESAR2_176
0208: $8328 = random_float  0.0  19.9
00D6: if  1
0022:    20.0 > $8328  ;; floating-point values
0020:   $8328 >  10.0  ;; floating-point values
004D: jump_if_false BCESAR2_171
0009: $8328 +=  340.0  ;; floating-point values

:BCESAR2_171
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 offset $8329(@0,6f) $8335(@0,6f) $8341(@0,6f)   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_176
000A: @0 +=  1  ;; integer values

:BCESAR2_177
0002: jump BCESAR2_155

:BCESAR2_178
01BD: @12 = current_time_in_ms
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCESAR2_184
07B4: $PLAYER_CHAR  0 

:BCESAR2_184
05A9: s$8349 = 'MCES07A'  ;; 8-byte strings
05A9: s$8351 = 'MCES07B'  ;; 8-byte strings
05A9: s$8353 = 'MCES07C'  ;; 8-byte strings
05A9: s$8355 = 'MCES06A'  ;; 8-byte strings
05A9: s$8357 = 'MCES06B'  ;; 8-byte strings
05A9: s$8359 = 'MCES06C'  ;; 8-byte strings
05A9: s$8361 = 'MCES06D'  ;; 8-byte strings
05A9: s$8363 = 'MCES06E'  ;; 8-byte strings
05A9: s$8365 = 'MCES06F'  ;; 8-byte strings
05A9: s$8367 = 'MCES06G'  ;; 8-byte strings
05A9: s$8369 = 'MCES07D'  ;; 8-byte strings
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  330
038B: load_requested_models
03CF: load_wav  20804 as  3

:BCESAR2_209
00D6: if  21
8248:   NOT   model  330 available
83D0:   NOT   wav  3 loaded
004D: jump_if_false BCESAR2_215
0001: wait  0 ms
0002: jump BCESAR2_209

:BCESAR2_215
0050: gosub ENTEXT_38
00D6: if  0
0038:   $39 ==  0  ;; integer values
004D: jump_if_false BCESAR2_220
0002: jump BCESAR2_781

:BCESAR2_220
0729: unknown_action_sequence $PLAYER_ACTOR  1 
03D1: play_wav  3
0001: wait  2000 ms
040D: unload_wav  3

:BCESAR2_224
0001: wait  0 ms
00D6: if  0
8038:   NOT   $8387 ==  0  ;; integer values
004D: jump_if_false BCESAR2_277
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_236
00D6: if  0
03D0:   wav $8391 loaded
004D: jump_if_false BCESAR2_235
040D: unload_wav $8391

:BCESAR2_235
0004: $8386 =  1  ;; integer values

:BCESAR2_236
00D6: if  0
0038:   $8386 ==  1  ;; integer values
004D: jump_if_false BCESAR2_241
03CF: load_wav $8371($8387,12i) as $8390
0004: $8386 =  2  ;; integer values

:BCESAR2_241
00D6: if  0
0038:   $8386 ==  2  ;; integer values
004D: jump_if_false BCESAR2_250
00D6: if  0
03D0:   wav $8390 loaded
004D: jump_if_false BCESAR2_250
03D1: play_wav $8390
00BC: text_highpriority $8347($8387,12s)  10000 ms  1
0004: $8386 =  3  ;; integer values

:BCESAR2_250
00D6: if  0
0038:   $8386 ==  3  ;; integer values
004D: jump_if_false BCESAR2_277
00D6: if  0
03D2:   wav $8390 ended
004D: jump_if_false BCESAR2_268
03D5: remove_text $8347($8387,12s)
00D6: if  0
0038:   $8390 ==  1  ;; integer values
004D: jump_if_false BCESAR2_263
0004: $8390 =  2  ;; integer values
0004: $8391 =  1  ;; integer values
0002: jump BCESAR2_265

:BCESAR2_263
0004: $8390 =  1  ;; integer values
0004: $8391 =  2  ;; integer values

:BCESAR2_265
0004: $8387 =  0  ;; integer values
0004: $8386 =  0  ;; integer values
0002: jump BCESAR2_277

:BCESAR2_268
00D6: if  0
83D0:   NOT   wav $8391 loaded
004D: jump_if_false BCESAR2_277
00D6: if  0
001A:    10 > $8387  ;; integer values
004D: jump_if_false BCESAR2_277
0084: $8389 = $8387  ;; integer values and handles
0008: $8389 +=  1  ;; integer values
03CF: load_wav $8371($8389,12i) as $8391

:BCESAR2_277
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false BCESAR2_357
00D6: if  0
0038:   $8388 ==  0  ;; integer values
004D: jump_if_false BCESAR2_289
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_289
0004: $8387 =  1  ;; integer values
0004: $8388 =  1  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_289
00D6: if  0
0038:   $8388 ==  1  ;; integer values
004D: jump_if_false BCESAR2_307
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_307
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_307
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'

:BCESAR2_307
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false BCESAR2_320
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false BCESAR2_315
03E6: remove_text_box
0004: $8312 =  2  ;; integer values

:BCESAR2_315
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false BCESAR2_320
03E6: remove_text_box
0004: $8312 =  1  ;; integer values

:BCESAR2_320
00D6: if  0
0038:   $8312 ==  1  ;; integer values
004D: jump_if_false BCESAR2_338
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false BCESAR2_338
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_338
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_338
0004: $8387 =  3  ;; integer values
0004: $8388 =  7  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_338
00D6: if  0
0038:   $8312 ==  2  ;; integer values
004D: jump_if_false BCESAR2_356
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false BCESAR2_356
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_356
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_356
0004: $8387 =  11  ;; integer values
0004: $8388 =  7  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_356
0002: jump BCESAR2_456

:BCESAR2_357
00D6: if  0
0038:   $8388 ==  0  ;; integer values
004D: jump_if_false BCESAR2_366
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_366
0004: $8387 =  4  ;; integer values
0004: $8388 =  1  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_366
00D6: if  0
0038:   $8388 ==  1  ;; integer values
004D: jump_if_false BCESAR2_381
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_381
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_381
0004: $8387 =  5  ;; integer values
0004: $8388 =  2  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_381
00D6: if  0
0038:   $8388 ==  2  ;; integer values
004D: jump_if_false BCESAR2_396
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_396
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_396
0004: $8387 =  6  ;; integer values
0004: $8388 =  3  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_396
00D6: if  0
0038:   $8388 ==  3  ;; integer values
004D: jump_if_false BCESAR2_411
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_411
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_411
0004: $8387 =  7  ;; integer values
0004: $8388 =  4  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_411
00D6: if  0
0038:   $8388 ==  4  ;; integer values
004D: jump_if_false BCESAR2_426
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_426
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_426
0004: $8387 =  8  ;; integer values
0004: $8388 =  5  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_426
00D6: if  0
0038:   $8388 ==  5  ;; integer values
004D: jump_if_false BCESAR2_441
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_441
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_441
0004: $8387 =  9  ;; integer values
0004: $8388 =  6  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_441
00D6: if  0
0038:   $8388 ==  6  ;; integer values
004D: jump_if_false BCESAR2_456
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_456
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_456
0004: $8387 =  10  ;; integer values
0004: $8388 =  7  ;; integer values
01BD: $8385 = current_time_in_ms

:BCESAR2_456
00D6: if  21
0038:   $8388 ==  7  ;; integer values
0038:   $8388 ==  8  ;; integer values
004D: jump_if_false BCESAR2_483
01BD: $8384 = current_time_in_ms
0084: $8383 = $8384  ;; integer values and handles
0060: $8383 -= $8385  ;; integer values
00D6: if  0
0018:   $8383 >  1000  ;; integer values
004D: jump_if_false BCESAR2_483
00D6: if  0
0038:   $8386 ==  0  ;; integer values
004D: jump_if_false BCESAR2_483
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCESAR2_483
062E: $PLAYER_ACTOR  1833 @24 
00D6: if  0
84A4:   NOT @24  7 
004D: jump_if_false BCESAR2_477
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:BCESAR2_477
00D6: if  0
001A:    2 > $8312  ;; integer values
004D: jump_if_false BCESAR2_482
0002: jump BCESAR2_492
0002: jump BCESAR2_483

:BCESAR2_482
0002: jump BCESAR2_781

:BCESAR2_483
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BCESAR2_491
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false BCESAR2_490
0004: $8312 =  2  ;; integer values

:BCESAR2_490
0004: $8388 =  8  ;; integer values

:BCESAR2_491
0002: jump BCESAR2_224

:BCESAR2_492
0001: wait  0 ms
00D6: if  0
0736:  98 
004D: jump_if_false BCESAR2_498
0006: @1 =  0  ;; integer values
0006: @3 =  6  ;; integer values

:BCESAR2_498
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false BCESAR2_503
0006: @1 =  0  ;; integer values
0006: @3 =  6  ;; integer values

:BCESAR2_503
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCESAR2_524
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCESAR2_524
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false BCESAR2_517
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR2_517
03C0: @22 = actor $PLAYER_ACTOR car
0006: @23 =  1  ;; integer values

:BCESAR2_517
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false BCESAR2_524
00D6: if  0
80DF:   NOT   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR2_524
0006: @23 =  0  ;; integer values

:BCESAR2_524
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCESAR2_675
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCESAR2_674
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false BCESAR2_538
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $8313 $8314 $8315 radius  100.0  100.0  50.0
004D: jump_if_false BCESAR2_538
00BC: text_highpriority 'BCE2_02'  5000 ms  1
0006: @4 =  1  ;; integer values

:BCESAR2_538
00D6: if  0
0119:   car @26 wrecked
004D: jump_if_false BCESAR2_542
0002: jump BCESAR2_781

:BCESAR2_542
00D6: if  0
0018:   $2195 >  0  ;; integer values
004D: jump_if_false BCESAR2_578
00D6: if  0
8118:   NOT   actor @28 dead
004D: jump_if_false BCESAR2_554
062E: @28  1811 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false BCESAR2_554
0713: unknown_action_sequence @28 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  1  30 
01B9: set_actor @28 armed_weapon_to  28

:BCESAR2_554
00D6: if  0
0018:   $2195 >  1  ;; integer values
004D: jump_if_false BCESAR2_578
00D6: if  0
8118:   NOT   actor @29 dead
004D: jump_if_false BCESAR2_566
062E: @29  1811 @6 
00D6: if  0
04A4: @6  7 
004D: jump_if_false BCESAR2_566
0713: unknown_action_sequence @29 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  1  30 
01B9: set_actor @29 armed_weapon_to  28

:BCESAR2_566
00D6: if  0
0018:   $2195 >  2  ;; integer values
004D: jump_if_false BCESAR2_578
00D6: if  0
8118:   NOT   actor @30 dead
004D: jump_if_false BCESAR2_578
062E: @30  1811 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false BCESAR2_578
0713: unknown_action_sequence @30 $PLAYER_ACTOR -1  0.0  0.0  0.0  50.0  8  1  30 
01B9: set_actor @30 armed_weapon_to  28

:BCESAR2_578
00D6: if  1
8118:   NOT   actor @25 dead
8119:   NOT   car @26 wrecked
004D: jump_if_false BCESAR2_674
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @26 radius  15.0  15.0  15.0 unknown  0
004D: jump_if_false BCESAR2_590
00D6: if  0
0021:   @31 >  30.0  ;; floating-point values
004D: jump_if_false BCESAR2_589
000F: @31 -=  .1  ;; floating-point values

:BCESAR2_589
0002: jump BCESAR2_594

:BCESAR2_590
00D6: if  0
0023:    50.0 > @31  ;; floating-point values
004D: jump_if_false BCESAR2_594
000B: @31 +=  .1  ;; floating-point values

:BCESAR2_594
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BCESAR2_601
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car @26 radius  500.0  500.0  500.0 unknown  0
004D: jump_if_false BCESAR2_601
0002: jump BCESAR2_781

:BCESAR2_601
00AA: store_car @26 position_to $8313 $8314 $8315
00D6: if  0
001D:   @9 > @10  ;; integer values  
004D: jump_if_false BCESAR2_632
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false BCESAR2_615
00D6: if  0
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_614
00AD: set_car @26 max_speed_to @31
000A: @10 +=  1  ;; integer values
05D1: unknown_action_sequence @25 @26 $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) @31  0  0  2 

:BCESAR2_614
0002: jump BCESAR2_631

:BCESAR2_615
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false BCESAR2_625
00D6: if  0
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_624
00AD: set_car @26 max_speed_to @31
000A: @10 +=  1  ;; integer values
05D1: unknown_action_sequence @25 @26 $4532(@10,98f) $4630(@10,98f) $4728(@10,98f) @31  0  0  2 

:BCESAR2_624
0002: jump BCESAR2_631

:BCESAR2_625
00D6: if  0
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_631
00AD: set_car @26 max_speed_to @31
000A: @10 +=  1  ;; integer values
05D1: unknown_action_sequence @25 @26 $4826(@10,117f) $4943(@10,117f) $5060(@10,117f) @31  0  0  2 

:BCESAR2_631
0002: jump BCESAR2_659

:BCESAR2_632
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false BCESAR2_640
00D6: if  0
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_639
05D2: unknown_action_sequence @25 @26  50.0  2 

:BCESAR2_639
0002: jump BCESAR2_652

:BCESAR2_640
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false BCESAR2_648
00D6: if  0
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_647
05D2: unknown_action_sequence @25 @26  50.0  2 

:BCESAR2_647
0002: jump BCESAR2_652

:BCESAR2_648
00D6: if  0
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_652
05D2: unknown_action_sequence @25 @26  50.0  2 

:BCESAR2_652
00D6: if  0
003B:   @10 == @9  ;; integer values 
004D: jump_if_false BCESAR2_659
00D6: if  0
82CA:   NOT   car @26 bounding_sphere_visible
004D: jump_if_false BCESAR2_659
0002: jump BCESAR2_781

:BCESAR2_659
062E: @25  1489 @8 
00D6: if  0
04A4: @8  7 
004D: jump_if_false BCESAR2_674
00D6: if  0
0038:   $8311 ==  0  ;; integer values
004D: jump_if_false BCESAR2_668
05D1: unknown_action_sequence @25 @26 $4184(@10,116f) $4300(@10,116f) $4416(@10,116f) @31  0  0  2 
0002: jump BCESAR2_674

:BCESAR2_668
00D6: if  0
0038:   $8311 ==  1  ;; integer values
004D: jump_if_false BCESAR2_673
05D1: unknown_action_sequence @25 @26 $4532(@10,98f) $4630(@10,98f) $4728(@10,98f) @31  0  0  2 
0002: jump BCESAR2_674

:BCESAR2_673
05D1: unknown_action_sequence @25 @26 $4826(@10,117f) $4943(@10,117f) $5060(@10,117f) @31  0  0  2 

:BCESAR2_674
0002: jump BCESAR2_676

:BCESAR2_675
0002: jump BCESAR2_781

:BCESAR2_676
00D6: if  0
8119:   NOT   car @26 wrecked
004D: jump_if_false BCESAR2_733
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  0
0019:   @14 >  1000  ;; integer values
004D: jump_if_false BCESAR2_733
00D6: if  0
001D:   @19 > @20  ;; integer values  
004D: jump_if_false BCESAR2_733
00D6: if  0
0038:   $8322(@1,6i) ==  0  ;; integer values
004D: jump_if_false BCESAR2_732
00D6: if  0
0685: $8316(@1,6i) 
004D: jump_if_false BCESAR2_732
00D6: if  0
8119:   NOT   car @26 wrecked
004D: jump_if_false BCESAR2_732
00D6: if  21
81F4:   NOT   car @26 flipped
82BF:   NOT   car @26 sunk
004D: jump_if_false BCESAR2_732
01BB: store_object $8316(@1,6i) position_to $8329(@1,6f) $8335(@1,6f) $8341(@1,6f)
0009: $8341(@1,6f) +=  .5  ;; floating-point values
01BC: put_object $8316(@1,6i) at $8329(@1,6f) $8335(@1,6f) $8341(@1,6f)
0682: $8316(@1,6i)  90.0  180.0  1.5  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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCESAR2_720
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false BCESAR2_720
00D6: if  0
8119:   NOT   car @22 wrecked
004D: jump_if_false BCESAR2_720
050E: $8316(@1,6i) @22

:BCESAR2_720
01BD: @12 = current_time_in_ms
00BC: text_highpriority 'BCE2_03'  5000 ms  1
0004: $8322(@1,6i) =  2  ;; integer values
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false BCESAR2_728
000E: @1 -=  1  ;; integer values
0002: jump BCESAR2_732

:BCESAR2_728
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false BCESAR2_732
0002: jump BCESAR2_781

:BCESAR2_732
0085: @19 = @20  ;; integer values and handles

:BCESAR2_733
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false BCESAR2_740
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false BCESAR2_740
0002: jump BCESAR2_781

:BCESAR2_740
0006: @2 =  0  ;; integer values

:BCESAR2_741
00D6: if  0
8039:   NOT   @2 ==  6  ;; integer values
004D: jump_if_false BCESAR2_780
0001: wait  0 ms
00D6: if  0
0038:   $8322(@2,6i) ==  2  ;; integer values
004D: jump_if_false BCESAR2_778
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BCESAR2_778
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false BCESAR2_778
00A0: store_actor $PLAYER_ACTOR position_to @16 @17 @18
00D6: if  0
03CA:   object $8316(@2,6i) exists
004D: jump_if_false BCESAR2_768
00D6: if  0
0474: $PLAYER_ACTOR $8316(@2,6i)  3.0  3.0  3.0  0 
004D: jump_if_false BCESAR2_768
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_768
00D6: if  0
03CA:   object $8316(@2,6i) exists
004D: jump_if_false BCESAR2_778
00D6: if  0
8474:   NOT $PLAYER_ACTOR $8316(@2,6i)  75.0  75.0  75.0  0 
004D: jump_if_false BCESAR2_778
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_778
000A: @2 +=  1  ;; integer values
0002: jump BCESAR2_741

:BCESAR2_780
0002: jump BCESAR2_492

:BCESAR2_781
00D6: if  0
0038:   $2204 ==  1  ;; integer values
004D: jump_if_false BCESAR2_787
01E3: text_1number_styled 'BCE2_04' @21  7500 ms  5
00BC: text_highpriority 'BCE2_05'  7500 ms  1
0008: $2195 +=  1  ;; integer values

:BCESAR2_787
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  107
0249: release_model  470
0249: release_model  352
0249: release_model  330
01BD: $184 = current_time_in_ms
03E6: remove_text_box
040D: unload_wav  3
01BD: $184 = current_time_in_ms
00D6: if  0
0038:   $2204 ==  1  ;; integer values
004D: jump_if_false BCESAR2_821
00D6: if  0
0038:   $2198 ==  0  ;; integer values
004D: jump_if_false BCESAR2_821
0595: (unknown)
0004: $2198 =  1  ;; integer values

:BCESAR2_821
0004: $2204 =  0  ;; integer values
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BCESAR3

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_11
00D6: if  22
0038:   $WEEKDAY ==  1  ;; integer values
0038:   $WEEKDAY ==  3  ;; integer values
0038:   $WEEKDAY ==  5  ;; integer values
004D: jump_if_false COKEC_18
0002: jump COKEC_739
0006: @16 =  1  ;; integer values

:COKEC_18
00D6: if  0
0038:   $2195 ==  0  ;; integer values
004D: jump_if_false COKEC_23
0002: jump COKEC_739
0006: @16 =  1  ;; integer values

:COKEC_23
00D6: if  0
0028:   $SYNDICATE_MISSIONS_PASSED >=  10  ;; integer values
004D: jump_if_false COKEC_28
0002: jump COKEC_739
0006: @16 =  1  ;; integer values

:COKEC_28
077E: $1444 = active_interior
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_54
00D6: if  0
0038:   $1444 ==  0  ;; integer values
004D: jump_if_false COKEC_52
00D6: if  3
044B:   actor $PLAYER_ACTOR has_objective
8818:   NOT $PLAYER_ACTOR 
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false COKEC_49
00D6: if  1
84AD:   NOT $PLAYER_ACTOR
82E0:   NOT   actor $PLAYER_ACTOR aggressive
004D: jump_if_false COKEC_46
0002: jump COKEC_48

:COKEC_46
0001: wait  0 ms
0002: jump COKEC_11

:COKEC_48
0002: jump COKEC_51

:COKEC_49
0001: wait  0 ms
0002: jump COKEC_11

:COKEC_51
0002: jump COKEC_54

:COKEC_52
0001: wait  0 ms
0002: jump COKEC_11

:COKEC_54
0050: gosub ENTEXT_38
00D6: if  0
0038:   $39 ==  0  ;; integer values
004D: jump_if_false COKEC_60
0001: wait  0 ms
0002: jump COKEC_11

:COKEC_60
00D6: if  0
0038:   $1515 ==  0  ;; integer values
004D: jump_if_false COKEC_64
0317: increment_mission_attempts

:COKEC_64
0006: @14 =  1  ;; integer values
0004: $2204 =  1  ;; integer values

:COKEC_66
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  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false COKEC_77
005A: @10 += @2  ;; integer values 
005A: @11 += @2  ;; integer values 

:COKEC_77
00D6: if  0
0736:  98 
004D: jump_if_false COKEC_81
0002: jump COKEC_739

:COKEC_81
00D6: if  0
0736:  83 
004D: jump_if_false COKEC_85
0002: jump COKEC_739

:COKEC_85
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false COKEC_90
0006: @16 =  1  ;; integer values
0002: jump COKEC_739

:COKEC_90
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_94
0002: jump COKEC_739

:COKEC_94
00D6: if  0
0112:   wasted_or_busted
004D: jump_if_false COKEC_99
0006: @16 =  1  ;; integer values
0002: jump COKEC_739

:COKEC_99
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false COKEC_110
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_110
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false COKEC_738
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false COKEC_134
0247: request_model  23
0247: request_model  468
0247: request_model  346
0247: request_model  330
07C0:  556 
03CF: load_wav  20804 as  3

:COKEC_122
00D6: if  25
8248:   NOT   model  23 available
8248:   NOT   model  468 available
8248:   NOT   model  346 available
8248:   NOT   model  330 available
87C1:   NOT  556 
83D0:   NOT   wav  3 loaded
004D: jump_if_false COKEC_132
0001: wait  0 ms
0002: jump COKEC_122

:COKEC_132
060A: unknown_create_entity  2 @29 
000A: @1 +=  1  ;; integer values

:COKEC_134
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false COKEC_146
0050: gosub ENTEXT_38
00D6: if  0
0038:   $39 ==  1  ;; integer values
004D: jump_if_false COKEC_146
03D1: play_wav  3
0729: unknown_action_sequence $PLAYER_ACTOR  1 
0006: @32 = -1500  ;; integer values
0006: @12 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:COKEC_146
00D6: if  0
0029:   @1 >=  2  ;; integer values
004D: jump_if_false COKEC_230
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false COKEC_230
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false COKEC_159
0006: @12 =  4  ;; integer values
0004: $8392 =  3  ;; integer values
0004: $8393 =  2  ;; integer values
0006: @16 =  1  ;; integer values

:COKEC_159
00D6: if  2
0038:   $8392 ==  1  ;; integer values
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
876F:   NOT (unknown)
004D: jump_if_false COKEC_166
0512: permanent_text_box 'TALK_1'
0008: $8392 +=  1  ;; integer values

:COKEC_166
00D6: if  0
0038:   $8392 ==  2  ;; integer values
004D: jump_if_false COKEC_182
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false COKEC_176
0004: $8393 =  1  ;; integer values
0008: $8392 +=  1  ;; integer values
03E6: remove_text_box
0002: jump COKEC_182

:COKEC_176
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false COKEC_182
0004: $8393 =  2  ;; integer values
0008: $8392 +=  1  ;; integer values
03E6: remove_text_box

:COKEC_182
00D6: if  21
0038:   $8392 ==  0  ;; integer values
0038:   $8392 ==  3  ;; integer values
004D: jump_if_false COKEC_230
00D6: if  1
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
0019:   @32 >  1000  ;; integer values
004D: jump_if_false COKEC_230
0871: init_jump_table @12 total_jumps  5  0 COKEC_228 jumps  0 COKEC_191  1 COKEC_196  2 COKEC_200  3 COKEC_205  4 COKEC_216 -1 COKEC_228 -1 COKEC_228 

:COKEC_191
040D: unload_wav  3
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08A'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25285
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0002: jump COKEC_228

:COKEC_196
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08B'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25286
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
0002: jump COKEC_228

:COKEC_200
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08C'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25287
004F: create_thread AUDIOL_1 -1  0  1  1  0 
0008: $8392 +=  1  ;; integer values
0002: jump COKEC_228

:COKEC_205
00D6: if  0
0038:   $8393 ==  1  ;; integer values
004D: jump_if_false COKEC_212
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MCES08D'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  25288
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
0002: jump COKEC_215

:COKEC_212
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE2N'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  21447
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 

:COKEC_215
0002: jump COKEC_228

:COKEC_216
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_223
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:COKEC_223
00D6: if  0
8038:   NOT   $8393 ==  1  ;; integer values
004D: jump_if_false COKEC_227
0002: jump COKEC_739

:COKEC_227
0002: jump COKEC_228

:COKEC_228
000A: @12 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:COKEC_230
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false COKEC_294
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false COKEC_267
0209: @26 = random_int  0  60

:COKEC_237
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false COKEC_251
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_250
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) radius  150.0  150.0  150.0
004D: jump_if_false COKEC_249
0209: @26 = random_int  0  60
0001: wait  0 ms
0002: jump COKEC_250

:COKEC_249
0006: @2 =  1  ;; integer values

:COKEC_250
0002: jump COKEC_237

:COKEC_251
00A5: @17 = create_car  468 at $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)
009A: @18 = create_actor  4  23 at $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)
0107: @22 = create_object #PARA_PACK at $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)
036A: put_actor @18 in_car @17
070A: unknown_action_sequence @18 @22 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 
0587: @17  0
0085: @2 = @26  ;; integer values and handles
000A: @2 +=  1  ;; integer values
0086: $73 = $3929(@2,85f)  ;; floating-point values only
0061: $73 -= $3929(@26,85f)  ;; floating-point values
0086: $74 = $4014(@2,85f)  ;; floating-point values only
0061: $74 -= $4014(@26,85f)  ;; floating-point values
0604: $73 $74 @5 
0175: set_car @17 z_angle_to @5
0704: @17 $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) 
0002: jump COKEC_267

:COKEC_267
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: @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: @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: @18  0
08C6: @18  1 
0249: release_model  23
0249: release_model  468
0249: release_model  346
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_289
0187: @19 = create_marker_above_actor @18

:COKEC_289
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_294
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false COKEC_441
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_441
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false COKEC_311
00D6: if  0
0736:  67 
004D: jump_if_false COKEC_310
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_310
0006: @25 =  1  ;; integer values

:COKEC_310
0002: jump COKEC_317

:COKEC_311
00D6: if  0
0736:  67 
004D: jump_if_false COKEC_317
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
0006: @25 =  0  ;; integer values

:COKEC_317
00D6: if  0
0039:   @25 ==  1  ;; integer values
004D: jump_if_false COKEC_331
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_331
00A0: store_actor @18 position_to $73 $74 $75
0009: $73 += -15.0  ;; floating-point values
0009: $74 +=  12.0  ;; floating-point values
0009: $75 +=  15.0  ;; floating-point values
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
00A0: store_actor @18 position_to $73 $74 $75
04C4: create_coordinate $73 $74 $75 from_actor @18 offset  0.0  2.0  0.0
0160: point_camera $73 $74 $75  2

:COKEC_331
00D6: if  0
0736:  70 
004D: jump_if_false COKEC_344
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_344
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false COKEC_344
00D6: if  0
00DB:   actor @18 in_car @17
004D: jump_if_false COKEC_344
0622: AS_unknown_remove_actor @18 from_car @17 

:COKEC_344
00D6: if  0
0736:  74 
004D: jump_if_false COKEC_356
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_356
04C4: create_coordinate $73 $74 $75 from_actor @18 offset  0.0 -20.0  0.0
0009: $75 +=  10.0  ;; floating-point values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_356
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75

:COKEC_356
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false COKEC_386
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false COKEC_385
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_385
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_385
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @18 radius  80.0  80.0  80.0 sphere  0
004D: jump_if_false COKEC_381
08C6: @18  0 
02AB: set_actor @18 immunities  0  0  0  0  0
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false COKEC_377
02AC: set_car @17 immunities  0  0  0  0  0

:COKEC_377
04D8: @18  1
08C6: @18  0 
0006: @24 =  1  ;; integer values
0002: jump COKEC_385

:COKEC_381
00D6: if  0
0019:   @11 >  600000  ;; integer values
004D: jump_if_false COKEC_385
0002: jump COKEC_739

:COKEC_385
0002: jump COKEC_386

:COKEC_386
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_408
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false COKEC_408
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_408
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_403
00D6: if  21
00F2:   actor $PLAYER_ACTOR near_actor @18 radius  100.0  100.0  0
02CB:   actor @18 bounding_sphere_visible
004D: jump_if_false COKEC_403
0006: @10 =  0  ;; integer values

:COKEC_403
00D6: if  0
0019:   @10 >  20000  ;; integer values
004D: jump_if_false COKEC_408
00BB: text_lowpriority 'BCR3_02'  4000 ms  1
0002: jump COKEC_739

:COKEC_408
00D6: if  0
0039:   @23 == -1  ;; integer values
004D: jump_if_false COKEC_429
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_428
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_428
00D6: if  0
051A:   unknown_actor @18 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false COKEC_428
00D6: if  0
03CA:   object @22 exists
004D: jump_if_false COKEC_425
066E: "COKE_TRAIL" @22  0.0 -.2 -.1  0.0  0.0 -1.0  1 @20 
064C: @20 

:COKEC_425
00BB: text_lowpriority 'BCR3_04'  5000 ms  1
0006: @23 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:COKEC_428
0002: jump COKEC_437

:COKEC_429
00D6: if  0
0019:   @32 >  180000  ;; integer values
004D: jump_if_false COKEC_437
00D6: if  0
0019:   @23 >  0  ;; integer values
004D: jump_if_false COKEC_437
064E: @20 
0006: @23 =  0  ;; integer values

:COKEC_437
00D6: if  0
0118:   actor @18 dead
004D: jump_if_false COKEC_441
000A: @1 +=  1  ;; integer values

:COKEC_441
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false COKEC_474
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_474
00D6: if  0
0118:   actor @18 dead
004D: jump_if_false COKEC_474
064E: @20 
0093: @5 = integer_to_float @32  
00D6: if  0
0021:   @5 >  180000.0  ;; floating-point values
004D: jump_if_false COKEC_456
0007: @5 =  180000.0  ;; floating-point values

:COKEC_456
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  0
03CA:   object @22 exists
004D: jump_if_false COKEC_466
0108: destroy_object @22

:COKEC_466
04A5: unknown_store_dead_actor @18 position_to $73 $74 $75
0213: @21 = create_pickup #PARA_PACK type  3 at $73 $74 $75
018A: @19 = create_checkpoint_at $73 $74 $75
0165: set_marker @19 color_to  1
00BC: text_highpriority 'BCR3_05'  4000 ms  1
0004: $8394 =  0  ;; integer values
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:COKEC_474
00D6: if  0
0736:  85 
004D: jump_if_false COKEC_481
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_481
05BE: unknown_action_sequence @18 

:COKEC_481
00D6: if  0
0038:   $8394 ==  0  ;; integer values
004D: jump_if_false COKEC_503
00D6: if  0
8214:   NOT   pickup @21 picked_up
004D: jump_if_false COKEC_503
065B: @21 $73 $74 $75 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_503
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 radius  50.0  50.0
004D: jump_if_false COKEC_503
02CE: @5 = ground_z $73 $74 $75
0088: $75 = @5  ;; floating-point values only
0009: $75 +=  1.0  ;; floating-point values
0215: destroy_pickup @21
0164: disable_marker @19
0213: @21 = create_pickup #PARA_PACK type  3 at $73 $74 $75
018A: @19 = create_checkpoint_at $73 $74 $75
0165: set_marker @19 color_to  1
0004: $8394 =  1  ;; integer values

:COKEC_503
00D6: if  0
0039:   @1 ==  5  ;; integer values
004D: jump_if_false COKEC_539
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_539
065B: @21 $73 $74 $75 
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 radius  300.0  300.0
004D: jump_if_false COKEC_537
00D6: if  0
001B:    180000 > @32  ;; integer values
004D: jump_if_false COKEC_534
00D6: if  0
8039:   NOT   @21 ==  0  ;; integer values
004D: jump_if_false COKEC_531
00D6: if  0
0214:   pickup @21 picked_up
004D: jump_if_false COKEC_530
00D6: if  0
0019:   @23 >  0  ;; integer values
004D: jump_if_false COKEC_528
00BE: text_clear_all
0006: @13 =  1  ;; integer values
0002: jump COKEC_529

:COKEC_528
00BC: text_highpriority 'BCR3_06'  7500 ms  1

:COKEC_529
0002: jump COKEC_739

:COKEC_530
0002: jump COKEC_533

:COKEC_531
00BE: text_clear_all
0002: jump COKEC_739

:COKEC_533
0002: jump COKEC_536

:COKEC_534
00BE: text_clear_all
0002: jump COKEC_739

:COKEC_536
0002: jump COKEC_539

:COKEC_537
00BE: text_clear_all
0002: jump COKEC_739

:COKEC_539
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false COKEC_566
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false COKEC_566
00D6: if  0
056E: @17 
004D: jump_if_false COKEC_565
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false COKEC_565
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_565
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @17 radius  50.0  50.0  50.0 unknown  0
004D: jump_if_false COKEC_564
00D6: if  0
0205:   actor $PLAYER_ACTOR near_car @17 radius  20.0  20.0  20.0 unknown  0
004D: jump_if_false COKEC_562
00AD: set_car @17 max_speed_to  45.0
0002: jump COKEC_563

:COKEC_562
00AD: set_car @17 max_speed_to  30.0

:COKEC_563
0002: jump COKEC_565

:COKEC_564
00AD: set_car @17 max_speed_to  20.0

:COKEC_565
0002: jump COKEC_566

:COKEC_566
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false COKEC_608
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_608
00D6: if  0
8039:   NOT   @26 == -1  ;; integer values
004D: jump_if_false COKEC_608
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false COKEC_608
00D6: if  0
00DB:   actor @18 in_car @17
004D: jump_if_false COKEC_608
00D6: if  0
0100:   actor @18 near_point_in_car $3929(@26,85f) $4014(@26,85f) $4099(@26,85f) radius  25.0  25.0  25.0 sphere  0
004D: jump_if_false COKEC_593
000A: @26 +=  1  ;; integer values
00D6: if  0
001B:    85 > @26  ;; integer values
004D: jump_if_false COKEC_590
05D1: unknown_action_sequence @18 @17 $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)  25.0  3  1  2 
0002: jump COKEC_592

:COKEC_590
05D2: unknown_action_sequence @18 @17  25.0  2 
0006: @26 = -1  ;; integer values

:COKEC_592
0002: jump COKEC_608

:COKEC_593
00D6: if  0
001B:    85 > @26  ;; integer values
004D: jump_if_false COKEC_602
062E: @18  1489 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COKEC_601
05D1: unknown_action_sequence @18 @17 $3929(@26,85f) $4014(@26,85f) $4099(@26,85f)  25.0  3  1  2 

:COKEC_601
0002: jump COKEC_608

:COKEC_602
062E: @18  1490 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COKEC_608
05D2: unknown_action_sequence @18 @17  25.0  2 
0006: @26 = -1  ;; integer values

:COKEC_608
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_619
00D6: if  0
83CA:   NOT   object @22 exists
004D: jump_if_false COKEC_615
0107: @22 = create_object #PARA_PACK at  0.0  0.0  0.0

:COKEC_615
00D6: if  0
8737:   NOT @18 @22 
004D: jump_if_false COKEC_619
070A: unknown_action_sequence @18 @22 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 

:COKEC_619
00D6: if  0
8039:   NOT   @27 ==  0  ;; integer values
004D: jump_if_false COKEC_635
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false COKEC_634
00D6: if  0
056E: @17 
004D: jump_if_false COKEC_629
0519: unknown_car @17 flag  1

:COKEC_629
00D6: if  0
056D:   unknown_actor @18 dead_but_valid
004D: jump_if_false COKEC_633
04D7: lock_actor @18 in_current_position  1

:COKEC_633
0006: @28 =  1  ;; integer values

:COKEC_634
0002: jump COKEC_647

:COKEC_635
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false COKEC_647
00D6: if  0
056E: @17 
004D: jump_if_false COKEC_642
0519: unknown_car @17 flag  0

:COKEC_642
00D6: if  0
056D:   unknown_actor @18 dead_but_valid
004D: jump_if_false COKEC_646
04D7: lock_actor @18 in_current_position  0

:COKEC_646
0006: @28 =  0  ;; integer values

:COKEC_647
00D6: if  0
056E: @17 
004D: jump_if_false COKEC_738
00D6: if  0
8118:   NOT   actor @18 dead
004D: jump_if_false COKEC_738
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false COKEC_731
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false COKEC_718
00D6: if  0
80DB:   NOT   actor @18 in_car @17
004D: jump_if_false COKEC_717
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_717
00D6: if  0
8105:   NOT   actor $PLAYER_ACTOR near_actor_on_foot @18 radius  20.0  20.0  10.0 sphere  0  
004D: jump_if_false COKEC_696
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COKEC_680
0687: @18 
0615: @8 
0772: unknown_action_sequence -1 @17  10000  5.0 
05CB: unknown_action_sequence -1 @17  10000 
0616: @8 
0618: @18 @8 
061B: @8 
0002: jump COKEC_695

:COKEC_680
062E: @18  1506 @2 
00D6: if  0
84A4:   NOT @2  7 
004D: jump_if_false COKEC_695
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COKEC_695
0687: @18 
0615: @8 
0772: unknown_action_sequence -1 @17  10000  5.0 
05CB: unknown_action_sequence -1 @17  10000 
0616: @8 
0618: @18 @8 
061B: @8 

:COKEC_695
0002: jump COKEC_717

:COKEC_696
00D6: if  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false COKEC_706
062E: @18  1506 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COKEC_705
0687: @18 
05E2: unknown_action_sequence @18 $PLAYER_ACTOR 

:COKEC_705
0002: jump COKEC_717

:COKEC_706
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COKEC_717
0687: @18 
0615: @8 
0772: unknown_action_sequence -1 @17  10000  5.0 
05CB: unknown_action_sequence -1 @17  10000 
0616: @8 
0618: @18 @8 
061B: @8 

:COKEC_717
0002: jump COKEC_730

:COKEC_718
062E: @18  1560 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COKEC_730
0615: @8 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_727
05E2: unknown_action_sequence -1 $PLAYER_ACTOR 

:COKEC_727
0616: @8 
0618: @18 @8 
061B: @8 

:COKEC_730
0002: jump COKEC_738

:COKEC_731
00D6: if  0
8119:   NOT   car @17 wrecked
004D: jump_if_false COKEC_738
00D6: if  0
80DB:   NOT   actor @18 in_car @17
004D: jump_if_false COKEC_738
036A: put_actor @18 in_car @17

:COKEC_738
0002: jump COKEC_66

:COKEC_739
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false COKEC_793
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_746
0729: unknown_action_sequence $PLAYER_ACTOR  0 

:COKEC_746
004F: create_thread CLEANAU_1 
040D: unload_wav  1
040D: unload_wav  2
0001: wait  1 ms
03E6: remove_text_box
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false COKEC_755
0006: @23 =  0  ;; integer values

:COKEC_755
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false COKEC_763
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false COKEC_762
00BC: text_highpriority 'BCR3_08'  7500 ms  1

:COKEC_762
01E3: text_1number_styled 'BCE2_04' @23  7500 ms  5

:COKEC_763
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false COKEC_777
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_770
0109: player $PLAYER_CHAR money += @23

:COKEC_770
00D6: if  0
0038:   $1515 ==  0  ;; integer values
004D: jump_if_false COKEC_775
0595: (unknown)
0008: $1515 +=  1  ;; integer values

:COKEC_775
0394: play_music  1
0110: clear_player $PLAYER_CHAR wanted_level

:COKEC_777
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: @20 
0215: destroy_pickup @21
065C: unknown_create_def_entity @29  ; unknown_destroy
0249: release_model  23
0249: release_model  468
0249: release_model  346
0249: release_model  330
0873:  556 
03DE: set_pedestrians_density_multiplier_to  1.0
01EB: set_car_density_to  1.0
0249: release_model  330
0006: @14 =  0  ;; integer values

:COKEC_793
0004: $2204 =  0  ;; integer values
004E: end_thread
0084: $8396 = $8395  ;; integer values and handles
000C: $8396 -=  2  ;; integer values
0084: $8397 = $8395  ;; integer values and handles
0008: $8397 +=  2  ;; integer values
00D6: if  0
001A:    0 > $8396  ;; integer values
004D: jump_if_false COKEC_803
0004: $8396 =  0  ;; integer values

:COKEC_803
00D6: if  0
0018:   $8397 >  84  ;; integer values
004D: jump_if_false COKEC_807
0004: $8397 =  84  ;; integer values

:COKEC_807
008B: @2 = $8396  ;; integer values and handles

:COKEC_808
00D6: if  0
001E:   $8397 > @2  ;; integer values
004D: jump_if_false COKEC_819
0085: @3 = @2  ;; integer values and handles
000A: @3 +=  1  ;; integer values
00D6: if  0
001B:    85 > @3  ;; integer values
004D: jump_if_false COKEC_817
0052: $3929(@2,85f) $4014(@2,85f) $4099(@2,85f) $3929(@3,85f) $4014(@3,85f) $4099(@3,85f) 

:COKEC_817
000A: @2 +=  1  ;; integer values
0002: jump COKEC_808

:COKEC_819
00D6: if  0
0736:  124 
004D: jump_if_false COKEC_828
0008: $8395 +=  1  ;; integer values
00D6: if  0
0018:   $8395 >  84  ;; integer values
004D: jump_if_false COKEC_827
0004: $8395 =  0  ;; integer values

:COKEC_827
0663: write_debug_intvar "BCE_POINT_TO_EDIT" $8395 

:COKEC_828
00D6: if  0
0736:  127 
004D: jump_if_false COKEC_837
000C: $8395 -=  1  ;; integer values
00D6: if  0
001A:    0 > $8395  ;; integer values
004D: jump_if_false COKEC_836
0004: $8395 =  84  ;; integer values

:COKEC_836
0663: write_debug_intvar "BCE_POINT_TO_EDIT" $8395 

:COKEC_837
00D6: if  0
0736:  131 
004D: jump_if_false COKEC_841
0009: $4014($8395,85f) +=  .5  ;; floating-point values

:COKEC_841
00D6: if  0
0736:  130 
004D: jump_if_false COKEC_845
0009: $4014($8395,85f) += -.5  ;; floating-point values

:COKEC_845
00D6: if  0
0736:  128 
004D: jump_if_false COKEC_849
0009: $3929($8395,85f) +=  .5  ;; floating-point values

:COKEC_849
00D6: if  0
0736:  129 
004D: jump_if_false COKEC_853
0009: $3929($8395,85f) += -.5  ;; floating-point values

:COKEC_853
00D6: if  0
0736:  145 
004D: jump_if_false COKEC_857
0009: $4099($8395,85f) +=  .5  ;; floating-point values

:COKEC_857
00D6: if  0
0736:  139 
004D: jump_if_false COKEC_861
0009: $4099($8395,85f) += -.5  ;; floating-point values

:COKEC_861
00D6: if  0
0736:  87 
004D: jump_if_false COKEC_865
0009: $4014($8395,85f) +=  10.0  ;; floating-point values

:COKEC_865
00D6: if  0
0736:  83 
004D: jump_if_false COKEC_869
0009: $4014($8395,85f) += -10.0  ;; floating-point values

:COKEC_869
00D6: if  0
0736:  68 
004D: jump_if_false COKEC_873
0009: $3929($8395,85f) +=  10.0  ;; floating-point values

:COKEC_873
00D6: if  0
0736:  65 
004D: jump_if_false COKEC_877
0009: $3929($8395,85f) += -10.0  ;; floating-point values

:COKEC_877
00D6: if  0
0736:  137 
004D: jump_if_false COKEC_905
03A9: write_debug_newline
DEFINE TABLE Tables\Table105.bin
03A7: write_debug_int $8395 
03A9: write_debug_newline
0006: @2 =  0  ;; integer values

:COKEC_885
00D6: if  0
001B:    85 > @2  ;; integer values
004D: jump_if_false COKEC_905
DEFINE TABLE Tables\Table106.bin
03A7: write_debug_int @2 
DEFINE TABLE Tables\Table107.bin
03A8: write_debug_float $3929(@2,85f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table108.bin
03A7: write_debug_int @2 
DEFINE TABLE Tables\Table109.bin
03A8: write_debug_float $4014(@2,85f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table110.bin
03A7: write_debug_int @2 
DEFINE TABLE Tables\Table111.bin
03A8: write_debug_float $4099(@2,85f) 
03A9: write_debug_newline
000A: @2 +=  1  ;; integer values
0002: jump COKEC_885

:COKEC_905
00D6: if  0
0736:  97 
004D: jump_if_false COKEC_917
008B: @2 = $8395  ;; integer values and handles
000E: @2 -=  1  ;; integer values
00D6: if  0
001B:    0 > @2  ;; integer values
004D: jump_if_false COKEC_914
0006: @2 =  0  ;; integer values

:COKEC_914
0086: $3929($8395,85f) = $3929(@2,85f)  ;; floating-point values only
0086: $4014($8395,85f) = $4014(@2,85f)  ;; floating-point values only
0086: $4099($8395,85f) = $4099(@2,85f)  ;; floating-point values only

:COKEC_917
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COKEC_922
00FE:   actor $PLAYER_ACTOR  0 ()near_point $3929($8395,85f) $4014($8395,85f) $4099($8395,85f) radius  1.0  1.0  1.0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $3929($8395,85f) $4014($8395,85f) $4099($8395,85f) radius  .5  .5  .5

:COKEC_922
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START 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  0
0039:   @3 == -1  ;; integer values
004D: jump_if_false BLACKJ_17
0107: @0 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: @1 = create_actor  4  7 at  0.0  0.0  0.0
0107: $9217 = create_object #WOODENBOX at  0.0  0.0  0.0
009A: $9218 = create_actor  4  7 at  0.0  0.0  0.0
0107: $9208 = create_object #CHIP_STACK07 at  0.0  0.0  0.0

:BLACKJ_17
0006: @29 = -99  ;; integer values

:BLACKJ_18
0001: wait  0 ms
00D6: if  0
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BLACKJ_308
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BLACKJ_305
00D6: if  0
0977: @0 
004D: jump_if_false BLACKJ_302
00D6: if  0
0038:   $9217 ==  0  ;; integer values
004D: jump_if_false BLACKJ_288
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BLACKJ_285
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false BLACKJ_133
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_108
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_46
04AF: @26 = unknown_wav_reference  171 
0002: jump BLACKJ_47

:BLACKJ_46
04AF: @26 = unknown_wav_reference  171 

:BLACKJ_47
00D6: if  0
8248:   NOT   model @26 available
004D: jump_if_false BLACKJ_51
0247: request_model @26

:BLACKJ_51
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false BLACKJ_55
04ED: load_animation "CASINO"

:BLACKJ_55
00D6: if  0
0039:   @29 == -99  ;; integer values
004D: jump_if_false BLACKJ_107
0653: @13 = stat  81 (gambling skill)  ; float
00D6: if  0
0038:   $9207 ==  0  ;; integer values
004D: jump_if_false BLACKJ_90
00D6: if  0
0023:    1.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_68
0006: @29 =  100  ;; integer values
0006: @30 =  1  ;; integer values
0002: jump BLACKJ_88

:BLACKJ_68
00D6: if  0
0023:    10.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_74
0006: @29 =  1000  ;; integer values
0006: @30 =  10  ;; integer values
0002: jump BLACKJ_88

:BLACKJ_74
00D6: if  0
0023:    100.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_80
0006: @29 =  10000  ;; integer values
0006: @30 =  100  ;; integer values
0002: jump BLACKJ_88

:BLACKJ_80
00D6: if  0
0023:    1000.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_86
0006: @29 =  100000  ;; integer values
0006: @30 =  1000  ;; integer values
0002: jump BLACKJ_88

:BLACKJ_86
0006: @29 =  1000000  ;; integer values
0006: @30 =  10000  ;; integer values

:BLACKJ_88
0008: $9207 +=  1  ;; integer values
0002: jump BLACKJ_107

:BLACKJ_90
0209: @10 = random_int  0  5
0871: init_jump_table @10 total_jumps  5  0 BLACKJ_107 jumps  0 BLACKJ_92  1 BLACKJ_95  2 BLACKJ_98  3 BLACKJ_101  4 BLACKJ_104 -1 BLACKJ_107 -1 BLACKJ_107 

:BLACKJ_92
0006: @29 =  100  ;; integer values
0006: @30 =  1  ;; integer values
0002: jump BLACKJ_107

:BLACKJ_95
0006: @29 =  1000  ;; integer values
0006: @30 =  10  ;; integer values
0002: jump BLACKJ_107

:BLACKJ_98
0006: @29 =  10000  ;; integer values
0006: @30 =  100  ;; integer values
0002: jump BLACKJ_107

:BLACKJ_101
0006: @29 =  100000  ;; integer values
0006: @30 =  1000  ;; integer values
0002: jump BLACKJ_107

:BLACKJ_104
0006: @29 =  1000000  ;; integer values
0006: @30 =  10000  ;; integer values
0002: jump BLACKJ_107

:BLACKJ_107
000A: @3 +=  1  ;; integer values

:BLACKJ_108
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BLACKJ_116
00D6: if  1
0248:   model @26 available
04EE:   animation "CASINO" loaded
004D: jump_if_false BLACKJ_116
000A: @3 +=  1  ;; integer values

:BLACKJ_116
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false BLACKJ_133
00D6: if  0
856D:   NOT   unknown_actor @1 dead_but_valid
004D: jump_if_false BLACKJ_131
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .4  0.0
02CE: $75 = ground_z $73 $74 $75
009A: @1 = create_actor  4 @26 at $73 $74 $75
060B: unknown_actor_use_entity @1 $1256 
0176: $72 = object @0 z_angle
0009: $72 +=  180.0  ;; floating-point values
0173: set_actor @1 z_angle_to $72
0249: release_model @26
0A0A: @0  1 

:BLACKJ_131
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_133
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false BLACKJ_284
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_284
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false BLACKJ_277
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .4  0.0
00D6: if  0
00FF:   actor @1  0 ()near_point_on_foot $73 $74 $75 radius  .4  .4  2.0
004D: jump_if_false BLACKJ_269
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.5  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .5  .5  2.0
004D: jump_if_false BLACKJ_261
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false BLACKJ_260
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false BLACKJ_256
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BLACKJ_233
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001E:   $9190 > @30  ;; integer values
004D: jump_if_false BLACKJ_230
0006: @10 =  0  ;; integer values
0653: @13 = stat  81 (gambling skill)  ; float
00D6: if  0
0039:   @29 ==  1000000  ;; integer values
004D: jump_if_false BLACKJ_176
00D6: if  0
0023:    1000.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_175
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_175
0002: jump BLACKJ_202

:BLACKJ_176
00D6: if  0
0039:   @29 ==  100000  ;; integer values
004D: jump_if_false BLACKJ_185
00D6: if  0
0023:    100.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_184
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_184
0002: jump BLACKJ_202

:BLACKJ_185
00D6: if  0
0039:   @29 ==  10000  ;; integer values
004D: jump_if_false BLACKJ_194
00D6: if  0
0023:    10.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_193
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_193
0002: jump BLACKJ_202

:BLACKJ_194
00D6: if  0
0039:   @29 ==  1000  ;; integer values
004D: jump_if_false BLACKJ_202
00D6: if  0
0023:    1.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_202
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0006: @10 =  1  ;; integer values

:BLACKJ_202
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_217
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false BLACKJ_211
00BE: text_clear_all
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_211
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_229

:BLACKJ_217
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_229
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_227
09D6: @1  5850  1  1  0 
0967: @1  2000 
0002: jump BLACKJ_229

:BLACKJ_227
09D6: @1  5851  1  1  0 
0967: @1  2000 

:BLACKJ_229
0002: jump BLACKJ_232

:BLACKJ_230
00BC: text_highpriority 'BJ_2'  5000 ms  1
0050: gosub BLACKJ_2375

:BLACKJ_232
0002: jump BLACKJ_255

:BLACKJ_233
00D6: if  0
8039:   NOT   @21 ==  1  ;; integer values
004D: jump_if_false BLACKJ_255
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_255
0989:  200 
0871: init_jump_table @29 total_jumps  5  0 BLACKJ_254 jumps  100 BLACKJ_244  1000 BLACKJ_246  10000 BLACKJ_248  100000 BLACKJ_250  1000000 BLACKJ_252 -1 BLACKJ_254 -1 BLACKJ_254 

:BLACKJ_244
0512: permanent_text_box 'BJ_1A'
0002: jump BLACKJ_254

:BLACKJ_246
0512: permanent_text_box 'BJ_1B'
0002: jump BLACKJ_254

:BLACKJ_248
0512: permanent_text_box 'BJ_1C'
0002: jump BLACKJ_254

:BLACKJ_250
0512: permanent_text_box 'BJ_1D'
0002: jump BLACKJ_254

:BLACKJ_252
0512: permanent_text_box 'BJ_1E'
0002: jump BLACKJ_254

:BLACKJ_254
0006: @21 =  1  ;; integer values

:BLACKJ_255
0002: jump BLACKJ_260

:BLACKJ_256
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false BLACKJ_260
0006: @22 =  0  ;; integer values

:BLACKJ_260
0002: jump BLACKJ_268

:BLACKJ_261
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false BLACKJ_268
03D5: remove_text 'BJ_2'
03D5: remove_text 'GAMBSTA'
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_268
0002: jump BLACKJ_276

:BLACKJ_269
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false BLACKJ_276
03D5: remove_text 'BJ_2'
03D5: remove_text 'GAMBSTA'
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_276
0002: jump BLACKJ_284

:BLACKJ_277
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false BLACKJ_284
03D5: remove_text 'BJ_2'
03D5: remove_text 'GAMBSTA'
03E6: remove_text_box
0006: @21 =  0  ;; integer values

:BLACKJ_284
0002: jump BLACKJ_287

:BLACKJ_285
0050: gosub BLACKJ_311
004E: end_thread

:BLACKJ_287
0002: jump BLACKJ_301

:BLACKJ_288
00D6: if  0
003C:   $9217 == @0  ;; integer values 
004D: jump_if_false BLACKJ_301
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BLACKJ_301
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false BLACKJ_299
0050: gosub BLACKJ_320
0002: jump BLACKJ_301

:BLACKJ_299
0050: gosub BLACKJ_3847
0004: $9217 =  0  ;; integer values

:BLACKJ_301
0002: jump BLACKJ_304

:BLACKJ_302
0050: gosub BLACKJ_311
004E: end_thread

:BLACKJ_304
0002: jump BLACKJ_307

:BLACKJ_305
0050: gosub BLACKJ_311
004E: end_thread

:BLACKJ_307
0002: jump BLACKJ_310

:BLACKJ_308
0050: gosub BLACKJ_311
004E: end_thread

:BLACKJ_310
0002: jump BLACKJ_18

:BLACKJ_311
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BLACKJ_315
0A0A: @0  0 

:BLACKJ_315
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_320
00D6: if  0
0736:  32 
004D: jump_if_false BLACKJ_329
000A: @31 +=  1  ;; integer values
00D6: if  0
0019:   @31 >  5  ;; integer values
004D: jump_if_false BLACKJ_328
0006: @31 =  0  ;; integer values

:BLACKJ_328
086A: (unknown)

:BLACKJ_329
00D6: if  0
0039:   @31 ==  1  ;; integer values
004D: jump_if_false BLACKJ_350
008A: $9219 = @2  ;; integer values and handles
008A: $9220 = @3  ;; integer values and handles
008A: $9221 = @4  ;; integer values and handles
0084: $9222 = $9179  ;; integer values and handles
0084: $9223 = $9180  ;; integer values and handles
0084: $9224 = $9181  ;; integer values and handles
0084: $9225 = $9182  ;; integer values and handles
0084: $9226 = $9183  ;; integer values and handles
0084: $9227 = $9184  ;; integer values and handles
065D: $9219 "M_STAGE" 
065D: $9220 "M_GOALS" 
065D: $9221 "M_GOALS2" 
065D: $9222 "PLAYER_TOTAL1" 
065D: $9223 "PLAYER_TOTAL1_B" 
065D: $9224 "PLAYER_TOTAL2" 
065D: $9225 "PLAYER_TOTAL2_B" 
065D: $9226 "DEALER_TOTAL" 
065D: $9227 "DEALER_TOTAL2" 

:BLACKJ_350
00D6: if  0
0039:   @31 ==  2  ;; integer values
004D: jump_if_false BLACKJ_371
0084: $9219 = $9165  ;; integer values and handles
0084: $9220 = $9166  ;; integer values and handles
0084: $9221 = $9167  ;; integer values and handles
0084: $9222 = $9168  ;; integer values and handles
0084: $9223 = $9169  ;; integer values and handles
0084: $9224 = $9170  ;; integer values and handles
0084: $9225 = $9171  ;; integer values and handles
0084: $9226 = $9172  ;; integer values and handles
0084: $9227 = $9173  ;; integer values and handles
065D: $9219 "PLAYER_CANNOT_SPLIT" 
065D: $9220 "PLAYER_HAS_SPLIT" 
065D: $9221 "PLAYER_CANNOT_DOUBLE" 
065D: $9222 "PLAYER_HAS_DOUBLED1" 
065D: $9223 "PLAYER_HAS_DOUBLED2" 
065D: $9224 "PLAYER_HAS_STUCK1" 
065D: $9225 "PLAYER_HAS_STUCK2" 
065D: $9226 "PLAYER_HAS_HIT" 
065D: $9227 "DEALER_HAS_STUCK" 

:BLACKJ_371
00D6: if  0
0039:   @31 ==  3  ;; integer values
004D: jump_if_false BLACKJ_392
0084: $9219 = $9174  ;; integer values and handles
0084: $9220 = $9175  ;; integer values and handles
0084: $9221 = $9176  ;; integer values and handles
0084: $9222 = $9177  ;; integer values and handles
0084: $9223 = $9178  ;; integer values and handles
0084: $9224 = $9185  ;; integer values and handles
0084: $9225 = $9186  ;; integer values and handles
0084: $9226 = $9187  ;; integer values and handles
0084: $9227 = $9188  ;; integer values and handles
065D: $9219 "PLAYER_HAS_QUIT" 
065D: $9220 "PLAYER_HAS_WON1" 
065D: $9221 "PLAYER_HAS_WON2" 
065D: $9222 "PLAYER_HAS_INPUT" 
065D: $9223 "DEALER_WINS_BY_DEFAULT" 
065D: $9224 "DEALER_GOT_ACE" 
065D: $9225 "PLAYER_GOT_ACE1" 
065D: $9226 "PLAYER_GOT_ACE2" 
065D: $9227 "PLAYER_GOT_BJ" 

:BLACKJ_392
00D6: if  0
0039:   @31 ==  4  ;; integer values
004D: jump_if_false BLACKJ_413
0084: $9219 = $9190  ;; integer values and handles
008A: $9220 = @30  ;; integer values and handles
008A: $9221 = @29  ;; integer values and handles
0084: $9222 = $9191  ;; integer values and handles
0084: $9223 = $9192  ;; integer values and handles
0084: $9224 = $9193  ;; integer values and handles
0084: $9225 = $9194  ;; integer values and handles
0084: $9226 = $9196  ;; integer values and handles
0084: $9227 = $9197  ;; integer values and handles
065D: $9219 "BJ_PLAYERS_CASH" 
065D: $9220 "MIN_BET" 
065D: $9221 "MAX_BET" 
065D: $9222 "BJ_LAST_BET" 
065D: $9223 "BJ_BET1" 
065D: $9224 "BJ_BET2" 
065D: $9225 "BJ_BET_STEP" 
065D: $9226 "BJ_HALF_BET" 
065D: $9227 "BJ_REFUND" 

:BLACKJ_413
00D6: if  0
0039:   @31 ==  5  ;; integer values
004D: jump_if_false BLACKJ_422
0084: $9219 = $9188  ;; integer values and handles
0084: $9220 = $9199  ;; integer values and handles
0084: $9221 = $9198  ;; integer values and handles
065D: $9219 "PLAYER_GOT_BJ" 
065D: $9220 "BJ_PAYOUT" 
065D: $9221 "BJ_INITIAL_STAKE" 

:BLACKJ_422
000A: @6 +=  1  ;; integer values
00D6: if  0
0019:   @6 >  9  ;; integer values
004D: jump_if_false BLACKJ_427
0006: @6 =  0  ;; integer values

:BLACKJ_427
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  23
0A2A: 'SGPUNT' 
0A2A: 'SGGAMB' 
0A2A: 'SGPROF' 
0A2A: 'SGHIRO' 
004D: jump_if_false BLACKJ_502
00D6: if  0
8038:   NOT   $9206 ==  1  ;; integer values
004D: jump_if_false BLACKJ_453
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_451
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 BLACKJ_451 jumps  0 BLACKJ_445  1 BLACKJ_447  2 BLACKJ_449 -1 BLACKJ_451 -1 BLACKJ_451 -1 BLACKJ_451 -1 BLACKJ_451 

:BLACKJ_445
09D6: @1  5820  1  1  0 
0002: jump BLACKJ_451

:BLACKJ_447
09D6: @1  5821  1  1  0 
0002: jump BLACKJ_451

:BLACKJ_449
09D6: @1  5822  1  1  0 
0002: jump BLACKJ_451

:BLACKJ_451
0004: $9206 =  1  ;; integer values
0006: @32 =  0  ;; integer values

:BLACKJ_453
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false BLACKJ_462
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BLACKJ_461
03E6: remove_text_box
0006: @23 =  1  ;; integer values

:BLACKJ_461
0002: jump BLACKJ_469

:BLACKJ_462
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BLACKJ_469
00D6: if  0
8039:   NOT   @23 ==  0  ;; integer values
004D: jump_if_false BLACKJ_469
0006: @23 =  0  ;; integer values

:BLACKJ_469
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false BLACKJ_478
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BLACKJ_477
03E6: remove_text_box
0006: @25 =  1  ;; integer values

:BLACKJ_477
0002: jump BLACKJ_485

:BLACKJ_478
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false BLACKJ_485
00D6: if  0
8039:   NOT   @25 ==  0  ;; integer values
004D: jump_if_false BLACKJ_485
0006: @25 =  0  ;; integer values

:BLACKJ_485
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false BLACKJ_494
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false BLACKJ_493
03E6: remove_text_box
0006: @24 =  1  ;; integer values

:BLACKJ_493
0002: jump BLACKJ_501

:BLACKJ_494
00D6: if  0
80E1:   NOT   key_pressed  0  14
004D: jump_if_false BLACKJ_501
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false BLACKJ_501
0006: @24 =  0  ;; integer values

:BLACKJ_501
0002: jump BLACKJ_506

:BLACKJ_502
00D6: if  0
8038:   NOT   $9206 ==  0  ;; integer values
004D: jump_if_false BLACKJ_506
0004: $9206 =  0  ;; integer values

:BLACKJ_506
0871: init_jump_table @2 total_jumps  7  0 BLACKJ_521 jumps  0 BLACKJ_507  1 BLACKJ_509  2 BLACKJ_511  3 BLACKJ_513  4 BLACKJ_515  5 BLACKJ_517  6 BLACKJ_519 

:BLACKJ_507
0050: gosub BLACKJ_587
0002: jump BLACKJ_521

:BLACKJ_509
0050: gosub BLACKJ_838
0002: jump BLACKJ_521

:BLACKJ_511
0050: gosub BLACKJ_1108
0002: jump BLACKJ_521

:BLACKJ_513
0050: gosub BLACKJ_1198
0002: jump BLACKJ_521

:BLACKJ_515
0050: gosub BLACKJ_1262
0002: jump BLACKJ_521

:BLACKJ_517
0050: gosub BLACKJ_1975
0002: jump BLACKJ_521

:BLACKJ_519
0050: gosub BLACKJ_2056
0002: jump BLACKJ_521

:BLACKJ_521
00D6: if  0
0736:  85 
004D: jump_if_false BLACKJ_532
0008: $9310 +=  1  ;; integer values
00D6: if  0
0018:   $9310 >  1  ;; integer values
004D: jump_if_false BLACKJ_531
0004: $9310 =  0  ;; integer values
0663: write_debug_intvar "CARD_CHEAT_OFF" $9310 
0002: jump BLACKJ_532

:BLACKJ_531
0663: write_debug_intvar "CARD_CHEAT_ON" $9310 

:BLACKJ_532
00D6: if  0
8038:   NOT   $9310 ==  0  ;; integer values
004D: jump_if_false BLACKJ_553
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_544
0008: $9228 +=  1  ;; integer values
00D6: if  0
0018:   $9228 >  52  ;; integer values
004D: jump_if_false BLACKJ_543
0004: $9228 =  1  ;; integer values

:BLACKJ_543
0663: write_debug_intvar "NEXT_CARD" $9228 

:BLACKJ_544
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_553
000C: $9228 -=  1  ;; integer values
00D6: if  0
001A:    1 > $9228  ;; integer values
004D: jump_if_false BLACKJ_552
0004: $9228 =  52  ;; integer values

:BLACKJ_552
0663: write_debug_intvar "NEXT_CARD" $9228 

:BLACKJ_553
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false BLACKJ_578
00D6: if  1
00E1:   key_pressed  0  15
8039:   NOT   @2 ==  2  ;; integer values
004D: jump_if_false BLACKJ_577
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_570
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_569
09D6: @1  5852  1  1  0 
0002: jump BLACKJ_570

:BLACKJ_569
09D6: @1  5853  1  1  0 

:BLACKJ_570
0006: @5 =  1  ;; integer values
0006: @22 =  1  ;; integer values
00D6: if  0
8038:   NOT   $9197 ==  0  ;; integer values
004D: jump_if_false BLACKJ_576
0109: player $PLAYER_CHAR money += $9197

:BLACKJ_576
0004: $9191 =  0  ;; integer values

:BLACKJ_577
0002: jump BLACKJ_582

:BLACKJ_578
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false BLACKJ_582
0006: @22 =  0  ;; integer values

:BLACKJ_582
00D6: if  0
0118:   actor @1 dead
004D: jump_if_false BLACKJ_586
0006: @5 =  1  ;; integer values

:BLACKJ_586
0051: return

:BLACKJ_587
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_675
09BD:  1 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0004: $9325 =  0  ;; integer values
0005: $9135 =  51.0  ;; floating-point values
0005: $9136 =  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: $9071 =  226.0  ;; floating-point values
0005: $9079 =  60.0  ;; floating-point values
0005: $9138 =  6.0  ;; floating-point values
0005: $9229 =  29.0  ;; floating-point values
0005: $9256 =  220.0  ;; floating-point values
0871: init_jump_table $154 total_jumps  1  1 BLACKJ_610 jumps  3 BLACKJ_607 -1 BLACKJ_613 -1 BLACKJ_613 -1 BLACKJ_613 -1 BLACKJ_613 -1 BLACKJ_613 -1 BLACKJ_613 

:BLACKJ_607
0005: $9230 =  173.9799  ;; floating-point values
0005: $9257 =  409.0  ;; floating-point values
0002: jump BLACKJ_613

:BLACKJ_610
0005: $9230 =  157.0  ;; floating-point values
0005: $9257 =  409.0  ;; floating-point values
0002: jump BLACKJ_613

:BLACKJ_613
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_634 jumps  1 BLACKJ_631  2 BLACKJ_628  3 BLACKJ_628  4 BLACKJ_628 -1 BLACKJ_637 -1 BLACKJ_637 -1 BLACKJ_637 

:BLACKJ_628
0005: $9238 =  169.0  ;; floating-point values
0005: $9265 =  409.0  ;; floating-point values
0002: jump BLACKJ_637

:BLACKJ_631
0005: $9238 =  177.0  ;; floating-point values
0005: $9265 =  409.0  ;; floating-point values
0002: jump BLACKJ_637

:BLACKJ_634
0005: $9238 =  157.0  ;; floating-point values
0005: $9265 =  409.0  ;; floating-point values
0002: jump BLACKJ_637

:BLACKJ_637
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_3605
0247: request_model #BLCK_JACK
04ED: load_animation "CASINO"
000A: @3 +=  1  ;; integer values

:BLACKJ_675
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BLACKJ_683
00D6: if  1
0248:   model #BLCK_JACK available
04EE:   animation "CASINO" loaded
004D: jump_if_false BLACKJ_683
000A: @3 +=  1  ;; integer values

:BLACKJ_683
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false BLACKJ_823
03F0: text_draw_toggle  1
0390: 'LD_CARD' 
038F:  1 "CD1C" 
038F:  2 "CD2C" 
038F:  3 "CD3C" 
038F:  4 "CD4C" 
038F:  5 "CD5C" 
038F:  6 "CD6C" 
038F:  7 "CD7C" 
038F:  8 "CD8C" 
038F:  9 "CD9C" 
038F:  10 "CD10C" 
038F:  11 "CD11C" 
038F:  12 "CD12C" 
038F:  13 "CD13C" 
038F:  14 "CD1D" 
038F:  15 "CD2D" 
038F:  16 "CD3D" 
038F:  17 "CD4D" 
038F:  18 "CD5D" 
038F:  19 "CD6D" 
038F:  20 "CD7D" 
038F:  21 "CD8D" 
038F:  22 "CD9D" 
038F:  23 "CD10D" 
038F:  24 "CD11D" 
038F:  25 "CD12D" 
038F:  26 "CD13D" 
038F:  27 "CD1S" 
038F:  28 "CD2S" 
038F:  29 "CD3S" 
038F:  30 "CD4S" 
038F:  31 "CD5S" 
038F:  32 "CD6S" 
038F:  33 "CD7S" 
038F:  34 "CD8S" 
038F:  35 "CD9S" 
038F:  36 "CD10S" 
038F:  37 "CD11S" 
038F:  38 "CD12S" 
038F:  39 "CD13S" 
038F:  40 "CD1H" 
038F:  41 "CD2H" 
038F:  42 "CD3H" 
038F:  43 "CD4H" 
038F:  44 "CD5H" 
038F:  45 "CD6H" 
038F:  46 "CD7H" 
038F:  47 "CD8H" 
038F:  48 "CD9H" 
038F:  49 "CD10H" 
038F:  50 "CD11H" 
038F:  51 "CD12H" 
038F:  52 "CD13H" 
038F:  53 "CDBACK" 
059D:  6 
0581: toggle_radar  0 (off)
03AD: set_rubbish  0 (invisible)
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .4  0.0
0176: $72 = object @0 z_angle
0009: $72 +=  180.0  ;; floating-point values
02CE: $75 = ground_z $73 $74 $75
0009: $75 += -.4  ;; floating-point values
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_755
0792: @1 
00A1: put_actor @1 at $73 $74 $75
0173: set_actor @1 z_angle_to $72

:BLACKJ_755
0400: create_coordinate $73 $74 $75 from_object @0 offset  .3192 -1.6334  .1415
02CE: $75 = ground_z $73 $74 $75
0009: $75 += -.4  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_763
0639: unknown_action_sequence $PLAYER_ACTOR @1 

:BLACKJ_763
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BLACKJ_770
0400: create_coordinate $73 $74 $75 from_object @0 offset -.4379 -2.243  1.16
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @0 offset -.2822 -1.3256  .7939
0160: point_camera $73 $74 $75  2

:BLACKJ_770
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BLACKJ_822
0005: $9216 = -.14  ;; floating-point values
0005: $9283 =  0.0  ;; floating-point values
0005: $9291 = -.885  ;; floating-point values
0086: $9299 = $9216  ;; floating-point values only
0005: $9284 =  .045  ;; floating-point values
0005: $9292 = -.935  ;; floating-point values
0086: $9300 = $9216  ;; floating-point values only
0005: $9285 = -.05  ;; floating-point values
0005: $9293 = -.93  ;; floating-point values
0086: $9301 = $9216  ;; floating-point values only
0005: $9286 = -.01  ;; floating-point values
0005: $9294 = -.98  ;; floating-point values
0086: $9302 = $9216  ;; floating-point values only
0005: $9287 =  .06  ;; floating-point values
0005: $9295 = -.995  ;; floating-point values
0086: $9303 = $9216  ;; floating-point values only
0005: $9288 =  .02  ;; floating-point values
0005: $9296 = -1.075  ;; floating-point values
0086: $9304 = $9216  ;; floating-point values only
0005: $9289 = -.07  ;; floating-point values
0005: $9297 = -1.03  ;; floating-point values
0086: $9305 = $9216  ;; floating-point values only
0005: $9290 =  .065  ;; floating-point values
0005: $9298 = -1.05  ;; floating-point values
0086: $9306 = $9216  ;; floating-point values only
0400: create_coordinate $73 $74 $75 from_object @0 offset $9283 $9291 $9216
029B: $9208 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9208 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9284 $9292 $9216
029B: $9209 = init_object #CHIP_STACK08 at $73 $74 $75
0177: set_object $9209 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9285 $9293 $9216
029B: $9210 = init_object #CHIP_STACK09 at $73 $74 $75
0177: set_object $9210 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9286 $9294 $9216
029B: $9211 = init_object #CHIP_STACK10 at $73 $74 $75
0177: set_object $9211 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9287 $9295 $9216
029B: $9212 = init_object #CHIP_STACK11 at $73 $74 $75
0177: set_object $9212 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9288 $9296 $9216
029B: $9213 = init_object #CHIP_STACK12 at $73 $74 $75
0177: set_object $9213 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9289 $9297 $9216
029B: $9214 = init_object #CHIP_STACK13 at $73 $74 $75
0177: set_object $9214 z_angle_to $72
0400: create_coordinate $73 $74 $75 from_object @0 offset $9290 $9298 $9216
029B: $9215 = init_object #CHIP_STACK14 at $73 $74 $75
0177: set_object $9215 z_angle_to $72

:BLACKJ_822
0006: @3 =  99  ;; integer values

:BLACKJ_823
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_837
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_835
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 BLACKJ_835 jumps  0 BLACKJ_831  1 BLACKJ_833 -1 BLACKJ_835 -1 BLACKJ_835 -1 BLACKJ_835 -1 BLACKJ_835 -1 BLACKJ_835 

:BLACKJ_831
09D6: @1  5809  1  1  0 
0002: jump BLACKJ_835

:BLACKJ_833
09D6: @1  5810  1  1  0 
0002: jump BLACKJ_835

:BLACKJ_835
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_837
0051: return

:BLACKJ_838
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_912
0004: $9140 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:BLACKJ_843
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_851
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_843

:BLACKJ_851
0004: $9165 =  0  ;; integer values
0004: $9166 =  0  ;; integer values
0004: $9167 =  0  ;; integer values
0004: $9168 =  0  ;; integer values
0004: $9169 =  0  ;; integer values
0004: $9170 =  0  ;; integer values
0004: $9171 =  0  ;; integer values
0004: $9172 =  0  ;; integer values
0004: $9173 =  0  ;; integer values
0004: $9174 =  0  ;; integer values
0004: $9175 =  0  ;; integer values
0004: $9176 =  0  ;; integer values
0004: $9177 =  0  ;; integer values
0004: $9178 =  0  ;; integer values
0004: $9179 =  0  ;; integer values
0004: $9180 =  0  ;; integer values
0004: $9181 =  0  ;; integer values
0004: $9182 =  0  ;; integer values
0004: $9183 =  0  ;; integer values
0004: $9184 =  0  ;; integer values
0004: $9185 =  0  ;; integer values
0004: $9186 =  0  ;; integer values
0004: $9187 =  0  ;; integer values
0004: $9197 =  0  ;; integer values
00D6: if  0
001F:   @30 > $9205  ;; integer values
004D: jump_if_false BLACKJ_879
008A: $9205 = @30  ;; integer values and handles

:BLACKJ_879
0084: $9192 = $9205  ;; integer values and handles
0004: $9193 =  0  ;; integer values
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false BLACKJ_888
008A: $9192 = @30  ;; integer values and handles

:BLACKJ_888
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false BLACKJ_896
00BC: text_highpriority 'BJ_2'  5000 ms  1
0050: gosub BLACKJ_2375
0006: @5 =  1  ;; integer values
0002: jump BLACKJ_1107
0002: jump BLACKJ_910

:BLACKJ_896
008B: @10 = $9192  ;; integer values and handles
0012: @10 *= -1  ;; integer values 
0109: player $PLAYER_CHAR money += @10
0084: $9197 = $9192  ;; integer values and handles
0084: $9198 = $9192  ;; integer values and handles
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_910
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 BLACKJ_910 jumps  0 BLACKJ_906  1 BLACKJ_908 -1 BLACKJ_910 -1 BLACKJ_910 -1 BLACKJ_910 -1 BLACKJ_910 -1 BLACKJ_910 

:BLACKJ_906
09D6: @1  5809  1  1  0 
0002: jump BLACKJ_910

:BLACKJ_908
09D6: @1  5810  1  1  0 
0002: jump BLACKJ_910

:BLACKJ_910
0459: end_thread_named 'CASHWIN'
000A: @3 +=  1  ;; integer values

:BLACKJ_912
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1096
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false BLACKJ_1083
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_929
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_929
0989:  200 
0512: permanent_text_box 'BJ_H1'

:BLACKJ_929
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false BLACKJ_996
00D6: if  1
8039:   NOT   @24 ==  1  ;; integer values
8039:   NOT   @24 == -1  ;; integer values
004D: jump_if_false BLACKJ_988
00D6: if  0
0028:   $9192 >=  10000  ;; integer values
004D: jump_if_false BLACKJ_944
0004: $9194 =  1000  ;; integer values
0002: jump BLACKJ_960

:BLACKJ_944
00D6: if  0
0028:   $9192 >=  1000  ;; integer values
004D: jump_if_false BLACKJ_949
0004: $9194 =  100  ;; integer values
0002: jump BLACKJ_960

:BLACKJ_949
00D6: if  0
0028:   $9192 >=  100  ;; integer values
004D: jump_if_false BLACKJ_954
0004: $9194 =  10  ;; integer values
0002: jump BLACKJ_960

:BLACKJ_954
00D6: if  0
0038:   $9192 ==  0  ;; integer values
004D: jump_if_false BLACKJ_959
0004: $9194 =  2  ;; integer values
0002: jump BLACKJ_960

:BLACKJ_959
0004: $9194 =  1  ;; integer values

:BLACKJ_960
00D6: if  0
001C:   $9194 > $9190  ;; integer values
004D: jump_if_false BLACKJ_964
0084: $9194 = $9190  ;; integer values and handles

:BLACKJ_964
008B: @10 = $9192  ;; integer values and handles
005C: @10 += $9194  ;; integer values 
00D6: if  0
001D:   @10 > @29  ;; integer values  
004D: jump_if_false BLACKJ_971
008A: $9194 = @29  ;; integer values and handles
0060: $9194 -= $9192  ;; integer values

:BLACKJ_971
00D6: if  0
001A:    0 > $9194  ;; integer values
004D: jump_if_false BLACKJ_975
0010: $9194 *= -1  ;; integer values

:BLACKJ_975
0058: $9192 += $9194  ;; integer values
0058: $9197 += $9194  ;; integer values
0058: $9198 += $9194  ;; integer values
0010: $9194 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9194
000A: @24 +=  1  ;; integer values
00D6: if  0
0019:   @24 >  1  ;; integer values
004D: jump_if_false BLACKJ_986
0006: @24 =  2  ;; integer values
0002: jump BLACKJ_987

:BLACKJ_986
0006: @32 =  0  ;; integer values

:BLACKJ_987
0002: jump BLACKJ_995

:BLACKJ_988
00D6: if  0
0039:   @24 ==  1  ;; integer values
004D: jump_if_false BLACKJ_995
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false BLACKJ_995
0006: @24 =  2  ;; integer values

:BLACKJ_995
0002: jump BLACKJ_1056

:BLACKJ_996
00D6: if  0
8039:   NOT   @25 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1000
0006: @25 =  0  ;; integer values

:BLACKJ_1000
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BLACKJ_1052
00D6: if  0
8039:   NOT   @25 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1047
00D6: if  0
0018:   $9192 >  10000  ;; integer values
004D: jump_if_false BLACKJ_1011
0004: $9194 = -1000  ;; integer values
0002: jump BLACKJ_1022

:BLACKJ_1011
00D6: if  0
0018:   $9192 >  1000  ;; integer values
004D: jump_if_false BLACKJ_1016
0004: $9194 = -100  ;; integer values
0002: jump BLACKJ_1022

:BLACKJ_1016
00D6: if  0
0018:   $9192 >  100  ;; integer values
004D: jump_if_false BLACKJ_1021
0004: $9194 = -10  ;; integer values
0002: jump BLACKJ_1022

:BLACKJ_1021
0004: $9194 = -1  ;; integer values

:BLACKJ_1022
008B: @10 = $9192  ;; integer values and handles
0058: $9192 += $9194  ;; integer values
00D6: if  0
001F:   @30 > $9192  ;; integer values
004D: jump_if_false BLACKJ_1030
0004: $9192 =  0  ;; integer values
008A: $9194 = @10  ;; integer values and handles
0010: $9194 *= -1  ;; integer values

:BLACKJ_1030
00D6: if  0
001F:   @30 > $9192  ;; integer values
004D: jump_if_false BLACKJ_1035
008A: $9192 = @30  ;; integer values and handles
0002: jump BLACKJ_1039

:BLACKJ_1035
0010: $9194 *= -1  ;; integer values
0060: $9197 -= $9194  ;; integer values
0060: $9198 -= $9194  ;; integer values
0109: player $PLAYER_CHAR money += $9194

:BLACKJ_1039
000A: @25 +=  1  ;; integer values
00D6: if  0
0019:   @25 >  1  ;; integer values
004D: jump_if_false BLACKJ_1045
0006: @25 =  2  ;; integer values
0002: jump BLACKJ_1046

:BLACKJ_1045
0006: @32 =  0  ;; integer values

:BLACKJ_1046
0002: jump BLACKJ_1051

:BLACKJ_1047
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false BLACKJ_1051
0006: @25 =  2  ;; integer values

:BLACKJ_1051
0002: jump BLACKJ_1056

:BLACKJ_1052
00D6: if  0
8039:   NOT   @25 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1056
0006: @25 =  0  ;; integer values

:BLACKJ_1056
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1073
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BLACKJ_1072
0084: $9205 = $9192  ;; integer values and handles
0623: add $9192 to_stats  35
008F: @13 = integer_to_float $9192  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0004: $9197 =  0  ;; integer values
0084: $9191 = $9192  ;; integer values and handles
0050: gosub BLACKJ_2912
0006: @23 =  1  ;; integer values
0006: @3 =  99  ;; integer values

:BLACKJ_1072
0002: jump BLACKJ_1077

:BLACKJ_1073
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BLACKJ_1077
0006: @23 =  0  ;; integer values

:BLACKJ_1077
0050: gosub BLACKJ_2726
00D6: if  0
8039:   NOT   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1082
000A: @3 +=  1  ;; integer values

:BLACKJ_1082
0002: jump BLACKJ_1096

:BLACKJ_1083
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1092
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BLACKJ_1091
0006: @23 =  1  ;; integer values
00BE: text_clear_all

:BLACKJ_1091
0002: jump BLACKJ_1096

:BLACKJ_1092
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BLACKJ_1096
0006: @23 =  0  ;; integer values

:BLACKJ_1096
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1101
0050: gosub BLACKJ_2912
0006: @3 =  1  ;; integer values

:BLACKJ_1101
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1107
0050: gosub BLACKJ_1254
0006: @3 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1107
0051: return

:BLACKJ_1108
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1117
0050: gosub BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1116
0084: $9149 = $9140  ;; integer values and handles

:BLACKJ_1116
000A: @3 +=  1  ;; integer values

:BLACKJ_1117
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1128
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1128
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1128
000A: @3 +=  1  ;; integer values

:BLACKJ_1128
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1137
0050: gosub BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1136
0084: $9141 = $9140  ;; integer values and handles

:BLACKJ_1136
000A: @3 +=  1  ;; integer values

:BLACKJ_1137
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false BLACKJ_1148
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1148
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1148
000A: @3 +=  1  ;; integer values

:BLACKJ_1148
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false BLACKJ_1157
0050: gosub BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1156
0084: $9150 = $9140  ;; integer values and handles

:BLACKJ_1156
000A: @3 +=  1  ;; integer values

:BLACKJ_1157
00D6: if  0
0039:   @3 ==  5  ;; integer values
004D: jump_if_false BLACKJ_1168
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1168
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1168
000A: @3 +=  1  ;; integer values

:BLACKJ_1168
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false BLACKJ_1177
0050: gosub BLACKJ_3277
00D6: if  0
8038:   NOT   $9140 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1176
0084: $9142 = $9140  ;; integer values and handles

:BLACKJ_1176
000A: @3 +=  1  ;; integer values

:BLACKJ_1177
00D6: if  0
0039:   @3 ==  7  ;; integer values
004D: jump_if_false BLACKJ_1188
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1188
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1188
0006: @3 =  99  ;; integer values

:BLACKJ_1188
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1194
0006: @21 =  0  ;; integer values
0006: @3 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1194
0050: gosub BLACKJ_3431
0050: gosub BLACKJ_3289
0050: gosub BLACKJ_2939
0051: return

:BLACKJ_1198
0050: gosub BLACKJ_1254
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1223
0050: gosub BLACKJ_3431
0004: $9188 =  0  ;; integer values
0004: $9189 =  0  ;; integer values
00D6: if  21
0038:   $9179 ==  21  ;; integer values
0038:   $9183 ==  21  ;; integer values
004D: jump_if_false BLACKJ_1222
00D6: if  0
0038:   $9179 ==  21  ;; integer values
004D: jump_if_false BLACKJ_1213
0004: $9188 =  1  ;; integer values

:BLACKJ_1213
00D6: if  0
0038:   $9183 ==  21  ;; integer values
004D: jump_if_false BLACKJ_1217
0004: $9189 =  1  ;; integer values

:BLACKJ_1217
0004: $9170 =  1  ;; integer values
0004: $9173 =  1  ;; integer values
000A: @2 +=  2  ;; integer values
0006: @3 =  0  ;; integer values
0002: jump BLACKJ_1223

:BLACKJ_1222
0006: @3 =  99  ;; integer values

:BLACKJ_1223
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1230
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @21 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1230
0050: gosub BLACKJ_3431
0050: gosub BLACKJ_3289
0050: gosub BLACKJ_2939
00D6: if  0
0038:   $9188 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1238
0050: gosub BLACKJ_2387
0002: jump BLACKJ_1253

:BLACKJ_1238
00D6: if  0
8038:   NOT   $9183 ==  21  ;; integer values
004D: jump_if_false BLACKJ_1252
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1251
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1250
09D6: @1  5811  1  1  0 
0002: jump BLACKJ_1251

:BLACKJ_1250
09D6: @1  5812  1  1  0 

:BLACKJ_1251
0002: jump BLACKJ_1253

:BLACKJ_1252
0050: gosub BLACKJ_2387

:BLACKJ_1253
0051: return

:BLACKJ_1254
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_1261
03E6: remove_text_box

:BLACKJ_1261
0051: return

:BLACKJ_1262
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1516
00D6: if  0
0038:   $9165 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1290
0084: $9314 = $9149  ;; integer values and handles
0050: gosub BLACKJ_3582
008B: @10 = $9315  ;; integer values and handles
0084: $9314 = $9150  ;; integer values and handles
0050: gosub BLACKJ_3582
008B: @11 = $9315  ;; integer values and handles
00D6: if  0
003B:   @10 == @11  ;; integer values 
004D: jump_if_false BLACKJ_1283
00D6: if  0
8038:   NOT   $9151 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1282
0050: gosub BLACKJ_1254
0004: $9165 =  1  ;; integer values

:BLACKJ_1282
0002: jump BLACKJ_1285

:BLACKJ_1283
0050: gosub BLACKJ_1254
0004: $9165 =  1  ;; integer values

:BLACKJ_1285
00D6: if  0
8038:   NOT   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1290
0050: gosub BLACKJ_1254
0004: $9165 =  1  ;; integer values

:BLACKJ_1290
00D6: if  0
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1340
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1310
00D6: if  0
8038:   NOT   $9151 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1301
0050: gosub BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1301
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false BLACKJ_1309
0050: gosub BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1309
0002: jump BLACKJ_1340

:BLACKJ_1310
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1327
00D6: if  0
8038:   NOT   $9151 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1318
0050: gosub BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1318
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9192 > $9190  ;; integer values
004D: jump_if_false BLACKJ_1326
0050: gosub BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1326
0002: jump BLACKJ_1340

:BLACKJ_1327
00D6: if  0
8038:   NOT   $9159 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1332
0050: gosub BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1332
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9193 > $9190  ;; integer values
004D: jump_if_false BLACKJ_1340
0050: gosub BLACKJ_1254
0004: $9167 =  1  ;; integer values

:BLACKJ_1340
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_1436
00D6: if  1
0038:   $9165 ==  0  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1356
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1355
0989:  128 
0512: permanent_text_box 'BJ_H3'

:BLACKJ_1355
0006: @21 =  1  ;; integer values

:BLACKJ_1356
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1366
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1365
0989:  128 
0512: permanent_text_box 'BJ_H2'

:BLACKJ_1365
0006: @21 =  2  ;; integer values

:BLACKJ_1366
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1376
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1375
0989:  128 
0512: permanent_text_box 'BJ_H5'

:BLACKJ_1375
0006: @21 =  3  ;; integer values

:BLACKJ_1376
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1386
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1385
0989:  128 
0512: permanent_text_box 'BJ_H2'

:BLACKJ_1385
0006: @21 =  2  ;; integer values

:BLACKJ_1386
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1396
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1395
0989:  128 
0512: permanent_text_box 'BJ_H5'

:BLACKJ_1395
0006: @21 =  3  ;; integer values

:BLACKJ_1396
00D6: if  1
0038:   $9165 ==  0  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1406
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1405
0989:  128 
0512: permanent_text_box 'BJ_H3'

:BLACKJ_1405
0006: @21 =  1  ;; integer values

:BLACKJ_1406
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1416
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1415
0989:  128 
0512: permanent_text_box 'BJ_H5'

:BLACKJ_1415
0006: @21 =  3  ;; integer values

:BLACKJ_1416
00D6: if  1
0038:   $9165 ==  0  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1426
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1425
0989:  128 
0512: permanent_text_box 'BJ_H3'

:BLACKJ_1425
0006: @21 =  1  ;; integer values

:BLACKJ_1426
00D6: if  1
0038:   $9165 ==  1  ;; integer values
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1436
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_1435
0989:  128 
0512: permanent_text_box 'BJ_H2'

:BLACKJ_1435
0006: @21 =  2  ;; integer values

:BLACKJ_1436
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false BLACKJ_1503
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1451
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BLACKJ_1450
0004: $9172 =  1  ;; integer values
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0006: @25 =  1  ;; integer values
0002: jump BLACKJ_1516

:BLACKJ_1450
0002: jump BLACKJ_1455

:BLACKJ_1451
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false BLACKJ_1455
0006: @25 =  0  ;; integer values

:BLACKJ_1455
00D6: if  0
0038:   $9165 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1468
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1468
00D6: if  0
00E1:   key_pressed  0  7
004D: jump_if_false BLACKJ_1468
0004: $9166 =  1  ;; integer values
000A: @3 +=  1  ;; integer values
0006: @4 =  0  ;; integer values
0002: jump BLACKJ_1516

:BLACKJ_1468
00D6: if  0
0038:   $9167 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1482
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false BLACKJ_1482
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1479
0004: $9168 =  1  ;; integer values
0002: jump BLACKJ_1480

:BLACKJ_1479
0004: $9169 =  1  ;; integer values

:BLACKJ_1480
000A: @3 +=  1  ;; integer values
0002: jump BLACKJ_1516

:BLACKJ_1482
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1498
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BLACKJ_1497
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1493
0004: $9170 =  1  ;; integer values
0002: jump BLACKJ_1494

:BLACKJ_1493
0004: $9171 =  1  ;; integer values

:BLACKJ_1494
0006: @23 =  1  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump BLACKJ_1516

:BLACKJ_1497
0002: jump BLACKJ_1502

:BLACKJ_1498
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BLACKJ_1502
0006: @23 =  0  ;; integer values

:BLACKJ_1502
0002: jump BLACKJ_1516

:BLACKJ_1503
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1512
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false BLACKJ_1511
0006: @25 =  1  ;; integer values
00BE: text_clear_all

:BLACKJ_1511
0002: jump BLACKJ_1516

:BLACKJ_1512
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false BLACKJ_1516
0006: @25 =  0  ;; integer values

:BLACKJ_1516
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1954
00D6: if  0
0038:   $9172 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1590
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1527
0050: gosub BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1527
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1538
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1538
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1538
000A: @4 +=  1  ;; integer values

:BLACKJ_1538
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1585
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1557
0006: @10 =  0  ;; integer values

:BLACKJ_1545
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_1556
00D6: if  0
0038:   $9149(@10,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_1554
0084: $9149(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values
0006: @4 =  99  ;; integer values

:BLACKJ_1554
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_1545

:BLACKJ_1556
0002: jump BLACKJ_1585

:BLACKJ_1557
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1573
0006: @10 =  0  ;; integer values

:BLACKJ_1561
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_1572
00D6: if  0
0038:   $9149(@10,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_1570
0084: $9149(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values
0006: @4 =  99  ;; integer values

:BLACKJ_1570
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_1561

:BLACKJ_1572
0002: jump BLACKJ_1585

:BLACKJ_1573
0006: @10 =  0  ;; integer values

:BLACKJ_1574
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_1585
00D6: if  0
0038:   $9157(@10,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_1583
0084: $9157(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values
0006: @4 =  99  ;; integer values

:BLACKJ_1583
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_1574

:BLACKJ_1585
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1590
0004: $9172 =  0  ;; integer values
0050: gosub BLACKJ_2387

:BLACKJ_1590
0006: @10 =  0  ;; integer values
00D6: if  0
0038:   $9166 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1599
00D6: if  21
0038:   $9157 ==  0  ;; integer values
0038:   $9150 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1599
0006: @10 =  1  ;; integer values

:BLACKJ_1599
00D6: if  1
0038:   $9166 ==  1  ;; integer values
0039:   @10 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1666
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1620
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false BLACKJ_1619
0004: $9166 =  0  ;; integer values
0006: @4 =  99  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub BLACKJ_2375
0002: jump BLACKJ_1620

:BLACKJ_1619
000A: @4 +=  1  ;; integer values

:BLACKJ_1620
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1634
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9192 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub BLACKJ_2726
000A: @4 +=  1  ;; integer values

:BLACKJ_1634
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1642
0084: $9157 = $9149  ;; integer values and handles
0084: $9149 = $9150  ;; integer values and handles
0004: $9150 =  0  ;; integer values
0050: gosub BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1642
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false BLACKJ_1654
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1654
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1654
0084: $9150 = $9140  ;; integer values and handles
000A: @4 +=  1  ;; integer values

:BLACKJ_1654
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false BLACKJ_1666
008D: $9195 = integer_to_float $9192
0015: $9195 /=  2.0  ;; floating-point values
008C: $9196 = float_to_integer $9195
0084: $9192 = $9196  ;; integer values and handles
0084: $9193 = $9196  ;; integer values and handles
0004: $9167 =  0  ;; integer values
0050: gosub BLACKJ_1254
0050: gosub BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1666
00D6: if  2
0038:   $9166 ==  1  ;; integer values
0038:   $9170 ==  1  ;; integer values
0038:   $9158 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1698
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1676
0050: gosub BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1676
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1687
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1687
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1687
000A: @4 +=  1  ;; integer values

:BLACKJ_1687
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1695
0084: $9158 = $9140  ;; integer values and handles
0004: $9167 =  0  ;; integer values
0050: gosub BLACKJ_1254
0050: gosub BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1695
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1698

:BLACKJ_1698
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1756
00D6: if  1
0038:   $9168 ==  1  ;; integer values
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1755
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1722
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false BLACKJ_1721
0004: $9168 =  0  ;; integer values
0006: @4 =  99  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub BLACKJ_2375
0002: jump BLACKJ_1722

:BLACKJ_1721
000A: @4 +=  1  ;; integer values

:BLACKJ_1722
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1737
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9192 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub BLACKJ_2726
0050: gosub BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1737
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1748
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1748
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1748
000A: @4 +=  1  ;; integer values

:BLACKJ_1748
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false BLACKJ_1755
0084: $9151 = $9140  ;; integer values and handles
0004: $9170 =  1  ;; integer values
0050: gosub BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1755
0002: jump BLACKJ_1865

:BLACKJ_1756
00D6: if  1
0038:   $9168 ==  1  ;; integer values
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1811
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1777
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false BLACKJ_1776
0004: $9168 =  0  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub BLACKJ_2375
0006: @4 =  99  ;; integer values
0002: jump BLACKJ_1777

:BLACKJ_1776
000A: @4 +=  1  ;; integer values

:BLACKJ_1777
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1792
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9192 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub BLACKJ_2726
0050: gosub BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1792
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1803
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1803
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1803
000A: @4 +=  1  ;; integer values

:BLACKJ_1803
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false BLACKJ_1811
0084: $9151 = $9140  ;; integer values and handles
0004: $9170 =  1  ;; integer values
0050: gosub BLACKJ_2387
0006: @4 =  0  ;; integer values
0002: jump BLACKJ_1666

:BLACKJ_1811
00D6: if  1
0038:   $9169 ==  1  ;; integer values
0038:   $9171 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1865
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1832
008D: $9195 = integer_to_float $9192
008C: $9196 = float_to_integer $9195
010B: $9190 = player $PLAYER_CHAR money
0050: gosub BLACKJ_3730
0058: $9190 += $9200  ;; integer values
00D6: if  0
001C:   $9196 > $9190  ;; integer values
004D: jump_if_false BLACKJ_1831
0004: $9169 =  0  ;; integer values
0006: @4 =  99  ;; integer values
00BC: text_highpriority 'BJ_3'  5000 ms  1
0050: gosub BLACKJ_2375
0002: jump BLACKJ_1832

:BLACKJ_1831
000A: @4 +=  1  ;; integer values

:BLACKJ_1832
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1847
0623: add $9196 to_stats  35
008F: @13 = integer_to_float $9196  
0013: @13 *=  .001  ;; floating-point values 
0624:  81 @13 
0010: $9196 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9196
0010: $9196 *= -1  ;; integer values
0058: $9193 += $9196  ;; integer values
0058: $9198 += $9196  ;; integer values
0050: gosub BLACKJ_2726
0050: gosub BLACKJ_3277
000A: @4 +=  1  ;; integer values

:BLACKJ_1847
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false BLACKJ_1858
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_1858
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_1858
000A: @4 +=  1  ;; integer values

:BLACKJ_1858
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false BLACKJ_1865
0084: $9159 = $9140  ;; integer values and handles
0004: $9171 =  1  ;; integer values
0050: gosub BLACKJ_2387
0006: @4 =  99  ;; integer values

:BLACKJ_1865
0050: gosub BLACKJ_3431
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1878
00D6: if  0
0018:   $9179 >  20  ;; integer values
004D: jump_if_false BLACKJ_1873
0004: $9170 =  1  ;; integer values

:BLACKJ_1873
00D6: if  0
8038:   NOT   $9153 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1877
0004: $9170 =  1  ;; integer values

:BLACKJ_1877
0002: jump BLACKJ_1901

:BLACKJ_1878
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1893
00D6: if  0
0018:   $9179 >  20  ;; integer values
004D: jump_if_false BLACKJ_1887
0004: $9170 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0002: jump BLACKJ_1666

:BLACKJ_1887
00D6: if  0
8038:   NOT   $9153 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1893
0004: $9170 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0002: jump BLACKJ_1666

:BLACKJ_1893
00D6: if  0
0018:   $9181 >  20  ;; integer values
004D: jump_if_false BLACKJ_1897
0004: $9171 =  1  ;; integer values

:BLACKJ_1897
00D6: if  0
8038:   NOT   $9161 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1901
0004: $9171 =  1  ;; integer values

:BLACKJ_1901
00D6: if  0
0038:   $9166 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1929
00D6: if  1
0038:   $9170 ==  1  ;; integer values
0038:   $9171 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1929
00D6: if  1
0038:   $9179 ==  21  ;; integer values
0038:   $9151 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1924
00D6: if  21
8038:   NOT   $9181 ==  21  ;; integer values
8038:   NOT   $9159 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1918
0004: $9188 =  2  ;; integer values
0002: jump BLACKJ_1923

:BLACKJ_1918
00D6: if  1
0038:   $9181 ==  21  ;; integer values
0038:   $9159 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1923
0004: $9188 =  4  ;; integer values

:BLACKJ_1923
0002: jump BLACKJ_1929

:BLACKJ_1924
00D6: if  1
0038:   $9181 ==  21  ;; integer values
0038:   $9159 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1929
0004: $9188 =  3  ;; integer values

:BLACKJ_1929
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1943
00D6: if  0
0038:   $9170 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1937
0006: @3 =  99  ;; integer values
0002: jump BLACKJ_1942

:BLACKJ_1937
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1942
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:BLACKJ_1942
0002: jump BLACKJ_1954

:BLACKJ_1943
00D6: if  1
0038:   $9170 ==  1  ;; integer values
0038:   $9171 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1949
0006: @3 =  99  ;; integer values
0002: jump BLACKJ_1954

:BLACKJ_1949
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1954
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:BLACKJ_1954
00D6: if  0
0038:   $9166 ==  1  ;; integer values
004D: jump_if_false BLACKJ_1965
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1963
0050: gosub BLACKJ_3789
033E: text_draw $9251 $9278 'BJ_ARR'
0002: jump BLACKJ_1965

:BLACKJ_1963
0050: gosub BLACKJ_3789
033E: text_draw $9252 $9279 'BJ_ARR'

:BLACKJ_1965
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1971
0050: gosub BLACKJ_1254
0006: @3 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:BLACKJ_1971
0050: gosub BLACKJ_3431
0050: gosub BLACKJ_3289
0050: gosub BLACKJ_2939
0051: return

:BLACKJ_1975
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1999
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_1988
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false BLACKJ_1987
0004: $9173 =  1  ;; integer values
0004: $9178 =  1  ;; integer values
0006: @3 =  99  ;; integer values

:BLACKJ_1987
0002: jump BLACKJ_1995

:BLACKJ_1988
00D6: if  1
0018:   $9179 >  21  ;; integer values
0018:   $9181 >  21  ;; integer values
004D: jump_if_false BLACKJ_1995
0004: $9173 =  1  ;; integer values
0004: $9178 =  1  ;; integer values
0006: @3 =  99  ;; integer values

:BLACKJ_1995
00D6: if  0
8039:   NOT   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_1999
000A: @3 +=  1  ;; integer values

:BLACKJ_1999
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2016
00D6: if  0
0018:   $9183 >  16  ;; integer values
004D: jump_if_false BLACKJ_2007
0004: $9173 =  1  ;; integer values
0002: jump BLACKJ_2008

:BLACKJ_2007
000A: @3 +=  1  ;; integer values

:BLACKJ_2008
00D6: if  0
8038:   NOT   $9145 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2012
0004: $9173 =  1  ;; integer values

:BLACKJ_2012
00D6: if  0
0038:   $9173 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2016
0006: @3 =  99  ;; integer values

:BLACKJ_2016
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false BLACKJ_2021
0050: gosub BLACKJ_3277
000A: @3 +=  1  ;; integer values

:BLACKJ_2021
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false BLACKJ_2032
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_2032
062E: @1  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false BLACKJ_2032
000A: @3 +=  1  ;; integer values

:BLACKJ_2032
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false BLACKJ_2047
0006: @10 =  0  ;; integer values

:BLACKJ_2036
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_2046
00D6: if  0
0038:   $9141(@10,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_2044
0084: $9141(@10,8i) = $9140  ;; integer values and handles
0006: @10 =  8  ;; integer values

:BLACKJ_2044
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_2036

:BLACKJ_2046
0006: @3 =  0  ;; integer values

:BLACKJ_2047
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_2052
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_2052
0050: gosub BLACKJ_3431
0050: gosub BLACKJ_3289
0050: gosub BLACKJ_2939
0051: return

:BLACKJ_2056
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2320
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2097
00D6: if  0
8018:   NOT   $9179 >  21  ;; integer values
004D: jump_if_false BLACKJ_2096
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false BLACKJ_2070
0004: $9175 =  1  ;; integer values
0002: jump BLACKJ_2096

:BLACKJ_2070
00D6: if  0
001C:   $9179 > $9183  ;; integer values
004D: jump_if_false BLACKJ_2075
0004: $9175 =  1  ;; integer values
0002: jump BLACKJ_2096

:BLACKJ_2075
00D6: if  0
003A:   $9179 == $9183  ;; integer values and handles
004D: jump_if_false BLACKJ_2095
00D6: if  0
0038:   $9188 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2088
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2086
0004: $9175 =  2  ;; integer values
0002: jump BLACKJ_2087

:BLACKJ_2086
0004: $9175 =  1  ;; integer values

:BLACKJ_2087
0002: jump BLACKJ_2094

:BLACKJ_2088
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2093
0004: $9175 =  0  ;; integer values
0002: jump BLACKJ_2094

:BLACKJ_2093
0004: $9175 =  2  ;; integer values

:BLACKJ_2094
0002: jump BLACKJ_2096

:BLACKJ_2095
0004: $9175 =  0  ;; integer values

:BLACKJ_2096
0002: jump BLACKJ_2167

:BLACKJ_2097
00D6: if  0
8018:   NOT   $9179 >  21  ;; integer values
004D: jump_if_false BLACKJ_2132
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false BLACKJ_2105
0004: $9175 =  1  ;; integer values
0002: jump BLACKJ_2132

:BLACKJ_2105
00D6: if  0
001C:   $9179 > $9183  ;; integer values
004D: jump_if_false BLACKJ_2110
0004: $9175 =  1  ;; integer values
0002: jump BLACKJ_2132

:BLACKJ_2110
00D6: if  0
003A:   $9179 == $9183  ;; integer values and handles
004D: jump_if_false BLACKJ_2131
00D6: if  21
0038:   $9188 ==  2  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false BLACKJ_2124
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2122
0004: $9175 =  2  ;; integer values
0002: jump BLACKJ_2123

:BLACKJ_2122
0004: $9175 =  1  ;; integer values

:BLACKJ_2123
0002: jump BLACKJ_2130

:BLACKJ_2124
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2129
0004: $9175 =  0  ;; integer values
0002: jump BLACKJ_2130

:BLACKJ_2129
0004: $9175 =  2  ;; integer values

:BLACKJ_2130
0002: jump BLACKJ_2132

:BLACKJ_2131
0004: $9175 =  0  ;; integer values

:BLACKJ_2132
00D6: if  0
8018:   NOT   $9181 >  21  ;; integer values
004D: jump_if_false BLACKJ_2167
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false BLACKJ_2140
0004: $9176 =  1  ;; integer values
0002: jump BLACKJ_2167

:BLACKJ_2140
00D6: if  0
001C:   $9181 > $9183  ;; integer values
004D: jump_if_false BLACKJ_2145
0004: $9176 =  1  ;; integer values
0002: jump BLACKJ_2167

:BLACKJ_2145
00D6: if  0
003A:   $9181 == $9183  ;; integer values and handles
004D: jump_if_false BLACKJ_2166
00D6: if  21
0038:   $9188 ==  3  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false BLACKJ_2159
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2157
0004: $9176 =  2  ;; integer values
0002: jump BLACKJ_2158

:BLACKJ_2157
0004: $9176 =  1  ;; integer values

:BLACKJ_2158
0002: jump BLACKJ_2165

:BLACKJ_2159
00D6: if  0
0038:   $9189 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2164
0004: $9176 =  0  ;; integer values
0002: jump BLACKJ_2165

:BLACKJ_2164
0004: $9176 =  2  ;; integer values

:BLACKJ_2165
0002: jump BLACKJ_2167

:BLACKJ_2166
0004: $9176 =  0  ;; integer values

:BLACKJ_2167
0006: @32 =  0  ;; integer values
0004: $9199 =  0  ;; integer values
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2189
00D6: if  0
0038:   $9175 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2184
00D6: if  0
0038:   $9188 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2181
0004: $9199 =  3  ;; integer values
0068: $9199 *= $9192  ;; integer values
0002: jump BLACKJ_2183

:BLACKJ_2181
0004: $9199 =  2  ;; integer values
0068: $9199 *= $9192  ;; integer values

:BLACKJ_2183
0002: jump BLACKJ_2188

:BLACKJ_2184
00D6: if  0
0038:   $9175 ==  2  ;; integer values
004D: jump_if_false BLACKJ_2188
0084: $9199 = $9192  ;; integer values and handles

:BLACKJ_2188
0002: jump BLACKJ_2225

:BLACKJ_2189
00D6: if  0
0038:   $9175 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2202
00D6: if  21
0038:   $9188 ==  2  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false BLACKJ_2199
0004: $9199 =  3  ;; integer values
0068: $9199 *= $9192  ;; integer values
0002: jump BLACKJ_2201

:BLACKJ_2199
0004: $9199 =  2  ;; integer values
0068: $9199 *= $9192  ;; integer values

:BLACKJ_2201
0002: jump BLACKJ_2206

:BLACKJ_2202
00D6: if  0
0038:   $9175 ==  2  ;; integer values
004D: jump_if_false BLACKJ_2206
0084: $9199 = $9192  ;; integer values and handles

:BLACKJ_2206
00D6: if  0
0038:   $9176 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2221
00D6: if  21
0038:   $9188 ==  3  ;; integer values
0038:   $9188 ==  4  ;; integer values
004D: jump_if_false BLACKJ_2217
008B: @10 = $9193  ;; integer values and handles
0012: @10 *=  3  ;; integer values 
005E: $9199 += @10  ;; integer values 
0002: jump BLACKJ_2220

:BLACKJ_2217
008B: @10 = $9193  ;; integer values and handles
0012: @10 *=  2  ;; integer values 
005E: $9199 += @10  ;; integer values 

:BLACKJ_2220
0002: jump BLACKJ_2225

:BLACKJ_2221
00D6: if  0
0038:   $9176 ==  2  ;; integer values
004D: jump_if_false BLACKJ_2225
0058: $9199 += $9193  ;; integer values

:BLACKJ_2225
008B: @10 = $9199  ;; integer values and handles
0064: @10 -= $9198  ;; integer values 
0623: add @10 to_stats  37
0109: player $PLAYER_CHAR money += $9199
004F: create_thread CASHWIN_1 @10  3000  69 
08F8:  0 
00D6: if  0
0019:   @10 >  0  ;; integer values
004D: jump_if_false BLACKJ_2277
0627:  38 @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  0
001A:    5 > $9325  ;; integer values
004D: jump_if_false BLACKJ_2264
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_2263
00D6: if  0
0021:   @13 >  .8  ;; floating-point values
004D: jump_if_false BLACKJ_2250
0209: @10 = random_int  0  4
0002: jump BLACKJ_2251

:BLACKJ_2250
0209: @10 = random_int  0  3

:BLACKJ_2251
0871: init_jump_table @10 total_jumps  4  0 BLACKJ_2263 jumps  0 BLACKJ_2252  1 BLACKJ_2254  2 BLACKJ_2256  3 BLACKJ_2258 -1 BLACKJ_2263 -1 BLACKJ_2263 -1 BLACKJ_2263 

:BLACKJ_2252
09D6: @1  5847  1  1  0 
0002: jump BLACKJ_2263

:BLACKJ_2254
09D6: @1  5848  1  1  0 
0002: jump BLACKJ_2263

:BLACKJ_2256
09D6: @1  5849  1  1  0 
0002: jump BLACKJ_2263

:BLACKJ_2258
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BLACKJ_2262
0947: $PLAYER_ACTOR  100 @10 

:BLACKJ_2262
0002: jump BLACKJ_2263

:BLACKJ_2263
0002: jump BLACKJ_2276

:BLACKJ_2264
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_2275
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 BLACKJ_2275 jumps  0 BLACKJ_2269  1 BLACKJ_2271  2 BLACKJ_2273 -1 BLACKJ_2275 -1 BLACKJ_2275 -1 BLACKJ_2275 -1 BLACKJ_2275 

:BLACKJ_2269
09D6: @1  5854  1  1  0 
0002: jump BLACKJ_2275

:BLACKJ_2271
09D6: @1  5855  1  1  0 
0002: jump BLACKJ_2275

:BLACKJ_2273
09D6: @1  5856  1  1  0 
0002: jump BLACKJ_2275

:BLACKJ_2275
0004: $9325 =  0  ;; integer values

:BLACKJ_2276
0002: jump BLACKJ_2316

:BLACKJ_2277
0012: @10 *= -1  ;; integer values 
0627:  39 @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  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_2316
00D6: if  0
001B:    0 > @10  ;; integer values
004D: jump_if_false BLACKJ_2310
00D6: if  0
0021:   @13 >  .8  ;; floating-point values
004D: jump_if_false BLACKJ_2296
0209: @10 = random_int  0  4
0002: jump BLACKJ_2297

:BLACKJ_2296
0209: @10 = random_int  0  3

:BLACKJ_2297
0871: init_jump_table @10 total_jumps  4  0 BLACKJ_2309 jumps  0 BLACKJ_2298  1 BLACKJ_2300  2 BLACKJ_2302  3 BLACKJ_2304 -1 BLACKJ_2309 -1 BLACKJ_2309 -1 BLACKJ_2309 

:BLACKJ_2298
09D6: @1  5817  1  1  0 
0002: jump BLACKJ_2309

:BLACKJ_2300
09D6: @1  5818  1  1  0 
0002: jump BLACKJ_2309

:BLACKJ_2302
09D6: @1  5819  1  1  0 
0002: jump BLACKJ_2309

:BLACKJ_2304
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BLACKJ_2308
0947: $PLAYER_ACTOR  101 @10 

:BLACKJ_2308
0002: jump BLACKJ_2309

:BLACKJ_2309
0002: jump BLACKJ_2316

:BLACKJ_2310
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 BLACKJ_2316 jumps  0 BLACKJ_2312  1 BLACKJ_2314 -1 BLACKJ_2316 -1 BLACKJ_2316 -1 BLACKJ_2316 -1 BLACKJ_2316 -1 BLACKJ_2316 

:BLACKJ_2312
09D6: @1  5815  1  1  0 
0002: jump BLACKJ_2316

:BLACKJ_2314
09D6: @1  5816  1  1  0 
0002: jump BLACKJ_2316

:BLACKJ_2316
08F8:  1 
0004: $9198 =  0  ;; integer values
0050: gosub BLACKJ_2726
000A: @3 +=  1  ;; integer values

:BLACKJ_2320
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BLACKJ_2341
00D6: if  0
0019:   @32 >  3000  ;; integer values
004D: jump_if_false BLACKJ_2328
000A: @3 +=  1  ;; integer values
0002: jump BLACKJ_2341

:BLACKJ_2328
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2337
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BLACKJ_2336
0006: @23 =  1  ;; integer values
000A: @3 +=  1  ;; integer values

:BLACKJ_2336
0002: jump BLACKJ_2341

:BLACKJ_2337
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false BLACKJ_2341
0006: @23 =  0  ;; integer values

:BLACKJ_2341
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false BLACKJ_2346
0006: @32 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:BLACKJ_2346
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false BLACKJ_2366
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false BLACKJ_2355
0006: @23 =  1  ;; integer values
0006: @3 =  99  ;; integer values
0002: jump BLACKJ_2366

:BLACKJ_2355
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_2366
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false BLACKJ_2366
0989:  128 
0512: permanent_text_box 'BJ_H4'

:BLACKJ_2366
00D6: if  0
0039:   @3 ==  99  ;; integer values
004D: jump_if_false BLACKJ_2372
0050: gosub BLACKJ_1254
0006: @2 =  1  ;; integer values
0006: @3 =  0  ;; integer values

:BLACKJ_2372
0050: gosub BLACKJ_3289
0050: gosub BLACKJ_2939
0051: return

:BLACKJ_2375
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_2386
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 BLACKJ_2386 jumps  0 BLACKJ_2380  1 BLACKJ_2382  2 BLACKJ_2384 -1 BLACKJ_2386 -1 BLACKJ_2386 -1 BLACKJ_2386 -1 BLACKJ_2386 

:BLACKJ_2380
09D6: @1  5823  1  1  0 
0002: jump BLACKJ_2386

:BLACKJ_2382
09D6: @1  5824  1  1  0 
0002: jump BLACKJ_2386

:BLACKJ_2384
09D6: @1  5825  1  1  0 
0002: jump BLACKJ_2386

:BLACKJ_2386
0051: return

:BLACKJ_2387
0050: gosub BLACKJ_3431
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_2648
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2478
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2446
0871: init_jump_table $9179 total_jumps  18  1 BLACKJ_2436 jumps  4 BLACKJ_2400  5 BLACKJ_2402  6 BLACKJ_2404  7 BLACKJ_2406  8 BLACKJ_2408  9 BLACKJ_2410  10 BLACKJ_2412 
0872: jump_table_jumps  11 BLACKJ_2414  12 BLACKJ_2416  13 BLACKJ_2418  14 BLACKJ_2420  15 BLACKJ_2422  16 BLACKJ_2424  17 BLACKJ_2426  18 BLACKJ_2428  19 BLACKJ_2430 
0872: jump_table_jumps  20 BLACKJ_2432  21 BLACKJ_2434 -1 BLACKJ_2444 -1 BLACKJ_2444 -1 BLACKJ_2444 -1 BLACKJ_2444 -1 BLACKJ_2444 -1 BLACKJ_2444 -1 BLACKJ_2444 

:BLACKJ_2400
09D6: @1  5841  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2402
09D6: @1  5842  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2404
09D6: @1  5843  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2406
09D6: @1  5844  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2408
09D6: @1  5845  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2410
09D6: @1  5846  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2412
09D6: @1  5829  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2414
09D6: @1  5830  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2416
09D6: @1  5831  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2418
09D6: @1  5832  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2420
09D6: @1  5833  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2422
09D6: @1  5834  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2424
09D6: @1  5835  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2426
09D6: @1  5836  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2428
09D6: @1  5837  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2430
09D6: @1  5838  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2432
09D6: @1  5839  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2434
09D6: @1  5840  1  1  0 
0002: jump BLACKJ_2444

:BLACKJ_2436
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2442
09D6: @1  5813  1  1  0 
0002: jump BLACKJ_2443

:BLACKJ_2442
09D6: @1  5814  1  1  0 

:BLACKJ_2443
0002: jump BLACKJ_2444

:BLACKJ_2444
0967: @1  1500 
0002: jump BLACKJ_2477

:BLACKJ_2446
0871: init_jump_table $9179 total_jumps  10  1 BLACKJ_2468 jumps  12 BLACKJ_2448  13 BLACKJ_2450  14 BLACKJ_2452  15 BLACKJ_2454  16 BLACKJ_2456  17 BLACKJ_2458  18 BLACKJ_2460 
0872: jump_table_jumps  19 BLACKJ_2462  20 BLACKJ_2464  21 BLACKJ_2466 -1 BLACKJ_2476 -1 BLACKJ_2476 -1 BLACKJ_2476 -1 BLACKJ_2476 -1 BLACKJ_2476 -1 BLACKJ_2476 

:BLACKJ_2448
09D6: @1  5801  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2450
09D6: @1  5802  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2452
09D6: @1  5803  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2454
09D6: @1  5804  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2456
09D6: @1  5805  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2458
09D6: @1  5806  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2460
09D6: @1  5807  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2462
09D6: @1  5808  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2464
09D6: @1  5800  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2466
09D6: @1  65535  1  1  0 
0002: jump BLACKJ_2476

:BLACKJ_2468
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2474
09D6: @1  5813  1  1  0 
0002: jump BLACKJ_2475

:BLACKJ_2474
09D6: @1  5814  1  1  0 

:BLACKJ_2475
0002: jump BLACKJ_2476

:BLACKJ_2476
0967: @1  3000 

:BLACKJ_2477
0002: jump BLACKJ_2648

:BLACKJ_2478
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2565
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2533
0871: init_jump_table $9179 total_jumps  18  1 BLACKJ_2523 jumps  4 BLACKJ_2487  5 BLACKJ_2489  6 BLACKJ_2491  7 BLACKJ_2493  8 BLACKJ_2495  9 BLACKJ_2497  10 BLACKJ_2499 
0872: jump_table_jumps  11 BLACKJ_2501  12 BLACKJ_2503  13 BLACKJ_2505  14 BLACKJ_2507  15 BLACKJ_2509  16 BLACKJ_2511  17 BLACKJ_2513  18 BLACKJ_2515  19 BLACKJ_2517 
0872: jump_table_jumps  20 BLACKJ_2519  21 BLACKJ_2521 -1 BLACKJ_2531 -1 BLACKJ_2531 -1 BLACKJ_2531 -1 BLACKJ_2531 -1 BLACKJ_2531 -1 BLACKJ_2531 -1 BLACKJ_2531 

:BLACKJ_2487
09D6: @1  5841  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2489
09D6: @1  5842  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2491
09D6: @1  5843  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2493
09D6: @1  5844  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2495
09D6: @1  5845  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2497
09D6: @1  5846  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2499
09D6: @1  5829  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2501
09D6: @1  5830  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2503
09D6: @1  5831  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2505
09D6: @1  5832  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2507
09D6: @1  5833  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2509
09D6: @1  5834  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2511
09D6: @1  5835  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2513
09D6: @1  5836  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2515
09D6: @1  5837  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2517
09D6: @1  5838  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2519
09D6: @1  5839  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2521
09D6: @1  5840  1  1  0 
0002: jump BLACKJ_2531

:BLACKJ_2523
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2529
09D6: @1  5813  1  1  0 
0002: jump BLACKJ_2530

:BLACKJ_2529
09D6: @1  5814  1  1  0 

:BLACKJ_2530
0002: jump BLACKJ_2531

:BLACKJ_2531
0967: @1  1500 
0002: jump BLACKJ_2564

:BLACKJ_2533
0871: init_jump_table $9179 total_jumps  10  1 BLACKJ_2555 jumps  12 BLACKJ_2535  13 BLACKJ_2537  14 BLACKJ_2539  15 BLACKJ_2541  16 BLACKJ_2543  17 BLACKJ_2545  18 BLACKJ_2547 
0872: jump_table_jumps  19 BLACKJ_2549  20 BLACKJ_2551  21 BLACKJ_2553 -1 BLACKJ_2563 -1 BLACKJ_2563 -1 BLACKJ_2563 -1 BLACKJ_2563 -1 BLACKJ_2563 -1 BLACKJ_2563 

:BLACKJ_2535
09D6: @1  5801  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2537
09D6: @1  5802  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2539
09D6: @1  5803  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2541
09D6: @1  5804  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2543
09D6: @1  5805  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2545
09D6: @1  5806  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2547
09D6: @1  5807  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2549
09D6: @1  5808  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2551
09D6: @1  5800  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2553
09D6: @1  65535  1  1  0 
0002: jump BLACKJ_2563

:BLACKJ_2555
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2561
09D6: @1  5813  1  1  0 
0002: jump BLACKJ_2562

:BLACKJ_2561
09D6: @1  5814  1  1  0 

:BLACKJ_2562
0002: jump BLACKJ_2563

:BLACKJ_2563
0967: @1  3000 

:BLACKJ_2564
0002: jump BLACKJ_2648

:BLACKJ_2565
00D6: if  0
0038:   $9182 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2617
0871: init_jump_table $9181 total_jumps  18  1 BLACKJ_2607 jumps  4 BLACKJ_2571  5 BLACKJ_2573  6 BLACKJ_2575  7 BLACKJ_2577  8 BLACKJ_2579  9 BLACKJ_2581  10 BLACKJ_2583 
0872: jump_table_jumps  11 BLACKJ_2585  12 BLACKJ_2587  13 BLACKJ_2589  14 BLACKJ_2591  15 BLACKJ_2593  16 BLACKJ_2595  17 BLACKJ_2597  18 BLACKJ_2599  19 BLACKJ_2601 
0872: jump_table_jumps  20 BLACKJ_2603  21 BLACKJ_2605 -1 BLACKJ_2615 -1 BLACKJ_2615 -1 BLACKJ_2615 -1 BLACKJ_2615 -1 BLACKJ_2615 -1 BLACKJ_2615 -1 BLACKJ_2615 

:BLACKJ_2571
09D6: @1  5841  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2573
09D6: @1  5842  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2575
09D6: @1  5843  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2577
09D6: @1  5844  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2579
09D6: @1  5845  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2581
09D6: @1  5846  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2583
09D6: @1  5829  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2585
09D6: @1  5830  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2587
09D6: @1  5831  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2589
09D6: @1  5832  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2591
09D6: @1  5833  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2593
09D6: @1  5834  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2595
09D6: @1  5835  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2597
09D6: @1  5836  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2599
09D6: @1  5837  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2601
09D6: @1  5838  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2603
09D6: @1  5839  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2605
09D6: @1  5840  1  1  0 
0002: jump BLACKJ_2615

:BLACKJ_2607
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2613
09D6: @1  5813  1  1  0 
0002: jump BLACKJ_2614

:BLACKJ_2613
09D6: @1  5814  1  1  0 

:BLACKJ_2614
0002: jump BLACKJ_2615

:BLACKJ_2615
0967: @1  1500 
0002: jump BLACKJ_2648

:BLACKJ_2617
0871: init_jump_table $9181 total_jumps  10  1 BLACKJ_2639 jumps  12 BLACKJ_2619  13 BLACKJ_2621  14 BLACKJ_2623  15 BLACKJ_2625  16 BLACKJ_2627  17 BLACKJ_2629  18 BLACKJ_2631 
0872: jump_table_jumps  19 BLACKJ_2633  20 BLACKJ_2635  21 BLACKJ_2637 -1 BLACKJ_2647 -1 BLACKJ_2647 -1 BLACKJ_2647 -1 BLACKJ_2647 -1 BLACKJ_2647 -1 BLACKJ_2647 

:BLACKJ_2619
09D6: @1  5801  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2621
09D6: @1  5802  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2623
09D6: @1  5803  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2625
09D6: @1  5804  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2627
09D6: @1  5805  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2629
09D6: @1  5806  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2631
09D6: @1  5807  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2633
09D6: @1  5808  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2635
09D6: @1  5800  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2637
09D6: @1  65535  1  1  0 
0002: jump BLACKJ_2647

:BLACKJ_2639
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2645
09D6: @1  5813  1  1  0 
0002: jump BLACKJ_2646

:BLACKJ_2645
09D6: @1  5814  1  1  0 

:BLACKJ_2646
0002: jump BLACKJ_2647

:BLACKJ_2647
0967: @1  3000 

:BLACKJ_2648
0051: return
00D6: if  0
0736:  67 
004D: jump_if_false BLACKJ_2658
0008: $9307 +=  1  ;; integer values
00D6: if  0
0018:   $9307 >  7  ;; integer values
004D: jump_if_false BLACKJ_2657
0004: $9307 =  0  ;; integer values

:BLACKJ_2657
0663: write_debug_intvar "BJ_CHIP_NUM" $9307 

:BLACKJ_2658
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BLACKJ_2698
00D6: if  0
03CA:   object $9208($9307,8i) exists
004D: jump_if_false BLACKJ_2698
0400: create_coordinate $73 $74 $75 from_object @0 offset $9283($9307,8f) $9291($9307,8f) $9299($9307,8f)
01BC: put_object $9208($9307,8i) at $73 $74 $75
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_2670
0009: $9299($9307,8f) +=  .005  ;; floating-point values

:BLACKJ_2670
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_2674
0009: $9299($9307,8f) += -.005  ;; floating-point values

:BLACKJ_2674
00D6: if  0
0736:  128 
004D: jump_if_false BLACKJ_2678
0009: $9283($9307,8f) +=  .005  ;; floating-point values

:BLACKJ_2678
00D6: if  0
0736:  129 
004D: jump_if_false BLACKJ_2682
0009: $9283($9307,8f) += -.005  ;; floating-point values

:BLACKJ_2682
00D6: if  0
0736:  139 
004D: jump_if_false BLACKJ_2686
0009: $9291($9307,8f) +=  .005  ;; floating-point values

:BLACKJ_2686
00D6: if  0
0736:  145 
004D: jump_if_false BLACKJ_2690
0009: $9291($9307,8f) += -.005  ;; floating-point values

:BLACKJ_2690
00D6: if  0
0736:  69 
004D: jump_if_false BLACKJ_2694
0009: $9216 +=  .005  ;; floating-point values

:BLACKJ_2694
00D6: if  0
0736:  68 
004D: jump_if_false BLACKJ_2698
0009: $9216 += -.005  ;; floating-point values

:BLACKJ_2698
00D6: if  0
0736:  137 
004D: jump_if_false BLACKJ_2725
03A9: write_debug_newline
DEFINE TABLE Tables\Table112.bin
03A9: write_debug_newline
0006: @10 =  0  ;; integer values

:BLACKJ_2705
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_2725
DEFINE TABLE Tables\Table113.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table114.bin
03A8: write_debug_float $9283(@10,8f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table115.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table116.bin
03A8: write_debug_float $9291(@10,8f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table117.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table118.bin
03A8: write_debug_float $9299(@10,8f) 
03A9: write_debug_newline
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_2705

:BLACKJ_2725
0051: return

:BLACKJ_2726
008B: @12 = $9198  ;; integer values and handles
0093: @13 = integer_to_float @12  
0017: @13 /=  1.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2733
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2733
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2740
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2740
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  0
03CA:   object $9208 exists
004D: jump_if_false BLACKJ_2750
01BB: store_object $9208 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9208 at $73 $74 $75

:BLACKJ_2750
0093: @13 = integer_to_float @12  
0017: @13 /=  5.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2756
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2756
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2763
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2763
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  0
03CA:   object $9209 exists
004D: jump_if_false BLACKJ_2773
01BB: store_object $9209 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9209 at $73 $74 $75

:BLACKJ_2773
0093: @13 = integer_to_float @12  
0017: @13 /=  10.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2779
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2779
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2786
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2786
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  0
03CA:   object $9210 exists
004D: jump_if_false BLACKJ_2796
01BB: store_object $9210 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9210 at $73 $74 $75

:BLACKJ_2796
0093: @13 = integer_to_float @12  
0017: @13 /=  50.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2802
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2802
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2809
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2809
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  0
03CA:   object $9211 exists
004D: jump_if_false BLACKJ_2819
01BB: store_object $9211 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9211 at $73 $74 $75

:BLACKJ_2819
0093: @13 = integer_to_float @12  
0017: @13 /=  100.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2825
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2825
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2832
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2832
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  0
03CA:   object $9212 exists
004D: jump_if_false BLACKJ_2842
01BB: store_object $9212 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9212 at $73 $74 $75

:BLACKJ_2842
0093: @13 = integer_to_float @12  
0017: @13 /=  200.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2848
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2848
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2855
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2855
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  0
03CA:   object $9213 exists
004D: jump_if_false BLACKJ_2865
01BB: store_object $9213 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9213 at $73 $74 $75

:BLACKJ_2865
0093: @13 = integer_to_float @12  
0017: @13 /=  500.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2871
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2871
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2878
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2878
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  0
03CA:   object $9214 exists
004D: jump_if_false BLACKJ_2888
01BB: store_object $9214 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9214 at $73 $74 $75

:BLACKJ_2888
0093: @13 = integer_to_float @12  
0017: @13 /=  1000.0  ;; floating-point values 
00D6: if  0
0021:   @13 >  10.0  ;; floating-point values
004D: jump_if_false BLACKJ_2894
0007: @13 =  10.0  ;; floating-point values

:BLACKJ_2894
0092: @11 = float_to_integer @13  
0093: @14 = integer_to_float @11  
0013: @14 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false BLACKJ_2901
000B: @14 +=  0.0  ;; floating-point values

:BLACKJ_2901
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  0
03CA:   object $9215 exists
004D: jump_if_false BLACKJ_2911
01BB: store_object $9215 position_to $73 $74 $75
0400: create_coordinate @13 @13 $75 from_object @0 offset  0.0  0.0 @13
01BC: put_object $9215 at $73 $74 $75

:BLACKJ_2911
0051: return

:BLACKJ_2912
03E3:  0 
0937: $9229 $9256 $9230 $9257 'BJ_TITL'  2 
0050: gosub BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9231 $9258 'BJ_01'
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9232 $9259 'DOLLAR' $9198
0050: gosub BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9233 $9260 'BJ_02'
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9234 $9261 'DOLLAR' @30
0050: gosub BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9235 $9262 'BJ_03'
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9236 $9263 'DOLLAR' @29
0051: return

:BLACKJ_2939
03E3:  0 
0937: $9237 $9264 $9238 $9265 'BJ_TITL'  2 
0050: gosub BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9239 $9266 'BJ_01'
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number $9240 $9267 'DOLLAR' $9198
0050: gosub BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9241 $9268 'BJ_04'
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0019:   @2 >  4  ;; integer values
004D: jump_if_false BLACKJ_2971
00D6: if  0
0038:   $9184 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2969
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false BLACKJ_2967
033E: text_draw $9242 $9269 'BJ_BUST'
0002: jump BLACKJ_2968

:BLACKJ_2967
045A: text_draw_1number $9242 $9269 'BJ_0' $9183

:BLACKJ_2968
0002: jump BLACKJ_2970

:BLACKJ_2969
045B: text_draw_2numbers $9243 $9270 'BJ_OR2' $9183 $9184

:BLACKJ_2970
0002: jump BLACKJ_2972

:BLACKJ_2971
033E: text_draw $9242 $9269 'BJ_HIDE'

:BLACKJ_2972
0050: gosub BLACKJ_3771
03E3:  0 
0340: set_text_draw_color  134  155  184  255
033E: text_draw $9244 $9271 'BJ_05'
00D6: if  0
0038:   $9181 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2994
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false BLACKJ_2992
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false BLACKJ_2990
033E: text_draw $9245 $9272 'BJ_BUST'
0002: jump BLACKJ_2991

:BLACKJ_2990
045A: text_draw_1number $9245 $9272 'BJ_0' $9179

:BLACKJ_2991
0002: jump BLACKJ_2993

:BLACKJ_2992
045B: text_draw_2numbers $9246 $9273 'BJ_OR2' $9179 $9180

:BLACKJ_2993
0002: jump BLACKJ_3022

:BLACKJ_2994
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0038:   $9180 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3007
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false BLACKJ_3005
033E: text_draw $9247 $9274 'BJ_BUST'
0002: jump BLACKJ_3006

:BLACKJ_3005
045A: text_draw_1number $9247 $9274 'BJ_0' $9179

:BLACKJ_3006
0002: jump BLACKJ_3008

:BLACKJ_3007
045B: text_draw_2numbers $9248 $9275 'BJ_OR2' $9179 $9180

:BLACKJ_3008
0050: gosub BLACKJ_3771
03E3:  0 
033F: set_text_draw_letter_width_height  .6253  2.7876
00D6: if  0
0038:   $9182 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3021
00D6: if  0
0018:   $9181 >  21  ;; integer values
004D: jump_if_false BLACKJ_3019
033E: text_draw $9249 $9276 'BJ_BUST'
0002: jump BLACKJ_3020

:BLACKJ_3019
045A: text_draw_1number $9249 $9276 'BJ_0' $9181

:BLACKJ_3020
0002: jump BLACKJ_3022

:BLACKJ_3021
045B: text_draw_2numbers $9250 $9277 'BJ_OR2' $9181 $9182

:BLACKJ_3022
0051: return
00D6: if  0
0736:  76 
004D: jump_if_false BLACKJ_3032
0008: $9308 +=  1  ;; integer values
00D6: if  0
0018:   $9308 >  26  ;; integer values
004D: jump_if_false BLACKJ_3031
0004: $9308 = -1  ;; integer values

:BLACKJ_3031
0663: write_debug_intvar "SCREEN_POSITION_EDIT" $9308 

:BLACKJ_3032
00D6: if  0
0018:   $9308 > -1  ;; integer values
004D: jump_if_false BLACKJ_3051
00D6: if  0
0736:  128 
004D: jump_if_false BLACKJ_3039
0009: $9229($9308,27f) +=  1.0  ;; floating-point values

:BLACKJ_3039
00D6: if  0
0736:  129 
004D: jump_if_false BLACKJ_3043
0009: $9229($9308,27f) += -1.0  ;; floating-point values

:BLACKJ_3043
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_3047
0009: $9256($9308,27f) += -1.0  ;; floating-point values

:BLACKJ_3047
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_3051
0009: $9256($9308,27f) +=  1.0  ;; floating-point values

:BLACKJ_3051
00D6: if  0
0018:   $9308 > -1  ;; integer values
004D: jump_if_false BLACKJ_3076
00D6: if  0
0736:  137 
004D: jump_if_false BLACKJ_3076
03A9: write_debug_newline
DEFINE TABLE Tables\Table119.bin
0006: @10 =  0  ;; integer values

:BLACKJ_3060
00D6: if  0
001B:    27 > @10  ;; integer values
004D: jump_if_false BLACKJ_3075
03A9: write_debug_newline
DEFINE TABLE Tables\Table120.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table121.bin
03A8: write_debug_float $9229(@10,27f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table122.bin
03A7: write_debug_int @10 
DEFINE TABLE Tables\Table123.bin
03A8: write_debug_float $9256(@10,27f) 
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_3060

:BLACKJ_3075
03A9: write_debug_newline

:BLACKJ_3076
0051: return
00D6: if  0
0736:  66 
004D: jump_if_false BLACKJ_3113
0008: $9309 +=  1  ;; integer values
00D6: if  0
0018:   $9309 >  7  ;; integer values
004D: jump_if_false BLACKJ_3085
0004: $9309 =  0  ;; integer values

:BLACKJ_3085
00D6: if  0
0038:   $9309 ==  1  ;; integer values
004D: jump_if_false BLACKJ_3089
0662: write_debug_message "EDIT_CARD_SIZE" 

:BLACKJ_3089
00D6: if  0
0038:   $9309 ==  2  ;; integer values
004D: jump_if_false BLACKJ_3093
0662: write_debug_message "EDIT_CARD_POSITIONS_X" 

:BLACKJ_3093
00D6: if  0
0038:   $9309 ==  3  ;; integer values
004D: jump_if_false BLACKJ_3097
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_1" 

:BLACKJ_3097
00D6: if  0
0038:   $9309 ==  4  ;; integer values
004D: jump_if_false BLACKJ_3101
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_1B" 

:BLACKJ_3101
00D6: if  0
0038:   $9309 ==  5  ;; integer values
004D: jump_if_false BLACKJ_3105
0662: write_debug_message "EDIT_PLAYERS_CARD_POSITION_2" 

:BLACKJ_3105
00D6: if  0
0038:   $9309 ==  6  ;; integer values
004D: jump_if_false BLACKJ_3109
0662: write_debug_message "EDIT_DEALERS_CARD_POSITION" 

:BLACKJ_3109
00D6: if  0
0038:   $9309 ==  7  ;; integer values
004D: jump_if_false BLACKJ_3113
0662: write_debug_message "EDIT_BORDER_WIDTH" 

:BLACKJ_3113
00D6: if  0
0038:   $9309 ==  1  ;; integer values
004D: jump_if_false BLACKJ_3144
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_3121
0009: $9136 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3121
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_3130
0009: $9136 += -1.0  ;; floating-point values
00D6: if  0
0022:    1.0 > $9136  ;; floating-point values
004D: jump_if_false BLACKJ_3129
0005: $9136 =  1.0  ;; floating-point values

:BLACKJ_3129
0050: gosub BLACKJ_3605

:BLACKJ_3130
00D6: if  0
0736:  128 
004D: jump_if_false BLACKJ_3135
0009: $9135 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3135
00D6: if  0
0736:  129 
004D: jump_if_false BLACKJ_3144
0009: $9135 += -1.0  ;; floating-point values
00D6: if  0
0022:    1.0 > $9135  ;; floating-point values
004D: jump_if_false BLACKJ_3143
0005: $9135 =  1.0  ;; floating-point values

:BLACKJ_3143
0050: gosub BLACKJ_3605

:BLACKJ_3144
00D6: if  0
0038:   $9309 ==  2  ;; integer values
004D: jump_if_false BLACKJ_3161
00D6: if  0
0736:  128 
004D: jump_if_false BLACKJ_3154
0009: $9087 +=  1.0  ;; floating-point values
0009: $9103 +=  1.0  ;; floating-point values
0009: $9119 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3154
00D6: if  0
0736:  129 
004D: jump_if_false BLACKJ_3161
0009: $9087 += -1.0  ;; floating-point values
0009: $9103 += -1.0  ;; floating-point values
0009: $9119 += -1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3161
00D6: if  0
0038:   $9309 ==  3  ;; integer values
004D: jump_if_false BLACKJ_3174
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_3169
0009: $9095 += -1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3169
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_3174
0009: $9095 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3174
00D6: if  0
0038:   $9309 ==  4  ;; integer values
004D: jump_if_false BLACKJ_3187
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_3182
0009: $9111 += -1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3182
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_3187
0009: $9111 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3187
00D6: if  0
0038:   $9309 ==  5  ;; integer values
004D: jump_if_false BLACKJ_3200
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_3195
0009: $9127 += -1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3195
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_3200
0009: $9127 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3200
00D6: if  0
0038:   $9309 ==  6  ;; integer values
004D: jump_if_false BLACKJ_3223
00D6: if  0
0736:  128 
004D: jump_if_false BLACKJ_3208
0009: $9071 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3208
00D6: if  0
0736:  129 
004D: jump_if_false BLACKJ_3213
0009: $9071 += -1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3213
00D6: if  0
0736:  131 
004D: jump_if_false BLACKJ_3218
0009: $9079 += -1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3218
00D6: if  0
0736:  130 
004D: jump_if_false BLACKJ_3223
0009: $9079 +=  1.0  ;; floating-point values
0050: gosub BLACKJ_3605

:BLACKJ_3223
00D6: if  0
0038:   $9309 ==  7  ;; integer values
004D: jump_if_false BLACKJ_3234
00D6: if  0
0736:  128 
004D: jump_if_false BLACKJ_3230
0009: $9138 +=  1.0  ;; floating-point values

:BLACKJ_3230
00D6: if  0
0736:  129 
004D: jump_if_false BLACKJ_3234
0009: $9138 += -1.0  ;; floating-point values

:BLACKJ_3234
00D6: if  0
0018:   $9309 >  0  ;; integer values
004D: jump_if_false BLACKJ_3276
00D6: if  0
0736:  137 
004D: jump_if_false BLACKJ_3276
03A9: write_debug_newline
DEFINE TABLE Tables\Table124.bin
03A9: write_debug_newline
DEFINE TABLE Tables\Table125.bin
03A8: write_debug_float $9135 
03A9: write_debug_newline
DEFINE TABLE Tables\Table126.bin
03A8: write_debug_float $9136 
03A9: write_debug_newline
DEFINE TABLE Tables\Table127.bin
03A8: write_debug_float $9087 
03A9: write_debug_newline
DEFINE TABLE Tables\Table128.bin
03A8: write_debug_float $9095 
03A9: write_debug_newline
DEFINE TABLE Tables\Table129.bin
03A8: write_debug_float $9103 
03A9: write_debug_newline
DEFINE TABLE Tables\Table130.bin
03A8: write_debug_float $9111 
03A9: write_debug_newline
DEFINE TABLE Tables\Table131.bin
03A8: write_debug_float $9119 
03A9: write_debug_newline
DEFINE TABLE Tables\Table132.bin
03A8: write_debug_float $9127 
03A9: write_debug_newline
DEFINE TABLE Tables\Table133.bin
03A8: write_debug_float $9071 
03A9: write_debug_newline
DEFINE TABLE Tables\Table134.bin
03A8: write_debug_float $9079 
03A9: write_debug_newline
DEFINE TABLE Tables\Table135.bin
03A8: write_debug_float $9138 
03A9: write_debug_newline

:BLACKJ_3276
0051: return

:BLACKJ_3277
00D6: if  0
0038:   $9310 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3283
0004: $9140 =  0  ;; integer values
059E: $9140 
0002: jump BLACKJ_3284

:BLACKJ_3283
0084: $9140 = $9228  ;; integer values and handles

:BLACKJ_3284
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_3288
0605: unknown_action_sequence @1 "DEALONE" "CASINO"  6.0  0  0  0  0  500 

:BLACKJ_3288
0051: return

:BLACKJ_3289
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false BLACKJ_3430
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3318
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $73 = $9087  ;; floating-point values only
0067: $73 -= @13  ;; floating-point values
0061: $73 -= $9138  ;; floating-point values
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $74 = $9095  ;; floating-point values only
0067: $74 -= @13  ;; floating-point values
0061: $74 -= $9138  ;; floating-point values
0089: @13 = $9135  ;; 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 += $9138  ;; floating-point values 
0089: @13 = $9136  ;; 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 += $9138  ;; floating-point values 
03E3:  1 
0937: $73 $74 @17 @18 'DUMMY'  0 
0002: jump BLACKJ_3340

:BLACKJ_3318
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $73 = $9103  ;; floating-point values only
0067: $73 -= @13  ;; floating-point values
0061: $73 -= $9138  ;; floating-point values
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $74 = $9111  ;; floating-point values only
0067: $74 -= @13  ;; floating-point values
0061: $74 -= $9138  ;; floating-point values
0089: @13 = $9135  ;; 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 += $9138  ;; floating-point values 
0089: @13 = $9136  ;; 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 += $9138  ;; floating-point values 
03E3:  1 
0937: $73 $74 @17 @18 'DUMMY'  0 

:BLACKJ_3340
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_3368
0089: @13 = $9135  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $73 = $9071  ;; floating-point values only
0067: $73 -= @13  ;; floating-point values
0061: $73 -= $9138  ;; floating-point values
0089: @13 = $9136  ;; floating-point values only
0017: @13 /=  2.0  ;; floating-point values 
0086: $74 = $9079  ;; floating-point values only
0067: $74 -= @13  ;; floating-point values
0061: $74 -= $9138  ;; floating-point values
0089: @13 = $9135  ;; 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 += $9138  ;; floating-point values 
0089: @13 = $9136  ;; 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 += $9138  ;; floating-point values 
03E3:  1 
0937: $73 $74 @17 @18 'DUMMY'  0 

:BLACKJ_3368
0004: $9311 =  0  ;; integer values

:BLACKJ_3369
00D6: if  0
001A:    8 > $9311  ;; integer values
004D: jump_if_false BLACKJ_3430
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3381
00D6: if  0
8038:   NOT   $9149($9311,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_3380
03E3:  1 
038D: $9149($9311,8i) $9087($9311,8f) $9095($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3380
0002: jump BLACKJ_3391

:BLACKJ_3381
00D6: if  0
8038:   NOT   $9149($9311,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_3386
03E3:  1 
038D: $9149($9311,8i) $9103($9311,8f) $9111($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3386
00D6: if  0
8038:   NOT   $9157($9311,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_3391
03E3:  1 
038D: $9157($9311,8i) $9119($9311,8f) $9127($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3391
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_3427
00D6: if  0
8038:   NOT   $9141($9311,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_3426
00D6: if  0
0038:   $9311 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3424
00D6: if  0
0038:   $9166 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3415
00D6: if  0
0038:   $9170 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3412
03E3:  1 
038D:  53 $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 
0002: jump BLACKJ_3414

:BLACKJ_3412
03E3:  1 
038D: $9141($9311,8i) $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3414
0002: jump BLACKJ_3423

:BLACKJ_3415
00D6: if  0
0038:   $9171 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3421
03E3:  1 
038D:  53 $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 
0002: jump BLACKJ_3423

:BLACKJ_3421
03E3:  1 
038D: $9141($9311,8i) $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3423
0002: jump BLACKJ_3426

:BLACKJ_3424
03E3:  1 
038D: $9141($9311,8i) $9071($9311,8f) $9079($9311,8f) $9135 $9136  128  128  128  255 

:BLACKJ_3426
0002: jump BLACKJ_3428

:BLACKJ_3427
0989:  200 

:BLACKJ_3428
0008: $9311 +=  1  ;; integer values
0002: jump BLACKJ_3369

:BLACKJ_3430
0051: return

:BLACKJ_3431
0004: $9183 =  0  ;; integer values
0004: $9184 =  0  ;; integer values
0004: $9179 =  0  ;; integer values
0004: $9180 =  0  ;; integer values
0004: $9181 =  0  ;; integer values
0004: $9182 =  0  ;; integer values
0004: $9185 =  0  ;; integer values
0004: $9186 =  0  ;; integer values
0004: $9187 =  0  ;; integer values
0004: $9312 =  0  ;; integer values

:BLACKJ_3441
00D6: if  0
001A:    8 > $9312  ;; integer values
004D: jump_if_false BLACKJ_3509
00D6: if  0
8038:   NOT   $9141($9312,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_3465
0084: $9313 = $9141($9312,8i)  ;; integer values and handles
0084: $9314 = $9313  ;; integer values and handles
0050: gosub BLACKJ_3552
0084: $9313 = $9315  ;; integer values and handles
00D6: if  0
0038:   $9313 ==  1  ;; integer values
004D: jump_if_false BLACKJ_3463
00D6: if  0
0038:   $9185 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3460
0008: $9183 +=  11  ;; integer values
0004: $9185 =  1  ;; integer values
0002: jump BLACKJ_3461

:BLACKJ_3460
0008: $9183 +=  1  ;; integer values

:BLACKJ_3461
0008: $9184 +=  1  ;; integer values
0002: jump BLACKJ_3465

:BLACKJ_3463
0058: $9183 += $9313  ;; integer values
0058: $9184 += $9313  ;; integer values

:BLACKJ_3465
00D6: if  0
8038:   NOT   $9149($9312,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_3486
0084: $9313 = $9149($9312,8i)  ;; integer values and handles
0084: $9314 = $9313  ;; integer values and handles
0050: gosub BLACKJ_3552
0084: $9313 = $9315  ;; integer values and handles
00D6: if  0
0038:   $9313 ==  1  ;; integer values
004D: jump_if_false BLACKJ_3484
00D6: if  0
0038:   $9186 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3481
0008: $9179 +=  11  ;; integer values
0004: $9186 =  1  ;; integer values
0002: jump BLACKJ_3482

:BLACKJ_3481
0008: $9179 +=  1  ;; integer values

:BLACKJ_3482
0008: $9180 +=  1  ;; integer values
0002: jump BLACKJ_3486

:BLACKJ_3484
0058: $9179 += $9313  ;; integer values
0058: $9180 += $9313  ;; integer values

:BLACKJ_3486
00D6: if  0
8038:   NOT   $9157($9312,8i) ==  0  ;; integer values
004D: jump_if_false BLACKJ_3507
0084: $9313 = $9157($9312,8i)  ;; integer values and handles
0084: $9314 = $9313  ;; integer values and handles
0050: gosub BLACKJ_3552
0084: $9313 = $9315  ;; integer values and handles
00D6: if  0
0038:   $9313 ==  1  ;; integer values
004D: jump_if_false BLACKJ_3505
00D6: if  0
0038:   $9187 ==  0  ;; integer values
004D: jump_if_false BLACKJ_3502
0008: $9181 +=  11  ;; integer values
0004: $9187 =  1  ;; integer values
0002: jump BLACKJ_3503

:BLACKJ_3502
0008: $9181 +=  1  ;; integer values

:BLACKJ_3503
0008: $9182 +=  1  ;; integer values
0002: jump BLACKJ_3507

:BLACKJ_3505
0058: $9181 += $9313  ;; integer values
0058: $9182 += $9313  ;; integer values

:BLACKJ_3507
0008: $9312 +=  1  ;; integer values
0002: jump BLACKJ_3441

:BLACKJ_3509
00D6: if  0
001C:   $9183 > $9184  ;; integer values
004D: jump_if_false BLACKJ_3522
00D6: if  0
0018:   $9183 >  21  ;; integer values
004D: jump_if_false BLACKJ_3517
0084: $9183 = $9184  ;; integer values and handles
0004: $9184 =  0  ;; integer values

:BLACKJ_3517
00D6: if  0
0038:   $9183 ==  21  ;; integer values
004D: jump_if_false BLACKJ_3521
0004: $9184 =  0  ;; integer values

:BLACKJ_3521
0002: jump BLACKJ_3523

:BLACKJ_3522
0004: $9184 =  0  ;; integer values

:BLACKJ_3523
00D6: if  0
001C:   $9179 > $9180  ;; integer values
004D: jump_if_false BLACKJ_3536
00D6: if  0
0018:   $9179 >  21  ;; integer values
004D: jump_if_false BLACKJ_3531
0084: $9179 = $9180  ;; integer values and handles
0004: $9180 =  0  ;; integer values

:BLACKJ_3531
00D6: if  0
0038:   $9179 ==  21  ;; integer values
004D: jump_if_false BLACKJ_3535
0004: $9180 =  0  ;; integer values

:BLACKJ_3535
0002: jump BLACKJ_3537

:BLACKJ_3536
0004: $9180 =  0  ;; integer values

:BLACKJ_3537
00D6: if  0
001C:   $9181 > $9182  ;; integer values
004D: jump_if_false BLACKJ_3550
00D6: if  0
0018:   $9181 >  21  ;; integer values
004D: jump_if_false BLACKJ_3545
0084: $9181 = $9182  ;; integer values and handles
0004: $9182 =  0  ;; integer values

:BLACKJ_3545
00D6: if  0
0038:   $9181 ==  21  ;; integer values
004D: jump_if_false BLACKJ_3549
0004: $9182 =  0  ;; integer values

:BLACKJ_3549
0002: jump BLACKJ_3551

:BLACKJ_3550
0004: $9182 =  0  ;; integer values

:BLACKJ_3551
0051: return

:BLACKJ_3552
00D6: if  0
001A:    14 > $9314  ;; integer values
004D: jump_if_false BLACKJ_3556
0084: $9315 = $9314  ;; integer values and handles

:BLACKJ_3556
00D6: if  1
001A:    27 > $9314  ;; integer values
0018:   $9314 >  13  ;; integer values
004D: jump_if_false BLACKJ_3562
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  13  ;; integer values

:BLACKJ_3562
00D6: if  1
001A:    40 > $9314  ;; integer values
0018:   $9314 >  26  ;; integer values
004D: jump_if_false BLACKJ_3568
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  26  ;; integer values

:BLACKJ_3568
00D6: if  1
001A:    53 > $9314  ;; integer values
0018:   $9314 >  39  ;; integer values
004D: jump_if_false BLACKJ_3574
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  39  ;; integer values

:BLACKJ_3574
00D6: if  0
001A:    14 > $9315  ;; integer values
004D: jump_if_false BLACKJ_3581
00D6: if  0
0018:   $9315 >  10  ;; integer values
004D: jump_if_false BLACKJ_3581
0004: $9315 =  10  ;; integer values

:BLACKJ_3581
0051: return

:BLACKJ_3582
00D6: if  0
001A:    14 > $9314  ;; integer values
004D: jump_if_false BLACKJ_3586
0084: $9315 = $9314  ;; integer values and handles

:BLACKJ_3586
00D6: if  1
001A:    27 > $9314  ;; integer values
0018:   $9314 >  13  ;; integer values
004D: jump_if_false BLACKJ_3592
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  13  ;; integer values

:BLACKJ_3592
00D6: if  1
001A:    40 > $9314  ;; integer values
0018:   $9314 >  26  ;; integer values
004D: jump_if_false BLACKJ_3598
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  26  ;; integer values

:BLACKJ_3598
00D6: if  1
001A:    53 > $9314  ;; integer values
0018:   $9314 >  39  ;; integer values
004D: jump_if_false BLACKJ_3604
0084: $9315 = $9314  ;; integer values and handles
000C: $9315 -=  39  ;; integer values

:BLACKJ_3604
0051: return

:BLACKJ_3605
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 -= $9136  ;; floating-point values
0061: $9111 -= $9138  ;; floating-point values
0006: @10 =  0  ;; integer values

:BLACKJ_3612
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_3645
00D6: if  0
001B:    5 > @10  ;; integer values
004D: jump_if_false BLACKJ_3635
0086: $9137 = $9135  ;; floating-point values only
0059: $9137 += $9138  ;; 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: $9071(@10,8f) = $9071  ;; floating-point values only
0059: $9071(@10,8f) += $9139  ;; floating-point values
0086: $9079(@10,8f) = $9079  ;; floating-point values only
0002: jump BLACKJ_3643

:BLACKJ_3635
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: $9071(@10,8f) = $9075  ;; floating-point values only
0086: $9079(@10,8f) = $9083  ;; floating-point values only

:BLACKJ_3643
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_3612

:BLACKJ_3645
0051: return
0454: $73 $74 $75 
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BLACKJ_3652
01BB: store_object @0 position_to $9316 $9317 $9318
0176: $72 = object @0 z_angle

:BLACKJ_3652
0011: $72 *= -1.0  ;; floating-point values
02F7: @13 = sinus $72 ;; cosine swapped with sinus
02F6: @14 = cosine $72  ;; sinus swapped with cosine
0086: $9319 = $73  ;; floating-point values only
0061: $9319 -= $9316  ;; floating-point values
0086: $9320 = $74  ;; floating-point values only
0061: $9320 -= $9317  ;; floating-point values
0086: $9321 = $75  ;; 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
DEFINE TABLE Tables\Table136.bin
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0463: $73 $74 $75 
0086: $9319 = $73  ;; floating-point values only
0061: $9319 -= $9316  ;; floating-point values
0086: $9320 = $74  ;; floating-point values only
0061: $9320 -= $9317  ;; floating-point values
0086: $9321 = $75  ;; 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
DEFINE TABLE Tables\Table137.bin
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0051: return
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BLACKJ_3705
01BB: store_object @0 position_to $9316 $9317 $9318
0176: $72 = object @0 z_angle

:BLACKJ_3705
0011: $72 *= -1.0  ;; floating-point values
02F7: @13 = sinus $72 ;; cosine swapped with sinus
02F6: @14 = cosine $72  ;; sinus swapped with cosine
0086: $9319 = $73  ;; floating-point values only
0061: $9319 -= $9316  ;; floating-point values
0086: $9320 = $74  ;; floating-point values only
0061: $9320 -= $9317  ;; floating-point values
0086: $9321 = $75  ;; 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
DEFINE TABLE Tables\Table138.bin
03A8: write_debug_float $9322 
03A8: write_debug_float $9323 
03A8: write_debug_float $9321 
0051: return

:BLACKJ_3730
0653: @13 = stat  81 (gambling skill)  ; float
00D6: if  0
0023:    1.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_3736
0004: $9200 =  100  ;; integer values
0002: jump BLACKJ_3752

:BLACKJ_3736
00D6: if  0
0023:    10.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_3741
0004: $9200 =  1000  ;; integer values
0002: jump BLACKJ_3752

:BLACKJ_3741
00D6: if  0
0023:    100.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_3746
0004: $9200 =  10000  ;; integer values
0002: jump BLACKJ_3752

:BLACKJ_3746
00D6: if  0
0023:    1000.0 > @13  ;; floating-point values
004D: jump_if_false BLACKJ_3751
0004: $9200 =  100000  ;; integer values
0002: jump BLACKJ_3752

:BLACKJ_3751
0004: $9200 =  1000000  ;; integer values

:BLACKJ_3752
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  .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_3771
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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  .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_3789
0340: set_text_draw_color  255  255  0  255
081C:  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:  6 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C:  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:  0 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C:  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:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C:  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:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  2  
081C:  2  0  0  0  255 
033F: set_text_draw_letter_width_height  .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_3847
09BD:  0 
0006: @2 =  0  ;; integer values
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false BLACKJ_3859
03E6: remove_text_box

:BLACKJ_3859
015A: restore_camera
0006: @10 =  0  ;; integer values

:BLACKJ_3861
00D6: if  0
001B:    8 > @10  ;; integer values
004D: jump_if_false BLACKJ_3870
00D6: if  0
03CA:   object $9208(@10,8i) exists
004D: jump_if_false BLACKJ_3868
0108: destroy_object $9208(@10,8i)

:BLACKJ_3868
000A: @10 +=  1  ;; integer values
0002: jump BLACKJ_3861

:BLACKJ_3870
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false BLACKJ_3874
0638: unknown_action_sequence @1  1 

:BLACKJ_3874
0459: end_thread_named 'CASHWIN'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
04EF: release_animation "CASINO"
0391: (unknown)
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
03AD: set_rubbish  1 (visible)
0989:  200 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BOUNCER

03A4: name_thread 'BOUNCER'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false BOUNCER_7
009A: @0 = create_actor  4  0 at  0.0  0.0  0.0

:BOUNCER_7
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false BOUNCER_12
0247: request_model  346
0002: jump BOUNCER_7

:BOUNCER_12
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false BOUNCER_26
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  0
0491:   actor @0 has_weapon  3 
004D: jump_if_false BOUNCER_21
0555: remove_weapon  3 from_actor @0 

:BOUNCER_21
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_26
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:BOUNCER_28
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BOUNCER_41
00D6: if  0
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false BOUNCER_39
0050: gosub BOUNCER_43
0002: jump BOUNCER_40

:BOUNCER_39
0002: jump BOUNCER_86

:BOUNCER_40
0002: jump BOUNCER_42

:BOUNCER_41
0050: gosub BOUNCER_111

:BOUNCER_42
0002: jump BOUNCER_28

:BOUNCER_43
0871: init_jump_table @3 total_jumps  1  0 BOUNCER_46 jumps  0 BOUNCER_44 -1 BOUNCER_46 -1 BOUNCER_46 -1 BOUNCER_46 -1 BOUNCER_46 -1 BOUNCER_46 -1 BOUNCER_46 

:BOUNCER_44
0050: gosub BOUNCER_47
0002: jump BOUNCER_46

:BOUNCER_46
0051: return

:BOUNCER_47
0871: init_jump_table @4 total_jumps  3  0 BOUNCER_85 jumps  0 BOUNCER_48  1 BOUNCER_57  2 BOUNCER_80 -1 BOUNCER_85 -1 BOUNCER_85 -1 BOUNCER_85 -1 BOUNCER_85 

:BOUNCER_48
062E: @0  1502 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BOUNCER_56
05DE: unknown_action_sequence @0 
0006: @33 =  0  ;; integer values
0006: @6 =  5000  ;; integer values
000A: @4 +=  1  ;; integer values

:BOUNCER_56
0002: jump BOUNCER_85

:BOUNCER_57
00D6: if  0
002D:   @33 >= @6  ;; integer values 
004D: jump_if_false BOUNCER_79
0209: @2 = random_int  1  10
00D6: if  0
0019:   @2 >  5  ;; integer values
004D: jump_if_false BOUNCER_71
062E: @0  1481 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BOUNCER_70
05C9: unknown_action_sequence @0 -1 
0006: @6 =  5000  ;; integer values

:BOUNCER_70
0002: jump BOUNCER_77

:BOUNCER_71
062E: @0  1502 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BOUNCER_77
05DE: unknown_action_sequence @0 
0006: @6 =  5000  ;; integer values

:BOUNCER_77
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:BOUNCER_79
0002: jump BOUNCER_85

:BOUNCER_80
00D6: if  0
002D:   @33 >= @6  ;; integer values 
004D: jump_if_false BOUNCER_84
0006: @4 =  1  ;; integer values

:BOUNCER_84
0002: jump BOUNCER_85

:BOUNCER_85
0051: return

:BOUNCER_86
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BOUNCER_109
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false BOUNCER_102
01B9: set_actor @0 armed_weapon_to  22
062E: @0  1588 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false BOUNCER_101
0634: unknown_action_sequence @0 $PLAYER_ACTOR  1  4000  60 

:BOUNCER_101
0002: jump BOUNCER_108

:BOUNCER_102
01B9: set_actor @0 armed_weapon_to  22
062E: @0  1506 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false BOUNCER_108
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:BOUNCER_108
0002: jump BOUNCER_110

:BOUNCER_109
0050: gosub BOUNCER_111

:BOUNCER_110
0002: jump BOUNCER_86

:BOUNCER_111
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BROWSE

03A4: name_thread 'BROWSE'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false BROWSE_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:BROWSE_7
04ED: load_animation "COP_AMBIENT"

:BROWSE_8
00D6: if  0
84EE:   NOT   animation "COP_AMBIENT" loaded
004D: jump_if_false BROWSE_13
0001: wait  0 ms
0002: jump BROWSE_8

:BROWSE_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:BROWSE_15
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BROWSE_33
00D6: if  0
09C5: @0 
004D: jump_if_false BROWSE_31
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false BROWSE_29
0002: jump BROWSE_102
0002: jump BROWSE_30

:BROWSE_29
0050: gosub BROWSE_35

:BROWSE_30
0002: jump BROWSE_32

:BROWSE_31
0050: gosub BROWSE_99

:BROWSE_32
0002: jump BROWSE_34

:BROWSE_33
0050: gosub BROWSE_99

:BROWSE_34
0002: jump BROWSE_15

:BROWSE_35
0871: init_jump_table @3 total_jumps  1  0 BROWSE_38 jumps  1 BROWSE_36 -1 BROWSE_38 -1 BROWSE_38 -1 BROWSE_38 -1 BROWSE_38 -1 BROWSE_38 -1 BROWSE_38 

:BROWSE_36
0050: gosub BROWSE_39
0002: jump BROWSE_38

:BROWSE_38
0051: return

:BROWSE_39
0871: init_jump_table @4 total_jumps  7  0 BROWSE_98 jumps  0 BROWSE_40  1 BROWSE_43  2 BROWSE_51  3 BROWSE_64  4 BROWSE_72  5 BROWSE_85  6 BROWSE_92 

:BROWSE_40
0605: unknown_action_sequence @0 "COPBROWSE_IN" "COP_AMBIENT"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump BROWSE_98

:BROWSE_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BROWSE_50
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "COPBROWSE_LOOP" "COP_AMBIENT"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:BROWSE_50
0002: jump BROWSE_98

:BROWSE_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BROWSE_63
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false BROWSE_61
0605: unknown_action_sequence @0 "COPBROWSE_NOD" "COP_AMBIENT"  4.0  0  0  0  0 -1 
0002: jump BROWSE_62

:BROWSE_61
0605: unknown_action_sequence @0 "COPBROWSE_SHAKE" "COP_AMBIENT"  4.0  1  0  0  0  1000 

:BROWSE_62
000A: @4 +=  1  ;; integer values

:BROWSE_63
0002: jump BROWSE_98

:BROWSE_64
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BROWSE_71
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "COPBROWSE_LOOP" "COP_AMBIENT"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:BROWSE_71
0002: jump BROWSE_98

:BROWSE_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BROWSE_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false BROWSE_82
0605: unknown_action_sequence @0 "COPBROWSE_NOD" "COP_AMBIENT"  4.0  0  0  0  0 -1 
0002: jump BROWSE_83

:BROWSE_82
0605: unknown_action_sequence @0 "COPBROWSE_SHAKE" "COP_AMBIENT"  4.0  0  0  0  0 -1 

:BROWSE_83
000A: @4 +=  1  ;; integer values

:BROWSE_84
0002: jump BROWSE_98

:BROWSE_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BROWSE_91
0605: unknown_action_sequence @0 "COPBROWSE_OUT" "COP_AMBIENT"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:BROWSE_91
0002: jump BROWSE_98

:BROWSE_92
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false BROWSE_97
0050: gosub BROWSE_99

:BROWSE_97
0002: jump BROWSE_98

:BROWSE_98
0051: return

:BROWSE_99
04EF: release_animation "COP_AMBIENT"
004E: end_thread
0051: return

:BROWSE_102
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false BROWSE_113
062E: @0  1506 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false BROWSE_112
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:BROWSE_112
0002: jump BROWSE_114

:BROWSE_113
0050: gosub BROWSE_99

:BROWSE_114
0002: jump BROWSE_102
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START BURG_BRAINS

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  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false BURGLAR_16
009A: @0 = create_actor  5  0 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_16
0209: @2 = random_int  0  6
00D6: if  0
0039:   @2 ==  2  ;; integer values
004D: jump_if_false BURGLAR_21
0209: @3 = random_int  0  6

:BURGLAR_21
0001: wait  0 ms
00D6: if  1
056D:   unknown_actor @0 dead_but_valid
0039:   @5 ==  0  ;; integer values
004D: jump_if_false BURGLAR_467
00D6: if  1
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor @0 dead
004D: jump_if_false BURGLAR_465
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false BURGLAR_72
089F: @0 @13 
0006: @14 =  1  ;; integer values
00D6: if  0
84A4:   NOT @13  7 
004D: jump_if_false BURGLAR_70
00D6: if  0
84A4:   NOT @13  9 
004D: jump_if_false BURGLAR_68
00D6: if  0
84A4:   NOT @13  10 
004D: jump_if_false BURGLAR_66
00D6: if  0
84A4:   NOT @13  11 
004D: jump_if_false BURGLAR_64
00D6: if  0
84A4:   NOT @13  12 
004D: jump_if_false BURGLAR_62
00D6: if  0
84A4:   NOT @13  13 
004D: jump_if_false BURGLAR_60
00D6: if  0
84A4:   NOT @13  14 
004D: jump_if_false BURGLAR_58
0006: @14 =  0  ;; integer values
0002: jump BURGLAR_59

:BURGLAR_58
09D5: @0  7  1  0  0 @13 

:BURGLAR_59
0002: jump BURGLAR_61

:BURGLAR_60
09D5: @0  5  1  0  0 @13 

:BURGLAR_61
0002: jump BURGLAR_63

:BURGLAR_62
09D5: @0  6  1  0  0 @13 

:BURGLAR_63
0002: jump BURGLAR_65

:BURGLAR_64
09D5: @0  8  1  0  0 @13 

:BURGLAR_65
0002: jump BURGLAR_67

:BURGLAR_66
09D5: @0  2  1  0  0 @13 

:BURGLAR_67
0002: jump BURGLAR_69

:BURGLAR_68
09D5: @0  3  1  0  0 @13 

:BURGLAR_69
0002: jump BURGLAR_71

:BURGLAR_70
09D5: @0  1  1  0  0 @13 

:BURGLAR_71
0006: @15 =  1  ;; integer values

:BURGLAR_72
00D6: if  0
8737:   NOT $PLAYER_ACTOR -1 
004D: jump_if_false BURGLAR_146
00D6: if  0
8039:   NOT   @8 ==  1  ;; integer values
004D: jump_if_false BURGLAR_145
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false BURGLAR_128
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false BURGLAR_108
065C: unknown_create_def_entity $5350  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5350 
00D6: if  0
8038:   NOT   $5350 == -1  ;; integer values
004D: jump_if_false BURGLAR_90
060B: unknown_actor_use_entity @0 $5350 

:BURGLAR_90
077A: @0  3  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_127

:BURGLAR_108
065C: unknown_create_def_entity $5351  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5351 
00D6: if  0
8038:   NOT   $5351 == -1  ;; integer values
004D: jump_if_false BURGLAR_114
060B: unknown_actor_use_entity @0 $5351 

:BURGLAR_114
077A: @0  3  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_127
0002: jump BURGLAR_144

:BURGLAR_128
065C: unknown_create_def_entity $5352  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5352 
00D6: if  0
8038:   NOT   $5352 == -1  ;; integer values
004D: jump_if_false BURGLAR_134
060B: unknown_actor_use_entity @0 $5352 

:BURGLAR_134
077A: @0  3  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_144
0006: @8 =  1  ;; integer values

:BURGLAR_145
0002: jump BURGLAR_217

:BURGLAR_146
00D6: if  0
8039:   NOT   @8 ==  2  ;; integer values
004D: jump_if_false BURGLAR_217
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false BURGLAR_200
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false BURGLAR_180
065C: unknown_create_def_entity $5350  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5350 
00D6: if  0
8038:   NOT   $5350 == -1  ;; integer values
004D: jump_if_false BURGLAR_161
060B: unknown_actor_use_entity @0 $5350 

:BURGLAR_161
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: @0  4  0 
0709: unknown_set_entity_item $5350  9  251  0.0  100.0  100.0  0.0  1  1 
0002: jump BURGLAR_199

:BURGLAR_180
065C: unknown_create_def_entity $5351  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5351 
00D6: if  0
8038:   NOT   $5351 == -1  ;; integer values
004D: jump_if_false BURGLAR_186
060B: unknown_actor_use_entity @0 $5351 

:BURGLAR_186
077A: @0  4  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_199
0002: jump BURGLAR_216

:BURGLAR_200
065C: unknown_create_def_entity $5352  ; unknown_destroy
0978: unknown_fill/merge_entity  65542 $5352 
00D6: if  0
8038:   NOT   $5352 == -1  ;; integer values
004D: jump_if_false BURGLAR_206
060B: unknown_actor_use_entity @0 $5352 

:BURGLAR_206
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: @0  4  0 

:BURGLAR_216
0006: @8 =  2  ;; integer values

:BURGLAR_217
00D6: if  24
074F: @0  36 
074F: @0  15 
074F: @0  9 
074F: @0  37 
0038:   $5293 ==  100  ;; integer values
004D: jump_if_false BURGLAR_330
00D6: if  0
0038:   $1793 ==  0  ;; integer values
004D: jump_if_false BURGLAR_330
00D6: if  1
0039:   @2 ==  4  ;; integer values
0039:   @14 ==  0  ;; integer values
004D: jump_if_false BURGLAR_245
00D6: if  0
8248:   NOT   model  330 available
004D: jump_if_false BURGLAR_236
0247: request_model  330
0002: jump BURGLAR_244

:BURGLAR_236
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false BURGLAR_240
0729: unknown_action_sequence @0  1 

:BURGLAR_240
09D5: @0  120  1  0  0 @13 
01BD: @9 = current_time_in_ms
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_244
0002: jump BURGLAR_330

:BURGLAR_245
00D6: if  0
0039:   @2 ==  2  ;; integer values
004D: jump_if_false BURGLAR_328
00D6: if  0
02D8:   actor @0 currentweapon ==  0
004D: jump_if_false BURGLAR_319
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false BURGLAR_270
00D6: if  0
8248:   NOT   model  336 available
004D: jump_if_false BURGLAR_259
0247: request_model  336
0002: jump BURGLAR_269

:BURGLAR_259
01B2: give_actor @0 weapon  5 ammo  0  ;; Load the weapon model before using this
01B9: set_actor @0 armed_weapon_to  5
09D5: @0  20  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_267
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:BURGLAR_267
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_269
0002: jump BURGLAR_318

:BURGLAR_270
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false BURGLAR_290
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false BURGLAR_278
0247: request_model  346
0002: jump BURGLAR_289

:BURGLAR_278
01B2: give_actor @0 weapon  22 ammo  40  ;; Load the weapon model before using this
01B9: set_actor @0 armed_weapon_to  22
09D5: @0  20  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_286
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:BURGLAR_286
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values
09D5: @0  176  1  0  0 @13 

:BURGLAR_289
0002: jump BURGLAR_318

:BURGLAR_290
00D6: if  0
0039:   @3 ==  5  ;; integer values
004D: jump_if_false BURGLAR_310
00D6: if  0
8248:   NOT   model  350 available
004D: jump_if_false BURGLAR_298
0247: request_model  350
0002: jump BURGLAR_309

:BURGLAR_298
01B2: give_actor @0 weapon  26 ammo  40  ;; Load the weapon model before using this
01B9: set_actor @0 armed_weapon_to  26
09D5: @0  20  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_306
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:BURGLAR_306
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values
09D5: @0  182  1  0  0 @13 

:BURGLAR_309
0002: jump BURGLAR_318

:BURGLAR_310
09D5: @0  89  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_316
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:BURGLAR_316
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_318
0002: jump BURGLAR_327

:BURGLAR_319
09D5: @0  89  1  0  0 @13 
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_325
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:BURGLAR_325
0006: @7 =  1  ;; integer values
0004: $1793 =  1  ;; integer values

:BURGLAR_327
0002: jump BURGLAR_330

:BURGLAR_328
0004: $1793 =  1  ;; integer values
0006: @7 =  1  ;; integer values

:BURGLAR_330
00D6: if  21
0039:   @7 ==  1  ;; integer values
0039:   @7 ==  2  ;; integer values
004D: jump_if_false BURGLAR_464
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_426
00D6: if  3
874F:   NOT @0  36 
874F:   NOT @0  15 
874F:   NOT @0  9 
874F:   NOT @0  37 
004D: jump_if_false BURGLAR_426
0871: init_jump_table @2 total_jumps  5  1 BURGLAR_414 jumps  0 BURGLAR_345  1 BURGLAR_352  2 BURGLAR_364  3 BURGLAR_371  4 BURGLAR_378 -1 BURGLAR_426 -1 BURGLAR_426 

:BURGLAR_345
062E: @0  1477 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_351
05C5: unknown_action_sequence @0 -2 
09D5: @0  85  1  0  0 @13 

:BURGLAR_351
0002: jump BURGLAR_426

:BURGLAR_352
062E: @0  1476 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_363
05C4: unknown_action_sequence @0 -2 
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false BURGLAR_362
09D5: @0  145  1  0  0 @13 
0002: jump BURGLAR_363

:BURGLAR_362
09D5: @0  115  1  0  0 @13 

:BURGLAR_363
0002: jump BURGLAR_426

:BURGLAR_364
062E: @0  1506 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_370
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 
09D5: @0  20  1  0  0 @13 

:BURGLAR_370
0002: jump BURGLAR_426

:BURGLAR_371
062E: @0  1466 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_377
05BA: unknown_action_sequence @0 -2 
09D5: @0  114  1  0  0 @13 

:BURGLAR_377
0002: jump BURGLAR_426

:BURGLAR_378
00D6: if  0
0038:   $165 ==  1  ;; integer values
004D: jump_if_false BURGLAR_413
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false BURGLAR_402
01BD: @10 = current_time_in_ms
0085: @11 = @10  ;; integer values and handles
0062: @11 -= @9  ;; integer values 
00D6: if  0
0019:   @11 >  8000  ;; integer values
004D: jump_if_false BURGLAR_401
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false BURGLAR_401
062E: @0  1833 @12 
00D6: if  0
84A4:   NOT @12  7 
004D: jump_if_false BURGLAR_398
0729: unknown_action_sequence @0  0 

:BURGLAR_398
0249: release_model  330
0006: @7 =  2  ;; integer values
09D5: @0  44  1  0  0 @13 

:BURGLAR_401
0002: jump BURGLAR_413

:BURGLAR_402
062E: @0  1476 @12 
00D6: if  0
04A4: @12  7 
004D: jump_if_false BURGLAR_413
05C4: unknown_action_sequence @0 -2 
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false BURGLAR_412
09D5: @0  145  1  0  0 @13 
0002: jump BURGLAR_413

:BURGLAR_412
09D5: @0  115  1  0  0 @13 

:BURGLAR_413
0002: jump BURGLAR_426

:BURGLAR_414
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false BURGLAR_419
09D5: @0  145  1  0  0 @13 
0002: jump BURGLAR_425

:BURGLAR_419
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false BURGLAR_424
09D5: @0  110  1  0  0 @13 
0002: jump BURGLAR_425

:BURGLAR_424
09D5: @0  110  1  0  0 @13 

:BURGLAR_425
0002: jump BURGLAR_426

:BURGLAR_426
0871: init_jump_table @2 total_jumps  5  1 BURGLAR_452 jumps  0 BURGLAR_427  1 BURGLAR_429  2 BURGLAR_436  3 BURGLAR_438  4 BURGLAR_440 -1 BURGLAR_464 -1 BURGLAR_464 

:BURGLAR_427
09D5: @0  85  1  0  0 @13 
0002: jump BURGLAR_464

:BURGLAR_429
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false BURGLAR_434
09D5: @0  145  1  0  0 @13 
0002: jump BURGLAR_435

:BURGLAR_434
09D5: @0  115  1  0  0 @13 

:BURGLAR_435
0002: jump BURGLAR_464

:BURGLAR_436
09D5: @0  20  1  0  0 @13 
0002: jump BURGLAR_464

:BURGLAR_438
09D5: @0  114  1  0  0 @13 
0002: jump BURGLAR_464

:BURGLAR_440
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false BURGLAR_445
09D5: @0  44  1  0  0 @13 
0002: jump BURGLAR_451

:BURGLAR_445
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false BURGLAR_450
09D5: @0  145  1  0  0 @13 
0002: jump BURGLAR_451

:BURGLAR_450
09D5: @0  115  1  0  0 @13 

:BURGLAR_451
0002: jump BURGLAR_464

:BURGLAR_452
00D6: if  0
0737: $PLAYER_ACTOR -1 
004D: jump_if_false BURGLAR_457
09D5: @0  145  1  0  0 @13 
0002: jump BURGLAR_463

:BURGLAR_457
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false BURGLAR_462
09D5: @0  110  1  0  0 @13 
0002: jump BURGLAR_463

:BURGLAR_462
09D5: @0  110  1  0  0 @13 

:BURGLAR_463
0002: jump BURGLAR_464

:BURGLAR_464
0002: jump BURGLAR_466

:BURGLAR_465
0006: @5 =  1  ;; integer values

:BURGLAR_466
0002: jump BURGLAR_476

:BURGLAR_467
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  330
0249: release_model  336
0249: release_model  346
0249: release_model  350
004E: end_thread

:BURGLAR_476
0002: jump BURGLAR_21
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CAMERA

03A4: name_thread 'CAMERA'
00D6: if  0
0039:   @0 == -100  ;; integer values
004D: jump_if_false CAMERA_6
009A: @8 = create_actor  4  0 at  0.0  0.0  0.0

:CAMERA_6
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:  0 

:CAMERA_13
0001: wait @3 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CAMERA_128
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  43 
004D: jump_if_false CAMERA_113
0050: gosub CAMERA_449
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false CAMERA_85
00D6: if  0
02A0:   actor $PLAYER_ACTOR stopped  
004D: jump_if_false CAMERA_72
00D6: if  0
02D8:   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false CAMERA_58
00D6: if  0
00E1:   key_pressed  0  6
004D: jump_if_false CAMERA_46
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_37
03E6: remove_text_box

:CAMERA_37
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_41
03E6: remove_text_box

:CAMERA_41
0006: @3 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values
0050: gosub CAMERA_130
0002: jump CAMERA_57

:CAMERA_46
0006: @1 =  0  ;; integer values
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false CAMERA_51
0050: gosub CAMERA_259

:CAMERA_51
00D6: if  0
0019:   @2 >  0  ;; integer values
004D: jump_if_false CAMERA_56
0006: @3 =  0  ;; integer values
0002: jump CAMERA_57

:CAMERA_56
0006: @3 =  500  ;; integer values

:CAMERA_57
0002: jump CAMERA_71

:CAMERA_58
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_62
03E6: remove_text_box

:CAMERA_62
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_66
03E6: remove_text_box

:CAMERA_66
0A2F:  0 
0006: @3 =  500  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:CAMERA_71
0002: jump CAMERA_84

:CAMERA_72
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_76
03E6: remove_text_box

:CAMERA_76
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_80
03E6: remove_text_box

:CAMERA_80
0006: @3 =  500  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values

:CAMERA_84
0002: jump CAMERA_112

:CAMERA_85
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_89
03E6: remove_text_box

:CAMERA_89
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_93
03E6: remove_text_box

:CAMERA_93
0A2F:  0 
0006: @3 =  500  ;; integer values
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
0029:   @2 >=  3  ;; integer values
004D: jump_if_false CAMERA_112
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_112
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1
00D6: if  1
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @5 ==  0  ;; integer values
004D: jump_if_false CAMERA_112
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_112
0002: jump CAMERA_127

:CAMERA_113
00D6: if  0
0029:   @2 >=  3  ;; integer values
004D: jump_if_false CAMERA_126
0247: request_model  367
0006: @3 =  0  ;; integer values
0050: gosub CAMERA_449
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false CAMERA_124
0050: gosub CAMERA_259
0002: jump CAMERA_125

:CAMERA_124
0050: gosub CAMERA_482

:CAMERA_125
0002: jump CAMERA_127

:CAMERA_126
0050: gosub CAMERA_482

:CAMERA_127
0002: jump CAMERA_129

:CAMERA_128
0050: gosub CAMERA_482

:CAMERA_129
0002: jump CAMERA_13

:CAMERA_130
0871: init_jump_table @1 total_jumps  5  0 CAMERA_258 jumps  0 CAMERA_131  1 CAMERA_145  2 CAMERA_177  3 CAMERA_201  4 CAMERA_229 -1 CAMERA_258 -1 CAMERA_258 

:CAMERA_131
07F6: get_group_info $PLAYER_GROUP @6 @7 
00D6: if  0
0019:   @7 >  0  ;; integer values
004D: jump_if_false CAMERA_144
00D6: if  0
0019:   @7 >  3  ;; integer values
004D: jump_if_false CAMERA_139
0006: @7 =  3  ;; integer values

:CAMERA_139
0006: @6 =  0  ;; integer values
000E: @7 -=  1  ;; integer values
0007: @15 =  3.0  ;; floating-point values
000B: @15 +=  .2  ;; floating-point values
000A: @1 +=  1  ;; integer values

:CAMERA_144
0002: jump CAMERA_258

:CAMERA_145
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  21
0021:   @21 >  2.5  ;; floating-point values
0023:   -2.5 > @21  ;; floating-point values
004D: jump_if_false CAMERA_155
0006: @1 = -1  ;; integer values
0002: jump CAMERA_258

:CAMERA_155
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  21
0021:   @21 >  2.5  ;; floating-point values
0023:   -2.5 > @21  ;; floating-point values
004D: jump_if_false CAMERA_165
0006: @1 = -1  ;; integer values
0002: jump CAMERA_258

:CAMERA_165
04C4: create_coordinate @16 @17 @18 from_actor $PLAYER_ACTOR offset  .5  0.0  0.0
04C4: create_coordinate @19 @20 @21 from_actor $PLAYER_ACTOR offset -.5  0.0  0.0
00D6: if  0
872D:   NOT @16 @17 @19 @20  7.0  0 
004D: jump_if_false CAMERA_174
0947: $PLAYER_ACTOR  335 @6 
0006: @6 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0002: jump CAMERA_176

:CAMERA_174
0006: @1 = -1  ;; integer values
0002: jump CAMERA_258

:CAMERA_176
0002: jump CAMERA_258

:CAMERA_177
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false CAMERA_184
0006: @6 =  0  ;; integer values
0006: @10 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0002: jump CAMERA_200

:CAMERA_184
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_199
00D6: if  2
874F:   NOT @8  36 
874F:   NOT @8  37 
82E0:   NOT   actor @8 aggressive
004D: jump_if_false CAMERA_199
00D6: if  0
001B:    3 > @6  ;; integer values
004D: jump_if_false CAMERA_198
06A8: unknown_action_sequence @8 $PLAYER_ACTOR  20000 @15 @12(@6,3f) 
0002: jump CAMERA_199

:CAMERA_198
06A8: unknown_action_sequence @8 $PLAYER_ACTOR  20000 @15 @12 

:CAMERA_199
000A: @6 +=  1  ;; integer values

:CAMERA_200
0002: jump CAMERA_258

:CAMERA_201
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false CAMERA_212
0006: @6 =  0  ;; integer values
00D6: if  0
001D:   @10 > @7  ;; integer values  
004D: jump_if_false CAMERA_211
0006: @6 =  0  ;; integer values
0006: @10 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:CAMERA_211
0002: jump CAMERA_228

:CAMERA_212
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_227
00D6: if  2
874F:   NOT @8  36 
874F:   NOT @8  37 
82E0:   NOT   actor @8 aggressive
004D: jump_if_false CAMERA_227
062E: @8  1704 @9 
00D6: if  0
04A4: @9  7 
004D: jump_if_false CAMERA_227
05BA: unknown_action_sequence @8  5000 
000A: @10 +=  1  ;; integer values

:CAMERA_227
000A: @6 +=  1  ;; integer values

:CAMERA_228
0002: jump CAMERA_258

:CAMERA_229
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false CAMERA_235
0006: @6 =  0  ;; integer values
0006: @1 = -1  ;; integer values
0002: jump CAMERA_257

:CAMERA_235
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_256
00D6: if  0
02CB:   actor @8 bounding_sphere_visible
004D: jump_if_false CAMERA_256
00D6: if  25
02F2: unknown_actor @8 flag  195
02F2: unknown_actor @8 flag  192
02F2: unknown_actor @8 flag  191
02F2: unknown_actor @8 flag  190
02F2: unknown_actor @8 flag  193
02F2: unknown_actor @8 flag  194
004D: jump_if_false CAMERA_255
00D6: if  0
04EE:   animation "KISSING" loaded
004D: jump_if_false CAMERA_254
0605: unknown_action_sequence @8 "GFWAVE2" "KISSING"  4.0  0  0  0  0  0 

:CAMERA_254
0002: jump CAMERA_256

:CAMERA_255
0A1D: @8 $PLAYER_ACTOR 

:CAMERA_256
000A: @6 +=  1  ;; integer values

:CAMERA_257
0002: jump CAMERA_258

:CAMERA_258
0051: return

:CAMERA_259
0871: init_jump_table @2 total_jumps  8  0 CAMERA_448 jumps  0 CAMERA_261  1 CAMERA_270  2 CAMERA_291  3 CAMERA_309  4 CAMERA_326  5 CAMERA_358  6 CAMERA_420 
0872: jump_table_jumps  7 CAMERA_427 -1 CAMERA_448 -1 CAMERA_448 -1 CAMERA_448 -1 CAMERA_448 -1 CAMERA_448 -1 CAMERA_448 -1 CAMERA_448 -1 CAMERA_448 

:CAMERA_261
07F6: get_group_info $PLAYER_GROUP @6 @7 
00D6: if  0
0019:   @7 >  0  ;; integer values
004D: jump_if_false CAMERA_269
0006: @6 =  0  ;; integer values
000E: @7 -=  1  ;; integer values
000A: @2 +=  1  ;; integer values
0006: @3 =  0  ;; integer values

:CAMERA_269
0002: jump CAMERA_448

:CAMERA_270
00D6: if  0
001D:   @6 > @7  ;; integer values  
004D: jump_if_false CAMERA_275
0006: @6 =  0  ;; integer values
0002: jump CAMERA_290

:CAMERA_275
092B: @8 = group $PLAYER_GROUP member @6 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_289
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @8 radius  1.5  1.5  1.5 sphere  0
004D: jump_if_false CAMERA_289
00D6: if  1
88FE:   NOT (unknown)
0039:   @4 ==  0  ;; integer values
004D: jump_if_false CAMERA_288
03E5: text_box 'CAM_001'
0006: @4 =  1  ;; integer values

:CAMERA_288
000A: @2 +=  1  ;; integer values

:CAMERA_289
000A: @6 +=  1  ;; integer values

:CAMERA_290
0002: jump CAMERA_448

:CAMERA_291
00D6: if  1
8118:   NOT   actor @8 dead
06EE:   actor @8 in_group $PLAYER_GROUP 
004D: jump_if_false CAMERA_307
00D6: if  1
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_305
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false CAMERA_304
0947: $PLAYER_ACTOR  334 @6 
000A: @2 +=  1  ;; integer values

:CAMERA_304
0002: jump CAMERA_306

:CAMERA_305
0006: @2 =  0  ;; integer values

:CAMERA_306
0002: jump CAMERA_308

:CAMERA_307
0006: @2 =  0  ;; integer values

:CAMERA_308
0002: jump CAMERA_448

:CAMERA_309
00D6: if  1
8118:   NOT   actor @8 dead
06EE:   actor @8 in_group $PLAYER_GROUP 
004D: jump_if_false CAMERA_324
00D6: if  1
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_322
00D6: if  0
80E1:   NOT   key_pressed  0  4
004D: jump_if_false CAMERA_321
000A: @2 +=  1  ;; integer values

:CAMERA_321
0002: jump CAMERA_323

:CAMERA_322
0006: @2 =  0  ;; integer values

:CAMERA_323
0002: jump CAMERA_325

:CAMERA_324
0006: @2 =  0  ;; integer values

:CAMERA_325
0002: jump CAMERA_448

:CAMERA_326
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_356
00D6: if  2
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_354
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_338
03E6: remove_text_box

:CAMERA_338
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_342
03E6: remove_text_box

:CAMERA_342
00BE: text_clear_all
04D7: lock_actor @8 in_current_position  1
0337: unknown_actor @8 flag  0
00A0: store_actor @8 position_to @16 @17 @18
000B: @18 +=  .8  ;; floating-point values
015F: set_camera_position @16 @17 @18  0.0  .2  0.0
0159: camera_on_ped $PLAYER_ACTOR  15  2
0A2F:  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_355

:CAMERA_354
0006: @2 =  0  ;; integer values

:CAMERA_355
0002: jump CAMERA_357

:CAMERA_356
0006: @2 =  0  ;; integer values

:CAMERA_357
0002: jump CAMERA_448

:CAMERA_358
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_399
00D6: if  2
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_376
0512: permanent_text_box 'CAM_002'
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false CAMERA_371
000A: @2 +=  1  ;; integer values

:CAMERA_371
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CAMERA_375
0006: @2 =  7  ;; integer values

:CAMERA_375
0002: jump CAMERA_398

:CAMERA_376
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_380
03E6: remove_text_box

:CAMERA_380
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_384
03E6: remove_text_box

:CAMERA_384
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1
0A2F:  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: @19 @20 @21 
00D6: if  2
0045:   @19 == @16  ;; floating-point values 
0045:   @20 == @17  ;; floating-point values 
0045:   @21 == @18  ;; floating-point values 
004D: jump_if_false CAMERA_397
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_397
0006: @2 =  0  ;; integer values

:CAMERA_398
0002: jump CAMERA_419

:CAMERA_399
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_403
03E6: remove_text_box

:CAMERA_403
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_407
03E6: remove_text_box

:CAMERA_407
068D: @19 @20 @21 
00D6: if  2
0045:   @19 == @16  ;; floating-point values 
0045:   @20 == @17  ;; floating-point values 
0045:   @21 == @18  ;; floating-point values 
004D: jump_if_false CAMERA_415
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_415
0A2F:  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_419
0002: jump CAMERA_448

:CAMERA_420
03E6: remove_text_box
00BE: text_clear_all
0A2F:  0 
0A1E:  1 
0001: wait  100 ms
000A: @2 +=  1  ;; integer values
0002: jump CAMERA_448

:CAMERA_427
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_431
03E6: remove_text_box

:CAMERA_431
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_435
03E6: remove_text_box

:CAMERA_435
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_441
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1

:CAMERA_441
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0A2F:  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_448

:CAMERA_448
0051: return

:CAMERA_449
0006: @11 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CAMERA_481
00D6: if  0
0038:   $15 ==  0  ;; integer values
004D: jump_if_false CAMERA_481
00D6: if  0
0038:   $1513 ==  0  ;; integer values
004D: jump_if_false CAMERA_481
00D6: if  0
88B4:   NOT $390  20 
004D: jump_if_false CAMERA_481
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false CAMERA_481
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false CAMERA_481
00D6: if  0
8A03:   NOT (unknown)
004D: jump_if_false CAMERA_481
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CAMERA_481
00D6: if  0
0038:   $1250 ==  0  ;; integer values
004D: jump_if_false CAMERA_481
00D6: if  0
86B9:   NOT   cutscene_data_loaded
004D: jump_if_false CAMERA_481
0006: @11 =  1  ;; integer values

:CAMERA_481
0051: return

:CAMERA_482
00D6: if  0
0A2A: 'CAM_001' 
004D: jump_if_false CAMERA_486
03E6: remove_text_box

:CAMERA_486
00D6: if  0
0A2A: 'CAM_002' 
004D: jump_if_false CAMERA_490
03E6: remove_text_box

:CAMERA_490
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false CAMERA_495
04D7: lock_actor @8 in_current_position  0
0337: unknown_actor @8 flag  1

:CAMERA_495
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CAMERA_512
00D6: if  0
0029:   @2 >=  3  ;; integer values
004D: jump_if_false CAMERA_510
068D: @19 @20 @21 
00D6: if  2
0045:   @19 == @16  ;; floating-point values 
0045:   @20 == @17  ;; floating-point values 
0045:   @21 == @18  ;; floating-point values 
004D: jump_if_false CAMERA_509
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_509
0002: jump CAMERA_512

:CAMERA_510
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:CAMERA_512
0006: @6 =  0  ;; integer values

:CAMERA_513
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_513
0A2F:  0 
0249: release_model  367
004E: end_thread
0051: return
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CARMOD1

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 (disabled)
03A4: name_thread 'CARMOD'

:CARMOD_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CARMOD_1607
00D6: if  0
0038:   $2332 ==  0  ;; integer values
004D: jump_if_false CARMOD_1606
00D6: if  0
0018:   $10082 >  0  ;; integer values
004D: jump_if_false CARMOD_27
00D6: if  0
0A0F: (unknown)
004D: jump_if_false CARMOD_27
03E6: remove_text_box
08DA: $2419 
08DA: $2423 
08DA: $10426 
08DA: $10424 
08DA: $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_27
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false CARMOD_1606
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0038:   $10082 ==  0  ;; integer values
004D: jump_if_false CARMOD_318
00D6: if  22
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_140
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $10431
004D: jump_if_false CARMOD_137
00D6: if  3
84C8:   NOT $PLAYER_ACTOR 
84A7:   NOT $PLAYER_ACTOR 
8969:   NOT $10431 
8975:   NOT $10431 
004D: jump_if_false CARMOD_130
0050: gosub CARMOD_2712
00D6: if  0
8038:   NOT   $10481 ==  0  ;; integer values
004D: jump_if_false CARMOD_123
00D6: if  1
896F:   NOT $10431 
896E:   NOT   car $10431 lowrider
004D: jump_if_false CARMOD_116
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false CARMOD_67
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0A26: (unknown)
09B3: $10431 $10448 
020A: set_car $10431 door_status_to  4
016A: fade  0 ()  1000 ms
0004: $10083 =  1  ;; integer values

:CARMOD_67
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_75
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CARMOD_75
0A19: 'CARMOD1' 
0004: $10083 =  2  ;; integer values

:CARMOD_75
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false CARMOD_115
00D6: if  0
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_85
0005: $10428 =  1042.013  ;; floating-point values
0005: $10429 = -1019.927  ;; floating-point values
0005: $10430 =  31.127  ;; floating-point values
0002: jump CARMOD_98

:CARMOD_85
00D6: if  0
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_92
0005: $10428 = -1935.528  ;; floating-point values
0005: $10429 =  247.029  ;; floating-point values
0005: $10430 =  33.561  ;; floating-point values
0002: jump CARMOD_98

:CARMOD_92
00D6: if  0
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_98
0005: $10428 =  2387.075  ;; floating-point values
0005: $10429 =  1050.511  ;; floating-point values
0005: $10430 =  9.812  ;; floating-point values

:CARMOD_98
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 $10431 to_interior  1 
075E: "CARMOD1" 
075D: "CARMODS" 
04E4: unknown_refresh_game_renderer_at  617.536 -1.99
03CB: set_camera  617.536 -1.99  999.98
00AB: put_car $10431 at  617.536 -1.99  999.98
0175: set_car $10431 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_115
0002: jump CARMOD_122

:CARMOD_116
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_122
00BC: text_highpriority 'MODNO'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_122
0002: jump CARMOD_129

:CARMOD_123
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_129
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_129
0002: jump CARMOD_136

:CARMOD_130
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_136
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_136
0002: jump CARMOD_139

:CARMOD_137
07FB: set_interior 'CARMOD1' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_139
0002: jump CARMOD_142

:CARMOD_140
07FB: set_interior 'CARMOD1' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_142
00D6: if  0
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_228
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $10431
004D: jump_if_false CARMOD_225
00D6: if  3
84C8:   NOT $PLAYER_ACTOR 
84A7:   NOT $PLAYER_ACTOR 
8969:   NOT $10431 
8975:   NOT $10431 
004D: jump_if_false CARMOD_219
0050: gosub CARMOD_2712
00D6: if  0
8038:   NOT   $10481 ==  0  ;; integer values
004D: jump_if_false CARMOD_212
00D6: if  0
096E:   car $10431 lowrider
004D: jump_if_false CARMOD_205
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false CARMOD_173
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0A26: (unknown)
09B3: $10431 $10448 
020A: set_car $10431 door_status_to  4
0441: $10482 = car $10431 model
016A: fade  0 ()  1000 ms
0004: $10083 =  1  ;; integer values

:CARMOD_173
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_181
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CARMOD_181
0A19: 'CARMOD2' 
0004: $10083 =  2  ;; integer values

:CARMOD_181
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false CARMOD_204
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 $10431 to_interior  2 
075E: "CARMOD2" 
075D: "CARMODS" 
04E4: unknown_refresh_game_renderer_at  616.783 -74.815
03CB: set_camera  616.783 -74.815  997.014
00AB: put_car $10431 at  616.783 -74.815  997.014
0175: set_car $10431 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_204
0002: jump CARMOD_211

:CARMOD_205
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_211
00BC: text_highpriority 'MODNO'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_211
0002: jump CARMOD_218

:CARMOD_212
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_218
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_218
0002: jump CARMOD_224

:CARMOD_219
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_224
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10082 =  0  ;; integer values

:CARMOD_224
0002: jump CARMOD_227

:CARMOD_225
07FB: set_interior 'CARMOD2' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_227
0002: jump CARMOD_230

:CARMOD_228
07FB: set_interior 'CARMOD2' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_230
00D6: if  0
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_316
03C0: $10431 = actor $PLAYER_ACTOR car
00D6: if  0
0448:   actor $PLAYER_ACTOR in_car $10431
004D: jump_if_false CARMOD_313
00D6: if  3
84C8:   NOT $PLAYER_ACTOR 
84A7:   NOT $PLAYER_ACTOR 
8969:   NOT $10431 
8975:   NOT $10431 
004D: jump_if_false CARMOD_306
0050: gosub CARMOD_2712
00D6: if  0
8038:   NOT   $10481 ==  0  ;; integer values
004D: jump_if_false CARMOD_299
00D6: if  0
096F: $10431 
004D: jump_if_false CARMOD_292
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false CARMOD_260
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0A26: (unknown)
09B3: $10431 $10448 
020A: set_car $10431 door_status_to  4
016A: fade  0 ()  1000 ms
0004: $10083 =  1  ;; integer values

:CARMOD_260
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_268
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CARMOD_268
0A19: 'CARMOD3' 
0004: $10083 =  2  ;; integer values

:CARMOD_268
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false CARMOD_291
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 $10431 to_interior  3 
0004: $10447 =  0  ;; integer values
0004: $10485 =  1  ;; integer values
075E: "CARMOD3" 
075D: "CARMODS" 
04E4: unknown_refresh_game_renderer_at  615.286 -124.239
03CB: set_camera  615.286 -124.239  996.995
00AB: put_car $10431 at  615.286 -124.239  996.995
0175: set_car $10431 z_angle_to  90.0
0004: $10416 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  1  ;; integer values

:CARMOD_291
0002: jump CARMOD_298

:CARMOD_292
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_298
00BC: text_highpriority 'MODNO'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_298
0002: jump CARMOD_305

:CARMOD_299
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_305
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_305
0002: jump CARMOD_312

:CARMOD_306
00D6: if  0
0038:   $10416 ==  0  ;; integer values
004D: jump_if_false CARMOD_312
00BC: text_highpriority 'MODNO2'  5000 ms  1
0004: $10416 =  1  ;; integer values
0004: $10082 =  0  ;; integer values

:CARMOD_312
0002: jump CARMOD_315

:CARMOD_313
07FB: set_interior 'CARMOD3' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_315
0002: jump CARMOD_318

:CARMOD_316
07FB: set_interior 'CARMOD3' accessible  0 
0004: $10416 =  0  ;; integer values

:CARMOD_318
00D6: if  0
0038:   $10082 ==  1  ;; integer values
004D: jump_if_false CARMOD_894
07B0: s$706 
04F9: interior_colors  4  0
00D6: if  0
096F: $10431 
004D: jump_if_false CARMOD_507
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_887

:CARMOD_507
00D6: if  0
096E:   car $10431 lowrider
004D: jump_if_false CARMOD_707
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  0
04A3:   unknown $10482 ==  534
004D: jump_if_false CARMOD_694
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_706

:CARMOD_694
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_706
0002: jump CARMOD_887

:CARMOD_707
0005: $10088 =  612.7667  ;; floating-point values
0059: $10088 += $10178  ;; floating-point values
0005: $10089 =  .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 =  .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 =  .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 =  .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 = -.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 = -.84  ;; floating-point values
0059: $10176 += $10179  ;; floating-point values
0005: $10177 =  1001.862  ;; floating-point values
0059: $10177 += $10180  ;; floating-point values

:CARMOD_887
0006: @32 =  0  ;; integer values
0581: toggle_radar  0 (off)
08F8:  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_894
00D6: if  0
0038:   $10082 ==  2  ;; integer values
004D: jump_if_false CARMOD_925
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false CARMOD_908
01EB: set_car_density_to  0.0
075F: $2514 
03F3: get_car $10431 color $10422 $10423
0988: $10431 $10085 
0441: $10486 = car $10431 model
09FE: $10431 
096B: (unknown)
0004: $10083 =  1  ;; integer values

:CARMOD_908
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_916
00D6: if  0
0019:   @32 >  2000  ;; integer values
004D: jump_if_false CARMOD_916
016A: fade  1 (back)  1000 ms
0004: $10083 =  2  ;; integer values

:CARMOD_916
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false CARMOD_925
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CARMOD_925
057E: make_radar_grey  1
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values

:CARMOD_925
00D6: if  0
0038:   $10082 ==  3  ;; integer values
004D: jump_if_false CARMOD_1064
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false CARMOD_971
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CARMOD_936
0050: gosub CARMOD_1785
0050: gosub CARMOD_1664

:CARMOD_936
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CARMOD_967
0004: $10441 =  0  ;; integer values
0004: $10442 =  0  ;; integer values
08D7: $2419 $10411 
00D6: if  0
001A:    0 > $10411  ;; integer values
004D: jump_if_false CARMOD_946
0004: $10411 =  0  ;; integer values

:CARMOD_946
00D6: if  0
8038:   NOT   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_957
00D6: if  0
8038:   NOT   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_954
096D: $10431 $10399($10411,12i) $10421 
0002: jump CARMOD_955

:CARMOD_954
0988: $10431 $10085 

:CARMOD_955
0050: gosub CARMOD_2005
0002: jump CARMOD_966

:CARMOD_957
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 $10431 model
0050: gosub CARMOD_2526

:CARMOD_966
0004: $10083 =  5  ;; integer values

:CARMOD_967
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CARMOD_971
0004: $10083 =  1  ;; integer values

:CARMOD_971
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_986
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false CARMOD_986
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false CARMOD_983
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CARMOD_983
0169: set_fade_color  0  0  0
016A: fade  0 ()  1000 ms
0004: $10083 =  2  ;; integer values

:CARMOD_986
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false CARMOD_1022
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CARMOD_1022
04BB: select_interior  0  ;; select render area
0860: link_actor $PLAYER_ACTOR to_interior  0 
0840: link_car $10431 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 $10431 at $10428 $10429 $10430
00D6: if  0
0038:   $10483 ==  1  ;; integer values
004D: jump_if_false CARMOD_1006
0175: set_car $10431 z_angle_to  0.0
0373: set_camera_directly_behind_player

:CARMOD_1006
00D6: if  0
0038:   $10484 ==  1  ;; integer values
004D: jump_if_false CARMOD_1011
0175: set_car $10431 z_angle_to  180.0
0373: set_camera_directly_behind_player

:CARMOD_1011
00D6: if  0
0038:   $10485 ==  1  ;; integer values
004D: jump_if_false CARMOD_1016
0175: set_car $10431 z_angle_to  90.0
0373: set_camera_directly_behind_player

:CARMOD_1016
0A13: (unknown)
02EB: restore_camera_with_jumpcut
087C: (unknown)
0169: set_fade_color  0  0  0
016A: fade  1 (back)  1000 ms
0004: $10083 =  3  ;; integer values

:CARMOD_1022
00D6: if  0
0038:   $10083 ==  3  ;; integer values
004D: jump_if_false CARMOD_1034
00D6: if  0
816B:   NOT   fading
004D: jump_if_false CARMOD_1034
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
020A: set_car $10431 door_status_to $10448
0581: toggle_radar  1 (on)
057E: make_radar_grey  0
0004: $10083 =  4  ;; integer values

:CARMOD_1034
00D6: if  0
0038:   $10083 ==  4  ;; integer values
004D: jump_if_false CARMOD_1048
00D6: if  0
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_1048
01EB: set_car_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_1609

:CARMOD_1048
00D6: if  0
0038:   $10083 ==  5  ;; integer values
004D: jump_if_false CARMOD_1064
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CARMOD_1064
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false CARMOD_1060
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CARMOD_1060
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_1064
00D6: if  0
0038:   $10082 ==  4  ;; integer values
004D: jump_if_false CARMOD_1162
00D6: if  0
0119:   car $10431 wrecked
004D: jump_if_false CARMOD_1072
0050: gosub CARMOD_1609
0002: jump CARMOD_2

:CARMOD_1072
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1080
00D6: if  0
0038:   $10437 ==  0  ;; integer values
004D: jump_if_false CARMOD_1079
0050: gosub CARMOD_2473

:CARMOD_1079
0002: jump CARMOD_1084

:CARMOD_1080
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false CARMOD_1084
0050: gosub CARMOD_1696

:CARMOD_1084
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false CARMOD_1128
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CARMOD_1094
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $10417 =  0  ;; integer values
0004: $10083 =  1  ;; integer values

:CARMOD_1094
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CARMOD_1128
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1112
08D7: $10436 $10438 
00D6: if  0
001A:    0 > $10438  ;; integer values
004D: jump_if_false CARMOD_1105
0004: $10438 =  0  ;; integer values

:CARMOD_1105
00D6: if  0
0038:   $10438 ==  0  ;; integer values
004D: jump_if_false CARMOD_1110
0004: $10441 =  1  ;; integer values
0002: jump CARMOD_1111

:CARMOD_1110
0004: $10442 =  1  ;; integer values

:CARMOD_1111
0002: jump CARMOD_1123

:CARMOD_1112
08D7: $2423 $10412 
00D6: if  0
001A:    0 > $10412  ;; integer values
004D: jump_if_false CARMOD_1117
0004: $10412 =  0  ;; integer values

:CARMOD_1117
00D6: if  1
8038:   NOT   $10399($10411,12i) ==  100  ;; integer values
8038:   NOT   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1123
0084: $10415 = $2438($10412,12i)  ;; integer values and handles
06E9: request_car_component $10415 

:CARMOD_1123
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_1128
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_1162
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false CARMOD_1162
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CARMOD_1140
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1140
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false CARMOD_1146
08DA: $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1146
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1152
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1152
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CARMOD_1157
0050: gosub CARMOD_1785
0050: gosub CARMOD_1664

:CARMOD_1157
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_1162
00D6: if  0
0038:   $10082 ==  5  ;; integer values
004D: jump_if_false CARMOD_1606
00D6: if  0
0119:   car $10431 wrecked
004D: jump_if_false CARMOD_1170
0050: gosub CARMOD_1609
0002: jump CARMOD_2

:CARMOD_1170
00D6: if  0
0038:   $10083 ==  0  ;; integer values
004D: jump_if_false CARMOD_1199
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CARMOD_1199
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1181
0004: $10083 =  1  ;; integer values
0002: jump CARMOD_1190

:CARMOD_1181
00D6: if  0
8038:   NOT   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_1189
00D6: if  0
06EA:   car_component_available $10415 
004D: jump_if_false CARMOD_1188
0004: $10083 =  1  ;; integer values

:CARMOD_1188
0002: jump CARMOD_1190

:CARMOD_1189
0004: $10083 =  1  ;; integer values

:CARMOD_1190
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_1199
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CARMOD_1199
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1199
00D6: if  0
0038:   $10083 ==  1  ;; integer values
004D: jump_if_false CARMOD_1228
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1216
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1211
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1211
00D6: if  0
0038:   $10427 ==  0  ;; integer values
004D: jump_if_false CARMOD_1215
0050: gosub CARMOD_1755

:CARMOD_1215
0002: jump CARMOD_1227

:CARMOD_1216
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_1224
0084: $10086 = $10412  ;; integer values and handles
0084: $10087 = $10412  ;; integer values and handles
0008: $10087 +=  1  ;; integer values
06ED: $10431 $10086 
0002: jump CARMOD_1226

:CARMOD_1224
06E7: $10420 = add_car_component $10415 to_car $10431 
06EB: release_car_component $10415 

:CARMOD_1226
0050: gosub CARMOD_2725

:CARMOD_1227
0004: $10083 =  2  ;; integer values

:CARMOD_1228
00D6: if  0
0038:   $10083 ==  2  ;; integer values
004D: jump_if_false CARMOD_1275
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1257
08D7: $10426 $10440 
00D6: if  0
001A:    0 > $10440  ;; integer values
004D: jump_if_false CARMOD_1239
0004: $10440 =  0  ;; integer values

:CARMOD_1239
00D6: if  0
0038:   $10441 ==  1  ;; integer values
004D: jump_if_false CARMOD_1251
00D6: if  21
0038:   $10486 ==  542  ;; integer values
0038:   $10486 ==  549  ;; integer values
004D: jump_if_false CARMOD_1249
0A22: $10426 $10431  1 $10440 
0A22: $10426 $10431  2 $10440 
0002: jump CARMOD_1250

:CARMOD_1249
0A22: $10426 $10431  1 $10440 

:CARMOD_1250
0002: jump CARMOD_1252

:CARMOD_1251
0A22: $10426 $10431  2 $10440 

:CARMOD_1252
00D6: if  0
0038:   $10427 ==  0  ;; integer values
004D: jump_if_false CARMOD_1256
0050: gosub CARMOD_1755

:CARMOD_1256
0002: jump CARMOD_1261

:CARMOD_1257
00D6: if  0
0038:   $10425 ==  0  ;; integer values
004D: jump_if_false CARMOD_1261
0050: gosub CARMOD_2725

:CARMOD_1261
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CARMOD_1265
0004: $10083 =  3  ;; integer values

:CARMOD_1265
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CARMOD_1275
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'COLORNO'
03D5: remove_text 'SHOPNO'
0004: $2545 =  0  ;; integer values
0004: $10417 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $10083 =  4  ;; integer values

:CARMOD_1275
00D6: if  0
0038:   $10083 ==  3  ;; integer values
004D: jump_if_false CARMOD_1339
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false CARMOD_1339
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1292
00D6: if  0
0018:   $10085 > -1  ;; integer values
004D: jump_if_false CARMOD_1290
0229: set_car $10431 color_to $10422 $10423
06ED: $10431 $10085 
0002: jump CARMOD_1291

:CARMOD_1290
0229: set_car $10431 color_to $10422 $10423

:CARMOD_1291
0002: jump CARMOD_1310

:CARMOD_1292
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_1303
00D6: if  0
001A:    0 > $10085  ;; integer values
004D: jump_if_false CARMOD_1301
06ED: $10431 -1 
0229: set_car $10431 color_to $10422 $10423
0002: jump CARMOD_1302

:CARMOD_1301
06ED: $10431 $10085 

:CARMOD_1302
0002: jump CARMOD_1304

:CARMOD_1303
096C: (unknown)

:CARMOD_1304
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false CARMOD_1310
08DA: $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1310
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false CARMOD_1316
08DA: $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1316
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1322
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1322
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1330
00D6: if  0
0038:   $10437 ==  0  ;; integer values
004D: jump_if_false CARMOD_1329
0050: gosub CARMOD_2473

:CARMOD_1329
0002: jump CARMOD_1335

:CARMOD_1330
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false CARMOD_1335
0050: gosub CARMOD_2005
0050: gosub CARMOD_1696

:CARMOD_1335
0004: $10441 =  0  ;; integer values
0004: $10442 =  0  ;; integer values
0004: $10083 =  0  ;; integer values
0004: $10082 =  4  ;; integer values

:CARMOD_1339
00D6: if  0
0038:   $10083 ==  4  ;; integer values
004D: jump_if_false CARMOD_1606
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CARMOD_1606
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
0038:   $10399($10411,12i) ==  101  ;; integer values
004D: jump_if_false CARMOD_1469
00D6: if  0
0028:   $2754 >=  150  ;; integer values
004D: jump_if_false CARMOD_1461
00D6: if  0
0038:   $10441 ==  1  ;; integer values
004D: jump_if_false CARMOD_1408
00D6: if  0
803A:   NOT   $10422 == $10440  ;; integer values and handles
004D: jump_if_false CARMOD_1400
0109: player $PLAYER_CHAR money += -150
0624:  55  150.0 
09D4: (unknown)
0878: $10431  0.0 
03F3: get_car $10431 color $10422 $10423
097A: $69 $70 $71  1134 
0A30: $10431 
096B: (unknown)
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CARMOD_1374
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1374
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false CARMOD_1380
08DA: $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1380
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false CARMOD_1386
08DA: $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1386
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1392
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1392
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CARMOD_1397
0050: gosub CARMOD_1785
0050: gosub CARMOD_1664

:CARMOD_1397
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0002: jump CARMOD_1407

:CARMOD_1400
00D6: if  0
0038:   $10417 ==  0  ;; integer values
004D: jump_if_false CARMOD_1407
097A: $69 $70 $71  1055 
00BC: text_highpriority 'COLORNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $10417 =  1  ;; integer values

:CARMOD_1407
0002: jump CARMOD_1460

:CARMOD_1408
00D6: if  0
803A:   NOT   $10423 == $10440  ;; integer values and handles
004D: jump_if_false CARMOD_1453
0109: player $PLAYER_CHAR money += -150
0624:  55  150.0 
09D4: (unknown)
0878: $10431  0.0 
03F3: get_car $10431 color $10422 $10423
097A: $69 $70 $71  1134 
0A30: $10431 
096B: (unknown)
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CARMOD_1427
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1427
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false CARMOD_1433
08DA: $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1433
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false CARMOD_1439
08DA: $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1439
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1445
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1445
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CARMOD_1450
0050: gosub CARMOD_1785
0050: gosub CARMOD_1664

:CARMOD_1450
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0002: jump CARMOD_1460

:CARMOD_1453
00D6: if  0
0038:   $10417 ==  0  ;; integer values
004D: jump_if_false CARMOD_1460
097A: $69 $70 $71  1055 
00BC: text_highpriority 'COLORNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $10417 =  1  ;; integer values

:CARMOD_1460
0002: jump CARMOD_1468

:CARMOD_1461
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false CARMOD_1468
097A: $69 $70 $71  1055 
00BC: text_highpriority 'SHOPNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2544 =  1  ;; integer values

:CARMOD_1468
0002: jump CARMOD_1606

:CARMOD_1469
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_1537
00D6: if  0
0028:   $2754 >=  500  ;; integer values
004D: jump_if_false CARMOD_1529
00D6: if  0
003A:   $10086 == $10085  ;; integer values and handles
004D: jump_if_false CARMOD_1486
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false CARMOD_1485
097A: $69 $70 $71  1055 
00BC: text_highpriority 'CLTHNO2'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2545 =  1  ;; integer values

:CARMOD_1485
0002: jump CARMOD_1528

:CARMOD_1486
0109: player $PLAYER_CHAR money += -500
0624:  55  500.0 
09D4: (unknown)
0878: $10431  0.0 
0A30: $10431 
096B: (unknown)
0084: $10085 = $10086  ;; integer values and handles
03F3: get_car $10431 color $10422 $10423
097A: $69 $70 $71  1134 
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CARMOD_1503
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1503
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false CARMOD_1509
08DA: $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1509
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false CARMOD_1515
08DA: $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1515
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1521
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1521
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CARMOD_1526
0050: gosub CARMOD_1785
0050: gosub CARMOD_1664

:CARMOD_1526
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2

:CARMOD_1528
0002: jump CARMOD_1536

:CARMOD_1529
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false CARMOD_1536
097A: $69 $70 $71  1055 
00BC: text_highpriority 'SHOPNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2544 =  1  ;; integer values

:CARMOD_1536
0002: jump CARMOD_1606

:CARMOD_1537
00D6: if  0
002C:   $2754 >= $2426($10412,12i)  ;; integer values 
004D: jump_if_false CARMOD_1599
00D6: if  0
803A:   NOT   $10421 == $10415  ;; integer values and handles
004D: jump_if_false CARMOD_1591
097A: $69 $70 $71  1133 
0790: $10415 
0878: $10431  0.0 
096B: (unknown)
0084: $10421 = $10415  ;; integer values and handles
00D6: if  0
0038:   $2758 ==  0  ;; integer values
004D: jump_if_false CARMOD_1557
00D6: if  22
05AD:   s$2450 == 'BMBSM'  ;; 8-byte strings
05AD:   s$2450 == 'BMBTN'  ;; 8-byte strings
05AD:   s$2450 == 'BMBLN'  ;; 8-byte strings
004D: jump_if_false CARMOD_1557
0004: $2758 =  1  ;; integer values

:CARMOD_1557
0004: $10083 =  0  ;; integer values
0004: $10082 =  3  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CARMOD_1565
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1565
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false CARMOD_1571
08DA: $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1571
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false CARMOD_1577
08DA: $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1577
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1583
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1583
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CARMOD_1588
0050: gosub CARMOD_1785
0050: gosub CARMOD_1664

:CARMOD_1588
015F: set_camera_position $10088 $10089 $10090  0.0  0.0  0.0
0160: point_camera $10091 $10092 $10093  2
0002: jump CARMOD_1598

:CARMOD_1591
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false CARMOD_1598
097A: $69 $70 $71  1055 
00BC: text_highpriority 'CLTHNO2'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2545 =  1  ;; integer values

:CARMOD_1598
0002: jump CARMOD_1606

:CARMOD_1599
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false CARMOD_1606
097A: $69 $70 $71  1055 
00BC: text_highpriority 'SHOPNO'  3000 ms  1
0004: $10083 =  2  ;; integer values
0004: $2544 =  1  ;; integer values

:CARMOD_1606
0002: jump CARMOD_1608

:CARMOD_1607
0050: gosub CARMOD_1609

:CARMOD_1608
0002: jump CARMOD_2

:CARMOD_1609
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false CARMOD_1615
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CARMOD_1615
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CARMOD_1621
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CARMOD_1621
00D6: if  0
0038:   $10427 ==  1  ;; integer values
004D: jump_if_false CARMOD_1627
08DA: $10426 
03E6: remove_text_box
0004: $10427 =  0  ;; integer values

:CARMOD_1627
00D6: if  0
0038:   $10425 ==  1  ;; integer values
004D: jump_if_false CARMOD_1633
08DA: $10424 
03E6: remove_text_box
0004: $10425 =  0  ;; integer values

:CARMOD_1633
00D6: if  0
0038:   $10437 ==  1  ;; integer values
004D: jump_if_false CARMOD_1639
08DA: $10436 
03E6: remove_text_box
0004: $10437 =  0  ;; integer values

:CARMOD_1639
00D6: if  0
0028:   $10082 >=  1  ;; integer values
004D: jump_if_false CARMOD_1643
03E6: remove_text_box

:CARMOD_1643
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:  1 
09BD:  0 
00D6: if  0
0038:   $2758 ==  1  ;; integer values
004D: jump_if_false CARMOD_1662
03E5: text_box 'NITROH1'
0004: $2758 =  2  ;; integer values

:CARMOD_1662
004E: end_thread
0051: return

:CARMOD_1664
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CARMOD_1695
0512: permanent_text_box 'MODH1'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false CARMOD_1673
08D4: 'UPGRADE'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump CARMOD_1692

:CARMOD_1673
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false CARMOD_1678
08D4: 'UPGRADE'  29.0  165.0  186.0  1  1  1  1 $2419 
0002: jump CARMOD_1692

:CARMOD_1678
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CARMOD_1683
08D4: 'UPGRADE'  29.0  165.0  186.0  1  1  1  1 $2419 
0002: jump CARMOD_1692

:CARMOD_1683
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false CARMOD_1688
08D4: 'UPGRADE'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump CARMOD_1692

:CARMOD_1688
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CARMOD_1692
08D4: 'UPGRADE'  29.0  145.0  186.0  1  1  1  1 $2419 

:CARMOD_1692
08D6: $2419  0  1 
08DB: $2419  0 'DUMMY' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2420 =  1  ;; integer values

:CARMOD_1695
0051: return

:CARMOD_1696
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false CARMOD_1754
0512: permanent_text_box 'MODH3'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false CARMOD_1705
08D4: 'UPGRADE'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump CARMOD_1724

:CARMOD_1705
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false CARMOD_1710
08D4: 'UPGRADE'  29.0  165.0  186.0  1  1  1  1 $2423 
0002: jump CARMOD_1724

:CARMOD_1710
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CARMOD_1715
08D4: 'UPGRADE'  29.0  165.0  186.0  1  1  1  1 $2423 
0002: jump CARMOD_1724

:CARMOD_1715
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false CARMOD_1720
08D4: 'UPGRADE'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump CARMOD_1724

:CARMOD_1720
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CARMOD_1724
08D4: 'UPGRADE'  29.0  145.0  186.0  1  1  1  1 $2423 

:CARMOD_1724
08D6: $2423  0  1 
08DB: $2423  0 'DUMMY' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_1746
0004: $2515 =  0  ;; integer values

:CARMOD_1730
00D6: if  0
001C:   $10446 > $2515  ;; integer values
004D: jump_if_false CARMOD_1738
0084: $10087 = $2515  ;; integer values and handles
0008: $10087 +=  1  ;; integer values
08EE: $2423  0 $2515 'PJOB' $10087 
0008: $2515 +=  1  ;; integer values
0002: jump CARMOD_1730

:CARMOD_1738
0004: $2515 =  0  ;; integer values

:CARMOD_1739
00D6: if  0
001C:   $10446 > $2515  ;; integer values
004D: jump_if_false CARMOD_1745
08D9: $2423 $2515 $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump CARMOD_1739

:CARMOD_1745
0002: jump CARMOD_1753

:CARMOD_1746
0004: $2515 =  0  ;; integer values

:CARMOD_1747
00D6: if  0
001C:   $10414 > $2515  ;; integer values
004D: jump_if_false CARMOD_1753
08D9: $2423 $2515 $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump CARMOD_1747

:CARMOD_1753
0004: $2424 =  1  ;; integer values

:CARMOD_1754
0051: return

:CARMOD_1755
00D6: if  0
0038:   $10427 ==  0  ;; integer values
004D: jump_if_false CARMOD_1784
0512: permanent_text_box 'MODH6'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false CARMOD_1764
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 
0002: jump CARMOD_1783

:CARMOD_1764
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false CARMOD_1769
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 
0002: jump CARMOD_1783

:CARMOD_1769
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CARMOD_1774
0964: 'CARM1'  29.0  155.0  25.7  8  1  1  1 $10426 
0002: jump CARMOD_1783

:CARMOD_1774
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false CARMOD_1779
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 
0002: jump CARMOD_1783

:CARMOD_1779
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CARMOD_1783
0964: 'CARM1'  29.0  145.0  25.7  8  1  1  1 $10426 

:CARMOD_1783
0004: $10427 =  1  ;; integer values

:CARMOD_1784
0051: return

:CARMOD_1785
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: $10431 $10446 
00D6: if  0
8038:   NOT   $10446 ==  0  ;; integer values
004D: jump_if_false CARMOD_1812
05A9: $2450($10187,12s) = 'CARM11'  ;; 8-byte strings
0004: $10399($10187,12i) =  100  ;; integer values
0008: $10187 +=  1  ;; integer values

:CARMOD_1812
097D: $10431 $10084 
00D6: if  0
8038:   NOT   $10084 ==  0  ;; integer values
004D: jump_if_false CARMOD_1819
05A9: $2450($10187,12s) = 'CARM1'  ;; 8-byte strings
0004: $10399($10187,12i) =  101  ;; integer values
0008: $10187 +=  1  ;; integer values

:CARMOD_1819
00D6: if  0
001C:   $2514 > $10445  ;; integer values
004D: jump_if_false CARMOD_2002
0760: $10445 $10188 
06E6: $10188 $10189 
00D6: if  0
04A3:   unknown $10189 ==  12
004D: jump_if_false CARMOD_1835
00D6: if  0
0038:   $10197 ==  0  ;; integer values
004D: jump_if_false CARMOD_1833
05A9: $2450($10187,12s) = 'CARM12'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  12
0008: $10187 +=  1  ;; integer values

:CARMOD_1833
0084: $10363($10197,12i) = $10188  ;; integer values and handles
0008: $10197 +=  1  ;; integer values

:CARMOD_1835
00D6: if  0
04A3:   unknown $10189 ==  3
004D: jump_if_false CARMOD_1846
00D6: if  0
0038:   $10190 ==  0  ;; integer values
004D: jump_if_false CARMOD_1844
05A9: $2450($10187,12s) = 'CARM4'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  3
0008: $10187 +=  1  ;; integer values

:CARMOD_1844
0084: $10207($10190,12i) = $10188  ;; integer values and handles
0008: $10190 +=  1  ;; integer values

:CARMOD_1846
00D6: if  0
04A3:   unknown $10189 ==  7
004D: jump_if_false CARMOD_1857
00D6: if  0
0038:   $10191 ==  0  ;; integer values
004D: jump_if_false CARMOD_1855
05A9: $2450($10187,12s) = 'CARM10'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  7
0008: $10187 +=  1  ;; integer values

:CARMOD_1855
0084: $10219($10191,12i) = $10188  ;; integer values and handles
0008: $10191 +=  1  ;; integer values

:CARMOD_1857
00D6: if  0
04A3:   unknown $10189 ==  13
004D: jump_if_false CARMOD_1868
00D6: if  0
0038:   $10192 ==  0  ;; integer values
004D: jump_if_false CARMOD_1866
05A9: $2450($10187,12s) = 'CARM5'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  13
0008: $10187 +=  1  ;; integer values

:CARMOD_1866
0084: $10231($10192,12i) = $10188  ;; integer values and handles
0008: $10192 +=  1  ;; integer values

:CARMOD_1868
00D6: if  0
04A3:   unknown $10189 ==  8
004D: jump_if_false CARMOD_1879
00D6: if  0
0038:   $10193 ==  0  ;; integer values
004D: jump_if_false CARMOD_1877
05A9: $2450($10187,12s) = 'CARM6'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  8
0008: $10187 +=  1  ;; integer values

:CARMOD_1877
0084: $10243($10193,12i) = $10188  ;; integer values and handles
0008: $10193 +=  1  ;; integer values

:CARMOD_1879
00D6: if  0
04A3:   unknown $10189 ==  2
004D: jump_if_false CARMOD_1890
00D6: if  0
0038:   $10194 ==  0  ;; integer values
004D: jump_if_false CARMOD_1888
05A9: $2450($10187,12s) = 'CARM2'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  2
0008: $10187 +=  1  ;; integer values

:CARMOD_1888
0084: $10255($10194,12i) = $10188  ;; integer values and handles
0008: $10194 +=  1  ;; integer values

:CARMOD_1890
00D6: if  0
04A3:   unknown $10189 ==  0
004D: jump_if_false CARMOD_1901
00D6: if  0
0038:   $10195 ==  0  ;; integer values
004D: jump_if_false CARMOD_1899
05A9: $2450($10187,12s) = 'CARM3'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  0
0008: $10187 +=  1  ;; integer values

:CARMOD_1899
0084: $10267($10195,12i) = $10188  ;; integer values and handles
0008: $10195 +=  1  ;; integer values

:CARMOD_1901
00D6: if  0
04A3:   unknown $10189 ==  1
004D: jump_if_false CARMOD_1912
00D6: if  0
0038:   $10196 ==  0  ;; integer values
004D: jump_if_false CARMOD_1910
05A9: $2450($10187,12s) = 'CARM17'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  1
0008: $10187 +=  1  ;; integer values

:CARMOD_1910
0084: $10279($10196,12i) = $10188  ;; integer values and handles
0008: $10196 +=  1  ;; integer values

:CARMOD_1912
00D6: if  0
04A3:   unknown $10189 ==  14
004D: jump_if_false CARMOD_1923
00D6: if  0
0038:   $10198 ==  0  ;; integer values
004D: jump_if_false CARMOD_1921
05A9: $2450($10187,12s) = 'CARM7'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  14
0008: $10187 +=  1  ;; integer values

:CARMOD_1921
0084: $10291($10198,12i) = $10188  ;; integer values and handles
0008: $10198 +=  1  ;; integer values

:CARMOD_1923
00D6: if  0
04A3:   unknown $10189 ==  15
004D: jump_if_false CARMOD_1934
00D6: if  0
0038:   $10199 ==  0  ;; integer values
004D: jump_if_false CARMOD_1932
05A9: $2450($10187,12s) = 'CARM8'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  15
0008: $10187 +=  1  ;; integer values

:CARMOD_1932
0084: $10303($10199,12i) = $10188  ;; integer values and handles
0008: $10199 +=  1  ;; integer values

:CARMOD_1934
00D6: if  0
04A3:   unknown $10189 ==  6
004D: jump_if_false CARMOD_1945
00D6: if  0
0038:   $10200 ==  0  ;; integer values
004D: jump_if_false CARMOD_1943
05A9: $2450($10187,12s) = 'CARM9'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  6
0008: $10187 +=  1  ;; integer values

:CARMOD_1943
0084: $10315($10200,12i) = $10188  ;; integer values and handles
0008: $10200 +=  1  ;; integer values

:CARMOD_1945
00D6: if  0
04A3:   unknown $10189 ==  4
004D: jump_if_false CARMOD_1956
00D6: if  0
0038:   $10201 ==  0  ;; integer values
004D: jump_if_false CARMOD_1954
05A9: $2450($10187,12s) = 'CARM13'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  4
0008: $10187 +=  1  ;; integer values

:CARMOD_1954
0084: $10327($10201,12i) = $10188  ;; integer values and handles
0008: $10201 +=  1  ;; integer values

:CARMOD_1956
00D6: if  0
04A3:   unknown $10189 ==  5
004D: jump_if_false CARMOD_1967
00D6: if  0
0038:   $10202 ==  0  ;; integer values
004D: jump_if_false CARMOD_1965
05A9: $2450($10187,12s) = 'CARM14'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  5
0008: $10187 +=  1  ;; integer values

:CARMOD_1965
0084: $10339($10202,12i) = $10188  ;; integer values and handles
0008: $10202 +=  1  ;; integer values

:CARMOD_1967
00D6: if  0
04A3:   unknown $10189 ==  16
004D: jump_if_false CARMOD_1978
00D6: if  0
0038:   $10203 ==  0  ;; integer values
004D: jump_if_false CARMOD_1976
05A9: $2450($10187,12s) = 'CARM15'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  16
0008: $10187 +=  1  ;; integer values

:CARMOD_1976
0084: $10351($10203,12i) = $10188  ;; integer values and handles
0008: $10203 +=  1  ;; integer values

:CARMOD_1978
00D6: if  0
04A3:   unknown $10189 ==  9
004D: jump_if_false CARMOD_1989
00D6: if  0
0038:   $10206 ==  0  ;; integer values
004D: jump_if_false CARMOD_1987
05A9: $2450($10187,12s) = 'CARM18'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  9
0008: $10187 +=  1  ;; integer values

:CARMOD_1987
0084: $10387($10206,12i) = $10188  ;; integer values and handles
0008: $10206 +=  1  ;; integer values

:CARMOD_1989
00D6: if  0
04A3:   unknown $10189 ==  10
004D: jump_if_false CARMOD_2000
00D6: if  0
0038:   $10205 ==  0  ;; integer values
004D: jump_if_false CARMOD_1998
05A9: $2450($10187,12s) = 'CARM16'  ;; 8-byte strings
04AE: unknown $10399($10187,12i) radar_icon_or_model  10
0008: $10187 +=  1  ;; integer values

:CARMOD_1998
0084: $10375($10205,12i) = $10188  ;; integer values and handles
0008: $10205 +=  1  ;; integer values

:CARMOD_2000
0008: $10445 +=  1  ;; integer values
0002: jump CARMOD_1819

:CARMOD_2002
0084: $2515 = $10187  ;; integer values and handles
0050: gosub CARMOD_2464
0051: return

:CARMOD_2005
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_2031
0004: $10413 =  0  ;; integer values
0084: $10414 = $10446  ;; integer values and handles

:CARMOD_2010
00D6: if  0
001C:   $10446 > $10413  ;; integer values
004D: jump_if_false CARMOD_2023
05A9: $2450($10413,12s) = 'PAINTJB'  ;; 8-byte strings
0004: $2426($10413,12i) =  500  ;; integer values
00D6: if  0
003A:   $10085 == $10413  ;; integer values and handles
004D: jump_if_false CARMOD_2020
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2021

:CARMOD_2020
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2021
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2010

:CARMOD_2023
0084: $2515 = $10446  ;; integer values and handles
0050: gosub CARMOD_2464
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_2031
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  12
004D: jump_if_false CARMOD_2058
0004: $10413 =  0  ;; integer values
0084: $10414 = $10197  ;; integer values and handles

:CARMOD_2036
00D6: if  0
001C:   $10197 > $10413  ;; integer values
004D: jump_if_false CARMOD_2050
078C: $10363($10413,12i) $2450($10413,12s) 
0761: $10363($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10363($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10363($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2047
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2048

:CARMOD_2047
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2048
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2036

:CARMOD_2050
0084: $2515 = $10197  ;; integer values and handles
0050: gosub CARMOD_2464
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_2058
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  3
004D: jump_if_false CARMOD_2085
0004: $10413 =  0  ;; integer values
0084: $10414 = $10190  ;; integer values and handles

:CARMOD_2063
00D6: if  0
001C:   $10190 > $10413  ;; integer values
004D: jump_if_false CARMOD_2077
078C: $10207($10413,12i) $2450($10413,12s) 
0761: $10207($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10207($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10207($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2074
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2075

:CARMOD_2074
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2075
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2063

:CARMOD_2077
0084: $2515 = $10190  ;; integer values and handles
0050: gosub CARMOD_2464
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_2085
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  7
004D: jump_if_false CARMOD_2112
0004: $10413 =  0  ;; integer values
0084: $10414 = $10191  ;; integer values and handles

:CARMOD_2090
00D6: if  0
001C:   $10191 > $10413  ;; integer values
004D: jump_if_false CARMOD_2104
078C: $10219($10413,12i) $2450($10413,12s) 
0761: $10219($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10219($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10219($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2101
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2102

:CARMOD_2101
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2102
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2090

:CARMOD_2104
0084: $2515 = $10191  ;; integer values and handles
0050: gosub CARMOD_2464
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_2112
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  13
004D: jump_if_false CARMOD_2139
0004: $10413 =  0  ;; integer values
0084: $10414 = $10192  ;; integer values and handles

:CARMOD_2117
00D6: if  0
001C:   $10192 > $10413  ;; integer values
004D: jump_if_false CARMOD_2131
078C: $10231($10413,12i) $2450($10413,12s) 
0761: $10231($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10231($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10231($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2128
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2129

:CARMOD_2128
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2129
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2117

:CARMOD_2131
0084: $2515 = $10192  ;; integer values and handles
0050: gosub CARMOD_2464
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_2139
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  8
004D: jump_if_false CARMOD_2166
0004: $10413 =  0  ;; integer values
0084: $10414 = $10193  ;; integer values and handles

:CARMOD_2144
00D6: if  0
001C:   $10193 > $10413  ;; integer values
004D: jump_if_false CARMOD_2158
078C: $10243($10413,12i) $2450($10413,12s) 
0761: $10243($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10243($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10243($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2155
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2156

:CARMOD_2155
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2156
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2144

:CARMOD_2158
0084: $2515 = $10193  ;; integer values and handles
0050: gosub CARMOD_2464
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_2166
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  2
004D: jump_if_false CARMOD_2193
0004: $10413 =  0  ;; integer values
0084: $10414 = $10194  ;; integer values and handles

:CARMOD_2171
00D6: if  0
001C:   $10194 > $10413  ;; integer values
004D: jump_if_false CARMOD_2185
078C: $10255($10413,12i) $2450($10413,12s) 
0761: $10255($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10255($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10255($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2182
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2183

:CARMOD_2182
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2183
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2171

:CARMOD_2185
0084: $2515 = $10194  ;; integer values and handles
0050: gosub CARMOD_2464
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_2193
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  0
004D: jump_if_false CARMOD_2220
0004: $10413 =  0  ;; integer values
0084: $10414 = $10195  ;; integer values and handles

:CARMOD_2198
00D6: if  0
001C:   $10195 > $10413  ;; integer values
004D: jump_if_false CARMOD_2212
078C: $10267($10413,12i) $2450($10413,12s) 
0761: $10267($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10267($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10267($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2209
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2210

:CARMOD_2209
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2210
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2198

:CARMOD_2212
0084: $2515 = $10195  ;; integer values and handles
0050: gosub CARMOD_2464
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_2220
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  1
004D: jump_if_false CARMOD_2247
0004: $10413 =  0  ;; integer values
0084: $10414 = $10196  ;; integer values and handles

:CARMOD_2225
00D6: if  0
001C:   $10196 > $10413  ;; integer values
004D: jump_if_false CARMOD_2239
078C: $10279($10413,12i) $2450($10413,12s) 
0761: $10279($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10279($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10279($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2236
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2237

:CARMOD_2236
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2237
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2225

:CARMOD_2239
0084: $2515 = $10196  ;; integer values and handles
0050: gosub CARMOD_2464
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_2247
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  14
004D: jump_if_false CARMOD_2274
0004: $10413 =  0  ;; integer values
0084: $10414 = $10198  ;; integer values and handles

:CARMOD_2252
00D6: if  0
001C:   $10198 > $10413  ;; integer values
004D: jump_if_false CARMOD_2266
078C: $10291($10413,12i) $2450($10413,12s) 
0761: $10291($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10291($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10291($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2263
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2264

:CARMOD_2263
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2264
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2252

:CARMOD_2266
0084: $2515 = $10198  ;; integer values and handles
0050: gosub CARMOD_2464
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_2274
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  15
004D: jump_if_false CARMOD_2301
0004: $10413 =  0  ;; integer values
0084: $10414 = $10199  ;; integer values and handles

:CARMOD_2279
00D6: if  0
001C:   $10199 > $10413  ;; integer values
004D: jump_if_false CARMOD_2293
078C: $10303($10413,12i) $2450($10413,12s) 
0761: $10303($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10303($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10303($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2290
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2291

:CARMOD_2290
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2291
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2279

:CARMOD_2293
0084: $2515 = $10199  ;; integer values and handles
0050: gosub CARMOD_2464
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_2301
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  6
004D: jump_if_false CARMOD_2328
0004: $10413 =  0  ;; integer values
0084: $10414 = $10200  ;; integer values and handles

:CARMOD_2306
00D6: if  0
001C:   $10200 > $10413  ;; integer values
004D: jump_if_false CARMOD_2320
078C: $10315($10413,12i) $2450($10413,12s) 
0761: $10315($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10315($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10315($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2317
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2318

:CARMOD_2317
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2318
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2306

:CARMOD_2320
0084: $2515 = $10200  ;; integer values and handles
0050: gosub CARMOD_2464
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_2328
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  4
004D: jump_if_false CARMOD_2355
0004: $10413 =  0  ;; integer values
0084: $10414 = $10201  ;; integer values and handles

:CARMOD_2333
00D6: if  0
001C:   $10201 > $10413  ;; integer values
004D: jump_if_false CARMOD_2347
078C: $10327($10413,12i) $2450($10413,12s) 
0761: $10327($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10327($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10327($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2344
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2345

:CARMOD_2344
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2345
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2333

:CARMOD_2347
0084: $2515 = $10201  ;; integer values and handles
0050: gosub CARMOD_2464
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_2355
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  5
004D: jump_if_false CARMOD_2382
0004: $10413 =  0  ;; integer values
0084: $10414 = $10202  ;; integer values and handles

:CARMOD_2360
00D6: if  0
001C:   $10202 > $10413  ;; integer values
004D: jump_if_false CARMOD_2374
078C: $10339($10413,12i) $2450($10413,12s) 
0761: $10339($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10339($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10339($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2371
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2372

:CARMOD_2371
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2372
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2360

:CARMOD_2374
0084: $2515 = $10202  ;; integer values and handles
0050: gosub CARMOD_2464
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_2382
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  16
004D: jump_if_false CARMOD_2409
0004: $10413 =  0  ;; integer values
0084: $10414 = $10203  ;; integer values and handles

:CARMOD_2387
00D6: if  0
001C:   $10203 > $10413  ;; integer values
004D: jump_if_false CARMOD_2401
078C: $10351($10413,12i) $2450($10413,12s) 
0761: $10351($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10351($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10351($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2398
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2399

:CARMOD_2398
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2399
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2387

:CARMOD_2401
0084: $2515 = $10203  ;; integer values and handles
0050: gosub CARMOD_2464
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_2409
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  9
004D: jump_if_false CARMOD_2436
0004: $10413 =  0  ;; integer values
0084: $10414 = $10206  ;; integer values and handles

:CARMOD_2414
00D6: if  0
001C:   $10206 > $10413  ;; integer values
004D: jump_if_false CARMOD_2428
078C: $10387($10413,12i) $2450($10413,12s) 
0761: $10387($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10387($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10387($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2425
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2426

:CARMOD_2425
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2426
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2414

:CARMOD_2428
0084: $2515 = $10206  ;; integer values and handles
0050: gosub CARMOD_2464
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_2436
00D6: if  0
04A3:   unknown $10399($10411,12i) ==  10
004D: jump_if_false CARMOD_2463
0004: $10413 =  0  ;; integer values
0084: $10414 = $10205  ;; integer values and handles

:CARMOD_2441
00D6: if  0
001C:   $10205 > $10413  ;; integer values
004D: jump_if_false CARMOD_2455
078C: $10375($10413,12i) $2450($10413,12s) 
0761: $10375($10413,12i) $2426($10413,12i) 
0084: $2438($10413,12i) = $10375($10413,12i)  ;; integer values and handles
00D6: if  0
003A:   $10421 == $10375($10413,12i)  ;; integer values and handles
004D: jump_if_false CARMOD_2452
0004: $2498($10413,12i) =  0  ;; integer values
0002: jump CARMOD_2453

:CARMOD_2452
0004: $2498($10413,12i) =  1  ;; integer values

:CARMOD_2453
0008: $10413 +=  1  ;; integer values
0002: jump CARMOD_2441

:CARMOD_2455
0084: $2515 = $10205  ;; integer values and handles
0050: gosub CARMOD_2464
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_2463
0051: return

:CARMOD_2464
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false CARMOD_2472
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_2464

:CARMOD_2472
0051: return

:CARMOD_2473
00D6: if  0
0038:   $10437 ==  0  ;; integer values
004D: jump_if_false CARMOD_2525
00D6: if  0
0038:   $10443 ==  1  ;; integer values
004D: jump_if_false CARMOD_2482
05A9: s$10432 = 'CARCOL1'  ;; 8-byte strings
05A9: s$10434 = 'DUMMY'  ;; 8-byte strings
0002: jump CARMOD_2484

:CARMOD_2482
05A9: s$10432 = 'CARCOL1'  ;; 8-byte strings
05A9: s$10434 = 'CARCOL2'  ;; 8-byte strings

:CARMOD_2484
0512: permanent_text_box 'MODH5'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false CARMOD_2490
08D4: 'UPGRADE'  29.0  145.0  93.0  2  1  1  1 $10436 
0002: jump CARMOD_2509

:CARMOD_2490
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false CARMOD_2495
08D4: 'UPGRADE'  29.0  165.0  93.0  2  1  1  1 $10436 
0002: jump CARMOD_2509

:CARMOD_2495
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CARMOD_2500
08D4: 'UPGRADE'  29.0  165.0  93.0  2  1  1  1 $10436 
0002: jump CARMOD_2509

:CARMOD_2500
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false CARMOD_2505
08D4: 'UPGRADE'  29.0  145.0  93.0  2  1  1  1 $10436 
0002: jump CARMOD_2509

:CARMOD_2505
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CARMOD_2509
08D4: 'UPGRADE'  29.0  145.0  93.0  2  1  1  1 $10436 

:CARMOD_2509
08D6: $10436  0  1 
08DB: $10436  0 'UPGRADE' s$10432 s$10434 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
00D6: if  0
0038:   $10443 ==  1  ;; integer values
004D: jump_if_false CARMOD_2518
08D6: $10436  1  1 
08DB: $10436  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $10436  1  0 'DOLLAR'  150 
0002: jump CARMOD_2522

:CARMOD_2518
08D6: $10436  1  1 
08DB: $10436  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $10436  1  0 'DOLLAR'  150 
08EE: $10436  1  1 'DOLLAR'  150 

:CARMOD_2522
09DB: $10436  0  140 
09DB: $10436  1  46 
0004: $10437 =  1  ;; integer values

:CARMOD_2525
0051: return

:CARMOD_2526
00D6: if  25
04A3:   unknown $10444 ==  401
04A3:   unknown $10444 ==  402
04A3:   unknown $10444 ==  404
04A3:   unknown $10444 ==  405
04A3:   unknown $10444 ==  409
04A3:   unknown $10444 ==  410
004D: jump_if_false CARMOD_2535
0004: $10443 =  1  ;; integer values

:CARMOD_2535
00D6: if  25
04A3:   unknown $10444 ==  411
04A3:   unknown $10444 ==  412
04A3:   unknown $10444 ==  413
04A3:   unknown $10444 ==  415
04A3:   unknown $10444 ==  418
04A3:   unknown $10444 ==  419
004D: jump_if_false CARMOD_2544
0004: $10443 =  1  ;; integer values

:CARMOD_2544
00D6: if  24
04A3:   unknown $10444 ==  421
04A3:   unknown $10444 ==  426
04A3:   unknown $10444 ==  434
04A3:   unknown $10444 ==  436
04A3:   unknown $10444 ==  440
004D: jump_if_false CARMOD_2552
0004: $10443 =  1  ;; integer values

:CARMOD_2552
00D6: if  25
04A3:   unknown $10444 ==  444
04A3:   unknown $10444 ==  445
04A3:   unknown $10444 ==  451
04A3:   unknown $10444 ==  457
04A3:   unknown $10444 ==  458
04A3:   unknown $10444 ==  461
004D: jump_if_false CARMOD_2561
0004: $10443 =  1  ;; integer values

:CARMOD_2561
00D6: if  25
04A3:   unknown $10444 ==  462
04A3:   unknown $10444 ==  463
04A3:   unknown $10444 ==  468
04A3:   unknown $10444 ==  474
04A3:   unknown $10444 ==  475
04A3:   unknown $10444 ==  477
004D: jump_if_false CARMOD_2570
0004: $10443 =  1  ;; integer values

:CARMOD_2570
00D6: if  24
04A3:   unknown $10444 ==  478
04A3:   unknown $10444 ==  481
04A3:   unknown $10444 ==  482
04A3:   unknown $10444 ==  500
04A3:   unknown $10444 ==  506
004D: jump_if_false CARMOD_2578
0004: $10443 =  1  ;; integer values

:CARMOD_2578
00D6: if  25
04A3:   unknown $10444 ==  507
04A3:   unknown $10444 ==  510
04A3:   unknown $10444 ==  516
04A3:   unknown $10444 ==  518
04A3:   unknown $10444 ==  521
04A3:   unknown $10444 ==  526
004D: jump_if_false CARMOD_2587
0004: $10443 =  1  ;; integer values

:CARMOD_2587
00D6: if  25
04A3:   unknown $10444 ==  527
04A3:   unknown $10444 ==  529
04A3:   unknown $10444 ==  530
04A3:   unknown $10444 ==  531
04A3:   unknown $10444 ==  533
04A3:   unknown $10444 ==  534
004D: jump_if_false CARMOD_2596
0004: $10443 =  1  ;; integer values

:CARMOD_2596
00D6: if  24
04A3:   unknown $10444 ==  539
04A3:   unknown $10444 ==  540
04A3:   unknown $10444 ==  543
04A3:   unknown $10444 ==  545
04A3:   unknown $10444 ==  546
004D: jump_if_false CARMOD_2604
0004: $10443 =  1  ;; integer values

:CARMOD_2604
00D6: if  25
04A3:   unknown $10444 ==  547
04A3:   unknown $10444 ==  550
04A3:   unknown $10444 ==  551
04A3:   unknown $10444 ==  552
04A3:   unknown $10444 ==  555
04A3:   unknown $10444 ==  556
004D: jump_if_false CARMOD_2613
0004: $10443 =  1  ;; integer values

:CARMOD_2613
00D6: if  25
04A3:   unknown $10444 ==  559
04A3:   unknown $10444 ==  560
04A3:   unknown $10444 ==  561
04A3:   unknown $10444 ==  509
04A3:   unknown $10444 ==  562
04A3:   unknown $10444 ==  558
004D: jump_if_false CARMOD_2622
0004: $10443 =  1  ;; integer values

:CARMOD_2622
00D6: if  25
04A3:   unknown $10444 ==  565
04A3:   unknown $10444 ==  571
04A3:   unknown $10444 ==  572
04A3:   unknown $10444 ==  574
04A3:   unknown $10444 ==  579
04A3:   unknown $10444 ==  580
004D: jump_if_false CARMOD_2631
0004: $10443 =  1  ;; integer values

:CARMOD_2631
00D6: if  25
04A3:   unknown $10444 ==  581
04A3:   unknown $10444 ==  582
04A3:   unknown $10444 ==  585
04A3:   unknown $10444 ==  586
04A3:   unknown $10444 ==  589
04A3:   unknown $10444 ==  543
004D: jump_if_false CARMOD_2640
0004: $10443 =  1  ;; integer values

:CARMOD_2640
00D6: if  25
04A3:   unknown $10444 ==  587
04A3:   unknown $10444 ==  600
04A3:   unknown $10444 ==  602
04A3:   unknown $10444 ==  420
04A3:   unknown $10444 ==  400
04A3:   unknown $10444 ==  439
004D: jump_if_false CARMOD_2649
0004: $10443 =  1  ;; integer values

:CARMOD_2649
00D6: if  23
04A3:   unknown $10444 ==  535
04A3:   unknown $10444 ==  542
04A3:   unknown $10444 ==  549
04A3:   unknown $10444 ==  438
004D: jump_if_false CARMOD_2656
0004: $10443 =  1  ;; integer values

:CARMOD_2656
00D6: if  25
04A3:   unknown $10444 ==  422
04A3:   unknown $10444 ==  423
04A3:   unknown $10444 ==  424
04A3:   unknown $10444 ==  429
04A3:   unknown $10444 ==  442
04A3:   unknown $10444 ==  536
004D: jump_if_false CARMOD_2665
0004: $10443 =  2  ;; integer values

:CARMOD_2665
00D6: if  25
04A3:   unknown $10444 ==  466
04A3:   unknown $10444 ==  467
04A3:   unknown $10444 ==  471
04A3:   unknown $10444 ==  479
04A3:   unknown $10444 ==  483
04A3:   unknown $10444 ==  489
004D: jump_if_false CARMOD_2674
0004: $10443 =  2  ;; integer values

:CARMOD_2674
00D6: if  25
04A3:   unknown $10444 ==  491
04A3:   unknown $10444 ==  492
04A3:   unknown $10444 ==  494
04A3:   unknown $10444 ==  495
04A3:   unknown $10444 ==  496
04A3:   unknown $10444 ==  502
004D: jump_if_false CARMOD_2683
0004: $10443 =  2  ;; integer values

:CARMOD_2683
00D6: if  25
04A3:   unknown $10444 ==  503
04A3:   unknown $10444 ==  504
04A3:   unknown $10444 ==  517
04A3:   unknown $10444 ==  522
04A3:   unknown $10444 ==  525
04A3:   unknown $10444 ==  480
004D: jump_if_false CARMOD_2692
0004: $10443 =  2  ;; integer values

:CARMOD_2692
00D6: if  23
04A3:   unknown $10444 ==  541
04A3:   unknown $10444 ==  517
04A3:   unknown $10444 ==  554
04A3:   unknown $10444 ==  567
004D: jump_if_false CARMOD_2699
0004: $10443 =  2  ;; integer values

:CARMOD_2699
00D6: if  24
04A3:   unknown $10444 ==  573
04A3:   unknown $10444 ==  575
04A3:   unknown $10444 ==  576
04A3:   unknown $10444 ==  583
04A3:   unknown $10444 ==  603
004D: jump_if_false CARMOD_2707
0004: $10443 =  2  ;; integer values

:CARMOD_2707
00D6: if  0
04A3:   unknown $10444 ==  557
004D: jump_if_false CARMOD_2711
0004: $10443 =  2  ;; integer values

:CARMOD_2711
0051: return

:CARMOD_2712
0004: $2515 =  0  ;; integer values
0004: $10481 =  0  ;; integer values

:CARMOD_2714
00D6: if  0
001A:    16 > $2515  ;; integer values
004D: jump_if_false CARMOD_2724
06E5: $10431 $10449($2515,16i) $10465($2515,16i) 
00D6: if  0
8038:   NOT   $10465($2515,16i) == -1  ;; integer values
004D: jump_if_false CARMOD_2722
0008: $10481 +=  1  ;; integer values

:CARMOD_2722
0008: $2515 +=  1  ;; integer values
0002: jump CARMOD_2714

:CARMOD_2724
0051: return

:CARMOD_2725
00D6: if  0
0038:   $10425 ==  0  ;; integer values
004D: jump_if_false CARMOD_2765
0512: permanent_text_box 'MODH2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false CARMOD_2734
08D4: 'UPGRADE'  29.0  145.0  93.0  2  0  1  1 $10424 
0002: jump CARMOD_2753

:CARMOD_2734
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false CARMOD_2739
08D4: 'UPGRADE'  29.0  165.0  93.0  2  0  1  1 $10424 
0002: jump CARMOD_2753

:CARMOD_2739
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CARMOD_2744
08D4: 'UPGRADE'  29.0  165.0  93.0  2  0  1  1 $10424 
0002: jump CARMOD_2753

:CARMOD_2744
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false CARMOD_2749
08D4: 'UPGRADE'  29.0  145.0  93.0  2  0  1  1 $10424 
0002: jump CARMOD_2753

:CARMOD_2749
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CARMOD_2753
08D4: 'UPGRADE'  29.0  145.0  93.0  2  0  1  1 $10424 

:CARMOD_2753
08D6: $10424  0  1 
08DB: $10424  0 'UPGRADE' $2450($10412,12s) 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
00D6: if  0
0038:   $10399($10411,12i) ==  100  ;; integer values
004D: jump_if_false CARMOD_2759
08EE: $10424  0  0 'PJOB' $10087 

:CARMOD_2759
08D6: $10424  1  2 
08DB: $10424  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $10424  1  0 'DOLLAR' $2426($10412,12i) 
09DB: $10424  0  140 
09DB: $10424  1  46 
0004: $10425 =  1  ;; integer values

:CARMOD_2765
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CARPARK1

03A4: name_thread 'CARPRK1'
0111: set_wasted_busted_check_to  0 (disabled)
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_13
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CARPRK1_208
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2037.568  2366.152  9.8203  2119.283  2472.418  14.1172
004D: jump_if_false CARPRK1_28
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false CARPRK1_27
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_27
0002: jump CARPRK1_33

:CARPRK1_28
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false CARPRK1_33
03BA: clear_cars_from_cube  2052.432  2366.152  9.8203  2117.283  2441.002  14.1172
0006: @0 =  0  ;; integer values

:CARPRK1_33
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  13.1172  2119.283  2441.002  18.4219
004D: jump_if_false CARPRK1_47
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false CARPRK1_46
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_46
0002: jump CARPRK1_52

:CARPRK1_47
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false CARPRK1_52
03BA: clear_cars_from_cube  2052.432  2366.152  14.1172  2117.283  2441.002  18.4219
0006: @1 =  0  ;; integer values

:CARPRK1_52
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  17.4219  2119.283  2441.002  22.7188
004D: jump_if_false CARPRK1_66
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false CARPRK1_65
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_65
0002: jump CARPRK1_71

:CARPRK1_66
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false CARPRK1_71
03BA: clear_cars_from_cube  2052.432  2366.152  18.4219  2117.283  2441.002  22.7188
0006: @2 =  0  ;; integer values

:CARPRK1_71
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  21.7188  2119.283  2441.002  27.0234
004D: jump_if_false CARPRK1_85
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false CARPRK1_84
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_84
0002: jump CARPRK1_90

:CARPRK1_85
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false CARPRK1_90
03BA: clear_cars_from_cube  2052.432  2366.152  22.7188  2117.283  2441.002  27.0234
0006: @3 =  0  ;; integer values

:CARPRK1_90
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  24.7815  2119.283  2441.002  31.3203
004D: jump_if_false CARPRK1_104
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false CARPRK1_103
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_103
0002: jump CARPRK1_109

:CARPRK1_104
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false CARPRK1_109
03BA: clear_cars_from_cube  2052.432  2366.152  27.0234  2117.283  2441.002  31.3203
0006: @4 =  0  ;; integer values

:CARPRK1_109
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  30.3203  2119.283  2441.002  35.6172
004D: jump_if_false CARPRK1_123
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false CARPRK1_122
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_122
0002: jump CARPRK1_128

:CARPRK1_123
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false CARPRK1_128
03BA: clear_cars_from_cube  2052.432  2366.152  31.3203  2117.283  2441.002  35.6172
0006: @5 =  0  ;; integer values

:CARPRK1_128
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  34.6172  2119.283  2441.002  39.9219
004D: jump_if_false CARPRK1_142
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false CARPRK1_141
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_141
0002: jump CARPRK1_147

:CARPRK1_142
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false CARPRK1_147
03BA: clear_cars_from_cube  2052.432  2366.152  35.6172  2117.283  2441.002  39.9219
0006: @6 =  0  ;; integer values

:CARPRK1_147
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  38.9219  2119.283  2441.002  44.2188
004D: jump_if_false CARPRK1_161
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false CARPRK1_160
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_160
0002: jump CARPRK1_166

:CARPRK1_161
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false CARPRK1_166
03BA: clear_cars_from_cube  2052.432  2366.152  39.9219  2117.283  2441.002  44.2188
0006: @7 =  0  ;; integer values

:CARPRK1_166
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  43.2188  2119.283  2441.002  48.5234
004D: jump_if_false CARPRK1_180
00D6: if  0
0039:   @8 ==  0  ;; integer values
004D: jump_if_false CARPRK1_179
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_179
0002: jump CARPRK1_185

:CARPRK1_180
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false CARPRK1_185
03BA: clear_cars_from_cube  2052.432  2366.152  44.2188  2117.283  2441.002  48.5234
0006: @8 =  0  ;; integer values

:CARPRK1_185
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2052.432  2366.152  44.5234  2119.283  2441.002  55.9123
004D: jump_if_false CARPRK1_199
00D6: if  0
0039:   @9 ==  0  ;; integer values
004D: jump_if_false CARPRK1_198
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_198
0002: jump CARPRK1_204

:CARPRK1_199
00D6: if  0
0039:   @9 ==  1  ;; integer values
004D: jump_if_false CARPRK1_204
03BA: clear_cars_from_cube  2052.432  2366.152  48.5234  2117.283  2441.002  52.9123
0006: @9 =  0  ;; integer values

:CARPRK1_204
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  2037.536  2365.372  2119.9  2483.922
004D: jump_if_false CARPRK1_208
004E: end_thread

:CARPRK1_208
0002: jump CARPRK1_13
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CASINO_AMBIENCE

03A4: name_thread 'CASAMB'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false CASAMB_7
0004: $9470 =  0  ;; integer values
0004: $9471 =  0  ;; integer values

:CASAMB_7
0006: @1 =  1  ;; integer values
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_15
0247: request_model  124
0247: request_model  126
0247: request_model  125
0247: request_model  214

:CASAMB_15
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_21
0247: request_model  163
0247: request_model  164
0247: request_model  263

:CASAMB_21
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false CASAMB_27
0247: request_model  163
0247: request_model  164
0247: request_model  172

:CASAMB_27
04ED: load_animation "BAR"

:CASAMB_28
00D6: if  0
84EE:   NOT   animation "BAR" loaded
004D: jump_if_false CASAMB_33
0001: wait  0 ms
0002: jump CASAMB_28

:CASAMB_33
0615: @2 
0605: unknown_action_sequence -1 "BARSERVE_IN" "BAR"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "BARSERVE_LOOP" "BAR"  4.0  1  0  0  0  10000 
0616: @2 
0615: @3 
0605: unknown_action_sequence -1 "BARSERVE_BOTTLE" "BAR"  4.0  0  0  0  0 -1 
0616: @3 
0615: @4 
05DE: unknown_action_sequence -1 
0616: @4 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASAMB_119
0297: $PLAYER_CHAR 
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_73
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 (BAR_STAFF) @16 @5 @6 @7 @8  2.5 
0913: run_external_script  38 (BAR_STAFF) @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 (BOUNCER) @18 
0913: run_external_script  39 (BOUNCER) @19 
0913: run_external_script  39 (BOUNCER) @20 
08A9: load_external_script  39 (BOUNCER) 

:CASAMB_73
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_99
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 (BAR_STAFF) @16 @5 @6 @7 @8  3.5 
0913: run_external_script  38 (BAR_STAFF) @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 (BOUNCER) @18 
0913: run_external_script  39 (BOUNCER) @19 
0913: run_external_script  39 (BOUNCER) @20 
08A9: load_external_script  39 (BOUNCER) 

:CASAMB_99
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false CASAMB_119
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 (BAR_STAFF) @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 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER) 
0006: @14 = -1  ;; integer values
0006: @15 = -1  ;; integer values

:CASAMB_119
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CASAMB_265
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false CASAMB_128
0002: jump CASAMB_267

:CASAMB_128
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false CASAMB_133
0004: $9470 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:CASAMB_133
0806: $PLAYER_CHAR @0 
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false CASAMB_138
0004: $9471 =  1  ;; integer values

:CASAMB_138
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false CASAMB_142
0004: $9471 =  1  ;; integer values

:CASAMB_142
0006: @0 =  0  ;; integer values

:CASAMB_143
00D6: if  0
8118:   NOT   actor @16(@0,11i) dead
004D: jump_if_false CASAMB_158
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @16(@0,11i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false CASAMB_153
0004: $9470 =  1  ;; integer values
0004: $9471 =  1  ;; integer values
0002: jump CASAMB_158

:CASAMB_153
00D6: if  0
051A:   unknown_actor @16(@0,11i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false CASAMB_158
0004: $9470 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:CASAMB_158
000A: @0 +=  1  ;; integer values
0029:   @0 >=  11  ;; integer values
004D: jump_if_false CASAMB_143
00D6: if  0
0038:   $9470 ==  1  ;; integer values
004D: jump_if_false CASAMB_172
0004: $9471 =  1  ;; integer values
08E5: @27 @28 @29  50.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false CASAMB_172
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:CASAMB_172
00D6: if  0
0038:   $9471 ==  1  ;; integer values
004D: jump_if_false CASAMB_265
00D6: if  1
0118:   actor @18 dead
8039:   NOT   @13 == -1  ;; integer values
004D: jump_if_false CASAMB_209
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_185
0007: @27 =  1966.539  ;; floating-point values
0007: @28 =  984.8237  ;; floating-point values
0007: @29 =  993.4688  ;; floating-point values

:CASAMB_185
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_191
0007: @27 =  2247.869  ;; floating-point values
0007: @28 =  1624.467  ;; floating-point values
0007: @29 =  1007.367  ;; floating-point values

:CASAMB_191
00D6: if  0
08F9:   v$1252 == "CASINO2"  ;; 16-byte strings
004D: jump_if_false CASAMB_197
0007: @27 =  1143.676  ;; floating-point values
0007: @28 =  6.4929  ;; floating-point values
0007: @29 =  999.6797  ;; floating-point values

:CASAMB_197
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @27 @28 @29 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @27 @28 @29  3.0
004D: jump_if_false CASAMB_209
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_206
0621: unknown_sequences_packs  4  124 @13  1502 @18 
0002: jump CASAMB_207

:CASAMB_206
0621: unknown_sequences_packs  6  163 @13  1502 @18 

:CASAMB_207
0913: run_external_script  39 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER) 

:CASAMB_209
00D6: if  1
0118:   actor @19 dead
8039:   NOT   @14 == -1  ;; integer values
004D: jump_if_false CASAMB_237
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_219
0007: @27 =  1932.395  ;; floating-point values
0007: @28 =  1033.886  ;; floating-point values
0007: @29 =  993.4688  ;; floating-point values

:CASAMB_219
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_225
0007: @27 =  2247.349  ;; floating-point values
0007: @28 =  1583.257  ;; floating-point values
0007: @29 =  1007.366  ;; floating-point values

:CASAMB_225
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @27 @28 @29 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @27 @28 @29  3.0
004D: jump_if_false CASAMB_237
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_234
0621: unknown_sequences_packs  6  125 @14  1502 @19 
0002: jump CASAMB_235

:CASAMB_234
0621: unknown_sequences_packs  6  164 @14  1502 @19 

:CASAMB_235
0913: run_external_script  39 (BOUNCER) @19 
08A9: load_external_script  39 (BOUNCER) 

:CASAMB_237
00D6: if  1
0118:   actor @20 dead
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false CASAMB_265
00D6: if  0
08F9:   v$1252 == "TRICAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_247
0007: @27 =  1959.094  ;; floating-point values
0007: @28 =  993.7656  ;; floating-point values
0007: @29 =  991.4766  ;; floating-point values

:CASAMB_247
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_253
0007: @27 =  2164.643  ;; floating-point values
0007: @28 =  1582.151  ;; floating-point values
0007: @29 =  1007.359  ;; floating-point values

:CASAMB_253
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @27 @28 @29 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @27 @28 @29  3.0
004D: jump_if_false CASAMB_265
00D6: if  0
08F9:   v$1252 == "MAFCAS"  ;; 16-byte strings
004D: jump_if_false CASAMB_262
0621: unknown_sequences_packs  4  126 @15  1502 @20 
0002: jump CASAMB_263

:CASAMB_262
0621: unknown_sequences_packs  6  164 @15  1502 @20 

:CASAMB_263
0913: run_external_script  39 (BOUNCER) @20 
08A9: load_external_script  39 (BOUNCER) 

:CASAMB_265
0001: wait  0 ms
0002: jump CASAMB_119

:CASAMB_267
0006: @0 =  0  ;; integer values

:CASAMB_268
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_268
0006: @0 =  0  ;; integer values

:CASAMB_274
00D6: if  0
8039:   NOT   @5(@0,11i) == -1  ;; integer values
004D: jump_if_false CASAMB_278
061E: unknown_sequences_packs @5(@0,11i) 

:CASAMB_278
000A: @0 +=  1  ;; integer values
0029:   @0 >=  11  ;; integer values
004D: jump_if_false CASAMB_274
04EF: release_animation "BAR"
0249: release_model  214
0249: release_model  263
0249: release_model  172
0249: release_model  163
0249: release_model  164
0249: release_model  124
0249: release_model  125
0249: release_model  126
061B: @2 
061B: @3 
061B: @4 
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CLOTHES

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  0
05AD:   s$706 == 'LACS1'  ;; 8-byte strings
004D: jump_if_false EXT_17_68
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -371  ;; integer values

:EXT_17_68
00D6: if  0
05AD:   s$706 == 'CSCHP'  ;; 8-byte strings
004D: jump_if_false EXT_17_73
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -370  ;; integer values

:EXT_17_73
00D6: if  0
05AD:   s$706 == 'CSSPRT'  ;; 8-byte strings
004D: jump_if_false EXT_17_78
04AE: unknown $2415 radar_icon_or_model  217
0004: $10028 = -372  ;; integer values

:EXT_17_78
00D6: if  0
05AD:   s$706 == 'CLOTHGP'  ;; 8-byte strings
004D: jump_if_false EXT_17_83
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -373  ;; integer values

:EXT_17_83
00D6: if  0
05AD:   s$706 == 'CSDESGN'  ;; 8-byte strings
004D: jump_if_false EXT_17_88
04AE: unknown $2415 radar_icon_or_model  211
0004: $10028 = -374  ;; integer values

:EXT_17_88
00D6: if  0
05AD:   s$706 == 'CSEXL'  ;; 8-byte strings
004D: jump_if_false EXT_17_93
04AE: unknown $2415 radar_icon_or_model  217
0004: $10028 = -375  ;; integer values

:EXT_17_93
0247: request_model $10028
0247: request_model $2415
03CF: load_wav  20802 as  4
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'CLOTH'

:CLOTH_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CLOTH_785
00D6: if  0
8844:   NOT s$706 
004D: jump_if_false CLOTH_783
00D6: if  0
0018:   $9990 >  0  ;; integer values
004D: jump_if_false CLOTH_26
0489: unknown_actor $PLAYER_ACTOR flag  1
00D6: if  0
0A0F: (unknown)
004D: jump_if_false CLOTH_26
03E6: remove_text_box
08DA: $2419 
08DA: $2423 
08DA: $2421 
08DA: $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_26
00D6: if  0
0038:   $9990 ==  0  ;; integer values
004D: jump_if_false CLOTH_130
00D6: if  0
05AD:   s$706 == 'LACS1'  ;; 8-byte strings
004D: jump_if_false CLOTH_44
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$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_44
00D6: if  0
05AD:   s$706 == 'CSCHP'  ;; 8-byte strings
004D: jump_if_false CLOTH_59
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$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_59
00D6: if  0
05AD:   s$706 == 'CSSPRT'  ;; 8-byte strings
004D: jump_if_false CLOTH_74
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$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_74
00D6: if  0
05AD:   s$706 == 'CLOTHGP'  ;; 8-byte strings
004D: jump_if_false CLOTH_89
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$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_89
00D6: if  0
05AD:   s$706 == 'CSDESGN'  ;; 8-byte strings
004D: jump_if_false CLOTH_115
00D6: if  0
0018:   $MANSION_MISSIONS_PASSED >  3  ;; integer values
004D: jump_if_false CLOTH_103
09A9: "TSHIRTLOCGREY" $10031 
08C8: $10031  15 
09A9: "BASKBALLLOC" $10031 
08C8: $10031  20 
09A9: "TSHIRTMADDGREY" $10031 
08C8: $10031  300 
09A9: "TSHIRTMADDGRN" $10031 
08C8: $10031  300 

:CLOTH_103
0005: $10004 = -5.806  ;; floating-point values
0005: $10005 =  36.733  ;; floating-point values
0005: $10006 = -.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$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_115
00D6: if  0
05AD:   s$706 == 'CSEXL'  ;; 8-byte strings
004D: jump_if_false CLOTH_130
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$706  ;; 8-byte strings
075F: $9999 
0004: $9990 =  1  ;; integer values

:CLOTH_130
00D6: if  0
0038:   $9990 ==  1  ;; integer values
004D: jump_if_false CLOTH_181
03F0: text_draw_toggle  1
08F8:  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 $2415 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: $9981  332 $10081 
0004: $128 =  1  ;; integer values
0004: $9990 =  2  ;; integer values

:CLOTH_181
00D6: if  0
0038:   $9990 ==  2  ;; integer values
004D: jump_if_false CLOTH_239
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_189
0050: gosub CLOTH_832

:CLOTH_189
00D6: if  0
8118:   NOT   actor $9981 dead
004D: jump_if_false CLOTH_232
00D6: if  0
0038:   $9986 ==  0  ;; integer values
004D: jump_if_false CLOTH_224
00D6: if  23
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_205
0947: $9981  327 $10081 
05C4: unknown_action_sequence $9981 -2 
0004: $9986 =  1  ;; integer values
0002: jump CLOTH_213

:CLOTH_205
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $10008 $10009 $10010 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false CLOTH_213
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false CLOTH_213
0004: $9990 =  3  ;; integer values

:CLOTH_213
00D6: if  0
0038:   $9988 ==  0  ;; integer values
004D: jump_if_false CLOTH_223
00D6: if  0
0105:   actor $PLAYER_ACTOR near_actor_on_foot $9981 radius  8.0  8.0  3.0 sphere  0  
004D: jump_if_false CLOTH_222
0947: $9981  328 $10081 
0004: $9988 =  1  ;; integer values
0002: jump CLOTH_223

:CLOTH_222
0004: $9988 =  0  ;; integer values

:CLOTH_223
0002: jump CLOTH_231

:CLOTH_224
0050: gosub CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_230
0050: gosub CLOTH_832

:CLOTH_230
0002: jump CLOTH_2

:CLOTH_231
0002: jump CLOTH_239

:CLOTH_232
0050: gosub CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_238
0050: gosub CLOTH_832

:CLOTH_238
0002: jump CLOTH_2

:CLOTH_239
00D6: if  0
0038:   $9990 ==  3  ;; integer values
004D: jump_if_false CLOTH_258
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CLOTH_256
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0581: toggle_radar  0 (off)
0006: @32 =  0  ;; integer values
0004: $9998 =  0  ;; integer values
0004: $9990 =  4  ;; integer values
0002: jump CLOTH_258

:CLOTH_256
0050: gosub CLOTH_832
0002: jump CLOTH_2

:CLOTH_258
00D6: if  0
0038:   $9990 ==  4  ;; integer values
004D: jump_if_false CLOTH_315
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false CLOTH_271
0050: gosub CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_270
0050: gosub CLOTH_832

:CLOTH_270
0002: jump CLOTH_2

:CLOTH_271
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false CLOTH_303
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false CLOTH_303
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
08C7: $PLAYER_ACTOR $10008 $10009 $10010 
0173: set_actor $PLAYER_ACTOR z_angle_to $10011
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00A0: store_actor $9981 position_to $2755 $2756 $2757
00D6: if  22
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_289
00A1: put_actor $9981 at $10024 $10025 $10026
0173: set_actor $9981 z_angle_to $10027

:CLOTH_289
015F: set_camera_position $10012 $10013 $10014  0.0  0.0  0.0
0160: point_camera $10015 $10016 $10017  2
0793: (unknown)
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_IN" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "CLO_IN" 
004D: jump_if_false CLOTH_298
0613: $PLAYER_ACTOR "CLO_IN" $9991 

:CLOTH_298
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false CLOTH_302
075A: $9989 "CLO_POSE_OUT_O" "CLOTHES"  4.0  0  1 

:CLOTH_302
0004: $9998 =  1  ;; integer values

:CLOTH_303
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false CLOTH_315
00D6: if  0
0611: $PLAYER_ACTOR "CLO_IN" 
004D: jump_if_false CLOTH_310
0613: $PLAYER_ACTOR "CLO_IN" $9991 

:CLOTH_310
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false CLOTH_315
0004: $9998 =  0  ;; integer values
0004: $9990 =  5  ;; integer values

:CLOTH_315
00D6: if  0
0038:   $9990 ==  5  ;; integer values
004D: jump_if_false CLOTH_416
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false CLOTH_328
0050: gosub CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_327
0050: gosub CLOTH_832

:CLOTH_327
0002: jump CLOTH_2

:CLOTH_328
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CLOTH_335
00D6: if  0
001A:    1 > $9998  ;; integer values
004D: jump_if_false CLOTH_335
0050: gosub CLOTH_993

:CLOTH_335
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false CLOTH_347
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CLOTH_343
0004: $9998 =  1  ;; integer values

:CLOTH_343
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CLOTH_347
0004: $9998 =  2  ;; integer values

:CLOTH_347
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false CLOTH_367
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CLOTH_367
08D8: $2419 $2516 
00D6: if  0
001A:    0 > $2516  ;; integer values
004D: jump_if_false CLOTH_358
0004: $2516 =  0  ;; integer values

:CLOTH_358
0050: gosub CLOTH_894
0004: $9990 =  6  ;; integer values
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false CLOTH_366
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_366
0004: $9998 =  0  ;; integer values

:CLOTH_367
00D6: if  0
0038:   $9998 ==  2  ;; integer values
004D: jump_if_false CLOTH_392
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false CLOTH_392
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false CLOTH_379
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_379
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CLOTH_385
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_385
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_OUT" "CLOTHES"  1000.0  0  0  0  0 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false CLOTH_391
075A: $9989 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:CLOTH_391
0004: $9998 =  5  ;; integer values

:CLOTH_392
00D6: if  0
0038:   $9998 ==  5  ;; integer values
004D: jump_if_false CLOTH_403
00D6: if  0
0611: $PLAYER_ACTOR "CLO_OUT" 
004D: jump_if_false CLOTH_399
0613: $PLAYER_ACTOR "CLO_OUT" $9991 

:CLOTH_399
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false CLOTH_403
0004: $9998 =  6  ;; integer values

:CLOTH_403
00D6: if  0
0038:   $9998 ==  6  ;; integer values
004D: jump_if_false CLOTH_416
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0581: toggle_radar  1 (on)
0947: $9981  331 $10081 
0004: $10029 =  0  ;; integer values
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9990 =  8  ;; integer values

:CLOTH_416
00D6: if  0
0038:   $9990 ==  6  ;; integer values
004D: jump_if_false CLOTH_556
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false CLOTH_429
0050: gosub CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_428
0050: gosub CLOTH_832

:CLOTH_428
0002: jump CLOTH_2

:CLOTH_429
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false CLOTH_436
00D6: if  0
001A:    2 > $9998  ;; integer values
004D: jump_if_false CLOTH_436
0050: gosub CLOTH_1037

:CLOTH_436
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false CLOTH_481
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CLOTH_444
0004: $9998 =  1  ;; integer values

:CLOTH_444
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CLOTH_481
0004: $10029 =  0  ;; integer values
08D7: $2423 $2517 
00D6: if  0
001A:    0 > $2517  ;; integer values
004D: jump_if_false CLOTH_453
0004: $2517 =  0  ;; integer values

:CLOTH_453
0084: $45 = $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  23
04A3:   unknown $2511 ==  13
04A3:   unknown $2511 ==  14
04A3:   unknown $2511 ==  15
04A3:   unknown $2511 ==  16
004D: jump_if_false CLOTH_467
015F: set_camera_position $10018 $10019 $10020  0.0  0.0  0.0
0160: point_camera $10021 $10022 $10023  2
0002: jump CLOTH_474

:CLOTH_467
00D6: if  21
04A3:   unknown $2547 ==  0
04A3:   unknown $2547 ==  2
004D: jump_if_false CLOTH_472
03D1: play_wav  4

:CLOTH_472
015F: set_camera_position $10012 $10013 $10014  0.0  0.0  0.0
0160: point_camera $10015 $10016 $10017  2

:CLOTH_474
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CLOTH_480
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_480
0004: $9998 =  2  ;; integer values

:CLOTH_481
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false CLOTH_499
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false CLOTH_499
0004: $9998 =  0  ;; integer values
0004: $9990 =  5  ;; integer values
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CLOTH_495
03E6: remove_text_box
08DA: $2423 
0004: $2424 =  0  ;; integer values

:CLOTH_495
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CLOTH_499
0050: gosub CLOTH_993

:CLOTH_499
00D6: if  0
0038:   $9998 ==  2  ;; integer values
004D: jump_if_false CLOTH_509
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false CLOTH_509
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CLOTH_509
0004: $9998 =  3  ;; integer values

:CLOTH_509
00D6: if  0
0038:   $9998 ==  3  ;; integer values
004D: jump_if_false CLOTH_528
00D6: if  22
04A3:   unknown $2547 ==  0
04A3:   unknown $2547 ==  2
04A3:   unknown $2547 ==  3
004D: jump_if_false CLOTH_519
0784: $PLAYER_CHAR  0  0  17 
0793: (unknown)

:CLOTH_519
0784: $PLAYER_CHAR $45 $2510 $2511 
070D: $PLAYER_CHAR 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_IN" "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false CLOTH_527
075A: $9989 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:CLOTH_527
0004: $9998 =  4  ;; integer values

:CLOTH_528
00D6: if  0
0038:   $9998 ==  4  ;; integer values
004D: jump_if_false CLOTH_541
00D6: if  0
0611: $PLAYER_ACTOR "CLO_POSE_IN" 
004D: jump_if_false CLOTH_535
0613: $PLAYER_ACTOR "CLO_POSE_IN" $9991 

:CLOTH_535
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false CLOTH_541
0812: unknown_action_sequence $PLAYER_ACTOR v$9994 "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9998 =  5  ;; integer values

:CLOTH_541
00D6: if  0
0038:   $9998 ==  5  ;; integer values
004D: jump_if_false CLOTH_556
00D6: if  0
0611: $PLAYER_ACTOR v$9994 
004D: jump_if_false CLOTH_548
0613: $PLAYER_ACTOR v$9994 $9991 

:CLOTH_548
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false CLOTH_556
0050: gosub CLOTH_1088
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9990 =  7  ;; integer values
0004: $9998 =  0  ;; integer values

:CLOTH_556
00D6: if  0
0038:   $9990 ==  7  ;; integer values
004D: jump_if_false CLOTH_742
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false CLOTH_569
0050: gosub CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_568
0050: gosub CLOTH_832

:CLOTH_568
0002: jump CLOTH_2

:CLOTH_569
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9998 ==  0  ;; integer values
004D: jump_if_false CLOTH_614
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CLOTH_584
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
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_584
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CLOTH_614
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
0004: $2545 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $10030 =  0  ;; integer values
0050: gosub CLOTH_951
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false CLOTH_601
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_601
00D6: if  0
0038:   $10029 ==  0  ;; integer values
004D: jump_if_false CLOTH_606
0004: $9998 =  3  ;; integer values
0002: jump CLOTH_614

:CLOTH_606
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false CLOTH_612
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_612
0004: $9998 =  0  ;; integer values
0004: $9990 =  6  ;; integer values

:CLOTH_614
00D6: if  0
001A:    2 > $9998  ;; integer values
004D: jump_if_false CLOTH_618
0050: gosub CLOTH_1088

:CLOTH_618
00D6: if  0
0038:   $9998 ==  1  ;; integer values
004D: jump_if_false CLOTH_667
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false CLOTH_667
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
002C:   $2754 >= $9982  ;; integer values 
004D: jump_if_false CLOTH_659
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false CLOTH_650
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false CLOTH_637
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_637
0790: $45 
0004: $10030 =  1  ;; integer values
0947: $9981  323 $10081 
097A: $69 $70 $71  1054 
0050: gosub CLOTH_1102
0050: gosub CLOTH_1115
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_BUY" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9998 =  2  ;; integer values
0002: jump CLOTH_658

:CLOTH_650
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false CLOTH_658
097A: $69 $70 $71  1055 
0947: $9981  322 $10081 
00BC: text_highpriority 'CLTHNO2'  5000 ms  1
0004: $9998 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:CLOTH_658
0002: jump CLOTH_667

:CLOTH_659
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false CLOTH_667
097A: $69 $70 $71  1055 
0947: $9981  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9998 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:CLOTH_667
00D6: if  0
0038:   $9998 ==  2  ;; integer values
004D: jump_if_false CLOTH_680
00D6: if  0
0611: $PLAYER_ACTOR "CLO_BUY" 
004D: jump_if_false CLOTH_674
0613: $PLAYER_ACTOR "CLO_BUY" $9991 

:CLOTH_674
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false CLOTH_680
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9991 =  0.0  ;; floating-point values
0004: $9998 =  3  ;; integer values

:CLOTH_680
00D6: if  0
0038:   $9998 ==  3  ;; integer values
004D: jump_if_false CLOTH_690
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_OUT" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9991 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9989 exists
004D: jump_if_false CLOTH_689
075A: $9989 "CLO_POSE_OUT_O" "CLOTHES"  1000.0  0  1 

:CLOTH_689
0004: $9998 =  4  ;; integer values

:CLOTH_690
00D6: if  0
0038:   $9998 ==  4  ;; integer values
004D: jump_if_false CLOTH_742
00D6: if  0
0611: $PLAYER_ACTOR "CLO_POSE_OUT" 
004D: jump_if_false CLOTH_697
0613: $PLAYER_ACTOR "CLO_POSE_OUT" $9991 

:CLOTH_697
00D6: if  0
0042:   $9991 ==  1.0  ;; floating-point values
004D: jump_if_false CLOTH_742
0794: (unknown)
070D: $PLAYER_CHAR 
0793: (unknown)
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false CLOTH_709
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_709
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CLOTH_715
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_715
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false CLOTH_721
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_721
0004: $10029 =  1  ;; integer values
00D6: if  0
0038:   $10030 ==  1  ;; integer values
004D: jump_if_false CLOTH_735
0004: $9998 =  0  ;; integer values
0004: $9990 =  5  ;; integer values
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CLOTH_734
00D6: if  0
001A:    1 > $9998  ;; integer values
004D: jump_if_false CLOTH_734
0050: gosub CLOTH_993

:CLOTH_734
0002: jump CLOTH_742

:CLOTH_735
0004: $9998 =  0  ;; integer values
0004: $9990 =  6  ;; integer values
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false CLOTH_742
0050: gosub CLOTH_951
0050: gosub CLOTH_1037

:CLOTH_742
00D6: if  0
0038:   $9990 ==  8  ;; integer values
004D: jump_if_false CLOTH_782
00D6: if  0
0118:   actor $9981 dead
004D: jump_if_false CLOTH_755
0050: gosub CLOTH_787
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9984  ;; 8-byte strings
004D: jump_if_false CLOTH_754
0050: gosub CLOTH_832

:CLOTH_754
0002: jump CLOTH_2

:CLOTH_755
00D6: if  0
0038:   $9986 ==  0  ;; integer values
004D: jump_if_false CLOTH_767
00D6: if  23
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_767
0947: $9981  327 $10081 
05C4: unknown_action_sequence $9981 -2 
0004: $9986 =  1  ;; integer values

:CLOTH_767
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR $128 near_point_on_foot $10008 $10009 $10010 radius  1.0  1.0  4.0
004D: jump_if_false CLOTH_782
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: $128 =  1  ;; integer values

:CLOTH_782
0002: jump CLOTH_784

:CLOTH_783
0050: gosub CLOTH_832

:CLOTH_784
0002: jump CLOTH_786

:CLOTH_785
0050: gosub CLOTH_832

:CLOTH_786
0002: jump CLOTH_2

:CLOTH_787
00D6: if  0
0028:   $9990 >=  1  ;; integer values
004D: jump_if_false CLOTH_791
03E6: remove_text_box

:CLOTH_791
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false CLOTH_797
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_797
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CLOTH_803
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_803
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false CLOTH_809
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_809
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false CLOTH_815
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_815
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
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_832
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false CLOTH_838
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:CLOTH_838
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false CLOTH_844
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:CLOTH_844
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false CLOTH_850
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:CLOTH_850
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false CLOTH_856
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:CLOTH_856
00D6: if  0
0028:   $9990 >=  1  ;; integer values
004D: jump_if_false CLOTH_860
03E6: remove_text_box

:CLOTH_860
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
03D5: remove_text 'CLTHNO1'
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: $128 =  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 $2415
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
08F8:  1 
09BD:  0 
040D: unload_wav  4
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CLOTH_892
0489: unknown_actor $PLAYER_ACTOR flag  0

:CLOTH_892
004E: end_thread
0051: return

:CLOTH_894
00D6: if  0
0038:   $2516 ==  0  ;; integer values
004D: jump_if_false CLOTH_902
0004: $2513 =  0  ;; integer values
04AE: unknown $2547 radar_icon_or_model  0
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub CLOTH_951
06D1: v$9994 = "CLO_POSE_TORSO"  ;; 16-byte strings

:CLOTH_902
00D6: if  0
0038:   $2516 ==  1  ;; integer values
004D: jump_if_false CLOTH_910
0004: $2513 =  2  ;; integer values
04AE: unknown $2547 radar_icon_or_model  2
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub CLOTH_951
06D1: v$9994 = "CLO_POSE_LEGS"  ;; 16-byte strings

:CLOTH_910
00D6: if  0
0038:   $2516 ==  2  ;; integer values
004D: jump_if_false CLOTH_918
0004: $2513 =  3  ;; integer values
04AE: unknown $2547 radar_icon_or_model  3
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub CLOTH_951
06D1: v$9994 = "CLO_POSE_SHOES"  ;; 16-byte strings

:CLOTH_918
00D6: if  0
0038:   $2516 ==  3  ;; integer values
004D: jump_if_false CLOTH_926
0004: $2513 =  13  ;; integer values
04AE: unknown $2547 radar_icon_or_model  13
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub CLOTH_951
06D1: v$9994 = "CLO_POSE_TORSO"  ;; 16-byte strings

:CLOTH_926
00D6: if  0
0038:   $2516 ==  4  ;; integer values
004D: jump_if_false CLOTH_934
0004: $2513 =  14  ;; integer values
04AE: unknown $2547 radar_icon_or_model  14
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub CLOTH_951
06D1: v$9994 = "CLO_POSE_WATCH"  ;; 16-byte strings

:CLOTH_934
00D6: if  0
0038:   $2516 ==  5  ;; integer values
004D: jump_if_false CLOTH_942
0004: $2513 =  15  ;; integer values
04AE: unknown $2547 radar_icon_or_model  15
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub CLOTH_951
06D1: v$9994 = "CLO_POSE_HAT"  ;; 16-byte strings

:CLOTH_942
00D6: if  0
0038:   $2516 ==  6  ;; integer values
004D: jump_if_false CLOTH_950
0004: $2513 =  16  ;; integer values
04AE: unknown $2547 radar_icon_or_model  16
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub CLOTH_951
06D1: v$9994 = "CLO_POSE_HAT"  ;; 16-byte strings

:CLOTH_950
0051: return

:CLOTH_951
0004: $2514 =  0  ;; integer values
0004: $10000 =  0  ;; integer values

:CLOTH_953
00D6: if  0
001C:   $9999 > $2514  ;; integer values
004D: jump_if_false CLOTH_983
0760: $2514 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
00D6: if  0
003A:   $2511 == $2513  ;; integer values and handles
004D: jump_if_false CLOTH_981
0084: $2438($10000,12i) = $45  ;; integer values and handles
078C: $45 s$9979 
0761: $45 $9982 
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  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false CLOTH_974
0004: $2498($10000,12i) =  0  ;; integer values
0002: jump CLOTH_980

:CLOTH_974
00D6: if  0
0942: $45 
004D: jump_if_false CLOTH_979
0004: $2498($10000,12i) =  1  ;; integer values
0002: jump CLOTH_980

:CLOTH_979
0004: $2498($10000,12i) =  2  ;; integer values

:CLOTH_980
0008: $10000 +=  1  ;; integer values

:CLOTH_981
0008: $2514 +=  1  ;; integer values
0002: jump CLOTH_953

:CLOTH_983
0084: $2515 = $10000  ;; integer values and handles

:CLOTH_984
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false CLOTH_992
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_984

:CLOTH_992
0051: return

:CLOTH_993
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false CLOTH_1036
0512: permanent_text_box 'CLOTHA'
05A9: s$2518 = 'TORSO'  ;; 8-byte strings
05A9: s$2520 = 'LEGS'  ;; 8-byte strings
05A9: s$2522 = 'FEET'  ;; 8-byte strings
05A9: s$2524 = 'CHAINS'  ;; 8-byte strings
05A9: s$2526 = 'WATCHES'  ;; 8-byte strings
05A9: s$2528 = 'SHADES'  ;; 8-byte strings
05A9: s$2530 = 'HATS'  ;; 8-byte strings
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  0
04A3:   unknown $154 ==  0
004D: jump_if_false CLOTH_1014
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump CLOTH_1033

:CLOTH_1014
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false CLOTH_1019
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $2419 
0002: jump CLOTH_1033

:CLOTH_1019
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CLOTH_1024
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $2419 
0002: jump CLOTH_1033

:CLOTH_1024
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false CLOTH_1029
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump CLOTH_1033

:CLOTH_1029
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CLOTH_1033
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $2419 

:CLOTH_1033
08D6: $2419  0  1 
08DB: $2419  0 'DUMMY' 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_1036
0051: return

:CLOTH_1037
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false CLOTH_1087
0512: permanent_text_box 'CLOTHB'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false CLOTH_1046
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump CLOTH_1065

:CLOTH_1046
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false CLOTH_1051
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump CLOTH_1065

:CLOTH_1051
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false CLOTH_1056
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $2423 
0002: jump CLOTH_1065

:CLOTH_1056
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false CLOTH_1061
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $2423 
0002: jump CLOTH_1065

:CLOTH_1061
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false CLOTH_1065
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $2423 

:CLOTH_1065
08D6: $2423  0  1 
08DB: $2423  0 'DUMMY' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
0004: $2515 =  0  ;; integer values

:CLOTH_1068
00D6: if  0
001C:   $10000 > $2515  ;; integer values
004D: jump_if_false CLOTH_1086
00D6: if  0
0038:   $2498($2515,12i) ==  0  ;; integer values
004D: jump_if_false CLOTH_1077
0A23: $2423 $2515  0 
08D9: $2423 $2515  0 
0002: jump CLOTH_1084

:CLOTH_1077
00D6: if  0
0038:   $2498($2515,12i) ==  1  ;; integer values
004D: jump_if_false CLOTH_1082
0A23: $2423 $2515  1 
0002: jump CLOTH_1084

:CLOTH_1082
0A23: $2423 $2515  0 
08D9: $2423 $2515  1 

:CLOTH_1084
0008: $2515 +=  1  ;; integer values
0002: jump CLOTH_1068

:CLOTH_1086
0004: $2424 =  1  ;; integer values

:CLOTH_1087
0051: return

:CLOTH_1088
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false CLOTH_1101
0512: permanent_text_box 'CLOTHC'
08D4: 'CLOTCHO'  29.0  95.0  93.0  2  0  1  1 $2417 
08D6: $2417  0  1 
08DB: $2417  0 'CLOTCHO' s$9979 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2417  1  2 
08DB: $2417  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2417  1  0 'DOLLAR' $9982 
09DB: $2417  0  140 
09DB: $2417  1  46 
0004: $2418 =  1  ;; integer values

:CLOTH_1101
0051: return

:CLOTH_1102
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false CLOTH_1114
08D4: 'CLOTCHO'  29.0  25.0  93.0  2  0  1  1 $2421 
08D6: $2421  0  1 
08DB: $2421  0 'CLOTCHO' 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2421  1  2 
08DB: $2421  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2421  1  0 'DOLLAR' $9982 
09DB: $2421  0  140 
09DB: $2421  1  46 
0004: $2422 =  1  ;; integer values

:CLOTH_1114
0051: return

:CLOTH_1115
00D6: if  0
0038:   $2549 ==  0  ;; integer values
004D: jump_if_false CLOTH_1122
00D6: if  0
05AD:   s$706 == 'CSCHP'  ;; 8-byte strings
004D: jump_if_false CLOTH_1122
0004: $2549 =  1  ;; integer values

:CLOTH_1122
00D6: if  0
0038:   $2550 ==  0  ;; integer values
004D: jump_if_false CLOTH_1129
00D6: if  0
05AD:   s$706 == 'CSSPRT'  ;; 8-byte strings
004D: jump_if_false CLOTH_1129
0004: $2550 =  1  ;; integer values

:CLOTH_1129
00D6: if  0
0038:   $2551 ==  0  ;; integer values
004D: jump_if_false CLOTH_1136
00D6: if  0
05AD:   s$706 == 'LACS1'  ;; 8-byte strings
004D: jump_if_false CLOTH_1136
0004: $2551 =  1  ;; integer values

:CLOTH_1136
00D6: if  0
0038:   $2552 ==  0  ;; integer values
004D: jump_if_false CLOTH_1143
00D6: if  0
05AD:   s$706 == 'CLOTHGP'  ;; 8-byte strings
004D: jump_if_false CLOTH_1143
0004: $2552 =  1  ;; integer values

:CLOTH_1143
00D6: if  0
0038:   $2553 ==  0  ;; integer values
004D: jump_if_false CLOTH_1150
00D6: if  0
05AD:   s$706 == 'CSDESGN'  ;; 8-byte strings
004D: jump_if_false CLOTH_1150
0004: $2553 =  1  ;; integer values

:CLOTH_1150
00D6: if  0
0038:   $2554 ==  0  ;; integer values
004D: jump_if_false CLOTH_1157
00D6: if  0
05AD:   s$706 == 'CSEXL'  ;; 8-byte strings
004D: jump_if_false CLOTH_1157
0004: $2554 =  1  ;; integer values

:CLOTH_1157
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START COPLOOK

03A4: name_thread 'COPLOOK'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false COPLOOK_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:COPLOOK_7
04ED: load_animation "COP_AMBIENT"

:COPLOOK_8
00D6: if  0
84EE:   NOT   animation "COP_AMBIENT" loaded
004D: jump_if_false COPLOOK_13
0001: wait  0 ms
0002: jump COPLOOK_8

:COPLOOK_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:COPLOOK_15
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false COPLOOK_33
00D6: if  0
09C5: @0 
004D: jump_if_false COPLOOK_31
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false COPLOOK_29
0002: jump COPLOOK_111
0002: jump COPLOOK_30

:COPLOOK_29
0050: gosub COPLOOK_35

:COPLOOK_30
0002: jump COPLOOK_32

:COPLOOK_31
0050: gosub COPLOOK_108

:COPLOOK_32
0002: jump COPLOOK_34

:COPLOOK_33
0050: gosub COPLOOK_108

:COPLOOK_34
0002: jump COPLOOK_15

:COPLOOK_35
0871: init_jump_table @3 total_jumps  1  0 COPLOOK_38 jumps  1 COPLOOK_36 -1 COPLOOK_38 -1 COPLOOK_38 -1 COPLOOK_38 -1 COPLOOK_38 -1 COPLOOK_38 -1 COPLOOK_38 

:COPLOOK_36
0050: gosub COPLOOK_39
0002: jump COPLOOK_38

:COPLOOK_38
0051: return

:COPLOOK_39
0871: init_jump_table @4 total_jumps  8  0 COPLOOK_107 jumps  0 COPLOOK_41  1 COPLOOK_44  2 COPLOOK_52  3 COPLOOK_65  4 COPLOOK_73  5 COPLOOK_86  6 COPLOOK_94 
0872: jump_table_jumps  7 COPLOOK_101 -1 COPLOOK_107 -1 COPLOOK_107 -1 COPLOOK_107 -1 COPLOOK_107 -1 COPLOOK_107 -1 COPLOOK_107 -1 COPLOOK_107 -1 COPLOOK_107 

:COPLOOK_41
0605: unknown_action_sequence @0 "COPLOOK_IN" "COP_AMBIENT"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump COPLOOK_107

:COPLOOK_44
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COPLOOK_51
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "COPLOOK_LOOP" "COP_AMBIENT"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:COPLOOK_51
0002: jump COPLOOK_107

:COPLOOK_52
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COPLOOK_64
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false COPLOOK_62
0605: unknown_action_sequence @0 "COPLOOK_NOD" "COP_AMBIENT"  4.0  0  0  0  0 -1 
0002: jump COPLOOK_63

:COPLOOK_62
0605: unknown_action_sequence @0 "COPLOOK_SHAKE" "COP_AMBIENT"  4.0  1  0  0  0  1000 

:COPLOOK_63
000A: @4 +=  1  ;; integer values

:COPLOOK_64
0002: jump COPLOOK_107

:COPLOOK_65
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COPLOOK_72
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "COPLOOK_LOOP" "COP_AMBIENT"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:COPLOOK_72
0002: jump COPLOOK_107

:COPLOOK_73
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COPLOOK_85
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false COPLOOK_83
0605: unknown_action_sequence @0 "COPLOOK_THINK" "COP_AMBIENT"  4.0  0  0  0  0 -1 
0002: jump COPLOOK_84

:COPLOOK_83
0605: unknown_action_sequence @0 "COPLOOK_WATCH" "COP_AMBIENT"  4.0  0  0  0  0 -1 

:COPLOOK_84
000A: @4 +=  1  ;; integer values

:COPLOOK_85
0002: jump COPLOOK_107

:COPLOOK_86
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COPLOOK_93
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "COPLOOK_LOOP" "COP_AMBIENT"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:COPLOOK_93
0002: jump COPLOOK_107

:COPLOOK_94
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COPLOOK_100
0605: unknown_action_sequence @0 "COPLOOK_OUT" "COP_AMBIENT"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:COPLOOK_100
0002: jump COPLOOK_107

:COPLOOK_101
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false COPLOOK_106
0050: gosub COPLOOK_108

:COPLOOK_106
0002: jump COPLOOK_107

:COPLOOK_107
0051: return

:COPLOOK_108
04EF: release_animation "COP_AMBIENT"
004E: end_thread
0051: return

:COPLOOK_111
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false COPLOOK_122
062E: @0  1506 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false COPLOOK_121
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:COPLOOK_121
0002: jump COPLOOK_123

:COPLOOK_122
0050: gosub COPLOOK_108

:COPLOOK_123
0002: jump COPLOOK_111
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START COPSIT

03A4: name_thread 'COPSIT'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false COPSIT_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:COPSIT_7
04ED: load_animation "INT_OFFICE"

:COPSIT_8
00D6: if  0
84EE:   NOT   animation "INT_OFFICE" loaded
004D: jump_if_false COPSIT_13
0001: wait  0 ms
0002: jump COPSIT_8

:COPSIT_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false COPSIT_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump COPSIT_23

:COPSIT_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:COPSIT_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false COPSIT_31
0446: (unknown) @0  0 
0978: unknown_fill/merge_entity  65537 $9539 
060B: unknown_actor_use_entity @0 $9539 
0006: @6 =  15000  ;; integer values

:COPSIT_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false COPSIT_49
00D6: if  0
09C5: @0 
004D: jump_if_false COPSIT_47
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false COPSIT_45
0002: jump COPSIT_189
0002: jump COPSIT_46

:COPSIT_45
0050: gosub COPSIT_51

:COPSIT_46
0002: jump COPSIT_48

:COPSIT_47
0050: gosub COPSIT_180

:COPSIT_48
0002: jump COPSIT_50

:COPSIT_49
0050: gosub COPSIT_180

:COPSIT_50
0002: jump COPSIT_31

:COPSIT_51
0871: init_jump_table @4 total_jumps  5  0 COPSIT_62 jumps  1 COPSIT_52  2 COPSIT_54  3 COPSIT_56  4 COPSIT_58  5 COPSIT_60 -1 COPSIT_62 -1 COPSIT_62 

:COPSIT_52
0050: gosub COPSIT_63
0002: jump COPSIT_62

:COPSIT_54
0050: gosub COPSIT_80
0002: jump COPSIT_62

:COPSIT_56
0050: gosub COPSIT_153
0002: jump COPSIT_62

:COPSIT_58
0050: gosub COPSIT_180
0002: jump COPSIT_62

:COPSIT_60
0050: gosub COPSIT_174
0002: jump COPSIT_62

:COPSIT_62
0051: return

:COPSIT_63
0871: init_jump_table @5 total_jumps  2  0 COPSIT_79 jumps  0 COPSIT_64  1 COPSIT_68 -1 COPSIT_79 -1 COPSIT_79 -1 COPSIT_79 -1 COPSIT_79 -1 COPSIT_79 

:COPSIT_64
0812: unknown_action_sequence @0 "OFF_SIT_IN" "INT_OFFICE"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump COPSIT_79

:COPSIT_68
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "OFF_SIT_IN" 
004D: jump_if_false COPSIT_73
0613: @0 "OFF_SIT_IN" @9 

:COPSIT_73
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false COPSIT_78
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:COPSIT_78
0002: jump COPSIT_79

:COPSIT_79
0051: return

:COPSIT_80
0871: init_jump_table @5 total_jumps  5  0 COPSIT_152 jumps -2 COPSIT_81  0 COPSIT_95  1 COPSIT_109  2 COPSIT_125  3 COPSIT_137 -1 COPSIT_152 -1 COPSIT_152 

:COPSIT_81
0209: @8 = random_int  0  100
00D6: if  0
0019:   @8 >  66  ;; integer values
004D: jump_if_false COPSIT_92
00D6: if  0
0019:   @8 >  33  ;; integer values
004D: jump_if_false COPSIT_90
0812: unknown_action_sequence @0 "OFF_SIT_TYPE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 
0002: jump COPSIT_91

:COPSIT_90
0812: unknown_action_sequence @0 "OFF_SIT_BORED_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_91
0002: jump COPSIT_93

:COPSIT_92
0812: unknown_action_sequence @0 "OFF_SIT_IDLE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_93
0006: @5 =  1  ;; integer values
0002: jump COPSIT_152

:COPSIT_95
0209: @8 = random_int  0  100
00D6: if  0
0019:   @8 >  66  ;; integer values
004D: jump_if_false COPSIT_106
00D6: if  0
0019:   @8 >  33  ;; integer values
004D: jump_if_false COPSIT_104
0812: unknown_action_sequence @0 "OFF_SIT_TYPE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 
0002: jump COPSIT_105

:COPSIT_104
0812: unknown_action_sequence @0 "OFF_SIT_BORED_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_105
0002: jump COPSIT_107

:COPSIT_106
0812: unknown_action_sequence @0 "OFF_SIT_IDLE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_107
000A: @5 +=  1  ;; integer values
0002: jump COPSIT_152

:COPSIT_109
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  .5 -.5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset -.5 -1.0  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  1.0 -1.0
0985: @13 @14 @15  1.5 -365  0 @0 
00D6: if  22
0611: @0 "OFF_SIT_TYPE_LOOP" 
0611: @0 "OFF_SIT_BORED_LOOP" 
0611: @0 "OFF_SIT_IDLE_LOOP" 
004D: jump_if_false COPSIT_124
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_124
0002: jump COPSIT_152

:COPSIT_125
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false COPSIT_132
054E: @0
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump COPSIT_152

:COPSIT_132
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false COPSIT_136
000A: @5 +=  1  ;; integer values

:COPSIT_136
0002: jump COPSIT_152

:COPSIT_137
0209: @8 = random_int  0  100
00D6: if  0
0019:   @8 >  66  ;; integer values
004D: jump_if_false COPSIT_148
00D6: if  0
0019:   @8 >  33  ;; integer values
004D: jump_if_false COPSIT_146
0812: unknown_action_sequence @0 "OFF_SIT_TYPE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 
0002: jump COPSIT_147

:COPSIT_146
0812: unknown_action_sequence @0 "OFF_SIT_BORED_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_147
0002: jump COPSIT_149

:COPSIT_148
0812: unknown_action_sequence @0 "OFF_SIT_IDLE_LOOP" "INT_OFFICE"  1000.0  1  0  0  0  50000000 

:COPSIT_149
0006: @33 =  0  ;; integer values
000E: @5 -=  1  ;; integer values
0002: jump COPSIT_152

:COPSIT_152
0051: return

:COPSIT_153
0871: init_jump_table @5 total_jumps  3  0 COPSIT_173 jumps  0 COPSIT_154  1 COPSIT_157  2 COPSIT_161 -1 COPSIT_173 -1 COPSIT_173 -1 COPSIT_173 -1 COPSIT_173 

:COPSIT_154
0812: unknown_action_sequence @0 "OFF_SIT_2IDLE_180" "INT_OFFICE"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump COPSIT_173

:COPSIT_157
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump COPSIT_173

:COPSIT_161
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "OFF_SIT_2IDLE_180" 
004D: jump_if_false COPSIT_172
0613: @0 "OFF_SIT_2IDLE_180" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false COPSIT_172
0985: @13 @14 @15  1.5 -365  1 @0 
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:COPSIT_172
0002: jump COPSIT_173

:COPSIT_173
0051: return

:COPSIT_174
0871: init_jump_table @5 total_jumps  1  0 COPSIT_179 jumps  0 COPSIT_175 -1 COPSIT_179 -1 COPSIT_179 -1 COPSIT_179 -1 COPSIT_179 -1 COPSIT_179 -1 COPSIT_179 

:COPSIT_175
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub COPSIT_189
0002: jump COPSIT_179

:COPSIT_179
0051: return

:COPSIT_180
04EF: release_animation "INT_OFFICE"
065C: unknown_create_def_entity $9539  ; unknown_destroy
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false COPSIT_187
04D7: lock_actor @0 in_current_position  0
0446: (unknown) @0  1 

:COPSIT_187
004E: end_thread
0051: return

:COPSIT_189
0001: wait  0 ms
00D6: if  1
8844:   NOT s$706 
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false COPSIT_232
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false COPSIT_231
0871: init_jump_table @4 total_jumps  5  1 COPSIT_229 jumps  1 COPSIT_199  2 COPSIT_211  3 COPSIT_218  4 COPSIT_220  5 COPSIT_227 -1 COPSIT_231 -1 COPSIT_231 

:COPSIT_199
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false COPSIT_204
0050: gosub COPSIT_51
0002: jump COPSIT_210

:COPSIT_204
062E: @0  1506 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false COPSIT_210
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 
0050: gosub COPSIT_180

:COPSIT_210
0002: jump COPSIT_231

:COPSIT_211
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false COPSIT_216
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:COPSIT_216
0050: gosub COPSIT_51
0002: jump COPSIT_231

:COPSIT_218
0050: gosub COPSIT_51
0002: jump COPSIT_231

:COPSIT_220
062E: @0  1506 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false COPSIT_226
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 
0050: gosub COPSIT_180

:COPSIT_226
0002: jump COPSIT_231

:COPSIT_227
0050: gosub COPSIT_51
0002: jump COPSIT_231

:COPSIT_229
0050: gosub COPSIT_180
0002: jump COPSIT_231

:COPSIT_231
0002: jump COPSIT_233

:COPSIT_232
0050: gosub COPSIT_180

:COPSIT_233
0002: jump COPSIT_189
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CRANE1

03A4: name_thread 'CRANE1'
0006: @5 =  0  ;; integer values
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false CRANE1_9
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_9
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE1_26
00D6: if  0
04E5:   unknown_object @0 near_point -2080.441  256.015 radius  10.0  10.0 unknown  0
004D: jump_if_false CRANE1_19
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_19
00D6: if  0
04E5:   unknown_object @0 near_point  2399.202  1879.139 radius  10.0  10.0 unknown  0
004D: jump_if_false CRANE1_26
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_26
0004: $10490 =  0  ;; integer values
0006: @21 =  0  ;; integer values

:CRANE1_28
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE1_335
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE1_334
00D6: if  0
0038:   $10493 ==  0  ;; integer values
004D: jump_if_false CRANE1_334
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false CRANE1_42
0050: gosub CRANE1_338

:CRANE1_42
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  100.0  100.0 unknown  0
004D: jump_if_false CRANE1_333
00D6: if  0
0038:   $1910 ==  1  ;; integer values
004D: jump_if_false CRANE1_49
0050: gosub CRANE1_338

:CRANE1_49
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false CRANE1_54
0400: create_coordinate @9 @10 @11 from_object @0 offset  0.0 -7.2092 -31.7581
000A: @5 +=  1  ;; integer values

:CRANE1_54
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false CRANE1_80
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @9 @10 @11 radius  1.2  1.2  1.5
004D: jump_if_false CRANE1_75
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false CRANE1_74
00D6: if  0
0038:   $10490 ==  0  ;; integer values
004D: jump_if_false CRANE1_68
0512: permanent_text_box 'CR_2'
0004: $10490 =  1  ;; integer values

:CRANE1_68
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CRANE1_74
000A: @5 +=  1  ;; integer values
0006: @32 =  6000  ;; integer values
0004: $10490 =  0  ;; integer values

:CRANE1_74
0002: jump CRANE1_80

:CRANE1_75
00D6: if  0
8038:   NOT   $10490 ==  0  ;; integer values
004D: jump_if_false CRANE1_80
03E6: remove_text_box
0004: $10490 =  0  ;; integer values

:CRANE1_80
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false CRANE1_140
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE1_87
097B: @1  1019 

:CRANE1_87
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
016A: fade  0 ()  500 ms

:CRANE1_90
00D6: if  0
016B:   fading
004D: jump_if_false CRANE1_95
0001: wait  0 ms
0002: jump CRANE1_90

:CRANE1_95
00D6: if  0
07D6: @1 $2723 
004D: jump_if_false CRANE1_100
079E: (unknown)
0002: jump CRANE1_101

:CRANE1_100
07FA: (unknown)

:CRANE1_101
0A44:  1 
0176: @7 = object @1 z_angle
01BB: store_object @1 position_to $73 $74 $75
01BB: store_object @2 position_to @12 @13 @14
0509: @8 = distance between point $73 $74 and point @12 @13
00D6: if  0
0021:   @8 >  47.5  ;; floating-point values
004D: jump_if_false CRANE1_110
0007: @8 =  47.5  ;; floating-point values

:CRANE1_110
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false CRANE1_114
0007: @8 =  10.0  ;; floating-point values

:CRANE1_114
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE1_121
04F4: align_actor $PLAYER_ACTOR with_scripted_file_path_object @0 offset  0.0  0.0  34.5  0  360.0  0

:CRANE1_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE1_131
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  0 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0004: $1910 =  1  ;; integer values
0006: @22 =  0  ;; integer values

:CRANE1_131
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0050: gosub CRANE1_338
016A: fade  1 (back)  500 ms

:CRANE1_134
00D6: if  0
016B:   fading
004D: jump_if_false CRANE1_139
0001: wait  0 ms
0002: jump CRANE1_134

:CRANE1_139
000A: @5 +=  1  ;; integer values

:CRANE1_140
00D6: if  0
0039:   @5 ==  3  ;; integer values
004D: jump_if_false CRANE1_305
00D6: if  0
0019:   @32 >  6000  ;; integer values
004D: jump_if_false CRANE1_190
0008: $10490 +=  1  ;; integer values
00D6: if  0
001A:    7 > $10490  ;; integer values
004D: jump_if_false CRANE1_189
0871: init_jump_table $10490 total_jumps  6  0 CRANE1_189 jumps  1 CRANE1_151  2 CRANE1_159  3 CRANE1_167  4 CRANE1_175  5 CRANE1_183  6 CRANE1_186 -1 CRANE1_189 

:CRANE1_151
03E6: remove_text_box
00D6: if  0
07D6: @1 $2723 
004D: jump_if_false CRANE1_157
0512: permanent_text_box 'CONS_1'
0002: jump CRANE1_158

:CRANE1_157
0512: permanent_text_box 'CONS_1B'

:CRANE1_158
0002: jump CRANE1_189

:CRANE1_159
03E6: remove_text_box
00D6: if  0
07D6: @1 $2723 
004D: jump_if_false CRANE1_165
0512: permanent_text_box 'CONS_2'
0002: jump CRANE1_166

:CRANE1_165
0512: permanent_text_box 'CONS_2B'

:CRANE1_166
0002: jump CRANE1_189

:CRANE1_167
03E6: remove_text_box
00D6: if  0
07D6: @1 $2723 
004D: jump_if_false CRANE1_173
0512: permanent_text_box 'CONS_3'
0002: jump CRANE1_174

:CRANE1_173
0512: permanent_text_box 'CONS_3B'

:CRANE1_174
0002: jump CRANE1_189

:CRANE1_175
03E6: remove_text_box
00D6: if  0
07D6: @1 $2723 
004D: jump_if_false CRANE1_181
0512: permanent_text_box 'CONS_4'
0002: jump CRANE1_182

:CRANE1_181
0512: permanent_text_box 'CONS_4B'

:CRANE1_182
0002: jump CRANE1_189

:CRANE1_183
03E6: remove_text_box
0512: permanent_text_box 'CONS_5'
0002: jump CRANE1_189

:CRANE1_186
03E6: remove_text_box
03E5: text_box 'CR_3'
0002: jump CRANE1_189

:CRANE1_189
0006: @32 =  0  ;; integer values

:CRANE1_190
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE1_305
00D6: if  0
0735:  81 
004D: jump_if_false CRANE1_197
0009: $10487 +=  .1  ;; floating-point values

:CRANE1_197
00D6: if  0
0735:  65 
004D: jump_if_false CRANE1_201
0009: $10487 += -.1  ;; floating-point values

:CRANE1_201
00D6: if  0
0735:  87 
004D: jump_if_false CRANE1_205
0009: $10488 +=  .1  ;; floating-point values

:CRANE1_205
00D6: if  0
0735:  83 
004D: jump_if_false CRANE1_209
0009: $10488 += -.1  ;; floating-point values

:CRANE1_209
00D6: if  0
0735:  69 
004D: jump_if_false CRANE1_213
0009: $10489 +=  .1  ;; floating-point values

:CRANE1_213
00D6: if  0
0735:  68 
004D: jump_if_false CRANE1_217
0009: $10489 += -.1  ;; floating-point values

:CRANE1_217
00D6: if  0
00E1:   key_pressed  0  0
004D: jump_if_false CRANE1_233
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @6 = integer_to_float $17  
0017: @6 /=  500.0  ;; floating-point values 
0081: @7 -= unknown_inaccurate_float_timer @6  ;; floating-point 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE1_232
00D6: if  0
8039:   NOT   @22 ==  1  ;; integer values
004D: jump_if_false CRANE1_232
097B: @1  1020 
0006: @22 =  1  ;; integer values

:CRANE1_232
0002: jump CRANE1_241

:CRANE1_233
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE1_241
00D6: if  0
8039:   NOT   @22 ==  0  ;; integer values
004D: jump_if_false CRANE1_241
097B: @1  1021 
0006: @22 =  0  ;; integer values

:CRANE1_241
00D6: if  0
00E1:   key_pressed  0  1
004D: jump_if_false CRANE1_267
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @6 = integer_to_float $18  
0017: @6 /=  128.0  ;; floating-point values 
00D6: if  21
0021:   @6 >  .6  ;; floating-point values
0023:   -.6 > @6  ;; floating-point values
004D: jump_if_false CRANE1_266
0013: @6 *=  .15  ;; floating-point values 
0081: @8 -= unknown_inaccurate_float_timer @6  ;; floating-point 
00D6: if  0
0021:   @8 >  47.5  ;; floating-point values
004D: jump_if_false CRANE1_257
0007: @8 =  47.5  ;; floating-point values

:CRANE1_257
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false CRANE1_261
0007: @8 =  10.0  ;; floating-point values

:CRANE1_261
00D6: if  0
8039:   NOT   @23 ==  1  ;; integer values
004D: jump_if_false CRANE1_266
097B: @2  1020 
0006: @23 =  1  ;; integer values

:CRANE1_266
0002: jump CRANE1_272

:CRANE1_267
00D6: if  0
8039:   NOT   @23 ==  0  ;; integer values
004D: jump_if_false CRANE1_272
097B: @2  1021 
0006: @23 =  0  ;; integer values

:CRANE1_272
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false CRANE1_279
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false CRANE1_279
0799: @2 

:CRANE1_279
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE1_292
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE1_292
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  0.0  32.521
0177: set_object @1 z_angle_to @7
00D6: if  0
03CA:   object @3 exists
004D: jump_if_false CRANE1_291
0177: set_object @3 z_angle_to @7

:CRANE1_291
0173: set_actor $PLAYER_ACTOR z_angle_to @7

:CRANE1_292
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE1_301
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false CRANE1_301
0400: create_coordinate $73 $74 $75 from_object @1 offset  0.0 @8  3.453
0815: @2 $73 $74 $75 
0177: set_object @2 z_angle_to @7

:CRANE1_301
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CRANE1_305
000A: @5 +=  1  ;; integer values

:CRANE1_305
00D6: if  0
0039:   @5 ==  4  ;; integer values
004D: jump_if_false CRANE1_332
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE1_332
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE1_316
097B: @1  1022 

:CRANE1_316
03E6: remove_text_box
079F: (unknown)
09BD:  0 
0400: create_coordinate $73 $74 $75 from_object @0 offset  2.0 -7.0  0.0
02CE: $75 = ground_z $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0465: remove_actor $PLAYER_ACTOR from_turret_mode
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0337: unknown_actor $PLAYER_ACTOR flag  1
0619: $PLAYER_ACTOR  1 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02EB: restore_camera_with_jumpcut
0004: $1910 =  0  ;; integer values
0006: @5 =  0  ;; integer values
004E: end_thread

:CRANE1_332
0002: jump CRANE1_334

:CRANE1_333
004E: end_thread

:CRANE1_334
0002: jump CRANE1_337

:CRANE1_335
0006: @5 =  0  ;; integer values
004E: end_thread

:CRANE1_337
0002: jump CRANE1_28

:CRANE1_338
00D6: if  0
0038:   $10494 ==  0  ;; integer values
004D: jump_if_false CRANE1_405
00D6: if  0
00E1:   key_pressed  0  13
004D: jump_if_false CRANE1_355
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false CRANE1_354
000A: @21 +=  1  ;; integer values
00D6: if  0
0019:   @21 >  2  ;; integer values
004D: jump_if_false CRANE1_352
0006: @21 =  0  ;; integer values

:CRANE1_352
008A: $10495 = @21  ;; integer values and handles
000A: @24 +=  1  ;; integer values

:CRANE1_354
0002: jump CRANE1_359

:CRANE1_355
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false CRANE1_359
0006: @24 =  0  ;; integer values

:CRANE1_359
00D6: if  0
0038:   $1910 ==  1  ;; integer values
004D: jump_if_false CRANE1_367
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false CRANE1_367
0084: $10495 = $10495  ;; integer values and handles
0004: $1911 =  0  ;; integer values

:CRANE1_367
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false CRANE1_374
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE1_374
0400: create_coordinate @15 @16 @17 from_object @1 offset -7.18 -6.42  15.79

:CRANE1_374
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false CRANE1_391
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE1_391
0400: create_coordinate @15 @16 @17 from_object @2 offset  0.0 -4.5  20.1999
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false CRANE1_391
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0  0.0  20.1999
0796: @2 @6 
000B: @6 += -1.0  ;; floating-point values
0013: @6 *= -1.0  ;; floating-point values 
0013: @6 *=  72.0  ;; floating-point values 
0067: $75 -= @6  ;; floating-point values
0089: @17 = $75  ;; floating-point values only

:CRANE1_391
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false CRANE1_403
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0  0.0  2.0
0796: @2 @6 
000B: @6 += -1.0  ;; floating-point values
0013: @6 *= -1.0  ;; floating-point values 
0013: @6 *=  72.0  ;; floating-point values 
0067: $75 -= @6  ;; floating-point values
0089: @18 = $73  ;; floating-point values only
0089: @19 = $74  ;; floating-point values only
0089: @20 = $75  ;; floating-point values only

:CRANE1_403
015F: set_camera_position @15 @16 @17  0.0  0.0  0.0
0160: point_camera @18 @19 @20  2

:CRANE1_405
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CRANE2

03A4: name_thread 'CRANE2'
0006: @0 =  0  ;; integer values
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false CRANE2_9
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: $2729 = init_object #WOODENBOX at  0.0  0.0  0.0

:CRANE2_9
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_15
0001: wait  0 ms
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_606
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE2_605
00D6: if  0
0038:   $10493 ==  0  ;; integer values
004D: jump_if_false CRANE2_605
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius  100.0  100.0 unknown  0
004D: jump_if_false CRANE2_604
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false CRANE2_32
0050: gosub CRANE2_609

:CRANE2_32
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $1912 ==  0  ;; integer values
004D: jump_if_false CRANE2_603
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object $2727 radius  100.0  100.0 unknown  0
004D: jump_if_false CRANE2_599
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false CRANE2_43
0050: gosub CRANE2_609

:CRANE2_43
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false CRANE2_48
0400: create_coordinate @1 @2 @3 from_object $2727 offset -1.7837  2.4699 -24.1519
000A: @0 +=  1  ;; integer values

:CRANE2_48
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false CRANE2_89
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @1 @2 @3 radius  1.2  1.2  1.5
004D: jump_if_false CRANE2_68
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false CRANE2_67
00D6: if  0
0038:   $10491 ==  0  ;; integer values
004D: jump_if_false CRANE2_62
0512: permanent_text_box 'CR_2'
0004: $10491 =  1  ;; integer values

:CRANE2_62
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CRANE2_67
03E6: remove_text_box
000A: @0 +=  1  ;; integer values

:CRANE2_67
0002: jump CRANE2_73

:CRANE2_68
00D6: if  0
8038:   NOT   $10491 ==  0  ;; integer values
004D: jump_if_false CRANE2_73
03E6: remove_text_box
0004: $10491 =  0  ;; integer values

:CRANE2_73
00D6: if  0
0022:    15.0 > $2738  ;; floating-point values
004D: jump_if_false CRANE2_81
0005: $2738 =  15.0  ;; floating-point values
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false CRANE2_81
0453: object $2729 set_rotation $2738  0.0 $2737

:CRANE2_81
00D6: if  0
0020:   $2738 >  30.0  ;; floating-point values
004D: jump_if_false CRANE2_89
0005: $2738 =  30.0  ;; floating-point values
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false CRANE2_89
0453: object $2729 set_rotation $2738  0.0 $2737

:CRANE2_89
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false CRANE2_171
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_96
097B: $2728  1019 

:CRANE2_96
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
0004: $1910 =  2  ;; integer values
016A: fade  0 ()  500 ms

:CRANE2_100
00D6: if  0
016B:   fading
004D: jump_if_false CRANE2_105
0001: wait  0 ms
0002: jump CRANE2_100

:CRANE2_105
079D: (unknown)
0A44:  1 
0176: $2736 = object $2728 z_angle
0176: $2737 = object $2729 z_angle
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_117
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE2_117
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_117
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE2_126
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  0 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0004: $10515 =  0  ;; integer values

:CRANE2_126
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_130
01BB: store_object $2727 position_to @21 @22 $75

:CRANE2_130
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false CRANE2_134
0176: @25 = object $2729 z_angle

:CRANE2_134
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false CRANE2_156
0400: create_coordinate $10503 $10504 $10505 from_object $2729 offset  0.0 $10509 -3.0
0796: $2729 @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: $73 = $10503  ;; floating-point values only
0061: $73 -= $2733  ;; floating-point values
0086: $74 = $10504  ;; floating-point values only
0061: $74 -= $2734  ;; floating-point values
0509: @4 = distance between point $10503 $10504 and point $2733 $2734
0075: $73 /= @4  ;; floating-point values 
0075: $74 /= @4  ;; floating-point values 
0069: $73 *= $10509  ;; floating-point values
0069: $74 *= $10509  ;; floating-point values
0086: $10503 = $2733  ;; floating-point values only
0059: $10503 += $73  ;; floating-point values
0086: $10504 = $2734  ;; floating-point values only
0059: $10504 += $74  ;; floating-point values

:CRANE2_156
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 =  .3  ;; floating-point values
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0050: gosub CRANE2_609
016A: fade  1 (back)  500 ms

:CRANE2_164
00D6: if  0
016B:   fading
004D: jump_if_false CRANE2_170
0001: wait  0 ms
0050: gosub CRANE2_609
0002: jump CRANE2_164

:CRANE2_170
000A: @0 +=  1  ;; integer values

:CRANE2_171
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false CRANE2_568
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE2_568
00D6: if  0
0735:  131 
004D: jump_if_false CRANE2_181
0009: $10509 +=  .1  ;; floating-point values

:CRANE2_181
00D6: if  0
0735:  130 
004D: jump_if_false CRANE2_185
0009: $10509 += -.1  ;; floating-point values

:CRANE2_185
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false CRANE2_510
00D6: if  21
00E1:   key_pressed  0  0
00E1:   key_pressed  0  1
004D: jump_if_false CRANE2_376
00D6: if  0
8038:   NOT   $10515 ==  1  ;; integer values
004D: jump_if_false CRANE2_200
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_199
097B: $2728  1020 

:CRANE2_199
0004: $10515 =  1  ;; integer values

:CRANE2_200
00D6: if  0
0038:   $1918 ==  0  ;; integer values
004D: jump_if_false CRANE2_375
0006: @28 =  1  ;; integer values
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @6 = integer_to_float $17  
008F: @7 = integer_to_float $18  
0017: @6 /=  128.0  ;; floating-point values 
0017: @7 /=  128.0  ;; floating-point values 
0013: @6 *=  .15  ;; floating-point values 
0013: @7 *=  .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  0
0021:   @4 >  .3  ;; floating-point values
004D: jump_if_false CRANE2_242
0088: $73 = @10  ;; floating-point values only
0061: $73 -= $10500  ;; floating-point values
0088: $74 = @11  ;; floating-point values only
0061: $74 -= $10501  ;; floating-point values
0075: $73 /= @4  ;; floating-point values 
0075: $74 /= @4  ;; floating-point values 
0011: $73 *=  .3  ;; floating-point values
0011: $74 *=  .3  ;; floating-point values
0089: @10 = $10500  ;; floating-point values only
005D: @10 += $73  ;; floating-point values 
0089: @11 = $10501  ;; floating-point values only
005D: @11 += $74  ;; floating-point values 

:CRANE2_242
0005: $75 =  0.0  ;; floating-point values
0088: $74 = @11  ;; floating-point values only
0086: $73 = $74  ;; floating-point values only
000D: $73 -=  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: $73 += @8  ;; floating-point values 
005F: $74 += @9  ;; floating-point values 
0015: $73 /=  2.0  ;; floating-point values
0015: $74 /=  2.0  ;; floating-point values
00D6: if  0
0022:   -1648.057 > $73  ;; floating-point values
004D: jump_if_false CRANE2_273
0509: @4 = distance between point -1648.057  23.852 and point @10 @11
00D6: if  0
0027:   @4 > $10509  ;; floating-point values only
004D: jump_if_false CRANE2_272
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_272
0002: jump CRANE2_309

:CRANE2_273
00D6: if  0
0020:   $73 > -1532.742  ;; floating-point values
004D: jump_if_false CRANE2_293
0509: @4 = distance between point -1532.742  138.719 and point @10 @11
00D6: if  0
0027:   @4 > $10509  ;; floating-point values only
004D: jump_if_false CRANE2_292
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_292
0002: jump CRANE2_309

:CRANE2_293
0509: @4 = distance between point $73 $74 and point @10 @11
00D6: if  0
0027:   @4 > $10509  ;; floating-point values only
004D: jump_if_false CRANE2_309
0087: @12 = @10  ;; floating-point values only
0065: @12 -= $73  ;; floating-point values 
0087: @13 = @11  ;; floating-point values only
0065: @13 -= $74  ;; 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 = $73  ;; floating-point values only
005B: @10 += @12  ;; floating-point values 
0089: @11 = $74  ;; floating-point values only
005B: @11 += @13  ;; floating-point values 

:CRANE2_309
0509: @18 = distance between point $73 $74 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 = $73  ;; floating-point values only
0063: @21 -= @20  ;; floating-point values 
0089: @22 = $74  ;; floating-point values only
0063: @22 -= @20  ;; floating-point values 
0089: @23 = $73  ;; floating-point values only
005B: @23 += @20  ;; floating-point values 
0089: @24 = $74  ;; floating-point values only
005B: @24 += @20  ;; floating-point values 
0006: @26 =  0  ;; integer values
00D6: if  1
0023:   -1532.742 > @21  ;; floating-point values
0021:   @21 > -1648.057  ;; floating-point values
004D: jump_if_false CRANE2_333
000A: @26 +=  1  ;; integer values

:CRANE2_333
00D6: if  1
0023:   -1532.742 > @23  ;; floating-point values
0021:   @23 > -1648.057  ;; floating-point values
004D: jump_if_false CRANE2_338
000A: @26 +=  2  ;; integer values

:CRANE2_338
00D6: if  0
8039:   NOT   @26 ==  0  ;; integer values
004D: jump_if_false CRANE2_368
00D6: if  0
0039:   @26 ==  1  ;; integer values
004D: jump_if_false CRANE2_344

:CRANE2_344
00D6: if  0
0039:   @26 ==  2  ;; integer values
004D: jump_if_false CRANE2_349
0087: @21 = @23  ;; floating-point values only
0087: @22 = @24  ;; floating-point values only

:CRANE2_349
00D6: if  0
0039:   @26 ==  3  ;; integer values
004D: jump_if_false CRANE2_362
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_362
0509: @4 = distance between point $2733 $2734 and point @21 @22
0509: @5 = distance between point $2733 $2734 and point @23 @24
00D6: if  0
0025:   @4 > @5  ;; floating-point values  
004D: jump_if_false CRANE2_362
0087: @21 = @23  ;; floating-point values only
0087: @22 = @24  ;; floating-point values only

:CRANE2_362
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: @12 @13 @25 
0002: jump CRANE2_375

:CRANE2_368
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: @12 @13 @25 

:CRANE2_375
0002: jump CRANE2_417

:CRANE2_376
00D6: if  0
8038:   NOT   $10515 ==  0  ;; integer values
004D: jump_if_false CRANE2_384
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_383
097B: $2728  1021 

:CRANE2_383
0004: $10515 =  0  ;; integer values

:CRANE2_384
00D6: if  0
8039:   NOT   @28 ==  0  ;; integer values
004D: jump_if_false CRANE2_417
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false CRANE2_399
0086: $73 = $10503  ;; floating-point values only
0086: $74 = $10504  ;; floating-point values only
0089: @12 = $73  ;; floating-point values only
0065: @12 -= $2733  ;; floating-point values 
0089: @13 = $74  ;; floating-point values only
0065: @13 -= $2734  ;; floating-point values 
0604: @12 @13 @25 
0089: @12 = $10513  ;; floating-point values only
0089: @13 = $10514  ;; floating-point values only

:CRANE2_399
00D6: if  0
0020:   $10510 >  0.0  ;; floating-point values
004D: jump_if_false CRANE2_417
0005: $10511 = -.007  ;; floating-point values
007A: $10510 += unknown_inaccurate_float_timer $10511  ;; floating-point 
00D6: if  0
0022:    0.0 > $10510  ;; floating-point values
004D: jump_if_false CRANE2_410
0005: $10510 =  0.0  ;; floating-point values
0006: @28 =  0  ;; integer values
0002: jump CRANE2_411

:CRANE2_410
0006: @28 =  2  ;; integer values

:CRANE2_411
0086: $73 = $10510  ;; floating-point values only
006D: $73 *= @12  ;; floating-point values
0086: $74 = $10510  ;; floating-point values only
006D: $74 *= @13  ;; floating-point values
0059: $2733 += $73  ;; floating-point values
0059: $2734 += $74  ;; floating-point values

:CRANE2_417
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false CRANE2_455
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_455
0509: @4 = distance between point $2733 $2734 and point @21 @22
00D6: if  0
0021:   @4 >  .01  ;; floating-point values
004D: jump_if_false CRANE2_433
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_433
00D6: if  0
0021:   @4 >  .01  ;; floating-point values
004D: jump_if_false CRANE2_455
0005: $10511 =  .003  ;; floating-point values
007A: $10510 += unknown_inaccurate_float_timer $10511  ;; floating-point 
00D6: if  0
0024:   $10510 > $10512  ;; floating-point values only
004D: jump_if_false CRANE2_442
0086: $10510 = $10512  ;; floating-point values only

:CRANE2_442
0089: @12 = $10513  ;; floating-point values only
0089: @13 = $10514  ;; floating-point values only
00D6: if  0
0027:   @4 > $10510  ;; floating-point values only
004D: jump_if_false CRANE2_450
006F: @12 *= $10510  ;; floating-point values
006F: @13 *= $10510  ;; floating-point values
0002: jump CRANE2_453

:CRANE2_450
006B: @12 *= @4  ;; floating-point values
006B: @13 *= @4  ;; floating-point values
0088: $10510 = @4  ;; floating-point values only

:CRANE2_453
005F: $2733 += @12  ;; floating-point values 
005F: $2734 += @13  ;; floating-point values 

:CRANE2_455
00D6: if  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false CRANE2_503
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false CRANE2_503
00D6: if  0
0021:   @25 >  180.0  ;; floating-point values
004D: jump_if_false CRANE2_465
000B: @25 += -360.0  ;; floating-point values

:CRANE2_465
00D6: if  0
0023:   -180.0 > @25  ;; floating-point values
004D: jump_if_false CRANE2_469
000B: @25 +=  360.0  ;; floating-point values

:CRANE2_469
0086: $72 = $2737  ;; floating-point values only
00D6: if  0
0020:   $72 >  180.0  ;; floating-point values
004D: jump_if_false CRANE2_474
0009: $72 += -360.0  ;; floating-point values

:CRANE2_474
00D6: if  0
0022:   -180.0 > $72  ;; floating-point values
004D: jump_if_false CRANE2_478
0009: $72 +=  360.0  ;; floating-point values

:CRANE2_478
0087: @4 = @25  ;; floating-point values only
0065: @4 -= $72  ;; floating-point values 
00D6: if  0
0021:   @4 >  180.0  ;; floating-point values
004D: jump_if_false CRANE2_484
000B: @4 += -360.0  ;; floating-point values

:CRANE2_484
00D6: if  0
0023:   -180.0 > @4  ;; floating-point values
004D: jump_if_false CRANE2_488
000B: @4 +=  360.0  ;; floating-point values

:CRANE2_488
00D6: if  0
0031:   @4 >=  0.0  ;; floating-point values 
004D: jump_if_false CRANE2_496
00D6: if  0
0021:   @4 >  .2  ;; floating-point values
004D: jump_if_false CRANE2_495
0007: @4 =  .2  ;; floating-point values

:CRANE2_495
0002: jump CRANE2_500

:CRANE2_496
00D6: if  0
0023:   -.2 > @4  ;; floating-point values
004D: jump_if_false CRANE2_500
0007: @4 = -.2  ;; floating-point values

:CRANE2_500
007D: $72 += unknown_inaccurate_float_timer @4  ;; floating-point 
0086: $2736 = $72  ;; floating-point values only
0086: $2737 = $72  ;; floating-point values only

:CRANE2_503
00D6: if  0
0038:   $1913 ==  0  ;; integer values
004D: jump_if_false CRANE2_510
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CRANE2_510
000A: @0 +=  1  ;; integer values

:CRANE2_510
00D6: if  1
0022:   -1532.742 > $2733  ;; floating-point values
0020:   $2733 > -1648.057  ;; floating-point values
004D: jump_if_false CRANE2_519
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_518
0815: $2727 $2733 $2734 $2735 

:CRANE2_518
0002: jump CRANE2_523

:CRANE2_519
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_523
01BB: store_object $2727 position_to $2733 $2734 $2735

:CRANE2_523
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_533
00D6: if  0
03CA:   object $2730 exists
004D: jump_if_false CRANE2_533
01BB: store_object $2727 position_to $73 $74 $75
0176: $72 = object $2727 z_angle
01BC: put_object $2730 at $73 $74 $75
0177: set_object $2730 z_angle_to $72

:CRANE2_533
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_550
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_543
0400: create_coordinate $73 $74 $75 from_object $2727 offset  0.0  0.0  0.0
0177: set_object $2728 z_angle_to $2736
0815: $2728 $73 $74 $75 
0173: set_actor $PLAYER_ACTOR z_angle_to $2736

:CRANE2_543
00D6: if  0
03CA:   object $2731 exists
004D: jump_if_false CRANE2_550
01BB: store_object $2728 position_to $73 $74 $75
0176: $72 = object $2728 z_angle
01BC: put_object $2731 at $73 $74 $75
0177: set_object $2731 z_angle_to $72

:CRANE2_550
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false CRANE2_568
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_560
0400: create_coordinate $73 $74 $75 from_object $2728 offset  0.0 -2.185  8.51
0176: $2737 = object $2728 z_angle
0815: $2729 $73 $74 $75 
0453: object $2729 set_rotation $2738  0.0 $2737

:CRANE2_560
00D6: if  0
03CA:   object $2732 exists
004D: jump_if_false CRANE2_568
01BB: store_object $2729 position_to $73 $74 $75
0176: $72 = object $2729 z_angle
01BC: put_object $2732 at $73 $74 $75
0177: set_object $2732 z_angle_to $72
0453: object $2732 set_rotation $2738  0.0 $2737

:CRANE2_568
00D6: if  21
0039:   @0 ==  4  ;; integer values
0038:   $1915 ==  1  ;; integer values
004D: jump_if_false CRANE2_598
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE2_598
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_580
097B: $2728  1022 

:CRANE2_580
03E6: remove_text_box
079F: (unknown)
09BD:  0 
0400: create_coordinate $73 $74 $75 from_object $2727 offset  2.0 -4.0  0.0
02CE: $75 = ground_z $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0465: remove_actor $PLAYER_ACTOR from_turret_mode
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0337: unknown_actor $PLAYER_ACTOR flag  1
0619: $PLAYER_ACTOR  1 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0792: $PLAYER_ACTOR 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0004: $1910 =  0  ;; integer values
0004: $1915 =  0  ;; integer values
0006: @0 =  0  ;; integer values

:CRANE2_598
0002: jump CRANE2_603

:CRANE2_599
00D6: if  0
8039:   NOT   @0 ==  0  ;; integer values
004D: jump_if_false CRANE2_603
0006: @0 =  0  ;; integer values

:CRANE2_603
0002: jump CRANE2_605

:CRANE2_604
004E: end_thread

:CRANE2_605
0002: jump CRANE2_608

:CRANE2_606
0006: @0 =  0  ;; integer values
004E: end_thread

:CRANE2_608
0002: jump CRANE2_15

:CRANE2_609
00D6: if  0
00E1:   key_pressed  0  13
004D: jump_if_false CRANE2_623
00D6: if  0
0039:   @29 ==  0  ;; integer values
004D: jump_if_false CRANE2_622
000A: @27 +=  1  ;; integer values
00D6: if  0
0019:   @27 >  2  ;; integer values
004D: jump_if_false CRANE2_620
0006: @27 =  0  ;; integer values

:CRANE2_620
008A: $1919 = @27  ;; integer values and handles
000A: @29 +=  1  ;; integer values

:CRANE2_622
0002: jump CRANE2_627

:CRANE2_623
00D6: if  0
8039:   NOT   @29 ==  0  ;; integer values
004D: jump_if_false CRANE2_627
0006: @29 =  0  ;; integer values

:CRANE2_627
00D6: if  0
0038:   $1910 ==  2  ;; integer values
004D: jump_if_false CRANE2_635
00D6: if  0
0038:   $1911 ==  1  ;; integer values
004D: jump_if_false CRANE2_635
008B: @27 = $1919  ;; integer values and handles
0004: $1911 =  0  ;; integer values

:CRANE2_635
00D6: if  0
803C:   NOT   $1919 == @27  ;; integer values 
004D: jump_if_false CRANE2_639
008A: $1919 = @27  ;; integer values and handles

:CRANE2_639
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false CRANE2_647
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_646
0400: create_coordinate $10497 $10498 $10499 from_object $2728 offset  6.1  15.0  5.1

:CRANE2_646
0002: jump CRANE2_659

:CRANE2_647
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false CRANE2_655
00D6: if  0
03CA:   object $2727 exists
004D: jump_if_false CRANE2_654
0400: create_coordinate $10497 $10498 $10499 from_object $2727 offset -4.0  17.3  35.0

:CRANE2_654
0002: jump CRANE2_659

:CRANE2_655
00D6: if  0
03CA:   object $2728 exists
004D: jump_if_false CRANE2_659
0400: create_coordinate $10497 $10498 $10499 from_object $2728 offset  3.0  45.0  0.0

:CRANE2_659
00D6: if  0
03CA:   object $2729 exists
004D: jump_if_false CRANE2_728
0400: create_coordinate $10500 $10501 $10502 from_object $2729 offset  0.0 $10509 -3.0
0796: $2729 @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: $73 = $10500  ;; floating-point values only
0061: $73 -= $2733  ;; floating-point values
0086: $74 = $10501  ;; floating-point values only
0061: $74 -= $2734  ;; floating-point values
0509: @4 = distance between point $10500 $10501 and point $2733 $2734
0075: $73 /= @4  ;; floating-point values 
0075: $74 /= @4  ;; floating-point values 
0069: $73 *= $10509  ;; floating-point values
0069: $74 *= $10509  ;; floating-point values
0086: $10500 = $2733  ;; floating-point values only
0059: $10500 += $73  ;; floating-point values
0086: $10501 = $2734  ;; floating-point values only
0059: $10501 += $74  ;; floating-point values
050A: @4 = distance_between $10500 $10501 $10502 and $10503 $10504 $10505 
00D6: if  0
0021:   @4 >  .3  ;; floating-point values
004D: jump_if_false CRANE2_697
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 *=  .05  ;; floating-point values
0011: $10507 *=  .05  ;; floating-point values
0011: $10508 *=  .05  ;; floating-point values
0059: $10503 += $10506  ;; floating-point values
0059: $10504 += $10507  ;; floating-point values
0059: $10505 += $10508  ;; floating-point values

:CRANE2_697
068D: $73 $74 $75 
00D6: if  0
0038:   $1912 ==  0  ;; integer values
004D: jump_if_false CRANE2_716
0089: @12 = $10497  ;; floating-point values only
0065: @12 -= $73  ;; floating-point values 
0089: @13 = $10498  ;; floating-point values only
0065: @13 -= $74  ;; floating-point values 
0089: @14 = $10499  ;; floating-point values only
0065: @14 -= $75  ;; floating-point values 
0013: @12 *=  .2  ;; floating-point values 
0013: @13 *=  .2  ;; floating-point values 
0013: @14 *=  .2  ;; floating-point values 
0086: $10497 = $73  ;; floating-point values only
005F: $10497 += @12  ;; floating-point values 
0086: $10498 = $74  ;; floating-point values only
005F: $10498 += @13  ;; floating-point values 
0086: $10499 = $75  ;; floating-point values only
005F: $10499 += @14  ;; floating-point values 

:CRANE2_716
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_728
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CRANE3

03A4: name_thread 'CRANE3'
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false CRANE3_10
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_10
0004: $10492 =  0  ;; integer values

:CRANE3_11
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_215
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE3_214
00D6: if  0
0038:   $10493 ==  0  ;; integer values
004D: jump_if_false CRANE3_214
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  100.0  100.0 unknown  0
004D: jump_if_false CRANE3_212
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false CRANE3_29
0400: create_coordinate @5 @6 @7 from_object @0 offset  3.0899  2.9792  .0081
000A: @3 +=  1  ;; integer values

:CRANE3_29
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false CRANE3_53
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot @5 @6 @7 radius  1.2  1.2  1.5
004D: jump_if_false CRANE3_48
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false CRANE3_47
00D6: if  0
0038:   $10492 ==  0  ;; integer values
004D: jump_if_false CRANE3_43
0512: permanent_text_box 'CR_2'
0004: $10492 =  1  ;; integer values

:CRANE3_43
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CRANE3_47
000A: @3 +=  1  ;; integer values

:CRANE3_47
0002: jump CRANE3_53

:CRANE3_48
00D6: if  0
8038:   NOT   $10492 ==  0  ;; integer values
004D: jump_if_false CRANE3_53
03E6: remove_text_box
0004: $10492 =  0  ;; integer values

:CRANE3_53
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false CRANE3_97
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_60
097B: @0  1019 

:CRANE3_60
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
016A: fade  0 ()  500 ms

:CRANE3_63
00D6: if  0
016B:   fading
004D: jump_if_false CRANE3_68
0001: wait  0 ms
0002: jump CRANE3_63

:CRANE3_68
07F9: (unknown)
0A44:  1 
0176: @4 = object @1 z_angle
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_77
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE3_77

:CRANE3_77
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE3_87
04D7: lock_actor $PLAYER_ACTOR in_current_position  1
00A1: put_actor $PLAYER_ACTOR at  713.5652  906.2935 -18.0674
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  0 
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1
0006: @15 =  0  ;; integer values

:CRANE3_87
0512: permanent_text_box 'QUAR_1'
0050: gosub CRANE3_218
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
016A: fade  1 (back)  500 ms

:CRANE3_91
00D6: if  0
016B:   fading
004D: jump_if_false CRANE3_96
0001: wait  0 ms
0002: jump CRANE3_91

:CRANE3_96
000A: @3 +=  1  ;; integer values

:CRANE3_97
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false CRANE3_189
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE3_189
0050: gosub CRANE3_218
00D6: if  0
00E1:   key_pressed  0  0
004D: jump_if_false CRANE3_120
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @8 = integer_to_float $17  
0017: @8 /=  500.0  ;; floating-point values 
0081: @4 -= unknown_inaccurate_float_timer @8  ;; floating-point 
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false CRANE3_119
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_119
097B: @0  1020 
0006: @15 =  1  ;; integer values

:CRANE3_119
0002: jump CRANE3_128

:CRANE3_120
00D6: if  0
8039:   NOT   @15 ==  0  ;; integer values
004D: jump_if_false CRANE3_128
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_128
097B: @0  1021 
0006: @15 =  0  ;; integer values

:CRANE3_128
00D6: if  0
00E1:   key_pressed  0  1
004D: jump_if_false CRANE3_163
0494: get_joystick_data  0 $17 $18 $19 $20
008F: @8 = integer_to_float $18  
0017: @8 /=  1000.0  ;; floating-point values 
0013: @8 *=  1.5  ;; floating-point values 
0083: $2739 -= unknown_inaccurate_float_timer @8  ;; floating-point 

:CRANE3_136
00D6: if  0
0022:    0.0 > $2739  ;; floating-point values
004D: jump_if_false CRANE3_141
0009: $2739 +=  360.0  ;; floating-point values
0002: jump CRANE3_136

:CRANE3_141
00D6: if  0
0020:   $2739 >  360.0  ;; floating-point values
004D: jump_if_false CRANE3_146
0009: $2739 += -360.0  ;; floating-point values
0002: jump CRANE3_141

:CRANE3_146
00D6: if  0
0020:   $2739 >  70.0  ;; floating-point values
004D: jump_if_false CRANE3_150
0005: $2739 =  70.0  ;; floating-point values

:CRANE3_150
00D6: if  0
0022:    10.0 > $2739  ;; floating-point values
004D: jump_if_false CRANE3_154
0005: $2739 =  10.0  ;; floating-point values

:CRANE3_154
00D6: if  0
8039:   NOT   @16 ==  1  ;; integer values
004D: jump_if_false CRANE3_162
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_162
097B: @2  1020 
0006: @16 =  1  ;; integer values

:CRANE3_162
0002: jump CRANE3_171

:CRANE3_163
00D6: if  0
8039:   NOT   @16 ==  0  ;; integer values
004D: jump_if_false CRANE3_171
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_171
097B: @2  1021 
0006: @16 =  0  ;; integer values

:CRANE3_171
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE3_176
0177: set_object @1 z_angle_to @4
0173: set_actor $PLAYER_ACTOR z_angle_to @4

:CRANE3_176
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false CRANE3_185
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE3_185
0400: create_coordinate $73 $74 $75 from_object @1 offset  0.0  0.0  1.0206
0815: @2 $73 $74 $75 
0453: object @2 set_rotation  0.0 $2739 @4

:CRANE3_185
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false CRANE3_189
000A: @3 +=  1  ;; integer values

:CRANE3_189
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false CRANE3_211
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false CRANE3_211
03E6: remove_text_box
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false CRANE3_200
097B: @0  1022 

:CRANE3_200
079F: (unknown)
09BD:  0 
04D7: lock_actor $PLAYER_ACTOR in_current_position  0
0337: unknown_actor $PLAYER_ACTOR flag  1
0619: $PLAYER_ACTOR  1 
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
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_211
0002: jump CRANE3_214

:CRANE3_212
0006: @3 =  0  ;; integer values
004E: end_thread

:CRANE3_214
0002: jump CRANE3_217

:CRANE3_215
0006: @3 =  0  ;; integer values
004E: end_thread

:CRANE3_217
0002: jump CRANE3_11

:CRANE3_218
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false CRANE3_222
0400: create_coordinate @9 @10 @11 from_object @1 offset -9.0 -6.8  6.0

:CRANE3_222
00D6: if  0
03CA:   object @2 exists
004D: jump_if_false CRANE3_234
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0  0.0  59.0
0796: @2 @8 
000B: @8 += -1.0  ;; floating-point values
0013: @8 *= -1.0  ;; floating-point values 
0013: @8 *=  72.0  ;; floating-point values 
0067: $75 -= @8  ;; floating-point values
0089: @12 = $73  ;; floating-point values only
0089: @13 = $74  ;; floating-point values only
0089: @14 = $75  ;; floating-point values only

:CRANE3_234
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START CUSTOMER_PANIC

03A4: name_thread 'FFPNC'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false FFPNC_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:FFPNC_7
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false FFPNC_11
060B: unknown_actor_use_entity @0 $1256 

:FFPNC_11
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false FFPNC_45
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false FFPNC_22
0050: gosub FFPNC_47

:FFPNC_22
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false FFPNC_43
0085: @2 = @1  ;; integer values and handles
0016: @2 /=  2  ;; integer values 
0012: @2 *=  2  ;; integer values 
00D6: if  0
001D:   @1 > @2  ;; integer values  
004D: jump_if_false FFPNC_37
062E: @0  1477 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false FFPNC_36
05C5: unknown_action_sequence @0 -2 

:FFPNC_36
0002: jump FFPNC_42

:FFPNC_37
062E: @0  1476 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false FFPNC_42
05C4: unknown_action_sequence @0 -2 

:FFPNC_42
0002: jump FFPNC_44

:FFPNC_43
0050: gosub FFPNC_47

:FFPNC_44
0002: jump FFPNC_46

:FFPNC_45
0050: gosub FFPNC_47

:FFPNC_46
0002: jump FFPNC_11

:FFPNC_47
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START DANCE

03A4: name_thread 'DANCE'
08BA: $5295  31 
09BD:  1 
03F0: text_draw_toggle  1
09EE:  1 
00D6: if  0
0019:   @13 >  0  ;; integer values
004D: jump_if_false DANCE_10
009A: @5 = create_actor  5  0 at  0.0  0.0  0.0

:DANCE_10
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_22
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DANCE_56
00D6: if  0
0019:   @6 >  0  ;; integer values
004D: jump_if_false DANCE_54
00D6: if  0
0038:   $5298 ==  1  ;; integer values
004D: jump_if_false DANCE_37
00D6: if  0
8039:   NOT   @6 ==  2  ;; integer values
004D: jump_if_false DANCE_37
0006: @6 =  2  ;; integer values
0006: @7 =  0  ;; integer values

:DANCE_37
00D6: if  0
0039:   @5 == -1  ;; integer values
004D: jump_if_false DANCE_46
00D6: if  0
8039:   NOT   @22 ==  5  ;; integer values
004D: jump_if_false DANCE_44
0050: gosub DANCE_1110

:DANCE_44
0050: gosub DANCE_58
0002: jump DANCE_53

:DANCE_46
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false DANCE_52
0050: gosub DANCE_1110
0050: gosub DANCE_58
0002: jump DANCE_53

:DANCE_52
0050: gosub DANCE_1905

:DANCE_53
0002: jump DANCE_55

:DANCE_54
0050: gosub DANCE_58

:DANCE_55
0002: jump DANCE_57

:DANCE_56
0050: gosub DANCE_1905

:DANCE_57
0002: jump DANCE_22

:DANCE_58
0871: init_jump_table @6 total_jumps  4  0 DANCE_67 jumps  0 DANCE_59  1 DANCE_61  2 DANCE_63  3 DANCE_65 -1 DANCE_67 -1 DANCE_67 -1 DANCE_67 

:DANCE_59
0050: gosub DANCE_68
0002: jump DANCE_67

:DANCE_61
0050: gosub DANCE_140
0002: jump DANCE_67

:DANCE_63
0050: gosub DANCE_284
0002: jump DANCE_67

:DANCE_65
0050: gosub DANCE_324
0002: jump DANCE_67

:DANCE_67
0051: return

:DANCE_68
0871: init_jump_table @7 total_jumps  4  0 DANCE_139 jumps  0 DANCE_69  1 DANCE_83  2 DANCE_106  3 DANCE_120 -1 DANCE_139 -1 DANCE_139 -1 DANCE_139 

:DANCE_69
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
06AB: $PLAYER_ACTOR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0826:  0 
0581: toggle_radar  0 (off)
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false DANCE_80
0253: save_current_time

:DANCE_80
016A: fade  0 ()  500 ms
000A: @7 +=  1  ;; integer values
0002: jump DANCE_139

:DANCE_83
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DANCE_105
0050: gosub DANCE_370
04ED: load_animation v$5307
00D6: if  0
84EE:   NOT   animation v$5307 loaded
004D: jump_if_false DANCE_92
0002: jump DANCE_139

:DANCE_92
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false DANCE_96
00C0: set_current_time  0  0

:DANCE_96
0792: $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_811
0050: gosub DANCE_739
0006: @17 =  0  ;; integer values
0952: @4 
000A: @7 +=  1  ;; integer values

:DANCE_105
0002: jump DANCE_139

:DANCE_106
0953: @13 
00D6: if  0
04A4: @13  2 
004D: jump_if_false DANCE_119
0954: (unknown)
0812: unknown_action_sequence $PLAYER_ACTOR "DANCE_LOOP" v$5307  99.0  1  0  0  1  1215752191 
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false DANCE_116
0812: unknown_action_sequence @5 "DANCE_LOOP" v$5307  99.0  1  0  0  1  1215752191 

:DANCE_116
016A: fade  1 (back)  500 ms
0006: @33 =  0  ;; integer values
000A: @7 +=  1  ;; integer values

:DANCE_119
0002: jump DANCE_139

:DANCE_120
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DANCE_138
00D6: if  0
0039:   @5 == -1  ;; integer values
004D: jump_if_false DANCE_134
00D6: if  0
0029:   @33 >=  10000  ;; integer values
004D: jump_if_false DANCE_133
004F: create_thread BDISPLY_1 
03C4: set_status_text_to $5296  0 (number) 'DNC_001'
0006: @6 =  1  ;; integer values
0006: @7 =  1  ;; integer values

:DANCE_133
0002: jump DANCE_138

:DANCE_134
004F: create_thread BDISPLY_1 
03C4: set_status_text_to $5296  0 (number) 'DNC_001'
0006: @6 =  1  ;; integer values
0006: @7 =  1  ;; integer values

:DANCE_138
0002: jump DANCE_139

:DANCE_139
0051: return

:DANCE_140
0871: init_jump_table @7 total_jumps  1  0 DANCE_283 jumps  1 DANCE_141 -1 DANCE_283 -1 DANCE_283 -1 DANCE_283 -1 DANCE_283 -1 DANCE_283 -1 DANCE_283 

:DANCE_141
0050: gosub DANCE_716
0050: gosub DANCE_938
0050: gosub DANCE_721
0050: gosub DANCE_688
0050: gosub DANCE_383
00D6: if  0
0039:   @6 ==  3  ;; integer values
004D: jump_if_false DANCE_150
0002: jump DANCE_283

:DANCE_150
0050: gosub DANCE_490
0050: gosub DANCE_667
0050: gosub DANCE_739
0050: gosub DANCE_1040
0050: gosub DANCE_1127
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false DANCE_176
00D6: if  0
001A:    99999999 > $5296  ;; integer values
004D: jump_if_false DANCE_169
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false DANCE_168
0006: @30 =  10  ;; integer values
0012: @30 *=  2  ;; integer values 
005E: $5296 += @30  ;; integer values 
0002: jump DANCE_169

:DANCE_168
0008: $5296 +=  10  ;; integer values

:DANCE_169
000A: @26 +=  1  ;; integer values
0050: gosub DANCE_948
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false DANCE_175
0050: gosub DANCE_563

:DANCE_175
0002: jump DANCE_283

:DANCE_176
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false DANCE_197
00D6: if  0
001A:    99999999 > $5296  ;; integer values
004D: jump_if_false DANCE_190
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false DANCE_189
0006: @30 =  50  ;; integer values
0012: @30 *=  2  ;; integer values 
005E: $5296 += @30  ;; integer values 
0002: jump DANCE_190

:DANCE_189
0008: $5296 +=  50  ;; integer values

:DANCE_190
000A: @28 +=  1  ;; integer values
0050: gosub DANCE_948
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false DANCE_196
0050: gosub DANCE_563

:DANCE_196
0002: jump DANCE_283

:DANCE_197
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false DANCE_218
00D6: if  0
001A:    99999999 > $5296  ;; integer values
004D: jump_if_false DANCE_211
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false DANCE_210
0006: @30 =  20  ;; integer values
0012: @30 *=  2  ;; integer values 
005E: $5296 += @30  ;; integer values 
0002: jump DANCE_211

:DANCE_210
0008: $5296 +=  20  ;; integer values

:DANCE_211
000A: @26 +=  1  ;; integer values
0050: gosub DANCE_948
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false DANCE_217
0050: gosub DANCE_563

:DANCE_217
0002: jump DANCE_283

:DANCE_218
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false DANCE_234
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false DANCE_226
000C: $5296 -=  0  ;; integer values
0002: jump DANCE_227

:DANCE_226
0004: $5296 =  0  ;; integer values

:DANCE_227
000A: @27 +=  1  ;; integer values
0050: gosub DANCE_948
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false DANCE_233
0050: gosub DANCE_615

:DANCE_233
0002: jump DANCE_283

:DANCE_234
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false DANCE_250
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false DANCE_242
000C: $5296 -=  0  ;; integer values
0002: jump DANCE_243

:DANCE_242
0004: $5296 =  0  ;; integer values

:DANCE_243
000A: @27 +=  1  ;; integer values
0050: gosub DANCE_948
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false DANCE_249
0050: gosub DANCE_615

:DANCE_249
0002: jump DANCE_283

:DANCE_250
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false DANCE_266
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false DANCE_258
000C: $5296 -=  0  ;; integer values
0002: jump DANCE_259

:DANCE_258
0004: $5296 =  0  ;; integer values

:DANCE_259
000A: @27 +=  1  ;; integer values
0050: gosub DANCE_948
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false DANCE_265
0050: gosub DANCE_615

:DANCE_265
0002: jump DANCE_283

:DANCE_266
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false DANCE_282
00D6: if  0
0018:   $5296 >  0  ;; integer values
004D: jump_if_false DANCE_274
000C: $5296 -=  0  ;; integer values
0002: jump DANCE_275

:DANCE_274
0004: $5296 =  0  ;; integer values

:DANCE_275
000A: @27 +=  1  ;; integer values
0050: gosub DANCE_948
00D6: if  0
8039:   NOT   @31 == -1  ;; integer values
004D: jump_if_false DANCE_281
0050: gosub DANCE_615

:DANCE_281
0002: jump DANCE_283

:DANCE_282
0002: jump DANCE_283

:DANCE_283
0051: return

:DANCE_284
0871: init_jump_table @7 total_jumps  4  0 DANCE_323 jumps  0 DANCE_285  1 DANCE_288  2 DANCE_298  3 DANCE_321 -1 DANCE_323 -1 DANCE_323 -1 DANCE_323 

:DANCE_285
016A: fade  0 ()  500 ms
000A: @7 +=  1  ;; integer values
0002: jump DANCE_323

:DANCE_288
00D6: if  0
816B:   NOT   fading
004D: jump_if_false DANCE_297
0953: @13 
00D6: if  0
04A4: @13  3 
004D: jump_if_false DANCE_296
0955: (unknown)

:DANCE_296
000A: @7 +=  1  ;; integer values

:DANCE_297
0002: jump DANCE_323

:DANCE_298
0151: remove_status_text $5296
06AB: $PLAYER_ACTOR  0 
03F4:  1 (set) cars_can_be_damaged
0826:  1 
0581: toggle_radar  1 (on)
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 (false)
0792: $PLAYER_ACTOR 
0812: unknown_action_sequence $PLAYER_ACTOR "DANCE_LOOP" v$5307  16.0  0  0  0  0  0 
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false DANCE_314
0792: @5 
0812: unknown_action_sequence @5 "DANCE_LOOP" v$5307  16.0  0  0  0  0  0 

:DANCE_314
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false DANCE_318
0254: restore_current_time

:DANCE_318
016A: fade  1 (back)  1500 ms
000A: @7 +=  1  ;; integer values
0002: jump DANCE_323

:DANCE_321
0050: gosub DANCE_1905
0002: jump DANCE_323

:DANCE_323
0051: return

:DANCE_324
0871: init_jump_table @7 total_jumps  2  0 DANCE_369 jumps  0 DANCE_325  1 DANCE_339 -1 DANCE_369 -1 DANCE_369 -1 DANCE_369 -1 DANCE_369 -1 DANCE_369 

:DANCE_325
0991:  1 
00D6: if  0
0611: $PLAYER_ACTOR v$5299 
004D: jump_if_false DANCE_330
0612: $PLAYER_ACTOR v$5299  0 

:DANCE_330
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false DANCE_337
00D6: if  0
0611: @5 v$5303 
004D: jump_if_false DANCE_337
0612: @5 v$5303  0 

:DANCE_337
000A: @7 +=  1  ;; integer values
0002: jump DANCE_369

:DANCE_339
0050: gosub DANCE_383
00D6: if  0
0039:   @18 ==  100  ;; integer values
004D: jump_if_false DANCE_347
0004: $5296 =  0  ;; integer values
0006: @6 =  2  ;; integer values
0006: @7 =  0  ;; integer values
0002: jump DANCE_369

:DANCE_347
00D6: if  0
0039:   @18 ==  99  ;; integer values
004D: jump_if_false DANCE_368
00D6: if  0
0019:   @6 >  0  ;; integer values
004D: jump_if_false DANCE_368
0991:  0 
00D6: if  0
0611: $PLAYER_ACTOR v$5299 
004D: jump_if_false DANCE_358
0612: $PLAYER_ACTOR v$5299  1 

:DANCE_358
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false DANCE_365
00D6: if  0
0611: @5 v$5303 
004D: jump_if_false DANCE_365
0612: @5 v$5303  1 

:DANCE_365
0006: @6 =  1  ;; integer values
0006: @7 =  1  ;; integer values
0002: jump DANCE_369

:DANCE_368
0002: jump DANCE_369

:DANCE_369
0051: return

:DANCE_370
0871: init_jump_table @4 total_jumps  4  1 DANCE_379 jumps  1 DANCE_371  2 DANCE_373  3 DANCE_375  4 DANCE_377 -1 DANCE_382 -1 DANCE_382 -1 DANCE_382 

:DANCE_371
06D1: v$5307 = "GFUNK"  ;; 16-byte strings
0002: jump DANCE_382

:DANCE_373
06D1: v$5307 = "GFUNK"  ;; 16-byte strings
0002: jump DANCE_382

:DANCE_375
06D1: v$5307 = "RUNNINGMAN"  ;; 16-byte strings
0002: jump DANCE_382

:DANCE_377
06D1: v$5307 = "WOP"  ;; 16-byte strings
0002: jump DANCE_382

:DANCE_379
06D1: v$5307 = "WOP"  ;; 16-byte strings
0006: @4 =  4  ;; integer values
0002: jump DANCE_382

:DANCE_382
0051: return

:DANCE_383
0050: gosub DANCE_1950
0871: init_jump_table @23 total_jumps  7  0 DANCE_489 jumps  1 DANCE_444  2 DANCE_437  3 DANCE_430  4 DANCE_423  5 DANCE_385  99 DANCE_451  100 DANCE_482 

:DANCE_385
00D6: if  0
0038:   $9534 ==  10  ;; integer values
004D: jump_if_false DANCE_391
0006: @18 =  4  ;; integer values
0006: @23 =  4  ;; integer values
0002: jump DANCE_489

:DANCE_391
00D6: if  0
0038:   $9534 ==  13  ;; integer values
004D: jump_if_false DANCE_397
0006: @18 =  3  ;; integer values
0006: @23 =  3  ;; integer values
0002: jump DANCE_489

:DANCE_397
00D6: if  0
0038:   $9534 ==  9  ;; integer values
004D: jump_if_false DANCE_403
0006: @18 =  2  ;; integer values
0006: @23 =  2  ;; integer values
0002: jump DANCE_489

:DANCE_403
00D6: if  0
0038:   $9534 ==  14  ;; integer values
004D: jump_if_false DANCE_409
0006: @18 =  1  ;; integer values
0006: @23 =  1  ;; integer values
0002: jump DANCE_489

:DANCE_409
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false DANCE_416
0006: @18 =  99  ;; integer values
0006: @23 =  99  ;; integer values
0006: @33 =  0  ;; integer values
0002: jump DANCE_489

:DANCE_416
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false DANCE_422
0006: @18 =  100  ;; integer values
0006: @23 =  100  ;; integer values
0002: jump DANCE_489

:DANCE_422
0002: jump DANCE_489

:DANCE_423
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false DANCE_429
0006: @23 =  5  ;; integer values
0002: jump DANCE_489

:DANCE_429
0002: jump DANCE_489

:DANCE_430
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false DANCE_436
0006: @23 =  5  ;; integer values
0002: jump DANCE_489

:DANCE_436
0002: jump DANCE_489

:DANCE_437
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false DANCE_443
0006: @23 =  5  ;; integer values
0002: jump DANCE_489

:DANCE_443
0002: jump DANCE_489

:DANCE_444
0006: @18 =  5  ;; integer values
00D6: if  0
0038:   $9534 ==  0  ;; integer values
004D: jump_if_false DANCE_450
0006: @23 =  5  ;; integer values
0002: jump DANCE_489

:DANCE_450
0002: jump DANCE_489

:DANCE_451
0006: @18 =  5  ;; integer values
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false DANCE_458
0006: @23 =  5  ;; integer values
0002: jump DANCE_489
0002: jump DANCE_481

:DANCE_458
00D6: if  0
0039:   @5 == -1  ;; integer values
004D: jump_if_false DANCE_473
00D6: if  0
8039:   NOT   @22 ==  5  ;; integer values
004D: jump_if_false DANCE_472
00D6: if  1
8039:   NOT   @6 ==  3  ;; integer values
0029:   @33 >=  800  ;; integer values
004D: jump_if_false DANCE_472
03E6: remove_text_box
0006: @6 =  3  ;; integer values
0006: @7 =  0  ;; integer values
0051: return

:DANCE_472
0002: jump DANCE_481

:DANCE_473
00D6: if  1
8039:   NOT   @6 ==  3  ;; integer values
0029:   @33 >=  800  ;; integer values
004D: jump_if_false DANCE_481
03E6: remove_text_box
0006: @6 =  3  ;; integer values
0006: @7 =  0  ;; integer values
0051: return

:DANCE_481
0002: jump DANCE_489

:DANCE_482
0006: @18 =  5  ;; integer values
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false DANCE_488
0006: @23 =  5  ;; integer values
0002: jump DANCE_489

:DANCE_488
0002: jump DANCE_489

:DANCE_489
0051: return

:DANCE_490
07B1:  0 @14 @13 @15 
00D6: if  0
0019:   @14 >  3000  ;; integer values
004D: jump_if_false DANCE_496
0006: @22 =  5  ;; integer values
0002: jump DANCE_562

:DANCE_496
00D6: if  0
001D:   @15 > @16  ;; integer values  
004D: jump_if_false DANCE_547
00D6: if  0
0039:   @18 ==  5  ;; integer values
004D: jump_if_false DANCE_509
00D6: if  0
001B:   -110 > @14  ;; integer values
004D: jump_if_false DANCE_508
0006: @22 =  0  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return

:DANCE_508
0002: jump DANCE_546

:DANCE_509
0004: $1043 =  1  ;; integer values
00D6: if  0
003B:   @18 == @13  ;; integer values 
004D: jump_if_false DANCE_543
00D6: if  1
002B:    35 >= @14  ;; integer values 
0029:   @14 >= -35  ;; integer values
004D: jump_if_false DANCE_522
0006: @22 =  1  ;; integer values
0004: $1043 =  3  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return
0002: jump DANCE_542

:DANCE_522
00D6: if  1
002B:    60 >= @14  ;; integer values 
0029:   @14 >= -60  ;; integer values
004D: jump_if_false DANCE_531
0006: @22 =  2  ;; integer values
0004: $1043 =  2  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return
0002: jump DANCE_542

:DANCE_531
00D6: if  1
002B:    110 >= @14  ;; integer values 
0029:   @14 >= -110  ;; integer values
004D: jump_if_false DANCE_539
0006: @22 =  3  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return
0002: jump DANCE_542

:DANCE_539
0006: @22 =  11  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return

:DANCE_542
0002: jump DANCE_546

:DANCE_543
0006: @22 =  10  ;; integer values
0085: @16 = @15  ;; integer values and handles
0051: return

:DANCE_546
0002: jump DANCE_562

:DANCE_547
00D6: if  22
0039:   @22 ==  1  ;; integer values
0039:   @22 ==  2  ;; integer values
0039:   @22 ==  3  ;; integer values
004D: jump_if_false DANCE_554
0006: @22 =  8  ;; integer values
0051: return

:DANCE_554
00D6: if  23
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_562
0006: @22 =  9  ;; integer values
0051: return

:DANCE_562
0051: return

:DANCE_563
0871: init_jump_table @17 total_jumps  15  1 DANCE_565 jumps  2 DANCE_568  3 DANCE_571  4 DANCE_574  5 DANCE_577  6 DANCE_580  7 DANCE_583  8 DANCE_586 
0872: jump_table_jumps  9 DANCE_589  10 DANCE_592  11 DANCE_595  12 DANCE_598  13 DANCE_601  14 DANCE_604  15 DANCE_607  16 DANCE_610 -1 DANCE_613 

:DANCE_565
06D1: v$5299 = "DANCE_G1"  ;; 16-byte strings
0006: @17 =  2  ;; integer values
0002: jump DANCE_613

:DANCE_568
06D1: v$5299 = "DANCE_G2"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_571
06D1: v$5299 = "DANCE_G3"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_574
06D1: v$5299 = "DANCE_G4"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_577
06D1: v$5299 = "DANCE_G5"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_580
06D1: v$5299 = "DANCE_G6"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_583
06D1: v$5299 = "DANCE_G7"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_586
06D1: v$5299 = "DANCE_G8"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_589
06D1: v$5299 = "DANCE_G9"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_592
06D1: v$5299 = "DANCE_G10"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_595
06D1: v$5299 = "DANCE_G11"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_598
06D1: v$5299 = "DANCE_G12"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_601
06D1: v$5299 = "DANCE_G13"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_604
06D1: v$5299 = "DANCE_G14"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_607
06D1: v$5299 = "DANCE_G15"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_610
06D1: v$5299 = "DANCE_G16"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_613

:DANCE_613
0812: unknown_action_sequence $PLAYER_ACTOR v$5299 v$5307  4.0  0  0  0  0  0 
0051: return

:DANCE_615
0871: init_jump_table @17 total_jumps  15  1 DANCE_617 jumps  2 DANCE_620  3 DANCE_623  4 DANCE_626  5 DANCE_629  6 DANCE_632  7 DANCE_635  8 DANCE_638 
0872: jump_table_jumps  9 DANCE_641  10 DANCE_644  11 DANCE_647  12 DANCE_650  13 DANCE_653  14 DANCE_656  15 DANCE_659  16 DANCE_662 -1 DANCE_665 

:DANCE_617
06D1: v$5299 = "DANCE_B1"  ;; 16-byte strings
0006: @17 =  2  ;; integer values
0002: jump DANCE_665

:DANCE_620
06D1: v$5299 = "DANCE_B2"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_623
06D1: v$5299 = "DANCE_B3"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_626
06D1: v$5299 = "DANCE_B4"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_629
06D1: v$5299 = "DANCE_B5"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_632
06D1: v$5299 = "DANCE_B6"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_635
06D1: v$5299 = "DANCE_B7"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_638
06D1: v$5299 = "DANCE_B8"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_641
06D1: v$5299 = "DANCE_B9"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_644
06D1: v$5299 = "DANCE_B10"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_647
06D1: v$5299 = "DANCE_B11"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_650
06D1: v$5299 = "DANCE_B12"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_653
06D1: v$5299 = "DANCE_B13"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_656
06D1: v$5299 = "DANCE_B14"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_659
06D1: v$5299 = "DANCE_B15"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_662
06D1: v$5299 = "DANCE_B16"  ;; 16-byte strings
000A: @17 +=  1  ;; integer values
0002: jump DANCE_665

:DANCE_665
0812: unknown_action_sequence $PLAYER_ACTOR v$5299 v$5307  4.0  0  0  0  0  0 
0051: return

:DANCE_667
00D6: if  0
0611: $PLAYER_ACTOR v$5299 
004D: jump_if_false DANCE_685
061A: $PLAYER_ACTOR v$5299 @12 
0613: $PLAYER_ACTOR v$5299 @11 
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  0
0031:   @11 >=  1.0  ;; floating-point values 
004D: jump_if_false DANCE_682
0006: @31 =  1  ;; integer values
0051: return
0002: jump DANCE_684

:DANCE_682
0006: @31 = -1  ;; integer values
0051: return

:DANCE_684
0002: jump DANCE_687

:DANCE_685
0006: @31 =  0  ;; integer values
0051: return

:DANCE_687
0051: return

:DANCE_688
00D6: if  0
0019:   @5 > -1  ;; integer values
004D: jump_if_false DANCE_715
00D6: if  0
0611: @5 v$5303 
004D: jump_if_false DANCE_706
061A: @5 v$5303 @12 
0613: @5 v$5303 @11 
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  0
0031:   @11 >=  1.0  ;; floating-point values 
004D: jump_if_false DANCE_705
0050: gosub DANCE_835
0051: return

:DANCE_705
0002: jump DANCE_715

:DANCE_706
07B1:  0 @14 @13 @15 
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false DANCE_715
00D6: if  0
002B:    25 >= @14  ;; integer values 
004D: jump_if_false DANCE_715
0050: gosub DANCE_835
0051: return

:DANCE_715
0051: return

:DANCE_716
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_721
0050: gosub DANCE_667
00D6: if  0
0039:   @31 ==  1  ;; integer values
004D: jump_if_false DANCE_738
00D6: if  23
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_735
0050: gosub DANCE_563
0006: @31 = -1  ;; integer values
0051: return
0002: jump DANCE_738

:DANCE_735
0050: gosub DANCE_615
0006: @31 = -1  ;; integer values
0051: return

:DANCE_738
0051: return

:DANCE_739
0871: init_jump_table @17 total_jumps  5  0 DANCE_810 jumps -1 DANCE_740  4 DANCE_754  8 DANCE_768  12 DANCE_782  16 DANCE_796 -1 DANCE_810 -1 DANCE_810 

:DANCE_740
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5315 >  0.0  ;; floating-point values
004D: jump_if_false DANCE_747
015F: set_camera_position $5315 $5320 $5325  0.0  0.0  0.0
0160: point_camera $5330 $5335 $5340  2
0002: jump DANCE_753

:DANCE_747
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset -2.3176  .9635  .5141
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -1.3381  .8235  .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_753
0002: jump DANCE_810

:DANCE_754
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5315(1) >  0.0  ;; floating-point values
004D: jump_if_false DANCE_761
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_767

:DANCE_761
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset  3.5814  .8987  .6651
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  2.6071  .853  .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_767
0002: jump DANCE_810

:DANCE_768
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5315(2) >  0.0  ;; floating-point values
004D: jump_if_false DANCE_775
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_781

:DANCE_775
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset  .3843  2.9502  1.8476
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset  .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_781
0002: jump DANCE_810

:DANCE_782
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5315(3) >  0.0  ;; floating-point values
004D: jump_if_false DANCE_789
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_795

:DANCE_789
04C4: create_coordinate @8 @9 @10 from_actor $PLAYER_ACTOR offset -2.2621  .1226  .6863
04C4: create_coordinate @0 @1 @2 from_actor $PLAYER_ACTOR offset -1.2706  .1649  .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_795
0002: jump DANCE_810

:DANCE_796
00D6: if  1
0039:   @5 == -1  ;; integer values
0020:   $5315(4) >  0.0  ;; floating-point values
004D: jump_if_false DANCE_803
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_809

:DANCE_803
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 -.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_809
0002: jump DANCE_810

:DANCE_810
0051: return

:DANCE_811
00D6: if  0
8039:   NOT   @5 == -1  ;; integer values
004D: jump_if_false DANCE_834
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  0
0118:   actor @5 dead
004D: jump_if_false DANCE_821
0050: gosub DANCE_890
0002: jump DANCE_827

:DANCE_821
00D6: if  0
06EE:   actor @5 in_group $PLAYER_GROUP 
004D: jump_if_false DANCE_825
06C9: @5 

:DANCE_825
0792: @5 
00A1: put_actor @5 at @8 @9 @10

:DANCE_827
00D6: if  1
8118:   NOT   actor @5 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DANCE_834
0172: @11 = actor $PLAYER_ACTOR z_angle
000B: @11 +=  180.0  ;; floating-point values
0173: set_actor @5 z_angle_to @11

:DANCE_834
0051: return

:DANCE_835
0871: init_jump_table @25 total_jumps  15  1 DANCE_837 jumps  2 DANCE_840  3 DANCE_843  4 DANCE_846  5 DANCE_849  6 DANCE_852  7 DANCE_855  8 DANCE_858 
0872: jump_table_jumps  9 DANCE_861  10 DANCE_864  11 DANCE_867  12 DANCE_870  13 DANCE_873  14 DANCE_876  15 DANCE_879  16 DANCE_882 -1 DANCE_885 

:DANCE_837
06D1: v$5303 = "DANCE_G1"  ;; 16-byte strings
0006: @25 =  2  ;; integer values
0002: jump DANCE_885

:DANCE_840
06D1: v$5303 = "DANCE_G2"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_843
06D1: v$5303 = "DANCE_G3"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_846
06D1: v$5303 = "DANCE_G4"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_849
06D1: v$5303 = "DANCE_G5"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_852
06D1: v$5303 = "DANCE_G6"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_855
06D1: v$5303 = "DANCE_G7"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_858
06D1: v$5303 = "DANCE_G8"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_861
06D1: v$5303 = "DANCE_G9"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_864
06D1: v$5303 = "DANCE_G10"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_867
06D1: v$5303 = "DANCE_G11"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_870
06D1: v$5303 = "DANCE_G12"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_873
06D1: v$5303 = "DANCE_G13"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_876
06D1: v$5303 = "DANCE_G14"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_879
06D1: v$5303 = "DANCE_G15"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_882
06D1: v$5303 = "DANCE_G16"  ;; 16-byte strings
000A: @25 +=  1  ;; integer values
0002: jump DANCE_885

:DANCE_885
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false DANCE_889
0812: unknown_action_sequence @5 v$5303 v$5307  4.0  0  0  0  0  0 

:DANCE_889
0051: return

:DANCE_890
0209: @13 = random_int  1  5
0871: init_jump_table @13 total_jumps  5  0 DANCE_937 jumps  1 DANCE_892  2 DANCE_901  3 DANCE_910  4 DANCE_919  5 DANCE_928 -1 DANCE_937 -1 DANCE_937 

:DANCE_892
00D6: if  0
8248:   NOT   model  12 available
004D: jump_if_false DANCE_898
0247: request_model  12
0001: wait  0 ms
0002: jump DANCE_892

:DANCE_898
009A: @5 = create_actor  5  12 at @8 @9 @10
0051: return
0002: jump DANCE_937

:DANCE_901
00D6: if  0
8248:   NOT   model  56 available
004D: jump_if_false DANCE_907
0247: request_model  56
0001: wait  0 ms
0002: jump DANCE_901

:DANCE_907
009A: @5 = create_actor  5  56 at @8 @9 @10
0051: return
0002: jump DANCE_937

:DANCE_910
00D6: if  0
8248:   NOT   model  93 available
004D: jump_if_false DANCE_916
0247: request_model  93
0001: wait  0 ms
0002: jump DANCE_910

:DANCE_916
009A: @5 = create_actor  5  93 at @8 @9 @10
0051: return
0002: jump DANCE_937

:DANCE_919
00D6: if  0
8248:   NOT   model  40 available
004D: jump_if_false DANCE_925
0247: request_model  40
0001: wait  0 ms
0002: jump DANCE_919

:DANCE_925
009A: @5 = create_actor  5  40 at @8 @9 @10
0051: return
0002: jump DANCE_937

:DANCE_928
00D6: if  0
8248:   NOT   model  91 available
004D: jump_if_false DANCE_934
0247: request_model  91
0001: wait  0 ms
0002: jump DANCE_928

:DANCE_934
009A: @5 = create_actor  5  91 at @8 @9 @10
0051: return
0002: jump DANCE_937

:DANCE_937
0051: return

:DANCE_938
00D6: if  0
8846:   NOT v$5299 
004D: jump_if_false DANCE_947
07B1:  0 @14 @13 @15 
00D6: if  0
0039:   @13 ==  33  ;; integer values
004D: jump_if_false DANCE_947
0006: @6 =  2  ;; integer values
0006: @7 =  0  ;; integer values

:DANCE_947
0051: return

:DANCE_948
0871: init_jump_table @24 total_jumps  2  1 DANCE_949 jumps  2 DANCE_979  3 DANCE_1009 -1 DANCE_1039 -1 DANCE_1039 -1 DANCE_1039 -1 DANCE_1039 -1 DANCE_1039 

:DANCE_949
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false DANCE_953
00BA: text_styled 'DNC_005'  1000 ms  5

:DANCE_953
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false DANCE_957
00BA: text_styled 'DNC_006'  1000 ms  5

:DANCE_957
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false DANCE_961
00BA: text_styled 'DNC_007'  1000 ms  5

:DANCE_961
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false DANCE_965
00BA: text_styled 'DNC_008'  1000 ms  5

:DANCE_965
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false DANCE_969
00BA: text_styled 'DNC_009'  1000 ms  5

:DANCE_969
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false DANCE_973
00BA: text_styled 'DNC_010'  1000 ms  5

:DANCE_973
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false DANCE_977
00BA: text_styled 'DNC_011'  1000 ms  5

:DANCE_977
0006: @24 =  2  ;; integer values
0002: jump DANCE_1039

:DANCE_979
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false DANCE_983
00BA: text_styled 'DNC_012'  1000 ms  5

:DANCE_983
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false DANCE_987
00BA: text_styled 'DNC_013'  1000 ms  5

:DANCE_987
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false DANCE_991
00BA: text_styled 'DNC_014'  1000 ms  5

:DANCE_991
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false DANCE_995
00BA: text_styled 'DNC_015'  1000 ms  5

:DANCE_995
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false DANCE_999
00BA: text_styled 'DNC_016'  1000 ms  5

:DANCE_999
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false DANCE_1003
00BA: text_styled 'DNC_017'  1000 ms  5

:DANCE_1003
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false DANCE_1007
00BA: text_styled 'DNC_018'  1000 ms  5

:DANCE_1007
000A: @24 +=  1  ;; integer values
0002: jump DANCE_1039

:DANCE_1009
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false DANCE_1013
00BA: text_styled 'DNC_019'  1000 ms  5

:DANCE_1013
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false DANCE_1017
00BA: text_styled 'DNC_020'  1000 ms  5

:DANCE_1017
00D6: if  0
0039:   @22 ==  3  ;; integer values
004D: jump_if_false DANCE_1021
00BA: text_styled 'DNC_021'  1000 ms  5

:DANCE_1021
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false DANCE_1025
00BA: text_styled 'DNC_022'  1000 ms  5

:DANCE_1025
00D6: if  0
0039:   @22 ==  4  ;; integer values
004D: jump_if_false DANCE_1029
00BA: text_styled 'DNC_023'  1000 ms  5

:DANCE_1029
00D6: if  0
0039:   @22 ==  10  ;; integer values
004D: jump_if_false DANCE_1033
00BA: text_styled 'DNC_024'  1000 ms  5

:DANCE_1033
00D6: if  0
0039:   @22 ==  11  ;; integer values
004D: jump_if_false DANCE_1037
00BA: text_styled 'DNC_025'  1000 ms  5

:DANCE_1037
000A: @24 +=  1  ;; integer values
0002: jump DANCE_1039

:DANCE_1039
0051: return

:DANCE_1040
0085: @13 = @26  ;; integer values and handles
005A: @13 += @27  ;; integer values 
005A: @13 += @28  ;; integer values 
00D6: if  0
0019:   @13 >  0  ;; integer values
004D: jump_if_false DANCE_1109
00D6: if  0
0029:   @13 >=  4  ;; integer values
004D: jump_if_false DANCE_1109
00D6: if  0
0039:   @28 ==  4  ;; integer values
004D: jump_if_false DANCE_1066
00D6: if  21
0039:   @29 ==  1  ;; integer values
0039:   @29 ==  2  ;; integer values
004D: jump_if_false DANCE_1061
0004: $9527 =  2  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_002'  50000 ms  7
0006: @29 =  2  ;; integer values
0002: jump DANCE_1065

:DANCE_1061
0004: $9527 =  2  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_004'  50000 ms  7
0006: @29 =  1  ;; integer values

:DANCE_1065
0002: jump DANCE_1106

:DANCE_1066
00D6: if  0
001D:   @26 > @27  ;; integer values  
004D: jump_if_false DANCE_1083
00D6: if  0
8039:   NOT   @29 ==  1  ;; integer values
004D: jump_if_false DANCE_1075
0004: $9527 =  4  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump DANCE_1080

:DANCE_1075
00D6: if  0
0029:   @32 >=  10000  ;; integer values
004D: jump_if_false DANCE_1080
0004: $9527 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:DANCE_1080
00BA: text_styled 'DNC_004'  50000 ms  7
0006: @29 =  1  ;; integer values
0002: jump DANCE_1106

:DANCE_1083
00D6: if  0
0039:   @29 ==  2  ;; integer values
004D: jump_if_false DANCE_1091
0004: $9527 =  3  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_004'  50000 ms  7
0006: @29 =  1  ;; integer values
0002: jump DANCE_1106

:DANCE_1091
00D6: if  0
0039:   @29 ==  1  ;; integer values
004D: jump_if_false DANCE_1099
0004: $9527 =  5  ;; integer values
0006: @32 =  0  ;; integer values
00BA: text_styled 'DNC_003'  50000 ms  7
0006: @29 =  0  ;; integer values
0002: jump DANCE_1106

:DANCE_1099
00D6: if  0
0029:   @32 >=  10000  ;; integer values
004D: jump_if_false DANCE_1104
0004: $9527 =  5  ;; integer values
0006: @32 =  0  ;; integer values

:DANCE_1104
00BA: text_styled 'DNC_003'  50000 ms  7
0006: @29 =  0  ;; integer values

:DANCE_1106
0006: @28 =  0  ;; integer values
0006: @26 =  0  ;; integer values
0006: @27 =  0  ;; integer values

:DANCE_1109
0051: return

:DANCE_1110
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  .5014  1.8889
081C:  2  0  0  0  255 
00D6: if  0
0039:   @6 ==  3  ;; integer values
004D: jump_if_false DANCE_1121
0343: set_text_linewidth  240.0
033E: text_draw  32.0  32.0 'DNC_H2'
0002: jump DANCE_1126

:DANCE_1121
00D6: if  0
8039:   NOT   @6 ==  2  ;; integer values
004D: jump_if_false DANCE_1126
0343: set_text_linewidth  220.0
033E: text_draw  32.0  32.0 'DNC_H1'

:DANCE_1126
0051: return

:DANCE_1127
0871: init_jump_table $9528 total_jumps  6  0 DANCE_1188 jumps  0 DANCE_1128  1 DANCE_1181  6 DANCE_1153  8 DANCE_1160  9 DANCE_1167  10 DANCE_1174 -1 DANCE_1188 

:DANCE_1128
00D6: if  0
0038:   $9527 ==  2  ;; integer values
004D: jump_if_false DANCE_1134
0004: $9528 =  6  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump DANCE_1188

:DANCE_1134
00D6: if  0
0038:   $9527 ==  3  ;; integer values
004D: jump_if_false DANCE_1140
0004: $9528 =  8  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump DANCE_1188

:DANCE_1140
00D6: if  0
0038:   $9527 ==  4  ;; integer values
004D: jump_if_false DANCE_1146
0004: $9528 =  9  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump DANCE_1188

:DANCE_1146
00D6: if  0
0038:   $9527 ==  5  ;; integer values
004D: jump_if_false DANCE_1152
0004: $9528 =  10  ;; integer values
0004: $9527 = -1  ;; integer values
0002: jump DANCE_1188

:DANCE_1152
0002: jump DANCE_1188

:DANCE_1153
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false DANCE_1159
040D: unload_wav  4
0050: gosub DANCE_1189
0004: $9528 =  1  ;; integer values

:DANCE_1159
0002: jump DANCE_1188

:DANCE_1160
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false DANCE_1166
040D: unload_wav  4
0050: gosub DANCE_1368
0004: $9528 =  1  ;; integer values

:DANCE_1166
0002: jump DANCE_1188

:DANCE_1167
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false DANCE_1173
040D: unload_wav  4
0050: gosub DANCE_1547
0004: $9528 =  1  ;; integer values

:DANCE_1173
0002: jump DANCE_1188

:DANCE_1174
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false DANCE_1180
040D: unload_wav  4
0050: gosub DANCE_1726
0004: $9528 =  1  ;; integer values

:DANCE_1180
0002: jump DANCE_1188

:DANCE_1181
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false DANCE_1187
0949: link_wav  4 to_actor $PLAYER_ACTOR 
03D1: play_wav  4
0004: $9528 =  0  ;; integer values

:DANCE_1187
0002: jump DANCE_1188

:DANCE_1188
0051: return

:DANCE_1189
0871: init_jump_table $9529 total_jumps  56  1 DANCE_1196 jumps  1 DANCE_1199  2 DANCE_1202  3 DANCE_1205  4 DANCE_1208  5 DANCE_1211  6 DANCE_1214  7 DANCE_1217 
0872: jump_table_jumps  8 DANCE_1220  9 DANCE_1223  10 DANCE_1226  11 DANCE_1229  12 DANCE_1232  13 DANCE_1235  14 DANCE_1238  15 DANCE_1241  16 DANCE_1244 
0872: jump_table_jumps  17 DANCE_1247  18 DANCE_1250  19 DANCE_1253  20 DANCE_1256  21 DANCE_1259  22 DANCE_1262  23 DANCE_1265  24 DANCE_1268  25 DANCE_1271 
0872: jump_table_jumps  26 DANCE_1274  27 DANCE_1277  28 DANCE_1280  29 DANCE_1283  30 DANCE_1286  31 DANCE_1289  32 DANCE_1292  33 DANCE_1295  34 DANCE_1298 
0872: jump_table_jumps  35 DANCE_1301  36 DANCE_1304  37 DANCE_1307  38 DANCE_1310  39 DANCE_1313  40 DANCE_1316  41 DANCE_1319  42 DANCE_1322  43 DANCE_1325 
0872: jump_table_jumps  44 DANCE_1328  45 DANCE_1331  46 DANCE_1334  47 DANCE_1337  48 DANCE_1340  49 DANCE_1343  50 DANCE_1346  51 DANCE_1349  52 DANCE_1352 
0872: jump_table_jumps  53 DANCE_1355  54 DANCE_1358  55 DANCE_1361  56 DANCE_1364 -1 DANCE_1367 -1 DANCE_1367 -1 DANCE_1367 -1 DANCE_1367 -1 DANCE_1367 

:DANCE_1196
03CF: load_wav  11455 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1199
03CF: load_wav  11400 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1202
03CF: load_wav  11401 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1205
03CF: load_wav  11402 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1208
03CF: load_wav  11403 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1211
03CF: load_wav  11404 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1214
03CF: load_wav  11405 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1217
03CF: load_wav  11406 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1220
03CF: load_wav  11407 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1223
03CF: load_wav  11408 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1226
03CF: load_wav  11409 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1229
03CF: load_wav  11410 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1232
03CF: load_wav  11411 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1235
03CF: load_wav  11412 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1238
03CF: load_wav  11413 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1241
03CF: load_wav  11414 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1244
03CF: load_wav  11415 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1247
03CF: load_wav  11416 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1250
03CF: load_wav  11417 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1253
03CF: load_wav  11418 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1256
03CF: load_wav  11419 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1259
03CF: load_wav  11420 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1262
03CF: load_wav  11421 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1265
03CF: load_wav  11422 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1268
03CF: load_wav  11423 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1271
03CF: load_wav  11424 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1274
03CF: load_wav  11425 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1277
03CF: load_wav  11426 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1280
03CF: load_wav  11427 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1283
03CF: load_wav  11428 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1286
03CF: load_wav  11429 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1289
03CF: load_wav  11430 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1292
03CF: load_wav  11431 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1295
03CF: load_wav  11432 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1298
03CF: load_wav  11433 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1301
03CF: load_wav  11434 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1304
03CF: load_wav  11435 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1307
03CF: load_wav  11436 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1310
03CF: load_wav  11437 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1313
03CF: load_wav  11438 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1316
03CF: load_wav  11439 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1319
03CF: load_wav  11440 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1322
03CF: load_wav  11441 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1325
03CF: load_wav  11442 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1328
03CF: load_wav  11443 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1331
03CF: load_wav  11444 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1334
03CF: load_wav  11445 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1337
03CF: load_wav  11446 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1340
03CF: load_wav  11447 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1343
03CF: load_wav  11448 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1346
03CF: load_wav  11449 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1349
03CF: load_wav  11450 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1352
03CF: load_wav  11451 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1355
03CF: load_wav  11452 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1358
03CF: load_wav  11453 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1361
03CF: load_wav  11454 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1364
03CF: load_wav  11455 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1367

:DANCE_1367
0051: return

:DANCE_1368
0871: init_jump_table $9529 total_jumps  56  1 DANCE_1375 jumps  1 DANCE_1378  2 DANCE_1381  3 DANCE_1384  4 DANCE_1387  5 DANCE_1390  6 DANCE_1393  7 DANCE_1396 
0872: jump_table_jumps  8 DANCE_1399  9 DANCE_1402  10 DANCE_1405  11 DANCE_1408  12 DANCE_1411  13 DANCE_1414  14 DANCE_1417  15 DANCE_1420  16 DANCE_1423 
0872: jump_table_jumps  17 DANCE_1426  18 DANCE_1429  19 DANCE_1432  20 DANCE_1435  21 DANCE_1438  22 DANCE_1441  23 DANCE_1444  24 DANCE_1447  25 DANCE_1450 
0872: jump_table_jumps  26 DANCE_1453  27 DANCE_1456  28 DANCE_1459  29 DANCE_1462  30 DANCE_1465  31 DANCE_1468  32 DANCE_1471  33 DANCE_1474  34 DANCE_1477 
0872: jump_table_jumps  35 DANCE_1480  36 DANCE_1483  37 DANCE_1486  38 DANCE_1489  39 DANCE_1492  40 DANCE_1495  41 DANCE_1498  42 DANCE_1501  43 DANCE_1504 
0872: jump_table_jumps  44 DANCE_1507  45 DANCE_1510  46 DANCE_1513  47 DANCE_1516  48 DANCE_1519  49 DANCE_1522  50 DANCE_1525  51 DANCE_1528  52 DANCE_1531 
0872: jump_table_jumps  53 DANCE_1534  54 DANCE_1537  55 DANCE_1540  56 DANCE_1543 -1 DANCE_1546 -1 DANCE_1546 -1 DANCE_1546 -1 DANCE_1546 -1 DANCE_1546 

:DANCE_1375
03CF: load_wav  11655 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1378
03CF: load_wav  11600 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1381
03CF: load_wav  11601 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1384
03CF: load_wav  11602 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1387
03CF: load_wav  11603 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1390
03CF: load_wav  11604 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1393
03CF: load_wav  11605 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1396
03CF: load_wav  11606 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1399
03CF: load_wav  11607 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1402
03CF: load_wav  11608 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1405
03CF: load_wav  11609 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1408
03CF: load_wav  11610 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1411
03CF: load_wav  11611 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1414
03CF: load_wav  11612 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1417
03CF: load_wav  11613 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1420
03CF: load_wav  11614 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1423
03CF: load_wav  11615 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1426
03CF: load_wav  11616 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1429
03CF: load_wav  11617 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1432
03CF: load_wav  11618 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1435
03CF: load_wav  11619 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1438
03CF: load_wav  11620 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1441
03CF: load_wav  11621 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1444
03CF: load_wav  11622 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1447
03CF: load_wav  11623 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1450
03CF: load_wav  11624 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1453
03CF: load_wav  11625 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1456
03CF: load_wav  11626 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1459
03CF: load_wav  11627 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1462
03CF: load_wav  11628 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1465
03CF: load_wav  11629 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1468
03CF: load_wav  11630 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1471
03CF: load_wav  11631 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1474
03CF: load_wav  11632 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1477
03CF: load_wav  11633 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1480
03CF: load_wav  11634 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1483
03CF: load_wav  11635 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1486
03CF: load_wav  11636 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1489
03CF: load_wav  11637 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1492
03CF: load_wav  11638 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1495
03CF: load_wav  11639 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1498
03CF: load_wav  11640 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1501
03CF: load_wav  11641 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1504
03CF: load_wav  11642 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1507
03CF: load_wav  11643 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1510
03CF: load_wav  11644 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1513
03CF: load_wav  11645 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1516
03CF: load_wav  11646 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1519
03CF: load_wav  11647 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1522
03CF: load_wav  11648 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1525
03CF: load_wav  11649 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1528
03CF: load_wav  11650 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1531
03CF: load_wav  11651 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1534
03CF: load_wav  11652 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1537
03CF: load_wav  11653 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1540
03CF: load_wav  11654 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1543
03CF: load_wav  11655 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1546

:DANCE_1546
0051: return

:DANCE_1547
0871: init_jump_table $9529 total_jumps  56  1 DANCE_1554 jumps  1 DANCE_1557  2 DANCE_1560  3 DANCE_1563  4 DANCE_1566  5 DANCE_1569  6 DANCE_1572  7 DANCE_1575 
0872: jump_table_jumps  8 DANCE_1578  9 DANCE_1581  10 DANCE_1584  11 DANCE_1587  12 DANCE_1590  13 DANCE_1593  14 DANCE_1596  15 DANCE_1599  16 DANCE_1602 
0872: jump_table_jumps  17 DANCE_1605  18 DANCE_1608  19 DANCE_1611  20 DANCE_1614  21 DANCE_1617  22 DANCE_1620  23 DANCE_1623  24 DANCE_1626  25 DANCE_1629 
0872: jump_table_jumps  26 DANCE_1632  27 DANCE_1635  28 DANCE_1638  29 DANCE_1641  30 DANCE_1644  31 DANCE_1647  32 DANCE_1650  33 DANCE_1653  34 DANCE_1656 
0872: jump_table_jumps  35 DANCE_1659  36 DANCE_1662  37 DANCE_1665  38 DANCE_1668  39 DANCE_1671  40 DANCE_1674  41 DANCE_1677  42 DANCE_1680  43 DANCE_1683 
0872: jump_table_jumps  44 DANCE_1686  45 DANCE_1689  46 DANCE_1692  47 DANCE_1695  48 DANCE_1698  49 DANCE_1701  50 DANCE_1704  51 DANCE_1707  52 DANCE_1710 
0872: jump_table_jumps  53 DANCE_1713  54 DANCE_1716  55 DANCE_1719  56 DANCE_1722 -1 DANCE_1725 -1 DANCE_1725 -1 DANCE_1725 -1 DANCE_1725 -1 DANCE_1725 

:DANCE_1554
03CF: load_wav  11855 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1557
03CF: load_wav  11800 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1560
03CF: load_wav  11801 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1563
03CF: load_wav  11802 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1566
03CF: load_wav  11803 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1569
03CF: load_wav  11804 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1572
03CF: load_wav  11805 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1575
03CF: load_wav  11806 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1578
03CF: load_wav  11807 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1581
03CF: load_wav  11808 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1584
03CF: load_wav  11809 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1587
03CF: load_wav  11810 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1590
03CF: load_wav  11811 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1593
03CF: load_wav  11812 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1596
03CF: load_wav  11813 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1599
03CF: load_wav  11814 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1602
03CF: load_wav  11815 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1605
03CF: load_wav  11816 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1608
03CF: load_wav  11817 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1611
03CF: load_wav  11818 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1614
03CF: load_wav  11819 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1617
03CF: load_wav  11820 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1620
03CF: load_wav  11821 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1623
03CF: load_wav  11822 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1626
03CF: load_wav  11823 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1629
03CF: load_wav  11824 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1632
03CF: load_wav  11825 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1635
03CF: load_wav  11826 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1638
03CF: load_wav  11827 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1641
03CF: load_wav  11828 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1644
03CF: load_wav  11829 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1647
03CF: load_wav  11830 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1650
03CF: load_wav  11831 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1653
03CF: load_wav  11832 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1656
03CF: load_wav  11833 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1659
03CF: load_wav  11834 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1662
03CF: load_wav  11835 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1665
03CF: load_wav  11836 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1668
03CF: load_wav  11837 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1671
03CF: load_wav  11838 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1674
03CF: load_wav  11839 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1677
03CF: load_wav  11840 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1680
03CF: load_wav  11841 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1683
03CF: load_wav  11842 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1686
03CF: load_wav  11843 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1689
03CF: load_wav  11844 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1692
03CF: load_wav  11845 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1695
03CF: load_wav  11846 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1698
03CF: load_wav  11847 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1701
03CF: load_wav  11848 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1704
03CF: load_wav  11849 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1707
03CF: load_wav  11850 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1710
03CF: load_wav  11851 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1713
03CF: load_wav  11852 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1716
03CF: load_wav  11853 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1719
03CF: load_wav  11854 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1722
03CF: load_wav  11855 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1725

:DANCE_1725
0051: return

:DANCE_1726
0871: init_jump_table $9529 total_jumps  56  1 DANCE_1733 jumps  1 DANCE_1736  2 DANCE_1739  3 DANCE_1742  4 DANCE_1745  5 DANCE_1748  6 DANCE_1751  7 DANCE_1754 
0872: jump_table_jumps  8 DANCE_1757  9 DANCE_1760  10 DANCE_1763  11 DANCE_1766  12 DANCE_1769  13 DANCE_1772  14 DANCE_1775  15 DANCE_1778  16 DANCE_1781 
0872: jump_table_jumps  17 DANCE_1784  18 DANCE_1787  19 DANCE_1790  20 DANCE_1793  21 DANCE_1796  22 DANCE_1799  23 DANCE_1802  24 DANCE_1805  25 DANCE_1808 
0872: jump_table_jumps  26 DANCE_1811  27 DANCE_1814  28 DANCE_1817  29 DANCE_1820  30 DANCE_1823  31 DANCE_1826  32 DANCE_1829  33 DANCE_1832  34 DANCE_1835 
0872: jump_table_jumps  35 DANCE_1838  36 DANCE_1841  37 DANCE_1844  38 DANCE_1847  39 DANCE_1850  40 DANCE_1853  41 DANCE_1856  42 DANCE_1859  43 DANCE_1862 
0872: jump_table_jumps  44 DANCE_1865  45 DANCE_1868  46 DANCE_1871  47 DANCE_1874  48 DANCE_1877  49 DANCE_1880  50 DANCE_1883  51 DANCE_1886  52 DANCE_1889 
0872: jump_table_jumps  53 DANCE_1892  54 DANCE_1895  55 DANCE_1898  56 DANCE_1901 -1 DANCE_1904 -1 DANCE_1904 -1 DANCE_1904 -1 DANCE_1904 -1 DANCE_1904 

:DANCE_1733
03CF: load_wav  12055 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1736
03CF: load_wav  12000 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1739
03CF: load_wav  12001 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1742
03CF: load_wav  12002 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1745
03CF: load_wav  12003 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1748
03CF: load_wav  12004 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1751
03CF: load_wav  12005 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1754
03CF: load_wav  12006 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1757
03CF: load_wav  12007 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1760
03CF: load_wav  12008 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1763
03CF: load_wav  12009 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1766
03CF: load_wav  12010 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1769
03CF: load_wav  12011 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1772
03CF: load_wav  12012 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1775
03CF: load_wav  12013 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1778
03CF: load_wav  12014 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1781
03CF: load_wav  12015 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1784
03CF: load_wav  12016 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1787
03CF: load_wav  12017 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1790
03CF: load_wav  12018 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1793
03CF: load_wav  12019 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1796
03CF: load_wav  12020 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1799
03CF: load_wav  12021 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1802
03CF: load_wav  12022 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1805
03CF: load_wav  12023 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1808
03CF: load_wav  12024 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1811
03CF: load_wav  12025 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1814
03CF: load_wav  12026 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1817
03CF: load_wav  12027 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1820
03CF: load_wav  12028 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1823
03CF: load_wav  12029 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1826
03CF: load_wav  12030 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1829
03CF: load_wav  12031 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1832
03CF: load_wav  12032 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1835
03CF: load_wav  12033 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1838
03CF: load_wav  12034 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1841
03CF: load_wav  12035 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1844
03CF: load_wav  12036 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1847
03CF: load_wav  12037 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1850
03CF: load_wav  12038 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1853
03CF: load_wav  12039 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1856
03CF: load_wav  12040 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1859
03CF: load_wav  12041 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1862
03CF: load_wav  12042 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1865
03CF: load_wav  12043 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1868
03CF: load_wav  12044 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1871
03CF: load_wav  12045 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1874
03CF: load_wav  12046 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1877
03CF: load_wav  12047 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1880
03CF: load_wav  12048 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1883
03CF: load_wav  12049 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1886
03CF: load_wav  12050 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1889
03CF: load_wav  12051 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1892
03CF: load_wav  12052 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1895
03CF: load_wav  12053 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1898
03CF: load_wav  12054 as  4
0008: $9529 +=  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1901
03CF: load_wav  12055 as  4
0004: $9529 =  1  ;; integer values
0002: jump DANCE_1904

:DANCE_1904
0051: return

:DANCE_1905
0004: $1044 =  1  ;; integer values
0004: $5298 =  0  ;; integer values
04EF: release_animation v$5307
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false DANCE_1923
00D6: if  5
82F2:   NOT unknown_actor @5 flag  195
82F2:   NOT unknown_actor @5 flag  192
82F2:   NOT unknown_actor @5 flag  191
82F2:   NOT unknown_actor @5 flag  190
82F2:   NOT unknown_actor @5 flag  193
82F2:   NOT unknown_actor @5 flag  194
004D: jump_if_false DANCE_1923
0665: @5 @13 
0249: release_model @13
009B: destroy_actor_instantly @5

:DANCE_1923
0953: @13 
00D6: if  0
04A4: @13  3 
004D: jump_if_false DANCE_1928
0955: (unknown)

:DANCE_1928
0006: @13 =  0  ;; integer values

:DANCE_1929
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_1929
09EE:  0 
03F0: text_draw_toggle  0
00D6: if  0
0028:   $5296 >=  0  ;; integer values
004D: jump_if_false DANCE_1944
0629: change_stat  156 (dance skill) to $5296  ; integer see statdisp.dat

:DANCE_1944
040D: unload_wav  4
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
08C0: $5295  31 
09BD:  0 
004E: end_thread
0051: return

:DANCE_1950
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  0
0020:   $9535 >  64.0  ;; floating-point values
004D: jump_if_false DANCE_1997
05A4: $9536 $9537  0.0 -1.0 $9535 
00D6: if  0
0022:    15.0 > $9535  ;; floating-point values
004D: jump_if_false DANCE_1966
0004: $9534 =  13  ;; integer values
0002: jump DANCE_1997

:DANCE_1966
00D6: if  0
0022:    75.0 > $9535  ;; floating-point values
004D: jump_if_false DANCE_1976
00D6: if  0
0018:   $9530 >  0  ;; integer values
004D: jump_if_false DANCE_1974
0004: $9534 =  11  ;; integer values
0002: jump DANCE_1975

:DANCE_1974
0004: $9534 =  15  ;; integer values

:DANCE_1975
0002: jump DANCE_1997

:DANCE_1976
00D6: if  0
0022:    105.0 > $9535  ;; floating-point values
004D: jump_if_false DANCE_1986
00D6: if  0
0018:   $9530 >  0  ;; integer values
004D: jump_if_false DANCE_1984
0004: $9534 =  10  ;; integer values
0002: jump DANCE_1985

:DANCE_1984
0004: $9534 =  9  ;; integer values

:DANCE_1985
0002: jump DANCE_1997

:DANCE_1986
00D6: if  0
0022:    165.0 > $9535  ;; floating-point values
004D: jump_if_false DANCE_1996
00D6: if  0
0018:   $9530 >  0  ;; integer values
004D: jump_if_false DANCE_1994
0004: $9534 =  16  ;; integer values
0002: jump DANCE_1995

:DANCE_1994
0004: $9534 =  12  ;; integer values

:DANCE_1995
0002: jump DANCE_1997

:DANCE_1996
0004: $9534 =  14  ;; integer values

:DANCE_1997
0051: return
0662: write_debug_message v$5299 
07B1:  1 @13 @13 @13 
0663: write_debug_intvar "NEXT_BEAT_NUMBER" @13 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START DANCER

03A4: name_thread 'DANCER'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false DANCER_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:DANCER_7
04ED: load_animation "DANCING"

:DANCER_8
00D6: if  0
84EE:   NOT   animation "DANCING" loaded
004D: jump_if_false DANCER_13
0001: wait  0 ms
0002: jump DANCER_8

:DANCER_13
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false DANCER_45
0665: @0 @2 
00D6: if  0
001B:    10 > @2  ;; integer values
004D: jump_if_false DANCER_23
0085: @7 = @2  ;; integer values and handles
0012: @7 *=  1500  ;; integer values 
0002: jump DANCER_31

:DANCER_23
00D6: if  0
001B:    100 > @2  ;; integer values
004D: jump_if_false DANCER_29
0085: @7 = @2  ;; integer values and handles
0012: @7 *=  150  ;; integer values 
0002: jump DANCER_31

:DANCER_29
0085: @7 = @2  ;; integer values and handles
0012: @7 *=  15  ;; integer values 

:DANCER_31
0085: @3 = @2  ;; integer values and handles
0016: @3 /=  2  ;; integer values 
0012: @3 *=  2  ;; integer values 
00D6: if  0
003B:   @2 == @3  ;; integer values 
004D: jump_if_false DANCER_44
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false DANCER_42
0006: @8 =  1  ;; integer values
0002: jump DANCER_43

:DANCER_42
0006: @8 =  2  ;; integer values

:DANCER_43
0002: jump DANCER_45

:DANCER_44
0006: @8 =  3  ;; integer values

:DANCER_45
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:DANCER_47
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false DANCER_65
00D6: if  0
09C5: @0 
004D: jump_if_false DANCER_63
00D6: if  0
0038:   $9472 ==  0  ;; integer values
004D: jump_if_false DANCER_60
0050: gosub DANCER_67
0002: jump DANCER_62

:DANCER_60
060B: unknown_actor_use_entity @0 $1256 
0002: jump DANCER_149

:DANCER_62
0002: jump DANCER_64

:DANCER_63
0050: gosub DANCER_142

:DANCER_64
0002: jump DANCER_66

:DANCER_65
0050: gosub DANCER_142

:DANCER_66
0002: jump DANCER_47

:DANCER_67
0871: init_jump_table @3 total_jumps  1  0 DANCER_71 jumps  1 DANCER_68 -1 DANCER_71 -1 DANCER_71 -1 DANCER_71 -1 DANCER_71 -1 DANCER_71 -1 DANCER_71 

:DANCER_68
0050: gosub DANCER_125
0050: gosub DANCER_72
0002: jump DANCER_71

:DANCER_71
0051: return

:DANCER_72
0871: init_jump_table @4 total_jumps  3  0 DANCER_124 jumps  0 DANCER_73  1 DANCER_90  2 DANCER_107 -1 DANCER_124 -1 DANCER_124 -1 DANCER_124 -1 DANCER_124 

:DANCER_73
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false DANCER_89
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false DANCER_82
0605: unknown_action_sequence @0 "DNCE_M_C" "DANCING"  4.0  1  0  0  1 @7 
0002: jump DANCER_88

:DANCER_82
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false DANCER_87
0605: unknown_action_sequence @0 "DNCE_M_B" "DANCING"  4.0  1  0  0  1 @7 
0002: jump DANCER_88

:DANCER_87
0605: unknown_action_sequence @0 "DNCE_M_A" "DANCING"  4.0  1  0  0  1 @7 

:DANCER_88
000A: @4 +=  1  ;; integer values

:DANCER_89
0002: jump DANCER_124

:DANCER_90
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false DANCER_106
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false DANCER_99
0605: unknown_action_sequence @0 "DNCE_M_D" "DANCING"  4.0  1  0  0  1 @7 
0002: jump DANCER_105

:DANCER_99
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false DANCER_104
0605: unknown_action_sequence @0 "DNCE_M_C" "DANCING"  4.0  1  0  0  1 @7 
0002: jump DANCER_105

:DANCER_104
0605: unknown_action_sequence @0 "DNCE_M_B" "DANCING"  4.0  1  0  0  1 @7 

:DANCER_105
000A: @4 +=  1  ;; integer values

:DANCER_106
0002: jump DANCER_124

:DANCER_107
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false DANCER_123
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false DANCER_116
0605: unknown_action_sequence @0 "DNCE_M_A" "DANCING"  4.0  1  0  0  1 @7 
0002: jump DANCER_122

:DANCER_116
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false DANCER_121
0605: unknown_action_sequence @0 "DNCE_M_D" "DANCING"  4.0  1  0  0  1 @7 
0002: jump DANCER_122

:DANCER_121
0605: unknown_action_sequence @0 "DNCE_M_C" "DANCING"  4.0  1  0  0  1 @7 

:DANCER_122
0006: @4 =  0  ;; integer values

:DANCER_123
0002: jump DANCER_124

:DANCER_124
0051: return

:DANCER_125
00D6: if  0
08B4: $5295  31 
004D: jump_if_false DANCER_130
0006: @9 =  1  ;; integer values
0002: jump DANCER_141

:DANCER_130
00D6: if  0
0039:   @9 ==  1  ;; integer values
004D: jump_if_false DANCER_141
00D6: if  0
0018:   $5296 >  3000  ;; integer values
004D: jump_if_false DANCER_139
0947: @0  70 @2 
0006: @9 =  0  ;; integer values
0002: jump DANCER_141

:DANCER_139
0947: @0  73 @2 
0006: @9 =  0  ;; integer values

:DANCER_141
0051: return

:DANCER_142
04EF: release_animation "DANCING"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false DANCER_147
08A0: @0  100.0  0  0.0  0.0  0.0 "DANCER" 

:DANCER_147
004E: end_thread
0051: return

:DANCER_149
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false DANCER_160
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false DANCER_159
05C5: unknown_action_sequence @0 -2 

:DANCER_159
0002: jump DANCER_161

:DANCER_160
0050: gosub DANCER_142

:DANCER_161
0002: jump DANCER_149
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START DEALER

03A4: name_thread 'DEALER'
0006: @13 =  0  ;; integer values
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false DEALER_7
009A: @0 = create_actor  17  0 at  0.0  0.0  0.0

:DEALER_7
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0006: @11 = -1  ;; integer values
0006: @14 =  0  ;; integer values
00D6: if  1
8118:   NOT   actor @0 dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DEALER_40
00A0: store_actor @0 position_to @3 @4 @5
08F1: @3 @4 @5 s$9451 
05AA: s@17 = 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: @0 
09A4: 'DEAL1' 'DEAL2' 'DEAL3'  192  77  78 
0652: @13 = stat  64 (respect)  ; integer
00D6: if  0
0029:   @13 >=  500  ;; integer values
004D: jump_if_false DEALER_30
09AA: 'DEAL2'  79 
09AA: 'DEAL3'  75 
0002: jump DEALER_32

:DEALER_30
09AA: 'DEAL2'  80 
09AA: 'DEAL3'  76 

:DEALER_32
09FB: @13 = unknown_get_display_mode_or_gxt_file_used
00D6: if  0
04A4: @13  0 
004D: jump_if_false DEALER_38
0A47: (unknown)
0002: jump DEALER_39

:DEALER_38
0719: (unknown)

:DEALER_39
0002: jump DEALER_41

:DEALER_40
0050: gosub DEALER_475

:DEALER_41
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false DEALER_61
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false DEALER_59
00D6: if  21
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
0457:   player $PLAYER_CHAR aiming_at_actor @0
004D: jump_if_false DEALER_55
0050: gosub DEALER_86
0050: gosub DEALER_411
0002: jump DEALER_58

:DEALER_55
0050: gosub DEALER_116
0050: gosub DEALER_63
0050: gosub DEALER_130

:DEALER_58
0002: jump DEALER_60

:DEALER_59
0050: gosub DEALER_475

:DEALER_60
0002: jump DEALER_62

:DEALER_61
0050: gosub DEALER_475

:DEALER_62
0002: jump DEALER_41

:DEALER_63
00D6: if  0
0039:   @11 == -1  ;; integer values
004D: jump_if_false DEALER_79
00D6: if  0
0019:   @32 >  15000  ;; integer values
004D: jump_if_false DEALER_78
00A0: store_actor @0 position_to @3 @4 @5
089E: @3 @4 @5  5.0 @11 
00D6: if  0
8039:   NOT   @11 == -1  ;; integer values
004D: jump_if_false DEALER_78
00D6: if  0
00DF:   actor @11 driving
004D: jump_if_false DEALER_78
03C0: @12 = actor @11 car

:DEALER_78
0002: jump DEALER_85

:DEALER_79
00D6: if  22
0118:   actor @11 dead
856D:   NOT   unknown_actor @11 dead_but_valid
074F: @0  36 
004D: jump_if_false DEALER_85
0006: @11 = -1  ;; integer values

:DEALER_85
0051: return

:DEALER_86
01C2: remove_references_to_actor @11  ;; Like turning an actor into a random pedestrian
00D6: if  0
8118:   NOT   actor @11 dead
004D: jump_if_false DEALER_97
00D6: if  0
8119:   NOT   car @12 wrecked
004D: jump_if_false DEALER_97
00D6: if  0
8495:   NOT   unknown_car_check @12
004D: jump_if_false DEALER_97
05D2: unknown_action_sequence @11 @12  20.0  2 

:DEALER_97
0006: @32 =  0  ;; integer values
0006: @11 = -1  ;; integer values
0051: return

:DEALER_100
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false DEALER_115
00D6: if  0
8118:   NOT   actor @11 dead
004D: jump_if_false DEALER_115
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  0
0021:   @9 >  2.0  ;; floating-point values
004D: jump_if_false DEALER_114
0006: @13 =  1  ;; integer values
0002: jump DEALER_115

:DEALER_114
0006: @13 =  0  ;; integer values

:DEALER_115
0051: return

:DEALER_116
00D6: if  0
0248:   model  346 available
004D: jump_if_false DEALER_129
00D6: if  0
8491:   NOT   actor @0 has_weapon  22 
004D: jump_if_false DEALER_129
01B2: give_actor @0 weapon  22 ammo  1000  ;; Load the weapon model before using this
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false DEALER_128
01B9: set_actor @0 armed_weapon_to  0
0002: jump DEALER_129

:DEALER_128
01B9: set_actor @0 armed_weapon_to  22

:DEALER_129
0051: return

:DEALER_130
0871: init_jump_table @1 total_jumps  4  1 DEALER_175 jumps  0 DEALER_131  1 DEALER_155  2 DEALER_164  3 DEALER_173 -1 DEALER_177 -1 DEALER_177 -1 DEALER_177 

:DEALER_131
00D6: if  0
089B: @0 
004D: jump_if_false DEALER_138
0006: @2 =  0  ;; integer values
0006: @1 =  3  ;; integer values
0050: gosub DEALER_349
0002: jump DEALER_154

:DEALER_138
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false DEALER_153
0050: gosub DEALER_100
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false DEALER_149
0006: @2 =  0  ;; integer values
0006: @1 =  2  ;; integer values
0050: gosub DEALER_324
0002: jump DEALER_152

:DEALER_149
0006: @2 =  0  ;; integer values
0006: @1 =  1  ;; integer values
0050: gosub DEALER_232

:DEALER_152
0002: jump DEALER_154

:DEALER_153
0050: gosub DEALER_178

:DEALER_154
0002: jump DEALER_177

:DEALER_155
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false DEALER_160
0050: gosub DEALER_232
0002: jump DEALER_163

:DEALER_160
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0050: gosub DEALER_178

:DEALER_163
0002: jump DEALER_177

:DEALER_164
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false DEALER_169
0050: gosub DEALER_324
0002: jump DEALER_172

:DEALER_169
0006: @1 =  0  ;; integer values
0006: @2 =  0  ;; integer values
0050: gosub DEALER_178

:DEALER_172
0002: jump DEALER_177

:DEALER_173
0050: gosub DEALER_349
0002: jump DEALER_177

:DEALER_175
0050: gosub DEALER_475
0002: jump DEALER_177

:DEALER_177
0051: return

:DEALER_178
0871: init_jump_table @2 total_jumps  3  0 DEALER_231 jumps  0 DEALER_179  1 DEALER_192  2 DEALER_226 -1 DEALER_231 -1 DEALER_231 -1 DEALER_231 -1 DEALER_231 

:DEALER_179
00D6: if  0
874F:   NOT @0  36 
004D: jump_if_false DEALER_191
089C: @0  1 
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_191
0605: unknown_action_sequence @0 "DEALER_IDLE" "DEALER"  4.0  1  0  0  0 -1 
0006: @33 =  0  ;; integer values
0006: @14 =  3000  ;; integer values
000A: @2 +=  1  ;; integer values

:DEALER_191
0002: jump DEALER_231

:DEALER_192
00D6: if  0
002D:   @33 >= @14  ;; integer values 
004D: jump_if_false DEALER_225
09B6: @0  0 
0209: @13 = random_int  1  15
00D6: if  0
0019:   @13 >  5  ;; integer values
004D: jump_if_false DEALER_217
00D6: if  0
0019:   @13 >  10  ;; integer values
004D: jump_if_false DEALER_210
062E: @0  1481 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_209
05C9: unknown_action_sequence @0 -1 
0006: @14 =  2000  ;; integer values

:DEALER_209
0002: jump DEALER_216

:DEALER_210
062E: @0  1502 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_216
05DE: unknown_action_sequence @0 
0006: @14 =  1500  ;; integer values

:DEALER_216
0002: jump DEALER_223

:DEALER_217
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_223
0605: unknown_action_sequence @0 "DEALER_IDLE" "DEALER"  4.0  1  0  0  0 -1 
0006: @14 =  3000  ;; integer values

:DEALER_223
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:DEALER_225
0002: jump DEALER_231

:DEALER_226
00D6: if  0
002D:   @33 >= @14  ;; integer values 
004D: jump_if_false DEALER_230
0006: @2 =  1  ;; integer values

:DEALER_230
0002: jump DEALER_231

:DEALER_231
0051: return

:DEALER_232
0871: init_jump_table @2 total_jumps  6  0 DEALER_323 jumps  0 DEALER_233  1 DEALER_239  2 DEALER_255  3 DEALER_259  4 DEALER_285  5 DEALER_305 -1 DEALER_323 

:DEALER_233
089C: @0  0 
05C9: unknown_action_sequence @0 -1 
05D9: unknown_action_sequence @11 @0  20000  1.0 
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump DEALER_323

:DEALER_239
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: unknown_action_sequence @0 @11 -1 
00D6: if  0
0033:    1.8 >= @9  ;; floating-point values 
004D: jump_if_false DEALER_248
000A: @2 +=  1  ;; integer values
0002: jump DEALER_254

:DEALER_248
00D6: if  0
0019:   @33 >  20000  ;; integer values
004D: jump_if_false DEALER_254
0050: gosub DEALER_86
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_254
0002: jump DEALER_323

:DEALER_255
0639: unknown_action_sequence @11 @0 
0639: unknown_action_sequence @0 @11 
000A: @2 +=  1  ;; integer values
0002: jump DEALER_323

:DEALER_259
062E: @11  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_268
062E: @11  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_268
05BA: unknown_action_sequence @11 -1 

:DEALER_268
062E: @0  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_284
062E: @0  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_277
05BA: unknown_action_sequence @0 -1 

:DEALER_277
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_284
0947: @11  83 @13 
0605: unknown_action_sequence @11 "SHOP_PAY" "DEALER"  4.0  0  0  0  0 -1 
000A: @2 +=  1  ;; integer values

:DEALER_284
0002: jump DEALER_323

:DEALER_285
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_304
0647: unknown_action_sequence @0 
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_296
0605: unknown_action_sequence @11 "DRUGS_BUY" "DEALER"  4.0  0  0  0  0 -1 
09B6: @11  1 

:DEALER_296
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_304
0947: @0  84 @13 
0605: unknown_action_sequence @0 "DEALER_DEAL" "DEALER"  4.0  0  0  0  0 -1 
09B6: @0  1 
000A: @2 +=  1  ;; integer values

:DEALER_304
0002: jump DEALER_323

:DEALER_305
062E: @11  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_314
062E: @11  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_314
05BA: unknown_action_sequence @11 -1 

:DEALER_314
062E: @0  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_322
09A7: @11  1 
0050: gosub DEALER_86
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_322
0002: jump DEALER_323

:DEALER_323
0051: return

:DEALER_324
0871: init_jump_table @2 total_jumps  3  0 DEALER_348 jumps  0 DEALER_325  1 DEALER_333  2 DEALER_340 -1 DEALER_348 -1 DEALER_348 -1 DEALER_348 -1 DEALER_348 

:DEALER_325
089C: @0  0 
00A0: store_actor @0 position_to @3 @4 @5
05BF: unknown_action_sequence @0 @11 -1 
0850: @0 @11 
0947: @0  84 @13 
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump DEALER_348

:DEALER_333
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false DEALER_339
0647: unknown_action_sequence @0 
05F5: unknown_action_sequence @0 @3 @4 @5  4 -2 
000A: @2 +=  1  ;; integer values

:DEALER_339
0002: jump DEALER_348

:DEALER_340
062E: @0  1525 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_347
0050: gosub DEALER_86
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_347
0002: jump DEALER_348

:DEALER_348
0051: return

:DEALER_349
0871: init_jump_table @2 total_jumps  4  0 DEALER_410 jumps  0 DEALER_350  1 DEALER_354  2 DEALER_382  3 DEALER_402 -1 DEALER_410 -1 DEALER_410 -1 DEALER_410 

:DEALER_350
0006: @33 =  0  ;; integer values
0639: unknown_action_sequence @0 $PLAYER_ACTOR 
000A: @2 +=  1  ;; integer values
0002: jump DEALER_410

:DEALER_354
00D6: if  0
88FE:   NOT (unknown)
004D: jump_if_false DEALER_362
00D6: if  1
871A:   NOT @0 'DEAL2' 
871A:   NOT @0 'DEAL3' 
004D: jump_if_false DEALER_362
03E5: text_box 'TALK_1'

:DEALER_362
062E: @0  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_374
05BF: unknown_action_sequence @0 $PLAYER_ACTOR -1 
062E: @0  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false DEALER_372
05BA: unknown_action_sequence @0 -2 

:DEALER_372
000A: @2 +=  1  ;; integer values
0002: jump DEALER_381

:DEALER_374
00D6: if  21
889B:   NOT @0 
0019:   @33 >  15000  ;; integer values
004D: jump_if_false DEALER_381
0647: unknown_action_sequence @0 
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_381
0002: jump DEALER_410

:DEALER_382
00D6: if  1
071A: @0 'DEAL3' 
0019:   @33 >  9000  ;; integer values
004D: jump_if_false DEALER_388
03E6: remove_text_box
0050: gosub DEALER_411

:DEALER_388
00D6: if  1
071A: @0 'DEAL2' 
0019:   @33 >  9000  ;; integer values
004D: jump_if_false DEALER_394
03E6: remove_text_box
0050: gosub DEALER_438

:DEALER_394
00D6: if  21
889B:   NOT @0 
0019:   @33 >  15000  ;; integer values
004D: jump_if_false DEALER_401
0647: unknown_action_sequence @0 
0006: @2 =  0  ;; integer values
0006: @1 =  0  ;; integer values

:DEALER_401
0002: jump DEALER_410

:DEALER_402
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false DEALER_409
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_409
0002: jump DEALER_410

:DEALER_410
0051: return

:DEALER_411
03E6: remove_text_box
0647: unknown_action_sequence @0 
089C: @0  0 
00D6: if  0
0491:   actor @0 has_weapon  22 
004D: jump_if_false DEALER_418
01B9: set_actor @0 armed_weapon_to  22

:DEALER_418
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false DEALER_437
0006: @15 =  1  ;; integer values
0652: @13 = stat  64 (respect)  ; integer
00D6: if  0
0019:   @13 >  500  ;; integer values
004D: jump_if_false DEALER_432
077A: @0  4  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_437

:DEALER_432
077A: @0  4  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_437
0051: return

:DEALER_438
03E6: remove_text_box
0647: unknown_action_sequence @0 
089C: @0  0 
0652: @13 = stat  68 ()  ; integer
00D6: if  0
8039:   NOT   @15 ==  2  ;; integer values
004D: jump_if_false DEALER_467
0006: @15 =  2  ;; integer values
00D6: if  0
0019:   @13 >  500  ;; integer values
004D: jump_if_false DEALER_456
077A: @0  3  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_467

:DEALER_456
077A: @0  3  0 
0708: unknown_add_entity_item $9453  37 
00D6: if  0
0491:   actor @0 has_weapon  22 
004D: jump_if_false DEALER_464
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_465

:DEALER_464
0709: unknown_set_entity_item $9453  37  413  0.0  100.0  0.0  0.0  0  1 

:DEALER_465
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:DEALER_467
0051: return

:DEALER_468
076B: s@17 @16 
00D6: if  0
0019:   @16 >  0  ;; integer values
004D: jump_if_false DEALER_473
000E: @16 -=  1  ;; integer values

:DEALER_473
076A: s@17 @16 
0051: return

:DEALER_475
00D6: if  0
0039:   @15 ==  1  ;; integer values
004D: jump_if_false DEALER_479
0050: gosub DEALER_468

:DEALER_479
08ED: @0 
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false DEALER_484
01C2: remove_references_to_actor @11  ;; Like turning an actor into a random pedestrian

:DEALER_484
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START 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: $16 = current_time_in_ms
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  50  ;; integer values
008B: @10 = $16  ;; integer values and handles
000E: @10 -=  10  ;; integer values

:DEBT_16
0001: wait  250 ms
01BD: $16 = current_time_in_ms
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false DEBT_96
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false DEBT_91
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false DEBT_90
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DEBT_85
077E: @11 = active_interior
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false DEBT_79
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false DEBT_73
00D6: if  0
84C8:   NOT $PLAYER_ACTOR 
004D: jump_if_false DEBT_67
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false DEBT_61
010B: @11 = player $PLAYER_CHAR money
00D6: if  0
0019:   @11 > -1  ;; integer values
004D: jump_if_false DEBT_47

:DEBT_47
00D6: if  0
001B:   -5000 > @11  ;; integer values
004D: jump_if_false DEBT_51
0006: @1 =  1  ;; integer values

:DEBT_51
00D6: if  0
001B:   -50000 > @11  ;; integer values
004D: jump_if_false DEBT_55
0006: @1 =  2  ;; integer values

:DEBT_55
00D6: if  0
001B:   -500000 > @11  ;; integer values
004D: jump_if_false DEBT_59
0006: @1 =  3  ;; integer values

:DEBT_59
000A: @0 +=  1  ;; integer values
0002: jump DEBT_66

:DEBT_61
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false DEBT_66
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values

:DEBT_66
0002: jump DEBT_72

:DEBT_67
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false DEBT_72
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values

:DEBT_72
0002: jump DEBT_78

:DEBT_73
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false DEBT_78
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values

:DEBT_78
0002: jump DEBT_84

:DEBT_79
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false DEBT_84
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values

:DEBT_84
0002: jump DEBT_90

:DEBT_85
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false DEBT_90
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values

:DEBT_90
0002: jump DEBT_96

:DEBT_91
00D6: if  0
001E:   $16 > @9  ;; integer values
004D: jump_if_false DEBT_96
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values

:DEBT_96
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false DEBT_136

:DEBT_99
01BD: $16 = current_time_in_ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DEBT_132
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $75
0086: $73 = $69  ;; floating-point values only
000D: $73 -=  200.0  ;; floating-point values
0009: $69 +=  200.0  ;; floating-point values
0208: $73 = random_float $73 $69
0086: $74 = $70  ;; floating-point values only
000D: $74 -=  200.0  ;; floating-point values
0009: $70 +=  200.0  ;; floating-point values
0208: $74 = random_float $74 $70
03D3: point $73 $74 $75 get_nearby_vector $73 $74 $75 $72
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0509: $68 = distance between point $69 $70 and point $73 $74
00D6: if  0
0022:    1.0 > $75  ;; floating-point values
004D: jump_if_false DEBT_120
0001: wait  0 ms
0002: jump DEBT_99

:DEBT_120
00D6: if  0
0022:    50.0 > $68  ;; floating-point values
004D: jump_if_false DEBT_125
0001: wait  0 ms
0002: jump DEBT_99

:DEBT_125
00D6: if  0
00C2:   sphere_onscreen $73 $74 $75  4.0
004D: jump_if_false DEBT_130
0001: wait  0 ms
0002: jump DEBT_99

:DEBT_130
000A: @0 +=  1  ;; integer values
0002: jump DEBT_136

:DEBT_132
0050: gosub DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_136
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false DEBT_278
00D6: if  5
0248:   model  540 available
0248:   model  181 available
0248:   model  183 available
0248:   model  206 available
0248:   model  47 available
0248:   model  352 available
004D: jump_if_false DEBT_243
00D6: if  0
0248:   model  355 available
004D: jump_if_false DEBT_237
00A5: @12 = create_car  540 at $73 $74 $75
0175: set_car @12 z_angle_to $72
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: @12  4.0  4000  1  1  1 -1 
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false DEBT_161
0249: release_model  540
0006: @2 =  0  ;; integer values

:DEBT_161
0129: @13 = create_actor  24  181 in_car @12 driverseat
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false DEBT_167
0249: release_model  181
0006: @3 =  0  ;; integer values

:DEBT_167
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false DEBT_199
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  183 in_car @12 passenger_seat  0
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false DEBT_181
0249: release_model  183
0006: @4 =  0  ;; integer values

:DEBT_181
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false DEBT_190
01C8: @15 = create_actor  24  206 in_car @12 passenger_seat  1
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false DEBT_190
0249: release_model  206
0006: @5 =  0  ;; integer values

:DEBT_190
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false DEBT_199
01C8: @16 = create_actor  24  47 in_car @12 passenger_seat  2
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false DEBT_199
0249: release_model  47
0006: @6 =  0  ;; integer values

:DEBT_199
07E5: unknown_copy_entity -1 @19 
0708: unknown_add_entity_item @19  41 
0004: $3400 =  0  ;; integer values

:DEBT_202
00D6: if  0
001A:    4 > $3400  ;; integer values
004D: jump_if_false DEBT_225
00D6: if  0
8118:   NOT   actor @13($3400,4i) dead
004D: jump_if_false DEBT_223
060B: unknown_actor_use_entity @13($3400,4i) @19 
02A9: set_actor @13($3400,4i) immune_to_nonplayer  1
077A: @13($3400,4i)  4  0 
03FE: set_actor @13($3400,4i) money  10000
0961: @13($3400,4i)  1 
00D6: if  21
0038:   $3400 ==  0  ;; integer values
0038:   $3400 ==  2  ;; integer values
004D: jump_if_false DEBT_218
01B2: give_actor @13($3400,4i) weapon  28 ammo  9999  ;; Load the weapon model before using this

:DEBT_218
00D6: if  21
0038:   $3400 ==  1  ;; integer values
0038:   $3400 ==  3  ;; integer values
004D: jump_if_false DEBT_223
01B2: give_actor @13($3400,4i) weapon  30 ammo  9999  ;; Load the weapon model before using this

:DEBT_223
0008: $3400 +=  1  ;; integer values
0002: jump DEBT_202

:DEBT_225
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false DEBT_230
0249: release_model  352
0006: @7 =  0  ;; integer values

:DEBT_230
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false DEBT_235
0249: release_model  355
0006: @8 =  0  ;; integer values

:DEBT_235
000A: @0 +=  1  ;; integer values
0002: jump DEBT_242

:DEBT_237
00D6: if  0
8248:   NOT   model  355 available
004D: jump_if_false DEBT_242
0247: request_model  355
0006: @8 =  1  ;; integer values

:DEBT_242
0002: jump DEBT_278

:DEBT_243
00D6: if  0
8248:   NOT   model  540 available
004D: jump_if_false DEBT_248
0247: request_model  540
0006: @2 =  1  ;; integer values

:DEBT_248
00D6: if  0
8248:   NOT   model  181 available
004D: jump_if_false DEBT_253
0247: request_model  181
0006: @3 =  1  ;; integer values

:DEBT_253
00D6: if  0
8248:   NOT   model  183 available
004D: jump_if_false DEBT_258
0247: request_model  183
0006: @4 =  1  ;; integer values

:DEBT_258
00D6: if  0
8248:   NOT   model  206 available
004D: jump_if_false DEBT_263
0247: request_model  206
0006: @5 =  1  ;; integer values

:DEBT_263
00D6: if  0
8248:   NOT   model  47 available
004D: jump_if_false DEBT_268
0247: request_model  47
0006: @6 =  1  ;; integer values

:DEBT_268
00D6: if  0
8248:   NOT   model  352 available
004D: jump_if_false DEBT_273
0247: request_model  352
0006: @7 =  1  ;; integer values

:DEBT_273
00D6: if  0
8248:   NOT   model  355 available
004D: jump_if_false DEBT_278
0247: request_model  355
0006: @8 =  1  ;; integer values

:DEBT_278
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false DEBT_514
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false DEBT_500
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false DEBT_495
00D6: if  0
810A:   NOT   player $PLAYER_CHAR money > -1
004D: jump_if_false DEBT_491
077E: @11 = active_interior
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false DEBT_486
00D6: if  0
8118:   NOT   actor @13 dead
004D: jump_if_false DEBT_431
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @13 radius  500.0  500.0  0
004D: jump_if_false DEBT_426
00D6: if  0
0449:   actor @13 in_a_car
004D: jump_if_false DEBT_378
00D6: if  0
8119:   NOT   car @12 wrecked
004D: jump_if_false DEBT_376
00D6: if  0
001E:   $16 > @10  ;; integer values
004D: jump_if_false DEBT_334
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false DEBT_331
0209: @11 = random_int  0  4
03C0: $48 = actor $PLAYER_ACTOR car
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false DEBT_318
06E1: unknown_action_sequence @13 @12 $48  15  100.0  2 

:DEBT_318
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false DEBT_322
06E1: unknown_action_sequence @13 @12 $48  19  100.0  2 

:DEBT_322
00D6: if  0
0039:   @11 ==  2  ;; integer values
004D: jump_if_false DEBT_326
06E1: unknown_action_sequence @13 @12 $48  29  100.0  2 

:DEBT_326
00D6: if  0
0039:   @11 ==  3  ;; integer values
004D: jump_if_false DEBT_330
06E1: unknown_action_sequence @13 @12 $48  30  100.0  2 

:DEBT_330
0002: jump DEBT_332

:DEBT_331
06E1: unknown_action_sequence @13 @12 -1  2  100.0  2 

:DEBT_332
008B: @10 = $16  ;; integer values and handles
000A: @10 +=  8000  ;; integer values

:DEBT_334
06AC: $PLAYER_ACTOR $68 
00D6: if  21
044B:   actor $PLAYER_ACTOR has_objective
0022:    5.0 > $68  ;; floating-point values
004D: jump_if_false DEBT_360
00D6: if  0
00F2:   actor @13 near_actor $PLAYER_ACTOR radius  15.0  15.0  0
004D: jump_if_false DEBT_360
062E: @13  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false DEBT_360
0615: @20 
0209: @11 = random_int  0  2
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false DEBT_354
06C7: unknown_action_sequence -1 @12  7  200 
06C7: unknown_action_sequence -1 @12  4  1000 
0002: jump DEBT_356

:DEBT_354
06C7: unknown_action_sequence -1 @12  8  200 
06C7: unknown_action_sequence -1 @12  5  1000 

:DEBT_356
07A5: unknown_action_sequence -1 $PLAYER_ACTOR  5000 
0616: @20 
0618: @13 @20 
061B: @20 

:DEBT_360
00D6: if  1
03CE:   car @12 stuck
0022:    15.0 > $68  ;; floating-point values
004D: jump_if_false DEBT_375
00D6: if  0
0202:   actor $PLAYER_ACTOR near_car @12 radius  30.0  30.0 unknown  0
004D: jump_if_false DEBT_375
00D6: if  0
02CA:   car @12 bounding_sphere_visible
004D: jump_if_false DEBT_375
062E: @13  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false DEBT_375
07A5: unknown_action_sequence @13 $PLAYER_ACTOR  5000 

:DEBT_375
0002: jump DEBT_377

:DEBT_376
01C3: remove_references_to_car @12  ;; Like turning a car into any random car

:DEBT_377
0002: jump DEBT_425

:DEBT_378
00D6: if  0
00F2:   actor @13 near_actor $PLAYER_ACTOR radius  30.0  30.0  0
004D: jump_if_false DEBT_387
062E: @13  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false DEBT_386
07A5: unknown_action_sequence @13 $PLAYER_ACTOR  5000 

:DEBT_386
0002: jump DEBT_425

:DEBT_387
00D6: if  0
8119:   NOT   car @12 wrecked
004D: jump_if_false DEBT_401
062E: @13  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false DEBT_400
0615: @20 
0772: unknown_action_sequence -1 @12  99999  5.0 
05CB: unknown_action_sequence -1 @12 -2 
0616: @20 
0618: @13 @20 
061B: @20 

:DEBT_400
0002: jump DEBT_425

:DEBT_401
01C3: remove_references_to_car @12  ;; Like turning a car into any random car
00D6: if  0
80F2:   NOT   actor $PLAYER_ACTOR near_actor @13 radius  60.0  60.0  0
004D: jump_if_false DEBT_420
00A0: store_actor @13 position_to $73 $74 $75
03D3: point $73 $74 $75 get_nearby_vector $73 $74 $75 $72
00D6: if  0
838A:   NOT   car_in_cube $73 $74 $75  4.0  4.0  4.0
004D: jump_if_false DEBT_419
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  4.0
004D: jump_if_false DEBT_419
00A5: @12 = create_car  540 at $73 $74 $75
0175: set_car @12 z_angle_to $72
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: @12  4.0  4000  1  1  1 -1 

:DEBT_419
0002: jump DEBT_425

:DEBT_420
062E: @13  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false DEBT_425
07A5: unknown_action_sequence @13 $PLAYER_ACTOR  5000 

:DEBT_425
0002: jump DEBT_430

:DEBT_426
0050: gosub DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_430
0002: jump DEBT_454

:DEBT_431
01C2: remove_references_to_actor @13  ;; Like turning an actor into a random pedestrian
0004: $3400 =  1  ;; integer values

:DEBT_433
00D6: if  0
001A:    4 > $3400  ;; integer values
004D: jump_if_false DEBT_454
00D6: if  0
8118:   NOT   actor @13($3400,4i) dead
004D: jump_if_false DEBT_451
00D6: if  0
07FD:   group @17 alive
004D: jump_if_false DEBT_450
00D6: if  0
06EE:   actor @13($3400,4i) in_group @17 
004D: jump_if_false DEBT_450
00D6: if  0
06EF:   group_leader @13($3400,4i) @17 
004D: jump_if_false DEBT_450
0085: @13 = @13($3400,4i)  ;; integer values and handles
0006: @13($3400,4i) = -1  ;; integer values

:DEBT_450
0002: jump DEBT_452

:DEBT_451
01C2: remove_references_to_actor @13($3400,4i)  ;; Like turning an actor into a random pedestrian

:DEBT_452
0008: $3400 +=  1  ;; integer values
0002: jump DEBT_433

:DEBT_454
0004: $3400 =  1  ;; integer values

:DEBT_455
00D6: if  0
001A:    4 > $3400  ;; integer values
004D: jump_if_false DEBT_485
00D6: if  0
8118:   NOT   actor @13 dead
004D: jump_if_false DEBT_483
00D6: if  0
8118:   NOT   actor @13($3400,4i) dead
004D: jump_if_false DEBT_482
00D6: if  0
07FD:   group @17 alive
004D: jump_if_false DEBT_481
00D6: if  0
86EE:   NOT   actor @13($3400,4i) in_group @17 
004D: jump_if_false DEBT_481
00D6: if  0
00F2:   actor @13($3400,4i) near_actor @13 radius  30.0  30.0  0
004D: jump_if_false DEBT_475
0631: put_actor @13($3400,4i) in_group @17 
0002: jump DEBT_481

:DEBT_475
062E: @13($3400,4i)  1957 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false DEBT_481
01C2: remove_references_to_actor @13($3400,4i)  ;; Like turning an actor into a random pedestrian
07A5: unknown_action_sequence @13($3400,4i) $PLAYER_ACTOR  5000 

:DEBT_481
0002: jump DEBT_483

:DEBT_482
01C2: remove_references_to_actor @13($3400,4i)  ;; Like turning an actor into a random pedestrian

:DEBT_483
0008: $3400 +=  1  ;; integer values
0002: jump DEBT_455

:DEBT_485
0002: jump DEBT_490

:DEBT_486
0050: gosub DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  60000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_490
0002: jump DEBT_494

:DEBT_491
0050: gosub DEBT_518
0004: $1376 =  0  ;; integer values
004E: end_thread

:DEBT_494
0002: jump DEBT_499

:DEBT_495
0050: gosub DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_499
0002: jump DEBT_504

:DEBT_500
0050: gosub DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_504
00D6: if  3
0118:   actor @13 dead
0118:   actor @14 dead
0118:   actor @15 dead
0118:   actor @16 dead
004D: jump_if_false DEBT_514
0050: gosub DEBT_518
008B: @9 = $16  ;; integer values and handles
000A: @9 +=  120000  ;; integer values
0006: @0 =  0  ;; integer values

:DEBT_514
0002: jump DEBT_16
00D6: if  0
82CA:   NOT   car @12 bounding_sphere_visible
004D: jump_if_false DEBT_518

:DEBT_518
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  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false DEBT_531
0249: release_model  540
0006: @2 =  0  ;; integer values

:DEBT_531
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false DEBT_536
0249: release_model  181
0006: @3 =  0  ;; integer values

:DEBT_536
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false DEBT_541
0249: release_model  183
0006: @4 =  0  ;; integer values

:DEBT_541
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false DEBT_546
0249: release_model  206
0006: @5 =  0  ;; integer values

:DEBT_546
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false DEBT_551
0249: release_model  47
0006: @6 =  0  ;; integer values

:DEBT_551
00D6: if  0
0039:   @7 ==  1  ;; integer values
004D: jump_if_false DEBT_556
0249: release_model  352
0006: @7 =  0  ;; integer values

:DEBT_556
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false DEBT_561
0249: release_model  355
0006: @8 =  0  ;; integer values

:DEBT_561
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FBOOTHL

03A4: name_thread 'FBOOTHL'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false FBOOTHL_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:FBOOTHL_7
04ED: load_animation "FOOD"

:FBOOTHL_8
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false FBOOTHL_13
0001: wait  0 ms
0002: jump FBOOTHL_8

:FBOOTHL_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false FBOOTHL_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump FBOOTHL_23

:FBOOTHL_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:FBOOTHL_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false FBOOTHL_30
0446: (unknown) @0  0 
0006: @6 =  1800000  ;; integer values
0002: jump FBOOTHL_31

:FBOOTHL_30
0006: @6 =  0  ;; integer values

:FBOOTHL_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false FBOOTHL_53
00D6: if  0
09C5: @0 
004D: jump_if_false FBOOTHL_51
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false FBOOTHL_45
0050: gosub FBOOTHL_55
0002: jump FBOOTHL_50

:FBOOTHL_45
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FBOOTHL_49
0004: $677 =  1  ;; integer values

:FBOOTHL_49
0002: jump FBOOTHL_260

:FBOOTHL_50
0002: jump FBOOTHL_52

:FBOOTHL_51
0050: gosub FBOOTHL_251

:FBOOTHL_52
0002: jump FBOOTHL_54

:FBOOTHL_53
0050: gosub FBOOTHL_251

:FBOOTHL_54
0002: jump FBOOTHL_31

:FBOOTHL_55
0871: init_jump_table @4 total_jumps  5  0 FBOOTHL_66 jumps  1 FBOOTHL_56  2 FBOOTHL_58  3 FBOOTHL_60  4 FBOOTHL_62  5 FBOOTHL_64 -1 FBOOTHL_66 -1 FBOOTHL_66 

:FBOOTHL_56
0050: gosub FBOOTHL_67
0002: jump FBOOTHL_66

:FBOOTHL_58
0050: gosub FBOOTHL_84
0002: jump FBOOTHL_66

:FBOOTHL_60
0050: gosub FBOOTHL_188
0002: jump FBOOTHL_66

:FBOOTHL_62
0050: gosub FBOOTHL_251
0002: jump FBOOTHL_66

:FBOOTHL_64
0050: gosub FBOOTHL_214
0002: jump FBOOTHL_66

:FBOOTHL_66
0051: return

:FBOOTHL_67
0871: init_jump_table @5 total_jumps  2  0 FBOOTHL_83 jumps  0 FBOOTHL_68  1 FBOOTHL_72 -1 FBOOTHL_83 -1 FBOOTHL_83 -1 FBOOTHL_83 -1 FBOOTHL_83 -1 FBOOTHL_83 

:FBOOTHL_68
0812: unknown_action_sequence @0 "FF_SIT_IN_L" "FOOD"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHL_83

:FBOOTHL_72
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_SIT_IN_L" 
004D: jump_if_false FBOOTHL_77
0613: @0 "FF_SIT_IN_L" @9 

:FBOOTHL_77
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false FBOOTHL_82
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHL_82
0002: jump FBOOTHL_83

:FBOOTHL_83
0051: return

:FBOOTHL_84
0871: init_jump_table @5 total_jumps  5  0 FBOOTHL_187 jumps -2 FBOOTHL_85  0 FBOOTHL_106  1 FBOOTHL_137  2 FBOOTHL_153  3 FBOOTHL_176 -1 FBOOTHL_187 -1 FBOOTHL_187 

:FBOOTHL_85
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false FBOOTHL_90
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHL_104

:FBOOTHL_90
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false FBOOTHL_96
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump FBOOTHL_97

:FBOOTHL_96
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHL_97
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false FBOOTHL_103
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHL_104

:FBOOTHL_103
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHL_104
0006: @5 =  1  ;; integer values
0002: jump FBOOTHL_187

:FBOOTHL_106
00D6: if  0
0737: @0 -1 
004D: jump_if_false FBOOTHL_116
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false FBOOTHL_114
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHL_115

:FBOOTHL_114
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHL_115
0002: jump FBOOTHL_135

:FBOOTHL_116
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false FBOOTHL_121
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHL_135

:FBOOTHL_121
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false FBOOTHL_127
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump FBOOTHL_128

:FBOOTHL_127
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHL_128
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false FBOOTHL_134
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHL_135

:FBOOTHL_134
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHL_135
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHL_187

:FBOOTHL_137
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 -.1  .5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset -1.0 -.5  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  1.0  0.0 -.65
00D6: if  22
0611: @0 "FF_SIT_LOOK" 
0611: @0 "FF_SIT_EAT1" 
0611: @0 "FF_SIT_EAT2" 
004D: jump_if_false FBOOTHL_152
0985: @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_152
0002: jump FBOOTHL_187

:FBOOTHL_153
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FBOOTHL_161
054E: @0
0006: @6 =  0  ;; integer values
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump FBOOTHL_187

:FBOOTHL_161
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false FBOOTHL_175
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false FBOOTHL_170
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump FBOOTHL_175

:FBOOTHL_170
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false FBOOTHL_175
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1 -1 
000A: @5 +=  1  ;; integer values

:FBOOTHL_175
0002: jump FBOOTHL_187

:FBOOTHL_176
00D6: if  0
0184:   actor @0 health >=  0
004D: jump_if_false FBOOTHL_185
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false FBOOTHL_184
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHL_184
0002: jump FBOOTHL_186

:FBOOTHL_185
0568: @0  1

:FBOOTHL_186
0002: jump FBOOTHL_187

:FBOOTHL_187
0051: return

:FBOOTHL_188
0871: init_jump_table @5 total_jumps  3  0 FBOOTHL_213 jumps  0 FBOOTHL_189  1 FBOOTHL_196  2 FBOOTHL_200 -1 FBOOTHL_213 -1 FBOOTHL_213 -1 FBOOTHL_213 -1 FBOOTHL_213 

:FBOOTHL_189
00D6: if  0
0737: @0 -1 
004D: jump_if_false FBOOTHL_193
070B: @0  1 

:FBOOTHL_193
0812: unknown_action_sequence @0 "FF_SIT_OUT_L_180" "FOOD"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHL_213

:FBOOTHL_196
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHL_213

:FBOOTHL_200
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_SIT_OUT_L_180" 
004D: jump_if_false FBOOTHL_212
0613: @0 "FF_SIT_OUT_L_180" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false FBOOTHL_212
088D: @13 @14 @15  1.5 -367  1 
088D: @13 @14 @15  1.5 -366  0 
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHL_212
0002: jump FBOOTHL_213

:FBOOTHL_213
0051: return

:FBOOTHL_214
0871: init_jump_table @5 total_jumps  3  0 FBOOTHL_250 jumps  0 FBOOTHL_215  1 FBOOTHL_218  2 FBOOTHL_233 -1 FBOOTHL_250 -1 FBOOTHL_250 -1 FBOOTHL_250 -1 FBOOTHL_250 

:FBOOTHL_215
0812: unknown_action_sequence @0 "FF_DAM_FWD" "FOOD"  16.0  0  0  0  1  0 
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHL_250

:FBOOTHL_218
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_DAM_FWD" 
004D: jump_if_false FBOOTHL_227
0613: @0 "FF_DAM_FWD" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false FBOOTHL_227
000A: @5 +=  1  ;; integer values

:FBOOTHL_227
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false FBOOTHL_232
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub FBOOTHL_251

:FBOOTHL_232
0002: jump FBOOTHL_250

:FBOOTHL_233
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false FBOOTHL_239
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub FBOOTHL_251
0002: jump FBOOTHL_248

:FBOOTHL_239
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false FBOOTHL_246
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub FBOOTHL_260
0002: jump FBOOTHL_248

:FBOOTHL_246
0006: @4 =  2  ;; integer values
0006: @5 =  2  ;; integer values

:FBOOTHL_248
0004: $677 =  1  ;; integer values
0002: jump FBOOTHL_250

:FBOOTHL_250
0051: return

:FBOOTHL_251
01C4: remove_references_to_object @8  ;; This object will now disappear when the player looks away
04EF: release_animation "FOOD"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false FBOOTHL_258
0446: (unknown) @0  1 
08A0: @0  100.0  0  0.0  0.0  0.0 "PCUSTOM" 

:FBOOTHL_258
004E: end_thread
0051: return

:FBOOTHL_260
0001: wait  0 ms
00D6: if  1
8844:   NOT s$706 
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false FBOOTHL_303
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false FBOOTHL_302
0871: init_jump_table @4 total_jumps  5  1 FBOOTHL_300 jumps  1 FBOOTHL_270  2 FBOOTHL_282  3 FBOOTHL_289  4 FBOOTHL_291  5 FBOOTHL_298 -1 FBOOTHL_302 -1 FBOOTHL_302 

:FBOOTHL_270
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false FBOOTHL_275
0050: gosub FBOOTHL_55
0002: jump FBOOTHL_281

:FBOOTHL_275
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false FBOOTHL_281
05C5: unknown_action_sequence @0 -2 
0050: gosub FBOOTHL_251

:FBOOTHL_281
0002: jump FBOOTHL_302

:FBOOTHL_282
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false FBOOTHL_287
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:FBOOTHL_287
0050: gosub FBOOTHL_55
0002: jump FBOOTHL_302

:FBOOTHL_289
0050: gosub FBOOTHL_55
0002: jump FBOOTHL_302

:FBOOTHL_291
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false FBOOTHL_297
05C5: unknown_action_sequence @0 -2 
0050: gosub FBOOTHL_251

:FBOOTHL_297
0002: jump FBOOTHL_302

:FBOOTHL_298
0050: gosub FBOOTHL_55
0002: jump FBOOTHL_302

:FBOOTHL_300
0050: gosub FBOOTHL_251
0002: jump FBOOTHL_302

:FBOOTHL_302
0002: jump FBOOTHL_304

:FBOOTHL_303
0050: gosub FBOOTHL_251

:FBOOTHL_304
0002: jump FBOOTHL_260
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FBOOTHR

03A4: name_thread 'FBOOTHR'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false FBOOTHR_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:FBOOTHR_7
04ED: load_animation "FOOD"

:FBOOTHR_8
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false FBOOTHR_13
0001: wait  0 ms
0002: jump FBOOTHR_8

:FBOOTHR_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false FBOOTHR_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump FBOOTHR_23

:FBOOTHR_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:FBOOTHR_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false FBOOTHR_30
0446: (unknown) @0  0 
0006: @6 =  1800000  ;; integer values
0002: jump FBOOTHR_31

:FBOOTHR_30
0006: @6 =  0  ;; integer values

:FBOOTHR_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false FBOOTHR_53
00D6: if  0
09C5: @0 
004D: jump_if_false FBOOTHR_51
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false FBOOTHR_45
0050: gosub FBOOTHR_55
0002: jump FBOOTHR_50

:FBOOTHR_45
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FBOOTHR_49
0004: $677 =  1  ;; integer values

:FBOOTHR_49
0002: jump FBOOTHR_260

:FBOOTHR_50
0002: jump FBOOTHR_52

:FBOOTHR_51
0050: gosub FBOOTHR_251

:FBOOTHR_52
0002: jump FBOOTHR_54

:FBOOTHR_53
0050: gosub FBOOTHR_251

:FBOOTHR_54
0002: jump FBOOTHR_31

:FBOOTHR_55
0871: init_jump_table @4 total_jumps  5  0 FBOOTHR_66 jumps  1 FBOOTHR_56  2 FBOOTHR_58  3 FBOOTHR_60  4 FBOOTHR_62  5 FBOOTHR_64 -1 FBOOTHR_66 -1 FBOOTHR_66 

:FBOOTHR_56
0050: gosub FBOOTHR_67
0002: jump FBOOTHR_66

:FBOOTHR_58
0050: gosub FBOOTHR_84
0002: jump FBOOTHR_66

:FBOOTHR_60
0050: gosub FBOOTHR_188
0002: jump FBOOTHR_66

:FBOOTHR_62
0050: gosub FBOOTHR_251
0002: jump FBOOTHR_66

:FBOOTHR_64
0050: gosub FBOOTHR_214
0002: jump FBOOTHR_66

:FBOOTHR_66
0051: return

:FBOOTHR_67
0871: init_jump_table @5 total_jumps  2  0 FBOOTHR_83 jumps  0 FBOOTHR_68  1 FBOOTHR_72 -1 FBOOTHR_83 -1 FBOOTHR_83 -1 FBOOTHR_83 -1 FBOOTHR_83 -1 FBOOTHR_83 

:FBOOTHR_68
0812: unknown_action_sequence @0 "FF_SIT_IN_R" "FOOD"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHR_83

:FBOOTHR_72
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_SIT_IN_R" 
004D: jump_if_false FBOOTHR_77
0613: @0 "FF_SIT_IN_R" @9 

:FBOOTHR_77
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false FBOOTHR_82
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHR_82
0002: jump FBOOTHR_83

:FBOOTHR_83
0051: return

:FBOOTHR_84
0871: init_jump_table @5 total_jumps  5  0 FBOOTHR_187 jumps -2 FBOOTHR_85  0 FBOOTHR_106  1 FBOOTHR_137  2 FBOOTHR_153  3 FBOOTHR_176 -1 FBOOTHR_187 -1 FBOOTHR_187 

:FBOOTHR_85
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false FBOOTHR_90
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHR_104

:FBOOTHR_90
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false FBOOTHR_96
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump FBOOTHR_97

:FBOOTHR_96
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHR_97
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false FBOOTHR_103
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHR_104

:FBOOTHR_103
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHR_104
0006: @5 =  1  ;; integer values
0002: jump FBOOTHR_187

:FBOOTHR_106
00D6: if  0
0737: @0 -1 
004D: jump_if_false FBOOTHR_116
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false FBOOTHR_114
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHR_115

:FBOOTHR_114
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHR_115
0002: jump FBOOTHR_135

:FBOOTHR_116
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false FBOOTHR_121
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHR_135

:FBOOTHR_121
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false FBOOTHR_127
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump FBOOTHR_128

:FBOOTHR_127
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:FBOOTHR_128
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false FBOOTHR_134
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump FBOOTHR_135

:FBOOTHR_134
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:FBOOTHR_135
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHR_187

:FBOOTHR_137
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  .1  .5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset  1.0 -.5  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset -1.0  0.0 -.65
00D6: if  22
0611: @0 "FF_SIT_LOOK" 
0611: @0 "FF_SIT_EAT1" 
0611: @0 "FF_SIT_EAT2" 
004D: jump_if_false FBOOTHR_152
0985: @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_152
0002: jump FBOOTHR_187

:FBOOTHR_153
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false FBOOTHR_161
054E: @0
0006: @6 =  0  ;; integer values
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump FBOOTHR_187

:FBOOTHR_161
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false FBOOTHR_175
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false FBOOTHR_170
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump FBOOTHR_175

:FBOOTHR_170
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false FBOOTHR_175
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1 -1 
000A: @5 +=  1  ;; integer values

:FBOOTHR_175
0002: jump FBOOTHR_187

:FBOOTHR_176
00D6: if  0
0184:   actor @0 health >=  0
004D: jump_if_false FBOOTHR_185
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false FBOOTHR_184
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHR_184
0002: jump FBOOTHR_186

:FBOOTHR_185
0568: @0  1

:FBOOTHR_186
0002: jump FBOOTHR_187

:FBOOTHR_187
0051: return

:FBOOTHR_188
0871: init_jump_table @5 total_jumps  3  0 FBOOTHR_213 jumps  0 FBOOTHR_189  1 FBOOTHR_196  2 FBOOTHR_200 -1 FBOOTHR_213 -1 FBOOTHR_213 -1 FBOOTHR_213 -1 FBOOTHR_213 

:FBOOTHR_189
00D6: if  0
0737: @0 -1 
004D: jump_if_false FBOOTHR_193
070B: @0  1 

:FBOOTHR_193
0812: unknown_action_sequence @0 "FF_SIT_OUT_R_180" "FOOD"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHR_213

:FBOOTHR_196
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHR_213

:FBOOTHR_200
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_SIT_OUT_R_180" 
004D: jump_if_false FBOOTHR_212
0613: @0 "FF_SIT_OUT_R_180" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false FBOOTHR_212
088D: @13 @14 @15  1.5 -367  1 
088D: @13 @14 @15  1.5 -366  0 
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:FBOOTHR_212
0002: jump FBOOTHR_213

:FBOOTHR_213
0051: return

:FBOOTHR_214
0871: init_jump_table @5 total_jumps  3  0 FBOOTHR_250 jumps  0 FBOOTHR_215  1 FBOOTHR_218  2 FBOOTHR_233 -1 FBOOTHR_250 -1 FBOOTHR_250 -1 FBOOTHR_250 -1 FBOOTHR_250 

:FBOOTHR_215
0812: unknown_action_sequence @0 "FF_DAM_FWD" "FOOD"  16.0  0  0  0  1  0 
000A: @5 +=  1  ;; integer values
0002: jump FBOOTHR_250

:FBOOTHR_218
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_DAM_FWD" 
004D: jump_if_false FBOOTHR_227
0613: @0 "FF_DAM_FWD" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false FBOOTHR_227
000A: @5 +=  1  ;; integer values

:FBOOTHR_227
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false FBOOTHR_232
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub FBOOTHR_251

:FBOOTHR_232
0002: jump FBOOTHR_250

:FBOOTHR_233
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false FBOOTHR_239
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub FBOOTHR_251
0002: jump FBOOTHR_248

:FBOOTHR_239
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false FBOOTHR_246
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub FBOOTHR_260
0002: jump FBOOTHR_248

:FBOOTHR_246
0006: @4 =  2  ;; integer values
0006: @5 =  2  ;; integer values

:FBOOTHR_248
0004: $677 =  1  ;; integer values
0002: jump FBOOTHR_250

:FBOOTHR_250
0051: return

:FBOOTHR_251
01C4: remove_references_to_object @8  ;; This object will now disappear when the player looks away
04EF: release_animation "FOOD"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false FBOOTHR_258
0446: (unknown) @0  1 
08A0: @0  100.0  0  0.0  0.0  0.0 "PCUSTOM" 

:FBOOTHR_258
004E: end_thread
0051: return

:FBOOTHR_260
0001: wait  0 ms
00D6: if  1
8844:   NOT s$706 
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false FBOOTHR_303
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false FBOOTHR_302
0871: init_jump_table @4 total_jumps  5  1 FBOOTHR_300 jumps  1 FBOOTHR_270  2 FBOOTHR_282  3 FBOOTHR_289  4 FBOOTHR_291  5 FBOOTHR_298 -1 FBOOTHR_302 -1 FBOOTHR_302 

:FBOOTHR_270
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false FBOOTHR_275
0050: gosub FBOOTHR_55
0002: jump FBOOTHR_281

:FBOOTHR_275
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false FBOOTHR_281
05C5: unknown_action_sequence @0 -2 
0050: gosub FBOOTHR_251

:FBOOTHR_281
0002: jump FBOOTHR_302

:FBOOTHR_282
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false FBOOTHR_287
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:FBOOTHR_287
0050: gosub FBOOTHR_55
0002: jump FBOOTHR_302

:FBOOTHR_289
0050: gosub FBOOTHR_55
0002: jump FBOOTHR_302

:FBOOTHR_291
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false FBOOTHR_297
05C5: unknown_action_sequence @0 -2 
0050: gosub FBOOTHR_251

:FBOOTHR_297
0002: jump FBOOTHR_302

:FBOOTHR_298
0050: gosub FBOOTHR_55
0002: jump FBOOTHR_302

:FBOOTHR_300
0050: gosub FBOOTHR_251
0002: jump FBOOTHR_302

:FBOOTHR_302
0002: jump FBOOTHR_304

:FBOOTHR_303
0050: gosub FBOOTHR_251

:FBOOTHR_304
0002: jump FBOOTHR_260
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FOODBRAINS

03A4: name_thread 'PSHOP'
0004: $677 =  0  ;; integer values
0871: init_jump_table @0 total_jumps  3  0 PSHOP_79 jumps  0 PSHOP_4  1 PSHOP_29  2 PSHOP_54 -1 PSHOP_79 -1 PSHOP_79 -1 PSHOP_79 -1 PSHOP_79 

:PSHOP_4
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_13
00D6: if  0
8248:   NOT   model @11 available
004D: jump_if_false PSHOP_18
0001: wait  0 ms
0002: jump PSHOP_13

:PSHOP_18
00D6: if  0
8248:   NOT   model #PIZZAHIGH available
004D: jump_if_false PSHOP_23
0001: wait  0 ms
0002: jump PSHOP_18

:PSHOP_23
00D6: if  0
8248:   NOT   model #CJ_PIZZA_2 available
004D: jump_if_false PSHOP_28
0001: wait  0 ms
0002: jump PSHOP_23

:PSHOP_28
0002: jump PSHOP_79

:PSHOP_29
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_38
00D6: if  0
8248:   NOT   model @11 available
004D: jump_if_false PSHOP_43
0001: wait  0 ms
0002: jump PSHOP_38

:PSHOP_43
00D6: if  0
8248:   NOT   model #BURGERHIGH available
004D: jump_if_false PSHOP_48
0001: wait  0 ms
0002: jump PSHOP_43

:PSHOP_48
00D6: if  0
8248:   NOT   model #CJ_BURG_2 available
004D: jump_if_false PSHOP_53
0001: wait  0 ms
0002: jump PSHOP_48

:PSHOP_53
0002: jump PSHOP_79

:PSHOP_54
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_63
00D6: if  0
8248:   NOT   model @11 available
004D: jump_if_false PSHOP_68
0001: wait  0 ms
0002: jump PSHOP_63

:PSHOP_68
00D6: if  0
8248:   NOT   model #BURGERHIGH available
004D: jump_if_false PSHOP_73
0001: wait  0 ms
0002: jump PSHOP_68

:PSHOP_73
00D6: if  0
8248:   NOT   model #CJ_BURG_2 available
004D: jump_if_false PSHOP_78
0001: wait  0 ms
0002: jump PSHOP_73

:PSHOP_78
0002: jump PSHOP_79

:PSHOP_79
0615: @8 
0638: unknown_action_sequence -1  1 
05BA: unknown_action_sequence -1 -2 
0616: @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 (SHOPKEEPER) @10 @9 
08A9: load_external_script  36 (SHOPKEEPER) 

:PSHOP_87
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PSHOP_123
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false PSHOP_96
0050: gosub PSHOP_125

:PSHOP_96
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false PSHOP_100
0004: $677 =  1  ;; integer values

:PSHOP_100
00D6: if  0
8118:   NOT   actor @10 dead
004D: jump_if_false PSHOP_112
00D6: if  0
0457:   player $PLAYER_CHAR aiming_at_actor @10
004D: jump_if_false PSHOP_108
0004: $677 =  1  ;; integer values
0002: jump PSHOP_112

:PSHOP_108
00D6: if  0
051A:   unknown_actor @10 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PSHOP_112
0004: $677 =  1  ;; integer values

:PSHOP_112
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false PSHOP_123
00A0: store_actor $PLAYER_ACTOR position_to @3 @4 @5
08E5: @3 @4 @5  20.0 @1 
00D6: if  0
0019:   @1 > -1  ;; integer values
004D: jump_if_false PSHOP_123
000A: @2 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @1 @2 
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:PSHOP_123
0001: wait  0 ms
0002: jump PSHOP_87

:PSHOP_125
0004: $677 =  0  ;; integer values
01C2: remove_references_to_actor @10  ;; Like turning an actor into a random pedestrian
0249: release_model  155
0249: release_model  167
0249: release_model  205
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: @8 
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START FOOD_VENDOR
; Originally: airport, buy ticket, fly

03A4: name_thread 'FODVEND'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false FODVEND_7
029B: @0 = init_object #ICESCART_PROP at  0.0  0.0  0.0

:FODVEND_7
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false FODVEND_136
00D6: if  0
0977: @0 
004D: jump_if_false FODVEND_127
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false FODVEND_119
00D6: if  0
895B:   NOT @0 
004D: jump_if_false FODVEND_103
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false FODVEND_56
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.0  0.0 -1.0
0086: $3404 = $73  ;; floating-point values only
000D: $3404 -=  .5  ;; floating-point values
0086: $3405 = $74  ;; floating-point values only
000D: $3405 -=  .5  ;; floating-point values
0086: $3406 = $75  ;; floating-point values only
0086: $3401 = $73  ;; floating-point values only
0009: $3401 +=  .5  ;; floating-point values
0086: $3402 = $74  ;; floating-point values only
0009: $3402 +=  .5  ;; floating-point values
0086: $3403 = $75  ;; floating-point values only
0009: $3403 +=  2.0  ;; floating-point values
00D6: if  0
8339:   NOT   objects_in_cube $3404 $3405 $3406 $3401 $3402 $3403  0  0  1  0  0
004D: jump_if_false FODVEND_54
00D6: if  0
80C2:   NOT   sphere_onscreen $73 $74 $75  1.0
004D: jump_if_false FODVEND_53
0247: request_model  168
00D6: if  0
0248:   model  168 available
004D: jump_if_false FODVEND_53
009A: @2 = create_actor  4  168 at $73 $74 $75
0400: create_coordinate $3404 $3405 $3406 from_object @0 offset  1.0  0.0  0.0
0061: $3404 -= $73  ;; floating-point values
0061: $3405 -= $74  ;; floating-point values
0604: $3404 $3405 $72 
0173: set_actor @2 z_angle_to $72
000A: @1 +=  1  ;; integer values

:FODVEND_53
0002: jump FODVEND_56

:FODVEND_54
0249: release_model  168
004E: end_thread

:FODVEND_56
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false FODVEND_82
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  8.0  8.0 unknown  0
004D: jump_if_false FODVEND_82
04ED: load_animation "VENDING"
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false FODVEND_82
00D6: if  0
010A:   player $PLAYER_CHAR money >  0
004D: jump_if_false FODVEND_82
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.0  0.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false FODVEND_82
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_stats  245
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  3000  ;; integer values
0109: player $PLAYER_CHAR money += -1
000A: @1 +=  1  ;; integer values

:FODVEND_82
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false FODVEND_91
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false FODVEND_91
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  27000  ;; integer values
000A: @1 +=  1  ;; integer values

:FODVEND_91
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false FODVEND_102
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false FODVEND_102
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.0  0.0  0.0
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false FODVEND_102
0006: @1 =  1  ;; integer values

:FODVEND_102
0002: jump FODVEND_118

:FODVEND_103
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false FODVEND_116
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false FODVEND_114
00D6: if  0
8118:   NOT   actor @2 dead
004D: jump_if_false FODVEND_114
07A5: unknown_action_sequence @2 $PLAYER_ACTOR  10000 

:FODVEND_114
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_116
0249: release_model  168
004E: end_thread

:FODVEND_118
0002: jump FODVEND_126

:FODVEND_119
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false FODVEND_125
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_125
0249: release_model  168

:FODVEND_126
0002: jump FODVEND_135

:FODVEND_127
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false FODVEND_133
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_133
0249: release_model  168
004E: end_thread

:FODVEND_135
0002: jump FODVEND_144

:FODVEND_136
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false FODVEND_142
01C2: remove_references_to_actor @2  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:FODVEND_142
0249: release_model  168
004E: end_thread

:FODVEND_144
0002: jump FODVEND_7
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GATES_SCRIPT

03A4: name_thread 'GATEOS'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false GATEOS_8
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_8
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GATEOS_112
00D6: if  0
0977: @0 
004D: jump_if_false GATEOS_110
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false GATEOS_55
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GATEOS_55
0984: @0 @9 
00D6: if  0
0248:   model @9 available
004D: jump_if_false GATEOS_55
00D6: if  0
0471:   unknown_actor $PLAYER_ACTOR near_object @0 radius  12.0  12.0 unknown  0
004D: jump_if_false GATEOS_51
00D6: if  22
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  433
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  470
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  432
004D: jump_if_false GATEOS_43
080A: @0  5 $3401 $3402 $3403 
080A: @0  6 $3404 $3405 $3406 
080A: @0  7 $73 $74 $75 
0509: $75 = distance between point $3404 $3405 and point $73 $74
0011: $75 *= -1.0  ;; floating-point values
00D6: if  0
05FC: $PLAYER_ACTOR $3401 $3402 $3403 $3404 $3405 $3406 $75  0 
004D: jump_if_false GATEOS_43
0006: @1 =  1  ;; integer values

:GATEOS_43
080A: @0  1 $3401 $3402 $3403 
080A: @0  2 $3404 $3405 $3406 
080A: @0  3 $73 $74 $75 
0509: $75 = distance between point $3404 $3405 and point $73 $74
00D6: if  0
05FC: $PLAYER_ACTOR $3401 $3402 $3403 $3404 $3405 $3406 $75  0 
004D: jump_if_false GATEOS_51
0006: @1 =  1  ;; integer values

:GATEOS_51
00D6: if  0
0038:   $709 ==  1  ;; integer values
004D: jump_if_false GATEOS_55
0006: @1 =  1  ;; integer values

:GATEOS_55
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false GATEOS_66
0984: @0 @9 
00D6: if  0
0248:   model @9 available
004D: jump_if_false GATEOS_66
080A: @0  0 @2 @3 @4 
01BB: store_object @0 position_to @5 @6 @7
097B: @0  1100 
000A: @1 +=  1  ;; integer values

:GATEOS_66
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false GATEOS_79
00D6: if  0
034E: unknown_move_object @0 to @2 @3 @4 unknown_angle  .1  .1  .1  1
004D: jump_if_false GATEOS_79
00D6: if  0
04E6:   unknown_object @0 near_point @2 @3 @4 radius  .1  .1  .1 unknown  0
004D: jump_if_false GATEOS_79
01BC: put_object @0 at @2 @3 @4
097B: @0  1101 
0008: $709 +=  1  ;; integer values
000A: @1 +=  1  ;; integer values

:GATEOS_79
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false GATEOS_86
00D6: if  0
0038:   $1521 ==  0  ;; integer values
004D: jump_if_false GATEOS_86
000A: @1 +=  1  ;; integer values

:GATEOS_86
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false GATEOS_97
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GATEOS_97
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @0 radius  20.0  20.0 unknown  0
004D: jump_if_false GATEOS_97
097B: @0  1100 
000A: @1 +=  1  ;; integer values

:GATEOS_97
00D6: if  0
0039:   @1 ==  5  ;; integer values
004D: jump_if_false GATEOS_109
00D6: if  0
034E: unknown_move_object @0 to @5 @6 @7 unknown_angle  .1  .1  .1  1
004D: jump_if_false GATEOS_109
00D6: if  0
04E6:   unknown_object @0 near_point @5 @6 @7 radius  .1  .1  .1 unknown  0
004D: jump_if_false GATEOS_109
01BC: put_object @0 at @5 @6 @7
097B: @0  1101 
0006: @1 =  0  ;; integer values

:GATEOS_109
0002: jump GATEOS_111

:GATEOS_110
004E: end_thread

:GATEOS_111
0002: jump GATEOS_113

:GATEOS_112
004E: end_thread

:GATEOS_113
0002: jump GATEOS_8
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GF_DATE

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  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false GFDATE_15
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
03C0: @28 = actor @0 car

:GFDATE_15
0050: gosub GFDATE_2818
08BD: @3  1 

:GFDATE_17
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false GFDATE_38
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false GFDATE_35
0050: gosub GFDATE_3164
0050: gosub GFDATE_2842
0050: gosub GFDATE_42
0050: gosub GFDATE_537
00D6: if  0
08B4: $390  22 
004D: jump_if_false GFDATE_33
0050: gosub GFDATE_3215

:GFDATE_33
0050: gosub GFDATE_3630
0002: jump GFDATE_37

:GFDATE_35
03E6: remove_text_box
0050: gosub GFDATE_3843

:GFDATE_37
0002: jump GFDATE_41

:GFDATE_38
03E6: remove_text_box
08BD: @3  9 
0050: gosub GFDATE_3843

:GFDATE_41
0002: jump GFDATE_17

:GFDATE_42
00D6: if  0
88B7:   NOT @3  1 
004D: jump_if_false GFDATE_536
00D6: if  0
08B4: $390  26 
004D: jump_if_false GFDATE_52
08BA: $390  2 
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_52
0050: gosub GFDATE_2344
00D6: if  0
0019:   @24 > -1  ;; integer values
004D: jump_if_false GFDATE_72
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_64
0050: gosub GFDATE_3825
016A: fade  0 ()  0 ms
0006: @1 =  2  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_64
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_71
0050: gosub GFDATE_3825
0006: @1 =  10  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_71
0002: jump GFDATE_79

:GFDATE_72
00D6: if  0
0039:   @24 == -2  ;; integer values
004D: jump_if_false GFDATE_79
0050: gosub GFDATE_3825
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_79
0871: init_jump_table $1211 total_jumps  17  0 GFDATE_536 jumps  0 GFDATE_82  1 GFDATE_113  2 GFDATE_139  3 GFDATE_187  4 GFDATE_204  5 GFDATE_220  6 GFDATE_238 
0872: jump_table_jumps  7 GFDATE_256  8 GFDATE_265  9 GFDATE_283  10 GFDATE_297  11 GFDATE_343  12 GFDATE_372  13 GFDATE_392  14 GFDATE_456  15 GFDATE_483 
0872: jump_table_jumps  16 GFDATE_514 -1 GFDATE_536 -1 GFDATE_536 -1 GFDATE_536 -1 GFDATE_536 -1 GFDATE_536 -1 GFDATE_536 -1 GFDATE_536 -1 GFDATE_536 

:GFDATE_82
0050: gosub GFDATE_2767
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_111
00D6: if  0
00E1:   key_pressed  0  4
004D: jump_if_false GFDATE_110
00D6: if  3
0039:   @1 ==  1  ;; integer values
88B7:   NOT @3  7 
88B7:   NOT @3  26 
88B4:   NOT $390  22 
004D: jump_if_false GFDATE_109
00D6: if  0
88B7:   NOT @3  3 
004D: jump_if_false GFDATE_109
08BD: @3  3 
00D6: if  0
0039:   @25 ==  2  ;; integer values
004D: jump_if_false GFDATE_106
0006: @1 =  11  ;; integer values
0006: @2 =  0  ;; integer values
0051: return
0002: jump GFDATE_109

:GFDATE_106
0006: @1 =  6  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_109
0002: jump GFDATE_111

:GFDATE_110
08C3: @3  3 

:GFDATE_111
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_113
00D6: if  0
88B7:   NOT @3  2 
004D: jump_if_false GFDATE_137
00D6: if  21
08B4: $377($389,6i)  21 
08B4: $377($389,6i)  16 
004D: jump_if_false GFDATE_137
00A0: store_actor $PLAYER_ACTOR position_to @4 @7 @10
08F1: @4 @7 @10 s$404 
00D6: if  1
08B4: $377($389,6i)  21 
88B4:   NOT $390  12 
004D: jump_if_false GFDATE_137
041A: @25 = actor @0 weapon  28 ammo
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false GFDATE_137
0114: set_actor @0 car_weapon  28 ammo_to  60
04AE: unknown $1233 radar_icon_or_model  280
08BA: $390  2 
0050: gosub GFDATE_3825
0050: gosub GFDATE_2294
08BD: @3  27 
08BD: @3  2 

:GFDATE_137
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_139
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false GFDATE_179
00D6: if  1
08B4: $390  15 
8039:   NOT   @1 ==  8  ;; integer values
004D: jump_if_false GFDATE_149
0006: @1 =  8  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_149
00D6: if  0
8039:   NOT   @1 ==  4  ;; integer values
004D: jump_if_false GFDATE_156
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values
0051: return
0002: jump GFDATE_178

:GFDATE_156
00D6: if  0
88B4:   NOT $390  12 
004D: jump_if_false GFDATE_167
00D6: if  1
001B:    0 > @29  ;; integer values
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_167
08BD: @3  7 
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_167
00D6: if  5
08B7: @3  5 
88B7:   NOT @3  7 
88B7:   NOT @3  6 
847A:   NOT $PLAYER_ACTOR
88B7:   NOT @3  30 
88B4:   NOT $390  22 
004D: jump_if_false GFDATE_178
0006: @1 =  7  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_178
0002: jump GFDATE_185

:GFDATE_179
00D6: if  0
8039:   NOT   @1 ==  1  ;; integer values
004D: jump_if_false GFDATE_185
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_185
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_187
00D6: if  2
0019:   @32 >  10000  ;; integer values
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
88B4:   NOT $390  22 
004D: jump_if_false GFDATE_202
00D6: if  21
0039:   @1 ==  1  ;; integer values
0039:   @1 ==  4  ;; integer values
004D: jump_if_false GFDATE_202
08BD: @3  7 
00BE: text_clear_all
03E6: remove_text_box
03E5: text_box 'GF_H017'
0050: gosub GFDATE_3843
0051: return

:GFDATE_202
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_204
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false GFDATE_218
00D6: if  0
8184:   NOT   actor @0 health >=  498
004D: jump_if_false GFDATE_216
08BD: @3  15 
03E5: text_box 'GF_H018'
0006: @1 =  9  ;; integer values
0006: @2 =  0  ;; integer values
0051: return
0002: jump GFDATE_218

:GFDATE_216
04AE: unknown $1233 radar_icon_or_model  313
054E: @0

:GFDATE_218
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_220
00D6: if  1
0019:   @32 >  120000  ;; integer values
88B7:   NOT @3  26 
004D: jump_if_false GFDATE_236
00D6: if  21
0038:   $389 ==  3  ;; integer values
0038:   $389 ==  2  ;; integer values
004D: jump_if_false GFDATE_234
00D6: if  0
0019:   @32 >  240000  ;; integer values
004D: jump_if_false GFDATE_233
0050: gosub GFDATE_2748
0051: return

:GFDATE_233
0002: jump GFDATE_236

:GFDATE_234
0050: gosub GFDATE_2748
0051: return

:GFDATE_236
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_238
00D6: if  1
0019:   @32 >  180000  ;; integer values
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_254
00D6: if  21
0038:   $389 ==  3  ;; integer values
0038:   $389 ==  2  ;; integer values
004D: jump_if_false GFDATE_252
00D6: if  0
0019:   @32 >  300000  ;; integer values
004D: jump_if_false GFDATE_251
0050: gosub GFDATE_2764
0051: return

:GFDATE_251
0002: jump GFDATE_254

:GFDATE_252
0050: gosub GFDATE_2764
0051: return

:GFDATE_254
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_256
00D6: if  1
0019:   @32 >  360000  ;; integer values
08B7: @3  7 
004D: jump_if_false GFDATE_263
0006: @1 =  9  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_263
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_265
00D6: if  0
8184:   NOT   actor @0 health >=  10
004D: jump_if_false GFDATE_272
0004: $359($389,6i) = -999  ;; integer values
0762: @0 
0050: gosub GFDATE_3843
0051: return

:GFDATE_272
00D6: if  2
010F:   player $PLAYER_CHAR wanted_level >  2
88B4:   NOT $377($389,6i)  21 
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_281
08BD: @3  7 
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_281
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_283
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_295
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false GFDATE_295
00D6: if  1
88B7:   NOT @3  7 
88B7:   NOT @3  2 
004D: jump_if_false GFDATE_295
0050: gosub GFDATE_2958

:GFDATE_295
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_297
00D6: if  3
08B7: @3  2 
88B7:   NOT @3  12 
88B7:   NOT @3  15 
8038:   NOT   $1236 == -1  ;; integer values
004D: jump_if_false GFDATE_332
0652: @25 = stat  184 ()  ; integer
00D6: if  0
0019:   @25 >  1  ;; integer values
004D: jump_if_false GFDATE_331
077E: @25 = active_interior
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false GFDATE_330
00D6: if  21
0039:   @1 ==  1  ;; integer values
0039:   @1 ==  4  ;; integer values
004D: jump_if_false GFDATE_330
00D6: if  1
88B4:   NOT $390  22 
0019:   @32 >  7000  ;; integer values
004D: jump_if_false GFDATE_330
0209: @25 = random_int  0  100
00D6: if  0
002B:    50 >= @25  ;; integer values 
004D: jump_if_false GFDATE_326
0004: $1236 =  0  ;; integer values
08BA: $390  22 
0002: jump GFDATE_330

:GFDATE_326
00D6: if  0
88B4:   NOT $390  25 
004D: jump_if_false GFDATE_330
0004: $1236 = -1  ;; integer values

:GFDATE_330
0002: jump GFDATE_332

:GFDATE_331
0004: $1236 = -1  ;; integer values

:GFDATE_332
00D6: if  2
08B4: $390  12 
0029:   @32 >=  30000  ;; integer values
88B7:   NOT @3  2 
004D: jump_if_false GFDATE_340
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536
0002: jump GFDATE_341

:GFDATE_340
0005: $9469 =  0.0  ;; floating-point values

:GFDATE_341
0004: $1211 =  0  ;; integer values
0002: jump GFDATE_536

:GFDATE_343
00D6: if  1
08B4: $377($389,6i)  27 
0039:   @1 ==  6  ;; integer values
004D: jump_if_false GFDATE_353
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false GFDATE_352
0009: $9469 +=  1.5  ;; floating-point values
0002: jump GFDATE_353

:GFDATE_352
0009: $9469 +=  .00001  ;; floating-point values

:GFDATE_353
00D6: if  1
08B4: $377($389,6i)  28 
0039:   @1 ==  7  ;; integer values
004D: jump_if_false GFDATE_363
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false GFDATE_362
0009: $9469 +=  1.5  ;; floating-point values
0002: jump GFDATE_363

:GFDATE_362
0009: $9469 +=  .00001  ;; floating-point values

:GFDATE_363
00D6: if  0
08B4: $377($389,6i)  21 
004D: jump_if_false GFDATE_370
00D6: if  0
02E0:   actor @0 aggressive
004D: jump_if_false GFDATE_370
0009: $9469 +=  4.0  ;; floating-point values

:GFDATE_370
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_372
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false GFDATE_390
0227: @25 = car @28 health
00D6: if  0
001D:   @29 > @25  ;; integer values  
004D: jump_if_false GFDATE_390
00D6: if  0
08B4: $377($389,6i)  24 
004D: jump_if_false GFDATE_388
00D6: if  0
051D:   cars @28 and -1 collided
004D: jump_if_false GFDATE_387
0009: $9469 +=  1.5  ;; floating-point values
054F: @28 

:GFDATE_387
0002: jump GFDATE_389

:GFDATE_388
000D: $9469 -=  1.0  ;; floating-point values

:GFDATE_389
0085: @29 = @25  ;; integer values and handles

:GFDATE_390
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_392
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_454
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false GFDATE_454
00D6: if  0
08B4: $377($389,6i)  11 
004D: jump_if_false GFDATE_412
00D6: if  1
0038:   $1340 ==  1  ;; integer values
88B7:   NOT @3  17 
004D: jump_if_false GFDATE_408
0009: $9469 +=  1.5  ;; floating-point values
08BD: @3  17 

:GFDATE_408
00D6: if  0
0038:   $1340 ==  0  ;; integer values
004D: jump_if_false GFDATE_412
08C3: @3  17 

:GFDATE_412
02E3: @14 = car @28 speed
00D6: if  0
08B4: $377($389,6i)  12 
004D: jump_if_false GFDATE_428
00D6: if  0
0021:   @14 >  22.0  ;; floating-point values
004D: jump_if_false GFDATE_422
0009: $9469 +=  1.5  ;; floating-point values
08C3: @3  19 
0002: jump GFDATE_428

:GFDATE_422
00D6: if  0
88B7:   NOT @3  19 
004D: jump_if_false GFDATE_427
08BD: @3  19 
04AE: unknown $1233 radar_icon_or_model  39

:GFDATE_427
000D: $9469 -=  2.5  ;; floating-point values

:GFDATE_428
00D6: if  0
08B4: $377($389,6i)  13 
004D: jump_if_false GFDATE_454
00D6: if  1
0021:   @14 >  8.0  ;; floating-point values
0023:    20.0 > @14  ;; floating-point values
004D: jump_if_false GFDATE_439
0009: $9469 +=  .5  ;; floating-point values
08C3: @3  19 
08C3: @3  18 
0002: jump GFDATE_454

:GFDATE_439
00D6: if  0
0033:    8.0 >= @14  ;; floating-point values 
004D: jump_if_false GFDATE_448
00D6: if  0
88B7:   NOT @3  19 
004D: jump_if_false GFDATE_447
08BD: @3  19 
04AE: unknown $1233 radar_icon_or_model  39

:GFDATE_447
0002: jump GFDATE_453

:GFDATE_448
00D6: if  0
88B7:   NOT @3  18 
004D: jump_if_false GFDATE_453
08BD: @3  18 
04AE: unknown $1233 radar_icon_or_model  32

:GFDATE_453
000D: $9469 -=  2.5  ;; floating-point values

:GFDATE_454
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_456
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_474
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false GFDATE_474
00D6: if  0
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_474
00D6: if  0
08B4: $377($389,6i)  16 
004D: jump_if_false GFDATE_474
0050: gosub GFDATE_2727
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_474
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_474
00D6: if  0
08B4: $377($389,6i)  21 
004D: jump_if_false GFDATE_481
00D6: if  0
02E0:   actor @0 aggressive
004D: jump_if_false GFDATE_481
0009: $9469 +=  4.0  ;; floating-point values

:GFDATE_481
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_483
00D6: if  1
00DF:   actor @0 driving
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_511
00D6: if  0
01C1:   car @28 stopped
004D: jump_if_false GFDATE_511
08D3: @26 
00D6: if  0
08B4: $377($389,6i)  14 
004D: jump_if_false GFDATE_511
00D6: if  21
04A4: @26  10 
04A4: @26  3 
004D: jump_if_false GFDATE_511
00C1: @26 = minutes_to_current_time  6  0
00D6: if  21
002B:    30 >= @25  ;; integer values 
0029:   @25 >=  1380  ;; integer values
004D: jump_if_false GFDATE_505
0009: $9469 +=  4.0  ;; floating-point values
0002: jump GFDATE_511

:GFDATE_505
00C1: @26 = minutes_to_current_time  20  0
00D6: if  21
002B:    30 >= @25  ;; integer values 
0029:   @25 >=  1380  ;; integer values
004D: jump_if_false GFDATE_511
0009: $9469 +=  4.0  ;; floating-point values

:GFDATE_511
0050: gosub GFDATE_2942
0008: $1211 +=  1  ;; integer values
0002: jump GFDATE_536

:GFDATE_514
00D6: if  1
0028:   $9467 >=  100  ;; integer values
88B7:   NOT @3  2 
004D: jump_if_false GFDATE_524
08BA: $390  2 
04AE: unknown $1233 radar_icon_or_model  280
08BD: @3  2 
0050: gosub GFDATE_3825
0051: return
0002: jump GFDATE_533

:GFDATE_524
00D6: if  1
002A:    0 >= $9467  ;; integer values
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_533
08C0: $390  2 
08BD: @3  7 
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_533
0005: $9469 =  0.0  ;; floating-point values
0004: $1211 =  0  ;; integer values
0002: jump GFDATE_536

:GFDATE_536
0051: return

:GFDATE_537
0871: init_jump_table @1 total_jumps  12  0 GFDATE_563 jumps  0 GFDATE_539  1 GFDATE_541  2 GFDATE_543  3 GFDATE_545  4 GFDATE_547  5 GFDATE_549  6 GFDATE_551 
0872: jump_table_jumps  7 GFDATE_553  8 GFDATE_555  9 GFDATE_557  10 GFDATE_559  11 GFDATE_561 -1 GFDATE_563 -1 GFDATE_563 -1 GFDATE_563 -1 GFDATE_563 

:GFDATE_539
0050: gosub GFDATE_564
0002: jump GFDATE_563

:GFDATE_541
0050: gosub GFDATE_659
0002: jump GFDATE_563

:GFDATE_543
0050: gosub GFDATE_696
0002: jump GFDATE_563

:GFDATE_545
0050: gosub GFDATE_797
0002: jump GFDATE_563

:GFDATE_547
0050: gosub GFDATE_950
0002: jump GFDATE_563

:GFDATE_549
0050: gosub GFDATE_1054
0002: jump GFDATE_563

:GFDATE_551
0050: gosub GFDATE_1064
0002: jump GFDATE_563

:GFDATE_553
0050: gosub GFDATE_1356
0002: jump GFDATE_563

:GFDATE_555
0050: gosub GFDATE_1508
0002: jump GFDATE_563

:GFDATE_557
0050: gosub GFDATE_1811
0002: jump GFDATE_563

:GFDATE_559
0050: gosub GFDATE_1835
0002: jump GFDATE_563

:GFDATE_561
0050: gosub GFDATE_1878
0002: jump GFDATE_563

:GFDATE_563
0051: return

:GFDATE_564
0871: init_jump_table @2 total_jumps  4  0 GFDATE_658 jumps  0 GFDATE_565  1 GFDATE_599  2 GFDATE_627  3 GFDATE_641 -1 GFDATE_658 -1 GFDATE_658 -1 GFDATE_658 

:GFDATE_565
08BD: @3  1 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
08B4: $390  14 
004D: jump_if_false GFDATE_577
08BD: @3  9 
08BA: $390  2 
08BA: $390  3 
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump GFDATE_658

:GFDATE_577
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
02A9: set_actor @0 immune_to_nonplayer  1
0050: gosub GFDATE_2659
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: $1242($389,7i)  0 
0050: gosub GFDATE_2014
00D6: if  0
0039:   @25 == -1  ;; integer values
004D: jump_if_false GFDATE_593
08BD: @3  16 
05D9: unknown_action_sequence @0 $PLAYER_ACTOR  5000  2.5 
0002: jump GFDATE_596

:GFDATE_593
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_596
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_658

:GFDATE_599
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  0
0029:   @33 >=  6000  ;; integer values
004D: jump_if_false GFDATE_608
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_608
00D6: if  0
0033:    3.0 >= @13  ;; floating-point values 
004D: jump_if_false GFDATE_626
0160: point_camera @4 @7 @10  1
0905: $1242($389,7i)  1 
00D6: if  0
08B7: @3  16 
004D: jump_if_false GFDATE_622
02A9: set_actor @0 immune_to_nonplayer  0
08BD: @3  9 
0006: @1 =  3  ;; integer values
0006: @2 =  3  ;; integer values
0002: jump GFDATE_658
0002: jump GFDATE_626

:GFDATE_622
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_626
0002: jump GFDATE_658

:GFDATE_627
00D6: if  0
0029:   @33 >=  3000  ;; integer values
004D: jump_if_false GFDATE_640
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
02A9: set_actor @0 immune_to_nonplayer  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
000A: @2 +=  1  ;; integer values

:GFDATE_640
0002: jump GFDATE_658

:GFDATE_641
0050: gosub GFDATE_2114
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_646
03E5: text_box 'GF_0036'

:GFDATE_646
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_650
03E5: text_box 'GF_0037'

:GFDATE_650
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_654
03E5: text_box 'GF_0038'

:GFDATE_654
08C3: @3  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump GFDATE_658

:GFDATE_658
0051: return

:GFDATE_659
0871: init_jump_table @2 total_jumps  3  0 GFDATE_695 jumps  0 GFDATE_660  1 GFDATE_664  2 GFDATE_677 -1 GFDATE_695 -1 GFDATE_695 -1 GFDATE_695 -1 GFDATE_695 

:GFDATE_660
08C3: @3  5 
08C3: @3  6 
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_695

:GFDATE_664
00D6: if  0
08B4: $377($389,6i)  21 
004D: jump_if_false GFDATE_675
00D6: if  1
88B7:   NOT @3  7 
874F:   NOT @0  36 
004D: jump_if_false GFDATE_675
00D6: if  0
02D8:   actor @0 currentweapon ==  28
004D: jump_if_false GFDATE_675
01B9: set_actor @0 armed_weapon_to  0

:GFDATE_675
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_695

:GFDATE_677
00D6: if  0
88B4:   NOT $390  22 
004D: jump_if_false GFDATE_693
00D6: if  1
08B7: @3  29 
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_691
00D6: if  0
0019:   @33 >  25000  ;; integer values
004D: jump_if_false GFDATE_690
04AE: unknown $1233 radar_icon_or_model  273
04AE: unknown $1234 radar_icon_or_model  242
08C3: @3  29 

:GFDATE_690
0002: jump GFDATE_693

:GFDATE_691
0006: @33 =  0  ;; integer values
08BD: @3  29 

:GFDATE_693
0006: @2 =  0  ;; integer values
0002: jump GFDATE_695

:GFDATE_695
0051: return

:GFDATE_696
0871: init_jump_table @2 total_jumps  10  0 GFDATE_796 jumps  0 GFDATE_698  1 GFDATE_705  2 GFDATE_716  3 GFDATE_721  4 GFDATE_727  5 GFDATE_729  6 GFDATE_736 
0872: jump_table_jumps  7 GFDATE_759  8 GFDATE_775  9 GFDATE_786 -1 GFDATE_796 -1 GFDATE_796 -1 GFDATE_796 -1 GFDATE_796 -1 GFDATE_796 -1 GFDATE_796 

:GFDATE_698
08BD: @3  1 
016A: fade  0 ()  0 ms
0050: gosub GFDATE_3825
00BE: text_clear_all
03E6: remove_text_box
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_796

:GFDATE_705
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_715
03EF: player $PLAYER_CHAR make_safe
01B9: set_actor @0 armed_weapon_to  0
0619: @0  0 
0619: $PLAYER_ACTOR  0 
0050: gosub GFDATE_2388
0050: gosub GFDATE_2402
000A: @2 +=  1  ;; integer values

:GFDATE_715
0002: jump GFDATE_796

:GFDATE_716
00D6: if  0
06B9:   cutscene_data_loaded
004D: jump_if_false GFDATE_720
000A: @2 +=  1  ;; integer values

:GFDATE_720
0002: jump GFDATE_796

:GFDATE_721
0244: set_cutscene_pos @4 @7 @10
016A: fade  1 (back)  1000 ms
03AD: set_rubbish  0 (invisible)
02E7: start_cutscene
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_796

:GFDATE_727
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_796

:GFDATE_729
00D6: if  0
02E9: cutscene_reached_end
004D: jump_if_false GFDATE_735
016A: fade  0 ()  1000 ms
00BE: text_clear_all
000A: @2 +=  1  ;; integer values

:GFDATE_735
0002: jump GFDATE_796

:GFDATE_736
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_758
02EA: end_cutscene
04FA: reset_interior_colors  0
0050: gosub GFDATE_2294
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: $PLAYER_ACTOR 
0792: @0 
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_757
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_757
000A: @2 +=  1  ;; integer values

:GFDATE_758
0002: jump GFDATE_796

:GFDATE_759
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0581: toggle_radar  1 (on)
0619: @0  1 
0619: $PLAYER_ACTOR  1 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03AD: set_rubbish  1 (visible)
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
016A: fade  1 (back)  500 ms
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_796

:GFDATE_775
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_785
00D6: if  0
08B4: $390  2 
004D: jump_if_false GFDATE_783
04AE: unknown $1233 radar_icon_or_model  277
0002: jump GFDATE_784

:GFDATE_783
04AE: unknown $1233 radar_icon_or_model  278

:GFDATE_784
000A: @2 +=  1  ;; integer values

:GFDATE_785
0002: jump GFDATE_796

:GFDATE_786
00D6: if  1
0038:   $1233 == -1  ;; integer values
876F:   NOT (unknown)
004D: jump_if_false GFDATE_795
04AE: unknown $1233 radar_icon_or_model  280
08C3: @3  1 
08BD: @3  2 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_795
0002: jump GFDATE_796

:GFDATE_796
0051: return

:GFDATE_797
0871: init_jump_table @2 total_jumps  8  0 GFDATE_949 jumps  0 GFDATE_799  1 GFDATE_803  2 GFDATE_826  3 GFDATE_829  4 GFDATE_898  5 GFDATE_907  6 GFDATE_931 
0872: jump_table_jumps  7 GFDATE_938 -1 GFDATE_949 -1 GFDATE_949 -1 GFDATE_949 -1 GFDATE_949 -1 GFDATE_949 -1 GFDATE_949 -1 GFDATE_949 -1 GFDATE_949 

:GFDATE_799
08BD: @3  1 
016A: fade  0 ()  500 ms
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_949

:GFDATE_803
08BD: @3  1 
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_825
0050: gosub GFDATE_3825
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
00D6: if  0
06EE:   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_814
06C9: @0 

:GFDATE_814
02A3: toggle_widescreen  1 (on)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
0050: gosub GFDATE_2659
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: @0 
00A1: put_actor @0 at @6 @9 @12
05D4: unknown_action_sequence @0 unknown_angle @13 
000A: @2 +=  1  ;; integer values

:GFDATE_825
0002: jump GFDATE_949

:GFDATE_826
016A: fade  1 (back)  1000 ms
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_949

:GFDATE_829
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_897
00D6: if  0
08B7: @3  9 
004D: jump_if_false GFDATE_863
00D6: if  0
08B4: $390  14 
004D: jump_if_false GFDATE_843
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_949

:GFDATE_843
00D6: if  0
0038:   $359($389,6i) == -99  ;; integer values
004D: jump_if_false GFDATE_850
0004: $359($389,6i) = -100  ;; integer values
04AE: unknown $1233 radar_icon_or_model  314
08C1: $406 $389 
0002: jump GFDATE_859

:GFDATE_850
00D6: if  0
08B7: @3  16 
004D: jump_if_false GFDATE_859
00D6: if  0
08B7: @3  23 
004D: jump_if_false GFDATE_858
04AE: unknown $1233 radar_icon_or_model  317
0002: jump GFDATE_859

:GFDATE_858
04AE: unknown $1233 radar_icon_or_model  316

:GFDATE_859
0006: @33 =  0  ;; integer values
0006: @25 =  5000  ;; integer values
0006: @2 =  6  ;; integer values
0002: jump GFDATE_897

:GFDATE_863
00D6: if  0
08B7: @3  7 
004D: jump_if_false GFDATE_871
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_897

:GFDATE_871
00D6: if  0
08B4: $390  2 
004D: jump_if_false GFDATE_888
00D6: if  0
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
004D: jump_if_false GFDATE_882
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_887

:GFDATE_882
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_887
0002: jump GFDATE_897

:GFDATE_888
00D6: if  0
002A:   -15 >= $359($389,6i)  ;; integer values
004D: jump_if_false GFDATE_893
04AE: unknown $1233 radar_icon_or_model  314
0002: jump GFDATE_894

:GFDATE_893
04AE: unknown $1233 radar_icon_or_model  296

:GFDATE_894
0006: @33 =  0  ;; integer values
0006: @25 =  5000  ;; integer values
0006: @2 =  6  ;; integer values

:GFDATE_897
0002: jump GFDATE_949

:GFDATE_898
00D6: if  0
0029:   @33 >=  5000  ;; integer values
004D: jump_if_false GFDATE_906
0512: permanent_text_box 'TALK_1'
00D6: if  0
0019:   @33 >  5100  ;; integer values
004D: jump_if_false GFDATE_906
000A: @2 +=  1  ;; integer values

:GFDATE_906
0002: jump GFDATE_949

:GFDATE_907
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GFDATE_919
00BE: text_clear_all
03E6: remove_text_box
08BA: $390  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_930

:GFDATE_919
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false GFDATE_930
00BE: text_clear_all
03E6: remove_text_box
08C0: $390  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_930
0002: jump GFDATE_949

:GFDATE_931
00D6: if  0
002D:   @33 >= @25  ;; integer values 
004D: jump_if_false GFDATE_937
08BA: $390  6 
016A: fade  0 ()  1000 ms
000A: @2 +=  1  ;; integer values

:GFDATE_937
0002: jump GFDATE_949

:GFDATE_938
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_948
02A3: toggle_widescreen  0 (off)
0581: toggle_radar  1 (on)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
0050: gosub GFDATE_3843

:GFDATE_948
0002: jump GFDATE_949

:GFDATE_949
0051: return

:GFDATE_950
0871: init_jump_table @2 total_jumps  5  0 GFDATE_1053 jumps  0 GFDATE_951  1 GFDATE_976  2 GFDATE_997  3 GFDATE_1020  4 GFDATE_1036 -1 GFDATE_1053 -1 GFDATE_1053 

:GFDATE_951
00D6: if  1
08B4: $377($389,6i)  21 
88B7:   NOT @3  2 
004D: jump_if_false GFDATE_974
00D6: if  0
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_974
00D6: if  0
88B7:   NOT @3  27 
004D: jump_if_false GFDATE_974
0050: gosub GFDATE_2727
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_974
00D6: if  2
876F:   NOT (unknown)
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @0 
004D: jump_if_false GFDATE_974
04AE: unknown $1233 radar_icon_or_model  306
04AE: unknown $1234 radar_icon_or_model  244
0006: @2 =  4  ;; integer values
0002: jump GFDATE_1053

:GFDATE_974
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1053

:GFDATE_976
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_993
00D6: if  0
01C1:   car @28 stopped
004D: jump_if_false GFDATE_990
00D6: if  1
88B7:   NOT @3  5 
88B4:   NOT $390  22 
004D: jump_if_false GFDATE_989
0006: @33 =  0  ;; integer values
0006: @2 =  3  ;; integer values
0002: jump GFDATE_1053

:GFDATE_989
0002: jump GFDATE_992

:GFDATE_990
08C3: @3  30 
08C3: @3  5 

:GFDATE_992
0002: jump GFDATE_995

:GFDATE_993
08C3: @3  30 
08C3: @3  5 

:GFDATE_995
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1053

:GFDATE_997
00D6: if  0
08B7: @3  29 
004D: jump_if_false GFDATE_1013
00D6: if  0
88B4:   NOT $390  22 
004D: jump_if_false GFDATE_1012
00D6: if  0
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_1012
00D6: if  0
0019:   @33 >  25000  ;; integer values
004D: jump_if_false GFDATE_1012
04AE: unknown $1233 radar_icon_or_model  273
04AE: unknown $1234 radar_icon_or_model  242
08C3: @3  29 

:GFDATE_1012
0002: jump GFDATE_1018

:GFDATE_1013
00D6: if  0
88B4:   NOT $390  22 
004D: jump_if_false GFDATE_1018
0006: @33 =  0  ;; integer values
08BD: @3  29 

:GFDATE_1018
0006: @2 =  0  ;; integer values
0002: jump GFDATE_1053

:GFDATE_1020
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1034
00D6: if  0
81C1:   NOT   car @28 stopped
004D: jump_if_false GFDATE_1028
0006: @2 =  0  ;; integer values
0002: jump GFDATE_1033

:GFDATE_1028
00D6: if  0
0019:   @33 >  10000  ;; integer values
004D: jump_if_false GFDATE_1033
08BD: @3  5 
0006: @2 =  0  ;; integer values

:GFDATE_1033
0002: jump GFDATE_1035

:GFDATE_1034
0006: @2 =  0  ;; integer values

:GFDATE_1035
0002: jump GFDATE_1053

:GFDATE_1036
00D6: if  1
08B4: $377($389,6i)  21 
88B7:   NOT @3  2 
004D: jump_if_false GFDATE_1051
00D6: if  0
82D8:   NOT   actor @0 currentweapon ==  28
004D: jump_if_false GFDATE_1044
01B9: set_actor @0 armed_weapon_to  28

:GFDATE_1044
0050: gosub GFDATE_2727
00D6: if  0
002B:    0 >= @25  ;; integer values 
004D: jump_if_false GFDATE_1050
01B9: set_actor @0 armed_weapon_to  0
0006: @2 =  0  ;; integer values

:GFDATE_1050
0002: jump GFDATE_1052

:GFDATE_1051
0006: @2 =  0  ;; integer values

:GFDATE_1052
0002: jump GFDATE_1053

:GFDATE_1053
0051: return

:GFDATE_1054
0871: init_jump_table @2 total_jumps  1  0 GFDATE_1063 jumps  0 GFDATE_1055 -1 GFDATE_1063 -1 GFDATE_1063 -1 GFDATE_1063 -1 GFDATE_1063 -1 GFDATE_1063 -1 GFDATE_1063 

:GFDATE_1055
08C0: $390  2 
08BD: @3  2 
08BD: @3  7 
04AE: unknown $1233 radar_icon_or_model  281
0050: gosub GFDATE_3825
0050: gosub GFDATE_2306
0004: $5297 =  1  ;; integer values
0002: jump GFDATE_1063

:GFDATE_1063
0051: return

:GFDATE_1064
0871: init_jump_table @2 total_jumps  7  0 GFDATE_1355 jumps  0 GFDATE_1065  1 GFDATE_1082  2 GFDATE_1133  3 GFDATE_1186  4 GFDATE_1218  5 GFDATE_1238  6 GFDATE_1255 

:GFDATE_1065
08BD: @3  1 
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) 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: unknown_action_sequence $PLAYER_ACTOR @0 
0639: unknown_action_sequence @0 $PLAYER_ACTOR 
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1355

:GFDATE_1082
062E: $PLAYER_ACTOR  1593 @25 
062E: @0  1593 @26 
00D6: if  1
04A4: @25  7 
04A4: @26  7 
004D: jump_if_false GFDATE_1109
0619: $PLAYER_ACTOR  0 
0619: @0  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  .5
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  .7  .5
00D6: if  0
06BD: @4 @7 @10 @5 @8 @11  1  1  0  1  0 
004D: jump_if_false GFDATE_1105
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2

:GFDATE_1105
05BA: unknown_action_sequence $PLAYER_ACTOR -1 
05BA: unknown_action_sequence @0 -1 
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1132

:GFDATE_1109
062E: $PLAYER_ACTOR  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1118
062E: $PLAYER_ACTOR  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1118
05BA: unknown_action_sequence $PLAYER_ACTOR -1 

:GFDATE_1118
062E: @0  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1127
062E: @0  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1127
05BA: unknown_action_sequence @0 -1 

:GFDATE_1127
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false GFDATE_1132
0006: @2 =  6  ;; integer values
0002: jump GFDATE_1355

:GFDATE_1132
0002: jump GFDATE_1355

:GFDATE_1133
0619: $PLAYER_ACTOR  1 
0619: @0  1 
008F: @13 = integer_to_float $353($389,6i)  
0017: @13 /=  1.2  ;; floating-point values 
008F: @14 = integer_to_float $359($389,6i)  
00D6: if  0
0035:   @13 >= @14  ;; floating-point values 
004D: jump_if_false GFDATE_1145
0605: unknown_action_sequence $PLAYER_ACTOR "PLAYA_KISS_01" "KISSING"  4.0  0  0  0  0  0 
0605: unknown_action_sequence @0 "GRLFRD_KISS_01" "KISSING"  4.0  0  0  0  0  0 
0006: @2 =  6  ;; integer values
0002: jump GFDATE_1185

:GFDATE_1145
00D6: if  0
002C:   $353($389,6i) >= $359($389,6i)  ;; integer values 
004D: jump_if_false GFDATE_1152
0605: unknown_action_sequence $PLAYER_ACTOR "PLAYA_KISS_02" "KISSING"  4.0  0  0  0  0  0 
0605: unknown_action_sequence @0 "GRLFRD_KISS_02" "KISSING"  4.0  0  0  0  0  0 
0006: @2 =  6  ;; integer values
0002: jump GFDATE_1185

:GFDATE_1152
0605: unknown_action_sequence $PLAYER_ACTOR "PLAYA_KISS_03" "KISSING"  4.0  0  0  0  0  0 
0605: unknown_action_sequence @0 "GRLFRD_KISS_03" "KISSING"  4.0  0  0  0  0  0 
00A0: store_actor @0 position_to @4 @7 @10
073F: @4 @7 @10  20.0  1  1  1 @27 
00D6: if  0
0039:   @27 == -1  ;; integer values
004D: jump_if_false GFDATE_1167
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false GFDATE_1164
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1166

:GFDATE_1164
08BD: @3  25 
0006: @2 =  6  ;; integer values

:GFDATE_1166
0002: jump GFDATE_1185

:GFDATE_1167
01C2: remove_references_to_actor @27  ;; Like turning an actor into a random pedestrian
00D6: if  0
08B4: $377($389,6i)  27 
004D: jump_if_false GFDATE_1184
00D6: if  0
08B4: $377($389,6i)  28 
004D: jump_if_false GFDATE_1182
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false GFDATE_1179
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1181

:GFDATE_1179
08BD: @3  25 
0006: @2 =  6  ;; integer values

:GFDATE_1181
0002: jump GFDATE_1183

:GFDATE_1182
0006: @2 =  6  ;; integer values

:GFDATE_1183
0002: jump GFDATE_1185

:GFDATE_1184
0006: @2 =  6  ;; integer values

:GFDATE_1185
0002: jump GFDATE_1355

:GFDATE_1186
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFDATE_1191
0006: @2 =  6  ;; integer values
0002: jump GFDATE_1355

:GFDATE_1191
00D6: if  0
88B7:   NOT @3  25 
004D: jump_if_false GFDATE_1216
062E: @0  1541 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1215
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  2.5 -1.2  .5
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  .7  .1
00D6: if  0
06BD: @4 @7 @10 @5 @8 @11  1  1  0  1  0 
004D: jump_if_false GFDATE_1205
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2

:GFDATE_1205
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: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_START_P" "BLOWJOBZ"  4.0  0  0  0  1  0 
0605: unknown_action_sequence @0 "BJ_STAND_START_W" "BLOWJOBZ"  4.0  0  0  0  1  0 
08BD: @3  25 
000A: @2 +=  1  ;; integer values

:GFDATE_1215
0002: jump GFDATE_1217

:GFDATE_1216
0006: @2 =  6  ;; integer values

:GFDATE_1217
0002: jump GFDATE_1355

:GFDATE_1218
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFDATE_1223
0006: @2 =  6  ;; integer values
0002: jump GFDATE_1355

:GFDATE_1223
00D6: if  0
0611: $PLAYER_ACTOR "BJ_STAND_START_P" 
004D: jump_if_false GFDATE_1236
0613: $PLAYER_ACTOR "BJ_STAND_START_P" @13 
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false GFDATE_1235
0605: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0605: unknown_action_sequence @0 "BJ_STAND_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  1  6000 
04AE: unknown $1233 radar_icon_or_model  285
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:GFDATE_1235
0002: jump GFDATE_1237

:GFDATE_1236
0006: @2 =  6  ;; integer values

:GFDATE_1237
0002: jump GFDATE_1355

:GFDATE_1238
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFDATE_1243
0006: @2 =  6  ;; integer values
0002: jump GFDATE_1355

:GFDATE_1243
00D6: if  0
0611: $PLAYER_ACTOR "BJ_STAND_LOOP_P" 
004D: jump_if_false GFDATE_1253
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false GFDATE_1252
0605: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_END_P" "BLOWJOBZ"  4.0  0  0  0  0  0 
0605: unknown_action_sequence @0 "BJ_STAND_END_W" "BLOWJOBZ"  4.0  0  0  0  0  0 
000A: @2 +=  1  ;; integer values

:GFDATE_1252
0002: jump GFDATE_1254

:GFDATE_1253
0006: @2 =  6  ;; integer values

:GFDATE_1254
0002: jump GFDATE_1355

:GFDATE_1255
00D6: if  0
88B7:   NOT @3  24 
004D: jump_if_false GFDATE_1286
08BD: @3  24 
00D6: if  1
001E:   $359($389,6i) > @25  ;; integer values
001C:   $353($389,6i) > $359($389,6i)  ;; integer values
004D: jump_if_false GFDATE_1271
00D6: if  1
06FF: @0  20.0 
08B4: $377($389,6i)  27 
004D: jump_if_false GFDATE_1269
0008: $359($389,6i) +=  1  ;; integer values
0002: jump GFDATE_1270

:GFDATE_1269
000C: $359($389,6i) -=  1  ;; integer values

:GFDATE_1270
0002: jump GFDATE_1286

:GFDATE_1271
00D6: if  1
001E:   $359($389,6i) > @25  ;; integer values
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
004D: jump_if_false GFDATE_1286
00D6: if  1
06FF: @0  20.0 
08B4: $377($389,6i)  27 
004D: jump_if_false GFDATE_1285
0008: $359($389,6i) +=  1  ;; integer values
00D6: if  0
08B4: $377($389,6i)  28 
004D: jump_if_false GFDATE_1284
0008: $359($389,6i) +=  1  ;; integer values

:GFDATE_1284
0002: jump GFDATE_1286

:GFDATE_1285
000C: $359($389,6i) -=  1  ;; integer values

:GFDATE_1286
0007: @13 = -1.0  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "BJ_STAND_END_P" 
004D: jump_if_false GFDATE_1291
0613: $PLAYER_ACTOR "BJ_STAND_END_P" @13 

:GFDATE_1291
00D6: if  0
0611: $PLAYER_ACTOR "PLAYA_KISS_01" 
004D: jump_if_false GFDATE_1295
0613: $PLAYER_ACTOR "PLAYA_KISS_01" @13 

:GFDATE_1295
00D6: if  0
0611: $PLAYER_ACTOR "PLAYA_KISS_02" 
004D: jump_if_false GFDATE_1299
0613: $PLAYER_ACTOR "PLAYA_KISS_02" @13 

:GFDATE_1299
00D6: if  0
0611: $PLAYER_ACTOR "PLAYA_KISS_03" 
004D: jump_if_false GFDATE_1303
0613: $PLAYER_ACTOR "PLAYA_KISS_03" @13 

:GFDATE_1303
00D6: if  0
0021:   @13 > -1.0  ;; floating-point values
004D: jump_if_false GFDATE_1328
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false GFDATE_1327
06AB: $PLAYER_ACTOR  0 
06AB: @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: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08C3: @3  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1327
0002: jump GFDATE_1354

:GFDATE_1328
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
06AB: $PLAYER_ACTOR  0 
06AB: @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: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_1351
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1351
08C3: @3  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1354
0002: jump GFDATE_1355

:GFDATE_1355
0051: return

:GFDATE_1356
0871: init_jump_table @2 total_jumps  6  0 GFDATE_1507 jumps  0 GFDATE_1357  1 GFDATE_1405  2 GFDATE_1418  3 GFDATE_1427  4 GFDATE_1447  5 GFDATE_1459 -1 GFDATE_1507 

:GFDATE_1357
00D6: if  0
0038:   $1219 ==  1  ;; integer values
004D: jump_if_false GFDATE_1366
08BD: @3  30 
08C3: @3  1 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump GFDATE_1507
0002: jump GFDATE_1404

:GFDATE_1366
08BD: @3  1 
00D6: if  2
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
8119:   NOT   car @28 wrecked
8431:   NOT   car @28 car_passenger_seat_free  0
004D: jump_if_false GFDATE_1400
0432: @27 = get_actor_handle_from_car @28 passenger  0
00D6: if  0
003B:   @27 == @0  ;; integer values 
004D: jump_if_false GFDATE_1395
00A0: store_actor @0 position_to @4 @7 @10
073F: @4 @7 @10  20.0  1  1  1 @27 
00D6: if  0
0039:   @27 == -1  ;; integer values
004D: jump_if_false GFDATE_1383
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1394

:GFDATE_1383
01C2: remove_references_to_actor @27  ;; Like turning an actor into a random pedestrian
00D6: if  0
08B4: $377($389,6i)  28 
004D: jump_if_false GFDATE_1389
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1394

:GFDATE_1389
04AE: unknown $1233 radar_icon_or_model  302
08C3: @3  1 
08BD: @3  30 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1394
0002: jump GFDATE_1399

:GFDATE_1395
08C3: @3  1 
08BD: @3  30 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1399
0002: jump GFDATE_1404

:GFDATE_1400
08C3: @3  1 
08BD: @3  30 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1404
0002: jump GFDATE_1507

:GFDATE_1405
08BD: @3  6 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1416
0679: @28  4.0  4.0  1.0  0.0  0.0  0.0  0.0  2 

:GFDATE_1416
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1507

:GFDATE_1418
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFDATE_1423
0006: @2 =  5  ;; integer values
0002: jump GFDATE_1507

:GFDATE_1423
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_CAR_START_P" "BLOWJOBZ"  4.0  0  0  0  1  0 
0812: unknown_action_sequence @0 "BJ_CAR_START_W" "BLOWJOBZ"  4.0  0  0  0  1  0 
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1507

:GFDATE_1427
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFDATE_1432
0006: @2 =  5  ;; integer values
0002: jump GFDATE_1507

:GFDATE_1432
00D6: if  0
0611: $PLAYER_ACTOR "BJ_CAR_START_P" 
004D: jump_if_false GFDATE_1445
0613: $PLAYER_ACTOR "BJ_CAR_START_P" @13 
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false GFDATE_1444
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_CAR_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0812: unknown_action_sequence @0 "BJ_CAR_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  1  6000 
04AE: unknown $1233 radar_icon_or_model  285
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values

:GFDATE_1444
0002: jump GFDATE_1446

:GFDATE_1445
0006: @2 =  5  ;; integer values

:GFDATE_1446
0002: jump GFDATE_1507

:GFDATE_1447
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFDATE_1452
0006: @2 =  5  ;; integer values
0002: jump GFDATE_1507

:GFDATE_1452
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false GFDATE_1458
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_CAR_END_P" "BLOWJOBZ"  4.0  0  0  0  0  0 
0812: unknown_action_sequence @0 "BJ_CAR_END_W" "BLOWJOBZ"  4.0  0  0  0  0  0 
000A: @2 +=  1  ;; integer values

:GFDATE_1458
0002: jump GFDATE_1507

:GFDATE_1459
00D6: if  0
002C:   $359($389,6i) >= $353($389,6i)  ;; integer values 
004D: jump_if_false GFDATE_1468
0008: $359($389,6i) +=  1  ;; integer values
00D6: if  1
06FF: @0  20.0 
08B4: $377($389,6i)  28 
004D: jump_if_false GFDATE_1468
0008: $359($389,6i) +=  1  ;; integer values

:GFDATE_1468
00D6: if  0
0611: $PLAYER_ACTOR "BJ_CAR_END_P" 
004D: jump_if_false GFDATE_1487
0613: $PLAYER_ACTOR "BJ_CAR_END_P" @13 
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false GFDATE_1486
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08C3: @3  1 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1486
0002: jump GFDATE_1506

:GFDATE_1487
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_1503
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1503
08C3: @3  1 
0006: @1 =  4  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1506
0002: jump GFDATE_1507

:GFDATE_1507
0051: return

:GFDATE_1508
0871: init_jump_table @2 total_jumps  12  0 GFDATE_1810 jumps  0 GFDATE_1510  1 GFDATE_1550  2 GFDATE_1564  3 GFDATE_1575  4 GFDATE_1594  5 GFDATE_1613  6 GFDATE_1622 
0872: jump_table_jumps  7 GFDATE_1669  9 GFDATE_1738  10 GFDATE_1753  11 GFDATE_1769  12 GFDATE_1784 -1 GFDATE_1810 -1 GFDATE_1810 -1 GFDATE_1810 -1 GFDATE_1810 

:GFDATE_1510
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1543
00D6: if  1
847A:   NOT @0
84C8:   NOT @0 
004D: jump_if_false GFDATE_1536
01EA: @25 = car @28 max_passengers
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_1529
00D6: if  1
0449:   actor $PLAYER_ACTOR in_a_car
0449:   actor @0 in_a_car
004D: jump_if_false GFDATE_1528
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
08BD: @3  1 
000A: @2 +=  1  ;; integer values

:GFDATE_1528
0002: jump GFDATE_1535

:GFDATE_1529
00D6: if  1
876F:   NOT (unknown)
88B7:   NOT @3  14 
004D: jump_if_false GFDATE_1535
03E5: text_box 'GF_0049'
08BD: @3  14 

:GFDATE_1535
0002: jump GFDATE_1542

:GFDATE_1536
00D6: if  1
876F:   NOT (unknown)
88B7:   NOT @3  14 
004D: jump_if_false GFDATE_1542
03E5: text_box 'GF_0049'
08BD: @3  14 

:GFDATE_1542
0002: jump GFDATE_1549

:GFDATE_1543
00D6: if  1
876F:   NOT (unknown)
88B7:   NOT @3  14 
004D: jump_if_false GFDATE_1549
03E5: text_box 'GF_0049'
08BD: @3  14 

:GFDATE_1549
0002: jump GFDATE_1810

:GFDATE_1550
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @0  1 
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1558
00AD: set_car @28 max_speed_to  0.0
0679: @28  4.0  4.0  1.0  0.0  0.0  0.0  0.0  2 

:GFDATE_1558
00D6: if  0
06EE:   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_1562
06C9: @0 

:GFDATE_1562
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1810

:GFDATE_1564
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1574
00D6: if  0
8431:   NOT   car @28 car_passenger_seat_free  0
004D: jump_if_false GFDATE_1572
05CD: unknown_action_sequence $PLAYER_ACTOR @28 
0002: jump GFDATE_1573

:GFDATE_1572
05CD: unknown_action_sequence @0 @28 

:GFDATE_1573
000A: @2 +=  1  ;; integer values

:GFDATE_1574
0002: jump GFDATE_1810

:GFDATE_1575
062E: $PLAYER_ACTOR  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1593
062E: @0  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1593
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GFDATE_1589
03C0: @28 = actor $PLAYER_ACTOR car
05CA: unknown_action_sequence @0 @28 -1  0 
0002: jump GFDATE_1592

:GFDATE_1589
03C0: @28 = actor @0 car
0676: unknown_action_sequence @0 @28 
05CA: unknown_action_sequence $PLAYER_ACTOR @28 -1  0 

:GFDATE_1592
000A: @2 +=  1  ;; integer values

:GFDATE_1593
0002: jump GFDATE_1810

:GFDATE_1594
062E: $PLAYER_ACTOR  1482 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1612
062E: @0  1482 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1612
046C: @27 = car @28 driver
00D6: if  0
07D6: @27 $PLAYER_ACTOR 
004D: jump_if_false GFDATE_1609
0006: @2 =  2  ;; integer values
0002: jump GFDATE_1810
0002: jump GFDATE_1612

:GFDATE_1609
05D2: unknown_action_sequence @0 @28  30.0  2 
03CC: car @28 add_to_stuck_car_check  1.0 =  1000
000A: @2 +=  1  ;; integer values

:GFDATE_1612
0002: jump GFDATE_1810

:GFDATE_1613
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1621
0158: camera_on_vehicle @28  14  2
093D:  1 
03E5: text_box 'GF_RAD'
08BD: @3  13 
000A: @2 +=  1  ;; integer values

:GFDATE_1621
0002: jump GFDATE_1810

:GFDATE_1622
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_1668
00D6: if  0
03CE:   car @28 stuck
004D: jump_if_false GFDATE_1631
016A: fade  0 ()  500 ms
0006: @2 =  9  ;; integer values
0002: jump GFDATE_1810

:GFDATE_1631
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false GFDATE_1641
051E: @25 
000A: @25 +=  1  ;; integer values
00D6: if  0
0019:   @25 >  10  ;; integer values
004D: jump_if_false GFDATE_1640
0006: @25 =  0  ;; integer values

:GFDATE_1640
041E: set_radio_station @25 

:GFDATE_1641
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false GFDATE_1651
051E: @25 
000E: @25 -=  1  ;; integer values
00D6: if  0
001B:    0 > @25  ;; integer values
004D: jump_if_false GFDATE_1650
0006: @25 =  10  ;; integer values

:GFDATE_1650
041E: set_radio_station @25 

:GFDATE_1651
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GFDATE_1661
00D6: if  0
88B7:   NOT @3  12 
004D: jump_if_false GFDATE_1660
0006: @2 =  10  ;; integer values
08BD: @3  12 
0002: jump GFDATE_1810

:GFDATE_1660
0002: jump GFDATE_1662

:GFDATE_1661
08C3: @3  12 

:GFDATE_1662
00D6: if  0
0019:   @32 >  60000  ;; integer values
004D: jump_if_false GFDATE_1668
0050: gosub GFDATE_2318
05D1: unknown_action_sequence @0 @28 @4 @7 @10  30.0  0  0  2 
000A: @2 +=  1  ;; integer values

:GFDATE_1668
0002: jump GFDATE_1810

:GFDATE_1669
00D6: if  0
03CE:   car @28 stuck
004D: jump_if_false GFDATE_1675
016A: fade  0 ()  500 ms
0006: @2 =  9  ;; integer values
0002: jump GFDATE_1810

:GFDATE_1675
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false GFDATE_1685
051E: @25 
000A: @25 +=  1  ;; integer values
00D6: if  0
0019:   @25 >  10  ;; integer values
004D: jump_if_false GFDATE_1684
0006: @25 =  0  ;; integer values

:GFDATE_1684
041E: set_radio_station @25 

:GFDATE_1685
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false GFDATE_1695
051E: @25 
000E: @25 -=  1  ;; integer values
00D6: if  0
001B:    0 > @25  ;; integer values
004D: jump_if_false GFDATE_1694
0006: @25 =  10  ;; integer values

:GFDATE_1694
041E: set_radio_station @25 

:GFDATE_1695
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GFDATE_1705
00D6: if  0
88B7:   NOT @3  12 
004D: jump_if_false GFDATE_1704
0006: @2 =  10  ;; integer values
08BD: @3  12 
0002: jump GFDATE_1810

:GFDATE_1704
0002: jump GFDATE_1706

:GFDATE_1705
08C3: @3  12 

:GFDATE_1706
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GFDATE_1716
00D6: if  0
88B7:   NOT @3  12 
004D: jump_if_false GFDATE_1715
0006: @2 =  10  ;; integer values
08BD: @3  12 
0002: jump GFDATE_1810

:GFDATE_1715
0002: jump GFDATE_1717

:GFDATE_1716
08C3: @3  12 

:GFDATE_1717
062E: @0  1489 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1737
03E6: remove_text_box
093D:  0 
00D6: if  0
06FC: @28 
004D: jump_if_false GFDATE_1727
03CD: car @28 remove_from_stuck_car_check

:GFDATE_1727
08BA: $390  2 
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_1734
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1734
0008: $359($389,6i) +=  5  ;; integer values
0006: @1 =  3  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1737
0002: jump GFDATE_1810

:GFDATE_1738
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_1752
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 (back)  2000 ms
062E: @0  1489 @25 
00D6: if  0
04A4: @25  1 
004D: jump_if_false GFDATE_1751
0006: @2 =  7  ;; integer values
0002: jump GFDATE_1752

:GFDATE_1751
0006: @2 =  6  ;; integer values

:GFDATE_1752
0002: jump GFDATE_1810

:GFDATE_1753
03E6: remove_text_box
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1767
00A9: set_car @28 to_normal_driver
093D:  0 
00D6: if  0
06FC: @28 
004D: jump_if_false GFDATE_1763
03CD: car @28 remove_from_stuck_car_check

:GFDATE_1763
0679: @28  4.0  4.0  1.0  0.0  0.0  0.0  0.0  2 
02A3: toggle_widescreen  1 (on)
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1768

:GFDATE_1767
000A: @2 +=  1  ;; integer values

:GFDATE_1768
0002: jump GFDATE_1810

:GFDATE_1769
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1782
00D6: if  0
01C1:   car @28 stopped
004D: jump_if_false GFDATE_1781
062E: $PLAYER_ACTOR  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1781
05CD: unknown_action_sequence $PLAYER_ACTOR @28 
000A: @2 +=  1  ;; integer values

:GFDATE_1781
0002: jump GFDATE_1783

:GFDATE_1782
000A: @2 +=  1  ;; integer values

:GFDATE_1783
0002: jump GFDATE_1810

:GFDATE_1784
062E: $PLAYER_ACTOR  1485 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1809
03C0: @28 = actor @0 car
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_1796
02AC: set_car @28 immunities  0  0  0  0  0
05D2: unknown_action_sequence @0 @28  30.0  2 
04AE: unknown $1233 radar_icon_or_model  310
04AE: unknown $1234 radar_icon_or_model  246

:GFDATE_1796
0687: $PLAYER_ACTOR 
03E6: remove_text_box
06AB: $PLAYER_ACTOR  0 
06AB: @0  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08BD: @3  7 
02AB: set_actor @0 immunities  0  0  0  0  0
0006: @1 =  9  ;; integer values
0006: @2 =  1  ;; integer values

:GFDATE_1809
0002: jump GFDATE_1810

:GFDATE_1810
0051: return

:GFDATE_1811
0871: init_jump_table @2 total_jumps  2  0 GFDATE_1834 jumps  0 GFDATE_1812  1 GFDATE_1821 -1 GFDATE_1834 -1 GFDATE_1834 -1 GFDATE_1834 -1 GFDATE_1834 -1 GFDATE_1834 

:GFDATE_1812
0050: gosub GFDATE_3825
08BD: @3  1 
08C0: $390  2 
06C9: @0 
0792: @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_1834

:GFDATE_1821
00D6: if  0
8184:   NOT   actor @0 health >=  5
004D: jump_if_false GFDATE_1828
0004: $359($389,6i) = -999  ;; integer values
05BE: unknown_action_sequence @0 
0050: gosub GFDATE_3843
0051: return

:GFDATE_1828
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @0 radius  70.0  70.0  8.0 sphere  0
004D: jump_if_false GFDATE_1833
0050: gosub GFDATE_3843
0051: return

:GFDATE_1833
0002: jump GFDATE_1834

:GFDATE_1834
0051: return

:GFDATE_1835
0871: init_jump_table @2 total_jumps  2  0 GFDATE_1877 jumps  0 GFDATE_1836  1 GFDATE_1843 -1 GFDATE_1877 -1 GFDATE_1877 -1 GFDATE_1877 -1 GFDATE_1877 -1 GFDATE_1877 

:GFDATE_1836
08BD: @3  1 
008A: $1231 = @0  ;; integer values and handles
0004: $9472 =  0  ;; integer values
0004: $5297 =  0  ;; integer values
08BA: $5295  31 
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1877

:GFDATE_1843
00D6: if  0
88B4:   NOT $5295  31 
004D: jump_if_false GFDATE_1866
0004: $5297 =  1  ;; integer values
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_1853
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_1853
00D6: if  0
0028:   $5296 >=  3000  ;; integer values
004D: jump_if_false GFDATE_1859
08BA: $390  2 
04AE: unknown $1233 radar_icon_or_model  279
0002: jump GFDATE_1861

:GFDATE_1859
08C0: $390  2 
04AE: unknown $1233 radar_icon_or_model  278

:GFDATE_1861
08C3: @3  1 
08BD: @3  2 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump GFDATE_1876

:GFDATE_1866
09E8: @24 = actor $PLAYER_ACTOR active_interior
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false GFDATE_1875
08C3: @3  1 
08C0: $5295  31 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values
0002: jump GFDATE_1876

:GFDATE_1875
08BD: @3  13 

:GFDATE_1876
0002: jump GFDATE_1877

:GFDATE_1877
0051: return

:GFDATE_1878
0871: init_jump_table @2 total_jumps  5  0 GFDATE_2013 jumps  0 GFDATE_1879  1 GFDATE_1894  2 GFDATE_1938  3 GFDATE_1945  4 GFDATE_1954 -1 GFDATE_2013 -1 GFDATE_2013 

:GFDATE_1879
08BD: @3  1 
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0881: $PLAYER_CHAR  0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) 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: unknown_action_sequence $PLAYER_ACTOR @0 
0639: unknown_action_sequence @0 $PLAYER_ACTOR 
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_2013

:GFDATE_1894
062E: $PLAYER_ACTOR  1593 @25 
062E: @0  1593 @26 
00D6: if  1
04A4: @25  7 
04A4: @26  7 
004D: jump_if_false GFDATE_1919
0619: $PLAYER_ACTOR  0 
0619: @0  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  .5
04C4: create_coordinate @5 @8 @11 from_actor $PLAYER_ACTOR offset  0.0  .7  .5
00D6: if  0
06BD: @4 @7 @10 @5 @8 @11  1  1  0  1  0 
004D: jump_if_false GFDATE_1917
015F: set_camera_position @4 @7 @10  0.0  0.0  0.0
0160: point_camera @5 @8 @11  2

:GFDATE_1917
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_1937

:GFDATE_1919
062E: $PLAYER_ACTOR  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1928
062E: $PLAYER_ACTOR  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1928
05BA: unknown_action_sequence $PLAYER_ACTOR -1 

:GFDATE_1928
062E: @0  1593 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1937
062E: @0  1466 @25 
00D6: if  0
04A4: @25  7 
004D: jump_if_false GFDATE_1937
05BA: unknown_action_sequence @0 -1 

:GFDATE_1937
0002: jump GFDATE_2013

:GFDATE_1938
0619: $PLAYER_ACTOR  1 
0619: @0  1 
0605: unknown_action_sequence $PLAYER_ACTOR "GIFT_GIVE" "KISSING"  4.0  0  0  0  0  0 
0605: unknown_action_sequence @0 "GIFT_GET" "KISSING"  4.0  0  0  0  0  0 
0006: @33 =  0  ;; integer values
000A: @2 +=  1  ;; integer values
0002: jump GFDATE_2013

:GFDATE_1945
00D6: if  0
0029:   @33 >=  3966  ;; integer values
004D: jump_if_false GFDATE_1953
0470: @25 = actor $PLAYER_ACTOR armed_weapon unknown
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_1953
0002: jump GFDATE_2013

:GFDATE_1954
0007: @13 = -1.0  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "GIFT_GIVE" 
004D: jump_if_false GFDATE_1959
0613: $PLAYER_ACTOR "GIFT_GIVE" @13 

:GFDATE_1959
00D6: if  0
0021:   @13 > -1.0  ;; floating-point values
004D: jump_if_false GFDATE_1986
00D6: if  0
0043:   @13 ==  1.0  ;; floating-point values
004D: jump_if_false GFDATE_1985
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: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0881: $PLAYER_CHAR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0470: @25 = actor @0 armed_weapon unknown
0555: remove_weapon @25 from_actor @0 
0008: $359($389,6i) +=  1  ;; integer values
08C3: @3  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_1985
0002: jump GFDATE_2012

:GFDATE_1986
0687: $PLAYER_ACTOR 
05B9: unknown_action_sequence @0  0 
0008: $359($389,6i) +=  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: @4 @7 @10 @5 @8 @11 
091E: @4 @7 @10 @5 @8 @11 
0619: $PLAYER_ACTOR  1 
0619: @0  1 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0881: $PLAYER_CHAR  1 
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
86EE:   NOT   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_2009
0631: put_actor @0 in_group $PLAYER_GROUP 
07CB: @0  0 
0A20: $PLAYER_CHAR  1 

:GFDATE_2009
08C3: @3  1 
0006: @1 =  1  ;; integer values
0006: @2 =  0  ;; integer values

:GFDATE_2012
0002: jump GFDATE_2013

:GFDATE_2013
0051: return

:GFDATE_2014
00D6: if  0
002A:   -15 >= $359($389,6i)  ;; integer values
004D: jump_if_false GFDATE_2018
0004: $359($389,6i) = -99  ;; integer values

:GFDATE_2018
00D6: if  0
0038:   $359($389,6i) == -99  ;; integer values
004D: jump_if_false GFDATE_2023
0006: @25 = -1  ;; integer values
0051: return

:GFDATE_2023
00D6: if  0
08B4: $390  14 
004D: jump_if_false GFDATE_2028
0006: @25 =  1  ;; integer values
0051: return

:GFDATE_2028
0652: @25 = stat  25 ()  ; integer
0016: @25 /=  10  ;; integer values 
0871: init_jump_table $389 total_jumps  2  0 GFDATE_2041 jumps  2 GFDATE_2031  3 GFDATE_2036 -1 GFDATE_2041 -1 GFDATE_2041 -1 GFDATE_2041 -1 GFDATE_2041 -1 GFDATE_2041 

:GFDATE_2031
00D6: if  0
0500:   player $PLAYER_CHAR skin == "COUNTRYTR"  17 
004D: jump_if_false GFDATE_2035
000A: @25 +=  25  ;; integer values

:GFDATE_2035
0002: jump GFDATE_2041

:GFDATE_2036
00D6: if  0
0500:   player $PLAYER_CHAR skin == "POLICETR"  17 
004D: jump_if_false GFDATE_2040
000A: @25 +=  25  ;; integer values

:GFDATE_2040
0002: jump GFDATE_2041

:GFDATE_2041
0652: @26 = stat  21 (fat)  ; integer
0016: @26 /=  10  ;; integer values 
0016: @26 /=  2  ;; integer values 
00D6: if  0
0029:   @26 >=  25  ;; integer values
004D: jump_if_false GFDATE_2056
00D6: if  0
08B4: $371($389,6i)  2 
004D: jump_if_false GFDATE_2052
005A: @25 += @26  ;; integer values 
0002: jump GFDATE_2055

:GFDATE_2052
0062: @25 -= @26  ;; integer values 
08BD: @3  23 
08BD: @3  21 

:GFDATE_2055
0002: jump GFDATE_2071

:GFDATE_2056
00D6: if  0
08B4: $371($389,6i)  2 
004D: jump_if_false GFDATE_2063
0062: @25 -= @26  ;; integer values 
08BD: @3  23 
08BD: @3  20 
0002: jump GFDATE_2071

:GFDATE_2063
00D6: if  0
08B4: $371($389,6i)  3 
004D: jump_if_false GFDATE_2071
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false GFDATE_2070
0006: @26 =  5  ;; integer values

:GFDATE_2070
005A: @25 += @26  ;; integer values 

:GFDATE_2071
0652: @26 = stat  23 (muscle)  ; integer
0016: @26 /=  10  ;; integer values 
0016: @26 /=  2  ;; integer values 
00D6: if  0
0029:   @26 >=  20  ;; integer values
004D: jump_if_false GFDATE_2089
00D6: if  0
08B4: $371($389,6i)  1 
004D: jump_if_false GFDATE_2082
005A: @25 += @26  ;; integer values 
0002: jump GFDATE_2088

:GFDATE_2082
00D6: if  0
08B4: $371($389,6i)  3 
004D: jump_if_false GFDATE_2088
0062: @25 -= @26  ;; integer values 
08BD: @3  23 
08BD: @3  22 

:GFDATE_2088
0002: jump GFDATE_2104

:GFDATE_2089
00D6: if  0
08B4: $371($389,6i)  1 
004D: jump_if_false GFDATE_2096
0062: @25 -= @26  ;; integer values 
08BD: @3  23 
08BD: @3  21 
0002: jump GFDATE_2104

:GFDATE_2096
00D6: if  0
08B4: $371($389,6i)  3 
004D: jump_if_false GFDATE_2104
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false GFDATE_2103
0006: @26 =  5  ;; integer values

:GFDATE_2103
005A: @25 += @26  ;; integer values 

:GFDATE_2104
008B: @26 = $359($389,6i)  ;; integer values and handles
0016: @26 /=  2  ;; integer values 
005A: @25 += @26  ;; integer values 
00D6: if  0
002F:   @25 >= $365($389,6i)  ;; integer values
004D: jump_if_false GFDATE_2112
0006: @25 =  1  ;; integer values
0002: jump GFDATE_2113

:GFDATE_2112
0006: @25 = -1  ;; integer values

:GFDATE_2113
0051: return

:GFDATE_2114
0209: @25 = random_int  0  100
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_2129
00D6: if  1
001C:   $359($389,6i) > $353($389,6i)  ;; integer values
0019:   @25 >  50  ;; integer values
004D: jump_if_false GFDATE_2124
04AE: unknown $1233 radar_icon_or_model  263
0002: jump GFDATE_2125

:GFDATE_2124
04AE: unknown $1233 radar_icon_or_model  264

:GFDATE_2125
04AE: unknown $1234 radar_icon_or_model  10
0050: gosub GFDATE_2239
0050: gosub GFDATE_2167
0051: return

:GFDATE_2129
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_2142
00D6: if  1
001C:   $359($389,6i) > $353($389,6i)  ;; integer values
0019:   @25 >  50  ;; integer values
004D: jump_if_false GFDATE_2138
04AE: unknown $1233 radar_icon_or_model  265
0002: jump GFDATE_2139

:GFDATE_2138
04AE: unknown $1233 radar_icon_or_model  266

:GFDATE_2139
04AE: unknown $1234 radar_icon_or_model  10
03C4: set_status_text_to $9467  1 (bar) 'GF_0029'
0051: return

:GFDATE_2142
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_2156
00D6: if  1
001C:   $359($389,6i) > $353($389,6i)  ;; integer values
0019:   @25 >  50  ;; integer values
004D: jump_if_false GFDATE_2151
04AE: unknown $1233 radar_icon_or_model  267
0002: jump GFDATE_2152

:GFDATE_2151
04AE: unknown $1233 radar_icon_or_model  268

:GFDATE_2152
04AE: unknown $1234 radar_icon_or_model  10
0050: gosub GFDATE_2239
0050: gosub GFDATE_2167
0051: return

:GFDATE_2156
00D6: if  0
08B4: $390  15 
004D: jump_if_false GFDATE_2166
04AE: unknown $1233 radar_icon_or_model  309
04AE: unknown $1234 radar_icon_or_model  245
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFDATE_2165
039E: (unknown) $PLAYER_ACTOR  1 

:GFDATE_2165
0051: return

:GFDATE_2166
0051: return

:GFDATE_2167
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFDATE_2238
0050: gosub GFDATE_3825
0842: @25 = unknown_player $PLAYER_CHAR data
00D6: if  0
04A4: @25  1 
004D: jump_if_false GFDATE_2187
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_2183
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_2183
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_2187
04CE: @15 = create_icon_marker_without_sphere  48 at  1837.0 -1682.0  14.0

:GFDATE_2187
00D6: if  0
04A4: @25  2 
004D: jump_if_false GFDATE_2203
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_2199
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_2199
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_2203
04CE: @15 = create_icon_marker_without_sphere  48 at -2551.115  193.657  5.2

:GFDATE_2203
00D6: if  0
04A4: @25  3 
004D: jump_if_false GFDATE_2218
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_2214
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_2214
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_2218
04CE: @15 = create_icon_marker_without_sphere  48 at  2507.44  1242.31  9.833

:GFDATE_2218
00D6: if  0
04A4: @25  0 
004D: jump_if_false GFDATE_2238
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_2232
04CE: @15 = create_icon_marker_without_sphere  49 at  292.865 -195.47  .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_2232
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_2238
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_2238
0051: return

:GFDATE_2239
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_2261
07FB: set_interior 'FDREST1' accessible  1 
07FB: set_interior 'REST2' accessible  1 
07FB: set_interior 'DINER1' accessible  1 
07FB: set_interior 'DINER2' accessible  1 
07FB: set_interior 'TSDINER' accessible  1 
098E: 'FDPIZA'  512  1 
098E: 'FDBURG'  512  1 
098E: 'FDCHICK'  512  1 
098E: 'UFOBAR'  512  1 
098E: 'REST2'  512  1 
098E: 'DINER1'  512  1 
098E: 'FDREST1'  512  1 
098E: 'REST2'  512  1 
098E: 'DINER1'  512  1 
098E: 'DINER2'  512  1 
098E: 'TSDINER'  512  1 
098E: 'BAR1'  512  1 
098E: 'BAR2'  512  1 
0002: jump GFDATE_2266

:GFDATE_2261
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_2266
098E: 'BAR1'  256  1 
098E: 'BAR2'  256  1 

:GFDATE_2266
0051: return

:GFDATE_2267
07FB: set_interior 'FDREST1' accessible  0 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
07FB: set_interior 'TSDINER' accessible  0 
07FB: set_interior 'FDPIZA' accessible  1 
07FB: set_interior 'FDBURG' accessible  1 
07FB: set_interior 'FDCHICK' accessible  1 
07FB: set_interior 'BAR1' accessible  1 
07FB: set_interior 'BAR2' accessible  1 
07FB: set_interior 'UFOBAR' accessible  1 
098E: 'FDPIZA'  512  0 
098E: 'FDBURG'  512  0 
098E: 'FDCHICK'  512  0 
098E: 'REST2'  512  0 
098E: 'DINER1'  512  0 
098E: 'FDREST1'  512  0 
098E: 'REST2'  512  0 
098E: 'DINER1'  512  0 
098E: 'DINER2'  512  0 
098E: 'TSDINER'  512  0 
098E: 'BAR1'  512  0 
098E: 'BAR2'  512  0 
098E: 'UFOBAR'  512  0 
098E: 'BAR1'  256  0 
098E: 'BAR2'  256  0 
0051: return

:GFDATE_2294
07FB: set_interior 'FDREST1' accessible  0 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
07FB: set_interior 'TSDINER' accessible  0 
07FB: set_interior 'FDPIZA' accessible  0 
07FB: set_interior 'FDBURG' accessible  0 
07FB: set_interior 'FDCHICK' accessible  0 
07FB: set_interior 'BAR1' accessible  0 
07FB: set_interior 'BAR2' accessible  0 
07FB: set_interior 'UFOBAR' accessible  0 
0051: return

:GFDATE_2306
07FB: set_interior 'FDREST1' accessible  0 
07FB: set_interior 'REST2' accessible  0 
07FB: set_interior 'DINER1' accessible  0 
07FB: set_interior 'DINER2' accessible  0 
07FB: set_interior 'TSDINER' accessible  0 
098E: 'FDPIZA'  512  0 
098E: 'FDBURG'  512  0 
098E: 'FDCHICK'  512  0 
098E: 'BAR1'  512  0 
098E: 'BAR2'  512  0 
098E: 'UFOBAR'  512  0 
0051: return

:GFDATE_2318
0871: init_jump_table $389 total_jumps  6  0 GFDATE_2343 jumps  0 GFDATE_2319  1 GFDATE_2331  2 GFDATE_2327  3 GFDATE_2323  4 GFDATE_2335  5 GFDATE_2339 -1 GFDATE_2343 

:GFDATE_2319
0007: @4 =  2402.012  ;; floating-point values
0007: @7 = -1719.648  ;; floating-point values
0007: @10 =  12.6219  ;; floating-point values
0002: jump GFDATE_2343

:GFDATE_2323
0007: @4 = -1398.101  ;; floating-point values
0007: @7 =  2636.873  ;; floating-point values
0007: @10 =  54.7031  ;; floating-point values
0002: jump GFDATE_2343

:GFDATE_2327
0007: @4 = -377.3978  ;; floating-point values
0007: @7 = -1438.692  ;; floating-point values
0007: @10 =  24.7209  ;; floating-point values
0002: jump GFDATE_2343

:GFDATE_2331
0007: @4 = -1796.952  ;; floating-point values
0007: @7 =  1197.376  ;; floating-point values
0007: @10 =  24.1094  ;; floating-point values
0002: jump GFDATE_2343

:GFDATE_2335
0007: @4 = -2576.808  ;; floating-point values
0007: @7 =  1144.744  ;; floating-point values
0007: @10 =  54.8547  ;; floating-point values
0002: jump GFDATE_2343

:GFDATE_2339
0007: @4 =  2035.362  ;; floating-point values
0007: @7 =  2732.411  ;; floating-point values
0007: @10 =  9.8203  ;; floating-point values
0002: jump GFDATE_2343

:GFDATE_2343
0051: return

:GFDATE_2344
00D6: if  0
08B7: @3  2 
004D: jump_if_false GFDATE_2355
0050: gosub GFDATE_2318
00D6: if  0
0101:   actor @0 stopped_near_point @4 @7 @10 radius  3.0  3.0  3.0 sphere  1
004D: jump_if_false GFDATE_2353
0006: @24 = -2  ;; integer values
0002: jump GFDATE_2354

:GFDATE_2353
0006: @24 = -1  ;; integer values

:GFDATE_2354
0002: jump GFDATE_2387

:GFDATE_2355
077E: @24 = active_interior
00D6: if  0
8039:   NOT   @24 ==  0  ;; integer values
004D: jump_if_false GFDATE_2386
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_2371
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR 
0050: gosub GFDATE_2601
00D6: if  0
0019:   @25 > -1  ;; integer values
004D: jump_if_false GFDATE_2369
0051: return
0002: jump GFDATE_2370

:GFDATE_2369
0006: @24 = -1  ;; integer values

:GFDATE_2370
0002: jump GFDATE_2385

:GFDATE_2371
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_2384
094B: v$9463 = get_active_interior_name_from_actor $PLAYER_ACTOR 
0050: gosub GFDATE_2601
00D6: if  0
0039:   @25 ==  8  ;; integer values
004D: jump_if_false GFDATE_2382
08BD: @3  13 
0051: return
0002: jump GFDATE_2383

:GFDATE_2382
0006: @24 = -1  ;; integer values

:GFDATE_2383
0002: jump GFDATE_2385

:GFDATE_2384
0006: @24 = -1  ;; integer values

:GFDATE_2385
0002: jump GFDATE_2387

:GFDATE_2386
0006: @24 = -1  ;; integer values

:GFDATE_2387
0051: return

:GFDATE_2388
0871: init_jump_table $389 total_jumps  6  0 GFDATE_2401 jumps  0 GFDATE_2389  1 GFDATE_2395  2 GFDATE_2393  3 GFDATE_2391  4 GFDATE_2397  5 GFDATE_2399 -1 GFDATE_2401 

:GFDATE_2389
08F0: 'GANGRL3' 'GFRIEND' 
0002: jump GFDATE_2401

:GFDATE_2391
08F0: 'COPGRL3' 'GFRIEND' 
0002: jump GFDATE_2401

:GFDATE_2393
08F0: 'GUNGRL3' 'GFRIEND' 
0002: jump GFDATE_2401

:GFDATE_2395
08F0: 'MECGRL3' 'GFRIEND' 
0002: jump GFDATE_2401

:GFDATE_2397
08F0: 'NURGRL3' 'GFRIEND' 
0002: jump GFDATE_2401

:GFDATE_2399
08F0: 'CROGRL3' 'GFRIEND' 
0002: jump GFDATE_2401

:GFDATE_2401
0051: return

:GFDATE_2402
0050: gosub GFDATE_2601
0871: init_jump_table @25 total_jumps  11  0 GFDATE_2600 jumps  1 GFDATE_2460  2 GFDATE_2477  3 GFDATE_2405  4 GFDATE_2426  5 GFDATE_2443  6 GFDATE_2532  7 GFDATE_2566 
0872: jump_table_jumps  8 GFDATE_2498  9 GFDATE_2515  10 GFDATE_2583  11 GFDATE_2549 -1 GFDATE_2600 -1 GFDATE_2600 -1 GFDATE_2600 -1 GFDATE_2600 -1 GFDATE_2600 

:GFDATE_2405
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  1 
004D: jump_if_false GFDATE_2421
08F0: 'GFPIZ1' 'GFPIZ1' 
08F0: 'GFPIZ2' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1A'
08BA: $390  2 
0002: jump GFDATE_2425

:GFDATE_2421
08F0: 'GFPIZ1' 'GFPIZ1' 
08F0: 'GFPIZ2' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1B'
08C0: $390  2 

:GFDATE_2425
0002: jump GFDATE_2600

:GFDATE_2426
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  5 
004D: jump_if_false GFDATE_2440
02E4: load_cutscene_data 'DATE5A'
08BA: $390  2 
0002: jump GFDATE_2442

:GFDATE_2440
02E4: load_cutscene_data 'DATE5B'
08C0: $390  2 

:GFDATE_2442
0002: jump GFDATE_2600

:GFDATE_2443
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  5 
004D: jump_if_false GFDATE_2457
02E4: load_cutscene_data 'DATE5A'
08BA: $390  2 
0002: jump GFDATE_2459

:GFDATE_2457
02E4: load_cutscene_data 'DATE5B'
08C0: $390  2 

:GFDATE_2459
0002: jump GFDATE_2600

:GFDATE_2460
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  1 
004D: jump_if_false GFDATE_2474
02E4: load_cutscene_data 'DATE2A'
08BA: $390  2 
0002: jump GFDATE_2476

:GFDATE_2474
02E4: load_cutscene_data 'DATE2B'
08C0: $390  2 

:GFDATE_2476
0002: jump GFDATE_2600

:GFDATE_2477
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  1 
004D: jump_if_false GFDATE_2493
08F0: 'BURG_PA' 'GFPIZ1' 
08F0: 'BURG_GA' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1A'
08BA: $390  2 
0002: jump GFDATE_2497

:GFDATE_2493
08F0: 'BURG_PA' 'GFPIZ1' 
08F0: 'BURG_GA' 'GFPIZ2' 
02E4: load_cutscene_data 'DATE1B'
08C0: $390  2 

:GFDATE_2497
0002: jump GFDATE_2600

:GFDATE_2498
04F9: interior_colors  5  0
08F8:  0 
0623: add  20 to_stats  245
0623: add  20 to_stats  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  0
08B4: $377($389,6i)  3 
004D: jump_if_false GFDATE_2512
02E4: load_cutscene_data 'DATE6A'
08BA: $390  2 
0002: jump GFDATE_2514

:GFDATE_2512
02E4: load_cutscene_data 'DATE6B'
08C0: $390  2 

:GFDATE_2514
0002: jump GFDATE_2600

:GFDATE_2515
04F9: interior_colors  6  0
08F8:  0 
0623: add  20 to_stats  245
0623: add  20 to_stats  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  0
08B4: $377($389,6i)  3 
004D: jump_if_false GFDATE_2529
02E4: load_cutscene_data 'DATE6A'
08BA: $390  2 
0002: jump GFDATE_2531

:GFDATE_2529
02E4: load_cutscene_data 'DATE6B'
08C0: $390  2 

:GFDATE_2531
0002: jump GFDATE_2600

:GFDATE_2532
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  2 
004D: jump_if_false GFDATE_2546
02E4: load_cutscene_data 'DATE3A'
08BA: $390  2 
0002: jump GFDATE_2548

:GFDATE_2546
02E4: load_cutscene_data 'DATE3B'
08C0: $390  2 

:GFDATE_2548
0002: jump GFDATE_2600

:GFDATE_2549
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  2 
004D: jump_if_false GFDATE_2563
02E4: load_cutscene_data 'DATE3A'
08BA: $390  2 
0002: jump GFDATE_2565

:GFDATE_2563
02E4: load_cutscene_data 'DATE3B'
08C0: $390  2 

:GFDATE_2565
0002: jump GFDATE_2600

:GFDATE_2566
04F9: interior_colors  4  0
08F8:  0 
0623: add  40 to_stats  245
0623: add  40 to_stats  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  0
08B4: $377($389,6i)  2 
004D: jump_if_false GFDATE_2580
02E4: load_cutscene_data 'DATE4A'
08BA: $390  2 
0002: jump GFDATE_2582

:GFDATE_2580
02E4: load_cutscene_data 'DATE4B'
08C0: $390  2 

:GFDATE_2582
0002: jump GFDATE_2600

:GFDATE_2583
04F9: interior_colors  4  0
08F8:  0 
0623: add  20 to_stats  245
0623: add  20 to_stats  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  0
08B4: $377($389,6i)  3 
004D: jump_if_false GFDATE_2597
02E4: load_cutscene_data 'DATE6A'
08BA: $390  2 
0002: jump GFDATE_2599

:GFDATE_2597
02E4: load_cutscene_data 'DATE6B'
08C0: $390  2 

:GFDATE_2599
0002: jump GFDATE_2600

:GFDATE_2600
0051: return

:GFDATE_2601
0006: @25 = -1  ;; integer values
00D6: if  0
08F9:   v$9463 == "FDCHICK"  ;; 16-byte strings
004D: jump_if_false GFDATE_2607
0006: @25 =  1  ;; integer values
0051: return

:GFDATE_2607
00D6: if  0
08F9:   v$9463 == "FDBURG"  ;; 16-byte strings
004D: jump_if_false GFDATE_2612
0006: @25 =  2  ;; integer values
0051: return

:GFDATE_2612
00D6: if  0
08F9:   v$9463 == "FDPIZA"  ;; 16-byte strings
004D: jump_if_false GFDATE_2617
0006: @25 =  3  ;; integer values
0051: return

:GFDATE_2617
00D6: if  0
08F9:   v$9463 == "FDREST1"  ;; 16-byte strings
004D: jump_if_false GFDATE_2622
0006: @25 =  4  ;; integer values
0051: return

:GFDATE_2622
00D6: if  0
08F9:   v$9463 == "REST2"  ;; 16-byte strings
004D: jump_if_false GFDATE_2627
0006: @25 =  5  ;; integer values
0051: return

:GFDATE_2627
00D6: if  0
08F9:   v$9463 == "DINER1"  ;; 16-byte strings
004D: jump_if_false GFDATE_2632
0006: @25 =  6  ;; integer values
0051: return

:GFDATE_2632
00D6: if  0
08F9:   v$9463 == "DINER2"  ;; 16-byte strings
004D: jump_if_false GFDATE_2637
0006: @25 =  7  ;; integer values
0051: return

:GFDATE_2637
00D6: if  0
08F9:   v$9463 == "BAR1"  ;; 16-byte strings
004D: jump_if_false GFDATE_2642
0006: @25 =  8  ;; integer values
0051: return

:GFDATE_2642
00D6: if  0
08F9:   v$9463 == "BAR2"  ;; 16-byte strings
004D: jump_if_false GFDATE_2647
0006: @25 =  9  ;; integer values
0051: return

:GFDATE_2647
00D6: if  0
08F9:   v$9463 == "UFOBAR"  ;; 16-byte strings
004D: jump_if_false GFDATE_2652
0006: @25 =  10  ;; integer values
0051: return

:GFDATE_2652
00D6: if  0
08F9:   v$9463 == "TSDINER"  ;; 16-byte strings
004D: jump_if_false GFDATE_2657
0006: @25 =  11  ;; integer values
0051: return

:GFDATE_2657
06D1: v$9463 = "NIL"  ;; 16-byte strings
0051: return

:GFDATE_2659
0871: init_jump_table $389 total_jumps  6  0 GFDATE_2726 jumps  0 GFDATE_2660  1 GFDATE_2682  2 GFDATE_2693  3 GFDATE_2671  4 GFDATE_2704  5 GFDATE_2715 -1 GFDATE_2726 

:GFDATE_2660
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_2726

:GFDATE_2671
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_2726

:GFDATE_2682
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_2726

:GFDATE_2693
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_2726

:GFDATE_2704
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_2726

:GFDATE_2715
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_2726

:GFDATE_2726
0051: return

:GFDATE_2727
076D: s$404  0 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_2732
0051: return

:GFDATE_2732
076D: s$404  7 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_2737
0051: return

:GFDATE_2737
076D: s$404  2 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_2742
0051: return

:GFDATE_2742
076D: s$404  3 @25 
00D6: if  0
0019:   @25 >  0  ;; integer values
004D: jump_if_false GFDATE_2747
0051: return

:GFDATE_2747
0051: return

:GFDATE_2748
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_2757
00D6: if  1
88B7:   NOT @3  2 
88B7:   NOT @3  26 
004D: jump_if_false GFDATE_2756
04AE: unknown $1233 radar_icon_or_model  272

:GFDATE_2756
0002: jump GFDATE_2762

:GFDATE_2757
00D6: if  1
88B7:   NOT @3  2 
88B7:   NOT @3  26 
004D: jump_if_false GFDATE_2762
04AE: unknown $1233 radar_icon_or_model  271

:GFDATE_2762
08BD: @3  26 
0051: return

:GFDATE_2764
0006: @1 =  5  ;; integer values
0006: @2 =  0  ;; integer values
0051: return

:GFDATE_2767
0006: @25 =  0  ;; integer values
00D6: if  0
88B7:   NOT @3  7 
004D: jump_if_false GFDATE_2817
00D6: if  2
80DF:   NOT   actor @0 driving
8A0C:   NOT $PLAYER_CHAR 
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  43
004D: jump_if_false GFDATE_2817
00D6: if  0
02A0:   actor @0 stopped  
004D: jump_if_false GFDATE_2817
04C4: create_coordinate @4 @7 @10 from_actor @0 offset  0.0  .5  0.0
00D6: if  0
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_2817
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 -=  .02  ;; floating-point values
0087: @14 = @11  ;; floating-point values only
000B: @14 +=  .02  ;; floating-point values
00D6: if  1
0025:   @10 > @13  ;; floating-point values  
0025:   @14 > @10  ;; floating-point values  
004D: jump_if_false GFDATE_2817
00D6: if  24
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_2809
00D6: if  1
88B7:   NOT @3  28 
88FE:   NOT (unknown)
004D: jump_if_false GFDATE_2806
03E5: text_box 'GF_H013'
08BD: @3  28 

:GFDATE_2806
0006: @25 =  2  ;; integer values
0051: return
0002: jump GFDATE_2817

:GFDATE_2809
00D6: if  1
88B7:   NOT @3  4 
88FE:   NOT (unknown)
004D: jump_if_false GFDATE_2815
03E5: text_box 'GF_0021'
08BD: @3  4 

:GFDATE_2815
0006: @25 =  1  ;; integer values
0051: return

:GFDATE_2817
0051: return

:GFDATE_2818
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false GFDATE_2822
04ED: load_animation "BLOWJOBZ"

:GFDATE_2822
04ED: load_animation "KISSING"

:GFDATE_2823
0001: wait  0 ms
00D6: if  0
04EE:   animation "KISSING" loaded
004D: jump_if_false GFDATE_2840
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false GFDATE_2838
00D6: if  0
04EE:   animation "BLOWJOBZ" loaded
004D: jump_if_false GFDATE_2835
0051: return
0002: jump GFDATE_2837

:GFDATE_2835
04ED: load_animation "BLOWJOBZ"
0002: jump GFDATE_2823

:GFDATE_2837
0002: jump GFDATE_2839

:GFDATE_2838
0051: return

:GFDATE_2839
0002: jump GFDATE_2842

:GFDATE_2840
04ED: load_animation "KISSING"
0002: jump GFDATE_2823

:GFDATE_2842
00D6: if  0
08B7: @3  13 
004D: jump_if_false GFDATE_2853
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_2850
0006: @32 =  30000  ;; integer values
0002: jump GFDATE_2851

:GFDATE_2850
0006: @32 =  0  ;; integer values

:GFDATE_2851
08C3: @3  13 
0002: jump GFDATE_2941

:GFDATE_2853
00D6: if  0
08B7: @3  8 
004D: jump_if_false GFDATE_2868
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_2861
0006: @32 =  30000  ;; integer values
0002: jump GFDATE_2866

:GFDATE_2861
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false GFDATE_2865
0085: @30 = @32  ;; integer values and handles

:GFDATE_2865
0006: @32 =  0  ;; integer values

:GFDATE_2866
08C3: @3  8 
0002: jump GFDATE_2941

:GFDATE_2868
0871: init_jump_table @1 total_jumps  9  0 GFDATE_2941 jumps  1 GFDATE_2870  2 GFDATE_2882  3 GFDATE_2884  4 GFDATE_2886  5 GFDATE_2898  6 GFDATE_2900  7 GFDATE_2914 
0872: jump_table_jumps  10 GFDATE_2928  11 GFDATE_2930 -1 GFDATE_2941 -1 GFDATE_2941 -1 GFDATE_2941 -1 GFDATE_2941 -1 GFDATE_2941 -1 GFDATE_2941 -1 GFDATE_2941 

:GFDATE_2870
00D6: if  2
08B4: $377($389,6i)  21 
02E0:   actor @0 aggressive
88B4:   NOT $390  12 
004D: jump_if_false GFDATE_2876
0006: @32 =  0  ;; integer values

:GFDATE_2876
00D6: if  0
0019:   @30 >  0  ;; integer values
004D: jump_if_false GFDATE_2881
0085: @32 = @30  ;; integer values and handles
0006: @30 = -1  ;; integer values

:GFDATE_2881
0002: jump GFDATE_2941

:GFDATE_2882
0006: @32 =  0  ;; integer values
0002: jump GFDATE_2941

:GFDATE_2884
0006: @32 =  0  ;; integer values
0002: jump GFDATE_2941

:GFDATE_2886
00D6: if  2
08B4: $377($389,6i)  21 
02E0:   actor @0 aggressive
88B4:   NOT $390  12 
004D: jump_if_false GFDATE_2892
0006: @32 =  0  ;; integer values

:GFDATE_2892
00D6: if  0
0019:   @30 >  0  ;; integer values
004D: jump_if_false GFDATE_2897
0085: @32 = @30  ;; integer values and handles
0006: @30 = -1  ;; integer values

:GFDATE_2897
0002: jump GFDATE_2941

:GFDATE_2898
0006: @32 =  0  ;; integer values
0002: jump GFDATE_2941

:GFDATE_2900
00D6: if  0
08B4: $377($389,6i)  27 
004D: jump_if_false GFDATE_2913
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false GFDATE_2907
0085: @30 = @32  ;; integer values and handles

:GFDATE_2907
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_2912
0006: @32 =  30000  ;; integer values
0002: jump GFDATE_2913

:GFDATE_2912
0006: @32 =  0  ;; integer values

:GFDATE_2913
0002: jump GFDATE_2941

:GFDATE_2914
00D6: if  0
08B4: $377($389,6i)  28 
004D: jump_if_false GFDATE_2927
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false GFDATE_2921
0085: @30 = @32  ;; integer values and handles

:GFDATE_2921
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_2926
0006: @32 =  30000  ;; integer values
0002: jump GFDATE_2927

:GFDATE_2926
0006: @32 =  0  ;; integer values

:GFDATE_2927
0002: jump GFDATE_2941

:GFDATE_2928
0006: @32 =  0  ;; integer values
0002: jump GFDATE_2941

:GFDATE_2930
00D6: if  0
0039:   @30 == -1  ;; integer values
004D: jump_if_false GFDATE_2934
0085: @30 = @32  ;; integer values and handles

:GFDATE_2934
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_2939
0006: @32 =  30000  ;; integer values
0002: jump GFDATE_2940

:GFDATE_2939
0006: @32 =  0  ;; integer values

:GFDATE_2940
0002: jump GFDATE_2941

:GFDATE_2941
0051: return

:GFDATE_2942
00D6: if  0
0032:    0.0 >= $9469  ;; floating-point values
004D: jump_if_false GFDATE_2946
000D: $9469 -=  .5  ;; floating-point values

:GFDATE_2946
0059: $9468 += $9469  ;; floating-point values
00D6: if  0
0022:    0.0 > $9468  ;; floating-point values
004D: jump_if_false GFDATE_2951
0005: $9468 =  0.0  ;; floating-point values

:GFDATE_2951
00D6: if  0
0020:   $9468 >  100.0  ;; floating-point values
004D: jump_if_false GFDATE_2955
0005: $9468 =  100.0  ;; floating-point values

:GFDATE_2955
008C: $9467 = float_to_integer $9468
08BD: @3  8 
0051: return

:GFDATE_2958
08D3: @26 
0871: init_jump_table @26 total_jumps  20  0 GFDATE_3125 jumps  0 GFDATE_2968  1 GFDATE_3037  2 GFDATE_3103  3 GFDATE_3048  4 GFDATE_2979  5 GFDATE_2966  6 GFDATE_2967 
0872: jump_table_jumps  7 GFDATE_3114  8 GFDATE_3015  9 GFDATE_3070  10 GFDATE_3001  11 GFDATE_2962  12 GFDATE_3092  13 GFDATE_3081  14 GFDATE_3059  15 GFDATE_2990 
0872: jump_table_jumps  16 GFDATE_2964  17 GFDATE_3026  18 GFDATE_2963  19 GFDATE_2965 -1 GFDATE_3125 -1 GFDATE_3125 -1 GFDATE_3125 -1 GFDATE_3125 -1 GFDATE_3125 

:GFDATE_2962
0002: jump GFDATE_3125

:GFDATE_2963
0002: jump GFDATE_3125

:GFDATE_2964
0002: jump GFDATE_3125

:GFDATE_2965
0002: jump GFDATE_3125

:GFDATE_2966
0002: jump GFDATE_3125

:GFDATE_2967
0002: jump GFDATE_3125

:GFDATE_2968
00D6: if  0
08B4: $377($389,6i)  15 
004D: jump_if_false GFDATE_2977
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_2975
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_2975
0050: gosub GFDATE_3126
0002: jump GFDATE_2978

:GFDATE_2977
0050: gosub GFDATE_3145

:GFDATE_2978
0002: jump GFDATE_3125

:GFDATE_2979
00D6: if  0
08B4: $377($389,6i)  15 
004D: jump_if_false GFDATE_2988
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_2986
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_2986
0050: gosub GFDATE_3126
0002: jump GFDATE_2989

:GFDATE_2988
0050: gosub GFDATE_3145

:GFDATE_2989
0002: jump GFDATE_3125

:GFDATE_2990
00D6: if  0
08B4: $377($389,6i)  15 
004D: jump_if_false GFDATE_2999
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_2997
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_2997
0050: gosub GFDATE_3126
0002: jump GFDATE_3000

:GFDATE_2999
0050: gosub GFDATE_3145

:GFDATE_3000
0002: jump GFDATE_3125

:GFDATE_3001
00D6: if  0
08B4: $377($389,6i)  17 
004D: jump_if_false GFDATE_3013
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3011
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3011
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3011
0050: gosub GFDATE_3126
0002: jump GFDATE_3014

:GFDATE_3013
0050: gosub GFDATE_3145

:GFDATE_3014
0002: jump GFDATE_3125

:GFDATE_3015
00D6: if  0
08B4: $377($389,6i)  17 
004D: jump_if_false GFDATE_3024
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3022
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3022
0050: gosub GFDATE_3126
0002: jump GFDATE_3025

:GFDATE_3024
0050: gosub GFDATE_3145

:GFDATE_3025
0002: jump GFDATE_3125

:GFDATE_3026
00D6: if  0
08B4: $377($389,6i)  17 
004D: jump_if_false GFDATE_3035
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3033
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3033
0050: gosub GFDATE_3126
0002: jump GFDATE_3036

:GFDATE_3035
0050: gosub GFDATE_3145

:GFDATE_3036
0002: jump GFDATE_3125

:GFDATE_3037
00D6: if  0
08B4: $377($389,6i)  18 
004D: jump_if_false GFDATE_3046
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3044
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3044
0050: gosub GFDATE_3126
0002: jump GFDATE_3047

:GFDATE_3046
0050: gosub GFDATE_3145

:GFDATE_3047
0002: jump GFDATE_3125

:GFDATE_3048
00D6: if  0
08B4: $377($389,6i)  18 
004D: jump_if_false GFDATE_3057
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3055
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3055
0050: gosub GFDATE_3126
0002: jump GFDATE_3058

:GFDATE_3057
0050: gosub GFDATE_3145

:GFDATE_3058
0002: jump GFDATE_3125

:GFDATE_3059
00D6: if  0
08B4: $377($389,6i)  19 
004D: jump_if_false GFDATE_3068
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3066
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3066
0050: gosub GFDATE_3126
0002: jump GFDATE_3069

:GFDATE_3068
0050: gosub GFDATE_3145

:GFDATE_3069
0002: jump GFDATE_3125

:GFDATE_3070
00D6: if  0
08B4: $377($389,6i)  19 
004D: jump_if_false GFDATE_3079
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3077
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3077
0050: gosub GFDATE_3126
0002: jump GFDATE_3080

:GFDATE_3079
0050: gosub GFDATE_3145

:GFDATE_3080
0002: jump GFDATE_3125

:GFDATE_3081
00D6: if  0
08B4: $377($389,6i)  19 
004D: jump_if_false GFDATE_3090
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3088
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3088
0050: gosub GFDATE_3126
0002: jump GFDATE_3091

:GFDATE_3090
0050: gosub GFDATE_3145

:GFDATE_3091
0002: jump GFDATE_3125

:GFDATE_3092
00D6: if  0
08B4: $377($389,6i)  20 
004D: jump_if_false GFDATE_3101
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3099
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3099
0050: gosub GFDATE_3126
0002: jump GFDATE_3102

:GFDATE_3101
0050: gosub GFDATE_3145

:GFDATE_3102
0002: jump GFDATE_3125

:GFDATE_3103
00D6: if  0
08B4: $377($389,6i)  20 
004D: jump_if_false GFDATE_3112
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3110
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3110
0050: gosub GFDATE_3126
0002: jump GFDATE_3113

:GFDATE_3112
0050: gosub GFDATE_3145

:GFDATE_3113
0002: jump GFDATE_3125

:GFDATE_3114
00D6: if  0
08B4: $377($389,6i)  16 
004D: jump_if_false GFDATE_3123
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3121
0009: $9469 +=  .5  ;; floating-point values

:GFDATE_3121
0050: gosub GFDATE_3126
0002: jump GFDATE_3124

:GFDATE_3123
0050: gosub GFDATE_3145

:GFDATE_3124
0002: jump GFDATE_3125

:GFDATE_3125
0051: return

:GFDATE_3126
08D3: @26 
00D6: if  0
803B:   NOT   @26 == @31  ;; integer values 
004D: jump_if_false GFDATE_3144
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_3139
00D6: if  0
0018:   $9467 >  0  ;; integer values
004D: jump_if_false GFDATE_3138
04AE: unknown $1233 radar_icon_or_model  312
0085: @31 = @26  ;; integer values and handles

:GFDATE_3138
0002: jump GFDATE_3144

:GFDATE_3139
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3144
04AE: unknown $1233 radar_icon_or_model  312
0085: @31 = @26  ;; integer values and handles

:GFDATE_3144
0051: return

:GFDATE_3145
08D3: @26 
00D6: if  0
803B:   NOT   @26 == @31  ;; integer values 
004D: jump_if_false GFDATE_3163
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_3158
00D6: if  0
0018:   $9467 >  0  ;; integer values
004D: jump_if_false GFDATE_3157
04AE: unknown $1233 radar_icon_or_model  311
0085: @31 = @26  ;; integer values and handles

:GFDATE_3157
0002: jump GFDATE_3163

:GFDATE_3158
00D6: if  0
0029:   @32 >=  30000  ;; integer values
004D: jump_if_false GFDATE_3163
04AE: unknown $1233 radar_icon_or_model  311
0085: @31 = @26  ;; integer values and handles

:GFDATE_3163
0051: return

:GFDATE_3164
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false GFDATE_3174
03C0: @28 = actor @0 car
0227: @25 = car @28 health
00D6: if  0
0039:   @29 == -1  ;; integer values
004D: jump_if_false GFDATE_3173
0085: @29 = @25  ;; integer values and handles

:GFDATE_3173
0002: jump GFDATE_3176

:GFDATE_3174
0006: @28 = -1  ;; integer values
0006: @29 = -1  ;; integer values

:GFDATE_3176
0051: return
0871: init_jump_table $389 total_jumps  6  0 GFDATE_3214 jumps  0 GFDATE_3178  1 GFDATE_3184  2 GFDATE_3190  3 GFDATE_3196  4 GFDATE_3202  5 GFDATE_3208 -1 GFDATE_3214 

:GFDATE_3178
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false GFDATE_3182
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3182
0629: change_stat  252 (progress with denis) to $359($389,6i)  ; integer see statdisp.dat
0002: jump GFDATE_3214

:GFDATE_3184
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false GFDATE_3188
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3188
0629: change_stat  253 (progress with miche) to $359($389,6i)  ; integer see statdisp.dat
0002: jump GFDATE_3214

:GFDATE_3190
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false GFDATE_3194
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3194
0629: change_stat  254 (progress with helen) to $359($389,6i)  ; integer see statdisp.dat
0002: jump GFDATE_3214

:GFDATE_3196
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false GFDATE_3200
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3200
0629: change_stat  255 (progress with barba) to $359($389,6i)  ; integer see statdisp.dat
0002: jump GFDATE_3214

:GFDATE_3202
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false GFDATE_3206
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3206
0629: change_stat  256 (progress with katie) to $359($389,6i)  ; integer see statdisp.dat
0002: jump GFDATE_3214

:GFDATE_3208
00D6: if  0
0018:   $359($389,6i) >  100  ;; integer values
004D: jump_if_false GFDATE_3212
0004: $359($389,6i) =  100  ;; integer values

:GFDATE_3212
0629: change_stat  257 (progress with milli) to $359($389,6i)  ; integer see statdisp.dat
0002: jump GFDATE_3214

:GFDATE_3214
0051: return

:GFDATE_3215
0871: init_jump_table $1236 total_jumps  16  0 GFDATE_3629 jumps -1 GFDATE_3217  0 GFDATE_3219  1 GFDATE_3257  2 GFDATE_3266  3 GFDATE_3292  4 GFDATE_3308  5 GFDATE_3334 
0872: jump_table_jumps  6 GFDATE_3343  7 GFDATE_3368  8 GFDATE_3401  9 GFDATE_3421  10 GFDATE_3441  11 GFDATE_3477  12 GFDATE_3513  13 GFDATE_3551  99 GFDATE_3574 

:GFDATE_3217
08C0: $390  22 
0002: jump GFDATE_3629

:GFDATE_3219
0209: $1239 = random_int  0  6
00D6: if  2
001A:    6 > $1239  ;; integer values
08B5: $406 $1239 
803A:   NOT   $1239 == $389  ;; integer values and handles
004D: jump_if_false GFDATE_3256
00D6: if  0
0038:   $1239 ==  0  ;; integer values
004D: jump_if_false GFDATE_3230
04AE: unknown $1239 radar_icon_or_model  195
04AE: unknown $1240 radar_icon_or_model  545

:GFDATE_3230
00D6: if  0
0038:   $1239 ==  1  ;; integer values
004D: jump_if_false GFDATE_3235
04AE: unknown $1239 radar_icon_or_model  192
04AE: unknown $1240 radar_icon_or_model  557

:GFDATE_3235
00D6: if  0
0038:   $1239 ==  3  ;; integer values
004D: jump_if_false GFDATE_3240
04AE: unknown $1239 radar_icon_or_model  190
04AE: unknown $1240 radar_icon_or_model  599

:GFDATE_3240
00D6: if  0
0038:   $1239 ==  2  ;; integer values
004D: jump_if_false GFDATE_3245
04AE: unknown $1239 radar_icon_or_model  191
04AE: unknown $1240 radar_icon_or_model  568

:GFDATE_3245
00D6: if  0
0038:   $1239 ==  4  ;; integer values
004D: jump_if_false GFDATE_3250
04AE: unknown $1239 radar_icon_or_model  193
04AE: unknown $1240 radar_icon_or_model  442

:GFDATE_3250
00D6: if  0
0038:   $1239 ==  5  ;; integer values
004D: jump_if_false GFDATE_3255
04AE: unknown $1239 radar_icon_or_model  194
04AE: unknown $1240 radar_icon_or_model  533

:GFDATE_3255
0004: $1236 =  1  ;; integer values

:GFDATE_3256
0002: jump GFDATE_3629

:GFDATE_3257
00D6: if  1
0248:   model $1240 available
0248:   model $1239 available
004D: jump_if_false GFDATE_3263
0004: $1236 =  2  ;; integer values
0002: jump GFDATE_3265

:GFDATE_3263
0247: request_model $1240
0247: request_model $1239

:GFDATE_3265
0002: jump GFDATE_3629

:GFDATE_3266
04C4: create_coordinate @4 @7 @10 from_actor $PLAYER_ACTOR offset  0.0  25.0  0.0
00D6: if  0
03D3: point @4 @7 @10 get_nearby_vector @5 @8 @11 @13
004D: jump_if_false GFDATE_3290
0395: clear_area  1 at @5 @8 @11 range  5.0
00A5: $1238 = create_car $1240 at @5 @8 @11
072F: $1238  1.0  1000  1  1  1 -1 
00D6: if  0
04A3:   unknown $1240 ==  545
004D: jump_if_false GFDATE_3277
0229: set_car $1238 color_to  83  1

:GFDATE_3277
00D6: if  0
04A3:   unknown $1240 ==  442
004D: jump_if_false GFDATE_3281
0229: set_car $1238 color_to  1  1

:GFDATE_3281
00D6: if  0
04A3:   unknown $1240 ==  533
004D: jump_if_false GFDATE_3285
0229: set_car $1238 color_to  126  1

:GFDATE_3285
0129: $1237 = create_actor  5 $1239 in_car $1238 driverseat
039E: (unknown) $1237  1 
0175: set_car $1238 z_angle_to @13
0004: $1236 =  3  ;; integer values
0002: jump GFDATE_3291

:GFDATE_3290
0004: $1236 =  99  ;; integer values

:GFDATE_3291
0002: jump GFDATE_3629

:GFDATE_3292
00BE: text_clear_all
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
00D6: if  1
8119:   NOT   car $1238 wrecked
8118:   NOT   actor $1237 dead
004D: jump_if_false GFDATE_3306
067B: $1238 -1.5  1.5  1.5 $1237  6.0  2 
0812: unknown_action_sequence $1237 "GF_CARSPOT" "KISSING"  4.0  1  0  0  0  5000 
03E5: text_box 'GF_H014'
0004: $1236 =  4  ;; integer values
0002: jump GFDATE_3307

:GFDATE_3306
0004: $1236 =  99  ;; integer values

:GFDATE_3307
0002: jump GFDATE_3629

:GFDATE_3308
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3332
062E: $1237  2066 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false GFDATE_3331
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_3324
00D6: if  1
0431:   car @28 car_passenger_seat_free  0
00DB:   actor $PLAYER_ACTOR in_car @28
004D: jump_if_false GFDATE_3324
072B: @0 @28  0 

:GFDATE_3324
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0186: $1241 = create_marker_above_car $1238
0004: $1236 =  5  ;; integer values

:GFDATE_3331
0002: jump GFDATE_3333

:GFDATE_3332
0004: $1236 =  99  ;; integer values

:GFDATE_3333
0002: jump GFDATE_3629

:GFDATE_3334
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3341
00AF: set_car $1238 driver_behaviour_to  3
0004: $1236 =  6  ;; integer values
0002: jump GFDATE_3342

:GFDATE_3341
0004: $1236 =  99  ;; integer values

:GFDATE_3342
0002: jump GFDATE_3629

:GFDATE_3343
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3366
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  0
0033:    6.0 >= @13  ;; floating-point values 
004D: jump_if_false GFDATE_3359
00AF: set_car $1238 driver_behaviour_to  0
0519: unknown_car $1238 flag  1
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
016A: fade  0 ()  500 ms
0004: $1236 =  8  ;; integer values
0002: jump GFDATE_3365

:GFDATE_3359
00D6: if  0
0021:   @13 >  200.0  ;; floating-point values
004D: jump_if_false GFDATE_3365
0085: @26 = @32  ;; integer values and handles
000A: @26 +=  20000  ;; integer values
0004: $1236 =  7  ;; integer values

:GFDATE_3365
0002: jump GFDATE_3367

:GFDATE_3366
0004: $1236 =  99  ;; integer values

:GFDATE_3367
0002: jump GFDATE_3629

:GFDATE_3368
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3399
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  0
0021:   @13 >  180.0  ;; floating-point values
004D: jump_if_false GFDATE_3397
00D6: if  0
001D:   @32 > @26  ;; integer values  
004D: jump_if_false GFDATE_3396
00D6: if  0
075C:   marker $1241 enabled
004D: jump_if_false GFDATE_3385
0164: disable_marker $1241

:GFDATE_3385
009B: destroy_actor_instantly $1237
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3394
00D6: if  0
06FC: $1238 
004D: jump_if_false GFDATE_3393
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3393
00A6: destroy_car $1238

:GFDATE_3394
03E5: text_box 'GF_H016'
0004: $1236 =  12  ;; integer values

:GFDATE_3396
0002: jump GFDATE_3398

:GFDATE_3397
0004: $1236 =  6  ;; integer values

:GFDATE_3398
0002: jump GFDATE_3400

:GFDATE_3399
0004: $1236 =  99  ;; integer values

:GFDATE_3400
0002: jump GFDATE_3629

:GFDATE_3401
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3419
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_3418
00BE: text_clear_all
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
03C8: rotate_player-180-degrees
016A: fade  1 (back)  500 ms
0006: @33 =  0  ;; integer values
0004: $1236 =  9  ;; integer values

:GFDATE_3418
0002: jump GFDATE_3420

:GFDATE_3419
0004: $1236 =  99  ;; integer values

:GFDATE_3420
0002: jump GFDATE_3629

:GFDATE_3421
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3439
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_3438
068D: @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: unknown_action_sequence $1237 "GF_CARARGUE_01" "KISSING"  4.0  1  0  0  0  5000 
0004: $1232 =  7  ;; integer values
04AE: unknown $1233 radar_icon_or_model  293
0004: $1236 =  10  ;; integer values

:GFDATE_3438
0002: jump GFDATE_3440

:GFDATE_3439
0004: $1236 =  99  ;; integer values

:GFDATE_3440
0002: jump GFDATE_3629

:GFDATE_3441
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3475
062E: $1237  2066 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false GFDATE_3474
00D6: if  0
00DF:   actor @0 driving
004D: jump_if_false GFDATE_3459
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: unknown_action_sequence @0 "GF_CARARGUE_02" "KISSING"  4.0  1  0  0  0  5000 
04AE: unknown $1233 radar_icon_or_model  294
0004: $1236 =  11  ;; integer values
0002: jump GFDATE_3474

:GFDATE_3459
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  21
0023:    5.0 > @13  ;; floating-point values
0019:   @33 >  6000  ;; integer values
004D: jump_if_false GFDATE_3473
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: unknown_action_sequence @0 "GF_STREETARGUE_02" "KISSING"  4.0  1  0  0  0  5000 
04AE: unknown $1233 radar_icon_or_model  294
0004: $1236 =  11  ;; integer values
0002: jump GFDATE_3474

:GFDATE_3473
0002: jump GFDATE_3629

:GFDATE_3474
0002: jump GFDATE_3476

:GFDATE_3475
0004: $1236 =  99  ;; integer values

:GFDATE_3476
0002: jump GFDATE_3629

:GFDATE_3477
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3511
062E: @0  2066 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false GFDATE_3510
062E: $1237  1490 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false GFDATE_3491
0519: unknown_car $1238 flag  0
05D2: unknown_action_sequence $1237 $1238  30.0  3 

:GFDATE_3491
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_3508
00D6: if  0
00DB:   actor @0 in_car @28
004D: jump_if_false GFDATE_3503
062E: @0  1485 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false GFDATE_3502
05CD: unknown_action_sequence @0 @28 

:GFDATE_3502
0002: jump GFDATE_3508

:GFDATE_3503
062E: @0  1873 @26 
00D6: if  0
04A4: @26  7 
004D: jump_if_false GFDATE_3508
0751: unknown_action_sequence @0 $PLAYER_ACTOR  100.0  5000  0  0  0  30.0 

:GFDATE_3508
0006: @33 =  0  ;; integer values
0004: $1236 =  12  ;; integer values

:GFDATE_3510
0002: jump GFDATE_3512

:GFDATE_3511
0004: $1236 =  99  ;; integer values

:GFDATE_3512
0002: jump GFDATE_3629

:GFDATE_3513
00D6: if  1
8118:   NOT   actor $1237 dead
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3549
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false GFDATE_3548
016A: fade  0 ()  1000 ms
000C: $359($389,6i) -=  4  ;; integer values
00D6: if  0
04A3:   unknown $1239 ==  195
004D: jump_if_false GFDATE_3526
0006: @26 =  0  ;; integer values

:GFDATE_3526
00D6: if  0
04A3:   unknown $1239 ==  192
004D: jump_if_false GFDATE_3530
0006: @26 =  1  ;; integer values

:GFDATE_3530
00D6: if  0
04A3:   unknown $1239 ==  190
004D: jump_if_false GFDATE_3534
0006: @26 =  3  ;; integer values

:GFDATE_3534
00D6: if  0
04A3:   unknown $1239 ==  191
004D: jump_if_false GFDATE_3538
0006: @26 =  2  ;; integer values

:GFDATE_3538
00D6: if  0
04A3:   unknown $1239 ==  193
004D: jump_if_false GFDATE_3542
0006: @26 =  4  ;; integer values

:GFDATE_3542
00D6: if  0
04A3:   unknown $1239 ==  194
004D: jump_if_false GFDATE_3546
0006: @26 =  5  ;; integer values

:GFDATE_3546
000C: $359(@26,6i) -=  4  ;; integer values
0004: $1236 =  13  ;; integer values

:GFDATE_3548
0002: jump GFDATE_3550

:GFDATE_3549
0004: $1236 =  99  ;; integer values

:GFDATE_3550
0002: jump GFDATE_3629

:GFDATE_3551
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFDATE_3573
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
08BD: @3  7 
009B: destroy_actor_instantly $1237
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3569
00D6: if  0
06FC: $1238 
004D: jump_if_false GFDATE_3568
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3568
00A6: destroy_car $1238

:GFDATE_3569
02AB: set_actor @0 immunities  0  0  0  0  0
016A: fade  1 (back)  1500 ms
03E5: text_box 'GF_H015'
0050: gosub GFDATE_3843

:GFDATE_3573
0002: jump GFDATE_3629

:GFDATE_3574
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false GFDATE_3582
02AB: set_actor @0 immunities  0  0  0  0  0

:GFDATE_3582
00D6: if  0
8118:   NOT   actor $1237 dead
004D: jump_if_false GFDATE_3586
02AB: set_actor $1237 immunities  0  0  0  0  0

:GFDATE_3586
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3593
00D6: if  0
06FC: $1238 
004D: jump_if_false GFDATE_3593
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3593
00D6: if  0
075C:   marker $1241 enabled
004D: jump_if_false GFDATE_3597
0164: disable_marker $1241

:GFDATE_3597
00D6: if  1
0118:   actor $1237 dead
051A:   unknown_actor $1237 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false GFDATE_3626
00D6: if  0
04A3:   unknown $1239 ==  195
004D: jump_if_false GFDATE_3605
0006: @26 =  0  ;; integer values

:GFDATE_3605
00D6: if  0
04A3:   unknown $1239 ==  192
004D: jump_if_false GFDATE_3609
0006: @26 =  1  ;; integer values

:GFDATE_3609
00D6: if  0
04A3:   unknown $1239 ==  190
004D: jump_if_false GFDATE_3613
0006: @26 =  3  ;; integer values

:GFDATE_3613
00D6: if  0
04A3:   unknown $1239 ==  191
004D: jump_if_false GFDATE_3617
0006: @26 =  2  ;; integer values

:GFDATE_3617
00D6: if  0
04A3:   unknown $1239 ==  193
004D: jump_if_false GFDATE_3621
0006: @26 =  4  ;; integer values

:GFDATE_3621
00D6: if  0
04A3:   unknown $1239 ==  194
004D: jump_if_false GFDATE_3625
0006: @26 =  5  ;; integer values

:GFDATE_3625
0004: $359(@26,6i) = -999  ;; integer values

:GFDATE_3626
08C0: $390  22 
0004: $1236 = -1  ;; integer values
0002: jump GFDATE_3629

:GFDATE_3629
0051: return

:GFDATE_3630
0871: init_jump_table $1232 total_jumps  8  0 GFDATE_3736 jumps  0 GFDATE_3632  1 GFDATE_3643  2 GFDATE_3645  3 GFDATE_3647  4 GFDATE_3686  5 GFDATE_3700  6 GFDATE_3673 
0872: jump_table_jumps  7 GFDATE_3707 -1 GFDATE_3736 -1 GFDATE_3736 -1 GFDATE_3736 -1 GFDATE_3736 -1 GFDATE_3736 -1 GFDATE_3736 -1 GFDATE_3736 -1 GFDATE_3736 

:GFDATE_3632
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFDATE_3637
0004: $1232 =  3  ;; integer values
0002: jump GFDATE_3642

:GFDATE_3637
00D6: if  1
0038:   $1233 == -2  ;; integer values
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFDATE_3642
0004: $1232 =  3  ;; integer values

:GFDATE_3642
0002: jump GFDATE_3736

:GFDATE_3643
094F: @0 
0002: jump GFDATE_3736

:GFDATE_3645
094E: @0  0 
0002: jump GFDATE_3736

:GFDATE_3647
00D6: if  0
894D:   NOT @0 
004D: jump_if_false GFDATE_3672
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFDATE_3663
09D5: @0 $1233  0  1  0 $1235 
0050: gosub GFDATE_3737
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFDATE_3661
0004: $1232 =  6  ;; integer values
0002: jump GFDATE_3662

:GFDATE_3661
0004: $1232 =  0  ;; integer values

:GFDATE_3662
0002: jump GFDATE_3672

:GFDATE_3663
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false GFDATE_3669
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump GFDATE_3672

:GFDATE_3669
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFDATE_3672
0002: jump GFDATE_3736

:GFDATE_3673
00D6: if  1
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @0 
004D: jump_if_false GFDATE_3685
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFDATE_3684
09D5: $PLAYER_ACTOR $1234  0  1  0 $1235 
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values
0002: jump GFDATE_3685

:GFDATE_3684
0004: $1232 =  0  ;; integer values

:GFDATE_3685
0002: jump GFDATE_3736

:GFDATE_3686
094E: @0  0 
00D6: if  0
894D:   NOT @0 
004D: jump_if_false GFDATE_3699
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFDATE_3698
09D5: @0 $1233  0  1  0 $1235 
0050: gosub GFDATE_3737
0004: $1233 = -1  ;; integer values
0004: $1232 =  5  ;; integer values
0002: jump GFDATE_3699

:GFDATE_3698
0004: $1232 =  0  ;; integer values

:GFDATE_3699
0002: jump GFDATE_3736

:GFDATE_3700
00D6: if  0
894D:   NOT @0 
004D: jump_if_false GFDATE_3706
094F: @0 
0004: $1233 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFDATE_3706
0002: jump GFDATE_3736

:GFDATE_3707
00D6: if  0
8118:   NOT   actor $1237 dead
004D: jump_if_false GFDATE_3735
00D6: if  0
894D:   NOT $1237 
004D: jump_if_false GFDATE_3735
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFDATE_3726
09D5: $1237 $1233  0  1  0 $1235 
0050: gosub GFDATE_3737
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFDATE_3724
0004: $1232 =  6  ;; integer values
0002: jump GFDATE_3725

:GFDATE_3724
0004: $1232 =  0  ;; integer values

:GFDATE_3725
0002: jump GFDATE_3735

:GFDATE_3726
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false GFDATE_3732
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump GFDATE_3735

:GFDATE_3732
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFDATE_3735
0002: jump GFDATE_3736

:GFDATE_3736
0051: return

:GFDATE_3737
0871: init_jump_table $1233 total_jumps  29  0 GFDATE_3824 jumps  32 GFDATE_3820  39 GFDATE_3822  264 GFDATE_3741  266 GFDATE_3742  268 GFDATE_3743  269 GFDATE_3748  270 GFDATE_3746 
0872: jump_table_jumps  271 GFDATE_3752  272 GFDATE_3769  277 GFDATE_3773  278 GFDATE_3775  279 GFDATE_3810  280 GFDATE_3750  281 GFDATE_3806  282 GFDATE_3799  292 GFDATE_3801 
0872: jump_table_jumps  296 GFDATE_3797  298 GFDATE_3771  299 GFDATE_3803  302 GFDATE_3816  306 GFDATE_3804  309 GFDATE_3744  310 GFDATE_3808  311 GFDATE_3814  312 GFDATE_3812 
0872: jump_table_jumps  313 GFDATE_3818  314 GFDATE_3777  316 GFDATE_3795  317 GFDATE_3779 -1 GFDATE_3824 -1 GFDATE_3824 -1 GFDATE_3824 -1 GFDATE_3824 -1 GFDATE_3824 

:GFDATE_3741
0002: jump GFDATE_3824

:GFDATE_3742
0002: jump GFDATE_3824

:GFDATE_3743
0002: jump GFDATE_3824

:GFDATE_3744
00BC: text_highpriority 'GF_0045'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3746
00BC: text_highpriority 'GF_0061'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3748
00BC: text_highpriority 'GF_0044'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3750
00BC: text_highpriority 'GF_0022'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3752
00D6: if  0
08B4: $390  11 
004D: jump_if_false GFDATE_3757
00BC: text_highpriority 'GF_0077'  5000 ms  1
0002: jump GFDATE_3768

:GFDATE_3757
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_3762
00BC: text_highpriority 'GF_0078'  5000 ms  1
0002: jump GFDATE_3768

:GFDATE_3762
00D6: if  0
08B4: $390  13 
004D: jump_if_false GFDATE_3767
00BC: text_highpriority 'GF_0079'  5000 ms  1
0002: jump GFDATE_3768

:GFDATE_3767
00BC: text_highpriority 'GF_0031'  5000 ms  1

:GFDATE_3768
0002: jump GFDATE_3824

:GFDATE_3769
00BC: text_highpriority 'GF_0031'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3771
00BC: text_highpriority 'GF_0004'  3000 ms  1
0002: jump GFDATE_3824

:GFDATE_3773
00BC: text_highpriority 'GF_0007'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3775
00BC: text_highpriority 'GF_0066'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3777
00BC: text_highpriority 'GF_0011'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3779
00D6: if  0
08B7: @3  20 
004D: jump_if_false GFDATE_3784
00BC: text_highpriority 'GF_0074'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3784
00D6: if  0
08B7: @3  21 
004D: jump_if_false GFDATE_3789
00BC: text_highpriority 'GF_0053'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3789
00D6: if  0
08B7: @3  22 
004D: jump_if_false GFDATE_3794
00BC: text_highpriority 'GF_0075'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3794
0002: jump GFDATE_3824

:GFDATE_3795
00BC: text_highpriority 'GF_0052'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3797
00BC: text_highpriority 'GF_0034'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3799
00BC: text_highpriority 'GF_0014'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3801
00BC: text_highpriority 'GF_0033'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3803
0002: jump GFDATE_3824

:GFDATE_3804
00BC: text_highpriority 'GF_0024'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3806
00BC: text_highpriority 'GF_0032'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3808
00BC: text_highpriority 'GF_0047'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3810
00BC: text_highpriority 'GF_0054'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3812
00BC: text_highpriority 'GF_0050'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3814
00BC: text_highpriority 'GF_0051'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3816
00BC: text_highpriority 'GF_0070'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3818
00BC: text_highpriority 'GF_0072'  5000 ms  1
0002: jump GFDATE_3824

:GFDATE_3820
00BC: text_highpriority 'GF_0073'  2500 ms  1
0002: jump GFDATE_3824

:GFDATE_3822
00BC: text_highpriority 'GF_0076'  2500 ms  1
0002: jump GFDATE_3824

:GFDATE_3824
0051: return

:GFDATE_3825
0006: @26 =  0  ;; integer values

:GFDATE_3826
00D6: if  0
075C:   marker @15(@26,9i) enabled
004D: jump_if_false GFDATE_3830
0164: disable_marker @15(@26,9i)

:GFDATE_3830
000A: @26 +=  1  ;; integer values
0029:   @26 >=  9  ;; integer values
004D: jump_if_false GFDATE_3826
00D6: if  0
075C:   marker $1241 enabled
004D: jump_if_false GFDATE_3837
0164: disable_marker $1241

:GFDATE_3837
00D6: if  0
08B4: $390  12 
004D: jump_if_false GFDATE_3841
0151: remove_status_text $9467

:GFDATE_3841
08C3: @3  11 
0051: return

:GFDATE_3843
0050: gosub GFDATE_3825
0050: gosub GFDATE_2267
00BE: text_clear_all
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false GFDATE_3853
00D6: if  0
06EE:   actor @0 in_group $PLAYER_GROUP 
004D: jump_if_false GFDATE_3853
06C9: @0 

:GFDATE_3853
00D6: if  0
8119:   NOT   car @28 wrecked
004D: jump_if_false GFDATE_3860
00D6: if  0
06FC: @28 
004D: jump_if_false GFDATE_3860
03CD: car @28 remove_from_stuck_car_check

:GFDATE_3860
00D6: if  0
0018:   $1236 >  0  ;; integer values
004D: jump_if_false GFDATE_3868
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFDATE_3868
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)

:GFDATE_3868
00D6: if  0
8119:   NOT   car $1238 wrecked
004D: jump_if_false GFDATE_3875
00D6: if  0
06FC: $1238 
004D: jump_if_false GFDATE_3875
03CD: car $1238 remove_from_stuck_car_check

:GFDATE_3875
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  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false GFDATE_3884
04EF: release_animation "BLOWJOBZ"

:GFDATE_3884
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false GFDATE_3893
08C0: $390  2 
00D6: if  0
08B7: @3  15 
004D: jump_if_false GFDATE_3892
0004: $359($389,6i) = -999  ;; integer values

:GFDATE_3892
0002: jump GFDATE_3903

:GFDATE_3893
00D6: if  0
08B7: @3  15 
004D: jump_if_false GFDATE_3903
08C0: $390  2 
00D6: if  0
8184:   NOT   actor @0 health >=  10
004D: jump_if_false GFDATE_3902
0004: $359($389,6i) = -999  ;; integer values
0002: jump GFDATE_3903

:GFDATE_3902
000C: $359($389,6i) -=  10  ;; integer values

:GFDATE_3903
00D6: if  0
08B7: @3  7 
004D: jump_if_false GFDATE_3907
08C0: $390  2 

:GFDATE_3907
0004: $5297 =  0  ;; integer values
0004: $1231 = -1  ;; integer values
00D6: if  0
08B7: @3  9 
004D: jump_if_false GFDATE_3917
00D6: if  0
88B4:   NOT $390  14 
004D: jump_if_false GFDATE_3916
08BA: $390  8 

:GFDATE_3916
0002: jump GFDATE_3918

:GFDATE_3917
08BA: $390  21 

:GFDATE_3918
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFDATE_3926
039E: (unknown) $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)
0A20: $PLAYER_CHAR  0 
07B4: $PLAYER_CHAR  1 

:GFDATE_3926
08F8:  1 
08C0: $390  1 
08BB: $1210 $389 
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_3963 jumps  0 GFDATE_3941  1 GFDATE_3943  2 GFDATE_3945  3 GFDATE_3947  4 GFDATE_3949  5 GFDATE_3951  6 GFDATE_3953 
0872: jump_table_jumps  7 GFDATE_3955  8 GFDATE_3957  9 GFDATE_3959  10 GFDATE_3961 -1 GFDATE_3965 -1 GFDATE_3965 -1 GFDATE_3965 -1 GFDATE_3965 -1 GFDATE_3965 

:GFDATE_3941
0662: write_debug_message "STATE0__DATE_INIT" 
0002: jump GFDATE_3965

:GFDATE_3943
0662: write_debug_message "STATE1__IDLE_ON_FOOT" 
0002: jump GFDATE_3965

:GFDATE_3945
0662: write_debug_message "STATE2__REACHED_DEST" 
0002: jump GFDATE_3965

:GFDATE_3947
0662: write_debug_message "STATE3__REACHED_HOME" 
0002: jump GFDATE_3965

:GFDATE_3949
0662: write_debug_message "STATE4__IDLE_IN_CAR" 
0002: jump GFDATE_3965

:GFDATE_3951
0662: write_debug_message "STATE5__DUMP_PLAYER" 
0002: jump GFDATE_3965

:GFDATE_3953
0662: write_debug_message "STATE6__KISS_ON_FOOT" 
0002: jump GFDATE_3965

:GFDATE_3955
0662: write_debug_message "STATE7__BLOWJOB_IN_CAR" 
0002: jump GFDATE_3965

:GFDATE_3957
0662: write_debug_message "STATE8__GIRL_DRIVES" 
0002: jump GFDATE_3965

:GFDATE_3959
0662: write_debug_message "STATE9__FLEE_PLAYER" 
0002: jump GFDATE_3965

:GFDATE_3961
0662: write_debug_message "STATE10__DANCE" 
0002: jump GFDATE_3965

:GFDATE_3963
0663: write_debug_intvar "UNTRAPPED_STATE___" @1 
0002: jump GFDATE_3965

:GFDATE_3965
0662: write_debug_message "I__________________________I" 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GF_MEETING

03A4: name_thread 'GFMEET'
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
0006: @7 =  0  ;; integer values
00D6: if  0
0019:   @7 >  0  ;; integer values
004D: jump_if_false GFMEET_11
009A: @15 = create_actor  5  0 at  0.0  0.0  0.0
009A: @17 = create_actor  5  0 at  0.0  0.0  0.0
0187: @18 = create_marker_above_actor @15

:GFMEET_11
0050: gosub GFMEET_459
0050: gosub GFMEET_344

:GFMEET_13
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFMEET_42
00D6: if  1
8118:   NOT   actor @15 dead
00FE:   actor $PLAYER_ACTOR  0 ()near_point @1 @2 @3 radius  100.0  100.0  20.0
004D: jump_if_false GFMEET_40
00D6: if  0
051A:   unknown_actor @15 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false GFMEET_27
08BD: @7  2 
0006: @5 =  6  ;; integer values
0006: @6 =  0  ;; integer values

:GFMEET_27
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false GFMEET_37
00D6: if  21
0118:   actor @17 dead
051A:   unknown_actor @17 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false GFMEET_37
08BD: @7  2 
0006: @5 =  6  ;; integer values
0006: @6 =  0  ;; integer values

:GFMEET_37
0050: gosub GFMEET_44
0050: gosub GFMEET_581
0002: jump GFMEET_41

:GFMEET_40
0050: gosub GFMEET_672

:GFMEET_41
0002: jump GFMEET_43

:GFMEET_42
0050: gosub GFMEET_672

:GFMEET_43
0002: jump GFMEET_13

:GFMEET_44
0871: init_jump_table @5 total_jumps  6  0 GFMEET_57 jumps  1 GFMEET_45  2 GFMEET_47  3 GFMEET_49  4 GFMEET_51  5 GFMEET_53  6 GFMEET_55 -1 GFMEET_57 

:GFMEET_45
0050: gosub GFMEET_58
0002: jump GFMEET_57

:GFMEET_47
0050: gosub GFMEET_97
0002: jump GFMEET_57

:GFMEET_49
0050: gosub GFMEET_172
0002: jump GFMEET_57

:GFMEET_51
0050: gosub GFMEET_216
0002: jump GFMEET_57

:GFMEET_53
0050: gosub GFMEET_246
0002: jump GFMEET_57

:GFMEET_55
0050: gosub GFMEET_282
0002: jump GFMEET_57

:GFMEET_57
0051: return

:GFMEET_58
0871: init_jump_table @6 total_jumps  1  0 GFMEET_96 jumps  0 GFMEET_59 -1 GFMEET_96 -1 GFMEET_96 -1 GFMEET_96 -1 GFMEET_96 -1 GFMEET_96 -1 GFMEET_96 

:GFMEET_59
00D6: if  0
089B: @15 
004D: jump_if_false GFMEET_95
00D6: if  0
88B6:   NOT $406 @0 
004D: jump_if_false GFMEET_87
00D6: if  0
00F3:   actor $PLAYER_ACTOR near_actor_on_foot @15 radius  2.0  2.0  0
004D: jump_if_false GFMEET_87
0050: gosub GFMEET_468
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false GFMEET_81
089C: @15  1 
00D6: if  0
071A: @15 s@19 
004D: jump_if_false GFMEET_79
0006: @5 =  2  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump GFMEET_80

:GFMEET_79
089C: @15  0 

:GFMEET_80
0002: jump GFMEET_87

:GFMEET_81
00D6: if  0
88B7:   NOT @7  1 
004D: jump_if_false GFMEET_87
0006: @5 =  3  ;; integer values
0006: @6 =  0  ;; integer values
089C: @15  0 

:GFMEET_87
062E: @15  1655 @13 
062E: @17  1655 @14 
00D6: if  1
04A4: @13  7 
04A4: @14  7 
004D: jump_if_false GFMEET_95
0677: unknown_action_sequence @15 @17  1  1 
0677: unknown_action_sequence @17 @15  0  1 

:GFMEET_95
0002: jump GFMEET_96

:GFMEET_96
0051: return

:GFMEET_97
0871: init_jump_table @6 total_jumps  4  0 GFMEET_171 jumps  0 GFMEET_98  1 GFMEET_111  2 GFMEET_124  3 GFMEET_163 -1 GFMEET_171 -1 GFMEET_171 -1 GFMEET_171 

:GFMEET_98
0006: @33 =  0  ;; integer values
0639: unknown_action_sequence @15 $PLAYER_ACTOR 
00D6: if  1
0039:   @8 ==  1  ;; integer values
8118:   NOT   actor @17 dead
004D: jump_if_false GFMEET_109
062E: @17  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_109
05BA: unknown_action_sequence @17 -2 

:GFMEET_109
000A: @6 +=  1  ;; integer values
0002: jump GFMEET_171

:GFMEET_111
062E: @15  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_123
05BF: unknown_action_sequence @15 $PLAYER_ACTOR -1 
062E: @15  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_121
05BA: unknown_action_sequence @15 -2 

:GFMEET_121
0512: permanent_text_box 'TALK_1'
000A: @6 +=  1  ;; integer values

:GFMEET_123
0002: jump GFMEET_171

:GFMEET_124
00D6: if  0
071A: @15 s@23 
004D: jump_if_false GFMEET_141
03E6: remove_text_box
00D6: if  0
0019:   @33 >  9000  ;; integer values
004D: jump_if_false GFMEET_141
0004: $359(@0,6i) =  0  ;; integer values
08C2: $406 @0 
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false GFMEET_137
0164: disable_marker @18

:GFMEET_137
03E6: remove_text_box
0647: unknown_action_sequence @15 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_141
00D6: if  0
071A: @15 s@21 
004D: jump_if_false GFMEET_154
03E6: remove_text_box
00D6: if  0
88B6:   NOT $406 @0 
004D: jump_if_false GFMEET_149
08BC: $406 @0 

:GFMEET_149
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false GFMEET_153
0164: disable_marker @18

:GFMEET_153
000A: @6 +=  1  ;; integer values

:GFMEET_154
00D6: if  1
889B:   NOT @15 
0019:   @33 >  9000  ;; integer values
004D: jump_if_false GFMEET_162
03E6: remove_text_box
0647: unknown_action_sequence @15 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_162
0002: jump GFMEET_171

:GFMEET_163
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false GFMEET_170
0050: gosub GFMEET_448
0647: unknown_action_sequence @15 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_170
0002: jump GFMEET_171

:GFMEET_171
0051: return

:GFMEET_172
0871: init_jump_table @6 total_jumps  4  0 GFMEET_215 jumps  0 GFMEET_173  1 GFMEET_186  2 GFMEET_198  3 GFMEET_207 -1 GFMEET_215 -1 GFMEET_215 -1 GFMEET_215 

:GFMEET_173
0006: @33 =  0  ;; integer values
0639: unknown_action_sequence @15 $PLAYER_ACTOR 
00D6: if  1
0039:   @8 ==  1  ;; integer values
8118:   NOT   actor @17 dead
004D: jump_if_false GFMEET_184
062E: @17  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_184
05BA: unknown_action_sequence @17 -2 

:GFMEET_184
000A: @6 +=  1  ;; integer values
0002: jump GFMEET_215

:GFMEET_186
062E: @15  1593 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_197
05BF: unknown_action_sequence @15 $PLAYER_ACTOR -1 
062E: @15  1466 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_196
05BA: unknown_action_sequence @15 -2 

:GFMEET_196
000A: @6 +=  1  ;; integer values

:GFMEET_197
0002: jump GFMEET_215

:GFMEET_198
00D6: if  0
08B7: @7  3 
004D: jump_if_false GFMEET_204
04AE: unknown $1233 radar_icon_or_model  317
08C3: @7  3 
0002: jump GFMEET_205

:GFMEET_204
04AE: unknown $1233 radar_icon_or_model  316

:GFMEET_205
000A: @6 +=  1  ;; integer values
0002: jump GFMEET_215

:GFMEET_207
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false GFMEET_214
0647: unknown_action_sequence @15 
08BD: @7  1 
0006: @6 =  0  ;; integer values
0085: @5 = @8  ;; integer values and handles

:GFMEET_214
0002: jump GFMEET_215

:GFMEET_215
0051: return

:GFMEET_216
0871: init_jump_table @6 total_jumps  1  0 GFMEET_245 jumps  0 GFMEET_217 -1 GFMEET_245 -1 GFMEET_245 -1 GFMEET_245 -1 GFMEET_245 -1 GFMEET_245 -1 GFMEET_245 

:GFMEET_217
00D6: if  0
00F2:   actor $PLAYER_ACTOR near_actor @15 radius  3.0  3.0  0
004D: jump_if_false GFMEET_239
0050: gosub GFMEET_468
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false GFMEET_233
089C: @15  1 
00D6: if  0
071A: @15 s@19 
004D: jump_if_false GFMEET_231
0006: @5 =  2  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump GFMEET_232

:GFMEET_231
089C: @15  0 

:GFMEET_232
0002: jump GFMEET_239

:GFMEET_233
00D6: if  0
88B7:   NOT @7  1 
004D: jump_if_false GFMEET_239
0006: @5 =  3  ;; integer values
0006: @6 =  0  ;; integer values
089C: @15  0 

:GFMEET_239
062E: @15  1640 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_244
0668: unknown_action_sequence @15  264.0 -155.0  5.0 -1 

:GFMEET_244
0002: jump GFMEET_245

:GFMEET_245
0051: return

:GFMEET_246
0871: init_jump_table @6 total_jumps  3  0 GFMEET_281 jumps  0 GFMEET_247  1 GFMEET_254  2 GFMEET_270 -1 GFMEET_281 -1 GFMEET_281 -1 GFMEET_281 -1 GFMEET_281 

:GFMEET_247
062E: @15  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_253
0605: unknown_action_sequence @15 "TAI_CHI_IN" "PARK"  4.0  0  0  0  0 -1 
000A: @6 +=  1  ;; integer values

:GFMEET_253
0002: jump GFMEET_281

:GFMEET_254
062E: @15  1541 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_259
0605: unknown_action_sequence @15 "TAI_CHI_LOOP" "PARK"  4.0  0  0  0  0  1215752191 

:GFMEET_259
00D6: if  3
089B: @15 
00F2:   actor $PLAYER_ACTOR near_actor @15 radius  2.0  2.0  0
071A: @15 s@19 
88B7:   NOT @7  1 
004D: jump_if_false GFMEET_268
0605: unknown_action_sequence @15 "TAI_CHI_OUT" "PARK"  4.0  0  0  0  0 -1 
000A: @6 +=  1  ;; integer values
0002: jump GFMEET_269

:GFMEET_268
089C: @15  0 

:GFMEET_269
0002: jump GFMEET_281

:GFMEET_270
0050: gosub GFMEET_468
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false GFMEET_278
089C: @15  1 
0006: @5 =  2  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump GFMEET_280

:GFMEET_278
0006: @5 =  3  ;; integer values
0006: @6 =  0  ;; integer values

:GFMEET_280
0002: jump GFMEET_281

:GFMEET_281
0051: return

:GFMEET_282
0871: init_jump_table @6 total_jumps  2  0 GFMEET_343 jumps  0 GFMEET_283  1 GFMEET_327 -1 GFMEET_343 -1 GFMEET_343 -1 GFMEET_343 -1 GFMEET_343 -1 GFMEET_343 

:GFMEET_283
00D6: if  0
08B7: @7  2 
004D: jump_if_false GFMEET_326
0004: $359(@0,6i) =  0  ;; integer values
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false GFMEET_292
060B: unknown_actor_use_entity @15  65543 
0002: jump GFMEET_293

:GFMEET_292
060B: unknown_actor_use_entity @15  65539 

:GFMEET_293
00D6: if  0
8118:   NOT   actor @17 dead
004D: jump_if_false GFMEET_297
060B: unknown_actor_use_entity @17  65543 

:GFMEET_297
00D6: if  0
0491:   actor @15 has_weapon  22 
004D: jump_if_false GFMEET_307
01B9: set_actor @15 armed_weapon_to  22
062E: @15  1506 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_306
05E2: unknown_action_sequence @15 $PLAYER_ACTOR 

:GFMEET_306
0002: jump GFMEET_312

:GFMEET_307
062E: @15  1477 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_312
05C5: unknown_action_sequence @15 -2 

:GFMEET_312
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false GFMEET_316
0164: disable_marker @18

:GFMEET_316
07D0: @13 = weekday
000A: @13 +=  1  ;; integer values
00D6: if  0
0019:   @13 >  7  ;; integer values
004D: jump_if_false GFMEET_322
0006: @13 =  1  ;; integer values

:GFMEET_322
000A: @13 +=  22  ;; integer values
08BC: $383(@0,6i) @13 
08BA: $383(@0,6i)  31 
000A: @6 +=  1  ;; integer values

:GFMEET_326
0002: jump GFMEET_343

:GFMEET_327
00D6: if  0
0491:   actor @15 has_weapon  22 
004D: jump_if_false GFMEET_337
01B9: set_actor @15 armed_weapon_to  22
062E: @15  1506 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_336
05E2: unknown_action_sequence @15 $PLAYER_ACTOR 

:GFMEET_336
0002: jump GFMEET_342

:GFMEET_337
062E: @15  1477 @13 
00D6: if  0
04A4: @13  7 
004D: jump_if_false GFMEET_342
05C5: unknown_action_sequence @15 -2 

:GFMEET_342
0002: jump GFMEET_343

:GFMEET_343
0051: return

:GFMEET_344
0871: init_jump_table @0 total_jumps  4  0 GFMEET_406 jumps  1 GFMEET_345  2 GFMEET_357  3 GFMEET_375  4 GFMEET_393 -1 GFMEET_406 -1 GFMEET_406 -1 GFMEET_406 

:GFMEET_345
00D6: if  0
8248:   NOT   model  192 available
004D: jump_if_false GFMEET_351
0247: request_model  192
0001: wait  0 ms
0002: jump GFMEET_345

:GFMEET_351
04AF: @13 = unknown_wav_reference  192 
05AA: s@19 = 'GF_1A'  ;; 8-byte strings
05AA: s@21 = 'GF_1C'  ;; 8-byte strings
05AA: s@23 = 'GF_1B'  ;; 8-byte strings
0006: @8 =  1  ;; integer values
0002: jump GFMEET_406

:GFMEET_357
00D6: if  0
8248:   NOT   model  191 available
004D: jump_if_false GFMEET_363
0247: request_model  191
0001: wait  0 ms
0002: jump GFMEET_357

:GFMEET_363
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false GFMEET_369
0247: request_model  346
0001: wait  0 ms
0002: jump GFMEET_363

:GFMEET_369
04AF: @13 = unknown_wav_reference  191 
05AA: s@19 = 'GF_2A'  ;; 8-byte strings
05AA: s@21 = 'GF_2C'  ;; 8-byte strings
05AA: s@23 = 'GF_2B'  ;; 8-byte strings
0006: @8 =  4  ;; integer values
0002: jump GFMEET_406

:GFMEET_375
00D6: if  0
8248:   NOT   model  190 available
004D: jump_if_false GFMEET_381
0247: request_model  190
0001: wait  0 ms
0002: jump GFMEET_375

:GFMEET_381
00D6: if  0
8248:   NOT   model  346 available
004D: jump_if_false GFMEET_387
0247: request_model  346
0001: wait  0 ms
0002: jump GFMEET_381

:GFMEET_387
04AF: @13 = unknown_wav_reference  190 
05AA: s@19 = 'GF_3A'  ;; 8-byte strings
05AA: s@21 = 'GF_3C'  ;; 8-byte strings
05AA: s@23 = 'GF_3B'  ;; 8-byte strings
0006: @8 =  1  ;; integer values
0002: jump GFMEET_406

:GFMEET_393
00D6: if  0
8248:   NOT   model  193 available
004D: jump_if_false GFMEET_399
0247: request_model  193
0001: wait  0 ms
0002: jump GFMEET_393

:GFMEET_399
04AF: @13 = unknown_wav_reference  193 
05AA: s@19 = 'GF_4A'  ;; 8-byte strings
05AA: s@21 = 'GF_4C'  ;; 8-byte strings
05AA: s@23 = 'GF_4B'  ;; 8-byte strings
0006: @8 =  5  ;; integer values
0006: @6 =  0  ;; integer values
0002: jump GFMEET_406

:GFMEET_406
009A: @15 = create_actor  5 @13 at @1 @2 @3
0173: set_actor @15 z_angle_to @4
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false GFMEET_413
01B2: give_actor @15 weapon  22 ammo  999999999  ;; Load the weapon model before using this
02E2: set_actor @15 weapon_accuracy_to  100

:GFMEET_413
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false GFMEET_419
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_419
0350: unknown_actor @15 not_scared_flag  1
0446: (unknown) @15  0 
0568: @15  1
02AB: set_actor @15 immunities  0  0  1  1  0
0223: set_actor @15 health_to  200
05BA: unknown_action_sequence @15 -1 
0961: @15  1 
0717: @15 
09A4: s@19 s@21 s@23  318  249  250 
09AA: s@21  320 
09AA: s@23  319 
0719: (unknown)
089C: @15  0 
0187: @18 = create_marker_above_actor @15
07E0: @18  1 
018B: show_on_radar @18  1
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false GFMEET_445
04C4: create_coordinate @9 @10 @11 from_actor @15 offset  .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: unknown_action_sequence @15 @17  1  1 
0677: unknown_action_sequence @17 @15  0  1 

:GFMEET_445
0085: @5 = @8  ;; integer values and handles
0006: @6 =  0  ;; integer values
0051: return

:GFMEET_448
03E6: remove_text_box
0871: init_jump_table @0 total_jumps  4  0 GFMEET_458 jumps  1 GFMEET_450  2 GFMEET_452  3 GFMEET_454  4 GFMEET_456 -1 GFMEET_458 -1 GFMEET_458 -1 GFMEET_458 

:GFMEET_450
03E5: text_box 'GF_H001'
0002: jump GFMEET_458

:GFMEET_452
03E5: text_box 'GF_H002'
0002: jump GFMEET_458

:GFMEET_454
03E5: text_box 'GF_H003'
0002: jump GFMEET_458

:GFMEET_456
03E5: text_box 'GF_H004'
0002: jump GFMEET_458

:GFMEET_458
0051: return

:GFMEET_459
04ED: load_animation "PARK"

:GFMEET_460
0001: wait  0 ms
00D6: if  0
04EE:   animation "PARK" loaded
004D: jump_if_false GFMEET_466
0051: return
0002: jump GFMEET_468

:GFMEET_466
04ED: load_animation "PARK"
0002: jump GFMEET_460

:GFMEET_468
0006: @13 =  0  ;; integer values
0652: @13 = stat  25 ()  ; integer
0016: @13 /=  10  ;; integer values 
0652: @14 = stat  21 (fat)  ; integer
0016: @14 /=  10  ;; integer values 
0016: @14 /=  2  ;; integer values 
00D6: if  0
0029:   @14 >=  25  ;; integer values
004D: jump_if_false GFMEET_486
00D6: if  0
08B4: $371(@0,6i)  2 
004D: jump_if_false GFMEET_482
005A: @13 += @14  ;; integer values 
0002: jump GFMEET_485

:GFMEET_482
0062: @13 -= @14  ;; integer values 
08BD: @7  3 
08BD: @7  11 

:GFMEET_485
0002: jump GFMEET_501

:GFMEET_486
00D6: if  0
08B4: $371(@0,6i)  2 
004D: jump_if_false GFMEET_493
0062: @13 -= @14  ;; integer values 
08BD: @7  3 
08BD: @7  10 
0002: jump GFMEET_501

:GFMEET_493
00D6: if  0
08B4: $371(@0,6i)  3 
004D: jump_if_false GFMEET_501
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false GFMEET_500
0006: @14 =  5  ;; integer values

:GFMEET_500
005A: @13 += @14  ;; integer values 

:GFMEET_501
0652: @14 = stat  23 (muscle)  ; integer
0016: @14 /=  10  ;; integer values 
0016: @14 /=  2  ;; integer values 
00D6: if  0
0029:   @14 >=  20  ;; integer values
004D: jump_if_false GFMEET_519
00D6: if  0
08B4: $371(@0,6i)  1 
004D: jump_if_false GFMEET_512
005A: @13 += @14  ;; integer values 
0002: jump GFMEET_518

:GFMEET_512
00D6: if  0
08B4: $371(@0,6i)  3 
004D: jump_if_false GFMEET_518
0062: @13 -= @14  ;; integer values 
08BD: @7  3 
08BD: @7  12 

:GFMEET_518
0002: jump GFMEET_534

:GFMEET_519
00D6: if  0
08B4: $371(@0,6i)  1 
004D: jump_if_false GFMEET_526
0062: @13 -= @14  ;; integer values 
08BD: @7  3 
08BD: @7  11 
0002: jump GFMEET_534

:GFMEET_526
00D6: if  0
08B4: $371(@0,6i)  3 
004D: jump_if_false GFMEET_534
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false GFMEET_533
0006: @14 =  5  ;; integer values

:GFMEET_533
005A: @13 += @14  ;; integer values 

:GFMEET_534
00D6: if  0
002F:   @13 >= $365(@0,6i)  ;; integer values
004D: jump_if_false GFMEET_541
0004: $359(@0,6i) =  15  ;; integer values
0050: gosub GFMEET_543
0006: @13 =  1  ;; integer values
0002: jump GFMEET_542

:GFMEET_541
0006: @13 = -1  ;; integer values

:GFMEET_542
0051: return

:GFMEET_543
0871: init_jump_table @0 total_jumps  6  0 GFMEET_580 jumps  0 GFMEET_544  1 GFMEET_550  2 GFMEET_556  3 GFMEET_562  4 GFMEET_568  5 GFMEET_574 -1 GFMEET_580 

:GFMEET_544
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false GFMEET_548
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_548
0629: change_stat  252 (progress with denis) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump GFMEET_580

:GFMEET_550
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false GFMEET_554
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_554
0629: change_stat  253 (progress with miche) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump GFMEET_580

:GFMEET_556
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false GFMEET_560
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_560
0629: change_stat  254 (progress with helen) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump GFMEET_580

:GFMEET_562
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false GFMEET_566
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_566
0629: change_stat  255 (progress with barba) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump GFMEET_580

:GFMEET_568
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false GFMEET_572
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_572
0629: change_stat  256 (progress with katie) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump GFMEET_580

:GFMEET_574
00D6: if  0
0018:   $359(@0,6i) >  100  ;; integer values
004D: jump_if_false GFMEET_578
0004: $359(@0,6i) =  100  ;; integer values

:GFMEET_578
0629: change_stat  257 (progress with milli) to $359(@0,6i)  ; integer see statdisp.dat
0002: jump GFMEET_580

:GFMEET_580
0051: return

:GFMEET_581
0871: init_jump_table $1232 total_jumps  7  0 GFMEET_651 jumps  0 GFMEET_582  1 GFMEET_587  2 GFMEET_589  3 GFMEET_591  4 GFMEET_630  5 GFMEET_644  6 GFMEET_617 

:GFMEET_582
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFMEET_586
0004: $1232 =  3  ;; integer values

:GFMEET_586
0002: jump GFMEET_651

:GFMEET_587
094F: @15 
0002: jump GFMEET_651

:GFMEET_589
094E: @15  0 
0002: jump GFMEET_651

:GFMEET_591
00D6: if  0
894D:   NOT @15 
004D: jump_if_false GFMEET_616
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFMEET_607
09D5: @15 $1233  0  1  0 $1235 
0050: gosub GFMEET_652
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFMEET_605
0004: $1232 =  6  ;; integer values
0002: jump GFMEET_606

:GFMEET_605
0004: $1232 =  0  ;; integer values

:GFMEET_606
0002: jump GFMEET_616

:GFMEET_607
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false GFMEET_613
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump GFMEET_616

:GFMEET_613
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFMEET_616
0002: jump GFMEET_651

:GFMEET_617
00D6: if  1
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @15 
004D: jump_if_false GFMEET_629
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFMEET_628
09D5: $PLAYER_ACTOR $1234  0  1  0 $1235 
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values
0002: jump GFMEET_629

:GFMEET_628
0004: $1232 =  0  ;; integer values

:GFMEET_629
0002: jump GFMEET_651

:GFMEET_630
094E: @15  0 
00D6: if  0
894D:   NOT @15 
004D: jump_if_false GFMEET_643
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFMEET_642
09D5: @15 $1233  0  1  0 $1235 
0050: gosub GFMEET_652
0004: $1233 = -1  ;; integer values
0004: $1232 =  5  ;; integer values
0002: jump GFMEET_643

:GFMEET_642
0004: $1232 =  0  ;; integer values

:GFMEET_643
0002: jump GFMEET_651

:GFMEET_644
00D6: if  0
894D:   NOT @15 
004D: jump_if_false GFMEET_650
094F: @15 
0004: $1233 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFMEET_650
0002: jump GFMEET_651

:GFMEET_651
0051: return

:GFMEET_652
0871: init_jump_table $1233 total_jumps  2  0 GFMEET_671 jumps  316 GFMEET_669  317 GFMEET_653 -1 GFMEET_671 -1 GFMEET_671 -1 GFMEET_671 -1 GFMEET_671 -1 GFMEET_671 

:GFMEET_653
00D6: if  0
08B7: @7  10 
004D: jump_if_false GFMEET_658
00BC: text_highpriority 'GF_0074'  5000 ms  1
0002: jump GFMEET_671

:GFMEET_658
00D6: if  0
08B7: @7  11 
004D: jump_if_false GFMEET_663
00BC: text_highpriority 'GF_0053'  5000 ms  1
0002: jump GFMEET_671

:GFMEET_663
00D6: if  0
08B7: @7  12 
004D: jump_if_false GFMEET_668
00BC: text_highpriority 'GF_0075'  5000 ms  1
0002: jump GFMEET_671

:GFMEET_668
0002: jump GFMEET_671

:GFMEET_669
00BC: text_highpriority 'GF_0052'  5000 ms  1
0002: jump GFMEET_671

:GFMEET_671
0051: return

:GFMEET_672
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_689 jumps  0 GFMEET_677  1 GFMEET_679  2 GFMEET_681  3 GFMEET_683  4 GFMEET_685  5 GFMEET_687 -1 GFMEET_689 

:GFMEET_677
0249: release_model  195
0002: jump GFMEET_689

:GFMEET_679
0249: release_model  192
0002: jump GFMEET_689

:GFMEET_681
0249: release_model  191
0002: jump GFMEET_689

:GFMEET_683
0249: release_model  190
0002: jump GFMEET_689

:GFMEET_685
0249: release_model  193
0002: jump GFMEET_689

:GFMEET_687
0249: release_model  194
0002: jump GFMEET_689

:GFMEET_689
08ED: @15 
00D6: if  0
075C:   marker @18 enabled
004D: jump_if_false GFMEET_694
0164: disable_marker @18

:GFMEET_694
08C0: $390  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_716 jumps  0 GFMEET_706  1 GFMEET_708  2 GFMEET_710  3 GFMEET_712  4 GFMEET_714 -1 GFMEET_718 -1 GFMEET_718 

:GFMEET_706
0662: write_debug_message "STATE0__" 
0002: jump GFMEET_718

:GFMEET_708
0662: write_debug_message "STATE1__" 
0002: jump GFMEET_718

:GFMEET_710
0662: write_debug_message "STATE2__" 
0002: jump GFMEET_718

:GFMEET_712
0662: write_debug_message "STATE3__" 
0002: jump GFMEET_718

:GFMEET_714
0662: write_debug_message "STATE4__" 
0002: jump GFMEET_718

:GFMEET_716
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump GFMEET_718

:GFMEET_718
0662: write_debug_message "I__________________________I" 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GF_SEX

03A4: name_thread 'GFSEX'
09BD:  1 
0006: @7 =  0  ;; integer values
0006: @8 =  0  ;; integer values
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false GFSEX_10
0004: $1217 =  40  ;; integer values
0002: jump GFSEX_11

:GFSEX_10
0004: $1217 =  50  ;; integer values

:GFSEX_11
0004: $1218 =  1  ;; integer values
0006: @9 =  0  ;; integer values
00D6: if  0
0019:   @9 >  0  ;; integer values
004D: jump_if_false GFSEX_17
009A: @24 = create_actor  5  0 at  0.0  0.0  0.0

:GFSEX_17
0050: gosub GFSEX_781
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false GFSEX_22
0050: gosub GFSEX_835

:GFSEX_22
0001: wait  0 ms
00D6: if  4
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_34
0050: gosub GFSEX_36
0050: gosub GFSEX_78
0050: gosub GFSEX_1299
0002: jump GFSEX_35

:GFSEX_34
0050: gosub GFSEX_1424

:GFSEX_35
0002: jump GFSEX_22

:GFSEX_36
00D6: if  0
88B7:   NOT @9  1 
004D: jump_if_false GFSEX_77
00D6: if  0
0038:   $1219 ==  1  ;; integer values
004D: jump_if_false GFSEX_46
08BD: @9  1 
0006: @7 =  9  ;; integer values
0006: @8 =  0  ;; integer values
0051: return

:GFSEX_46
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false GFSEX_55
00D6: if  0
88B7:   NOT @9  2 
004D: jump_if_false GFSEX_54
0050: gosub GFSEX_956
08BD: @9  2 

:GFSEX_54
0002: jump GFSEX_56

:GFSEX_55
08C3: @9  2 

:GFSEX_56
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false GFSEX_65
00D6: if  0
88B7:   NOT @9  3 
004D: jump_if_false GFSEX_64
0050: gosub GFSEX_1005
08BD: @9  3 

:GFSEX_64
0002: jump GFSEX_66

:GFSEX_65
08C3: @9  3 

:GFSEX_66
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GFSEX_76
00D6: if  0
88B7:   NOT @9  4 
004D: jump_if_false GFSEX_75
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values
08BD: @9  4 

:GFSEX_75
0002: jump GFSEX_77

:GFSEX_76
08C3: @9  4 

:GFSEX_77
0051: return

:GFSEX_78
0871: init_jump_table @7 total_jumps  10  0 GFSEX_100 jumps  0 GFSEX_80  1 GFSEX_82  2 GFSEX_84  3 GFSEX_86  4 GFSEX_88  5 GFSEX_90  6 GFSEX_92 
0872: jump_table_jumps  7 GFSEX_94  8 GFSEX_96  9 GFSEX_98 -1 GFSEX_100 -1 GFSEX_100 -1 GFSEX_100 -1 GFSEX_100 -1 GFSEX_100 -1 GFSEX_100 

:GFSEX_80
0050: gosub GFSEX_101
0002: jump GFSEX_100

:GFSEX_82
0050: gosub GFSEX_121
0002: jump GFSEX_100

:GFSEX_84
0050: gosub GFSEX_188
0002: jump GFSEX_100

:GFSEX_86
0050: gosub GFSEX_230
0002: jump GFSEX_100

:GFSEX_88
0050: gosub GFSEX_360
0002: jump GFSEX_100

:GFSEX_90
0050: gosub GFSEX_404
0002: jump GFSEX_100

:GFSEX_92
0050: gosub GFSEX_454
0002: jump GFSEX_100

:GFSEX_94
0050: gosub GFSEX_565
0002: jump GFSEX_100

:GFSEX_96
0050: gosub GFSEX_631
0002: jump GFSEX_100

:GFSEX_98
0050: gosub GFSEX_678
0002: jump GFSEX_100

:GFSEX_100
0051: return

:GFSEX_101
0871: init_jump_table @8 total_jumps  2  0 GFSEX_120 jumps  0 GFSEX_102  1 GFSEX_106 -1 GFSEX_120 -1 GFSEX_120 -1 GFSEX_120 -1 GFSEX_120 -1 GFSEX_120 

:GFSEX_102
08BD: @9  1 
016A: fade  0 ()  0 ms
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_120

:GFSEX_106
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_119
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
06AB: @24  1 
0581: toggle_radar  0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
02A3: toggle_widescreen  1 (on)
03F4:  0 (clear) cars_can_be_damaged
0050: gosub GFSEX_853
0085: @7 = @21  ;; integer values and handles
0006: @8 =  0  ;; integer values

:GFSEX_119
0002: jump GFSEX_120

:GFSEX_120
0051: return

:GFSEX_121
0871: init_jump_table @8 total_jumps  6  0 GFSEX_187 jumps  0 GFSEX_122  1 GFSEX_128  2 GFSEX_135  3 GFSEX_155  4 GFSEX_168  5 GFSEX_175 -1 GFSEX_187 

:GFSEX_122
08BD: @9  1 
0006: @23 = -1  ;; integer values
0050: gosub GFSEX_956
016A: fade  1 (back)  1500 ms
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_187

:GFSEX_128
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_134
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_COUCH_START_P" "BLOWJOBZ"  4.0  0  0  0  1  0 
0812: unknown_action_sequence @24 "BJ_COUCH_START_W" "BLOWJOBZ"  4.0  0  0  0  1  0 
000A: @8 +=  1  ;; integer values

:GFSEX_134
0002: jump GFSEX_187

:GFSEX_135
0613: $PLAYER_ACTOR "BJ_COUCH_START_P" @16 
00D6: if  1
0021:   @16 >  .5  ;; floating-point values
0023:    1.0 > @16  ;; floating-point values
004D: jump_if_false GFSEX_146
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFSEX_146
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump GFSEX_187

:GFSEX_146
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false GFSEX_154
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_COUCH_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0812: unknown_action_sequence @24 "BJ_COUCH_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  1  6000 
04AE: unknown $1233 radar_icon_or_model  285
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_154
0002: jump GFSEX_187

:GFSEX_155
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFSEX_161
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump GFSEX_167

:GFSEX_161
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false GFSEX_167
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_COUCH_END_P" "BLOWJOBZ"  4.0  0  0  0  0  0 
0812: unknown_action_sequence @24 "BJ_COUCH_END_W" "BLOWJOBZ"  4.0  0  0  0  0  0 
000A: @8 +=  1  ;; integer values

:GFSEX_167
0002: jump GFSEX_187

:GFSEX_168
062E: @24  2066 @20 
00D6: if  0
04A4: @20  7 
004D: jump_if_false GFSEX_174
016A: fade  0 ()  500 ms
000A: @8 +=  1  ;; integer values

:GFSEX_174
0002: jump GFSEX_187

:GFSEX_175
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_186
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false GFSEX_184
0006: @7 =  3  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_186

:GFSEX_184
0006: @7 =  6  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_186
0002: jump GFSEX_187

:GFSEX_187
0051: return

:GFSEX_188
0871: init_jump_table @8 total_jumps  3  0 GFSEX_229 jumps  0 GFSEX_189  1 GFSEX_192  2 GFSEX_224 -1 GFSEX_229 -1 GFSEX_229 -1 GFSEX_229 -1 GFSEX_229 

:GFSEX_189
016A: fade  0 ()  1000 ms
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_229

:GFSEX_192
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_223
0050: gosub GFSEX_913
00D6: if  0
08B7: @9  13 
004D: jump_if_false GFSEX_201
0151: remove_status_text $1217
08C3: @9  13 

:GFSEX_201
00D6: if  0
08B7: @9  9 
004D: jump_if_false GFSEX_206
0151: remove_status_text $1218
08C3: @9  9 

:GFSEX_206
03E6: remove_text_box
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
00D6: if  0
0500:   player $PLAYER_CHAR skin == "GIMPLEG"  17 
004D: jump_if_false GFSEX_217
0784: $PLAYER_CHAR  0  0  17 
070D: $PLAYER_CHAR 

:GFSEX_217
00D6: if  0
0038:   $1219 ==  0  ;; integer values
004D: jump_if_false GFSEX_221
0619: $PLAYER_ACTOR  1 

:GFSEX_221
016A: fade  1 (back)  1000 ms
000A: @8 +=  1  ;; integer values

:GFSEX_223
0002: jump GFSEX_229

:GFSEX_224
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_228
0050: gosub GFSEX_1424

:GFSEX_228
0002: jump GFSEX_229

:GFSEX_229
0051: return

:GFSEX_230
0871: init_jump_table @8 total_jumps  6  0 GFSEX_359 jumps  0 GFSEX_231  1 GFSEX_255  2 GFSEX_274  3 GFSEX_306  4 GFSEX_342  5 GFSEX_349 -1 GFSEX_359 

:GFSEX_231
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_254
02A3: toggle_widescreen  0 (off)
0792: $PLAYER_ACTOR 
0792: @24 
0050: gosub GFSEX_924
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  .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'
04F7: status_text $1217  1 line  1 'GF_0017'
04F7: status_text $1218  1 line  3 'GF_0040'
08BD: @9  9 
08BD: @9  13 
0006: @23 =  1  ;; integer values
0050: gosub GFSEX_956
016A: fade  1 (back)  1000 ms
08C3: @9  1 
000A: @8 +=  1  ;; integer values

:GFSEX_254
0002: jump GFSEX_359

:GFSEX_255
0812: unknown_action_sequence @24 "SPANKING_IDLEW" "SNM"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKING_IDLEP" "SNM"  4.0  1  0  0  0  0 
08C3: @9  8 
0050: gosub GFSEX_1270
00D6: if  0
002A:    0 >= $1217  ;; integer values
004D: jump_if_false GFSEX_266
0006: @7 =  4  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_359
0002: jump GFSEX_272

:GFSEX_266
00D6: if  0
0028:   $1217 >=  100  ;; integer values
004D: jump_if_false GFSEX_272
0006: @7 =  5  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_359

:GFSEX_272
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_359

:GFSEX_274
0050: gosub GFSEX_1270
00D6: if  0
0028:   $1218 >=  100  ;; integer values
004D: jump_if_false GFSEX_279
000A: @8 +=  1  ;; integer values

:GFSEX_279
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GFSEX_291
00D6: if  1
88B7:   NOT @9  8 
8611:   NOT $PLAYER_ACTOR "SPANKINGP" 
004D: jump_if_false GFSEX_290
08BD: @9  8 
0050: gosub GFSEX_1214
0006: @8 =  4  ;; integer values
0002: jump GFSEX_359

:GFSEX_290
0002: jump GFSEX_292

:GFSEX_291
08C3: @9  8 

:GFSEX_292
00D6: if  0
002A:    0 >= $1217  ;; integer values
004D: jump_if_false GFSEX_299
0006: @7 =  4  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_359
0002: jump GFSEX_305

:GFSEX_299
00D6: if  0
0038:   $1217 ==  100  ;; integer values
004D: jump_if_false GFSEX_305
0006: @7 =  5  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_359

:GFSEX_305
0002: jump GFSEX_359

:GFSEX_306
0050: gosub GFSEX_1270
00D6: if  0
0028:   $1218 >=  97  ;; integer values
004D: jump_if_false GFSEX_323
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GFSEX_322
00D6: if  1
88B7:   NOT @9  8 
8611:   NOT $PLAYER_ACTOR "SPANKINGP" 
004D: jump_if_false GFSEX_321
08BD: @9  8 
0050: gosub GFSEX_1214
0006: @8 =  4  ;; integer values
0002: jump GFSEX_359

:GFSEX_321
0002: jump GFSEX_323

:GFSEX_322
08C3: @9  8 

:GFSEX_323
00D6: if  0
002A:    0 >= $1218  ;; integer values
004D: jump_if_false GFSEX_328
0050: gosub GFSEX_1169
000E: @8 -=  1  ;; integer values

:GFSEX_328
00D6: if  0
002A:    0 >= $1217  ;; integer values
004D: jump_if_false GFSEX_335
0006: @7 =  4  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_359
0002: jump GFSEX_341

:GFSEX_335
00D6: if  0
0038:   $1217 ==  100  ;; integer values
004D: jump_if_false GFSEX_341
0006: @7 =  5  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_359

:GFSEX_341
0002: jump GFSEX_359

:GFSEX_342
0050: gosub GFSEX_1270
0050: gosub GFSEX_1221
0812: unknown_action_sequence @24 "SPANKINGW" "SNM"  99.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKINGP" "SNM"  99.0  0  0  0  1  0 
08C3: @9  5 
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_359

:GFSEX_349
0050: gosub GFSEX_1270
0050: gosub GFSEX_1228
00D6: if  0
08B7: @9  5 
004D: jump_if_false GFSEX_358
04AE: unknown $1234 radar_icon_or_model  238
09F1: $PLAYER_ACTOR  1190 
0050: gosub GFSEX_1249
0006: @8 =  1  ;; integer values

:GFSEX_358
0002: jump GFSEX_359

:GFSEX_359
0051: return

:GFSEX_360
0871: init_jump_table @8 total_jumps  3  0 GFSEX_403 jumps  0 GFSEX_361  1 GFSEX_375  2 GFSEX_391 -1 GFSEX_403 -1 GFSEX_403 -1 GFSEX_403 -1 GFSEX_403 

:GFSEX_361
00D6: if  0
08B7: @9  13 
004D: jump_if_false GFSEX_366
0151: remove_status_text $1217
08C3: @9  13 

:GFSEX_366
00D6: if  0
08B7: @9  9 
004D: jump_if_false GFSEX_371
0151: remove_status_text $1218
08C3: @9  9 

:GFSEX_371
03E6: remove_text_box
016A: fade  0 ()  1000 ms
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_403

:GFSEX_375
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_390
0050: gosub GFSEX_924
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  .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: unknown_action_sequence @24 "SPANKEDW" "SNM"  4.0  1  0  0  1  600000 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKEDP" "SNM"  4.0  1  0  0  1  600000 
016A: fade  1 (back)  1000 ms
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_390
0002: jump GFSEX_403

:GFSEX_391
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_402
04AE: unknown $1233 radar_icon_or_model  291
04AE: unknown $1234 radar_icon_or_model  237
00D6: if  0
0019:   @33 >  7000  ;; integer values
004D: jump_if_false GFSEX_402
08C0: $390  4 
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_402
0002: jump GFSEX_403

:GFSEX_403
0051: return

:GFSEX_404
0871: init_jump_table @8 total_jumps  4  0 GFSEX_453 jumps  0 GFSEX_405  1 GFSEX_419  2 GFSEX_438  3 GFSEX_445 -1 GFSEX_453 -1 GFSEX_453 -1 GFSEX_453 

:GFSEX_405
00D6: if  0
08B7: @9  13 
004D: jump_if_false GFSEX_410
0151: remove_status_text $1217
08C3: @9  13 

:GFSEX_410
00D6: if  0
08B7: @9  9 
004D: jump_if_false GFSEX_415
0151: remove_status_text $1218
08C3: @9  9 

:GFSEX_415
03E6: remove_text_box
016A: fade  0 ()  1000 ms
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_453

:GFSEX_419
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_437
0050: gosub GFSEX_924
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  .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  .707  3.136 -.163
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .427  .634 -.5
015F: set_camera_position @10 @12 @14  0.0  0.0  0.0
0160: point_camera @11 @13 @15  2
0812: unknown_action_sequence @24 "SPANKING_ENDW" "SNM"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SPANKING_ENDP" "SNM"  4.0  0  0  0  1  0 
016A: fade  1 (back)  1000 ms
000A: @8 +=  1  ;; integer values

:GFSEX_437
0002: jump GFSEX_453

:GFSEX_438
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_444
04AE: unknown $1233 radar_icon_or_model  289
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_444
0002: jump GFSEX_453

:GFSEX_445
0613: $PLAYER_ACTOR "SPANKING_ENDP" @16 
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false GFSEX_452
08BA: $390  4 
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_452
0002: jump GFSEX_453

:GFSEX_453
0051: return

:GFSEX_454
0871: init_jump_table @8 total_jumps  6  0 GFSEX_564 jumps  0 GFSEX_455  1 GFSEX_477  2 GFSEX_517  3 GFSEX_535  4 GFSEX_552  5 GFSEX_557 -1 GFSEX_564 

:GFSEX_455
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_476
02A3: toggle_widescreen  0 (off)
0792: $PLAYER_ACTOR 
0792: @24 
0050: gosub GFSEX_924
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 (bar) 'GF_0017'
08BD: @9  13 
0050: gosub GFSEX_956
0512: permanent_text_box 'GF_0020'
016A: fade  1 (back)  500 ms
08C3: @9  1 
000A: @8 +=  1  ;; integer values

:GFSEX_476
0002: jump GFSEX_564

:GFSEX_477
0006: @33 =  0  ;; integer values
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false GFSEX_484
0812: unknown_action_sequence @24 "SEX_1_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1_P" "SEX"  4.0  1  0  0  0  0 
000A: @8 +=  1  ;; integer values

:GFSEX_484
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false GFSEX_500
00D6: if  0
0611: $PLAYER_ACTOR "SEX_1TO2_P" 
004D: jump_if_false GFSEX_497
0613: $PLAYER_ACTOR "SEX_1TO2_P" @16 
00D6: if  0
0031:   @16 >=  1.0  ;; floating-point values 
004D: jump_if_false GFSEX_496
0812: unknown_action_sequence @24 "SEX_2_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_496
0002: jump GFSEX_499

:GFSEX_497
0812: unknown_action_sequence @24 "SEX_2_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_499
000A: @8 +=  1  ;; integer values

:GFSEX_500
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false GFSEX_516
00D6: if  0
0611: $PLAYER_ACTOR "SEX_2TO3_P" 
004D: jump_if_false GFSEX_513
0613: $PLAYER_ACTOR "SEX_2TO3_P" @16 
00D6: if  0
0031:   @16 >=  1.0  ;; floating-point values 
004D: jump_if_false GFSEX_512
0812: unknown_action_sequence @24 "SEX_3_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_512
0002: jump GFSEX_515

:GFSEX_513
0812: unknown_action_sequence @24 "SEX_3_W" "SEX"  4.0  1  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3_P" "SEX"  4.0  1  0  0  0  0 

:GFSEX_515
000A: @8 +=  1  ;; integer values

:GFSEX_516
0002: jump GFSEX_564

:GFSEX_517
0050: gosub GFSEX_1022
0050: gosub GFSEX_1062
00D6: if  0
0038:   $1217 ==  100  ;; integer values
004D: jump_if_false GFSEX_527
04AE: unknown $1233 radar_icon_or_model  286
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08BD: @9  1 
08BA: $390  4 
000A: @8 +=  1  ;; integer values

:GFSEX_527
00D6: if  0
0038:   $1217 ==  0  ;; integer values
004D: jump_if_false GFSEX_534
08C0: $390  4 
03E6: remove_text_box
0006: @7 =  8  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_534
0002: jump GFSEX_564

:GFSEX_535
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false GFSEX_539
000A: @8 +=  1  ;; integer values

:GFSEX_539
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false GFSEX_545
0050: gosub GFSEX_956
0006: @22 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_545
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false GFSEX_551
0050: gosub GFSEX_956
0006: @22 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_551
0002: jump GFSEX_564

:GFSEX_552
0812: unknown_action_sequence @24 "SEX_1_CUM_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1_CUM_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  289
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_564

:GFSEX_557
0613: $PLAYER_ACTOR "SEX_1_CUM_P" @16 
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false GFSEX_563
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_563
0002: jump GFSEX_564

:GFSEX_564
0051: return

:GFSEX_565
0871: init_jump_table @8 total_jumps  6  0 GFSEX_630 jumps  0 GFSEX_566  1 GFSEX_572  2 GFSEX_579  3 GFSEX_598  4 GFSEX_611  5 GFSEX_618 -1 GFSEX_630 

:GFSEX_566
08BD: @9  1 
0006: @23 = -1  ;; integer values
0050: gosub GFSEX_956
016A: fade  1 (back)  1500 ms
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_630

:GFSEX_572
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_578
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_START_P" "BLOWJOBZ"  4.0  0  0  0  1  0 
0812: unknown_action_sequence @24 "BJ_STAND_START_W" "BLOWJOBZ"  4.0  0  0  0  1  0 
000A: @8 +=  1  ;; integer values

:GFSEX_578
0002: jump GFSEX_630

:GFSEX_579
0613: $PLAYER_ACTOR "BJ_STAND_START_P" @16 
00D6: if  1
0021:   @16 >  .5  ;; floating-point values
0023:    1.0 > @16  ;; floating-point values
004D: jump_if_false GFSEX_590
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFSEX_590
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump GFSEX_630

:GFSEX_590
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false GFSEX_597
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_LOOP_P" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0812: unknown_action_sequence @24 "BJ_STAND_LOOP_W" "BLOWJOBZ"  4.0  1  0  0  1  6000 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_597
0002: jump GFSEX_630

:GFSEX_598
00D6: if  0
08D0: (unknown)
004D: jump_if_false GFSEX_604
016A: fade  0 ()  500 ms
0006: @8 =  5  ;; integer values
0002: jump GFSEX_610

:GFSEX_604
00D6: if  0
0019:   @33 >  6000  ;; integer values
004D: jump_if_false GFSEX_610
0812: unknown_action_sequence $PLAYER_ACTOR "BJ_STAND_END_P" "BLOWJOBZ"  4.0  0  0  0  0  0 
0812: unknown_action_sequence @24 "BJ_STAND_END_W" "BLOWJOBZ"  4.0  0  0  0  0  0 
000A: @8 +=  1  ;; integer values

:GFSEX_610
0002: jump GFSEX_630

:GFSEX_611
062E: @24  2066 @20 
00D6: if  0
04A4: @20  7 
004D: jump_if_false GFSEX_617
016A: fade  0 ()  500 ms
000A: @8 +=  1  ;; integer values

:GFSEX_617
0002: jump GFSEX_630

:GFSEX_618
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_629
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false GFSEX_627
0006: @7 =  3  ;; integer values
0006: @8 =  0  ;; integer values
0002: jump GFSEX_629

:GFSEX_627
0006: @7 =  6  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_629
0002: jump GFSEX_630

:GFSEX_630
0051: return

:GFSEX_631
0871: init_jump_table @8 total_jumps  2  0 GFSEX_677 jumps  0 GFSEX_632  1 GFSEX_657 -1 GFSEX_677 -1 GFSEX_677 -1 GFSEX_677 -1 GFSEX_677 -1 GFSEX_677 

:GFSEX_632
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false GFSEX_640
0812: unknown_action_sequence @24 "SEX_1_FAIL_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1_FAIL_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  288
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_677

:GFSEX_640
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false GFSEX_648
0812: unknown_action_sequence @24 "SEX_2_FAIL_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2_FAIL_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  288
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_677

:GFSEX_648
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false GFSEX_656
0812: unknown_action_sequence @24 "SEX_3_FAIL_W" "SEX"  4.0  0  0  0  1  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3_FAIL_P" "SEX"  4.0  0  0  0  1  0 
04AE: unknown $1233 radar_icon_or_model  288
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_677

:GFSEX_656
0002: jump GFSEX_677

:GFSEX_657
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false GFSEX_662
0613: $PLAYER_ACTOR "SEX_1_FAIL_P" @16 
0002: jump GFSEX_671

:GFSEX_662
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false GFSEX_667
0613: $PLAYER_ACTOR "SEX_2_FAIL_P" @16 
0002: jump GFSEX_671

:GFSEX_667
00D6: if  0
0039:   @22 ==  2  ;; integer values
004D: jump_if_false GFSEX_671
0613: $PLAYER_ACTOR "SEX_3_FAIL_P" @16 

:GFSEX_671
00D6: if  0
0043:   @16 ==  1.0  ;; floating-point values
004D: jump_if_false GFSEX_676
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_676
0002: jump GFSEX_677

:GFSEX_677
0051: return

:GFSEX_678
0871: init_jump_table @8 total_jumps  8  0 GFSEX_780 jumps  0 GFSEX_680  1 GFSEX_690  2 GFSEX_727  3 GFSEX_734  4 GFSEX_742  5 GFSEX_756  6 GFSEX_764 
0872: jump_table_jumps  7 GFSEX_772 -1 GFSEX_780 -1 GFSEX_780 -1 GFSEX_780 -1 GFSEX_780 -1 GFSEX_780 -1 GFSEX_780 -1 GFSEX_780 -1 GFSEX_780 

:GFSEX_680
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false GFSEX_686
03C0: @25 = actor $PLAYER_ACTOR car
02AC: set_car @25 immunities  1  1  1  1  1
0002: jump GFSEX_687

:GFSEX_686
02AB: set_actor $PLAYER_ACTOR immunities  1  1  1  1  1

:GFSEX_687
016A: fade  0 ()  0 ms
000A: @8 +=  1  ;; integer values
0002: jump GFSEX_780

:GFSEX_690
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_726
04BB: select_interior  0  ;; select render area
0860: link_actor @24 to_interior  0 
0860: link_actor $PLAYER_ACTOR to_interior  0 
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false GFSEX_701
00A1: put_actor $PLAYER_ACTOR at @3 @4 @5
0173: set_actor $PLAYER_ACTOR z_angle_to @6

:GFSEX_701
03CB: set_camera @3 @4 @5
04E4: unknown_refresh_game_renderer_at @3 @4
0337: unknown_actor $PLAYER_ACTOR flag  0
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
0581: toggle_radar  0 (off)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
0050: gosub GFSEX_1380
00A1: put_actor @24 at @10 @12 @14
0619: @24  0 
0337: unknown_actor @24 flag  0
015F: set_camera_position @10 @12 @14  0.0  0.0  0.0
0160: point_camera @11 @13 @15  2
099C:  5  5000.0  10.0 
00BF: @20 = current_time_hours, @21 = current_time_minutes
000A: @21 +=  30  ;; integer values
00D6: if  0
0019:   @21 >  60  ;; integer values
004D: jump_if_false GFSEX_723
000E: @21 -=  60  ;; integer values
000A: @20 +=  1  ;; integer values

:GFSEX_723
00C0: set_current_time @20 @21
016A: fade  1 (back)  1000 ms
000A: @8 +=  1  ;; integer values

:GFSEX_726
0002: jump GFSEX_780

:GFSEX_727
00D6: if  0
816B:   NOT   fading
004D: jump_if_false GFSEX_733
04AE: unknown $1233 radar_icon_or_model  284
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_733
0002: jump GFSEX_780

:GFSEX_734
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false GFSEX_741
04AE: unknown $1233 radar_icon_or_model  284
0006: @33 =  0  ;; integer values
099C:  5  3000.0  15.0 
000A: @8 +=  1  ;; integer values

:GFSEX_741
0002: jump GFSEX_780

:GFSEX_742
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false GFSEX_755
0004: $1233 = -2  ;; integer values
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false GFSEX_751
04AE: unknown $1234 radar_icon_or_model  239
0002: jump GFSEX_752

:GFSEX_751
04AE: unknown $1234 radar_icon_or_model  117

:GFSEX_752
099C:  5  3000.0  20.0 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_755
0002: jump GFSEX_780

:GFSEX_756
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false GFSEX_763
04AE: unknown $1233 radar_icon_or_model  287
099C:  5  4000.0  30.0 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_763
0002: jump GFSEX_780

:GFSEX_764
00D6: if  0
0019:   @33 >  4000  ;; integer values
004D: jump_if_false GFSEX_771
04AE: unknown $1233 radar_icon_or_model  290
099C:  5  3000.0  5.0 
0006: @33 =  0  ;; integer values
000A: @8 +=  1  ;; integer values

:GFSEX_771
0002: jump GFSEX_780

:GFSEX_772
00D6: if  0
0019:   @33 >  3000  ;; integer values
004D: jump_if_false GFSEX_779
08BA: $390  2 
08BA: $390  4 
0006: @7 =  2  ;; integer values
0006: @8 =  0  ;; integer values

:GFSEX_779
0002: jump GFSEX_780

:GFSEX_780
0051: return

:GFSEX_781
0871: init_jump_table @0 total_jumps  6  0 GFSEX_830 jumps  0 GFSEX_782  1 GFSEX_790  2 GFSEX_798  3 GFSEX_806  4 GFSEX_814  5 GFSEX_822 -1 GFSEX_830 

:GFSEX_782
023C: load_special_actor  1 'GANGRL2'

:GFSEX_783
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false GFSEX_789
0001: wait  0 ms
023C: load_special_actor  1 'GANGRL2'
0002: jump GFSEX_783

:GFSEX_789
0002: jump GFSEX_830

:GFSEX_790
023C: load_special_actor  1 'MECGRL2'

:GFSEX_791
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false GFSEX_797
0001: wait  0 ms
023C: load_special_actor  1 'MECGRL2'
0002: jump GFSEX_791

:GFSEX_797
0002: jump GFSEX_830

:GFSEX_798
023C: load_special_actor  1 'GUNGRL2'

:GFSEX_799
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false GFSEX_805
0001: wait  0 ms
023C: load_special_actor  1 'GUNGRL2'
0002: jump GFSEX_799

:GFSEX_805
0002: jump GFSEX_830

:GFSEX_806
023C: load_special_actor  1 'COPGRL2'

:GFSEX_807
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false GFSEX_813
0001: wait  0 ms
023C: load_special_actor  1 'COPGRL2'
0002: jump GFSEX_807

:GFSEX_813
0002: jump GFSEX_830

:GFSEX_814
023C: load_special_actor  1 'NURGRL2'

:GFSEX_815
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false GFSEX_821
0001: wait  0 ms
023C: load_special_actor  1 'NURGRL2'
0002: jump GFSEX_815

:GFSEX_821
0002: jump GFSEX_830

:GFSEX_822
023C: load_special_actor  1 'CROGRL2'

:GFSEX_823
00D6: if  0
823D:   NOT   special_actor  1 loaded
004D: jump_if_false GFSEX_829
0001: wait  0 ms
023C: load_special_actor  1 'CROGRL2'
0002: jump GFSEX_823

:GFSEX_829
0002: jump GFSEX_830

:GFSEX_830
009A: @24 = create_actor  5  290 at  0.0  0.0  0.0
02AB: set_actor @24 immunities  1  1  1  1  1
0619: @24  0 
01C5: remove_actor_from_mission_cleanup_list @24
0051: return

:GFSEX_835
04ED: load_animation "BLOWJOBZ"
04ED: load_animation "KISSING"
04ED: load_animation "SEX"
04ED: load_animation "SNM"

:GFSEX_839
0001: wait  0 ms
00D6: if  3
04EE:   animation "BLOWJOBZ" loaded
04EE:   animation "SEX" loaded
04EE:   animation "KISSING" loaded
04EE:   animation "SNM" loaded
004D: jump_if_false GFSEX_848
0051: return
0002: jump GFSEX_853

:GFSEX_848
04ED: load_animation "BLOWJOBZ"
04ED: load_animation "KISSING"
04ED: load_animation "SEX"
04ED: load_animation "SNM"
0002: jump GFSEX_839

:GFSEX_853
0871: init_jump_table @0 total_jumps  6  0 GFSEX_896 jumps  0 GFSEX_854  1 GFSEX_861  2 GFSEX_868  3 GFSEX_875  4 GFSEX_882  5 GFSEX_889 -1 GFSEX_896 

:GFSEX_854
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_896

:GFSEX_861
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_896

:GFSEX_868
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_896

:GFSEX_875
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_896

:GFSEX_882
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_896

:GFSEX_889
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_896

:GFSEX_896
0792: $PLAYER_ACTOR 
0792: @24 
0619: @24  0 
0619: $PLAYER_ACTOR  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_913
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  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false GFSEX_921
00A1: put_actor $PLAYER_ACTOR at @3 @4 @5
0173: set_actor $PLAYER_ACTOR z_angle_to @6

:GFSEX_921
04E4: unknown_refresh_game_renderer_at @3 @4
03CB: set_camera @3 @4 @5
0051: return

:GFSEX_924
0871: init_jump_table @0 total_jumps  6  0 GFSEX_955 jumps  0 GFSEX_925  1 GFSEX_935  2 GFSEX_940  3 GFSEX_930  4 GFSEX_945  5 GFSEX_950 -1 GFSEX_955 

:GFSEX_925
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_955

:GFSEX_930
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_955

:GFSEX_935
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_955

:GFSEX_940
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_955

:GFSEX_945
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_955

:GFSEX_950
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_955

:GFSEX_955
0051: return

:GFSEX_956
0871: init_jump_table @23 total_jumps  5  1 GFSEX_992 jumps -1 GFSEX_957  0 GFSEX_960  1 GFSEX_968  2 GFSEX_976  3 GFSEX_984 -1 GFSEX_1001 -1 GFSEX_1001 

:GFSEX_957
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  1.8  2.9  .353
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  1.0  .8701  .1828
0002: jump GFSEX_1001

:GFSEX_960
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset -.6375  2.3043  .1065
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false GFSEX_966
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278 -.1
0002: jump GFSEX_967

:GFSEX_966
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278 -.2746

:GFSEX_967
0002: jump GFSEX_1001

:GFSEX_968
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  1.5989  .7828 -.2044
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false GFSEX_974
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .6223  .6748 -.2
0002: jump GFSEX_975

:GFSEX_974
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .6223  .6748 -.3904

:GFSEX_975
0002: jump GFSEX_1001

:GFSEX_976
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset  .9748 -.1026  .7511
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false GFSEX_982
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .4155  .3026  .01
0002: jump GFSEX_983

:GFSEX_982
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset  .4155  .3026  .0279

:GFSEX_983
0002: jump GFSEX_1001

:GFSEX_984
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset -1.3103  1.6396 -.6208
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false GFSEX_990
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.49  1.0874 -.2
0002: jump GFSEX_991

:GFSEX_990
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.49  1.0874 -.4726

:GFSEX_991
0002: jump GFSEX_1001

:GFSEX_992
0006: @23 =  0  ;; integer values
04C4: create_coordinate @10 @12 @14 from_actor $PLAYER_ACTOR offset -.6375  2.3043  .1065
00D6: if  0
0039:   @7 ==  3  ;; integer values
004D: jump_if_false GFSEX_999
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278  0.0
0002: jump GFSEX_1000

:GFSEX_999
04C4: create_coordinate @11 @13 @15 from_actor $PLAYER_ACTOR offset -.3435  1.4278 -.2746

:GFSEX_1000
0002: jump GFSEX_1001

:GFSEX_1001
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_1005
00D6: if  0
0039:   @7 ==  6  ;; integer values
004D: jump_if_false GFSEX_1021
000A: @22 +=  1  ;; integer values
0871: init_jump_table @22 total_jumps  3  0 GFSEX_1020 jumps  1 GFSEX_1010  2 GFSEX_1013  3 GFSEX_1016 -1 GFSEX_1020 -1 GFSEX_1020 -1 GFSEX_1020 -1 GFSEX_1020 

:GFSEX_1010
0812: unknown_action_sequence @24 "SEX_1TO2_W" "SEX"  4.0  0  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_1TO2_P" "SEX"  4.0  0  0  0  0  0 
0002: jump GFSEX_1020

:GFSEX_1013
0812: unknown_action_sequence @24 "SEX_2TO3_W" "SEX"  4.0  0  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_2TO3_P" "SEX"  4.0  0  0  0  0  0 
0002: jump GFSEX_1020

:GFSEX_1016
0006: @22 =  0  ;; integer values
0812: unknown_action_sequence @24 "SEX_3TO1_W" "SEX"  4.0  0  0  0  0  0 
0812: unknown_action_sequence $PLAYER_ACTOR "SEX_3TO1_P" "SEX"  4.0  0  0  0  0  0 
0002: jump GFSEX_1020

:GFSEX_1020
0006: @8 =  1  ;; integer values

:GFSEX_1021
0051: return

:GFSEX_1022
008B: @20 = $1217  ;; integer values and handles
0016: @20 /=  10  ;; integer values 
00D6: if  0
001B:    3 > @20  ;; integer values
004D: jump_if_false GFSEX_1028
0006: @20 =  0  ;; integer values

:GFSEX_1028
0871: init_jump_table @20 total_jumps  8  0 GFSEX_1061 jumps  0 GFSEX_1030  3 GFSEX_1034  4 GFSEX_1038  5 GFSEX_1042  6 GFSEX_1046  7 GFSEX_1050  8 GFSEX_1054 
0872: jump_table_jumps  9 GFSEX_1058 -1 GFSEX_1061 -1 GFSEX_1061 -1 GFSEX_1061 -1 GFSEX_1061 -1 GFSEX_1061 -1 GFSEX_1061 -1 GFSEX_1061 -1 GFSEX_1061 

:GFSEX_1030
0007: @16 =  .035  ;; floating-point values
08C3: @9  6 
08C3: @9  7 
0002: jump GFSEX_1061

:GFSEX_1034
0007: @16 =  .045  ;; floating-point values
08C3: @9  6 
08C3: @9  7 
0002: jump GFSEX_1061

:GFSEX_1038
0007: @16 =  .05  ;; floating-point values
08C3: @9  6 
08C3: @9  7 
0002: jump GFSEX_1061

:GFSEX_1042
0007: @16 =  .055  ;; floating-point values
08C3: @9  6 
08C3: @9  7 
0002: jump GFSEX_1061

:GFSEX_1046
0007: @16 =  .055  ;; floating-point values
08C3: @9  6 
08C3: @9  7 
0002: jump GFSEX_1061

:GFSEX_1050
0007: @16 =  .08  ;; floating-point values
08BD: @9  6 
08C3: @9  7 
0002: jump GFSEX_1061

:GFSEX_1054
0007: @16 =  .08  ;; floating-point values
08BD: @9  6 
08C3: @9  7 
0002: jump GFSEX_1061

:GFSEX_1058
0007: @16 =  .09  ;; floating-point values
08BD: @9  7 
0002: jump GFSEX_1061

:GFSEX_1061
0051: return

:GFSEX_1062
0871: init_jump_table @22 total_jumps  3  0 GFSEX_1096 jumps  0 GFSEX_1063  1 GFSEX_1074  2 GFSEX_1085 -1 GFSEX_1096 -1 GFSEX_1096 -1 GFSEX_1096 -1 GFSEX_1096 

:GFSEX_1063
00D6: if  0
0611: $PLAYER_ACTOR "SEX_1_P" 
004D: jump_if_false GFSEX_1068
0612: $PLAYER_ACTOR "SEX_1_P"  0 
0614: $PLAYER_ACTOR "SEX_1_P" $1220 

:GFSEX_1068
00D6: if  0
0611: @24 "SEX_1_W" 
004D: jump_if_false GFSEX_1073
0612: @24 "SEX_1_W"  0 
0614: @24 "SEX_1_W" $1220 

:GFSEX_1073
0002: jump GFSEX_1096

:GFSEX_1074
00D6: if  0
0611: $PLAYER_ACTOR "SEX_2_P" 
004D: jump_if_false GFSEX_1079
0612: $PLAYER_ACTOR "SEX_2_P"  0 
0614: $PLAYER_ACTOR "SEX_2_P" $1220 

:GFSEX_1079
00D6: if  0
0611: @24 "SEX_2_W" 
004D: jump_if_false GFSEX_1084
0612: @24 "SEX_2_W"  0 
0614: @24 "SEX_2_W" $1220 

:GFSEX_1084
0002: jump GFSEX_1096

:GFSEX_1085
00D6: if  0
0611: $PLAYER_ACTOR "SEX_3_P" 
004D: jump_if_false GFSEX_1090
0612: $PLAYER_ACTOR "SEX_3_P"  0 
0614: $PLAYER_ACTOR "SEX_3_P" $1220 

:GFSEX_1090
00D6: if  0
0611: @24 "SEX_3_W" 
004D: jump_if_false GFSEX_1095
0612: @24 "SEX_3_W"  0 
0614: @24 "SEX_3_W" $1220 

:GFSEX_1095
0002: jump GFSEX_1096

:GFSEX_1096
00D6: if  0
08B7: @9  5 
004D: jump_if_false GFSEX_1101
0067: $1220 -= @16  ;; floating-point values
0002: jump GFSEX_1102

:GFSEX_1101
005F: $1220 += @16  ;; floating-point values 

:GFSEX_1102
00D6: if  0
0032:    0.0 >= $1220  ;; floating-point values
004D: jump_if_false GFSEX_1108
0005: $1220 =  .01  ;; floating-point values
08C3: @9  5 
0050: gosub GFSEX_1119

:GFSEX_1108
00D6: if  0
0030:   $1220 >=  1.0  ;; floating-point values
004D: jump_if_false GFSEX_1114
0005: $1220 =  .99  ;; floating-point values
08BD: @9  5 
0050: gosub GFSEX_1119

:GFSEX_1114
00D6: if  0
0042:   $1220 ==  .5  ;; floating-point values
004D: jump_if_false GFSEX_1118
0050: gosub GFSEX_1119

:GFSEX_1118
0051: return

:GFSEX_1119
0494: get_joystick_data  0 $1213 $1214 $1215 $1216
008F: @17 = integer_to_float $1214  
0017: @17 /=  128.0  ;; floating-point values 
00D6: if  0
0042:   $1220 ==  .5  ;; floating-point values
004D: jump_if_false GFSEX_1132
00D6: if  0
0023:    0.0 > @17  ;; floating-point values
004D: jump_if_false GFSEX_1130
0050: gosub GFSEX_1152
0002: jump GFSEX_1132

:GFSEX_1130
0050: gosub GFSEX_1169
0051: return

:GFSEX_1132
00D6: if  0
08B7: @9  5 
004D: jump_if_false GFSEX_1145
015B:  0  200  100 
04AE: unknown $1233 radar_icon_or_model  283
04AE: unknown $1234 radar_icon_or_model  116
00D6: if  0
0023:   -.8 > @17  ;; floating-point values
004D: jump_if_false GFSEX_1143
0050: gosub GFSEX_1152
0002: jump GFSEX_1144

:GFSEX_1143
0050: gosub GFSEX_1169

:GFSEX_1144
0002: jump GFSEX_1151

:GFSEX_1145
00D6: if  0
0021:   @17 >  .8  ;; floating-point values
004D: jump_if_false GFSEX_1150
0050: gosub GFSEX_1152
0002: jump GFSEX_1151

:GFSEX_1150
0050: gosub GFSEX_1169

:GFSEX_1151
0051: return

:GFSEX_1152
00D6: if  0
001A:    100 > $1217  ;; integer values
004D: jump_if_false GFSEX_1167
00D6: if  0
08B7: @9  6 
004D: jump_if_false GFSEX_1160
0008: $1217 +=  5  ;; integer values
0002: jump GFSEX_1166

:GFSEX_1160
00D6: if  0
08B7: @9  7 
004D: jump_if_false GFSEX_1165
0008: $1217 +=  10  ;; integer values
0002: jump GFSEX_1166

:GFSEX_1165
0008: $1217 +=  1  ;; integer values

:GFSEX_1166
0002: jump GFSEX_1168

:GFSEX_1167
0004: $1217 =  100  ;; integer values

:GFSEX_1168
0051: return

:GFSEX_1169
00D6: if  0
0019:   @33 >  5000  ;; integer values
004D: jump_if_false GFSEX_1184
00D6: if  0
0018:   $1217 >  0  ;; integer values
004D: jump_if_false GFSEX_1183
00D6: if  1
0018:   $1217 >  10  ;; integer values
88B7:   NOT @9  6 
004D: jump_if_false GFSEX_1181
000C: $1217 -=  5  ;; integer values
0002: jump GFSEX_1182

:GFSEX_1181
000C: $1217 -=  1  ;; integer values

:GFSEX_1182
0002: jump GFSEX_1184

:GFSEX_1183
0004: $1217 =  0  ;; integer values

:GFSEX_1184
0051: return

:GFSEX_1185
00D6: if  0
0021:   @18 >  90.0  ;; floating-point values
004D: jump_if_false GFSEX_1189
0007: @18 =  0.0  ;; floating-point values

:GFSEX_1189
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  0
0029:   @20 >=  100  ;; integer values
004D: jump_if_false GFSEX_1198
0004: $1218 =  100  ;; integer values
0002: jump GFSEX_1199

:GFSEX_1198
008A: $1218 = @20  ;; integer values and handles

:GFSEX_1199
000B: @18 +=  1.0  ;; floating-point values
0051: return

:GFSEX_1201
0007: @18 =  0.0  ;; floating-point values
00D6: if  0
0028:   $1218 >=  97  ;; integer values
004D: jump_if_false GFSEX_1207
000C: $1218 -=  3  ;; integer values
0002: jump GFSEX_1213

:GFSEX_1207
00D6: if  0
002A:    7 >= $1218  ;; integer values
004D: jump_if_false GFSEX_1212
0004: $1218 =  0  ;; integer values
0002: jump GFSEX_1213

:GFSEX_1212
000C: $1218 -=  7  ;; integer values

:GFSEX_1213
0051: return

:GFSEX_1214
00D6: if  0
0028:   $1218 >=  97  ;; integer values
004D: jump_if_false GFSEX_1219
08BD: @9  10 
0002: jump GFSEX_1220

:GFSEX_1219
08C3: @9  10 

:GFSEX_1220
0051: return

:GFSEX_1221
0007: @16 =  .025  ;; floating-point values
00D6: if  0
08B7: @9  10 
004D: jump_if_false GFSEX_1226
000B: @16 +=  .015  ;; floating-point values

:GFSEX_1226
0005: $1220 =  .01  ;; floating-point values
0051: return

:GFSEX_1228
00D6: if  0
0611: $PLAYER_ACTOR "SPANKINGP" 
004D: jump_if_false GFSEX_1233
0612: $PLAYER_ACTOR "SPANKINGP"  0 
0614: $PLAYER_ACTOR "SPANKINGP" $1220 

:GFSEX_1233
00D6: if  0
0611: @24 "SPANKINGW" 
004D: jump_if_false GFSEX_1238
0612: @24 "SPANKINGW"  0 
0614: @24 "SPANKINGW" $1220 

:GFSEX_1238
00D6: if  0
88B7:   NOT @9  5 
004D: jump_if_false GFSEX_1242
005F: $1220 += @16  ;; floating-point values 

:GFSEX_1242
00D6: if  0
0030:   $1220 >=  1.0  ;; floating-point values
004D: jump_if_false GFSEX_1248
0005: $1220 =  .99  ;; floating-point values
08BD: @9  5 
0051: return

:GFSEX_1248
0051: return

:GFSEX_1249
00D6: if  0
08B7: @9  10 
004D: jump_if_false GFSEX_1260
04AE: unknown $1233 radar_icon_or_model  286
00D6: if  0
002A:    100 >= $1217  ;; integer values
004D: jump_if_false GFSEX_1258
0008: $1217 +=  10  ;; integer values
0002: jump GFSEX_1259

:GFSEX_1258
0004: $1217 =  100  ;; integer values

:GFSEX_1259
0002: jump GFSEX_1266

:GFSEX_1260
00D6: if  0
0028:   $1217 >=  10  ;; integer values
004D: jump_if_false GFSEX_1265
000C: $1217 -=  10  ;; integer values
0002: jump GFSEX_1266

:GFSEX_1265
0004: $1217 =  0  ;; integer values

:GFSEX_1266
08C3: @9  10 
08C3: @9  11 
08C3: @9  12 
0051: return

:GFSEX_1270
00D6: if  2
001A:    100 > $1218  ;; integer values
0018:   $1218 >  0  ;; integer values
08B7: @9  14 
004D: jump_if_false GFSEX_1277
0050: gosub GFSEX_1201
0051: return

:GFSEX_1277
00D6: if  2
001A:    100 > $1218  ;; integer values
0018:   $1218 >  0  ;; integer values
88B7:   NOT @9  14 
004D: jump_if_false GFSEX_1284
0050: gosub GFSEX_1185
0051: return

:GFSEX_1284
00D6: if  0
0028:   $1218 >=  100  ;; integer values
004D: jump_if_false GFSEX_1291
0004: $1218 =  100  ;; integer values
08BD: @9  14 
0050: gosub GFSEX_1201
0051: return

:GFSEX_1291
00D6: if  0
002A:    0 >= $1218  ;; integer values
004D: jump_if_false GFSEX_1298
0004: $1218 =  0  ;; integer values
08C3: @9  14 
0050: gosub GFSEX_1185
0051: return

:GFSEX_1298
0051: return

:GFSEX_1299
0871: init_jump_table $1232 total_jumps  7  0 GFSEX_1369 jumps  0 GFSEX_1300  1 GFSEX_1305  2 GFSEX_1307  3 GFSEX_1309  4 GFSEX_1348  5 GFSEX_1362  6 GFSEX_1335 

:GFSEX_1300
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFSEX_1304
0004: $1232 =  3  ;; integer values

:GFSEX_1304
0002: jump GFSEX_1369

:GFSEX_1305
094F: @24 
0002: jump GFSEX_1369

:GFSEX_1307
094E: @24  0 
0002: jump GFSEX_1369

:GFSEX_1309
00D6: if  0
894D:   NOT @24 
004D: jump_if_false GFSEX_1334
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFSEX_1325
09D5: @24 $1233  1  1  1 $1235 
0050: gosub GFSEX_1370
0004: $1233 = -1  ;; integer values
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFSEX_1323
0004: $1232 =  6  ;; integer values
0002: jump GFSEX_1324

:GFSEX_1323
0004: $1232 =  0  ;; integer values

:GFSEX_1324
0002: jump GFSEX_1334

:GFSEX_1325
00D6: if  0
0038:   $1233 == -2  ;; integer values
004D: jump_if_false GFSEX_1331
0004: $1233 = -1  ;; integer values
0004: $1232 =  6  ;; integer values
0002: jump GFSEX_1334

:GFSEX_1331
0004: $1233 = -1  ;; integer values
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFSEX_1334
0002: jump GFSEX_1369

:GFSEX_1335
00D6: if  1
894D:   NOT $PLAYER_ACTOR 
894D:   NOT @24 
004D: jump_if_false GFSEX_1347
00D6: if  0
0018:   $1234 >  0  ;; integer values
004D: jump_if_false GFSEX_1346
09D5: $PLAYER_ACTOR $1234  1  1  1 $1235 
0004: $1234 = -1  ;; integer values
0004: $1232 =  0  ;; integer values
0002: jump GFSEX_1347

:GFSEX_1346
0004: $1232 =  0  ;; integer values

:GFSEX_1347
0002: jump GFSEX_1369

:GFSEX_1348
094E: @24  0 
00D6: if  0
894D:   NOT @24 
004D: jump_if_false GFSEX_1361
00D6: if  0
0018:   $1233 >  0  ;; integer values
004D: jump_if_false GFSEX_1360
09D5: @24 $1233  1  1  1 $1235 
0050: gosub GFSEX_1370
0004: $1233 = -1  ;; integer values
0004: $1232 =  5  ;; integer values
0002: jump GFSEX_1361

:GFSEX_1360
0004: $1232 =  0  ;; integer values

:GFSEX_1361
0002: jump GFSEX_1369

:GFSEX_1362
00D6: if  0
894D:   NOT @24 
004D: jump_if_false GFSEX_1368
094F: @24 
0004: $1233 = -1  ;; integer values
0004: $1232 =  0  ;; integer values

:GFSEX_1368
0002: jump GFSEX_1369

:GFSEX_1369
0051: return

:GFSEX_1370
0871: init_jump_table $1233 total_jumps  4  0 GFSEX_1379 jumps  286 GFSEX_1371  288 GFSEX_1373  289 GFSEX_1375  291 GFSEX_1377 -1 GFSEX_1379 -1 GFSEX_1379 -1 GFSEX_1379 

:GFSEX_1371
00BC: text_highpriority 'GF_0019'  5000 ms  1
0002: jump GFSEX_1379

:GFSEX_1373
00BC: text_highpriority 'GF_0067'  5000 ms  1
0002: jump GFSEX_1379

:GFSEX_1375
00BC: text_highpriority 'GF_0042'  5000 ms  1
0002: jump GFSEX_1379

:GFSEX_1377
00BC: text_highpriority 'GF_0067'  5000 ms  1
0002: jump GFSEX_1379

:GFSEX_1379
0051: return

:GFSEX_1380
0871: init_jump_table @0 total_jumps  6  0 GFSEX_1423 jumps  0 GFSEX_1381  1 GFSEX_1395  2 GFSEX_1402  3 GFSEX_1388  4 GFSEX_1409  5 GFSEX_1416 -1 GFSEX_1423 

:GFSEX_1381
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_1423

:GFSEX_1388
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_1423

:GFSEX_1395
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_1423

:GFSEX_1402
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_1423

:GFSEX_1409
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_1423

:GFSEX_1416
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_1423

:GFSEX_1423
0051: return

:GFSEX_1424
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  0
8119:   NOT   car @25 wrecked
004D: jump_if_false GFSEX_1435
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_1435
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GFSEX_1443
0337: unknown_actor $PLAYER_ACTOR flag  1
02AB: set_actor $PLAYER_ACTOR immunities  0  0  0  0  0
0687: $PLAYER_ACTOR 
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
02A3: toggle_widescreen  0 (off)

:GFSEX_1443
0581: toggle_radar  1 (on)
08BA: $390  21 
08C0: $390  5 
09BD:  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_1468 jumps  0 GFSEX_1458  1 GFSEX_1460  2 GFSEX_1462  3 GFSEX_1464  4 GFSEX_1466 -1 GFSEX_1470 -1 GFSEX_1470 

:GFSEX_1458
0662: write_debug_message "STATE0__" 
0002: jump GFSEX_1470

:GFSEX_1460
0662: write_debug_message "STATE1__" 
0002: jump GFSEX_1470

:GFSEX_1462
0662: write_debug_message "STATE2__" 
0002: jump GFSEX_1470

:GFSEX_1464
0662: write_debug_message "STATE3__" 
0002: jump GFSEX_1470

:GFSEX_1466
0662: write_debug_message "STATE4__" 
0002: jump GFSEX_1470

:GFSEX_1468
0662: write_debug_message "UNTRAPPED_STATE___" 
0002: jump GFSEX_1470

:GFSEX_1470
0662: write_debug_message "I__________________________I" 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GYMBENCH

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  0
0039:   @29 ==  1  ;; integer values
004D: jump_if_false GYMBENC_27
029B: @0 = init_object #BEACHTOWEL01 at  0.0  0.0  0.0

:GYMBENC_27
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GYMBENC_34
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_34
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: @30 @0 -.45  .45  .9  90.0  180.0  270.0 
000F: @3 -=  180.0  ;; floating-point values
0004: $8718 =  1  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBENC_70
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false GYMBENC_76
0108: destroy_object @30
004E: end_thread

:GYMBENC_76
00D6: if  0
8977:   NOT @0 
004D: jump_if_false GYMBENC_81
0108: destroy_object @30
004E: end_thread

:GYMBENC_81
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GYMBENC_976
00D6: if  1
0038:   $1830 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_137
00D6: if  1
0039:   @23 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false GYMBENC_137
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false GYMBENC_133
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 @7 radius  1.2  1.2  4.0
004D: jump_if_false GYMBENC_127
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false GYMBENC_103
0512: permanent_text_box 'GYM1_81'
0006: @22 =  1  ;; integer values

:GYMBENC_103
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GYMBENC_126
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false GYMBENC_125
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false GYMBENC_123
0006: @23 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $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_124

:GYMBENC_123
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMBENC_124
0002: jump GYMBENC_126

:GYMBENC_125
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMBENC_126
0002: jump GYMBENC_132

:GYMBENC_127
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false GYMBENC_132
03E6: remove_text_box
0006: @22 =  0  ;; integer values

:GYMBENC_132
0002: jump GYMBENC_137

:GYMBENC_133
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 radius  2.0  2.0
004D: jump_if_false GYMBENC_137
0006: @27 =  0  ;; integer values

:GYMBENC_137
00D6: if  1
0039:   @23 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_976
00D6: if  0
0038:   $1830 ==  1  ;; integer values
004D: jump_if_false GYMBENC_151
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $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_151
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false GYMBENC_164
04ED: load_animation "BENCHPRESS"
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMBENC_157
00D6: if  21
84EE:   NOT   animation "BENCHPRESS" loaded
83D0:   NOT   wav  4 loaded
004D: jump_if_false GYMBENC_163
0001: wait  0 ms
0002: jump GYMBENC_157

:GYMBENC_163
0004: $1829 =  1  ;; integer values

:GYMBENC_164
00D6: if  1
0038:   $1830 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_286
0512: permanent_text_box 'GYM1_71'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false GYMBENC_176
08D4: 'GYM1_E'  31.0  180.0  184.0  1  1  1  0 $8734 
08DB: $8734  0 'GYM1_72' 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY' 
0002: jump GYMBENC_178

:GYMBENC_176
08D4: 'GYM1_E'  31.0  150.0  184.0  1  1  1  0 $8734 
08DB: $8734  0 'GYM1_72' 'GYM1_8' 'GYM1_9' 'GYM1_10' 'GYM1_11' 'GYM1_12' 'GYM1_13' 'GYM1_14' 'GYM1_15' 'GYM1_16' 'GYM1_17' 'DUMMY' 'DUMMY' 

:GYMBENC_178
090E: $8734  0 

:GYMBENC_179
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_200
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false GYMBENC_191
03E6: remove_text_box
08DA: $8734 
0002: jump GYMBENC_880

:GYMBENC_191
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMBENC_199
03E6: remove_text_box
08D7: $8734 @21 
000A: @21 +=  1  ;; integer values
08DA: $8734 
0002: jump GYMBENC_200

:GYMBENC_199
0002: jump GYMBENC_179

:GYMBENC_200
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false GYMBENC_205
0005: $8736 =  1.0  ;; floating-point values
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_205
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false GYMBENC_210
0007: @20 =  5.2  ;; floating-point values
0005: $8736 =  2.0  ;; floating-point values

:GYMBENC_210
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false GYMBENC_215
0007: @20 =  5.3  ;; floating-point values
0005: $8736 =  3.0  ;; floating-point values

:GYMBENC_215
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false GYMBENC_220
0007: @20 =  5.5  ;; floating-point values
0005: $8736 =  4.0  ;; floating-point values

:GYMBENC_220
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false GYMBENC_225
0007: @20 =  6.0  ;; floating-point values
0005: $8736 =  5.0  ;; floating-point values

:GYMBENC_225
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false GYMBENC_230
0007: @20 =  6.5  ;; floating-point values
0005: $8736 =  6.0  ;; floating-point values

:GYMBENC_230
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false GYMBENC_235
0007: @20 =  7.0  ;; floating-point values
0005: $8736 =  7.0  ;; floating-point values

:GYMBENC_235
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false GYMBENC_240
0007: @20 =  7.5  ;; floating-point values
0005: $8736 =  8.0  ;; floating-point values

:GYMBENC_240
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false GYMBENC_245
0007: @20 =  8.0  ;; floating-point values
0005: $8736 =  9.0  ;; floating-point values

:GYMBENC_245
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false GYMBENC_250
0007: @20 =  8.5  ;; floating-point values
0005: $8736 =  10.0  ;; floating-point values

:GYMBENC_250
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_254
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_GETON" "BENCHPRESS"  4.0  0  0  0  1 -1 

:GYMBENC_254
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_285
00D6: if  1
0611: $PLAYER_ACTOR "GYM_BP_GETON" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_285
0613: $PLAYER_ACTOR "GYM_BP_GETON" $1824 

:GYMBENC_263
00D6: if  0
8020:   NOT   $1824 >  .75  ;; floating-point values
004D: jump_if_false GYMBENC_272
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_271
0613: $PLAYER_ACTOR "GYM_BP_GETON" $1824 

:GYMBENC_271
0002: jump GYMBENC_263

:GYMBENC_272
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false GYMBENC_276
097B: @0  1117 

:GYMBENC_276
0550: unknown_keep_object @30 in_memory  0
0682: @30  0.0  0.0  0.0  0 
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_283
070A: unknown_action_sequence $PLAYER_ACTOR @30  0.0  0.0 -.1  6  16 "NULL" "NULL" -1 

:GYMBENC_283
0004: $1830 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:GYMBENC_285
0004: $1830 =  4  ;; integer values

:GYMBENC_286
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_361
00D6: if  0
0038:   $8735 ==  0  ;; integer values
004D: jump_if_false GYMBENC_296
03E6: remove_text_box
0512: permanent_text_box 'GYM1_37'
0004: $8735 =  1  ;; integer values

:GYMBENC_296
00D6: if  1
0019:   @32 >  6000  ;; integer values
0038:   $8735 ==  1  ;; integer values
004D: jump_if_false GYMBENC_303
03E6: remove_text_box
0512: permanent_text_box 'GYM1_25'
0004: $8735 =  2  ;; integer values

:GYMBENC_303
00D6: if  1
0019:   @32 >  9000  ;; integer values
0038:   $8735 ==  2  ;; integer values
004D: jump_if_false GYMBENC_309
03E6: remove_text_box
0004: $8735 =  101  ;; integer values

:GYMBENC_309
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BP_GETON" 
004D: jump_if_false GYMBENC_318
0613: $PLAYER_ACTOR "GYM_BP_GETON" $1816 
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false GYMBENC_317
0002: jump GYMBENC_327

:GYMBENC_317
0002: jump GYMBENC_361

:GYMBENC_318
00D6: if  1
0038:   $1814 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_361
0004: $8738 =  0  ;; integer values
0004: $1818 =  0  ;; integer values
0151: remove_status_text $8738
0151: remove_status_text $1818
0002: jump GYMBENC_327

:GYMBENC_327
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false GYMBENC_333
0005: $1817 =  0.0  ;; floating-point values

:GYMBENC_333
0086: $8737 = $1817  ;; floating-point values only
0009: $8737 +=  30.0  ;; floating-point values
00D6: if  0
0020:   $8737 >  75.0  ;; floating-point values
004D: jump_if_false GYMBENC_339
0005: $8737 =  75.0  ;; floating-point values

:GYMBENC_339
008F: @19 = integer_to_float $8738  
0086: $1823 = $8737  ;; floating-point values only
0061: $1823 -= $8736  ;; floating-point values
00D6: if  0
0032:    18.0 >= $1823  ;; floating-point values
004D: jump_if_false GYMBENC_346
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_UP_B" "BENCHPRESS"  8.0  0  0  0  1 -1 

:GYMBENC_346
00D6: if  0
0020:   $1823 >  18.0  ;; floating-point values
004D: jump_if_false GYMBENC_353
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false GYMBENC_353
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_UP_A" "BENCHPRESS"  8.0  0  0  0  1 -1 

:GYMBENC_353
00D6: if  0
0020:   $1823 >  24.0  ;; floating-point values
004D: jump_if_false GYMBENC_357
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_UP_SMOOTH" "BENCHPRESS"  8.0  0  0  0  1 -1 

:GYMBENC_357
04F7: status_text $1818  1 line  1 'GYM1_1'
04F7: status_text $8738  0 line  2 'GYM1_2'
0004: $1813 =  1  ;; integer values
0004: $1830 =  5  ;; integer values

:GYMBENC_361
00D6: if  1
0038:   $1830 ==  5  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_840
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false GYMBENC_371
0005: $1817 =  0.0  ;; floating-point values

:GYMBENC_371
0086: $8737 = $1817  ;; floating-point values only
0009: $8737 +=  20.0  ;; floating-point values
00D6: if  0
0020:   $8737 >  75.0  ;; floating-point values
004D: jump_if_false GYMBENC_377
0005: $8737 =  75.0  ;; floating-point values

:GYMBENC_377
00D6: if  0
0038:   $8735 ==  0  ;; integer values
004D: jump_if_false GYMBENC_383
03E6: remove_text_box
0512: permanent_text_box 'GYM1_37'
0004: $8735 =  1  ;; integer values

:GYMBENC_383
00D6: if  1
0019:   @32 >  6000  ;; integer values
0038:   $8735 ==  1  ;; integer values
004D: jump_if_false GYMBENC_390
03E6: remove_text_box
0512: permanent_text_box 'GYM1_25'
0004: $8735 =  2  ;; integer values

:GYMBENC_390
00D6: if  1
0019:   @32 >  9000  ;; integer values
0038:   $8735 ==  2  ;; integer values
004D: jump_if_false GYMBENC_396
03E6: remove_text_box
0004: $8735 =  101  ;; integer values

:GYMBENC_396
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false GYMBENC_403
0015: $8762 /=  2.0  ;; floating-point values
0082: @18 -= unknown_inaccurate_float_timer $8736  ;; floating-point 
0011: $8762 *=  2.0  ;; floating-point values

:GYMBENC_403
00D6: if  0
0038:   $1813 ==  4  ;; integer values
004D: jump_if_false GYMBENC_407
007F: @18 -= unknown_inaccurate_float_timer  2.0  ;; floating-point 

:GYMBENC_407
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false GYMBENC_414
00D6: if  0
0039:   @26 ==  1  ;; integer values
004D: jump_if_false GYMBENC_414
0006: @26 =  2  ;; integer values

:GYMBENC_414
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false GYMBENC_421
00D6: if  0
0039:   @26 ==  3  ;; integer values
004D: jump_if_false GYMBENC_421
0006: @26 =  0  ;; integer values

:GYMBENC_421
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false GYMBENC_443
00D6: if  1
00E1:   key_pressed  0  16
80E1:   NOT   key_pressed  0  17
004D: jump_if_false GYMBENC_434
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false GYMBENC_434
005D: @18 += $8737  ;; floating-point values 
0006: @26 =  1  ;; integer values

:GYMBENC_434
00D6: if  1
00E1:   key_pressed  0  17
80E1:   NOT   key_pressed  0  16
004D: jump_if_false GYMBENC_443
00D6: if  0
0039:   @26 ==  2  ;; integer values
004D: jump_if_false GYMBENC_443
005D: @18 += $8737  ;; floating-point values 
0006: @26 =  3  ;; integer values

:GYMBENC_443
00D6: if  0
0023:    0.0 > @18  ;; floating-point values
004D: jump_if_false GYMBENC_447
0007: @18 =  0.0  ;; floating-point values

:GYMBENC_447
00D6: if  0
0021:   @18 >  25.0  ;; floating-point values
004D: jump_if_false GYMBENC_451
0947: $PLAYER_ACTOR  354 $8745 

:GYMBENC_451
00D6: if  0
0031:   @18 >=  100.0  ;; floating-point values 
004D: jump_if_false GYMBENC_459
0007: @18 =  100.0  ;; floating-point values
00D6: if  0
0038:   $1813 ==  1  ;; integer values
004D: jump_if_false GYMBENC_459
0004: $1813 =  2  ;; integer values

:GYMBENC_459
00D6: if  1
0038:   $1813 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_469
00D6: if  0
0042:   $1819 ==  1.0  ;; floating-point values
004D: jump_if_false GYMBENC_469
0006: @26 =  0  ;; integer values
0004: $1813 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:GYMBENC_469
00D6: if  1
0038:   $1813 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_745
0871: init_jump_table @21 total_jumps  10  0 GYMBENC_495 jumps  1 GYMBENC_475  2 GYMBENC_477  3 GYMBENC_479  4 GYMBENC_481  5 GYMBENC_483  6 GYMBENC_485  7 GYMBENC_487 
0872: jump_table_jumps  8 GYMBENC_489  9 GYMBENC_491  10 GYMBENC_493 -1 GYMBENC_495 -1 GYMBENC_495 -1 GYMBENC_495 -1 GYMBENC_495 -1 GYMBENC_495 -1 GYMBENC_495 

:GYMBENC_475
0004: $8739 =  40  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_477
0004: $8739 =  60  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_479
0004: $8739 =  80  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_481
0004: $8739 =  100  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_483
0004: $8739 =  120  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_485
0004: $8739 =  160  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_487
0004: $8739 =  200  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_489
0004: $8739 =  240  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_491
0004: $8739 =  280  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_493
0004: $8739 =  320  ;; integer values
0002: jump GYMBENC_495

:GYMBENC_495
0652: $8740 = stat  46 ()  ; integer
00D6: if  0
001C:   $8739 > $8740  ;; integer values
004D: jump_if_false GYMBENC_500
0629: change_stat  46 () to $8739  ; integer see statdisp.dat

:GYMBENC_500
015B:  0  200  200 
00D6: if  0
8028:   NOT   $8738 >=  999999  ;; integer values
004D: jump_if_false GYMBENC_505
0008: $8738 +=  1  ;; integer values

:GYMBENC_505
0653: $8747 = stat  23 (muscle)  ; float
00D6: if  0
0022:    1000.0 > $8747  ;; floating-point values
004D: jump_if_false GYMBENC_549
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false GYMBENC_513
0007: @20 =  1.0  ;; floating-point values

:GYMBENC_513
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false GYMBENC_517
0007: @20 =  1.2  ;; floating-point values

:GYMBENC_517
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false GYMBENC_521
0007: @20 =  1.3  ;; floating-point values

:GYMBENC_521
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false GYMBENC_525
0007: @20 =  1.5  ;; floating-point values

:GYMBENC_525
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false GYMBENC_529
0007: @20 =  2.0  ;; floating-point values

:GYMBENC_529
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false GYMBENC_533
0007: @20 =  2.5  ;; floating-point values

:GYMBENC_533
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false GYMBENC_537
0007: @20 =  3.0  ;; floating-point values

:GYMBENC_537
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false GYMBENC_541
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_541
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false GYMBENC_545
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_545
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false GYMBENC_549
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_549
00D6: if  0
0022:    800.0 > $8747  ;; floating-point values
004D: jump_if_false GYMBENC_592
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false GYMBENC_556
0007: @20 =  2.0  ;; floating-point values

:GYMBENC_556
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false GYMBENC_560
0007: @20 =  2.2  ;; floating-point values

:GYMBENC_560
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false GYMBENC_564
0007: @20 =  2.3  ;; floating-point values

:GYMBENC_564
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false GYMBENC_568
0007: @20 =  2.5  ;; floating-point values

:GYMBENC_568
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false GYMBENC_572
0007: @20 =  3.0  ;; floating-point values

:GYMBENC_572
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false GYMBENC_576
0007: @20 =  3.5  ;; floating-point values

:GYMBENC_576
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false GYMBENC_580
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_580
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false GYMBENC_584
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_584
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false GYMBENC_588
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_588
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false GYMBENC_592
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_592
00D6: if  0
0022:    600.0 > $8747  ;; floating-point values
004D: jump_if_false GYMBENC_635
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false GYMBENC_599
0007: @20 =  3.0  ;; floating-point values

:GYMBENC_599
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false GYMBENC_603
0007: @20 =  3.2  ;; floating-point values

:GYMBENC_603
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false GYMBENC_607
0007: @20 =  3.3  ;; floating-point values

:GYMBENC_607
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false GYMBENC_611
0007: @20 =  3.5  ;; floating-point values

:GYMBENC_611
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false GYMBENC_615
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_615
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false GYMBENC_619
0007: @20 =  4.5  ;; floating-point values

:GYMBENC_619
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false GYMBENC_623
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_623
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false GYMBENC_627
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_627
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false GYMBENC_631
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_631
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false GYMBENC_635
0007: @20 =  8.0  ;; floating-point values

:GYMBENC_635
00D6: if  0
0022:    400.0 > $8747  ;; floating-point values
004D: jump_if_false GYMBENC_678
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false GYMBENC_642
0007: @20 =  4.0  ;; floating-point values

:GYMBENC_642
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false GYMBENC_646
0007: @20 =  4.2  ;; floating-point values

:GYMBENC_646
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false GYMBENC_650
0007: @20 =  4.3  ;; floating-point values

:GYMBENC_650
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false GYMBENC_654
0007: @20 =  4.5  ;; floating-point values

:GYMBENC_654
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false GYMBENC_658
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_658
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false GYMBENC_662
0007: @20 =  5.5  ;; floating-point values

:GYMBENC_662
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false GYMBENC_666
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_666
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false GYMBENC_670
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_670
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false GYMBENC_674
0007: @20 =  8.0  ;; floating-point values

:GYMBENC_674
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false GYMBENC_678
0007: @20 =  9.0  ;; floating-point values

:GYMBENC_678
00D6: if  0
0022:    200.0 > $8747  ;; floating-point values
004D: jump_if_false GYMBENC_721
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false GYMBENC_685
0007: @20 =  5.0  ;; floating-point values

:GYMBENC_685
00D6: if  0
0039:   @21 ==  2  ;; integer values
004D: jump_if_false GYMBENC_689
0007: @20 =  5.2  ;; floating-point values

:GYMBENC_689
00D6: if  0
0039:   @21 ==  3  ;; integer values
004D: jump_if_false GYMBENC_693
0007: @20 =  5.3  ;; floating-point values

:GYMBENC_693
00D6: if  0
0039:   @21 ==  4  ;; integer values
004D: jump_if_false GYMBENC_697
0007: @20 =  5.5  ;; floating-point values

:GYMBENC_697
00D6: if  0
0039:   @21 ==  5  ;; integer values
004D: jump_if_false GYMBENC_701
0007: @20 =  6.0  ;; floating-point values

:GYMBENC_701
00D6: if  0
0039:   @21 ==  6  ;; integer values
004D: jump_if_false GYMBENC_705
0007: @20 =  6.5  ;; floating-point values

:GYMBENC_705
00D6: if  0
0039:   @21 ==  7  ;; integer values
004D: jump_if_false GYMBENC_709
0007: @20 =  7.0  ;; floating-point values

:GYMBENC_709
00D6: if  0
0039:   @21 ==  8  ;; integer values
004D: jump_if_false GYMBENC_713
0007: @20 =  7.5  ;; floating-point values

:GYMBENC_713
00D6: if  0
0039:   @21 ==  9  ;; integer values
004D: jump_if_false GYMBENC_717
0007: @20 =  8.0  ;; floating-point values

:GYMBENC_717
00D6: if  0
0039:   @21 ==  10  ;; integer values
004D: jump_if_false GYMBENC_721
0007: @20 =  8.5  ;; floating-point values

:GYMBENC_721
00D6: if  0
0038:   $8746 ==  8  ;; integer values
004D: jump_if_false GYMBENC_728
0004: $8746 =  0  ;; integer values
0624:  23 @20 
005F: $5349 += @20  ;; floating-point values 
0002: jump GYMBENC_731

:GYMBENC_728
0A1F:  23 @20 
0008: $8746 +=  1  ;; integer values
005F: $5349 += @20  ;; floating-point values 

:GYMBENC_731
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMBENC_736
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMBENC_736
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false GYMBENC_741
0626:  21  1.0 

:GYMBENC_741
0004: $1818 =  0  ;; integer values
0947: $PLAYER_ACTOR  355 $8745 
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_DOWN" "BENCHPRESS"  8.0  0  0  0  1 -1 
0004: $1813 =  4  ;; integer values

:GYMBENC_745
00D6: if  1
0038:   $1813 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_778
00D6: if  1
0043:   @18 ==  0.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_778
00D6: if  0
0042:   $1819 ==  0.0  ;; floating-point values
004D: jump_if_false GYMBENC_778
008F: @19 = integer_to_float $8738  
0086: $1823 = $8737  ;; floating-point values only
0061: $1823 -= $8736  ;; floating-point values
00D6: if  1
0032:    18.0 >= $1823  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_764
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_UP_B" "BENCHPRESS"  8.0  0  0  0  1 -1 

:GYMBENC_764
00D6: if  1
0020:   $1823 >  18.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_772
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false GYMBENC_772
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_UP_A" "BENCHPRESS"  8.0  0  0  0  1 -1 

:GYMBENC_772
00D6: if  1
0020:   $1823 >  24.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_777
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_UP_SMOOTH" "BENCHPRESS"  8.0  0  0  0  1 -1 

:GYMBENC_777
0004: $1813 =  1  ;; integer values

:GYMBENC_778
0088: $1820 = @18  ;; floating-point values only
0015: $1820 /=  100.0  ;; floating-point values
00D6: if  1
0018:   $1813 >  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_817
0086: $1821 = $1820  ;; floating-point values only
0061: $1821 -= $1819  ;; floating-point values
0015: $1821 /=  2.0  ;; floating-point values
00D6: if  1
0022:    .05 > $1821  ;; floating-point values
0020:   $1821 > -.05  ;; floating-point values
004D: jump_if_false GYMBENC_793
0086: $1819 = $1820  ;; floating-point values only
0002: jump GYMBENC_794

:GYMBENC_793
0059: $1819 += $1821  ;; floating-point values

:GYMBENC_794
00D6: if  1
0038:   $1813 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_805
0005: $1822 =  1.0  ;; floating-point values
0061: $1822 -= $1819  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BP_DOWN" 
004D: jump_if_false GYMBENC_804
0614: $PLAYER_ACTOR "GYM_BP_DOWN" $1822 

:GYMBENC_804
0002: jump GYMBENC_817

:GYMBENC_805
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BP_UP_A" 
004D: jump_if_false GYMBENC_809
0614: $PLAYER_ACTOR "GYM_BP_UP_A" $1819 

:GYMBENC_809
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BP_UP_B" 
004D: jump_if_false GYMBENC_813
0614: $PLAYER_ACTOR "GYM_BP_UP_B" $1819 

:GYMBENC_813
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BP_UP_SMOOTH" 
004D: jump_if_false GYMBENC_817
0614: $PLAYER_ACTOR "GYM_BP_UP_SMOOTH" $1819 

:GYMBENC_817
0090: $1818 = float_to_integer @18  
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMBENC_840
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_840

:GYMBENC_825
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMBENC_830
0001: wait  0 ms
0002: jump GYMBENC_825

:GYMBENC_830
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_834
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_GETOFF" "BENCHPRESS"  100.0  0  0  0  0 -1 

:GYMBENC_834
0004: $1818 =  0  ;; integer values
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMBENC_839
0005: $5349 =  0.0  ;; floating-point values

:GYMBENC_839
0004: $1830 =  6  ;; integer values

:GYMBENC_840
00D6: if  1
0038:   $1830 ==  6  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_976
00D6: if  0
0018:   $8738 >  4  ;; integer values
004D: jump_if_false GYMBENC_918
00D6: if  1
0611: $PLAYER_ACTOR "GYM_BP_GETOFF" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_917
0613: $PLAYER_ACTOR "GYM_BP_GETOFF" $1825 

:GYMBENC_852
00D6: if  0
8020:   NOT   $1825 >  .26  ;; floating-point values
004D: jump_if_false GYMBENC_861
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_860
0613: $PLAYER_ACTOR "GYM_BP_GETOFF" $1825 

:GYMBENC_860
0002: jump GYMBENC_852

:GYMBENC_861
00D6: if  1
03D0:   wav  4 loaded
0038:   $8744 ==  0  ;; integer values
004D: jump_if_false GYMBENC_867
097B: @0  1117 
0004: $8744 =  1  ;; integer values

:GYMBENC_867
070B: $PLAYER_ACTOR  0 
0550: unknown_keep_object @30 in_memory  1
0108: destroy_object @30
0107: @30 = create_object #KMB_BPRESS at @8 @9 @10
069A: @30 @0 -.45  .45  .9  90.0  180.0  270.0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_876
0613: $PLAYER_ACTOR "GYM_BP_GETOFF" $1816 

:GYMBENC_876
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false GYMBENC_917
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BP_CELEBRATE" "BENCHPRESS"  8.0  0  0  0  0 -1 

:GYMBENC_880
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_917
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 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false GYMBENC_899
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMBENC_899
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false GYMBENC_904
062A: change_stat  21 (fat) to  0.0  ; float

:GYMBENC_904
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 (unfrozen)
0619: $PLAYER_ACTOR  1 
04EF: release_animation "BENCHPRESS"
040D: unload_wav  4
03E6: remove_text_box
08DA: $8734 
0004: $8735 =  0  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBENC_917
0002: jump GYMBENC_976

:GYMBENC_918
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_976
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BP_GETOFF" 
004D: jump_if_false GYMBENC_976
0613: $PLAYER_ACTOR "GYM_BP_GETOFF" $1825 

:GYMBENC_925
00D6: if  0
8020:   NOT   $1825 >  .26  ;; floating-point values
004D: jump_if_false GYMBENC_934
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_933
0613: $PLAYER_ACTOR "GYM_BP_GETOFF" $1825 

:GYMBENC_933
0002: jump GYMBENC_925

:GYMBENC_934
00D6: if  1
03D0:   wav  4 loaded
0038:   $8744 ==  0  ;; integer values
004D: jump_if_false GYMBENC_940
097B: @0  1117 
0004: $8744 =  1  ;; integer values

:GYMBENC_940
070B: $PLAYER_ACTOR  0 
0550: unknown_keep_object @30 in_memory  1
0108: destroy_object @30
0107: @30 = create_object #KMB_BPRESS at @8 @9 @10
069A: @30 @0 -.45  .45  .9  90.0  180.0  270.0 
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBENC_949
0613: $PLAYER_ACTOR "GYM_BP_GETOFF" $1816 

:GYMBENC_949
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false GYMBENC_976
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 (unfrozen)
0619: $PLAYER_ACTOR  1 
04EF: release_animation "BENCHPRESS"
040D: unload_wav  4
03E6: remove_text_box
08DA: $8734 
0004: $8735 =  0  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBENC_976
0002: jump GYMBENC_70
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START 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: $8717 =  0  ;; integer values
0004: $8718 =  0  ;; integer values
0004: $8719 =  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: $8718 =  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  0
0039:   @30 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_59
029B: @0 = init_object #CM_BOX at  0.0  0.0  0.0

:GYMBIKE_59
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GYMBIKE_65
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_65
0088: $8730 = @7  ;; floating-point values only
0009: $8730 +=  .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 *=  .05  ;; floating-point values 
0013: @2 *=  .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 +=  .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 *=  .5  ;; floating-point values 
0013: @2 *=  .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 *=  .5  ;; floating-point values 
0013: @2 *=  .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 +=  .05  ;; floating-point values
0004: $8717 =  0  ;; integer values
0004: $8719 =  0  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMBIKE_113
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false GYMBIKE_119
0108: destroy_object $8724
004E: end_thread

:GYMBIKE_119
00D6: if  0
8977:   NOT @0 
004D: jump_if_false GYMBIKE_124
0108: destroy_object $8724
004E: end_thread

:GYMBIKE_124
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GYMBIKE_740
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_172
00D6: if  1
0039:   @28 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false GYMBIKE_168
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 @7 radius  1.2  1.2  4.0
004D: jump_if_false GYMBIKE_162
00D6: if  0
0039:   @29 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_142
0512: permanent_text_box 'GYM1_81'
0006: @29 =  1  ;; integer values

:GYMBIKE_142
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GYMBIKE_161
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_160
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false GYMBIKE_158
0006: @20 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
0004: $8714 =  0  ;; integer values
0002: jump GYMBIKE_159

:GYMBIKE_158
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMBIKE_159
0002: jump GYMBIKE_161

:GYMBIKE_160
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMBIKE_161
0002: jump GYMBIKE_167

:GYMBIKE_162
00D6: if  0
0039:   @29 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_167
03E6: remove_text_box
0006: @29 =  0  ;; integer values

:GYMBIKE_167
0002: jump GYMBIKE_172

:GYMBIKE_168
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @5 @6 radius  2.0  2.0
004D: jump_if_false GYMBIKE_172
0006: @28 =  0  ;; integer values

:GYMBIKE_172
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_740
00D6: if  1
0038:   $1830 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_187
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $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_187
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_204
04ED: load_animation "GYMNASIUM"

:GYMBIKE_191
00D6: if  0
84EE:   NOT   animation "GYMNASIUM" loaded
004D: jump_if_false GYMBIKE_196
0001: wait  0 ms
0002: jump GYMBIKE_191

:GYMBIKE_196
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMBIKE_198
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false GYMBIKE_203
0001: wait  0 ms
0002: jump GYMBIKE_198

:GYMBIKE_203
0004: $1829 =  1  ;; integer values

:GYMBIKE_204
00D6: if  1
0038:   $1830 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_245
0792: $PLAYER_ACTOR 
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BIKE_GETON" "GYMNASIUM"  4.0  0  0  0  1 -1 
0512: permanent_text_box 'GYM1_60'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false GYMBIKE_218
08D4: 'GYM1_D'  31.0  180.0  178.0  1  1  1  0 $8712 
08DB: $8712  0 'GYM1_89' 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 
0002: jump GYMBIKE_220

:GYMBIKE_218
08D4: 'GYM1_D'  31.0  150.0  178.0  1  1  1  0 $8712 
08DB: $8712  0 'GYM1_89' 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 

:GYMBIKE_220
090E: $8712  0 

:GYMBIKE_221
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_243
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false GYMBIKE_234
03E6: remove_text_box
08DA: $8712 
0004: $8718 =  0  ;; integer values
0002: jump GYMBIKE_606

:GYMBIKE_234
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMBIKE_242
03E6: remove_text_box
08D7: $8712 $8718 
0008: $8718 +=  1  ;; integer values
08DA: $8712 
0002: jump GYMBIKE_243

:GYMBIKE_242
0002: jump GYMBIKE_221

:GYMBIKE_243
0004: $1830 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:GYMBIKE_245
00D6: if  1
0038:   $1830 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_259
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BIKE_GETON" 
004D: jump_if_false GYMBIKE_259
0613: $PLAYER_ACTOR "GYM_BIKE_GETON" @15 
00D6: if  0
0043:   @15 ==  1.0  ;; floating-point values
004D: jump_if_false GYMBIKE_259
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BIKE_SLOW" "GYMNASIUM"  4.0  1  0  0  1 -1 
075A: $8724 "PEDALS_SLOW" "GYMNASIUM"  4.0  1 -1 
0004: $1830 =  4  ;; integer values

:GYMBIKE_259
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_277
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BIKE_SLOW" 
004D: jump_if_false GYMBIKE_277
0613: $PLAYER_ACTOR "GYM_BIKE_SLOW" @15 
00D6: if  0
0043:   @15 ==  0.0  ;; floating-point values
004D: jump_if_false GYMBIKE_277
0612: $PLAYER_ACTOR "GYM_BIKE_SLOW"  0 
04F7: status_text $8717  1 line  1 'GYM1_1'
04F7: status_text $8718  0 line  2 'GYM1_4'
04F7: status_text $8719  0 line  3 'GYM1_3'
0006: @21 =  1  ;; integer values
0004: $1830 =  5  ;; integer values
0006: @33 =  0  ;; integer values

:GYMBIKE_277
00D6: if  1
0038:   $1830 ==  5  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_740
00D6: if  0
0038:   $8713 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_286
0512: permanent_text_box 'GYM1_40'
0004: $8713 =  1  ;; integer values

:GYMBIKE_286
00D6: if  1
0019:   @33 >  4000  ;; integer values
0038:   $8713 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_293
03E6: remove_text_box
0512: permanent_text_box 'GYM1_41'
0004: $8713 =  2  ;; integer values

:GYMBIKE_293
00D6: if  1
0019:   @33 >  8000  ;; integer values
0038:   $8713 ==  2  ;; integer values
004D: jump_if_false GYMBIKE_299
03E6: remove_text_box
0004: $8713 =  101  ;; integer values

:GYMBIKE_299
0653: @19 = stat  22 (stamina)  ; 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  .35  ;; floating-point 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMBIKE_312
00D6: if  0
0039:   @22 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_312
005B: @14 += @16  ;; floating-point values 
0006: @22 =  1  ;; integer values

:GYMBIKE_312
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false GYMBIKE_319
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_319
0006: @22 =  0  ;; integer values

:GYMBIKE_319
00D6: if  0
0023:    0.0 > @14  ;; floating-point values
004D: jump_if_false GYMBIKE_323
0007: @14 =  0.0  ;; floating-point values

:GYMBIKE_323
00D6: if  0
0021:   @14 >  100.0  ;; floating-point values
004D: jump_if_false GYMBIKE_327
0007: @14 =  100.0  ;; floating-point values

:GYMBIKE_327
00D6: if  0
0039:   @21 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_338
00D6: if  0
0611: $PLAYER_ACTOR "GYM_BIKE_SLOW" 
004D: jump_if_false GYMBIKE_338
0612: $PLAYER_ACTOR "GYM_BIKE_SLOW"  1 
0393: $PLAYER_ACTOR "GYM_BIKE_SLOW"  .5 
0836: $8724 "PEDALS_SLOW"  .5 
0006: @32 =  0  ;; integer values
0006: @21 =  2  ;; integer values

:GYMBIKE_338
00D6: if  1
0039:   @21 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_725
0653: @19 = stat  22 (stamina)  ; float
0017: @19 /=  200.0  ;; floating-point values 
00D6: if  0
0023:    0.0 > @19  ;; floating-point values
004D: jump_if_false GYMBIKE_348
0007: @19 =  0.0  ;; floating-point values

:GYMBIKE_348
0090: $8725 = float_to_integer @19  
0084: $8726 = $8718  ;; integer values and handles
0060: $8726 -= $8725  ;; integer values
00D6: if  0
0043:   @14 ==  0.0  ;; floating-point values
004D: jump_if_false GYMBIKE_363
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_363
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BIKE_STILL" "GYMNASIUM"  4.0  1  0  0  1 -1 
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_363
00D6: if  0
0039:   @24 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_376
00D6: if  1
001A:    3 > $8726  ;; integer values
8043:   NOT   @14 ==  0.0  ;; floating-point values
004D: jump_if_false GYMBIKE_376
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BIKE_SLOW" "GYMNASIUM"  4.0  1  0  0  1 -1 
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_376
00D6: if  0
0039:   @25 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_390
00D6: if  2
0018:   $8726 >  2  ;; integer values
001A:    7 > $8726  ;; integer values
8043:   NOT   @14 ==  0.0  ;; floating-point values
004D: jump_if_false GYMBIKE_390
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BIKE_FAST" "GYMNASIUM"  4.0  1  0  0  1 -1 
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_390
00D6: if  0
0039:   @26 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_404
00D6: if  2
0018:   $8726 >  6  ;; integer values
001A:    11 > $8726  ;; integer values
8043:   NOT   @14 ==  0.0  ;; floating-point values
004D: jump_if_false GYMBIKE_404
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BIKE_FASTER" "GYMNASIUM"  4.0  1  0  0  1 -1 
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_404
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GYMBIKE_425
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_425
00D6: if  1
0018:   $8718 >  0  ;; integer values
001A:    10 > $8718  ;; integer values
004D: jump_if_false GYMBIKE_425
0008: $8718 +=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false GYMBIKE_419
097B: @0  1116 

:GYMBIKE_419
000F: @14 -=  20.0  ;; floating-point values
00D6: if  0
0023:    0.0 > @14  ;; floating-point values
004D: jump_if_false GYMBIKE_424
0007: @14 =  0.0  ;; floating-point values

:GYMBIKE_424
0006: @27 =  1  ;; integer values

:GYMBIKE_425
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false GYMBIKE_441
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_441
00D6: if  1
0018:   $8718 >  1  ;; integer values
001A:    11 > $8718  ;; integer values
004D: jump_if_false GYMBIKE_441
000C: $8718 -=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false GYMBIKE_440
097B: @0  1116 

:GYMBIKE_440
0006: @27 =  2  ;; integer values

:GYMBIKE_441
00D6: if  0
80E1:   NOT   key_pressed  0  11
004D: jump_if_false GYMBIKE_448
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_448
0006: @27 =  0  ;; integer values

:GYMBIKE_448
00D6: if  0
80E1:   NOT   key_pressed  0  10
004D: jump_if_false GYMBIKE_455
00D6: if  0
0039:   @27 ==  2  ;; integer values
004D: jump_if_false GYMBIKE_455
0006: @27 =  0  ;; integer values

:GYMBIKE_455
00D6: if  0
0038:   $8718 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_459
0007: @17 =  6.5  ;; floating-point values

:GYMBIKE_459
00D6: if  0
0038:   $8718 ==  2  ;; integer values
004D: jump_if_false GYMBIKE_463
0007: @17 =  5.9  ;; floating-point values

:GYMBIKE_463
00D6: if  0
0038:   $8718 ==  3  ;; integer values
004D: jump_if_false GYMBIKE_467
0007: @17 =  5.0  ;; floating-point values

:GYMBIKE_467
00D6: if  0
0038:   $8718 ==  4  ;; integer values
004D: jump_if_false GYMBIKE_471
0007: @17 =  4.3  ;; floating-point values

:GYMBIKE_471
00D6: if  0
0038:   $8718 ==  5  ;; integer values
004D: jump_if_false GYMBIKE_475
0007: @17 =  3.7  ;; floating-point values

:GYMBIKE_475
00D6: if  0
0038:   $8718 ==  6  ;; integer values
004D: jump_if_false GYMBIKE_479
0007: @17 =  2.9  ;; floating-point values

:GYMBIKE_479
00D6: if  0
0038:   $8718 ==  7  ;; integer values
004D: jump_if_false GYMBIKE_483
0007: @17 =  2.2  ;; floating-point values

:GYMBIKE_483
00D6: if  0
0038:   $8718 ==  8  ;; integer values
004D: jump_if_false GYMBIKE_487
0007: @17 =  1.5  ;; floating-point values

:GYMBIKE_487
00D6: if  0
0038:   $8718 ==  9  ;; integer values
004D: jump_if_false GYMBIKE_491
0007: @17 =  1.1  ;; floating-point values

:GYMBIKE_491
00D6: if  0
0038:   $8718 ==  10  ;; integer values
004D: jump_if_false GYMBIKE_495
0007: @17 =  .7  ;; floating-point values

:GYMBIKE_495
00D6: if  0
0031:   @14 >=  0.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_502
00D6: if  0
0033:    10.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_502
0007: @18 =  .9  ;; floating-point values

:GYMBIKE_502
00D6: if  0
0031:   @14 >=  11.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_509
00D6: if  0
0033:    20.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_509
0007: @18 =  1.0  ;; floating-point values

:GYMBIKE_509
00D6: if  0
0031:   @14 >=  21.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_516
00D6: if  0
0033:    30.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_516
0007: @18 =  1.1  ;; floating-point values

:GYMBIKE_516
00D6: if  0
0031:   @14 >=  31.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_523
00D6: if  0
0033:    40.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_523
0007: @18 =  1.2  ;; floating-point values

:GYMBIKE_523
00D6: if  0
0031:   @14 >=  41.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_530
00D6: if  0
0033:    50.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_530
0007: @18 =  1.3  ;; floating-point values

:GYMBIKE_530
00D6: if  0
0031:   @14 >=  51.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_537
00D6: if  0
0033:    60.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_537
0007: @18 =  1.4  ;; floating-point values

:GYMBIKE_537
00D6: if  0
0031:   @14 >=  61.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_544
00D6: if  0
0033:    70.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_544
0007: @18 =  1.5  ;; floating-point values

:GYMBIKE_544
00D6: if  0
0031:   @14 >=  71.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_551
00D6: if  0
0033:    80.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_551
0007: @18 =  1.6  ;; floating-point values

:GYMBIKE_551
00D6: if  0
0031:   @14 >=  81.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_558
00D6: if  0
0033:    90.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_558
0007: @18 =  1.7  ;; floating-point values

:GYMBIKE_558
00D6: if  0
0031:   @14 >=  91.0  ;; floating-point values 
004D: jump_if_false GYMBIKE_565
00D6: if  0
0033:    100.0 >= @14  ;; floating-point values 
004D: jump_if_false GYMBIKE_565
0007: @18 =  1.8  ;; floating-point values

:GYMBIKE_565
00D6: if  1
0611: $PLAYER_ACTOR "GYM_BIKE_SLOW" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_570
0393: $PLAYER_ACTOR "GYM_BIKE_SLOW" @18 

:GYMBIKE_570
00D6: if  1
0837: $8724 "PEDALS_SLOW" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_575
0836: $8724 "PEDALS_SLOW" @18 

:GYMBIKE_575
00D6: if  1
0611: $PLAYER_ACTOR "GYM_BIKE_FAST" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_580
0393: $PLAYER_ACTOR "GYM_BIKE_FAST" @18 

:GYMBIKE_580
00D6: if  1
0837: $8724 "PEDALS_MED" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_585
0836: $8724 "PEDALS_MED" @18 

:GYMBIKE_585
00D6: if  1
0611: $PLAYER_ACTOR "GYM_BIKE_FASTER" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_590
0393: $PLAYER_ACTOR "GYM_BIKE_FASTER" @18 

:GYMBIKE_590
00D6: if  1
0837: $8724 "PEDALS_FAST" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_595
0836: $8724 "PEDALS_FAST" @18 

:GYMBIKE_595
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMBIKE_665
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMBIKE_603
0005: $5349 =  0.0  ;; floating-point values

:GYMBIKE_603
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_665

:GYMBIKE_606
015B:  0  1  1 
0623: add $8719 to_stats  29
0085: @31 = @33  ;; integer values and handles
0016: @31 /=  1000  ;; integer values 
0623: add @31 to_stats  45
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_616
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_BIKE_GETOFF" "GYMNASIUM"  4.0  0  0  0  0 -1 
075A: $8724 "PEDALS_STILL" "GYMNASIUM"  4.0  0 -1 

:GYMBIKE_616
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: $8718 =  0  ;; integer values
0004: $8719 =  0  ;; integer values
0005: $8721 =  0.0  ;; floating-point values
0005: $8720 =  0.0  ;; floating-point values
0004: $8717 =  0  ;; integer values
0007: @14 =  0.0  ;; floating-point values
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false GYMBIKE_636
062A: change_stat  21 (fat) to  0.0  ; float

:GYMBIKE_636
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GYMBIKE_640
0382: set_object @0 collision_detection  1

:GYMBIKE_640
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 $8717
0151: remove_status_text $8718
0151: remove_status_text $8719
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMBIKE_655
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:GYMBIKE_655
0006: @28 =  1  ;; integer values
08DA: $8712 
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:GYMBIKE_660
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMBIKE_665
0001: wait  0 ms
0002: jump GYMBIKE_660

:GYMBIKE_665
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GYMBIKE_685
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false GYMBIKE_685
00D6: if  0
0021:   @14 >  10.0  ;; floating-point values
004D: jump_if_false GYMBIKE_680
00D6: if  0
0038:   $8732 ==  0  ;; integer values
004D: jump_if_false GYMBIKE_679
097B: @0  1113 
0004: $8732 =  1  ;; integer values

:GYMBIKE_679
0002: jump GYMBIKE_685

:GYMBIKE_680
00D6: if  0
0038:   $8732 ==  1  ;; integer values
004D: jump_if_false GYMBIKE_685
097B: @0  1114 
0004: $8732 =  0  ;; integer values

:GYMBIKE_685
00D6: if  0
0019:   @32 >  250  ;; integer values
004D: jump_if_false GYMBIKE_725
000E: @32 -=  250  ;; integer values
0088: $8720 = @14  ;; floating-point values only
0015: $8720 /=  10.0  ;; floating-point values
008D: $6 = integer_to_float $8718
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  0
0030:   $4 >=  400.0  ;; floating-point values
004D: jump_if_false GYMBIKE_715
000D: $4 -=  400.0  ;; floating-point values
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false GYMBIKE_705
0626:  21  8.0 

:GYMBIKE_705
00D6: if  0
0038:   $8733 ==  3  ;; integer values
004D: jump_if_false GYMBIKE_712
0004: $8733 =  0  ;; integer values
0624:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0002: jump GYMBIKE_715

:GYMBIKE_712
0A1F:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0008: $8733 +=  1  ;; integer values

:GYMBIKE_715
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMBIKE_720
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMBIKE_720
00D6: if  0
8028:   NOT   $8719 >=  999999  ;; integer values
004D: jump_if_false GYMBIKE_725
0059: $8721 += $8720  ;; floating-point values
008C: $8719 = float_to_integer $8721

:GYMBIKE_725
0008: $8722 +=  1  ;; integer values
0084: $8731 = $8717  ;; integer values and handles
000C: $8731 -=  100  ;; integer values
00D6: if  0
0018:   $8731 > -40  ;; integer values
004D: jump_if_false GYMBIKE_732
0004: $8731 = -40  ;; integer values

:GYMBIKE_732
00D6: if  0
002C:   $8722 >= $8731  ;; integer values 
004D: jump_if_false GYMBIKE_739
0004: $8722 =  0  ;; integer values
0010: $8717 *=  12  ;; integer values
0014: $8717 /=  10  ;; integer values
015B:  0  100 $8717 

:GYMBIKE_739
0090: $8717 = float_to_integer @14  

:GYMBIKE_740
0002: jump GYMBIKE_113
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GYMDUMB

03A4: name_thread 'GYMDUMB'
0004: $8764 =  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  0
0039:   @23 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_14
029B: @0 = init_object #BEACHTOWEL04 at  0.0  0.0  0.0

:GYMDUMB_14
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GYMDUMB_19
01BB: store_object @0 position_to @4 @5 @6
0176: @12 = object @0 z_angle

:GYMDUMB_19
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 *=  .95  ;; floating-point values 
0013: @11 *=  .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 *=  .95  ;; floating-point values 
0013: @11 *=  .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 *=  .2  ;; floating-point values 
0013: @11 *=  .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: @25 @0  .05  .2  .3  0.0  90.0  90.0 
0107: @26 = create_object #KMB_DUMBBELL_L at @2 @3 @6
069A: @26 @0  .05 -.2  .3  0.0  90.0  90.0 
000B: @6 +=  .1  ;; floating-point values
0004: $8718 =  1  ;; integer values
0004: $1829 =  0  ;; integer values

:GYMDUMB_72
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false GYMDUMB_79
0108: destroy_object @25
0108: destroy_object @26
004E: end_thread

:GYMDUMB_79
00D6: if  0
8977:   NOT @0 
004D: jump_if_false GYMDUMB_85
0108: destroy_object @25
0108: destroy_object @26
004E: end_thread

:GYMDUMB_85
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GYMDUMB_926
00D6: if  0
0038:   $1830 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_146
00D6: if  1
0039:   @17 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false GYMDUMB_146
00D6: if  0
0039:   @21 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_141
00D6: if  21
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @4 @5 @6 radius  1.2  1.2  4.0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $8775 $8776 @6 radius  1.2  1.2  4.0
004D: jump_if_false GYMDUMB_135
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @4 @5 @6 radius  1.2  1.2  4.0
004D: jump_if_false GYMDUMB_107
0004: $8772 =  0  ;; integer values
0002: jump GYMDUMB_108

:GYMDUMB_107
0004: $8772 =  1  ;; integer values

:GYMDUMB_108
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_113
0512: permanent_text_box 'GYM1_85'
0006: @27 =  1  ;; integer values

:GYMDUMB_113
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GYMDUMB_134
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_133
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false GYMDUMB_131
0006: @17 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0004: $8714 =  0  ;; integer values
0002: jump GYMDUMB_132

:GYMDUMB_131
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMDUMB_132
0002: jump GYMDUMB_134

:GYMDUMB_133
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMDUMB_134
0002: jump GYMDUMB_140

:GYMDUMB_135
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_140
03E6: remove_text_box
0006: @27 =  0  ;; integer values

:GYMDUMB_140
0002: jump GYMDUMB_146

:GYMDUMB_141
00D6: if  21
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @4 @5 radius  2.0  2.0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $8775 $8776 radius  2.0  2.0
004D: jump_if_false GYMDUMB_146
0006: @21 =  0  ;; integer values

:GYMDUMB_146
00D6: if  0
0039:   @17 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_926
00D6: if  1
0038:   $1830 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_169
0619: $PLAYER_ACTOR  0 
00D6: if  0
0038:   $8772 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_162
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $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_166

:GYMDUMB_162
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $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_166
0159: camera_on_ped $PLAYER_ACTOR  15  2
0004: $1830 =  2  ;; integer values
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0

:GYMDUMB_169
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_187
04ED: load_animation "FREEWEIGHTS"
054C: use_GXT_table 'GYM'

:GYMDUMB_174
00D6: if  0
84EE:   NOT   animation "FREEWEIGHTS" loaded
004D: jump_if_false GYMDUMB_179
0001: wait  0 ms
0002: jump GYMDUMB_174

:GYMDUMB_179
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMDUMB_181
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false GYMDUMB_186
0001: wait  0 ms
0002: jump GYMDUMB_181

:GYMDUMB_186
0004: $1829 =  1  ;; integer values

:GYMDUMB_187
00D6: if  1
0038:   $1830 ==  2  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_225
0512: permanent_text_box 'GYM1_71'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_199
08D4: 'GYM1_G'  31.0  180.0  184.0  1  1  1  0 $8759 
08DB: $8759  0 'GYM1_72' 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY' 
0002: jump GYMDUMB_201

:GYMDUMB_199
08D4: 'GYM1_G'  31.0  150.0  184.0  1  1  1  0 $8759 
08DB: $8759  0 'GYM1_72' 'GYM1_26' 'GYM1_27' 'GYM1_28' 'GYM1_29' 'GYM1_30' 'GYM1_31' 'GYM1_32' 'GYM1_33' 'GYM1_34' 'GYM1_35' 'DUMMY' 'DUMMY' 

:GYMDUMB_201
090E: $8759  0 

:GYMDUMB_202
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_222
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false GYMDUMB_214
03E6: remove_text_box
08DA: $8759 
0002: jump GYMDUMB_858

:GYMDUMB_214
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMDUMB_221
03E6: remove_text_box
08D7: $8759 $8764 
08DA: $8759 
0002: jump GYMDUMB_222

:GYMDUMB_221
0002: jump GYMDUMB_202

:GYMDUMB_222
0006: @19 =  1  ;; integer values
0006: @18 =  1  ;; integer values
0004: $1830 =  3  ;; integer values

:GYMDUMB_225
00D6: if  1
0038:   $1830 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_312
00D6: if  0
0038:   $8764 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_234
0005: $8762 =  1.0  ;; floating-point values
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_234
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_239
0005: $8762 =  2.0  ;; floating-point values
0005: $8768 =  5.2  ;; floating-point values

:GYMDUMB_239
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_244
0005: $8762 =  3.0  ;; floating-point values
0005: $8768 =  5.3  ;; floating-point values

:GYMDUMB_244
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_249
0005: $8762 =  4.0  ;; floating-point values
0005: $8768 =  5.5  ;; floating-point values

:GYMDUMB_249
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_254
0005: $8762 =  5.0  ;; floating-point values
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_254
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false GYMDUMB_259
0005: $8762 =  6.0  ;; floating-point values
0005: $8768 =  6.5  ;; floating-point values

:GYMDUMB_259
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false GYMDUMB_264
0005: $8762 =  7.0  ;; floating-point values
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_264
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false GYMDUMB_269
0005: $8762 =  8.0  ;; floating-point values
0005: $8768 =  7.5  ;; floating-point values

:GYMDUMB_269
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false GYMDUMB_274
0005: $8762 =  9.0  ;; floating-point values
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_274
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false GYMDUMB_279
0005: $8762 =  10.0  ;; floating-point values
0005: $8768 =  8.5  ;; floating-point values

:GYMDUMB_279
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_283
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_PICKUP" "FREEWEIGHTS"  4.0  0  0  0  1 -1 

:GYMDUMB_283
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_312
00D6: if  1
0611: $PLAYER_ACTOR "GYM_FREE_PICKUP" 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_312
0613: $PLAYER_ACTOR "GYM_FREE_PICKUP" $1826 

:GYMDUMB_292
00D6: if  0
8020:   NOT   $1826 >  .7789  ;; floating-point values
004D: jump_if_false GYMDUMB_301
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_300
0613: $PLAYER_ACTOR "GYM_FREE_PICKUP" $1826 

:GYMDUMB_300
0002: jump GYMDUMB_292

:GYMDUMB_301
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_310
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_310
070A: unknown_action_sequence $PLAYER_ACTOR @25  0.0  0.0  0.0  6  16 "NULL" "NULL" -1 
09A0: $PLAYER_ACTOR @26  0.0  0.0  0.0  5  16 "NULL" "NULL" -1 

:GYMDUMB_310
0004: $1830 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:GYMDUMB_312
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_362
00D6: if  0
0611: $PLAYER_ACTOR "GYM_FREE_PICKUP" 
004D: jump_if_false GYMDUMB_362
0613: $PLAYER_ACTOR "GYM_FREE_PICKUP" $1816 
00D6: if  0
0042:   $1816 ==  1.0  ;; floating-point values
004D: jump_if_false GYMDUMB_362
00D6: if  0
0038:   $8761 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_328
0512: permanent_text_box 'GYM1_36'
0004: $8761 =  1  ;; integer values

:GYMDUMB_328
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false GYMDUMB_334
0005: $1817 =  0.0  ;; floating-point values

:GYMDUMB_334
0086: $8765 = $1817  ;; floating-point values only
0009: $8765 +=  30.0  ;; floating-point values
00D6: if  0
0020:   $8765 >  75.0  ;; floating-point values
004D: jump_if_false GYMDUMB_340
0005: $8765 =  75.0  ;; floating-point values

:GYMDUMB_340
008D: $8767 = integer_to_float $8763
0086: $1823 = $8765  ;; floating-point values only
0061: $1823 -= $8762  ;; floating-point values
00D6: if  0
0032:    18.0 >= $1823  ;; floating-point values
004D: jump_if_false GYMDUMB_347
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_B" "FREEWEIGHTS"  8.0  0  0  0  1 -1 

:GYMDUMB_347
00D6: if  0
0020:   $1823 >  18.0  ;; floating-point values
004D: jump_if_false GYMDUMB_354
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false GYMDUMB_354
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_A" "FREEWEIGHTS"  8.0  0  0  0  1 -1 

:GYMDUMB_354
00D6: if  0
0020:   $1823 >  24.0  ;; floating-point values
004D: jump_if_false GYMDUMB_358
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_UP_SMOOTH" "FREEWEIGHTS"  8.0  0  0  0  1 -1 

:GYMDUMB_358
04F7: status_text $1818  1 line  1 'GYM1_1'
04F7: status_text $8763  0 line  2 'GYM1_2'
0004: $1813 =  1  ;; integer values
0004: $1830 =  5  ;; integer values

:GYMDUMB_362
00D6: if  1
0038:   $1830 ==  5  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_825
00D6: if  1
0019:   @32 >  4000  ;; integer values
0038:   $8761 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_373
03E6: remove_text_box
0512: permanent_text_box 'GYM1_25'
0004: $8761 =  2  ;; integer values

:GYMDUMB_373
00D6: if  1
0019:   @32 >  8000  ;; integer values
0038:   $8761 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_379
03E6: remove_text_box
0004: $8761 =  101  ;; integer values

:GYMDUMB_379
0653: $1817 = stat  23 (muscle)  ; float
0015: $1817 /=  30.0  ;; floating-point values
00D6: if  0
0022:    0.0 > $1817  ;; floating-point values
004D: jump_if_false GYMDUMB_385
0005: $1817 =  0.0  ;; floating-point values

:GYMDUMB_385
0086: $8765 = $1817  ;; floating-point values only
0009: $8765 +=  20.0  ;; floating-point values
00D6: if  0
0020:   $8765 >  75.0  ;; floating-point values
004D: jump_if_false GYMDUMB_391
0005: $8765 =  75.0  ;; floating-point values

:GYMDUMB_391
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_398
0015: $8762 /=  2.0  ;; floating-point values
0080: $8766 -= unknown_inaccurate_float_timer $8762  ;; floating-point 
0011: $8762 *=  2.0  ;; floating-point values

:GYMDUMB_398
00D6: if  0
0038:   $1813 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_402
007E: $8766 -= unknown_inaccurate_float_timer  2.0  ;; floating-point values

:GYMDUMB_402
00D6: if  0
80E1:   NOT   key_pressed  0  17
004D: jump_if_false GYMDUMB_409
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_409
0006: @20 =  0  ;; integer values

:GYMDUMB_409
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false GYMDUMB_416
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_416
0006: @20 =  2  ;; integer values

:GYMDUMB_416
00D6: if  21
0038:   $1813 ==  1  ;; integer values
0038:   $1813 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_438
00D6: if  1
00E1:   key_pressed  0  16
80E1:   NOT   key_pressed  0  17
004D: jump_if_false GYMDUMB_429
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false GYMDUMB_429
0059: $8766 += $8765  ;; floating-point values
0006: @20 =  1  ;; integer values

:GYMDUMB_429
00D6: if  1
00E1:   key_pressed  0  17
80E1:   NOT   key_pressed  0  16
004D: jump_if_false GYMDUMB_438
00D6: if  0
0039:   @20 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_438
0059: $8766 += $8765  ;; floating-point values
0006: @20 =  3  ;; integer values

:GYMDUMB_438
00D6: if  0
0022:    0.0 > $8766  ;; floating-point values
004D: jump_if_false GYMDUMB_442
0005: $8766 =  0.0  ;; floating-point values

:GYMDUMB_442
00D6: if  0
0030:   $8766 >=  100.0  ;; floating-point values
004D: jump_if_false GYMDUMB_450
0005: $8766 =  100.0  ;; floating-point values
00D6: if  0
0038:   $1813 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_450
0004: $1813 =  2  ;; integer values

:GYMDUMB_450
00D6: if  0
0020:   $8766 >  25.0  ;; floating-point values
004D: jump_if_false GYMDUMB_454
0947: $PLAYER_ACTOR  354 $8780 

:GYMDUMB_454
00D6: if  0
0038:   $1813 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_463
00D6: if  0
0042:   $1819 ==  1.0  ;; floating-point values
004D: jump_if_false GYMDUMB_463
0006: @20 =  0  ;; integer values
0004: $1813 =  3  ;; integer values
0006: @33 =  0  ;; integer values

:GYMDUMB_463
00D6: if  1
0038:   $1813 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_738
00D6: if  0
8028:   NOT   $8763 >=  999999  ;; integer values
004D: jump_if_false GYMDUMB_471
0008: $8763 +=  1  ;; integer values

:GYMDUMB_471
0871: init_jump_table $8764 total_jumps  10  0 GYMDUMB_493 jumps  0 GYMDUMB_473  1 GYMDUMB_475  2 GYMDUMB_477  3 GYMDUMB_479  4 GYMDUMB_481  5 GYMDUMB_483  6 GYMDUMB_485 
0872: jump_table_jumps  7 GYMDUMB_487  8 GYMDUMB_489  9 GYMDUMB_491 -1 GYMDUMB_493 -1 GYMDUMB_493 -1 GYMDUMB_493 -1 GYMDUMB_493 -1 GYMDUMB_493 -1 GYMDUMB_493 

:GYMDUMB_473
0004: $8771 =  20  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_475
0004: $8771 =  30  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_477
0004: $8771 =  40  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_479
0004: $8771 =  50  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_481
0004: $8771 =  60  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_483
0004: $8771 =  70  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_485
0004: $8771 =  80  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_487
0004: $8771 =  90  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_489
0004: $8771 =  100  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_491
0004: $8771 =  110  ;; integer values
0002: jump GYMDUMB_493

:GYMDUMB_493
0652: $8770 = stat  47 ()  ; integer
00D6: if  0
001C:   $8771 > $8770  ;; integer values
004D: jump_if_false GYMDUMB_498
0629: change_stat  47 () to $8771  ; integer see statdisp.dat

:GYMDUMB_498
0653: $8779 = stat  23 (muscle)  ; float
00D6: if  0
0022:    1000.0 > $8779  ;; floating-point values
004D: jump_if_false GYMDUMB_542
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_506
0005: $8768 =  1.0  ;; floating-point values

:GYMDUMB_506
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_510
0005: $8768 =  1.2  ;; floating-point values

:GYMDUMB_510
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_514
0005: $8768 =  1.3  ;; floating-point values

:GYMDUMB_514
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_518
0005: $8768 =  1.5  ;; floating-point values

:GYMDUMB_518
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false GYMDUMB_522
0005: $8768 =  2.0  ;; floating-point values

:GYMDUMB_522
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false GYMDUMB_526
0005: $8768 =  2.5  ;; floating-point values

:GYMDUMB_526
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false GYMDUMB_530
0005: $8768 =  3.0  ;; floating-point values

:GYMDUMB_530
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false GYMDUMB_534
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_534
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false GYMDUMB_538
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_538
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false GYMDUMB_542
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_542
00D6: if  0
0022:    800.0 > $8779  ;; floating-point values
004D: jump_if_false GYMDUMB_585
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_549
0005: $8768 =  2.0  ;; floating-point values

:GYMDUMB_549
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_553
0005: $8768 =  2.2  ;; floating-point values

:GYMDUMB_553
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_557
0005: $8768 =  2.3  ;; floating-point values

:GYMDUMB_557
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_561
0005: $8768 =  2.5  ;; floating-point values

:GYMDUMB_561
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false GYMDUMB_565
0005: $8768 =  3.0  ;; floating-point values

:GYMDUMB_565
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false GYMDUMB_569
0005: $8768 =  3.5  ;; floating-point values

:GYMDUMB_569
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false GYMDUMB_573
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_573
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false GYMDUMB_577
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_577
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false GYMDUMB_581
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_581
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false GYMDUMB_585
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_585
00D6: if  0
0022:    600.0 > $8779  ;; floating-point values
004D: jump_if_false GYMDUMB_628
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_592
0005: $8768 =  3.0  ;; floating-point values

:GYMDUMB_592
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_596
0005: $8768 =  3.2  ;; floating-point values

:GYMDUMB_596
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_600
0005: $8768 =  3.3  ;; floating-point values

:GYMDUMB_600
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_604
0005: $8768 =  3.5  ;; floating-point values

:GYMDUMB_604
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false GYMDUMB_608
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_608
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false GYMDUMB_612
0005: $8768 =  4.5  ;; floating-point values

:GYMDUMB_612
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false GYMDUMB_616
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_616
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false GYMDUMB_620
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_620
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false GYMDUMB_624
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_624
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false GYMDUMB_628
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_628
00D6: if  0
0022:    400.0 > $8779  ;; floating-point values
004D: jump_if_false GYMDUMB_671
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_635
0005: $8768 =  4.0  ;; floating-point values

:GYMDUMB_635
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_639
0005: $8768 =  4.2  ;; floating-point values

:GYMDUMB_639
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_643
0005: $8768 =  4.3  ;; floating-point values

:GYMDUMB_643
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_647
0005: $8768 =  4.5  ;; floating-point values

:GYMDUMB_647
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false GYMDUMB_651
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_651
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false GYMDUMB_655
0005: $8768 =  5.5  ;; floating-point values

:GYMDUMB_655
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false GYMDUMB_659
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_659
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false GYMDUMB_663
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_663
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false GYMDUMB_667
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_667
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false GYMDUMB_671
0005: $8768 =  9.0  ;; floating-point values

:GYMDUMB_671
00D6: if  0
0022:    200.0 > $8779  ;; floating-point values
004D: jump_if_false GYMDUMB_714
00D6: if  0
0038:   $8764 ==  1  ;; integer values
004D: jump_if_false GYMDUMB_678
0005: $8768 =  5.0  ;; floating-point values

:GYMDUMB_678
00D6: if  0
0038:   $8764 ==  2  ;; integer values
004D: jump_if_false GYMDUMB_682
0005: $8768 =  5.2  ;; floating-point values

:GYMDUMB_682
00D6: if  0
0038:   $8764 ==  3  ;; integer values
004D: jump_if_false GYMDUMB_686
0005: $8768 =  5.3  ;; floating-point values

:GYMDUMB_686
00D6: if  0
0038:   $8764 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_690
0005: $8768 =  5.5  ;; floating-point values

:GYMDUMB_690
00D6: if  0
0038:   $8764 ==  5  ;; integer values
004D: jump_if_false GYMDUMB_694
0005: $8768 =  6.0  ;; floating-point values

:GYMDUMB_694
00D6: if  0
0038:   $8764 ==  6  ;; integer values
004D: jump_if_false GYMDUMB_698
0005: $8768 =  6.5  ;; floating-point values

:GYMDUMB_698
00D6: if  0
0038:   $8764 ==  7  ;; integer values
004D: jump_if_false GYMDUMB_702
0005: $8768 =  7.0  ;; floating-point values

:GYMDUMB_702
00D6: if  0
0038:   $8764 ==  8  ;; integer values
004D: jump_if_false GYMDUMB_706
0005: $8768 =  7.5  ;; floating-point values

:GYMDUMB_706
00D6: if  0
0038:   $8764 ==  9  ;; integer values
004D: jump_if_false GYMDUMB_710
0005: $8768 =  8.0  ;; floating-point values

:GYMDUMB_710
00D6: if  0
0038:   $8764 ==  10  ;; integer values
004D: jump_if_false GYMDUMB_714
0005: $8768 =  8.5  ;; floating-point values

:GYMDUMB_714
00D6: if  0
0038:   $8781 ==  8  ;; integer values
004D: jump_if_false GYMDUMB_721
0004: $8781 =  0  ;; integer values
0624:  23 $8768 
0059: $5349 += $8768  ;; floating-point values
0002: jump GYMDUMB_724

:GYMDUMB_721
0A1F:  23 $8768 
0008: $8781 +=  1  ;; integer values
0059: $5349 += $8768  ;; floating-point values

:GYMDUMB_724
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMDUMB_729
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMDUMB_729
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false GYMDUMB_734
0626:  21  1.0 

:GYMDUMB_734
015B:  0  200  200 
0947: $PLAYER_ACTOR  355 $8780 
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_DOWN" "FREEWEIGHTS"  8.0  0  0  0  1 -1 
0004: $1813 =  4  ;; integer values

:GYMDUMB_738
00D6: if  1
0038:   $1813 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_767
00D6: if  0
0042:   $8766 ==  0.0  ;; floating-point values
004D: jump_if_false GYMDUMB_767
00D6: if  0
0042:   $1819 ==  0.0  ;; floating-point values
004D: jump_if_false GYMDUMB_767
008D: $8767 = integer_to_float $8763
0086: $1823 = $8765  ;; floating-point values only
0061: $1823 -= $8762  ;; floating-point values
00D6: if  0
0032:    18.0 >= $1823  ;; floating-point values
004D: jump_if_false GYMDUMB_755
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_B" "FREEWEIGHTS"  8.0  0  0  0  1 -1 

:GYMDUMB_755
00D6: if  0
0020:   $1823 >  18.0  ;; floating-point values
004D: jump_if_false GYMDUMB_762
00D6: if  0
0032:    24.0 >= $1823  ;; floating-point values
004D: jump_if_false GYMDUMB_762
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_A" "FREEWEIGHTS"  8.0  0  0  0  1 -1 

:GYMDUMB_762
00D6: if  0
0020:   $1823 >  24.0  ;; floating-point values
004D: jump_if_false GYMDUMB_766
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_UP_SMOOTH" "FREEWEIGHTS"  8.0  0  0  0  1 -1 

:GYMDUMB_766
0004: $1813 =  1  ;; integer values

:GYMDUMB_767
0086: $1820 = $8766  ;; floating-point values only
0015: $1820 /=  100.0  ;; floating-point values
00D6: if  1
0018:   $1813 >  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_805
0086: $1821 = $1820  ;; floating-point values only
0061: $1821 -= $1819  ;; floating-point values
0015: $1821 /=  2.0  ;; floating-point values
00D6: if  1
0022:    .05 > $1821  ;; floating-point values
0020:   $1821 > -.05  ;; floating-point values
004D: jump_if_false GYMDUMB_782
0086: $1819 = $1820  ;; floating-point values only
0002: jump GYMDUMB_783

:GYMDUMB_782
0059: $1819 += $1821  ;; floating-point values

:GYMDUMB_783
00D6: if  0
0038:   $1813 ==  4  ;; integer values
004D: jump_if_false GYMDUMB_793
0005: $1822 =  1.0  ;; floating-point values
0061: $1822 -= $1819  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "GYM_FREE_DOWN" 
004D: jump_if_false GYMDUMB_792
0614: $PLAYER_ACTOR "GYM_FREE_DOWN" $1822 

:GYMDUMB_792
0002: jump GYMDUMB_805

:GYMDUMB_793
00D6: if  0
0611: $PLAYER_ACTOR "GYM_FREE_A" 
004D: jump_if_false GYMDUMB_797
0614: $PLAYER_ACTOR "GYM_FREE_A" $1819 

:GYMDUMB_797
00D6: if  0
0611: $PLAYER_ACTOR "GYM_FREE_B" 
004D: jump_if_false GYMDUMB_801
0614: $PLAYER_ACTOR "GYM_FREE_B" $1819 

:GYMDUMB_801
00D6: if  0
0611: $PLAYER_ACTOR "GYM_FREE_UP_SMOOTH" 
004D: jump_if_false GYMDUMB_805
0614: $PLAYER_ACTOR "GYM_FREE_UP_SMOOTH" $1819 

:GYMDUMB_805
008C: $1818 = float_to_integer $8766
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMDUMB_825
0004: $1818 =  0  ;; integer values

:GYMDUMB_811
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMDUMB_816
0001: wait  0 ms
0002: jump GYMDUMB_811

:GYMDUMB_816
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_820
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_PUTDOWN" "FREEWEIGHTS"  100.0  0  0  0  0 -1 

:GYMDUMB_820
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMDUMB_824
0005: $5349 =  0.0  ;; floating-point values

:GYMDUMB_824
0004: $1830 =  6  ;; integer values

:GYMDUMB_825
00D6: if  1
0038:   $1830 ==  6  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_926
00D6: if  0
0028:   $8763 >=  0  ;; integer values
004D: jump_if_false GYMDUMB_895
00D6: if  0
0611: $PLAYER_ACTOR "GYM_FREE_PUTDOWN" 
004D: jump_if_false GYMDUMB_894
0613: $PLAYER_ACTOR "GYM_FREE_PUTDOWN" $1827 

:GYMDUMB_836
00D6: if  0
8020:   NOT   $1827 >  .3  ;; floating-point values
004D: jump_if_false GYMDUMB_845
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_844
0613: $PLAYER_ACTOR "GYM_FREE_PUTDOWN" $1827 

:GYMDUMB_844
0002: jump GYMDUMB_836

:GYMDUMB_845
070B: $PLAYER_ACTOR  0 
09A1: $PLAYER_ACTOR  0 
069A: @25 @0  0.0  .2  .3  0.0  90.0  90.0 
069A: @26 @0  0.0 -.2  .3  0.0  90.0  90.0 
0613: $PLAYER_ACTOR "GYM_FREE_PUTDOWN" $1816 
00D6: if  1
0042:   $1816 ==  1.0  ;; floating-point values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_894
00D6: if  0
0018:   $8763 >  4  ;; integer values
004D: jump_if_false GYMDUMB_858
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_FREE_CELEBRATE" "FREEWEIGHTS"  8.0  0  0  0  0 -1 

:GYMDUMB_858
0006: @17 =  0  ;; integer values
0004: $1813 =  0  ;; integer values
0006: @21 =  1  ;; integer values
0004: $8764 =  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: $8764 =  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 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false GYMDUMB_876
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMDUMB_876
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false GYMDUMB_881
062A: change_stat  21 (fat) to  0.0  ; float

:GYMDUMB_881
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMDUMB_889
0151: remove_status_text $8763
0151: remove_status_text $1818
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:GYMDUMB_889
04EF: release_animation "FREEWEIGHTS"
040D: unload_wav  4
08DA: $8759 
03E6: remove_text_box
0004: $1829 =  0  ;; integer values

:GYMDUMB_894
0002: jump GYMDUMB_926

:GYMDUMB_895
0006: @17 =  0  ;; integer values
0004: $1813 =  0  ;; integer values
0006: @21 =  1  ;; integer values
0004: $8764 =  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: $8764 =  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 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false GYMDUMB_913
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMDUMB_913
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false GYMDUMB_918
062A: change_stat  21 (fat) to  0.0  ; float

:GYMDUMB_918
0151: remove_status_text $8763
0151: remove_status_text $1818
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 
08DA: $8759 
03E6: remove_text_box
0004: $1829 =  0  ;; integer values

:GYMDUMB_926
0002: jump GYMDUMB_72
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START GYMTREAD

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  0
0039:   @28 ==  1  ;; integer values
004D: jump_if_false GYMTREA_37
029B: @0 = init_object #BEACHTOWEL03 at  0.0  0.0  0.0

:GYMTREA_37
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GYMTREA_43
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_43
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 +=  .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 +=  .1  ;; floating-point values
0004: $1829 =  0  ;; integer values

:GYMTREA_71
0001: wait  0 ms
00D6: if  0
83CA:   NOT   object @0 exists
004D: jump_if_false GYMTREA_76
004E: end_thread

:GYMTREA_76
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false GYMTREA_717
00D6: if  1
0038:   $1830 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_128
00D6: if  1
0038:   $1831 ==  0  ;; integer values
8A0C:   NOT $PLAYER_CHAR 
004D: jump_if_false GYMTREA_128
00D6: if  0
0038:   $1840 ==  0  ;; integer values
004D: jump_if_false GYMTREA_124
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot @1 @2 @3 radius  1.2  1.2  4.0
004D: jump_if_false GYMTREA_118
00D6: if  0
0039:   @27 ==  0  ;; integer values
004D: jump_if_false GYMTREA_98
0512: permanent_text_box 'GYM1_81'
0006: @27 =  1  ;; integer values

:GYMTREA_98
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GYMTREA_117
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $2412 ==  1  ;; integer values
004D: jump_if_false GYMTREA_116
0835: $5345 $5346 
00D6: if  21
001C:   $5345 > $5347  ;; integer values
001C:   $5346 > $5348  ;; integer values
004D: jump_if_false GYMTREA_114
0004: $1831 =  1  ;; integer values
0004: $1830 =  1  ;; integer values
0004: $8714 =  0  ;; integer values
0002: jump GYMTREA_115

:GYMTREA_114
00BC: text_highpriority 'GYM1_1A'  4000 ms  1

:GYMTREA_115
0002: jump GYMTREA_117

:GYMTREA_116
00BC: text_highpriority 'GYM1_90'  4000 ms  1

:GYMTREA_117
0002: jump GYMTREA_123

:GYMTREA_118
00D6: if  0
0039:   @27 ==  1  ;; integer values
004D: jump_if_false GYMTREA_123
03E6: remove_text_box
0006: @27 =  0  ;; integer values

:GYMTREA_123
0002: jump GYMTREA_128

:GYMTREA_124
00D6: if  0
80ED:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot @1 @2 radius  2.0  2.0
004D: jump_if_false GYMTREA_128
0004: $1840 =  0  ;; integer values

:GYMTREA_128
00D6: if  1
0038:   $1831 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_717
00D6: if  1
0038:   $1830 ==  1  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_144
0619: $PLAYER_ACTOR  0 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
08C7: $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_144
00D6: if  0
0038:   $1829 ==  0  ;; integer values
004D: jump_if_false GYMTREA_161
04ED: load_animation "GYMNASIUM"

:GYMTREA_148
00D6: if  0
84EE:   NOT   animation "GYMNASIUM" loaded
004D: jump_if_false GYMTREA_153
0001: wait  0 ms
0002: jump GYMTREA_148

:GYMTREA_153
040D: unload_wav  4
03CF: load_wav  1820 as  4

:GYMTREA_155
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false GYMTREA_160
0001: wait  0 ms
0002: jump GYMTREA_155

:GYMTREA_160
0004: $1829 =  1  ;; integer values

:GYMTREA_161
00D6: if  0
0038:   $1830 ==  2  ;; integer values
004D: jump_if_false GYMTREA_222
0512: permanent_text_box 'GYM1_60'
00D6: if  21
0038:   $154 ==  4  ;; integer values
0038:   $154 ==  2  ;; integer values
004D: jump_if_false GYMTREA_172
08D4: 'GYM1_F'  31.0  180.0  184.0  1  1  1  0 $8748 
08DB: $8748  0 'GYM1_89' 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 
0002: jump GYMTREA_174

:GYMTREA_172
08D4: 'GYM1_F'  31.0  150.0  184.0  1  1  1  0 $8748 
08DB: $8748  0 'GYM1_89' 'GYM1_61' 'GYM1_62' 'GYM1_63' 'GYM1_64' 'GYM1_65' 'GYM1_66' 'GYM1_67' 'GYM1_68' 'GYM1_69' 'GYM1_70' 'DUMMY' 'DUMMY' 

:GYMTREA_174
090E: $8748  0 

:GYMTREA_175
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_197
0001: wait  0 ms
0008: $8714 +=  1  ;; integer values
00D6: if  1
00E1:   key_pressed  0  15
0018:   $8714 >  20  ;; integer values
004D: jump_if_false GYMTREA_187
03E6: remove_text_box
08DA: $8748 
0002: jump GYMTREA_650

:GYMTREA_187
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMTREA_196
03E6: remove_text_box
08D7: $8748 $8750 
0008: $8750 +=  1  ;; integer values
08DA: $8748 
0006: @32 =  0  ;; integer values
0002: jump GYMTREA_197

:GYMTREA_196
0002: jump GYMTREA_175

:GYMTREA_197
00D6: if  0
0038:   $1815 ==  0  ;; integer values
004D: jump_if_false GYMTREA_203
03E5: text_box 'GYM1_42'
0001: wait  4000 ms
0004: $1815 =  1  ;; integer values

:GYMTREA_203
00D6: if  0
0038:   $1815 ==  1  ;; integer values
004D: jump_if_false GYMTREA_209
03E5: text_box 'GYM1_43'
0001: wait  5000 ms
0004: $1815 =  2  ;; integer values

:GYMTREA_209
00D6: if  0
0038:   $1815 ==  2  ;; integer values
004D: jump_if_false GYMTREA_216
03E5: text_box 'GYM1_45'
0001: wait  4000 ms
0004: $1815 =  4  ;; integer values
0006: @32 =  0  ;; integer values

:GYMTREA_216
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_220
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_TREAD_GETON" "GYMNASIUM"  4.0  0  0  0  1 -1 

:GYMTREA_220
0001: wait  0 ms
0004: $1830 =  3  ;; integer values

:GYMTREA_222
00D6: if  1
0038:   $1830 ==  3  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_239
00D6: if  0
0611: $PLAYER_ACTOR "GYM_TREAD_GETON" 
004D: jump_if_false GYMTREA_239
0613: $PLAYER_ACTOR "GYM_TREAD_GETON" @14 
00D6: if  0
0043:   @14 ==  1.0  ;; floating-point values
004D: jump_if_false GYMTREA_239
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_TREAD_WALK" "GYMNASIUM"  8.0  1  0  0  1 -1 
04F7: status_text $8751  1 line  1 'GYM1_1'
04F7: status_text $8750  0 line  2 'GYM1_4'
04F7: status_text $8753  0 line  3 'GYM1_3'
0007: @17 =  30.0  ;; floating-point values
0004: $1830 =  4  ;; integer values

:GYMTREA_239
00D6: if  1
0038:   $1830 ==  4  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_717
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  0
00E1:   key_pressed  0  16
004D: jump_if_false GYMTREA_259
00D6: if  0
0038:   $1834 ==  0  ;; integer values
004D: jump_if_false GYMTREA_259
005B: @17 += @18  ;; floating-point values 
0004: $1834 =  1  ;; integer values

:GYMTREA_259
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false GYMTREA_266
00D6: if  0
0038:   $1834 ==  1  ;; integer values
004D: jump_if_false GYMTREA_266
0004: $1834 =  0  ;; integer values

:GYMTREA_266
00D6: if  0
0023:    0.0 > @17  ;; floating-point values
004D: jump_if_false GYMTREA_270
0007: @17 =  0.0  ;; floating-point values

:GYMTREA_270
00D6: if  0
0021:   @17 >  100.0  ;; floating-point values
004D: jump_if_false GYMTREA_274
0007: @17 =  100.0  ;; floating-point values

:GYMTREA_274
00D6: if  0
00E1:   key_pressed  0  8
004D: jump_if_false GYMTREA_277

:GYMTREA_277
00D6: if  0
00E1:   key_pressed  0  9
004D: jump_if_false GYMTREA_280

:GYMTREA_280
00D6: if  0
80E1:   NOT   key_pressed  0  8
004D: jump_if_false GYMTREA_287
00D6: if  0
0038:   $1833 ==  1  ;; integer values
004D: jump_if_false GYMTREA_287
0004: $1833 =  0  ;; integer values

:GYMTREA_287
00D6: if  0
80E1:   NOT   key_pressed  0  9
004D: jump_if_false GYMTREA_294
00D6: if  0
0038:   $1833 ==  2  ;; integer values
004D: jump_if_false GYMTREA_294
0004: $1833 =  0  ;; integer values

:GYMTREA_294
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false GYMTREA_315
00D6: if  0
0038:   $1835 ==  0  ;; integer values
004D: jump_if_false GYMTREA_315
00D6: if  1
0018:   $8750 >  0  ;; integer values
001A:    10 > $8750  ;; integer values
004D: jump_if_false GYMTREA_315
0008: $8750 +=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false GYMTREA_309
097B: @0  1116 

:GYMTREA_309
000F: @17 -=  10.0  ;; floating-point values
00D6: if  0
0023:    0.0 > @17  ;; floating-point values
004D: jump_if_false GYMTREA_314
0007: @17 =  0.0  ;; floating-point values

:GYMTREA_314
0004: $1835 =  1  ;; integer values

:GYMTREA_315
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false GYMTREA_331
00D6: if  0
0038:   $1835 ==  0  ;; integer values
004D: jump_if_false GYMTREA_331
00D6: if  1
0018:   $8750 >  1  ;; integer values
001A:    11 > $8750  ;; integer values
004D: jump_if_false GYMTREA_331
000C: $8750 -=  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false GYMTREA_330
097B: @0  1116 

:GYMTREA_330
0004: $1835 =  2  ;; integer values

:GYMTREA_331
00D6: if  0
80E1:   NOT   key_pressed  0  11
004D: jump_if_false GYMTREA_338
00D6: if  0
0038:   $1835 ==  1  ;; integer values
004D: jump_if_false GYMTREA_338
0004: $1835 =  0  ;; integer values

:GYMTREA_338
00D6: if  0
80E1:   NOT   key_pressed  0  10
004D: jump_if_false GYMTREA_345
00D6: if  0
0038:   $1835 ==  2  ;; integer values
004D: jump_if_false GYMTREA_345
0004: $1835 =  0  ;; integer values

:GYMTREA_345
00D6: if  0
0038:   $8750 ==  1  ;; integer values
004D: jump_if_false GYMTREA_350
0007: @26 =  1.0  ;; floating-point values
0007: @20 =  9.5  ;; floating-point values

:GYMTREA_350
00D6: if  0
0038:   $8750 ==  2  ;; integer values
004D: jump_if_false GYMTREA_355
0007: @26 =  2.0  ;; floating-point values
0007: @20 =  8.5  ;; floating-point values

:GYMTREA_355
00D6: if  0
0038:   $8750 ==  3  ;; integer values
004D: jump_if_false GYMTREA_360
0007: @26 =  3.0  ;; floating-point values
0007: @20 =  7.5  ;; floating-point values

:GYMTREA_360
00D6: if  0
0038:   $8750 ==  4  ;; integer values
004D: jump_if_false GYMTREA_365
0007: @26 =  4.0  ;; floating-point values
0007: @20 =  6.5  ;; floating-point values

:GYMTREA_365
00D6: if  0
0038:   $8750 ==  5  ;; integer values
004D: jump_if_false GYMTREA_370
0007: @26 =  5.0  ;; floating-point values
0007: @20 =  5.5  ;; floating-point values

:GYMTREA_370
00D6: if  0
0038:   $8750 ==  6  ;; integer values
004D: jump_if_false GYMTREA_375
0007: @26 =  6.0  ;; floating-point values
0007: @20 =  4.5  ;; floating-point values

:GYMTREA_375
00D6: if  0
0038:   $8750 ==  7  ;; integer values
004D: jump_if_false GYMTREA_380
0007: @26 =  7.0  ;; floating-point values
0007: @20 =  3.5  ;; floating-point values

:GYMTREA_380
00D6: if  0
0038:   $8750 ==  8  ;; integer values
004D: jump_if_false GYMTREA_385
0007: @26 =  8.0  ;; floating-point values
0007: @20 =  2.5  ;; floating-point values

:GYMTREA_385
00D6: if  0
0038:   $8750 ==  9  ;; integer values
004D: jump_if_false GYMTREA_390
0007: @26 =  9.0  ;; floating-point values
0007: @20 =  1.5  ;; floating-point values

:GYMTREA_390
00D6: if  0
0038:   $8750 ==  10  ;; integer values
004D: jump_if_false GYMTREA_395
0007: @26 =  10.0  ;; floating-point values
0007: @20 =  .5  ;; floating-point values

:GYMTREA_395
00D6: if  0
0038:   $1836 ==  0  ;; integer values
004D: jump_if_false GYMTREA_404
00D6: if  0
0021:   @17 >  0.0  ;; floating-point values
004D: jump_if_false GYMTREA_404
018C: play_sound  65535 at @1 @2 @3
0006: @33 =  0  ;; integer values
0004: $1836 =  1  ;; integer values

:GYMTREA_404
00D6: if  1
0033:    0.0 >= @17  ;; floating-point values 
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_454
00D6: if  0
0611: $PLAYER_ACTOR "GYM_TREAD_WALK" 
004D: jump_if_false GYMTREA_412
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_WALK_FALLOFF" "GYMNASIUM"  100.0  0  0  0  0 -1 

:GYMTREA_412
00D6: if  0
0611: $PLAYER_ACTOR "GYM_TREAD_JOG" 
004D: jump_if_false GYMTREA_416
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_JOG_FALLOFF" "GYMNASIUM"  100.0  0  0  0  0 -1 

:GYMTREA_416
00D6: if  0
0611: $PLAYER_ACTOR "GYM_TREAD_SPRINT" 
004D: jump_if_false GYMTREA_420
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_TREAD_FALLOFF" "GYMNASIUM"  100.0  0  0  0  0 -1 

:GYMTREA_420
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false GYMTREA_425
062A: change_stat  21 (fat) to  0.0  ; float

:GYMTREA_425
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 (unfrozen)
02EB: restore_camera_with_jumpcut
0004: $1840 =  1  ;; integer values
0619: $PLAYER_ACTOR  1 
04EF: release_animation "GYMNASIUM"
040D: unload_wav  4
08DA: $8748 
03E6: remove_text_box

:GYMTREA_454
00D6: if  0
0038:   $1831 ==  1  ;; integer values
004D: jump_if_false GYMTREA_493
00D6: if  1
0038:   $1837 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_469
00D6: if  1
0018:   $8750 >  0  ;; integer values
001A:    3 > $8750  ;; integer values
004D: jump_if_false GYMTREA_469
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_TREAD_WALK" "GYMNASIUM"  100.0  1  0  0  1 -1 
0004: $1837 =  1  ;; integer values
0004: $1838 =  0  ;; integer values
0004: $1839 =  0  ;; integer values

:GYMTREA_469
00D6: if  1
0038:   $1838 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_481
00D6: if  1
0018:   $8750 >  2  ;; integer values
001A:    7 > $8750  ;; integer values
004D: jump_if_false GYMTREA_481
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_TREAD_JOG" "GYMNASIUM"  100.0  1  0  0  1 -1 
0004: $1837 =  0  ;; integer values
0004: $1839 =  0  ;; integer values
0004: $1838 =  1  ;; integer values

:GYMTREA_481
00D6: if  1
0038:   $1839 ==  0  ;; integer values
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_493
00D6: if  1
0018:   $8750 >  6  ;; integer values
001A:    11 > $8750  ;; integer values
004D: jump_if_false GYMTREA_493
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_TREAD_SPRINT" "GYMNASIUM"  100.0  1  0  0  1 -1 
0004: $1837 =  0  ;; integer values
0004: $1838 =  0  ;; integer values
0004: $1839 =  1  ;; integer values

:GYMTREA_493
00D6: if  0
0031:   @17 >=  0.0  ;; floating-point values 
004D: jump_if_false GYMTREA_500
00D6: if  0
0033:    10.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_500
0007: @15 =  .9  ;; floating-point values

:GYMTREA_500
00D6: if  0
0031:   @17 >=  11.0  ;; floating-point values 
004D: jump_if_false GYMTREA_507
00D6: if  0
0033:    20.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_507
0007: @15 =  .97  ;; floating-point values

:GYMTREA_507
00D6: if  0
0031:   @17 >=  21.0  ;; floating-point values 
004D: jump_if_false GYMTREA_514
00D6: if  0
0033:    30.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_514
0007: @15 =  1.04  ;; floating-point values

:GYMTREA_514
00D6: if  0
0031:   @17 >=  31.0  ;; floating-point values 
004D: jump_if_false GYMTREA_521
00D6: if  0
0033:    40.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_521
0007: @15 =  1.11  ;; floating-point values

:GYMTREA_521
00D6: if  0
0031:   @17 >=  41.0  ;; floating-point values 
004D: jump_if_false GYMTREA_528
00D6: if  0
0033:    50.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_528
0007: @15 =  1.18  ;; floating-point values

:GYMTREA_528
00D6: if  0
0031:   @17 >=  51.0  ;; floating-point values 
004D: jump_if_false GYMTREA_535
00D6: if  0
0033:    60.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_535
0007: @15 =  1.25  ;; floating-point values

:GYMTREA_535
00D6: if  0
0031:   @17 >=  61.0  ;; floating-point values 
004D: jump_if_false GYMTREA_542
00D6: if  0
0033:    70.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_542
0007: @15 =  1.32  ;; floating-point values

:GYMTREA_542
00D6: if  0
0031:   @17 >=  71.0  ;; floating-point values 
004D: jump_if_false GYMTREA_549
00D6: if  0
0033:    80.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_549
0007: @15 =  1.39  ;; floating-point values

:GYMTREA_549
00D6: if  0
0031:   @17 >=  81.0  ;; floating-point values 
004D: jump_if_false GYMTREA_556
00D6: if  0
0033:    90.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_556
0007: @15 =  1.46  ;; floating-point values

:GYMTREA_556
00D6: if  0
0031:   @17 >=  91.0  ;; floating-point values 
004D: jump_if_false GYMTREA_563
00D6: if  0
0033:    100.0 >= @17  ;; floating-point values 
004D: jump_if_false GYMTREA_563
0007: @15 =  1.53  ;; floating-point values

:GYMTREA_563
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_578
00D6: if  0
0611: $PLAYER_ACTOR "GYM_TREAD_WALK" 
004D: jump_if_false GYMTREA_570
0393: $PLAYER_ACTOR "GYM_TREAD_WALK" @15 

:GYMTREA_570
00D6: if  0
0611: $PLAYER_ACTOR "GYM_TREAD_JOG" 
004D: jump_if_false GYMTREA_574
0393: $PLAYER_ACTOR "GYM_TREAD_JOG" @15 

:GYMTREA_574
00D6: if  0
0611: $PLAYER_ACTOR "GYM_TREAD_SPRINT" 
004D: jump_if_false GYMTREA_578
0393: $PLAYER_ACTOR "GYM_TREAD_SPRINT" @15 

:GYMTREA_578
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false GYMTREA_598
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false GYMTREA_598
00D6: if  0
0021:   @17 >  10.0  ;; floating-point values
004D: jump_if_false GYMTREA_593
00D6: if  0
0038:   $8757 ==  0  ;; integer values
004D: jump_if_false GYMTREA_592
097B: @0  1118 
0004: $8757 =  1  ;; integer values

:GYMTREA_592
0002: jump GYMTREA_598

:GYMTREA_593
00D6: if  0
0038:   $8757 ==  1  ;; integer values
004D: jump_if_false GYMTREA_598
097B: @0  1119 
0004: $8757 =  0  ;; integer values

:GYMTREA_598
00D6: if  0
0019:   @33 >  250  ;; integer values
004D: jump_if_false GYMTREA_638
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  0
0030:   $7 >=  170.0  ;; floating-point values
004D: jump_if_false GYMTREA_629
000D: $7 -=  170.0  ;; floating-point values
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0030:   $407 >=  1.0  ;; floating-point values
004D: jump_if_false GYMTREA_619
0626:  21  8.0 

:GYMTREA_619
00D6: if  0
0038:   $8758 ==  3  ;; integer values
004D: jump_if_false GYMTREA_626
0004: $8758 =  0  ;; integer values
0624:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0002: jump GYMTREA_629

:GYMTREA_626
0A1F:  22  4.0 
0009: $5349 +=  4.0  ;; floating-point values
0008: $8758 +=  1  ;; integer values

:GYMTREA_629
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMTREA_634
0835: $5347 $5348 
00BC: text_highpriority 'GYM1_1B'  4000 ms  1

:GYMTREA_634
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_638
00D6: if  21
00E1:   key_pressed  0  15
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMTREA_702
00D6: if  0
0020:   $5349 >  200.0  ;; floating-point values
004D: jump_if_false GYMTREA_646
0005: $5349 =  0.0  ;; floating-point values

:GYMTREA_646
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_702
0605: unknown_action_sequence $PLAYER_ACTOR "GYM_TREAD_GETOFF" "GYMNASIUM"  100.0  0  0  0  0 -1 

:GYMTREA_650
015B:  0  1  1 
0623: add $8753 to_stats  28
0085: @29 = @32  ;; integer values and handles
0016: @29 /=  1000  ;; integer values 
0623: add @29 to_stats  44
03E6: remove_text_box
08DA: $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  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false GYMTREA_683
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0619: $PLAYER_ACTOR  1 

:GYMTREA_683
04EF: release_animation "GYMNASIUM"
040D: unload_wav  4
02EB: restore_camera_with_jumpcut
0004: $1840 =  1  ;; integer values
0653: $1817 = stat  23 (muscle)  ; float
00D6: if  0
0030:   $1817 >=  1000.0  ;; floating-point values
004D: jump_if_false GYMTREA_692
062A: change_stat  23 (muscle) to  1000.0  ; float

:GYMTREA_692
0653: $407 = stat  21 (fat)  ; float
00D6: if  0
0032:    0.0 >= $407  ;; floating-point values
004D: jump_if_false GYMTREA_697
062A: change_stat  21 (fat) to  0.0  ; float

:GYMTREA_697
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false GYMTREA_702
0001: wait  0 ms
0002: jump GYMTREA_697

:GYMTREA_702
0008: $8755 +=  1  ;; integer values
0084: $8756 = $8751  ;; integer values and handles
000C: $8756 -=  100  ;; integer values
00D6: if  0
0018:   $8756 > -40  ;; integer values
004D: jump_if_false GYMTREA_709
0004: $8756 = -40  ;; integer values

:GYMTREA_709
00D6: if  0
002C:   $8755 >= $8756  ;; integer values 
004D: jump_if_false GYMTREA_716
0004: $8755 =  0  ;; integer values
0010: $8751 *=  12  ;; integer values
0014: $8751 /=  10  ;; integer values
015B:  0  100 $8751 

:GYMTREA_716
0090: $8751 = float_to_integer @17  

:GYMTREA_717
0002: jump GYMTREA_71
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START HOME_BRAINS

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  0
0038:   $9454 ==  1  ;; integer values
004D: jump_if_false HMLES_14
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:HMLES_14
0209: $9455 = random_int  0  4
0004: $9455 =  3  ;; integer values
00D6: if  0
8038:   NOT   $1787 ==  0  ;; integer values
004D: jump_if_false HMLES_22
0006: @12 =  1  ;; integer values
004E: end_thread
0002: jump HMLES_34

:HMLES_22
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false HMLES_33
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false HMLES_33
0792: @0 
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false HMLES_33
0245: set_actor @0 walk_style_to "DRUNKMAN"

:HMLES_33
0004: $1787 =  1  ;; integer values

:HMLES_34
0001: wait  0 ms
00D6: if  1
056D:   unknown_actor @0 dead_but_valid
0039:   @12 ==  0  ;; integer values
004D: jump_if_false HMLES_404
00D6: if  1
0256:   player $PLAYER_CHAR defined
8118:   NOT   actor @0 dead
004D: jump_if_false HMLES_403
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false HMLES_49
03C0: @1 = actor $PLAYER_ACTOR car
0006: @2 =  1  ;; integer values
0002: jump HMLES_50

:HMLES_49
0006: @2 =  0  ;; integer values

:HMLES_50
00D6: if  0
0038:   $9454 ==  0  ;; integer values
004D: jump_if_false HMLES_191
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false HMLES_68
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor @0 radius  10.0  10.0  3.0 sphere  0
004D: jump_if_false HMLES_68
00D6: if  0
0364: @0 $PLAYER_ACTOR 
004D: jump_if_false HMLES_68
0947: @0  27 @17 
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false HMLES_67
0859: @0 $PLAYER_ACTOR 

:HMLES_67
0004: $9454 =  1  ;; integer values

:HMLES_68
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false HMLES_108
00D6: if  0
0038:   $9456 ==  0  ;; integer values
004D: jump_if_false HMLES_76
04ED: load_animation "SUNBATHE"
0004: $9456 =  1  ;; integer values

:HMLES_76
00D6: if  0
0038:   $9456 ==  1  ;; integer values
004D: jump_if_false HMLES_84
00D6: if  0
04EE:   animation "SUNBATHE" loaded
004D: jump_if_false HMLES_84
0004: $9456 =  2  ;; integer values
0002: jump HMLES_84

:HMLES_84
00D6: if  0
0038:   $9456 ==  2  ;; integer values
004D: jump_if_false HMLES_108
00D6: if  0
04EE:   animation "SUNBATHE" loaded
004D: jump_if_false HMLES_107
00A0: store_actor @0 position_to @7 @8 @9
0615: @3 
0605: unknown_action_sequence -1 "PARKSIT_M_IN" "SUNBATHE"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PARKSIT_M_IDLEB" "SUNBATHE"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PARKSIT_M_IDLEA" "SUNBATHE"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PARKSIT_M_IDLEC" "SUNBATHE"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PARKSIT_M_IDLEB" "SUNBATHE"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PARKSIT_M_IDLEC" "SUNBATHE"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PARKSIT_M_OUT" "SUNBATHE"  4.0  0  0  0  0 -1 
05DE: unknown_action_sequence -1 
0616: @3 
0618: @0 @3 
061B: @3 
0006: @11 =  0  ;; integer values
0004: $9454 =  1  ;; integer values
0004: $9456 =  3  ;; integer values
0002: jump HMLES_108

:HMLES_107
04ED: load_animation "SUNBATHE"

:HMLES_108
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false HMLES_157
00D6: if  0
0038:   $9456 ==  0  ;; integer values
004D: jump_if_false HMLES_118
04ED: load_animation "FOOD"
04ED: load_animation "VENDING"
0247: request_model #CJ_JUICE_CAN
0004: $9456 =  1  ;; integer values

:HMLES_118
00D6: if  0
0038:   $9456 ==  1  ;; integer values
004D: jump_if_false HMLES_129
00D6: if  2
04EE:   animation "FOOD" loaded
04EE:   animation "VENDING" loaded
0248:   model #CJ_JUICE_CAN available
004D: jump_if_false HMLES_129
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_129
00D6: if  0
0038:   $9456 ==  2  ;; integer values
004D: jump_if_false HMLES_157
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false HMLES_156
00D6: if  0
04EE:   animation "FOOD" loaded
004D: jump_if_false HMLES_154
00A0: store_actor @0 position_to @7 @8 @9
0615: @3 
070A: unknown_action_sequence -1 @19  .1  .1  0.0  5  16 "NULL" "NULL" -1 
0605: unknown_action_sequence -1 "VEND_DRINK2_P" "VENDING"  1004.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "WALK_DRUNK" "PED"  1004.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "VEND_DRINK_P" "VENDING"  1004.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "WALK_DRUNK" "PED"  1004.0  0  1  1  0 -1 
0605: unknown_action_sequence -1 "VEND_DRINK2_P" "VENDING"  1004.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "EAT_VOMIT_P" "FOOD"  1004.0  0  0  0  0 -1 
05DE: unknown_action_sequence -1 
0616: @3 
0618: @0 @3 
061B: @3 
0004: $9454 =  1  ;; integer values
0004: $9456 =  3  ;; integer values
0002: jump HMLES_155

:HMLES_154
04ED: load_animation "FOOD"

:HMLES_155
0002: jump HMLES_157

:HMLES_156
04ED: load_animation "VENDING"

:HMLES_157
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false HMLES_191
00D6: if  0
0038:   $9456 ==  0  ;; integer values
004D: jump_if_false HMLES_165
04ED: load_animation "PAULNMAC"
0004: $9456 =  1  ;; integer values

:HMLES_165
00D6: if  0
0038:   $9456 ==  1  ;; integer values
004D: jump_if_false HMLES_172
00D6: if  0
04EE:   animation "PAULNMAC" loaded
004D: jump_if_false HMLES_172
0004: $9456 =  2  ;; integer values

:HMLES_172
00D6: if  0
0038:   $9456 ==  2  ;; integer values
004D: jump_if_false HMLES_191
00D6: if  0
04EE:   animation "PAULNMAC" loaded
004D: jump_if_false HMLES_190
00A0: store_actor @0 position_to @7 @8 @9
0615: @3 
0605: unknown_action_sequence -1 "PISS_IN" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PISS_LOOP" "PAULNMAC"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "PISS_OUT" "PAULNMAC"  4.0  0  0  0  0 -1 
05DE: unknown_action_sequence -1 
0616: @3 
0618: @0 @3 
061B: @3 
0004: $9454 =  1  ;; integer values
0004: $9456 =  3  ;; integer values
0002: jump HMLES_191

:HMLES_190
04ED: load_animation "PAULNMAC"

:HMLES_191
00D6: if  0
0038:   $9454 ==  1  ;; integer values
004D: jump_if_false HMLES_210
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false HMLES_198
0947: @0  192 @17 

:HMLES_198
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false HMLES_202
0947: @0  192 @17 

:HMLES_202
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false HMLES_205

:HMLES_205
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false HMLES_208

:HMLES_208
01BD: @4 = current_time_in_ms
0004: $9454 =  2  ;; integer values

:HMLES_210
00D6: if  0
0038:   $9454 ==  2  ;; integer values
004D: jump_if_false HMLES_288
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false HMLES_232
00D6: if  0
876F:   NOT (unknown)
004D: jump_if_false HMLES_232
01BD: @5 = current_time_in_ms
0085: @6 = @5  ;; integer values and handles
0062: @6 -= @4  ;; integer values 
00D6: if  1
0019:   @6 >  8000  ;; integer values
001B:    10000 > @6  ;; integer values
004D: jump_if_false HMLES_231
0947: @0  198 @17 
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values
0002: jump HMLES_232

:HMLES_231
0947: @0  192 @17 

:HMLES_232
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false HMLES_257
062E: @0  1560 @16 
00D6: if  0
04A4: @16  1 
004D: jump_if_false HMLES_257
0646: @0 @16 
00D6: if  0
0019:   @16 >  6  ;; integer values
004D: jump_if_false HMLES_257
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false HMLES_249
0006: @11 =  1  ;; integer values
01BD: @4 = current_time_in_ms
0002: jump HMLES_257

:HMLES_249
01BD: @5 = current_time_in_ms
0085: @6 = @5  ;; integer values and handles
0062: @6 -= @4  ;; integer values 
00D6: if  0
0019:   @6 >  15000  ;; integer values
004D: jump_if_false HMLES_257
0004: $9454 =  0  ;; integer values
0004: $9456 =  0  ;; integer values

:HMLES_257
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false HMLES_273
062E: @0  1560 @16 
00D6: if  0
04A4: @16  1 
004D: jump_if_false HMLES_273
00D6: if  0
0611: @0 "EAT_VOMIT_P" 
004D: jump_if_false HMLES_273
04C4: create_coordinate @7 @8 @9 from_actor @0 offset  .355 -.116  .048
0613: @0 "EAT_VOMIT_P" @10 
064B: "PUKE" @7 @8 @9  1 @15 
0007: @10 =  0.0  ;; floating-point values
0006: @11 =  0  ;; integer values
0004: $9454 =  3  ;; integer values

:HMLES_273
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false HMLES_288
062E: @0  1560 @16 
00D6: if  0
04A4: @16  1 
004D: jump_if_false HMLES_288
00D6: if  0
0611: @0 "PISS_IN" 
004D: jump_if_false HMLES_288
0613: @0 "PISS_IN" @10 
066A: "PETROLCAN" @0  0.0  .58 -.08  0.0  .01  0.0  1 @15 
0007: @10 =  0.0  ;; floating-point values
0006: @11 =  0  ;; integer values
0004: $9454 =  3  ;; integer values

:HMLES_288
00D6: if  0
0038:   $9454 ==  3  ;; integer values
004D: jump_if_false HMLES_398
00D6: if  0
0038:   $9455 ==  0  ;; integer values
004D: jump_if_false HMLES_294

:HMLES_294
00D6: if  0
0038:   $9455 ==  1  ;; integer values
004D: jump_if_false HMLES_297

:HMLES_297
00D6: if  0
0038:   $9455 ==  2  ;; integer values
004D: jump_if_false HMLES_328
00D6: if  0
8043:   NOT   @10 ==  1.0  ;; floating-point values
004D: jump_if_false HMLES_324
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false HMLES_311
00D6: if  0
0611: @0 "EAT_VOMIT_P" 
004D: jump_if_false HMLES_310
0613: @0 "EAT_VOMIT_P" @10 

:HMLES_310
0002: jump HMLES_312

:HMLES_311
0007: @10 =  1.0  ;; floating-point values

:HMLES_312
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false HMLES_323
00D6: if  0
0031:   @10 >=  .5  ;; floating-point values 
004D: jump_if_false HMLES_323
00D6: if  0
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false HMLES_322
064C: @15 

:HMLES_322
0006: @11 =  1  ;; integer values

:HMLES_323
0002: jump HMLES_328

:HMLES_324
064E: @15 
0650: @15 
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values

:HMLES_328
00D6: if  0
0038:   $9455 ==  3  ;; integer values
004D: jump_if_false HMLES_398
00D6: if  0
001B:    2 > @11  ;; integer values
004D: jump_if_false HMLES_361
062E: @0  1560 @16 
00D6: if  0
04A4: @16  7 
004D: jump_if_false HMLES_347
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false HMLES_344
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_344
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values
0002: jump HMLES_361

:HMLES_347
00D6: if  0
04A4: @16  1 
004D: jump_if_false HMLES_358
0646: @0 @16 
00D6: if  0
0019:   @16 >  2  ;; integer values
004D: jump_if_false HMLES_357
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_357
0002: jump HMLES_361

:HMLES_358
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_361
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false HMLES_385
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false HMLES_372
00D6: if  0
0611: @0 "PISS_IN" 
004D: jump_if_false HMLES_371
0613: @0 "PISS_IN" @10 

:HMLES_371
0002: jump HMLES_373

:HMLES_372
0007: @10 =  1.0  ;; floating-point values

:HMLES_373
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false HMLES_384
00D6: if  0
0031:   @10 >=  .6  ;; floating-point values 
004D: jump_if_false HMLES_384
00D6: if  0
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false HMLES_383
064C: @15 

:HMLES_383
0006: @11 =  1  ;; integer values

:HMLES_384
0002: jump HMLES_398

:HMLES_385
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false HMLES_398
00D6: if  0
0611: @0 "PISS_OUT" 
004D: jump_if_false HMLES_398
0613: @0 "PISS_OUT" @10 
00D6: if  0
0031:   @10 >=  .42  ;; floating-point values 
004D: jump_if_false HMLES_398
064E: @15 
0650: @15 
0006: @11 =  2  ;; integer values

:HMLES_398
00D6: if  0
8104:   NOT   actor $PLAYER_ACTOR near_actor @0 radius  30.0  30.0  20.0 sphere  0
004D: jump_if_false HMLES_403
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values

:HMLES_403
0002: jump HMLES_406

:HMLES_404
0004: $1787 =  0  ;; integer values
0006: @12 =  1  ;; integer values

:HMLES_406
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false HMLES_411
0006: @12 =  1  ;; integer values
0004: $1787 =  0  ;; integer values

:HMLES_411
00D6: if  0
0039:   @12 ==  1  ;; integer values
004D: jump_if_false HMLES_431
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false HMLES_421
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false HMLES_421
05DE: unknown_action_sequence @0 

:HMLES_421
064E: @15 
0650: @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_431
0002: jump HMLES_34
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START HOTDOG

03A4: name_thread 'HOTDOGV'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false HOTDOGV_8
009A: @0 = create_actor  4  7 at  0.0  0.0  0.0
00A5: @1 = create_car  588 at $73 $74 $75

:HOTDOGV_8
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false HOTDOGV_83
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false HOTDOGV_79
00D6: if  0
0A32: @0 
004D: jump_if_false HOTDOGV_75
0A33: @0 @1 
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car @1
004D: jump_if_false HOTDOGV_70
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false HOTDOGV_49
00D6: if  0
0203:   actor $PLAYER_ACTOR near_car_on_foot @1 radius  12.0  12.0 unknown  0
004D: jump_if_false HOTDOGV_49
04ED: load_animation "VENDING"
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false HOTDOGV_49
00D6: if  0
010A:   player $PLAYER_CHAR money >  0
004D: jump_if_false HOTDOGV_49
0407: create_coordinate $73 $74 $75 from_car @1 offset  2.0  0.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false HOTDOGV_49
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_stats  245
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  3000  ;; integer values
0109: player $PLAYER_CHAR money += -1
000A: @2 +=  1  ;; integer values

:HOTDOGV_49
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false HOTDOGV_58
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false HOTDOGV_58
008B: @3 = $16  ;; integer values and handles
000A: @3 +=  27000  ;; integer values
000A: @2 +=  1  ;; integer values

:HOTDOGV_58
00D6: if  0
0039:   @2 ==  2  ;; integer values
004D: jump_if_false HOTDOGV_69
00D6: if  0
001E:   $16 > @3  ;; integer values
004D: jump_if_false HOTDOGV_69
0407: create_coordinate $73 $74 $75 from_car @1 offset  1.0  0.0  0.0
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false HOTDOGV_69
0006: @2 =  0  ;; integer values

:HOTDOGV_69
0002: jump HOTDOGV_74

:HOTDOGV_70
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
05C5: unknown_action_sequence @0 -2 
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_74
0002: jump HOTDOGV_78

:HOTDOGV_75
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_78
0002: jump HOTDOGV_82

:HOTDOGV_79
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_82
0002: jump HOTDOGV_86

:HOTDOGV_83
01C2: remove_references_to_actor @0  ;; Like turning an actor into a random pedestrian
04EF: release_animation "VENDING"
004E: end_thread

:HOTDOGV_86
0002: jump HOTDOGV_8
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START IMPOUND

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  0
0039:   @8 ==  90  ;; integer values
004D: jump_if_false IMPND_105
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_105
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false IMPND_474
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false IMPND_252
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false IMPND_147
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false IMPND_123
0247: request_model  280
0247: request_model  346
0247: request_model  596
04AE: unknown $10710 radar_icon_or_model  280
04AE: unknown $10711 radar_icon_or_model  596

:IMPND_123
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false IMPND_131
0247: request_model  281
0247: request_model  346
0247: request_model  597
04AE: unknown $10710 radar_icon_or_model  281
04AE: unknown $10711 radar_icon_or_model  597

:IMPND_131
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false IMPND_139
0247: request_model  282
0247: request_model  346
0247: request_model  598
04AE: unknown $10710 radar_icon_or_model  282
04AE: unknown $10711 radar_icon_or_model  598

:IMPND_139
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false IMPND_146
0006: @22 =  1  ;; integer values
0247: request_model #POLICE_BARRIER
0247: request_model #SFCOPDR
0247: request_model #KMB_SHUTTER

:IMPND_146
0006: @1 =  2  ;; integer values

:IMPND_147
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false IMPND_252
00D6: if  2
0248:   model $10710 available
0248:   model  346 available
0248:   model $10711 available
004D: jump_if_false IMPND_252
0006: @1 =  0  ;; integer values
00D6: if  0
8038:   NOT   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false IMPND_159

:IMPND_159
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  0
8042:   NOT   $10622($1865,4f) ==  0.0  ;; floating-point values
004D: jump_if_false IMPND_168
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_168
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_173
0006: @11 = -388  ;; integer values
0002: jump IMPND_174

:IMPND_173
0006: @11 = -387  ;; integer values

:IMPND_174
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  0
8042:   NOT   $10654($1865,4f) ==  0.0  ;; floating-point values
004D: jump_if_false IMPND_181
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_181
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_198
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_198
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_222
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_222
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_237
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_237
0006: @12 =  0  ;; integer values

:IMPND_238
00D6: if  0
001B:    3 > @12  ;; integer values
004D: jump_if_false IMPND_251
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false IMPND_249
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: $10516(@12,8i)  3  0 
0004: $10533(@12,8i) =  0  ;; integer values
0004: $10525(@12,8i) =  5  ;; integer values

:IMPND_249
000A: @12 +=  1  ;; integer values
0002: jump IMPND_238

:IMPND_251
0006: @0 =  2  ;; integer values

:IMPND_252
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false IMPND_473
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0050: gosub IMPND_612
00D6: if  0
001D:   @32 > @4  ;; integer values  
004D: jump_if_false IMPND_271
0085: @4 = @32  ;; integer values and handles
000A: @4 +=  90  ;; integer values
0050: gosub IMPND_2186
00D6: if  0
0038:   $10729 ==  0  ;; integer values
004D: jump_if_false IMPND_271
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_271
0004: $10729 =  1  ;; integer values
0050: gosub IMPND_479

:IMPND_271
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false IMPND_281
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false IMPND_281
0006: @22 =  0  ;; integer values
0249: release_model #POLICE_BARRIER
0249: release_model #SFCOPDR
0249: release_model #KMB_SHUTTER

:IMPND_281
00D6: if  0
0039:   @20 ==  1  ;; integer values
004D: jump_if_false IMPND_299
040D: unload_wav  4
0209: @8 = random_int  0  4
00D6: if  0
0039:   @8 ==  0  ;; integer values
004D: jump_if_false IMPND_290
03CF: load_wav  10204 as  4

:IMPND_290
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false IMPND_294
03CF: load_wav  10205 as  4

:IMPND_294
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false IMPND_298
03CF: load_wav  10206 as  4

:IMPND_298
0006: @20 =  2  ;; integer values

:IMPND_299
00D6: if  0
0039:   @20 ==  2  ;; integer values
004D: jump_if_false IMPND_315
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false IMPND_315
00D6: if  0
8118:   NOT   actor @19 dead
004D: jump_if_false IMPND_315
0949: link_wav  4 to_actor @19 
0489: unknown_actor @19 flag  1
094E: @19  1 
03D1: play_wav  4
0006: @20 =  3  ;; integer values
0085: @21 = @32  ;; integer values and handles
000A: @21 +=  10000  ;; integer values

:IMPND_315
00D6: if  0
0039:   @20 ==  3  ;; integer values
004D: jump_if_false IMPND_327
00D6: if  0
001D:   @32 > @21  ;; integer values  
004D: jump_if_false IMPND_327
0006: @20 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @19 dead
004D: jump_if_false IMPND_327
0489: unknown_actor @19 flag  0
094E: @19  0 

:IMPND_327
00D6: if  0
0039:   @20 ==  4  ;; integer values
004D: jump_if_false IMPND_345
040D: unload_wav  4
0209: @8 = random_int  0  4
00D6: if  0
0039:   @8 ==  0  ;; integer values
004D: jump_if_false IMPND_336
03CF: load_wav  10200 as  4

:IMPND_336
00D6: if  0
0039:   @8 ==  1  ;; integer values
004D: jump_if_false IMPND_340
03CF: load_wav  10201 as  4

:IMPND_340
00D6: if  0
0039:   @8 ==  2  ;; integer values
004D: jump_if_false IMPND_344
03CF: load_wav  10202 as  4

:IMPND_344
0006: @20 =  2  ;; integer values

:IMPND_345
00D6: if  0
0039:   @20 ==  5  ;; integer values
004D: jump_if_false IMPND_351
040D: unload_wav  4
03CF: load_wav  36000 as  4
0006: @20 =  2  ;; integer values

:IMPND_351
00D6: if  0
0038:   $10524 ==  1  ;; integer values
004D: jump_if_false IMPND_391
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false IMPND_391
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false IMPND_391
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_369
097C:  4 @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_369
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_380
097C:  4 @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_380
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_391
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  .2841
03D1: play_wav  4

:IMPND_391
0006: @16 =  0  ;; integer values

:IMPND_392
00D6: if  0
001B:    8 > @16  ;; integer values
004D: jump_if_false IMPND_422
00D6: if  0
8118:   NOT   actor $10516(@16,8i) dead
004D: jump_if_false IMPND_420
00D6: if  0
801A:   NOT    0 > $10716(@16,8i)  ;; integer values
004D: jump_if_false IMPND_420
080E: $10516(@16,8i) $10716(@16,8i) 
00D6: if  0
8038:   NOT   $10716(@16,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_420
00D6: if  22
04A3:   unknown $10716(@16,8i) ==  15
04A3:   unknown $10716(@16,8i) ==  49
04A3:   unknown $10716(@16,8i) ==  9
004D: jump_if_false IMPND_412
0004: $10716(@16,8i) = -2  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745

:IMPND_412
00D6: if  0
04A3:   unknown $10716(@16,8i) ==  62
004D: jump_if_false IMPND_420
00D6: if  0
0104:   actor $10516(@16,8i) near_actor $PLAYER_ACTOR radius  5.0  5.0  3.0 sphere  0
004D: jump_if_false IMPND_420
0004: $10716(@16,8i) = -1  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745

:IMPND_420
000A: @16 +=  1  ;; integer values
0002: jump IMPND_392

:IMPND_422
00D6: if  0
001D:   @32 > @3  ;; integer values  
004D: jump_if_false IMPND_452
0085: @3 = @32  ;; integer values and handles
000A: @3 +=  100  ;; integer values
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false IMPND_437
0004: $10714 =  0  ;; integer values
0006: @23 =  0  ;; integer values
008B: @13 = $10525(@12,8i)  ;; integer values and handles
0050: gosub IMPND_2275
0050: gosub IMPND_1087
0004: $10716(@12,8i) =  0  ;; integer values
0002: jump IMPND_447

:IMPND_437
00D6: if  0
07D6: @19 $10516(@12,8i) 
004D: jump_if_false IMPND_447
00D6: if  1
8039:   NOT   @20 ==  0  ;; integer values
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_445
040D: unload_wav  4

:IMPND_445
0006: @20 =  0  ;; integer values
0006: @19 =  0  ;; integer values

:IMPND_447
000A: @12 +=  1  ;; integer values
00D6: if  0
0019:   @12 >  7  ;; integer values
004D: jump_if_false IMPND_452
0006: @12 =  0  ;; integer values

:IMPND_452
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false IMPND_459
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1579.425 -1636.463  14.5812 radius  120.0  120.0  80.0
004D: jump_if_false IMPND_459
0050: gosub IMPND_2310

:IMPND_459
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false IMPND_466
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1624.771  679.6637  8.569 radius  120.0  120.0  80.0
004D: jump_if_false IMPND_466
0050: gosub IMPND_2310

:IMPND_466
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false IMPND_473
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2284.592  2466.838  12.2306 radius  120.0  120.0  80.0
004D: jump_if_false IMPND_473
0050: gosub IMPND_2310

:IMPND_473
0002: jump IMPND_478

:IMPND_474
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false IMPND_478
0050: gosub IMPND_2310

:IMPND_478
0002: jump IMPND_105

:IMPND_479
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_520
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_509
00D6: if  0
001B:    7 > @12  ;; integer values
004D: jump_if_false IMPND_520
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false IMPND_518
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: $10516(@12,8i)  3  0 

:IMPND_518
000A: @12 +=  1  ;; integer values
0002: jump IMPND_509

:IMPND_520
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_562
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_550
00D6: if  0
001B:    8 > @12  ;; integer values
004D: jump_if_false IMPND_561
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false IMPND_559
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: $10516(@12,8i)  3  0 

:IMPND_559
000A: @12 +=  1  ;; integer values
0002: jump IMPND_550

:IMPND_561
0006: @12 =  0  ;; integer values

:IMPND_562
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_611
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_599
00D6: if  0
001B:    8 > @12  ;; integer values
004D: jump_if_false IMPND_610
00D6: if  0
8118:   NOT   actor $10516(@12,8i) dead
004D: jump_if_false IMPND_608
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: $10516(@12,8i)  3  0 

:IMPND_608
000A: @12 +=  1  ;; integer values
0002: jump IMPND_599

:IMPND_610
0006: @12 =  0  ;; integer values

:IMPND_611
0051: return

:IMPND_612
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_740
0871: init_jump_table $10730 total_jumps  4  0 IMPND_672 jumps  0 IMPND_616  1 IMPND_648  2 IMPND_655  3 IMPND_660 -1 IMPND_672 -1 IMPND_672 -1 IMPND_672 

:IMPND_616
00D6: if  0
0038:   $10549 ==  0  ;; integer values
004D: jump_if_false IMPND_637
00D6: if  0
09C3:  1554.32 -1632.669  13.9475  1535.271 -1620.762  11.8805 
004D: jump_if_false IMPND_637
00D6: if  0
8118:   NOT   actor $10516 dead
004D: jump_if_false IMPND_637
00D6: if  0
00A3:   actor $10516  0 ()in_rectangle  1543.595 -1631.279  1545.022 -1632.704
004D: jump_if_false IMPND_637
0004: $10730 =  1  ;; integer values
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_637
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_637
0006: @20 =  1  ;; integer values
008B: @19 = $10516  ;; integer values and handles

:IMPND_637
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false IMPND_647
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false IMPND_647
00D6: if  0
00B0:   car $10726  0 ()in_rectangle  1544.988 -1622.29  1556.178 -1632.62
004D: jump_if_false IMPND_647
0004: $10730 =  1  ;; integer values

:IMPND_647
0002: jump IMPND_672

:IMPND_648
0009: $10734 +=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0030:   $10734 >=  0.0  ;; floating-point values
004D: jump_if_false IMPND_654
0004: $10730 =  2  ;; integer values

:IMPND_654
0002: jump IMPND_672

:IMPND_655
00D6: if  0
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_659
0004: $10730 =  3  ;; integer values

:IMPND_659
0002: jump IMPND_672

:IMPND_660
00D6: if  0
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_665
0004: $10730 =  1  ;; integer values
0002: jump IMPND_671

:IMPND_665
000D: $10734 -=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0032:   -90.0 >= $10734  ;; floating-point values
004D: jump_if_false IMPND_671
0004: $10730 =  0  ;; integer values

:IMPND_671
0002: jump IMPND_672

:IMPND_672
0871: init_jump_table $10732 total_jumps  4  0 IMPND_740 jumps  0 IMPND_673  1 IMPND_704  2 IMPND_717  3 IMPND_723 -1 IMPND_740 -1 IMPND_740 -1 IMPND_740 

:IMPND_673
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_698
00D6: if  0
09C3:  1592.251 -1637.59  17.1898  1578.344 -1624.273  11.9866 
004D: jump_if_false IMPND_698
00D6: if  0
0038:   $10551 ==  0  ;; integer values
004D: jump_if_false IMPND_698
00D6: if  0
8118:   NOT   actor $10518 dead
004D: jump_if_false IMPND_698
00D6: if  0
00A3:   actor $10518  0 ()in_rectangle  1582.153 -1637.67  1577.585 -1633.235
004D: jump_if_false IMPND_698
0004: $10732 =  1  ;; integer values
097B: @6  1153 
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_698
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_698
0006: @20 =  1  ;; integer values
008B: @19 = $10518  ;; integer values and handles

:IMPND_698
00D6: if  0
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_703
0004: $10732 =  1  ;; integer values
097B: @6  1153 

:IMPND_703
0002: jump IMPND_740

:IMPND_704
01BB: store_object @6 position_to $73 $74 $10740
0009: $10740 +=  .0173  ;; floating-point values
0009: $10736 +=  .9  ;; floating-point values
00D6: if  0
0030:   $10740 >=  16.425  ;; floating-point values
004D: jump_if_false IMPND_714
0004: $10732 =  2  ;; integer values
0005: $10740 =  16.425  ;; floating-point values
0005: $10736 =  90.0  ;; floating-point values
097B: @6  1154 

:IMPND_714
01BC: put_object @6 at $73 $74 $10740
0453: object @6 set_rotation $10736  0.0 $10651
0002: jump IMPND_740

:IMPND_717
00D6: if  0
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_722
0004: $10732 =  3  ;; integer values
097B: @6  1153 

:IMPND_722
0002: jump IMPND_740

:IMPND_723
01BB: store_object @6 position_to $73 $74 $10740
000D: $10740 -=  .0155  ;; floating-point values
000D: $10736 -=  .9  ;; floating-point values
00D6: if  0
0032:    14.5641 >= $10740  ;; floating-point values
004D: jump_if_false IMPND_733
097B: @6  1154 
0004: $10732 =  0  ;; integer values
0005: $10736 =  0.0  ;; floating-point values
0005: $10740 =  14.5641  ;; floating-point values

:IMPND_733
01BC: put_object @6 at $73 $74 $10740
0453: object @6 set_rotation $10736  0.0 $10651
00D6: if  0
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_739
0004: $10732 =  1  ;; integer values

:IMPND_739
0002: jump IMPND_740

:IMPND_740
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_907
0871: init_jump_table $10730 total_jumps  4  0 IMPND_790 jumps  0 IMPND_744  1 IMPND_766  2 IMPND_773  3 IMPND_778 -1 IMPND_790 -1 IMPND_790 -1 IMPND_790 

:IMPND_744
00D6: if  0
0038:   $10549 ==  0  ;; integer values
004D: jump_if_false IMPND_765
00D6: if  0
09C3: -1566.137  666.7503  5.775 -1577.602  658.2418  9.2455 
004D: jump_if_false IMPND_765
00D6: if  0
8118:   NOT   actor $10516 dead
004D: jump_if_false IMPND_765
00D6: if  0
00A3:   actor $10516  0 ()in_rectangle -1573.406  656.8607 -1572.033  658.196
004D: jump_if_false IMPND_757
0004: $10730 =  1  ;; integer values

:IMPND_757
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_765
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_765
0006: @20 =  1  ;; integer values
008B: @19 = $10516  ;; integer values and handles

:IMPND_765
0002: jump IMPND_790

:IMPND_766
0009: $10734 +=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0030:   $10734 >=  0.0  ;; floating-point values
004D: jump_if_false IMPND_772
0004: $10730 =  2  ;; integer values

:IMPND_772
0002: jump IMPND_790

:IMPND_773
00D6: if  0
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_777
0004: $10730 =  3  ;; integer values

:IMPND_777
0002: jump IMPND_790

:IMPND_778
00D6: if  0
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_783
0004: $10730 =  1  ;; integer values
0002: jump IMPND_789

:IMPND_783
000D: $10734 -=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0032:   -90.0 >= $10734  ;; floating-point values
004D: jump_if_false IMPND_789
0004: $10730 =  0  ;; integer values

:IMPND_789
0002: jump IMPND_790

:IMPND_790
0871: init_jump_table $10731 total_jumps  4  0 IMPND_837 jumps  0 IMPND_791  1 IMPND_813  2 IMPND_820  3 IMPND_825 -1 IMPND_837 -1 IMPND_837 -1 IMPND_837 

:IMPND_791
00D6: if  0
0038:   $10550 ==  0  ;; integer values
004D: jump_if_false IMPND_812
00D6: if  0
09C3: -1688.231  679.8141  20.5924 -1710.483  687.937  28.4141 
004D: jump_if_false IMPND_812
00D6: if  0
8118:   NOT   actor $10517 dead
004D: jump_if_false IMPND_812
00D6: if  0
00A3:   actor $10517  0 ()in_rectangle -1701.648  689.5652 -1700.086  688.274
004D: jump_if_false IMPND_804
0004: $10731 =  1  ;; integer values

:IMPND_804
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_812
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_812
0006: @20 =  1  ;; integer values
008B: @19 = $10517  ;; integer values and handles

:IMPND_812
0002: jump IMPND_837

:IMPND_813
0009: $10735 +=  .5  ;; floating-point values
0453: object @10 set_rotation $10735  0.0  180.0
00D6: if  0
0030:   $10735 >=  0.0  ;; floating-point values
004D: jump_if_false IMPND_819
0004: $10731 =  2  ;; integer values

:IMPND_819
0002: jump IMPND_837

:IMPND_820
00D6: if  0
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_824
0004: $10731 =  3  ;; integer values

:IMPND_824
0002: jump IMPND_837

:IMPND_825
00D6: if  0
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_830
0004: $10731 =  1  ;; integer values
0002: jump IMPND_836

:IMPND_830
000D: $10735 -=  .5  ;; floating-point values
0453: object @10 set_rotation $10735  0.0  180.0
00D6: if  0
0032:   -90.0 >= $10735  ;; floating-point values
004D: jump_if_false IMPND_836
0004: $10731 =  0  ;; integer values

:IMPND_836
0002: jump IMPND_837

:IMPND_837
0871: init_jump_table $10732 total_jumps  4  0 IMPND_907 jumps  0 IMPND_838  1 IMPND_876  2 IMPND_886  3 IMPND_892 -1 IMPND_907 -1 IMPND_907 -1 IMPND_907 

:IMPND_838
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_863
00D6: if  0
09C3: -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401 
004D: jump_if_false IMPND_863
00D6: if  0
0038:   $10551 ==  0  ;; integer values
004D: jump_if_false IMPND_863
00D6: if  0
8118:   NOT   actor $10518 dead
004D: jump_if_false IMPND_863
00D6: if  0
00A3:   actor $10518  0 ()in_rectangle -1613.253  679.4489 -1618.76  688.0851
004D: jump_if_false IMPND_863
0004: $10732 =  1  ;; integer values
097B: @6  1153 
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_863
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_863
0006: @20 =  1  ;; integer values
008B: @19 = $10518  ;; integer values and handles

:IMPND_863
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false IMPND_871
00D6: if  0
0339:   objects_in_cube -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401  0  1  0  0  0
004D: jump_if_false IMPND_871
0004: $10732 =  1  ;; integer values
097B: @6  1153 

:IMPND_871
00D6: if  0
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_875
0004: $10732 =  1  ;; integer values

:IMPND_875
0002: jump IMPND_907

:IMPND_876
01BB: store_object @6 position_to $73 $74 $10740
0009: $10740 +=  .0155  ;; floating-point values
00D6: if  0
0030:   $10740 >=  13.2513  ;; floating-point values
004D: jump_if_false IMPND_884
0004: $10732 =  2  ;; integer values
0005: $10740 =  13.2513  ;; floating-point values
097B: @6  1154 

:IMPND_884
01BC: put_object @6 at $73 $74 $10740
0002: jump IMPND_907

:IMPND_886
00D6: if  0
8339:   NOT   objects_in_cube -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401  0  1  0  0  0
004D: jump_if_false IMPND_891
0004: $10732 =  3  ;; integer values
097B: @6  1153 

:IMPND_891
0002: jump IMPND_907

:IMPND_892
01BB: store_object @6 position_to $73 $74 $10740
000D: $10740 -=  .0155  ;; floating-point values
00D6: if  0
0032:    8.5436 >= $10740  ;; floating-point values
004D: jump_if_false IMPND_901
0004: $10732 =  0  ;; integer values
0005: $10736 =  0.0  ;; floating-point values
0005: $10740 =  8.5436  ;; floating-point values
097B: @6  1154 

:IMPND_901
01BC: put_object @6 at $73 $74 $10740
00D6: if  0
0339:   objects_in_cube -1639.599  674.9066  10.3898 -1622.298  710.0969  .8401  0  1  0  0  0
004D: jump_if_false IMPND_906
0004: $10732 =  1  ;; integer values

:IMPND_906
0002: jump IMPND_907

:IMPND_907
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_1086
0871: init_jump_table $10730 total_jumps  4  0 IMPND_973 jumps  0 IMPND_911  1 IMPND_949  2 IMPND_956  3 IMPND_961 -1 IMPND_973 -1 IMPND_973 -1 IMPND_973 

:IMPND_911
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false IMPND_938
00D6: if  0
056C:   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false IMPND_938
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2250.323  2449.556  8.4616  2230.411  2461.79  17.8394
004D: jump_if_false IMPND_938
00D6: if  0
0038:   $10549 ==  0  ;; integer values
004D: jump_if_false IMPND_938
00D6: if  0
8118:   NOT   actor $10516 dead
004D: jump_if_false IMPND_938
00D6: if  0
00A3:   actor $10516  0 ()in_rectangle  2237.854  2448.608  2239.385  2450.014
004D: jump_if_false IMPND_938
0004: $10730 =  1  ;; integer values
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_938
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_938
0006: @20 =  1  ;; integer values
008B: @19 = $10516  ;; integer values and handles

:IMPND_938
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false IMPND_948
00D6: if  0
8119:   NOT   car $10725 wrecked
004D: jump_if_false IMPND_948
00D6: if  0
00B0:   car $10725  0 ()in_rectangle  2222.316  2432.012  2246.956  2467.653
004D: jump_if_false IMPND_948
0004: $10730 =  1  ;; integer values

:IMPND_948
0002: jump IMPND_973

:IMPND_949
0009: $10734 +=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0030:   $10734 >=  0.0  ;; floating-point values
004D: jump_if_false IMPND_955
0004: $10730 =  2  ;; integer values

:IMPND_955
0002: jump IMPND_973

:IMPND_956
00D6: if  0
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_960
0004: $10730 =  3  ;; integer values

:IMPND_960
0002: jump IMPND_973

:IMPND_961
00D6: if  0
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_966
0004: $10730 =  1  ;; integer values
0002: jump IMPND_972

:IMPND_966
000D: $10734 -=  .5  ;; floating-point values
0453: object @9 set_rotation $10734  0.0  0.0
00D6: if  0
0032:   -90.0 >= $10734  ;; floating-point values
004D: jump_if_false IMPND_972
0004: $10730 =  0  ;; integer values

:IMPND_972
0002: jump IMPND_973

:IMPND_973
0871: init_jump_table $10732 total_jumps  4  0 IMPND_1045 jumps  0 IMPND_974  1 IMPND_1014  2 IMPND_1024  3 IMPND_1030 -1 IMPND_1045 -1 IMPND_1045 -1 IMPND_1045 

:IMPND_974
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_1005
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false IMPND_1005
00D6: if  0
056C:   actor $PLAYER_ACTOR driving_police_vehicle
004D: jump_if_false IMPND_1005
00D6: if  0
00A4:   actor $PLAYER_ACTOR  0 ()in_cube  2237.808  2486.764  12.7579  2280.211  2502.595  6.2211
004D: jump_if_false IMPND_1005
00D6: if  0
0038:   $10551 ==  0  ;; integer values
004D: jump_if_false IMPND_1005
00D6: if  0
8118:   NOT   actor $10518 dead
004D: jump_if_false IMPND_1005
00D6: if  0
00A3:   actor $10518  0 ()in_rectangle  2253.515  2485.275  2248.9  2492.416
004D: jump_if_false IMPND_1005
0004: $10732 =  1  ;; integer values
097B: @6  1153 
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_1005
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_1005
0006: @20 =  1  ;; integer values
008B: @19 = $10518  ;; integer values and handles

:IMPND_1005
00D6: if  0
0038:   $10557 ==  1  ;; integer values
004D: jump_if_false IMPND_1013
00D6: if  0
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_1013
0004: $10732 =  1  ;; integer values
097B: @6  1153 

:IMPND_1013
0002: jump IMPND_1045

:IMPND_1014
01BB: store_object @6 position_to $73 $74 $10740
0009: $10740 +=  .0155  ;; floating-point values
00D6: if  0
0030:   $10740 >=  8.8513  ;; floating-point values
004D: jump_if_false IMPND_1022
0004: $10732 =  2  ;; integer values
0005: $10740 =  8.8513  ;; floating-point values
097B: @6  1154 

:IMPND_1022
01BC: put_object @6 at $73 $74 $10740
0002: jump IMPND_1045

:IMPND_1024
00D6: if  0
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_1029
0004: $10732 =  3  ;; integer values
097B: @6  1153 

:IMPND_1029
0002: jump IMPND_1045

:IMPND_1030
01BB: store_object @6 position_to $73 $74 $10740
000D: $10740 -=  .0155  ;; floating-point values
00D6: if  0
0032:    4.4414 >= $10740  ;; floating-point values
004D: jump_if_false IMPND_1039
0004: $10732 =  0  ;; integer values
0005: $10736 =  0.0  ;; floating-point values
0005: $10740 =  4.4414  ;; floating-point values
097B: @6  1154 

:IMPND_1039
01BC: put_object @6 at $73 $74 $10740
00D6: if  0
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_1044
0004: $10732 =  1  ;; integer values

:IMPND_1044
0002: jump IMPND_1045

:IMPND_1045
0871: init_jump_table $10733 total_jumps  4  0 IMPND_1086 jumps  0 IMPND_1046  1 IMPND_1055  2 IMPND_1065  3 IMPND_1071 -1 IMPND_1086 -1 IMPND_1086 -1 IMPND_1086 

:IMPND_1046
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_1054
00D6: if  0
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_1054
0004: $10733 =  1  ;; integer values
097B: @7  1153 

:IMPND_1054
0002: jump IMPND_1086

:IMPND_1055
01BB: store_object @7 position_to $73 $74 $10741
0009: $10741 +=  .0155  ;; floating-point values
00D6: if  0
0030:   $10741 >=  11.6441  ;; floating-point values
004D: jump_if_false IMPND_1063
0004: $10733 =  2  ;; integer values
0005: $10741 =  11.6441  ;; floating-point values
097B: @7  1154 

:IMPND_1063
01BC: put_object @7 at $73 $74 $10741
0002: jump IMPND_1086

:IMPND_1065
00D6: if  0
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_1070
0004: $10733 =  3  ;; integer values
097B: @7  1153 

:IMPND_1070
0002: jump IMPND_1086

:IMPND_1071
01BB: store_object @7 position_to $73 $74 $10741
000D: $10741 -=  .0155  ;; floating-point values
00D6: if  0
0032:    6.9743 >= $10741  ;; floating-point values
004D: jump_if_false IMPND_1080
0004: $10733 =  0  ;; integer values
0005: $10737 =  0.0  ;; floating-point values
0005: $10741 =  6.9743  ;; floating-point values
097B: @6  1154 

:IMPND_1080
01BC: put_object @7 at $73 $74 $10741
00D6: if  0
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_1085
0004: $10733 =  1  ;; integer values

:IMPND_1085
0002: jump IMPND_1086

:IMPND_1086
0051: return

:IMPND_1087
0871: init_jump_table @13 total_jumps  7  0 IMPND_1365 jumps  1 IMPND_1295  2 IMPND_1124  3 IMPND_1169  4 IMPND_1251  5 IMPND_1088  6 IMPND_1347  9 IMPND_1206 

:IMPND_1088
0050: gosub IMPND_1366
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_1095
0004: $10525(@12,8i) =  2  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1095
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false IMPND_1107
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
0086: $10712 = $71  ;; floating-point values only
0061: $10712 -= $75  ;; floating-point values
00D6: if  0
0022:    3.0 > $10712  ;; floating-point values
004D: jump_if_false IMPND_1107
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1107
00D6: if  0
0038:   $10716(@12,8i) == -1  ;; integer values
004D: jump_if_false IMPND_1118
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
0086: $10712 = $71  ;; floating-point values only
0061: $10712 -= $75  ;; floating-point values
00D6: if  0
0022:    3.0 > $10712  ;; floating-point values
004D: jump_if_false IMPND_1118
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1118
00D6: if  0
0038:   $10524 ==  1  ;; integer values
004D: jump_if_false IMPND_1123
0004: $10525(@12,8i) =  6  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1123
0002: jump IMPND_1365

:IMPND_1124
0050: gosub IMPND_2081
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false IMPND_1162
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1143
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_1139
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_1139
008B: @19 = $10516(@12,8i)  ;; integer values and handles
0006: @20 =  4  ;; integer values

:IMPND_1139
07A3: $10516(@12,8i) $PLAYER_ACTOR  5.0  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_1143
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1162
00D6: if  0
001F:   @32 > $10541(@12,8i)  ;; integer values
004D: jump_if_false IMPND_1162
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_1159
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_1158
0004: $10525(@12,8i) =  1  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1158
0002: jump IMPND_1162

:IMPND_1159
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1162
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false IMPND_1168
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1168
0002: jump IMPND_1365

:IMPND_1169
0050: gosub IMPND_2081
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false IMPND_1199
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1180
008A: $10541(@12,8i) = @32  ;; integer values and handles
0008: $10541(@12,8i) +=  7000  ;; integer values
05E2: unknown_action_sequence $10516(@12,8i) $PLAYER_ACTOR 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1180
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1199
00D6: if  0
001F:   @32 > $10541(@12,8i)  ;; integer values
004D: jump_if_false IMPND_1199
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_1196
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_1195
0004: $10525(@12,8i) =  1  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1195
0002: jump IMPND_1199

:IMPND_1196
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1199
00D6: if  0
0038:   $10714 ==  0  ;; integer values
004D: jump_if_false IMPND_1205
0008: $10724 +=  1  ;; integer values
0004: $10525(@12,8i) =  4  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1205
0002: jump IMPND_1365

:IMPND_1206
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1215
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1215
0667: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  5000 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1215
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1232
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1232
00D6: if  0
0038:   $10549(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1227
0004: $10525(@12,8i) =  8  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1227
00D6: if  0
0038:   $10549(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1232
0004: $10525(@12,8i) =  6  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1232
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_1244
00D6: if  0
0038:   $10549(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1242
0004: $10525(@12,8i) =  2  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values
0002: jump IMPND_1244

:IMPND_1242
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1244
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false IMPND_1250
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10549(@12,8i) =  1  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1250
0002: jump IMPND_1365

:IMPND_1251
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1260
0050: gosub IMPND_2081
00D6: if  0
0039:   @23 ==  0  ;; integer values
004D: jump_if_false IMPND_1259
06C2: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  6  1.0  5.0 -1 $10743 $10744 $10745 

:IMPND_1259
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1260
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1269
062E: $10516(@12,8i)  1730 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1269
05B9: unknown_action_sequence $10516(@12,8i)  2000 
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1269
00D6: if  0
0038:   $10533(@12,8i) ==  2  ;; integer values
004D: jump_if_false IMPND_1278
062E: $10516(@12,8i)  1465 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1278
0004: $10525(@12,8i) =  6  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1278
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_1284
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1284
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false IMPND_1289
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1289
00D6: if  0
0038:   $10716(@12,8i) == -1  ;; integer values
004D: jump_if_false IMPND_1294
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1294
0002: jump IMPND_1365

:IMPND_1295
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1306
00D6: if  0
0039:   @20 ==  0  ;; integer values
004D: jump_if_false IMPND_1306
0792: $10516(@12,8i) 
0812: unknown_action_sequence $10516(@12,8i) "PHONE_TALK" "PED"  4.0  1  0  0  0  4000 
0006: @20 =  5  ;; integer values
008B: @19 = $10516(@12,8i)  ;; integer values and handles
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1306
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1346
062E: $10516(@12,8i)  2066 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1346
00D6: if  0
0038:   $10524 ==  0  ;; integer values
004D: jump_if_false IMPND_1344
0004: $10524 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor @24 dead
004D: jump_if_false IMPND_1322
04D7: lock_actor @24 in_current_position  0
05C3: @24 

:IMPND_1322
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  0
8118:   NOT   actor $10517 dead
004D: jump_if_false IMPND_1336
01B9: set_actor $10517 armed_weapon_to  22

:IMPND_1336
00D6: if  0
8118:   NOT   actor $10522 dead
004D: jump_if_false IMPND_1340
01B9: set_actor $10522 armed_weapon_to  22

:IMPND_1340
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false IMPND_1344
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  3

:IMPND_1344
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1346
0002: jump IMPND_1365

:IMPND_1347
0050: gosub IMPND_1703
00D6: if  1
0038:   $10714 ==  1  ;; integer values
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_1354
0004: $10525(@12,8i) =  3  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1354
00D6: if  0
0038:   $10716(@12,8i) == -2  ;; integer values
004D: jump_if_false IMPND_1359
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1359
00D6: if  0
0038:   $10716(@12,8i) == -1  ;; integer values
004D: jump_if_false IMPND_1364
0004: $10525(@12,8i) =  9  ;; integer values
0004: $10533(@12,8i) =  0  ;; integer values

:IMPND_1364
0002: jump IMPND_1365

:IMPND_1365
0051: return

:IMPND_1366
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_1500
00D6: if  0
0038:   $10713 ==  1  ;; integer values
004D: jump_if_false IMPND_1458
00D6: if  0
0038:   $10729 ==  1  ;; integer values
004D: jump_if_false IMPND_1458
00D6: if  0
0022:    12.0 > $71  ;; floating-point values
004D: jump_if_false IMPND_1458
0004: $10557 =  1  ;; integer values
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1458
00D6: if  0
0039:   @12 ==  3  ;; integer values
004D: jump_if_false IMPND_1398
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: $10715 
05B9: unknown_action_sequence -1  3500 
0633: unknown_action_sequence -1 
05B9: unknown_action_sequence -1  700 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: unknown_action_sequence -1 unknown_angle  63.3988 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 

:IMPND_1398
00D6: if  0
0039:   @12 ==  4  ;; integer values
004D: jump_if_false IMPND_1413
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: $10715 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: unknown_action_sequence -1 unknown_angle  92.6125 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 

:IMPND_1413
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false IMPND_1441
0615: $10742 
00D6: if  0
8119:   NOT   car $10727 wrecked
004D: jump_if_false IMPND_1423
05D1: unknown_action_sequence -1 $10727  1589.878 -1644.143  11.2316  10.0  1  0  0 
05B9: unknown_action_sequence -1  2000 
05D1: unknown_action_sequence -1 $10727  1549.443 -1627.994  12.3905  10.0  1  0  0 

:IMPND_1423
0616: $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: $10715 
05B9: unknown_action_sequence -1  10000 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8119:   NOT   car $10727 wrecked
004D: jump_if_false IMPND_1436
05CB: unknown_action_sequence -1 $10727 -1 
06C7: unknown_action_sequence -1 $10727  14  1000 
0618: -1 $10742 

:IMPND_1436
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 
061B: $10742 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1441
00D6: if  0
0039:   @12 ==  6  ;; integer values
004D: jump_if_false IMPND_1450
0376: @24 = create_random_actor  1610.446 -1720.474  5.2252
0173: set_actor @24 z_angle_to  45.0
05C4: unknown_action_sequence @24 -2 
04D7: lock_actor @24 in_current_position  1
01B9: set_actor $10516(@12,8i) armed_weapon_to  0
05E2: unknown_action_sequence $10516(@12,8i) @24 

:IMPND_1450
00D6: if  0
0039:   @12 ==  7  ;; integer values
004D: jump_if_false IMPND_1457
00D6: if  0
8119:   NOT   car $10728 wrecked
004D: jump_if_false IMPND_1457
0657: $10728  0 

:IMPND_1457
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1458
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1500
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false IMPND_1484
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1484
00D6: if  0
8118:   NOT   actor $10521 dead
004D: jump_if_false IMPND_1484
062E: $10516(@12,8i) -1 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1484
00D6: if  0
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_1484
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  0
0020:   $10734 > -25.0  ;; floating-point values
004D: jump_if_false IMPND_1484
05D2: unknown_action_sequence $10516(@12,8i) $10726  20.0  0 
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1484
00D6: if  0
0039:   @12 ==  6  ;; integer values
004D: jump_if_false IMPND_1500
00D6: if  0
8118:   NOT   actor @24 dead
004D: jump_if_false IMPND_1500
0223: set_actor @24 health_to  100
062E: @24  1476 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1500
05C4: unknown_action_sequence @24 -2 
00D6: if  0
8118:   NOT   actor $10517 dead
004D: jump_if_false IMPND_1500
0605: unknown_action_sequence $10517 "FUCKU" "PED"  4.0  0  0  0  0 -2 

:IMPND_1500
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_1602
00D6: if  0
0038:   $10729 ==  1  ;; integer values
004D: jump_if_false IMPND_1602
00D6: if  0
0022:   -.7114 > $71  ;; floating-point values
004D: jump_if_false IMPND_1579
0004: $10557 =  1  ;; integer values
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1579
00D6: if  0
0039:   @12 ==  3  ;; integer values
004D: jump_if_false IMPND_1528
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: $10715 
05B9: unknown_action_sequence -1  1000 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: unknown_action_sequence -1 unknown_angle  146.3988 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 

:IMPND_1528
00D6: if  0
0039:   @12 ==  4  ;; integer values
004D: jump_if_false IMPND_1541
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: $10715 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: unknown_action_sequence -1 unknown_angle  103.6125 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 

:IMPND_1541
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false IMPND_1571
0615: $10742 
00D6: if  0
8119:   NOT   car $10728 wrecked
004D: jump_if_false IMPND_1551
05D1: unknown_action_sequence -1 $10728 -1629.925  694.9102  5.8578  10.0  1  0  0 
05B9: unknown_action_sequence -1  8000 
05D1: unknown_action_sequence -1 $10728 -1578.795  662.8546  6.1874  10.0  1  0  0 

:IMPND_1551
0616: $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: $10715 
05B9: unknown_action_sequence -1  10000 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8119:   NOT   car $10728 wrecked
004D: jump_if_false IMPND_1566
05CB: unknown_action_sequence -1 $10728 -1 
06C7: unknown_action_sequence -1 $10728  14  1000 
0618: -1 $10742 

:IMPND_1566
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 
061B: $10742 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1571
00D6: if  0
0039:   @12 ==  6  ;; integer values
004D: jump_if_false IMPND_1578
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false IMPND_1578
0657: $10726  0 

:IMPND_1578
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1579
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1602
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1601
00D6: if  0
8118:   NOT   actor $10521 dead
004D: jump_if_false IMPND_1601
062E: $10516(@12,8i) -1 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1601
00D6: if  0
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_1601
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  0
0020:   $10734 > -25.0  ;; floating-point values
004D: jump_if_false IMPND_1601
05D2: unknown_action_sequence $10516(@12,8i) $10726  20.0  0 

:IMPND_1601
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1602
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_1702
00D6: if  0
0038:   $10729 ==  1  ;; integer values
004D: jump_if_false IMPND_1702
00D6: if  1
0022:    4.3 > $71  ;; floating-point values
0020:   $69 >  2292.0  ;; floating-point values
004D: jump_if_false IMPND_1679
0004: $10557 =  1  ;; integer values
00D6: if  0
0038:   $10533(@12,8i) ==  0  ;; integer values
004D: jump_if_false IMPND_1679
00D6: if  0
0039:   @12 ==  3  ;; integer values
004D: jump_if_false IMPND_1633
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: $10715 
05B9: unknown_action_sequence -1  1000 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: unknown_action_sequence -1 unknown_angle  337.3988 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 

:IMPND_1633
00D6: if  0
0039:   @12 ==  4  ;; integer values
004D: jump_if_false IMPND_1648
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: $10715 
0633: unknown_action_sequence -1 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
05D4: unknown_action_sequence -1 unknown_angle  25.6125 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 

:IMPND_1648
00D6: if  0
0039:   @12 ==  5  ;; integer values
004D: jump_if_false IMPND_1678
0615: $10742 
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false IMPND_1658
05D1: unknown_action_sequence -1 $10726  2300.103  2494.479  2.266  10.0  1  0  0 
05B9: unknown_action_sequence -1  8000 
05D1: unknown_action_sequence -1 $10726  2242.173  2461.965  9.8203  10.0  1  0  0 

:IMPND_1658
0616: $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: $10715 
05B9: unknown_action_sequence -1  10000 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
00D6: if  0
8119:   NOT   car $10726 wrecked
004D: jump_if_false IMPND_1673
05CB: unknown_action_sequence -1 $10726 -1 
06C7: unknown_action_sequence -1 $10726  14  1000 
0618: -1 $10742 

:IMPND_1673
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 
061B: $10742 
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1678
0004: $10533(@12,8i) =  1  ;; integer values

:IMPND_1679
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1702
00D6: if  0
0038:   $10533(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_1701
00D6: if  0
8118:   NOT   actor $10521 dead
004D: jump_if_false IMPND_1701
062E: $10516(@12,8i) -1 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1701
00D6: if  0
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_1701
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  0
0020:   $10734 > -25.0  ;; floating-point values
004D: jump_if_false IMPND_1701
05D2: unknown_action_sequence $10516(@12,8i) $10726  20.0  0 

:IMPND_1701
0004: $10533(@12,8i) =  2  ;; integer values

:IMPND_1702
0051: return

:IMPND_1703
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_1788
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
00D6: if  0
0020:   $75 >  16.3914  ;; floating-point values
004D: jump_if_false IMPND_1729
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1553.0 -1627.837  12.3905 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1720
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1719
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  1553.0 -1627.837  12.3905  6 -2 

:IMPND_1719
0002: jump IMPND_1728

:IMPND_1720
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1728
00D6: if  0
0020:   $10745 >  15.0  ;; floating-point values
004D: jump_if_false IMPND_1728
0667: unknown_action_sequence $10516(@12,8i)  1566.329 -1628.917  13.7858  8000 

:IMPND_1728
0002: jump IMPND_1788

:IMPND_1729
00D6: if  1
0020:   $73 >  1580.82  ;; floating-point values
0020:   $74 > -1678.518  ;; floating-point values
004D: jump_if_false IMPND_1754
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1596.388 -1665.798  4.8604 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1743
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1742
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  1596.388 -1665.798  4.8604  6 -2 

:IMPND_1742
0002: jump IMPND_1753

:IMPND_1743
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1753
00D6: if  0
0020:   $10745 >  10.5  ;; floating-point values
004D: jump_if_false IMPND_1752
0667: unknown_action_sequence $10516(@12,8i)  1588.92 -1643.827  13.2958  8000 
0002: jump IMPND_1753

:IMPND_1752
0667: unknown_action_sequence $10516(@12,8i)  1551.462 -1625.453  12.3905  8000 

:IMPND_1753
0002: jump IMPND_1788

:IMPND_1754
00D6: if  0
0020:   $73 >  1565.1  ;; floating-point values
004D: jump_if_false IMPND_1773
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1593.21 -1702.36  4.897 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1767
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1766
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  1593.21 -1702.36  4.897  6 -2 

:IMPND_1766
0002: jump IMPND_1772

:IMPND_1767
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1772
0667: unknown_action_sequence $10516(@12,8i)  1589.466 -1699.136  5.6059  8000 

:IMPND_1772
0002: jump IMPND_1788

:IMPND_1773
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  1542.683 -1706.747  4.8984 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1783
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1782
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  1542.683 -1706.747  4.8984  6 -2 

:IMPND_1782
0002: jump IMPND_1788

:IMPND_1783
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1788
0667: unknown_action_sequence $10516(@12,8i)  1550.058 -1696.444  6.4232  8000 

:IMPND_1788
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_1960
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
00D6: if  0
0020:   $75 >  1.6789  ;; floating-point values
004D: jump_if_false IMPND_1880
00D6: if  0
0022:   -1667.058 > $73  ;; floating-point values
004D: jump_if_false IMPND_1822
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1697.185  684.1302  23.01 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1808
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1807
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i) -1697.185  684.1302  23.01  6 -2 

:IMPND_1807
0002: jump IMPND_1821

:IMPND_1808
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1821
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPND_1819
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1706.253  683.8111  25.3122 @16 
0002: jump IMPND_1821

:IMPND_1819
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1685.691  683.6411  20.7149 @16 

:IMPND_1821
0002: jump IMPND_1879

:IMPND_1822
00D6: if  0
0020:   $73 > -1604.599  ;; floating-point values
004D: jump_if_false IMPND_1849
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1576.952  661.7159  6.1901 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1835
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1834
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i) -1576.952  661.7159  6.1901  6 -2 

:IMPND_1834
0002: jump IMPND_1848

:IMPND_1835
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1848
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPND_1846
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1584.874  663.152  7.414 @16 
0002: jump IMPND_1848

:IMPND_1846
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1566.206  664.1497  8.621 @16 

:IMPND_1848
0002: jump IMPND_1879

:IMPND_1849
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1629.609  683.5222  6.1901 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1859
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1858
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i) -1629.609  683.5222  6.1901  6 -2 

:IMPND_1858
0002: jump IMPND_1879

:IMPND_1859
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1879
0209: @16 = random_int  0  3
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPND_1869
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1629.298  694.5806  6.6079 @16 

:IMPND_1869
00D6: if  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false IMPND_1874
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1617.505  677.6022  7.9235 @16 

:IMPND_1874
00D6: if  0
0039:   @16 ==  2  ;; integer values
004D: jump_if_false IMPND_1879
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1648.488  682.1654  10.8535 @16 

:IMPND_1879
0002: jump IMPND_1960

:IMPND_1880
00D6: if  1
0022:   -1598.681 > $73  ;; floating-point values
0020:   $74 >  707.923  ;; floating-point values
004D: jump_if_false IMPND_1907
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1618.067  742.9348 -6.2344 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1894
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1893
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i) -1618.067  742.9348 -6.2344  6 -2 

:IMPND_1893
0002: jump IMPND_1907

:IMPND_1894
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1907
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPND_1905
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1627.667  738.323 -5.0193 @16 
0002: jump IMPND_1907

:IMPND_1905
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1601.436  739.188 -4.696 @16 

:IMPND_1907
00D6: if  1
0020:   $73 > -1598.681  ;; floating-point values
0020:   $74 >  707.923  ;; floating-point values
004D: jump_if_false IMPND_1934
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1581.888  738.4942 -6.2422 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1921
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1920
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i) -1581.888  738.4942 -6.2422  6 -2 

:IMPND_1920
0002: jump IMPND_1934

:IMPND_1921
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1934
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPND_1932
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1594.033  741.5932 -4.9811 @16 
0002: jump IMPND_1934

:IMPND_1932
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1583.25  724.5026 -5.0768 @16 

:IMPND_1934
00D6: if  0
0022:    707.923 > $74  ;; floating-point values
004D: jump_if_false IMPND_1960
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point -1591.093  688.555 -6.2422 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1947
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1946
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i) -1591.093  688.555 -6.2422  6 -2 

:IMPND_1946
0002: jump IMPND_1960

:IMPND_1947
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1960
0209: @16 = random_int  0  2
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false IMPND_1958
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1602.085  687.7857 -4.6028 @16 
0002: jump IMPND_1960

:IMPND_1958
0209: @16 = random_int  5000  8000
0667: unknown_action_sequence $10516(@12,8i) -1582.961  717.1259 -4.2141 @16 

:IMPND_1960
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_2071
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
00D6: if  0
0020:   $75 >  8.9783  ;; floating-point values
004D: jump_if_false IMPND_2018
00D6: if  0
0022:    2484.598 > $74  ;; floating-point values
004D: jump_if_false IMPND_1992
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2241.879  2453.602  9.82 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_1980
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1979
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  2241.879  2453.602  9.82  6 -2 

:IMPND_1979
0002: jump IMPND_1991

:IMPND_1980
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_1991
0209: @16 = random_int  5000  8000
00D6: if  0
0039:   @13 ==  6  ;; integer values
004D: jump_if_false IMPND_1990
0667: unknown_action_sequence $10516(@12,8i)  2242.116  2478.98  10.8203  8000 
0002: jump IMPND_1991

:IMPND_1990
0667: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  8000 

:IMPND_1991
0002: jump IMPND_2017

:IMPND_1992
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2243.24  2495.099  9.8203 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_2002
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2001
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  2243.24  2495.099  9.8203  6 -2 

:IMPND_2001
0002: jump IMPND_2017

:IMPND_2002
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2017
00D6: if  0
0039:   @13 ==  6  ;; integer values
004D: jump_if_false IMPND_2016
00D6: if  0
0020:   $10745 >  5.0  ;; floating-point values
004D: jump_if_false IMPND_2014
0667: unknown_action_sequence $10516(@12,8i)  2242.453  2487.06  11.7533  8000 
0002: jump IMPND_2015

:IMPND_2014
0667: unknown_action_sequence $10516(@12,8i)  2268.113  2498.456  7.7616  8000 

:IMPND_2015
0002: jump IMPND_2017

:IMPND_2016
0667: unknown_action_sequence $10516(@12,8i) $10743 $10744 $10745  8000 

:IMPND_2017
0002: jump IMPND_2071

:IMPND_2018
00D6: if  0
0020:   $75 >  2.1249  ;; floating-point values
004D: jump_if_false IMPND_2056
00D6: if  0
0020:   $74 >  2458.327  ;; floating-point values
004D: jump_if_false IMPND_2040
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2306.376  2495.54  2.266 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_2034
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2033
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  2306.376  2495.54  2.266  6 -2 

:IMPND_2033
0002: jump IMPND_2039

:IMPND_2034
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2039
0667: unknown_action_sequence $10516(@12,8i)  2295.177  2471.76  3.955  8000 

:IMPND_2039
0002: jump IMPND_2055

:IMPND_2040
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2316.06  2446.912  2.266 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_2050
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2049
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  2316.06  2446.912  2.266  6 -2 

:IMPND_2049
0002: jump IMPND_2055

:IMPND_2050
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2055
0667: unknown_action_sequence $10516(@12,8i)  2295.216  2451.088  4.3783  8000 

:IMPND_2055
0002: jump IMPND_2071

:IMPND_2056
00D6: if  0
80FE:   NOT   actor $10516(@12,8i)  0 ()near_point  2238.753  2457.831 -8.4531 radius  5.0  5.0  5.0
004D: jump_if_false IMPND_2066
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2065
0687: $10516(@12,8i) 
05D3: unknown_action_sequence $10516(@12,8i)  2238.753  2457.831 -8.4531  6 -2 

:IMPND_2065
0002: jump IMPND_2071

:IMPND_2066
062E: $10516(@12,8i)  1639 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2071
0667: unknown_action_sequence $10516(@12,8i)  2251.799  2465.236 -7.2173  8000 

:IMPND_2071
0051: return
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_2080
062E: $10516(@12,8i)  1506 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2080
05E2: unknown_action_sequence $10516(@12,8i) $PLAYER_ACTOR 

:IMPND_2080
0051: return

:IMPND_2081
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_2125
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2125
062E: $10516(@12,8i)  1560 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2125
00D6: if  0
0020:   $75 >  8.9783  ;; floating-point values
004D: jump_if_false IMPND_2125
00D6: if  0
0022:    2481.796 > $74  ;; floating-point values
004D: jump_if_false IMPND_2107
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  2237.854  2448.608  2239.385  2450.014
004D: jump_if_false IMPND_2107
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  2239.572  2448.616  2242.362  2449.851
004D: jump_if_false IMPND_2107
05D3: unknown_action_sequence $10516(@12,8i)  2240.034  2449.418  9.8203  4 -2 
0006: @23 =  1  ;; integer values

:IMPND_2107
00D6: if  0
0030:   $74 >=  2481.796  ;; floating-point values
004D: jump_if_false IMPND_2125
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  2253.515  2485.275  2248.9  2492.416
004D: jump_if_false IMPND_2125
00D6: if  1
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  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_2125
0615: $10715 
05D3: unknown_action_sequence -1  2250.154  2486.405  9.8203  4 -2 
05D3: unknown_action_sequence -1  2247.823  2487.056  9.8203  4 -2 
05D3: unknown_action_sequence -1  2246.22  2488.32  9.8203  4 -2 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 
0006: @23 =  1  ;; integer values

:IMPND_2125
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_2169
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
062E: $10516(@12,8i)  1491 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2169
062E: $10516(@12,8i)  1560 @14 
00D6: if  0
04A4: @14  7 
004D: jump_if_false IMPND_2169
00D6: if  0
0020:   $75 >  12.0  ;; floating-point values
004D: jump_if_false IMPND_2169
00D6: if  0
0022:    1569.0 > $73  ;; floating-point values
004D: jump_if_false IMPND_2152
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  1543.749 -1632.588  1544.82 -1631.425
004D: jump_if_false IMPND_2151
00D6: if  0
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  1544.966 -1632.88  1546.495 -1630.646
004D: jump_if_false IMPND_2151
05D3: unknown_action_sequence $10516(@12,8i)  1545.881 -1631.918  12.3905  4 -2 
0006: @23 =  1  ;; integer values

:IMPND_2151
0002: jump IMPND_2169

:IMPND_2152
00D6: if  0
00A3:   actor $10516(@12,8i)  0 ()in_rectangle  1581.953 -1637.569  1577.376 -1632.992
004D: jump_if_false IMPND_2169
00D6: if  1
80A3:   NOT   actor $PLAYER_ACTOR  0 ()in_rectangle  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_2169
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: $10715 
05D8: AS_assign_scmpath to_actor -1 flags  4  0 
0616: $10715 
0618: $10516(@12,8i) $10715 
061B: $10715 
0006: @23 =  1  ;; integer values

:IMPND_2169
0051: return
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_2185
00D6: if  0
0039:   @12 ==  0  ;; integer values
004D: jump_if_false IMPND_2185
00D6: if  0
80A3:   NOT   actor $10516(@12,8i)  0 ()in_rectangle  2237.854  2448.608  2239.385  2450.014
004D: jump_if_false IMPND_2185
00D6: if  0
80A3:   NOT   actor $10516(@12,8i)  0 ()in_rectangle  2239.572  2448.616  2242.362  2449.851
004D: jump_if_false IMPND_2184
05D3: unknown_action_sequence $10516(@12,8i)  2240.034  2449.418  9.8203  4 -2 
0002: jump IMPND_2185

:IMPND_2184
05D3: unknown_action_sequence $10516(@12,8i)  2238.569  2449.417  10.0372  4 -2 

:IMPND_2185
0051: return

:IMPND_2186
0004: $10713 =  0  ;; integer values
00D6: if  0
0038:   $1865 ==  3  ;; integer values
004D: jump_if_false IMPND_2207
00D6: if  1
0020:   $71 >  3.9517  ;; floating-point values
0022:    14.0 > $71  ;; floating-point values
004D: jump_if_false IMPND_2203
00D6: if  1
0020:   $69 >  2238.0  ;; floating-point values
0022:    2299.0 > $69  ;; floating-point values
004D: jump_if_false IMPND_2203
00D6: if  1
0020:   $70 >  2430.916  ;; floating-point values
0022:    2502.681 > $70  ;; floating-point values
004D: jump_if_false IMPND_2203
0004: $10713 =  1  ;; integer values

:IMPND_2203
00D6: if  0
0032:    3.9517 >= $71  ;; floating-point values
004D: jump_if_false IMPND_2207
0004: $10713 =  1  ;; integer values

:IMPND_2207
00D6: if  0
0038:   $1865 ==  2  ;; integer values
004D: jump_if_false IMPND_2236
00D6: if  1
0020:   $69 > -1645.533  ;; floating-point values
0022:   -1572.784 > $69  ;; floating-point values
004D: jump_if_false IMPND_2223
00D6: if  1
0020:   $70 >  646.8482  ;; floating-point values
0022:    761.5287 > $70  ;; floating-point values
004D: jump_if_false IMPND_2223
00D6: if  1
0022:    11.4577 > $71  ;; floating-point values
0020:   $71 > -7.3486  ;; floating-point values
004D: jump_if_false IMPND_2223
0004: $10713 =  1  ;; integer values

:IMPND_2223
00D6: if  1
0020:   $69 > -1701.013  ;; floating-point values
0022:   -1640.991 > $69  ;; floating-point values
004D: jump_if_false IMPND_2236
00D6: if  1
0020:   $70 >  674.5198  ;; floating-point values
0022:    697.4974 > $70  ;; floating-point values
004D: jump_if_false IMPND_2236
00D6: if  1
0020:   $71 >  6.096  ;; floating-point values
0022:    26.5941 > $71  ;; floating-point values
004D: jump_if_false IMPND_2236
0004: $10713 =  1  ;; integer values

:IMPND_2236
00D6: if  0
0038:   $1865 ==  1  ;; integer values
004D: jump_if_false IMPND_2274
00D6: if  0
0022:    11.7746 > $71  ;; floating-point values
004D: jump_if_false IMPND_2252
00D6: if  1
0020:   $69 >  1524.017  ;; floating-point values
0022:    1612.404 > $69  ;; floating-point values
004D: jump_if_false IMPND_2251
00D6: if  1
0022:   -1633.573 > $70  ;; floating-point values
0020:   $70 > -1722.036  ;; floating-point values
004D: jump_if_false IMPND_2251
0004: $10713 =  1  ;; integer values

:IMPND_2251
0002: jump IMPND_2261

:IMPND_2252
00D6: if  1
0020:   $69 >  1544.427  ;; floating-point values
0022:    1607.588 > $69  ;; floating-point values
004D: jump_if_false IMPND_2261
00D6: if  1
0022:   -1603.015 > $70  ;; floating-point values
0020:   $70 > -1637.697  ;; floating-point values
004D: jump_if_false IMPND_2261
0004: $10713 =  1  ;; integer values

:IMPND_2261
00D6: if  1
0020:   $69 >  1581.407  ;; floating-point values
0022:    1605.203 > $69  ;; floating-point values
004D: jump_if_false IMPND_2274
00D6: if  1
0020:   $70 > -1666.734  ;; floating-point values
0022:   -1637.67 > $70  ;; floating-point values
004D: jump_if_false IMPND_2274
00D6: if  1
0020:   $71 >  4.8451  ;; floating-point values
0022:    13.6917 > $71  ;; floating-point values
004D: jump_if_false IMPND_2274
0004: $10713 =  1  ;; integer values

:IMPND_2274
0051: return

:IMPND_2275
00D6: if  21
856C:   NOT   actor $PLAYER_ACTOR driving_police_vehicle
0038:   $10549(@12,8i) ==  1  ;; integer values
004D: jump_if_false IMPND_2309
00D6: if  0
0364: $10516(@12,8i) $PLAYER_ACTOR 
004D: jump_if_false IMPND_2309
00A0: store_actor $10516(@12,8i) position_to $73 $74 $75
0172: @28 = actor $10516(@12,8i) z_angle
0089: @25 = $69  ;; floating-point values only
0065: @25 -= $73  ;; floating-point values 
0089: @26 = $70  ;; floating-point values only
0065: @26 -= $74  ;; floating-point values 
0604: @25 @26 @27 
0063: @28 -= @27  ;; floating-point values 
00D6: if  0
0023:   -180.0 > @28  ;; floating-point values
004D: jump_if_false IMPND_2294
000B: @28 +=  360.0  ;; floating-point values

:IMPND_2294
0097: make @28 absolute_float  
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false IMPND_2304
00D6: if  0
0023:    90.0 > @28  ;; floating-point values
004D: jump_if_false IMPND_2303
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745
0004: $10714 =  1  ;; integer values

:IMPND_2303
0002: jump IMPND_2309

:IMPND_2304
00D6: if  0
0023:    120.0 > @28  ;; floating-point values
004D: jump_if_false IMPND_2309
00A0: store_actor $PLAYER_ACTOR position_to $10743 $10744 $10745
0004: $10714 =  1  ;; integer values

:IMPND_2309
0051: return

:IMPND_2310
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  346
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_2336
00D6: if  0
001B:    8 > @16  ;; integer values
004D: jump_if_false IMPND_2347
00D6: if  0
056D:   unknown_actor $10516(@16,8i) dead_but_valid
004D: jump_if_false IMPND_2343
009B: destroy_actor_instantly $10516(@16,8i)

:IMPND_2343
0004: $10716(@16,8i) =  0  ;; integer values
0004: $10525(@16,8i) =  0  ;; integer values
000A: @16 +=  1  ;; integer values
0002: jump IMPND_2336

:IMPND_2347
0006: @16 =  0  ;; integer values

:IMPND_2348
00D6: if  0
001B:    4 > @16  ;; integer values
004D: jump_if_false IMPND_2357
00D6: if  0
8119:   NOT   car $10725(@16,4i) wrecked
004D: jump_if_false IMPND_2355
01C3: remove_references_to_car $10725(@16,4i)  ;; Like turning a car into any random car

:IMPND_2355
000A: @16 +=  1  ;; integer values
0002: jump IMPND_2348

:IMPND_2357
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START JUNKFUD

0005: $10061 =  0.0  ;; floating-point values
0005: $10062 =  0.0  ;; floating-point values
0005: $10063 =  0.0  ;; floating-point values
0005: $10064 =  0.0  ;; floating-point values
0005: $10065 =  0.0  ;; floating-point values
0005: $10066 =  0.0  ;; floating-point values
0005: $10067 =  0.0  ;; floating-point values
0005: $10068 =  0.0  ;; floating-point values
0005: $10069 =  0.0  ;; floating-point values
0005: $10070 =  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: $2748 =  0  ;; integer values
0005: $10052 =  0.0  ;; floating-point values
0004: $128 =  1  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false EXT_43_42
04AE: unknown $2415 radar_icon_or_model  155
0004: $10071 = -376  ;; integer values
0004: $10072 = -377  ;; integer values
0004: $10073 = -57  ;; integer values
0004: $10074 = -378  ;; integer values

:EXT_43_42
00D6: if  0
05AD:   s$706 == 'FDCHICK'  ;; 8-byte strings
004D: jump_if_false EXT_43_50
04AE: unknown $2415 radar_icon_or_model  167
0004: $10071 = -379  ;; integer values
0004: $10072 = -380  ;; integer values
0004: $10073 = -381  ;; integer values
0004: $10074 = -382  ;; integer values

:EXT_43_50
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false EXT_43_58
04AE: unknown $2415 radar_icon_or_model  205
0004: $10071 = -383  ;; integer values
0004: $10072 = -384  ;; integer values
0004: $10073 = -60  ;; integer values
0004: $10074 = -385  ;; integer values

:EXT_43_58
0247: request_model $10071
0247: request_model $10072
0247: request_model $10073
0247: request_model $10074
03CF: load_wav  1828 as  4
0247: request_model $2415
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
00D6: if  0
0038:   $10041 ==  1000000  ;; integer values
004D: jump_if_false JFUD_1
0107: $10037 = create_object $45 at $681 $682 $683

:JFUD_1
03A4: name_thread 'JFUD'

:JFUD_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1121
00D6: if  0
8844:   NOT s$706 
004D: jump_if_false JFUD_1119
00D6: if  0
0018:   $10046 >  0  ;; integer values
004D: jump_if_false JFUD_21
00D6: if  0
0A0F: (unknown)
004D: jump_if_false JFUD_21
03E6: remove_text_box
08DA: $2417 
08DA: $2421 
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
09FB: $154 = unknown_get_display_mode_or_gxt_file_used

:JFUD_21
00D6: if  0
0038:   $10046 ==  0  ;; integer values
004D: jump_if_false JFUD_60
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false JFUD_36
075F: $10036 
0005: $10061 =  0.0  ;; floating-point values
0005: $10062 =  0.0  ;; floating-point values
0005: $10063 =  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$706  ;; 8-byte strings
0004: $10046 =  1  ;; integer values

:JFUD_36
00D6: if  0
05AD:   s$706 == 'FDCHICK'  ;; 8-byte strings
004D: jump_if_false JFUD_48
075F: $10036 
0005: $10061 = -5.211  ;; floating-point values
0005: $10062 =  112.784  ;; floating-point values
0005: $10063 =  .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$706  ;; 8-byte strings
0004: $10046 =  1  ;; integer values

:JFUD_48
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false JFUD_60
075F: $10036 
0005: $684 =  0.0  ;; floating-point values
0005: $685 =  2.5  ;; floating-point values
0005: $10061 =  1.566  ;; floating-point values
0005: $10062 =  51.419  ;; floating-point values
0005: $10063 =  .01  ;; floating-point values
0005: $10064 =  0.0  ;; floating-point values
05A9: s$10043 = s$706  ;; 8-byte strings
0004: $10046 =  1  ;; integer values

:JFUD_60
00D6: if  0
0038:   $10046 ==  1  ;; integer values
004D: jump_if_false JFUD_108
03F0: text_draw_toggle  1
08F8:  0 
0005: $10057 =  374.0  ;; floating-point values
0059: $10057 += $10061  ;; floating-point values
0005: $10058 = -117.141  ;; floating-point values
0059: $10058 += $10062  ;; floating-point values
0005: $10059 =  1000.539  ;; floating-point values
0059: $10059 += $10063  ;; floating-point values
0005: $10060 =  180.0  ;; floating-point values
0059: $10060 += $10064  ;; floating-point values
0005: $10065 =  374.0  ;; floating-point values
0059: $10065 += $10061  ;; floating-point values
0005: $10066 = -119.1869  ;; floating-point values
0059: $10066 += $10062  ;; floating-point values
0005: $10067 =  1002.019  ;; floating-point values
0059: $10067 += $10063  ;; floating-point values
0005: $10068 =  373.9532  ;; floating-point values
0059: $10068 += $10061  ;; floating-point values
0005: $10069 = -118.189  ;; floating-point values
0059: $10069 += $10062  ;; floating-point values
0005: $10070 =  1001.975  ;; floating-point values
0059: $10070 += $10063  ;; floating-point values
0005: $10075 =  374.717  ;; floating-point values
0059: $10075 += $10061  ;; floating-point values
0005: $10076 = -122.55  ;; floating-point values
0059: $10076 += $10062  ;; floating-point values
0005: $10077 =  1002.572  ;; floating-point values
0059: $10077 += $10063  ;; floating-point values
0005: $10078 =  374.599  ;; floating-point values
0059: $10078 += $10061  ;; floating-point values
0005: $10079 = -121.608  ;; floating-point values
0059: $10079 += $10062  ;; floating-point values
0005: $10080 =  1002.256  ;; floating-point values
0059: $10080 += $10063  ;; floating-point values
00D6: if  0
0038:   $10033 ==  0  ;; integer values
004D: jump_if_false JFUD_107
009A: $10032 = create_actor  4 $2415 at $10057 $10058 $10059
0173: set_actor $10032 z_angle_to $10060
02A9: set_actor $10032 immune_to_nonplayer  1
060B: unknown_actor_use_entity $10032  65542 
04C4: create_coordinate $678 $679 $680 from_actor $10032 offset $684 $685  0.0
0004: $2748 =  0  ;; integer values
0004: $10033 =  1  ;; integer values

:JFUD_107
0004: $10046 =  2  ;; integer values

:JFUD_108
00D6: if  0
0038:   $10046 ==  2  ;; integer values
004D: jump_if_false JFUD_196
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_116
0050: gosub JFUD_1153

:JFUD_116
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_189
00D6: if  0
0038:   $2748 ==  0  ;; integer values
004D: jump_if_false JFUD_181
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $10032
031D:   actor $10032 hit_by_weapon  57
0038:   $677 ==  1  ;; integer values
004D: jump_if_false JFUD_133
0947: $10032  327 $2563 
05C4: unknown_action_sequence $10032 -2 
0004: $677 =  1  ;; integer values
0004: $2748 =  1  ;; integer values
0002: jump JFUD_180

:JFUD_133
00D6: if  0
001A:    11 > $674  ;; integer values
004D: jump_if_false JFUD_157
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false JFUD_156
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false JFUD_156
0947: $10032  333 $2563 
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
001A:    2 > $88  ;; integer values
004D: jump_if_false JFUD_155
00D6: if  0
0038:   $169 ==  1  ;; integer values
004D: jump_if_false JFUD_155
00D6: if  0
001A:    2 > $2754  ;; integer values
004D: jump_if_false JFUD_155
0109: player $PLAYER_CHAR money +=  2

:JFUD_155
0004: $10046 =  3  ;; integer values

:JFUD_156
0002: jump JFUD_180

:JFUD_157
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false JFUD_175
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_167
0947: $10032  322 $2563 
00BC: text_highpriority 'FOOD1'  5000 ms  1
097A: $69 $70 $71  1055 
0002: jump JFUD_174

:JFUD_167
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_173
0050: gosub JFUD_1153

:JFUD_173
0002: jump JFUD_2

:JFUD_174
0004: $10045 =  1  ;; integer values

:JFUD_175
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_180
0050: gosub JFUD_1153

:JFUD_180
0002: jump JFUD_188

:JFUD_181
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_187
0050: gosub JFUD_1153

:JFUD_187
0002: jump JFUD_2

:JFUD_188
0002: jump JFUD_196

:JFUD_189
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_195
0050: gosub JFUD_1153

:JFUD_195
0002: jump JFUD_2

:JFUD_196
00D6: if  0
0038:   $10046 ==  3  ;; integer values
004D: jump_if_false JFUD_456
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
09BC: $PLAYER_ACTOR $678 $679 $680 
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0173: set_actor $PLAYER_ACTOR z_angle_to $10055
0226: $10054 = actor $PLAYER_ACTOR health
0653: $10053 = stat  21 (fat)  ; float
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_231
00A0: store_actor $10032 position_to $2755 $2756 $2757
00D6: if  22
8044:   NOT   $2755 == $10057  ;; floating-point values 
8044:   NOT   $2756 == $10058  ;; floating-point values 
8044:   NOT   $2757 == $10059  ;; floating-point values 
004D: jump_if_false JFUD_219
00A1: put_actor $10032 at $10057 $10058 $10059
0173: set_actor $10032 z_angle_to $10060

:JFUD_219
04C4: create_coordinate $681 $682 $683 from_actor $10032 offset  0.0  .8  .1
00D6: if  0
8611:   NOT $10032 "SHP_TRAY_POSE" 
004D: jump_if_false JFUD_225
0812: unknown_action_sequence $10032 "SHP_TRAY_IN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values

:JFUD_225
0947: $10032  333 $10081 
00D6: if  0
0611: $10032 "SHP_TRAY_IN" 
004D: jump_if_false JFUD_230
0613: $10032 "SHP_TRAY_IN" $10052 

:JFUD_230
0002: jump JFUD_238

:JFUD_231
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_237
0050: gosub JFUD_1153

:JFUD_237
0002: jump JFUD_2

:JFUD_238
0006: @32 =  0  ;; integer values

:JFUD_239
00D6: if  0
0029:   @32 >=  600  ;; integer values
004D: jump_if_false JFUD_264
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_248
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_248
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_259
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_257
0050: gosub JFUD_1153

:JFUD_257
0002: jump JFUD_2
0002: jump JFUD_263

:JFUD_259
00D6: if  0
0611: $10032 "SHP_TRAY_IN" 
004D: jump_if_false JFUD_263
0613: $10032 "SHP_TRAY_IN" $10052 

:JFUD_263
0002: jump JFUD_239

:JFUD_264
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_271
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
015F: set_camera_position $10065 $10066 $10067  0.0  0.0  0.0
0160: point_camera $10068 $10069 $10070  2
0002: jump JFUD_273

:JFUD_271
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_273
00D6: if  0
8611:   NOT $10032 "SHP_TRAY_POSE" 
004D: jump_if_false JFUD_301

:JFUD_276
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_301
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_285
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_285
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_296
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_294
0050: gosub JFUD_1153

:JFUD_294
0002: jump JFUD_2
0002: jump JFUD_300

:JFUD_296
00D6: if  0
0611: $10032 "SHP_TRAY_IN" 
004D: jump_if_false JFUD_300
0613: $10032 "SHP_TRAY_IN" $10052 

:JFUD_300
0002: jump JFUD_276

:JFUD_301
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_311
0812: unknown_action_sequence $10032 "SHP_TRAY_POSE" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_POSE" 
004D: jump_if_false JFUD_310
0613: $10032 "SHP_TRAY_POSE" $10052 

:JFUD_310
0002: jump JFUD_318

:JFUD_311
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_317
0050: gosub JFUD_1153

:JFUD_317
0002: jump JFUD_2

:JFUD_318
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_343
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_327
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_327
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_338
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_336
0050: gosub JFUD_1153

:JFUD_336
0002: jump JFUD_2
0002: jump JFUD_342

:JFUD_338
00D6: if  0
0611: $10032 "SHP_TRAY_POSE" 
004D: jump_if_false JFUD_342
0613: $10032 "SHP_TRAY_POSE" $10052 

:JFUD_342
0002: jump JFUD_318

:JFUD_343
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_353
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_IN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_IN" 
004D: jump_if_false JFUD_352
0613: $10032 "SHP_TRAY_LIFT_IN" $10052 

:JFUD_352
0002: jump JFUD_360

:JFUD_353
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_359
0050: gosub JFUD_1153

:JFUD_359
0002: jump JFUD_2

:JFUD_360
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_385
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_369
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_369
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_380
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_378
0050: gosub JFUD_1153

:JFUD_378
0002: jump JFUD_2
0002: jump JFUD_384

:JFUD_380
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_IN" 
004D: jump_if_false JFUD_384
0613: $10032 "SHP_TRAY_LIFT_IN" $10052 

:JFUD_384
0002: jump JFUD_360

:JFUD_385
097A: $69 $70 $71  1145 
0004: $10042 =  0  ;; integer values
0004: $10038 =  0  ;; integer values
0760: $10042 $45 
0107: $10037 = create_object $45 at $681 $682 $683
0761: $45 $10034 
078C: $45 s$10039 
0084: $2751 = $10034  ;; integer values and handles
05A9: s$2752 = s$10039  ;; 8-byte strings
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_406
070A: unknown_action_sequence $10032 $10037  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
0004: $10038 =  1  ;; integer values
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT" 
004D: jump_if_false JFUD_405
0613: $10032 "SHP_TRAY_LIFT" $10052 

:JFUD_405
0002: jump JFUD_413

:JFUD_406
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_412
0050: gosub JFUD_1153

:JFUD_412
0002: jump JFUD_2

:JFUD_413
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_438
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_422
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_422
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_433
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_431
0050: gosub JFUD_1153

:JFUD_431
0002: jump JFUD_2
0002: jump JFUD_437

:JFUD_433
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT" 
004D: jump_if_false JFUD_437
0613: $10032 "SHP_TRAY_LIFT" $10052 

:JFUD_437
0002: jump JFUD_413

:JFUD_438
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_448
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_LOOP" "FOOD"  1000.0  1  0  0  0 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false JFUD_447
0613: $10032 "SHP_TRAY_LIFT_LOOP" $10052 

:JFUD_447
0002: jump JFUD_455

:JFUD_448
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_454
0050: gosub JFUD_1153

:JFUD_454
0002: jump JFUD_2

:JFUD_455
0004: $10046 =  4  ;; integer values

:JFUD_456
00D6: if  0
0038:   $10046 ==  4  ;; integer values
004D: jump_if_false JFUD_1118
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false JFUD_1117
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false JFUD_498
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false JFUD_473
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_473
0004: $2544 =  0  ;; integer values
000C: $10042 -=  1  ;; integer values
0006: @32 =  0  ;; integer values

:JFUD_476
00D6: if  0
001B:    150 > @32  ;; integer values
004D: jump_if_false JFUD_496
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_485
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_485
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_495
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_494
0050: gosub JFUD_1153

:JFUD_494
0002: jump JFUD_2

:JFUD_495
0002: jump JFUD_476

:JFUD_496
0004: $10047 =  0  ;; integer values
0004: $10038 =  0  ;; integer values

:JFUD_498
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false JFUD_533
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false JFUD_508
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_508
0004: $2544 =  0  ;; integer values
0008: $10042 +=  1  ;; integer values
0006: @32 =  0  ;; integer values

:JFUD_511
00D6: if  0
001B:    150 > @32  ;; integer values
004D: jump_if_false JFUD_531
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_520
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_520
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_530
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_529
0050: gosub JFUD_1153

:JFUD_529
0002: jump JFUD_2

:JFUD_530
0002: jump JFUD_511

:JFUD_531
0004: $10038 =  0  ;; integer values
0004: $10047 =  0  ;; integer values

:JFUD_533
00D6: if  0
001A:    0 > $10042  ;; integer values
004D: jump_if_false JFUD_538
0084: $10042 = $10036  ;; integer values and handles
000C: $10042 -=  1  ;; integer values

:JFUD_538
00D6: if  0
003A:   $10042 == $10036  ;; integer values and handles
004D: jump_if_false JFUD_542
0004: $10042 =  0  ;; integer values

:JFUD_542
00D6: if  0
0038:   $10038 ==  0  ;; integer values
004D: jump_if_false JFUD_656
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_555
0812: unknown_action_sequence $10032 "SHP_TRAY_RETURN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_RETURN" 
004D: jump_if_false JFUD_554
0613: $10032 "SHP_TRAY_RETURN" $10052 

:JFUD_554
0002: jump JFUD_562

:JFUD_555
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_561
0050: gosub JFUD_1153

:JFUD_561
0002: jump JFUD_2

:JFUD_562
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_587
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_571
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_571
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_582
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_580
0050: gosub JFUD_1153

:JFUD_580
0002: jump JFUD_2
0002: jump JFUD_586

:JFUD_582
00D6: if  0
0611: $10032 "SHP_TRAY_RETURN" 
004D: jump_if_false JFUD_586
0613: $10032 "SHP_TRAY_RETURN" $10052 

:JFUD_586
0002: jump JFUD_562

:JFUD_587
0050: gosub JFUD_1509
0760: $10042 $45 
0107: $10037 = create_object $45 at $681 $682 $683
0761: $45 $10034 
078C: $45 s$10039 
097A: $69 $70 $71  1145 
0084: $2751 = $10034  ;; integer values and handles
05A9: s$2752 = s$10039  ;; 8-byte strings
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_606
070A: unknown_action_sequence $10032 $10037  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT" 
004D: jump_if_false JFUD_605
0613: $10032 "SHP_TRAY_LIFT" $10052 

:JFUD_605
0002: jump JFUD_613

:JFUD_606
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_612
0050: gosub JFUD_1153

:JFUD_612
0002: jump JFUD_2

:JFUD_613
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_638
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_622
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_622
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_633
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_631
0050: gosub JFUD_1153

:JFUD_631
0002: jump JFUD_2
0002: jump JFUD_637

:JFUD_633
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT" 
004D: jump_if_false JFUD_637
0613: $10032 "SHP_TRAY_LIFT" $10052 

:JFUD_637
0002: jump JFUD_613

:JFUD_638
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_648
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_LOOP" "FOOD"  1000.0  1  0  0  0 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_LOOP" 
004D: jump_if_false JFUD_647
0613: $10032 "SHP_TRAY_LIFT_LOOP" $10052 

:JFUD_647
0002: jump JFUD_655

:JFUD_648
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_654
0050: gosub JFUD_1153

:JFUD_654
0002: jump JFUD_2

:JFUD_655
0004: $10038 =  1  ;; integer values

:JFUD_656
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false JFUD_660
0050: gosub JFUD_1472

:JFUD_660
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false JFUD_1117

:JFUD_663
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false JFUD_683
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_672
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_672
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_682
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_681
0050: gosub JFUD_1153

:JFUD_681
0002: jump JFUD_2

:JFUD_682
0002: jump JFUD_663

:JFUD_683
0004: $2544 =  0  ;; integer values
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_691
010B: $2754 = player $PLAYER_CHAR money
0002: jump JFUD_693

:JFUD_691
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_693
00D6: if  0
002C:   $2754 >= $10034  ;; integer values 
004D: jump_if_false JFUD_1099
00D6: if  0
001A:    11 > $674  ;; integer values
004D: jump_if_false JFUD_780
0790: $45 
0004: $10047 =  1  ;; integer values
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false JFUD_708
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false JFUD_708
09F1: $PLAYER_ACTOR  1168 

:JFUD_708
00D6: if  0
0038:   $672 ==  0  ;; integer values
004D: jump_if_false JFUD_713
01BD: $5285 = current_time_in_ms
0004: $672 =  1  ;; integer values

:JFUD_713
097A: $69 $70 $71  1054 
0008: $674 +=  1  ;; integer values
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_720
0947: $10032  323 $2563 
0002: jump JFUD_727

:JFUD_720
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_726
0050: gosub JFUD_1153

:JFUD_726
0002: jump JFUD_2

:JFUD_727
0006: @32 =  0  ;; integer values
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false JFUD_734
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_734
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false JFUD_746
08D4: 'FOODCHO'  29.0  25.0  93.0  2  0  1  1 $2421 
08D6: $2421  0  1 
08DB: $2421  0 'MEAL' 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2421  1  2 
08DB: $2421  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2421  1  0 'DOLLAR' $10034 
09DB: $2421  0  140 
09DB: $2421  1  46 
0004: $2422 =  1  ;; integer values

:JFUD_746
00D6: if  0
002B:    1000 >= @32  ;; integer values 
004D: jump_if_false JFUD_766
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_755
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_755
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_765
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_764
0050: gosub JFUD_1153

:JFUD_764
0002: jump JFUD_2

:JFUD_765
0002: jump JFUD_746

:JFUD_766
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false JFUD_771
08DA: $2421 
0004: $2422 =  0  ;; integer values

:JFUD_771
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false JFUD_775
0050: gosub JFUD_1472

:JFUD_775
00D6: if  0
0038:   $88 ==  1  ;; integer values
004D: jump_if_false JFUD_779
0004: $88 =  2  ;; integer values

:JFUD_779
0002: jump JFUD_1098

:JFUD_780
00D6: if  0
0038:   $10045 ==  0  ;; integer values
004D: jump_if_false JFUD_1098
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_790
0947: $10032  322 $2563 
097A: $69 $70 $71  1055 
00BC: text_highpriority 'FOOD1'  5000 ms  1
0002: jump JFUD_797

:JFUD_790
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_796
0050: gosub JFUD_1153

:JFUD_796
0002: jump JFUD_2

:JFUD_797
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false JFUD_803
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_803
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false JFUD_809
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_809
00D6: if  0
0038:   $88 ==  2  ;; integer values
004D: jump_if_false JFUD_828
0169: set_fade_color  0  0  0
043C: unknown_set_game_sounds  0
016A: fade  0 ()  0 ms
0050: gosub JFUD_1509
009B: destroy_actor_instantly $10032
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: $10046 =  2  ;; integer values
0223: set_actor $PLAYER_ACTOR health_to $10054
062A: change_stat  21 (fat) to $10053  ; float
0004: $28 =  1  ;; integer values
0002: jump JFUD_2

:JFUD_828
00D6: if  0
0028:   $674 >=  11  ;; integer values
004D: jump_if_false JFUD_926
0050: gosub JFUD_1123
0050: gosub JFUD_1509
00D6: if  0
001A:    10 > $10054  ;; integer values
004D: jump_if_false JFUD_838
0084: $10054 = $10054  ;; integer values and handles
0002: jump JFUD_843

:JFUD_838
000C: $10054 -=  10  ;; integer values
00D6: if  0
001A:    10 > $10054  ;; integer values
004D: jump_if_false JFUD_843
0004: $10054 =  10  ;; integer values

:JFUD_843
0223: set_actor $PLAYER_ACTOR health_to $10054
062A: change_stat  21 (fat) to $10053  ; float
015F: set_camera_position $10075 $10076 $10077  0.0  0.0  0.0
0160: point_camera $10078 $10079 $10080  2
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_862
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0086: $10049 = $69  ;; floating-point values only
0009: $10049 +=  .355  ;; floating-point values
0086: $10050 = $70  ;; floating-point values only
000D: $10050 -=  .116  ;; floating-point values
0086: $10051 = $71  ;; floating-point values only
000D: $10051 -=  .048  ;; floating-point values
064B: "PUKE" $10049 $10050 $10051  1 $10048 
0812: unknown_action_sequence $PLAYER_ACTOR "EAT_VOMIT_P" "FOOD"  4.0  0  0  0  0 -1 
0005: $10052 =  0.0  ;; floating-point values
0947: $PLAYER_ACTOR  353 $2563 
0002: jump JFUD_864

:JFUD_862
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_864
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_870
0812: unknown_action_sequence $10032 "EAT_VOMIT_SK" "FOOD"  1000.0  0  0  0  0 -1 
0947: $10032  325 $2563 
0002: jump JFUD_877

:JFUD_870
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_876
0050: gosub JFUD_1153

:JFUD_876
0002: jump JFUD_2

:JFUD_877
00D6: if  0
0611: $PLAYER_ACTOR "EAT_VOMIT_P" 
004D: jump_if_false JFUD_881
0613: $PLAYER_ACTOR "EAT_VOMIT_P" $10052 

:JFUD_881
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_923
0001: wait  0 ms
00D6: if  0
0038:   $10056 ==  0  ;; integer values
004D: jump_if_false JFUD_896
00D6: if  0
0030:   $10052 >=  .463  ;; floating-point values
004D: jump_if_false JFUD_896
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false JFUD_895
09F1: $PLAYER_ACTOR  1169 

:JFUD_895
0004: $10056 =  1  ;; integer values

:JFUD_896
00D6: if  0
0038:   $10056 ==  1  ;; integer values
004D: jump_if_false JFUD_904
00D6: if  0
0030:   $10052 >=  .52  ;; floating-point values
004D: jump_if_false JFUD_904
064C: $10048 
0004: $10056 =  2  ;; integer values

:JFUD_904
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_909
0613: $PLAYER_ACTOR "EAT_VOMIT_P" $10052 
0002: jump JFUD_911

:JFUD_909
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_911
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_915
0002: jump JFUD_922

:JFUD_915
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_921
0050: gosub JFUD_1153

:JFUD_921
0002: jump JFUD_2

:JFUD_922
0002: jump JFUD_881

:JFUD_923
064E: $10048 
0650: $10048 
0002: jump JFUD_1011

:JFUD_926
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_936
0812: unknown_action_sequence $10032 "SHP_TRAY_RETURN" "FOOD"  4.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_RETURN" 
004D: jump_if_false JFUD_935
0613: $10032 "SHP_TRAY_RETURN" $10052 

:JFUD_935
0002: jump JFUD_943

:JFUD_936
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_942
0050: gosub JFUD_1153

:JFUD_942
0002: jump JFUD_2

:JFUD_943
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_968
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_952
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_952
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_963
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_961
0050: gosub JFUD_1153

:JFUD_961
0002: jump JFUD_2
0002: jump JFUD_967

:JFUD_963
00D6: if  0
0611: $10032 "SHP_TRAY_RETURN" 
004D: jump_if_false JFUD_967
0613: $10032 "SHP_TRAY_RETURN" $10052 

:JFUD_967
0002: jump JFUD_943

:JFUD_968
0050: gosub JFUD_1509
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_979
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_OUT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false JFUD_978
0613: $10032 "SHP_TRAY_LIFT_OUT" $10052 

:JFUD_978
0002: jump JFUD_986

:JFUD_979
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_985
0050: gosub JFUD_1153

:JFUD_985
0002: jump JFUD_2

:JFUD_986
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_1011
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_995
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_995
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_1006
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1004
0050: gosub JFUD_1153

:JFUD_1004
0002: jump JFUD_2
0002: jump JFUD_1010

:JFUD_1006
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false JFUD_1010
0613: $10032 "SHP_TRAY_LIFT_OUT" $10052 

:JFUD_1010
0002: jump JFUD_986

:JFUD_1011
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_1021
0812: unknown_action_sequence $10032 "SHP_TRAY_POSE" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_POSE" 
004D: jump_if_false JFUD_1020
0613: $10032 "SHP_TRAY_POSE" $10052 

:JFUD_1020
0002: jump JFUD_1028

:JFUD_1021
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1027
0050: gosub JFUD_1153

:JFUD_1027
0002: jump JFUD_2

:JFUD_1028
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_1054
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1036
0002: jump JFUD_1038

:JFUD_1036
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_1038
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_1046
00D6: if  0
0611: $10032 "SHP_TRAY_POSE" 
004D: jump_if_false JFUD_1045
0613: $10032 "SHP_TRAY_POSE" $10052 

:JFUD_1045
0002: jump JFUD_1053

:JFUD_1046
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1052
0050: gosub JFUD_1153

:JFUD_1052
0002: jump JFUD_2

:JFUD_1053
0002: jump JFUD_1028

:JFUD_1054
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut

:JFUD_1058
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false JFUD_1092
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1067
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_1067
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_1078
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1076
0050: gosub JFUD_1153

:JFUD_1076
0002: jump JFUD_2
0002: jump JFUD_1091

:JFUD_1078
00D6: if  0
0038:   $2748 ==  0  ;; integer values
004D: jump_if_false JFUD_1091
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $10032
031D:   actor $10032 hit_by_weapon  57
0038:   $677 ==  1  ;; integer values
004D: jump_if_false JFUD_1091
0947: $10032  327 $2563 
05C4: unknown_action_sequence $10032 -2 
0004: $677 =  1  ;; integer values
0004: $2748 =  1  ;; integer values

:JFUD_1091
0002: jump JFUD_1058

:JFUD_1092
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $10038 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $10046 =  2  ;; integer values
0004: $10045 =  1  ;; integer values

:JFUD_1098
0002: jump JFUD_1117

:JFUD_1099
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false JFUD_1117
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_1109
097A: $69 $70 $71  1055 
0947: $10032  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0002: jump JFUD_1116

:JFUD_1109
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1115
0050: gosub JFUD_1153

:JFUD_1115
0002: jump JFUD_2

:JFUD_1116
0004: $2544 =  1  ;; integer values

:JFUD_1117
0050: gosub JFUD_1196

:JFUD_1118
0002: jump JFUD_1120

:JFUD_1119
0050: gosub JFUD_1153

:JFUD_1120
0002: jump JFUD_1122

:JFUD_1121
0050: gosub JFUD_1153

:JFUD_1122
0002: jump JFUD_2

:JFUD_1123
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false JFUD_1131
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_1131
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false JFUD_1137
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_1137
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: $10046 =  2  ;; integer values
0004: $2544 =  0  ;; integer values
0249: release_model $10071
0249: release_model $10072
0249: release_model $10073
0249: release_model $10074
00D6: if  0
0038:   $10033 ==  1  ;; integer values
004D: jump_if_false JFUD_1152
03E6: remove_text_box

:JFUD_1152
0051: return

:JFUD_1153
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0038:   $10033 ==  1  ;; integer values
004D: jump_if_false JFUD_1159
03E6: remove_text_box

:JFUD_1159
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false JFUD_1165
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_1165
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false JFUD_1171
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_1171
0004: $10033 =  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: $2748 =  0  ;; integer values
0004: $10056 =  0  ;; integer values
0004: $2418 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $10046 =  0  ;; integer values
0004: $2544 =  0  ;; integer values
0650: $10048 
009B: destroy_actor_instantly $10032
0249: release_model $2415
0249: release_model $10071
0249: release_model $10072
0249: release_model $10073
0249: release_model $10074
03F0: text_draw_toggle  0
08F8:  1 
09BD:  0 
040D: unload_wav  4
004E: end_thread
0051: return

:JFUD_1196
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false JFUD_1471
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false JFUD_1205
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:JFUD_1205
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false JFUD_1211
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:JFUD_1211
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false JFUD_1231
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1220
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_1220
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_1230
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1229
0050: gosub JFUD_1153

:JFUD_1229
0002: jump JFUD_2

:JFUD_1230
0002: jump JFUD_1211

:JFUD_1231
03D5: remove_text 'SHOPNO'
03D5: remove_text 'FOOD1'
00D6: if  0
0038:   $88 ==  2  ;; integer values
004D: jump_if_false JFUD_1248
0169: set_fade_color  0  0  0
016A: fade  0 ()  0 ms
0050: gosub JFUD_1509
009B: destroy_actor_instantly $10032
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: $10046 =  2  ;; integer values
0004: $2544 =  0  ;; integer values
0002: jump JFUD_1471

:JFUD_1248
0004: $128 =  0  ;; integer values
07B0: s$706 
00D6: if  0
0038:   $10047 ==  1  ;; integer values
004D: jump_if_false JFUD_1267
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false JFUD_1258
0605: unknown_action_sequence $PLAYER_ACTOR "EAT_BURGER" "FOOD"  4.0  0  0  0  0 -1 
0002: jump JFUD_1267

:JFUD_1258
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false JFUD_1263
0605: unknown_action_sequence $PLAYER_ACTOR "EAT_PIZZA" "FOOD"  4.0  0  0  0  0 -1 
0002: jump JFUD_1267

:JFUD_1263
00D6: if  0
05AD:   s$706 == 'FDCHICK'  ;; 8-byte strings
004D: jump_if_false JFUD_1267
0605: unknown_action_sequence $PLAYER_ACTOR "EAT_CHICKEN" "FOOD"  4.0  0  0  0  0 -1 

:JFUD_1267
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_1278
0947: $10032  331 $10081 
0812: unknown_action_sequence $10032 "SHP_TRAY_RETURN" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_RETURN" 
004D: jump_if_false JFUD_1277
0613: $10032 "SHP_TRAY_RETURN" $10052 

:JFUD_1277
0002: jump JFUD_1285

:JFUD_1278
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1284
0050: gosub JFUD_1153

:JFUD_1284
0002: jump JFUD_2

:JFUD_1285
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_1310
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1294
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_1294
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_1305
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1303
0050: gosub JFUD_1153

:JFUD_1303
0002: jump JFUD_2
0002: jump JFUD_1309

:JFUD_1305
00D6: if  0
0611: $10032 "SHP_TRAY_RETURN" 
004D: jump_if_false JFUD_1309
0613: $10032 "SHP_TRAY_RETURN" $10052 

:JFUD_1309
0002: jump JFUD_1285

:JFUD_1310
0050: gosub JFUD_1509
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_1321
0812: unknown_action_sequence $10032 "SHP_TRAY_LIFT_OUT" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false JFUD_1320
0613: $10032 "SHP_TRAY_LIFT_OUT" $10052 

:JFUD_1320
0002: jump JFUD_1328

:JFUD_1321
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1327
0050: gosub JFUD_1153

:JFUD_1327
0002: jump JFUD_2

:JFUD_1328
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_1353
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1337
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_1337
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_1348
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1346
0050: gosub JFUD_1153

:JFUD_1346
0002: jump JFUD_2
0002: jump JFUD_1352

:JFUD_1348
00D6: if  0
0611: $10032 "SHP_TRAY_LIFT_OUT" 
004D: jump_if_false JFUD_1352
0613: $10032 "SHP_TRAY_LIFT_OUT" $10052 

:JFUD_1352
0002: jump JFUD_1328

:JFUD_1353
00D6: if  0
0038:   $10047 ==  1  ;; integer values
004D: jump_if_false JFUD_1363
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false JFUD_1363
00D6: if  0
03D2:   wav  4 ended
004D: jump_if_false JFUD_1363
09F1: $PLAYER_ACTOR  1168 

:JFUD_1363
0004: $10038 =  0  ;; integer values
0004: $10042 =  0  ;; integer values
0004: $10046 =  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 (unfrozen)
02EB: restore_camera_with_jumpcut
00D6: if  0
0038:   $10033 ==  1  ;; integer values
004D: jump_if_false JFUD_1375
03E6: remove_text_box

:JFUD_1375
0050: gosub JFUD_1509
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_1387
0812: unknown_action_sequence $10032 "SHP_THANK" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
0947: $10032  331 $10081 
00D6: if  0
0611: $10032 "SHP_THANK" 
004D: jump_if_false JFUD_1386
0613: $10032 "SHP_THANK" $10052 

:JFUD_1386
0002: jump JFUD_1394

:JFUD_1387
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1393
0050: gosub JFUD_1153

:JFUD_1393
0002: jump JFUD_2

:JFUD_1394
00D6: if  0
8042:   NOT   $10052 ==  1.0  ;; floating-point values
004D: jump_if_false JFUD_1419
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1403
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_1403
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_1414
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1412
0050: gosub JFUD_1153

:JFUD_1412
0002: jump JFUD_2
0002: jump JFUD_1418

:JFUD_1414
00D6: if  0
0611: $10032 "SHP_THANK" 
004D: jump_if_false JFUD_1418
0613: $10032 "SHP_THANK" $10052 

:JFUD_1418
0002: jump JFUD_1394

:JFUD_1419
00D6: if  0
8118:   NOT   actor $10032 dead
004D: jump_if_false JFUD_1429
0812: unknown_action_sequence $10032 "SHP_TRAY_POSE" "FOOD"  1000.0  0  0  0  1 -1 
0005: $10052 =  0.0  ;; floating-point values
00D6: if  0
0611: $10032 "SHP_TRAY_POSE" 
004D: jump_if_false JFUD_1428
0613: $10032 "SHP_TRAY_POSE" $10052 

:JFUD_1428
0002: jump JFUD_1436

:JFUD_1429
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1435
0050: gosub JFUD_1153

:JFUD_1435
0002: jump JFUD_2

:JFUD_1436
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false JFUD_1470
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false JFUD_1445
0050: gosub JFUD_1153
0002: jump JFUD_2

:JFUD_1445
00D6: if  0
0118:   actor $10032 dead
004D: jump_if_false JFUD_1456
0050: gosub JFUD_1123
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$10043  ;; 8-byte strings
004D: jump_if_false JFUD_1454
0050: gosub JFUD_1153

:JFUD_1454
0002: jump JFUD_2
0002: jump JFUD_1469

:JFUD_1456
00D6: if  0
0038:   $2748 ==  0  ;; integer values
004D: jump_if_false JFUD_1469
00D6: if  23
02E0:   actor $PLAYER_ACTOR aggressive
0457:   player $PLAYER_CHAR aiming_at_actor $10032
031D:   actor $10032 hit_by_weapon  57
0038:   $677 ==  1  ;; integer values
004D: jump_if_false JFUD_1469
0947: $10032  327 $2563 
05C4: unknown_action_sequence $10032 -2 
0004: $677 =  1  ;; integer values
0004: $2748 =  1  ;; integer values

:JFUD_1469
0002: jump JFUD_1436

:JFUD_1470
0004: $128 =  1  ;; integer values

:JFUD_1471
0051: return

:JFUD_1472
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false JFUD_1508
0512: permanent_text_box 'FOOD_H'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false JFUD_1481
08D4: 'FOODCHO'  29.0  145.0  93.0  2  0  1  1 $2417 
0002: jump JFUD_1500

:JFUD_1481
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false JFUD_1486
08D4: 'FOODCHO'  29.0  145.0  93.0  2  0  1  1 $2417 
0002: jump JFUD_1500

:JFUD_1486
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false JFUD_1491
08D4: 'FOODCHO'  29.0  165.0  93.0  2  0  1  1 $2417 
0002: jump JFUD_1500

:JFUD_1491
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false JFUD_1496
08D4: 'FOODCHO'  29.0  145.0  93.0  2  0  1  1 $2417 
0002: jump JFUD_1500

:JFUD_1496
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false JFUD_1500
08D4: 'FOODCHO'  29.0  145.0  93.0  2  0  1  1 $2417 

:JFUD_1500
08D6: $2417  0  1 
08DB: $2417  0 'MEAL' s$2752 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2417  1  2 
08DB: $2417  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2417  1  0 'DOLLAR' $2751 
09DB: $2417  0  140 
09DB: $2417  1  46 
0004: $2418 =  1  ;; integer values

:JFUD_1508
0051: return

:JFUD_1509
0108: destroy_object $10037
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START LOWR_CONT

03A4: name_thread 'LOWRCON'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 == -1  ;; integer values
004D: jump_if_false LOWRCON_8
009A: @0 = create_actor  4  7 at  0.0  0.0  0.0
00A5: @4 = create_car  413 at  0.0  0.0  0.0

:LOWRCON_8
0006: @2 =  0  ;; integer values

:LOWRCON_9
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWRCON_207
00D6: if  21
0038:   $ON_MISSION ==  0  ;; integer values
0039:   @2 ==  1  ;; integer values
004D: jump_if_false LOWRCON_205
00D6: if  0
00EC:   actor $PLAYER_ACTOR  0 ()near_point  1812.369 -1929.922 radius  100.0  100.0
004D: jump_if_false LOWRCON_203
00D6: if  0
056D:   unknown_actor @0 dead_but_valid
004D: jump_if_false LOWRCON_27
00D6: if  0
0118:   actor @0 dead
004D: jump_if_false LOWRCON_27
0002: jump LOWRCON_209

:LOWRCON_27
0871: init_jump_table @1 total_jumps  10  0 LOWRCON_202 jumps  0 LOWRCON_29  1 LOWRCON_48  2 LOWRCON_76  3 LOWRCON_86  4 LOWRCON_96  5 LOWRCON_125  6 LOWRCON_141 
0872: jump_table_jumps  7 LOWRCON_156  8 LOWRCON_174  9 LOWRCON_188 -1 LOWRCON_202 -1 LOWRCON_202 -1 LOWRCON_202 -1 LOWRCON_202 -1 LOWRCON_202 -1 LOWRCON_202 

:LOWRCON_29
0247: request_model  50

:LOWRCON_30
00D6: if  0
8248:   NOT   model  50 available
004D: jump_if_false LOWRCON_35
0001: wait  0 ms
0002: jump LOWRCON_30

:LOWRCON_35
07E5: unknown_copy_entity  65542 @3 
009A: @0 = create_actor  24  50 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  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWRCON_44
05BF: unknown_action_sequence @0 $PLAYER_ACTOR -2 

:LOWRCON_44
0249: release_model  50
04D7: lock_actor @0 in_current_position  1
000A: @1 +=  1  ;; integer values
0002: jump LOWRCON_202

:LOWRCON_48
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false LOWRCON_75
00D6: if  0
00FF:   actor @0  0 ()near_point_on_foot  1813.369 -1929.922  12.5486 radius  1.2  1.2  2.0
004D: jump_if_false LOWRCON_75
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false LOWRCON_58
04C4: create_coordinate $73 $74 $75 from_actor @0 offset  0.0  1.0  0.0

:LOWRCON_58
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false LOWRCON_66
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false LOWRCON_66
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 
0002: jump LOWRCON_209

:LOWRCON_66
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $73 $74 $75 radius  .7  .7  1.2 sphere  1
004D: jump_if_false LOWRCON_75
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false LOWRCON_74
0639: unknown_action_sequence $PLAYER_ACTOR @0 

:LOWRCON_74
000A: @1 +=  1  ;; integer values

:LOWRCON_75
0002: jump LOWRCON_202

:LOWRCON_76
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false LOWRCON_85
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWRCON_83
05BF: unknown_action_sequence @0 $PLAYER_ACTOR -2 

:LOWRCON_83
0687: @0 
000A: @1 +=  1  ;; integer values

:LOWRCON_85
0002: jump LOWRCON_202

:LOWRCON_86
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false LOWRCON_90
0605: unknown_action_sequence @0 "IDLE_CHAT" "PED"  4.0  0  0  0  0  2000 

:LOWRCON_90
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_HI'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  26007
004F: create_thread AUDIOL_1 @0  0  1  1  0 
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0002: jump LOWRCON_202

:LOWRCON_96
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false LOWRCON_124
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false LOWRCON_124
0512: permanent_text_box 'TALK_1'
00D6: if  0
00E1:   key_pressed  0  11
004D: jump_if_false LOWRCON_114
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'SYN2_LO'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  39072
004F: create_thread AUDIOL_1 $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_124

:LOWRCON_114
00D6: if  0
00E1:   key_pressed  0  10
004D: jump_if_false LOWRCON_124
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'VOFFE1N'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  21444
004F: create_thread AUDIOL_1 $PLAYER_ACTOR  0  1  1  0 
03E6: remove_text_box
0006: @32 =  0  ;; integer values
015A: restore_camera
000A: @1 +=  2  ;; integer values

:LOWRCON_124
0002: jump LOWRCON_202

:LOWRCON_125
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false LOWRCON_140
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false LOWRCON_140
016A: fade  0 ()  150 ms

:LOWRCON_132
00D6: if  0
016B:   fading
004D: jump_if_false LOWRCON_137
0001: wait  0 ms
0002: jump LOWRCON_132

:LOWRCON_137
0004: $1906 =  0  ;; integer values
0004: $VIDEO_GAME =  6  ;; integer values
000A: @1 +=  2  ;; integer values

:LOWRCON_140
0002: jump LOWRCON_202

:LOWRCON_141
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false LOWRCON_155
00D6: if  0
0038:   $ACTOR_SPEECH_AUDIO_PLAYING ==  0  ;; integer values
004D: jump_if_false LOWRCON_155
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWRCON_151
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:LOWRCON_151
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_N'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  26008
004F: create_thread AUDIOL_1 @0  1  1  1  0 
0002: jump LOWRCON_209

:LOWRCON_155
0002: jump LOWRCON_202

:LOWRCON_156
00D6: if  0
0038:   $1906 ==  1  ;; integer values
004D: jump_if_false LOWRCON_173
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 (on)
016A: fade  1 (back)  150 ms

:LOWRCON_163
00D6: if  0
016B:   fading
004D: jump_if_false LOWRCON_168
0001: wait  0 ms
0002: jump LOWRCON_163

:LOWRCON_168
05A9: s$ACTOR_SPEECH_GXT_REFERENCE = 'MEC_Y'  ;; 8-byte strings
04AE: unknown $ACTOR_SPEECH_WAV_FILE radar_icon_or_model  26009
004F: create_thread AUDIOL_1 @0  0  1  1  0 
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:LOWRCON_173
0002: jump LOWRCON_202

:LOWRCON_174
00D6: if  0
0019:   @32 >  1000  ;; integer values
004D: jump_if_false LOWRCON_187
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWRCON_187
0925: (unknown)
0936:  1815.894 -1932.708  15.2576  1813.444 -1932.063  18.552  3000  1 
0920:  1815.094 -1932.212  14.9195  1812.689 -1931.438  18.3523  3000  1 
092F:  1 
0930:  1 
0006: @32 =  0  ;; integer values
000A: @1 +=  1  ;; integer values

:LOWRCON_187
0002: jump LOWRCON_202

:LOWRCON_188
00D6: if  21
0019:   @32 >  5000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false LOWRCON_201
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false LOWRCON_201
0925: (unknown)
02A3: toggle_widescreen  0 (off)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0002: jump LOWRCON_209

:LOWRCON_201
0002: jump LOWRCON_202

:LOWRCON_202
0002: jump LOWRCON_204

:LOWRCON_203
0002: jump LOWRCON_209

:LOWRCON_204
0002: jump LOWRCON_206

:LOWRCON_205
0002: jump LOWRCON_209

:LOWRCON_206
0002: jump LOWRCON_208

:LOWRCON_207
0002: jump LOWRCON_209

:LOWRCON_208
0002: jump LOWRCON_9

:LOWRCON_209
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false LOWRCON_215
04D7: lock_actor @0 in_current_position  0
0647: unknown_action_sequence @0 
05DE: unknown_action_sequence @0 

:LOWRCON_215
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  50
0006: @2 =  0  ;; integer values
065C: unknown_create_def_entity @3  ; unknown_destroy
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTBSLP

03A4: name_thread 'OTBSLP'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false OTBSLP_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:OTBSLP_7
04ED: load_animation "OTB"

:OTBSLP_8
00D6: if  0
84EE:   NOT   animation "OTB" loaded
004D: jump_if_false OTBSLP_13
0001: wait  0 ms
0002: jump OTBSLP_8

:OTBSLP_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:OTBSLP_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBSLP_33
00D6: if  0
09C5: @0 
004D: jump_if_false OTBSLP_31
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false OTBSLP_28
0050: gosub OTBSLP_35
0002: jump OTBSLP_30

:OTBSLP_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump OTBSLP_89

:OTBSLP_30
0002: jump OTBSLP_32

:OTBSLP_31
0050: gosub OTBSLP_86

:OTBSLP_32
0002: jump OTBSLP_34

:OTBSLP_33
0050: gosub OTBSLP_86

:OTBSLP_34
0002: jump OTBSLP_15

:OTBSLP_35
0871: init_jump_table @3 total_jumps  1  0 OTBSLP_38 jumps  1 OTBSLP_36 -1 OTBSLP_38 -1 OTBSLP_38 -1 OTBSLP_38 -1 OTBSLP_38 -1 OTBSLP_38 -1 OTBSLP_38 

:OTBSLP_36
0050: gosub OTBSLP_39
0002: jump OTBSLP_38

:OTBSLP_38
0051: return

:OTBSLP_39
0871: init_jump_table @4 total_jumps  6  0 OTBSLP_85 jumps  0 OTBSLP_40  1 OTBSLP_43  2 OTBSLP_51  3 OTBSLP_64  4 OTBSLP_72  5 OTBSLP_79 -1 OTBSLP_85 

:OTBSLP_40
0605: unknown_action_sequence @0 "BETSLP_IN" "OTB"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump OTBSLP_85

:OTBSLP_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBSLP_50
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "BETSLP_LOOP" "OTB"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:OTBSLP_50
0002: jump OTBSLP_85

:OTBSLP_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBSLP_63
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false OTBSLP_61
0605: unknown_action_sequence @0 "BETSLP_LKABT" "OTB"  16.0  0  0  0  0 -1 
0002: jump OTBSLP_62

:OTBSLP_61
0605: unknown_action_sequence @0 "BETSLP_TNK" "OTB"  16.0  0  0  0  0 -1 

:OTBSLP_62
000A: @4 +=  1  ;; integer values

:OTBSLP_63
0002: jump OTBSLP_85

:OTBSLP_64
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBSLP_71
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "BETSLP_LOOP" "OTB"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:OTBSLP_71
0002: jump OTBSLP_85

:OTBSLP_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBSLP_78
0605: unknown_action_sequence @0 "BETSLP_OUT" "OTB"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:OTBSLP_78
0002: jump OTBSLP_85

:OTBSLP_79
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBSLP_84
0050: gosub OTBSLP_86

:OTBSLP_84
0002: jump OTBSLP_85

:OTBSLP_85
0051: return

:OTBSLP_86
04EF: release_animation "OTB"
004E: end_thread
0051: return

:OTBSLP_89
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBSLP_100
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false OTBSLP_99
05C5: unknown_action_sequence @0 -2 

:OTBSLP_99
0002: jump OTBSLP_101

:OTBSLP_100
0050: gosub OTBSLP_86

:OTBSLP_101
0002: jump OTBSLP_89
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTBTILL

03A4: name_thread 'OTBTILL'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false OTBTILL_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:OTBTILL_7
04ED: load_animation "INT_SHOP"

:OTBTILL_8
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false OTBTILL_13
0001: wait  0 ms
0002: jump OTBTILL_8

:OTBTILL_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:OTBTILL_17
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBTILL_35
00D6: if  0
09C5: @0 
004D: jump_if_false OTBTILL_33
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false OTBTILL_30
0050: gosub OTBTILL_37
0002: jump OTBTILL_32

:OTBTILL_30
060B: unknown_actor_use_entity @0 $1256 
0002: jump OTBTILL_67

:OTBTILL_32
0002: jump OTBTILL_34

:OTBTILL_33
0050: gosub OTBTILL_60

:OTBTILL_34
0002: jump OTBTILL_36

:OTBTILL_35
0050: gosub OTBTILL_60

:OTBTILL_36
0002: jump OTBTILL_17

:OTBTILL_37
0871: init_jump_table @3 total_jumps  1  0 OTBTILL_40 jumps  1 OTBTILL_38 -1 OTBTILL_40 -1 OTBTILL_40 -1 OTBTILL_40 -1 OTBTILL_40 -1 OTBTILL_40 -1 OTBTILL_40 

:OTBTILL_38
0050: gosub OTBTILL_41
0002: jump OTBTILL_40

:OTBTILL_40
0051: return

:OTBTILL_41
0871: init_jump_table @4 total_jumps  3  0 OTBTILL_59 jumps  0 OTBTILL_42  1 OTBTILL_46  2 OTBTILL_53 -1 OTBTILL_59 -1 OTBTILL_59 -1 OTBTILL_59 -1 OTBTILL_59 

:OTBTILL_42
0006: @5 =  1  ;; integer values
0605: unknown_action_sequence @0 "IDLE_CHAT" "PED"  4.0  1  0  0  0  5000 
000A: @4 +=  1  ;; integer values
0002: jump OTBTILL_59

:OTBTILL_46
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false OTBTILL_52
0605: unknown_action_sequence @0 "SHOP_PAY" "INT_SHOP"  1000.0  0  0  0  0  0 
000A: @4 +=  1  ;; integer values

:OTBTILL_52
0002: jump OTBTILL_59

:OTBTILL_53
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false OTBTILL_58
0050: gosub OTBTILL_60

:OTBTILL_58
0002: jump OTBTILL_59

:OTBTILL_59
0051: return

:OTBTILL_60
04EF: release_animation "INT_SHOP"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false OTBTILL_65
08A0: @0  50.0  0  0.0  0.0  0.0 "OTBWTCH" 

:OTBTILL_65
004E: end_thread
0051: return

:OTBTILL_67
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBTILL_78
062E: @0  1477 @11 
00D6: if  0
04A4: @11  7 
004D: jump_if_false OTBTILL_77
05C5: unknown_action_sequence @0 -2 

:OTBTILL_77
0002: jump OTBTILL_79

:OTBTILL_78
0050: gosub OTBTILL_60

:OTBTILL_79
0002: jump OTBTILL_67
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTBWTCH

03A4: name_thread 'OTBWTCH'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false OTBWTCH_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:OTBWTCH_7
04ED: load_animation "OTB"

:OTBWTCH_8
00D6: if  0
84EE:   NOT   animation "OTB" loaded
004D: jump_if_false OTBWTCH_13
0001: wait  0 ms
0002: jump OTBWTCH_8

:OTBWTCH_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:OTBWTCH_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBWTCH_33
00D6: if  0
09C5: @0 
004D: jump_if_false OTBWTCH_31
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false OTBWTCH_28
0050: gosub OTBWTCH_35
0002: jump OTBWTCH_30

:OTBWTCH_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump OTBWTCH_106

:OTBWTCH_30
0002: jump OTBWTCH_32

:OTBWTCH_31
0050: gosub OTBWTCH_99

:OTBWTCH_32
0002: jump OTBWTCH_34

:OTBWTCH_33
0050: gosub OTBWTCH_99

:OTBWTCH_34
0002: jump OTBWTCH_15

:OTBWTCH_35
0871: init_jump_table @3 total_jumps  1  0 OTBWTCH_38 jumps  1 OTBWTCH_36 -1 OTBWTCH_38 -1 OTBWTCH_38 -1 OTBWTCH_38 -1 OTBWTCH_38 -1 OTBWTCH_38 -1 OTBWTCH_38 

:OTBWTCH_36
0050: gosub OTBWTCH_39
0002: jump OTBWTCH_38

:OTBWTCH_38
0051: return

:OTBWTCH_39
0871: init_jump_table @4 total_jumps  7  0 OTBWTCH_98 jumps  0 OTBWTCH_40  1 OTBWTCH_43  2 OTBWTCH_51  3 OTBWTCH_64  4 OTBWTCH_72  5 OTBWTCH_85  6 OTBWTCH_92 

:OTBWTCH_40
0605: unknown_action_sequence @0 "WTCHRACE_IN" "OTB"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump OTBWTCH_98

:OTBWTCH_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBWTCH_50
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "WTCHRACE_LOOP" "OTB"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:OTBWTCH_50
0002: jump OTBWTCH_98

:OTBWTCH_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBWTCH_63
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false OTBWTCH_61
0605: unknown_action_sequence @0 "WTCHRACE_CMON" "OTB"  4.0  0  0  0  0 -1 
0002: jump OTBWTCH_62

:OTBWTCH_61
0605: unknown_action_sequence @0 "WTCHRACE_LOOP" "OTB"  4.0  1  0  0  0  1000 

:OTBWTCH_62
000A: @4 +=  1  ;; integer values

:OTBWTCH_63
0002: jump OTBWTCH_98

:OTBWTCH_64
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBWTCH_71
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "WTCHRACE_LOOP" "OTB"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:OTBWTCH_71
0002: jump OTBWTCH_98

:OTBWTCH_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBWTCH_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false OTBWTCH_82
0605: unknown_action_sequence @0 "WTCHRACE_WIN" "OTB"  4.0  0  0  0  0 -1 
0002: jump OTBWTCH_83

:OTBWTCH_82
0605: unknown_action_sequence @0 "WTCHRACE_LOSE" "OTB"  4.0  0  0  0  0 -1 

:OTBWTCH_83
000A: @4 +=  1  ;; integer values

:OTBWTCH_84
0002: jump OTBWTCH_98

:OTBWTCH_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBWTCH_91
0605: unknown_action_sequence @0 "WTCHRACE_OUT" "OTB"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:OTBWTCH_91
0002: jump OTBWTCH_98

:OTBWTCH_92
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false OTBWTCH_97
0050: gosub OTBWTCH_99

:OTBWTCH_97
0002: jump OTBWTCH_98

:OTBWTCH_98
0051: return

:OTBWTCH_99
04EF: release_animation "OTB"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false OTBWTCH_104
08A0: @0  100.0  0  0.0  0.0  0.0 "OTBSLP" 

:OTBWTCH_104
004E: end_thread
0051: return

:OTBWTCH_106
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBWTCH_117
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false OTBWTCH_116
05C5: unknown_action_sequence @0 -2 

:OTBWTCH_116
0002: jump OTBWTCH_118

:OTBWTCH_117
0050: gosub OTBWTCH_99

:OTBWTCH_118
0002: jump OTBWTCH_106
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTB_AMBIENCE

03A4: name_thread 'OTBSHP'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false OTBSHP_6
0004: $2881 =  0  ;; integer values

:OTBSHP_6
0006: @1 =  1  ;; integer values
0247: request_model  11
0247: request_model  172

:OTBSHP_9
00D6: if  0
8248:   NOT   model  172 available
004D: jump_if_false OTBSHP_14
0001: wait  0 ms
0002: jump OTBSHP_9

:OTBSHP_14
00D6: if  0
8248:   NOT   model  11 available
004D: jump_if_false OTBSHP_19
0001: wait  0 ms
0002: jump OTBSHP_14

:OTBSHP_19
0615: @2 
0638: unknown_action_sequence -1  1 
05BA: unknown_action_sequence -1 -2 
0616: @2 
061D: unknown_sequences_packs  820.3698 -.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 (OTB_STAFF) @7 @3 
0913: run_external_script  40 (OTB_STAFF) @8 @4 
0913: run_external_script  40 (OTB_STAFF) @9 @5 
0913: run_external_script  40 (OTB_STAFF) @10 @6 
08A9: load_external_script  40 (OTB_STAFF) 

:OTBSHP_36
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false OTBSHP_77
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false OTBSHP_45
0002: jump OTBSHP_79

:OTBSHP_45
00D6: if  21
02E0:   actor $PLAYER_ACTOR aggressive
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false OTBSHP_50
0004: $2881 =  1  ;; integer values

:OTBSHP_50
0006: @0 =  0  ;; integer values

:OTBSHP_51
00D6: if  0
8118:   NOT   actor @7(@0,4i) dead
004D: jump_if_false OTBSHP_64
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @7(@0,4i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false OTBSHP_60
0004: $2881 =  1  ;; integer values
0002: jump OTBSHP_64

:OTBSHP_60
00D6: if  0
051A:   unknown_actor @7(@0,4i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false OTBSHP_64
0004: $2881 =  1  ;; integer values

:OTBSHP_64
000A: @0 +=  1  ;; integer values
0029:   @0 >=  4  ;; integer values
004D: jump_if_false OTBSHP_51
00D6: if  0
0038:   $2881 ==  1  ;; integer values
004D: jump_if_false OTBSHP_77
08E5: @11 @12 @13  20.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false OTBSHP_77
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:OTBSHP_77
0001: wait  0 ms
0002: jump OTBSHP_36

:OTBSHP_79
0006: @0 =  0  ;; integer values

:OTBSHP_80
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_80
0249: release_model  172
0249: release_model  11
061B: @2 
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTB_SCRIPT

03A4: name_thread 'OTB_MSC'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 == -1  ;; integer values
004D: jump_if_false OTB_MSC_7
0107: @0 = create_object #OTB_MACHINE at  0.0  0.0  0.0

:OTB_MSC_7
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false OTB_MSC_89
00D6: if  0
0977: @0 
004D: jump_if_false OTB_MSC_82
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false OTB_MSC_76
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.0  0.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false OTB_MSC_70
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false OTB_MSC_64
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false OTB_MSC_63
03E6: remove_text_box
0006: @1 =  0  ;; integer values
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false OTB_MSC_62
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false OTB_MSC_60
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false OTB_MSC_59
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
016A: fade  0 ()  500 ms

:OTB_MSC_41
00D6: if  0
016B:   fading
004D: jump_if_false OTB_MSC_46
0001: wait  0 ms
0002: jump OTB_MSC_41

:OTB_MSC_46
0004: $VIDEO_GAME =  4  ;; integer values
0001: wait  0 ms
0001: wait  0 ms
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false OTB_MSC_59
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false OTB_MSC_57
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:OTB_MSC_57
0400: create_coordinate $73 $74 $75 from_object @0 offset -2.0  0.0 -1.0
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75

:OTB_MSC_59
0002: jump OTB_MSC_61

:OTB_MSC_60
00BC: text_highpriority 'BUSY'  3000 ms  1

:OTB_MSC_61
0002: jump OTB_MSC_63

:OTB_MSC_62
00BC: text_highpriority 'BUSY'  3000 ms  1

:OTB_MSC_63
0002: jump OTB_MSC_69

:OTB_MSC_64
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false OTB_MSC_69
0512: permanent_text_box 'OTB_A'
0006: @1 =  1  ;; integer values

:OTB_MSC_69
0002: jump OTB_MSC_75

:OTB_MSC_70
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false OTB_MSC_75
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_75
0002: jump OTB_MSC_81

:OTB_MSC_76
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false OTB_MSC_81
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_81
0002: jump OTB_MSC_88

:OTB_MSC_82
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false OTB_MSC_87
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_87
004E: end_thread

:OTB_MSC_88
0002: jump OTB_MSC_95

:OTB_MSC_89
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false OTB_MSC_94
03E6: remove_text_box
0006: @1 =  0  ;; integer values

:OTB_MSC_94
004E: end_thread

:OTB_MSC_95
0002: jump OTB_MSC_7
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START OTB_STAFF

03A4: name_thread 'OTBSTAF'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false OTBSTAF_8
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0
061D: unknown_sequences_packs  0.0  0.0  0.0  0.0  0.0 -1 @1 

:OTBSTAF_8
04ED: load_animation "INT_SHOP"

:OTBSTAF_9
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false OTBSTAF_14
0001: wait  0 ms
0002: jump OTBSTAF_9

:OTBSTAF_14
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false OTBSTAF_18
060B: unknown_actor_use_entity @0 $1257 

:OTBSTAF_18
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @6 =  0  ;; integer values

:OTBSTAF_21
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBSTAF_33
00D6: if  0
0038:   $2881 ==  0  ;; integer values
004D: jump_if_false OTBSTAF_31
0050: gosub OTBSTAF_35
0002: jump OTBSTAF_32

:OTBSTAF_31
0002: jump OTBSTAF_75

:OTBSTAF_32
0002: jump OTBSTAF_34

:OTBSTAF_33
0050: gosub OTBSTAF_72

:OTBSTAF_34
0002: jump OTBSTAF_21

:OTBSTAF_35
0871: init_jump_table @3 total_jumps  2  0 OTBSTAF_40 jumps  1 OTBSTAF_36  2 OTBSTAF_38 -1 OTBSTAF_40 -1 OTBSTAF_40 -1 OTBSTAF_40 -1 OTBSTAF_40 -1 OTBSTAF_40 

:OTBSTAF_36
0050: gosub OTBSTAF_41
0002: jump OTBSTAF_40

:OTBSTAF_38
0050: gosub OTBSTAF_62
0002: jump OTBSTAF_40

:OTBSTAF_40
0051: return

:OTBSTAF_41
0871: init_jump_table @4 total_jumps  2  0 OTBSTAF_61 jumps  0 OTBSTAF_42  1 OTBSTAF_50 -1 OTBSTAF_61 -1 OTBSTAF_61 -1 OTBSTAF_61 -1 OTBSTAF_61 -1 OTBSTAF_61 

:OTBSTAF_42
04C4: create_coordinate @9 @10 @11 from_actor @0 offset  0.0  3.0  3.0
091C: @9 @10 @11  3.0 -363 "PCUSTOM" @2 
00D6: if  0
0019:   @2 > -1  ;; integer values
004D: jump_if_false OTBSTAF_49
0605: unknown_action_sequence @0 "SHOP_CASHIER" "INT_SHOP"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:OTBSTAF_49
0002: jump OTBSTAF_61

:OTBSTAF_50
0007: @8 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "SHOP_CASHIER" 
004D: jump_if_false OTBSTAF_60
0613: @0 "SHOP_CASHIER" @8 
00D6: if  0
0043:   @8 ==  1.0  ;; floating-point values
004D: jump_if_false OTBSTAF_60
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:OTBSTAF_60
0002: jump OTBSTAF_61

:OTBSTAF_61
0051: return

:OTBSTAF_62
0871: init_jump_table @4 total_jumps  1  0 OTBSTAF_71 jumps  0 OTBSTAF_63 -1 OTBSTAF_71 -1 OTBSTAF_71 -1 OTBSTAF_71 -1 OTBSTAF_71 -1 OTBSTAF_71 -1 OTBSTAF_71 

:OTBSTAF_63
04C4: create_coordinate @9 @10 @11 from_actor @0 offset  0.0  3.0  3.0
091C: @9 @10 @11  3.0 -363 "PCUSTOM" @2 
00D6: if  0
0039:   @2 == -1  ;; integer values
004D: jump_if_false OTBSTAF_70
0006: @4 =  0  ;; integer values
0006: @3 =  1  ;; integer values

:OTBSTAF_70
0002: jump OTBSTAF_71

:OTBSTAF_71
0051: return

:OTBSTAF_72
04EF: release_animation "INT_SHOP"
004E: end_thread
0051: return

:OTBSTAF_75
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false OTBSTAF_86
062E: @0  1476 @6 
00D6: if  0
04A4: @6  7 
004D: jump_if_false OTBSTAF_85
05C4: unknown_action_sequence @0 -2 

:OTBSTAF_85
0002: jump OTBSTAF_87

:OTBSTAF_86
0050: gosub OTBSTAF_72

:OTBSTAF_87
0002: jump OTBSTAF_75
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PARACHUTE

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  0
0039:   @12 ==  100  ;; integer values
004D: jump_if_false PARACH_13
0213: @0 = create_pickup #BRIEFCASE type  3 at  32.1527  2239.726  125.672
009A: @8 = create_actor  4  61 at  32.1527  2239.726  125.672

:PARACH_13
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_17
0819: @8 @30 

:PARACH_17
0001: wait  0 ms
008A: $8290 = @17  ;; integer values and handles
00D6: if  0
0038:   $8289 ==  2  ;; integer values
004D: jump_if_false PARACH_26
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_26
0050: gosub PARACH_693

:PARACH_26
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false PARACH_41
00D6: if  0
0039:   @11 ==  10  ;; integer values
004D: jump_if_false PARACH_41
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false PARACH_40
00D6: if  0
0214:   pickup @0 picked_up
004D: jump_if_false PARACH_39
0006: @11 =  0  ;; integer values

:PARACH_39
0002: jump PARACH_41

:PARACH_40
0006: @11 =  0  ;; integer values

:PARACH_41
00D6: if  0
0039:   @0 == -1  ;; integer values
004D: jump_if_false PARACH_48
00D6: if  0
0039:   @11 ==  10  ;; integer values
004D: jump_if_false PARACH_48
0006: @11 =  0  ;; integer values

:PARACH_48
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false PARACH_55
04ED: load_animation "PARACHUTE"
0247: request_model #PARACHUTE
0247: request_model #PARA_PACK
0006: @11 =  1  ;; integer values

:PARACH_55
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false PARACH_64
00D6: if  2
04EE:   animation "PARACHUTE" loaded
0248:   model #PARACHUTE available
0248:   model #PARA_PACK available
004D: jump_if_false PARACH_64
0006: @11 =  2  ;; integer values

:PARACH_64
00D6: if  0
0039:   @11 ==  2  ;; integer values
004D: jump_if_false PARACH_81
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_71
00A0: store_actor @8 position_to $69 $70 $71

:PARACH_71
0107: @9 = create_object #PARACHUTE at $69 $70 $71
0107: @10 = create_object #PARA_PACK at $69 $70 $71
0750: @9  0 
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_80
069B: @9 @8  0.0  0.0  0.0  0.0  0.0  0.0 
0453: object @10 set_rotation  90.0  90.0  90.0
070A: unknown_action_sequence @8 @10 -.11 -.05  0.0  1  16 "NULL" "NULL"  0 

:PARACH_80
0006: @11 =  3  ;; integer values

:PARACH_81
00D6: if  0
0039:   @11 ==  3  ;; integer values
004D: jump_if_false PARACH_647
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_647
00D6: if  0
0039:   @31 ==  0  ;; integer values
004D: jump_if_false PARACH_97
0819: @8 @30 
00D6: if  0
0023:    5.0 > @30  ;; floating-point values
004D: jump_if_false PARACH_96
0006: @31 =  2  ;; integer values
0002: jump PARACH_97

:PARACH_96
0006: @31 =  5  ;; integer values

:PARACH_97
000E: @31 -=  1  ;; integer values
00D6: if  0
87D6:   NOT @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_102
0050: gosub PARACH_708

:PARACH_102
00D6: if  0
00DF:   actor @8 driving
004D: jump_if_false PARACH_107
0004: $8302 =  1  ;; integer values
0002: jump PARACH_108

:PARACH_107
0004: $8302 =  0  ;; integer values

:PARACH_108
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_147
00D6: if  21
0818: @8 
0038:   $8302 ==  0  ;; integer values
004D: jump_if_false PARACH_147
00D6: if  2
0039:   @17 ==  0  ;; integer values
0039:   @14 ==  0  ;; integer values
0021:   @30 >  5.0  ;; floating-point values
004D: jump_if_false PARACH_147
00D6: if  0
0038:   $8302 ==  0  ;; integer values
004D: jump_if_false PARACH_130
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: @8 $8276 $8276 $8276 
083C: @8 $8303 $8304 $8276 

:PARACH_130
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  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_141
0005: $8297 =  3.0  ;; floating-point values
0005: $8298 = -2.0  ;; floating-point values
0006: @16 =  0  ;; integer values
0050: gosub PARACH_652

:PARACH_141
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false PARACH_146
0812: unknown_action_sequence @8 "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  0 -1 
0002: jump PARACH_147

:PARACH_146
0812: unknown_action_sequence @8 "FALL_SKYDIVE" "PARACHUTE"  1000.0  1  0  0  0 -1 

:PARACH_147
00D6: if  0
0039:   @17 ==  1  ;; integer values
004D: jump_if_false PARACH_318
00D6: if  0
04AD: @8
004D: jump_if_false PARACH_155
0829: unknown_action_sequence @8 "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
0006: @17 =  2  ;; integer values

:PARACH_155
00D6: if  0
0023:    3.0 > @30  ;; floating-point values
004D: jump_if_false PARACH_160
0829: unknown_action_sequence @8 "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
0006: @17 =  2  ;; integer values

:PARACH_160
083D: @8 $8276 $8276 $8277 
00D6: if  0
0027:   @1 > $8277  ;; floating-point values only
004D: jump_if_false PARACH_165
0088: $8277 = @1  ;; floating-point values only

:PARACH_165
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  0
0021:   @28 >  1.0  ;; floating-point values
004D: jump_if_false PARACH_173
0007: @28 =  1.0  ;; floating-point values

:PARACH_173
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_180
00D6: if  0
0033:    1.0 >= @28  ;; floating-point values 
004D: jump_if_false PARACH_180
0050: gosub PARACH_680

:PARACH_180
00D6: if  0
0043:   @28 ==  1.0  ;; floating-point values
004D: jump_if_false PARACH_278
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_277
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  0
0022:   -1.6 > $8280  ;; floating-point values
004D: jump_if_false PARACH_196
0005: $8280 = -1.6  ;; floating-point values

:PARACH_196
00D6: if  0
0020:   $8280 >  1.6  ;; floating-point values
004D: jump_if_false PARACH_200
0005: $8280 =  1.6  ;; floating-point values

:PARACH_200
0065: @27 -= $8280  ;; floating-point values 
00D6: if  0
0042:   $8279 ==  0.0  ;; floating-point values
004D: jump_if_false PARACH_208
00D6: if  0
8043:   NOT   @25 ==  0.0  ;; floating-point values
004D: jump_if_false PARACH_208
0013: @25 *=  .95  ;; floating-point values 

:PARACH_208
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  0
0023:   -30.0 > @26  ;; floating-point values
004D: jump_if_false PARACH_218
0007: @26 = -30.0  ;; floating-point values

:PARACH_218
00D6: if  0
0021:   @26 >  30.0  ;; floating-point values
004D: jump_if_false PARACH_222
0007: @26 =  30.0  ;; floating-point values

:PARACH_222
00D6: if  0
0042:   $8281 ==  0.0  ;; floating-point values
004D: jump_if_false PARACH_229
00D6: if  0
8043:   NOT   @26 ==  0.0  ;; floating-point values
004D: jump_if_false PARACH_229
0013: @26 *=  .97  ;; floating-point values 

:PARACH_229
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
0088: $8279 = @26  ;; floating-point values only
0015: $8279 /= -5.0  ;; floating-point values
006D: $73 *= @2  ;; floating-point values
0069: $73 *= $8279  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @2  ;; floating-point values
0069: $74 *= $8279  ;; floating-point values
083D: @8 $8278 $8279 $8276 
0011: $73 *= -1.0  ;; floating-point values
0059: $73 += $8278  ;; floating-point values
0011: $73 *=  .1  ;; floating-point values
0061: $8278 -= $73  ;; floating-point values
0011: $74 *= -1.0  ;; floating-point values
0059: $74 += $8279  ;; floating-point values
0011: $74 *=  .1  ;; floating-point values
0061: $8279 -= $74  ;; floating-point values
083C: @8 $8278 $8279 $8277 
083E: @8 @26  0.0 @27 
00D6: if  0
001A:   -100 > $8283  ;; integer values
004D: jump_if_false PARACH_258
00D6: if  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false PARACH_257
0006: @15 =  4  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE_ACCEL" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_257
0002: jump PARACH_276

:PARACH_258
00D6: if  1
0038:   $8282 ==  0  ;; integer values
8039:   NOT   @15 ==  0  ;; integer values
004D: jump_if_false PARACH_264
0006: @15 =  0  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_264
00D6: if  1
001A:    0 > $8282  ;; integer values
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false PARACH_270
0006: @15 = -1  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE_L" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_270
00D6: if  1
0018:   $8282 >  0  ;; integer values
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false PARACH_276
0006: @15 =  1  ;; integer values
0812: unknown_action_sequence @8 "FALL_SKYDIVE_R" "PARACHUTE"  1.0  1  0  0  1 -2 

:PARACH_276
0002: jump PARACH_278

:PARACH_277
083C: @8  0.0  0.0 @1 

:PARACH_278
00D6: if  21
00E1:   key_pressed  0  17
0038:   $8299 ==  1  ;; integer values
004D: jump_if_false PARACH_301
00D6: if  0
8038:   NOT   $8299 ==  2  ;; integer values
004D: jump_if_false PARACH_301
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_301
0006: @17 =  0  ;; integer values
0006: @15 =  0  ;; integer values
0006: @14 =  1  ;; integer values
0750: @9  1 
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_301
0812: unknown_action_sequence @8 "PARA_OPEN" "PARACHUTE"  1000.0  0  0  0  1 -2 
075A: @9 "PARA_OPEN_O" "PARACHUTE"  1000.0  0  1 
083D: @8 $8276 $8276 @24 
0088: $8288 = @24  ;; floating-point values only
0009: $8288 +=  5.0  ;; floating-point values

:PARACH_301
00D6: if  1
0039:   @12 ==  1  ;; integer values
87D6:   NOT @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_318
0006: @17 =  0  ;; integer values
0006: @15 =  0  ;; integer values
0006: @14 =  1  ;; integer values
0750: @9  1 
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_318
0812: unknown_action_sequence @8 "PARA_OPEN" "PARACHUTE"  1000.0  0  0  0  1 -2 
075A: @9 "PARA_OPEN_O" "PARACHUTE"  1000.0  0  1 
083D: @8 $8276 $8276 @24 
0088: $8288 = @24  ;; floating-point values only
0009: $8288 +=  5.0  ;; floating-point values

:PARACH_318
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false PARACH_399
00D6: if  0
8118:   NOT   actor @8 dead
004D: jump_if_false PARACH_395
00D6: if  0
0611: @8 "PARA_OPEN" 
004D: jump_if_false PARACH_395
0613: @8 "PARA_OPEN" $8274 
00A0: store_actor @8 position_to $69 $70 $71
0011: $8274 *=  2.0  ;; floating-point values
000D: $8274 -=  .5  ;; floating-point values
00D6: if  0
0020:   $8274 >  1.0  ;; floating-point values
004D: jump_if_false PARACH_335
0005: $8274 =  1.0  ;; floating-point values

:PARACH_335
00D6: if  0
0022:    0.0 > $8274  ;; floating-point values
004D: jump_if_false PARACH_339
0005: $8274 =  0.0  ;; floating-point values

:PARACH_339
00D6: if  1
0032:    .25 >= $8274  ;; floating-point values
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_353
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  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false PARACH_352
0006: @16 =  2  ;; integer values
0050: gosub PARACH_652

:PARACH_352
0050: gosub PARACH_680

:PARACH_353
00D6: if  1
0020:   $8274 >  .25  ;; floating-point values
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_368
0005: $8297 =  5.0  ;; floating-point values
0005: $8298 = -5.0  ;; floating-point values
0089: @28 = $8274  ;; floating-point values only
000F: @28 -=  .25  ;; floating-point values
0013: @28 *=  1.333  ;; floating-point values 
00D6: if  0
0039:   @16 ==  2  ;; integer values
004D: jump_if_false PARACH_367
0006: @16 =  3  ;; integer values
0050: gosub PARACH_652

:PARACH_367
0050: gosub PARACH_680

:PARACH_368
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: @8 $8278 $8279 $8277 
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
006D: $73 *= @5  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @5  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
0059: $73 += $8278  ;; floating-point values
0011: $73 *=  .01  ;; floating-point values
0061: $8278 -= $73  ;; floating-point values
0011: $74 *= -1.0  ;; floating-point values
0059: $74 += $8279  ;; floating-point values
0011: $74 *=  .01  ;; floating-point values
0061: $8279 -= $74  ;; floating-point values
083C: @8 $8278 $8279 $8276 
00D6: if  0
0042:   $8274 ==  1.0  ;; floating-point values
004D: jump_if_false PARACH_395
0812: unknown_action_sequence @8 "PARA_FLOAT" "PARACHUTE"  2.0  1  0  0  1 -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_395
00D6: if  0
0023:    3.0 > @30  ;; floating-point values
004D: jump_if_false PARACH_399
0006: @14 =  3  ;; integer values

:PARACH_399
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false PARACH_625
00D6: if  1
8039:   NOT   @13 ==  5  ;; integer values
04AD: @8
004D: jump_if_false PARACH_407
0006: @13 =  4  ;; integer values

:PARACH_407
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false PARACH_519
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
0004: $8284 =  0  ;; integer values
0004: $8285 =  0  ;; integer values
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_419
0494: get_joystick_data  0 $8282 $8283 $8284 $8285
0002: jump PARACH_422

:PARACH_419
008A: $8282 = @22  ;; integer values and handles
0004: $8283 =  0  ;; integer values
0004: $8284 =  0  ;; integer values

:PARACH_422
00D6: if  1
8038:   NOT   $8284 ==  0  ;; integer values
8038:   NOT   $8285 ==  0  ;; integer values
004D: jump_if_false PARACH_426

:PARACH_426
00D6: if  21
0018:   $8283 >  100  ;; integer values
0039:   @12 ==  2  ;; integer values
004D: jump_if_false PARACH_434
006D: $73 *= @6  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @6  ;; floating-point values
0002: jump PARACH_437

:PARACH_434
006D: $73 *= @5  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @5  ;; floating-point values

:PARACH_437
0084: $8285 = $8283  ;; integer values and handles
083E: @8  0.0 @25 @27 
00D6: if  0
0021:   @30 >  3.0  ;; floating-point values
004D: jump_if_false PARACH_498
008D: $8281 = integer_to_float $8282
0015: $8281 /=  128.0  ;; floating-point values
005D: @25 += $8281  ;; floating-point values 
00D6: if  0
0021:   @25 >  45.0  ;; floating-point values
004D: jump_if_false PARACH_449
0007: @25 =  45.0  ;; floating-point values

:PARACH_449
00D6: if  0
0023:   -45.0 > @25  ;; floating-point values
004D: jump_if_false PARACH_453
0007: @25 = -45.0  ;; floating-point values

:PARACH_453
0088: $8280 = @25  ;; floating-point values only
0015: $8280 /=  15.0  ;; floating-point values
0065: @27 -= $8280  ;; floating-point values 
00D6: if  0
0042:   $8281 ==  0.0  ;; floating-point values
004D: jump_if_false PARACH_463
00D6: if  0
8043:   NOT   @25 ==  0.0  ;; floating-point values
004D: jump_if_false PARACH_463
0013: @25 *=  .95  ;; floating-point values 

:PARACH_463
083E: @8  0.0 @25 @27 
00D6: if  21
0018:   $8283 >  100  ;; integer values
0039:   @12 ==  2  ;; integer values
004D: jump_if_false PARACH_476
0088: $75 = @4  ;; floating-point values only
00D6: if  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false PARACH_475
0006: @15 =  4  ;; integer values
0812: unknown_action_sequence @8 "PARA_DECEL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_DECEL_O" "PARACHUTE"  1.0  1  1 

:PARACH_475
0002: jump PARACH_498

:PARACH_476
0088: $75 = @3  ;; floating-point values only
00D6: if  1
0042:   $8281 ==  0.0  ;; floating-point values
8039:   NOT   @15 ==  0  ;; integer values
004D: jump_if_false PARACH_484
0006: @15 =  0  ;; integer values
0812: unknown_action_sequence @8 "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 

:PARACH_484
00D6: if  1
0022:    0.0 > $8281  ;; floating-point values
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false PARACH_491
0006: @15 = -1  ;; integer values
0812: unknown_action_sequence @8 "PARA_STEERL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_STEERL_O" "PARACHUTE"  1.0  1  1 

:PARACH_491
00D6: if  1
0020:   $8281 >  0.0  ;; floating-point values
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false PARACH_498
0006: @15 =  1  ;; integer values
0812: unknown_action_sequence @8 "PARA_STEERR" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @9 "PARA_STEERR_O" "PARACHUTE"  1.0  1  1 

:PARACH_498
083D: @8 $8278 $8279 $8276 
0011: $73 *= -1.0  ;; floating-point values
0059: $73 += $8278  ;; floating-point values
0011: $73 *=  .1  ;; floating-point values
0061: $8278 -= $73  ;; floating-point values
0011: $74 *= -1.0  ;; floating-point values
0059: $74 += $8279  ;; floating-point values
0011: $74 *=  .1  ;; floating-point values
0061: $8279 -= $74  ;; floating-point values
0011: $75 *= -1.0  ;; floating-point values
005F: $75 += @29  ;; floating-point values 
0011: $75 *=  .2  ;; floating-point values
0088: $8276 = @29  ;; floating-point values only
0061: $8276 -= $75  ;; floating-point values
0089: @29 = $8276  ;; floating-point values only
083C: @8 $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_519
00D6: if  0
0023:    3.0 > @30  ;; floating-point values
004D: jump_if_false PARACH_554
0173: set_actor @8 z_angle_to @27
0007: @25 =  0.0  ;; floating-point values
02F6: $73 = cosine @27  ;; sinus swapped with cosine
02F7: $74 = sinus @27 ;; cosine swapped with sinus
006D: $73 *= @6  ;; floating-point values
0011: $73 *= -1.0  ;; floating-point values
006D: $74 *= @6  ;; floating-point values
083C: @8 $73 $74 -2.0 
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false PARACH_542
0006: @13 =  1  ;; integer values
0812: unknown_action_sequence @8 "PARA_DECEL" "PARACHUTE"  4.0  1  0  0  1 -2 
075A: @9 "PARA_DECEL_O" "PARACHUTE"  4.0  1  1 
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_542
0086: $8297 = $8292  ;; floating-point values only
0086: $8298 = $8291  ;; floating-point values only
0050: gosub PARACH_652

:PARACH_542
00D6: if  1
0039:   @13 ==  1  ;; integer values
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_554
0007: @28 =  3.0  ;; floating-point values
0063: @28 -= @30  ;; floating-point values 
0013: @28 *=  .75  ;; floating-point values 
00D6: if  0
0021:   @28 >  1.0  ;; floating-point values
004D: jump_if_false PARACH_553
0007: @28 =  1.0  ;; floating-point values

:PARACH_553
0050: gosub PARACH_680

:PARACH_554
00D6: if  1
0023:    1.5 > @30  ;; floating-point values
0039:   @13 ==  1  ;; integer values
004D: jump_if_false PARACH_561
0006: @13 =  2  ;; integer values
0812: unknown_action_sequence @8 "PARA_LAND" "PARACHUTE"  1000.0  0  1  0  1 -2 
075A: @9 "PARA_LAND_O" "PARACHUTE"  1000.0  0  1 

:PARACH_561
00D6: if  0
0039:   @13 ==  2  ;; integer values
004D: jump_if_false PARACH_595
00D6: if  0
0611: @8 "PARA_LAND" 
004D: jump_if_false PARACH_595
0613: @8 "PARA_LAND" $8274 
00D6: if  0
0042:   $8274 ==  1.0  ;; floating-point values
004D: jump_if_false PARACH_595
0108: destroy_object @9
0108: destroy_object @10
04A5: unknown_store_dead_actor @8 position_to $69 $70 $71
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false PARACH_578
0215: destroy_pickup @0

:PARACH_578
05B9: unknown_action_sequence @8  1 
0792: @8 
0006: @14 =  3  ;; integer values
083E: @8  0.0  0.0  0.0 
0173: set_actor @8 z_angle_to @27
00A0: store_actor @8 position_to $69 $70 $71
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_588
0004: $8289 =  1  ;; integer values

:PARACH_588
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false PARACH_592
0050: gosub PARACH_693

:PARACH_592
0006: @0 =  0  ;; integer values
0213: @0 = create_pickup #BRIEFCASE type  3 at $69 $70 $71
0006: @13 =  3  ;; integer values

:PARACH_595
00D6: if  0
0039:   @13 ==  4  ;; integer values
004D: jump_if_false PARACH_602
0812: unknown_action_sequence @8 "PARA_LAND_WATER" "PARACHUTE"  1000.0  0  1  0  1 -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_602
00D6: if  0
0039:   @13 ==  5  ;; integer values
004D: jump_if_false PARACH_625
00D6: if  0
0611: @8 "PARA_LAND_WATER" 
004D: jump_if_false PARACH_609
0613: @8 "PARA_LAND_WATER" $8274 

:PARACH_609
00D6: if  0
0042:   $8274 ==  1.0  ;; floating-point values
004D: jump_if_false PARACH_625
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_616
0004: $8289 =  1  ;; integer values

:PARACH_616
0108: destroy_object @9
0108: destroy_object @10
0006: @13 =  3  ;; integer values
05B9: unknown_action_sequence @8  1 
0792: @8 
0006: @14 =  3  ;; integer values
083E: @8  0.0  0.0  0.0 
0173: set_actor @8 z_angle_to @27
00A0: store_actor @8 position_to $69 $70 $71

:PARACH_625
00D6: if  1
0039:   @14 ==  3  ;; integer values
0039:   @13 ==  0  ;; integer values
004D: jump_if_false PARACH_632
075A: @9 "PARA_LAND_O" "PARACHUTE"  1.0  0  1 
0829: unknown_action_sequence @8 "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
0006: @13 =  1  ;; integer values

:PARACH_632
00D6: if  0
0039:   @14 ==  3  ;; integer values
004D: jump_if_false PARACH_647
00D6: if  0
0214:   pickup @0 picked_up
004D: jump_if_false PARACH_643
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_643
00D6: if  0
80FE:   NOT   actor @8  0 ()near_point $69 $70 $71 radius  50.0  50.0  50.0
004D: jump_if_false PARACH_647
0002: jump PARACH_693

:PARACH_647
00D6: if  0
0118:   actor @8 dead
004D: jump_if_false PARACH_651
0002: jump PARACH_693

:PARACH_651
0002: jump PARACH_17

:PARACH_652
068D: $73 $74 $75 
00A0: store_actor @8 position_to $69 $70 $71
0086: $8278 = $69  ;; floating-point values only
0061: $8278 -= $73  ;; floating-point values
0086: $8279 = $70  ;; floating-point values only
0061: $8279 -= $74  ;; floating-point values
0086: $8293 = $75  ;; floating-point values only
0061: $8293 -= $71  ;; 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  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false PARACH_679
0006: @16 =  1  ;; integer values
0086: $8291 = $8294  ;; floating-point values only
0086: $8292 = $8293  ;; floating-point values only

:PARACH_679
0051: return

:PARACH_680
00A0: store_actor @8 position_to $69 $70 $71
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 *= -.5  ;; floating-point values
0086: $75 = $8295  ;; floating-point values only
0069: $75 *= $8278  ;; floating-point values
0059: $75 += $8293  ;; floating-point values
0086: $74 = $8296  ;; floating-point values only
0069: $74 *= $8278  ;; floating-point values
0059: $74 += $8294  ;; floating-point values
0051: return

:PARACH_693
04EF: release_animation "PARACHUTE"
0249: release_model #PARACHUTE
0249: release_model #PARA_PACK
00D6: if  0
8039:   NOT   @0 == -1  ;; integer values
004D: jump_if_false PARACH_700
0215: destroy_pickup @0

:PARACH_700
0108: destroy_object @9
0108: destroy_object @10
00D6: if  0
07D6: @8 $PLAYER_ACTOR 
004D: jump_if_false PARACH_706
0004: $8299 =  0  ;; integer values

:PARACH_706
004E: end_thread
0051: return

:PARACH_708
00A0: store_actor @8 position_to $69 $70 $71
0086: $73 = $8271  ;; floating-point values only
0061: $73 -= $69  ;; floating-point values
0086: $74 = $8272  ;; floating-point values only
0061: $74 -= $70  ;; floating-point values
0086: $75 = $71  ;; floating-point values only
0061: $75 -= $8273  ;; floating-point values
00D6: if  0
0039:   @17 ==  1  ;; integer values
004D: jump_if_false PARACH_731
0069: $73 *= $73  ;; floating-point values
0069: $74 *= $74  ;; floating-point values
0059: $73 += $74  ;; floating-point values
01FB: $73 = square_root $73
0086: $8276 = $75  ;; floating-point values only
0071: $8276 /= $73  ;; 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  0
0024:   $8277 > $8276  ;; floating-point values only
004D: jump_if_false PARACH_731
0006: @12 =  1  ;; integer values

:PARACH_731
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false PARACH_816
0604: $73 $74 @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  0
001D:   @32 > @23  ;; integer values  
004D: jump_if_false PARACH_789
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: $73 *= $73  ;; floating-point values
0069: $74 *= $74  ;; floating-point values
0059: $73 += $74  ;; floating-point values
01FB: $73 = square_root $73
0086: $8277 = $73  ;; floating-point values only
0075: $8277 /= @5  ;; floating-point values 
0086: $8276 = $75  ;; 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  1
0024:   $8278 > $8276  ;; floating-point values only
0024:   $8276 > $8279  ;; floating-point values only
004D: jump_if_false PARACH_781
0209: $8282 = random_int  0  2
00D6: if  0
0038:   $8282 ==  0  ;; integer values
004D: jump_if_false PARACH_777
0006: @12 =  2  ;; integer values

:PARACH_777
00D6: if  0
0038:   $8282 ==  1  ;; integer values
004D: jump_if_false PARACH_781
0006: @12 =  0  ;; integer values

:PARACH_781
00D6: if  0
0034:   $8276 >= $8278  ;; floating-point values 
004D: jump_if_false PARACH_785
0006: @12 =  0  ;; integer values

:PARACH_785
00D6: if  0
0034:   $8279 >= $8276  ;; floating-point values 
004D: jump_if_false PARACH_789
0006: @12 =  2  ;; integer values

:PARACH_789
00D6: if  21
0026:   $8286 > @21  ;; floating-point values 
0027:   @21 > $8287  ;; floating-point values only
004D: jump_if_false PARACH_813
00D6: if  0
0023:   -180.0 > @21  ;; floating-point values
004D: jump_if_false PARACH_797
000B: @21 +=  360.0  ;; floating-point values

:PARACH_797
00D6: if  0
0021:   @21 >  180.0  ;; floating-point values
004D: jump_if_false PARACH_801
000F: @21 -=  360.0  ;; floating-point values

:PARACH_801
0017: @21 /=  180.0  ;; floating-point values 
00D6: if  0
0021:   @21 >  1.0  ;; floating-point values
004D: jump_if_false PARACH_806
0007: @21 =  1.0  ;; floating-point values

:PARACH_806
00D6: if  0
0023:   -1.0 > @21  ;; floating-point values
004D: jump_if_false PARACH_810
0007: @21 = -1.0  ;; floating-point values

:PARACH_810
0013: @21 *= -128.0  ;; floating-point values 
0092: @22 = float_to_integer @21  
0002: jump PARACH_814

:PARACH_813
0006: @22 =  0  ;; integer values

:PARACH_814
000B: @3 +=  1.0  ;; floating-point values
000B: @4 +=  1.0  ;; floating-point values

:PARACH_816
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PCHAIR

03A4: name_thread 'PCHAIR'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false PCHAIR_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PCHAIR_7
04ED: load_animation "FOOD"

:PCHAIR_8
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false PCHAIR_13
0001: wait  0 ms
0002: jump PCHAIR_8

:PCHAIR_13
0007: @9 =  0.0  ;; floating-point values
0006: @3 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false PCHAIR_21
0006: @5 =  0  ;; integer values
0006: @4 =  1  ;; integer values
0002: jump PCHAIR_23

:PCHAIR_21
0006: @5 = -2  ;; integer values
0006: @4 =  2  ;; integer values

:PCHAIR_23
0006: @7 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PCHAIR_30
0446: (unknown) @0  0 
0006: @6 =  1800000  ;; integer values
0002: jump PCHAIR_31

:PCHAIR_30
0006: @6 =  0  ;; integer values

:PCHAIR_31
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PCHAIR_51
00D6: if  0
09C5: @0 
004D: jump_if_false PCHAIR_49
00D6: if  21
0038:   $677 ==  1  ;; integer values
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PCHAIR_47
0004: $677 =  1  ;; integer values
0002: jump PCHAIR_266
0002: jump PCHAIR_48

:PCHAIR_47
0050: gosub PCHAIR_53

:PCHAIR_48
0002: jump PCHAIR_50

:PCHAIR_49
0050: gosub PCHAIR_257

:PCHAIR_50
0002: jump PCHAIR_52

:PCHAIR_51
0050: gosub PCHAIR_257

:PCHAIR_52
0002: jump PCHAIR_31

:PCHAIR_53
0871: init_jump_table @4 total_jumps  5  0 PCHAIR_64 jumps  1 PCHAIR_54  2 PCHAIR_56  3 PCHAIR_58  4 PCHAIR_60  5 PCHAIR_62 -1 PCHAIR_64 -1 PCHAIR_64 

:PCHAIR_54
0050: gosub PCHAIR_65
0002: jump PCHAIR_64

:PCHAIR_56
0050: gosub PCHAIR_82
0002: jump PCHAIR_64

:PCHAIR_58
0050: gosub PCHAIR_191
0002: jump PCHAIR_64

:PCHAIR_60
0050: gosub PCHAIR_257
0002: jump PCHAIR_64

:PCHAIR_62
0050: gosub PCHAIR_221
0002: jump PCHAIR_64

:PCHAIR_64
0051: return

:PCHAIR_65
0871: init_jump_table @5 total_jumps  2  0 PCHAIR_81 jumps  0 PCHAIR_66  1 PCHAIR_70 -1 PCHAIR_81 -1 PCHAIR_81 -1 PCHAIR_81 -1 PCHAIR_81 -1 PCHAIR_81 

:PCHAIR_66
0812: unknown_action_sequence @0 "FF_SIT_IN" "FOOD"  4.0  0  0  0  1 -1 
0006: @3 =  1  ;; integer values
000A: @5 +=  1  ;; integer values
0002: jump PCHAIR_81

:PCHAIR_70
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_SIT_IN" 
004D: jump_if_false PCHAIR_75
0613: @0 "FF_SIT_IN" @9 

:PCHAIR_75
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false PCHAIR_80
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PCHAIR_80
0002: jump PCHAIR_81

:PCHAIR_81
0051: return

:PCHAIR_82
0871: init_jump_table @5 total_jumps  5  0 PCHAIR_190 jumps -2 PCHAIR_83  0 PCHAIR_104  1 PCHAIR_135  2 PCHAIR_156  3 PCHAIR_179 -1 PCHAIR_190 -1 PCHAIR_190 

:PCHAIR_83
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false PCHAIR_88
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump PCHAIR_102

:PCHAIR_88
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false PCHAIR_94
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump PCHAIR_95

:PCHAIR_94
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:PCHAIR_95
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false PCHAIR_101
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump PCHAIR_102

:PCHAIR_101
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:PCHAIR_102
0006: @5 =  1  ;; integer values
0002: jump PCHAIR_190

:PCHAIR_104
00D6: if  0
0737: @0 -1 
004D: jump_if_false PCHAIR_114
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false PCHAIR_112
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump PCHAIR_113

:PCHAIR_112
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:PCHAIR_113
0002: jump PCHAIR_133

:PCHAIR_114
00D6: if  0
06FF: @0  2.2 
004D: jump_if_false PCHAIR_119
0812: unknown_action_sequence @0 "FF_SIT_LOOK" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump PCHAIR_133

:PCHAIR_119
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  0.0  0.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false PCHAIR_125
0107: @8 = create_object #CJ_PIZZA_2 at @10 @11 @12
0002: jump PCHAIR_126

:PCHAIR_125
0107: @8 = create_object #CJ_BURG_2 at @10 @11 @12

:PCHAIR_126
070A: unknown_action_sequence @0 @8  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
00D6: if  0
03A3: (unknown) @0 
004D: jump_if_false PCHAIR_132
0812: unknown_action_sequence @0 "FF_SIT_EAT1" "FOOD"  1000.0  1  0  0  0  50000000 
0002: jump PCHAIR_133

:PCHAIR_132
0812: unknown_action_sequence @0 "FF_SIT_EAT2" "FOOD"  1000.0  1  0  0  0  50000000 

:PCHAIR_133
000A: @5 +=  1  ;; integer values
0002: jump PCHAIR_190

:PCHAIR_135
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  .5 -.5  0.0
04C4: create_coordinate @19 @20 @21 from_actor @0 offset -.5 -1.0  0.0
04C4: create_coordinate @10 @11 @12 from_actor @0 offset  0.0  1.0 -.65
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false PCHAIR_145
0985: @13 @14 @15  1.5 -364  0 @0 
0002: jump PCHAIR_146

:PCHAIR_145
0985: @13 @14 @15  1.5 -365  0 @0 

:PCHAIR_146
00D6: if  22
0611: @0 "FF_SIT_LOOK" 
0611: @0 "FF_SIT_EAT1" 
0611: @0 "FF_SIT_EAT2" 
004D: jump_if_false PCHAIR_155
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_155
0002: jump PCHAIR_190

:PCHAIR_156
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PCHAIR_164
054E: @0
0006: @6 =  0  ;; integer values
0006: @4 =  5  ;; integer values
0006: @5 =  0  ;; integer values
0002: jump PCHAIR_190

:PCHAIR_164
00D6: if  0
001D:   @33 > @6  ;; integer values  
004D: jump_if_false PCHAIR_178
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false PCHAIR_173
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump PCHAIR_178

:PCHAIR_173
00D6: if  0
0038:   $677 ==  1  ;; integer values
004D: jump_if_false PCHAIR_178
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1 -1 
000A: @5 +=  1  ;; integer values

:PCHAIR_178
0002: jump PCHAIR_190

:PCHAIR_179
00D6: if  0
0184:   actor @0 health >=  0
004D: jump_if_false PCHAIR_188
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false PCHAIR_187
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PCHAIR_187
0002: jump PCHAIR_189

:PCHAIR_188
0568: @0  1

:PCHAIR_189
0002: jump PCHAIR_190

:PCHAIR_190
0051: return

:PCHAIR_191
0871: init_jump_table @5 total_jumps  3  0 PCHAIR_220 jumps  0 PCHAIR_192  1 PCHAIR_199  2 PCHAIR_203 -1 PCHAIR_220 -1 PCHAIR_220 -1 PCHAIR_220 -1 PCHAIR_220 

:PCHAIR_192
00D6: if  0
0737: @0 -1 
004D: jump_if_false PCHAIR_196
070B: @0  1 

:PCHAIR_196
0812: unknown_action_sequence @0 "FF_SIT_OUT_180" "FOOD"  99.0  0  0  0  0 -1 
000A: @5 +=  1  ;; integer values
0002: jump PCHAIR_220

:PCHAIR_199
00A1: put_actor @0 at @13 @14 @15
04D7: lock_actor @0 in_current_position  0
000A: @5 +=  1  ;; integer values
0002: jump PCHAIR_220

:PCHAIR_203
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_SIT_OUT_180" 
004D: jump_if_false PCHAIR_219
0613: @0 "FF_SIT_OUT_180" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false PCHAIR_219
00D6: if  0
05AD:   s$706 == 'FDBURG'  ;; 8-byte strings
004D: jump_if_false PCHAIR_216
0985: @13 @14 @15  1.5 -364  1 @0 
0002: jump PCHAIR_217

:PCHAIR_216
0985: @13 @14 @15  1.5 -365  1 @0 

:PCHAIR_217
0006: @5 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PCHAIR_219
0002: jump PCHAIR_220

:PCHAIR_220
0051: return

:PCHAIR_221
0871: init_jump_table @5 total_jumps  3  0 PCHAIR_256 jumps  0 PCHAIR_222  1 PCHAIR_225  2 PCHAIR_240 -1 PCHAIR_256 -1 PCHAIR_256 -1 PCHAIR_256 -1 PCHAIR_256 

:PCHAIR_222
0812: unknown_action_sequence @0 "FF_DAM_FWD" "FOOD"  16.0  0  0  0  1  0 
000A: @5 +=  1  ;; integer values
0002: jump PCHAIR_256

:PCHAIR_225
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "FF_DAM_FWD" 
004D: jump_if_false PCHAIR_234
0613: @0 "FF_DAM_FWD" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false PCHAIR_234
000A: @5 +=  1  ;; integer values

:PCHAIR_234
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false PCHAIR_239
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub PCHAIR_257

:PCHAIR_239
0002: jump PCHAIR_256

:PCHAIR_240
00D6: if  0
8184:   NOT   actor @0 health >=  0
004D: jump_if_false PCHAIR_246
0812: unknown_action_sequence @0 "FF_DIE_FWD" "FOOD"  16.0  0  0  0  1  0 
0050: gosub PCHAIR_257
0002: jump PCHAIR_255

:PCHAIR_246
00D6: if  0
8339:   NOT   objects_in_cube @16 @17 @18 @19 @20 @21  0  0  1  0  0
004D: jump_if_false PCHAIR_253
0006: @4 =  3  ;; integer values
0006: @5 =  0  ;; integer values
0050: gosub PCHAIR_266
0002: jump PCHAIR_255

:PCHAIR_253
0006: @4 =  2  ;; integer values
0006: @5 =  2  ;; integer values

:PCHAIR_255
0002: jump PCHAIR_256

:PCHAIR_256
0051: return

:PCHAIR_257
01C4: remove_references_to_object @8  ;; This object will now disappear when the player looks away
04EF: release_animation "FOOD"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PCHAIR_264
0446: (unknown) @0  1 
08A0: @0  100.0  0  0.0  0.0  0.0 "PCUSTOM" 

:PCHAIR_264
004E: end_thread
0051: return

:PCHAIR_266
0001: wait  0 ms
00D6: if  1
8844:   NOT s$706 
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PCHAIR_309
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PCHAIR_308
0871: init_jump_table @4 total_jumps  5  1 PCHAIR_306 jumps  1 PCHAIR_276  2 PCHAIR_288  3 PCHAIR_295  4 PCHAIR_297  5 PCHAIR_304 -1 PCHAIR_308 -1 PCHAIR_308 

:PCHAIR_276
00D6: if  0
0019:   @5 >  1  ;; integer values
004D: jump_if_false PCHAIR_281
0050: gosub PCHAIR_53
0002: jump PCHAIR_287

:PCHAIR_281
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false PCHAIR_287
05C5: unknown_action_sequence @0 -2 
0050: gosub PCHAIR_257

:PCHAIR_287
0002: jump PCHAIR_308

:PCHAIR_288
00D6: if  0
0039:   @5 ==  2  ;; integer values
004D: jump_if_false PCHAIR_293
0209: @6 = random_int  0  5
0012: @6 *=  500  ;; integer values 

:PCHAIR_293
0050: gosub PCHAIR_53
0002: jump PCHAIR_308

:PCHAIR_295
0050: gosub PCHAIR_53
0002: jump PCHAIR_308

:PCHAIR_297
062E: @0  1477 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false PCHAIR_303
05C5: unknown_action_sequence @0 -2 
0050: gosub PCHAIR_257

:PCHAIR_303
0002: jump PCHAIR_308

:PCHAIR_304
0050: gosub PCHAIR_53
0002: jump PCHAIR_308

:PCHAIR_306
0050: gosub PCHAIR_257
0002: jump PCHAIR_308

:PCHAIR_308
0002: jump PCHAIR_310

:PCHAIR_309
0050: gosub PCHAIR_257

:PCHAIR_310
0002: jump PCHAIR_266
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PCUSTOM

03A4: name_thread 'PCUSTOM'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false PCUSTOM_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PCUSTOM_7
04ED: load_animation "INT_SHOP"

:PCUSTOM_8
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false PCUSTOM_13
0001: wait  0 ms
0002: jump PCUSTOM_8

:PCUSTOM_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:PCUSTOM_17
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PCUSTOM_34
00D6: if  0
09C5: @0 
004D: jump_if_false PCUSTOM_32
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false PCUSTOM_30
0050: gosub PCUSTOM_36
0002: jump PCUSTOM_31

:PCUSTOM_30
0002: jump PCUSTOM_78

:PCUSTOM_31
0002: jump PCUSTOM_33

:PCUSTOM_32
0050: gosub PCUSTOM_69

:PCUSTOM_33
0002: jump PCUSTOM_35

:PCUSTOM_34
0050: gosub PCUSTOM_69

:PCUSTOM_35
0002: jump PCUSTOM_17

:PCUSTOM_36
0871: init_jump_table @3 total_jumps  1  0 PCUSTOM_39 jumps  1 PCUSTOM_37 -1 PCUSTOM_39 -1 PCUSTOM_39 -1 PCUSTOM_39 -1 PCUSTOM_39 -1 PCUSTOM_39 -1 PCUSTOM_39 

:PCUSTOM_37
0050: gosub PCUSTOM_40
0002: jump PCUSTOM_39

:PCUSTOM_39
0051: return

:PCUSTOM_40
0871: init_jump_table @4 total_jumps  4  0 PCUSTOM_68 jumps  0 PCUSTOM_41  1 PCUSTOM_45  2 PCUSTOM_52  3 PCUSTOM_66 -1 PCUSTOM_68 -1 PCUSTOM_68 -1 PCUSTOM_68 

:PCUSTOM_41
0006: @5 =  1  ;; integer values
0605: unknown_action_sequence @0 "IDLE_CHAT" "PED"  4.0  1  0  0  0  5000 
000A: @4 +=  1  ;; integer values
0002: jump PCUSTOM_68

:PCUSTOM_45
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false PCUSTOM_51
0605: unknown_action_sequence @0 "SHOP_PAY" "INT_SHOP"  1000.0  0  0  0  0  0 
000A: @4 +=  1  ;; integer values

:PCUSTOM_51
0002: jump PCUSTOM_68

:PCUSTOM_52
062E: @0  1541 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false PCUSTOM_65
04C4: create_coordinate @7 @8 @9 from_actor @0 offset  0.0  .1  1.0
00D6: if  0
05AD:   s$706 == 'FDPIZA'  ;; 8-byte strings
004D: jump_if_false PCUSTOM_62
0107: @12 = create_object #CJ_PIZZA_2 at @7 @8 @9
0002: jump PCUSTOM_63

:PCUSTOM_62
0107: @12 = create_object #CJ_BURG_2 at @7 @8 @9

:PCUSTOM_63
070A: unknown_action_sequence @0 @12  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
000A: @4 +=  1  ;; integer values

:PCUSTOM_65
0002: jump PCUSTOM_68

:PCUSTOM_66
0050: gosub PCUSTOM_69
0002: jump PCUSTOM_68

:PCUSTOM_68
0051: return

:PCUSTOM_69
04EF: release_animation "INT_SHOP"
01C4: remove_references_to_object @12  ;; This object will now disappear when the player looks away
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PCUSTOM_76
0792: @0 
08A0: @0  20.0  0  0.0  0.0  0.0 "PCHAIR" 

:PCUSTOM_76
004E: end_thread
0051: return

:PCUSTOM_78
0001: wait  0 ms
00D6: if  1
8844:   NOT s$706 
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PCUSTOM_92
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PCUSTOM_91
062E: @0  1477 @11 
00D6: if  0
04A4: @11  7 
004D: jump_if_false PCUSTOM_91
05C5: unknown_action_sequence @0 -2 

:PCUSTOM_91
0002: jump PCUSTOM_93

:PCUSTOM_92
0050: gosub PCUSTOM_69

:PCUSTOM_93
0002: jump PCUSTOM_78
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PEDCARD

03A4: name_thread 'PEDCARD'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false PEDCARD_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PEDCARD_7
04ED: load_animation "CASINO"

:PEDCARD_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false PEDCARD_13
0001: wait  0 ms
0002: jump PEDCARD_8

:PEDCARD_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:PEDCARD_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PEDCARD_33
00D6: if  0
09C5: @0 
004D: jump_if_false PEDCARD_31
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false PEDCARD_28
0050: gosub PEDCARD_35
0002: jump PEDCARD_30

:PEDCARD_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump PEDCARD_122

:PEDCARD_30
0002: jump PEDCARD_32

:PEDCARD_31
0050: gosub PEDCARD_119

:PEDCARD_32
0002: jump PEDCARD_34

:PEDCARD_33
0050: gosub PEDCARD_119

:PEDCARD_34
0002: jump PEDCARD_15

:PEDCARD_35
0871: init_jump_table @3 total_jumps  1  0 PEDCARD_38 jumps  1 PEDCARD_36 -1 PEDCARD_38 -1 PEDCARD_38 -1 PEDCARD_38 -1 PEDCARD_38 -1 PEDCARD_38 -1 PEDCARD_38 

:PEDCARD_36
0050: gosub PEDCARD_39
0002: jump PEDCARD_38

:PEDCARD_38
0051: return

:PEDCARD_39
0871: init_jump_table @4 total_jumps  8  0 PEDCARD_118 jumps  0 PEDCARD_41  1 PEDCARD_45  2 PEDCARD_52  3 PEDCARD_60  4 PEDCARD_75  5 PEDCARD_84  6 PEDCARD_99 
0872: jump_table_jumps  7 PEDCARD_112 -1 PEDCARD_118 -1 PEDCARD_118 -1 PEDCARD_118 -1 PEDCARD_118 -1 PEDCARD_118 -1 PEDCARD_118 -1 PEDCARD_118 -1 PEDCARD_118 

:PEDCARD_41
0605: unknown_action_sequence @0 "CARDS_IN" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  93 @2 
000A: @4 +=  1  ;; integer values
0002: jump PEDCARD_118

:PEDCARD_45
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDCARD_51
0605: unknown_action_sequence @0 "CARDS_PICK_01" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:PEDCARD_51
0002: jump PEDCARD_118

:PEDCARD_52
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDCARD_59
0209: @2 = random_int  8000  15000
0605: unknown_action_sequence @0 "CARDS_LOOP" "CASINO"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:PEDCARD_59
0002: jump PEDCARD_118

:PEDCARD_60
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDCARD_74
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDCARD_71
0605: unknown_action_sequence @0 "CARDS_RAISE" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  98 @2 
0002: jump PEDCARD_73

:PEDCARD_71
0605: unknown_action_sequence @0 "CARDS_PICK_02" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  93 @2 

:PEDCARD_73
000A: @4 +=  1  ;; integer values

:PEDCARD_74
0002: jump PEDCARD_118

:PEDCARD_75
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDCARD_83
0209: @2 = random_int  1500  5000
0605: unknown_action_sequence @0 "CARDS_LOOP" "CASINO"  4.0  1  0  0  1 @2 
0947: @0  95 @2 
000A: @4 +=  1  ;; integer values

:PEDCARD_83
0002: jump PEDCARD_118

:PEDCARD_84
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDCARD_98
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDCARD_95
0605: unknown_action_sequence @0 "CARDS_WIN" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  96 @2 
0002: jump PEDCARD_97

:PEDCARD_95
0605: unknown_action_sequence @0 "CARDS_LOSE" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  94 @2 

:PEDCARD_97
000A: @4 +=  1  ;; integer values

:PEDCARD_98
0002: jump PEDCARD_118

:PEDCARD_99
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDCARD_111
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDCARD_109
0006: @4 =  1  ;; integer values
0002: jump PEDCARD_111

:PEDCARD_109
0605: unknown_action_sequence @0 "CARDS_OUT" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:PEDCARD_111
0002: jump PEDCARD_118

:PEDCARD_112
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDCARD_117
0050: gosub PEDCARD_119

:PEDCARD_117
0002: jump PEDCARD_118

:PEDCARD_118
0051: return

:PEDCARD_119
04EF: release_animation "CASINO"
004E: end_thread
0051: return

:PEDCARD_122
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PEDCARD_133
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false PEDCARD_132
05C5: unknown_action_sequence @0 -2 

:PEDCARD_132
0002: jump PEDCARD_134

:PEDCARD_133
0050: gosub PEDCARD_119

:PEDCARD_134
0002: jump PEDCARD_122
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PEDROUL

03A4: name_thread 'PEDROUL'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false PEDROUL_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PEDROUL_7
04ED: load_animation "CASINO"

:PEDROUL_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false PEDROUL_13
0001: wait  0 ms
0002: jump PEDROUL_8

:PEDROUL_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:PEDROUL_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PEDROUL_33
00D6: if  0
09C5: @0 
004D: jump_if_false PEDROUL_31
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false PEDROUL_28
0050: gosub PEDROUL_35
0002: jump PEDROUL_30

:PEDROUL_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump PEDROUL_97

:PEDROUL_30
0002: jump PEDROUL_32

:PEDROUL_31
0050: gosub PEDROUL_94

:PEDROUL_32
0002: jump PEDROUL_34

:PEDROUL_33
0050: gosub PEDROUL_94

:PEDROUL_34
0002: jump PEDROUL_15

:PEDROUL_35
0871: init_jump_table @3 total_jumps  1  0 PEDROUL_38 jumps  1 PEDROUL_36 -1 PEDROUL_38 -1 PEDROUL_38 -1 PEDROUL_38 -1 PEDROUL_38 -1 PEDROUL_38 -1 PEDROUL_38 

:PEDROUL_36
0050: gosub PEDROUL_39
0002: jump PEDROUL_38

:PEDROUL_38
0051: return

:PEDROUL_39
0871: init_jump_table @4 total_jumps  6  0 PEDROUL_93 jumps  0 PEDROUL_40  1 PEDROUL_43  2 PEDROUL_51  3 PEDROUL_59  4 PEDROUL_74  5 PEDROUL_87 -1 PEDROUL_93 

:PEDROUL_40
0605: unknown_action_sequence @0 "ROULETTE_IN" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump PEDROUL_93

:PEDROUL_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDROUL_50
0605: unknown_action_sequence @0 "ROULETTE_BET" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  103 @2 
000A: @4 +=  1  ;; integer values

:PEDROUL_50
0002: jump PEDROUL_93

:PEDROUL_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDROUL_58
0209: @2 = random_int  8000  15000
0605: unknown_action_sequence @0 "ROULETTE_LOOP" "CASINO"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:PEDROUL_58
0002: jump PEDROUL_93

:PEDROUL_59
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDROUL_73
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDROUL_70
0605: unknown_action_sequence @0 "ROULETTE_WIN" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  100 @2 
0002: jump PEDROUL_72

:PEDROUL_70
0605: unknown_action_sequence @0 "ROULETTE_LOSE" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  101 @2 

:PEDROUL_72
000A: @4 +=  1  ;; integer values

:PEDROUL_73
0002: jump PEDROUL_93

:PEDROUL_74
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDROUL_86
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDROUL_84
0006: @4 =  1  ;; integer values
0002: jump PEDROUL_86

:PEDROUL_84
0605: unknown_action_sequence @0 "ROULETTE_OUT" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:PEDROUL_86
0002: jump PEDROUL_93

:PEDROUL_87
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDROUL_92
0050: gosub PEDROUL_94

:PEDROUL_92
0002: jump PEDROUL_93

:PEDROUL_93
0051: return

:PEDROUL_94
04EF: release_animation "CASINO"
004E: end_thread
0051: return

:PEDROUL_97
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PEDROUL_108
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false PEDROUL_107
05C5: unknown_action_sequence @0 -2 

:PEDROUL_107
0002: jump PEDROUL_109

:PEDROUL_108
0050: gosub PEDROUL_94

:PEDROUL_109
0002: jump PEDROUL_97
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PEDSLOT

03A4: name_thread 'PEDSLOT'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false PEDSLOT_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PEDSLOT_7
04ED: load_animation "CASINO"

:PEDSLOT_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false PEDSLOT_13
0001: wait  0 ms
0002: jump PEDSLOT_8

:PEDSLOT_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:PEDSLOT_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PEDSLOT_33
00D6: if  0
09C5: @0 
004D: jump_if_false PEDSLOT_31
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false PEDSLOT_28
0050: gosub PEDSLOT_35
0002: jump PEDSLOT_30

:PEDSLOT_28
060B: unknown_actor_use_entity @0 $1256 
0002: jump PEDSLOT_101

:PEDSLOT_30
0002: jump PEDSLOT_32

:PEDSLOT_31
0050: gosub PEDSLOT_98

:PEDSLOT_32
0002: jump PEDSLOT_34

:PEDSLOT_33
0050: gosub PEDSLOT_98

:PEDSLOT_34
0002: jump PEDSLOT_15

:PEDSLOT_35
0871: init_jump_table @3 total_jumps  1  0 PEDSLOT_38 jumps  1 PEDSLOT_36 -1 PEDSLOT_38 -1 PEDSLOT_38 -1 PEDSLOT_38 -1 PEDSLOT_38 -1 PEDSLOT_38 -1 PEDSLOT_38 

:PEDSLOT_36
0050: gosub PEDSLOT_39
0002: jump PEDSLOT_38

:PEDSLOT_38
0051: return

:PEDSLOT_39
0871: init_jump_table @4 total_jumps  6  0 PEDSLOT_97 jumps  0 PEDSLOT_40  1 PEDSLOT_43  2 PEDSLOT_50  3 PEDSLOT_58  4 PEDSLOT_71  5 PEDSLOT_85 -1 PEDSLOT_97 

:PEDSLOT_40
0605: unknown_action_sequence @0 "SLOT_IN" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump PEDSLOT_97

:PEDSLOT_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDSLOT_49
0605: unknown_action_sequence @0 "SLOT_BET_01" "CASINO"  4.0  0  0  0  0 @2 
000A: @4 +=  1  ;; integer values

:PEDSLOT_49
0002: jump PEDSLOT_97

:PEDSLOT_50
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDSLOT_57
0209: @2 = random_int  1500  5000
0605: unknown_action_sequence @0 "SLOT_WAIT" "CASINO"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:PEDSLOT_57
0002: jump PEDSLOT_97

:PEDSLOT_58
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDSLOT_70
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDSLOT_68
0605: unknown_action_sequence @0 "SLOT_BET_02" "CASINO"  4.0  0  0  0  0 -1 
0002: jump PEDSLOT_69

:PEDSLOT_68
0605: unknown_action_sequence @0 "SLOT_WAIT" "CASINO"  4.0  0  0  0  0 -1 

:PEDSLOT_69
000A: @4 +=  1  ;; integer values

:PEDSLOT_70
0002: jump PEDSLOT_97

:PEDSLOT_71
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDSLOT_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDSLOT_82
0605: unknown_action_sequence @0 "SLOT_WIN_OUT" "CASINO"  4.0  0  0  0  0 -1 
0947: @0  104 @2 
0002: jump PEDSLOT_83

:PEDSLOT_82
0605: unknown_action_sequence @0 "SLOT_LOSE_OUT" "CASINO"  4.0  0  0  0  0 -1 

:PEDSLOT_83
000A: @4 +=  1  ;; integer values

:PEDSLOT_84
0002: jump PEDSLOT_97

:PEDSLOT_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false PEDSLOT_96
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PEDSLOT_95
0006: @4 =  0  ;; integer values
0002: jump PEDSLOT_96

:PEDSLOT_95
0050: gosub PEDSLOT_98

:PEDSLOT_96
0002: jump PEDSLOT_97

:PEDSLOT_97
0051: return

:PEDSLOT_98
04EF: release_animation "CASINO"
004E: end_thread
0051: return

:PEDSLOT_101
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PEDSLOT_112
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false PEDSLOT_111
05C5: unknown_action_sequence @0 -2 

:PEDSLOT_111
0002: jump PEDSLOT_113

:PEDSLOT_112
0050: gosub PEDSLOT_98

:PEDSLOT_113
0002: jump PEDSLOT_101
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PHOTO

03A4: name_thread 'PHOTO'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false PHOTO_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PHOTO_7
04ED: load_animation "CAMERA"
0247: request_model  367

:PHOTO_9
00D6: if  0
8248:   NOT   model  367 available
004D: jump_if_false PHOTO_16
04ED: load_animation "CAMERA"
0247: request_model  367
0001: wait  0 ms
0002: jump PHOTO_9

:PHOTO_16
00D6: if  0
84EE:   NOT   animation "CAMERA" loaded
004D: jump_if_false PHOTO_23
04ED: load_animation "CAMERA"
0247: request_model  367
0001: wait  0 ms
0002: jump PHOTO_16

:PHOTO_23
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PHOTO_29
01B2: give_actor @0 weapon  43 ammo  1000  ;; Load the weapon model before using this

:PHOTO_29
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PHOTO_46
00D6: if  0
09C5: @0 
004D: jump_if_false PHOTO_44
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PHOTO_42
0002: jump PHOTO_219
0002: jump PHOTO_43

:PHOTO_42
0050: gosub PHOTO_48

:PHOTO_43
0002: jump PHOTO_45

:PHOTO_44
0050: gosub PHOTO_211

:PHOTO_45
0002: jump PHOTO_47

:PHOTO_46
0050: gosub PHOTO_211

:PHOTO_47
0002: jump PHOTO_29

:PHOTO_48
0871: init_jump_table @3 total_jumps  1  0 PHOTO_51 jumps  1 PHOTO_49 -1 PHOTO_51 -1 PHOTO_51 -1 PHOTO_51 -1 PHOTO_51 -1 PHOTO_51 -1 PHOTO_51 

:PHOTO_49
0050: gosub PHOTO_52
0002: jump PHOTO_51

:PHOTO_51
0051: return

:PHOTO_52
0871: init_jump_table @4 total_jumps  13  0 PHOTO_210 jumps  0 PHOTO_54  1 PHOTO_57  2 PHOTO_69  3 PHOTO_82  4 PHOTO_92  5 PHOTO_102  6 PHOTO_122 
0872: jump_table_jumps  7 PHOTO_137  8 PHOTO_149  9 PHOTO_155  10 PHOTO_165  11 PHOTO_185  12 PHOTO_195 -1 PHOTO_210 -1 PHOTO_210 -1 PHOTO_210 

:PHOTO_54
0605: unknown_action_sequence @0 "CAMSTND_IDLELOOP" "CAMERA"  4.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values
0002: jump PHOTO_210

:PHOTO_57
00D6: if  0
0611: @0 "CAMSTND_IDLELOOP" 
004D: jump_if_false PHOTO_68
0613: @0 "CAMSTND_IDLELOOP" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_68
0209: @2 = random_int  5000  8000
0605: unknown_action_sequence @0 "CAMSTND_LKABT" "CAMERA"  4.0  1  0  0  1 @2 
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_68
0002: jump PHOTO_210

:PHOTO_69
00D6: if  0
002D:   @33 >= @2  ;; integer values 
004D: jump_if_false PHOTO_81
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PHOTO_79
0605: unknown_action_sequence @0 "CAMSTND_TO_CAMCRCH" "CAMERA"  4.0  0  0  0  1 -1 
0006: @4 =  7  ;; integer values
0002: jump PHOTO_81

:PHOTO_79
0605: unknown_action_sequence @0 "CAMSTND_IDLELOOP" "CAMERA"  4.0  0  0  0  1 -1 
0006: @4 =  3  ;; integer values

:PHOTO_81
0002: jump PHOTO_210

:PHOTO_82
00D6: if  0
0611: @0 "CAMSTND_IDLELOOP" 
004D: jump_if_false PHOTO_91
0613: @0 "CAMSTND_IDLELOOP" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_91
0605: unknown_action_sequence @0 "PICSTND_IN" "CAMERA"  4.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:PHOTO_91
0002: jump PHOTO_210

:PHOTO_92
00D6: if  0
0611: @0 "PICSTND_IN" 
004D: jump_if_false PHOTO_101
0613: @0 "PICSTND_IN" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_101
0605: unknown_action_sequence @0 "PICSTND_TAKE" "CAMERA"  4.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:PHOTO_101
0002: jump PHOTO_210

:PHOTO_102
00D6: if  0
0611: @0 "PICSTND_TAKE" 
004D: jump_if_false PHOTO_121
0613: @0 "PICSTND_TAKE" @7 
00D6: if  2
0021:   @7 >  .5  ;; floating-point values
0023:    1.0 > @7  ;; floating-point values
0039:   @6 ==  0  ;; integer values
004D: jump_if_false PHOTO_115
04C4: create_coordinate @8 @9 @10 from_actor @0 offset  0.0  .5  0.0
09E5: @8 @9 @10  255  255  255  50.0 
09F1: @0  1132 
0006: @6 =  1  ;; integer values

:PHOTO_115
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_121
0605: unknown_action_sequence @0 "PICSTND_OUT" "CAMERA"  4.0  0  0  0  1 -1 
0006: @6 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_121
0002: jump PHOTO_210

:PHOTO_122
00D6: if  0
0611: @0 "PICSTND_OUT" 
004D: jump_if_false PHOTO_136
0613: @0 "PICSTND_OUT" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_136
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PHOTO_135
0006: @4 =  0  ;; integer values
0002: jump PHOTO_136

:PHOTO_135
0050: gosub PHOTO_211

:PHOTO_136
0002: jump PHOTO_210

:PHOTO_137
00D6: if  0
0611: @0 "CAMSTND_TO_CAMCRCH" 
004D: jump_if_false PHOTO_148
0613: @0 "CAMSTND_TO_CAMCRCH" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_148
0209: @2 = random_int  5000  8000
0605: unknown_action_sequence @0 "CAMCRCH_IDLELOOP" "CAMERA"  4.0  1  0  0  1 @2 
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_148
0002: jump PHOTO_210

:PHOTO_149
00D6: if  0
002D:   @33 >= @2  ;; integer values 
004D: jump_if_false PHOTO_154
0605: unknown_action_sequence @0 "PICCRCH_IN" "CAMERA"  4.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:PHOTO_154
0002: jump PHOTO_210

:PHOTO_155
00D6: if  0
0611: @0 "PICCRCH_IN" 
004D: jump_if_false PHOTO_164
0613: @0 "PICCRCH_IN" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_164
0605: unknown_action_sequence @0 "PICCRCH_TAKE" "CAMERA"  4.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:PHOTO_164
0002: jump PHOTO_210

:PHOTO_165
00D6: if  0
0611: @0 "PICCRCH_TAKE" 
004D: jump_if_false PHOTO_184
0613: @0 "PICCRCH_TAKE" @7 
00D6: if  2
0021:   @7 >  .5  ;; floating-point values
0023:    1.0 > @7  ;; floating-point values
0039:   @6 ==  0  ;; integer values
004D: jump_if_false PHOTO_178
04C4: create_coordinate @8 @9 @10 from_actor @0 offset  0.0  .6  0.0
09E5: @8 @9 @10  255  255  255  50.0 
09F1: @0  1132 
0006: @6 =  1  ;; integer values

:PHOTO_178
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_184
0605: unknown_action_sequence @0 "PICCRCH_OUT" "CAMERA"  4.0  0  0  0  1 -1 
0006: @6 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:PHOTO_184
0002: jump PHOTO_210

:PHOTO_185
00D6: if  0
0611: @0 "PICCRCH_OUT" 
004D: jump_if_false PHOTO_194
0613: @0 "PICCRCH_OUT" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_194
0605: unknown_action_sequence @0 "CAMCRCH_TO_CAMSTND" "CAMERA"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:PHOTO_194
0002: jump PHOTO_210

:PHOTO_195
00D6: if  0
0611: @0 "PICCRCH_OUT" 
004D: jump_if_false PHOTO_209
0613: @0 "PICCRCH_OUT" @7 
00D6: if  0
0031:   @7 >=  1.0  ;; floating-point values 
004D: jump_if_false PHOTO_209
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false PHOTO_208
0006: @4 =  0  ;; integer values
0002: jump PHOTO_209

:PHOTO_208
0050: gosub PHOTO_211

:PHOTO_209
0002: jump PHOTO_210

:PHOTO_210
0051: return

:PHOTO_211
04EF: release_animation "CAMERA"
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PHOTO_216
0555: remove_weapon  43 from_actor @0 

:PHOTO_216
0249: release_model  367
004E: end_thread
0051: return

:PHOTO_219
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PHOTO_229
062E: @0  1506 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false PHOTO_228
05E2: unknown_action_sequence @0 $PLAYER_ACTOR 

:PHOTO_228
0002: jump PHOTO_230

:PHOTO_229
0050: gosub PHOTO_211

:PHOTO_230
0002: jump PHOTO_219
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PLANES

03A4: name_thread 'PLANES'
05A9: s$9482 = 'PLA_9'  ;; 8-byte strings
05A9: s$9484 = 'PLA_3'  ;; 8-byte strings
05A9: s$9486 = 'PLA_4'  ;; 8-byte strings
05A9: s$9488 = 'PLA_5'  ;; 8-byte strings
05A9: s$9490 = 'PLA_6'  ;; 8-byte strings
05A9: s$9492 = 'PLA_7'  ;; 8-byte strings
05A9: s$9494 = 'PLA_8'  ;; 8-byte strings
0004: $9496 =  0  ;; integer values
0004: $9498 =  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: $9507 =  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  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_39
0002: jump PLANES_544

:PLANES_39
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0111: set_wasted_busted_check_to  0 (disabled)
0253: save_current_time
07D0: $9496 = weekday
00D6: if  0
0038:   $9496 ==  7  ;; integer values
004D: jump_if_false PLANES_48
0004: $9496 =  1  ;; integer values
0002: jump PLANES_49

:PLANES_48
0008: $9496 +=  1  ;; integer values

:PLANES_49
0652: $9497 = stat  181 (islands unlocked)  ; integer
0050: gosub PLANES_565
02A3: toggle_widescreen  0 (off)
0169: set_fade_color  0  0  0
00BE: text_clear_all
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_59
0002: jump PLANES_544

:PLANES_59
016A: fade  0 ()  500 ms

:PLANES_60
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_69
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_68
0002: jump PLANES_544

:PLANES_68
0002: jump PLANES_60

:PLANES_69
0390: 'LD_PLAN' 
038F:  1 "AIRLOGO" 
038F:  2 "TVCORN" 
038F:  3 "TVBASE" 
038F:  4 "BLKDOT" 
038B: load_requested_models
03E6: remove_text_box
00BE: text_clear_all
03F0: text_draw_toggle  1
0826:  0 
0581: toggle_radar  0 (off)
08F8:  0 
016A: fade  1 (back)  500 ms
0050: gosub PLANES_632

:PLANES_83
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_93
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_91
0002: jump PLANES_544

:PLANES_91
0050: gosub PLANES_632
0002: jump PLANES_83

:PLANES_93
0050: gosub PLANES_632

:PLANES_94
0001: wait  0 ms
0050: gosub PLANES_632
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_100
0002: jump PLANES_544

:PLANES_100
0254: restore_current_time
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false PLANES_116
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
001A:   -100 > $17  ;; integer values
00E1:   key_pressed  0  10
004D: jump_if_false PLANES_110
0004: $9498 =  0  ;; integer values

:PLANES_110
00D6: if  21
0018:   $17 >  100  ;; integer values
00E1:   key_pressed  0  11
004D: jump_if_false PLANES_115
0004: $9498 =  1  ;; integer values

:PLANES_115
0002: jump PLANES_117

:PLANES_116
0004: $9498 =  0  ;; integer values

:PLANES_117
00D6: if  0
0018:   $9497 >  0  ;; integer values
004D: jump_if_false PLANES_182
00D6: if  0
0038:   $9503 ==  0  ;; integer values
004D: jump_if_false PLANES_128
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false PLANES_128
0004: $9502 =  0  ;; integer values
0004: $9503 =  1  ;; integer values

:PLANES_128
00D6: if  0
0038:   $9503 ==  1  ;; integer values
004D: jump_if_false PLANES_135
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false PLANES_135
0004: $9503 =  2  ;; integer values

:PLANES_135
00D6: if  0
0038:   $9503 ==  2  ;; integer values
004D: jump_if_false PLANES_166
010B: $9501 = player $PLAYER_CHAR money
00D6: if  0
002C:   $9501 >= $9500  ;; integer values 
004D: jump_if_false PLANES_158
097A: $69 $70 $71  1083 
0050: gosub PLANES_632
016A: fade  0 ()  500 ms

:PLANES_145
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_156
0050: gosub PLANES_632
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_154
0002: jump PLANES_544

:PLANES_154
0050: gosub PLANES_632
0002: jump PLANES_145

:PLANES_156
0002: jump PLANES_205
0002: jump PLANES_166

:PLANES_158
00D6: if  0
0038:   $9502 ==  0  ;; integer values
004D: jump_if_false PLANES_166
01BD: $9504 = current_time_in_ms
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
097A: $69 $70 $71  1085 
0004: $9502 =  1  ;; integer values
0004: $9503 =  0  ;; integer values

:PLANES_166
01BD: $9505 = current_time_in_ms
0084: $9506 = $9505  ;; integer values and handles
0060: $9506 -= $9504  ;; integer values
00D6: if  0
001A:    5000 > $9506  ;; integer values
004D: jump_if_false PLANES_182
0050: gosub PLANES_971
033F: set_text_draw_letter_width_height  .41  1.84
0340: set_text_draw_color  255  255  255  255
00D6: if  21
04A3:   unknown $154 ==  3
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_181
033E: text_draw  40.0  337.0 'SHOPNO'
0002: jump PLANES_182

:PLANES_181
033E: text_draw  93.0  337.0 'SHOPNO'

:PLANES_182
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false PLANES_204
097A: $69 $70 $71  1085 
0050: gosub PLANES_632
016A: fade  0 ()  500 ms

:PLANES_188
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_199
0050: gosub PLANES_632
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_197
0002: jump PLANES_544

:PLANES_197
0050: gosub PLANES_632
0002: jump PLANES_188

:PLANES_199
0050: gosub PLANES_565
00A1: put_actor $PLAYER_ACTOR at $9513 $9514 $9515
0173: set_actor $PLAYER_ACTOR z_angle_to $9516
016A: fade  1 (back)  500 ms
0002: jump PLANES_544

:PLANES_204
0002: jump PLANES_94

:PLANES_205
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_209
0002: jump PLANES_544

:PLANES_209
088E: (unknown)
0109: player $PLAYER_CHAR money += -500
0391: (unknown)
0247: request_model  577
0247: request_model  371
038B: load_requested_models
0A48:  1 
0050: gosub PLANES_565
04E4: unknown_refresh_game_renderer_at $9517 $9518
0395: clear_area  1 at $9517 $9518 $9519 range  100.0
00A5: $9479 = create_car  577 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 (on)
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false PLANES_245
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_237
00C0: set_current_time  10  30
0005: $9521 =  9500.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  150000  ;; integer values
0004: $9507 =  42  ;; integer values

:PLANES_237
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false PLANES_245
00C0: set_current_time  17  50
0005: $9521 =  5000.0  ;; floating-point values
0004: $9510 =  30000  ;; integer values
0004: $9511 =  110000  ;; integer values
0004: $9507 =  46  ;; integer values

:PLANES_245
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false PLANES_264
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_256
00C0: set_current_time  11  20
0005: $9521 =  6000.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  120000  ;; integer values
0004: $9507 =  49  ;; integer values

:PLANES_256
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false PLANES_264
00C0: set_current_time  14  40
0005: $9521 =  8000.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  160000  ;; integer values
0004: $9507 =  44  ;; integer values

:PLANES_264
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false PLANES_283
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_275
00C0: set_current_time  19  10
0005: $9521 =  6600.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  120000  ;; integer values
0004: $9507 =  48  ;; integer values

:PLANES_275
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false PLANES_283
00C0: set_current_time  14  30
0005: $9521 =  3800.0  ;; floating-point values
0004: $9510 =  20000  ;; integer values
0004: $9511 =  70000  ;; integer values
0004: $9507 =  43  ;; integer values

:PLANES_283
07C0: $9507 

:PLANES_284
00D6: if  0
87C1:   NOT $9507 
004D: jump_if_false PLANES_293
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_292
0002: jump PLANES_544

:PLANES_292
0002: jump PLANES_284

:PLANES_293
01BD: $9504 = current_time_in_ms
0004: $9503 =  0  ;; integer values
016A: fade  1 (back)  500 ms

:PLANES_296
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_301
0002: jump PLANES_544

:PLANES_301
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_305
0110: clear_player $PLAYER_CHAR wanted_level

:PLANES_305
01BD: $9505 = current_time_in_ms
0084: $9506 = $9505  ;; integer values and handles
0060: $9506 -= $9504  ;; integer values
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false PLANES_543
00D6: if  0
0038:   $9503 ==  0  ;; integer values
004D: jump_if_false PLANES_320
00D6: if  0
0018:   $9506 >  2000  ;; integer values
004D: jump_if_false PLANES_320
05EB: $9479 $9507 
093D:  1 
0004: $9503 =  1  ;; integer values

:PLANES_320
00D6: if  0
0018:   $9503 >  0  ;; integer values
004D: jump_if_false PLANES_340
00D6: if  0
0038:   $9508 ==  0  ;; integer values
004D: jump_if_false PLANES_340
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0020:   $71 >  150.0  ;; floating-point values
004D: jump_if_false PLANES_340
03D5: remove_text 'PLA_11'
00D6: if  0
0038:   $9512 ==  0  ;; integer values
004D: jump_if_false PLANES_336
00BC: text_highpriority 'PLA_12'  20000 ms  1
0004: $9512 =  1  ;; integer values

:PLANES_336
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false PLANES_340
0004: $9503 =  2  ;; integer values

:PLANES_340
00D6: if  0
0018:   $9503 >  0  ;; integer values
004D: jump_if_false PLANES_358
00D6: if  0
0038:   $9522 ==  0  ;; integer values
004D: jump_if_false PLANES_351
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00D6: if  0
0020:   $71 >  150.0  ;; floating-point values
004D: jump_if_false PLANES_351
0004: $9522 =  1  ;; integer values

:PLANES_351
00D6: if  0
0038:   $9522 ==  1  ;; integer values
004D: jump_if_false PLANES_358
00D6: if  0
0022:    150.0 > $71  ;; floating-point values
004D: jump_if_false PLANES_358
0004: $9522 =  2  ;; integer values

:PLANES_358
00D6: if  0
0038:   $9503 ==  1  ;; integer values
004D: jump_if_false PLANES_481
00D6: if  0
0038:   $9508 ==  0  ;; integer values
004D: jump_if_false PLANES_443
00D6: if  0
0032:    150.0 >= $71  ;; floating-point values
004D: jump_if_false PLANES_372
03D5: remove_text 'PLA_12'
00D6: if  0
0038:   $9512 ==  0  ;; integer values
004D: jump_if_false PLANES_372
00BC: text_highpriority 'PLA_11'  5000 ms  1

:PLANES_372
00D6: if  0
001A:    2 > $9522  ;; integer values
004D: jump_if_false PLANES_443
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false PLANES_443
016A: fade  0 ()  500 ms

:PLANES_379
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_388
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_387
0002: jump PLANES_544

:PLANES_387
0002: jump PLANES_379

:PLANES_388
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false PLANES_432
00D6: if  0
060E: $9479 
004D: jump_if_false PLANES_432
00D6: if  0
0038:   $9509 ==  1  ;; integer values
004D: jump_if_false PLANES_398
08E6: $9479  0 

:PLANES_398
0706: $9479 -1E+7.0 
0706: $9479 $9521 
093D:  0 
00D6: if  21
0038:   $9507 ==  48  ;; integer values
0038:   $9507 ==  49  ;; integer values
004D: jump_if_false PLANES_411
015F: set_camera_position  1774.9 -2529.3  30.9  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false PLANES_410
0158: camera_on_vehicle $9479  15  2

:PLANES_410
0A0B:  1774.9 -2529.3  13.9  48.0 

:PLANES_411
00D6: if  21
0038:   $9507 ==  42  ;; integer values
0038:   $9507 ==  43  ;; integer values
004D: jump_if_false PLANES_421
015F: set_camera_position -1268.5  106.9  37.1  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false PLANES_420
0158: camera_on_vehicle $9479  15  2

:PLANES_420
0A0B: -1268.5  106.9  13.0  350.0 

:PLANES_421
00D6: if  21
0038:   $9507 ==  46  ;; integer values
0038:   $9507 ==  44  ;; integer values
004D: jump_if_false PLANES_431
015F: set_camera_position  1396.1  1382.3  25.4  0.0  0.0  0.0
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false PLANES_430
0158: camera_on_vehicle $9479  15  2

:PLANES_430
0A0B:  1396.1  1382.3  10.0  264.0 

:PLANES_431
0004: $9508 =  1  ;; integer values

:PLANES_432
00BE: text_clear_all
016A: fade  1 (back)  2500 ms

:PLANES_434
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_443
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_442
0002: jump PLANES_544

:PLANES_442
0002: jump PLANES_434

:PLANES_443
00D6: if  0
8119:   NOT   car $9479 wrecked
004D: jump_if_false PLANES_481
00D6: if  0
860E:   NOT $9479 
004D: jump_if_false PLANES_481
016A: fade  0 ()  2000 ms

:PLANES_450
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_459
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_458
0002: jump PLANES_544

:PLANES_458
0002: jump PLANES_450

:PLANES_459
0050: gosub PLANES_565
093D:  0 
04E4: unknown_refresh_game_renderer_at $9513 $9514
0395: clear_area  1 at $9513 $9514 $9515 range  100.0
0792: $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 (off)
016A: fade  1 (back)  500 ms

:PLANES_471
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_480
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_479
0002: jump PLANES_544

:PLANES_479
0002: jump PLANES_471

:PLANES_480
0002: jump PLANES_544

:PLANES_481
00D6: if  0
0038:   $9503 ==  2  ;; integer values
004D: jump_if_false PLANES_524
016A: fade  0 ()  500 ms

:PLANES_485
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_494
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_493
0002: jump PLANES_544

:PLANES_493
0002: jump PLANES_485

:PLANES_494
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:  0 
0633: unknown_action_sequence $PLAYER_ACTOR 
03D5: remove_text 'PLA_11'
03D5: remove_text 'PLA_12'

:PLANES_500
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false PLANES_509
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_508
0002: jump PLANES_544

:PLANES_508
0002: jump PLANES_500

:PLANES_509
00A6: destroy_car $9479
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
02A3: toggle_widescreen  0 (off)
016A: fade  1 (back)  500 ms

:PLANES_514
00D6: if  0
016B:   fading
004D: jump_if_false PLANES_523
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_522
0002: jump PLANES_544

:PLANES_522
0002: jump PLANES_514

:PLANES_523
0002: jump PLANES_544

:PLANES_524
00D6: if  0
0038:   $9508 ==  0  ;; integer values
004D: jump_if_false PLANES_543
00D6: if  0
0038:   $9509 ==  0  ;; integer values
004D: jump_if_false PLANES_535
00D6: if  0
001C:   $9506 > $9510  ;; integer values
004D: jump_if_false PLANES_535
08E6: $9479  1 
0004: $9509 =  1  ;; integer values

:PLANES_535
00D6: if  0
0038:   $9509 ==  1  ;; integer values
004D: jump_if_false PLANES_543
00D6: if  0
001C:   $9506 > $9511  ;; integer values
004D: jump_if_false PLANES_543
08E6: $9479  0 
0004: $9509 =  2  ;; integer values

:PLANES_543
0002: jump PLANES_296

:PLANES_544
03D5: remove_text 'PLA_11'
03D5: remove_text 'PLA_12'
00D6: if  0
0844: s$706 
004D: jump_if_false PLANES_550
02EB: restore_camera_with_jumpcut

:PLANES_550
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false PLANES_554
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:PLANES_554
093D:  0 
0A48:  0 
03F0: text_draw_toggle  0
01C3: remove_references_to_car $9479  ;; Like turning a car into any random car
0249: release_model  577
0249: release_model  371
0391: (unknown)
0826:  1 
0581: toggle_radar  1 (on)
08F8:  1 
004E: end_thread

:PLANES_565
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false PLANES_587
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  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_579
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_579
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false PLANES_586
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_586
0004: $9499 =  18  ;; integer values

:PLANES_587
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false PLANES_609
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  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_601
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_601
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false PLANES_608
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_608
0004: $9499 =  19  ;; integer values

:PLANES_609
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false PLANES_631
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  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_623
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_623
00D6: if  0
0038:   $9498 ==  1  ;; integer values
004D: jump_if_false PLANES_630
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_630
0004: $9499 =  20  ;; integer values

:PLANES_631
0051: return

:PLANES_632
03E3:  1 
038D:  4  320.0  225.0  612.0  438.0  0  0  0  255 
03E3:  1 
038D:  4  320.0  430.0  640.0  250.0  0  0  0  255 
03E3:  1 
038D:  1  321.0  246.0  356.0  246.0  160  160  160  255 
03E3:  1 
038D:  4  326.0  84.0  602.0  58.0  73  73  73  255 
0050: gosub PLANES_959
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_646
033E: text_draw  269.0  65.0 'PLA_1'

:PLANES_646
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false PLANES_651
033F: set_text_draw_letter_width_height  .9  3.4
033E: text_draw  327.0  65.0 'PLA_1'

:PLANES_651
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_655
033E: text_draw  269.0  65.0 'PLA_1'

:PLANES_655
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false PLANES_660
033F: set_text_draw_letter_width_height  .91  3.43
033E: text_draw  322.0  65.0 'PLA_1'

:PLANES_660
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_665
033F: set_text_draw_letter_width_height  .9  3.4
033E: text_draw  322.0  65.0 'PLA_1'

:PLANES_665
00D6: if  0
0038:   $9497 ==  0  ;; integer values
004D: jump_if_false PLANES_685
0050: gosub PLANES_959
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_676
033F: set_text_draw_letter_width_height  1.21  6.23
033E: text_draw  320.0  204.0 'PLA_25'
0002: jump PLANES_678

:PLANES_676
033F: set_text_draw_letter_width_height  1.41  6.23
033E: text_draw  316.0  204.0 'PLA_25'

:PLANES_678
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  210.0  368.0 'PLA_23'
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  298.0  368.0 'PLA_21'
0002: jump PLANES_946

:PLANES_685
0050: gosub PLANES_971
0340: set_text_draw_color  138  138  138  255
033E: text_draw  92.0  144.0 'PLA_2'
0050: gosub PLANES_971
0340: set_text_draw_color  138  138  138  255
033E: text_draw  92.0  207.0 'PLA_13'
0050: gosub PLANES_971
0340: set_text_draw_color  138  138  138  255
033E: text_draw  92.0  267.0 'PLA_17'
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false PLANES_831
0050: gosub PLANES_983
033F: set_text_draw_letter_width_height  .62  1.54
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_704
033E: text_draw  92.0  372.0 'PLA_22'

:PLANES_704
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false PLANES_708
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_708
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_712
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_712
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false PLANES_716
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_716
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_720
033E: text_draw  52.0  372.0 'PLA_22'

:PLANES_720
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_726
033E: text_draw  124.0  368.0 'PLA_19'

:PLANES_726
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false PLANES_730
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_730
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_734
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_734
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false PLANES_738
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_738
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_742
033E: text_draw  84.0  368.0 'PLA_19'

:PLANES_742
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_748
033E: text_draw  252.0  368.0 'PLA_24'

:PLANES_748
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false PLANES_752
033E: text_draw  294.0  354.0 'PLA_24'

:PLANES_752
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_756
033E: text_draw  294.0  354.0 'PLA_24'

:PLANES_756
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false PLANES_760
033E: text_draw  255.0  354.0 'PLA_24'

:PLANES_760
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_764
033E: text_draw  294.0  354.0 'PLA_24'

:PLANES_764
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_770
033E: text_draw  337.0  368.0 'PLA_20'

:PLANES_770
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false PLANES_774
033E: text_draw  294.0  373.0 'PLA_20'

:PLANES_774
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_778
033E: text_draw  294.0  373.0 'PLA_20'

:PLANES_778
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false PLANES_782
033E: text_draw  255.0  373.0 'PLA_20'

:PLANES_782
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_786
033E: text_draw  294.0  373.0 'PLA_20'

:PLANES_786
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_792
033E: text_draw  423.0  368.0 'PLA_23'

:PLANES_792
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false PLANES_796
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_796
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_800
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_800
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false PLANES_804
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_804
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_808
033E: text_draw  457.0  354.0 'PLA_23'

:PLANES_808
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_814
033E: text_draw  507.0  368.0 'PLA_21'

:PLANES_814
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false PLANES_818
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_818
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false PLANES_822
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_822
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false PLANES_826
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_826
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false PLANES_830
033E: text_draw  457.0  373.0 'PLA_21'

:PLANES_830
0002: jump PLANES_853

:PLANES_831
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_838
033E: text_draw  155.0  368.0 'PLA_24'
0002: jump PLANES_839

:PLANES_838
033E: text_draw  105.0  368.0 'PLA_24'

:PLANES_839
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false PLANES_846
033E: text_draw  241.0  368.0 'PLA_20'
0002: jump PLANES_847

:PLANES_846
033E: text_draw  191.0  368.0 'PLA_20'

:PLANES_847
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  328.0  368.0 'PLA_23'
0050: gosub PLANES_983
0340: set_text_draw_color  255  255  255  255
033E: text_draw  412.0  368.0 'PLA_21'

:PLANES_853
0050: gosub PLANES_971
0340: set_text_draw_color  255  255  255  255
033E: text_draw  92.0  167.0 $9480($9496,8s)
0050: gosub PLANES_971
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number  92.0  290.0 'PLA_18' $9500
00D6: if  0
04A3:   unknown $1866 ==  1
004D: jump_if_false PLANES_889
0050: gosub PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_868
0340: set_text_draw_color  255  255  255  255
0002: jump PLANES_869

:PLANES_868
0340: set_text_draw_color  40  40  40  255

:PLANES_869
033E: text_draw  92.0  230.0 'PLA_15'
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false PLANES_881
0050: gosub PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_879
0340: set_text_draw_color  40  40  40  255
0002: jump PLANES_880

:PLANES_879
0340: set_text_draw_color  255  255  255  255

:PLANES_880
033E: text_draw  282.0  230.0 'PLA_14'

:PLANES_881
0050: gosub PLANES_971
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_888
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  10  30
0002: jump PLANES_889

:PLANES_888
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  17  50

:PLANES_889
00D6: if  0
04A3:   unknown $1866 ==  2
004D: jump_if_false PLANES_919
0050: gosub PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_898
0340: set_text_draw_color  255  255  255  255
0002: jump PLANES_899

:PLANES_898
0340: set_text_draw_color  40  40  40  255

:PLANES_899
033E: text_draw  92.0  230.0 'PLA_16'
00D6: if  0
0018:   $9497 >  1  ;; integer values
004D: jump_if_false PLANES_911
0050: gosub PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_909
0340: set_text_draw_color  40  40  40  255
0002: jump PLANES_910

:PLANES_909
0340: set_text_draw_color  255  255  255  255

:PLANES_910
033E: text_draw  282.0  230.0 'PLA_14'

:PLANES_911
0050: gosub PLANES_971
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_918
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  11  20
0002: jump PLANES_919

:PLANES_918
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  14  40

:PLANES_919
00D6: if  0
04A3:   unknown $1866 ==  3
004D: jump_if_false PLANES_946
0050: gosub PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_928
0340: set_text_draw_color  255  255  255  255
0002: jump PLANES_929

:PLANES_928
0340: set_text_draw_color  40  40  40  255

:PLANES_929
033E: text_draw  92.0  230.0 'PLA_16'
0050: gosub PLANES_971
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_936
0340: set_text_draw_color  40  40  40  255
0002: jump PLANES_937

:PLANES_936
0340: set_text_draw_color  255  255  255  255

:PLANES_937
033E: text_draw  282.0  230.0 'PLA_15'
0050: gosub PLANES_971
0340: set_text_draw_color  255  255  255  255
00D6: if  0
0038:   $9498 ==  0  ;; integer values
004D: jump_if_false PLANES_945
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  19  10
0002: jump PLANES_946

:PLANES_945
045B: text_draw_2numbers  281.0  167.0 'PLA_10'  14  30

:PLANES_946
03E3:  1 
038D:  2  160.0  112.0  320.0  224.0  150  150  150  255 
03E3:  1 
038D:  2  160.0  317.0  320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  2  480.0  112.0 -320.0  224.0  150  150  150  255 
03E3:  1 
038D:  2  480.0  317.0 -320.0 -224.0  150  150  150  255 
03E3:  1 
038D:  3  160.0  435.0  320.0  17.0  150  150  150  255 
03E3:  1 
038D:  3  480.0  435.0 -320.0  17.0  150  150  150  255 
0051: return

:PLANES_959
03E0:  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:  3  0  0  0  255 
081C:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:PLANES_971
03E0:  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  .62  2.34
060D:  2  0  0  0  255 
081C:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return

:PLANES_983
03E0:  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  .42  2.24
060D:  2  0  0  0  255 
081C:  2  0  0  0  255 
0349: text_draw_style =  2  
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PLAYER_PARACHUTE

03A4: name_thread 'PLCHUTE'
0247: request_model  371

:PLCHUTE_3
00D6: if  0
8248:   NOT   model  371 available
004D: jump_if_false PLCHUTE_8
0001: wait  0 ms
0002: jump PLCHUTE_3

:PLCHUTE_8
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PLCHUTE_11

:PLCHUTE_11
0004: $1498 =  0  ;; integer values
0004: $1513 =  0  ;; integer values
0004: $1497 =  0  ;; integer values
00D6: if  0
0038:   $1498 ==  999  ;; integer values
004D: jump_if_false PLCHUTE_18
0213: $8269 = create_pickup  371 type  3 at $69 $70 $71

:PLCHUTE_18
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PLCHUTE_606
00D6: if  0
8800:   NOT (unknown)
004D: jump_if_false PLCHUTE_606
00D6: if  0
8038:   NOT   $1513 ==  0  ;; integer values
004D: jump_if_false PLCHUTE_29
0992: $PLAYER_CHAR  0 

:PLCHUTE_29
00D6: if  0
0018:   $1497 >  0  ;; integer values
004D: jump_if_false PLCHUTE_36
00D6: if  0
8491:   NOT   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false PLCHUTE_36
0050: gosub PLCHUTE_614

:PLCHUTE_36
00D6: if  0
0038:   $1497 ==  0  ;; integer values
004D: jump_if_false PLCHUTE_45
00D6: if  0
0491:   actor $PLAYER_ACTOR has_weapon  46 
004D: jump_if_false PLCHUTE_45
0247: request_model #PARACHUTE
0004: $1497 =  1  ;; integer values
0004: $1498 =  0  ;; integer values

:PLCHUTE_45
00D6: if  0
0038:   $1497 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_55
00D6: if  0
0248:   model #PARACHUTE available
004D: jump_if_false PLCHUTE_55
0107: @17 = create_object #PARACHUTE at $69 $70 $71
069B: @17 $PLAYER_ACTOR  0.0  0.0  0.0  0.0  0.0  0.0 
0750: @17  0 
0004: $1497 =  2  ;; integer values

:PLCHUTE_55
00D6: if  1
0038:   $1497 ==  2  ;; integer values
0038:   $1513 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_60
0004: $1497 =  3  ;; integer values

:PLCHUTE_60
00D6: if  1
0038:   $1513 ==  0  ;; integer values
0018:   $1497 >  0  ;; integer values
004D: jump_if_false PLCHUTE_80
00D6: if  0
0818: $PLAYER_ACTOR 
004D: jump_if_false PLCHUTE_80
083D: $PLAYER_ACTOR $1507 $1508 $1509 
00D6: if  0
0022:   -10.0 > $1509  ;; floating-point values
004D: jump_if_false PLCHUTE_80
0819: $PLAYER_ACTOR @7 
00D6: if  0
0021:   @7 >  20.0  ;; floating-point values
004D: jump_if_false PLCHUTE_80
097A: -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_80
00D6: if  0
0038:   $1513 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_280
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false PLCHUTE_87
0006: @0 =  2  ;; integer values

:PLCHUTE_87
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false PLCHUTE_99
062E: $PLAYER_ACTOR  2066 @27 
00D6: if  0
04A4: @27  7 
004D: jump_if_false PLCHUTE_99
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0 -1 
04ED: load_animation "PARACHUTE"
0006: @15 =  1  ;; integer values
0172: @1 = actor $PLAYER_ACTOR z_angle
0006: @0 =  3  ;; integer values

:PLCHUTE_99
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false PLCHUTE_280
062E: $PLAYER_ACTOR  2066 @27 
00D6: if  0
04A4: @27  7 
004D: jump_if_false PLCHUTE_107
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0 -1 

:PLCHUTE_107
0819: $PLAYER_ACTOR @7 
00D6: if  1
0023:    100.0 > @7  ;; floating-point values
0021:   @7 >  60.0  ;; floating-point values
004D: jump_if_false PLCHUTE_119
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_119
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false PLCHUTE_119
00BC: text_highpriority 'PARA_01'  1000 ms  1

:PLCHUTE_119
0494: get_joystick_data  0 @10 @11 @12 @12
00D6: if  0
0038:   $1511 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_125
0006: @10 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:PLCHUTE_125
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  0
0021:   @1 >  180.0  ;; floating-point values
004D: jump_if_false PLCHUTE_137
000F: @1 -=  360.0  ;; floating-point values

:PLCHUTE_137
00D6: if  0
0023:   -180.0 > @1  ;; floating-point values
004D: jump_if_false PLCHUTE_141
000B: @1 +=  360.0  ;; floating-point values

:PLCHUTE_141
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: $PLAYER_ACTOR @8 @9 $1509 
00D6: if  0
0024:   $1504 > $1509  ;; floating-point values only
004D: jump_if_false PLCHUTE_151
0086: $1509 = $1504  ;; floating-point values only

:PLCHUTE_151
00D6: if  0
0024:   $8268 > $1509  ;; floating-point values only
004D: jump_if_false PLCHUTE_155
0086: $8268 = $1509  ;; floating-point values only

:PLCHUTE_155
00D6: if  0
0024:   $1504 > $8268  ;; floating-point values only
004D: jump_if_false PLCHUTE_159
0086: $8268 = $1504  ;; floating-point values only

:PLCHUTE_159
00D6: if  1
0024:   $1509 > $8268  ;; floating-point values only
8038:   NOT   $1902 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_176
00D6: if  0
84AD:   NOT $PLAYER_ACTOR
004D: jump_if_false PLCHUTE_174
00D6: if  0
0022:   -20.0 > $8268  ;; floating-point values
004D: jump_if_false PLCHUTE_171
0004: $1513 =  2  ;; integer values
0002: jump PLCHUTE_173

:PLCHUTE_171
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0  100 
0004: $1513 =  7  ;; integer values

:PLCHUTE_173
0002: jump PLCHUTE_176

:PLCHUTE_174
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PED"  1.0  1  0  0  0  100 
0004: $1513 =  7  ;; integer values

:PLCHUTE_176
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 *=  .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 *=  .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  21
0019:   @12 >  40  ;; integer values
0019:   @13 >  40  ;; integer values
004D: jump_if_false PLCHUTE_252
00D6: if  0
001D:   @12 > @13  ;; integer values  
004D: jump_if_false PLCHUTE_229
00D6: if  0
0029:   @10 >=  0  ;; integer values
004D: jump_if_false PLCHUTE_217
00D6: if  0
8039:   NOT   @15 ==  2  ;; integer values
004D: jump_if_false PLCHUTE_217
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_216
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_R" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_216
0006: @15 =  2  ;; integer values

:PLCHUTE_217
00D6: if  0
001B:    0 > @10  ;; integer values
004D: jump_if_false PLCHUTE_228
00D6: if  0
8039:   NOT   @15 ==  3  ;; integer values
004D: jump_if_false PLCHUTE_228
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_227
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_L" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_227
0006: @15 =  3  ;; integer values

:PLCHUTE_228
0002: jump PLCHUTE_251

:PLCHUTE_229
00D6: if  0
0029:   @11 >=  0  ;; integer values
004D: jump_if_false PLCHUTE_240
00D6: if  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false PLCHUTE_240
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_239
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_239
0006: @15 =  4  ;; integer values

:PLCHUTE_240
00D6: if  0
001B:    0 > @11  ;; integer values
004D: jump_if_false PLCHUTE_251
00D6: if  0
8039:   NOT   @15 ==  5  ;; integer values
004D: jump_if_false PLCHUTE_251
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_250
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_ACCEL" "PARACHUTE"  1.0  1  0  0  1 -2 

:PLCHUTE_250
0006: @15 =  5  ;; integer values

:PLCHUTE_251
0002: jump PLCHUTE_260

:PLCHUTE_252
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_260
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_260
0812: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE" "PARACHUTE"  1.0  1  0  0  1 -2 
0006: @15 =  1  ;; integer values

:PLCHUTE_260
00D6: if  21
00E1:   key_pressed  0  17
0038:   $1512 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_280
00D6: if  0
8038:   NOT   $1902 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_280
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_280
00D6: if  1
0038:   $1497 ==  3  ;; integer values
0038:   $1511 ==  0  ;; integer values
004D: jump_if_false PLCHUTE_280
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_OPEN" "PARACHUTE"  8.0  0  0  0  1 -2 
097A: -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_280
00D6: if  0
0038:   $1513 ==  2  ;; integer values
004D: jump_if_false PLCHUTE_292
00D6: if  0
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false PLCHUTE_290
0173: set_actor $PLAYER_ACTOR z_angle_to @1
0829: unknown_action_sequence $PLAYER_ACTOR "FALL_SKYDIVE_DIE" "PARACHUTE"  1000.0  0 
09F1: $PLAYER_ACTOR  1189 
0002: jump PLCHUTE_291

:PLCHUTE_290
05BE: unknown_action_sequence $PLAYER_ACTOR 

:PLCHUTE_291
0050: gosub PLCHUTE_614

:PLCHUTE_292
00D6: if  0
0038:   $1513 ==  3  ;; integer values
004D: jump_if_false PLCHUTE_534
00D6: if  0
0018:   $8270 >  0  ;; integer values
004D: jump_if_false PLCHUTE_303
00D6: if  0
001F:   @32 > $8270  ;; integer values
004D: jump_if_false PLCHUTE_303
097A: -1000.0 -1000.0 -1000.0  1039 
0004: $8270 =  0  ;; integer values

:PLCHUTE_303
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false PLCHUTE_316
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_316
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_338
0085: @10 = @32  ;; integer values and handles
0062: @10 -= @19  ;; integer values 
00D6: if  0
001B:    500 > @10  ;; integer values
004D: jump_if_false PLCHUTE_335
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_338

:PLCHUTE_335
0007: @2 =  0.0  ;; floating-point values
0007: @3 =  0.0  ;; floating-point values
0006: @0 =  2  ;; integer values

:PLCHUTE_338
00D6: if  0
0039:   @0 ==  2  ;; integer values
004D: jump_if_false PLCHUTE_350
00D6: if  0
03CA:   object @17 exists
004D: jump_if_false PLCHUTE_350
0750: @17  1 
08D2: @17  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_350
00D6: if  0
0039:   @0 ==  3  ;; integer values
004D: jump_if_false PLCHUTE_364
0085: @10 = @32  ;; integer values and handles
0062: @10 -= @19  ;; integer values 
00D6: if  0
001B:    500 > @10  ;; integer values
004D: jump_if_false PLCHUTE_362
0093: @21 = integer_to_float @10  
0017: @21 /=  500.0  ;; floating-point values 
08D2: @17 @21 
0002: jump PLCHUTE_364

:PLCHUTE_362
08D2: @17  1.0 
0006: @0 =  4  ;; integer values

:PLCHUTE_364
00D6: if  0
0039:   @0 ==  5  ;; integer values
004D: jump_if_false PLCHUTE_372
0107: @20 = create_object #PARA_COLLISION at  0.0  0.0  0.0
0750: @20  0 
0392: object @20 toggle_in_moving_list  1
04D9: object @20 set_scripted_collision_check  1
0006: @0 =  6  ;; integer values

:PLCHUTE_372
00D6: if  0
0039:   @0 ==  6  ;; integer values
004D: jump_if_false PLCHUTE_489
0494: get_joystick_data  0 @10 @11 @12 @12
00D6: if  0
0038:   $1511 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_381
0006: @10 =  0  ;; integer values
0006: @11 =  0  ;; integer values

:PLCHUTE_381
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  0
0021:   @1 >  180.0  ;; floating-point values
004D: jump_if_false PLCHUTE_393
000F: @1 -=  360.0  ;; floating-point values

:PLCHUTE_393
00D6: if  0
0023:   -180.0 > @1  ;; floating-point values
004D: jump_if_false PLCHUTE_397
000B: @1 +=  360.0  ;; floating-point values

:PLCHUTE_397
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  21
0019:   @12 >  40  ;; integer values
0019:   @13 >  40  ;; integer values
004D: jump_if_false PLCHUTE_463
00D6: if  0
001D:   @12 > @13  ;; integer values  
004D: jump_if_false PLCHUTE_436
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  0
0029:   @10 >=  0  ;; integer values
004D: jump_if_false PLCHUTE_426
00D6: if  0
8039:   NOT   @15 ==  2  ;; integer values
004D: jump_if_false PLCHUTE_426
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERR" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_STEERR_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  2  ;; integer values

:PLCHUTE_426
00D6: if  0
001B:    0 > @10  ;; integer values
004D: jump_if_false PLCHUTE_435
00D6: if  0
8039:   NOT   @15 ==  3  ;; integer values
004D: jump_if_false PLCHUTE_435
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_STEERL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_STEERL_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  3  ;; integer values

:PLCHUTE_435
0002: jump PLCHUTE_462

:PLCHUTE_436
00D6: if  0
0029:   @11 >=  0  ;; integer values
004D: jump_if_false PLCHUTE_449
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  0
8039:   NOT   @15 ==  4  ;; integer values
004D: jump_if_false PLCHUTE_449
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_DECEL" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_DECEL_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  4  ;; integer values

:PLCHUTE_449
00D6: if  0
001B:    0 > @11  ;; integer values
004D: jump_if_false PLCHUTE_462
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  0
8039:   NOT   @15 ==  5  ;; integer values
004D: jump_if_false PLCHUTE_462
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  5  ;; integer values

:PLCHUTE_462
0002: jump PLCHUTE_476

:PLCHUTE_463
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  0
8039:   NOT   @15 ==  5  ;; integer values
004D: jump_if_false PLCHUTE_476
00D6: if  0
8039:   NOT   @15 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_476
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_FLOAT" "PARACHUTE"  1.0  1  0  0  1 -2 
075A: @17 "PARA_FLOAT_O" "PARACHUTE"  1.0  1  1 
0006: @15 =  1  ;; integer values

:PLCHUTE_476
01BB: store_object @17 position_to $73 $74 $75
0815: @20 $73 $74 $75 
00D6: if  0
04DA:   has_object @20 collided
004D: jump_if_false PLCHUTE_483
075A: @17 "PARA_RIP_LOOP_O" "PARACHUTE"  8.0  1  1 
0006: @0 =  7  ;; integer values

:PLCHUTE_483
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false PLCHUTE_489
0792: $PLAYER_ACTOR 
0004: $1513 =  6  ;; integer values
0004: $1498 =  3  ;; integer values

:PLCHUTE_489
00D6: if  0
03CA:   object @17 exists
004D: jump_if_false PLCHUTE_518
00D6: if  0
0837: @17 "PARA_OPEN_O" 
004D: jump_if_false PLCHUTE_518
0839: @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  1
0043:   @21 ==  1.0  ;; floating-point values
0039:   @0 ==  4  ;; integer values
004D: jump_if_false PLCHUTE_518
0006: @0 =  5  ;; integer values

:PLCHUTE_518
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PLCHUTE_534
00D6: if  0
04AD: $PLAYER_ACTOR
004D: jump_if_false PLCHUTE_528
0812: unknown_action_sequence $PLAYER_ACTOR "PARA_LAND_WATER" "PARACHUTE"  8.0  1  1  0  0  1000 
075A: @17 "PARA_LAND_WATER_O" "PARACHUTE"  1000.0  0  1 
0004: $1513 =  5  ;; integer values
0006: @0 =  0  ;; integer values

:PLCHUTE_528
083D: $PLAYER_ACTOR @21 @21 @23 
00D6: if  0
0021:   @23 > -.1  ;; floating-point values
004D: jump_if_false PLCHUTE_534
0004: $1513 =  4  ;; integer values
0006: @0 =  0  ;; integer values

:PLCHUTE_534
00D6: if  0
0038:   $1513 ==  4  ;; integer values
004D: jump_if_false PLCHUTE_579
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false PLCHUTE_567
0004: $1498 =  1  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
000D: $71 -=  1.0  ;; floating-point values
00A1: put_actor $PLAYER_ACTOR at $69 $70 $71
083E: $PLAYER_ACTOR  0.0  0.0 @1 
00D6: if  0
0022:   -10.0 > $1509  ;; floating-point values
004D: jump_if_false PLCHUTE_551
0004: $1513 =  2  ;; integer values
0006: @0 =  0  ;; integer values
0002: jump PLCHUTE_563

:PLCHUTE_551
00D6: if  0
0022:   -4.0 > $1509  ;; floating-point values
004D: jump_if_false PLCHUTE_561
0615: @14 
0812: unknown_action_sequence -1 "FALL_FRONT" "PED"  20.0  0  0  0  1  700 
0812: unknown_action_sequence -1 "GETUP_FRONT" "PED"  8.0  0  1  0  0 -2 
0616: @14 
0618: $PLAYER_ACTOR @14 
061B: @14 
0002: jump PLCHUTE_562

:PLCHUTE_561
0812: unknown_action_sequence $PLAYER_ACTOR "RUN_PLAYER" "PED"  8.0  1  1  0  0  1000 

:PLCHUTE_562
0006: @0 =  1  ;; integer values

:PLCHUTE_563
075A: @17 "PARA_LAND_O" "PARACHUTE"  1000.0  0  1 
0682: @17  0.0  0.0  0.0  0 
0085: @18 = @32  ;; integer values and handles
000A: @18 +=  1000  ;; integer values

:PLCHUTE_567
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false PLCHUTE_579
00D6: if  0
0837: @17 "PARA_LAND_O" 
004D: jump_if_false PLCHUTE_579
0839: @17 "PARA_LAND_O" @21 
00D6: if  0
0043:   @21 ==  1.0  ;; floating-point values
004D: jump_if_false PLCHUTE_579
0004: $1498 =  2  ;; integer values
0050: gosub PLCHUTE_614

:PLCHUTE_579
00D6: if  0
0038:   $1513 ==  5  ;; integer values
004D: jump_if_false PLCHUTE_588
0004: $1498 =  1  ;; integer values
00D6: if  0
0039:   @0 ==  0  ;; integer values
004D: jump_if_false PLCHUTE_588
0004: $1498 =  2  ;; integer values
0050: gosub PLCHUTE_614

:PLCHUTE_588
00D6: if  1
0018:   $1513 >  0  ;; integer values
001A:    4 > $1513  ;; integer values
004D: jump_if_false PLCHUTE_598
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false PLCHUTE_598
083C: $PLAYER_ACTOR $1507 $1508 $1509 
0173: set_actor $PLAYER_ACTOR z_angle_to @1
083E: $PLAYER_ACTOR @3 @2 @1 

:PLCHUTE_598
00D6: if  0
0038:   $1513 ==  6  ;; integer values
004D: jump_if_false PLCHUTE_602
0050: gosub PLCHUTE_614

:PLCHUTE_602
00D6: if  0
0038:   $1513 ==  7  ;; integer values
004D: jump_if_false PLCHUTE_606
0050: gosub PLCHUTE_607

:PLCHUTE_606
0002: jump PLCHUTE_18

:PLCHUTE_607
0004: $1513 =  0  ;; integer values
0006: @0 =  0  ;; integer values
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
083E: $PLAYER_ACTOR  0.0  0.0 @1 
0992: $PLAYER_CHAR  1 
0051: return

:PLCHUTE_614
0682: @17  0.0  0.0  0.0  0 
09A2: @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  371
083E: $PLAYER_ACTOR  0.0  0.0 @1 
0992: $PLAYER_CHAR  1 
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START POOL_SCRIPT

03A4: name_thread 'POOL'
00D6: if  0
0038:   $9462 ==  0  ;; integer values
004D: jump_if_false POOL_14
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false POOL_12
0004: $9462 =  1  ;; integer values
0004: $9457 =  0  ;; integer values
0004: $9458 =  0  ;; integer values
0002: jump POOL_13

:POOL_12
004E: end_thread

:POOL_13
0002: jump POOL_15

:POOL_14
004E: end_thread

:POOL_15
0006: @3 =  0  ;; integer values

:POOL_16
0001: wait  0 ms
00D6: if  0
0039:   @3 == -1  ;; integer values
004D: jump_if_false POOL_26
0107: @0 = create_object #K_POOLTABLESM at  0.0  0.0  0.0
009A: @1 = create_actor  4  7 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  7 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_26
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false POOL_62
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL_61
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false POOL_59
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false POOL_57
0209: @5 = random_int  0  2
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false POOL_44
04AF: @7 = unknown_wav_reference  66 
0002: jump POOL_45

:POOL_44
04AF: @7 = unknown_wav_reference  67 

:POOL_45
0247: request_model @7
04ED: load_animation "POOL"
0247: request_model  338

:POOL_48
00D6: if  22
8248:   NOT   model @7 available
84EE:   NOT   animation "POOL" loaded
8248:   NOT   model  338 available
004D: jump_if_false POOL_55
0001: wait  0 ms
0002: jump POOL_48

:POOL_55
000A: @3 +=  1  ;; integer values
0002: jump POOL_58

:POOL_57
0050: gosub POOL_288

:POOL_58
0002: jump POOL_60

:POOL_59
0050: gosub POOL_288

:POOL_60
0002: jump POOL_62

:POOL_61
0050: gosub POOL_288

:POOL_62
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false POOL_145
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL_144
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false POOL_142
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false POOL_140
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false POOL_138
0400: create_coordinate $73 $74 $75 from_object @0 offset  .0219 -1.1236  .5363
02CE: $75 = ground_z $73 $74 $75
00D6: if  0
856D:   NOT   unknown_actor @1 dead_but_valid
004D: jump_if_false POOL_105
00D6: if  0
856D:   NOT   unknown_actor $9458 dead_but_valid
004D: jump_if_false POOL_91
009A: @1 = create_actor  4 @7 at $73 $74 $75
060B: unknown_actor_use_entity @1 $1256 
0249: release_model @7
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72
0002: jump POOL_104

:POOL_91
00D6: if  0
8118:   NOT   actor $9458 dead
004D: jump_if_false POOL_99
008B: @1 = $9458  ;; integer values and handles
00A1: put_actor @1 at $73 $74 $75
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72
0002: jump POOL_104

:POOL_99
009A: @1 = create_actor  4 @7 at $73 $74 $75
060B: unknown_actor_use_entity @1 $1256 
0249: release_model @7
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72

:POOL_104
0002: jump POOL_111

:POOL_105
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false POOL_111
00A1: put_actor @1 at $73 $74 $75
0176: $72 = object @0 z_angle
0173: set_actor @1 z_angle_to $72

:POOL_111
00D6: if  0
83CA:   NOT   object @2 exists
004D: jump_if_false POOL_115
0107: @2 = create_object #K_POOLQ at  0.0  0.0  0.0

:POOL_115
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false POOL_122
00D6: if  0
8737:   NOT @1 @2 
004D: jump_if_false POOL_122
070A: unknown_action_sequence @1 @2  0.0  0.0  0.0  6  16 "NULL" "NULL"  1 

:POOL_122
0615: @6 
0812: unknown_action_sequence -1 "POOL_CHALKCUE" "POOL"  4.0  0  0  0  1 -1 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL_128
05BF: unknown_action_sequence -1 $PLAYER_ACTOR  9000 

:POOL_128
0812: unknown_action_sequence -1 "POOL_IDLE_STANCE" "POOL"  4.0  0  1  1  0  10000 
0643: @6  1 
0616: @6 
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false POOL_135
0618: @1 @6 

:POOL_135
061B: @6 
000A: @3 +=  1  ;; integer values
0002: jump POOL_139

:POOL_138
0050: gosub POOL_288

:POOL_139
0002: jump POOL_141

:POOL_140
0050: gosub POOL_288

:POOL_141
0002: jump POOL_143

:POOL_142
0050: gosub POOL_288

:POOL_143
0002: jump POOL_145

:POOL_144
0050: gosub POOL_288

:POOL_145
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false POOL_227
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false POOL_222
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL_220
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false POOL_214
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false POOL_212
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false POOL_210
00D6: if  0
051A:   unknown_actor @1 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false POOL_175
0687: @1 
070B: @1  0 
0108: destroy_object @2
01B2: give_actor @1 weapon  7 ammo  99999  ;; Load the weapon model before using this
05E2: unknown_action_sequence @1 $PLAYER_ACTOR 
03E6: remove_text_box
0006: @4 =  0  ;; integer values
0002: jump POOL_272
0002: jump POOL_209

:POOL_175
00D6: if  0
0105:   actor @1 near_actor_on_foot $PLAYER_ACTOR radius  1.5  1.5  1.5 sphere  0  
004D: jump_if_false POOL_204
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false POOL_198
010B: @5 = player $PLAYER_CHAR money
00D6: if  0
001B:    50 > @5  ;; integer values
004D: jump_if_false POOL_187
00BC: text_highpriority 'NOCASH'  3000 ms  1
0002: jump POOL_197

:POOL_187
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false POOL_192
03E6: remove_text_box
008B: @4 = $ON_MISSION  ;; integer values and handles

:POOL_192
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_197
0002: jump POOL_203

:POOL_198
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false POOL_203
0512: permanent_text_box 'POOL_A'
0006: @4 =  1  ;; integer values

:POOL_203
0002: jump POOL_209

:POOL_204
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false POOL_209
03E6: remove_text_box
0006: @4 =  0  ;; integer values

:POOL_209
0002: jump POOL_211

:POOL_210
0002: jump POOL_272

:POOL_211
0002: jump POOL_213

:POOL_212
0002: jump POOL_272

:POOL_213
0002: jump POOL_219

:POOL_214
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false POOL_218
0687: @1 

:POOL_218
0002: jump POOL_272

:POOL_219
0002: jump POOL_221

:POOL_220
0002: jump POOL_272

:POOL_221
0002: jump POOL_227

:POOL_222
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false POOL_226
0687: @1 

:POOL_226
0002: jump POOL_272

:POOL_227
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false POOL_234
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false POOL_234
000A: @3 +=  1  ;; integer values

:POOL_234
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false POOL_257
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false POOL_257
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL_257
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false POOL_257
00D6: if  0
88B4:   NOT $390  1 
004D: jump_if_false POOL_257
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false POOL_257
00D6: if  0
8118:   NOT   actor @1 dead
004D: jump_if_false POOL_257
0006: @3 =  1  ;; integer values
0002: jump POOL_62

:POOL_257
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL_270
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false POOL_268
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @0 radius  80.0  80.0 unknown  0
004D: jump_if_false POOL_267
0002: jump POOL_272

:POOL_267
0002: jump POOL_269

:POOL_268
0002: jump POOL_272

:POOL_269
0002: jump POOL_271

:POOL_270
0002: jump POOL_272

:POOL_271
0002: jump POOL_16

:POOL_272
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false POOL_285
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false POOL_283
00D6: if  0
8471:   NOT   unknown_actor $PLAYER_ACTOR near_object @0 radius  80.0  80.0 unknown  0
004D: jump_if_false POOL_282
0050: gosub POOL_288

:POOL_282
0002: jump POOL_284

:POOL_283
0050: gosub POOL_288

:POOL_284
0002: jump POOL_286

:POOL_285
0050: gosub POOL_288

:POOL_286
0001: wait  0 ms
0002: jump POOL_272

:POOL_288
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false POOL_292
03E6: remove_text_box

:POOL_292
03D5: remove_text 'NOCASH'
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  338
0004: $9462 =  0  ;; integer values
0004: $9457 =  0  ;; integer values
0004: $9458 =  0  ;; integer values
004E: end_thread
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START PRISONR

03A4: name_thread 'PRISONR'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false PRISONR_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:PRISONR_7
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PRISONR_16
089F: @0 @9 
00D6: if  0
04A4: @9  6 
004D: jump_if_false PRISONR_16
009B: destroy_actor_instantly @0
004E: end_thread

:PRISONR_16
04ED: load_animation "GANGS"
0247: request_model #CIGAR

:PRISONR_18
00D6: if  0
84EE:   NOT   animation "GANGS" loaded
004D: jump_if_false PRISONR_23
0001: wait  0 ms
0002: jump PRISONR_18

:PRISONR_23
00D6: if  0
8248:   NOT   model #CIGAR available
004D: jump_if_false PRISONR_28
0001: wait  0 ms
0002: jump PRISONR_23

:PRISONR_28
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false PRISONR_34
00A0: store_actor @0 position_to @6 @7 @8
0107: @12 = create_object #CIGAR at @6 @7 @8
070A: unknown_action_sequence @0 @12  0.0  .1 -.02  6  16 "NULL" "NULL" -1 

:PRISONR_34
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:PRISONR_37
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PRISONR_51
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false PRISONR_49
060B: unknown_actor_use_entity @0 $1256 
0002: jump PRISONR_138
0002: jump PRISONR_50

:PRISONR_49
0050: gosub PRISONR_53

:PRISONR_50
0002: jump PRISONR_52

:PRISONR_51
0050: gosub PRISONR_132

:PRISONR_52
0002: jump PRISONR_37

:PRISONR_53
0871: init_jump_table @3 total_jumps  1  0 PRISONR_56 jumps  1 PRISONR_54 -1 PRISONR_56 -1 PRISONR_56 -1 PRISONR_56 -1 PRISONR_56 -1 PRISONR_56 -1 PRISONR_56 

:PRISONR_54
0050: gosub PRISONR_57
0002: jump PRISONR_56

:PRISONR_56
0051: return

:PRISONR_57
0871: init_jump_table @4 total_jumps  5  0 PRISONR_131 jumps  0 PRISONR_58  1 PRISONR_92  2 PRISONR_98  3 PRISONR_104  4 PRISONR_118 -1 PRISONR_131 -1 PRISONR_131 

:PRISONR_58
0209: @9 = random_int  0  100
00D6: if  0
0029:   @9 >=  80  ;; integer values
004D: jump_if_false PRISONR_78
00A0: store_actor @0 position_to @6 @7 @8
073F: @6 @7 @8  2.0  1  1  1 @11 
00D6: if  1
8118:   NOT   actor @11 dead
803B:   NOT   @11 == @0  ;; integer values 
004D: jump_if_false PRISONR_72
05E2: unknown_action_sequence @0 @11 
0006: @4 =  2  ;; integer values
0002: jump PRISONR_131
0002: jump PRISONR_77

:PRISONR_72
0605: unknown_action_sequence @0 "SMKCIG_PRTL" "GANGS"  1.0  0  0  0  0  0 
0669: "EXHALE" @0  0.0  0.0  0.0  1 @13 
0883: @13 @0  5 
0006: @4 =  3  ;; integer values
0002: jump PRISONR_131

:PRISONR_77
0002: jump PRISONR_91

:PRISONR_78
00D6: if  0
0029:   @9 >=  30  ;; integer values
004D: jump_if_false PRISONR_86
0605: unknown_action_sequence @0 "IDLE_CHAT" "PED"  1.0  1  0  0  0  5000 
0947: @0  45 @9 
0006: @4 =  1  ;; integer values
0002: jump PRISONR_131
0002: jump PRISONR_91

:PRISONR_86
0605: unknown_action_sequence @0 "SMKCIG_PRTL" "GANGS"  1.0  0  0  0  0  0 
0669: "EXHALE" @0  0.0  0.0  0.0  1 @13 
0883: @13 @0  5 
0006: @4 =  3  ;; integer values
0002: jump PRISONR_131

:PRISONR_91
0002: jump PRISONR_131

:PRISONR_92
062E: @0  1541 @9 
00D6: if  0
04A4: @9  7 
004D: jump_if_false PRISONR_97
0006: @4 =  0  ;; integer values

:PRISONR_97
0002: jump PRISONR_131

:PRISONR_98
062E: @0  1506 @9 
00D6: if  0
04A4: @9  7 
004D: jump_if_false PRISONR_103
0006: @4 =  0  ;; integer values

:PRISONR_103
0002: jump PRISONR_131

:PRISONR_104
00D6: if  0
0611: @0 "SMKCIG_PRTL" 
004D: jump_if_false PRISONR_115
0613: @0 "SMKCIG_PRTL" @6 
00D6: if  1
0031:   @6 >=  .5  ;; floating-point values 
0023:    1.0 > @6  ;; floating-point values
004D: jump_if_false PRISONR_114
064C: @13 
000A: @4 +=  1  ;; integer values

:PRISONR_114
0002: jump PRISONR_117

:PRISONR_115
0006: @4 =  0  ;; integer values
0650: @13 

:PRISONR_117
0002: jump PRISONR_131

:PRISONR_118
00D6: if  0
0611: @0 "SMKCIG_PRTL" 
004D: jump_if_false PRISONR_128
0613: @0 "SMKCIG_PRTL" @6 
00D6: if  0
0031:   @6 >=  1.0  ;; floating-point values 
004D: jump_if_false PRISONR_127
0650: @13 
0006: @4 =  0  ;; integer values

:PRISONR_127
0002: jump PRISONR_130

:PRISONR_128
0006: @4 =  0  ;; integer values
0650: @13 

:PRISONR_130
0002: jump PRISONR_131

:PRISONR_131
0051: return

:PRISONR_132
04EF: release_animation "GANGS"
0249: release_model #CIGAR
0108: destroy_object @12
0650: @13 
004E: end_thread
0051: return

:PRISONR_138
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false PRISONR_149
062E: @0  1477 @10 
00D6: if  0
04A4: @10  7 
004D: jump_if_false PRISONR_148
05C5: unknown_action_sequence @0 -2 

:PRISONR_148
0002: jump PRISONR_150

:PRISONR_149
0050: gosub PRISONR_132

:PRISONR_150
0002: jump PRISONR_138
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START ROULETTE

03A4: name_thread 'ROULETE'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ROULETE_9
029B: @0 = init_object #ROULETTE_TBL at  0.0  0.0  0.0
029B: $8561($8549,151i) = init_object #CHIP_STACK07 at $73 $74 $75
0662: write_debug_message "AAAAAAA" 

:ROULETE_9
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 (gambling skill)  ; float
0209: @18 = random_int  0  19
0008: $1523 +=  1  ;; integer values
00D6: if  0
0023:    1.0 > @16  ;; floating-point values
004D: jump_if_false ROULETE_32
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false ROULETE_31
0006: @18 =  0  ;; integer values

:ROULETE_31
0002: jump ROULETE_64

:ROULETE_32
00D6: if  0
0023:    10.0 > @16  ;; floating-point values
004D: jump_if_false ROULETE_41
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false ROULETE_40
0006: @18 =  5  ;; integer values

:ROULETE_40
0002: jump ROULETE_64

:ROULETE_41
00D6: if  0
0023:    100.0 > @16  ;; floating-point values
004D: jump_if_false ROULETE_50
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false ROULETE_49
0006: @18 =  10  ;; integer values

:ROULETE_49
0002: jump ROULETE_64

:ROULETE_50
00D6: if  0
0023:    1000.0 > @16  ;; floating-point values
004D: jump_if_false ROULETE_59
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false ROULETE_58
0006: @18 =  14  ;; integer values

:ROULETE_58
0002: jump ROULETE_64

:ROULETE_59
00D6: if  21
0038:   $1523 ==  1  ;; integer values
0038:   $1523 ==  5  ;; integer values
004D: jump_if_false ROULETE_64
0006: @18 =  17  ;; integer values

:ROULETE_64
00D6: if  24
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_73
0006: @17 =  2  ;; integer values
0006: @19 = -340  ;; integer values

:ROULETE_73
00D6: if  24
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_82
0006: @17 =  20  ;; integer values
0006: @19 = -341  ;; integer values

:ROULETE_82
00D6: if  23
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_90
0006: @17 =  200  ;; integer values
0006: @19 = -342  ;; integer values

:ROULETE_90
00D6: if  22
0039:   @18 ==  14  ;; integer values
0039:   @18 ==  15  ;; integer values
0039:   @18 ==  16  ;; integer values
004D: jump_if_false ROULETE_97
0006: @17 =  2000  ;; integer values
0006: @19 = -343  ;; integer values

:ROULETE_97
00D6: if  21
0039:   @18 ==  17  ;; integer values
0039:   @18 ==  18  ;; integer values
004D: jump_if_false ROULETE_103
0006: @17 =  20000  ;; integer values
0006: @19 = -344  ;; integer values

:ROULETE_103
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  0
0038:   $3396 ==  0  ;; integer values
004D: jump_if_false ROULETE_114
04AF: @23 = unknown_wav_reference  11 
0002: jump ROULETE_115

:ROULETE_114
04AF: @23 = unknown_wav_reference  172 

:ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_116
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_122
0004: $8398($8549,151i) =  0  ;; integer values
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_116

:ROULETE_122
0004: $8550 =  0  ;; integer values
0004: $8551 =  0  ;; integer values
00D6: if  0
0039:   @22 ==  1  ;; integer values
004D: jump_if_false ROULETE_129
0006: @22 =  0  ;; integer values
0051: return

:ROULETE_129
0007: @24 =  0.0  ;; floating-point values
0007: @25 =  0.0  ;; floating-point values

:ROULETE_131
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false ROULETE_993
00D6: if  0
0977: @0 
004D: jump_if_false ROULETE_969
00D6: if  0
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false ROULETE_945
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false ROULETE_923
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false ROULETE_150
0247: request_model @23
000A: @1 +=  1  ;; integer values

:ROULETE_150
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false ROULETE_165
0247: request_model @23
00D6: if  0
0248:   model @23 available
004D: jump_if_false ROULETE_165
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.208  .571 -1.144
009A: @26 = create_actor  5 @23 at $73 $74 $75
0176: $72 = object @0 z_angle
0009: $72 +=  90.0  ;; floating-point values
0173: set_actor @26 z_angle_to $72
060B: unknown_actor_use_entity @26 $1256 
0A0A: @0  1 
000A: @1 +=  1  ;; integer values

:ROULETE_165
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false ROULETE_174
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false ROULETE_174
0400: create_coordinate $73 $74 $75 from_object @0 offset -.215  1.34 -.086
029B: @27 = init_object #WHEEL_WEE at $73 $74 $75
000A: @1 +=  1  ;; integer values

:ROULETE_174
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false ROULETE_210
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false ROULETE_210
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false ROULETE_210
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.839 -2.4444 -.6
0400: create_coordinate $3404 $3405 $3406 from_object @0 offset  .761  .9556  .6
00D6: if  0
01A6:   actor $PLAYER_ACTOR  0 ()in_cube_on_foot $73 $74 $75 $3404 $3405 $3406  
004D: jump_if_false ROULETE_210
00D6: if  0
0039:   @17 ==  2  ;; integer values
004D: jump_if_false ROULETE_192
0512: permanent_text_box 'SLOT_06'

:ROULETE_192
00D6: if  0
0039:   @17 ==  20  ;; integer values
004D: jump_if_false ROULETE_196
0512: permanent_text_box 'SLOT_07'

:ROULETE_196
00D6: if  0
0039:   @17 ==  200  ;; integer values
004D: jump_if_false ROULETE_200
0512: permanent_text_box 'SLOT_08'

:ROULETE_200
00D6: if  0
0039:   @17 ==  2000  ;; integer values
004D: jump_if_false ROULETE_204
0512: permanent_text_box 'SLOT_09'

:ROULETE_204
00D6: if  0
0039:   @17 ==  20000  ;; integer values
004D: jump_if_false ROULETE_208
0512: permanent_text_box 'SLOT_10'

:ROULETE_208
03CF: load_wav  1813 as  4
000A: @1 +=  1  ;; integer values

:ROULETE_210
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false ROULETE_359
00D6: if  0
0038:   $3489 ==  0  ;; integer values
004D: jump_if_false ROULETE_359
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false ROULETE_359
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false ROULETE_357
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.839 -2.4444 -.6
0400: create_coordinate $3404 $3405 $3406 from_object @0 offset  .761  .9556  .6
00D6: if  0
01A6:   actor $PLAYER_ACTOR  0 ()in_cube_on_foot $73 $74 $75 $3404 $3405 $3406  
004D: jump_if_false ROULETE_354
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false ROULETE_353
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false ROULETE_352
00D6: if  0
0039:   @9 ==  0  ;; integer values
004D: jump_if_false ROULETE_351
0652: $8560 = stat  81 (gambling skill)  ; integer
00D6: if  0
0039:   @17 ==  20  ;; integer values
004D: jump_if_false ROULETE_255
00D6: if  0
8028:   NOT   $8560 >=  1  ;; integer values
004D: jump_if_false ROULETE_255
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_254
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_253
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump ROULETE_254

:ROULETE_253
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_254
0002: jump ROULETE_131

:ROULETE_255
00D6: if  0
0039:   @17 ==  200  ;; integer values
004D: jump_if_false ROULETE_273
00D6: if  0
8028:   NOT   $8560 >=  10  ;; integer values
004D: jump_if_false ROULETE_273
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_272
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_271
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump ROULETE_272

:ROULETE_271
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_272
0002: jump ROULETE_131

:ROULETE_273
00D6: if  0
0039:   @17 ==  2000  ;; integer values
004D: jump_if_false ROULETE_291
00D6: if  0
8028:   NOT   $8560 >=  100  ;; integer values
004D: jump_if_false ROULETE_291
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_290
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_289
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump ROULETE_290

:ROULETE_289
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_290
0002: jump ROULETE_131

:ROULETE_291
00D6: if  0
0039:   @17 ==  20000  ;; integer values
004D: jump_if_false ROULETE_309
00D6: if  0
8018:   NOT   $8560 >  999  ;; integer values
004D: jump_if_false ROULETE_309
00BC: text_highpriority 'GAMBSTA'  4000 ms  1
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_308
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_307
09D6: @26 $3817($3400,3i)  1  1  0 
0002: jump ROULETE_308

:ROULETE_307
09D6: @26 $3876($3400,3i)  1  1  0 

:ROULETE_308
0002: jump ROULETE_131

:ROULETE_309
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  1 (true)
03F4:  0 (clear) cars_can_be_damaged
01BB: store_object @0 position_to $73 $74 $75
06BA: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75 
00D6: if  0
0A2B: (unknown)
004D: jump_if_false ROULETE_323
0400: create_coordinate $73 $74 $75 from_object @0 offset -.632 -1.9669  1.9144
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @0 offset -.5003 -1.3914  1.1073
0160: point_camera $73 $74 $75  1
0002: jump ROULETE_327

:ROULETE_323
0400: create_coordinate $73 $74 $75 from_object @0 offset -.5689 -1.5476  1.8759
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @0 offset -.4106 -1.0626  1.0159
0160: point_camera $73 $74 $75  1

:ROULETE_327
041D: set_camera_near_clip  .1 
03F0: text_draw_toggle  1
0390: 'LD_ROUL' 
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_340
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_339
09D6: @26 $3828($3400,2i)  1  1  0 
0002: jump ROULETE_340

:ROULETE_339
09D6: @26 $3887($3400,2i)  1  1  0 

:ROULETE_340
038F:  1 "ROULBLA" 
038F:  2 "ROULRED" 
038F:  3 "ROULGRE" 
0400: create_coordinate $73 $74 $75 from_object @0 offset $3496 $3497 $3498
0009: $75 +=  .01  ;; floating-point values
029B: $8552 = init_object #ROULETTE_MARKER at $73 $74 $75
09BD:  1 
0004: $3489 =  1  ;; integer values
0006: @28 =  0  ;; integer values
000A: @1 +=  1  ;; integer values
0006: @9 =  1  ;; integer values

:ROULETE_351
0002: jump ROULETE_353

:ROULETE_352
0006: @9 =  0  ;; integer values

:ROULETE_353
0002: jump ROULETE_356

:ROULETE_354
03E6: remove_text_box
0006: @1 =  3  ;; integer values

:ROULETE_356
0002: jump ROULETE_359

:ROULETE_357
03E6: remove_text_box
0006: @1 =  3  ;; integer values

:ROULETE_359
00D6: if  0
0039:   @1 ==  5  ;; integer values
004D: jump_if_false ROULETE_922
0581: toggle_radar  0 (off)
00D6: if  0
0018:   $3505 >  0  ;; integer values
004D: jump_if_false ROULETE_415
0009: $3809 +=  2.0  ;; floating-point values
0009: $3810 +=  2.0  ;; floating-point values
038D:  1 $3809 $3810  64.0  64.0  0  0  0  255 
000D: $3809 -=  2.0  ;; floating-point values
000D: $3810 -=  2.0  ;; floating-point values
00D6: if  0
0039:   @18 ==  0  ;; integer values
004D: jump_if_false ROULETE_376
038D:  3 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump ROULETE_407

:ROULETE_376
00D6: if  25
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_386
038D:  2 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump ROULETE_407

:ROULETE_386
00D6: if  25
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_396
038D:  2 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump ROULETE_407

:ROULETE_396
00D6: if  25
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_406
038D:  2 $3809 $3810  64.0  64.0  180  180  180  255 
0002: jump ROULETE_407

:ROULETE_406
038D:  1 $3809 $3810  64.0  64.0  180  180  180  255 

:ROULETE_407
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_2391
033F: set_text_draw_letter_width_height  .9423  4.2306
0342: set_text_draw_centered  1
045A: text_draw_1number $8553 $8554 'NUMBER' @18

:ROULETE_415
0937: $3479 $3483 $3480 $3484 'ROUWAGE'  2 
0050: gosub ROULETE_2391
0340: set_text_draw_color  134  155  184  255
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false ROULETE_422
033F: set_text_draw_letter_width_height  .42  2.5077

:ROULETE_422
033E: text_draw $3477 $3481 'ROU_MAX'
0086: $8554 = $3481  ;; floating-point values only
0059: $8554 += $3482  ;; floating-point values
0050: gosub ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' @21
0059: $8554 += $3478  ;; floating-point values
0050: gosub ROULETE_2391
0340: set_text_draw_color  134  155  184  255
033E: text_draw $3477 $8554 'ROUYOUR'
0059: $8554 += $3482  ;; floating-point values
0050: gosub ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' $8551
0059: $8554 += $3478  ;; floating-point values
0050: gosub ROULETE_2391
00D6: if  0
0018:   $3505 >  0  ;; integer values
004D: jump_if_false ROULETE_448
0340: set_text_draw_color  134  155  184  255
033E: text_draw $3477 $8554 'ROU_WON'
0059: $8554 += $3482  ;; floating-point values
0050: gosub ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' $8550
0002: jump ROULETE_454

:ROULETE_448
0340: set_text_draw_color  134  155  184  255
033E: text_draw $3477 $8554 'ROUTHIS'
0059: $8554 += $3482  ;; floating-point values
0050: gosub ROULETE_2391
033F: set_text_draw_letter_width_height $3486 $3488
045A: text_draw_1number $3477 $8554 'DOLLAR' @20

:ROULETE_454
00D6: if  0
0038:   $3505 ==  0  ;; integer values
004D: jump_if_false ROULETE_542
0512: permanent_text_box 'ROUHELP'
0750: $8552  1 
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ROULETE_496
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false ROULETE_495
00D6: if  0
0018:   $8551 >  0  ;; integer values
004D: jump_if_false ROULETE_490
03CF: load_wav  1813 as  4
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_479
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_478
09D6: @26 $3811($3400,3i)  1  1  0 
0002: jump ROULETE_479

:ROULETE_478
09D6: @26 $3870($3400,3i)  1  1  0 

:ROULETE_479
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false ROULETE_483
097A:  0.0  0.0  0.0  1086 

:ROULETE_483
0623: add $8551 to_stats  35
008D: $3401 = integer_to_float $8551
0011: $3401 *=  .001  ;; floating-point values
03E6: remove_text_box
0624:  81 $3401 
0008: $3505 +=  1  ;; integer values
0002: jump ROULETE_494

:ROULETE_490
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false ROULETE_494
097A:  0.0  0.0  0.0  1085 

:ROULETE_494
000A: @7 +=  1  ;; integer values

:ROULETE_495
0002: jump ROULETE_497

:ROULETE_496
0006: @7 =  0  ;; integer values

:ROULETE_497
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false ROULETE_540
00D6: if  0
0039:   @9 ==  0  ;; integer values
004D: jump_if_false ROULETE_539
000A: @9 +=  1  ;; integer values
0004: $3505 =  0  ;; integer values
0006: @1 =  3  ;; integer values
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_516
0209: $3400 = random_int  0  2
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_515
09D6: @26 $3826($3400,2i)  1  1  0 
0002: jump ROULETE_516

:ROULETE_515
09D6: @26 $3885($3400,2i)  1  1  0 

:ROULETE_516
0581: toggle_radar  1 (on)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
03BF: set_player $PLAYER_CHAR ignored_by_everyone_to  0 (false)
03F4:  1 (set) cars_can_be_damaged
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
03F0: text_draw_toggle  0
0391: (unknown)
03E6: remove_text_box
0108: destroy_object $8552
0109: player $PLAYER_CHAR money += $8551
0006: @22 =  1  ;; integer values
0050: gosub ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_530
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_536
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_530

:ROULETE_536
09BD:  0 
0004: $3489 =  0  ;; integer values
0002: jump ROULETE_131

:ROULETE_539
0002: jump ROULETE_541

:ROULETE_540
0006: @9 =  0  ;; integer values

:ROULETE_541
0050: gosub ROULETE_1017

:ROULETE_542
00D6: if  0
0038:   $3505 ==  1  ;; integer values
004D: jump_if_false ROULETE_554
0750: $8552  0 
0079: @24 += unknown_inaccurate_float_timer  .5  ;; floating-point 
00D6: if  21
0021:   @24 >  20.0  ;; floating-point values
0043:   @24 ==  20.0  ;; floating-point values
004D: jump_if_false ROULETE_554
0084: $3506 = $16  ;; integer values and handles
0008: $3506 +=  1500  ;; integer values
0008: $3505 +=  1  ;; integer values

:ROULETE_554
00D6: if  0
0038:   $3505 ==  2  ;; integer values
004D: jump_if_false ROULETE_577
00D6: if  0
001C:   $16 > $3506  ;; integer values
004D: jump_if_false ROULETE_577
007F: @24 -= unknown_inaccurate_float_timer  .08  ;; floating-point 
00D6: if  21
0023:    0.0 > @24  ;; floating-point values
0043:   @24 ==  0.0  ;; floating-point values
004D: jump_if_false ROULETE_577
0209: @18 = random_int  0  37
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_575
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_574
09D6: @26 $3830(@18,37i)  1  1  0 
0002: jump ROULETE_575

:ROULETE_574
09D6: @26 $3889(@18,37i)  1  1  0 

:ROULETE_575
0050: gosub ROULETE_1236
0008: $3505 +=  1  ;; integer values

:ROULETE_577
00D6: if  0
0038:   $3505 ==  3  ;; integer values
004D: jump_if_false ROULETE_671
0512: permanent_text_box 'X_CONT'
0084: $3396 = $8550  ;; integer values and handles
0060: $3396 -= $8551  ;; integer values
00D6: if  0
0038:   $3396 ==  0  ;; integer values
004D: jump_if_false ROULETE_593
0050: gosub ROULETE_2391
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C:  2  0  0  0  255 
0349: text_draw_style =  3  
033E: text_draw  320.0  180.333 'NOWIN'
0002: jump ROULETE_614

:ROULETE_593
00D6: if  0
0018:   $3396 >  0  ;; integer values
004D: jump_if_false ROULETE_606
0050: gosub ROULETE_2391
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C:  2  0  0  0  255 
0349: text_draw_style =  3  
0904:  6 $3397 $3398 $3399 $3400 
0340: set_text_draw_color $3397 $3398 $3399  255
045A: text_draw_1number  320.0  155.333 'WINNER' $3396
0627:  38 $3396 
0002: jump ROULETE_614

:ROULETE_606
0010: $3396 *= -1  ;; integer values
0050: gosub ROULETE_2391
033F: set_text_draw_letter_width_height  1.3  3.36
0342: set_text_draw_centered  1
081C:  2  0  0  0  255 
0349: text_draw_style =  3  
045A: text_draw_1number  320.0  155.333 'LOSER' $3396
0627:  39 $3396 

:ROULETE_614
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false ROULETE_670
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false ROULETE_669
008B: @7 = $16  ;; integer values and handles
000A: @7 +=  999999  ;; integer values
0109: player $PLAYER_CHAR money += $8550
0623: add $8550 to_stats  37
0084: $3396 = $8550  ;; integer values and handles
0060: $3396 -= $8551  ;; integer values
0008: $9325 +=  1  ;; integer values
00D6: if  0
0018:   $3396 >  0  ;; integer values
004D: jump_if_false ROULETE_653
0209: $3400 = random_int  0  3
00D6: if  21
0038:   $3400 ==  0  ;; integer values
0038:   $3400 ==  1  ;; integer values
004D: jump_if_false ROULETE_651
00D6: if  0
0018:   $9325 >  1  ;; integer values
004D: jump_if_false ROULETE_640
0209: $3400 = random_int  3  6
0002: jump ROULETE_641

:ROULETE_640
0209: $3400 = random_int  0  3

:ROULETE_641
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_650
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_649
09D6: @26 $3820($3400,6i)  1  1  0 
0002: jump ROULETE_650

:ROULETE_649
09D6: @26 $3879($3400,6i)  1  1  0 

:ROULETE_650
0002: jump ROULETE_652

:ROULETE_651
0947: $PLAYER_ACTOR  100 $3399 

:ROULETE_652
0002: jump ROULETE_659

:ROULETE_653
0209: $3397 = random_int  0  2
00D6: if  0
0038:   $3397 ==  0  ;; integer values
004D: jump_if_false ROULETE_658
0947: $PLAYER_ACTOR  101 $3399 

:ROULETE_658
0004: $9325 =  0  ;; integer values

:ROULETE_659
0006: @22 =  1  ;; integer values
0050: gosub ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_662
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_668
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_662

:ROULETE_668
0004: $3505 =  0  ;; integer values

:ROULETE_669
0002: jump ROULETE_671

:ROULETE_670
0006: @7 =  0  ;; integer values

:ROULETE_671
00D6: if  1
0018:   $3505 >  0  ;; integer values
001A:    3 > $3505  ;; integer values
004D: jump_if_false ROULETE_678
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_678
0494: get_joystick_data  0 $8555 $8556 $8557 $8558
00D6: if  21
00E1:   key_pressed  0  10
001A:   -80 > $8555  ;; integer values
004D: jump_if_false ROULETE_740
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false ROULETE_735
008B: @12 = $16  ;; integer values and handles
000A: @12 +=  80  ;; integer values
00D6: if  0
0022:    0.0 > $3499  ;; floating-point values
004D: jump_if_false ROULETE_704
00D6: if  0
8042:   NOT   $3500 ==  2.0  ;; floating-point values
004D: jump_if_false ROULETE_703
00D6: if  0
8042:   NOT   $3499 ==  0.0  ;; floating-point values
004D: jump_if_false ROULETE_703
00D6: if  0
0042:   $3500 == -24.0  ;; floating-point values
004D: jump_if_false ROULETE_702
0009: $3499 +=  2.0  ;; floating-point values
0002: jump ROULETE_703

:ROULETE_702
0009: $3499 +=  1.0  ;; floating-point values

:ROULETE_703
0002: jump ROULETE_733

:ROULETE_704
00D6: if  0
0042:   $3499 ==  0.0  ;; floating-point values
004D: jump_if_false ROULETE_728
00D6: if  1
0022:    2.0 > $3500  ;; floating-point values
0020:   $3500 > -7.0  ;; floating-point values
004D: jump_if_false ROULETE_714
0009: $3499 +=  2.0  ;; floating-point values
0005: $3500 = -3.0  ;; floating-point values
0002: jump ROULETE_727

:ROULETE_714
00D6: if  1
0022:   -6.0 > $3500  ;; floating-point values
0020:   $3500 > -15.0  ;; floating-point values
004D: jump_if_false ROULETE_721
0009: $3499 +=  2.0  ;; floating-point values
0005: $3500 = -11.0  ;; floating-point values
0002: jump ROULETE_727

:ROULETE_721
00D6: if  1
0022:   -14.0 > $3500  ;; floating-point values
0020:   $3500 > -24.0  ;; floating-point values
004D: jump_if_false ROULETE_727
0009: $3499 +=  2.0  ;; floating-point values
0005: $3500 = -19.0  ;; floating-point values

:ROULETE_727
0002: jump ROULETE_733

:ROULETE_728
00D6: if  0
0042:   $3499 ==  2.0  ;; floating-point values
004D: jump_if_false ROULETE_733
0009: $3499 +=  2.0  ;; floating-point values
0009: $3500 +=  2.0  ;; floating-point values

:ROULETE_733
000A: @2 +=  1  ;; integer values
0002: jump ROULETE_739

:ROULETE_735
00D6: if  0
001E:   $16 > @12  ;; integer values
004D: jump_if_false ROULETE_739
0006: @2 =  0  ;; integer values

:ROULETE_739
0002: jump ROULETE_741

:ROULETE_740
0006: @2 =  0  ;; integer values

:ROULETE_741
00D6: if  21
00E1:   key_pressed  0  11
0018:   $8555 >  80  ;; integer values
004D: jump_if_false ROULETE_798
00D6: if  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false ROULETE_793
008B: @13 = $16  ;; integer values and handles
000A: @13 +=  80  ;; integer values
00D6: if  0
0020:   $3499 > -4.0  ;; floating-point values
004D: jump_if_false ROULETE_783
00D6: if  0
8042:   NOT   $3500 ==  2.0  ;; floating-point values
004D: jump_if_false ROULETE_782
00D6: if  0
8042:   NOT   $3499 == -4.0  ;; floating-point values
004D: jump_if_false ROULETE_782
00D6: if  22
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_781
00D6: if  21
0042:   $3500 == -1.0  ;; floating-point values
0042:   $3500 == -5.0  ;; floating-point values
004D: jump_if_false ROULETE_769
0005: $3500 = -3.0  ;; floating-point values

:ROULETE_769
00D6: if  21
0042:   $3500 == -9.0  ;; floating-point values
0042:   $3500 == -13.0  ;; floating-point values
004D: jump_if_false ROULETE_774
0005: $3500 = -11.0  ;; floating-point values

:ROULETE_774
00D6: if  21
0042:   $3500 == -17.0  ;; floating-point values
0042:   $3500 == -21.0  ;; floating-point values
004D: jump_if_false ROULETE_779
0005: $3500 = -19.0  ;; floating-point values

:ROULETE_779
0009: $3499 += -2.0  ;; floating-point values
0002: jump ROULETE_782

:ROULETE_781
0009: $3499 += -1.0  ;; floating-point values

:ROULETE_782
0002: jump ROULETE_791

:ROULETE_783
00D6: if  0
0042:   $3499 == -4.0  ;; floating-point values
004D: jump_if_false ROULETE_791
00D6: if  1
0020:   $3500 > -23.0  ;; floating-point values
0022:    1.0 > $3500  ;; floating-point values
004D: jump_if_false ROULETE_791
0009: $3499 += -1.0  ;; floating-point values

:ROULETE_791
000A: @3 +=  1  ;; integer values
0002: jump ROULETE_797

:ROULETE_793
00D6: if  0
001E:   $16 > @13  ;; integer values
004D: jump_if_false ROULETE_797
0006: @3 =  0  ;; integer values

:ROULETE_797
0002: jump ROULETE_799

:ROULETE_798
0006: @3 =  0  ;; integer values

:ROULETE_799
00D6: if  21
00E1:   key_pressed  0  8
001A:   -80 > $8556  ;; integer values
004D: jump_if_false ROULETE_846
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false ROULETE_841
008B: @14 = $16  ;; integer values and handles
000A: @14 +=  80  ;; integer values
00D6: if  0
0022:    0.0 > $3500  ;; floating-point values
004D: jump_if_false ROULETE_834
00D6: if  0
0042:   $3500 == -24.0  ;; floating-point values
004D: jump_if_false ROULETE_816
0009: $3500 +=  2.0  ;; floating-point values
0002: jump ROULETE_833

:ROULETE_816
00D6: if  0
0042:   $3499 ==  2.0  ;; floating-point values
004D: jump_if_false ROULETE_824
00D6: if  0
8042:   NOT   $3500 == -3.0  ;; floating-point values
004D: jump_if_false ROULETE_823
0009: $3500 +=  8.0  ;; floating-point values

:ROULETE_823
0002: jump ROULETE_833

:ROULETE_824
00D6: if  0
0042:   $3499 ==  4.0  ;; floating-point values
004D: jump_if_false ROULETE_832
00D6: if  0
8042:   NOT   $3500 == -1.0  ;; floating-point values
004D: jump_if_false ROULETE_831
0009: $3500 +=  4.0  ;; floating-point values

:ROULETE_831
0002: jump ROULETE_833

:ROULETE_832
0009: $3500 +=  1.0  ;; floating-point values

:ROULETE_833
0002: jump ROULETE_839

:ROULETE_834
00D6: if  0
0042:   $3500 ==  0.0  ;; floating-point values
004D: jump_if_false ROULETE_839
0009: $3500 +=  2.0  ;; floating-point values
0005: $3499 = -2.0  ;; floating-point values

:ROULETE_839
000A: @4 +=  1  ;; integer values
0002: jump ROULETE_845

:ROULETE_841
00D6: if  0
001E:   $16 > @14  ;; integer values
004D: jump_if_false ROULETE_845
0006: @4 =  0  ;; integer values

:ROULETE_845
0002: jump ROULETE_847

:ROULETE_846
0006: @4 =  0  ;; integer values

:ROULETE_847
00D6: if  21
00E1:   key_pressed  0  9
0018:   $8556 >  80  ;; integer values
004D: jump_if_false ROULETE_910
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false ROULETE_905
008B: @15 = $16  ;; integer values and handles
000A: @15 +=  80  ;; integer values
00D6: if  0
0020:   $3500 > -22.0  ;; floating-point values
004D: jump_if_false ROULETE_882
00D6: if  0
0042:   $3500 ==  2.0  ;; floating-point values
004D: jump_if_false ROULETE_864
0009: $3500 += -2.0  ;; floating-point values
0002: jump ROULETE_881

:ROULETE_864
00D6: if  0
0042:   $3499 ==  2.0  ;; floating-point values
004D: jump_if_false ROULETE_872
00D6: if  0
8042:   NOT   $3500 == -19.0  ;; floating-point values
004D: jump_if_false ROULETE_871
0009: $3500 += -8.0  ;; floating-point values

:ROULETE_871
0002: jump ROULETE_881

:ROULETE_872
00D6: if  0
0042:   $3499 ==  4.0  ;; floating-point values
004D: jump_if_false ROULETE_880
00D6: if  0
8042:   NOT   $3500 == -21.0  ;; floating-point values
004D: jump_if_false ROULETE_879
0009: $3500 += -4.0  ;; floating-point values

:ROULETE_879
0002: jump ROULETE_881

:ROULETE_880
0009: $3500 += -1.0  ;; floating-point values

:ROULETE_881
0002: jump ROULETE_903

:ROULETE_882
00D6: if  0
0042:   $3499 == -4.0  ;; floating-point values
004D: jump_if_false ROULETE_890
00D6: if  0
8042:   NOT   $3500 == -24.0  ;; floating-point values
004D: jump_if_false ROULETE_889
0009: $3500 += -2.0  ;; floating-point values

:ROULETE_889
0002: jump ROULETE_903

:ROULETE_890
00D6: if  0
0042:   $3499 ==  0.0  ;; floating-point values
004D: jump_if_false ROULETE_898
00D6: if  0
8042:   NOT   $3500 == -24.0  ;; floating-point values
004D: jump_if_false ROULETE_897
0009: $3500 += -2.0  ;; floating-point values

:ROULETE_897
0002: jump ROULETE_903

:ROULETE_898
00D6: if  0
8042:   NOT   $3500 == -24.0  ;; floating-point values
004D: jump_if_false ROULETE_903
0005: $3499 = -2.0  ;; floating-point values
0009: $3500 += -2.0  ;; floating-point values

:ROULETE_903
000A: @5 +=  1  ;; integer values
0002: jump ROULETE_909

:ROULETE_905
00D6: if  0
001E:   $16 > @15  ;; integer values
004D: jump_if_false ROULETE_909
0006: @5 =  0  ;; integer values

:ROULETE_909
0002: jump ROULETE_911

:ROULETE_910
0006: @5 =  0  ;; integer values

:ROULETE_911
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 $73 $74 $75 from_object @0 offset $3501 $3502 $3498
0009: $75 +=  .01  ;; floating-point values
01BC: put_object $8552 at $73 $74 $75

:ROULETE_922
0002: jump ROULETE_944

:ROULETE_923
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false ROULETE_944
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false ROULETE_930
03E6: remove_text_box

:ROULETE_930
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_935
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_941
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_935

:ROULETE_941
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_944
0002: jump ROULETE_968

:ROULETE_945
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false ROULETE_966
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false ROULETE_952
03E6: remove_text_box

:ROULETE_952
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_957
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_963
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_957

:ROULETE_963
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_966
000C: $1523 -=  1  ;; integer values
004E: end_thread

:ROULETE_968
0002: jump ROULETE_992

:ROULETE_969
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false ROULETE_990
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false ROULETE_976
03E6: remove_text_box

:ROULETE_976
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_981
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_987
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_981

:ROULETE_987
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_990
000C: $1523 -=  1  ;; integer values
004E: end_thread

:ROULETE_992
0002: jump ROULETE_1016

:ROULETE_993
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false ROULETE_1014
00D6: if  0
0019:   @1 >  3  ;; integer values
004D: jump_if_false ROULETE_1000
03E6: remove_text_box

:ROULETE_1000
009B: destroy_actor_instantly @26
0249: release_model @23
0006: @22 =  1  ;; integer values
0050: gosub ROULETE_115
0004: $8549 =  0  ;; integer values

:ROULETE_1005
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_1011
0108: destroy_object $8561($8549,151i)
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_1005

:ROULETE_1011
0108: destroy_object $8552
0108: destroy_object @27
0006: @1 =  0  ;; integer values

:ROULETE_1014
000C: $1523 -=  1  ;; integer values
004E: end_thread

:ROULETE_1016
0002: jump ROULETE_131

:ROULETE_1017
0004: $8549 =  0  ;; integer values

:ROULETE_1018
00D6: if  0
001A:    151 > $8549  ;; integer values
004D: jump_if_false ROULETE_1235
00D6: if  0
0044:   $3499 == $3507($8549,151f)  ;; floating-point values 
004D: jump_if_false ROULETE_1233
00D6: if  0
0044:   $3500 == $3658($8549,151f)  ;; floating-point values 
004D: jump_if_false ROULETE_1233
008B: @20 = $8398($8549,151i)  ;; integer values and handles
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false ROULETE_1186
00D6: if  0
001E:   $16 > @8  ;; integer values
004D: jump_if_false ROULETE_1185
010B: $8559 = player $PLAYER_CHAR money
0008: $8559 +=  1  ;; integer values
0652: $8560 = stat  81 (gambling skill)  ; integer
00D6: if  0
0018:   $8560 >  999  ;; integer values
004D: jump_if_false ROULETE_1060
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  1000000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false ROULETE_1059
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ROULETE_1059
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_1058
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_1057
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump ROULETE_1058

:ROULETE_1057
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1058
0006: @28 =  1  ;; integer values

:ROULETE_1059
0002: jump ROULETE_1130

:ROULETE_1060
00D6: if  0
0018:   $8560 >  100  ;; integer values
004D: jump_if_false ROULETE_1083
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  100000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false ROULETE_1082
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ROULETE_1082
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_1081
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_1080
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump ROULETE_1081

:ROULETE_1080
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1081
0006: @28 =  1  ;; integer values

:ROULETE_1082
0002: jump ROULETE_1130

:ROULETE_1083
00D6: if  0
0018:   $8560 >  10  ;; integer values
004D: jump_if_false ROULETE_1106
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  10000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false ROULETE_1105
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ROULETE_1105
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_1104
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_1103
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump ROULETE_1104

:ROULETE_1103
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1104
0006: @28 =  1  ;; integer values

:ROULETE_1105
0002: jump ROULETE_1130

:ROULETE_1106
00D6: if  0
0018:   $8560 >  1  ;; integer values
004D: jump_if_false ROULETE_1129
008A: $3399 = @17  ;; integer values and handles
000C: $3399 -=  1000  ;; integer values
00D6: if  0
001A:    1 > $8559  ;; integer values
004D: jump_if_false ROULETE_1128
00D6: if  0
0039:   @28 ==  0  ;; integer values
004D: jump_if_false ROULETE_1128
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_1127
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_1126
09D6: @26 $3867($3400,3i)  1  1  0 
0002: jump ROULETE_1127

:ROULETE_1126
09D6: @26 $3926($3400,3i)  1  1  0 

:ROULETE_1127
0006: @28 =  1  ;; integer values

:ROULETE_1128
0002: jump ROULETE_1130

:ROULETE_1129
008A: $3399 = @17  ;; integer values and handles

:ROULETE_1130
00D6: if  1
001F:   @21 > $8551  ;; integer values
001C:   $8559 > $3399  ;; integer values
004D: jump_if_false ROULETE_1165
03CF: load_wav  1813 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false ROULETE_1139
097A:  0.0  0.0  0.0  1083 

:ROULETE_1139
005A: @20 += @17  ;; integer values 
008A: $8559 = @17  ;; integer values and handles
0010: $8559 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $8559
005E: $8551 += @17  ;; integer values 
008A: $8559 = @17  ;; integer values and handles
0010: $8559 *=  26  ;; integer values
00D6: if  0
001E:   $8559 > @20  ;; integer values
004D: jump_if_false ROULETE_1158
01BB: store_object $8552 position_to $73 $74 $75
0009: $75 += -.14  ;; floating-point values
008A: $8559 = @20  ;; integer values and handles
0074: $8559 /= @17  ;; integer values 
008D: $3401 = integer_to_float $8559
0011: $3401 *=  .005  ;; floating-point values
0059: $75 += $3401  ;; floating-point values
0108: destroy_object $8561($8549,151i)
029B: $8561($8549,151i) = init_object @19 at $73 $74 $75

:ROULETE_1158
008B: @8 = $16  ;; integer values and handles
005A: @8 += @10  ;; integer values 
00D6: if  0
0039:   @10 ==  500  ;; integer values
004D: jump_if_false ROULETE_1164
0006: @10 =  80  ;; integer values

:ROULETE_1164
0002: jump ROULETE_1185

:ROULETE_1165
00D6: if  0
002C:   $3399 >= $8559  ;; integer values 
004D: jump_if_false ROULETE_1178
00D6: if  0
8118:   NOT   actor @26 dead
004D: jump_if_false ROULETE_1178
0209: $3400 = random_int  0  3
00D6: if  0
04A4: @23  11 
004D: jump_if_false ROULETE_1177
09D6: @26 $3814($3400,3i)  1  1  0 
0002: jump ROULETE_1178

:ROULETE_1177
09D6: @26 $3873($3400,3i)  1  1  0 

:ROULETE_1178
03CF: load_wav  1813 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false ROULETE_1183
097A:  0.0  0.0  0.0  1085 

:ROULETE_1183
008B: @8 = $16  ;; integer values and handles
000A: @8 +=  6000000  ;; integer values

:ROULETE_1185
0002: jump ROULETE_1232

:ROULETE_1186
008B: @8 = $16  ;; integer values and handles
0006: @10 =  500  ;; integer values
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false ROULETE_1230
00D6: if  0
001E:   $16 > @6  ;; integer values
004D: jump_if_false ROULETE_1229
00D6: if  21
001D:   @20 > @17  ;; integer values  
003B:   @20 == @17  ;; integer values 
004D: jump_if_false ROULETE_1223
03CF: load_wav  1813 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false ROULETE_1203
097A:  0.0  0.0  0.0  1084 

:ROULETE_1203
0062: @20 -= @17  ;; integer values 
0066: $8551 -= @17  ;; integer values 
0109: player $PLAYER_CHAR money += @17
008A: $8559 = @17  ;; integer values and handles
0010: $8559 *=  26  ;; integer values
00D6: if  0
001E:   $8559 > @20  ;; integer values
004D: jump_if_false ROULETE_1223
01BB: store_object $8552 position_to $73 $74 $75
0009: $75 += -.14  ;; floating-point values
008A: $8559 = @20  ;; integer values and handles
0074: $8559 /= @17  ;; integer values 
008D: $3401 = integer_to_float $8559
0011: $3401 *=  .005  ;; floating-point values
0059: $75 += $3401  ;; floating-point values
0108: destroy_object $8561($8549,151i)
00D6: if  0
0019:   @20 >  0  ;; integer values
004D: jump_if_false ROULETE_1223
029B: $8561($8549,151i) = init_object @19 at $73 $74 $75

:ROULETE_1223
008B: @6 = $16  ;; integer values and handles
005A: @6 += @11  ;; integer values 
00D6: if  0
0039:   @11 ==  500  ;; integer values
004D: jump_if_false ROULETE_1229
0006: @11 =  80  ;; integer values

:ROULETE_1229
0002: jump ROULETE_1232

:ROULETE_1230
008B: @6 = $16  ;; integer values and handles
0006: @11 =  500  ;; integer values

:ROULETE_1232
008A: $8398($8549,151i) = @20  ;; integer values and handles

:ROULETE_1233
0008: $8549 +=  1  ;; integer values
0002: jump ROULETE_1018

:ROULETE_1235
0051: return

:ROULETE_1236
00D6: if  0
0039:   @18 ==  0  ;; integer values
004D: jump_if_false ROULETE_1242
0010: $8398 *=  36  ;; integer values
0058: $8550 += $8398  ;; integer values
0004: $8398 =  0  ;; integer values

:ROULETE_1242
00D6: if  0
0039:   @18 ==  1  ;; integer values
004D: jump_if_false ROULETE_1267
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_1267
00D6: if  0
0039:   @18 ==  2  ;; integer values
004D: jump_if_false ROULETE_1296
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_1296
00D6: if  0
0039:   @18 ==  3  ;; integer values
004D: jump_if_false ROULETE_1321
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_1321
00D6: if  0
0039:   @18 ==  4  ;; integer values
004D: jump_if_false ROULETE_1352
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_1352
00D6: if  0
0039:   @18 ==  5  ;; integer values
004D: jump_if_false ROULETE_1389
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_1389
00D6: if  0
0039:   @18 ==  6  ;; integer values
004D: jump_if_false ROULETE_1420
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_1420
00D6: if  0
0039:   @18 ==  7  ;; integer values
004D: jump_if_false ROULETE_1451
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_1451
00D6: if  0
0039:   @18 ==  8  ;; integer values
004D: jump_if_false ROULETE_1488
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_1488
00D6: if  0
0039:   @18 ==  9  ;; integer values
004D: jump_if_false ROULETE_1519
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_1519
00D6: if  0
0039:   @18 ==  10  ;; integer values
004D: jump_if_false ROULETE_1550
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_1550
00D6: if  0
0039:   @18 ==  11  ;; integer values
004D: jump_if_false ROULETE_1587
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_1587
00D6: if  0
0039:   @18 ==  12  ;; integer values
004D: jump_if_false ROULETE_1618
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_1618
00D6: if  0
0039:   @18 ==  13  ;; integer values
004D: jump_if_false ROULETE_1649
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_1649
00D6: if  0
0039:   @18 ==  14  ;; integer values
004D: jump_if_false ROULETE_1686
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_1686
00D6: if  0
0039:   @18 ==  15  ;; integer values
004D: jump_if_false ROULETE_1717
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_1717
00D6: if  0
0039:   @18 ==  16  ;; integer values
004D: jump_if_false ROULETE_1748
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_1748
00D6: if  0
0039:   @18 ==  17  ;; integer values
004D: jump_if_false ROULETE_1785
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_1785
00D6: if  0
0039:   @18 ==  18  ;; integer values
004D: jump_if_false ROULETE_1816
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_1816
00D6: if  0
0039:   @18 ==  19  ;; integer values
004D: jump_if_false ROULETE_1847
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_1847
00D6: if  0
0039:   @18 ==  20  ;; integer values
004D: jump_if_false ROULETE_1884
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_1884
00D6: if  0
0039:   @18 ==  21  ;; integer values
004D: jump_if_false ROULETE_1915
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_1915
00D6: if  0
0039:   @18 ==  22  ;; integer values
004D: jump_if_false ROULETE_1946
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_1946
00D6: if  0
0039:   @18 ==  23  ;; integer values
004D: jump_if_false ROULETE_1983
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_1983
00D6: if  0
0039:   @18 ==  24  ;; integer values
004D: jump_if_false ROULETE_2014
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_2014
00D6: if  0
0039:   @18 ==  25  ;; integer values
004D: jump_if_false ROULETE_2045
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_2045
00D6: if  0
0039:   @18 ==  26  ;; integer values
004D: jump_if_false ROULETE_2082
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_2082
00D6: if  0
0039:   @18 ==  27  ;; integer values
004D: jump_if_false ROULETE_2113
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_2113
00D6: if  0
0039:   @18 ==  28  ;; integer values
004D: jump_if_false ROULETE_2144
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_2144
00D6: if  0
0039:   @18 ==  29  ;; integer values
004D: jump_if_false ROULETE_2181
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_2181
00D6: if  0
0039:   @18 ==  30  ;; integer values
004D: jump_if_false ROULETE_2212
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_2212
00D6: if  0
0039:   @18 ==  31  ;; integer values
004D: jump_if_false ROULETE_2243
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_2243
00D6: if  0
0039:   @18 ==  32  ;; integer values
004D: jump_if_false ROULETE_2280
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_2280
00D6: if  0
0039:   @18 ==  33  ;; integer values
004D: jump_if_false ROULETE_2311
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_2311
00D6: if  0
0039:   @18 ==  34  ;; integer values
004D: jump_if_false ROULETE_2336
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_2336
00D6: if  0
0039:   @18 ==  35  ;; integer values
004D: jump_if_false ROULETE_2365
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_2365
00D6: if  0
0039:   @18 ==  36  ;; integer values
004D: jump_if_false ROULETE_2390
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_2390
0051: return

:ROULETE_2391
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START SHOPKEEPER

03A4: name_thread 'SKBRAIN'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false SKBRAIN_9
009A: @0 = create_actor  5  0 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  0 at  0.0  0.0  0.0

:SKBRAIN_9
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false SKBRAIN_13
060B: unknown_actor_use_entity @0 $1257 

:SKBRAIN_13
04ED: load_animation "FOOD"

:SKBRAIN_14
00D6: if  0
84EE:   NOT   animation "FOOD" loaded
004D: jump_if_false SKBRAIN_19
0001: wait  0 ms
0002: jump SKBRAIN_14

:SKBRAIN_19
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @7 =  0  ;; integer values

:SKBRAIN_23
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false SKBRAIN_51
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false SKBRAIN_36
0050: gosub SKBRAIN_143
0002: jump SKBRAIN_50

:SKBRAIN_36
00D6: if  21
0457:   player $PLAYER_CHAR aiming_at_actor @0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false SKBRAIN_44
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false SKBRAIN_44
0108: destroy_object @6

:SKBRAIN_44
00D6: if  0
0038:   $677 ==  0  ;; integer values
004D: jump_if_false SKBRAIN_49
0050: gosub SKBRAIN_53
0002: jump SKBRAIN_50

:SKBRAIN_49
0002: jump SKBRAIN_151

:SKBRAIN_50
0002: jump SKBRAIN_52

:SKBRAIN_51
0050: gosub SKBRAIN_143

:SKBRAIN_52
0002: jump SKBRAIN_23

:SKBRAIN_53
0871: init_jump_table @3 total_jumps  3  0 SKBRAIN_60 jumps  1 SKBRAIN_54  2 SKBRAIN_56  3 SKBRAIN_58 -1 SKBRAIN_60 -1 SKBRAIN_60 -1 SKBRAIN_60 -1 SKBRAIN_60 

:SKBRAIN_54
0050: gosub SKBRAIN_61
0002: jump SKBRAIN_60

:SKBRAIN_56
0050: gosub SKBRAIN_84
0002: jump SKBRAIN_60

:SKBRAIN_58
0050: gosub SKBRAIN_113
0002: jump SKBRAIN_60

:SKBRAIN_60
0051: return

:SKBRAIN_61
0871: init_jump_table @4 total_jumps  2  0 SKBRAIN_83 jumps  0 SKBRAIN_62  1 SKBRAIN_72 -1 SKBRAIN_83 -1 SKBRAIN_83 -1 SKBRAIN_83 -1 SKBRAIN_83 -1 SKBRAIN_83 

:SKBRAIN_62
04C4: create_coordinate @13 @14 @15 from_actor @0 offset  0.0  3.0  3.0
091C: @13 @14 @15  20.0 -363 "PCUSTOM" @2 
00D6: if  0
0019:   @2 > -1  ;; integer values
004D: jump_if_false SKBRAIN_71
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: unknown_action_sequence @0 "SHP_TRAY_IN" "FOOD"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:SKBRAIN_71
0002: jump SKBRAIN_83

:SKBRAIN_72
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "SHP_TRAY_IN" 
004D: jump_if_false SKBRAIN_82
0613: @0 "SHP_TRAY_IN" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false SKBRAIN_82
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:SKBRAIN_82
0002: jump SKBRAIN_83

:SKBRAIN_83
0051: return

:SKBRAIN_84
0871: init_jump_table @4 total_jumps  3  0 SKBRAIN_112 jumps  0 SKBRAIN_85  1 SKBRAIN_96  2 SKBRAIN_106 -1 SKBRAIN_112 -1 SKBRAIN_112 -1 SKBRAIN_112 -1 SKBRAIN_112 

:SKBRAIN_85
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false SKBRAIN_93
070A: unknown_action_sequence @0 @6  0.0  0.0  0.0  6  16 "NULL" "NULL"  0 
0812: unknown_action_sequence @0 "SHP_TRAY_LIFT" "FOOD"  4.0  0  0  0  1 -1 
0006: @33 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump SKBRAIN_95

:SKBRAIN_93
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:SKBRAIN_95
0002: jump SKBRAIN_112

:SKBRAIN_96
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "SHP_TRAY_LIFT" 
004D: jump_if_false SKBRAIN_105
0613: @0 "SHP_TRAY_LIFT" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false SKBRAIN_105
000A: @4 +=  1  ;; integer values

:SKBRAIN_105
0002: jump SKBRAIN_112

:SKBRAIN_106
00D6: if  0
0019:   @33 >  2000  ;; integer values
004D: jump_if_false SKBRAIN_111
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values

:SKBRAIN_111
0002: jump SKBRAIN_112

:SKBRAIN_112
0051: return

:SKBRAIN_113
0871: init_jump_table @4 total_jumps  4  0 SKBRAIN_142 jumps  0 SKBRAIN_114  1 SKBRAIN_121  2 SKBRAIN_124  3 SKBRAIN_139 -1 SKBRAIN_142 -1 SKBRAIN_142 -1 SKBRAIN_142 

:SKBRAIN_114
04C4: create_coordinate @13 @14 @15 from_actor @0 offset  0.0  3.0  3.0
091C: @13 @14 @15  20.0 -363 "PCUSTOM" @2 
00D6: if  0
0039:   @2 == -1  ;; integer values
004D: jump_if_false SKBRAIN_120
000A: @4 +=  1  ;; integer values

:SKBRAIN_120
0002: jump SKBRAIN_142

:SKBRAIN_121
0812: unknown_action_sequence @0 "SHP_TRAY_RETURN" "FOOD"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump SKBRAIN_142

:SKBRAIN_124
0007: @9 =  0.0  ;; floating-point values
00D6: if  0
0611: @0 "SHP_TRAY_RETURN" 
004D: jump_if_false SKBRAIN_138
0613: @0 "SHP_TRAY_RETURN" @9 
00D6: if  0
0043:   @9 ==  1.0  ;; floating-point values
004D: jump_if_false SKBRAIN_138
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false SKBRAIN_136
0108: destroy_object @6

:SKBRAIN_136
074C: unknown_action_sequence @0 unknown_sequences_pack @1 
000A: @4 +=  1  ;; integer values

:SKBRAIN_138
0002: jump SKBRAIN_142

:SKBRAIN_139
0006: @4 =  0  ;; integer values
0006: @3 =  1  ;; integer values
0002: jump SKBRAIN_142

:SKBRAIN_142
0051: return

:SKBRAIN_143
04EF: release_animation "FOOD"
01C4: remove_references_to_object @6  ;; This object will now disappear when the player looks away
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false SKBRAIN_149
0792: @0 

:SKBRAIN_149
004E: end_thread
0051: return

:SKBRAIN_151
0001: wait  0 ms
00D6: if  1
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false SKBRAIN_179
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false SKBRAIN_163
0050: gosub SKBRAIN_143
0002: jump SKBRAIN_178

:SKBRAIN_163
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false SKBRAIN_178
062E: @0  1476 @7 
00D6: if  0
04A4: @7  7 
004D: jump_if_false SKBRAIN_178
05C4: unknown_action_sequence @0 -2 
00D6: if  0
0737: @0 -1 
004D: jump_if_false SKBRAIN_178
00D6: if  0
03CA:   object @6 exists
004D: jump_if_false SKBRAIN_178
0108: destroy_object @6

:SKBRAIN_178
0002: jump SKBRAIN_180

:SKBRAIN_179
0050: gosub SKBRAIN_143

:SKBRAIN_180
0002: jump SKBRAIN_151
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START SHOPPER

03A4: name_thread 'SHOPPER'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false SHOPPER_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:SHOPPER_7
04ED: load_animation "INT_SHOP"

:SHOPPER_8
00D6: if  0
84EE:   NOT   animation "INT_SHOP" loaded
004D: jump_if_false SHOPPER_13
0001: wait  0 ms
0002: jump SHOPPER_8

:SHOPPER_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:SHOPPER_15
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false SHOPPER_42
00D6: if  0
09C5: @0 
004D: jump_if_false SHOPPER_40
00D6: if  21
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false SHOPPER_32
0004: $1258 =  1  ;; integer values
060B: unknown_actor_use_entity @0 $1256 
0002: jump SHOPPER_110
0002: jump SHOPPER_39

:SHOPPER_32
00D6: if  0
0038:   $1258 ==  1  ;; integer values
004D: jump_if_false SHOPPER_38
060B: unknown_actor_use_entity @0 $1256 
0002: jump SHOPPER_110
0002: jump SHOPPER_39

:SHOPPER_38
0050: gosub SHOPPER_44

:SHOPPER_39
0002: jump SHOPPER_41

:SHOPPER_40
0050: gosub SHOPPER_107

:SHOPPER_41
0002: jump SHOPPER_43

:SHOPPER_42
0050: gosub SHOPPER_107

:SHOPPER_43
0002: jump SHOPPER_15

:SHOPPER_44
0871: init_jump_table @3 total_jumps  1  0 SHOPPER_47 jumps  1 SHOPPER_45 -1 SHOPPER_47 -1 SHOPPER_47 -1 SHOPPER_47 -1 SHOPPER_47 -1 SHOPPER_47 -1 SHOPPER_47 

:SHOPPER_45
0050: gosub SHOPPER_48
0002: jump SHOPPER_47

:SHOPPER_47
0051: return

:SHOPPER_48
0871: init_jump_table @4 total_jumps  5  0 SHOPPER_106 jumps  0 SHOPPER_49  1 SHOPPER_56  2 SHOPPER_72  3 SHOPPER_85  4 SHOPPER_100 -1 SHOPPER_106 -1 SHOPPER_106 

:SHOPPER_49
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false SHOPPER_55
0605: unknown_action_sequence @0 "SHOP_IN" "INT_SHOP"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:SHOPPER_55
0002: jump SHOPPER_106

:SHOPPER_56
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false SHOPPER_71
0085: @2 = @0  ;; integer values and handles
00D6: if  0
0019:   @2 >  10000  ;; integer values
004D: jump_if_false SHOPPER_65
0016: @2 /=  10000  ;; integer values 

:SHOPPER_65
00D6: if  0
001B:    1000 > @2  ;; integer values
004D: jump_if_false SHOPPER_69
000A: @2 +=  2000  ;; integer values

:SHOPPER_69
0605: unknown_action_sequence @0 "SHOP_LOOP" "INT_SHOP"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:SHOPPER_71
0002: jump SHOPPER_106

:SHOPPER_72
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false SHOPPER_84
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false SHOPPER_82
0605: unknown_action_sequence @0 "SHOP_LOOKA" "INT_SHOP"  4.0  0  0  0  0 -1 
0002: jump SHOPPER_83

:SHOPPER_82
0605: unknown_action_sequence @0 "SHOP_LOOKB" "INT_SHOP"  4.0  0  0  0  0 -1 

:SHOPPER_83
000A: @4 +=  1  ;; integer values

:SHOPPER_84
0002: jump SHOPPER_106

:SHOPPER_85
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false SHOPPER_99
0209: @2 = random_int  0  100
00D6: if  0
0019:   @2 >  50  ;; integer values
004D: jump_if_false SHOPPER_96
0605: unknown_action_sequence @0 "SHOP_OUT" "INT_SHOP"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump SHOPPER_99

:SHOPPER_96
0209: @2 = random_int  3000  6000
0605: unknown_action_sequence @0 "SHOP_LOOP" "INT_SHOP"  4.0  1  0  0  1 @2 
0006: @4 =  1  ;; integer values

:SHOPPER_99
0002: jump SHOPPER_106

:SHOPPER_100
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false SHOPPER_105
0050: gosub SHOPPER_107

:SHOPPER_105
0002: jump SHOPPER_106

:SHOPPER_106
0051: return

:SHOPPER_107
04EF: release_animation "INT_SHOP"
004E: end_thread
0051: return

:SHOPPER_110
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false SHOPPER_121
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false SHOPPER_120
05C5: unknown_action_sequence @0 -2 

:SHOPPER_120
0002: jump SHOPPER_122

:SHOPPER_121
0050: gosub SHOPPER_107

:SHOPPER_122
0002: jump SHOPPER_110
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START SLOT_MACHINE

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  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false BANDIT_13
0006: @14 =  5  ;; integer values

:BANDIT_13
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false BANDIT_17
0006: @14 =  1  ;; integer values

:BANDIT_17
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false BANDIT_21
0006: @14 =  10  ;; integer values

:BANDIT_21
00D6: if  0
0039:   @14 ==  3  ;; integer values
004D: jump_if_false BANDIT_25
0006: @14 =  20  ;; integer values

:BANDIT_25
00D6: if  0
0039:   @14 ==  4  ;; integer values
004D: jump_if_false BANDIT_29
0006: @14 =  50  ;; integer values

:BANDIT_29
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false BANDIT_34
029B: @0 = init_object #KB_BANDIT_U at  0.0  0.0  0.0
029B: @1 = init_object #CJ_WHEEL_1 at $73 $74 $75

:BANDIT_34
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false BANDIT_330
00D6: if  0
0977: @0 
004D: jump_if_false BANDIT_328
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false BANDIT_326
0871: init_jump_table @4 total_jumps  7  0 BANDIT_325 jumps  0 BANDIT_46  1 BANDIT_71  2 BANDIT_91  3 BANDIT_156  4 BANDIT_185  5 BANDIT_225  6 BANDIT_293 

:BANDIT_46
0984: @0 @15 
00D6: if  0
0248:   model @15 available
004D: jump_if_false BANDIT_70
0176: $72 = object @0 z_angle
00D6: if  0
83CA:   NOT   object @1 exists
004D: jump_if_false BANDIT_57
080A: @0  1 $73 $74 $75 
029B: @1 = init_object #CJ_WHEEL_1 at $73 $74 $75
0177: set_object @1 z_angle_to $72

:BANDIT_57
00D6: if  0
83CA:   NOT   object @2 exists
004D: jump_if_false BANDIT_63
080A: @0  2 $73 $74 $75 
029B: @2 = init_object #CJ_WHEEL_02 at $73 $74 $75
0177: set_object @2 z_angle_to $72

:BANDIT_63
00D6: if  0
83CA:   NOT   object @3 exists
004D: jump_if_false BANDIT_69
080A: @0  3 $73 $74 $75 
029B: @3 = init_object #CJ_WHEEL_03 at $73 $74 $75
0177: set_object @3 z_angle_to $72

:BANDIT_69
000A: @4 +=  1  ;; integer values

:BANDIT_70
0002: jump BANDIT_325

:BANDIT_71
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0 -.5
091C: $73 $74 $75  1.5 -4 "PEDSLOT" @16 
00D6: if  0
0039:   @16 == -1  ;; integer values
004D: jump_if_false BANDIT_90
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false BANDIT_85
0513: 'SLOT_02' @14 
07CC: $PLAYER_CHAR  0 
03CF: load_wav  1814 as  4
0050: gosub BANDIT_332
000A: @4 +=  1  ;; integer values
0002: jump BANDIT_90

:BANDIT_85
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false BANDIT_90
0391: (unknown)
0006: @13 =  0  ;; integer values

:BANDIT_90
0002: jump BANDIT_325

:BANDIT_91
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0 -.5
091C: $73 $74 $75  1.5 -4 "PEDSLOT" @16 
00D6: if  0
0039:   @16 == -1  ;; integer values
004D: jump_if_false BANDIT_147
04ED: load_animation "CASINO"
00D6: if  0
04EE:   animation "CASINO" loaded
004D: jump_if_false BANDIT_146
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false BANDIT_138
0A3E: $73 $74 $75  .6  .6  1.0 @17 
00D6: if  0
0039:   @17 == -1  ;; integer values
004D: jump_if_false BANDIT_137
00D6: if  0
89BE:   NOT (unknown)
004D: jump_if_false BANDIT_137
0050: gosub BANDIT_332
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false BANDIT_137
008A: $3396 = @14  ;; integer values and handles
000C: $3396 -=  1  ;; integer values
00D6: if  0
010A:   player $PLAYER_CHAR money > $3396
004D: jump_if_false BANDIT_136
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
0176: $72 = object @0 z_angle
0804: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75 $72  .4 "SLOT_PLYR" "CASINO"  4.0  0  0  0  0  0 
008A: $3396 = @14  ;; integer values and handles
0010: $3396 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $3396
0623: add @14 to_stats  35
0091: $3401 = integer_to_float @14  
0011: $3401 *=  .001  ;; floating-point values
0624:  81 $3401 
03E6: remove_text_box
09BD:  1 
008B: @5 = $16  ;; integer values and handles
000A: @5 +=  750  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump BANDIT_137

:BANDIT_136
018C: play_sound  1053 at  0.0  0.0  0.0

:BANDIT_137
0002: jump BANDIT_146

:BANDIT_138
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false BANDIT_143
0391: (unknown)
0006: @13 =  0  ;; integer values

:BANDIT_143
03E6: remove_text_box
07CC: $PLAYER_CHAR  1 
0006: @4 =  1  ;; integer values

:BANDIT_146
0002: jump BANDIT_155

:BANDIT_147
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false BANDIT_152
0391: (unknown)
0006: @13 =  0  ;; integer values

:BANDIT_152
03E6: remove_text_box
07CC: $PLAYER_CHAR  1 
0006: @4 =  1  ;; integer values

:BANDIT_155
0002: jump BANDIT_325

:BANDIT_156
0050: gosub BANDIT_332
00D6: if  0
001E:   $16 > @5  ;; integer values
004D: jump_if_false BANDIT_184
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false BANDIT_165
097A:  0.0  0.0  0.0  1087 

:BANDIT_165
07CC: $PLAYER_CHAR  1 
03F0: text_draw_toggle  1
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false BANDIT_178
0390: 'LD_SLOT' 
038F:  1 "CHERRY" 
038F:  2 "GRAPES" 
038F:  3 "R_69" 
038F:  4 "BELL" 
038F:  5 "BAR1_O" 
038F:  6 "BAR2_O" 
0006: @13 =  1  ;; integer values

:BANDIT_178
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false BANDIT_183
097A:  0.0  0.0  0.0  1089 

:BANDIT_183
000A: @4 +=  1  ;; integer values

:BANDIT_184
0002: jump BANDIT_325

:BANDIT_185
0079: @10 += unknown_inaccurate_float_timer  1.0  ;; floating-point 
00D6: if  0
0021:   @10 >  10.0  ;; floating-point values
004D: jump_if_false BANDIT_196
0007: @10 =  10.0  ;; floating-point values
0209: $3396 = random_int  2000  3000
0006: @6 =  0  ;; integer values
008B: @5 = $16  ;; integer values and handles
005C: @5 += $3396  ;; integer values 
0687: $PLAYER_ACTOR 
000A: @4 +=  1  ;; integer values

:BANDIT_196
0079: @11 += unknown_inaccurate_float_timer  1.1  ;; floating-point 
00D6: if  0
0021:   @11 >  10.0  ;; floating-point values
004D: jump_if_false BANDIT_201
0007: @11 =  10.0  ;; floating-point values

:BANDIT_201
0079: @12 += unknown_inaccurate_float_timer  1.05  ;; floating-point 
00D6: if  0
0021:   @12 >  10.0  ;; floating-point values
004D: jump_if_false BANDIT_206
0007: @12 =  10.0  ;; floating-point values

:BANDIT_206
0176: $72 = object @0 z_angle
0004: $3400 =  0  ;; integer values

:BANDIT_208
00D6: if  0
001A:    3 > $3400  ;; integer values
004D: jump_if_false BANDIT_223
00D6: if  0
0021:   @10($3400,3f) >  0.0  ;; floating-point values
004D: jump_if_false BANDIT_221
007B: @7($3400,3f) += unknown_inaccurate_float_timer @10($3400,3f)  ;; floating-point 
00D6: if  21
0021:   @7($3400,3f) >  360.0  ;; floating-point values
0043:   @7($3400,3f) ==  360.0  ;; floating-point values
004D: jump_if_false BANDIT_220
000F: @7($3400,3f) -=  360.0  ;; floating-point values

:BANDIT_220
0453: object @1($3400,3i) set_rotation @7($3400,3f)  0.0 $72

:BANDIT_221
0008: $3400 +=  1  ;; integer values
0002: jump BANDIT_208

:BANDIT_223
0050: gosub BANDIT_332
0002: jump BANDIT_325

:BANDIT_225
00D6: if  0
001E:   $16 > @5  ;; integer values
004D: jump_if_false BANDIT_274
007F: @10(@6,3f) -= unknown_inaccurate_float_timer  .3  ;; floating-point 
00D6: if  0
0023:    .6 > @10(@6,3f)  ;; floating-point values
004D: jump_if_false BANDIT_274
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  0
0022:    10.0 > $3402  ;; floating-point values
004D: jump_if_false BANDIT_273
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 = $16  ;; integer values and handles
005C: @5 += $3396  ;; integer values 
00D6: if  0
001B:    2 > @6  ;; integer values
004D: jump_if_false BANDIT_266
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false BANDIT_259
097A:  0.0  0.0  0.0  1088 

:BANDIT_259
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false BANDIT_264
097A:  0.0  0.0  0.0  1089 

:BANDIT_264
000A: @6 +=  1  ;; integer values
0002: jump BANDIT_272

:BANDIT_266
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false BANDIT_271
097A:  0.0  0.0  0.0  1088 

:BANDIT_271
000A: @4 +=  1  ;; integer values

:BANDIT_272
0002: jump BANDIT_274

:BANDIT_273
0007: @10(@6,3f) =  .6  ;; floating-point values

:BANDIT_274
0176: $72 = object @0 z_angle
0004: $3400 =  0  ;; integer values

:BANDIT_276
00D6: if  0
001A:    3 > $3400  ;; integer values
004D: jump_if_false BANDIT_291
00D6: if  0
0021:   @10($3400,3f) >  0.0  ;; floating-point values
004D: jump_if_false BANDIT_289
007B: @7($3400,3f) += unknown_inaccurate_float_timer @10($3400,3f)  ;; floating-point 
00D6: if  21
0021:   @7($3400,3f) >  360.0  ;; floating-point values
0043:   @7($3400,3f) ==  360.0  ;; floating-point values
004D: jump_if_false BANDIT_288
000F: @7($3400,3f) -=  360.0  ;; floating-point values

:BANDIT_288
0453: object @1($3400,3i) set_rotation @7($3400,3f)  0.0 $72

:BANDIT_289
0008: $3400 +=  1  ;; integer values
0002: jump BANDIT_276

:BANDIT_291
0050: gosub BANDIT_332
0002: jump BANDIT_325

:BANDIT_293
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: $3397 = float_to_integer $3401
0088: $3401 = @9  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3398 = float_to_integer $3401
00D6: if  1
003A:   $3413($3396,18i) == $3431($3397,18i)  ;; integer values and handles
003A:   $3413($3396,18i) == $3449($3398,18i)  ;; integer values and handles
004D: jump_if_false BANDIT_318
008A: $3399 = @14  ;; integer values and handles
0068: $3399 *= $3413($3396,18i)  ;; integer values
004F: create_thread CASHWIN_1 $3399 
0109: player $PLAYER_CHAR money += $3399
03CF: load_wav  1814 as  4
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false BANDIT_315
097A:  0.0  0.0  0.0  1090 

:BANDIT_315
0623: add $3399 to_stats  37
0627:  38 $3399 
0002: jump BANDIT_320

:BANDIT_318
004F: create_thread CASHWIN_1  0  2500 
0627:  39 @14 

:BANDIT_320
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0006: @4 =  1  ;; integer values
0050: gosub BANDIT_332
0002: jump BANDIT_325

:BANDIT_325
0002: jump BANDIT_327

:BANDIT_326
0002: jump BANDIT_394

:BANDIT_327
0002: jump BANDIT_329

:BANDIT_328
0002: jump BANDIT_394

:BANDIT_329
0002: jump BANDIT_331

:BANDIT_330
0002: jump BANDIT_394

:BANDIT_331
0002: jump BANDIT_34

:BANDIT_332
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false BANDIT_393
03E3:  1 
0937: $3468 $3473 $3469 $3474 'DUMMY'  0 
0004: $3400 =  0  ;; integer values

:BANDIT_338
00D6: if  0
001A:    3 > $3400  ;; integer values
004D: jump_if_false BANDIT_393
0088: $3401 = @7($3400,3f)  ;; floating-point values only
0015: $3401 /=  20.0  ;; floating-point values
008C: $3396 = float_to_integer $3401
00D6: if  0
0038:   $3400 ==  0  ;; integer values
004D: jump_if_false BANDIT_349
0084: $3397 = $3413($3396,18i)  ;; integer values and handles
0086: $3404 = $3467  ;; floating-point values only

:BANDIT_349
00D6: if  0
0038:   $3400 ==  1  ;; integer values
004D: jump_if_false BANDIT_355
0084: $3397 = $3431($3396,18i)  ;; integer values and handles
0086: $3404 = $3467  ;; floating-point values only
0009: $3404 +=  64.0  ;; floating-point values

:BANDIT_355
00D6: if  0
0038:   $3400 ==  2  ;; integer values
004D: jump_if_false BANDIT_361
0084: $3397 = $3449($3396,18i)  ;; integer values and handles
0086: $3404 = $3467  ;; floating-point values only
0009: $3404 +=  128.0  ;; floating-point values

:BANDIT_361
00D6: if  0
003A:   $3397 == $3407  ;; integer values and handles
004D: jump_if_false BANDIT_366
03E3:  1 
038D:  1 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_366
00D6: if  0
003A:   $3397 == $3408  ;; integer values and handles
004D: jump_if_false BANDIT_371
03E3:  1 
038D:  2 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_371
00D6: if  0
003A:   $3397 == $3409  ;; integer values and handles
004D: jump_if_false BANDIT_376
03E3:  1 
038D:  3 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_376
00D6: if  0
003A:   $3397 == $3410  ;; integer values and handles
004D: jump_if_false BANDIT_381
03E3:  1 
038D:  4 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_381
00D6: if  0
003A:   $3397 == $3411  ;; integer values and handles
004D: jump_if_false BANDIT_386
03E3:  1 
038D:  5 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_386
00D6: if  0
003A:   $3397 == $3412  ;; integer values and handles
004D: jump_if_false BANDIT_391
03E3:  1 
038D:  6 $3404 $3472  64.0  64.0  200  200  200  255 

:BANDIT_391
0008: $3400 +=  1  ;; integer values
0002: jump BANDIT_338

:BANDIT_393
0051: return

:BANDIT_394
00D6: if  0
0019:   @4 >  0  ;; integer values
004D: jump_if_false BANDIT_410
00D6: if  0
0019:   @4 >  1  ;; integer values
004D: jump_if_false BANDIT_402
03E6: remove_text_box
07CC: $PLAYER_CHAR  1 

:BANDIT_402
00D6: if  0
0019:   @4 >  2  ;; integer values
004D: jump_if_false BANDIT_406
04EF: release_animation "CASINO"

:BANDIT_406
0108: destroy_object @1
0108: destroy_object @2
0108: destroy_object @3
0006: @4 =  0  ;; integer values

:BANDIT_410
00D6: if  0
0039:   @13 ==  1  ;; integer values
004D: jump_if_false BANDIT_415
0391: (unknown)
0006: @13 =  0  ;; integer values

:BANDIT_415
004E: end_thread
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START STRIPM

03A4: name_thread 'STRIPM'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false STRIPM_7
009A: @0 = create_actor  4  0 at  0.0  0.0  0.0

:STRIPM_7
04ED: load_animation "STRIP"

:STRIPM_8
00D6: if  0
84EE:   NOT   animation "STRIP" loaded
004D: jump_if_false STRIPM_13
0001: wait  0 ms
0002: jump STRIPM_8

:STRIPM_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:STRIPM_15
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false STRIPM_40
00D6: if  0
09C5: @0 
004D: jump_if_false STRIPM_38
00D6: if  0
0038:   $9473 ==  0  ;; integer values
004D: jump_if_false STRIPM_35
00A0: store_actor @0 position_to @7 @8 @9
091C: @7 @8 @9  15.0  0 "STRIPW" @10 
00D6: if  0
8118:   NOT   actor @10 dead
004D: jump_if_false STRIPM_33
0050: gosub STRIPM_42
0002: jump STRIPM_34

:STRIPM_33
0050: gosub STRIPM_105

:STRIPM_34
0002: jump STRIPM_37

:STRIPM_35
060B: unknown_actor_use_entity @0 $1256 
0002: jump STRIPM_108

:STRIPM_37
0002: jump STRIPM_39

:STRIPM_38
0050: gosub STRIPM_105

:STRIPM_39
0002: jump STRIPM_41

:STRIPM_40
0050: gosub STRIPM_105

:STRIPM_41
0002: jump STRIPM_15

:STRIPM_42
0871: init_jump_table @3 total_jumps  1  0 STRIPM_45 jumps  1 STRIPM_43 -1 STRIPM_45 -1 STRIPM_45 -1 STRIPM_45 -1 STRIPM_45 -1 STRIPM_45 -1 STRIPM_45 

:STRIPM_43
0050: gosub STRIPM_46
0002: jump STRIPM_45

:STRIPM_45
0051: return

:STRIPM_46
0871: init_jump_table @4 total_jumps  5  0 STRIPM_104 jumps  0 STRIPM_47  1 STRIPM_63  2 STRIPM_70  3 STRIPM_78  4 STRIPM_98 -1 STRIPM_104 -1 STRIPM_104 

:STRIPM_47
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false STRIPM_62
0085: @2 = @0  ;; integer values and handles
00D6: if  0
0019:   @2 >  10000  ;; integer values
004D: jump_if_false STRIPM_56
0016: @2 /=  10000  ;; integer values 

:STRIPM_56
00D6: if  0
001B:    1000 > @2  ;; integer values
004D: jump_if_false STRIPM_60
000A: @2 +=  2000  ;; integer values

:STRIPM_60
0605: unknown_action_sequence @0 "PUN_LOOP" "STRIP"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:STRIPM_62
0002: jump STRIPM_104

:STRIPM_63
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false STRIPM_69
0605: unknown_action_sequence @0 "PUN_HOLLER" "STRIP"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:STRIPM_69
0002: jump STRIPM_104

:STRIPM_70
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false STRIPM_77
0209: @2 = random_int  2000  5000
0605: unknown_action_sequence @0 "PUN_LOOP" "STRIP"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:STRIPM_77
0002: jump STRIPM_104

:STRIPM_78
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false STRIPM_97
0209: @2 = random_int  0  100
00D6: if  0
0029:   @2 >=  50  ;; integer values
004D: jump_if_false STRIPM_95
0605: unknown_action_sequence @0 "PUN_CASH" "STRIP"  4.0  0  0  0  0 -1 
00A0: store_actor @0 position_to @7 @8 @9
091C: @7 @8 @9  15.0  0 "STRIPW" @10 
00D6: if  0
8118:   NOT   actor @10 dead
004D: jump_if_false STRIPM_94
04C4: create_coordinate @7 @8 @9 from_actor @10 offset  .3  .5 -.5
02E1: @11 = create_cash_pickup  100 at @7 @8 @9 unknown  0 

:STRIPM_94
0002: jump STRIPM_96

:STRIPM_95
0605: unknown_action_sequence @0 "PUN_HOLLER" "STRIP"  4.0  0  0  0  0 -1 

:STRIPM_96
000A: @4 +=  1  ;; integer values

:STRIPM_97
0002: jump STRIPM_104

:STRIPM_98
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false STRIPM_103
0006: @4 =  0  ;; integer values

:STRIPM_103
0002: jump STRIPM_104

:STRIPM_104
0051: return

:STRIPM_105
04EF: release_animation "STRIP"
004E: end_thread
0051: return

:STRIPM_108
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false STRIPM_119
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false STRIPM_118
05C5: unknown_action_sequence @0 -2 

:STRIPM_118
0002: jump STRIPM_120

:STRIPM_119
0050: gosub STRIPM_105

:STRIPM_120
0002: jump STRIPM_108
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START STRIPW

03A4: name_thread 'STRIPW'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false STRIPW_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:STRIPW_7
04ED: load_animation "STRIP"

:STRIPW_8
00D6: if  0
84EE:   NOT   animation "STRIP" loaded
004D: jump_if_false STRIPW_14
0001: wait  0 ms
04ED: load_animation "STRIP"
0002: jump STRIPW_8

:STRIPW_14
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STRIPW_26
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false STRIPW_25
0007: @10 =  3.0  ;; floating-point values
0002: jump STRIPW_26

:STRIPW_25
0007: @10 =  4.0  ;; floating-point values

:STRIPW_26
0001: wait  0 ms
00D6: if  2
8118:   NOT   actor @0 dead
0256:   player $PLAYER_CHAR defined
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false STRIPW_55
00D6: if  0
09C5: @0 
004D: jump_if_false STRIPW_48
00D6: if  0
0038:   $9473 ==  0  ;; integer values
004D: jump_if_false STRIPW_46
00D6: if  0
051A:   unknown_actor @0 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false STRIPW_44
0004: $9473 =  1  ;; integer values
0002: jump STRIPW_301
0002: jump STRIPW_45

:STRIPW_44
0050: gosub STRIPW_57

:STRIPW_45
0002: jump STRIPW_47

:STRIPW_46
0002: jump STRIPW_301

:STRIPW_47
0002: jump STRIPW_54

:STRIPW_48
0004: $9471 =  1  ;; integer values
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false STRIPW_54
05C5: unknown_action_sequence @0 -1 

:STRIPW_54
0002: jump STRIPW_56

:STRIPW_55
0050: gosub STRIPW_297

:STRIPW_56
0002: jump STRIPW_26

:STRIPW_57
0871: init_jump_table @3 total_jumps  1  0 STRIPW_60 jumps  1 STRIPW_58 -1 STRIPW_60 -1 STRIPW_60 -1 STRIPW_60 -1 STRIPW_60 -1 STRIPW_60 -1 STRIPW_60 

:STRIPW_58
0050: gosub STRIPW_61
0002: jump STRIPW_60

:STRIPW_60
0051: return

:STRIPW_61
0871: init_jump_table @4 total_jumps  9  0 STRIPW_261 jumps  0 STRIPW_63  1 STRIPW_76  2 STRIPW_103  3 STRIPW_129  4 STRIPW_157  5 STRIPW_173  6 STRIPW_216 
0872: jump_table_jumps  7 STRIPW_231  8 STRIPW_246 -1 STRIPW_261 -1 STRIPW_261 -1 STRIPW_261 -1 STRIPW_261 -1 STRIPW_261 -1 STRIPW_261 -1 STRIPW_261 

:STRIPW_63
00D6: if  0
0611: @0 "STR_B2A" 
004D: jump_if_false STRIPW_73
0613: @0 "STR_B2A" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_72
0605: unknown_action_sequence @0 "STR_LOOP_A" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:STRIPW_72
0002: jump STRIPW_75

:STRIPW_73
0605: unknown_action_sequence @0 "STR_LOOP_A" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:STRIPW_75
0002: jump STRIPW_261

:STRIPW_76
0050: gosub STRIPW_262
00D6: if  0
0611: @0 "STR_LOOP_A" 
004D: jump_if_false STRIPW_101
0613: @0 "STR_LOOP_A" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_100
00D6: if  1
03CA:   object $9478 exists
003C:   $9477 == @0  ;; integer values 
004D: jump_if_false STRIPW_91
0605: unknown_action_sequence @0 "STR_A2B" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values
0002: jump STRIPW_100

:STRIPW_91
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
00D6: if  0
09DA: @6 @7 @8 
004D: jump_if_false STRIPW_99
0395: clear_area  0 at @6 @7 @8 range  .3
0605: unknown_action_sequence @0 "STR_A2B" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values
0002: jump STRIPW_100

:STRIPW_99
0605: unknown_action_sequence @0 "STR_LOOP_A" "STRIP"  1000.0  0  0  0  1 -1 

:STRIPW_100
0002: jump STRIPW_102

:STRIPW_101
0605: unknown_action_sequence @0 "STR_LOOP_A" "STRIP"  1000.0  0  0  0  1 -1 

:STRIPW_102
0002: jump STRIPW_261

:STRIPW_103
00D6: if  0
0611: @0 "STR_A2B" 
004D: jump_if_false STRIPW_116
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @0 "STR_A2B" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_115
0605: unknown_action_sequence @0 "STR_LOOP_B" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:STRIPW_115
0002: jump STRIPW_128

:STRIPW_116
00D6: if  0
0611: @0 "STR_C2B" 
004D: jump_if_false STRIPW_126
0613: @0 "STR_C2B" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_125
0605: unknown_action_sequence @0 "STR_LOOP_B" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:STRIPW_125
0002: jump STRIPW_128

:STRIPW_126
0605: unknown_action_sequence @0 "STR_LOOP_B" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:STRIPW_128
0002: jump STRIPW_261

:STRIPW_129
0050: gosub STRIPW_262
00D6: if  0
0611: @0 "STR_LOOP_B" 
004D: jump_if_false STRIPW_155
0613: @0 "STR_LOOP_B" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_154
00D6: if  1
03CA:   object $9478 exists
003C:   $9477 == @0  ;; integer values 
004D: jump_if_false STRIPW_144
0605: unknown_action_sequence @0 "STR_B2C" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values
0002: jump STRIPW_154

:STRIPW_144
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
00D6: if  0
09DA: @6 @7 @8 
004D: jump_if_false STRIPW_152
0395: clear_area  0 at @6 @7 @8 range  .3
0605: unknown_action_sequence @0 "STR_B2C" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values
0002: jump STRIPW_154

:STRIPW_152
0605: unknown_action_sequence @0 "STR_B2A" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  0  ;; integer values

:STRIPW_154
0002: jump STRIPW_156

:STRIPW_155
0605: unknown_action_sequence @0 "STR_LOOP_B" "STRIP"  1000.0  0  0  0  1 -1 

:STRIPW_156
0002: jump STRIPW_261

:STRIPW_157
00D6: if  0
0611: @0 "STR_B2C" 
004D: jump_if_false STRIPW_170
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @0 "STR_B2C" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_169
0605: unknown_action_sequence @0 "STR_LOOP_C" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:STRIPW_169
0002: jump STRIPW_172

:STRIPW_170
0605: unknown_action_sequence @0 "STR_LOOP_C" "STRIP"  1000.0  0  0  0  1 -1 
000A: @4 +=  1  ;; integer values

:STRIPW_172
0002: jump STRIPW_261

:STRIPW_173
0050: gosub STRIPW_262
00D6: if  0
0611: @0 "STR_LOOP_C" 
004D: jump_if_false STRIPW_214
0613: @0 "STR_LOOP_C" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_213
00D6: if  1
03CA:   object $9478 exists
003C:   $9477 == @0  ;; integer values 
004D: jump_if_false STRIPW_204
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  0
001B:    33 > @2  ;; integer values
004D: jump_if_false STRIPW_195
0804: unknown_action_sequence @0 @6 @7 @8 @9 -1.0 "STR_C3" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  6  ;; integer values
0002: jump STRIPW_203

:STRIPW_195
00D6: if  0
0019:   @2 >  66  ;; integer values
004D: jump_if_false STRIPW_201
0804: unknown_action_sequence @0 @6 @7 @8 @9 -1.0 "STR_C2" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  7  ;; integer values
0002: jump STRIPW_203

:STRIPW_201
0804: unknown_action_sequence @0 @6 @7 @8 @9 -1.0 "STR_C1" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  8  ;; integer values

:STRIPW_203
0002: jump STRIPW_213

:STRIPW_204
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
00D6: if  0
09DA: @6 @7 @8 
004D: jump_if_false STRIPW_211
0395: clear_area  0 at @6 @7 @8 range  .3
0605: unknown_action_sequence @0 "STR_LOOP_C" "STRIP"  1000.0  0  0  0  1 -1 
0002: jump STRIPW_213

:STRIPW_211
0605: unknown_action_sequence @0 "STR_C2B" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  2  ;; integer values

:STRIPW_213
0002: jump STRIPW_215

:STRIPW_214
0605: unknown_action_sequence @0 "STR_LOOP_C" "STRIP"  1000.0  0  0  0  1 -1 

:STRIPW_215
0002: jump STRIPW_261

:STRIPW_216
00D6: if  0
0611: @0 "STR_C3" 
004D: jump_if_false STRIPW_229
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @0 "STR_C3" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_228
0605: unknown_action_sequence @0 "STR_LOOP_C" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  5  ;; integer values

:STRIPW_228
0002: jump STRIPW_230

:STRIPW_229
0605: unknown_action_sequence @0 "STR_C3" "STRIP"  1000.0  0  0  0  1 -1 

:STRIPW_230
0002: jump STRIPW_261

:STRIPW_231
00D6: if  0
0611: @0 "STR_C2" 
004D: jump_if_false STRIPW_244
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @0 "STR_C2" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_243
0605: unknown_action_sequence @0 "STR_LOOP_C" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  5  ;; integer values

:STRIPW_243
0002: jump STRIPW_245

:STRIPW_244
0605: unknown_action_sequence @0 "STR_C2" "STRIP"  1000.0  0  0  0  1 -1 

:STRIPW_245
0002: jump STRIPW_261

:STRIPW_246
00D6: if  0
0611: @0 "STR_C1" 
004D: jump_if_false STRIPW_259
0108: destroy_object $9478
04C4: create_coordinate @6 @7 @8 from_actor @0 offset  .3  .5 -.5
0395: clear_area  0 at @6 @7 @8 range  .3
0613: @0 "STR_C1" @9 
00D6: if  0
0031:   @9 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIPW_258
0605: unknown_action_sequence @0 "STR_LOOP_C" "STRIP"  1000.0  0  0  0  1 -1 
0006: @4 =  5  ;; integer values

:STRIPW_258
0002: jump STRIPW_260

:STRIPW_259
0605: unknown_action_sequence @0 "STR_C1" "STRIP"  1000.0  0  0  0  1 -1 

:STRIPW_260
0002: jump STRIPW_261

:STRIPW_261
0051: return

:STRIPW_262
00D6: if  1
02A0:   actor $PLAYER_ACTOR stopped  
010A:   player $PLAYER_CHAR money >  19
004D: jump_if_false STRIPW_291
00D6: if  0
83CA:   NOT   object $9478 exists
004D: jump_if_false STRIPW_290
00D6: if  1
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_285
00D6: if  0
0039:   @11 ==  0  ;; integer values
004D: jump_if_false STRIPW_278
0008: $9474 +=  1  ;; integer values
0006: @11 =  1  ;; integer values

:STRIPW_278
00D6: if  1
00E1:   key_pressed  0  15
0038:   $9475 ==  0  ;; integer values
004D: jump_if_false STRIPW_284
008A: $9477 = @0  ;; integer values and handles
0004: $9475 =  1  ;; integer values

:STRIPW_284
0002: jump STRIPW_290

:STRIPW_285
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false STRIPW_290
000C: $9474 -=  1  ;; integer values
0006: @11 =  0  ;; integer values

:STRIPW_290
0002: jump STRIPW_296

:STRIPW_291
00D6: if  0
0039:   @11 ==  1  ;; integer values
004D: jump_if_false STRIPW_296
000C: $9474 -=  1  ;; integer values
0006: @11 =  0  ;; integer values

:STRIPW_296
0051: return

:STRIPW_297
04EF: release_animation "STRIP"
0108: destroy_object $9478
004E: end_thread
0051: return

:STRIPW_301
0001: wait  0 ms
00D6: if  1
8118:   NOT   actor @0 dead
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false STRIPW_312
062E: @0  1477 @5 
00D6: if  0
04A4: @5  7 
004D: jump_if_false STRIPW_311
05C5: unknown_action_sequence @0 -2 

:STRIPW_311
0002: jump STRIPW_313

:STRIPW_312
0050: gosub STRIPW_297

:STRIPW_313
0002: jump STRIPW_301
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START STRIP_AMBIENCE

03A4: name_thread 'STRIP'
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false STRIP_7
0004: $9473 =  0  ;; integer values
0004: $9471 =  0  ;; integer values

:STRIP_7
0006: @0 =  0  ;; integer values
00D6: if  0
0039:   @0 ==  1  ;; integer values
004D: jump_if_false STRIP_13
009A: $9477 = create_actor  5  0 at  0.0  0.0  0.0
0107: $9478 = create_object  0 at  0.0  0.0  0.0

:STRIP_13
0006: @1 =  1  ;; integer values
0004: $9475 =  0  ;; integer values
0004: $9474 =  0  ;; integer values
0050: gosub STRIP_279
0615: @7 
0605: unknown_action_sequence -1 "BARSERVE_IN" "BAR"  4.0  0  0  0  0 -1 
0605: unknown_action_sequence -1 "BARSERVE_LOOP" "BAR"  4.0  1  0  0  0  10000 
0616: @7 
0615: @8 
0605: unknown_action_sequence -1 "BARSERVE_BOTTLE" "BAR"  4.0  0  0  0  0 -1 
0616: @8 
0615: @9 
05DE: unknown_action_sequence -1 
0616: @9 
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STRIP_65
0297: $PLAYER_CHAR 
094B: v$5311 = get_active_interior_name_from_actor $PLAYER_ACTOR 
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_49
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 (BAR_STAFF) @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 (BOUNCER) @17 
0913: run_external_script  39 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER) 

:STRIP_49
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false STRIP_65
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 (BAR_STAFF) @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 (BOUNCER) @17 
08A9: load_external_script  39 (BOUNCER) 

:STRIP_65
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STRIP_278
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false STRIP_75
0002: jump STRIP_294

:STRIP_75
00D6: if  0
0019:   @4 >  0  ;; integer values
004D: jump_if_false STRIP_80
0050: gosub STRIP_322
0002: jump STRIP_65

:STRIP_80
00D6: if  0
8038:   NOT   $9475 ==  0  ;; integer values
004D: jump_if_false STRIP_91
00D6: if  0
8118:   NOT   actor $9477 dead
004D: jump_if_false STRIP_88
0050: gosub STRIP_603
0002: jump STRIP_91

:STRIP_88
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $9475 =  0  ;; integer values
0004: $9477 = -1  ;; integer values

:STRIP_91
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_127
00D6: if  1
0038:   $9473 ==  0  ;; integer values
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false STRIP_127
00D6: if  0
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_125
00D6: if  0
010A:   player $PLAYER_CHAR money >  99
004D: jump_if_false STRIP_123
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false STRIP_122
0006: @3 =  1  ;; integer values
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false STRIP_122
0109: player $PLAYER_CHAR money += -100
0624:  54  100.0 
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_322

:STRIP_122
0002: jump STRIP_124

:STRIP_123
0006: @3 =  2  ;; integer values

:STRIP_124
0002: jump STRIP_127

:STRIP_125
0006: @3 =  0  ;; integer values
0006: @2 =  0  ;; integer values

:STRIP_127
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false STRIP_165
00D6: if  1
0038:   $9473 ==  0  ;; integer values
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false STRIP_165
00D6: if  0
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_163
00D6: if  0
010A:   player $PLAYER_CHAR money >  99
004D: jump_if_false STRIP_161
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false STRIP_160
0006: @3 =  1  ;; integer values
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false STRIP_160
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_322

:STRIP_160
0002: jump STRIP_162

:STRIP_161
0006: @3 =  2  ;; integer values

:STRIP_162
0002: jump STRIP_165

:STRIP_163
0006: @3 =  0  ;; integer values
0006: @2 =  0  ;; integer values

:STRIP_165
00D6: if  1
0038:   $9473 ==  0  ;; integer values
0038:   $9471 ==  0  ;; integer values
004D: jump_if_false STRIP_189
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false STRIP_174
0512: permanent_text_box 'STR_01'
0002: jump STRIP_188

:STRIP_174
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false STRIP_179
0512: permanent_text_box 'STR_03'
0002: jump STRIP_188

:STRIP_179
00D6: if  0
0018:   $9474 >  0  ;; integer values
004D: jump_if_false STRIP_184
0512: permanent_text_box 'STR_00'
0002: jump STRIP_188

:STRIP_184
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false STRIP_188
03E6: remove_text_box

:STRIP_188
0002: jump STRIP_190

:STRIP_189
03E6: remove_text_box

:STRIP_190
00D6: if  0
02E0:   actor $PLAYER_ACTOR aggressive
004D: jump_if_false STRIP_195
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:STRIP_195
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false STRIP_200
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:STRIP_200
0806: $PLAYER_CHAR @0 
00D6: if  0
0019:   @0 >  0  ;; integer values
004D: jump_if_false STRIP_205
0004: $9471 =  1  ;; integer values

:STRIP_205
0006: @0 =  0  ;; integer values

:STRIP_206
00D6: if  0
8118:   NOT   actor @16(@0,3i) dead
004D: jump_if_false STRIP_221
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @16(@0,3i)
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false STRIP_216
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values
0002: jump STRIP_221

:STRIP_216
00D6: if  0
051A:   unknown_actor @16(@0,3i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false STRIP_221
0004: $9473 =  1  ;; integer values
0004: $9471 =  1  ;; integer values

:STRIP_221
000A: @0 +=  1  ;; integer values
0029:   @0 >=  3  ;; integer values
004D: jump_if_false STRIP_206
00D6: if  0
0038:   $9473 ==  1  ;; integer values
004D: jump_if_false STRIP_235
0004: $9471 =  1  ;; integer values
08E5: @19 @20 @21  50.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false STRIP_235
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:STRIP_235
00D6: if  0
0038:   $9471 ==  1  ;; integer values
004D: jump_if_false STRIP_278
00D6: if  1
0118:   actor @17 dead
8039:   NOT   @14 == -1  ;; integer values
004D: jump_if_false STRIP_261
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_248
0007: @19 =  1220.042  ;; floating-point values
0007: @20 = -15.3365  ;; floating-point values
0007: @21 =  999.9219  ;; floating-point values

:STRIP_248
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false STRIP_254
0007: @19 =  1216.871  ;; floating-point values
0007: @20 = -24.1246  ;; floating-point values
0007: @21 =  999.9531  ;; floating-point values

:STRIP_254
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @19 @20 @21 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @19 @20 @21  3.0
004D: jump_if_false STRIP_261
0621: unknown_sequences_packs  4  163 @14  1502 @17 
0913: run_external_script  39 (BOUNCER) @17 
08A9: load_external_script  39 (BOUNCER) 

:STRIP_261
00D6: if  1
0118:   actor @18 dead
8039:   NOT   @15 == -1  ;; integer values
004D: jump_if_false STRIP_278
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_271
0007: @19 =  1222.008  ;; floating-point values
0007: @20 =  4.4324  ;; floating-point values
0007: @21 =  999.9219  ;; floating-point values

:STRIP_271
00D6: if  1
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point @19 @20 @21 radius  8.0  8.0  8.0
80C2:   NOT   sphere_onscreen @19 @20 @21  3.0
004D: jump_if_false STRIP_278
0621: unknown_sequences_packs  4  164 @15  1502 @18 
0913: run_external_script  39 (BOUNCER) @18 
08A9: load_external_script  39 (BOUNCER) 

:STRIP_278
0002: jump STRIP_65

:STRIP_279
0247: request_model  163
0247: request_model  164
0247: request_model  172
04ED: load_animation "BAR"
00D6: if  3
0248:   model  163 available
0248:   model  164 available
0248:   model  172 available
04EE:   animation "BAR" loaded
004D: jump_if_false STRIP_291
0051: return
0002: jump STRIP_293

:STRIP_291
0001: wait  0 ms
0002: jump STRIP_279

:STRIP_293
0051: return

:STRIP_294
0006: @0 =  0  ;; integer values

:STRIP_295
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_295
0006: @0 =  0  ;; integer values

:STRIP_301
00D6: if  0
8039:   NOT   @10(@0,6i) == -1  ;; integer values
004D: jump_if_false STRIP_305
061E: unknown_sequences_packs @10(@0,6i) 

:STRIP_305
000A: @0 +=  1  ;; integer values
0029:   @0 >=  6  ;; integer values
004D: jump_if_false STRIP_301
0249: release_model  172
0249: release_model  163
0249: release_model  164
061B: @7 
061B: @8 
04EF: release_animation "STRIP"
04EF: release_animation "BAR"
0004: $9471 =  0  ;; integer values
03E6: remove_text_box
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false STRIP_321
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:STRIP_321
004E: end_thread

:STRIP_322
0871: init_jump_table @4 total_jumps  6  0 STRIP_472 jumps  1 STRIP_323  2 STRIP_355  3 STRIP_372  4 STRIP_384  5 STRIP_431  6 STRIP_465 -1 STRIP_472 

:STRIP_323
00D6: if  0
816B:   NOT   fading
004D: jump_if_false STRIP_354
03E6: remove_text_box
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
06AB: $PLAYER_ACTOR  1 
0826:  0 
0581: toggle_radar  0 (off)
0792: $PLAYER_ACTOR 
0619: $PLAYER_ACTOR  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  0
0038:   $9476 ==  0  ;; integer values
004D: jump_if_false STRIP_343
04AF: @5 = unknown_wav_reference  256 
06D2: v@28 = "LAPDAN1"  ;; 16-byte strings
0008: $9476 +=  1  ;; integer values
0002: jump STRIP_353

:STRIP_343
00D6: if  0
0038:   $9476 ==  1  ;; integer values
004D: jump_if_false STRIP_350
04AF: @5 = unknown_wav_reference  257 
06D2: v@28 = "LAPDAN2"  ;; 16-byte strings
0008: $9476 +=  1  ;; integer values
0002: jump STRIP_353

:STRIP_350
04AF: @5 = unknown_wav_reference  246 
06D2: v@28 = "LAPDAN3"  ;; 16-byte strings
0004: $9476 =  0  ;; integer values

:STRIP_353
000A: @4 +=  1  ;; integer values

:STRIP_354
0002: jump STRIP_472

:STRIP_355
00D6: if  0
84EE:   NOT   animation v@28 loaded
004D: jump_if_false STRIP_360
04ED: load_animation v@28
0002: jump STRIP_371

:STRIP_360
00D6: if  0
8248:   NOT   model @5 available
004D: jump_if_false STRIP_365
0247: request_model @5
0002: jump STRIP_371

:STRIP_365
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: @5  0 
0173: set_actor @5 z_angle_to @22
000A: @4 +=  1  ;; integer values

:STRIP_371
0002: jump STRIP_472

:STRIP_372
0812: unknown_action_sequence $PLAYER_ACTOR "LAPDAN_P" v@28  1000.0  0  0  0  1 -1 
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false STRIP_379
0812: unknown_action_sequence @5 "LAPDAN_D" v@28  1000.0  0  0  0  1 -1 
0006: @6 = -1  ;; integer values
0050: gosub STRIP_473

:STRIP_379
016A: fade  1 (back)  1500 ms
0006: @33 =  0  ;; integer values
03E6: remove_text_box
000A: @4 +=  1  ;; integer values
0002: jump STRIP_472

:STRIP_384
00D6: if  0
816B:   NOT   fading
004D: jump_if_false STRIP_430
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false STRIP_429
00D6: if  0
0611: $PLAYER_ACTOR "LAPDAN_P" 
004D: jump_if_false STRIP_399
061A: $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_400

:STRIP_399
0006: @25 =  0  ;; integer values

:STRIP_400
00D6: if  1
0019:   @33 >  2500  ;; integer values
001B:    2600 > @33  ;; integer values
004D: jump_if_false STRIP_408
00D6: if  0
8A2A:   NOT 'STR_02' 
004D: jump_if_false STRIP_408
03E5: text_box 'STR_02'

:STRIP_408
00D6: if  0
002D:   @33 >= @25  ;; integer values 
004D: jump_if_false STRIP_414
016A: fade  0 ()  500 ms
000A: @4 +=  1  ;; integer values
0002: jump STRIP_472

:STRIP_414
00D6: if  3
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_422
0050: gosub STRIP_473
0006: @32 =  0  ;; integer values

:STRIP_422
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false STRIP_428
016A: fade  0 ()  500 ms
000A: @4 +=  1  ;; integer values
0002: jump STRIP_472

:STRIP_428
0002: jump STRIP_430

:STRIP_429
000A: @4 +=  1  ;; integer values

:STRIP_430
0002: jump STRIP_472

:STRIP_431
00D6: if  0
816B:   NOT   fading
004D: jump_if_false STRIP_464
00D6: if  0
8118:   NOT   actor @5 dead
004D: jump_if_false STRIP_463
03E6: remove_text_box
0665: @5 @0 
0249: release_model @0
04EF: release_animation v@28
009B: destroy_actor_instantly @5
0792: $PLAYER_ACTOR 
06AB: $PLAYER_ACTOR  1 
0826:  1 
0581: toggle_radar  1 (on)
0792: $PLAYER_ACTOR 
0619: $PLAYER_ACTOR  1 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_455
00A1: put_actor $PLAYER_ACTOR at  1204.991  12.6603  999.9219
0173: set_actor $PLAYER_ACTOR z_angle_to  180.0

:STRIP_455
00D6: if  0
08F9:   v$5311 == "STRIP2"  ;; 16-byte strings
004D: jump_if_false STRIP_460
00A1: put_actor $PLAYER_ACTOR at  1207.59 -40.646  999.9531
0173: set_actor $PLAYER_ACTOR z_angle_to  360.0

:STRIP_460
016A: fade  1 (back)  500 ms
000A: @4 +=  1  ;; integer values
0002: jump STRIP_464

:STRIP_463
000A: @4 +=  1  ;; integer values

:STRIP_464
0002: jump STRIP_472

:STRIP_465
00D6: if  0
816B:   NOT   fading
004D: jump_if_false STRIP_471
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0006: @4 =  0  ;; integer values
0051: return

:STRIP_471
0002: jump STRIP_472

:STRIP_472
0051: return

:STRIP_473
0871: init_jump_table @6 total_jumps  5  1 STRIP_579 jumps -1 STRIP_474  0 STRIP_495  1 STRIP_516  2 STRIP_537  3 STRIP_558 -1 STRIP_601 -1 STRIP_601 

:STRIP_474
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_486
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_494

:STRIP_486
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_494
0002: jump STRIP_601

:STRIP_495
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_507
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_515

:STRIP_507
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_515
0002: jump STRIP_601

:STRIP_516
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_528
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_536

:STRIP_528
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_536
0002: jump STRIP_601

:STRIP_537
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_549
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_557

:STRIP_549
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_557
0002: jump STRIP_601

:STRIP_558
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_570
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_578

:STRIP_570
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_578
0002: jump STRIP_601

:STRIP_579
0006: @6 = -1  ;; integer values
00D6: if  0
08F9:   v$5311 == "LASTRIP"  ;; 16-byte strings
004D: jump_if_false STRIP_592
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_600

:STRIP_592
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_600
0002: jump STRIP_601

:STRIP_601
000A: @6 +=  1  ;; integer values
0051: return

:STRIP_603
0871: init_jump_table $9475 total_jumps  4  0 STRIP_645 jumps  1 STRIP_604  2 STRIP_608  3 STRIP_615  4 STRIP_632 -1 STRIP_645 -1 STRIP_645 -1 STRIP_645 

:STRIP_604
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
0639: unknown_action_sequence $PLAYER_ACTOR $9477 
0004: $9475 =  2  ;; integer values
0002: jump STRIP_645

:STRIP_608
062E: $PLAYER_ACTOR  1593 @27 
00D6: if  0
04A4: @27  7 
004D: jump_if_false STRIP_614
0812: unknown_action_sequence $PLAYER_ACTOR "PLY_CASH" "STRIP"  4.0  0  0  0  0  0 
0004: $9475 =  3  ;; integer values

:STRIP_614
0002: jump STRIP_645

:STRIP_615
00D6: if  0
0611: $PLAYER_ACTOR "PLY_CASH" 
004D: jump_if_false STRIP_630
0613: $PLAYER_ACTOR "PLY_CASH" @24 
00D6: if  1
0031:   @24 >=  .35  ;; floating-point values 
0023:    1.0 > @24  ;; floating-point values
004D: jump_if_false STRIP_629
04C4: create_coordinate @19 @20 @21 from_actor $9477 offset  0.0  .5 -.5
029B: $9478 = init_object #MONEY at @19 @20 @21
0382: set_object $9478 collision_detection  0
0109: player $PLAYER_CHAR money += -20
0624:  54  20.0 
0004: $9475 =  4  ;; integer values

:STRIP_629
0002: jump STRIP_631

:STRIP_630
0004: $9475 =  4  ;; integer values

:STRIP_631
0002: jump STRIP_645

:STRIP_632
00D6: if  0
0611: $PLAYER_ACTOR "PLY_CASH" 
004D: jump_if_false STRIP_642
0613: $PLAYER_ACTOR "PLY_CASH" @24 
00D6: if  0
0031:   @24 >=  1.0  ;; floating-point values 
004D: jump_if_false STRIP_641
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $9475 =  0  ;; integer values

:STRIP_641
0002: jump STRIP_644

:STRIP_642
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0004: $9475 =  0  ;; integer values

:STRIP_644
0002: jump STRIP_645

:STRIP_645
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START TATTOO

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: $9710 =  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: $678 =  0.0  ;; floating-point values
0005: $679 =  0.0  ;; floating-point values
0005: $680 =  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: $686 =  0.0  ;; floating-point values
0005: $687 =  0.0  ;; floating-point values
0005: $688 =  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 $2415 radar_icon_or_model  180
0247: request_model #TATTOO_KIT
0390: 'LD_TATT' 
0247: request_model $2415
03CF: load_wav  40000 as  4
038B: load_requested_models
0111: set_wasted_busted_check_to  0 (disabled)
03A4: name_thread 'TATTO'

:TATTO_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TATTO_833
00D6: if  0
8844:   NOT s$706 
004D: jump_if_false TATTO_831
00D6: if  0
0018:   $9652 >  0  ;; integer values
004D: jump_if_false TATTO_25
00D6: if  0
0A0F: (unknown)
004D: jump_if_false TATTO_25
03E6: remove_text_box
08DA: $2421 
08DA: $2423 
08DA: $2419 
08DA: $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_25
00D6: if  0
0038:   $9652 ==  0  ;; integer values
004D: jump_if_false TATTO_61
00D6: if  0
05AD:   s$706 == 'TATTO2'  ;; 8-byte strings
004D: jump_if_false TATTO_39
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$706  ;; 8-byte strings
075F: $9706 
0004: $9652 =  1  ;; integer values

:TATTO_39
00D6: if  0
05AD:   s$706 == 'TATTOO'  ;; 8-byte strings
004D: jump_if_false TATTO_50
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$706  ;; 8-byte strings
075F: $9706 
0004: $9652 =  1  ;; integer values

:TATTO_50
00D6: if  0
05AD:   s$706 == 'TATTO3'  ;; 8-byte strings
004D: jump_if_false TATTO_61
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$706  ;; 8-byte strings
075F: $9706 
0004: $9652 =  1  ;; integer values

:TATTO_61
00D6: if  0
0038:   $9652 ==  1  ;; integer values
004D: jump_if_false TATTO_126
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false TATTO_113
0005: $678 = -203.318  ;; floating-point values
0059: $678 += $9726  ;; floating-point values
0005: $679 = -7.062  ;; floating-point values
0059: $679 += $9727  ;; floating-point values
0005: $680 =  1001.28  ;; floating-point values
0059: $680 += $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: $686 = -203.2045  ;; floating-point values
0059: $686 += $9726  ;; floating-point values
0005: $687 = -5.3316  ;; floating-point values
0059: $687 += $9727  ;; floating-point values
0005: $688 =  1002.432  ;; floating-point values
0059: $688 += $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:  0 
009A: $9645 = create_actor  4 $2415 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: $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: $128 =  1  ;; integer values
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  4.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
0006: @32 =  0  ;; integer values
0947: $9645  330 $10081 
0004: $9664 =  1  ;; integer values

:TATTO_113
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false TATTO_126
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false TATTO_126
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_124
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  4.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_124
0004: $9664 =  0  ;; integer values
0004: $9652 =  2  ;; integer values

:TATTO_126
00D6: if  0
0038:   $9652 ==  2  ;; integer values
004D: jump_if_false TATTO_178
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_134
0050: gosub TATTO_877

:TATTO_134
00D6: if  0
8118:   NOT   actor $9645 dead
004D: jump_if_false TATTO_171
00D6: if  0
0038:   $9649 ==  0  ;; integer values
004D: jump_if_false TATTO_163
00D6: if  22
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_154
0947: $9645  327 $10081 
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_151
075A: $9651 "TAT_DROP_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_151
05C4: unknown_action_sequence $9645 -2 
0004: $9649 =  1  ;; integer values
0002: jump TATTO_162

:TATTO_154
0004: $128 =  1  ;; integer values
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false TATTO_162
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false TATTO_162
0004: $9652 =  3  ;; integer values

:TATTO_162
0002: jump TATTO_170

:TATTO_163
0050: gosub TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_169
0050: gosub TATTO_877

:TATTO_169
0002: jump TATTO_2

:TATTO_170
0002: jump TATTO_178

:TATTO_171
0050: gosub TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_177
0050: gosub TATTO_877

:TATTO_177
0002: jump TATTO_2

:TATTO_178
00D6: if  0
0038:   $9652 ==  3  ;; integer values
004D: jump_if_false TATTO_197
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TATTO_195
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0581: toggle_radar  0 (off)
0006: @32 =  0  ;; integer values
0004: $9664 =  0  ;; integer values
0004: $9652 =  4  ;; integer values
0002: jump TATTO_197

:TATTO_195
0050: gosub TATTO_877
0002: jump TATTO_2

:TATTO_197
00D6: if  0
0038:   $9652 ==  4  ;; integer values
004D: jump_if_false TATTO_272
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false TATTO_210
0050: gosub TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_209
0050: gosub TATTO_877

:TATTO_209
0002: jump TATTO_2

:TATTO_210
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false TATTO_250
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false TATTO_250
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
08C7: $PLAYER_ACTOR $678 $679 $680 
0173: set_actor $PLAYER_ACTOR z_angle_to $9660
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
00A0: store_actor $9645 position_to $2755 $2756 $2757
00D6: if  22
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_228
00A1: put_actor $9645 at $9639 $9640 $9641
0173: set_actor $9645 z_angle_to $9642

:TATTO_228
015F: set_camera_position $686 $687 $688  0.0  0.0  0.0
0160: point_camera $9661 $9662 $9663  2
0793: (unknown)
08F7: $PLAYER_CHAR  0 $9665 $9666 
0784: $PLAYER_CHAR  0  0  17 
0784: $PLAYER_CHAR  0  0  0 
070D: $PLAYER_CHAR 
0793: (unknown)
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_IN_P" "TATTOOS"  4.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "TAT_SIT_IN_P" 
004D: jump_if_false TATTO_242
0613: $PLAYER_ACTOR "TAT_SIT_IN_P" $9657 

:TATTO_242
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_247
075A: $9651 "TAT_SIT_IN_O" "TATTOOS"  4.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_247
0812: unknown_action_sequence $9645 "TAT_SIT_IN_T" "TATTOOS"  4.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
0004: $9664 =  1  ;; integer values

:TATTO_250
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false TATTO_272
00D6: if  0
0611: $PLAYER_ACTOR "TAT_SIT_IN_P" 
004D: jump_if_false TATTO_257
0613: $PLAYER_ACTOR "TAT_SIT_IN_P" $9657 

:TATTO_257
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_272
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_267
075A: $9651 "TAT_SIT_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_267
0812: unknown_action_sequence $9645 "TAT_SIT_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
0947: $9645  333 $10081 
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values

:TATTO_272
00D6: if  0
0038:   $9652 ==  5  ;; integer values
004D: jump_if_false TATTO_467
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false TATTO_285
0050: gosub TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_284
0050: gosub TATTO_877

:TATTO_284
0002: jump TATTO_2

:TATTO_285
00D6: if  0
001A:    2 > $9664  ;; integer values
004D: jump_if_false TATTO_290
0050: gosub TATTO_1240
0050: gosub TATTO_1139

:TATTO_290
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false TATTO_302
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false TATTO_298
0004: $9664 =  1  ;; integer values

:TATTO_298
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false TATTO_302
0004: $9664 =  4  ;; integer values

:TATTO_302
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false TATTO_333
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false TATTO_333
08D8: $2419 $2516 
00D6: if  0
001A:    0 > $2516  ;; integer values
004D: jump_if_false TATTO_313
0004: $2516 =  0  ;; integer values

:TATTO_313
00D6: if  0
0038:   $2516 ==  9  ;; integer values
004D: jump_if_false TATTO_329
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false TATTO_322
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_322
00D6: if  0
0038:   $9722 ==  0  ;; integer values
004D: jump_if_false TATTO_326
0050: gosub TATTO_1255

:TATTO_326
0004: $9664 =  0  ;; integer values
0004: $9652 =  8  ;; integer values
0002: jump TATTO_333

:TATTO_329
0050: gosub TATTO_932
0050: gosub TATTO_969
0004: $9721 =  0  ;; integer values
0050: gosub TATTO_1340

:TATTO_333
00D6: if  0
0038:   $9664 ==  2  ;; integer values
004D: jump_if_false TATTO_338
0004: $9721 =  0  ;; integer values
0050: gosub TATTO_1390

:TATTO_338
00D6: if  0
0038:   $9664 ==  3  ;; integer values
004D: jump_if_false TATTO_351
0084: $9705 = $2516  ;; integer values and handles
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false TATTO_348
03E6: remove_text_box
08DA: $2419 
0004: $2420 =  0  ;; integer values

:TATTO_348
0004: $9709 =  500  ;; integer values
0004: $9652 =  6  ;; integer values
0004: $9664 =  0  ;; integer values

:TATTO_351
00D6: if  0
0038:   $9664 ==  4  ;; integer values
004D: jump_if_false TATTO_370
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false TATTO_370
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false TATTO_363
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_363
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false TATTO_369
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_369
0004: $9664 =  5  ;; integer values

:TATTO_370
00D6: if  0
0038:   $9664 ==  5  ;; integer values
004D: jump_if_false TATTO_391
0004: $9721 =  0  ;; integer values
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false TATTO_381
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
0004: $9664 =  6  ;; integer values
0002: jump TATTO_391

:TATTO_381
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_388
075A: $9651 "TAT_SIT_OUT_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_388
0812: unknown_action_sequence $9645 "TAT_SIT_OUT_T" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
0004: $9664 =  7  ;; integer values

:TATTO_391
00D6: if  0
0038:   $9664 ==  6  ;; integer values
004D: jump_if_false TATTO_412
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false TATTO_398
0613: $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" $9657 

:TATTO_398
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_412
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_408
075A: $9651 "TAT_SIT_OUT_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_408
0812: unknown_action_sequence $9645 "TAT_SIT_OUT_T" "TATTOOS"  1000.0  0  0  0  1 -1 
0947: $9645  331 $10081 
0005: $9659 =  0.0  ;; floating-point values
0004: $9664 =  7  ;; integer values

:TATTO_412
00D6: if  0
0038:   $9664 ==  7  ;; integer values
004D: jump_if_false TATTO_439
00D6: if  0
0611: $PLAYER_ACTOR "TAT_SIT_OUT_P" 
004D: jump_if_false TATTO_419
0613: $PLAYER_ACTOR "TAT_SIT_OUT_P" $9657 

:TATTO_419
00D6: if  0
0611: $9645 "TAT_SIT_OUT_T" 
004D: jump_if_false TATTO_423
0613: $9645 "TAT_SIT_OUT_T" $9659 

:TATTO_423
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_433
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_433
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_433
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_439
0004: $2420 =  0  ;; integer values
0004: $2424 =  0  ;; integer values
0004: $9664 =  8  ;; integer values

:TATTO_439
00D6: if  0
0038:   $9664 ==  8  ;; integer values
004D: jump_if_false TATTO_467
0784: $PLAYER_CHAR $9665 $9666  0 
070D: $PLAYER_CHAR 
0793: (unknown)
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0581: toggle_radar  1 (on)
00D6: if  0
0611: $9645 "TAT_SIT_OUT_T" 
004D: jump_if_false TATTO_456
0613: $9645 "TAT_SIT_OUT_T" $9659 

:TATTO_456
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_466
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_466
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_466
0004: $9652 =  7  ;; integer values

:TATTO_467
00D6: if  0
0038:   $9652 ==  6  ;; integer values
004D: jump_if_false TATTO_637
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false TATTO_480
0050: gosub TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_479
0050: gosub TATTO_877

:TATTO_479
0002: jump TATTO_2

:TATTO_480
0004: $128 =  0  ;; integer values
00D6: if  0
001A:    1 > $9664  ;; integer values
004D: jump_if_false TATTO_485
0050: gosub TATTO_1188

:TATTO_485
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false TATTO_515
08D7: $2423 $9708 
00D6: if  0
001A:    0 > $9708  ;; integer values
004D: jump_if_false TATTO_493
0004: $9708 =  0  ;; integer values

:TATTO_493
00D6: if  0
803A:   NOT   $9709 == $9708  ;; integer values and handles
004D: jump_if_false TATTO_498
0050: gosub TATTO_1238
0084: $9709 = $9708  ;; integer values and handles

:TATTO_498
0050: gosub TATTO_1540
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false TATTO_507
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0050: gosub TATTO_1540
0004: $9664 =  1  ;; integer values

:TATTO_507
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false TATTO_515
0050: gosub TATTO_1105
0004: $2544 =  0  ;; integer values
0004: $2545 =  0  ;; integer values
0004: $2422 =  0  ;; integer values
0004: $9664 =  8  ;; integer values

:TATTO_515
00D6: if  0
0038:   $9664 ==  8  ;; integer values
004D: jump_if_false TATTO_531
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false TATTO_531
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false TATTO_527
03E6: remove_text_box
08DA: $2423 
0004: $2424 =  0  ;; integer values

:TATTO_527
0050: gosub TATTO_1240
0050: gosub TATTO_1139
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values

:TATTO_531
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false TATTO_548
0050: gosub TATTO_1540
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false TATTO_548
0050: gosub TATTO_1540
08D8: $2423 $2517 
00D6: if  0
001A:    0 > $2517  ;; integer values
004D: jump_if_false TATTO_544
0004: $2517 =  0  ;; integer values

:TATTO_544
0084: $45 = $2438($2517,12i)  ;; integer values and handles
0084: $9646 = $2426($2517,12i)  ;; integer values and handles
010B: $2754 = player $PLAYER_CHAR money
0004: $9664 =  2  ;; integer values

:TATTO_548
00D6: if  0
0038:   $9664 ==  2  ;; integer values
004D: jump_if_false TATTO_606
0050: gosub TATTO_1540
00D6: if  0
002C:   $2754 >= $9646  ;; integer values 
004D: jump_if_false TATTO_598
0050: gosub TATTO_1540
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false TATTO_590
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false TATTO_565
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_565
0947: $9645  323 $10081 
0790: $45 
097A: $69 $70 $71  1054 
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false TATTO_574
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_574
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false TATTO_586
08D4: 'TATTO'  29.0  25.0  93.0  2  0  1  1 $2421 
08D6: $2421  0  1 
08DB: $2421  0 'TATTO' 'BOUGHT' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08D6: $2421  1  2 
08DB: $2421  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
08EE: $2421  1  0 'DOLLAR' $9646 
09DB: $2421  0  140 
09DB: $2421  1  46 
0004: $2422 =  1  ;; integer values

:TATTO_586
0004: $9721 =  0  ;; integer values
0050: gosub TATTO_1426
0004: $9664 =  3  ;; integer values
0002: jump TATTO_597

:TATTO_590
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false TATTO_597
097A: $69 $70 $71  1055 
00BC: text_highpriority 'CLTHNO2'  5000 ms  1
0004: $9664 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:TATTO_597
0002: jump TATTO_606

:TATTO_598
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false TATTO_606
097A: $69 $70 $71  1055 
0947: $9645  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9664 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:TATTO_606
00D6: if  0
0038:   $9664 ==  3  ;; integer values
004D: jump_if_false TATTO_611
0004: $9721 =  0  ;; integer values
0050: gosub TATTO_1437

:TATTO_611
00D6: if  0
0038:   $9664 ==  4  ;; integer values
004D: jump_if_false TATTO_617
0004: $9721 =  0  ;; integer values
0050: gosub TATTO_1475
0004: $9664 =  5  ;; integer values

:TATTO_617
00D6: if  0
0038:   $9664 ==  5  ;; integer values
004D: jump_if_false TATTO_622
0004: $9721 =  0  ;; integer values
0050: gosub TATTO_1485

:TATTO_622
00D6: if  0
0038:   $9664 ==  6  ;; integer values
004D: jump_if_false TATTO_637
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false TATTO_630
08DA: $2421 
0004: $2422 =  0  ;; integer values

:TATTO_630
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values
00D6: if  0
001A:    2 > $9664  ;; integer values
004D: jump_if_false TATTO_637
0050: gosub TATTO_1240
0050: gosub TATTO_1139

:TATTO_637
00D6: if  0
0038:   $9652 ==  7  ;; integer values
004D: jump_if_false TATTO_698
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false TATTO_650
0050: gosub TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_649
0050: gosub TATTO_877

:TATTO_649
0002: jump TATTO_2

:TATTO_650
00D6: if  0
0038:   $9649 ==  0  ;; integer values
004D: jump_if_false TATTO_666
00D6: if  22
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_666
0947: $9645  327 $10081 
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_664
075A: $9651 "TAT_DROP_O" "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_664
05C4: unknown_action_sequence $9645 -2 
0004: $9649 =  1  ;; integer values

:TATTO_666
00D6: if  0
0611: $9645 "TAT_SIT_OUT_T" 
004D: jump_if_false TATTO_670
0613: $9645 "TAT_SIT_OUT_T" $9659 

:TATTO_670
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_680
0812: unknown_action_sequence $9645 "TAT_IDLE_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_680
075A: $9651 "TAT_IDLE_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_680
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR $128 near_point_on_foot $678 $679 $680 radius  1.0  1.0  4.0
004D: jump_if_false TATTO_698
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'
03D5: remove_text 'CLTHNO2'
0004: $128 =  1  ;; integer values

:TATTO_698
00D6: if  0
0038:   $9652 ==  8  ;; integer values
004D: jump_if_false TATTO_830
00D6: if  0
0118:   actor $9645 dead
004D: jump_if_false TATTO_711
0050: gosub TATTO_835
07B0: s$706 
00D6: if  0
85AD:   NOT   s$706 == s$9647  ;; 8-byte strings
004D: jump_if_false TATTO_710
0050: gosub TATTO_877

:TATTO_710
0002: jump TATTO_2

:TATTO_711
00D6: if  0
001A:    1 > $9664  ;; integer values
004D: jump_if_false TATTO_718
00D6: if  0
0038:   $9722 ==  0  ;; integer values
004D: jump_if_false TATTO_718
0050: gosub TATTO_1255

:TATTO_718
00D6: if  0
0038:   $9664 ==  0  ;; integer values
004D: jump_if_false TATTO_731
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false TATTO_726
0004: $2544 =  0  ;; integer values
0004: $9664 =  1  ;; integer values

:TATTO_726
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false TATTO_731
0004: $2544 =  0  ;; integer values
0004: $9664 =  2  ;; integer values

:TATTO_731
00D6: if  0
0038:   $9664 ==  1  ;; integer values
004D: jump_if_false TATTO_751
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false TATTO_751
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false TATTO_743
08DA: $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_743
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false TATTO_748
0050: gosub TATTO_1240
0050: gosub TATTO_1139

:TATTO_748
0004: $2544 =  0  ;; integer values
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values

:TATTO_751
00D6: if  0
0038:   $9664 ==  2  ;; integer values
004D: jump_if_false TATTO_787
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false TATTO_787
010B: $2754 = player $PLAYER_CHAR money
00D6: if  0
0028:   $2754 >=  400  ;; integer values
004D: jump_if_false TATTO_779
08D8: $9723 $9725 
00D6: if  0
001A:    0 > $9725  ;; integer values
004D: jump_if_false TATTO_766
0004: $9725 =  0  ;; integer values

:TATTO_766
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false TATTO_772
08DA: $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_772
0084: $2547 = $9712($9725,9i)  ;; integer values and handles
0050: gosub TATTO_969
0109: player $PLAYER_CHAR money += -400
0947: $9645  326 $10081 
097A: $69 $70 $71  1054 
0004: $9664 =  3  ;; integer values
0002: jump TATTO_787

:TATTO_779
00D6: if  0
0038:   $2544 ==  0  ;; integer values
004D: jump_if_false TATTO_787
097A: $69 $70 $71  1055 
0947: $9645  324 $10081 
00BC: text_highpriority 'SHOPNO'  5000 ms  1
0004: $9664 =  0  ;; integer values
0004: $2544 =  1  ;; integer values

:TATTO_787
00D6: if  0
0038:   $9664 ==  3  ;; integer values
004D: jump_if_false TATTO_792
0004: $9721 =  1  ;; integer values
0050: gosub TATTO_1340

:TATTO_792
00D6: if  0
0038:   $9664 ==  4  ;; integer values
004D: jump_if_false TATTO_797
0004: $9721 =  1  ;; integer values
0050: gosub TATTO_1390

:TATTO_797
00D6: if  0
0038:   $9664 ==  5  ;; integer values
004D: jump_if_false TATTO_804
0784: $PLAYER_CHAR  0  0 $2547 
0004: $9721 =  1  ;; integer values
0050: gosub TATTO_1426
0004: $9664 =  6  ;; integer values

:TATTO_804
00D6: if  0
0038:   $9664 ==  6  ;; integer values
004D: jump_if_false TATTO_809
0004: $9721 =  1  ;; integer values
0050: gosub TATTO_1437

:TATTO_809
00D6: if  0
0038:   $9664 ==  7  ;; integer values
004D: jump_if_false TATTO_815
0004: $9721 =  1  ;; integer values
0050: gosub TATTO_1475
0004: $9664 =  8  ;; integer values

:TATTO_815
00D6: if  0
0038:   $9664 ==  8  ;; integer values
004D: jump_if_false TATTO_820
0004: $9721 =  1  ;; integer values
0050: gosub TATTO_1485

:TATTO_820
00D6: if  0
0038:   $9664 ==  9  ;; integer values
004D: jump_if_false TATTO_830
0004: $9664 =  0  ;; integer values
0004: $9652 =  5  ;; integer values
00D6: if  0
001A:    2 > $9664  ;; integer values
004D: jump_if_false TATTO_830
0050: gosub TATTO_1240
0050: gosub TATTO_1139

:TATTO_830
0002: jump TATTO_832

:TATTO_831
0050: gosub TATTO_877

:TATTO_832
0002: jump TATTO_834

:TATTO_833
0050: gosub TATTO_877

:TATTO_834
0002: jump TATTO_2

:TATTO_835
00D6: if  0
0028:   $9652 >=  1  ;; integer values
004D: jump_if_false TATTO_839
03E6: remove_text_box

:TATTO_839
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false TATTO_847
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_847
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false TATTO_853
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_853
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false TATTO_859
08DA: $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_859
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false TATTO_864
08DA: $2421 
0004: $2422 =  0  ;; integer values

:TATTO_864
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_877
03D5: remove_text 'SHOPNO'
03D5: remove_text 'CLTHNO2'
0004: $128 =  1  ;; integer values
0004: $9649 =  0  ;; integer values
0004: $9652 =  0  ;; integer values
0004: $9664 =  0  ;; integer values
00D6: if  0
0038:   $2420 ==  1  ;; integer values
004D: jump_if_false TATTO_889
08DA: $2419 
03E6: remove_text_box
0004: $2420 =  0  ;; integer values

:TATTO_889
00D6: if  0
0038:   $2424 ==  1  ;; integer values
004D: jump_if_false TATTO_895
08DA: $2423 
03E6: remove_text_box
0004: $2424 =  0  ;; integer values

:TATTO_895
00D6: if  0
0038:   $9722 ==  1  ;; integer values
004D: jump_if_false TATTO_901
08DA: $9723 
03E6: remove_text_box
0004: $9722 =  0  ;; integer values

:TATTO_901
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false TATTO_906
08DA: $2421 
0004: $2422 =  0  ;; integer values

:TATTO_906
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  0
8118:   NOT   actor $9645 dead
004D: jump_if_false TATTO_920
0465: remove_actor $9645 from_turret_mode

:TATTO_920
0108: destroy_object $9651
0249: release_model #TATTOO_KIT
009B: destroy_actor_instantly $9645
0249: release_model $2415
0391: (unknown)
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
08F8:  1 
09BD:  0 
040D: unload_wav  4
004E: end_thread
0051: return

:TATTO_932
00D6: if  0
0038:   $2516 ==  0  ;; integer values
004D: jump_if_false TATTO_936
04AE: unknown $2547 radar_icon_or_model  4

:TATTO_936
00D6: if  0
0038:   $2516 ==  1  ;; integer values
004D: jump_if_false TATTO_940
04AE: unknown $2547 radar_icon_or_model  5

:TATTO_940
00D6: if  0
0038:   $2516 ==  2  ;; integer values
004D: jump_if_false TATTO_944
04AE: unknown $2547 radar_icon_or_model  6

:TATTO_944
00D6: if  0
0038:   $2516 ==  3  ;; integer values
004D: jump_if_false TATTO_948
04AE: unknown $2547 radar_icon_or_model  7

:TATTO_948
00D6: if  0
0038:   $2516 ==  4  ;; integer values
004D: jump_if_false TATTO_952
04AE: unknown $2547 radar_icon_or_model  8

:TATTO_952
00D6: if  0
0038:   $2516 ==  5  ;; integer values
004D: jump_if_false TATTO_956
04AE: unknown $2547 radar_icon_or_model  9

:TATTO_956
00D6: if  0
0038:   $2516 ==  6  ;; integer values
004D: jump_if_false TATTO_960
04AE: unknown $2547 radar_icon_or_model  10

:TATTO_960
00D6: if  0
0038:   $2516 ==  7  ;; integer values
004D: jump_if_false TATTO_964
04AE: unknown $2547 radar_icon_or_model  11

:TATTO_964
00D6: if  0
0038:   $2516 ==  8  ;; integer values
004D: jump_if_false TATTO_968
04AE: unknown $2547 radar_icon_or_model  12

:TATTO_968
0051: return

:TATTO_969
00D6: if  0
04A3:   unknown $2547 ==  4
004D: jump_if_false TATTO_984
0004: $2513 =  4  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_984
00D6: if  0
04A3:   unknown $2547 ==  5
004D: jump_if_false TATTO_999
0004: $2513 =  5  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_999
00D6: if  0
04A3:   unknown $2547 ==  6
004D: jump_if_false TATTO_1014
0004: $2513 =  6  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_1014
00D6: if  0
04A3:   unknown $2547 ==  7
004D: jump_if_false TATTO_1029
0004: $2513 =  7  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_1029
00D6: if  0
04A3:   unknown $2547 ==  8
004D: jump_if_false TATTO_1044
0004: $2513 =  8  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_1044
00D6: if  0
04A3:   unknown $2547 ==  9
004D: jump_if_false TATTO_1059
0004: $2513 =  9  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_1059
00D6: if  0
04A3:   unknown $2547 ==  10
004D: jump_if_false TATTO_1074
0004: $2513 =  10  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_1074
00D6: if  0
04A3:   unknown $2547 ==  11
004D: jump_if_false TATTO_1089
0004: $2513 =  11  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_1089
00D6: if  0
04A3:   unknown $2547 ==  12
004D: jump_if_false TATTO_1104
0004: $2513 =  12  ;; integer values
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0050: gosub TATTO_1105
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_1104
0051: return

:TATTO_1105
0004: $2514 =  0  ;; integer values
0004: $9707 =  0  ;; integer values

:TATTO_1107
00D6: if  0
001C:   $9706 > $2514  ;; integer values
004D: jump_if_false TATTO_1129
0760: $2514 $45 
0783: $45  0 $2510 
00D6: if  0
003A:   $2510 == $2513  ;; integer values and handles
004D: jump_if_false TATTO_1127
0084: $2438($9707,12i) = $45  ;; integer values and handles
078C: $45 s$9643 
0761: $45 $9646 
0084: $2426($9707,12i) = $9646  ;; integer values and handles
05A9: $2450($9707,12s) = s$9643  ;; 8-byte strings
00D6: if  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false TATTO_1125
0004: $2498($9707,12i) =  0  ;; integer values
0002: jump TATTO_1126

:TATTO_1125
0004: $2498($9707,12i) =  1  ;; integer values

:TATTO_1126
0008: $9707 +=  1  ;; integer values

:TATTO_1127
0008: $2514 +=  1  ;; integer values
0002: jump TATTO_1107

:TATTO_1129
0084: $2515 = $9707  ;; integer values and handles

:TATTO_1130
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false TATTO_1138
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_1130

:TATTO_1138
0051: return

:TATTO_1139
00D6: if  0
0038:   $2420 ==  0  ;; integer values
004D: jump_if_false TATTO_1187
0512: permanent_text_box 'TATTA'
05A9: s$2518 = 'LARMTP'  ;; 8-byte strings
05A9: s$2520 = 'LARMLW'  ;; 8-byte strings
05A9: s$2522 = 'RARMTP'  ;; 8-byte strings
05A9: s$2524 = 'RARMLW'  ;; 8-byte strings
05A9: s$2526 = 'BACK'  ;; 8-byte strings
05A9: s$2528 = 'LCHEST'  ;; 8-byte strings
05A9: s$2530 = 'RCHEST'  ;; 8-byte strings
05A9: s$2532 = 'BELLY'  ;; 8-byte strings
05A9: s$2534 = 'LBACK'  ;; 8-byte strings
00D6: if  0
0018:   $9711 >  0  ;; integer values
004D: jump_if_false TATTO_1157
05A9: s$2536 = 'TATREM'  ;; 8-byte strings
0002: jump TATTO_1158

:TATTO_1157
05A9: s$2536 = 'DUMMY'  ;; 8-byte strings

:TATTO_1158
05A9: s$2538 = 'DUMMY'  ;; 8-byte strings
05A9: s$2540 = 'DUMMY'  ;; 8-byte strings
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false TATTO_1165
08D4: 'TATTO'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump TATTO_1184

:TATTO_1165
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false TATTO_1170
08D4: 'TATTO'  29.0  165.0  186.0  1  1  1  1 $2419 
0002: jump TATTO_1184

:TATTO_1170
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false TATTO_1175
08D4: 'TATTO'  29.0  165.0  186.0  1  1  1  1 $2419 
0002: jump TATTO_1184

:TATTO_1175
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false TATTO_1180
08D4: 'TATTO'  29.0  145.0  186.0  1  1  1  1 $2419 
0002: jump TATTO_1184

:TATTO_1180
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false TATTO_1184
08D4: 'TATTO'  29.0  145.0  186.0  1  1  1  1 $2419 

:TATTO_1184
08D6: $2419  1  1 
08DB: $2419  0 'DUMMY' 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_1187
0051: return

:TATTO_1188
00D6: if  0
0038:   $2424 ==  0  ;; integer values
004D: jump_if_false TATTO_1237
0512: permanent_text_box 'TATTB'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false TATTO_1197
08D4: 'TATTO'  29.0  145.0  93.0  2  1  1  1 $2423 
0002: jump TATTO_1216

:TATTO_1197
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false TATTO_1202
08D4: 'TATTO'  29.0  145.0  93.0  2  1  1  1 $2423 
0002: jump TATTO_1216

:TATTO_1202
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false TATTO_1207
08D4: 'TATTO'  29.0  165.0  93.0  2  1  1  1 $2423 
0002: jump TATTO_1216

:TATTO_1207
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false TATTO_1212
08D4: 'TATTO'  29.0  145.0  93.0  2  1  1  1 $2423 
0002: jump TATTO_1216

:TATTO_1212
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false TATTO_1216
08D4: 'TATTO'  29.0  145.0  93.0  2  1  1  1 $2423 

:TATTO_1216
08D6: $2423  0  1 
08DB: $2423  0 'TATTO' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
08D6: $2423  1  2 
08DB: $2423  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0004: $2425 =  0  ;; integer values

:TATTO_1221
00D6: if  0
001C:   $9707 > $2425  ;; integer values
004D: jump_if_false TATTO_1227
08EE: $2423  1 $2425 'DOLLAR' $2426($2425,12i) 
0008: $2425 +=  1  ;; integer values
0002: jump TATTO_1221

:TATTO_1227
0004: $2515 =  0  ;; integer values

:TATTO_1228
00D6: if  0
001C:   $9707 > $2515  ;; integer values
004D: jump_if_false TATTO_1234
08D9: $2423 $2515 $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump TATTO_1228

:TATTO_1234
09DB: $2423  0  140 
09DB: $2423  1  46 
0004: $2424 =  1  ;; integer values

:TATTO_1237
0051: return

:TATTO_1238
038F:  1 $2450($9708,12s) 
0051: return

:TATTO_1240
0004: $2515 =  0  ;; integer values
0004: $9711 =  0  ;; integer values

:TATTO_1242
00D6: if  0
001A:    9 > $2515  ;; integer values
004D: jump_if_false TATTO_1254
04AE: unknown $9710 radar_icon_or_model  4
0058: $9710 += $2515  ;; integer values
08F7: $PLAYER_CHAR $9710 $9667 $9668 
00D6: if  0
8038:   NOT   $9667 ==  0  ;; integer values
004D: jump_if_false TATTO_1252
0008: $9711 +=  1  ;; integer values

:TATTO_1252
0008: $2515 +=  1  ;; integer values
0002: jump TATTO_1242

:TATTO_1254
0051: return

:TATTO_1255
00D6: if  0
0038:   $9722 ==  0  ;; integer values
004D: jump_if_false TATTO_1339
0004: $9724 =  0  ;; integer values
0004: $2515 =  0  ;; integer values

:TATTO_1260
00D6: if  0
001A:    9 > $2515  ;; integer values
004D: jump_if_false TATTO_1293
04AE: unknown $9710 radar_icon_or_model  4
0058: $9710 += $2515  ;; integer values
08F7: $PLAYER_CHAR $9710 $9667 $9668 
00D6: if  0
8038:   NOT   $9667 ==  0  ;; integer values
004D: jump_if_false TATTO_1291
0084: $9712($9724,9i) = $9710  ;; integer values and handles
0871: init_jump_table $9710 total_jumps  9  0 TATTO_1290 jumps  4 TATTO_1272  5 TATTO_1274  6 TATTO_1276  7 TATTO_1278  8 TATTO_1280  9 TATTO_1282  10 TATTO_1284 
0872: jump_table_jumps  11 TATTO_1286  12 TATTO_1288 -1 TATTO_1290 -1 TATTO_1290 -1 TATTO_1290 -1 TATTO_1290 -1 TATTO_1290 -1 TATTO_1290 -1 TATTO_1290 

:TATTO_1272
05A9: $2450($9724,12s) = 'LARMTP'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1274
05A9: $2450($9724,12s) = 'LARMLW'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1276
05A9: $2450($9724,12s) = 'RARMTP'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1278
05A9: $2450($9724,12s) = 'RARMLW'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1280
05A9: $2450($9724,12s) = 'BACK'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1282
05A9: $2450($9724,12s) = 'LCHEST'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1284
05A9: $2450($9724,12s) = 'RCHEST'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1286
05A9: $2450($9724,12s) = 'BELLY'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1288
05A9: $2450($9724,12s) = 'LBACK'  ;; 8-byte strings
0002: jump TATTO_1290

:TATTO_1290
0008: $9724 +=  1  ;; integer values

:TATTO_1291
0008: $2515 +=  1  ;; integer values
0002: jump TATTO_1260

:TATTO_1293
0084: $2515 = $9724  ;; integer values and handles

:TATTO_1294
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false TATTO_1300
05A9: $2450($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump TATTO_1294

:TATTO_1300
0512: permanent_text_box 'TATTA'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false TATTO_1306
08D4: 'TATTO'  29.0  145.0  93.0  2  1  1  1 $9723 
0002: jump TATTO_1325

:TATTO_1306
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false TATTO_1311
08D4: 'TATTO'  29.0  165.0  93.0  2  1  1  1 $9723 
0002: jump TATTO_1325

:TATTO_1311
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false TATTO_1316
08D4: 'TATTO'  29.0  165.0  93.0  2  1  1  1 $9723 
0002: jump TATTO_1325

:TATTO_1316
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false TATTO_1321
08D4: 'TATTO'  29.0  145.0  93.0  2  1  1  1 $9723 
0002: jump TATTO_1325

:TATTO_1321
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false TATTO_1325
08D4: 'TATTO'  29.0  145.0  93.0  2  1  1  1 $9723 

:TATTO_1325
08D6: $9723  0  1 
08DB: $9723  0 'TATTO' s$2450 s$2452 s$2454 s$2456 s$2458 s$2460 s$2462 s$2464 s$2466 s$2468 s$2470 s$2472 
08D6: $9723  1  2 
08DB: $9723  1 'COST' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
0004: $2425 =  0  ;; integer values

:TATTO_1330
00D6: if  0
001C:   $9724 > $2425  ;; integer values
004D: jump_if_false TATTO_1336
08EE: $2423  1 $2425 'DOLLAR'  400 
0008: $2425 +=  1  ;; integer values
0002: jump TATTO_1330

:TATTO_1336
09DB: $9723  0  140 
09DB: $9723  1  46 
0004: $9722 =  1  ;; integer values

:TATTO_1339
0051: return

:TATTO_1340
00D6: if  21
04A3:   unknown $2547 ==  8
04A3:   unknown $2547 ==  12
004D: jump_if_false TATTO_1367
00D6: if  0
8611:   NOT $PLAYER_ACTOR "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false TATTO_1360
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_IN_P" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_SIT_IN_P" 
004D: jump_if_false TATTO_1353
0613: $PLAYER_ACTOR "TAT_BACK_SIT_IN_P" $9657 

:TATTO_1353
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1358
0004: $9664 =  4  ;; integer values
0002: jump TATTO_1359

:TATTO_1358
0004: $9664 =  2  ;; integer values

:TATTO_1359
0002: jump TATTO_1366

:TATTO_1360
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1365
0004: $9664 =  5  ;; integer values
0002: jump TATTO_1366

:TATTO_1365
0004: $9664 =  3  ;; integer values

:TATTO_1366
0002: jump TATTO_1389

:TATTO_1367
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_SIT_LOOP_P" 
004D: jump_if_false TATTO_1383
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false TATTO_1376
0613: $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" $9657 

:TATTO_1376
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1381
0004: $9664 =  4  ;; integer values
0002: jump TATTO_1382

:TATTO_1381
0004: $9664 =  2  ;; integer values

:TATTO_1382
0002: jump TATTO_1389

:TATTO_1383
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1388
0004: $9664 =  5  ;; integer values
0002: jump TATTO_1389

:TATTO_1388
0004: $9664 =  3  ;; integer values

:TATTO_1389
0051: return

:TATTO_1390
00D6: if  21
04A3:   unknown $2547 ==  8
04A3:   unknown $2547 ==  12
004D: jump_if_false TATTO_1410
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_SIT_IN_P" 
004D: jump_if_false TATTO_1398
0613: $PLAYER_ACTOR "TAT_BACK_SIT_IN_P" $9657 

:TATTO_1398
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_1409
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1408
0004: $9664 =  5  ;; integer values
0002: jump TATTO_1409

:TATTO_1408
0004: $9664 =  3  ;; integer values

:TATTO_1409
0002: jump TATTO_1425

:TATTO_1410
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" 
004D: jump_if_false TATTO_1414
0613: $PLAYER_ACTOR "TAT_BACK_SIT_OUT_P" $9657 

:TATTO_1414
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_1425
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1424
0004: $9664 =  5  ;; integer values
0002: jump TATTO_1425

:TATTO_1424
0004: $9664 =  3  ;; integer values

:TATTO_1425
0051: return

:TATTO_1426
0812: unknown_action_sequence $PLAYER_ACTOR v$9669 "TATTOOS"  1000.0  0  0  0  1 -1 
03D1: play_wav  4
0005: $9657 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9645 v$9673 "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_1436
075A: $9651 v$9677 "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1436
0051: return

:TATTO_1437
00D6: if  0
0611: $PLAYER_ACTOR v$9669 
004D: jump_if_false TATTO_1441
0613: $PLAYER_ACTOR v$9669 $9657 

:TATTO_1441
00D6: if  0
0611: $9645 v$9673 
004D: jump_if_false TATTO_1445
0613: $9645 v$9673 $9657 

:TATTO_1445
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_1452
00D6: if  0
0837: $9651 v$9677 
004D: jump_if_false TATTO_1452
0839: $9651 v$9677 $9658 

:TATTO_1452
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_1474
0812: unknown_action_sequence $PLAYER_ACTOR v$9681 "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9645 v$9685 "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_1464
075A: $9651 v$9689 "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1464
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: $PLAYER_CHAR $2547 $2542 $2543 
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1472
0004: $9664 =  7  ;; integer values
0002: jump TATTO_1474

:TATTO_1472
0050: gosub TATTO_1105
0004: $9664 =  4  ;; integer values

:TATTO_1474
0051: return

:TATTO_1475
0812: unknown_action_sequence $PLAYER_ACTOR v$9693 "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9657 =  0.0  ;; floating-point values
0812: unknown_action_sequence $9645 v$9697 "TATTOOS"  1000.0  0  0  0  1 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_1484
075A: $9651 v$9701 "TATTOOS"  1000.0  0  1 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1484
0051: return

:TATTO_1485
00D6: if  0
0611: $PLAYER_ACTOR v$9693 
004D: jump_if_false TATTO_1489
0613: $PLAYER_ACTOR v$9693 $9657 

:TATTO_1489
00D6: if  0
0611: $9645 v$9697 
004D: jump_if_false TATTO_1493
0613: $9645 v$9697 $9659 

:TATTO_1493
00D6: if  0
0611: $PLAYER_ACTOR "TAT_BACK_OUT_P" 
004D: jump_if_false TATTO_1518
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_1507
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_BACK_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1506
0004: $9664 =  9  ;; integer values
0002: jump TATTO_1507

:TATTO_1506
0004: $9664 =  6  ;; integer values

:TATTO_1507
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_1517
0812: unknown_action_sequence $9645 "TAT_SIT_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_1517
075A: $9651 "TAT_SIT_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1517
0002: jump TATTO_1539

:TATTO_1518
00D6: if  0
0042:   $9657 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_1529
0812: unknown_action_sequence $PLAYER_ACTOR "TAT_SIT_LOOP_P" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9657 =  0.0  ;; floating-point values
00D6: if  0
0038:   $9721 ==  1  ;; integer values
004D: jump_if_false TATTO_1528
0004: $9664 =  9  ;; integer values
0002: jump TATTO_1529

:TATTO_1528
0004: $9664 =  6  ;; integer values

:TATTO_1529
00D6: if  0
0042:   $9659 ==  1.0  ;; floating-point values
004D: jump_if_false TATTO_1539
0812: unknown_action_sequence $9645 "TAT_SIT_LOOP_T" "TATTOOS"  1000.0  1  0  0  0 -1 
0005: $9659 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9651 exists
004D: jump_if_false TATTO_1539
075A: $9651 "TAT_SIT_LOOP_O" "TATTOOS"  1000.0  1  0 
0005: $9658 =  0.0  ;; floating-point values

:TATTO_1539
0051: return

:TATTO_1540
03E3:  1 
038E:  280.0  58.0  70.0  70.0  0  0  0  255 
03E3:  1 
038D:  1  280.0  58.0  64.0  64.0  255  255  255  200 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START TICKET

03A4: name_thread 'TICKET'
0006: @2 =  0  ;; integer values
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false TICKET_7
009A: @0 = create_actor  5  0 at  0.0  0.0  0.0

:TICKET_7
04ED: load_animation "CASINO"

:TICKET_8
00D6: if  0
84EE:   NOT   animation "CASINO" loaded
004D: jump_if_false TICKET_13
0001: wait  0 ms
0002: jump TICKET_8

:TICKET_13
0006: @3 =  1  ;; integer values
0006: @4 =  0  ;; integer values

:TICKET_15
0001: wait  0 ms
00D6: if  0
8118:   NOT   actor @0 dead
004D: jump_if_false TICKET_26
00D6: if  0
09C5: @0 
004D: jump_if_false TICKET_24
0050: gosub TICKET_28
0002: jump TICKET_25

:TICKET_24
0050: gosub TICKET_80

:TICKET_25
0002: jump TICKET_27

:TICKET_26
0050: gosub TICKET_80

:TICKET_27
0002: jump TICKET_15

:TICKET_28
0871: init_jump_table @3 total_jumps  1  0 TICKET_31 jumps  1 TICKET_29 -1 TICKET_31 -1 TICKET_31 -1 TICKET_31 -1 TICKET_31 -1 TICKET_31 -1 TICKET_31 

:TICKET_29
0050: gosub TICKET_32
0002: jump TICKET_31

:TICKET_31
0051: return

:TICKET_32
0871: init_jump_table @4 total_jumps  7  0 TICKET_79 jumps  0 TICKET_33  1 TICKET_36  2 TICKET_43  3 TICKET_51  4 TICKET_58  5 TICKET_65  6 TICKET_73 

:TICKET_33
0605: unknown_action_sequence @0 "SLOT_IN" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values
0002: jump TICKET_79

:TICKET_36
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false TICKET_42
0605: unknown_action_sequence @0 "SLOT_BET_01" "CASINO"  4.0  0  0  0  0 @2 
000A: @4 +=  1  ;; integer values

:TICKET_42
0002: jump TICKET_79

:TICKET_43
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false TICKET_50
0209: @2 = random_int  5000  10000
0605: unknown_action_sequence @0 "SLOT_WAIT" "CASINO"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:TICKET_50
0002: jump TICKET_79

:TICKET_51
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false TICKET_57
0605: unknown_action_sequence @0 "SLOT_BET_02" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:TICKET_57
0002: jump TICKET_79

:TICKET_58
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false TICKET_64
0605: unknown_action_sequence @0 "SLOT_LOSE_OUT" "CASINO"  4.0  0  0  0  0 -1 
000A: @4 +=  1  ;; integer values

:TICKET_64
0002: jump TICKET_79

:TICKET_65
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false TICKET_72
0209: @2 = random_int  4000  8000
0605: unknown_action_sequence @0 "SLOT_WAIT" "CASINO"  4.0  1  0  0  1 @2 
000A: @4 +=  1  ;; integer values

:TICKET_72
0002: jump TICKET_79

:TICKET_73
062E: @0  1541 @2 
00D6: if  0
04A4: @2  7 
004D: jump_if_false TICKET_78
0050: gosub TICKET_80

:TICKET_78
0002: jump TICKET_79

:TICKET_79
0051: return

:TICKET_80
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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START TRAINS

03A4: name_thread 'TRAINS'
0005: $9525 =  0.0  ;; floating-point values
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_7
0002: jump TRAINS_128

:TRAINS_7
0111: set_wasted_busted_check_to  0 (disabled)

:TRAINS_8
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_126
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false TRAINS_124
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false TRAINS_122
03C0: $9524 = actor $PLAYER_ACTOR car
00D6: if  0
0038:   $9523 ==  0  ;; integer values
004D: jump_if_false TRAINS_28
02E3: $9525 = car $9524 speed
00D6: if  0
0020:   $9525 >  0.0  ;; floating-point values
004D: jump_if_false TRAINS_28
00BC: text_highpriority 'TRAINS'  20000 ms  1
0004: $9523 =  1  ;; integer values

:TRAINS_28
00D6: if  0
0038:   $9523 ==  1  ;; integer values
004D: jump_if_false TRAINS_104
00D6: if  0
0A06: $9524 
004D: jump_if_false TRAINS_71
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false TRAINS_70
016A: fade  0 ()  1000 ms

:TRAINS_38
00D6: if  0
016B:   fading
004D: jump_if_false TRAINS_47
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_46
0002: jump TRAINS_128

:TRAINS_46
0002: jump TRAINS_38

:TRAINS_47
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_59
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false TRAINS_59
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false TRAINS_59
03C0: $9524 = actor $PLAYER_ACTOR car
0A07: $9524 
03D5: remove_text 'TRAINS'

:TRAINS_59
016A: fade  1 (back)  1000 ms

:TRAINS_60
00D6: if  0
016B:   fading
004D: jump_if_false TRAINS_69
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_68
0002: jump TRAINS_128

:TRAINS_68
0002: jump TRAINS_60

:TRAINS_69
0004: $9523 =  2  ;; integer values

:TRAINS_70
0002: jump TRAINS_104

:TRAINS_71
016A: fade  0 ()  1000 ms

:TRAINS_72
00D6: if  0
016B:   fading
004D: jump_if_false TRAINS_81
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_80
0002: jump TRAINS_128

:TRAINS_80
0002: jump TRAINS_72

:TRAINS_81
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_93
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false TRAINS_93
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false TRAINS_93
03C0: $9524 = actor $PLAYER_ACTOR car
0A07: $9524 
03D5: remove_text 'TRAINS'

:TRAINS_93
016A: fade  1 (back)  1000 ms

:TRAINS_94
00D6: if  0
016B:   fading
004D: jump_if_false TRAINS_103
0001: wait  0 ms
00D6: if  0
8256:   NOT   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_102
0002: jump TRAINS_128

:TRAINS_102
0002: jump TRAINS_94

:TRAINS_103
0004: $9523 =  2  ;; integer values

:TRAINS_104
00D6: if  0
0038:   $9523 ==  2  ;; integer values
004D: jump_if_false TRAINS_121
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false TRAINS_121
00D6: if  0
0449:   actor $PLAYER_ACTOR in_a_car
004D: jump_if_false TRAINS_121
00D6: if  0
00DD:   actor $PLAYER_ACTOR driving_vehicle_type  570
004D: jump_if_false TRAINS_121
03C0: $9524 = actor $PLAYER_ACTOR car
00D6: if  0
01C1:   car $9524 stopped
004D: jump_if_false TRAINS_121
0004: $9523 =  0  ;; integer values

:TRAINS_121
0002: jump TRAINS_123

:TRAINS_122
0002: jump TRAINS_128

:TRAINS_123
0002: jump TRAINS_125

:TRAINS_124
0002: jump TRAINS_128

:TRAINS_125
0002: jump TRAINS_127

:TRAINS_126
0002: jump TRAINS_128

:TRAINS_127
0002: jump TRAINS_8

:TRAINS_128
0004: $9523 =  0  ;; integer values
03D5: remove_text 'TRAINS'
004E: end_thread
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START 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 =  1  ;; integer values
0004: $1888 =  1  ;; integer values
0004: $1889 =  1  ;; integer values
0006: @4 =  0  ;; integer values
00D6: if  0
0039:   @8 ==  99  ;; integer values
004D: jump_if_false VALET_29
009A: $1874(@6,3i) = create_actor  4  189 at $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)
009A: $10748 = create_actor  4  189 at $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)
00A5: $1877 = create_car  415 at  0.0  0.0  0.0
00A5: $1879 = create_car  415 at  0.0  0.0  0.0
00A5: $1881 = create_car  415 at  0.0  0.0  0.0
00A5: $10934 = create_car  415 at  0.0  0.0  0.0
00A5: $1867 = create_car  415 at  0.0  0.0  0.0
00A5: $10946 = create_car  415 at  0.0  0.0  0.0
00A5: $1882 = create_car  415 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_29
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_33
009B: destroy_actor_instantly $1874

:VALET_33
04AE: unknown $1892 radar_icon_or_model  1
0004: $1887 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_39
009B: destroy_actor_instantly $1874(1)

:VALET_39
04AE: unknown $1892(1) radar_icon_or_model  1
0004: $1888 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_45
009B: destroy_actor_instantly $1874(2)

:VALET_45
04AE: unknown $1892(2) radar_icon_or_model  1
0004: $1889 =  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_186
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VALET_236
00D6: if  0
0038:   $1873 ==  1  ;; integer values
004D: jump_if_false VALET_194
0050: gosub VALET_2022

:VALET_194
00D6: if  0
8038:   NOT   $10753 ==  1  ;; integer values
004D: jump_if_false VALET_235
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_235
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false VALET_208
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false VALET_207
0006: @5 =  0  ;; integer values

:VALET_207
0002: jump VALET_212

:VALET_208
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false VALET_212
0006: @5 =  1  ;; integer values

:VALET_212
0050: gosub VALET_247
00D6: if  0
0038:   $1896 ==  1  ;; integer values
004D: jump_if_false VALET_235
0050: gosub VALET_460
0050: gosub VALET_987
0050: gosub VALET_1506
0050: gosub VALET_1920
00D6: if  0
001D:   @32 > @8  ;; integer values  
004D: jump_if_false VALET_225
0085: @8 = @32  ;; integer values and handles
000A: @8 +=  2300  ;; integer values

:VALET_225
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false VALET_230
0085: @9 = @32  ;; integer values and handles
000A: @9 +=  100  ;; integer values

:VALET_230
00D6: if  0
001D:   @32 > @10  ;; integer values  
004D: jump_if_false VALET_235
0085: @10 = @32  ;; integer values and handles
000A: @10 +=  900  ;; integer values

:VALET_235
0002: jump VALET_246

:VALET_236
00D6: if  0
0038:   $1896 ==  1  ;; integer values
004D: jump_if_false VALET_246
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false VALET_245
0004: $1870 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00BA: text_styled 'M_FAIL'  5000 ms  1

:VALET_245
0050: gosub VALET_2022

:VALET_246
0002: jump VALET_186

:VALET_247
00D6: if  0
001D:   @32 > @16  ;; integer values  
004D: jump_if_false VALET_403
0085: @16 = @32  ;; integer values and handles
000A: @16 +=  1000  ;; integer values
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0004: $1884 =  0  ;; integer values
00D6: if  0
00A3:   actor $PLAYER_ACTOR  0 ()in_rectangle -1893.418  1119.227 -1617.915  828.85
004D: jump_if_false VALET_258
0004: $1884 =  2  ;; integer values

:VALET_258
00D6: if  0
0038:   $1884 ==  0  ;; integer values
004D: jump_if_false VALET_363
077E: $10930 = active_interior
00D6: if  0
0038:   $10930 ==  0  ;; integer values
004D: jump_if_false VALET_325
00D6: if  0
0038:   $10931 ==  0  ;; integer values
004D: jump_if_false VALET_324
00D6: if  0
0038:   $10932 ==  0  ;; integer values
004D: jump_if_false VALET_287
00D6: if  0
0038:   $1896 ==  1  ;; integer values
004D: jump_if_false VALET_286
00D6: if  0
8038:   NOT   $1886 ==  1  ;; integer values
004D: jump_if_false VALET_286
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false VALET_284
0004: $1870 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
00BB: text_lowpriority 'VAL_A9'  4000 ms  1
00BA: text_styled 'VAL_A6'  4000 ms  1

:VALET_284
0050: gosub VALET_2022
0004: $1896 =  0  ;; integer values

:VALET_286
0002: jump VALET_324

:VALET_287
0004: $10931 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_300
04D7: lock_actor $1874 in_current_position  1
00D6: if  0
00DF:   actor $1874 driving
004D: jump_if_false VALET_300
0811: $48 = actor $1874 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_300
0519: unknown_car $48 flag  1

:VALET_300
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_312
04D7: lock_actor $1874(1) in_current_position  1
00D6: if  0
00DF:   actor $1874(1) driving
004D: jump_if_false VALET_312
0811: $48 = actor $1874(1) car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_312
0519: unknown_car $48 flag  1

:VALET_312
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_324
04D7: lock_actor $1874(2) in_current_position  1
00D6: if  0
00DF:   actor $1874(2) driving
004D: jump_if_false VALET_324
0811: $48 = actor $1874(2) car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_324
0519: unknown_car $48 flag  1

:VALET_324
0002: jump VALET_362

:VALET_325
0004: $10931 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_338
04D7: lock_actor $1874 in_current_position  1
00D6: if  0
00DF:   actor $1874 driving
004D: jump_if_false VALET_338
0811: $48 = actor $1874 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_338
0519: unknown_car $48 flag  1

:VALET_338
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_350
04D7: lock_actor $1874(1) in_current_position  1
00D6: if  0
00DF:   actor $1874(1) driving
004D: jump_if_false VALET_350
0811: $48 = actor $1874(1) car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_350
0519: unknown_car $48 flag  1

:VALET_350
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_362
04D7: lock_actor $1874(2) in_current_position  1
00D6: if  0
00DF:   actor $1874(2) driving
004D: jump_if_false VALET_362
0811: $48 = actor $1874(2) car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_362
0519: unknown_car $48 flag  1

:VALET_362
0002: jump VALET_403

:VALET_363
00D6: if  0
0038:   $10931 ==  1  ;; integer values
004D: jump_if_false VALET_403
0004: $10931 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_379
04D7: lock_actor $1874 in_current_position  0
00D6: if  0
00DF:   actor $1874 driving
004D: jump_if_false VALET_379
0811: $48 = actor $1874 car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_379
0519: unknown_car $48 flag  0

:VALET_379
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_391
04D7: lock_actor $1874(1) in_current_position  0
00D6: if  0
00DF:   actor $1874(1) driving
004D: jump_if_false VALET_391
0811: $48 = actor $1874(1) car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_391
0519: unknown_car $48 flag  0

:VALET_391
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_403
04D7: lock_actor $1874(2) in_current_position  0
00D6: if  0
00DF:   actor $1874(2) driving
004D: jump_if_false VALET_403
0811: $48 = actor $1874(2) car
00D6: if  0
8119:   NOT   car $48 wrecked
004D: jump_if_false VALET_403
0519: unknown_car $48 flag  0

:VALET_403
00D6: if  0
0038:   $10750 ==  1  ;; integer values
004D: jump_if_false VALET_428
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false VALET_413
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  328.1585 -1512.888  35.0247 radius  10.0  10.0  10.0
004D: jump_if_false VALET_413
0004: $10750 =  0  ;; integer values

:VALET_413
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_420
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point -1753.936  961.8587  23.8906 radius  10.0  10.0  10.0
004D: jump_if_false VALET_420
0004: $10750 =  0  ;; integer values

:VALET_420
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false VALET_427
00D6: if  0
80FE:   NOT   actor $PLAYER_ACTOR  0 ()near_point  2021.337  1918.236  11.3438 radius  10.0  10.0  10.0
004D: jump_if_false VALET_427
0004: $10750 =  0  ;; integer values

:VALET_427
0002: jump VALET_459

:VALET_428
00D6: if  0
8038:   NOT   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false VALET_459
00D6: if  0
0038:   $1869 ==  1  ;; integer values
004D: jump_if_false VALET_459
00D6: if  0
0038:   $1870 ==  0  ;; integer values
004D: jump_if_false VALET_459
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_459
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_459
00D6: if  0
00FF:   actor $PLAYER_ACTOR  1 (in-sphere)near_point_on_foot -1753.936  961.8587  23.8906 radius  2.0  2.0  2.0
004D: jump_if_false VALET_459
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false VALET_458
00D6: if  0
810F:   NOT   player $PLAYER_CHAR wanted_level >  0
004D: jump_if_false VALET_456
00BC: text_highpriority 'VAL_A7'  5000 ms  1
0004: $1870 =  1  ;; integer values
0004: $ON_MISSION =  1  ;; integer values
0002: jump VALET_457

:VALET_456
00BC: text_highpriority 'VAL_C1'  1000 ms  1

:VALET_457
0002: jump VALET_459

:VALET_458
00BC: text_highpriority 'VAL_90'  1000 ms  1

:VALET_459
0051: return

:VALET_460
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false VALET_986
00D6: if  0
010F:   player $PLAYER_CHAR wanted_level >  1
004D: jump_if_false VALET_467
06D0:  1 

:VALET_467
00D6: if  0
8500:   NOT   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false VALET_473
00BA: text_styled 'VAL_A6'  4000 ms  1
00BB: text_lowpriority 'VAL_B1'  5000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_473
00D6: if  0
8038:   NOT   $10934 ==  0  ;; integer values
004D: jump_if_false VALET_492
00D6: if  0
856E:   NOT $10934 
004D: jump_if_false VALET_486
00D6: if  0
0018:   $10937 >  0  ;; integer values
004D: jump_if_false VALET_484
00BA: text_styled 'VAL_A6'  4000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_484
0004: $10934 =  0  ;; integer values
0002: jump VALET_492

:VALET_486
00D6: if  0
0119:   car $10934 wrecked
004D: jump_if_false VALET_492
00BA: text_styled 'VAL_A6'  4000 ms  1
00BB: text_lowpriority 'VAL_B6'  5000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_492
00D6: if  0
0038:   $5286 ==  0  ;; integer values
004D: jump_if_false VALET_500
00D6: if  0
8119:   NOT   car $10946 wrecked
004D: jump_if_false VALET_500
0987: $10946 $10751 
0084: $10754 = $10751  ;; integer values and handles

:VALET_500
00D6: if  0
0038:   $10936 ==  0  ;; integer values
004D: jump_if_false VALET_557
00D6: if  0
0248:   model  189 available
004D: jump_if_false VALET_556
00D6: if  0
0118:   actor $1874 dead
004D: jump_if_false VALET_515
009A: $1874 = create_actor  4  189 at -1783.804  968.6431  23.7343
060B: unknown_actor_use_entity $1874 @7 
02A9: set_actor $1874 immune_to_nonplayer  1
0446: (unknown) $1874  0 
0004: $1892 =  2  ;; integer values
0006: @0 =  2  ;; integer values

:VALET_515
00D6: if  0
0118:   actor $1874(1) dead
004D: jump_if_false VALET_524
009A: $1874(1) = create_actor  4  189 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: (unknown) $1874(1)  0 
0004: $1892(1) =  2  ;; integer values
0006: @1 =  2  ;; integer values

:VALET_524
00D6: if  0
0118:   actor $1874(2) dead
004D: jump_if_false VALET_533
009A: $1874(2) = create_actor  4  189 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: (unknown) $1874(2)  0 
0004: $1892(2) =  2  ;; integer values
0006: @2 =  2  ;; integer values

:VALET_533
03DE: set_pedestrians_density_multiplier_to  .3
06D0:  0 
0004: $10934 =  0  ;; integer values
054C: use_GXT_table 'VALET1'
00BE: text_clear_all
00BA: text_styled 'VAL_A7'  3000 ms  1
0004: $1848 =  0  ;; integer values
0085: @17 = @32  ;; integer values and handles
000A: @17 +=  4000  ;; integer values
0004: $10936 =  1  ;; integer values
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_547
039E: (unknown) $1874  1 

:VALET_547
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_551
039E: (unknown) $1874(1)  1 

:VALET_551
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_555
039E: (unknown) $1874(2)  1 

:VALET_555
0002: jump VALET_557

:VALET_556
0247: request_model  189

:VALET_557
00D6: if  0
0038:   $10936 ==  1  ;; integer values
004D: jump_if_false VALET_568
00D6: if  0
001D:   @32 > @17  ;; integer values  
004D: jump_if_false VALET_568
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_568
00D6: if  0
0038:   $10936 ==  2  ;; integer values
004D: jump_if_false VALET_608
00D6: if  0
001D:   @32 > @17  ;; integer values  
004D: jump_if_false VALET_608
00BE: text_clear_all
01E3: text_1number_styled 'VAL_60' @18  4000 ms  1
02FD: text_2numbers_lowpriority 'VAL_76' $10933 $10935  4000 ms  1
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'
04F7: status_text $10933  0 line  1 'VAL_A3'
0085: @17 = @32  ;; integer values and handles
000A: @17 +=  5000  ;; integer values
0004: $10936 =  4  ;; integer values
00D6: if  0
0038:   $1892 ==  6  ;; integer values
004D: jump_if_false VALET_590
0004: $1892 =  1  ;; integer values
0004: $1897 =  0  ;; integer values

:VALET_590
00D6: if  0
0038:   $1892(1) ==  6  ;; integer values
004D: jump_if_false VALET_595
0004: $1892(1) =  1  ;; integer values
0004: $1898 =  0  ;; integer values

:VALET_595
00D6: if  0
0038:   $1892(2) ==  6  ;; integer values
004D: jump_if_false VALET_600
0004: $1892(2) =  1  ;; integer values
0004: $1899 =  0  ;; integer values

:VALET_600
00D6: if  0
8038:   NOT   $1881 ==  0  ;; integer values
004D: jump_if_false VALET_604
0084: $10946 = $1881  ;; integer values and handles

:VALET_604
00D6: if  0
8038:   NOT   $1877 ==  0  ;; integer values
004D: jump_if_false VALET_608
0084: $10946 = $1877  ;; integer values and handles

:VALET_608
00D6: if  0
0038:   $10936 ==  3  ;; integer values
004D: jump_if_false VALET_615
00D6: if  0
001D:   @32 > @17  ;; integer values  
004D: jump_if_false VALET_615
0004: $10936 =  4  ;; integer values

:VALET_615
00D6: if  2
0118:   actor $1874 dead
0038:   $1897 ==  0  ;; integer values
0038:   $1892 ==  6  ;; integer values
004D: jump_if_false VALET_627
0004: $1897 =  1  ;; integer values
000C: $10935 -=  20000  ;; integer values
00D6: if  0
001A:    0 > $10935  ;; integer values
004D: jump_if_false VALET_626
0004: $10935 =  0  ;; integer values

:VALET_626
00BB: text_lowpriority 'VAL_A19'  4000 ms  1

:VALET_627
00D6: if  2
0118:   actor $1874(1) dead
0038:   $1898 ==  0  ;; integer values
0038:   $1892(1) ==  6  ;; integer values
004D: jump_if_false VALET_639
0004: $1898 =  1  ;; integer values
000C: $10935 -=  20000  ;; integer values
00D6: if  0
001A:    0 > $10935  ;; integer values
004D: jump_if_false VALET_638
0004: $10935 =  0  ;; integer values

:VALET_638
00BB: text_lowpriority 'VAL_A19'  4000 ms  1

:VALET_639
00D6: if  2
0118:   actor $1874(2) dead
0038:   $1899 ==  0  ;; integer values
0038:   $1892(2) ==  6  ;; integer values
004D: jump_if_false VALET_651
0004: $1899 =  1  ;; integer values
000C: $10935 -=  20000  ;; integer values
00D6: if  0
001A:    0 > $10935  ;; integer values
004D: jump_if_false VALET_650
0004: $10935 =  0  ;; integer values

:VALET_650
00BB: text_lowpriority 'VAL_A19'  4000 ms  1

:VALET_651
00D6: if  0
00E1:   key_pressed  0  11 ;; skip trip
004D: jump_if_false VALET_651B
0004: $10935 =  3600000  ;; integer values

:VALET_651B
00D6: if  0
0018:   $10936 >  3  ;; integer values
004D: jump_if_false VALET_661
00D6: if  0
0038:   $10935 ==  0  ;; integer values
004D: jump_if_false VALET_661
00BE: text_clear_all
00BB: text_lowpriority 'VAL_47'  4000 ms  1
00BA: text_styled 'VAL_A6'  4000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_661
00D6: if  0
0038:   $10936 ==  4  ;; integer values
004D: jump_if_false VALET_683
00D6: if  0
8038:   NOT   $1877 ==  0  ;; integer values
004D: jump_if_false VALET_683
00D6: if  0
8119:   NOT   car $1877 wrecked
004D: jump_if_false VALET_683
00D6: if  0
003A:   $1877 == $10946  ;; integer values and handles
004D: jump_if_false VALET_683
046C: $10746 = car $1877 driver
00D6: if  0
0038:   $10746 == -1  ;; integer values
004D: jump_if_false VALET_683
0004: $10936 =  20  ;; integer values
00BB: text_lowpriority 'VAL_84'  4000 ms  1
0186: @19 = create_marker_above_car $1877
07E0: @19  1 
0084: $10934 = $1877  ;; integer values and handles
0004: $10936 =  5  ;; integer values

:VALET_683
00D6: if  0
0038:   $10936 ==  5  ;; integer values
004D: jump_if_false VALET_730
00D6: if  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false VALET_726
046C: $10746 = car $10934 driver
00D6: if  0
8038:   NOT   $10746 == -1  ;; integer values
004D: jump_if_false VALET_725
00D6: if  0
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false VALET_715
00BE: text_clear_all
00BB: text_lowpriority 'VAL_25'  4000 ms  1
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'
0810: $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) @21 @22 @23 
00D6: if  0
8043:   NOT   @21 ==  0.0  ;; floating-point values
004D: jump_if_false VALET_714
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_714
0002: jump VALET_725

:VALET_715
00D6: if  22
003A:   $10746 == $1874  ;; integer values and handles
003A:   $10746 == $1874(1)  ;; integer values and handles
003A:   $10746 == $1874(2)  ;; integer values and handles
004D: jump_if_false VALET_725
0164: disable_marker @19
00BB: text_lowpriority 'VAL_79'  4000 ms  1
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_725
0002: jump VALET_730

:VALET_726
0164: disable_marker @19
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_730
00D6: if  0
0038:   $10936 ==  6  ;; integer values
004D: jump_if_false VALET_924
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_924
00D6: if  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false VALET_922
0227: $10937 = car $10934 health
0004: $10941 =  17  ;; integer values
0066: $10941 -= @18  ;; integer values 
0010: $10941 *=  20  ;; integer values
0008: $10937 += -1000  ;; integer values
0094: make $10937 absolute_integer  
008F: @13 = integer_to_float $10937  
008F: @27 = integer_to_float $10941  
0087: @28 = @13  ;; floating-point values only
0073: @28 /= @27  ;; floating-point values 
00D6: if  0
0021:   @28 >  1.0  ;; floating-point values
004D: jump_if_false VALET_753
0007: @28 =  1.0  ;; floating-point values

:VALET_753
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  0
0018:   $10937 >  45  ;; integer values
004D: jump_if_false VALET_761
0004: $10937 =  45  ;; integer values

:VALET_761
00D6: if  0
001A:    0 > $10937  ;; integer values
004D: jump_if_false VALET_765
0004: $10937 =  0  ;; integer values

:VALET_765
046C: $10746 = car $10934 driver
00D6: if  0
803A:   NOT   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false VALET_774
0164: disable_marker @20
0186: @19 = create_marker_above_car $10934
07E0: @19  1 
0151: remove_status_text $10937
0004: $10936 =  7  ;; integer values

:VALET_774
00D6: if  4
8038:   NOT   $10746 == -1  ;; integer values
803A:   NOT   $10746 == $PLAYER_ACTOR  ;; integer values and handles
803A:   NOT   $10746 == $1874  ;; integer values and handles
803A:   NOT   $10746 == $1874(1)  ;; integer values and handles
803A:   NOT   $10746 == $1874(2)  ;; integer values and handles
004D: jump_if_false VALET_786
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

:VALET_786
00D6: if  0
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false VALET_793
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $10934
004D: jump_if_false VALET_793
00BC: text_highpriority 'VAL_A18'  1000 ms  1

:VALET_793
00D6: if  0
01B0:   car $10934 stopped  1 (in-sphere)near_point @21 @22 @23 radius  4.0  4.0  4.0
004D: jump_if_false VALET_921
0164: disable_marker @20
081D: $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 $73 $74 $75 @24
00AA: store_car $10934 position_to $73 $74 $75
0509: @26 = distance between point $73 $74 and point @21 @22
0174: @25 = car $10934 z_angle
0097: make @24 absolute_float  
00D6: if  0
0021:   @24 >  180.0  ;; floating-point values
004D: jump_if_false VALET_810
000F: @24 -=  180.0  ;; floating-point values

:VALET_810
0097: make @25 absolute_float  
00D6: if  0
0021:   @25 >  180.0  ;; floating-point values
004D: jump_if_false VALET_815
000F: @25 -=  180.0  ;; floating-point values

:VALET_815
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  0
0023:    0.0 > @13  ;; floating-point values
004D: jump_if_false VALET_830
0007: @13 =  0.0  ;; floating-point values

:VALET_830
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  0
0023:    0.0 > @28  ;; floating-point values
004D: jump_if_false VALET_845
0007: @28 =  0.0  ;; floating-point values

:VALET_845
0013: @28 *=  5.0  ;; floating-point values 
0090: $10941 = float_to_integer @28  
0084: $10938 = $10941  ;; integer values and handles
0058: $10940 += $10941  ;; integer values
00D6: if  1
8038:   NOT   $10940 ==  1  ;; integer values
8038:   NOT   $10937 ==  1  ;; integer values
004D: jump_if_false VALET_854
02FD: text_2numbers_lowpriority 'VAL_A10' $10940 $10937  2500 ms  1

:VALET_854
00D6: if  1
0038:   $10940 ==  1  ;; integer values
8038:   NOT   $10937 ==  1  ;; integer values
004D: jump_if_false VALET_859
02FD: text_2numbers_lowpriority 'VAL_A12' $10940 $10937  2500 ms  1

:VALET_859
00D6: if  1
8038:   NOT   $10940 ==  1  ;; integer values
0038:   $10937 ==  1  ;; integer values
004D: jump_if_false VALET_864
02FD: text_2numbers_lowpriority 'VAL_A11' $10940 $10937  2500 ms  1

:VALET_864
00D6: if  1
0038:   $10940 ==  0  ;; integer values
0038:   $10937 ==  0  ;; integer values
004D: jump_if_false VALET_869
02FD: text_2numbers_lowpriority 'VAL_A13' $10940 $10937  2500 ms  1

:VALET_869
0084: $10941 = $10940  ;; integer values and handles
0058: $10941 += $10937  ;; integer values
00D6: if  0
8038:   NOT   $10941 ==  1  ;; integer values
004D: jump_if_false VALET_876
01E4: text_1number_lowpriority 'VAL_A14' $10941  2500 ms  1
0002: jump VALET_877

:VALET_876
01E4: text_1number_lowpriority 'VAL_A15' $10941  2500 ms  1

:VALET_877
00BB: text_lowpriority 'VAL_A16'  3000 ms  1
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: $1848 +=  1  ;; integer values
0652: $10941 = stat  175 (valet parkings)  ; integer
00D6: if  0
001C:   $1848 > $10941  ;; integer values
004D: jump_if_false VALET_891
0629: change_stat  175 (valet parkings) to $1848  ; integer see statdisp.dat

:VALET_891
00D6: if  0
0038:   $10933 ==  0  ;; integer values
004D: jump_if_false VALET_920
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  0
001B:    6 > @18  ;; integer values
004D: jump_if_false VALET_915
008A: $10941 = @18  ;; integer values and handles
000C: $10941 -=  1  ;; integer values
01E3: text_1number_styled 'VAL_62' $10941  3000 ms  1
008A: $10941 = @18  ;; integer values and handles
0010: $10941 *=  100  ;; integer values
000C: $10941 -=  100  ;; integer values
01E4: text_1number_lowpriority 'VAL_65' $10941  4000 ms  1
0109: player $PLAYER_CHAR money += $10941
0085: @17 = @32  ;; integer values and handles
000A: @17 +=  5000  ;; integer values

:VALET_915
00D6: if  0
0039:   @18 ==  6  ;; integer values
004D: jump_if_false VALET_919
0050: gosub VALET_1970

:VALET_919
0002: jump VALET_921

:VALET_920
0004: $10936 =  4  ;; integer values

:VALET_921
0002: jump VALET_924

:VALET_922
00BA: text_styled 'VAL_A6'  4000 ms  1
0004: $10936 =  8  ;; integer values

:VALET_924
00D6: if  0
0038:   $10936 ==  7  ;; integer values
004D: jump_if_false VALET_958
00D6: if  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false VALET_954
046C: $10746 = car $10934 driver
00D6: if  0
8038:   NOT   $10746 == -1  ;; integer values
004D: jump_if_false VALET_953
00D6: if  0
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false VALET_943
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'
0004: $10936 =  6  ;; integer values
0002: jump VALET_953

:VALET_943
00D6: if  22
003A:   $10746 == $1874  ;; integer values and handles
003A:   $10746 == $1874(1)  ;; integer values and handles
003A:   $10746 == $1874(2)  ;; integer values and handles
004D: jump_if_false VALET_953
0164: disable_marker @19
00BB: text_lowpriority 'VAL_79'  4000 ms  1
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_953
0002: jump VALET_958

:VALET_954
0164: disable_marker @19
0004: $10936 =  4  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10946 =  0  ;; integer values

:VALET_958
00D6: if  0
0038:   $10936 ==  8  ;; integer values
004D: jump_if_false VALET_986
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:  1 
0004: $1870 =  0  ;; integer values
0004: $ON_MISSION =  0  ;; integer values
0004: $10936 =  0  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $10750 =  1  ;; integer values
03C7: unknown_maby_cops_density  1.0
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_978
039E: (unknown) $1874  0 

:VALET_978
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_982
039E: (unknown) $1874(1)  0 

:VALET_982
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_986
039E: (unknown) $1874(2)  0 

:VALET_986
0051: return

:VALET_987
0006: @6 =  0  ;; integer values

:VALET_988
00D6: if  0
001B:    3 > @6  ;; integer values
004D: jump_if_false VALET_1505
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1003
00D6: if  0
095D: $1874(@6,3i) 
004D: jump_if_false VALET_1003
062E: $1874(@6,3i)  2089 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1003
0792: $1874(@6,3i) 
0829: unknown_action_sequence $1874(@6,3i) "KO_SKID_FRONT" "PED"  1000.0  0 

:VALET_1003
00D6: if  1
8038:   NOT   $1892(@6,3i) ==  4  ;; integer values
8038:   NOT   $1892(@6,3i) ==  5  ;; integer values
004D: jump_if_false VALET_1051
00D6: if  1
8118:   NOT   actor $1874(@6,3i) dead
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_1051
00D6: if  0
074F: $1874(@6,3i)  9 
004D: jump_if_false VALET_1044
00D6: if  21
0104:   actor $PLAYER_ACTOR near_actor $1874(@6,3i) radius  5.0  5.0  5.0 sphere  0
051A:   unknown_actor $1874(@6,3i) hit_by_actor $PLAYER_ACTOR
004D: jump_if_false VALET_1043
0004: $1892(@6,3i) =  5  ;; integer values
0008: $10928 +=  1  ;; integer values
0687: $1874(@6,3i) 
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_1028
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $1874 radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false VALET_1028
0004: $1892 =  5  ;; integer values

:VALET_1028
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_1035
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $1874(1) radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false VALET_1035
0004: $1892(1) =  5  ;; integer values

:VALET_1035
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_1042
00D6: if  0
0104:   actor $PLAYER_ACTOR near_actor $1874(2) radius  15.0  15.0  15.0 sphere  0
004D: jump_if_false VALET_1042
0004: $1892(2) =  5  ;; integer values

:VALET_1042
0002: jump VALET_1044

:VALET_1043
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1044
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  9  ;; integer values
004D: jump_if_false VALET_1051
00D6: if  0
04A3:   unknown $1895 ==  7
004D: jump_if_false VALET_1051
0004: $1892(@6,3i) =  9  ;; integer values

:VALET_1051
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  1  ;; integer values
004D: jump_if_false VALET_1087
00D6: if  0
056D:   unknown_actor $1874(@6,3i) dead_but_valid
004D: jump_if_false VALET_1087
00D6: if  0
0118:   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1087
0889: $1874(@6,3i) $73 $74 $75 
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  6  ;; integer values
004D: jump_if_false VALET_1085
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_1073
00D6: if  0
00FE:   actor $PLAYER_ACTOR  0 ()near_point $73 $74 $75 radius  15.0  15.0  15.0
004D: jump_if_false VALET_1073
0004: $1892 =  5  ;; integer values
0004: $1892(1) =  5  ;; integer values
0004: $1892(2) =  5  ;; integer values

:VALET_1073
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false VALET_1085
00D6: if  25
0024:   $10808($1884,4f) > $73  ;; floating-point values only
0024:   $10816($1884,4f) > $74  ;; floating-point values only
0024:   $10824($1884,4f) > $75  ;; floating-point values only
0024:   $73 > $10812($1884,4f)  ;; floating-point values only
0024:   $74 > $10820($1884,4f)  ;; floating-point values only
0024:   $75 > $10828($1884,4f)  ;; floating-point values only
004D: jump_if_false VALET_1085
010E: set_player $PLAYER_CHAR minimum_wanted_level_to  1

:VALET_1085
0004: $1892(@6,3i) =  6  ;; integer values
01C2: remove_references_to_actor $1874(@6,3i)  ;; Like turning an actor into a random pedestrian

:VALET_1087
0871: init_jump_table $1892(@6,3i) total_jumps  11  0 VALET_1503 jumps  1 VALET_1089  2 VALET_1117  3 VALET_1175  4 VALET_1243  5 VALET_1253  6 VALET_1502  7 VALET_1295 
0872: jump_table_jumps  8 VALET_1412  9 VALET_1450  10 VALET_1228  11 VALET_1473 -1 VALET_1503 -1 VALET_1503 -1 VALET_1503 -1 VALET_1503 -1 VALET_1503 

:VALET_1089
00D6: if  0
0038:   $1887(@6,3i) ==  1  ;; integer values
004D: jump_if_false VALET_1116
0247: request_model  189
00D6: if  0
0248:   model  189 available
004D: jump_if_false VALET_1116
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false VALET_1101
009A: $1874(@6,3i) = create_actor  24  189 at $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)
0173: set_actor $1874(@6,3i) z_angle_to $10765(@6,3f)

:VALET_1101
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_1106
009A: $1874(@6,3i) = create_actor  24  189 at $10768(@6,3f) $10771(@6,3f) $10774(@6,3f)
0173: set_actor $1874(@6,3i) z_angle_to $10777(@6,3f)

:VALET_1106
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false VALET_1111
009A: $1874(@6,3i) = create_actor  24  189 at $10780(@6,3f) $10783(@6,3f) $10786(@6,3f)
0173: set_actor $1874(@6,3i) z_angle_to $10789(@6,3f)

:VALET_1111
060B: unknown_actor_use_entity $1874(@6,3i) @7 
02A9: set_actor $1874(@6,3i) immune_to_nonplayer  1
0446: (unknown) $1874(@6,3i)  0 
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values

:VALET_1116
0002: jump VALET_1503

:VALET_1117
00D6: if  0
001D:   @32 > @8  ;; integer values  
004D: jump_if_false VALET_1174
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1174
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false VALET_1136
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  2.0  2.0  2.0
004D: jump_if_false VALET_1136
0615: @11 
05F5: unknown_action_sequence -1 $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)  6 -2 
05D4: unknown_action_sequence -1 unknown_angle $10765(@6,3f) 
0616: @11 
0618: $1874(@6,3i) @11 
061B: @11 
0004: $1892(@6,3i) =  3  ;; integer values

:VALET_1136
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_1161
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  2.0  2.0  2.0
004D: jump_if_false VALET_1150
0615: @11 
05F5: unknown_action_sequence -1 $10768(@6,3f) $10771(@6,3f) $10774(@6,3f)  6 -2 
05D4: unknown_action_sequence -1 unknown_angle $10777(@6,3f) 
0616: @11 
0618: $1874(@6,3i) @11 
061B: @11 
0004: $1892(@6,3i) =  3  ;; integer values
0002: jump VALET_1161

:VALET_1150
062E: $1874(@6,3i)  1492 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1161
0172: $10755 = actor $1874(@6,3i) z_angle
0061: $10755 -= $10777(@6,3f)  ;; floating-point values
0096: make $10755 absolute_float  
00D6: if  0
8022:   NOT    10.0 > $10755  ;; floating-point values
004D: jump_if_false VALET_1161
05D4: unknown_action_sequence $1874(@6,3i) unknown_angle $10777(@6,3f) 

:VALET_1161
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false VALET_1174
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  2.0  2.0  2.0
004D: jump_if_false VALET_1174
0615: @11 
05F5: unknown_action_sequence -1 $10780(@6,3f) $10783(@6,3f) $10786(@6,3f)  6 -2 
05D4: unknown_action_sequence -1 unknown_angle $10789(@6,3f) 
0616: @11 
0618: $1874(@6,3i) @11 
061B: @11 
0004: $1892(@6,3i) =  3  ;; integer values

:VALET_1174
0002: jump VALET_1503

:VALET_1175
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false VALET_1227
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1227
062E: $1874(@6,3i)  1560 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1227
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false VALET_1199
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  3.0  3.0  3.0
004D: jump_if_false VALET_1198
0615: @11 
05F5: unknown_action_sequence -1 $10756(@6,3f) $10759(@6,3f) $10762(@6,3f)  6 -2 
05D4: unknown_action_sequence -1 unknown_angle $10765(@6,3f) 
0616: @11 
0618: $1874(@6,3i) @11 
061B: @11 
0002: jump VALET_1199

:VALET_1198
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1199
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_1213
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  3.0  3.0  3.0
004D: jump_if_false VALET_1212
0615: @11 
05F5: unknown_action_sequence -1 $10768(@6,3f) $10771(@6,3f) $10774(@6,3f)  6 -2 
05D4: unknown_action_sequence -1 unknown_angle $10777(@6,3f) 
0616: @11 
0618: $1874(@6,3i) @11 
061B: @11 
0002: jump VALET_1213

:VALET_1212
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1213
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false VALET_1227
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  3.0  3.0  3.0
004D: jump_if_false VALET_1226
0615: @11 
05F5: unknown_action_sequence -1 $10780(@6,3f) $10783(@6,3f) $10786(@6,3f)  6 -2 
05D4: unknown_action_sequence -1 unknown_angle $10789(@6,3f) 
0616: @11 
0618: $1874(@6,3i) @11 
061B: @11 
0002: jump VALET_1227

:VALET_1226
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1227
0002: jump VALET_1503

:VALET_1228
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1242
062E: $1874(@6,3i)  1560 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1242
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10832($1884,4f) $10836($1884,4f) $10840($1884,4f) radius  3.0  3.0  3.0
004D: jump_if_false VALET_1240
05F5: unknown_action_sequence $1874(@6,3i) $10832($1884,4f) $10836($1884,4f) $10840($1884,4f)  6 -2 
0002: jump VALET_1242

:VALET_1240
0006: @0(@6,3i) =  3  ;; integer values
0004: $1892(@6,3i) =  3  ;; integer values

:VALET_1242
0002: jump VALET_1503

:VALET_1243
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1252
00D6: if  0
874F:   NOT $1874(@6,3i)  9 
004D: jump_if_false VALET_1251
0812: unknown_action_sequence $1874(@6,3i) "FUCKU" "PED"  4.0  0  0  0  0 -2 
000A: @4 +=  1  ;; integer values

:VALET_1251
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1252
0002: jump VALET_1503

:VALET_1253
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1294
062E: $1874(@6,3i)  1506 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1261
05E2: unknown_action_sequence $1874(@6,3i) $PLAYER_ACTOR 

:VALET_1261
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false VALET_1294
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_1294
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false VALET_1276
00D6: if  21
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 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  10.0  10.0  10.0
004D: jump_if_false VALET_1276
0687: $1874(@6,3i) 
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1276
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_1285
00D6: if  21
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 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  10.0  10.0  10.0
004D: jump_if_false VALET_1285
0687: $1874(@6,3i) 
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1285
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false VALET_1294
00D6: if  21
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 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  10.0  10.0  10.0
004D: jump_if_false VALET_1294
0687: $1874(@6,3i) 
008A: $1892(@6,3i) = @0(@6,3i)  ;; integer values and handles

:VALET_1294
0002: jump VALET_1503

:VALET_1295
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1411
00D6: if  0
0038:   $1884 ==  1  ;; integer values
004D: jump_if_false VALET_1307
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10756(@6,3f) $10759(@6,3f) $10762(@6,3f) radius  23.0  23.0  8.0
004D: jump_if_false VALET_1307
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1307
00D6: if  0
0038:   $1884 ==  2  ;; integer values
004D: jump_if_false VALET_1316
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10768(@6,3f) $10771(@6,3f) $10774(@6,3f) radius  23.0  23.0  8.0
004D: jump_if_false VALET_1316
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1316
00D6: if  0
0038:   $1884 ==  3  ;; integer values
004D: jump_if_false VALET_1325
00D6: if  0
80FE:   NOT   actor $1874(@6,3i)  0 ()near_point $10780(@6,3f) $10783(@6,3f) $10786(@6,3f) radius  23.0  23.0  8.0
004D: jump_if_false VALET_1325
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1325
00D6: if  0
8038:   NOT   $1892(@6,3i) ==  2  ;; integer values
004D: jump_if_false VALET_1411
062E: $1874(@6,3i)  1560 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1383
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false VALET_1379
00D6: if  0
00DB:   actor $1874(@6,3i) in_car $1878(@6,3i)
004D: jump_if_false VALET_1361
0810: $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f) $73 $74 $75 
00D6: if  0
8042:   NOT   $73 ==  0.0  ;; floating-point values
004D: jump_if_false VALET_1360
00D6: if  0
003A:   $1878(@6,3i) == $1877  ;; integer values and handles
004D: jump_if_false VALET_1346
0004: $1877 =  0  ;; integer values

:VALET_1346
0086: $10942 = $73  ;; floating-point values only
0086: $10943 = $74  ;; floating-point values only
0086: $10944 = $75  ;; floating-point values only
00D6: if  0
0686: $1878(@6,3i) 
004D: jump_if_false VALET_1353
0684: $1878(@6,3i)  0.0  0.0  0.0  0 

:VALET_1353
05D1: unknown_action_sequence $1874(@6,3i) $1878(@6,3i) $73 $74 $75  15.0  1  0  0 
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false VALET_1358
039E: (unknown) $1874(@6,3i)  1 

:VALET_1358
0004: $1892(@6,3i) =  8  ;; integer values
0006: @0(@6,3i) =  7  ;; integer values

:VALET_1360
0002: jump VALET_1378

:VALET_1361
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false VALET_1375
00D6: if  0
0205:   actor $1874(@6,3i) near_car $1878(@6,3i) radius  20.0  20.0  20.0 unknown  0
004D: jump_if_false VALET_1374
0615: @11 
05B9: unknown_action_sequence -1  3000 
05CB: unknown_action_sequence -1 $1878(@6,3i) -2 
0616: @11 
0008: $10929 +=  1  ;; integer values
0618: $1874(@6,3i) @11 
061B: @11 

:VALET_1374
0002: jump VALET_1378

:VALET_1375
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1378
0002: jump VALET_1382

:VALET_1379
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1382
0002: jump VALET_1411

:VALET_1383
00D6: if  1
8119:   NOT   car $1878(@6,3i) wrecked
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_1411
0811: $10751 = actor $PLAYER_ACTOR car
00D6: if  0
003A:   $10751 == $1878(@6,3i)  ;; integer values and handles
004D: jump_if_false VALET_1401
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false VALET_1401
00D6: if  1
89DE:   NOT $1874(@6,3i) 
80DF:   NOT   actor $1874(@6,3i) driving
004D: jump_if_false VALET_1401
0687: $1874(@6,3i) 
0004: $1892(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1401
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false VALET_1410
00D6: if  0
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_1410
0004: $1892(@6,3i) =  2  ;; integer values
0006: @0(@6,3i) =  2  ;; integer values
0004: $1878(@6,3i) =  0  ;; integer values

:VALET_1410
0002: jump VALET_1411

:VALET_1411
0002: jump VALET_1503

:VALET_1412
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1449
062E: $1874(@6,3i)  1489 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1428
00D6: if  0
00A4:   actor $1874(@6,3i)  0 ()in_cube $10808($1884,4f) $10816($1884,4f) $10824($1884,4f) $10812($1884,4f) $10820($1884,4f) $10828($1884,4f)
004D: jump_if_false VALET_1425
0004: $1892(@6,3i) =  3  ;; integer values
0006: @0(@6,3i) =  3  ;; integer values
0002: jump VALET_1427

:VALET_1425
0004: $1892(@6,3i) =  3  ;; integer values
0006: @0(@6,3i) =  3  ;; integer values

:VALET_1427
0002: jump VALET_1449

:VALET_1428
00D6: if  22
0038:   $ON_MISSION ==  0  ;; integer values
0038:   $1870 ==  1  ;; integer values
0018:   $1886 >  0  ;; integer values
004D: jump_if_false VALET_1449
00D6: if  0
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false VALET_1449
0987: $1878(@6,3i) $10751 
00D6: if  0
8119:   NOT   car $10751 wrecked
004D: jump_if_false VALET_1449
046C: $10746 = car $10751 driver
00D6: if  21
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
0038:   $10746 == -1  ;; integer values
004D: jump_if_false VALET_1449
00D6: if  0
8038:   NOT   $10751 == -1  ;; integer values
004D: jump_if_false VALET_1449
0084: $10754 = $10751  ;; integer values and handles

:VALET_1449
0002: jump VALET_1503

:VALET_1450
00D6: if  1
8118:   NOT   actor $1874(@6,3i) dead
8119:   NOT   car $1878(@6,3i) wrecked
004D: jump_if_false VALET_1472
00D6: if  0
80DB:   NOT   actor $1874(@6,3i) in_car $1878(@6,3i)
004D: jump_if_false VALET_1472
046C: $10749 = car $1878(@6,3i) driver
00D6: if  0
8038:   NOT   $10749 == -1  ;; integer values
004D: jump_if_false VALET_1472
0811: $10751 = actor $PLAYER_ACTOR car
00D6: if  0
003A:   $10751 == $1878(@6,3i)  ;; integer values and handles
004D: jump_if_false VALET_1471
00D6: if  0
0500:   player $PLAYER_CHAR skin == "VALET"  17 
004D: jump_if_false VALET_1469
0002: jump VALET_1470

:VALET_1469
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1470
0002: jump VALET_1472

:VALET_1471
0004: $1892(@6,3i) =  2  ;; integer values

:VALET_1472
0002: jump VALET_1503

:VALET_1473
00D6: if  0
8118:   NOT   actor $1874(@6,3i) dead
004D: jump_if_false VALET_1501
062E: $1874(@6,3i)  1655 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1501
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false VALET_1501
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_1501
00D6: if  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_1501
062E: $1874(1)  1655 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1501
062E: $1874  1655 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1501
0677: unknown_action_sequence $1874 $1874(1)  1  1 
0677: unknown_action_sequence $1874(1) $1874  0  1 
0006: @0 =  11  ;; integer values
0006: @1 =  11  ;; integer values

:VALET_1501
0002: jump VALET_1503

:VALET_1502
0002: jump VALET_1503

:VALET_1503
000A: @6 +=  1  ;; integer values
0002: jump VALET_988

:VALET_1505
0051: return

:VALET_1506
00D6: if  21
0038:   $1890 ==  0  ;; integer values
0018:   $10752 >  0  ;; integer values
004D: jump_if_false VALET_1533
00D6: if  0
0038:   $1885 ==  0  ;; integer values
004D: jump_if_false VALET_1533
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false VALET_1533
00D6: if  0
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_1522
000C: $10752 -=  1  ;; integer values
0004: $1885 =  1  ;; integer values
0006: @15 =  0  ;; integer values

:VALET_1522
00D6: if  0
0038:   $1885 ==  0  ;; integer values
004D: jump_if_false VALET_1533
00D6: if  2
0038:   $10934 ==  0  ;; integer values
0038:   $1877 ==  0  ;; integer values
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false VALET_1533
000C: $10752 -=  1  ;; integer values
0004: $1885 =  1  ;; integer values
0006: @15 =  0  ;; integer values

:VALET_1533
00D6: if  0
8038:   NOT   $1881 ==  0  ;; integer values
004D: jump_if_false VALET_1559
00D6: if  0
0119:   car $1881 wrecked
004D: jump_if_false VALET_1541
0004: $1891 =  1  ;; integer values
0004: $1881 =  0  ;; integer values

:VALET_1541
00D6: if  0
8119:   NOT   car $1881 wrecked
004D: jump_if_false VALET_1559
046C: $10746 = car $1881 driver
00D6: if  0
8118:   NOT   actor $10746 dead
004D: jump_if_false VALET_1552
00D6: if  0
8448:   NOT   actor $10746 in_car $1881
004D: jump_if_false VALET_1552
01C3: remove_references_to_car $1881  ;; Like turning a car into any random car

:VALET_1552
00D6: if  21
0038:   $10746 == -1  ;; integer values
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false VALET_1559
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_1559
00D6: if  0
8038:   NOT   $1877 ==  0  ;; integer values
004D: jump_if_false VALET_1578
00D6: if  0
0119:   car $1877 wrecked
004D: jump_if_false VALET_1566
0004: $1877 =  0  ;; integer values

:VALET_1566
00D6: if  0
8119:   NOT   car $1877 wrecked
004D: jump_if_false VALET_1578
046C: $10746 = car $1877 driver
00D6: if  0
003A:   $10746 == $PLAYER_ACTOR  ;; integer values and handles
004D: jump_if_false VALET_1578
00D6: if  0
803A:   NOT   $1877 == $1867  ;; integer values and handles
004D: jump_if_false VALET_1577
01C3: remove_references_to_car $1877  ;; Like turning a car into any random car

:VALET_1577
0004: $1877 =  0  ;; integer values

:VALET_1578
00D6: if  0
001D:   @32 > @9  ;; integer values  
004D: jump_if_false VALET_1738
00D6: if  24
0038:   $1892 ==  2  ;; integer values
0038:   $1892(1) ==  2  ;; integer values
0038:   $1892(2) ==  2  ;; integer values
0038:   $1870 ==  1  ;; integer values
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false VALET_1738
00D6: if  2
8038:   NOT   $1892 ==  7  ;; integer values
8038:   NOT   $1892(1) ==  7  ;; integer values
8038:   NOT   $1892(2) ==  7  ;; integer values
004D: jump_if_false VALET_1738
053E: $1882 = get_random_car_with_actors -1 in_area $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
00D6: if  0
8119:   NOT   car $1867 wrecked
004D: jump_if_false VALET_1601
00D6: if  0
00B0:   car $1867  0 ()in_rectangle $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
004D: jump_if_false VALET_1601
0084: $1882 = $1867  ;; integer values and handles

:VALET_1601
00D6: if  0
0038:   $1882 == -1  ;; integer values
004D: jump_if_false VALET_1611
00D6: if  0
8119:   NOT   car $1881 wrecked
004D: jump_if_false VALET_1611
00D6: if  0
00B0:   car $1881  0 ()in_rectangle $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
004D: jump_if_false VALET_1611
0084: $1882 = $1881  ;; integer values and handles

:VALET_1611
00D6: if  0
0038:   $1882 == -1  ;; integer values
004D: jump_if_false VALET_1621
00D6: if  0
8119:   NOT   car $10946 wrecked
004D: jump_if_false VALET_1621
00D6: if  0
00B0:   car $10946  0 ()in_rectangle $10792($1884,4f) $10800($1884,4f) $10796($1884,4f) $10804($1884,4f)
004D: jump_if_false VALET_1621
0084: $1882 = $10946  ;; integer values and handles

:VALET_1621
0004: $10724 =  0  ;; integer values
00D6: if  0
8038:   NOT   $1882 == -1  ;; integer values
004D: jump_if_false VALET_1642
0084: $10945 = $1882  ;; integer values and handles
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false VALET_1642
046C: $10746 = car $1882 driver
00D6: if  0
0038:   $10746 == -1  ;; integer values
004D: jump_if_false VALET_1642
08EC: @12 = car $1882 type
00D6: if  3
84A4:   NOT @12  0 
84A4:   NOT @12  1 
84A4:   NOT @12  2 
84A4:   NOT @12  3 
004D: jump_if_false VALET_1642
0084: $10754 = $1882  ;; integer values and handles
0004: $1882 = -1  ;; integer values

:VALET_1642
00D6: if  0
8038:   NOT   $1882 == -1  ;; integer values
004D: jump_if_false VALET_1653
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false VALET_1653
00D6: if  0
0975: $1882 
004D: jump_if_false VALET_1653
0084: $10754 = $1882  ;; integer values and handles
0004: $1882 = -1  ;; integer values

:VALET_1653
00D6: if  0
8038:   NOT   $1882 == -1  ;; integer values
004D: jump_if_false VALET_1738
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false VALET_1681
046C: $10746 = car $1882 driver
00D6: if  0
8038:   NOT   $10746 == -1  ;; integer values
004D: jump_if_false VALET_1681
00D6: if  0
8118:   NOT   actor $10746 dead
004D: jump_if_false VALET_1681
00D6: if  0
8448:   NOT   actor $10746 in_car $1882
004D: jump_if_false VALET_1671
0084: $1877 = $1882  ;; integer values and handles
04E0: car $1877 abandon_path_radius  1

:VALET_1671
062E: $10746  1560 @3 
00D6: if  0
04A4: @3  1 
004D: jump_if_false VALET_1681
0646: $10746 @3 
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false VALET_1681
0084: $1877 = $1882  ;; integer values and handles
04E0: car $1877 abandon_path_radius  1

:VALET_1681
00D6: if  0
0038:   $10746 == -1  ;; integer values
004D: jump_if_false VALET_1686
0084: $1877 = $1882  ;; integer values and handles
04E0: car $1877 abandon_path_radius  1

:VALET_1686
0811: $10751 = actor $PLAYER_ACTOR car
00D6: if  0
003A:   $10751 == $1877  ;; integer values and handles
004D: jump_if_false VALET_1691
0004: $1877 =  0  ;; integer values

:VALET_1691
00D6: if  0
003A:   $1877 == $1882  ;; integer values and handles
004D: jump_if_false VALET_1737
00D6: if  0
8119:   NOT   car $1882 wrecked
004D: jump_if_false VALET_1720
01EA: @30 = car $1882 max_passengers
0006: @6 =  0  ;; integer values

:VALET_1699
00D6: if  0
001D:   @30 > @6  ;; integer values  
004D: jump_if_false VALET_1720
00D6: if  0
8431:   NOT   car $1882 car_passenger_seat_free @6
004D: jump_if_false VALET_1718
0432: $10749 = get_actor_handle_from_car $1882 passenger @6
00D6: if  0
8118:   NOT   actor $10749 dead
004D: jump_if_false VALET_1718
00D6: if  0
0448:   actor $10749 in_car $1882
004D: jump_if_false VALET_1718
062E: $10749  1502 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1718
01C2: remove_references_to_actor $10749  ;; Like turning an actor into a random pedestrian
05DE: unknown_action_sequence $10749 

:VALET_1718
000A: @6 +=  1  ;; integer values
0002: jump VALET_1699

:VALET_1720
00D6: if  0
0038:   $1892 ==  2  ;; integer values
004D: jump_if_false VALET_1726
0004: $1892 =  7  ;; integer values
0084: $1878 = $1877  ;; integer values and handles
0002: jump VALET_1737

:VALET_1726
00D6: if  0
0038:   $1892(1) ==  2  ;; integer values
004D: jump_if_false VALET_1732
0004: $1892(1) =  7  ;; integer values
0084: $1879 = $1877  ;; integer values and handles
0002: jump VALET_1737

:VALET_1732
00D6: if  0
0038:   $1892(2) ==  2  ;; integer values
004D: jump_if_false VALET_1737
0004: $1892(2) =  7  ;; integer values
0084: $1880 = $1877  ;; integer values and handles

:VALET_1737
0004: $1882 =  0  ;; integer values

:VALET_1738
00D6: if  0
0038:   $1885 ==  1  ;; integer values
004D: jump_if_false VALET_1919
00D6: if  0
001D:   @32 > @10  ;; integer values  
004D: jump_if_false VALET_1919
0004: $1891 =  3  ;; integer values
0004: $1881 =  0  ;; integer values
053E: $10751 = get_random_car_with_actors -1 in_area $10844($1884,4f) $10848($1884,4f) $10852($1884,4f) $10856($1884,4f)
00D6: if  0
8038:   NOT   $10751 == -1  ;; integer values
004D: jump_if_false VALET_1785
00D6: if  0
8119:   NOT   car $10751 wrecked
004D: jump_if_false VALET_1785
0174: @24 = car $10751 z_angle
0087: @13 = @24  ;; floating-point values only
0065: @13 -= $10860($1884,4f)  ;; floating-point values 
0097: make @13 absolute_float  
00D6: if  0
0023:    45.0 > @13  ;; floating-point values
004D: jump_if_false VALET_1785
08EC: @12 = car $10751 type
00D6: if  23
04A4: @12  0 
04A4: @12  1 
04A4: @12  2 
04A4: @12  3 
004D: jump_if_false VALET_1785
0441: @12 = car $10751 model
00D6: if  21
84A4:   NOT @12  596 
84A4:   NOT @12  420 
004D: jump_if_false VALET_1785
046C: $10747 = car $10751 driver
00D6: if  0
8038:   NOT   $10747 == -1  ;; integer values
004D: jump_if_false VALET_1785
00D6: if  0
8118:   NOT   actor $10747 dead
004D: jump_if_false VALET_1785
062E: $10747  1490 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1785
0084: $1881 = $10751  ;; integer values and handles
073B: $1881  0 

:VALET_1785
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false VALET_1827
053E: $10751 = get_random_car_with_actors -1 in_area $10864($1884,4f) $10868($1884,4f) $10872($1884,4f) $10876($1884,4f)
00D6: if  0
8038:   NOT   $10751 == -1  ;; integer values
004D: jump_if_false VALET_1827
00D6: if  0
8119:   NOT   car $10751 wrecked
004D: jump_if_false VALET_1827
0174: @24 = car $10751 z_angle
0087: @13 = @24  ;; floating-point values only
0065: @13 -= $10880($1884,4f)  ;; floating-point values 
0097: make @13 absolute_float  
00D6: if  0
0023:    45.0 > @13  ;; floating-point values
004D: jump_if_false VALET_1827
08EC: @12 = car $10751 type
00D6: if  23
04A4: @12  0 
04A4: @12  1 
04A4: @12  2 
04A4: @12  3 
004D: jump_if_false VALET_1827
0441: @12 = car $10751 model
00D6: if  21
84A4:   NOT @12  596 
84A4:   NOT @12  420 
004D: jump_if_false VALET_1827
046C: $10747 = car $10751 driver
00D6: if  0
8038:   NOT   $10747 == -1  ;; integer values
004D: jump_if_false VALET_1827
00D6: if  0
8118:   NOT   actor $10747 dead
004D: jump_if_false VALET_1827
062E: $10747  1490 @3 
00D6: if  0
04A4: @3  7 
004D: jump_if_false VALET_1827
0084: $1881 = $10751  ;; integer values and handles
073B: $1881  0 

:VALET_1827
00D6: if  21
0038:   $1870 ==  1  ;; integer values
0018:   $1886 >  0  ;; integer values
004D: jump_if_false VALET_1880
00D6: if  0
0038:   $1881 ==  0  ;; integer values
004D: jump_if_false VALET_1880
000A: @15 +=  1  ;; integer values
00D6: if  0
0039:   @15 ==  6  ;; integer values
004D: jump_if_false VALET_1854
0209: @6 = random_int  0  3
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false VALET_1844
0247: request_model  436
04AF: @14 = unknown_wav_reference  436 

:VALET_1844
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false VALET_1849
0247: request_model  533
04AF: @14 = unknown_wav_reference  533 

:VALET_1849
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false VALET_1854
0247: request_model  507
04AF: @14 = unknown_wav_reference  507 

:VALET_1854
00D6: if  0
0029:   @15 >=  6  ;; integer values
004D: jump_if_false VALET_1880
00D6: if  0
8039:   NOT   @14 ==  0  ;; integer values
004D: jump_if_false VALET_1880
00D6: if  0
0248:   model @14 available
004D: jump_if_false VALET_1880
00D6: if  0
80C2:   NOT   sphere_onscreen $10896($1884,4f) $10900($1884,4f) $10904($1884,4f)  5.0
004D: jump_if_false VALET_1872
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 $10747
073B: $1881  0 
0002: jump VALET_1880

:VALET_1872
00D6: if  0
80C2:   NOT   sphere_onscreen $10912($1884,4f) $10916($1884,4f) $10920($1884,4f)  5.0
004D: jump_if_false VALET_1880
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 $10747
073B: $1881  0 

:VALET_1880
00D6: if  0
8038:   NOT   $1881 ==  0  ;; integer values
004D: jump_if_false VALET_1919
0004: $1885 =  0  ;; integer values
00D6: if  1
8118:   NOT   actor $10747 dead
8119:   NOT   car $1881 wrecked
004D: jump_if_false VALET_1914
00D6: if  0
0038:   $1901 ==  1  ;; integer values
004D: jump_if_false VALET_1892
0229: set_car $1881 color_to  3  3

:VALET_1892
01C2: remove_references_to_actor $10747  ;; Like turning an actor into a random pedestrian
0615: @11 
00D6: if  0
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false VALET_1898
05D1: unknown_action_sequence -1 $1881 $10884($1884,4f) $10888($1884,4f) $10892($1884,4f)  17.0  0  0  0 

:VALET_1898
00D6: if  0
0038:   $ON_MISSION ==  1  ;; integer values
004D: jump_if_false VALET_1902
05D1: unknown_action_sequence -1 $1881 $10884($1884,4f) $10888($1884,4f) $10892($1884,4f)  17.0  0  0  2 

:VALET_1902
05DE: unknown_action_sequence -1 
0616: @11 
00D6: if  0
8118:   NOT   actor $10747 dead
004D: jump_if_false VALET_1908
039E: (unknown) $10747  1 

:VALET_1908
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false VALET_1912
0084: $10946 = $1881  ;; integer values and handles

:VALET_1912
0618: $10747 @11 
061B: @11 

:VALET_1914
00D6: if  0
8039:   NOT   @14 ==  0  ;; integer values
004D: jump_if_false VALET_1919
0249: release_model @14
0006: @14 =  0  ;; integer values

:VALET_1919
0051: return

:VALET_1920
00D6: if  21
0038:   $1870 ==  1  ;; integer values
0038:   $1871 ==  1  ;; integer values
004D: jump_if_false VALET_1969
00D6: if  2
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_1969
00D6: if  0
803A:   NOT   $10947 == $10754  ;; integer values and handles
004D: jump_if_false VALET_1969
00D6: if  0
8119:   NOT   car $10754 wrecked
004D: jump_if_false VALET_1969
00AA: store_car $10754 position_to $73 $74 $75
00D6: if  25
0022:   -1760.178 > $73  ;; floating-point values
0022:    972.2405 > $74  ;; floating-point values
0022:    16.1633 > $75  ;; floating-point values
0020:   $73 > -1679.605  ;; floating-point values
0020:   $74 >  1064.293  ;; floating-point values
0020:   $75 >  24.8629  ;; floating-point values
004D: jump_if_false VALET_1969
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $10754
004D: jump_if_false VALET_1969
00D6: if  0
82CA:   NOT   car $10754 bounding_sphere_visible
004D: jump_if_false VALET_1952
00A6: destroy_car $10754
0002: jump VALET_1969

:VALET_1952
046C: $10749 = car $10754 driver
00D6: if  0
0038:   $10749 == -1  ;; integer values
004D: jump_if_false VALET_1969
00D6: if  0
8205:   NOT   actor $PLAYER_ACTOR near_car $10754 radius  8.0  8.0  8.0 unknown  0
004D: jump_if_false VALET_1969
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  1
8118:   NOT   actor $10749 dead
8119:   NOT   car $10754 wrecked
004D: jump_if_false VALET_1969
036A: put_actor $10749 in_car $10754
05D2: unknown_action_sequence $10749 $10754  20.0  2 
0004: $10754 =  0  ;; integer values

:VALET_1969
0051: return

:VALET_1970
00D6: if  0
0038:   $1900 ==  0  ;; integer values
004D: jump_if_false VALET_2019
030C: set_mission_points +=  1
0394: play_music  1
0004: $1900 =  1  ;; integer values
016A: fade  0 ()  500 ms

:VALET_1977
00D6: if  0
016B:   fading
004D: jump_if_false VALET_1982
0001: wait  0 ms
0002: jump VALET_1977

:VALET_1982
00BE: text_clear_all
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VALET_2011
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle_widescreen  1 (on)
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 (back)  500 ms

:VALET_1993
00D6: if  0
016B:   fading
004D: jump_if_false VALET_1998
0001: wait  0 ms
0002: jump VALET_1993

:VALET_1998
0394: play_music  2
00BA: text_styled 'ASS_ACQ'  5000 ms  6
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
0001: wait  6000 ms
016A: fade  0 ()  500 ms

:VALET_2006
00D6: if  0
016B:   fading
004D: jump_if_false VALET_2011
0001: wait  0 ms
0002: jump VALET_2006

:VALET_2011
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VALET_2019
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
02A3: toggle_widescreen  0 (off)
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
016A: fade  1 (back)  500 ms

:VALET_2019
00BA: text_styled 'VAL_A33'  5000 ms  1
0004: $10936 =  8  ;; integer values
0051: return

:VALET_2022
0249: release_model  189
01C2: remove_references_to_actor $1874  ;; 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  0
8118:   NOT   actor $1874 dead
004D: jump_if_false VALET_2034
009B: destroy_actor_instantly $1874

:VALET_2034
00D6: if  0
8118:   NOT   actor $1874(1) dead
004D: jump_if_false VALET_2038
009B: destroy_actor_instantly $1874(1)

:VALET_2038
00D6: if  0
8118:   NOT   actor $1874(2) dead
004D: jump_if_false VALET_2042
009B: destroy_actor_instantly $1874(2)

:VALET_2042
00D6: if  0
0038:   $1870 ==  1  ;; integer values
004D: jump_if_false VALET_2047
03DE: set_pedestrians_density_multiplier_to  1.0
06D0:  1 

:VALET_2047
0004: $1892 =  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  0
8119:   NOT   car $10934 wrecked
004D: jump_if_false VALET_2062
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_2062
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $10934
004D: jump_if_false VALET_2062
00A6: destroy_car $10934

:VALET_2062
00D6: if  0
8119:   NOT   car $1878 wrecked
004D: jump_if_false VALET_2072
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_2072
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1878
004D: jump_if_false VALET_2072
00A6: destroy_car $1878

:VALET_2072
00D6: if  0
8119:   NOT   car $1879 wrecked
004D: jump_if_false VALET_2082
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_2082
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1879
004D: jump_if_false VALET_2082
00A6: destroy_car $1879

:VALET_2082
00D6: if  0
8119:   NOT   car $1880 wrecked
004D: jump_if_false VALET_2092
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_2092
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1880
004D: jump_if_false VALET_2092
00A6: destroy_car $1880

:VALET_2092
00D6: if  0
8119:   NOT   car $1877 wrecked
004D: jump_if_false VALET_2102
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_2102
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1877
004D: jump_if_false VALET_2102
00A6: destroy_car $1877

:VALET_2102
00D6: if  0
8119:   NOT   car $1881 wrecked
004D: jump_if_false VALET_2112
00D6: if  0
8118:   NOT   actor $PLAYER_ACTOR dead
004D: jump_if_false VALET_2112
00D6: if  0
80DB:   NOT   actor $PLAYER_ACTOR in_car $1881
004D: jump_if_false VALET_2112
00A6: destroy_car $1881

:VALET_2112
0004: $1897 =  0  ;; integer values
0004: $1898 =  0  ;; integer values
0004: $1899 =  0  ;; integer values
0004: $10934 =  0  ;; integer values
0004: $1878 =  0  ;; integer values
0004: $1879 =  0  ;; integer values
0004: $1880 =  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

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START VENDING_MACHINE

03A4: name_thread 'VENDING'
0006: @1 =  0  ;; integer values
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false VENDING_8
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_8
0001: wait  0 ms
01BD: $16 = current_time_in_ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false VENDING_185
00D6: if  0
0977: @0 
004D: jump_if_false VENDING_169
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VENDING_154
00D6: if  0
0039:   @1 ==  0  ;; integer values
004D: jump_if_false VENDING_24
04ED: load_animation "VENDING"
000A: @1 +=  1  ;; integer values

:VENDING_24
00D6: if  0
0039:   @1 ==  1  ;; integer values
004D: jump_if_false VENDING_48
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false VENDING_47
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  .5
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false VENDING_46
00D6: if  22
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_42
03CF: load_wav  42601 as  4
0512: permanent_text_box 'SLOT_04'
0002: jump VENDING_44

:VENDING_42
03CF: load_wav  42600 as  4
0512: permanent_text_box 'SLOT_05'

:VENDING_44
07CC: $PLAYER_CHAR  0 
000A: @1 +=  1  ;; integer values

:VENDING_46
0002: jump VENDING_48

:VENDING_47
04ED: load_animation "VENDING"

:VENDING_48
00D6: if  0
0039:   @1 ==  2  ;; integer values
004D: jump_if_false VENDING_127
00D6: if  0
04EE:   animation "VENDING" loaded
004D: jump_if_false VENDING_126
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  .5
00D6: if  22
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_62
03CF: load_wav  42601 as  4
0002: jump VENDING_63

:VENDING_62
03CF: load_wav  42600 as  4

:VENDING_63
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .6  .6  1.0
004D: jump_if_false VENDING_122
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false VENDING_121
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false VENDING_121
00D6: if  0
010A:   player $PLAYER_CHAR money >  0
004D: jump_if_false VENDING_119
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false VENDING_118
0176: $72 = object @0 z_angle
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -.2  .6
029B: @3 = init_object #CJ_JUICE_CAN at $73 $74 $75
0176: $72 = object @0 z_angle
0615: $3395 
0400: create_coordinate $73 $74 $75 from_object @0 offset  .2 -1.0  0.0
0804: unknown_action_sequence -1 $73 $74 $75 $72  .4 "VEND_USE" "VENDING"  4.0  0  0  0  1  0 
00D6: if  22
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_92
0A1A: unknown_action_sequence -1 "VEND_EAT_P" "VENDING"  4.0  0  0  0  0 -1 
0002: jump VENDING_97

:VENDING_92
07E4: -172 $73 $74 $75 $73 $74 $75 
0015: $74 /=  2.0  ;; floating-point values
0009: $74 +=  .027  ;; floating-point values
070A: unknown_action_sequence -1 @3  .062 $74  0.0  5  16 "VEND_USE_PT2" "VENDING"  0 
070A: unknown_action_sequence -1 @3  .062 $74  0.0  5  16 "VEND_DRINK2_P" "VENDING"  0 

:VENDING_97
0616: $3395 
0618: $PLAYER_ACTOR $3395 
061B: $3395 
0109: player $PLAYER_CHAR money += -1
03E6: remove_text_box
00D6: if  22
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_109
03CF: load_wav  42601 as  4
0002: jump VENDING_110

:VENDING_109
03CF: load_wav  42600 as  4

:VENDING_110
00D6: if  0
03D0:   wav  4 loaded
004D: jump_if_false VENDING_115
0949: link_wav  4 to_actor $PLAYER_ACTOR 
03D1: play_wav  4

:VENDING_115
008B: @2 = $16  ;; integer values and handles
000A: @2 +=  3000  ;; integer values
000A: @1 +=  1  ;; integer values

:VENDING_118
0002: jump VENDING_121

:VENDING_119
00A0: store_actor $PLAYER_ACTOR position_to $73 $74 $75
018C: play_sound  1053 at $73 $74 $75

:VENDING_121
0002: jump VENDING_125

:VENDING_122
03E6: remove_text_box
07CC: $PLAYER_CHAR  1 
0006: @1 =  1  ;; integer values

:VENDING_125
0002: jump VENDING_127

:VENDING_126
04ED: load_animation "VENDING"

:VENDING_127
00D6: if  0
0039:   @1 ==  3  ;; integer values
004D: jump_if_false VENDING_144
062E: $PLAYER_ACTOR  1560 $416 
00D6: if  0
04A3:   unknown $416 ==  7
004D: jump_if_false VENDING_144
0623: add  5 to_stats  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_CHAR  1 
008B: @2 = $16  ;; integer values and handles
000A: @2 +=  1500  ;; integer values
000A: @1 +=  1  ;; integer values

:VENDING_144
00D6: if  0
0039:   @1 ==  4  ;; integer values
004D: jump_if_false VENDING_153
00D6: if  0
001E:   $16 > @2  ;; integer values
004D: jump_if_false VENDING_153
0687: $PLAYER_ACTOR 
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_153
0002: jump VENDING_168

:VENDING_154
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false VENDING_168
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false VENDING_162
03E6: remove_text_box
07CC: $PLAYER_CHAR  1 

:VENDING_162
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false VENDING_166
01C4: remove_references_to_object @3  ;; This object will now disappear when the player looks away

:VENDING_166
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_168
0002: jump VENDING_184

:VENDING_169
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false VENDING_183
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false VENDING_177
03E6: remove_text_box
07CC: $PLAYER_CHAR  1 

:VENDING_177
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false VENDING_181
01C4: remove_references_to_object @3  ;; This object will now disappear when the player looks away

:VENDING_181
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_183
004E: end_thread

:VENDING_184
0002: jump VENDING_200

:VENDING_185
00D6: if  0
0019:   @1 >  0  ;; integer values
004D: jump_if_false VENDING_199
00D6: if  0
0019:   @1 >  1  ;; integer values
004D: jump_if_false VENDING_193
03E6: remove_text_box
07CC: $PLAYER_CHAR  1 

:VENDING_193
00D6: if  0
0019:   @1 >  2  ;; integer values
004D: jump_if_false VENDING_197
01C4: remove_references_to_object @3  ;; This object will now disappear when the player looks away

:VENDING_197
04EF: release_animation "VENDING"
0006: @1 =  0  ;; integer values

:VENDING_199
004E: end_thread

:VENDING_200
0002: jump VENDING_8
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START 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  0
0039:   @4 == -1  ;; integer values
004D: jump_if_false VIDPOK_12
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_12
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VIDPOK_16
010B: @12 = player $PLAYER_CHAR money

:VIDPOK_16
00D6: if  0
001B:    100 > @12  ;; integer values
004D: jump_if_false VIDPOK_21
0006: @13 =  5  ;; integer values
0002: jump VIDPOK_42

:VIDPOK_21
00D6: if  0
001B:    1000 > @12  ;; integer values
004D: jump_if_false VIDPOK_26
0006: @13 =  6  ;; integer values
0002: jump VIDPOK_42

:VIDPOK_26
00D6: if  0
001B:    10000 > @12  ;; integer values
004D: jump_if_false VIDPOK_31
0006: @13 =  7  ;; integer values
0002: jump VIDPOK_42

:VIDPOK_31
00D6: if  0
001B:    50000 > @12  ;; integer values
004D: jump_if_false VIDPOK_36
0006: @13 =  8  ;; integer values
0002: jump VIDPOK_42

:VIDPOK_36
00D6: if  0
001B:    100000 > @12  ;; integer values
004D: jump_if_false VIDPOK_41
0006: @13 =  9  ;; integer values
0002: jump VIDPOK_42

:VIDPOK_41
0006: @13 =  10  ;; integer values

:VIDPOK_42
0209: @12 = random_int  0 @13
0871: init_jump_table @12 total_jumps  10  0 VIDPOK_65 jumps  0 VIDPOK_45  1 VIDPOK_47  2 VIDPOK_49  3 VIDPOK_51  4 VIDPOK_53  5 VIDPOK_55  6 VIDPOK_57 
0872: jump_table_jumps  7 VIDPOK_59  8 VIDPOK_61  9 VIDPOK_63 -1 VIDPOK_65 -1 VIDPOK_65 -1 VIDPOK_65 -1 VIDPOK_65 -1 VIDPOK_65 -1 VIDPOK_65 

:VIDPOK_45
0006: @1 =  1  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_47
0006: @1 =  5  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_49
0006: @1 =  10  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_51
0006: @1 =  25  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_53
0006: @1 =  50  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_55
0006: @1 =  100  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_57
0006: @1 =  500  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_59
0006: @1 =  1000  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_61
0006: @1 =  5000  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_63
0006: @1 =  10000  ;; integer values
0002: jump VIDPOK_65

:VIDPOK_65
0001: wait  0 ms
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false VIDPOK_190
00D6: if  0
0038:   $8867 ==  0  ;; integer values
004D: jump_if_false VIDPOK_176
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VIDPOK_169
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false VIDPOK_162
00D6: if  0
0472:   unknown_actor $PLAYER_ACTOR near_pizza @0 radius  5.0  5.0 unknown  0
004D: jump_if_false VIDPOK_155
0006: @12 =  0  ;; integer values
0984: @0 @13 
07E4: @13 @19 @20 @21 @22 @23 @24 
0087: @15 = @22  ;; floating-point values only
0063: @15 -= @19  ;; floating-point values 
00D6: if  0
0021:   @15 >  4.0  ;; floating-point values
004D: jump_if_false VIDPOK_115
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false VIDPOK_94
0006: @12 =  1  ;; integer values

:VIDPOK_94
0400: create_coordinate $73 $74 $75 from_object @0 offset -.838 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false VIDPOK_99
0006: @12 =  1  ;; integer values

:VIDPOK_99
0400: create_coordinate $73 $74 $75 from_object @0 offset -1.676 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false VIDPOK_104
0006: @12 =  1  ;; integer values

:VIDPOK_104
0400: create_coordinate $73 $74 $75 from_object @0 offset  .838 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false VIDPOK_109
0006: @12 =  1  ;; integer values

:VIDPOK_109
0400: create_coordinate $73 $74 $75 from_object @0 offset  1.676 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false VIDPOK_114
0006: @12 =  1  ;; integer values

:VIDPOK_114
0002: jump VIDPOK_120

:VIDPOK_115
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0 -1.0  0.0
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .3  .3  1.5
004D: jump_if_false VIDPOK_120
0006: @12 =  1  ;; integer values

:VIDPOK_120
00D6: if  0
0039:   @12 ==  1  ;; integer values
004D: jump_if_false VIDPOK_149
00D6: if  0
0038:   $8870 ==  0  ;; integer values
004D: jump_if_false VIDPOK_144
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false VIDPOK_138
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false VIDPOK_134
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_134
0006: @3 =  0  ;; integer values
0006: @4 =  0  ;; integer values
008A: $8867 = @0  ;; integer values and handles
0002: jump VIDPOK_143

:VIDPOK_138
00D6: if  0
0039:   @2 ==  0  ;; integer values
004D: jump_if_false VIDPOK_143
0512: permanent_text_box 'VP01'
0006: @2 =  1  ;; integer values

:VIDPOK_143
0002: jump VIDPOK_148

:VIDPOK_144
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false VIDPOK_148
0004: $8870 =  0  ;; integer values

:VIDPOK_148
0002: jump VIDPOK_154

:VIDPOK_149
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false VIDPOK_154
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_154
0002: jump VIDPOK_161

:VIDPOK_155
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false VIDPOK_160
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_160
004E: end_thread

:VIDPOK_161
0002: jump VIDPOK_168

:VIDPOK_162
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false VIDPOK_167
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_167
004E: end_thread

:VIDPOK_168
0002: jump VIDPOK_175

:VIDPOK_169
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false VIDPOK_174
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_174
004E: end_thread

:VIDPOK_175
0002: jump VIDPOK_189

:VIDPOK_176
00D6: if  0
003C:   $8867 == @0  ;; integer values 
004D: jump_if_false VIDPOK_189
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VIDPOK_189
00D6: if  0
0039:   @7 ==  0  ;; integer values
004D: jump_if_false VIDPOK_187
0050: gosub VIDPOK_198
0002: jump VIDPOK_189

:VIDPOK_187
0050: gosub VIDPOK_3233
0004: $8867 =  0  ;; integer values

:VIDPOK_189
0002: jump VIDPOK_196

:VIDPOK_190
00D6: if  0
0039:   @2 ==  1  ;; integer values
004D: jump_if_false VIDPOK_195
03E6: remove_text_box
0006: @2 =  0  ;; integer values

:VIDPOK_195
004E: end_thread

:VIDPOK_196
0002: jump VIDPOK_65
0051: return

:VIDPOK_198
00D6: if  0
0735:  32 
004D: jump_if_false VIDPOK_202
0006: @25 =  1  ;; integer values

:VIDPOK_202
00D6: if  0
0039:   @25 ==  1  ;; integer values
004D: jump_if_false VIDPOK_210
008A: $8903 = @3  ;; integer values and handles
008A: $8904 = @4  ;; integer values and handles
065D: $8903 "M_STAGE" 
065D: $8904 "M_GOALS" 
065D: $8868 "HIGH_CARDS_HELD" 

:VIDPOK_210
000A: @8 +=  1  ;; integer values
00D6: if  0
0019:   @8 >  9  ;; integer values
004D: jump_if_false VIDPOK_215
0006: @8 =  0  ;; integer values

:VIDPOK_215
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  0
0039:   @3 ==  0  ;; integer values
004D: jump_if_false VIDPOK_519
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false VIDPOK_420
09BD:  1 
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false VIDPOK_230
0176: $72 = object @0 z_angle

:VIDPOK_230
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
05D4: unknown_action_sequence $PLAYER_ACTOR unknown_angle $72 
0826:  0 
0004: $8905 =  200  ;; integer values
0005: $8908 =  529.0  ;; floating-point values
0005: $8916 =  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: $8873 =  122.0  ;; floating-point values
0005: $8878 =  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: $8925 =  91.0  ;; floating-point values
0005: $8924 =  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: $8926 = -86.0  ;; floating-point values
0005: $8927 =  49.0  ;; floating-point values
0005: $8928 =  18.0  ;; floating-point values
0005: $8883 =  123.0  ;; floating-point values
0005: $8884 =  401.0  ;; floating-point values
0005: $8934 =  81.0  ;; floating-point values
0005: $8935 =  18.0  ;; floating-point values
0005: $8885 =  222.0  ;; floating-point values
0005: $8886 =  401.0  ;; floating-point values
0005: $8932 =  87.0  ;; floating-point values
0005: $8933 =  18.0  ;; floating-point values
0005: $8929 =  4.0  ;; floating-point values
0005: $8936 =  384.0  ;; floating-point values
0005: $8945 =  131.0  ;; floating-point values
0005: $8954 =  2.0  ;; floating-point values
0005: $8963 =  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: $8972 =  .82  ;; floating-point values
0005: $8978 =  3.02  ;; floating-point values
0004: $8984 =  128  ;; integer values
0004: $8990 =  0  ;; integer values
0004: $8996 =  0  ;; integer values
0004: $9002 =  1  ;; integer values
0004: $9008 =  1  ;; integer values
0004: $9014 =  1  ;; integer values
0084: $9020 = $8905  ;; integer values and handles
0084: $9026 = $8905  ;; integer values and handles
0004: $9032 =  0  ;; integer values
0005: $8973 =  .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 =  .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 =  .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 =  .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 =  .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: $9068 =  81.0  ;; floating-point values
0005: $9067 =  63.0  ;; floating-point values
0005: $9040 =  268.0  ;; floating-point values
0005: $9041 =  130.0  ;; floating-point values
0005: $9042 =  384.0  ;; floating-point values
0005: $9043 =  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: $9038 =  2.5  ;; floating-point values
000A: @4 +=  1  ;; integer values

:VIDPOK_420
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false VIDPOK_425
016A: fade  0 ()  500 ms
000A: @4 +=  1  ;; integer values

:VIDPOK_425
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false VIDPOK_432
00D6: if  0
816B:   NOT   fading
004D: jump_if_false VIDPOK_432
000A: @4 +=  1  ;; integer values

:VIDPOK_432
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false VIDPOK_513
03F0: text_draw_toggle  1
0390: 'LD_POKE' 
038F:  1 "CD1C" 
038F:  2 "CD2C" 
038F:  3 "CD3C" 
038F:  4 "CD4C" 
038F:  5 "CD5C" 
038F:  6 "CD6C" 
038F:  7 "CD7C" 
038F:  8 "CD8C" 
038F:  9 "CD9C" 
038F:  10 "CD10C" 
038F:  11 "CD11C" 
038F:  12 "CD12C" 
038F:  13 "CD13C" 
038F:  14 "CD1D" 
038F:  15 "CD2D" 
038F:  16 "CD3D" 
038F:  17 "CD4D" 
038F:  18 "CD5D" 
038F:  19 "CD6D" 
038F:  20 "CD7D" 
038F:  21 "CD8D" 
038F:  22 "CD9D" 
038F:  23 "CD10D" 
038F:  24 "CD11D" 
038F:  25 "CD12D" 
038F:  26 "CD13D" 
038F:  27 "CD1S" 
038F:  28 "CD2S" 
038F:  29 "CD3S" 
038F:  30 "CD4S" 
038F:  31 "CD5S" 
038F:  32 "CD6S" 
038F:  33 "CD7S" 
038F:  34 "CD8S" 
038F:  35 "CD9S" 
038F:  36 "CD10S" 
038F:  37 "CD11S" 
038F:  38 "CD12S" 
038F:  39 "CD13S" 
038F:  40 "CD1H" 
038F:  41 "CD2H" 
038F:  42 "CD3H" 
038F:  43 "CD4H" 
038F:  44 "CD5H" 
038F:  45 "CD6H" 
038F:  46 "CD7H" 
038F:  47 "CD8H" 
038F:  48 "CD9H" 
038F:  49 "CD10H" 
038F:  50 "CD11H" 
038F:  51 "CD12H" 
038F:  52 "CD13H" 
038F:  53 "CDBACK" 
038F:  54 "ADDCOIN" 
038F:  57 "DEAL" 
038F:  60 "HOLDOFF" 
038F:  61 "HOLDMID" 
038F:  62 "HOLDON" 
038F:  63 "TVCORN" 
038F:  64 "BACKRED" 
038F:  65 "BACKCYAN" 
03CF: load_wav  1800 as  4

:VIDPOK_499
00D6: if  0
83D0:   NOT   wav  4 loaded
004D: jump_if_false VIDPOK_504
0001: wait  0 ms
0002: jump VIDPOK_499

:VIDPOK_504
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false VIDPOK_511
010B: @12 = player $PLAYER_CHAR money
0050: gosub VIDPOK_3210
005C: @12 += $9200  ;; integer values 
0004: $8826 =  1  ;; integer values

:VIDPOK_511
016A: fade  1 (back)  0 ms
0006: @4 =  99  ;; integer values

:VIDPOK_513
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false VIDPOK_519
0004: $8844 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0006: @4 =  0  ;; integer values

:VIDPOK_519
00D6: if  0
0039:   @3 ==  1  ;; integer values
004D: jump_if_false VIDPOK_689
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false VIDPOK_545
0004: $8843 =  2  ;; integer values
0004: $8842 =  2  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_528
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_535
0004: $8827(@12,5i) =  0  ;; integer values
0004: $8837(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_528

:VIDPOK_535
010B: @12 = player $PLAYER_CHAR money
0050: gosub VIDPOK_3210
005C: @12 += $9200  ;; integer values 
008B: @13 = $8826  ;; integer values and handles
006A: @13 *= @1  ;; integer values
00D6: if  0
001D:   @13 > @12  ;; integer values  
004D: jump_if_false VIDPOK_544
0004: $8826 =  1  ;; integer values

:VIDPOK_544
000A: @4 +=  1  ;; integer values

:VIDPOK_545
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false VIDPOK_619
00D6: if  0
0038:   $8844 ==  0  ;; integer values
004D: jump_if_false VIDPOK_554
0004: $8842 =  3  ;; integer values
0004: $8843 =  2  ;; integer values
0002: jump VIDPOK_556

:VIDPOK_554
0004: $8842 =  2  ;; integer values
0004: $8843 =  3  ;; integer values

:VIDPOK_556
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
00E1:   key_pressed  0  11
0018:   $17 >  64  ;; integer values
004D: jump_if_false VIDPOK_573
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false VIDPOK_572
00D6: if  0
0038:   $8844 ==  0  ;; integer values
004D: jump_if_false VIDPOK_569
0004: $8844 =  1  ;; integer values
0002: jump VIDPOK_570

:VIDPOK_569
0004: $8844 =  0  ;; integer values

:VIDPOK_570
0008: $8871 +=  1  ;; integer values
0002: jump VIDPOK_619

:VIDPOK_572
0002: jump VIDPOK_594

:VIDPOK_573
00D6: if  21
00E1:   key_pressed  0  10
001A:   -64 > $17  ;; integer values
004D: jump_if_false VIDPOK_589
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false VIDPOK_588
00D6: if  0
0038:   $8844 ==  1  ;; integer values
004D: jump_if_false VIDPOK_585
0004: $8844 =  0  ;; integer values
0002: jump VIDPOK_586

:VIDPOK_585
0004: $8844 =  1  ;; integer values

:VIDPOK_586
0008: $8871 +=  1  ;; integer values
0002: jump VIDPOK_619

:VIDPOK_588
0002: jump VIDPOK_594

:VIDPOK_589
00D6: if  1
0018:   $17 > -64  ;; integer values
001A:    64 > $17  ;; integer values
004D: jump_if_false VIDPOK_594
0004: $8871 =  0  ;; integer values

:VIDPOK_594
00D6: if  0
0038:   $8869 ==  0  ;; integer values
004D: jump_if_false VIDPOK_615
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false VIDPOK_614
00D6: if  0
0038:   $8844 ==  0  ;; integer values
004D: jump_if_false VIDPOK_608
0008: $8869 +=  1  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1026 
000A: @4 +=  1  ;; integer values
0002: jump VIDPOK_619
0002: jump VIDPOK_614

:VIDPOK_608
0008: $8869 +=  1  ;; integer values
097A: -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_619

:VIDPOK_614
0002: jump VIDPOK_619

:VIDPOK_615
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false VIDPOK_619
0004: $8869 =  0  ;; integer values

:VIDPOK_619
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false VIDPOK_639
00D6: if  0
001A:    5 > $8826  ;; integer values
004D: jump_if_false VIDPOK_627
0008: $8826 +=  1  ;; integer values
0002: jump VIDPOK_628

:VIDPOK_627
0004: $8826 =  1  ;; integer values

:VIDPOK_628
008B: @12 = $8826  ;; integer values and handles
006A: @12 *= @1  ;; integer values
010B: @13 = player $PLAYER_CHAR money
0050: gosub VIDPOK_3210
005C: @13 += $9200  ;; integer values 
00D6: if  0
001D:   @12 > @13  ;; integer values  
004D: jump_if_false VIDPOK_637
0004: $8826 =  1  ;; integer values

:VIDPOK_637
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_639
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false VIDPOK_643
0006: @4 =  1  ;; integer values

:VIDPOK_643
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false VIDPOK_657
010B: @12 = player $PLAYER_CHAR money
0050: gosub VIDPOK_3210
005C: @12 += $9200  ;; integer values 
008B: @13 = $8826  ;; integer values and handles
006A: @13 *= @1  ;; integer values
00D6: if  0
001D:   @13 > @12  ;; integer values  
004D: jump_if_false VIDPOK_656
0006: @4 =  1  ;; integer values
0002: jump VIDPOK_657

:VIDPOK_656
0006: @4 =  99  ;; integer values

:VIDPOK_657
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false VIDPOK_688
00D6: if  0
0038:   $8826 ==  6  ;; integer values
004D: jump_if_false VIDPOK_664
0004: $8826 =  4  ;; integer values

:VIDPOK_664
00D6: if  0
0038:   $8826 ==  7  ;; integer values
004D: jump_if_false VIDPOK_668
0004: $8826 =  3  ;; integer values

:VIDPOK_668
00D6: if  0
0038:   $8826 ==  8  ;; integer values
004D: jump_if_false VIDPOK_672
0004: $8826 =  2  ;; integer values

:VIDPOK_672
00D6: if  0
0038:   $8826 ==  9  ;; integer values
004D: jump_if_false VIDPOK_676
0004: $8826 =  1  ;; integer values

:VIDPOK_676
008B: @12 = $8826  ;; integer values and handles
006A: @12 *= @1  ;; integer values
0A10:  35 @12 
0093: @15 = integer_to_float @12  
0013: @15 *=  .001  ;; floating-point values 
0A1F:  81 @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_689

:VIDPOK_688
0050: gosub VIDPOK_2407

:VIDPOK_689
00D6: if  0
0039:   @3 ==  2  ;; integer values
004D: jump_if_false VIDPOK_789
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false VIDPOK_707
0004: $8843 =  0  ;; integer values
0004: $8842 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_698
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_705
0004: $8827(@12,5i) =  0  ;; integer values
0004: $8837(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_698

:VIDPOK_705
059D:  1 
000A: @4 +=  1  ;; integer values

:VIDPOK_707
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false VIDPOK_715
059E: @12 
0050: gosub VIDPOK_3070
008A: $8827 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_715
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false VIDPOK_722
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_722
000A: @4 +=  1  ;; integer values

:VIDPOK_722
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false VIDPOK_730
059E: @12 
0050: gosub VIDPOK_3070
008A: $8828 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_730
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false VIDPOK_737
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_737
000A: @4 +=  1  ;; integer values

:VIDPOK_737
00D6: if  0
0039:   @4 ==  5  ;; integer values
004D: jump_if_false VIDPOK_745
059E: @12 
0050: gosub VIDPOK_3070
008A: $8829 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_745
00D6: if  0
0039:   @4 ==  6  ;; integer values
004D: jump_if_false VIDPOK_752
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_752
000A: @4 +=  1  ;; integer values

:VIDPOK_752
00D6: if  0
0039:   @4 ==  7  ;; integer values
004D: jump_if_false VIDPOK_760
059E: @12 
0050: gosub VIDPOK_3070
008A: $8830 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_760
00D6: if  0
0039:   @4 ==  8  ;; integer values
004D: jump_if_false VIDPOK_767
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_767
000A: @4 +=  1  ;; integer values

:VIDPOK_767
00D6: if  0
0039:   @4 ==  9  ;; integer values
004D: jump_if_false VIDPOK_775
059E: @12 
0050: gosub VIDPOK_3070
008A: $8831 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_775
00D6: if  0
0039:   @4 ==  10  ;; integer values
004D: jump_if_false VIDPOK_782
00D6: if  0
0019:   @32 >  800  ;; integer values
004D: jump_if_false VIDPOK_782
0006: @4 =  99  ;; integer values

:VIDPOK_782
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false VIDPOK_788
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump VIDPOK_789

:VIDPOK_788
0050: gosub VIDPOK_2407

:VIDPOK_789
00D6: if  0
0039:   @3 ==  3  ;; integer values
004D: jump_if_false VIDPOK_954
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false VIDPOK_807
0004: $8843 =  2  ;; integer values
0004: $8842 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_798
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_805
0004: $8837(@12,5i) =  2  ;; integer values
0004: $8832(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_798

:VIDPOK_805
0004: $8844 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_807
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false VIDPOK_939
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  21
00E1:   key_pressed  0  11
0018:   $17 >  64  ;; integer values
004D: jump_if_false VIDPOK_831
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false VIDPOK_830
00D6: if  0
001A:    5 > $8844  ;; integer values
004D: jump_if_false VIDPOK_830
0008: $8844 +=  1  ;; integer values
00D6: if  0
0038:   $8844 ==  5  ;; integer values
004D: jump_if_false VIDPOK_826
0004: $8844 =  0  ;; integer values

:VIDPOK_826
000A: @4 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0008: $8871 +=  1  ;; integer values
0002: jump VIDPOK_907

:VIDPOK_830
0002: jump VIDPOK_857

:VIDPOK_831
00D6: if  21
00E1:   key_pressed  0  10
001A:   -64 > $17  ;; integer values
004D: jump_if_false VIDPOK_852
00D6: if  0
0038:   $8871 ==  0  ;; integer values
004D: jump_if_false VIDPOK_851
00D6: if  1
0018:   $8844 > -1  ;; integer values
001A:    5 > $8844  ;; integer values
004D: jump_if_false VIDPOK_851
000C: $8844 -=  1  ;; integer values
00D6: if  0
0038:   $8844 == -1  ;; integer values
004D: jump_if_false VIDPOK_847
0004: $8844 =  4  ;; integer values

:VIDPOK_847
000A: @4 +=  1  ;; integer values
0008: $8871 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump VIDPOK_907

:VIDPOK_851
0002: jump VIDPOK_857

:VIDPOK_852
00D6: if  1
0018:   $17 > -64  ;; integer values
001A:    64 > $17  ;; integer values
004D: jump_if_false VIDPOK_857
0004: $8871 =  0  ;; integer values

:VIDPOK_857
00D6: if  21
00E1:   key_pressed  0  9
0018:   $18 >  64  ;; integer values
004D: jump_if_false VIDPOK_865
0004: $8844 =  5  ;; integer values
000A: @4 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump VIDPOK_907

:VIDPOK_865
00D6: if  21
00E1:   key_pressed  0  8
001A:   -64 > $18  ;; integer values
004D: jump_if_false VIDPOK_876
00D6: if  0
0038:   $8844 ==  5  ;; integer values
004D: jump_if_false VIDPOK_876
0004: $8844 =  1  ;; integer values
000A: @4 +=  1  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump VIDPOK_907

:VIDPOK_876
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false VIDPOK_903
00D6: if  0
0038:   $8869 ==  0  ;; integer values
004D: jump_if_false VIDPOK_902
00D6: if  0
001A:    5 > $8844  ;; integer values
004D: jump_if_false VIDPOK_897
00D6: if  0
0038:   $8832($8844,5i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_890
0004: $8832($8844,5i) =  1  ;; integer values
0002: jump VIDPOK_891

:VIDPOK_890
0004: $8832($8844,5i) =  0  ;; integer values

:VIDPOK_891
0006: @32 =  0  ;; integer values
097A: -1000.0 -1000.0 -1000.0  1026 
000A: @4 +=  1  ;; integer values
0008: $8869 +=  1  ;; integer values
0002: jump VIDPOK_907
0002: jump VIDPOK_902

:VIDPOK_897
097A: -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_907

:VIDPOK_902
0002: jump VIDPOK_907

:VIDPOK_903
00D6: if  0
8038:   NOT   $8869 ==  0  ;; integer values
004D: jump_if_false VIDPOK_907
0004: $8869 =  0  ;; integer values

:VIDPOK_907
0006: @12 =  0  ;; integer values

:VIDPOK_908
00D6: if  0
001B:    6 > @12  ;; integer values
004D: jump_if_false VIDPOK_939
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_931
00D6: if  0
87D6:   NOT @12 $8844 
004D: jump_if_false VIDPOK_924
00D6: if  0
0038:   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_922
0004: $8837(@12,5i) =  2  ;; integer values
0002: jump VIDPOK_923

:VIDPOK_922
0004: $8837(@12,5i) =  4  ;; integer values

:VIDPOK_923
0002: jump VIDPOK_930

:VIDPOK_924
00D6: if  0
0038:   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_929
0004: $8837(@12,5i) =  3  ;; integer values
0002: jump VIDPOK_930

:VIDPOK_929
0004: $8837(@12,5i) =  5  ;; integer values

:VIDPOK_930
0002: jump VIDPOK_937

:VIDPOK_931
00D6: if  0
87D6:   NOT @12 $8844 
004D: jump_if_false VIDPOK_936
0004: $8843 =  2  ;; integer values
0002: jump VIDPOK_937

:VIDPOK_936
0004: $8843 =  3  ;; integer values

:VIDPOK_937
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_908

:VIDPOK_939
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false VIDPOK_943
0006: @4 =  1  ;; integer values

:VIDPOK_943
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false VIDPOK_947
0006: @4 =  99  ;; integer values

:VIDPOK_947
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false VIDPOK_953
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump VIDPOK_954

:VIDPOK_953
0050: gosub VIDPOK_2407

:VIDPOK_954
00D6: if  0
0039:   @3 ==  4  ;; integer values
004D: jump_if_false VIDPOK_1125
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false VIDPOK_989
0004: $8843 =  0  ;; integer values
0004: $8842 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_963
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_969
0004: $8837(@12,5i) =  0  ;; integer values
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_963

:VIDPOK_969
0004: $8868 =  0  ;; integer values
0006: @12 =  0  ;; integer values

:VIDPOK_971
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_988
00D6: if  0
8038:   NOT   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_986
0084: $9069 = $8827(@12,5i)  ;; integer values and handles
0050: gosub VIDPOK_3030
00D6: if  23
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_986
0008: $8868 +=  1  ;; integer values

:VIDPOK_986
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_971

:VIDPOK_988
000A: @4 +=  1  ;; integer values

:VIDPOK_989
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1004
0006: @12 =  0  ;; integer values

:VIDPOK_993
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_1002
00D6: if  0
0038:   $8832(@12,5i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_1000
0004: $8827(@12,5i) =  0  ;; integer values

:VIDPOK_1000
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_993

:VIDPOK_1002
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values

:VIDPOK_1004
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false VIDPOK_1011
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false VIDPOK_1011
000A: @4 +=  1  ;; integer values

:VIDPOK_1011
00D6: if  0
0039:   @4 ==  3  ;; integer values
004D: jump_if_false VIDPOK_1024
00D6: if  0
0038:   $8832 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1023
059E: @12 
0050: gosub VIDPOK_3071
008A: $8827 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump VIDPOK_1024

:VIDPOK_1023
000A: @4 +=  2  ;; integer values

:VIDPOK_1024
00D6: if  0
0039:   @4 ==  4  ;; integer values
004D: jump_if_false VIDPOK_1031
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_1031
000A: @4 +=  1  ;; integer values

:VIDPOK_1031
00D6: if  0
0039:   @4 ==  5  ;; integer values
004D: jump_if_false VIDPOK_1044
00D6: if  0
0038:   $8833 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1043
059E: @12 
0050: gosub VIDPOK_3071
008A: $8828 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump VIDPOK_1044

:VIDPOK_1043
000A: @4 +=  2  ;; integer values

:VIDPOK_1044
00D6: if  0
0039:   @4 ==  6  ;; integer values
004D: jump_if_false VIDPOK_1051
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_1051
000A: @4 +=  1  ;; integer values

:VIDPOK_1051
00D6: if  0
0039:   @4 ==  7  ;; integer values
004D: jump_if_false VIDPOK_1064
00D6: if  0
0038:   $8834 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1063
059E: @12 
0050: gosub VIDPOK_3071
008A: $8829 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump VIDPOK_1064

:VIDPOK_1063
000A: @4 +=  2  ;; integer values

:VIDPOK_1064
00D6: if  0
0039:   @4 ==  8  ;; integer values
004D: jump_if_false VIDPOK_1071
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_1071
000A: @4 +=  1  ;; integer values

:VIDPOK_1071
00D6: if  0
0039:   @4 ==  9  ;; integer values
004D: jump_if_false VIDPOK_1084
00D6: if  0
0038:   $8835 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1083
059E: @12 
0050: gosub VIDPOK_3071
008A: $8830 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump VIDPOK_1084

:VIDPOK_1083
000A: @4 +=  2  ;; integer values

:VIDPOK_1084
00D6: if  0
0039:   @4 ==  10  ;; integer values
004D: jump_if_false VIDPOK_1091
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_1091
000A: @4 +=  1  ;; integer values

:VIDPOK_1091
00D6: if  0
0039:   @4 ==  11  ;; integer values
004D: jump_if_false VIDPOK_1104
00D6: if  0
0038:   $8836 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1103
059E: @12 
0050: gosub VIDPOK_3071
008A: $8831 = @12  ;; integer values and handles
0006: @32 =  0  ;; integer values
000A: @4 +=  1  ;; integer values
0002: jump VIDPOK_1104

:VIDPOK_1103
000A: @4 +=  2  ;; integer values

:VIDPOK_1104
00D6: if  0
0039:   @4 ==  12  ;; integer values
004D: jump_if_false VIDPOK_1111
00D6: if  0
0019:   @32 >  400  ;; integer values
004D: jump_if_false VIDPOK_1111
000A: @4 +=  1  ;; integer values

:VIDPOK_1111
00D6: if  0
0039:   @4 ==  13  ;; integer values
004D: jump_if_false VIDPOK_1118
00D6: if  0
0019:   @32 >  800  ;; integer values
004D: jump_if_false VIDPOK_1118
0006: @4 =  99  ;; integer values

:VIDPOK_1118
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false VIDPOK_1124
0006: @4 =  0  ;; integer values
000A: @3 +=  1  ;; integer values
0002: jump VIDPOK_1125

:VIDPOK_1124
0050: gosub VIDPOK_2407

:VIDPOK_1125
00D6: if  0
0039:   @3 ==  5  ;; integer values
004D: jump_if_false VIDPOK_1349
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1143
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_1143
00D6: if  0
0039:   @4 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1337
0006: @12 =  0  ;; integer values

:VIDPOK_1147
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_1158
0084: $9069 = $8827(@12,5i)  ;; integer values and handles
0050: gosub VIDPOK_3030
0084: $8856(@12,5i) = $9070  ;; integer values and handles
0084: $9069 = $8827(@12,5i)  ;; integer values and handles
0050: gosub VIDPOK_3053
0084: $8861(@12,5i) = $9070  ;; integer values and handles
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_1147

:VIDPOK_1158
03A9: write_debug_newline
0006: @14 =  1  ;; integer values

:VIDPOK_1160
00D6: if  0
0019:   @14 >  0  ;; integer values
004D: jump_if_false VIDPOK_1184
0006: @12 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @14 =  0  ;; integer values

:VIDPOK_1166
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_1183
0085: @13 = @12  ;; integer values and handles
000A: @13 +=  1  ;; integer values
00D6: if  0
001B:    5 > @13  ;; integer values
004D: jump_if_false VIDPOK_1181
00D6: if  0
001C:   $8856(@12,5i) > $8856(@13,5i)  ;; integer values
004D: jump_if_false VIDPOK_1181
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_1181
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_1166

:VIDPOK_1183
0002: jump VIDPOK_1160

:VIDPOK_1184
00D6: if  3
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_1191
0004: $8849 =  1  ;; integer values

:VIDPOK_1191
008B: @12 = $8856  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6: @12 $8857 
004D: jump_if_false VIDPOK_1216
008B: @12 = $8857  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6: @12 $8858 
004D: jump_if_false VIDPOK_1216
008B: @12 = $8858  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6: @12 $8859 
004D: jump_if_false VIDPOK_1216
008B: @12 = $8859  ;; integer values and handles
000A: @12 +=  1  ;; integer values
00D6: if  0
07D6: @12 $8860 
004D: jump_if_false VIDPOK_1216
0004: $8850 =  1  ;; integer values
00D6: if  0
0038:   $8849 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1216
0004: $8846 =  1  ;; integer values

:VIDPOK_1216
00D6: if  4
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_1229
0004: $8850 =  1  ;; integer values
00D6: if  0
0038:   $8849 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1229
0004: $8846 =  1  ;; integer values
0004: $8845 =  1  ;; integer values

:VIDPOK_1229
0006: @12 =  0  ;; integer values
0006: @13 =  0  ;; integer values
0006: @14 =  0  ;; integer values

:VIDPOK_1232
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_1272
0085: @13 = @12  ;; integer values and handles
000A: @13 +=  1  ;; integer values
00D6: if  0
001B:    5 > @13  ;; integer values
004D: jump_if_false VIDPOK_1270
00D6: if  0
003A:   $8856(@12,5i) == $8856(@13,5i)  ;; integer values and handles
004D: jump_if_false VIDPOK_1249
000A: @14 +=  1  ;; integer values
00D6: if  0
0039:   @13 ==  4  ;; integer values
004D: jump_if_false VIDPOK_1248
0002: jump VIDPOK_1249

:VIDPOK_1248
0002: jump VIDPOK_1270

:VIDPOK_1249
00D6: if  0
0019:   @14 >  0  ;; integer values
004D: jump_if_false VIDPOK_1270
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1261
00D6: if  0
0038:   $8854 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1260
0084: $8854 = $8856(@12,5i)  ;; integer values and handles
0002: jump VIDPOK_1261

:VIDPOK_1260
0084: $8855 = $8856(@12,5i)  ;; integer values and handles

:VIDPOK_1261
00D6: if  0
0039:   @14 ==  2  ;; integer values
004D: jump_if_false VIDPOK_1265
0004: $8851 =  1  ;; integer values

:VIDPOK_1265
00D6: if  0
0039:   @14 ==  3  ;; integer values
004D: jump_if_false VIDPOK_1269
0004: $8847 =  1  ;; integer values

:VIDPOK_1269
0006: @14 =  0  ;; integer values

:VIDPOK_1270
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_1232

:VIDPOK_1272
00D6: if  1
0038:   $8851 ==  1  ;; integer values
8038:   NOT   $8854 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1277
0004: $8848 =  1  ;; integer values

:VIDPOK_1277
00D6: if  1
8038:   NOT   $8854 ==  0  ;; integer values
8038:   NOT   $8855 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1282
0004: $8852 =  1  ;; integer values

:VIDPOK_1282
00D6: if  0
8038:   NOT   $8854 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1290
00D6: if  21
0018:   $8854 >  10  ;; integer values
0038:   $8854 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1290
0004: $8853 =  1  ;; integer values

:VIDPOK_1290
00D6: if  0
0038:   $8845 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1295
0004: $8866 =  9  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1295
00D6: if  0
0038:   $8846 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1300
0004: $8866 =  8  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1300
00D6: if  0
0038:   $8847 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1305
0004: $8866 =  7  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1305
00D6: if  0
0038:   $8848 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1310
0004: $8866 =  6  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1310
00D6: if  0
0038:   $8849 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1315
0004: $8866 =  5  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1315
00D6: if  0
0038:   $8850 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1320
0004: $8866 =  4  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1320
00D6: if  0
0038:   $8851 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1325
0004: $8866 =  3  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1325
00D6: if  0
0038:   $8852 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1330
0004: $8866 =  2  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1330
00D6: if  0
0038:   $8853 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1335
0004: $8866 =  1  ;; integer values
0002: jump VIDPOK_1336

:VIDPOK_1335
0004: $8866 =  0  ;; integer values

:VIDPOK_1336
000A: @4 +=  1  ;; integer values

:VIDPOK_1337
00D6: if  0
0039:   @4 ==  2  ;; integer values
004D: jump_if_false VIDPOK_1341
0006: @4 =  99  ;; integer values

:VIDPOK_1341
00D6: if  0
0039:   @4 ==  99  ;; integer values
004D: jump_if_false VIDPOK_1348
000A: @3 +=  1  ;; integer values
0006: @4 =  0  ;; integer values
0006: @32 =  0  ;; integer values
0002: jump VIDPOK_1349

:VIDPOK_1348
0050: gosub VIDPOK_2407

:VIDPOK_1349
00D6: if  0
0039:   @3 ==  6  ;; integer values
004D: jump_if_false VIDPOK_1562
00D6: if  0
0039:   @4 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1528
0085: @12 = @1  ;; integer values and handles
00D6: if  0
0038:   $8866 ==  9  ;; integer values
004D: jump_if_false VIDPOK_1375
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1375 jumps  1 VIDPOK_1360  2 VIDPOK_1363  3 VIDPOK_1366  4 VIDPOK_1369  5 VIDPOK_1372 -1 VIDPOK_1375 -1 VIDPOK_1375 

:VIDPOK_1360
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  250  ;; integer values 
0002: jump VIDPOK_1375

:VIDPOK_1363
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  500  ;; integer values 
0002: jump VIDPOK_1375

:VIDPOK_1366
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  750  ;; integer values 
0002: jump VIDPOK_1375

:VIDPOK_1369
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  1000  ;; integer values 
0002: jump VIDPOK_1375

:VIDPOK_1372
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4000  ;; integer values 
0002: jump VIDPOK_1375

:VIDPOK_1375
00D6: if  0
0038:   $8866 ==  8  ;; integer values
004D: jump_if_false VIDPOK_1394
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1394 jumps  1 VIDPOK_1379  2 VIDPOK_1382  3 VIDPOK_1385  4 VIDPOK_1388  5 VIDPOK_1391 -1 VIDPOK_1394 -1 VIDPOK_1394 

:VIDPOK_1379
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  50  ;; integer values 
0002: jump VIDPOK_1394

:VIDPOK_1382
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  100  ;; integer values 
0002: jump VIDPOK_1394

:VIDPOK_1385
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  150  ;; integer values 
0002: jump VIDPOK_1394

:VIDPOK_1388
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  200  ;; integer values 
0002: jump VIDPOK_1394

:VIDPOK_1391
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  250  ;; integer values 
0002: jump VIDPOK_1394

:VIDPOK_1394
00D6: if  0
0038:   $8866 ==  7  ;; integer values
004D: jump_if_false VIDPOK_1413
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1413 jumps  1 VIDPOK_1398  2 VIDPOK_1401  3 VIDPOK_1404  4 VIDPOK_1407  5 VIDPOK_1410 -1 VIDPOK_1413 -1 VIDPOK_1413 

:VIDPOK_1398
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  25  ;; integer values 
0002: jump VIDPOK_1413

:VIDPOK_1401
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  50  ;; integer values 
0002: jump VIDPOK_1413

:VIDPOK_1404
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  75  ;; integer values 
0002: jump VIDPOK_1413

:VIDPOK_1407
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  100  ;; integer values 
0002: jump VIDPOK_1413

:VIDPOK_1410
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  125  ;; integer values 
0002: jump VIDPOK_1413

:VIDPOK_1413
00D6: if  0
0038:   $8866 ==  6  ;; integer values
004D: jump_if_false VIDPOK_1432
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1432 jumps  1 VIDPOK_1417  2 VIDPOK_1420  3 VIDPOK_1423  4 VIDPOK_1426  5 VIDPOK_1429 -1 VIDPOK_1432 -1 VIDPOK_1432 

:VIDPOK_1417
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  9  ;; integer values 
0002: jump VIDPOK_1432

:VIDPOK_1420
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  18  ;; integer values 
0002: jump VIDPOK_1432

:VIDPOK_1423
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  27  ;; integer values 
0002: jump VIDPOK_1432

:VIDPOK_1426
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  36  ;; integer values 
0002: jump VIDPOK_1432

:VIDPOK_1429
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  45  ;; integer values 
0002: jump VIDPOK_1432

:VIDPOK_1432
00D6: if  0
0038:   $8866 ==  5  ;; integer values
004D: jump_if_false VIDPOK_1451
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1451 jumps  1 VIDPOK_1436  2 VIDPOK_1439  3 VIDPOK_1442  4 VIDPOK_1445  5 VIDPOK_1448 -1 VIDPOK_1451 -1 VIDPOK_1451 

:VIDPOK_1436
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  6  ;; integer values 
0002: jump VIDPOK_1451

:VIDPOK_1439
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  12  ;; integer values 
0002: jump VIDPOK_1451

:VIDPOK_1442
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  18  ;; integer values 
0002: jump VIDPOK_1451

:VIDPOK_1445
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  24  ;; integer values 
0002: jump VIDPOK_1451

:VIDPOK_1448
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  30  ;; integer values 
0002: jump VIDPOK_1451

:VIDPOK_1451
00D6: if  0
0038:   $8866 ==  4  ;; integer values
004D: jump_if_false VIDPOK_1470
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1470 jumps  1 VIDPOK_1455  2 VIDPOK_1458  3 VIDPOK_1461  4 VIDPOK_1464  5 VIDPOK_1467 -1 VIDPOK_1470 -1 VIDPOK_1470 

:VIDPOK_1455
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4  ;; integer values 
0002: jump VIDPOK_1470

:VIDPOK_1458
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  8  ;; integer values 
0002: jump VIDPOK_1470

:VIDPOK_1461
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  12  ;; integer values 
0002: jump VIDPOK_1470

:VIDPOK_1464
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  16  ;; integer values 
0002: jump VIDPOK_1470

:VIDPOK_1467
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  20  ;; integer values 
0002: jump VIDPOK_1470

:VIDPOK_1470
00D6: if  0
0038:   $8866 ==  3  ;; integer values
004D: jump_if_false VIDPOK_1489
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1489 jumps  1 VIDPOK_1474  2 VIDPOK_1477  3 VIDPOK_1480  4 VIDPOK_1483  5 VIDPOK_1486 -1 VIDPOK_1489 -1 VIDPOK_1489 

:VIDPOK_1474
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  3  ;; integer values 
0002: jump VIDPOK_1489

:VIDPOK_1477
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  6  ;; integer values 
0002: jump VIDPOK_1489

:VIDPOK_1480
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  9  ;; integer values 
0002: jump VIDPOK_1489

:VIDPOK_1483
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  12  ;; integer values 
0002: jump VIDPOK_1489

:VIDPOK_1486
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  15  ;; integer values 
0002: jump VIDPOK_1489

:VIDPOK_1489
00D6: if  0
0038:   $8866 ==  2  ;; integer values
004D: jump_if_false VIDPOK_1508
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1508 jumps  1 VIDPOK_1493  2 VIDPOK_1496  3 VIDPOK_1499  4 VIDPOK_1502  5 VIDPOK_1505 -1 VIDPOK_1508 -1 VIDPOK_1508 

:VIDPOK_1493
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  2  ;; integer values 
0002: jump VIDPOK_1508

:VIDPOK_1496
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4  ;; integer values 
0002: jump VIDPOK_1508

:VIDPOK_1499
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  6  ;; integer values 
0002: jump VIDPOK_1508

:VIDPOK_1502
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  8  ;; integer values 
0002: jump VIDPOK_1508

:VIDPOK_1505
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  10  ;; integer values 
0002: jump VIDPOK_1508

:VIDPOK_1508
00D6: if  0
0038:   $8866 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1527
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_1527 jumps  1 VIDPOK_1512  2 VIDPOK_1515  3 VIDPOK_1518  4 VIDPOK_1521  5 VIDPOK_1524 -1 VIDPOK_1527 -1 VIDPOK_1527 

:VIDPOK_1512
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  1  ;; integer values 
0002: jump VIDPOK_1527

:VIDPOK_1515
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  2  ;; integer values 
0002: jump VIDPOK_1527

:VIDPOK_1518
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  3  ;; integer values 
0002: jump VIDPOK_1527

:VIDPOK_1521
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  4  ;; integer values 
0002: jump VIDPOK_1527

:VIDPOK_1524
0085: @14 = @12  ;; integer values and handles
0012: @14 *=  5  ;; integer values 
0002: jump VIDPOK_1527

:VIDPOK_1527
000A: @4 +=  1  ;; integer values

:VIDPOK_1528
00D6: if  0
8038:   NOT   $8866 ==  0  ;; integer values
004D: jump_if_false VIDPOK_1549
00D6: if  21
0019:   @32 >  4000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false VIDPOK_1548
097A: -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:  37 @12 
08F8:  0 
0627:  38 @12 
08F8:  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_1548
0002: jump VIDPOK_1561

:VIDPOK_1549
00D6: if  21
0019:   @32 >  4000  ;; integer values
00E1:   key_pressed  0  16
004D: jump_if_false VIDPOK_1561
08F8:  0 
0627:  39 $8872 
08F8:  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_1561
0050: gosub VIDPOK_2407

:VIDPOK_1562
0050: gosub VIDPOK_1572
00D6: if  0
0019:   @3 >  0  ;; integer values
004D: jump_if_false VIDPOK_1571
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false VIDPOK_1571
0006: @7 =  1  ;; integer values
0004: $8870 =  1  ;; integer values

:VIDPOK_1571
0051: return

:VIDPOK_1572
00D6: if  0
0736:  67 
004D: jump_if_false VIDPOK_1632
0008: $8906 +=  1  ;; integer values
00D6: if  0
0018:   $8906 >  13  ;; integer values
004D: jump_if_false VIDPOK_1580
0004: $8906 =  0  ;; integer values

:VIDPOK_1580
00D6: if  0
0038:   $8906 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1584
0662: write_debug_message "EDIT_BET_DETAILS" 

:VIDPOK_1584
00D6: if  0
0038:   $8906 ==  2  ;; integer values
004D: jump_if_false VIDPOK_1588
0662: write_debug_message "EDIT_SHIFT_CARDS" 

:VIDPOK_1588
00D6: if  0
0038:   $8906 ==  3  ;; integer values
004D: jump_if_false VIDPOK_1592
0662: write_debug_message "EDIT_SHIFT_TABLE_ROWS_AND_COLUMNS" 

:VIDPOK_1592
00D6: if  0
0038:   $8906 ==  4  ;; integer values
004D: jump_if_false VIDPOK_1596
0662: write_debug_message "EDIT_HOLD_BUTTONS" 

:VIDPOK_1596
00D6: if  0
0038:   $8906 ==  5  ;; integer values
004D: jump_if_false VIDPOK_1600
0662: write_debug_message "EDIT_BET_ONE" 

:VIDPOK_1600
00D6: if  0
0038:   $8906 ==  6  ;; integer values
004D: jump_if_false VIDPOK_1604
0662: write_debug_message "EDIT_DEAL" 

:VIDPOK_1604
00D6: if  0
0038:   $8906 ==  7  ;; integer values
004D: jump_if_false VIDPOK_1608
0662: write_debug_message "EDIT_BORDER_THICKNESS" 

:VIDPOK_1608
00D6: if  0
0038:   $8906 ==  8  ;; integer values
004D: jump_if_false VIDPOK_1612
0662: write_debug_message "EDIT_TABLE_LINES" 

:VIDPOK_1612
00D6: if  0
0038:   $8906 ==  9  ;; integer values
004D: jump_if_false VIDPOK_1616
0662: write_debug_message "EDIT_TEXT" 

:VIDPOK_1616
00D6: if  0
0038:   $8906 ==  10  ;; integer values
004D: jump_if_false VIDPOK_1620
0662: write_debug_message "EDIT_TILES" 

:VIDPOK_1620
00D6: if  0
0038:   $8906 ==  11  ;; integer values
004D: jump_if_false VIDPOK_1624
0662: write_debug_message "EDIT_TABLE_BACKGROUND" 

:VIDPOK_1624
00D6: if  0
0038:   $8906 ==  12  ;; integer values
004D: jump_if_false VIDPOK_1628
0662: write_debug_message "EDIT_TABLE_HIGHLIGHTED_COLUMNS" 

:VIDPOK_1628
00D6: if  0
0038:   $8906 ==  13  ;; integer values
004D: jump_if_false VIDPOK_1632
0662: write_debug_message "EDIT_BUTTON_TEXT_OFFSET" 

:VIDPOK_1632
00D6: if  0
0038:   $8906 ==  1  ;; integer values
004D: jump_if_false VIDPOK_1660
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1644
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  7  ;; integer values
004D: jump_if_false VIDPOK_1643
0004: $8907 =  0  ;; integer values

:VIDPOK_1643
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1644
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_1648
0009: $8916($8907,8f) += -1.0  ;; floating-point values

:VIDPOK_1648
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_1652
0009: $8916($8907,8f) +=  1.0  ;; floating-point values

:VIDPOK_1652
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1656
0009: $8908($8907,8f) +=  1.0  ;; floating-point values

:VIDPOK_1656
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1660
0009: $8908($8907,8f) += -1.0  ;; floating-point values

:VIDPOK_1660
00D6: if  0
0038:   $8906 ==  2  ;; integer values
004D: jump_if_false VIDPOK_1704
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1672
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  4  ;; integer values
004D: jump_if_false VIDPOK_1671
0004: $8907 =  0  ;; integer values

:VIDPOK_1671
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1672
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_1676
0009: $8878($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_1676
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_1680
0009: $8878($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_1680
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1684
0009: $8873($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_1684
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1688
0009: $8873($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_1688
00D6: if  0
0736:  143 
004D: jump_if_false VIDPOK_1692
0009: $8925 +=  1.0  ;; floating-point values

:VIDPOK_1692
00D6: if  0
0736:  141 
004D: jump_if_false VIDPOK_1696
0009: $8925 += -1.0  ;; floating-point values

:VIDPOK_1696
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_1700
0009: $8924 +=  1.0  ;; floating-point values

:VIDPOK_1700
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_1704
0009: $8924 += -1.0  ;; floating-point values

:VIDPOK_1704
00D6: if  0
0038:   $8906 ==  3  ;; integer values
004D: jump_if_false VIDPOK_1740
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1716
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  9  ;; integer values
004D: jump_if_false VIDPOK_1715
0004: $8907 =  0  ;; integer values

:VIDPOK_1715
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1716
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_1720
0009: $8893($8907,10f) += -1.0  ;; floating-point values

:VIDPOK_1720
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_1724
0009: $8893($8907,10f) +=  1.0  ;; floating-point values

:VIDPOK_1724
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1732
00D6: if  0
0018:   $8907 >  5  ;; integer values
004D: jump_if_false VIDPOK_1731
0004: $8907 =  0  ;; integer values

:VIDPOK_1731
0009: $8887($8907,6f) +=  1.0  ;; floating-point values

:VIDPOK_1732
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1740
00D6: if  0
0018:   $8907 >  5  ;; integer values
004D: jump_if_false VIDPOK_1739
0004: $8907 =  0  ;; integer values

:VIDPOK_1739
0009: $8887($8907,6f) += -1.0  ;; floating-point values

:VIDPOK_1740
00D6: if  0
0038:   $8906 ==  4  ;; integer values
004D: jump_if_false VIDPOK_1770
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1746

:VIDPOK_1746
00D6: if  0
0736:  87 
004D: jump_if_false VIDPOK_1750
0009: $8926 += -1.0  ;; floating-point values

:VIDPOK_1750
00D6: if  0
0736:  83 
004D: jump_if_false VIDPOK_1754
0009: $8926 +=  1.0  ;; floating-point values

:VIDPOK_1754
00D6: if  0
0736:  143 
004D: jump_if_false VIDPOK_1758
0009: $8927 +=  1.0  ;; floating-point values

:VIDPOK_1758
00D6: if  0
0736:  141 
004D: jump_if_false VIDPOK_1762
0009: $8927 += -1.0  ;; floating-point values

:VIDPOK_1762
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_1766
0009: $8928 +=  1.0  ;; floating-point values

:VIDPOK_1766
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_1770
0009: $8928 += -1.0  ;; floating-point values

:VIDPOK_1770
00D6: if  0
0038:   $8906 ==  5  ;; integer values
004D: jump_if_false VIDPOK_1808
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1776

:VIDPOK_1776
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_1780
0009: $8884 += -1.0  ;; floating-point values

:VIDPOK_1780
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_1784
0009: $8884 +=  1.0  ;; floating-point values

:VIDPOK_1784
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1788
0009: $8883 +=  1.0  ;; floating-point values

:VIDPOK_1788
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1792
0009: $8883 += -1.0  ;; floating-point values

:VIDPOK_1792
00D6: if  0
0736:  143 
004D: jump_if_false VIDPOK_1796
0009: $8934 +=  1.0  ;; floating-point values

:VIDPOK_1796
00D6: if  0
0736:  141 
004D: jump_if_false VIDPOK_1800
0009: $8934 += -1.0  ;; floating-point values

:VIDPOK_1800
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_1804
0009: $8935 +=  1.0  ;; floating-point values

:VIDPOK_1804
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_1808
0009: $8935 += -1.0  ;; floating-point values

:VIDPOK_1808
00D6: if  0
0038:   $8906 ==  6  ;; integer values
004D: jump_if_false VIDPOK_1846
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1814

:VIDPOK_1814
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_1818
0009: $8886 += -1.0  ;; floating-point values

:VIDPOK_1818
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_1822
0009: $8886 +=  1.0  ;; floating-point values

:VIDPOK_1822
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1826
0009: $8885 +=  1.0  ;; floating-point values

:VIDPOK_1826
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1830
0009: $8885 += -1.0  ;; floating-point values

:VIDPOK_1830
00D6: if  0
0736:  143 
004D: jump_if_false VIDPOK_1834
0009: $8932 +=  1.0  ;; floating-point values

:VIDPOK_1834
00D6: if  0
0736:  141 
004D: jump_if_false VIDPOK_1838
0009: $8932 += -1.0  ;; floating-point values

:VIDPOK_1838
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_1842
0009: $8933 +=  1.0  ;; floating-point values

:VIDPOK_1842
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_1846
0009: $8933 += -1.0  ;; floating-point values

:VIDPOK_1846
00D6: if  0
0038:   $8906 ==  7  ;; integer values
004D: jump_if_false VIDPOK_1857
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1853
0009: $8929 +=  .1  ;; floating-point values

:VIDPOK_1853
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1857
0009: $8929 += -.1  ;; floating-point values

:VIDPOK_1857
00D6: if  0
0038:   $8906 ==  8  ;; integer values
004D: jump_if_false VIDPOK_1907
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1869
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  8  ;; integer values
004D: jump_if_false VIDPOK_1868
0004: $8907 =  0  ;; integer values

:VIDPOK_1868
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1869
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_1873
0009: $8945($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1873
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_1877
0009: $8945($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1877
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1881
0009: $8936($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1881
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1885
0009: $8936($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1885
00D6: if  0
0736:  142 
004D: jump_if_false VIDPOK_1891
0089: @15 = $8954($8907,9f)  ;; floating-point values only
0086: $8954($8907,9f) = $8963($8907,9f)  ;; floating-point values only
0088: $8963($8907,9f) = @15  ;; floating-point values only

:VIDPOK_1891
00D6: if  0
0736:  141 
004D: jump_if_false VIDPOK_1895
0009: $8954($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1895
00D6: if  0
0736:  143 
004D: jump_if_false VIDPOK_1899
0009: $8954($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1899
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_1903
0009: $8963($8907,9f) +=  1.0  ;; floating-point values

:VIDPOK_1903
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_1907
0009: $8963($8907,9f) += -1.0  ;; floating-point values

:VIDPOK_1907
00D6: if  0
0038:   $8906 ==  9  ;; integer values
004D: jump_if_false VIDPOK_2028
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_1919
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  5  ;; integer values
004D: jump_if_false VIDPOK_1918
0004: $8907 =  0  ;; integer values

:VIDPOK_1918
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_1919
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_1923
0009: $8978($8907,6f) += -.01  ;; floating-point values

:VIDPOK_1923
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_1927
0009: $8978($8907,6f) +=  .01  ;; floating-point values

:VIDPOK_1927
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_1931
0009: $8972($8907,6f) +=  .01  ;; floating-point values

:VIDPOK_1931
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_1935
0009: $8972($8907,6f) += -.01  ;; floating-point values

:VIDPOK_1935
00D6: if  0
0736:  82 
004D: jump_if_false VIDPOK_1940
0008: $8984($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "RED" $8984($8907,6i) 

:VIDPOK_1940
00D6: if  0
0736:  86 
004D: jump_if_false VIDPOK_1945
0008: $8984($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "RED" $8984($8907,6i) 

:VIDPOK_1945
00D6: if  0
0736:  84 
004D: jump_if_false VIDPOK_1950
0008: $8990($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "GREEN" $8990($8907,6i) 

:VIDPOK_1950
00D6: if  0
0736:  71 
004D: jump_if_false VIDPOK_1955
0008: $8990($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "GREEN" $8990($8907,6i) 

:VIDPOK_1955
00D6: if  0
0736:  89 
004D: jump_if_false VIDPOK_1960
0008: $8996($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "BLUE" $8996($8907,6i) 

:VIDPOK_1960
00D6: if  0
0736:  72 
004D: jump_if_false VIDPOK_1965
0008: $8996($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "BLUE" $8996($8907,6i) 

:VIDPOK_1965
00D6: if  0
0736:  85 
004D: jump_if_false VIDPOK_1970
0008: $9020($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "RED" $9020($8907,6i) 

:VIDPOK_1970
00D6: if  0
0736:  74 
004D: jump_if_false VIDPOK_1975
0008: $9020($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "RED" $9020($8907,6i) 

:VIDPOK_1975
00D6: if  0
0736:  73 
004D: jump_if_false VIDPOK_1980
0008: $9026($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "GREEN" $9026($8907,6i) 

:VIDPOK_1980
00D6: if  0
0736:  75 
004D: jump_if_false VIDPOK_1985
0008: $9026($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "GREEN" $9026($8907,6i) 

:VIDPOK_1985
00D6: if  0
0736:  79 
004D: jump_if_false VIDPOK_1990
0008: $9032($8907,6i) +=  1  ;; integer values
0663: write_debug_intvar "BLUE" $9032($8907,6i) 

:VIDPOK_1990
00D6: if  0
0736:  76 
004D: jump_if_false VIDPOK_1995
0008: $9032($8907,6i) += -1  ;; integer values
0663: write_debug_intvar "BLUE" $9032($8907,6i) 

:VIDPOK_1995
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_1999
0008: $9014($8907,6i) +=  1  ;; integer values

:VIDPOK_1999
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_2003
0008: $9014($8907,6i) += -1  ;; integer values

:VIDPOK_2003
00D6: if  0
0736:  136 
004D: jump_if_false VIDPOK_2011
0008: $9002($8907,6i) +=  1  ;; integer values
00D6: if  0
0018:   $9002($8907,6i) >  3  ;; integer values
004D: jump_if_false VIDPOK_2011
0004: $9002($8907,6i) =  0  ;; integer values

:VIDPOK_2011
00D6: if  0
0736:  135 
004D: jump_if_false VIDPOK_2019
0008: $9002($8907,6i) += -1  ;; integer values
00D6: if  0
001A:    0 > $9002($8907,6i)  ;; integer values
004D: jump_if_false VIDPOK_2019
0004: $9002($8907,6i) =  3  ;; integer values

:VIDPOK_2019
00D6: if  0
0736:  133 
004D: jump_if_false VIDPOK_2028
00D6: if  0
0038:   $9008($8907,6i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_2027
0004: $9008($8907,6i) =  1  ;; integer values
0002: jump VIDPOK_2028

:VIDPOK_2027
0004: $9008($8907,6i) =  0  ;; integer values

:VIDPOK_2028
00D6: if  0
0038:   $8906 ==  10  ;; integer values
004D: jump_if_false VIDPOK_2056
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_2035
0009: $9068 += -1.0  ;; floating-point values

:VIDPOK_2035
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_2039
0009: $9068 +=  1.0  ;; floating-point values

:VIDPOK_2039
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_2043
0009: $9067 +=  1.0  ;; floating-point values

:VIDPOK_2043
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_2047
0009: $9067 += -1.0  ;; floating-point values

:VIDPOK_2047
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_2056
0008: $9039 +=  1  ;; integer values
00D6: if  0
0018:   $9039 >  3  ;; integer values
004D: jump_if_false VIDPOK_2055
0004: $9039 =  0  ;; integer values

:VIDPOK_2055
0663: write_debug_intvar "VP_TILE_TYPE" $9039 

:VIDPOK_2056
00D6: if  0
0038:   $8906 ==  11  ;; integer values
004D: jump_if_false VIDPOK_2091
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_2063
0009: $9041 += -1.0  ;; floating-point values

:VIDPOK_2063
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_2067
0009: $9041 +=  1.0  ;; floating-point values

:VIDPOK_2067
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_2071
0009: $9040 +=  1.0  ;; floating-point values

:VIDPOK_2071
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_2075
0009: $9040 += -1.0  ;; floating-point values

:VIDPOK_2075
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_2079
0009: $9043 +=  1.0  ;; floating-point values

:VIDPOK_2079
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_2083
0009: $9043 += -1.0  ;; floating-point values

:VIDPOK_2083
00D6: if  0
0736:  143 
004D: jump_if_false VIDPOK_2087
0009: $9042 +=  1.0  ;; floating-point values

:VIDPOK_2087
00D6: if  0
0736:  141 
004D: jump_if_false VIDPOK_2091
0009: $9042 += -1.0  ;; floating-point values

:VIDPOK_2091
00D6: if  0
0038:   $8906 ==  12  ;; integer values
004D: jump_if_false VIDPOK_2135
00D6: if  0
0736:  97 
004D: jump_if_false VIDPOK_2103
0008: $8907 +=  1  ;; integer values
00D6: if  0
0018:   $8907 >  4  ;; integer values
004D: jump_if_false VIDPOK_2102
0004: $8907 =  0  ;; integer values

:VIDPOK_2102
0663: write_debug_intvar "EDIT_COUNTER" $8907 

:VIDPOK_2103
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_2107
0009: $9049($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2107
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_2111
0009: $9049($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2111
00D6: if  0
0736:  128 
004D: jump_if_false VIDPOK_2115
0009: $9044($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2115
00D6: if  0
0736:  129 
004D: jump_if_false VIDPOK_2119
0009: $9044($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2119
00D6: if  0
0736:  145 
004D: jump_if_false VIDPOK_2123
0009: $9059($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2123
00D6: if  0
0736:  139 
004D: jump_if_false VIDPOK_2127
0009: $9059($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2127
00D6: if  0
0736:  143 
004D: jump_if_false VIDPOK_2131
0009: $9054($8907,5f) +=  1.0  ;; floating-point values

:VIDPOK_2131
00D6: if  0
0736:  141 
004D: jump_if_false VIDPOK_2135
0009: $9054($8907,5f) += -1.0  ;; floating-point values

:VIDPOK_2135
00D6: if  0
0038:   $8906 ==  13  ;; integer values
004D: jump_if_false VIDPOK_2146
00D6: if  0
0736:  131 
004D: jump_if_false VIDPOK_2142
0009: $9038 +=  .05  ;; floating-point values

:VIDPOK_2142
00D6: if  0
0736:  130 
004D: jump_if_false VIDPOK_2146
0009: $9038 += -.05  ;; floating-point values

:VIDPOK_2146
00D6: if  0
0736:  137 
004D: jump_if_false VIDPOK_2406
03A9: write_debug_newline
03A9: write_debug_newline
0006: @12 =  0  ;; integer values

:VIDPOK_2152
00D6: if  0
001B:    8 > @12  ;; integer values
004D: jump_if_false VIDPOK_2167
03A9: write_debug_newline
DEFINE TABLE Tables\Table139.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table140.bin
03A8: write_debug_float $8908(@12,8f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table141.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table142.bin
03A8: write_debug_float $8916(@12,8f) 
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_2152

:VIDPOK_2167
03A9: write_debug_newline
03A9: write_debug_newline
0006: @12 =  0  ;; integer values

:VIDPOK_2170
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_2185
03A9: write_debug_newline
DEFINE TABLE Tables\Table143.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table144.bin
03A8: write_debug_float $8873(@12,5f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table145.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table146.bin
03A8: write_debug_float $8878(@12,5f) 
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_2170

:VIDPOK_2185
03A9: write_debug_newline
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table147.bin
03A8: write_debug_float $8925 
03A9: write_debug_newline
DEFINE TABLE Tables\Table148.bin
03A8: write_debug_float $8924 
03A9: write_debug_newline
03A9: write_debug_newline
0006: @12 =  0  ;; integer values

:VIDPOK_2196
00D6: if  0
001B:    10 > @12  ;; integer values
004D: jump_if_false VIDPOK_2206
03A9: write_debug_newline
DEFINE TABLE Tables\Table149.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table150.bin
03A8: write_debug_float $8893(@12,10f) 
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_2196

:VIDPOK_2206
03A9: write_debug_newline
03A9: write_debug_newline
0006: @12 =  0  ;; integer values

:VIDPOK_2209
00D6: if  0
001B:    6 > @12  ;; integer values
004D: jump_if_false VIDPOK_2219
03A9: write_debug_newline
DEFINE TABLE Tables\Table151.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table152.bin
03A8: write_debug_float $8887(@12,6f) 
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_2209

:VIDPOK_2219
03A9: write_debug_newline
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table153.bin
03A8: write_debug_float $8926 
03A9: write_debug_newline
DEFINE TABLE Tables\Table154.bin
03A8: write_debug_float $8927 
03A9: write_debug_newline
DEFINE TABLE Tables\Table155.bin
03A8: write_debug_float $8928 
03A9: write_debug_newline
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table156.bin
03A8: write_debug_float $8883 
03A9: write_debug_newline
DEFINE TABLE Tables\Table157.bin
03A8: write_debug_float $8884 
03A9: write_debug_newline
DEFINE TABLE Tables\Table158.bin
03A8: write_debug_float $8934 
03A9: write_debug_newline
DEFINE TABLE Tables\Table159.bin
03A8: write_debug_float $8935 
03A9: write_debug_newline
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table160.bin
03A8: write_debug_float $8885 
03A9: write_debug_newline
DEFINE TABLE Tables\Table161.bin
03A8: write_debug_float $8886 
03A9: write_debug_newline
DEFINE TABLE Tables\Table162.bin
03A8: write_debug_float $8932 
03A9: write_debug_newline
DEFINE TABLE Tables\Table163.bin
03A8: write_debug_float $8933 
03A9: write_debug_newline
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table164.bin
03A8: write_debug_float $8929 
03A9: write_debug_newline
03A9: write_debug_newline
0006: @12 =  0  ;; integer values

:VIDPOK_2266
00D6: if  0
001B:    9 > @12  ;; integer values
004D: jump_if_false VIDPOK_2291
03A9: write_debug_newline
DEFINE TABLE Tables\Table165.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table166.bin
03A8: write_debug_float $8936(@12,9f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table167.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table168.bin
03A8: write_debug_float $8945(@12,9f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table169.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table170.bin
03A8: write_debug_float $8954(@12,9f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table171.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table172.bin
03A8: write_debug_float $8963(@12,9f) 
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_2266

:VIDPOK_2291
0006: @12 =  0  ;; integer values

:VIDPOK_2292
00D6: if  0
001B:    6 > @12  ;; integer values
004D: jump_if_false VIDPOK_2352
03A9: write_debug_newline
DEFINE TABLE Tables\Table173.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table174.bin
03A8: write_debug_float $8972(@12,6f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table175.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table176.bin
03A8: write_debug_float $8978(@12,6f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table177.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table178.bin
03A7: write_debug_int $8984(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table179.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table180.bin
03A7: write_debug_int $8990(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table181.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table182.bin
03A7: write_debug_int $8996(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table183.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table184.bin
03A7: write_debug_int $9002(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table185.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table186.bin
03A7: write_debug_int $9008(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table187.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table188.bin
03A7: write_debug_int $9014(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table189.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table190.bin
03A7: write_debug_int $9020(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table191.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table192.bin
03A7: write_debug_int $9026(@12,6i) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table193.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table194.bin
03A7: write_debug_int $9032(@12,6i) 
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_2292

:VIDPOK_2352
03A9: write_debug_newline
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table195.bin
03A8: write_debug_float $9068 
03A9: write_debug_newline
DEFINE TABLE Tables\Table196.bin
03A8: write_debug_float $9067 
03A9: write_debug_newline
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table197.bin
03A8: write_debug_float $9040 
03A9: write_debug_newline
DEFINE TABLE Tables\Table198.bin
03A8: write_debug_float $9041 
03A9: write_debug_newline
DEFINE TABLE Tables\Table199.bin
03A8: write_debug_float $9042 
03A9: write_debug_newline
DEFINE TABLE Tables\Table200.bin
03A8: write_debug_float $9043 
03A9: write_debug_newline
03A9: write_debug_newline
0006: @12 =  0  ;; integer values

:VIDPOK_2377
00D6: if  0
001B:    5 > @12  ;; integer values
004D: jump_if_false VIDPOK_2402
03A9: write_debug_newline
DEFINE TABLE Tables\Table201.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table202.bin
03A8: write_debug_float $9044(@12,5f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table203.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table204.bin
03A8: write_debug_float $9049(@12,5f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table205.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table206.bin
03A8: write_debug_float $9054(@12,5f) 
03A9: write_debug_newline
DEFINE TABLE Tables\Table207.bin
03A7: write_debug_int @12 
DEFINE TABLE Tables\Table208.bin
03A8: write_debug_float $9059(@12,5f) 
000A: @12 +=  1  ;; integer values
0002: jump VIDPOK_2377

:VIDPOK_2402
03A9: write_debug_newline
03A9: write_debug_newline
DEFINE TABLE Tables\Table209.bin
03A8: write_debug_float $9038 

:VIDPOK_2406
0051: return

:VIDPOK_2407
00D6: if  0
0038:   $9066 ==  0  ;; integer values
004D: jump_if_false VIDPOK_2417
0008: $9065 +=  10  ;; integer values
00D6: if  0
0028:   $9065 >=  255  ;; integer values
004D: jump_if_false VIDPOK_2416
0004: $9065 =  255  ;; integer values
0004: $9066 =  1  ;; integer values

:VIDPOK_2416
0002: jump VIDPOK_2423

:VIDPOK_2417
0008: $9065 += -10  ;; integer values
00D6: if  0
002A:    0 >= $9065  ;; integer values
004D: jump_if_false VIDPOK_2423
0004: $9065 =  0  ;; integer values
0004: $9066 =  0  ;; integer values

:VIDPOK_2423
00D6: if  0
8038:   NOT   $9039 ==  0  ;; integer values
004D: jump_if_false VIDPOK_2455
0006: @12 =  0  ;; integer values
0086: $73 = $9067  ;; floating-point values only
0015: $73 /=  2.0  ;; floating-point values
0086: $74 = $9068  ;; floating-point values only
0015: $74 /=  2.0  ;; floating-point values

:VIDPOK_2431
00D6: if  1
0022:    480.0 > $74  ;; floating-point values
001B:    100 > @12  ;; integer values
004D: jump_if_false VIDPOK_2454

:VIDPOK_2435
00D6: if  1
0022:    640.0 > $73  ;; floating-point values
001B:    100 > @12  ;; integer values
004D: jump_if_false VIDPOK_2450
00D6: if  0
0038:   $9039 ==  1  ;; integer values
004D: jump_if_false VIDPOK_2443
038D:  64 $73 $74 $9067 $9068  150  150  150  255 

:VIDPOK_2443
00D6: if  0
0038:   $9039 ==  2  ;; integer values
004D: jump_if_false VIDPOK_2447
038D:  65 $73 $74 $9067 $9068  150  150  150  255 

:VIDPOK_2447
000A: @12 +=  1  ;; integer values
0059: $73 += $9067  ;; floating-point values
0002: jump VIDPOK_2435

:VIDPOK_2450
0059: $74 += $9068  ;; floating-point values
0086: $73 = $9067  ;; floating-point values only
0015: $73 /=  2.0  ;; floating-point values
0002: jump VIDPOK_2431

:VIDPOK_2454
0002: jump VIDPOK_2456

:VIDPOK_2455
038E:  320.0  240.0  640.0  480.0  6  16  140  255 

:VIDPOK_2456
038D:  63  160.0  112.0  320.0  224.0  150  150  150  255 
038D:  63  480.0  112.0 -320.0  224.0  150  150  150  255 
038D:  63  480.0  336.0 -320.0 -224.0  150  150  150  255 
038D:  63  160.0  336.0  320.0 -224.0  150  150  150  255 
0050: gosub VIDPOK_3093
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
033E: text_draw $8908 $8916 'VP02'
0050: gosub VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8914 $8922 'DOLLAR' @1
010B: @12 = player $PLAYER_CHAR money
0050: gosub VIDPOK_3210
0050: gosub VIDPOK_3072
03E4: set_text_draw_align_right  1
008B: @13 = $9200  ;; integer values and handles
0012: @13 *= -1  ;; integer values 
00D6: if  0
002D:   @13 >= @12  ;; integer values 
004D: jump_if_false VIDPOK_2479
033E: text_draw $8909 $8917 'VP18'
0002: jump VIDPOK_2480

:VIDPOK_2479
045A: text_draw_1number $8909 $8917 'VP16' @12

:VIDPOK_2480
0050: gosub VIDPOK_3093
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'
0050: gosub VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8915 $8923 'DOLLAR' @12
0050: gosub VIDPOK_3135
0342: set_text_draw_centered  1
033E: text_draw  320.0 $8920 'VP17'
038E: $9040 $9041 $9042 $9043  0  0  0  255 
00D6: if  0
8039:   NOT   @3 ==  6  ;; integer values
004D: jump_if_false VIDPOK_2508
0871: init_jump_table $8826 total_jumps  5  0 VIDPOK_2508 jumps  1 VIDPOK_2498  2 VIDPOK_2500  3 VIDPOK_2502  4 VIDPOK_2504  5 VIDPOK_2506 -1 VIDPOK_2508 -1 VIDPOK_2508 

:VIDPOK_2498
038E: $9044 $9049 $9054 $9059 $8985 $8991 $8997  255 
0002: jump VIDPOK_2508

:VIDPOK_2500
038E: $9045 $9050 $9055 $9060 $8985 $8991 $8997  255 
0002: jump VIDPOK_2508

:VIDPOK_2502
038E: $9046 $9051 $9056 $9061 $8985 $8991 $8997  255 
0002: jump VIDPOK_2508

:VIDPOK_2504
038E: $9047 $9052 $9057 $9062 $8985 $8991 $8997  255 
0002: jump VIDPOK_2508

:VIDPOK_2506
038E: $9048 $9053 $9058 $9063 $8985 $8991 $8997  255 
0002: jump VIDPOK_2508

:VIDPOK_2508
00D6: if  1
0039:   @3 ==  6  ;; integer values
8038:   NOT   $8866 ==  0  ;; integer values
004D: jump_if_false VIDPOK_2532
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_2527 jumps  1 VIDPOK_2517  2 VIDPOK_2519  3 VIDPOK_2521  4 VIDPOK_2523  5 VIDPOK_2525 -1 VIDPOK_2527 -1 VIDPOK_2527 

:VIDPOK_2517
038E: $9044 @15 $9054  18.0  255 $9065  0  255 
0002: jump VIDPOK_2527

:VIDPOK_2519
038E: $9045 @15 $9055  18.0  255 $9065  0  255 
0002: jump VIDPOK_2527

:VIDPOK_2521
038E: $9046 @15 $9056  18.0  255 $9065  0  255 
0002: jump VIDPOK_2527

:VIDPOK_2523
038E: $9047 @15 $9057  18.0  255 $9065  0  255 
0002: jump VIDPOK_2527

:VIDPOK_2525
038E: $9048 @15 $9058  18.0  255 $9065  0  255 
0002: jump VIDPOK_2527

:VIDPOK_2527
0050: gosub VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8911 $8919 'VP04' @14
0002: jump VIDPOK_2541

:VIDPOK_2532
00D6: if  1
0039:   @3 ==  6  ;; integer values
0038:   $8866 ==  0  ;; integer values
004D: jump_if_false VIDPOK_2541
0006: @14 =  0  ;; integer values
0050: gosub VIDPOK_3072
03E4: set_text_draw_align_right  0
0342: set_text_draw_centered  1
045A: text_draw_1number $8911 $8919 'VP04' @14

:VIDPOK_2541
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8894 'VP06'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8895 'VP07'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8896 'VP08'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8897 'VP09'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8898 'VP10'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8899 'VP11'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8900 'VP12'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8901 'VP13'
0050: gosub VIDPOK_3114
033E: text_draw $8887 $8902 'VP14'
0050: gosub VIDPOK_3135
0340: set_text_draw_color  255  255  255  255
033E: text_draw $8913 $8921 'VP05'
0050: gosub VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8888 $8893 'VP15'  1
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8894 'VP15'  250
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8895 'VP15'  50
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8896 'VP15'  25
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8897 'VP15'  9
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8898 'VP15'  6
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8899 'VP15'  4
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8900 'VP15'  3
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8901 'VP15'  2
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8888 $8902 'VP15'  1
0050: gosub VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8889 $8893 'VP15'  2
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8894 'VP15'  500
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8895 'VP15'  100
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8896 'VP15'  50
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8897 'VP15'  18
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8898 'VP15'  12
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8899 'VP15'  8
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8900 'VP15'  6
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8901 'VP15'  4
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8889 $8902 'VP15'  2
0050: gosub VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8890 $8893 'VP15'  3
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8894 'VP15'  750
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8895 'VP15'  150
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8896 'VP15'  75
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8897 'VP15'  27
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8898 'VP15'  18
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8899 'VP15'  12
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8900 'VP15'  9
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8901 'VP15'  6
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8890 $8902 'VP15'  3
0050: gosub VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8891 $8893 'VP15'  4
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8894 'VP15'  1000
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8895 'VP15'  200
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8896 'VP15'  100
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8897 'VP15'  36
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8898 'VP15'  24
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8899 'VP15'  16
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8900 'VP15'  12
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8901 'VP15'  8
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8891 $8902 'VP15'  4
0050: gosub VIDPOK_3135
03E4: set_text_draw_align_right  1
0340: set_text_draw_color  255  255  255  255
045A: text_draw_1number $8892 $8893 'VP15'  5
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8894 'VP15'  4000
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8895 'VP15'  250
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8896 'VP15'  125
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8897 'VP15'  45
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8898 'VP15'  30
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8899 'VP15'  20
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8900 'VP15'  15
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8901 'VP15'  10
0050: gosub VIDPOK_3156
03E4: set_text_draw_align_right  1
045A: text_draw_1number $8892 $8902 'VP15'  5
038E: $8936 $8945 $8954 $8963 $9020 $9026 $9032  255 
038E: $8937 $8946 $8955 $8964 $9020 $9026 $9032  255 
038E: $8938 $8947 $8956 $8965 $9020 $9026 $9032  255 
038E: $8939 $8948 $8957 $8966 $9020 $9026 $9032  255 
038E: $8940 $8949 $8958 $8967 $9020 $9026 $9032  255 
038E: $8941 $8950 $8959 $8968 $9020 $9026 $9032  255 
038E: $8942 $8951 $8960 $8969 $9020 $9026 $9032  255 
038E: $8943 $8952 $8961 $8970 $9020 $9026 $9032  255 
038E: $8944 $8953 $8962 $8971 $9020 $9026 $9032  255 
0004: $9064 =  0  ;; integer values

:VIDPOK_2727
00D6: if  0
001A:    5 > $9064  ;; integer values
004D: jump_if_false VIDPOK_2833
00D6: if  0
0038:   $8827($9064,5i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_2735
038D:  53 $8873($9064,5f) $8878($9064,5f) $8925 $8924  128  128  128  255 
0002: jump VIDPOK_2736

:VIDPOK_2735
038D: $8827($9064,5i) $8873($9064,5f) $8878($9064,5f) $8925 $8924  128  128  128  255 

:VIDPOK_2736
0086: $73 = $8873($9064,5f)  ;; floating-point values only
0086: $74 = $8878($9064,5f)  ;; floating-point values only
0059: $74 += $8926  ;; floating-point values
00D6: if  0
0038:   $8837($9064,5i) ==  0  ;; integer values
004D: jump_if_false VIDPOK_2755
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  0  0  0  128 
038E: $73 $74 $8927 $8928  128  128  128  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: $9019  0  0  0  128 
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2755
00D6: if  0
0038:   $8837($9064,5i) ==  1  ;; integer values
004D: jump_if_false VIDPOK_2771
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  255 $9065  0  128 
038E: $73 $74 $8927 $8928  128  128  128  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: $9019  0  0  0  128 
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2771
00D6: if  0
0038:   $8837($9064,5i) ==  2  ;; integer values
004D: jump_if_false VIDPOK_2786
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  0  0  0  255 
038E: $73 $74 $8927 $8928  0  128  0  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  0  255  0  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2786
00D6: if  0
0038:   $8837($9064,5i) ==  3  ;; integer values
004D: jump_if_false VIDPOK_2801
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  255 $9065  0  255 
038E: $73 $74 $8927 $8928  0  128  0  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2801
00D6: if  0
0038:   $8837($9064,5i) ==  4  ;; integer values
004D: jump_if_false VIDPOK_2816
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  0  0  0  255 
038E: $73 $74 $8927 $8928 $8985 $8991 $8997  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  255  0  0  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2816
00D6: if  0
0038:   $8837($9064,5i) ==  5  ;; integer values
004D: jump_if_false VIDPOK_2831
0086: $8930 = $8927  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8928  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $73 $74 $8930 $8931  255 $9065  0  255 
038E: $73 $74 $8927 $8928 $8985 $8991 $8997  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8928  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0067: $74 -= @15  ;; floating-point values
033E: text_draw $73 $74 'VP19'

:VIDPOK_2831
0008: $9064 +=  1  ;; integer values
0002: jump VIDPOK_2727

:VIDPOK_2833
00D6: if  0
0038:   $8842 ==  0  ;; integer values
004D: jump_if_false VIDPOK_2850
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  0  0  0  128 
038E: $8883 $8884 $8934 $8935  128  128  128  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: $9019  0  0  0  128 
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2850
00D6: if  0
0038:   $8842 ==  1  ;; integer values
004D: jump_if_false VIDPOK_2867
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  255 $9065  0  128 
038E: $8883 $8884 $8934 $8935  128  128  128  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: $9019  0  0  0  128 
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2867
00D6: if  0
0038:   $8842 ==  2  ;; integer values
004D: jump_if_false VIDPOK_2883
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  0  0  0  255 
038E: $8883 $8884 $8934 $8935  0  128  0  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  0  255  0  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2883
00D6: if  0
0038:   $8842 ==  3  ;; integer values
004D: jump_if_false VIDPOK_2899
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  255 $9065  0  255 
038E: $8883 $8884 $8934 $8935  0  128  0  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2899
00D6: if  0
0038:   $8842 ==  4  ;; integer values
004D: jump_if_false VIDPOK_2915
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  0  0  0  255 
038E: $8883 $8884 $8934 $8935 $8985 $8991 $8997  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  255  0  0  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2915
00D6: if  0
0038:   $8842 ==  5  ;; integer values
004D: jump_if_false VIDPOK_2931
0086: $8930 = $8934  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8935  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8883 $8884 $8930 $8931  255 $9065  0  255 
038E: $8883 $8884 $8934 $8935 $8985 $8991 $8997  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8935  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8884  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8883 $74 'VP20'

:VIDPOK_2931
00D6: if  0
0038:   $8843 ==  0  ;; integer values
004D: jump_if_false VIDPOK_2948
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  0  0  0  128 
038E: $8885 $8886 $8932 $8933  128  128  128  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: $9019  0  0  0  128 
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2948
00D6: if  0
0038:   $8843 ==  1  ;; integer values
004D: jump_if_false VIDPOK_2965
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  255 $9065  0  128 
038E: $8885 $8886 $8932 $8933  128  128  128  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  128  128  128  255
081C: $9019  0  0  0  128 
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2965
00D6: if  0
0038:   $8843 ==  2  ;; integer values
004D: jump_if_false VIDPOK_2981
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  0  0  0  255 
038E: $8885 $8886 $8932 $8933  0  128  0  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  0  255  0  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2981
00D6: if  0
0038:   $8843 ==  3  ;; integer values
004D: jump_if_false VIDPOK_2997
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  255 $9065  0  255 
038E: $8885 $8886 $8932 $8933  0  128  0  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_2997
00D6: if  0
0038:   $8843 ==  4  ;; integer values
004D: jump_if_false VIDPOK_3013
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  0  0  0  255 
038E: $8885 $8886 $8932 $8933 $8985 $8991 $8997  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color  255  0  0  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_3013
00D6: if  0
0038:   $8843 ==  5  ;; integer values
004D: jump_if_false VIDPOK_3029
0086: $8930 = $8932  ;; floating-point values only
0059: $8930 += $8929  ;; floating-point values
0086: $8931 = $8933  ;; floating-point values only
0059: $8931 += $8929  ;; floating-point values
038E: $8885 $8886 $8930 $8931  255 $9065  0  255 
038E: $8885 $8886 $8932 $8933 $8985 $8991 $8997  255 
0050: gosub VIDPOK_3177
0340: set_text_draw_color $8989 $9065 $9001  255
0089: @15 = $8933  ;; floating-point values only
0077: @15 /= $9038  ;; floating-point values
0086: $74 = $8886  ;; floating-point values only
0067: $74 -= @15  ;; floating-point values
033E: text_draw $8885 $74 'VP21'

:VIDPOK_3029
0051: return

:VIDPOK_3030
00D6: if  1
001A:    27 > $9069  ;; integer values
0018:   $9069 >  13  ;; integer values
004D: jump_if_false VIDPOK_3036
0084: $9070 = $9069  ;; integer values and handles
000C: $9070 -=  13  ;; integer values

:VIDPOK_3036
00D6: if  1
001A:    40 > $9069  ;; integer values
0018:   $9069 >  26  ;; integer values
004D: jump_if_false VIDPOK_3042
0084: $9070 = $9069  ;; integer values and handles
000C: $9070 -=  26  ;; integer values

:VIDPOK_3042
00D6: if  1
001A:    53 > $9069  ;; integer values
0018:   $9069 >  39  ;; integer values
004D: jump_if_false VIDPOK_3048
0084: $9070 = $9069  ;; integer values and handles
000C: $9070 -=  39  ;; integer values

:VIDPOK_3048
00D6: if  0
002A:    13 >= $9069  ;; integer values
004D: jump_if_false VIDPOK_3052
0084: $9070 = $9069  ;; integer values and handles

:VIDPOK_3052
0051: return

:VIDPOK_3053
00D6: if  0
001A:    14 > $9069  ;; integer values
004D: jump_if_false VIDPOK_3058
0004: $9070 =  1  ;; integer values
0002: jump VIDPOK_3069

:VIDPOK_3058
00D6: if  0
001A:    27 > $9069  ;; integer values
004D: jump_if_false VIDPOK_3063
0004: $9070 =  2  ;; integer values
0002: jump VIDPOK_3069

:VIDPOK_3063
00D6: if  0
001A:    40 > $9069  ;; integer values
004D: jump_if_false VIDPOK_3068
0004: $9070 =  3  ;; integer values
0002: jump VIDPOK_3069

:VIDPOK_3068
0004: $9070 =  4  ;; integer values

:VIDPOK_3069
0051: return

:VIDPOK_3070
0051: return

:VIDPOK_3071
0051: return

:VIDPOK_3072
033F: set_text_draw_letter_width_height $8972 $8978
0340: set_text_draw_color $8984 $8990 $8996  255
00D6: if  0
0038:   $9008 ==  1  ;; integer values
004D: jump_if_false VIDPOK_3078
0342: set_text_draw_centered  1

:VIDPOK_3078
0871: init_jump_table $9002 total_jumps  4  1 VIDPOK_3087 jumps  0 VIDPOK_3079  1 VIDPOK_3081  2 VIDPOK_3083  3 VIDPOK_3085 -1 VIDPOK_3089 -1 VIDPOK_3089 -1 VIDPOK_3089 

:VIDPOK_3079
0349: text_draw_style =  0  
0002: jump VIDPOK_3089

:VIDPOK_3081
0349: text_draw_style =  1  
0002: jump VIDPOK_3089

:VIDPOK_3083
0349: text_draw_style =  2  
0002: jump VIDPOK_3089

:VIDPOK_3085
0349: text_draw_style =  3  
0002: jump VIDPOK_3089

:VIDPOK_3087
0349: text_draw_style =  0  
0002: jump VIDPOK_3089

:VIDPOK_3089
081C: $9014 $9020 $9026 $9032  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3093
033F: set_text_draw_letter_width_height $8973 $8979
0340: set_text_draw_color $8985 $8991 $8997  255
00D6: if  0
0038:   $9009 ==  1  ;; integer values
004D: jump_if_false VIDPOK_3099
0342: set_text_draw_centered  1

:VIDPOK_3099
0871: init_jump_table $9003 total_jumps  4  1 VIDPOK_3108 jumps  0 VIDPOK_3100  1 VIDPOK_3102  2 VIDPOK_3104  3 VIDPOK_3106 -1 VIDPOK_3110 -1 VIDPOK_3110 -1 VIDPOK_3110 

:VIDPOK_3100
0349: text_draw_style =  0  
0002: jump VIDPOK_3110

:VIDPOK_3102
0349: text_draw_style =  1  
0002: jump VIDPOK_3110

:VIDPOK_3104
0349: text_draw_style =  2  
0002: jump VIDPOK_3110

:VIDPOK_3106
0349: text_draw_style =  3  
0002: jump VIDPOK_3110

:VIDPOK_3108
0349: text_draw_style =  0  
0002: jump VIDPOK_3110

:VIDPOK_3110
081C: $9015 $9021 $9027 $9033  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3114
033F: set_text_draw_letter_width_height $8974 $8980
0340: set_text_draw_color $8986 $8992 $8998  255
00D6: if  0
0038:   $9010 ==  1  ;; integer values
004D: jump_if_false VIDPOK_3120
0342: set_text_draw_centered  1

:VIDPOK_3120
0871: init_jump_table $9004 total_jumps  4  1 VIDPOK_3129 jumps  0 VIDPOK_3121  1 VIDPOK_3123  2 VIDPOK_3125  3 VIDPOK_3127 -1 VIDPOK_3131 -1 VIDPOK_3131 -1 VIDPOK_3131 

:VIDPOK_3121
0349: text_draw_style =  0  
0002: jump VIDPOK_3131

:VIDPOK_3123
0349: text_draw_style =  1  
0002: jump VIDPOK_3131

:VIDPOK_3125
0349: text_draw_style =  2  
0002: jump VIDPOK_3131

:VIDPOK_3127
0349: text_draw_style =  3  
0002: jump VIDPOK_3131

:VIDPOK_3129
0349: text_draw_style =  0  
0002: jump VIDPOK_3131

:VIDPOK_3131
081C: $9016 $9022 $9028 $9034  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3135
033F: set_text_draw_letter_width_height $8975 $8981
0340: set_text_draw_color $8987 $8993 $8999  255
00D6: if  0
0038:   $9011 ==  1  ;; integer values
004D: jump_if_false VIDPOK_3141
0342: set_text_draw_centered  1

:VIDPOK_3141
0871: init_jump_table $9005 total_jumps  4  1 VIDPOK_3150 jumps  0 VIDPOK_3142  1 VIDPOK_3144  2 VIDPOK_3146  3 VIDPOK_3148 -1 VIDPOK_3152 -1 VIDPOK_3152 -1 VIDPOK_3152 

:VIDPOK_3142
0349: text_draw_style =  0  
0002: jump VIDPOK_3152

:VIDPOK_3144
0349: text_draw_style =  1  
0002: jump VIDPOK_3152

:VIDPOK_3146
0349: text_draw_style =  2  
0002: jump VIDPOK_3152

:VIDPOK_3148
0349: text_draw_style =  3  
0002: jump VIDPOK_3152

:VIDPOK_3150
0349: text_draw_style =  0  
0002: jump VIDPOK_3152

:VIDPOK_3152
081C: $9017 $9023 $9029 $9035  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3156
033F: set_text_draw_letter_width_height $8976 $8982
0340: set_text_draw_color $8988 $8994 $9000  255
00D6: if  0
0038:   $9012 ==  1  ;; integer values
004D: jump_if_false VIDPOK_3162
0342: set_text_draw_centered  1

:VIDPOK_3162
0871: init_jump_table $9006 total_jumps  4  1 VIDPOK_3171 jumps  0 VIDPOK_3163  1 VIDPOK_3165  2 VIDPOK_3167  3 VIDPOK_3169 -1 VIDPOK_3173 -1 VIDPOK_3173 -1 VIDPOK_3173 

:VIDPOK_3163
0349: text_draw_style =  0  
0002: jump VIDPOK_3173

:VIDPOK_3165
0349: text_draw_style =  1  
0002: jump VIDPOK_3173

:VIDPOK_3167
0349: text_draw_style =  2  
0002: jump VIDPOK_3173

:VIDPOK_3169
0349: text_draw_style =  3  
0002: jump VIDPOK_3173

:VIDPOK_3171
0349: text_draw_style =  0  
0002: jump VIDPOK_3173

:VIDPOK_3173
081C: $9018 $9024 $9030 $9036  255 
0343: set_text_linewidth  2000.0
0348: set_text_draw_proportional  1
0051: return

:VIDPOK_3177
033F: set_text_draw_letter_width_height $8977 $8983
0340: set_text_draw_color $8989 $8995 $9001  255
00D6: if  0
0038:   $9013 ==  1  ;; integer values
004D: jump_if_false VIDPOK_3183
0342: set_text_draw_centered  1

:VIDPOK_3183
0871: init_jump_table $9007 total_jumps  4  1 VIDPOK_3192 jumps  0 VIDPOK_3184  1 VIDPOK_3186  2 VIDPOK_3188  3 VIDPOK_3190 -1 VIDPOK_3194 -1 VIDPOK_3194 -1 VIDPOK_3194 

:VIDPOK_3184
0349: text_draw_style =  0  
0002: jump VIDPOK_3194

:VIDPOK_3186
0349: text_draw_style =  1  
0002: jump VIDPOK_3194

:VIDPOK_3188
0349: text_draw_style =  2  
0002: jump VIDPOK_3194

:VIDPOK_3190
0349: text_draw_style =  3  
0002: jump VIDPOK_3194

:VIDPOK_3192
0349: text_draw_style =  0  
0002: jump VIDPOK_3194

:VIDPOK_3194
081C: $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  .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  .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_3210
0653: @15 = stat  81 (gambling skill)  ; float
00D6: if  0
0023:    50.0 > @15  ;; floating-point values
004D: jump_if_false VIDPOK_3216
0004: $9200 =  100  ;; integer values
0002: jump VIDPOK_3232

:VIDPOK_3216
00D6: if  0
0023:    150.0 > @15  ;; floating-point values
004D: jump_if_false VIDPOK_3221
0004: $9200 =  1000  ;; integer values
0002: jump VIDPOK_3232

:VIDPOK_3221
00D6: if  0
0023:    350.0 > @15  ;; floating-point values
004D: jump_if_false VIDPOK_3226
0004: $9200 =  10000  ;; integer values
0002: jump VIDPOK_3232

:VIDPOK_3226
00D6: if  0
0023:    1000.0 > @15  ;; floating-point values
004D: jump_if_false VIDPOK_3231
0004: $9200 =  100000  ;; integer values
0002: jump VIDPOK_3232

:VIDPOK_3231
0004: $9200 =  1000000  ;; integer values

:VIDPOK_3232
0051: return

:VIDPOK_3233
09BD:  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: (unknown)
03F0: text_draw_toggle  0
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
0826:  1 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START WARDROBE

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 (disabled)
03A4: name_thread 'WARROBE'

:WARROBE_2
0001: wait  0 ms
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WARROBE_768
077E: $9895 = active_interior
00D6: if  0
0038:   $9895 ==  14  ;; integer values
004D: jump_if_false WARROBE_766
00D6: if  0
0018:   $9812 >  0  ;; integer values
004D: jump_if_false WARROBE_30
00D6: if  0
0A0F: (unknown)
004D: jump_if_false WARROBE_30
03E6: remove_text_box
08DA: $9871 
08DA: $9966 
08DA: $9969 
08DA: $9974 
08DA: $2417 
08DA: $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_30
00D6: if  0
0038:   $9812 ==  0  ;; integer values
004D: jump_if_false WARROBE_40
0004: $9977 =  1  ;; integer values
0005: $9875 =  43.529  ;; floating-point values
0005: $9876 =  .694  ;; floating-point values
0005: $9877 =  .012  ;; floating-point values
0005: $9882 =  90.0  ;; floating-point values
0005: $9878 =  0.0  ;; floating-point values
0004: $9812 =  1  ;; integer values

:WARROBE_40
00D6: if  0
0038:   $9812 ==  1  ;; integer values
004D: jump_if_false WARROBE_96
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false WARROBE_88
03F0: text_draw_toggle  1
08F8:  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: $128 =  1  ;; integer values
0004: $9868 =  1  ;; integer values

:WARROBE_88
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false WARROBE_96
00D6: if  0
04EE:   animation "CLOTHES" loaded
004D: jump_if_false WARROBE_96
0004: $9868 =  0  ;; integer values
0004: $9812 =  2  ;; integer values

:WARROBE_96
00D6: if  0
0038:   $9812 ==  2  ;; integer values
004D: jump_if_false WARROBE_106
00D6: if  0
0102:   actor $PLAYER_ACTOR stopped_near_point_on_foot $9879 $9880 $9881 radius  1.0  1.0  4.0 sphere $128
004D: jump_if_false WARROBE_106
00D6: if  0
03EE:   player $PLAYER_CHAR controllable
004D: jump_if_false WARROBE_106
0004: $9812 =  3  ;; integer values

:WARROBE_106
00D6: if  0
0038:   $9812 ==  3  ;; integer values
004D: jump_if_false WARROBE_125
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WARROBE_123
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
09BD:  1 
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
0792: $PLAYER_ACTOR 
0395: clear_area  1 at $69 $70 $71 range  1.0
0581: toggle_radar  0 (off)
0006: @32 =  0  ;; integer values
0004: $9868 =  0  ;; integer values
0004: $9812 =  4  ;; integer values
0002: jump WARROBE_125

:WARROBE_123
0050: gosub WARROBE_827
0002: jump WARROBE_2

:WARROBE_125
00D6: if  0
0038:   $9812 ==  4  ;; integer values
004D: jump_if_false WARROBE_164
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false WARROBE_151
00D6: if  0
0029:   @32 >=  300  ;; integer values
004D: jump_if_false WARROBE_151
01B9: set_actor $PLAYER_ACTOR armed_weapon_to  0
08C7: $PLAYER_ACTOR $9879 $9880 $9881 
0173: set_actor $PLAYER_ACTOR z_angle_to $9882
00A0: store_actor $PLAYER_ACTOR position_to $69 $70 $71
015F: set_camera_position $9883 $9884 $9885  0.0  0.0  0.0
0160: point_camera $9886 $9887 $9888  2
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_IN" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
0611: $PLAYER_ACTOR "CLO_IN" 
004D: jump_if_false WARROBE_146
0613: $PLAYER_ACTOR "CLO_IN" $9813 

:WARROBE_146
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false WARROBE_150
075A: $9811 "CLO_POSE_OUT_O" "CLOTHES"  4.0  0  1 

:WARROBE_150
0004: $9868 =  1  ;; integer values

:WARROBE_151
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false WARROBE_164
00D6: if  0
0611: $PLAYER_ACTOR "CLO_IN" 
004D: jump_if_false WARROBE_158
0613: $PLAYER_ACTOR "CLO_IN" $9813 

:WARROBE_158
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false WARROBE_164
0793: (unknown)
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values

:WARROBE_164
00D6: if  0
0038:   $9812 ==  5  ;; integer values
004D: jump_if_false WARROBE_267
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false WARROBE_174
00D6: if  0
001A:    1 > $9868  ;; integer values
004D: jump_if_false WARROBE_174
0050: gosub WARROBE_1101

:WARROBE_174
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false WARROBE_186
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WARROBE_182
0004: $9868 =  1  ;; integer values

:WARROBE_182
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false WARROBE_186
0004: $9868 =  2  ;; integer values

:WARROBE_186
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false WARROBE_218
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false WARROBE_218
08D8: $9871 $9872 
00D6: if  0
001A:    0 > $9872  ;; integer values
004D: jump_if_false WARROBE_197
0004: $9872 =  0  ;; integer values

:WARROBE_197
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false WARROBE_203
08DA: $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_203
00D6: if  21
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
004D: jump_if_false WARROBE_211
06D1: v$9864 = "CLO_POSE_TORSO"  ;; 16-byte strings
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values
0002: jump WARROBE_218

:WARROBE_211
0050: gosub WARROBE_897
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false WARROBE_216
0050: gosub WARROBE_991

:WARROBE_216
0004: $9868 =  0  ;; integer values
0004: $9812 =  6  ;; integer values

:WARROBE_218
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false WARROBE_243
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false WARROBE_243
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false WARROBE_230
08DA: $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_230
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false WARROBE_236
08DA: $9966 
03E6: remove_text_box
0004: $9965 =  0  ;; integer values

:WARROBE_236
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_OUT" "CLOTHES"  1000.0  0  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false WARROBE_242
075A: $9811 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:WARROBE_242
0004: $9868 =  5  ;; integer values

:WARROBE_243
00D6: if  0
0038:   $9868 ==  5  ;; integer values
004D: jump_if_false WARROBE_254
00D6: if  0
0611: $PLAYER_ACTOR "CLO_OUT" 
004D: jump_if_false WARROBE_250
0613: $PLAYER_ACTOR "CLO_OUT" $9813 

:WARROBE_250
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false WARROBE_254
0004: $9868 =  6  ;; integer values

:WARROBE_254
00D6: if  0
0038:   $9868 ==  6  ;; integer values
004D: jump_if_false WARROBE_267
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)
09BD:  0 
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0581: toggle_radar  1 (on)
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_267
00D6: if  0
0038:   $9812 ==  6  ;; integer values
004D: jump_if_false WARROBE_330
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false WARROBE_275
0050: gosub WARROBE_897
0050: gosub WARROBE_991

:WARROBE_275
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false WARROBE_294
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false WARROBE_283
0004: $9868 =  1  ;; integer values

:WARROBE_283
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WARROBE_294
08D7: $9966 $9967 
00D6: if  0
001A:    0 > $9967  ;; integer values
004D: jump_if_false WARROBE_291
0004: $9967 =  0  ;; integer values

:WARROBE_291
06D1: v$9864 = $9816($9967,12v)  ;; 16-byte strings
0050: gosub WARROBE_1023
0004: $9868 =  2  ;; integer values

:WARROBE_294
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false WARROBE_312
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false WARROBE_312
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false WARROBE_308
03E6: remove_text_box
08DA: $9966 
0004: $9965 =  0  ;; integer values

:WARROBE_308
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false WARROBE_312
0050: gosub WARROBE_1101

:WARROBE_312
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false WARROBE_330
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false WARROBE_330
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false WARROBE_324
03E6: remove_text_box
08DA: $9966 
0004: $9965 =  0  ;; integer values

:WARROBE_324
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false WARROBE_328
0050: gosub WARROBE_1062

:WARROBE_328
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_330
00D6: if  0
0038:   $9812 ==  7  ;; integer values
004D: jump_if_false WARROBE_440
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false WARROBE_353
00D6: if  0
0038:   $9973 ==  0  ;; integer values
004D: jump_if_false WARROBE_352
0050: gosub WARROBE_1318
00D6: if  0
0038:   $9896 ==  0  ;; integer values
004D: jump_if_false WARROBE_352
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false WARROBE_349
08DA: $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_349
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
0002: jump WARROBE_2

:WARROBE_352
0002: jump WARROBE_367

:WARROBE_353
00D6: if  0
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
004D: jump_if_false WARROBE_362
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false WARROBE_361
0050: gosub WARROBE_1243
0050: gosub WARROBE_1062

:WARROBE_361
0002: jump WARROBE_367

:WARROBE_362
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false WARROBE_367
0050: gosub WARROBE_1023
0050: gosub WARROBE_1062

:WARROBE_367
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false WARROBE_383
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false WARROBE_374
0004: $9868 =  1  ;; integer values

:WARROBE_374
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WARROBE_383
08D7: $9969 $9971 
00D6: if  0
001A:    0 > $9971  ;; integer values
004D: jump_if_false WARROBE_382
0004: $9971 =  0  ;; integer values

:WARROBE_382
0004: $9868 =  2  ;; integer values

:WARROBE_383
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false WARROBE_419
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false WARROBE_419
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false WARROBE_395
08DA: $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_395
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false WARROBE_401
08DA: $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_401
00D6: if  21
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false WARROBE_412
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false WARROBE_409
0050: gosub WARROBE_1101

:WARROBE_409
0004: $9812 =  5  ;; integer values
0004: $9868 =  0  ;; integer values
0002: jump WARROBE_419

:WARROBE_412
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false WARROBE_417
0050: gosub WARROBE_897
0050: gosub WARROBE_991

:WARROBE_417
0004: $9868 =  0  ;; integer values
0004: $9812 =  6  ;; integer values

:WARROBE_419
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false WARROBE_440
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false WARROBE_440
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false WARROBE_431
08DA: $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_431
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false WARROBE_437
08DA: $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_437
0004: $9976 =  0  ;; integer values
0004: $9868 =  0  ;; integer values
0004: $9812 =  8  ;; integer values

:WARROBE_440
00D6: if  0
0038:   $9812 ==  8  ;; integer values
004D: jump_if_false WARROBE_526
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false WARROBE_490
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false WARROBE_455
0004: $45 =  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: $PLAYER_CHAR $2511 $2542 $2543 
0002: jump WARROBE_459

:WARROBE_455
0084: $45 = $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_459
00D6: if  23
04A3:   unknown $2511 ==  13
04A3:   unknown $2511 ==  14
04A3:   unknown $2511 ==  15
04A3:   unknown $2511 ==  16
004D: jump_if_false WARROBE_468
015F: set_camera_position $9889 $9890 $9891  0.0  0.0  0.0
0160: point_camera $9892 $9893 $9894  2
0002: jump WARROBE_474

:WARROBE_468
015F: set_camera_position $9883 $9884 $9885  0.0  0.0  0.0
0160: point_camera $9886 $9887 $9888  2
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false WARROBE_474
03D1: play_wav  4

:WARROBE_474
00D6: if  22
04A3:   unknown $2511 ==  0
04A3:   unknown $2511 ==  2
04A3:   unknown $2511 ==  3
004D: jump_if_false WARROBE_481
0784: $PLAYER_CHAR  0  0  17 
0793: (unknown)

:WARROBE_481
0784: $PLAYER_CHAR $45 $2510 $2511 
070D: $PLAYER_CHAR 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_IN" "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false WARROBE_489
075A: $9811 "CLO_POSE_IN_O" "CLOTHES"  1000.0  0  1 

:WARROBE_489
0004: $9868 =  1  ;; integer values

:WARROBE_490
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false WARROBE_511
00D6: if  0
0611: $PLAYER_ACTOR "CLO_POSE_IN" 
004D: jump_if_false WARROBE_497
0613: $PLAYER_ACTOR "CLO_POSE_IN" $9813 

:WARROBE_497
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false WARROBE_511
00D6: if  0
85AD:   NOT   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false WARROBE_507
0812: unknown_action_sequence $PLAYER_ACTOR v$9864 "CLOTHES"  1000.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  2  ;; integer values
0002: jump WARROBE_511

:WARROBE_507
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9812 =  9  ;; integer values
0004: $9868 =  0  ;; integer values

:WARROBE_511
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false WARROBE_526
00D6: if  0
0611: $PLAYER_ACTOR v$9864 
004D: jump_if_false WARROBE_518
0613: $PLAYER_ACTOR v$9864 $9813 

:WARROBE_518
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false WARROBE_526
0050: gosub WARROBE_1217
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9812 =  9  ;; integer values
0004: $9868 =  0  ;; integer values

:WARROBE_526
00D6: if  0
0038:   $9812 ==  9  ;; integer values
004D: jump_if_false WARROBE_746
0004: $128 =  0  ;; integer values
00D6: if  0
0038:   $9868 ==  0  ;; integer values
004D: jump_if_false WARROBE_568
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WARROBE_542
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
0004: $2545 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
0004: $9868 =  1  ;; integer values

:WARROBE_542
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false WARROBE_568
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
0004: $2545 =  0  ;; integer values
0004: $2546 =  0  ;; integer values
0004: $9978 =  0  ;; integer values
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false WARROBE_556
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_556
00D6: if  0
0038:   $9976 ==  0  ;; integer values
004D: jump_if_false WARROBE_561
0004: $9868 =  3  ;; integer values
0002: jump WARROBE_568

:WARROBE_561
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false WARROBE_566
08DA: $2421 
0004: $2422 =  0  ;; integer values

:WARROBE_566
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_568
00D6: if  0
001A:    2 > $9868  ;; integer values
004D: jump_if_false WARROBE_572
0050: gosub WARROBE_1217

:WARROBE_572
00D6: if  0
0038:   $9868 ==  1  ;; integer values
004D: jump_if_false WARROBE_637
00D6: if  0
80E1:   NOT   key_pressed  0  16
004D: jump_if_false WARROBE_637
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false WARROBE_608
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_600
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false WARROBE_590
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_590
097A: $69 $70 $71  1054 
0050: gosub WARROBE_1233
0004: $9978 =  1  ;; integer values
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: $PLAYER_CHAR $2511 $2542 $2543 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_BUY" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  2  ;; integer values
0002: jump WARROBE_607

:WARROBE_600
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false WARROBE_607
097A: $69 $70 $71  1055 
00BC: text_highpriority 'WARDNO2'  5000 ms  1
0004: $9868 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:WARROBE_607
0002: jump WARROBE_637

:WARROBE_608
00D6: if  0
803A:   NOT   $2542 == $45  ;; integer values and handles
004D: jump_if_false WARROBE_630
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false WARROBE_617
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_617
08C8: $45  0 
0790: $45 
0004: $9978 =  1  ;; integer values
097A: $69 $70 $71  1054 
08C9: $45 
0050: gosub WARROBE_1233
0793: (unknown)
070D: $PLAYER_CHAR 
08F7: $PLAYER_CHAR $2547 $2542 $2543 
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_BUY" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  2  ;; integer values
0002: jump WARROBE_637

:WARROBE_630
00D6: if  0
0038:   $2545 ==  0  ;; integer values
004D: jump_if_false WARROBE_637
097A: $69 $70 $71  1055 
00BC: text_highpriority 'WARDNO'  5000 ms  1
0004: $9868 =  0  ;; integer values
0004: $2545 =  1  ;; integer values

:WARROBE_637
00D6: if  0
0038:   $9868 ==  2  ;; integer values
004D: jump_if_false WARROBE_650
00D6: if  0
0611: $PLAYER_ACTOR "CLO_BUY" 
004D: jump_if_false WARROBE_644
0613: $PLAYER_ACTOR "CLO_BUY" $9813 

:WARROBE_644
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false WARROBE_650
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_LOOP" "CLOTHES"  1000.0  1  0  0  0 -1 
0005: $9813 =  0.0  ;; floating-point values
0004: $9868 =  3  ;; integer values

:WARROBE_650
00D6: if  0
0038:   $9868 ==  3  ;; integer values
004D: jump_if_false WARROBE_660
0812: unknown_action_sequence $PLAYER_ACTOR "CLO_POSE_OUT" "CLOTHES"  4.0  0  0  0  1 -1 
0005: $9813 =  0.0  ;; floating-point values
00D6: if  0
03CA:   object $9811 exists
004D: jump_if_false WARROBE_659
075A: $9811 "CLO_POSE_OUT_O" "CLOTHES"  1000.0  0  1 

:WARROBE_659
0004: $9868 =  4  ;; integer values

:WARROBE_660
00D6: if  0
0038:   $9868 ==  4  ;; integer values
004D: jump_if_false WARROBE_746
00D6: if  0
0611: $PLAYER_ACTOR "CLO_POSE_OUT" 
004D: jump_if_false WARROBE_667
0613: $PLAYER_ACTOR "CLO_POSE_OUT" $9813 

:WARROBE_667
00D6: if  0
0042:   $9813 ==  1.0  ;; floating-point values
004D: jump_if_false WARROBE_746
0794: (unknown)
070D: $PLAYER_CHAR 
0793: (unknown)
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false WARROBE_679
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_679
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false WARROBE_684
08DA: $2421 
0004: $2422 =  0  ;; integer values

:WARROBE_684
0004: $9976 =  1  ;; integer values
00D6: if  0
0038:   $9978 ==  1  ;; integer values
004D: jump_if_false WARROBE_698
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false WARROBE_697
00D6: if  0
001A:    1 > $9868  ;; integer values
004D: jump_if_false WARROBE_697
0050: gosub WARROBE_1101

:WARROBE_697
0002: jump WARROBE_746

:WARROBE_698
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false WARROBE_728
00D6: if  0
0038:   $9973 ==  0  ;; integer values
004D: jump_if_false WARROBE_727
0050: gosub WARROBE_1318
00D6: if  0
0038:   $9896 ==  0  ;; integer values
004D: jump_if_false WARROBE_725
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false WARROBE_714
08DA: $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_714
0004: $9868 =  0  ;; integer values
0004: $9812 =  5  ;; integer values
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false WARROBE_723
00D6: if  0
001A:    1 > $9868  ;; integer values
004D: jump_if_false WARROBE_723
0050: gosub WARROBE_1101

:WARROBE_723
0002: jump WARROBE_2
0002: jump WARROBE_727

:WARROBE_725
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_727
0002: jump WARROBE_746

:WARROBE_728
00D6: if  0
05AD:   $9921($9872,12s) == 'UNIFORM'  ;; 8-byte strings
004D: jump_if_false WARROBE_739
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false WARROBE_736
0050: gosub WARROBE_1243
0050: gosub WARROBE_1062

:WARROBE_736
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values
0002: jump WARROBE_746

:WARROBE_739
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false WARROBE_744
0050: gosub WARROBE_1023
0050: gosub WARROBE_1062

:WARROBE_744
0004: $9868 =  0  ;; integer values
0004: $9812 =  7  ;; integer values

:WARROBE_746
00D6: if  0
0038:   $9812 ==  11  ;; integer values
004D: jump_if_false WARROBE_765
00D6: if  0
80FF:   NOT   actor $PLAYER_ACTOR $128 near_point_on_foot $9879 $9880 $9881 radius  1.0  1.0  4.0
004D: jump_if_false WARROBE_765
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: $128 =  1  ;; integer values

:WARROBE_765
0002: jump WARROBE_767

:WARROBE_766
0050: gosub WARROBE_827

:WARROBE_767
0002: jump WARROBE_769

:WARROBE_768
0050: gosub WARROBE_827

:WARROBE_769
0002: jump WARROBE_2
00D6: if  0
0028:   $9812 >=  1  ;; integer values
004D: jump_if_false WARROBE_774
03E6: remove_text_box

:WARROBE_774
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false WARROBE_780
08DA: $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_780
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false WARROBE_786
08DA: $9966 
03E6: remove_text_box
0004: $9965 =  0  ;; integer values

:WARROBE_786
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false WARROBE_792
08DA: $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_792
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false WARROBE_798
08DA: $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_798
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false WARROBE_804
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_804
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false WARROBE_810
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:WARROBE_810
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
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_827
00D6: if  0
0038:   $9870 ==  1  ;; integer values
004D: jump_if_false WARROBE_833
08DA: $9871 
03E6: remove_text_box
0004: $9870 =  0  ;; integer values

:WARROBE_833
00D6: if  0
0038:   $9965 ==  1  ;; integer values
004D: jump_if_false WARROBE_839
08DA: $9966 
03E6: remove_text_box
0004: $9965 =  0  ;; integer values

:WARROBE_839
00D6: if  0
0038:   $9970 ==  1  ;; integer values
004D: jump_if_false WARROBE_845
08DA: $9969 
03E6: remove_text_box
0004: $9970 =  0  ;; integer values

:WARROBE_845
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false WARROBE_851
08DA: $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_851
00D6: if  0
0038:   $2418 ==  1  ;; integer values
004D: jump_if_false WARROBE_857
08DA: $2417 
03E6: remove_text_box
0004: $2418 =  0  ;; integer values

:WARROBE_857
00D6: if  0
0038:   $2422 ==  1  ;; integer values
004D: jump_if_false WARROBE_863
08DA: $2421 
03E6: remove_text_box
0004: $2422 =  0  ;; integer values

:WARROBE_863
00D6: if  0
0028:   $9812 >=  1  ;; integer values
004D: jump_if_false WARROBE_867
03E6: remove_text_box

:WARROBE_867
03D5: remove_text 'WARDNO'
03D5: remove_text 'WARDNO2'
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: $128 =  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 (on)
08F8:  1 
09BD:  0 
0004: $9977 =  0  ;; integer values
040D: unload_wav  4
004E: end_thread
0051: return

:WARROBE_897
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: $9921($9872,12s) 
075D: "CLOTHES" 
075F: $9873 
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values

:WARROBE_909
00D6: if  0
001C:   $9873 > $2515  ;; integer values
004D: jump_if_false WARROBE_983
0760: $2515 $45 
0783: $45  1 $2511 
00D6: if  0
0942: $45 
004D: jump_if_false WARROBE_981
0871: init_jump_table $2511 total_jumps  7  0 WARROBE_981 jumps  0 WARROBE_918  2 WARROBE_927  3 WARROBE_936  13 WARROBE_945  14 WARROBE_954  15 WARROBE_963  16 WARROBE_972 

:WARROBE_918
00D6: if  0
0038:   $9945 ==  0  ;; integer values
004D: jump_if_false WARROBE_926
05A9: $9897($9896,12s) = 'TORSO'  ;; 8-byte strings
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_926
0002: jump WARROBE_981

:WARROBE_927
00D6: if  0
0038:   $9946 ==  0  ;; integer values
004D: jump_if_false WARROBE_935
05A9: $9897($9896,12s) = 'LEGS'  ;; 8-byte strings
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_935
0002: jump WARROBE_981

:WARROBE_936
00D6: if  0
0038:   $9947 ==  0  ;; integer values
004D: jump_if_false WARROBE_944
05A9: $9897($9896,12s) = 'FEET'  ;; 8-byte strings
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_944
0002: jump WARROBE_981

:WARROBE_945
00D6: if  0
0038:   $9948 ==  0  ;; integer values
004D: jump_if_false WARROBE_953
05A9: $9897($9896,12s) = 'CHAINS'  ;; 8-byte strings
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_953
0002: jump WARROBE_981

:WARROBE_954
00D6: if  0
0038:   $9949 ==  0  ;; integer values
004D: jump_if_false WARROBE_962
05A9: $9897($9896,12s) = 'WATCHES'  ;; 8-byte strings
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_962
0002: jump WARROBE_981

:WARROBE_963
00D6: if  0
0038:   $9950 ==  0  ;; integer values
004D: jump_if_false WARROBE_971
05A9: $9897($9896,12s) = 'SHADES'  ;; 8-byte strings
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_971
0002: jump WARROBE_981

:WARROBE_972
00D6: if  0
0038:   $9951 ==  0  ;; integer values
004D: jump_if_false WARROBE_980
05A9: $9897($9896,12s) = 'HATS'  ;; 8-byte strings
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_980
0002: jump WARROBE_981

:WARROBE_981
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_909

:WARROBE_983
0084: $2515 = $9896  ;; integer values and handles

:WARROBE_984
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false WARROBE_990
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_984

:WARROBE_990
0051: return

:WARROBE_991
00D6: if  0
0038:   $9965 ==  0  ;; integer values
004D: jump_if_false WARROBE_1022
0512: permanent_text_box 'WARDH2'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false WARROBE_1000
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9966 
0002: jump WARROBE_1019

:WARROBE_1000
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false WARROBE_1005
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $9966 
0002: jump WARROBE_1019

:WARROBE_1005
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false WARROBE_1010
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $9966 
0002: jump WARROBE_1019

:WARROBE_1010
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false WARROBE_1015
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9966 
0002: jump WARROBE_1019

:WARROBE_1015
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false WARROBE_1019
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9966 

:WARROBE_1019
08D6: $9966  0  1 
08DB: $9966  0 'DUMMY' 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_1022
0051: return

:WARROBE_1023
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values
0004: $9968 =  0  ;; integer values
08F7: $PLAYER_CHAR $9953($9967,12i) $2542 $2543 
075F: $9873 

:WARROBE_1028
00D6: if  0
001C:   $9873 > $2515  ;; integer values
004D: jump_if_false WARROBE_1054
0760: $2515 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
00D6: if  0
0942: $45 
004D: jump_if_false WARROBE_1052
00D6: if  0
003A:   $2511 == $9953($9967,12i)  ;; integer values and handles
004D: jump_if_false WARROBE_1052
0084: $2438($9968,12i) = $45  ;; integer values and handles
078C: $45 s$9806 
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  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false WARROBE_1050
0004: $2498($9968,12i) =  0  ;; integer values
0002: jump WARROBE_1051

:WARROBE_1050
0004: $2498($9968,12i) =  1  ;; integer values

:WARROBE_1051
0008: $9968 +=  1  ;; integer values

:WARROBE_1052
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_1028

:WARROBE_1054
0084: $2515 = $9968  ;; integer values and handles

:WARROBE_1055
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false WARROBE_1061
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_1055

:WARROBE_1061
0051: return

:WARROBE_1062
00D6: if  0
0038:   $9970 ==  0  ;; integer values
004D: jump_if_false WARROBE_1100
0512: permanent_text_box 'WARDH3'
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false WARROBE_1071
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9969 
0002: jump WARROBE_1090

:WARROBE_1071
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false WARROBE_1076
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9969 
0002: jump WARROBE_1090

:WARROBE_1076
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false WARROBE_1081
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $9969 
0002: jump WARROBE_1090

:WARROBE_1081
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false WARROBE_1086
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9969 
0002: jump WARROBE_1090

:WARROBE_1086
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false WARROBE_1090
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9969 

:WARROBE_1090
08D6: $9969  0  1 
08DB: $9969  0 'DUMMY' 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_1093
00D6: if  0
001C:   $9968 > $2515  ;; integer values
004D: jump_if_false WARROBE_1099
08D9: $9969 $2515 $2498($2515,12i) 
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_1093

:WARROBE_1099
0004: $9970 =  1  ;; integer values

:WARROBE_1100
0051: return

:WARROBE_1101
00D6: if  0
0038:   $9870 ==  0  ;; integer values
004D: jump_if_false WARROBE_1216
0050: gosub WARROBE_1318
00D6: if  0
0038:   $9973 ==  1  ;; integer values
004D: jump_if_false WARROBE_1111
08DA: $9974 
03E6: remove_text_box
0004: $9973 =  0  ;; integer values

:WARROBE_1111
00D6: if  0
0038:   $9896 ==  0  ;; integer values
004D: jump_if_false WARROBE_1116
0004: $9975 =  0  ;; integer values
0002: jump WARROBE_1117

:WARROBE_1116
0004: $9975 =  1  ;; integer values

:WARROBE_1117
0004: $9896 =  0  ;; integer values
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false WARROBE_1123
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9871 
0002: jump WARROBE_1142

:WARROBE_1123
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false WARROBE_1128
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $9871 
0002: jump WARROBE_1142

:WARROBE_1128
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false WARROBE_1133
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $9871 
0002: jump WARROBE_1142

:WARROBE_1133
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false WARROBE_1138
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9871 
0002: jump WARROBE_1142

:WARROBE_1138
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false WARROBE_1142
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9871 

:WARROBE_1142
08D6: $9871  0  1 
00D6: if  0
0038:   $2549 ==  1  ;; integer values
004D: jump_if_false WARROBE_1149
05A9: $9897($9896,12s) = 'SHOP1'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSCHP'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1149
00D6: if  0
0038:   $2550 ==  1  ;; integer values
004D: jump_if_false WARROBE_1155
05A9: $9897($9896,12s) = 'SHOP2'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSSPRT'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1155
00D6: if  0
0038:   $2551 ==  1  ;; integer values
004D: jump_if_false WARROBE_1161
05A9: $9897($9896,12s) = 'SHOP3'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'LACS1'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1161
00D6: if  0
0038:   $2552 ==  1  ;; integer values
004D: jump_if_false WARROBE_1167
05A9: $9897($9896,12s) = 'SHOP4'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CLOTHGP'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1167
00D6: if  0
0038:   $2553 ==  1  ;; integer values
004D: jump_if_false WARROBE_1173
05A9: $9897($9896,12s) = 'SHOP5'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSDESGN'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1173
00D6: if  0
0038:   $2554 ==  1  ;; integer values
004D: jump_if_false WARROBE_1179
05A9: $9897($9896,12s) = 'SHOP6'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'CSEXL'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1179
0004: $9972 =  0  ;; integer values
00D6: if  25
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_1189
0004: $9972 =  1  ;; integer values

:WARROBE_1189
00D6: if  21
0038:   $2561 ==  1  ;; integer values
0038:   $2562 ==  1  ;; integer values
004D: jump_if_false WARROBE_1194
0004: $9972 =  1  ;; integer values

:WARROBE_1194
00D6: if  0
0038:   $9972 ==  1  ;; integer values
004D: jump_if_false WARROBE_1200
05A9: $9897($9896,12s) = 'SHOP7'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'UNIFORM'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1200
00D6: if  0
0038:   $9975 ==  1  ;; integer values
004D: jump_if_false WARROBE_1206
05A9: $9897($9896,12s) = 'REMCLT'  ;; 8-byte strings
05A9: $9921($9896,12s) = 'REMOVE'  ;; 8-byte strings
0008: $9896 +=  1  ;; integer values

:WARROBE_1206
0084: $2515 = $9896  ;; integer values and handles

:WARROBE_1207
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false WARROBE_1213
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_1207

:WARROBE_1213
0512: permanent_text_box 'WARDH1'
08DB: $9871  0 'DUMMY' 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_1216
0051: return

:WARROBE_1217
00D6: if  0
0038:   $2418 ==  0  ;; integer values
004D: jump_if_false WARROBE_1232
00D6: if  0
05AD:   $9921($9872,12s) == 'REMOVE'  ;; 8-byte strings
004D: jump_if_false WARROBE_1225
0512: permanent_text_box 'REMOH2'
0002: jump WARROBE_1226

:WARROBE_1225
0512: permanent_text_box 'WARDH4'

:WARROBE_1226
08D4: 'CLOTCHO'  29.0  95.0  93.0  2  0  1  1 $2417 
08D6: $2417  0  1 
08DB: $2417  0 'DUMMY' s$9806 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: $2417  0  140 
09DB: $2417  1  46 
0004: $2418 =  1  ;; integer values

:WARROBE_1232
0051: return

:WARROBE_1233
00D6: if  0
0038:   $2422 ==  0  ;; integer values
004D: jump_if_false WARROBE_1242
08D4: 'CLOTCHO'  29.0  25.0  93.0  2  0  1  1 $2421 
08D6: $2421  0  1 
08DB: $2421  0 'DUMMY' 'CHANGED' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 
09DB: $2421  0  140 
09DB: $2421  1  46 
0004: $2422 =  1  ;; integer values

:WARROBE_1242
0051: return

:WARROBE_1243
075E: "UNIFORM" 
075D: "CLOTHES" 
075F: $9873 
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values
0004: $9968 =  0  ;; integer values

:WARROBE_1249
00D6: if  0
001C:   $9873 > $2515  ;; integer values
004D: jump_if_false WARROBE_1310
0760: $2515 $45 
0783: $45  0 $2510 
0783: $45  1 $2511 
0084: $2438($9968,12i) = $45  ;; integer values and handles
078C: $45 s$9806 
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: $PLAYER_CHAR  17 $2542 $2543 
00D6: if  0
003A:   $2542 == $45  ;; integer values and handles
004D: jump_if_false WARROBE_1266
0004: $2498($9968,12i) =  0  ;; integer values
0002: jump WARROBE_1267

:WARROBE_1266
0004: $2498($9968,12i) =  1  ;; integer values

:WARROBE_1267
00D6: if  1
0038:   $2555 ==  1  ;; integer values
05AD:   s$9806 == 'GIMP'  ;; 8-byte strings
004D: jump_if_false WARROBE_1272
0008: $9968 +=  1  ;; integer values

:WARROBE_1272
00D6: if  1
0038:   $2556 ==  1  ;; integer values
05AD:   s$9806 == 'VALETU'  ;; 8-byte strings
004D: jump_if_false WARROBE_1277
0008: $9968 +=  1  ;; integer values

:WARROBE_1277
00D6: if  1
0038:   $2559 ==  1  ;; integer values
05AD:   s$9806 == 'COUNTRY'  ;; 8-byte strings
004D: jump_if_false WARROBE_1282
0008: $9968 +=  1  ;; integer values

:WARROBE_1282
00D6: if  1
0038:   $2557 ==  1  ;; integer values
05AD:   s$9806 == 'CROUP'  ;; 8-byte strings
004D: jump_if_false WARROBE_1287
0008: $9968 +=  1  ;; integer values

:WARROBE_1287
00D6: if  1
0038:   $2558 ==  1  ;; integer values
05AD:   s$9806 == 'POLICE'  ;; 8-byte strings
004D: jump_if_false WARROBE_1292
0008: $9968 +=  1  ;; integer values

:WARROBE_1292
00D6: if  1
0038:   $2561 ==  1  ;; integer values
05AD:   s$9806 == 'PAMEDIC'  ;; 8-byte strings
004D: jump_if_false WARROBE_1297
0008: $9968 +=  1  ;; integer values

:WARROBE_1297
00D6: if  1
0038:   $2562 ==  1  ;; integer values
05AD:   s$9806 == 'PIMPSUT'  ;; 8-byte strings
004D: jump_if_false WARROBE_1302
0008: $9968 +=  1  ;; integer values

:WARROBE_1302
00D6: if  1
0038:   $2560 ==  1  ;; integer values
05AD:   s$9806 == 'RDRIVER'  ;; 8-byte strings
004D: jump_if_false WARROBE_1307
0008: $9968 +=  1  ;; integer values

:WARROBE_1307
06D1: v$9864 = "CLO_POSE_TORSO"  ;; 16-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_1249

:WARROBE_1310
0084: $2515 = $9968  ;; integer values and handles

:WARROBE_1311
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false WARROBE_1317
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_1311

:WARROBE_1317
0051: return

:WARROBE_1318
0004: $2515 =  0  ;; integer values
0004: $9896 =  0  ;; integer values
00D6: if  0
0038:   $9973 ==  0  ;; integer values
004D: jump_if_false WARROBE_1414
00D6: if  0
04A3:   unknown $154 ==  0
004D: jump_if_false WARROBE_1328
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9974 
0002: jump WARROBE_1347

:WARROBE_1328
00D6: if  0
04A3:   unknown $154 ==  1
004D: jump_if_false WARROBE_1333
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $9974 
0002: jump WARROBE_1347

:WARROBE_1333
00D6: if  0
04A3:   unknown $154 ==  2
004D: jump_if_false WARROBE_1338
08D4: 'CLOTCHO'  29.0  165.0  186.0  1  1  1  1 $9974 
0002: jump WARROBE_1347

:WARROBE_1338
00D6: if  0
04A3:   unknown $154 ==  3
004D: jump_if_false WARROBE_1343
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9974 
0002: jump WARROBE_1347

:WARROBE_1343
00D6: if  0
04A3:   unknown $154 ==  4
004D: jump_if_false WARROBE_1347
08D4: 'CLOTCHO'  29.0  145.0  186.0  1  1  1  1 $9974 

:WARROBE_1347
08D6: $9974  0  1 
08F7: $PLAYER_CHAR  0 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1355
05A9: $9897($9896,12s) = 'TORSO'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  0
0008: $9896 +=  1  ;; integer values

:WARROBE_1355
08F7: $PLAYER_CHAR  2 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1362
05A9: $9897($9896,12s) = 'LEGS'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  2
0008: $9896 +=  1  ;; integer values

:WARROBE_1362
08F7: $PLAYER_CHAR  3 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1369
05A9: $9897($9896,12s) = 'FEET'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  3
0008: $9896 +=  1  ;; integer values

:WARROBE_1369
08F7: $PLAYER_CHAR  13 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1376
05A9: $9897($9896,12s) = 'CHAINS'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  13
0008: $9896 +=  1  ;; integer values

:WARROBE_1376
08F7: $PLAYER_CHAR  14 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1383
05A9: $9897($9896,12s) = 'WATCHES'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  14
0008: $9896 +=  1  ;; integer values

:WARROBE_1383
08F7: $PLAYER_CHAR  15 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1390
05A9: $9897($9896,12s) = 'SHADES'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  15
0008: $9896 +=  1  ;; integer values

:WARROBE_1390
08F7: $PLAYER_CHAR  16 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1397
05A9: $9897($9896,12s) = 'HATS'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  16
0008: $9896 +=  1  ;; integer values

:WARROBE_1397
08F7: $PLAYER_CHAR  17 $2542 $2543 
00D6: if  0
8038:   NOT   $2542 ==  0  ;; integer values
004D: jump_if_false WARROBE_1404
05A9: $9897($9896,12s) = 'SHOP7'  ;; 8-byte strings
04AE: unknown $2486($9896,12i) radar_icon_or_model  17
0008: $9896 +=  1  ;; integer values

:WARROBE_1404
0084: $2515 = $9896  ;; integer values and handles

:WARROBE_1405
00D6: if  0
001A:    12 > $2515  ;; integer values
004D: jump_if_false WARROBE_1411
05A9: $9897($2515,12s) = 'DUMMY'  ;; 8-byte strings
0008: $2515 +=  1  ;; integer values
0002: jump WARROBE_1405

:WARROBE_1411
0512: permanent_text_box 'REMOH1'
08DB: $9974  0 'DUMMY' 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_1414
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START WHEELO

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_28
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  7 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_28
0001: wait  0 ms
00D6: if  0
0038:   $1249 ==  0  ;; integer values
004D: jump_if_false WOF_258
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false WOF_256
00D6: if  0
0977: @0 
004D: jump_if_false WOF_254
00D6: if  0
0038:   $9440 ==  0  ;; integer values
004D: jump_if_false WOF_239
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WOF_237
00D6: if  0
0039:   @5 ==  0  ;; integer values
004D: jump_if_false WOF_104
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false WOF_53
0247: request_model  11
04ED: load_animation "CASINO"
000A: @6 +=  1  ;; integer values

:WOF_53
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false WOF_61
00D6: if  1
0248:   model  11 available
04EE:   animation "CASINO" loaded
004D: jump_if_false WOF_61
000A: @6 +=  1  ;; integer values

:WOF_61
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false WOF_99
00D6: if  0
856D:   NOT   unknown_actor @7 dead_but_valid
004D: jump_if_false WOF_77
0176: @20 = object @0 z_angle
0400: create_coordinate $73 $74 $75 from_object @0 offset  .5 -.3974  0.0
02CE: $75 = ground_z $73 $74 $75
009A: @7 = create_actor  5  11 at $73 $74 $75
060B: unknown_actor_use_entity @7 $1256 
0088: $72 = @20  ;; floating-point values only
0009: $72 +=  180.0  ;; floating-point values
0173: set_actor @7 z_angle_to $72
04D7: lock_actor @7 in_current_position  1
0249: release_model  11

:WOF_77
00D6: if  0
83CA:   NOT   object @4 exists
004D: jump_if_false WOF_83
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  .159  0.0
029B: @4 = init_object #WHEEL_SUPPORT at $73 $74 $75
0177: set_object @4 z_angle_to @20

:WOF_83
00D6: if  0
83CA:   NOT   object @2 exists
004D: jump_if_false WOF_92
0400: create_coordinate $73 $74 $75 from_object @0 offset -.132 -1.049194 -.834192
02CE: $75 = ground_z $73 $74 $75
0009: $75 +=  1.0  ;; floating-point values
029B: @2 = init_object #WHEEL_TABLE at $73 $74 $75
0177: set_object @2 z_angle_to @20
0050: gosub WOF_1822

:WOF_92
00D6: if  0
83CA:   NOT   object @1 exists
004D: jump_if_false WOF_98
0400: create_coordinate $73 $74 $75 from_object @0 offset  0.0  0.0  1.05
029B: @1 = init_object #CLICKER at $73 $74 $75
0177: set_object @1 z_angle_to @20

:WOF_98
000A: @6 +=  1  ;; integer values

:WOF_99
00D6: if  0
0039:   @6 ==  3  ;; integer values
004D: jump_if_false WOF_104
0209: @32 = random_int  0  50000
000A: @5 +=  1  ;; integer values

:WOF_104
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false WOF_231
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_124
00D6: if  0
0019:   @32 >  50000  ;; integer values
004D: jump_if_false WOF_124
0605: unknown_action_sequence @7 "WOF" "CASINO"  4.0  0  0  0  0 -1 
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 WOF_122 jumps  0 WOF_116  1 WOF_118  2 WOF_120 -1 WOF_122 -1 WOF_122 -1 WOF_122 -1 WOF_122 

:WOF_116
09D6: @7  43608  1  1  0 
0002: jump WOF_122

:WOF_118
09D6: @7  43609  1  1  0 
0002: jump WOF_122

:WOF_120
09D6: @7  43610  1  1  0 
0002: jump WOF_122

:WOF_122
0006: @25 =  0  ;; integer values
0006: @32 =  0  ;; integer values

:WOF_124
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_231
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0 -1.0  0.0
00D6: if  0
0038:   $9470 ==  0  ;; integer values
004D: jump_if_false WOF_231
00D6: if  0
00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $73 $74 $75 radius  .5  .5  2.0
004D: jump_if_false WOF_226
00D6: if  0
044B:   actor $PLAYER_ACTOR has_objective
004D: jump_if_false WOF_225
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false WOF_221
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false WOF_197
0006: @10 =  0  ;; integer values
0653: @8 = stat  81 (gambling skill)  ; float
00D6: if  0
0039:   @19 ==  1000000  ;; integer values
004D: jump_if_false WOF_155
00D6: if  0
0023:    1000.0 > @8  ;; floating-point values
004D: jump_if_false WOF_154
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub WOF_260
0006: @10 =  1  ;; integer values

:WOF_154
0002: jump WOF_184

:WOF_155
00D6: if  0
0039:   @19 ==  100000  ;; integer values
004D: jump_if_false WOF_165
00D6: if  0
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false WOF_164
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub WOF_260
0006: @10 =  1  ;; integer values

:WOF_164
0002: jump WOF_184

:WOF_165
00D6: if  0
0039:   @19 ==  10000  ;; integer values
004D: jump_if_false WOF_175
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false WOF_174
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub WOF_260
0006: @10 =  1  ;; integer values

:WOF_174
0002: jump WOF_184

:WOF_175
00D6: if  0
0039:   @19 ==  1000  ;; integer values
004D: jump_if_false WOF_184
00D6: if  0
0023:    1.0 > @8  ;; floating-point values
004D: jump_if_false WOF_184
00BC: text_highpriority 'GAMBSTA'  5000 ms  1
0050: gosub WOF_260
0006: @10 =  1  ;; integer values

:WOF_184
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false WOF_196
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false WOF_192
03E6: remove_text_box
0006: @14 =  0  ;; integer values

:WOF_192
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
008A: $9440 = @0  ;; integer values and handles
0006: @15 =  1  ;; integer values

:WOF_196
0002: jump WOF_220

:WOF_197
00D6: if  0
0039:   @14 ==  0  ;; integer values
004D: jump_if_false WOF_220
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false WOF_220
0871: init_jump_table @19 total_jumps  5  1 WOF_217 jumps  100 WOF_207  1000 WOF_209  10000 WOF_211  100000 WOF_213  1000000 WOF_215 -1 WOF_219 -1 WOF_219 

:WOF_207
0512: permanent_text_box 'WOF_06A'
0002: jump WOF_219

:WOF_209
0512: permanent_text_box 'WOF_06B'
0002: jump WOF_219

:WOF_211
0512: permanent_text_box 'WOF_06C'
0002: jump WOF_219

:WOF_213
0512: permanent_text_box 'WOF_06D'
0002: jump WOF_219

:WOF_215
0512: permanent_text_box 'WOF_06E'
0002: jump WOF_219

:WOF_217
0512: permanent_text_box 'WOF_06'
0002: jump WOF_219

:WOF_219
0006: @14 =  1  ;; integer values

:WOF_220
0002: jump WOF_225

:WOF_221
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false WOF_225
0006: @15 =  0  ;; integer values

:WOF_225
0002: jump WOF_231

:WOF_226
00D6: if  0
0039:   @14 ==  1  ;; integer values
004D: jump_if_false WOF_231
03E6: remove_text_box
0006: @14 =  0  ;; integer values

:WOF_231
00D6: if  21
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_236
0050: gosub WOF_1104

:WOF_236
0002: jump WOF_238

:WOF_237
0050: gosub WOF_269

:WOF_238
0002: jump WOF_253

:WOF_239
00D6: if  0
003C:   $9440 == @0  ;; integer values 
004D: jump_if_false WOF_253
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WOF_253
00D6: if  0
0039:   @13 ==  0  ;; integer values
004D: jump_if_false WOF_251
0050: gosub WOF_1104
0050: gosub WOF_277
0002: jump WOF_253

:WOF_251
0050: gosub WOF_1259
0004: $9440 =  0  ;; integer values

:WOF_253
0002: jump WOF_255

:WOF_254
0050: gosub WOF_269

:WOF_255
0002: jump WOF_257

:WOF_256
0050: gosub WOF_269

:WOF_257
0002: jump WOF_259

:WOF_258
0050: gosub WOF_269

:WOF_259
0002: jump WOF_28

:WOF_260
0006: @10 =  0  ;; integer values
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false WOF_267
09D6: @7  43651  1  1  0 
0002: jump WOF_268

:WOF_267
09D6: @7  43651  1  1  0 

:WOF_268
0051: return

:WOF_269
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_277
0871: init_jump_table @5 total_jumps  7  0 WOF_292 jumps  0 WOF_278  1 WOF_280  2 WOF_282  3 WOF_284  4 WOF_286  5 WOF_288  6 WOF_290 

:WOF_278
0050: gosub WOF_317
0002: jump WOF_292

:WOF_280
0050: gosub WOF_441
0002: jump WOF_292

:WOF_282
0050: gosub WOF_816
0002: jump WOF_292

:WOF_284
0050: gosub WOF_839
0002: jump WOF_292

:WOF_286
0050: gosub WOF_850
0002: jump WOF_292

:WOF_288
0050: gosub WOF_856
0002: jump WOF_292

:WOF_290
0050: gosub WOF_1047
0002: jump WOF_292

:WOF_292
0050: gosub WOF_1620
00D6: if  0
0039:   @5 ==  1  ;; integer values
004D: jump_if_false WOF_309
00D6: if  0
0039:   @15 ==  0  ;; integer values
004D: jump_if_false WOF_305
00D6: if  0
00E1:   key_pressed  0  15
004D: jump_if_false WOF_304
0006: @13 =  1  ;; integer values
0006: @15 =  1  ;; integer values

:WOF_304
0002: jump WOF_309

:WOF_305
00D6: if  0
80E1:   NOT   key_pressed  0  15
004D: jump_if_false WOF_309
0006: @15 =  0  ;; integer values

:WOF_309
00D6: if  0
0118:   actor @7 dead
004D: jump_if_false WOF_316
00D6: if  0
0019:   @5 >  0  ;; integer values
004D: jump_if_false WOF_316
0006: @13 =  1  ;; integer values

:WOF_316
0051: return

:WOF_317
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false WOF_424
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WOF_423
09BD:  1 
01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
01BB: store_object @0 position_to $73 $74 $75
06BA: unknown_action_sequence $PLAYER_ACTOR $73 $74 $75 
03F0: text_draw_toggle  1
0581: toggle_radar  0 (off)
04ED: load_animation "CASINO"
00BE: text_clear_all
0006: @10 =  0  ;; integer values

:WOF_332
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_346
0005: $9387 = -.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_332

:WOF_346
0400: create_coordinate $73 $74 $75 from_object @2 offset -.634  .253 $9388
029B: $9339 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9339 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201  .253 $9389
029B: $9340 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9340 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243  .253 $9390
029B: $9341 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9341 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635 -.106 $9391
029B: $9342 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9342 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201 -.106 $9392
029B: $9343 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9343 z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243 -.106 $9393
029B: $9344 = init_object #CHIP_STACK07 at $73 $74 $75
0177: set_object $9344 z_angle_to @20
0006: @10 =  0  ;; integer values

:WOF_365
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_372
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  .07  0.0  0.0
029B: $9345(@10,6i) = init_object #CHIP_STACK08 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump WOF_365

:WOF_372
0006: @10 =  0  ;; integer values

:WOF_373
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_380
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset -.07  0.0  0.0
029B: $9351(@10,6i) = init_object #CHIP_STACK09 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump WOF_373

:WOF_380
0006: @10 =  0  ;; integer values

:WOF_381
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_388
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  .07  .07  0.0
029B: $9357(@10,6i) = init_object #CHIP_STACK10 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump WOF_381

:WOF_388
0006: @10 =  0  ;; integer values

:WOF_389
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_396
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  .07 -.07  0.0
029B: $9363(@10,6i) = init_object #CHIP_STACK11 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump WOF_389

:WOF_396
0006: @10 =  0  ;; integer values

:WOF_397
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_404
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset -.07  .07  0.0
029B: $9369(@10,6i) = init_object #CHIP_STACK12 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump WOF_397

:WOF_404
0006: @10 =  0  ;; integer values

:WOF_405
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_412
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset -.07 -.07  0.0
029B: $9375(@10,6i) = init_object #CHIP_STACK13 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump WOF_405

:WOF_412
0006: @10 =  0  ;; integer values

:WOF_413
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_420
0400: create_coordinate $73 $74 $75 from_object $9339(@10,6i) offset  0.0  .07  0.0
029B: $9381(@10,6i) = init_object #CHIP_STACK14 at $73 $74 $75
000A: @10 +=  1  ;; integer values
0002: jump WOF_413

:WOF_420
0004: $9325 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635  .253  .041
029B: $9436 = init_object #ROULETTE_MARKER at $73 $74 $75

:WOF_423
000A: @6 +=  1  ;; integer values

:WOF_424
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false WOF_431
00D6: if  0
04EE:   animation "CASINO" loaded
004D: jump_if_false WOF_431
000A: @6 +=  1  ;; integer values

:WOF_431
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false WOF_435
0006: @6 =  99  ;; integer values

:WOF_435
00D6: if  0
0039:   @6 ==  99  ;; integer values
004D: jump_if_false WOF_440
000A: @5 +=  1  ;; integer values
0006: @6 =  0  ;; integer values

:WOF_440
0051: return

:WOF_441
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false WOF_482
0006: @10 =  0  ;; integer values

:WOF_445
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_451
0004: $9327(@10,6i) =  0  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump WOF_445

:WOF_451
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'
0400: create_coordinate $73 $74 $75 from_object @2 offset  0.0 -.7  0.0
02CE: $75 = ground_z $73 $74 $75
00A1: put_actor $PLAYER_ACTOR at $73 $74 $75
0173: set_actor $PLAYER_ACTOR z_angle_to @20
0400: create_coordinate $73 $74 $75 from_object @2 offset -.7734 -.6326  .9882
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @2 offset -.4684 -.0634  .2246
0160: point_camera $73 $74 $75  2
00D6: if  0
03CA:   object $9436 exists
004D: jump_if_false WOF_468
0750: $9436  1 

:WOF_468
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  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_481
0209: @10 = random_int  0  2
0871: init_jump_table @10 total_jumps  2  0 WOF_481 jumps  0 WOF_477  1 WOF_479 -1 WOF_481 -1 WOF_481 -1 WOF_481 -1 WOF_481 -1 WOF_481 

:WOF_477
09D6: @7  43600  1  1  0 
0002: jump WOF_481

:WOF_479
09D6: @7  43601  1  1  0 
0002: jump WOF_481

:WOF_481
000A: @6 +=  1  ;; integer values

:WOF_482
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false WOF_809
0494: get_joystick_data  0 $17 $18 $19 $20
00D6: if  0
8039:   NOT   @17 ==  0  ;; integer values
004D: jump_if_false WOF_508
0006: @10 =  0  ;; integer values
00D6: if  23
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_497
0006: @10 =  1  ;; integer values

:WOF_497
00D6: if  23
0018:   $18 >  100  ;; integer values
001A:   -100 > $18  ;; integer values
0018:   $17 >  100  ;; integer values
001A:   -100 > $17  ;; integer values
004D: jump_if_false WOF_504
0006: @10 =  1  ;; integer values

:WOF_504
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false WOF_508
0006: @17 =  0  ;; integer values

:WOF_508
0085: @10 = @17  ;; integer values and handles
00D6: if  21
00E1:   key_pressed  0  8
001A:   -100 > $18  ;; integer values
004D: jump_if_false WOF_514
0006: @17 =  1  ;; integer values

:WOF_514
00D6: if  21
00E1:   key_pressed  0  9
0018:   $18 >  100  ;; integer values
004D: jump_if_false WOF_519
0006: @17 =  2  ;; integer values

:WOF_519
00D6: if  21
00E1:   key_pressed  0  10
001A:   -100 > $17  ;; integer values
004D: jump_if_false WOF_524
0006: @17 =  3  ;; integer values

:WOF_524
00D6: if  21
00E1:   key_pressed  0  11
0018:   $17 >  100  ;; integer values
004D: jump_if_false WOF_529
0006: @17 =  4  ;; integer values

:WOF_529
00D6: if  0
803B:   NOT   @17 == @10  ;; integer values 
004D: jump_if_false WOF_571
00D6: if  0
0039:   @17 ==  4  ;; integer values
004D: jump_if_false WOF_545
00D6: if  23
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_543
0008: $9334 +=  1  ;; integer values
0002: jump WOF_544

:WOF_543
0008: $9334 += -2  ;; integer values

:WOF_544
0006: @32 =  0  ;; integer values

:WOF_545
00D6: if  0
0039:   @17 ==  3  ;; integer values
004D: jump_if_false WOF_558
00D6: if  23
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_556
0008: $9334 += -1  ;; integer values
0002: jump WOF_557

:WOF_556
0008: $9334 +=  2  ;; integer values

:WOF_557
0006: @32 =  0  ;; integer values

:WOF_558
00D6: if  21
0039:   @17 ==  1  ;; integer values
0039:   @17 ==  2  ;; integer values
004D: jump_if_false WOF_571
00D6: if  22
0038:   $9334 ==  0  ;; integer values
0038:   $9334 ==  1  ;; integer values
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false WOF_569
0008: $9334 +=  3  ;; integer values
0002: jump WOF_570

:WOF_569
0008: $9334 += -3  ;; integer values

:WOF_570
0006: @32 =  0  ;; integer values

:WOF_571
00D6: if  0
00E1:   key_pressed  0  14
004D: jump_if_false WOF_655
00D6: if  1
8039:   NOT   @16 ==  1  ;; integer values
8039:   NOT   @16 == -1  ;; integer values
004D: jump_if_false WOF_647
00D6: if  0
0028:   $9327($9334,6i) >=  100000  ;; integer values
004D: jump_if_false WOF_583
0004: $9335 =  10000  ;; integer values
0002: jump WOF_609

:WOF_583
00D6: if  0
0028:   $9327($9334,6i) >=  10000  ;; integer values
004D: jump_if_false WOF_588
0004: $9335 =  1000  ;; integer values
0002: jump WOF_609

:WOF_588
00D6: if  0
0028:   $9327($9334,6i) >=  1000  ;; integer values
004D: jump_if_false WOF_593
0004: $9335 =  100  ;; integer values
0002: jump WOF_609

:WOF_593
00D6: if  0
0028:   $9327($9334,6i) >=  100  ;; integer values
004D: jump_if_false WOF_598
0004: $9335 =  10  ;; integer values
0002: jump WOF_609

:WOF_598
00D6: if  0
0038:   $9327($9334,6i) ==  0  ;; integer values
004D: jump_if_false WOF_608
00D6: if  0
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false WOF_606
0004: $9335 =  5  ;; integer values
0002: jump WOF_607

:WOF_606
0004: $9335 =  2  ;; integer values

:WOF_607
0002: jump WOF_609

:WOF_608
0004: $9335 =  1  ;; integer values

:WOF_609
010B: @10 = player $PLAYER_CHAR money
0050: gosub WOF_1311
005C: @10 += $9200  ;; integer values 
00D6: if  0
001E:   $9335 > @10  ;; integer values
004D: jump_if_false WOF_616
008A: $9335 = @10  ;; integer values and handles

:WOF_616
0004: $9333 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:WOF_618
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_624
0058: $9333 += $9327(@10,6i)  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump WOF_618

:WOF_624
0085: @10 = @19  ;; integer values and handles
0064: @10 -= $9333  ;; integer values 
00D6: if  0
001E:   $9335 > @10  ;; integer values
004D: jump_if_false WOF_630
008A: $9335 = @10  ;; integer values and handles

:WOF_630
00D6: if  0
001A:    0 > $9335  ;; integer values
004D: jump_if_false WOF_634
0010: $9335 *= -1  ;; integer values

:WOF_634
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  0
0019:   @16 >  1  ;; integer values
004D: jump_if_false WOF_645
0006: @16 =  2  ;; integer values
0002: jump WOF_646

:WOF_645
0006: @32 =  0  ;; integer values

:WOF_646
0002: jump WOF_654

:WOF_647
00D6: if  0
0039:   @16 ==  1  ;; integer values
004D: jump_if_false WOF_654
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false WOF_654
0006: @16 =  2  ;; integer values

:WOF_654
0002: jump WOF_726

:WOF_655
00D6: if  0
00E1:   key_pressed  0  17
004D: jump_if_false WOF_722
00D6: if  0
8039:   NOT   @18 ==  1  ;; integer values
004D: jump_if_false WOF_717
00D6: if  0
0018:   $9327($9334,6i) >  100000  ;; integer values
004D: jump_if_false WOF_666
0004: $9335 = -10000  ;; integer values
0002: jump WOF_682

:WOF_666
00D6: if  0
0018:   $9327($9334,6i) >  10000  ;; integer values
004D: jump_if_false WOF_671
0004: $9335 = -1000  ;; integer values
0002: jump WOF_682

:WOF_671
00D6: if  0
0018:   $9327($9334,6i) >  1000  ;; integer values
004D: jump_if_false WOF_676
0004: $9335 = -100  ;; integer values
0002: jump WOF_682

:WOF_676
00D6: if  0
0018:   $9327($9334,6i) >  100  ;; integer values
004D: jump_if_false WOF_681
0004: $9335 = -10  ;; integer values
0002: jump WOF_682

:WOF_681
0004: $9335 = -1  ;; integer values

:WOF_682
008B: @10 = $9327($9334,6i)  ;; integer values and handles
0058: $9327($9334,6i) += $9335  ;; integer values
00D6: if  0
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false WOF_694
00D6: if  0
001A:    5 > $9327($9334,6i)  ;; integer values
004D: jump_if_false WOF_693
0004: $9327($9334,6i) =  0  ;; integer values
008A: $9335 = @10  ;; integer values and handles
0010: $9335 *= -1  ;; integer values

:WOF_693
0002: jump WOF_700

:WOF_694
00D6: if  0
001A:    2 > $9327($9334,6i)  ;; integer values
004D: jump_if_false WOF_700
0004: $9327($9334,6i) =  0  ;; integer values
008A: $9335 = @10  ;; integer values and handles
0010: $9335 *= -1  ;; integer values

:WOF_700
00D6: if  0
001A:    0 > $9327($9334,6i)  ;; integer values
004D: jump_if_false WOF_705
0004: $9327($9334,6i) =  0  ;; integer values
0002: jump WOF_709

:WOF_705
0058: $9438 += $9335  ;; integer values
0058: $9439 += $9335  ;; integer values
0010: $9335 *= -1  ;; integer values
0109: player $PLAYER_CHAR money += $9335

:WOF_709
000A: @18 +=  1  ;; integer values
00D6: if  0
0019:   @18 >  1  ;; integer values
004D: jump_if_false WOF_715
0006: @18 =  2  ;; integer values
0002: jump WOF_716

:WOF_715
0006: @32 =  0  ;; integer values

:WOF_716
0002: jump WOF_721

:WOF_717
00D6: if  0
0019:   @32 >  500  ;; integer values
004D: jump_if_false WOF_721
0006: @18 =  2  ;; integer values

:WOF_721
0002: jump WOF_726

:WOF_722
00D6: if  0
8039:   NOT   @18 ==  0  ;; integer values
004D: jump_if_false WOF_726
0006: @18 =  0  ;; integer values

:WOF_726
0004: $9333 =  0  ;; integer values
0006: @10 =  0  ;; integer values

:WOF_728
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_734
0058: $9333 += $9327(@10,6i)  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump WOF_728

:WOF_734
00D6: if  0
0038:   $9334 ==  0  ;; integer values
004D: jump_if_false WOF_739
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635  .253  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_739
00D6: if  0
0038:   $9334 ==  1  ;; integer values
004D: jump_if_false WOF_744
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201  .253  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_744
00D6: if  0
0038:   $9334 ==  2  ;; integer values
004D: jump_if_false WOF_749
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243  .253  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_749
00D6: if  0
0038:   $9334 ==  3  ;; integer values
004D: jump_if_false WOF_754
0400: create_coordinate $73 $74 $75 from_object @2 offset -.635 -.106  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_754
00D6: if  0
0038:   $9334 ==  4  ;; integer values
004D: jump_if_false WOF_759
0400: create_coordinate $73 $74 $75 from_object @2 offset -.201 -.106  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_759
00D6: if  0
0038:   $9334 ==  5  ;; integer values
004D: jump_if_false WOF_764
0400: create_coordinate $73 $74 $75 from_object @2 offset  .243 -.106  .041
01BC: put_object $9436 at $73 $74 $75

:WOF_764
0871: init_jump_table $154 total_jumps  1  1 WOF_767 jumps  3 WOF_765 -1 WOF_769 -1 WOF_769 -1 WOF_769 -1 WOF_769 -1 WOF_769 -1 WOF_769 

:WOF_765
0937:  29.0  220.0  173.0  409.0 'BJ_TITL'  2 
0002: jump WOF_769

:WOF_767
0937:  29.0  220.0  157.0  409.0 'BJ_TITL'  2 
0002: jump WOF_769

:WOF_769
0050: gosub WOF_1340
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  240.0 'WOF_04'
0050: gosub WOF_1340
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  260.0 'DOLLAR' $9327($9334,6i)
0050: gosub WOF_1340
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  290.0 'WOF_05'
0050: gosub WOF_1340
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  310.0 'DOLLAR' $9333
0050: gosub WOF_1340
0340: set_text_draw_color  134  155  184  255
033E: text_draw  36.0  340.0 'BJ_03'
0050: gosub WOF_1340
033F: set_text_draw_letter_width_height  .6253  2.7876
045A: text_draw_1number  36.0  360.0 'DOLLAR' @19
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WOF_805
00D6: if  0
0039:   @16 ==  0  ;; integer values
004D: jump_if_false WOF_804
00D6: if  0
0018:   $9333 >  0  ;; integer values
004D: jump_if_false WOF_803
0623: add $9333 to_stats  35
008F: @8 = integer_to_float $9333  
0013: @8 *=  .001  ;; floating-point values 
0624:  81 @8 
0006: @32 =  0  ;; integer values
0004: $9439 =  0  ;; integer values
0006: @6 =  99  ;; integer values

:WOF_803
0006: @16 =  1  ;; integer values

:WOF_804
0002: jump WOF_809

:WOF_805
00D6: if  0
8039:   NOT   @16 ==  0  ;; integer values
004D: jump_if_false WOF_809
0006: @16 =  0  ;; integer values

:WOF_809
00D6: if  0
0039:   @6 ==  99  ;; integer values
004D: jump_if_false WOF_815
03E6: remove_text_box
000A: @5 +=  1  ;; integer values
0006: @6 =  0  ;; integer values

:WOF_815
0051: return

:WOF_816
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_838
0605: unknown_action_sequence @7 "WOF" "CASINO"  4.0  0  0  0  0 -1 
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 WOF_828 jumps  0 WOF_822  1 WOF_824  2 WOF_826 -1 WOF_828 -1 WOF_828 -1 WOF_828 -1 WOF_828 

:WOF_822
09D6: @7  43608  1  1  0 
0002: jump WOF_828

:WOF_824
09D6: @7  43609  1  1  0 
0002: jump WOF_828

:WOF_826
09D6: @7  43610  1  1  0 
0002: jump WOF_828

:WOF_828
0006: @25 =  0  ;; integer values
0400: create_coordinate $73 $74 $75 from_object @2 offset -1.3681 -2.0088  .7317
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @2 offset -.8154 -1.1754  .7401
0160: point_camera $73 $74 $75  2
00D6: if  0
03CA:   object $9436 exists
004D: jump_if_false WOF_837
0750: $9436  0 

:WOF_837
000A: @5 +=  1  ;; integer values

:WOF_838
0051: return

:WOF_839
00D6: if  1
0023:    2.0 > @23  ;; floating-point values
0019:   @25 >  1  ;; integer values
004D: jump_if_false WOF_849
0400: create_coordinate $73 $74 $75 from_object @4 offset -.3059 -.9385  .4225
015F: set_camera_position $73 $74 $75  0.0  0.0  0.0
0400: create_coordinate $73 $74 $75 from_object @4 offset -.0298 -.0515  .7929
0460: set_camera_pointing_time  0.0  6000
0160: point_camera $73 $74 $75  1
000A: @5 +=  1  ;; integer values

:WOF_849
0051: return

:WOF_850
00D6: if  0
0039:   @25 ==  4  ;; integer values
004D: jump_if_false WOF_855
0006: @6 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:WOF_855
0051: return

:WOF_856
00D6: if  0
0039:   @6 ==  0  ;; integer values
004D: jump_if_false WOF_997
0087: @8 = @21  ;; floating-point values only
000F: @8 -=  3.333333  ;; floating-point values
00D6: if  0
0023:    0.0 > @8  ;; floating-point values
004D: jump_if_false WOF_865
000B: @8 +=  360.0  ;; floating-point values

:WOF_865
0017: @8 /=  6.666666  ;; floating-point values 
0090: $9336 = float_to_integer @8  
0008: $9336 +=  1  ;; integer values
0050: gosub WOF_1349
0006: @10 =  0  ;; integer values
0004: $9338 =  0  ;; integer values
00D6: if  0
0038:   $9337 ==  1  ;; integer values
004D: jump_if_false WOF_879
00D6: if  0
0018:   $9329 >  0  ;; integer values
004D: jump_if_false WOF_879
0004: $9338 =  2  ;; integer values
0068: $9338 *= $9329  ;; integer values

:WOF_879
00D6: if  0
0038:   $9337 ==  2  ;; integer values
004D: jump_if_false WOF_887
00D6: if  0
0018:   $9331 >  0  ;; integer values
004D: jump_if_false WOF_887
0004: $9338 =  3  ;; integer values
0068: $9338 *= $9331  ;; integer values

:WOF_887
00D6: if  0
0038:   $9337 ==  5  ;; integer values
004D: jump_if_false WOF_895
00D6: if  0
0018:   $9328 >  0  ;; integer values
004D: jump_if_false WOF_895
0004: $9338 =  6  ;; integer values
0068: $9338 *= $9328  ;; integer values

:WOF_895
00D6: if  0
0038:   $9337 ==  10  ;; integer values
004D: jump_if_false WOF_903
00D6: if  0
0018:   $9330 >  0  ;; integer values
004D: jump_if_false WOF_903
0004: $9338 =  11  ;; integer values
0068: $9338 *= $9330  ;; integer values

:WOF_903
00D6: if  0
0038:   $9337 ==  20  ;; integer values
004D: jump_if_false WOF_911
00D6: if  0
0018:   $9327 >  0  ;; integer values
004D: jump_if_false WOF_911
0004: $9338 =  21  ;; integer values
0068: $9338 *= $9327  ;; integer values

:WOF_911
00D6: if  0
0038:   $9337 ==  40  ;; integer values
004D: jump_if_false WOF_919
00D6: if  0
0018:   $9332 >  0  ;; integer values
004D: jump_if_false WOF_919
0004: $9338 =  41  ;; integer values
0068: $9338 *= $9332  ;; integer values

:WOF_919
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  0
0019:   @10 >  0  ;; integer values
004D: jump_if_false WOF_928
0623: add @10 to_stats  37
0002: jump WOF_928

:WOF_928
004F: create_thread CASHWIN_1 @10  3000 
08F8:  0 
00D6: if  0
0019:   @10 >  0  ;; integer values
004D: jump_if_false WOF_990
0627:  38 @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  0
001A:    3 > $9325  ;; integer values
004D: jump_if_false WOF_977
00D6: if  0
0021:   @8 >  .9  ;; floating-point values
004D: jump_if_false WOF_963
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WOF_962
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_962
0209: @10 = random_int  0  5
0871: init_jump_table @10 total_jumps  4  1 WOF_960 jumps  0 WOF_952  1 WOF_954  2 WOF_956  3 WOF_958 -1 WOF_962 -1 WOF_962 -1 WOF_962 

:WOF_952
09D6: @7  43648  1  1  0 
0002: jump WOF_962

:WOF_954
09D6: @7  43649  1  1  0 
0002: jump WOF_962

:WOF_956
09D6: @7  43650  1  1  0 
0002: jump WOF_962

:WOF_958
0947: $PLAYER_ACTOR  100 @10 
0002: jump WOF_962

:WOF_960
0050: gosub WOF_1024
0002: jump WOF_962

:WOF_962
0002: jump WOF_976

:WOF_963
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_976
0209: @10 = random_int  0  10
0871: init_jump_table @10 total_jumps  3  1 WOF_974 jumps  0 WOF_968  1 WOF_970  2 WOF_972 -1 WOF_976 -1 WOF_976 -1 WOF_976 -1 WOF_976 

:WOF_968
09D6: @7  43648  1  1  0 
0002: jump WOF_976

:WOF_970
09D6: @7  43649  1  1  0 
0002: jump WOF_976

:WOF_972
09D6: @7  43650  1  1  0 
0002: jump WOF_976

:WOF_974
0050: gosub WOF_1024
0002: jump WOF_976

:WOF_976
0002: jump WOF_989

:WOF_977
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_988
0209: @10 = random_int  0  3
0871: init_jump_table @10 total_jumps  3  0 WOF_988 jumps  0 WOF_982  1 WOF_984  2 WOF_986 -1 WOF_988 -1 WOF_988 -1 WOF_988 -1 WOF_988 

:WOF_982
09D6: @7  43662  1  1  0 
0002: jump WOF_988

:WOF_984
09D6: @7  43663  1  1  0 
0002: jump WOF_988

:WOF_986
09D6: @7  43664  1  1  0 
0002: jump WOF_988

:WOF_988
0004: $9325 =  0  ;; integer values

:WOF_989
0002: jump WOF_995

:WOF_990
0012: @10 *= -1  ;; integer values 
0627:  39 @10 
0012: @10 *= -1  ;; integer values 
0050: gosub WOF_1024
0004: $9325 =  0  ;; integer values

:WOF_995
08F8:  1 
000A: @6 +=  1  ;; integer values

:WOF_997
00D6: if  0
0039:   @6 ==  1  ;; integer values
004D: jump_if_false WOF_1005
00D6: if  0
001B:    3000 > @32  ;; integer values
004D: jump_if_false WOF_1004
0002: jump WOF_1005

:WOF_1004
000A: @6 +=  1  ;; integer values

:WOF_1005
00D6: if  0
0039:   @6 ==  2  ;; integer values
004D: jump_if_false WOF_1018
0512: permanent_text_box 'WOF_09'
0006: @10 =  0  ;; integer values

:WOF_1010
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_1016
0004: $9327(@10,6i) =  0  ;; integer values
000A: @10 +=  1  ;; integer values
0002: jump WOF_1010

:WOF_1016
0006: @32 =  0  ;; integer values
0006: @6 =  99  ;; integer values

:WOF_1018
00D6: if  0
0039:   @6 ==  99  ;; integer values
004D: jump_if_false WOF_1023
0006: @32 =  0  ;; integer values
000A: @5 +=  1  ;; integer values

:WOF_1023
0051: return

:WOF_1024
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_1046
0871: init_jump_table $9337 total_jumps  6  0 WOF_1046 jumps  1 WOF_1028  2 WOF_1030  5 WOF_1032  10 WOF_1034  20 WOF_1036  40 WOF_1038 -1 WOF_1046 

:WOF_1028
09D6: @7  43655  1  1  0 
0002: jump WOF_1046

:WOF_1030
09D6: @7  43656  1  1  0 
0002: jump WOF_1046

:WOF_1032
09D6: @7  43657  1  1  0 
0002: jump WOF_1046

:WOF_1034
09D6: @7  43658  1  1  0 
0002: jump WOF_1046

:WOF_1036
09D6: @7  43659  1  1  0 
0002: jump WOF_1046

:WOF_1038
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false WOF_1044
09D6: @7  43660  1  1  0 
0002: jump WOF_1045

:WOF_1044
09D6: @7  43661  1  1  0 

:WOF_1045
0002: jump WOF_1046

:WOF_1046
0051: return

:WOF_1047
00D6: if  0
00E1:   key_pressed  0  16
004D: jump_if_false WOF_1055
0006: @16 = -1  ;; integer values
00BE: text_clear_all
03E6: remove_text_box
0006: @5 =  1  ;; integer values
0006: @6 =  0  ;; integer values

:WOF_1055
0051: return
0904:  6 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C:  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:  0 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C:  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:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  3  
081C:  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:  4 $9201 $9202 $9203 $9204 
0340: set_text_draw_color $9201 $9202 $9203 $9204
0349: text_draw_style =  2  
081C:  2  0  0  0  255 
033F: set_text_draw_letter_width_height  .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_1104
0871: init_jump_table @25 total_jumps  5  0 WOF_1185 jumps  0 WOF_1105  1 WOF_1109  2 WOF_1117  3 WOF_1138  4 WOF_1184 -1 WOF_1185 -1 WOF_1185 

:WOF_1105
0208: @24 = random_float  .1  .15
0006: @33 =  0  ;; integer values
000A: @25 +=  1  ;; integer values
0002: jump WOF_1185

:WOF_1109
007B: @23 += unknown_inaccurate_float_timer @24  ;; floating-point 
007B: @22 += unknown_inaccurate_float_timer @23  ;; floating-point 
00D6: if  0
0019:   @33 >  500  ;; integer values
004D: jump_if_false WOF_1116
0007: @24 = -.005  ;; floating-point values
000A: @25 +=  1  ;; integer values

:WOF_1116
0002: jump WOF_1185

:WOF_1117
007B: @23 += unknown_inaccurate_float_timer @24  ;; floating-point 
007B: @22 += unknown_inaccurate_float_timer @23  ;; floating-point 
00D6: if  0
0023:    .3 > @23  ;; floating-point values
004D: jump_if_false WOF_1137
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 *=  6.666666  ;; floating-point values 
005B: @21 += @8  ;; floating-point values 
00D6: if  0
0021:   @21 >  360.0  ;; floating-point values
004D: jump_if_false WOF_1136
000B: @21 += -360.0  ;; floating-point values

:WOF_1136
000A: @25 +=  1  ;; integer values

:WOF_1137
0002: jump WOF_1185

:WOF_1138
0087: @8 = @22  ;; floating-point values only
0063: @8 -= @21  ;; floating-point values 
00D6: if  0
0023:   -180.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1144
000B: @8 +=  360.0  ;; floating-point values

:WOF_1144
00D6: if  0
0021:   @8 >  180.0  ;; floating-point values
004D: jump_if_false WOF_1148
000B: @8 += -360.0  ;; floating-point values

:WOF_1148
00D6: if  0
0021:   @23 >  .01  ;; floating-point values
004D: jump_if_false WOF_1163
00D6: if  0
0021:   @8 >  3.333333  ;; floating-point values
004D: jump_if_false WOF_1162
0087: @22 = @21  ;; floating-point values only
000B: @22 +=  3.333333  ;; floating-point values
00D6: if  0
0021:   @22 >  360.0  ;; floating-point values
004D: jump_if_false WOF_1160
000B: @22 += -360.0  ;; floating-point values

:WOF_1160
0013: @23 *= -1.0  ;; floating-point values 
0013: @24 *= -1.0  ;; floating-point values 

:WOF_1162
0002: jump WOF_1181

:WOF_1163
00D6: if  0
0023:   -.01 > @23  ;; floating-point values
004D: jump_if_false WOF_1178
00D6: if  0
0023:   -3.333333 > @8  ;; floating-point values
004D: jump_if_false WOF_1177
0087: @22 = @21  ;; floating-point values only
000F: @22 -=  3.333333  ;; floating-point values
00D6: if  0
0023:    0.0 > @22  ;; floating-point values
004D: jump_if_false WOF_1175
000B: @22 +=  360.0  ;; floating-point values

:WOF_1175
0013: @23 *= -1.0  ;; floating-point values 
0013: @24 *= -1.0  ;; floating-point values 

:WOF_1177
0002: jump WOF_1181

:WOF_1178
0007: @23 =  0.0  ;; floating-point values
0007: @24 =  0.0  ;; floating-point values
000A: @25 +=  1  ;; integer values

:WOF_1181
007B: @23 += unknown_inaccurate_float_timer @24  ;; floating-point 
007B: @22 += unknown_inaccurate_float_timer @23  ;; floating-point 
0002: jump WOF_1185

:WOF_1184
0002: jump WOF_1185

:WOF_1185
00D6: if  0
8043:   NOT   @23 ==  0.0  ;; floating-point values
004D: jump_if_false WOF_1197
00D6: if  0
0021:   @22 >  360.0  ;; floating-point values
004D: jump_if_false WOF_1192
000B: @22 += -360.0  ;; floating-point values

:WOF_1192
00D6: if  0
0023:    0.0 > @22  ;; floating-point values
004D: jump_if_false WOF_1196
000B: @22 +=  360.0  ;; floating-point values

:WOF_1196
0453: object @0 set_rotation  0.0 @22 @20

:WOF_1197
00D6: if  0
03CA:   object @1 exists
004D: jump_if_false WOF_1258
00D6: if  0
0021:   @23 >  .2  ;; floating-point values
004D: jump_if_false WOF_1249
00D6: if  0
0023:    .8 > @23  ;; floating-point values
004D: jump_if_false WOF_1241
0087: @8 = @22  ;; floating-point values only
000B: @8 +=  3.33333  ;; 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 *=  6.666666  ;; floating-point values 
00D6: if  0
0021:   @8 >  5.0  ;; floating-point values
004D: jump_if_false WOF_1231
000B: @8 += -5.0  ;; floating-point values
0017: @8 /=  1.66667  ;; 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  0
8039:   NOT   @27 ==  1  ;; integer values
004D: jump_if_false WOF_1230
097B: @1  1027 
0006: @27 =  1  ;; integer values

:WOF_1230
0002: jump WOF_1240

:WOF_1231
0079: @26 += unknown_inaccurate_float_timer  .5  ;; floating-point 
00D6: if  0
0021:   @26 >  0.0  ;; floating-point values
004D: jump_if_false WOF_1236
0007: @26 =  0.0  ;; floating-point values

:WOF_1236
00D6: if  0
8039:   NOT   @27 ==  0  ;; integer values
004D: jump_if_false WOF_1240
0006: @27 =  0  ;; integer values

:WOF_1240
0002: jump WOF_1248

:WOF_1241
00D6: if  0
0043:   @26 == -5.0  ;; floating-point values
004D: jump_if_false WOF_1247
0007: @26 = -2.0  ;; floating-point values
097B: @1  1027 
0002: jump WOF_1248

:WOF_1247
0007: @26 = -5.0  ;; floating-point values

:WOF_1248
0002: jump WOF_1257

:WOF_1249
00D6: if  0
0023:    0.0 > @26  ;; floating-point values
004D: jump_if_false WOF_1257
0079: @26 += unknown_inaccurate_float_timer  .5  ;; floating-point 
00D6: if  0
0021:   @26 >  0.0  ;; floating-point values
004D: jump_if_false WOF_1257
0007: @26 =  0.0  ;; floating-point values

:WOF_1257
0453: object @1 set_rotation  0.0 @26 @20

:WOF_1258
0051: return

:WOF_1259
09BD:  0 
0006: @13 =  0  ;; integer values
0006: @5 =  0  ;; integer values
0006: @6 =  0  ;; integer values
00D6: if  0
0018:   $9439 >  0  ;; integer values
004D: jump_if_false WOF_1267
0109: player $PLAYER_CHAR money += $9439

:WOF_1267
0004: $9439 =  0  ;; integer values
00D6: if  0
8118:   NOT   actor @7 dead
004D: jump_if_false WOF_1278
0209: @10 = random_int  0  2
00D6: if  0
0039:   @10 ==  0  ;; integer values
004D: jump_if_false WOF_1277
09D6: @7  43653  1  1  0 
0002: jump WOF_1278

:WOF_1277
09D6: @7  43654  1  1  0 

:WOF_1278
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false WOF_1282
01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)

:WOF_1282
0459: end_thread_named 'CASHWIN'
03F0: text_draw_toggle  0
0581: toggle_radar  1 (on)
0373: set_camera_directly_behind_player
02EB: restore_camera_with_jumpcut
0006: @10 =  0  ;; integer values

:WOF_1288
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_1301
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_1288

:WOF_1301
0108: destroy_object $9436
08DA: $9437 
00D6: if  3
8A2A:   NOT 'SGPUNT' 
8A2A:   NOT 'SGGAMB' 
8A2A:   NOT 'SGPROF' 
8A2A:   NOT 'SGHIRO' 
004D: jump_if_false WOF_1310
03E6: remove_text_box

:WOF_1310
0051: return

:WOF_1311
0653: @8 = stat  81 (gambling skill)  ; float
00D6: if  0
0023:    1.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1317
0004: $9200 =  100  ;; integer values
0002: jump WOF_1333

:WOF_1317
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1322
0004: $9200 =  1000  ;; integer values
0002: jump WOF_1333

:WOF_1322
00D6: if  0
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1327
0004: $9200 =  10000  ;; integer values
0002: jump WOF_1333

:WOF_1327
00D6: if  0
0023:    1000.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1332
0004: $9200 =  100000  ;; integer values
0002: jump WOF_1333

:WOF_1332
0004: $9200 =  1000000  ;; integer values

:WOF_1333
0051: return
033F: set_text_draw_letter_width_height  .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_1340
0340: set_text_draw_color  180  180  180  255
033F: set_text_draw_letter_width_height  .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_1349
00D6: if  0
0038:   $9336 ==  1  ;; integer values
004D: jump_if_false WOF_1354
0004: $9337 =  40  ;; integer values
0002: jump WOF_1619

:WOF_1354
00D6: if  0
0038:   $9336 ==  2  ;; integer values
004D: jump_if_false WOF_1359
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1359
00D6: if  0
0038:   $9336 ==  3  ;; integer values
004D: jump_if_false WOF_1364
0004: $9337 =  10  ;; integer values
0002: jump WOF_1619

:WOF_1364
00D6: if  0
0038:   $9336 ==  4  ;; integer values
004D: jump_if_false WOF_1369
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1369
00D6: if  0
0038:   $9336 ==  5  ;; integer values
004D: jump_if_false WOF_1374
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1374
00D6: if  0
0038:   $9336 ==  6  ;; integer values
004D: jump_if_false WOF_1379
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1379
00D6: if  0
0038:   $9336 ==  7  ;; integer values
004D: jump_if_false WOF_1384
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1384
00D6: if  0
0038:   $9336 ==  8  ;; integer values
004D: jump_if_false WOF_1389
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1389
00D6: if  0
0038:   $9336 ==  9  ;; integer values
004D: jump_if_false WOF_1394
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1394
00D6: if  0
0038:   $9336 ==  10  ;; integer values
004D: jump_if_false WOF_1399
0004: $9337 =  10  ;; integer values
0002: jump WOF_1619

:WOF_1399
00D6: if  0
0038:   $9336 ==  11  ;; integer values
004D: jump_if_false WOF_1404
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1404
00D6: if  0
0038:   $9336 ==  12  ;; integer values
004D: jump_if_false WOF_1409
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1409
00D6: if  0
0038:   $9336 ==  13  ;; integer values
004D: jump_if_false WOF_1414
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1414
00D6: if  0
0038:   $9336 ==  14  ;; integer values
004D: jump_if_false WOF_1419
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1419
00D6: if  0
0038:   $9336 ==  15  ;; integer values
004D: jump_if_false WOF_1424
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1424
00D6: if  0
0038:   $9336 ==  16  ;; integer values
004D: jump_if_false WOF_1429
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1429
00D6: if  0
0038:   $9336 ==  17  ;; integer values
004D: jump_if_false WOF_1434
0004: $9337 =  20  ;; integer values
0002: jump WOF_1619

:WOF_1434
00D6: if  0
0038:   $9336 ==  18  ;; integer values
004D: jump_if_false WOF_1439
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1439
00D6: if  0
0038:   $9336 ==  19  ;; integer values
004D: jump_if_false WOF_1444
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1444
00D6: if  0
0038:   $9336 ==  20  ;; integer values
004D: jump_if_false WOF_1449
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1449
00D6: if  0
0038:   $9336 ==  21  ;; integer values
004D: jump_if_false WOF_1454
0004: $9337 =  10  ;; integer values
0002: jump WOF_1619

:WOF_1454
00D6: if  0
0038:   $9336 ==  22  ;; integer values
004D: jump_if_false WOF_1459
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1459
00D6: if  0
0038:   $9336 ==  23  ;; integer values
004D: jump_if_false WOF_1464
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1464
00D6: if  0
0038:   $9336 ==  24  ;; integer values
004D: jump_if_false WOF_1469
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1469
00D6: if  0
0038:   $9336 ==  25  ;; integer values
004D: jump_if_false WOF_1474
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1474
00D6: if  0
0038:   $9336 ==  26  ;; integer values
004D: jump_if_false WOF_1479
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1479
00D6: if  0
0038:   $9336 ==  27  ;; integer values
004D: jump_if_false WOF_1484
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1484
00D6: if  0
0038:   $9336 ==  28  ;; integer values
004D: jump_if_false WOF_1489
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1489
00D6: if  0
0038:   $9336 ==  29  ;; integer values
004D: jump_if_false WOF_1494
0004: $9337 =  40  ;; integer values
0002: jump WOF_1619

:WOF_1494
00D6: if  0
0038:   $9336 ==  30  ;; integer values
004D: jump_if_false WOF_1499
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1499
00D6: if  0
0038:   $9336 ==  31  ;; integer values
004D: jump_if_false WOF_1504
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1504
00D6: if  0
0038:   $9336 ==  32  ;; integer values
004D: jump_if_false WOF_1509
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1509
00D6: if  0
0038:   $9336 ==  33  ;; integer values
004D: jump_if_false WOF_1514
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1514
00D6: if  0
0038:   $9336 ==  34  ;; integer values
004D: jump_if_false WOF_1519
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1519
00D6: if  0
0038:   $9336 ==  35  ;; integer values
004D: jump_if_false WOF_1524
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1524
00D6: if  0
0038:   $9336 ==  36  ;; integer values
004D: jump_if_false WOF_1529
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1529
00D6: if  0
0038:   $9336 ==  37  ;; integer values
004D: jump_if_false WOF_1534
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1534
00D6: if  0
0038:   $9336 ==  38  ;; integer values
004D: jump_if_false WOF_1539
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1539
00D6: if  0
0038:   $9336 ==  39  ;; integer values
004D: jump_if_false WOF_1544
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1544
00D6: if  0
0038:   $9336 ==  40  ;; integer values
004D: jump_if_false WOF_1549
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1549
00D6: if  0
0038:   $9336 ==  41  ;; integer values
004D: jump_if_false WOF_1554
0004: $9337 =  20  ;; integer values
0002: jump WOF_1619

:WOF_1554
00D6: if  0
0038:   $9336 ==  42  ;; integer values
004D: jump_if_false WOF_1559
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1559
00D6: if  0
0038:   $9336 ==  43  ;; integer values
004D: jump_if_false WOF_1564
0004: $9337 =  10  ;; integer values
0002: jump WOF_1619

:WOF_1564
00D6: if  0
0038:   $9336 ==  44  ;; integer values
004D: jump_if_false WOF_1569
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1569
00D6: if  0
0038:   $9336 ==  45  ;; integer values
004D: jump_if_false WOF_1574
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1574
00D6: if  0
0038:   $9336 ==  46  ;; integer values
004D: jump_if_false WOF_1579
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1579
00D6: if  0
0038:   $9336 ==  47  ;; integer values
004D: jump_if_false WOF_1584
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1584
00D6: if  0
0038:   $9336 ==  48  ;; integer values
004D: jump_if_false WOF_1589
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1589
00D6: if  0
0038:   $9336 ==  49  ;; integer values
004D: jump_if_false WOF_1594
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1594
00D6: if  0
0038:   $9336 ==  50  ;; integer values
004D: jump_if_false WOF_1599
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1599
00D6: if  0
0038:   $9336 ==  51  ;; integer values
004D: jump_if_false WOF_1604
0004: $9337 =  5  ;; integer values
0002: jump WOF_1619

:WOF_1604
00D6: if  0
0038:   $9336 ==  52  ;; integer values
004D: jump_if_false WOF_1609
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1609
00D6: if  0
0038:   $9336 ==  53  ;; integer values
004D: jump_if_false WOF_1614
0004: $9337 =  2  ;; integer values
0002: jump WOF_1619

:WOF_1614
00D6: if  0
0038:   $9336 ==  54  ;; integer values
004D: jump_if_false WOF_1619
0004: $9337 =  1  ;; integer values
0002: jump WOF_1619

:WOF_1619
0051: return

:WOF_1620
00D6: if  0
0736:  85 
004D: jump_if_false WOF_1625
0009: $9387 +=  .001  ;; floating-point values
0664: write_debug_floatvar "CHIP_SET_Z" $9387 

:WOF_1625
00D6: if  0
0736:  74 
004D: jump_if_false WOF_1630
0009: $9387 += -.001  ;; floating-point values
0664: write_debug_floatvar "CHIP_SET_Z" $9387 

:WOF_1630
0006: @10 =  0  ;; integer values

:WOF_1631
00D6: if  0
001B:    6 > @10  ;; integer values
004D: jump_if_false WOF_1821
008B: @12 = $9327(@10,6i)  ;; integer values and handles
0093: @8 = integer_to_float @12  
0017: @8 /=  1.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1641
0007: @8 =  10.0  ;; floating-point values

:WOF_1641
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1648
000B: @9 +=  .03  ;; floating-point values

:WOF_1648
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  0
03CA:   object $9339(@10,6i) exists
004D: jump_if_false WOF_1658
01BB: store_object $9339(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9388(@10,6f)
01BC: put_object $9339(@10,6i) at $73 $74 $75

:WOF_1658
0093: @8 = integer_to_float @12  
0017: @8 /=  5.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1664
0007: @8 =  10.0  ;; floating-point values

:WOF_1664
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1671
000B: @9 +=  .03  ;; floating-point values

:WOF_1671
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  0
03CA:   object $9345(@10,6i) exists
004D: jump_if_false WOF_1681
01BB: store_object $9345(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9394(@10,6f)
01BC: put_object $9345(@10,6i) at $73 $74 $75

:WOF_1681
0093: @8 = integer_to_float @12  
0017: @8 /=  10.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1687
0007: @8 =  10.0  ;; floating-point values

:WOF_1687
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1694
000B: @9 +=  .03  ;; floating-point values

:WOF_1694
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  0
03CA:   object $9351(@10,6i) exists
004D: jump_if_false WOF_1704
01BB: store_object $9351(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9400(@10,6f)
01BC: put_object $9351(@10,6i) at $73 $74 $75

:WOF_1704
0093: @8 = integer_to_float @12  
0017: @8 /=  50.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1710
0007: @8 =  10.0  ;; floating-point values

:WOF_1710
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1717
000B: @9 +=  .03  ;; floating-point values

:WOF_1717
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  0
03CA:   object $9357(@10,6i) exists
004D: jump_if_false WOF_1727
01BB: store_object $9357(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9406(@10,6f)
01BC: put_object $9357(@10,6i) at $73 $74 $75

:WOF_1727
0093: @8 = integer_to_float @12  
0017: @8 /=  100.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1733
0007: @8 =  10.0  ;; floating-point values

:WOF_1733
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1740
000B: @9 +=  .03  ;; floating-point values

:WOF_1740
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  0
03CA:   object $9363(@10,6i) exists
004D: jump_if_false WOF_1750
01BB: store_object $9363(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9412(@10,6f)
01BC: put_object $9363(@10,6i) at $73 $74 $75

:WOF_1750
0093: @8 = integer_to_float @12  
0017: @8 /=  200.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1756
0007: @8 =  10.0  ;; floating-point values

:WOF_1756
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1763
000B: @9 +=  .03  ;; floating-point values

:WOF_1763
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  0
03CA:   object $9369(@10,6i) exists
004D: jump_if_false WOF_1773
01BB: store_object $9369(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9418(@10,6f)
01BC: put_object $9369(@10,6i) at $73 $74 $75

:WOF_1773
0093: @8 = integer_to_float @12  
0017: @8 /=  500.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1779
0007: @8 =  10.0  ;; floating-point values

:WOF_1779
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1786
000B: @9 +=  .03  ;; floating-point values

:WOF_1786
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  0
03CA:   object $9375(@10,6i) exists
004D: jump_if_false WOF_1796
01BB: store_object $9375(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9424(@10,6f)
01BC: put_object $9375(@10,6i) at $73 $74 $75

:WOF_1796
0093: @8 = integer_to_float @12  
0017: @8 /=  1000.0  ;; floating-point values 
00D6: if  0
0021:   @8 >  10.0  ;; floating-point values
004D: jump_if_false WOF_1802
0007: @8 =  10.0  ;; floating-point values

:WOF_1802
0092: @11 = float_to_integer @8  
0093: @9 = integer_to_float @11  
0013: @9 *=  .0126  ;; floating-point values 
00D6: if  0
0019:   @11 >  0  ;; integer values
004D: jump_if_false WOF_1809
000B: @9 +=  .03  ;; floating-point values

:WOF_1809
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  0
03CA:   object $9381(@10,6i) exists
004D: jump_if_false WOF_1819
01BB: store_object $9381(@10,6i) position_to $73 $74 $75
0400: create_coordinate @8 @8 $75 from_object @2 offset  0.0  0.0 $9430(@10,6f)
01BC: put_object $9381(@10,6i) at $73 $74 $75

:WOF_1819
000A: @10 +=  1  ;; integer values
0002: jump WOF_1631

:WOF_1821
0051: return

:WOF_1822
00D6: if  0
03CA:   object @0 exists
004D: jump_if_false WOF_1864
0653: @8 = stat  81 (gambling skill)  ; float
00D6: if  0
0038:   $9450 ==  0  ;; integer values
004D: jump_if_false WOF_1852
00D6: if  0
0023:    1.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1834
0006: @19 =  100  ;; integer values
0002: jump WOF_1850

:WOF_1834
00D6: if  0
0023:    10.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1839
0006: @19 =  1000  ;; integer values
0002: jump WOF_1850

:WOF_1839
00D6: if  0
0023:    100.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1844
0006: @19 =  10000  ;; integer values
0002: jump WOF_1850

:WOF_1844
00D6: if  0
0023:    1000.0 > @8  ;; floating-point values
004D: jump_if_false WOF_1849
0006: @19 =  100000  ;; integer values
0002: jump WOF_1850

:WOF_1849
0006: @19 =  1000000  ;; integer values

:WOF_1850
0008: $9450 +=  1  ;; integer values
0002: jump WOF_1864

:WOF_1852
0209: @10 = random_int  0  5
0871: init_jump_table @10 total_jumps  5  0 WOF_1864 jumps  0 WOF_1854  1 WOF_1856  2 WOF_1858  3 WOF_1860  4 WOF_1862 -1 WOF_1864 -1 WOF_1864 

:WOF_1854
0006: @19 =  100  ;; integer values
0002: jump WOF_1864

:WOF_1856
0006: @19 =  1000  ;; integer values
0002: jump WOF_1864

:WOF_1858
0006: @19 =  10000  ;; integer values
0002: jump WOF_1864

:WOF_1860
0006: @19 =  100000  ;; integer values
0002: jump WOF_1864

:WOF_1862
0006: @19 =  1000000  ;; integer values
0002: jump WOF_1864

:WOF_1864
0051: return
0454: $73 $74 $75 
00D6: if  0
03CA:   object @4 exists
004D: jump_if_false WOF_1871
01BB: store_object @4 position_to $9441 $9442 $9443
0176: $72 = object @4 z_angle

:WOF_1871
0011: $72 *= -1.0  ;; floating-point values
02F7: @8 = sinus $72 ;; cosine swapped with sinus
02F6: @9 = cosine $72  ;; sinus swapped with cosine
0086: $9444 = $73  ;; floating-point values only
0061: $9444 -= $9441  ;; floating-point values
0086: $9445 = $74  ;; floating-point values only
0061: $9445 -= $9442  ;; floating-point values
0086: $9446 = $75  ;; 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
DEFINE TABLE Tables\Table210.bin
03A8: write_debug_float $9447 
03A8: write_debug_float $9448 
03A8: write_debug_float $9446 
0463: $73 $74 $75 
0086: $9444 = $73  ;; floating-point values only
0061: $9444 -= $9441  ;; floating-point values
0086: $9445 = $74  ;; floating-point values only
0061: $9445 -= $9442  ;; floating-point values
0086: $9446 = $75  ;; 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
DEFINE TABLE Tables\Table211.bin
03A8: write_debug_float $9447 
03A8: write_debug_float $9448 
03A8: write_debug_float $9446 
0051: return
004E: end_thread

;-----------------------------------------------------
DEFINE EXTERNAL_SCRIPT_START ZERO_AMBIENCE

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_10
00D6: if  0
8248:   NOT   model @10 available
004D: jump_if_false RCSHOP_15
0001: wait  0 ms
0002: jump RCSHOP_10

:RCSHOP_15
0615: @7 
0638: unknown_action_sequence -1  1 
05BA: unknown_action_sequence -1 -2 
0616: @7 
061D: unknown_sequences_packs @2 @3 @4 @5 @6 @7 @8 
0621: unknown_sequences_packs  4 @10 @8  1466 @9 

:RCSHOP_21
00D6: if  0
0256:   player $PLAYER_CHAR defined
004D: jump_if_false RCSHOP_67
09E8: $1250 = actor $PLAYER_ACTOR active_interior
00D6: if  21
0038:   $1250 ==  0  ;; integer values
0038:   $1249 ==  1  ;; integer values
004D: jump_if_false RCSHOP_30
0050: gosub RCSHOP_69

:RCSHOP_30
00D6: if  1
0038:   $ZEROS_MISSIONS_PASSED ==  3  ;; integer values
0038:   $ON_MISSION ==  0  ;; integer values
004D: jump_if_false RCSHOP_38
00D6: if  0
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_38
0004: $VIDEO_GAME =  7  ;; integer values

:RCSHOP_38
00D6: if  21
02E0:   actor $PLAYER_ACTOR aggressive
010F:   player $PLAYER_CHAR wanted_level > $1259
004D: jump_if_false RCSHOP_43
0004: $9526 =  1  ;; integer values

:RCSHOP_43
00D6: if  0
8118:   NOT   actor @9 dead
004D: jump_if_false RCSHOP_56
00D6: if  1
0457:   player $PLAYER_CHAR aiming_at_actor @9
82D8:   NOT   actor $PLAYER_ACTOR currentweapon ==  56
004D: jump_if_false RCSHOP_52
0004: $9526 =  1  ;; integer values
0002: jump RCSHOP_56

:RCSHOP_52
00D6: if  0
051A:   unknown_actor @9 hit_by_actor $PLAYER_ACTOR
004D: jump_if_false RCSHOP_56
0004: $9526 =  1  ;; integer values

:RCSHOP_56
00D6: if  0
0038:   $9526 ==  1  ;; integer values
004D: jump_if_false RCSHOP_67
00A0: store_actor $PLAYER_ACTOR position_to @2 @3 @4
08E5: @2 @3 @4  20.0 @0 
00D6: if  0
0019:   @0 > -1  ;; integer values
004D: jump_if_false RCSHOP_67
000A: @1 +=  1  ;; integer values
0913: run_external_script  37 (CUSTOMER_PANIC) @0 @1 
08A9: load_external_script  37 (CUSTOMER_PANIC) 

:RCSHOP_67
0001: wait  0 ms
0002: jump RCSHOP_21

:RCSHOP_69
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: @7 
004E: end_thread
004E: end_thread
